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{{version|2.7}}{{需要翻译|译者=翡冷翠之鹰}} [[File:Council.jpg|right|frame|The council]] [[File:Alert appointment.png]] {{N|内阁|Council}}是帮助[[角色]]统治领地的一个五人组织,五人各担任一个职位,每个职位都和一项[[属性]]挂钩。 每位内阁成员都有四个可以进行的'''工作''',你也可以把它称为内阁能力或者内阁任务。内阁成员在同一时间内只能进行一个任务,他们在进行任务的时候不能担任军队[[指挥官]]。当领主给内阁成员分配了任务之后,他们会得到一个“进行任务中”{{iconify|working}}状态。 和内阁职位对应的属性会影响到内阁成员的工作表现以及你领地的[[属性#国家属性|国家属性]]。他们其余的属性很大程度上对你来说是没有意义的。但是由于内阁成员会有双倍的阴谋影响力,如果一个不忠诚的内阁成员拥有很高的密谋能力的话,对你来说是十分危险的。 解雇内阁成员会招致他们的不满,并在一段时间内禁止他们被再次任命。 [[商业共和国]]的贵族封臣以及[[游牧制|可汗国]]内的附庸汗王会希望自己在内阁中占有一席之地。如果他们没有被任命进入内阁,就会对统治者不满。 在拜占庭和罗马帝国,由于帝国独特的[[帝国选举制]],内阁成员在继承法中拥有投票权。另外,帝国的军事总管是可以继承帝位的被选举人,除非他是残疾的(被阉割或致盲)。 == 职位 == {| class="wikitable sortable" |- ! class="unsortable"| ! 职位 ! 主要属性 ! 高贵度<sup>*</sup> ! 对领主好感加成 ! 月薪 ! 每月威望加成 ! 每月虔诚加成 |- | [[File:Obj become chancellor.png]] | 外交总管 | [[File:Icon_diplomacy.png]] [[外交]] | 0.33 | +15 | 0.10 | 0.75 | |- | [[File:Obj become marshal.png]] | 军事总管 | [[File:Icon_martial.png]] [[军事]] | 0.33 | +15 | 0.10 | 0.75 | |- | [[File:Obj become treasurer.png]] | 财政总管 | [[File:Icon_stewardship.png]] [[管理]] | 0.33 | +15 | 0.10 | 0.75 | |- | [[File:Obj become spymaster.png]] | 间谍总管 | [[File:Icon_intrigue.png]] [[密谋]] | 0.10 | +15 | 0.10 | | |- | [[File:Obj become spiritual.png]] | 宫廷司祭 | [[File:Icon_learning.png]] [[学识]] | 0.15 | +15 | 0.10 | | 0.5 |- |} 威望、虔诚和薪水是按内阁等级来计算的:在公爵级内阁任职数值是上表的两倍,在王国级内阁任职数值是上表的三倍,在帝国级内阁任职数值是上表的四倍。此外在商业共和国内阁任职,薪水会在此基础上再翻倍。 译者注<sup>*</sup>:此处原文为 '''''Dignity''''',在中文资料里本人没有找到相关译名,暂定为'''“高贵度”'''。高贵度是AI用来衡量一个角色头衔重要性的一个加权,对玩家是没有意义的;也就是说'''外交总管'''这个头衔在AI的眼中比'''间谍总管'''更为高贵。 ===变种名称=== 上表所列出的内阁成员的职位名称是默认情况下以西欧文化天主教为基准的。在不同的宗教和文化组中这些职位名称可能会有所变化,但是他们的本质是一样的(伊斯兰教除外:穆斯林的伊玛目/毛拉没有【提高宗教关系】的任务,此任务被【施舍】所取代)。 '''(本表格尚不完整)''' {| class="wikitable" ! 文化/宗教 ! 外交总管 ! 军事总管 ! 财政总管 ! 密谋总管 ! 宫廷司祭 |- | 东正教 | 总理大臣 | 大司马 | 财政大臣 | 机要秘书 | 教会牧长或牧首<sup>1</sup> |- | 基督合性派 | — | — | — | — | 宫廷司祭或牧首<sup>1</sup> |- | 逊尼派 | — | — | — | — | 宫廷伊玛目 |- | 什叶派 | — | — | — | — | 宫廷毛拉 |- | 原始宗教(日耳曼多神教和阿兹特克除外) | — | — | — | — | 祭司 |- | 日耳曼多神教 | — | — | — | — | 先知 |- | 阿兹特克(宗教) | 蛇女 | 人类切割者 | 赋税总管 | 暗殿守卫 | 大祭司 |- | 祆教 | 阿斯塔巴兹 | 伊朗薛波勃 | 达力克-帕特 | — | 穆贝德 |- | 希腊文化 | 总理大臣 | 大司马 | 财政大臣 | 机要秘书 | — |- | 波斯或阿拉伯文化 | 大维齐尔 | — | — | — | — |- | 犹太教 | — | — | — | — | 宫廷拉比 |- | 印度文化 | — | — | — | — | 传戒师 |- | 吐蕃文化 | 论茝 | — | 聂巴 | — | 占卜师 |- | 道教 | 丞相 | 行军司马 | 财务总管 | — | 祭酒 |- |} 注<sup>1</sup>:一般来说是教会牧长或宫廷司祭。如果你是国王或者皇帝,并且不是普世牧首或科普特教宗的领主,那么你的宫廷司祭的头衔为 '''牧首''',并且他是你领地的[[宗教领袖]](他会出现在宗教页面[[自主教会|自主牧首]]的名单上)。<br> ===进入内阁的条件=== 在任何情况下你的内阁成员都不能拥有{{iconify|incapable}}无能特质或是被囚禁。他们必须是你的直接封臣或是[[廷臣]]。 大多数内阁职位只能任命男性担任。但有以下几种例外: * 所有角色都可任命你的妻子或母亲为间谍总管。需要注意的是,如果你的外交总管是你的妻子,那么她对你国家阴谋能力的加成只有1倍(即原本妻子对国家密谋能力的加成取消);原始宗教可以任命任意女性为间谍总管;穆斯林可以任命自己的平妻为间谍总管。 * 所有允许女性持有神庙头衔的宗教同时也允许女性作为宫廷司祭(除阿兹特克外的原始宗教,长生天和尊日神教,清洁派、祷告派、波格米勒派,马兹达克派、摩尼教,佛教)。 * 清洁派或祷告派的领主可以无视性别任命所有同一信仰的人为内阁成员。 * 有些角色拥有不受一般规则的约束的特殊标记。拥有特殊标记的角色即使是女性或儿童,也可以担任特定的内阁职位。例如军事总管会允许[[Soa_misc_religious_events#Jeanne_d.27Arc|圣女贞德]]和日耳曼多神教的[[shieldmaiden|盾女]][[File:Shieldmaiden.png|alt=|link=Shieldmaiden]]担任。 *{{icon|con}} [[御前会议]]扩展包添加了[[领地法#女性地位|女性地位]]法,提升该项法律会逐步使内阁职位全部向女性开放。 *{{icon|con}} [[御前会议]]扩展包新增[[Female councillor events|女性内阁成员事件]]。通过这些事件所任命的女性若失去职位,一般不能再重新上任。 宫廷司祭必须与领主是同一宗教信仰,并且不同的宗教有不同的任命要求: * 非伊斯兰教: ** 只能任命廷臣、神权制的封臣(如主教)或者你的宗教领袖。 ** 东正教统治者(和东正教自主教会)不能任命廷臣,除非不存在神权制封臣(或部落首领)。 ** 印度教任命传戒师只能任命{{iconify|Brahmin}}婆罗门种姓或苦行僧。 * 伊斯兰教: ** 只能任命具有宗教[[特质#.E4.BC.8A.E6.96.AF.E5.85.B0.E6.95.99|教育特质]]的角色。 ** 穆斯林不能直接解除宫廷 伊玛目/毛拉 的职务(只能通过逮捕或者转移封臣来使他们间接解除职务)。 ==外交总管== ===外交总管能力=== *[[File:Job improve relations.png]] '''改善关系''' ** '''工作成功:''' 目标对你的[[好感]]+30,有效四年。对所选目标地块上随机的本地领主生效(头衔是伯爵以上的领主或是你的直系封臣),任务效果可重复叠加。 ** '''工作失败:''' 目标对你的[[好感]]-20,有效两年。对所选目标地块上随机的本地领主生效(对男爵领主也生效)。 <!-- Example: want to improve relations with the Byzantine Emperor. Constantinople is bad because the Ecumenical Patriarch could be chosen on success. Adrianopolis is good because it has many barons who could be chosen on failure. --> *[[File:Job fabricate claims.png]] '''伪造[[宣称]] ''' (对[[游牧制]]无效) ** '''工作成功:'''获得一个不可继承的强宣称,一般是[[伯爵领]]宣称。 *** 平均发生时间 falls quickly to 85 months at 14 diplomacy skill, then slowly to 63 months at 20 diplomacy skill<!-- 平均发生时间原文为:MTTH --> *** The tier of the claimed title depends on secondary rolls: **** ''Kingdom claim'': Requires the "Become King" [[ambition]], but works on any de jure kingdom. Chancellor must be stationed in a county which is both de jure a part of the kingdom in question and within the demesne of the king. Once per lifetime. The chance of this occurring depends on the value of the Chancellor's diplomacy: 20% chance if Diplomacy is 22 or above, 10% chance if Diplomacy is between 18 and 21, 5% chance if Diplomacy is between 15 and 17, 2% chance if Diplomacy is 14 or below. Costs 2 years' income. **** ''Duchy claim'': Chancellor must be stationed in a county which is both de jure a part of the duchy in question and within the demesne of the duke. The chance of this occurring depends on the value of the Chancellor's diplomacy: 10% if the chancellor's diplomacy attribute is between 15 and 17, 20% if between 18 and 19, and 30% if 20 or above. Costs 2 years' income. **** ''County claim'': This is the result if the conditions or rolls for higher title claims fail. Costs 1 year's income. *** Lose prestige based on your current tier, and lose scaled_wealth based on the tier of the claimed title. You are allowed to go negative. ** '''Failure:''' The target gets an event letting them attempt to assassinate or bribe the chancellor. *[[File:Job sow dissent.png]] '''Sow Dissent''' ** '''Success:''' A negative temporary opinion modifier both ways from the vassal at the targeted province and his liege. ** '''Failure:''' Discovery and negative opinion of sender. * '''Improve Clan Sentiment''' (nomads only; replaces '''Fabricate [[Claims]]''') ** '''Success''': Improves the [[Nomadism#Clan sentiment|clan sentiment]] (not the same as regular opinion) of another clan towards yours. ==军事总管== === Abilities === *[[File:Job assist arrest.png]] '''Suppress [[Revolt]]s''' **+1% chance/skill of imprisoning characters in province. **-1% chance/skill of [[revolt]] in province. *[[File:Job train troops.png]] '''Train Troops''' **[[Levy]] size +2.5%/skill. Applies to every holding directly held by the liege in the province. **Reinforce rate +5%/skill. Applies to every holding directly held by the liege in the province. **'''Success''': +50% reinforcement rate for 1 year in province. **'''Failure''': Anger vassal with Ambitious or Deceitful traits, -200% province reinforcement rate for 6 months. *[[File:Job advance mil tech.png]] '''Research [[Technology#Military Advances|Military Tech]]''' (not available to [[tribes]]) **+5% Military tech spread rate/skill. **'''Success''': Local lord with 8+ Military skill and either 7+ Diplomacy or Gregarious trait gets improved relations, 50 Military points. **'''Failure''': Marshal wounded (75% chance) or maimed (25% chance). *[[File:Job organize raid.png]] '''Organize raid''' (only for tribes; replaces '''Research [[Technology#Military Advances|Military Tech]]''' ) **'''Success''': Get event troops (Three stacks each 2.5% of realm levies, minimum of 100 and maximum of 3000), which must be used to [[raid]] within 5 months or else be disbanded, costing money. Must be at peace to trigger. ==财政总管== === Abilities === *[[File:Job squeeze peasant.png]] '''Collect [[Economy|Taxes]]''' (not available to tribes or nomads) ** +2.5% tax/skill. Applies to every holding directly held by the liege in the province. ** '''Success''': Get bonus money equal to 50% of annual income. ** '''Failure''': Steward is chased by peasants and potentially wounded or killed; liege loses 10-15 prestige. ** '''Failure''': Peasants angered; increasing revolt risk and annoying local lords. *[[File:Job oversee construction.png]] '''Oversee [[Construction]]''' ** -2.5% construction time/skill. ** '''Success''': Steward becomes permanent Master Builder, reducing construction time by a further 5% wherever present (this continues to apply even if fired from stewardship job). ** '''Failure''': Local noble sabotages building, decreasing relations and increasing build time by 30% for one year. *[[File:Job advance eco tech.png]] '''Research [[Technology#Economy Advances|Economy Tech]]''' (not available to tribes) ** +5% Economy tech spread speed/skill, from ''other'' provinces ''to'' this one *[[File:Job build legend.png]] '''Build Legend''' (only for tribes) ** +0.1 [[Prestige]] per skill per month ** '''Success''': Get event troops (Three stacks, each 7.5% of realm levies, minimum of 100 and maximum of 3000), which must be used in battle within one year (plus or minus three months) or else be disbanded, costing prestige.) Troops are automatically disbanded when war ends, although they will remain if another war was declared before ending the first one. *[[File:Job settle tribe.png]] '''Settle Tribe''' (only for tribes) **'''Success''': Target province converts to owner culture. (Can target only provinces in your own demesne) **'''Failure''': Steward injured. * '''Collect Tribute''' (only for nomads) ** Must be sent to a vassal or tributary. **'''Success''': collected extra income. **'''Failure''': relations penalty. ==密谋总管== === Abilities === *[[File:Job uncover plots.png]] '''Scheme''' **+1% increased chance of detecting [[plots]] per skill, in a given province<sup>[Who must be in the province? Plotter? Backers? Target?]</sup> **'''Success:''' An event allowing you to discourage a vassal from being a member of [[factions]] in your realm. (MTTH min 26 months with 17 intrigue skill) **'''Success:''' An event allowing you to encourage a fellow vassal to join your faction. **'''Success/Failure:''' Discovers a local character's plot. Survival depends on the plotter's opinion of the spymaster. **'''Failure:''' The spymaster is attacked by thugs. Survival depends on Martial skill. *[[File:Job organize spies.png]] '''Build Spy Network''' **+0.5% [[plot]] power per skill point **'''Success:''' Liege can attempt to blackmail a male homosexual ruler **'''Success:''' Liege can accuse a ruler of corruption and attempt to fine them *[[File:Job study technology.png]] '''Study [[Technology]]''' **Must be placed in province you do not control, with at least one tech further advanced than your capital. **Technology spreads from target to capital (faster based on skill) (multiplicative with other councilors in "Research" jobs) **'''Success:''' Gain 50 tech points in a random field. (Faster with intrigue skill up to 13 and with [[Scholarship]] focus.) **'''Failure:''' The ruler of the target province discovers the spymaster, likely imprisoning him/her. === Bonuses === *Discovers plots. If you have no Spymaster, you will not discover any plots. *If the Spymaster is plotting against you, they won't tell you! It is very important to for your Spymaster to have a high opinion of you. Ideally they also have high ai_honor, although most traits that increase Intrigue skill also decrease ai_honor. *Removes [[Warfare#Fog of war|fog of war]] from the job province and all neighboring provinces, making both "Study Technology" and "Build Spy Network" useful for scouting. ==宫廷司祭== === Abilities === *[[File:Job inquisition.png]] '''Proselytize in own realm''' **'''Success:''' A vassal or courtier in the province [[Religious conversion|converts]] to your religion (high frequency). **'''Success:''' The county is [[Religious conversion|converted]] to your religion (low frequency). *** More likely if councilor has the correct [[culture]] for the province, with high [[moral authority]], and with high skill (up to 13 learning). See [[Religious_conversion#Court_Chaplain_2]] for details. **'''Failure:''' The chaplain is attacked, being killed or injured. You lose 10 Prestige. **'''Failure:''' The chaplain accuses a vassal of heresy. The vassal gives you an event in which you can choose to back them up or back up your chaplain. You get an opinion bonus with one and a penalty with the other. **'''Failure:''' Local population resists conversion, causing increased [[revolt risk]] for 1 year. *[[File:Job inquisition.png]] '''[[Religious conversion#Proselytize in pagan capital|Proselytize in pagan capital]]''' **'''Success:''' Allowed to stay. Liege gains 20 piety. (May be imprisoned instead.) **'''Success:''' Converts pagan courtier. (May be imprisoned afterward.) **'''Success:''' Attempts to convert pagan ruler. (Expelled if unsuccessful.) *[[File:Job advance cul tech.png]] '''Research [[Technology#Culture Advances|Cultural Tech]]''' (not available to tribes) ** +5% cultural spread rate/level ** '''Success:''' The chaplain finds a great philosopher. You get an event with the option of paying money to gain 50 Cultural tech points. ** '''Failure:''' The chaplain [[Religious conversion|converts]] to a heresy and gives you an event allowing you to choose to do the same or imprison them. (MTTH falls to 26 years as learning increases to 13) If you choose to practise the heresy in secret, the chaplain will also practise the heresy in secret. *[[File:Job improve rel relations.png]] '''Improve Religious Relations''' (non-Muslim only) **'''Success:''' A local religious ruler gives you +40 opinion for two years (high frequency). *** Useful for your [[religious head]], especially the Pope. Try to pick a province where the Pope personally holds all churches. **'''Success:''' A local religious ruler gets a -15 opinion penalty toward their religious head. *** Potentially useful for vassal Catholic bishops, so they pay taxes to you instead of the Pope *[[File:Job charity.png]] '''Perform Charity''' (Muslim only) ** -1% [[revolt risk]] per skill in the target province. ** '''Success:''' You gain 15 piety (MTTH: 57 months with 13+ skill). ** '''Success:''' Improved relations with vassal of same religion (MTTH: 70 months with 13+ skill, modified by moral authority). ** '''Failure:''' The imam / mullah is attacked by a mob, being wounded or killed. ** '''Failure:''' The imam / mullah embezzles money. You may pardon or imprison him. *[[File:Job build zeal.png]] '''Build Zeal''' (Tribes only) ** +0.05 [[piety]] per skill per month ** '''Success''': Raise zealot [[event troops]]. Three stacks, each 7.5% of realm levies, minimum of 100 and maximum of 3000. If not used in a religious war within one year (plus or minus three months) or explicitly disbanded, they will leave, costing piety. ==内阁成员的正面特质== Depending on your councilors' skills and traits, they may be able to trigger additional events, regardless of their current mission. <!-- Ref: job_flavor_events.txt, plus the five ze_* conclave event files for each position. I left out some that seemed less important: a few that just let you imprison the councilor, removing bankruptcy province modifiers, tech spread opportunities (these cost way too much), and one where a zealous spiritual gives you an opportunity to burn/banish an infidel/heretic in your court. The conclave "abuse of office" events can neat if they're lowborn councilors whose wealth you'll inherit but that information belongs somewhere else. Also not mentioned: which traits give good statue types in ze_council_events_steward.txt. --> {|class="wikitable" ! Job !! Councilor requirements !! Liege requirements !! DLC !! Event |- | style="background: rgba(40, 51, 65, 0.9); color: #ddd;" | Chancellor || <span style="white-space: nowrap;">12+ skill and<br>{{smart}}</span> || Not tribal or nomadic || || Choice of +25 feudal vassal opinion or +25 republic vassal opinion<br>Capital [[prosperity|prospers]] (if ''[[The Reaper's Due]]'' is enabled) |- | style="background: rgba(40, 51, 65, 0.9); color: #ddd;" | Chancellor || {{iconify|Diligent}} || || || Improved opinion from a random vassal, with spouse, or with all courtiers |- | style="background: rgba(40, 51, 65, 0.9); color: #ddd;" | Chancellor || {{iconify|Diligent}} or<br>(12+ and {{iconify|Gregarious}}) || Adult<br><span style="white-space: nowrap">None of [[File:Charismatic_negotiator.png]][[File:Grey_eminence.png]][[File:Gregarious.png]]</span> || {{icon|con}} || For a [[favor]], chancellor helps you become multilingual (+1 diplomacy, +1 learning) |- | |- | style="background: rgba(61, 37, 36, 0.9); color: #ddd;" | Marshal || 12+ skill and<br>{{smart}} || || || Choice of +10% morale (global) or +10% levy size (where marshal is working)<br>Capital prospers |- | style="background: rgba(61, 37, 36, 0.9); color: #ddd;" | Marshal || {{iconify|Wroth}} and landless || || || Liege may imprison the marshal for a chance to become {{iconify|Just}} |- | style="background: rgba(61, 37, 36, 0.9); color: #ddd;" | Marshal || {{iconify|Diligent}} or<br>{{iconify|Lunatic}} || || {{icon|con}} || Spend 30 wealth on experiments that may yield +50 military [[technology|tech points]] |- | |- | style="background: rgba(46, 54, 34, 0.9); color: #ddd;" | Steward || 12+ skill and<br>{{smart}} || <50 [[wealth]] ''and'' 2% revolt risk || || Choice of +10% tax income (?) or -5% revolt risk (demesne provinces)<br>Capital prospers |- | style="background: rgba(46, 54, 34, 0.9); color: #ddd;" | Steward || {{iconify|Just}} || || || -5% revolt risk in a random demesne province (''Justice Prevails'') |- | style="background: rgba(46, 54, 34, 0.9); color: #ddd;" | Steward || {{iconify|Kind}} or<br>{{iconify|Charitable}} || Epidemic in demesne || || <code>reduce_disease = 0.33</code> |- | style="background: rgba(46, 54, 34, 0.9); color: #ddd;" | Steward || {{iconify|Greedy}} || || || Liege may seize steward's wealth<br>(Only without ''Conclave'') |- | style="background: rgba(46, 54, 34, 0.9); color: #ddd;" | Steward || NOT 8+ skill and<br>{{iconify|Proud}} || Can borrow from Jews<!--approximate--> || {{icon|con}}{{icon|soa}} || -50 wealth via forced loan from Jews, but liege can become more {{iconify|Just}} or more {{iconify|Patient}} |- | style="background: rgba(46, 54, 34, 0.9); color: #ddd;" | Steward || 15+ skill and<br>{{iconify|Ambitious}} || || {{icon|con}} || +300 wealth (and possibly a followup request to be granted a county) <!-- If you have an extra demesne county (not your capital and can be given away), the steward will follow up with a request to be granted the county. You can grant it (gaining an additional +200 wealth and becoming more Just), owe the steward a favor instead, or flatly deny the request and become [[rival]]s with the steward. --> |- | style="background: rgba(46, 54, 34, 0.9); color: #ddd;" | Steward || 15+ skill and<br><span style="white-space: nowrap;">Any of [[File:Ambitious.png]][[File:Kind.png]][[File:Proud.png]]</span> || Adult<br>Less than 10 stewardship || {{icon|con}} || Join your steward on a full day's work<br>Gain {{iconify|Honest}} and {{iconify|Just}} (or an alternative stewardship bonus)<br>Or leave early to become {{iconify|Greedy}} or {{iconify|Wroth}}, if you prefer.<!--<br>Improve your stewardship by either: replacing any lv1 education <span style="white-space: nowrap;">[[File:Naive_appeaser.png]][[File:Misguided_warrior.png]][[File:Indulgent_wastrel.png]][[File:Amateurish_plotter.png]][[File:Detached_priest.png]]</span> with {{iconify|Thrifty clerk}}, removing {{iconify|Arbitrary}}, gaining {{iconify|Just}}, or gaining 3 base stewardship--> |- | |- | style="background: rgba(47, 35, 52, 0.9); color: #ddd;" | Spymaster || 12+ skill and<br>{{smart}} || || || Choice of +10% arrest chance or +10% plot power<br>Capital prospers |- | style="background: rgba(47, 35, 52, 0.9); color: #ddd;" | Spymaster || {{iconify|Diligent}} or<br>{{iconify|Lunatic}} || || {{icon|con}} || Precautionary safety measures |- | |- | style="background: rgba(63, 63, 63, 0.9); color: #ddd;" | Spiritual || 12+ skill and<br>{{smart}} || || || Choice of +25 church opinion or +0.1 monthly piety<br>(For Muslims: +0.2 monthly piety)<br>Capital prospers |- | style="background: rgba(63, 63, 63, 0.9); color: #ddd;" | Spiritual || {{iconify|Zealous}} and<br>350 wealth || 250 wealth || {{icon|con}} || Spiritual offers to pay 250g toward the construction of a new [[temples|temple]], if you also spend 250g. |} ==其它相关特质== Councilors have increased plot power against you. Watch out for councilors who have traits that increase inclination to join [[assassination]] plots, such as {{iconify|Deceitful}}. This is especially crucial if they have low opinion of you, high intrigue skill, or the spymaster position. For the post of Marshal, consider appointing a character with high Martial score, but also have the {{iconify|Craven}} trait, since such characters are usually not good commanders. With {{icon|con}}''Conclave'': * {{iconify|Marshal}} and {{iconify|Court Chaplain}} with certain traits may trigger an "abuse of office" event that gives them 100 wealth. This isn't possible for {{iconify|honest}}, {{iconify|kind}} or {{iconify|just}} councilor. If the councilor is a courtier, you'll have an opportunity to [[banishment|seize]] or [[Economy#Inheritance|inherit]] this wealth. This event is more likely if he is {{iconify|greedy}}, {{iconify|arbitrary}} or {{iconify|deceitful}}, and less likely if he is {{iconify|craven}} or {{iconify|slothful}}. Beware: for the {{iconify|Marshal}}, his location province (usually the capital) will get 3 years of peasant unrest modifier giving -50% taxes and 10% revolt risk. * Councilors who are {{iconify|Content}} are more likely to select the {{iconify|Loyalist}} [[Council vote#Stances|stance]]. On the other hand, content vassals rarely join [[factions]], so they are less important to pacify with council jobs. They are useful to have on the council when voting for law changes. With {{icon|trd}}''The Reaper's Due'': *Landed rulers who are {{iconify|Paranoid}} may go into [[seclusion]] even when there is no epidemic [[disease]] present in their capital. They will be unable to trigger mission events or clear fog of war while in seclusion. Frequent seclusion is especially problematic for a Chancellor, as being in seclusion reduces Diplomacy skill. *You may wish to appoint the same character as Lord Spiritual and [[Court Physician]]. Both depend on learning skill, and the +10 opinion from the council position will sometimes earn you better treatment for your diseases. If you choose to do so, [[Court Physician#Treatment outcome|traits that affect court physician efficacy]] should be your primary concern. ==仅适用于{{icon|con}} [[御前会议]]扩展包== === Council power and voting === Depending on your '''[[council laws]]''', some actions will require a '''[[council vote]]'''. Bypassing the council's decision is considered an act of [[tyranny]]. Vassals may create a faction to demand increased council power; they are more likely to do so if the council is not empowered. === Powerful vassals === With the [[Conclave]] DLC active, a player's most '''powerful vassals''' will clamor for a seat on their liege's council. Those who are eligible for a position, but do not have one, get a -40 opinion penalty toward their liege (except if the powerful vassal is in [[hiding]]). This can stack with similar opinion penalties for patricians in a [[merchant republic]] or khans in a [[nomadism|khaganate]]. The maximum number of "powerful vassals" is one less than the maximum number of voting seats; this means that kings and emperors usually have more "powerful vassals" as they can have Advisors. This allows for the fact that most rulers cannot appoint a powerful vassal as Court Chaplain. Also, vassals must have a certain level of military power compared to their liege before they qualify as "powerful". ====Strategies==== *{{icon|hl}} Nomads usually do not have a fixed number of powerful vassals; Khagans should aim for 3 vassal clans (or less, for the 2 Advisor and Marshal slot as nomads tend to have high Martial scores) so that councilors can be chosen based on competency, while khans should choose their CBs carefully while waging war so as not to acquire count or duke vassals. *Consider manipulating competent vassals to become "powerful" ones by lawfully revoking titles of powerful but incompetent councilors; realms with Iqta or Imperial Administration can do this by redistributing duchies. *If not using viceroyalties, consider educating the heirs of powerful vassals so that they can remain in the same council job upon succession. *Conversely, engineer powerful vassals to enter regencies so that they vacate their seats, allowing you to appoint competent councilors as replacements. In particular, you can fire powerful vassals who went into hiding. *Consider creating a powerful [[Vassals#Vassal theocracies|vassal theocracy]]. The priest can serve as Lord Spiritual, possibly freeing another council position for a competent sycophant. === Councilors not joining factions === When the council is empowered to vote on War Declarations, councilors cannot join factions while the council is content. The council is considered ''discontent'' for several years after [[succession]] or tyrannically bypassing a council vote. [[Tribalism|Tribal]] councilors are not prevented from joining factions. === Advisors === Advisors are extra voting positions in kingdoms and empires. Kings have 1 advisor slot and emperors have 2 slots. The council must be empowered for advisor slots to appear. Advisor seats are only visible in the "My Council" tab. Advisors do not affect [[Attributes#State attributes|state attributes]] or job action performance, so their skills are unimportant. These seats are typically given to "powerful vassals" whose abilities are too low for any standard council seat. Advisors can be useful as active [[commander]]s, since they are not busy with job actions. Also, note that in the Byzantine and Roman Empire, advisors are considered electors for imperial elective. Councilors can be swapped into advisor roles instead of being fired. This is useful if a poorly skilled vassal uses a [[favor]] to force their way onto the council, or you wish to make adjustments due to your powerful vassals passing away and their heirs having a different skillset from them. To ensure the correct advisor takes the main council seat, right-click the existing advisor rather than the main councilor. During a [[regency]], if the regent happens to be a councilor, swapping the regent/councilor into an Advisor slot can increase the relevant state attribute. However, the regent/Advisor still only has 1 vote when voting on actions to be taken; the other vote defaults to "no" as 1 seat is considered to be empty. ==仅适用于{{icon|mnm}}[[修道士与密契者]]扩展包== ===不在地图上进行的工作=== Every councillor has an additional council job option, which keeps them busy without having them go to a specified place (except for Spymaster, where ''Scheme'' becomes offmap instead). * {{iconify|Chancellor}} - '''Perform Statecraft''': increases [[threat]] decay speed, and can fire events which improve relations with random vassals, neighbours, or liege. * {{iconify|Marshal}} - '''Organize the Army''': lowers the upkeep cost of [[retinue]] (or horde), and can fire events to train existing or find new [[commander]]s. * {{iconify|Steward}} - '''Administer Realm''': increases the speed of [[Culture#Province_conversion|cultural conversion]] in realm provinces, and can fire events adding economic bonuses to any province. * {{iconify|Spymaster}} - '''Sabotage''': target province will suffer damage, gain unrest, and may even be made easier to siege. * {{iconify|Court Chaplain}} - '''Hunt Heretics''': hunts for members of secret societies. If any are caught, you can given several options on how to deal with the character: **Burn the character at the stake for some Piety **Imprison the character and brand them. **Brand them. **Letting them go free. ===寻找宝物=== Your councilors can hunt for [[artifacts]], and their traits may affect their success. See [https://www.reddit.com/r/CrusaderKings/comments/68xfnz/best_candidate_for_artifact_hunting/ Selecting councilors for artifact-hunting abilities]. [[Category:角色]] [[Category:Lists of titles]] [[Category:Realm]] {{CharactersNavbox}} {{RealmNavbox}}
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