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孫子兵法

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Art of War.png 孫子兵法
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概述
類型 擴展包
發行日期 / 修補程式 2014-10-30 / 1.8
商店:擴展包 Paradox /Steam
商店:兵模包 Paradox / Steam
商店:音樂包 Paradox / Steam

孫子兵法(Art of War)擴展包於2014-08-14[1]公之於眾,並於2014-10-30[2]patch 1.8以$20的售價發行。

特性

  • 三十年戰爭:有關宗教戰爭的獨特機制與全新事件。
  • 革命時代: 攬起革命或反革命的大旗,並從已占領領土上扶植前所未有的自定義附庸國。
  • 對敵作戰: 你現在可以於攻城時進行強攻, 還可將已占領地區轉讓給盟友,並為你的附庸國及同盟國指定戰爭目標。
  • 改良外交機制: 允許出售多餘船隻;添加新的戰爭藉口:為屬國而戰;允許以宣戰的方式來支持他國的反叛勢力;添加新的議和條款,如放棄宣稱,月度賠款等。
  • 提升遊戲體驗: 允許一鍵建軍; 允許主動放棄你不想為之而戰的核心領土;允許主動屏除對你國家無益可言的理念組。
  • 嶄新劇本: 煥然一新且更為詳細的三十年戰爭開局劇本。
  • 新的國家級獨有事件及獨有決議(僅限遊戲初期)。
  • 修補程式附帶的免費內容: 全新的反叛機制;區域自治度,;全新的新教樞機系統,;全新的教改機制;全新的地圖外觀和地圖模式: 「簡單地形地圖」,「地方自治地圖」, 以及「要塞等級地圖」。

改良艦隊系統

憑藉著孫子兵法DLC,你可以下令對個別艦隊採取封存措施。這會使特定艦隊的維護費降至最低標準(50%)。被封存的艦隊不能移動,也不能與其他艦隊合併,且該支艦隊的船體值會緩慢減少,直至25%。 封存狀態可被隨時解除,屆時,所選船隻會開始以正常的速度恢復其船體值。

你也可以立即升級特定艦隊,而不必去重造新船。這將花費相當於回塢重建的費用,但它是即時的,而且較之前者,並不需要太多精力去留意它,管理它。對於剛剛升級完畢的船隻,其船體值將會被重置為1%,因此,它們在再次接敵前不得不滯於港口進行恢復。

本DLC還增添了一項新的外交條款:出售艦隊至其他國家。只要所涉艦隊位於買方的補給範圍之內,該款項即可被簽訂,全程由賣方決定出價多少。交易達成後,將會產生與交易款額成比例的通貨膨脹。

最後一點,本DLC允許設置一支含有運輸船的艦隊以自動運輸部隊。當這項功能被啟用時,該艦隊會自主運送指定部隊至目的地。相較於讓部隊徒步跋涉到特定地點,這麼做要快得多。現如今,你還可以允許你的盟友合用你的運輸艦隊,來運輸他們的部隊穿洋過海。當然,相對地,你也可以利用他們的。

衛戍國

衛戍國附庸的高級形式。她們有著軍事實力的加成,譬如人力部隊上限要塞防禦。不過她們不會被吞併,也不會上交附庸費。所有附庸國都可以變成衛戍國。你可以撤銷衛戍國地位,不過這會降低1點穩定度,並破壞兩國關係

改進議和機制

現在議和介面在兩邊列出了所有參戰國與他們對當前和約的態度。盟國與盟主的關係可隨合約內容升降。現在你可以讓敵國撤銷某些省份的宣稱,並強迫在停戰期他們賠付戰爭賠款(收入的10%)

突圍

要塞現在可以通過突圍嘗試打斷圍城。 突圍鍵在圍城介面中。按下時將花費10點軍事點數,一支與守軍人數相等的軍隊將在此省份出現。

如果突圍軍隊輸掉戰鬥,攻城方自動控制該省份,否則他們將在戰鬥後再度變為要塞的守軍。他們全是步兵

轉移占領的省份

國家現在可轉移他們控制的戰爭中占領的省份給他們在戰爭中的盟友。AI將會轉移他們不想要的省份的占領權給戰爭領導者。 這個特點將會使每一個戰爭的參與國家各取所需成為可能。

Allied objectives

Allied objectives gives the player more influence over the actions of AI allies and subjects in wars. Allied objectives are split into two parts: province objectives and subject military focuses. Province objectives are handled from the province screen and allows the player to tell their AI allies to focus on specific enemy provinces. This will both make them more likely to send armies to besiege that province and to engage enemy armies that are located in it.

Subject military focuses are handled from the subjects screen and allow the player to change the military priorities of their subject nations to either aggressive or supportive. Aggressive subjects will not attach to your armies and will instead focus on their own operations, engaging enemy armies and besieging their provinces. Supportive subjects will behave in the opposite fashion, attaching to or staying near friendly armies and avoiding independent operations in enemy territory. If you have no military focus set, they will behave as they currently do, attempting to judge for themselves when it is best to attach and when it is best to act independently. The military focus can be changed or removed at any time, and you can easily change the focus of all your subjects with a single click.

軍隊模板

玩家可以在軍事生產介面中創造軍隊模板。這使玩家可以設計、保存一個軍事集團的組成,並且只要有足夠的人力金錢,就可以在多個省份中放置,使爆兵變得很方便。徵兵可以在該省及鄰近省份使用。他們會自動移動到目標省份併合並。

支持叛軍之戰

現在國家可以以支持自己扶持叛軍的名義對他國宣戰。這之後直到戰爭結束,他們都不能撤銷支持叛軍。這種CB可以讓戰敗國強制執行叛軍要求。

為附庸而戰

現在你可以以附庸的CB宣戰了。比如你可以對一個你附庸有宣稱的國家宣戰。

Client states

主條目:Client state

Available at Diplomatic Technology 22, client states may be created on cored or un-cored land that either has a land connection to your capital, or is in the same continent as it. Their coat of arms, colour, government and name can be customized. Provinces can only be added to a client state if they directly neighbor its existing provinces, though straits are exempt from this. The most Client States a country may have is 10.

Religious League Wars

To allow for the 30 years' war to be reproduced, after 1550 and if there is a Protestant elector (as well as a few other factors), religious leagues can be formed. The leader of the Protestant side will be the newly-Protestant elector, though it can change. The leader of the Catholic side will be the current Emperor. Anyone can join either league, even if they're not in the HRE, or any of the religions (e.g. the Ottomans usually enter on the side of the Protestants). This allows for huge, continent spanning wars. If the war drags on for too long, a peace treaty is usually made which allows for both to religions to be elected. If the Protestant league wins, the league leader becomes the Emperor and Catholics cannot become the Emperor or Electors — they can start another league war, though. If there is no war for more than 30 years or it is past 1650, the Emperor's faith is declared the sole religion of the HRE and all states with this religion gain several bonuses, namely an increase in Legitimacy, Missionary Strength and Tolerance of their own faith, with Protestants getting a slightly larger bonus to represent the greater difficulty they face in achieving it. If a league war drags on long enough, instead the Peace of Westphalia event occurs which allows any Christian to become emperor. Finally, an Emperor whose religion is official will get bonuses in gaining Imperial Authority and to their ability to pass reforms, putting the Empire on a fast track towards unification.

Cancelling Idea Groups

You now have the ability to cancel Idea Groups, refunding 10% of the cost you paid. This also takes into account any modifiers to idea costs you had.

放棄核心

你現在可以放棄你的省份核心.然而,這將花費你10點威望。

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.

貿易貨物

伴隨著大量新省份被添加到遊戲中,遊戲開發者感覺到需要有更多的貿易貨物種類。因此,以下三種新的貿易貨物被添加到了遊戲中: 絲綢,這是遊戲玩家將會在中東,波斯,印度,東南亞和中國的高度發達區域能夠找到的一種貨物。 染料,可以在舊世界的印度和波斯找到。當隨機新世界dlc打開之後,燃料同樣可能在新世界被發現。 熱帶木材,主要在印度,東南亞,印度尼西亞,非洲和南美洲的雨林省份產出。

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.

開發者日誌

A list of all Art of War developer diaries.

參考資料