角色:修订间差异

本页面所适用的版本可能已经过时,最后更新于2.6
无编辑摘要
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* 提高本国角色对该角色的[[好感]]
* 提高本国角色对该角色的[[好感]]
* 如果角色不是[[游牧制]]且至少达到[[封臣|公爵级]],则 [[File:Icon learning.png|学识|link=]] '''学识''' [[属性]] 一起 确定文化[[科技]]点的月增长。
* 如果角色不是[[游牧制]]且至少达到[[封臣|公爵级]],则 结合[[File:Icon learning.png|学识|link=]] '''学识''' [[属性]]确定文化[[科技]]点的月增长。
* 如果角色是其领主[[内阁]]中的外交总管,该属性用于确定其能力。
* 如果角色是其领主[[内阁]]中的外交总管,该属性用于确定其能力。
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! [[File:Icon martial.png|Martial|link=]]军事
! [[File:Icon martial.png|Martial|link=]]军事
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* Affects the character's skill as a [[commander]]
* 影响角色作为[[ 指挥官]] 的能力
* Used to determine the character's demesne [[levy]]
* 用于确定角色直辖领的[[ 征召兵]] 数额
* Used to determine speed of demesne [[levy]] reinforcement
* 用于确定直辖领[[ 征召兵]] 的增援速度
* Combined with the [[File:Icon learning.png| Learning|link=]] ''learning'' [[attribute]] determines military [[technology]] points accumulated each month, if the character is not [[nomadic]] and of at least [[Vassals|duke-rank]]
* 如果角色不是[[游牧制]]且至少达到[[封臣|公爵级]],则结合[[File:Icon learning.png| 学识|link=]] '''学识''' [[ 属性]] 确定军事[[ 科技]] 点的月增长。
* If the character is a Marshal on their liege's council, it is used to determine their ability
* 如果角色是其领主[[ 内阁]] 中的军事总管,该属性用于确定其能力。
* Used to determine the rate at which the character's armies recover [[morale]]
* 用于确定角色军队的[[ 士气]] 恢复速度
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! [[File:Icon stewardship.png|Stewardship|link=]]管理
! [[File:Icon stewardship.png|Stewardship|link=]]管理
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* Combined with the [[File:Icon stewardship.png|Stewardship|link=]] ''stewardship'' of a character's [[spouse]] is used to determine the ruler's maximum [[demesne]]
* 结合 [[File:Icon stewardship.png|Stewardship|link=]] 角色[[配偶]]的''' 管理''' 属性确定角色的最大[[ 直辖领]]
* Combined with the [[File:Icon learning.png| Learning|link=]] ''learning'' [[attribute]] determines economic [[technology]] points accumulated each month, if the character is not [[nomadic]] and of at least [[Vassals|duke-rank]]
* 如果角色不是[[游牧制]]且至少达到[[ 封臣|公爵级]] ,则结合[[File:Icon learning.png| 学识|link=]] '''学识''' [[ 属性]] 确定经济[[ 科技]] 点的月增长。
* Increases the rate of provinces converting to the character's [[culture]]
* 提高省份转化到角色的[[ 文化]] 的速率
* If the character is a Steward on their liege's council, it is used to determine their ability
* 如果角色是其领主[[ 内阁]] 中的财政总管,该属性用于确定其能力。
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* Modifies demesne [[income]] ({{green|+2%}} per point)
* Modifies demesne [[income]] ({{green|+2%}} per point)

2019年2月27日 (三) 19:43的版本

角色面板 (v. 3.0)

角色 角色Base icon CK2.png 《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 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。

Base icon CK2.png 《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 Base icon CK2.png 《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:属性

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:

属性 个人 国家
Diplomacy外交
  • 提高本国角色对该角色的好感
  • 如果角色不是游牧制且至少达到公爵级,则结合学识 学识 属性确定文化科技点的月增长。
  • 如果角色是其领主内阁中的外交总管,该属性用于确定其能力。
Martial军事
  • 影响角色作为指挥官的能力
  • 用于确定角色直辖领的征召兵数额
  • 用于确定直辖领征召兵的增援速度
  • 如果角色不是游牧制且至少达到公爵级,则结合学识 学识 属性确定军事科技点的月增长。
  • 如果角色是其领主内阁中的军事总管,该属性用于确定其能力。
  • 用于确定角色军队的士气恢复速度
Stewardship管理
  • 结合 Stewardship 角色配偶管理属性确定角色的最大直辖领
  • 如果角色不是游牧制且至少达到公爵级,则结合学识 学识 属性确定经济科技点的月增长。
  • 提高省份转化到角色的文化的速率
  • 如果角色是其领主内阁中的财政总管,该属性用于确定其能力。
  • Modifies demesne income (+2% per point)
Intrigue密谋
  • If the character is a Spymaster on their liege's council, it is used to determine their ability
  • Increases plot power (and decreases the power of plots towards the character)
  • Makes the character's plots less likely to be discovered
  • Increases imprisonment chance (and makes the character harder to imprison)
Learning学识
  • Combined with Diplomacy diplomacy, Martial martial, and Stewardship stewardship attributes to determine monthly technology points
  • If the character is a Court Chaplain on their liege's council, it is used to determine their ability
  • Gives the character piety (or equivalent) (0.02/month per point)

特质

主条目:Traits

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 Grey EminenceBrillant StrategistElusive ShadowMastermind Theologian 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 AffectionateRowdyCuriousIdolizer Acquired by children during education, if the DLC icon Conclave.png Conclave DLC is active. Will eventually turn into one of several adult traits
Health IncapableLunaticPossessedWounded Affect a character's health and often lowers other attributes as well, increasing the chance of dying
Disease IllLeperPneumonicCamp Fever Affect a character's health, received usually through epidemics
Symptoms CoughInfectionMalaiseVomiting Symptoms which can be eventually diagnosed by a court physician as actual diseases, if DLC icon Reaper's Due.png The Reaper's Due DLC is active.

政体

主条目:政体

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
Feudal 封建制 Feudal Courtier Feudal Baron Feudal Count Feudal Duke Feudal King Feudal Emperor 非基督教角色需要 Dlc icon the old gods.pngDlc icon sons of abraham.pngRajas of India.png
Theocracy 神权制 Theocratic Courtier Theocratic Baron Theocratic Count Theocratic Duke Theocratic King Theocratic Emperor 仅限非玩家角色。
Tribal 部落制 Tribal link= Tribal Baron Tribal Count Tribal Duke Tribal King Tribal Emperor 非基督教角色需要 Dlc icon sword of islam.pngDlc icon the old gods.pngDlc icon sons of abraham.pngRajas of India.png
Iqta 伊克塔 Iqta Courtier Iqta Baron Ipta Count Iqta Duke Iqta King Iqta Emperor 伊斯兰教统治者需要 Dlc icon sword of islam.png
Merchant Republic 商业共和制 Merchant Republican Courtier Merchant Republican Baron Merchant Republican Count Merchant Republican Duke Merchant Republican King Merchant Republican Emperor 共和国统治者需要 Dlc icon the republic.png
Republic 共和制 Republican Courtier Republican Baron Republican Count Republican Duke Republican King Republican Emperor 仅限非玩家角色。
Nomadic 游牧制 Nomad Courtier Nomad Baron Nomad Count Nomad Duke Nomad King Nomad Emperor 游牧制统治者需要 Horse Lords.png
Chinese Imperial 中华帝国制 Chinese Imperial Courtier Chinese Imperial Baron Chinese Imperial Count Chinese Imperial Duke Chinese Imperial King Chinese Imperial Emperor 需要 Jade Dragon.png文化属于汉、女真、契丹或党项。
Confucian Bureaucracy 儒家官僚制 Confucian Bureaucratic Courtier Confucian Bureaucratic Baron Confucian Bureaucratic Count Confucian Bureaucratic Duke Confucian Bureaucratic King Confucian Bureaucratic Emperor 仅限非玩家角色。
Monastic Feudal 僧侣封建制 Monastic Feudal Courtier Monastic Feudal Baron Monastic Feudal Count Monastic Feudal Duke Monastic Feudal King Monastic Feudal Emperor 僧侣封建制统治者需要 Dlc icon the old gods.pngRajas of India.pngJade Dragon.png
Holy Order 骑士团制 Holy Order Courtier Holy Order Baron Holy Order Count Holy Order Duke Holy Order King Holy Order Emperor 仅限非玩家角色。
Imperial 帝国制 Imperial Courtier Imperial Baron Imperial Count Imperial Duke Imperial King Imperial Emperor

宗教

主条目:宗教

宗教 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 天主教东正教基督合性派聂斯脱里派 ( 清洁派, 小兄弟会, 罗拉德派, 瓦勒度派波格米勒派, 圣像破坏派, 基督一志派, 保禄派基督一性派祷告派 )
犹太教 犹太教 ( 圣经派, 撒玛利亚派 )
伊斯兰教 逊尼派什叶派伊巴德派 ( 雅兹迪派, 诵经派德鲁兹派, 胡儒非派哈瓦利吉派 )
原始宗教 日耳曼多神教改革日耳曼多神教斯拉夫多神教改革斯拉夫多神教长生天改革长生天洛姆瓦教改革洛姆瓦教索米多神教改革索米多神教非洲泛灵教改革非洲泛灵教阿兹特克多神教改革阿兹特克多神教尊日神教改革尊日神教希腊多神教改革希腊多神教苯教改革苯教原始宗教

( 旧日耳曼多神教旧斯拉夫多神教旧长生天旧洛姆瓦教旧索米多神教旧非洲泛灵教旧阿兹特克多神教旧尊日神教旧希腊多神教旧苯教 )

马兹达教 祆教 ( 胡天派, 摩尼教, 马兹达克派 )
东方宗教 印度教佛教耆那教道教

文化

主条目:Culture

Cultures 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

Dynasty Generally, characters in the game are part of a dynasty. Dynasty is one of the most important aspects in Base icon CK2.png 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:

Player Character You The current character controlled by the player
Heir(ess) Heir(ess) The player character's immediate successor to their primary title.
Close Relative 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
Distant Relative Other dynastic members Cousins and distant relatives
Bastard Bastard children Recognized but not legitimized children

血脉

主条目:Bloodline

Bloodlines 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

Objectives There are several different objectives in the game, which are goals a character can attempt to achieve:

Category Description Internal Prefix
Ambition Ambition A character's specific personal desire obj_
Focus Focus A character's 5-year self improvement goal. Unlocks special events to enhance attributes or acquire lifestyle traits.
Requires the DLC icon Way of Life.png Way of Life DLC
focus_
Faction Faction An organized party of vassals united against their liege for a common purpose faction_
Plot Plot A conspiracy designed by a plotter and their backers to achieve a specific goal plot_

国家

主条目:Realm

Realm An independent realm in Base icon CK2.png 《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

Raise Personal 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 martial skill. While they are raised, the character pays a monthly maintenance cost and they reinforce more slowly.

Raise Liege Levies 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

Wealth 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 Stewardship skill plays a large role in a character's demesne income. Personal and spouse Stewardship 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:

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 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 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).

Titles: Prestige Gain / Loss
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
Dynasty Prestige Values
Barony County Duchy Kingdom Empire
1 5 10 20 40

虔诚

主条目:Piety

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.

Eastern Religions Piety is renamed Karma for Hindus, Buddhists and Bön, Purity for Jains, and Te for Taoists, but is functionally identical in-game for them.

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