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君主点数

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君主点数是对统治者的执政能力和影响力的评估手段,且是本游戏最核心的游戏机制。君主点数直接影响一个国家的科研进展,外交关系和设施建设的效率。

君主点数被分为三类:

  • Administrative power.png 行政点数代表了一个国家的内部管理和开发状况。
  • Diplomatic power.png 外交点数代表了一个国家对外国的影响力,包括外交,海军力量,贸易和殖民等。
  • Military power.png 军事点数代表了国家军事科技的发展,军队将领和军事实力等。

使用君主点数

以下列举的行为将消耗君主点数。请注意这其中许多行为都可以通过合理的搭配理念或者借助事件来永久或暂时的减少花费。

行为 点数类型 基础花费 注释
开发一个省份 任意 50
开启一项新的理念 任意 400
开启政策 任意 1 per month
开启土著理念(仅限北美洲土著国家) 任意 500
研发一项科技 任意 600
提高派系影响力 任意 10 增加选定派系10点影响力。详见商业共和制天朝。注意当Mandate of Heaven.png DLC天命开启时天朝政体无法使用派系系统
给一个省份造核 Administrative power.png 行政点数 每1点发展度10点 基础造核时间为36个月,减少造核花费加成可以相应减少时间。
改变政府类型 Administrative power.png 行政点数 100
迁都 Administrative power.png 行政点数 200 参见 迁都以获取更多细节。迁都花费会受到两个省份发展度差值影响,最高可达500行政点
提高稳定 Administrative power.png 行政点数 100 +1 稳定.花费会因由+1+2而增加+50%,并因由+2+3而增加+100%
降低通货膨胀 Administrative power.png 行政点数 75 −2%通货膨胀
提高关税 Administrative power.png 行政点数 50 提高特定殖民国上交的关税比例+5%
降低关税 Administrative power.png 行政点数 25 降低特定殖民国上交的关税比例-5%
建造贸易站 Administrative power.png 行政点数 50 在指定省份建造一座贸易站,仅限商业共和制国家使用
夺取神职人员财产 Administrative power.png 行政点数 50 Construction cost.png−15% 建造花费。仅适用于 封建神权制
在签订和平协议时不合理(非战争目标)的割让土地要求 Diplomatic power.png 外交点数 50 花费可因宿敌关系、拥有宣称或部分理念而减少
改变省份文化 Diplomatic power.png 外交点数 每1点发展度10点
接受一个文化 Diplomatic power.png 外交点数 100 被接受文化将移除所有因不接受文化造成的负面影响
取消接受一个文化 Diplomatic power.png 外交点数 10 取消接受该文化,重新获得该文化省份的负面影响
招募海军指挥官 Diplomatic power.png 外交点数 50 招募一个海军指挥官或探险家
邀请国外的少数民族 Diplomatic power.png 外交点数 50 Local development cost-20%提高发展度花费,仅适用于 封建神权制
降低厌战度 Diplomatic power.png 外交点数 75 −2厌战度
取消宿敌 Diplomatic power.png 外交点数 100 只可以在宿敌状态超过25年后取消宿敌。如果因为国家相对实力变化导致宿敌关系不适用时,宿敌关系会自动免费取消。
提高重商主义 Diplomatic power.png 外交点数 100 提高+1%重商主义
移动贸易本埠 Diplomatic power.png 外交点数 200
外交吞并附庸国或者联统国 Diplomatic power.png 外交点数 附属国每1点发展度8点 在吞并附属国时,外交点数会每月持续减少相应数目,总计消耗由许多因素影响(参见外交吞并),但并不会导致本国的外交点数降到0以下(当前外交点数是0或负值时外交吞并将暂停)
维持外交关系 Diplomatic power.png 外交点数 每月1点 仅对于拥有外交关系超过外交关系上限的国家生效。正常国家基础是4,注意并非所有外交关系都需要维持
夺取殖民地 Military power.png 军事点数 25 在战争中夺取敌人被占领的殖民地的控制权,文化和宗教不变。
焚毁殖民地 Military power.png 军事点数 5 完全摧毁一个被占领的敌人殖民地。
残酷镇压 Military power.png 军事点数 每两点发展度一点 −30% 叛军起义进度最低50点,最高200点。
轰击城墙 Military power.png 军事点数 50 让炮兵轰击城墙制造城墙裂口。 Only possible if number of full strength artillery regiments is greater than fort level
Military action: Assault Military power.png 军事点数 5 Makes the army attack the remaining defenders. Only possible if walls are breached and not recommended unless the province has few defenders.
Military action: Attack Natives Military power.png 军事点数 10 per 1000 natives Order a standing army on a colony to attack and reduce the natives' numbers, even to the point of killing them all. It causes a native uprising, but reduces the number of natives in the province as well as its development.
Military action: Forced March Military power.png 军事点数 2 per province traveled +50% overland speed, no morale recovery. Requires Administrative tech.png ADM tech level 15
Military action: Scorch Earth Military power.png 军事点数 5 +25% defensiveness, −50% supply limit, −50% tax, −33% goods produced and +0.05 monthly autonomy change for 5 years. Only doable in own provinces.
Military action: Sortie Military power.png 军事点数 5 Only possible in controlled fortified provinces. When under siege, a province's garrison will attack the besieging party. If defeated, the remaining soldiers, if not shattered, will re-garrison; if the garrison completely shatters, the siege will be automatically complete.
Raise War Taxes Military power.png 军事点数 50 −20% land and naval maintenance for 2 years. Must be at war.
Recruit army leader Military power.png 军事点数 50 General or conquistador.
Maintain leader Military power.png 军事点数 1 per month Per leader over the "leaders without upkeep" limit. Counts both land and naval leaders, but not a ruler and/or heir.
Increase militarization Military power.png 军事点数 50 Increase Militarization of state.png militarization of state by +10 (unique to Prussian Monarchy, requires Rights of Man.png Rights of Man DLC)
強化政府 Military power.png 军事点数 100 Increases legitimacy, horde unity, meritocracy, or devotion by +10, and republican tradition by +3 depending on government type and if in Age of Absolutism.pngAge of Absolutism or Age of Revolutions.pngAge of Revolutions, increases Yearly absolutism.pngabsolutism by +2 (requires Rights of Man.png Rights of Man DLC)

产生君主点数

Monarch power is generated at the beginning of each month. There are four sources of monarch power: ruler, country, advisors, and power projection. Based on these factors, the monarch power gain of each type can range from 2 to 15 a month.

A country can only store an amount of monarch power of each type equal to 999, increased by unembraced Institutions.

顾问

A country can have an advisor for each power type, providing 1–3 points a month. An advisor's maintenance cost starts at 1 ducat a month for a +1 point advisor at the game's starting date. The cost increases quadratically with advisor skill level, and slowly inflates by 0.5% per game year. It is also modified by inflation.

Advisors can be promoted for 5 years' of their salary to increase their monarch point generation by +1 up to a max of 5 monarch points.

科技组

All tech groups have a base power production of 3 points per month. Prior to patch 1.7, low tech group nations also produced fewer points (1–2).

力量投射

Having at least 50 Power Projection.png power projection provides an extra +1 points a month for all monarch power types.

增加君主点数

There are no percentage modifiers to monarch power, though there are effects that modify the cost of specific actions that require monarch power. The most flexible of these are advisor choices; a rich country could temporarily hire an appropriate advisor to get a discount on an immediate purchase.

Monarch power gains are much more independent of the size of a country than other resources such as monetary income and size of military, but large countries often require expending more power on additional provinces and military maneuvers. However, there are a few ways of increasing a country's monarch power, particularly if the country has some other resource to spare:

  • Hiring more skilled advisors increases monarch power production at the cost of Gold Icon.png ducats.
  • Many random events have an option to gain or lose monarch power. Often (but not always) this is offset with a corresponding loss or gain of some other resource.
  • Republics can re-elect leaders to gain skill in each category at the cost of Republican tradition.png republican tradition, or elect a different ruler for a different distribution of skills. Other types of government can try to manipulate the heir mechanics through random events, or in the extreme case, arranging for the death of an unwanted ruler or heir in combat.
  • Increasing and maintaining Power Projection.png power projection of at least 50 by maintaining and acting aggressively towards rivals provides a bonus, at the cost of long-running and often bloody feuds.
  • Steppe nomads can gain monarch power by razing non-core provinces, reducing its development. This gives +25 power of the appropriate category for each point of development lost.
  • If an estate has an influence of at least 25 and loyalty of at least 30 then you can also demand support from it. The estates give 50 monarch points at 25 influence and an additional 50 up to a maximum of 200 for every 25 influence above 25. Clergy give administrative points, nobility give military points and the burghers give diplomatic points.
  • Great powers gain a diplomatic option called Influence Nation that allows them to pay one year's worth of income to grant +1 monarch power to a target independent non-great power nation in their weakest category for 10 years.
  • Promoting your advisors increases monarch power production at the cost of Gold Icon.png ducats.

Some situations can cause a monthly loss of monarch points:

  • Too many diplomatic relationships: having treaties with more countries than a nation's diplomatic relations cap will result in a monthly loss of diplomatic power, equal to the numbers of relations above the limit. The number of diplomatic relation slots can be increased through selecting idea groups, national ideas, or other modifiers.
  • In the same way, having too many military leaders will also result in a monthly loss of military power, equal to the number of leaders above the limit. The number of military leaders without upkeep can be increased by ideas, traditions, and policies, by embracing Feudalism, by increasing and maintaining power projection of at least 25, by increasing government rank to Empire with Common Sense.png Common Sense, and other factors.

国家焦点

Countries can set a national focus on any of the three monarch power types. The chosen monarch power type receives +2 per month (added to the base gain), while other two monarch power types decrease by one point -1 each month. A focus does not change the overall amount of monarch power generated per month, it merely redistributes it. How often the national focus can be removed or changed depends on the country's Government rank: Duchy = 25 years, Kingdom = 20 years, Empire = 15 years.

This allows a country to catch up faster if behind in a specific technology (especially with Military tech.png Military technology this is a huge impact) or to fill out ideas more quickly. Always be aware of the country's ruler though, because they still play an important role. For example, the current ruler may have very good administrative skill, whereas the heir may be unbalanced and only have 1 or even 0 administrative skill. Due to this, and particularly since changing the national focus takes a long time, planning ahead is essential.

君主点数上限

The amount of each type of monarch power that a country can have at a given time is limited by a cap. This cap is the same for all power types (Administrative power.png Administrative, Diplomatic power.png Diplomatic and Military power.png Military). The default value for this cap is 999 power; however, not having embraced Institutions.png Institutions will increase the cap's value.

内政