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*(未完待大佬们补充) | *(未完待大佬们补充) | ||
=== | === 管理特质=== | ||
用生活重心可以相当容易地刷到好特质并消掉坏特质和其他不那么令人满意的特质: | |||
* | * 通过统治生活重心可以刷掉{{iconify|Arbitrary}} 专断,获得{{iconify|Diligent}} 勤奋,{{iconify|Ambitious}} 野心勃勃和{{iconify|Just}} 公正 | ||
* | * 通过商业生活重心可以获得{{iconify|Greedy}} 贪婪 | ||
* | * 通过[[Seduction|勾引]]生活重心可以刷掉{{iconify|Chaste}} 忠贞并得到{{iconify|Lustful}} 欲望 | ||
*通过[[Intrigue|密谋]] 生活重心可以刷掉{{iconify|Honest}} 诚实并获得{{iconify|Deceitful}} 狡诈 | |||
* | * 通过狩猎生活重心可以获得{{iconify|Diligent}} 勤奋或者{{green|+1}}健康并刷掉{{iconify|Stressed}} 紧张不安和{{iconify|Depressed}} 沮丧消沉 | ||
* | * 通过[[War focus|战争]]生活重心可以获得{{iconify|Brawny}} 健壮和{{iconify|Brave}} 勇敢 | ||
*通过[[Carousing| 狂欢]] 生活重心可以刷掉{{iconify|Stressed}} 紧张不安和{{iconify|Depressed}} 沮丧消沉以及{{iconify|celibate}}独身主义者 | |||
*通过[[Scholarship|学术]] 生活重心可以获得{{iconify|Diligent}} 勤奋,{{iconify|Brave}} 勇敢,{{iconify|Cynical}} 愤世嫉俗,{{iconify|Zealous}} 狂热或者{{iconify|Paranoid}} 多疑的 | |||
* | * 通过神学生活重心可以获得{{iconify|Pilgrim}} 朝圣者 | ||
不过一些生活重心也会导致角色获得消极的特质,并且获得一个与你当前拥有的特质'''相反'''的特质也会移除当前的特质。 | |||
===Choose your lifestyle trait carefully=== | ===Choose your lifestyle trait carefully=== |
2019年3月11日 (一) 23:15的版本
生活重心(英文:Focus)明确了角色的总体发展目标。如果开启了生活之道DLC,成年人可以在十个可选的生活重心选择一个作为长期努力方向(每项属性对应两个生活重心)。
通过选择生活重心,统治者可以:
生活重心列表
任何成年且非无能的可游玩角色都能设置生活重心。被囚禁的角色只能选择勾引,学术或神学。
每五年可以改一次生活重心。如果玩家想从多个生活重心中收集正面特质和角色修正,或者已经集全了某一生活重心的主要收益时要注意好时间。
AI角色根据特质和政体类型来选择生活重心,而不是根据需要选择。他们很少在选完之后改变生活重心。
生活重心 | 要求 | 修正 | 可能出现特质和结果 | |
---|---|---|---|---|
统治 | - | +3财政 | ||
商业 | - | +2财政 +20城市封臣观点 |
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勾引 |
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+2密谋 +25%生育能力 |
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密谋 | - | +3密谋 +5%阴谋力量 |
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狩猎 | 不能是耆那教徒 | +2军事 +1健康 |
| |
战争 | - | +3军事 +10个人实战能力 |
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狂欢 | 如果是穆斯林,必须是: | +3外交 | ||
家庭 | - | +2外交 +1健康 |
| |
学术 | - | +3学识 |
| |
神学 | - | +2学识 +20教会好感 |
可得的角色修正
你只能有一个生活方式特质,另外如果你的个性特质超过6个那么就容易消失一两个。而角色修正不一样,你可以收集一大堆。
大多数生活重心都有一个升级机制,首先让你获得角色修正,然后有机会获得对应的生活方式特质。
生活重心 | 长期修正 | 机遇 | |
---|---|---|---|
统治 |
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商业 |
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勾引 |
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密谋 |
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狩猎 |
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战争 | |||
狂欢 | |||
家庭 |
机会出现在成功应对生活重心事件后: | ||
学术 |
事件都来自于建造天文台 造好天文台后,即使你关掉了学术重心也可以继续事件链 | ||
神学 |
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随机事件 |
策略
能力值和特质的养成策略
- 优先提升角色短板能力,生活重心及其相关事件可以短时间内显著提高短板属性;
- 如果是部落或者游牧,可以只专注培养军事属性,否则尽力将所有属性都培养到6以上;
- 升级你的教育背景特质(例如,外交能力对应家庭和宴会、密谋能力对应勾引和阴谋、财政能力对应统治和商业);
- (未完待大佬们补充)
管理特质
用生活重心可以相当容易地刷到好特质并消掉坏特质和其他不那么令人满意的特质:
- 通过统治生活重心可以刷掉专断,获得勤奋,野心勃勃和公正
- 通过商业生活重心可以获得贪婪
- 通过勾引生活重心可以刷掉忠贞并得到欲望
- 通过密谋生活重心可以刷掉诚实并获得狡诈
- 通过狩猎生活重心可以获得勤奋或者+1健康并刷掉紧张不安和沮丧消沉
- 通过战争生活重心可以获得健壮和勇敢
- 通过狂欢生活重心可以刷掉紧张不安和沮丧消沉以及独身主义者
- 通过学术生活重心可以获得勤奋,勇敢,愤世嫉俗,狂热或者多疑的
- 通过神学生活重心可以获得朝圣者
不过一些生活重心也会导致角色获得消极的特质,并且获得一个与你当前拥有的特质相反的特质也会移除当前的特质。
Choose your lifestyle trait carefully
- or , if you want a very large family. Compared to the level-2 character modifier, it gives +20 sex appeal and a special bedding option.
- , if spying is crucial to your strategy. Compared to the level-2 character modifier, it makes spying significantly faster.
- , if your stewardship is 8 or higher, and you want the +10 vassal opinion
Consider Business before getting a lifestyle trait
The Business focus tower and maze events give great character modifiers, but can only fire if you do not have a lifestyle trait. Note that these event chains can get very expensive if your income is high.
Choose complementary leadership & lifestyle traits
- stacks with .
- stacks with .
- stacks with .
- Most combat specializations go well with (+20% defense) or (+20% pursuit).
Change focus depending on your needs
- Troops: War gets you demesne levies. Seduction helps form NAPs and Carousing helps turn NAPs into alliances. Intrigue gets you faction members.
- Cash: Business lets you invest in potentially lucrative opportunities. War gets you loot. Intrigue gets you ransoms.
- Vassal opinion: Carousing (+100 from friendships), Rulership (+20 from , , respected ruler), Business (+8 from tower and pavilion), War (+10 from , ), Scholarship (+10 from , , and possibly more), Theology (+5 from for Christians). Even Intrigue helps, by giving +3 realm opinion per rank of prisoner released for 30 months, or by letting you replace your vassals.
Use a sequence of focuses to improve your health
- Seduction to improve health in many ways
- Establish affairs with kind/diligent characters: if you are not getting along with your wife, lovers can invite you to a getaway. This gives you +1 health for 1 year, and perhaps more importantly, can remove stressed/depressed. The event will trigger more often if you have many lovers, if your lovers are , and if your lovers are .
- Establish affairs with old/dying characters: can find a Lover's Memento (+0.5 health), if you have The Reaper's Due
- Establish rivalries with jealous husbands, if you plan to duel while using the War focus
- Establish a large family, so your Court Physician can more easily gain the trait and the "received professional praise" opinion modifier
- War or Hunting for chance of trait; Hunting can help lose /
- Scholarship and/or Rulership risks (additional risk for for Rulership), but can allow you to pick up and other great traits.
- Carousing if you still need to de-stress yourself (or your relatives)
- Hunting at old age (+1 health while focus is active, +1 health for dog's lifespan, +1 health permanently for training dog while diligent)
Avoid peacetime focuses when war is likely
The following focuses are more useful when at peace:
- Carousing focus: "Invite to Carousing" requires peace.
- Theology focus: "Go on a Pilgrimage" (Christian/Dharmic) requires peace.
- Hunting focus: "Hold a Grand Hunt" requires peace. The demesne levy boost is useful before war, but less so during war.
- War focus: "Challenge to Duel" requires peace.
Furthermore, some focuses are less useful if you plan to lead troops:
- Business focus: most events won't fire while leading troops
- Seduction focus: targeted seduction tombola is skipped if leading troops
- War focus: training events (MTTH) won't fire while leading troops
- Family focus: events to improve relations won't fire while leading troops
Consider not only whether you plan to initiate a war, but also whether you are likely to be pulled into one:
- Your factions are likely to rebel
- Your provinces are likely to revolt, especially with dangerous religious or liberation revolts
- Your allies are subject to faction rebellion
- Your allies are likely to go to war and request help. They will request help until combined strength is 1.5 times the enemy's.