家族:修订间差异

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== 贵族和出身卑微的比较 ==
== 贵族和出身卑微的比较 ==


{{icon|ck2}}'''王国风云2'''游戏中出现的大多数[[角色]]都是属于某个家族的,家族让角色拥有'''盾徽和族 '''。这样的角色被视为'''贵族'''。 
{{icon|ck2}}'''王国风云2'''游戏中出现的大多数[[角色]]都是属于某个家族的,家族让角色拥有'''盾徽和 '''。这样的角色被视为'''贵族'''。 


 没有家族的角色被视为'''出身卑微'''。严格来说,“出身卑微”是他只跟自己一个人是同一家族,在考虑婚姻时被视为“和出身卑微家族缔结婚约”。出身卑微的角色没有盾徽和族 ,和他们结婚不会获得[[威望]],不能增加[[opinion|观点]]修正或者建立[[同盟]]. 出身卑微的角色如果受封封建制的[[county|伯爵领]]或者[[商业共和国]]就会成为一个新的贵族家族的创建者,并根据角色的[[文化]]和[[宗教]]在一定范围内随机获得一个盾徽和族 。举例来说,贝都因和波斯文化经常用“名字+艾迪(id)”来作为族 ,而希腊文化更喜欢用一些像“科卡门诺、菲拉格托斯”这样的之前有过的族
 没有家族的角色被视为'''出身卑微'''。严格来说,“出身卑微”是他只跟自己一个人是同一家族,在考虑婚姻时被视为“和出身卑微家族缔结婚约”。出身卑微的角色没有盾徽和 ,和他们结婚不会获得[[威望]],不能增加[[opinion|观点]]修正或者建立[[同盟]] 出身卑微的角色如果受封封建制的[[county|伯爵领]]或者[[商业共和国]]就会成为一个新的贵族家族的创建者,并根据角色的[[文化]]和[[宗教]]在一定范围内随机获得一个盾徽和 。举例来说,贝都因和波斯文化经常用“名字+艾迪(id)”来作为 ,而希腊文化更喜欢用一些像“科卡门诺、菲拉格托斯”这样的之前有过的


 历史上的著名家族如果在游戏开始时尚未出现,在有满足特定文化要求的角色的情况下,会有机会在之后的游戏过程中刷出来。有可能他们的盾徽和族 都是是史实款式的,也有可能会出现族 是而盾徽不是或者盾徽是但是族 不是的情况,以此来表示和真正的史实著名家族的区别。即使盾徽和族 均一致,实际上也是不同的,游戏开始后产生的角色均与真正的史实角色无关,如有雷同纯属巧合。
 历史上的著名家族如果在游戏开始时尚未出现,在有满足特定文化要求的角色的情况下,会有机会在之后的游戏过程中刷出来。有可能他们的盾徽和 都是是史实款式的,也有可能会出现 是而盾徽不是或者盾徽是但是 不是的情况,以此来表示和真正的史实著名家族的区别。即使盾徽和 均一致,实际上也是不同的,游戏开始后产生的角色均与真正的史实角色无关,如有雷同纯属巧合。


 出身卑微的廷臣如果受封男爵领owborn courtiers, while receiving a [[Province|barony]] (under [[File:Feudal government.png|Feudal|link=]] Feudal / [[File:Iqta government.png|Iqta|link=]] Iqta [[governments]] only), will create their dynasty following a slightly different mechanic: [[Christians]] will use the ''of [Name of the Property]'' syntax, meanwhile [[Muslim]] baron-rank characters will use the ''[First name]+id'' or ''[Name of the Property]+id'' syntax. 
 出身卑微的廷臣如果受封男爵领owborn courtiers, while receiving a [[Province|barony]] (under [[File:Feudal government.png|Feudal|link=]] Feudal / [[File:Iqta government.png|Iqta|link=]] Iqta [[governments]] only), will create their dynasty following a slightly different mechanic: [[Christians]] will use the ''of [Name of the Property]'' syntax, meanwhile [[Muslim]] baron-rank characters will use the ''[First name]+id'' or ''[Name of the Property]+id'' syntax. 

2019年3月30日 (六) 18:23的版本

Dynasty.jpg

Dynasty 家族(英文:Dynasty)是由同一姓氏且互相之间有名义上的亲缘关系的角色组成的。Base icon CK2.png王国风云2正是一款围绕着玩家家族的生存与发展而展开的游戏。因此呀,这是该游戏最最重要的内容。

游戏的核心玩法是玩家通过继承来扮演同一王朝的不同统治者,而不仅仅是扮演一个贵族头衔

角色右上角的图标表示该角色与玩家的亲缘关系远近:

Dynasty player.png 由玩家控制的当前角色
Dynasty heir.png 继承人 继承你的主头衔的角色。
Dynasty close relative.png 近亲属 兄弟姐妹和同父异母的兄弟姐妹、父母、子女、祖父母、孙子孙女、叔叔阿姨、侄子侄女。
如果玩家角色的和配偶属于同一家族,那么配偶也会有这个图标
Dynasty distant relative.png 其他家族成员 堂表兄弟或者其他远亲
Dynasty bastard.png 私生子 被承认但是没有合法化的孩子。只有你自己的私生子会有该图标,家族其他人的私生子不会有。

贵族和出身卑微的比较

Base icon CK2.png王国风云2游戏中出现的大多数角色都是属于某个家族的,家族让角色拥有盾徽和家族名。这样的角色被视为贵族

没有家族的角色被视为出身卑微。严格来说,“出身卑微”是他只跟自己一个人是同一家族,在考虑婚姻时被视为“和出身卑微家族缔结婚约”。出身卑微的角色没有盾徽和家族名,和他们结婚不会获得威望,不能增加观点修正或者建立同盟。出身卑微的角色如果受封封建制的伯爵领或者商业共和国就会成为一个新的贵族家族的创建者,并根据角色的文化宗教在一定范围内随机获得一个盾徽和家族名。举例来说,贝都因和波斯文化经常用“名字+艾迪(id)”来作为家族名,而希腊文化更喜欢用一些像“科卡门诺、菲拉格托斯”这样的之前有过的家族名。

历史上的著名家族如果在游戏开始时尚未出现,在有满足特定文化要求的角色的情况下,会有机会在之后的游戏过程中刷出来。有可能他们的盾徽和家族名都是是史实款式的,也有可能会出现家族名是而盾徽不是或者盾徽是但是家族名不是的情况,以此来表示和真正的史实著名家族的区别。即使盾徽和家族名均一致,实际上也是不同的,游戏开始后产生的角色均与真正的史实角色无关,如有雷同纯属巧合。

出身卑微的廷臣如果受封男爵领owborn courtiers, while receiving a barony (under Feudal Feudal / Iqta Iqta governments only), will create their dynasty following a slightly different mechanic: Christians will use the of [Name of the Property] syntax, meanwhile Muslim baron-rank characters will use the [First name]+id or [Name of the Property]+id syntax.

The coat of arms shape will remain the same for a dynasty, even if at the time of the creation the shape would depend on the religion or culture of the founder (shield for Christians/Persians, octogonal for Muslims/Bedouins, round for Pagans (except Zunbil), Buddhists, Taoists and Hindus).

Children of a legal marriage, or born from a Concubinage concubine, are of their father's dynasty. However, in a Matrilineal Marriage matrilineal marriage, the children are of their mother's dynasty, as well as unacknowledged Bastard.png children. Unacknowledged bastards will have a custom dynasty name, most of the time created following the [Name of the Property where they're born] or of + [name of the Property where they're born] syntaxes. A noble's children are never lowborn, so if a noble woman marries a lowborn man, the marriage must be matrilineal (and vice versa).

Importance

Importance Having a large, powerful dynasty brings many benefits. The player can negotiate non-aggression pacts and alliances with close relatives of their dynasty for free, and all dynastic members get a small bonus to relations with each other. The non-aggression pact is automatic between a child and his parents.

Every dynasty has a dynastic prestige determined by the titles of all their members, both living and dead. A tenth of this is given to new dynasty members upon birth. A smaller amount is given to their spouses upon marriage (depending on the two dynasties' relative prestige), which affects how likely characters are to accept a marriage request from members of the dynasty. Very large and influential dynasties thus tend to have very easy marriages, and to replace (progressively) other dynasties. Due to the prestige gain, a ruler can arrange easily a good marriage with a courtier-ranked or distant relative, as the AI will be impressed by the amount of prestige it will be able to receive, even if it will mean the end of their dynasty.

Other rulers of the player's dynasty will be much more willing to marry when it would result in consolidating titles. In particular, sharing a dynasty removes the groom's demand for a patrilineal marriage ("[Groom] is too high in the line of succession") or the bride's strong preference for a Matrilineal Marriage matrilineal marriage.

Muslim dynasties living under Iqta Iqta / Tribal Tribal governments have to deal with Decadence decadence, which can be disastrous if left unchecked. As such, a merciless hunt of decadent characters is necessary, in order to protect the ruler from a decadence revolt and to have crucial bonuses to the demesne (up to +20% morale, +50% income with 0% Decadence decadence).

继承优先权

Succession Having a large dynasty gives the player more choices for succession:

  • Under elective-type succession laws, the player has more choices of heirs. It is possible to choose a character who possesses excellent traits, claims, or titles
    • With feudal elective, the player can choose a child, claimant, or existing elector. It is also allowed to grant an elector title to any dynastic member the player wishes to nominate. Furthermore, electors of the player's dynasty are more likely to support the player's chosen candidate or, at least, someone of their dynasty;
    • With elective gavelkind or tanistry, only dynastic members are allowed to be nominated. Vassals are not especially likely to listen to the player's desire, but they will usually pick someone with high Link= diplomacy, the pretender they like the most, ensuring that the new ruler won't have problems with rebellious vassals.
    • With Imperial elective, appointing competent dynasts as commanders and the marshal can rig the succession in the dynasty's favour. As imperial commanders must be landed, this strategy also involves revoking titles from non-dynastic vassals and redistributing them.
  • Under gavelkind-type succession laws, one strategy to avoid realm-splitting is to forgo having several children. If the player has a large dynasty, this option is more palatable
    • With elective gavelkind, the player's sole heir will be the winner of the election; the other eligible sons or daughters will receive parts of the player's demesne, with the winner inheriting the primary title. If the realm covers a duchy or a kingdom that has not yet been created, it is likely that it will be created upon succession and granted to a secondary heir (cannot be of higher rank than the ruler's primary title)
    • The primary heir will be granted a claim on all top-tier titles that left the realm, but not on the lower-tier titles it may have lost in the process. Going down the succession line, any son or daughter (if the succession law allows it) will have claims on all titles inherited by those that came before (s)he, and only on the top-tier titles inherited by those after (s)he
    • With gavelkind, the player's sole heir will be based on a fallback similar to primogeniture.
  • Under seniority, all titles held by a ruler pass to the eldest member of the player's dynasty (based on gender laws)

Finally, if the player character becomes unlanded, another dynastic member will automatically become available to the player rather than facing game over.

See also

角色 
个人属性 属性特质虔诚威望文化宗教家族称号好感
行为 外交决议教育婚姻/生育摄政人情
目标 派系野心阴谋生活重心
恶行 刺杀暴政驱逐处决逮捕剥夺头衔贿赂
其他 内阁廷臣疾病继承同盟