User:咯咯炀/沙盒:修订间差异

本页面所适用的版本可能已经过时,最后更新于1.0
无编辑摘要
无编辑摘要
第1行: 第1行:
{{Version|1.0}}
{{version|1.0}}
'''Innovations''' represent technological, legal and ideological advances that a [[Culture]] can make. Once an innovation is unlocked, it can be used by any County and Character of the culture which unlocked it. Innovations are grouped into 3 categories: Military and Civic, Cultural, and Regional.
Nicknames are epithets granted to [[character]]s. They are displayed either before or after the character's name.<ref>{{cite file|game\common\nicknames\00_nicknames.txt}}, <code>is_prefix = yes</code></ref> They can mainly be gained through {{icon|decision}} [[decision]]s or [[event]]s. Some are reserved for historical characters and can only be obtained through [[console commands]].


*Military and Civic innovations have a small chance to progress towards being unlocked each month based on multiple factors, the most important being average Development in Counties of the Culture. The second most important factor is the number of neighbor Counties that belong to another Culture which already unlocked an innovation (Exposure).
Nicknames are classified as "good" or "bad". Typically, a "good" nickname will replace any "bad" one, but not an existing "good" one.
*Regional innovations are unlocked when the Culture has a sufficient presence in a certain Region, and remain unlocked even if said territory is lost.
*Cultural innovations are always active, but require a certain Culture.


Feudal and Clan Governments rely on Innovations to unlock higher Crown Authority and De Jure claim [[Casus belli]]. 
__TOC__
 
== List of nicknames ==
The advancement chance is 5% + Fascination % + 40% there is exposure.
<!-- NOTE: Don't mention historical characters who were born after 15 September 1066, the latest start date, or (unless it's especially interesting) got their nickname after that. They're a holdover from CK2 and not relevant to CK3 (yet). -->
 
{| class="mildtable sortable plainlist"
Exposure is gained when another culture within the same faith already has the Innovation.
! Nickname
 
! Good?
Fascination is 20% as a base, plus 2% per the Culture Head's Learning skill.
! Requirement
 
|-
Amount of advancement gained = 0.3 + (average cultural province Development * 0.02) + 0.2 if ahead in era.
| the Avenger || Good || {{icon|decision}} Avenge the Battle of Tours decision
 
|-
==时代==
| the Saoshyant || Good || {{icon|decision}} [[Become the Saoshyant]] decision
Each Culture will be within one of 4 Eras which determine which innovations the Culture can unlock.
|-
 
| the Man/Woman of Glass || Good || {{icon|decision}} Build a Glass Monument decision
Once at least 50% of the innovations of an Era are unlocked and the required minimum year is reached, the Culture will slowly progress to the next Era based on the average {{iconify|Development}} in the Culture's Counties.
|-
| the Dragon || Good || [[File:secret deviancy.png|24px]] [[Cannibal secret]] exposed (above {{icon|dread}} 50 [[dread]])
|-
| the Cannibal || Bad || [[File:secret deviancy.png|24px]] Cannibal secret exposed (below {{icon|dread}} 50 dread)
|-
| the Divine || Good || {{icon|decision}} Consecrate Bloodline decision ([[head of faith]])
|-
| the Anointed || Good || {{icon|decision}} Consecrate Bloodline decision (not head of faith)
|-
| the Triumphant || Good || Defeating a character with the nickname "''the Undefeated''"
|-
| the Stupor Mundi || Good || {{icon|decision}} Empower the Sicilian Parliament decision (Holy Roman Emperor controlling all of de jure Sicily, or mentally or treatably ill)
|-
| the Lawgiver || Good || {{icon|decision}} Empower the Sicilian Parliament decision (otherwise)
|-
| the Devourer || Good || {{icon|decision}} Faith Cannibalism decision
|-
| the Knight of Gabriel || Good || {{icon|decision}} Form the Outremer Empire decision (20% chance, [[gender|male]] only)
|-
| the Virgin's Maiden || Good || {{icon|decision}} Form the Outremer Empire decision (20% chance, female only)
|-
| the Holy || Good ||
* {{icon|decision}} Form the Outremer Empire decision (20% chance)
* {{icon|martial lifestyle}} [[Martial lifestyle]] event
* {{icon|opinion}} {{green|High}} opinion with head of faith
|-
| the Messenger of Christ || Good || {{icon|decision}} Form the Outremer Empire decision (20% chance)
|-
| the Sword of God || Good || {{icon|decision}} Form the Outremer Empire decision (20% chance)
|-
| the Great || Good ||
* {{icon|decision}} Found Portugal decision
* {{icon|decision}} Restore Carolingian Borders decision
* {{icon|decision}} Restore the Holy Roman Empire decision
* Historical (many characters)
|-
| the Blessed || Good ||
* {{icon|opinion}} {{green|High}} opinion with head of faith
* Historical (Cadeyrn ap Gwrtheryn Gwerthrynion, prince of Powys 430–471, and his younger brother Gwerthefyr, sons of the legendary Vortigern (Gwrtheryn))
|-
| the Pious || Good ||
* {{icon|opinion}} {{green|High}} opinion with head of faith
* Historical (Boleslav II, duke of Bohemia 972–999; Hugues de Lusignan, count of Lusignan 1026–1060)
|-
| Blue Snake || Good || Historical (Signjótr Rurikid, deceased brother of Rurik)
|-
| Bluetooth || Good || Historical (Harald Gormsson af Gorm, king of Norway 970–986)
|-
| Canmore || Good || Historical ([[King Malcolm III of Scotland|Malcolm III Dunkeld]], king of Scotland in 1066)
|-
| Fairhair || Good || Historical (Harald Halfdansson Yngling, king of Norway 872–931)
|-
| Hard Ruler || Good || Historical ([[Harald Hardrada|Harald IV Sigurðrsson Yngling]], king of Norway in 1066)
|-
| Harthacnut || Good || Historical (Knud Knudsson Knytling, 11th century king of Denmark and England)
|-
| Wartooth || Good || Historical (Haraldr Skjöldung, duke of Sjælland 729–770)
|-
| Loðbrók || Good || Historical (Ragnar Sigurdrsson af Sigurdr, father of the leaders of the Great Heathen Army)
|-
| Ring || Good || Historical (Sigurdr Randversson af Sigurdr, jarl of Uppland 761–800)
|-
| Snake-in-the-Eye || Good || Historical ([[Sigurdr Snake-in-the-Eye|Sigurdr Ragnarrson af Sigurdr]], duke of Sjælland 860–917)
|-
| the Bald || Good || Historical ([[Charles the Bald|Charles II Karling]], king of West Francia 840–877)
<!-- |-
| the Black Whirlwind || Good || Unused -->
|-
| the Boneless || Good || Historical ([[Ivar the Boneless|Ivar Ragnarsson Ivaring]], petty king of the Isles 855–873)
|-
| the Builder || Good || Historical (Nerses III Mangaphas, Catholicos of the Apostolic Church 641–661)
<!-- |-
| the Campeador || Good || Unused -->
|-
| The Cucumber King || Good || Historical (Nyaung-u Sawrahan, duke of Pagan 956–1001)
|-
| Curthose || Good || Historical (Robert de Normandie, count of Maine in 1066)
|-
| the Deep-Minded || Good || Historical (Auðr Flatnefr, countess of Vestisland 867–900)
|-
| the Destroyer || Good || Historical (Máel-Coluim Ailpin, king of Scotland 1005–1034)
|-
| the German || Good || Historical ([[Ludwig the German|Ludwig Karling]], king of East Francia 843–876)
|-
| the Illuminator || Good || Historical (Gregory I Gregorid, Catholicos of the Apostolic Church 288–325)
<!-- |-
| the Jade Unicorn || Good || Unused -->
|-
| the Martyrophile || Good || Historical (Gregory II, Catholicos of the Apostolic Church in 1066)
|-
| the Missionary || Good || Historical (Hasan Alavid, Atabeg of Tabaristan 864–884)
<!-- |-
| the Panther Head || Good || Unused -->
|-
| the Peaceful || Good || Historical (Prince Olav Haraldsson Yngling of Norway, count of Ránriki in 1066, but didn't earn the name until he became king)
|-
| the Red || Good || Historical (several characters)
|-
| the Seer || Good || Historical (Helgi Ruriksson, king of Ruthenia 882–912)
|-
| the Slayer of the Snake || Good || Historical (Galadima Bayajidda Durbawa, high chief of Kano 865−910)
|-
| the Stranger || Good || Historical (Dyre Oskyldr, Grand Prince of Kiev 860–882)
<!-- |-
| the Tattooed Monk || Good || Unused
|-
| the Timely Rain || Good || Unused
|-
| the Turbulent River Dragon || Good || Unused -->
|-
| the Whetstone || Good || Historical (Prince Harald Svendsen Estrid of Denmark, duke of Jylland in 1066)
|-
| the White || Good || Historical (Olafr Guðröðrsson Yngling, earl of Dublin 855–866)
|-
| the Wild || Good || Historical (Eadric Eadricson Aelfricson, earl of Shropshire in 1066)
<!-- |-
| the Winged Tiger || Good || Unused -->
|-
| the Younger || Good || Historical (Ludwig Karling, king of Lotharingia 877–882; Louis II Karling, king of Italy 855–875)
|-
| Troublemaker || Good || Historical (Rurik Umilasson Rurikid, grand prince of Novgorod 862–879)
<!-- |-
| Wang Khan || Good || Unused (historical after 1066) -->
|-
| Whiteshirt || Good || Historical ([[Halfdan Whiteshirt|Halfdan Ragnarrson Hvitserk]], duke of Deira 866–875)
|-
| the Heartbreaker || Bad || {{icon|intrigue lifestyle}} [[Intrigue lifestyle]] event
|-
| the Mindbreaker || Good || {{iconify|Intrigue lifestyle}} event
|-
| the Flayer || Good || {{iconify|Intrigue lifestyle}} event
|-
| Fear-Eater || Good || {{iconify|Martial lifestyle}} event
|-
| the Brave || Good ||
* {{iconify|Martial lifestyle}} event
* Historical (Bolesław I Piast, king of Poland 1025; Alfonso VI Jimena, king of León in 1066)
|-
| the Foolish || Bad || {{iconify|Martial lifestyle}} event
|-
| the Fury || Good || {{iconify|Martial lifestyle}} event
|-
| the Hawk || Good || {{iconify|Martial lifestyle}} event
|-
| the Imperious || Good || {{iconify|Martial lifestyle}} event
|-
| the Merciless || Good || {{iconify|Martial lifestyle}} event
|-
| the Stalwart || Good || {{iconify|Martial lifestyle}} event
|-
| the Unrelenting || Good || {{iconify|Martial lifestyle}} event
|-
| the Ecumenist || Good || {{icon|decision}} Mend the Great Schism decision
|-
| the Conqueror || Good ||
* {{iconify|Martial lifestyle}} (rarely after completing two perk trees)
* Winning the Norman Conquest of England [[war]] as [[Duke William II of Normandy]]
|-
| the Peacemaker || Good || {{iconify|Diplomacy lifestyle}} (rarely after completing two perk trees)
|-
| the Tuatha Dé Danann || Good || {{icon|decision}} Reclaim Britannia decision as a character of Irish culture
|-
| the Shepherd || Good || {{icon|decision}} Restore Israel decision (50% chance)
|-
| the Judge || Good || {{icon|decision}} Restore Israel decision (50% chance)
|-
| the Dane || Good || {{icon|decision}} Restore the Danelaw decision
|-
| the Glorious || Good || {{icon|decision}} Restore the Roman Empire decision
|-
| the Greedy || Bad ||
* {{icon|decision}} Sell Minor Titles decision
* Mental break when having or gaining {{iconify|Comfort Eater}}
|-
| the Honorable || Good || {{icon|decision}} Sell Minor Titles decision
|-
| the Scholar || Good ||
* [[Spouse]] [[education|tutoring]] event
* {{icon|decision}} Found University decision
|-
| the Wise || Good ||
* Spouse tutoring event
* Historical (Berengar Unruochinger, duke of Barcelona 832–837; Baithené Néill aka St Baoithin, a cousin of the famous missionary St Columba)
|-
| the Bully || Bad || {{icon|stewardship lifestyle}} [[Stewardship lifestyle]] event
|-
| the Meticulous || Good || {{icon|stewardship lifestyle}} Stewardship lifestyle event
|-
| the Father/Mother of Spain || Good || {{icon|decision}} Unite the Spanish Thrones decision
|-
| the Undefeated || Good || Winning 100 [[battle]]s in a row (currently disabled)
<!-- |-
| Bad Hand || Bad || Unused
|-
| the Bloody || Bad || Unused
|-
| Half-Hand || Bad || Unused
|-
| the Hotspur || Bad || Unused -->
|-
| Little || Good, prefix || Easter egg character
<!-- |-
| Moneybags || Bad || Unused
|-
| the One-eyed || Bad || Unused -->
|-
| Pendragon || Good || {{icon|decision}} Reclaim Britannia decision as a character of Welsh culture
<!-- |-
| the Priest-Eater || Bad || Unused
|-
| the Priest-Hater || Bad || Unused --><!--
Doesn't actually exist:
|-
| Savage || ??? || --><!--
|-
| the Able || Good || Unused -->
|-
| the Accursed || Bad || Historical (Ioannes II Lantpertidi, duke of Salerno 983–999)
|-
| the Affable || Good ||
* {{iconify|Diplomacy lifestyle}} (rarely after completing two perk trees)
* Historical (Ranulf Taillefer, count of Angouleme 962–975)
|-
| the Apostle || Good || Historical (the first three Nestorian Popes, plus St Andrew, considered the first Ecumenical Patriarch)
|-
| the Architect || Good || {{iconify|Stewardship lifestyle}} (rarely after completing two perk trees)
|-
| the Bard || Good || Easter egg character
|-
| the Bastard || Bad || Historical ([[William the Bastard|William I de Normandie]], duke of Normandy in 1066; Arnaud Taillefer, count of Angouleme 976–998)
<!-- |-
| the Bear || Good || Unused -->
|-
| the Beautiful Beard || Good || Easter egg character
<!-- |-
| the Beguiling || Good || Unused -->
|-
| the Benevolent || Good || {{iconify|Stewardship lifestyle}} (rarely after completing two perk trees)
<!-- |-
| the Betrayer || Bad || Unused
|-
| the Bewitched || Bad || Unused
|-
| the Big Halberd || Good || Unused
|-
| the Black || Bad || Unused (historical after 1066)
|-
| the Black Adder || Good || Unused -->
|-
| the Blind || Bad || Historical (Manso II Musconidi, doge of Amalfi intermittently 1028–1051; Louis III Bouvinid, king of Italy 902–905)
|-
| the Blood-Father/Mother || Good || {{icon|decision}} Strengthen Bloodline decision
<!-- |-
| the Bloody || Good || Unused -->
|-
| the Bogatyr || Good || {{icon|decision}} Unite the Slavs decision (if male)
|-
| the Bold || Good || Historical (Bolesław II Piast, king of Poland in 1066)
<!-- |-
| the Brilliant || Good || Unused
|-
| the Brute || Bad || Unused
|-
| the Butcher || Bad || Unused -->
|-
| the Chaste || Good || Historical (Aldefonso II de Asturias, king of Asturias 791–842)
<!-- |-
| the Chivalrous || Good || Unused -->
|-
| the Chronicler || Good || {{iconify|Learning lifestyle}} (rarely after completing two perk trees)
<!-- |-
| the Compassionate || Good || Unused --
|-
| the Confessor || Good || Historical (Smbat III Bagrationi, king of Old Armenia 851–862; Eadward II of Wessex, king of England 1042–1066)
<!-- |-
| the Courageous || Good || Unused -->
|-
| the Crow || Good || {{iconify|Intrigue lifestyle}} (rarely after completing two perk trees)
|-
| the Crowned || Good || {{icon|decision}} Unite the Southern Slavs decision
|-
| the Cruel || Bad || Historical (Fruella I de Asturias, king of Castille 757–768)
|-
| the Crusader || Good || {{icon|decision}} Form the Outremer Empire decision (20% chance)
<!-- |-
| the Deceiver || Good || Unused -->
|-
| the Defender of [God] || Good || {{icon|decision}} Defenders of [God] decision
<!-- |-
| the Demon || Bad || Unused
|-
| the Depraved || Bad || Unused -->
|-
| the Devil || Bad || Unused (historical: [[wikipedia:Robert of Bellême, 3rd Earl of Shrewsbury|Robert de Montgomery]], 3rd Earl of Shrewsbury, in 1066 a 9 year old courtier in the County of Bayeux)
|-
| the Diplomat || Good || {{iconify|Diplomacy lifestyle}} (rarely after completing two perk trees)
<!-- |-
| the Diseased || Bad || Unused -->
|-
| the Drunkard || Bad || Historical (Michael III Amorios, basileus of the Byzantine Empire 842–866)
|-
| the Eager || Bad || Easter egg character
|-
| the Elegant || Good || {{iconify|Stewardship lifestyle}} (rarely after completing two perk trees)
|-
| the Enlightened || Good || {{iconify|Learning lifestyle}} nickname (rarely after completing two perk trees)
|-
| the Fair || Good || Historical (Donald Dunkeld, brother of King Malcolm III of Scotland in 1066; Eadgifu Swanneshals, countess of Bedford in 1066; Eadwig of Wessex, king of England 955–959)
|-
| the Fat || Bad || Historical (Umar Hafsid, emir of Crete 827–855; Sanchu I de León, king of Castille, León and Galicia intermittently 956–966; Guiges d'Albon, heir to the county of Viennois in 1066)
|-
| the Fearless || Good || Historical (Richard I de Normandie, duke of Normandy 942–996)
<!-- |-
| the Ferocious Giant || Good || Unused -->
|-
| the Fishy || Bad || {{iconify|Learning lifestyle}} event
<!-- |-
| the Flash of (God) || Good || Unused -->
|-
| the Fowler || Good || Historical (Heinrich I Ludolfinger, Holy Roman Emperor 918–962)
|-
| the Fox || Good || Historical ([[Robert Guiscard|Robert de Hautville]], duke of Apulia in 1066)
<!-- |-
| the Frail || Bad || Unused
|-
| the Frog || Bad || Unused -->
|-
| the Gardener || Bad || {{iconify|Stewardship lifestyle}} event
|-
| the Generous || Good ||  {{iconify|Stewardship lifestyle}} (rarely after completing two perk trees)
<!-- |-
| the Gentle || Good || Unused (historical after 1066)
|-
| the Giant || Good || Unused -->
|-
| the Girthy || Good || Easter egg character
|-
| the Good || Good || Historical (Richard de Normandie, duke of Normandy 996–1026; Hywel II Dinefwr, prince of Deheubarth (and later the rest of Wales) 909–950; Parsman Parnavaziani, count of Tblisi 116–135)
|-
| the Gouty || Bad || Historical (Bermudu II de León, king of Castille, León and Galicia 984–999)
<!-- |-
| the Gracious || Good || Unused -->
|-
| the Guardian || Good || {{iconify|Martial lifestyle}} (rarely after completing two perk trees)
|-
| the Hammer || Good || Historical ([[wikipedia:Charles Martel|Karl Karling]], count of Vermandois 714–741)
|-
| the Handsome || Good || Historical (Ota Přemyslid, count of Olomouc in 1066; Elidyr Rheged, duke of Lancaster 560)
|-
| the Heathen || Bad || Historical (Prince Erik Emundrsson af Munsö, duke of Uppland in 1066)
<!-- |-
| the Hideous || Bad || Unused -->
|-
| the Historian || Good ||
* {{iconify|Learning lifestyle}} (rarely after completing two perk trees)
* Historical (John V Zohrabian, Catholicos of the Apostolic Church 897–898)
<!-- |-
| the Honest || Good || Unused
|-
| the Hotspur || Good || Unused -->
|-
| the Hunchback || Bad || Historical (Prince Pepin Karling, son of Karl the Great, Holy Roman Emperor)
|-
| the Hunter || Good || Historical (Hugues de Lusignan, count of Lusignan 915–930)
<!-- |-
| the Immortal || Good || Unused -->
|-
| the Impaler || Bad || {{iconify|Intrigue lifestyle}} (rarely after completing two perk trees)
|-
| the Inevitable || Good || Easter egg character
<!-- |-
| the Insane || Bad || Unused -->
|-
| Ironside || Good || Historical ([[Björn Ironside|Björn Ragnarsson af Munsö]], jarl of Uppland 860–868; Eadmund II of Wessex, king of England 1016)
|-
| the Just || Good || {{iconify|Stewardship lifestyle}} (rarely after completing two perk trees)
|-
| the Kind || Good ||
* {{iconify|Diplomacy lifestyle}} (rarely after completing two perk trees)
* Historical (Hugues II de Lusignan, count of Lusignan 930–967)
|-
| the Lord/Lady of the Ganges || Good || {{icon|decision}} Take Stewardship of the Sacred River decision
<!-- |-
| the Lame || Bad || Unused (historical after 1066)
|-
| the Lecher || Bad || Unused
|-
| the Leper || Bad || Unused
|-
| the Lewd || Bad || Unused -->
|-
| the Liberator || Good || Historical (Tengil Karmanjaka, courtier in the Republic of Visby in 1066 – this is an ironic reference to the novel ''The Brothers Lionheart'' by Astrid Lindgren)
|-
| the Lion || Good || Historical (Guiraud d'Armagnac, count of Armagnac 1010–1011; Sangrama I Vijaya, king of Khotan 130–132)
|-
| the Lionheart || Good || Unused (historical after 1066)
|-
| the Lisp and Lame || Bad || Unused (historical after 1066)
|-
| the Little || Bad || Mental break when having or gaining {{iconify|Comfort Eater}} (ironic)
|-
| the Loyal || Good || Historical (Þórvar Umilasson Rurikid (brother of Rurik), count of Pskov 860–862)
<!-- |-
| the Mad || Bad || Unused -->
|-
| the Magnanimous || Good || {{iconify|Diplomacy lifestyle}} (rarely after completing two perk trees)
|-
| the Magnificent || Good ||
* {{iconify|Diplomacy lifestyle}} (rarely after completing two perk trees)
* Historical (Robert de Normandie (father of William), duke of Normandy 1027–1035; Eadmund I of Wessex, king of England 939–946)
|-
| the Martyr || Good || Historical (many characters)
<!-- |-
| the Merry || Good || Unused (historical after 1066) -->
|-
| the Monk || Good || Historical (Alfonsu IV de León, king of León and Castille 925–931 (abdicated))
<!-- |-
| the Monster || Bad || Unused -->
|-
| the Noble || Good ||
* {{iconify|Martial lifestyle}} (rarely after completing two perk trees)
* Historical (Alfonsu V de León, king of Castile 999–1028; Alfonso V of León)
<!-- |-
| the Oathbreaker || Bad || Unused -->
|-
| the Old || Bad || Historical (many characters)
<!-- |-
| the Overseer || Good || Unused
|-
| the Passionate || Good || Unused -->
|-
| the Philosopher || Good ||
* {{iconify|Stewardship lifestyle}} event
* Historical (John III Arakelian, Catholicos of the Apostolic Church 717–728)
* Easter egg character
<!-- |-
| the Pilgrim || Good || Unused -->
|-
| the Plump || Bad ||
* Mental break when having or gaining {{iconify|Comfort Eater}}
* Easter egg character
|-
| the Poet || Bad || {{iconify|Stewardship lifestyle}} event
|-
| the Polyanitsa || Good || {{icon|decision}} Unite the Slavs decision (if female)
<!-- |-
| the Prodigy || Good || Unused
|-
| the Proud || Good || Unused (historical after 1066) -->
|-
| the Quarreller || Bad || Historical (Heinrich Ludolfinger, duke of Bavaria etc. intermittently 955–995)
<!-- |-
| the Quick || Bad || Unused
|-
| the Rash || Bad || Unused
|-
| the Repulsive || Bad || Unused -->
|-
| the Restorer || Good || Historical (Kazimierz I Piast, king of Poland 1039–1058)
<!-- |-
| the Ruthless || Bad || Unused -->
|-
| the Sage || Good || {{iconify|Learning lifestyle}} (rarely after completing two perk trees)
|-
| the Saint || Good || Historical (many characters, notably Ildebrando da Soana, future Pope Gregory VII, in 1066 a courtier in the county of Parma)
<!-- |-
| the Seducer || Good || Unused
|-
| the Seductress || Good || Unused -->
|-
| the Selfish || Bad || Mental break when having or gaining {{iconify|Comfort Eater}}
|-
| the Shadow || Good || {{iconify|Intrigue lifestyle}} (rarely after completing two perk trees)
<!-- |-
| the Shrewd || Good || Unused
|-
| the Shy || Bad || Unused -->
|-
| the Silent || Bad || Historical (Bernat d'Armagnac, count of Armagnac 1011–1064)
<!-- |-
| the Silly || Bad || Unused
|-
| the Simple || Bad || Unused -->
|-
| the Sly || Good || {{iconify|Intrigue lifestyle}} (rarely after completing two perk trees)
|-
| the Spider || Good || {{iconify|Intrigue lifestyle}} (rarely after completing two perk trees)
|-
| the Stammerer || Bad || Historical (Louis II Karling, king of West Francia 877–879)
|-
| the Strong || Good || Historical (many characters, notably [[King Sancho II of Castile and León|Sancho II Jimena]], king of Castille in 1066)
|-
| the Tactician || Good || {{iconify|Martial lifestyle}} (rarely after completing two perk trees)
<!-- |-
| the Temptress || Bad || Unused -->
|-
| the Terrible || Bad || Mental break when having or gaining {{iconify|Comfort Eater}}
<!-- |-
| the Theologian || Good || Unused
|-
| the Thunderbolt || Good || Unused -->
|-
| the Timid || Bad || Historical (Hugo Etichonen, count of Sundgau 820–837)
<!-- |-
| the Tormentor || Bad || Unused
|-
| the Traitor || Bad || Unused
|-
| the Trembling || Bad || Unused
|-
| the Trickster || Good || Unused -->
|-
| the Trojan || Good || {{icon|decision}} Restore Dumnonia decision
<!-- |-
| the Troubadour || Good || Unused (historical after 1066) -->
|-
| the Trustworthy || Good || Easter egg character
|-
| the Truthseeker || Good || {{iconify|Learning lifestyle}} (rarely after completing two perk trees)
|-
| the Truthspeaker || Good || Historical (Saga Ingjerðrsdottir, fictional daughter of Halfdan Whiteshirt)
<!-- |-
| the Tyrant || Bad || Unused (historical after 1066)
|-
| the Unchaste || Bad || Unused
|-
| the Unfaithful || Bad || Unused -->
|-
| the Unifier of Africa || Good || {{icon|decision}} Unite Africa decision
|-
| the Unready || Bad || Historical (Æthelræd of Wessex, king of England intermittently 978–1016)
<!-- |-
| the Unrestrained || Good || Unused -->
|-
| the Unworthy || Bad || Mental break when having or gaining {{iconify|Comfort Eater}}
|-
| the Usurper || Good || Historical (Aeddan ap Blegywryd Ynys Môn, prince of Gwynedd 1005–1018)
|-
| the Valiant || Good || {{iconify|Martial lifestyle}} (rarely after completing two perk trees)
<!-- |-
| the Vanquisher || Good || Unused -->
|-
| the Victorious || Good || Historical (Eirikr Björnsson af Munsö, first king of Sweden 970–995)
|-
| the Viking || Good || Easter egg character
<!-- |-
| the Weak || Bad || Unused -->
|-
| the Wend || Good || {{icon|decision}} Unite Western Slavs decision
<!-- |-
| the Whirlwind || Good || Unused -->
|-
| the Whisperer || Good || {{iconify|Intrigue lifestyle}} (rarely after completing two perk trees)
|-
| the Wicked || Bad || Mental break when having or gaining {{iconify|Comfort Eater}}
<!-- |-
| the Witch || Bad || Unused
|-
| the Wizard || Good || Unused
|-
| the Wolf || Good || Unused
|-
| the Worthy || Good || Unused -->
|-
| the Young || Bad || Historical (many characters, notably Adalvard, prince-bishop of Skara in 1066; Centolh de Béarn, count of Bigorre in 1066)
|-
| Tiny || Good, prefix || Easter-egg character
<!-- |-
| Vanquisher || Good || Unused -->
|}


A culture cannot progress to another Era if its Cultural Head is Tribal.
== Nickname ID ==
The internal name of a nickname in the game's files can be found by following these steps:
# Take the nickname as displayed in-game.
# Turn all letters into lowercase (<code>A...Z->a...z</code>).
# Replace spaces (<code> </code>) and dashes (<code>-</code>) with underscores (<code>_</code>).
# Add <code>nick_</code> to the beginning.


Nickname IDs that do not match their in-game name are included in the table below:
{| class="mildtable"
{| class="mildtable"
! width="92px;" |'''时代'''
! Nickname
!最早年份
! Internal name
!描述
|-
!调试 ID
| the Man/Woman of Glass || nick_the_glass
|-
| the Virgin's Maiden || nick_the_maiden_of_virgin
|-
| Hard Ruler || nick_haardraade
|-
| Harthacnut || nick_hardeknud
|-
| Wartooth || nick_hildetand
|-
| Loðbrók || nick_lodbrok
|-
| Curthose || nick_the_curthose
|-
| Fear-Eater || nick_feareater
|-
| the Tuatha Dé Danann || nick_the_tuatha_de_danann
|-
| the Father/Mother of Spain || nick_the_motherfather_of_spain
|-
| the Blood-Father/Mother || nick_the_blood_motherfather
|-
|-
|[[File:Culture era tribal.png|90px]] '''部落时期'''
| the Defender of (God) || nick_the_defender_of_highgod
| align="center" |476
|''一种文化的部落时代先于成体系法律与体制化的政府出现之前。部落制的统治者只能使用部落时代的革新。''
|culture_era_tribal
|-
|-
|[[File:Culture era early medieval.png|90px]] '''中世纪早期'''
| the Flash of (God) || nick_the_flash
| align="center" |900
|''中世纪早期时代见证了专职行政者与一系列重要革新的涌现,培育了脱离黑暗时代的文化。''
|culture_era_early_medieval
|-
|-
|[[File:Culture era high medieval.png|90px]] '''中世纪盛期'''
| Ironside || nick_the_ironside
| align="center" |1050
|''中世纪盛期时代是伟大技术与行政进步的时代,见证了小镇成长为都市,以及市民阶级的崛起,他们甚至能如贵族般掌握了至高统治权。''
|culture_era_high_medieval
|-
|-
|[[File:Culture era late medieval.png|90px]] '''中世纪晚期'''
| the Lord/Lady of the Ganges || nick_the_ladylord_of_the_ganges
| align="center" |1200
|''中世纪晚期时代标志着封建世界的顶点。官僚、工匠、商人和借贷者开始蚕食旧特权阶级的权力,除了君主制本身。''
|culture_era_late_medieval
|}
 
=={{anchor|革新列表}}革新列表==
===部落时期===
解锁所有部落时期革新要求''采用氏族制''或''采用封建制''决议(对于独立部落统治者)。
{| class="mildtable" style="float: left; margin-right: 30px;"
! width="92px;" |民政革新
!效果
!描述
!调试 ID
|- id="Casus Belli"
|[[File:Innovation administration 01.png]] 宣战理由
|[[File:Default cb.png|24px]] 可以使用个别的法理伯爵领[[宣战理由]]
|''普天之土,能者据之,这是千百年流传下来的礼法。不过,若是能为发动的战争正名,我们就能避免引起邻国的忿怒,以及接踵而至的报复行动。''
|innovation_casus_belli
|- id="City Planning"
|[[File:Innovation civil construction 02.png]] 城市规划
|[[File:Building guild halls.png|24px]] 可以修建中心村镇<br>[[File:Building monastic schools.png|24px]] 可以修建圣堂和祈祷大厅<br>[[File:Building market villages.png|24px]] 可以修建贸易前哨
|''在建造城市之前先规划好城市,这能让我们在战略要处修建新的地产建筑,这不仅满足功能需求,也提升了美学品味,远胜那些因年代久远只有危害的老旧建筑。''
|innovation_city_planning
|- id="Crop Rotation"
|[[File:Innovation levy building.png]] 轮作
|{{icon|yes}} 解锁全部部落时代经济建筑
|''从传统的两圃制(二区轮作制)转换到三圃制(三区轮作制),我们可以在不榨干农场土地肥力的情况下种植更多的作物。''
|innovation_crop_rotation
|- id="Currency"
|[[File:Innovation majesty 02.png]] 货币
|{{icon|development}} {{green|+10%}} 每月发展度增长
|''以物易物缓慢又低效;采用一种官方认可的货币,比如货贝或金属块,将会促进贸易,加快思想在我国的传播速度。''
|innovation_currency_01
|- id="Gavelkind"
|[[File:Innovation administration 03.png]] 均分继承
|{{icon|law}} 可以实行联盟分割继承制法律
|''平稳和繁荣相生相伴。为了防止旧领主去世时,其封臣为了争权夺势打得鸡飞狗跳,我们应当制定一个先决、平等的继承机制,在最大程度上消除传统上继承时可能产生的不稳定因素。''
|innovation_gavelkind
|- id="Ledger"
|[[File:Innovation administration 02.png]] 分类账簿
|{{icon|domain}} {{green|+1}} 直辖上限
|''随着我们的领土日渐增长,我们需要更好的方法记录我们的所有物。坚持用分类账簿记录我们的财物,这能确保我们在任何时候都清楚手头有哪些资源能够随时调遣。''
|innovation_ledger
|- id="Planned Assemblies"
|[[File:Innovation leadership 01.png]] 全体大会
|[[File:Building longhouses.png|24px]] 可以修建加固部落建筑<br>[[File:Crown authority 1.png|24px]] 可以实行有限君权法律
|''为了更加有效地管理,我们必须将领地的所有自由民都集中于一处,一齐讨论和解决立法事务。参加是强制的,缺席者将被罚款,并剥夺他们影响任何决策的能力。''
|innovation_plenary_assemblies
|- id="Public Works"
|[[File:Innovation civil construction 01.png]] 公共工程
|{{icon|development}} 现在伯爵领现有发展度到达20时才会触发发展度惩罚
|''资助诸如道路、学校和水渠等公共工程的建设,将有助于我们的居民点扩张,保证未来数代人的繁荣。''
|innovation_development_01
|}
{| class="mildtable" style="float: left; margin-right: 30px;"
! width="92px;" |军事革新
!效果
!描述
!调试 ID
|- id="Bannus"
|[[File:Innovation raised banner.png]] 军队征召令
|{{icon|levies}} {{green|+15%}} 征召兵补员速率
|''军队征召令基于在战场上指挥士兵的权力,赋予统治者驱使领内的自由民为其战斗的权力,是建立一支庞大征召军队的法律上的基础。''
|innovation_bannus
|- id="Barracks"
|[[File:Innovation levy building.png]] 兵营
|{{icon|yes}} 解锁全部部落时代军事建筑
|''为我们的士兵建造专用建筑用于驻扎,可以保证我们有充足的空间容纳我们不断成长的军队。''
|innovation_barracks
|- id="Mottes"
|[[File:Innovation fortifications.png]] 土垒
|{{icon|yes}} 解锁全部部落时代工事建筑
|''简单而有效,将我们的堡垒建在垒砌的土堆上,是保证我们对敌人居高临下最好的办法。''
|innovation_motte
|- id="Mustering Grounds"
|[[File:Innovation leadership 02.png]] 校阅场
|{{icon|levies}} {{green|+2}} 兵士军团的规模<br>{{icon|levies}} {{green|+1}} 兵士军团的最大数量
|''只是有人愿意为我们而战并不足以赢得战争。划出场所让人们得以为战争训练与集合,方能使我们支持更多有经验的战士,带领我们获得胜利。''
|innovation_mustering_grounds
|- id="Onager"
|[[File:Innovation siege weapons.png]] 野驴炮
|[[File:Unit onager.png|24px]] 可以招募野驴炮兵士
|''虽然装载发射缓慢,但扭力驱动的投石机让我们得以攻破敌人的堡垒,同时躲在他们的弓箭手射程之外。''
|innovation_catapult
|- id="Quilted Armor"
|[[File:Innovation weapons and armor 02.png]] 棉甲
|[[File:Unit heavy infantry.png|24px]] 可以招募披甲步兵兵士
|''将一打或更多层棉质纤维缝制在一起,这些棉质夹克甚至能够阻挡重型箭矢,其低成本造价可使我们用这样的护甲武装一整个军团投入作战。''
|innovation_quilted_armor
|}
{{clear}}
{| class="mildtable plainlist" style="float: left; margin-right: 30px;"
! width="92px;" |文化革新
!文化
!效果
!描述
!调试 ID
|- id="Bush Hunting"
|[[File:Innovation special maa 02.png]] 荒野狩猎
|
*阿肯文化组
*约鲁巴文化组
|[[File:Unit bowmen.png|24px]] 可以招募荒野猎手兵士
|''荒野是艰苦粗砺之地,但也给那些知道在何处眺望及如何利用的人提供了丰富的机会。训练我们的弓箭手掌握这些技巧将使他们在这类地区接敌时拥有优势。''
|innovation_bush_hunting
|- id="Chu-ko-nu"
|[[File:Innovation special maa 02.png]] 诸葛弩
|
*中华文化组
|[[File:Unit crossbowmen.png|24px]] 可以招募诸葛弩手兵士
|''连弩,又被称为诸葛弩,是一项精妙的发明,弩机中加入一种易于使用的机械装置,使得任何人都能使用自如。尽管诸葛弩火力与射程不足,但其超乎寻常的射速,让它成为防御战中的完美武器。''
|innovation_repeating_crossbow
|- id="Compound Bows"
|[[File:Innovation special maa 02.png]] 复合弓
|
*蒙古文化组
*突厥文化组
*波斯文化组
*阿兰文化
*马扎尔文化
|[[File:Unit horse archers.png|24px]] 可以招募弓骑兵兵士
|''我们的复合弓由兽角、木材和兽筋叠压组合制成,它比传统弓小得多,威力却毫不逊色。缩小的弓臂令其可以在马背上轻松地射击,让我们能将真正具有毁灭性的弓骑兵投入战场。''
|innovation_compound_bows
|- id="Defensive Tactics"
|[[File:Innovation special maa 01.png]] 防守战术
|
*以色列文化组
|[[File:Unit skirmishers.png|24px]] 可以招募守卫兵士
|''我们人民曾多次被迫流亡和被驱逐。尽管悲惨,这些经历让我们尤为擅长后卫部队的战术,减少伤亡。''
|innovation_mobile_guards
|- id="Forest Wardens"
|[[File:Innovation special maa 02.png]] 丛林守望者
|
*波罗的-芬兰文化组
*伏尔加-芬兰文化组
*乌戈尔-彼尔姆文化组
*波罗的文化组
|[[File:Unit bowmen.png|24px]] 可以招募森林游骑兵兵士
|''我们的祖先世代生活在这片丛林中,如今却遭受到外来者的威胁。数个世纪在丛林中战斗而积累的经验将帮助我们守护祖传的家园。''
|innovation_forest_wardens
|- id="Konni Raids"
|[[File:Innovation special maa 01.png]] 骠骑兵突袭
|
*南斯拉夫文化组
*匈牙利文化
*波拉布文化
*波兰文化
*波美拉尼亚文化
|[[File:Unit light cavalry.png|24px]] 可以招募骠骑兵兵士
|''我们的骠骑兵是能快速打击敌军薄弱处的轻骑兵,构成了专精袭扰和突袭的军团。''
|innovation_hussar_raids
|- id="Mountain Skirmishing"
|[[File:Innovation maa 02.png]] 山地散兵
|
*阿法尔文化
*索马里文化
*沃莱塔文化
|[[File:Unit skirmishers.png|24px]] 可以招募非洲之角勇士兵士
|''非洲之角的雄伟群山给许多种军队造成补给困难,但我们的散兵能轻易适应此地的环境,击溃敌军侵略者。''
|innovation_mountain_skirmishing
|- id="Mubarizun"
|[[File:Innovation maa 02.png]] 穆巴里尊
|
*贝都因文化
*布特尔文化
*埃及文化
*黎凡特文化
*努比亚文化
|[[File:Unit heavy infantry.png|24px]] 可以招募穆巴里尊兵士
|''以四大正统哈里发军队中的传奇勇士们为模范,我们的穆巴里尊士兵们受训在阵地战和单打独斗中都能更胜一筹。''
|innovation_mubarizuns
|- id="Sahel Horsemen"
|[[File:Innovation special maa 01.png]] 萨赫勒骑手
|
*萨赫勒文化组
*塞内冈比亚文化组
*中非文化组
*达朱文化
*扎加瓦文化
|[[File:Unit light cavalry.png|24px]] 可以招募萨赫勒骑手兵士
|''萨赫勒是一片干旱贫瘠的平原,在这片广袤的土地上通常都有马匹出没。萨赫勒骑手是马背上的战士,他们使用轻型棉甲和标枪来毁灭他们的敌人。他们行动迅速,能够轻松面对沙漠和旱地的环境。''
|innovation_sahel_horsemen
|- id="Table of Princes"
|[[File:Innovation nobility 01.png]] 诸侯之桌
|
*捷克文化
*斯洛伐克文化
|
*{{icon|law}}可以实行家族年长者继承制法律
*{{icon|law}}可以在任何君权下通过法案家族年长者继承制
|''诸侯之桌是波西米亚领主的御用之座,坐在桌上的人被认为是法理统治者。在家族年长者继承制中,头衔会被统治宗族在世成员中最年长的那位继承。''
|innovation_table_of_princes
|- id="Upland Skirmishing"
|[[File:Innovation maa 02.png]] 高地冲突
|
*西非文化组
|[[File:Unit skirmishers.png|24px]] 可以招募几内亚山民兵士
|''我们好几代人生活在这片稀树草原地带的山丘。祖先向教导了我们如何利用这一地形,而若有劫掠者威胁边境,我们就能在防御时使用这些知识。''
|innovation_upland_skirmishing
|- id="Visigothic Codes"
|[[File:Innovation nobility 01.png]] 西哥特法典
|
*阿拉贡文化
*巴斯克文化
*加泰罗尼亚文化
*奥克文化
|
*{{icon|law}} 可以实行高等分割继承制法律
*{{icon|law}} 可以实行男女平等法律
*{{icon|law}} 可以在任何君权下通过男女平等法律
|''尽管西哥特人的许多古老传统都已从世上抹去,比利牛斯的子孙牢记古道,并记得土地要如何在子女中务实而公平地分配。''
|innovation_visigothic_codes
|- id="Zbrojnosh"
|[[File:Innovation maa 01.png]] 兹布罗伊诺什
|
*捷克文化
*斯洛伐克文化
|[[File:Unit heavy infantry.png|24px]] 可以招募兹布罗伊诺什兵士
|''我们祖地郁郁葱葱的山岭需要不同寻常的战斗方式。我们的兹布罗伊诺什是具备武装的士兵,受训去将地形转变为优势,并证明了自己是能以少胜多的优秀战士。''
|innovation_zbrojnosh
|}
 
{| class="mildtable plainlist" style="float: left; margin-right: 30px;"
! width="92px;" |地域革新
!地域
!效果
!描述
!调试 ID
|- id="Elephantry"
|[[File:Innovation elephant.png]] 象兵
|印度或东南亚
|[[File:Unit war elephants.png|24px]] 可以招募战象兵士
|''大象很难在捕获状态中养大,因此每名看象人都需要亲自捕获他们的野象并训练。这意味着在战斗中运用这些大型生物是一门精致的技艺,但我们决意掌握这门技艺。''
|innovation_elephant
|- id="Longships"
|[[File:Innovation misc inventions.png]] 长船
|北欧
|
*{{icon|yes}} 解锁跨海劫掠的能力,如果你已能够劫掠
*{{icon|yes}} 解锁在主要河流中航行的能力
*{{icon|gold}} {{green|-75%}} 登船花费
*{{icon|pursuit}} {{green|+25%}} 海军速度
|''我们的长船是令人惧怕的远洋舰船,能够驶入无人之境,披风斩雨。这给予我们在大洋上出色的机动能力。''
|innovation_longboats
|- id="War Camels"
|[[File:Innovation camel.png]] 军用骆驼
|中东、波斯或北非
|[[File:Unit camel riders.png|24px]] 可以招募骆驼骑兵兵士
|''骆驼天生适应于在沙漠地形生活,但他们不是天生的战斗物种。我们的养育官与驯驼人可以改变这一点,提供给我们适宜沙漠地形的骑兵部队,让我们主宰沙漠。''
|innovation_camel
|- id="West African Canoes"
|[[File:Innovation majesty 01.png]] 西非独木舟
|西非
|
*{{icon|yes}} 解锁跨海劫掠的能力,如果你已能够劫掠
*{{icon|yes}} 解锁在主要河流中航行的能力
*{{icon|gold}} {{green|-25%}} 登船花费
*{{icon|time}} {{green|+10%}} 劫掠速度<!--指挥修正,此修正只对将领有影响-->
|''西非的大独木舟非常适合在河流中航行,能让我们迅速将部队运送到需要的地方。''
|innovation_african_canoes
|- id="Wootz Steel"
|[[File:Innovation weapons and armor 01.png]] 乌兹钢
|Deccan India
|
*{{icon|prowess}} {{green|+1}} 勇武
*{{icon|damage}} {{green|+2}} 重步兵伤害
*{{icon|damage}} {{green|+2}} 重骑兵伤害
|''这种高碳金属也被称为印度钢或赛里斯钢,十分适合用来制造武器。乌兹钢被广泛交易,被认为是世界上最好的钢。贯穿历史,它吸引了阿拉伯、埃及、中国甚至罗马商人的目光。''
|innovation_wootz_steel
|}
{{clear}}
 
===中世纪早期===
{| class="mildtable" style="float: left; margin-right: 30px;"
! width="92px;" |民政革新
!效果
!描述
!调试 ID
|- id="Armillary Sphere"
|[[File:Innovation misc inventions.png]] 浑仪
|{{icon|pursuit}} {{green|+25%}} 海军速度
|''包含可移动圆环的球形框架,此装置让我们得以记录并预测诸天的运行。它除了是一件奇妙的天文装置,它的知识也能帮助我们的船长远航深海。''
|innovation_armilary_sphere
|- id="Bailiffs"
|[[File:Innovation leadership 01.png]] 执达官
|{{icon|domain}} {{green|+1}} 直辖上限
|''君王无法立即出现在每个地方。通过指派执达官在领地全境执法,比起过去,我们能更有效地统治更多区域。''
|innovation_baliffs
|- id="Chronicle Writing"
|[[File:Innovation administration 03.png]] 编纂家族编年史
|[[File:Default cb.png|24px]] 可以使用个别的法理公国[[宣战理由]]<br>{{icon|prestige}} {{green|-10%}} 宣战理由威望花费
|''我们家族伟业的传说不再将只通过口头传承。我们所达成壮举的文字记录将被保留,以鼓舞后人,同时向世人证明我们应当合法持有的土地的宣称。''
|innovation_chronicle_writing
|- id="Coinage"
|[[File:Innovation nobility 01.png]] 金属硬币
|{{icon|development}} {{green|+10%}} 每月发展度增长<br>{{icon|law}} 解锁铸币权封建契约
|''未校准的货币难以控制,缺乏稳定性。铸造的硬币,按特定的重量测量,并盖有皇家印章,给商业交易带来新的信心。''
|innovation_currency_02
|- id="Communal Government"
|[[File:Innovation nobility 03.png]] 社区治理
|{{icon|development}} 在伯爵领现有发展度到达35时才会触发发展度惩罚
|''大型城镇经常面临一系列日益复杂的问题。将一些权力下放给地方议会,可以让他们在不需要国王介入的情况下解决这些问题。''
|innovation_development_02
|- id="Hereditary Rule"
|[[File:Innovation majesty 02.png]] 世袭统治
|
*{{icon|law}} 可以实行分割继承制法律
*{{icon|prestige}} {{green|+5%}} 每月威望
|''把领地在合格继承人中均分会破坏我们人民的团结。通过摈弃在每次继承中分疆裂土的做法并建立世袭统治体系,我们可以确保一片稳定而繁荣的腹地。''
|innovation_hereditary_rule
|- id="Manorialism"
|[[File:Innovation fortifications.png]] 庄园制度
|{{icon|time}} {{green|-10%}} 建筑的建造时间<br>{{icon|yes}} 解锁全部中世纪早期经济建筑
|''由于土地集中在我们精英阶级手中,许多男人和女人没法工作。我们可以建立一套庄园系统,在那里自由民能够在我们的田中劳作以支付租金,而那些无力支付的则会成为属于我们的农奴。''
|innovation_manorialism
|- id="Royal Prerogative"
|[[File:Innovation majesty 01.png]] 王室特权
|[[File:Crown authority 2.png|24px]] 可以实行高君权法律<br>[[File:Crown authority 3.png|24px]] 可以实行绝对君权法律
|''由于我们的王室为国操劳,负担繁重,因此应享有专门保留的特权。''
|innovation_royal_prerogative
|}
{| class="mildtable" style="float: left; margin-right: 30px;"
! width="92px;" |军事革新
!效果
!描述
!调试 ID
|- id="Arched Saddle"
|[[File:Innovation knight.png]] 拱形马鞍
|[[File:Unit heavy cavalry.png|24px]] 可以招募披甲骑士兵士
|''轻骑兵是不可小觑的战力,但是他们并未完全开发出战马的潜力。拱形马鞍让我们能给重甲战士配备骑枪,使他们在冲击敌方阵线时完全发挥动量优势。''
|innovation_arched_saddle
|- id="Battlements"
|[[File:Innovation fortifications.png]] 城垛
|{{icon|gold}} {{green|-5%}} 兵士维护费<br>{{icon|yes}} 解锁全部中世纪早期工事建筑<br>{{icon|law}} 解锁城防权利封建契约
|''除了加固主楼本身,建造坚固耐久的外墙让我们的弓箭手能安全驻守,这将在迎敌时为我们的城堡带来一层额外的保护。''
|innovation_battlements
|- id="Burhs"
|[[File:Innovation civil construction 02.png]] 乡堡
|{{icon|levies}} {{green|+5%}} 征召兵规模<br>{{icon|yes}} 解锁全部早期中世纪早期军事建筑<br>{{icon|law}} 解锁边区封建契约
|''散落在乡野间的乡堡是重要的带防卫工事的定居点,我们可以用其集结部队,也可以用来作为行政节点。''
|innovation_burhs
|- id="Household Soldiers"
|[[File:Innovation maa 01.png]] 家兵
|{{icon|levies}} {{green|+3}} 兵士军团的规模<br>{{icon|levies}} {{green|+1}} 兵士军团的最大数量
|''随着我们贵族家族越来越强大,他们需要自己的士兵执行他们的旨意。建立一支全职的家兵将确保我们拥有的部队比标准征召兵训练和装备得更好。''
|innovation_house_soldiers
|- id="Horseshoes"
|[[File:Innovation weapons and armor 01.png]] 马蹄铁
|{{icon|pursuit}} {{green|+10%}} 行军速度
|''蹄子裂开的马匹很快就会跛脚,无法工作或是骑上战场。我们可以用铜板或是铁板为马匹穿上鞋子,让它们的蹄子免受伤害,保持健康。''
|innovation_horseshoes
|- id="Mangonels"
|[[File:Innovation siege weapons.png]] 射石机
|[[File:Unit mangonel.png|24px]] 可以招募射石机兵士
|''对我们已有的弹射机械的伟大改良,比起扭力驱动的机械,牵引驱动的射石机能更快地装载和发射。''
|innovation_mangonel
|}
{{clear}}
{| class="mildtable plainlist" style="float: left; margin-right: 30px;"
! width="92px;" |文化革新
!文化
!效果
!描述
!调试 ID
|- id="Alpine Supremacy"
|[[File:Innovation raised banner.png]] 阿尔卑斯山霸主<sup>(官方翻译似乎有误)</sup>
|
*吐蕃文化组
*羌文化组
|[[File:Unit heavy infantry.png|24px]] 可以招募山地兵兵士
|''我们高海拔的家园需要士兵们掌握与低地不同的后勤和战斗技术。精通这些能力将令我们成为群山无可争议的主人。''
|innovation_alpine_supremacy
|- id="Caballeros"
|[[File:Innovation special maa 01.png]] 伊比利亚骑手
|
*伊比利亚文化组
*安达卢西亚文化
|[[File:Unit light cavalry.png|24px]] 可以招募伊比利亚骑手兵士
|''安达卢西亚马比起其他品种的马更适合在崎岖的山地战斗,我们可以利用这一优势训练专门的骑兵部队。''
|innovation_caballeros
|- id="Cataphracts"
|[[File:Innovation special maa 01.png]] 铁甲圣骑兵
|
*阿兰文化外的拜占庭文化组
|[[File:Unit heavy cavalry.png|24px]] 可以招募铁甲圣骑兵兵士
|''我们令人生畏的全甲骑兵完全被铁甲包裹起来,可以带着他们的长矛用冲锋直接击穿几乎任何防御阵线。''
|innovation_cataphracts
|- id="Desert Mountain Practices"
|[[File:Innovation maa 02.png]] 沙漠山地经验
|
*巴拉尼斯文化
*贝贾文化
*马格里布文化
*也门文化
|[[File:Unit skirmishers.png|24px]] 可以招募山民兵士
|''自古以来,我们群山的子民就一直设法在不适宜居住的地形放牧。他们成为了坚韧不拔的战士,被称为阿布德拉尔。''
|innovation_desert_mountain_herding
|- id="Druzhina"
|[[File:Innovation special maa 01.png]] 伙伴卫队
|
*东斯拉夫文化组
|[[File:Unit heavy infantry.png|24px]] 可以招募伙伴卫队兵士
|''瓦兰吉士兵长期以来一直作为引人注目的贴身保镖为我们的君主效力,但他们也能轻松胜任我们军队中的专职重步兵。''
|innovation_druzhina
|- id="Hirds"
|[[File:Innovation maa 01.png]] 家族私兵
|
*北日耳曼文化组
*盎格鲁-撒克逊文化
*弗里斯兰文化
*古撒克逊文化
|[[File:Unit heavy infantry.png|24px]] 可以招募部曲兵兵士
|''维持一支武装随从部队为家族服务的传统向来使我们获益匪浅。正式化并扩展这一制度,我们能在军队中起用整支整支家族亲卫组成的军团。''
|innovation_hird
|- id="Khandayats"
|[[File:Innovation special maa 01.png]] 朅伽
|
*印度雅利安文化组
*达罗毗荼文化组
|[[File:Unit heavy infantry.png|24px]] 可以招募剑之师兵士
|''我们珍爱的重步兵能熟练使用朅伽阔剑,擅于在丛林中作战和砍倒敌军轻骑兵。''
|innovation_khandayats
|- id="Royal Army Tradition"
|[[File:Innovation special maa 01.png]] 御属军队传统
|
*缅甸文化组
|
*{{icon|damage}} {{green|+10%}} 重骑兵伤害
*[[File:Unit heavy infantry.png|24px]] 可以招募宫殿卫队兵士
|''我们拥有常备军队拱卫首府,这是悠久的传统。同时,在诸如战象等支援部队的协助下,我们强大的军队运转卓越。''
|innovation_royal_army_tradition
|}
{| class="mildtable plainlist" style="float: left; margin-right: 30px;"
! width="92px;" |地域革新
!地域
!效果
!描述
!调试 ID
|- id="Ghilman"
|[[File:Innovation maa 02.png]] 古拉姆
|阿拉伯
|{{icon|gold}} {{green|-15%}} 兵士维护费
|''古拉姆由战争中俘虏的奴隶兵组成,他们是专职的战士,比起平常的雇佣兵,不仅对我们更忠诚而且更便宜。''
|innovation_ghilman
|- id="Reconquista"
|[[File:Innovation leadership 02.png]] 收复失地
|伊比利亚
|
*{{icon|piety}} {{green|-10%}} 宣战理由虔诚花费
*[[File:Icon piety christian 01.png|24px]] {{green|+10%}} 每月虔诚
|''因被内斗拖累,我们容忍这群异教徒在伊比利亚呆了太长时间了。现在是时候让我们集结军队将他们永远赶出这片土地了!''
|innovation_reconquista
|- id="Stammesherzogtum"
|[[File:Innovation majesty 03.png]] 部落公国
|西德意志
|{{icon|opinion}} {{green|+5}} 直属封臣好感
|''尽管来自不同的部落,我们承认团结与合作的重要性。既然稳定可以带来安全与繁荣,独立就没那么重要了。 ''
|innovation_stem_duchies
|}
{{clear}}
 
===中世纪盛期===
{| class="mildtable" style="float: left; margin-right: 30px;"
! width="92px;" |民政革新
!效果
!描述
!调试 ID
|- id="Banking"
|[[File:Innovation majesty 02.png]] 银行业
|{{icon|development}} {{green|+10%}} 每月发展度增长
|''特别大型或昂贵的交易往往需要数额巨大的沉重硬币。将这些钱存入安全的宝库中,在不移动实体货币的情况下转移所有权,将使大宗商品的交易变得更轻松。''
|innovation_currency_03
|- id="Divine Right"
|[[File:Innovation majesty 03.png]] 君权神授
|{{icon|yes}} 你可以在单场战争中索取多个宣称<br>{{icon|law}} 解锁王宫特权封建契约<br>{{icon|opinion}} {{green|-10%}} 短暂统治期限<br>{{icon|gold}} {{green|-20%}} 创建头衔花费<br>[[File:Icon piety christian 01.png|24px]] {{green|+10%}} 每月虔诚
|''现在是时候承认,神圣的意志将我们的统治者置于其宝座之上,反对他们就是在反对神明本身。''
|innovation_divine_right
|- id="Guilds"
|[[File:Innovation nobility 01.png]] 行会
|{{icon|domain}} {{green|+1}} 直辖上限
|''随着我们土地的扩张,要直接管理直辖领地内所有的贸易变得越发低效。通过授予行会特许状给商人与工匠组织,我们给予他们自己事务的更多自治权,同时也能保证我们从他们的商业活动中获利。''
|innovation_guilds
|- id="Heraldry"
|[[File:Innovation raised banner.png]] 纹章学
|{{icon|prestige}} {{green|+5%}} 每月威望<br>{{icon|law}} 可以实行高等分割继承制法律<br>{{icon|law}} 可以实行家族年长者继承制法律
|''通过纹章设计来彰显我们的贵族家族,使其成员将自己视为更大统一体的一部分,鼓励他们提升宗族声誉,而不是仅仅注重个人地位。''
|innovation_heraldry
|- id="Land Grants"
|[[File:Innovation administration 03.png]] 土地授权
|{{icon|prestige}} {{green|-10%}} 宣战理由花费<br>{{icon|time}} {{green|+50%}} 内阁任务“伪造伯爵领宣称”速度
|''土地是我们能赐予臣民的最有价值的赏报,但是直属于我们的也就这么多。然而,如果我们赐予他们开垦荒地的许可……谁又会反对呢?即便矛盾发生,我们也能站在道义的高地上保卫我们的臣民!''
|innovation_land_grants
|- id="Scutage"
|[[File:Innovation leadership 02.png]] 兵役免除税
|{{icon|gold}} {{green|+5%}} 共和制封臣的税收贡献<br>{{icon|law}} 解锁兵役免除税封建契约
|''兵役是我们臣民的义务,但是也有些人不能或不愿服役。通过让他们以金钱而非刀兵来履行义务,我们可以确保从每个人身上都得到了我们所应得。''
|innovation_scutage
|- id="Urbanization"
|[[File:Innovation civil construction 02.png]] 城市化
|{{icon|development}} 现在伯爵领现有发展度到达55时才会触发发展度惩罚
|''长久以来,那些伟大的城市如罗马、拜占庭和德里,都是一份伟大且无与伦比的遗产。随着我们的基础设施和人口持续增长,我们终于能开发新定居点,让其能与这些古老城市中心相匹敌了。''
|innovation_development_03
|- id="Windmills"
|[[File:Innovation civil construction 01.png]] 风车磨坊
|{{icon|gold}} {{green|+5%}} 直辖领地税收<br>{{icon|yes}} 解锁全部中世纪盛期经济建筑
|''垂直风车磨坊的发明让我们得以远超以往的效率驾驭风的力量,大大减少研磨谷物及处理原材料的必要劳动力。''
|innovation_windmills
|}
{| class="mildtable" style="float: left; margin-right: 30px;"
! width="92px;" |军事革新
!效果
!描述
!调试 ID
|- id="Advanced Bowmaking"
|[[File:Innovation weapons and armor 01.png]] 高级造弓术
|{{icon|damage}} {{green|+3}} 弓箭手伤害<br>[[File:Unit crossbowmen.png|24px]] 可以招募弩手兵士
|''虽然弓箭手传统上自行制造维护自己的弓,工匠们开始制造新型的弓,它们比之前的更厉害更复杂。通过接纳这些新设计,我们可以让这些制弓大师成为无价的军事资产。''
|innovation_advanced_bowmaking
|- id="Castle Baileys"
|[[File:Innovation levy building.png]] 城堡庭院
|{{icon|levies}} {{green|+15%}} 征召兵补员速率<br>{{icon|yes}} 解锁全部中世纪盛期军事建筑
|''主楼是城堡的心脏,但它不是唯一的重要建筑。在受保护的庭院里建造诸如马厩和军械库等建筑能确保我们无论在什么情况下都能驻屯并装备我们的征召兵。''
|innovation_castle_baileys
|- id="Hoardings"
|[[File:Innovation fortifications.png]] 棚楼
|{{icon|yes}} 解锁全部全部中世纪盛期工事建筑
|''这些木质工事建在我们的城垛上,并向上延伸了我们城墙。
 
这使得我们的守城者得以发射箭矢、掷落垒石、或者向进攻者身上泼洒滚油,与此同时他们也得到了全面的保护,免受敌方弓箭手的侵扰。''
|innovation_hoardings
|- id="Knighthood"
|[[File:Innovation knight.png]] 骑士头衔
|{{icon|opinion}} {{green|+5}} 直属封臣好感<br>{{icon|knight}} {{green|+20%}} 骑士战斗力
|''通过赐给我们最优秀的战士以骑士头衔并给予他们地产而非单单金钱,我们可以让他们拥有应得的荣誉,同时保证他们对我们的忠诚。''
|innovation_knighthood
|- id="Men-at-Arms"
|[[File:Innovation maa 02.png]] 兵士
|{{icon|levies}} {{green|+4}} 兵士军团的规模<br>{{icon|levies}} {{green|+1}} 兵士军团的最大数量
|''我们始终需要这些精于骑术和长枪的人,但是不是总能得到他们。保留维持一些兵士,在战争不可避免地爆发时,可以确保我们不会缺乏有经验的战士。''
|innovation_men-at-arms
|- id="Trebuchet"
|[[File:Innovation siege weapons.png]] 重力抛石机
|[[File:Unit trebuchet.png|24px]] 可以招募重力抛石机兵士
|''工程学上的奇迹,相比起之前的任何攻城器械,配重的重力抛石机可以将沉重的抛射物射得更远。''
|innovation_trebuchet
|}
{{clear}}
{| class="mildtable plainlist" style="float: left; margin-right: 30px;"
! width="92px;" |文化革新
!文化
!效果
!描述
!调试 ID
|- id="Desert Tactics"
|[[File:Innovation special maa 02.png]] 沙漠战术
|
*海外文化
|[[File:Unit light cavalry.png|24px]] 可以招募猎骑兵兵士
|''黎凡特是个陌生的地方,这里地形恶劣,不适合骑兵冲锋。我们必须让自己适应这片土地,以及那些更适合在我们的新家园作战的野战骑兵。''
|innovation_desert_tactics
|- id="Hobbies"
|[[File:Innovation special maa 02.png]] 矮种马
|
*皮克特文化
*坎布里亚文化
*康沃尔文化
*爱尔兰文化
|[[File:Unit light cavalry.png|24px]] 可以招募矮种马骑兵兵士
|''我们凯尔特矮种马背上的骑手快速而敏捷——最适合在敌军骑士厌恶前往的崎岖地形完成侦察和突袭任务。''
|innovation_hobbies
|- id="Pike Columns"
|[[File:Innovation maa 01.png]] 长矛纵队
|
*意大利文化
*撒丁尼亚文化
*西西里文化
*山南文化
|[[File:Unit pikemen.png|24px]] 可以招募长矛兵兵士
|''矛兵一直是强大的防守者,但历史上向来缺乏机动力和攻击力。针对这一缺陷设计新的阵型,将提升我们在战斗中的胜率。''
|innovation_pike_columns
|- id="Sarawit"
|[[File:Innovation maa 02.png]] 瑟拉维特
|
*埃塞俄比亚文化
|[[File:Unit heavy infantry.png|24px]] 可以招募瑟拉维特兵士
|''我们祖先定居下来的高地要求特殊的农业方式。修建梯田教会了我们发展新的军事战术,为我们的瑟拉维特士兵所采用。''
|innovation_sarawit
|}
{| class="mildtable plainlist" style="float: left; margin-right: 30px;"
! width="92px;" |地域革新
!地域
!效果
!描述
!调试 ID
|- id="Muladi"
|[[File:Innovation nobility 02.png]] 穆拉迪人
|北非
|
*{{icon|opinion}} {{green|+10}} 不同文化的好感度<br>{{icon|development}} {{green|+10%}} 每月发展度增长
|''全世界的战争、掠夺、迫害迫使许多人背井离乡。不论背景,通过欢迎这些苦难的灵魂来我们的土地,我们的社会将发展得富有而繁荣。''
|innovation_muladi
|- id="Ostsiedlung"
|[[File:Innovation misc inventions.png]] 东向移民
|东德意志
|
*{{icon|time}} {{green|+15%}} 内阁任务“推广文化”速度<br>{{icon|development}} {{green|+15%}} 每月发展度增长
|''我们东面广袤的土地无人居住,但自然资源丰富。建立扩张启动机制并在那里建立家园,将引领我们人民走向成长与繁荣。''
|innovation_east_settling
|- id="Peerage"
|[[File:Innovation nobility 03.png]] 大贵族
通过决议鼓励哥特式建筑解锁
|法兰克
|
*{{icon|gold}} {{green|+10%}} 封臣的税收贡献<br>{{icon|opinion}} {{green|+5}} 直属封臣好感<br>{{icon|opinion}} {{red|-10}} 同僚封臣的好感度
|''通过认定我国最杰出的贵族封臣,我们就能促进更伟大的爱王情操。''
|innovation_french_peerage
|- id="Seigneurialism"
|[[File:Innovation administration 01.png]] 庄园封建制
|法兰克
|{{icon|gold}} {{green|+5%}} 直辖领地税收
|''通过将职责指派给当地贵族,我们不但可以让他们满意,也可以腾出精力专注于我们自己的直辖领地。''
|innovation_seigneurialism
|}
{{clear}}
 
===中世纪晚期===
{| class="mildtable" style="float: left; margin-right: 30px;"
! width="92px;" |民政革新
!效果
!描述
!调试 ID
|- id="Court Officials"
|[[File:Innovation nobility 02.png]] 宫廷官员
|{{icon|domain}} {{green|+1}} 直辖上限
|''我国已扩张到了拐点,即使小贵族也无法事必躬亲。通过指派宫廷官员与官僚处理宫廷琐事,必将保证政府的车轮运转顺滑。 ''
|innovation_court_officials
|- id="Cranes"
|[[File:Innovation civil construction 01.png]] 起重机
|{{icon|time}} {{green|-15%}} 建筑的建造时间<br>{{icon|yes}} 解锁全部中世纪晚期经济建筑
|''一个被遗忘的工程奇迹,罗马人使用踏板起重机高效地建造了他们帝国,我们也当如此。''
|innovation_cranes
|- id="Ermine Cloaks"
|[[File:Innovation majesty 03.png]] 银鼠裘
|{{icon|prestige}} {{green|+10%}} 每月威望
|''任何人都能宣称头衔,但是想成为真正的君主,他们必须以威严激起臣民的敬畏。我们新的银鼠裘无疑是一种能做到这一点的君王衣饰。''
|innovation_ermine_cloaks
|- id="Noblesse Oblige"
|[[File:Innovation nobility 01.png]] 贵族义务
|{{icon|opinion}} {{green|+5}} 直属封臣好感<br>{{icon|opinion}} {{green|+5}} 同僚封臣的好感度
|''贵族身份不仅仅是特权与权利;同时也包括了对领地的责任,一种行事公正恰当的义务。清晰确立对于我们精英阶级的期待,将给予我们一种可以向往的理想境界,并使我们在共同努力实现的道路上团结一致。''
|innovation_noblesse_oblige
|- id="Primogeniture"
|[[File:Innovation majesty 01.png]] 长子继承法
|{{icon|law}} 可以实行长子继承法法律<br>{{icon|law}} 可以实行幼子继承法法律
|''一个王国,一个继承人。虽然君主的幼子们会因继承被拒而感觉被抛弃,但这是保证我国稳定的最好办法,使它不因继承危机而分崩离析。''
|innovation_primogeniture
|- id="Promissory Notes"
|[[File:Innovation administration 01.png]] 本票
|{{icon|development}} {{green|+10%}} 每月发展度增长
|''本票是早期银行系统的一种演变,它使我们的公民能够迅速而安全地进行远距离的商品交易和服务,而不必被沉重的硬币拖累。''
|innovation_currency_04
|- id="Renaissance Thought"
|[[File:Innovation misc inventions.png]] 文艺复兴思想
|{{icon|development}} 现在伯爵领现有发展度到达90时才会触发发展度惩罚
|''科学、哲学和逻辑学的发展,已经把我们的城市变成了让人惊叹的教育和创新中心。我们现在正在进行的技术和文化大飞跃,使我们掌握了迄今无法想象的潜力。''
|innovation_development_04
|- id="Rightful Ownership"
|[[File:Innovation leadership 01.png]] 合法主权
|{{icon|prestige}} {{green|-10%}} 宣战理由威望花费<br>[[File:Default cb.png|24px]] 可以使用法理宣战理由<br>{{icon|yes}} 可以在单场战争中为另一角色声索多个宣称
|''占有我们的法理土地是我们的神圣权利,现在是时候让世界承认这一事实。我们不再会被过时的礼节和条约所缚。''
|innovation_rightful_ownership
|}
{| class="mildtable" style="float: left; margin-right: 30px;"
! width="92px;" |军事革新
!效果
!描述
!调试 ID
|- id="Bombards"
|[[File:Innovation siege weapons.png]] 射石炮
|[[File:Unit bombard.png|24px]] 可以招募射石炮兵士
|''火药武器的发展使我们得以突破杠杆与滑轮的限制。我们的新型攻城武器可以强力且高效地摧毁敌方的城墙,这是我们的祖先做梦都想不到的。''
|innovation_bombard
|- id="Machicolations"
|[[File:Innovation fortifications.png]] 突堞
|{{icon|yes}} 解锁全部中世纪晚期工事建筑
|''一项对于我们先前的棚楼的显著突破,石突堞与棚楼的作用相同,而且它更经久,并且能为我们的保卫者们提供更多保护。''
|innovation_machicolations
|- id="Plate Armor"
|[[File:Innovation weapons and armor 02.png]] 板甲
|{{icon|toughness}} {{green|+3}} 重步兵坚韧<br>{{icon|toughness}} {{green|+3}} 重骑兵坚韧
|''个人防具的终极形式,一副打造良好的板甲带有铰接关节,比起早期铠甲有更大的活动范围,同时又不会被敌人的武器刺穿。''
|innovation_plate_armor
|- id="Royal Armory"
|[[File:Innovation levy building.png]] 君主军械库
|{{icon|levies}} {{green|+15%}} 征召兵补员速率<br>{{icon|yes}} 解锁全部中世纪晚期军事建筑
|''随着我军规模的扩张,我们必须保证每个士兵都都得到适当的武装和防具。建立君主军械库来生产并存贮我军的装备,以长期满足他们的需求。''
|innovation_royal_armory
|- id="Sappers"
|[[File:Innovation weapons and armor 01.png]] 工兵
|[[File:Unit stat siege progress.png|24px]] {{green|-10%}} 围攻阶段时间<!--指挥修正,此修正只对将领有影响-->
|''我们敌人的城墙有多么强大都无所谓,只要下面的泥土能被挖通。通过雇佣工兵挖穿敌人的防线是破城的有效方法,即使是面对最坚硬的防御工事。''
|innovation_sappers
|- id="Standing Armies"
|[[File:Innovation leadership 02.png]] 常备军
|{{icon|levies}} {{green|+5}} 兵士军团的规模<br>{{icon|levies}} {{green|+1}} 兵士军团的最大数量
|''征召兵给我们提供大量的士兵,然而无论我们怎么训练装备他们,他们总比不上职业军人。通过建立一支强大的常备军,必能确保我国的利益由最好的战士们保卫。''
|innovation_standing_armies
|}
{{clear}}
{| class="mildtable plainlist" style="float: left; margin-right: 30px;"
! width="92px;" |文化革新
!文化
!效果
!描述
!调试 ID
|- id="Adaptive Militia"
|[[File:Innovation special maa 02.png]] 适应性民兵
|
*荷兰文化
|[[File:Unit skirmishers.png|24px]] 可以招募古腾塔克民兵兵士
|''类似于古腾塔克的武器造价便宜、易于制作,又能令人惊异地有效抵御骑兵冲击。这种武器的存在让我们能改造自己的民兵,令其与装甲骑士作战时更具优势。''
|innovation_adaptive_militia
|- id="Legionnaires"
|[[File:Innovation special maa 02.png]] 军团士兵
|
*罗马文化
|[[File:Unit heavy infantry.png|24px]] 可以招募禁军兵士
|''就像我们恢复了罗马帝国一样,我们也恢复了古老的罗马军团体制,和它令人生畏的精锐部队!''
|innovation_legionnaires
|- id="Longbow"
|[[File:Innovation special maa 02.png]] 长弓
|
*英格兰文化
*威尔士文化
|[[File:Unit bowmen.png|24px]] Can recruit Longbowmen Men-At-Arms
|''利用这里生长的强韧的紫衫木,我们的制弓匠学会了制作长弓,它的威力是如此强大,以至于弓手们从小就要进行专业训练才能有效使用。这项投资不会让我们失望,因为我们的长弓手可以射出比其他弓箭手射程更远、穿透更深的箭矢。''
|innovation_longbows
|- id="Rectilinear Schiltron"
|[[File:Innovation special maa 01.png]] 直线式苏格兰枪阵
|
*盖尔文化
*苏格兰文化
|[[File:Unit pikemen.png|24px]] 可以招募苏格兰长枪兵兵士
|''传统的长枪圆阵是一种强力防御阵型,但在进攻和机动能力上受限。我们的直线式苏格兰枪阵尽管需要严格的纪律才能发挥作用,这种阵型更为优越,能同时胜任强力的进攻和防御战术。''
|innovation_rectilinear_schiltron
|- id="Valets"
|[[File:Innovation special maa 01.png]] 贴身男仆
|
*布列塔尼文化
*法兰西文化
*诺曼文化
*奥克文化
|[[File:Unit heavy cavalry.png|24px]] 可以招募精骑兵兵士
|''设立贴身男仆制度,为我们的贵族骑手提供专职仆人,能令我们骑士的武器装备更精良。''
|innovation_valets
|- id="Zweihanders"
|[[File:Innovation special maa 01.png]] 双手巨剑
|
*萨克森文化
*法兰克尼亚文化
*施瓦本文化
*巴伐利亚文化
*日耳曼文化
*伦巴第文化
*法兰克文化
|[[File:Unit pikemen.png|24px]] 可以招募国土佣仆兵士
|''这种巨大的双手剑擅于劈开敌军枪阵,同时也擅于砍倒冲锋的骑士,对于我们的长枪军团是一种强大的补充。''
|innovation_zweihanders
|}
{| class="mildtable plainlist" style="float: left; margin-right: 30px;"
! width="92px;" |地域革新
!地域
!效果
!描述
!调试 ID
|- id="Condottieri"
|[[File:Innovation maa 01.png]] 佣兵队长
|意大利
|
*{{icon|gold}} {{green|-25%}} 相同文化雇佣兵雇佣花费
*{{icon|levies}} {{green|+100%}} 佣兵团数量
|''富裕且地处中心的意大利成为了佣兵团的聚集中心,他们在此修整。既然他们已经在这儿了,比起他们通常的要价,我们应该能够谈个更优惠的价格。''
|innovation_condottieri
|- id="Deccan Unity"
|[[File:Innovation nobility 04.png]] 德干统一
|德干印度
|{{icon|opinion}} {{green|+5}} 相同信仰的好感度
|''新的信仰与宗教涌入我们的社会,显然这表明了我们过去专注于地区主义是错误的。我们应该联合我们信仰的其他人,建立长治久安的强大国家,在外部压力中安然屹立。''
|innovation_deccan_unity
|- id="Wierdijks"
|[[File:Innovation civil construction 02.png]] 海堤
|尼德兰
|
*{{icon|levies}} {{green|+1%}} 征召兵规模
*{{icon|development}} {{green|+10%}} 每月发展度增长
*{{icon|time}} {{green|-10%}} 城市建筑的建造时间
*{{icon|time}} {{green|-10%}} 城市地产的建造时间
|''如果我们想要在低地生活发展,那么建造强大可靠的大堤就是件必要的任务。新的技术通过海藻床来加固土堤,提升强度与耐久。''
|innovation_wierdijks
|}
|}
{{clear}}
== References ==
 
<references/>
== 参考资料==
[[Category:Lists]]
<references />
{{Mechanics navbox}}

2020年9月23日 (三) 16:05的版本

Nicknames are epithets granted to characters. They are displayed either before or after the character's name.[1] They can mainly be gained through decisions or events. Some are reserved for historical characters and can only be obtained through console commands.

Nicknames are classified as "good" or "bad". Typically, a "good" nickname will replace any "bad" one, but not an existing "good" one.

List of nicknames

Nickname Good? Requirement
the Avenger Good Avenge the Battle of Tours decision
the Saoshyant Good Become the Saoshyant decision
the Man/Woman of Glass Good Build a Glass Monument decision
the Dragon Good Secret deviancy.png Cannibal secret exposed (above 50 dread)
the Cannibal Bad Secret deviancy.png Cannibal secret exposed (below 50 dread)
the Divine Good Consecrate Bloodline decision (head of faith)
the Anointed Good Consecrate Bloodline decision (not head of faith)
the Triumphant Good Defeating a character with the nickname "the Undefeated"
the Stupor Mundi Good Empower the Sicilian Parliament decision (Holy Roman Emperor controlling all of de jure Sicily, or mentally or treatably ill)
the Lawgiver Good Empower the Sicilian Parliament decision (otherwise)
the Devourer Good Faith Cannibalism decision
the Knight of Gabriel Good Form the Outremer Empire decision (20% chance, male only)
the Virgin's Maiden Good Form the Outremer Empire decision (20% chance, female only)
the Holy Good
  • Form the Outremer Empire decision (20% chance)
  • Martial lifestyle event
  • High opinion with head of faith
the Messenger of Christ Good Form the Outremer Empire decision (20% chance)
the Sword of God Good Form the Outremer Empire decision (20% chance)
the Great Good
  • Found Portugal decision
  • Restore Carolingian Borders decision
  • Restore the Holy Roman Empire decision
  • Historical (many characters)
the Blessed Good
  • High opinion with head of faith
  • Historical (Cadeyrn ap Gwrtheryn Gwerthrynion, prince of Powys 430–471, and his younger brother Gwerthefyr, sons of the legendary Vortigern (Gwrtheryn))
the Pious Good
  • High opinion with head of faith
  • Historical (Boleslav II, duke of Bohemia 972–999; Hugues de Lusignan, count of Lusignan 1026–1060)
Blue Snake Good Historical (Signjótr Rurikid, deceased brother of Rurik)
Bluetooth Good Historical (Harald Gormsson af Gorm, king of Norway 970–986)
Canmore Good Historical (Malcolm III Dunkeld, king of Scotland in 1066)
Fairhair Good Historical (Harald Halfdansson Yngling, king of Norway 872–931)
Hard Ruler Good Historical (Harald IV Sigurðrsson Yngling, king of Norway in 1066)
Harthacnut Good Historical (Knud Knudsson Knytling, 11th century king of Denmark and England)
Wartooth Good Historical (Haraldr Skjöldung, duke of Sjælland 729–770)
Loðbrók Good Historical (Ragnar Sigurdrsson af Sigurdr, father of the leaders of the Great Heathen Army)
Ring Good Historical (Sigurdr Randversson af Sigurdr, jarl of Uppland 761–800)
Snake-in-the-Eye Good Historical (Sigurdr Ragnarrson af Sigurdr, duke of Sjælland 860–917)
the Bald Good Historical (Charles II Karling, king of West Francia 840–877)
the Boneless Good Historical (Ivar Ragnarsson Ivaring, petty king of the Isles 855–873)
the Builder Good Historical (Nerses III Mangaphas, Catholicos of the Apostolic Church 641–661)
The Cucumber King Good Historical (Nyaung-u Sawrahan, duke of Pagan 956–1001)
Curthose Good Historical (Robert de Normandie, count of Maine in 1066)
the Deep-Minded Good Historical (Auðr Flatnefr, countess of Vestisland 867–900)
the Destroyer Good Historical (Máel-Coluim Ailpin, king of Scotland 1005–1034)
the German Good Historical (Ludwig Karling, king of East Francia 843–876)
the Illuminator Good Historical (Gregory I Gregorid, Catholicos of the Apostolic Church 288–325)
the Martyrophile Good Historical (Gregory II, Catholicos of the Apostolic Church in 1066)
the Missionary Good Historical (Hasan Alavid, Atabeg of Tabaristan 864–884)
the Peaceful Good Historical (Prince Olav Haraldsson Yngling of Norway, count of Ránriki in 1066, but didn't earn the name until he became king)
the Red Good Historical (several characters)
the Seer Good Historical (Helgi Ruriksson, king of Ruthenia 882–912)
the Slayer of the Snake Good Historical (Galadima Bayajidda Durbawa, high chief of Kano 865−910)
the Stranger Good Historical (Dyre Oskyldr, Grand Prince of Kiev 860–882)
the Whetstone Good Historical (Prince Harald Svendsen Estrid of Denmark, duke of Jylland in 1066)
the White Good Historical (Olafr Guðröðrsson Yngling, earl of Dublin 855–866)
the Wild Good Historical (Eadric Eadricson Aelfricson, earl of Shropshire in 1066)
the Younger Good Historical (Ludwig Karling, king of Lotharingia 877–882; Louis II Karling, king of Italy 855–875)
Troublemaker Good Historical (Rurik Umilasson Rurikid, grand prince of Novgorod 862–879)
Whiteshirt Good Historical (Halfdan Ragnarrson Hvitserk, duke of Deira 866–875)
the Heartbreaker Bad Intrigue lifestyle event
the Mindbreaker Good  Intrigue lifestyle event
the Flayer Good  Intrigue lifestyle event
Fear-Eater Good  Martial lifestyle event
the Brave Good
  •  Martial lifestyle event
  • Historical (Bolesław I Piast, king of Poland 1025; Alfonso VI Jimena, king of León in 1066)
the Foolish Bad  Martial lifestyle event
the Fury Good  Martial lifestyle event
the Hawk Good  Martial lifestyle event
the Imperious Good  Martial lifestyle event
the Merciless Good  Martial lifestyle event
the Stalwart Good  Martial lifestyle event
the Unrelenting Good  Martial lifestyle event
the Ecumenist Good Mend the Great Schism decision
the Conqueror Good
the Peacemaker Good  Diplomacy lifestyle (rarely after completing two perk trees)
the Tuatha Dé Danann Good Reclaim Britannia decision as a character of Irish culture
the Shepherd Good Restore Israel decision (50% chance)
the Judge Good Restore Israel decision (50% chance)
the Dane Good Restore the Danelaw decision
the Glorious Good Restore the Roman Empire decision
the Greedy Bad
  • Sell Minor Titles decision
  • Mental break when having or gaining  Comfort Eater
the Honorable Good Sell Minor Titles decision
the Scholar Good
the Wise Good
  • Spouse tutoring event
  • Historical (Berengar Unruochinger, duke of Barcelona 832–837; Baithené Néill aka St Baoithin, a cousin of the famous missionary St Columba)
the Bully Bad Stewardship lifestyle event
the Meticulous Good Stewardship lifestyle event
the Father/Mother of Spain Good Unite the Spanish Thrones decision
the Undefeated Good Winning 100 battles in a row (currently disabled)
Little Good, prefix Easter egg character
Pendragon Good Reclaim Britannia decision as a character of Welsh culture
the Accursed Bad Historical (Ioannes II Lantpertidi, duke of Salerno 983–999)
the Affable Good
  •  Diplomacy lifestyle (rarely after completing two perk trees)
  • Historical (Ranulf Taillefer, count of Angouleme 962–975)
the Apostle Good Historical (the first three Nestorian Popes, plus St Andrew, considered the first Ecumenical Patriarch)
the Architect Good  Stewardship lifestyle (rarely after completing two perk trees)
the Bard Good Easter egg character
the Bastard Bad Historical (William I de Normandie, duke of Normandy in 1066; Arnaud Taillefer, count of Angouleme 976–998)
the Beautiful Beard Good Easter egg character
the Benevolent Good  Stewardship lifestyle (rarely after completing two perk trees)
the Blind Bad Historical (Manso II Musconidi, doge of Amalfi intermittently 1028–1051; Louis III Bouvinid, king of Italy 902–905)
the Blood-Father/Mother Good Strengthen Bloodline decision
the Bogatyr Good Unite the Slavs decision (if male)
the Bold Good Historical (Bolesław II Piast, king of Poland in 1066)
the Chaste Good Historical (Aldefonso II de Asturias, king of Asturias 791–842)
the Chronicler Good  Learning lifestyle (rarely after completing two perk trees)
the Crow Good  Intrigue lifestyle (rarely after completing two perk trees)
the Crowned Good Unite the Southern Slavs decision
the Cruel Bad Historical (Fruella I de Asturias, king of Castille 757–768)
the Crusader Good Form the Outremer Empire decision (20% chance)
the Defender of [God] Good Defenders of [God] decision
the Devil Bad Unused (historical: Robert de Montgomery, 3rd Earl of Shrewsbury, in 1066 a 9 year old courtier in the County of Bayeux)
the Diplomat Good  Diplomacy lifestyle (rarely after completing two perk trees)
the Drunkard Bad Historical (Michael III Amorios, basileus of the Byzantine Empire 842–866)
the Eager Bad Easter egg character
the Elegant Good  Stewardship lifestyle (rarely after completing two perk trees)
the Enlightened Good  Learning lifestyle nickname (rarely after completing two perk trees)
the Fair Good Historical (Donald Dunkeld, brother of King Malcolm III of Scotland in 1066; Eadgifu Swanneshals, countess of Bedford in 1066; Eadwig of Wessex, king of England 955–959)
the Fat Bad Historical (Umar Hafsid, emir of Crete 827–855; Sanchu I de León, king of Castille, León and Galicia intermittently 956–966; Guiges d'Albon, heir to the county of Viennois in 1066)
the Fearless Good Historical (Richard I de Normandie, duke of Normandy 942–996)
the Fishy Bad  Learning lifestyle event
the Fowler Good Historical (Heinrich I Ludolfinger, Holy Roman Emperor 918–962)
the Fox Good Historical (Robert de Hautville, duke of Apulia in 1066)
the Gardener Bad  Stewardship lifestyle event
the Generous Good  Stewardship lifestyle (rarely after completing two perk trees)
the Girthy Good Easter egg character
the Good Good Historical (Richard de Normandie, duke of Normandy 996–1026; Hywel II Dinefwr, prince of Deheubarth (and later the rest of Wales) 909–950; Parsman Parnavaziani, count of Tblisi 116–135)
the Gouty Bad Historical (Bermudu II de León, king of Castille, León and Galicia 984–999)
the Guardian Good  Martial lifestyle (rarely after completing two perk trees)
the Hammer Good Historical (Karl Karling, count of Vermandois 714–741)
the Handsome Good Historical (Ota Přemyslid, count of Olomouc in 1066; Elidyr Rheged, duke of Lancaster 560)
the Heathen Bad Historical (Prince Erik Emundrsson af Munsö, duke of Uppland in 1066)
the Historian Good
  •  Learning lifestyle (rarely after completing two perk trees)
  • Historical (John V Zohrabian, Catholicos of the Apostolic Church 897–898)
the Hunchback Bad Historical (Prince Pepin Karling, son of Karl the Great, Holy Roman Emperor)
the Hunter Good Historical (Hugues de Lusignan, count of Lusignan 915–930)
the Impaler Bad  Intrigue lifestyle (rarely after completing two perk trees)
the Inevitable Good Easter egg character
Ironside Good Historical (Björn Ragnarsson af Munsö, jarl of Uppland 860–868; Eadmund II of Wessex, king of England 1016)
the Just Good  Stewardship lifestyle (rarely after completing two perk trees)
the Kind Good
  •  Diplomacy lifestyle (rarely after completing two perk trees)
  • Historical (Hugues II de Lusignan, count of Lusignan 930–967)
the Lord/Lady of the Ganges Good Take Stewardship of the Sacred River decision
the Liberator Good Historical (Tengil Karmanjaka, courtier in the Republic of Visby in 1066 – this is an ironic reference to the novel The Brothers Lionheart by Astrid Lindgren)
the Lion Good Historical (Guiraud d'Armagnac, count of Armagnac 1010–1011; Sangrama I Vijaya, king of Khotan 130–132)
the Lionheart Good Unused (historical after 1066)
the Lisp and Lame Bad Unused (historical after 1066)
the Little Bad Mental break when having or gaining  Comfort Eater (ironic)
the Loyal Good Historical (Þórvar Umilasson Rurikid (brother of Rurik), count of Pskov 860–862)
the Magnanimous Good  Diplomacy lifestyle (rarely after completing two perk trees)
the Magnificent Good
  •  Diplomacy lifestyle (rarely after completing two perk trees)
  • Historical (Robert de Normandie (father of William), duke of Normandy 1027–1035; Eadmund I of Wessex, king of England 939–946)
the Martyr Good Historical (many characters)
the Monk Good Historical (Alfonsu IV de León, king of León and Castille 925–931 (abdicated))
the Noble Good
  •  Martial lifestyle (rarely after completing two perk trees)
  • Historical (Alfonsu V de León, king of Castile 999–1028; Alfonso V of León)
the Old Bad Historical (many characters)
the Philosopher Good
  •  Stewardship lifestyle event
  • Historical (John III Arakelian, Catholicos of the Apostolic Church 717–728)
  • Easter egg character
the Plump Bad
  • Mental break when having or gaining  Comfort Eater
  • Easter egg character
the Poet Bad  Stewardship lifestyle event
the Polyanitsa Good Unite the Slavs decision (if female)
the Quarreller Bad Historical (Heinrich Ludolfinger, duke of Bavaria etc. intermittently 955–995)
the Restorer Good Historical (Kazimierz I Piast, king of Poland 1039–1058)
the Sage Good  Learning lifestyle (rarely after completing two perk trees)
the Saint Good Historical (many characters, notably Ildebrando da Soana, future Pope Gregory VII, in 1066 a courtier in the county of Parma)
the Selfish Bad Mental break when having or gaining  Comfort Eater
the Shadow Good  Intrigue lifestyle (rarely after completing two perk trees)
the Silent Bad Historical (Bernat d'Armagnac, count of Armagnac 1011–1064)
the Sly Good  Intrigue lifestyle (rarely after completing two perk trees)
the Spider Good  Intrigue lifestyle (rarely after completing two perk trees)
the Stammerer Bad Historical (Louis II Karling, king of West Francia 877–879)
the Strong Good Historical (many characters, notably Sancho II Jimena, king of Castille in 1066)
the Tactician Good  Martial lifestyle (rarely after completing two perk trees)
the Terrible Bad Mental break when having or gaining  Comfort Eater
the Timid Bad Historical (Hugo Etichonen, count of Sundgau 820–837)
the Trojan Good Restore Dumnonia decision
the Trustworthy Good Easter egg character
the Truthseeker Good  Learning lifestyle (rarely after completing two perk trees)
the Truthspeaker Good Historical (Saga Ingjerðrsdottir, fictional daughter of Halfdan Whiteshirt)
the Unifier of Africa Good Unite Africa decision
the Unready Bad Historical (Æthelræd of Wessex, king of England intermittently 978–1016)
the Unworthy Bad Mental break when having or gaining  Comfort Eater
the Usurper Good Historical (Aeddan ap Blegywryd Ynys Môn, prince of Gwynedd 1005–1018)
the Valiant Good  Martial lifestyle (rarely after completing two perk trees)
the Victorious Good Historical (Eirikr Björnsson af Munsö, first king of Sweden 970–995)
the Viking Good Easter egg character
the Wend Good Unite Western Slavs decision
the Whisperer Good  Intrigue lifestyle (rarely after completing two perk trees)
the Wicked Bad Mental break when having or gaining  Comfort Eater
the Young Bad Historical (many characters, notably Adalvard, prince-bishop of Skara in 1066; Centolh de Béarn, count of Bigorre in 1066)
Tiny Good, prefix Easter-egg character

Nickname ID

The internal name of a nickname in the game's files can be found by following these steps:

  1. Take the nickname as displayed in-game.
  2. Turn all letters into lowercase (A...Z->a...z).
  3. Replace spaces ( ) and dashes (-) with underscores (_).
  4. Add nick_ to the beginning.

Nickname IDs that do not match their in-game name are included in the table below:

Nickname Internal name
the Man/Woman of Glass nick_the_glass
the Virgin's Maiden nick_the_maiden_of_virgin
Hard Ruler nick_haardraade
Harthacnut nick_hardeknud
Wartooth nick_hildetand
Loðbrók nick_lodbrok
Curthose nick_the_curthose
Fear-Eater nick_feareater
the Tuatha Dé Danann nick_the_tuatha_de_danann
the Father/Mother of Spain nick_the_motherfather_of_spain
the Blood-Father/Mother nick_the_blood_motherfather
the Defender of (God) nick_the_defender_of_highgod
the Flash of (God) nick_the_flash
Ironside nick_the_ironside
the Lord/Lady of the Ganges nick_the_ladylord_of_the_ganges

References

  1. game\common\nicknames\00_nicknames.txt, is_prefix = yes