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== 直辖领地 == | == 直辖领地 == | ||
直辖领地是统治者个人拥有的所有地产的集合。每一个统治者都有一个“直辖上限”,它决定了 | 直辖领地是统治者个人拥有的所有地产的集合。每一个统治者都有一个“直辖上限”,它决定了 角色 可以 拥有 多少 块正常提供 税收 与征召的地产 。一旦达到直辖上限,新直辖将不提供任何税收和征召。 | ||
== 性取向 == | == 性取向 == |
2020年9月5日 (六) 14:10的版本
角色是指游戏中的任何人,包括历史的或游戏中产生的。每一个角色都是一个独立的、活生生的个体,他将单独行动,并有可能改变历史。人物可以是贵族,出身卑微,有领地,也可以是无领地的。
- “贵族”是一个宗族的成员。
- “出身卑微”的角色不是一个宗族的成员。如果他们被授予共和国或神权政体的头衔,他们将保持低出生状态。如果他们被赋予其他类型的头衔,他们将变成贵族,建立一个宗族。
- “有领地”角色至少有一个地产。
- “无领地”角色没有任何地产。
年龄
一个角色如果低于16岁则被视为一个孩子,一旦他们到达16岁就成为成年人。一个角色在到达60岁之后会因为年老而死亡。每一个开始的角色将会基于他们的年龄有一定数量的[Lifestyle]点数已解锁。
直辖领地
直辖领地是统治者个人拥有的所有地产的集合。每一个统治者都有一个“直辖上限”,它决定了角色可以拥有多少块正常提供税收与征召的地产。一旦达到直辖上限,新直辖将不提供任何税收和征召。
性取向
A character's Sexual Orientation determines towards characters of what gender will they gain Attraction Opinion and can form Lover relations with. It is decided when the character is around 10 years old and and cannot be changed. AI characters will never try to form a relation with characters that doesn't match their Sexual Orientation. Both the initial distribution of Sexual Orientation and the chance for children to gain a certain Sexual Orientation is determined by the Sexuality Distribution game rule.
If the child is played by a player there is a 20% chance that the player will get to pick the gender preference.
好感度
Each character has an Opinion of every other character. The Opinion the player character holds influences the success rate of certain actions that target another character. The Opinion of AI characters also determines their behavior towards other characters.
If a character dies, their Primary Heir will temporarily inherit 25% of the positive Opinion with all characters who has positive opinion of them and 50% of the negative Opinion with all characters who has negative opinion of them.
牵绊
Attraction is an Opinion modifier that can only be held towards characters one's sexual preference allows. Male characters above 65 years and female character above 50 years are not affected by Attraction.
关系
When certain requirements are met two characters can have one of 3 types of relation, each one having 3 levels. Relations have a great impact on how two characters act towards each other.
- Childhood relations can only be held between two child character and might evolve into their corresponding adulthood relations when the characters reach adulthood
- Adulthood relations can be gained and lost as a result of events
- Lifelong relations can only be obtained towards characters with an existing adulthood relation and each character can have only one of each lifelong relation
Relation | Childhood | Adulthood | Lifelong |
---|---|---|---|
Friendship | Friend
|
Friend
|
Best Friend
|
Love | Crush
|
Lover
|
Soulmate
|
Conflict | Bully-Victim
|
Rival
|
Nemesis
|
外交范围
The Diplomatic Range is the range at which two characters can interact with each other. Neighboring realms are always within Diplomatic Range of each other, as are realms separated by no more than 3 sea zones.
绰号
Nicknames are epithets gained when a character fulfills certain criteria and shown next to the character's name every time.
Ninkname | Requirement |
---|---|
the Blessed | High Opinion with Head of Faith |
the Pious | High Opinion with Head of Faith |
the Peacemaker | Nickname picking event |
the Conqueror | Nickname picking event Winning the Norman Conquest of England war as Duke William II of Normandy |
the Scholar | Spouse tutoring event |
the Wise | Spouse tutoring event |
the Brave | Martial lifestyle event |
the Fear-Eater | Martial lifestyle event |
the Foolish | Martial lifestyle event |
the Fury | Martial lifestyle event |
the Hawk | Martial lifestyle event |
the Imperious | Martial lifestyle event |
the Merciless | Martial lifestyle event |
the Starward | Martial lifestyle event |
the Unrelenting | Martial lifestyle event |
the Flayer | Intrigue lifestyle event |
the Heartbreaker | Intrigue lifestyle event |
the Mindbreaker | Intrigue lifestyle event |
the Bully | Stewardship lifestyle event |
the Meticulous | Stewardship lifestyle event |
the Undefeated | Winning 100 battles in a row |
the Triumphant | Defeating a character with the the Undefeated nickname |
the Cannibal | Cannibal secret exposed (below 50 Dread) |
the Dragon | Cannibal secret exposed (above 50 Dread) |
the Avenger | Avenge the Battle of Tours decision |
the Dane | Restore the Danelaw decision |
the Devourer | Faith Cannibalism decision |
the Ecumenist | Mend the Great Schism decision |
the Glorious | Restore the Roman Empire decision |
the Great | Found Portugal decision Restore Carolingian Borders decision Restore the Holy Roman Empire decision |
the Greedy | Sell Minor Titles decision |
the Honorable | Sell Minor Titles decision |
the Man of Glass | Build a Glass Monument decision |
the Saoshyant | Become the Saoshyant decision |
the Tuatha Dé Danann | Reclaim Britannia decision |
the Anointed | Consecrate Bloodline decision (not Head of Faith) |
the Divine | Consecrate Bloodline decision (Head of Faith) |
the Lawgiver | Empower the Sicilian Parliament decision (not Lunatic) |
the Stupor Mundi | Empower the Sicilian Parliament decision (Lunatic) |
the Judge | Restore Israel decision (50% chance) |
the Shepherd | Restore Israel decision (50% chance) |
the Knight of Gabriel | Form the Outremer Empire decision (20% chance, male only) |
the Virgin's Maiden | Form the Outremer Empire decision (20% chance, female only) |
the Crusader | Form the Outremer Empire decision (20% chance) |
the Messenger of Christ | Form the Outremer Empire decision (20% chance) |
the Sword of God | Form the Outremer Empire decision (20% chance) |
the Holy | Form the Outremer Empire decision (20% chance) Martial lifestyle event High Opinion with Head of Faith |
AI Personality
AI characters will use Decisions and Character Interactions based on the following attributes:
- Boldness: determines how much the character is affected by Dread
- Compassion: determines how the character will treat its Prisoners
- Energy: determines how often the character will consider a Decision
- Greed: determines how easily the character will spend Gold
- Honor: determines how often the character will honor relationships and alliances as well as how often they will become Agents
- Rationality: determines how stronger a character's army has to be before declaring war
- Sociability: determines how often the character will consider a Character Interaction
- Vengefulness: determines how much the character will seek to punish transgressions
- Zeal: determines how often the character will join Holy Wars
Each attribute is capped at -100 and +100.
Each AI character will have its personality described with an adjective and a noun based on the highest two attributes:
Attribute | Very Negative (-76 to -100) | Negative (-1 to -75) | Positive (+1 to +75) | Very Positive (+76 to +100) | ||||
---|---|---|---|---|---|---|---|---|
Adjective | Noun | Adjective | Noun | Adjective | Noun | Adjective | Noun | |
Boldness | Spineless | Craven | Cowardly | Coward | Bold | Gambler | Fearless | Adventurer |
Compassion | Evil | Villain | Callous | Brute | Compassionate | Altruist | Gracious | Empath |
Greed | Content | Lackey | Content | Follower | Covetous | Grasper | Rapacious | Ravener |
Honor | Treacherous | Blackguard | Dishonorable | Knave | Honorable | Gentleman / Gentlewomen | Righteous | Paragon |
Rationality | Insane | Maniac | Irrational | Fool | Rational | Thinker | Analytic | Planner |
Vengefulness | Magnanimous | Absolver | Forgiving | Conciliator | Resentful | Quarreler | Vindictive | Antagonist |
Zeal | Godless | Atheist | Cynical | Unbeliever | Religious | Believer | Zealous | Zealot |