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省份

来自欧陆风云4百科
(重定向自Province
跳转至: 导航搜索
关于全部省份的列表,请见省份列表

在欧陆风云4里,世界被分为大洲、地区、国家、省份。省份是最小的部分。它们有助于一个国家的税收、人力、动荡、过度扩张和贸易。

每个省都有一个小地理区域,中心有一个城镇。城市目前没有美化功能,但像省份一样,在1.4补丁后可以改省份的名字。省份和城市名称可以通过在省份标签上单击它们来更改。随着国家财富的扩张,省份的名称也可以是动态的和脚本是独特的,无论是省份的所有者,省份文化或省份文化组(在该优先事项)。自DLC常识推出后,玩家可以提升省份发展度。1.28版本之后,无需DLC常识也可以提升省份发展度。

游戏中总共有2632个省份。

术语和机制

省份是欧陆风云4中任何国家的心脏。 他们提供收入,人力和贸易货物。

发展度

主条目:发展度

在1.12版本中引入,发展度是衡量一个省份财富和生产力的标准。省份发展度的增加有助于提高本地贸易力量、陆海军力量的上限、补给上限,以及增加在本省可以建造的建筑物总数。发展度进一步分为税收、生产和人力。每一项都可以用对应的君主点进一步提升。

税收

主条目:税收

每个省都有税收基数,大致相当于该地区的人口和财富。游戏所显示的数额是从该省每个月获得的税收,且是在所有修正都已统计之后。

生产

主条目:生产
主条目:商品

每个省产生特定类型的货物。完整的清单在贸易中列出。游戏中显示的数字是每月生产收入。生产效率增加可以的进一步提高收入。

人力

主条目:人力

每一个省都为一个国家的人力池提供一定的后备人力,并受理念、政府类型和建筑等因素的影响。

防御

主条目:陆战

各省可以用堡垒来防御。省份缺乏堡就会很容易给敌人控制。堡垒在自己和周围的省份周围有一个控制区,必须在敌军部队经过之前控制。在和平时期,一个堡垒可以关闭以节省维修成本,在它年久失修,可能不能够保卫省分。 国家尽可能会开始在战略位置部署堡垒。 没有要塞的首都省份会送一个特殊的1级堡垒开始,它不在自己的控制范围之内,并且拥有较小的驻军

贸易

主条目:贸易

与生产密切相关的是贸易。每一个省都有一定的贸易力量,并对其所依附的贸易节点贡献贸易价值。

自治度

主条目:自治度

自治是国家对一个省行使控制权的程度。数值越低,政府控制的力度也就越强。自治度决定一个国家对一个国家的生产能力,一个拥有100%地方自治权的省不会交税,也不会提供人力,贸易力量减半,并且使他国夺取省份的代价更低。

叛乱

主条目:叛乱

在不利的时候,各方可能会决定反抗政府。这在游戏中表现为叛乱。可能出现的叛军类型显示在省级屏幕,也在稳定和扩张标签。增加地方自治也可以减少动乱,但会减少省生产的收入和人力。

荒废度

当一个省份被围攻或者占领或者省份被劫掠时会得到一个0到100%的 Devastation icon.png 省份荒废度的值,当这个值为100%时会得到以下效果:

Local goods produced modifier −100% 本地贸易货物生产修正
Supply limit modifier −50% 补给上限修正
Local institution spread.png −100% 思潮传播速度
Local development cost +10% 本地提升发展度花费
Local manpower modifier.png −100% 本地人力修正
Local sailors modifier.png −100% 本地水手修正
Hostile movement speed −25% 本地敌军移动速度
Local movement speed −25% 本地友军移动速度

荒廢度會因以下因素改變:

月度变化 因素
+0.1 被攻城中(包括友方)
+0.1 被封鎖中(包括友方)
+0.2 被佔領
−0.08 被擁有者控制
−0.83 在友方一個要塞的要塞控制区中(要塞未被攻占)
−0.25 专制主义法令(需要激活DLC Mandate of Heaven.png 天命
−0.05 直属州拥有都主教区(需要激活DLC Third Rome.png 第三罗马

每次提升省份发展度能降低5%的荒废度(会经过当地自治度折算)。

核心和宣称

主条目:核心
主条目:宣称

核心代表了一个国家。一个不存在国家的核心呈灰色状态。一个省份可以拥有不限量的核心。一个国家可以通过边境冲突或间谍行为制造他国省份的 宣称

文化和宗教

主条目:文化
主条目:宗教

每个省份都有自己的文化宗教。一个拥有非主流文化和非正统宗教的省份一般比较容易叛乱。

建筑

主条目:建筑

一个国家可以通过建造建筑的方式提升省份的各种数值。可建造的建筑上限由发展度决定。

首都

主条目:首都

游戏中,每个国家都有自己的首都省份。首都是一个国家的政治,文化,贸易中心,应该不惜一切代价保护它。首都可以通过花费200行政点数的方式移动(取决于原省份和新省份发展度的不同,消耗的点数也不同,200是最低的基础花费)。

Modifiers

Center of Trade

Center of trade is a controllable mechanics now.

Center of trade can be upgraded or downgraded manually, but cannot be created or removed. However, some events (like colonial 19) allow a natural harbor growing to center of trade. Manual management can be done in building interface, where center of trade icon occupies 2 Possible number of buildings.pngbuilding slots. As a result, province with center of trade can only build 10 buildings at most rather than normal 12 buildings.

The base cost to upgrade a center of trade from level 1 to level 2 is 200Gold Icon.pngducats, and the base cost from level 2 to level 3 is 1000Gold Icon.pngducats. Downgrading a center of trade will cost 10 Prestige.pngprestige, but this option is available only if country has positive prestige. If a province suffers from change of ownership, no matter by war or by diplomatic actions, the center of trade level will automatically drop by 1 to a minimum of level 1.

For a list of all centers of trade, see Economic list of provinces.

Effects of centers of trade by level [1] :

Name Tier Effects Description
Natural Harbor Coastal Lvl.1 Province modifier:
  • Local trade power.png +5 Local trade power
This province is a natural harbor and a trading hub. Local traders have come here for centuries, the infrastructure of the trade emerging despite a lack of state investment.
Entrepot Coastal Lvl.2 Province modifier:
  • Local development cost −5% Local development cost
  • Local trade power.png +10 Local trade power
  • Local institution spread.png +10% Institution spread
This province is a major entrepot for trade. Merchants from the entire region gather here to buy and sell goods.
World Port Coastal Lvl.3 Province modifier:
  • Local trade power.png +25 Local trade power
  • Local institution spread.png +30% Institution spread

State modifier:

  • Local development cost −10% Local development cost
  • Sailors.png +100% Local sailors modifier
  • Possible number of buildings.png +1 Possible number of buildings

Global modifier:

  • Navy tradition decay.png -0.2% Yearly navy tradition decay
This province is one of the major ports of the world. Goods from entire globe regularly pass through here and the city itself is as famous as many kingdoms.
Emporium Inland Lvl.1 Province modifier:
  • Local trade power.png +5 Local trade power
This province is a natural spot for trade and local merchants have been coming here for centuries.
Market Town Inland Lvl.2 Province modifier:
  • Local development cost −5% Local development cost
  • Local trade power.png +10 Local trade power
This city is a major regional market and traders from the entire region regularly seek it out to sell and buy goods.
World Trade Center Inland Lvl.3 Province modifier:
  • Local trade power.png +25 Local trade power
  • Local institution spread.png +30% Institution spread

State modifier:

  • Local development cost −10% Local development cost
  • Local manpower modifier.png +33% Local manpower modifier
  • Possible number of buildings.png +1 Possible number of buildings
This province is one of the most important trade centers in the world. There are few goods that cannot be bought here and the city itself is as famous as many kingdoms.

Estuary

Estuary的图标
Controlling the important river estuary strengthens our hold of the trade in the region.

River estuaries give Local trade power.png+10 local trade power, unless the estuary is shared between two provinces in which case both receive Local trade power.png+5 local trade power[1]

  • Neva
  • Riga
  • Memel
  • Danzig
  • Hamburg
  • Ferrara
  • Caux
  • Vendee
  • Gascogne
  • Provence
  • Andalucia
  • Lisboa
  • Porto
  • London
  • Yedisan
  • Azow
  • Rosetta
  • Damietta
  • Basra
  • Shirvan
  • Astrakhan
  • Thatta
  • Velanadu
  • Bengal Delta
  • Dakha
  • Pegu
  • Canton
  • Rio de la Plata
  • Guayaquil
  • Chinook
  • Chitimacha
  • Santee
  • Powhatan
  • Lenape
  • Manhattan
  • Stadacona
  • Cayor
  • Benin
  • Quelimane
  • Budjak
  • Pathein
  • Suzhou
  • Stettin
  • Bremen
  • East Frisia
  • Konaseema
  • Hai Phong
  • Prek Russey
  • Mangazea
  • Coahuilteco
  • Tarragona
  • Ngoyo
  • Haizhou
  • Haag

Religious center

Religious center的图标
The importance of this province as a Religious Center will make it very difficult to convert.

Religious centers have Local missionary strength.png −5% local missionary strength.[1]

  • Roma
  • Mecca
  • Hillah
  • Lhasa
  • Doaba – after 1499
  • Varanasi
  • Kandy
  • Mashhad
  • Samawah

After the the Protestant Reformation, new religious centers will appear for the Protestant, Reformed, and Anglican faiths, depending on where they start. Up to three religious centers will appear for each of the Protestant and Reformed religions, and no more than one for Anglican.

Other special places

The following provinces also have permanent province modifiers:

Name Province Bonus[1] Limitation
Sound Toll Sjælland (8) Local trade power.png +20.0 local trade power
Bosphorus Sound Toll Constantinople (151) Local trade power.png +10.0 local trade power
Stora Kopparberget Dalaskogen (8) Local goods produced +5.0 local goods produced
Cerro Rico Potosi (795) Local goods produced +3.0 local goods produced
The Spice Islands
  • Ternate (649)
  • Tidore (650)
Local goods produced +3.0 local goods produced
Skåne Market Lund (6) Local goods produced +1.5 local goods produced until the Msg event.pngevent ‘Herring Runs Out
Granary of the Mediterranean
  • Rosetta (362)
  • Damietta (363)
  • Al Gharbia (2316)
  • Sharqiya (4316)
Local goods produced +2.0 local goods produced
Murano Glass Industry Venezia (112)
  • Local goods produced +2.0 local goods produced
  • Guilds influence +0.02 the Guilds influence
after the Msg event.pngevent ‘Growth of the Murano Glass Industry
Diamonds of Golconda Golconda (542) Local goods produced +4.0 local goods produced
Kilns of Jingdezhen Poyan (2151) Local goods produced +2.5 local goods produced
Coffea Arabica Mokha (387) Local goods produced +3.0 local goods produced until the Msg event.pngevent ‘Decline of [mocha.GetCapitalName]
Great Bookmarket
  • Local goods produced +1.0 local goods produced
  • Local institution spread.png +25% institution spread
after the Msg event.pngevent ‘Lending Libraries and Book Clubs
Grand Bank Fisheries
  • Beothuk (980)
  • Taqamkuk (981)
  • Placentia (2573)
Local goods produced +2.0 local goods produced after the Msg event.pngevent ‘Grand Banks Fisheries
Diamond District
  • Local goods produced +0.5 local goods produced
  • Trade value modifier.png +15% trade value modifier
after the Msg event.pngevent ‘Faceting
Perfume Capital
  • Local goods produced +0.5 local goods produced
  • Trade value modifier.png +15% trade value modifier
after the Msg event.pngevent ‘Growth of the Perfume Industry
Schwaz Silver Mine Tirol (73) Local goods produced +1.0 local goods produced after the Msg event.pngevent ‘Schwaz Silver Mine
Oracle of Pachacamac Lima (809) Tolerance own.png +0.5 tolerance of the true faith until the Msg event.pngevent ‘The Oracle of Pachacamac
Cholula Temples Cholula (2644)
  • Legitimacy.png +0.5 yearly legitimacy
  • Devotion.png +0.5 yearly devotion
  • Prestige.png +0.5 yearly prestige
until the Msg event.pngevent ‘The Temple City of Cholula
Heian-kyo Kyoto (1020)
  • Prestige.png +1.0 yearly prestige
  • Possible advisors.png +1.0 possible advisors
Jingu Ise (4359)
  • Tolerance own.png +1.0 tolerance of the true faith
  • Legitimacy.png +0.5 yearly legitimacy
until the Msg event.pngevent ‘The Ise Grand Temple
The Tower of Belém Lisboa (227) Local defensiveness.png +1.0 local defensiveness after the Msg event.pngevent ‘The Tower of Belém

Number of states.png 直属州与自治领地

以伊比利亚半岛的卡斯提尔国土上的直属州与领土为例子

直属州与自治领地是1.16 版本引入的新机制,用以代替原本的“海外领土”机制。該系統引入了二段造核的過程。為一個剛征服的省份造核會使之獲得自治領地核心(除非它所在地區已是該國的直屬州,則其造核花費會包括直屬州核心)。將一自治領地地區轉換成直屬州,需要該地區內所有該國擁有的省份擁有自治領地核心,日後亦要付出額外的維護費,之後還要為之造上直屬州核心

不屬於直屬州的省份最低 Local autonomy.png 自治度為75%,與之前版本的海外領土相同。

地形

每个省份都有不同的地形效果。地形的效果有好有坏。不同的地形对于陆战来说可能就是决定胜败的重要因素。地形和它们的效果请见下表:

地形 Supply limit.png
补给上限
Local defensiveness.png
本地防御效率

Movement speed.png
移动花费

攻击方惩罚
Glacial terrain 冰川 +2 +25% −1
Farmlands terrain 农田 +10 +10%
Forest terrain 森林 +4 +25% −1
Hills terrain 丘陵 +5 +10% +40% −1
Woods terrain 树林 +6 +10% −1
Mountain terrain 山脉 +4 +25% +50% −2
Grasslands terrain 草原 +8
Jungle terrain 丛林 +5 +50% −1
Marsh terrain 沼泽 +5 +30% −1
Desert terrain 沙漠 +4 +5%
Coastal Desert terrain 海岸沙滩 +4
Coastline terrain 海岸线 +6
Drylands terrain 旱地 +7
Highlands terrain 高原 +6 +10% +40% −1
Savannah terrain 稀树莽原 +6
Steppe terrain 大草原 +6


农田地形将额外 +1 可能的建筑位置

参考资料

  1. 1.0 1.1 1.2 1.3 See in /Europa Universalis IV/common/centers_of_trade/00_centers_of_trade.txt