本页面适用于最新的版本(1.24)。

建筑

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建筑象征着一个省份的基础建设与发展,把金币投资在建筑上将可以在几百年间获得稳定的回报。

建筑槽位

新建建筑需要有空余的建筑槽位,部分建筑可随着科技提升。 升级建筑无需额外的建筑槽位,而是使用原有建筑的槽位。 一个城市最多能有12个建筑槽位,然而只存在11个可建筑种类[1].

每个省份的可用建筑槽位取决于地形和省份发展度[2]

Possible number of buildings.png 条件
+2 基础
+1 省份地形是旱地
+1 省份地形是田地
+1 省份地形是草地
+1 省份有一所 Latin university.png 大学
+1 省份每有10点 Development.png 发展度
−1 省份是 Arctic.png 北极地带气候
−2 省份不是核心

提示 大学可以认为不占有建筑槽位。如果省份没有可用建筑槽位,大学会占据它将要提供的建筑槽位(1.15版本之前玩家需要拆除一个建筑为大学腾出位置,大学建造完再重新建造原有建筑)。

例子:如果“巴黎”是  法兰西的一个田地城市,有着温和的气候和 Development.png 32点发展度,则:

建筑分类

建筑要在省份使用 Gold Icon.png 金币进行建造。建筑总共分为三大类:

普通建筑

这些是适用于你所有省份的通用建筑,分为七类:行政建筑、陆军建筑、海军建筑、生产建筑、贸易建筑、堡垒和税收建筑。

这其中每类都包含数个建筑,绝大多数建筑都可以升级到更好的建筑,但也有一些建筑(比如大学)会占据一个建筑槽位但无法升级到更高等级。你不需要在建造高等级建筑之前先建好低等级建筑;如果你这样做了,你只需要支付两者差价来升级建筑。

工厂

工厂是工业革命早期的工业生产建筑,他们独特之处在于可以增加省份贸易商品产出,例如武器厂只能在生产铜矿或铁矿的省份建造。各种工厂的具体信息请参见工厂列表。工厂的作用相同,区别在于解锁建造所需的科技等级和类别不同。

土著建筑

美洲土著国家在拥有土著议会政体时只能建造独有的土著建筑。所有建筑都没有科技要求,并且提供的效果也不同于普通建筑。土著国家改革政府,或者省份被割让给非土著国家时,这些建筑会立刻消失。

花费

所有建筑都需要花费 Time Icon.png 时间和 Gold Icon.png 金币来建造。 如果是升级原有建筑到更高级别建筑,建造花费会相应减少,但时间并不会减少。

除了下述建筑花费修正外,特定省份也可能有只适用于本省份建造的修正,比如生产Iron.png 铁矿 (Local construction time −20% 当地建筑时间) 或者Tropical Wood.png 热带木材 (Local construction cost −20% 当地建筑花费)。

以下是建造所需金币花费的修正:

Construction cost.png 条件
−20% 开启 Native adm ideas.png 土著行政理念“移民传统”
−15% Jacobins 雅各宾派Government republic.png 革命共和制国家掌权时
−15% with Seize Clerical Holdings action as Government monarchy.png Feudal Theocracy
−10% Ganga.png 恒河女神作为君主的守护神Hinduism 印度教国家专属)
−10% Norse Deity Snotra 斯洛特拉作为君主的守护神Norse.png 北欧神话国家专属)
−10% China bureaucrat.png 文官派系Government monarchy.png 天朝掌权时
−10% Guilds 行会派系Government republic.png 商业共和制国家掌权时
−10% 当君主拥有 Construction cost.png “巧匠”特质时
−5% 帝国改革“要求改革”通过后 (Imperial authority.png 神罗成员国专属)
−5% Parliament.png 国会议案“国家征用土地”通过后
−5% 文艺复兴思潮被接纳后
+1% 每百分之一 Inflation reduction.png 通货膨胀
+10% 当君主拥有 Construction cost.png “强迫症”特质时

理念和政策:

Construction cost.png 传统 理念 效果/野心 政策
−15%
  • 葡萄牙 理念 5: 皇家专制
  • 特维尔 理念 4: 特维尔建筑学
  • 罗姆 理念 6: 伟大的苏丹
  • 贵族-扩张: 曼努埃尔式建筑
−10%
  • 阿居乌壤 传统
  • 查查波亚 传统
  • 朝鲜 传统
  • 南部 传统
  • 汉诺威 传统
  • 下诺夫哥罗德 传统
  • 斯波 传统
  • 斯莱戈 传统
  • 宇都宫 传统
  • 经济 理念 2: 监管建设
  • 安纳托利亚 理念 6: 安纳托利亚建筑
  • 布图阿 理念 1: 津巴布韦的传承
  • 克里克 理念 1: 古印第安人的传承
  • 切罗基 理念 1: 古印第安人的传承
  • 奇克索 理念 1: 原始印第安人的传承
  • 奇穆 理念 3: 分裂继承
  • 南芒斯特 理念 1: 城堡之国
  • 芬兰 理念 4: 定居芬兰中部
  • 格鲁吉亚 理念 3: 重建堡垒和教堂
  • 格拉纳达 理念 5: 阿尔罕布拉宫
  • 豪萨 理念 6: 奴隶之王
  • 印加 理念 5: 傜役制度
  • 伊东 理念 7: 发展林地
  • 拉达克 理念 4: 建造大寺院
  • 中美洲 理念 6: 金字塔式建筑
  • 墨西哥 理念 1: 重建墨西哥
  • 波洛茨克 理念 7: 欧洲森林
  • 普韦布洛 理念 2: 泥砖建筑
  • 罗斯托夫 理念 5: 罗斯托夫的建筑
  • 西里西亚 理念 3: 日耳曼定居者
  • 特兰西瓦尼亚 理念 3: 特兰西瓦尼亚萨克森人
  • 希尔凡 理念 6: 希尔凡建筑学
  • 自建附庸国 野心
  • 奥尔良 野心

决议和事件:

Construction cost.png Event modifier Trigger Time Icon.png Duration
−20% 特兰西瓦尼亚的黄金时代  特兰西瓦尼亚 事件 (only with Art of War.png Art of War enabled): “特兰西瓦尼亚的黄金时代 持续15年
−20% 斐迪南一世的工程建设  托斯卡纳 事件: “斐迪南一世的工程建设”
选项: ‘全力投入工程’ 或者 ‘建设道路网,但收取高额过路费’
持续10年
−10% 伊丽莎白·威尔布拉汉  英格兰 /  大不列颠 事件: “伊丽莎白·威尔布拉汉
选项: ‘她的成就不会被忽视。’
持续20年
−10% 汉萨经济改革  吕贝克 事件: “Tagfahrt
选项: ‘改革经济’
持续到统治者下台
−10% 米马尔·希南  奥斯曼 事件: “米马尔·希南的伟大建设
选项: ‘任命他为皇家建筑师’
持续到统治者下台
−10% 湿婆 Hinduism 印度教事件: “湿婆:创造 持续到统治者下台
−5% 建筑工资 Subject colony icon.png 殖民国家事件 (仅在Conquest of Paradise.png Conquest of Paradise 开启时可用): “建筑工人工资法律
选项: ‘投票支持,这是个不错的意见’
持续3年
+10% 造币 Revolution.png 革命灾难事件: “破产之路
选项: ‘铸造更多金币’
持续到灾难结束
+20% 柏林人民不满停息  勃兰登堡 事件: “柏林人民不满
选项: ‘倾听人民的意见’
持续到统治者下台

常规建筑

建筑

All normal buildings have a base construction time of Time Icon.png 12 months and provide various benefits when completed.

分类 科技 常规建筑(科技需求)
行政 Administrative power.png
Latin courthouse.png
法院(8)

  • Local autonomy.png−0.1 本地自治度
  • State maintenance.png−25% 直属州维护费用
  • Expenses.png 100 金币
Latin town hall.png
市政厅(22)
升级自法院

  • Local autonomy.png−0.2 本地自治度
  • State maintenance.png−50% 直属州维护费用
  • Expenses.png 200 金币
Latin university.png
大学(17)

  • Local development cost−20% 本地提升发展度花费
  • Possible number of buildings.png+1 建筑槽位
  • Expenses.png 300 金币
生产 Administrative power.png
Latin workshop.png
工场(6)

  • Local production efficiency.png+50% 本地生产效率
  • Expenses.png 100 金币
Latin counting house.png
会计室(24)
升级自工场

  • Local production efficiency.png+100% 本地生产效率
  • Expenses.png 400 金币
税收 Administrative power.png
Latin temple.png
教堂(4)

  • Local tax modifier.png+40% 本地税收修正
  • Expenses.png 100 金币
Latin cathedral.png
大教堂(19)
升级自教堂

  • Local tax modifier.png+60% 本地税收修正
  • Local missionary strength.png+3% 本地传教力量
  • Expenses.png 300 金币
海军 Diplomatic power.png
Latin shipyard.png
造船厂(8)

  • Naval forcelimit.png+2 海军规模上限
  • Local shipbuilding time.png−25% Local shipbuilding time
  • Local ship repair.png+25% Local ship repair
  • Expenses.png 100 金币
Latin grand shipyard.png
大船厂(24)
升级自造船厂

  • Naval forcelimit.png+4 海军规模上限
  • Local shipbuilding time.png−50% Local shipbuilding time
  • Local ship repair.png+50% Local ship repair
  • Expenses.png 300 金币
Latin dock.png
码头(6)

  • Local sailors modifier.png+50% 本地水手
  • Expenses.png 100 金币
Latin drydock.png
干船坞(19)
升级自码头

  • Local sailors modifier.png+100% 本地水手
  • Expenses.png 300 金币
贸易 Diplomatic power.png
Latin marketplace.png
集市(4)

  • Local trade power.png+50% 本地贸易力量
  • Expenses.png 100 金币
Latin trade depot.png
贸易站(17)
升级自集市

  • Local trade power.png+100% 本地贸易力量
  • Expenses.png 300 金币
Latin stock exchange.png
证券交易所(22)
升级自贸易站

  • Local trade power.png+125% 本地贸易力量
  • Expenses.png 400 金币
陆军 Military power.png
Latin barracks.png
兵营(6)

  • Local manpower modifier.png+50% 本地人力修正
  • Expenses.png 100 金币
Latin training fields.png
训练营(16)
升级自兵营

  • Local manpower modifier.png+100% 本地人力修正
  • Expenses.png 300 金币
Latin regimental camp.png
军营(8)

  • Land forcelimit.png+1 陆军规模上限
  • Expenses.png 200 金币
Latin conscription center.png
征召中心(22)
升级自军营

  • Land forcelimit.png+2 陆军规模上限
  • Expenses.png 400 金币

要塞

主条目:陆战#堡垒

The Defense type building (fort) has a base construction time of Time Icon.png 30 months. Forts resist enemy occupation and must be sieged down. They also hinder enemy movement in the surrounding provinces during war, and reduce devastation in neighboring provinces.

All forts require an ongoing monthly upkeep of Fort maintenance.png Fort maintenance which becomes higher depending on the fort's level. It is recommended to mothball forts during peace times in order to get Fort maintenance.png-50% Fort maintenance (can be done on a per fort basis).

类型 科技 建筑名称 (科技等级需求)
防御 Military power.png
Latin fort01.png
城堡(1)

  • Fort level.png+2 要塞等级
  • Expenses.png 200 金币
  • Fort maintenance.png-1金币/月 要塞维护费用
Latin fort02.png
堡垒(14)
升级自城堡

  • Fort level.png+4 要塞等级
  • Expenses.png 400 金币
  • Fort maintenance.png-2金币/月 要塞维护费用
Latin fort03.png
星堡(19)
升级自堡垒

  • Fort level.png+6 要塞等级
  • Expenses.png 600 金币
  • Fort maintenance.png-3金币/月 要塞维护费用
Latin fort04.png
要塞(24)
升级自星堡

  • Fort level.png+8 要塞等级
  • Expenses.png 800 金币
  • Fort maintenance.png-4金币/月 要塞维护费用

工厂

All manufactories cost Expenses.png 500 ducats, have a base construction time of Time Icon.png 60 months and provide Local goods produced +1 local goods produced. A manufactory can only be built in a province which has its associated trade goods present.

工厂 科技 等级 商品产出需求
Farm estate.png 农场 Administrative tech.png 6 Grain.png 谷物、Livestock.png 牲畜、Wine.png 酒类
Naval equipment.png 海军装备厂 Diplomatic power.png 11 Fish.png 鱼类、Naval supplies.png 船具、Salt.png
Textile manufactory.png 纺织厂 Administrative tech.png 11 Cloth.png 布料、Dyes.png 燃料、Silk.png 丝绸、Wool.png 羊毛
Weapons manufactory.png 武器厂 Military power.png 11 Copper.png 铜矿、Iron.png 铁矿
Plantation.png 种植园 Administrative power.png 14 Cocoa.png 可可、Coffee.png 咖啡、Cotton.png 棉花、Grain.png 谷物、Sugar.png 糖类、Tobacco.png 烟草
Trade company.png 贸易公司 Diplomatic power.png 14 Fur.png 皮毛、Incense.png 熏香、Ivory.png 象牙、Slaves.png 奴隶、Spices.png 香料
Mill.png Mill Administrative tech.png 16 Chinaware.png 瓷器、 Gems.png 宝石、Glass.png 玻璃、Paper.png 纸张、Tropical Wood.png 热带木材

土著建筑

所有的土著政体的建筑费用为50 Gold Icon.png 金币,基础建筑时间为 Time Icon.png 12个月。每个国家的每一种唯一建筑仅能建造一次,在完成改革政府体制后将失去所有的土著建筑。

土著常规建筑

建筑 效果
Native earthwork.png 土方 Local defensiveness.png+25% 本地防御效率
Native great trail.png 伟大之路 Local manpower modifier.png+50% 本地人力修正
Native irrigation.png 灌溉 Local tax modifier.png+50% 本地税收修正
Native palisade.png 护栏
  • Fort level.png+1 要塞等级
  • Fort maintenance.png-0.5/月 维护费用
Native storehouse.png 仓库 Local production efficiency.png+50% 本地生产效率
Native three sisters field.png 三姊妹原 Local goods produced modifier+50% 本地商品产出

土著唯一建筑

建筑 效果
Native ceremonial fire pit.png 仪式火坑 Advisor cost.png-50% 顾问花费
Native fortified house.png 加固房屋 Land forcelimit.png+10 陆军规模上限
Native longhouse.png 长屋 Tax income.png+1 税收
Native sweat lodge.png 蒸汽屋 Diplomatic reputation.png+1 外交声望

建筑策略

General considerations

There are some general rules of thumb that should be taken into heart when investing in buildings:

  • Money should be invested in buildings only if it isn't needed in a more important area.
  • The time needed to generate a profit should be noted; some provinces may be too poor to ever generate a profit in the remaining time-frame.
  • When considering a large building spree it might be advisable to invest in the Economic idea group.png Economic idea group and couple it with policies to reduce the building costs.
  • It's good to remember that besides Local autonomy.png local autonomy, province income can also be affected by the province's Culture icon.png culture and religion (if different than the state religion).

Building prioritization

Buildings' positioning can have great effect on return of investment. It is thus recommended to build the following building types in the appropriate provinces:

  • Most buildings provide a percentile bonus. As such, it's best to prioritize building them in state provinces with high Development.png development value and with no or extremely low Local autonomy.png local autonomy. e.g., trade buildings in provinces with modifiers benefiting Local trade power.png local trade power.
  • Buildings providing a flat bonus are best built in territorial provinces as they won't be affected from the high autonomy or in state provinces with low Development.png development values.
  • While less beneficial to all types of development, coupling a building with the right estate can boost a single type of development very high (estates negate local autonomy on some modifiers depending on the estate).
  • Manufactories increase Local goods produced local goods produced, which in turn also increase both the province Trade value modifier.png trade value and its production income. In addition, coupling them with production buildings in state provinces with high value trade goods will generate high production income.
  • Manufactories are not affected by autonomy, culture, and religion as other buildings. Thus, they can be built even in high autonomy provinces. While the generated production income may not be at its fullest, they can still return the investment when also taking into account the generated Tradeview income.png trade income.
  • Prioritize building forts in provinces with mountainous terrain (or similar) or those with low Supply limit.png supply limit to couple them with the Local defensiveness.png local defensiveness and high 损耗 attrition bonuses. If possible, they should be built mostly in border provinces and mothballed until needed. With Patch 1.18, besieging armies take attacker penalties from terrain even when defending, making forts on mountains and other defensive terrain especially useful as long as they can be relieved before falling to an enemy force.

Avoidance

Considering that buildings cost money, their cost-benefit ratio should be considered. Thus, an important step is to know when not to invest in a building type:

  • Trade buildings should be avoided in trade nodes dominated by the nation.
  • Army/Navy buildings should be avoided if the nation maintains large forces and there are no nations of similar or stronger power.
  • Due to forts' initial high cost and ongoing Fort maintenance.png fort maintenance, it's best to avoid building them in the inner provinces of the nation where they are far from enemy borders and forces. If the area is prone to rebellions, several low level forts might be more successful in slowing the rebels down until other forces arrive.
  • If playing as a native tribe and planning to migrate, it is not advisable to build buildings unless necessary for immediate survival, as buildings are destroyed upon migration.

Is borrow-to-build worthwhile

Is it worthwhile to take out loans in order to construct a certain building? Or, equivalently, if there is an on-going loan, should the loan be paid off first before initiating on any construction project? Just like in real life, theoretically, the answer is yes if the income provided by the building per year divided by the sum of build cost and interest accrued during construction is higher than interest per annum. This can be the case for highly developed provinces or for manufactories in a highly productive province that produces expensive trade goods. (For manufactories, the player should also include trade income.) However, the player would also need to make sure there is enough income to pay off the loan before inflation gets out of hand. A safe guide is whether the income before constructing the building is able to cover the principal part of the loan within a reasonable time frame.

When will increased income cover building costs

The increase in income is dynamically influenced by provincial and national modifiers such as tax efficiency, production efficiency as well as the development in the province, all of which are bound to increase as technology progresses. Therefore, early game, whether a building will pay for itself is not usually the question. The question is how long and thus if the ducat can be better spent elsewhere. The following table lists the required increase in monthly income (displayed in-game in the building interface) for a certain number of years before the building breaks even.

Building Capitalization Timetable
buildings Latin courthouse.png Latin workshop.png Latin temple.png Latin marketplace.png Latin town hall.png Latin cathedral.png Latin trade depot.png Latin counting house.png Latin stock exchange.png Farm estate.png Naval equipment.png Textile manufactory.png Weapons manufactory.png Plantation.png Trade company.png Mill.png [3]
build price 100 Expenses.png 200 Expenses.png 300 Expenses.png 400 Expenses.png 500 Expenses.png
Years before break-even Required monthly income increase Income.png
5 1.67 3.33 5.00 6.67 8.33
10 0.83 1.67 2.50 3.33 4.17
20 0.42 0.83 1.12 1.67 2.08
50 0.17 0.33 0.50 0.67 0.83
100 0.08 0.17 0.25 0.33 0.42

The benefits of manufactories are two-fold: one is through local production; another is through trade collection. Trade collection is influence by multiple factors: price of trade good, trade company bonus, player's share in trade power where the goods value is collected, and whether there is any transferring bonus (if collected in a downstream trade center). Assuming no trade company and 100% share in trade, the required increase in monthly income (displayed in-game in the building interface) for a certain number of years before the building breaks even is listed as follows.

Manufactory Capitalization Timetable at 100% Goods Produced Efficiency, 100% Trade Share and 0% Trade Efficiency bonus
Price of trade good 5.0 Gold Icon.png 4.0 Gold Icon.png 3.5 Gold Icon.png 3.0 Gold Icon.png 2.5 Gold Icon.png 2.0 Gold Icon.png
Years before break-even Required monthly income increase Income.png
5 7.92 8.00 8.04 8.08 8.13 8.17
10 3.75 3.83 3.88 3.92 3.96 4.00
20 1.67 1.75 1.79 1.83 1.88 1.92
50 0.42 0.50 0.54 0.58 0.63 0.67
100 0 0.08 0.13 0.17 0.21 0.25

The required income is higher for a given schedule if the player cannot fully collect on the value of the trade goods. At the same time, any Trade efficiency bonus reduces the required monthly income increase or bring closer the time the building breaks even.

Manufactory Capitalization Timetable at 100% Goods Produced Efficiency, 50% Trade Share and 0% Trade Efficiency bonus
Price of trade good 5.0 Gold Icon.png 4.0 Gold Icon.png 3.5 Gold Icon.png 3.0 Gold Icon.png 2.5 Gold Icon.png 2.0 Gold Icon.png
Years before break-even Required monthly income increase Income.png
5 8.13 8.17 8.19 8.21 8.23 8.25
10 3.96 4.00 4.02 4.04 4.06 4.08
20 1.88 1.92 1.94 1.96 1.98 2.00
50 0.63 0.67 0.69 0.71 0.73 0.75
100 0.21 0.25 0.27 0.29 0.31 0.33
Manufactory Capitalization Timetable at 100% Goods Produced Efficiency, 100% Trade Share and 75% Trade Efficiency bonus
Price of trade good 5.0 Gold Icon.png 4.0 Gold Icon.png 3.5 Gold Icon.png 3.0 Gold Icon.png 2.5 Gold Icon.png 2.0 Gold Icon.png
Years before break-even Required monthly income increase Income.png
5 7.60 7.75 7.82 7.90 7.97 8.04
10 3.44 3.58 3.66 3.73 3.80 3.88
20 1.35 1.50 1.57 1.65 1.72 1.79
50 0.10 0.25 0.32 0.40 0.47 0.54
100 0 0 0 0 0.05 0.13

As with other buildings, the increase in income from manufactories also scales with game progress although with the added sensitivity to the price of trade goods. Certain trade goods decrease in value late in the game. See Trade Goods Strategy.

参考资料

  1. Specified in /Europa Universalis IV/common/defines.lua.
  2. Specified in /Europa Universalis IV/map/terrain.txt and /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt respectively.
  3. Assuming no share in trade
Province icon.png 省份机制
行政 首都核心文化宗教叛乱自治度省份列表
经济 发展度税收生产建筑人力水手 
Gold Icon.png 经济
概括 建筑殖民贸易产品贸易节点贸易公司
殖民领发展度税收生产过度扩张厌战度