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{{version|3.0}}{{需要翻译}} {{expansion|hl}} [[File:Clans.jpg|400px|thumb|right|部族界面]] [[File:Nomadic_government.png]] {{N|游牧制|Nomadism}} 是欧亚大草原上迁移的''马上诸王''的[[政体]]。尽管某些限制和机制类似,游牧制领主和[[封建制]]领主或 {{icon|tr}} [[商业共和国]]贵人的玩法明显不同。 未启用 {{icon|hl}} 马上诸王[[DLC]],游牧制领地被[[部落制|部落]]替代,游牧制和部落制政体有一些相似之处。游牧制也是CK2中可玩的三种非封建制政体之一,其他两种是商业共和国和部落制。 == 地产 == 游牧民族因持有任何常规的[[holding|地产]]类型-城堡,城市,寺庙或部落而受到收入惩罚。直辖的空槽是游牧人口和军队的牧场。在所有政府类型中,游牧民族都没有定界的限制。一个“ Khagan 可汗 ”将面临越来越大的压力,需要分封多余的游牧县(即拥有最多一家游牧县的县),否则将因氏族观感下降或小氏族崛起而面临起义。附庸可汗可以容纳任意数量的游牧县,而所有游牧民可以容纳任意数量的拥有2个地产和更多空地产。 每个游牧民族都有一个[[nomadic capital|游牧制首都]]。这种财产不提供税收或征税,但确实具有大量的[[buildings|建筑]],这将给人口增长,税收,战斗力和补给上限等带来好处。游牧民族可以比其他统治者更频繁地转移其首都,并且所有建筑物都被搬到新位置(尽管有些建筑物可能不活动)。游牧首府根据其位置,县的地形以及县中是否建立了[[trade post|贸易站]],有更多的建筑选择。 游牧民族只能“建造”[[temples|寺庙]],而不能建造任何其他房屋。这对于改革{{iconify | Tengri}}异教徒(或任何可以改革的异教徒)的信仰至关重要。如果不这样做,圣地只会因为不安定而提供5%的宗教权威。经过改革后,这些庙宇确实将省内宗教锁定在未改革的版本上,原因是拥有的藏品阻止了适用于空的游牧省份的文化和宗教传播;这些省份必须由传教士传教。 游牧民族无法建造[[医院]]或[[堡垒|要塞]],但可以接管并升级省份之前的统治者建造的医院。他们还可以在重要的丝绸之路省份建立贸易站。 ===[[File:Loot.png]]劫掠=== 游牧民族可以通过以下两种方式[[File:Loot.png|22x22像素]]''劫掠'' : *对于他们自己持有的地产,他们可以通过鼠标右击该地产发出一个[[Title actions#Pillage|劫掠命令]]。这会在一个随机区域获得 50{{icon|gold}}和 5 [[File:Alert technology.png|25x25像素]][[科技|科技点数]] ( 如果劫掠一个城堡、城市或寺庙 ) 或者 25{{icon|gold}}和 150{{iconify|Population}}( 当劫掠部落时 ), 并摧毁控制领地地产内的两个建筑。 * 成功的围攻或洗劫之后, 他们可能有时会得到一个允许他们劫掠的事件; 这会在一个随机区域获得 10 {{icon|gold}} 和 5 [[File:Alert technology.png|25x25像素]][[科技|科技点数]] 或者 5{{icon|gold}} 和 75{{iconify|Population}} ( 当劫掠一个部落时 ), 并在领地地产内摧毁一个建筑。 劫掠拥有两个或更少地产建筑的领地会摧毁它, 腾出又一个空地产槽可进一步增长最大{{iconify|Population}}。 地产建筑的完全销毁将带来5声望(事件将在几天后发生)。 当所有地产建筑被摧毁时,该省份的文化和宗教将发生变化。 奖励将介于正常的 5{{icon|prestige}}和以下选择之间。 *人口激增 (首都获得10年的 0.08%{{iconify|Population}}人口增长和0.1%{{iconify|Manpower}}人力增长 修正, 修正效果会随首都移动) 如果是 {{iconify|diligent}}勤奋 或 {{iconify|gardener}}园丁 *京观 (当地省份修正, 每月+0.5 {{icon|prestige}}) 如果是 {{iconify|cruel}}残暴 或 {{iconify|impaler}}拷打爱好者。 *游牧民祭典 (当地省份修正, 每月+0.5 {{icon|prestige}}) 如果是 {{iconify|zealous}}狂热 或 {{iconify|possessed}}恶魔缠身。 若要进行劫掠行动,必须是一个独立的统治者(这通常意味着只有大可汗可以掠夺),并且要么拥有省份及地产(如果省份属于一个附庸而地产可掠夺,掠夺不会被允许)要么是省份地产的控制者,控制者占有该省份四个或更多的地产建筑。 即使彻底摧毁该省份内的所有地产可以有效防止叛乱,劫掠也显著增加了叛乱的机会(+30%叛乱几率 来自''“部落暴动”''修正)。随着这些地产建筑被摧毁,该省份起义的规模通常会减少,在劫掠拥有许多地产建筑的高发展度省份时,劫掠省份地产的反叛是最危险的。修正''“部落暴动”''也会减少100%的税收和征召兵增长,使得地产极易被围攻。 在劫掠期间控制地产时,游牧民族将遭受非游牧制诸侯(如部落酋长、城堡领主、城市市长和寺庙神职人员等等)的[[领主税]]减少的惩罚。 ===授予头衔=== 游牧制统治者自动将省份的[[首府]]降级为[[File:Barony.png]][[地产|男爵领]],导致省份的头衔只能授予游牧民。因此,他们不能创建[[File:Theocracy government.png|Theocracies|link=]]神权制或[[File:Merchant republic government.png|Republics|link=]]商业共和国制(除非已经有一个封臣沿海伯爵级共和国存在或省份以某种方式保持其持有地产首府)的封臣。当游牧民族征服一个省份([[File:CB subjugation.png]]入侵,[[File:CB de jure claim.png]]省份征服,或通过撤销省份获得),一个空槽默认是省份的首府。(如果该省份已经有7个地产建筑,其中一个将在有更多的空地产槽之前不会显示在省份视图中,但是在其他方面将正常运作)。游牧民族'''不能'''改变省份的首府。游牧民族统治者在正常情况下除了通过[[File:CB de jure claim.png]]征服战争或[[File:Alert succession.png|Succession|link=|26x26像素]]继承获得高级封臣外,只能有男爵封臣。 ==人口和人力== 一个部族的最大 {{iconify|Population}}人口 (在修正效果之外) 由下方公式给出 <pre> [((可汗的直属领地的空地产槽数量) x 1000) - (最大人力)] </pre> 每月增加当前{{iconify|Population}}人口和最大{{iconify|Population}}人口之间的差值的1%,如果当前{{iconify|Population}}人口超过最大数量,则每月减少1%。{{iconify|Population}}人口根据(可汗或摄政大臣的)'''[[File:Icon stewardship.png|Stewardship|link=]]'''[[管理|管理属性]]和游牧首都的地产建筑提供游牧税。[[File:CB subjugation.png]]入侵 [[宣战理由]]需要至少3万人的{{iconify|Population}}人口且这个值不得低于最大{{iconify|Population}}人口的75%,而附属小可汗的该[[File:Alert casus belli.png|25x25像素]]战争理由则要求当前{{iconify|Population}}人口数至少占最大{{iconify|Population}}人口的一半。游牧首都的建筑增加了最大{{iconify|Population}}人口限度和{{iconify|Population}}人口增长。 以月单位计算人口达到一定比例所需时间的公式: <pre> 时间 = [ln( (1-%) 最大人口)-ln( 最大人口 - 当前人口 )]/ln( 1 - 增长率 ) </pre> 例如: 在1%的增长率下,从最大人口的0%到75%大约需要128个月: <pre> (ln(0.25)-ln(0.9))/ln(1-0.01)=127.5 </pre> 在3%的增长率下,从最大人口的50%到75%大约需要23个月: <pre> (ln(0.25)-ln(0.5))/ln(1-0.03)=22.8 </pre> 人口也会对{{iconify|Manpower}}人力有作用,{{iconify|Manpower}}人力最多增加到当前{{iconify|Population}}人口的1/5。 {{iconify|Manpower}}人力月度增长当前数值与最大值之差的9%,{{iconify|Manpower}}人力用于组建和补充游牧军,[[游牧军]]类似于[[近卫军]]的永久性骑兵部队。每支军队都需要250{{iconify|Manpower}}人力,无论游牧军是什么编制类型,不管近卫军上限规模如何变化。创建和维护其他游牧军也需要花费威望、财富或虔诚,这取决于编制类型。游牧军在刚开始创建时的兵力只有一半,不像近卫军那样在刚开始创建时仅有一人。 未使用的{{iconify|Manpower}}人力 也会提供游牧税。 ===注意事项=== *与你的直觉相反,随着你的 {{iconify|Population}} 增加,你的 {{iconify|Population}}最大值 实际上会'''减少''',而你的 {{iconify|Manpower}}最大值 会'''增加'''。 *如果人口增长速度缓慢十分困扰你,请考虑减少或停止军事活动;人力的大幅削减(或伤亡补员)会导致人口增长停止,甚至人口逆增长。 *在游戏的'''旧版本'''中,'''如果人口最大值太高,你将无法发起 [[File:CB subjugation.png]]入侵(''因为游戏内部将无法计算百分比'')。限制是2^21,约为209万。这可以通过拥有包括整个欧洲和大草原在内的所有空省份地产槽来实现。'''启用补丁3.2.1,有可能保持超过600万的人口,唯一的问题是游戏分数因过大而溢出。 ==宣战理由和战争== {{main|Casus Belli#Nomad CBs}} Nomads have several powerful [[casus belli]] available to them: 游牧政体有几个强大的宣战理由: *1、They can conquer any adjacent county, even if the target shares [[religion]]. However, non-pagans can only use this CB on other nomads and tribals. *1、征服伯爵领:他们可以征服任何邻近的伯爵领,即使目标信奉相同的宗教。然而,非原始宗教只能在其他游牧制和部落制使用此宣战理由(CB)。 *2、If their population is at least 50% of maximum, they can (for 300 prestige) attempt to ''subordinate'' an entire neighboring [[duchy]], vassalizing the target if non-nomadic and below king-tier, while usurping all titles otherwise. *2、征服公爵领:如果他们现有人口≥最大人口的50%,他们可以(消耗300威望)宣战邻近的公爵领地,如果目标不是游牧制并且低于国王级别,则附庸目标,否则将篡夺所有头衔。 *3、If their population is at least 75% of maximum and at least 30000, they can (for 100 prestige) ''invade'' an entire de jure kingdom. *3、入侵:如果他们现有人口≥最大人口的75%,且至少是30000人,他们就可以(消耗100威望)入侵整个法理王国。 *4、They can ''humiliate'' another nomad to steal 300 prestige and 25% of the target nomad's population. *4、羞辱:他们可以羞辱另一个游牧制政体单位,获得300威望和目标游牧制政体单位人口的25%。 *Finally, once during a character's rule (once per century for immortal characters), a nomadic ruler can ''subjugate'' an entire non-nomadic realm, obtaining the top title and all vassals in one war regardless of size. Only Khagans may subjugate empires. *最后,在角色统治期间(对于不朽角色,每世纪一次),游牧统治者可以征服整个非游牧领域,在单独一场战争中获得最高头衔和所有附庸,不论规模大小。只有可汗可以征服帝国。 Note that if a Khan or Khagan is forced to abdicate due to a non-nomadic vassal rebellion, and the same character then regains the title, the Subjugation CB can be used again. This may not be intended behavior. Reaching the 75% threshold for using the invasion CB can take a surprisingly long time, since population growth slows down asymptotically as it nears the maximum; it takes about 4.5 years to go from 50% to 70% of maximum population. To get the required population, focus on nomadic capital buildings which increases population growth. There is also an event (after destroying all holdings in a county via pillage, and the character is {{iconify|Diligent}}) which allows population growth. Non-nomads get the "Liberation" CB on nomads, which targets a whole duchy and has no cost, similar to a Holy War. AIs are more likely to use this on duchies with castle or city holdings, as such counties will not have nomad agitation after being conquered. While not unique to nomads, the CBs which make the target a tributary are more useful for Khagans as it helps with clan sentiment (and thus, improve opinion with vassal khans). Tributaries also cannot join in [[defensive pact]]s, something Khagans with high threat can consider. Nomadic troops are primarily [[horde troops]], which like [[retinues]] are not counted as levies. When fighting other nomads, the primary ways to gain warscore are occupying enemy nomadic capitals and winning battles. This becomes an issue when large [[defensive pact]]s form against the nomad. 需要注意的是,如果一个可汗或可汗因非游牧附庸的叛乱被迫退位,然后同一角色重新获得头衔,则可以使用征服CB。这可能不是预期的行为。 要达到使用入侵CB所需的75%阈值可能需要相当长的时间,因为人口增长在接近最大值时会逐渐放缓;从50%到70%的最大人口需要大约4.5年的时间。为了获得所需的人口,专注于增加人口增长率的游牧首都建筑。还有一个事件(在通过劫掠摧毁一个郡的所有领地后,角色是),允许人口增长。 非游牧民族获得针对游牧民族的“解放”CB,该目标针对整个公国并且没有成本,类似于神圣战争。AI更有可能在拥有城堡或城市领地的公国上使用此功能,因为这样的郡在被征服后不会有游牧民的骚乱。 虽然不是游牧特有的,使目标成为附庸的CB对可汗更有用,因为它有助于氏族情绪(从而改善与附庸汗的关系)。附庸也无法加入防御盟约,这是威胁较高的可汗可以考虑的问题。 游牧部队主要是部落部队,与随从一样不计入征兵。在对抗其他游牧民族时,获得战争分数的主要方式是占领敌人的游牧首都和赢得战斗。这在针对游牧民族的大型防御盟约形成时成为问题。 ==游牧省份== A county counts as nomadic (for the purposes of determining number of clans) if it has 0 or 1 holdings. This includes the nomadic capital. For example, a county containing a single temple would count as nomadic, as long as the nomad does not have their capital there. If the nomad then moves their capital to that province, it would no longer count as nomadic, altering land demands and the maximum clan number. 为了确定部落数量,如果一个郡拥有0或1个领地,则该郡被视为游牧(用于确定部落数量)。这包括游牧首都。例如,一个只包含一座寺庙的郡将被视为游牧,只要游牧民的首都不在那里。如果游牧民随后将其首都迁至该省份,则将不再将其视为游牧,从而改变土地需求和最大部落数量。 ==部族== Independent nomadic rulers (usually called ''Khagans'') always hold an [[empire]]-tier [[titular]] title. Their nomadic vassals (usually called ''khans'') hold titular [[kingdom]]-tier titles. Nomads are not allowed to change their [[primary title]]. Up to 9 clans may exist in a nomadic realm; the maximum number of vassal khans a Khagan may have is 8. The number of vassal clans increases by one for every 5 nomadic counties in the realm, reaching the maximum at 40 nomadic counties. Vassal clans do not count towards a Khagan's vassal limit. They also do not pay taxes to the Khagan or provide [[levies]]. The clans will demand a certain amount of land from the ruler that is dependent on the total number of nomadic counties, once the clan limit rises above 1. This demand is 2 at 5 nomadic counties, 3 at 6 nomadic counties, 4 at 7 or 8 nomadic counties, and 66% of the number of nomadic counties, rounding up, thereafter. During wars, a Khagan can ask his vassal clans to join in the war. The vassal clans can decline, but at a steep prestige cost and decreased opinion from the Khagan. Khagans may not call vassal clans into wars when honouring requests to join wars from allies or tributaries, or when the vassal clans are already at war with the Khagan's opponents. If the Khagan holds too many ''nomadic counties'' (defined as a county with one or no settlements), his nomadic vassals will be upset. If he is significantly over the limit, there is a high chance of a minor clan revolt erupting in a demesne province. This involves a very large army appearing led by a landless character, similar to a religious or nationalist revolt. On success, the minor clan takes all held territory and becomes a new nomadic vassal clan. It is usually acceptable to immediately surrender to these revolts, as they are very difficult to overcome and the consequences of defeat are minor. Minor clan revolts will not occur once the realm has 9 clans. After a successful minor clan uprising, the [[event troops]] from the rebellion are not disbanded, and can be used by the new khan in other wars. 独立游牧统治者(通常称为可汗)始终拥有帝国级别的名义头衔。他们的游牧附庸(通常称为汗)持有王国级别的名义头衔。游牧民不得更改其主要头衔。 在一个游牧领域中最多可以存在9个部落;可汗可以拥有的最大附庸汗数量为8个。附庸部落的数量每增加5个游牧郡增加一个,最多达到40个游牧郡。附庸部落不计入可汗的附庸限制。他们也不向可汗纳税或提供兵力。 一旦部落限制超过1,部落将要求统治者提供一定数量的土地,具体数量取决于游牧郡的总数。这一要求在5个游牧郡时为2,在6个游牧郡时为3,在7或8个游牧郡时为4,此后为游牧郡数量的66%(向上取整)。 在战争期间,可汗可以要求他的附庸部落加入战争。附庸部落可以选择拒绝,但会有巨大的威望成本和可汗的意见下降。可汗在满足盟友或附庸的参战请求或附庸部落已与可汗的对手开战时,不得召集附庸部落参战。 如果可汗拥有过多的游牧郡(定义为只有一个或没有定居点的郡),他的游牧附庸会感到不满。如果他的领地明显超出限制,在一个直属领地郡发生小规模部落叛乱的可能性很高。这涉及一支由无地角色率领的大军出现,类似于宗教或民族主义叛乱。如果成功,小规模部落夺取所有领地,成为新的游牧附庸部落。通常,人们会接受立即向这些叛乱投降,因为很难战胜它们,而失败的后果也很轻微。一旦领域有9个部落,小规模部落叛乱就不会发生。 在成功的小规模部落起义后,叛乱事件中的部队不会被解散,可以由新可汗用于其他战争。 ===部族观感 === 部落忠诚度是附属汗对可汗及其彼此之间的看法的重要组成部分。您可以在部落界面上查看每位汗的部落忠诚度。部落忠诚度的高低没有上限。然而,由于部落忠诚度而调整的观点分别上限为+100和-100。 部落忠诚度受到以下因素的影响: *(对于可汗)附属汗是否在[[council|内阁]](-5如果不符合) **然而,如果有世仇的汗担任内阁成员,世仇的汗的部落忠诚度将减少。(-3对于有敌意的汗和担任议事会成员的汗) *(对于可汗)保留过多的游牧郡(影响所有部落的忠诚度;每个郡-20) *(对于可汗)附属汗拥有的游牧地太少(当部落的人口占最大人口的百分比时发生。人口越接近部落的最大值,对部落忠诚度的负面影响越大。) *(对于可汗)领域中存在太多的部落(影响所有部落的忠诚度);如果领域中有足够的游牧郡来支持9个部落,则此因素不活跃。 *血誓或世仇 *角色的[[prestige|威望]](影响所有部落的忠诚度) *角色是否信仰相同的宗教或有任何婚姻关系(例如,一个女性[[File:Dynasty close relative.png]]近亲与汗结婚) *[[chancellor|内阁]]的工作改善部落忠诚度 ===分裂和同化部族 === A Khagan may choose to establish a new clan and vassal khan by giving out a county and its associated {{iconify|Population}}, either from his own clan (i.e. his demesne provinces) or his vassal khan with the most {{iconify|Population}}. As one can imagine, the vassal clan does not welcome this division of land; every province taken from a vassal clan in such a manner will lower the clan sentiment towards the Khagan by 20. Absorbing a vassal clan will return all counties in the khan's possession to the Khagan; the khan will be reduced to a courtier. This act will lower the vassal khan's opinion of the Khagan by 70; the khan would almost certainly revolt unless he is imprisoned. Also, if the absorbing is done without a valid reason, other vassal clans would also deem the action tyrannical, resulting in lowered clan sentiment. Absorbing a clan after defeating a traitorous khan allows the Khagan to redistribute power between himself and his vassal khans. 可汗可以选择通过分配一个郡及其关联的人口,来建立一个新部落和附属汗。这些领地可以来自他自己的部落(即他的直属领地省份),或来自拥有最多人口的附属汗。可想而知,被削减土地的附属部落并不欢迎这种领土划分;以这种方式从附属部落夺取的每个省份,将使部落对可汗的忠诚度降低20。 吸收一个附属部落将使汗所拥有的所有郡回归可汗;汗将降级为庭臣。这一行为将使附属汗对可汗的看法降低70;除非被囚禁,否则汗很可能会叛乱。此外,如果没有正当理由进行吸收,其他附属部落也会认为这一行为是暴虐的,导致部落忠诚度降低。在打败叛徒汗后吸收部落,可汗可以重新分配自己与附属汗之间的权力。 ===血誓与世仇=== 每个汗或可汗都可以向另一位同族汗发誓血誓。一旦建立了血誓,两位汗或可汗与汗之间将增加彼此的部落忠诚度,并且当另一位角色请求时,他们不能拒绝对方的召集。血誓的有效期直到任一角色去世。在部落界面上,血誓由连接两位角色的绿色线条表示。 可以通过相同的方式宣布世仇。然而,汗或可汗可以拥有的世仇数量没有限制,并且世仇可以持续数代。世仇允许汗相互劫掠;与附属汗有世仇的可汗不能劫掠该附属汗。在部落界面上,世仇由连接两位角色的红色线条表示。 请注意,血誓和世仇与敌对状态是分开的;一个宣过血誓的汗可能成为你的敌人,而一个敌对的汗不会自动与你处于世仇关系中。 ===给予部落独立=== 可汗在和平时可以让部落授予独立。然而,随着王国领土的缩小,可汗会不得不将游牧郡分给剩余的附属部落或建立新部落。 ==继承== 唯一的继承法是{{N|游牧继承法|Nomadic succession}},有'''最高威望'''的'''同文化男性亲属(叔叔,兄弟,儿子或侄子)'''(女性亲属通常不能继承)继承头衔,同时,'''儿子有优先权'''。此外,如果一位附庸的部族酋长(汗王)的威望<sup>{{red|和/或人口?}}</sup>高出许多,他可以继承可汗头衔。如果此情况发生,前可汗的部族成为附属汗国。孩子不能继承可汗国,即使他们可以成为汗王。孩子将可能获得一个强宣称,此宣称可以立即索取,尽管这必须通过直接向新可汗宣战来实现(以及摄政和内阁支持);这场战争很难获胜,因为可汗会召唤其他附属部族作为盟友。但是,在少数情况下,可汗'''没有附属部族''',如果他的继承人是儿童,这个儿童可以成为可汗。 拥有相关的“女性地位”法(要求 {{icon|con}} 御前会议DLC),游牧国家可以采用男性优先继承甚至男女平等继承。 成年男性亲属可以被派去做[[雇佣兵]]领袖,允许他们积累大量威望和财富。这给了汗王一个[[继承人#Selecting your heir|影响继承]]的方式,但有受伤的风险。一种风险较小的获得声望的方法是通过荣誉头衔,特别是指定摄政头衔。或者,如果男性亲属不是穆斯林,利用结婚的威望惩罚(让出身卑微的廷臣和不适合的候选人结婚)可以减少他们成为继承人的机会。 拥有 {{icon|hf}} 神圣之怒,强大的游牧统治者可以通过改革原始宗教信仰时选择''男性氏族''或''女性氏族''教义来强制采用[[土耳其继承法]]。 当可汗去世,所有封臣(伯爵及以上级别)可以选择继续做封臣或者宣布独立。通过将[[游戏规则]]中的游牧稳定度设置为“稳定”,封臣不被允许宣布独立。 AI封臣更可能选择独立,如果他们不是游牧制,对<sup>{{red|去世?}}</sup>可汗好感低,或者是 {{iconify|Ambitious}}。较大的可汗国的封臣也更有可能选择独立,难以束缚在一起。 继任的可汗有正当理由收回土地: *如果游牧封臣选择独立,新可汗对他们所有的直辖省份获得个人的宣称。这些宣称是强宣称,允许在战争中[[宣战理由#索取所有宣称|索取所有宣称]]。 *如果非游牧封臣独立,新可汗获得好感修正“-50 宣布独立”,允许''随意''使用[[宣战理由#游牧征服|游牧征服]]CB。此好感修正对新独立的统治者和他的同家族廷臣/封臣都有效,所以在新独立领地内有过继承发生后,战争仍然可以发动。 ==游牧民族和宗教== 选择一个[[religion|宗教]]对于游牧统治者来说是不太重要的。很常见的可以看到游牧和他的封臣遵循着不同的宗教。启用了马上诸王DLC游牧可以进行游玩 '''任何'''宗教,甚至缺少宗教DLC,如果玩家没有宗教DLC,一些非基督宗教事件是无效的。 *Being unreformed Tengri helps negate ''all'' pagan attrition, allowing easier expansion against pagans. Being Tengri also increases the Offense and Defense of your Light Cavalry, a common troop type for nomads. During the Tengri reformation, choosing a "Clans" {{icon|hf}}doctrine (Agnatic or Enatic) will allow the nomad to adopt Open succession, removing nomadic succession's restrictions on culture and age (dynasts of other cultures can inherit, and children can become Khagan). 存在为未改革的长生天可以帮你取消''' *Being Muslim means decreased opinion among brothers and half-brothers. You also have limited use of the Carousing [[focus]]. *Non-pagan nomads can only use the County Conquest CB on other nomads and tribals. *If starting in {{icon|cm}}769 and near the Holy Land (Magyars, Khazars), restoring the Jewish High Priesthood allows you to start Great Holy Wars earlier than any other religion. *If starting in {{icon|tog}}867, reforming a pagan religion and triggering early Crusades/Jihads by the 900s allows the reformed faith to wage Great Holy Wars as well. Nomads use a special set of nomadic CBs instead of having access to religious CBs. Nomads '''cannot''' [[Diplomatic actions#Demand religious conversion|demand religious conversion]] or get free revocation on infidels. However, they still suffer from the standard opinion penalties for differing religions. Nomads have two special ways to convert to another religion. *First, they can make their sons mercenary captains, who often convert to the local religion (of their army? their employer's capital?). *They can also spend 50 piety to convert to the religion of another clan leader in the same realm every 10 years. In addition, nomads can always have [[concubines]], allowing easy access to the "adopt concubine's religion" decision. However, as this decision involves spending prestige, consider using the "adopt secret religion and then openly declare faith" method. With {{icon|hf}}Holy Fury, powerful nomadic rulers can choose desired attributes for their reformed pagan religion, potentially softening some negative aspects of nomadic government, or further enhancing their horde's ability to trample their enemies into the dust. ==非游牧制封臣== 由于不能剥夺宗教头衔和不能传教,所减少附庸上限(-10)和'''错误的政府类型'''好感修正,不推荐游牧有太多的封臣,然而,游牧可以有封臣男爵,管理沿海省份为了得到船只(以及允许使用船只的码头城市),拥有封臣[[holy orders|神权政体]]和[[religious head|宗教首领]]也是可以考虑的。 ==游牧民族和科技== 游牧不能产生[[technology|科技]] 点。建筑造在了[[Nomadic capita|游牧首都]]才开始产生一点科技点。诸如,考虑从其他领土偷取科技去弥补。劫掠城堡,城市和神庙也会给随机科技点。 游牧制并不能从自己的首都得到很多科技! ==游牧民族和法律== 启用 {{icon|con}}御前会议, 游牧只能通过"妇女地位" 法律和封臣资格,同样,游牧的内阁是被充分授权的 (通过取消 "内阁权利" 法律;他的意思是总是有权利去开除内阁), 统治者 '''不能''' 拓展任何权利. 同样, 游牧内阁总是可以加入派系,以及他们可以进行一个特别的行动'''推翻可汗''' 不像通常的 "推翻领主" 行动,"推翻可汗" 行动有2个独特的特点: *一个额外的需求: 处决当前可汗。 *派系一旦达到50%的力量就可以发起叛。 ==改变政体类型== Nomads can abandon their lifestyle and adopt any other types of playable governments: [[feudalism]], [[merchant republic|merchant republicanism]] or [[tribalism]]. There are two ways of doing this: 1. "Settle as Tribal": Converting to tribal is possible any time if the capital nomadic holding has a level 2 [[Baghatur Council]] building, which requires "Improved Keeps 2" [[technology]]. When becoming tribal, all nomadic demesne provinces get a [[tribe]] holding and remain under the control of the ruler. As of patch 2.6.1, when you choose to 'Settle as Tribal' as a Nomadic realm, your vassal clan Chiefs will settle along with you. Settling as tribal is the ''only'' way for nomads to keep their nomadic counties and nomadic vassals after changing governments. 2. "Special Action": To settle down, a tribal holding (for tribalism), a castle (for feudalism) or a coastal city (for a merchant republic) must be held by the Khagan or a direct vassal. Settling converts the new capital, as well as a number of other provinces depending on the nomadic {{iconify|population}}, to the nomad's culture and religion, and also gives the ruler a large stack of [[event troops]] in place of the now-disbanded nomadic armies. However, if adopting [[feudalism]] or [[merchant republic|merchant republicanism]], ''all nomadic'' counties are abandoned, and a vassal khan will become the new leader of the remaining nomadic territory. If adopting [[tribalism]] through an existing tribe building, your personal nomadic counties will be kept, and all counties will now have a tribe building. By adopting a government, all current baron vassals in your (non-nomadic, even with empty capital) counties will become count-tier vassals and feudal by default. If you want republican count-tier vassals, you should revoke all cities and hold them personally before adopting [[merchant republic|merchant republicanism]]. Your new top title after settling (thanks BFKelleher on reddit): If you have barony level vassals or no non-nomad vassals, you will settle as county level. If you have duke level vassals, you become a king of the de jure kingdom that you settle into. If you have king level vassals, you become emperor level and gain a titular empire based on the county you settled in. If you have an empire tier title that isn't the Khaganate, you'll keep that. Your new demesne (thanks WrongJohnSilver on reddit): When settling as Feudal, you keep all non-nomadic counties and your nomadic capital county. All other nomadic counties are released to nomads. Baronies promote to capitals and barons to vassal counts, as before. So, to keep a larger demesne when you settle as feudal, personally hold baronies in the counties you want to keep. '''DLC warning''': Since Horse Lords allows you to play all nomadic characters regardless of religion, if you intend to change governments, make sure you have the necessary DLC ({{icon|soi}}{{icon|tog}}{{icon|soa}}{{icon|roi}}{{icon|hf}}) to play as characters of the religion. See [[Religion]] for more details. If you change government types without the required religion DLC, it's [[game over]]! ===策略=== *To maximise the number of counties under your control after conversion to feudalism or merchant republic, consider leaving 2 holdings in counties which you intend to keep. Usually, such counties are found away from the steppes [[region]]. **As such, if you intend to convert to feudalism or a Merchant Republic, prioritize conquests of developed counties. This approach will add fewer nomadic counties to your demesne, which will also reduce your vassal clans' demands. *** Remember that due to having fewer empty holding slots, your horde will not be as powerful. Also, holding counties of different cultures and religions may result in liberation [[revolts]]. **This method allows you to restore the Roman Empire/reclaim the imperial borders or declare yourself the Samrat Chakravartin once you choose to settle down as feudal. However, do make sure that the required territory is all held by you, as vassal khans will leave your realm once you settle as feudal. ==与部落和商业共和国的相似之处== Like in merchant republics, children cannot be a Khagan, but can become khans. Prestige also helps in becoming a Khagan/Doge (although the potential heirs for a Khagan are restricted to male dynasts of the appropriate culture rather than all male dynasts). *While gold plays a direct role in elections for the Doge, a Khagan may send gifts to his potential heir while the heir is a mercenary, to help with expenses. *Khans may feud with each other, just like patricians, and the feuds may also last for generations. * Like patricians, khans will expect a place on their liege's council. The Khagan will suffer an opinion penalty (via lowered clan sentiment) with any khan who's not a councilor. *Like patrician houses, clans can go extinct if there are no suitable heirs left in the dynasty. However, since nomads have a stricter succession than patricians, it can be easier to render a clan extinct. *Just as patricians have their family palace, nomads have their nomadic capital, although nomadic capitals can be sieged. * Unlike a merchant republic, a nomadic realm does not have a fixed number of clans; the Khagan can create clans as desired. However, the Khagan must consider some factors: **Having a few clans may allow khans to become relatively powerful vis-a-vis the Khagan. But, the Khagan may find it easier to placate the khans. **The Khagan cannot have too many clans (maximum number can be seen at the Clans screen); excess clans will cause clan sentiment to decline. **Up to 8 vassal khans may exist in a nomadic realm. Like all tribals, nomads can raid for loot and prestige; they can find it hard to raid in faraway coastal areas due to a lack of ships. *Consider giving away coastal holdings to direct vassals and building coastal temples in order to get ships. ** Note that nomads cannot set up vassal merchant republics. *Nomadic provinces benefit from empty holding slots as well. *Nomadic councilors can always join factions as well. However, the "Overthrow Khan" faction is more dangerous as the Khagan will be killed if he loses the war declared by this faction. * Like tribal lieges, nomadic Khagans call their vassal khans to war like allies, instead of raising them like regular levies. ==DLC{{icon|jd}}碧玉之龙 的独特机制== 游牧有一个独特的方式去获取恩典 '''进贡马匹'''给中国皇帝。游牧可以在任何时候停止进贡。具体的角色在他们的一生中不能提出恢复马匹进贡。进贡马匹获得恩典,游牧可以+2恩典每月,但会减少人力获取{{iconify|manpower}}15%。 游牧领域的四周是西部大草原位于龙的阴影:对其保持密切关注中华帝国和被中国保护的西方受保护国是有益的。 ==策略== *'''保持王朝强势''':作为氏族首领,请确保您有很多儿子,以便您(潜在的)继承人有很多兄弟。 最好,您的继承人应该是您儿子中最大的兄弟,这样他的弟弟仍可以继承,直到他接任并传位给给自己的儿子。 **请注意男性亲属的文化,因为拥有不同的文化将使他们丧失继承的资格。 出于这个原因,由于分支机构可能会采用外来文化,因此允许男性统治者与有不同文化的登陆女性结婚是有风险的。 *'''让您的郡拥有最多数量的空置空位''':这将确保您的部落成为该领域中最大的部落。 **以这样的方式分发地块,以使附庸可汗无法形成统治贵国的公国。 *'''声望对游牧统治者更为重要''':由于声望会影响氏族的情绪(氏族的情绪没有上限;由于氏族的情绪引起的观点调整分别以+100和-100为上限),请务必保持威望很高。 **特别需要注意,每当您可能会失去很多声望时,请仔细权衡您的选择。 *'''Consider prioritizing {{iconify|Population}} increase''': The Invasion CB requires 30000 Population and that Population is at least 75% of maximum. As such, keeping population growth high is a good investment. *'''Understand nomad CBs''': As nomads do not get religious title revocation, it is important to know which CBs put land directly under your control. Aim to usurp titles rather than add vassals; exceptions could be made for coastal realms (particularly merchant republics) as they can provide ships for overseas expansion. *'''Consider dominating the Steppes [[region]]''': In later [[start date]]s, free holding slots may be harder to create as holdings take longer to be totally destroyed through pillages. Being the only nomadic realm in the region can ensure a high maximum {{iconify|population}}, which leads to high population and {{iconify|manpower}}, allowing you to fight bigger feudal realms. *'''Keep the number of vassal khans down to a minimum''': The more vassal khans you have, the harder it is to please them all. With a few powerful clans, you can more easily find a blood oath brother who has significant military power, and have more leeway to pick competent courtiers as councilors. Powerful khans may also expand the realm on their own. However, with {{icon|con}}Conclave, remember that vassal clans with too much land can become Malcontent, making it difficult for you to take actions if they remain on the council. *''''''如果您愿意,创建多个但较弱的可汗''''':另一方面,如果您的领域可以支持大量氏族(> 5),请使用该域创建许多氏族。 创建许多氏族也使您更容易地交出土地,而无需任何氏族能够组成贵国定居县属于“法律上”部分的公国。 **一个极端的例子是创建8个附庸氏族,每个氏族都有一个县,几乎没有保留其他空槽。 这样可以防止小宗族起义,同时确保附庸氏族即使在一个派系中团结起来也不太可能成功叛乱。 但是,此方法“不允许”使您直接转换为商人共和国或封建制度,而不会失去游牧县。 **Try to ensure that vassal clans are roughly of equal strength to each other as a vastly weaker clan is easy prey for strong clans. *'''Pay attention to your vassal khans' wars''': Remember that you may not call vassal clans to a war if they are already at war with your target. *'''Use the blood oath on a vassal khan who is relatively strong in your realm''': However, powerful khans may not accept the proposal. **Should you manage to imprison a powerful khan, they cannot refuse the blood oath offer. *'''Weigh the pros and cons before making a realm a tributary''': Since tributaries cannot be raided, consider the capacity in which a neigbouring realm will be more useful as. Nomadic realms should become tributaries (unless you intend to humiliate them for prestige and population), while richer realms should be made available for raiding. **Note that your tributaries cannot join in [[defensive pact]]s against you. If you intend to grab land from specific targets, consider making your other neighbors tributaries. **At the same time, be sure not to let your tributaries drag you into wars you don't want; if you are a Khagan, you cannot call vassal clans into such wars. *'''Quickly establish land borders with wealthy realms''': Raiding can provide not just income and prestige, but also artifacts and technology (by sacking holdings), and the returns on a province with several expanded holdings will be better than one with a single basic tribe. *'''If possible, shift your capital to a coastal province with a [[Silk Road]] trade post''': The additional building options can help make a difference in your population growth and income. ** Use your steward to oversee construction, as some buildings (such as Sheep) have a long construction time. **If you control many Silk Road trade posts, the Minter will increase their value considerably. *'''As a vassal khan, if you aim to become a Khagan, plan ahead''': When rebelling against your khagan, remember that your Khagan can call other vassal khans and tributaries to war (unless you lead an "Overthrow Khagan" faction with many fellow Khans supporting you). To ensure success: ** Aim to be the most powerful clan in the realm. This will usually mean that you and your Khagan are the only clans in the realm. If powerful enough, you can replace your Khagan's dynastic heir to become the next Khagan. ** Note that you cannot easily grab land from your Khagan's tributaries, as vassal khans cannot use many nomad CBs against their Khagan's tributaries. **Revolt upon the succession of a new Khagan, since some types of tributaries expire upon a suzerain's death. ** Plot to kill off adult male relatives of the present Khagan, after becoming the most powerful khan in the realm, but not enough to succeed the Khagan outright. The Khagan title would be passed to you when the present Khagan dies. *'''Stay as a powerful vassal khan''': If possible, establish a blood oath with your Khagan, so that you are less likely to suffer hostile actions from your liege, and expand so that your clan and the Khagan's clan are the two most powerful clans in the realm. AI Khagans are more likely to accept a blood oath if their clan sentiment of your clan is moderately high and your military is at least as strong as theirs. More importantly, vassal khans can hold as many nomadic counties as they like, do not have [[defensive pact]]s against them, and can easily pack their councils with competent courtiers (provided they don't pick up count or duke vassals). However, note that khans cannot pillage holdings. **Also, aim to be the only vassal clan your Khagan has; with only 2 clans in the realm, you are also likely to win a revolt war if the Khagan wants to take your counties to create a new clan. *'''Use targeted assassination plots to render clans impotent or extinct''': Remember the nomadic succession laws (only male relatives may inherit clans; only adults may become Khagans). If a powerful vassal khan is poised to succeed you as Khagan, remove the khan's heirs until a single child is left as heir. Getting the vassal khan killed will then result in the child becoming khan. If you so wish, finish the child off to make the clan extinct. The clan's possessions will then be handed over to you. ==另见 == *[[Nomad agitation|游牧民族骚动]], 一个让非游牧民族很难永久征服游牧土地的机制。 [[Category:政体]] [[Category:马上诸王]]
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