User:咯咯炀/沙盒:修订间差异

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| [[File:Diplomacy.png]] 外交
| [[File:Diplomacy.png]] 外交
* {{icon|opinion}} 每等级{{green|+1}} [[角色#个人外交能力|大众好感]]<ref>{{cite file|game\common\defines\00_defines.txt}},<code>SKILL_DIPLOMACY_MULT = 1</code></ref>
* {{icon|opinion}} 每等级{{green|+1}}[[角色#个人外交能力|大众好感]]<ref>{{cite file|game\common\defines\00_defines.txt}},<code>SKILL_DIPLOMACY_MULT = 1</code></ref>
* {{icon|prestige}} {{green|+1%}} Monthly prestige per level (starting from {{red|−8}} at level 0)<ref>{{cite file|game\common\modifiers\00_basic_modifiers.txt}}, <code>diplomacy_modifier_with_offset</code></ref>
* {{icon|prestige}} 每等级{{green|+1%}} 每月威望(从0等级的{{red|−8}} 开始)<ref>{{cite file|game\common\modifiers\00_basic_modifiers.txt}} <code>diplomacy_modifier_with_offset</code></ref>
* {{icon|opinion}} Determines the opinion gain from certain character interactions
* {{icon|opinion}} 决定了从某些角色互动中获得的好感度
* {{icon|scheme success chance}} Determines the effectiveness of diplomacy schemes
* {{icon|scheme success chance}} 提高外交计谋的效率
|-
|-
| [[File:Martial.png]] Martial
| [[File:Martial.png]] 军事
* {{icon|levies}} {{green|+2%}} Levy size per level
* {{icon|levies}} 每等级{{green|+2%}} 征召兵规模
* {{icon|levies}} {{green|+2%}} Levy reinforcement rate per level
* {{icon|levies}} 每等级{{green|+2%}} 征召兵补员速率
* {{icon|advantage}} {{green|+1}} [[Warfare#The_advantage_modifier|Advantage]]
* {{icon|advantage}} {{green|+1}} [[ 战争# 优势修正| 优势]]
|-
|-
| [[File:Stewardship.png]] Stewardship
| [[File:Stewardship.png]] 管理
* {{icon|gold}} {{green|+2%}} Domain taxes per level
* {{icon|gold}} 每等级{{green|+2%}} 直辖领地赋税
* {{icon|domain}} {{green|+1}} Domain limit per 5 levels
* {{icon|domain}} 每五级{{green|+1}} 直辖上限
|-
|-
| [[File:Intrigue.png]] Intrigue
| [[File:Intrigue.png]] 谋略
* {{icon|scheme secrecy}} {{green|+1%}} Scheme discovery chance per level
* {{icon|scheme secrecy}} 每等级{{green|+1%}} 计谋发现概率
* {{icon|scheme success chance}} {{green|+1}} Hostile scheme success chance per level
* {{icon|scheme success chance}} 每等级{{green|+1}} 阴谋成功概率
* {{icon|scheme success chance}} Determines the effectiveness of intrigue schemes
* {{icon|scheme success chance}} 提高谋略计谋的效率
* {{icon|crime}} Determines imprisonment success chance
* {{icon|crime}} 提高成功逮捕其他角色的概率
|-
|-
| [[File:Learning.png]] Learning
| [[File:Learning.png]] 学识
<!-- Transclusion - used by Piety page -->
<!-- Transclusion - used by Piety page -->
* {{icon|piety}} <section begin=LearningPietyGain />{{green|+0.1}}<noinclude> Monthly piety</noinclude> per level<section end=LearningPietyGain />
* {{icon|piety}} <section begin=LearningPietyGain /> 每等级{{green|+0.1}}<noinclude> 每月虔诚</noinclude><section end=LearningPietyGain />
* {{icon|piety}} {{green|-1%}} Conversion cost per level
* {{icon|piety}} 每等级{{green|-1%}} 改信花费
* {{icon|innovation}} {{green|+2%}} Cultural fascination bonus if cultural head
* {{icon|innovation}} 如果是文化领袖,每等级{{green|+2%}} 文化偏好增益
* {{icon|prestige}} Determines the prestige cost to increase crown authority
* {{icon|prestige}} 降低提高君权威望的花费
* {{icon|unknown}} Determines the success chance of Demand Conversion
* {{icon|unknown}} 当你要求改信,其他角色更倾向接受
|-
|-
| [[File:War.png]] Prowess
| [[File:War.png]] 勇武
* {{icon|unknown}} Determines the effectiveness in duels (e.g. [[title]] challenge for Tribal rulers)
* {{icon|unknown}} 决定决斗的效果(例如,向部落统治者发起[[ 头衔]] 挑战)
* {{icon|toughness}} {{green|+10}} Toughness as knight per level
* {{icon|toughness}} 每等级{{green|+10}} 作为骑士的韧性
* {{icon|damage}} {{green|+100}} Damage as knight per level
* {{icon|damage}} 每等级{{green|+100}} 作为骑士的伤害
|}
|}


=== Value thresholds ===
=== 能力阈值 ===
Value thresholds, while not as important as the exact value of a skill, are taken into account in various events to determine the chances for a good or bad outcome. Skills are decided by education traits and can be affected by other trait types.
能力阈值虽然不如一项能力的确切数值那么重要,但在各种事件中都应考虑到这些阈值,以确定好或坏结果的几率。能力由教育特质决定,并可能受其他特质类型的影响。
{| class="mildtable" style="text-align: center;
{| class="mildtable" style="text-align: center;
! Values
! 数值
! Description
! 描述
|-
|-
| 0–4
| 0–4
| Terrible
| 糟糕
|-
|-
| 5–8
| 5–8
| Poor
| 较差
|-
|-
| 9–12
| 9–12
| Average
| 普通
|-
|-
| 13–16
| 13–16
| Good
| 良好
|-
|-
| 17+
| 17+
| Excellent
| 优秀
|}
|}


== Dread ==
== 恐怖值 ==
'''Dread''' is a measure of how feared a ruler is by their vassals. Enough dread compared to another character's [[#Boldness|boldness]] can make characters either intimidated or terrified, allowing most diplomatic actions to succeed despite negative opinion.
''' 恐怖值''' 是衡量一个统治者被其封臣所恐惧的程度。相比角色的[[# 胆量| 胆量]] ,足够的恐怖值可以使得角色感到惧怕或者畏惧,允许负面好感下大部分外交行动也能成功。


Dread is gained by various actions that inspire fear, such as torturing or executing prisoners. However, it is also possible to lose dread through actions showing compassion or weakness, including releasing prisoners and accepting faction demands. Each character additionally has ''natural dread'' which is the value towards which dread will drift over time (either up or down), at a base rate of 0.5 per month.
恐怖值可以通过折磨和处决囚犯等引发恐惧的行为获得。但是,通过表现出同情或软弱的行为,包括释放囚犯和接受派系要求,也有可能让人失去恐怖值。每位角色还有'' 自然恐怖值'' —— 恐怖值随着时间会以每月0.5 的基础速度逐渐(增加或减少)向自然恐怖值靠近。


=== Intimidation and terror ===
=== 惧怕与畏惧 ===
Intimidated characters are less likely to join factions or schemes against the character they're intimidated by, while a terrified character will never join factions or schemes against them. In addition, it affects their acceptance for various character interactions:
对某人感到惧怕的角色不太可能加入针对此人的派系或阴谋,而感到畏惧的角色永远不会加入针对他们的派系或阴谋。此外,它还会影响角色对各种角色互动的接受度:
{| class="mildtable" style="text-align: center;
{| class="mildtable" style="text-align: center;
! Interaction
! 互动
! [[File:Intimidated.png]] Intimidated acceptance
! [[File:Intimidated.png]] 惧怕时接受度
! [[File:Terrified.png]] Terrified acceptance
! [[File:Terrified.png]] 畏惧时接受度
|-
|-
| Arrange marriage
| 安排婚姻
| {{green|+75}}
| {{green|+75}}
| {{green|+150}}
| {{green|+150}}
|-
|-
| Blackmail
| 勒索
| {{green|+50}}
| {{green|+50}}
| {{green|+100}}
| {{green|+100}}
|-
|-
| Negotiate alliance
| 同盟谈判
| {{green|+50}}
| {{green|+50}}
| {{green|+100}}
| {{green|+100}}
|-
|-
| Offer guardianship
| 推荐被监护人
| {{green|+50}}
| {{green|+50}}
| {{green|+100}}
| {{green|+100}}
|-
|-
| Offer ward
| 推荐监护人
| {{green|+50}}
| {{green|+50}}
| {{green|+100}}
| {{green|+100}}
|-
|-
| Ransom
| 要求赎金
| {{green|+40}}
| {{green|+40}}
| {{green|+100}}
| {{green|+100}}
|-
|-
| Ask to take vows
| 立誓修行
| {{green|+25}}
| {{green|+25}}
| {{green|+50}}
| {{green|+50}}
|-
|-
| Imprison
| 囚禁
| {{green|+25}}
| {{green|+25}}
| {{green|+50}}
| {{green|+50}}
|-
|-
| Retract vassal
| 收回封臣
| {{green|+25}}
| {{green|+25}}
| {{green|+50}}
| {{green|+50}}
|-
|-
| Revoke title
| 剥夺头衔
| {{green|+25}}
| {{green|+25}}
| {{green|+50}}
| {{green|+50}}
|-
|-
| Demand conversion
| 修改封建契约
| {{green|+10}}
| {{green|+10}}
| {{green|+20}}
| {{green|+20}}
|-
|-
| Offer vassalage
| 转封封臣
| {{green|+10}}
| {{green|+10}}
| {{green|+20}}
| {{green|+20}}
|-
|-
| Marry
| 结婚
| {{red|-50}}
| {{red|-50}}
| {{red|-75}}
| {{red|-75}}
|}
|}


=== Boldness ===
=== 胆量 ===
Each character has a hidden boldness attribute, which is decided by its [[traits]]. A character becomes intimidated by characters whose {{iconify|dread}} is 20 above their own boldness and terrified by characters whose dread is 45 above their own boldness.
每个角色都有一个隐藏的胆量属性,由[[ 特质]] 决定。角色会惧怕{{iconify|dread|恐怖值}} 超过自己胆量20以上的角色,会畏惧恐怖值超过自己胆量45以上的角色。


=== Dread gain ===
=== 获得恐怖值 ===
The amount of dread gained through actions is modified by the following:
以下因素会修正通过行动获得的恐怖值:
{| class="mildtable sortable"
{| class="mildtable sortable"
|-
|-
! Source
! 来源
! Dread gain
! 恐怖值获得
|-
|-
| [[The Tower of London]]
| [[ 特殊建筑#伦敦塔|伦敦塔]]
| {{#lst:Special buildings|TheTowerOfLondonDreadGain}}
| {{#lst:Special buildings|TheTowerOfLondonDreadGain}}
|-
|-
| First [[Guile]] dynasty legacy perk
| 1级[[ 宗族#诡谋传承|诡谋宗族传承]]
| {{#lst:Dynasty|GuileDreadGain}}
| {{#lst:Dynasty|GuileDreadGain}}
|-
|-
| [[File:Martial_authority_focus.png|24px]] [[Authority (focus)|Authority focus]]
| [[File:Martial_authority_focus.png|24px]] 权威军事生活方式[[ 生活方式#重心| 重心]]
| {{#lst:Lifestyle|AuthorityDreadGain}}
| {{#lst:Lifestyle|AuthorityDreadGain}}
|-
|-
| ''Dreadful'' perk in [[Torturer (perk tree)|Torturer]] tree ({{iconify|Intrigue lifestyle}})
| [[ 生活方式#拷打者| 拷打者]] 技能树中的'''可畏可惧'''技能({{iconify|Intrigue lifestyle|谋略生活方式}}
| {{#lst:Lifestyle|DreadfulDreadGain}}
| {{#lst:Lifestyle|DreadfulDreadGain}}
|-
|-
| ''Hard Rule'' perk in [[Overseer (perk tree)|Overseer]] tree ({{iconify|Martial lifestyle}})
| [[ 生活方式#监督者| 监督者]] 技能树中的'''强硬统治'''技能({{iconify|Martial lifestyle|军事生活方式}}
| {{#lst:Lifestyle|HardRuleDreadGain}}
| {{#lst:Lifestyle|HardRuleDreadGain}}
|-
|-
| {{icon|feast positive}} ''[[Public Display of Ruthlessness]]'' modifier ({{icon|feast}} [[Host Feast]])
| {{icon|feast positive}} '''[[ 修正#公开表现残忍行为|公开表现残忍行为]]'''修正({{icon|feast}} [[ 决议#举办宴会|举办宴会]]
| {{#lst:Modifiers|PublicDisplayOfRuthlessnessDreadGain}}
| {{#lst:Modifiers|PublicDisplayOfRuthlessnessDreadGain}}
|-
|-
| ''Suspicious Reputation'' modifier ({{iconify|Learning lifestyle}} event)
| ''' 可疑的名誉'''修正({{iconify|Learning lifestyle|学识生活方式}} 事件)
| {{green|+20%}}
| {{green|+20%}}
|-
|-
| ''Dangerous to Know'' modifier ({{iconify|Learning lifestyle}} event)
| ''' 危险的知识'''修正({{iconify|Learning lifestyle|学识生活方式}} 事件)
| {{green|+20%}}
| {{green|+20%}}
|-
|-
| ''Wind Spirits' Blessing'' modifier ({{icon|decision}} [[Seek Aid of the Spirits]] decision)
| ''' 风灵的祝福'''修正({{icon|decision}} [[ 决议#寻求诸灵的援助|寻求诸灵的援助]] 决议)
| {{#lst:Decisions|WindSpiritsBlessingDreadGain}}
| {{#lst:Decisions|WindSpiritsBlessingDreadGain}}
|-
|-
| {{icon|torturer}} [[Torturer]] trait
| {{icon|torturer}} [[ 特质#拷打者|拷打者]] 特质
| {{#lst:Traits|TorturerDreadGain}}
| {{#lst:Traits|TorturerDreadGain}}
|-
|-
| {{icon|paranoid}} [[Paranoid]] trait
| {{icon|paranoid}} [[ 特质#多疑|多疑]] 特质
| {{#lst:Traits|ParanoidDreadGain}}
| {{#lst:Traits|ParanoidDreadGain}}
|-
|-
| {{icon|Callous}} [[Callous]] trait
| {{icon|Callous}} [[ 特质#冷酷|冷酷]] 特质
| {{#lst:Traits|CallousDreadGain}}
| {{#lst:Traits|CallousDreadGain}}
|-
|-
| {{icon|Vengeful}} [[Vengeful]] trait
| {{icon|Vengeful}} [[ 特质#睚眦必报|睚眦必报]] 特质
| {{#lst:Traits|VengefulDreadGain}}
| {{#lst:Traits|VengefulDreadGain}}
|-
|-
| {{icon|Irritable}} [[Irritable]] trait
| {{icon|Irritable}} [[ 特质#烦躁|烦躁]] 特质
| {{#lst:Traits|IrritableDreadGain}}
| {{#lst:Traits|IrritableDreadGain}}
|}
|}


== Health ==
== 健康 ==
Health is a measure of how likely a character is to die. Male characters are born with health between (and including) 4.5 and 4.9; female characters are born with health between (and including) 5.0 and 5.4.<ref>{{cite file|common\defines\00_defines.txt}}: <code>NEWBORN_HEALTH_BASE = 4.5</code>, <code>NEWBORN_HEALTH_SPAN = 0.5</code>, <code>NEWBORN_HEALTH_FEMALE_BONUS = 0.5</code>.</ref> {{#lst:Attributes|HealthLossViaAge}}
健康是衡量一个角色死亡的可能性。男性角色出生时健康处于(并包括)4.5 到4.9 之间;女性角色出生时健康处于(并包括)5.0 到5.4 之间。<ref>{{cite file|common\defines\00_defines.txt}} <code>NEWBORN_HEALTH_BASE = 4.5</code> <code>NEWBORN_HEALTH_SPAN = 0.5</code> <code>NEWBORN_HEALTH_FEMALE_BONUS = 0.5</code> </ref> {{#lst:Attributes|HealthLossViaAge}}
{| class="mildtable"
{| class="mildtable"
! Health
! 健康
! Can die
! 是否可能死亡
! Description
! 描述
! Interval
! 区间
|-
|-
| [[File:Health negative.png|24px]] Dying
| [[File:Health negative.png|24px]] 行将就木
| align=center | {{icon|yes}}
| align=center | {{icon|yes}}
| ''You are at Death's doorstep''
| '' 你已经一只脚迈进棺材了''
| health < 0
| 健康 < 0
|-
|-
| [[File:Health negative.png|24px]] Near Death
| [[File:Health negative.png|24px]] 奄奄一息
| align=center | {{icon|yes}}
| align=center | {{icon|yes}}
| ''You are not long for this world...''
| '' 你命不久矣……''
| 0 ≤ health < 1
| 0 ≤ 健康 < 1
|-
|-
| [[File:Health.png|24px]] Poor
| [[File:Health.png|24px]] 身体抱恙
| align=center | {{icon|yes}}
| align=center | {{icon|yes}}
| ''You are ailing''
| '' 你身体抱恙''
| 1 ≤ health < 3
| 1 ≤ 健康 < 3
|-
|-
| [[File:Health.png|24px]] Fine
| [[File:Health.png|24px]] 身心无碍
| align=center | {{icon|no}}
| align=center | {{icon|no}}
| ''You are feeling fine''
| '' 你身体无碍''
| 3 ≤ health < 5
| 3 ≤ 健康 < 5
|-
|-
| [[File:Health positive.png|24px]] Good
| [[File:Health positive.png|24px]] 平稳安泰
| align=center | {{icon|no}}
| align=center | {{icon|no}}
| ''Your humors are balanced''
| '' 你的体液平衡''
| 5 ≤ health < 7
| 5 ≤ 健康 < 7
|-
|-
| [[File:Health positive.png|24px]] Excellent
| [[File:Health positive.png|24px]] 生龙活虎
| align=center | {{icon|no}}
| align=center | {{icon|no}}
| ''You are full of vim and vigor!''
| '' 你生龙活虎!''
| health ≥ 7
| 健康 ≥ 7
|}
|}


=== Disease resistance (health) ===
=== 疾病抵抗力(健康) ===
Some traits, tenets and modifiers provide bonuses {{icon|health boost}} Disease resistance (health). This means that any health penalties applied to the character are negated by the amount of disease resistance the character has. Note that there is also [[#Disease resistance (fertility)|disease resistance for fertility]].
一些特质,核心教义和修正提供增益 {{icon|health boost}} 疾病抵抗力(健康)。这意味着任何对角色的健康惩罚都会被角色的疾病抵抗力所抵消。注意,还存在[[# 疾病抵抗力(生育力)| 生育力的疾病抵抗力]]


=== Health boosts and penalties ===
=== 健康增益和惩罚 ===
Health effects have different names depending on the value:<ref>{{cite file|common\defines\00_defines.txt}}, <code>NModifier</code></ref>
健康效果根据不同数值有不同名称:<ref>{{cite file|common\defines\00_defines.txt}} <code>NModifier</code> ,中文本地化:{{cite file|localization\simp_chinese\modifiers\modifier_value_format_l_simp_chinese.yml}}</ref>
{| class="mildtable"
{| class="mildtable"
|-
|-
! Displayed as
! (名称)显示为
! Range of values
! 数值范围
|-
|-
| {{icon|health penalty}} {{red|Catastrophic Health Penalty}}
| {{icon|health penalty}} 健康:{{red| 神怒惩罚}}
| value < −4
| 数值 < −4
|-
|-
| {{icon|health penalty}} {{red|Critical Health Penalty}}
| {{icon|health penalty}} 健康:{{red| 重大惩罚}}
| −4 ≤ value < −3
| −4 ≤ 数值 < −3
|-
|-
| {{icon|health penalty}} {{red|Severe Health Penalty}}
| {{icon|health penalty}} 健康:{{red| 严重惩罚}}
| −3 ≤ value < −1
| −3 ≤ 数值 < −1
|-
|-
| {{icon|health penalty}} {{red|Major Health Penalty}}
| {{icon|health penalty}} 健康:{{red| 显著惩罚}}
| −1 ≤ value < −0.75
| −1 ≤ 数值 < −0.75
|-
|-
| {{icon|health penalty}} {{red|Moderate Health Penalty}}
| {{icon|health penalty}} 健康:{{red| 轻微惩罚}}<ref name=healthlocalization>目前1.1版本两个健康效果的本地化名称相同。</ref>
| −0.75 ≤ value < −0.5
| −0.75 ≤ 数值 < −0.5
|-
|-
|{{icon|health penalty}} {{red|Minor Health Penalty}}
|{{icon|health penalty}}  健康:{{red| 中等惩罚}}
| −0.5 ≤ value < −0.25
| −0.5 ≤ 数值 < −0.25
|-
|-
| {{icon|health penalty}} {{red|Tiny Health Penalty}}
| {{icon|health penalty}} 健康:{{red| 轻微惩罚}}<ref name=healthlocalization/>
| −0.25 ≤ value < 0
| −0.25 ≤ 数值 < 0
|-
|-
| {{icon|health boost}} {{green|Small Health Boost}}
| {{icon|health boost}} 健康:{{green| 轻微增益}}
| 0 < value < +0.25
| 0 < 数值 < +0.25
|-
|-
| {{icon|health boost}} {{green|Medium Health Boost}}
| {{icon|health boost}} 健康:{{green| 中等增益}}
| +0.25 ≤ value < +0.5
| +0.25 ≤ 数值 < +0.5
|-
|-
| {{icon|health boost}} {{green|Significant Health Boost}}
| {{icon|health boost}} 健康:{{green| 显著增益}}
| +0.5 ≤ value < +0.75
| +0.5 ≤ 数值 < +0.75
|-
|-
| {{icon|health boost}} {{green|Huge Health Boost}}
| {{icon|health boost}} 健康:{{green| 巨大增益}}
| +0.75 ≤ value < +1
| +0.75 ≤ 数值 < +1
|-
|-
| {{icon|health boost}} {{green|Massive Health Boost}}
| {{icon|health boost}} 健康:{{green| 极大增益}}
| +1 ≤ value < +2
| +1 ≤ 数值 < +2
|-
|-
| {{icon|health boost}} {{green|Godlike Health Boost}}
| {{icon|health boost}} 健康:{{green| 神恩增益}}
| +2 ≤ value
| +2 ≤ 数值
|}
|}


=== Death ===
=== 死亡 ===
{{icon|death}} Death is the end of a character's life. For landed characters, it triggers succession for any held titles. There can be multiple causes:
{{icon|death}} 死亡即角色生命结束。对于有领地角色,它将触发所有头衔的继承。存在有多种情况:
* {{icon|health}} When health is either Poor, Near Death or Dying, there is a chance at a given internal to die. The lower a character's health, the bigger this chance is.
* {{icon|health}} 当健康状况是行将就木、奄奄一息或身体抱恙时,有概率死亡。角色健康越低,概率越大。
* [[File:Secret murder.png|24px]] Upon success of a [[murder scheme]], the targetted character dies.
* [[File:Secret murder.png|24px]] [[ 谋略#谋杀计划|谋杀计划]] 成功后,目标角色死亡。
* {{icon|decision}} The [[Attempt Suicide]] decision has a chance for the character to die.
* {{icon|decision}} [[ 决议#尝试自杀|尝试自杀]] 决议有概率使得角色死亡。
* Knights may die in battle or in duels, with this chance increasing with low {{iconify|prowess}} and other factors.
* 骑士在战斗或决斗中可能死亡,低 {{iconify|prowess|勇武}} 属性和其他因素会导致概率增大。
* Characters may die when the holding they are currently residing in is captured in a siege.
* 角色当前居住的地产被围攻占领时,角色可能死亡。
* [[prison|Imprisoned]] characters may be executed by their jailors.
* [[ 内阁#囚犯| 被囚禁的]] 角色可能被处决。
* Various events may cause death.
* 各种可能导致死亡的事件。


== Fertility ==
== 生育力 ==
{{see also|Breeding}}
{{see also| 育种}}
Fertility represents a character's chance to have or cause pregnancy. Married couples and heterosexual lovers have a monthly chance to get the woman pregnant based on the average fertility of the two partners.
生育力代表一个角色导致或受孕的机率。一对夫妇或异性恋情侣根据两人的平均生育力,每月都有机会怀孕:


A character's base fertility is determined by their age:
角色的基础生育力由年龄决定:
{| class="mildtable"
{| class="mildtable"
! rowspan=2 | Gender
! rowspan=2 | 性别
! colspan=9 style="text-align: center; | Age
! colspan=9 style="text-align: center; | 年龄
|-
|-
! 16–25 !! 26–30 !! 31–35 !! 36–40 !! 41–45 !! 46–50 !! 51–60 !! 61–70 !! 70+
! 16–25 !! 26–30 !! 31–35 !! 36–40 !! 41–45 !! 46–50 !! 51–60 !! 61–70 !! 70+
|-
|-
| {{icon|male dominated}} Male || 100% || 100% || 100% || 90% || 80%  || 80% || 70% || 60% || 50% 
| {{icon|male dominated}} 男性 || 100% || 100% || 100% || 90% || 80%  || 80% || 70% || 60% || 50% 
|-
|-
| {{icon|female dominated}} Female || 100% || 90% || 70% || 50% || 33% || {{icon|no}} || {{icon|no}} || {{icon|no}} || {{icon|no}}
| {{icon|female dominated}} 女性 || 100% || 90% || 70% || 50% || 33% || {{icon|no}} || {{icon|no}} || {{icon|no}} || {{icon|no}}
|}
|}


[[Traits]], such as [[lustful]] or [[melancholic]], can affect fertility. Concubines and secondary spouses effectively have half fertility. In addition a mother loses 5% fertility for each childbirth. Fertility is reduced by 15% between non-ruler characters.
[[ 特质]] ,例如[[ 特质#色欲|色欲]] [[ 特质#抑郁症患者|抑郁症患者]] ,可能影响生育力。侍妾和次级配偶实际上只有一半的生育力。此外,每生育一次,母亲的生育力就会减少5% 。非统治者角色的生育力减少15%


Note: you have a maximal number of children : 9 living children plus 2 per additional consort (so 15 with 4 wives). This does not stop event driven pregnancies.
注意:你拥有的最大子女数量:9名子女,每多一位庶夫/侍妾加2名子女(所以是拥有4位妻子/丈夫时,最多15名子女)。这并不能阻止由事件引起的怀孕。


=== Disease resistance (fertility) ===
=== 疾病抵抗力(生育力) ===
It is possible for fertility penalties to be negated by the {{icon|fertility}} Disease resistance (fertility) modifier. Currently, only the [[Iron Constitution]] perk in the Whole of Body tree provides some. Note that there is a [[#Disease resistance (health)|similar mechanic for health]].
生育力惩罚可以由 {{icon|fertility}} 疾病抵抗力(生育力)修正抵消。目前,只有身心俱悉技能树中的[[ 生活方式#身心俱悉|身似铁打]] 技能 会提供该修正。注意,还有一个[[# 疾病抵抗力(健康)| 类似的健康机制]]


== Stress ==
== 压力 ==
{{See also|Traits#Coping mechanisms}}
{{See also| 特质# 应对机制}}
'''Stress''' is a measure of a character's mental health and is gained whenever a character does something that conflicts with their [[personality traits]], someone they're close 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 (often a negative one such as [[Lunatic]]) 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, force them to kill another character including their own heir, or force them to abdicate.
''' 压力''' 是衡量一个角色心理健康状况的一个指标,当一个角色的行为与他的[[ 特质#性格特质|性格]] 相冲突,亲近的人离世或者角色被[[ 宫廷#囚犯|囚禁]] 于地牢中时压力就会增加。压力范围从0到400,会使角色遭受各种惩罚,高压力会让角色精神崩溃。精神崩溃事件每5年只能触发一次,触发时允许你选择获得一个特质(通常是负面的,如[[ 特质#精神错乱|精神错乱]] ),失去压力或获得额外的压力。如果一个角色的压力达到400,它将触发一个3级精神崩溃事件,并失去100压力。在3级压力的情况下,一些精神崩溃可以杀死角色,迫使他杀死包括继承人的其他角色,或者迫使他退位。


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.
角色的压力级别由地图屏幕左下角的角色肖像旁的红色条指示。
{| class="mildtable" style="text-align: center;
{| class="mildtable" style="text-align: center;
! Level
! 等级
! {{iconify|Stress}}
! {{iconify|Stress|压力}}
! {{iconify|Fertility}}
! {{iconify|Fertility|生育力}}
! {{iconify|Health penalty}}
! {{iconify|Health penalty|健康惩罚}}
! {{icon|decision}} Attempt Suicide decision
! {{icon|decision}} 尝试自杀决议
! {{icon|unknown}} Mental break traits
! {{icon|unknown}} 精神崩溃特质
|-
|-
| [[File:Stress level 0.png]]
| [[File:Stress level 0.png]]
| 0–99
| 0–99
| '''0'''
| '''0'''
| '''None'''
| ''' '''
| {{icon|no}}
| {{icon|no}}
| style="text-align: left; | No mental breaks
| style="text-align: left; | 无精神崩溃
|-
|-
| [[File:Stress level 1.png]]
| [[File:Stress level 1.png]]
| 100–199
| 100–199
| {{red|−10%}}
| {{red|−10%}}
| '''None'''
| ''' '''
| {{icon|no}}
| {{icon|no}}
| style="text-align: left; | Coping mechanisms
| style="text-align: left; | 压力应对机制特质
|-
|-
| [[File:Stress level 2.png]]
| [[File:Stress level 2.png]]
| 200–299
| 200–299
| {{red|−30%}}
| {{red|−30%}}
| {{red|Severe}}
| {{red| 严重惩罚}}
| {{icon|no}}
| {{icon|no}}
| style="text-align: left; | Coping mechanisms, [[File:Trait arbitrary.png|35px]] [[Arbitrary]], [[File:Trait witch.png|35px]] [[Witch]]
| style="text-align: left; | 压力应对机制特质,[[File:Trait arbitrary.png|35px]] [[ 特质#专断|专断]] [[File:Trait witch.png|35px]] [[ 特质#巫师|巫师]]
|-
|-
| [[File:Stress level 3.png]]
| [[File:Stress level 3.png]]
| 300–399
| 300–399
| {{red|−50%}}
| {{red|−50%}}
| {{red|Severe}}
| {{red| 严重惩罚}}
| {{icon|yes}}
| {{icon|yes}}
| style="text-align: left; | [[File:Trait wrathful.png|35px]] [[Wrathful]], [[File:Trait lunatic.png|35px]] [[Lunatic]], [[File:Trait depressed.png|35px]] [[Melancholic]], [[File:Trait murderer.png|35px]] [[Murderer]]
| style="text-align: left; | [[File:Trait wrathful.png|35px]] [[ 特质#暴怒|暴怒]] [[File:Trait lunatic.png|35px]] [[ 特质#精神错乱|精神错乱]] [[File:Trait depressed.png|35px]] [[ 特质#抑郁症患者|抑郁症患者]] [[File:Trait murderer.png|35px]] [[ 特质#谋杀犯|谋杀犯]]
|}
|}


== Age ==
== 年龄 ==
A character is considered a child if they are below 16 years and an adult once they reach 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.
如果一个角色的年龄在16岁以下,他或她被认为是一个孩子,而当他或她达到16岁时,他或她就被认为是一个成年人。一个角色在年满60岁后有可能因年老而死亡。每个剧本开局角色会根据其现有年龄解锁一部分现有生活方式的技能。
* <section begin=HealthLossViaAge />Once a character reaches the age of 25, they have a 7.5% chance to lose {{icon|health}} {{red|−0.125}} health each year. The chance increases by 2.2% each year.<section end=HealthLossViaAge />
* <section begin=HealthLossViaAge /> 一旦一个角色到了25岁,他们每年有7.5% 的概率 {{icon|health}} {{red|−0.125}} 的健康。概率每年增加2.2% <section end=HealthLossViaAge />
* Once a character reaches the age of 45, they have a 10% chance to lose {{icon|prowess}} {{red|1}} prowess each year. The chance increases by 1.5% each year. A dynasty can prevent this by completing the [[File:Kin legacy track.png|24px]] Kin legacy.
* 一旦一个角色到了45岁,他们每年有10% 的几率失去 {{icon|prowess}} {{red|1}} 点勇武。概率每年增加1.5% 。一个宗族可以通过完成 [[File:Kin legacy track.png|24px]] [[宗族#亲族传承|亲族传承]]来阻止这种情况的发生。


=== Education ===
=== 教育 ===
Characters between the age of 6 and 9 can be given an Education Focus geared towards one of the skills. This will default to one of the two attributes in their Childhood trait, but a parent can choose it manually with the button at the lower left of their portrait. When the character becomes an adult, they will gain a corresponding education trait.
年龄在6岁到9岁之间的角色可以选择一种教育重心,以培养某一方面的能力。教育重心将默认为童年特质对应的两个属性之一,但是父母可以通过子女肖像左下角的按钮手动选择它。当这个角色长大后,他将获得对应的教育特性。


Once an Education Focus is selected the game will track a hidden education score. Each year the score has a 60% chance to increase by 2 and a 40% chance to not increase. Once the character reaches the age of 16 it will gain an education trait based on that score.
当一个教育重心被选择,游戏将记录一个隐藏的教育分数。教育分数每年有60% 概率加2,有40% 概率不增加。角色年满16岁后,将根据该分数获得一个教育特质。
{| class="wikitable" style="text-align: center;
{| class="wikitable" style="text-align: center;
! Score
! 分数
! Education trait level
! 教育特质等级
|-
|-
| 0-6 || ★
| 0-6 || ★
第375行: 第375行:
|}
|}


The chance of the child getting a higher tier education is increased by the guardian's relevant skill plus half of their learning skill, as well as the child or guardian having a positive intelligence trait ({{iconify|Quick}}, {{iconify|Intelligent}}, {{iconify|Genius}}). The guardian or child having a negative intelligence trait ({{iconify|Slow}}, {{iconify|Stupid}}, {{iconify|Imbecile}}) will negatively affect their education, as will pushing them to an Education Focus that does not match their Childhood trait.
监护人相关能力加上一半学识能力的数值,以及儿童或监护人拥有正面智力特质 ({{iconify|Quick|敏锐}} {{iconify|Intelligent|聪慧}} {{iconify|Genius|天才}}) ,将提高儿童获得更高等级教育特质的概率。监护人或儿童有负面智力特质 ({{iconify|Slow|痴呆}} {{iconify|Stupid|愚笨}} {{iconify|Imbecile|迟钝}}) 将对教育产生负面影响,会将他们推向一个不符合他们童年特质的教育焦点。


The guardian's council having a spouse that is focused on patronage, has a high learning education, high learning skill, or {{iconify|scholar}} trait, will increase the chance of the ward getting a better education.
监护人的内阁有一位专注于“赞助文化产业”的配偶,有高学识教育,高学识能力或 {{iconify|scholar|学者}} 特质,将增加被监护人获得更好教育的概率。


A child of a culture that discovered the Knighthood [[innovation]], has a Martial education focus, and is of a gender that can be knighted will also be trained as a squire, receiving a Prowess education trait when they come of age ''in addition'' to a Martial one. For Prowess, the educator's abilities or any other effects that enhance education are irrelevant; only the child's traits matter. Traits that boost Prowess ({{iconify|Hale}}, {{iconify|Robust}}, {{iconify|Herculean}}, {{iconify|Strong}}, {{iconify|Giant}}) will increase the chance of a high-tier Prowess education, while negative Prowess and other sickly traits ({{iconify|Delicate}}, {{iconify|Frail}}, {{iconify|Feeble}}, {{iconify|Weak}}, {{iconify|Dwarf}}, {{iconify|Spindly}}, {{iconify|Wheezing}}, {{iconify|Hunchbacked}}, {{iconify|Inbred}}, {{iconify|Bleeder}}) will diminish it.
如果儿童的文化已发现骑士头衔[[ 革新]] ,有军事教育重心,并且性别被允许成为骑士,也可以被训练为扈从,当他们成年时除了获得军事教育特质,''' 还会''' 获得一个勇武教育特质。就勇武而言,教育者的能力或其他提高教育的效果与之无关;只有儿童的特质重心。增加勇武的特质({{iconify|Hale|硬朗}} {{iconify|Robust|健壮}} {{iconify|Herculean|海格力斯}} {{iconify|Strong|强壮}} {{iconify|Giant|巨人}} )将增加获得高等级勇武教育特质的概率,而减少勇武和其他体弱特质({{iconify|Delicate|纤弱}} {{iconify|Frail|脆弱}} {{iconify|Feeble|衰弱}} {{iconify|Weak|虚弱}} {{iconify|Dwarf|侏儒}} {{iconify|Spindly|纺锤身形}} {{iconify|Wheezing|哮喘}} {{iconify|Hunchbacked|驼背}} {{iconify|Inbred|近亲繁殖}} {{iconify|Bleeder|血友病}} )将会减少概率。


If the child has a guardian of a different faith or culture, when given 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, they will have the option to try converting their wards to witchcraft.
如果儿童的监护人属于不同文化或信仰,当指定监护人时,可以决定儿童在父母或者监护人的信仰和/ 或文化中成长。儿童也有概率获得监护人的性格特质。如果监护人有巫师特质或秘密,他们将有选项使被监护人转修巫术。


A guardian and a ward have {{icon|opinion}} {{green|+15}} opinion towards each other.
监护人和被监护人互相之间 {{icon|opinion}} {{green|+15}} 好感。


==Education traits==
== 教育特质 ==
With each child's base success chance of an Education Roll at 60%, a child has a 10% of a level one education, 42% of a level two education, 41% of a level three education, and 7% chance of a level four education (This assumes the child does not have a guardian for any point). There are nine Education Rolls and the child must be successful on almost every Education Roll to achieve the four star education trait!
每个儿童每年的教育掷骰基础成功(即教育分数加2)概率为60% ,由此一个儿童有10% 概率获得1级教育特质,42% 概率获得2级教育特质,41% 概率获得3级教育特质,以及7% 概率获得4级教育特质(假设儿童一直没有监护人)。所以总共有9次教育掷骰,儿童几乎必须每次教育掷骰都成功才能获得4级教育特质(如上文需要教育分数15+)!


{| class="wikitable" style="text-align:right;"
{| class="wikitable" style="text-align:right;"
|- style="text-align:left;"
|- style="text-align:left;"
! colspan="5"  style="text-align:center;" | Education Trait Level Chances
! colspan="5"  style="text-align:center;" | 教育特质等级概率
|- style="text-align:center;"
|- style="text-align:center;"
! style="text-align:left;" | Success (%)
! style="text-align:left;" | 成功(%
! 1
! 1
! 2
! 2
第404行: 第404行:
| 2.0%
| 2.0%
|-
|-
| style="text-align:left;" | 60 (Base)
| style="text-align:left;" | 60 (基础值)
| 9.9%
| 9.9%
| 41.8%
| 41.8%
第441行: 第441行:
|}
|}


The second level perk of the Dynasty Legacy "Kin" states "Dynasty members get better education". In the game code this is achieved by setting the education variable for the ninth and final roll to success equaling three points and failure equaling two points. In essence the Legacy Perk provides the child a guaranteed two education variable points, with the final Education Roll providing an opportunity to earn one extra point. This Perk means a child will need to have successful Education Rolls on seven of the eight rolls to earn a four star education trait.
“[[宗族#亲族传承|亲族]]”宗族传承的2级技能效果为“宗族成员获得更好的教育特质”。在游戏代码中,此效果在最后一次即第九次掷骰时通过设置教育变量来实现——此次掷骰成功额外加3教育分数,失败额外加2教育分数。本质上来说,该宗族传承技能保证儿童有2教育分数,因为最后一次掷骰至少额外提供2教育分数。该技能使得儿童需要在8次掷骰中有7次成功以获得4级教育特质。


{| class="wikitable" style="text-align:right;"
{| class="wikitable" style="text-align:right;"
|- style="text-align:center;"
|- style="text-align:center;"
!colspan="5"| Education Trait Level Chances with Level 2 Kin Dynasty Perk
!colspan="5"| 教育特质等级概率,拥有2级亲族传承技能
|-
|-
! style="text-align:left;" | Success (%)
! style="text-align:left;" | 成功(%
! 1
! 1
! 2
! 2
第459行: 第459行:
| 3.5%
| 3.5%
|-
|-
| style="text-align:left;" | 60 (Base)
| style="text-align:left;" | 60 (基础)
| 4.9%
| 4.9%
| 35.6%
| 35.6%
第496行: 第496行:
|}
|}


===Traits factor===
=== 特质因素 ===
One factor in the game is the intelligence congenital trait. For instance a child with the "Genius" congenital trait has a factor of +20. Under this circumstance the Genius trait increases the odds of a successful Education Roll from 60% to 66.6%. The example math is provided below.
游戏内的一个因素是智力先天特质。For instance a child with the "Genius" congenital trait has a factor of +20. Under this circumstance the Genius trait increases the odds of a successful Education Roll from 60% to 66.6%. The example math is provided below.


<math> \text{Success} = \left( \frac{ 60 + 20 }{100 + 20 }\right) \times 100 = \left( \frac{ 80 }{ 120 }\right) \times 100 = 66.6% </math>
<math> \text{Success} = \left( \frac{ 60 + 20 }{100 + 20 }\right) \times 100 = \left( \frac{ 80 }{ 120 }\right) \times 100 = 66.6% </math>
第532行: 第532行:
|}
|}


===Attributes factor===
=== Attributes factor ===
The success of the Education Roll is also determined by the guardian's relevant attribute points. The "Primary Attribute" for a guardian (more important attribute) is the one which matches the focus of the child, and is determined by that value times 0.4. A guardian's Diplomacy attribute is part of the Factor for a child with a diplomacy focus. The "Secondary Attribute" is the guardian's Learning, which is multiplied by 0.2. The formula is shown below.
The success of the Education Roll is also determined by the guardian's relevant attribute points. The "Primary Attribute" for a guardian (more important attribute) is the one which matches the focus of the child, and is determined by that value times 0.4. A guardian's Diplomacy attribute is part of the Factor for a child with a diplomacy focus. The "Secondary Attribute" is the guardian's Learning, which is multiplied by 0.2. The formula is shown below.


第565行: 第565行:
|}
|}


===Strategy===
=== Strategy ===
The Education Roll bonus provided by guardians with congenital traits of Genius, Intelligent and Quick are significantly more important than the attributes of the guardian alone. Under these circumstances an "underachieving" Genius guardian can provide equal value with a character with amazing stats.
The Education Roll bonus provided by guardians with congenital traits of Genius, Intelligent and Quick are significantly more important than the attributes of the guardian alone. Under these circumstances an "underachieving" Genius guardian can provide equal value with a character with amazing stats.


第576行: 第576行:
# {{iconify|Learning|30px}} Attribute
# {{iconify|Learning|30px}} Attribute


====Example====
==== Example ====
A Genius guardian with 5 Diplomacy and Learning Attributes will provide a Factor of +18 (15 + 2 + 1) and successful Education Roll chance of 66% on a average child, while a guardian with 30 Diplomacy and 30 Learning Attributes will provide a Factor of +18 (12 + 6) and successful Education Roll chance of 66%.
A Genius guardian with 5 Diplomacy and Learning Attributes will provide a Factor of +18 (15 + 2 + 1) and successful Education Roll chance of 66% on a average child, while a guardian with 30 Diplomacy and 30 Learning Attributes will provide a Factor of +18 (12 + 6) and successful Education Roll chance of 66%.


第659行: 第659行:
== 参考资料 ==
== 参考资料 ==
<references/>
<references/>


{{Mechanics navbox}}
{{Mechanics navbox}}
[[en:Attributes]]
[[en:Attributes]]

2020年10月22日 (四) 21:32的版本

属性代表了一个角色的某些数值,决定了角色对某些行动的擅长程度。

能力

能力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。能力上限为100。

能力 效果
Diplomacy.png 外交
  • 每等级+1大众好感[1]
  • 每等级+1%每月威望(从0等级的−8开始)[2]
  • 决定了从某些角色互动中获得的好感度
  • 提高外交计谋的效率
Martial.png 军事
  • 每等级+2%征召兵规模
  • 每等级+2%征召兵补员速率
  • +1 优势
Stewardship.png 管理
  • 每等级+2% 直辖领地赋税
  • 每五级+1 直辖上限
Intrigue.png 谋略
  • 每等级+1%计谋发现概率
  • 每等级+1 阴谋成功概率
  • 提高谋略计谋的效率
  • 提高成功逮捕其他角色的概率
Learning.png 学识
  • 每等级+0.1 每月虔诚
  • 每等级-1%改信花费
  • 如果是文化领袖,每等级+2%文化偏好增益
  • 降低提高君权威望的花费
  • 当你要求改信,其他角色更倾向接受
War.png 勇武
  • 决定决斗的效果(例如,向部落统治者发起头衔挑战)
  • 每等级+10作为骑士的韧性
  • 每等级+100作为骑士的伤害

能力阈值

能力阈值虽然不如一项能力的确切数值那么重要,但在各种事件中都应考虑到这些阈值,以确定好或坏结果的几率。能力由教育特质决定,并可能受其他特质类型的影响。

数值 描述
0–4 糟糕
5–8 较差
9–12 普通
13–16 良好
17+ 优秀

恐怖值

恐怖值是衡量一个统治者被其封臣所恐惧的程度。相比角色的胆量,足够的恐怖值可以使得角色感到惧怕或者畏惧,允许负面好感下大部分外交行动也能成功。

恐怖值可以通过折磨和处决囚犯等引发恐惧的行为获得。但是,通过表现出同情或软弱的行为,包括释放囚犯和接受派系要求,也有可能让人失去恐怖值。每位角色还有自然恐怖值—— 恐怖值随着时间会以每月0.5的基础速度逐渐(增加或减少)向自然恐怖值靠近。

惧怕与畏惧

对某人感到惧怕的角色不太可能加入针对此人的派系或阴谋,而感到畏惧的角色永远不会加入针对他们的派系或阴谋。此外,它还会影响角色对各种角色互动的接受度:

互动 Intimidated.png 惧怕时接受度 Terrified.png 畏惧时接受度
安排婚姻 +75 +150
勒索 +50 +100
同盟谈判 +50 +100
推荐被监护人 +50 +100
推荐监护人 +50 +100
要求赎金 +40 +100
立誓修行 +25 +50
囚禁 +25 +50
收回封臣 +25 +50
剥夺头衔 +25 +50
修改封建契约 +10 +20
转封封臣 +10 +20
结婚 -50 -75

胆量

每个角色都有一个隐藏的胆量属性,由特质决定。角色会惧怕 恐怖值超过自己胆量20以上的角色,会畏惧恐怖值超过自己胆量45以上的角色。

获得恐怖值

以下因素会修正通过行动获得的恐怖值:

来源 恐怖值获得
伦敦塔
1级诡谋宗族传承
Martial authority focus.png 权威军事生活方式重心
拷打者技能树中的可畏可惧技能( 谋略生活方式) 恐怖值增长恐怖值增长
监督者技能树中的强硬统治技能( 军事生活方式)
公开表现残忍行为修正( 举办宴会 +25%
可疑的名誉修正( 学识生活方式事件) +20%
危险的知识修正( 学识生活方式事件) +20%
风灵的祝福修正( 寻求诸灵的援助决议)
拷打者特质
多疑特质
冷酷特质
睚眦必报特质
烦躁特质

健康

健康是衡量一个角色死亡的可能性。男性角色出生时健康处于(并包括)4.5到4.9之间;女性角色出生时健康处于(并包括)5.0到5.4之间。[3] 角色年满25岁后初始有 7.5% 年度概率 -0.125 健康,此概率每年 +2.2%

健康 是否可能死亡 描述 区间
Health negative.png 行将就木 Yes 你已经一只脚迈进棺材了 健康 < 0
Health negative.png 奄奄一息 Yes 你命不久矣…… 0 ≤ 健康 < 1
Health.png 身体抱恙 Yes 你身体抱恙 1 ≤ 健康 < 3
Health.png 身心无碍 你身体无碍 3 ≤ 健康 < 5
Health positive.png 平稳安泰 你的体液平衡 5 ≤ 健康 < 7
Health positive.png 生龙活虎 你生龙活虎! 健康 ≥ 7

疾病抵抗力(健康)

一些特质,核心教义和修正提供增益 疾病抵抗力(健康)。这意味着任何对角色的健康惩罚都会被角色的疾病抵抗力所抵消。注意,还存在生育力的疾病抵抗力

健康增益和惩罚

健康效果根据不同数值有不同名称:[4]

(名称)显示为 数值范围
健康:神怒惩罚 数值 < −4
健康:重大惩罚 −4 ≤ 数值 < −3
健康:严重惩罚 −3 ≤ 数值 < −1
健康:显著惩罚 −1 ≤ 数值 < −0.75
健康:轻微惩罚[5] −0.75 ≤ 数值 < −0.5
健康:中等惩罚 −0.5 ≤ 数值 < −0.25
健康:轻微惩罚[5] −0.25 ≤ 数值 < 0
健康:轻微增益 0 < 数值 < +0.25
健康:中等增益 +0.25 ≤ 数值 < +0.5
健康:显著增益 +0.5 ≤ 数值 < +0.75
健康:巨大增益 +0.75 ≤ 数值 < +1
健康:极大增益 +1 ≤ 数值 < +2
健康:神恩增益 +2 ≤ 数值

死亡

死亡即角色生命结束。对于有领地角色,它将触发所有头衔的继承。存在有多种情况:

  • 当健康状况是行将就木、奄奄一息或身体抱恙时,有概率死亡。角色健康越低,概率越大。
  • Secret murder.png 谋杀计划成功后,目标角色死亡。
  • 尝试自杀决议有概率使得角色死亡。
  • 骑士在战斗或决斗中可能死亡,低  勇武属性和其他因素会导致概率增大。
  • 角色当前居住的地产被围攻占领时,角色可能死亡。
  • 被囚禁的角色可能被处决。
  • 各种可能导致死亡的事件。

生育力

另见:育种

生育力代表一个角色导致或受孕的机率。一对夫妇或异性恋情侣根据两人的平均生育力,每月都有机会怀孕:

角色的基础生育力由年龄决定:

性别 年龄
16–25 26–30 31–35 36–40 41–45 46–50 51–60 61–70 70+
男性 100% 100% 100% 90% 80% 80% 70% 60% 50%
女性 100% 90% 70% 50% 33%

特质,例如色欲抑郁症患者,可能影响生育力。侍妾和次级配偶实际上只有一半的生育力。此外,每生育一次,母亲的生育力就会减少5%。非统治者角色的生育力减少15%。

注意:你拥有的最大子女数量:9名子女,每多一位庶夫/侍妾加2名子女(所以是拥有4位妻子/丈夫时,最多15名子女)。这并不能阻止由事件引起的怀孕。

疾病抵抗力(生育力)

生育力惩罚可以由 疾病抵抗力(生育力)修正抵消。目前,只有身心俱悉技能树中的身似铁打技能 会提供该修正。注意,还有一个类似的健康机制

压力

压力是衡量一个角色心理健康状况的一个指标,当一个角色的行为与他的性格相冲突,亲近的人离世或者角色被囚禁于地牢中时压力就会增加。压力范围从0到400,会使角色遭受各种惩罚,高压力会让角色精神崩溃。精神崩溃事件每5年只能触发一次,触发时允许你选择获得一个特质(通常是负面的,如精神错乱),失去压力或获得额外的压力。如果一个角色的压力达到400,它将触发一个3级精神崩溃事件,并失去100压力。在3级压力的情况下,一些精神崩溃可以杀死角色,迫使他杀死包括继承人的其他角色,或者迫使他退位。

角色的压力级别由地图屏幕左下角的角色肖像旁的红色条指示。

等级  压力  生育力  健康惩罚 尝试自杀决议 精神崩溃特质
Stress level 0.png 0–99 0 无精神崩溃
Stress level 1.png 100–199 −10% 压力应对机制特质
Stress level 2.png 200–299 −30% 严重惩罚 压力应对机制特质,Trait arbitrary.png 专断Trait witch.png 巫师
Stress level 3.png 300–399 −50% 严重惩罚 Yes Trait wrathful.png 暴怒Trait lunatic.png 精神错乱Trait depressed.png 抑郁症患者Trait murderer.png 谋杀犯

年龄

如果一个角色的年龄在16岁以下,他或她被认为是一个孩子,而当他或她达到16岁时,他或她就被认为是一个成年人。一个角色在年满60岁后有可能因年老而死亡。每个剧本开局角色会根据其现有年龄解锁一部分现有生活方式的技能。

  • 一旦一个角色到了25岁,他们每年有7.5%的概率 −0.125的健康。概率每年增加2.2%。
  • 一旦一个角色到了45岁,他们每年有10%的几率失去 1点勇武。概率每年增加1.5%。一个宗族可以通过完成 Kin legacy track.png 亲族传承来阻止这种情况的发生。

教育

年龄在6岁到9岁之间的角色可以选择一种教育重心,以培养某一方面的能力。教育重心将默认为童年特质对应的两个属性之一,但是父母可以通过子女肖像左下角的按钮手动选择它。当这个角色长大后,他将获得对应的教育特性。

当一个教育重心被选择,游戏将记录一个隐藏的教育分数。教育分数每年有60%概率加2,有40%概率不增加。角色年满16岁后,将根据该分数获得一个教育特质。

分数 教育特质等级
0-6
7-10 ★★
11-14 ★★★
15+ ★★★★

监护人相关能力加上一半学识能力的数值,以及儿童或监护人拥有正面智力特质 ( 敏锐, 聪慧 或  天才),将提高儿童获得更高等级教育特质的概率。监护人或儿童有负面智力特质 ( 痴呆, 愚笨, 迟钝) 将对教育产生负面影响,会将他们推向一个不符合他们童年特质的教育焦点。

监护人的内阁有一位专注于“赞助文化产业”的配偶,有高学识教育,高学识能力或  学者 特质,将增加被监护人获得更好教育的概率。

如果儿童的文化已发现骑士头衔革新,有军事教育重心,并且性别被允许成为骑士,也可以被训练为扈从,当他们成年时除了获得军事教育特质,还会获得一个勇武教育特质。就勇武而言,教育者的能力或其他提高教育的效果与之无关;只有儿童的特质重心。增加勇武的特质( 硬朗, 健壮, 海格力斯, 强壮, 巨人)将增加获得高等级勇武教育特质的概率,而减少勇武和其他体弱特质( 纤弱, 脆弱, 衰弱, 虚弱, 侏儒, 纺锤身形, 哮喘, 驼背, 近亲繁殖, 血友病)将会减少概率。

如果儿童的监护人属于不同文化或信仰,当指定监护人时,可以决定儿童在父母或者监护人的信仰和/或文化中成长。儿童也有概率获得监护人的性格特质。如果监护人有巫师特质或秘密,他们将有选项使被监护人转修巫术。

监护人和被监护人互相之间 +15好感。

教育特质

每个儿童每年的教育掷骰基础成功(即教育分数加2)概率为60%,由此一个儿童有10%概率获得1级教育特质,42%概率获得2级教育特质,41%概率获得3级教育特质,以及7%概率获得4级教育特质(假设儿童一直没有监护人)。所以总共有9次教育掷骰,儿童几乎必须每次教育掷骰都成功才能获得4级教育特质(如上文需要教育分数15+)!

教育特质等级概率
成功(%) 1 2 3 4
50 25.2% 49.2% 23.4% 2.0%
60(基础值) 9.9% 41.8% 41.2% 7.1%
63 6.9% 37.2% 46.0% 9.8%
66 4.7% 31.9% 50.0% 13.4%
70 2.5% 24.5% 53.4% 19.6%
75 1.0% 15.6% 53.4% 30.0%
80 0.3% 8.3% 47.8% 43.6%

亲族”宗族传承的2级技能效果为“宗族成员获得更好的教育特质”。在游戏代码中,此效果在最后一次即第九次掷骰时通过设置教育变量来实现——此次掷骰成功额外加3教育分数,失败额外加2教育分数。本质上来说,该宗族传承技能保证儿童有2教育分数,因为最后一次掷骰至少额外提供2教育分数。该技能使得儿童需要在8次掷骰中有7次成功以获得4级教育特质。

教育特质等级概率,拥有2级亲族传承技能
成功(%) 1 2 3 4
50 14.1% 49.2% 32.8% 3.5%
60(基础) 4.9% 35.6% 48.8% 10.6%
63 3.3% 30.4% 52.1% 14.1%
66 2.2% 25.1% 54.3% 18.4%
70 1.1% 18.3% 55.1% 25.5%
75 0.4% 11.0% 51.9% 36.7%
80 0.1% 5.5% 44.0% 50.3%

特质因素

游戏内的一个因素是智力先天特质。For instance a child with the "Genius" congenital trait has a factor of +20. Under this circumstance the Genius trait increases the odds of a successful Education Roll from 60% to 66.6%. The example math is provided below.

[math]\displaystyle{ \text{Success} = \left( \frac{ 60 + 20 }{100 + 20 }\right) \times 100 = \left( \frac{ 80 }{ 120 }\right) \times 100 = 66.6% }[/math]

A guardian with the intelligence trait of Genius provides a Factor of +15 to the Education Roll chances. If a genius child is being educated by a genius guardian the chances of a successful Education Roll becomes 70.4%, with the example math provided below.

[math]\displaystyle{ \text{Success} = \left( \frac{ 60 + 20 + 15 }{ 100 + 20 + 15 }\right) \times 100 = \left( \frac{ 95 }{ 135 }\right) \times 100 = 70.4% }[/math]

At the age of 3 each child is assigned a Childhood trait. If the child's focus does not match the child's trait there is a factor of -20 applied. For instance if a child has the trait "Bossy" and the focus is Diplomacy, the child would receive the factor of -20. In this circumstance the chance of a successful Education Roll drops to 50%.

[math]\displaystyle{ \text{Success} = \left( \frac{ 60 - 20 }{ 100 - 20 }\right) \times 100 = \left( \frac{ 40 }{ 80 }\right) \times 100 = 50% }[/math]

The traits a child and guardian can have which effect the outcome are provided in the chart below.

Trait Child Trait Factor Guardian Trait Factor
 30px +20 +15
 30px +15 +10
 30px /  30px +10 +5
 30px /  30px -10 -5
 30px -15 -10
 30px -20 -15
Childhood trait Matching +0 N/A
Childhood trait Not Matching -20 N/A

Attributes factor

The success of the Education Roll is also determined by the guardian's relevant attribute points. The "Primary Attribute" for a guardian (more important attribute) is the one which matches the focus of the child, and is determined by that value times 0.4. A guardian's Diplomacy attribute is part of the Factor for a child with a diplomacy focus. The "Secondary Attribute" is the guardian's Learning, which is multiplied by 0.2. The formula is shown below.

[math]\displaystyle{ \text{Factor} = \left( 0.4 \times \text{Primary Attribute} \right) + \left( 0.2 \times \text{Learning} \right) }[/math]

For instance a child with a focus in Diplomacy has a guardian with a 10 Diplomacy Attribute and a 15 Learning Attribute will provide a Factor of +7.

[math]\displaystyle{ \text{Factor} = \left( 0.4 \times 10 \right) + \left( 0.2 \times 15 \right)= \left( 4 \right) + \left( 3 \right) = 7 }[/math]

Guardian Attribute Quick Math
Guardian Attribute Child Focus Learning Factor
5 2 2 2 2 2 1
10 4 4 4 4 4 2
15 6 6 6 6 6 3
20 8 8 8 8 8 4
25 10 10 10 10 10 5
30 12 12 12 12 12 6

Strategy

The Education Roll bonus provided by guardians with congenital traits of Genius, Intelligent and Quick are significantly more important than the attributes of the guardian alone. Under these circumstances an "underachieving" Genius guardian can provide equal value with a character with amazing stats.

Therefore the most important factors when choosing a guardian are:

  1. Someone you trust not to kill your child
  2.  30px
  3.  30px
  4.  30px
  5. Value of Primary Attribute (which matches child's focus)
  6.  30px Attribute

Example

A Genius guardian with 5 Diplomacy and Learning Attributes will provide a Factor of +18 (15 + 2 + 1) and successful Education Roll chance of 66% on a average child, while a guardian with 30 Diplomacy and 30 Learning Attributes will provide a Factor of +18 (12 + 6) and successful Education Roll chance of 66%.

Hypothetical Guardian Attributes
Guardian Congenital Trait
Guardian 1  30px 5 4 2 3 5
Guardian 2 None 30 33 32 28 30

[math]\displaystyle{ \text{Guardian 1 Success} = \left( \frac{ 60 + 15 + 2 + 1 }{100 + 15 + 2 + 1 }\right) \times 100 = \left( \frac{ 78 }{ 118 }\right) \times 100 = 66.1% }[/math]


[math]\displaystyle{ \text{Guardian 2 Success} = \left( \frac{ 60 + 12 + 6 }{100 + 12 + 6 }\right) \times 100 = \left( \frac{ 78 }{ 118 }\right) \times 100 = 66.1% }[/math]

[6]

Prowess trait

Children undergoing a Martial education can also receive a Prowess education trait when they come of age. To qualify, the child's culture must have the Knighthood innovation and the child must be of a gender that can become knights. The system that determines which Prowess trait the child gets is completely separate from the other education traits. The educator, perks, spouse or universities don't influence the outcome.

When the child finishes their education, the game creates a temporary score for them, which starts equal to the Martial education level they obtained. Then, the game changes this score depending on the child's physical traits (multiple traits stack):

Trait Prowess Factor
 Herculean +3
 Robust,  Strong,  Giant +2
 Hale +1
 Delicate,  Spindly,  Wheezing,  Hunchbacked,  Inbred,  Bleeder -1
 Frail,  Weak,  Dwarf -2
 Feeble -3

Lastly, there's a 25% chance the score increases +2, 25% chance it decreases by -2, and 50% chance it stays unchanged.

The final score is then the child's Prowess education level.

Weight

Each character in the game has a hidden "weight" value which ranges from -100 to 100. If your weight is -50 or below, you gain the Malnourished modifier, and the "Gain Weight" decision becomes available to you. If your weight is 50 or above, you gain the Obese modifier, and the "Lose Weight" decision becomes available to you.[7] Being obese or malnourished gives −1 Health.

In addition to a character's current weight, each character also has a hidden "target weight" value, based mostly on traits, which is the weight they are drifting toward. Every three years, your real weight will drift closer to your target weight. When you feast, your current weight increases by a moderate amount, and when you hunt, your current weight decreases by a small amount. Afterward, your weight will eventually drift back toward your target weight. The "Lose Weight" decision decreases your target weight, and the "Gain Weight" decision adds to your target weight. Ending those decisions brings your target weight back to what it was before.

Switching to a Martial lifestyle will move your target weight closer to 0 (so that if you are underweight, your target weight will increase somewhat, and if you are overweight, your target weight will decrease somewhat). Being a Novice Hunter, Hunter, or Master Hunter, will also move your target weight closer to 0 by successive amounts.

The following traits and events also affect a character's target weight:[7]

Effect on target weight Traits / Events
Large increase Gluttonous, Lazy, Comfort Eater, "Gain weight" decision
Moderate increase Drunkard, Hashishiyah, Gregarious, Greedy, Calm, Trusting, Legendary Reveler
Slight increase Patient, Arrogant, Ambitious, Eager Reveler, Famous Reveler
Slight decrease Shy, Humble, Zealous, Craven, Temperate
Moderate decrease Imprisoned, Diligent, Wrathful, Leper, Impatient, Content, Fickle, Vengeful, Generous
Large decrease Consumption, Cancer, Great pox, Paranoid, Inappetetic, in dungeon, "Lose weight" decision

参考资料

  1. game\common\defines\00_defines.txtSKILL_DIPLOMACY_MULT = 1
  2. game\common\modifiers\00_basic_modifiers.txtdiplomacy_modifier_with_offset
  3. common\defines\00_defines.txtNEWBORN_HEALTH_BASE = 4.5NEWBORN_HEALTH_SPAN = 0.5NEWBORN_HEALTH_FEMALE_BONUS = 0.5
  4. common\defines\00_defines.txtNModifier,中文本地化:localization\simp_chinese\modifiers\modifier_value_format_l_simp_chinese.yml
  5. 5.0 5.1 目前1.1版本两个健康效果的本地化名称相同。
  6. Reddit user u/Adhesiveduck https://www.reddit.com/r/CrusaderKings/comments/iu2sed/the_education_system_explained_how_to_choose_a/
  7. 7.0 7.1 Reddit user u/Stefan_Askanien https://www.reddit.com/r/CrusaderKings/comments/iutm4z/how_weight_is_calculated_and_how_to_fight_obesity/
机制 
角色 角色属性特质资源生活方式宗族亲族文化革新传统修正宝物
领地与管理 领地封臣内阁宫廷谋略政体法律决议头衔男爵领伯爵领朝廷建筑
战争 战争决斗宣战理由同盟军队受雇军队
信仰 宗教信仰教义核心教义圣地
模组制作补丁可下载内容开发者日志成就术语