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[[文件:UI state overview.png|thumb|地区概览界面中的基础设施和市场接入度数据|链接=Special:FilePath/UI_state_overview.png]] | |||
《 维多利亚3 》在地图地区上类似于《钢铁雄心4》,由操作级 的 “ 地 区”与最小单位 “ 地块 ” 组成。但与其他Paradox游戏的显著不同在于 , 其引入了动态地区这一机制。首先,需要对“地区”和“ 地 域”进行界定 区 分。 | |||
{{word|'''地区'''|States}}是由国家控制的一个地理区域。人群 在地区 内的建筑里工作和生活 。 除分属地区外, 地区的 疆域与地域等同。除孤立地域外,地区会将本地消费 和 生产的商品与同一市场内其他地区进行贸易,其程度取决于 市场接入度 。 | |||
{{word|''' 地 域'''|State Regions}} 是 世 界的 一部分 , 与某些固定 的省份 集合相对应 。地 域通常等同于 地区 。在某些情况下 ,两 个或以上 的国家 各自 在 同一 地 域 中 持 有一 个 地 区 , 地域变成 分属地区。 | |||
例如,莱茵兰地 | 在游戏中,“地域”对应Paradox游戏中传统的省份、地区等脚本单位,而“地区”则集成了Paradox游戏传统上对省份、地区等的占有、管理等职责。因此,在《维多利亚3》中,版图在理论上可以根据最小地块来随意划分。 | ||
== 地域 == | |||
{{See also|地域列表}} | |||
地域是地图上由多个地块或组成的限定区域。每个地区都等于某个地域,或是某个地域的一部分,并归某个国家所有。地区继承其所属地域的所有特征。 | |||
=== 继承特质 === | |||
{{See also|地区特质}} | |||
地区可以从所属的地域继承一些状态,包括: | |||
* ''地区修正'':这代表了对整个地域的经济、基础设施和/或人口有影响的各种地理特征。 | |||
* ''宣称'':这代表一个地域被一个目前不拥有该地域的国家主张,该国被广泛认为有正当理由且应当拥有该地区。通常这是由于该地曾属于该国。对某地有宣称时可以使用'''归还地区'''战争目标,产生的恶名低于'''征服地区'''战争目标。 | |||
* ''文化本土'':每一种文化都有一个或者多个本土地区(也许没有,比如犹太人),该文化中的大多数人认为这是他们的自然家园。这不考虑该文化以外的任何人的观点(例如,瑞典人在俄罗斯人认为哪些地域是他们的本土的问题上没有任何发言权,反之亦然)。这对执行同化以及[[可成立国家|成立国家]]来说十分重要。 | |||
=== 分属地区 === | |||
A {{iconify|split state|state status}} is a subdivision of a state region, where two or more countries each own a portion of the state region. Split states divide up limited resources, such as lumber, mining, and arable land, based on their share of provinces from the state region. The specific formula is as follows:<ref>Discovered/reverse-engineered by gawquon of the unofficial converters team</ref> | |||
<math>Share = \dfrac{regular_n+(5 \cdot prime_n)}{regular_t+(5 \cdot prime_t)}</math> | |||
{| | |||
|{{collapse list|type=Additional explanation|body= | |||
Specifically, the number of regular and "prime" provinces in the split state (sub n) divided by the number of regular and prime provinces in the state region (sub t); impassable provinces are not counted at all. Additionally, sea-based resources or buildings – fishing, whaling, ports and naval bases – are not available to a split state which does not contain at least one coastal province, but the fishing and whaling resources are still divided out to the split state, reducing their availability to other split states.}} | |||
|} | |||
Split states can be created during gameplay in three ways: [[treaty port]]s, [[colonization]], or certain effects – including revolutions, [[Releasable countries|releasing]] certain countries, or events. | |||
例如,莱茵兰地 域 是法国边境上的一组预先确定的省份,在1836年时包含两个地区:普鲁士莱茵兰(实际上被称为莱茵兰,因为它占据了一半以上该地 域 的土地)和巴伐利亚莱茵兰(被称为巴伐利亚莱茵兰以与普鲁士所占据的部分区分开),这被成为'''分属地区'''。在游戏进行中,莱茵兰地 域 的整体形状永远不会发生改变,但是其中的各地区可能发生改变。如果法国征服了普鲁士莱茵兰,显然将不会存在普鲁士莱茵兰,而会变为法兰西莱茵兰。而如果普鲁士征服了巴伐利亚莱茵兰,则整个地区会被统一成为一个普鲁士的地区 。 | |||
Split states are typically named by their owner's adjective plus the state region name, e.g. Bavarian Rhineland; a split state which controls more than half of the state region is given the state region name, and a split state owned by a one-state country is typically given the country's name. If a country only owns a single hub province in a state, its portion of the state typically takes that province's name. | |||
=== 地区资源 === | |||
Each state region has a certain amount of {{iconify|arable land}} and resources. This limits how many and which agriculture and resource industry (rural) [[buildings]] a state can support. As noted above, arable land and resources are divided among split states proportionally. In addition to resources present from the start of the game, certain resources ({{icon|gold}} gold, {{icon|rubber}} rubber, and {{icon|oil}} oil) may be discovered during gameplay, unlocked by certain [[technologies]]. State regions always indicate if there are [[File:State status resources.png|24px]] discoverable resources present, even before the unlocking technologies have been researched. | |||
各地区所能支持的资源产业建筑的类型及规模有限。例如,一个地区的铁矿储量限制了你能在那里建造多少级的铁矿。这些资源限制实际上是地域的一个属性,它根据地区所占份额的大小动态分配资源给其中的地区。 | |||
值得注意的是,这一比例不仅基于占有地区的大小。例如,渔业潜力根据地区在该地域内的海岸线数量分布,而可耕土地则根据各地区的''主要土地''数量进行加权。虽然不适用于所有地方,但在肥沃土地与非肥沃土地之间有明确分界的地区,我们使用''主要土地''来进行判断——例如,对于上埃及一个地区的可耕地来说,控制尼罗河比控制周围的沙漠更重要。 | |||
一个地域也有可能包含一些可发现的资源。这些资源,如石油、黄金或橡胶,在游戏开始时不为人知,也不被认为是可开发的,但可能在之后被发现和开发。某些科技将会影响哪些资源可以被发现,或者影响这些资源被发现的几率。所有这些都是以加权随机的方式发挥作用的,因此,尽管在游戏的某个时刻出现克朗代克淘金热的可能性很高,但它可能并不是在历史上的同一日期发生 。 | |||
=== 战略区域 === | === 战略区域 === | ||
战略区域是一个由多个地区组成的大型预定地理区域。目前游戏中内建的617个地区共被分为53个战略区域。 | 战略区域是一个由多个地区组成的大型预定地理区域。目前游戏中内建的617个地区共被分为53个战略区域。 | ||
Each state region belongs to a [[strategic region]], a larger geographic area that is the basis for [[interests]] and [[HQs,_generals_and_admirals|HQs]]. There are 53 strategic regions, each containing between 5 and 20 state regions with an average of around 11 state regions per strategic region. | |||
== 地区状态 == | == 地区状态 == | ||
In addition to ownership, there are a number of conditions that apply to a state and affect the local population and economy. | |||
=== 整合状态 === | === 整合状态 === | ||
{| class="mildtable" style="float:right; margin-left:5px;" | |||
|+Incorporation time | |||
! [[File:State status homelands.png|24px]] Cultural Homeland !! {{icon|time}} Time | |||
|- | |||
| Primary culture || 2 years | |||
|- | |||
| Shared heritage trait || 5 years | |||
|- | |||
| Shared other trait || 10 years | |||
|- | |||
| No shared traits || 20 years | |||
|} | |||
除了政治上的归属,还有一些条件可以地区的人口和经济。首先是整合状态,用于表明该地区在拥有其的国家内处于怎样的政治状态。以下是不同的整合状态。 | 除了政治上的归属,还有一些条件可以地区的人口和经济。首先是整合状态,用于表明该地区在拥有其的国家内处于怎样的政治状态。以下是不同的整合状态。 | ||
* ''已整合地区'':指该地区已经作为一个政治单元完全融入国家。该地区消耗完整的行政力,支付政府要求的所有形式的税收,并从所有国家机构中受益。 | * ''已整合地区'':指该地区已经作为一个政治单元完全融入国家。该地区消耗完整的行政力,支付政府要求的所有形式的税收,并从所有国家机构中受益。 | ||
第20行: | 第71行: | ||
* ''殖民地地区'':指该地区被认为是海外殖民地。运行方式类似于一个未整合地区,但会以较低的基础设施为代价获得更多的移民。 | * ''殖民地地区'':指该地区被认为是海外殖民地。运行方式类似于一个未整合地区,但会以较低的基础设施为代价获得更多的移民。 | ||
只要你有足够的行政力能对地区进行有效管理,你就可以整合一个未整合/殖民地地区。 | 只要你有足够的行政力能对地区进行有效管理,你就可以整合一个未整合/殖民地地区 ,整合一个主流文化的本土地区需要两年,整合一个相同传承文化的本土地区需要五年,整合一个相同特质的本土地区需要十年,其他情况下需要二十年 。 对一个地区的整合 可能是一个艰难的过程——虽然管理成本会立刻支出,但收益(税收,机构及其它)只能随着时间逐渐获得。整合时间取决于你的国家接受当地人的难易程度——例如,大不列颠整合一个印度地区将比整合福克兰群岛困难得多。 | ||
Unincorporated states can be incorporated by spending the total {{icon|bureaucracy}} bureaucracy that is required to administer the state. The benefits of incorporation are phased in over the incorporation process, which takes between 2 to 20 years depending on cultural homelands present in the state. It is not possible to unincorporate a state, except by losing ownership of it to another country then recapturing it or having the state revolt. Additionally, a country automatically gains a claim if it loses an incorporated state due to a diplomatic play or war. | |||
Unincorporated states have {{icon|infrastructure}} {{red|−25%}} infrastructure and [[File:Military battalions.png|24px]] {{red|−50%}} conscriptable battalions; pops in unincorporated states receive '''−15%''' starting wages and have '''−50%''' political strength and {{green|−33%}} expected standard of living. These effects remain in full until the state is completely incorporated. | |||
=== 基础设施 & 市场接入度 === | |||
{{main|Infrastructure}} | |||
Infrastructure determines the [[market access]] of a state. Unless a state is isolated – not able to access the [[market capital]] at all – it's market access is primarily a percentage based on infrastructure and infrastructure usage. States which are not connected to the market capital by land – that is, overseas – also require convoys and [[shipping lanes]] for their market access; a lack of which can reduce the market access even with sufficient infrastructure. Infrastructure is gained mainly from {{iconify|railway|building}}s; however, there are other sources and several modifiers which increase or decrease infrastructure as well. | |||
Market access reflects how connected the state is with the rest of the market. Low market access means the state's economy operates more "independently" and prices of goods in the state may differ greatly from the wider market. There are no "local markets", such that overseas states cannot support each other unless they can access the market capital. | |||
=== 征税能力 === | |||
Incorporated states require sufficient [[taxation capacity]] in order to effectively collect taxes from the pops living in the state. Taxation capacity primarily comes from {{iconify|government administration|building}} buildings. If taxation capacity is insufficient for the population of the state, pops in that state are only taxed a percentage of the full tax rate set for the country and keep the remainder. This is in contrast with ''tax waste'' which taxes the full amount then discards the waste proportion. | |||
=== 首都地区 === | |||
Each country has a ''{{iconify|capital|state status}} state'', where the seat of government is. The capital state has {{icon|money}} {{green|+25%}} taxation capacity and gives '''+25%''' political strength to pops living there. Occupying an enemy country's capital state is one way to force their [[capitulation]] during war, and certain war goals require occupying the capital state. | |||
While not at war or involved in a diplomatic play, the capital state can be changed to any other incorporated state once every 5 years. Moving the capital adds a decaying {{red|−10%}} penalty to {{icon|bureaucracy}} bureaucracy, {{icon|authority}} authority, and {{icon|influence}} influence. | |||
=== 市场中心 === | |||
Each market owner has a ''{{iconify|market capital|state status}}'', which is used for determining market access and isolated states. The market capital adds {{green|+25%}} {{icon|infrastructure}} infrastructure to its state. While not at war or involved in a diplomatic play, the market capital can be changed to any other incorporated state once every 5 years. Moving the market capital adds a decaying {{red|−10%}} penalty to throughput for all buildings. | |||
=== 动乱 === | |||
{| class="mildtable" style="float:right; margin-left:5px;" | |||
! {{iconify|Turmoil|state status}} amount !! Tax Waste !! Migration Attraction !! {{icon|Construction}} Construction efficiency | |||
|- | |||
| Moderate (25%) || {{red|+25%}} || {{red|−50%}} || {{red|−50%}} | |||
|- | |||
| High (50%) || {{red|+50%}} || {{red|−75%}} || {{red|−75%}} | |||
|- | |||
| Extreme (75%) || {{red|+100%}} || {{red|−100%}} || {{red|−100%}} | |||
|} | |||
A state where a large percentage of the population are {{iconify|radical|political}} experiences turmoil in increasing severity. A state with turmoil suffers penalties in the form of increased tax waste and reduced construction efficiency and migration attraction. Turmoil applies by thresholds, with each level requiring that percentage or more of the state's population to be radical. | |||
These penalties can be reduced by investing into the {{icon|law enforcement}} Law Enforcement institution or by enacting the ''{{iconify|Violent Suppression|Decree}}'' decree. | |||
Each level of law enforcement decreases the effects of turmoil by {{green|15%}} ({{green|20%}} with {{iconify|Local Police|Law}}) in incorporated states. This effect scales up with the progression of incorporation when incorporating a state. Violent suppression decreases the effects by {{green|50%}}, but also increases the mortality of the state by {{red|2%}} per point of turmoil. | |||
=== | === 荒废度 === | ||
{{ | States that are occupied during war or damaged by [[events]] gain {{iconify|devastation|state status}}. Each point of devastation adds {{red|−1%}} {{icon|infrastructure}} infrastructure and {{icon|Construction}} construction efficiency, {{red|−2%}} migration attraction, and {{red|+2%}} pop mortality. | ||
Devastation disappears naturally over time by {{green|−0.1}} devastation per day ({{green|−36.5}} per year). There is no way to change the rate of removing devastation, neither for good or bad. | |||
=== 事件修正 === | |||
Events and journal entries can apply various modifiers to a state, providing various bonuses or maluses either temporarily or permanently. | |||
=== 法令 === | |||
{{主条目|法令}} | |||
{{#lst:Decrees|intro}} | |||
== 参见 == | == 参见 == |
2023年9月5日 (二) 21:38的最新版本
《维多利亚3》在地图地区上类似于《钢铁雄心4》,由操作级的“地区”与最小单位“地块”组成。但与其他Paradox游戏的显著不同在于,其引入了动态地区这一机制。首先,需要对“地区”和“地域”进行界定区分。
在游戏中,“地域”对应Paradox游戏中传统的省份、地区等脚本单位,而“地区”则集成了Paradox游戏传统上对省份、地区等的占有、管理等职责。因此,在《维多利亚3》中,版图在理论上可以根据最小地块来随意划分。
地域
- 参见:地域列表
地域是地图上由多个地块或组成的限定区域。每个地区都等于某个地域,或是某个地域的一部分,并归某个国家所有。地区继承其所属地域的所有特征。
继承特质
- 参见:地区特质
地区可以从所属的地域继承一些状态,包括:
- 地区修正:这代表了对整个地域的经济、基础设施和/或人口有影响的各种地理特征。
- 宣称:这代表一个地域被一个目前不拥有该地域的国家主张,该国被广泛认为有正当理由且应当拥有该地区。通常这是由于该地曾属于该国。对某地有宣称时可以使用归还地区战争目标,产生的恶名低于征服地区战争目标。
- 文化本土:每一种文化都有一个或者多个本土地区(也许没有,比如犹太人),该文化中的大多数人认为这是他们的自然家园。这不考虑该文化以外的任何人的观点(例如,瑞典人在俄罗斯人认为哪些地域是他们的本土的问题上没有任何发言权,反之亦然)。这对执行同化以及成立国家来说十分重要。
分属地区
A split state is a subdivision of a state region, where two or more countries each own a portion of the state region. Split states divide up limited resources, such as lumber, mining, and arable land, based on their share of provinces from the state region. The specific formula is as follows:[1]
[math]\displaystyle{ Share = \dfrac{regular_n+(5 \cdot prime_n)}{regular_t+(5 \cdot prime_t)} }[/math]
Additional explanation
Specifically, the number of regular and "prime" provinces in the split state (sub n) divided by the number of regular and prime provinces in the state region (sub t); impassable provinces are not counted at all. Additionally, sea-based resources or buildings – fishing, whaling, ports and naval bases – are not available to a split state which does not contain at least one coastal province, but the fishing and whaling resources are still divided out to the split state, reducing their availability to other split states. |
Split states can be created during gameplay in three ways: treaty ports, colonization, or certain effects – including revolutions, releasing certain countries, or events.
例如,莱茵兰地域是法国边境上的一组预先确定的省份,在1836年时包含两个地区:普鲁士莱茵兰(实际上被称为莱茵兰,因为它占据了一半以上该地域的土地)和巴伐利亚莱茵兰(被称为巴伐利亚莱茵兰以与普鲁士所占据的部分区分开),这被成为分属地区。在游戏进行中,莱茵兰地域的整体形状永远不会发生改变,但是其中的各地区可能发生改变。如果法国征服了普鲁士莱茵兰,显然将不会存在普鲁士莱茵兰,而会变为法兰西莱茵兰。而如果普鲁士征服了巴伐利亚莱茵兰,则整个地区会被统一成为一个普鲁士的地区。
Split states are typically named by their owner's adjective plus the state region name, e.g. Bavarian Rhineland; a split state which controls more than half of the state region is given the state region name, and a split state owned by a one-state country is typically given the country's name. If a country only owns a single hub province in a state, its portion of the state typically takes that province's name.
地区资源
Each state region has a certain amount of arable land and resources. This limits how many and which agriculture and resource industry (rural) buildings a state can support. As noted above, arable land and resources are divided among split states proportionally. In addition to resources present from the start of the game, certain resources ( gold, rubber, and oil) may be discovered during gameplay, unlocked by certain technologies. State regions always indicate if there are File:State status resources.png discoverable resources present, even before the unlocking technologies have been researched.
各地区所能支持的资源产业建筑的类型及规模有限。例如,一个地区的铁矿储量限制了你能在那里建造多少级的铁矿。这些资源限制实际上是地域的一个属性,它根据地区所占份额的大小动态分配资源给其中的地区。
值得注意的是,这一比例不仅基于占有地区的大小。例如,渔业潜力根据地区在该地域内的海岸线数量分布,而可耕土地则根据各地区的主要土地数量进行加权。虽然不适用于所有地方,但在肥沃土地与非肥沃土地之间有明确分界的地区,我们使用主要土地来进行判断——例如,对于上埃及一个地区的可耕地来说,控制尼罗河比控制周围的沙漠更重要。
一个地域也有可能包含一些可发现的资源。这些资源,如石油、黄金或橡胶,在游戏开始时不为人知,也不被认为是可开发的,但可能在之后被发现和开发。某些科技将会影响哪些资源可以被发现,或者影响这些资源被发现的几率。所有这些都是以加权随机的方式发挥作用的,因此,尽管在游戏的某个时刻出现克朗代克淘金热的可能性很高,但它可能并不是在历史上的同一日期发生。
战略区域
战略区域是一个由多个地区组成的大型预定地理区域。目前游戏中内建的617个地区共被分为53个战略区域。
Each state region belongs to a strategic region, a larger geographic area that is the basis for interests and HQs. There are 53 strategic regions, each containing between 5 and 20 state regions with an average of around 11 state regions per strategic region.
地区状态
In addition to ownership, there are a number of conditions that apply to a state and affect the local population and economy.
整合状态
Cultural Homeland | Time |
---|---|
Primary culture | 2 years |
Shared heritage trait | 5 years |
Shared other trait | 10 years |
No shared traits | 20 years |
除了政治上的归属,还有一些条件可以地区的人口和经济。首先是整合状态,用于表明该地区在拥有其的国家内处于怎样的政治状态。以下是不同的整合状态。
- 已整合地区:指该地区已经作为一个政治单元完全融入国家。该地区消耗完整的行政力,支付政府要求的所有形式的税收,并从所有国家机构中受益。
- 未整合地区:指该地区由国家拥有,但只接受轻度的管理,例如边境地区。未整合地区不消耗任何行政力,但仅支付特定种类的税收(例如消费税),不会从国家机构中受益,同时会受到基础设施减益。
- 殖民地地区:指该地区被认为是海外殖民地。运行方式类似于一个未整合地区,但会以较低的基础设施为代价获得更多的移民。
只要你有足够的行政力能对地区进行有效管理,你就可以整合一个未整合/殖民地地区,整合一个主流文化的本土地区需要两年,整合一个相同传承文化的本土地区需要五年,整合一个相同特质的本土地区需要十年,其他情况下需要二十年。对一个地区的整合可能是一个艰难的过程——虽然管理成本会立刻支出,但收益(税收,机构及其它)只能随着时间逐渐获得。整合时间取决于你的国家接受当地人的难易程度——例如,大不列颠整合一个印度地区将比整合福克兰群岛困难得多。
Unincorporated states can be incorporated by spending the total bureaucracy that is required to administer the state. The benefits of incorporation are phased in over the incorporation process, which takes between 2 to 20 years depending on cultural homelands present in the state. It is not possible to unincorporate a state, except by losing ownership of it to another country then recapturing it or having the state revolt. Additionally, a country automatically gains a claim if it loses an incorporated state due to a diplomatic play or war.
Unincorporated states have −25% infrastructure and −50% conscriptable battalions; pops in unincorporated states receive −15% starting wages and have −50% political strength and −33% expected standard of living. These effects remain in full until the state is completely incorporated.
基础设施 & 市场接入度
- 主条目:Infrastructure
Infrastructure determines the market access of a state. Unless a state is isolated – not able to access the market capital at all – it's market access is primarily a percentage based on infrastructure and infrastructure usage. States which are not connected to the market capital by land – that is, overseas – also require convoys and shipping lanes for their market access; a lack of which can reduce the market access even with sufficient infrastructure. Infrastructure is gained mainly from railways; however, there are other sources and several modifiers which increase or decrease infrastructure as well.
Market access reflects how connected the state is with the rest of the market. Low market access means the state's economy operates more "independently" and prices of goods in the state may differ greatly from the wider market. There are no "local markets", such that overseas states cannot support each other unless they can access the market capital.
征税能力
Incorporated states require sufficient taxation capacity in order to effectively collect taxes from the pops living in the state. Taxation capacity primarily comes from government administration buildings. If taxation capacity is insufficient for the population of the state, pops in that state are only taxed a percentage of the full tax rate set for the country and keep the remainder. This is in contrast with tax waste which taxes the full amount then discards the waste proportion.
首都地区
Each country has a capital state, where the seat of government is. The capital state has +25% taxation capacity and gives +25% political strength to pops living there. Occupying an enemy country's capital state is one way to force their capitulation during war, and certain war goals require occupying the capital state.
While not at war or involved in a diplomatic play, the capital state can be changed to any other incorporated state once every 5 years. Moving the capital adds a decaying −10% penalty to bureaucracy, authority, and influence.
市场中心
Each market owner has a File:State status market capital.png market capital, which is used for determining market access and isolated states. The market capital adds +25% infrastructure to its state. While not at war or involved in a diplomatic play, the market capital can be changed to any other incorporated state once every 5 years. Moving the market capital adds a decaying −10% penalty to throughput for all buildings.
动乱
File:State status turmoil.png Turmoil amount | Tax Waste | Migration Attraction | Construction efficiency |
---|---|---|---|
Moderate (25%) | +25% | −50% | −50% |
High (50%) | +50% | −75% | −75% |
Extreme (75%) | +100% | −100% | −100% |
A state where a large percentage of the population are radical experiences turmoil in increasing severity. A state with turmoil suffers penalties in the form of increased tax waste and reduced construction efficiency and migration attraction. Turmoil applies by thresholds, with each level requiring that percentage or more of the state's population to be radical.
These penalties can be reduced by investing into the Law Enforcement institution or by enacting the Violent Suppression decree.
Each level of law enforcement decreases the effects of turmoil by 15% (20% with Local Police) in incorporated states. This effect scales up with the progression of incorporation when incorporating a state. Violent suppression decreases the effects by 50%, but also increases the mortality of the state by 2% per point of turmoil.
荒废度
States that are occupied during war or damaged by events gain File:State status devastation.png devastation. Each point of devastation adds −1% infrastructure and construction efficiency, −2% migration attraction, and +2% pop mortality.
Devastation disappears naturally over time by −0.1 devastation per day (−36.5 per year). There is no way to change the rate of removing devastation, neither for good or bad.
事件修正
Events and journal entries can apply various modifiers to a state, providing various bonuses or maluses either temporarily or permanently.
法令
- 主条目:法令
参见
- ↑ Discovered/reverse-engineered by gawquon of the unofficial converters team