部落制

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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洗劫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

希望封建化的独立部落统治者必须在首都建造石墙山堡(此建筑要求城堡设施I科技),或者获得一个城堡并且使其成为首都。

当你首次暂译转变为封建制,所有直辖部落立即转变为城堡,即使是在信仰错误宗教的省份。之后转变部落地产(通过右击)要求省份和你同宗教。

你的部落封臣能够跟随你封建化,只要他们信仰有组织的宗教。封臣现在被要求建造石墙山堡才能采取此决议。如果和你同宗教和文化,所有部落封臣都更可能封建化。

每当一个部落转变为城堡,一个城市和一个神殿也可以在省份内建造。部落必须和省份是同一持有人,并且省份有两个空栏位(即使因为另一个已经存在而只建造了一个)。

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)。

Considerations

Although reforming a tribe will make the realm stronger in the long term, it can catastrophically weaken the ruler in the short term. 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.

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 there are enough empty holding slots).

Tribal vassals who do not share your culture will be unhappy (-20 Wrong Government Type) until they feudalize themselves. If you convert to a merchant republic, this penalty will never lapse, as vassals can only adopt feudalism. Event troops from council missions and (without Dlc icon legacy of rome.png)decisions will no longer be available. If you are a king, (without DLC icon Conclave.pngConclave) you will switch from Absolute Tribal Organization to Autonomous Vassals (minimum crown authority), losing the ability to revoke titles. With DLC icon Conclave.pngConclave, 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 Dlc icon legacy of rome.pngtribal 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.

After becoming feudal, it is in the ruler's interest to encourage tribal vassals to become feudal due to the following reasons:

  • It removes the "Wrong Government" opinion modifier, and allows the "Noble Customs" technology to increase opinion.
  • 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.

Economics of upgrading

(This section is slightly outdated; see current building prices in Tribes, Castles, Cities)

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.

Alternative paths

By 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, not requiring Absolute Tribal Organisation, but still has to be following an organized religion. However, if your aim is to become a merchant republic, you must remain independent.

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.

Feudal expansion into tribal lands

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.

  • 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.
  • Consider using CBs which usurp titles rather than vassalize the target.

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.

Tribal starts

Government types in 1066 (with Horse Lords).

Tribalism is most common among pagans and in early start dates.

In 769, vast regions in Scandinavia and eastern Europe are tribal pagans. 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.

In 867, Ireland is still tribal, as is the tribes around the Arabian deserts.

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 nomads if Horse Lords.pngHorse 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.

Map of regions colored by the last date they start as tribal

命名方式

Tribal holdings may occasionally be baronies, if the temple holding (which some tribal provinces have) becomes the county capital, or if a non-tribal liege who owns the province builds a different type of holding in that county.

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 国王
Empire.png 帝国 帝国 Emperor Tribal.png 皇帝