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[[File:Culture.png|文化|link=]] 文化是[[省份]]或角色的民族和传统的抽象表示。 | [[File:Culture.png|文化|link=]] 文化是[[省份]]或角色的民族和传统的抽象表示。 | ||
[[文化]]被分为多个'''文化组''',同文化组内的文化会认为彼此相比组外的文化更相似。有的文化能够解锁特殊的 | [[文化]]被分为多个'''文化组''',同文化组内的文化会认为彼此相比组外的文化更相似。有的文化能够解锁[[文化建筑| 特殊的子建筑]]、[[事件]]和特殊的[[ 继承法|继承 法 或性别 法]],部分文化允许[[掠夺]]。 | ||
{|class ="wikitable sortable" | {|class ="wikitable sortable" | ||
! 文化组 | ! 文化组 |
2019年3月1日 (五) 23:19的版本
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角色是 《王国风云II》最重要的特征,是它与其他大战略游戏最显著的不同。不像 Paradox 其他的游戏,《王国风云II》不是一个关于国家的游戏,而是一个由数千个角色驱动的战略游戏。就像角色扮演一样,这个游戏有属性、优劣特质、欲望等。这些特征使得游戏着眼于人物、人物的家庭及他们之间的关系;数以千计的拥有各自目标与性格的角色之前的互动,是这个游戏的主要推动力。
《王国风云II》中的角色可以被简单地分为两类,第一类是玩家角色,即是玩家在单人游戏或多人游戏中使用的角色。有的动作与事件仅限于玩家角色。
第二类是非玩家角色,他们的行为主要由AI、他们的特质和属性等决定。就像玩家角色一样,他们也有动作、事件和仅限非玩家角色的特别政体。
大多数角色都是一个家庭(或称家族)的成员。玩家在开始游戏时,会选择一个史实家族的角色。玩家在 《王国风云II》中的核心目标是通过养育后代和积累领地与头衔确保他们所选择的家族变得强大有力。
当玩家的首个角色死亡时,游戏并不会结束,玩家会控制其继承人,再是继承人的继承人,无穷尽也。当他们家族最后一个活着的成员去世或或游戏到达1453年年初时,游戏将会结束。
属性
- 主条目:属性
角色的属性或技能是决定角色行动成功与否的主要因素:
属性 | 个人 | 国家 |
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外交 | ||
军事 |
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管理 |
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密谋 |
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学识 |
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特质
- 主条目:特质
特质主要影响属性,尽管它们也会给予好感修正、威望和虔诚等。 特质对非玩家角色影响重大,因为它们用于确定AI做的大部分选择。以下是几类特质:
特质组 | 例子 | 描述 |
---|---|---|
教育 | 角色在年满16岁时获得。其取决于角色的成长经历,一般来说这是角色最大的属性加成之一。 | |
童年 | 需要启用 御前会议DLC,儿童会在教育过程中获得。最终会转变成几个成人特质之一。 | |
健康 | 影响角色的健康,通常也会降低其他的属性并提升死亡几率。 | |
疾病 | 影响角色的健康,通常因流行病患得。 | |
症状 | 需要启用 死神索命 DLC,症状最终能被宫廷医师确诊为实际的疾病。 |
政体
- 主条目:政体
政体是一个角色生活或统治的政府形式。其决定了可用的继承法和角色可持有的地产类型。每种政体都有其独有的机制。部落制和游牧制可以将其政体改变成其他更「安定」的类型:
政体 | 廷臣级肖像 | 男爵级肖像 | 伯爵级肖像 | 公爵级肖像 | 国王级肖像 | 皇帝级肖像 | 游玩所需的DLC |
---|---|---|---|---|---|---|---|
封建制 | 非基督教角色需要 、 或 | ||||||
神权制 | 仅限非玩家角色。 | ||||||
部落制 | 非基督教角色需要 、、 或 | ||||||
伊克塔制 | 伊斯兰教统治者需要 | ||||||
商业共和制 | 共和国统治者需要 | ||||||
共和制 | 仅限非玩家角色。 | ||||||
游牧制 | 游牧制统治者需要 | ||||||
中华帝国制 | 需要 且文化属于汉、女真、契丹或党项。 | ||||||
儒家官僚制 | 仅限非玩家角色。 | ||||||
僧侣封建制 | 僧侣封建制统治者需要 、 或 | ||||||
骑士团制 | 仅限非玩家角色。 | ||||||
帝国制 |
宗教
- 主条目:宗教
游戏中的每个角色都遵循一种宗教。宗教对于包括婚姻、政体、好感、特质和宣战理由在内的游戏机制有重大影响。
宗教组 | 宗教种类(异端种类) |
---|---|
基督教 | ( ) |
犹太教 | ( ) |
伊斯兰教 | ( ) |
原始宗教 | ( ) |
马兹达教 | ( ) |
东方宗教 |
文化
- 主条目:文化
文化是省份或角色的民族和传统的抽象表示。
文化被分为多个文化组,同文化组内的文化会认为彼此相比组外的文化更相似。有的文化能够解锁特殊的子建筑、事件和特殊的继承法或性别法,部分文化允许掠夺。
文化组 | 文化 |
---|---|
Altaic | Avar, Bolghar, Cuman, Jurchen, Karluk, Khazar, Khitan, Kirghiz, Mongol, Pecheng, Turkish, Uyghur |
Arabic | Andalusian, Bedouin, Berber, Egyptian, Levantine |
Baltic | Lettigallian, Lithuanian, Prussian |
Bear | Bear |
Byzantine | Alan, Armenian, Assyrian, Georgian, Greek |
Cat | Cat |
Celtic | Breton, Irish, Pictish, Scottish, Welsh |
Central Germanic | Frankish, German, Lombard, Suebi |
Chinese | Han |
Dravidian | Kannada, Tamil, Telugu |
East African | Ethiopian, Nubian, Somali |
East Slavic | Illmenian, Russian, Severian, Volhynian |
Finno-Ugric | Estonian, Finnish, Khanty, Komi, Mordvin, Nenets, Sami |
Horse | Horse |
Iberian | Basque, Castillian, Catalan, Portuguese, Visigothic |
Indo-Aryan | Assamese, Bengali, Gujurati, Hindustani, Marathi, Nepali, Oriya, Panjabi, Rajput, Sindhi, Sinhala |
Iranian | Afghan, Baloch, Kurdish, Persian, Saka, Sogdian, Tocharian |
Israelite | Ashkenazi, Sephardi |
Latin | French, Italian, Norman, Occitan, Roman |
Magyar | Hungarian |
Mesoamerican | Nahua |
North Germanic | Danish, Norse, Norwegian, Swedish |
South Slavic | Bulgarian, Croatian, Serbian, Vlach |
Tibeto-Burman | Bödpa, Sumpa, Tangut, Zhangzhung |
West African | Mandé |
West Germanic | Anglo-Saxon, Dutch, English, Frisian, Saxon |
West Slavic | Bohemian, Polish, Pomeranian |
家族
- 主条目:家族
游戏中的角色通常都属于某个家族。家族是 CK II 中最重要的方面之一;如果玩家的家族最后一个至少伯爵级的角色去世,游戏就会结束。
父母的家族威望的一部分会在子女出生时直接给予他们。家族威望也会影响角色接受结婚提议的几率。不属于任何家族的角色被称作出身低贱。
角色肖像上的图标表示他们与玩家的亲缘关系:
你 | 当前玩家控制的角色 | |
继承人 | 玩家角色的主头衔当下的继承人。 | |
近亲 | 兄弟姐妹和继兄弟姐妹、父母、子女、(外)祖父母、(外)孙子(女)、叔伯和姑姨、侄子(外甥)和侄女(外甥女)。 如果玩家与配偶同属一个家族,其也会有这个图标 | |
其他家族成员 | 堂表兄弟姐妹和远方亲戚 | |
私生子 | 公认但没有合法化的子女 |
血脉
- 主条目:血脉
Similar to, but distinct from the dynasty, are bloodlines. Bloodlines are inheritable modifiers, inherited from a single individual, which can grant prestige, piety, opinion modifiers, or special abilities. At game start, some bloodlines begin with the head of a dynasty, but these will diverge as the game passes. Bloodlines cannot normally be removed from a character (although they will gain them after the fact if a progenitor earns one).
Within the game, bloodline lineages are inherited in a more complicated manner than dynasties. They can be either patrilineal (father-inherited) or matrilineal (mother-inherited) in nature, and may or may not be inheritable through bastard characters and matrilineal marriages. Bloodlines fall into three categories: Historical Bloodlines, tied to specific characters born before or during the timeframe of 《十字军之王 II》, Saintly Bloodlines, derived from your ancestors being recognized for their piety, tied to Christians or reformed pagans with the ancestor veneration doctrine, and Created Bloodlines, which are tied to ambitions, decisions, or actions of a character.
目标
There are several different objectives in the game, which are goals a character can attempt to achieve:
Category | Description | Internal Prefix | |
---|---|---|---|
Ambition | A character's specific personal desire | obj_
| |
Focus | A character's 5-year self improvement goal. Unlocks special events to enhance attributes or acquire lifestyle traits. Requires the Way of Life DLC |
focus_
| |
Faction | An organized party of vassals united against their liege for a common purpose | faction_
| |
Plot | A conspiracy designed by a plotter and their backers to achieve a specific goal | plot_
|
领地
- 主条目:领地
An independent realm in 《十字军之王 II》 is the highest political structure a character is part of. Every realm is ruled by a single independent ruler, also called top liege, and a group of vassals. The independent liege is typically the most powerful character within their realm.
If any character outside a realm has a Casus Belli (a "motive for war") upon any character within that realm, the claimant is forced to declare war upon the independent ruler. However, depending on the realm's law, a character within it can wage war upon independent rulers outside the attacker's realm, while other rulers of the claimant's realm will not interfere.
A sub-realm refers to all titles a character holds, and their vassals. For instance, the Duke of Essex who lives in the Kingdom of England, is the ruler (liege) of a sub-realm consisting of his duchy and all counts and barons below him.
征召兵
- 主条目:征召兵
Demesne levies are levies mustered from a character's personal holdings. Their size depends mostly on the holding type, buildings, and the character's martial skill. While they are raised, the character pays a monthly maintenance cost and they reinforce more slowly.
Liege levies are mustered from a character's direct vassals. The amount a liege can raise depends mostly on demesne laws and the direct vassals' opinion of their liege.
财富
- 主条目:经济
The primary source of income for a character is usually all personal holdings within their demesne, though courtiers and rulers may also gain wealth through minor titles or by having a seat on their liege's council.
Stewardship skill plays a large role in a character's demesne income. Personal and spouse stewardship influence a ruler's demesne limit, while the skill of a character's steward improves income in a province if they are assigned there the job to Raise taxes. The total state stewardship gives a boost to all demesne income.
The following buildings increase the tax income of holdings:
- Castle Walls, Town Walls, Church Walls
- Castle Towns, Church Towns
- City economic buildings and City Ports
- Tribal Markets
- Nomadic Castle Pens, Sheep, Felt Crafter, Harbor and Minter
- Patrician Family Palace and the Vault upgrade.
If the character is a Patrician or has access to the Silk Road, the Trade Post holding becomes available to improve even further demesne income.
威望
- 主条目:威望
Prestige is a measure of a character's honour and respect. It contributes to score on character's death.
Prestige is increased in a variety of ways. Any given title will gradually increase the holder's prestige.
A high diplomacy skill will slowly increase prestige, as well as by having vassals.
Creating or usurping titles will also give a lump sum of prestige, and some traits give prestige bonus per month.
Winning battles and sieges earns significant prestige, divided primarily among the flank leaders, but also among the unit owners. Wars fought under most Casus Belli ("motives for war") give a significant prestige boost to the winner and major participants, whereas they decrease the loser's prestige.
Tribal rulers may gain prestige by assigning their steward the job to Build Legend.
Patricians get +1 prestige per month for every 2,000 wealth they possess (it caps out at 6,000 wealth).
Name | Creation | Destruction | Usurp | Hold Directly | Vassal Holds |
---|---|---|---|---|---|
Barony | 50 | N/A | N/A | +0.025 /month | +0.025 /month |
County | N/A | N/A | N/A | +0.1 /mo. | +0.1 /mo. |
Duchy | 200 | -200 | 50 | +0.2 /mo. | +0.2 /mo. |
Kingdom | 400 | -400 | 100 | +0.8 /mo. | +0.8 /mo. |
Empire | 800 | -800 | 200 | +1.6 /mo. | N/A |
Barony | County | Duchy | Kingdom | Empire |
---|---|---|---|---|
1 | 5 | 10 | 20 | 40 |
虔诚
- 主条目:虔诚
虔诚衡量了角色对其宗教的笃信程度。其通过各种与宗教相关的机制增长。虔诚会在角色死亡后计入分数。
虔诚在印度教、佛教和苯教中被称作善业,在耆那教中被称作纯净,在道教中称作德,但它们在游戏中的功能相同。