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报告翻译问题
In some provinces I've had 0 recruitment points for turn after turn. In fact some provinces have Never had a single recruitment point for the entire game.
All this information should be available through the icons for provincial modifiers at the bottom left corner when a settlement is selected.
So even say as Rome in a Spanish province you got the federation town building which allows you to recruit native units. But it gives you no recruitment points at all????
Kinda silly. Or I bet you gotta wait like 40-80 turns like ♥♥♥♥♥♥♥♥ Europa barbarorum 2…
I guess native units are meant to be recruitable even before any military reforms (which currently are handled through researching technologies rather than being reliant on a specific turn number). For Rome there is a technology to increase recruitment points by 3, "voluntary recruitment" which takes about 23 turns in total to research from turn 1. "Cohort organization" and "military colonies", which are later technologies, also add 2 respectively 1 recruitment point globally.
Recruitment points seem to add up within a full province so owning all settlements in Italia (Roma, Arretium and Neapolis) gives 12 points while only owning Tarraco in Tarraconensis only gives 1 point. The base global amount of recruitment points seem to be 2 and specifically when playing as Rome the "Shrine of Mars" building line also adds recruitment points.
I ran a very short test campaign as Rome to test recruitment in Tarraco (along the eastern spanish/iberian coast). Building the government building (main settlement building) "Civitas Foederatae (Romanized)" allows recruitment of some native units. During the test the following modifiers were present:
+1 from loosely rural region
+2 from base amount of recruitment points
public order was above 0 and therefore had no effect
"productive summer" had no effect
= 3 units can be recruited
next turn the modifiers were:
+1 from loosely rural region
+2 from base amount of recruitment points
public order still above 0
-3 from "mild winter"
= 0 units can be recruited, note that the units queued from the previous turn have not been recruited and are still queued up. Cancelling them would mean that i loose that recruitment and must wait even more turns but when proceeding to the next turn ("mild summer" this time) without cancelling, 3 units have been recruited. The effective recruitment capacity therefore depends on the total recruitment points in a region at the start of the next turn.
Hope this explains how recruitment is affected. I think this is all I've observed so far.
What I've tested so far is only how the amount of recruitable units per turn is affected by various modifiers and I've never had 0 recruitment capacity in any province so far for several turns (except for when public order has been low enough).
Recruitment points and recruitment capacity are two entirely different things.
For example I got a recruitment capacity of 4 in one province but it's always had zero recruitment points so I can't recruit anything. For 1 turn I had recruitment points, city got driver that same turn so my recruitment was postponed, after I broke the siege I was back to zero so those units were on hold indefinitely.