无编辑摘要 |
无编辑摘要 |
||
第178行: | 第178行: | ||
如果拥有谋略生活方式“拷打者”技能树中的“暗含恶意”技能,角色每次暴政的 {{icon|dread}} [[恐怖值]]获得{{green|+0.5}}。 | 如果拥有谋略生活方式“拷打者”技能树中的“暗含恶意”技能,角色每次暴政的 {{icon|dread}} [[恐怖值]]获得{{green|+0.5}}。 | ||
== Legitimacy == | |||
Legitimacy is a measure of a ruler character's right to rule. Legitimacy can be gained by winning wars, gaining titles, releasing valuable prisoners, creating legends, holding court, attending activities and winning wars, especially against rulers of higher title rank. Legitimacy can be lost by losing titles, exposed secrets, discovered hostile schemes, marrying Lowborn characters, plagues starting in the Domain, disinheriting dynasty members, and losing wars, especially civil wars. When a ruler dies its heirs will inherit part of the Legitimacy depending on how close a relative they were to the previous ruler. | |||
Every ruler starts with a certain amount of Legitimacy. It primarily scales with dynasty Level of Splendor, as well as {{icon|grandeur}} Court Grandeur if the ruler has a Royal Court. It is also increased by having the {{iconify|Just}}, {{iconify|Diplomat}} and {{iconify|Sayyid}} traits and reduced by being a gender that doesn't match the faith's View on Gender doctrine. | |||
Legitimacy is calculated on a scale ranging from 0 to 2800 and goes through 6 levels. How much Legitimacy is required for each level depends on the primary title rank: | |||
{| class ="wikitable" style="text-align: center; | |||
! {{diagonal split header|Level|Primary Title Rank}} | |||
! {{iconify|County}} !! {{iconify|Duchy}} !! {{iconify|Kingdom}} !! {{iconify|Empire}} | |||
|- | |||
! '''Aspiring''' | |||
| 60 || 90 || 120 || 150 | |||
|- | |||
! '''Recognized''' | |||
| 140 || 210 || 280 || 350 | |||
|- | |||
! '''Rightful''' | |||
| 240 || 360 || 480 || 600 | |||
|- | |||
! '''True''' | |||
| 400 || 600 || 800 || 1000 | |||
|- | |||
! '''Ordained''' | |||
| 600 || 900 || 1200 || 1500 | |||
|} | |||
Each era will further increase the required Legitimacy for each level by half of the Legitimacy required for level 1. | |||
A ruler will be expected to have a Legitimacy level at least equal to their title rank. | |||
Being above expectations provides the following benefits. | |||
* Reduced short reign duration | |||
* Reduced cost for Claim casus belli | |||
* Increased marriage acceptance | |||
* Increased popular opinion | |||
* Increased alliance acceptance | |||
* Reduced claimant faction acceptance | |||
* Reduced cost for swinging scales of power | |||
* Reduced cost for creating a title (higher reduction for duchies and kingdoms, lower reduction for empires) | |||
* Increased Monthly Renown | |||
Being at and especially below expectations provides the following penalties. | |||
* Increased short reign duration | |||
* Increased cost for Claim casus belli | |||
* Reduced marriage acceptance | |||
* Reduced vassalization acceptance | |||
* Reduced popular opinion | |||
* Reduced alliance acceptance | |||
* Increased claimant faction acceptance | |||
* Increased cost for swinging scales of power | |||
* Reduced Monthly Renown | |||
What are the exact bonuses and penalties scale with the primary title rank. A king one level above or below expectations will be affected more than a count one level above or below expectations. | |||
=== 个人外交能力 === | === 个人外交能力 === |
2024年4月14日 (日) 20:11的版本
角色(Character)是指游戏中的任何人,包括历史的或游戏中产生的。每一个角色都是一个独立的、活生生的个体,他们将单独行动,并有可能改变历史。角色可以是贵族或者出身卑微,可以有领地或无领地。
- 贵族是一个家族的成员,家族属于一个宗族的组成部分。
- 出身卑微的角色不是一个宗族的成员。如果他们被授予共和制或神权制政体的头衔,他们将保持出身卑微状态。如果他们被赋予其他类型的头衔,他们将变成贵族,建立一个宗族。
- 有领地角色至少有一个地产。
- 无领地角色没有任何地产。租赁地产的角色(例如领地祭司)也视为无领地角色。
推荐游玩的角色详见“有趣角色”。
外貌
角色使用3D肖像系统描绘。每位角色的外貌都由DNA系统内部决定,决定了他们的长相:面部结构、肤色、体重和发色等都以DNA形式存储。廷臣的DNA是动态生成的,使用统治者设计器可以直接编辑DNA。DNA存储为显性和隐性基因,并且会遗传给角色的子女,影响他们的外貌。
由于十字军之王III覆盖了欧亚和北非的大部分地区,角色可以来自不同的种族:西非、阿拉伯、亚洲、中西欧、北欧、北极、东非、北印、南印、地中海或斯拉夫。
他们的外貌进一步受年龄、体重和某些遗传特质决定。角色会随着岁月的流逝而变老。他们的外貌也会因疾病或受伤而受到不利影响;战伤可能会在他们脸上留下疤痕,而疾病会对他们的外貌造成可怕的影响。
理发
玩家可以通过理发窗口调整自己的统治者或统治者的亲族成员的外貌,可以改变头发和服饰以覆盖角色的默认外貌。
性取向
一个角色的性取向决定了他们对哪个性别的角色会获得吸引好感度修正,并能与之形成情人关系。角色在10岁左右时决定性取向,其后不能改变。AI角色永远不会试图和与他们的性取向不符的角色建立情人关系。性取向的初始分布和儿童获得某种性取向的机会都是由“性取向分布”游戏规则决定的。
如果玩家扮演孩子,有20%的概率出现一个事件允许选择性取向,否则基于游戏规则随机生成性取向。
男性图标 | 女性图标 | 取向 | 效果 |
---|---|---|---|
异性恋 | 只能和异性角色形成情人关系以及拥有吸引好感度 | ||
同性恋 | 只能和同性角色形成情人关系以及拥有吸引好感度 | ||
双性恋 | 可以和任何角色形成情人关系以及拥有吸引好感度 | ||
无性恋 | 不可以和任何角色形成情人关系以及拥有吸引好感度 |
好感度
每个角色对其他角色都有自己的好感度。角色对玩家角色的好感会影响针对他的某些行动的成功率。AI角色的好感也决定了他们对其他角色的行为。
如果一个角色去世,他们的第一继承人将暂时继承封臣对上一位领主的部分好感,好感修正显示为对前任的好感。
- 25%对前任的 正面 好感
- 50%对前任的 负面 好感。
对于领主而言,封臣的好感度极为重要。
- 拥有负面好感度的封臣会更愿意加入针对领主的派系。
- 氏族制封臣根据他们对领主的好感度贡献赋税和征召兵。
- 对于拥有神权制圣职专权传统的信仰,领地祭司根据他们对领主的好感度贡献赋税和征召兵(在好感度 +50时达到最大,贡献50%的赋税和100%征召兵)。
吸引
吸引好感度是一种好感修正,只会对符合该角色性取向的角色产生作用。65岁以上的男性角色和50岁以上的女性角色不受吸引的影响。
关系
当满足某些要求时,两个角色可以形成三类关系类型中的一种或两种,每类关系又有三个级别。关系对两个角色如何互相影响有很大的影响。
- 童年关系只能存在于两个儿童角色之间,并可能在角色成年后演变为相应的普通关系
- 普通关系可能会因事件而增进或者减弱
- 进阶关系,只有存在成年关系的角色才能获得,每个角色只能有一个对应类型的进阶关系
- 友情关系与仇恨关系相冲突
暴政
暴政是有不公正行动的统治者获得的 负面好感修正。封臣和廷臣都会对领主有此好感修正。一个角色可以拥有的最大暴政是 1000。如果领主有正当理由,将不会获得暴政。
行动 | 暴政 |
---|---|
成功逮捕角色 | +20 暴政 |
提高封建义务 | 如果没有权利让步或使用牵制,提升一级义务 +20 暴政 |
无剥夺头衔理由地剥夺头衔 | +20 暴政 |
收回封臣 | +5 暴政 |
驱逐封臣 | +5 暴政 |
处决封臣 | +10 暴政 |
事件 | 多样 |
暴政每月会衰减,加快衰减速率或减少暴政获得的途径如下:
条件 | 效果 |
---|---|
基础衰减 | 每月暴政 -0.25 |
轻罪可免( 诡谋宗族传承) | 每月暴政 -0.05 |
翌日宽谅 ( 管理生活方式行政家技能树) | 每月暴政 -0.15 |
信仰守护者( 学识生活方式神学家技能树) 以及 信仰有“正义”教义 |
-25% 暴政获得 |
简单难度 | -25% 暴政获得(玩家) |
非常简单难度 | -75% 暴政获得(玩家) |
追逐权力核心教义 | -50% 暴政获得 |
信仰是 冬尼波罗派或 塞地派 以及 信仰持有圣地白玛桂 |
-20% 暴政获得 |
信仰是 锡圭教或 比杜教 以及 信仰持有圣地尼亚尼 |
每月暴政 -0.1 -20% 暴政获得 |
冷酷性格特质 | -20% 暴政获得 |
特殊建筑亚琛宫殿 | -20% 暴政获得 |
如果拥有谋略生活方式“拷打者”技能树中的“暗含恶意”技能,角色每次暴政的 恐怖值获得 +0.5。
Legitimacy
Legitimacy is a measure of a ruler character's right to rule. Legitimacy can be gained by winning wars, gaining titles, releasing valuable prisoners, creating legends, holding court, attending activities and winning wars, especially against rulers of higher title rank. Legitimacy can be lost by losing titles, exposed secrets, discovered hostile schemes, marrying Lowborn characters, plagues starting in the Domain, disinheriting dynasty members, and losing wars, especially civil wars. When a ruler dies its heirs will inherit part of the Legitimacy depending on how close a relative they were to the previous ruler.
Every ruler starts with a certain amount of Legitimacy. It primarily scales with dynasty Level of Splendor, as well as Court Grandeur if the ruler has a Royal Court. It is also increased by having the Just, Diplomat and Sayyid traits and reduced by being a gender that doesn't match the faith's View on Gender doctrine.
Legitimacy is calculated on a scale ranging from 0 to 2800 and goes through 6 levels. How much Legitimacy is required for each level depends on the primary title rank:
Primary Title Rank Level
|
County | Duchy | Kingdom | Empire |
---|---|---|---|---|
Aspiring | 60 | 90 | 120 | 150 |
Recognized | 140 | 210 | 280 | 350 |
Rightful | 240 | 360 | 480 | 600 |
True | 400 | 600 | 800 | 1000 |
Ordained | 600 | 900 | 1200 | 1500 |
Each era will further increase the required Legitimacy for each level by half of the Legitimacy required for level 1.
A ruler will be expected to have a Legitimacy level at least equal to their title rank.
Being above expectations provides the following benefits.
- Reduced short reign duration
- Reduced cost for Claim casus belli
- Increased marriage acceptance
- Increased popular opinion
- Increased alliance acceptance
- Reduced claimant faction acceptance
- Reduced cost for swinging scales of power
- Reduced cost for creating a title (higher reduction for duchies and kingdoms, lower reduction for empires)
- Increased Monthly Renown
Being at and especially below expectations provides the following penalties.
- Increased short reign duration
- Increased cost for Claim casus belli
- Reduced marriage acceptance
- Reduced vassalization acceptance
- Reduced popular opinion
- Reduced alliance acceptance
- Increased claimant faction acceptance
- Increased cost for swinging scales of power
- Reduced Monthly Renown
What are the exact bonuses and penalties scale with the primary title rank. A king one level above or below expectations will be affected more than a count one level above or below expectations.
个人外交能力
所有角色有一个基于角色能力的好感修正——个人外交能力。其值等于 外交能力减8。
外交范围
外交范围是指两个人物可以相互交流的范围。相邻领地总是在彼此的外交范围内,不超过3片海域分隔的领地也一样。
如果宗族解锁了冒险传承中的1级传承“漫游癖好”,则外交距离 +30%。
姓名
每位角色都有姓名。
- 他们的名可以在出生(或者,对于生成的角色,在他们被创建时) 时根据他们的文化选择。
- 有些文化可能有父名(源于父亲的名字)作为中间名。
- 他们的姓由宗族决定。
绰号
主条目:绰号 绰号是给予角色的称号,在角色名称之前或者之后显示。主要通过 决议或事件获得。
AI个性
AI角色将使用基于以下属性的决策和角色交互:
胆量 :决定角色受到恐怖值的影响程度,高膽量的角色另外也更勇於開戰,更勇於囚禁實力強的封臣。怜悯 :决定角色如何对待囚犯,高憐憫的角色更傾向釋放囚犯,更少參與或發動傷害他人的陰謀,低憐憫的角色更傾向處決與虐待囚犯,發動或參與傷害他人的陰謀。精力 :决定角色考虑决议的频率贪婪 :决定角色花费金钱的容易程度,更貪婪的角色更容易被金錢收買,使用收稅的內閣任務。荣誉 :决定角色对关系和同盟的尊重频率以及他们成为同谋的频率,高榮譽的角色也更傾向於尊重法律。理性 :高理性的角色會更少發動勝算不高的戰爭,也會避免增加暴政,低理性的角色更常發動勝算不高的戰爭,也傾向做出增加暴政的行為。社交力 :决定角色考虑角色互动的频率报复 :高報復的角色會更傾向懲罰違法行為與報復仇敵。狂热 :狂熱高的角色更傾向參與聖戰,做出能獲得虔誠的行為,與積極傳教。
每个属性的下限與上限为-100到+100。
每个AI角色都会根据最高的两个属性,用一个形容词和一个名词来描述其个性:
属性 | ||||||||
---|---|---|---|---|---|---|---|---|
形容词 | 名词 | 形容词 | 名词 | 形容词 | 名词 | 形容词 | 名词 | |
胆量 | 没骨气的 | 胆小鬼 | 怯懦的 | 懦夫 | 大胆的 | 赌徒 | 无畏的 | 冒险家 |
怜悯 | 邪恶的 | 恶棍 | 铁石心肠的 | 禽兽 | 富有同情心的 | 利他主义者 | 仁慈的 | 感同身受者 |
贪婪 | 安于现状的 | 跟屁虫 | 安于现状的 | 循规蹈矩者 | 贪婪的 | 吝啬鬼 | 贪得无厌的 | 掠夺者 |
荣誉 | 奸诈的 | 流氓 | 卑鄙的 | 无赖 | 正直的 | 淑女/绅士 | 刚正不阿的 | 典范 |
理性 | 胡言乱语的 | 疯子 | 没有理性的 | 蠢货 | 理性的 | 思想家 | 审时度势的 | 规划家 |
复仇 | 宽宏大量的 | 宽恕者 | 宽容的 | 怀柔者 | 忿忿不平的 | 吵闹者 | 记仇的 | 复仇者 |
狂热 | 不敬神的 | 无信者 | 愤世嫉俗的 | 背信者 | 虔诚的 | 信徒 | 热枕的 | 狂信者 |
传奇
(lod为Template:Icon中的未知key) | 仅在启用[[(lod对Template:Expansion错误)]]DLC的情况下可用。 |
Legends represent important deeds that a character achieved in life. The story of the legend will be written in various events as the legend is being completed. Creating a legend costs 200 Gold if Count or Duke, 300 if King and 400 if Emperor, and it also has a monthly maintenance cost until it is completed. Legitimizing legends also cost 75 Prestige. A legend needs at least 5 years before it can be completed or abandoned. Each legend can only be created once.
Legends are created from Legend Seeds. The primary way of obtaining Legend Seeds is by employing a Court Chronicler with high Aptitude. They can also be obtained by doing certain deeds or being part of a certain dynasty.
When created, a legend can about either the ruler creating it or to one of its close or extended family members, living or dead, as long as they are at least 16 years old. If the protagonist is another character the ruler will gain +20 Legitimacy if the protagonist does not have a trait considered a virtue, and +50 if it does. Creating a legend also unlocks the Commission Legend Artifact decision.
Once a legend is being created, it can be promoted by other characters. Promoting a legend has half of the maintenance cost of creating it and gives bonuses depending on the legend type. Promoting a legend requires one of the following:
- Know the language of the legend's creator
- Neighbor with the legend's creator
- Lover or Soulmate with the legend's creator
- Friend or Best Friend with the legend's creator
A legend's owner, as well as characters promoting it, unlock the Spread Legend intent for certain activities.
Legends come in three types and three levels of quality, which together determine what benefits they give. When a legend is created it will start at Famed quality. Once it has spread to 100 Baronies it can be upgraded to Illustrious quality and once it has spread to 300 Baronies it can be upgraded to Mythical quality.
Completing a legend ends the Owner and Promoter bonuses but allows a new legend to be started. A county can receive bonuses from multiple legends.
Decision legend seeds
The following legend seeds can only be obtained by decisions.
Legend seed | Type | Decision | Description |
---|---|---|---|
The Sovereignty | Legitimizing |
|
Either through fate or by design, power falls into [dynasty name] hands. Our lands are many and our deeds great, and our dominion over the thrones of the world is preordained. |
A New Caesar | Legitimizing | Restore the Roman Empire | Rome, once diminished to a distant memory, now rises again with a new Caesar, ready to bring civilization once again to a new age. |
The Empire of the Slavs | Legitimizing | Unite the Slavs | The Slavic peoples spread far and wide across Europe, but now [character name] stands as the first Tsar of all Slavs! |
The Holy Blood | Legitimizing | Consecrate Bloodline | [character name]'s blood flows through all members of the [dynasty name] family. Our devotion to [high god name] is absolute and our deeds done only in His/Her name. |
A New Priesthood | Holy | Restore the Magi | The Zoroastrian faith was lead by the great Magi of the past, but the order was dismantled. By the grace of Ahuramazda, Anahita, and Mithra, [character name] restored the Magi. |
The Prophecy Fulfilled | Holy | Restore the Faith High Priesthood | The diaspora was thought to be eternal, but under [character name], a new High Priesthood has emerged to lead the Jewish people into a new and brighter age. |
Dominion of the Sea | Heroic | Secure the High Kingdom of the North Sea | The North Sea has been the dominion of the Danes, and now under the rulership of [character name], an empire rises above the waves. |
The Greatest of Khans | Heroic | Become Greatest of Khans | All that is under the sky belongs to the greatest of all Khans. With the Mongol people united behind one Khagan, wolves howl and eagles cry as Genghis Khan burns his/her name across the world. |
The New Kaiser/Kaiserin | Heroic | Restore the Holy Roman Empire | A new Kaiser/Kaiserin rises from the ashes to bring prosperity under his/her benevolent rule. |
The New King/Queen of Israel | Heroic | Restore Israel | Israel, a Kingdom for God's chosen people, subjugated by Assyrians, Babylonians, and Romans. Our exodus from the Promised Land has sent our people on a journey across the world, but now a new Kingdom of Israel rises and God's people inhabit its lands once again! |
The Pirate King/Queen | Heroic | Elevate the Kingdom of Mann & the Isles | Across the waves of Britannia, sailors tell stories of a great and dreadful pirate King/Queen, the terrifying [character name]. Even the mightiest of warriors turns pale when they see those boats appearing on their shores. Surrender would be the only option, if only the King/Queen would accept such a thing. |
The Fate of Hispania | Heroic | Ended the Iberian Struggle | The squabbling of the Iberian nobility is over, and [character first name] emerges as its savior. The [primary title tier] victorious. |
The Fate of The Persian Empire | Heroic | Ended the Iranian Intermezzo | The Iranian Intermezzo is at last at an end, and [character name] emerges as the hero to usher in a new age for the region. |
Historical legend seeds
Historical legend seeds can only be used once per game, regardless of character. They are restricted to certain dynasties, cultures or faiths.