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{{Version|pre-release}} {{hatnote|For the cost of transporting goods over sea, see [[convoy]]s.}} [[File:UI state overview.png|thumb|Infrastructure and market access on the state overview screen.|链接=Special:FilePath/UI_state_overview.png]] {{图标|Infrastructure|21px}} Infrastructure simulates the cost of transporting goods over land and creating the necessary foundation to support wide-scale industrialization. 基础设施模拟了陆路运输货物的成本,并为支持大规模工业化创造了必要的基础。 To industrialize a state, it isn't simply enough to build heavy industries there and have the pops available to work in them. The player also needs to ensure that said industries have enough infrastructure to support them. 为了实现一个地区的工业化,不仅仅要在那建造重工业并且让人们能够在其中工作。玩家同样需要确保工业有足够的基础设施去支撑它们。 It ties into several different mechanics such as market access, military logistics, migration, and others. == 基础设施资源 Infrastructure sources == 基础设施是由众多的来源提供并被修正的。Infrastructure is provided and modified by numerous sources. === 地区特征 State traits === All states in the game have at least a little bit of infrastructure based on the technology level of the country that owns it and its state of incorporation (for example, colonies have lower infrastructure than incorporated states). 游戏中所有的州都基于所属国家拥有的科技拥有至少一些基础设施,并且取决于州是否被整合(举个例子,殖民地比已整合地区拥有的基础设施少) Geography is represented through state traits and it plays a significant role when it comes to infrastructure. State traits are bonuses and/or maluses given to a particular state representing particular geographical features, climate and so on. State traits have a variety of effects, but the most common ones are to either affect the production of a particular resource or to provide/modify infrastructure. For example, states with significant rivers get a large boost to infrastructure, making them excellent candidates for early industrialization. 地理通过地区特征来表现,同时在基础设施方面发挥着重要作用。地区特征是赋予某一特定地区的奖励或减益,代表特定的地理特征、气候等。地区特征具有多种影响,但最常见的是影响特定资源的生产或提供/修改基础设施。例如,拥有重要河流的州在基础设施方面得到了很大的奖励,这使它们成为早期工业化的绝佳候选地。 === 人口 Population === Some infrastructure is also gained from the size of the state's population once certain [[Society_technology|Society]] technologies have been researched. The relevant technologies are in the branch of the Society technology tree beginning with [[Society_technology#Urbanization|Urbanization]]. The amount of infrastructure gained in this way can be viewed in the tooltip for the {{图标|Infrastructure|21px}} Infrastructure value in the Information tab of the State panel, where it is called ''“from Pops”''. It is based on the number of individuals (including [[Pops#Workforce_and_dependents|Dependents]]) living in the state, using the formula:<ref>In the game files, "Infrastructure from Population" is called ''"state_infrastructure_from_population_add"'' and 10000 is the fixed value of ''"INDIVIDUALS_PER_POP_INFRASTRUCTURE"''.</ref> <math display="inline">\text{state infrastructure from Pops} = \frac{\text{population}\cdot \text{Infrastructure from Population (technology modifier)}}{\text{10000}}</math> 一些基础设施值同样通过地区中的人口规模获得------当解锁了特定的社会学科技的时候。相关科技在从城市化开始的社会学科技树上。基础设施获得数量的详情可以通过在每个地区的信息面板上通过 {{图标|Infrastructure|21px}} 基础设施查看,来自人口规模的基础设施在其中被称为-----来自人口。它是基于居住在该州的个人(包括受抚养人)的数量,使用的公式为: Almost all countries (including many decentralized ones) start the game with at least one of the relevant technologies researched, and so have some infrastructure from population. Note that the precise value shown in the state's UI tooltip is rounded down to one decimal place. 几乎所有国家(包括许多松散的国家)在游戏开始时至少研究了一种相关技术,因此有一些人口基础设施。注意,地区的UI工具提示中显示的精确值是被四舍五入到一个小数点后的位置。 === Short-term alternatives === There are short-term alternatives such as using {{图标|authority|21px}} authority on a road maintenance decree to ensure the populace don't allow the roads to fall into disrepair or become unsafe, but such options will never be sufficient in themselves for large-scale industrialization. === Railways === Over the course of the game, the most crucial aspect of a nation's infrastructure is the size of its railways network. Railways is a building that produces {{图标|transportation|21px}} transportation, an intangible good sold to pops, but they are also the nation's main source of infrastructure. Railways must be able to find their way back to the market capital, or an exit port destined for the market capital, in order to be useful. In effect, this means that any railway can only provide infrastructure up to the amount of infrastructure provided by the best ''adjacent'' railway that connects it to the market capital. This has a variety of costs involved in that infrastructure-providing railways need both pops to work them and access to goods like coal and engines. Of course, railways also grow more efficient over the course of the game with such inventions as diesel trains and electricity, requiring less levels of rail to support a certain number of buildings. === Ports === Ports provide convoys and some infrastructure when using any non-anchorage [[production method]]. This is useful in the early game prior to the research of trains to gain some extra infrastructure in developed coastal states, but the amount provided is low compared to trains and is not the primary purpose of ports, so is not cost efficient, especially once railways are being constructed. == Infrastructure usage == The infrastructure usage of a state is determined by which types of buildings exist in the state and on their levels. Generally, the more urban and specialized the building, the more infrastructure it will use per level. For example, chemical industries (a heavy industry building) will use several times more infrastructure than a rye farm building of the same level. '''Note:''' Subsistence farms and urban centers do not use infrastructure. The former because its production is nearly all for domestic use and the latter because the infrastructure it provides cancel out the infrastructure it requires. == 市场接入度 == Infrastructure is represented by two distinct values that each state has: infrastructure and infrastructure usage. Both of these values determine the state's market access. So long as the infrastructure in the state is greater than or equal to the infrastructure usage, everything is fine and the state maintains a market access of 100%, but if usage starts exceeding the available infrastructure, market access will be reduced by an amount proportional to how much of the usage is not being serviced. For example, if a state has an infrastructure of 45 with a usage of 90, its market access will only be 50%. Low market access means that the state is unable to fully integrate its local market into the national market, which can lead to adverse price conditions from local over-or undersupply of goods. This imbalance goes in both directions. For example, if there is an iron mining state with a perfect market access, then the price of iron will be the same in all states. If the iron mining state's market access is reduced, the ''market price'' of iron will go up due to undersupply while the ''local price'' of iron in the mining state will go down due to oversupply. A good market access is essential for the production of complex goods. It is required both for sourcing specific input goods from another state in the national market (or via an import from a foreign nation) as well as for reaching a large enough population who can afford to buy them. == References == <references/> [[Category:游戏概念]] [[en:Infrastructure]]
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