男爵领:修订间差异

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{{Version|1.9}}
'''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。男爵领可能人烟稀少,也可能有一个地产。
'''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)==
==首都(府)==
{{SVersion|1.0}}
 一个男爵领可以是两类首都(府):
 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]] 爵领 首府是 一个 伯爵领 初始 男爵领。 地产 永远不能摧毁或租赁,且总是归持有该省份 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 同时有{{green|+1}} {{icon|Fort Level}}城防等级
==地产==
*[[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;因此,对建筑的投入应该主 在这里进行,特别是在分割继承法仍然普遍的游戏早期 。领地首 都一生只能移动一次,除非是迁往主头衔 法理首都 首都也提供额外的{{green|+1}} {{icon|gold}} 税收。公爵及以上等 臣的领 首都获得{{green|+10%}} {{icon|Levies}} 征召兵。领地首都所在法理公国下的其他男爵领将获得{{green|+10%}} {{icon|Levies}} 征召兵。战争期间不能迁都
  每个男 爵领 可以有 一个 地产,代表位于其中 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 贵族。如果在封臣 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 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]]
 
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 {{Building cost_gold|main|1}} 如果伯爵 未同时拥有城堡、城市和神殿 产,必须 先建造缺少 地产类型
* 升级一处封建制/氏族制 产到Ⅱ级需要 {{Building cost_gold|main|2}}
* 升级一处封建制/氏族制地产到Ⅲ级需要 {{Building cost_gold|main|3}}
* 升 一处 建制/氏族制 产到Ⅳ级需要 {{Building cost_gold|main|4}}
* 升级一处部落制地产需要 {{Building cost_prestige|expensive|3}} {{Building cost_gold|expensive|1}}
* [[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


== 地产==
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 者的信仰的 {{iconify|Fervor|宗教热情}}增加1% 无论是哪 统治者提供了 建造 资金
{{SVersion|1.0}}
每个男 爵领 可能 一个地产 代表 于其中的中心聚落。部落制'''不能''' 建造 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。如果封建制或氏族制统治者持有一个部落,他们不能获得来自部落的税收或征召兵,但有花费500{{Icon|Gold}}金钱将其转换为城堡的选项。
<tabber>
{| class="mildtable" style="text-align: center;"
  游戏资料 =
!地产
{| class="mildtable plainlist"
! width="10%" |地产类型描述
! 地产
!等级
! 等级 及革新 要求
!{{Icon|Gold}} 每月税收
! 地产效果
!{{icon|Levies}}征召兵
! 特殊效果
!{{Icon|Garrison}}守军
!{{icon|Fort Level}}城防 等级
!{{icon|innovation}}  要求 革新
! 花费
! 可以直接持有
! width="25%" |描述
|-
|-
| rowspan="4"|[[File:Holding castle.png]]<br>  城堡
| 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| 制]]<br>[[政体#共和制|共 制]]<br>[[政体#神权制|神权制]]<br>[[受雇军队#骑士团|骑士团]]
| rowspan="4" style="text-align: left; " |''一座堡垒,不仅为一个受人尊敬的贵 家庭提供了居所,还保护了周围的城镇 农田。''
| 城寨</br>{{iconify|mottes|[[革新#土垒|土垒]]}}
| style="text-align: left; " | 城寨
|
|{{green|+0.4}}
* {{building levy|normal|2}}
|{{green|+175}}
* {{building max_garrison|good|1}}
|{{green|+250}}
* {{building garrison_reinforcement_factor|2}}
|{{green|+1}}
* {{building monthly_income|poor|2}}
| 土垒
* {{building fort_level|great|1}}
|{{icon|gold}} 600
* {{building stationed_maa_damage_mult|normal|1}}
  金钱
* {{building stationed_maa_toughness_mult|normal|1}}
| rowspan="4" | 封建制<br> 氏族制<br> 骑士团
* {{building stationed_siege_weapon_siege_value_mult|normal|1}}
|''这处小而难以攻克的防御工事位于一处土垒之上。''
* {{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; " | 堡垒
| 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}}
|城
* {{building monthly_income|poor|4}}
|{{icon|gold}} 800
* {{building fort_level|great|2}}
  金钱
* {{building stationed_maa_damage_mult|normal|2}}
|'' 垒(或称 楼)是一座用作住所和最后防线的巨塔。''
* {{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 守护者| 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; " |同 多重 城堡
| 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}}
| 棚楼
* {{building monthly_income|poor|6}}
|{{icon|gold}} 1000
* {{building fort_level|great|3}}
  金钱
* {{building stationed_maa_damage_mult|normal|3}}
|''同心多重 城堡 有两道或以上 墙,内部城墙高于外部。''
* {{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| 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; " | 要塞
| 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}}
|突堞
* {{building monthly_income|poor|8}}
|{{icon|gold}} 1200
* {{building fort_level|great|4}}
金钱
* {{building stationed_maa_damage_mult|normal|4}}
|''要塞是防御的缩影,既能击退敌军来犯,也能驻扎大批军队。''
* {{building stationed_maa_toughness_mult|normal|4}}
|-
* {{building stationed_siege_weapon_siege_value_mult|normal|4}}
| rowspan="4"|[[File:Holding city.png]]<br>  城市
* {{building travel_danger|-16}}
| rowspan="4" style="text-align: left; " |''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。''
|
| style="text-align: left; " |中心村镇
;地产效果</br>
|{{green|+0.8}}
[[传统#圩田| 圩田]]文化传统 及 沿海:{{Building build_speed|-0.1}}</br>
|{{green|+75}}
[[传统#城堡守护者|城 堡守护者]]文化传统:{{Building defender_holding_advantage|20}}</br>
|{{green|+150}}
[[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>
|'''0'''
[[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>
|城市规划
[[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|gold}} 500
;领地效果</br>
金钱
[[传统#城堡守护者|城 堡守护者]] 文化传统:</br>
| rowspan="4" |共和制
&emsp;{{Building monthly_prestige|0.05}}</br>
|''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。''
&emsp;{{Building monthly_dynasty_prestige|0.04}}
|-
|}
| style="text-align: left; " |大型城市
 
|{{green|+1.4}}
|-|
|{{green|+125}}
  描述 =
|{{green|+300}}
{| class="mildtable" style="text-align: center;
|'''0'''
|庄园制度
! 等级
|{{icon|gold}} 500
! 革新
金钱
! width=75% | 描述
|''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。''
|-
| style="text-align: left; " |城区
|{{green|+2}}
|{{green|+175}}
|{{green|+450}}
|'''0'''
|风力磨坊
|{{icon|gold}} 500
金钱
|''这座 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。''
|-
| style="text-align: left; " |繁华都会
|{{green|+2.6}}
|{{green|+225}}
|{{green|+1050}}
|'''0'''
|起重机
|{{icon|gold}} 500
金钱
|''这座 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。''
|-
| rowspan="4"|[[File:Holding church.png]]<br>  神殿
| rowspan="4" style="text-align: left; " |''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。''
| style="text-align: left; " |圣堂
|{{green|+0.5}}
|{{green|+125}}
|{{green|+150}}
|'''0'''
| 城市规划
|{{icon|gold}} 500
  金钱
| rowspan="4" |氏族制<br>神权制<br>平信徒神职人员
|''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。''
|-
| style="text-align: left; " |神殿之
|{{green|+0.9}}
|{{green|+225}}
|{{green|+450}}
|'''0'''
|庄园制度
|{{icon|gold}} 500
  金钱
|''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。''
|-
|-
| style="text-align: left; " | 崇拜之所
| 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 攻克 防御工事位于 一处 土垒之上 。''
|'''0'''
|风力磨坊
|{{icon|gold}} 500
  金钱
|''这 座神殿可 容纳大量信徒,但这并不是它 ——它还是神职人员的居所,支撑着一座大型图书馆,还能保护圣物。外加的礼拜堂为信徒提供了充足的空间来进行祈祷 。''
|-
|-
| style="text-align: left; " | 大殿
| 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 和最后防线 巨塔 。''
|{{green|+1050}}
|'''0'''
|起重机
|{{icon|gold}} 500
  金钱
|'' 当地的工匠和建筑师不满足于一个小而朴素的神殿,他们合力创造了 件真正的艺术品。这 宏伟的神殿似乎在召唤天界的力量,并注入 有进入它辉煌大厅 崇拜者体内 。''
|-
|-
| rowspan="2"|[[File:Holding tribal.png]]<br>  部落
| style="text-align: left; | 轴心环形城堡
| rowspan="2" style="text-align: left; " |''一个简单但是有效的部落建筑,为部落村庄起到防御作用。''
棚楼
| style="text-align: left; " |部落建筑
| '' 轴心环形城堡有两道或以上城墙 内城高于外郭 。''
|{{green|+0.2}}
|{{green|+250}}
|{{green|+250}}
|{{green|+1}}
|无
|{{icon|no}} 不能被建造
| rowspan="2" |部落制
|'' 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 。''
|-
|-
| style="text-align: left; " | 加固部落建筑
| 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}}
| 全体大会
|{{icon|gold}} 200
金钱<br>{{icon|prestige}} 400
 
  威望
|'' 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 。''
|}
|}
</tabber>


==建筑==
<tabber>
  根据男爵领的地形,每个地产都可以建造一些'''建筑'''('''Buildings''')。常规建筑主要注重于于增加税收和征召兵,还有一些次要效果,如增加城防等级或补给;一旦达到所需的发展度等级,就可以升级。建筑可以由男爵,其直辖领主或任何更高等级的领主建造。
  游戏资料
 
默认情况下,一个男爵领最多可以有3个建筑。可以通过以下方式增加建筑数量:
 
*男爵领是省份首府:{{green|+1}} 常规建筑槽
*建造玻璃建筑物决议:{{green|+1}} 常规建筑槽
*男爵领是公国首都:{{green|+1}} 公国建筑槽
*以下男爵领获得最多 {{green|+1}} 特殊建筑槽:
**男爵领是圣地
**男爵领是史实建筑所在地
**男爵领是矿山所在地
**男爵领是大学所在地
 
===部落建筑===
部落仅有4种建筑类型,每一类有2个建筑,但大部分建筑效果适用于整个领地。注意,'''所有'''部落建筑在领地改革为封建制或氏族制时都会失去。
 
*Ⅰ级建筑花费75{{Icon|Gold}}金钱和200{{Icon|Prestige}}威望
*Ⅱ级建筑花费100{{Icon|Gold}}金钱和300{{Icon|Prestige}}威望
 
{| class="mildtable plainlist"
{| class="mildtable plainlist"
! 类型
! 地产
! 建筑
! 等级及革新要求
!地产效果
! 地产效果
! 领地效果
! 特殊 效果
!省份 效果
!时间花费
!要求革新
! width="35%" |描述
|-
| rowspan="2" style="text-align: center; " |集会厅<br>[[File:Building longhouses.png]]
|长屋
|{{icon|levies}} {{green|+100}} 征召兵
|{{icon|prestige}} {{green|+0.2}} 每月威望
|{{icon|control}} {{green|+0.2}} 每月控制力增长
|{{icon|time}} 5 年
|无
|''长屋大到足以容纳长老之间的重要会议,法律和政策在此被敲定。''
|-
|-
| 大会堂
| 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
|{{icon|levies}} {{green|+175}} 征召兵
| 中心村镇</br>{{iconify|City Planning|[[革新#城市规划| 城市规划]]}}
|{{icon|prestige}} {{green|+0.5}} 每月威望
|{{icon|control}} {{green|+0.4}} 每月控制力增长
* {{building levy|poor|2}}
|{{icon|time}} 5 年
* {{building max_garrison|normal|1}}
|兵营
* {{building garrison_reinforcement_factor|1}}
|''大会堂中有一个中央高台,在那里酋长或者将军可以发表激动人心的演讲。''
* {{building monthly_income|good|2}}
|-
* {{building travel_danger|-10}}
| rowspan="2" style="text-align: center; " |集市<br>[[File:Building market villages.png]]
|贸易前哨
|
|
*{{icon|gold}} {{green|+0.4}}  每月税收
;地产效果</br>
*{{icon|supply}} {{green|+500}} 补给上限
[[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 年
[[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>
|''贸易前哨为部落和商人提供交流和易货的机 。''
[[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| 传承]]:{{Building development_growth_factor|fp2_urbanism_legacy_1_bonus_value}}
|-
|-
| 集镇
| 大型城市</br>{{iconify|Manorialism|[[革新#庄园制度|庄园制度]]}}
|
* {{building levy|poor|4}}
* {{building max_garrison|normal|2}}
* {{building garrison_reinforcement_factor|2}}
* {{building monthly_income|good|4}}
* {{building travel_danger|-12}}
|
|
*{{icon|gold}} {{green|+0.7}} 每月税收
;地产效果</br>
*{{icon|supply}} {{green|+1000}} 补给上限
[[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|0.5}}</br>
|
&emsp;{{Building tax_mult|0.02}}</br>
|{{icon|time}} 2 年
[[ 传统#海洋重商主义|海洋重商主义]] 文化传统 沿海:{{Building tax_mult|maritime_mercantilism_coastal_holdings_value}}</br>
|城市规划
[[传统#圩田| 圩田]]文化传统 沿海:{{Building build_speed|-0.1}}</br>
|''通过允许商人进入他们的村落,其中的部落民得以展开更多挣钱的生意。''
[[传统#灵巧的渔民| 灵巧的渔民]]文化传统 沿海:{{Building defender_holding_advantage|3}}</br>
|-
;伯爵领 果</br>
| rowspan="2" style="text-align: center; " |栅栏<br>[[File:Building palisades.png]]
[[传统# 市守护者|城 市守护者]]文化传统:{{Building county_opinion_add|10}}</br>
|简易栅栏
[[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>
*{{icon|advantage}} {{green|+2}} 防御方优势
&emsp;{{Building monthly_county_control_change_factor|-0.25}}</br>
*{{icon|fort level}} {{green|+1}} 城防等级
{{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}}
*{{icon|levies}} {{green|+100}} 征召兵
*{{icon|garrison}} {{green|+150}} 守军
|
*{{icon|damage}} {{green|+2}} 弓箭手伤害
*{{icon|toughness}} {{green|+1}} 弓箭手坚韧
*{{icon|damage}} {{green|+2}} 长枪兵伤害
*{{icon|toughness}} {{green|+1}} 长枪兵坚韧
|
|{{icon|time}} 3 年
|无
|''简易栅栏提供了有限的防护,在对抗小型冲突时有 ,然而在对抗大股敌人时就显得有点力不从心了。''
|-
| 墙与壕沟
|
*{{icon|advantage}} {{green|+4}} 防御方优势
*{{icon|fort level}} {{green|+2}}  防等级
*{{icon|levies}} {{green|+175}} 征召兵
*{{icon|garrison}} {{green|+300}} 守军
|
*{{icon|damage}} {{green|+4}} 弓箭手伤害
*{{icon|toughness}} {{green|+2}} 弓箭手坚韧
*{{icon|damage}} {{green|+4}} 长枪兵伤害
*{{icon|toughness}} {{green|+2}} 长枪兵坚韧
|
|{{icon|time}} 3 年
|土垒
|''外部壕沟和用石头加强的栅栏提供了被围攻时的有效防护。''
|-
|-
| rowspan="2" style="text-align: center; " |战地军营<br>[[File:Building warcamps.png]]
| 城区</br>{{iconify|Windmills|[[ 革新#风力磨坊|风力磨坊]]}}
|比武场
|{{icon|levies}} {{green|+150}} 征召兵
* {{building levy|poor|6}}
|
* {{building max_garrison|normal|3}}
*{{icon|damage}} {{green|+2}} 散兵伤害
* {{building garrison_reinforcement_factor|3}}
*{{icon|toughness}} {{green|+1}} 散兵坚韧
* {{building monthly_income|good|6}}
*{{icon|damage}} {{green|+2}} 重步兵伤害
* {{building travel_danger|-14}}
*{{icon|toughness}} {{green|+1}} 重步兵坚韧
*{{icon|knight}} {{green|+1}} 骑士数量
*{{icon|knight}} {{green|+10%}} 骑士战斗力
|
|
|{{icon|time}} 5
;地产效果</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>
|''训练设施、竞技场 木墙组成了比武场,勇士们在这里训练他们的技艺。''
&emsp;{{Building levy_size|0.7}}</br>
&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>
[[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|4}}</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|15}}</br>
[[传统#共和制传承| 制传承]] 或 [[传统#乡土观念|乡土观念]]文化传统:</br>
&emsp;{{Building development_growth_factor|0.15}}</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}}
|-
|-
| 战士公
| 繁华都 </br>{{iconify|Cranes|[[革新#起重机|起重机]]}}
|{{icon|levies}} {{green|+275}} 征召兵
|
* {{building levy|poor|8}}
* {{building max_garrison|normal|7}}
* {{building garrison_reinforcement_factor|4}}
* {{building monthly_income|good|8}}
* {{building travel_danger|-16}}
|
|
*{{icon|damage}} {{green|+4}}  散兵伤害
;地产效果</br>
*{{icon|toughness}} {{green|+2}} 散兵坚韧
[[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|damage}} {{green|+4}} 重步兵伤害
&emsp;{{Building levy_size|1}}</br>
*{{icon|toughness}} {{green|+2}} 重步兵坚韧
&emsp;{{Building tax_mult|0.04}}</br>
*{{icon|knight}} {{green|+2}} 骑士数量
[[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|knight}} {{green|+20%}} 骑士战斗力
[[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|5}}</br>
|{{icon|time}} 5 年
;伯爵领效果</br>
|兵营
[[传统#城市守护者|城市守护者]]文化传统:{{Building county_opinion_add|20}}</br>
|''只有最伟大的战士才能进入战士公会,他们仅需现身就能激励人心。''
[[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|0.2}}</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}}
|}
|}


===地产建筑===
|-|
  地产建筑仅可在城市或神殿地产中建造。此类建筑均要求225{{iconify|Gold}}金钱和3年时间来建造或升级,要求的文化革新和地产等级所要求的一样。
  描述 =
{| class="mildtable plainlist"
{| class="mildtable" style="text-align: center;
!类型
!
! width="15%" |类型描述
! 等级
! 建筑
! 革新
!每月税收
width=75% |描述
!省份效果
!领 效果
! 要求地产 等级
! width="25%" |描述
|-
|-
| rowspan="8" style="text-align: center; " | 行会<br>[[File:Building guild halls.png]]
| rowspan=4 style="text-align: left; | [[File:Holding city.png]] 城市
| rowspan="8" style="text-align: center; " |''这座城市为大型行会与市民家族提供组织生产手工艺的充足场所。''
| style="text-align: left; | 中心村镇
| 行会大厅
| 城市规划
|{{green|+0.3}}
| '' 熙熙攘攘的 城市 ,居住着 量的 市民 、商人和勤劳 镇民 。''
|{{icon|development}} {{green|+5%}} 每月发展度增长
|
|[[File:Holding city.png|24px]] 中心村镇
|'' 座城市 型行会与 市民 家族提供组织生产手工艺 充足场所 。''
|-
|-
| 雕刻师行会
| style="text-align: left; | 大型城市
|{{green|+0.5}}
庄园制
|{{icon|development}} {{green|+10%}} 每月发展 增长
| '' 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]] 中心村镇
|'' 雕刻师用木材和骨头生产物品 例如框架、装饰和工具。他们也雕刻纹章盾徽 所以这个行会在贵族中很受欢迎 。''
|-
|-
| 木匠行会
| style="text-align: left; 城区
|{{green|+0.7}}
风力磨坊
|{{icon|development}} {{green|+15%}} 每月发展度增长
| '' 这座城市已不满足于它现有的占地,现 它将附近的农地也纳入了繁荣 城区 如今 这座城市充满了大量 财富与机遇 。''
|
|[[File:Holding city.png|24px]] 大型城市
|'' 木匠 建筑行业中工作,主要使用木材作为他们 首选材料 贵族和神职都需要他们的服务 尤其是为教堂和庄园生产的美丽整齐 细木工 。''
|-
|-
| 猎人行会
| style="text-align: left; 繁华都会
|{{green|+0.9}}
起重机
|{{icon|development}} {{green|+20%}} 每月发展度增长
| '' 这座城市因其丰富的机遇而广为 知——据说甚至最低贱 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 无论何时都车水马龙、物流繁忙 。''
|
|}
|[[File:Holding city.png|24px]] 大型城市
</tabber>
|'' 买卖肉类和毛皮,他们 服务让屠夫和鞣皮匠有办法施展技能 佳的毛皮自然要送给最有威望的贵族家庭 。''
 
<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
|-
|-
| 石匠行会
| 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%}} 每月发展度增长
|
* {{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]]  城区
;地产效果</br>
|''石匠利用石头做建筑和雕塑工作。他们 技能需求广泛,他们的技能对于建筑防御工事是无价之宝。''
[[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 渔民]]文化传统 及 沿海:{{Building defender_holding_advantage|2}}
|-
|-
| 裁缝行会
| 神殿之地</br>{{iconify|manorialism|庄园制度}}
|{{green|+1.3}}
|
|{{icon|development}} {{green|+30%}} 每月发展度增长
* {{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]]  城区
;地产效果</br>
|''裁缝选用针线布料作为他们挥舞 武器。有了无与伦比的技能,他们能为贵族生产服装。''
[[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 渔民]]文化传统 及 沿海:{{Building defender_holding_advantage|3}}
|-
|-
| 玻璃工行会
| 崇拜之所</br>{{iconify|windmills|风力磨坊}}
|{{green|+1.5}}
|{{icon|development}} {{green|+35%}} 每月发展度增长
* {{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]]  繁华都会
;地产效果</br>
|''玻璃工用玻璃创造令人惊叹 物品,如高脚杯和窗玻璃片等等。拥有玻璃制成的物品是非常有威望的事情,他们的服务因此广受需要。''
[[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 渔民]]文化传统 及 沿海:{{Building defender_holding_advantage|4}}
|-
|-
| 工匠行会
| 大殿</br>{{iconify|Cranes|起重机}}
|{{green|+1.7}}
|{{icon|development}} {{green|+40%}} 每月发展度增长
* {{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]]  繁华都会
;地产效果</br>
|''工匠利用多种材料,不仅生 艺术品,也创造全 发明。他们的创意和精细的技能受到各地大贵族的关注。''
[[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
! 等级
! 革
!  width=75% |描述
|-
|-
| rowspan="8" style="text-align: center; " | 僧侣学校<br>[[File:Building monastic schools.png]]
| rowspan=4 style="text-align: left; | [[File:Holding church.png]] 神殿
| rowspan="8" style="text-align: center; " |''这座学校教授许多学科,是一所稀有的高等学问中心,但是招收的学生主要准备将来成为神职人员。''
| style="text-align: left; |  圣堂
|祈祷大厅
城市规划
|{{green|+0.2}}
| '' 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 。''
|{{icon|control}} {{green|+0.1}} 每月控制力增长
|{{green|+0.1}} 每月虔诚
|[[File:Holding church.png|24px]] 圣堂
|'' 祈祷大厅中举办讲道,也是静默沉思 之所。''
|-
|-
| 僧侣学校
| style="text-align: left; | 神殿之地
|{{green|+0.4}}
庄园
|{{icon|control}} {{green|+0.2}} 每月控 力增长
| '' 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}} 每月虔诚
|[[File:Holding church.png|24px]] 圣堂
|''This school teaches many subjects and is a rare center of high learning, but the students enrolled here primarily study to prepare themselves for future careers in the clergy.''
|-
|-
| 图书馆
| style="text-align: left; | 崇拜之所
|{{green|+0.5}}
磨坊
|{{icon|control}} {{green|+0.3}} 每月控制 增长
| ''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 居所,维持着一座大型 图书馆, 还能保护圣物 再加 礼拜堂为信徒提供了充足 空间来进行祈祷 。''
|{{green|+0.3}} 每月虔诚
|[[File:Holding church.png|24px]]  神殿 之地
|''僧侣学校 的图书馆 满是书籍 范围涵盖薄本论文到神学巨著 其墙内确实称得 是知识 宝库 。''
|-
|-
| 朝圣者居住区
| style="text-align: left; 大殿
|{{green|+0.7}}
起重机
|{{icon|control}} {{green|+0.4}} 每月控制力增长
| '' 当地 工匠和建筑师不满足于 个狭小而朴素的神殿 ,他们 合力创造出一件真正的艺术 。这座宏伟的神殿似乎在召唤天界的力量,并注入所 进入它辉煌大厅 崇拜者体内 。''
|{{green|+0.4}} 每月虔诚
|}
|[[File:Holding church.png|24px]] 神殿之地
</tabber>
|'' 各种朝圣者如果在他们漫长 旅途中想要 处栖身之所 都允许在朝圣者居住区停留歇息。 他们 也会获得食物、饮 时甚至是沐浴 招待 。''
 
<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
|-
|-
| 医务室
| 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}} 每月控制力增长
|{{green|+0.5}} 每月虔诚
* {{building levy|normal|3}}
|[[File:Holding church.png|24px]]  崇拜之所
* {{building max_garrison|good|1}}
|''战争或瘟疫期间,医务为严重受苦 受害者提供第二次机会,假如他们能撑过这段时间的话。''
* {{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 渔民]]文化传统 及 沿海:{{Building defender_holding_advantage|2}}
|-
|-
| 抄写室
| 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}} 每月控制力增长
* {{building levy|normal|5}}
|{{green|+0.6}} 每月虔诚
* {{building max_garrison|good|2}}
|[[File:Holding church.png|24px]]  崇拜之所
* {{building garrison_reinforcement_factor|2}}
|''专心致志 书吏整日工作,在抄写室抄写圣典。甚至在夜晚时他们也工作,只用蜡烛和月光照明,这都是为了他们对知识的求索。''
* {{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 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
|-
|-
| 临终安养院
| 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}} 每月控制力增长
| 无
|{{green|+0.7}} 每月虔诚
| '' 用圆木和粗糙切割 石头建成,这座建筑气势宏伟,尽管体型较小 。''
|[[File:Holding church.png|24px]]  大殿
|'' 临终安养院为那些别无去处的人提供长期照料。慢性病患、残疾人、有时甚至是被魔鬼所害 人都受到欢迎 。''
|-
|-
| 柱廊
| style="text-align: left; 加固部落建筑
|{{green|+1.3}}
全体
|{{icon|control}} {{green|+0.8}} 每月控制力增长
| '' 加固建筑从封建城堡中吸取灵感,增添 许多新 防卫要素 。''
|{{green|+0.8}} 每月虔诚
|[[File:Holding church.png|24px]] 殿
|'' 柱廊形成 隔绝外界的坚实屏障,有效分隔开墙内人和外界农民 生活 。''
|}
|}
</tabber>


=== 地形 建筑===
== 地形 ==
 地形 建筑可以建造 所有城堡 城市 神殿 产,只要男 爵领 拥有所要求 的地形
[[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 男爵领的移动速度和战线宽度 也影响伯爵领的补给上限 发展度增长。 形还决定伯 爵领 可以建造 建筑。游戏中有14种 地形
!类型
{{clear}}
!Initial effects
{| class="mildtable sortable mw-datatable" style="text-align: center;
!Full upgrade effects
! colspan=2 | 地形
!地形
! 行 速度
!建造时间
! [[File:Combat width.png|24px]] 战线宽度
! width="40%" |描述
! data-sort-type="number" | {{icon|advantage}} 防御方优势
|-
! data-sort-type="number" | {{icon|supply}} 伯爵领补给上限
| style="text-align: center; " |军 营<br>[[File:Building barracks.png]]
! data-sort-type="number" | {{icon|development}}  伯爵领发展度增长
|'''Holding'''
! 危险
*{{icon|levies}} {{green|+125}}  征召兵
! 其他效果
 
! 图像
'''Realm'''
! 旅行描述


*{{icon|damage}} {{green|+2}} 重步兵伤害
|- id="沙漠"
*{{icon|damage}} {{green|+2}} 长枪兵伤害
<!-- HSV: 0.15 1 1 -->
|'''Holding'''
{{entry with color|[[File:Terrain desert.png]] 沙漠|255|230|0}}
*{{icon|levies}} {{green|+825}} 征召兵
| 70%
*{{icon|levies}} {{green|+5%}} 征召兵补员速率
| 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。


'''County'''
|- id="沙漠山地"
<!-- HSV: 0.7 0.5 0.15 -->
{{entry with color|[[File:Terrain desert mountains.png]] 沙漠山地|23|19|38}}
| 50%
| 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。


*{{icon|time}} {{green|-2}} 建筑的建造时间
|- id="旱地"
 
<!-- Uses RGB -->
'''Realm'''
{{entry with color|[[File:Terrain drylands.png]] 旱地|220|45|120}}
 
| 100%
*{{icon|damage}} {{green|+9}} 重步兵伤害
| 100%
*{{icon|damage}} {{green|+9}} 长枪兵伤害
| {{em dash}}
*{{icon|toughness}} {{green|+5}} 重步兵坚韧
| data-sort-value=0 | {{em dash}}
*{{icon|toughness}} {{green|+5}} 长枪兵坚韧
| {{red| −5%}}
|
| {{red|+35}}
*{{iconify|Drylands}}
| {{em dash}}
*{{iconify|Farmlands}}
| [[File:Terrain_image_drylands.png|220px]]
*{{iconify|Forest}}
这片沙漠极其危险。
*{{iconify|Hills}}
*{{iconify|Jungle}}
*{{iconify|Mountains}}
*{{iconify|Plains}}
*{{iconify|Steppe}}
*{{iconify|Taiga}}
*{{iconify|Wetlands}}
|{{icon|time}} 3 年
|''Barracks are sturdy buildings with the sole purpose of housing and readying local 征召兵 for war.''
|-
| style="text-align: center; " |骆驼养殖场<br>[[File:Building camel farms.png]]
|'''Holding'''
*{{icon|levies}} {{green|+75}} 征召兵


'''Realm'''
|- 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。


*{{icon|knight}} {{green|+1}} 骑士数量
|- id="洪泛平原"
*{{icon|damage}} {{green|+1}} Light Cavalry Damage
<!-- HSV: 0.7 0.8 0.6 -->
*{{icon|pursuit}} {{green|+1}} Light Cavalry Pursuit
{{entry with color|[[File:Terrain floodplains.png]] 洪泛平原|55|31|153}}
|'''Holding'''
| 100%
*{{icon|levies}} {{green|+425}} 征召兵
| 75%
*{{icon|gold}} {{green|+0.4}} 每月税收
| {{em dash}}
*{{icon|time}} {{green|+20%}} Hostile Raid Time
| {{green|+35%}}
| {{green|+20%}}
| {{red|+35}}
| {{em dash}}
| [[File:Terrain_image_floodplains.png|220px]]
| 该男爵领容易发生洪水。


'''Realm'''
|- id="森林"
<!-- HSV: 0.3 0.75 0.7 -->
{{entry with color|[[File:Terrain forest.png]] 森林|71|179|45}}
| 80%
| 90%
| {{green|+3}}
| {{red|−10%}}
| data-sort-value=0 | {{em dash}}
| {{red|+45}}
| {{em dash}}
| [[File:Terrain_image_forest.png|220px]]
| 已知有许多旅行者迷失在这片森林中。


*{{icon|knight}} {{green|+4}} 骑士数量
|- id="丘陵"
*{{icon|knight}} {{green|+5%}} 骑士战斗力
<!-- HSV: 29 0.867 0.353 -->
*{{icon|damage}} {{green|+8}} Light Cavalry Damage
{{entry with color|[[File:Terrain hills.png]] 丘陵|90|50|12}}
*{{icon|pursuit}} {{green|+8}} Light Cavalry Pursuit
| 80%
*{{icon|toughness}} {{green|+4}} Light Cavalry Toughness
| 80%
*{{icon|screen}} {{green|+4}} Light Cavalry Screen
| {{green|+5}}
*{{icon|damage}} {{green|+2}} Heavy Cavalry Damage
| {{red| −10%}}
*{{icon|toughness}} {{green|+4}} Heavy Cavalry Toughness
| {{red| −10%}}
|
| {{red|+45}}
*{{iconify|Desert}}
| {{em dash}}
*{{iconify|Desert Mountains}}
| [[File:Terrain_image_hills.png|220px]]
*{{iconify|Floodplains}}
谁知道这片丘陵中潜藏着什么。
*{{iconify|Oasis}}
|{{icon|time}} 3 年
|''These farms are dedicated to the breeding and raising of camels for use by the military, as well as by local peasants in their daily toil. Camels are flexible and sturdy mounts, ideally suited to a harsh desert climate.''
|-
| style="text-align: center; " |Desert Agriculture<br>[[File:Building plantations.png]]
|'''Holding'''
*{{icon|gold}} {{green|+0.2}} 每月税收
|'''Holding'''
*{{icon|gold}} {{green|+1.3}} 每月税收
*{{icon|gold}} {{green|+2%}} Holding Taxes
*{{icon|supply}} {{green|+600}} 补给上限


'''County'''
|- id="丛林"
<!-- Uses RGB -->
{{entry with color|[[File:Terrain jungle.png]] 丛林|10|60|35}}
| 50%
| 70%
| {{green|+6}}
| {{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。


*{{icon|development}} {{green|+5%}}  每月发展度增长
|- 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。


'''Realm'''
|- id="绿洲"
<!-- HSV: 0.7 0.3 0.8 -->
{{entry with color|[[File:Terrain oasis.png]] 绿洲|155|143|204}}
| 100%
| 100%
| {{em dash}}
| {{green|+10%}}
| {{green|+10%}}
| {{red|+10}}
| {{em dash}}
| [[File:Terrain_image_oasis.png|220px]]
| 一片绿洲,还是只是个诱人的海市蜃楼?


*{{icon|toughness}} {{green|+1}} Light Cavalry Toughness
|- id="平原"
|
<!-- HSV: 0.1 0.5 0.8 -->
*{{iconify|Desert}}
{{entry with color|[[File:Terrain plains.png]] 平原|204|163|102}}
*{{iconify|Drylands}}
| 100%
*{{iconify|Oasis}}
| 100%
|{{icon|time}} 2 年
| {{em dash}}
|''These plantations focus on growing the fruits and vegetables that are hardy enough to withstand the harsh climate.''
| data-sort-value=0 | {{em dash}}
|-
| data-sort-value=0 | {{em dash}}
| style="text-align: center; " |Elephantry<br>[[File:Building elephant pens.png]]
| {{red|+10}}
|'''Holding'''
| {{em dash}}
*{{icon|gold}} {{green|+0.2}} 每月税收
| [[File:Terrain_image plains.png|220px]]
*{{icon|time}} {{green|-2%}} 建筑 建造时间
强盗们很容易在开阔 平原上注意到你。


'''Realm'''
|- 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。


*{{icon|knight}} {{green|+1}} 骑士数量
|- id="针叶林"
*{{icon|knight}} {{green|+2%}} 骑士战斗力
<!-- HSV: 0.4 0.7 0.6 -->
*{{icon|damage}} {{green|+2}} Heavy Cavalry Damage
{{entry with color|[[File:Terrain taiga.png]] 针叶林|46|153|89}}
|'''Holding'''
| 80%
*{{icon|gold}} {{green|+1.3}} 每月税收
| 80%
*{{icon|time}} {{green|-20%}} 建筑的建造时间
| {{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。


'''County'''
|- id="湿地"
<!-- HSV: 0.5 0.5 0.6 -->
{{entry with color|[[File:Terrain wetlands.png]] 湿地|77|153|153}}
| 70%
| 60%
| {{green|+5}}
| {{red|−25%}}
| {{red|−25%}}
| {{red|+65}}
| {{red|+25%}} 撤退的损失<br>{{red|+20%}} 战死士兵
| [[File:Terrain_image wetlands.png|220px]]
| 在这片湿地中,一步迈错就有可能送命。
|}


*{{icon|gold}} {{green|-2%}} Building Construction Gold Cost
== 冬季 ==
*{{icon|development}} {{green|+5%}} 每月 发展 度增
  除了沙漠区域附近外的所有男爵领 年都会经历冬季。冬季在十 中旬开始,严寒 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 益或惩罚。


'''Realm'''
{| class="mildtable" style="text-align: center;
 
! 严寒度
*{{icon|knight}} {{green|+4}}  数量
! {{icon|Supply}} 补给消耗
*{{icon|knight}} {{green|+16%}}  战斗力
! {{icon|death}}  战死
*{{icon|damage}} {{green|+16}} Heavy Cavalry Damage
! {{icon|advantage}} 防御优势
*{{icon|toughness}} {{green|+6}} Heavy Cavalry Toughness
! {{icon|unknown}}  影响兵
|{{iconify|Jungle}}
|-
|{{icon|time}} 5 年
| style="text-align: left; | [[File:Winter mild.png]] 温暖
|''Elephants are kept and trained here. They make excellent beasts of burden, useful for both work and war.''
| {{red|-2}}
| '''0'''
| '''0'''
| {{icon|no}}
|-
|-
| 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}} 每月税收
| '''0'''
|'''Holding'''
| '''0'''
*{{icon|gold}} {{green|+2.6}} 每月税收
| {{icon|yes}}
 
'''County'''
 
*{{icon|gold}} {{green|+2%}} Holding Taxes
*{{icon|supply}} {{green|+5%}} 补给上限
*{{icon|supply}} {{green|+1600}} 补给上限
*{{icon|levies}} {{green|+5%}} 征召兵补员速率
*{{icon|development}} {{green|+5%}} 每月发展度增长
*{{icon|gold}} {{green|-5%}} Temple Building Construction Cost
|
*{{iconify|Drylands}}
*{{iconify|Farmlands}}
*{{iconify|Floodplains}}
*{{iconify|Plains}}
|{{icon|time}} 3 年
|''Farms and fields are the backbones of any economy. Fueling man, beast, army, and feast – there is no understating the power of simple grain.''
|-
|-
| 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}} 每月税收
| {{red|+20%}}
*{{icon|time}} {{green|-2%}} 建筑的建造时间
| {{green|+5}}
|'''Holding'''
| {{icon|yes}}
*{{icon|gold}} {{green|+1.7}每月税收
|}
*{{icon|time}} {{green|-20%}} 建筑 建造时间
== 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 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%}} 每月发展度增长
* [[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}} 补给上限
* [[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
! 男爵领影响(感染率大于80%)
|''Large amounts of lumber, resin, charcoal, and other resources are harvested from these forests, providing an excellent, nearby source of building material for the surrounding towns.''
! 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}} 每月 税收
* [[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}} 每月 税收
* {{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%}} 补给上限
* {{icon|levies}} {{red|-25%}} 征召兵规模
*{{icon|supply}} {{green|+600}} 补给上限
|
*{{icon|development}} {{green|+10%}} 每月发展度 增长
* [[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}}  长枪兵坚韧
* {{icon|supply}} {{red|-50%}} 补给上限
|{{iconify|Hills}}
* {{icon|levies}} {{red|-50%}} 征召兵补员速率
|{{icon|time}} 3
* {{icon|levies}} {{red|-40%}} 征召兵规模
|''The rolling hills of this province stand covered in fields. While farming on a slope helps with keeping crops watered, the limited area means smaller yields.''
|
* [[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}}  每月税收
* [[File:Travel danger icon.png|24px]] {{red|+20}}  瘟疫危险
*{{icon|advantage}} {{green|+2}}  防御方优势
* {{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}} 每月 税收
* [[File:Travel danger icon.png|24px]] {{red|+60}}  瘟疫危险
*{{icon|advantage}} {{green|+16}}  防御方优势
* {{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}}  征召兵
* {{icon|control}} {{red|-0.1}} 每月控制力
 
'''County'''
* 轻微:15-30
 
* 严重:25-60
*{{icon|development}} {{green|+2%}} 每月发展度 增长
* 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 年
|''Dotted throughout these lands are several large lodges where hunters of wild game can gather and plan their excursions.''
|-
|-
| 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}}  每月税收
* [[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}} 每月 税收
* {{icon|opinion}} {{red|-2}} 民众好感度
*{{icon|levies}} {{green|+2%}} Levy Size
|
*{{icon|supply}} {{green|+15%}}  补给上限
* [[File:Travel danger icon.png|24px]] {{red|+20}} 瘟疫危险
*{{icon|supply}} {{green|+1200}}  补给上限
* {{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%}}  每月发展 增长
* {{icon|opinion}} {{red|-5}}  民众好感
*{{icon|control}} {{green|+2%}} 每月控制力 增长
* {{icon|control}} {{red|-0.1}} 每月控制力
|{{iconify|Farmlands}}
* {{icon|supply}} {{red|-20%}}  补给上限
|{{icon|time}} 5
|
|''The Lords and Ladies of the manor employ hundreds of peasants to till their fields and tend to their livestock. The more power they hold, the more land their subjects can work and, most importantly, the more tax they will produce!''
* 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}}  征召兵
* [[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}}  弓箭手伤害
* {{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}}  征召兵
* {{icon|opinion}} {{red|-3}}  民众好感度
*{{icon|levies}} {{green|+5%}} 征召兵补员速率
* {{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}}  补给上限
* [[File:Travel danger icon.png|24px]] {{red|+40}} 瘟疫危险
*{{icon|control}} {{green|+5%}} 每月 控制力增长
* {{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}}  弓箭手伤害
* {{icon|garrison}} {{red|-20%}} 守军规模
*{{icon|toughness}} {{green|+4}}  弓箭手坚韧
*{{icon|damage}} {{green|+8}} Skirmisher Damage
* 轻微:15-20
*{{icon|pursuit}} {{green|+8}} Skirmisher Pursuit
* 严重:20-30
*{{icon|toughness}} {{green|+4}} Skirmisher Toughness
* 末日:40-60
*{{icon|toughness}} {{green|+1}} Light Cavalry Toughness
*{{icon|toughness}} {{green|+1}}  重步兵坚韧
* 轻微:6-12
*{{icon|toughness}} {{green|+1}}  长枪兵坚韧
* 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 年
|''A simple training ground where local peasants are readied for war.''
|-
|-
| style="text-align: center; " |Orchards<br>[[File:Building orchards.png]]
| '''血痢'''<br>[[File:Trait dysentery.png]]
|'''Holding'''
|
*{{icon|gold}} {{green|+0.3}} 每月 税收
* [[File:Travel danger icon.png|24px]] {{red|+10}} 瘟疫危险
*{{icon|levies}} {{green|+75}}  征召兵
* {{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}} 每月 税收
* {{icon|opinion}} {{red|-2}}  民众好感度
*{{icon|levies}} {{green|+425}}  征召兵
*{{icon|supply}} {{green|+1000}}  补给上限
* [[File:Travel danger icon.png|24px]] {{red|+20}} 瘟疫危险
*{{icon|supply}} {{green|+10%}} 补给上限
* {{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%}} 每月 发展度增长
* {{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
|
|''Thanks to the unique properties of the soil, these orchards produce particularly sweet and delicious fruits and berries.''
* 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}}  征召兵
* [[File:Travel danger icon.png|24px]] {{red|+5}}  瘟疫危险
*{{icon|advantage}} {{green|+2}}  防御方优势
* {{icon|control}} {{red|-0.1}}  每月控制力
|'''Holding'''
* {{icon|supply}} {{red|-10%}}  补给上限
*{{icon|levies}} {{green|+225}}  征召兵
* {{icon|time}} {{red|+50%}}  地产建造时间
*{{icon|advantage}} {{green|+16}}  防御方优势
* {{icon|toughness}} {{red|-10%}}  驻扎 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%}}  Size
* {{icon|supply}} {{red|-20%}}  补给上限
*{{icon|control}} {{green|+0.1}}  每月控制力增长
* {{icon|time}} {{red|+75%}} 地产建造时间
*{{icon|control}} {{green|+15%}} 每月控制力 增长
* {{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}}  弓箭手伤害
* {{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
|''A series of outposts skirt all significant settlements in this province, providing an early warning system in case of raids or animal attacks.''
|-
|-
| style="text-align: center; " | 畜牧用 <br>[[File:Building pastures.png]]
| '''麻疹'''<br>[[File:Trait measles.png]]
|'''Holding'''
|
* [[File:Travel danger icon.png|24px]] {{red|+5}} 瘟疫危险
* {{icon|control}} {{red|-0.1}} 每月控制力
|
* [[File:Travel danger icon.png|24px]] {{red|+15}} 瘟疫危险
* {{icon|control}} {{red|-0.2}} 每月控制力
* {{icon|development}} {{red|-0.25}} 每月发展度
* {{icon|opinion}} {{red|-2}} 民众好感度
|
* [[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 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>


*{{icon|gold}} {{green|+0.2}} 每月税收
  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 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|levies}} {{green|+50}} 征召兵
|'''Holding'''
*{{icon|gold}} {{green|+1.3}}  月税收
*{{icon|levies}} {{green|+225}} 征召兵
*{{icon|supply}} {{green|+2500}} 补给上限
*{{icon|garrison}} {{green|+5%}} 守军 Size
*{{icon|levies}} {{green|+15%}} Levy Reinforcements Rate
*{{icon|development}} {{green|+2%}} 每月 发展度 增长


'''County'''
=== 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}}


*{{icon|opinion}} {{green|+2}} Popular Opinion
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:


'''Realm'''
<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|+1}} Light Cavalry Toughness
  而未被感染的男爵领被传染 可能性 公式是:
*{{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
|''A significant portion of this province is dedicated to animal husbandry and as grazing lands for herds of pastoral animals.''
|-
| style="text-align: center; " |Quarries<br>[[File:Building quarries.png]]
|'''Holding'''
*{{icon|gold}} {{green|+0.2}} 每月税收
*{{icon|time}} {{green|-2%}} 建筑 建造时间
|'''Holding'''
*{{icon|gold}} {{green|+1.3}} 每月税收
*{{icon|time}} {{green|-20%}} 建筑 建造时间


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


*{{icon|garrison}} {{green|+10%}} 守军 Size
  其中,爆发概率的应用是: 年在此男爵领爆 这种瘟疫的这种强 的概率。
*{{icon|gold}} {{green|-5%}} Building Construction Gold Cost
*{{icon|development}} {{green|+2%}} 增长


'''Realm'''
==== 爆发概率 ====


*{{icon|gold}} {{green|-2%}} Men-at-Arms Maintenance
===== 基础值 =====
*{{icon|toughness}} {{green|+4}} Heavy Cavalry Toughness
*{{icon|toughness}} {{green|+2}} 重步兵坚韧
*{{icon|toughness}} {{green|+2}} 长枪兵坚韧
|
*{{iconify|Desert Mountains}}
*{{iconify|Mountains}}
|{{icon|time}} 2 年
|''The mountains of this province provide local construction with an excellent supply of building material.''
|-
| style="text-align: center; " |Regimental Grounds<br>[[File:Building regimental grounds.png]]
|'''Holding'''
*{{icon|levies}} {{green|+150}} 征召兵
*{{icon|levies}} {{green|+5%}} 征召兵补员速率
 
'''Realm'''


*{{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}} 征召兵
*{{icon|levies}} {{green|+40%}} 征召兵补员速率
*{{icon|supply}} {{green|+1000}} 补给上限


'''County'''
{| class="wikitable"
 
*{{icon|levies}} {{green|+2%}} Levy Size
*{{icon|control}} {{green|+5%}} 每月控制力增长
 
'''Realm'''
 
*{{icon|gold}} {{green|-1.6%}} Men-at-Arms Maintenance
*{{icon|gold}} {{green|-1%}} Army Gold Maintenance
*{{icon|knight}} {{green|+1}} 骑士数量
*{{icon|damage}} {{green|+3}} 重步兵伤害
*{{icon|toughness}} {{green|+2}} 重步兵坚韧
*{{icon|damage}} {{green|+3}} 长枪兵伤害
*{{icon|toughness}} {{green|+2}} 长枪兵坚韧
|
*{{iconify|Farmlands}}
*{{iconify|Floodplains}}
|{{icon|time}} 5 年
|''The regimental grounds not only contain several buildings designed to house large amounts of 征召兵 but is also connected to a vast swathe of land for them to train for war.''
|-
|-
| style="text-align: center; " |Wetland Farms<br>[[File:Building peat quarries.png]]
!
|'''Holding'''
! 轻微
*{{icon|gold}} {{green|+0.3}} 每月税收
! 严重
*{{icon|time}} {{green|-1%}} 建筑的建造时间
! 末日
|'''Holding'''
! 血痢
*{{icon|gold}} {{green|+1.7}} 每月税收
! 黑死病
*{{icon|time}} {{green|-8%}} 建筑的建造时间
*{{icon|time}} {{green|+10%}} Hostile Raid Time
 
'''County'''
 
*{{icon|supply}} {{green|+5%}} 补给上限
*{{icon|supply}} {{green|+600}} 补给上限
*{{icon|development}} {{green|+5%}} 每月发展度增长
*{{icon|gold}} {{green|-10%}} Building Construction Gold Cost
|{{iconify|Wetlands}}
|{{icon|time}} 3 年
|''While wetlands will never offer the same opportunities for growing crops as plains, a seasonal glut of vegetation allow for the raising of animals. There are also opportunities for extracting both peat and salt.''
|-
|-
| style="text-align: center; " |Tradeport<br>[[File:Building tradeport.png]]
| 基础值
|'''Holding'''
| 0.01%
*{{icon|gold}} {{green|+0.3}} 每月税收
| 0.001%
*{{icon|development}} {{green|+5%}} 每月发展度增长
| 0.0005%
|'''Holding'''
| 0.01%
*{{icon|gold}} {{green|+1.7}} 每月税收
| 0.0005%
*{{icon|development}} {{green|+40%}} 每月发展度增长
|{{icon|yes}} Coastal
|{{icon|time}} 2 年
|''Merchant galleys load and off-load their cargo at this port.''
|}
|}


====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}} 防御方优势
!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}} 征召兵
|
|
| rowspan="8" |
*{{iconify|Forest}}
*{{iconify|Taiga}}
| rowspan="8" |{{icon|time}} 3
|-
|-
|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}} 征召兵
*{{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}} 征召兵
*{{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}} 征召兵
*{{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}} 征召兵
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}} 弓箭手伤害
|-
|-
|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}} 征召兵
*{{icon|gold}} {{green|+2%}} Holding Taxes
|{{icon|time}} {{green|+10%}} Hostile Raid Time
|
*{{icon|damage}} {{green|+2}} 弓箭手伤害
*{{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}} 征召兵
*{{icon|gold}} {{green|+2%}} Holding Taxes
|{{icon|time}} {{green|+10%}} Hostile Raid Time
|
*{{icon|damage}} {{green|+2}} 弓箭手伤害
*{{icon|damage}} {{green|+1}} Skirmisher Damage
*{{icon|toughness}} {{green|+1}} 弓箭手坚韧
|-
|-
|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}} 征召兵
| 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}} 弓箭手伤害
*{{icon|damage}} {{green|+1}} Skirmisher Damage
*{{icon|toughness}} {{green|+1}} 弓箭手坚韧
|-
|-
| 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 年
|-
|-
|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%}} 每月控制力增长
|
|-
|-
|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%}} 每月控制力增长
|{{icon|toughness}} {{green|+1}} 长枪兵坚韧
|-
|-
|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%}} 每月控制力增长
*{{icon|levies}} {{green|+2%}} Levy Size
|{{icon|toughness}} {{green|+1}} 长枪兵坚韧
|-
|-
|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%}} 每月控制力增长
*{{icon|levies}} {{green|+2%}} Levy Size
|{{icon|toughness}} {{green|+1}} 长枪兵坚韧
|-
|-
|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%}} 每月控制力增长
| 0.016%
*{{icon|levies}} {{green|+2%}} Levy Size
|
| 0.016%
*{{icon|toughness}} {{green|+1}} 长枪兵坚韧
*{{icon|damage}} {{green|+2}} 长枪兵伤害
|-
|-
|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%}} 每月控制力增长
*{{icon|levies}} {{green|+2%}} Levy Size
|
*{{icon|toughness}} {{green|+2}} 长枪兵坚韧
*{{icon|damage}} {{green|+2}} 长枪兵伤害
|-
|-
|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%}} 每月控制力增长
* 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}} 长枪兵坚韧
 
*{{icon|damage}} {{green|+2}} 长枪兵伤害
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}} 每月税收
! 黑死病
|
|
| rowspan="8" |
*{{iconify|Farmlands}}
*{{iconify|Plains}}
*{{iconify|Wetlands}}
| rowspan="8" |{{icon|time}} 3
|-
|-
|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}} 每月税收
| colspan="2" | 1
|{{icon|supply}} {{green|+300}} 补给上限
|
|-
|-
|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}} 每月税收
|}
|{{icon|supply}} {{green|+300}} 补给上限
 
|{{icon|damage}} {{green|+1}} 弓箭手伤害
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}} 每月税收
|{{icon|supply}} {{green|+300}} 补给上限
|{{icon|damage}} {{green|+1}} 弓箭手伤害
|-
|-
|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}} 每月税收
黑死病
|{{icon|supply}} {{green|+300}} 补给上限
|{{icon|damage}} {{green|+1}} 弓箭手伤害
|-
|-
|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}} 每月税收
|
*{{icon|supply}} {{green|+300}} 补给上限
*{{icon|supply}} {{green|+2%}} 补给上限
|{{icon|damage}} {{green|+1}} 弓箭手伤害
|-
|-
|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}} 每月税收
|
*{{icon|supply}} {{green|+300}} 补给上限
*{{icon|supply}} {{green|+2%}} 补给上限
|{{icon|damage}} {{green|+1}} 弓箭手伤害
|-
|-
|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}} 每月税收
|
*{{icon|supply}} {{green|+300}} 补给上限
*{{icon|supply}} {{green|+2%}} 补给上限
|{{icon|damage}} {{green|+1}} 弓箭手伤害
|-
|-
| 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 年
|-
|-
|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}} 弓箭手伤害
|-
|-
|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}} 补给上限
| {{green|-0.995}}
|{{icon|time}} {{green|+10%}} Hostile Raid Time
| {{green|-0.35}}
|{{icon|damage}} {{green|+2}} 弓箭手伤害
| {{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}} 补给上限
| {{green|-0.2}}
|{{icon|time}} {{green|+15%}} Hostile Raid Time
| {{green|-0.6}}
|{{icon|damage}} {{green|+2}} 弓箭手伤害
|-
|-
|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}} 补给上限
| 0
|
| {{green|-0.35}}
*{{icon|time}} {{green|+15%}} Hostile Raid Time
*{{icon|supply}} {{green|+5%}} 补给上限
|
*{{icon|damage}} {{green|+3}} 弓箭手伤害
*{{icon|toughness}} {{green|+1}} 弓箭手坚韧
|-
|-
|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}} 补给上限
| 0
|
| {{green|-0.2}}
*{{icon|time}} {{green|+15%}} Hostile Raid Time
*{{icon|supply}} {{green|+5%}} 补给上限
|
*{{icon|damage}} {{green|+3}} 弓箭手伤害
*{{icon|toughness}} {{green|+1}} 弓箭手坚韧
|-
|-
|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}} 补给上限
| colspan="3" | {{red|+0.1}}
|
*{{icon|time}} {{green|+20%}} Hostile Raid Time
*{{icon|supply}} {{green|+5%}} 补给上限
|
*{{icon|damage}} {{green|+3}} 弓箭手伤害
*{{icon|toughness}} {{green|+1}} 弓箭手坚韧
|}
 
===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 年 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%}} 弓箭手伤害
| colspan="3" | {{red|+0.1}}
*{{icon|toughness}} {{green|+5%}} 弓箭手坚韧
*{{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%}} 弓箭手伤害
*{{icon|toughness}} {{green|+10%}} 弓箭手坚韧
*{{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%}} 弓箭手伤害
*{{icon|toughness}} {{green|+15%}} 弓箭手坚韧
*{{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%}} 重步兵伤害
*{{icon|toughness}} {{green|+15%}} 重步兵坚韧
*{{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%}} 重步兵伤害
*{{icon|toughness}} {{green|+30%}} 重步兵坚韧
*{{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%}} 重步兵伤害
*{{icon|toughness}} {{green|+45%}} 重步兵坚韧
*{{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}} 每月控制力增长
|}
*{{icon|control}} {{green|+20%}} 每月控制力增长


'''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}} 每月控制力增长
*{{icon|control}} {{green|+40%}} 每月控制力增长


'''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}} 每月控制力增长
! 末日
*{{icon|control}} {{green|+60%}} 每月控制力增长
! 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}} 城防等级
! 末日
*{{icon|advantage}} {{green|+4}} 防御方优势
! 其他
*{{icon|supply}} {{green|+25%}} 补给上限
*{{icon|garrison}} {{green|+25%}} 守军 Size
*{{icon|time}} {{green|+25%}} 征召兵补员速率
*{{icon|time}} {{green|+20%}} Hostile Raid Time
|'''Duchy'''
*{{icon|fort level}} {{green|+2}} 城防等级
*{{icon|advantage}} {{green|+6}} 防御方优势
*{{icon|supply}} {{green|+50%}} 补给上限
*{{icon|garrison}} {{green|+50%}} 守军 Size
*{{icon|time}} {{green|+50%}} 征召兵补员速率
*{{icon|time}} {{green|+30%}} Hostile Raid Time
|'''Duchy'''
*{{icon|fort level}} {{green|+3}} 城防等级
*{{icon|advantage}} {{green|+8}} 防御方优势
*{{icon|supply}} {{green|+100%}} 补给上限
*{{icon|garrison}} {{green|+100%}} 守军 Size
*{{icon|time}} {{green|+100%}} 征召兵补员速率
*{{icon|time}} {{green|+40%}} Hostile Raid Time
|''Marcher lords protect the borders with fortifications and local 守军s.''
|-
|-
| 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}} 骑士数量
| -0.6
*{{icon|knight}} {{green|+25%}} 骑士战斗力
|}
|'''Realm'''
*{{icon|gold}} {{green|-3%}} Army Maintenance
*{{icon|knight}} {{green|+4}} 骑士数量
*{{icon|knight}} {{green|+50%}} 骑士战斗力
|'''Realm'''
*{{icon|gold}} {{green|-5%}} Army Maintenance
*{{icon|knight}} {{green|+6}} 骑士数量
*{{icon|knight}} {{green|+75%}} 骑士战斗力
|''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%}} 每月发展度增长


'''Holding'''
==== 被传染概率 ====


*{{icon|gold}} {{green|+0.8}} 每月税收
===== 基础值 =====
|'''Duchy'''
*{{icon|opinion}} {{green|+10}} Popular Opinion
*{{icon|development}} {{green|+20%}} 每月发展度增长


'''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}} 每月税收
{| class="wikitable"
|'''Duchy'''
|-
*{{icon|opinion}} {{green|+15}} Popular Opinion
!
*{{icon|development}} {{green|+30%}} 每月发展度增长
! 轻微
 
! 严重
'''Holding'''
! 末日
 
*{{icon|gold}} {{green|+1.4}} 每月税收
|''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}} 城防等级
| 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}} 城防等级
* 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'''
*{{icon|fort level}} {{green|+3}} 城防等级
 
'''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]]
! rowspan="2" style="width:10%" 建筑类型
|'''Duchy'''
! colspan="8" | 等级
*{{icon|gold}} {{green|+10%}} Holding Taxes
|'''Duchy'''
*{{icon|gold}} {{green|+15%}} Holding Taxes
|'''Duchy'''
*{{icon|gold}} {{green|+20%}} Holding Taxes
|''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!''
|}
 
===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 年 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]]
| style="width:6%" | 1
|{{icon|gold}} {{green|+2}} 每月税收
| style="width:6%" | 2
|
| style="width:6%" | 3
*{{icon|gold}} {{green|+20%}} Holding Taxes
| style="width:6%" | 4
*{{icon|development}} {{green|+20%}} 每月发展度增长
| style="width:6%" | 5
*{{icon|development}} {{green|+0.1}} 每月发展度增长
| style="width:6%" | 6
|
| style="width:6%" | 7
*{{icon|piety}} {{green|+0.2}} 每月虔诚
| style="width:6%" | 8
*{{icon|renown}} {{green|+5%}} Monthly Renown
*{{icon|control}} {{green|+5%}} 每月控制力增长
*{{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]]
贸易港
|{{icon|gold}} {{green|+2}} 每月税收
| colspan="3" | {{red|+2}}
|
| colspan="3" | {{red|+3}}
*{{icon|gold}} {{green|+20%}} Holding Taxes
| colspan="2" | {{red|+4}}
*{{icon|development}} {{green|+20%}} 每月发展度增长
*{{icon|development}} {{green|+0.1}} 每月发展度增长
|
*[[File:Icon piety islam 01.png|24px]] {{green|+0.2}} 每月虔诚
*{{icon|renown}} {{green|+5%}} Monthly Renown
*{{icon|control}} {{green|+5%}} 每月控制力增长
*{{icon|levies}} {{green|+15%}} 征召兵补员速率 (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.''
|-
|大殿<br>[[File:Structure cathedral pagan.png|100px]]
|{{icon|gold}} {{green|+1}} 每月税收
{{icon|levies}} {{green|+500}} 征召兵
|
*{{icon|levies}} {{green|+10%}} Levy Size
*{{icon|gold}} {{green|+10%}} Holding Taxes
*{{icon|development}} {{green|+20%}} 每月发展度增长
*{{icon|development}} {{green|+0.1}} 每月发展度增长
|
*[[File:Icon piety pagan 01.png|24px]] {{green|+0.2}} 每月虔诚
*{{icon|renown}} {{green|+5%}} Monthly Renown
*{{icon|knight}} {{green|+15%}} 骑士战斗力
*{{icon|time}} {{green|+10%}} 征召兵补员速率
*{{icon|control}} {{green|+5%}} 每月控制力增长
|[[File:Icon piety pagan 01.png|24px]] Pagan
|''The Holy Site in this area attracts the faithful in droves. The 大殿 is covered in ornate carvings displaying heroic deeds by gods and demi-gods alike. Massive bonfires send plumes of smoke upwards to the gods themselves, with holy men administering blessings to all who venerate the spirits.''
|-
|-
| 大殿<br>[[File:Structure cathedral indian.png|100px]]
| 集市
|{{icon|gold}} {{green|+2}} 每月税收
| colspan="2" | {{red|+2}}
|
| colspan="6"
*{{icon|gold}} {{green|+20%}} Holding Taxes
*{{icon|development}} {{green|+20%}} 每月发展度增长
*{{icon|development}} {{green|+0.1}} 每月发展度增长
|
*[[File:Icon piety pagan 01.png|24px]] {{green|+0.2}} 每月虔诚
*{{icon|renown}} {{green|+5%}} Monthly Renown
*{{icon|opinion}} {{green|+5}} Different Faith Opinion
*{{icon|control}} {{green|+5%}} 每月控制力增长
*{{icon|opinion}} {{red|-15%}} Different Faith Popular Opinion
|[[File:Icon piety eastern 01.png|24px]] Buddhist, Hindu or Jain
|''The Holy Site in this area attracts scores of humble pilgrims seeking to cleanse their souls. The 大殿 is covered from foundation to spire with statues and idols to the gods, retelling ancient legends and the lifes of noble prophets.''
|-
|-
| 大殿<br>[[File:Structure cathedral zoroastric.png|100px]]
| 行会
|{{icon|gold}} {{green|+2}} 每月税收
|
| {{red|+4}}
*{{icon|gold}} {{green|+20%}} Holding Taxes
*{{icon|development}} {{green|+20%}} 每月发展度增长
| {{red|+4}}
*{{icon|development}} {{green|+0.1}} 每月发展度增长
|
| {{red|+4}}
*[[File:Icon piety pagan 01.png|24px]] {{green|+0.2}} 每月虔诚
*{{icon|renown}} {{green|+5%}} Monthly Renown
| {{red|+4}}
*{{icon|control}} {{green|+5%}} 每月控制力增长
*{{icon|gold}} {{green|-2.50%}} Men-at-Arms Maintenance
*{{icon|opinion}} {{green|-10%}} Short Reign Opinion
|All others
|''The Holy Site in this area is a meeting point for the devout and dedicated. The 大殿 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"
!Building
!Holding effects
!County effects
!Realm effects
!Barony
!Constructed
! width="25%" |Description
|-
|-
|Aurelian Walls<br>[[File:Structure aurelian walls.png|100px]]
! 男爵领地形
|
! 加成
*{{icon|fort level}} {{green|+3}} 城防等级
*{{icon|garrison}} {{green|+50%}} 守军 Size
*{{icon|garrison}} {{green|+500}} 守军
|
*{{icon|development}} {{green|+10%}} 每月发展度增长
*{{icon|development}} {{green|+0.2}} 每月发展度增长
*{{icon|time}} {{green|+50%}} Hostile Raid Time
|
*{{icon|levies}} {{green|+15%}} Duchy Levy Size
*{{icon|gold}} {{green|+15%}} Duchy Holding Taxes
|Rome
|{{icon|yes}}
|''The Aurelian Walls were built during the reign of the Roman Emperors Aurelian and Probus. To this day they provide formidable defense, completely enclosing the seven hills of Rome.''
|-
|-
|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%}} 每月发展度增长
*{{icon|development}} {{green|+0.2}} 每月发展度增长
|
*[[File:Icon piety eastern 01.png|24px]] {{green|+10%}} 每月虔诚
*{{icon|diplomacy}} {{green|+1}} Diplomacy per Level of Devotion
|Bamiyan
|{{icon|yes}}
|''Carved out of the mountainside, the massive Buddhas of Bamian loom over any visitors. While the area surrounding them is no longer the thriving center of Buddhist learning as it once was, there's still numerous Buddhist pilgrims and scholars visiting the statues. A shrewd Eastern ruler might even be able to pull a profit from the pilgrims, in addition to gaining some personal insights.''
|-
|-
|Canterbury Cathedral<br>[[File:Structure canterbury cathedral.png|100px]]
洪泛平原、湿地、平原、草原
|{{icon|gold}} {{green|+3}} 每月税收
| {{red|+2}}
|
*{{icon|gold}} {{green|+20%}} Holding Taxes
*{{icon|development}} {{green|+20%}} 每月发展度增长
*{{icon|development}} {{green|+0.1}} 每月发展度增长
|
*{{icon|piety}} {{green|+0.3}} 每月虔诚
*{{icon|piety}} {{green|+0.2}} 每月虔诚 per Powerful Vassal on the Council
*{{icon|renown}} {{green|+5%}} Monthly Renown
*{{icon|control}} {{green|+5%}} 每月控制力增长
|Canterbury
|{{icon|yes}}
|''Augustine, Roman missionary and later archbishop, built the Canterbury Cathedral after choosing the town as his center for the episcopal see in Kent. This new cathedral revived the importance of the city, granting it authority over the English church.''
|-
|-
|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}} 城防等级
*{{icon|advantage}} {{green|+10}} 防御方优势
*{{icon|levies}} {{green|+100%}} Levy Size
*{{icon|garrison}} {{green|+100%}} 守军 Size
|
*{{icon|gold}} {{green|+50%}} Holding Taxes
*{{icon|development}} {{green|+30%}} 每月发展度增长
*{{icon|development}} {{green|+0.3}} 每月发展度增长
*{{icon|time}} {{green|+50%}} Hostile Raid Time
|
|Venezia
|{{icon|yes}}
|''The Doge's Palace acts as the residence for the government of the Republic of Venice. An impressive structure, it houses multiple chambers dedicated to things such as the Council, Senate, administration, and justice.''
|-
|-
|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}} 每月税收
| {{green|-1}}
|
*{{icon|gold}} {{green|+20%}} Holding Taxes
*{{icon|development}} {{green|+35%}} 每月发展度增长
*{{icon|development}} {{green|+0.3}} 每月发展度增长
|
*[[File:Icon piety islam 01.png|24px]] {{green|+1}} 每月虔诚
*{{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%}} 每月控制力增长
|Mecca
|{{icon|yes}}
|''The Great Mosque of Mecca is a massive and ancient structure whose walls surround the holy Kaaba. Many great Sultans have expanded upon the mosque and its surroundings since its construction. Every Muslim is supposed to visit this site when on the Hajj.''
|-
|-
|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%}} 每月发展度增长
  文化传统分 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}} 每月发展度
 
|
{| class="wikitable" style="text-align:center; vertical-align:middle"
*[[File:Icon piety islam 01.png|24px]] {{green|+0.3}}  每月虔诚
*{{icon|time}} {{green|-10%}} 建筑的建造时间
*{{icon|gold}} {{green|-10%}} Building Construction Gold Cost
|Samarra
|{{icon|yes}}
|''The Great Mosque of Samarra was completed in AD 851 by the Abbasid caliph Al-Mutawakkil, who reigned in Samarra. Its most prominent feature is the Malwiya Tower, a magnificent spiral minaret, which towers towards the skies at an impressive height.''
|-
|-
|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}}
|''Hadrian's Wall was built during Roman times to keep the northern Picts out of the province of Britannia. Nowadays it serves no defensive purpose, but the stones make for a cheap and convenient source of building material!''
|-
|-
|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%}} 每月发展度
*{{icon|development}} {{green|+0.2}} 每月发展度增长
|
*{{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}}
|''The House of Wisdom contains a vast collection of books, and the scribes therein work tirelessly both day and night to translate even more great works of literature. The sources vary from Greek, Persian, Indian and many more — truly, it contains the entire world's knowledge! A shining beacon of human knowledge! And comfortably far from the illiterate horsemen of the steppe...''
|-
|-
|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}} 每月税收
| {{red|+2}}
|
*{{icon|gold}} {{green|+20%}} Holding Taxes
*{{icon|development}} {{green|+30%}} 每月发展度增长
*{{icon|development}} {{green|+0.2}} 每月发展度增长
|
*[[File:Icon piety islam 01.png|24px]] {{green|+1}} 每月虔诚
*{{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%}} 每月控制力增长
|An-Najaf
|{{icon|yes}}
|''The Imam Ali Mosque houses the tomb of Ali, cousin of Muhammad and the first Shi'ite Imam after him. Thousands of pilgrims come to pay tribute each year, greeted by the magnificent green dome of the mosque.''
|-
|-
|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%}} 每月发展度增长
*{{icon|development}} {{green|+0.1}} 每月发展度增长
|
*{{icon|prestige}} {{green|+5%}} Monthly Prestige
*{{icon|gold}} {{green|-5%}} Army Maintenance
*{{icon|toughness}} {{green|+10%}} Heavy Cavalry Toughness
*{{icon|toughness}} {{green|+10%}} 重步兵坚韧
|Indraprastha
|{{icon|yes}}
|''The mighty Iron Pillar of Delhi stands as a symbol to the glory of King Chandragupta II, though subsequent rulers have also etched their names into it. Despite having stood for a long time, there's no trace of rust – a testament to the skill of Indian ironsmiths!''
|-
|-
|Mahabodhi Temple<br>[[File:Structure mahabodhi temple.png|100px]]
| rowspan="2" 减少类
|{{icon|gold}} {{green|+3}} 每月税收
隐蔽之城
|
| {{green|-2}}
*{{icon|gold}} {{green|+20%}} Holding Taxes
*{{icon|development}} {{green|+30%}} 每月发展度增长
*{{icon|development}} {{green|+0.2}} 每月发展度增长
|
*[[File:Icon piety eastern 01.png|24px]] {{green|+1}} 每月虔诚
*{{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}}
|''The Mahabodhi Temple marks the location where the Buddha is said to have attained enlightenment. The site is a significant destination for pilgrimage by both Buddhists and Hindus. The construction of the temple was started around the year 200 by Emperor Ashoka, and has since been improved and restored multiple times.''
|-
|-
|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}} 防御方优势
| {{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}}
|''Offa's Dyke, which is a long ditch flanked by a wall of earth, was constructed by the Anglo-Saxon king of Mercia to defend the border towards Wales. This raised earthwork offers an advantage to whoever stands on the side of the wall, as any attackers have to fight an uphill battle from the ditch.''
该处军队多于2队,{{red|+4}}
|-
该处正在被围攻,{{red|+4}}
|Palace of Aachen<br>[[File:Structure palace of achen.png|100px]]
* {{red|+}} 城防等级{{red| ×0.25}}
|
 
|{{icon|development}} {{green|+0.2}} 每月发展度增长
===== 基础值修正 =====
|
*{{icon|renown}} {{green|+5%}} Monthly Renown
*{{icon|opinion}} {{green|-20%}} Tyranny Gain
*{{icon|opinion}} {{green|+5}} Clergy Opinion
*{{icon|opinion}} {{green|+5}} Powerful Vassal Opinion
*{{icon|prestige}} {{green|+0.1}} Monthly Prestige per Powerful Vassal on the Council
|Aachen
|{{icon|yes}}
|''The Palace of Aachen was chosen by Charlemagne to be the center of power of the Carolingian Empire. It served a both political and religious purpose, and is still an excellent place for hosting important gatherings.''
|-
|Petra<br>[[File:Structure petra.png|100px]]
|{{icon|gold}} {{green|+0.8}} 每月税收
|
*{{icon|gold}} {{green|+10%}} Holding Taxes
*{{icon|development}} {{green|+15%}} 每月发展度增长
*{{icon|development}} {{green|+0.1}} 每月发展度增长
*{{icon|supply}} {{green|+25%}} 补给上限
|
|Baidha-Petra
|{{icon|yes}}
|''The city of Petra is a true wonder of the ancient world. Carved directly out of naturally occuring rose-tinted rock, the city stands as a curiosity that intrigues even the mightiest sultan.''
|-
|Shwedagon Pagoda<br>[[File:Structure shwedagon pagoda.png|100px]]
|{{icon|gold}} {{green|+2}} 每月税收
|
*{{icon|gold}} {{green|+20%}} Holding Taxes
*{{icon|development}} {{green|+20%}} 每月发展度增长
*{{icon|development}} {{green|+0.2}} 每月发展度增长
|
*[[File:Icon piety eastern 01.png|24px]] {{green|+0.5}} 每月虔诚
*{{icon|renown}} {{green|+5%}} Monthly Renown
*{{icon|opinion}} {{green|+5}} Clergy Opinion
*{{icon|opinion}} {{green|-10%}} Tyranny Gain
|Dagon
|{{icon|yes}}
|''The Shwedagon Pagoda is a sacred Buddhist stupa built by the Mon people around the year 500. It houses many famous relics, such as the staff of Kakusandha, the water filter of Koṇāgamana, a piece of the robe of Kassapa, and eight strands of hair from the head of Gautama.''
|-
|Stonehenge<br>[[File:Structure stonehenge.png|100px]]
|
|
|
*{{icon|learning}} {{green|+2}} Learning
*[[File:Learning lifestyle.png|24px]] {{green|+15%}} Monthly Learning Lifestyle Experience
*{{green|-20%}} Faith Conversion Cost
|Salisbury
|{{icon|yes}}
|''Stonehenge is an ancient, mystical structure that has inspired many a scholar. Even today, in these enlightened times, learned men from all around Britain flock to study it. What truly is its purpose?''
|-
|The Colosseum<br>[[File:Structure colosseum.png|100px]]
|
|{{icon|time}} {{green|-10%}} 建筑的建造时间
|{{icon|gold}} {{green|-5%}} Army Maintenance
|Rome
|{{icon|yes}}
|''The Colosseum is one of the largest amphitheaters ever built and has hosted countless spectacles such as gladiatorial combat, animal hunts and even reconstructed sea battles. Its construction was started by the Roman emperor Vespasian in AD 72 and was completed in AD 80 under his successor, Titus.''


''Despite its vibrant history, its primary use today is for harvesting marble and bronze for use elsewhere.''
  起始值为1,下限0.001。计算以下因素进行加减:
|-
|The Friday Mosque<br>[[File:Structure the friday mosque.png|100px]]
|
|
*{{icon|gold}} {{green|+20%}} Holding Taxes
*{{icon|development}} {{green|+25%}} 每月发展度增长
*{{icon|development}} {{green|+0.2}} 每月发展度增长
|[[File:Icon piety islam 01.png|24px]] {{green|+50%}} Level of Devotion impact
|Isfahan
|{{icon|yes}}
|''The Friday Mosque, or the Jameh Mosque of Esfahan, was built during the Umayyad dynasty. It is said that the Caliph personally made one of the pillars in the mosque. Before becoming a mosque, it is said that it used to be a 崇拜之所 for Zoroastrians.''
|-
|The Great Mosque of Cordoba<br>[[File:Structure great mosque of cordoba.png|100px]]
|{{icon|gold}} {{green|+3}} 每月税收
|
*{{icon|gold}} {{green|+15%}} Holding Taxes
*{{icon|development}} {{green|+20%}} 每月发展度增长
*{{icon|development}} {{green|+0.2}} 每月发展度增长
*{{icon|levies}} {{green|+15%}} Levy Size
|
*[[File:Icon piety islam 01.png|24px]] {{green|+0.5}} 每月虔诚
*{{icon|renown}} {{green|+5%}} Monthly Renown
*{{icon|opinion}} {{green|+5}} Different Culture Opinion
*{{icon|development}} {{green|+0.2}} 每月发展度增长 in Realm Capital
|Cordoba
|{{icon|yes}}
|''The Great Mosque of Cordoba was erected after the Islamic Conquest of the Visigothic Kingdom, upon the foundation of a Christian church. Originally the site was shared, with both Muslims and Christians using it, but the Christian half was eventually purchased and demolished to make room for the Grand Mosque.''
|-
|The Prophetic Mosque<br>[[File:Structure cathedral muslim.png|100px]]
|
|
*{{icon|gold}} {{green|+15%}} Holding Taxes
*{{icon|development}} {{green|+75%}} 每月发展度增长
*{{icon|development}} {{green|+0.2}} 每月发展度增长
*{{icon|supply}} {{green|+100%}} 补给上限
|
*[[File:Icon piety islam 01.png|24px]] {{green|+0.5}} 每月虔诚
*{{icon|knight}} {{green|+20%}} 骑士战斗力
*{{icon|gold}} {{green|-15}} Holy Order Hire Cost
*{{icon|opinion}} {{green|+5}} Popular Opinion
|Al-Madina
|{{icon|yes}}
|''The Prophetic Mosque, or the Al-Masjid an-Nabawi, is an open-air style mosque established by the prophet Muhammad himself. It was one of the first mosques that he constructed, and the site was close to where he had his residence.''
|-
|The Pyramids<br>[[File:Structure the pyramids.png|100px]]
|
|{{icon|development}} {{green|+0.1}} 每月发展度增长
|
*{{icon|renown}} {{green|+5%}} Monthly Renown
*{{icon|opinion}} {{green|-20%}} Short Reign Opinion
|Gizeh
|{{icon|yes}}
|''The pyramids, most prominently the one of Cheops, stand as wonders of the ancient world. Vast and impressive, they enhance the image of any ruler who controls them.''
|-
|Theodosian Walls<br>[[File:Structure theodosian walls.png|100px]]
|
*{{icon|fort level}} {{green|+5}} 城防等级
*{{icon|garrison}} {{green|+100%}} 守军 Size
*{{icon|garrison}} {{green|+1000}} 守军
|
*{{icon|gold}} {{green|+300%}} Holding Taxes
*{{icon|development}} {{green|+20%}} 每月发展度增长
*{{icon|development}} {{green|+0.3}} 每月发展度增长
*{{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}}
|''The Theodosian Walls were built during the reign of Emperor Theodosius II in the early 5th century, but they still remain some of the most formidable fortifications built by human hands.''
|-
|Walls of Genoa<br>[[File:Structure walls of genoa.png|100px]]
|
*{{icon|fort level}} {{green|+2}} 城防等级
*{{icon|garrison}} {{green|+25%}} 守军 Size
|
*{{icon|gold}} {{green|+10%}} Holding Taxes
*{{icon|development}} {{green|+10%}} 每月发展度增长
*{{icon|development}} {{green|+0.2}} 每月发展度增长
*{{icon|time}} {{green|+50%}} Hostile Raid Time
*{{icon|advantage}} {{green|+5}} 防御方优势
|
|Genoa
|{{icon|yes}}
|''The Walls of Genoa were built in the 9th century after the city was granted significant autonomy. The walls, together with the protection of the coastline, allow the area to develop and prosper.''
|-
|Ananda Temple<br>[[File:Structure shwedagon pagoda.png|100px]]
|{{icon|gold}} {{green|+3}} 每月税收
|
*{{icon|development}} {{green|+20%}} 每月发展度增长
*{{icon|development}} {{green|+0.1}} 每月发展度增长
|
*{{icon|learning}} {{green|+2}} Learning
*[[File:Icon piety eastern 01.png|24px]] {{green|+5%}} 每月虔诚
*{{icon|control}} {{green|+10%}} 每月控制力增长
*{{icon|opinion}} {{green|+5}} Popular Opinion
|Pagan
|{{icon|no}}
|''While Pagan has thousands of pagodas, temples, and 圣堂s littered throughout the city and the surrounding plains, the Ananda Temple stands as a crowning achievement among them. The perfectly dimensioned structure contains many unique plaques and stone images. It is a place of worship and a center of learning to educate the people in religious ethos.''
|-
|Cologne Cathedral<br>[[File:Structure cologne cathedral.png|100px]]
|{{icon|gold}} {{green|+2}} 每月税收
|
*{{icon|gold}} {{green|+20%}} Holding Taxes
*{{icon|development}} {{green|+20%}} 每月发展度增长
*{{icon|development}} {{green|+0.1}} 每月发展度增长
|
*{{icon|piety}} {{green|+15%}} 每月虔诚
*{{icon|piety}} {{green|+0.1}} 每月虔诚 per Knight
*{{icon|renown}} {{green|+5%}} Monthly Renown
*{{icon|knight}} {{green|+20%}} 骑士战斗力
*{{icon|control}} {{green|+5%}} 每月控制力增长
|Cologne
|{{icon|no}}
|''The Cologne Cathedral houses the relics of the Three Kings, which draw the attention of pilgrims from all over the Christian world. The cathedral is built using Gothic architecture and is richly adorned with spires and intricate details.''
|-
|Great Mosque of Djenne<br>[[File:Structure great mosque of djenne.png|100px]]
|
|
*{{icon|gold}} {{green|+15%}} Holding Taxes
*{{icon|development}} {{green|+20%}} 每月发展度增长
*{{icon|development}} {{green|+0.2}} 每月发展度增长
*{{icon|levies}} {{green|+15%}} Levy Size
|
*[[File:Icon piety islam 01.png|24px]] {{green|+1}} 每月虔诚
*{{icon|renown}} {{green|+5%}} Monthly Renown
*{{icon|time}} {{green|-15%}} Building Construction Cost
|Jenne-Jeno
|{{icon|no}}
|''The Great Mosque of Djenne stands on the bank of the Bani River. Constructed entirely out of mudbrick it requires a lot of care, which the faithful are more than willing to provide. Every year, large gatherings of people converge to repair and improve the mosque.''
|-
|Notre-Dame<br>[[File:Structure notre dame.png|100px]]
|{{icon|gold}} {{green|+2}} 每月税收
|
*{{icon|gold}} {{green|+20%}} Holding Taxes
*{{icon|development}} {{green|+30%}} 每月发展度增长
*{{icon|development}} {{green|+0.2}} 每月发展度增长
*{{icon|opinion}} {{green|+5}} Popular Opinion
|
*{{icon|piety}} {{green|+1}} 每月虔诚
*{{icon|renown}} {{green|+5%}} Monthly Renown
*{{icon|stewardship}} {{green|+1}} Stewardship per Level of Devotion
|Paris
|{{icon|no}}
|''Also known as 'Our Lady of Paris,' this magnificent cathedral is dedicated to the Virgin Mary. Constructed in the Gothic style, it impresses with numerous statues and enormous colorful rose windows.''


''On the outside, the cathedral is covered with sculptures vividly retelling biblical stories, allowing even illiterate peasants to understand the glory of God!''
* 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,{{green|-0.5}}
|-
* 如果同时满足:黑死病、是沿海或沿河省份、有6 或以上港口并且建筑数量多于10个,{{red|+1.5}}
|The Tower of London<br>[[File:Structure tower of london.png|100px]]
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}}
|
* {{red|+}} 伯爵领 发展度{{red| ×0.025}}
*{{icon|fort level}} {{green|+6}}  城防等
游戏规则“瘟疫频率”、瘟疫强度、最近 生过瘟疫与瘟疫频率、大众还记得最近 生过瘟疫与瘟疫频率、男爵领地产类型
*{{icon|advantage}} {{green|+6}} 防御方优势
*{{icon|garrison}} {{green|+750}} 守军
|
*{{icon|gold}} {{green|+5%}} Holding Taxes
*{{icon|development}} {{green|+10%}} 每月 发展度 增长
*{{icon|development}} {{green|+0.1}} 每月发展度增长
|{{icon|dread}} {{green|+30%}} Dread Gain
|Lunden
|{{icon|no}}
|''The Tower of London is a castle that serves as both a vital fortification and a prison. The central tower is called the 'White Tower' and houses the ruling class. The position of the Tower of London means that it's vital to the defense of the entire County.''
|-
|The University of Siena<br>[[File:Structure university of siena.png|100px]]
|
|
*{{icon|development}} {{green|+20%}} 每月 展度增长
*{{icon|development}} {{green|+0.1}} 每月 展度增长
|
*{{icon|renown}} {{green|+0.2}} Monthly Renown
*[[File:Focus invalid.png|24px]] {{green|+10%}} Monthly Lifestyle Experience
*{{icon|intrigue}} {{green|+1}} Intrigue per Level of Fame
*{{icon|learning}} {{green|+1}} Learning per Level of Fame
|Siena
|{{icon|no}}
|''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.''


''The University of Siena and the maestri who serve within are entirely funded by taxes from Siena itself, more specifically a tax imposed on those who rents rooms to its students.''
  与爆 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。
|-
|Visby Ringmur<br>[[File:Structure visby ringmur.png|100px]]
|
*{{icon|fort level}} {{green|+1}} 城防等级
*{{icon|garrison}} {{green|+25%}} 守军 Size
|
*{{icon|gold}} {{green|+15%}} Holding Taxes
*{{icon|development}} {{green|+15%}} 每月发展度增长
*{{icon|development}} {{green|+0.2}} 每月发展度增长
*{{icon|time}} {{green|+50%}} Hostile Raid Time
*{{icon|advantage}} {{green|+5}} 防御方优势
*{{icon|opinion}} {{green|+5}} Popular Opinion
|
|Visby
|{{icon|no}}
|''The Visby City Wall protects the city from external threats such as raiders or Danes. It also efficiently keeps out tax collectors sent by the Thing of Gotland! To get to the riches within, assailants must first deal with a plethora of towers all manned by archers.''
|-
|Walls of Benin<br>[[File:Structure walls of benin.png|100px]]
|
*{{icon|fort level}} {{green|+2}} 城防等级
*{{icon|garrison}} {{green|+50%}} 守军 Size
|
*{{icon|gold}} {{green|+20%}} Holding Taxes
*{{icon|development}} {{green|+75%}} 每月发展度增长
*{{icon|development}} {{green|+0.2}} 每月发展度增长
*{{icon|time}} {{green|+50%}} Hostile Raid Time
*{{icon|advantage}} {{green|+5}} 防御方优势
*{{icon|levies}} {{green|+50%}} Levy Size
|
|Benin City
|{{icon|no}}
|''The Walls of Benin are a massive series of earthworks (Iya in the Edo language), that encircle the entirety of Benin. The walls are built of a ditch and dike structure, with an inner moat and an exterior rampart.''
|-
|Al-Azhar University<br>[[File:Structure al-azhar university.png|100px]]
|
|
*{{icon|development}} {{green|+20%}} 每月发展度增长
*{{icon|development}} {{green|+0.1}} 每月 展度增长
|
*{{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
|''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.''


''The Al-Azhar University is named in honor of Fatimah, the daughter of Muhammad, who was often called 'al-Zahra' (the Luminous).''
{| class="wikitable" style="text-align:center; vertical-align:middle"
|-
|-
|Brihadeeswarar Temple<br>[[File:Structure brihadeeswarar temple.png|100px]]
! colspan="2" 因素
|
! 加成
|
*{{icon|gold}} {{green|+20%}} Holding Taxes
*{{icon|development}} {{green|+20%}} 每月发展度增长
*{{icon|development}} {{green|+0.1}} 每月发展度增长
|
*[[File:Icon piety eastern 01.png|24px]] {{green|+0.2}} 每月虔诚
*{{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
|''The Brihadeeswarar Temple is dedicated to the Hindu deity Shiva and is one of the largest South Indian temples built in the ornate Dravidian architectural style. The name of the temple is a Sanskrit composite word that roughly translates as "Temple of the Great Lord Shiva.''
|-
|-
|Iron Pillar of Dhar<br>[[File:Structure iron pillar of dhar.png|100px]]
| rowspan="5" | 瘟疫频率
|
| 末日
|
| {{red|+1.5}}
*{{icon|development}} {{green|+0.1}} 每月发展度增长
*{{icon|levies}} {{green|+15%}} Levy Size
|
*{{icon|renown}} {{green|+5%}} Monthly Renown
*{{icon|advantage}} {{green|+5}} Advantage
|Dhara
|1066 only
|''The Iron Pillar of Dhar is constructed from the molten-down arms of an entire army. The craftsmanship is truly astounding, bringing glory upon the dynasty which holds it.''
|-
|-
|Temple City<br>[[File:Structure khajuraho temples.png|100px]]
极高
|{{icon|gold}} {{green|+1.5}} 每月税收
| {{red|+0.75}}
|
*{{icon|gold}} {{green|+20%}} Holding Taxes
*{{icon|development}} {{green|+20%}} 每月发展度增长
*{{icon|development}} {{green|+0.2}} 每月发展度增长
|
*{{icon|opinion}} {{green|+10}} Different Faith Opinion
*[[File:Icon piety eastern 01.png|24px]] {{green|+5%}} 每月虔诚 per Powerful Vassal on the Council
*{{green|-20%}} Faith Conversion Cost
|Chanderi
|1066 only
|''The Khajuraho temples are dedicated to the coexistence between Hindus and Jains, where their diverse religious views are celebrated. The temple walls are covered with intricate art and sculptures, making the place truly resplendent and attractive to pilgrims and scholars alike.''
|-
|-
|The University of Sankoré<br>[[File:Structure the university of sankore.png|100px]]
较高
|
| {{red|+0.25}}
|
*{{icon|development}} {{green|+20%}} 每月发展度增长
*{{icon|development}} {{green|+0.1}} 每月发展度增长
|
*{{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
|''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.''
 
''The University of Sankoré, which started out as a Mosque, transformed into a center of learning after acquiring a wealth of books from traveling merchants.''
|}
 
====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!!Description (Christianity/Judaism version)!!Description (Islam version)
|-
|-
!Constantinople
极低
| style="text-align: center; " |Hagia Sophia Cathedral<br>[[File:Structure hagia sophia.png]]
| {{green|-0.5}}
| style="text-align: center; " |Hagia Sophia Mosque<br>[[File:Structure hagia sophia.png]]
|'''Realm'''
*{{green|+2}} Learning
*{{green|+5%}} Monthly Renown
*{{green|+2}} 骑士数量
*{{green|+20%}} 骑士战斗力
*{{green|+2}} Intrigue per Level of Fame
*{{green|+0.1}} 每月虔诚 per Knight
|''The Hagia Sophia is a true marvel of engineering, with a massive dome standing out as the most impressive feature. Completed in AD 537 by emperor Justinian I, it now houses the Ecumenical Patriarch and stands as a monument to Christianity.''
 
''And so it will remain for all eternity, for surely nothing could ever topple the might of Rome.''
|''The Hagia Sophia is a true marvel of engineering, with a massive dome and four impressive minarets standing out as the most impressive features. Started in AD 537 by emperor Justinian I, it has since been turned into an awe-inspiring Mosque.''
 
''And so it will remain for all eternity, for surely nothing could ever topple the might of Rum.''
|-
|-
!Jerusalem
较低
| style="text-align: center; " |The Third Temple<br>[[File:Structure temple in jerusalem.png]]
| {{green|-0.25}}
| style="text-align: center; " |Dome of the Rock<br>[[File:Structure dome of the rock.png]]
|'''Holding'''
*{{green|+3}} 每月税收
 
'''County'''
 
*{{green|+30%}} Holding Taxes
*{{green|+30%}} 每月发展度增长
*{{green|+0.2}} 每月发展度增长
 
'''Realm'''
 
*{{green|+5%}} Monthly Renown
*{{green|+20%}} 骑士战斗力
*{{green|+10%}} 每月控制力增长
*{{green|+3%}} 每月虔诚 per Knight
*{{green|+1}} Martial per Level of Devotion
|''Hundreds of 年 after the destruction of the Second Temple the time has finally come to restore the Temple in Jerusalem! This Third Temple will stand the test of time, vigilantly guarded from all who would see it destroyed.''
|''The Dome of the Rock is situated in the center of the Temple Mount, in the place where the Temple of Solomon and the Jewish Second Temple stood. The temples foundation stone is said to be the place where God created the world and the first human, Adam. The Dome of the Rock and the nearby Church of the Holy Sepulchre attract Abrahamic pilgrims from all around the world.''
|}
 
====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 年.
{| class="mildtable plainlist"
!Type
! width="7%" |Building
!{{iconify|Fort Level}}
!{{iconify|Garrison}}
!{{icon|advantage}} 防御方优势
!{{icon|development}} 每月发展度增长
!{{icon|prestige}} Monthly Prestige
!Other effects
! width="25%" |Description
!Barony
|-
|-
| rowspan="2" style="text-align: center; " |Alhambra<br>[[File:Structure alhambra.png]]
| rowspan="2" | 瘟疫强度
|Alhambra Fortress Ruins
| 末日
|{{green|+2}}
| +1
|{{green|+250}}
|{{green|+2}}
|'''0'''
|'''0'''
|无
|''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
| 严重
|{{green|+8}}
| {{red|+0.75}}
|{{green|+1000}}
|{{green|+8}}
|{{green|+0.2}}
|{{green|+10%}}
|{{icon|control}} {{green|+1}} 每月控制力增长
|''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]]
| rowspan="4" | 最近发生过瘟疫,瘟疫频率
|Citadel of Aleppo
| 末日
|{{green|+2}}
| {{green|-0.75}}
|{{green|+250}}
|{{green|+2}}
|'''0'''
|{{green|+0.1}}
|无
|''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
|{{green|+6}}
|{{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====
Mines are historical buildings that have 4 levels each. Constructing or upgrading a mine takes 5 年.
 
*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
极高
|'''Holding'''
| {{green|-0.5}}
*{{icon|gold}} {{green|+3}} 每月税收
 
'''County'''
 
*{{icon|development}} {{green|+10%}} 每月发展度增长
|'''Holding'''
*{{icon|gold}} {{green|+5}} 每月税收
 
'''County'''
 
*{{icon|development}} {{green|+15%}} 每月发展度增长
|'''Holding'''
*{{icon|gold}} {{green|+7}} 每月税收
 
'''County'''
 
*{{icon|development}} {{green|+20%}} 每月发展度增长
|'''Holding'''
*{{icon|gold}} {{green|+9}} 每月税收
 
'''County'''
 
*{{icon|development}} {{green|+25%}} 每月发展度增长
|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
较高
|'''Holding'''
| {{green|-0.25}}
*{{icon|gold}} {{green|+3}} 每月税收
 
'''County'''
 
*{{icon|development}} {{green|+5%}} 每月发展度增长
|'''Holding'''
*{{icon|gold}} {{green|+5}} 每月税收
 
'''County'''
 
*{{icon|development}} {{green|+10%}} 每月发展度增长
|'''Holding'''
*{{icon|gold}} {{green|+7}} 每月税收
 
'''County'''
 
*{{icon|development}} {{green|+15%}} 每月发展度增长
|'''Holding'''
*{{icon|gold}} {{green|+9}} 每月税收
 
'''County'''
 
*{{icon|development}} {{green|+20%}} 每月发展度增长
|Turóc
|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
其他
|'''Holding'''
| {{green|-0.991}}
*{{icon|gold}} {{green|+5}} 每月税收
 
'''County'''
 
*{{icon|gold}} {{green|+20%}} Holding Taxes
*{{icon|development}} {{green|+10%}} 每月发展度增长
|'''Holding'''
*{{icon|gold}} {{green|+8}} 每月税收
 
'''County'''
 
*{{icon|gold}} {{green|+25%}} Holding Taxes
*{{icon|development}} {{green|+15%}} 每月发展度增长
|'''Holding'''
*{{icon|gold}} {{green|+11}} 每月税收
 
'''County'''
 
*{{icon|gold}} {{green|+30%}} Holding Taxes
*{{icon|development}} {{green|+20%}} 每月发展度增长
|'''Holding'''
*{{icon|gold}} {{green|+14}} 每月税收
 
'''County'''
 
*{{icon|gold}} {{green|+35%}} Holding Taxes
*{{icon|development}} {{green|+25%}} 每月发展度增长
|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
| rowspan="2" 大众还记得最近 生过瘟疫,瘟疫频率
|'''Holding'''
末日
*{{icon|gold}} {{green|+3}} 每月税收
| {{green|-0.25}}
 
'''County'''
 
*{{icon|development}} {{green|+10%}} 每月 展度增长
|'''Holding'''
*{{icon|gold}} {{green|+5}} 每月税收
 
'''County'''
 
*{{icon|development}} {{green|+15%}} 每月发展度增长
|'''Holding'''
*{{icon|gold}} {{green|+7}} 每月税收
 
'''County'''
 
*{{icon|development}} {{green|+20%}} 每月发展度增长
|'''Holding'''
*{{icon|gold}} {{green|+9}} 每月税收
 
'''County'''
 
*{{icon|development}} {{green|+25%}} 每月发展度增长
|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
极高
|'''Holding'''
| {{green|-0.5}}
*{{icon|gold}} {{green|+3}} 每月税收
 
'''County'''
 
*{{icon|development}} {{green|+10%}} 每月发展度增长
|'''Holding'''
*{{icon|gold}} {{green|+5}} 每月税收
 
'''County'''
 
*{{icon|development}} {{green|+15%}} 每月发展度增长
|'''Holding'''
*{{icon|gold}} {{green|+7}} 每月税收
 
'''County'''
 
*{{icon|development}} {{green|+20%}} 每月发展度增长
|'''Holding'''
*{{icon|gold}} {{green|+9}} 每月税收
 
'''County'''
 
*{{icon|development}} {{green|+25%}} 每月发展度增长
|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
| rowspan="3" 地产类型
|'''Holding'''
修建了地产
*{{icon|gold}} {{green|+2}} 每月税收
| {{red|+0.25}}
 
'''County'''
 
*{{icon|gold}} {{green|+5%}} Holding Taxes
*{{icon|development}} {{green|+5%}} 每月发展度增长
*{{icon|levies}} {{green|+10%}} Levy Size
|'''Holding'''
*{{icon|gold}} {{green|+3.5}} 每月税收
 
'''County'''
 
*{{icon|gold}} {{green|+10%}} Holding Taxes
*{{icon|development}} {{green|+10%}} 每月发展度增长
*{{icon|levies}} {{green|+10%}} Levy Size
|'''Holding'''
*{{icon|gold}} {{green|+5}} 每月税收
 
'''County'''
 
*{{icon|gold}} {{green|+15%}} Holding Taxes
*{{icon|development}} {{green|+15%}} 每月发展度增长
*{{icon|levies}} {{green|+10%}} Levy Size
|'''Holding'''
*{{icon|gold}} {{green|+6.5}} 每月税收
 
'''County'''
 
*{{icon|gold}} {{green|+20%}} Holding Taxes
*{{icon|development}} {{green|+20%}} 每月发展度增长
*{{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
城堡或神殿地产
|'''Holding'''
| {{red|+0.25}}
*{{icon|gold}} {{green|+3}} 每月税收
 
'''County'''
 
*{{icon|gold}} {{green|+10%}} Holding Taxes
*{{icon|development}} {{green|+5%}} 每月发展度增长
|'''Holding'''
*{{icon|gold}} {{green|+5}} 每月税收
 
'''County'''
 
*{{icon|gold}} {{green|+15%}} Holding Taxes
*{{icon|development}} {{green|+10%}} 每月发展度增长
|'''Holding'''
*{{icon|gold}} {{green|+7}} 每月税收
 
'''County'''
 
*{{icon|gold}} {{green|+20%}} Holding Taxes
*{{icon|development}} {{green|+15%}} 每月发展度增长
|'''Holding'''
*{{icon|gold}} {{green|+9}} 每月税收
 
'''County'''
 
*{{icon|gold}} {{green|+25%}} Holding Taxes
*{{icon|development}} {{green|+20%}} 每月发展度增长
|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
城市地产
|'''Holding'''
| {{red|+0.75}}
*{{icon|gold}} {{green|+5}} 每月税收
|}
 
'''County'''
 
*{{icon|gold}} {{green|+20%}} Holding Taxes
*{{icon|development}} {{green|+5%}} 每月发展度增长
|'''Holding'''
*{{icon|gold}} {{green|+8}} 每月税收
 
'''County'''
 
*{{icon|gold}} {{green|+25%}} Holding Taxes
*{{icon|development}} {{green|+10%}} 每月发展度增长
|'''Holding'''
*{{icon|gold}} {{green|+11}} 每月税收


'''County'''
=== 角色感染机制详解 ===


*{{icon|gold}} {{green|+30%}} Holding Taxes
  与瘟疫爆 概率的按年算不同,角色是否会感染所处地的瘟疫是 检测一次,公式是:
*{{icon|development}} {{green|+15%}} 每月 展度增长
|'''Holding'''
*{{icon|gold}} {{green|+14}}  每月 税收


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


*{{icon|gold}} {{green|+35%}} Holding Taxes
  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 减:
*{{icon|development}} {{green|+20%}} 每月发展度
|Goslar
|East Francia
|1066 only
|''At the foot of Mt. Rammelsberg lies a profitable and ever sought-after silver mine.''
|-
|Gold Mines of Mali
|'''Holding'''
*{{icon|gold}} {{green|+5}} 每月税收


'''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|+20%}} Holding Taxes
==== 基础值 ====
*{{icon|development}} {{green|+5%}} 每月发展度增长
|'''Holding'''
*{{icon|gold}} {{green|+8}} 每月税收


'''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|+25%}} 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%}}  每月发展度增长
* 瘟疫强度
|'''Holding'''
** 末日,且类型是腺鼠疫(即黑死病),{{red|+40%}}
*{{icon|gold}} {{green|+11}}  每月税收
** 末日,且类型不是腺鼠疫,{{red|+30%}}
** 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|+30%}} 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%}} 每月发展度增长
|'''Holding'''
*{{icon|gold}} {{green|+14}} 每月税收


'''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|+35%}} Holding Taxes
== 参考资料 ==
*{{icon|development}} {{green|+20%}} 每月发展度增长
<references />
|Wasulu, Diakha and Goundafa
|Mali
|{{icon|no}}
|''The mines of Mali are truly overflowing with gold. Endless wealth stream from their depths and into the treasuries of the local rulers, who adorn themselves with the precious metal.''
|}


===Decision buildings===
The following buildings can only be created by certain Decisions.
{| class="mildtable plainlist"
!Building
!County effects
!Realm effects
!Decision
!Location
! width="45%" |Description
|-
| style="text-align: center; " |Glass Monument<br>[[File:Building generic house.png]]
|
*{{icon|gold}} {{green|+1}} 每月税收
*{{icon|development}} {{green|+25%}} 每月发展度增长
*{{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%}} 每月发展度增长
|
*{{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
|
*Fes
*Cairo
*Bologna
*Salamanca
*Madrid
*Oxford
*Cambridge
*Padua
*Siena
*Coimbra
*Napoli
*Tirakka
|''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}}
{{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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