王国风云2
ParaWikis
最新百科
都市天际线2百科
英雄无敌3百科
维多利亚3百科
奇妙探险队2百科
罪恶帝国百科
英白拉多:罗马百科
热门百科
群星百科
欧陆风云4百科
十字军之王2百科
十字军之王3百科
钢铁雄心4百科
维多利亚2百科
ParaWikis
申请建站
ParaWikis
ParaCommons
最近更改
随机页面
加入QQ群
工具
链入页面
相关更改
特殊页面
页面信息
页面值
帮助
译名手册
字词转换
编辑指南
编辑规范
练手沙盒
资助我们
ParaTranz
资助我们
×
欢迎访问王国风云2百科!
注册一个账号
,一起参与编写吧!这里是
当前的工程
。
全站已采用新UI,任何使用上的问题请点击
这里
。欢迎所有对百科感兴趣的同学加入QQ群:
497888338
。
阅读
查看源代码
查看历史
讨论
查看“部落制”的源代码
←
部落制
因为以下原因,您没有权限编辑本页:
您请求的操作仅限属于该用户组的用户执行:
用户
您可以查看和复制此页面的源代码。
{{version|2.7}}[[File:Tribal government.png]] '''Tribalism''' is an early form of [[government]]. Tribal rulers can only hold [[tribes]] without penalty, but can easily build new tribes in conquered territory; they can also build [[temples]]. Tribals can [[raid]] and have [[concubine]]s regardless of religion. Tribal realms can be strong even if they are small, due to their prestige-based upgrades and their ability to call vassals into war. However, these abilities weaken relative to feudalism as realms grow to kingdom size and beyond. As a result, rulers of large tribal realms often look to reform their government to [[feudalism]]. Tribal rulers have a number of special [[council]] missions which can spawn [[event troops]]. Without {{icon|lor}}[[Legacy of Rome|LoR]] they can [[Decisions#Tribal|purchase event troops]]; with LoR they can instead hire tribal-exclusive [[retinues]] which cost Prestige instead of Gold. Event troops are disbanded as soon as all wars end. Declaring another war before concluding the first will allow these armies to be kept up indefinitely. Tribal realms which seek to remain with the old ways may also ''[[pillage]]'' holdings they personally hold (like nomads), eventually freeing up the holding slot and making the tribe holding in the county more useful. [[Nomad]]ic realms will become tribal if {{icon|hl}}Horse Lords is not activated. Nomads who wish to change government types and still keep their nomadic counties and vassals have to convert to tribalism first. == Succession laws== Most unreformed [[pagan]] tribal rulers are limited to [[Elective gavelkind]], with several exceptions: * [[Tanistry]] is available for Celtic cultures and for scions of some [[bloodline]]s * [[Eldership]] is available for Romuva and African religions * [[Ultimogeniture]] is available for certain Mongol Empire titles Most organized religions allow tribal rulers to switch to [[Gavelkind]] succession. In fact, even unreformed pagans can ''continue'' to use Gavelkind; players can take advantage of this by converting to an organized religion just to switch to Gavelkind and then converting back.<!-- Gavelkind can be maintained through succession because it meets the 'potential'; it cannot be switched to because it does not meet 'allow' --> Tribal [[Muslims]] always use [[Open]] succession. == Government characteristics == Tribals have a special [[Demesne Law#Tribal organization|Tribal Organization]] law in place of [[Crown Authority]]. With {{icon|con}}Conclave, higher levels of Tribal Organization gradually enable various Council laws, whereas Absolute Tribal Organization is required to reform government. Absolute Tribal Organization also allows a tribal ruler to propose passing council laws in the ruler's favour. Tribals call their vassals to war like [[allies]] instead of getting regular [[levies]] or taxes from them (except baronies). Tribal leaders get a -20 "wrong government type" opinion modifier from non-tribal vassals (of count-tier or above), as do non-tribes with tribal vassals of a different culture. On the plus side, tribal vassals don't count towards their non-tribal liege's [[vassal limit]]. == Council missions and laws== If you're a tribe, some of your [[councillor]] missions are different. * Marshal: ** '''Organize a Raid''' replaces Research Military Tech. If this succeeds (must be at peace for it to succeed), an army appears in your capital. This army must be used to raid, or it will disband after a while. * Steward: ** '''Settle Tribe''' replaces Raise Taxes. If this succeeds, the county's culture changes to yours. ** '''Build Legend''' replaces Research Economy Tech. While this mission is active, you get an extra 0.1 prestige per Stewardship point of the councilor, per month. If it succeeds, an army appears in your capital. They will disband if they don't fight anyone within a year. * Court Chaplain: ** '''Build Zeal''' replaces Study Cultural Tech. While this mission is active, you get an extra 0.1 piety per Learning point of the councilor, per month. If it succeeds, an army appears in your capital. This army must be used to fight in a religious war, or it will disband after a while. (Religious enemies aren't enough - the CB has to be religious.) In addition, as Tribal Organization is increased, council laws are automatically passed in the council's favor; only at Absolute Tribal Organization can the ruler propose to reclaim powers. == Changing government type == An independent tribe can become a feudal realm or [[merchant republic]] by [[decision]]. Both decisions require '''Absolute Tribal Organization''' and significant investment in the capital. They also require an '''organized religion''', so Pagans must first [[religious conversion|convert to another religion]] or [[Pagans#Reformation|reform their Pagan religion]]. Your realm must also be at peace for the decision to be unlocked. === Adopting feudalism === Independent tribal rulers who wishes to adopt feudalism must build a '''Stone Hillfort''' in their capital, or gain a castle and make it their capital. When you first convert to feudalism, all demesne tribes are immediately converted to castles, even in provinces of the wrong religion. Converting tribal settlements later (by right-clicking) requires that the province shares your religion. Your tribal vassals will be able to join you in feudalism as long as they follow an organized religion. Vassals are now required to construct a stone hillfort to take the decision. AlI tribal vassals are more likely to adopt feudalism if they share your religion and culture. Whenever a tribe is converted to a castle, a city and temple can be created in the province as well. The tribe must be owned by the county owner and the province must have two empty slots (even if only creating one due to the other already existing). === Founding a merchant republic === The decision to found a merchant republic requires a '''Large Market City''' and the technology '''Trade Practices 1'''. Building the Large Market City requires '''Town Infrastructure 1'''. For players, it has the additional requirements of a '''coastal capital''' and {{icon|tr}}[[The Republic]] DLC, in order to ensure the resulting realm is [[game over|playable]]. In addition to upgrading your capital to a city, it creates a duchy-level title (if needed) and creates [[family palace]]s for you and four vassals of different dynasties. Being a republic unlocks the ''convert to city'' decision for you, which creates a holding of each type in the chosen province (if a temple already exists it will not be created). === Considerations === Although reforming a tribe will make its ruler stronger in the long term, in the short term it can catastrophically weaken him. A newly upgraded holding will generally have fewer levies than the tribal holding it replaced, since it no longer gets a bonus to levies from empty holding slots. Your income will increase a lot after converting to feudal, and even more after converting to merchant republic thanks to the automatic creation of a holding of each type upon conversion in every province in your demesne. Tribal vassals will be unhappy (-30 Wrong Government Type) until they convert, and if you convert into republic this penalty will never go away because vassals can only convert to feudal. Event troops from council missions and decision will no longer be available. If you are a king, you will switch from Absolute Tribal Organization to Autonomous Vassals (minimum [[crown authority]]), losing the ability to [[title revocation|revoke titles]]. With {{icon|con}}Conclave, Absolute Tribal Organization empowers the council, so it could be useful to become feudal while being a vassal of feudal king in order to keep absolute rule. For these reasons, it is advisable to obtain some combination of powerful allies, trustworthy vassals, and money to hire mercenaries before taking the decision. === Economics of upgrading === (This section is outdated a bit, see current building prices in [[Tribes]], [[Castles]], [[Cities]]) The cost to upgrade a tribal holding in a county with a low level of [[Technology#Construction|construction]] technology is about 500 gold. Raiding goes a long way towards paying for the upgrades. Non-tribal lieges should consider building another holding instead of directly upgrading, as the cost is about the same and the vassal holding's income will allow the tribe to be upgraded more quickly. Every two levels of tribal building will convert into one level of the equivalent city or castle building, except for ship builders, which convert one-to-one. Building forts in a tribe that will be upgraded to a city is a poor investment: 225 gold worth of buildings (for the first two levels) or 300 (for the last two) will turn into a mere 75-gold wall. Building towns in a tribe that will be upgraded to a castle is still not efficient, but not as bad: 225/300 gold turns into 150 gold structures. If the tribe will be held for a significant period of time before upgrading, the extra income may be worthwhile. On the other hand, the level 1 shipbuilder is an excellent investment: this 75-gold structure turns into the 150-gold city or castle shipbuilder. === Alternative paths === By [[Diplomatic actions#Swear fealty|swearing fealty]] to a '''feudal liege''', or being a vassal to a tribal ruler who converted its government type into feudal or merchant republic. This enables a more accessible variant of the ''adopt feudalism'' decision, requiring only a Stone Hillfort (or castle). However, if your aim is to become a [[merchant republic]], you must remain independent. If you die with a '''feudal heir''', your heir will remain feudal as long as his feudal title is of ''equal rank or higher''. Conversely, inheriting a feudal realm of ''higher rank'' may allow you to become feudal. == Tribal starts == [[File:Map governments.png|500px|thumb|right|Government types in 1066 (with [[Horse Lords]]).]] Tribalism is most common among [[pagans]] and in early [[start date]]s. In 769, vast regions in Scandinavia and eastern Europe are tribal pagans. [[Christianity|Catholics]] also have tribal starts in Ireland and Pictland (Scotland), and [[Muslims]] have tribal starts in Mauretania and Socotra. West Africa is also largely tribal and pagan. In 867, Ireland is still tribal, as is the tribes around the Arabian deserts... By 1066, Hungary, Poland, and much of Scandinavia have become Catholic and feudal. However, the remaining pagans to the east are mostly tribal (except for Steppe [[nomadism|nomads]] if ''[[Horse Lords]]'' is enabled). The only Christian tribal rulers in 1066, and thus the only tribes playable without any DLC, are some of the Russian princes and a few Ethiopian tribes. In later starts, the Golden Horde is briefly ruled by a Nestorian Christian in 1255, while the Ilkhanate has a Nestorian ruler in 1279. [https://www.reddit.com/r/CrusaderKings/comments/2knpe3/map_showing_tribal_holdings_at_769_867_and_1066/ Map of regions colored by the last date they start as tribal] == Nomenclature == Tribal holdings may occasionally be baronies, if the temple holding (which some tribal provinces have) [[Changing County Type|becomes the county capital]], or if a non-tribal liege who owns the province builds a different type of holding in that county. <!-- The [[localisation]] keys begin with tribal_<rank>.--> {| class="wikitable" ! ! Rank ! Title ! ! Ruler |- ! [[File:Barony.png]] !Barony !Barony ! [[File:Baron Tribal.png|75px]] !Baron |- ! [[File:County.png]] !County !Chiefdom ! [[File:Count Tribal.png|75px]] !Chief |- ! [[File:Duchy.png]] !Duchy !High Chiefdom ! [[File:Duke Tribal.png|75px]] !High Chief |- ! [[File:Kingdom.png]] !Kingdom !Kingdom ! [[File:King Tribal.png|75px]] !King |- ! [[File:Empire.png]] !Empire !Empire ! [[File:Emperor Tribal.png|75px]] !Emperor |} [[Category:Governments]]
本页使用的模板:
Template:Icon
(
查看源代码
)
Template:Iconify
(
查看源代码
)
Template:N
(
查看源代码
)
Template:Red
(
查看源代码
)
Template:Version
(
查看源代码
)
返回
部落制
。
×
登录
密码
记住登录
加入王国风云2百科
忘记密码?
其他方式登录