欢迎访问欧陆风云4百科!注册一个账号,一起参与编写吧!这里是当前的工程

2019年4月服务器费用已由站长支付,若您想帮助我们可以点这里!欢迎所有对百科感兴趣的同学加入QQ群:602439518

本页面适用于最新的版本(1.28)。

库巴

来自欧陆风云4百科
跳转至: 导航搜索
Kuba.png
库巴
政府等级 王国级 王国
主流文化 Primary culture.png 库巴(刚果)
首都 Capital.png 库巴(4089)
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
库巴的理念
Traditions.png 传统
+10% 生产效率
+1 可招募的顾问
Idea bonus.png 野心
+1 外交关系
Idea bonus.png 理念

Diplomatic technology cost.png 启示之路

−10% 外交科技花费

Development cost.png 乌特的孩子

−10% 提升发展度花费

Prestige.png 爱好装饰的人民

+1 年度威望

Spy network construction.png 意图篡权的酋长们

+20% 间谍网建造速度

Attrition for enemies.png 杰什舞

+1 敌陆军损耗

Legitimacy.png 哚普雕像

+1 年度正统

National unrest.png 竞争的朝臣们

−1 国家叛乱度

库巴(Kuba)是一个内陆国家,位于中非。它是库巴文化的文化母国。库巴作为一个拜物教国家,已经解锁了三种崇拜物:姆瓦里、姆里拉、契韦齐。

策略

Kuba starts out with neighbors that are more or less equal in terms of development and force limit. Of the 4 neighbors, at least 2 will likely rival the player in the beginning.  刚果 is too strong to do so at first - but as soon as the player expands enough and becomes a valid rival, they will rival the player. It is advisable to initially rival back the player's enemies, and forge alliance with their enemies, going over the diplo limit if needed. Kongo, if not hostile, should be a valuable defensive ally for the beginning.

The player should also build up to their force limit with infantry and set the second idle merchant to collect in their home node - for lack of anything else to do. As soon as possible, they should strike their rivals, and fully annex them (keeping an eye out for coalitions if annexing a non-cobelligerent). Going over the force limit with mercenaries for a short time should be feasible - there are spoils of war to take, and long periods of peace during which the player's finances and manpower can recover. In order to keep the finances in check, it is recommended to first core the provinces, then add them to a state and then increase autonomy if needed.

Once Kongo rivals the player, rivaling Kongo back is not recommended at first, in order to not have all the player's enemies ally with the strongest nation in the area. However, if Kongo is without allies and the player does not have a truce with them (due to them breaking the alliance), it is worth it going over the force limit to crush them.

The player should be able to eliminate all other fetishist nations in their immediate vicinity by the early 16th century - though it is important to note that they should counter-balance expansion with administrative technology and ideas.

Institutions

Kuba starts with a tribal government, and without Feudalism, giving it an immediate 50% penalty to all technology. After a few years, this will quickly increase when Renaissance spawns in Italy. Since there is little chance of Feudalism or Renaissance reaching the player any time soon, the player should develop one of their provinces to spawn each of these institutions. This should be done in a conquered province, as the player initially starts with three jungle provinces, which are significantly more expensive to develop. The closer to the coast these provinces are, the better, to allow better institution spread later on. The player should use mostly admin and diplo points on this, as they need to stay up-to-date with the military technology of their neighbors (the first few technologies have significant improvements in morale and tactics).

Idea Groups

Economic ideas should likely be taken as either the first or the second idea group (they may not need to be filled out until reaching admin level 5); this will counter-balance the relatively poor provinces, provide decreased development cost (for spawning / accelerating institutions) and inflation reduction for the inevitable gold provinces. Next would likely need to be Exploration ideas to colonize South America (and boost trade income) as well as to fill out the many colonizable provinces in southern Africa. A military idea group should follow, and later on, either Religious ideas or Humanist ideas should be taken to either convert Sunni provinces more quickly, or to accept them altogether.

Further moves

Once the player can (by colonizing the provinces in between), they can start chipping away at the Sunni nations in West Africa before the Europeans do, and secure a significant share in the Ivory Coast trade node. The trade capital should be moved there, as it allows collecting from African, Asian and South American trade. Later on, the player may move the trade capital even further in, depending on what they can conquer - for example, to Sevilla. Light ships are recommended to secure trade power in the collecting node, as there will likely be significant competition. The player can also colonize one empty province to annex the Central African fetishist nations, and colonize a little more to the east to also secure the African east cost.

The European nations will be a challenge for the player - most likely they will need to face  卡斯蒂利亚/ 西班牙 and  葡萄牙 (possibly also  大不列颠 or  法兰西, who will at some point desire the player's provinces, even if they are initially ready to ally them. Due to the player having to play catch-up on institutions, they will most likely find themselves at a disadvantage initially. It is therefore important to secure one or two strong alliances as quickly as feasible with Spain's and Portugal's strongest enemies (likely to be France, Great Britain or the  奥斯曼). Having additional alliances with not-so-strong nations (for example,  突尼斯 or  摩洛哥) may also help in distracting and tiring the enemy if they attack. The player may also consider changing to either Catholicism or Islam via the relevant Fetishist decisions, which will make forging alliances with strong nations from either religion easier. It should also be noted that opening up the African East Coast will decrease the distance to the Ottomans.

It is also possible to have a strong colonial play in South America, once the necessary colonization range is reached. This will likely be necessary to get the Kuban Cigars achievement, as many of the needed provinces will be in the Brazilian, Caribbean and East Coast colonial regions. If the player has a significant amount of Tobacco provinces for the achievement already in Brazil and the Caribbean, it is possible to get the achievement by increasing production in these provinces (conquering the East Coast is not necessary), once Havana is conquered. Going east towards the Spice Islands and India or South-East Asia is also a possibility by hopping via the Indian Ocean islands and/or colonizing the Spice Islands.

成就

Kuban Cigars.jpg
Kuban Cigars
库巴雪茄
作为库巴,自身或属国拥有哈瓦那,并且成为世界上烟草贸易的主导者。

参考资料


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