孙子兵法

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Art of War.png 孙子兵法
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概述
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。

特性

  • 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”。

改良舰队系统

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。

你也可以立即升级特定舰队,而不必去重造新船。这将花费相当于回坞重建的费用,但它是即时的,而且较之前者,并不需要太多精力去留意它,管理它。对于刚刚升级完毕的船只,其船体值将会被重置为1%,因此,它们在再次接敌前不得不滞于港口进行恢复。

本DLC还增添了一项新的外交条款:出售舰队至其他国家。只要所涉舰队位于买方的补给范围之内,该款项即可被签订,全程由卖方决定出价多少。交易达成后,将会产生与交易款额成比例的通货膨胀。

最后一点,本DLC允许设置一支含有运输船的舰队以自动运输部队。当这项功能被启用时,该舰队会自主运送指定部队至目的地。相较于让部队徒步跋涉到特定地点,这么做要快得多。现如今,你还可以允许你的盟友合用你的运输舰队,来运输他们的部队穿洋过海。当然,相对地,你也可以利用他们的。

卫戍国

卫戍国附庸的高级形式。她们有着军事实力的加成,譬如人力部队上限要塞防御。不过她们不会被吞并,也不会上交附庸费。所有附庸国都可以变成卫戍国。你可以撤销卫戍国地位,不过这会降低1点稳定度,并破坏两国关系

改进议和机制

现在议和界面在两边列出了所有参战国与他们对当前和约的态度。盟国与盟主的关系可随合约内容升降。现在你可以让敌国撤销某些省份的宣称,并强迫在停战期他们赔付战争赔款(收入的10%)

突围

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。

如果突围军队输掉战斗,攻城方自动控制该省份,否则他们将在战斗后再度变为要塞的守军。他们全是步兵

转移占领的省份

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。

同盟目标

同盟目标给予了玩家更多在战争中对于AI盟友的行动和目标的影响力。
同盟目标分为两部分:省份目标和属国战略方针。
省份目标在省份界面处理,让玩家可以告诉他们的AI盟友集中在特定的敌方省份。这会让他们更有可能派出军队在该省进行围城,并与位于该省的敌军交战。
属国战略方针附属国界面处理,让玩家可以把他的附属国的战略方针变得具有侵略性或支援性。侵略性战略方针的附属国将不会依附于你的军队,而是专注于他们自己的行动,与敌军交战,在敌军省份围城。支援性战略方针的附属国则表现为相反的形式,依附或停留在友军的附近,避免在敌方领土上独立作战。如果你没有设置军事方针,他们会像普通盟友一样行动,试图自己判断什么时候最好依附于你的军队,什么时候最好单独行动。战略方针可以随时更改或移除,只需单击一次,就可以轻松更改所有附属国的方针,也可以为特定的附属国单独设置方针。

军队模板

玩家可以在军事生产界面中创造军队模板。这使玩家可以设计、保存一个军事集团的组成,并且只要有足够的人力金钱,就可以在多个省份中放置,使爆兵变得很方便。征兵可以在该省及邻近省份使用。他们会自动移动到目标省份并合并。

支持叛军之战

现在国家可以以支持自己扶持叛军的名义对他国宣战。这之后直到战争结束,他们都不能撤销支持叛军。这种CB可以让战败国强制执行叛军要求。

为附庸而战

现在你可以以附庸的CB宣战了。比如你可以对一个你附庸有宣称的国家宣战。

自定义附庸国

主条目:自定义附庸

当你的外交科技达到22级时,你就可以在与你的首都有陆地相连且位于同一大洲的核心或非核心省份创建自定义附庸国了。你可以自己定制他们的旗帜,颜色,政府类型和名称。只有与附庸国已有的省份相邻或隔海峡相望的省份可以被添加进附庸国。一个国家所拥有的自定义附庸国的数量上限是十个。

三十年战争

现在三十年战争可以在游戏中再现了。在1550年之后,如果神圣罗马帝国内有至少一个新教选帝侯(或者一些其他因素),则宗教联盟就可能被组建。新教一方的领袖将是最近改信新教的选帝侯,并且可能改换。 天主教一方的领袖则是当前的神罗皇帝。 任何一个首都在欧洲的国家,无论是否是神罗成员及其宗教信仰(例如,奥斯曼帝国通常会加入新教联盟),都可以自由的加入任意一方。 这可能会导致一场规模宏大且跨越整个大洲的战争。 如果战争拖得太长,则战争双方很可能会达成宗教和平(即信仰新教和天主教的国家都可以被选为皇帝)。如果新教一方获胜,则新教联盟的领袖会成为神罗皇帝。而天主教诸侯将无法成为选帝侯或当选皇帝,尽管他们仍然可以发起另一场宗教联盟战争。如果宗教联盟出现后三十年都没有发生宗教联盟战争或者时间已经是1650年之后,神罗皇帝的信仰将会被宣布为帝国的唯一官方宗教,所有信仰该宗教的国家都将会得到一些加成,即正统性,传教士力量和正统信仰容忍的增加,而新教国家则会得到一个稍大的加成以表示他们在达成目标时将面临的更大的困难。如果宗教联盟战争拖得太久,事件“威斯特伐利亚和约”将会发生,这一事件允许任何基督教信仰的国家当选神罗皇帝。另外,信仰帝国官方宗教的皇帝将会在帝国权威的增长和通过帝国改革的能力方面获得一个加成,这将使帝国走上完成统一的快车道。

取消理念组

你现在可以取消已选择的理念组了, 取消理念组会返还你在该理念组上所花费点数的百分之十. (考虑到你所拥有的在理念花费上的修正).

放弃核心

你现在可以放弃你的省份核心。然而,这将花费你10点威望。

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.

贸易货物

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.

开发者日志

A list of all Art of War developer diaries.

参考资料