プロのゲーム攻略サイト

www.zgtz168.com

Total War:Three Kingdoms – コマンドリー ガイド

その他のトータル ウォー:三国志ガイド:

  • はじめに
  • 初心者向けガイド (ヒントとコツ)
  • 高度なヒントとコツ
  • リソースとキャンペーン マップ
  • ダメージの種類と影響
  • スパイ &スパイ活動ガイド
  • ゾーン オブ コントロール ガイド。
  • 管理者ガイド
  • 要塞ガイド。
  • フォーメーションガイド
  • 外交ガイド
  • 派閥ガイド。
  • 地形ガイド。
  • 疲労ガイド
  • 士気ガイド
  • 陸軍ガイド
  • ユニットの能力。
  • 戦闘タイプ
  • 包囲ガイド
  • 法廷ガイド
  • 決闘ガイド
  • ユニットの種類

コマンドリー

Commanderies は古代中国の多くの領土であり、広大なパッチワークで接続されて THREE KINGDOMS キャンペーン マップを構成しています。それらは、所有派閥との外交関係に応じて色分けされた境界線で区切られています。白線は中立領土の境界を示します。青い線は、友好国または同盟国領土の境界を示します。赤い線は、戦争中の派閥の境界を示します。

司令部には、そこに建設された建物に基づいて、所有者に税収、資源、およびその他の多くの利益を生み出す集落が含まれています。各司令部は、司令部の首都と 1 つまたは複数の付属郡で構成されます。首都の所有権は司令部の所有権を定義しますが、付属の郡は他の派閥によって占領され占領される可能性があります.

より高い派閥ランクでは、国庫パネルの税金スライダーを使用して、派閥の税レベルを上げたり下げたりできます。

司令部の首都

首都は派閥のインフラストラクチャの中心であり、経済を改善し、収入を生み出し、民衆と軍隊に利益をもたらす多くの建物を建設する場所です。

司令部は複数の郡に分割されます。司令部の首都は、司令部内の他のすべての郡と並んで、それ自体で郡を構成します。そのような郡には、農場、鉱山、寺院などの小規模な資源生成集落があります。集落を選択すると司令部パネルが開き、司令部のさまざまな郡とその所有者がすべて表示されます。

汚職

司令部が成長し発展するにつれて、汚職が増加し、事実上、司令部からの税収が減少します。貿易や外交などの他の収入源は、汚職の影響を受けません。

管理者や割り当てを採用し、特定の建物を建設し、特定の改革を研究することで、汚職と闘うことができます。

建物

インフラストラクチャを拡張および改善するために、コマンドリーとカウンティに建物を建設できます。これを行うことで、より多くの収入を生み出し、食料の生産と貯蔵を増やし、人口を増やし、名声を高めることができます。

建物は司令部パネルで構築されます。このパネルは、司令部または郡のいずれかを選択すると表示されます。各司令部の首都には町の中心があり、ターンごとに名声を生み出し、司令部の人口収容能力と食料備蓄を増やし、アップグレードされるとより多様な機能を実行します。

建物の建設にはお金がかかり、一部の建物は維持するためにターンごとに追加の維持費が必要です。各コマンドリーで一度に 1 つの建物しか建設できず、より高度な建物の建設には時間がかかりますが、資金があれば、問題にお金を投入して、建物スロットにあるラッシュ建設ボタンを使用して即座に完成させることができます。それ。

町のスロットの右側には、新しい建物を建設したり、既存の建物をアップグレードしたりできるスロットがあります。 Upgrading the town centre expands the settlement to unlock further building slots.

Mousing over an empty building slot will display which buildings may be constructed there. Mousing over an existing building will display information on that building’s function and bonuses, and right-clicking it will show you the entire building chain, so you can scrutinise the future bonuses it will grant when upgraded.

Some buildings will not become available until they are unlocked through new reforms. If this requirement is shown on the building, clicking the reform symbol will open the reforms panel and highlight the required reform.

There is a wide variety of buildings available, across five colour-coded categories.

Agricultural buildings (green):

These include buildings such as livestock and grain farms, food storage, and land development centres. Development and storage buildings are generally constructed in the Commandery capital, while farms are situated in counties away from the commandery capital. Broadly speaking, green buildings enhance food, peasantry income and reserves. As the people support the military, green buildings reduce the construction costs of red buildings.

Military buildings (red):

These buildings, such as military forges, conscription centres and military infrastructure buildings, bring benefits to your armed forces through improved military supplies, reduced recruitment and upkeep costs, increased food reserves and more besides. It is important to note that higher-tier unit types are not unlocked by military buildings, but through reforms, character levels and becoming emperor. As the military supports the government, red buildings reduce the construction cost of yellow buildings.

Government buildings (yellow):

Government buildings encompass tax collection, temples and administrative functions. They boost income, improve public order, combat corruption, and much more. They are also an important source of prestige. As the government encourages and stimulates industry, yellow buildings reduce the construction cost of grey buildings.

Economic buildings (grey):

These include buildings such as state-held or privately-owned workshops, and labour housing. These buildings increase your income from industry and commerce, boost population growth, and reduce corruption through the standardisation of coinage. As the output of the craftsmen flows into the marketplace, grey buildings reduce the construction costs of blue buildings.

Learning and market buildings (blue):

These buildings include schools, trade and mercantile offices, and hostelries. They improve income from a number of sources, improve your trade influence, and enhance character satisfaction. Certain high-tier market buildings can also increase the undercover network cost of enemy spy actions. As schools and markets bring education and profit to the people, blue buildings reduce the construction costs of green buildings.

Garrison

Each settlement maintains a garrison force in the event that an enemy army attacks. The composition of a garrison – which units it contains and how many – is defined by the buildings in the settlement and the presence of an administrator. You can view a garrison by selecting a commandery or county and clicking the green garrison symbol to the left of the relevant building slot.

The commandery town-centre building provides a single retinue (six units) to the garrison force. Another retinue may be added by building a garrison military (red) building. A third retinue will be added if an administrator is assigned to the commandery, though his retinue will not contribute to the garrison if the administrator has been recruited to an army (his retinue will appear in the army instead).

If a settlement is attacked by an enemy army, the garrison will appear in the ensuing battle (or counted towards the settlement’s defence if the battle is delegated) as an army under the defender’s control. If an army is also stationed in the settlement, the army and the garrison will fight together.

A garrison is bound to its settlement and cannot be ordered to leave. However, if a battle occurs involving a friendly army within the settlement’s zone of control, the garrison will sally out and join the friendly army for the duration of that battle.

Garrison forces which become damaged in battle and replenish just like any other army. Individual garrison units which are destroyed in battle will be re-recruited automatically over time.

Tax

Tax is the chief source of income for your faction. It is generated in your commanderies, and is derived from three main sources, as follows.

Peasantry income is a tax on the people, and scales with the commandery’s population. The higher the population, the more tax the commandery generates.

Commerce income is derived from certain market (blue) buildings that are constructed in the commandery. Buildings which generate commerce income (such as the harbour building chain for example) do not generate large amounts of income by themselves, but synergise extremely well with other blue building types to create large multipliers for commerce income. The market wharf building chain, for example, generates no commerce income of its own, but greatly enhances the commandery’s commerce income from other sources (such as the harbour building chain).

Industry income is derived from any industrial sources in the commandery, such as mine and toolmaker counties for example. Industry sources tend to provide a higher base level of tax income than commerce sources, but offer fewer inter-building synergies for enhancement of that income.

You can view a commandery’s combined income from taxes and other sources in the commandery panel. You can view your faction-wide tax income in the Treasury panel.

You can exempt a commandery from taxation by toggling the tax exemption box in the Commandery panel. This can improve matters in a commandery that is suffering from low public order.

As you advance your faction rank, you’ll gain the ability to modify the tax rate in a more granular fashion, increasing or decreasing them to balance income requirements with public order across you commanderies using the tax slider in the treasury panel.

Any bonuses from characters, buildings, administrators etc which are marked as improving ‘income from peasantry/commerce/industry’ will enhance the taxes you collect in a commandery without raising the tax rate. The Tax Collection building chain is one such source.