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草原游牧

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游牧的理念
注释:

所有没有独有理念的草原游牧


Traditions.png 传统:

−10% 侵略扩张度
−5 分离主义

Land attrition.png 草原战士的生活

−20% 陆军损耗

Cavalry combat ability.png 伟大可汗的传统

+20% 骑兵战斗能力

Land maintenance modifier.png 马匹补给

−10% 陆军维护

Land leader shock.png 草原领袖

+1 陆军将领冲击

Core-creation cost.png 征服传统

−25% 造核花费

Manpower recovery speed.png 可汗的后勤学

+20% 人力回复速度

National manpower modifier.png 征服的荣耀

+25% 国家人力

Idea bonus.png 野心:

−10% 稳定花费

草原游牧指拥有草原游牧政体的国家。所有的游牧国家都位于前蒙古帝国的疆域内。

游牧国家可以使用一些独特的宣战理由,并且拥有重要的骑兵战争加成。但相对地,游牧国家也要应对时常发生的继承危机。

机制

与其他政体不同,草原游牧有许多独特的机制。

草原游牧政体

游牧国家的大多数特色都源于草原游牧政体。该政体有如下属性:

  • National manpower modifier.png+10%/+20%/+30%国家人力修正(取决于政府等级)
  • Land forcelimit.png+10%/+20%/+30%陆军上限修正(取决于政府等级)
  • Looting speed.png+50%劫掠速度
  • Institution spread.png−15%思潮传播
  • Reinforce cost.png−50%增援花费
  • Cavalry to infantry ratio.png+25%骑兵比例
  • 永远拥有对邻国的宣战理由。参见下文部落争霸游牧征服
  • 当在平坦地形省份战斗时,冲击阶段造成的伤害有+25%的加成,反之有−25%的惩罚。
  • 启用The Cossacks.png哥萨克DLC时,使用部落统一度代替正统性,且可以对非核心省份使用屠城来消减省份发展度以换得君主点数和金钱的能力。
  • 非伊斯兰宗教组的游牧国家能通过改革政府将政体转变为独裁君主制;若为伊斯兰宗教组则政体转变为伊克塔。改革政府需要接受封建主义思潮,且完成行政理念、经济理念或革新理念三者之一。

科技组

游牧国家使用的是游牧科技组游牧科技组。该科技组的兵种在游戏早期实力强劲,但在后期,这一优势将会衰减。

游牧民族的骑兵/步兵比例上限拥有Cavalry to infantry ratio.png +25% 加成优势,这意味着他们可以在自己的陆军部队中保持较高的骑兵数量,而不必遭受支援惩罚(只要他们能负担得起维护费)。

部落统一度

当启用The Cossacks.png哥萨克时,游牧国家的合法性被替换为 Horde unity 部落统一度。同正统性类似,部落统一度也会在数值高于或低于50时提供相应的加成或惩罚:

Horde unity 部族统一 0 25 50 75 100
效果
  • National unrest.png +4 全局叛乱度
  • Discipline.png -10% 陆军训练度
  • National unrest.png +2 全局叛乱度
  • Discipline.png -5% 陆军训练度
没有效果
  • National unrest.png -1 全局叛乱度
  • Discipline.png +2.5% 陆军训练度
  • National unrest.png -2 全局叛乱度
  • Discipline.png +5% 陆军训练度

以下途径会增加或减少部落统一度:

  • 基础值为每年-2
  • 国家每拥有2点Development.png发展度则-0.01,上限为-3
  • Tribes 游牧部族阶层 Estate loyalty 忠诚低于40时:
    • 阶层影响 影响力低于20: 每年-2.5
    • 阶层影响 影响力20-40:每年-5
    • 阶层影响 影响力40-60:每年-7.5
    • 阶层影响 影响力高于60:每年-10
  • 掠夺: Horde unity +1 per 4 Gold Icon.png ducats looted
  • 屠城: +1 per point of province Development.png development before razing
  • +0.005 yearly per point of Power Projection.png power projection (+0.5 at 100)

很多理念和政策都会增加部落统一度:

Horde unity 传统 理念 效果/野心 政策
+1.0 yearly
  • Golden Horde idea 1: Legacy of the Golden Horde
  • Timurid idea 4: Chagatai Literature
  • Diplomatic-Aristocratic: The Tenures Abolition Act
+0.5 yearly
  • Aristocratic-Economic: The Court of Wards and Liveries

启用Rights of Man.png人权DLC时,游牧国家可以通过政府页面的强化政府功能消耗军事点获取部落统一度。花费100Military power.png军事点可以增加10Horde unity部落统一度。

游牧征服

草原游牧国家对所有游牧邻国都会拥有此战争理由。

使用此项宣战理由将产生以下效果:

75% 侵略扩张, 100% 威望和100%战争分数用于:

  • 割让省份
  • 战争赔款
  • 强迫附庸
  • 强迫朝贡

随时间推移的战争分数来自于战役获胜; 如果交战一方通过战役胜利获得了大于10%的战争分数,那么then the wargoal will start ticking in their favor.

部落争霸

草原游牧国家对所有游牧邻国都会拥有此战争理由。

Using this casus belli has the following effects:

75% aggressive expansion, 100% prestige and 100% warscore cost for:

  • All provinces
  • Monetary reparations
  • Enforced vassalage
  • Enforced tributary state

The casus belli targets a specific province and ticking warscore is based on control of that province.

Steppe shock bonus

On provinces with flat terrain, hordes get a 25% increase in damage during the shock phase. Affected terrain includes Plains, Steppe, Farmlands, Grasslands, Drylands, Coastal desert and Desert. However, on provinces with no flat terrain (Hills, Mountains, Forests, Coastlines and Marshes), hordes get a 25% decrease in damage during shock phase. It does not matter if the horde nation is attacking or defending.

Succession crisis

Under regular circumstances - Horde unity Horde unity above 50 - when a horde nation ends up in a regency, the heir will be replaced by a new ruler with a strong claim from a random dynasty, and 25 horde unity will be lost.

However, if the ruler dies without a heir of age or if Horde unity Horde unity is below 50, a succession crisis will fire.

A size 2 revolt of pretender rebels will spawn in a random owned province. The nation gets the choice of siding with the underage heir or a new ruler from a random dynasty. Siding with the underage heir will spawn revolts of size 1 of nationalist rebels in any province that is not cored and unrest will be increased by +10 in all provinces until the succession crisis is over. Siding with the new ruler will remove the current heir, appoint a new ruler and deduct 25 horde unity.

The crisis will end once the rebels win or all the pretender rebels are defeated. Defeating the rebels will increase stability by 1 and add 25 horde unity.

Razing

Hordes can raze uncored and owned provinces for monarch points at the cost of development in that province. Razing a province:

  • provides all the remaining loot in the province and increases its Devastation icon.png devastation by 10%
  • lowers the province's development by 1 in each category and an additional 1 for every 5 development in that category before razing (rounded up)
  • provides 20 monarch points in each category for every point of development razed. This amount is reduced by 1 per level of Military tech.png military technology above level 8
  • Provides Horde unity 1 horde unity for every 2 points of development in the province before razing, regardless of the amount razed
  • Decreases opinion of former owner by -25

Once razed, a province cannot be razed again for 20 years.

Development cannot be brought lower than 1, and provinces with 1 development in each category cannot be razed at all.

For example, razing Venezia (10/12/5), with total development 27, at military technology 5, would lower its development to 7/8/3, and provide Administrative power.png 51, Diplomatic power.png 68, and Military power.png 34, plus Horde unity 27 horde unity and any loot remaining.

  • Note: If the tribes estate is disloyal, monarch power gained from razing is decreased by 50%.

Tributaries

主条目:Tributary

Steppe hordes have access to a special form of subject type called Subject tributary icon.png tributaries. Tributaries retain full diplomatic independence and may start wars and have subjects of their own. The overlord receives a call to arms if the tributary is attacked (unless if by another tributary of the same overlord), but does not have to accept. Each year, the overlord may demand a tribute of money, manpower, or monarch points. If the tributary pays the tribute, trust increases slightly; if it refuses, trust falls significantly. Either party may renounce the tributary status at will, unless they have a truce

游牧列表

下表列出了游戏中存在的全部游牧国家,并不是所有国家都存在于1444年。

Chahar.png
Chahar
revolter
Crimea.png
Crimea
1444
Golden Horde.png
金帐汗国
formable
Haixi.png
Haixi
1444
Jianzhou.png
建州
1444
Kazakh.png
Kazakh
1465
Kazan.png
喀山
1444
Manchu.png
满洲
1616
Mongolia.png
蒙古
1444
Nogai.png
Nogai
1444
Oirat.png
Oirat
1444
Qasim.png
Qasim
1452
Sibir.png
Sibir
1468
Yeren.png
野人
1444

成就

颅骨堆的图标
颅骨堆
作为游牧国家,将一个至少30发展度的省份进行屠城。
鞑靼斯坦的图标
鞑靼斯坦
用喀山或者诺盖开局,拥有所有鞑靼文化组的领地。
移风易俗的图标
移风易俗
用1444年的游牧部落开局,接受所有思潮。
大汗归来的图标
用蒙古汗国或金帐汗国开局,本国或附属国拥有中华地区,俄罗斯地区和波斯地区。
我的马要在这里吃草…还有这里…的图标
我的马要在这里吃草…还有这里…
作为游牧国家,拥有至少200个生产谷物的省份。
淘金热的图标
淘金热
在1500年前成立金帐。