男爵领:修订间差异

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A Barony is the lowest rank of landed [[title]]s and the only rank that that is not playable. Baronies may be sparsely populated or have a Holding.
'''男爵领'''('''Barony''')是最低等级的实地[[头衔]],也是唯一不可玩的头衔等级(即使它们可以被可玩角色持有)。每个[[ 伯爵领]] 拥有 1 到 7 个男爵领,男爵领的拥有权总是和伯爵领相联(男爵领和伯爵领总是在同一领地)。男爵领可能人烟稀少,也可能有一个地产。


==Capitals==
== 首都(府)==
There are 2 types of Capitals which a Barony can be:
一个男爵领可以是两类首都(府):
* [[File:County capital.png|30px]] 伯爵领首府是一个伯爵领的初始男爵领。其地产永远不能摧毁或租赁,且总是归持有该伯爵领头衔的统治者持有。与其他级别较低的地产相比,伯爵领首府允许建设一个额外的建筑,同时有 {{green|+1}} {{iconify|fort level|城防等级}}。此外,如果该伯爵领是其法理公国的首都,则伯爵领首府拥有一个额外的[[公国建筑]]槽。当统治者拥有伯爵领的另一块地产时,可以更改伯爵领首府到该地产所在的男爵领。
* [[File:Realm capital.png|30px]] 领地首都是统治者及其宫廷驻在之地产(男爵领),并且总是由第一继承人继承。领地首都一生只能移动一次,除非是迁往主头衔的法理首都。领地首都也提供额外的 {{green|+1}} {{icon|gold}} 赋税。领地首都所在法理公国下的男爵领获得 {{green|+10%}} {{iconify|Levies|征召兵}}。战争期间不能迁都。


*[[File:County capital.png|30px]] The County Capital is the original Barony of a County. Its Holding can never be destroyed and is always owned by the ruler who holds the County title. County Capitals allow the construction of an additional Building and have {{green|+1}} {{iconify|Fort Level}}.
==地产==
*[[File:Realm capital.png|30px]] The Realm Capital is the Barony where a ruler and its court resides and is always inherited by the Primary Heir. The Realm Capital can only be moved once per lifetime unless it's the de jure capital of the Primary Title. It also produces an additional {{green|+1}} {{icon|gold}} Tax. Each Barony within the same de jure Duchy as the Realm Capital will gain {{green|+10%}} {{iconify|Levies}}. The Ream Capital cannot be moved during a war.
每个男爵领可以有一个地产,代表位于其中的中心聚落。可用男爵领要求拥有地产。建造新地产将为此男爵领创建一个头衔,可以持有或授予其他角色。不是伯爵领首府的男爵领可以被授予一位低级贵族。如果在封臣的伯爵领建设地产,伯爵领拥有者会在地产建设完成后自动获得地产。所有地产建造后是Ⅰ级,可以升级至Ⅳ级。建造或升级一处地产花费 {{construction time|slow}} 时间,除非有增益或惩罚。无论拥有何种特质,放弃无法控制(无法获得任何赋税或征召兵)的地产不会获得压力。每个地产都可以建造一些[[ 建筑]]


==Holdings==
注意:以下花费均为没有增益或惩罚的花费。
Each Barony may have a Holding, which represents the main settlement inside it and is required to be able to use the Barony. Tribal governments '''cannot''' construct Holdings.


All Holdings are constructed at level 1 and can be upgraded up to level 4. Constructing or upgrading a Holding takes 5 years. If a Feudal or Clan ruler owns a Tribe, they will gain no taxes or levies from the tribe, but will have the option to turn it into a Castle at the cost of 500 {{iconify|Gold}}.
* 建造封建制/氏族制地产(城堡/城市/神殿)需要{{Building cost_gold|main|1}}。如果伯爵领未同时拥有城堡、城市和神殿地产,必须首先建造缺少的地产类型。
{| class="mildtable" style="text-align: center;"
* 升级一处封建制/氏族制地产到Ⅱ级需要 {{Building cost_gold|main|2}}
!Holding
* 升级一处封建制/氏族制地产到Ⅲ级需要 {{Building cost_gold|main|3}}
!Level
* 升级一处封建制/氏族制地产到Ⅳ级需要 {{Building cost_gold|main|4}}
!{{icon|gold}} Monthly Tax
* 升级一处部落制地产需要 {{Building cost_prestige|expensive|3}} {{Building cost_gold|expensive|1}}
!{{iconify|Levies}}
* [[政体#部落制|部落制]]地产不能被建造,但封建制和氏族制统治者可以花费 500 {{iconify|gold|金钱}} 将其转换为城堡。
!{{iconify|Garrison}}
 
!{{iconify|Fort Level}}
建造完成一处神殿地产将给予其所在伯爵领头衔的持有者 500 {{iconify|piety|虔诚}} ,并且伯爵领头衔持有者的信仰的 {{iconify|Fervor|宗教热情}} 增加1%,无论是哪位统治者提供了建造资金。
!{{icon|innovation}} Required innovation
 
!Cost
<tabber>
!Can be directly held by
游戏资料 =
{| class="mildtable plainlist"
! 地产
! 等级及革新要求
! 地产效果
! 特殊效果
|-
|-
| rowspan="4" style="text-align: left; " |[[File:Holding castle.png]] Castle
| id="城堡" rowspan=4 style="text-align: center; | 城堡<br>[[File:Holding castle.png]]<br><br>可持有:<br>[[政体#封建制|封建制]]<br>[[政体#氏族制|氏族制]]<br>[[政体#共和制|共和制]]<br>[[政体#神权制|神权制]]<br>[[受雇军队#骑士团|骑士团]]
| style="text-align: left; " |Motte
| 城寨</br>{{iconify|mottes|[[革新#土垒| 土垒]]}}
|{{green|+0.4}}
|{{green|+175}}
* {{building levy|normal|2}}
|{{green|+250}}
* {{building max_garrison|good|1}}
|{{green|+1}}
* {{building garrison_reinforcement_factor|2}}
|Mottes
* {{building monthly_income|poor|2}}
|{{icon|gold}} 600 Gold
* {{building fort_level|great|1}}
| rowspan="4" |Feudal<br>Clan<br>Holy Order
* {{building stationed_maa_damage_mult|normal|1}}
* {{building stationed_maa_toughness_mult|normal|1}}
* {{building stationed_siege_weapon_siege_value_mult|normal|1}}
* {{building travel_danger|-10}}
|
;地产效果</br>
[[传统#圩田|圩田]]文化传统 及 沿海:{{Building build_speed|-0.1}}</br>
[[传统#城堡守护者|城堡守护者]]文化传统:{{Building defender_holding_advantage|5}}</br>
[[传统#海洋重商主义| 海洋重商主义]]文化传统 及 沿海:{{Building tax_mult|maritime_mercantilism_coastal_holdings_value}}</br>
[[传统#隐蔽之城| 隐蔽之城]]文化传统 及 丛林地形:{{Building additional_fort_level|castle_holding_fort_level_in_jungle_bonus_value}}</br>
[[传统#灵巧的渔民|灵巧的渔民]]文化传统 及 沿海:{{Building defender_holding_advantage|2}}</br>
;领地效果</br>
[[传统#城堡守护者| 城堡守护者]]文化传统:</br>
&emsp;{{Building monthly_prestige|0.02}}</br>
&emsp;{{Building monthly_dynasty_prestige|0.01}}
|-
|-
| style="text-align: left; " |Keep
| 城堡主楼</br>{{iconify|battlements|[[革新#城垛|城垛]]}}
|{{green|+0.7}}
|
|{{green|+325}}
* {{building levy|normal|4}}
|{{green|+750}}
* {{building max_garrison|good|3}}
|{{green|+4}}
* {{building garrison_reinforcement_factor|4}}
|Battlements
* {{building monthly_income|poor|4}}
|{{icon|gold}} 800 Gold
* {{building fort_level|great|2}}
* {{building stationed_maa_damage_mult|normal|2}}
* {{building stationed_maa_toughness_mult|normal|2}}
* {{building stationed_siege_weapon_siege_value_mult|normal|2}}
* {{building travel_danger|-12}}
|
; 地产效果</br>
[[传统#圩田| 圩田]]文化传统 及 沿海:{{Building build_speed|-0.1}}</br>
[[传统#城堡守护者|城堡守护者]]文化传统:{{Building defender_holding_advantage|10}}</br>
[[传统#海洋重商主义| 海洋重商主义]]文化传统 及 沿海:{{Building tax_mult|maritime_mercantilism_coastal_holdings_value}}</br>
[[传统#隐蔽之城| 隐蔽之城]]文化传统 及 丛林地形:{{Building additional_fort_level|castle_holding_fort_level_in_jungle_bonus_value}}</br>
[[传统#灵巧的渔民| 灵巧的渔民]]文化传统 及 沿海:{{Building defender_holding_advantage|3}}</br>
;领地效果</br>
[[传统#城堡守护者| 城堡守护者]]文化传统:</br>
&emsp;{{Building monthly_prestige|0.03}}</br>
&emsp;{{Building monthly_dynasty_prestige|0.02}}
|-
|-
| style="text-align: left; " |Concentric Castle
| 轴心环形城堡</br>{{iconify|hoardings|[[革新#棚楼|棚楼]]}}
|{{green|+1}}
|
|{{green|+475}}
* {{building levy|normal|6}}
|{{green|+1250}}
* {{building max_garrison|good|5}}
|{{green|+7}}
* {{building garrison_reinforcement_factor|6}}
|Hoardings
* {{building monthly_income|poor|6}}
|{{icon|gold}} 1000 Gold
* {{building fort_level|great|3}}
* {{building stationed_maa_damage_mult|normal|3}}
* {{building stationed_maa_toughness_mult|normal|3}}
* {{building stationed_siege_weapon_siege_value_mult|normal|3}}
* {{building travel_danger|-14}}
|
; 地产效果</br>
[[传统#圩田| 圩田]]文化传统 及 沿海:{{Building build_speed|-0.1}}</br>
[[传统#城堡守护者| 城堡守护者]]文化传统:{{Building defender_holding_advantage|15}}</br>
[[传统#海洋重商主义| 海洋重商主义]]文化传统 及 沿海:{{Building tax_mult|maritime_mercantilism_coastal_holdings_value}}</br>
[[传统#隐蔽之城| 隐蔽之城]]文化传统 及 丛林地形:{{Building additional_fort_level|castle_holding_fort_level_in_jungle_bonus_value}}</br>
[[传统#灵巧的渔民| 灵巧的渔民]]文化传统 及 沿海:{{Building defender_holding_advantage|4}}</br>
;领地效果</br>
[[传统#城堡守护者| 城堡守护者]]文化传统:</br>
&emsp;{{Building monthly_prestige|0.04}}</br>
&emsp;{{Building monthly_dynasty_prestige|0.03}}
|-
|-
| style="text-align: left; " |Fortress
| 要塞</br>{{iconify|Machicolations|[[革新#突堞| 突堞]]}}
|{{green|+1.3}}
|{{green|+625}}
* {{building levy|normal|8}}
|{{green|+1750}}
* {{building max_garrison|good|7}}
|{{green|+10}}
* {{building garrison_reinforcement_factor|8}}
|Machicolations
* {{building monthly_income|poor|8}}
|{{icon|gold}} 1200 Gold
* {{building fort_level|great|4}}
|-
* {{building stationed_maa_damage_mult|normal|4}}
| rowspan="4" style="text-align: left; " |[[File:Holding city.png]] City
* {{building stationed_maa_toughness_mult|normal|4}}
| style="text-align: left; " |Village Center
* {{building stationed_siege_weapon_siege_value_mult|normal|4}}
|{{green|+0.8}}
* {{building travel_danger|-16}}
|{{green|+75}}
|
|{{green|+150}}
;地产效果</br>
|'''0'''
[[传统#圩田| 圩田]]文化传统 及 沿海:{{Building build_speed|-0.1}}</br>
|City Planning
[[传统#城堡守护者| 城堡守护者]]文化传统:{{Building defender_holding_advantage|20}}</br>
|{{icon|gold}} 500 Gold
[[传统#海洋重商主义| 海洋重商主义]]文化传统 及 沿海:{{Building tax_mult|maritime_mercantilism_coastal_holdings_value}}</br>
| rowspan="4" |Republic
[[传统#隐蔽之城| 隐蔽之城]]文化传统 及 丛林地形:{{Building additional_fort_level|castle_holding_fort_level_in_jungle_bonus_value}}</br>
|-
[[传统#灵巧的渔民| 灵巧的渔民]]文化传统 及 沿海:{{Building defender_holding_advantage|5}}</br>
| style="text-align: left; " |Large City
;领地效果</br>
|{{green|+1.4}}
[[ 传统#城堡守护者|城堡守护者]] 文化传统:</br>
|{{green|+125}}
&emsp;{{Building monthly_prestige|0.05}}</br>
|{{green|+300}}
&emsp;{{Building monthly_dynasty_prestige|0.04}}
|'''0'''
|}
|Manorialism
 
|{{icon|gold}} 500 Gold
|-|
|-
描述 =
| style="text-align: left; " |City Center
{| class="mildtable" style="text-align: center;
|{{green|+2}}
! 地产
|{{green|+175}}
! 等级
|{{green|+450}}
! 革新
|'''0'''
!  width=75% | 描述
|Windmills
|{{icon|gold}} 500 Gold
|-
| style="text-align: left; " |Bustling Metropolis
|{{green|+2.6}}
|{{green|+225}}
|{{green|+1050}}
|'''0'''
|Cranes
|{{icon|gold}} 500 Gold
|-
| rowspan="4" style="text-align: left; " |[[File:Holding church.png]] Temple
| style="text-align: left; " |Shrine
|{{green|+0.5}}
|{{green|+125}}
|{{green|+150}}
|'''0'''
|City Planning
|{{icon|gold}} 500 Gold
| rowspan="4" |Clan<br>Theocracy
|-
| style="text-align: left; " |Temple Grounds
|{{green|+0.9}}
|{{green|+225}}
|{{green|+450}}
|'''0'''
|Manorialism
|{{icon|gold}} 500 Gold
|-
|-
| style="text-align: left; " |House of Worship
| rowspan=4 style="text-align: left; | [[File:Holding castle.png]]<br>城堡
|{{green|+1.3}}
| style="text-align: left; | 城寨
|{{green|+325}}
| 土垒
|{{green|+750}}
| '' 这处小而难以攻克的防御工事位于一处土垒之上。''
|'''0'''
|Windmills
|{{icon|gold}} 500 Gold
|-
|-
| style="text-align: left; " |Grand Temple
| style="text-align: left; | 城堡主楼
|{{green|+1.7}}
| 城垛
|{{green|+425}}
| '' 城堡主楼(或称城楼)是一座用作住所和最后防线的巨塔。''
|{{green|+1050}}
|'''0'''
|Cranes
|{{icon|gold}} 500 Gold
|-
|-
| rowspan="2" style="text-align: left; " |[[File:Holding tribal.png]] Tribe
| style="text-align: left; | 轴心环形城堡
| style="text-align: left; " |Tribal Hold
| 棚楼
|{{green|+0.2}}
| ''轴心环形城堡有两道或以上城墙,内城高于外郭。''
|{{green|+250}}
|{{green|+250}}
|{{green|+1}}
|None
|{{icon|no}} Cannot be constructed
| rowspan="2" |Tribal
|-
|-
| style="text-align: left; " |Fortified Tribal Hold
| style="text-align: left; | 要塞
|{{green|+0.5}}
| 突堞
|{{green|+400}}
| ''要塞是防御的缩影,既能击退敌军来犯,也能驻扎大批军队。''
|{{green|+500}}
|{{green|+2}}
|Planned Assemblies
|{{icon|gold}} 200 Gold<br>{{icon|prestige}} 400 Prestige
|}
|}
</tabber>


==Buildings==
<tabber>
Based on the terrain of the Barony, each Holding has access to a number of buildings. Regular buildings primarily focus on increasing taxes and levies, with some secondary effects such as increasing fortifications or increasing supply, and can be ungraded once the required level of Development is reached. Buildings can be constructed by a Baron, its Direct Liege or any Liege higher in hierarchy.
游戏资料
 
===Tribe buildings===
Tribes have only 4 buildings types of 2 buildings each available, but most buildings benefit the entire realm. Note that '''all''' Tribe buildings are lost when the realm reforms to Feudal or Clan.
 
*Level 1 buildings cost 75 {{iconify|Gold}} and 200 {{iconify|Prestige}}
*Level 2 buildings cost 100 {{iconify|Gold}} and 300 {{iconify|Prestige}}
 
{| class="mildtable plainlist"
{| class="mildtable plainlist"
!Type
! 地产
!Building
! 等级及革新要求
!Holding effects
! 地产效果
!Realm effects
! 特殊效果
!County effects
!Time
!Required Innovation
! width="35%" |Description
|-
|-
| rowspan="2" style="text-align: center; " |Gathering Halls<br>[[File:Building longhouses.png]]
| id=" 城市" rowspan=4 style="text-align: center; | 城市<br>[[File:Holding city.png]]<br><br>可持有:<br>共和制<br>骑士团
|Longhouses
| 中心村镇</br>{{iconify|City Planning|[[革新#城市规划| 城市规划]]}}
|{{icon|levies}} {{green|+100}} Levies
|{{icon|prestige}} {{green|+0.2}} Monthly Prestige
* {{building levy|poor|2}}
|{{icon|control}} {{green|+0.2}} Monthly Control
* {{building max_garrison|normal|1}}
|{{icon|time}} 5 years
* {{building garrison_reinforcement_factor|1}}
|None
* {{building monthly_income|good|2}}
|''Longhouses are large enough to accommodate important meetings between elders. Laws and policies are determined here.''
* {{building travel_danger|-10}}
|-
|Grand Halls
|{{icon|levies}} {{green|+175}} Levies
|{{icon|prestige}} {{green|+0.5}} Monthly Prestige
|{{icon|control}} {{green|+0.4}} Monthly Control
|{{icon|time}} 5 years
|None
|''Grand halls host a central stage, where a chief or warlord can deliver rousing speeches.''
|-
| rowspan="2" style="text-align: center; " |Markets<br>[[File:Building market villages.png]]
|Trading Outposts
|
|
*{{icon|gold}} {{green|+0.4}} Monthly Tax
;地产效果</br>
*{{icon|supply}} {{green|+500}} Supply Limit
[[传统#共和制传承|共和制传承]] 或 [[传统#乡土观念|乡土观念]]文化传统:</br>
|
&emsp;{{Building levy_size|0.25}}</br>
|
&emsp;{{Building tax_mult|0.01}}</br>
|{{icon|time}} 2 years
[[传统#海洋重商主义|海洋重商主义]]文化传统 及 沿海:{{Building tax_mult|maritime_mercantilism_coastal_holdings_value}}</br>
|None
[[传统#圩田|圩田]]文化传统 及 沿海:{{Building build_speed|-0.1}}</br>
|''Trading outposts offer the opportunity for tribesmen and traders to meet and barter.''
[[传统#灵巧的渔民|灵巧的渔民]]文化传统 及 沿海:{{Building defender_holding_advantage|2}}</br>
;伯爵领效果</br>
[[传统#城市守护者|城市守护者]]文化传统:{{Building county_opinion_add|5}}</br>
[[传统#共和制传承|共和制传承]] 或 [[传统#乡土观念| 乡土观念]]文化传统:</br>
&emsp;{{Building development_growth_factor|0.05}}</br>
&emsp;{{Building monthly_county_control_change_factor|-0.25}}</br>
{{icon|Fate of Iberia}} 1级[[宗族#都会传承|都会传承]]:{{Building development_growth_factor|fp2_urbanism_legacy_1_bonus_value}}
|-
|-
|Market Villages
| 大型城市</br>{{iconify|Manorialism|[[革新#庄园制度|庄园制度]]}}
|
*{{icon|gold}} {{green|+0.7}} Monthly Tax
* {{building levy|poor|4}}
*{{icon|supply}} {{green|+1000}} Supply Limit
* {{building max_garrison|normal|2}}
|
* {{building garrison_reinforcement_factor|2}}
* {{building monthly_income|good|4}}
* {{building travel_danger|-12}}
|
|
|{{icon|time}} 2 years
;地产效果</br>
|City Planning
[[传统#共和制传承|共和制传承]] 或 [[传统#乡土观念|乡土观念]]文化传统:</br>
|''By letting traders into their villages, the tribesmen within are able to set up lucrative deals.''
&emsp;{{Building levy_size|0.5}}</br>
&emsp;{{Building tax_mult|0.02}}</br>
[[传统#海洋重商主义| 海洋重商主义]]文化传统 及 沿海:{{Building tax_mult|maritime_mercantilism_coastal_holdings_value}}</br>
[[传统#圩田|圩田]]文化传统 及 沿海:{{Building build_speed|-0.1}}</br>
[[传统#灵巧的渔民|灵巧的渔民]]文化传统 及 沿海:{{Building defender_holding_advantage|3}}</br>
;伯爵领效果</br>
[[传统#城市守护者|城市守护者]]文化传统:{{Building county_opinion_add|10}}</br>
[[传统#共和制传承| 共和制传承]] 或 [[传统#乡土观念|乡土观念]]文化传统:</br>
&emsp;{{Building development_growth_factor|0.1}}</br>
&emsp;{{Building monthly_county_control_change_factor|-0.25}}</br>
{{icon|Fate of Iberia}} 1级[[宗族#都会传承|都会传承]]:{{Building development_growth_factor|fp2_urbanism_legacy_1_bonus_value}}
|-
|-
| rowspan="2" style="text-align: center; " |Palisades<br>[[File:Building palisades.png]]
| 城区</br>{{iconify|Windmills|[[ 革新#风力磨坊|风力磨坊]]}}
|Simple Palisade
|
* {{building levy|poor|6}}
* {{building max_garrison|normal|3}}
* {{building garrison_reinforcement_factor|3}}
* {{building monthly_income|good|6}}
* {{building travel_danger|-14}}
|
|
*{{icon|advantage}} {{green|+2}} Defender Advantage
;地产效果</br>
*{{icon|fort level}} {{green|+1}} Fort Level
[[传统#共和制传承|共和制传承]] 或 [[传统#乡土观念|乡土观念]]文化传统:</br>
*{{icon|levies}} {{green|+100}} Levies
&emsp;{{Building levy_size|0.7}}</br>
*{{icon|garrison}} {{green|+150}} Garrison
&emsp;{{Building tax_mult|0.03}}</br>
|
[[传统#海洋重商主义| 海洋重商主义]]文化传统 及 沿海:{{Building tax_mult|maritime_mercantilism_coastal_holdings_value}}</br>
*{{icon|damage}} {{green|+2}} Archer Damage
[[传统#圩田| 圩田]]文化传统 及 沿海:{{Building build_speed|-0.1}}</br>
*{{icon|toughness}} {{green|+1}} Archer Toughness
[[传统#灵巧的渔民| 灵巧的渔民]]文化传统 及 沿海:{{Building defender_holding_advantage|4}}</br>
*{{icon|damage}} {{green|+2}} Spearmen Damage
;伯爵领效果</br>
*{{icon|toughness}} {{green|+1}} Spearmen Toughness
[[传统#城市守护者| 城市守护者]]文化传统:{{Building county_opinion_add|15}}</br>
|
[[传统#共和制传承| 共和制传承]] 或 [[传统#乡土观念| 乡土观念]]文化传统:</br>
|{{icon|time}} 3 years
&emsp;{{Building development_growth_factor|0.15}}</br>
|None
&emsp;{{Building monthly_county_control_change_factor|-0.25}}</br>
|''Simple palisades offer limited protection, while effective against skirmishes they are less reliable against larger groups of enemies.''
{{icon|Fate of Iberia}} 1 级[[宗族#都会传承| 都会传承]]:{{Building development_growth_factor|fp2_urbanism_legacy_1_bonus_value}}
|-
|-
|Walls & Ditches
| 繁华都会</br>{{iconify|Cranes|[[革新#起重机|起重机]]}}
|
* {{building levy|poor|8}}
* {{building max_garrison|normal|7}}
* {{building garrison_reinforcement_factor|4}}
* {{building monthly_income|good|8}}
* {{building travel_danger|-16}}
|
|
*{{icon|advantage}} {{green|+4}} Defender Advantage
; 地产效果</br>
*{{icon|fort level}} {{green|+2}} Fort Level
[[ 传统#共和制传承|共和制传承]] 或 [[传统#乡土观念| 乡土观念]]文化传统:</br>
*{{icon|levies}} {{green|+175}} Levies
&emsp;{{Building levy_size|1}}</br>
*{{icon|garrison}} {{green|+300}} Garrison
&emsp;{{Building tax_mult|0.04}}</br>
|
[[传统#海洋重商主义| 海洋重商主义]]文化传统 及 沿海:{{Building tax_mult|maritime_mercantilism_coastal_holdings_value}}</br>
*{{icon|damage}} {{green|+4}} Archer Damage
[[传统#圩田| 圩田]]文化传统 及 沿海:{{Building build_speed|-0.1}}</br>
*{{icon|toughness}} {{green|+2}} Archer Toughness
[[传统#灵巧的渔民| 灵巧的渔民]]文化传统 及 沿海:{{Building defender_holding_advantage|5}}</br>
*{{icon|damage}} {{green|+4}} Spearmen Damage
;伯爵领效果</br>
*{{icon|toughness}} {{green|+2}} Spearmen Toughness
[[传统#城市守护者| 城市守护者]]文化传统:{{Building county_opinion_add|20}}</br>
|
[[传统#共和制传承| 共和制传承]] 或 [[传统#乡土观念| 乡土观念]]文化传统:</br>
|{{icon|time}} 3 years
&emsp;{{Building development_growth_factor|0.2}}</br>
|Mottes
&emsp;{{Building monthly_county_control_change_factor|-0.25}}</br>
|''Outer ditches combined with stone-reinforced palisade walls offer decent protection against sieges.''
{{icon|Fate of Iberia}} 1级[[宗族#都会传承| 都会传承]]:{{Building development_growth_factor|fp2_urbanism_legacy_1_bonus_value}}
|-
| rowspan="2" style="text-align: center; " |War Camps<br>[[File:Building warcamps.png]]
|Sparring Grounds
|{{icon|levies}} {{green|+150}} Levies
|
*{{icon|damage}} {{green|+2}} Light Footmen Damage
*{{icon|toughness}} {{green|+1}} Light Footmen Toughness
*{{icon|damage}} {{green|+2}} Armored Footmen Damage
*{{icon|toughness}} {{green|+1}} Armored Footmen Toughness
*{{icon|knight}} {{green|+1}} Number of Knights
*{{icon|knight}} {{green|+10%}} Knight Effectiveness
|
|{{icon|time}} 5 years
|None
|''Training equipment, arenas and wooden walls define the sparring grounds, warriors go here to hone their skills.''
|-
|Warrior Lodges
|{{icon|levies}} {{green|+275}} Levies
|
*{{icon|damage}} {{green|+4}} Light Footmen Damage
*{{icon|toughness}} {{green|+2}} Light Footmen Toughness
*{{icon|damage}} {{green|+4}} Armored Footmen Damage
*{{icon|toughness}} {{green|+2}} Armored Footmen Toughness
*{{icon|knight}} {{green|+2}} Number of Knights
*{{icon|knight}} {{green|+20%}} Knight Effectiveness
|
|{{icon|time}} 5 years
|None
|''Only the greatest fighters are allowed into a warrior lodge, their mere presence is inspiring.''
|}
|}


===Holding buildings===
|-|
Holding buildings can only be constructed in City or Temple Holdings. All of them require 225 {{iconify|Gold}} and 3 years to build or upgrade and the same Innovation as the Holding level they require.
描述
{| class="mildtable plainlist"
{| class="mildtable" style="text-align: center;
!Type
! 地产
!Building
! 等级
!Monthly Tax
! 革新
!County effects
! width=75% |描述
!Realm effects
!Required holding level
|-
|-
| rowspan="8" style="text-align: center; " |Guilds<br>[[File:Building guild halls.png]]
| rowspan=4 style="text-align: left; | [[File:Holding city.png]] 城市
|Guild Halls
| style="text-align: left; | 中心村镇
|{{green|+0.3}}
| 城市规划
|{{icon|development}} {{green|+5%}} Monthly Development
| ''一座熙熙攘攘的城市,居住着大量的市民、商人和勤劳的镇民。''
|
|[[File:Holding city.png|24px]] Village Center
|-
|-
|Carver's Guilds
| style="text-align: left; | 大型城市
|{{green|+0.5}}
| 庄园制度
|{{icon|development}} {{green|+10%}} Monthly Development
| ''这座城市吸引了四方的商人与手艺人,几乎每天都有富有的商人开设商店,还有勤劳的手艺人建起新屋。''
|
|[[File:Holding city.png|24px]] Village Center
|-
|-
|Carpenter's Guilds
| style="text-align: left; | 城区
|{{green|+0.7}}
| 风力磨坊
|{{icon|development}} {{green|+15%}} Monthly Development
| ''这座城市已不满足于它现有的占地,现在它将附近的农地也纳入了繁荣的城区。如今,这座城市充满了大量的财富与机遇。''
|
|[[File:Holding city.png|24px]] Large City
|-
|-
|Hunter's Guilds
| style="text-align: left; | 繁华都会
|{{green|+0.9}}
| 起重机
|{{icon|development}} {{green|+20%}} Monthly Development
| ''这座城市因其丰富的机遇而广为人知——据说甚至最低贱的农民也可以在此收获财富。街道两侧的房屋一眼看不到尽头,路上无论何时都车水马龙、物流繁忙。''
|
|}
|[[File:Holding city.png|24px]] Large City
</tabber>
 
<tabber>
游戏资料 =
{| class="mildtable plainlist"
! 地产
! 等级及革新要求
! 地产效果
! 特殊效果
|-
|-
|Mason's Guilds
| id="神殿" rowspan=4 style="text-align: center; | 神殿<br>[[File:Holding church.png]]<br><br>可持有:<br>[[政体#神权制|神权制]]<br>[[教义#圣职专权传统|平信徒神职人员]]
|{{green|+1.1}}
| 圣堂</br>{{iconify|city planning|城市规划}}
|{{icon|development}} {{green|+25%}} Monthly Development
* {{building levy|poor|1}}
* {{building max_garrison|normal|1}}
* {{building garrison_reinforcement_factor|1}}
* {{building monthly_income|normal|3}}
* {{building stationed_maa_damage_mult|low|1}}
* {{building stationed_maa_toughness_mult|low|1}}
* {{building stationed_siege_weapon_siege_value_mult|low|1}}
* {{building travel_danger|-10}}
|
|
|[[File:Holding city.png|24px]] City Center
;地产效果</br>
[[传统#圩田|圩田]]文化传统 及 沿海:{{Building build_speed|-0.1}}</br>
[[传统#海洋重商主义| 海洋重商主义]]文化传统 及 沿海:{{Building tax_mult|maritime_mercantilism_coastal_holdings_value}}</br>
[[ 传统#灵巧的渔民| 灵巧的渔民]] 文化传统 及 沿海:{{Building defender_holding_advantage|2}}
|-
|-
|Tailor's Guilds
| 神殿之地</br>{{iconify|manorialism|庄园制度}}
|{{green|+1.3}}
|{{icon|development}} {{green|+30%}} Monthly Development
* {{building levy|poor|3}}
* {{building max_garrison|normal|3}}
* {{building garrison_reinforcement_factor|2}}
* {{building monthly_income|normal|5}}
* {{building stationed_maa_damage_mult|low|2}}
* {{building stationed_maa_toughness_mult|low|2}}
* {{building stationed_siege_weapon_siege_value_mult|low|2}}
* {{building travel_danger|-12}}
|
|
|[[File:Holding city.png|24px]] City Center
;地产效果</br>
[[传统#圩田|圩田]]文化传统 及 沿海:{{Building build_speed|-0.1}}</br>
[[传统#海洋重商主义| 海洋重商主义]]文化传统 及 沿海:{{Building tax_mult|maritime_mercantilism_coastal_holdings_value}}</br>
[[ 传统#灵巧的渔民| 灵巧的渔民]] 文化传统 及 沿海:{{Building defender_holding_advantage|3}}
|-
|-
|Glassworker's Guilds
| 崇拜之所</br>{{iconify|windmills|风力磨坊}}
|{{green|+1.5}}
|{{icon|development}} {{green|+35%}} Monthly Development
* {{building levy|poor|5}}
* {{building max_garrison|normal|5}}
* {{building garrison_reinforcement_factor|3}}
* {{building monthly_income|normal|7}}
* {{building stationed_maa_damage_mult|low|3}}
* {{building stationed_maa_toughness_mult|low|3}}
* {{building stationed_siege_weapon_siege_value_mult|low|3}}
* {{building travel_danger|-14}}
|
|
|[[File:Holding city.png|24px]] Bustling Metropolis
;地产效果</br>
[[传统#圩田|圩田]]文化传统 及 沿海:{{Building build_speed|-0.1}}</br>
[[传统#海洋重商主义| 海洋重商主义]]文化传统 及 沿海:{{Building tax_mult|maritime_mercantilism_coastal_holdings_value}}</br>
[[ 传统#灵巧的渔民| 灵巧的渔民]] 文化传统 及 沿海:{{Building defender_holding_advantage|4}}
|-
|-
|Artisan's Guilds
| 大殿</br>{{iconify|Cranes|起重机}}
|{{green|+1.7}}
|{{icon|development}} {{green|+40%}} Monthly Development
* {{building levy|poor|7}}
* {{building max_garrison|normal|7}}
* {{building garrison_reinforcement_factor|4}}
* {{building monthly_income|good|6}}
* {{building stationed_maa_damage_mult|low|4}}
* {{building stationed_maa_toughness_mult|low|4}}
* {{building stationed_siege_weapon_siege_value_mult|low|4}}
* {{building travel_danger|-16}}
|
|
|[[File:Holding city.png|24px]] Bustling Metropolis
;地产效果</br>
[[传统#圩田|圩田]]文化传统 及 沿海:{{Building build_speed|-0.1}}</br>
[[ 传统#海洋重商主义|海洋重商主义]]文化传统 及 沿海:{{Building tax_mult|maritime_mercantilism_coastal_holdings_value}}</br>
[[传统#灵巧的渔民| 灵巧的渔民]] 文化传统 及 沿海:{{Building defender_holding_advantage|5}}
|}
 
|-|
描述 =
{| class="mildtable" style="text-align: center;
! 地产
! 等级
! 革新
!  width=75% |描述
|-
|-
| rowspan="8" style="text-align: center; " |Monasteries<br>[[File:Building monastic schools.png]]
| rowspan=4 style="text-align: left; | [[File:Holding church.png]] 神殿
|Prayer Halls
| style="text-align: left; | 圣堂
|{{green|+0.2}}
| 城市规划
|{{icon|control}} {{green|+0.1}} Monthly Control
| ''由神职人员管理的朝拜之所,周围的城镇中居住着虔信的农民。''
|{{green|+0.1}} Monthly Piety
|[[File:Holding church.png|24px]] Shrine
|-
|-
|Monastic Schools
| style="text-align: left; | 神殿之地
|{{green|+0.4}}
| 庄园制度
|{{icon|control}} {{green|+0.2}} Monthly Control
| ''一座神殿坐落在村庄的中心,由当地的工匠精心建造,以表达他们对信仰的奉献。''
|{{green|+0.2}} Monthly Piety
|[[File:Holding church.png|24px]] Shrine
|-
|-
|Libraries
| style="text-align: left; | 崇拜之所
|{{green|+0.5}}
| 风力磨坊
|{{icon|control}} {{green|+0.3}} Monthly Control
| ''这座神殿可以容纳大量信徒,但这并不是它的唯一用处——它还是神职人员的居所,维持着一座大型图书馆,还能保护圣物。再加上礼拜堂为信徒提供了充足的空间来进行祈祷。''
|{{green|+0.3}} Monthly Piety
|[[File:Holding church.png|24px]] Temple Grounds
|-
|-
|Pilgrim's Quarters
| style="text-align: left; | 大殿
|{{green|+0.7}}
| 起重机
|{{icon|control}} {{green|+0.4}} Monthly Control
| ''当地的工匠和建筑师不满足于一个狭小而朴素的神殿,他们合力创造出一件真正的艺术品。这座宏伟的神殿似乎在召唤天界的力量,并注入所有进入它辉煌大厅的崇拜者体内。''
|{{green|+0.4}} Monthly Piety
|}
|[[File:Holding church.png|24px]] Temple Grounds
</tabber>
 
<tabber>
游戏资料 =
{| class="mildtable plainlist"
! 地产
! 等级及革新要求
! 地产效果
! 特殊效果
|-
|-
|Infirmaries
| id="部落" rowspan=4 style="text-align: center; | 部落<br>[[File:Holding tribal.png]]<br><br>可持有:<br>[[政体#部落制|部落制]]
|{{green|+0.8}}
| 部落建筑</br>无
|{{icon|control}} {{green|+0.5}} Monthly Control
|{{green|+0.5}} Monthly Piety
* {{building levy|normal|3}}
|[[File:Holding church.png|24px]] House of Worship
* {{building max_garrison|good|1}}
* {{building garrison_reinforcement_factor|1}}
* {{building monthly_income|poor|1}}
* {{building fort_level|1}}
* {{building stationed_maa_damage_mult|normal|2}}
* {{building stationed_maa_toughness_mult|normal|2}}
|
;地产效果</br>
[[ 传统#隐蔽之城|隐蔽之城]]文化传统 及 丛林地形:{{Building additional_fort_level|tribal_holding_fort_level_in_jungle_bonus_value}}</br>
[[传统#灵巧的渔民| 灵巧的渔民]] 文化传统 及 沿海:{{Building defender_holding_advantage|2}}
|-
|-
|Copying Chambers
| 加固部落建筑</br>{{iconify|planned assemblies|[[革新#全体大会|全体大会]]}}
|{{green|+1}}
|{{icon|control}} {{green|+0.6}} Monthly Control
* {{building levy|normal|5}}
|{{green|+0.6}} Monthly Piety
* {{building max_garrison|good|2}}
|[[File:Holding church.png|24px]] House of Worship
* {{building garrison_reinforcement_factor|2}}
* {{building monthly_income|poor|3}}
* {{building fort_level|2}}
* {{building stationed_maa_damage_mult|normal|4}}
* {{building stationed_maa_toughness_mult|normal|4}}
|
;地产效果</br>
[[传统#隐蔽之城|隐蔽之城]]文化传统 及 丛林地形:{{Building additional_fort_level|tribal_holding_fort_level_in_jungle_bonus_value}}</br>
[[ 传统#灵巧的渔民| 灵巧的渔民]] 文化传统 及 沿海:{{Building defender_holding_advantage|3}}
|}
 
|-|
描述 =
{| class="mildtable" style="text-align: center;
! 地产
! 等级
! 革新
!  width=75% |描述
|-
|-
|Hospices
| rowspan=2 style="text-align: left; | [[File:Holding tribal.png]] 部落
|{{green|+1.1}}
| style="text-align: left; | 部落建筑
|{{icon|control}} {{green|+0.7}} Monthly Control
| 无
|{{green|+0.7}} Monthly Piety
| ''用圆木和粗糙切割的石头建成,这座建筑气势宏伟,尽管体型较小。''
|[[File:Holding church.png|24px]] Grand Temple
|-
|-
|Cloisters
| style="text-align: left; | 加固部落建筑
|{{green|+1.3}}
| 全体大会
|{{icon|control}} {{green|+0.8}} Monthly Control
| ''加固建筑从封建城堡中吸取灵感,增添了许多新的防卫要素。''
|{{green|+0.8}} Monthly Piety
|[[File:Holding church.png|24px]] Grand Temple
|}
|}
</tabber>


===Terrain buildings===
== 地形 ==
Terrain buildings can be constructed in all Castle, City and Temple Holdings as long as the Barony has the required terrain.
[[File:Terrain map.png|500px|thumb|right|显示十字军之王 III中每种地形的地图]]
{| class="mildtable plainlist"
每个男爵领都有一种特定的主导地形。地形决定了军队在男爵领的移动速度和战线宽度,也影响伯爵领的补给上限和发展度增长。地形还决定伯爵领可以建造的建筑。游戏中有14种地形:
!Building type
{{clear}}
!Initial effects
{| class="mildtable sortable mw-datatable" style="text-align: center;
!Full upgrade effects
! colspan=2 | 地形
!Terrain
! 行军速度
!Construction time
! [[File:Combat width.png|24px]] 战线宽度
|-
! data-sort-type="number" | {{icon|advantage}} 防御方优势
| style="text-align: center; " |Barracks<br>[[File:Building barracks.png]]
! data-sort-type="number" | {{icon|supply}} 伯爵领补给上限
|'''Holding'''
! data-sort-type="number" | {{icon|development}} 伯爵领发展度增长
*{{icon|levies}} {{green|+125}} Levies
! 危险
! 其他效果
! 图像
! 旅行描述


'''Realm'''
|- id="沙漠"
<!-- HSV: 0.15 1 1 -->
{{entry with color|[[File:Terrain desert.png]] 沙漠|255|230|0}}
| 70%
| 100%
| {{em dash}}
| {{red|−30%}}
| {{red|−50%}}
| {{red|+50}}
| {{em dash}}
| [[File:Terrain_image_desert.png|220px]]
| 这片沙漠极其危险。


*{{icon|damage}} {{green|+2}} Heavy Infantry Damage
|- id="沙漠山地"
*{{icon|damage}} {{green|+2}} Spearmen Damage
<!-- HSV: 0.7 0.5 0.15 -->
|'''Holding'''
{{entry with color|[[File:Terrain desert mountains.png]] 沙漠山地|23|19|38}}
*{{icon|levies}} {{green|+825}} Levies
| 50%
*{{icon|levies}} {{green|+5%}} Levy Reinforcement Rate
| 50%
| {{green|+12}}
| {{red| −60%}}
| {{red| −50%}}
| {{red|+65}}
| {{green| −30%}} 防御方撤退的损失
| [[File:Terrain_image_desert_mountains.png|220px]]
| 这片沙漠极其危险。


'''County'''
|- id="旱地"
<!-- Uses RGB -->
{{entry with color|[[File:Terrain drylands.png]] 旱地|220|45|120}}
| 100%
| 100%
| {{em dash}}
| data-sort-value=0 | {{em dash}}
| {{red|−5%}}
| {{red|+35}}
| {{em dash}}
| [[File:Terrain_image_drylands.png|220px]]
| 这片沙漠极其危险。


*{{icon|time}} {{green|-2}} Building Construction Time
|- id="农田"
<!-- HSV: 0 1 1 -->
{{entry with color|[[File:Terrain farmlands.png]] 农田|255|0|0}}
| 100%
| 100%
| {{em dash}}
| {{green|+50%}}
| {{green|+20%}}
| '''0'''
| {{em dash}}
| [[File:Terrain_image_farmlands.png|220px]]
| 这个地方很安全。


'''Realm'''
|- id="洪泛平原"
<!-- HSV: 0.7 0.8 0.6 -->
{{entry with color|[[File:Terrain floodplains.png]] 洪泛平原|55|31|153}}
| 100%
| 75%
| {{em dash}}
| {{green|+35%}}
| {{green|+20%}}
| {{red|+35}}
| {{em dash}}
| [[File:Terrain_image_floodplains.png|220px]]
| 该男爵领容易发生洪水。


*{{icon|damage}} {{green|+9}} Heavy Infantry Damage
|- id="森林"
*{{icon|damage}} {{green|+9}} Spearmen Damage
<!-- HSV: 0.3 0.75 0.7 -->
*{{icon|toughness}} {{green|+5}} Heavy Infantry Toughness
{{entry with color|[[File:Terrain forest.png]] 森林|71|179|45}}
*{{icon|toughness}} {{green|+5}} Spearmen Toughness
| 80%
|
| 90%
*{{iconify|Drylands}}
| {{green|+3}}
*{{iconify|Farmlands}}
| {{red| −10%}}
*{{iconify|Forest}}
| data-sort-value=0 | {{em dash}}
*{{iconify|Hills}}
| {{red|+45}}
*{{iconify|Jungle}}
| {{em dash}}
*{{iconify|Mountains}}
| [[File:Terrain_image_forest.png|220px]]
*{{iconify|Plains}}
| 已知有许多旅行者迷失在这片森林中。
*{{iconify|Steppe}}
*{{iconify|Taiga}}
*{{iconify|Wetlands}}
|{{icon|time}} 3 years
|-
| style="text-align: center; " |Camelry<br>[[File:Building camel farms.png]]
|'''Holding'''
*{{icon|levies}} {{green|+75}} Levies


'''Realm'''
|- id="丘陵"
<!-- HSV: 29 0.867 0.353 -->
{{entry with color|[[File:Terrain hills.png]] 丘陵|90|50|12}}
| 80%
| 80%
| {{green|+5}}
| {{red|−10%}}
| {{red|−10%}}
| {{red|+45}}
| {{em dash}}
| [[File:Terrain_image_hills.png|220px]]
| 谁知道这片丘陵中潜藏着什么。


*{{icon|knight}} {{green|+1}} Number of Knights
|- id="丛林"
*{{icon|damage}} {{green|+1}} Light Cavalry Damage
<!-- Uses RGB -->
*{{icon|pursuit}} {{green|+1}} Light Cavalry Pursuit
{{entry with color|[[File:Terrain jungle.png]] 丛林|10|60|35}}
|'''Holding'''
| 50%
*{{icon|levies}} {{green|+425}} Levies
| 70%
*{{icon|gold}} {{green|+0.4}} Monthly Tax
| {{green|+6}}
*{{icon|time}} {{green|+20%}} Hostile Raid Time
| {{red| −25%}}
| {{red| −40%}}
| {{red|+65}}
| {{em dash}}
| [[File:Terrain_image_jungle.png|220px]]
| 这片丛林潜藏着数不清的危险。


'''Realm'''
|- id="山地"
<!-- HSV: 0 0 0.392 -->
{{entry with color|[[File:Terrain mountains.png]] 山地|100|100|100}}
| 50%
| 50%
| {{green|+12}}
| {{red|−50%}}
| {{red|−25%}}
| {{red|+65}}
| {{em dash}}
| [[File:Terrain_image_mountains.png|220px]]
| 这些山脉看起来非常危险。


*{{icon|knight}} {{green|+4}} Number of Knights
|- id="绿洲"
*{{icon|knight}} {{green|+5%}} Knight Effectiveness
<!-- HSV: 0.7 0.3 0.8 -->
*{{icon|damage}} {{green|+8}} Light Cavalry Damage
{{entry with color|[[File:Terrain oasis.png]] 绿洲|155|143|204}}
*{{icon|pursuit}} {{green|+8}} Light Cavalry Pursuit
| 100%
*{{icon|toughness}} {{green|+4}} Light Cavalry Toughness
| 100%
*{{icon|screen}} {{green|+4}} Light Cavalry Screen
| {{em dash}}
*{{icon|damage}} {{green|+2}} Heavy Cavalry Damage
| {{green|+10%}}
*{{icon|toughness}} {{green|+4}} Heavy Cavalry Toughness
| {{green|+10%}}
|
| {{red|+10}}
*{{iconify|Desert}}
| {{em dash}}
*{{iconify|Desert Mountains}}
| [[File:Terrain_image_oasis.png|220px]]
*{{iconify|Floodplains}}
| 一片绿洲,还是只是个诱人的海市蜃楼?
*{{iconify|Oasis}}
|{{icon|time}} 3 years
|-
| style="text-align: center; " |Desert Agriculture<br>[[File:Building plantations.png]]
|'''Holding'''
*{{icon|gold}} {{green|+0.2}} Monthly Tax
|'''Holding'''
*{{icon|gold}} {{green|+1.3}} Monthly Tax
*{{icon|gold}} {{green|+2%}} Holding Taxes
*{{icon|supply}} {{green|+600}} Supply Limit


'''County'''
|- id="平原"
<!-- HSV: 0.1 0.5 0.8 -->
{{entry with color|[[File:Terrain plains.png]] 平原|204|163|102}}
| 100%
| 100%
| {{em dash}}
| data-sort-value=0 | {{em dash}}
| data-sort-value=0 | {{em dash}}
| {{red|+10}}
| {{em dash}}
| [[File:Terrain_image plains.png|220px]]
| 强盗们很容易在开阔的平原上注意到你。


*{{icon|development}} {{green|+5%}} Monthly Development
|- id="草原"
<!-- Uses RGB -->
{{entry with color|[[File:Terrain steppe.png]] 草原|200|100|25}}
| 100%
| 100%
| {{em dash}}
| data-sort-value=0 | {{em dash}}
| {{red|−50%}}
| {{red|+50}}
| {{em dash}}
| [[File:Terrain_image steppe.png|220px]]
| 这片沙漠极其危险。


'''Realm'''
|- id="针叶林"
<!-- HSV: 0.4 0.7 0.6 -->
{{entry with color|[[File:Terrain taiga.png]] 针叶林|46|153|89}}
| 80%
| 80%
| {{green|+4}}
| {{red|−20%}}
| {{red|−5%}}
| {{red|+55}}
| {{em dash}}
| [[File:Terrain_image taiga.png|220px]]
| 已知有许多旅行者迷失在这片森林中。


*{{icon|toughness}} {{green|+1}} Light Cavalry Toughness
|- id="湿地"
|
<!-- HSV: 0.5 0.5 0.6 -->
*{{iconify|Desert}}
{{entry with color|[[File:Terrain wetlands.png]] 湿地|77|153|153}}
*{{iconify|Drylands}}
| 70%
*{{iconify|Oasis}}
| 60%
|{{icon|time}} 2 years
| {{green|+5}}
|-
| {{red| −25%}}
| style="text-align: center; " |Elephantry<br>[[File:Building elephant pens.png]]
| {{red| −25%}}
|'''Holding'''
| {{red|+65}}
*{{icon|gold}} {{green|+0.2}} Monthly Tax
| {{red|+25%}} 撤退的损失<br>{{red|+20%}} 战死士兵
*{{icon|time}} {{green|-2%}} Building Construction Time
| [[File:Terrain_image wetlands.png|220px]]
| 在这片湿地中,一步迈错就有可能送命。
|}


'''Realm'''
== 冬季 ==
除了沙漠区域附近外的所有男爵领每年都会经历冬季。冬季在十月中旬开始,严寒度随时间增加,但不一定每年都一样。男爵领受冬季影响的开始时间和严寒度基于在地图上的位置,极北之地和高山地区受影响最早且最严重。冬季在三月初结束。某些兵士会在冬季获得增益或惩罚。


*{{icon|knight}} {{green|+1}} Number of Knights
{| class="mildtable" style="text-align: center;
*{{icon|knight}} {{green|+2%}} Knight Effectiveness
! 严寒度
*{{icon|damage}} {{green|+2}} Heavy Cavalry Damage
! {{icon|Supply}} 补给消耗
|'''Holding'''
! {{icon|death}} 战死士兵
*{{icon|gold}} {{green|+1.3}} Monthly Tax
! {{icon|advantage}} 防御优势
*{{icon|time}} {{green|-20%}} Building Construction Time
! {{icon|unknown}} 影响兵士
 
|-
'''County'''
| style="text-align: left; | [[File:Winter mild.png]] 温暖
 
| {{red|-2}}
*{{icon|gold}} {{green|-2%}} Building Construction Gold Cost
| '''0'''
*{{icon|development}} {{green|+5%}} Monthly Development
| '''0'''
 
| {{icon|no}}
'''Realm'''
 
*{{icon|knight}} {{green|+4}} Number of Knights
*{{icon|knight}} {{green|+16%}} Knight Effectiveness
*{{icon|damage}} {{green|+16}} Heavy Cavalry Damage
*{{icon|toughness}} {{green|+6}} Heavy Cavalry Toughness
|{{iconify|Jungle}}
|{{icon|time}} 5 years
|-
|-
| style="text-align: center; " |Farms & Fields<br>[[File:Building cereal fields.png]]
| style="text-align: left; | [[File:Winter normal.png]] 正常
|'''Holding'''
| {{red|-5}}
*{{icon|gold}} {{green|+0.5}} Monthly Tax
| '''0'''
|'''Holding'''
| '''0'''
*{{icon|gold}} {{green|+2.6}} Monthly Tax
| {{icon|yes}}
 
'''County'''
 
*{{icon|gold}} {{green|+2%}} Holding Taxes
*{{icon|supply}} {{green|+5%}} Supply Limit
*{{icon|supply}} {{green|+1600}} Supply Limit
*{{icon|levies}} {{green|+5%}} Levy Reinforcement Rate
*{{icon|development}} {{green|+5%}} Monthly Development
*{{icon|gold}} {{green|-5%}} Temple Building Construction Cost
|
*{{iconify|Drylands}}
*{{iconify|Farmlands}}
*{{iconify|Floodplains}}
*{{iconify|Plains}}
|{{icon|time}} 3 years
|-
|-
| style="text-align: center; " |Forestry<br>[[File:Building logging camps.png]]
| style="text-align: left; | [[File:Winter harsh.png]] 严寒
|'''Holding'''
| {{red|-10}}
*{{icon|gold}} {{green|+0.3}} Monthly Tax
| {{red|+20%}}
*{{icon|time}} {{green|-2%}} Building Construction Time
| {{green|+5}}
|'''Holding'''
| {{icon|yes}}
*{{icon|gold}} {{green|+1.7}} Monthly Tax
|}
*{{icon|time}} {{green|-20%}} Building Construction Time
== 瘟疫 ==
瘟疫是某种传染病特质的爆发,它会在在地图上蔓延。如果一个统治者的领地内存在瘟疫,他就可以使用隔离首都和避世隔离决议。如果玩家自己的或邻国的领地内存在瘟疫,游戏界面的右下角会出现一个按钮,可以点击它来显示地图上所有的瘟疫。


'''County'''
被感染的男爵领有一个感染率数值,反映了疫情的严重性以及因此而遭受的惩罚的大小。最大感染率根据伯爵领的[[File:Plague.png|24px]] 瘟疫抗性分四个等级降低,传染给其他地块的可能性也被该抗性影响。


*{{icon|gold}} {{green|+2%}} Holding Taxes
* [[File:Plague.png|24px]] 瘟疫抗性大于80,则传染出去以及感染率提高的可能性降低75%
*{{icon|development}} {{green|+2%}} Monthly Development
* [[File:Plague.png|24px]] 瘟疫抗性大于50,则传染出去以及感染率提高的可能性降低50%
*{{icon|supply}} {{green|+600}} Supply Limit
* [[File:Plague.png|24px]] 瘟疫抗性大于10,则传染出去以及感染率提高的可能性降低25%
*{{icon|gold}} {{green|-5%}} Temple Building Construction Cost


'''Realm'''
男爵领内建筑数量以及某些建筑的等级会提高瘟疫爆发或被传染的概率,特别是 [[File:Building tradeport.png|24px]] 贸易港、[[File:Building market villages.png|24px]] 集市、[[File:Building guild halls.png|24px]] 行会;如果地产类型是 [[File:Holding city.png|24px]] 城市,也会增加风险。沿海地区的瘟疫会传播得更快,但是更难传染到海岛上(大不列颠群岛除外)。瘟疫结束后,之前受感染的男爵领会获得一个5年的 {{iconify|Development|发展度}} 增长增益,并且分别在50年和15年内对同一种和其他瘟疫的抵抗能力提升4倍。


*{{icon|gold}} {{green|-1%}} Army Gold Maintenance
瘟疫强度有三个等级(在爆发时决定,不会升级),影响其持续时间、最多可以感染的男爵领数量以及角色感染的可能性。直辖瘟疫的发源地的统治者会根据瘟疫强度失去20、50或100点 [[File:Legitimacy.png|24px]]正统性。{{iconify|Development|发展度}} 以及更后期的时代会使瘟疫的强度是高等级的可能性增大。
|
{| class="mildtable plainlist"
*{{iconify|Forest}}
! 瘟疫
*{{iconify|Jungle}}
! 男爵领影响(感染率大于10%)
*{{iconify|Taiga}}
! 男爵领影响(感染率大于50%
|{{icon|time}} 3 years
! 男爵领影响(感染率大于80%)
! 受影响的男爵领
! 持续时间
! width=10% | 备注
! width=1% | DLC
|-
|-
| style="text-align: center; " |Hill Farms<br>[[File:Building hill farms.png]]
| '''腺鼠疫'''<br>[[File:Trait bubonic plague.png]]
|'''Holding'''
*{{icon|gold}} {{green|+0.3}} Monthly Tax
* [[File:Travel danger icon.png|24px]] {{red|+25}} 瘟疫危险
|'''Holding'''
* {{icon|development}} {{red|-3}} 每月发展度
*{{icon|gold}} {{green|+1.7}} Monthly Tax
* {{icon|opinion}} {{red|-10}} 民众好感度
 
* {{icon|control}} {{red|-0.6}} 每月控制力
'''County'''
* {{icon|supply}} {{red|-20%}} 补给上限
 
* {{icon|levies}} {{red|-30%}} 征召兵补员速率
*{{icon|supply}} {{green|+2%}} Supply Limit
* {{icon|levies}} {{red|-25%}} 征召兵规模
*{{icon|supply}} {{green|+600}} Supply Limit
|
*{{icon|development}} {{green|+10%}} Monthly Development
* [[File:Travel danger icon.png|24px]] {{red|+40}} 瘟疫危险
 
* {{icon|development}} {{red|-6}} 每月发展度
'''Realm'''
* {{icon|opinion}} {{red|-25}} 民众好感度
 
* {{icon|control}} {{red|-0.8}} 每月控制力
*{{icon|toughness}} {{green|+2}} Spearmen Toughness
* {{icon|supply}} {{red|-50%}} 补给上限
|{{iconify|Hills}}
* {{icon|levies}} {{red|-50%}} 征召兵补员速率
|{{icon|time}} 3 years
* {{icon|levies}} {{red|-40%}} 征召兵规模
|
* [[File:Travel danger icon.png|24px]] {{red|+60}} 瘟疫危险
* {{icon|development}} {{red|-8}} 每月发展度
* {{icon|opinion}} {{red|-25}} 民众好感度
* {{icon|control}} {{red|-0.8}} 每月控制力
* {{icon|supply}} {{red|-100%}} 补给上限
* {{icon|levies}} {{red|-100%}} 征召兵补员速率
* {{icon|levies}} {{red|-50%}} 征召兵规模
|
* 轻微:100-200
* 严重:300-500
* 末日:6500-7250
|
* 轻微:6-12
* 严重:12-24
* 末日:24-48
| 比其他瘟疫传播得快
|
|-
|-
| style="text-align: center; " |Hunting Grounds<br>[[File:Building hunting grounds.png]]
| '''肺痨'''<br>[[File:Trait consumption.png]]
|'''Holding'''
*{{icon|gold}} {{green|+0.2}} Monthly Tax
* [[File:Travel danger icon.png|24px]] {{red|+20}} 瘟疫危险
*{{icon|advantage}} {{green|+2}} Defender Advantage
* {{icon|development}} {{red|-2}} 每月发展度
 
'''Realm'''
* [[File:Travel danger icon.png|24px]] {{red|+40}} 瘟疫危险
 
* {{icon|development}} {{red|-3}} 每月发展度
*{{icon|damage}} {{green|+1}} Light Cavalry Damage
* {{icon|opinion}} {{red|-2}} 民众好感度
*{{icon|pursuit}} {{green|+1}} Light Cavalry Pursuit
* {{icon|control}} {{red|-0.05}} 每月控制力
|'''Holding'''
*{{icon|gold}} {{green|+1.3}} Monthly Tax
* [[File:Travel danger icon.png|24px]] {{red|+60}} 瘟疫危险
*{{icon|advantage}} {{green|+16}} Defender Advantage
* {{icon|development}} {{red|-4}} 每月发展度
*{{icon|time}} {{green|+10%}} Hostile Raid Time
* {{icon|opinion}} {{red|-3}} 民众好感度
*{{icon|levies}} {{green|+225}} Levies
* {{icon|control}} {{red|-0.1}} 每月控制力
 
'''County'''
* 轻微:15-30
 
* 严重:25-60
*{{icon|development}} {{green|+2%}} Monthly Development
* 末日:80-120
 
'''Realm'''
* 轻微:12-18
 
* 严重:20-25
*{{icon|damage}} {{green|+8}} Light Cavalry Damage
* 末日:30-45
*{{icon|pursuit}} {{green|+8}} Light Cavalry Pursuit
*{{icon|toughness}} {{green|+4}} Light Cavalry Toughness
*{{icon|screen}} {{green|+4}} Light Cavalry Screen
*{{icon|pursuit}} {{green|+2%}} Skirmisher Pursuit
*{{icon|gold}} {{green|-1%}} Men-at-Arms Maintenance
|
*{{iconify|Drylands}}
*{{iconify|Forest}}
*{{iconify|Hills}}
*{{iconify|Jungle}}
*{{iconify|Plains}}
*{{iconify|Steppe}}
*{{iconify|Taiga}}
*{{iconify|Wetlands}}
|{{icon|time}} 2 years
|-
|-
| style="text-align: center; " |Manor Houses<br>[[File:Building farm estates.png]]
| '''天花'''<br>[[File:Trait smallpox.png]]
|'''Holding'''
*{{icon|gold}} {{green|+0.7}} Monthly Tax
* [[File:Travel danger icon.png|24px]] {{red|+10}} 瘟疫危险
|'''Holding'''
* {{icon|development}} {{red|-1}} 每月发展度
*{{icon|gold}} {{green|+3.8}} Monthly Tax
* {{icon|opinion}} {{red|-2}} 民众好感度
*{{icon|levies}} {{green|+2%}} Levy Size
|
*{{icon|supply}} {{green|+15%}} Supply Limit
* [[File:Travel danger icon.png|24px]] {{red|+20}} 瘟疫危险
*{{icon|supply}} {{green|+1200}} Supply Limit
* {{icon|development}} {{red|-2}} 每月发展度
 
* {{icon|opinion}} {{red|-3}} 民众好感度
'''County'''
|
 
* [[File:Travel danger icon.png|24px]] {{red|+30}} 瘟疫危险
*{{icon|gold}} {{green|+2%}} Holding Taxes
* {{icon|development}} {{red|-3}} 每月发展度
*{{icon|development}} {{green|+5%}} Monthly Development
* {{icon|opinion}} {{red|-5}} 民众好感度
*{{icon|control}} {{green|+2%}} Monthly Control
* {{icon|control}} {{red|-0.1}} 每月控制力
|{{iconify|Farmlands}}
* {{icon|supply}} {{red|-20%}} 补给上限
|{{icon|time}} 5 years
|
* 轻微:15-30
* 严重:45-70
* 末日:120-180
|
* 轻微:6-8
* 严重:10-20
* 末日:22-40
|
|
|-
|-
| style="text-align: center; " |Military Camps<br>[[File:Building military camps.png]]
| '''伤寒'''<br>[[File:Trait typhus.png]]
|'''Holding'''
*{{icon|levies}} {{green|+100}} Levies
* [[File:Travel danger icon.png|24px]] {{red|+20}} 瘟疫危险
 
* {{icon|development}} {{red|-1}} 每月发展度
'''Realm'''
* {{icon|opinion}} {{red|-2}} 民众好感度
 
* {{icon|control}} {{red|-0.3}} 每月控制力
*{{icon|damage}} {{green|+2}} Archer Damage
* {{icon|levies}} {{red|-20%}} 征召兵补员速率
*{{icon|damage}} {{green|+1}} Skirmisher Damage
|
*{{icon|pursuit}} {{green|+1}} Skirmisher Pursuit
* [[File:Travel danger icon.png|24px]] {{red|+30}} 瘟疫危险
|'''Holding'''
* {{icon|development}} {{red|-2}} 每月发展度
*{{icon|levies}} {{green|+625}} Levies
* {{icon|opinion}} {{red|-3}} 民众好感度
*{{icon|levies}} {{green|+5%}} Levy Reinforcement Rate
* {{icon|control}} {{red|-0.4}} 每月控制力
 
* {{icon|levies}} {{red|-20%}} 征召兵补员速率
'''County'''
* {{icon|garrison}} {{red|-10%}} 守军规模
 
|
*{{icon|supply}} {{green|+200}} Supply Limit
* [[File:Travel danger icon.png|24px]] {{red|+40}} 瘟疫危险
*{{icon|control}} {{green|+5%}} Monthly Control
* {{icon|development}} {{red|-3}} 每月发展度
 
* {{icon|opinion}} {{red|-5}} 民众好感度
'''Realm'''
* {{icon|control}} {{red|-0.5}} 每月控制力
 
* {{icon|levies}} {{red|-20%}} 征召兵补员速率
*{{icon|damage}} {{green|+9}} Archer Damage
* {{icon|garrison}} {{red|-20%}} 守军规模
*{{icon|toughness}} {{green|+4}} Archer Toughness
*{{icon|damage}} {{green|+8}} Skirmisher Damage
* 轻微:15-20
*{{icon|pursuit}} {{green|+8}} Skirmisher Pursuit
* 严重:20-30
*{{icon|toughness}} {{green|+8}} Skirmisher Toughness
* 末日:40-60
*{{icon|toughness}} {{green|+1}} Light Cavalry Toughness
*{{icon|toughness}} {{green|+1}} Heavy Infantry Toughness
* 轻微:6-12
*{{icon|toughness}} {{green|+1}} Spearmen Toughness
* 严重:12-24
|
* 末日:24-48
*{{iconify|Desert}}
*{{iconify|Desert Mountains}}
*{{iconify|Drylands}}
*{{iconify|Farmlands}}
*{{iconify|Floodplains}}
*{{iconify|Forest}}
*{{iconify|Hills}}
*{{iconify|Jungle}}
*{{iconify|Mountains}}
*{{iconify|Oasis}}
*{{iconify|Plains}}
*{{iconify|Steppe}}
*{{iconify|Taiga}}
*{{iconify|Wetlands}}
|{{icon|time}} 2 years
|-
|-
| style="text-align: center; " |Orchards<br>[[File:Building orchards.png]]
| '''血痢'''<br>[[File:Trait dysentery.png]]
|'''Holding'''
*{{icon|gold}} {{green|+0.3}} Monthly Tax
* [[File:Travel danger icon.png|24px]] {{red|+10}} 瘟疫危险
*{{icon|levies}} {{green|+75}} Levies
* {{icon|development}} {{red|-1.5}} 每月发展度
|'''Holding'''
* {{icon|control}} {{red|-0.1}} 每月控制力
*{{icon|gold}} {{green|+1.7}} Monthly Tax
* {{icon|opinion}} {{red|-2}} 民众好感度
*{{icon|levies}} {{green|+425}} Levies
|
*{{icon|supply}} {{green|+1000}} Supply Limit
* [[File:Travel danger icon.png|24px]] {{red|+20}} 瘟疫危险
*{{icon|supply}} {{green|+10%}} Supply Limit
* {{icon|development}} {{red|-2.5}} 每月发展度
*{{icon|levies}} {{green|+10%}} Levy Reinforcements Rate
* {{icon|control}} {{red|-0.3}} 每月控制力
 
* {{icon|opinion}} {{red|-3}} 民众好感度
'''County'''
* {{icon|supply}} {{red|-10%}} 补给上限
 
|
*{{icon|levies}} {{green|+2%}} Levy Size
* [[File:Travel danger icon.png|24px]] {{red|+30}} 瘟疫危险
*{{icon|development}} {{green|+5%}} Monthly Development
* {{icon|development}} {{red|-4}} 每月发展度
 
* {{icon|control}} {{red|-0.5}} 每月控制力
'''Realm'''
* {{icon|opinion}} {{red|-5}} 民众好感度
 
* {{icon|supply}} {{red|-20%}} 补给上限
*{{icon|prestige}} {{green|+0.1}} Monthly Prestige
|
|
* 轻微:10-16
*{{iconify|Floodplains}}
* 严重:22-30
*{{iconify|Oasis}}
* 末日:50-150
|{{icon|time}} 3 years
|
* 轻微:2-4
* 严重:8-16
* 末日:16-32
| 在有军队或防御工事建筑的男爵领传播得更快
| [[File:DLC_Legends_of_the_Dead.png|24px]]
|-
|-
| style="text-align: center; " |Outposts<br>[[File:Building outposts.png]]
| '''圣火病'''<br>[[File:Trait_ergotism.png]]
|'''Holding'''
*{{icon|levies}} {{green|+50}} Levies
* [[File:Travel danger icon.png|24px]] {{red|+5}} 瘟疫危险
*{{icon|advantage}} {{green|+2}} Defender Advantage
* {{icon|control}} {{red|-0.1}} 每月控制力
|'''Holding'''
* {{icon|supply}} {{red|-10%}} 补给上限
*{{icon|levies}} {{green|+225}} Levies
* {{icon|time}} {{red|+50%}} 地产建造时间
*{{icon|advantage}} {{green|+16}} Defender Advantage
* {{icon|toughness}} {{red|-10%}} 驻扎军队坚韧
 
|
'''County'''
* [[File:Travel danger icon.png|24px]] {{red|+10}} 瘟疫危险
 
* {{icon|control}} {{red|-0.1}} 每月控制力
*{{icon|garrison}} {{green|+5%}} Garrison Size
* {{icon|supply}} {{red|-20%}} 补给上限
*{{icon|control}} {{green|+0.1}} Monthly Control
* {{icon|time}} {{red|+75%}} 地产建造时间
*{{icon|control}} {{green|+15%}} Monthly Control
* {{icon|toughness}} {{red|-20%}} 驻扎军队坚韧
 
|
'''Realm'''
* [[File:Travel danger icon.png|24px]] {{red|+15}} 瘟疫危险
 
* {{icon|control}} {{red|-0.1}} 每月控制力
*{{icon|damage}} {{green|+2}} Archer Damage
* {{icon|supply}} {{red|-30%}} 补给上限
*{{icon|damage}} {{green|+1}} Skirmisher Damage
* {{icon|time}} {{red|+100%}} 地产建造时间
*{{icon|toughness}} {{green|+1}} Skirmisher Toughness
* {{icon|toughness}} {{red|-100%}} 驻扎军队坚韧
*{{icon|pursuit}} {{green|+1}} Skirmisher Pursuit
* {{icon|development}} {{red|-0.5}} 每月发展度
*{{icon|screen}} {{green|+1}} Skirmisher Screen
|
|
* 轻微:10-15
*{{iconify|Desert}}
* 严重:25-35
*{{iconify|Desert Mountains}}
* 末日:40-50
*{{iconify|Forest}}
*{{iconify|Jungle}}
* 轻微:6-12
*{{iconify|Mountains}}
* 严重:12-18
*{{iconify|Steppe}}
* 末日:24-30
*{{iconify|Taiga}}
*{{iconify|Wetlands}}
| [[File:DLC_Legends_of_the_Dead.png|24px]]
|{{icon|time}} 2 years
|-
|-
| style="text-align: center; " |Pastoral Lands<br>[[File:Building pastures.png]]
| '''麻疹'''<br>[[File:Trait measles.png]]
|'''Holding'''
*{{icon|gold}} {{green|+0.2}} Monthly Tax
* [[File:Travel danger icon.png|24px]] {{red|+5}} 瘟疫危险
*{{icon|levies}} {{green|+50}} Levies
* {{icon|control}} {{red|-0.1}} 每月控制力
|'''Holding'''
|
*{{icon|gold}} {{green|+1.3}} Monthly Tax
* [[File:Travel danger icon.png|24px]] {{red|+15}} 瘟疫危险
*{{icon|levies}} {{green|+225}} Levies
* {{icon|control}} {{red|-0.2}} 每月控制力
*{{icon|supply}} {{green|+2500}} Supply Limit
* {{icon|development}} {{red|-0.25}} 每月发展度
*{{icon|garrison}} {{green|+5%}} Garrison Size
* {{icon|opinion}} {{red|-2}} 民众好感度
*{{icon|levies}} {{green|+15%}} Levy Reinforcements Rate
|
*{{icon|development}} {{green|+2%}} Monthly Development
* [[File:Travel danger icon.png|24px]] {{red|+30}} 瘟疫危险
* {{icon|control}} {{red|-0.4}} 每月控制力
* {{icon|development}} {{red|-0.5}} 每月发展度
* {{icon|opinion}} {{red|-5}} 民众好感度
|
* 轻微:30-40
* 严重:70-100
* 末日:150-225
|
* 轻微:3-6
* 严重:6-12
* 末日:12-24
| 儿童更容易感染
| [[File:DLC_Legends_of_the_Dead.png|24px]]
|}
一个末日级 {{iconify|Bubonic Plague| 腺鼠疫}} 的名字一定会是黑死病。每位统治者在它爆发和在领地内蔓延时都会收到通知。在哪里爆发、传播范围、是否可以多次爆发是根据游戏规则决定的。如果安装了[[File:DLC_Legends_of_the_Dead.png|24px]] Legends of the Dead DLC,在黑死病期间会触发一系列独特的事件;此外,如果没有该DLC,天花、肺痨和伤寒的爆发概率会翻倍,以补偿DLC特有的瘟疫的空位。<ref>{{cite file|common\epidemics\00_epidemics.txt}}</ref>


'''County'''
男爵领一旦被感染,它所属的伯爵领就会损失 {{iconify|Development|发展度}}。该惩罚的大小与该伯爵领拥有的男爵领数量成反比关系,比如一个1孔伯爵领每伯爵领感染导致损失的{{iconify|Development|发展度}}就是3孔伯爵领的3倍。


*{{icon|opinion}} {{green|+2}} Popular Opinion
=== 爆发与传播机制详解 ===
{{SVersion|1.12}}
{{ 需要翻译| 添加策略小节,方便太长不看}}


'''Realm'''
每种瘟疫的三个强度等级的爆发可能性和传播可能性都是分开算的。爆发可能性的公式是:


*{{icon|toughness}} {{green|+1}} Light Cavalry Toughness
<math> \text{ 此强度爆发概率} = \text{ 基础值} \times \text{ 基础值修正} \times \text{ 最近发生过瘟疫修正} \times 100\% </math>
*{{icon|toughness}} {{green|+2}} Heavy Cavalry Toughness
|
*{{iconify|Desert}}
*{{iconify|Desert Mountains}}
*{{iconify|Drylands}}
*{{iconify|Farmlands}}
*{{iconify|Floodplains}}
*{{iconify|Hills}}
*{{iconify|Jungle}}
*{{iconify|Mountains}}
*{{iconify|Oasis}}
*{{iconify|Plains}}
*{{iconify|Steppe}}
|{{icon|time}} 2 years
|-
| style="text-align: center; " |Quarries<br>[[File:Building quarries.png]]
|'''Holding'''
*{{icon|gold}} {{green|+0.2}} Monthly Tax
*{{icon|time}} {{green|-2%}} Building Construction Time
|'''Holding'''
*{{icon|gold}} {{green|+1.3}} Monthly Tax
*{{icon|time}} {{green|-20%}} Building Construction Time


'''County'''
而未被感染的男爵领被传染的可能性的公式是:


*{{icon|garrison}} {{green|+10%}} Garrison Size
<math> \text{ 被传染概率} = \text{ 基础值} \times \text{ 基础值修正} \times 100\% </math>
*{{icon|gold}} {{green|-5%}} Building Construction Gold Cost
*{{icon|development}} {{green|+2%}} Monthly Development


'''Realm'''
其中,爆发概率的应用是:每年在此男爵领爆发这种瘟疫的这种强度的概率。


*{{icon|gold}} {{green|-2%}} Men-at-Arms Maintenance
==== 爆发概率 ====
*{{icon|toughness}} {{green|+4}} Heavy Cavalry Toughness
*{{icon|toughness}} {{green|+2}} Heavy Infantry Toughness
*{{icon|toughness}} {{green|+2}} Spearmen Toughness
|
*{{iconify|Desert Mountains}}
*{{iconify|Mountains}}
|{{icon|time}} 2 years
|-
| style="text-align: center; " |Regimental Grounds<br>[[File:Building regimental grounds.png]]
|'''Holding'''
*{{icon|levies}} {{green|+150}} Levies
*{{icon|levies}} {{green|+5%}} Levy Reinforcement Rate


'''Realm'''
===== 基础值 =====


*{{icon|gold}} {{green|-0.2%}} Men-at-Arms Maintenance
首先考虑基础值及其影响因素。不同强度有不同的起始基础值:
|'''Holding'''
*{{icon|levies}} {{green|+1025}} Levies
*{{icon|levies}} {{green|+40%}} Levy Reinforcement Rate
*{{icon|supply}} {{green|+1000}} Supply Limit


'''County'''
{| class="wikitable"
 
*{{icon|levies}} {{green|+2%}} Levy Size
*{{icon|control}} {{green|+5%}} Monthly Control
 
'''Realm'''
 
*{{icon|gold}} {{green|-1.6%}} Men-at-Arms Maintenance
*{{icon|gold}} {{green|-1%}} Army Gold Maintenance
*{{icon|knight}} {{green|+1}} Number of Knights
*{{icon|damage}} {{green|+3}} Heavy Infantry Damage
*{{icon|toughness}} {{green|+2}} Heavy Infantry Toughness
*{{icon|damage}} {{green|+3}} Spearmen Damage
*{{icon|toughness}} {{green|+2}} Spearmen Toughness
|
*{{iconify|Farmlands}}
*{{iconify|Floodplains}}
|{{icon|time}} 5 years
|-
|-
| style="text-align: center; " |Wetland Farms<br>[[File:Building peat quarries.png]]
!
|'''Holding'''
! 轻微
*{{icon|gold}} {{green|+0.3}} Monthly Tax
! 严重
*{{icon|time}} {{green|-1%}} Building Construction Time
! 末日
|'''Holding'''
! 血痢
*{{icon|gold}} {{green|+1.7}} Monthly Tax
! 黑死病
*{{icon|time}} {{green|-8%}} Building Construction Time
*{{icon|time}} {{green|+10%}} Hostile Raid Time
 
'''County'''
 
*{{icon|supply}} {{green|+5%}} Supply Limit
*{{icon|supply}} {{green|+600}} Supply Limit
*{{icon|development}} {{green|+5%}} Monthly Development
*{{icon|gold}} {{green|-10%}} Building Construction Gold Cost
|{{iconify|Wetlands}}
|{{icon|time}} 3 years
|-
|-
| style="text-align: center; " |Tradeport<br>[[File:Building tradeport.png]]
| 基础值
|'''Holding'''
| 0.01%
*{{icon|gold}} {{green|+0.3}} Monthly Tax
| 0.001%
*{{icon|development}} {{green|+5%}} Monthly Development
| 0.0005%
|'''Holding'''
| 0.01%
*{{icon|gold}} {{green|+1.7}} Monthly Tax
| 0.0005%
*{{icon|development}} {{green|+40%}} Monthly Development
|{{icon|yes}} Coastal
|{{icon|time}} 2 years
|}
|}


====Fort buildings====
男爵领的建筑数量和类型及等级会对基础值做加法,根据疫情强度数值有所不同。
Fort buildings can only be constructed in Castle Holdings built in certain terrain.


*Level 1 buildings cost 150 {{iconify|Gold}}
{| class="wikitable" style="text-align:center;"
*Level 2 buildings cost 225 {{iconify|Gold}}
|-
*Level 3 buildings cost 300 {{iconify|Gold}}
! colspan="3" | 建筑数量及加成
*Level 4 buildings cost 375 {{iconify|Gold}}
*Level 5 buildings cost 450 {{iconify|Gold}}
*Level 6 buildings cost 525 {{iconify|Gold}}
*Level 7 buildings cost 600 {{iconify|Gold}}
*Level 8 buildings cost 675 {{iconify|Gold}}
 
{| class="mildtable plainlist"
!Building type
!Level
!{{iconify|Fort Level}}
!{{iconify|Garrison}}
!{{icon|advantage}} Defender Advantage
!Holding effects
!County effects
!Realm effects
!Terrain
!Construction time
|-
|-
| rowspan="8" style="text-align: center; " |Forest Forts<br>[[File:Building ramparts.png]]
| 强度
|Log Forts
| 建筑数量
| style="text-align: center; " |{{green|+1}}
| 每个加成
| style="text-align: center; " |{{green|+150}}
| style="text-align: center; " |'''0'''
|{{icon|levies}} {{green|+100}} Levies
|
|
| rowspan="8" |
*{{iconify|Forest}}
*{{iconify|Taiga}}
| rowspan="8" |{{icon|time}} 3 years
|-
|-
|Earth Ramparts
| 轻微
| style="text-align: center; " |{{green|+2}}
| ≥4
| style="text-align: center; " |{{green|+300}}
| rowspan="3" | 0.004%
| style="text-align: center; " |'''0'''
|
*{{icon|levies}} {{green|+175}} Levies
*{{icon|gold}} {{green|+2%}} Holding Taxes
|
|
|-
|-
|Traps & Ditches
| 严重
| style="text-align: center; " |{{green|+3}}
| ≥6
| style="text-align: center; " |{{green|+450}}
| style="text-align: center; " |{{green|+2}}
|
*{{icon|levies}} {{green|+250}} Levies
*{{icon|gold}} {{green|+2%}} Holding Taxes
|
|
|-
|-
|Rampart Walls
| 末日
| style="text-align: center; " |{{green|+4}}
| ≥10
| style="text-align: center; " |{{green|+600}}
| style="text-align: center; " |{{green|+2}}
|
*{{icon|levies}} {{green|+325}} Levies
*{{icon|gold}} {{green|+2%}} Holding Taxes
|{{icon|time}} {{green|+10%}} Hostile Raid Time
|
|-
|-
|Embrasures
| 黑死病
| style="text-align: center; " |{{green|+5}}
| ≥20
| style="text-align: center; " |{{green|+750}}
| 0.008%
| style="text-align: center; " |{{green|+2}}
|}
|
 
*{{icon|levies}} {{green|+400}} Levies
以下所述建筑类型所产生的加成,是该等级及以下的所有数值都生效。例如一个5级贸易港所产生的是+0.02% (0.004%×3 + 0.008%)。
*{{icon|gold}} {{green|+2%}} Holding Taxes
 
|{{icon|time}} {{green|+10%}} Hostile Raid Time
{| class="wikitable" style="text-align:center; vertical-align:middle"
|{{icon|damage}} {{green|+2}} Archer Damage
|-
|-
|Fieldworks
! colspan="10" | 建筑类型及加成(不包括血痢)
| style="text-align: center; " |{{green|+6}}
| style="text-align: center; " |{{green|+900}}
| style="text-align: center; " |{{green|+4}}
|
*{{icon|levies}} {{green|+475}} Levies
*{{icon|gold}} {{green|+2%}} Holding Taxes
|{{icon|time}} {{green|+10%}} Hostile Raid Time
|
*{{icon|damage}} {{green|+2}} Archer Damage
*{{icon|damage}} {{green|+1}} Skirmisher Damage
|-
|-
|Crenellated Rampart Walls
| rowspan="2" | 建筑类型
| style="text-align: center; " |{{green|+7}}
| rowspan="2" | 强度
| style="text-align: center; " |{{green|+1050}}
| colspan="8" | 等级
| style="text-align: center; " |{{green|+4}}
|
*{{icon|levies}} {{green|+550}} Levies
*{{icon|gold}} {{green|+2%}} Holding Taxes
|{{icon|time}} {{green|+10%}} Hostile Raid Time
|
*{{icon|damage}} {{green|+2}} Archer Damage
*{{icon|damage}} {{green|+1}} Skirmisher Damage
*{{icon|toughness}} {{green|+1}} Archer Toughness
|-
|-
|Forest Fortresses
| style="width:10%" | 1
| style="text-align: center; " |{{green|+8}}
| style="width:10%" | 2
| style="text-align: center; " |{{green|+1200}}
| style="width:10%" | 3
| style="text-align: center; " |{{green|+4}}
| style="width:10%" | 4
|
| style="width:10%" | 5
*{{icon|levies}} {{green|+625}} Levies
| style="width:10%" | 6
*{{icon|gold}} {{green|+2%}} Holding Taxes
| style="width:10%" | 7
|{{icon|time}} {{green|+10%}} Hostile Raid Time
| style="width:10%" | 8
|
*{{icon|damage}} {{green|+3}} Archer Damage
*{{icon|damage}} {{green|+1}} Skirmisher Damage
*{{icon|toughness}} {{green|+1}} Archer Toughness
|-
|-
| rowspan="8" style="text-align: center; " |Hill Forts<br>[[File:Building hill forts.png]]
| rowspan="4" | 贸易港
|Small Hill Fort
| 轻微
| style="text-align: center; " |{{green|+2}}
| colspan="3" | 0.004%
| style="text-align: center; " |{{green|+250}}
| colspan="2" | 0.008%
| style="text-align: center; " |{{green|+2}}
| colspan="3" | 0.016%
|
|
|
| rowspan="8" |
*{{iconify|Desert}}
*{{iconify|Hills}}
*{{iconify|Mountains}}
| rowspan="8" |{{icon|time}} 5 years
|-
|-
|Simple Earthworks
| 严重
| style="text-align: center; " |{{green|+4}}
| 0.004%
| style="text-align: center; " |{{green|+500}}
| 0.008%
| style="text-align: center; " |{{green|+4}}
| 0.004%
|
| colspan="5" | 0.008%
|{{icon|control}} {{green|+10%}} Monthly Control
|
|-
|-
|Ditches
| 末日
| style="text-align: center; " |{{green|+6}}
| colspan="5" | 0.004%
| style="text-align: center; " |{{green|+750}}
| colspan="3" | 0.008%
| style="text-align: center; " |{{green|+6}}
|
|{{icon|control}} {{green|+10%}} Monthly Control
|{{icon|toughness}} {{green|+1}} Spearmen Toughness
|-
|-
|Stockades
| 黑死病
| style="text-align: center; " |{{green|+8}}
| colspan="2" |
| style="text-align: center; " |{{green|+1000}}
| colspan="2" | 0.008%
| style="text-align: center; " |{{green|+8}}
| colspan="4" | 0.016%
|
|
*{{icon|control}} {{green|+10%}} Monthly Control
*{{icon|levies}} {{green|+2%}} Levy Size
|{{icon|toughness}} {{green|+1}} Spearmen Toughness
|-
|-
|Guardhouses
| 集市
| style="text-align: center; " |{{green|+10}}
| 除了黑死病
| style="text-align: center; " |{{green|+1250}}
| colspan="2" | 0.004%
| style="text-align: center; " |{{green|+10}}
| colspan="6" |
|
|
*{{icon|control}} {{green|+15%}} Monthly Control
*{{icon|levies}} {{green|+2%}} Levy Size
|{{icon|toughness}} {{green|+1}} Spearmen Toughness
|-
|-
|External Walls
| rowspan="3" | 行会
| style="text-align: center; " |{{green|+12}}
| 轻微
| style="text-align: center; " |{{green|+1500}}
| 0.016%
| style="text-align: center; " |{{green|+12}}
| colspan="2" |
|
| 0.016%
|
|
*{{icon|control}} {{green|+15%}} Monthly Control
| 0.016%
*{{icon|levies}} {{green|+2%}} Levy Size
|
|
| 0.016%
*{{icon|toughness}} {{green|+1}} Spearmen Toughness
*{{icon|damage}} {{green|+2}} Spearmen Damage
|-
|-
|Large Hill Fort
| 严重
| style="text-align: center; " |{{green|+14}}
| colspan="4" | 0.008%
| style="text-align: center; " |{{green|+1750}}
| colspan="4" |
| style="text-align: center; " |{{green|+14}}
|
|
*{{icon|control}} {{green|+15%}} Monthly Control
*{{icon|levies}} {{green|+2%}} Levy Size
|
*{{icon|toughness}} {{green|+2}} Spearmen Toughness
*{{icon|damage}} {{green|+2}} Spearmen Damage
|-
|-
|Complex Earthworks
| 末日
| style="text-align: center; " |{{green|+16}}
| colspan="4" | 0.004%
| style="text-align: center; " |{{green|+2000}}
| colspan="4" |
| style="text-align: center; " |{{green|+16}}
|}
|
 
|
血痢的基础值影响因素比较特殊,上表的因素对其都没影响,而是考虑以下:
*{{icon|control}} {{green|+20%}} Monthly Control
* 该处有正在战斗或劫掠的军队,+0.064%
*{{icon|levies}} {{green|+2%}} Levy Size
* 该处军队多于2队,+0.032%
|
* 正在被围攻,+0.064% ,且根据城防等级有额外的增加
*{{icon|toughness}} {{green|+2}} Spearmen Toughness
 
*{{icon|damage}} {{green|+2}} Spearmen Damage
另外,如果在游戏规则里设置了黑死病状况“随机”的话,黑死病的爆发概率还会+0.016%。
 
===== 基础值修正 =====
 
修正的起始值根据强度等级不同:
 
{| class="wikitable" style="text-align:center; vertical-align:middle"
|-
|-
| rowspan="8" style="text-align: center; " |Walls & Towers<br>[[File:Building curtain walls.png]]
!
|Bastion & Curtain Walls
! 轻微
| style="text-align: center; " |{{green|+1}}
! 严重
| style="text-align: center; " |{{green|+150}}
! 末日
| style="text-align: center; " |'''0'''
! 血痢
|{{icon|gold}} {{green|+0.2}} Monthly Tax
! 黑死病
|
|
| rowspan="8" |
*{{iconify|Farmlands}}
*{{iconify|Plains}}
*{{iconify|Wetlands}}
| rowspan="8" |{{icon|time}} 3 years
|-
|-
|Bailey
| 基础值
| style="text-align: center; " |{{green|+2}}
| 1
| style="text-align: center; " |{{green|+300}}
| 0.8
| style="text-align: center; " |'''0'''
| 0.5
|{{icon|gold}} {{green|+0.4}} Monthly Tax
| colspan="2" | 1
|{{icon|supply}} {{green|+300}} Supply Limit
|
|-
|-
|Wall Towers
| 下限
| style="text-align: center; " |{{green|+3}}
| colspan="2" | 0.001
| style="text-align: center; " |{{green|+450}}
| 0.0005
| style="text-align: center; " |'''0'''
| colspan="2" | 0.001
|{{icon|gold}} {{green|+0.5}} Monthly Tax
|}
|{{icon|supply}} {{green|+300}} Supply Limit
 
|{{icon|damage}} {{green|+1}} Archer Damage
接下来根据游戏规则中的“瘟疫频率”、伯爵领发展度、当前的时代、男爵领地产类型、最高领主的领地是否有瘟疫以及男爵领地形对该修正值进行增减。注意地产类型的加成是可以叠加的,例如瘟疫强度是轻微时,如果男爵领是城市地产则+0.2。
 
{| class="wikitable" style="text-align:center; vertical-align:middle"
|-
|-
|Second Curtain Wall
! rowspan="2" colspan="2" | 
| style="text-align: center; " |{{green|+4}}
! colspan="5" | 强度
| style="text-align: center; " |{{green|+600}}
| style="text-align: center; " |'''0'''
|{{icon|gold}} {{green|+0.7}} Monthly Tax
|{{icon|supply}} {{green|+300}} Supply Limit
|{{icon|damage}} {{green|+1}} Archer Damage
|-
|-
|Zwinger
| 轻微
| style="text-align: center; " |{{green|+5}}
| 严重
| style="text-align: center; " |{{green|+750}}
| 末日
| style="text-align: center; " |{{green|+4}}
| 血痢
|{{icon|gold}} {{green|+0.8}} Monthly Tax
| 黑死病
|{{icon|supply}} {{green|+300}} Supply Limit
|{{icon|damage}} {{green|+1}} Archer Damage
|-
|-
|Outer Baileys
| rowspan="5" | 游戏规则:<br />瘟疫频率
| style="text-align: center; " |{{green|+6}}
| 较高
| style="text-align: center; " |{{green|+900}}
| colspan="5" | {{red|+0.1}}
| style="text-align: center; " |{{green|+4}}
|{{icon|gold}} {{green|+1}} Monthly Tax
|
*{{icon|supply}} {{green|+300}} Supply Limit
*{{icon|supply}} {{green|+2%}} Supply Limit
|{{icon|damage}} {{green|+1}} Archer Damage
|-
|-
|Trace Italienne
| 极高
| style="text-align: center; " |{{green|+7}}
| colspan="5" | {{red|+0.2}}
| style="text-align: center; " |{{green|+1050}}
| style="text-align: center; " |{{green|+4}}
|{{icon|gold}} {{green|+1.1}} Monthly Tax
|
*{{icon|supply}} {{green|+300}} Supply Limit
*{{icon|supply}} {{green|+2%}} Supply Limit
|{{icon|damage}} {{green|+1}} Archer Damage
|-
|-
|Ravelins & Cavaliers
| 末日
| style="text-align: center; " |{{green|+8}}
| colspan="5" | {{red|+0.4}}
| style="text-align: center; " |{{green|+1200}}
| style="text-align: center; " |{{green|+4}}
|{{icon|gold}} {{green|+1.3}} Monthly Tax
|
*{{icon|supply}} {{green|+300}} Supply Limit
*{{icon|supply}} {{green|+2%}} Supply Limit
|{{icon|damage}} {{green|+1}} Archer Damage
|-
|-
| rowspan="8" style="text-align: center; " |Watchtowers<br>[[File:Building watchtowers.png]]
| 较低
|Mudbrick Towers
| {{green|-0.35}}
| style="text-align: center; " |{{green|+1}}
| {{green|-0.35}} (或者简单难度)
| style="text-align: center; " |{{green|+150}}
| colspan="3" | {{green|-0.35}}
| style="text-align: center; " |{{green|+2}}
|
|
|
| rowspan="8" |
*{{iconify|Desert}}
*{{iconify|Drylands}}
*{{iconify|Floodplains}}
*{{iconify|Jungle}}
*{{iconify|Oasis}}
*{{iconify|Steppe}}
| rowspan="8" |{{icon|time}} 3 years
|-
|-
|Tower Houses
| 极低
| style="text-align: center; " |{{green|+2}}
| {{green|-0.8}}
| style="text-align: center; " |{{green|+300}}
| {{green|-0.6}} (或者非常简单难度)
| style="text-align: center; " |{{green|+4}}
| colspan="3" | {{green|-0.6}}
|
|{{icon|time}} {{green|+10%}} Hostile Raid Time
|
|-
|-
|Wooden Watchtowers
| 发展度
| style="text-align: center; " |{{green|+3}}
| + 伯爵领发展度×
| style="text-align: center; " |{{green|+450}}
| {{red|0.002}}
| style="text-align: center; " |{{green|+6}}
| colspan="2" | {{red|0.008}}
|
|
|{{icon|time}} {{green|+10%}} Hostile Raid Time
| {{red|0.08}}
|{{icon|damage}} {{green|+2}} Archer Damage
|-
|-
|Small Mudbrick Keeps
| rowspan="4" | 时代
| style="text-align: center; " |{{green|+4}}
| 部落时期
| style="text-align: center; " |{{green|+600}}
| {{green|-0.2}}
| style="text-align: center; " |{{green|+8}}
| {{green|-0.35}}
|{{icon|supply}} {{green|+300}} Supply Limit
| {{green|-0.995}}
|{{icon|time}} {{green|+10%}} Hostile Raid Time
| {{green|-0.35}}
|{{icon|damage}} {{green|+2}} Archer Damage
| {{green|-0.995}}
|-
|-
|Stone Watchtowers
| 中世纪早期
| style="text-align: center; " |{{green|+5}}
| 0
| style="text-align: center; " |{{green|+750}}
| {{green|-0.2}}
| style="text-align: center; " |{{green|+10}}
| {{green|-0.995}}
|{{icon|supply}} {{green|+300}} Supply Limit
| {{green|-0.2}}
|{{icon|time}} {{green|+15%}} Hostile Raid Time
| {{green|-0.6}}
|{{icon|damage}} {{green|+2}} Archer Damage
|-
|-
|Loopholes
| 中世纪盛期
| style="text-align: center; " |{{green|+6}}
| 0
| style="text-align: center; " |{{green|+900}}
| 0
| style="text-align: center; " |{{green|+12}}
| {{green|-0.35}}
|{{icon|supply}} {{green|+300}} Supply Limit
| 0
|
| {{green|-0.35}}
*{{icon|time}} {{green|+15%}} Hostile Raid Time
*{{icon|supply}} {{green|+5%}} Supply Limit
|
*{{icon|damage}} {{green|+3}} Archer Damage
*{{icon|toughness}} {{green|+1}} Archer Toughness
|-
|-
|Peel Towers
| 中世纪晚期
| style="text-align: center; " |{{green|+7}}
| {{green|-0.2}}
| style="text-align: center; " |{{green|+1050}}
| 0
| style="text-align: center; " |{{green|+14}}
| 0
|{{icon|supply}} {{green|+600}} Supply Limit
| 0
|
| {{green|-0.2}}
*{{icon|time}} {{green|+15%}} Hostile Raid Time
*{{icon|supply}} {{green|+5%}} Supply Limit
|
*{{icon|damage}} {{green|+3}} Archer Damage
*{{icon|toughness}} {{green|+1}} Archer Toughness
|-
|-
|Domed Towers
| rowspan="2" | 地产
| style="text-align: center; " |{{green|+8}}
| 建造了地产
| style="text-align: center; " |{{green|+1200}}
| {{red|+0.1}}
| style="text-align: center; " |{{green|+16}}
| {{green|-0.2}}
|{{icon|supply}} {{green|+600}} Supply Limit
| colspan="3" | {{red|+0.1}}
|
*{{icon|time}} {{green|+20%}} Hostile Raid Time
*{{icon|supply}} {{green|+5%}} Supply Limit
|
*{{icon|damage}} {{green|+3}} Archer Damage
*{{icon|toughness}} {{green|+1}} Archer Toughness
|}
 
===Duchy buildings===
Duchy buildings can only be constructed by a Feudal or Clan Ruler in the de jure capital of a {{iconify|Duchy}} and can only be used if the character holds the associated Duchy Title. All Duchy buildings take 5 years to construct or upgrade and have 3 levels.
 
*Level 1 buildings cost 300 {{iconify|Gold}}
*Level 2 buildings cost 400 {{iconify|Gold}}
*Level 3 buildings cost 500 {{iconify|Gold}}
 
{| class="mildtable plainlist"
!Building type
!Level 1 effects
!Level 2 effects
!Level 3 effects
! width="40%" |Description
|-
|-
| style="text-align: center; " |Archery Grounds<br>[[File:Building royal hunting grounds.png]]
| 是城市地产
|'''Realm'''
| {{red|+0.1}}
*{{icon|gold}} {{green|-6%}} Men-at-Arms Maintenance
| {{green|-0.2}}
*{{icon|damage}} {{green|+15%}} Archer Damage
| colspan="3" | {{red|+0.1}}
*{{icon|toughness}} {{green|+5%}} Archer Toughness
*{{icon|damage}} {{green|+10%}} Skirmisher Damage
*{{icon|toughness}} {{green|+5%}} Skirmisher Toughness
*{{icon|pursuit}} {{green|+10%}} Skirmisher Pursuit
*{{icon|screen}} {{green|+5%}} Skirmisher Screen
|'''Realm'''
*{{icon|gold}} {{green|-8%}} Men-at-Arms Maintenance
*{{icon|damage}} {{green|+30%}} Archer Damage
*{{icon|toughness}} {{green|+10%}} Archer Toughness
*{{icon|damage}} {{green|+20%}} Skirmisher Damage
*{{icon|toughness}} {{green|+10%}} Skirmisher Toughness
*{{icon|pursuit}} {{green|+20%}} Skirmisher Pursuit
*{{icon|screen}} {{green|+10%}} Skirmisher Screen
|'''Realm'''
*{{icon|gold}} {{green|-10%}} Men-at-Arms Maintenance
*{{icon|damage}} {{green|+45%}} Archer Damage
*{{icon|toughness}} {{green|+15%}} Archer Toughness
*{{icon|damage}} {{green|+30%}} Skirmisher Damage
*{{icon|toughness}} {{green|+15%}} Skirmisher Toughness
*{{icon|pursuit}} {{green|+30%}} Skirmisher Pursuit
*{{icon|screen}} {{green|+15%}} Skirmisher Screen
|''Dedicated archery ranges allow the common folk to train with bows, and experienced archers to hone their skills.''
|-
|-
| style="text-align: center; " |Blacksmiths<br>[[File:Building blacksmiths.png]]
| colspan="2" | 最高领主的领地内没有瘟疫
|'''Realm'''
| colspan="5" | {{red|+0.4}}
*{{icon|gold}} {{green|-6%}} Men-at-Arms Maintenance
*{{icon|damage}} {{green|+5%}} Heavy Infantry Damage
*{{icon|toughness}} {{green|+15%}} Heavy Infantry Toughness
*{{icon|damage}} {{green|+5%}} Spearmen Infantry Damage
*{{icon|toughness}} {{green|+15%}} Spearmen Infantry Toughness
|'''Realm'''
*{{icon|gold}} {{green|-8%}} Men-at-Arms Maintenance
*{{icon|damage}} {{green|+10%}} Heavy Infantry Damage
*{{icon|toughness}} {{green|+30%}} Heavy Infantry Toughness
*{{icon|damage}} {{green|+10%}} Spearmen Infantry Damage
*{{icon|toughness}} {{green|+30%}} Spearmen Infantry Toughness
|'''Realm'''
*{{icon|gold}} {{green|-10%}} Men-at-Arms Maintenance
*{{icon|damage}} {{green|+15%}} Heavy Infantry Damage
*{{icon|toughness}} {{green|+45%}} Heavy Infantry Toughness
*{{icon|damage}} {{green|+15%}} Spearmen Infantry Damage
*{{icon|toughness}} {{green|+45%}} Spearmen Infantry Toughness
|''Smiths in the employ of the crown forge weapons and armor for the royal guard, ensuring a steady supply of superior armaments.''
|-
|-
| style="text-align: center; " |Jousting Fields<br>[[File:Building jousting lists.png]]
| rowspan="2" | 地形
|'''Realm'''
| 丘陵、山地、森林、沙漠、沙漠山地
*{{icon|gold}} {{green|-6%}} Men-at-Arms Maintenance
| colspan="5" | {{green|-0.2}}
*{{icon|damage}} {{green|+10%}} Light Cavalry Damage
*{{icon|toughness}} {{green|+10%}} Light Cavalry Toughness
*{{icon|pursuit}} {{green|+10%}} Light Cavalry Pursuit
*{{icon|screen}} {{green|+10%}} Light Cavalry Screen
*{{icon|damage}} {{green|+10%}} Heavy Cavalry Damage
*{{icon|toughness}} {{green|+10%}} Heavy Cavalry Toughness
|'''Realm'''
*{{icon|gold}} {{green|-8%}} Men-at-Arms Maintenance
*{{icon|damage}} {{green|+20%}} Light Cavalry Damage
*{{icon|toughness}} {{green|+20%}} Light Cavalry Toughness
*{{icon|pursuit}} {{green|+20%}} Light Cavalry Pursuit
*{{icon|screen}} {{green|+20%}} Light Cavalry Screen
*{{icon|damage}} {{green|+20%}} Heavy Cavalry Damage
*{{icon|toughness}} {{green|+20%}} Heavy Cavalry Toughness
|'''Realm'''
*{{icon|gold}} {{green|-10%}} Men-at-Arms Maintenance
*{{icon|damage}} {{green|+30%}} Light Cavalry Damage
*{{icon|toughness}} {{green|+30%}} Light Cavalry Toughness
*{{icon|pursuit}} {{green|+30%}} Light Cavalry Pursuit
*{{icon|screen}} {{green|+30%}} Light Cavalry Screen
*{{icon|damage}} {{green|+30%}} Heavy Cavalry Damage
*{{icon|toughness}} {{green|+30%}} Heavy Cavalry Toughness
|''By having dedicated grounds for jousting, more riders and knights are encouraged to train and join the banners.''
|-
|-
| style="text-align: center; " |Leisure Palaces<br>[[File:Building leisure palace.png]]
| 丛林、针叶林
|'''Duchy'''
| colspan="5" | {{red|+0.1}}
*{{icon|control}} {{green|+0.2}} Monthly Control
|}
*{{icon|control}} {{green|+20%}} Monthly Control


'''Realm'''
===== 最近发生过瘟疫的修正 =====


*{{icon|prestige}} {{green|+5%}} Monthly Prestige
起始值1,下限0.001。
*{{icon|stress loss}} {{green|+15%}} Stress Loss
*{{icon|scheme success chance}} {{green|+5}} Hostile Scheme Success Chance
*{{icon|scheme success chance}} {{green|+5}} Personal Scheme Success Chance
|'''Duchy'''
*{{icon|control}} {{green|+0.3}} Monthly Control
*{{icon|control}} {{green|+40%}} Monthly Control


'''Realm'''
如果不在该种瘟疫的瘟疫冷却期(前文所述的50年的那个),设置为1;否则,根据游戏规则“瘟疫频率”,设置值<ref>{{cite file|common\script_values\06_ce1_epidemics_values.txt}},写的都是value=,不是加减;但是min又是0.001,可能属于bug</ref>:


*{{icon|prestige}} {{green|+10%}} Monthly Prestige
{| class="wikitable"
*{{icon|stress loss}} {{green|+25%}} Stress Loss
|-
*{{icon|scheme success chance}} {{green|+10}} Hostile Scheme Success Chance
!
*{{icon|scheme success chance}} {{green|+10}} Personal Scheme Success Chance
! 较高
|'''Duchy'''
! 极高
*{{icon|control}} {{green|+0.4}} Monthly Control
! 末日
*{{icon|control}} {{green|+60%}} Monthly Control
! 其他
|-
| 设置值
| -0.6
| -0.35
| -0.2
| -0.995
|}


'''Realm'''
如果大众不记得最近发生过瘟疫(前文所述的15年的那个),设置为1;否则,根据游戏规则“瘟疫频率”,设置值:


*{{icon|prestige}} {{green|+15%}} Monthly Prestige
{| class="wikitable"
*{{icon|stress loss}} {{green|+35%}} Stress Loss
*{{icon|scheme success chance}} {{green|+15}} Hostile Scheme Success Chance
*{{icon|scheme success chance}} {{green|+15}} Personal Scheme Success Chance
|''While staying in one lavishly luxuriant castle is fine, having a few more to choose between never hurts.''
|-
|-
| style="text-align: center; " |Marches<br>[[File:Building march.png]]
!
|'''Duchy'''
! 极高
*{{icon|fort level}} {{green|+1}} Fort Level
! 末日
*{{icon|advantage}} {{green|+4}} Defender Advantage
! 其他
*{{icon|supply}} {{green|+25%}} Supply Limit
*{{icon|garrison}} {{green|+25%}} Garrison Size
*{{icon|time}} {{green|+25%}} Levy Reinforcement Rate
*{{icon|time}} {{green|+20%}} Hostile Raid Time
|'''Duchy'''
*{{icon|fort level}} {{green|+2}} Fort Level
*{{icon|advantage}} {{green|+6}} Defender Advantage
*{{icon|supply}} {{green|+50%}} Supply Limit
*{{icon|garrison}} {{green|+50%}} Garrison Size
*{{icon|time}} {{green|+50%}} Levy Reinforcement Rate
*{{icon|time}} {{green|+30%}} Hostile Raid Time
|'''Duchy'''
*{{icon|fort level}} {{green|+3}} Fort Level
*{{icon|advantage}} {{green|+8}} Defender Advantage
*{{icon|supply}} {{green|+100%}} Supply Limit
*{{icon|garrison}} {{green|+100%}} Garrison Size
*{{icon|time}} {{green|+100%}} Levy Reinforcement Rate
*{{icon|time}} {{green|+40%}} Hostile Raid Time
|''Marcher lords protect the borders with fortifications and local garrisons.''
|-
|-
| style="text-align: center; " |Military Academies<br>[[File:Building military academy.png]]
| 设置值
|'''Realm'''
| -0.35
*{{icon|gold}} {{green|-2%}} Army Maintenance
| -0.2
*{{icon|knight}} {{green|+2}} Number of Knights
| -0.6
*{{icon|knight}} {{green|+25%}} Knight Effectiveness
|}
|'''Realm'''
*{{icon|gold}} {{green|-3%}} Army Maintenance
*{{icon|knight}} {{green|+4}} Number of Knights
*{{icon|knight}} {{green|+50%}} Knight Effectiveness
|'''Realm'''
*{{icon|gold}} {{green|-5%}} Army Maintenance
*{{icon|knight}} {{green|+6}} Number of Knights
*{{icon|knight}} {{green|+75%}} Knight Effectiveness
|''Dedicated facilities for training officers and knights, improving their efficiency in combat.''
|-
| style="text-align: center; " |Royal Armories<br>[[File:Building royal armory.png]]
|'''Duchy'''
*{{icon|levies}} {{green|+20%}} Levy Size
|'''Duchy'''
*{{icon|levies}} {{green|+30%}} Levy Size
|'''Duchy'''
*{{icon|levies}} {{green|+40%}} Levy Size
|''By having the crown provide weapons and armor to its soldiers, more peasants can 'volunteer' for the levy.''
|-
| style="text-align: center; " |Royal Reserves<br>[[File:Building royal forest.png]]
|'''Duchy'''
*{{icon|opinion}} {{green|+5}} Popular Opinion
*{{icon|development}} {{green|+10%}} Monthly Development


'''Holding'''
==== 被传染概率 ====


*{{icon|gold}} {{green|+0.8}} Monthly Tax
===== 基础值 =====
|'''Duchy'''
*{{icon|opinion}} {{green|+10}} Popular Opinion
*{{icon|development}} {{green|+20%}} Monthly Development


'''Holding'''
由于表达的需要,此处基础值指的是百分数。基础值根据瘟疫强度直接决定:


*{{icon|gold}} {{green|+1.1}} Monthly Tax
{| class="wikitable"
|'''Duchy'''
|-
*{{icon|opinion}} {{green|+15}} Popular Opinion
!
*{{icon|development}} {{green|+30%}} Monthly Development
! 轻微
 
! 严重
'''Holding'''
! 末日
 
*{{icon|gold}} {{green|+1.4}} Monthly Tax
|''A royal forest is a valuable source of wealth, allowing you to override the law of the land in a province, strip rights from the locals, then sell them back. Needless to say, the hunting is also excellent.''
|-
|-
| style="text-align: center; " |Siege Works<br>[[File:Building siege works.png]]
| 基础值
|'''Duchy'''
| 3.5
*{{icon|fort level}} {{green|+1}} Fort Level
| 5
| 9<br />
|}


'''Realm'''
根据以下因素进行增减:


*[[File:Unit stat siege progress.png|24px]] {{green|+20%}} Siege Weapon Effectiveness
* 如果伯爵领内其他省份已经感染了这种瘟疫,{{red|+4}}
*{{icon|toughness}} {{green|+2}} Siege Weapon Toughness
* {{red|+}} 建筑数量{{red| ×0.25}}
|'''Duchy'''
* 建筑类型、男爵领地形、文化传统或文化特性
*{{icon|fort level}} {{green|+2}} Fort Level
* 如果处于瘟疫冷却期(前文所述的50年那个),{{green|-2}}


'''Realm'''
与爆发概率的基础值的建筑类型一样,这里的加成也是该等级及以下的全部生效。


*[[File:Unit stat siege progress.png|24px]] {{green|+30%}} Siege Weapon Effectiveness
{| class="wikitable" style="text-align:center; vertical-align:middle"
*{{icon|toughness}} {{green|+4}} Siege Weapon Toughness
|-
|'''Duchy'''
! rowspan="2" style="width:10%" | 建筑类型
*{{icon|fort level}} {{green|+3}} Fort Level
! colspan="8" | 等级
 
'''Realm'''
 
*[[File:Unit stat siege progress.png|24px]] {{green|+40%}} Siege Weapon Effectiveness
*{{icon|toughness}} {{green|+6}} Siege Weapon Toughness
|''Dedicated siege works allow the ruler to field and maintain superior-quality siege weapons.''
|-
|-
| style="text-align: center; " |Tax Offices<br>[[File:Building tax assessor.png]]
| style="width:6%" | 1
|'''Duchy'''
| style="width:6%" | 2
*{{icon|gold}} {{green|+10%}} Holding Taxes
| style="width:6%" | 3
|'''Duchy'''
| style="width:6%" | 4
*{{icon|gold}} {{green|+15%}} Holding Taxes
| style="width:6%" | 5
|'''Duchy'''
| style="width:6%" | 6
*{{icon|gold}} {{green|+20%}} Holding Taxes
| style="width:6%" | 7
|''Collecting money from the peasantry is a 'taxing' venture. By assigning offices to a cohort of tax-collecting officials, we are sure to get what's due!''
| style="width:6%" | 8
|}
 
===Holy buildings===
Holy buildings can only be constructed in a Faith's holy sites by Feudal or Clan Rulers and provide powerful bonuses. All holy buildings require 1000 {{iconify|Gold}} and 6 years to be completed.
{| class="mildtable plainlist"
!Building
!Holding effects
!County effects
!Realm effects
!Religion
! width="45%" |Description
|-
|-
|Grand Cathedral<br>[[File:Structure cologne cathedral.png|100px]]
| 贸易港
|{{icon|gold}} {{green|+2}} Monthly Tax
| colspan="3" | {{red|+2}}
|
| colspan="3" | {{red|+3}}
*{{icon|gold}} {{green|+20%}} Holding Taxes
| colspan="2" | {{red|+4}}
*{{icon|development}} {{green|+20%}} Monthly Development
*{{icon|development}} {{green|+0.1}} Monthly Development
|
*{{icon|piety}} {{green|+0.2}} Monthly Piety
*{{icon|renown}} {{green|+5%}} Monthly Renown
*{{icon|control}} {{green|+5%}} Monthly Control
*{{icon|gold}} {{green|-15%}} Holy Order Hire Cost
*{{icon|opinion}} {{green|+5}} Clergy Opinion
|[[File:Icon piety christian 01.png|24px]] Christian
|''The Holy Site in this area attracts Christian pilgrims from all around the known world. The grand cathedral is not just a marvel of engineering and beauty, but also a safe haven for travelers and a prestigious monument to its sponsor.''
|-
|-
|Grand Mosque<br>[[File:Structure cathedral muslim.png|100px]]
| 集市
|{{icon|gold}} {{green|+2}} Monthly Tax
| colspan="2" | {{red|+2}}
|
| colspan="6" |
*{{icon|gold}} {{green|+20%}} Holding Taxes
*{{icon|development}} {{green|+20%}} Monthly Development
*{{icon|development}} {{green|+0.1}} Monthly Development
|
*[[File:Icon piety islam 01.png|24px]] {{green|+0.2}} Monthly Piety
*{{icon|renown}} {{green|+5%}} Monthly Renown
*{{icon|control}} {{green|+5%}} Monthly Control
*{{icon|levies}} {{green|+15%}} Levy Reinforcement Rate (same Faith)
*{{icon|gold}} {{green|+15%}} Domain Taxes (different Faith)
|[[File:Icon piety islam 01.png|24px]] Muslim
|''The Holy Site in this area is a popular destination for devout pilgrims. The grand mosque gives them a place to pray, rest and pay homage before continuing their journey. Its beautiful domes and great intricate spires signal the greatness of god for all to see.''
|-
|-
|Grand Temple<br>[[File:Structure cathedral indian.png|100px]]
| 行会
|{{icon|gold}} {{green|+2}} Monthly Tax
|
|
| {{red|+4}}
*{{icon|gold}} {{green|+20%}} Holding Taxes
|
*{{icon|development}} {{green|+20%}} Monthly Development
| {{red|+4}}
*{{icon|development}} {{green|+0.1}} Monthly Development
|
|
| {{red|+4}}
*[[File:Icon piety pagan 01.png|24px]] {{green|+0.2}} Monthly Piety
|
*{{icon|renown}} {{green|+5%}} Monthly Renown
| {{red|+4}}
*{{icon|control}} {{green|+5%}} Monthly Control
*{{icon|opinion}} {{green|+5}} Different Faith Opinion
*{{icon|opinion}} {{green|+15%}} Different Faith Popular Opinion
|All others
|''The Holy Site in this area is a meeting point for the devout and dedicated. The grand temple stands as a noble tribute to the higher powers, its walls and domes smoothed and painted in resplendent colors that honor the divine.''
|}
|}


===Historical buildings===
{| class="wikitable
Historical buildings are unique historical buildings, both ancient and those built during the middle ages which have to be constructed, located in predetermined Baronies on the map. Some historical buildings are represented with 3D models on the map.
{| class="mildtable sortable plainlist"
!建筑
!地产效果
!伯爵领效果
!公国效果
!伯爵领
!已建造
|-
|-
|Aurelian Walls<br>[[File:Structure aurelian walls.png|100px]]
! 男爵领地形
|
! 加成
*{{icon|fort level}} {{green|+3}} Fort Level
*{{icon|garrison}} {{green|+50%}} Garrison Size
*{{icon|garrison}} {{green|+500}} Garrison
|
*{{icon|development}} {{green|+10%}} Monthly Development
*{{icon|development}} {{green|+0.2}} Monthly Development
*{{icon|time}} {{green|+50%}} Hostile Raid Time
|
*{{icon|levies}} {{green|+15%}} Duchy Levy Size
*{{icon|gold}} {{green|+15%}} Duchy Holding Taxes
|Rome
|{{icon|yes}}
|-
|-
|Buddhas of Bamiyan<br>[[File:Structure buddhas of bamiyan.png|100px]]
| 农田
|
| {{red|+3}}
|
*{{icon|gold}} {{green|+10%}} Holding Taxes
*{{icon|development}} {{green|+75%}} Monthly Development
*{{icon|development}} {{green|+0.2}} Monthly Development
|
*[[File:Icon piety eastern 01.png|24px]] {{green|+10%}} Monthly Piety
*{{icon|diplomacy}} {{green|+1}} Diplomacy per Level of Devotion
|Bamiyan
|{{icon|yes}}
|-
|-
|Canterbury Cathedral<br>[[File:Structure canterbury cathedral.png|100px]]
| 洪泛平原、湿地、平原、草原
|{{icon|gold}} {{green|+3}} Monthly Tax
| {{red|+2}}
|
*{{icon|gold}} {{green|+20%}} Holding Taxes
*{{icon|development}} {{green|+20%}} Monthly Development
*{{icon|development}} {{green|+0.1}} Monthly Development
|
*{{icon|piety}} {{green|+0.3}} Monthly Piety
*{{icon|piety}} {{green|+0.2}} Monthly Piety per Powerful Vassal on the Council
*{{icon|renown}} {{green|+5%}} Monthly Renown
*{{icon|control}} {{green|+5%}} Monthly Control
|Canterbury
|{{icon|yes}}
|-
|-
|Doge's Palace<br>[[File:Structure doges palace.png|100px]]
| 丘陵、旱地、绿洲、森林
|
| {{green|-0.5}}
*{{icon|fort level}} {{green|+3}} Fort Level
*{{icon|advantage}} {{green|+10}} Defender Advantage
*{{icon|levies}} {{green|+100%}} Levy Size
*{{icon|garrison}} {{green|+100%}} Garrison Size
|
*{{icon|gold}} {{green|+50%}} Holding Taxes
*{{icon|development}} {{green|+30%}} Monthly Development
*{{icon|development}} {{green|+0.3}} Monthly Development
*{{icon|time}} {{green|+50%}} Hostile Raid Time
|
|Venezia
|{{icon|yes}}
|-
|-
|Great Mosque of Mecca<br>[[File:Structure great mosque of mecca.png|100px]]
| 沙漠、沙漠山地、山地、丛林、针叶林
|{{icon|gold}} {{green|+3}} Monthly Tax
| {{green|-1}}
|
*{{icon|gold}} {{green|+20%}} Holding Taxes
*{{icon|development}} {{green|+35%}} Monthly Development
*{{icon|development}} {{green|+0.3}} Monthly Development
|
*[[File:Icon piety islam 01.png|24px]] {{green|+1}} Monthly Piety
*{{icon|renown}} {{green|+5%}} Monthly Renown
*{{icon|opinion}} {{green|+5}} Same Faith Opinion
*{{icon|gold}} {{green|-10%}} Men-at-Arms Maintenance
*{{icon|control}} {{green|+10%}} Monthly Control
|Mecca
|{{icon|yes}}
|-
|-
|Great Mosque of Samarra<br>[[File:Structure great mosque of samarra.png|100px]]
| 海岛地区
|
| {{green|-1}}
|
|}
*{{icon|gold}} {{green|+20%}} Holding Taxes
 
*{{icon|development}} {{green|+20%}} Monthly Development
文化传统分增加基础值和减少两大类,各大类按顺序只取1条生效且只生效一次。例如同时拥有海洋重商主义、城市守护者、盛情款待、隐蔽之城、孤立主义,则只会{{red|+1}} (3 - 2 )。
*{{icon|development}} {{green|+0.2}} Monthly Development
 
|
{| class="wikitable" style="text-align:center; vertical-align:middle"
*[[File:Icon piety islam 01.png|24px]] {{green|+0.3}} Monthly Piety
*{{icon|time}} {{green|-10%}} Building Construction Time
*{{icon|gold}} {{green|-10%}} Building Construction Gold Cost
|Samarra
|{{icon|yes}}
|-
|-
|Hadrian's Wall<br>[[File:Structure hadrians wall.png|100px]]
! colspan="2" | 传统或特性
|{{icon|gold}} {{green|-10%}} Building Construction Gold Cost
! 加成
|
|
|Bebbanburg<br>Carleol<br>Hexham<br>Whitehaven
|{{icon|yes}}
|-
|-
|House of Wisdom<br>[[File:Structure grand library of baghdad.png|100px]]
| rowspan="3" | 增加类
|
| 城市守护者或海洋重商主义
|
| {{red|+3}}
*{{icon|gold}} {{green|+20%}} Holding Taxes
*{{icon|development}} {{green|+20%}} Monthly Development
*{{icon|development}} {{green|+0.2}} Monthly Development
|
*{{icon|learning}} {{green|+2}} Learning per Level of Fame
*{{icon|opinion}} {{green|+10}} Different Culture Opinion
*{{icon|innovation}} {{green|+15%}} Cultural Fascination Progress
*[[File:Focus invalid.png|24px]] {{green|+15%}} Monthly Lifestyle Experience
*{{green|-20%}} Faith Creation and Reformation Cost
|Baghdad
|{{icon|yes}}
|-
|-
|Imam Ali Mosque<br>[[File:Structure imam ali mosque.png|100px]]
| 盛情款待、马上领主、陆上商队或航海家
|{{icon|gold}} {{green|+3}} Monthly Tax
| {{red|+2}}
|
*{{icon|gold}} {{green|+20%}} Holding Taxes
*{{icon|development}} {{green|+30%}} Monthly Development
*{{icon|development}} {{green|+0.2}} Monthly Development
|
*[[File:Icon piety islam 01.png|24px]] {{green|+1}} Monthly Piety
*{{icon|renown}} {{green|+5%}} Monthly Renown
*{{icon|opinion}} {{green|+5}} Same Faith Opinion
*{{icon|gold}} {{green|-10%}} Men-at-Arms Maintenance
*{{icon|control}} {{green|+10%}} Monthly Control
|An-Najaf
|{{icon|yes}}
|-
|-
|Iron Pillar of Delhi<br>[[File:Structure iron pillar of delhi.png|100px]]
| 资深海盗、乡土观念
|
| {{red|+2}}
|
*{{icon|development}} {{green|+10%}} Monthly Development
*{{icon|development}} {{green|+0.1}} Monthly Development
|
*{{icon|prestige}} {{green|+5%}} Monthly Prestige
*{{icon|gold}} {{green|-5%}} Army Maintenance
*{{icon|toughness}} {{green|+10%}} Heavy Cavalry Toughness
*{{icon|toughness}} {{green|+10%}} Heavy Infantry Toughness
|Indraprastha
|{{icon|yes}}
|-
|-
|Mahabodhi Temple<br>[[File:Structure mahabodhi temple.png|100px]]
| rowspan="2" | 减少类
|{{icon|gold}} {{green|+3}} Monthly Tax
| 隐蔽之城
|
| {{green|-2}}
*{{icon|gold}} {{green|+20%}} Holding Taxes
*{{icon|development}} {{green|+30%}} Monthly Development
*{{icon|development}} {{green|+0.2}} Monthly Development
|
*[[File:Icon piety eastern 01.png|24px]] {{green|+1}} Monthly Piety
*{{icon|renown}} {{green|+5%}} Monthly Renown
*{{icon|opinion}} {{green|+20%}} Different Faith Popular Opinion
*{{icon|opinion}} {{green|+5}} Different Faith Opinion
*{{icon|opinion}} {{green|+10}} Religious Vassal Opinion
*{{icon|learning}} {{green|+2}} Learning per Level of Devotion
|Gaya
|{{icon|yes}}
|-
|-
|Offa's Dyke<br>[[File:Building palisades.png|100px]]
| 文化特性“对于该文化的角色,瘟疫不传播到他们领地的可能性更大”(目前只有孤立主义传统)
|{{icon|advantage}} {{green|+2}} Defender Advantage
| {{green|-2}}
|
|}
|
 
|Chester<br>Clifford<br>Clun<br>Gloucester<br>Hereford<br>Shrewsbury<br>Wigmore
血痢的基础值只被以下因素影响:
|{{icon|yes}}
* 该处有正在战斗或劫掠的军队,{{red|+3}}
|-
* 该处军队多于2队,{{red|+4}}
|Palace of Aachen<br>[[File:Structure palace of achen.png|100px]]
* 该处正在被围攻,{{red|+4}}
|
* {{red|+}} 城防等级{{red| ×0.25}}
|{{icon|development}} {{green|+0.2}} Monthly Development
 
|
===== 基础值修正 =====
*{{icon|renown}} {{green|+5%}} Monthly Renown
 
*{{icon|opinion}} {{green|-20%}} Tyranny Gain
起始值为1,下限0.001。计算以下因素进行加减:
*{{icon|opinion}} {{green|+5}} Clergy Opinion
 
*{{icon|opinion}} {{green|+5}} Powerful Vassal Opinion
* 沿海或沿河省份,但是没有4级或以上港口建筑,'''且'''建筑数量不多于4,{{green|-0.5}}
*{{icon|prestige}} {{green|+0.1}} Monthly Prestige per Powerful Vassal on the Council
* 如果同时满足:黑死病、是沿海或沿河省份、有6级或以上港口并且建筑数量多于10个,{{red|+1.5}}
|Aachen
* 如果伯爵领内的其他省份已经感染了这种瘟疫,那么{{red|+1.5}}
|{{icon|yes}}
* {{red|+}} 伯爵领发展度{{red| ×0.025}}
|-
* 游戏规则“瘟疫频率”、瘟疫强度、最近发生过瘟疫与瘟疫频率、大众还记得最近发生过瘟疫与瘟疫频率、男爵领地产类型
|Petra<br>[[File:Structure petra.png|100px]]
 
|{{icon|gold}} {{green|+0.8}} Monthly Tax
与爆发概率的基础值修正一样,地产类型如果多条满足是可以叠加的。
|
 
*{{icon|gold}} {{green|+10%}} Holding Taxes
{| class="wikitable" style="text-align:center; vertical-align:middle"
*{{icon|development}} {{green|+15%}} Monthly Development
*{{icon|development}} {{green|+0.1}} Monthly Development
*{{icon|supply}} {{green|+25%}} Supply Limit
|
|Baidha-Petra
|{{icon|yes}}
|-
|-
|Shwedagon Pagoda<br>[[File:Structure shwedagon pagoda.png|100px]]
! colspan="2" | 因素
|{{icon|gold}} {{green|+2}} Monthly Tax
! 加成
|
*{{icon|gold}} {{green|+20%}} Holding Taxes
*{{icon|development}} {{green|+20%}} Monthly Development
*{{icon|development}} {{green|+0.2}} Monthly Development
|
*[[File:Icon piety eastern 01.png|24px]] {{green|+0.5}} Monthly Piety
*{{icon|renown}} {{green|+5%}} Monthly Renown
*{{icon|opinion}} {{green|+5}} Clergy Opinion
*{{icon|opinion}} {{green|-10%}} Tyranny Gain
|Dagon
|{{icon|yes}}
|-
|-
|Stonehenge<br>[[File:Structure stonehenge.png|100px]]
| rowspan="5" | 瘟疫频率
|
| 末日
|
| {{red|+1.5}}
|
*{{icon|learning}} {{green|+2}} Learning
*[[File:Learning lifestyle.png|24px]] {{green|+15%}} Monthly Learning Lifestyle Experience
*{{green|-20%}} Faith Conversion Cost
|Salisbury
|{{icon|yes}}
|-
|The Colosseum<br>[[File:Structure colosseum.png|100px]]
|
|{{icon|time}} {{green|-10%}} Building Construction Time
|{{icon|gold}} {{green|-5%}} Army Maintenance
|Rome
|{{icon|yes}}
|-
|The Friday Mosque<br>[[File:Structure the friday mosque.png|100px]]
|
|
*{{icon|gold}} {{green|+20%}} Holding Taxes
*{{icon|development}} {{green|+25%}} Monthly Development
*{{icon|development}} {{green|+0.2}} Monthly Development
|[[File:Icon piety islam 01.png|24px]] {{green|+50%}} Level of Devotion impact
|Isfahan
|{{icon|yes}}
|-
|The Great Mosque of Cordoba<br>[[File:Structure great mosque of cordoba.png|100px]]
|{{icon|gold}} {{green|+3}} Monthly Tax
|
*{{icon|gold}} {{green|+15%}} Holding Taxes
*{{icon|development}} {{green|+20%}} Monthly Development
*{{icon|development}} {{green|+0.2}} Monthly Development
*{{icon|levies}} {{green|+15%}} Levy Size
|
*[[File:Icon piety islam 01.png|24px]] {{green|+0.5}} Monthly Piety
*{{icon|renown}} {{green|+5%}} Monthly Renown
*{{icon|opinion}} {{green|+5}} Different Culture Opinion
*{{icon|development}} {{green|+0.2}} Monthly Development in Realm Capital
|Cordoba
|{{icon|yes}}
|-
|-
|The Prophetic Mosque<br>[[File:Structure cathedral muslim.png|100px]]
| 极高
|
| {{red|+0.75}}
|
*{{icon|gold}} {{green|+15%}} Holding Taxes
*{{icon|development}} {{green|+75%}} Monthly Development
*{{icon|development}} {{green|+0.2}} Monthly Development
*{{icon|supply}} {{green|+100%}} Supply Limit
|
*[[File:Icon piety islam 01.png|24px]] {{green|+0.5}} Monthly Piety
*{{icon|knight}} {{green|+20%}} Knight Effectiveness
*{{icon|gold}} {{green|-15}} Holy Order Hire Cost
*{{icon|opinion}} {{green|+5}} Popular Opinion
|Al-Madina
|{{icon|yes}}
|-
|-
|The Pyramids<br>[[File:Structure the pyramids.png|100px]]
| 较高
|
| {{red|+0.25}}
|{{icon|development}} {{green|+0.1}} Monthly Development
|
*{{icon|renown}} {{green|+5%}} Monthly Renown
*{{icon|opinion}} {{green|-20%}} Short Reign Opinion
|Gizeh
|{{icon|yes}}
|-
|-
|Theodosian Walls<br>[[File:Structure theodosian walls.png|100px]]
| 极低
|
| {{green|-0.5}}
*{{icon|fort level}} {{green|+5}} Fort Level
*{{icon|garrison}} {{green|+100%}} Garrison Size
*{{icon|garrison}} {{green|+1000}} Garrison
|
*{{icon|gold}} {{green|+300%}} Holding Taxes
*{{icon|development}} {{green|+20%}} Monthly Development
*{{icon|development}} {{green|+0.3}} Monthly Development
*{{icon|time}} {{green|+50%}} Hostile Raid Time
*{{icon|levies}} {{green|+300%}} Levy Size
|
*{{icon|levies}} {{green|+15%}} Duchy Levy Size
*{{icon|gold}} {{green|+15%}} Duchy Holding Taxes
|Constantinople
|{{icon|yes}}
|-
|-
|Walls of Genoa<br>[[File:Structure walls of genoa.png|100px]]
| 较低
|
| {{green|-0.25}}
*{{icon|fort level}} {{green|+2}} Fort Level
*{{icon|garrison}} {{green|+25%}} Garrison Size
|
*{{icon|gold}} {{green|+10%}} Holding Taxes
*{{icon|development}} {{green|+10%}} Monthly Development
*{{icon|development}} {{green|+0.2}} Monthly Development
*{{icon|time}} {{green|+50%}} Hostile Raid Time
*{{icon|advantage}} {{green|+5}} Defender Advantage
|
|Genoa
|{{icon|yes}}
|-
|-
|Ananda Temple<br>[[File:Structure shwedagon pagoda.png|100px]]
| rowspan="2" | 瘟疫强度
|{{icon|gold}} {{green|+3}} Monthly Tax
| 末日
|
| +1
*{{icon|development}} {{green|+20%}} Monthly Development
*{{icon|development}} {{green|+0.1}} Monthly Development
|
*{{icon|learning}} {{green|+2}} Learning
*[[File:Icon piety eastern 01.png|24px]] {{green|+5%}} Monthly Piety
*{{icon|control}} {{green|+10%}} Monthly Control
*{{icon|opinion}} {{green|+5}} Popular Opinion
|Pagan
|{{icon|no}}
|-
|Cologne Cathedral<br>[[File:Structure cologne cathedral.png|100px]]
|{{icon|gold}} {{green|+2}} Monthly Tax
|
*{{icon|gold}} {{green|+20%}} Holding Taxes
*{{icon|development}} {{green|+20%}} Monthly Development
*{{icon|development}} {{green|+0.1}} Monthly Development
|
*{{icon|piety}} {{green|+15%}} Monthly Piety
*{{icon|piety}} {{green|+0.1}} Monthly Piety per Knight
*{{icon|renown}} {{green|+5%}} Monthly Renown
*{{icon|knight}} {{green|+20%}} Knight Effectiveness
*{{icon|control}} {{green|+5%}} Monthly Control
|Cologne
|{{icon|no}}
|-
|Great Mosque of Djenne<br>[[File:Structure great mosque of djenne.png|100px]]
|
|
*{{icon|gold}} {{green|+15%}} Holding Taxes
*{{icon|development}} {{green|+20%}} Monthly Development
*{{icon|development}} {{green|+0.2}} Monthly Development
*{{icon|levies}} {{green|+15%}} Levy Size
|
*[[File:Icon piety islam 01.png|24px]] {{green|+1}} Monthly Piety
*{{icon|renown}} {{green|+5%}} Monthly Renown
*{{icon|time}} {{green|-15%}} Building Construction Cost
|Jenne-Jeno
|{{icon|no}}
|-
|Notre-Dame<br>[[File:Structure notre dame.png|100px]]
|{{icon|gold}} {{green|+2}} Monthly Tax
|
*{{icon|gold}} {{green|+20%}} Holding Taxes
*{{icon|development}} {{green|+30%}} Monthly Development
*{{icon|development}} {{green|+0.2}} Monthly Development
*{{icon|opinion}} {{green|+5}} Popular Opinion
|
*{{icon|piety}} {{green|+1}} Monthly Piety
*{{icon|renown}} {{green|+5%}} Monthly Renown
*{{icon|stewardship}} {{green|+1}} Stewardship per Level of Devotion
|Paris
|{{icon|no}}
|-
|The Tower of London<br>[[File:Structure tower of london.png|100px]]
|
*{{icon|fort level}} {{green|+6}} Fort Level
*{{icon|advantage}} {{green|+6}} Defender Advantage
*{{icon|garrison}} {{green|+750}} Garrison
|
*{{icon|gold}} {{green|+5%}} Holding Taxes
*{{icon|development}} {{green|+10%}} Monthly Development
*{{icon|development}} {{green|+0.1}} Monthly Development
|{{icon|dread}} {{green|+30%}} Dread Gain
|Lunden
|{{icon|no}}
|-
|Visby Ringmur<br>[[File:Structure visby ringmur.png|100px]]
|
*{{icon|fort level}} {{green|+1}} Fort Level
*{{icon|garrison}} {{green|+25%}} Garrison Size
|
*{{icon|gold}} {{green|+15%}} Holding Taxes
*{{icon|development}} {{green|+15%}} Monthly Development
*{{icon|development}} {{green|+0.2}} Monthly Development
*{{icon|time}} {{green|+50%}} Hostile Raid Time
*{{icon|advantage}} {{green|+5}} Defender Advantage
*{{icon|opinion}} {{green|+5}} Popular Opinion
|
|Visby
|{{icon|no}}
|-
|Walls of Benin<br>[[File:Structure walls of benin.png|100px]]
|
*{{icon|fort level}} {{green|+2}} Fort Level
*{{icon|garrison}} {{green|+50%}} Garrison Size
|
*{{icon|gold}} {{green|+20%}} Holding Taxes
*{{icon|development}} {{green|+75%}} Monthly Development
*{{icon|development}} {{green|+0.2}} Monthly Development
*{{icon|time}} {{green|+50%}} Hostile Raid Time
*{{icon|advantage}} {{green|+5}} Defender Advantage
*{{icon|levies}} {{green|+50%}} Levy Size
|
|Benin City
|{{icon|no}}
|-
|Al-Azhar University<br>[[File:Structure al-azhar university.png|100px]]
|
|
*{{icon|development}} {{green|+20%}} Monthly Development
*{{icon|development}} {{green|+0.1}} Monthly Development
|
*{{icon|renown}} {{green|+0.2}} Monthly Renown
*[[File:Focus invalid.png|24px]] {{green|+10%}} Monthly Lifestyle Experience
*{{icon|diplomacy}} {{green|+1}} Diplomacy per Level of Fame
*{{icon|learning}} {{green|+1}} Learning per Level of Fame
|Cairo
|1066 only
|-
|-
|Brihadeeswarar Temple<br>[[File:Structure brihadeeswarar temple.png|100px]]
| 严重
|
| {{red|+0.75}}
|
*{{icon|gold}} {{green|+20%}} Holding Taxes
*{{icon|development}} {{green|+20%}} Monthly Development
*{{icon|development}} {{green|+0.1}} Monthly Development
|
*[[File:Icon piety eastern 01.png|24px]] {{green|+0.2}} Monthly Piety
*{{icon|renown}} {{green|+5%}} Monthly Renown
*{{icon|opinion}} {{green|+5}} Same Faith Opinion
*{{icon|stewardship}} {{green|+1}} Stewardship per Level of Devotion
|Tanjavur
|1066 only
|-
|-
|Iron Pillar of Dhar<br>[[File:Structure iron pillar of dhar.png|100px]]
| rowspan="4" | 最近发生过瘟疫,瘟疫频率
|
| 末日
|
| {{green|-0.75}}
*{{icon|development}} {{green|+0.1}} Monthly Development
*{{icon|levies}} {{green|+15%}} Levy Size
|
*{{icon|renown}} {{green|+5%}} Monthly Renown
*{{icon|advantage}} {{green|+5}} Advantage
|Dhara
|1066 only
|-
|-
|Temple City<br>[[File:Structure khajuraho temples.png|100px]]
| 极高
|{{icon|gold}} {{green|+1.5}} Monthly Tax
| {{green|-0.5}}
|
*{{icon|gold}} {{green|+20%}} Holding Taxes
*{{icon|development}} {{green|+20%}} Monthly Development
*{{icon|development}} {{green|+0.2}} Monthly Development
|
*{{icon|opinion}} {{green|+10}} Different Faith Opinion
*[[File:Icon piety eastern 01.png|24px]] {{green|+5%}} Monthly Piety per Powerful Vassal on the Council
*{{green|-20%}} Faith Conversion Cost
|Chanderi
|1066 only
|-
|-
|The University of Sankoré<br>[[File:Structure the university of sankore.png|100px]]
| 较高
|
| {{green|-0.25}}
|
*{{icon|development}} {{green|+20%}} Monthly Development
*{{icon|development}} {{green|+0.1}} Monthly Development
|
*{{icon|renown}} {{green|+0.2}} Monthly Renown
*[[File:Focus invalid.png|24px]] {{green|+10%}} Monthly Lifestyle Experience
*{{icon|martial}} {{green|+1}} Martial per Level of Fame
*{{icon|learning}} {{green|+1}} Learning per Level of Fame
|Tirakka
|1066 only
|}
 
====Convertible historical buildings====
The following historical buildings can only be used by Faiths belonging to one of the Abrahamic religions. Rulers who belong to one such religion can convert the building for their religion to use for 1000 Gold and Piety.
{| class="mildtable plainlist"
!Barony!!Christianity / Judaism version!!Islam version!!Effects
|-
|-
!Constantinople
| 其他
| style="text-align: center; " |Hagia Sophia Cathedral<br>[[File:Structure hagia sophia.png]]
| {{green|-0.991}}
| style="text-align: center; " |Hagia Sophia Mosque<br>[[File:Structure hagia sophia.png]]
|'''Realm'''
*{{green|+2}} Learning
*{{green|+5%}} Monthly Renown
*{{green|+2}} Number of Knights
*{{green|+20%}} Knight Effectiveness
*{{green|+2}} Intrigue per Level of Fame
*{{green|+0.1}} Monthly Piety per Knight
|-
|-
!Jerusalem
| rowspan="2" | 大众还记得最近发生过瘟疫,瘟疫频率
| style="text-align: center; " |The Third Temple<br>[[File:Structure temple in jerusalem.png]]
| 末日
| style="text-align: center; " |Dome of the Rock<br>[[File:Structure dome of the rock.png]]
| {{green|-0.25}}
|'''Holding'''
*{{green|+3}} Monthly Tax
 
'''County'''
 
*{{green|+30%}} Holding Taxes
*{{green|+30%}} Monthly Development
*{{green|+0.2}} Monthly Development
 
'''Realm'''
 
*{{green|+5%}} Monthly Renown
*{{green|+20%}} Knight Effectiveness
*{{green|+10%}} Monthly Control
*{{green|+3%}} Monthly Piety per Knight
*{{green|+1}} Martial per Level of Devotion
|}
 
====Upgradable historical buildings====
The following historical buildings start constructed but can be upgraded by cultures which discovered the ''Hoardings'' Innovation. Upgrading them costs of 2000 {{iconify|Gold}} and takes 6 years.
{| class="mildtable plainlist"
!Type
! width="7%" |Building
!{{iconify|Fort Level}}
!{{iconify|Garrison}}
!{{icon|advantage}} Defender Advantage
!{{icon|development}} Monthly Development
!{{icon|prestige}} Monthly Prestige
!Other effects
! width="25%" |Description
!Barony
|-
|-
| rowspan="2" style="text-align: center; " |Alhambra<br>[[File:Structure alhambra.png]]
| 极高
|Alhambra Fortress Ruins
| {{green|-0.5}}
|{{green|+2}}
|{{green|+250}}
|{{green|+2}}
|'''0'''
|'''0'''
|None
|''The Alhambra is a fortress built upon the remains of an ancient Roman fortification. While it is serviceable as a defensive structure, with the right investments it could be turned into something more...''
| rowspan="2" |Granada
|-
|-
|Royal Palace of Alhambra
| rowspan="3" | 地产类型
|{{green|+8}}
| 修建了地产
|{{green|+1000}}
| {{red|+0.25}}
|{{green|+8}}
|{{green|+0.2}}
|{{green|+10%}}
|{{icon|control}} {{green|+1}} Monthly Control
|''The Alhambra has since its days as a mere roman ruin been upgraded to a royal palace befitting an emperor! A shining example of local architecture, the color of the buildings in contrast with the surrounding woods lead poets to describe it as "a pearl set in emeralds".''
|-
|-
| rowspan="2" style="text-align: center; " |Citadel of Aleppo<br>[[File:Structure the citadel of aleppo.png]]
| 城堡或神殿地产
|Citadel of Aleppo
| {{red|+0.25}}
|{{green|+2}}
|{{green|+250}}
|{{green|+2}}
|'''0'''
|{{green|+0.1}}
|None
|''The Citadel of Aleppo is an ancient fortification, having been in use by numerous powers since it was constructed. The citadel acts as a royal residence, fortified retreat, temple and prison.''
| rowspan="2" |Halab
|-
|-
|Reconstructed Citadel of Aleppo
| 城市地产
|{{green|+6}}
| {{red|+0.75}}
|{{green|+750}}
|{{green|+6}}
|{{green|+0.2}}
|{{green|+0.3}}
|{{icon|prowess}} {{green|+2}} Prowess per Level of Devotion
|''After having went through major reconstruction, the Citadel of Aleppo has been significantly fortified and turned into a proper palatial city!''
|}
|}


====Mines====
=== 角色感染机制详解 ===
Mines are historical buildings that have 4 levels each. Constructing or upgrading a mine takes 5 years.
 
*Constructing the Mining Settlement requires 400 {{iconify|Gold}} and the ''Crop Rotation'' Innovation
*Upgrading to Mine requires 500 {{iconify|Gold}} and the ''Manorialism'' Innovation
*Upgrading to Large Mine requires 600 {{iconify|Gold}} and the ''Windmills'' Innovation
*Upgrading to Mining Complex requires 700 {{iconify|Gold}} and the ''Cranes'' Innovation
 
{| class="mildtable plainlist"
!Mine
!Mining Settlement effects
!Mine effects
!Large Mine effects
!Mining Complex effects
!Barony
!Location/De Jure Kingdom
!Mining Settlement constructed
! width="25%" |Description
|-
|Siderokausia
|'''Holding'''
*{{icon|gold}} {{green|+3}} Monthly Tax
 
'''County'''
 
*{{icon|development}} {{green|+10%}} Monthly Development
|'''Holding'''
*{{icon|gold}} {{green|+5}} Monthly Tax
 
'''County'''
 
*{{icon|development}} {{green|+15%}} Monthly Development
|'''Holding'''
*{{icon|gold}} {{green|+7}} Monthly Tax
 
'''County'''
 
*{{icon|development}} {{green|+20%}} Monthly Development
|'''Holding'''
*{{icon|gold}} {{green|+9}} Monthly Tax
 
'''County'''
 
*{{icon|development}} {{green|+25%}} Monthly Development
|Ierrisos
|Thessalonika
|{{icon|yes}}
|''The Siderokausia mines are rich in silver and gold, and are exploited by twelve separate villages that each run a part of the mines.''
|-
|Kremnica
|'''Holding'''
*{{icon|gold}} {{green|+3}} Monthly Tax
 
'''County'''
 
*{{icon|development}} {{green|+5%}} Monthly Development
|'''Holding'''
*{{icon|gold}} {{green|+5}} Monthly Tax
 
'''County'''
 
*{{icon|development}} {{green|+10%}} Monthly Development
|'''Holding'''
*{{icon|gold}} {{green|+7}} Monthly Tax
 
'''County'''
 
*{{icon|development}} {{green|+15%}} Monthly Development
|'''Holding'''
*{{icon|gold}} {{green|+9}} Monthly Tax
 
'''County'''
 
*{{icon|development}} {{green|+20%}} Monthly Development
|Turiec
|Hungary
|{{icon|no}}
|''The Kremnican mountains are abundant in gold. With blood, sweat, and the assistance of a few hundred experienced German miners, that gold will be minted into Florins in no time!''
|-
|Kollur
|'''Holding'''
*{{icon|gold}} {{green|+5}} Monthly Tax
 
'''County'''
 
*{{icon|gold}} {{green|+20%}} Holding Taxes
*{{icon|development}} {{green|+10%}} Monthly Development
|'''Holding'''
*{{icon|gold}} {{green|+8}} Monthly Tax
 
'''County'''
 
*{{icon|gold}} {{green|+25%}} Holding Taxes
*{{icon|development}} {{green|+15%}} Monthly Development
|'''Holding'''
*{{icon|gold}} {{green|+11}} Monthly Tax
 
'''County'''
 
*{{icon|gold}} {{green|+30%}} Holding Taxes
*{{icon|development}} {{green|+20%}} Monthly Development
|'''Holding'''
*{{icon|gold}} {{green|+14}} Monthly Tax
 
'''County'''
 
*{{icon|gold}} {{green|+35%}} Holding Taxes
*{{icon|development}} {{green|+25%}} Monthly Development
|Ellur
|Andhra (East India)
|{{icon|no}}
|''The Kollur mines exploit the largest seam of diamonds in all of the Indian subcontinent. The work is extremely dangerous, but the riches are unimaginable.''
|-
|Schwaz
|'''Holding'''
*{{icon|gold}} {{green|+3}} Monthly Tax
 
'''County'''
 
*{{icon|development}} {{green|+10%}} Monthly Development
|'''Holding'''
*{{icon|gold}} {{green|+5}} Monthly Tax
 
'''County'''
 
*{{icon|development}} {{green|+15%}} Monthly Development
|'''Holding'''
*{{icon|gold}} {{green|+7}} Monthly Tax
 
'''County'''
 
*{{icon|development}} {{green|+20%}} Monthly Development
|'''Holding'''
*{{icon|gold}} {{green|+9}} Monthly Tax
 
'''County'''
 
*{{icon|development}} {{green|+25%}} Monthly Development
|Innsbruck
|Bavaria
|{{icon|no}}
|''The Schwaz silver mine lies at the foot of the Kellerjoch and Eiblschrofen mountains, in the middle of a valley. The opportunity for mining means that a lot of people are drawn to the area.''
|-
|Argentiera
|'''Holding'''
*{{icon|gold}} {{green|+3}} Monthly Tax
 
'''County'''
 
*{{icon|development}} {{green|+10%}} Monthly Development
|'''Holding'''
*{{icon|gold}} {{green|+5}} Monthly Tax
 
'''County'''
 
*{{icon|development}} {{green|+15%}} Monthly Development
|'''Holding'''
*{{icon|gold}} {{green|+7}} Monthly Tax
 
'''County'''


*{{icon|development}} {{green|+20%}} Monthly Development
与瘟疫爆发概率的按年算不同,角色是否会感染所处地的瘟疫是每个月检测一次,公式是:
|'''Holding'''
*{{icon|gold}} {{green|+9}} Monthly Tax


'''County'''
<math> \text{被传染概率} = \text{基础值} \times \text{基础值修正}  \times 100\% </math>


*{{icon|development}} {{green|+25%}} Monthly Development
角色感染概率有一个影响基础值修正的特殊值,官方称之为“是否会遵守社交距离”因素,基础值是-1,根据以下因素增减:
|Iglesias
|Sardinia
|1066 only
|''The Argentaria del Sigerro is rich in underground silver veins. With sufficient incentive and development, this area could be exploited for vast quantities of precious silver.''
|-
|Falun
|'''Holding'''
*{{icon|gold}} {{green|+2}} Monthly Tax


'''County'''
* 特质(拥有多个则生效多次):
** 蛰居、医师,{{green|+4}}
** 多疑、草药师,{{green|+2}}
** 害羞、精明、勤勉、怯懦、节制,{{green|+1}}
** 专断、勇敢,{{red|-1}}
** 急躁、笨拙,{{red|-2}}
** 合群,{{red|-4}}
* 勤洗手技能点,{{green|+10}}
* 文化传统(拥有多个则生效多次)
** 仪式化友谊、生命不过一场玩笑,{{red|-1}}
* 文化拥有特性“该文化的角色感染瘟疫的概率降低”(目前只有水之仪式),{{green|+20}}


*{{icon|gold}} {{green|+5%}} Holding Taxes
==== 基础值 ====
*{{icon|development}} {{green|+5%}} Monthly Development
*{{icon|levies}} {{green|+10%}} Levy Size
|'''Holding'''
*{{icon|gold}} {{green|+3.5}} Monthly Tax


'''County'''
基础值起始值是10%,下限是1%,影响因素如下,其中同一大点除非特别说明,否则无论包含了多少条细分规则只生效一次:


*{{icon|gold}} {{green|+10%}} Holding Taxes
* 特性多病或近亲繁殖,或健康是身体抱恙或更糟,{{red|+20%}}
*{{icon|development}} {{green|+10%}} Monthly Development
* 瘟疫强度
*{{icon|levies}} {{green|+10%}} Levy Size
** 末日,且类型是腺鼠疫(即黑死病),{{red|+40%}}
|'''Holding'''
** 末日,且类型不是腺鼠疫,{{red|+30%}}
*{{icon|gold}} {{green|+5}} Monthly Tax
** 严重,{{red|+20%}}
** 轻微,{{red|+10%}}
* 特质或技能点(同时拥有多个,效果可叠加):
** 健身特质,{{green|-4%}}
** 身似铁打技能点,{{green|-6%}}
** 心裨体健技能点,{{green|-8%}}
** 身心俱悉特质,{{green|-10%}}
* 如果是访客,{{red|+40%}}
* 如果不是统治者,{{red|+10%}}
* 如果是儿童,且瘟疫类型是麻疹,{{red|+20%}}
* 年龄
** 65岁及以上,{{red|+40%}}
** 50岁及以上,{{red|+20%}}
* {{green| 减去}} “是否会遵守社交距离”的值


'''County'''
==== 基础值修正 ====


*{{icon|gold}} {{green|+15%}} Holding Taxes
角色感染概率的基础值修正是如果满足条件则直接对基础值操作,没有起始值,没有下限:
*{{icon|development}} {{green|+15%}} Monthly Development
*{{icon|levies}} {{green|+10%}} Levy Size
|'''Holding'''
*{{icon|gold}} {{green|+6.5}} Monthly Tax


'''County'''
* 所处地的瘟疫抗性(只生效一条):
** 大于80,乘0.25
** 大于50,乘0.5
** 大于10,乘0.75
* 使用避世隔离决议,乘0.25
* 重复一次所处地的瘟疫抗性的判断


*{{icon|gold}} {{green|+20%}} Holding Taxes
== 参考资料 ==
*{{icon|development}} {{green|+20%}} Monthly Development
<references />
*{{icon|levies}} {{green|+10%}} Levy Size
|Falene
|Sweden
|1066 only
|''Also known as "Stora Kopparberget" (the Great Copper Mountain) this mine produces vast quantities of copper.''
|-
|Kutná Hora
|'''Holding'''
*{{icon|gold}} {{green|+3}} Monthly Tax
 
'''County'''
 
*{{icon|gold}} {{green|+10%}} Holding Taxes
*{{icon|development}} {{green|+5%}} Monthly Development
|'''Holding'''
*{{icon|gold}} {{green|+5}} Monthly Tax
 
'''County'''
 
*{{icon|gold}} {{green|+15%}} Holding Taxes
*{{icon|development}} {{green|+10%}} Monthly Development
|'''Holding'''
*{{icon|gold}} {{green|+7}} Monthly Tax
 
'''County'''
 
*{{icon|gold}} {{green|+20%}} Holding Taxes
*{{icon|development}} {{green|+15%}} Monthly Development
|'''Holding'''
*{{icon|gold}} {{green|+9}} Monthly Tax
 
'''County'''
 
*{{icon|gold}} {{green|+25%}} Holding Taxes
*{{icon|development}} {{green|+20%}} Monthly Development
|Čáslav
|Bohemia
|1066 only
|''The Kutná Hora mine is a large silver mine located on the lands of the Sedlec Monastery. With the support of local Abbots (and German miners) industry in the area is prospering.''
|-
|Rammelsberg
|'''Holding'''
*{{icon|gold}} {{green|+5}} Monthly Tax
 
'''County'''
 
*{{icon|gold}} {{green|+20%}} Holding Taxes
*{{icon|development}} {{green|+5%}} Monthly Development
|'''Holding'''
*{{icon|gold}} {{green|+8}} Monthly Tax
 
'''County'''
 
*{{icon|gold}} {{green|+25%}} Holding Taxes
*{{icon|development}} {{green|+10%}} Monthly Development
|'''Holding'''
*{{icon|gold}} {{green|+11}} Monthly Tax
 
'''County'''
 
*{{icon|gold}} {{green|+30%}} Holding Taxes
*{{icon|development}} {{green|+15%}} Monthly Development
|'''Holding'''
*{{icon|gold}} {{green|+14}} Monthly Tax
 
'''County'''
 
*{{icon|gold}} {{green|+35%}} Holding Taxes
*{{icon|development}} {{green|+20%}} Monthly Development
|Goslar
|East Francia
|1066 only
|''At the foot of Mt. Rammelsberg lies a profitable and ever sought-after silver mine.''
|}
 
===Decision buildings===
The following buildings can only be created by certain Decisions.
{| class="mildtable plainlist"
!Building
!County effects
!Realm effects
!Decision
! width="50%" |Description
|-
| style="text-align: center; " |Glass Monument<br>[[File:Building generic house.png]]
|
*{{icon|gold}} {{green|+1}} Monthly Tax
*{{icon|development}} {{green|+25%}} Monthly Development
*{{icon|opinion}} {{green|+25}} Popular Opinion
|
*{{icon|prestige}} {{green|+1}} Monthly Prestige
*{{icon|health boost}} {{green|Small Health Boost}}
|Build a Glass Monument
|''This building is seemingly excellent for growing vegetables.''
|-
| style="text-align: center; " |University<br>[[File:Building university.png]]
|
*{{icon|development}} {{green|+10%}} Monthly Development
|
*{{icon|renown}} {{green|+0.2}} Monthly Renown
*[[File:Focus invalid.png|24px]] {{green|+5%}} Monthly Lifestyle Experience
*{{icon|learning}} {{green|+1}} Learning per Level of Fame
|Found University
|''A university is a place of higher learning, reserved for those of good standing and wealth who are deemed worthy enough. It attracts scholars and scientists who debate, study, scribe, and ultimately pool their knowledge within its walls.''
|}
 
====Hall of Heroes====
The Hall of Heroes is a building chain created on a holy site via the ''Defenders of Dievas'', ''Defenders of Rod'' or ''Defenders of Ukko'' decisions. Upgrading the Hall of Heroes costs 225 {{iconify|Gold}} and takes 16 months.
{| class="mildtable plainlist" style="text-align: center;"
!Type
!Building
!{{iconify|Levies}}
!{{iconify|Garrison}}
!{{iconify|Prowess}}
!{{iconify|Knight}} Effectiveness
![[File:Icon piety pagan 01.png|24px]] Piety per Knight
!Description
|-
| rowspan="5" |Hall of Heroes<br>[[File:Building hall of heroes.png]]
|Level 1
|{{green|+150}}
|{{green|+75}}
|{{green|+1}}
|{{green|+5%}}
|{{green|+0.1}}
| rowspan="5" |''A grand hall where heroic warriors can meet and organize.''
|-
|Level 2
|{{green|+265}}
|{{green|+110}}
|{{green|+1}}
|{{green|+10%}}
|{{green|+0.1}}
|-
|Level 3
|{{green|+375}}
|{{green|+150}}
|{{green|+2}}
|{{green|+15%}}
|{{green|+0.1}}
|-
|Level 4
|{{green|+500}}
|{{green|+225}}
|{{green|+2}}
|{{green|+20%}}
|{{green|+0.1}}
|-
|Level 5
|{{green|+700}}
|{{green|+260}}
|{{green|+3}}
|{{green|+25%}}
|{{green|+0.1}}
|}


{{Mechanics navbox}}
[[en:Barony]]
[[en:Barony]]
[[Category:领地]]
[[Category:建筑]]

2024年4月4日 (四) 14:54的版本

男爵领Barony)是最低等级的实地头衔,也是唯一不可玩的头衔等级(即使它们可以被可玩角色持有)。每个伯爵领拥有 1 到 7 个男爵领,男爵领的拥有权总是和伯爵领相联(男爵领和伯爵领总是在同一领地)。男爵领可能人烟稀少,也可能有一个地产。

首都(府)

一个男爵领可以是两类首都(府):

  • County capital.png 伯爵领首府是一个伯爵领的初始男爵领。其地产永远不能摧毁或租赁,且总是归持有该伯爵领头衔的统治者持有。与其他级别较低的地产相比,伯爵领首府允许建设一个额外的建筑,同时有 +1  城防等级。此外,如果该伯爵领是其法理公国的首都,则伯爵领首府拥有一个额外的公国建筑槽。当统治者拥有伯爵领的另一块地产时,可以更改伯爵领首府到该地产所在的男爵领。
  • Realm capital.png 领地首都是统治者及其宫廷驻在之地产(男爵领),并且总是由第一继承人继承。领地首都一生只能移动一次,除非是迁往主头衔的法理首都。领地首都也提供额外的 +1 赋税。领地首都所在法理公国下的男爵领获得 +10%  征召兵。战争期间不能迁都。

地产

每个男爵领可以有一个地产,代表位于其中的中心聚落。可用男爵领要求拥有地产。建造新地产将为此男爵领创建一个头衔,可以持有或授予其他角色。不是伯爵领首府的男爵领可以被授予一位低级贵族。如果在封臣的伯爵领建设地产,伯爵领拥有者会在地产建设完成后自动获得地产。所有地产建造后是Ⅰ级,可以升级至Ⅳ级。建造或升级一处地产花费 5 年时间,除非有增益或惩罚。无论拥有何种特质,放弃无法控制(无法获得任何赋税或征召兵)的地产不会获得压力。每个地产都可以建造一些建筑

注意:以下花费均为没有增益或惩罚的花费。

  • 建造封建制/氏族制地产(城堡/城市/神殿)需要400金钱。如果伯爵领未同时拥有城堡、城市和神殿地产,必须首先建造缺少的地产类型。
  • 升级一处封建制/氏族制地产到Ⅱ级需要 550金钱
  • 升级一处封建制/氏族制地产到Ⅲ级需要 700金钱
  • 升级一处封建制/氏族制地产到Ⅳ级需要 850金钱
  • 升级一处部落制地产需要 485威望和 200金钱
  • 部落制地产不能被建造,但封建制和氏族制统治者可以花费 500  金钱将其转换为城堡。

建造完成一处神殿地产将给予其所在伯爵领头衔的持有者 500  虔诚,并且伯爵领头衔持有者的信仰的  宗教热情增加1%,无论是哪位统治者提供了建造资金。

地产 等级及革新要求 地产效果 特殊效果
城堡
Holding castle.png

可持有:
封建制
氏族制
共和制
神权制
骑士团
城寨
 土垒
  • 征召兵: +175
  • 守军: +250
  • 守军补员速率: +4%
  • 赋税: +0.4/月
  • 城防等级: +1
  • 驻扎兵士伤害: +10%
  • 驻扎兵士坚韧: +10%
  • 驻扎攻城武器效率: +10%
  • 危险:Travel default active.png −10
地产效果

圩田文化传统 及 沿海:建筑的建造时间: −10%
城堡守护者文化传统:防御方优势: +5
海洋重商主义文化传统 及 沿海:地产赋税: +10%
隐蔽之城文化传统 及 丛林地形:城防等级: +2
灵巧的渔民文化传统 及 沿海:防御方优势: +2

领地效果

城堡守护者文化传统:
 威望: +0.02/月
 宗族威望: +0.01/月

城堡主楼
 城垛
  • 征召兵: +325
  • 守军: +750
  • 守军补员速率: +6%
  • 赋税: +0.7/月
  • 城防等级: +4
  • 驻扎兵士伤害: +20%
  • 驻扎兵士坚韧: +20%
  • 驻扎攻城武器效率: +20%
  • 危险:Travel default active.png −12
地产效果

圩田文化传统 及 沿海:建筑的建造时间: −10%
城堡守护者文化传统:防御方优势: +10
海洋重商主义文化传统 及 沿海:地产赋税: +10%
隐蔽之城文化传统 及 丛林地形:城防等级: +2
灵巧的渔民文化传统 及 沿海:防御方优势: +3

领地效果

城堡守护者文化传统:
 威望: +0.03/月
 宗族威望: +0.02/月

轴心环形城堡
 棚楼
  • 征召兵: +475
  • 守军: +1250
  • 守军补员速率: +8%
  • 赋税: +1/月
  • 城防等级: +8
  • 驻扎兵士伤害: +30%
  • 驻扎兵士坚韧: +30%
  • 驻扎攻城武器效率: +30%
  • 危险:Travel default active.png −14
地产效果

圩田文化传统 及 沿海:建筑的建造时间: −10%
城堡守护者文化传统:防御方优势: +15
海洋重商主义文化传统 及 沿海:地产赋税: +10%
隐蔽之城文化传统 及 丛林地形:城防等级: +2
灵巧的渔民文化传统 及 沿海:防御方优势: +4

领地效果

城堡守护者文化传统:
 威望: +0.04/月
 宗族威望: +0.03/月

要塞
 突堞
  • 征召兵: +625
  • 守军: +1750
  • 守军补员速率: +10%
  • 赋税: +1.3/月
  • 城防等级: +13
  • 驻扎兵士伤害: +40%
  • 驻扎兵士坚韧: +40%
  • 驻扎攻城武器效率: +40%
  • 危险:Travel default active.png −16
地产效果

圩田文化传统 及 沿海:建筑的建造时间: −10%
城堡守护者文化传统:防御方优势: +20
海洋重商主义文化传统 及 沿海:地产赋税: +10%
隐蔽之城文化传统 及 丛林地形:城防等级: +2
灵巧的渔民文化传统 及 沿海:防御方优势: +5

领地效果

城堡守护者文化传统:
 威望: +0.05/月
 宗族威望: +0.04/月

地产 等级 革新 描述
Holding castle.png
城堡
城寨 土垒 这处小而难以攻克的防御工事位于一处土垒之上。
城堡主楼 城垛 城堡主楼(或称城楼)是一座用作住所和最后防线的巨塔。
轴心环形城堡 棚楼 轴心环形城堡有两道或以上城墙,内城高于外郭。
要塞 突堞 要塞是防御的缩影,既能击退敌军来犯,也能驻扎大批军队。
地产 等级及革新要求 地产效果 特殊效果
城市
Holding city.png

可持有:
共和制
骑士团
中心村镇
 城市规划
  • 征召兵: +75
  • 守军: +150
  • 守军补员速率: +3%
  • 赋税: +0.8/月
  • 危险:Travel default active.png −10
地产效果

共和制传承乡土观念文化传统:
 征召兵规模: +25%
 地产赋税: +1%
海洋重商主义文化传统 及 沿海:地产赋税: +10%
圩田文化传统 及 沿海:建筑的建造时间: −10%
灵巧的渔民文化传统 及 沿海:防御方优势: +2

伯爵领效果

城市守护者文化传统:民众好感度: +5
共和制传承乡土观念文化传统:
 发展度增长: +5%
 控制力增长: −25%
DLC FoI.png 1级都会传承:发展度增长: +20%

大型城市
 庄园制度
  • 征召兵: +125
  • 守军: +300
  • 守军补员速率: +4%
  • 赋税: +1.4/月
  • 危险:Travel default active.png −12
地产效果

共和制传承乡土观念文化传统:
 征召兵规模: +50%
 地产赋税: +2%
海洋重商主义文化传统 及 沿海:地产赋税: +10%
圩田文化传统 及 沿海:建筑的建造时间: −10%
灵巧的渔民文化传统 及 沿海:防御方优势: +3

伯爵领效果

城市守护者文化传统:民众好感度: +10
共和制传承乡土观念文化传统:
 发展度增长: +10%
 控制力增长: −25%
DLC FoI.png 1级都会传承:发展度增长: +20%

城区
 风力磨坊
  • 征召兵: +175
  • 守军: +450
  • 守军补员速率: +5%
  • 赋税: +2/月
  • 危险:Travel default active.png −14
地产效果

共和制传承乡土观念文化传统:
 征召兵规模: +70%
 地产赋税: +3%
海洋重商主义文化传统 及 沿海:地产赋税: +10%
圩田文化传统 及 沿海:建筑的建造时间: −10%
灵巧的渔民文化传统 及 沿海:防御方优势: +4

伯爵领效果

城市守护者文化传统:民众好感度: +15
共和制传承乡土观念文化传统:
 发展度增长: +15%
 控制力增长: −25%
DLC FoI.png 1级都会传承:发展度增长: +20%

繁华都会
 起重机
  • 征召兵: +225
  • 守军: +1050
  • 守军补员速率: +6%
  • 赋税: +2.6/月
  • 危险:Travel default active.png −16
地产效果

共和制传承乡土观念文化传统:
 征召兵规模: +100%
 地产赋税: +4%
海洋重商主义文化传统 及 沿海:地产赋税: +10%
圩田文化传统 及 沿海:建筑的建造时间: −10%
灵巧的渔民文化传统 及 沿海:防御方优势: +5

伯爵领效果

城市守护者文化传统:民众好感度: +20
共和制传承乡土观念文化传统:
 发展度增长: +20%
 控制力增长: −25%
DLC FoI.png 1级都会传承:发展度增长: +20%

地产 等级 革新 描述
Holding city.png 城市 中心村镇 城市规划 一座熙熙攘攘的城市,居住着大量的市民、商人和勤劳的镇民。
大型城市 庄园制度 这座城市吸引了四方的商人与手艺人,几乎每天都有富有的商人开设商店,还有勤劳的手艺人建起新屋。
城区 风力磨坊 这座城市已不满足于它现有的占地,现在它将附近的农地也纳入了繁荣的城区。如今,这座城市充满了大量的财富与机遇。
繁华都会 起重机 这座城市因其丰富的机遇而广为人知——据说甚至最低贱的农民也可以在此收获财富。街道两侧的房屋一眼看不到尽头,路上无论何时都车水马龙、物流繁忙。
地产 等级及革新要求 地产效果 特殊效果
神殿
Holding church.png

可持有:
神权制
平信徒神职人员
圣堂
 城市规划
  • 征召兵: +50
  • 守军: +150
  • 守军补员速率: +3%
  • 赋税: +0.75/月
  • 驻扎兵士伤害: +5%
  • 驻扎兵士坚韧: +5%
  • 驻扎攻城武器效率: +5%
  • 危险:Travel default active.png −10
地产效果

圩田文化传统 及 沿海:建筑的建造时间: −10%
海洋重商主义文化传统 及 沿海:地产赋税: +10%
灵巧的渔民文化传统 及 沿海:防御方优势: +2

神殿之地
 庄园制度
  • 征召兵: +100
  • 守军: +450
  • 守军补员速率: +4%
  • 赋税: +1.15/月
  • 驻扎兵士伤害: +10%
  • 驻扎兵士坚韧: +10%
  • 驻扎攻城武器效率: +10%
  • 危险:Travel default active.png −12
地产效果

圩田文化传统 及 沿海:建筑的建造时间: −10%
海洋重商主义文化传统 及 沿海:地产赋税: +10%
灵巧的渔民文化传统 及 沿海:防御方优势: +3

崇拜之所
 风力磨坊
  • 征召兵: +150
  • 守军: +750
  • 守军补员速率: +5%
  • 赋税: +1.55/月
  • 驻扎兵士伤害: +15%
  • 驻扎兵士坚韧: +15%
  • 驻扎攻城武器效率: +15%
  • 危险:Travel default active.png −14
地产效果

圩田文化传统 及 沿海:建筑的建造时间: −10%
海洋重商主义文化传统 及 沿海:地产赋税: +10%
灵巧的渔民文化传统 及 沿海:防御方优势: +4

大殿
 起重机
  • 征召兵: +200
  • 守军: +1050
  • 守军补员速率: +6%
  • 赋税: +2/月
  • 驻扎兵士伤害: +20%
  • 驻扎兵士坚韧: +20%
  • 驻扎攻城武器效率: +20%
  • 危险:Travel default active.png −16
地产效果

圩田文化传统 及 沿海:建筑的建造时间: −10%
海洋重商主义文化传统 及 沿海:地产赋税: +10%
灵巧的渔民文化传统 及 沿海:防御方优势: +5

地产 等级 革新 描述
Holding church.png 神殿 圣堂 城市规划 由神职人员管理的朝拜之所,周围的城镇中居住着虔信的农民。
神殿之地 庄园制度 一座神殿坐落在村庄的中心,由当地的工匠精心建造,以表达他们对信仰的奉献。
崇拜之所 风力磨坊 这座神殿可以容纳大量信徒,但这并不是它的唯一用处——它还是神职人员的居所,维持着一座大型图书馆,还能保护圣物。再加上礼拜堂为信徒提供了充足的空间来进行祈祷。
大殿 起重机 当地的工匠和建筑师不满足于一个狭小而朴素的神殿,他们合力创造出一件真正的艺术品。这座宏伟的神殿似乎在召唤天界的力量,并注入所有进入它辉煌大厅的崇拜者体内。
地产 等级及革新要求 地产效果 特殊效果
部落
Holding tribal.png

可持有:
部落制
部落建筑
  • 征召兵: +250
  • 守军: +250
  • 守军补员速率: +3%
  • 赋税: +0.25/月
  • 城防等级: +1
  • 驻扎兵士伤害: +20%
  • 驻扎兵士坚韧: +20%
地产效果

隐蔽之城文化传统 及 丛林地形:城防等级: +1
灵巧的渔民文化传统 及 沿海:防御方优势: +2

加固部落建筑
 全体大会
  • 征召兵: +400
  • 守军: +500
  • 守军补员速率: +4%
  • 赋税: +0.55/月
  • 城防等级: +2
  • 驻扎兵士伤害: +40%
  • 驻扎兵士坚韧: +40%
地产效果

隐蔽之城文化传统 及 丛林地形:城防等级: +1
灵巧的渔民文化传统 及 沿海:防御方优势: +3

地产 等级 革新 描述
Holding tribal.png 部落 部落建筑 用圆木和粗糙切割的石头建成,这座建筑气势宏伟,尽管体型较小。
加固部落建筑 全体大会 加固建筑从封建城堡中吸取灵感,增添了许多新的防卫要素。

地形

显示十字军之王 III中每种地形的地图

每个男爵领都有一种特定的主导地形。地形决定了军队在男爵领的移动速度和战线宽度,也影响伯爵领的补给上限和发展度增长。地形还决定伯爵领可以建造的建筑。游戏中有14种地形:

地形 行军速度 Combat width.png 战线宽度 防御方优势 伯爵领补给上限 伯爵领发展度增长 危险 其他效果 图像 旅行描述
Terrain desert.png 沙漠 70% 100% −30% −50% +50 Terrain image desert.png 这片沙漠极其危险。
Terrain desert mountains.png 沙漠山地 50% 50% +12 −60% −50% +65 −30% 防御方撤退的损失 Terrain image desert mountains.png 这片沙漠极其危险。
Terrain drylands.png 旱地 100% 100% −5% +35 Terrain image drylands.png 这片沙漠极其危险。
Terrain farmlands.png 农田 100% 100% +50% +20% 0 Terrain image farmlands.png 这个地方很安全。
Terrain floodplains.png 洪泛平原 100% 75% +35% +20% +35 Terrain image floodplains.png 该男爵领容易发生洪水。
Terrain forest.png 森林 80% 90% +3 −10% +45 Terrain image forest.png 已知有许多旅行者迷失在这片森林中。
Terrain hills.png 丘陵 80% 80% +5 −10% −10% +45 Terrain image hills.png 谁知道这片丘陵中潜藏着什么。
Terrain jungle.png 丛林 50% 70% +6 −25% −40% +65 Terrain image jungle.png 这片丛林潜藏着数不清的危险。
Terrain mountains.png 山地 50% 50% +12 −50% −25% +65 Terrain image mountains.png 这些山脉看起来非常危险。
Terrain oasis.png 绿洲 100% 100% +10% +10% +10 Terrain image oasis.png 一片绿洲,还是只是个诱人的海市蜃楼?
Terrain plains.png 平原 100% 100% +10 Terrain image plains.png 强盗们很容易在开阔的平原上注意到你。
Terrain steppe.png 草原 100% 100% −50% +50 Terrain image steppe.png 这片沙漠极其危险。
Terrain taiga.png 针叶林 80% 80% +4 −20% −5% +55 Terrain image taiga.png 已知有许多旅行者迷失在这片森林中。
Terrain wetlands.png 湿地 70% 60% +5 −25% −25% +65 +25% 撤退的损失
+20% 战死士兵
Terrain image wetlands.png 在这片湿地中,一步迈错就有可能送命。

冬季

除了沙漠区域附近外的所有男爵领每年都会经历冬季。冬季在十月中旬开始,严寒度随时间增加,但不一定每年都一样。男爵领受冬季影响的开始时间和严寒度基于在地图上的位置,极北之地和高山地区受影响最早且最严重。冬季在三月初结束。某些兵士会在冬季获得增益或惩罚。

严寒度 补给消耗 战死士兵 防御优势 影响兵士
Winter mild.png 温暖 -2 0 0 No
Winter normal.png 正常 -5 0 0 Yes
Winter harsh.png 严寒 -10 +20% +5 Yes

瘟疫

瘟疫是某种传染病特质的爆发,它会在在地图上蔓延。如果一个统治者的领地内存在瘟疫,他就可以使用隔离首都和避世隔离决议。如果玩家自己的或邻国的领地内存在瘟疫,游戏界面的右下角会出现一个按钮,可以点击它来显示地图上所有的瘟疫。

被感染的男爵领有一个感染率数值,反映了疫情的严重性以及因此而遭受的惩罚的大小。最大感染率根据伯爵领的Plague.png 瘟疫抗性分四个等级降低,传染给其他地块的可能性也被该抗性影响。

  • Plague.png 瘟疫抗性大于80,则传染出去以及感染率提高的可能性降低75%
  • Plague.png 瘟疫抗性大于50,则传染出去以及感染率提高的可能性降低50%
  • Plague.png 瘟疫抗性大于10,则传染出去以及感染率提高的可能性降低25%

男爵领内建筑数量以及某些建筑的等级会提高瘟疫爆发或被传染的概率,特别是 Building tradeport.png 贸易港、Building market villages.png 集市、Building guild halls.png 行会;如果地产类型是 Holding city.png 城市,也会增加风险。沿海地区的瘟疫会传播得更快,但是更难传染到海岛上(大不列颠群岛除外)。瘟疫结束后,之前受感染的男爵领会获得一个5年的  发展度 增长增益,并且分别在50年和15年内对同一种和其他瘟疫的抵抗能力提升4倍。

瘟疫强度有三个等级(在爆发时决定,不会升级),影响其持续时间、最多可以感染的男爵领数量以及角色感染的可能性。直辖瘟疫的发源地的统治者会根据瘟疫强度失去20、50或100点 Legitimacy.png正统性。 发展度 以及更后期的时代会使瘟疫的强度是高等级的可能性增大。

瘟疫 男爵领影响(感染率大于10%) 男爵领影响(感染率大于50%) 男爵领影响(感染率大于80%) 受影响的男爵领 持续时间 备注 DLC
腺鼠疫
Trait bubonic plague.png
  • Travel danger icon.png +25 瘟疫危险
  • -3 每月发展度
  • -10 民众好感度
  • -0.6 每月控制力
  • -20% 补给上限
  • -30% 征召兵补员速率
  • -25% 征召兵规模
  • Travel danger icon.png +40 瘟疫危险
  • -6 每月发展度
  • -25 民众好感度
  • -0.8 每月控制力
  • -50% 补给上限
  • -50% 征召兵补员速率
  • -40% 征召兵规模
  • Travel danger icon.png +60 瘟疫危险
  • -8 每月发展度
  • -25 民众好感度
  • -0.8 每月控制力
  • -100% 补给上限
  • -100% 征召兵补员速率
  • -50% 征召兵规模
  • 轻微:100-200
  • 严重:300-500
  • 末日:6500-7250
  • 轻微:6-12
  • 严重:12-24
  • 末日:24-48
比其他瘟疫传播得快
肺痨
Trait consumption.png
  • Travel danger icon.png +20 瘟疫危险
  • -2 每月发展度
  • Travel danger icon.png +40 瘟疫危险
  • -3 每月发展度
  • -2 民众好感度
  • -0.05 每月控制力
  • Travel danger icon.png +60 瘟疫危险
  • -4 每月发展度
  • -3 民众好感度
  • -0.1 每月控制力
  • 轻微:15-30
  • 严重:25-60
  • 末日:80-120
  • 轻微:12-18
  • 严重:20-25
  • 末日:30-45
天花
Trait smallpox.png
  • Travel danger icon.png +10 瘟疫危险
  • -1 每月发展度
  • -2 民众好感度
  • Travel danger icon.png +20 瘟疫危险
  • -2 每月发展度
  • -3 民众好感度
  • Travel danger icon.png +30 瘟疫危险
  • -3 每月发展度
  • -5 民众好感度
  • -0.1 每月控制力
  • -20% 补给上限
  • 轻微:15-30
  • 严重:45-70
  • 末日:120-180
  • 轻微:6-8
  • 严重:10-20
  • 末日:22-40
伤寒
Trait typhus.png
  • Travel danger icon.png +20 瘟疫危险
  • -1 每月发展度
  • -2 民众好感度
  • -0.3 每月控制力
  • -20% 征召兵补员速率
  • Travel danger icon.png +30 瘟疫危险
  • -2 每月发展度
  • -3 民众好感度
  • -0.4 每月控制力
  • -20% 征召兵补员速率
  • -10% 守军规模
  • Travel danger icon.png +40 瘟疫危险
  • -3 每月发展度
  • -5 民众好感度
  • -0.5 每月控制力
  • -20% 征召兵补员速率
  • -20% 守军规模
  • 轻微:15-20
  • 严重:20-30
  • 末日:40-60
  • 轻微:6-12
  • 严重:12-24
  • 末日:24-48
血痢
Trait dysentery.png
  • Travel danger icon.png +10 瘟疫危险
  • -1.5 每月发展度
  • -0.1 每月控制力
  • -2 民众好感度
  • Travel danger icon.png +20 瘟疫危险
  • -2.5 每月发展度
  • -0.3 每月控制力
  • -3 民众好感度
  • -10% 补给上限
  • Travel danger icon.png +30 瘟疫危险
  • -4 每月发展度
  • -0.5 每月控制力
  • -5 民众好感度
  • -20% 补给上限
  • 轻微:10-16
  • 严重:22-30
  • 末日:50-150
  • 轻微:2-4
  • 严重:8-16
  • 末日:16-32
在有军队或防御工事建筑的男爵领传播得更快 DLC Legends of the Dead.png
圣火病
Trait ergotism.png
  • Travel danger icon.png +5 瘟疫危险
  • -0.1 每月控制力
  • -10% 补给上限
  • +50% 地产建造时间
  • -10% 驻扎军队坚韧
  • Travel danger icon.png +10 瘟疫危险
  • -0.1 每月控制力
  • -20% 补给上限
  • +75% 地产建造时间
  • -20% 驻扎军队坚韧
  • Travel danger icon.png +15 瘟疫危险
  • -0.1 每月控制力
  • -30% 补给上限
  • +100% 地产建造时间
  • -100% 驻扎军队坚韧
  • -0.5 每月发展度
  • 轻微:10-15
  • 严重:25-35
  • 末日:40-50
  • 轻微:6-12
  • 严重:12-18
  • 末日:24-30
DLC Legends of the Dead.png
麻疹
Trait measles.png
  • Travel danger icon.png +5 瘟疫危险
  • -0.1 每月控制力
  • Travel danger icon.png +15 瘟疫危险
  • -0.2 每月控制力
  • -0.25 每月发展度
  • -2 民众好感度
  • Travel danger icon.png +30 瘟疫危险
  • -0.4 每月控制力
  • -0.5 每月发展度
  • -5 民众好感度
  • 轻微:30-40
  • 严重:70-100
  • 末日:150-225
  • 轻微:3-6
  • 严重:6-12
  • 末日:12-24
儿童更容易感染 DLC Legends of the Dead.png

一个末日级  腺鼠疫 的名字一定会是黑死病。每位统治者在它爆发和在领地内蔓延时都会收到通知。在哪里爆发、传播范围、是否可以多次爆发是根据游戏规则决定的。如果安装了DLC Legends of the Dead.png Legends of the Dead DLC,在黑死病期间会触发一系列独特的事件;此外,如果没有该DLC,天花、肺痨和伤寒的爆发概率会翻倍,以补偿DLC特有的瘟疫的空位。[1]

男爵领一旦被感染,它所属的伯爵领就会损失  发展度。该惩罚的大小与该伯爵领拥有的男爵领数量成反比关系,比如一个1孔伯爵领每伯爵领感染导致损失的 发展度就是3孔伯爵领的3倍。

爆发与传播机制详解

每种瘟疫的三个强度等级的爆发可能性和传播可能性都是分开算的。爆发可能性的公式是:

[math]\displaystyle{ \text{此强度爆发概率} = \text{基础值} \times \text{基础值修正} \times \text{最近发生过瘟疫修正} \times 100\% }[/math]

而未被感染的男爵领被传染的可能性的公式是:

[math]\displaystyle{ \text{被传染概率} = \text{基础值} \times \text{基础值修正} \times 100\% }[/math]

其中,爆发概率的应用是:每年在此男爵领爆发这种瘟疫的这种强度的概率。

爆发概率

基础值

首先考虑基础值及其影响因素。不同强度有不同的起始基础值:

轻微 严重 末日 血痢 黑死病
基础值 0.01% 0.001% 0.0005% 0.01% 0.0005%

男爵领的建筑数量和类型及等级会对基础值做加法,根据疫情强度数值有所不同。

建筑数量及加成
强度 建筑数量 每个加成
轻微 ≥4 0.004%
严重 ≥6
末日 ≥10
黑死病 ≥20 0.008%

以下所述建筑类型所产生的加成,是该等级及以下的所有数值都生效。例如一个5级贸易港所产生的是+0.02% (0.004%×3 + 0.008%)。

建筑类型及加成(不包括血痢)
建筑类型 强度 等级
1 2 3 4 5 6 7 8
贸易港 轻微 0.004% 0.008% 0.016%
严重 0.004% 0.008% 0.004% 0.008%
末日 0.004% 0.008%
黑死病 0.008% 0.016%
集市 除了黑死病 0.004%
行会 轻微 0.016% 0.016% 0.016% 0.016%
严重 0.008%
末日 0.004%

血痢的基础值影响因素比较特殊,上表的因素对其都没影响,而是考虑以下:

  • 该处有正在战斗或劫掠的军队,+0.064%
  • 该处军队多于2队,+0.032%
  • 正在被围攻,+0.064%,且根据城防等级有额外的增加

另外,如果在游戏规则里设置了黑死病状况“随机”的话,黑死病的爆发概率还会+0.016%。

基础值修正

修正的起始值根据强度等级不同:

轻微 严重 末日 血痢 黑死病
基础值 1 0.8 0.5 1
下限 0.001 0.0005 0.001

接下来根据游戏规则中的“瘟疫频率”、伯爵领发展度、当前的时代、男爵领地产类型、最高领主的领地是否有瘟疫以及男爵领地形对该修正值进行增减。注意地产类型的加成是可以叠加的,例如瘟疫强度是轻微时,如果男爵领是城市地产则+0.2。

强度
轻微 严重 末日 血痢 黑死病
游戏规则:
瘟疫频率
较高 +0.1
极高 +0.2
末日 +0.4
较低 -0.35 -0.35(或者简单难度) -0.35
极低 -0.8 -0.6(或者非常简单难度) -0.6
发展度 +伯爵领发展度× 0.002 0.008 0.08
时代 部落时期 -0.2 -0.35 -0.995 -0.35 -0.995
中世纪早期 0 -0.2 -0.995 -0.2 -0.6
中世纪盛期 0 0 -0.35 0 -0.35
中世纪晚期 -0.2 0 0 0 -0.2
地产 建造了地产 +0.1 -0.2 +0.1
是城市地产 +0.1 -0.2 +0.1
最高领主的领地内没有瘟疫 +0.4
地形 丘陵、山地、森林、沙漠、沙漠山地 -0.2
丛林、针叶林 +0.1
最近发生过瘟疫的修正

起始值1,下限0.001。

如果不在该种瘟疫的瘟疫冷却期(前文所述的50年的那个),设置为1;否则,根据游戏规则“瘟疫频率”,设置值[2]

较高 极高 末日 其他
设置值 -0.6 -0.35 -0.2 -0.995

如果大众不记得最近发生过瘟疫(前文所述的15年的那个),设置为1;否则,根据游戏规则“瘟疫频率”,设置值:

极高 末日 其他
设置值 -0.35 -0.2 -0.6

被传染概率

基础值

由于表达的需要,此处基础值指的是百分数。基础值根据瘟疫强度直接决定:

轻微 严重 末日
基础值 3.5 5 9

根据以下因素进行增减:

  • 如果伯爵领内其他省份已经感染了这种瘟疫, +4
  • +建筑数量 ×0.25
  • 建筑类型、男爵领地形、文化传统或文化特性
  • 如果处于瘟疫冷却期(前文所述的50年那个), -2

与爆发概率的基础值的建筑类型一样,这里的加成也是该等级及以下的全部生效。

建筑类型 等级
1 2 3 4 5 6 7 8
贸易港 +2 +3 +4
集市 +2
行会 +4 +4 +4 +4
男爵领地形 加成
农田 +3
洪泛平原、湿地、平原、草原 +2
丘陵、旱地、绿洲、森林 -0.5
沙漠、沙漠山地、山地、丛林、针叶林 -1
海岛地区 -1

文化传统分增加基础值和减少两大类,各大类按顺序只取1条生效且只生效一次。例如同时拥有海洋重商主义、城市守护者、盛情款待、隐蔽之城、孤立主义,则只会 +1 (3 - 2)。

传统或特性 加成
增加类 城市守护者或海洋重商主义 +3
盛情款待、马上领主、陆上商队或航海家 +2
资深海盗、乡土观念 +2
减少类 隐蔽之城 -2
文化特性“对于该文化的角色,瘟疫不传播到他们领地的可能性更大”(目前只有孤立主义传统) -2

血痢的基础值只被以下因素影响:

  • 该处有正在战斗或劫掠的军队, +3
  • 该处军队多于2队, +4
  • 该处正在被围攻, +4
  • +城防等级 ×0.25
基础值修正

起始值为1,下限0.001。计算以下因素进行加减:

  • 沿海或沿河省份,但是没有4级或以上港口建筑,建筑数量不多于4, -0.5
  • 如果同时满足:黑死病、是沿海或沿河省份、有6级或以上港口并且建筑数量多于10个, +1.5
  • 如果伯爵领内的其他省份已经感染了这种瘟疫,那么 +1.5
  • +伯爵领发展度 ×0.025
  • 游戏规则“瘟疫频率”、瘟疫强度、最近发生过瘟疫与瘟疫频率、大众还记得最近发生过瘟疫与瘟疫频率、男爵领地产类型

与爆发概率的基础值修正一样,地产类型如果多条满足是可以叠加的。

因素 加成
瘟疫频率 末日 +1.5
极高 +0.75
较高 +0.25
极低 -0.5
较低 -0.25
瘟疫强度 末日 +1
严重 +0.75
最近发生过瘟疫,瘟疫频率 末日 -0.75
极高 -0.5
较高 -0.25
其他 -0.991
大众还记得最近发生过瘟疫,瘟疫频率 末日 -0.25
极高 -0.5
地产类型 修建了地产 +0.25
城堡或神殿地产 +0.25
城市地产 +0.75

角色感染机制详解

与瘟疫爆发概率的按年算不同,角色是否会感染所处地的瘟疫是每个月检测一次,公式是:

[math]\displaystyle{ \text{被传染概率} = \text{基础值} \times \text{基础值修正} \times 100\% }[/math]

角色感染概率有一个影响基础值修正的特殊值,官方称之为“是否会遵守社交距离”因素,基础值是-1,根据以下因素增减:

  • 特质(拥有多个则生效多次):
    • 蛰居、医师, +4
    • 多疑、草药师, +2
    • 害羞、精明、勤勉、怯懦、节制, +1
    • 专断、勇敢, -1
    • 急躁、笨拙, -2
    • 合群, -4
  • 勤洗手技能点, +10
  • 文化传统(拥有多个则生效多次)
    • 仪式化友谊、生命不过一场玩笑, -1
  • 文化拥有特性“该文化的角色感染瘟疫的概率降低”(目前只有水之仪式), +20

基础值

基础值起始值是10%,下限是1%,影响因素如下,其中同一大点除非特别说明,否则无论包含了多少条细分规则只生效一次:

  • 特性多病或近亲繁殖,或健康是身体抱恙或更糟, +20%
  • 瘟疫强度
    • 末日,且类型是腺鼠疫(即黑死病), +40%
    • 末日,且类型不是腺鼠疫, +30%
    • 严重, +20%
    • 轻微, +10%
  • 特质或技能点(同时拥有多个,效果可叠加):
    • 健身特质, -4%
    • 身似铁打技能点, -6%
    • 心裨体健技能点, -8%
    • 身心俱悉特质, -10%
  • 如果是访客, +40%
  • 如果不是统治者, +10%
  • 如果是儿童,且瘟疫类型是麻疹, +20%
  • 年龄
    • 65岁及以上, +40%
    • 50岁及以上, +20%
  • 减去“是否会遵守社交距离”的值

基础值修正

角色感染概率的基础值修正是如果满足条件则直接对基础值操作,没有起始值,没有下限:

  • 所处地的瘟疫抗性(只生效一条):
    • 大于80,乘0.25
    • 大于50,乘0.5
    • 大于10,乘0.75
  • 使用避世隔离决议,乘0.25
  • 重复一次所处地的瘟疫抗性的判断

参考资料

  1. common\epidemics\00_epidemics.txt
  2. common\script_values\06_ce1_epidemics_values.txt,写的都是value=,不是加减;但是min又是0.001,可能属于bug
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