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大明

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Ming.png
大明
政府等级 帝国 帝国级
主流文化 江淮(中华)
首都 北京(1816)
政体 天朝Government monarchy.png
国教 儒教Confucianism.png
科技组 中华科技组中华科技组
大明的理念
Traditions.png 传统
−20% 堡垒维护
−10% 理念花费
Idea bonus.png 野心
+30% 关系改善
Idea bonus.png 理念

Fort defense.png 九边重镇

+5% 要塞防御
+25% 卫戍数量

Discipline.png 重建三大营

+5% 训练度

Stability cost modifier.png 天朝上国

−10% 稳定度花费

Production efficiency.png 修缮黄河大堤

+10% 生产效率

Trade efficiency.png 食盐专营

+10% 贸易效率

National tax modifier.png 一条鞭法

+10% 国家税收

Land leader fire.png 红夷大炮

+1 陆军将领火力
大明
Shield fancy overlay.png
永乐皇帝驾崩至今已有20年。南方的大越已然宣布独立,朝廷对女真与西藏的羁縻亦快要名存实亡,但是大明帝国依旧是世界上最强大的国家。

遗留的外部威胁已所剩无几,朱家花费了大量的资源来展示他们与朝建立者忽必烈汗的不同,保护学者并复兴饱受蒙古统治摧残的科举制。穿过戈壁沙漠,在外蒙古,留存着少量弱小而又分裂的忽必烈家族的孑遗。

然而北方传来的消息称一个新的领袖已经统一了游牧部落。绰罗斯家族的也先已经联合了瓦剌与蒙古,并可能将他贪婪的视线投向中原。

 大明亚陆极东之天朝上国。明代常被视作泱泱华夏文明史中的一座高峰。海上贸易的兴旺、郑和下西洋的壮举,为大明带来了天朝的外交声望和来自印度和东非的珍贵商品。然而在游戏开始的1444年,开辟西洋的热情已然退却,再加上庙堂之上的日趋保守,对外交流几近停滞。

大明的战略地位堪称全游戏第一。坐拥广袤丰饶的神州沃土,有着无可比拟的发展度和冠绝全球的省份数量,环顾四周又无一强敌傍身。然而纵使北方的满洲和阿尔泰游牧现时大伤元气,倘若假以时日,团结在一起的游牧部队终会成为大明的心腹之患。若有游牧大国拒绝做我大明藩属,甚至会触发天子的特有“没有防备的游牧边疆”灾难。晚些时候到来的西方列强,如果不立即处理,将是对大明的另一个威胁。

天朝

 大明有一种叫做天朝的独特政府制度,其意在于皇帝受命于天而能施以王道,皇恩泽被四海,而天威震服八方;相反水能载舟亦可覆舟,治国无能的君王亦有天怒人怨。

在没有开启DLC Mandate of Heaven.png 天命时,大明可以通过接受新兴的四个思潮(文艺复兴、殖民主义、印刷机,再加上全球贸易、工业化生产和人文启蒙三者任一)来改革政府,剔除古老且不合时宜的旧制;当然大明还需要一个某项能力至少为4的君主来完成改革,改革完成后大明会成为一个君主立宪制国家。在开启DLC Mandate of Heaven.png 天命后,大明仅在失去天命,被取代中国皇帝地位时成为一个专制君主制国家。


类型 科技等级 效果 描述&说明
天朝 0
  • Prestige.png +0.5 年度威望
  • 阶层影响 -10% 所有阶层的影响力
  • Province icon.png 90% 开局阶层封地
  • 如果没有DLC Mandate of Heaven.png 天命
    • Institutions.png +10% 接受思潮花费
    • 启用派系系统
    • 禁用阶层系统
受命于天,既寿永昌更多
  •  大明独有政体。如果有DLC Mandate of Heaven.png 天命,则为中国皇帝独有。
  • 固定等级: 帝国级 帝国级
  • 锁定王朝
  • 禁止切换转教

派系

主条目:派系

在大明帝国内部,三个派系相互争夺权力和影响力。每个派系拥有独特的事件来增加或是降低他们的影响力,玩家也可以使用10点君主点数来提升10点相应派系影响力。当一个派系的影响力超过其他两项的时候,这个派系的修正将被激活。这个系统替代了大多数国家使用的阶层系统,开启DLC Mandate of Heaven.png 天命后则不使用派系机制而使用独有的中国皇帝机制。

名称 类型 效果 描述
China temple.png 五军都督府 Military power.png
  • Manpower recovery speed.png +10% 人力恢复速度
  • Unjustified demands.png −25% 不合理需求
  • Diplomatic relations.png 0%−1 外交关系
都督府是帝国军队的将军和指挥官们的系统。渴望证明他们的勇猛和忠诚,他们寻求通过外交手段促进战争以便能够获得晋升。
China eunuch.png 市舶司 Diplomatic power.png
  • Provincial trade power modifier.png +10% 省份贸易力量修正
  • Diplomatic reputation.png 0%+1 外交声望
  • Stability cost modifier.png +10% 稳定度花费修正
这个部门组织各省的官僚负责贸易和航海。为了寻求促进有利可图的贸易,他们经常反对都督府的军事野心。
China bureaucrat.png 内阁大学士 Administrative power.png
  • Construction cost.png −10% 建筑花费
  • Possible advisors.png 0%+1 可能的顾问
  • Discipline.png 0−5% 训练度
一群通过帝国科举体系提拔的行政官吏。才华横溢的儒家学者,这些人是帝国的外交官和官僚们。他们促进政策以建立强大而稳定的帝国。

任务

主条目:中华任务

注:1.25 版本新引入了任务树系统, 大明 大清共用“中华任务”。

  • 首先,需要殖民台湾,这在一定程度上鼓励玩家选择 Exploration idea group.png 探索理念组 继续郑和的航海事业;
  • 然后在宗教改革时代结束之后宣称天命,取得大越北部红河三角洲地区和东京地区,以及朝鲜半岛的永久宣称;
  • 接下来则是恢复古老边境和保卫朝鲜——即使它们已经灭亡,不过任务不包括它们可能额外征服的土地:
    • 吞并大越,事实上大越灭亡之后高平的造核惩罚就消失了,任务只需要那六块地;
    • 拥有或附庸朝鲜,如果仿照历史上的正常流程,应该在第一次日本侵朝之后外交附庸朝鲜,再行收复核心。

(然而游戏中的朝鲜不踏平本州岛就已经很客气了。所以这项任务20威望100行政点数的奖励,与直接吞并朝鲜的战争代价相比实在是不划算。)

除了这些独特任务,还有军事、外交、经济和贸易相关的通用任务。

事件

主条目:大明事件

大明的事件组包含了宗教、改革和政治事件,涵盖了从“耶稣会到来”到“闭关锁国”和“戚继光军改”等事件。这些事件会从很多不同的方面影响国家,对不同派系带来正面或负面的影响以及额外的趣味。

虽然说现在的版本已经无需西化,但是快速夺取阿斯特拉罕,甚至黑海的出海口,取得“开放中国”的Buff和后续的事件,对于接纳文艺复兴思潮还是很有帮助的。节约种思潮的点数,可以用于争夺印度方向,尽早一统亚洲。

决议

ID

Execute decision.png修复长城


长城的部分墙体亟需大修,以目前状态它无法对我国北方省份形成有效的保护。


 
潜在需求

该国:

  •  大明 大清
  • 使用一般或历史国家
  • 政体是天朝
  • 拥有以下省份:
    • 太原(693)、河间(695)、保定(696)、大同(697)、兰州(699)、西安(700)、玉门(707)、阿拉善(709)和北京(1816)
  • 尚未触发“修补万里长城”修正
  • 至少满足之一:
    • 由玩家控制
    • 在使用自建国
接受

该国:

  • 君主的 Military power.png 军事技能至少为 5

效果

该国获得修正“修补万里长城”,具以下效果:

  • Fort defense.png +25% 要塞防御
  • Fort maintenance.png +10% 要塞维护费用

AI至少在满足以下需求之一时才会通过该决议:

  • 国库至少拥有 Gold Icon.png 1.5 年的收入
  • 拥有至少 Administrative power.png 100 行政点数
  • 拥有至少 Administrative power.png 100 军事点数


ID

Execute decision.png建造紫禁城


“紫禁城将成为我们国家的宏伟丰碑,提高国家威望,促进国家稳定。”


 
潜在需求

该国:

  •  满洲 大明 大清
  • 使用一般或历史国家
  • 政体是天朝
  • 首都位于北京(1816)南京(1821)
  • 尚未拥有国家修正“紫禁城”
  • 由玩家控制或AI在使用自建国
接受

该国:

  • 不处于战争
  • 拥有3级的 Advisor Statesman.png 政治家顾问君主的 Administrative power.png 行政技能至少为 3
  • 未启用派系机制 China bureaucrat.png 内阁大学士派系掌权
  • 至少拥有 Icon stability.png 稳定度 +3
  • 国库至少拥有 Gold Icon.png 1 年的收入
  • 至少拥有 Administrative power.png 50 点行政点数

效果

该国:

  • 失去 Gold Icon.png 1 年的年收入
  • 失去 Administrative power.png 50 行政点数
  • 获得国家修正“修建紫禁城”,具有以下效果:
    • Stability cost modifier.png −10% 稳定度花费修正
    • Prestige.png +0.5 年度威望

AI不会在国库中少于 Gold Icon.png 1.5年的年收入,或少于 Administrative power.png 100点行政点数时通过该决议。


ID

Execute decision.png政府改革


充分地强化我们的政府机构后,我们可以突破宫廷各派系的掣肘,直接掌控我们的$MONARCHTITLE$(君主头衔)。


 
潜在需求

该国:

  • 政体是天朝
  • DLC Mandate of Heaven.png 天命未激活
接受

该国:

  • 至少满足之一:
    • 君主的 Administrative power.png 行政技能至少为 4
    • 君主的 Diplomatic power.png 外交技能至少为 4
    • 君主的 Military power.png 军事技能至少为 4
  • 已接纳封建制度思潮
  • 已接纳文艺复兴思潮
  • 已接纳殖民主义思潮
  • 已接纳印刷机应用思潮
  • 已接纳全球贸易、工场生产、启蒙主义中的一种。

效果

该国政体转变为君主立宪制。


AI通过决议倾向:

  • 基础权重:1

策略

Ming is the number one Great power.png Great Power in 1444 start with unparalleled economy and size. With Ming's economically focused ideas, it will likely be drowning in ducats throughout the game. Ming's hegemony, however, is much more fragile than first appearance. The advancement of Institutions will slow down its technological advancement. Northern hordes threaten its border. Unpacified borders or unchecked expansion will reduce its Mandate, which can bring about overwhelming negative effects. Colonization will reduce the relative importance of Beijing trade node. Even when all these nuances are managed, an equal nation with multiple military bonuses in their Idea bonus.pngnational ideas and traditions can still bring Ming to its knees with ease as Ming's own ideas offer little military bonuses. If Ming ever falls behind technologically or economically, its military will not hold against another Great Power.

保持中国皇帝

Ming starts off being the Emperor of china icon.png Emperor of China, which confers various benefits when Mandate.png mandate is positive. There are steep penalties for negative Mandate.png Mandates. Since non-tributary neighbouring countries reduces Mandate.png mandate steeply, for every Great Power neighbour that Ming cannot make Subject tributary icon.png tributary of or quickly conquer, there need to be corresponding tributaries to make up the mandate loss. See strategy on being the Emperor of China.

Suitable tributaries depend on the overall strategies the player choose for Ming. Notable countries to nurture as future high development tributaries include Kilwa, Mali, Portugal through colonization and Japan through the need to conquer a 神道教 Shinto province. The player should be cautious of adding tributaries that can drag players into unwanted wars. Targets of Ottoman such as Mamluks and Aq Qoyunlu are examples. Ryuku starts off as Ming tributary. Player should keep in mind that, most likely, AI Japan will eventually declare war on Ryuku despite of Ming's suzerainty. The same applies to Ainu if player adds Ainu to his or her tributary system. A naval build-up no later than tech 15 when Bigship.png Galleon becomes available is usually necessary to combat Japan. Given naval dominance over Japan, it is not hard to snatch provinces from Japan with some surprise landing and subsequent blockade off isolated islands of Japan even if the player does not wish to commit too many troops on Japan or building too large of a Transport.png transport fleet. A navally weak Ming may have to abandon Ryuku as a tributary before Japan becomes too powerful.

One other side effect of the Subject tributary icon.png tributary system is Privateer.pngpiracy. Since Ming cannot declare war on its tributaries without steep penalty, being a Subject tributary icon.png tributary of Ming is a license to pirate Chinese trade nodes. In order to protect trade income, a combat fleet of either Bigship.png heavy ships or Galley.pnggalleys is required. Hunt pirates.pngHunt pirates efficiency is based on the number of guns. Galleys offer more guns per Expenses.png maintenance cost. China is also home to a number of in-land seas. Thus a small galleys offer great utility early game. As the game progresses, heavy ships will be required for their combat capacity.

Ming's vast Manpower.png manpower pool and thus Manpower recovery speed.png recovery speed in absolute terms can be cashed in for Gold Icon.png ducats or Prestige.png prestige using the subject interactions of Subject tributary icon.png tributary. Send Additional Troops.png Send additional troops to raise Liberty desire.png liberty desire after Demand Additional Tribute.png demanding extra tribute offers a limitless mean to milk Ming's tributary subjects dry. The send troops interaction requires the subject to be War.pngat war. Setting rich subjects as countries of special interest by right-clicking the country flag on the provincial interface can help tracking such opportunities. Of course, Send Additional Troops.png Send additional troops can also be used to manage Liberty desire.png liberty desire of large tributary subjects as with any other tributary overlord.

保持力量投射

For most part of the first half of the game, Ming is too strong to have validRivalry attituderivals. Occasionally, validRivalry attituderival targets come up. For example, when Ming's Development.png development score is reduced by not having the most up to date Institutions.png institution. Be sure to scornfully insult the rival promptly to gain +10 Power Projection.png power projection as the rival may not still be a rival as soon as next month. Privateer.pngPrivateering is often required to maintain a high level of Power Projection.png power projection for Ming.

大明的宗教

Ming starts with 儒教 Confucian with most of its China provinces under the true faith. Neo-Confucianism adds extra +2Tolerance heretic.png tolerance of heretics to the existing +2Tolerance heretic.png from 儒教 Confucian, making heretics almost as accepted as Tolerance own.pngtrue faith even without Humanist idea group.png Humanist ideas. Thus Religious unity.png religious unity is not an issue early to mid game when Ming's territory stays within the coverage of eastern religions.

Combining the high tolerance with the fact that unaccepted culture gives -33% to most forms of incomes, and that cultures under harmonized religions cannot be converted, it is usually not worthwhile to harmonize other eastern religions -- except 神道教 Shinto, which gives a valuable +5% to Infantry combat ability.png infantry combat ability. In order to harmonize 神道教 Shinto, a province in Japan is required. Player needs to plan ahead whether he or she wishes to remove the unaccepted culture malus on rich Japanese provinces -- thereby requiring either a) reserving 2 to 3 Max promoted cultures.png accepted culture slots for Japan or b) complete conquest and cultural conversion before harmonizing Shinto. These two options need to be further balanced with the need to maintain total Development.png development among Subject tributary icon.png tributary nations, among which Japan can be an ideal option. The player may have to settle with a compromise somewhere in between.

和谐 vs 传教

Expansion beyond China region and Buddhism.png Buddhism requires either religious conversion or harmonization to maintain Religious unity.png religious unity. Conversion costs harmony and the cost scales with development. This makes religious conversion highly restricted with Confucian. Harmonization also costs harmony and takes up to 34 years, with some events offering opportunities to reduce the duration, but has the effect of affecting a whole branch of religion as Tolerance own.pngtruth faith. Thus, exceptional circumstances aside, harmonization is usually the preferred option. Given the lengthy process, it is wise to a) accumulate the positive modifiers for Yearly harmony increase.png harmony as much as possible, b) avoid unnecessary spending of harmony on conversion, and c) avoid wasting harmony from overflow. The latter also means the harmonization of a religion should occur reasonably early before a lot of heathen provinces are conquered.

If the player moves Capital.png capital to outside of Asia, Subject tradecompany icon.png trade company can be used to skip the harmonization of Hinduism Hindu. (DLC Wealth of Nations.png or Dharma.png required.)

管理思潮

接受文艺复兴

Ming cannot obtain Renaissance.png Renaissance through adjacency within any reasonable time frame. Forcing its adoption through Development cost.png provincial development is the reasonable option. And the All power costs.png monarch point cost is hardly an issue as the economic prowess of Ming affords the most expensive Advisor.png advisers with the only nuance being to save up sufficient monarch points in advance while using them from time to time to avoid wasteful overflow. The more interesting strategic question is where to develop.

One obvious choice is the Capital.png capital Beijing. With Ming's existing development, there would be -50% Development cost.png development cost reduction in Beijing. This can be further combined with Mandate.png imperial decreeExpand Palace Bureaucracy” and Number of states.png state edictEncourage Development”. (DLC Mandate of Heaven.png required.) There are, however, two downsides with developing in Beijing: 1) North Jiangsu is not stated and is not usually worthwhile stating (also conflicting with later addition to trade company if stated), which leaves a gap between the rich capital area and the rich southern Yangtze delta and Pearl River delta area, hindering spread via adjacency & 2) developing Beijing now adds to the cost of moving capital later. The former is less of a problem as at the time of Renaissance, before Ming expands and statify too many territories, the presence of Renaissance around North/South Hebei and Shandong is usually sufficient for a nation-wide embracement through the use of the some Expenses.png ducats. The limited stated development compared to late game also limits the Expenses.png ducat expenditure. The latter factor on moving capital is worth more consideration. If a player later decides to move the Capital.png capital, Beijing developed far enough for adopting Renaissance would usually incur a full extra 500 Administrative power.png admin points. The player needs to consider whether the -50% development cost reduction is worthwhile in light of the extra move capital cost. This is compounded by the fact that developing Hangzhou, for example, would make spreading to neighbouring (rich) provinces easier. This not only applies to Renaissance but also later Institutions.png institutions.

If Common Sense.png Common Sense is not enabled, Ming may have to move Capital.png Capital to Europe or North Africa and unstate most provinces in China -- reduces permanent cores into territorial cores in the process -- in order to obtain Renaissance reasonably early. It can take a century and more before Renaissance.png Renaissance spreads to the China region without intervention.

接受更晚的思潮

Ming can reasonably compete for the origin of Colonialism Colonialism. That usually requires Exploration idea group.png Exploration as the first idea group. And that is a reasonable choice for Ming since Ming's initial economic prowess delays the need for a military idea group compared to other smaller nations. The adoption of Colonialism Colonialism is intrinsically linked to capital move as well. Moving capital to the New World enables direct control of New World provinces. Since Colonialism Colonialism does not spawn in countries whose capital is in the New World, the player should time his or her capital move in order to contend for the origin of Colonialism, which gives All power costs.png monarch powers, Prestige.pngprestige, a minor Local trade power.png local trade power boost and delays the adoption of Colonialism elsewhere. Individually, these benefits are small but combined they are worthwhile when colonization is already a part of the player's plan.

Delaying the move of Capital.png capital is more than just that. It is a valid strategy to form a few Subject colony icon.png colonial nations first before moving to the New World, reaping both the benefits of having Subject colony icon.png colonial nations and directly owning provinces in the New World. This can go hand in hand with delaying the move of capital to contend for the origin of Colonialism. Delaying the move too far though slows the player's colonization progress because colonists take substantially longer to travel from Beijing to the Americas than the capitals of most other colonial powers.

Ming can also reasonably compete for the origin of Global Trade.png Global Trade -- at least in single player. Usually, a sizable Lightship.png trade fleet to wrestle control of the Nippon trade node is required to maintain Beijing's top place in trade value among all trade nodes. This can be managed easier if Ming colonizes rapidly after Colonialism through a capital move to the Americas and subsequently steering trade to Japan. On the home front, widespread construction of manufactories is usually required. Choose provinces with decently valued trade goods. (See strategy for buildings.) If Beijing is a few Gold Icon.png ducats short, temporary Trade Embargo on England or Great Britain may reduce the trade value in English Channel just enough for the origin of Global Trade.png Global Trade to spawn in Ming. To that end, some control in the Ivory Coast trade node is helpful. Temporary diversion of trade value towards Sevilla can reduce the trade value in English Channel by a good margin.

Enlightenment.png Enlightenment is another institution that is best planned ahead for. The spread of Enlightenment.png Enlightenment is slow for countries whose capital is outside of Europe. This is a late game institution thus the player is likely to have expanded Ming's territory to many parts of the world -- raising the minimum number of Number of states.png stated provinces required for the presence of Enlightenment.png Enlightenment before adoption as well as raising the Expenses.png ducat cost of Embracement cost.png embracement. The player should decide ahead of time whether a later move to Europe will be needed. If so, it may be best to avoid developing the capital for adopting Printing Press.png Printing Press as well as Renaissance.png Renaissance to avoid the costly Development cost.png development difference penalty from the move.

理念组:探索还是不探索

Ming can reach Americans reasonably early through island hops or through Alaska while being the first to colonize Africa -- seizing Cape and gaining a free merchant as a start. Colonizing Inhambane (1183) next to Kilwa can be a start of conquest in East Africa or could be the move to gain a high development tributary. In the latter case, control of Ivory.png ivory can still come but likely much later through Province trade power value.png Center of Trade upgrades and late game Provincial trade power modifier.png provincial trade power modifiers. To that end, colonization of the isolated islands in the East Africa trade region is advisable.

Since colonization is a valid strategy, and Ming's military position is not usually challenged early game, Exploration idea group.png Exploration is a valid first idea in Single Player. If a human player is present in the region, a military idea group is most likely required urgently since Ming does not have strong military national ideas. If Exploration is chosen, completion is also valid strategy -- despite of the limited use of the idea group late game. That is because Ming may have limited number of coastal provinces and thus fall behind in Naval forcelimit.png Naval Force Limit, to which the Exploration idea group.png Exploration group gives +25%. The Quality-Exploration policy gives -25% Land attrition.png land attrition. That can be another reason to complete Exploration and keep it. Complete Exploration idea group.png Exploration and a Capital.png capital in the New World will allow Ming to quickly dominate the Americas.

Subsequent idea groups are usually common with other nations. Ming will need multiple military idea groups and need them before major territorial conquests. The Core-creation cost.png core creation cost reduction from Administrative idea group.png Administrative stacks with the bonuses from being the Emperor of china icon.png Emperor of China well. As vassals are usually required for Ming as a measure to preserve mandate, the -25% Diplomatic annexation cost diplomatic annexation cost reduction and +2 Diplomatic reputation.png diplomatic reputation from Influence idea group.png Influence ideas provide great utility for Ming. Between Humanist idea group.png Humanist and Religious idea group.png Religious, Humanist likely offers greater value since as the conversion ideas will mostly be wasted on 儒教 Confucian due to the cost on harmony. Humanist also gives the much needed yet rare to come by modifier of +0.25 Yearly harmony increase.png yearly harmony growth. (DLC Mandate of Heaven.png required.) The religious idea group nevertheless offers strong military policies. Military bonuses are in short supply with Ming. Thus it's not unreasonable to choose Religious ideas late game.

管理贸易公司

A Ming player is incentivized to move his or her capital for a number of reasons, some of which already described above. Enabling Subject tradecompany icon.png trade company in Asia is another major incentive. Trade Company when permitted in Asia can help managing relgious unity for Hinduism Hindu and many 泛灵信仰 Animist provinces -- players can skip harmonization of Hinduism Dharmic group altogether by adding Indian provinces to trade companies (and potentially in conjunction with retaining Multan as one of the last remaining tributaries). Trade Companies will also provide Merchants.png merchants. In addition, through Trade Company investments, they will help maintaining Army tradition.png Army Tradition, increasing Naval forcelimit.png naval force limit -- helpful if Ming doesn't own many coastal provinces, and production in the home China region if planned ahead strategically. (DLC Wealth of Nations.png or Dharma.png required.) Here, it is important to note that stated provinces cannot be added to trade companies and trade company investments are removed if a single trade company province is removed in a region where trade company is present. Stating and unstating within China will lose permanent cores. Thus, together, both stating and assignment of trade company provinces in China should be considered as permanent and there is no conversion between state provinces and trade company provinces. A player needs to plan ahead which region will belong to whom. Worthy of note are coal provinces within trade company charters.

Other strategies with trade company are common with other nations.

移动首都

The potential benefits of moving capital for Ming is as follows. Note that some of them conflict with each other or require multiple moves to realize within the same run.

Benefit (destinations):

  • Direct control of New World provinces (New World)
  • Faster colonization in the New World (New World)
  • Enable trade companies in Asia charters (New World, Europe)
  • Faster spread for Enlightenment (Europe)

Note that colonization in the spice islands will become slow after moving the capital to America or Europe. Thus if such a move is anticipated, early colonization of most high development islands is advisable.

Beware that moving capital moves trade capital to the same destination concurrently. This is usually not a problem. Advance planning will avoid sudden inconvenient income drop. Also moving capital to Europe exposes Ming to some of the mechanics of Revolution such as the Counter Revolution and Reaction modifiers.


成就

叩头的图标
Kow-Tow
用大明开局,拥有所有不同宗教组的附属国。

参考资料

视频战报

國家玩法策略索引

东欧科技组 Eastern.png  耶路撒冷
穆斯林科技组 Muslim.png  阿拉伯  哈桑凯伊夫  阿曼
印度科技组 Indian.png  阿萨姆  巴赫曼尼  孟加拉  奥里萨
中华科技组 Chinese.png  巴厘  文莱  大越  日本  高棉  朝鲜  满者伯夷  马来亚  大明  帕迦鲁荣  八昔  巽他  东吁  大元
游牧科技组 Nomadic.png  建州  帖木儿  乌兹别克

中非科技组 Central African.png  穆塔帕
东非科技组 East African.png  基尔瓦
西非科技组 West African.png  马里
穆斯林科技组 Muslim.png  马穆鲁克  突尼斯

西欧科技组 Western.png  美利坚
中美洲科技组 Mesoamerican.png  玛雅
北美洲科技组 North American.png  切罗基  克里克  休伦  易洛魁  普埃布罗

安第斯科技组 Andean.png  库斯科  穆伊斯卡
南美洲科技组 South American.png  马普切