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“MEIOU and Taxes”的版本间的差异

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MEIOU and Taxes is a total conversion [[mod]] for [[Europa Universalis IV]] that aims to provide an immersive and historically realistic experience by altering the map, game mechanics and content.
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Meiou&Taxes 是一个大型游戏性MOD,对地图、机制等做了大量而且全面的修改。由三代的两个著名MOD合体而成,名字亦然。
  
==MEIOU and Taxes, Introduction==
+
==MEIOU and Taxes 介绍==
  
===Summary of New Features===
+
=== 特点总览===
* Historically accurate map with 4000+ provinces and 900+ nations
 
* Five hundred years of history, from 1356 to 1856
 
* Dynamic province development (divided in urban and rural) based on dynamic population, buildings and other factors
 
* Estates which gain money based on province autonomy, train troops and spend money
 
* Reworked religion mechanics with Dharper’s Dei Gratia, including church councils, reformation and league wars
 
* New internal country mechanics: stability, court and education quality, centralization, subject integration. Autonomy, inflation, corruption come to an equilibrium value
 
* Plagues, looting, war dynamism, timber system, rebalanced revolts
 
* Urban production goods, reworked trade and colonization
 
* 40 new idea groups, new national ideas, mission trees and flavor events
 
* Local flavor: Serenissima Italia, Japan mechanics, Low Countries mechanics, HRE Defense System
 
* Unique musical score composed by ciadude2
 
  
===History===
+
*重制地图,4000多个省份以及900多个新国家
MEIOU and Taxes was born from the merging of two EUIII mods, MEIOU and Death & Taxes. MEIOU was created by Gigau in January 2007. What started of as a “simple” map mod for CK-EUII-Vicky mega-campaigns quickly grew to be a content extension mod adding flavour to EUIII. Death and Taxes was created by Lukew in 2011. The goal of D&T was to improve gameplay by reworking mechanics.
+
*游戏时间为1356(神圣罗马帝国皇帝查理四世颁布金玺诏书)~1856年
 +
*不是靠点数种地,而是通过加入人口、省份基建价值、农业生产效率、城市人口生产熟练度等参数来对省份发展进行动态模拟。战争、瘟疫、花钱给省份盖建筑等都会对这些因素产生影响。
 +
*阶级不是手动指定,而是在天高皇帝远的情况下自动控制某个省份(不是直属州也有阶级,在省份修正里体现)。根据阶级手里省份的自制度,他们可以获得金钱以及阶级自己的军备等。
 +
*根据Dharper’s Dei Gratia(一个MOD)重制宗教系统。传教不可一次完成,寺庙现在分为国营和异教两种。
 +
*加入了教育质量、宫廷奢华度、稳定点数、附庸统合度等新指标。原有稳定度、专制度、通胀率与腐败度系统做了大量修正(如稳定度不能手动提升而是靠积累稳定点数实现,中央集权度必定增加腐败度等)。
 +
*增加了瘟疫流行事件、动态战争系统、木材贸易系统。叛乱度、劫掠系统和荒废度大改。省份自有财富改为用省份修正来显示,但依然会在敌军破城时被劫掠,数量与进攻方的军纪政策有关。
 +
*全新的城市生产、贸易及殖民系统
 +
*40多个理念组,新的国家理念(其中有两个和你的主文化相关),新任务树及新事件
 +
*一些特殊区域有自己的独特机制: 意大利、日本、低地、神罗等
 +
*ciadude2作曲的一些新音乐
  
===The Team===
+
=== 来源===
 +
由三代的两个著名MOD合体而成, MEIOU和Death & Taxes. MEIOU由Gigau在2007年创作。 一开始只是简单地改图改界面,但是很快就停不下来了。 Death and Taxes由Lukew在2011年创作,对机制进行了改动。
 +
 
 +
===制作团队===
 
[[File:Banner_Table_1000px.png|thumb|MEIOU and Taxes Crest]|MEIOU and Taxes Crest]]
 
[[File:Banner_Table_1000px.png|thumb|MEIOU and Taxes Crest]|MEIOU and Taxes Crest]]
* Gigau: Co-founder
 
* Lukew: Co-founder
 
* Aldaron
 
* Beorsferth
 
* Ekinda
 
* Evander
 
* FireKahuna
 
* Hadhod
 
* Inimicus
 
* Ispil
 
* Jervaj
 
* khardinal
 
* KJH
 
* Malorn
 
* MinerSebas
 
* Myzael
 
* Pelpel
 
* Phlopsi
 
* Redwallzyl
 
* Sturmvogel
 
* Sun Wu
 
* TisAFleshWound
 
* Turbo215
 
* VineRobot
 
* Warial
 
* zimxavier
 
  
===Frequently Asked Questions===
+
*Gigau: Co-founder
 +
*Lukew: Co-founder
 +
*Aldaron
 +
*Beorsferth
 +
*Ekinda
 +
*Evander
 +
*FireKahuna
 +
*Hadhod
 +
*Inimicus
 +
*Ispil
 +
*Jervaj
 +
*khardinal
 +
*KJH
 +
*Malorn
 +
*MinerSebas
 +
*Myzael
 +
*Pelpel
 +
*Phlopsi
 +
*Redwallzyl
 +
*Sturmvogel
 +
*Sun Wu
 +
*TisAFleshWound
 +
*Turbo215
 +
*VineRobot
 +
*Warial
 +
*zimxavier
 +
 
 +
=== 常见问题===
 +
 
 +
*需要DLC吗?
 +
**有最好。特别是 Common Sense,有这个DLC才有省份界面一个叫“与省份交互”的按钮(由提升人力的按钮魔改而来),比没有Common Sense要方便不少。 当然即使没有任何DLC也基本不影响对MOD内容的体验。
 +
*这MOD名字的意思是?
 +
**由·一个拉丁文奥地利格言 Austria est imperare orbi universo演化来的,意思是“奥地利统治世界”。把Austira改成拉丁文mihi(我), 就变成了“我统治世界”。后面的词即富兰克林说过的“唯死亡和纳税不可避免”。
  
* Do I need any DLC to play M&T?
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===包含的子MOD===
** As a rule, no DLC is required to play the mod. Common Sense is useful to have, because it enables the “province interaction button . Those without DLC have other ways of accessing the same menu.
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====Dei Gratia(拉丁语“靠神的恩典 )====
* What does MEIOU and Taxes mean?
+
Dei Gratia是一个对宗教系统进行改动的MOD,由dharper制作。它将省份人口划分为十份,传一次教大约转化20%的人口。信徒最多的群体所信仰之宗教将显示为该省份主流宗教,但是少数派依旧存在于省份修正中,并根据国家对他们的容忍度产生相应的效果(影响人力和叛乱度)。
** The first part is a play on the old Habsburg motto AEIOU, Austria est imperare orbi universo, which means "It is Austria's destiny to rule the world". By changing the first word to mihi, the phrase becomes "It is my destiny to rule the world". The second part is based on a quote from Benjamin Franklin: "In this world nothing can be said to be certain, except death and taxes."
 
  
===Included Mods===
 
====Dei Gratia====
 
Dei Gratia is a mod to enhance religion in the age of faith and reason and was coded by dharper.
 
 
*[[Forum:707942|Paradox Forum thread]]
 
*[[Forum:707942|Paradox Forum thread]]
====Serenissima Italia====
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Serenissima Italia (SI) is an overhaul mod for the whole Italian peninsula. The goal is to create a deeper, more flavourful and historically plausible Italy. It was coded by Marco Dandolo
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====Serenissima Italia (拉丁语“最尊贵的意大利”)====
 +
Serenissima Italia (SI) 是对意大利地区进行机制性模拟的MOD,以尽可能地模拟游戏时间段内发生在这片半岛上的事件,例如文艺复兴,美第奇银行和伦巴底铁王冠等事件。由Marco Dandolo 制作。
 +
 
 
*[[Forum:725274|Paradox Forum thread]]
 
*[[Forum:725274|Paradox Forum thread]]
  
====Pax Sinica====
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====Pax Sinica (拉丁语“中华霸权”)====
A mod with the aim to make [[Ming]] game-play more reasonable and interesting with the improved Faction System. We are in the process of improving China and also its neighbours in order to represent the Sino-sphere in a more historically plausible way. Our design philosophy is to make mod vanilla friendly and balanced (no total overhaul done here). Coded by Chatnoir17
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对大中华地区进行机制性模拟的MOD,例如帝国的统一和分裂,给大明当狗,西学东渐,满洲入关等。由Chatnoir17制作。
 +
 
 
*[[Forum:707493|Paradox Forum thread]]
 
*[[Forum:707493|Paradox Forum thread]]
====Other Mods====
 
*[[Forum:925575|East Asian Advisor Portraits]] by Koramei
 
*[http://steamcommunity.com/sharedfiles/filedetails/?id=645166630&searchtext=shipname More Shipnames Mod] by Hamaja
 
*[http://steamcommunity.com/sharedfiles/filedetails/?id=630901007 The Riches of Africa] by Hellwyr
 
*[http://steamcommunity.com/sharedfiles/filedetails/?id=488375559 Translucent Colored] Mapmodes by Negi
 
*[http://steamcommunity.com/sharedfiles/filedetails/?id=474536114 Historical Events Extended] by Voffvoohunden
 
*[http://steamcommunity.com/sharedfiles/filedetails/?id=176392990 Purple Phoenix Arise] by Dorimi, Myrkul, Shnipe, and Inimucus
 
*[http://steamcommunity.com/sharedfiles/filedetails/?id=297966809 Divide et Imperia] by Einfall
 
*[[Forum:286086|Additional Titles and Governments]] by Kaigon
 
*[[Forum:290151|Medieval Universalis]] by Tunch Khan
 
*[http://steamcommunity.com/sharedfiles/filedetails/?id=434940442 Lex Talionis II] by jnt.mullen
 
  
===Contributors===
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==== 其他子MOD====
* ncaparcp - Japan Fixes
+
 
* Vorondil - Ostsiedlung feature
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*[[Forum:925575|东亚顾问图标]] 制作者 Koramei
* tealjaker94 and demanvanwezel for the Brandenburg flavor
+
*[http://steamcommunity.com/sharedfiles/filedetails/?id=645166630&searchtext=shipname 更多船名] 制作者 Hamaja
* Tze-Chiang Lim - Graphics
+
*[http://steamcommunity.com/sharedfiles/filedetails/?id=630901007 非洲的财富] 制作者 Hellwyr
* neondt - Hyprepremium Neon Collection
+
*[http://steamcommunity.com/sharedfiles/filedetails/?id=488375559 半透明颜色] 制作者 Negi
* Alvya - War Dynamism feature
+
*[http://steamcommunity.com/sharedfiles/filedetails/?id=474536114 历史事件扩展] 制作者 Voffvoohunden
* Bersun - Turkish Translation
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*[http://steamcommunity.com/sharedfiles/filedetails/?id=176392990 紫凤凰增强版] 制作者 Dorimi, Myrkul, Shnipe, and Inimucus
* Boies00 - Advisor GUI Fix for x768
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*[http://steamcommunity.com/sharedfiles/filedetails/?id=297966809 帝国的分裂] 制作者 Einfall
* Clym Smith - Illustration in the Logo
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*[[Forum:286086|额外头衔及政体]] 制作者 Kaigon
* Futomato - Flag Designer
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*[[Forum:290151|中世纪风云]] 制作者 Tunch Khan
* Jabbate - Mesoamerican mod
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*[http://steamcommunity.com/sharedfiles/filedetails/?id=434940442 同态复仇II] 制作者 jnt.mullen
* Leon Brown - Logo Design
+
 
* Niallmcfc - Province Name Change Event
+
===贡献者===
* Rebelito - Better UI mod
+
 
* Solo Adhemar - Flag Designs
+
*ncaparcp - 日本地区修正
* TheRedSpectre - Loading Screens
+
*Vorondil - 日耳曼东进运动(即原属西拉斯夫人的地盘逐渐日耳曼化的过程,如波西米亚、西里西亚和波美拉尼亚等)
* Tinholt - Technical Support
+
*tealjaker94 and demanvanwezel - 小勃事件
* Trin Tragula - Parts of the Indian Map
+
*Tze-Chiang Lim - 界面
* lei saarlainen
+
*neondt - 地图及界面
* Apiks
+
*Alvya - 动态战争系统
* Banyensis
+
*Bersun - 土耳其语翻译
* Dafool
+
*Boies00 - 顾问GUI在某些分辨率下不能正确显示的修复
* Frenzyone
+
*Clym Smith - Logo 的插图
* Irwin
+
*Futomato - 旗帜设计
* Karen
+
*Jabbate - 中美洲地区
* Metalinvader665
+
*Leon Brown - Logo 的设计
* Starwarsfan541
+
*Niallmcfc - 省份改名事件
* The_Dude
+
*Rebelito - UI 优化
* ...
+
*Solo Adhemar - 旗帜设计
 +
*TheRedSpectre - 载入界面
 +
*Tinholt - 技术支持
 +
*Trin Tragula - 部分印度地图
 +
*lei saarlainen
 +
*Apiks
 +
*Banyensis
 +
*Dafool
 +
*Frenzyone
 +
*Irwin
 +
*Karen
 +
*Metalinvader665
 +
*Starwarsfan541
 +
*The_Dude
 +
*...
  
==Concepts and Mechanics==
+
== 概念与机制==
===Rules of Reformation===
+
=== 宗教革命===
  
 
From time to time, players ask how the Reformation works. I often give simplified answers, because the truth is - it's complicated. My modding philosophy is that I want to take real, historical events and outcomes, then figure out why they happened and generalize them into an event or mechanic that could occur to any country that meets the same conditions. For this reason, the Netherlands aren't guaranteed to become Reformed, nor is England guaranteed to become Protestant or Spain guaranteed to stay Catholic! However, unless they radically diverge from history - say, by England winning the Hundred Years War, or the Netherlands never falling under foreign control - you often (but not always) get historical results.
 
From time to time, players ask how the Reformation works. I often give simplified answers, because the truth is - it's complicated. My modding philosophy is that I want to take real, historical events and outcomes, then figure out why they happened and generalize them into an event or mechanic that could occur to any country that meets the same conditions. For this reason, the Netherlands aren't guaranteed to become Reformed, nor is England guaranteed to become Protestant or Spain guaranteed to stay Catholic! However, unless they radically diverge from history - say, by England winning the Hundred Years War, or the Netherlands never falling under foreign control - you often (but not always) get historical results.
 
How does it work? The system is complex, but basically breaks down to a few rules that it tries to follow. Each is based on the experiences of different countries during the Reformation, from Naples to Ireland and from Spain to Hungary. Together, they achieve plausible but dynamic results...and weird games, yes. It's possible to see Catholic Sweden and Protestant Italy show up in your games. I try to avoid that kind of thing, but I dislike removing all agency from the AI, so you're going to get strange result sometimes (and sometimes they even make sense!). Here are the most important rules:
 
How does it work? The system is complex, but basically breaks down to a few rules that it tries to follow. Each is based on the experiences of different countries during the Reformation, from Naples to Ireland and from Spain to Hungary. Together, they achieve plausible but dynamic results...and weird games, yes. It's possible to see Catholic Sweden and Protestant Italy show up in your games. I try to avoid that kind of thing, but I dislike removing all agency from the AI, so you're going to get strange result sometimes (and sometimes they even make sense!). Here are the most important rules:
  
'''The Spread of Humanism and Church Corruption'''
+
''' 人文主义的传播和教会的日益腐化'''
  
 
The further north a country is, the more likely it is to convert to Protestant. Where Italy and Spain saw only strife if they turned their backs on the Papacy, England and Sweden had long been estranged from it. They saw clearly the corruption of the Church, and the opportunities from converting.
 
The further north a country is, the more likely it is to convert to Protestant. Where Italy and Spain saw only strife if they turned their backs on the Papacy, England and Sweden had long been estranged from it. They saw clearly the corruption of the Church, and the opportunities from converting.
第132行: 第141行:
 
Bottom line: if you're in northern Europe, your provinces are going to want to convert (and all your neighbours will).
 
Bottom line: if you're in northern Europe, your provinces are going to want to convert (and all your neighbours will).
  
'''The 95 Theses and the Printing Press'''
+
''' 九十五条论纲与印刷术'''
  
 
Provinces and countries that share a common culture or region with the birthplace of the Reformation tend to convert. Lutheranism spread across Germany rapidly, in large part thanks to the role of the printing press. Luther's criticisms of the Church were written in the common vernacular, often supported by drawings for the illiterate, and were easy to understand compared to the Latin the Church used to oppose him. Although translations did emerge, they were slower to appear and often came from foreign lands, making Lutheranism more suspect.
 
Provinces and countries that share a common culture or region with the birthplace of the Reformation tend to convert. Lutheranism spread across Germany rapidly, in large part thanks to the role of the printing press. Luther's criticisms of the Church were written in the common vernacular, often supported by drawings for the illiterate, and were easy to understand compared to the Latin the Church used to oppose him. Although translations did emerge, they were slower to appear and often came from foreign lands, making Lutheranism more suspect.
第139行: 第148行:
 
Bottom line: if the Reformer appears next to you, it will be easier to convert and harder to stay Catholic.
 
Bottom line: if the Reformer appears next to you, it will be easier to convert and harder to stay Catholic.
  
'''The Appeal to the (German) Nobility'''
+
''' 新教教士寻求德国本地贵族的庇护'''
  
 
Most countries won't convert to Protestant until the Peasants War ends. If the Reformer is executed before this, countries will reject Protestantism and become more likely to convert to Reformed instead, if they convert at all. The Peasants War was seen by many as the obvious outcome of supporting heresy. When Luther emerged in response to declare the German princes divinely appointed, it was a signal to them that the new heresy could be used by the state - not just as a bargaining chip or by fanatics, but as a tool to centralize power.
 
Most countries won't convert to Protestant until the Peasants War ends. If the Reformer is executed before this, countries will reject Protestantism and become more likely to convert to Reformed instead, if they convert at all. The Peasants War was seen by many as the obvious outcome of supporting heresy. When Luther emerged in response to declare the German princes divinely appointed, it was a signal to them that the new heresy could be used by the state - not just as a bargaining chip or by fanatics, but as a tool to centralize power.
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Bottom line: if the Reformer dies, expect to see a lot of Reformed provinces in his homeland.
 
Bottom line: if the Reformer dies, expect to see a lot of Reformed provinces in his homeland.
  
'''Centralization of Power'''
+
''' 中央集权程度'''
  
 
Provinces belonging to your state culture are likely to follow your ruler's example. The king of Sweden and Elector of Saxony had few problems converting their people to Lutheranism. However, while the Archduke of Austria was able to force Protestants out of Austria, he failed to keep control over them in Bohemia or Hungary.
 
Provinces belonging to your state culture are likely to follow your ruler's example. The king of Sweden and Elector of Saxony had few problems converting their people to Lutheranism. However, while the Archduke of Austria was able to force Protestants out of Austria, he failed to keep control over them in Bohemia or Hungary.
第151行: 第160行:
 
Bottom line: Small states can convert freely - go ahead and make Milan Protestant!  
 
Bottom line: Small states can convert freely - go ahead and make Milan Protestant!  
  
'''The Birth of Nationalism'''
+
''' 民族主义的诞生'''
  
 
Provinces belonging to a different culture group and those cut off from your capital become likely to oppose you, no matter which religion you choose. When England converted to Anglican, many Irish Catholics became even more fervent in their religion as a way to distinguish themselves from their hated occupiers. Meanwhile, many Dutch saw the Reformed Church as a way of throwing off the Spanish yoke.
 
Provinces belonging to a different culture group and those cut off from your capital become likely to oppose you, no matter which religion you choose. When England converted to Anglican, many Irish Catholics became even more fervent in their religion as a way to distinguish themselves from their hated occupiers. Meanwhile, many Dutch saw the Reformed Church as a way of throwing off the Spanish yoke.
第175行: 第184行:
 
Bottom line: Want to become Reformed early? Change to a republic.
 
Bottom line: Want to become Reformed early? Change to a republic.
  
===New mechanics===
+
=== 其他新机制===
* Many new triggered modifiers representing specific statuses of your country, including possessing holy lands for your religion, a centralisation meter giving both maluses and benefits to high versus low centralisation
+
 
* Totally reworked development system which develops based on factors affecting your nation (such as policies, buildings, war, stability, and innate development bonuses)
+
*Many new triggered modifiers representing specific statuses of your country, including possessing holy lands for your religion, a centralisation meter giving both maluses and benefits to high versus low centralisation
* New westernization mechanic available for Eastern, Turkish, Muslim, and Indian tech groups.
+
*Totally reworked development system which develops based on factors affecting your nation (such as policies, buildings, war, stability, and innate development bonuses)
* New and reworked religions with Dei Gratia, new crusade, papal, and reformation mechanics
+
*New westernization mechanic available for Eastern, Turkish, Muslim, and Indian tech groups.
* War dynamism allowing the taking of provinces during war if certain conditions are met if you are doing well (cores, china, ottomans)
+
*New and reworked religions with Dei Gratia, new crusade, papal, and reformation mechanics
 +
*War dynamism allowing the taking of provinces during war if certain conditions are met if you are doing well (cores, china, ottomans)
  
* Communication efficiency mechanic which relies on local autonomy modifiers to represent how much control a state truly has over its country.
+
*Communication efficiency mechanic which relies on local autonomy modifiers to represent how much control a state truly has over its country.
 +
 
 +
===基本上重做了的机制===
  
===Substantially changed mechanics===
 
 
*Coring: While M&T still requires the player to click the button to begin coring that part is very cheap and takes many years, instead coring is mostly done via events which require coring in progress. The event has two different phases, one where there is no modifier and when it fires it applies a modifier called Gaining Control which gives roughly half the bonuses of a core. When the event fires for a second time it clears the modifier and adds a proper core.
 
*Coring: While M&T still requires the player to click the button to begin coring that part is very cheap and takes many years, instead coring is mostly done via events which require coring in progress. The event has two different phases, one where there is no modifier and when it fires it applies a modifier called Gaining Control which gives roughly half the bonuses of a core. When the event fires for a second time it clears the modifier and adds a proper core.
  
第193行: 第204行:
 
*States: Significantly less states than in vanilla to represent the difficulty of controlling a large empire
 
*States: Significantly less states than in vanilla to represent the difficulty of controlling a large empire
  
==Country-Specific Features==
+
== 国家特色==
 
===China===
 
===China===
 
===India===
 
===India===
第223行: 第234行:
  
 
==External links==
 
==External links==
*[https://forum.paradoxplaza.com/forum/index.php?forums/meiou-and-taxes.839/ Paradox Plaza feedback thread]  
+
 
 +
*[https://forum.paradoxplaza.com/forum/index.php?forums/meiou-and-taxes.839/ Paradox Plaza feedback thread]
 
*[http://steamcommunity.com/groups/meiouandtaxes_group Steam]
 
*[http://steamcommunity.com/groups/meiouandtaxes_group Steam]
 
*[http://facebook.com/meiouandtaxes Facebook fan page]
 
*[http://facebook.com/meiouandtaxes Facebook fan page]

2019年12月3日 (二) 17:51的版本

M.E.I.O.U. and Taxes
MEIOU & Taxes logo.png
LOGO
类型 游戏内容大改
作者 Gigau and the M&T team
版本 v2.51 Open Beta 5 (b28b) for EU4 v1.28.3.0 Spain (3ba8)
论坛/贴吧 Paradox Sub-forum
STEAM创意工坊 201884397


Meiou&Taxes是一个大型游戏性MOD,对地图、机制等做了大量而且全面的修改。由三代的两个著名MOD合体而成,名字亦然。

MEIOU and Taxes介绍

特点总览

  • 重制地图,4000多个省份以及900多个新国家
  • 游戏时间为1356(神圣罗马帝国皇帝查理四世颁布金玺诏书)~1856年
  • 不是靠点数种地,而是通过加入人口、省份基建价值、农业生产效率、城市人口生产熟练度等参数来对省份发展进行动态模拟。战争、瘟疫、花钱给省份盖建筑等都会对这些因素产生影响。
  • 阶级不是手动指定,而是在天高皇帝远的情况下自动控制某个省份(不是直属州也有阶级,在省份修正里体现)。根据阶级手里省份的自制度,他们可以获得金钱以及阶级自己的军备等。
  • 根据Dharper’s Dei Gratia(一个MOD)重制宗教系统。传教不可一次完成,寺庙现在分为国营和异教两种。
  • 加入了教育质量、宫廷奢华度、稳定点数、附庸统合度等新指标。原有稳定度、专制度、通胀率与腐败度系统做了大量修正(如稳定度不能手动提升而是靠积累稳定点数实现,中央集权度必定增加腐败度等)。
  • 增加了瘟疫流行事件、动态战争系统、木材贸易系统。叛乱度、劫掠系统和荒废度大改。省份自有财富改为用省份修正来显示,但依然会在敌军破城时被劫掠,数量与进攻方的军纪政策有关。
  • 全新的城市生产、贸易及殖民系统
  • 40多个理念组,新的国家理念(其中有两个和你的主文化相关),新任务树及新事件
  • 一些特殊区域有自己的独特机制: 意大利、日本、低地、神罗等
  • ciadude2作曲的一些新音乐

来源

由三代的两个著名MOD合体而成, MEIOU和Death & Taxes. MEIOU由Gigau在2007年创作。 一开始只是简单地改图改界面,但是很快就停不下来了。 Death and Taxes由Lukew在2011年创作,对机制进行了改动。

制作团队

MEIOU and Taxes Crest
  • Gigau: Co-founder
  • Lukew: Co-founder
  • Aldaron
  • Beorsferth
  • Ekinda
  • Evander
  • FireKahuna
  • Hadhod
  • Inimicus
  • Ispil
  • Jervaj
  • khardinal
  • KJH
  • Malorn
  • MinerSebas
  • Myzael
  • Pelpel
  • Phlopsi
  • Redwallzyl
  • Sturmvogel
  • Sun Wu
  • TisAFleshWound
  • Turbo215
  • VineRobot
  • Warial
  • zimxavier

常见问题

  • 需要DLC吗?
    • 有最好。特别是 Common Sense,有这个DLC才有省份界面一个叫“与省份交互”的按钮(由提升人力的按钮魔改而来),比没有Common Sense要方便不少。 当然即使没有任何DLC也基本不影响对MOD内容的体验。
  • 这MOD名字的意思是?
    • 由·一个拉丁文奥地利格言 Austria est imperare orbi universo演化来的,意思是“奥地利统治世界”。把Austira改成拉丁文mihi(我), 就变成了“我统治世界”。后面的词即富兰克林说过的“唯死亡和纳税不可避免”。

包含的子MOD

Dei Gratia(拉丁语“靠神的恩典”)

Dei Gratia是一个对宗教系统进行改动的MOD,由dharper制作。它将省份人口划分为十份,传一次教大约转化20%的人口。信徒最多的群体所信仰之宗教将显示为该省份主流宗教,但是少数派依旧存在于省份修正中,并根据国家对他们的容忍度产生相应的效果(影响人力和叛乱度)。

Serenissima Italia(拉丁语“最尊贵的意大利”)

Serenissima Italia (SI)是对意大利地区进行机制性模拟的MOD,以尽可能地模拟游戏时间段内发生在这片半岛上的事件,例如文艺复兴,美第奇银行和伦巴底铁王冠等事件。由Marco Dandolo制作。

Pax Sinica(拉丁语“中华霸权”)

对大中华地区进行机制性模拟的MOD,例如帝国的统一和分裂,给大明当狗,西学东渐,满洲入关等。由Chatnoir17制作。

其他子MOD

贡献者

  • ncaparcp - 日本地区修正
  • Vorondil - 日耳曼东进运动(即原属西拉斯夫人的地盘逐渐日耳曼化的过程,如波西米亚、西里西亚和波美拉尼亚等)
  • tealjaker94 and demanvanwezel - 小勃事件
  • Tze-Chiang Lim - 界面
  • neondt - 地图及界面
  • Alvya - 动态战争系统
  • Bersun - 土耳其语翻译
  • Boies00 - 顾问GUI在某些分辨率下不能正确显示的修复
  • Clym Smith - Logo的插图
  • Futomato - 旗帜设计
  • Jabbate - 中美洲地区
  • Leon Brown - Logo的设计
  • Niallmcfc - 省份改名事件
  • Rebelito - UI优化
  • Solo Adhemar - 旗帜设计
  • TheRedSpectre - 载入界面
  • Tinholt - 技术支持
  • Trin Tragula - 部分印度地图
  • lei saarlainen
  • Apiks
  • Banyensis
  • Dafool
  • Frenzyone
  • Irwin
  • Karen
  • Metalinvader665
  • Starwarsfan541
  • The_Dude
  • ...

概念与机制

宗教革命

From time to time, players ask how the Reformation works. I often give simplified answers, because the truth is - it's complicated. My modding philosophy is that I want to take real, historical events and outcomes, then figure out why they happened and generalize them into an event or mechanic that could occur to any country that meets the same conditions. For this reason, the Netherlands aren't guaranteed to become Reformed, nor is England guaranteed to become Protestant or Spain guaranteed to stay Catholic! However, unless they radically diverge from history - say, by England winning the Hundred Years War, or the Netherlands never falling under foreign control - you often (but not always) get historical results. How does it work? The system is complex, but basically breaks down to a few rules that it tries to follow. Each is based on the experiences of different countries during the Reformation, from Naples to Ireland and from Spain to Hungary. Together, they achieve plausible but dynamic results...and weird games, yes. It's possible to see Catholic Sweden and Protestant Italy show up in your games. I try to avoid that kind of thing, but I dislike removing all agency from the AI, so you're going to get strange result sometimes (and sometimes they even make sense!). Here are the most important rules:

人文主义的传播和教会的日益腐化

The further north a country is, the more likely it is to convert to Protestant. Where Italy and Spain saw only strife if they turned their backs on the Papacy, England and Sweden had long been estranged from it. They saw clearly the corruption of the Church, and the opportunities from converting. The Renaissance begins in Rome around 1370, then spreads out of Rome and from Catholic provinces adjacent to Muslim ones (e.g. Spain), one province at a time, until it finally reaches northern Europe in the early 16th century. As it spreads, provinces and countries get a choice of whether to side with the Church or support Humanism (provinces invisibly choose based on church corruption, while countries do so visibly in an event). As it mentions in the event, supporting Humanism will encourage Protestantism later on. The AI is coded to only support humanism if they have suffered church corruption, however - something which happens randomly over time. Because of this, countries close to Rome, or those near Muslims (Italy and Castille) tend to stay Catholic, while those in northern Europe (England and Scandinavia) tend to convert to Protestant. This helps to reflect the trend that northern European nations felt cut off from the Papacy and often suffered more from church corruption than places closer to its center. Bottom line: if you're in northern Europe, your provinces are going to want to convert (and all your neighbours will).

九十五条论纲与印刷术

Provinces and countries that share a common culture or region with the birthplace of the Reformation tend to convert. Lutheranism spread across Germany rapidly, in large part thanks to the role of the printing press. Luther's criticisms of the Church were written in the common vernacular, often supported by drawings for the illiterate, and were easy to understand compared to the Latin the Church used to oppose him. Although translations did emerge, they were slower to appear and often came from foreign lands, making Lutheranism more suspect. The 95 Theses event immediately makes many provinces in the same region or sharing the same culture group far more likely to become Protestant, and the same with countries of that culture group. If the Reformer appears in Wittenburg, then Northern Germany will be likely to become Protestant. If he appears instead in Milan, then northern Italy instead will embrace Lutheranism. The location of the 95 Theses is dynamic but random. The Reformer can appear almost anywhere, but within rules: he can only appear in provinces that have embraced humanism (and so have suffered Church abuses) - which means this rule is unlikely to have a huge effect in most games (but see rule #3) unless you happen to get 'lucky' and end up with him appearing in a place which has mostly sided with the Church, like Brittany or Navarra. So where will he appear? The most likely place is in the Holy Roman Empire, but not simply because it's the HRE. The game tries to find a province that reflects the historical Wittenburg: a place in which the Elector of Saxony would be likely to side with Luther as a thorn in the side of his liege, the Holy Roman Emperor. In game terms, it looks for a medium-sized country that has suffered Church abuses, does not control cardinals, owes fealty in some way to a more powerful country, and is biased towards appearing within a human player's territory (because the game is, after all, about YOU having fun and experiencing events!) Bottom line: if the Reformer appears next to you, it will be easier to convert and harder to stay Catholic.

新教教士寻求德国本地贵族的庇护

Most countries won't convert to Protestant until the Peasants War ends. If the Reformer is executed before this, countries will reject Protestantism and become more likely to convert to Reformed instead, if they convert at all. The Peasants War was seen by many as the obvious outcome of supporting heresy. When Luther emerged in response to declare the German princes divinely appointed, it was a signal to them that the new heresy could be used by the state - not just as a bargaining chip or by fanatics, but as a tool to centralize power. This rule is the flip side of rule #2. There are several opportunities for the Reformer to die. He could be simply sent to Rome for trial, or could be placed on trial in his home country, found guilty and executed. His protector might back down and hand him over to the authorities. Or he could be caught by soldiers and dragged from his hiding place in the middle of a war. Either way, if he dies before the Peasants War ends, he will never get the chance to appeal to the nobility. Protestantism will be seen as a radical faith both by rulers (who will not want to convert) and by the population at large (who will see radical revolution as their only way to embrace reform). In this scenario, provinces and countries affected by the Reformer directly (see rule 2) become more likely to stay Catholic, or convert to Reformed if they are going to convert. In these scenarios, Protestantism can end up being a small minority, while Reformed becomes a much larger presence in Europe than it did historically. Bottom line: if the Reformer dies, expect to see a lot of Reformed provinces in his homeland.

中央集权程度

Provinces belonging to your state culture are likely to follow your ruler's example. The king of Sweden and Elector of Saxony had few problems converting their people to Lutheranism. However, while the Archduke of Austria was able to force Protestants out of Austria, he failed to keep control over them in Bohemia or Hungary. When the Reformation begins, countries get one last chance to signal which way they wish to go in the Reformation: stay Catholic or embrace Protestantism. When you choose your side, you are also having an invisible but powerful effect on your country: provinces of your primary culture from the 'wrong' side become very likely to support your monarch's decision instead. Later events, such as the Jesuits for Catholics and the Magisterial Reformation for Protestants, follow similar rules - they will spread your state religion within your culture group, but not outside it. For the most part, this means that small, unified states can avoid many troubles at all during the Reformation - but large, multiethnic empires? They follow the French model...which isn't pretty. Bottom line: Small states can convert freely - go ahead and make Milan Protestant!

民族主义的诞生

Provinces belonging to a different culture group and those cut off from your capital become likely to oppose you, no matter which religion you choose. When England converted to Anglican, many Irish Catholics became even more fervent in their religion as a way to distinguish themselves from their hated occupiers. Meanwhile, many Dutch saw the Reformed Church as a way of throwing off the Spanish yoke. This rule is the flip side of rule #4. Provinces belonging to a different culture group are likely to side against you in the Reformation, while provinces cut off from your capital (exclaves) are also likely. Provinces that fit both criteria become almost certain to do so! There is also a related event which makes small countries likely to convert to Reformed if they border larger Catholic countries that own provinces of their culture, spreading it - and unrest - among their brethren at the same time, in hopes of throwing off your yoke. Bottom line: Multiethnic empires are going to suffer a lot of religious turmoil, no matter what they choose. Hope you can avoid a War of Religion.

God's Judgment on the Church

Provinces owned by heathens are likely to embrace the Reformed faith. The fall of Hungary came as a shock to the Christians living there. Many of them saw their occupation by the Turks as Divine Judgment against the Church - and the Turks had no reason to fight heresy among their heathen subjects as long as they paid their taxes. Calvinism spread rapidly through Hungary, especially in the parts controlled by the Ottomans. Provinces owned by non-Christians become very likely to convert to Reformed, especially if their owner decides to support the Reformation (which they often do if they rival a Catholic country). Unfortunately, this often doesn't happen in the game - the Turks rarely occupy enough of Europe to have many Catholic provinces - but it's still a rule that occasionally comes up, and in theory could apply in other situations - a resurgent pagan Lithuania, for example. It occasionally also shows up when a Crusader state in Greece converts a province to Catholic, then gets conquered - something I should really fix. Bottom line: If the Turks conquer Hungary, you'll see a lot of Reformed Hungarians.

The Radical Reformation

When countries oppose moderate Protestants, radical Reformed Christians appear instead. When the Scottish rejected Lutheranism, they sent many Reformers into exile on the continent - where they mingled with Zwingli and Calvin and returned in triumph to drive out the monarchy and institute a Reformed Church of Scotland. Meanwhile, in France, the king's refusal to countenance Lutheranism meant that it was driven underground, where the Huguenots found fertile ground for the Reformed faith. Protestantism only appears in large numbers where it's wanted, or at least tolerated. When Reformers saw no legitimate way to gain a voice, they sometimes turned to more extremist views. In the 16th century, the works of Zwingli or Calvin were considered radical by many Lutherans (and we haven't even gotten into the Anabaptists!). When countries choose to reject the Reformation entirely, provinces that would ordinarily have spawned Lutheran minorities will instead spawn Reformed ones. Bottom line: Got humanist provinces and want to avoid Protestants? You'll get Reformed Christians instead.

A Leap of Faith, or the Great Experiment

Smaller countries, especially republics, are far more likely to convert to Reformed than larger states. When Jean Calvin was chased out of France, it was the city of Geneva that welcomed him and his radical ideas. The Reformed faith is more democratic than Lutheranism, which emphasizes the ruler's rightful place as head of the Church. In general, most rulers of 16th century Europe saw the Reformed Church as a heresy that ought to be stomped out. Although many would eventually change their minds, in the beginning major states are very unlikely to convert to Reformed. Instead, smaller countries will do - either because their provinces have involuntarily converted, or because they have suffered a revolt. Once this happens, more countries will join the Reformed faith, but mostly smaller ones which have few provinces to convert. Republics, who already embrace radical new ideas such as voting, are much more likely to allow a radical reformer to preach in their lands, and so become Reformed. Bottom line: Want to become Reformed early? Change to a republic.

其他新机制

  • Many new triggered modifiers representing specific statuses of your country, including possessing holy lands for your religion, a centralisation meter giving both maluses and benefits to high versus low centralisation
  • Totally reworked development system which develops based on factors affecting your nation (such as policies, buildings, war, stability, and innate development bonuses)
  • New westernization mechanic available for Eastern, Turkish, Muslim, and Indian tech groups.
  • New and reworked religions with Dei Gratia, new crusade, papal, and reformation mechanics
  • War dynamism allowing the taking of provinces during war if certain conditions are met if you are doing well (cores, china, ottomans)
  • Communication efficiency mechanic which relies on local autonomy modifiers to represent how much control a state truly has over its country.

基本上重做了的机制

  • Coring: While M&T still requires the player to click the button to begin coring that part is very cheap and takes many years, instead coring is mostly done via events which require coring in progress. The event has two different phases, one where there is no modifier and when it fires it applies a modifier called Gaining Control which gives roughly half the bonuses of a core. When the event fires for a second time it clears the modifier and adds a proper core.
  • Colonization is much slower but happens over a larger area at once
  • Ideas: Many, many new idea groups, including advanced idea groups and idea groups which have prerequisites before being able to take them.
  • States: Significantly less states than in vanilla to represent the difficulty of controlling a large empire

国家特色

China

India

France, between Bourguignons and Armagnacs

Sweden Civil War

Castile Civil War

A Bit of History

Basically, to make a long story short, Alfonso XI, the king of Castile until 1350, was married to Maria of Portugal and had a mistress Leonor de Guzmán, each leading a faction of the court, the former close to Portugal, the latter to Aragon. With Maria, he had Pedro de Borgoña. With Leonor, among ten children, he had Enrique de Trastamara. Quickly after becoming king, Pedro I had to contend with the high nobility stirring some rebellion led by Henri de Trastamara, especially after Pedro I had Leonor de Guzmàn arrested and killed. I'll step past the first phase which involved the former chancellor João Alfonso de Albuquerque, given he was poisonned in Medina del Campo in 1354. In 1356, Pedro I used a maritime incident between Aragonese and Genoese fleets to declare the War of the Two Pedros against Pedro el Ceremonioso of Aragon. Henri de Trastamara and his army side with Aragon. This second phase ends with the Treaty of Terrer in may 1361, as a draw. Captured areas are given back to their previous owners, although Enrique is compelled to seek refuge in France. During the third phase, the civil war really becomes international. To begin with, with the suspicious death of Blanche de Bourbon, wife of Pedro I of Castile and sister-in-law to Charles V of France, relations between Castile and France drop. Enrique de Trastamara has an easy time asking for French help, especially given that it would help secure the southern borders for when Charles V attempts to reclaim the lands lost with the Treaty of Bretigny. In 1366, Enrique de Trastamara and Bertrand du Guesclin enter Castile through La Rioja and march on towards Burgos, Toledo and Sevilla. This prompts Pedro I to seek refuge in Guyenne to ask the Black Prince to sign the Treaty of Libourne. The Black Prince soundly defeats Enrique in Nàjera, sends hin back in exile and restores Pedro I on the throne. But after waiting for some time for his due, his army suffering from cold, malaria and dysenteria, the Black Prince retruns to Guyenne. Enrique and Bertrand du Guesclin come back and conquer Castille and Leòn. In 1369, at the Battle if Montiel, Pedro I is captured. The two stepbrothers, Enrique and Pedro fight each other, possibly not in the most fair duel of History. Pedro dies to the hand of Enrique, who is now king of Castille as Enrique II. The end of the civil war has severe repercussion also to the north : the Black Prince comes back to Guyenne victorious, but broke. To pay his troops, he is forced to levy more taxes. Nobles like Jean d'Armagnac who didn't agree with the change of overlordship linked to the Treaty of Bretigny take the opportunity to ask Charles V for help. With the help of the fleet of his new ally and the destruction of the English fleet at La Rochelle, Charles V reconquers much of the English holdings on the Continent, basically negating the Treaty of Bretigny. The added bonus was that Charles de Navarre, stuck between a pro-French Castile and a French reconquest of Guyenne, closed his Normand ports to the English.

Civil War as a Disaster

In MEIOU and Taxes, Castile (CAS) starts at war with Aragon (ARA) and Trastamara (ENR). As soon as the setup event fires, CAS gets a disaster (or more accuratly, a time of trouble). During this disaster, CAS has a low unrest boost, and some chance of getting nobles rebelling.

Ending the Civil War

The nation who keeps his ruler or manages to gain a personal union over the other is declared winner and inherits the other one. If ENR is the winner, it then becomes CAS. Given that there is a lot of randomness implied, given that it depends on the death of the ruler, if the player is playing the losing nation, he has the opportunity to switch tag to the opposite nation.

External links