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{{Version|1.9}}{{Buildings nav}}{{#lst:男爵领|template}}<section begin=intro /> 经济建筑提供赋税、补给以及发展度增长等其他修正。 <section end=intro /> == 车队驿站 == {{building box | file=Building caravanserai.png | desc=位于不宜居地区的一个避风处,欢迎疲惫的旅行者,努力抵挡不速之客。 }} ; 建造时间 : {{construction time|slow}} ; 基本要求 * 非部落地产 * 非部落制 * 伯爵领首府 * 其中之一: ** [[区域#伊比利亚|伊比利亚]]地区,且以缓和结局结束了斗争。 ** {{icon|drylands}} 旱地地形、{{icon|desert}} 沙漠地形、{{icon|oasis}} 绿洲地形、{{icon|floodplains}} 洪泛平原地形、{{icon|steppe}} 草原地形或者 {{icon|desert_mountains}} 沙漠山地地形。 ; 解锁效果 : 4级及以上:提高赞助的灵感的质量 ; 升级 <tabber> 游戏资料= {|class="mildtable plainlist" width=100%; ! 等级 ! 花费 ! 要求 ! 地产效果 ! 伯爵领效果 ! 领地效果 |- ! 1 | {{Building cost_gold|expensive|1}} | {{iconify|guilds|[[革新#行会|行会]]}} | * {{building monthly_income|excellent|1}} * {{building defender_holding_advantage|normal|1}} | * {{building development_growth_factor|normal|1}} * {{building development_growth|normal|1}} * {{building travel_danger|-1}} | * {{building men_at_arms_maintenance|normal|1}} * {{building mercenary_hire_cost_mult|normal|1}} |- ! 2 | {{Building cost_gold|expensive|2}} | {{iconify|guilds|[[革新#行会|行会]]}} | * {{building monthly_income|excellent|2}} * {{building defender_holding_advantage|normal|2}} | * {{building development_growth_factor|normal|2}} * {{building development_growth|normal|2}} * {{building travel_danger|-2}} | * {{building men_at_arms_maintenance|normal|2}} * {{building mercenary_hire_cost_mult|normal|2}} |- ! 3 | {{Building cost_gold|expensive|3}} | * 地产至少2级 * {{iconify|guilds|[[革新#行会|行会]]}} | * {{building monthly_income|excellent|3}} * {{building defender_holding_advantage|normal|3}} * {{building hostile_raid_time|0.2}} | * {{building development_growth_factor|normal|3}} * {{building development_growth|normal|3}} * {{building travel_danger|-3}} | * {{building men_at_arms_maintenance|normal|3}} * {{building mercenary_hire_cost_mult|normal|3}} |- ! 4 | {{Building cost_gold|expensive|4}} | * 地产至少2级 * {{iconify|guilds|[[革新#行会|行会]]}} | * {{building monthly_income|excellent|4}} * {{building defender_holding_advantage|normal|4}} * {{building hostile_raid_time|0.4}} | * {{building development_growth_factor|normal|4}} * {{building development_growth|normal|4}} * {{building travel_danger|-4}} | * {{building men_at_arms_maintenance|normal|4}} * {{building mercenary_hire_cost_mult|normal|4}} |- ! 5 | {{Building cost_gold|expensive|5}} | * 地产至少3级 * {{iconify|guilds|[[革新#行会|行会]]}} | * {{building monthly_income|excellent|5}} * {{building defender_holding_advantage|normal|5}} * {{building hostile_raid_time|0.6}} | * {{building development_growth_factor|normal|5}} * {{building development_growth|normal|5}} * {{building travel_danger|-5}} | * {{building men_at_arms_maintenance|normal|5}} * {{building mercenary_hire_cost_mult|normal|5}} |- ! 6 | {{Building cost_gold|expensive|6}} | * 地产至少3级 * {{iconify|cranes|[[革新#起重机|起重机]]}} | * {{building monthly_income|excellent|6}} * {{building defender_holding_advantage|normal|6}} * {{building hostile_raid_time|0.8}} | * {{building development_growth_factor|normal|6}} * {{building development_growth|normal|6}} * {{building travel_danger|-6}} | * {{building men_at_arms_maintenance|normal|6}} * {{building mercenary_hire_cost_mult|normal|6}} |- ! 7 | {{Building cost gold|expensive|7}} | * 地产4级 * {{iconify|Cranes|[[革新#起重机|起重机]]}} | * {{building monthly_income|excellent|7}} * {{building defender_holding_advantage|normal|7}} * {{building hostile_raid_time|1}} | * {{building development_growth_factor|normal|7}} * {{building development_growth|normal|7}} * {{building travel_danger|-7}} | * {{building men_at_arms_maintenance|normal|7}} * {{building mercenary_hire_cost_mult|normal|7}} |- ! 8 | {{Building cost gold|expensive|8}} | * 地产4级 * {{iconify|Cranes|[[革新#起重机|起重机]]}} | * {{building monthly_income|excellent|8}} * {{building defender_holding_advantage|normal|8}} * {{building hostile_raid_time|1.2}} | * {{building development_growth_factor|normal|8}} * {{building development_growth|normal|8}} * {{building travel_danger|-8}} | * {{building men_at_arms_maintenance|normal|8}} * {{building mercenary_hire_cost_mult|normal|8}} |} |-| 描述= {|class="mildtable plainlist" width=100%; ! 等级 ! 名称 ! 内部 ID ! 描述 |- ! 1 | 小型车队驿站 | caravanserai_01 | ''为商旅提供基础便利的简陋长方形建筑,让他们可以在长途旅行中休憩恢复。'' |- ! 2 | 商户摊位 | caravanserai_02 | ''商户的小摊贩卖着路上的基本补给。有了一处有保障的再补给点,车队就可以运载更多贸易品了。'' |- ! 3 | 卫兵宿舍 | caravanserai_03 | ''增设了永久的卫兵宿舍和一些由警惕的哨兵驻守的瞭望塔,主动防备漫漫长夜中潜藏的危险。'' |- ! 4 | 商人大厅 | caravanserai_04 | ''在这些大厅里,来自天南地北的商人正交易着货物,分享他们经过土地上的故事。'' |- ! 5 | 海关 | caravanserai_05 | ''在毒辣的阳光下,满脸严肃的官员称量、登记并对所有经过此车队驿站的货物征税。暗中,满脸堆笑的某人兜售着使货物以更为……恰当的价格通过的门路。'' |- ! 6 | 工匠作坊 | caravanserai_06 | ''凭借着丰富的原料和阔绰的赞助人,工匠们得以制作和销售华美的手工艺品。'' |- ! 7 | 澡堂 | caravanserai_07 | ''宽敞的澡堂甚至能满足最为奢侈的需求。对于那些囊中羞涩的旅行者而言,澡堂也可以提供简单而受到欢迎的恢复活力方式。'' |- ! 8 | 皇家套房 | caravanserai_08 | ''增设档次合适的卧室,才可恰当地招待经常来访的国内外重要贵客。'' |} </tabber> == 水车磨坊 == {{building box | file=Building watermills.png | desc=水车磨坊将从潮汐到瀑布的各种水流运动转变为转力,用于研磨、锯切、碾捣和缩绒。经营水车磨坊的许可是地产所有者的一项简单而可靠的额外税收来源。 }} ; 建造时间 : {{construction time|slow}} ; 基本要求 * 非部落地产 * 非部落制 * 伯爵领首府 * {{icon|mountains}} 山地地形、{{icon|wetlands}} 湿地地形、{{icon|forest}} 森林地形、{{icon|taiga}} 针叶林地形、{{icon|jungle}} 丛林地形或者河滨伯爵领。 ; 升级 <tabber> 游戏资料= {|class="mildtable plainlist" width=100%; ! 等级 ! 花费 ! 要求 ! 地产效果 ! 伯爵领效果 ! 领地效果 |- ! 1 | {{Building cost_gold|expensive|1}} | {{iconify|windmills|[[革新#风车磨坊|风车磨坊]]}} | * {{building monthly_income|excellent|1}} * {{building supply_limit_mult|0.1}} * {{building holding_build_gold_cost|-0.05}} * {{building build_gold_cost|-0.05}} | {{building development_growth|good|1}} | {{em dash}} |- ! 2 | {{Building cost_gold|expensive|2}} | {{iconify|windmills|[[革新#风车磨坊|风车磨坊]]}} | * {{building monthly_income|excellent|2}} * {{building supply_limit_mult|0.2}} * {{building holding_build_gold_cost|-0.10}} * {{building build_gold_cost|-0.10}} | {{building development_growth|good|2}} | {{em dash}} |- ! 3 | {{Building cost_gold|expensive|3}} | * 地产至少2级 * {{iconify|windmills|[[革新#风车磨坊|风车磨坊]]}} | * {{building monthly_income|excellent|3}} * {{building supply_limit_mult|0.3}} * {{building holding_build_gold_cost|-0.14}} * {{building build_gold_cost|-0.14}} | * {{building development_growth|good|3}} * {{building development_growth_factor|normal|1}} * {{building tax_mult|normal|1}} | {{em dash}} |- ! 4 | {{Building cost_gold|expensive|4}} | * 地产至少2级 * {{iconify|windmills|[[革新#风车磨坊|风车磨坊]]}} | * {{building monthly_income|excellent|4}} * {{building supply_limit_mult|0.4}} * {{building holding_build_gold_cost|-0.18}} * {{building build_gold_cost|-0.18}} | * {{building development_growth|good|4}} * {{building development_growth_factor|normal|2}} * {{building tax_mult|normal|2}} | {{em dash}} |- ! 5 | {{Building cost_gold|expensive|5}} | * 地产至少3级 * {{iconify|windmills|[[革新#风车磨坊|风车磨坊]]}} | * {{building monthly_income|excellent|5}} * {{building supply_limit_mult|0.5}} * {{building holding_build_gold_cost|-0.22}} * {{building build_gold_cost|-0.22}} | * {{building development_growth|good|5}} * {{building development_growth_factor|normal|3}} * {{building tax_mult|normal|3}} | {{em dash}} |- ! 6 | {{Building cost_gold|expensive|6}} | * 地产至少3级 * {{iconify|cranes|[[革新#起重机|起重机]]}} | * {{building monthly_income|excellent|6}} * {{building supply_limit_mult|0.6}} * {{building holding_build_gold_cost|-0.24}} * {{building build_gold_cost|-0.24}} | * {{building development_growth|good|6}} * {{building development_growth_factor|normal|4}} * {{building tax_mult|normal|4}} | {{em dash}} |- ! 7 | {{Building cost_gold|expensive|7}} | * 地产4级 * {{iconify|cranes|[[革新#起重机|起重机]]}} | * {{building monthly_income|excellent|7}} * {{building supply_limit_mult|0.7}} * {{building holding_build_gold_cost|-0.26}} * {{building build_gold_cost|-0.26}} | * {{building development_growth|good|7}} * {{building development_growth_factor|normal|5}} * {{building tax_mult|normal|5}} | {{em dash}} |- ! 8 | {{Building cost_gold|expensive|8}} | * 地产4级 * {{iconify|cranes|[[革新#起重机|起重机]]}} | * {{building monthly_income|excellent|8}} * {{building supply_limit_mult|0.8}} * {{building holding_build_gold_cost|-0.30}} * {{building build_gold_cost|-0.30}} | * {{building development_growth|good|8}} * {{building development_growth_factor|normal|6}} * {{building tax_mult|normal|6}} | {{em dash}} |} |-| 描述= {|class="mildtable plainlist" width=100%; ! 等级 ! 名称 ! 内部 ID ! 描述 |- ! 1 | 下射水轮 | watermills_01 | ''一只置于湍急河流中的简易水轮,与人力或马力的曲柄磨相比能完成更多任务,而最重要的是,它永不疲倦还不要报酬。'' |- ! 2 | 曲柄与连杆 | watermills_02 | ''通过简易的木制传动装置,磨石的转速不再直接与天气的反复无常挂钩了。'' |- ! 3 | 上射水轮 | watermills_03 | ''运用自然形成或由人类聪明才智实现的水位差产生水轮转矩,是一种更为高效可靠的方法。'' |- ! 4 | 工业磨坊 | watermills_04 | ''起初只是一家简陋的麦芽磨坊,主要加工农产品,现在却吸引来了其他生意。行会的搬运工一直在等着磨机研磨他们的芥末、给他们的毡布缩绒或是碾碎他们的矿石。'' |- ! 5 | 有序的道路 | watermills_05 | ''在前往磨坊的一路上,受雇的执行者、收容所、道路关卡,甚至旅店,都组织起来设法满足那些排队等候的人。马力或人力牵引的车日夜排成长队,上面装满了即将过碾的货物,如木料、线麻或兽皮。'' |- ! 6 | 船磨 | watermills_06 | ''长期锚泊在河中的驳船正利用着最强劲的水流。在蜿蜒的河流上,驳船可以不费吹灰之力重新系泊到外侧河湾中。'' |- ! 7 | 堤坝 | watermills_07 | ''一套堤岸、水坝和人工渠,既可用于下射式,也可用于上射式水轮,适应了日益增长的碾磨需求。由于几乎每一处天然合适的地点都已被占用,所以新开掘的水道就纵横于乡野田间了。'' |- ! 8 | 火药厂 | watermills_08 | ''一间远离其他行业的独立磨坊,一心专注于高效以及稍微安全地研磨木炭和硫磺。'' |} </tabber> == 风车磨坊 == {{building box | file=Building windmills.png | desc=风车磨坊通常位于风力最强的地域,比如山岭上或海岸边。与水车磨坊不同,风车不会因河水结冰而停转,可以一整年都在磨东西。 }} ; 建造时间 : {{construction time|slow}} ; 基本要求 * 非部落地产 * 非部落制 * 伯爵领首府 * {{icon|farmlands}} 农田地形、{{icon|plains}} 平原地形、{{icon|hills}} 丘陵地形或者沿海伯爵领。 ; 升级 <tabber> 游戏资料= {|class="mildtable plainlist" width=100%; ! 等级 ! 花费 ! 要求 ! 地产效果 ! 伯爵领效果 ! 领地效果 |- ! 1 | {{Building cost_gold|expensive|1}} | {{iconify|windmills|[[革新#风车磨坊|风车磨坊]]}} | * {{building monthly_income|excellent|1}} * {{building tax_mult|good|1}} * {{building supply_limit_mult|0.1}} | * {{building development_growth_factor|good|1}} * {{building development_growth|good|1}} | {{em dash}} |- ! 2 | {{Building cost_gold|expensive|2}} | {{iconify|windmills|[[革新#风车磨坊|风车磨坊]]}} | * {{building monthly_income|excellent|2}} * {{building tax_mult|good|2}} * {{building supply_limit_mult|0.2}} | * {{building development_growth_factor|good|2}} * {{building development_growth|good|2}} | {{em dash}} |- ! 3 | {{Building cost_gold|expensive|3}} | * 地产至少2级 * {{iconify|windmills|[[革新#风车磨坊|风车磨坊]]}} | * {{building monthly_income|excellent|3}} * {{building tax_mult|good|3}} * {{building supply_limit_mult|0.3}} | * {{building development_growth_factor|good|3}} * {{building development_growth|good|3}} | {{em dash}} |- ! 4 | {{Building cost_gold|expensive|4}} | * 地产至少2级 * {{iconify|windmills|[[革新#风车磨坊|风车磨坊]]}} | * {{building monthly_income|excellent|4}} * {{building tax_mult|good|4}} * {{building supply_limit_mult|0.4}} | * {{building development_growth_factor|good|4}} * {{building development_growth|good|4}} | {{em dash}} |- ! 5 | {{Building cost_gold|expensive|5}} | * 地产至少3级 * {{iconify|windmills|[[革新#风车磨坊|风车磨坊]]}} | * {{building monthly_income|excellent|5}} * {{building tax_mult|good|5}} * {{building supply_limit_mult|0.5}} | * {{building development_growth_factor|good|5}} * {{building development_growth|good|5}} | {{em dash}} |- ! 6 | {{Building cost_gold|expensive|6}} | * 地产至少3级 * {{iconify|cranes|[[革新#起重机|起重机]]}} | * {{building monthly_income|excellent|6}} * {{building tax_mult|good|6}} * {{building supply_limit_mult|0.6}} | * {{building development_growth_factor|good|6}} * {{building development_growth|good|6}} | {{em dash}} |- ! 7 | {{Building cost_gold|expensive|7}} | * 地产4级 * {{iconify|cranes|[[革新#起重机|起重机]]}} | * {{building monthly_income|excellent|7}} * {{building tax_mult|good|7}} * {{building supply_limit_mult|0.7}} | * {{building development_growth_factor|good|7}} * {{building development_growth|good|7}} | {{em dash}} |- ! 8 | {{Building cost_gold|expensive|8}} | * 地产4级 * {{iconify|cranes|[[革新#起重机|起重机]]}} | * {{building monthly_income|excellent|8}} * {{building tax_mult|good|8}} * {{building supply_limit_mult|0.8}} | * {{building development_growth_factor|good|8}} * {{building development_growth|good|8}} | {{em dash}} |} |-| 描述= {|class="mildtable plainlist" width=100%; ! 等级 ! 名称 ! 内部 ID ! 描述 |- ! 1 | 简易风车磨坊 | windmills_01 | ''简易的立式翼板,加装在由动物推转的磨机顶部,不仅增添了磨机的动力,而且还能更长久地留存役畜的气力。'' |- ! 2 | 泛风机 | windmills_02 | ''泛风机是一种立式风车,风车有一半被护于防风挡中。这确保了逆风时翼板不会被推着反转。'' |- ! 3 | 旋转翼板 | windmills_03 | ''在设计中有着一定的巧思,归位的翼板能在逆风中快速旋转。'' |- ! 4 | 风车水轮 | windmills_04 | ''通过使用风力转动水轮,从而在水渠或者简易木管中产生水流,磨石便能放置到更易接近的位置。'' |- ! 5 | 卧式风车 | windmills_05 | ''随着每片翼板朝着正确的方向推进,更多的动力可以被引导到多个磨石上。尽管风向的变化经常会打断运转,还需要手动调整整个风车。'' |- ! 6 | 柱式磨坊 | windmills_06 | ''整个风车被放在一根结实的柱子上,它能很容易地转向起风的方向。风力发生变化就需要进行手动调节,通过折叠和下压翼板,来保持转动的平稳。'' |- ! 7 | 齿轮箱 | windmills_07 | ''通过增添一组简单的木制齿轮,风车庞大翼板的缓慢转动得以加速,也让磨机运转得更快了。这使其更加适合用来加工引入的大部分材料。'' |- ! 8 | 塔式磨坊 | watermills_08 | ''风车的主体是一栋优质的砖石建筑,仅有顶部仍为木制,这样便能使翼板正面迎风。没有任何风暴或是误入歧途的骑士能推倒这座塔且中断碾磨。'' |} </tabber> == 贸易港 == {{building box | file=Building tradeport.png | desc=商船在这个港口装卸货物。 }} ; 建造时间 : {{construction time|quick}} ; 地形要求 : {{terrain requirement | any = yes }} 但是,此男爵领必须沿海或者滨河。 ; 升级 <tabber> 游戏资料= {|class="mildtable plainlist" width=100%; ! 等级 ! 花费 ! 要求 ! 地产效果 ! 伯爵领效果 ! 领地效果 |- ! 1 | {{Building cost gold|normal|1}} | 其中之一:<br>   非部落地产<br>   部落地产 及 [[传统#航海家|航海家]]文化传统<br>   部落地产 及 [[传统#沿海战士|沿海战士]]文化传统 | * {{building monthly_income|normal|1}} * [[传统#航海家|航海家]]文化传统:</br>   {{building levy_size|0.02}}</br> [[传统#沿海战士|沿海战士]]文化传统:</br>   {{building stationed_maa_toughness_mult|normal|1}} | * {{building development_growth_factor|0.05}} * [[传统#航海家|航海家]]文化传统:</br>   {{building monthly_county_control_change_add|0.1}} | {{em dash}} |- ! 2 | {{Building cost gold|normal|2}} | 其中之一:<br>   [[传统#海洋重商主义|海洋重商主义]]文化传统<br>   {{iconify|crop rotation|[[革新#轮作|轮作]]}}<br> 其中之一:<br>   非部落地产<br>   部落地产 及 [[传统#航海家|航海家]]文化传统<br>   部落地产 及 [[传统#沿海战士|沿海战士]]文化传统 | * {{building monthly_income|normal|2}} * [[传统#航海家|航海家]]文化传统:</br>   {{building levy_size|0.04}}</br> [[传统#沿海战士|沿海战士]]文化传统:</br>   {{building stationed_maa_toughness_mult|normal|2}} | * {{building development_growth_factor|0.1}} * [[传统#航海家|航海家]]文化传统:</br>   {{building monthly_county_control_change_add|0.1}} | {{em dash}} |- ! 3 | {{Building cost gold|normal|3}} | 非部落地产<br> 其中之一:<br>   地产至少2级 及 {{iconify|manorialism|[[革新#庄园制度|庄园制度]]}}<br>   [[传统#海洋重商主义|海洋重商主义]]文化传统 及 {{iconify|crop rotation|[[革新#轮作|轮作]]}} | * {{building monthly_income|normal|3}} * [[传统#航海家|航海家]]文化传统:</br>   {{building levy_size|0.06}}</br> [[传统#沿海战士|沿海战士]]文化传统:</br>   {{building stationed_maa_toughness_mult|normal|3}} | * {{building development_growth_factor|0.15}} * [[传统#航海家|航海家]]文化传统:</br>   {{building monthly_county_control_change_add|0.15}} | {{em dash}} |- ! 4 | {{Building cost gold|normal|4}} | 非部落地产<br> 非部落制<br> 其中之一:<br>   地产至少2级 及 {{iconify|manorialism|[[革新#庄园制度|庄园制度]]}}<br>   [[传统#海洋重商主义|海洋重商主义]]文化传统 及 {{iconify|crop rotation|[[革新#轮作|轮作]]}} | * {{building monthly_income|normal|4}} * [[传统#航海家|航海家]]文化传统:</br>   {{building levy_size|0.08}}</br> [[传统#沿海战士|沿海战士]]文化传统:</br>   {{building stationed_maa_toughness_mult|normal|4}} | * {{building development_growth_factor|0.2}} * [[传统#航海家|航海家]]文化传统:</br>   {{building monthly_county_control_change_add|0.15}} | {{em dash}} |- ! 5 | {{Building cost gold|normal|5}} | 非部落地产<br> 非部落制<br> 其中之一:<br>   地产至少3级 及 {{iconify|guilds|[[革新#行会|行会]]}}<br>   地产至少2级 及 [[传统#海洋重商主义|海洋重商主义]]文化传统 及 {{iconify|manorialism|[[革新#庄园制度|庄园制度]]}} | * {{building monthly_income|normal|5}} * [[传统#航海家|航海家]]文化传统:</br>   {{building levy_size|0.1}}</br> [[传统#沿海战士|沿海战士]]文化传统:</br>   {{building stationed_maa_toughness_mult|normal|5}} | * {{building development_growth_factor|0.25}} * [[传统#航海家|航海家]]文化传统:</br>   {{building monthly_county_control_change_add|0.2}} | {{em dash}} |- ! 6 | {{Building cost gold|normal|6}} | 非部落地产<br> 非部落制<br> 其中之一:<br>   地产至少3级 及 {{iconify|guilds|[[革新#行会|行会]]}}<br>   地产至少2级 及 [[传统#海洋重商主义|海洋重商主义]]文化传统 及 {{iconify|manorialism|[[革新#庄园制度|庄园制度]]}} | * {{building monthly_income|normal|6}} * [[传统#航海家|航海家]]文化传统:</br>   {{building levy_size|0.12}}</br> [[传统#沿海战士|沿海战士]]文化传统:</br>   {{building stationed_maa_toughness_mult|normal|6}} | * {{building development_growth_factor|0.3}} * [[传统#航海家|航海家]]文化传统:</br>   {{building monthly_county_control_change_add|0.2}} | {{em dash}} |- ! 7 | {{Building cost gold|normal|7}} | 非部落地产<br> 非部落制<br> 其中之一:<br>   地产4级 及 {{iconify|cranes|[[革新#起重机|起重机]]}}<br>   地产至少3级 及 [[传统#海洋重商主义|海洋重商主义]]文化传统 及 {{iconify|guilds|[[革新#行会|行会]]}} | * {{building monthly_income|normal|7}} * [[传统#航海家|航海家]]文化传统:</br>   {{building levy_size|0.14}}</br> [[传统#沿海战士|沿海战士]]文化传统:</br>   {{building stationed_maa_toughness_mult|normal|7}} | * {{building development_growth_factor|0.35}} * [[传统#航海家|航海家]]文化传统:</br>   {{building monthly_county_control_change_add|0.25}} | {{em dash}} |- ! 8 | {{Building cost gold|normal|8}} | 非部落地产<br> 非部落制<br> 其中之一:<br>   地产4级 及 {{iconify|cranes|[[革新#起重机|起重机]]}}<br>   地产至少3级 及 [[传统#海洋重商主义|海洋重商主义]]文化传统 及 {{iconify|guilds|[[革新#行会|行会]]}} | * {{building monthly_income|normal|8}} * [[传统#航海家|航海家]]文化传统:</br>   {{building levy_size|0.16}}</br> [[传统#沿海战士|沿海战士]]文化传统:</br>   {{building stationed_maa_toughness_mult|normal|8}} | * {{building development_growth_factor|0.4}} * [[传统#航海家|航海家]]文化传统:</br>   {{building monthly_county_control_change_add|0.25}} | {{em dash}} |} |-| 描述= {|class="mildtable plainlist" width=100%; ! 等级 ! 名称 ! 内部 ID ! 描述 |- ! 1 | 小海港 | common_tradeport_01 | ''一个坐落在海岸上的不起眼的港口,船只可以在这里轻松地装卸货物。'' |- ! 2 | 渔网织工 | common_tradeport_02 | ''这里建起了一座编织渔网的工坊。日复一日,工人们不知疲倦地制作和修复渔网。'' |- ! 3 | 贸易港 | common_tradeport_03 | ''这座港口已成为这片地区的贸易与旅行中心。来自沿海各地的船只都来这里进行贸易。'' |- ! 4 | 造船工 | common_tradeport_04 | ''熟练的船工聚集在这个港口以建造或修理出价最高的船。'' |- ! 5 | 扩建的港区 | common_tradeport_05 | ''商船再也无需为了一个能装卸他们的珍贵货物的点位而相互争锋了——港区充足的空间足够所有人做生意!'' |- ! 6 | 造船厂 | common_tradeport_06 | ''船厂中数艘船整装待发,船员在君主有需要时就会登船启航。'' |- ! 7 | 大海港 | common_tradeport_07 | ''这个大海港为商人和渔民提供了停泊和买卖货物所需的充足空间。远道而来的旅人在这座港口,寻求避风港的庇佑。'' |- ! 8 | 干船坞 | common_tradeport_08 | ''干船坞是革命式的新泊船方法。船只先驶入狭窄的水道,再从中排干水。接着船只就会立在石磊上,可以轻松修理和保养船只。'' |} </tabber> == 牧牛场 == {{building box | file=Building pastures.png | desc=该省份的有很多土地用于畜牧业,成群结队的牲畜放牧于牧场上。 }} ; 建造时间 : {{construction time|quick}} ; 基本要求 * 非部落地产 * 非部落制 ; 地形要求 : {{terrain requirement | farmlands = yes | plains = yes | steppe = yes | desert = yes | drylands = yes | oasis = yes | mountains = yes | desert_mountains = yes | hills = yes | floodplains = yes }} 或者[[区域#印度或东南亚|印度或东南亚]]地区外的 {{icon|jungle}} 丛林地形 ; 升级 <tabber> 游戏资料= {|class="mildtable plainlist" width=100%; ! 等级 ! 花费 ! 要求 ! 地产效果 ! 伯爵领效果 ! 领地效果 |- ! 1 | {{Building cost gold|normal|1}} | {{em dash}} | * {{building monthly_income|poor|1}} * {{building supply_limit|normal|1}} * {{building levy|small|1}} * [[传统#牧人|牧人]]文化传统:</br>   {{building defender_holding_advantage|normal|1}}</br>   {{building tax_mult|0.01}}</br>   {{building levy_size|0.01}}</br> [[传统#圩田|圩田]]文化传统 及 沿海:</br>   {{building tax_mult|0.01}}</br>   {{building levy_size|0.01}}</br> | {{em dash}} | * [[传统#牧人|牧人]]文化传统:</br>   {{building light_cavalry_maintenance_mult|-0.01}} |- ! 2 | {{Building cost gold|normal|2}} | {{iconify|crop rotation|[[革新#轮作|轮作]]}} | * {{building monthly_income|poor|2}} * {{building supply_limit|normal|2}} * {{building levy|small|2}} * [[传统#牧人|牧人]]文化传统:</br>   {{building defender_holding_advantage|normal|2}}</br>   {{building tax_mult|0.01}}</br>   {{building levy_size|0.01}}</br> [[传统#圩田|圩田]]文化传统 及 沿海:</br>   {{building tax_mult|0.01}}</br>   {{building levy_size|0.01}}</br> | {{em dash}} | * [[传统#牧人|牧人]]文化传统:</br>   {{building light_cavalry_maintenance_mult|-0.02}} |- ! 3 | {{Building cost gold|normal|3}} | * 地产至少2级 * {{iconify|manorialism|[[革新#庄园制度|庄园制度]]}} | * {{building monthly_income|poor|3}} * {{building supply_limit|normal|3}} * {{building levy|small|3}} * {{building levy_reinforcement_rate|0.1}} * [[传统#牧人|牧人]]文化传统:</br>   {{building defender_holding_advantage|normal|3}}</br>   {{building tax_mult|0.02}}</br>   {{building levy_size|0.02}}</br> [[传统#圩田|圩田]]文化传统 及 沿海:</br>   {{building tax_mult|0.02}}</br>   {{building levy_size|0.02}}</br> | {{em dash}} | * [[传统#牧人|牧人]]文化传统:</br>   {{building light_cavalry_maintenance_mult|-0.03}} |- ! 4 | {{Building cost gold|normal|4}} | * 地产至少2级 * {{iconify|manorialism|[[革新#庄园制度|庄园制度]]}} | * {{building monthly_income|poor|4}} * {{building supply_limit|normal|4}} * {{building levy|small|4}} * {{building levy_reinforcement_rate|0.1}} * [[传统#牧人|牧人]]文化传统:</br>   {{building defender_holding_advantage|normal|4}}</br>   {{building tax_mult|0.02}}</br>   {{building levy_size|0.02}}</br> [[传统#圩田|圩田]]文化传统 及 沿海:</br>   {{building tax_mult|0.02}}</br>   {{building levy_size|0.02}}</br> | {{building development_growth_factor|0.02}} | [[传统#牧人|牧人]]文化传统:</br>   {{building light_cavalry_maintenance_mult|-0.04}} |- ! 5 | {{Building cost gold|normal|5}} | * 地产至少3级 * {{iconify|guilds|[[革新#行会|行会]]}} | * {{building monthly_income|poor|5}} * {{building supply_limit|normal|5}} * {{building levy|small|5}} * {{building levy_reinforcement_rate|0.1}} * {{building garrison_size|0.05}} * [[传统#牧人|牧人]]文化传统:</br>   {{building defender_holding_advantage|normal|5}}</br>   {{building tax_mult|0.03}}</br>   {{building levy_size|0.03}}</br> [[传统#圩田|圩田]]文化传统 及 沿海:</br>   {{building tax_mult|0.03}}</br>   {{building levy_size|0.03}}</br> | {{building development_growth_factor|0.02}} | [[传统#牧人|牧人]]文化传统:</br>   {{building light_cavalry_maintenance_mult|-0.05}} |- ! 6 | {{Building cost gold|normal|6}} | * 地产至少3级 * {{iconify|guilds|[[革新#行会|行会]]}} | * {{building monthly_income|poor|6}} * {{building supply_limit|normal|6}} * {{building levy|small|6}} * {{building levy_reinforcement_rate|0.1}} * {{building garrison_size|0.05}} * [[传统#牧人|牧人]]文化传统:</br>   {{building defender_holding_advantage|normal|6}}</br>   {{building tax_mult|0.03}}</br>   {{building levy_size|0.03}}</br> [[传统#圩田|圩田]]文化传统 及 沿海:</br>   {{building tax_mult|0.03}}</br>   {{building levy_size|0.03}}</br> | * {{building development_growth_factor|0.02}} * {{building county_opinion_add|2}} | [[传统#牧人|牧人]]文化传统:</br>   {{building light_cavalry_maintenance_mult|-0.06}} |- ! 7 | {{Building cost gold|normal|7}} | * 地产4级 * {{iconify|cranes|[[革新#起重机|起重机]]}} | * {{building monthly_income|poor|7}} * {{building supply_limit|normal|7}} * {{building levy|small|7}} * {{building levy_reinforcement_rate|0.1}} * {{building garrison_size|0.05}} * [[传统#牧人|牧人]]文化传统:</br>   {{building defender_holding_advantage|normal|7}}</br>   {{building tax_mult|0.04}}</br>   {{building levy_size|0.04}}</br> [[传统#圩田|圩田]]文化传统 及 沿海:</br>   {{building tax_mult|0.04}}</br>   {{building levy_size|0.04}}</br> | * {{building development_growth_factor|0.02}} * {{building county_opinion_add|2}} | [[传统#牧人|牧人]]文化传统:</br>   {{building light_cavalry_maintenance_mult|-0.07}} |- ! 8 | {{Building cost gold|normal|8}} | * 地产4级 * {{iconify|cranes|[[革新#起重机|起重机]]}} | * {{building monthly_income|poor|8}} * {{building supply_limit|normal|8}} * {{building levy|small|8}} * {{building levy_reinforcement_rate|0.15}} * {{building garrison_size|0.05}} * [[传统#牧人|牧人]]文化传统:</br>   {{building defender_holding_advantage|normal|8}}</br>   {{building tax_mult|0.04}}</br>   {{building levy_size|0.04}}</br> [[传统#圩田|圩田]]文化传统 及 沿海:</br>   {{building tax_mult|0.04}}</br>   {{building levy_size|0.04}}</br> | * {{building development_growth_factor|0.02}} * {{building county_opinion_add|2}} | [[传统#牧人|牧人]]文化传统:</br>   {{building light_cavalry_maintenance_mult|-0.08}} |} |-| 描述= {|class="mildtable plainlist" width=100%; ! 等级 ! 名称 ! 内部 ID ! 描述 |- ! 1 | 简易牧场 | pastures_01 | ''当地农民利用牧场饲养小动物,例如绵羊或山羊。'' |- ! 2 | 家庭农场 | pastures_02 | ''家庭农场内居住着乡下的农民,他们种植谷物并为了自用而饲养动物。'' |- ! 3 | 牧草地 | pastures_03 | ''牧草地用于放牧,或在艰难的时日用于生产干草。'' |- ! 4 | 栏舍 | pastures_04 | ''栏舍中可以养好养的家禽,蛋和肉的产出不容小觑。'' |- ! 5 | 家畜栅栏 | pastures_05 | ''家畜栅栏足够坚固,能安全地圈养大型动物。'' |- ! 6 | 养蜂场 | pastures_06 | ''在森林和田地之间,居住在养蜂场中的蜜蜂产出广受欢迎的蜂蜜。'' |- ! 7 | 畜栏 | pastures_07 | ''大型而宽阔的畜栏让饲养马匹和类似役畜变得简单。'' |- ! 8 | 大牧牛场 | pastures_08 | ''大牧场是安置大牛群的理想场所,吃草和活动的空间都很充足。'' |} </tabber> == 狩猎场 == {{building box | file=Building hunting grounds.png | desc=点缀在这片土地上的几座大型木屋,为追逐野物的猎人们所备,他们可以在其中聚集并计划他们的游程。 }} ; 建造时间 : {{construction time|quick}} ; 基本要求 * 非部落地产 * 非部落制 ; 地形要求 : {{terrain requirement | plains = yes | drylands = yes | steppe = yes | hills = yes | taiga = yes | forest = yes | jungle = yes | wetlands = yes }} ; 解锁效果 : 提高在该地产举办的{{icon|hunt}}狩猎活动的狩猎目击概率和狩猎成功率 ; 升级 <tabber> 游戏资料= {|class="mildtable plainlist" width=100%; ! 等级 ! 花费 ! 要求 ! 地产效果 ! 伯爵领效果 ! 领地效果 |- ! 1 | {{Building cost gold|cheap|1}} | {{em dash}} | * {{building levy|poor|1}} * {{building defender_holding_advantage|normal|1}} * {{building monthly_income|poor|1}} * {{building hostile_raid_time|0.1}} * [[传统#弓箭之地|弓箭之地]]文化传统:</br>   {{building stationed_archers_damage_mult|low|1}}</br>   {{building stationed_archers_toughness_mult|low|1}} | {{em dash}} | * [[传统#弓箭之地|弓箭之地]]文化传统:</br>   {{building archers_maintenance_mult|-0.01}}</br>   {{building archers_recruitment_cost_mult|-0.01}} |- ! 2 | {{Building cost gold|cheap|2}} | {{iconify|crop rotation|[[革新#轮作|轮作]]}} | * {{building levy|poor|2}} * {{building defender_holding_advantage|normal|2}} * {{building monthly_income|poor|2}} * {{building hostile_raid_time|0.2}} * [[传统#弓箭之地|弓箭之地]]文化传统:</br>   {{building stationed_archers_damage_mult|low|2}}</br>   {{building stationed_archers_toughness_mult|low|2}} | {{em dash}} | * [[传统#弓箭之地|弓箭之地]]文化传统:</br>   {{building archers_maintenance_mult|-0.02}}</br>   {{building archers_recruitment_cost_mult|-0.02}} |- ! 3 | {{Building cost gold|cheap|3}} | * 地产至少2级 * {{iconify|manorialism|[[革新#庄园制度|庄园制度]]}} | * {{building levy|poor|3}} * {{building defender_holding_advantage|normal|3}} * {{building monthly_income|poor|3}} * {{building hostile_raid_time|0.3}} * [[传统#弓箭之地|弓箭之地]]文化传统:</br>   {{building stationed_archers_damage_mult|low|3}}</br>   {{building stationed_archers_toughness_mult|low|3}} | {{em dash}} | * [[传统#弓箭之地|弓箭之地]]文化传统:</br>   {{building archers_maintenance_mult|-0.02}}</br>   {{building archers_recruitment_cost_mult|-0.02}} |- ! 4 | {{Building cost gold|cheap|4}} | * 地产至少2级 * {{iconify|manorialism|[[革新#庄园制度|庄园制度]]}} | * {{building levy|poor|4}} * {{building defender_holding_advantage|normal|4}} * {{building monthly_income|poor|4}} * {{building hostile_raid_time|0.4}} * [[传统#弓箭之地|弓箭之地]]文化传统:</br>   {{building stationed_archers_damage_mult|low|4}}</br>   {{building stationed_archers_toughness_mult|low|4}} | {{em dash}} | * [[传统#弓箭之地|弓箭之地]]文化传统:</br>   {{building archers_maintenance_mult|-0.03}}</br>   {{building archers_recruitment_cost_mult|-0.03}} |- ! 5 | {{Building cost gold|cheap|5}} | * 地产至少3级 * {{iconify|guilds|[[革新#行会|行会]]}} | * {{building levy|poor|5}} * {{building defender_holding_advantage|normal|5}} * {{building monthly_income|poor|5}} * {{building hostile_raid_time|0.5}} * [[传统#弓箭之地|弓箭之地]]文化传统:</br>   {{building stationed_archers_damage_mult|low|5}}</br>   {{building stationed_archers_toughness_mult|low|5}} | {{em dash}} | * {{building men_at_arms_maintenance|-0.01}} * [[传统#弓箭之地|弓箭之地]]文化传统:</br>   {{building archers_maintenance_mult|-0.03}}</br>   {{building archers_recruitment_cost_mult|-0.03}} |- ! 6 | {{Building cost gold|cheap|6}} | * 地产至少3级 * {{iconify|guilds|[[革新#行会|行会]]}} | * {{building levy|poor|6}} * {{building defender_holding_advantage|normal|6}} * {{building monthly_income|poor|6}} * {{building hostile_raid_time|0.6}} * [[传统#弓箭之地|弓箭之地]]文化传统:</br>   {{building stationed_archers_damage_mult|low|6}}</br>   {{building stationed_archers_toughness_mult|low|6}} | {{em dash}} | * {{building men_at_arms_maintenance|-0.01}} * [[传统#弓箭之地|弓箭之地]]文化传统:</br>   {{building archers_maintenance_mult|-0.03}}</br>   {{building archers_recruitment_cost_mult|-0.03}} |- ! 7 | {{Building cost gold|cheap|7}} | * 地产至少4级 * {{iconify|cranes|[[革新#起重机|起重机]]}} | * {{building levy|poor|7}} * {{building defender_holding_advantage|normal|7}} * {{building monthly_income|poor|7}} * {{building hostile_raid_time|0.7}} * [[传统#弓箭之地|弓箭之地]]文化传统:</br>   {{building stationed_archers_damage_mult|low|7}}</br>   {{building stationed_archers_toughness_mult|low|7}} | {{building development_growth_factor|0.02}} | * {{building men_at_arms_maintenance|-0.01}} * [[传统#弓箭之地|弓箭之地]]文化传统:</br>   {{building archers_maintenance_mult|-0.04}}</br>   {{building archers_recruitment_cost_mult|-0.04}} |- ! 8 | {{Building cost gold|cheap|8}} | * 地产至少4级 * {{iconify|cranes|[[革新#起重机|起重机]]}} | * {{building levy|poor|8}} * {{building defender_holding_advantage|normal|8}} * {{building monthly_income|poor|8}} * {{building hostile_raid_time|0.8}} * [[传统#弓箭之地|弓箭之地]]文化传统:</br>   {{building stationed_archers_damage_mult|low|8}}</br>   {{building stationed_archers_toughness_mult|low|8}} | {{building development_growth_factor|0.02}} | * {{building men_at_arms_maintenance|-0.01}} * [[传统#弓箭之地|弓箭之地]]文化传统:</br>   {{building archers_maintenance_mult|-0.04}}</br>   {{building archers_recruitment_cost_mult|-0.04}} |} |-| 描述= {|class="mildtable plainlist" width=100%; ! 等级 ! 名称 ! 内部 ID ! 描述 |- ! 1 | 猎人小屋 | hunting_grounds_01 | ''猎人聚集在这些小屋中计划他们深入荒野的游程,小屋也是保存战利品和在成功狩猎后聚会的地方。'' |- ! 2 | 猎犬围栏 | hunting_grounds_02 | ''猎犬围栏繁育迅捷的犬只,是狩猎时的好伙伴。每次狩猎通常都会带上一整群猎犬。'' |- ! 3 | 鸟舍 | hunting_grounds_03 | ''对于猎人第二重要的伙伴是猛禽,它们许多都保管在鸟舍。'' |- ! 4 | 狩猎塔 | hunting_grounds_04 | ''哨兵在塔上观察整片土地以追踪和发现猎物,将他们看见的景象回报给猎人。'' |- ! 5 | 猎人马厩 | hunting_grounds_05 | ''成功的猎人总是需要快速、强健而无畏的坐骑。猎人马厩提供专门的品种,能在长途跋涉中表现优异。'' |- ! 6 | 护林官小屋 | hunting_grounds_06 | ''护林官巡行在狩猎场中寻找猎物。虽然护林官独自工作,但击杀小型猎物可不是他们能力的极限。'' |- ! 7 | 狩猎保留地 | hunting_grounds_07 | ''指定大片土地为保护区,阻止未经授权的猎人在其内狩猎,确保官方猎人总有足够的猎物,不过有些偷猎者有时会溜进去……'' |- ! 8 | 猎场看守人小屋 | hunting_grounds_08 | ''猎场看守人负责土地和其中动物的健康。如有贵族决定前去狩猎,猎场看守人会知道要把贵族送去哪里,好让他们的狩猎成果丰硕。'' |} </tabber> == 果园 == {{building box | file=Building orchards.png | desc=多亏了这片土壤的独有特性,这一片片果园长出来的水果和浆果特别甜美可口。 }} ; 建造时间 : {{construction time|standard}} ; 地形要求 : <!--暂时手动解析-->此建筑仅可建造于 {{icon|floodplains}} 洪范平原和 {{icon|oasis}} 绿洲地形。<!--{{terrain requirement | mode = sentence | floodplains = yes | oasis = yes }}--> ; 升级 <tabber> 游戏资料= {|class="mildtable plainlist" width=100%; ! 等级 ! 花费 ! 要求 ! 地产效果 ! 伯爵领效果 ! 领地效果 |- ! 1 | {{Building cost gold|expensive|1}} | — | * {{building monthly_income|normal|1|roundingnote=yes}} * {{Building levies|small|1}} | — | — |- ! 2 | {{Building cost gold|expensive|2}} | {{iconify|Crop Rotation|[[革新#轮作|轮作]]}} | * {{building monthly_income|normal|2}} * {{Building levies|small|2}} * {{icon|levies}} {{green|+1%}} 征召兵补员速率 | — | — |- ! 3 | {{Building cost gold|expensive|3}} | * 地产至少2级 * {{iconify|Manorialism|[[革新#庄园制度|庄园制度]]}} | * {{building monthly_income|normal|3}} * {{Building levies|small|3}} * {{icon|levies}} {{green|+1%}} 征召兵补员速率 * {{icon|supply}} {{green|+1%}} 补给上限 | — | — |- ! 4 | {{Building cost gold|expensive|4}} | — | * {{building monthly_income|normal|4}} * {{Building levies|small|4}} * {{icon|levies}} {{green|+1%}} 征召兵补员速率 * {{icon|supply}} {{green|+1%}} 补给上限 | {{icon|development}} {{green|+2%}} 发展度增长 | — |- ! 5 | {{Building cost gold|expensive|5}} | * 地产至少3级 * {{iconify|Windmills|[[革新#风车磨坊|风车磨坊]]}} | * {{building monthly_income|normal|5}} * {{Building levies|small|5}} * {{icon|levies}} {{green|+1%}} 征召兵补员速率 * {{icon|supply}} {{green|+1%}} 补给上限 | * {{icon|development}} {{green|+2%}} 发展度增长 * {{icon|levies}} {{green|+2%}} 征召兵规模 | — |- ! 6 | {{Building cost gold|expensive|6}} | — | * {{building monthly_income|normal|6}} * {{Building levies|small|6}} * {{icon|levies}} {{green|+1%}} 征召兵补员速率 * {{icon|supply}} {{green|+1%}} 补给上限 * {{icon|supply}} {{green|+1000}} 补给上限 | * {{icon|development}} {{green|+2%}} 发展度增长 * {{icon|levies}} {{green|+2%}} 征召兵规模 | — |- ! 7 | {{Building cost gold|expensive|7}} | * 地产4级 * {{iconify|Cranes|[[革新#起重机|起重机]]}} * | * {{building monthly_income|normal|7}} * {{Building levies|small|7}} * {{icon|levies}} {{green|+1%}} 征召兵补员速率 * {{icon|supply}} {{green|+1%}} 补给上限 * {{icon|supply}} {{green|+1000}} 补给上限 | * {{icon|development}} {{green|+2%}} 发展度增长 * {{icon|levies}} {{green|+2%}} 征召兵规模 | {{icon|prestige}} {{green|+0.1}} 每月威望 |- ! 8 | {{Building cost gold|expensive|8}} | — | * {{building monthly_income|normal|8}} * {{Building levies|small|8}} * {{icon|levies}} {{green|+1%}} 征召兵补员速率 * {{icon|supply}} {{green|+1%}} 补给上限 * {{icon|supply}} {{green|+1000}} 补给上限 | * {{icon|development}} {{green|+5%}} 发展度增长 * {{icon|levies}} {{green|+2%}} 征召兵规模 | {{icon|prestige}} {{green|+0.1}} 每月威望 |} |-| 描述= {|class="mildtable plainlist" width=100%; ! 等级 ! 名称 ! 内部 ID ! 描述 |- ! 1 | 水果园 | orchards_01 | ''水果园虽小,却能产出数量不错而且鲜美多汁的收获。'' |- ! 2 | 浆果丛 | orchards_02 | ''一排排浆果灌木丛打破了果木的千篇一律。'' |- ! 3 | 果树种植园 | orchards_03 | ''大片整齐规划的区域,满是精心修剪的树木,全都能结出水果或坚果。'' |- ! 4 | 养蜂人 | orchards_04 | ''让蜂房散布在树木之间,不仅能产出蜂蜜,更似乎能让整个果园更肥沃。'' |- ! 5 | 坚果树行 | orchards_05 | ''在水果树之外,一排排坚果树延伸到远方。'' |- ! 6 | 混合果园 | orchards_06 | ''各种当地和进口的树木散布在果园中——保证无论环境如何都有好收益的产出。'' |- ! 7 | 大果园 | orchards_07 | ''目力所及,都是一排接一排的果树。'' |- ! 8 | 嫁接树木 | orchards_08 | ''将特定树木嫁接到一起,生长缓慢的水果和坚果的繁殖大大加快。'' |} </tabber> == 沙漠农业 == {{building box | file=Building plantations.png | desc=这些种植园专注于培育足以抵御恶劣的气候的水果和蔬菜。 }} ; 建造时间 : {{construction time|quick}} ; 地形要求 : {{terrain requirement | mode = sentence | desert = yes | drylands = yes | oasis = yes }} ; 升级 <tabber> 游戏资料= {|class="mildtable plainlist" width=100%; ! 等级 ! 花费 ! 要求 ! 地产效果 ! 伯爵领效果 ! 领地效果 |- ! 1 | {{Building cost gold|cheap|1}} | {{em dash}} | {{building monthly_income|poor|1|roundingnote=yes}} | {{em dash}} | {{em dash}} |- ! 2 | {{Building cost gold|cheap|2}} | {{iconify|Crop Rotation|[[革新#轮作|轮作]]}} | * {{building monthly_income|poor|2}} * {{icon|gold}} {{green|+1%}} 地产赋税 | {{em dash}} | {{em dash}} |- ! 3 | {{Building cost gold|cheap|3}} | * 地产至少2级 * {{iconify|Manorialism|[[革新#庄园制度|庄园制度]]}} | * {{building monthly_income|poor|3}} * {{icon|gold}} {{green|+1%}} 地产赋税 | {{em dash}} | {{icon|toughness}} {{green|+2%}} 轻骑兵坚韧 |- ! 4 | {{Building cost gold|cheap|4}} | {{em dash}} | * {{building monthly_income|poor|4}} * {{icon|gold}} {{green|+2%}} 地产赋税 | {{em dash}} | {{icon|toughness}} {{green|+2%}} 轻骑兵坚韧 |- ! 5 | {{Building cost gold|cheap|5}} | * 地产至少3级 * {{iconify|Windmills|[[革新#风车磨坊|风车磨坊]]}} | * {{building monthly_income|poor|5}} * {{icon|gold}} {{green|+2%}} 地产赋税 * {{icon|supply}} {{green|+200}} 补给上限 | {{icon|development}} {{green|+2%}} 发展度增长 | {{icon|toughness}} {{green|+2%}} 轻骑兵坚韧 |- ! 6 | {{Building cost gold|cheap|6}} | {{em dash}} | * {{building monthly_income|poor|6}} * {{icon|gold}} {{green|+2%}} 地产赋税 * {{icon|supply}} {{green|+400}} 补给上限 | {{icon|development}} {{green|+2%}} 发展度增长 | {{icon|toughness}} {{green|+2%}} 轻骑兵坚韧 |- ! 7 | {{Building cost gold|cheap|7}} | * 地产4级 * {{iconify|Cranes|[[革新#起重机|起重机]]}} * | * {{building monthly_income|poor|7}} * {{icon|gold}} {{green|+2%}} 地产赋税 * {{icon|supply}} {{green|+400}} 补给上限 | {{icon|development}} {{green|+5%}} 发展度增长 | {{icon|toughness}} {{green|+2%}} 轻骑兵坚韧 |- ! 8 | {{Building cost gold|cheap|8}} | {{em dash}} | * {{building monthly_income|poor|8}} * {{icon|gold}} {{green|+2%}} 地产赋税 * {{icon|supply}} {{green|+600}} 补给上限 | {{icon|development}} {{green|+5%}} 发展度增长 | {{icon|toughness}} {{green|+2%}} 轻骑兵坚韧 |} |-| 描述= {|class="mildtable plainlist" width=100%; ! 等级 ! 名称 ! 内部 ID ! 描述 |- ! 1 | 小种植园 | plantations_01 | ''尽管缺水,这些小种植园依靠种植尤其坚韧的水果而获得成功。'' |- ! 2 | 贸易站 | plantations_02 | ''吃苦耐劳的沙漠游牧民往返于贸易站之间,将食物带给最有需要的人。'' |- ! 3 | 织布工 | plantations_03 | ''织布工在工坊里纺布,之后交易给沙漠游牧民。'' |- ! 4 | 泉源 | plantations_04 | ''水资源有限,新水井肯定能让这个区域繁荣。发现了数个这样的泉水,已建造了相应的水井。'' |- ! 5 | 商队驿站 | plantations_05 | ''大的贸易商队需要驻足之地让他们的动物休息。商队驿站提供了他们所需的空间,也是向他们的货物课税的绝佳场所。'' |- ! 6 | 海枣树丛 | plantations_06 | ''用更多适合的土地来修建种植园,栽培海枣树丛。甜蜜的海枣能保存很长时间,也是种商人值钱的货物。'' |- ! 7 | 灌溉 | plantations_07 | ''用井水漫灌田地,就能支撑起超出生存最基础所需的农业。不过这是一项大工程,让沙漠繁盛可不那么容易。'' |- ! 8 | 大种植园 | plantations_08 | ''这些种植园现在的产出绝对有盈余,能用来贸易,出售获利。'' |} </tabber> == 农场与耕地 == {{building box | file=Building cereal fields.png | desc=农场与耕地是任何经济的中坚力量。为人、畜、军和宴席提供能量——区区谷物的力量怎么说都不夸张。 }} ; 建造时间 : {{construction time|standard}} ; 地形要求 : {{terrain requirement | mode = table | drylands = yes | farmlands = yes | floodplains = yes | plains = yes }} ; 升级 <tabber> 游戏资料 = {|class="mildtable plainlist" width=100%; ! 等级 ! 花费 ! 要求 ! 地产效果 ! 伯爵领效果 ! 领地效果 |- ! 1 | {{Building cost gold|normal|1}} | {{em dash}} | {{building monthly_income|good|1}} | {{em dash}} | {{em dash}} |- ! 2 | {{Building cost gold|normal|2}} | {{iconify|Crop Rotation|[[革新#轮作|轮作]]}} | {{building monthly_income|good|2}} | {{icon|gold}} {{green|+1%}} 地产赋税 | {{em dash}} |- ! 3 | {{Building cost gold|normal|3}} | * 地产至少2级 * {{iconify|Manorialism|[[革新#庄园制度|庄园制度]]}} | {{building monthly_income|good|3}} | * {{icon|gold}} {{green|+1%}} 地产赋税 * {{icon|supply}} {{green|+400}} 补给上限 | {{em dash}} |- ! 4 | {{Building cost gold|normal|4}} | {{em dash}} | {{building monthly_income|good|4}} | * {{icon|gold}} {{green|+1%}} 地产赋税 * {{icon|supply}} {{green|+400}} 补给上限 * {{icon|development}} {{green|+5%}} 发展度增长 | {{em dash}} |- ! 5 | {{Building cost gold|normal|5}} | * 地产至少3级 * {{iconify|Windmills|[[革新#风车磨坊|风车磨坊]]}} | {{building monthly_income|good|5}} | * {{icon|gold}} {{green|+1%}} 地产赋税 * {{icon|supply}} {{green|+400}} 补给上限 * {{icon|supply}} {{green|+5%}} 补给上限 * {{icon|development}} {{green|+5%}} 发展度增长 | {{em dash}} |- ! 6 | {{Building cost gold|normal|6}} | {{em dash}} | {{building monthly_income|good|6}} | * {{icon|gold}} {{green|+1%}} 地产赋税 * {{icon|supply}} {{green|+400}} 补给上限 * {{icon|supply}} {{green|+5%}} 补给上限 * {{icon|development}} {{green|+5%}} 发展度增长 * {{icon|gold}} {{green|−5%}} 神殿建筑建造花费 | {{em dash}} |- ! 7 | {{Building cost gold|normal|7}} | * 地产4级 * {{iconify|Cranes|[[革新#起重机|起重机]]}} | {{building monthly_income|good|7}} | * {{icon|gold}} {{green|+1%}} 地产赋税 * {{icon|supply}} {{green|+400}} 补给上限 * {{icon|supply}} {{green|+5%}} 补给上限 * {{icon|development}} {{green|+5%}} 发展度增长 * {{icon|gold}} {{green|−5%}} 神殿建筑建造花费 * {{icon|levies}} {{green|+5%}} 征召兵补员速率 | {{em dash}} |- ! 8 | {{Building cost gold|normal|8}} | {{em dash}} | {{building monthly_income|good|8}} | * {{icon|gold}} {{green|+2%}} 地产赋税 * {{icon|supply}} {{green|+1600}} 补给上限<ref>{{cite file|00_terrain_specific_buildings.txt}}, {{cite file|cereal_fields_08}}, <code>supply_limit = 1600</code>.</ref> * {{icon|supply}} {{green|+5%}} 补给上限 * {{icon|development}} {{green|+5%}} 发展度增长 * {{icon|gold}} {{green|−5%}} 神殿建筑建造花费 * {{icon|levies}} {{green|+5%}} 征召兵补员速率 | {{em dash}} |} |-| 描述= {|class="mildtable plainlist" width=100%; ! 等级 ! 名称 ! 内部 ID ! 描述 |- ! 1 | 庄稼地 | cereal_fields_01 | ''庄稼地是封建经济的支柱,每一块都由一个规模小但慷慨大方的农民家庭打理——几乎都很愿意将他们大部分的产出捐献给君王!'' |- ! 2 | 小村庄 | cereal_fields_02 | ''修建更多的小村庄意味着更多的农民在田里干活。而我们都知道,更多的农民意味着更多税收!'' |- ! 3 | 谷仓与仓库 | cereal_fields_03 | ''修建谷仓与仓库让农民能储存干草和稻草,有地方存放工具,并可以随时作为行经军队(或流浪者……)的住处。'' |- ! 4 | 农庄 | cereal_fields_04 | ''更大的农庄能支撑起更大的农民家庭。只要家庭有空间增长,他们就会生更多能下地干重活的小孩——正如事物的自然之理!'' |- ! 5 | 粮仓 | cereal_fields_05 | ''粮仓让农民能长期储存谷物、蔬菜和水果。当然农民会很乐意把这些都送给我们刚好行军路过的军队!'' |- ! 6 | 农场与什一税仓库 | cereal_fields_06 | ''什一税仓库是农民存放他们应该献给神职人员的那部分产出的地方——当然,这也让我们更方便征他们的税。'' |- ! 7 | 广大农作物耕地 | cereal_fields_07 | ''通过“鼓励”我们心怀感激的农民臣民们耕种更多更大的耕地,并使相互之间的耕地更接近,我们肯定能获得更高收益。当然,互相蚕食土地或许会导致农民间的冲突——哎呀,这是我们愿意做出的牺牲!'' |- ! 8 | 谷物筒仓 | cereal_fields_08 | ''这些巨大的筒仓意在整年储存大量谷物。数量多到一整支军队都吃不完,当然,这是假设了没有老鼠能进入筒仓……'' |} </tabber> == 林业 == {{building box | file=Building logging camps.png | desc=这些森林产出大量木材、树脂、木炭和其他资源,为周围的城镇提供了优秀而路途近的建材来源。 }} ; 建造时间 : {{construction time|standard}} ; 地形要求 : {{terrain requirement | mode = sentence | forest = yes | jungle = yes | taiga = yes }} ; 升级 <tabber> 游戏资料= {|class="mildtable plainlist" width=100%; ! 等级 ! 花费 ! 要求 ! 地产效果 ! 伯爵领效果 ! 领地效果 |- ! 1 | {{Building cost gold|cheap|1}} | {{em dash}} | * {{building monthly_income|normal|1|roundingnote=yes}} * {{Building speed|good|1}}<ref>Tooltip in game rounds down. See {{cite file|game\common\script_values\00_building_values.txt}}, <code>@good_build_speed_base = -0.025</code>.</ref> | {{em dash}} | {{em dash}} |- ! 2 | {{Building cost gold|cheap|2}} | {{iconify|Crop Rotation|[[革新#轮作|轮作]]}} | * {{building monthly_income|normal|2}} * {{Building speed|good|2}} | {{icon|gold}} {{green|−5%}} 神殿建筑建造花费 | {{em dash}} |- ! 3 | {{Building cost gold|cheap|3}} | * 地产至少2级 * {{iconify|Manorialism|[[革新#庄园制度|庄园制度]]}} | * {{building monthly_income|normal|3}} * {{Building speed|good|3}} | {{icon|gold}} {{green|−5%}} 神殿建筑建造花费 | {{icon|gold}} {{green|−1%}} 军队金钱维护费 |- ! 4 | {{Building cost gold|cheap|4}} | {{em dash}} | * {{building monthly_income|normal|4}} * {{Building speed|good|4}} | * {{icon|gold}} {{green|−5%}} 神殿建筑建造花费 * {{icon|supply}} {{green|+300}} 补给上限 | {{icon|gold}} {{green|−1%}} 军队金钱维护费 |- ! 5 | {{Building cost gold|cheap|5}} | * 地产至少3级 * {{iconify|Windmills|[[革新#风车磨坊|风车磨坊]]}} | * {{building monthly_income|normal|5}} * {{Building speed|good|5}} | * {{icon|gold}} {{green|−5%}} 神殿建筑建造花费 * {{icon|supply}} {{green|+300}} 补给上限 * {{icon|gold}} {{green|+1%}} 地产赋税 | {{icon|gold}} {{green|−1%}} 军队金钱维护费 |- ! 6 | {{Building cost gold|cheap|6}} | {{em dash}} | * {{building monthly_income|normal|6}} * {{Building speed|good|6}} | * {{icon|gold}} {{green|−5%}} 神殿建筑建造花费 * {{icon|supply}} {{green|+600}} 补给上限 * {{icon|gold}} {{green|+1%}} 地产赋税 | {{icon|gold}} {{green|−1%}} 军队金钱维护费 |- ! 7 | {{Building cost gold|cheap|7}} | * 地产4级 * {{iconify|Cranes|[[革新#起重机|起重机]]}} * | * {{building monthly_income|normal|7}} * {{Building speed|good|7}} | * {{icon|gold}} {{green|−5%}} 神殿建筑建造花费 * {{icon|supply}} {{green|+600}} 补给上限 * {{icon|gold}} {{green|+2%}} 地产赋税 | {{icon|gold}} {{green|−1%}} 军队金钱维护费 |- ! 8 | {{Building cost gold|cheap|8}} | {{em dash}} | * {{building monthly_income|normal|8}} * {{Building speed|good|8}} | * {{icon|gold}} {{green|−5%}} 神殿建筑建造花费 * {{icon|supply}} {{green|+600}} 补给上限 * {{icon|gold}} {{green|+2%}} 地产赋税 * {{icon|development}} {{green|+2%}} 发展度增长 | {{icon|gold}} {{green|−1%}} 军队金钱维护费 |} |-| 描述= {|class="mildtable plainlist" width=100%; ! 等级 ! 名称 ! 内部 ID ! 描述 |- ! 1 | 伐木营地 | logging_camps_01 | ''伐木工沿着森林边缘设立了营地,每天长时间工作砍伐树木。'' |- ! 2 | 树脂采集者 | logging_camps_02 | ''森林中采集的树脂一直被用作粘合剂,或被卖给神职人员用于各种仪式。'' |- ! 3 | 烧炭工 | logging_camps_03 | ''烧炭工在烟雾中不知疲倦地工作,生产铁匠所寻求的高价值材料。'' |- ! 4 | 林间牧场 | logging_camps_04 | ''林木间可以找到牧场,动物食用自然产出的种子和坚果。每年中有数个月,充足的坚果养肥了准备过冬的动物们。'' |- ! 5 | 耕地 | logging_camps_05 | ''林木曾今屹立之地,现在是一片片田野。过去的森林成了万亩良田。'' |- ! 6 | 养蜂地 | logging_camps_06 | ''森林边缘设立了蜂房,以利用在过去曾是森林的地方出现的数量繁多的野花。'' |- ! 7 | 森林玻璃厂 | logging_camps_07 | ''森林是玻璃工人工作的绝佳地点。很容易就能获得他们所需的大部分材料,能生产和交易高价值的玻璃。'' |- ! 8 | 锯木厂 | logging_camps_08 | ''斤斧和简单的锯子一直到目前都能满足我们的需要,但锯木厂相比起这些工具就像神明与人相比。现在森林可以瞬间被吞食,高价值的树木供应给我们的城市和乡镇。'' |} </tabber> == 庄园宅第 == {{building box | file=Building farm estates.png | desc=庄园的领主们雇佣了成百名的农民耕种他们的土地,照料他们的牲畜。他们越有权力,他们的臣民就能在越多的土地上劳作,最重要的是,他们能产出越多税收! }} ; 建造时间 : {{construction time|slow}} ; 地形要求 : {{terrain requirement | mode = sentence | farmlands = yes }} ; 升级 <tabber> 游戏资料= {|class="mildtable plainlist" width=100%; ! 等级 ! 花费 ! 要求 ! 地产效果 ! 伯爵领效果 ! 领地效果 |- ! 1 | {{Building cost gold|expensive|1}} | {{em dash}} | {{building monthly_income|excellent|1}} | {{em dash}} | {{em dash}} |- ! 2 | {{Building cost gold|expensive|2}} | {{iconify|Crop Rotation|[[革新#轮作|轮作]]}} | * {{building monthly_income|excellent|2|roundingnote=yes}} * {{icon|supply}} {{green|+500}} 补给上限 * {{icon|supply}} {{green|+15%}} 补给上限 | {{em dash}} | {{em dash}} |- ! 3 | {{Building cost gold|expensive|3}} | * 地产至少2级 * {{iconify|Manorialism|[[革新#庄园制度|庄园制度]]}} | * {{building monthly_income|excellent|3}} * {{icon|supply}} {{green|+500}} 补给上限 * {{icon|supply}} {{green|+15%}} 补给上限 | {{icon|development}} {{green|+2%}} 发展度增长 | {{em dash}} |- ! 4 | {{Building cost gold|expensive|4}} | {{em dash}} | * {{building monthly_income|excellent|4}} * {{icon|supply}} {{green|+1000}} 补给上限 * {{icon|supply}} {{green|+15%}} 补给上限 | {{icon|development}} {{green|+2%}} 发展度增长 | {{em dash}} |- ! 5 | {{Building cost gold|expensive|5}} | * 地产至少3级 * {{iconify|Windmills|[[革新#风车磨坊|风车磨坊]]}} | * {{building monthly_income|excellent|5}} * {{icon|supply}} {{green|+1000}} 补给上限 * {{icon|supply}} {{green|+15%}} 补给上限 * {{icon|levies}} {{green|+5%}} 征召兵规模 | {{icon|development}} {{green|+2%}} 发展度增长 | {{em dash}} |- ! 6 | {{Building cost gold|expensive|6}} | {{em dash}} | * {{building monthly_income|excellent|6}} * {{icon|supply}} {{green|+1000}} 补给上限 * {{icon|supply}} {{green|+15%}} 补给上限 * {{icon|levies}} {{green|+5%}} 征召兵规模 | * {{icon|development}} {{green|+5%}} 发展度增长 * {{icon|gold}} {{green|+1%}} 地产赋税 | {{em dash}} |- ! 7 | {{Building cost gold|expensive|7}} | * 地产4级 * {{iconify|Cranes|[[革新#起重机|起重机]]}} * | * {{building monthly_income|excellent|7}} * {{icon|supply}} {{green|+1000}} 补给上限 * {{icon|supply}} {{green|+15%}} 补给上限 * {{icon|levies}} {{green|+5%}} 征召兵规模 | * {{icon|development}} {{green|+5%}} 发展度增长 * {{icon|gold}} {{green|+1%}} 地产赋税 * {{icon|control}} {{green|+0.2}} 每月控制力增长 | {{em dash}} |- ! 8 | {{Building cost gold|expensive|8}} | {{em dash}} | * {{building monthly_income|excellent|8}} * {{icon|supply}} {{green|+1000}} 补给上限 * {{icon|supply}} {{green|+15%}} 补给上限 * {{icon|levies}} {{green|+5%}} 征召兵规模 | * {{icon|development}} {{green|+5%}} 发展度增长 * {{icon|gold}} {{green|+2%}} 地产赋税 * {{icon|control}} {{green|+0.2}} 每月控制力增长 | {{em dash}} |} |-| 描述= {|class="mildtable plainlist" width=100%; ! 等级 ! 名称 ! 内部 ID ! 描述 |- ! 1 | 宅邸 | farm_estates_01 | ''宅邸中居住着拥有土地的家族,他们的佣人,以及在他们田地里劳作的农民。'' |- ! 2 | 菜园与蔬菜种植 | farm_estates_02 | ''大片有着成熟蔬菜的菜园和田地附属于庄园,使其能自给自足。'' |- ! 3 | 农场庄园 | farm_estates_03 | ''农场庄园对周边的田地、森林和附属建筑拥有管辖权。'' |- ! 4 | 百亩田 | farm_estates_04 | ''广袤的百亩田雇佣了大量农民,为拥有这片土地的家族带来巨大的财富。'' |- ! 5 | 自由保有地产 | farm_estates_05 | ''自由保有地产的范围广大,有大片土地环绕——以世袭的方式继承,其中居住的家族有充足的时间优化土地的产出。'' |- ! 6 | 风力磨坊 | farm_estates_06 | ''风力磨坊让大量劳动力从磨面粉中解放出来,极大增加了效率。'' |- ! 7 | 整合土地所有权 | farm_estates_07 | ''数个不同庄园如同一个庄园般运作——让产出最多的家族掌管产出较少的,我们保证了上佳的表现。'' |- ! 8 | 大庄园 | farm_estates_08 | ''规模空前的巨大庄园,这些大型综合体可以供养人口数千的家族。'' |} </tabber> == 采石场 == {{building box | file=Building quarries.png | desc=该省份的山地给当地建筑工程提供了十分优良的建筑材料。 }} ; 建造时间 : {{construction time|quick}} ; 地形要求 : {{terrain requirement | mode = sentence | desert mountains = yes | mountains = yes }} ; 升级 <tabber> 游戏资料= {|class="mildtable plainlist" width=100%; ! 等级 ! 花费 ! 要求 ! 地产效果 ! 伯爵领效果 ! 领地效果 |- ! 1 | {{Building cost gold|cheap|1}} | {{em dash}} | * {{building monthly_income|poor|1|roundingnote=yes}} * {{Building speed|good|1}}<ref>Tooltip in game rounds down. See {{cite file|game\common\script_values\00_building_values.txt}}, <code>@good_build_speed_base = -0.025</code>.</ref> | {{em dash}} | {{em dash}} |- ! 2 | {{Building cost gold|cheap|2}} | {{iconify|Crop Rotation|[[革新#轮作|轮作]]}} | * {{building monthly_income|poor|2}} * {{Building speed|good|2}} | {{em dash}} | {{icon|gold}} {{green|−1%}} 兵士维护费 |- ! 3 | {{Building cost gold|cheap|3}} | * 地产至少2级 * {{iconify|Manorialism|[[革新#庄园制度|庄园制度]]}} | * {{building monthly_income|poor|3}} * {{Building speed|good|3}} | {{icon|development}} {{green|+2%}} 发展度增长 | {{icon|gold}} {{green|−1%}} 兵士维护费 |- ! 4 | {{Building cost gold|cheap|4}} | {{em dash}} | * {{building monthly_income|poor|4}} * {{Building speed|good|4}} | * {{icon|development}} {{green|+2%}} 发展度增长 * {{icon|gold}} {{green|−5%}} 建筑建造的金钱花费 | {{icon|gold}} {{green|−1%}} 兵士维护费 |- ! 5 | {{Building cost gold|cheap|5}} | * 地产至少3级 * {{iconify|Windmills|[[革新#风车磨坊|风车磨坊]]}} | * {{building monthly_income|poor|5}} * {{Building speed|good|5}} | * {{icon|development}} {{green|+2%}} 发展度增长 * {{icon|gold}} {{green|−5%}} 建筑建造的金钱花费 | {{icon|gold}} {{green|−2%}} 兵士维护费 |- ! 6 | {{Building cost gold|cheap|6}} | {{em dash}} | * {{building monthly_income|poor|6}} * {{Building speed|good|6}} * {{icon|garrison}} {{green|+10%}} 守军规模 | * {{icon|development}} {{green|+2%}} 发展度增长 * {{icon|gold}} {{green|−5%}} 建筑建造的金钱花费 | {{icon|gold}} {{green|−2%}} 兵士维护费 |- ! 7 | {{Building cost gold|cheap|7}} | * 地产4级 * {{iconify|Cranes|[[革新#起重机|起重机]]}} | * {{building monthly_income|poor|7}} * {{Building speed|good|7}} * {{icon|garrison}} {{green|+10%}} 守军规模 | * {{icon|development}} {{green|+2%}} 发展度增长 * {{icon|gold}} {{green|−5%}} 建筑建造的金钱花费 | * {{icon|gold}} {{green|−2%}} 兵士维护费 * {{icon|toughness}} {{green|+2%}} 重步兵坚韧 * {{icon|toughness}} {{green|+2%}} 长枪兵坚韧 |- ! 8 | {{Building cost gold|cheap|8}} | {{em dash}} | * {{building monthly_income|poor|8}} * {{Building speed|good|8}} * {{icon|garrison}} {{green|+10%}} 守军规模 | * {{icon|development}} {{green|+2%}} 发展度增长 * {{icon|gold}} {{green|−5%}} 建筑建造的金钱花费 | * {{icon|gold}} {{green|−2%}} 兵士维护费 * {{icon|toughness}} {{green|+4%}} 重步兵坚韧 * {{icon|toughness}} {{green|+4%}} 长枪兵坚韧 * {{icon|toughness}} {{green|+8%}} 重骑兵坚韧 |} |-| 描述= {|class="mildtable plainlist" width=100%; ! 等级 ! 名称 ! 内部 ID ! 描述 |- ! 1 | 简易采石场 | quarries_01 | ''易于获取的荒料为附近的建造项目提供了建筑材料。'' |- ! 2 | 浅矿井 | quarries_02 | ''简单的矿井沿着山脚排列,从容易获得的表层矿藏里收集矿石。'' |- ! 3 | 水磨 | quarries_03 | ''引水到采矿地点,水磨可以利用水力,驱动能帮助开采的工具。'' |- ! 4 | 大型采石场 | quarries_04 | ''建筑材料的需求增大,采石场吸引了越来越多的工人。年深日久,这些采石场变得越来越大,越来越深。'' |- ! 5 | 大矿井 | quarries_05 | ''金属的需求持续增加,新的技术也不是万能的——产量必须提升,更多矿井将要开工!'' |- ! 6 | 巨型采石场 | quarries_06 | ''若干巨大的露天矿坑中,工人几乎以工业级别的效率切下石块。开采殆尽的矿场如同张开的巨口,在这个省份到处都是,他们产出的石料现在组成了难以计数的城堡和城墙。'' |- ! 7 | 竖矿井 | quarries_07 | ''有了新技术,工人可以获得深藏于地面之下的金属。最重要的一项技术是从被淹没的竖井中抽水的新方法。'' |- ! 8 | 高炉 | quarries_08 | ''高炉日夜燃烧,熔炼铁、铅和铜。生产的金属质量卓越。'' |} </tabber> == 湿地农场 == {{building box | file=Building peat quarries.png | desc=虽然湿地的产出永远比不上平原种植的谷物,但按季节生长的丰富植被也能用于养殖动物。而且也有机会采掘泥炭和盐。 }} ; 建造时间 : {{construction time|standard}} ; 地形要求 : {{terrain requirement | mode = sentence | wetlands = yes }} ; 升级 <tabber> 游戏资料= {|class="mildtable plainlist" width=100%; ! 等级 ! 花费 ! 要求 ! 地产效果 ! 伯爵领效果 ! 领地效果 |- ! 1 | {{Building cost gold|cheap|1}} | {{em dash}} | * {{building monthly_income|normal|1|roundingnote=yes}} * {{Building speed|normal|1}} | {{em dash}} | {{em dash}} |- ! 2 | {{Building cost gold|cheap|2}} | {{iconify|Crop Rotation|[[革新#轮作|轮作]]}} | * {{building monthly_income|normal|2}} * {{Building speed|normal|2}} | {{icon|gold}} {{green|−5%}} 建筑建造的金钱花费 | {{em dash}} |- ! 3 | {{Building cost gold|cheap|3}} | * 地产至少2级 * {{iconify|Manorialism|[[革新#庄园制度|庄园制度]]}} | * {{building monthly_income|normal|3}} * {{Building speed|normal|3}} | * {{icon|gold}} {{green|−5%}} 建筑建造的金钱花费 * {{icon|supply}} {{green|+200}} 补给上限 | {{em dash}} |- ! 4 | {{Building cost gold|cheap|4}} | {{em dash}} | * {{building monthly_income|normal|4}} * {{Building speed|normal|4}} | * {{icon|gold}} {{green|−5%}} 建筑建造的金钱花费 * {{icon|supply}} {{green|+200}} 补给上限 * {{icon|supply}} {{green|+5%}} 补给上限 | {{em dash}} |- ! 5 | {{Building cost gold|cheap|5}} | * 地产至少3级 * {{iconify|Windmills|[[革新#风车磨坊|风车磨坊]]}} | * {{building monthly_income|normal|5}} * {{Building speed|normal|5}} * {{icon|time}} {{green|+10%}} 敌对劫掠时间 | * {{icon|gold}} {{green|−5%}} 建筑建造的金钱花费 * {{icon|supply}} {{green|+200}} 补给上限 * {{icon|supply}} {{green|+5%}} 补给上限 | {{em dash}} |- ! 6 | {{Building cost gold|cheap|6}} | {{em dash}} | * {{building monthly_income|normal|6}} * {{Building speed|normal|6}} * {{icon|time}} {{green|+10%}} 敌对劫掠时间 | * {{icon|gold}} {{green|−5%}} 建筑建造的金钱花费 * {{icon|supply}} {{green|+200}} 补给上限 * {{icon|supply}} {{green|+5%}} 补给上限 * {{icon|development}} {{green|+5%}} 发展度增长 | {{em dash}} |- ! 7 | {{Building cost gold|cheap|7}} | * 地产4级 * {{iconify|Cranes|[[革新#起重机|起重机]]}} | * {{building monthly_income|normal|7}} * {{Building speed|normal|7}} * {{icon|time}} {{green|+10%}} 敌对劫掠时间 | * {{icon|gold}} {{green|−10%}} 建筑建造的金钱花费 * {{icon|supply}} {{green|+200}} 补给上限 * {{icon|supply}} {{green|+5%}} 补给上限 * {{icon|development}} {{green|+5%}} 发展度增长 | {{em dash}} |- ! 8 | {{Building cost gold|cheap|8}} | {{em dash}} | * {{building monthly_income|normal|8}} * {{Building speed|normal|8}} * {{icon|time}} {{green|+10%}} 敌对劫掠时间 | * {{icon|gold}} {{green|−10%}} 建筑建造的金钱花费 * {{icon|supply}} {{green|+600}} 补给上限 * {{icon|supply}} {{green|+5%}} 补给上限 * {{icon|development}} {{green|+5%}} 发展度增长 | {{em dash}} |} |-| 描述= {|class="mildtable plainlist" width=100%; ! 等级 ! 名称 ! 内部 ID ! 描述 |- ! 1 | 牧牛地 | peat_quarries_01 | ''湿地的肥沃适于放牧各种大小的畜牧动物。'' |- ! 2 | 泥炭采掘场 | peat_quarries_02 | ''大量泥炭在此采掘,帮助发展了新的农场和田地。'' |- ! 3 | 干草场 | peat_quarries_03 | ''湿地到处生长着大量青草与禾秆,可以收割用于冬天喂养。'' |- ! 4 | 盐井 | peat_quarries_04 | ''工人用大锅加热水并从湿地中提取盐。这些盐之后用于保存肉类,肉类再用来贸易。'' |- ! 5 | 湿地围墙 | peat_quarries_05 | ''围起湿地后,农民就更容易控制植物的生长,并保护其内有价值的收获。'' |- ! 6 | 湿地农田 | peat_quarries_06 | ''湿地独有的特性让农民能种植许多其他地方长不了的植物,例如麻与亚麻。'' |- ! 7 | 大泥炭采掘场 | peat_quarries_07 | ''这里采掘出越来越多的泥炭,大部分作为肥料出口。'' |- ! 8 | 湿地大牧场 | peat_quarries_08 | ''大群动物以湿地内丰富的植物为食,长得又大又肥。'' |} </tabber> == 参考资料 == <references /> [[Category:建筑]] [[en:Economic buildings]]
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