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2020年10月10日 (六) 14:28的版本


There are three types of buildings in Victoria 2. Naval bases and forts can only be built by the government, while the economic policy of a nation determines whether capitalists or the government can build railroads.

Buildings are build in each individual province (unlike factories which are built at a state level). For forts and railroads the only limit to how many buildings a nation could have is the number of provinces. Likewise a province in the game could potential hold every single available building at the same time. There can however only be one naval base per state.

Forts

Forts are defensive structures that provide a variety of benefits.

Default cost per level(this is increased if the national administrative efficiency is less than 100%):

  • 100 Resource lumber.pnglumber
  • 100 Resource cement.pngcement
  • 50 Resource explosives.pngexplosives
  • 50 Resource small arms.pngsmall arms
  • 40 Resource artillery.pngartillery

Benefits:

  • Each level of a fort increases the time to occupy a province by roughly 75%. This means a Level 3 fort increases the occupation time by 225% and so forth.
  • Forts provide a bonus to the defender's military tactics in battle, though only to the owner. The bonus for a Level 1 fort is 10%, shown in comparison to 100% tactics/level. The bonus can be observed by hovering the mouse over the flags in the combat window, along with the number of techs and tactics bonus.
  • Armies in enemy territory adjacent to an enemy fort show +2% attrition modifier for presence of nearby fort.
  • Level 1 fort increases colonial range by 100.

Naval bases

Naval bases are buildings that allow country to build a bigger navy and colonize land. They can only be build in coastal provinces, and there can only be 1 base per state. (except in vanilla and AHD, where all provinces can hold a naval base)

Default cost per level(this is increased if the national administrative efficiency is less than 100%):

  • 50 Resource timber.pngtimber
  • 50 Resource lumber.pnglumber
  • 100 Resource cement.pngcement
  • 100 Resource steel.pngsteel
  • 1 Resource machine parts.pngmachine parts

In addition to the goods, naval bases also have an added 15 000£ price tag after level 1. This cost doubles with each level of naval base. So the total price will be:

  • level 1 naval base: cost of the goods
  • level 2 naval base: cost of the goods + 15 000£
  • level 3 naval base: cost of the goods + 30 000£
  • level 4 naval base: cost of the goods + 60 000£
  • level 5 naval base: cost of the goods + 120 000£
  • level 6 naval base: cost of the goods + 240 000£

Benefits:

  • Increases naval supply throughput by +10 per level, which limits the size of navy that can be effectively supplied
  • Gives 30 colonial points for level 1 naval base(and +20 points for every level after that)
  • Increases colonial range +50 per level
  • Makes local ship build time 10% shorter per level
  • Higher levels are needed to build more advanced ships (note that capital ships also can't be built overseas):
    • Level 1 required for Manowar.pngMan'o'War, Commerce raider.pngCommerce Raider and Steamer transport.pngSteamer Transport
    • Level 3 required for Ironclad.pngIronclad and Monitor.pngMonitor
    • Level 4 required for Battleship.pngBattleship and Cruiser.pngCruiser
    • Level 5 required for Dreadnought.pngDreadnought

Railroads

Railroads increase the economic and military potential of province.

Default cost per level(this is increased if the national administrative efficiency is less than 100%):

  • 100 Resource timber.pngtimber
  • 100 Resource cement.pngcement
  • 100 Resource steel.pngsteel

Benefits:

  • Increases supply limit by 0.64 per level
  • Increases factory throughput by 16% per level
  • Increases RGO output by 16% per level
  • Decreases troop movement cost by 5% per level
  • Makes fancy connections with other provinces with railroads on the map

Railroads are the only type of building, that can be build in another nation via investment and by Capitalists mini.pngcapitalists.