部落制:修订间差异

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{{version|3.0}}[[File:Tribal government.png]] '''Tribalism''' is an early form of [[government]], and one of three playable non-feudal government types in CK2 (the other two being {{icon|tr}}[[merchant republic]]s and {{icon|hl}}[[nomadism]].)
{{version|3.0}}[[File:Tribal government.png]] {{N|部落制|Tribalism}} 是一种早期[[ 政体]] 形式,也是CK2中可玩的三种非封建制政体之一(其他两种是 {{icon|tr}} [[ 商业共和国]] {{icon|hl}} [[ 游牧制]] 。)


Tribal rulers can only hold [[tribes]] without penalty, but can easily build new tribes in conquered territory; they can also build [[temples]]. Tribals can [[raid]] and have [[concubine]]s regardless of religion.
部落统治者仅持有[[ 部落]] 时不会受惩罚,但可以很容易地在被征服的领土上建造新部落;他们也可以建造[[ 神殿]] 。部落角色可以[[ 劫掠]] 和无视宗教地纳[[ 一夫多妻制|妾]]


Tribal realms can be strong even if they are small, due to their prestige-based upgrades and their ability to call vassals into war. However, these abilities weaken relative to feudalism as realms grow to kingdom-size and beyond, along with advances in technology. As a result, rulers of large tribal realms often look to reform their government to [[feudalism]].
部落领地即使规模小也可以很强大,因为它们可以利用威望升级建筑和召唤封臣参战。但是,随着领地发展到王国规模以及科技的进步,这些能力相对于封建制会减弱。因此,拥有大规模部落领地的统治者常常希望改革政体为封建制。


Tribal rulers have a number of special [[council]] missions which can spawn [[event troops]]. Without {{icon|lor}}Legacy of Rome, they can [[Decisions#Tribal|purchase event troops]]; with LoR, they can instead hire tribal-exclusive [[retinues]] which cost Prestige instead of Gold. Event troops are disbanded as soon as all wars end; declaring another war before concluding the first will allow these armies to be kept up indefinitely.
部落统治者有若干[[ 内阁]] 任务可以产生[[ 事件部队]] 。未启用 {{icon|lor}} 罗马遗产,他们可以[[ 决议# 部落类| 购买事件部队]] ;启用罗马遗产,他们可以创建部落专属的[[ 近卫军]] ,这些近卫军花费威望而不是金钱。所有战争一结束,事件部队即被解散;在第一场战争结束前发动另一场战争将使这些部队无限期地维持下去。


Tribal realms which seek to remain with the old ways may also ''[[pillage]]'' holdings they personally hold (like nomads), eventually freeing up the holding slot and making the tribe holding in the county more useful.
寻求遵循旧制的部落领地也可以'''[[ 头衔行为#Pillage|劫掠]]'''他们个人持有的地产(如同游牧制领地),最终释放空地产栏位,并且使得省份内的部落地产更有用。


[[Nomad]]ic realms will become tribal if {{icon|hl}}Horse Lords is not activated. Nomads who wish to change government types and still keep their nomadic counties and vassals have to adopt tribalism first.
如果 {{icon|hl}} 马上诸王未启用,[[游牧制]]领地将变为部落制。想要改变政体,同时还想保留游牧省份和封臣的游牧领地必须先采用部落制。


== Succession laws==
== 继承法==


Most unreformed [[pagan]] tribal rulers are limited to [[Elective gavelkind]], with several exceptions:
大部分未改革[[ 原始宗教]] 部落统治者仅限使用[[ 选举均分继承法]] ,有几个例外:


* [[Tanistry]] is available for Celtic cultures and for scions of some {{icon|hf}}[[bloodline]]s
* [[ 凯尔特选任法]] 适用于凯尔特文化组以及某些 {{icon|hf}} [[ 血脉]] 的后裔
* {{icon|hf}}[[Eldership]] is available for Romuva and African religions
* {{icon|hf}} [[ 长老选举制]] 适用于洛姆瓦教和非洲泛灵教
* [[Ultimogeniture]] is available for certain Mongol Empire titles
* [[ 幼子继承法]] 适用于某些蒙古帝国头衔


Most organized religions allow tribal rulers to switch to [[Gavelkind]] succession. In fact, even unreformed pagans can ''continue'' to use Gavelkind; players can take advantage of this by converting to an organized religion just to switch to Gavelkind and then converting back.<!-- Gavelkind can be maintained through succession because it meets the 'potential'; it cannot be switched to because it does not meet 'allow' --> However, if a pagan faith is reformed, the reformer can choose {{icon|hf}}doctrines which allows the use of other succession laws:
大部分有组织宗教允许部落统治者转变为[[ 均分继承法]] 。实际上,甚至是未改革原始宗教也可以''' 继续''' 使用均分继承法;玩家可以利用此点,改信有组织宗教,转变为均分继承法后就改信原来的宗教。<!-- Gavelkind can be maintained through succession because it meets the 'potential'; it cannot be switched to because it does not meet 'allow' --> 但是,如果原始宗教被改革,改革者可以选择解锁使用其他继承法的  {{icon|hf}} 教义:
*Open, with ''Agnatic Clans'' or ''Enatic Clans'';
* 土耳其继承法:'''男性氏族''' ''' 女性氏族''';
*Eldership, with ''Ancestor Veneration''; African and Romuva reformers can also choose their unique doctrines to continue the use of Eldership
* 长老选举制:''' 祖先崇拜''' ;非洲泛灵教和洛姆瓦教改革者也可以选择他们的特有教义来继续使用长老选举制。


Tribal {{icon|soi}}[[Muslims]] always use [[Open]] succession.
部落 {{icon|soi}} [[ 伊斯兰教]] 统治者也可以使用[[ 土耳其继承法]]


== General characteristics ==
== 一般特性==
Tribals have a special [[Demesne Law#Tribal organization|Tribal Organization]] law in place of [[Crown Authority]]. With {{icon|con}}Conclave, higher levels of Tribal Organization gradually enable various [[Council laws]] (and automatically passes them in favour of the council), whereas Absolute Tribal Organization is required to reform government. Absolute Tribal Organization also allows a tribal ruler to propose passing council laws in the ruler's favour.
部落有特殊的[[ 直辖领法律# 部落组织度| 部落组织度]] 法律来代替[[ 王权法]] 。启用 {{icon|con}} 御前会议,更高等级的部落组织度会逐渐解锁多项[[ 内阁法]] (并且每项都自动利于内阁),而改革政体要求绝对部落组织度。 绝对部落组织度也允许部落统治者提议通过利于统治者的内阁法。
;Low passive wealth income
; 被动财富收入低
Tribes have low base income, and tribal regions often do not have any other holdings. As such, tribal rulers have low passive income; they often have to supplement their income with [[raiding]].
部落基础收入低,并且部落地区通常没有其他地产。因此,部落统治者的被动收入很低;他们通常必须通过[[ 劫掠]] 来补充收入。
;Call to arms
; 召唤参战
Tribals call their direct ''tribal'' vassals to war like [[allies]] instead of getting regular [[levies]] or taxes from them; they are able to tax baron and non-tribal vassals and receive liege levies. Vassals of vassals cannot be called to war.
部落像[[同盟]]一样召唤他们的直属'' 部落'' 封臣参战,而不是从部落封臣处获得常规的[[ 征召兵]] 或税收;他们可以从男爵和非部落封臣处获得税收和征召兵。封臣的封臣不能被召唤参战。
;Different government
; 不同政体
Tribal leaders get a -20 "wrong government type" opinion modifier from non-tribal vassals (of count-tier or above), as do non-tribes with tribal vassals of a different culture. On the plus side, tribal vassals don't count towards their non-tribal liege's [[vassal limit]].
非部落封臣(伯爵及更高)对部落领袖有{{red|-20}}“错误的政体”好感修正,非部落政体的不同文化部落封臣也一样。有利的一面是,部落封臣不计入非部落领主的[[ 封臣#直属封臣上限|封臣上限]]
;Effects of county culture and religion on taxes and levies
; 省份文化和宗教对税收和征召兵的效果
Tribals get reduced taxes and levies from tribes in demesne counties which '''do not share their culture or religion''', with larger penalties ({{red|-25%}}) if the county's religion/culture is outside the holder's culture/religious group.
部落在''' 和他们不同文化或宗教''' 的直辖省份获得的税收和征召兵减少,如果省份文化/宗教和持有者不同文化/宗教组,则有 {{red|-25%}} 的大量惩罚。
;Strong claim duels
; 强宣称决斗
With {{icon|hf}}Holy Fury, tribals with a Strong claim to a title may, under certain circumstances, [[duel]] another tribal who holds the title to usurp it.
启用 {{icon|hf}} 神圣之怒,在某些情况下,对一个头衔有强宣称的部落角色可以同持有此头衔的另一位部落角色[[ 决斗]] 来篡夺它。
;Low [[technology]] requirements for buildings
; 建筑的[[ 科技]] 要求低
Tribal buildings don't require high technology to construct (except Shipbuilding). On the flip side, they do not benefit from high technology, making them relatively weak as feudal realms take advantage of advanced tech for their buildings.
部落建筑不要求高等级科技来建造(除了造船厂),另一方面,他们没有从高等级科技中受益,使得他们相对弱小,因为封建领地利用先进的科技来建造建筑。
;Few troop types
; 部队种类少
[[Tribes]] offer few troop types, making tribals vulnerable to certain army compositions. On the flip side, Tribals need to invest in fewer types of technology to strengthen the bulk of their armies and if managed correctly, they can engineer appropriate [[combat tactics]] to maximize effectiveness. [[Cultural buildings]] can also be built at tribes for greater troop variety.
[[ 部落]] 提供很少的部队种类,使得部落容易受到某些军队组成的攻击。另一方面,部落只需要投资较少种类的科技来加强他们的军队,如果管理得当,他们可以策划适当的[[ 作战战术]] 来取得最好的效果。[[ 文化建筑]] 也可以在部落中建造,以增加部队多样性。


== Council missions and laws==
== 内阁任务和法律==
If you're a tribe, some of your [[councillor]] missions are different.
部落制的一些[[ 内阁]] 任务和通用内阁任务不同。
* Marshal:
* 军事总管:
** '''Organize a Raid''' replaces "Research Military Tech". If this succeeds (must be at peace for it to succeed), an army appears in your capital. This army must be used to raid, or it will disband after a while.
** ''' 组织劫掠''' 替代“研究军事科技”。如果成功(必须处于和平才能成功),一支军队出现在首都。这支军队必须用于劫掠,否则不久后就会解散。
* Steward:
* 财政总管:
** '''Settle Tribe''' replaces "Raise Taxes". If this succeeds, the county's culture changes to yours.
** ''' 定居部落''' 替代“征收赋税”。如果成功,目标省份文化转变为领主的文化(仅能用于直辖领)。
** '''Build Legend''' replaces "Research Economy Tech". While this mission is active, you get an extra 0.1 prestige per Stewardship point of the councilor, per month. If it succeeds, an army appears in your capital. They will disband if they don't fight anyone within a year.
** ''' 歌颂传奇事迹''' 替代“研究经济科技”。此任务激活后,财政总管每点管理能力使领主每月增加0.1 点威望。如果成功,一支军队出现在首都。这支军队必须在一年内参加战争,否则将解散。
* Court Chaplain:
* 宫廷司祭:
** '''Build Zeal''' replaces "Study Cultural Tech". While this mission is active, you get an extra 0.1 piety per Learning point of the councilor, per month. If it succeeds, an army appears in your capital. This army must be used to fight in a religious war, or it will disband after a while. (Religious enemies aren't enough - the CB has to be religious.)
** ''' 宣传宗教狂热''' 替代“研究文化科技”。此任务激活后,宫廷司祭每点学习能力使领主每月获得0.1<sup>{{red|需要确认,和内阁条目不同}}</sup>的虔诚。如果成功一支军队出现在首都。这支军队必须被用于宗教战争,否则不久后解散。(仅是宗教敌人是不够的——CB必须是宗教性的)


In addition, as Tribal Organization is increased, council laws are made available, and automatically passed in the council's favor; only at Absolute Tribal Organization can the ruler propose to reclaim powers.
此外,随着部落组织度的增加,内阁法也会启用,并自动通过有利于内阁的法律;只有在绝对部落组织度时,统治者才能提议收回权力。


== Changing government type ==
== 改变政体类型 ==


An independent tribe can become a feudal realm or [[merchant republic]] by [[decision]]. Both decisions require '''Absolute Tribal Organization''' and significant investment in the capital. They also require an '''organized religion''', so Pagans must first [[religious conversion|convert to another religion]] or [[Pagans#Reformation|reform their Pagan religion]]. Your realm must also be at peace for the decision to be unlocked.
独立部落可以通过[[ 决议]] 转变为封建领地或[[ 商业共和国]] 。两个决议都要求''' 绝对部落组织度''' 和对首都的大量投资。它们也要求一个''' 有组织的宗教''' ,所以原始宗教信徒必须首先[[ 宗教转变| 改信其他宗教]] [[ 原始宗教# 宗教改革| 改革他们的原始宗教信仰]] 。解锁此决议还要求领地处于和平。


=== Adopting feudalism ===
=== 封建化 ===


'''Independent''' tribal rulers who wish to adopt feudalism must build a '''Stone Hillfort''' in their capital (which requires the '''Castle Infrastructure I''' [[technology]]), or gain a castle and make it their capital.
部落统治者执行封建化决议需要满足以下条件:
''' 独立''' 部落统治者;
首都伯爵领是部落,且建造有''' 石墙山堡''' (此建筑要求''' 城堡设施I'''[[ 科技]] ),或者首都伯爵领是一个城堡。


When you ''first'' convert to feudalism, all demesne tribes are immediately converted to castles, even in provinces of the wrong religion. Converting tribal settlements later (by right-clicking) requires that the province shares your religion.
当执行封建化决议的时候,所有直辖领地内的部落立即转变为城堡,即使该省份与统治者宗教不同。(非部落统治者如果想将部落地产封建化,需要满足该省份与拥有者同宗教)


Your tribal '''vassals''' will be able to join you in feudalism as long as they '''follow an organized religion'''. Vassals are now required to construct a Stone Hillfort to take the decision. All tribal vassals are more likely to adopt feudalism if they share your religion and culture.
信仰有组织宗教的部落封臣能够跟随你一起封建化,只要他们建造了石墙山堡。与你同宗教同文化的部落封臣更可能跟随你一起封建化。


Whenever a tribe is converted to a castle, a city and temple can be created in the province as well. The tribe must be owned by the county owner and the province must have two empty slots (even if only creating one due to the other already existing).
当你执行封建化决议,将部落转变为城堡时,如果该地产有两个空的建筑槽位,将同时在该省份建造一个城市和一个神殿(如果已经有了其中一项,则只建造另一个)。


=== Founding a merchant republic ===
=== 成立商业共和国 ===


The decision to found a merchant republic requires a '''Large Market City''' and the technology '''Trade Practices 1'''. Building the Large Market City requires '''Town Infrastructure 1'''.  For players, it has the additional requirements of a '''coastal capital''' and {{icon|tr}}[[The Republic]] DLC, in order to ensure the resulting realm is [[game over|playable]].
成立商业共和国的决议需要''' 大型市场城市''' 建筑和''' 贸易制度I''' 科技。建造大型市场城市需要''' 城市与教堂I''' 。玩家有额外要求,需要''' 沿海首都''' {{icon|tr}} [[ 共和国]]DLC ,这是为了确保产生的领地[[ 游戏结束| 可玩]]


In addition to upgrading your capital to a city, it creates a duchy-level title (if needed) and creates [[family palace]]s for you and four vassals of different dynasties.
除了升级你的首都为一个城市,它还会创建一个公国级别头衔(如果需要)并且为你和来自不同家族的四位封臣创建[[ 家族宅邸]]


Being a republic unlocks the ''convert to city'' decision for you, which creates a holding of each type in the chosen province (if a temple already exists it will not be created).
成为共和国为你解锁'' 升级为城市'' 决议,被选择的省份获得各类型地产一个(需要空栏位足够,如果神殿已经存在将不会创建)。


=== Considerations ===
=== 注意事项 ===


Although reforming a tribe will make its ruler stronger in the long term, in the short term, it can catastrophically weaken him. A newly converted holding will generally have fewer levies than the tribal holding it replaced, since it no longer gets a bonus to levies from empty holding slots. In addition, you must now consider the ''de jure'' structure of the realm, due to the increased importance of liege levies.
虽然改革部落从长远来看将使得领地更强大,但短期内这会灾难性地削弱统治者。一个新近转变的地产通常将比其取代的部落地产有更少的征召兵,因为它不再从空地产栏位获得征召兵加成。此外,你必须考虑领地内的'' 法理'' 结构,因为领主征召兵的重要性增加。


Your income will increase a lot after adopting feudalism, and even more after converting to a merchant republic, thanks to the automatic creation of a holding of each type upon conversion in every province in your demesne (assuming that
你的收入在封建化后大大增加,转变为商业共和国甚至增加更多,因为你直辖的每个省份在转变时都会自动获得每种类型的地产(假设那里有足够的空地产栏位)。
there are enough empty holding slots).


Tribal vassals will be unhappy (-20 Wrong Government Type) until they convert, and if you convert to a merchant republic, this penalty will never lapse as vassals can only adopt feudalism. This in turn decreases liege levies. [[Event troops]] from council missions and (without {{icon|lor}})decisions will no longer be available. If you are a king, (without {{icon|con}}Conclave) you will switch from Absolute Tribal Organization to Autonomous Vassals (minimum [[crown authority]]), losing the ability to [[title revocation|revoke titles]]. With {{icon|con}}Conclave, Absolute Tribal Organization empowers the council, so it could be useful to become feudal while being a vassal of a feudal king in order to keep absolute rule. For these reasons, it is advisable to obtain some combination of powerful allies, trustworthy vassals, money to hire mercenaries and {{icon|lor}}tribal retinues, before taking the decision. Also, consider the average technology level of the realm, as feudal realms rely on them for their military buildings; consider delaying adoption until [[technology]] is sufficiently advanced.
和你不同文化的部落封臣将会不高兴(-20 错误的政体),直到他们自己封建化。如果你转变为商业共和国,此惩罚将永不失效,因为封臣只会封建化。来自内阁任务和(未启用 {{icon|lor}} )决议的[[事件部队]]将不再可用。如果你是国王,(未启用 {{icon|con}} 御前会议)你将从绝对部落组织度转变为封臣自治(最低[[ 王权法]] ),失去[[ 剥夺头衔]] 的能力。启用 {{icon|con}} 御前会议,绝对部落组织度授权内阁,因此,为了保持绝对的统治,在成为封建国王封臣的同时封建化是很有用的。基于这些原因,在采取此决议前,最好在有强大的盟友,值得信赖的封臣,招募雇佣兵的金钱和 {{icon|lor}} 部落近卫军中满足几项。而且,要考虑领地的平均科技等级,因为封建领地的军事建筑依赖它们;考虑推迟采取决议,直到[[ 科技]] 足够先进。


After becoming feudal, it is in the ruler's interest to encourage tribal vassals to become feudal due to the following reasons:
封建化后,出于以下原因,鼓励部落封臣封建化符合统治者的利益:
*It removes the "Wrong Government" opinion modifier, and allows the "Noble Customs" technology to increase opinion.
* 它会移除“错误的政体”好感修正,并且允许“封建义务”科技增加好感。
*Just as feudalism weakens a tribal liege, it also weakens tribal vassals, by reducing the number of troops they have and by reducing their demesne limit.
* 正如封建化削弱了部落领主,通过减少拥有的部队数量和直辖领上限,封建化也削弱了部落封臣。


=== Economics of upgrading ===
=== 经济的升级 ===


(This section is slightly outdated; see current building prices in [[Tribes]], [[Castles]], [[Cities]])
({{red|此部分有点过时}};在[[ 部落]] [[ 城堡]] [[ 城市]] 条目查看当前的建筑价格)


The cost to upgrade a tribal holding in a county with a low level of [[Technology#Construction|construction]] technology is about 500 gold. Raiding goes a long way towards paying for the upgrades. Non-tribal lieges should consider building another holding instead of directly upgrading, as the cost is about the same and the vassal holding's income will allow the tribe to be upgraded more quickly. 
The cost to upgrade a tribal holding in a county with a low level of [[Technology#Construction|construction]] technology is about 500 gold. Raiding goes a long way towards paying for the upgrades. Non-tribal lieges should consider building another holding instead of directly upgrading, as the cost is about the same and the vassal holding's income will allow the tribe to be upgraded more quickly. 
第101行: 第102行:
Rank 3 members of the {{iconify|Romuva}}{{icon|hf}}Warrior Lodge can save a lot of time, wealth and Piety by using their Renown to build fortifications.
Rank 3 members of the {{iconify|Romuva}}{{icon|hf}}Warrior Lodge can save a lot of time, wealth and Piety by using their Renown to build fortifications.


=== Alternative paths ===
=== 可选路径 ===


By [[Diplomatic actions#Swear fealty|swearing fealty]] to a '''feudal liege''', or being a vassal to a tribal ruler who converted its government type into feudal or merchant republic: this enables a more accessible variant of the ''adopt feudalism'' decision, requiring only a Stone Hillfort (or castle). However, if your aim is to become a [[merchant republic]], you must remain independent.
通过向一位'''封建领主'''[[ 外交行动# 宣誓效忠| 宣誓效忠]] ,或者作为一位将政体转变为封建制或商业共和国的部落统治者的封臣:这解锁一个更易采取的'' 封建化'' 决议变体,不要求绝对部落组织度,但仍需要信仰有组织的宗教。但是,如果你的目标是成为[[ 商业共和国]] ,你必须保持独立。


If you die with a '''feudal heir''', your heir will remain feudal as long as his feudal title is of ''equal rank or higher''. Conversely, inheriting a feudal realm of ''higher rank'' may allow you to become feudal.
如果你去世的时候有一位''' 封建制继承人''' ,你的继承人将保留封建制,只要他的封建制头衔'' 同等级或更高'' 。相反地,继承一个'' 更高等级'' 的封建领地将允许你成为封建制领主。


=== Feudal expansion into tribal lands ===
=== 封建领地扩张的部落领土 ===
If you're already feudal, consider holding tribes in counties which follow your religion and convert them to castles using the "right-click" method. This is more crucial if you are not following an organized religion, as your tribal vassals will not be able to change to feudal on their own.
如果你已经是封建制,考虑持有省份内和你同宗教的部落并且使用“右击”的方式将它们转变为城堡。如果你没有信仰有组织的宗教,这将更加重要,因为你的部落封臣将不会自己转变为封建制。
*If there are tribal counties near your realm, prioritize those with your religion and with 3 empty holding slots or more (in order to get two free holdings after conversion; 2 empty holding slots only gives one free holding), and hold them in your [[demesne]].
* 如果在你的领地附近有部落省份,优先考虑那些和你同宗教且有3个或更多空地产栏位(为了在转变后获得两个免费地产;两个空地产栏位仅获得一个免费地产)的省份,并且你自己直辖它们。
*Consider using CBs which usurp titles rather than vassalize the target.
* 考虑使用篡夺头衔的CB,而不是附庸目标的CB。


Note that ''baron-tier'' tribals can never abandon tribalism; to get rid of tribes held by them, the direct liege must hold the tribe personally (high chance as baron tribals do not marry on their own and rarely have other heirs, especially if generated by the "new vassal" button) and build another holding in its place.
注意,'' 男爵级别'' 的部落角色永远不能放弃部落制;为了处理他们持有的部落,直接领主必须自己持有这些部落(男爵级别部落角色自己不结婚的几率很高,很少有其他继承人,特别是“分封新的领主”产生的角色)并且在原来的地方建造其他地产。


== Tribal starts ==
== 部落开局 ==


[[File:Map governments.png|500px|thumb|right|Government types in 1066 (with [[Horse Lords]]).]]
[[File:Map governments.png|500px|thumb|right|1066 年的政体,启用[[ 马上诸王]]]]


Tribalism is most common among [[pagans]] and in early [[start date]]s.
部落制在[[ 原始宗教]] 和早期[[ 开局时间]] 中更普遍。


In 769, vast regions in Scandinavia and eastern Europe are tribal pagans. [[Christianity|Catholics]] also have tribal starts in Ireland and Pictland (Scotland), and [[Muslims]] have tribal starts in Mauretania and Socotra. West Africa is also largely tribal and pagan.
在769开局,斯堪的纳维亚和东欧的大部分地区都是原始宗教部落。[[ 基督教| 天主教]] 在爱尔兰和皮克特兰(苏格兰)也有部落开局;[[ 伊斯兰教]] 在马格里布和索科特拉也有部落开局。西非也主要是部落制和原始宗教。


In 867, Ireland is still tribal, as is the tribes around the Arabian deserts.
在867开局,爱尔兰仍然是部落制,阿拉伯沙漠周围也是部落制。


By 1066, Hungary, Poland, and much of Scandinavia have become Catholic and feudal. However, the remaining pagans to the east are mostly tribal (except for Steppe [[nomadism|nomads]] if {{icon|hl}}''[[Horse Lords]]'' is enabled). The only Christian tribal rulers in 1066, and thus the only tribes playable without any DLC, are some of the Russian princes and a few Ethiopian tribes. In later starts, the Golden Horde is briefly ruled by a Nestorian Christian in 1255, while the Ilkhanate has a Nestorian ruler in 1279.
到1066年,匈牙利,波兰和斯堪的纳维亚的大部分地区都已经转变为天主教和封建制。但是,东方剩下的原始宗教大部分都是部落制(除了大草原的[[ 游牧制| 游牧制领地]] ,如果 {{icon|hl}} '''[[ 马上诸王]]'''启用)。1066年唯一的基督教部落统治者,由此也是唯一不需要任何DLC的可玩部落,是一些俄罗斯大公和一些埃塞俄比亚的部落。在之后的开局时间,金帐汗国在1255年被一位聂斯脱里派基督徒短暂统治,而伊儿汗国在1279年有一位聂斯脱里派统治者。


[https://www.reddit.com/r/CrusaderKings/comments/2knpe3/map_showing_tribal_holdings_at_769_867_and_1066/ Map of regions colored by the last date they start as tribal]
== 命名方式 ==


== Nomenclature ==
部落地产有时可能是男爵领,如果神殿地产(某些部落省份有)成为省份首府,或者拥有此省份的非部落领主在这个省份内建造了不同类型的地产。
 
Tribal holdings may occasionally be baronies, if the temple holding (which some tribal provinces have) [[Changing County Type|becomes the county capital]], or if a non-tribal liege who owns the province builds a different type of holding in that county.
<!-- The [[localisation]] keys begin with tribal_<rank>.-->
<!-- The [[localisation]] keys begin with tribal_<rank>.-->


{| class="wikitable"
{| class="wikitable"
!
! 盾徽
! Rank
! 级别
! Title
! 头衔
!
! 边框
! Ruler
! 统治者
|-
|-
! [[File:Barony.png]]
! [[File:Barony.png]]
!Barony
! 男爵领
!Barony
! 男爵领
! [[File:Baron Tribal.png|75px]]
! [[File:Baron Tribal.png|75px]]
!Baron
! 男爵
|-
|-
! [[File:County.png]]
! [[File:County.png]]
!County
! 伯爵领
!Chiefdom
! 酋邦
! [[File:Count Tribal.png|75px]]
! [[File:Count Tribal.png|75px]]
!Chief
! 酋长
|-
|-
! [[File:Duchy.png]]
! [[File:Duchy.png]]
!Duchy
! 公国
!High Chiefdom
! 大酋邦
! [[File:Duke Tribal.png|75px]]
! [[File:Duke Tribal.png|75px]]
!High Chief
! 大酋长
|-
|-
! [[File:Kingdom.png]]
! [[File:Kingdom.png]]
!Kingdom
! 王国
!Kingdom
! 王国
! [[File:King Tribal.png|75px]]
! [[File:King Tribal.png|75px]]
!King
!King or Grand Chief
|-
|-
! [[File:Empire.png]]
! [[File:Empire.png]]
!Empire
! 帝国
!Empire
! 帝国
! [[File:Emperor Tribal.png|75px]]
! [[File:Emperor Tribal.png|75px]]
!Emperor
! 皇帝
|}
|}


[[Category:Governments]]
[[Category: 政体]]

2021年8月26日 (四) 20:40的最新版本

Tribal government.png 部落制(英文:Tribalism) 是一种早期政体形式,也是CK2中可玩的三种非封建制政体之一(其他两种是 Dlc icon the republic.png 商业共和国Horse Lords.png 游牧制。)

部落统治者仅持有部落时不会受惩罚,但可以很容易地在被征服的领土上建造新部落;他们也可以建造神殿。部落角色可以劫掠和无视宗教地纳

部落领地即使规模小也可以很强大,因为它们可以利用威望升级建筑和召唤封臣参战。但是,随着领地发展到王国规模以及科技的进步,这些能力相对于封建制会减弱。因此,拥有大规模部落领地的统治者常常希望改革政体为封建制。

部落统治者有若干内阁任务可以产生事件部队。未启用 Dlc icon legacy of rome.png 罗马遗产,他们可以购买事件部队;启用罗马遗产,他们可以创建部落专属的近卫军,这些近卫军花费威望而不是金钱。所有战争一结束,事件部队即被解散;在第一场战争结束前发动另一场战争将使这些部队无限期地维持下去。

寻求遵循旧制的部落领地也可以劫掠他们个人持有的地产(如同游牧制领地),最终释放空地产栏位,并且使得省份内的部落地产更有用。

如果 Horse Lords.png 马上诸王未启用,游牧制领地将变为部落制。想要改变政体,同时还想保留游牧省份和封臣的游牧领地必须先采用部落制。

继承法

大部分未改革原始宗教部落统治者仅限使用选举均分继承法,有几个例外:

大部分有组织宗教允许部落统治者转变为均分继承法。实际上,甚至是未改革原始宗教也可以继续使用均分继承法;玩家可以利用此点,改信有组织宗教,转变为均分继承法后就改信原来的宗教。但是,如果原始宗教被改革,改革者可以选择解锁使用其他继承法的 Holy Fury.png 教义:

  • 土耳其继承法:男性氏族女性氏族
  • 长老选举制:祖先崇拜;非洲泛灵教和洛姆瓦教改革者也可以选择他们的特有教义来继续使用长老选举制。

部落 Dlc icon sword of islam.png 伊斯兰教统治者也可以使用土耳其继承法

一般特性

部落有特殊的部落组织度法律来代替王权法。启用 DLC icon Conclave.png 御前会议,更高等级的部落组织度会逐渐解锁多项内阁法(并且每项都自动利于内阁),而改革政体要求绝对部落组织度。 绝对部落组织度也允许部落统治者提议通过利于统治者的内阁法。

被动财富收入低

部落基础收入低,并且部落地区通常没有其他地产。因此,部落统治者的被动收入很低;他们通常必须通过劫掠来补充收入。

召唤参战

部落像同盟一样召唤他们的直属部落封臣参战,而不是从部落封臣处获得常规的征召兵或税收;他们可以从男爵和非部落封臣处获得税收和征召兵。封臣的封臣不能被召唤参战。

不同政体

非部落封臣(伯爵及更高)对部落领袖有-20“错误的政体”好感修正,非部落政体的不同文化部落封臣也一样。有利的一面是,部落封臣不计入非部落领主的封臣上限

省份文化和宗教对税收和征召兵的效果

部落在和他们不同文化或宗教的直辖省份获得的税收和征召兵减少,如果省份文化/宗教和持有者不同文化/宗教组,则有 -25% 的大量惩罚。

强宣称决斗

启用 Holy Fury.png 神圣之怒,在某些情况下,对一个头衔有强宣称的部落角色可以同持有此头衔的另一位部落角色决斗来篡夺它。

建筑的科技要求低

部落建筑不要求高等级科技来建造(除了造船厂),另一方面,他们没有从高等级科技中受益,使得他们相对弱小,因为封建领地利用先进的科技来建造建筑。

部队种类少

部落提供很少的部队种类,使得部落容易受到某些军队组成的攻击。另一方面,部落只需要投资较少种类的科技来加强他们的军队,如果管理得当,他们可以策划适当的作战战术来取得最好的效果。文化建筑也可以在部落中建造,以增加部队多样性。

内阁任务和法律

部落制的一些内阁任务和通用内阁任务不同。

  • 军事总管:
    • 组织劫掠替代“研究军事科技”。如果成功(必须处于和平才能成功),一支军队出现在首都。这支军队必须用于劫掠,否则不久后就会解散。
  • 财政总管:
    • 定居部落替代“征收赋税”。如果成功,目标省份文化转变为领主的文化(仅能用于直辖领)。
    • 歌颂传奇事迹替代“研究经济科技”。此任务激活后,财政总管每点管理能力使领主每月增加0.1点威望。如果成功,一支军队出现在首都。这支军队必须在一年内参加战争,否则将解散。
  • 宫廷司祭:
    • 宣传宗教狂热替代“研究文化科技”。此任务激活后,宫廷司祭每点学习能力使领主每月获得0.1需要确认,和内阁条目不同的虔诚。如果成功一支军队出现在首都。这支军队必须被用于宗教战争,否则不久后解散。(仅是宗教敌人是不够的——CB必须是宗教性的)

此外,随着部落组织度的增加,内阁法也会启用,并自动通过有利于内阁的法律;只有在绝对部落组织度时,统治者才能提议收回权力。

改变政体类型

独立部落可以通过决议转变为封建领地或商业共和国。两个决议都要求绝对部落组织度和对首都的大量投资。它们也要求一个有组织的宗教,所以原始宗教信徒必须首先改信其他宗教改革他们的原始宗教信仰。解锁此决议还要求领地处于和平。

封建化

部落统治者执行封建化决议需要满足以下条件: 是独立部落统治者; 首都伯爵领是部落,且建造有石墙山堡(此建筑要求城堡设施I科技),或者首都伯爵领是一个城堡。

当执行封建化决议的时候,所有直辖领地内的部落立即转变为城堡,即使该省份与统治者宗教不同。(非部落统治者如果想将部落地产封建化,需要满足该省份与拥有者同宗教)

信仰有组织宗教的部落封臣能够跟随你一起封建化,只要他们建造了石墙山堡。与你同宗教同文化的部落封臣更可能跟随你一起封建化。

当你执行封建化决议,将部落转变为城堡时,如果该地产有两个空的建筑槽位,将同时在该省份建造一个城市和一个神殿(如果已经有了其中一项,则只建造另一个)。

成立商业共和国

成立商业共和国的决议需要大型市场城市建筑和贸易制度I科技。建造大型市场城市需要城市与教堂I。玩家有额外要求,需要沿海首都Dlc icon the republic.png 共和国DLC,这是为了确保产生的领地可玩

除了升级你的首都为一个城市,它还会创建一个公国级别头衔(如果需要)并且为你和来自不同家族的四位封臣创建家族宅邸

成为共和国为你解锁升级为城市决议,被选择的省份获得各类型地产一个(需要空栏位足够,如果神殿已经存在将不会创建)。

注意事项

虽然改革部落从长远来看将使得领地更强大,但短期内这会灾难性地削弱统治者。一个新近转变的地产通常将比其取代的部落地产有更少的征召兵,因为它不再从空地产栏位获得征召兵加成。此外,你必须考虑领地内的法理结构,因为领主征召兵的重要性增加。

你的收入在封建化后大大增加,转变为商业共和国甚至增加更多,因为你直辖的每个省份在转变时都会自动获得每种类型的地产(假设那里有足够的空地产栏位)。

和你不同文化的部落封臣将会不高兴(-20 错误的政体),直到他们自己封建化。如果你转变为商业共和国,此惩罚将永不失效,因为封臣只会封建化。来自内阁任务和(未启用 Dlc icon legacy of rome.png)决议的事件部队将不再可用。如果你是国王,(未启用 DLC icon Conclave.png 御前会议)你将从绝对部落组织度转变为封臣自治(最低王权法),失去剥夺头衔的能力。启用 DLC icon Conclave.png 御前会议,绝对部落组织度授权内阁,因此,为了保持绝对的统治,在成为封建国王封臣的同时封建化是很有用的。基于这些原因,在采取此决议前,最好在有强大的盟友,值得信赖的封臣,招募雇佣兵的金钱和 Dlc icon legacy of rome.png 部落近卫军中满足几项。而且,要考虑领地的平均科技等级,因为封建领地的军事建筑依赖它们;考虑推迟采取决议,直到科技足够先进。

封建化后,出于以下原因,鼓励部落封臣封建化符合统治者的利益:

  • 它会移除“错误的政体”好感修正,并且允许“封建义务”科技增加好感。
  • 正如封建化削弱了部落领主,通过减少拥有的部队数量和直辖领上限,封建化也削弱了部落封臣。

经济的升级

(此部分有点过时;在部落城堡城市条目查看当前的建筑价格)

The cost to upgrade a tribal holding in a county with a low level of construction technology is about 500 gold. Raiding goes a long way towards paying for the upgrades. Non-tribal lieges should consider building another holding instead of directly upgrading, as the cost is about the same and the vassal holding's income will allow the tribe to be upgraded more quickly.

Every two levels of tribal building will convert into one level of the equivalent city or castle building, except for ship builders, which convert one-to-one.

Building forts in a tribe that will be upgraded to a city is a poor investment: 225 gold worth of buildings (for the first two levels) or 300 (for the last two) will turn into a mere 75-gold wall. Building towns in a tribe that will be upgraded to a castle is still not efficient, but not as bad: 225/300 gold turns into 150 gold structures. If the tribe will be held for a significant period of time before upgrading, the extra income may be worthwhile. On the other hand, the level 1 shipbuilder is an excellent investment: this 75-gold structure turns into the 150-gold city or castle shipbuilder.

Rank 3 members of the Romuva.pngHoly Fury.pngWarrior Lodge can save a lot of time, wealth and Piety by using their Renown to build fortifications.

可选路径

通过向一位封建领主宣誓效忠,或者作为一位将政体转变为封建制或商业共和国的部落统治者的封臣:这解锁一个更易采取的封建化决议变体,不要求绝对部落组织度,但仍需要信仰有组织的宗教。但是,如果你的目标是成为商业共和国,你必须保持独立。

如果你去世的时候有一位封建制继承人,你的继承人将保留封建制,只要他的封建制头衔同等级或更高。相反地,继承一个更高等级的封建领地将允许你成为封建制领主。

封建领地扩张的部落领土

如果你已经是封建制,考虑持有省份内和你同宗教的部落并且使用“右击”的方式将它们转变为城堡。如果你没有信仰有组织的宗教,这将更加重要,因为你的部落封臣将不会自己转变为封建制。

  • 如果在你的领地附近有部落省份,优先考虑那些和你同宗教且有3个或更多空地产栏位(为了在转变后获得两个免费地产;两个空地产栏位仅获得一个免费地产)的省份,并且你自己直辖它们。
  • 考虑使用篡夺头衔的CB,而不是附庸目标的CB。

注意,男爵级别的部落角色永远不能放弃部落制;为了处理他们持有的部落,直接领主必须自己持有这些部落(男爵级别部落角色自己不结婚的几率很高,很少有其他继承人,特别是“分封新的领主”产生的角色)并且在原来的地方建造其他地产。

部落开局

1066年的政体,启用马上诸王

部落制在原始宗教和早期开局时间中更普遍。

在769开局,斯堪的纳维亚和东欧的大部分地区都是原始宗教部落。天主教在爱尔兰和皮克特兰(苏格兰)也有部落开局;伊斯兰教在马格里布和索科特拉也有部落开局。西非也主要是部落制和原始宗教。

在867开局,爱尔兰仍然是部落制,阿拉伯沙漠周围也是部落制。

到1066年,匈牙利,波兰和斯堪的纳维亚的大部分地区都已经转变为天主教和封建制。但是,东方剩下的原始宗教大部分都是部落制(除了大草原的游牧制领地,如果 Horse Lords.png 马上诸王启用)。1066年唯一的基督教部落统治者,由此也是唯一不需要任何DLC的可玩部落,是一些俄罗斯大公和一些埃塞俄比亚的部落。在之后的开局时间,金帐汗国在1255年被一位聂斯脱里派基督徒短暂统治,而伊儿汗国在1279年有一位聂斯脱里派统治者。

命名方式

部落地产有时可能是男爵领,如果神殿地产(某些部落省份有)成为省份首府,或者拥有此省份的非部落领主在这个省份内建造了不同类型的地产。

盾徽 级别 头衔 边框 统治者
Barony.png 男爵领 男爵领 Baron Tribal.png 男爵
County.png 伯爵领 酋邦 Count Tribal.png 酋长
Duchy.png 公国 大酋邦 Duke Tribal.png 大酋长
Kingdom.png 王国 王国 King Tribal.png King or Grand Chief
Empire.png 帝国 帝国 Emperor Tribal.png 皇帝