![]() | 这篇文章正在翻译中。 已由 RemixMe 承包,为防止翻译冲突,强烈建议您在本模板撤下前请不要再次翻译。 |
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:Attributes
角色的属性或技能是决定角色行动成功与否的主要因素:
Attribute | Personal | State |
---|---|---|
![]() |
|
|
![]() |
|
|
![]() |
|
|
![]() |
|
|
![]() |
|
|
特质
- 主条目:Traits
Traits mainly affect attributes, though they can also give opinion modifiers, prestige, piety etc. They have a major impact on non-player characters as they are used to determine many choices the AI makes. Below are a few categories of traits:
Trait group | Examples | Description |
---|---|---|
Education | ![]() ![]() ![]() ![]() |
Given to a character when they turn 16 years-old. It is determined by their upbringing and, generally, one of the largest bonuses to a character's attributes |
Childhood | ![]() ![]() ![]() ![]() |
Acquired by children during education, if the ![]() |
Health | ![]() ![]() ![]() ![]() |
Affect a character's health and often lowers other attributes as well, increasing the chance of dying |
Disease | ![]() ![]() ![]() ![]() |
Affect a character's health, received usually through epidemics |
Symptoms | ![]() ![]() ![]() ![]() |
Symptoms which can be eventually diagnosed by a court physician as actual diseases, if ![]() |
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 |
---|---|---|---|---|---|---|---|
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
Non-Christians rulers require either ![]() ![]() ![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
Non-player characters only. |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
Non-Christians rulers require either ![]() ![]() ![]() ![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
Muslim rulers require ![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
Republican rulers require ![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
Non-player characters only. |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
Nomadic rulers require ![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
Requires ![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
Non-player characters only. |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
僧侣封建制统治者需要 ![]() ![]() ![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
仅限非玩家角色。 |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
宗教
- 主条目:Religion
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 | ![]() ![]() ![]() ![]() ![]() ![]() |
Pagan | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ( |
Mazdan | ![]() ![]() |
Eastern | ![]() ![]() ![]() ![]() |
文化
- 主条目:Culture
Culture is an abstract representation of ethnicity and traditions of a province or character.
Cultures are divided into culture groups, and cultures are considered closer to others within their group than to cultures outside it. A culture may unlock special buildings, events, specific succession or gender laws, and some of them allow raiding.
Culture Groups | Cultures |
---|---|
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:Dynasty
Generally, characters in the game are part of a dynasty. Dynasty is one of the most important aspects in
CK II; if a player's dynasty is left without a living character of count rank or above, it is game over.
A portion of dynastic prestige of the father and mother are given to a child when they're born. Dynastic prestige also affects the chance for character's to accept marriage proposals. Characters without a dynasty are called lowborn.
The icon above a character's portrait designates their level of kinship toward the player character:
![]() |
You | The current character controlled by the player |
![]() |
Heir(ess) | The player character's immediate successor to their primary title. |
![]() |
Close relatives | Siblings and half-siblings, parents, children, grandparents, grandchildren, uncles and aunts, nephews and nieces. If the player character's spouse belongs to the same dynasty, (s)he also has this icon |
![]() |
Other dynastic members | Cousins and distant relatives |
![]() |
Bastard children | Recognized but not legitimized children |
血脉
- 主条目:Bloodline
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 ![]() |
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_
|
国家
- 主条目:Realm
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:Levies
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:Economy
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:Prestige
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:Piety
Piety is a measure of how pious a character is. It increases by a variety of mechanics related to religion. It contributes to score on character's death.
Piety is renamed Karma for Hindus, Buddhists and Bön, Purity for Jains, and Te for Taoists, but is functionally identical in-game for them.