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|- id="City Planning" | |- id="City Planning" | ||
|[[File:Innovation civil construction 02.png]] 城市规划 | |[[File:Innovation civil construction 02.png]] 城市规划 | ||
|[[File: | |[[File:Building guild halls.png|24px]] 可以修建中心村镇<br>[[File:Building monastic schools.png|24px]] 可以修建圣堂和祈祷大厅<br>[[File:Building market villages.png|24px]] 可以修建贸易前哨 | ||
|''在建造城市之前先规划好城市,这能让我们在战略要处修建新的地产建筑,这不仅满足功能需求,也提升了美学品味,远胜那些因年代久远只有危害的老旧建筑。'' | |''在建造城市之前先规划好城市,这能让我们在战略要处修建新的地产建筑,这不仅满足功能需求,也提升了美学品味,远胜那些因年代久远只有危害的老旧建筑。'' | ||
|innovation_city_planning | |innovation_city_planning | ||
| 第90行: | 第90行: | ||
|- id="Planned Assemblies" | |- id="Planned Assemblies" | ||
|[[File:Innovation leadership 01.png]] 全体大会 | |[[File:Innovation leadership 01.png]] 全体大会 | ||
|[[File: | |[[File:Building longhouses.png|24px]] 可以修建加固部落建筑<br>[[File:Crown authority 1.png|24px]] 可以实行有限君权法律 | ||
|''为了更加有效地管理,我们必须将领地的所有自由民都集中于一处,一齐讨论和解决立法事务。参加是强制的,缺席者将被罚款,并剥夺他们影响任何决策的能力。'' | |''为了更加有效地管理,我们必须将领地的所有自由民都集中于一处,一齐讨论和解决立法事务。参加是强制的,缺席者将被罚款,并剥夺他们影响任何决策的能力。'' | ||
|innovation_plenary_assemblies | |innovation_plenary_assemblies | ||
| 第100行: | 第100行: | ||
|} | |} | ||
{| class="mildtable" style="float: left; margin-right: 30px;" | {| class="mildtable" style="float: left; margin-right: 30px;" | ||
! width="92px;" | | ! width="92px;" | 军事革新 | ||
! | ! 效果 | ||
! | ! 描述 | ||
! | ! 调试 ID | ||
|- id="Bannus" | |- id="Bannus" | ||
|[[File:Innovation raised banner.png]] | |[[File:Innovation raised banner.png]] 军队征召令 | ||
|{{icon|levies}} {{green|+15%}} | |{{icon|levies}} {{green|+15%}} 征召兵补员速率 | ||
|'' | |'' 军队征召令基于在战场上指挥士兵的权力,赋予统治者驱使领内的自由民为其战斗的权力,是建立一支庞大征召军队的法律上的基础。'' | ||
|innovation_bannus | |innovation_bannus | ||
|- id="Barracks" | |- id="Barracks" | ||
|[[File:Innovation levy building.png]] | |[[File:Innovation levy building.png]] 兵营 | ||
|{{icon|yes}} | |{{icon|yes}} 解锁全部部落时代军事建筑 | ||
|'' | |'' 为我们的士兵建造专用建筑用于驻扎,可以保证我们有充足的空间容纳我们不断成长的军队。'' | ||
|innovation_barracks | |innovation_barracks | ||
|- id="Mottes" | |- id="Mottes" | ||
|[[File:Innovation fortifications.png]] | |[[File:Innovation fortifications.png]] 土垒 | ||
|{{icon|yes}} | |{{icon|yes}} 解锁全部部落时代工事建筑 | ||
|'' | |'' 简单而有效,将我们的堡垒建在垒砌的土堆上,是保证我们对敌人居高临下最好的办法。'' | ||
|innovation_motte | |innovation_motte | ||
|- id="Mustering Grounds" | |- id="Mustering Grounds" | ||
|[[File:Innovation leadership 02.png]] | |[[File:Innovation leadership 02.png]] 校阅场 | ||
|{{icon|levies}} {{green|+2}} | |{{icon|levies}} {{green|+2}} 兵士军团的规模<br>{{icon|levies}} {{green|+1}} 兵士军团的最大数量 | ||
|'' | |'' 只是有人愿意为我们而战并不足以赢得战争。划出场所让人们得以为战争训练与集合,方能使我们支持更多有经验的战士,带领我们获得胜利。'' | ||
|innovation_mustering_grounds | |innovation_mustering_grounds | ||
|- id="Onager" | |- id="Onager" | ||
|[[File:Innovation siege weapons.png]] | |[[File:Innovation siege weapons.png]] 野驴炮 | ||
|[[File:Unit onager.png|24px]] | |[[File:Unit onager.png|24px]] 可以招募野驴炮兵士 | ||
|'' | |'' 虽然装载发射缓慢,但扭力驱动的投石机让我们得以攻破敌人的堡垒,同时躲在他们的弓箭手射程之外。'' | ||
|innovation_catapult | |innovation_catapult | ||
|- id="Quilted Armor" | |- id="Quilted Armor" | ||
|[[File:Innovation weapons and armor 02.png]] | |[[File:Innovation weapons and armor 02.png]] 棉甲 | ||
|[[File:Unit heavy infantry.png|24px]] | |[[File:Unit heavy infantry.png|24px]] 可以招募披甲步兵兵士 | ||
|'' | |'' 将一打或更多层棉质纤维缝制在一起,这些棉质夹克甚至能够阻挡重型箭矢,其低成本造价可使我们用这样的护甲武装一整个军团投入作战。'' | ||
|innovation_quilted_armor | |innovation_quilted_armor | ||
|} | |} | ||
{{clear}} | {{clear}} | ||
{| class="mildtable plainlist" style="float: left; margin-right: 30px;" | {| class="mildtable plainlist" style="float: left; margin-right: 30px;" | ||
! width="92px;" | | ! width="92px;" | 文化革新 | ||
! | ! 文化 | ||
! | ! 效果 | ||
! | ! 描述 | ||
! | ! 调试 ID | ||
|- id="Bush Hunting" | |- id="Bush Hunting" | ||
|[[File:Innovation special maa 02.png]] | |[[File:Innovation special maa 02.png]] 荒野狩猎 | ||
| | | | ||
* | * 阿肯文化组 | ||
* | * 约鲁巴文化组 | ||
|[[File:Unit bowmen.png|24px]] | |[[File:Unit bowmen.png|24px]] 可以招募荒野猎手兵士 | ||
|'' | |'' 荒野是艰苦粗砺之地,但也给那些知道在何处眺望及如何利用的人提供了丰富的机会。训练我们的弓箭手掌握这些技巧将使他们在这类地区接敌时拥有优势。'' | ||
|innovation_bush_hunting | |innovation_bush_hunting | ||
|- id="Chu-ko-nu" | |- id="Chu-ko-nu" | ||
|[[File:Innovation special maa 02.png]] | |[[File:Innovation special maa 02.png]] 诸葛弩 | ||
| | | | ||
* | * 中华文化组 | ||
|[[File:Unit crossbowmen.png|24px]] | |[[File:Unit crossbowmen.png|24px]] 可以招募诸葛弩手兵士 | ||
|'' | |'' 连弩,又被称为诸葛弩,是一项精妙的发明,弩机中加入一种易于使用的机械装置,使得任何人都能使用自如。尽管诸葛弩火力与射程不足,但其超乎寻常的射速,让它成为防御战中的完美武器。'' | ||
|innovation_repeating_crossbow | |innovation_repeating_crossbow | ||
|- id="Compound Bows" | |- id="Compound Bows" | ||
|[[File:Innovation special maa 02.png]] | |[[File:Innovation special maa 02.png]] 复合弓 | ||
| | | | ||
* | * 蒙古文化组 | ||
* | * 突厥文化组 | ||
* | * 波斯文化组 | ||
* | * 阿兰文化 | ||
* | * 马扎尔文化 | ||
|[[File:Unit horse archers.png|24px]] | |[[File:Unit horse archers.png|24px]] 可以招募弓骑兵兵士 | ||
|'' | |'' 我们的复合弓由兽角、木材和兽筋叠压组合制成,它比传统弓小得多,威力却毫不逊色。缩小的弓臂令其可以在马背上轻松地射击,让我们能将真正具有毁灭性的弓骑兵投入战场。'' | ||
|innovation_compound_bows | |innovation_compound_bows | ||
|- id="Defensive Tactics" | |- id="Defensive Tactics" | ||
|[[File:Innovation special maa 01.png]] | |[[File:Innovation special maa 01.png]] 防守战术 | ||
| | | | ||
* | * 以色列文化组 | ||
|[[File:Unit skirmishers.png|24px]] | |[[File:Unit skirmishers.png|24px]] 可以招募守卫兵士 | ||
|'' | |'' 我们人民曾多次被迫流亡和被驱逐。尽管悲惨,这些经历让我们尤为擅长后卫部队的战术,减少伤亡。'' | ||
|innovation_mobile_guards | |innovation_mobile_guards | ||
|- id="Forest Wardens" | |- id="Forest Wardens" | ||
|[[File:Innovation special maa 02.png]] | |[[File:Innovation special maa 02.png]] 丛林守望者 | ||
| | | | ||
* | * 波罗的- 芬兰文化组 | ||
* | * 伏尔加- 芬兰文化组 | ||
* | * 乌戈尔- 彼尔姆文化组 | ||
|[[File:Unit bowmen.png|24px]] | *波罗的文化组 | ||
|'' | |[[File:Unit bowmen.png|24px]] 可以招募森林游骑兵兵士 | ||
|'' 我们的祖先世代生活在这片丛林中,如今却遭受到外来者的威胁。数个世纪在丛林中战斗而积累的经验将帮助我们守护祖传的家园。'' | |||
|innovation_forest_wardens | |innovation_forest_wardens | ||
|- id="Konni Raids" | |- id="Konni Raids" | ||
|[[File:Innovation special maa 01.png]] | |[[File:Innovation special maa 01.png]] 骠骑兵突袭 | ||
| | | | ||
* | * 南斯拉夫文化组 | ||
* | * 匈牙利文化 | ||
* | * 波拉布文化 | ||
* | * 波兰文化 | ||
* | * 波美拉尼亚文化 | ||
|[[File:Unit light cavalry.png|24px]] | |[[File:Unit light cavalry.png|24px]] 可以招募骠骑兵兵士 | ||
|'' | |'' 我们的骠骑兵是能快速打击敌军薄弱处的轻骑兵,构成了专精袭扰和突袭的军团。'' | ||
|innovation_hussar_raids | |innovation_hussar_raids | ||
|- id="Mountain Skirmishing" | |- id="Mountain Skirmishing" | ||
|[[File:Innovation maa 02.png]] | |[[File:Innovation maa 02.png]] 山地散兵 | ||
| | | | ||
* | * 阿法尔文化 | ||
* | * 索马里文化 | ||
* | * 沃莱塔文化 | ||
|[[File:Unit skirmishers.png|24px]] | |[[File:Unit skirmishers.png|24px]] 可以招募非洲之角勇士兵士 | ||
|'' | |'' 非洲之角的雄伟群山给许多种军队造成补给困难,但我们的散兵能轻易适应此地的环境,击溃敌军侵略者。'' | ||
|innovation_mountain_skirmishing | |innovation_mountain_skirmishing | ||
|- id="Mubarizun" | |- id="Mubarizun" | ||
|[[File:Innovation maa 02.png]] | |[[File:Innovation maa 02.png]] 穆巴里尊 | ||
| | | | ||
* | * 贝都因文化 | ||
* | * 布特尔文化 | ||
* | * 埃及文化 | ||
* | * 黎凡特文化 | ||
* | * 努比亚文化 | ||
|[[File:Unit heavy infantry.png|24px]] | |[[File:Unit heavy infantry.png|24px]] 可以招募穆巴里尊兵士 | ||
|'' | |'' 以四大正统哈里发军队中的传奇勇士们为模范,我们的穆巴里尊士兵们受训在阵地战和单打独斗中都能更胜一筹。'' | ||
|innovation_mubarizuns | |innovation_mubarizuns | ||
|- id="Sahel Horsemen" | |- id="Sahel Horsemen" | ||
|[[File:Innovation special maa 01.png]] | |[[File:Innovation special maa 01.png]] 萨赫勒骑手 | ||
| | | | ||
* | * 萨赫勒文化组 | ||
* | * 塞内冈比亚文化组 | ||
* | * 中非文化组 | ||
* | * 达朱文化 | ||
* | * 扎加瓦文化 | ||
|[[File:Unit light cavalry.png|24px]] | |[[File:Unit light cavalry.png|24px]] 可以招募萨赫勒骑手兵士 | ||
|'' | |'' 萨赫勒是一片干旱贫瘠的平原,在这片广袤的土地上通常都有马匹出没。萨赫勒骑手是马背上的战士,他们使用轻型棉甲和标枪来毁灭他们的敌人。他们行动迅速,能够轻松面对沙漠和旱地的环境。'' | ||
|innovation_sahel_horsemen | |innovation_sahel_horsemen | ||
|- id="Table of Princes" | |- id="Table of Princes" | ||
|[[File:Innovation nobility 01.png]] | |[[File:Innovation nobility 01.png]] 诸侯之桌 | ||
| | | | ||
* | * 捷克文化 | ||
* | * 斯洛伐克文化 | ||
|{{icon|law}} | | | ||
|'' | *{{icon|law}}可以实行家族年长者继承制法律 | ||
*{{icon|law}} 可以在任何君权下通过法案家族年长者继承制 | |||
|'' 诸侯之桌是波西米亚领主的御用之座,坐在桌上的人被认为是法理统治者。在家族年长者继承制中,头衔会被统治宗族在世成员中最年长的那位继承。'' | |||
|innovation_table_of_princes | |innovation_table_of_princes | ||
|- id="Upland Skirmishing" | |- id="Upland Skirmishing" | ||
|[[File:Innovation maa 02.png]] | |[[File:Innovation maa 02.png]] 高地冲突 | ||
| | | | ||
* | * 西非文化组 | ||
|[[File:Unit skirmishers.png|24px]] | |[[File:Unit skirmishers.png|24px]] 可以招募几内亚山民兵士 | ||
|'' | |'' 我们好几代人生活在这片稀树草原地带的山丘。祖先向教导了我们如何利用这一地形,而若有劫掠者威胁边境,我们就能在防御时使用这些知识。'' | ||
|innovation_upland_skirmishing | |innovation_upland_skirmishing | ||
|- id="Visigothic Codes" | |- id="Visigothic Codes" | ||
|[[File:Innovation nobility 01.png]] | |[[File:Innovation nobility 01.png]] 西哥特法典 | ||
| | | | ||
* | * 阿拉贡文化 | ||
* | * 巴斯克文化 | ||
* | * 加泰罗尼亚文化 | ||
* | * 奥克文化 | ||
| | | | ||
*{{icon|law}} | *{{icon|law}} 可以实行高等分割继承制法律 | ||
*{{icon|law}} | *{{icon|law}} 可以实行男女平等法律 | ||
|'' | *{{icon|law}} 可以在任何君权下通过男女平等法律 | ||
|'' 尽管西哥特人的许多古老传统都已从世上抹去,比利牛斯的子孙牢记古道,并记得土地要如何在子女中务实而公平地分配。'' | |||
|innovation_visigothic_codes | |innovation_visigothic_codes | ||
|- id="Zbrojnosh" | |- id="Zbrojnosh" | ||
|[[File:Innovation maa 01.png]] | |[[File:Innovation maa 01.png]] 兹布罗伊诺什 | ||
| | | | ||
* | * 捷克文化 | ||
* | * 斯洛伐克文化 | ||
|[[File:Unit heavy infantry.png|24px]] | |[[File:Unit heavy infantry.png|24px]] 可以招募兹布罗伊诺什兵士 | ||
|'' | |'' 我们祖地郁郁葱葱的山岭需要不同寻常的战斗方式。我们的兹布罗伊诺什是具备武装的士兵,受训去将地形转变为优势,并证明了自己是能以少胜多的优秀战士。'' | ||
|innovation_zbrojnosh | |innovation_zbrojnosh | ||
|} | |} | ||
{| class="mildtable plainlist" style="float: left; margin-right: 30px;" | {| class="mildtable plainlist" style="float: left; margin-right: 30px;" | ||
! width="92px;" | | ! width="92px;" | 地域革新 | ||
! | ! 地域 | ||
! | ! 效果 | ||
! | ! 描述 | ||
! | ! 调试 ID | ||
|- id="Elephantry" | |- id="Elephantry" | ||
|[[File:Innovation elephant.png]] | |[[File:Innovation elephant.png]] 象兵 | ||
| | | 印度或东南亚 | ||
|[[File:Unit war elephants.png|24px]] | |[[File:Unit war elephants.png|24px]] 可以招募战象兵士 | ||
|'' | |'' 大象很难在捕获状态中养大,因此每名看象人都需要亲自捕获他们的野象并训练。这意味着在战斗中运用这些大型生物是一门精致的技艺,但我们决意掌握这门技艺。'' | ||
|innovation_elephant | |innovation_elephant | ||
|- id="Longships" | |- id="Longships" | ||
|[[File:Innovation misc inventions.png]] | |[[File:Innovation misc inventions.png]] 长船 | ||
| | | 北欧 | ||
| | | | ||
*{{icon| | *{{icon|yes}} 解锁跨海劫掠的能力,如果你已能够劫掠 | ||
*{{icon| | *{{icon|yes}} 解锁在主要河流中航行的能力 | ||
*{{icon| | *{{icon|gold}} {{green|-75%}} 登船花费 | ||
*{{icon|pursuit}} {{green|+25%}} 海军速度 | |||
|'' | |'' 我们的长船是令人惧怕的远洋舰船,能够驶入无人之境,披风斩雨。这给予我们在大洋上出色的机动能力。'' | ||
|innovation_longboats | |innovation_longboats | ||
|- id="War Camels" | |- id="War Camels" | ||
|[[File:Innovation camel.png]] | |[[File:Innovation camel.png]] 军用骆驼 | ||
| | | 中东、波斯或北非 | ||
|[[File:Unit camel riders.png|24px]] | |[[File:Unit camel riders.png|24px]] 可以招募骆驼骑兵兵士 | ||
|'' | |'' 骆驼天生适应于在沙漠地形生活,但他们不是天生的战斗物种。我们的养育官与驯驼人可以改变这一点,提供给我们适宜沙漠地形的骑兵部队,让我们主宰沙漠。'' | ||
|innovation_camel | |innovation_camel | ||
|- id="West African Canoes" | |- id="West African Canoes" | ||
|[[File:Innovation majesty 01.png]] | |[[File:Innovation majesty 01.png]] 西非独木舟 | ||
| | | 西非 | ||
| | | | ||
*{{icon| | *{{icon|yes}} 解锁跨海劫掠的能力,如果你已能够劫掠 | ||
*{{icon| | *{{icon|yes}} 解锁在主要河流中航行的能力 | ||
*{{icon| | *{{icon|gold}} {{green|-25%}} 登船花费 | ||
*{{icon|time}} {{green|+10%}} 劫掠速度<!--指挥修正,此修正只对将领有影响--> | |||
|'' | |'' 西非的大独木舟非常适合在河流中航行,能让我们迅速将部队运送到需要的地方。'' | ||
|innovation_african_canoes | |innovation_african_canoes | ||
|- id="Wootz Steel" | |- id="Wootz Steel" | ||
|[[File:Innovation weapons and armor 01.png]] | |[[File:Innovation weapons and armor 01.png]] 乌兹钢 | ||
|Deccan India | |Deccan India | ||
| | | | ||
*{{icon|prowess}} {{green|+1}} | *{{icon|prowess}} {{green|+1}} 勇武 | ||
*{{icon|damage}} {{green|+2}} | *{{icon|damage}} {{green|+2}} 重步兵伤害 | ||
*{{icon|damage}} {{green|+2}} | *{{icon|damage}} {{green|+2}} 重骑兵伤害 | ||
|'' | |'' 这种高碳金属也被称为印度钢或赛里斯钢,十分适合用来制造武器。乌兹钢被广泛交易,被认为是世界上最好的钢。贯穿历史,它吸引了阿拉伯、埃及、中国甚至罗马商人的目光。'' | ||
|innovation_wootz_steel | |innovation_wootz_steel | ||
|} | |} | ||
2020年9月23日 (三) 12:22的版本
Innovations represent technological, legal and ideological advances that a Culture can make. Once an innovation is unlocked, it can be used by any County and Character of the culture which unlocked it. Innovations are grouped into 3 categories: Military and Civic, Cultural, and Regional.
- Military and Civic innovations have a small chance to progress towards being unlocked each month based on multiple factors, the most important being average Development in Counties of the Culture. The second most important factor is the number of neighbor Counties that belong to another Culture which already unlocked an innovation (Exposure).
- Regional innovations are unlocked when the Culture has a sufficient presence in a certain Region, and remain unlocked even if said territory is lost.
- Cultural innovations are always active, but require a certain Culture.
Feudal and Clan Governments rely on Innovations to unlock higher Crown Authority and De Jure claim Casus belli.
The advancement chance is 5% + Fascination % + 40% there is exposure.
Exposure is gained when another culture within the same faith already has the Innovation.
Fascination is 20% as a base, plus 2% per the Culture Head's Learning skill.
Amount of advancement gained = 0.3 + (average cultural province Development * 0.02) + 0.2 if ahead in era.
时代
Each Culture will be within one of 4 Eras which determine which innovations the Culture can unlock.
Once at least 50% of the innovations of an Era are unlocked and the required minimum year is reached, the Culture will slowly progress to the next Era based on the average
Development in the Culture's Counties.
A culture cannot progress to another Era if its Cultural Head is Tribal.
革新列表
部落时期
解锁所有部落时期革新要求采用氏族制或采用封建制决议(对于独立部落统治者)。
| 民政革新 | 效果 | 描述 | 调试 ID |
|---|---|---|---|
宣战理由
|
普天之土,能者据之,这是千百年流传下来的礼法。不过,若是能为发动的战争正名,我们就能避免引起邻国的忿怒,以及接踵而至的报复行动。 | innovation_casus_belli | |
城市规划
|
在建造城市之前先规划好城市,这能让我们在战略要处修建新的地产建筑,这不仅满足功能需求,也提升了美学品味,远胜那些因年代久远只有危害的老旧建筑。 | innovation_city_planning | |
轮作
|
从传统的两圃制(二区轮作制)转换到三圃制(三区轮作制),我们可以在不榨干农场土地肥力的情况下种植更多的作物。 | innovation_crop_rotation | |
货币
|
以物易物缓慢又低效;采用一种官方认可的货币,比如货贝或金属块,将会促进贸易,加快思想在我国的传播速度。 | innovation_currency_01 | |
均分继承
|
平稳和繁荣相生相伴。为了防止旧领主去世时,其封臣为了争权夺势打得鸡飞狗跳,我们应当制定一个先决、平等的继承机制,在最大程度上消除传统上继承时可能产生的不稳定因素。 | innovation_gavelkind | |
分类账簿
|
随着我们的领土日渐增长,我们需要更好的方法记录我们的所有物。坚持用分类账簿记录我们的财物,这能确保我们在任何时候都清楚手头有哪些资源能够随时调遣。 | innovation_ledger | |
全体大会
|
为了更加有效地管理,我们必须将领地的所有自由民都集中于一处,一齐讨论和解决立法事务。参加是强制的,缺席者将被罚款,并剥夺他们影响任何决策的能力。 | innovation_plenary_assemblies | |
公共工程
|
资助诸如道路、学校和水渠等公共工程的建设,将有助于我们的居民点扩张,保证未来数代人的繁荣。 | innovation_development_01 |
Early Medieval innovations
| Civic innovation | Effect | Description | Debug ID |
|---|---|---|---|
Armillary Sphere
|
Comprised of a spherical framework of moving rings, these devices allow us to chart and predict the movement of the heavens. While a fascinating astrological device in its own right, this knowledge will also help aid our captains when navigating waters far from land. | innovation_armilary_sphere | |
Bailiffs
|
A king cannot be everywhere at once. By appointing bailiffs to enforce the king's law throughout the realm, we can govern a larger area more effectively than we could otherwise. | innovation_baliffs | |
Chronicle Writing
|
No more will the stories of our family's exploits be passed down just through oral tradition. We will keep a record of all that we accomplish, both to inspire future generations as well as to prove our claims over lands we should rightfully hold. | innovation_chronicle_writing | |
Coinage
|
Unregulated currencies are difficult to control and lack stability. Minted coins, measured to specific weights and stamped with a royal seal, give new confidence to commercial transactions. | innovation_currency_02 | |
Communal Government
|
Larger towns regularly face a series of increasingly complex problems. Delegating some authority to local councils will let them resolve these issues without needing to get the king involved. | innovation_development_02 | |
Hereditary Rule
|
Evenly dividing the realm amongst all eligible heirs fractures the unity of our people. Instead of tearing our realm asunder on every succession we can ensure we have a stable and prosperous heartland by establishing a system of hereditary rule. | innovation_hereditary_rule | |
Manorialism
|
With land ownership consolidated under our elite, many men and women find themselves unable to work. We will establish a manor system where free men can work our fields in exchange for rent, while those who cannot pay may enter our service as bound serfs instead. | innovation_manorialism | |
Royal Prerogative
|
As our royalty has a greater burden placed upon them by their responsibility to govern the realm, so too shall they be bestowed with privileges reserved exclusively for them. | innovation_royal_prerogative |
High Medieval innovations
| Regional innovation | Region | Effect | Description | Debug ID |
|---|---|---|---|---|
Muladi
|
Northern Africa |
|
Wars, raids, and persecution all over the world have driven many people from their homes. By welcoming these displaced souls to our lands regardless of their background we can develop a rich and prosperous society. | innovation_muladi |
Ostsiedlung
|
Eastern Germany |
|
The lands to our east are sparsely inhabited, but rich in natural resources. Establishing an initiative to expand and establish homesteads there will lead to the growth and prosperity of our people. | innovation_east_settling |
Peerage
|
Francia |
|
By rightfully recognizing the most illustrious amongst the noble vassals of our realm we will foster a sentiment of greater loyalty towards the crown. | innovation_french_peerage |
Seigneurialism
|
Francia | By delegating more responsibilities to local nobles, we can both make them happy as well as freeing up more of our attention to focus on our own domain. | innovation_seigneurialism |
Late Medieval innovations
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