男爵领:修订间差异

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{{Version|1.0}}
{{Version|1.9}}
A Barony is the lowest rank of landed [[title]] and the only rank that that is not playable. Baronies may be sparsely populated or may have a Holding.
'''男爵领'''('''Barony''')是最低等级的实地[[ 头衔]] ,也是唯一不可玩的头衔等级(即使它们可以被可玩角色持有)。每个[[伯爵领]]拥有 1 到 7 个男爵领,男爵领的拥有权总是和伯爵领相联(男爵领和伯爵领总是在同一领地)。男爵领可能人烟稀少,也可能有一个地产。


== Capitals ==
== 首都(府)==
There are 2 types of Capitals a Barony can be:
一个男爵领可以是两类首都(府):
* [[File:County capital.png|30px]] The County Capital is the original Barony of a County. Its Holding can never be destroyed and is always owned by the ruler who holds the County title. County Capitals allow the construction of an additional Building and have {{green|+1}} {{iconify|Fort Level}}.
* [[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]] The Realm Capital is the Barony where a ruler and its court resides and is always inherited by the Primary Heir. The Realm Capital can only be moved once per lifetime unless it's the de jure capital of the Primary Title. It also produces an additional {{green|+1}} {{icon|gold}} Tax. Each Barony within the same de jure Duchy as the Realm Capital will gain {{green|+10%}} {{iconify|Levies}}. The Ream Capital cannot be moved during a war.
* [[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。


== Holdings ==
== 地产==
Each Barony may have a Holding, which represents the main settlement inside it and is required to be able to use the Barony. Tribal governments cannot construct Holdings.
每个男爵领可以有一个地产,代表位于其中的中心聚落。可用男爵领要求拥有地产。建造新地产将为此男爵领创建一个头衔,可以持有或授予其他角色。不是伯爵领首府的男爵领可以被授予一位低级贵族。如果在封臣的伯爵领建设地产,伯爵领拥有者会在地产建设完成后自动获得地产。所有地产建造后是Ⅰ级,可以升级至Ⅳ级。建造或升级一处地产花费 {{construction time|slow}}时间,除非有增益或惩罚。无论拥有何种特质,放弃无法控制(无法获得任何赋税或征召兵)的地产不会获得压力。每个地产都可以建造一些[[建筑]]。


All Holdings are constructed at level 1 and can be upgraded up to level 4. Constructing or upgrading a Holding takes 5 years. If a Feudal or Clan ruler owns a Tribe it will gain no taxes or levies from but but will have the option to turn it into a Castle at the cost of 500 {{iconify|Gold}}.
一个类型的地产一旦建成就不能销毁,也不能改为其他类型的地产(除非通过特定事件)。
{| class="mildtable" style="text-align: center;
 
! Holding
注意:以下花费均为没有增益或惩罚的花费。
! Level
 
! {{icon|gold}} Monthly Tax
* 建造封建制/氏族制地产(城堡/城市/神殿)需要{{Building cost_gold|main|1}} 。如果伯爵领未同时拥有城堡、城市和神殿地产,必须首先建造缺少的地产类型。
! {{iconify|Levies}}
* 升级一处封建制/氏族制地产到Ⅱ级需要 {{Building cost_gold|main|2}}
! {{iconify|Garrison}}
* 升级一处封建制/氏族制地产到Ⅲ级需要 {{Building cost_gold|main|3}}
! {{iconify|Fort Level}}
* 升级一处封建制/氏族制地产到Ⅳ级需要 {{Building cost_gold|main|4}}
! {{icon|innovation}} Required innovation
* 升级一处部落制地产需要 {{Building cost_prestige|expensive|3}} {{Building cost_gold|expensive|1}}
! Cost
* [[ 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。
! Can be directly held by
|-
| rowspan=4 style="text-align: left; | [[File:Holding castle.png]] Castle
| style="text-align: left; | Motte
| {{green|+0.4}}
| {{green|+175}}
| {{green|+250}}
| {{green|+1}}
| Mottes
| {{icon|gold}} 600 Gold
| rowspan=4 | Feudal<br>Clan<br>Holy Order
|-
| style="text-align: left; | Keep
| {{green|+0.7}}
| {{green|+325}}
| {{green|+750}}
| {{green|+4}}
| Battlements
| {{icon|gold}} 800 Gold
|-
| style="text-align: left; | Concentric Castle
| {{green|+1}}
| {{green|+475}}
| {{green|+1250}}
| {{green|+7}}
| Hoardings
| {{icon|gold}} 1000 Gold
|-
| style="text-align: left; | Fortress
| {{green|+1.3}}
| {{green|+625}}
| {{green|+1750}}
| {{green|+10}}
| Machicolations
| {{icon|gold}} 1200 Gold
|-
| rowspan=4 style="text-align: left; | [[File:Holding city.png]] City
| style="text-align: left; | Village Center
| {{green|+0.8}}
| {{green|+75}}
| {{green|+150}}
| '''0'''
| City Planning
| {{icon|gold}} 500 Gold
| rowspan=4 | Republic
|-
| style="text-align: left; | Large City
| {{green|+1.4}}
| {{green|+125}}
| {{green|+300}}
| '''0'''
| Manorialism
| {{icon|gold}} 500 Gold
|-
| style="text-align: left; | City Center
| {{green|+2}}
| {{green|+175}}
| {{green|+450}}
| '''0'''
| Windmills
| {{icon|gold}} 500 Gold
|-
| style="text-align: left; | Bustling Metropolis
| {{green|+2.6}}
| {{green|+225}}
| {{green|+1050}}
| '''0'''
| Cranes
| {{icon|gold}} 500 Gold
|-
| rowspan=4 style="text-align: left; | [[File:Holding church.png]] Temple
| style="text-align: left; | Shrine
| {{green|+0.5}}
| {{green|+125}}
| {{green|+150}}
| '''0'''
| City Planning
| {{icon|gold}} 500 Gold
| rowspan=4 | Clan<br>Theocracy
|-
| style="text-align: left; | Temple Grounds
| {{green|+0.9}}
| {{green|+225}}
| {{green|+450}}
| '''0'''
| Manorialism
| {{icon|gold}} 500 Gold
|-
| style="text-align: left; | House of Worship
| {{green|+1.3}}
| {{green|+325}}
| {{green|+750}}
| '''0'''
| Windmills
| {{icon|gold}} 500 Gold
|-
| style="text-align: left; | Grand Temple
| {{green|+1.7}}
| {{green|+425}}
| {{green|+1050}}
| '''0'''
| Cranes
| {{icon|gold}} 500 Gold
|-
| rowspan=2 style="text-align: left; | [[File:Holding tribal.png]] Tribe
| style="text-align: left; | Tribal Hold
| {{green|+0.2}}
| {{green|+250}}
| {{green|+250}}
| {{green|+1}}
| None
| {{icon|no}} Cannot be constructed
| rowspan=2 | Tribal
|-
| style="text-align: left; | Fortified Tribal Hold
| {{green|+0.5}}
| {{green|+400}}
| {{green|+500}}
| {{green|+2}}
| Planned Assemblies
| {{icon|gold}} 200 Gold<br>{{icon|prestige}} 400 Prestige
|}


== Buildings ==
建造完成一处神殿地产将给予其所在伯爵领头衔的持有者 500 {{iconify|piety|虔诚}},并且伯爵领头衔持有者的信仰的 {{iconify|Fervor|宗教热情}}增加1%,无论是哪位统治者提供了建造资金。
Based on the terrain of the Barony each Holding has access to a number of buildings. Regular buildings primarily focus on increasing taxes and levies, with some secondary effects such as increasing fortifications or increasing supply, and can be ungraded once the required level of Development is reached. Buildings can be constructed by a Baron, its Direct Liege or any Liege higher in hierarchy.


=== Tribe buildings ===
<tabber>
Tribes have only 4 buildings types of 2 buildings each available but most buildings benefit the entire realm.
游戏资料
* Level 1 buildings cost 75 {{iconify|Gold}} and 200 {{iconify|Prestige}}
* Level 2 buildings cost 100 {{iconify|Gold}} and 300 {{iconify|Prestige}}
{| class="mildtable plainlist"
{| class="mildtable plainlist"
! Type
! 地产
! Building
! 等级及革新要求
! Holding effects
! 地产效果
! Realm effects
! 特殊效果
! County effects
! Time
! Required Innovation
! width=35% | Description
|-
| rowspan=2 style="text-align: center; | Gathering Halls<br>[[File:Building longhouses.png]]
| Longhouses
| {{icon|levies}} {{green|+100}} Levies
| {{icon|prestige}} {{green|+0.2}} Monthly Prestige
| {{icon|control}} {{green|+0.2}} Monthly Control
| {{icon|time}} 5 years
| None
| ''Longhouses are large enough to accommodate important meetings between elders. Laws and policies are determined here.''
|-
|-
| Grand Halls
| id="城堡" rowspan=4 style="text-align: center; | 城堡<br>[[File:Holding castle.png]]<br><br>可持有:<br>[[政体#封建制|封建制]]<br>[[政体#氏族制|氏族制]]<br>[[政体#共和制|共和制]]<br>[[政体#神权制|神权制]]<br>[[受雇军队#骑士团|骑士团]]
| {{icon|levies}} {{green|+175}} Levies
| 城寨</br>{{iconify|mottes|[[革新#土垒|土垒]]}}
| {{icon|prestige}} {{green|+0.5}} Monthly Prestige
| {{icon|control}} {{green|+0.4}} Monthly Control
| {{icon|time}} 5 years
| None
| ''Grand halls host a central stage, where a chief or warlord can deliver rousing speeches.''
|-
| rowspan=2 style="text-align: center; | Markets<br>[[File:Building market villages.png]]
| Trading Outposts
* {{icon|gold}} {{green|+0.4}} Monthly Tax
* {{building levy|normal|2}}
* {{icon|supply}} {{green|+500}} Supply Limit
* {{building max_garrison|good|1}}
* {{building garrison_reinforcement_factor|2}}
* {{building monthly_income|poor|2}}
| {{icon|time}} 2 years
* {{building fort_level|great|1}}
| None
* {{building stationed_maa_damage_mult|normal|1}}
| ''Trading outposts offer the opportunity for tribesmen and traders to meet and barter.''
* {{building stationed_maa_toughness_mult|normal|1}}
* {{building stationed_siege_weapon_siege_value_mult|normal|1}}
* {{building travel_danger|-10}}
|
;地产效果</br>
[[传统#圩田|圩田]]文化传统 及 沿海:{{Building build_speed|-0.1}}</br>
[[传统#城堡守护者|城堡守护者]]文化传统:{{Building defender_holding_advantage|5}}</br>
[[传统#海洋重商主义| 海洋重商主义]]文化传统 及 沿海:{{Building tax_mult|maritime_mercantilism_coastal_holdings_value}}</br>
[[传统#隐蔽之城| 隐蔽之城]]文化传统 及 丛林地形:{{Building additional_fort_level|castle_holding_fort_level_in_jungle_bonus_value}}</br>
[[传统#灵巧的渔民|灵巧的渔民]]文化传统 及 沿海:{{Building defender_holding_advantage|2}}</br>
;领地效果</br>
[[传统#城堡守护者| 城堡守护者]]文化传统:</br>
&emsp;{{Building monthly_prestige|0.02}}</br>
&emsp;{{Building monthly_dynasty_prestige|0.01}}
|-
|-
| Market Villages
| 城堡主楼</br>{{iconify|battlements|[[革新#城垛|城垛]]}}
* {{icon|gold}} {{green|+0.7}} Monthly Tax
* {{building levy|normal|4}}
* {{icon|supply}} {{green|+1000}} Supply Limit
* {{building max_garrison|good|3}}
* {{building garrison_reinforcement_factor|4}}
* {{building monthly_income|poor|4}}
| {{icon|time}} 2 years
* {{building fort_level|great|2}}
| City Planning
* {{building stationed_maa_damage_mult|normal|2}}
| ''By letting traders into their villages, the tribesmen within are able to set up lucrative deals.''
* {{building stationed_maa_toughness_mult|normal|2}}
* {{building stationed_siege_weapon_siege_value_mult|normal|2}}
* {{building travel_danger|-12}}
|
;地产效果</br>
[[传统#圩田|圩田]]文化传统 及 沿海:{{Building build_speed|-0.1}}</br>
[[传统#城堡守护者|城堡守护者]]文化传统:{{Building defender_holding_advantage|10}}</br>
[[传统#海洋重商主义|海洋重商主义]]文化传统 及 沿海:{{Building tax_mult|maritime_mercantilism_coastal_holdings_value}}</br>
[[传统#隐蔽之城| 隐蔽之城]]文化传统 及 丛林地形:{{Building additional_fort_level|castle_holding_fort_level_in_jungle_bonus_value}}</br>
[[传统#灵巧的渔民| 灵巧的渔民]]文化传统 及 沿海:{{Building defender_holding_advantage|3}}</br>
;领地效果</br>
[[传统#城堡守护者|城堡守护者]]文化传统:</br>
&emsp;{{Building monthly_prestige|0.03}}</br>
&emsp;{{Building monthly_dynasty_prestige|0.02}}
|-
|-
| rowspan=2 style="text-align: center; | Palisades<br>[[File:Building palisades.png]]
| 轴心环形城堡</br>{{iconify|hoardings|[[革新#棚楼| 棚楼]]}}
| Simple Palisade
|
* {{icon|advantage}} {{green|+2}} Defender Advantage
* {{icon|fort level}} {{green|+1}} Fort Level
* {{icon|levies}} {{green|+100}} Levies
* {{icon|garrison}} {{green|+150}} Garrison
|
* {{icon|damage}} {{green|+2}} Archer Damage
* {{icon|toughness}} {{green|+1}} Archer Toughness
* {{icon|damage}} {{green|+2}} Spearmen Damage
* {{icon|toughness}} {{green|+1}} Spearmen Toughness
| {{icon|time}} 3 years
* {{building levy|normal|6}}
| None
* {{building max_garrison|good|5}}
| ''Simple palisades offer limited protection, while effective against skirmishes they are less reliable against larger groups of enemies.''
* {{building garrison_reinforcement_factor|6}}
* {{building monthly_income|poor|6}}
* {{building fort_level|great|3}}
* {{building stationed_maa_damage_mult|normal|3}}
* {{building stationed_maa_toughness_mult|normal|3}}
* {{building stationed_siege_weapon_siege_value_mult|normal|3}}
* {{building travel_danger|-14}}
|
;地产效果</br>
[[传统#圩田|圩田]]文化传统 及 沿海:{{Building build_speed|-0.1}}</br>
[[传统#城堡守护者|城堡守护者]]文化传统:{{Building defender_holding_advantage|15}}</br>
[[传统#海洋重商主义|海洋重商主义]]文化传统 及 沿海:{{Building tax_mult|maritime_mercantilism_coastal_holdings_value}}</br>
[[传统#隐蔽之城|隐蔽之城]]文化传统 及 丛林地形:{{Building additional_fort_level|castle_holding_fort_level_in_jungle_bonus_value}}</br>
[[传统#灵巧的渔民|灵巧的渔民]]文化传统 及 沿海:{{Building defender_holding_advantage|4}}</br>
;领地效果</br>
[[传统#城堡守护者| 城堡守护者]]文化传统:</br>
&emsp;{{Building monthly_prestige|0.04}}</br>
&emsp;{{Building monthly_dynasty_prestige|0.03}}
|-
|-
| Walls & Ditches
| 要塞</br>{{iconify|Machicolations|[[革新#突堞| 突堞]]}}
|
* {{icon|advantage}} {{green|+4}} Defender Advantage
* {{icon|fort level}} {{green|+2}} Fort Level
* {{icon|levies}} {{green|+175}} Levies
* {{icon|garrison}} {{green|+300}} Garrison
* {{icon|damage}} {{green|+4}} Archer Damage
* {{building levy|normal|8}}
* {{icon|toughness}} {{green|+2}} Archer Toughness
* {{building max_garrison|good|7}}
* {{icon|damage}} {{green|+4}} Spearmen Damage
* {{building garrison_reinforcement_factor|8}}
* {{icon|toughness}} {{green|+2}} Spearmen Toughness
* {{building monthly_income|poor|8}}
|
* {{building fort_level|great|4}}
| {{icon|time}} 3 years
* {{building stationed_maa_damage_mult|normal|4}}
| Mottes
* {{building stationed_maa_toughness_mult|normal|4}}
| ''Outer ditches combined with stone-reinforced palisade walls offer decent protection against sieges.''
* {{building stationed_siege_weapon_siege_value_mult|normal|4}}
|-
* {{building travel_danger|-16}}
| rowspan=2 style="text-align: center; | War Camps<br>[[File:Building warcamps.png]]
|
| Sparring Grounds
;地产效果</br>
| {{icon|levies}} {{green|+150}} Levies
[[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|20}}</br>
* {{icon|damage}} {{green|+2}} Light Footmen Damage
[[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|toughness}} {{green|+1}} Light Footmen Toughness
[[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>
* {{icon|damage}} {{green|+2}} Armored Footmen Damage
[[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|toughness}} {{green|+1}} Armored Footmen Toughness
;领地效果</br>
* {{icon|knight}} {{green|+1}} Number of Knights
[[传统#城堡守护者| 城堡守护者]]文化传统:</br>
* {{icon|knight}} {{green|+10%}} Knight Effectiveness
&emsp;{{Building monthly_prestige|0.05}}</br>
|
&emsp;{{Building monthly_dynasty_prestige|0.04}}
| {{icon|time}} 5 years
| None
| ''Training equipment, arenas and wooden walls define the sparring grounds, warriors go here to hone their skills.''
|-
| Warrior Lodges
| {{icon|levies}} {{green|+275}} Levies
* {{icon|damage}} {{green|+4}} Light Footmen Damage
* {{icon|toughness}} {{green|+2}} Light Footmen Toughness
* {{icon|damage}} {{green|+4}} Armored Footmen Damage
* {{icon|toughness}} {{green|+2}} Armored Footmen Toughness
* {{icon|knight}} {{green|+2}} Number of Knights
* {{icon|knight}} {{green|+20%}} Knight Effectiveness
|
| {{icon|time}} 5 years
| None
| ''Only the greatest fighters are allowed into a warrior lodge, their mere presence is inspiring.''
|}
|}


=== Holding buildings ===
|-|
Holding buildings can only be constructed in City or Temple Holdings. All of them require 225 {{iconify|Gold}} and 3 years to build or upgrade and the same Innovation as the Holding level they require.
描述
{| class="mildtable plainlist"
{| class="mildtable" style="text-align: center;
! Type
! 地产
! Building
! 等级
! Monthly Tax
! 革新
! County effects
!  width=75% | 描述
! Realm effects
! Required holding level
|-
| rowspan=8 style="text-align: center; | Guilds<br>[[File:Building guild halls.png]]
| Guild Halls
| {{green|+0.3}}
| {{icon|development}} {{green|+5%}} Monthly Development
|
| [[File:Holding city.png|24px]] Village Center
|-
|-
| Carver's Guilds
| rowspan=4 style="text-align: left; | [[File:Holding castle.png]]<br>城堡
| {{green|+0.5}}
| style="text-align: left; | 城寨
| {{icon|development}} {{green|+10%}} Monthly Development
| 土垒
|
| ''这处小而难以攻克的防御工事位于一处土垒之上。''
| [[File:Holding city.png|24px]] Village Center
|-
|-
| Carpenter's Guilds
| style="text-align: left; | 城堡主楼
| {{green|+0.7}}
| 城垛
| {{icon|development}} {{green|+15%}} Monthly Development
| ''城堡主楼(或称城楼)是一座用作住所和最后防线的巨塔。''
| [[File:Holding city.png|24px]] Large City
|-
|-
| Hunter's Guilds
| style="text-align: left; | 轴心环形城堡
| {{green|+0.9}}
| 棚楼
| {{icon|development}} {{green|+20%}} Monthly Development
| ''轴心环形城堡有两道或以上城墙,内城高于外郭。''
| [[File:Holding city.png|24px]] Large City
|-
|-
| Mason's Guilds
| style="text-align: left; | 要塞
| {{green|+1.1}}
| 突堞
| {{icon|development}} {{green|+25%}} Monthly Development
| ''要塞是防御的缩影,既能击退敌军来犯,也能驻扎大批军队。''
|
| [[File:Holding city.png|24px]] City Center
|-
| Tailor's Guilds
| {{green|+1.3}}
| {{icon|development}} {{green|+30%}} Monthly Development
|
| [[File:Holding city.png|24px]] City Center
|-
| Glassworker's Guilds
| {{green|+1.5}}
| {{icon|development}} {{green|+35%}} Monthly Development
|
| [[File:Holding city.png|24px]] Bustling Metropolis
|-
| Artisan's Guilds
| {{green|+1.7}}
| {{icon|development}} {{green|+40%}} Monthly Development
|
| [[File:Holding city.png|24px]] Bustling Metropolis
|-
| rowspan=8 style="text-align: center; | Monasteries<br>[[File:Building monastic schools.png]]
| Prayer Halls
| {{green|+0.2}}
| {{icon|control}} {{green|+0.1}} Monthly Control
| {{green|+0.1}} Monthly Piety
| [[File:Holding church.png|24px]] Shrine
|-
| Monastic Schools
| {{green|+0.4}}
| {{icon|control}} {{green|+0.2}} Monthly Control
| {{green|+0.2}} Monthly Piety
| [[File:Holding church.png|24px]] Shrine
|-
| Libraries
| {{green|+0.5}}
| {{icon|control}} {{green|+0.3}} Monthly Control
| {{green|+0.3}} Monthly Piety
| [[File:Holding church.png|24px]] Temple Grounds
|-
| Pilgrim's Quarters
| {{green|+0.7}}
| {{icon|control}} {{green|+0.4}} Monthly Control
| {{green|+0.4}} Monthly Piety
| [[File:Holding church.png|24px]] Temple Grounds
|-
| Infirmaries
| {{green|+0.8}}
| {{icon|control}} {{green|+0.5}} Monthly Control
| {{green|+0.5}} Monthly Piety
| [[File:Holding church.png|24px]] House of Worship
|-
| Copying Chambers
| {{green|+1}}
| {{icon|control}} {{green|+0.6}} Monthly Control
| {{green|+0.6}} Monthly Piety
| [[File:Holding church.png|24px]] House of Worship
|-
| Hospices
| {{green|+1.1}}
| {{icon|control}} {{green|+0.7}} Monthly Control
| {{green|+0.7}} Monthly Piety
| [[File:Holding church.png|24px]] Grand Temple
|-
| Cloisters
| {{green|+1.3}}
| {{icon|control}} {{green|+0.8}} Monthly Control
| {{green|+0.8}} Monthly Piety
| [[File:Holding church.png|24px]] Grand Temple
|}
|}
</tabber>


=== Terrain buildings ===
<tabber>
Terrain buildings can be constructed in all Castle, City and Temple Holdings as long as the Barony has the required terrain.
游戏资料
{| class="mildtable plainlist"
{| class="mildtable plainlist"
! Building type
! 地产
! Initial effects
! 等级及革新要求
! Full upgrade effects
! 地产效果
! Terrain
! 特殊效果
! Construction time
|-
|-
| style="text-align: center; | Barracks<br>[[File:Building barracks.png]]
| id="城市" rowspan=4 style="text-align: center; | 城市<br>[[File:Holding city.png]]<br><br>可持有:<br>共和制<br>骑士团
| '''Holding'''
| 中心村镇</br>{{iconify|City Planning|[[革新#城市规划| 城市规划]]}}
* {{icon|levies}} {{green|+125}} Levies
'''Realm'''
* {{icon|damage}} {{green|+2}} Heavy Infantry Damage
* {{icon|damage}} {{green|+2}} Spearmen Damage
| '''Holding'''
* {{icon|levies}} {{green|+825}} Levies
* {{icon|levies}} {{green|+5%}} Levy Reinforcement Rate
'''County'''
* {{icon|time}} {{green|-2}} Building Construction Time
'''Realm'''
* {{icon|damage}} {{green|+9}} Heavy Infantry Damage
* {{icon|damage}} {{green|+9}} Spearmen Damage
* {{icon|toughness}} {{green|+5}} Heavy Infantry Damage
* {{icon|toughness}} {{green|+5}} Spearmen Damage
* {{iconify|Drylands}}
* {{building levy|poor|2}}
* {{iconify|Farmlands}}
* {{building max_garrison|normal|1}}
* {{iconify|Forest}}
* {{building garrison_reinforcement_factor|1}}
* {{iconify|Hills}}
* {{building monthly_income|good|2}}
* {{iconify|Jungle}}
* {{building travel_danger|-10}}
* {{iconify|Mountains}}
|
* {{iconify|Plains}}
;地产效果</br>
* {{iconify|Steppe}}
[[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>
* {{iconify|Taiga}}
&emsp;{{Building levy_size|0.25}}</br>
* {{iconify|Wetlands}}
&emsp;{{Building tax_mult|0.01}}</br>
| {{icon|time}} 3 years
[[传统#海洋重商主义|海洋重商主义]]文化传统 及 沿海:{{Building tax_mult|maritime_mercantilism_coastal_holdings_value}}</br>
[[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|2}}</br>
;伯爵领效果</br>
[[传统#城市守护者|城市守护者]]文化传统:{{Building county_opinion_add|5}}</br>
[[传统#共和制传承|共和制传承]] 或 [[传统#乡土观念|乡土观念]]文化传统:</br>
&emsp;{{Building development_growth_factor|0.05}}</br>
&emsp;{{Building monthly_county_control_change_factor|-0.25}}</br>
{{icon|Fate of Iberia}} 1级[[宗族#都会传承|都会传承]]:{{Building development_growth_factor|fp2_urbanism_legacy_1_bonus_value}}
|-
|-
| style="text-align: center; | Camelry<br>[[File:Building camel farms.png]]
| 大型城市</br>{{iconify|Manorialism|[[革新#庄园制度| 庄园制度]]}}
| '''Holding'''
* {{icon|levies}} {{green|+75}} Levies
'''Realm'''
* {{icon|knight}} {{green|+1}} Number of Knights
* {{icon|damage}} {{green|+1}} Light Cavalry Damage
* {{icon|pursuit}} {{green|+1}} Light Cavalry Pursuit
| '''Holding'''
* {{icon|levies}} {{green|+425}} Levies
* {{icon|gold}} {{green|+0.4}} Monthly Tax
* {{icon|time}} {{green|+20%}} Hostile Raid Time
'''Realm'''
* {{icon|knight}} {{green|+4}} Number of Knights
* {{icon|knight}} {{green|+5%}} Knight Effectiveness
* {{icon|damage}} {{green|+8}} Light Cavalry Damage
* {{icon|pursuit}} {{green|+8}} Light Cavalry Pursuit
* {{icon|toughness}} {{green|+4}} Light Cavalry Toughness
* {{icon|screen}} {{green|+4}} Light Cavalry Screen
* {{icon|damage}} {{green|+2}} Heavy Cavalry Damage
* {{icon|toughness}} {{green|+4}} Heavy Cavalry Toughness
* {{iconify|Desert}}
* {{building levy|poor|4}}
* {{iconify|Desert Mountains}}
* {{building max_garrison|normal|2}}
* {{iconify|Floodplains}}
* {{building garrison_reinforcement_factor|2}}
* {{iconify|Oasis}}
* {{building monthly_income|good|4}}
| {{icon|time}} 3 years
* {{building travel_danger|-12}}
|
;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>
&emsp;{{Building levy_size|0.5}}</br>
&emsp;{{Building tax_mult|0.02}}</br>
[[传统#海洋重商主义|海洋重商主义]]文化传统 及 沿海:{{Building tax_mult|maritime_mercantilism_coastal_holdings_value}}</br>
[[传统#圩田| 圩田]]文化传统 及 沿海:{{Building build_speed|-0.1}}</br>
[[传统#灵巧的渔民|灵巧的渔民]]文化传统 及 沿海:{{Building defender_holding_advantage|3}}</br>
;伯爵领效果</br>
[[传统#城市守护者|城市守护者]]文化传统:{{Building county_opinion_add|10}}</br>
[[传统#共和制传承|共和制传承]] 或 [[传统#乡土观念|乡土观念]]文化传统:</br>
&emsp;{{Building development_growth_factor|0.1}}</br>
&emsp;{{Building monthly_county_control_change_factor|-0.25}}</br>
{{icon|Fate of Iberia}} 1级[[宗族#都会传承|都会传承]]:{{Building development_growth_factor|fp2_urbanism_legacy_1_bonus_value}}
|-
|-
| style="text-align: center; | Desert Agriculture<br>[[File:Building plantations.png]]
| 城区</br>{{iconify|Windmills|[[革新#风力磨坊| 风力磨坊]]}}
| '''Holding'''
* {{icon|gold}} {{green|+0.2}} Monthly Tax
| '''Holding'''
* {{icon|gold}} {{green|+1.3}} Monthly Tax
* {{icon|gold}} {{green|+2%}} Holding Taxes
* {{icon|supply}} {{green|+600}} Supply Limit
'''County'''
* {{icon|development}} {{green|+5%}} Monthly Development
'''Realm'''
* {{icon|toughness}} {{green|+1}} Light Cavalry Toughness
* {{iconify|Desert}}
* {{building levy|poor|6}}
* {{iconify|Drylands}}
* {{building max_garrison|normal|3}}
* {{iconify|Oasis}}
* {{building garrison_reinforcement_factor|3}}
| {{icon|time}} 2 years
* {{building monthly_income|good|6}}
|-
* {{building travel_danger|-14}}
| style="text-align: center; | Elephantry<br>[[File:Building elephant pens.png]]
|
| '''Holding'''
; 地产效果</br>
* {{icon|gold}} {{green|+0.2}} Monthly Tax
[[ 传统#共和制传承|共和制传承]] 或 [[传统#乡土观念| 乡土观念]]文化传统:</br>
* {{icon|time}} {{green|-2%}} Building Construction Time
&emsp;{{Building levy_size|0.7}}</br>
'''Realm'''
&emsp;{{Building tax_mult|0.03}}</br>
* {{icon|knight}} {{green|+1}} Number of Knights
[[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|+2%}} Knight Effectiveness
[[传统#圩田| 圩田]]文化传统 及 沿海:{{Building build_speed|-0.1}}</br>
* {{icon|damage}} {{green|+2}} Heavy Cavalry Damage
[[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>
| '''Holding'''
;伯爵领效果</br>
* {{icon|gold}} {{green|+1.3}} Monthly Tax
[[传统#城市守护者| 城市守护者]]文化传统:{{Building county_opinion_add|15}}</br>
* {{icon|time}} {{green|-20%}} Building Construction Time
[[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>
'''County'''
&emsp;{{Building development_growth_factor|0.15}}</br>
* {{icon|gold}} {{green|-2%}} Building Construction Gold Cost
&emsp;{{Building monthly_county_control_change_factor|-0.25}}</br>
* {{icon|development}} {{green|+5%}} Monthly Development
{{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}}
'''Realm'''
* {{icon|knight}} {{green|+4}} Number of Knights
* {{icon|knight}} {{green|+16%}} Knight Effectiveness
* {{icon|damage}} {{green|+16}} Heavy Cavalry Damage
* {{icon|toughness}} {{green|+6}} Heavy Cavalry Toughness
| {{iconify|Jungle}}
| {{icon|time}} 5 years
|-
|-
| style="text-align: center; | Farms & Fields<br>[[File:Building cereal fields.png]]
| 繁华都会</br>{{iconify|Cranes|[[革新#起重机| 起重机]]}}
| '''Holding'''
* {{icon|gold}} {{green|+0.5}} Monthly Tax
| '''Holding'''
* {{icon|gold}} {{green|+2.6}} Monthly Tax
'''County'''
* {{icon|gold}} {{green|+2%}} Holding Taxes
* {{icon|supply}} {{green|+5%}} Supply Limit
* {{icon|supply}} {{green|+1600}} Supply Limit
* {{icon|levies}} {{green|+5%}} Levy Reinforcement Rate
* {{icon|development}} {{green|+5%}} Monthly Development
* {{icon|gold}} {{green|-5%}} Temple Building Construction Cost
* {{iconify|Drylands}}
* {{building levy|poor|8}}
* {{iconify|Farmlands}}
* {{building max_garrison|normal|7}}
* {{iconify|Floodplains}}
* {{building garrison_reinforcement_factor|4}}
* {{iconify|Plains}}
* {{building monthly_income|good|8}}
| {{icon|time}} 3 years
* {{building travel_danger|-16}}
|-
|
| style="text-align: center; | Forestry<br>[[File:Building logging camps.png]]
; 地产效果</br>
| '''Holding'''
[[ 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|gold}} {{green|+0.3}} Monthly Tax
&emsp;{{Building levy_size|1}}</br>
* {{icon|time}} {{green|-2%}} Building Construction Time
&emsp;{{Building tax_mult|0.04}}</br>
| '''Holding'''
[[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|gold}} {{green|+1.7}} Monthly Tax
[[传统#圩田| 圩田]]文化传统 及 沿海:{{Building build_speed|-0.1}}</br>
* {{icon|time}} {{green|-20%}} Building Construction Time
[[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>
'''County'''
;伯爵领效果</br>
* {{icon|gold}} {{green|+2%}} Holding Taxes
[[传统#城市守护者| 城市守护者]]文化传统:{{Building county_opinion_add|20}}</br>
* {{icon|development}} {{green|+2%}} Monthly Development
[[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|supply}} {{green|+600}} Supply Limit
&emsp;{{Building development_growth_factor|0.2}}</br>
* {{icon|gold}} {{green|-5%}} Temple Building Construction Cost
&emsp;{{Building monthly_county_control_change_factor|-0.25}}</br>
'''Realm'''
{{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|gold}} {{green|-1%}} Army Gold Maintenance
|}
 
* {{iconify|Forest}}
|-|
* {{iconify|Jungle}}
描述 =
* {{iconify|Taiga}}
{| class="mildtable" style="text-align: center;
| {{icon|time}} 3 years
! 地产
|-
! 等级
| style="text-align: center; | Hill Farms<br>[[File:Building hill farms.png]]
! 革新
| '''Holding'''
!  width=75% | 描述
* {{icon|gold}} {{green|+0.3}} Monthly Tax
| '''Holding'''
* {{icon|gold}} {{green|+1.7}} Monthly Tax
'''County'''
* {{icon|supply}} {{green|+2%}} Supply Limit
* {{icon|supply}} {{green|+600}} Supply Limit
* {{icon|development}} {{green|+10%}} Monthly Development
'''Realm'''
* {{icon|toughness}} {{green|+2}} Spearmen Toughness
| {{iconify|Hills}}
| {{icon|time}} 3 years
|-
|-
| style="text-align: center; | Hunting Grounds<br>[[File:Building hunting grounds.png]]
| rowspan=4 style="text-align: left; | [[File:Holding city.png]] 城市
| '''Holding'''
| style="text-align: left; | 中心村镇
* {{icon|gold}} {{green|+0.2}} Monthly Tax
| 城市规划
* {{icon|advantage}} {{green|+2}} Defender Advantage
| '' 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。''
'''Realm'''
* {{icon|damage}} {{green|+1}} Light Cavalry Damage
* {{icon|pursuit}} {{green|+1}} Light Cavalry Pursuit
| '''Holding'''
* {{icon|gold}} {{green|+1.3}} Monthly Tax
* {{icon|advantage}} {{green|+16}} Defender Advantage
* {{icon|time}} {{green|+10%}} Hostile Raid Time
* {{icon|levies}} {{green|+225}} Levies
'''County'''
* {{icon|development}} {{green|+2%}} Monthly Development
'''Realm'''
* {{icon|damage}} {{green|+8}} Light Cavalry Damage
* {{icon|pursuit}} {{green|+8}} Light Cavalry Pursuit
* {{icon|toughness}} {{green|+4}} Light Cavalry Toughness
* {{icon|screen}} {{green|+4}} Light Cavalry Screen
* {{icon|pursuit}} {{green|+2%}} Skirmisher Pursuit
* {{icon|gold}} {{green|-1%}} Men-at-Arms Maintenance
|
* {{iconify|Drylands}}
* {{iconify|Forest}}
* {{iconify|Hills}}
* {{iconify|Jungle}}
* {{iconify|Plains}}
* {{iconify|Steppe}}
* {{iconify|Taiga}}
* {{iconify|Wetlands}}
| {{icon|time}} 2 years
|-
|-
| style="text-align: center; | Manor Houses<br>[[File:Building farm estates.png]]
| style="text-align: left; | 大型城市
| '''Holding'''
| 庄园制度
* {{icon|gold}} {{green|+0.7}} Monthly Tax
| '' 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。''
| '''Holding'''
* {{icon|gold}} {{green|+3.8}} Monthly Tax
* {{icon|levies}} {{green|+2%}} Levy Size
* {{icon|supply}} {{green|+15%}} Supply Limit
* {{icon|supply}} {{green|+1200}} Supply Limit
'''County'''
* {{icon|gold}} {{green|+2%}} Holding Taxes
* {{icon|development}} {{green|+5%}} Monthly Development
* {{icon|control}} {{green|+2%}} Monthly Control
| {{iconify|Farmlands}}
| {{icon|time}} 5 years
|-
|-
| style="text-align: center; | Military Camps<br>[[File:Building military camps.png]]
| style="text-align: left; | 城区
| '''Holding'''
| 风力磨坊
* {{icon|levies}} {{green|+100}} Levies
| '' 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。''
'''Realm'''
* {{icon|damage}} {{green|+2}} Archer Damage
* {{icon|damage}} {{green|+1}} Skirmisher Damage
* {{icon|pursuit}} {{green|+1}} Skirmisher Pursuit
| '''Holding'''
* {{icon|levies}} {{green|+625}} Levies
* {{icon|levies}} {{green|+5%}} Levy Reinforcement Rate
'''County'''
* {{icon|supply}} {{green|+200}} Supply Limit
* {{icon|control}} {{green|+5%}} Monthly Control
'''Realm'''
* {{icon|damage}} {{green|+9}} Archer Damage
* {{icon|toughness}} {{green|+4}} Archer Toughness
* {{icon|damage}} {{green|+8}} Skirmisher Damage
* {{icon|pursuit}} {{green|+8}} Skirmisher Pursuit
* {{icon|toughness}} {{green|+8}} Skirmisher Toughness
* {{icon|toughness}} {{green|+1}} Light Cavalry Toughness
* {{icon|toughness}} {{green|+1}} Heavy Infantry Toughness
* {{icon|toughness}} {{green|+1}} Spearmen Toughness
|
* {{iconify|Desert}}
* {{iconify|Desert Mountains}}
* {{iconify|Drylands}}
* {{iconify|Farmlands}}
* {{iconify|Floodplains}}
* {{iconify|Forest}}
* {{iconify|Hills}}
* {{iconify|Jungle}}
* {{iconify|Mountains}}
* {{iconify|Oasis}}
* {{iconify|Plains}}
* {{iconify|Steppe}}
* {{iconify|Taiga}}
* {{iconify|Wetlands}}
| {{icon|time}} 2 years
|-
|-
| style="text-align: center; | Orchards<br>[[File:Building orchards.png]]
| style="text-align: left; | 繁华都会
| '''Holding'''
| 起重机
* {{icon|gold}} {{green|+0.3}} Monthly Tax
| '' 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。''
* {{icon|levies}} {{green|+75}} Levies
| '''Holding'''
* {{icon|gold}} {{green|+1.7}} Monthly Tax
* {{icon|levies}} {{green|+425}} Levies
* {{icon|supply}} {{green|+1000}} Supply Limit
* {{icon|supply}} {{green|+10%}} Supply Limit
* {{icon|levies}} {{green|+10%}} Levy Reinforcements Rate
'''County'''
* {{icon|levies}} {{green|+2%}} Levy Size
* {{icon|development}} {{green|+5%}} Monthly Development
'''Realm'''
* {{icon|prestige}} {{green|+0.1}} Monthly Prestige
|
* {{iconify|Floodplains}}
* {{iconify|Oasis}}
| {{icon|time}} 3 years
|-
| style="text-align: center; | Outposts<br>[[File:Building outposts.png]]
| '''Holding'''
* {{icon|levies}} {{green|+50}} Levies
* {{icon|advantage}} {{green|+2}} Defender Advantage
| '''Holding'''
* {{icon|levies}} {{green|+225}} Levies
* {{icon|advantage}} {{green|+16}} Defender Advantage
'''County'''
* {{icon|garrison}} {{green|+5%}} Garrison Size
* {{icon|control}} {{green|+0.1}} Monthly Control
* {{icon|control}} {{green|+15%}} Monthly Control
'''Realm'''
* {{icon|damage}} {{green|+2}} Archer Damage
* {{icon|damage}} {{green|+1}} Skirmisher Damage
* {{icon|toughness}} {{green|+1}} Skirmisher Toughness
* {{icon|pursuit}} {{green|+1}} Skirmisher Pursuit
* {{icon|screen}} {{green|+1}} Skirmisher Screen
|
* {{iconify|Desert}}
* {{iconify|Desert Mountains}}
* {{iconify|Forest}}
* {{iconify|Jungle}}
* {{iconify|Mountains}}
* {{iconify|Steppe}}
* {{iconify|Taiga}}
* {{iconify|Wetlands}}
| {{icon|time}} 2 years
|-
| style="text-align: center; | Pastoral Lands<br>[[File:Building pastures.png]]
| '''Holding'''
* {{icon|gold}} {{green|+0.2}} Monthly Tax
* {{icon|levies}} {{green|+50}} Levies
| '''Holding'''
* {{icon|gold}} {{green|+1.3}} Monthly Tax
* {{icon|levies}} {{green|+225}} Levies
* {{icon|supply}} {{green|+2500}} Supply Limit
* {{icon|garrison}} {{green|+5%}} Garrison Size
* {{icon|levies}} {{green|+15%}} Levy Reinforcements Rate
* {{icon|development}} {{green|+2%}} Monthly Development
'''County'''
* {{icon|opinion}} {{green|+2}} Popular Opinion
'''Realm'''
* {{icon|toughness}} {{green|+1}} Light Cavalry Toughness
* {{icon|toughness}} {{green|+2}} Heavy Cavalry Toughness
|
* {{iconify|Desert}}
* {{iconify|Desert Mountains}}
* {{iconify|Drylands}}
* {{iconify|Farmlands}}
* {{iconify|Floodplains}}
* {{iconify|Hills}}
* {{iconify|Jungle}}
* {{iconify|Mountains}}
* {{iconify|Oasis}}
* {{iconify|Plains}}
* {{iconify|Steppe}}
| {{icon|time}} 2 years
|-
| style="text-align: center; | Quarries<br>[[File:Building quarries.png]]
| '''Holding'''
* {{icon|gold}} {{green|+0.2}} Monthly Tax
* {{icon|time}} {{green|-2%}} Building Construction Time
| '''Holding'''
* {{icon|gold}} {{green|+1.3}} Monthly Tax
* {{icon|time}} {{green|-20%}} Building Construction Time
'''County'''
* {{icon|garrison}} {{green|+10%}} Garrison Size
* {{icon|gold}} {{green|-5%}} Building Construction Gold Cost
* {{icon|development}} {{green|+2%}} Monthly Development
'''Realm'''
* {{icon|gold}} {{green|-2%}} Men-at-Arms Maintenance
* {{icon|toughness}} {{green|+4}} Heavy Cavalry Toughness
* {{icon|toughness}} {{green|+2}} Heavy Infantry Toughness
* {{icon|toughness}} {{green|+2}} Spearmen Toughness
|
* {{iconify|Desert Mountains}}
* {{iconify|Mountains}}
| {{icon|time}} 2 years
|-
| style="text-align: center; | Regimental Grounds<br>[[File:Building regimental grounds.png]]
| '''Holding'''
* {{icon|levies}} {{green|+150}} Levies
* {{icon|levies}} {{green|+5%}} Levy Reinforcement Rate
'''Realm'''
* {{icon|gold}} {{green|-0.2%}} Men-at-Arms Maintenance
| '''Holding'''
* {{icon|levies}} {{green|+1025}} Levies
* {{icon|levies}} {{green|+40%}} Levy Reinforcement Rate
* {{icon|supply}} {{green|+1000}} Supply Limit
'''County'''
* {{icon|levies}} {{green|+2%}} Levy Size
* {{icon|control}} {{green|+5%}} Monthly Control
'''Realm'''
* {{icon|gold}} {{green|-1.6%}} Men-at-Arms Maintenance
* {{icon|gold}} {{green|-1%}} Army Gold Maintenance
* {{icon|knight}} {{green|+1}} Number of Knights
* {{icon|damage}} {{green|+3}} Heavy Infantry Damage
* {{icon|toughness}} {{green|+2}} Heavy Infantry Toughness
* {{icon|damage}} {{green|+3}} Spearmen Damage
* {{icon|toughness}} {{green|+2}} Spearmen Toughness
|
* {{iconify|Farmlands}}
* {{iconify|Floodplains}}
| {{icon|time}} 5 years
|-
| style="text-align: center; | Wetland Farms<br>[[File:Building peat quarries.png]]
| '''Holding'''
* {{icon|gold}} {{green|+0.3}} Monthly Tax
* {{icon|time}} {{green|-1%}} Building Construction Time
| '''Holding'''
* {{icon|gold}} {{green|+1.7}} Monthly Tax
* {{icon|time}} {{green|-8%}} Building Construction Time
* {{icon|time}} {{green|+10%}} Hostile Raid Time
'''County'''
* {{icon|supply}} {{green|+5%}} Supply Limit
* {{icon|supply}} {{green|+600}} Supply Limit
* {{icon|development}} {{green|+5%}} Monthly Development
* {{icon|gold}} {{green|-10%}} Building Construction Gold Cost
| {{iconify|Wetlands}}
| {{icon|time}} 3 years
|-
| style="text-align: center; | Tradeport<br>[[File:Building tradeport.png]]
| '''Holding'''
* {{icon|gold}} {{green|+0.3}} Monthly Tax
* {{icon|development}} {{green|+5%}} Monthly Development
| '''Holding'''
* {{icon|gold}} {{green|+1.7}} Monthly Tax
* {{icon|development}} {{green|+40%}} Monthly Development
| {{icon|yes}} Coastal
| {{icon|time}} 2 years
|}
|}
</tabber>


==== Fort buildings ====
<tabber>
Fort buildings can only be constructed in Castle Holdings built in certain terrain.
游戏资料
* Level 1 buildings cost 150 {{iconify|Gold}}
* Level 2 buildings cost 225 {{iconify|Gold}}
* Level 3 buildings cost 300 {{iconify|Gold}}
* 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"
{| class="mildtable plainlist"
! Building type
! 地产
! Level
! 等级及革新要求
! {{iconify|Fort Level}}
! 地产效果
! {{iconify|Garrison}}
! 特殊效果
! {{icon|advantage}} Defender Advantage
! Holding effects
! County effects
! Realm effects
! Terrain
! Construction time
|-
| rowspan=8 style="text-align: center; | Forest Forts<br>[[File:Building ramparts.png]]
| Log Forts
| style="text-align: center; | {{green|+1}}
| style="text-align: center; | {{green|+150}}
| style="text-align: center; | '''0'''
| {{icon|levies}} {{green|+100}} Levies
|
|
| rowspan=8 |
* {{iconify|Forest}}
* {{iconify|Taiga}}
| rowspan=8 | {{icon|time}} 3 years
|-
| Earth Ramparts
| style="text-align: center; | {{green|+2}}
| style="text-align: center; | {{green|+300}}
| style="text-align: center; | '''0'''
|
* {{icon|levies}} {{green|+175}} Levies
* {{icon|gold}} {{green|+2%}} Holding Taxes
|
|
|-
| Traps & Ditches
| style="text-align: center; | {{green|+3}}
| style="text-align: center; | {{green|+450}}
| style="text-align: center; | {{green|+2}}
|
* {{icon|levies}} {{green|+250}} Levies
* {{icon|gold}} {{green|+2%}} Holding Taxes
|
|
|-
|-
| Rampart Walls
| 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]]
| style="text-align: center; | {{green|+4}}
| 圣堂</br>{{iconify|city planning| 城市规划}}
| style="text-align: center; | {{green|+600}}
| style="text-align: center; | {{green|+2}}
|
* {{icon|levies}} {{green|+325}} Levies
* {{icon|gold}} {{green|+2%}} Holding Taxes
| {{icon|time}} {{green|+10%}} Hostile Raid Time
* {{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}}
|
;地产效果</br>
[[传统#圩田|圩田]]文化传统 及 沿海:{{Building build_speed|-0.1}}</br>
[[传统#海洋重商主义|海洋重商主义]]文化传统 及 沿海:{{Building tax_mult|maritime_mercantilism_coastal_holdings_value}}</br>
[[传统#灵巧的渔民|灵巧的渔民]]文化传统 及 沿海:{{Building defender_holding_advantage|2}}
|-
|-
| Embrasures
| 神殿之地</br>{{iconify|manorialism| 庄园制度}}
| style="text-align: center; | {{green|+5}}
| style="text-align: center; | {{green|+750}}
| style="text-align: center; | {{green|+2}}
* {{icon|levies}} {{green|+400}} Levies
* {{building levy|poor|3}}
* {{icon|gold}} {{green|+2%}} Holding Taxes
* {{building max_garrison|normal|3}}
| {{icon|time}} {{green|+10%}} Hostile Raid Time
* {{building garrison_reinforcement_factor|2}}
| {{icon|damage}} {{green|+2}} Archer Damage
* {{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}}
|
;地产效果</br>
[[传统#圩田|圩田]]文化传统 及 沿海:{{Building build_speed|-0.1}}</br>
[[传统#海洋重商主义| 海洋重商主义]]文化传统 及 沿海:{{Building tax_mult|maritime_mercantilism_coastal_holdings_value}}</br>
[[传统#灵巧的渔民|灵巧的渔民]]文化传统 及 沿海:{{Building defender_holding_advantage|3}}
|-
|-
| Fieldworks
| 崇拜之所</br>{{iconify|windmills| 风力磨坊}}
| style="text-align: center; | {{green|+6}}
| style="text-align: center; | {{green|+900}}
| style="text-align: center; | {{green|+4}}
* {{icon|levies}} {{green|+475}} Levies
* {{building levy|poor|5}}
* {{icon|gold}} {{green|+2%}} Holding Taxes
* {{building max_garrison|normal|5}}
| {{icon|time}} {{green|+10%}} Hostile Raid Time
* {{building garrison_reinforcement_factor|3}}
* {{building monthly_income|normal|7}}
* {{icon|damage}} {{green|+2}} Archer Damage
* {{building stationed_maa_damage_mult|low|3}}
* {{icon|damage}} {{green|+1}} Skirmisher Damage
* {{building stationed_maa_toughness_mult|low|3}}
* {{building stationed_siege_weapon_siege_value_mult|low|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#海洋重商主义|海洋重商主义]]文化传统 及 沿海:{{Building tax_mult|maritime_mercantilism_coastal_holdings_value}}</br>
[[传统#灵巧的渔民|灵巧的渔民]]文化传统 及 沿海:{{Building defender_holding_advantage|4}}
|-
|-
| Crenellated Rampart Walls
| 大殿</br>{{iconify|Cranes| 起重机}}
| style="text-align: center; | {{green|+7}}
| style="text-align: center; | {{green|+1050}}
| style="text-align: center; | {{green|+4}}
* {{icon|levies}} {{green|+550}} Levies
* {{building levy|poor|7}}
* {{icon|gold}} {{green|+2%}} Holding Taxes
* {{building max_garrison|normal|7}}
| {{icon|time}} {{green|+10%}} Hostile Raid Time
* {{building garrison_reinforcement_factor|4}}
|
* {{building monthly_income|good|6}}
* {{icon|damage}} {{green|+2}} Archer Damage
* {{building stationed_maa_damage_mult|low|4}}
* {{icon|damage}} {{green|+1}} Skirmisher Damage
* {{building stationed_maa_toughness_mult|low|4}}
* {{icon|toughness}} {{green|+1}} Archer Toughness
* {{building stationed_siege_weapon_siege_value_mult|low|4}}
|-
* {{building travel_danger|-16}}
| Forest Fortresses
|
| style="text-align: center; | {{green|+8}}
; 地产效果</br>
| style="text-align: center; | {{green|+1200}}
[[ 传统#圩田|圩田]] 文化传统 及 沿海:{{Building build_speed|-0.1}}</br>
| style="text-align: center; | {{green|+4}}
[[ 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}}
* {{icon|levies}} {{green|+625}} Levies
* {{icon|gold}} {{green|+2%}} Holding Taxes
| {{icon|time}} {{green|+10%}} Hostile Raid Time
|
* {{icon|damage}} {{green|+3}} Archer Damage
* {{icon|damage}} {{green|+1}} Skirmisher Damage
* {{icon|toughness}} {{green|+1}} Archer Toughness
|-
| rowspan=8 style="text-align: center; | Hill Forts<br>[[File:Building hill forts.png]]
| Small Hill Fort
| style="text-align: center; | {{green|+2}}
| style="text-align: center; | {{green|+250}}
| style="text-align: center; | {{green|+2}}
|
|
|
| rowspan=8 |
* {{iconify|Desert}}
* {{iconify|Hills}}
* {{iconify|Mountains}}
| rowspan=8 | {{icon|time}} 5 years
|-
| Simple Earthworks
| style="text-align: center; | {{green|+4}}
| style="text-align: center; | {{green|+500}}
| style="text-align: center; | {{green|+4}}
|
| {{icon|control}} {{green|+10%}} Monthly Control
|
|-
| Ditches
| style="text-align: center; | {{green|+6}}
| style="text-align: center; | {{green|+750}}
| style="text-align: center; | {{green|+6}}
|
| {{icon|control}} {{green|+10%}} Monthly Control
| {{icon|toughness}} {{green|+1}} Spearmen Toughness
|-
| Stockades
| style="text-align: center; | {{green|+8}}
| style="text-align: center; | {{green|+1000}}
| style="text-align: center; | {{green|+8}}
|
|
* {{icon|control}} {{green|+10%}} Monthly Control
* {{icon|levies}} {{green|+2%}} Levy Size
| {{icon|toughness}} {{green|+1}} Spearmen Toughness
|-
| Guardhouses
| style="text-align: center; | {{green|+10}}
| style="text-align: center; | {{green|+1250}}
| style="text-align: center; | {{green|+10}}
|
|
* {{icon|control}} {{green|+15%}} Monthly Control
* {{icon|levies}} {{green|+2%}} Levy Size
| {{icon|toughness}} {{green|+1}} Spearmen Toughness
|-
| External Walls
| style="text-align: center; | {{green|+12}}
| style="text-align: center; | {{green|+1500}}
| style="text-align: center; | {{green|+12}}
|
|
* {{icon|control}} {{green|+15%}} Monthly Control
* {{icon|levies}} {{green|+2%}} Levy Size
|
* {{icon|toughness}} {{green|+1}} Spearmen Toughness
* {{icon|damage}} {{green|+2}} Spearmen Damage
|-
| Large Hill Fort
| style="text-align: center; | {{green|+14}}
| style="text-align: center; | {{green|+1750}}
| style="text-align: center; | {{green|+14}}
|
|
* {{icon|control}} {{green|+15%}} Monthly Control
* {{icon|levies}} {{green|+2%}} Levy Size
|
* {{icon|toughness}} {{green|+2}} Spearmen Toughness
* {{icon|damage}} {{green|+2}} Spearmen Damage
|-
| Complex Earthworks
| style="text-align: center; | {{green|+16}}
| style="text-align: center; | {{green|+2000}}
| style="text-align: center; | {{green|+16}}
|
|
* {{icon|control}} {{green|+20%}} Monthly Control
* {{icon|levies}} {{green|+2%}} Levy Size
|
* {{icon|toughness}} {{green|+2}} Spearmen Toughness
* {{icon|damage}} {{green|+2}} Spearmen Damage
|-
| rowspan=8 style="text-align: center; | Walls & Towers<br>[[File:Building curtain walls.png]]
| Bastion & Curtain Walls
| style="text-align: center; | {{green|+1}}
| style="text-align: center; | {{green|+150}}
| style="text-align: center; | '''0'''
| {{icon|gold}} {{green|+0.2}} Monthly Tax
|
|
| rowspan=8 |
* {{iconify|Farmlands}}
* {{iconify|Plains}}
* {{iconify|Wetlands}}
| rowspan=8 | {{icon|time}} 3 years
|-
| Bailey
| style="text-align: center; | {{green|+2}}
| style="text-align: center; | {{green|+300}}
| style="text-align: center; | '''0'''
| {{icon|gold}} {{green|+0.4}} Monthly Tax
| {{icon|supply}} {{green|+300}} Supply Limit
|
|-
| Wall Towers
| style="text-align: center; | {{green|+3}}
| style="text-align: center; | {{green|+450}}
| style="text-align: center; | '''0'''
| {{icon|gold}} {{green|+0.5}} Monthly Tax
| {{icon|supply}} {{green|+300}} Supply Limit
| {{icon|damage}} {{green|+1}} Archer Damage
|-
| Second Curtain Wall
| style="text-align: center; | {{green|+4}}
| style="text-align: center; | {{green|+600}}
| style="text-align: center; | '''0'''
| {{icon|gold}} {{green|+0.7}} Monthly Tax
| {{icon|supply}} {{green|+300}} Supply Limit
| {{icon|damage}} {{green|+1}} Archer Damage
|-
| Zwinger
| style="text-align: center; | {{green|+5}}
| style="text-align: center; | {{green|+750}}
| style="text-align: center; | {{green|+4}}
| {{icon|gold}} {{green|+0.8}} Monthly Tax
| {{icon|supply}} {{green|+300}} Supply Limit
| {{icon|damage}} {{green|+1}} Archer Damage
|-
| Outer Baileys
| style="text-align: center; | {{green|+6}}
| style="text-align: center; | {{green|+900}}
| style="text-align: center; | {{green|+4}}
| {{icon|gold}} {{green|+1}} Monthly Tax
|
* {{icon|supply}} {{green|+300}} Supply Limit
* {{icon|supply}} {{green|+2%}} Supply Limit
| {{icon|damage}} {{green|+1}} Archer Damage
|-
| Trace Italienne
| style="text-align: center; | {{green|+7}}
| style="text-align: center; | {{green|+1050}}
| style="text-align: center; | {{green|+4}}
| {{icon|gold}} {{green|+1.1}} Monthly Tax
|
* {{icon|supply}} {{green|+300}} Supply Limit
* {{icon|supply}} {{green|+2%}} Supply Limit
| {{icon|damage}} {{green|+1}} Archer Damage
|-
| Ravelins & Cavaliers
| style="text-align: center; | {{green|+8}}
| style="text-align: center; | {{green|+1200}}
| style="text-align: center; | {{green|+4}}
| {{icon|gold}} {{green|+1.3}} Monthly Tax
|
* {{icon|supply}} {{green|+300}} Supply Limit
* {{icon|supply}} {{green|+2%}} Supply Limit
| {{icon|damage}} {{green|+1}} Archer Damage
|-
| rowspan=8 style="text-align: center; | Watchtowers<br>[[File:Building watchtowers.png]]
| Mudbrick Towers
| style="text-align: center; | {{green|+1}}
| style="text-align: center; | {{green|+150}}
| style="text-align: center; | {{green|+2}}
|
|
|
| rowspan=8 |
* {{iconify|Desert}}
* {{iconify|Drylands}}
* {{iconify|Floodplains}}
* {{iconify|Jungle}}
* {{iconify|Oasis}}
* {{iconify|Steppe}}
| rowspan=8 | {{icon|time}} 3 years
|-
| Tower Houses
| style="text-align: center; | {{green|+2}}
| style="text-align: center; | {{green|+300}}
| style="text-align: center; | {{green|+4}}
|
| {{icon|time}} {{green|+10%}} Hostile Raid Time
|
|-
| Wooden Watchtowers
| style="text-align: center; | {{green|+3}}
| style="text-align: center; | {{green|+450}}
| style="text-align: center; | {{green|+6}}
|
| {{icon|time}} {{green|+10%}} Hostile Raid Time
| {{icon|damage}} {{green|+2}} Archer Damage
|-
| Small Mudbrick Keeps
| style="text-align: center; | {{green|+4}}
| style="text-align: center; | {{green|+600}}
| style="text-align: center; | {{green|+8}}
| {{icon|supply}} {{green|+300}} Supply Limit
| {{icon|time}} {{green|+10%}} Hostile Raid Time
| {{icon|damage}} {{green|+2}} Archer Damage
|-
| Stone Watchtowers
| style="text-align: center; | {{green|+5}}
| style="text-align: center; | {{green|+750}}
| style="text-align: center; | {{green|+10}}
| {{icon|supply}} {{green|+300}} Supply Limit
| {{icon|time}} {{green|+15%}} Hostile Raid Time
| {{icon|damage}} {{green|+2}} Archer Damage
|-
| Loopholes
| style="text-align: center; | {{green|+6}}
| style="text-align: center; | {{green|+900}}
| style="text-align: center; | {{green|+12}}
| {{icon|supply}} {{green|+300}} Supply Limit
|
* {{icon|time}} {{green|+15%}} Hostile Raid Time
* {{icon|supply}} {{green|+5%}} Supply Limit
|
* {{icon|damage}} {{green|+3}} Archer Damage
* {{icon|toughness}} {{green|+1}} Archer Toughness
|-
| Peel Towers
| style="text-align: center; | {{green|+7}}
| style="text-align: center; | {{green|+1050}}
| style="text-align: center; | {{green|+14}}
| {{icon|supply}} {{green|+600}} Supply Limit
|
* {{icon|time}} {{green|+15%}} Hostile Raid Time
* {{icon|supply}} {{green|+5%}} Supply Limit
|
* {{icon|damage}} {{green|+3}} Archer Damage
* {{icon|toughness}} {{green|+1}} Archer Toughness
|-
| Domed Towers
| style="text-align: center; | {{green|+8}}
| style="text-align: center; | {{green|+1200}}
| style="text-align: center; | {{green|+16}}
| {{icon|supply}} {{green|+600}} Supply Limit
|
* {{icon|time}} {{green|+20%}} Hostile Raid Time
* {{icon|supply}} {{green|+5%}} Supply Limit
|
* {{icon|damage}} {{green|+3}} Archer Damage
* {{icon|toughness}} {{green|+1}} Archer Toughness
|}
|}


=== Duchy buildings ===
|-|
Duchy buildings can only be constructed by a Feudal or Clan Ruler in the de jure capital of a {{iconify|Duchy}} and can only be used if the character holds the associated Duchy Title. All Duchy buildings take 5 years to construct or upgrade and have 3 levels.
描述 =
* Level 1 buildings cost 300 {{iconify|Gold}}
{| class="mildtable" style="text-align: center;
* Level 2 buildings cost 400 {{iconify|Gold}}
! 地产
* Level 3 buildings cost 500 {{iconify|Gold}}
! 等级
{| class="mildtable plainlist"
! 革新
! Building type
!  width=75% | 描述
! 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]]
| '''Realm'''
* {{icon|gold}} {{green|-6%}} Men-at-Arms Maintenance
* {{icon|damage}} {{green|+15%}} Archer Damage
* {{icon|toughness}} {{green|+5%}} Archer Toughness
* {{icon|damage}} {{green|+10%}} Skirmisher Damage
* {{icon|toughness}} {{green|+5%}} Skirmisher Toughness
* {{icon|pursuit}} {{green|+10%}} Skirmisher Pursuit
* {{icon|screen}} {{green|+5%}} Skirmisher Screen
| '''Realm'''
* {{icon|gold}} {{green|-8%}} Men-at-Arms Maintenance
* {{icon|damage}} {{green|+30%}} Archer Damage
* {{icon|toughness}} {{green|+10%}} Archer Toughness
* {{icon|damage}} {{green|+20%}} Skirmisher Damage
* {{icon|toughness}} {{green|+10%}} Skirmisher Toughness
* {{icon|pursuit}} {{green|+20%}} Skirmisher Pursuit
* {{icon|screen}} {{green|+10%}} Skirmisher Screen
| '''Realm'''
* {{icon|gold}} {{green|-10%}} Men-at-Arms Maintenance
* {{icon|damage}} {{green|+45%}} Archer Damage
* {{icon|toughness}} {{green|+15%}} Archer Toughness
* {{icon|damage}} {{green|+30%}} Skirmisher Damage
* {{icon|toughness}} {{green|+15%}} Skirmisher Toughness
* {{icon|pursuit}} {{green|+30%}} Skirmisher Pursuit
* {{icon|screen}} {{green|+15%}} Skirmisher Screen
| ''Dedicated archery ranges allow the common folk to train with bows, and experienced archers to hone their skills.''
|-
| style="text-align: center; | Blacksmiths<br>[[File:Building blacksmiths.png]]
| '''Realm'''
* {{icon|gold}} {{green|-6%}} Men-at-Arms Maintenance
* {{icon|damage}} {{green|+5%}} Heavy Infantry Damage
* {{icon|toughness}} {{green|+15%}} Heavy Infantry Toughness
* {{icon|damage}} {{green|+5%}} Spearmen Infantry Damage
* {{icon|toughness}} {{green|+15%}} Spearmen Infantry Toughness
| '''Realm'''
* {{icon|gold}} {{green|-8%}} Men-at-Arms Maintenance
* {{icon|damage}} {{green|+10%}} Heavy Infantry Damage
* {{icon|toughness}} {{green|+30%}} Heavy Infantry Toughness
* {{icon|damage}} {{green|+10%}} Spearmen Infantry Damage
* {{icon|toughness}} {{green|+30%}} Spearmen Infantry Toughness
| '''Realm'''
* {{icon|gold}} {{green|-10%}} Men-at-Arms Maintenance
* {{icon|damage}} {{green|+15%}} Heavy Infantry Damage
* {{icon|toughness}} {{green|+45%}} Heavy Infantry Toughness
* {{icon|damage}} {{green|+15%}} Spearmen Infantry Damage
* {{icon|toughness}} {{green|+45%}} Spearmen Infantry Toughness
| ''Smiths in the employ of the crown forge weapons and armor for the royal guard, ensuring a steady supply of superior armaments.''
|-
| style="text-align: center; | Jousting Fields<br>[[File:Building jousting lists.png]]
| '''Realm'''
* {{icon|gold}} {{green|-6%}} Men-at-Arms Maintenance
* {{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]]
| '''Duchy'''
* {{icon|control}} {{green|+0.2}} Monthly Control
* {{icon|control}} {{green|+20%}} Monthly Control
'''Realm'''
* {{icon|prestige}} {{green|+5%}} Monthly Prestige
* {{icon|stress loss}} {{green|+15%}} Stress Loss
* {{icon|scheme success chance}} {{green|+5}} Hostile Scheme Success Chance
* {{icon|scheme success chance}} {{green|+5}} Personal Scheme Success Chance
| '''Duchy'''
* {{icon|control}} {{green|+0.3}} Monthly Control
* {{icon|control}} {{green|+40%}} Monthly Control
'''Realm'''
* {{icon|prestige}} {{green|+10%}} Monthly Prestige
* {{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
| '''Duchy'''
* {{icon|control}} {{green|+0.4}} Monthly Control
* {{icon|control}} {{green|+60%}} Monthly Control
'''Realm'''
* {{icon|prestige}} {{green|+15%}} Monthly Prestige
* {{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'''
* {{icon|fort level}} {{green|+1}} Fort Level
* {{icon|advantage}} {{green|+4}} Defender Advantage
* {{icon|supply}} {{green|+25%}} Supply Limit
* {{icon|garrison}} {{green|+25%}} Garrison Size
* {{icon|time}} {{green|+25%}} Levy Reinforcement Rate
* {{icon|time}} {{green|+20%}} Hostile Raid Time
| '''Duchy'''
* {{icon|fort level}} {{green|+2}} Fort Level
* {{icon|advantage}} {{green|+6}} Defender Advantage
* {{icon|supply}} {{green|+50%}} Supply Limit
* {{icon|garrison}} {{green|+50%}} Garrison Size
* {{icon|time}} {{green|+50%}} Levy Reinforcement Rate
* {{icon|time}} {{green|+30%}} Hostile Raid Time
| '''Duchy'''
* {{icon|fort level}} {{green|+3}} Fort Level
* {{icon|advantage}} {{green|+8}} Defender Advantage
* {{icon|supply}} {{green|+100%}} Supply Limit
* {{icon|garrison}} {{green|+100%}} Garrison Size
* {{icon|time}} {{green|+100%}} Levy Reinforcement Rate
* {{icon|time}} {{green|+40%}} Hostile Raid Time
| ''Marcher lords protect the borders with fortifications and local garrisons.''
|-
| style="text-align: center; | Military Academies<br>[[File:Building military academy.png]]
| '''Realm'''
* {{icon|gold}} {{green|-2%}} Army Maintenance
* {{icon|knight}} {{green|+2}} Number of Knights
* {{icon|knight}} {{green|+25%}} Knight Effectiveness
| '''Realm'''
* {{icon|gold}} {{green|-3%}} Army Maintenance
* {{icon|knight}} {{green|+4}} Number of Knights
* {{icon|knight}} {{green|+50%}} Knight Effectiveness
| '''Realm'''
* {{icon|gold}} {{green|-5%}} Army Maintenance
* {{icon|knight}} {{green|+6}} Number of Knights
* {{icon|knight}} {{green|+75%}} Knight Effectiveness
| ''Dedicated facilities for training officers and knights, improving their efficiency in combat.''
|-
|-
| style="text-align: center; | Royal Armories<br>[[File:Building royal armory.png]]
| rowspan=4 style="text-align: left; | [[File:Holding church.png]] 神殿
| '''Duchy'''
| style="text-align: left; | 圣堂
* {{icon|levies}} {{green|+20%}} Levy Size
| 城市规划
| '''Duchy'''
| '' 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|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]]
| style="text-align: left; | 神殿之地
| '''Duchy'''
| 庄园制度
* {{icon|opinion}} {{green|+5}} Popular Opinion
| '' 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。''
* {{icon|development}} {{green|+10%}} Monthly Development
'''Holding'''
* {{icon|gold}} {{green|+0.8}} Monthly Tax
| '''Duchy'''
* {{icon|opinion}} {{green|+10}} Popular Opinion
* {{icon|development}} {{green|+20%}} Monthly Development
'''Holding'''
* {{icon|gold}} {{green|+1.1}} Monthly Tax
| '''Duchy'''
* {{icon|opinion}} {{green|+15}} Popular Opinion
* {{icon|development}} {{green|+30%}} Monthly Development
'''Holding'''
* {{icon|gold}} {{green|+1.4}} Monthly Tax
| ''A royal forest is a valuable source of wealth, allowing you to override the law of the land in a province, strip rights from the locals, then sell them back. Needless to say, the hunting is also excellent.''
|-
|-
| style="text-align: center; | Siege Works<br>[[File:Building siege works.png]]
| style="text-align: left; | 崇拜之所
| '''Duchy'''
| 风力磨坊
* {{icon|fort level}} {{green|+1}} Fort Level
| '' 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。''
'''Realm'''
* [[File:Unit stat siege progress.png|24px]] {{green|+20%}} Siege Weapon Effectiveness
* {{icon|toughness}} {{green|+2}} Siege Weapon Toughness
| '''Duchy'''
* {{icon|fort level}} {{green|+2}} Fort Level
'''Realm'''
* [[File:Unit stat siege progress.png|24px]] {{green|+30%}} Siege Weapon Effectiveness
* {{icon|toughness}} {{green|+4}} Siege Weapon Toughness
| '''Duchy'''
* {{icon|fort level}} {{green|+3}} Fort Level
'''Realm'''
* [[File:Unit stat siege progress.png|24px]] {{green|+40%}} Siege Weapon Effectiveness
* {{icon|toughness}} {{green|+6}} Siege Weapon Toughness
| ''Dedicated siege works allow the ruler to field and maintain superior-quality siege weapons.''
|-
|-
| style="text-align: center; | Tax Offices<br>[[File:Building tax assessor.png]]
| style="text-align: left; | 大殿
| '''Duchy'''
| 起重机
* {{icon|gold}} {{green|+10%}} Holding Taxes
| '' 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。''
| '''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!''
|}
|}
</tabber>


=== Holy buildings ===
<tabber>
Holy buildings can only be constructed in a Faith's holy sites by Feudal or Clan Rulers and provide powerful bonuses. All holy buildings require 1000 {{iconify|Gold}} and 6 years to be completed.
游戏资料
{| class="mildtable plainlist"
{| class="mildtable plainlist"
! Building
! 地产
! Holding effects
! 等级及革新要求
! County effects
! 地产效果
! Realm effects
! 特殊效果
! Religion
! width=45% | Description
|-
|-
| Grand Cathedral<br>[[File:Structure cologne cathedral.png|100px]]
| 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]]
| {{icon|gold}} {{green|+2}} Monthly Tax
| 部落建筑</br>无
* {{icon|gold}} {{green|+20%}} Holding Taxes
* {{building levy|normal|3}}
* {{icon|development}} {{green|+20%}} Monthly Development
* {{building max_garrison|good|1}}
* {{icon|development}} {{green|+0.1}} Monthly Development
* {{building garrison_reinforcement_factor|1}}
|
* {{building monthly_income|poor|1}}
* {{icon|piety}} {{green|+0.2}} Monthly Piety
* {{building fort_level|1}}
* {{icon|renown}} {{green|+5%}} Monthly Renown
* {{building stationed_maa_damage_mult|normal|2}}
* {{icon|control}} {{green|+5%}} Monthly Control
* {{building stationed_maa_toughness_mult|normal|2}}
* {{icon|gold}} {{green|-15%}} Holy Order Hire Cost
|
* {{icon|opinion}} {{green|+5}} Clergy Opinion
;地产效果</br>
| [[File:Icon piety christian 01.png|24px]] Christian
[[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>
| ''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.''
[[ 传统#灵巧的渔民| 灵巧的渔民]] 文化传统 及 沿海:{{Building defender_holding_advantage|2}}
|-
|-
| Grand Mosque<br>[[File:Structure cathedral muslim.png|100px]]
| 加固部落建筑</br>{{iconify|planned assemblies|[[ 革新#全体大会| 全体大会]]}}
| {{icon|gold}} {{green|+2}} Monthly Tax
* {{icon|gold}} {{green|+20%}} Holding Taxes
* {{building levy|normal|5}}
* {{icon|development}} {{green|+20%}} Monthly Development
* {{building max_garrison|good|2}}
* {{icon|development}} {{green|+0.1}} Monthly Development
* {{building garrison_reinforcement_factor|2}}
|
* {{building monthly_income|poor|3}}
* [[File:Icon piety islam 01.png|24px]] {{green|+0.2}} Monthly Piety
* {{building fort_level|2}}
* {{icon|renown}} {{green|+5%}} Monthly Renown
* {{building stationed_maa_damage_mult|normal|4}}
* {{icon|control}} {{green|+5%}} Monthly Control
* {{building stationed_maa_toughness_mult|normal|4}}
* {{icon|levies}} {{green|+15%}} Levy Reinforcement Rate (same Faith)
|
* {{icon|gold}} {{green|+15%}} Domain Taxes (different Faith)
;地产效果</br>
| [[File:Icon piety islam 01.png|24px]] Muslim
[[ 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>
| ''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.''
[[ 传统#灵巧的渔民| 灵巧的渔民]] 文化传统 及 沿海:{{Building defender_holding_advantage|3}}
|-
| Grand Temple<br>[[File:Structure cathedral indian.png|100px]]
| {{icon|gold}} {{green|+2}} Monthly Tax
|
* {{icon|gold}} {{green|+20%}} Holding Taxes
* {{icon|development}} {{green|+20%}} Monthly Development
* {{icon|development}} {{green|+0.1}} Monthly Development
|
* [[File:Icon piety pagan 01.png|24px]] {{green|+0.2}} Monthly Piety
* {{icon|renown}} {{green|+5%}} Monthly Renown
* {{icon|control}} {{green|+5%}} Monthly Control
* {{icon|opinion}} {{green|+5}} Different Faith Opinion
* {{icon|opinion}} {{green|+15%}} Different Faith Popular Opinion
| All others
| ''The Holy Site in this area is a meeting point for the devout and dedicated. The grand temple stands as a noble tribute to the higher powers, its walls and domes smoothed and painted in resplendent colors that honor the divine.''
|}
|}


=== Historical buildings ===
|-|
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.
描述
{| class="mildtable sortable plainlist"
{| class="mildtable" style="text-align: center;
! Building
! 地产
! Holding effects
! 等级
! County effects
! 革新
! Realm effects
! width=75% | 描述
! Barony
! Constructed
|-
| Aurelian Walls<br>[[File:Structure aurelian walls.png|100px]]
|
* {{icon|fort level}} {{green|+3}} Fort Level
* {{icon|garrison}} {{green|+50%}} Garrison Size
* {{icon|garrison}} {{green|+500}} Garrison
|
* {{icon|development}} {{green|+10%}} Monthly Development
* {{icon|development}} {{green|+0.2}} Monthly Development
* {{icon|time}} {{green|+50%}} Hostile Raid Time
|
* {{icon|levies}} {{green|+15%}} Duchy Levy Size
* {{icon|gold}} {{green|+15%}} Duchy Holding Taxes
| Rome
| {{icon|yes}}
|-
| Buddhas of Bamiyan<br>[[File:Structure buddhas of bamiyan.png|100px]]
|
|
* {{icon|gold}} {{green|+10%}} Holding Taxes
* {{icon|development}} {{green|+75%}} Monthly Development
* {{icon|development}} {{green|+0.2}} Monthly Development
|
* [[File:Icon piety eastern 01.png|24px]] {{green|+10%}} Monthly Piety
* {{icon|diplomacy}} {{green|+1}} Diplomacy per Level of Devotion
| Bamiyan
| {{icon|yes}}
|-
| Canterbury Cathedral<br>[[File:Structure canterbury cathedral.png|100px]]
| {{icon|gold}} {{green|+3}} Monthly Tax
|
* {{icon|gold}} {{green|+20%}} Holding Taxes
* {{icon|development}} {{green|+20%}} Monthly Development
* {{icon|development}} {{green|+0.1}} Monthly Development
|
* {{icon|piety}} {{green|+0.3}} Monthly Piety
* {{icon|piety}} {{green|+0.2}} Monthly Piety per Powerful Vassal on the Council
* {{icon|renown}} {{green|+5%}} Monthly Renown
* {{icon|control}} {{green|+5%}} Monthly Control
| Canterbury
| {{icon|yes}}
|-
|-
| Doge's Palace<br>[[File:Structure doges palace.png|100px]]
| rowspan=2 style="text-align: left; | [[File:Holding tribal.png]] 部落
| style="text-align: left; | 部落建筑
* {{icon|fort level}} {{green|+3}} Fort Level
|
* {{icon|advantage}} {{green|+10}} Defender Advantage
| ''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。''
* {{icon|levies}} {{green|+100%}} Levy Size
* {{icon|garrison}} {{green|+100%}} Garrison Size
|
* {{icon|gold}} {{green|+50%}} Holding Taxes
* {{icon|development}} {{green|+30%}} Monthly Development
* {{icon|development}} {{green|+0.3}} Monthly Development
* {{icon|time}} {{green|+50%}} Hostile Raid Time
|
| Venezia
| {{icon|yes}}
|-
|-
| Great Mosque of Mecca<br>[[File:Structure great mosque of mecca.png|100px]]
| style="text-align: left; | 加固部落建筑
| {{icon|gold}} {{green|+3}} Monthly Tax
| 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。''
* {{icon|gold}} {{green|+20%}} Holding Taxes
* {{icon|development}} {{green|+35%}} Monthly Development
* {{icon|development}} {{green|+0.3}} Monthly Development
|
* [[File:Icon piety islam 01.png|24px]] {{green|+1}} Monthly Piety
* {{icon|renown}} {{green|+5%}} Monthly Renown
* {{icon|opinion}} {{green|+5}} Same Faith Opinion
* {{icon|gold}} {{green|-10%}} Men-at-Arms Maintenance
* {{icon|control}} {{green|+10%}} Monthly Control
| Mecca
| {{icon|yes}}
|-
| Great Mosque of Samarra<br>[[File:Structure great mosque of samarra.png|100px]]
* {{icon|gold}} {{green|+20%}} Holding Taxes
* {{icon|development}} {{green|+20%}} Monthly Development
* {{icon|development}} {{green|+0.2}} Monthly Development
|
* [[File:Icon piety islam 01.png|24px]] {{green|+0.3}} Monthly Piety
* {{icon|time}} {{green|-10%}} Building Construction Time
* {{icon|gold}} {{green|-10%}} Building Construction Gold Cost
| Samarra
| {{icon|yes}}
|-
| Hadrian's Wall<br>[[File:Structure hadrians wall.png|100px]]
| {{icon|gold}} {{green|-10%}} Building Construction Gold Cost
|
|
| Bebbanburg<br>Carleol<br>Hexham<br>Whitehaven
| {{icon|yes}}
|-
| House of Wisdom<br>[[File:Structure grand library of baghdad.png|100px]]
|
|
* {{icon|gold}} {{green|+20%}} Holding Taxes
* {{icon|development}} {{green|+20%}} Monthly Development
* {{icon|development}} {{green|+0.2}} Monthly Development
|
* {{icon|learning}} {{green|+2}} Learning per Level of Fame
* {{icon|opinion}} {{green|+10}} Different Culture Opinion
* {{icon|innovation}} {{green|+15%}} Cultural Fascination Progress
* [[File:Focus invalid.png|24px]] {{green|+15%}} Monthly Lifestyle Experience
* {{green|-20%}} Faith Creation and Reformation Cost
| Baghdad
| {{icon|yes}}
|-
| Imam Ali Mosque<br>[[File:Structure imam ali mosque.png|100px]]
| {{icon|gold}} {{green|+3}} Monthly Tax
|
* {{icon|gold}} {{green|+20%}} Holding Taxes
* {{icon|development}} {{green|+30%}} Monthly Development
* {{icon|development}} {{green|+0.2}} Monthly Development
|
* [[File:Icon piety islam 01.png|24px]] {{green|+1}} Monthly Piety
* {{icon|renown}} {{green|+5%}} Monthly Renown
* {{icon|opinion}} {{green|+5}} Same Faith Opinion
* {{icon|gold}} {{green|-10%}} Men-at-Arms Maintenance
* {{icon|control}} {{green|+10%}} Monthly Control
| An-Najaf
| {{icon|yes}}
|-
| Iron Pillar of Delhi<br>[[File:Structure iron pillar of delhi.png|100px]]
|
|
* {{icon|development}} {{green|+10%}} Monthly Development
* {{icon|development}} {{green|+0.1}} Monthly Development
|
* {{icon|prestige}} {{green|+5%}} Monthly Prestige
* {{icon|gold}} {{green|-5%}} Army Maintenance
* {{icon|toughness}} {{green|+10%}} Heavy Cavalry Toughness
* {{icon|toughness}} {{green|+10%}} Heavy Infantry Toughness
| Indraprastha
| {{icon|yes}}
|-
| Mahabodhi Temple<br>[[File:Structure mahabodhi temple.png|100px]]
| {{icon|gold}} {{green|+3}} Monthly Tax
|
* {{icon|gold}} {{green|+20%}} Holding Taxes
* {{icon|development}} {{green|+30%}} Monthly Development
* {{icon|development}} {{green|+0.2}} Monthly Development
|
* [[File:Icon piety eastern 01.png|24px]] {{green|+1}} Monthly Piety
* {{icon|renown}} {{green|+5%}} Monthly Renown
* {{icon|opinion}} {{green|+20%}} Different Faith Popular Opinion
* {{icon|opinion}} {{green|+5}} Different Faith Opinion
* {{icon|opinion}} {{green|+10}} Religious Vassal Opinion
* {{icon|learning}} {{green|+2}} Learning per Level of Devotion
| Gaya
| {{icon|yes}}
|-
| Offa's Dyke<br>[[File:Building palisades.png|100px]]
| {{icon|advantage}} {{green|+2}} Defender Advantage
|
|
| Chester<br>Clifford<br>Clun<br>Gloucester<br>Hereford<br>Shrewsbury<br>Wigmore
| {{icon|yes}}
|-
| Palace of Aachen<br>[[File:Structure palace of achen.png|100px]]
|
| {{icon|development}} {{green|+0.2}} Monthly Development
|
* {{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}}
|-
| Petra<br>[[File:Structure petra.png|100px]]
| {{icon|gold}} {{green|+0.8}} Monthly Tax
|
* {{icon|gold}} {{green|+10%}} Holding Taxes
* {{icon|development}} {{green|+15%}} Monthly Development
* {{icon|development}} {{green|+0.1}} Monthly Development
* {{icon|supply}} {{green|+25%}} Supply Limit
|
| Baidha-Petra
| {{icon|yes}}
|-
| Shwedagon Pagoda<br>[[File:Structure shwedagon pagoda.png|100px]]
| {{icon|gold}} {{green|+2}} Monthly Tax
|
* {{icon|gold}} {{green|+20%}} Holding Taxes
* {{icon|development}} {{green|+20%}} Monthly Development
* {{icon|development}} {{green|+0.2}} Monthly Development
|
* [[File:Icon piety eastern 01.png|24px]] {{green|+0.5}} Monthly Piety
* {{icon|renown}} {{green|+5%}} Monthly Renown
* {{icon|opinion}} {{green|+5}} Clergy Opinion
* {{icon|opinion}} {{green|-10%}} Tyranny Gain
| Dagon
| {{icon|yes}}
|-
| Stonehenge<br>[[File:Structure stonehenge.png|100px]]
|
|
|
* {{icon|learning}} {{green|+2}} Learning
* [[File:Learning lifestyle.png|24px]] {{green|+15%}} Monthly Learning Lifestyle Experience
* {{green|-20%}} Faith Conversion Cost
| Salisbury
| {{icon|yes}}
|-
| The Colosseum<br>[[File:Structure colosseum.png|100px]]
|
| {{icon|time}} {{green|-10%}} Building Construction Time
| {{icon|gold}} {{green|-5%}} Army Maintenance
| Rome
| {{icon|yes}}
|-
| The Friday Mosque<br>[[File:Structure the friday mosque.png|100px]]
|
|
* {{icon|gold}} {{green|+20%}} Holding Taxes
* {{icon|development}} {{green|+25%}} Monthly Development
* {{icon|development}} {{green|+0.2}} Monthly Development
| [[File:Icon piety islam 01.png|24px]] {{green|+50%}} Level of Devotion impact
| Isfahan
| {{icon|yes}}
|-
| The Great Mosque of Cordoba<br>[[File:Structure great mosque of cordoba.png|100px]]
| {{icon|gold}} {{green|+3}} Monthly Tax
|
* {{icon|gold}} {{green|+15%}} Holding Taxes
* {{icon|development}} {{green|+20%}} Monthly Development
* {{icon|development}} {{green|+0.2}} Monthly Development
* {{icon|levies}} {{green|+15%}} Levy Size
|
* [[File:Icon piety islam 01.png|24px]] {{green|+0.5}} Monthly Piety
* {{icon|renown}} {{green|+5%}} Monthly Renown
* {{icon|opinion}} {{green|+5}} Different Culture Opinion
* {{icon|development}} {{green|+0.2}} Monthly Development in Realm Capital
| Cordoba
| {{icon|yes}}
|-
| The Prophetic Mosque<br>[[File:Structure cathedral muslim.png|100px]]
|
|
* {{icon|gold}} {{green|+15%}} Holding Taxes
* {{icon|development}} {{green|+75%}} Monthly Development
* {{icon|development}} {{green|+0.2}} Monthly Development
* {{icon|supply}} {{green|+100%}} Supply Limit
|
* [[File:Icon piety islam 01.png|24px]] {{green|+0.5}} Monthly Piety
* {{icon|knight}} {{green|+20%}} Knight Effectiveness
* {{icon|gold}} {{green|-15}} Holy Order Hire Cost
* {{icon|opinion}} {{green|+5}} Popular Opinion
| Al-Madina
| {{icon|yes}}
|-
| The Pyramids<br>[[File:Structure the pyramids.png|100px]]
|
| {{icon|development}} {{green|+0.1}} Monthly Development
|
* {{icon|renown}} {{green|+5%}} Monthly Renown
* {{icon|opinion}} {{green|-20%}} Short Reign Opinion
| Gizeh
| {{icon|yes}}
|-
| Theodosian Walls<br>[[File:Structure theodosian walls.png|100px]]
|
* {{icon|fort level}} {{green|+5}} Fort Level
* {{icon|garrison}} {{green|+100%}} Garrison Size
* {{icon|garrison}} {{green|+1000}} Garrison
|
* {{icon|gold}} {{green|+300%}} Holding Taxes
* {{icon|development}} {{green|+20%}} Monthly Development
* {{icon|development}} {{green|+0.3}} Monthly Development
* {{icon|time}} {{green|+50%}} Hostile Raid Time
* {{icon|levies}} {{green|+300%}} Levy Size
|
* {{icon|levies}} {{green|+15%}} Duchy Levy Size
* {{icon|gold}} {{green|+15%}} Duchy Holding Taxes
| Constantinople
| {{icon|yes}}
|-
| Walls of Genoa<br>[[File:Structure walls of genoa.png|100px]]
|
* {{icon|fort level}} {{green|+2}} Fort Level
* {{icon|garrison}} {{green|+25%}} Garrison Size
|
* {{icon|gold}} {{green|+10%}} Holding Taxes
* {{icon|development}} {{green|+10%}} Monthly Development
* {{icon|development}} {{green|+0.2}} Monthly Development
* {{icon|time}} {{green|+50%}} Hostile Raid Time
* {{icon|advantage}} {{green|+5}} Defender Advantage
|
| Genoa
| {{icon|yes}}
|-
| Ananda Temple<br>[[File:Structure shwedagon pagoda.png|100px]]
| {{icon|gold}} {{green|+3}} Monthly Tax
|
* {{icon|development}} {{green|+20%}} Monthly Development
* {{icon|development}} {{green|+0.1}} Monthly Development
|
* {{icon|learning}} {{green|+2}} Learning
* [[File:Icon piety eastern 01.png|24px]] {{green|+5%}} Monthly Piety
* {{icon|control}} {{green|+10%}} Monthly Control
* {{icon|opinion}} {{green|+5}} Popular Opinion
| Pagan
| {{icon|no}}
|-
| Cologne Cathedral<br>[[File:Structure cologne cathedral.png|100px]]
| {{icon|gold}} {{green|+2}} Monthly Tax
|
* {{icon|gold}} {{green|+20%}} Holding Taxes
* {{icon|development}} {{green|+20%}} Monthly Development
* {{icon|development}} {{green|+0.1}} Monthly Development
|
* {{icon|piety}} {{green|+15%}} Monthly Piety
* {{icon|piety}} {{green|+0.1}} Monthly Piety per Knight
* {{icon|renown}} {{green|+5%}} Monthly Renown
* {{icon|knight}} {{green|+20%}} Knight Effectiveness
* {{icon|control}} {{green|+5%}} Monthly Control
| Cologne
| {{icon|no}}
|-
| Great Mosque of Djenne<br>[[File:Structure great mosque of djenne.png|100px]]
|
|
* {{icon|gold}} {{green|+15%}} Holding Taxes
* {{icon|development}} {{green|+20%}} Monthly Development
* {{icon|development}} {{green|+0.2}} Monthly Development
* {{icon|levies}} {{green|+15%}} Levy Size
|
* [[File:Icon piety islam 01.png|24px]] {{green|+1}} Monthly Piety
* {{icon|renown}} {{green|+5%}} Monthly Renown
* {{icon|time}} {{green|-15%}} Building Construction Cost
| Jenne-Jeno
| {{icon|no}}
|-
| Notre-Dame<br>[[File:Structure notre dame.png|100px]]
| {{icon|gold}} {{green|+2}} Monthly Tax
|
* {{icon|gold}} {{green|+20%}} Holding Taxes
* {{icon|development}} {{green|+30%}} Monthly Development
* {{icon|development}} {{green|+0.2}} Monthly Development
* {{icon|opinion}} {{green|+5}} Popular Opinion
|
* {{icon|piety}} {{green|+1}} Monthly Piety
* {{icon|renown}} {{green|+5%}} Monthly Renown
* {{icon|stewardship}} {{green|+1}} Stewardship per Level of Devotion
| Paris
| {{icon|no}}
|-
| The Tower of London<br>[[File:Structure tower of london.png|100px]]
|
* {{icon|fort level}} {{green|+6}} Fort Level
* {{icon|advantage}} {{green|+6}} Defender Advantage
* {{icon|garrison}} {{green|+750}} Garrison
|
* {{icon|gold}} {{green|+5%}} Holding Taxes
* {{icon|development}} {{green|+10%}} Monthly Development
* {{icon|development}} {{green|+0.1}} Monthly Development
| {{icon|dread}} {{green|+30%}} Dread Gain
| Lunden
| {{icon|no}}
|-
| Visby Ringmur<br>[[File:Structure visby ringmur.png|100px]]
|
* {{icon|fort level}} {{green|+1}} Fort Level
* {{icon|garrison}} {{green|+25%}} Garrison Size
|
* {{icon|gold}} {{green|+15%}} Holding Taxes
* {{icon|development}} {{green|+15%}} Monthly Development
* {{icon|development}} {{green|+0.2}} Monthly Development
* {{icon|time}} {{green|+50%}} Hostile Raid Time
* {{icon|advantage}} {{green|+5}} Defender Advantage
* {{icon|opinion}} {{green|+5}} Popular Opinion
|
| Visby
| {{icon|no}}
|-
| Walls of Benin<br>[[File:Structure walls of benin.png|100px]]
|
* {{icon|fort level}} {{green|+2}} Fort Level
* {{icon|garrison}} {{green|+50%}} Garrison Size
|
* {{icon|gold}} {{green|+20%}} Holding Taxes
* {{icon|development}} {{green|+75%}} Monthly Development
* {{icon|development}} {{green|+0.2}} Monthly Development
* {{icon|time}} {{green|+50%}} Hostile Raid Time
* {{icon|advantage}} {{green|+5}} Defender Advantage
* {{icon|levies}} {{green|+50%}} Levy Size
|
| Benin City
| {{icon|no}}
|-
| Al-Azhar University<br>[[File:Structure al-azhar university.png|100px]]
|
|
* {{icon|development}} {{green|+20%}} Monthly Development
* {{icon|development}} {{green|+0.1}} Monthly Development
|
* {{icon|renown}} {{green|+0.2}} Monthly Renown
* [[File:Focus invalid.png|24px]] {{green|+10%}} Monthly Lifestyle Experience
* {{icon|diplomacy}} {{green|+1}} Diplomacy per Level of Fame
* {{icon|learning}} {{green|+1}} Learning per Level of Fame
| Cairo
| 1066 only
|-
| Brihadeeswarar Temple<br>[[File:Structure brihadeeswarar temple.png|100px]]
|
|
* {{icon|gold}} {{green|+20%}} Holding Taxes
* {{icon|development}} {{green|+20%}} Monthly Development
* {{icon|development}} {{green|+0.1}} Monthly Development
|
* [[File:Icon piety eastern 01.png|24px]] {{green|+0.2}} Monthly Piety
* {{icon|renown}} {{green|+5%}} Monthly Renown
* {{icon|opinion}} {{green|+5}} Same Faith Opinion
* {{icon|stewardship}} {{green|+1}} Stewardship per Level of Devotion
| Tanjavur
| 1066 only
|-
| Iron Pillar of Dhar<br>[[File:Structure iron pillar of dhar.png|100px]]
|
|
* {{icon|development}} {{green|+0.1}} Monthly Development
* {{icon|levies}} {{green|+15%}} Levy Size
|
* {{icon|renown}} {{green|+5%}} Monthly Renown
* {{icon|advantage}} {{green|+5}} Advantage
| Dhara
| 1066 only
|-
| Temple City<br>[[File:Structure khajuraho temples.png|100px]]
| {{icon|gold}} {{green|+1.5}} Monthly Tax
|
* {{icon|gold}} {{green|+20%}} Holding Taxes
* {{icon|development}} {{green|+20%}} Monthly Development
* {{icon|development}} {{green|+0.2}} Monthly Development
|
* {{icon|opinion}} {{green|+10}} Different Faith Opinion
* [[File:Icon piety eastern 01.png|24px]] {{green|+5%}} Monthly Piety per Powerful Vassal on the Council
* {{green|-20%}} Faith Conversion Cost
| Chanderi
| 1066 only
|-
| The University of Sankoré<br>[[File:Structure the university of sankore.png|100px]]
|
|
* {{icon|development}} {{green|+20%}} Monthly Development
* {{icon|development}} {{green|+0.1}} Monthly Development
|
* {{icon|renown}} {{green|+0.2}} Monthly Renown
* [[File:Focus invalid.png|24px]] {{green|+10%}} Monthly Lifestyle Experience
* {{icon|martial}} {{green|+1}} Martial per Level of Fame
* {{icon|learning}} {{green|+1}} Learning per Level of Fame
| Tirakka
| 1066 only
|}
|}
</tabber>
== 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]]
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:
{{clear}}
{| class="mildtable sortable mw-datatable" style="text-align: center;
! colspan=2 | 地形
! 行军速度
! [[File:Combat width.png|24px]] 战线宽度
! data-sort-type="number" | {{icon|advantage}} 防御方优势
! data-sort-type="number" | {{icon|supply}} 伯爵领补给上限
! data-sort-type="number" | {{icon|development}} 伯爵领发展度增长
! 危险
! 其他效果
! 图像
! 旅行描述
|- id="沙漠"
<!-- HSV: 0.15 1 1 -->
{{entry with color|[[File:Terrain desert.png]] 沙漠|255|230|0}}
| 70%
| 100%
| {{em dash}}
| {{red|−30%}}
| {{red|−50%}}
| {{red|+50}}
| {{em dash}}
| [[File:Terrain_image_desert.png|220px]]
| 这片沙漠极其危险。
|- 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。
|- id="旱地"
<!-- Uses RGB -->
{{entry with color|[[File:Terrain drylands.png]] 旱地|220|45|120}}
| 100%
| 100%
| {{em dash}}
| data-sort-value=0 | {{em dash}}
| {{red|−5%}}
| {{red|+35}}
| {{em dash}}
| [[File:Terrain_image_drylands.png|220px]]
| 这片沙漠极其危险。
|- 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。
|- id="洪泛平原"
<!-- HSV: 0.7 0.8 0.6 -->
{{entry with color|[[File:Terrain floodplains.png]] 洪泛平原|55|31|153}}
| 100%
| 75%
| {{em dash}}
| {{green|+35%}}
| {{green|+20%}}
| {{red|+35}}
| {{em dash}}
| [[File:Terrain_image_floodplains.png|220px]]
| 该男爵领容易发生洪水。
|- 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。
|- id="丘陵"
<!-- HSV: 29 0.867 0.353 -->
{{entry with color|[[File:Terrain hills.png]] 丘陵|90|50|12}}
| 80%
| 80%
| {{green|+5}}
| {{red|−10%}}
| {{red|−10%}}
| {{red|+45}}
| {{em dash}}
| [[File:Terrain_image_hills.png|220px]]
| 谁知道这片丘陵中潜藏着什么。
|- 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。
|- 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。
|- 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?
|- id="平原"
<!-- HSV: 0.1 0.5 0.8 -->
{{entry with color|[[File:Terrain plains.png]] 平原|204|163|102}}
| 100%
| 100%
| {{em dash}}
| data-sort-value=0 | {{em dash}}
| data-sort-value=0 | {{em dash}}
| {{red|+10}}
| {{em dash}}
| [[File:Terrain_image plains.png|220px]]
| 强盗们很容易在开阔的平原上注意到你。
|- 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。
|- id="针叶林"
<!-- HSV: 0.4 0.7 0.6 -->
{{entry with color|[[File:Terrain taiga.png]] 针叶林|46|153|89}}
| 80%
| 80%
| {{green|+4}}
| {{red|−20%}}
| {{red|−5%}}
| {{red|+55}}
| {{em dash}}
| [[File:Terrain_image taiga.png|220px]]
| 已知有许多旅行者迷失在这片森林中。


==== Convertible historical buildings ====
|- id=" 湿地"
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.
<!-- HSV: 0.5 0.5 0.6 -->
{| class="mildtable plainlist"
{{entry with color|[[File:Terrain wetlands.png]] 湿地|77|153|153}}
! Barony !! Christianity / Judaism version !! Islam version !! Effects
| 70%
|-
| 60%
! Constantinople
| {{green|+5}}
| style="text-align: center; | Hagia Sophia Cathedral<br>[[File:Structure hagia sophia.png]]
| {{red| −25%}}
| style="text-align: center; | Hagia Sophia Mosque<br>[[File:Structure hagia sophia.png]]
| {{red| −25%}}
| '''Realm'''
| {{red|+65}}
* {{green|+2}} Learning
| {{red|+25%}} 撤退的损失<br>{{red|+20%}} 战死士兵
* {{green|+5%}} Monthly Renown
| [[File:Terrain_image wetlands.png|220px]]
* {{green|+2}} Number of Knights
| 在这片湿地中,一步迈错就有可能送命。
* {{green|+20%}} Knight Effectiveness
* {{green|+2}} Intrigue per Level of Fame
* {{green|+0.1}} Monthly Piety per Knight
|-
! Jerusalem
| style="text-align: center; | The Third Temple<br>[[File:Structure temple in jerusalem.png]]
| style="text-align: center; | Dome of the Rock<br>[[File:Structure dome of the rock.png]]
| '''Holding'''
* {{green|+3}} Monthly Tax
'''County'''
* {{green|+30%}} Holding Taxes
* {{green|+30%}} Monthly Development
* {{green|+0.2}} Monthly Development
'''Realm'''
* {{green|+5%}} Monthly Renown
* {{green|+20%}} Knight Effectiveness
* {{green|+10%}} Monthly Control
* {{green|+3%}} Monthly Piety per Knight
* {{green|+1}} Martial per Level of Devotion
|}
|}


==== Upgradable historical buildings ====
== 冬季 ==
The following historical buildings start constructed but can be upgraded by cultures which discovered the ''Hoardings'' Innovation. Upgrading them costs of 2000 {{iconify|Gold}} and takes 6 years.
除了地图靠下的三分之一(热带地区)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。
{| class="mildtable plainlist"
 
! Type
{| class="mildtable" style="text-align: center;
! width=7% | Building
! 严寒度
! {{iconify|Fort Level}}
! {{icon|Supply}} 补给消耗
! {{iconify|Garrison}}
! {{icon|death}} 战死士兵
! {{icon|advantage}} Defender Advantage
! {{icon|advantage}} 防御优势
! {{icon|development}} Monthly Development
! {{icon|unknown}} 影响兵士
! {{icon|prestige}} Monthly Prestige
! Other effects
! width=25% | Description
! Barony
|-
|-
| rowspan=2 style="text-align: center; | Alhambra<br>[[File:Structure alhambra.png]]
| style="text-align: left; | [[File:Winter mild.png]] 温暖
| Alhambra Fortress Ruins
| {{red|-2}}
| {{green|+2}}
| {{green|+250}}
| {{green|+2}}
| '''0'''
| '''0'''
| '''0'''
| '''0'''
| None
| {{icon|no}}
| ''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
| style="text-align: left; | [[File:Winter normal.png]] 正常
| {{green|+8}}
| {{red|-5}}
| {{green|+1000}}
| '''0'''
| {{green|+8}}
| {{green|+0.2}}
| {{green|+10%}}
| {{icon|control}} {{green|+1}} Monthly Control
| ''The Alhambra has since its days as a mere roman ruin been upgraded to a royal palace befitting an emperor! A shining example of local architecture, the color of the buildings in contrast with the surrounding woods lead poets to describe it as "a pearl set in emeralds".''
|-
| rowspan=2 style="text-align: center; | Citadel of Aleppo<br>[[File:Structure the citadel of aleppo.png]]
| Citadel of Aleppo
| {{green|+2}}
| {{green|+250}}
| {{green|+2}}
| '''0'''
| '''0'''
| {{green|+0.1}}
| {{icon|yes}}
| None
| ''The Citadel of Aleppo is an ancient fortification, having been in use by numerous powers since it was constructed. The citadel acts as a royal residence, fortified retreat, temple and prison.''
| rowspan=2 | Halab
|-
|-
| Reconstructed Citadel of Aleppo
| style="text-align: left; | [[File:Winter harsh.png]] 严寒
| {{green|+6}}
| {{red|-10}}
| {{green|+750}}
| {{red|+20%}}
| {{green|+6}}
| {{green|+5}}
| {{green|+0.2}}
| {{icon|yes}}
| {{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 ====
== 瘟疫 ==
Mines are historical buildings that have 4 levels each. Constructing or upgrading a mine takes 5 years.
{{Expansion|lotd}}
* Constructing the Mining Settlement requires 400 {{iconify|Gold}} and the ''Crop Rotation'' Innovation
{{main| 瘟疫}}
* 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
! Mining Settlement constructed
! width=25% | Description
|-
| Siderokausia
| '''Holding'''
* {{icon|gold}} {{green|+3}} Monthly Tax
'''County'''
* {{icon|development}} {{green|+10%}} Monthly Development
| '''Holding'''
* {{icon|gold}} {{green|+5}} Monthly Tax
'''County'''
* {{icon|development}} {{green|+15%}} Monthly Development
| '''Holding'''
* {{icon|gold}} {{green|+7}} Monthly Tax
'''County'''
* {{icon|development}} {{green|+20%}} Monthly Development
| '''Holding'''
* {{icon|gold}} {{green|+9}} Monthly Tax
'''County'''
* {{icon|development}} {{green|+25%}} Monthly Development
| Ierrisos
| {{icon|yes}}
| ''The Siderokausia mines are rich in silver and gold, and are exploited by twelve separate villages that each run a part of the mines.''
|-
| Kremnica
| '''Holding'''
* {{icon|gold}} {{green|+3}} Monthly Tax
'''County'''
* {{icon|development}} {{green|+5%}} Monthly Development
| '''Holding'''
* {{icon|gold}} {{green|+5}} Monthly Tax
'''County'''
* {{icon|development}} {{green|+10%}} Monthly Development
| '''Holding'''
* {{icon|gold}} {{green|+7}} Monthly Tax
'''County'''
* {{icon|development}} {{green|+15%}} Monthly Development
| '''Holding'''
* {{icon|gold}} {{green|+9}} Monthly Tax
'''County'''
* {{icon|development}} {{green|+20%}} Monthly Development
| Turióc
| {{icon|no}}
| ''The Kremnican mountains are abundant in gold. With blood, sweat, and the assistance of a few hundred experienced German miners, that gold will be minted into Florins in no time!''
|-
| Kollur
| '''Holding'''
* {{icon|gold}} {{green|+5}} Monthly Tax
'''County'''
* {{icon|gold}} {{green|+20%}} Holding Taxes
* {{icon|development}} {{green|+10%}} Monthly Development
| '''Holding'''
* {{icon|gold}} {{green|+8}} Monthly Tax
'''County'''
* {{icon|gold}} {{green|+25%}} Holding Taxes
* {{icon|development}} {{green|+15%}} Monthly Development
| '''Holding'''
* {{icon|gold}} {{green|+11}} Monthly Tax
'''County'''
* {{icon|gold}} {{green|+30%}} Holding Taxes
* {{icon|development}} {{green|+20%}} Monthly Development
| '''Holding'''
* {{icon|gold}} {{green|+14}} Monthly Tax
'''County'''
* {{icon|gold}} {{green|+35%}} Holding Taxes
* {{icon|development}} {{green|+25%}} Monthly Development
| Ellur
| {{icon|no}}
| ''The Kollur mines exploit the largest seam of diamonds in all of the Indian subcontinent. The work is extremely dangerous, but the riches are unimaginable.''
|-
| Schwaz
| '''Holding'''
* {{icon|gold}} {{green|+3}} Monthly Tax
'''County'''
* {{icon|development}} {{green|+10%}} Monthly Development
| '''Holding'''
* {{icon|gold}} {{green|+5}} Monthly Tax
'''County'''
* {{icon|development}} {{green|+15%}} Monthly Development
| '''Holding'''
* {{icon|gold}} {{green|+7}} Monthly Tax
'''County'''
* {{icon|development}} {{green|+20%}} Monthly Development
| '''Holding'''
* {{icon|gold}} {{green|+9}} Monthly Tax
'''County'''
* {{icon|development}} {{green|+25%}} Monthly Development
| Innsbruck
| {{icon|no}}
| ''The Schwaz silver mine lies at the foot of the Kellerjoch and Eiblschrofen mountains, in the middle of a valley. The opportunity for mining means that a lot of people are drawn to the area.''
|-
| Argentiera
| '''Holding'''
* {{icon|gold}} {{green|+3}} Monthly Tax
'''County'''
* {{icon|development}} {{green|+10%}} Monthly Development
| '''Holding'''
* {{icon|gold}} {{green|+5}} Monthly Tax
'''County'''
* {{icon|development}} {{green|+15%}} Monthly Development
| '''Holding'''
* {{icon|gold}} {{green|+7}} Monthly Tax
'''County'''
* {{icon|development}} {{green|+20%}} Monthly Development
| '''Holding'''
* {{icon|gold}} {{green|+9}} Monthly Tax
'''County'''
* {{icon|development}} {{green|+25%}} Monthly Development
| Iglesias
| 1066 only
| ''The Argentaria del Sigerro is rich in underground silver veins. With sufficient incentive and development, this area could be exploited for vast quantities of precious silver.''
|-
| Falun
| '''Holding'''
* {{icon|gold}} {{green|+2}} Monthly Tax
'''County'''
* {{icon|gold}} {{green|+5%}} Holding Taxes
* {{icon|development}} {{green|+5%}} Monthly Development
* {{icon|levies}} {{green|+10%}} Levy Size
| '''Holding'''
* {{icon|gold}} {{green|+3.5}} Monthly Tax
'''County'''
* {{icon|gold}} {{green|+10%}} Holding Taxes
* {{icon|development}} {{green|+10%}} Monthly Development
* {{icon|levies}} {{green|+10%}} Levy Size
| '''Holding'''
* {{icon|gold}} {{green|+5}} Monthly Tax
'''County'''
* {{icon|gold}} {{green|+15%}} Holding Taxes
* {{icon|development}} {{green|+15%}} Monthly Development
* {{icon|levies}} {{green|+10%}} Levy Size
| '''Holding'''
* {{icon|gold}} {{green|+6.5}} Monthly Tax
'''County'''
* {{icon|gold}} {{green|+20%}} Holding Taxes
* {{icon|development}} {{green|+20%}} Monthly Development
* {{icon|levies}} {{green|+10%}} Levy Size
| Falene
| 1066 only
| ''Also known as "Stora Kopparberget" (the Great Copper Mountain) this mine produces vast quantities of copper.''
|-
| Kutná Hora
| '''Holding'''
* {{icon|gold}} {{green|+3}} Monthly Tax
'''County'''
* {{icon|gold}} {{green|+10%}} Holding Taxes
* {{icon|development}} {{green|+5%}} Monthly Development
| '''Holding'''
* {{icon|gold}} {{green|+5}} Monthly Tax
'''County'''
* {{icon|gold}} {{green|+15%}} Holding Taxes
* {{icon|development}} {{green|+10%}} Monthly Development
| '''Holding'''
* {{icon|gold}} {{green|+7}} Monthly Tax
'''County'''
* {{icon|gold}} {{green|+20%}} Holding Taxes
* {{icon|development}} {{green|+15%}} Monthly Development
| '''Holding'''
* {{icon|gold}} {{green|+9}} Monthly Tax
'''County'''
* {{icon|gold}} {{green|+25%}} Holding Taxes
* {{icon|development}} {{green|+20%}} Monthly Development
| Čáslav
| 1066 only
| ''The Kutná Hora mine is a large silver mine located on the lands of the Sedlec Monastery. With the support of local Abbots (and German miners) industry in the area is prospering.''
|-
| Rammelsberg
| '''Holding'''
* {{icon|gold}} {{green|+5}} Monthly Tax
'''County'''
* {{icon|gold}} {{green|+20%}} Holding Taxes
* {{icon|development}} {{green|+5%}} Monthly Development
| '''Holding'''
* {{icon|gold}} {{green|+8}} Monthly Tax
'''County'''
* {{icon|gold}} {{green|+25%}} Holding Taxes
* {{icon|development}} {{green|+10%}} Monthly Development
| '''Holding'''
* {{icon|gold}} {{green|+11}} Monthly Tax
'''County'''
* {{icon|gold}} {{green|+30%}} Holding Taxes
* {{icon|development}} {{green|+15%}} Monthly Development
| '''Holding'''
* {{icon|gold}} {{green|+14}} Monthly Tax
'''County'''
* {{icon|gold}} {{green|+35%}} Holding Taxes
* {{icon|development}} {{green|+20%}} Monthly Development
| Goslar
| 1066 only
| ''At the foot of Mt. Rammelsberg lies a profitable and ever sought-after silver mine.''
|}


=== Decision buildings ===
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。
The following buildings can only be created by certain Decisions.
{| class="mildtable plainlist"
! Building
! County effects
! Realm effects
! Decision
! width=50% | Description
|-
| style="text-align: center; | Glass Monument<br>[[File:Building generic house.png]]
|
* {{icon|gold}} {{green|+1}} Monthly Tax
* {{icon|development}} {{green|+25%}} Monthly Development
* {{icon|opinion}} {{green|+25}} Popular Opinion
|
* {{icon|prestige}} {{green|+1}} Monthly Prestige
* {{icon|health boost}} {{green|Small Health Boost}}
| Build a Glass Monument
| ''This building is seemingly excellent for growing vegetables.''
|-
| style="text-align: center; | University<br>[[File:Building university.png]]
|
* {{icon|development}} {{green|+10%}} Monthly Development
|
* {{icon|renown}} {{green|+0.2}} Monthly Renown
* [[File:Focus invalid.png|24px]] {{green|+5%}} Monthly Lifestyle Experience
* {{icon|learning}} {{green|+1}} Learning per Level of Fame
| Found University
| ''A university is a place of higher learning, reserved for those of good standing and wealth who are deemed worthy enough. It attracts scholars and scientists who debate, study, scribe, and ultimately pool their knowledge within its walls.''
|}


==== Hall of Heroes ====
== 参考资料 ==
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.
<references />
{| class="mildtable plainlist" style="text-align: center;
! Type
! Building
! {{iconify|Levies}}
! {{iconify|Garrison}}
! {{iconify|Prowess}}
! {{iconify|Knight}} Effectiveness
! [[File:Icon piety pagan 01.png|24px]] Piety per Knight
! Description
|-
| rowspan=5 | Hall of Heroes<br>[[File:Building hall of heroes.png]]
| Level 1
| {{green|+150}}
| {{green|+75}}
| {{green|+1}}
| {{green|+5%}}
| {{green|+0.1}}
| rowspan=5 | ''A grand hall where heroic warriors can meet and organize.''
|-
| Level 2
| {{green|+265}}
| {{green|+110}}
| {{green|+1}}
| {{green|+10%}}
| {{green|+0.1}}
|-
| Level 3
| {{green|+375}}
| {{green|+150}}
| {{green|+2}}
| {{green|+15%}}
| {{green|+0.1}}
|-
| Level 4
| {{green|+500}}
| {{green|+225}}
| {{green|+2}}
| {{green|+20%}}
| {{green|+0.1}}
|-
| Level 5
| {{green|+700}}
| {{green|+260}}
| {{green|+3}}
| {{green|+25%}}
| {{green|+0.1}}
|}


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

2024年5月7日 (二) 16:17的最新版本

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)[编辑 | 编辑源代码]

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[编辑 | 编辑源代码]

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

一个类型的地产一旦建成就不能销毁,也不能改为其他类型的地产(除非通过特定事件)。

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[编辑 | 编辑源代码]

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[编辑 | 编辑源代码]

除了地图靠下的三分之一(热带地区)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[编辑 | 编辑源代码]

主条目: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。

参考资料[编辑 | 编辑源代码]


机制 
角色 角色属性特质资源生活方式宗族亲族文化革新传统修正宝物
领地与管理 领地封臣内阁宫廷谋略政体法律决议头衔男爵领伯爵领朝廷建筑
战争 战争宣战理由同盟军队受雇军队
信仰 宗教信仰教义核心教义圣地
模组制作补丁可下载内容开发者日志成就术语