地區與地域

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(重新導向自地域
地區概覽界面中的基礎設施和市場接入度數據

《維多利亞3》在地圖地區上類似於《鋼鐵雄心4》,由操作級的「地區」與最小單位「地塊」組成。但與其他Paradox遊戲的顯著不同在於,其引入了動態地區這一機制。首先,需要對「地區」和「地域」進行界定區分。

地區States是由國家控制的一個地理區域。人群在地區內的建築里工作和生活。除分屬地區外,地區的疆域與地域等同。除孤立地域外,地區會將本地消費和生產的商品與同一市場內其他地區進行貿易,其程度取決於市場接入度。

地域State Regions是世界的一部分,與某些固定的省份集合相對應。地域通常等同於地區。在某些情況下,兩個或以上的國家各自在同一地域中持有一個地區,地域變成分屬地區。

在遊戲中,「地域」對應Paradox遊戲中傳統的省份、地區等腳本單位,而「地區」則集成了Paradox遊戲傳統上對省份、地區等的占有、管理等職責。因此,在《維多利亞3》中,版圖在理論上可以根據最小地塊來隨意劃分。

地域

參見:地域列表

地域是地圖上由多個地塊或組成的限定區域。每個地區都等於某個地域,或是某個地域的一部分,並歸某個國家所有。地區繼承其所屬地域的所有特徵。

繼承特質

參見:地區特質

地區可以從所屬的地域繼承一些狀態,包括:

  • 地區修正:這代表了對整個地域的經濟、基礎設施和/或人口有影響的各種地理特徵。
  • 宣稱:這代表一個地域被一個目前不擁有該地域的國家主張,該國被廣泛認為有正當理由且應當擁有該地區。通常這是由於該地曾屬於該國。對某地有宣稱時可以使用歸還地區戰爭目標,產生的惡名低於征服地區戰爭目標。
  • 文化本土:每一種文化都有一個或者多個本土地區(也許沒有,比如猶太人),該文化中的大多數人認為這是他們的自然家園。這不考慮該文化以外的任何人的觀點(例如,瑞典人在俄羅斯人認為哪些地域是他們的本土的問題上沒有任何發言權,反之亦然)。這對執行同化以及成立國家來說十分重要。

分屬地區

A State status split state.png 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,萊茵蘭地域是法國邊境上的一組預先確定的省份,在1836年時包含兩個地區:普魯士萊茵蘭(實際上被稱為萊茵蘭,因為它占據了一半以上該地域的土地)和巴伐利亞萊茵蘭(被稱為巴伐利亞萊茵蘭以與普魯士所占據的部分區分開),這被成為分屬地區。在遊戲進行中,萊茵蘭地域的整體形狀永遠不會發生改變,但是其中的各地區可能發生改變。如果法國征服了普魯士萊茵蘭,顯然將不會存在普魯士萊茵蘭,而會變為法蘭西萊茵蘭。而如果普魯士征服了巴伐利亞萊茵蘭,則整個地區會被統一成為一個普魯士的地區。

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.

地區資源

Each state region has a certain amount of Arable land.png 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 (Goods gold.png gold, Goods rubber.png rubber, and Goods oil.png 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.

各地區所能支持的資源產業建築的類型及規模有限。例如,一個地區的鐵礦儲量限制了你能在那裡建造多少級的鐵礦。這些資源限制實際上是地域的一個屬性,它根據地區所占份額的大小動態分配資源給其中的地區。

值得注意的是,這一比例不僅基於占有地區的大小。例如,漁業潛力根據地區在該地域內的海岸線數量分布,而可耕土地則根據各地區的主要土地數量進行加權。雖然不適用於所有地方,但在肥沃土地與非肥沃土地之間有明確分界的地區,我們使用主要土地來進行判斷——例如,對於上埃及一個地區的可耕地來說,控制尼羅河比控制周圍的沙漠更重要。

一個地域也有可能包含一些可發現的資源。這些資源,如石油、黃金或橡膠,在遊戲開始時不為人知,也不被認為是可開發的,但可能在之後被發現和開發。某些科技將會影響哪些資源可以被發現,或者影響這些資源被發現的機率。所有這些都是以加權隨機的方式發揮作用的,因此,儘管在遊戲的某個時刻出現克朗代克淘金熱的可能性很高,但它可能並不是在歷史上的同一日期發生。

戰略區域

戰略區域是一個由多個地區組成的大型預定地理區域。目前遊戲中內建的617個地區共被分為53個戰略區域。

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.

地區狀態

In addition to ownership, there are a number of conditions that apply to a state and affect the local population and economy.

整合狀態

Incorporation time
State status homelands.png Cultural Homeland Time.png Time
Primary culture 2 years
Shared heritage trait 5 years
Shared other trait 10 years
No shared traits 20 years

除了政治上的歸屬,還有一些條件可以地區的人口和經濟。首先是整合狀態,用於表明該地區在擁有其的國家內處於怎樣的政治狀態。以下是不同的整合狀態。

  • 已整合地區:指該地區已經作為一個政治單元完全融入國家。該地區消耗完整的行政力,支付政府要求的所有形式的稅收,並從所有國家機構中受益。
  • 未整合地區:指該地區由國家擁有,但只接受輕度的管理,例如邊境地區。未整合地區不消耗任何行政力,但僅支付特定種類的稅收(例如消費稅),不會從國家機構中受益,同時會受到基礎設施減益。
  • 殖民地地區:指該地區被認為是海外殖民地。運行方式類似於一個未整合地區,但會以較低的基礎設施為代價獲得更多的移民。

只要你有足夠的行政力能對地區進行有效管理,你就可以整合一個未整合/殖民地地區,整合一個主流文化的本土地區需要兩年,整合一個相同傳承文化的本土地區需要五年,整合一個相同特質的本土地區需要十年,其他情況下需要二十年。對一個地區的整合可能是一個艱難的過程——雖然管理成本會立刻支出,但收益(稅收,機構及其它)只能隨著時間逐漸獲得。整合時間取決於你的國家接受當地人的難易程度——例如,大不列顛整合一個印度地區將比整合福克蘭群島困難得多。

Unincorporated states can be incorporated by spending the total 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 State status infrastructure.png −25% infrastructure and Military battalions.png −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.

基礎設施 & 市場接入度

主條目: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 Building railway.png 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.

徵稅能力

Incorporated states require sufficient taxation capacity in order to effectively collect taxes from the pops living in the state. Taxation capacity primarily comes from Building government administration.png 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.

首都地區

Each country has a State status capital.png capital state, where the seat of government is. The capital state has Hud money.png +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 bureaucracy, Hud authority.png authority, and Hud influence.png influence.

市場中心

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% State status infrastructure.png 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.

動亂

File:State status turmoil.png Turmoil amount Tax Waste Migration Attraction State status construction.png 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 Political radical.png 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 Institution police.png Law Enforcement institution or by enacting the Decree violent suppression.png Violent Suppression decree.

Each level of law enforcement decreases the effects of turmoil by 15% (20% with Law local police.png 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.

荒廢度

States that are occupied during war or damaged by events gain File:State status devastation.png devastation. Each point of devastation adds −1% State status infrastructure.png infrastructure and State status construction.png 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

主條目:法令


參見

  1. Discovered/reverse-engineered by gawquon of the unofficial converters team