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发展度

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发展度(英文:Development)是一种省份属性, 取代了早前版本中的税收人力系统。省份的发展度由三种指标构成——税基、生产和人力, 分别对应着行政、外交和军事。拥有常识DLC的玩家可以通过使用君主点数来提升省份的发展度。

Base development

发展的效果

每一点发展度使省份获得效果:

Tax Base Icon.png 基税:

Regiment recruit speed.png −1% 本地陆军招募时间

Gold Icon.png +1 年度基础税收

Production.png 生产:

Local goods produced +0.2 本地贸易产品生产
Local shipbuilding time.png −1% 本地海军建造时间

Local manpower modifier.png 人力:

National garrison growth.png +1% 要塞守军恢复度

Manpower.png +250 最大人力

Irrespective of category, every point of development has the following effects on the individual province note only coastal provinces will experience sailor and naval force limit bonuses :

Possible number of buildings.png +0.1 本地可建筑数量上限
Supply limit modifier +2% 补给上限修正
Local missionary strength.png −0.1% 本地传教力量
Land forcelimit.png +0.1 陆军上限
Naval forcelimit.png +0.1 海军上限
Sailors.png +30 水手数量增长
Local trade power.png +0.2 本地贸易力量
Possible Manchu banners (local) +0.1 可招募的八旗军
  • Development cost.png+3% per point above 10 total development, goes up by 3 every 10 total development.
  • Province warscore cost.png+1% 省份战争分数花费
  • Overextension.png+1% 省份过度扩张花费
  • Core-creation cost.png+10 造核花费
  • Diplomatic annexation cost+8 外交合并花费
  • Culture icon.png Increases the percentage of the local province culture in the player's nation.
  • Estate loyalty If the province belongs to an estate, the estate's loyalty will increase as if it had been granted a 1 development province.
  • Institutions.png Increases the institution presence in the province by (new development level/6). This is capped at +10% increase.
  • Institutions.png Most institution spread modifiers scale linearly with province development.

Development levels over 30 no longer contribute to higher coring and culture conversion costs. For each 10 levels of development, a province gets an additional building slot.

In addition, the nation gains Caravan power.png+1 caravan power for each 3 total development levels, up to 50.

提升省份发展度

Development cost tooltip.

Monarch points (Administrative power.png, Diplomatic power.png or Military power.png) can be used to increase base tax, production, and manpower values, respectively. A province's base tax, production or manpower cannot be increased if its value is already more than that of the other two combined (for example, if base tax is 3 and production/manpower 1 each, only an improvement of production or manpower is possible). In other words the cap for one development type is equal to the other 2 plus 1.

基础花费

The base cost for developing a province is 50 monarch points. Development efficiency from administrative technology affects the base cost by additional −10% at level 17, 23 and 27.

发展度提升花费修正

The development cost modifiers influence how much it costs to develop a province. The cost to develop provinces increases by +3% per point above 10 total development. This modifier itself increases by 3 for every 10 total development. For example, a province upgrading from total development level 30 to 31 will have "Development: Development cost.png+99%" modifier.

All development cost modifiers are applied in an additive fashion.

Note that without ‘Common Sense’ DLC the modifiers are exchanged. (National) Development cost modifiers are replaced by a (national) goods produced modifier of the same amount with versed sign. Local development cost modifiers are replaced by tax income of a tenth with versed sign.

Stacking development cost modifiers

Developing a province to get an institution can be expensive in terms of monarch points; it is recommended that the player choose to develop a province with multiple modifiers that stack. To be specific, to attain the maximal reduction in development cost, the player should choose to locate their capital in a province with a Centre of Trade, temperate climate, farmlands, and that produces cloth or cotton. The following provinces have this combination of modifiers: Lublin, Baghdad, Selanik, Cairo, Regensburg, London, Milan and Prague. These provinces have a cumulative reduction in developing cost of -20% (-5% from farmlands, -5% from CoT, -10% from cloth/cotton).

地形

地形 提升发展度花费修正
Farmlands terrain 农田 -5%
Grasslands terrain 平原 0%
Drylands terrain 旱地 +5%
Woods terrain 林地 +15%
Savannah terrain 荒原 +15%
Forest terrain 森林 +20%
Steppe terrain 草原 +20%
Highlands terrain 高地 +20%
Coastal Desert terrain 沿海沙漠 +25%
Coastline terrain 沿海地区 +25%
Hills terrain 丘陵 +25%
Marsh terrain 沼泽地 +25%
Mountain terrain 山地 +35%
Jungle terrain 热带雨林 +35%
Desert terrain 沙漠 +50%
Arctic terrain 冰原 +50%

气候

气候 提升发展度花费修正
温带 0%
Tropical 热带 +15%
Arid 干旱 +15%
Arctic 北极 +50%

理念和传统

以下修正将会减少提升发展度的花费。 如果缺少Common Sense.png常识DLC,发展度将不可用;以下修正将被同等水平的Goods produced modifier.png 产品产出修正所取代。

Development cost.png 传统 理念 效果/野心 政策
−20%
  • Full Economy Focus
−10%
  • Caspian traditions
  • Colonial traditions
  • Garhwali traditions
  • Saxon traditions
  • Tuscan traditions
  • Ajuuraan idea 5: Hydraulic Empire
  • Andean idea 5: Monumental Ornaments
  • Ansbach idea 5: Protestant Exiles
  • Armenian idea 2: Land Reclamation
  • Assamese idea 2: Wet Rice Cultivation
  • Chachapoyan idea 2: Legacy of Kuelap
  • Candarid idea 3: Ismail Bey Complex
  • Charruan idea 1: Hunter-Gatherer Ways
  • Dali idea 6: Rice Terraces
  • Date idea 7: Intensive Domain Development
  • Dithmarscher idea 5: Fortify the Coastline
  • Dutch idea 3: Polders
  • Farsi idea 7: A Capital for an Empire
  • Finnish idea 4: Settle Middle Finland
  • Golden Horde idea 6: Populating the Steppes
  • Gutnish idea 1: Rebuild Visby
  • Hanoverian idea 2: Weser Renaissance
  • Hessian idea 4: Receive Religious Immigrants
  • Hormuz idea 6: Develop Qeshm and Hormuz
  • Hosokawa idea 7: Horeki Reform
  • Incan idea 2: Mitma Policy
  • Isshiki idea 7: Expand our Ports
  • Jaunpuri idea 4: Jaunpuri Architecture
  • Karamanid idea 5: Karamanid Architecture
  • Kuban idea 2: Children of Woot
  • Luban idea 5: Lukasa Boards
  • Mayan idea 2: Building Traditions
  • Milanese idea 3: Lowered Power of the Barons
  • Mogadishan idea 4: City of Mogadishu
  • Moravian idea 3: Cities of Moravia
  • Nanbu idea 7: Defeating the Famines
  • Neapolitan idea 3: Encourage City Living
  • Nizhny Novgorod idea 2: Crossroads Of Nations
  • Pattani idea 7: Canal Infrastructure
  • Polotskian idea 7: Forest of Europe
  • Rostov idea 1: Re-Unification of Rostov
  • Satake idea 6: Strong Central Rule
  • Semien idea 4: Builders and Artisans
  • Silesian idea 3: German Settlers
  • Swiss idea 4: Oasis of Peace and Prosperity
  • Zaporozhian idea 1: Fast Fort Builders
  • Bavarian ambition
  • Hausan ambition
  • Lan Na ambition
  • Mutapan ambition
  • Pegu ambition
  • Economic-Quantity: Agricultural Cultivation
−5%
  • Prussian idea 7: Religious Toleration

备注:提升每点发展度的最低花费是4点对应的君主点数。

其他修正

-5% 每100国家发展度,在首都所在省份,(最高-50%)
-20% 如果省份建有Latin university.png 大学
-10% 如果省份产出为Cloth.png 或者 Cotton.png棉花 (需要Rights of Man.png人权DLC)
-10% 作为Emperor of china icon.png中国皇帝,开启了"扩大官僚机构"的法令
-10% with Parliament.png parliamentary issue "Land Reform" active
-10% 作为神圣罗马帝国的自由市
-10% if Burghers.png Burghers are at Estate loyalty 60 loyalty and 阶层影响 60 influence (lower at less influence)
-10% 作为Orthodoxy东正教国家,供奉了全能之主基督圣像
-10% 作为伊斯兰教逊尼派逊尼派穆斯林国家, 邀请或追随了马立克学派马立克学派。
-10% as 神道教 Shinto with Adaptive Isolationism level
-10% as 长生天 Tengri with Theravada.png Theravada as syncretic faith
-10% as Fetishist Fetishist with Buddhism.png Buddhism cult
-10% with Encourage Development edict
-10% with Prosperity
-5% if the province is an "Important Center of Trade" or "Important Natural Harbor"
-5% with "Trading in Tropical Wood" bonus
-5% as Protestantism Protestant with "Organized through bishops" aspect active
-5% for members of the Holy Roman Empire, if the "Call for Reichsreform" reform is passed
-5% for embracing the Renaissance.png Renaissance institution
-1% per 500 natives left alive in a colonized province
+0.1% per 1% of devastation
+0.5% as 儒教 for each point of Harmony less than 50 (up to +25%)
+50% for being a primitive nation
+50% for being a vassal, client state or march

剥削发展度

省份可被永久性的剥削一点发展度来换取短期的利益。

  • 剥削 Tax Base Icon.png 基础税收来换取该省份60个月的税收
  • 剥削 Production.png 生产来换取该省份60个月的水手增长
  • 剥削 Manpower.png 基础人力来换取该省份60个月的人力增长

一个拥有直属核心且每类指标至少拥有2点发展度的省份才可被剥削发展度。被剥削发展度后的20年内不能被再次剥削。

AI侧重

AI一般不会将提升省份至原先的两倍或高过原先10点,取决于哪个值更大。 generally will not develop provinces to more than original development * 2 or 10 development, whichever is biggest. These numbers can be changed in defines.[1]

The exception to this rule emerges when the AI develops one province for the purposes of institution spread, introduced in Patch 1.18. At this time the exact behaviour of the AI regarding this is not well understood. The AI does not develop provinces anywhere as efficiently as a human player may do so.[2]

参考资料

  1. patch notes 1.15
  2. https://youtube.com/l7mE1JpjVlY
Gold Icon.png 经济
概括 建筑殖民贸易产品贸易节点贸易公司
殖民领发展度税收生产过度扩张厌战度
Province icon.png 省份机制
行政 首都核心文化宗教叛乱自治度省份列表
经济 发展度税收生产建筑人力水手