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'''孙子兵法'''扩展包于2014-08-14<ref>[[forum:795532]]</ref>公之于众,并于2014-10-30<ref>[[forum:811331]]</ref>同 [[1.8 版本|patch 1.8]]以$20的售价发行。
'''孙子兵法''' (Art of War) 扩展包于2014-08-14<ref>[[forum:795532]]</ref>公之于众,并于2014-10-30<ref>[[forum:811331]]</ref>同 [[1.8 版本|patch 1.8]]以$20的售价发行。
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Now, instead of having "supply and demand" modifiers that are updated regularly, trade goods are at fixed prices, changed only by global events. For example, slaves are not worth much until the European powers start colonizing, which will cause the Triangle Trade event to fire, making them worth much more.
Now, instead of having "supply and demand" modifiers that are updated regularly, trade goods are at fixed prices, changed only by global events. For example, slaves are not worth much until the European powers start colonizing, which will cause the Triangle Trade event to fire, making them worth much more.
==Dev diaries==
== 开发者日志==
A list of all [[Dev_diary#Art_of_War_developer_diaries|Art of War developer diaries]].
A list of all [[Dev_diary#Art_of_War_developer_diaries|Art of War developer diaries]].
== 参考资料==
<references />
<references />

2019年9月22日 (日) 06:26的最新版本

Art of War.png 孙子兵法
Art of War banner.jpg
类型 扩展包
发行日期 / 补丁 2014-10-30 / 1.8
商店:扩展包 Paradox /Steam
商店:兵模包 Paradox / Steam
商店:音乐包 Paradox / Steam

孙子兵法(Art of War)扩展包于2014-08-14[1]公之于众,并于2014-10-30[2]patch 1.8以$20的售价发行。


  • 三十年战争:有关宗教战争的独特机制与全新事件。
  • 革命时代: 揽起革命或反革命的大旗,并从已占领领土上扶植前所未有的自定义附庸国。
  • 对敌作战: 你现在可以于攻城时进行强攻, 还可将已占领地区转让给盟友,并为你的附庸国及同盟国指定战争目标。
  • 改良外交机制: 允许出售多余船只;添加新的战争借口:为属国而战;允许以宣战的方式来支持他国的反叛势力;添加新的议和条款,如放弃宣称,月度赔款等。
  • 提升游戏体验: 允许一键建军; 允许主动放弃你不想为之而战的核心领土;允许主动屏除对你国家无益可言的理念组。
  • 崭新剧本: 焕然一新且更为详细的三十年战争开局剧本。
  • 新的国家级独有事件及独有决议(仅限游戏初期)。
  • 补丁附带的免费内容: 全新的反叛机制;区域自治度,;全新的新教枢机系统,;全新的教改机制;全新的地图外观和地图模式: “简单地形地图”,“地方自治地图”, 以及“要塞等级地图”。


凭借着孙子兵法DLC,你可以下令对个别舰队采取封存措施。这会使特定舰队的维护费降至最低标准(50%)。被封存的舰队不能移动,也不能与其他舰队合并,且该支舰队的船体值会缓慢减少,直至25%。 封存状态可被随时解除,届时,所选船只会开始以正常的速度恢复其船体值。









要塞现在可以通过突围尝试打断围城。 突围键在围城界面中。按下时将花费10点军事点数,一支与守军人数相等的军队将在此省份出现。



国家现在可转移他们控制的战争中占领的省份给他们在战争中的盟友。AI将会转移他们不想要的省份的占领权给战争领导者。 这个特点将会使每一个战争的参与国家各取所需成为可能。

Allied objectives

Allied objectives gives the player more influence over the actions of AI allies and subjects in wars. Allied objectives are split into two parts: province objectives and subject military focuses. Province objectives are handled from the province screen and allows the player to tell their AI allies to focus on specific enemy provinces. This will both make them more likely to send armies to besiege that province and to engage enemy armies that are located in it.

Subject military focuses are handled from the subjects screen and allow the player to change the military priorities of their subject nations to either aggressive or supportive. Aggressive subjects will not attach to your armies and will instead focus on their own operations, engaging enemy armies and besieging their provinces. Supportive subjects will behave in the opposite fashion, attaching to or staying near friendly armies and avoiding independent operations in enemy territory. If you have no military focus set, they will behave as they currently do, attempting to judge for themselves when it is best to attach and when it is best to act independently. The military focus can be changed or removed at any time, and you can easily change the focus of all your subjects with a single click.







Client states

主条目:Client state

Available at Diplomatic Technology 22, client states may be created on cored or un-cored land that either has a land connection to your capital, or is in the same continent as it. Their coat of arms, colour, government and name can be customized. Provinces can only be added to a client state if they directly neighbor its existing provinces, though straits are exempt from this. The most Client States a country may have is 10.

Religious League Wars

To allow for the 30 years' war to be reproduced, after 1550 and if there is a Protestant elector (as well as a few other factors), religious leagues can be formed. The leader of the Protestant side will be the newly-Protestant elector, though it can change. The leader of the Catholic side will be the current Emperor. Anyone can join either league, even if they're not in the HRE, or any of the religions (e.g. the Ottomans usually enter on the side of the Protestants). This allows for huge, continent spanning wars. If the war drags on for too long, a peace treaty is usually made which allows for both to religions to be elected. If the Protestant league wins, the league leader becomes the Emperor and Catholics cannot become the Emperor or Electors — they can start another league war, though. If there is no war for more than 30 years or it is past 1650, the Emperor's faith is declared the sole religion of the HRE and all states with this religion gain several bonuses, namely an increase in Legitimacy, Missionary Strength and Tolerance of their own faith, with Protestants getting a slightly larger bonus to represent the greater difficulty they face in achieving it. If a league war drags on long enough, instead the Peace of Westphalia event occurs which allows any Christian to become emperor. Finally, an Emperor whose religion is official will get bonuses in gaining Imperial Authority and to their ability to pass reforms, putting the Empire on a fast track towards unification.

Cancelling Idea Groups

You now have the ability to cancel Idea Groups, refunding 10% of the cost you paid. This also takes into account any modifiers to idea costs you had.



Revolutionary Targets

In the second half of the 18th century any country in Europe that ends up in a rough condition may experience a Revolution and become the revolutionary target. Beyond the Revolutionary name and flag, this nation will receive significant bonuses and a large score boost, which can make it dangerous to push a country too far in the era of revolutions. They can be targeted by other monarchs who wish to stop the spread of this revolution, and the revolutionary target gains a new CB to use on monarch countries, to spread the revolution.

Free features

Free Features for the accompanying patch includes: Completely new rebel mechanic, local autonomy on province level, a replacement for the current cardinal system for Catholics, new reformation mechanics and a huge map improvement, making the rest of the world as detailed as Europe. There are lots of interface, AI and gameplay enhancements. When it comes to the map, Paradox has worked closely with the best map-modders in the community, and this apparently completely revolutionizes play outside of Europe.

New Reformation Mechanics

Instead of there being a chance of provinces turning to Protestantism/Reformed faith, there are now “Centers of Reformation”, which are hubs for the spread of the Protestant and Reformed faiths. A Center of Reformation is created for the first three countries to convert to Protestantism and Reformed Protestantism, respectively, and will exist in their provinces spreading their faith to the surrounding provinces unless the province holding the Center of Reformation is conquered and then converted to another religion.

Cardinal system

There can now be up to 50 cardinals in the Holy See. New cardinals are added automatically and they are prioritized according to its home country's size and wealth.

Papal influence can now be used for other types of benefits, such as ducats, legitimacy, stability and prestige. For example: 30 PI gives 100 ducats, 80 PI gives +1 stability, etc.

The Papal State itself can't get cardinals nor papal influence but is still able to become the papal controller.

Map Overhaul

  • Arabia: Arabia has been overhauled to contain more provinces, and to better show how important trade and the coastal provinces are. There are now more defined wastelands, for more realistic military wars. There is now a new state, "Shammar".
  • Egypt: Egypt has been overhauled to show how important the Nile was to people who lived there, and how heavily populated its banks were. There are many more provinces on the river, and in general Egypt is more detailed. A new country nearby is Shia Makuria.
  • The Levant and Mesopotamia: Created a more detailed and realistic area, i.e. a lot more provinces and details added. Two countries were added also: Bhotan, which doesn't exist but has cores on Qara Qoyunlu's lands, and Lebanon, which also has cores there.
  • Anatolia: A few more non-existent countries are added to the Ottoman lands (Germiyan and Eretna), which can be released. The rest of the area is mainly small Turkish states, almost certainly about to be annexed by the Ottomans. This is to set the foundation of one of the greatest empires of this period.
  • Maghreb: The Maghreb has undergone a lot of change: Algiers does not exist, replaced mostly by Tlemcen. Morocco has been expanded slightly to the South, as well as having a path leading to the Heart of Africa. Many new tribes were added, such as Mzab (the only Ibadi theocracy at game start), Touggourt, and Fezzan. Tripoli does not exist any more, but is now a formable nation by the surrounding nations. Morocco and Tunisia can also be formed if they cease to exist. Another path was added to central Africa, south of Fezzan. Morocco now has a lot of dead nations' cores on their land, allowing for more interesting revolts and conflicts in the area.
  • North America: Tribes are now more isolated, many more new provinces, so one tribe doesn't simply quickly gobble up all their neighbours
  • Mesoamerica: Mesoamerica has been completely overhauled, with a much more historic start now. The Aztecs are a rapidly expanding alliance,
  • The Mayas: The land of Maya has been reworked much like Mesoamerica, i.e. split up into a more historic fashion.
  • Central America and The Caribbean: Though there are no new nations here, there are a lot more provinces to colonize.
  • Western North America: There are now a lot more provinces to colonize, as well as more native tribes.

Map modes

The Manpower, Trade Value and Missionary map modes were removed since they weren't useful enough. In their place came:

  • Fort Level, showing the level of the fort in each province
  • Local Autonomy, supporting this new feature
  • Simple Terrain, with a colour for each terrain type, compared to Terrain which shows a realistic view of the terrain.

Some other map modes received updates:

  • Player mapmode shows vassals, protectorates and colonies, with the same color as their overlord.
  • Sphere of Influence and Economic map modes were also reworked.

Local autonomy

Provinces now have a modifier called autonomy which replaces the revolt risk mechanic. Increasing autonomy will penalize the economic and military output of the province but will decrease unrest.

Usually it is natural to increase autonomy in freshly acquired provinces to overcome unrest from separatism.

It is a per-province variable that ranges from 0 to 100%, and represents how freely the province operates from central authority. The higher the autonomy, the less tax income, production income, and manpower the province provides, and missionary work and recruitment is slowed down. However, the autonomy of the province will also reduce unrest in the province.

Every 30 years the player can choose to lower or increase autonomy. Doing so will decrease or increase autonomy by 25%, and add or remove 10 unrest. Autonomy also goes down passively by 1 point per year while at peace (depending on government type), and goes up by 1 point per year while occupied. Conquering a non-core province will increase autonomy in the province by 50% unless the conquering nation has a claim, in which case it will only increase by 40%.

Hordes can never go below 25% autonomy, and Ming cannot go below 50% when using the Celestial Empire government form.

Overseas colony provinces can not go below 75% autonomy.

Unrest & rebels

Revolt risk is replaced by unrest, which reduces the randomness inherent in the current system. Rather than rebels having a chance to rise each month, each rebel faction has a progress bar which has a chance to increase each month based on the unrest in provinces aligned with the faction. When this progress bar hits 100% the faction will rise in the aligned provinces, in strength proportional to the support it has in those provinces. When this happens, unrest will be reduced in the aligned provinces, and the progress bar reset to 0.

Unrest also increases recruitment times in the province.

This system is meant to encourage the use of courthouses, employing theologians, and other methods of reducing unrest in order to slow down rebel factions. The harsh treatment mechanic will target specific factions rather than provinces, reducing faction progress at the cost of military points.

Accepting the demands of rebels will be equivalent to them enforcing their demands. Players will no longer be able to escape the worst effects of rebels simply by giving into a few relatively minor demands.

Rebels will lift the fog of war for nations they're friendly with, so if you support rebels in a foreign nation, or if they're aligned with you for cultural reasons, you'll be able to observe what actually happens once they rise.

Rebels can now move across single sea zones if they've occupied everything on their side of the sea. As an example, the rebels in Gotland in 1444 may move to Skåne to actually threaten the Danish establishment. Blockading the port of the province they're in prevents this.

New provinces

Over 900 non-European provinces have been added to the game (and a few in Europe), along with over 100 new nations. China, India, and North America have been substantially expanded, while Indonesia, West Africa, Meso- and South America have been completely revamped.

New Alliance calling mechanic

By default all of the allies of the defender will have double war-score costs for demands. However they can also not call their allies. Only Co-belligerents (as specified by the aggressor from the allies of the defender) and the defending nation, can call their allies into war. This means that the chain mechanic no longer works. The Aggressor cannot designate co-belligerents on their own side, and therefore it will always be double cost for a defender to send demands to any nation other than the Aggressor attacking them.


伴随着大量新省份被添加到游戏中,游戏开发者感觉到需要有更多的贸易货物种类。因此,以下三种新的贸易货物被添加到了游戏中: 丝绸,这是游戏玩家将会在中东,波斯,印度,东南亚和中国的高度发达区域能够找到的一种货物。 染料,可以在旧世界的印度和波斯找到。当随机新世界dlc打开之后,燃料同样可能在新世界被发现。 热带木材,主要在印度,东南亚,印度尼西亚,非洲和南美洲的雨林省份产出。

One province, one terrain

Instead of having a % chance of fighting in a certain type of terrain, each province now has one specific terrain which it will always use when battles are fought there. Rivers are now also more defined in where they run from, and there is a tooltip at the top right of the Province information screen.

New goods price mechanics

Now, instead of having "supply and demand" modifiers that are updated regularly, trade goods are at fixed prices, changed only by global events. For example, slaves are not worth much until the European powers start colonizing, which will cause the Triangle Trade event to fire, making them worth much more.


A list of all Art of War developer diaries.