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第7行: |
| 启动一项活动的角色将成为该活动的东道主,其花费将取决于举办活动所选的男爵领。部分活动只能在特定男爵领(如直辖领地或宗教圣地)进行,对于其它活动(如狩猎),地图将显示5个最佳男爵领,但任意有效男爵领均在可选范围。所有参加活动的角色都必须前往指定的男爵领,除非那里是他们领地的首都。旅行有两个重要因素需要注意: | | 启动一项活动的角色将成为该活动的东道主,其花费将取决于举办活动所选的男爵领。部分活动只能在特定男爵领(如直辖领地或宗教圣地)进行,对于其它活动(如狩猎),地图将显示5个最佳男爵领,但任意有效男爵领均在可选范围。所有参加活动的角色都必须前往指定的男爵领,除非那里是他们领地的首都。旅行有两个重要因素需要注意: |
| * {{icon|travel speed}} 速度决定了旅队相对军队的速度。当速度为100%时,旅队将与和军队同样的速度前进。 | | * {{icon|travel speed}} 速度决定了旅队相对军队的速度。当速度为100%时,旅队将与和军队同样的速度前进。 |
| * {{iconify|Safety}} 减少所有危险 | | * {{icon|Safety}} 减少所有危险 |
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| 在旅行中,途径带有历史建筑的男爵领将依据相关建筑给予特定的生活方式经验,途径王国或帝国的首都男爵领将依据该地的宫廷类型给予对应的生活方式经验,当地领主没有宫廷时将给予 [[File:Diplomacy lifestyle.png|24px]]外交经验。途径未经控制的罗马或巴格达时,将触发选择滞留14天以有机会获得多项加成的事件。 | | 在旅行中,途径带有历史建筑的男爵领将依据相关建筑给予特定的生活方式经验,途径王国或帝国的首都男爵领将依据该地的宫廷类型给予对应的生活方式经验,当地领主没有宫廷时将给予 [[File:Diplomacy lifestyle.png|24px]]外交经验。途径未经控制的罗马或巴格达时,将触发选择滞留14天以有机会获得多项加成的事件。 |
2023年12月10日 (日) 14:57的版本
Activities are special occasions hosted by a certain character. Most activities have multiple variants to choose from. Each activity goes through a number of phases and during each phase there is a chance every 7 days for an event to happen. A character can only take part in one activity as a time and characters with the Incapable trait cannot host or join activities.
Most activities requires other characters to join. If not a single character joins the activity will be canceled and the character who started it will gain 20 Stress.
旅行
启动一项活动的角色将成为该活动的东道主,其花费将取决于举办活动所选的男爵领。部分活动只能在特定男爵领(如直辖领地或宗教圣地)进行,对于其它活动(如狩猎),地图将显示5个最佳男爵领,但任意有效男爵领均在可选范围。所有参加活动的角色都必须前往指定的男爵领,除非那里是他们领地的首都。旅行有两个重要因素需要注意:
- 速度决定了旅队相对军队的速度。当速度为100%时,旅队将与和军队同样的速度前进。
- 减少所有危险
在旅行中,途径带有历史建筑的男爵领将依据相关建筑给予特定的生活方式经验,途径王国或帝国的首都男爵领将依据该地的宫廷类型给予对应的生活方式经验,当地领主没有宫廷时将给予 外交经验。途径未经控制的罗马或巴格达时,将触发选择滞留14天以有机会获得多项加成的事件。
选定旅行目的地后,会自动生成途径最少男爵领的路线。当然,玩家也可以选择手动添加绕道,以避开危险或访问特定男爵领。每个男爵领都有概率触发危险事件,危险程度取决于男爵领的地形、地产等级、地产建筑以及当地领主对你的 Opinion态度。
每个角色都将带着一个由与活动相关的角色组成的随行团旅行。宫廷医生或贴身侍卫这两种宫廷职位的角色将始终加入,并且可以通过旅行选项添加其他角色。如果其中一个角色正在旅行,则计划进程将暂停,除非两个角色都是同一随行团的一部分。
旅行选项
Each character who travels may select up to two travel options to improve traveling:
Travel option
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Effects
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Requirements
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Description
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Hire Desert Warrior
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- -32 Danger in Desert and Steppe baronies
- -22 Danger in Drylands baronies
- A character with the Desert Warrior trait joins the Entourage
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8 Gold
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You will send word for experts in desert terrain to join your entourage, significantly reducing the danger of traveling through dry and arid lands.
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Hire Forder
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- -42 Danger in Wetlands baronies
- -22 Danger in Floodplains baronies
- A character with the Forder trait joins the Entourage
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8 Gold
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You will send word for experts in wetlands terrain to join your entourage, significantly reducing the danger of traveling through wetlands and floodplains.
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Hire Forest Guide
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- -37 Danger in Taiga baronies
- -31 Danger in Forest baronies
- A character with the Forest Fighter trait joins the Entourage
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8 Gold
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You will send word for experts in forested terrain to join your entourage, significantly reducing the danger of traveling through forests.
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Hire Jungle Stalker
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- -42 Danger in Jungle baronies
- A character with the Jungle Stalker trait joins the Entourage
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8 Gold
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You will send word for experts in jungle terrain to join your entourage, significantly reducing the danger of traveling across jungle terrain.
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Hire Mountaineer
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- -42 Danger in Mountains and Desert Mountains baronies
- -41 Danger in Hills baronies
- A character with the Rough Terrain Expert trait joins the Entourage
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8 Gold
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You will send word for experts in mountainous terrain to join your entourage, significantly reducing the danger of traveling across high peaks.
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Hire Cultural Ambassador
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A character with high Diplomacy joins the Entourage
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20 Gold
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You hire someone to serve as a Cultural Ambassador on your journey to disseminate information about your culture to all the baronies you travel through.
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Hire Experienced Captains
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- -45 Danger in Sea and Coastal Sea areas
- A character with the Forder trait joins the Entourage
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20 Gold
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You will send word for experienced captains to join your entourage, significantly reducing the danger of traveling across sea and ocean.
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Hire Mercenary Guards
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- +10 Travel Speed
- +20 Travel Safety
- The title owner of a Mercenary Company will join the Entourage
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- 40 Gold
- Unhired Mercenary Company within diplomatic range
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You will hire hardened mercenaries to join your entourage as guards, increasing overall safety and speed.
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Superior Armaments
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- +10 Travel Safety
- -20% Artifact Decay Reduction
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Crown Smithies duchy building in Domain
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Your superior blacksmiths outfit your entourage with the finest equipment and preparations for the journey.
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Superior Mounts
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+20 Travel Speed
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Stables or Camelry level 3 or higher building in Domain
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Your experienced stable-hands outfit your entourage with the finest mounts in all the realm.
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Train Knights
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- +10 Travel Safety
- The 3 Knights with lowest Prowess will join the Entourage
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Military Academies duchy building in Domain
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You bring along your weakest knights to train and learn from the challenges to be faced on the open road.
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Make Haste
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- +20 Travel Speed
- -10 Travel Safety
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Craven, Impatient or Reckless trait
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The world is a dark and dangerous place; best to hasten the journey as much as possible.
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Circumspect
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- +50% Hostile Scheme Resistance
- -50% Enemy Hostile Scheme Success Chance
- -10 Travel Speed
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Arbitrary, Fickle or Paranoid trait
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Never let them know your next move.
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常规活动
Activity
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Rewards
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Valid baronies
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Variants
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Additional rewards
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Requirements
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Cooldown
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Feast
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- Prestige
- Opinion
- Stress Loss
- Eager Reveler trait
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Domain
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Feast
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- Opinion
- Stress Loss
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Adult
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5 years
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Murder Feast
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Chance to kill a designated character
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- Tours and Tournaments DLC
- Adult
- Forever Infamous lifestyle perk
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15 years
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Hunt
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- Prestige
- Stress Loss
- Glory Hound Vassal Opinion
- Trophy artifacts
- Hunter trait
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Realm
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Hunt
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Prestige
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- Adult
- Vegetarians tradition
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2 years
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Legendary
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Prestige
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- Adult
- Vegetarians tradition
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2 years
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Falconry
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- Tours and Tournaments DLC
- Adult
- Vegetarians tradition
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2 years
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Pilgrimage
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- Piety
- Stress Loss
- Pilgrim trait
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Holy Site
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Pious Pilgrimage
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Piety
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- Adult
- Hajji trait if the faith has it
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Worldly Pilgrimage
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Culture modifier
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- Adult
- Hajji trait if the faith has it
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Hajj
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Hajji trait
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- Adult
- Hajj doctrine
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Meet Peers
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Opinion
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Realm Capital
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Meet Peers
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Opinion
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Age 4-15
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3 years
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Grand Rite
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- Opinion
- Stress Loss
- Lifestyle Experience
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Realm Capital
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Grand Rite
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- Opinion
- Stress Loss
- Lifestyle Experience
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- Adult
- Witch trait
- Witch Coven house modifier
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5 years
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Festival / Blót
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- Piety
- Opinion
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Domain and faith with the Gruesome Festivals tenet
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Festival / Blót
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- Piety
- Opinion
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- Adult
- Faith has the Gruesome Festivals tenet
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9 years
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Grand activities
Activity
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Rewards
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Valid baronies
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Variants
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Additional rewards
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Requirements
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Cooldown
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Grand Tour
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- County Control
- Popular Opinion
- Stress Loss
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Vassal Realm Capital
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Majesty Tour
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- Prestige
- Vassal Opinion
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- Adult
- 3 Vassals
- Duke or higher title rank
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10 years
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Intimidation Tour
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- Dread
- May force Vassals out of Factions
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- Adult
- 3 Vassals
- Duke or higher title rank
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10 years
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Taxation Tour
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Gold
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- Adult
- 3 Vassals
- Duke or higher title rank
- Tribal government
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10 years
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Grand Wedding
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- Marriage
- Prestige
- Opinion
- Stress Loss
- Eager Reveler trait
- Gracious Host modifier for 5-20 years
- Magnificent Host modifier for 10-20 years
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Domain
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Grand Wedding
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Fulfills the Grand Wedding promise
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- Both characters are adults
- Grand Wedding marriage or betrothal promise
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Bloody Wedding
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Chance to kill the spouse's family
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- Both characters are adults
- Grand Wedding marriage or betrothal promise
- Accomplished Forger lifestyle perk
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15 years
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Grand Tournament
The Grand Tournament is a highly interactive activity that can be held every 10 years in a Domain barony. It is only available for adult characters. Grand Tournaments have two Activity Options:
- Accommodations determine the likelihood of certain negative events. Can choose to pay 20, 60 or 180 Gold.
- Prizes determines the quality of prize artifacts. Can choose to pay 20 (Common), 60 (Common-Masterwork), 180 (Masterwork-Famed), 360 (Masterwork-Illustrious) or 720 (Famed-Illustrious) Gold.
A Grand Tournament is made up of between 1 and 5 Contests. Each character can choose whether to take part in a contest or merely observe. Taking part in a Contest has risks but will grant or improve the Hastiluder trait, grant a positive modifier for 5 years, and winning grants an artifact. Each character has a chance to win a Contest depending on its attributes, health, and traits, particularly the Hastiluder trait. A tournament can have the following contests:
Contest
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Hastiluder experience
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Cost
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Defeat modifier
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Victory modifier
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Description
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Archery
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Bow
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100
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- +1 Injury Resistance
- +2 Archer Damage
- +5% Hastiluder Trait Experience Gain
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- +3 Injury Resistance
- +3 Archer Damage
- +10% Hastiluder Trait Experience Gain
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A bow competition in which each contestant shoots at a target with a set number of arrows, aiming to score as many points as possible.
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Board Game
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Wit
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100
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- +1 Learning
- +2 Maximum Battle Roll
- +10% Hastiluder Trait Experience Gain
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- +3 Learning
- +3 Maximum Battle Roll
- +10% Hastiluder Trait Experience Gain
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A contest of wits in which contestants play a series of board game matches, with the ultimate winner being the last remaining player.
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Duel
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Foot
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100
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- +1 Prowess
- +1 Prowess per Level of Fame
- +5% Hastiluder Trait Experience Gain
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- +3 Prowess
- +2 Prowess per Level of Fame
- +10% Hastiluder Trait Experience Gain
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A series of armed duels fought on foot, in which contestants attempt to disarm or score more points than their foes to be the last standing.
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Horse Race
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Horse
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150
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- +25% Supply Limit
- +10% Travel Speed
- +5% Hastiluder Trait Experience Gain
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- +50% Supply Limit
- +25% Travel Speed
- +10% Hastiluder Trait Experience Gain
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A spectator sport in which lords and ladies enter horses to race against each other, with the winner being the first to cross the finishing line.
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Melee
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- Foot
- Horse
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100
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- +3 Martial
- +10% Monthly Martial Lifestyle Experience
- +5% Hastiluder Trait Experience Gain
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- +3 Martial
- +10% Monthly Martial Lifestyle Experience
- +10% Hastiluder Trait Experience Gain
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A mock battle, on horse and on foot, between two teams vying to control a contested field and capture opposing combatants for ransom.
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Recital
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Wit
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50
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- +1 Diplomacy
- +20% Learn Language Scheme Power
- +5% Hastiluder Trait Experience Gain
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- +3 Diplomacy
- +30% Learn Language Scheme Power
- +10% Hastiluder Trait Experience Gain
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A poetry competition in which each contestant publicly recites a poem written for the occasion, and is judged against all other entrants.
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Wrestling
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Foot
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100
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- +0.5 Health
- +25% Hostile Scheme Resistance
- +5% Hastiluder Trait Experience Gain
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- +1 Health
- +50% Hostile Scheme Resistance
- +10% Hastiluder Trait Experience Gain
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A contest of strength and cunning, in which contestants attempt to knock down or throw their foes from the ring to be the last standing.
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Joust
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- Foot
- Horse
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200
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- +10 Glory Hound Vassal Opinion
- +5 Heavy Cavalry Damage
- +5% Hastiluder Trait Experience Gain
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- +20 Glory Hound Vassal Opinion
- +10 Heavy Cavalry Damage
- +10% Hastiluder Trait Experience Gain
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An equestrian competition in which contestants tilt with lances, attempting to unhorse or score more points than their foes to be the last standing.
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Joust is only available if the culture has the Horseshoes of Arched Saddle innovation
3 weeks after the tournament is hosted every participating character will be able to visit various areas to trigger events.
Area
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Description
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Artisan Quarters |
Merchants have installed themselves over here. Maintain your Artifacts, get new clothes, or improve your weaponry.
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Tavern |
A place to rest. Sit down and get a chance to reduce your Stress.
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Temple |
A calm place. Pray for victory or test your faith.
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Tent Camp |
All the visitors have taken this field as theirs. Meet the other Contestants or sabotage them.
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Tourney Grounds |
The training area for the Tournament. Spending time here will increase your Progress to Victory.
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Village |
The closest settlement. Here, you may get County Control, Popular Opinion and interactions with its inhabitants.
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Characters will have a Progress to Victory bar showing how close they are to winning the current Contest. At least 20 progress is required to quality for a Contest.
Intents
When a character joins an activity it must select an Intent, which can be changed at any point. The Intent has an influence on what events will happen during the activity.
Intent
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Feast
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Hunt
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Pilgrimage
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Meet Peers
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Grand Rite
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Festival / Blót
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Grand Tour
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Grand Tournament
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Grand Wedding
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Recreation |
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Worship the Horned God |
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Befriend |
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Murder |
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Seduce |
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Slay Beast |
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Altruism |
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Zealotry |
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Justice |
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Lechery |
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Recruit |
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Triumph |
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Diplomacy |
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Matchmaking |
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References