战争:修订间差异

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[[File:Warscore.jpg|550px|right|thumb|The warscore screen]]


Waging war is one of the primary ways to obtain territory
[[File:Warscore.jpg|550px|right|thumb|战争分数界面]]


'''Warfare''' is centred around a few concepts, namely [[Casus Belli]], troops, warscore, [[combat]], and sieges.
发动战争是获取领土的主要途径之一。


==Declaring War==
{{N|战争|Warfare}} 核心是几个概念,即[[宣战理由]]、军队、战争分数、[[战斗]]和围攻。


: ''See also: [[Diplomatic actions#Declare war]] and [[Casus Belli]]''
==宣战==


Wars are fought over [[Casus Belli]]. The CB used affects how warscore is calculated and determines the results of the three possible peace treaties:
: ''另见: [[ 外交行动#宣战]]和[[宣战理由]]''
*Enforce Demands
*White Peace
*Surrender
It is also possible for a war to end inconclusively, which happens when the CB becomes invalid, the defender's liege title changes, the defender becomes unlanded, or (depending on the CB) the attacker dies.


You cannot declare war through the diplomacy menu if you have any levies raised. (Wars from events and decisions, e.g. title revocation and faction wars, are still possible. Non-levy troops do not impose this restriction.)
战争的起因即[[宣战理由]]。所使用的CB(宣战理由)影响战争分数的计算,且决定三种可能的和平协议的结果:
*强迫对方从命
*无条件和平
*投降
战争也可能无结果地终止。当CB无效,防御者的领主头衔变更,防御者变得没有领地,或者(取决于CB)进攻者死亡时,这将发生。


==Truces==
  如果你已经调集了征召兵,你不能通过外交菜单宣战。(来自事件和决议的战争,如剥夺头衔和派系战争,仍然有可能发生。非征召兵部队不受此限制。)
Ending a war binds the attacker with a '''truce''' — a promise not to declare another war against the same character. Most truces last 10 years, but some [[casus belli]] have shorter truce durations. All war outcomes lead to a truce (except for "war ended inconclusively"). Rebellions add bilateral truces.


Truces are between individual leaders, so if the ruler of either realm dies, the truce becomes irrelevant.
==停战协议==
结束一场战争将使进攻者受'''停战协定'''约束——承诺不再对同一角色发动另一场战争。大部分停战协议持续10年,但一些[[宣战理由]]有更短的停战时期。所有的战争最终都会签订停战协议(除了"战争无结果地终止")。叛乱增加双边的停战协议。


'''Breaking a truce''':
停战协议是领导者个人间的协定,所以如果任何一方的统治者去世,协定将失效。


* Costs 200 [[prestige]] plus half of your current prestige.
'''撕毁停战协议''':
* Add the character modifier "Truce Breaker", lowering [[diplomacy]] by 5 for 10 years. (Does not stack.)
 
* Adds the opinion modifier "Broke a Truce" from all independent rulers of the target's [[religion]] group, lowering their opinion of you by -25. (Stacks.)
* 花费200[[ 威望]] 加上你当前威望的一半。
* 增加角色修正“停战协定破坏者”,降低5[[ 外交]] 属性,持续10年。(不会堆叠。)
* 增加好感修正 “撕毁停战协议”,作用于所有属于目标角色[[ 宗教]] 组的独立统治者,降低25他们对你的好感。(堆叠。)


==军队==
==军队==


: ''See also: [[Combat#Unit Statistics|Troop types]]''
: '' 另见: [[ 战斗# 单位属性统计表| 军队类型]]''


Troops fight [[combat|battles]] and perform sieges. They can be lost to [[attrition]] when not properly supplied.
军队进行[[ 战斗]] 和围攻。当补给不足时他们将会[[ 损耗]] 减员。


Sources of troops include:
军队来源包括:
* '''[[Levies]]''', peasants recruited from your [[demesne]] and from [[vassals]] in times of war. Levies form the bulk of your army.
* '''[[ 征召兵]]''' ,从你的[[ 直辖领]] [[ 封臣]] 处征召的农民。征召兵是你军队的主要组成部分,并且只在友方领土上补员。
* '''[[Retinues]]''', your private standing army. They are expensive to hire and reinforce, but nearly free to maintain when at full strength.
* {{icon|lor}} '''[[ 近卫军]]''' ,你的私人常备军。招募和维护近卫军都很昂贵,但在满编时几乎可以免费维护。
* '''[[Horde troops]]''', the {{icon|hl}} [[nomadism|nomadic]] equivalent of retinues. They are hired and reinforced using prestige or wealth, and {{iconify|Manpower}}.
* {{icon|hl}} '''[[ 游牧军]]''' ,等同于[[ 游牧制]] 政体的近卫军。使用威望、财富或虔诚,以及 {{iconify|Manpower}} 人力来招募和维护他们。
* '''[[Mercenaries]]''', hired with [[gold]]. They are very expensive but can get you out of a tight spot.
* '''[[ 雇佣兵]]''' ,用[[ 经济|金币]] 雇佣。雇佣兵很昂贵,但可以帮你摆脱困境。即使在敌方领土上,它们也会补充数量。
* '''[[Holy orders]]''', hired with [[piety]]. They only fight religious enemies, and are free of maintenance when defending.
* '''[[ 骑士团]]''' ,用[[ 虔诚]] 雇佣。它们只与宗教敌人作战,在防御时不需要维护。
* '''[[Event troops]]''', important for [[tribal]] characters.
* '''[[ 事件部队]]''' ,对[[ 部落]] 角色来说很重要。


==Movement commands==
== 行进指令==
Armies are normally ordered to move by right-clicking. Advanced techniques include:
军队通常通过右击来命令移动。高级技巧包括:
;Waypoints: Hold {{key press|Shift}} to create a custom path with intermediate destinations.
; 路标: 按住 {{key press|Shift}} 来创建有中途路标的自定义路径。
;Levy teleportation: Levies in their home realm can disband and be raised again instantly. Levies from vassals can be raised in any province controlled by the vassal.
; 征召兵瞬移:征召兵在他们的家乡领土上解散后可立即被再次调集。来自封臣的征召兵可在封臣控制的任何省份上调集。
;Attached armies: An army can be linked to an army belonging to a liege or war ally<!-- subject to restrictions in ATTACHMENT_REQUIREMENTS_TOOLTIP -->.
; 跟随军队: 一只军队可以被连接至任何一只属于领主或战争盟友的军队<!-- subject to restrictions in ATTACHMENT_REQUIREMENTS_TOOLTIP -->
;Ally orders: Requires {{icon|mnm}}''[[Monks and Mystics]]''. See [[Alliances#Ally_orders]]
; 友军命令: 要求 {{icon|mnm}}''[[ 修道士与密契者]]''DLC。参见[[ 同盟# 友军命令]]
;Rally points [[File:Rally_point.png|24px]]: Requires {{icon|jd}}''[[Jade Dragon]]''. See [[Levies#Rally_points]]
; 集结点 [[File:Rally_point.png|24px]]: 要求 {{icon|jd}}''[[ 碧玉之龙]]''DLC。参见[[ 征召兵# 集结点]]


==Movement speed==
== 行军速度==
The time taken to move between land provinces is affected by:
在陆地省份之间移动所花费的时间受以下因素的影响:


*'''[[Distance]]''' between provinces;
* 省份间的'''[[ 距离]]'''
*'''Terrain''': Flat terrain is generally faster to move through;
*''' 地形''' :平坦地形一般能更快通过;
*'''Trade routes''':
*''' 商路''':
** [[Silk Road]] (+20%)
** [[ 丝绸之路]] (+20%)
** [[Trans Saharan Trade Route]] (+30%)
** 跨撒哈拉商路 (+30%)
*'''Morale''';
*''' 士气''';
*'''[[Commander]] traits''': Commanders increase movement speed depending on their traits, influenced by martial skill:
*'''[[ 指挥官]] 特质''' :指挥官利用他们的特质增加行军速度,受军事属性影响:
** {{iconify|Administrator}} (+10%)
** {{iconify|Administrator}} (+10%)
** {{iconify|Organizer}} (+20%)
** {{iconify|Organizer}} (+20%)
** {{iconify|Way of the Tiger}} (+30%)
** {{iconify|Way of the Tiger}} (+30%)
** [[File:zun_leader.png|Scorcher|link=]] Scorcher ([[Pagans#Zunist|Zun]] lodge) (+10%)
** [[File:zun_leader.png|Scorcher|link=]] 炙炎者 ([[ 原始宗教# 尊日神教| 尊日神教]] 战士公会)(+10%
** [[File:bon_leader.png|Mountain Guardian|link=]] Mountain Guardian ([[Bön]] lodge) (+10%)
** [[File:bon_leader.png|Mountain Guardian|link=]] 山峦守卫([[ 原始宗教#苯教|苯教]] 战士公会)(+10%
** [[File:hellenic_leader.png|Aeneator|link=]] Aeneator ([[Pagans#Hellenic|Hellenic]] lodge) (+10%)
** [[File:hellenic_leader.png|Aeneator|link=]] 铜号手([[ 原始宗教# 希腊多神教| 希腊多神教]] 战士公会)(+10%
** [[Bloodline#Conquests_Bloodlines|Warrior Philosopher bloodline]] (+15%)
** [[ 血脉# 征服血脉| 战斗哲学家]] (+15%)
*** Characters with the Warrior Philosopher bloodline can choose to '''Drill Troops''', gaining the Polished Formation modifier for an additional +10%
*** 拥有战斗哲学家血脉的角色可以选择'''训练部队''' ,获得'' 整理过的阵型''修正,额外+10%
*'''Retreat''': Armies in shattered retreat move faster and regain morale faster.<!-- SHATTERED_RETREAT_MOVEMENT_MULTIPLIER -->
*''' 撤退''' :溃败的军队移动更快,士气也恢复更快。<!-- SHATTERED_RETREAT_MOVEMENT_MULTIPLIER -->
*'''[[Nomadic capital]] buildings''': The "meat preserver" and "riding contests" buildings increase global movement speed.
*'''[[ 游牧制首都]] 建筑''' :“干肉仓”和“马术大赛”建筑增加全局移动速度。


==Ships==
== 船只==


Ships are used to transport troops, and by raiders to store loot when [[raiding]] coastal counties. Each ship carries 100 troops. There is no naval combat or blockading in the game. Ship levies are very expensive when raised, costing 0.3 Wealth per ship per month (although pagans and tribals receive a 90% discount). Non-pagans should dismiss ships when they are not immediately needed.
船只被用于运输船只,同时在劫掠沿海省份时,劫掠者用船只来储存战利品。每只船只携带100军队。游戏中没有海战或封港。征召船只在被调集时十分昂贵,每只船每月花费0.3 财富(即使部落有90% 的减免)。非原始宗教应该在不急需时解散船只。


Ships are provided by:
船只供应由:
* '''Shipyards''', [[buildings]] unlocked with the Shipbuilding [[technology]]. In the {{icon|tog}}867 start, only Germanic pagans, Byzantines and Muslims have this technology. If starting in the {{icon|cm}}769 bookmark, Norse (the culture) rulers will get an event which gives level 2 shipbuilding tech and shipyards. This happens at the start of the Viking Age, in year 800.
* ''' 造船厂''' ,由造船术[[ 科技]] 解锁的[[ 建筑]] 。在 {{icon|tog}} 867 年开局,仅日耳曼多神教,拜占庭帝国和伊斯兰教拥有此科技<!-- 未验证,2019年9月25日 (三) 19:55 (CST) -->。如果在 {{icon|cm}} 769 年开局,诺斯文化统治者将获得一个事件,其给予2级造船术科技和造船厂。事件发生在维京时代的开始,即800年。
* '''[[Family palace]]s''' of [[patrician]] families. Feudal kings may [[Merchant republic#Creation of merchant republics|create vassal republics]] as an early source of ships.
* [[ 贵人]] 家族的'''[[ 家族宅邸]]'''。封建国王可以[[ 商业共和国# 创建商业共和国| 创建附属商业共和国]] 作为一个早期的船只来源。
* '''Naval mercenary bands''', after the year 1066, at a very steep cost.
* ''' 雇佣兵舰队''' ,在1066年后,价格高昂。
* '''Conscripted ships''': rulers with overseas holdings can [[Decisions#Unit|conscript 20 merchant ships]] for 50g.
* ''' 征募商船''' :拥有海外省份的统治者可以花费50金币来[[ 决议# 部队类| 征募20艘商船]]


==战争迷雾==
==战争迷雾==


Fog of war hides troop movements in locations where you do not have immediate vision. The following provide vision in a province and adjacent provinces:
战争迷雾隐藏了在你无法立即看到的地方的敌军移动。下文显示了能够在一个省份及其邻近省份提供视野的单位:


* Troops and ships of your realm (including those of your liege and vassals)
* 己方军队和船只(包括属于你的领主和封臣的)
* Holdings in your realm (except those occupied by enemies)
* 己方地产(除了被敌人占领的)
* Occupied enemy holdings
* 占领的敌方地产
* Allied holdings and troops (if you and your ally are both independent, or share the same liege?)
* 盟友的地产和军队(如果你和你的盟友都是独立的,或者共享一位领主?)
* Your spymaster (e.g. when sent to Study Technology)
* 你的间谍总管(例如被派去学习科技)


In addition, your Chancellor or Lord Spiritual can provide vision in a single province.
除此之外,你的外交总管和宫廷司祭可以在一个省份提供视野。


Even with Fog of War, you can see your enemy's total army size in their realm tree. You can sometimes learn the locations of their armies as well, by scanning their vassal and courtier lists for "[[commander|leading troops]] in <province>".
即使有战争迷雾,你仍可以在分封树中看见敌人的军队总数量。通过查看他们封臣和廷臣列表来寻找“在<省份>[[ 指挥官| 指挥部队]] ”状态,有时你也可以了解他们军队的位置。


==Warscore==
== 战争分数==


Your goal is to raise the '''warscore''' to 100%, which will force your opponent to accept your demands. Your opponent may offer to surrender before that, but at 100%, choosing to enforce demands ends the war instantaneously.
你的目标是把“战争分数”提高至100% ,这会逼迫你的对手接受你的要求。你的对手可能会在那之前提出投降,但是在战争分数是100% 时,选择强制要求会立即结束战争。


If you're on the defensive, or need to bail out of the war, you can also seek White Peace when the war has gone on for a bit and the warscore is still near even.
如果你处于守势,或者需要从战争中脱身,你也可以在战争已经持续一段时间而且战争分数仍然相近的时候寻求无条件和平。


Warscore can be gained in four ways:
战争分数有四种方式获得:
* '''Winning battles'''. When attacking landed enemies, warscore from battles is capped at 75%, which can be gained by defeating a number of troops equal to the sum of your enemies' fully replenished levies and retinues/horde troops. More warscore when fighting landless rulers (100% for defeating their entire army) and when fighting China using special CBs.
* ''' 赢得战斗''' 。When attacking landed enemies, warscore from battles is capped at 75%, which can be gained by defeating a number of troops equal to the sum of your enemies' fully replenished levies and retinues/horde troops. More warscore when fighting landless rulers (100% for defeating their entire army) and when fighting China using special CBs.
* '''Winning sieges''' and occupying enemy territory. Occupying enemy territory can give up to 120% warscore, with significant bonuses for the enemy's demesne (which tends to be easier to capture due to depleted levies), capital, and the territory contested by the CB. Occupying ''all'' enemy holdings gives automatic 100% warscore.
* ''' 围攻成功''' and occupying enemy territory. Occupying enemy territory can give up to 120% warscore, with significant bonuses for the enemy's demesne (which tends to be easier to capture due to depleted levies), capital, and the territory contested by the CB. Occupying ''all'' enemy holdings gives automatic 100% warscore.
* '''Ticking warscore''' added monthly when:
* '''Ticking warscore''' added monthly when:
** '''Completely occupying the contested title''', for CBs that name a title. One side must control all holdings that are de jure part of the target title and de facto part of the warring realms. For defenders, gives 15% warscore per year starting after 1 year. For attackers, gives 40% warscore per year starting when the title becomes occupied.
** '''Completely occupying the contested title''', for CBs that name a title. One side must control all holdings that are de jure part of the target title and de facto part of the warring realms. For defenders, gives 15% warscore per year starting after 1 year. For attackers, gives 40% warscore per year starting when the title becomes occupied.
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If [[defensive pact]]s are enabled, note that fighting pact armies will contribute to warscore, but occupying holdings controlled by pact members will '''not'''.
If [[defensive pact]]s are enabled, note that fighting pact armies will contribute to warscore, but occupying holdings controlled by pact members will '''not'''.


==Battles==
== 战斗==


: {{main|Combat}}
: {{main| 战斗}}


==Game Difficulty==
== 游戏难度==


It is possible to set game difficulty before start. It ranges from very easy to very hard and morale of both your levies and the AI is affected. Note that these are proportions relative to 1. As such, in Very Hard for instance, your armies will have 75% of their original morale, and your enemies' 150%, namely the double of yours. Defeating their armies will thus require armies which have twice their strength or more.
It is possible to set game difficulty before start. It ranges from very easy to very hard and morale of both your levies and the AI is affected. Note that these are proportions relative to 1. As such, in Very Hard for instance, your armies will have 75% of their original morale, and your enemies' 150%, namely the double of yours. Defeating their armies will thus require armies which have twice their strength or more.
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==Sieges==
== 围攻==


All [[holdings]] have a basic garrison, which increases in size if certain improvements are constructed. Holdings also have a levy which can be raised. When sieging, you will need to have more troops in the county than the defenders have in their garrison plus levy. If the attackers do not have enough men, no progress will ever be made on the siege. Note that a liege can raise his vassals' troops and the vassals' garrisons will show their levy strength as being at full manpower. However, a character who raises the troops from his (or her) own demesne will have those raised levies taken out of the garrison. This means that it is much easier to siege the holdings of a liege who has raised his demesne troops than it is to siege his vassals.
All [[holdings]] have a basic garrison, which increases in size if certain improvements are constructed. Holdings also have a levy which can be raised. When sieging, you will need to have more troops in the county than the defenders have in their garrison plus levy. If the attackers do not have enough men, no progress will ever be made on the siege. Note that a liege can raise his vassals' troops and the vassals' garrisons will show their levy strength as being at full manpower. However, a character who raises the troops from his (or her) own demesne will have those raised levies taken out of the garrison. This means that it is much easier to siege the holdings of a liege who has raised his demesne troops than it is to siege his vassals.
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If the army used for a siege is toggled for raiding, a successful siege will ''not'' occupy the holding, but sack it instead. The garrison will be massacred, all the gold stocked in the holding (depending on the riches of the owner) will be taken. A [[modifier]] hampering tax will be applied to the holding, but on the plus side the holding won't be able to be pillaged while the modifier is active. However, sieging a sacked holding is usually not difficult (although raiding has to be toggled off, and the army cannot be assigned for raiding again until it returns to friendly territory and the ruler is at peace). 
If the army used for a siege is toggled for raiding, a successful siege will ''not'' occupy the holding, but sack it instead. The garrison will be massacred, all the gold stocked in the holding (depending on the riches of the owner) will be taken. A [[modifier]] hampering tax will be applied to the holding, but on the plus side the holding won't be able to be pillaged while the modifier is active. However, sieging a sacked holding is usually not difficult (although raiding has to be toggled off, and the army cannot be assigned for raiding again until it returns to friendly territory and the ruler is at peace). 


===Siege speed===
=== 围攻速度===
The progress made every 12 days is affected by:
The progress made every 12 days is affected by:
;Fortification level: Generally highest for [[castles]] (which start with 3.0 regardless of the buildings, while cities have 1.0, temples 1.5, and tribal holdings 0.50) and increased by buildings, such as Walls and Fortifications.
;Fortification level: Generally highest for [[castles]] (which start with 3.0 regardless of the buildings, while cities have 1.0, temples 1.5, and tribal holdings 0.50) and increased by buildings, such as Walls and Fortifications.
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;Pagan Homeland: 66%
;Pagan Homeland: 66%


===[[File:Assault.png]] Assault===
===[[File:Assault.png]] 强攻===


Eventually, the attackers will be able to assault the defending garrison. The amount of time it takes for this option to become available depends on the holding's fortification level and how much the attackers outnumber the defenders. If an assault is ordered, the attackers will start losing large quantities of troops while accelerating the siege progress substantially. Holdings with fort level 6.0 and above '''cannot be assaulted''' (this can be changed at the [[game rules]] before starting a game); such holdings are usually well upgraded castles. For instance, [[counties#Constantinople|Constantinople]] is on early [[start date]]s the only holding that cannot be assaulted, with a fort level above 12.0.
Eventually, the attackers will be able to assault the defending garrison. The amount of time it takes for this option to become available depends on the holding's fortification level and how much the attackers outnumber the defenders. If an assault is ordered, the attackers will start losing large quantities of troops while accelerating the siege progress substantially. Holdings with fort level 6.0 and above '''cannot be assaulted''' (this can be changed at the [[game rules]] before starting a game); such holdings are usually well upgraded castles. For instance, [[counties#Constantinople|Constantinople]] is on early [[start date]]s the only holding that cannot be assaulted, with a fort level above 12.0.
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Nomad provinces, on the other hand, are instantly occupied. The nomadic capitals have fort levels comparable to tribal ones, making them relatively easy to overcome. However, building a fort or leaving a small unit on place will be necessary to solidify the occupation of nomadic provinces, and occupying them will grant very little warscore if your enemy has vassalised Tribal Lords or Feudal ones, as most of their occupation warscore will lie in these holdings.
Nomad provinces, on the other hand, are instantly occupied. The nomadic capitals have fort levels comparable to tribal ones, making them relatively easy to overcome. However, building a fort or leaving a small unit on place will be necessary to solidify the occupation of nomadic provinces, and occupying them will grant very little warscore if your enemy has vassalised Tribal Lords or Feudal ones, as most of their occupation warscore will lie in these holdings.


==The Home Front==
== 战争后方==


If you are in an offensive war (except Crusades) and raise your [[vassal]]s' [[levies]], you will gradually incur a stacking [[opinion]] penalty, -1 for every 61 days (approximately two months).  This penalty will increase as long as your vassals' levies are raised, and will slowly decrease at the same rate it increases. So if you're at war for 4 years, your vassals will end up with a -20 opinion of you which takes 4 years to wear off. If you're a long-reigning ruler with high diplomacy and good vassal relations, this is merely annoying. If you're barely keeping a lid on the dissent as it is, this can be extremely problematic. You can avoid this by calling as few of your vassals' troops as possible or by ending the war as quickly as possible.
If you are in an offensive war (except Crusades) and raise your [[vassal]]s' [[levies]], you will gradually incur a stacking [[opinion]] penalty, -1 for every 61 days (approximately two months).  This penalty will increase as long as your vassals' levies are raised, and will slowly decrease at the same rate it increases. So if you're at war for 4 years, your vassals will end up with a -20 opinion of you which takes 4 years to wear off. If you're a long-reigning ruler with high diplomacy and good vassal relations, this is merely annoying. If you're barely keeping a lid on the dissent as it is, this can be extremely problematic. You can avoid this by calling as few of your vassals' troops as possible or by ending the war as quickly as possible.
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Additionally, if your personal levies and retinue get depleted, you could have issues with [[factions]], as they measure the strength of their members against the number of troops you can raise.  If half your personal troops are killed off, the power of those factions will increase dramatically, making them more likely to make demands or rebel. This is potentially compounded by more members joining the factions as their opinions of you drop due to the raised levies. Losing many troops is, however, one way to trick a faction - which would normally be too weak - into revolting, thereby allowing you to crush a relatively weak faction and revoke their lands at a mildly convenient time, rather than risking them continuing to gain power and strength and revolting at a truly inconvenient junction. This assumes that you have the wealth to buy mercenaries or that the faction is weak enough to not steamroll assaults through your holdings - you will probably need a bit of time to replenish all those troops you lost, after all.
Additionally, if your personal levies and retinue get depleted, you could have issues with [[factions]], as they measure the strength of their members against the number of troops you can raise.  If half your personal troops are killed off, the power of those factions will increase dramatically, making them more likely to make demands or rebel. This is potentially compounded by more members joining the factions as their opinions of you drop due to the raised levies. Losing many troops is, however, one way to trick a faction - which would normally be too weak - into revolting, thereby allowing you to crush a relatively weak faction and revoke their lands at a mildly convenient time, rather than risking them continuing to gain power and strength and revolting at a truly inconvenient junction. This assumes that you have the wealth to buy mercenaries or that the faction is weak enough to not steamroll assaults through your holdings - you will probably need a bit of time to replenish all those troops you lost, after all.


==Strategies==
== 策略==
: {{main|The Art Of War}}
: {{main| 兵家诡道}}


There are many strategies you can employ to improve how well you do in war.
There are many strategies you can employ to improve how well you do in war.


===Before the war===
=== 战前===


'''Attack a weakened enemy'''. If your enemy is deeply unpopular with his vassals, has just lost an offensive war, is dealing with a rebellion, or is fighting a war over a different CB, you can beat him more easily. See also [[Weakening rival realms]].
'''Attack a weakened enemy'''. If your enemy is deeply unpopular with his vassals, has just lost an offensive war, is dealing with a rebellion, or is fighting a war over a different CB, you can beat him more easily. See also [[Weakening rival realms]].
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'''Weaken the enemy further with [[raiding|raids]]'''. You can start raiding with a fully prepared army while they scramble to gather their levies.
'''Weaken the enemy further with [[raiding|raids]]'''. You can start raiding with a fully prepared army while they scramble to gather their levies.


'''Keep your enemy's allies out'''. Attack while their [[alliances|allies]] are busy. Get their allies to like you more, so they choose not to join the war. In some cases you can end an alliance by murdering either one of the rulers, or one of the married couple tying the realms together. Or, if you're powerful enough, declare separate simultaneous wars against the two allied realms. If their allies are also your allies, try declaring war on a third party and calling your allies into that war - with them on your side in another war, they can't be called against you by your real target. Note that since patch 2.5, call to arms acceptance is now automatic and forced. However, allies who are already the primary participant in another war are likely to deal with their other war first.
'''Keep your enemy's allies out'''. Attack while their [[alliances|allies]] are busy. Get their allies to like you more, so they choose not to join the war. In some cases you can end an alliance by murdering either one of the rulers, or one of the married couple tying the realms together. Or, if you're powerful enough, declare separate simultaneous wars against the two allied realms. If their allies are also your allies, try declaring war on a third party and calling your allies into that war - with them on your side in another war, they can't be called against you by your real target. Allies who are already the primary participant in another war are likely to deal with their other war first.


'''Make sure your vassals and allies are ready'''. Your vassals should not have depleted levies and your allies should not be fighting their own wars.
'''Make sure your vassals and allies are ready'''. Your vassals should not have depleted levies and your allies should not be fighting their own wars.
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'''Invite excellent [[commander]]s'''. By the time you reach king rank, you should have at least one {{iconify|organizer}}, one {{iconify|siege leader}}, and three excellent flank leaders. Both martial skill and traits matter: see [[Commander#Strategies]].
'''Invite excellent [[commander]]s'''. By the time you reach king rank, you should have at least one {{iconify|organizer}}, one {{iconify|siege leader}}, and three excellent flank leaders. Both martial skill and traits matter: see [[Commander#Strategies]].


===Gathering your army===
=== 调集军队===


'''Raise only the vassal levies you need''' to avoid unnecessarily angering your vassals. If you only need the troops of a single vassal to fight a war, only raise those troops. This vassal will now be the only one getting annoyed at you, while the rest are unaffected. The other vassals' levies can then be raised later if ever needed. If you're rich enough to support it, you can also consider using only your own levies and retinue, as then no one will be getting annoyed with you; this is not recommended if there are factions against you, as the faction becomes relatively stronger as you lose troops. You can also raise vassal levies for the early part of a war, when the largest battles are fought, and dismiss them during the long siege portion of a war.
'''Raise only the vassal levies you need''' to avoid unnecessarily angering your vassals. If you only need the troops of a single vassal to fight a war, only raise those troops. This vassal will now be the only one getting annoyed at you, while the rest are unaffected. The other vassals' levies can then be raised later if ever needed. If you're rich enough to support it, you can also consider using only your own levies and retinue, as then no one will be getting annoyed with you; this is not recommended if there are factions against you, as the faction becomes relatively stronger as you lose troops. You can also raise vassal levies for the early part of a war, when the largest battles are fought, and dismiss them during the long siege portion of a war.


'''Raise vassal levies in the best location'''. You can raise your vassal's "liege levies" in any county belonging to his sub-realm. This is especially powerful if you plan ahead by giving each major vassal a well-placed county (coastal or near your enemies). You can even disband a levy in one place and immediately re-raise it in another.
'''Raise vassal levies in the best location'''. You can raise your vassal's "liege levies" in any county belonging to his sub-realm. This is especially powerful if you plan ahead by giving each major vassal a well-placed county (coastal or near your enemies). You can even disband a levy in one place and immediately re-raise it in another; by doing so, you can somewhat replenish their numbers, but will have to wait for their morale to recover.


'''Consider hiring mercenaries'''. They can pay for themselves if they allow you to win a defensive war, or allow you to storm castles rather than slowly siege them. If your enemy is weak or you're rich, you could also carry on the war for a while with only mercenaries to let your "Raised Levies" penalty tick down. Hire a mercenary group whose army composition matches your needs: light infantry and archers for sieges; pikemen for assaults; heavy cavalry and infantry for winning close battles.
'''Consider hiring mercenaries'''. They can pay for themselves if they allow you to win a defensive war, or allow you to storm castles rather than slowly siege them. If your enemy is weak or you're rich, you could also carry on the war for a while with only mercenaries to let your "Raised Levies" penalty tick down. Hire a mercenary group whose army composition matches your needs: light infantry and archers for sieges; pikemen for assaults; heavy cavalry and infantry for winning close battles.
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'''Get allied armies to link with yours'''. You may have to send some troops over to where your allies are sitting.
'''Get allied armies to link with yours'''. You may have to send some troops over to where your allies are sitting.


===Picking your battles===
=== 战斗选择===


'''Target part of an enemy's army while it is split up'''. While you might not be able to defeat the entire enemy army at once, you're likely to be able to defeat half their army, and the rest is then easy to mop up.
'''Target part of an enemy's army while it is split up'''. While you might not be able to defeat the entire enemy army at once, you're likely to be able to defeat half their army, and the rest is then easy to mop up.
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'''Take account of terrain'''. If possible, it's better to be the defender. A close battle is more likely to swing in your favour if you're defending in the mountains or forest and your enemy has to cross a river or strait. Conversely, avoid attacking into defensive terrain if you don't have a large advantage in numbers or quality of troops.
'''Take account of terrain'''. If possible, it's better to be the defender. A close battle is more likely to swing in your favour if you're defending in the mountains or forest and your enemy has to cross a river or strait. Conversely, avoid attacking into defensive terrain if you don't have a large advantage in numbers or quality of troops.


'''Bait enemies into attacking smaller armies, then send in reinforcements'''. Immediately once combat has started, send in your larger army. If the enemy can't see your reinforcements due to fog of war, even better: you can have your reinforcements already be on the way by the time the battle begins.
'''Bait enemies into attacking smaller armies, then send in reinforcements'''. Once the enemy army is committed to entering the battle province, send in your larger army. If the enemy can't see your reinforcements due to fog of war, even better: you can have your reinforcements already be on the way by the time the battle begins.


===When you are losing===
=== 当你战斗失败===


'''Bait enemies into taking attrition'''. Using an army smaller than theirs, you can continuously pull back, leaving them in a province where their units will slowly die. Only works against large armies or when playing as [[pagans]]. Does not work against the attrition-free doomstacks of the [[Hordes]].
'''Bait enemies into taking attrition'''. Using an army smaller than theirs, you can continuously pull back, leaving them in a province where their units will slowly die. Only works against large armies or when playing as [[pagans]]. Does not work against the attrition-free doomstacks of the [[Hordes]].
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'''Check what the enemy's CB is'''. If a powerful neighbor is pressing a minor CB like a single-county claim, surrendering immediately is a viable option: your realm won't be significantly weakened, your armies will be intact, and they can't do anything else to you for 10 years.
'''Check what the enemy's CB is'''. If a powerful neighbor is pressing a minor CB like a single-county claim, surrendering immediately is a viable option: your realm won't be significantly weakened, your armies will be intact, and they can't do anything else to you for 10 years.


===Other strategies===
'''Retreat of depleted levies to friendly territory''': Levies reinforce while in friendly territory. When fighting neighboring realms, get depleted levies to return to friendly territory for them to reinforce. This is more vital when they need to recover morale as well.
 
=== 其他策略===


'''Bankrupt your enemy'''. His armies will lose a quarter of their morale, and his mercenaries may turn on him or even join you. You can drain your enemy's cash reserves and deny him income by capturing his demesne holdings. (His yearly income and expenses are shown if you hover over his cash balance, and his budget details are visible in his demesne screen.)
'''Bankrupt your enemy'''. His armies will lose a quarter of their morale, and his mercenaries may turn on him or even join you. You can drain your enemy's cash reserves and deny him income by capturing his demesne holdings. (His yearly income and expenses are shown if you hover over his cash balance, and his budget details are visible in his demesne screen.)
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'''If possible, occupy your enemy's capital'''. If you are attacking a large enemy, it might take them several months to move their army from their current position to their capital - often giving you enough time to siege it down. This may allow you to capture your enemies' children, which gives you warscore without actually having to fight their armies. Useful against enemies which are stronger than you. However, the location of the capital may make this strategy difficult; capitals which are located far away from your borders and have hostile terrain may not be worth the effort.
'''If possible, occupy your enemy's capital'''. If you are attacking a large enemy, it might take them several months to move their army from their current position to their capital - often giving you enough time to siege it down. This may allow you to capture your enemies' children, which gives you warscore without actually having to fight their armies. Useful against enemies which are stronger than you. However, the location of the capital may make this strategy difficult; capitals which are located far away from your borders and have hostile terrain may not be worth the effort.


== Summary ==
'''Don't stop'''. Just because you have 100% warscore, doesn't mean you need to make peace. Keep going; loot their castles, imprison their nobles, massacre their garrisons. Ravage the land and ensure they won't win the next war (which could be waged by your vassals using their own CBs). However, be sure not to push your advantage too far and allow the enemy to turn the tables.
 
== 总结==


By outmaneuvering or overpowering the enemy you'll be able to win most battles, and eventually the war itself. Some overall tips:
By outmaneuvering or overpowering the enemy, you'll be able to win most battles, and eventually the war itself. Some overall tips:


* Construct buildings to increase the size of your army. More details in the [[Construction guide|guide on construction]]
* Construct buildings to increase the size of your army. More details in the [[Construction guide|guide on construction]]
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* Appoint good commanders. Gain good commanders through marriage, [[Diplomatic actions#Invite to court|invitations]], {{icon|wol}}[[War focus]], or {{icon|jd}}[[grace]] boons
* Appoint good commanders. Gain good commanders through marriage, [[Diplomatic actions#Invite to court|invitations]], {{icon|wol}}[[War focus]], or {{icon|jd}}[[grace]] boons
* When hiring mercenaries, go for heavy infantry and cavalry
* When hiring mercenaries, go for heavy infantry and cavalry
* Keep your vassals happy for more vassal levies
* If feudal, keep your vassals happy and allow ''de jure'' assimilation for more liege levies
* Strike the right balance between [[Demesne laws#Vassal obligations|levy law]] and opinion.
* Strike the right balance between [[Demesne laws#Vassal obligations|levy law]] and opinion
* Don't raise more troops than you need
* Don't raise more troops than you need
* Ambush the enemy if possible
* Ambush the enemy if possible

2019年9月26日 (四) 00:25的版本


战争分数界面

发动战争是获取领土的主要途径之一。

战争(英文:Warfare) 核心是几个概念,即宣战理由、军队、战争分数、战斗和围攻。

宣战

另见: 外交行动#宣战宣战理由

战争的起因即宣战理由。所使用的CB(宣战理由)影响战争分数的计算,且决定三种可能的和平协议的结果:

  • 强迫对方从命
  • 无条件和平
  • 投降

战争也可能无结果地终止。当CB无效,防御者的领主头衔变更,防御者变得没有领地,或者(取决于CB)进攻者死亡时,这将发生。

如果你已经调集了征召兵,你不能通过外交菜单宣战。(来自事件和决议的战争,如剥夺头衔和派系战争,仍然有可能发生。非征召兵部队不受此限制。)

停战协议

结束一场战争将使进攻者受停战协定约束——承诺不再对同一角色发动另一场战争。大部分停战协议持续10年,但一些宣战理由有更短的停战时期。所有的战争最终都会签订停战协议(除了"战争无结果地终止")。叛乱增加双边的停战协议。

停战协议是领导者个人间的协定,所以如果任何一方的统治者去世,协定将失效。

撕毁停战协议:

  • 花费200威望加上你当前威望的一半。
  • 增加角色修正“停战协定破坏者”,降低5外交属性,持续10年。(不会堆叠。)
  • 增加好感修正 “撕毁停战协议”,作用于所有属于目标角色宗教组的独立统治者,降低25他们对你的好感。(堆叠。)

军队

另见: 军队类型

军队进行战斗和围攻。当补给不足时他们将会损耗减员。

军队来源包括:

  • 征召兵,从你的直辖领封臣处征召的农民。征召兵是你军队的主要组成部分,并且只在友方领土上补员。
  • Dlc icon legacy of rome.png 近卫军,你的私人常备军。招募和维护近卫军都很昂贵,但在满编时几乎可以免费维护。
  • Horse Lords.png 游牧军,等同于游牧制政体的近卫军。使用威望、财富或虔诚,以及 Manpower.png 人力来招募和维护他们。
  • 雇佣兵,用金币雇佣。雇佣兵很昂贵,但可以帮你摆脱困境。即使在敌方领土上,它们也会补充数量。
  • 骑士团,用虔诚雇佣。它们只与宗教敌人作战,在防御时不需要维护。
  • 事件部队,对部落角色来说很重要。

行进指令

军队通常通过右击来命令移动。高级技巧包括:

路标
按住 ⇧Shift 来创建有中途路标的自定义路径。
征召兵瞬移:征召兵在他们的家乡领土上解散后可立即被再次调集。来自封臣的征召兵可在封臣控制的任何省份上调集。
跟随军队
一只军队可以被连接至任何一只属于领主或战争盟友的军队。
友军命令
要求 DLC icon Monks and Mystics.png修道士与密契者DLC。参见同盟#友军命令
集结点 Rally point.png
要求 Jade Dragon.png碧玉之龙DLC。参见征召兵#集结点

行军速度

在陆地省份之间移动所花费的时间受以下因素的影响:

  • 省份间的距离
  • 地形:平坦地形一般能更快通过;
  • 商路:
  • 士气;
  • 指挥官特质:指挥官利用他们的特质增加行军速度,受军事属性影响:
    • Administrator.png (+10%)
    • Organizer.png (+20%)
    • Way of the Tiger.png (+30%)
    • Scorcher 炙炎者 (尊日神教战士公会)(+10%)
    • Mountain Guardian 山峦守卫(苯教战士公会)(+10%)
    • Aeneator 铜号手(希腊多神教战士公会)(+10%)
    • 战斗哲学家 (+15%)
      • 拥有战斗哲学家血脉的角色可以选择训练部队,获得整理过的阵型修正,额外+10%
  • 撤退:溃败的军队移动更快,士气也恢复更快。
  • 游牧制首都建筑:“干肉仓”和“马术大赛”建筑增加全局移动速度。

船只

船只被用于运输船只,同时在劫掠沿海省份时,劫掠者用船只来储存战利品。每只船只携带100军队。游戏中没有海战或封港。征召船只在被调集时十分昂贵,每只船每月花费0.3财富(即使部落有90%的减免)。非原始宗教应该在不急需时解散船只。

船只供应由:

  • 造船厂,由造船术科技解锁的建筑。在 Dlc icon the old gods.png 867年开局,仅日耳曼多神教,拜占庭帝国和伊斯兰教拥有此科技。如果在 DLC icon Charlemagne.png 769年开局,诺斯文化统治者将获得一个事件,其给予2级造船术科技和造船厂。事件发生在维京时代的开始,即800年。
  • 贵人家族的家族宅邸。封建国王可以创建附属商业共和国作为一个早期的船只来源。
  • 雇佣兵舰队,在1066年后,价格高昂。
  • 征募商船:拥有海外省份的统治者可以花费50金币来征募20艘商船

战争迷雾

战争迷雾隐藏了在你无法立即看到的地方的敌军移动。下文显示了能够在一个省份及其邻近省份提供视野的单位:

  • 己方军队和船只(包括属于你的领主和封臣的)
  • 己方地产(除了被敌人占领的)
  • 占领的敌方地产
  • 盟友的地产和军队(如果你和你的盟友都是独立的,或者共享一位领主?)
  • 你的间谍总管(例如被派去学习科技)

除此之外,你的外交总管和宫廷司祭可以在一个省份提供视野。

即使有战争迷雾,你仍可以在分封树中看见敌人的军队总数量。通过查看他们封臣和廷臣列表来寻找“在<省份>指挥部队”状态,有时你也可以了解他们军队的位置。

战争分数

你的目标是把“战争分数”提高至100%,这会逼迫你的对手接受你的要求。你的对手可能会在那之前提出投降,但是在战争分数是100%时,选择强制要求会立即结束战争。

如果你处于守势,或者需要从战争中脱身,你也可以在战争已经持续一段时间而且战争分数仍然相近的时候寻求无条件和平。

战争分数有四种方式获得:

  • 赢得战斗。When attacking landed enemies, warscore from battles is capped at 75%, which can be gained by defeating a number of troops equal to the sum of your enemies' fully replenished levies and retinues/horde troops. More warscore when fighting landless rulers (100% for defeating their entire army) and when fighting China using special CBs.
  • 围攻成功 and occupying enemy territory. Occupying enemy territory can give up to 120% warscore, with significant bonuses for the enemy's demesne (which tends to be easier to capture due to depleted levies), capital, and the territory contested by the CB. Occupying all enemy holdings gives automatic 100% warscore.
  • Ticking warscore added monthly when:
    • Completely occupying the contested title, for CBs that name a title. One side must control all holdings that are de jure part of the target title and de facto part of the warring realms. For defenders, gives 15% warscore per year starting after 1 year. For attackers, gives 40% warscore per year starting when the title becomes occupied.
    • The Defender controls all their holdings, for most CBs that do not name a title. This includes CBs that target an entire realm (e.g. Force Vassalization) and CBs that do not target land at all (e.g. Rivalry).
    • The Attacker controls all their holdings, for Independence, Free Tributary, and Overthrow Ruler wars.
  • Holding prisoners. If the leader of a war is captured, warscore becomes 100% in his enemy's favour. Captured close relatives of the war leader also affect the war score by 5%, while the current heir counts for 50%.

Warscore gains from victories in battle or from occupying holdings are larger if they're against the war leader as opposed to his allies. Battles have half their usual warscore value during Great Holy Wars.

Warscore is capped at 99% until the leading side has won one major battle (at least 5% warscore contribution), the war has lasted 3 years, or all enemy territory is occupied. This prevents attackers from "winning" with quick sieges while the defenders have their forces elsewhere. However, enemies will usually accept "enforce demands" if you have 80% warscore from occupation, even if other warscore factors are in their favor.

If defensive pacts are enabled, note that fighting pact armies will contribute to warscore, but occupying holdings controlled by pact members will not.

战斗

主条目:战斗

游戏难度

It is possible to set game difficulty before start. It ranges from very easy to very hard and morale of both your levies and the AI is affected. Note that these are proportions relative to 1. As such, in Very Hard for instance, your armies will have 75% of their original morale, and your enemies' 150%, namely the double of yours. Defeating their armies will thus require armies which have twice their strength or more.

Army Morale AI Army Morale AI Reinforcement Rate
Very Easy +0.5 -0.25
Easy +0.25
Normal
Hard +0.25 +50%
Very Hard -0.25 +0.5 +100%

围攻

All holdings have a basic garrison, which increases in size if certain improvements are constructed. Holdings also have a levy which can be raised. When sieging, you will need to have more troops in the county than the defenders have in their garrison plus levy. If the attackers do not have enough men, no progress will ever be made on the siege. Note that a liege can raise his vassals' troops and the vassals' garrisons will show their levy strength as being at full manpower. However, a character who raises the troops from his (or her) own demesne will have those raised levies taken out of the garrison. This means that it is much easier to siege the holdings of a liege who has raised his demesne troops than it is to siege his vassals.

If the attackers do have enough troops, every 12 days a tick will count and progress will be made on the siege. Once a siege reaches 100% progress, it will be occupied by the attacker, contributing to warscore. The garrison will be massacred and some wealth will be taken from the holding's owner (12-30 gold, depending on the holding type). Its control will pass over to the attacker, and the garrison will slowly replenish over time. However, the levies won't be restored, which makes occupied holdings easier targets for siege and assault than free ones, and slightly eases their liberation.

If the army used for a siege is toggled for raiding, a successful siege will not occupy the holding, but sack it instead. The garrison will be massacred, all the gold stocked in the holding (depending on the riches of the owner) will be taken. A modifier hampering tax will be applied to the holding, but on the plus side the holding won't be able to be pillaged while the modifier is active. However, sieging a sacked holding is usually not difficult (although raiding has to be toggled off, and the army cannot be assigned for raiding again until it returns to friendly territory and the ruler is at peace).

围攻速度

The progress made every 12 days is affected by:

Fortification level
Generally highest for castles (which start with 3.0 regardless of the buildings, while cities have 1.0, temples 1.5, and tribal holdings 0.50) and increased by buildings, such as Walls and Fortifications.
Commander traits
Architect.png (+10%), Siege leader.png (+40%), Way of the Leopard.png (+50%). As with all command modifiers, the final influence are influenced by the commander's martial skill, and can be viewed by hovering the mouse over the combat influence icon.
Technology
Relative level of "Siege Equipment" technology. Unit owner capital vs besieged province. +12.5% per full level.
Outnumbered
A higher ratio of attacker forces will make progress slightly faster. Max 3x speed at _____x troops.
Pagan Homeland
66%

Assault.png 强攻

Eventually, the attackers will be able to assault the defending garrison. The amount of time it takes for this option to become available depends on the holding's fortification level and how much the attackers outnumber the defenders. If an assault is ordered, the attackers will start losing large quantities of troops while accelerating the siege progress substantially. Holdings with fort level 6.0 and above cannot be assaulted (this can be changed at the game rules before starting a game); such holdings are usually well upgraded castles. For instance, Constantinople is on early start dates the only holding that cannot be assaulted, with a fort level above 12.0.

When assaulting, it is recommended to have several times the number of troops involved in the attack than the defenders have in their garrison. This will minimize the attacker's casualties, as the defenders are overrun and unable to maintain any level of adequate defense. Assaulting is based on the melee value of the unit, making Pikemen.png, Heavy infantry.png and War Elephants War elephants.png rather good at assaults; Heavy cavalry.png is quite interestingly extremely powerful for assaults. (This is to ensure that Horse Lords.pngnomads are not at a disadvantage, as their horde troops are exclusively cavalry). Morale damage and regular damage bonuses, (with traits such as Cruel.png, Inspiring LeaderInspiring leader.png, or with artifact bonuses)) also have an influence on assaulting. With slight bonuses on these domains, one can assault successfully a holding even with equivalent numbers.

Assault results depend mainly on two factors: fortification level and garrison. At DLC icon Charlemagne.pngCharlemagne start date for instance, most castles can be assaulted even with barely 3-4k soldiers, given you have a Inspiring leader.png commander, as garrisons hardly exceed 1k in most provinces -especially Eastern ones- and fortifications 4.50.

Another important factor is the amount of troops inside the holding. While the field soldiers will get killed off rather quickly, the numbers of soldiers in garrison is unlikely to decrease significantly anytime before the final day of assault. The quality of the troops also has an influence: Light infantry.png in tribal holdings gets killed easily, while Heavy infantry.png, Pikemen.png, Heavy cavalry.png are very hard to overcome.

Due to the high attrition penalty you suffer in unreformed Pagan lands, Assaulting may be a necessity. Once a Pagan holding is captured in the province, the attrition penalty is gone. Seeking out holdings where levies have been raised makes both sieges and assaults faster, as there are fewer defenders. To speed up conquest in Pagan lands, consider letting an Organizer.png lead when traveling, and a Holy warrior.png leading the assault.

On holding types, note that Castles typically have higher fort levels than Cities or Temples; consider sieging Castles and Assaulting the other two holding types for a good mix of speed and reduced casualties.

Tribal holdings have fortification levels comparable to those of cities, and few soldiers within. Thus, they are comparatively easy to assault, as even with as little as 2x their numbers, assaulting a tribe will hardly cost you more than one or two hundred soldiers.

Nomad provinces, on the other hand, are instantly occupied. The nomadic capitals have fort levels comparable to tribal ones, making them relatively easy to overcome. However, building a fort or leaving a small unit on place will be necessary to solidify the occupation of nomadic provinces, and occupying them will grant very little warscore if your enemy has vassalised Tribal Lords or Feudal ones, as most of their occupation warscore will lie in these holdings.

战争后方

If you are in an offensive war (except Crusades) and raise your vassals' levies, you will gradually incur a stacking opinion penalty, -1 for every 61 days (approximately two months). This penalty will increase as long as your vassals' levies are raised, and will slowly decrease at the same rate it increases. So if you're at war for 4 years, your vassals will end up with a -20 opinion of you which takes 4 years to wear off. If you're a long-reigning ruler with high diplomacy and good vassal relations, this is merely annoying. If you're barely keeping a lid on the dissent as it is, this can be extremely problematic. You can avoid this by calling as few of your vassals' troops as possible or by ending the war as quickly as possible.

Additionally, if your personal levies and retinue get depleted, you could have issues with factions, as they measure the strength of their members against the number of troops you can raise. If half your personal troops are killed off, the power of those factions will increase dramatically, making them more likely to make demands or rebel. This is potentially compounded by more members joining the factions as their opinions of you drop due to the raised levies. Losing many troops is, however, one way to trick a faction - which would normally be too weak - into revolting, thereby allowing you to crush a relatively weak faction and revoke their lands at a mildly convenient time, rather than risking them continuing to gain power and strength and revolting at a truly inconvenient junction. This assumes that you have the wealth to buy mercenaries or that the faction is weak enough to not steamroll assaults through your holdings - you will probably need a bit of time to replenish all those troops you lost, after all.

策略

主条目:兵家诡道

There are many strategies you can employ to improve how well you do in war.

战前

Attack a weakened enemy. If your enemy is deeply unpopular with his vassals, has just lost an offensive war, is dealing with a rebellion, or is fighting a war over a different CB, you can beat him more easily. See also Weakening rival realms.

Weaken the enemy further with raids. You can start raiding with a fully prepared army while they scramble to gather their levies.

Keep your enemy's allies out. Attack while their allies are busy. Get their allies to like you more, so they choose not to join the war. In some cases you can end an alliance by murdering either one of the rulers, or one of the married couple tying the realms together. Or, if you're powerful enough, declare separate simultaneous wars against the two allied realms. If their allies are also your allies, try declaring war on a third party and calling your allies into that war - with them on your side in another war, they can't be called against you by your real target. Allies who are already the primary participant in another war are likely to deal with their other war first.

Make sure your vassals and allies are ready. Your vassals should not have depleted levies and your allies should not be fighting their own wars.

Invite excellent commanders. By the time you reach king rank, you should have at least one Organizer.png, one Siege leader.png, and three excellent flank leaders. Both martial skill and traits matter: see Commander#Strategies.

调集军队

Raise only the vassal levies you need to avoid unnecessarily angering your vassals. If you only need the troops of a single vassal to fight a war, only raise those troops. This vassal will now be the only one getting annoyed at you, while the rest are unaffected. The other vassals' levies can then be raised later if ever needed. If you're rich enough to support it, you can also consider using only your own levies and retinue, as then no one will be getting annoyed with you; this is not recommended if there are factions against you, as the faction becomes relatively stronger as you lose troops. You can also raise vassal levies for the early part of a war, when the largest battles are fought, and dismiss them during the long siege portion of a war.

Raise vassal levies in the best location. You can raise your vassal's "liege levies" in any county belonging to his sub-realm. This is especially powerful if you plan ahead by giving each major vassal a well-placed county (coastal or near your enemies). You can even disband a levy in one place and immediately re-raise it in another; by doing so, you can somewhat replenish their numbers, but will have to wait for their morale to recover.

Consider hiring mercenaries. They can pay for themselves if they allow you to win a defensive war, or allow you to storm castles rather than slowly siege them. If your enemy is weak or you're rich, you could also carry on the war for a while with only mercenaries to let your "Raised Levies" penalty tick down. Hire a mercenary group whose army composition matches your needs: light infantry and archers for sieges; pikemen for assaults; heavy cavalry and infantry for winning close battles.

Get allied armies to link with yours. You may have to send some troops over to where your allies are sitting.

战斗选择

Target part of an enemy's army while it is split up. While you might not be able to defeat the entire enemy army at once, you're likely to be able to defeat half their army, and the rest is then easy to mop up.

Avoid splitting your army up into pieces smaller than the total size of the enemy army. If you do, you risk losing a large part of your army, and being reduced to a position where you can no longer fight back. If you have a really good reason to do so, go ahead, but make sure you keep the rest of your army close. (You can see your enemy's army size in the ledger, or the realm tree accessible from his portrait.)

Outmaneuver your enemy. Organizer.png Organizers and ships do wonders for your ability to control when and where battles are fought. In your home territory, you can also disband levies in order to re-raise them elsewhere.

Take account of terrain. If possible, it's better to be the defender. A close battle is more likely to swing in your favour if you're defending in the mountains or forest and your enemy has to cross a river or strait. Conversely, avoid attacking into defensive terrain if you don't have a large advantage in numbers or quality of troops.

Bait enemies into attacking smaller armies, then send in reinforcements. Once the enemy army is committed to entering the battle province, send in your larger army. If the enemy can't see your reinforcements due to fog of war, even better: you can have your reinforcements already be on the way by the time the battle begins.

当你战斗失败

Bait enemies into taking attrition. Using an army smaller than theirs, you can continuously pull back, leaving them in a province where their units will slowly die. Only works against large armies or when playing as pagans. Does not work against the attrition-free doomstacks of the Hordes.

When being chased, consider sacrificing a small number of men to let the rest escape. Let a few men remain while the rest go to another province where they can hopefully recover or merge with a larger army. Make sure you leave more than 1/25 of the enemy army, as anything lesser than this amount will be destroyed instantly, and will not slow down the enemy's advance.

Disband any levies that are doomed. You'll lose half your men if not in friendly territory, but you won't lose warscore. And you can re-raise the levies immediately in another location.

Order early retreat when losing severely. When morale is depleted, your army is forced to retreat to a destination not under your control. Before this happens, you can order early retreat by right-clicking a province to escape to. You can even retreat onto ships in this manner, preventing the enemy from chasing you down. If your army is much stronger at skirmish than melee, you can use this trick to skip the melee portion of battle.

Evade capture in sieges by moving your capital before declaring war, appointing adult children as commanders, or getting minor children tutored somewhere safe.

If you realize you will lose, or are facing multiple wars, try to get white peace. As a defender, securing white peace can be considered a minor victory.

Check what the enemy's CB is. If a powerful neighbor is pressing a minor CB like a single-county claim, surrendering immediately is a viable option: your realm won't be significantly weakened, your armies will be intact, and they can't do anything else to you for 10 years.

Retreat of depleted levies to friendly territory: Levies reinforce while in friendly territory. When fighting neighboring realms, get depleted levies to return to friendly territory for them to reinforce. This is more vital when they need to recover morale as well.

其他策略

Bankrupt your enemy. His armies will lose a quarter of their morale, and his mercenaries may turn on him or even join you. You can drain your enemy's cash reserves and deny him income by capturing his demesne holdings. (His yearly income and expenses are shown if you hover over his cash balance, and his budget details are visible in his demesne screen.)

Consider what will give you the most warscore. You may be able to get to 100% and enforce demands without certain battles or sieges, or even without really appearing to have the upper hand.

If possible, occupy your enemy's capital. If you are attacking a large enemy, it might take them several months to move their army from their current position to their capital - often giving you enough time to siege it down. This may allow you to capture your enemies' children, which gives you warscore without actually having to fight their armies. Useful against enemies which are stronger than you. However, the location of the capital may make this strategy difficult; capitals which are located far away from your borders and have hostile terrain may not be worth the effort.

Don't stop. Just because you have 100% warscore, doesn't mean you need to make peace. Keep going; loot their castles, imprison their nobles, massacre their garrisons. Ravage the land and ensure they won't win the next war (which could be waged by your vassals using their own CBs). However, be sure not to push your advantage too far and allow the enemy to turn the tables.

总结

By outmaneuvering or overpowering the enemy, you'll be able to win most battles, and eventually the war itself. Some overall tips:

  • Construct buildings to increase the size of your army. More details in the guide on construction
  • Research relevant tech. It can give you the edge you need. More details in the guide on technology
  • Appoint good commanders. Gain good commanders through marriage, invitations, DLC icon Way of Life.pngWar focus, or Jade Dragon.pnggrace boons
  • When hiring mercenaries, go for heavy infantry and cavalry
  • If feudal, keep your vassals happy and allow de jure assimilation for more liege levies
  • Strike the right balance between levy law and opinion
  • Don't raise more troops than you need
  • Ambush the enemy if possible
  • Slow down the enemy's advance by sacrificing units if needed
  • Go for the wargoals first
  • Go for 100% warscore ASAP
  • Divide and conquer
  • Utilize the mobility ships give you
  • Avoid attacking across rivers and into hills