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刚果

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Kongo.png
刚果
政府等级 王国级 王国
主流文化 Primary culture.png Kongolese (Congo)
首都 Capital.png Mpemba (1170)
政体 Government steppe horde.png 部落君主制
国教 Fetishist 拜物教
科技组 中非科技组 中非科技组
刚果的理念
注释

刚果卢安果恩东戈


Traditions.png 传统
+10% 贸易效率
−20% 陆军损耗
Idea bonus.png 野心
+30% 关系改善
Idea bonus.png 理念

National tax modifier.png 刚果税务改革

+10% 国家税收

Chance of new heir.png 刚果王选举

+50% 获得继承人的几率

Military technology cost.png 进口西方武器

−10% 军事科技花费

Diplomatic reputation.png 与欧洲王朝的外交

+1 外交声望
−25% 事务官移动时间

Provincial trade power modifier.png 三角贸易

+10% 省份贸易力量
+5% 步兵作战能力

Production efficiency.png 海外奴隶的需求

+10% 生产效率

Discipline.png 抗击殖民者

+5% 训练度
For the region, see Kongo.

刚果是南非西海岸的一个小国。1444年,他们与附庸 卢安果 恩东戈在北部和南部接壤,北方与  特尤 接壤,东部与 雅卡 库巴接壤,并且很容易受到欧洲殖民的影响。

事件

主条目:刚果事件

如果  葡萄牙 发现 刚果 (地区) ,这些Kongolese事件模拟了刚果转变为基督教君主制的极端变化。如果他们决定允许葡萄牙传教士将西方的影响带入刚果,那么这个非洲小国的根基将会动摇,甚至是现任国王将会遭受暂时的,严重的威望和正统性下降。然而,经过一段时间,传教士将改变异教徒,部落制刚果成为一个基督教君主制国家,以欧洲法院为例,会带来很多好处。

或者,威胁葡萄牙传教士或处决有抱负的基督教首领,可以让刚果暂时变得更稳定,尽管它仍是一个异教和部落制国家。此外,玩家可能不希望这个事件尽早触发,因为这将使其难以结盟/附庸非天主教邻国。


策略

综述

新指南:面临的主要挑战是刚果全部接纳4个思潮:封建主义,文艺复兴,殖民主义,印刷机。开发省份达到这些思潮将花费玩家将近2000点君主点数。

  • 思潮方面:如果没有接纳这些思潮,玩家就没有希望把欧洲人赶出非洲,因为在科技和理念上落后了很多。如果有重大的科研惩罚(超过20%),暂时不要提升科技。
  • 封建主义:刚果没有对非洲东海岸的国家宣战借口,因为东海岸国家游戏开始接纳了封建主义思潮。理想情况下,选择一个拥有宣战借口的国家,征服并附庸它,在10年后进行吞并。不要攀科技,节省君主点数,可能征服更多周边地区。如果玩家降低了国家自治,现在应该可以接受了封建主义思潮。聚焦行政点数,尝试废黜属性较差的君主。
  • 文艺复兴:接纳封建主义思潮之后,在文艺复兴思潮惩罚比较低的时候,尽快提升科技。理想情况下,玩家可以解锁第一个探索理念组。在经过较小的科技迅速提升后,玩家需要节省君主点数来解锁理念和开发省份。除非玩家比较幸运的与一个殖民省份接壤,否则必须开发省份直到出现文艺复兴,最好是在沿海升级的贸易中心开发。科技在接纳文艺复兴思潮后会飞速发展。
  • 殖民主义:所以,玩家现在焦点行政点数和探索理念,应该现在努力在巴西地区殖民一个殖民国家。只要在美洲有5个殖民省份,在沿海省份将会免费获得殖民主义。科技在接纳殖民主义思潮后会飞速发展。
  • 印刷机思潮:如果你成为天主教国家,因为新教国家在玩家附近登陆,玩家现在可以改信新教(这样做可以快速获得宗教改革中心)并且免费获得印刷机思潮。如果葡萄牙人永远不出现,那就不可能了。在这种情况下,别无选择,只能发展省份,最好靠近之前发展度比较高的省份。
  • 金矿:玩家非常需要君主点数,所以要寻找好的宫廷顾问,这需要很多的现金。然而,国家的土地很贫瘠且贸易早期不存在。幸好在没有宣战借口的情况下,玩家已经在非洲动海岸已经有了立足点。这个区域有4(5?)个容易开发的金矿足以支付一切费用。获得这些金矿并开发它们生产到8-10点。
  • 宗教:玩家有一个宗教去选择,保持拜物教信仰?皈依伊斯兰教?皈依天主教?皈依伊斯兰教会有很多的好处,因为它有很好的机制,你将会占领很多的伊斯兰土地且皈依伊斯兰很痛苦。保持拜物教并不惊讶,且玩家会有大量的拜物教省份,所以短期时间保持拜物教比较容易。无论怎样,玩家希望宗教或者人文理念作为第二个理念组来处理帝国内的统治分歧。只要玩家依旧保持拜物教,关联崇拜会为玩家带来一些稳定时间,在默认情况下做选择。
  • 政府:最后,玩家接纳封建主义之后进行部落的政府改革,玩家可以改变政府类型。玩家这是需要保留的政府改革点数。玩家可能成为(商业)共和国,选举时间短,最大限度的产生君主点数。

旧指南: 刚果起始位置非常有利。它有两个附庸,幅员辽阔,海岸绵长,以及在附庸的帮助下,具有比邻国更加强大的军队组织能力。它完全有能力通过迅速征服和吞并接壤部落来统一其起始地区,随着它的进一步扩张,它将利用全部解锁的国家理念成为一个外交和经济强国。此外,它地处中非,具有许多扩张的途径,使刚果更加容易遏制欧洲国家在非洲和亚洲的扩张。

不幸的是,刚果在游戏伊始面临一系列的重大障碍,如果要实现其作为非洲最大的帝国的命运,必须克服这些障碍。它开始时是一个部落国家,因为没有接纳封建主义思潮具有50%的科研惩罚。从1450年后随着欧洲的文艺复兴思潮的开始,科研惩罚更进一步恶化。它拥有海岸线,同时提供了跨越大西洋探索和扩张的能力,这意味着西班牙和葡萄牙迟早会到达刚果的边境,并且可能会武力夺取其部分领土。为了抵抗欧洲人,必须快速扩张和接纳新的思潮以便追赶科研等级。

DLC: 对扮演刚果扩张的影响最为显著的是 Common Sense.png 常识Rights of Man.png 人权。前者允许了手动开发和思潮强制产生,这完全改变了游戏的早期的策略,后者增加了拜物教的拜物,解锁了各种奖励增益和一些事件。

开局操作

刚果开局拥有两个附庸: 卢安果 恩东戈。与邻国相比,这和它相对较大的体量使其成为该地区最强大的国家,但它依旧不能对抗一个完整的同盟体。对于刚果来说,避免被迫面对一个庞大联盟的最简单方法是获得自己的盟友,最好是像  卢巴 卡曾贝 那样的更东部的的盟友。发动一场早期战争可能是个好主意,因为等待太久可能导致刚果的盟友与最初的目标之一结盟,使早期扩张复杂化。最好的第一个目标是  特尤 ,它的唯一省份(Anziku)是刚果文化,并且位于刚果的首都区域。

虽然在  特尤 身上浪费外交关系的理由很小,但这取决于玩家是要吞并还是附庸其他被征服的部落。部落政府减少了潜在外交关系的数量,但在早期游戏中,行政君主点数比外交点数重要得多。启动吞并附庸进程,将会腾出来更多的外交关系,推动国家发展和达到力量极限。

在结束一场成功的战争时,一定要把敌人的国库榨干。值得一提的是,延长战争,签订单独的和平协议,以尽可能多地积累金钱。刚果将需要这些黄金在不负债的情况下建造建筑和接纳思潮。

像所有的邻国一样,刚果开始时没有接纳任何思潮。北非的穆斯林国家逐渐将思潮传播到西非,而  基尔瓦 和东非海岸的其他国家将逐渐将其传播到  穆塔帕 和东南非。由于缺乏与这两个地区的直接联系,刚果最初将无法从这种传播中获益。解决这个问题的最佳方法完全取决于是否激活了 Common Sense.png 常识

未启用 Common Sense.png 常识 的话,封建主义必须从另外一个接纳它的国家中获取。最容易的传播途径是非洲东南部,但要到达那里,就需要迅速扩张,并迅速解锁5级行政科技,以解锁探索理念组。一旦这样做了,在刚果地区和东南部非洲之间的空白省份地带开拓殖民地,将有机会制造宣称并发动战争。由于此时大多数省份可能已经或即将接纳封建主义,把这些省份变成国家的核心,有利于封建主义的接纳;如果没有这样做,封建主义依旧会自动传播到刚果核心地带。

接纳文艺复兴要复杂的多。文艺复兴通过北方的传播逐渐传播到西非。如果欧洲人征服  摩洛哥 并进军西非,它将传播得更快。无论如何,刚果接受该机构的最佳机会是向北殖民,以便同像  贝宁 这样的西非国家接壤,这将使该区域能够扩张。

在启用了 Common Sense.png 常识 的情况下,玩家最好是强制产生封建主义,尽管这是一个微妙的战略选择。产生封建主义将需要花费数千点君主点数的投资,并将使刚果在科技上落后于邻国。从长远来看,这么做将节省更多的君主点数,但这将大大推迟扩张,因为在攻击邻国之前,刚果将需要等待军事科技的发展。推迟主动产生封建主义的做法,将使刚果可以立即开始快速扩张,但这最终将花费更多的君主点数,因为刚果购买昂贵的科技。

1450年后不久,欧洲将出现文艺复兴。在任何合适的时间内接纳这一思潮都将需要另一段时间的大规模开发投资,但一旦没有科技惩罚,就不难赶上先进科技。没有必要在这一思潮诞生后立即匆忙接纳,因为科研惩罚的增加在大约十年后才会开始变得明显,但在1500年殖民主义诞生之前建立这一制度是一个好主意。

请注意,强制产生的思潮将逐渐将其传播到任何邻国,无论是竞争对手还是非竞争对手。玩家应该尽早利用科技优势消灭刚果和中非地区的任何其他独立国家。如果一个玩家不想立即扩展到东非,他可以通过留下一些非殖民省份作为刚果和东非之间的缓冲区来遏制刚果地区的思潮传播。那里的国家最终会在技术上落后很多,很容易成为刚果的目标。如果时间足够长,对它的欧洲竞争对手来说也是如此。

强制产生思潮

在启用 Common Sense.png 常识 的情况下,君主点数在发展度的支出会推动下一个尚未推广到该省份的思潮的传播。注意,通过事件获得的发展不计入思潮的传播,如果该省有多个未接受的思潮,只有第一个将获得进程。每一个思潮需要在一个省份投资大约25-30个发展度,总成本在2,400到3,400个君主点数。思潮进程将以较小的增量开始,随着更多的开发的进行而逐渐增大(因此您的第一次开发可能会带来1.5%的进度,而玩家的第25次开发可能会带来9.5%的进度)。

最适合投资开发的省份具有较高的思潮进程和较低的开发成本。首都地区、港口和首都本身为思潮传播提供加成。在热带地区,草地对开发的影响最小。因此,最好的开发选择是:

  1. Mpemba (+22.5% 传播, +10% 开发成本)
  2. Soyo (+17.5% 传播, +15% 开发成本)
  3. Mbata (+12.5% 传播, +15% 开发成本)
  4. Mpangu (+12.5% 传播, +15% 开发成本)
  5. Mbamba (+17.5% 传播, +30% 开发成本)
  6. Yaka (+7.5% 传播, +15% 开发成本)
  7. Kumbana (+7.5% 传播, +15% 开发成本)

然而,在接受了4个思潮之后,你已经进入了全球贸易,因此你不太可能需要在那个时候强行生产思潮。

刚果的改革

刚果一开始是一个拜物教国家,但在非洲国家中又是独一无二的,它有一个特殊的事件群,将为刚果人皈依天主教,并同时为改革部落政府提供机会。从此开始,刚果在必要的时候可以改信新教或者改革宗。

作为一个非基督教国家,刚果也可以决定在其境内皈依非异教宗教,很可能是逊尼派或科普特教。它也可能皈依东方宗教或达摩宗教,但这需要进入印度或东亚。


注意事项: 刚果的臣民将不会追随Manikongo的领导而改变宗教。这包括殖民国家,他们将继续传播旧信仰。如果玩家希望避免使用刚果殖民领的强制宗教,最好在正式改变帝国的国家宗教之前推迟创建一个殖民领。

一个想要带领刚果远离拜物教的玩家应该准备好解锁 Religious idea group.png 宗教理念组并雇佣一名宗教顾问(如果有的话),尽管这可能会被接受反宗教改革的天主教玩家延迟。

如果玩家决定转另一宗教,那么获得奖励传教士和提升传教士的力量的宗教理念组是非常重要的。要使整个国家从一无所有转变成一个国家将需要数年的时间,在此期间,刚果将因低宗教统一和高叛乱而遭受严重惩罚。如果刚果在皈依时已经是一个大国,那么依靠一个传教士很容易导致完成传教花费大半个世纪。如果在转换之前没有做好准备,刚果很快就会陷入灾难,很容易受到攻击。


Christianity

Portuguese explorers will discover the Kongo rather quickly, which will soon trigger an event chain that offers the Kongolese the chance to convert to Catholicism. Converting to Christianity will permanently strengthen relations with all of Europe and deny Catholic empires like  西班牙 and  葡萄牙 the use of the Deus Vult casus belli, reducing the threat from the west. It will also allow the Kongo to use the same casus belli to conquer nearby Fetishist and Muslim countries without having to fabricate claims.

Notably, the decision to convert to Catholicism will automatically reform the tribal monarchy into a normal despotic monarchy, saving the player the trouble of burning the administrative power and stability on the Reform the Government decision.

A Catholic Kongo will likely be locked out of competing to become papal controller unless the Kongolese invade Europe. However, the massive amount of papal influence gained from converting dozens of provinces will open up every papal blessing to the player. Stability, legitimacy, and prestige will flow in abundance and inflation will cease to be a concern. Embracing the Counter-Reformation will give two free missionaries, speeding up conversion of the empire by a decade or more. Lastly, Kongo can secure its place in the colonial race by beating other Catholics to some colonial regions and securing the Pope's blessing with the Treaty of Tordesillas.

Protestantism and Reformed are potential options as well. They will be much more difficult to spread without the Counter-Reformation's bonus missionaries, but Protestantism in particular can be a powerful religion for Kongo. It also allows obtaining the Printing Press institution without bordering a province where it is present or force-spawning it for monarch power.

Coptic can be acquired by invading Ethiopia. With Rights of Man, the blessings offer powerful bonuses, but Kongo will most likely have to square up against the Ottomans to secure more than one or two of them. If the player intends to go Coptic, rushing towards Ethiopia will allow conversion to start before the empire becomes too massive.

Islam

Sunni Muslims exist in abundance to Kongo's east and north. Converting to Sunni will open up alliances with Muslim African states, but most of those are likely to be significantly weaker than Kongo. The true prize is an alliance with the Ottomans, who will cheerfully help the Kongolese drive the Europeans into the sea for good.

There are a few Shia provinces in Africa, and some may pop up via events. Shia can be a powerful religion, but it lacks the diplomatic weight of Sunni and is much less useful for securing Muslim alliances.

Ibadi can be gained by invading the Arabian Peninsula, but it is by far the weakest of the three branches of Islam for Kongo.

Fetishism

If the Rights of Man DLC is activated, Fetishist rulers can choose from various cults that grant flat bonuses and access to many events unique to each cult. More cults unlock as the Kongolese encounter new religions and peoples. Some of the cults have incredibly weak bonuses, but others offer decent bonuses backed up by powerful events. Mwari is very useful for war and the Christianity cult regularly gives Kongo a +50 boost to relations with all other Christian countries in the world.

Without Rights of Man, there is little reason to stay Fetishist unless the player is roleplaying or wishes to maximize use of the holy war casus belli.

Either way, the primary drawback from remaining Fetishist is diplomacy. Most of the other Fetishist states will lag behind in technology and remain regional tribal powers, making said allies useless should the Europeans or Ottomans attack Kongo.

Unlike Catholics and Muslims, Fetishists have a large bonus to tolerance of heathens, so a Fetishist Kongo will hugely benefit from Humanist ideas. The high tolerance and reduced separatism will largely eliminate unrest in newly conquered provinces. Despite being geared towards Humanism, Religious ideas are still very viable, especially because of the Deus Vult casus belli.

Eastern/Dharmic

Any of the religions of Asia can be acquired if a Fetishist Kongo conquers Eastern or Dharmic provinces and converts via decision. Many of these religions, in particular Hinduism, can be quite powerful, and the lack of any co-religionists in Africa and the western hemisphere opens up lots of opportunities for holy wars. However, an Eastern or Dharmic Kongo may easily be locked out of allying any of the typical great powers like the Ottomans or France. Reliable alliances will only come in the late game when wars and diplomacy become global affairs.

Jewish

If the player wishes to embrace Judaism, then Kongo will have no choice but to rush east as fast as possible before Ethiopia converts its Jewish population. Do not stop expanding until all of the Kongo and Central Africa regions are annexed. From there, Kongo can then colonize the central belts of empty provinces to try and get close to Ethiopia, conquering through any obstructing neighbors. Another option is to colonize along the coasts and invading East Africa until Ethiopia is reached.

The Fight for Africa

Soon after the Portuguese arrive, Portugal and Spain/Castile will colonize the coasts of West Africa and proceed further and further south as the years press on. Of all the colonial powers, the Iberian kingdoms receive the most bonuses to colonization and will spread the most rapidly, and if the Kongo does not begin to colonize north of Loango, the Europeans will soon close the gap with their colonies. A border with either country will enable the Iberians to attack either using claims or the Holy War casus belli, and even if the Kongo has caught up in technology, the well-developed western empires will initially be able to field larger armies boosted by their powerful national ideas.

This point in the game is when the Kongo is most vulnerable. Sending diplomats to increase relations with nearby European powers will lessen the likelihood of war and even open the possibility of an alliance with one of the colonizers. If Spain begins to turn hostile, France is the best choice for an ally as it rarely displays interest in Africa and often rivals Spain. If  法兰西 refuses an alliance, Portugal is often open to good relations, especially if the Kongo chose to convert to Catholicism. Also, securing the allegiance or support of any remaining African neighbors will boost the Kongo's power.

Should a European power invade before the Kongolese are fully ready, it is strongly advised to take advantage of any defensible terrain and whatever forts that are present to hold them back and bleed them out. Offensive operations at this early point are futile as the European powers will be able to build larger navies that will sink any transports, and any armies that successfully make it to Iberia proper will be trapped in long sieges and likely wiped out by large, defending armies. Thankfully, the Europeans often divide their armies and send numerous tiny armies to invade, allowing the Kongolese to pick off smaller groups one by one. Unless the Kongo is allied with another European power in the war, it is better to seek a white peace as soon as possible to force a truce and buy time to prepare for the next war. If it is possible to make demands, dissolving alliances between European powers will weaken them. The player should be cautious about taking land that may be difficult or impossible to defend in later wars. If territory far from the Kongolese heartland is taken in peace, building another army in the conquered provinces is strongly advised, as it is very risky to rely on transporting troops across the ocean during war until the Kongo's navy is unquestionably dominant.

Outward Expansion

The Kongo is surrounded in every direction by empty provinces waiting to be colonized. To that end, Exploration is a solid first idea group to choose, as colonizing the coast of West Africa and nearby islands will prevent the Europeans from gobbling up the African continent. The Kongo also enjoys the best position in the game to found South American colonial nations and can easily have its first one formed by the early 1500s. If so, there is a high probability that the Colonialism institution will be born in the Kongo's borders. If the kingdom is so fortunate, it can move to adopt Colonialism quickly and the vast distance between Central Africa and the European mainland will slow the institution's spread to the Western empires, giving Kongo an opportunity to catch up in technology. If Colonialism is born in Europe instead, it will spread quickly in Kongolese ports if the Kongo has founded a colonial nation and can be hastened with development as usual.

Left to their own devices, the Europeans will overrun the entirety of the New World and colonize all available coastal space in western and southern Africa before eventually reaching Indonesia and East Asia, but the Kongo is well-placed to slow or stop the tide. With its many open paths of expansion, the Kongo is capable of pushing in multiple directions at once after finishing off the last of its neighbors. Colonizing South Africa will open up expansion into the Indian Ocean, while destroying the Muslim sultanates in West Africa will keep them out of Spain's hands. A player going for the African Power achievement should, of course, prioritize African routes of expansion above all others, but a colonial nation in Brazil can still be very helpful after it expands.

Alternatively, the Kongo can focus on winning the colonization rush and covering South America with colonial nations. It will find itself in heated competition with the French, Spanish, Portuguese, and possibly the English as the myriad colonial powers strive to expand and strengthen their colonial nations. Thankfully, they often hate each other and frequently engage in destructive wars. Should a major war distract a nearby competitor, the Kongolese can exploit this advantage to take low-cost provinces from colonial nations because even a European power will struggle to protect its colonies while defending its homeland in Europe. Waging wars of conquest and continuing colonization efforts will create large, powerful colonial nations that will increase the Kongo's force limit and strengthen their trading capabilities with extra merchants, in turn aiding the Kongo in its wars against other colonizers.

Players focusing on expansion in Africa, for the achievement or otherwise, should focus on colonizing South Africa and the islands of coasts of East Africa to keep them out of the hands of the Europeans. They will not be able to penetrate the interior for many, many years so there is no competition for the Central African provinces. The greatest danger likely to appear in the conquest of Africa is the arrival of the Ottomans, whose vast territory, incredible wealth, and large armies of high-quality soldiers will pose a serious threat to the Kongo. Typically, the Turks will conquer Egypt and either steamroll the North African Berbers, attack Ethiopia, or simply do both. In this case, the Kongo must focus on expanding as rapidly as it can to bring any remaining African countries under its banner in order to contain Turkish expansionism. When the borders are set, the time will soon come to attack the  奥斯曼 African possessions directly. Doing so alone and when the Ottomans are at peace will likely end in disaster. The best allies to bring in are those that can distract the Ottomans by opening a second front and/or by weakening or destroying Ottoman fleets. While the Ottomans' attention is divided, rapidly pushing them to the Sinai will create an effective chokepoint that can be exploited to inflict heavy casualties on invading Turks. An ally being forced out of the war by losing to the Ottomans is not the end of the world as long as the Kongo has used the distraction to gain ground.

If the player opts not to unite Africa, raising relations with the Ottomans may prevent them from becoming hostile while they expand in other directions. Even so, it is a good idea to block off their expansion southwards.

Achievements

African Power的图标
African Power
Own and have cores on all provinces in Africa as Kongo.
国家玩法策略索引

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

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