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| {{version|2.8}} | | {{version|2.8}} |
| A '''revolt''' occurs when the peasants and commoners rise up against their lawful lords and begins assaulting the [[holding]]s in a province.
| | 当农民和平民起义反抗他们的法定领主并且开始袭击省份的[[ 地产]] 时,一场{{N|叛乱|revolt}}发生了。 |
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| '''Revolt risk''' rises in provinces that are of a different [[religion]] or [[culture]] than their owner. It rises even more if they're not only a different culture but a different culture group (and likewise not only a different religion but a different religious group). There are also events that can raise revolt risk.
| | 同拥有者不同[[ 宗教]] 或[[ 文化]] 的省份,{{N|叛乱风险|Revolt risk}}增加。如果它们不仅不同文化而且是不同文化组(同样地,不仅不同宗教而且不同宗教组),则叛乱风险增加更多。 |
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| == Pre-The Old Gods == | | == 逝往神灵前 == |
| The following describes the old system, which is in effect without [[The Old Gods]] DLC.
| | 下文描述的是没有 {{icon|tog}} [[ 逝往神灵]]DLC 的旧系统。 |
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| When the check against revolt risk passes, a stack of rebels spawns in the county consisting of light infantry, archers, and usually cavalry. It is 1.25x the size of the largest garrison in the province and is hostile to ''everyone''. If the rebels manage to conquer a province, then events can occur which can destroy [[building]]s or wound or kill a local landholder. A province occupied long enough can even break away or join another realm.
| | 当叛乱风险判定通过时,一群由轻步兵、弓箭手,通常还有骑兵组成的叛军在这个省份中出现。它的规模是该省最大驻军的1.25倍,对“所有人”都怀有敌意。如果叛军成功征服一个省份,之后将可能发生摧毁[[ 建筑]] ,或者当地土地拥有者受伤或被杀的事件。一个占领时间足够长的省份甚至可以脱离或加入另一个国家。 |
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| Usually, if the rebels spawn in the lands of a vassal duke with multiple holdings, he will muster his own [[levies]] and [[retinue]] to deal with the rebels, but fundamentally it is the duty of a liege-lord to handle rebels, and frequently your count-level vassals won't be able to deal with rebel stacks. Rebels usually disperse once they lose one battle, obviating the need to chase them around the map.
| | 通常,如果叛军在一位拥有多个地产的附庸公爵的土地上产生,他将调集他自己的[[ 征召兵]] 和[[ 近卫军]] 来解决叛军。但从根本上来说,处理叛军是领主的义务,并且你的伯爵级别的封臣经常不能够处理大量叛军。叛军通常在输掉一场战斗后就会解散,避免了在地图上到处追赶他们。 |
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| == The Old Gods == | | == 逝往神灵 == |
| With {{icon|tog}}[[The Old Gods]] active, rebels come in four types: peasant revolts, religious revolts, heretic revolts and liberation revolts. The rebellion has a leader with a duchy-tier temporary title, who declares war on the realm but is also hostile against all other independent rulers.
| | 若 {{icon|tog}} [[ 逝往神灵]] 激活,叛军有四种类型:农民叛乱,宗教叛乱,异端叛乱和解放叛乱。叛军有一位临时头衔为公爵级的领袖,他向此国宣战,但同时也对所有其他独立统治者怀有敌意。 |
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| All rebellion events trigger on the first day of the month. The rebellion spawns in a county with an army scaled to the size of its top liege's levies, in the same manner as [[adventurers]]. If there is an ongoing rebellion with the same goal, additional troops join the existing rebellion rather than declaring a duplicate war. If you have 100% warscore (usually due to wiping out the enemy army), the war ends.
| | 所有叛乱事件在月初第一天触发。叛乱在一个省份发生,同时产生和其最高领主的征召兵同等规模的军队,和[[ 冒险家]] 的方式一样。如果有正在进行的同样目标的叛乱,额外的部队将加入已经存在的叛乱而不是重复宣战。如果你有100% 的战争分数(通常是因为消灭了敌军),战争结束。 |
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| The rebellion has the same effects as any war (such as interrupting feasts and other event chains that require you to be at peace and preventing anyone from usurping your titles). If it wins, the revolt title is destroyed and the leader becomes independent. If it loses, the leader is imprisoned by the defender and gains the "Broken Spirit" modifier, making them useless as future leaders.
| | 叛乱和其他任何战争的效果一样(例如打断盛宴和其他要求你处于和平的事件链,并且组织任何人篡夺你的头衔)。一个例外是叛乱不打断 {{icon|trd}} [[File:Obj_see_realm_prosper_5.png|See the Realm Prosper|link=Ambition]] '''见证领地范围'''野心。它们会打断 {{icon|hf}} [[File:obj_forge_bloodline.png|Forge Bloodline|link=Ambition]] '''塑造血脉'''野心的和平年份计数。 |
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| While revolt risk depends on the difference between the province and the local ruler, the CB used by rebels depends on the difference between the province and the top liege:
| | 如果叛乱胜利,叛乱头衔被摧毁而领袖独立。如果它失败,领袖被防御方囚禁并获得“意志消沉”修正,使得他们作为无用的未来的领导者。 |
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| ;Peasant revolt: A peasant revolt is led by a randomly generated lowborn character of the county's religion and culture with the {{iconify|Peasant Leader}} [[trait]]. The title and CB are named "[County adjective] Peasant Revolt" (e.g. "Cornish Peasant Revolt"). On success, only the target county is usurped.
| | 尽管叛乱风险取决与省份和当地统治者的差异,但叛军使用的CB取决于省份和最高领主的差异: |
| ;Religious uprising: If the county's religion is a different religious group from the top ruler, the revolt may be a religious uprising, led by a randomly generated character of the county's religion and culture. The title and CB are named "[County adjective] [Religion] Uprising" (e.g. "Syrian Orthodox Uprising"). On success, the attack usurps all occupied holdings (along with minor holdings in occupied counties) and holdings in the targeted duchy (unless held by characters of the correct religion who can be vassalized instead). The attacker automatically usurps the duchy title if it is controlled by the defender or does not exist.
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| ;Heretic uprising: Similar to religious uprisings, triggered when the province religion is a heresy of the top liege's religion. Led by a leader with the {{iconify|Heresiarch}} [[trait]].
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| ;Liberation revolt: A more dangerous kind of revolt, this targets an entire de jure kingdom whose title does not exist but did in the past (possibly earlier than the game's start date). This type of revolt can happen when the province culture differs from the top liege and the "kingdom culture" (that is, the traditional culture of the de jure kingdom in question) matches the province culture. The titular title is "[Kingdom] Liberation Revolt" (e.g. "Welsh Liberation Revolt"). If the rebels win, they gain occupied holdings along with all territory in the target kingdom controlled by the liege. If the resulting realm has 5 or more counties, the newly independent ruler creates or usurps the kingdom title (unless it is now held by an uninvolved ruler).
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| == Revolt risk ==
| | ;农民叛乱:一次农民叛乱由一位随机产生的出身低贱,和省份同宗教文化,拥有 {{iconify|Peasant Leader}} [[特质]]的角色领导。头衔和CB被称为“[省份名称]农民叛乱”(如,“康沃尔农民叛乱”)。一旦成功,仅目标省份被篡夺。 |
| | ;宗教叛乱:如果省份宗教和最高统治者是不同宗教组,叛乱可能是一次宗教叛乱,由一位随机产生的和省份同宗教文化的角色领导。头衔和CB被称为“[省份名称][宗教]叛乱”(如,“叙利亚东正教叛乱”)。一旦成功,进攻方夺取全部已占领的地产(和被占领省份内的地产)和目标公国的地产(除非其被正确宗教的角色持有,可以被附庸而不是篡夺)。进攻方自动篡夺公爵头衔,如果其被防御方持有或不存在。 |
| | ;异端叛乱: 类似于宗教叛乱,当省份宗教是最高领主宗教的异端时,可能触发。由一位拥有 {{iconify|Heresiarch}} [[特质]]的角色领导。 |
| | ;解放叛乱: 一种更危险的叛乱,其目标是一整个法理王国,此王国的头衔当前不存在但曾经存在(可能早于游戏开局时间)。当省份文化不同于最高领主,而“王国文化”(即法理王国的传统文化)与省份文化相配时,此类叛乱可能发生。其名誉头衔是“解放[王国]叛乱”(如,“解放威尔士叛乱”)。如果叛乱胜利,他们获得占领的地产和所有领主控制的目标王国的领土。如果产生的国家有5个或更多的省份,这位新独立的统治者将创建或篡夺此王国头衔(除非其被一位未涉入战争的统治者持有)。 |
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| Each province has a '''revolt risk''' that determines the chance of a revolt breaking out.
| | == 叛乱风险 == |
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| Due to differences between the province population and the ''local'' ruler (or ''regent''):
| | 每个省份有一个''' 叛乱风险''' ,其决定了叛乱爆发的几率。 |
| * +1%: Different culture (of same culture group)
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| * +2%: Different culture group
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| * +1%: Different religion (of same religion group)
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| * +2%: Different religion group
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| * +3%: Heresy
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| Due to other circumstances:
| | 因为省份人口和''当地''统治者(或''摄政'')间的差异: |
| * +4%: Isolated County (not the holder's capital, and not adjacent to another demesne province) | | * +1%: 不同文化(同文化组) |
| * +4%: [[Nomad agitation]] in provinces taken from {{icon|hl}}nomadic realms | | * +2%: 不同文化组 |
| | * +1%: 不同宗教(同宗教组) |
| | * +2%: 不同宗教组 |
| | * +3%: 异端 |
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| Due to temporary province modifiers, triggered by events and shown as red icons:
| | 因为其他情形: |
| * +5%: Incompetent ruler (caused by a ruler being in [[Economy#Debt|debt]]) | | * +4%: 孤立的省份(不是持有者的首都,且没有毗邻另一个直辖领) |
| * +5%: High taxes (caused by Collect Taxes mission) | | * +4%: 夺自 {{icon|hl}} 游牧国家的省份有[[ 游牧民骚动]] |
| * +5%: Triple Taxation! (caused by Extort Peasants with the Build War Chest ambition)
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| * +10%: Cultural unrest
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| * +10%: Religious tension (can be triggered during Proselytize mission, or by low moral authority in Indian religions)
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| * +50%: Religious unrest
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| * +50%: Heretic stronghold (province where a heresy appeared spontaneously)
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| * Various crises during epidemics, with {{icon|trd}}''[[The Reaper's Due]]''
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| ==Strategies==
| | 因为短暂的省份修正,通过事件触发,且以红色图标显示: |
| * Lower revolt risk: | | * +5%: 无能的统治者(由陷于[[ 经济# 债务| 债务]] 的统治者导致) |
| ** [[Culture#Culture conversion|Spread your culture]], or keep vassals of the same culture as their province
| | * +5%: 高税收(由征收赋税任务造成) |
| ** [[Religious conversion#Spreading your religion|Spread your religion]], or keep vassals of the same religion as their province | | * +5%: 三倍税!(为建立战争金库[[ 野心]] 而敲诈农民导致) |
| ** Keep [[moral authority]] high to avoid having ''heretic strongholds'' appear. | | * +10%: 文化叛乱 |
| ***Convert counties quickly, especially if the religion of the counties have a low MA | | * +10%: 宗教紧张(在传教任务过程中触发,或因印度宗教低宗教权威触发) |
| * Crush religious revolts quickly, lest additional troops join the ongoing revolt. | | * +50%: 宗教叛乱 |
| * Offer white peace to rebel leaders once you have destroyed approximately half of their army. You still get to imprison the leader. Only go for full victory if you need the additional prestige or piety. | | * +50%: 异端堡垒(自发出现异端的省份) |
| * While you cannot call [[alliances|allies]] to help you with revolts, you can call them to join you in another war, and use their attached armies against the rebels. | | * 瘟疫期间的各种危机,拥有 {{icon|trd}} ''[[ 死神索命]]''DLC |
| * If you cannot spare the soldiers to defeat an independence or peasant revolt in your ''de jure'' territory, an alternative solution is to surrender before too much damage is done. You will take a prestige hit, but if you can afford it you will immediately gain a variety of [[claims]] on the errant territory, allowing you to quickly reconquer it with your allies' support. This also severely weakens the enemy, especially in the case of peasant rebellions: they will suffer new administration penalties to levies and taxes, and much of the active army will have immediately dispersed upon their earlier "victory". And as you were the defender during the preceding war, the relevant truce only binds the rebel leader as the aggressor.
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| [[Category:Holdings]] | | 当一个省份为一个正在进行的叛乱(如宗教叛乱)提供增援时,此省份获得'''最近叛乱'''修正,此修正降低100%叛乱风险,持续5年。 |
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| | ==策略== |
| | * 降低叛乱风险: |
| | ** [[文化|传播你的文化]],或让封臣与他们的省份拥有相同文化 |
| | ** [[宗教转变#传播你的宗教|传播你的宗教]],或让封臣与他们的省份拥有相同宗教 |
| | ** 保持高[[宗教权威]]来避免出现''异端堡垒'' |
| | ***迅速转变省份宗教,特别是此省份的宗教权威低时 |
| | * 迅速镇压宗教叛乱,以免更多的军队加入正在进行的叛乱。 |
| | * 另一方面,如果你有多个难控制的省份,让叛乱壮大可能更有用。任何加入正在进行的叛乱的省份将在5年内不能再次叛乱。 |
| | * 一旦你已经摧毁他们一半左右的军队,向叛乱领袖提出无条件和平。你仍然能够囚禁叛乱领袖。仅在你需要额外的威望或虔诚时继续追求完全的胜利。 |
| | * 虽然你不能召唤[[同盟|盟友]]来帮助你处理叛乱,但你可以召唤他们加入另一场战争,并且利用他们的军队对抗叛军。 |
| | * 如果你不能调出军队击败位于你的“法理”领土内的独立或农民叛乱,另一种解决办法是在造成太大破坏之前投降。你将损失威望,但如果你能承担得起,你将立即获得针对此片领土的各种[[宣战理由]],让你在盟友的支持下迅速地重新征服它。这也严重削弱了敌人,特别是在农民叛乱的情况下:他们将受到新近管治的税收和征召兵惩罚,而大部分军队将在他们之前的“胜利”后立即解散。 除此之外,由于你在之前的战争中是防守方,相关的停战协定只会约束作为侵略者的叛军领袖。 |
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| | [[Category: 地产]] |
| {{HoldingsNavbox}} | | {{HoldingsNavbox}} |
当农民和平民起义反抗他们的法定领主并且开始袭击省份的地产时,一场叛乱(英文:revolt)发生了。
同拥有者不同宗教或文化的省份,叛乱风险(英文:Revolt risk)增加。如果它们不仅不同文化而且是不同文化组(同样地,不仅不同宗教而且不同宗教组),则叛乱风险增加更多。
逝往神灵前
下文描述的是没有 逝往神灵DLC的旧系统。
当叛乱风险判定通过时,一群由轻步兵、弓箭手,通常还有骑兵组成的叛军在这个省份中出现。它的规模是该省最大驻军的1.25倍,对“所有人”都怀有敌意。如果叛军成功征服一个省份,之后将可能发生摧毁建筑,或者当地土地拥有者受伤或被杀的事件。一个占领时间足够长的省份甚至可以脱离或加入另一个国家。
通常,如果叛军在一位拥有多个地产的附庸公爵的土地上产生,他将调集他自己的征召兵和近卫军来解决叛军。但从根本上来说,处理叛军是领主的义务,并且你的伯爵级别的封臣经常不能够处理大量叛军。叛军通常在输掉一场战斗后就会解散,避免了在地图上到处追赶他们。
逝往神灵
若 逝往神灵激活,叛军有四种类型:农民叛乱,宗教叛乱,异端叛乱和解放叛乱。叛军有一位临时头衔为公爵级的领袖,他向此国宣战,但同时也对所有其他独立统治者怀有敌意。
所有叛乱事件在月初第一天触发。叛乱在一个省份发生,同时产生和其最高领主的征召兵同等规模的军队,和冒险家的方式一样。如果有正在进行的同样目标的叛乱,额外的部队将加入已经存在的叛乱而不是重复宣战。如果你有100%的战争分数(通常是因为消灭了敌军),战争结束。
叛乱和其他任何战争的效果一样(例如打断盛宴和其他要求你处于和平的事件链,并且组织任何人篡夺你的头衔)。一个例外是叛乱不打断 见证领地范围野心。它们会打断 塑造血脉野心的和平年份计数。
如果叛乱胜利,叛乱头衔被摧毁而领袖独立。如果它失败,领袖被防御方囚禁并获得“意志消沉”修正,使得他们作为无用的未来的领导者。
尽管叛乱风险取决与省份和当地统治者的差异,但叛军使用的CB取决于省份和最高领主的差异:
- 农民叛乱
- 一次农民叛乱由一位随机产生的出身低贱,和省份同宗教文化,拥有 特质的角色领导。头衔和CB被称为“[省份名称]农民叛乱”(如,“康沃尔农民叛乱”)。一旦成功,仅目标省份被篡夺。
- 宗教叛乱
- 如果省份宗教和最高统治者是不同宗教组,叛乱可能是一次宗教叛乱,由一位随机产生的和省份同宗教文化的角色领导。头衔和CB被称为“[省份名称][宗教]叛乱”(如,“叙利亚东正教叛乱”)。一旦成功,进攻方夺取全部已占领的地产(和被占领省份内的地产)和目标公国的地产(除非其被正确宗教的角色持有,可以被附庸而不是篡夺)。进攻方自动篡夺公爵头衔,如果其被防御方持有或不存在。
- 异端叛乱
- 类似于宗教叛乱,当省份宗教是最高领主宗教的异端时,可能触发。由一位拥有 特质的角色领导。
- 解放叛乱
- 一种更危险的叛乱,其目标是一整个法理王国,此王国的头衔当前不存在但曾经存在(可能早于游戏开局时间)。当省份文化不同于最高领主,而“王国文化”(即法理王国的传统文化)与省份文化相配时,此类叛乱可能发生。其名誉头衔是“解放[王国]叛乱”(如,“解放威尔士叛乱”)。如果叛乱胜利,他们获得占领的地产和所有领主控制的目标王国的领土。如果产生的国家有5个或更多的省份,这位新独立的统治者将创建或篡夺此王国头衔(除非其被一位未涉入战争的统治者持有)。
叛乱风险
每个省份有一个叛乱风险,其决定了叛乱爆发的几率。
因为省份人口和当地统治者(或摄政)间的差异:
- +1%: 不同文化(同文化组)
- +2%: 不同文化组
- +1%: 不同宗教(同宗教组)
- +2%: 不同宗教组
- +3%: 异端
因为其他情形:
- +4%: 孤立的省份(不是持有者的首都,且没有毗邻另一个直辖领)
- +4%: 夺自 游牧国家的省份有游牧民骚动
因为短暂的省份修正,通过事件触发,且以红色图标显示:
- +5%: 无能的统治者(由陷于债务的统治者导致)
- +5%: 高税收(由征收赋税任务造成)
- +5%: 三倍税!(为建立战争金库野心而敲诈农民导致)
- +10%: 文化叛乱
- +10%: 宗教紧张(在传教任务过程中触发,或因印度宗教低宗教权威触发)
- +50%: 宗教叛乱
- +50%: 异端堡垒(自发出现异端的省份)
- 瘟疫期间的各种危机,拥有 死神索命DLC
当一个省份为一个正在进行的叛乱(如宗教叛乱)提供增援时,此省份获得最近叛乱修正,此修正降低100%叛乱风险,持续5年。
策略
- 降低叛乱风险:
- 迅速镇压宗教叛乱,以免更多的军队加入正在进行的叛乱。
- 另一方面,如果你有多个难控制的省份,让叛乱壮大可能更有用。任何加入正在进行的叛乱的省份将在5年内不能再次叛乱。
- 一旦你已经摧毁他们一半左右的军队,向叛乱领袖提出无条件和平。你仍然能够囚禁叛乱领袖。仅在你需要额外的威望或虔诚时继续追求完全的胜利。
- 虽然你不能召唤盟友来帮助你处理叛乱,但你可以召唤他们加入另一场战争,并且利用他们的军队对抗叛军。
- 如果你不能调出军队击败位于你的“法理”领土内的独立或农民叛乱,另一种解决办法是在造成太大破坏之前投降。你将损失威望,但如果你能承担得起,你将立即获得针对此片领土的各种宣战理由,让你在盟友的支持下迅速地重新征服它。这也严重削弱了敌人,特别是在农民叛乱的情况下:他们将受到新近管治的税收和征召兵惩罚,而大部分军队将在他们之前的“胜利”后立即解散。 除此之外,由于你在之前的战争中是防守方,相关的停战协定只会约束作为侵略者的叛军领袖。