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*'''Mutilation''': Since mutilation is permanent (barring supernatural interference), the commander will be permanently disqualified. However, consider only mutilating non-dynasts (e.g. if the emperor decides to employ dynasts as commanders).{{WarNavbox}} | *'''Mutilation''': Since mutilation is permanent (barring supernatural interference), the commander will be permanently disqualified. However, consider only mutilating non-dynasts (e.g. if the emperor decides to employ dynasts as commanders).{{WarNavbox}} | ||
[[Category: | [[Category: 角色]] | ||
[[Category:War]] | [[Category:War]] |
2019年3月2日 (六) 15:09的版本
A commander is the leader of an army flank.
Characters are eligible to lead flanks if they are the ruler, their liege's Marshal, or have the minor title of "commander". Barons can grant the "commander" title to 1 character; counts to 2; dukes to 4; kings to 6 and emperors to 8. Nomads have a -4 penalty to their commander limit; khans can have 2 commanders while Khagans can have 4. Nomads have to upgrade the Baghatur Council building at their nomadic capital in order to increase their commander limit. Hindu characters must be of the caste before they can become commanders. With the
"full status of women" law passed, females can also become commanders.
When you raise levies, flank leaders are chosen randomly from among your commanders, marshal, and self (if not a child or busy). Flank leaders can be reassigned manually as long as the army is not busy in combat.
Commanders may also be assigned to battalions within the army (in the Reorganise Army view). While their effects will be limited to their battalion, they will be ready to replace Flank commanders if they die, and pose an additional threat to enemy commanders in duels. This option is limited to demesne levies, and retinues.
Courtiers of Holy Orders and Mercenaries may also be assigned as flank leaders if part of their liege's troops are in the army, even if they do not have the commander title. They can also be randomly attached to battalions when you hire their liege. However, they can neither be attached to nor removed from battalions inside a flank manually.
In the Byzantine and Roman Empire, due to the imperial elective system, commanders are both potential successors to the empire and electors choosing the successor. Also, only characters with a title higher than a baron may become commanders (unless there's not enough counts/dukes/kings in the empire to fill all commander slots).
Influence
Out of battle:
- The leader of the center's skill is used to determine the entire army's attrition(?)
- The leader of the center gets siege events(?)
- The leader with the best siege modifier determines siege speed
- The leader with the best movement modifier determines movement speed
In battle:
- The flank leaders each affect their own flank in battle
- Secondary leaders within the same flank have effects on their own sub units
Tactics
- 主条目:Tactics
The commander can influence tactics selection via martial skill, culture, and traits.
- A high martial skill makes good tactics more likely and bad tactics less likely. The important thresholds here are 8, 12, and 16:
- below 8 martial skill is a terrible commander; some very harmful "bad" tactics become more likely - you are better off with no commander at all.
- between 8 and 11 is a decent commander
- between 12 to 15 is a good commander
- above 16 martial is a great commander
- Culture enables some exclusive tactics:
- Arabic culture group enables Desert Ambush
- Altaic culture group enables Retreat and Ambush Tactic
- Tibetan culture group enables Mountain Ambush Tactic
- North Germanic culture group enables Berserker Charge
- Byzantine culture group enables Embolon Charge Formation
- Scottish culture enables Schiltron Formation
- Italian culture enables Pike Column Advance
- English or Welsh culture enables Massive Longbow Volley Tactic
- French, Occitan, Norman, German, or Breton culture enables Couched Lance Charge
- Good/bad Traits allow some good/bad tactics.
Combat modifiers
Commander modifiers are based on character traits and scaled by the commander's Martial skill:
- A beneficial impact is multiplied by (1 + 0.05*commander's martial); this can go arbitrarily high. For instance: x1.5 at 10 martial and x2 at 20 martial.
- A negative impact is multiplied by (1 - 0.05*commander martial), and is completely negated when leader martial is 20 or greater.
Leadership traits
Characters with the most successful martial education () start with a free one leadership trait. Leadership traits can be gained after battles, through the
War focus, or via a
favor event. Characters usualy do not get events to acquire new leadership traits while they have 2 (or more) of them already.
名称 | 内部调用名 | ID | 单位修正 | 伤害与士气修正 | 地形修正 | 其他修正 | 作战战术 | |
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好战者 | aggressive_leader | 111 | +10% 伤害 -10% 防御 |
+25% 追击 | 史诗反冲锋战术 鲁莽冲锋战术 | ||
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战场地形大师 | narrow_flank_leader | 158 | +50% 狭窄阵线 | ||||
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守卫者 | defensive_leader | 108 | -10% 伤害 +25% 防御 |
灵性防守战术 | |||
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正面作战领袖 | experimenter | 109 | +20% 中军领袖 | ||||
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擅长侧翼 | flanker | 110 | +20% 侧翼 | ||||
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圣战士 | holy_warrior | 130 | +30% 针对宗教敌人的攻击 | ||||
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激励者 | inspiring_leader | 105 | +15% 士气打击 +15% 士气防御 |
灵性防守战术 宗教狂热 | |||
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组织者 | organizer | 107 | +20% 行军速度 +10% 撤退 |
胆怯推进战术 | |||
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围攻指挥官 | siege_leader | 112 | +40% 围城 | ||||
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诡计多端 | trickster | 106 | +30% 战术几率 | 聪明的伏击战术 | |||
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不屈 | unyielding_leader | 131 | +10% 防御 +20% 士气防御 |
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冬将军 | winter_soldier | 177 | +50% 冬季作战能力 | +4 冬季补给 | |||
兵种指挥官特质 | ||||||||
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骑兵指挥官 | cavalry_leader | 104 | +20% 骑兵 | 史诗反冲锋战术 | |||
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重步兵指挥官 | heavy_infantry_leader | 103 | +20% 重步兵 | ||||
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轻步兵指挥官 | light_foot_leader | 102 | +20% 轻步兵 | ||||
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战象指挥官 | war_elephant_leader | 174 | +20% 战象 | +20% 士气打击 | |||
地形专家特质 | ||||||||
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沙漠地形专家 | desert_terrain_leader | 129 | +20% 沙漠作战能力 | ||||
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平坦地形专家 | flat_terrain_leader | 126 | +20% 平原作战能力 +20% 农田作战能力 +20% 大草原作战能力 |
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丛林战专家 | jungle_terrain_leader | 175 | +20% 丛林作战能力 | ||||
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山地地形专家 | mountain_terrain_leader | 128 | +20% 山地作战能力 | ||||
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崎岖地形专家 | rough_terrain_leader | 127 | +20% 森林作战能力 +20% 丘陵作战能力 |
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汉文化指挥官特质 | ||||||||
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犬韬 | logistics_expert | 318 | +20% 中军领袖 | -50% 损耗 +30 补给天数 |
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龙韬 | master_of_flame | 317 | +20% 伤害 +20% 士气伤害 |
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豹韬 | sapper | 320 | +20% 丘陵作战能力 +20% 森林作战能力 |
+50% 围攻 | |||
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虎韬 | levy_coordinator | 319 | +20% 侧翼 | +30% 行军速度 +20% 撤退 |
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战士公会特质 | ||||||||
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怖畏 ![]() |
norse_leader | 346 | +25% 重步兵 | +50% 俘虏敌方指挥官几率 | |||
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掠夺者 ![]() |
tengri_leader | 347 | +20% 轻骑兵 +10% 重骑兵 |
+20% 平原作战能力 +20% 农田作战能力 +20% 大草原作战能力 |
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林中伏兵 ![]() |
baltic_leader | 348 | +15% 防御 +30% 侧翼 |
+20% 森林作战能力 | |||
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苔原之盾 ![]() |
finnish_leader | 349 | +10% 防御 | +25% 冬季作战能力 | +20% 极地作战能力 | +3 冬季补给 | |
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平原之柱 ![]() |
slavic_leader | 350 | +20% 士气打击 +20% 士气防御 |
+20% 平原作战能力 | |||
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灵魂战士 ![]() |
west_african_leader | 351 | +20% 轻步兵 +20% 轻骑兵 |
+20% 沙漠作战能力 | |||
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炙炎者 ![]() |
zun_leader | 352 | +20% 沙漠作战能力 +20% 山地作战能力 |
+20% 围城 +10% 行军速度 |
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山峦守卫 ![]() |
bon_leader | 353 | +20% 轻步兵 | +20% 丘陵作战能力 +20% 山地作战能力 |
+10% 行军速度 | ||
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铜号手 ![]() |
hellenic_leader | 354 | +30% 士气打击 +20% 士气防御 |
+10% 行军速度 |
Personality traits
Lifestyle traits
The following lifestyle traits have commander modifiers:
Name | Combat modifiers | |
---|---|---|
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Game Master | +30% Narrow Flank |
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Strategist | +20% Defence |
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Hunter | +20% Pursuit |
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Administrator | +10% Movement Speed |
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Architect | +20% Siege |
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Impaler | +10% Morale Damage |
Events
Commanders may be ,
, made
, or killed during battle.
Commanders may be captured when a battle is lost.
Strategies
Invite skillful commanders from other courts.
Take advantage of conditional traits. Traits such as ,
, and terrain expertise are very powerful when triggered.
Improve your kill advantage:
Improve your morale advantage by combining a kill advantage with morale multipliers:
- Morale offense is increased by
,
, and
.
- Morale defense is increased by
,
and
.
- Morale defense is decreased by
.
Save morale-specific advantage for close battles. When you're clearly losing, you should order your army to retreat immediately (by right-clicking a destination). When you're clearly winning, you might prefer to deal less morale damage per kill, so the battle is more decisive and you spend less time chasing the enemy.
Match culture and traits with flank composition: For example, a flank of heavy infantry retinues will benefit from a who can use the North Germanic culture-specific tactic. You may wish to put all your retinues on a single flank (with levies at least defending the other flanks) to maximize the effect.
Let new commanders practice. Let them lead flanks in less important battles while your best commanders are safely at home, or let them lead sub-units. Your fresh commanders can gain brave/craven or patient/wroth, which are each useful in some situations. More importantly, they can gain leadership traits, including:
Give your armies exercise. Contribute to allies' wars, help neighbors fight off heretic uprisings, raid, or fight raiders. Force realms to become your tributaries, then offer to join their wars.
Maximize commander training. A vassal with 12+ martial and a leadership trait may offer to train your commanders (see favors for details). This event chain starts with the vassal, so having more skilled vassals makes it more likely.
Employ a Chinese strategist. A Chinese strategist who is your courtier or vassal will randomly teach Chinese leadership traits to your commanders. A strategist can be requested for 750 grace, or an existing strategist can be poached by granting a title. This event chain starts with the liege, and can only be made more likely by having a golden-age strategist (identifiable by having two Chinese leadership traits rather than just one).
Exclusive to Byzantine/Roman Empire
- Note that distinguished and excellent commanders are both influential electors and popular candidates for the throne, a problem if they are not of your dynasty.
- Mutilation: Since mutilation is permanent (barring supernatural interference), the commander will be permanently disqualified. However, consider only mutilating non-dynasts (e.g. if the emperor decides to employ dynasts as commanders).