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{{version|2.6}} '''Disease''' plays a large role in {{icon|ck2}} '''Crusader Kings II,''' due to the lethality of ailments in the Middle Ages, and generally bad side effects they give to the player character. Most [[characters]] are capable of living through the majority of diseases, though some may still die when an outbreak occurs. All diseases are represented by health [[traits]]. == Normal diseases == {| class="wikitable" |- ! !Disease !Description |- |[[File:Ill.png]] !Generic Illness | The most simple type of "disease," the [[trait]] ''ill'' reduces [[martial]] by 1, health by 2, and fertility by 10%.<br /> Unless the ill person in question is very old, weak, or has another disease, the odds of someone dying from this trait is very low.<br /> Generic ''illness'' and ''pneumonia'' are mutually exclusive. It is needed to have a health level of at least 3 to recover from this disease.<br/> If {{icon|trd}} [[The Reaper's Due]] Expansion is active, the ''illness'' trait is replaced by symptoms which will be treated by a [[court physician]]. |- |[[File:Pneumonic.png]] !Pneumonia | Incompatible with ''ill,'' the pneumonic [[trait]] is far far more deadly. It reduces all attributes by 2 and reduces health by 4.<br /> It also reduces fertility by 50%, making most characters very unlikely to procreate. The trait is often deadly; do not expect to have player character rulers survive this one every time.<br /> It is needed to have a health level of at least 4 to recover from this disease. |- |[[File:Leper.png]] !Leprosy | Another moderate disease, ''leprosy'' makes holding a large [[kingdom]] or [[empire]] together very difficult.<br /> It reduces diplomacy and health by 2, and fertility by 20%. It also reduces sex appeal by 50, and all vassals [[opinion]]s of their liege by 20.<br /> Though ''leprosy'' has a +10 bonus with other lepers, chances are that a character will not make use of that bonus often.<br /> It is needed to have a health level of at least 4 to recover from this disease. |- |[[File:Syphilitic.png]] !Great Pox | A moderately dangerous disease, syphilis reduces all attributes by 1, health by 2, and fertility by 20%. Furthermore, it reduces sex appeal of the character by 30.<br /> This disease will most likely shorten the lifespan of the player character, though it will not necessarily result in an abnormally early death.<br /> One of the most dangerous features of this disease is that it can be passed down to children if one of their parents has this [[trait]]. This makes long-lived heirs more rare if the ruler suffers from ''great pox.'' <br /> It is needed to have a health level of at least 6 to recover from this disease. There is a chance to '''remove''' this disease by choosing the ''Theology focus.'' |} == Epidemic diseases == Epidemics begin with an outbreak in one [[province]], and can spread through adjacent provinces on the first day of each month. When a [[county]] is affected by an epidemic: * A dark green cloud appears over the city sprawl * Characters living in that [[province]] will randomly become infected. Characters who have already contracted and recovered from the disease '''are not''' immune * City tax [[income]] is reduced * [[Supply limit]] is reduced, and [[attrition]] is greatly increased for troops in excess of the supply limit. These effects make [[warfare]] harder, especially when large armies are required or multiple diseases are present. Rulers can protect themselves against epidemics by relocating their [[capital]] or by sending individual characters to other locations. Children aged 6-15 can be [[Diplomatic actions#Educate child|sent for education]] to other courts. Adults can [[commander|lead troops]] or perform [[council]] missions in safer provinces. With {{icon|trd}} [[The Reaper's Due]], it is worth noting that only land [[province]]s are safe: leading troops at sea while an epidemic ravages your capital is a sure way to contract {{iconify|Scurvy}}; going into [[seclusion]] can be considered a viable alternative. Conversely, sending a character to an infected location can serve as a quiet way to dispose of a [[rival]] or an [[Heir#By killing other heirs|unwanted heir]]. Outbreaks always begin in coastal [[cities]]. Cities with higher income are at higher risk. A [[capital]] which is far inland may be safer. The ''Black Death'' historically arrives around 1300-1400 AD, though the player can change it on the [[game rules]] panel at the beginning of a campaign. === List of epidemic diseases === {| class="wikitable" |- ! !! Epidemic !! Contagiousness !! Outbreak !! Duration !! Trait !! Effects !! Recovery MTTH<br>(for 45yo with 5 base health) |- |[[File:Tuberculosis epidemic.png]]|| Consumption<br>(''AKA'' Tuberculosis) || 30% || 1.2% || 30 months || [[File:Tuberculosis.png]] || -2 health || 24 months |- |[[File:Typhoid fever epidemic.png]]|| Slow Fever<br>(Typhoid Fever) || 30% || 1.2% || 30 months || [[File:Typhoid fever.png]] || -2 health || 4 months |- |[[File:Typhus epidemic.png]]|| Camp Fever<br>(Typhus) || 50% || 4% || 10 months || [[File:Typhus.png]] || -4 health || 12 months |- |[[File:Bubonic plague epidemic.png]]|| The Plague<br>(Bubonic Plague, Black Death) || 95% || 1% || 10 months || [[File:Bubonic plague.png]] || -7 health || 3 months |- |[[File:Measles epidemic.png]]|| Measles || 60% || 3% || 8 months || [[File:Measles.png]] || -2 health || 5 months |- |[[File:Smallpox_epidemic.png]]|| Smallpox || 50% || 8% || 8 months || [[File:Smallpox.png]] || -3 health || 5 months |- |[[File:Smallpox_epidemic.png]]|| Great Pox<br>(Syphilis) || 50% || 8%<br>({{icon|si}} [[Sunset Invasion]]) || 8 months || [[File:Syphilitic.png]] || -3 health, -20% fertility || Recovery ONLY with {{iconify|Possessed}} trait |} ==With Reaper's Due expansion== With {{icon|trd}} [[The Reaper's Due]] active, the disease system becomes more complex. [[Characters]] will first contract symptoms which will then be diagnosed by their [[court physician]]. [[Hospital]]s can be built to fight epidemics at the [[province]] level and the epidemics also affect the level of [[prosperity]] in a [[county]]. An {{iconify|infection}} can develop after being {{iconify|Wounded}}. They can be dangerous as a [[court physician]] cannot treat this symptom; the player character may have to make up for the lost health by other means. However, it will heal on its own given enough time just like other diseases. ===Outbreaks=== Outbreaks can begin in any [[province]], and may spread through single ocean tiles. Infected provinces tend to lose [[prosperity]] and may experience its opposite: ''depopulation.'' Basic [[hospital]]s provide minor protection from depopulation. Upgraded [[hospital]]s can also prevent the [[county]] from becoming infected. This makes them useful not only in your [[capital]] but also in provinces near your capital, especially at chokepoints such as the Grisons-Lombardy mountain pass. Certain events may reduce a [[province]]'s disease resistance: a smugglers' ring forming and refusal to pay for a hospital's upkeep. High [[prosperity]] also lowers disease resistance. The ''Black Death'' is larger and more deadly, and gets a chance of major outbreak to occur 200 years into any game, regardless of start date. (This can be changed on the [[game rules]] panel.) After a major outbreak has happened, the disease becomes endemic and may break out again, but likely on a smaller scale. The ''Black Death'' has special patterns. It may miss India, Africa, Scandinavia, Britain, or the Steppes. It also has a chance to miss a discontinuous [[region]] called the Historical Plague Exclusion Zone. Once you see evidence of which regions it is skipping, try to move your [[capital]] there. Epidemics can never spread to Iceland, because it does not share any sea zones. However, Iceland is a small [[duchy]] in a weak ''[[de jure]]'' [[empire]], so moving your [[capital]] there may reduce both demesne [[levies]] and vassal levies. Iceland is also far from everything else, increasing the risk of independence [[factions]]. ===Seclusion=== Rulers receive the option to go into seclusion when an epidemic spreads to counties near their [[capital]]. Alternatively, rulers with the {{iconify|Paranoid}} trait can go into seclusion at any time. Rulers must be landed or patricians to shut the gates. Once the option to go into seclusion is taken, the ruler is isolated together with their [[courtiers]]. All secluded characters receive a -5 penalty to their Diplomacy attribute, and can no longer lead armies (if previously able to) or perform jobs (if they are [[councilors]]). If the period of seclusion is too long, negative events may occur, and may result in characters obtaining the {{iconify|Cannibal}} trait, becoming {{iconify|Craven}} and experiencing food shortages. The ruler can also kick out any courtier who displays any symptoms of disease. Seclusion may fail if a courtier is exposed to the outside world or contracts a disease before becoming secluded. Upon opening the gates, the ruler gets the ''Abandoned the commoners'' modifier. While this modifier is active (1 year), they have -10 general opinion and cannot shut the gates again. === Symptoms === {{Symptoms}} === Diseases === {{Diseases}} ==See also== *[[Disease modding]] [[Category:Reaper's Due]]
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