十字军之王3
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{{Version|1.0.3}} 属性代表了一个角色的专长,这包括外交、军事知识、财政、密谋天赋和学习能力。 [[en:Attributes]] == 技能 == 技能代表了一个角色在各个领域的专业能力,决定了角色在给定任务中的结果的好坏。 {| class="wikitable" |- ! 技能 !! 效果 |- | [[file:Diplomacy.png]] 外交 || 每等级{{green|+2}}好感<br>提高外交行动的同意值 |- | [[file:Martial.png]] 军事 || 每等级{{green|+2%}}征召兵规模<br>每等级{{green|+2%}}征召兵补员速率<br>每等级每等级{{green|+1}}战场优势 |- |[[file:Stewardship.png]] 管理 || 每等级{{green|+2%}}领土税<br>每五级{{green|+1}}直辖限制 |- |[[file:Intrigue.png]] 密谋 || 每等级{{green|+1%}}计谋发现机率<br>每等级{{green|+1}}阴谋成功机率<br>决定密谋策划的效率<br>决定逮捕的成功率 |- |[[file:Learning.png]] 学识 || 每等级{{green|+0.1}}每月虔诚<br>每等级{{green|-1%}}改信花费<br>决定密谋策划的效率<br>如果是文化领袖,每等级{{green|+2%}}文化发展点<br>决定要求改信的成功率 |- |[[file:War.png]] 武力 || 决定决斗的效果<br>每等级{{green|+10}}作为骑士的韧性<br>每等级{{green|+100}}作为骑士的伤害 |} == 恐惧 == Dread is a measure of how feared a ruler is by its Vassals and can make characters Intimidated or Terrified. There are two types of Dread: Natural Dread and Decaying Dread. Natural Dread is added or removed by character Traits and represents the minimum Dread a character can have. Decaying Dread is added over Natural Dread and gained by performing cruel acts like torturing and executing Prisoners. Intimidated characters are less likely to join Factions or Schemes against the character they're intimidated of while Terrified character will never join Factions or Schemes against them. In addition it affects their acceptance for various character interactions: == Boldness == Each character has a hidden Boldness attribute, which is decided by its traits. A character becomes Intimidated by characters whose No Dread is +20 above its Boldness and Terrified by characters whose No Dread is +45 above its Boldness. == 健康 == 健康是衡量一个角色死亡的可能性的关键。 {| class="wikitable" |- ! 健康 !! 是否会导致死亡 !! 描述 |- | [[file:empty]] 奄奄一息 || 是 || 死亡如影随形 |- | [[file:empty]] 濒临死亡 || 是 || 你将不久于世 |- |[[file:empty]] 一般 || 否 || 你还活着 |- |[[file:empty]] 身心无碍 || 否 || 你感觉还不错 |- |[[file:empty]] 平稳安泰 || 否 || 你的四大体液平衡,无需放血。 |- |[[file:empty]] 极好的 || 否 || 你充满精力和活力! |} == 生育率 == 生育率代表一个角色导致或受孕的机率。一对夫妻has a monthly chance to get the female pregnant calculated with the following formula: {\displaystyle {\text{Pregnancy Chance}}=4.75\times {\frac {{\text{Male Fertility}}+\,{\text{Female Fertility}}}{2}}} {| class="wikitable" |- ! 性别 !! 年龄 !!! 0 !!! 5 !!! |- | [[file:empty]] 男 || 9 |- | [[file:empty]] 女 || 1 |} == 压力 == Stress is a measure of a character's mental health and is gained whenever a character does an action that conflicts with its traits, someone they're closed to dies or the character is imprisoned in a dungeon. Stress ranges from 0 to 400, imposing various penalties and making the character vulnerable to mental break events. Mental break events can only trigger once every 5 years and grant the option to gain a trait and lose Stress or gain additional Stress. If a character reaches 400 Stress it will trigger a level 3 mental break event and lose 100 Stress. At level 3 some mental breaks can kill the character or force it to abdicate. Your character's stress level is indicated by a reddish bar to the left of your character's portrait at the lower left corner of the map screen. == 年龄 == A character is considered a child if he or she has below 16 years and an adult once it reaches 16 years. A character can die of old age after reaching 60 years. Each starting character will have a number of Lifestyle Perks unlocked based on its age. Once a character reaches the age of 25 they have a 7.5% chance to lose a tiny amount of No Health each year. The chance increases by 2.2% each year. A Dynasty can prevent this by completing the Kin legacy track.png Kin Legacy. Once a character reaches the age of 45 they have a 10% chance to lose 1 No Prowess each year. The chance increases by 1.5% each year. A Dynasty can prevent this by completing the Kin legacy track.png Kin Legacy. == 教育 == Characters between the age of 6 and 9 can be given an Education Focus geared towards one of the Skills. When the character becomes an adult it will gain an education trait. The level of the education trait depends on both how well the character's childhood trait matched with the Education Focus as well as the skills and the Education trait of the Guardian. If the child has a Guardian of a different Faith or Culture when given a the Guardian it can be specified whether the child should be raised in the parent's or Guardian's Faith and/or Culture. The child also has a chance to copy the Guardian's personality traits. If the Guardian has the Witch trait or secret it will have the option to try converting its Wards to witchcraft. A Guardian and a Ward have +15 No Opinion towards each other.
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