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| {{version|1.0}}{{需要翻译}} | | {{version|1.0}} |
| This a comprehensive guide for one for the hard achievements installed with 1.0 version of CKIII, “Mother of Us All ”.
| | 这是对于在CKIII1.0 版本上线的“万民之母 ” ,最难成就之一的全面的指导。这个成就要求玩家以867年的玛加吉娅道拉玛开局(同时她也是唯一的被标为中等难度的非洲的推荐开局)。成就的目标是统一非洲大陆 ( 指在游戏中展示的中世纪欧洲已知的非洲大陆) ,并且将他们都转换成同一宗教。而且这一宗教也需要被改革。 |
| This achievement requires the player to start as one particular character “Countess Daurama Daura of Kano” in the year 867, which is also the only recommended starting character in Africa and is marked as Medium in difficulty. The goal of this achievement is to unify the continent of Africa (the known part of the Africa to medieval Europeans displayed within the game setup), and convert it to the one true faith. Additionally, the true faith also needs to be reformed.
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| For the purpose of this guide, the whole strategy guide will be divided into different aspects and discussed accordingly. Most of those discussion could also be considered as basic guides for game mechanics. If the viewer of this page is alreadly familiar with the game, it is advisable to skip to the last section, where a step by step strategy guide is breifly discussed.
| | 出于指导的目的,本指导将被分为多个不同方面分别阐述。大多数内容也是对于游戏方法的基本指导。如果读者已经对于游戏比较熟悉,建议跳至最后一节。最后一节简略地按步讲述了达成方法。 |
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| == 改革信仰 == | | == 改革 你的 信仰 == |
| 信仰是完成这个成就最重要的一部分之一。本节中将详细地讨论如何改革博里教。 | | 信仰是完成这个成就最重要的一部分之一。本节中将详细地讨论如何改革博里教。 |
| === 原有的博里教信仰 === | | === 原有的博里教信仰 === |
| 玩家以 博里教[[File:Religion west african bori.png|caption|24px|]],一种有一些合适的可以利用的教义的未改革的非洲[[豪萨信仰]] , 开局。总而言之,三个原有的博里教教义有利于积累大量用于改革的虔诚。 | | 玩家以[[File:Religion west african bori.png|caption|24px|]] 博里教 ,一种有一些合适的可以利用的 核心 教义的未改革的非洲[[ 信仰#博里教| 豪萨信仰]]开局。总而言之,三个原有的博里教教义有利于积累大量用于改革的虔诚。 |
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| [[File:Core_tenet_adorcism.png|60px|caption]]附灵 | | [[File:Core_tenet_adorcism.png|60px|caption]]附灵 |
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| 这个教义允许一个可以 | | 这个教义允许一个可以 |
| [[File:Trait possessed.png|24px|caption]] | | [[File:Trait possessed.png|24px|caption]] |
| [[附身]]的[[决议]], 。拥有这个教义会使[[File:Trait possessed.png|24px|caption]]附身成为[[美德]]。这对于加快用于改革的虔诚和生活方式经验的获得有帮助。但是,这个特质有健康的轻微惩罚。 | | [[附身]]的[[决议]]。拥有这个教义会使[[File:Trait possessed.png|24px|caption]]附身成为[[ 宗教#美德与罪恶| 美德]]。这对于加快用于改革的虔诚和生活方式经验的获得有帮助。但是,这个特质有健康的轻微惩罚。 |
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| '''[[File:Core_tenet_bhakti.png|60px|caption]]秘传''' | | '''[[File:Core_tenet_bhakti.png|60px|caption]]秘传''' |
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| 这个教义使所有三个等级的[[File:Trait mystic.png|24px|caption]][[神秘主义者]]成为信仰的美德。它也允许角色有可能基于他们的学 习通过生活 重心和朝圣来获得和升级[[File:Trait mystic.png|24px|caption]][[神秘主义者]]特质。因为这项特质激活 ” 举办密契共融圣事 “ 决议,该决议可以给予角色300生活经验,获得一个中等属性提升,而只需要花费很少的100虔诚和患病或者失去1风险等级的微小风险,而且失去的奉献等级不一定发生而且可以通过一个选项和一年一次的决议来避免,所以[[File:Trait mystic.png|24px|caption]][[神秘主义者]]被认为是游戏中最好的生活方式的特质之一。 | | 这个教义使所有三个等级的[[File:Trait mystic.png|24px|caption]][[ 特质#神秘主义者| 神秘主义者]]成为信仰的美德。它也允许角色有可能基于他们的学 识教育 重心和朝圣来获得和升级[[File:Trait mystic.png|24px|caption]][[ 特质#神秘主义者| 神秘主义者]]特质。因为这项特质激活 “ 举办密契共融圣事 ” 决议,该决议可以给予角色300生活经验,获得一个中等属性提升,而只需要花费很少的100虔诚和患病或者失去1风险等级的微小风险,而且失去的奉献等级不一定发生而且可以通过一个选项和一年一次的决议来避免,所以[[File:Trait mystic.png|24px|caption]][[ 特质#神秘主义者| 神秘主义者]]被认为是游戏中最好的生活方式的特质之一。 |
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| '''[[File:Core_tenet_festivities.png|60px|caption]]'''庆典 | | '''[[File:Core_tenet_festivities.png|60px|caption]]'''庆典 |
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| ===改革博里教信仰=== | | ===改革博里教信仰=== |
| ==== New Tenets ==== | | ==== 新核心教义 ==== |
| Since the goal is to facilitate a great conversion rates on the whole continent, here are several tenets recommended for the job.
| | 由于目标是提高在整片大陆上的传教效率,以下是有一些建议用于此项任务的核心教义。 |
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| '''[[File:Core_tenet_missionary.png|60px|caption]]Mendicant Preachers''' | | '''[[File:Core_tenet_missionary.png|60px|caption]] 托钵宣道者''' |
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| This tenet is chosen mainly for the “+33% Conversion Speed ” modifier. Other buffs are to some extent irrelevant, but it is good to have [[File:Trait temperate.png|24px|caption]]Temperate as a virtue as it boosts stewardship and health.
| | 这个核心教义能获选的主要原因是它的 “{{green|+33%}} 传教速度 ” 修正。其他增益在某种程度上无关紧要,但是更好的是它把 [[File:Trait temperate.png|24px|caption]] 节制作为了一个美德特质,因为节制可以提升管理能力与健康值。 |
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| '''[[File:Core_tenet_shadyfigure.png|60px|caption]]Sanctioned False Conversions''' | | '''[[File:Core_tenet_shadyfigure.png|60px|caption]] 认可假意改信''' |
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| This tenet is chosen mainly for the “+30% Conversion Resistance ” as well as the unique “Amnesty for False Conversions ” decision. The decision immediately convert the counties with “Suspected False Converts” modifier which is randomly occurred to heretic county within the realm, and it seems that the possibility to have this modifier is greater if the heretic religion is closer or similar to the true faith, so it should be useful when dealing with the heresy blast brought by low fervor, which the player should be suffering through several times throughout the game.
| | 这个核心教义能获选的主要原因是它的 “{{green|+30%}} 传教抵抗”修正以及独特的“大赦假意改信 ” 决议。这个决议能立即将有“涉嫌假意改信 ” 修正的领地内的异教徒省份转化,如果异教更类似于正信,则似乎拥有这个修正的几率更大,所以在宗教热情低的时候异端爆发时应该有用, 在整场游戏中,玩家应该会遭受多次这种情况。 |
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| '''[[File:Core_tenet_bigbook.png|60px|caption]]Islamic Syncretism''' | | '''[[File:Core_tenet_bigbook.png|60px|caption]] 伊斯兰综摄主义''' |
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| This tenet is recommended as it makes Islamic faith friendlier, since the player will be confronting both [[File:Religion_muwalladi.png|24px|caption]]Muwalladism in Maghreb region and [[File:Religion sunni.png|24px|caption]]Ash’ari in Egypt. After conquering those region, the player will be facing huge populist revolts from local Sunni population, it would significantly slow their revolt if they view Bori as astray instead of evil.
| | 我建议这个核心教义,因为玩家将面对在马格里布的[[File:Religion_muwalladi.png|24px|caption]] 穆瓦拉德派以及在埃及的[[File:Religion sunni.png|24px|caption]] 艾什尔里派时它能让伊斯兰教徒更友好。在征服这些地区后,玩家将面对本地逊尼派人士的庞大民粹主义叛乱,如果他们将博里教视为迷途而不是邪恶,则会大幅减慢叛乱的形成速度。但它有一个巨大的缺点,由于综摄主义,对伊斯兰省份的传教速度会变慢。 |
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| '''[[File:Core_tenet_judged.png|60px|caption]]Pursuit of Power''' | | '''[[File:Core_tenet_judged.png|60px|caption]] 追逐权力''' |
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| This tenet provide the player with the Invasion CB which will be lost through feudalization. However, it does impose a -10 direct vassal opinion modifier which could be problematic.
| | 这个核心教义为玩家提供了征服宣战理由,这个宣战理由将因为封建化而失去。然而,它会添加一个 {{red|-10}} 封臣对你的好感修正,这可能会带来一些问题。 |
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| '''[[File:Core_tenet_sword.png|60px|caption]]Warmonger''' | | '''[[File:Core_tenet_sword.png|60px|caption]] 战争狂人''' |
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| Like the previous tenet, it also enables Invasion CB, and if the reformed faith is designed to have a head of faith, it also enables great holy war.
| | 像上一个核心教义,它也可以提供征服宣战理由,并且如果改革信仰拥有信仰领袖,则也可启用大圣战。 |
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| '''[[File:Core_tenet_adorcism.png|60px|caption]]Reincarnation''' | | '''[[File:Core_tenet_adorcism.png|60px|caption]] 转世''' |
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| This tenet is chosen mainly for the “+20% Conversion Resistance ”. Besides, Reincarnation is also potentially useful and could grant useful trait [[File:Trait shrewd.png|24px|caption]]Shrewd to potential heirs, but the probability to acquire it is quite low, to be honest. Apart from that, when some of your family members are hailed as reincarnations of the ancestors, they give the dynasty as a whole 75 Renown.
| | 这个核心教义能获选的主要原因是它的 “{{green|+20%}} 伯爵领抵制改信 ” 修正。而且,转世也有潜在的用处,比如可以将[[File:Trait shrewd.png|24px|caption]] 智者这个有用的特质添加到你的潜在继承人上,但获得它的几率很低。除此之外,一些家族成员获得{{icon|reincarnation}}轮回特质时,他们会为宗族带来75点宗族威望。 |
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| '''[[File:Core_tenet_meditation.png|60px|caption]]Monasticism''' | | '''[[File:Core_tenet_meditation.png|60px|caption]] 隐修制度''' |
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| It is a good tenet for managing inheritance without wasting too much renown and prestige, which are incredibly valuable in early games as those resources accumulate slowly in relatively small realm.
| | 这是一个很好的核心教义,因为它可以管理继承问题而不消耗太多威望与宗族威望,这在游戏早期十分有价值,因为这些资源在较小的领地中积累缓慢。 |
| === New Doctrine ===
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| As for the doctrines, most of those are basically irrelevant. However, a few alterations to some key doctrines are recommended.
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| '''View of Gender:Male/Female Dominated'''
| | ==== 新教义 ==== |
| | 对于教义,大部分都是无关紧要的。但是,建议对一些关键教义进行改动。 |
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| As long as it is not equal, the player should have less children to disinherit. Since the tribal government does not all manually changing gender preference of succession law, it would be painful to have too many children to disinherit for the sake of the integrity of the realm.
| | '''性别观点:男性主导/女性主导''' |
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| '''Religious Attitude:Fundamentalist'''
| | 只要性别观念不平等,玩家就会减少不少需要剥夺继承权的孩子。由于部落制政体无法手动更改性别法,为了保证领地的完整,拥有太多需要剥夺继承权的孩子是十分痛苦的。 |
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| It is recommened for obvious reasons. The player could convert heretic or heathen counties much faster with this doctrine.
| | '''宗教态度:基要主义''' |
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| '''Marriage Type:Monogamous'''
| | 这个教义因为一个明显的原因而受到推崇。拥有此教义,玩家可以更快的对异端或异教省份传教。 |
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| It is relatively difficult to manage heritage in the early phase, so it won’t be much awarding to have a lot of children before feudalization. It is recommended to have a monogamous doctrine, but it is not much of a big deal overall.
| | '''婚姻类型:单配偶制''' |
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| '''Witchcraft:Accept'''
| | 在早期阶段管理子嗣相对困难,所以在封建时代之前拥有许多子嗣并没有太多好处。所以我建议选择单配偶制,不过这对整体来说并不重要。 |
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| The “Witch Coven” dynasty modifier is already overpowered in itself, not to say it also enables the “Host Grand Rite” decision, which basically grant the character a free perk of random focus every 10 year for being a witch. However, Bori is already accepting Witchcraft from the beginning, so no modification is needed.
| | '''巫术:接受''' |
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| '''Clerical Gender:Either'''
| | “巫师集会” 家族修正十分OP,而且它能启用 “主持大巫祭” 决议,成为一个巫师就能每10年获得一个角色的随机重心技能。然而,旧博里教已经接受了巫术,所以不用修改。 |
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| One of the most important method to disinherit adult issue is to appoint them as court chaplain. Also, reaching around 1100CE, the player should have already have a strong house in terms of congenital traits so a genius son or daughter with high learning as court chaplain would speed up the conversion.
| | '''神职的性别限制:性别不限''' |
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| '''Head of Faith:None'''
| | 对于剥夺成年人的继承权最重要的方法之一就是让他担任宫廷司祭。并且,到了公元1100年左右,玩家应该建立了一个在先天特质方面十分强大的家族,所以让一个天才高学识的子女担任宫廷司祭可以加快传教速度。 |
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| This is not at all a strong recommendation. Nonetheless, it is preferable to have “no head of faith” simply because a head of faith with vices could be causing a lot of trouble to the fervor. Alternatively, the player could always appoint himself/herself as the head of faith, especially with the great holy war enabled.
| | '''信仰领袖:无''' |
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| ===The Reformation===
| | 这并不是一个重要的建议。尽管如此,选择“没有信仰领袖” 更简单,因为一个拥有罪恶特质的信仰领袖会减少大量的宗教热情。或者,玩家也可以让自己成为信仰领袖,特别是在大圣战启用的时候。 |
| To initiate the reformation, the play will need around 4000 piety, provided that they have already unlocked the ''Prophet'' perk in the [[File:Trait theologian.png|24px|caption]]Theologian tree, which are to be completed to acquire more piety anyway. The player also needs to control three holy sites, one of which is the realm capital Daura; the other two relatively nearer are Garumele and Wandala to the west, both of which are fairly easy to conquer.
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| ==Convert Your Realm==
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| During most, if not all, of the play through, the court chaplain will be doing the conversion task. Fabricating claims is not necessary as there are so many other strong CBs for tribal rulers anyway. To help with the process, it is advisable to have ''Zealous Proselytizer'' and ''Religious Icon'' unlocked for every single generation. Usually, it would take 3-5 years to convert a county with a court chaplain of decent learning skill.
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| However, it does not mean the player has to do it all alone. Generally speaking, when granted a heretic county, the new vassal should be start the conversion of the county immediately. And it also seems that characters with higher learning would complete it faster. So it would be useful to grant them the counties that are harder to convert (like those with high development or those with [[File:Religion_muwalladi.png|24px|caption]]Muwalladism faith which are hard to convert inherently). Also, if multiple counties are granted to one character, like the player, they will only be converting one county at a time, thus it is also advisable to grant each character one single county to speed up the process as long as it won’t exceed the vassal limit, especially after a holy war for a huge kingdom like Andalusia with more than 30 counties.
| | ====改革==== |
| | 要进行改革,假如玩家已经解锁[[File:Trait theologian.png|24px|caption]] 神学家技能树的''先知'' 技能,玩家也需要约4000虔诚,所以无论如何,玩家都必须收集大量的虔诚。 玩家也需要控制三个圣地,一个是领地首都道拉;其他两个较近的圣地是西部的加鲁梅莱与万达拉,这两个省份都很容易征服。 |
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| However, with a CB like subjugation, upon winning the player will be vassalizing a great amount of heretic or even heathen characters. It would be much more problematic to deal with. However, since all faith except the old Bori are considered hostile or evil, those titles could be revoked without triggering tyranny. Nonetheless, most of those revocation will be resulting in a revolt, and if one revolts, others would join since they will most certainly be in a same independent faction since they don’t like a heathen liege. It happens a lot in early game when the main character is not neither prestigious and renowned nor dreadful enough. Some perks in the [[File:Trait scholar.png|24px|caption]]Scholar tree would help help with the situation to some extent, but keep it in mind that most of the time it is unavoidable to have several revocation revolt each time a subjugation war towards a large independent realm is won.
| | ==宣扬你的信仰== |
| | 在游玩的绝大部分时间(并不是全部时间),宫廷司祭将承担传教任务。因为部落制领主拥有其他强有力的宣战理由,所以不需要伪造宣称。为了加快这个过程,建议每一代统治者都解锁 ''热枕宣教'' 与 ''宗教楷模'' 技能。通常来说,一个普通学识的宫廷司祭需要三到五年来对一个省份传教。 |
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| Another setback the player will be facing is the low fervor heresy outbreak which has been briefly mention earlier. When it happens, it will turn one county into a heretic faith of the true faith, which Bori should only have one. After that, it will spread to neighbor counties and convert their rulers as well, usually a monetary gift is good enough to convert them back which will convert the county back as well. However, if the player’s treasure is running low, it is ok to leave it as it is as long as the highest tier rulers below the player (usually a king) remain followers of the true faith, and they will be dealing with it themselves in time. Also, as it is mention before, “Amnesty for False Conversions” is incredibly useful in this situation. Anyway, sometime these outbreaks would help the conversion as it will also boost the fervor significant.
| | 但是,这并不意味着玩家必须独自完成这一切。一般来说,当授予一个异教省份给一个正教徒时,新的封臣应该会立即对此省份传教。并且似乎高学识的角色传教速度会更快。所以授予他们一些难传教的省份(比如说那些高发展度的省份或难以皈依正信的信仰[[File:Religion_muwalladi.png|24px|caption]]穆瓦拉德派的省份)会很有用。还有,如果多个省份被授予一个角色,他们就如玩家一样一次只会传教一个省份,因此,只要不超过封臣上限,建议一个角色只授予一个省份来加速传教,特别是在发动大圣战后获取的一个庞大王国时(如超过30个省份的安达卢西亚王国)。 |
| ==Expand Your Border==
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| However, it is not enough to just focus on the faith. The player starts with a small countess, and one of the main goals is to unify the whole known Africa, which consist of around 450 counties. Luckily, tribal government provides the player a lot of ways to conquer massive lands with one single war. In addition to a great amount of either prestige, some of these CBs also requires high level of fame or devotion, which could be achieved mainly through large combat victories.
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| ===Once per life time CBs===
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| '''Subjugation'''
| | 然而,使用像征服一样的宣战理由赢得战争会附庸大量的异端甚至异教角色。如何处理他们是个问题。然而由于除了旧博里教外的所有信仰皆被视为敌对或邪恶,可以在不引起暴政的情况下剥夺头衔。尽管如此, 大多数时候剥夺头衔会引起叛乱,而且如果有一个派系, 其他人会加入这个派系,因为他们并不认同一个异教徒领主。这会经常发生在早期游戏中,此时主要角色的威望等级较低并且恐怖值也不足够高。一些在[[File:Trait scholar.png|24px|caption]]学者技能树的技能可以帮助玩家解决这种情况,但请记住,一些反抗暴政之战是不可避免的,如每一次对一片大型独立领地的征服战争胜利的时候。 |
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| This CB is incredibly useful early on as it only cost 500 prestige for tribal government. However, the player could only use subjugation as CB when the target is also under tribal government, which means both the Umayyad and the Abbasid, the two ultimate rivals, are immune to this CB. When the war is won, the target will be vassalized, and if he/she is of the same or a higher rank, the player will also usurp their highest title. However, as a result, it will significantly destabilize the realm as it would bring in either one huge disloyal foreign heathen vassal, or worse, smaller but massive swarm of those vassals.
| | 玩家将面临的另一个挫折是低宗教热情时的异端爆发,这之前已经简单提到了。当它发生时,它将一个省份改信成了正信中的异端,而博里教只能有一个。之后,它会传播到邻近省份,统治者也会改信,通常,赠送礼物能让他们改回正信,省份也会改回来。但是,如果玩家的国库枯竭,可以不管他,只要他的领主是玩家的直属封臣(通常是国王)并且他信仰着正信,他们会自己处理的。此外,就跟之前提到的一样,“大赦假意改信”在这种情况下十分有用。无论如何,有时这些异端爆发会帮助传教,因为这样会提高宗教热情。 |
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| '''Invasion of Kingdom'''
| | ==拓展你的边疆== |
| | 但是,只关注信仰是不够的。玩家以一位玛加吉娅开局,其中的一个目标就是统一整个已知的非洲,其中大概包括约450个省份。幸运的是,部落制政体为玩家提供了许多用一场简单的战争来征服大量土地的方法。除了大量的威望,其中一些宣战理由也需要更高的威望等级或奉献等级,这主要通过大型战役的胜利来获得。 |
| | ===一生一次的宣战理由=== |
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| This CB requires the character to have 2000 prestige or piety. Most of the time, the target will be heathen, which means a huge amount of prestige is required to start the war. In addition to the war cost, the character will also need to have the level 4 of fame, which is also hard to accumulate early on when realm is small. Like subjugation, you will also be getting foreign heathen vassals after winning the war. If the opponent hold lands outside war target, they will remain independence and all land directly owned by him/her within the target kingdom will be transfered into the player’s own domain.
| | '''征服''' |
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| '''Holy war for kingdom'''
| | 这个宣战理由在早期十分有用,因为部落制政体只需500威望即可发动。然而,只有在当目标也是部落制政体时玩家才能使用征服宣战理由,这也意味着伍麦叶与阿拔斯,这两个终极敌人对此宣战理由免疫。在战争胜利时,目标将被附庸,如果他/她跟玩家是相同或更高的等级,玩家还会篡夺他们最高的头衔。但是因此,这会显著地破坏这片地方的稳定,因为这会带来一个巨大的不忠的外族异教徒封臣,或许更糟糕,在原领主的最高头衔被篡夺后,整片地方都是小但多的异教徒封臣。 |
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| This CB is unlock once the faith is reformed, and could only be used against rulers with hostile or evil faith. The kingdom tier CB requires 750 piety as well as a level 4 of devotion, which is arguable harder to achieve than fame. Do keep it in mind that, each holy war, no matter what level it is, will lower the fervor by 10, so it is not advisable to start a ducal tier or lower. However, it is better than subjugation and invasion since it will make all counties of the target kingdom your own domain if they have a heathen ruler, which means the player will not be dealing with the problem of foreign heathen vassals; instead, he/she will be dealing with unrelenting populist revolts, which is large in size but relatively easier to defeat as these are consist of simple revolting farmers who simply perish upon defeat. However, for the kingdom of Egypt or Andalusia, since they are very well developed, the player could be facing an army of 70000-100000 levies, and they could potentially revolt at the frequency of every three year upon defeat, which means the player will not be able to expand the territory before converting at least 50% of these lands.
| | '''入侵王国''' |
| ===Other Useful CBs===
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| '''Kingdom tier claims for others'''
| | 这个宣战理由需要花费2000威望或虔诚。大多数时候,目标会是异教徒,这就意味着需要大量的威望来发动战争。除了宣战花费,角色还至少需要4级的威望等级,当领地很小时,这也很难在早期积累。就像征服宣战理由一样,你也会在赢得战争后获得外族异教徒封臣。如果对方拥有除了战争目标的其他领地,由玩家占领的将直接成为玩家直辖领地的一部分,其余的会独立;在目标王国的目标直辖领地也会成为玩家的直辖领地。 |
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| If the character runs out of large CBs and is still young, he/she could potentially claim the kingdoms for someone else provided that the main character is already at emperor/empress rank. Firstly, since the player cannot invite anyone to the realm by simply giving 15 gold any more in CKIII, he/she will need to befriend the target with the kingdom tier claim. The scheme can be unlocked very early through diplomacy focus, and once the target becomes a friend, he/she can be invited; notice that if the target is a junior partner in marriage (female in normal marriage, male in matrilineal marriage), the player should befriend his wife/her husband. Upon arrival, the player should convert them first and then press their claim. Notice that the situation upon winning the war is even worse than subjugation/invasion as in most of the cases, the friend will be losing to a revolt against tyranny as he/her will immediately attempt to revoke titles of the heathen ruler. However, the player can always deal with it as if it is after a subjugation war.
| | '''王国圣战''' |
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| '''Player’s own claims'''
| | 在信仰改革后这个宣战理由就会解锁,他只能对信仰敌对或邪恶信仰的统治者使用。王国级圣战宣战理由需要花费750虔诚还要求角色的奉献等级是4级,这比提升威望等级还要困难。请记住它,每一场圣战,无论是哪个级别的,都会减少10点的宗教热情,所以不建议发动公国级圣战或更低级的圣战。然而,圣战比征服或入侵宣战理由要好,因为战争胜利后所有异教徒所统治的领地将直接成为你的直辖领地,这意味着玩家将不用处理外族异教徒封臣的问题;相反,玩家需要处理无情的民粹主义叛乱,它们规模很大但是相对更容易被击败,因为它们只是由脆弱不堪的叛乱农民组成的,他们只会一败涂地。然而,对于埃及或安达卢西亚王国,因为他们发展度高,玩家很可能会面对七万至十万的大军,并且他们很可能在失败后每三年叛乱一次,这意味着玩家再将这片土地的50%传为正信前没有能力来扩大版图。 |
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| On the other hand, the player can always claim lands for himself/herself. However, not through claims fabrication by court chaplain since he/she is almost certainly occupied by converting task. Here, the player will need the ''Sanctioned Loopholes'' perk which is unlocked right before the [[File:Trait scholar.png|24px|caption]]Scholar traits. That perk enables the player to buy claim with piety, 250 piety per county to be more precise. During late stage games, the player will be accumulating piety at a higher rate with the Grand Temples as well as the Universities in Madrid and Cairo in control. With the extra piety, claims could easily be bought that allows the player to create small kingdoms that are held by nobody and have not claimant. Just remember to keep all those claims within on single opponent realm so that they could be pressed in a single war.
| | ===其他有用的宣战理由=== |
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| '''Seize all de jure land''' | | ''' 为他人索取王国宣称''' |
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| This CB is unlock in the last era of the game and should be used several times at the end phase to finish up to conquest once acquiring Africa de jure kingdoms or empires. However, it consumes a great amount of prestige, especially when the counties left to be conquered are scattered inside multiple duchies or even kingdoms.
| | 如果角色用完了王国级宣战理由但仍然年轻,角色就可以为他人索取王国宣称,但角色必须拥有帝国级头衔。首先,由于在CK III中送15金钱或更多都不能邀请他人来到宫廷,所以角色要与拥有王国级别宣称的人交友。 这个计谋可以通过选择外交重心很早解锁,一旦目标成为朋友,他/她就能被邀请;请注意,如果目标是婚姻中的弱势配偶(父系婚姻中的女性,母系婚姻中的男性),玩家应该与他的妻子/她的丈夫交朋友。抵达后, 玩家应该首先让他们改信再声索宣称。请注意,在大多是情况下,赢得战争后的情况甚至比征服/入侵后更糟糕,朋友会立即剥夺异教徒的头衔而引起反抗暴政叛乱,而他/她立足未稳,多半会失败。但是,玩家总是能处理它,就如同在征服战争后。 |
| ==Enjoy Your Life==
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| Throughout the whole game, the player will be mainly focusing on three of the five aspects, diplomacy, stewardship and learning. But of course, Martial and Intrigue focus are not completely useless, they just do not appear as useful as the other three.
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| ===Diplomacy===
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| All important perks in this focus can be unlock very early, with sufficient congenital traits and education, the character could actually get all needed perks in merely 5 years. ''Forced Vassalage'' and ''True Ruler'' are the most important ones, also it is good to have ''Befriend'' unlocked as well. The ultimate traits are not particularly useful, so there is no need to focus too much on this lifestyle.
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| ===Martial===
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| This focus is not really needed since the player will not be facing great military threat. The tribal ruler around pose no threat when the player rises to the level of emperor, Coptic kingdoms are generally weak and those Muslims basically have no interest in central Africa. However, if the player does get several perks unlocked through the grand rite of witches, invest those into the [[File:Trait strategist.png|24px|caption]]strategist tree for a stronger army. Also, ''Bellum Justum'' perk also provide cost reduction if the seize all de jure land CB in late game costs too much prestige.
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| ===Stewardship===
| | '''索取自己的宣称''' |
| It is advisable to mainly focus on [[File:Trait administrator.png|24px|caption]]Administrator tree as it would stabilize the realm and make larger the army to conquer new lands. As a tribe ruler, the player doesn’t particularly need to construct a lot of buildings or squeeze more money out of the vassals, thus it is recommended to alter the focus once the [[File:Trait administrator.png|24px|caption]]Administrator trait is unlocked.
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| ===Intrigue===
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| The abduct scheme is useful for converting rulers that you don't want to directly declare war on. The player could always use a decent amount of dread to keep realm intact. It is not recommended to invest very much into intrigue focus, but if the player do have get several traits unlocked, [[File:Trait torturer.png|24px|caption]]Torturer tree is helpful for keeping the vassals too scared to revolt. In addition to that, dread would also help with demand conversion interaction should old Bori outbreak happens.
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| ===Learning===
| | 另一方面,玩家也能宣称他人的土地。然而,由于宫廷司祭一直在传教而没有时间来伪造宣称。在这里,玩家需要在 [[File:Trait scholar.png|24px|caption]] 学者特质之前的 '' 圣许漏洞'' 技能。 这个技能解锁了 “购买宣称”互动,可以用虔诚购买宣称,更准确地说,每个省份250虔诚。在后期的游戏中,玩家可以控制大神庙、马德里大学与开罗大学来提高虔诚积累的速度。通过富余的虔诚,可以很容易地购买宣称,允许玩家创建无人持有并没有宣称者的小王国。只需记住保证所有宣称都在一个敌人的领地内,一边在一场战争中全部索取到。 |
| This has always been the main focus of this campaign. Usually it is helpful to get at least on trait unlock as well as some perks from other trees. [[File:Trait theologian.png|24px|caption]]Scholar tree would do the biggest favor by rasing the opinion of those foreign heathen vassals, and thus allow the player to convert them with a higher successful rate. As it is mentioned before, the player also needs the first three perks in the [[File:Trait theologian.png|24px|caption]]Theologian tree to speed up the conversion. Also, ''Know thyself'' allows the player to prepare and plan for the succession, which is extremely helpful during middle stage of the campaign where the realm is reasonably big but the dynasty is not quite renowned enough help the heir deal with potential revolts.
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| ==Survive Your Succession==
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| ===Inheritance===
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| This has always been an issue before you have primogeniture law of succession, which usually you could only get after 1200 CE in CKIII. This means you will have to narrow the number of your eligible children down to one especially when there are multiple titles of your highest rank. Several ways that could be used to disinherit your eligible son/daughter.
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| '''Disinherit as dynasty head''' | | ''' 夺取法理领地''' |
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| It would ultimately cost significant amount of prestige and renown which accumulate slowly during early stage. Note that the player will not be able to disinherit if the target is outside the realm, usually when being a junior partner in marriage.
| | 这个宣战理由会在游戏的最后一个时代解锁,应该在结束阶段使用几次以完成对非洲法理王国或帝国的征服。然而,这个宣战理由会消耗大量的威望,特别是在待征服的省份散落在多个公国甚至王国内。 |
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| '''Appoint him/her as court chaplain''' | | ==享受你的生活== |
| | 纵观整场游戏,玩家的重心主要在五个方面的其中三个,分别是外交、管理和学识。不过当然,军事和谋略重心并不是毫无用处,它们只是没有另外三个一样有大用处。 |
| | ===外交=== |
| | 这个生活方式的所有重要技能都可以很早解锁,有了足够的先天特质与教育,角色实际上可以在五年内获得所有必要的技能。'' 强制附庸'' 和 '' 真命领主'' 是最重要的技能,如果还能解锁 ''交个朋友'' 技能也是很好的。最终特质并不是十分重要,所以没有必要过于侧重这个生活方式。 |
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| According to the game mechanism, all theocratic ruler are automatically disinherited. However, if the player change court chaplain from a child to someone else, the child’s eligibility of inheritance will be restored.
| | ===军事=== |
| | 由于玩家并不会面临巨大的军事威胁,所以军事生活方式并不是十分重要。当玩家拥有帝国头衔时,部落统治者对玩家无法造成威胁,科普特国王们普遍疲软,穆斯林们基本上对中非不感兴趣。但是,如果玩家通过大巫祭获得了几个技能点,点[[File:Trait strategist.png|24px|caption]]军事家技能树来壮大你的军队。另外,如果夺取法理领地宣战理由消耗了太多的威望, ''正义之战'' 技能能降低宣战花费。 |
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| '''Ask him/her to take vow'''
| | ===管理=== |
| | 建议走[[File:Trait administrator.png|24px|caption]]行政家技能树,因为它能稳固领地,这有助于建立一支强大的军队与征服新的土地。作为一个部落统治者,玩家不需要建设许多的建筑物与从封臣中挤出更多的金钱,因此,在解锁[[File:Trait administrator.png|24px|caption]]行政家特质后建议改变重心。 |
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| This method requires the corresponding tenet to unlock. So, if the player considers succession would be a constant problem in the future, it is recommended to include that tenet when reforming the faith.
| | ===谋略=== |
| | 绑架计谋对于在你不想直接宣战时更替统治者十分有用。玩家总能用相当量的恐怖值来保证领地的完整。不建议在谋略生活方式投入太多的精力,但是玩家如果能解锁几个技能,[[File:Trait torturer.png|24px|caption]]拷打者技能树有助于让封臣恐惧而不叛乱。除此之外, 如果旧博里教异端爆发,恐惧值有助于要求改信互动的成功。 |
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| '''Get him/her killed on the battlefield''' | | ===学识=== |
| | 这一直是整场游戏的主要生活方式。通常,这至少在解锁特质与其他技能树的技能是有一定帮助的。[[File:Trait scholar.png|24px|caption]]学者技能树因其能大幅提高外族异教徒封臣的好感度而大受青睐,因为玩家能因它而有更高的成功率来让他们改信。之前也提到过, 玩家需要 [[File:Trait theologian.png|24px|caption]]神学家技能树的前三个技能来加速传教。并且, '' 知天命'' 技能让玩家可以准备计划继承问题,这在游戏中期十分有帮助,此时领地变大但宗族威望不高,这个技能可以帮助继承人铲除潜在的敌人。 |
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| Cruel as it may seem, sometime this is the best way to prevent an imbecile or inbreed to sit on the throne. Knight him/her and let him/her face thousands of heathen armies all alone. However, it would become a problem if the child get caught instead of killed which would lower your war score, especially when the one is currently the primary heir.
| | ==保证你的继承== |
| | ===继承权=== |
| | 在你有长子继承制的继承法前,这一直是个问题,通常,在CK III中只能在公元1200年后获得此法律。这意味着你必须将拥有继承资格的子嗣数量减少到一个人,特别是在你拥有多个最高等级头衔时。这里有几种剥夺拥有继承权的子女的继承权的方式。 |
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| '''Mulitple kingdom inheritance strategy''' | | ''' 以宗族领袖的身份剥夺继承权''' |
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| Provided that the character are an emperor or empress, if holding multiple kingdom titles and having less eligible children than the number of kingdoms; upon succession, the primary heir will keep all the counties in the domains and other children will each get one of the kingdoms and remain vassal of the primary heir. Thus it may help to keep as many kingdom titles as possible, however, it won’t work if there are more than one empire title as the second child will be granted the second empire and thus become independent. Furtherly, under confederate partition, even if the second empire title is not currently held, the second child will get it anyway as long as there are enough lands to create it.
| | 这种方式将花费大量的威望与宗族威望,这些资源在早期积累十分缓慢。请注意,如果目标在领地之外,玩家将没有能力剥夺继承权,这通常是因为目标是婚姻中的弱势配偶。 |
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| === Survival Guide upon Succession ===
| | '''任命子嗣作为宫廷司祭''' |
| Usually in Crusader Kings Games, the player will be facing huge threat when current character dies and is replaced with your heir.
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| First of all, the player should always design an amiable and popular heir through education. Usually, the heir should be educated by the main character so that he/she could get some good or virtuous personality traits which will increase general opinion.
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| When succession occurs, the old long reign positive opinion modifier will be replaced with a short reign negative modifier and thus create an opinion loss. However, the short reign negative modifier could be greatly shortened by both the dynasty legacy and the Pyramid special building in the County of Giza for a total -40%. Thus secure this two modifier would be important. Nonetheless, the new monarch will be facing large factions asking either for independence or lower crown/tribal authority. To prevent a huge faction, the heir must be prepared to form alliances with several strong vassals. Thus the heir needs to have several available children, preferably of different gender, that could be either married or betrothed to those vassals or their issues. On the other hand, to diminish the inheritance problem in the future, the heir should also have not too many children as well. Four issues would be more than enough to keep the faction in check. The player could also imprison as many of vassals as possible before the demise of the old monarch, there will always be several known criminal within the realm, and it is easier to catch them when they have higher opinion.
| | 根据游戏机制,所有的神权制统治者自动失去继承资格。但是,如果玩家将宫廷司祭从子嗣更换成了别人,那样的话子嗣的继承资格也会自动恢复。 |
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| The player could also have the chancellor working on domestic affairs and thus improving general opinion. And of course, the power of gold is as amazing as always, especially since sending monetary gift is much cheaper for tribal rulers than feudal rulers, the player could theatrically bribe those people so that they like the new monarch more early on during this campaign.
| | '''让子嗣誓发终身愿''' |
| ==Enhance Your People==
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| ===Dynasty Empowerment===
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| The dynasty will be growing stronger as the game progresses, however, for the purpose of future generations, the player might want to speed up the process through legacies as well as several decisions.
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| '''Legacy'''
| | 此方法需要相应的核心教义来解锁。所以,如果玩家认为继承问题将在未来持续很久,建议在改革信仰时添加此核心教义。 |
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| For this part, the player should be focusing on ''Blood'', ''Erudition'' as well as ''Glory''. Start with ''Blood'', at least complete level two for a greater chance of good congenital traits. As the realm grow bigger, the player will be able to take down greater enemies with larger army, and for the purpose of war, the +10% prestige/piety gain modifier in the ''Erudition'' and ''Glory'' are advisable to have; after that, aim for level 4 ''Glory'' legacy as it will significantly shorten the short reign penalty.
| | ''' 让子嗣在战场上被杀''' |
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| '''Witch Coven'''
| | 看起来似乎很残酷,但有时这是防止低能儿与近亲杂交种坐上王位的最好方法。让子嗣成为骑士,并让子嗣面对成千上万的异教徒军队。但是,如果子嗣被抓而不是被杀,这会成为一个问题,因为这会降低战争分数,特别是那个人是当前的主要继承人。 |
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| It is advisable to get as soon as possible as it would be extremely hard to get when the house grows big. Sometimes the player will get a courtier with either [[File:Secret_religious.png|24px|caption]]witch secret or [[File:Trait witch.png|24px|caption]]witch trait, and he/she will try to convert the main character. Accept it gladly as Bori faith actually allows witchcraft. Once the main character have the secret, it will unlock a personal scheme to convert others. Immediately convert the heir and family members, and then take the decision “Found Witch Coven” and it will add permanently all members and future members of your house a strong buff that provides +10% Fertility, Medium health boost, +10 Hostile scheme power/resistance. It will also unlock the grand rite decision which grant random perks every 10 years.
| | '''多王国继承权策略''' |
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| '''Strong Blood'''
| | 只要角色拥有帝国级头衔,拥有多个王国并且拥有继承资格的子嗣比持有王国的数量更少;在继承时,主要继承人会获得所有直辖领地而其他子嗣则会每人获得一个王国并成为主要继承人的封臣。因此,这种方式可能有助于保存尽可能多的王国头衔,但是,如果有多个帝国头衔,第二继承人将会获得第二个帝国,以此类推。因为他们会独立,所以这种方式无法正常运行。此外,在联盟分割继承法下,即使没有第二个帝国头衔,只要有足够的领地来建立它,第二继承人就会获得此头衔并独立。 |
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| This is also advisable to unlock as soon as possible. Unlike witch coven, it will affect all dynasty members instead just house members. In addition to a small health boost, it also enhance the possibility for inheriting good congenital traits and since it will affect other houses of the dynasty, it ultimately allows the player to marry the children to distant relatives who will also be getting good congenital traits without facing the risk of producing inbreeds.
| | === 保证继承指导 === |
| | 通常在十字军之王游戏中,当目前的角色死亡后你的继承人接替你时,玩家将会面对巨大的威胁。 |
| | 首先,玩家应该要通过教育来设计一个和蔼可亲并受欢迎的继承人。通常,继承人应该受主要角色的监护,以便他/她可以获得一些良好或美德的性格特质来增加一般好感度。 |
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| '''Other Decisions'''
| | 当继承时,之前的长期统治的正面好感度修正会被短暂统治的负面好感度修正替代,从而让好感度降低。然而,宗族传承与吉萨伯爵领的金字塔能显著缩短短暂统治负面修正持续时间总计40%。因此把控这两个修正都十分重要。尽管如此,新的君主依旧要面对巨大的独立或自由权派系。为了防止巨大派系的形成,继承人必须准备与几个强力封臣结盟。因此,继承人需要有几个未婚的子嗣,最好性别不同,之后可以与那些封臣或他们的子嗣结婚或订婚。另一方面,为了减少将来的继承问题,继承人也应该不要有太多的子嗣为妙。四个子嗣对于让派系处于可控制的范围绰绰有余。在前任君主死亡之前,玩家也能将尽可能多的封臣抓起来,领地中总会有一些拥有罪行的人,当他们对前任君主有高好感时,玩家更容易抓住他们。 |
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| There are other decisions that could potentially benefit the dynasty such as "Consecrate Bloodline" and "Dynasty of Many Crowns". However, they are not as helpful as those mentioned above, and dynasty of many crowns just does not fit in this campaign since it is required to keep all land inside your realm.
| | 玩家也可以让掌玺大臣处理国内事务,以此提高关系。并且当然,金钱的力量依旧是如此强大,尤其是给部落领主赠送金钱,这比给封建领主更便宜,玩家可以贿赂他们以便在这场游戏中让他们更早接受新君上位。 |
| ===Culture Shift===
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| Countess Daurama starts as a Hausan, however, it does not means the family need to stay Hausa throughout the campaign. In current stage of the game, cultural shift could yield great benefit when converting from an underdeveloped culture to an advanced one. On the continent of Africa, the most advanced culture is probably the Egyptian. So the plan is pretty simple, take the Kingdom of Egypt from Abbasid, grant all lands to new vassals expect for the duchy of Cairo, move realm capital to Cairo, convert to Egyptian culture through decision. Once you take the decision, the player will be able to enjoy all the innovations that the Egyptians has already unlocked.
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| ==Advance Your Government==
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| This is perhaps the most important and critical decision to take throughout the whole campaign. A precise timing is needed for such a reformation in government. There are several conditions that are required for feudalization:
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| * Have ''Absolute Tribal Authority''
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| * Have an ''Organized Faith''
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| * ''Level of fame'' is higher than 2
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| * ''Development'' in Capital county is higher than 10
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| * All ''Tribal Era Innovations'' (except for region/cultural) unlocked
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| Except for technology, all other four could be unlocked pretty early, and all technology could be research around 1050CE. However, it does not mean the player should feudalizing as soon as possible. On the other hand, settling from tribal to feudal significantly enfeebles the realm: it will replace tribe with castle and destroy all buildings within and replace some of them with random castle buildings, which would, empirically speaking, shrink the tax income and size of levy by about 50% and thus make the player extremely vulnerable to other tribes. Besides, upon converting to feudalism, the player will need to start to pay man-at-arm with real gold instead of prestige, which would furtherly pressure the already degenerated economy. It would take quite some time to recover from the feudalization for sure, but the player could instead do a more gradual version of feudalization.
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| In fact, waiting a little longer, the subject kingdoms in the realm could feudalize before the player. This certainly triggers to a negative opinion, but it is still manageable since they will be also suffering from “the feudalization debuff” and become too weak to revolt, even if they don’t like the main character as they used to.
| | ==增强你的族人== |
| | ===宗族力量=== |
| | 随着游戏的进行,宗族将愈发强大,但是,为了子孙后代,玩家可能通过传承或几个决议来加速进程。 |
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| However, the player should keep the realm on level 3 of tribal authority since level 4 only enables the decision of feudalization but have -30 opinion modifier instead -10 on level 3. It could be simply raised to level 4 when the player is ready to feudalize. And it is suggested to be done it after most of the strong tribe are already conquered, excluding those in Ajuraan area. A much safer plan is to conquer literally all tribes and then feudalize, and it should be done around 1080CE if the campaign is progressing decently.
| | '''传承''' |
| ==Step By Step Strategy Guide==
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| Getting into the game, the player will notice that Countess Daurama, the Mother of Us All, has a set of excellent stats as well as useful personalities, great education and even greater lifestyle traits. In fact, she is easily one of the greatest starting characters with predetermined status, which means unlike most characters who get their random stats upon map generation, she will always start with such a skill set.
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| However, despite she is matrilineally married to his husband, who by the way is also a preinstalled character, their only child is not of mother’s dynasty. But don’t worry, there will be an event fires probably within a year that offers options to deal with this problem. In that event, it is recommended to select the option that change gender law to female preference and also disinherit the son. As it is mentioned before, it preferable to have an unequal gender law as it would lower the number of eligible children for inheritance. The player could always restore the inheritance of him later if he turns out to be great and/or the mother fails to have another good heir.
| | 对于这个部分,玩家应该专注于''血统传承''、 ''学识传承'' 以及''荣耀传承'' 。以''血统传承'' 开始,为了获取极好的先天特质,至少点出第二级。因为领地变大,玩家有能力用庞大的军队击败强大的敌人,为了战争目标, ''荣耀传承'' 中的+10%威望与 ''学识传承'' 中的+10%虔诚十分建议点出;之后,专注于点出''荣耀传承'' 的四级,因为这将大大缩短短暂统治修正的持续时间。 |
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| Before unpause the game, just declare a conquest war for neighbor County of Gobir. After that, conquer Tahoua and create the Duchy of Gobir for more prestige generation. If the player is fast enough with these early wars, he/she could get both county before they are sacked by other raiders in the neighborhood. Once the Duchy is created, it is time to raise raiders and start to accumulate some gold for later conquest. Start looting the Kebbi and Air, and going farther into Dendi or Nupe. However, any county farther than that would not be recommended as it will cost too much attrition to the army.
| | '''巫师集会''' |
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| The next goal will be forming the Kingdom of Hausaland, which needs six county in total. If the husband dies early, his land will be divided and make the Kingdom easier to create. And if not, get other county on the west to create kingdom title. If the Mother has unlocked “True Ruler ” perk, it is also possible to vassalize the husband, and then the player could have court chaplain fabricating claim on his land in order to revoke those title from his children after he dies.
| | 建议尽快建立,因为在家族扩大后将很难建立。有时,玩家会找到一个拥有[[File:Secret_religious.png|24px|caption]]巫师秘密或[[File:Trait witch.png|24px|caption]]巫师特质的廷臣,并且他/她会尝试让主要角色成为巫师。高兴地接受他,因为博里教接受巫术。一旦主要角色拥有巫师秘密,他会解锁个人计谋以让他人成为巫师。立刻让继承人与家庭成员成为巫师,然后执行决议“建立巫师集会”这将让所有(包括未来)的家族成员获得一个 {{green|+10%}} 生育能力、中等的健康增益、 {{green|+10}} 阴谋强度与{{green|+10}} 阴谋阻力的强力增益。它还会解锁“举行大巫祭 ” 决议,每十年举行一次,之后你可以获得一个随机技能点。 |
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| After the Kingdom of Hausaland is united, next war should be a ducal conquest of the Duchy of Bornu to secure the second Holy Site, and also pave way for another conquest, a conquest for the County of Wandala get a third holy site. However, it is relatively hard to have the Mother herself reforming Bori as she, during most of her life, will be mainly focusing on Diplomacy and War. Thus the player will need a more learning oriented heir who can accumulate great amount of piety for the reformation. Additonally, during Mother’s reign, she will be able to vassalize several count tier rulers with her extraordinary diplomatic skill, mostly among the land to the east that shares the same faith with her.
| | '''强大的血脉''' |
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| If the campaign progress has gone well so far, the player will be able to create the Empire of Kanem-Bornu by advancing to the east. Upon reach the border to Coptic countries, it is recommended to turn around and start to conquer those heathen tribal rulers to the west. By that time, there will be at least one “great power”, usually Ghana, which could be potentially subjugated and absorbed into the realm. But before that, the player will have to assess his/her own military strength as those heathen rulers will not be as weak as the tribe to the east. The help from strong allies is extremely important during this period of time when the Daura dynasty is at its infancy to become the sole great power of Africa. With land seizing CBs mentioned above, continue to push westward to the South Atlantic Ocean, which would probably take about 200-250 years in total. Stay tribal during this period of time even if most of the kingdom vassals have adopt feudalism around 1050CE. After united all tribes, the major military conquest could be paused for perhaps twenty years and the player should focus on enforcing religious unity within the realm. Meanwhile, if the situation in the Horn of Africa is still a mass, the player could the potentially waltz in and conquer the Kingdom of Ajuraan and/or the Kingdom of Outer Ajuraan. However, they could be simply dealt later after the conquest of Sunni regions in Africa.
| | 这也建议尽快解锁。与巫师集会不同,这会影响所有的宗族成员,而不仅仅是家族成员。除了轻微的健康增益,他还增加了继承良好的先天特质的几率,并且这个效果将影响宗族下的其他家族,而且最终这个修正会允许玩家将子嗣嫁给远亲,他们的后代也会获得良好的先天特质而不会有获得近亲繁殖特质的风险。 |
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| Before invading the Muslim world, the player should make sure that he/she could actually defeat either the Umayyad or the Abbasid. Usually, by around 1100CE, both of the two caliphate are very powerful. Try to find an opportunity to backstab them when they are busy fight the Catholic Crusaders. If the player are extremely lucky, he/she could find an independent Kingdom of Egypt, or “Tulunids” as it is called by the Muslims referring to the ruling dynasty, from the Abbasid Caliphate. Grab Egypt with a Holy War for Kingdom CB, take the richest land of Egypt into the main character’s domain, move capital to Cairo, fight of the Muslim populist uprising (there will be quite a few times before the conversion of at least half of Egypt). When the realm is stable enough, the player could finally settle down as feudal emperor and shift culture to Egyptian.
| | '''其他决议''' |
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| Alternatively, the player could take, instead of Egypt, the Kingdom of Andalusia, which is equally developed but consist of more counties. However, the player will be facing a much larger revolt, about 10k for the first time, and since more counties are joining the faction, the revolt is much more frequent than Egypt. Also, if the realm capital is moved to Cordoba or Sevilla, the “Unify Africa ” decision will be disabled as the realm would technically be considered European.
| | 还有其他决议能让宗族受益,例如“祝圣血脉 ” 与“众王之族”。但是,它们没有像上面提到的那么有用,并且众王之族并不适合这场游戏,因为要达成成就就要保证所有土地都在玩家的领地之内。 |
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| After the defeat of two major Sunni powers, which should take not more than 100 years, the player will also need to tackle another Christian Power who has land in the Mediterranean North Africa. It would usually be the Byzantine or Kingdom of Italy, which should not be that much of a trouble especially with have both Andalusia and Egypt inside the realm. Even if the Catholic church still remain its dominance in Western Europe, their Crusade is more likely to target Iberia, Near East and Anatolia; in my experience, unlike CK2, Egypt is rarely targeted if those three above are still heathen, thus there won’t be much threat from the Pope.
| | ===转变文化=== |
| | 玩家以豪萨文化的玛加吉娅道拉玛开局,但是,这不意味着整场游戏家庭都需要豪萨文化。在游戏的1.0.x版本,从不发达文化转变为发达文化将会带来巨大的好处。在非洲大陆,最发达的文化当属埃及文化。之后的计划很简单,从阿拔斯帝国中夺取埃及王国,授予所有的土地(除了开罗公国)给新的封臣并创建开罗公国,迁都开罗并通过决议转变为埃及文化。一旦你通过决议,玩家就有能力享受埃及文化的所有已解锁的革新。 |
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| Once taking control over all Africa Region, the player can finally take the “Unify Africa ” decision which would immediately convert several heretic or heathen county as well as vassal in Africa. By that time, the player should have at least 95% area converted, thus it would only require a decade or so to finish the job and get the achievement.
| | ==改变你的政体== |
| | 这也许是整场游戏最重要与最关键的决议。这样的政府改革需要一个确切的时间。下面是封建化的若干条件: |
| | * 拥有''绝对部落权威'' |
| | * 信奉''组织化信仰'' |
| | * ''威望等级'' 不低于两级 |
| | * 首都伯爵领''发展度'' 不低于10 |
| | * 所有''部落时期革新'' (地域革新与文化革新除外)被解锁 |
| | 除了革新外,其余四个条件都可以很早达成,并且所有革新都能在公元1050年左右研究完毕。但是,这并不意味着玩家应该尽快封建化。另一方面,从部落制改为封建制显著地削弱领地:它会让所有部落地产被城堡地产替代并摧毁其中的所有建筑物,并用一些城堡建筑物随机替换其中一些,从经验上讲,这将导致收入与征召兵缩小约50%,从而让玩家很容易受到其他部落的攻击。此外,封建化后玩家需要用真正的金钱而不是威望来为兵士支付薪水,这会让已经严重萎缩的经济收入雪上加霜。玩家肯定要用很长的时间从封建化中恢复,但之后玩家可以体会到更稳定的封建政体。 |
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| | 实际上,只要等一会儿,领地内的王国会在玩家之前封建化。这肯定会有负面好感度修正,但这依旧是可以管理的,即使他们不喜欢主要角色,也会因为他们感受到了“封建化 Debuff ” 的痛苦而变弱于是无法发起叛乱。 |
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| | 然而,玩家应该使部落权威保持在3级,因为虽然4级部落权威才能封建化但是会有 {{red|-30}} 与封臣的好感度修正而不是3级的 {{red|-10}}。所以应该在玩家准备好后将其简单的提升到4级来封建化。建议在征服大部分的强大部落(不包括阿朱兰地区的部落)后这样做。一个更保险的计划是征服所有部落后封建化,如果进展顺利,这应该会在公元1080年左右完成。 |
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| | ==按步讲解== |
| | 进入游戏,玩家会注意到玛加吉娅道拉玛,'''万民之母'''的数值,特质(教育特质,生活特质等)和重心都非常不错。实际上,她是预先设置好数值的启示角色中最优秀的一个(与其他角色不同,每次开局她的设置都相同)。 |
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| | 然而,尽管她与她的丈夫是母系婚姻(她的丈夫也是预设的角色),但他们唯一的孩子和母亲不是一个家族。但不要担心,一年内可能会有事件来提供选项解决这个问题。在事件中,建议选择将性别法转为女性优先并且剥夺儿子的继承权。正如上文提到,越不平等的性别法越好,因为这样可以减少能合法继承的孩子。如果他们的孩子以后变得优秀或者母亲没有其他的好继承人,玩家可以随时恢复他的继承资格。 |
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| | 在继续游戏之前,向邻国[[伯爵领列表#戈比尔|戈比尔]]发动征服。在此之后,征服[[伯爵领列表#塔瓦|塔瓦]]并且建立[[公国列表#戈比尔|戈比尔]]公国以获取更多威望。如果玩家行动的足够快的话,角色可以在其他劫掠者劫掠这两个省份之前获得它们。建立公国之后,就应该组织劫掠者并为之后的征服积累金钱了。开始劫掠[[伯爵领列表#凯比|凯比]]和[[伯爵领列表#阿伊尔|阿伊尔]]和更远的[[伯爵领列表#登迪|登迪]]和[[伯爵领列表#努佩|努佩]]。然而,不建议去劫掠更远的省份因为会造成过多的军队损耗。 |
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| | 下一个目标是成立[[王国列表#豪萨兰|豪萨兰]]王国,总共需要六块地。如果你的丈夫早逝,那么他的土地会被联盟分割继承法分割而四分五裂以使得王国更早被建立。若果不是这样,征服西边另一个的省份来成立王国头衔,如果'''万民之母'''解锁了在贵不可言技能树中的“真命领主”技能,那么也可以试图附庸丈夫,这之后玩家可以用宫廷司祭来伪造他的土地的宣称来在他死后剥夺他孩子的头衔。 |
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| | 在豪萨兰王国成立之后,下一场战争是对于博尔努公国的公国征服,来获得第二个圣地,同时为另一场征服做准备:征服万达拉伯爵领来获得第三个圣地。但是,让'''万民之母'''自己来改革博里教相对比较困难,因为在她的一生中,大多数时间都要专注于外交和战争。因此,玩家需要一个更好的学识生活重心的继承人来积累更多虔诚用于改革。另外,在'''万民之母'''的统治时期,她能够用她卓越的外交能力附庸许多小伯爵,大多数拥有相同信仰并且在她的东边。 |
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| | 如果战争一切顺利,玩家向东进军时应该能成立加奈姆-博尔努帝国。在到达科普特国家之前,建议先回过头来征服西边的那些异教部落领主。那时候,那里至少有一个 “强国”,通常是加纳王国,它会被征服并纳入境内。但是在此之前,玩家需要先估计他的军力,因为那些异教徒领主不会像那些部落一样弱小。在道拉王朝在成为非洲强权的起步阶段时,强大的盟友是非常重要的。用上文提及的获取领土的宣战借口继续向西扩张直到南大西洋,总共大概需要200-250年左右。虽然在1050年左右,大多数王国级封臣都接纳了封建主义,但是在这段时间内应维持部落政体。在统一所有部落后,玩家应该在20年左右的时间内着重于强迫国内宗教统一,并暂停主要的对外扩张。同时,如果非洲之角仍然混乱不堪,玩家或许可以大摇大摆地征服[[王国列表#阿朱兰|阿朱兰]]王国与/或[[王国列表#外阿朱兰|外阿朱兰]]王国。玩家也可以在征服了非洲的逊尼派领域后再处理。 |
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| | 在进攻伊斯兰世界之前,玩家应该保证能够击败[[王国列表#安达卢西亚|倭马亚]]或者[[帝国列表#阿拉伯帝国|阿拔斯]]。通常,在1100年前后,这两个哈里发都会很强大。想办法找时机在他们与天主教十字军开战时背刺他们。如果玩家十分幸运,遇到了从阿拔斯独立的埃及王国或者突伦苏丹国(如果统治者是穆斯林的话)。用王国圣战的宣战理由夺取埃及,直辖埃及最富庶的地并把首都迁往开罗以及镇压穆斯林民粹叛军(在转变半数埃及地区的信仰前会有几次)。当国家足够稳定,玩家可以封建化并把文化转为埃及。 |
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| | 或者,玩家可以夺取安达卢西亚王国,而不是埃及。安达卢西亚的发展度和埃及差不多,但是包含更多地。然而,玩家会面对更多叛乱,大概第一次10k,而且因为更多封臣会加入派系,叛乱与埃及相比会更频繁。并且,如果将首都迁到科尔多瓦或者塞维利亚,[[决议#统一阿非利加|统一阿非利加]]决议将无法使用因为国家会被“自动地”划为欧洲国家。 |
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| | 在打败了两个主要的逊尼派强权之后,成就通常在100年之内就能完成,玩家也需要对付另一个登陆北非地中海沿岸的基督教强权,有可能是[[帝国列表#拜占庭帝国|拜占庭帝国]]或者[[王国列表#意大利|意大利]]王国。但是,如果安达卢西亚和埃及都在手里那么问题不大。纵使天主教教廷仍然统治着西欧,他们的十字军通常会指向伊比利亚,近东或者安纳托利亚。据我亲身体会,不像CK II,如果前文的三片地区并不是天主教,埃及很少成为十字军目标,所以教宗的威胁并不大。 |
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| | 只要占领了所有非洲地区,玩家终于可以点出[[决议#统一阿非利加|统一阿非利加]]决议,这个决议可以立刻转换几个非洲的异端或者异教省份与封臣的信仰。这时候,玩家最少95%的领土都已经传好教,所以很快就能完成传教工作然后达成成就啦。 |
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| | 提示:你不需要转换异端(旧<宗教名>)来达成成就(1.2.2版本)。如果有几块地是异端,你也可以达成成就。切记所有'''异教'''土地都要传教。 |
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| Note: you do not require to convert provinces with your heretic religion (old <religion name>) to get the achievement. (Version Argent 1.2.2) You can still get the achievement if some of your provinces are heretic. All heathen provinces must be converted.
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| [[Category:演练]] | | [[Category:演练]] |
| {{AchievementNavbox}} | | {{AchievementNavbox}} |
| [[en:Mother of Us All]] | | [[en:Mother of Us All]] |
这是对于在CKIII1.0版本上线的“万民之母”,最难成就之一的全面的指导。这个成就要求玩家以867年的玛加吉娅道拉玛开局(同时她也是唯一的被标为中等难度的非洲的推荐开局)。成就的目标是统一非洲大陆 (指在游戏中展示的中世纪欧洲已知的非洲大陆),并且将他们都转换成同一宗教。而且这一宗教也需要被改革。
出于指导的目的,本指导将被分为多个不同方面分别阐述。大多数内容也是对于游戏方法的基本指导。如果读者已经对于游戏比较熟悉,建议跳至最后一节。最后一节简略地按步讲述了达成方法。
信仰是完成这个成就最重要的一部分之一。本节中将详细地讨论如何改革博里教。
玩家以博里教,一种有一些合适的可以利用的核心教义的未改革的非洲豪萨信仰开局。总而言之,三个原有的博里教教义有利于积累大量用于改革的虔诚。
附灵
这个教义允许一个可以
附身的决议。拥有这个教义会使附身成为美德。这对于加快用于改革的虔诚和生活方式经验的获得有帮助。但是,这个特质有健康的轻微惩罚。
秘传
这个教义使所有三个等级的神秘主义者成为信仰的美德。它也允许角色有可能基于他们的学识教育重心和朝圣来获得和升级神秘主义者特质。因为这项特质激活“举办密契共融圣事”决议,该决议可以给予角色300生活经验,获得一个中等属性提升,而只需要花费很少的100虔诚和患病或者失去1风险等级的微小风险,而且失去的奉献等级不一定发生而且可以通过一个选项和一年一次的决议来避免,所以神秘主义者被认为是游戏中最好的生活方式的特质之一。
庆典
这一教义给予封臣和宾客轻微的好感提升,并在开始设宴时授予100虔诚,对提供教义改革需要的虔诚有帮助。然而,在早期的游戏中金币是一种很有价值的资源,这使得这一信条用处要小一些。
由于目标是提高在整片大陆上的传教效率,以下是有一些建议用于此项任务的核心教义。
托钵宣道者
这个核心教义能获选的主要原因是它的 “ +33% 传教速度” 修正。其他增益在某种程度上无关紧要,但是更好的是它把 节制作为了一个美德特质,因为节制可以提升管理能力与健康值。
认可假意改信
这个核心教义能获选的主要原因是它的 “ +30% 传教抵抗”修正以及独特的“大赦假意改信” 决议。这个决议能立即将有“涉嫌假意改信”修正的领地内的异教徒省份转化,如果异教更类似于正信,则似乎拥有这个修正的几率更大,所以在宗教热情低的时候异端爆发时应该有用, 在整场游戏中,玩家应该会遭受多次这种情况。
伊斯兰综摄主义
我建议这个核心教义,因为玩家将面对在马格里布的穆瓦拉德派以及在埃及的艾什尔里派时它能让伊斯兰教徒更友好。在征服这些地区后,玩家将面对本地逊尼派人士的庞大民粹主义叛乱,如果他们将博里教视为迷途而不是邪恶,则会大幅减慢叛乱的形成速度。但它有一个巨大的缺点,由于综摄主义,对伊斯兰省份的传教速度会变慢。
追逐权力
这个核心教义为玩家提供了征服宣战理由,这个宣战理由将因为封建化而失去。然而,它会添加一个 -10 封臣对你的好感修正,这可能会带来一些问题。
战争狂人
像上一个核心教义,它也可以提供征服宣战理由,并且如果改革信仰拥有信仰领袖,则也可启用大圣战。
转世
这个核心教义能获选的主要原因是它的 “ +20% 伯爵领抵制改信”修正。而且,转世也有潜在的用处,比如可以将智者这个有用的特质添加到你的潜在继承人上,但获得它的几率很低。除此之外,一些家族成员获得轮回特质时,他们会为宗族带来75点宗族威望。
隐修制度
这是一个很好的核心教义,因为它可以管理继承问题而不消耗太多威望与宗族威望,这在游戏早期十分有价值,因为这些资源在较小的领地中积累缓慢。
对于教义,大部分都是无关紧要的。但是,建议对一些关键教义进行改动。
性别观点:男性主导/女性主导
只要性别观念不平等,玩家就会减少不少需要剥夺继承权的孩子。由于部落制政体无法手动更改性别法,为了保证领地的完整,拥有太多需要剥夺继承权的孩子是十分痛苦的。
宗教态度:基要主义
这个教义因为一个明显的原因而受到推崇。拥有此教义,玩家可以更快的对异端或异教省份传教。
婚姻类型:单配偶制
在早期阶段管理子嗣相对困难,所以在封建时代之前拥有许多子嗣并没有太多好处。所以我建议选择单配偶制,不过这对整体来说并不重要。
巫术:接受
“巫师集会” 家族修正十分OP,而且它能启用 “主持大巫祭” 决议,成为一个巫师就能每10年获得一个角色的随机重心技能。然而,旧博里教已经接受了巫术,所以不用修改。
神职的性别限制:性别不限
对于剥夺成年人的继承权最重要的方法之一就是让他担任宫廷司祭。并且,到了公元1100年左右,玩家应该建立了一个在先天特质方面十分强大的家族,所以让一个天才高学识的子女担任宫廷司祭可以加快传教速度。
信仰领袖:无
这并不是一个重要的建议。尽管如此,选择“没有信仰领袖” 更简单,因为一个拥有罪恶特质的信仰领袖会减少大量的宗教热情。或者,玩家也可以让自己成为信仰领袖,特别是在大圣战启用的时候。
要进行改革,假如玩家已经解锁神学家技能树的先知 技能,玩家也需要约4000虔诚,所以无论如何,玩家都必须收集大量的虔诚。 玩家也需要控制三个圣地,一个是领地首都道拉;其他两个较近的圣地是西部的加鲁梅莱与万达拉,这两个省份都很容易征服。
在游玩的绝大部分时间(并不是全部时间),宫廷司祭将承担传教任务。因为部落制领主拥有其他强有力的宣战理由,所以不需要伪造宣称。为了加快这个过程,建议每一代统治者都解锁 热枕宣教 与 宗教楷模 技能。通常来说,一个普通学识的宫廷司祭需要三到五年来对一个省份传教。
但是,这并不意味着玩家必须独自完成这一切。一般来说,当授予一个异教省份给一个正教徒时,新的封臣应该会立即对此省份传教。并且似乎高学识的角色传教速度会更快。所以授予他们一些难传教的省份(比如说那些高发展度的省份或难以皈依正信的信仰穆瓦拉德派的省份)会很有用。还有,如果多个省份被授予一个角色,他们就如玩家一样一次只会传教一个省份,因此,只要不超过封臣上限,建议一个角色只授予一个省份来加速传教,特别是在发动大圣战后获取的一个庞大王国时(如超过30个省份的安达卢西亚王国)。
然而,使用像征服一样的宣战理由赢得战争会附庸大量的异端甚至异教角色。如何处理他们是个问题。然而由于除了旧博里教外的所有信仰皆被视为敌对或邪恶,可以在不引起暴政的情况下剥夺头衔。尽管如此, 大多数时候剥夺头衔会引起叛乱,而且如果有一个派系, 其他人会加入这个派系,因为他们并不认同一个异教徒领主。这会经常发生在早期游戏中,此时主要角色的威望等级较低并且恐怖值也不足够高。一些在学者技能树的技能可以帮助玩家解决这种情况,但请记住,一些反抗暴政之战是不可避免的,如每一次对一片大型独立领地的征服战争胜利的时候。
玩家将面临的另一个挫折是低宗教热情时的异端爆发,这之前已经简单提到了。当它发生时,它将一个省份改信成了正信中的异端,而博里教只能有一个。之后,它会传播到邻近省份,统治者也会改信,通常,赠送礼物能让他们改回正信,省份也会改回来。但是,如果玩家的国库枯竭,可以不管他,只要他的领主是玩家的直属封臣(通常是国王)并且他信仰着正信,他们会自己处理的。此外,就跟之前提到的一样,“大赦假意改信”在这种情况下十分有用。无论如何,有时这些异端爆发会帮助传教,因为这样会提高宗教热情。
但是,只关注信仰是不够的。玩家以一位玛加吉娅开局,其中的一个目标就是统一整个已知的非洲,其中大概包括约450个省份。幸运的是,部落制政体为玩家提供了许多用一场简单的战争来征服大量土地的方法。除了大量的威望,其中一些宣战理由也需要更高的威望等级或奉献等级,这主要通过大型战役的胜利来获得。
征服
这个宣战理由在早期十分有用,因为部落制政体只需500威望即可发动。然而,只有在当目标也是部落制政体时玩家才能使用征服宣战理由,这也意味着伍麦叶与阿拔斯,这两个终极敌人对此宣战理由免疫。在战争胜利时,目标将被附庸,如果他/她跟玩家是相同或更高的等级,玩家还会篡夺他们最高的头衔。但是因此,这会显著地破坏这片地方的稳定,因为这会带来一个巨大的不忠的外族异教徒封臣,或许更糟糕,在原领主的最高头衔被篡夺后,整片地方都是小但多的异教徒封臣。
入侵王国
这个宣战理由需要花费2000威望或虔诚。大多数时候,目标会是异教徒,这就意味着需要大量的威望来发动战争。除了宣战花费,角色还至少需要4级的威望等级,当领地很小时,这也很难在早期积累。就像征服宣战理由一样,你也会在赢得战争后获得外族异教徒封臣。如果对方拥有除了战争目标的其他领地,由玩家占领的将直接成为玩家直辖领地的一部分,其余的会独立;在目标王国的目标直辖领地也会成为玩家的直辖领地。
王国圣战
在信仰改革后这个宣战理由就会解锁,他只能对信仰敌对或邪恶信仰的统治者使用。王国级圣战宣战理由需要花费750虔诚还要求角色的奉献等级是4级,这比提升威望等级还要困难。请记住它,每一场圣战,无论是哪个级别的,都会减少10点的宗教热情,所以不建议发动公国级圣战或更低级的圣战。然而,圣战比征服或入侵宣战理由要好,因为战争胜利后所有异教徒所统治的领地将直接成为你的直辖领地,这意味着玩家将不用处理外族异教徒封臣的问题;相反,玩家需要处理无情的民粹主义叛乱,它们规模很大但是相对更容易被击败,因为它们只是由脆弱不堪的叛乱农民组成的,他们只会一败涂地。然而,对于埃及或安达卢西亚王国,因为他们发展度高,玩家很可能会面对七万至十万的大军,并且他们很可能在失败后每三年叛乱一次,这意味着玩家再将这片土地的50%传为正信前没有能力来扩大版图。
为他人索取王国宣称
如果角色用完了王国级宣战理由但仍然年轻,角色就可以为他人索取王国宣称,但角色必须拥有帝国级头衔。首先,由于在CK III中送15金钱或更多都不能邀请他人来到宫廷,所以角色要与拥有王国级别宣称的人交友。 这个计谋可以通过选择外交重心很早解锁,一旦目标成为朋友,他/她就能被邀请;请注意,如果目标是婚姻中的弱势配偶(父系婚姻中的女性,母系婚姻中的男性),玩家应该与他的妻子/她的丈夫交朋友。抵达后, 玩家应该首先让他们改信再声索宣称。请注意,在大多是情况下,赢得战争后的情况甚至比征服/入侵后更糟糕,朋友会立即剥夺异教徒的头衔而引起反抗暴政叛乱,而他/她立足未稳,多半会失败。但是,玩家总是能处理它,就如同在征服战争后。
索取自己的宣称
另一方面,玩家也能宣称他人的土地。然而,由于宫廷司祭一直在传教而没有时间来伪造宣称。在这里,玩家需要在 学者特质之前的 圣许漏洞 技能。 这个技能解锁了 “购买宣称”互动,可以用虔诚购买宣称,更准确地说,每个省份250虔诚。在后期的游戏中,玩家可以控制大神庙、马德里大学与开罗大学来提高虔诚积累的速度。通过富余的虔诚,可以很容易地购买宣称,允许玩家创建无人持有并没有宣称者的小王国。只需记住保证所有宣称都在一个敌人的领地内,一边在一场战争中全部索取到。
夺取法理领地
这个宣战理由会在游戏的最后一个时代解锁,应该在结束阶段使用几次以完成对非洲法理王国或帝国的征服。然而,这个宣战理由会消耗大量的威望,特别是在待征服的省份散落在多个公国甚至王国内。
纵观整场游戏,玩家的重心主要在五个方面的其中三个,分别是外交、管理和学识。不过当然,军事和谋略重心并不是毫无用处,它们只是没有另外三个一样有大用处。
这个生活方式的所有重要技能都可以很早解锁,有了足够的先天特质与教育,角色实际上可以在五年内获得所有必要的技能。强制附庸 和 真命领主 是最重要的技能,如果还能解锁 交个朋友 技能也是很好的。最终特质并不是十分重要,所以没有必要过于侧重这个生活方式。
由于玩家并不会面临巨大的军事威胁,所以军事生活方式并不是十分重要。当玩家拥有帝国头衔时,部落统治者对玩家无法造成威胁,科普特国王们普遍疲软,穆斯林们基本上对中非不感兴趣。但是,如果玩家通过大巫祭获得了几个技能点,点军事家技能树来壮大你的军队。另外,如果夺取法理领地宣战理由消耗了太多的威望, 正义之战 技能能降低宣战花费。
建议走行政家技能树,因为它能稳固领地,这有助于建立一支强大的军队与征服新的土地。作为一个部落统治者,玩家不需要建设许多的建筑物与从封臣中挤出更多的金钱,因此,在解锁行政家特质后建议改变重心。
绑架计谋对于在你不想直接宣战时更替统治者十分有用。玩家总能用相当量的恐怖值来保证领地的完整。不建议在谋略生活方式投入太多的精力,但是玩家如果能解锁几个技能,拷打者技能树有助于让封臣恐惧而不叛乱。除此之外, 如果旧博里教异端爆发,恐惧值有助于要求改信互动的成功。
这一直是整场游戏的主要生活方式。通常,这至少在解锁特质与其他技能树的技能是有一定帮助的。学者技能树因其能大幅提高外族异教徒封臣的好感度而大受青睐,因为玩家能因它而有更高的成功率来让他们改信。之前也提到过, 玩家需要 神学家技能树的前三个技能来加速传教。并且, 知天命 技能让玩家可以准备计划继承问题,这在游戏中期十分有帮助,此时领地变大但宗族威望不高,这个技能可以帮助继承人铲除潜在的敌人。
在你有长子继承制的继承法前,这一直是个问题,通常,在CK III中只能在公元1200年后获得此法律。这意味着你必须将拥有继承资格的子嗣数量减少到一个人,特别是在你拥有多个最高等级头衔时。这里有几种剥夺拥有继承权的子女的继承权的方式。
以宗族领袖的身份剥夺继承权
这种方式将花费大量的威望与宗族威望,这些资源在早期积累十分缓慢。请注意,如果目标在领地之外,玩家将没有能力剥夺继承权,这通常是因为目标是婚姻中的弱势配偶。
任命子嗣作为宫廷司祭
根据游戏机制,所有的神权制统治者自动失去继承资格。但是,如果玩家将宫廷司祭从子嗣更换成了别人,那样的话子嗣的继承资格也会自动恢复。
让子嗣誓发终身愿
此方法需要相应的核心教义来解锁。所以,如果玩家认为继承问题将在未来持续很久,建议在改革信仰时添加此核心教义。
让子嗣在战场上被杀
看起来似乎很残酷,但有时这是防止低能儿与近亲杂交种坐上王位的最好方法。让子嗣成为骑士,并让子嗣面对成千上万的异教徒军队。但是,如果子嗣被抓而不是被杀,这会成为一个问题,因为这会降低战争分数,特别是那个人是当前的主要继承人。
多王国继承权策略
只要角色拥有帝国级头衔,拥有多个王国并且拥有继承资格的子嗣比持有王国的数量更少;在继承时,主要继承人会获得所有直辖领地而其他子嗣则会每人获得一个王国并成为主要继承人的封臣。因此,这种方式可能有助于保存尽可能多的王国头衔,但是,如果有多个帝国头衔,第二继承人将会获得第二个帝国,以此类推。因为他们会独立,所以这种方式无法正常运行。此外,在联盟分割继承法下,即使没有第二个帝国头衔,只要有足够的领地来建立它,第二继承人就会获得此头衔并独立。
通常在十字军之王游戏中,当目前的角色死亡后你的继承人接替你时,玩家将会面对巨大的威胁。
首先,玩家应该要通过教育来设计一个和蔼可亲并受欢迎的继承人。通常,继承人应该受主要角色的监护,以便他/她可以获得一些良好或美德的性格特质来增加一般好感度。
当继承时,之前的长期统治的正面好感度修正会被短暂统治的负面好感度修正替代,从而让好感度降低。然而,宗族传承与吉萨伯爵领的金字塔能显著缩短短暂统治负面修正持续时间总计40%。因此把控这两个修正都十分重要。尽管如此,新的君主依旧要面对巨大的独立或自由权派系。为了防止巨大派系的形成,继承人必须准备与几个强力封臣结盟。因此,继承人需要有几个未婚的子嗣,最好性别不同,之后可以与那些封臣或他们的子嗣结婚或订婚。另一方面,为了减少将来的继承问题,继承人也应该不要有太多的子嗣为妙。四个子嗣对于让派系处于可控制的范围绰绰有余。在前任君主死亡之前,玩家也能将尽可能多的封臣抓起来,领地中总会有一些拥有罪行的人,当他们对前任君主有高好感时,玩家更容易抓住他们。
玩家也可以让掌玺大臣处理国内事务,以此提高关系。并且当然,金钱的力量依旧是如此强大,尤其是给部落领主赠送金钱,这比给封建领主更便宜,玩家可以贿赂他们以便在这场游戏中让他们更早接受新君上位。
随着游戏的进行,宗族将愈发强大,但是,为了子孙后代,玩家可能通过传承或几个决议来加速进程。
传承
对于这个部分,玩家应该专注于血统传承、 学识传承 以及荣耀传承 。以血统传承 开始,为了获取极好的先天特质,至少点出第二级。因为领地变大,玩家有能力用庞大的军队击败强大的敌人,为了战争目标, 荣耀传承 中的+10%威望与 学识传承 中的+10%虔诚十分建议点出;之后,专注于点出荣耀传承 的四级,因为这将大大缩短短暂统治修正的持续时间。
巫师集会
建议尽快建立,因为在家族扩大后将很难建立。有时,玩家会找到一个拥有巫师秘密或巫师特质的廷臣,并且他/她会尝试让主要角色成为巫师。高兴地接受他,因为博里教接受巫术。一旦主要角色拥有巫师秘密,他会解锁个人计谋以让他人成为巫师。立刻让继承人与家庭成员成为巫师,然后执行决议“建立巫师集会”这将让所有(包括未来)的家族成员获得一个 +10% 生育能力、中等的健康增益、 +10 阴谋强度与 +10 阴谋阻力的强力增益。它还会解锁“举行大巫祭”决议,每十年举行一次,之后你可以获得一个随机技能点。
强大的血脉
这也建议尽快解锁。与巫师集会不同,这会影响所有的宗族成员,而不仅仅是家族成员。除了轻微的健康增益,他还增加了继承良好的先天特质的几率,并且这个效果将影响宗族下的其他家族,而且最终这个修正会允许玩家将子嗣嫁给远亲,他们的后代也会获得良好的先天特质而不会有获得近亲繁殖特质的风险。
其他决议
还有其他决议能让宗族受益,例如“祝圣血脉”与“众王之族”。但是,它们没有像上面提到的那么有用,并且众王之族并不适合这场游戏,因为要达成成就就要保证所有土地都在玩家的领地之内。
玩家以豪萨文化的玛加吉娅道拉玛开局,但是,这不意味着整场游戏家庭都需要豪萨文化。在游戏的1.0.x版本,从不发达文化转变为发达文化将会带来巨大的好处。在非洲大陆,最发达的文化当属埃及文化。之后的计划很简单,从阿拔斯帝国中夺取埃及王国,授予所有的土地(除了开罗公国)给新的封臣并创建开罗公国,迁都开罗并通过决议转变为埃及文化。一旦你通过决议,玩家就有能力享受埃及文化的所有已解锁的革新。
这也许是整场游戏最重要与最关键的决议。这样的政府改革需要一个确切的时间。下面是封建化的若干条件:
- 拥有绝对部落权威
- 信奉组织化信仰
- 威望等级 不低于两级
- 首都伯爵领发展度 不低于10
- 所有部落时期革新 (地域革新与文化革新除外)被解锁
除了革新外,其余四个条件都可以很早达成,并且所有革新都能在公元1050年左右研究完毕。但是,这并不意味着玩家应该尽快封建化。另一方面,从部落制改为封建制显著地削弱领地:它会让所有部落地产被城堡地产替代并摧毁其中的所有建筑物,并用一些城堡建筑物随机替换其中一些,从经验上讲,这将导致收入与征召兵缩小约50%,从而让玩家很容易受到其他部落的攻击。此外,封建化后玩家需要用真正的金钱而不是威望来为兵士支付薪水,这会让已经严重萎缩的经济收入雪上加霜。玩家肯定要用很长的时间从封建化中恢复,但之后玩家可以体会到更稳定的封建政体。
实际上,只要等一会儿,领地内的王国会在玩家之前封建化。这肯定会有负面好感度修正,但这依旧是可以管理的,即使他们不喜欢主要角色,也会因为他们感受到了“封建化 Debuff”的痛苦而变弱于是无法发起叛乱。
然而,玩家应该使部落权威保持在3级,因为虽然4级部落权威才能封建化但是会有 -30 与封臣的好感度修正而不是3级的 -10。所以应该在玩家准备好后将其简单的提升到4级来封建化。建议在征服大部分的强大部落(不包括阿朱兰地区的部落)后这样做。一个更保险的计划是征服所有部落后封建化,如果进展顺利,这应该会在公元1080年左右完成。
进入游戏,玩家会注意到玛加吉娅道拉玛,万民之母的数值,特质(教育特质,生活特质等)和重心都非常不错。实际上,她是预先设置好数值的启示角色中最优秀的一个(与其他角色不同,每次开局她的设置都相同)。
然而,尽管她与她的丈夫是母系婚姻(她的丈夫也是预设的角色),但他们唯一的孩子和母亲不是一个家族。但不要担心,一年内可能会有事件来提供选项解决这个问题。在事件中,建议选择将性别法转为女性优先并且剥夺儿子的继承权。正如上文提到,越不平等的性别法越好,因为这样可以减少能合法继承的孩子。如果他们的孩子以后变得优秀或者母亲没有其他的好继承人,玩家可以随时恢复他的继承资格。
在继续游戏之前,向邻国戈比尔发动征服。在此之后,征服塔瓦并且建立戈比尔公国以获取更多威望。如果玩家行动的足够快的话,角色可以在其他劫掠者劫掠这两个省份之前获得它们。建立公国之后,就应该组织劫掠者并为之后的征服积累金钱了。开始劫掠凯比和阿伊尔和更远的登迪和努佩。然而,不建议去劫掠更远的省份因为会造成过多的军队损耗。
下一个目标是成立豪萨兰王国,总共需要六块地。如果你的丈夫早逝,那么他的土地会被联盟分割继承法分割而四分五裂以使得王国更早被建立。若果不是这样,征服西边另一个的省份来成立王国头衔,如果万民之母解锁了在贵不可言技能树中的“真命领主”技能,那么也可以试图附庸丈夫,这之后玩家可以用宫廷司祭来伪造他的土地的宣称来在他死后剥夺他孩子的头衔。
在豪萨兰王国成立之后,下一场战争是对于博尔努公国的公国征服,来获得第二个圣地,同时为另一场征服做准备:征服万达拉伯爵领来获得第三个圣地。但是,让万民之母自己来改革博里教相对比较困难,因为在她的一生中,大多数时间都要专注于外交和战争。因此,玩家需要一个更好的学识生活重心的继承人来积累更多虔诚用于改革。另外,在万民之母的统治时期,她能够用她卓越的外交能力附庸许多小伯爵,大多数拥有相同信仰并且在她的东边。
如果战争一切顺利,玩家向东进军时应该能成立加奈姆-博尔努帝国。在到达科普特国家之前,建议先回过头来征服西边的那些异教部落领主。那时候,那里至少有一个 “强国”,通常是加纳王国,它会被征服并纳入境内。但是在此之前,玩家需要先估计他的军力,因为那些异教徒领主不会像那些部落一样弱小。在道拉王朝在成为非洲强权的起步阶段时,强大的盟友是非常重要的。用上文提及的获取领土的宣战借口继续向西扩张直到南大西洋,总共大概需要200-250年左右。虽然在1050年左右,大多数王国级封臣都接纳了封建主义,但是在这段时间内应维持部落政体。在统一所有部落后,玩家应该在20年左右的时间内着重于强迫国内宗教统一,并暂停主要的对外扩张。同时,如果非洲之角仍然混乱不堪,玩家或许可以大摇大摆地征服阿朱兰王国与/或外阿朱兰王国。玩家也可以在征服了非洲的逊尼派领域后再处理。
在进攻伊斯兰世界之前,玩家应该保证能够击败倭马亚或者阿拔斯。通常,在1100年前后,这两个哈里发都会很强大。想办法找时机在他们与天主教十字军开战时背刺他们。如果玩家十分幸运,遇到了从阿拔斯独立的埃及王国或者突伦苏丹国(如果统治者是穆斯林的话)。用王国圣战的宣战理由夺取埃及,直辖埃及最富庶的地并把首都迁往开罗以及镇压穆斯林民粹叛军(在转变半数埃及地区的信仰前会有几次)。当国家足够稳定,玩家可以封建化并把文化转为埃及。
或者,玩家可以夺取安达卢西亚王国,而不是埃及。安达卢西亚的发展度和埃及差不多,但是包含更多地。然而,玩家会面对更多叛乱,大概第一次10k,而且因为更多封臣会加入派系,叛乱与埃及相比会更频繁。并且,如果将首都迁到科尔多瓦或者塞维利亚,统一阿非利加决议将无法使用因为国家会被“自动地”划为欧洲国家。
在打败了两个主要的逊尼派强权之后,成就通常在100年之内就能完成,玩家也需要对付另一个登陆北非地中海沿岸的基督教强权,有可能是拜占庭帝国或者意大利王国。但是,如果安达卢西亚和埃及都在手里那么问题不大。纵使天主教教廷仍然统治着西欧,他们的十字军通常会指向伊比利亚,近东或者安纳托利亚。据我亲身体会,不像CK II,如果前文的三片地区并不是天主教,埃及很少成为十字军目标,所以教宗的威胁并不大。
只要占领了所有非洲地区,玩家终于可以点出统一阿非利加决议,这个决议可以立刻转换几个非洲的异端或者异教省份与封臣的信仰。这时候,玩家最少95%的领土都已经传好教,所以很快就能完成传教工作然后达成成就啦。
提示:你不需要转换异端(旧<宗教名>)来达成成就(1.2.2版本)。如果有几块地是异端,你也可以达成成就。切记所有异教土地都要传教。