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“加勒比”的版本间的差异

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'''加勒比''' 是一个 [[部落]] ,在南美洲北部有一个省份。 它是加勒比文化的[[文化母国]] 。加勒比没有邻国与其接壤。{{flag|阿拉瓦克}},它的[[历史宿敌]],位于其东边的两个省份
 
'''加勒比''' 是一个 [[部落]] ,在南美洲北部有一个省份。 它是加勒比文化的[[文化母国]] 。加勒比没有邻国与其接壤。{{flag|阿拉瓦克}},它的[[历史宿敌]],位于其东边的两个省份
  
== Events ==
+
== 事件==
 
This is a list of all {{flag|Carib}}'s events (from {{path|events/flavorCAB.txt}}).
 
This is a list of all {{flag|Carib}}'s events (from {{path|events/flavorCAB.txt}}).
  
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{{end box wrapper}}
 
{{end box wrapper}}
  
== Strategy ==
+
==Strategy==
 
{{SVersion|1.25}}
 
{{SVersion|1.25}}
 
===Sedentary Strategy===
 
===Sedentary Strategy===

2019年8月15日 (四) 13:33的版本

Carib.png
加勒比
政府等级 公国级 公国
主流文化 Primary culture.png Carib (Caribbean)
首都 Capital.png Uyapari (2805)
政体 Government tribal.png 原住民议会
国教 Animist.png 泛灵论
科技组 南美洲科技组 南美洲科技组
加勒比的理念
Traditions.png 传统
+1 陆军将领机动
+15% 要塞防御
Idea bonus.png 野心
+5% 训练度
Idea bonus.png 理念

Trade efficiency.png 河流贸易

+10% 贸易效率

Infantry combat ability.png 毒物战

+10% 步兵作战能力

Morale of armies.png 抗击外乡人

+10% 陆军士气

Attrition for enemies.png 圭亚那的雨林

+1 敌陆军损耗

Colonists.png 加勒比的航海家

+1 殖民者

Tolerance heathen.png 宗教融合

+2 异教容忍

National manpower modifier.png 同化加勒比人

+10% 国家人力

加勒比 是一个 部落 ,在南美洲北部有一个省份。 它是加勒比文化的文化母国 。加勒比没有邻国与其接壤。 阿拉瓦克,它的历史宿敌,位于其东边的两个省份

事件

This is a list of all  加勒比's events (from /Europa Universalis IV/events/flavorCAB.txt).

ID

Msg event.png奥里诺科贸易


奥里诺科河畔的贸易对我们的人民至关重要。为了未来的繁荣,我们应竭力保护我们在此的利益。不过现在战士与商人们在如何控制这条河上出现了分歧。战士们想要打击一切胆敢来临的敌对部落,而商人认为说服其他部落一同按我们的方式贸易更加重要。


 
触发条件

该国家:

  •  加勒比
  • 拥有 Orinoco Delta (2803), Uyapari (2805), Zaraza (2939), Angostura (742), Atabapo (2811), Llanos (2809) Apure (2810).

该事件只触发一次。

平均发生时间

120 months


Event button 547.png
奥里诺科河属于加勒比!

 加勒比获得对 Orinoco Delta (2803), Uyapari (2805), Zaraza (2939), Angostura (742), Atabapo (2811), Llanos (2809) and Apure (2810)中宣称土地的宣称

Event button 547.png
聚焦于在此建立一个贸易中心。

 加勒比:

  • 失去Diplomatic power.png100外交点数。

Orinoco Delta (2803), Uyapari (2805), Zaraza (2939), Angostura (742), Atabapo (2811), Llanos (2809) and Apure (2810)中随机的一个加勒比省份:

  • 获得修正“Hub of the Orinoco Trade”直到游戏结束,给予以下效果:
    • 本地贸易力量+10本地贸易力量
ID

Msg event.png北方难民


数世纪以来我们的先人为了在加勒比岛屿上定居离开了大陆。由于这些岛屿不断被欧洲强国所支配,我们的北方兄弟现在愈发被边缘化。最近的矛盾演化成了种植园主与岛上加勒比人之间血腥的冲突,越来越多的加勒比人由此想要在我们的土地上定居。他们已与我们隔离数代,与岛民通婚,语言也已改变。


 
触发条件

This country:

At least 1 of the provinces St. Vincent (500), Barbados (501), St. Lucia (499), Martinique (498), Dominica (497), Guadelupe (496) or Antigua (496):

The year is at least 1580.
This event can fire only once.

平均发生时间

48 months


Event button 547.png
将他们整合进我们的社会。

 加勒比:

  • loses Icon stability.png1 stability.
  • gets the modifier “Garifuna Migration” for 20 years giving the following effects:
    • 国家人力修正+15% national manpower modifier,
    • 全局移民增长+5 global settler increase,
    • 国家叛乱度+2 national unrest.

2 random Carib provinces in the ‘Colonial Colombia’:

  • gain Tax Base Icon.png1 base tax,
  • gain Manpower.png1 base manpower.
Event button 547.png
让他们自生自灭吧。

 加勒比的稳定度小于 +3

  • 则获得 Icon stability.png 1 稳定度
  • 否则获得 Administrative power.png 50 行政点数
ID

Msg event.pngArawak settle the mouth of the Orinoco


The mouth of the Orinoco river has been occupied by the Arawak. Carib traders report being attacked by the Arawaks who want to control the area for themselves.


 
触发条件

This country:

 阿拉瓦克:

  • owns Orinoco Delta (2803).
  • is not allied with Carib.
  • has an opinion of less than 50 towards Carib.

This event can fire only once.

平均发生时间

12 months


Event button 547.png
This is unacceptable!

 加勒比 gets a claim on Orinoco Delta (2803).

Event button 547.png
We have no interest in this area.

 加勒比:

  • loses Prestige.png5 prestige.

Strategy

Sedentary Strategy

This is the most passive strategy, but may result in early conflict with Europeans. Start out by migrating to Orinoco Delta and rivaling Arawak, once Carib has built up to force limit, if not beyond it, they should attack Arawak with the humiliate CB and chase their army until there is a stack wipe. They can then take all Arawak's gold and do show strength. Immediately break the peace and in the deal humiliate Arawak. Carib have the ability to be present on two continents by selecting the colonist native idea. All that is needed is to send out a colonist to a South American province, Uyapari is suggested since a Carib event will trigger giving it +10 trade power, and before the colonist arrives Carib should migrate to the Lesser Antilles island chain. This gives two of the age objectives and allows Carib to take the developed colonies perk before their first colony even finishes. Then Carib can tech up to Admin tech 5, Diplo tech 3 and whatever Mil tech the player is comfortable with. Diplo tech 3 gives a +20 colonist boost and Admin Tech 5 allows for the first idea group. It is suggested that Carib take the Exploration idea group and fill it out to increase their colonization potential. It will be difficult at first, but the Lesser Antilles have good base development to start and will eventually provide you the resources to fund three colonists at the same time. In the interim, the player may need to declare wars on others, particularly Arawak and Muisca, to help fund the colonies.

Fill out all the native ideas and conquer some enemies if you feel like it while you wait for Europeans to arrive. Since the Caribbean is one of the first areas to be colonized, you may encounter aggressive Europeans and lose some of your lands or they may be relatively peaceful. Either way, just wait to convert religions and to reform. If an early encounter with Europeans is not desirable, it is also possible to do something similar by migrating to Panama and then send the colonist out or to completely stay within South America and migrate about a bit before sending a colonist since the first age perk can be reached with just the humiliation objective achieved prior to the first colony finishing.

Inca Strategy

This strategy takes a bit more effort than the sedentary one, but can provide some interesting benefits. There are two ways to attempt this, either 1) start the same way as above or 2) 1 month into the game declare war on an Andean country with no allies and make them your vassal. In the first option, declare as many rival wars as possible. Your goal is to get as much gold and monarch points as possible. In the second option, Carib can still migrate with a vassal, but will eventually need to settle down somewhere. By the mid 1470s build a fortified house, then pick a weak Andean state to try and vassalize. Once they are vassalized, Carib can push their vassal's claims and can outright claim provinces bordering their vassal. However, it is best to leave whoever war was declared on with a single province and then vassalize them to keep pushing vassal claims. It is important before becoming Inca to at some point own Lima and convert to Inti. If this is not done, the Inti religion cannot be reformed and Inca will be a duchy instead of an empire when the tag switch takes place; though Inca will keep a native council which some may find desirable. Once the necessary provinces have been acquired, or even before, Carib can culture switch to an Andean culture in order to form Inca. It is suggested to keep Carib ideas since they are better militarily and grant an extra colonist.

At this point Carib will essentially play the way Inca plays by trying to reform religion and colonizing as much of South America as possible. Techs will be the same as in the sedentary strategy. Note that if the +10 trade power modifier from the Carib event triggered, it will remain in place after tag switching to Inca.

Nahuatl Strategy

The opening move will be the same as for the sedentary or Inca strategies. For Carib to become Nahuatl it needs to get vision on at least one Mesoamerican country. The best way to do this is to get discovery ideas and hire a conquistador, though it is also possible to migrate up to Mesoamerica. Once this is done, a bloody path will need to be cut through Mesoamerica by declaring a no CB war and vassalizing somebody in order to push their claims. The goal is to get 5 vassals and to take provinces in a way to release as many nations as possible after the first Nahuatl reform. To convert to Nahuatl, Carib needs to conquer and hold cholula until an event fires or get 100% war score and offer to force convert itself in a peace deal. Once converted, Carib would continue in the same fashion as any Nahuatl country would by trying to reform religion. The advantage Carib has is it can accumulate monarch points early on and get ahead tech wise as well as build a fortified house to outnumber its enemies in the initial conquest. It is suggested to build the fortified house by mid 1470s.

Combined Strategy

It is possible to combine any of the three strategies above or even all of them. To do this Carib would start the way the sedentary strategy does by getting on two continents and would have to accumulate gold to build a fortified house around mid 1470s. It would then vassalize a weak Andean state and before starting any war to take provinces it would have to switch its capital so it is in South America. It is impossible to take provinces neighboring a vassal if that province is overseas and out of colonial range. Carib will then need to convert to Inti, culture shift to an Andean culture and acquire the necessary provinces to form Inca. Note that to culture shift, the culture needs to be 50% of state cores, but they do not need to be full cores. Once Inca is formed, Carib can move its capital back to North America and will have to get small enough to get force converted to Nahuatl in a peace deal or be forced back to animist by rebel demands. Either way, it is suggested not to have more than 8-10 provinces before converting to Nahuatl. Carib/Inca can then declare a no CB war to get a vassal in Mesoamerica so they can push the vassal's claim and take territory in Mesoamerica. It is best to already have around 4 vassals in the Andes and one in Mesoamerica who will allow Carib/Inca to take enough territory to release 5 vassals after passing the first Nahuatl reform. If Carib/Inca changed back to animist through rebels, Cholula will need to be captured to get the event to convert to Nahuatl. Two reforms can be passed immediately and a ruler can be sacrificed to help keep initial doom around 35-40. Because the Andean vassals were likely held for a long time, there will be no peace timer with them and they can be re-vassalized immediately for an easy third reform. The final two reforms should also be relatively easy since Carib/Inca will have territory in two regions and can continually declare flower wars; the only thing limiting the reforms is the less than 50 doom requirement and manpower.

Interestingly, while Carib is a native council it can select plutocratic ideas and, in a game without the 50% idea restriction, Carib can easily get all land military ideas. If the player intends to do this they will likely need to get to admin tech 7. If Carib then converts to Nahuatl and selects feudal monarchy, they will be able to rival Prussia in military modifiers.

国家玩法策略索引

安第斯科技组 Andean.png  库斯科  印加  穆伊斯卡
南美洲科技组 South American.png  马普切

中非科技组 Central African.png  布干达  布索加  卡拉圭  刚果  穆塔帕
东非科技组 East African.png  阿居乌壤  埃塞俄比亚  基尔瓦
西非科技组 West African.png  达荷美  马里  桑海  廷巴克图
穆斯林科技组 Muslim.png  阿达尔  马穆鲁克  摩洛哥  姆扎卜  突尼斯

西欧科技组 Western.png  美利坚
中美洲科技组 Mesoamerican.png  阿兹特克  玛雅
北美洲科技组 North American.png  切罗基  奇克索  克里克  休伦  易洛魁  普韦布洛