文化:修订间差异

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*[[宗教]]
*[[宗教]]
*[[Culture modding]]
*[[Culture modding]]
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[[en:Culture]]

2019年3月30日 (六) 11:46的版本

1066年的文化

文化(英文:Culture省份角色的民族和传统的抽象表现。文化被分为多个文化组,而同文化组内的文化会认为彼此相比文化组外的文化更相近。

在游戏开始时,大多数国家的文化都是相对单一的,只有很少的国家包含多种文化,几乎没有国家包含多种文化组。然而,随着领地的扩张,它不可避免地会并入其他文化的省份,这些异文化的省份会带来各种永久或暂时的惩罚。

大多数文化拥有文化特色近卫军城堡里的特殊文化建筑,导致不同的军队构成。有的文化能够解锁特殊的事件、决议政体和特殊的继承法和性别法。部分文化允许劫掠,这使得他们成为邻国的潜在威胁。

大多数政府类型允许持有相同文化的部落而不受惩罚,游牧民除外。

角色文化

Every character in the game identifies with a culture, and this affects their relations with other characters in the same realm. Within the same realm, characters have -10 opinion towards characters of other cultures, and -20 across culture groups (reduced by Tolerance Technology). In addition to affecting opinion, culture directly affects whether vassals will join independence and claimant factions. Cultural differences do not affect opinion between realms, but do reduce willingness to accept offers of vassalization.

Cultures determine generated dynasty names and (along with religion) given names. Some cultures name realms after dynasties. If a dynasty controls multiple realms, only the head of the dynasty will do this, with other realms falling back to title names.

Graphical culture represents a character's ethnicity and ancestry. It is inherited from a random biological parent and affects portraits. Graphical culture has no direct effect on gameplay, but can help you determine who is a "hidden cuckoo bastard". This can be useful if you have the intrigue focus and hope to revoke a title.

省份文化

Every county in the game has a culture representing the major culture there. A mismatch between holder culture and province culture increases revolt risk. A ruler who would rather deal with more difficult vassals over peasant rebellions can choose to land vassals who share the conquered territory's culture.

For tribes, a culture mismatch also reduces demesne income and levies. To compensate, tribal rulers can assign their steward to "settle tribe", one of the easier ways to change the culture of a province. Feudal and republican rulers get no penalties if they hold tribes in same-culture provinces.

A province with no holdings (i.e., a nomadic province) always has the culture of its owner.

文化与征服

Most CBs set a new administration penalty on holdings that change owners, reducing taxes and severely reducing levy reinforcements. The duration of this penalty depends on culture and religion difference. Holdings that do not change owners, but merely have a new liege, do not get this penalty.

Claim wars and invasions can set a hidden conquest culture on a conquered title of county rank or higher. For example, a Norman conquest of England might set England's conquest culture to Norman, reducing native vassals' opinion of Norman lieges (-30 Foreign Conquerer). This penalty can be removed by replacing vassals with new ones who share your culture, or by converting to the native culture (or any other culture).

One of the benefit of the conquest culture flag is that it increases chances of Province Culture Conversion. While Strong and Weak Claims wars grant the flag, Pagan and Muslim Conquest do not.

角色文化转变

角色如果出生于父系婚姻或妾生,就会跟随父亲的文化;如果出生于入赘婚姻或非婚生,则会跟随母亲的文化。除极少数情况外,改变这种状况的唯一方法是通过孩子的监护人。

通过教育

If a guardian owns land or has the same culture as his liege, he has a decent chance to change his ward's culture.

平均的发生时间如下:

监护人拥有的特质
Diligent.pngGregarious.png 30个月
Diligent.pngGregarious.png 60个月
Diligent.pngShy.png 120个月
无特质
Slothful.pngGregarious.png
Slothful.pngShy.png 240个月
Slothful.pngShy.png 480个月

As you can see, a culture change happens about 50% of the time if the guardian has no 特质 modifying the chance, as a child generally has a guardian for 10 years. If the guardian is diligent and/or gregarious, it becomes far more likely, as the normal distribution is then centered at 2.5 or 5 years; on the other hand, if the guardian is shy and/or slothful, culture change becomes quite unlikely.

So if you want to change the culture of your child, you should assign a guardian of the desired culture, in a court with a ruler of the desired culture, who has the diligent and/or gregarious trait.

If the Conclave DLC is active, the Heritage childhood focus can change a child's culture to the educator's.

转变为首都文化

印度罗阇DLC未激活时,一场随机发生的事件将给统治者一个选项,让他们转变为首都的文化。

Rajas of India.png印度罗阇DLC激活时, 统治者会有一个转变为他们的首都文化的决议 。需花费500威望。如果封臣和他们领主的文化相同,他们将禁用这个决议。

省份文化转变

每个省份在战役开始时都有一种文化,可以随着时间的推移而转变。

从相邻省份传播

The most common event can trigger when a character has a county in his demesne not of his culture, and it borders at least one other province of the character's culture that is owned by a character (which could be the very same character) of the ruler's culture. Thus, it is near impossible to spread any culture to islands with this event, as they cannot possibly border a county of your culture unless it was present at game start.

As long as the preconditions are met, the speed depends primarily upon a single factor: the ruler's stewardship, and the mean time to happen is as follows:

Ruler stewardship MTTH to convert province to adjacent culture
0-1 506.25 years
2 337.5 years
3 225 years
4 150 years
5-8 100 years
9-10 75 years
11-12 56.25 years
13-14 42.1875 years
15+ 31.67 years

With DLC icon Reaper's Due.pngThe Reaper's Due, Province Depopulation now also reduces the MTTH. The neighbor provinces from which the culture "spreads" now also needs to not be Depopulated to allow the event to fire.

Depopulation Level MTTH Optimal MTTH
1 75 years 23.7525 years
2 50 years 15.835 years
3 25 years 7.9175 years

As you can see, as long as a character has high stewardship, he can convert counties to his culture rather quickly. While controlling depopulation is a little more tricky as it equals managing epidemics spreads, it gives an equally powerful reward. The conquest culture flag, which is conferred upon invading a province with the right CB as seen higher, finally provides a 0.75 modifier, putting the final optimal MTTH to 5.9381 years.

转变为征服文化

Some types of wars set a "conquest culture", allowing conversion to that culture even if there are no adjacent provinces of that culture. Like the event above, its MTTH is decreased with high stewardship, province depopulation, and steward mission to administer the realm.

CBs that use vassalize_or_take_under_title usurp and set conquest culture on counties that cannot be vassalized, such as counties owned by rulers who also control land elsewhere:

  • Holy War (which helpfully refuses to vassalize infidels unless the attacker is Muslim)
  • Most CBs that target all land within a de jure title

CBs that use gain_all_occupied_titles usurp and set conquest culture on occupied counties:

  • Sanctioned Invasion
  • Tribal Invasion
  • Prepared Invasion
  • Nomad Invasion
  • Major revolts (Heretic Revolt, Religious Revolt, Liberation Revolt, Rise of the Shia Caliphate, Decadence Invasion)

The following CBs explicitly set conquest culture on the disputed title, allowing conversion of only the holder's demesne provinces:

  • All claim wars set it on the claimed title(s), using the attacker's culture
  • Crusades, using the winner's culture (often the most participating attacker)
  • Sanctioned Invasion
  • Decadence Invasion

Other CBs might not set conquest culture. For example, Border Dispute wars and Pagan County Conquest do not set it. Conquest culture can be seen in-game only with debug tooltips (charinfo console command). It can also be inferred from the "-20: Foreign Conqueror" opinion from native vassals toward any liege of the conquest culture.

财政总管任务

Tribal rulers can send their steward to Settle Tribe in demesne provinces for cultural conversion, the base MTTH for the conversion is 50 years. (Tripled if the ruler is a count) AI rulers do not send their stewards on this mission.

The speed of the conversion primarily depends on the steward's stewardship skill, and the mean time to happen is as follows:

Steward stewardship MTTH to convert province
0-1 122.07 years
2 97.66 years
3 78.13 years
4 62.5 years
5-8 50 years
9 37.5 years
10 28.13 years
11 21.09 years
12 15.82 years
13+ 11.87 years

With Monks and Mystics DLC, rulers can send their steward to Administer Realm to increase the speed of cultural conversion of Spread from adjacent province or Conversion to conquest culture in demesne provinces.

The effect of the steward's mission to Administer Realm is as follow:

Steward stewardship MTTH multiplier
0-9 0.95
10+ 0.75

繁荣事件

A province that has prosperity level 2 may get an event allowing the ruler to fix its culture for 100% of yearly income. Doing so also converts the province's religion and removes the nomad agitation modifier, if relevant.

The province must be the ruler's crown focus province. The event is more frequent with high stewardship skill and high learning skill.

The base mean time to happen for the event is 40 years. (Doubled if the ruler is not independent) The optimal MTTH of the event is 13.9471 years. (Independent ruler with 18+ stewardship, 18+ learning, Smart , Diligent.png, Architect.png or Administrator.png or Scholar.png or Gardener.png, and at least a level 3 education trait on stewardship, diplomacy, or learning)

文化熔炉

There are special events allowing some cultures to give rise to new ones, and allowing these new cultures to spread quickly within the old ones.

  • Norse splits into several cultures starting in 950.
    • Province flipping stops if the top liege is Norse and holds either an empire or multiple kingdoms (it doesn't matter which ones) or if the province owner's head of religion is of Norse culture.
    • Ruler flipping stops if the top liege is Norse and controls Uppland (Sweden), Akershus (Norway), and Sjaelland (Denmark).
    • Provinces can flip back to Norse after 1150.
    • Norse does not suffer 'foreigner' penalties with its child cultures.
  • Norman is formed if a Norse ruler owns a French, Occitan or Breton province.
  • English is formed if a Norman ruler owns an Anglo-Saxon province after 1100.
  • Lombard (flips to Italian): Lombard rulers and provinces exist until well after the 1066 start date. They are MUCH more common in 769, however. MTTH reduced by factor of 0.3 if province owner is Latin culture group.
  • Dutch culture is formed by event from Frankish, Frisian, or Saxon provinces in the duchies of Holland, Gelre, Brabent, and Flanders. MTTH halved for all 3 cultures if province owner is Dutch.
  • Many cultures only appearing in the 769 DLC icon Charlemagne.png Charlemagne and/or 867 Dlc icon the old gods.png Old Gods start dates:
    • DLC icon Charlemagne.png Dlc icon the old gods.png Visigothic splits up into Castillian, Catalan, Occitan, or Andalusian unless controlled by a powerful Visigoth ruler (emperor or multi-king) or if province owner's head of religion is Visigothic (the province himself owner need not be Visigothic, only his religious head). There is a province-based event to flip in 850. Will become Castillian, Catalan or Occitan if province is non-Muslim, specific culture is selected by region. A province owner of the new culture for that region halves MTTH. Will become Andulasian if province is Muslim, and in region custom_andulasia. A province owner of the Arabic culture group halves MTTH.
    • DLC icon Charlemagne.png Dlc icon the old gods.png Suebi flips to Portuguese, if non-Muslim. Portuguese province owner halves MTTH.
    • DLC icon Charlemagne.png Saxon flips to German (or Dutch) once Widukind rebellion has happened, unless controlled by a powerful Saxon ruler or if both province owner and his head of religion are Saxon (flips to Dutch if in the duchies of Holland, Gelre, Brabent, and Flanders). MTTH halved if province owner is German.
    • DLC icon Charlemagne.png Frankish flips to French, or Dutch if in the duchies of Holland, Gelre, Brabent, and Flanders. To flip to French, the province owner must have either Frankish culture or any culture from the Latin group. A province owner with Latin culture group halves MTTH.
    • DLC icon Charlemagne.png Pictish flips to Scottish unless controlled by a powerful Pictish ruler (emperor or multi-king) or if province owner is Pictish
    • DLC icon Charlemagne.png Frisian (flips to Dutch if in the duchies of Holland, Gelre, Brabent, and Flanders). MTTH halved if province owner is Dutch.
    • DLC icon Charlemagne.png Ilmenian, Severian, Volhynian merge into Russian when ruler is either:
      • not an unreformed pagan OR
      • not of East Slavic or Finno-Ugric culture OR
      • already Russian

斯多葛学派:开化省份

Members of the Stoic Intelligentsia (the monastic order for Hellenics) may convert a county's culture by spending devotion.

策略

(Without Conclave) If you want to change your child's culture, assign a guardian of that culture with the diligent and/or the gregarious trait. The guardian must be a ruler or in a court with the same culture. You can find appropriate guardians by right-clicking any character of the culture, selecting "show character relations", selecting "my culture", and typing "diligent" or "gregarious". With Conclave, use the Heritage childhood focus.

Assign high-stewardship characters of your culture as counts on the edge of your culture. They'll rapidly change the culture to their own, getting rid of the revolt risk.

Try to have a single county per character. As the culture change event fires on a character level, a single character owning more than one county makes it less likely to happen on a per-county level. This also ensures that your vassals are weakened, and unlikely to challenge your rule.

Try to have your vassals belong to your culture, as you'll get lower revolt risk and avoid the foreigner opinion penalty. Vassals with foreign cultures and located far away from your capital are much more likely to start independence factions.

Prioritize conquering same-culture provinces over provinces of a different culture. Prioritize same culture-group over different culture groups. You'll get less severe penalties that way.

文化和继承/政体

  • In Horse Lords.pngnomadism, having a different culture from the present head of the clan will disqualify a dynast from succession.
  • Non-Celtics will no longer be able to use Tanistry succession once they inherit.
  • A culture from the Tibeto-Burman culture group is required for Rajas of India.pngDlc icon the old gods.pngJade Dragon.pngMonastic Feudalism.
  • Jade Dragon.pngChinese Imperialism requires Khitan, Tangut, or Jurchen culture or Chinese culture group. Upon inheritance, the successor will be given the chance to convert if their culture is not "correct".

文化列表

Note: the order is the one from 00_cultures.txt

文化 文化组 基础组种族 基础种族 特点 代码
诺斯 北日耳曼 westerngfx norsegfx
  • Norse culture in Scandinavia can split up by event between years 950 and 1150. This is prevented if top liege is Norse emperor or multi-king or if religious head is Norse.
  • May raise Runestones, even if not Germanic religion.
  • Independent dukes are called petty kings
  • only Norse can raid if religion and government type do not allow raiding.
norse
瑞典 swedish
挪威 norwegian
丹麦 danish
日耳曼 中日耳曼 westerngfx germangfx german
伦巴第 Converts to Italian if in de jure Italy, Sicily, or Sardinia and Corsica lombard
法兰克 Converts to French (except in Frisia) old_frankish
苏维汇 Converts to Portuguese if in de jure Galicia or Portugal and owner is non-Muslim suebi
英格兰 西日耳曼 westerngfx englishgfx 在1100年后如果诺曼人统治盎格鲁-撒克逊地区,可通过事件创建。 english
盎格鲁-撒克逊 saxongfx Independent dukes are called petty kings saxon [sic]
撒克逊 Converts to German once Widukind rebellion has happened (which won't happen if Saxony remains independent of the Franks). old_saxon
弗里斯兰 Converts to Dutch if in de jure Frisia frisian
荷兰 germangfx Frankish, Saxon or Frisian provinces in de jure Frisia flip to Dutch dutch
法兰西 拉丁 westerngfx frankishgfx frankish [sic]
诺曼 normangfx Created by event if Norse ruler controls French, Occitan or Breton province norman
意大利 italiangfx Greater likelihood of being elected to College of Cardinals. italian
奥克 trueoccitangfx occitan
罗马 romangfx Can be restored by decision. Blind characters cannot inherit. roman
达尔马提亚 dalmatiangfx Blind characters cannot inherit. dalmatian
海外 outremergfx 可通过决议创建. outremer
巴斯克 伊比利亚 occitangfx italiangfx Enables Absolute cognatic gender law. basque
卡斯蒂利亚 southerngfx castillan [sic]
加泰罗尼亚 catalan
葡萄牙 portuguese
西哥特 Converts to Castillian, Catalan, Occitan or Andalusian depending on de jure kingdom and owner religion visigothic
阿尔贝里亚 拜占庭 easterngfx byzantinegfx Can castrate or blind prisoners via decision. Blind characters cannot inherit. arberian
亚美尼亚 byzantinegfx armenian
希腊 byzantinegfx greek
阿兰 easternslavicgfx alan
格鲁吉亚 byzantinegfx georgian
亚述 persiangfx assyrian
科普特 byzantinegfx coptic
哥特 crimeangfx crimean_gothic
爱尔兰 凯尔特 westerngfx celticgfx Enables Tanistry succession law.

Independent dukes are called petty kings.

irish
苏格兰 scottish
皮克特 pictish
威尔士 welsh
布列塔尼 breton
芬兰 芬兰-乌戈尔 easterngfx ugricgfx finnish
萨米 lappish
爱沙尼亚 ugricbaltic
科米 komi
汉特 khanty
涅涅茨 samoyed
莫尔多瓦 mordvin
梅晓拉 meshchera
拉特加莱 波罗的 easterngfx ugricgfx lettigallish
立陶宛 lithuanian
普鲁士 prussian
突厥 阿尔泰 turkishgfx turkishgfx

All Altaic cultures can raid. All Altaic cultures can use Tribal Invasion CB if Pagan, and either Tribal government or Elective Gavelkind succession.

Mongol, Khitan and Jurchen (Horde cultures) are restricted to Agnatic succession. Without Horse Lords, Horde cultures can use Tribal Invasion if non-Christian.

Mongols can use Ultimogeniture even without following an organized religion. Mongols can use the "Become Genghis Khan" decision.

Khazars: Radhanite Quarter available for Silk Road Trade Posts

Turkish, Karluk and Khitan use dynasty name as realm title.

turkish
佩切涅格 pecheneg
库曼 cumangfx cuman
可萨 turkishgfx khazar
保加尔 bolghar
阿瓦尔 avar
葛逻禄 cumangfx karluk
黠戛斯 kirghiz
回鹘 uyghur
蒙古 mongolgfx mongol
契丹 chinesegfx khitan
女真 jurchen
贝都因 阿拉伯 muslimgfx arabicgfx Uses dynasty name as realm title. bedouin_arabic
柏柏尔 berbergfx Uses dynasty name as realm title. Can always raid for loot. maghreb_arabic
黎凡特 levantinegfx Uses dynasty name as realm title. levantine_arabic
埃及 levantinegfx egyptian_arabic
安达卢西亚 berbergfx andalusian_arabic
罗斯 东斯拉夫 easterngfx easternslavicgfx russian
伊尔门 Converts to Russian if owner is not an unreformed pagan, not East Slavic or Finno Ugric, or is already Russian ilmenian
西维利亚 severian
沃里尼亚 volhynian
波美拉尼亚 西斯拉夫 easterngfx westernslavicgfx pommeranian [sic]
波西米亚 bohemian
波兰 polish
克罗地亚 南斯拉夫 easterngfx croatsouthslavicgfx croatian
塞尔维亚 serbsouthslavicgfx serbian
瓦拉几亚 serbsouthslavicgfx romanian
保加利亚 serbsouthslavicgfx bulgarian
波斯尼亚 croatsouthslavicgfx bosnian
卡拉塔尼亚 serbsouthslavicgfx carantanian
匈牙利 马扎尔 easterngfx magyargfx
  • Can use Tribal Invasion if Pagan, and either Tribal government or Elective Gavelkind succession.
  • Can always raid for loot.
  • Dynasty name first.
hungarian
波斯 伊朗 muslimgfx persiangfx Uses dynasty name as realm title. persian
粟特 Independent dukes are called petty kings. sogdian
吐火罗 tocharian
库尔德 Uses dynasty name as realm title. kurdish
阿富汗 afghan
俾路支 baloch
塞种 Independent dukes are called petty kings. saka
埃塞俄比亚 东非 muslimgfx africangfx Independent dukes are called petty kings. ethiopian
索马里 somali
努比亚 nubian
达朱 Independent dukes are called petty kings. Can always raid for loot. daju
卡努里 中非 muslimgfx westafricangfx kanuri
豪萨 hausa
扎加瓦 zaghawa
曼德 西非 muslimgfx westafricangfx manden [sic]
索宁凯 soninke
桑海 songhay
纳瓦 中美洲 mesoamericangfx mesoamericangfx Horde culture: can use Tribal Invasion if not Christian (or if Pagan, and either Tribal government or Elective Gavelkind succession, with Horse Lords installed) restricted to Agnatic gender law. Can always raid for loot. nahuatl
阿什肯纳兹 以色列 easterngfx byzantinegfx No provinces have these cultures, but courtiers with them appear by event.

Radhanite Quarter available for Silk Road Trade Posts

ashkenazi
塞法迪 sephardi
旁伽罗 印度雅利安 indiangfx indiangfx Uses dynasty name as realm title bengali
乌梨耶 oriya
阿娑摩 assamese
印度斯坦 hindustani
瞿折罗 gujurati
五河 panjabi
罗阇弗多 rajput
信度 sindhi
末罗祉 marathi
僧伽罗 sinhala
尼波罗 bodpagfx Independent dukes are called petty kings. Can always raid for loot. nepali
耽弥罗 达罗毗荼 southindiangfx southindiangfx Uses dynasty name as realm title tamil
泰卢固 telugu
迦那陀 kannada
吐蕃 藏缅 bodpagfx bodpagfx
  • Dynasty name first.
  • Can always raid for loot.
  • Independent dukes are called petty kings.
  • If religion is Bön or Buddhist, can adopt Monastic Feudal government
bodpa
党项 tangut
象雄
  • Dynasty name first.
  • Can always raid for loot.
  • Independent dukes are called petty kings.
  • Enables Absolute cognatic gender law.
  • If religion is Bön or Buddhist, can adopt Monastic Feudal government
zhangzhung
孙波 sumpa
中华 chinesegfx chinesegfx
  • Dynasty name first
  • Can castrate prisoners via decision.
han
horsegfx horsegfx Can be created through the Conclave or The Reaper's Due version of the events where a Lunatic.png ruler appoints his horse the realm chancellor or Court Physician.
  • +10 Clan Sentiment
  • +20 Mongol Opinion
horse
catgfx catgfx Can be created through the absurd "Mittens the Spymaster" event chain, for a Lunatic.png ruler who has a pet cat
  • +25% Fertility
  • -5 Vassal Opinion
  • +20% Murder Plot Power
cat
beargfx beargfx bear
刺猬 刺猬 hedgehoggfx hedgehoggfx
  • Can always raid for loot
  • +25% Fertility
  • +20% Plot Power Defense
hedgehog_culture
鸟类 duckgfx duckgfx
  • Can always raid for loot
  • +25% Fertility
  • +20% Siege Speed
duck_culture
犬科 doggfx doggfx
  • +25% Fertility
  • +5 General Opinion
dog_culture
长鼻目 elephantgfx elephantgfx
  • +2 Learning
  • -25% Fertility
  • +2 Health
  • -20% Plot Power Defense
  • +10 Personal Combat Skill
elephant_culture
龙科 dragongfx dragongfx
  • Can always raid for loot.
  • +10% Demesne Income
  • -50% Fertility
  • +4 Health
  • -10 General Opinion
  • +30 Personal Combat Skill
  • Can burn prisoners
dragon_culture

强力文化

You might want to convert to one of these powerful cultures, especially if you have a sprawling empire and most of your vassals will consider you a foreigner no matter what you choose.

Retinues are listed here if they are better than the mix of defence and shock for dealing with mixed levies.

Culture Succession allowed Warfare advantages Other
Han (Chinese) Castration
(to disqualify)

Superior leadership traits Way of the Dragon.pngWay of the Dog.pngWay of the Tiger.pngWay of the Leopard.png

  • Can adopt Chinese Imperial government
  • +1 monthly grace (if same culture as Chinese emperor. Same religion gives additional +1)
  • After an Invasion of China, dynasty is more likely to remain in power
Byzantine (group) Castration or blinding
(to disqualify)
  • Blind or castrate prisoners:
    • Blind prisoners to reduce their health and whomp them in duels.
    • Castrate prisoners to prevent them from inheriting titles or having children. This has many uses!
    • Either type of mutilation makes AI unwilling to support them as faction claimants.
Italian
  • Pikes combined with defense retinues (shieldwall requires 1% archers) are very strong against Mongol invasion
  • 1:1 Pike and shock retinues gives the best skirmish phase defenses
Scottish Tanistry
Irish
  • Heavy Infantry defense bonus from cultural building gives you the best feudal levies in the game.
  • Best Heavy Infantry retinues.
  • Ireland in 1066 is one of the easiest starts in the game.
  • At earlier dates, Ireland is tribal so you can choose to progress towards either feudalism or merchant republic.
East Slavic (group)
  • Volhynian, Severian, and Ilmenian can all flip to Russian, which is required to unlock the "Russkaya Pravda" achievement.
  • Ilmen and Kiev are well-positioned to reform the Slavic faith.
Baltic (group)
  • Heavy Infantry defense bonus from cultural building gives you the best feudal levies in the game.
Finno-Ugric (group)
Mongol Agnatic Only
  • Horde culture: can use Tribal Invasion if Pagan, and either Tribal government or Elective Gavelkind succession.
  • Can always raid for loot.
Nahua
Altaic (group)
  • Invasion culture: can use Tribal Invasion if pagan, and either Tribal government or Elective Gavelkind succession.
  • Can always raid for loot.
Hungarian
Khazar (Altaic) Radhanite Quarter on silk road trade posts
Jurchen (Altaic) *Can adopt Chinese Imperial government
Khitan (Altaic) *Can adopt Chinese Imperial government
Norse
  • Can always raid for loot.
  • Gets free shipyards by event in year 800.
  • In early starts, most Germanic pagans are Norse.
  • In early starts, most of Scandinavia is Norse.
  • Runestones (until 1150)
Arabic (group)
  • Very strong against Mongol invasion and nomads
  • Excels at assaulting holdings.
  • Berbers can always raid for loot
Pictish Tanistry
  • Light infantry with Feint tactic is strong against feudals
  • Supply limit prevents them from being effective in late game
Mandé
Breton Tanistry
  • Heavy cavalry-heavy Knight retinue is expensive but can be devastating in melee with good tactics rolls. Strong against Aztec invasion.
  • Jousting Lists cultural building adds heavy cavalry to levies immediately, whereas Stables IV requires Castle Infrastructure IV.
French
German
Norman Can flip to English
Occitan

作弊

There are a couple of cheats that can help to force culture change:

  • Culture <Character ID> <Culture> (use the charinfo function to find a character's ID number)
  • Event 55000 <Province ID> - will convert the province's culture to the culture of the county's owner. Note that <Province ID> corresponds to the numerical "ID" number listed in the chart on the Counties page.
  • Event 55001 <Province ID> - to bring in settlers

另见

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