User:咯咯炀/沙盒:修订间差异

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{{Version|1.1}}
{| class="mildtable plainlist sortable"
属性代表一位角色拥有的某些数值,决定了角色在某些行动上能表现有多好。
! Regiment
 
! Type
==能力==
! {{icon|gold}} Cost
{{SVersion|1.1}}
! {{icon|levies}} Soldiers per size
能力代表了一个角色在各个领域的专业能力,决定了角色在给定任务中的结果的好坏。
! {{iconify|Damage}}
{| class="mildtable plainlist"
! {{iconify|Toughness}}
! 能力
! {{iconify|Pursuit}}
! 效果
! {{iconify|Screen}}
! [[File:Icon maa countered.png|24px]] Counters
! Helpful terrain
! Disadvantageous terrain
! Requirements
|-
|-
| [[File:Diplomacy.png]] 外交
| '''Light Footmen'''
| {{iconify|Skirmishers}}
| style="text-align: center; | 45
| style="text-align: center; | 100
| style="text-align: center; | 10
| style="text-align: center; | 16
| style="text-align: center; | 10
| style="text-align: center; | 16
| {{iconify|Heavy Infantry}}
* {{icon|opinion}} {{green|+1}} General opinion per level
* {{iconify|Forest}}
* {{icon|prestige}} {{green|+1%}} Monthly prestige per level
* {{iconify|Jungle}}
* {{icon|opinion}} Determines the opinion gain from certain character interactions
* {{iconify|Taiga}}
* {{icon|scheme success chance}} Determines the effectiveness of diplomacy schemes
| None
| None
|-
|-
| [[File:Martial.png]] 军事
| '''Bowmen'''
| {{iconify|Archers}}
| style="text-align: center; | 55
| style="text-align: center; | 100
| style="text-align: center; | 25
| style="text-align: center; | 10
| style="text-align: center; | 0
| style="text-align: center; | 0
| {{iconify|Skirmishers}}
* {{icon|levies}} {{green|+2%}} Levy size per level
* {{iconify|Forest}}
* {{icon|levies}} {{green|+2%}} Levy reinforcement rate per level
* {{iconify|Hills}}
* {{icon|advantage}} {{green|+1}} Starting advantage
* {{iconify|Taiga}}
| None
| None
|-
|-
| [[File:Stewardship.png]] 管理
| '''Light Horsemen'''
| {{iconify|Light Cavalry}}
| style="text-align: center; | 95
| style="text-align: center; | 100
| style="text-align: center; | 30
| style="text-align: center; | 20
| style="text-align: center; | 30
| style="text-align: center; | 30
| {{iconify|Archers}}
* {{icon|gold}} {{green|+2%}} Domain taxes per level
* {{iconify|Drylands}}
* {{icon|domain}} {{green|+1}} Domain limit per 5 levels
* {{iconify|Plains}}
|-
| [[File:Intrigue.png]] 谋略
* {{icon|scheme secrecy}} {{green|+1%}} Scheme discovery chance per level
* {{iconify|Desert Mountains}}
* {{icon|scheme success chance}} {{green|+1}} Hostile scheme success chance per level
* {{iconify|Hills}}
* {{icon|scheme success chance}} Determines the effectiveness of intrigue schemes
* {{iconify|Mountains}}
* {{icon|crime}} Determines imprisonment success chance
* {{iconify|Wetlands}}
| None
|-
|-
| [[File:Learning.png]] 学识
| '''Pikemen'''
| {{iconify|Spearmen}}
| style="text-align: center; | 75
| style="text-align: center; | 100
| style="text-align: center; | 22
| style="text-align: center; | 24
| style="text-align: center; | 0
| style="text-align: center; | 0
* {{icon|piety}} {{green|+0.1}} Monthly piety per level
* {{iconify|Heavy Cavalry}}
* {{icon|piety}} {{green|-1%}} Conversion cost per level
* {{iconify|Light Cavalry}}
* {{icon|innovation}} {{green|+2%}} Cultural fascination bonus if cultural head
* {{icon|prestige}} Determines the prestige cost to increase crown authority
* {{icon|unknown}} Determines the success chance of Demand Conversion
|-
| [[File:War.png]] 勇武
* {{icon|unknown}} Determines the effectiveness in duels (e.g. [[title]] challenge for Tribal rulers)
* {{iconify|Desert Mountains}}
* {{icon|toughness}} {{green|+10}} Toughness as knight per level
* {{iconify|Hills}}
* {{icon|damage}} {{green|+100}} Damage as knight per level
* {{iconify|Mountains}}
|}
| None
 
| None
=== 能力阈值 ===
能力阈值虽然不如一项能力的确切数值那么重要,但在各种事件中都应考虑到这些阈值,以确定好或坏结果的几率。能力由教育特质决定,并可能受到其他特质类型的影响。
{| class="mildtable" style="text-align: center;
! 数值
! 描述
|-
|-
| 0 –4
| '''Armored Footmen'''
| 糟糕
| {{iconify|Heavy Infantry}}
| style="text-align: center; | 90
| style="text-align: center; | 100
| style="text-align: center; | 32
| style="text-align: center; | 22
| style="text-align: center; | 0
| style="text-align: center; | 0
| {{iconify|Spearmen}}
| None
| None
| [[File:Innovation weapons and armor 02.png|24px]] Quilted Armor innovation (Tribal Era)
|-
|-
| 5–8
| '''Armored Horsemen'''
| 较差
| {{iconify|Heavy Cavalry}}
| style="text-align: center; | 200
| style="text-align: center; | 50
| style="text-align: center; | 100
| style="text-align: center; | 35
| style="text-align: center; | 20
| style="text-align: center; | 0
| {{iconify|Archers}}
|
* {{iconify|Drylands}}
* {{iconify|Plains}}
|
* {{iconify|Desert Mountains}}
* {{iconify|Hills}}
* {{iconify|Mountains}}
* {{iconify|Wetlands}}
| [[File:Innovation knight.png|24px]] Arched Saddle innovation (Early Medieval Era)
|-
|-
| 9–12
| '''Crossbowmen'''
| 普通
| [[File:Unit crossbowmen.png|24px]] Archers
| style="text-align: center; | 88
| style="text-align: center; | 100
| style="text-align: center; | 42
| style="text-align: center; | 18
| style="text-align: center; | 0
| style="text-align: center; | 0
|
* {{iconify|Heavy Cavalry}}
* {{iconify|Heavy Infantry}}
| {{iconify|Hills}}
|
* {{iconify|Desert}}
* {{iconify|Drylands}}
* {{iconify|Plains}}
| [[File:Innovation weapons and armor 01.png|24px]] Advanced Bowmaking innovation (High Medieval Era)
|-
|-
| 13–16
| '''House Guard'''
| 良好
| [[File:Unit default.png|24px]] Heavy Infantry
| style="text-align: center; | 50
| style="text-align: center; | 100
| style="text-align: center; | 40
| style="text-align: center; | 30
| style="text-align: center; | 0
| style="text-align: center; | 24
| {{iconify|Spearmen}}
| None
| None
| [[File:Warfare legacy track.png|24px]] Finishing the Warfare dynasty legacy<br>{{icon|warning}} Only one size-one regiment can be maintained by each character
|-
|-
| 17+
| '''Order Knights'''
| 优秀
| {{iconify|Heavy Infantry}}
| style="text-align: center; | 90
| style="text-align: center; | 100
| style="text-align: center; | 36
| style="text-align: center; | 26
| style="text-align: center; | 0
| style="text-align: center; | 0
| {{iconify|Spearmen}}
| None
| None
| {{icon|piety}} Christian Holy Order
|}
|}


== 恐怖值 ==
=== Cultural ===
'''恐怖值'''('''Dread''')用于衡量一位统治者被其封臣所畏惧的程度。足够高的恐怖值可能使角色感到惧怕或者畏惧,允许负面好感时外交行动也能成功。通过各种激发恐惧的行为可以获得或失去恐怖值,例如折磨或处决囚犯。每位角色还有'''自然恐怖值''',随着时间推移,恐怖值会以每月0.5的速度(增加或者减少),逐渐向其自然恐怖值靠近。
Cultural Men-at-Arms are locked behind cultural innovations that are only available to specific cultures. They tend to be more powerful than their regular counterparts.
 
{| class="mildtable plainlist sortable"
对领主感到惧怕的角色不太可能加入针对领主的派系或阴谋,而感到畏惧的角色永远不会加入针对领主的派系或阴谋。此外,它还会影响他们对各种角色互动的接受度:
! width=1% | Regiment
{| class="mildtable" style="text-align: center;
! Type
! 互动
! {{icon|gold}} Cost
![[File:Intimidated.png]] 惧怕时接受度
! {{icon|levies}} Soldiers per size
![[File:Terrified.png]] 畏惧时接受度
! {{iconify|Damage}}
! {{iconify|Toughness}}
! {{iconify|Pursuit}}
! {{iconify|Screen}}
! [[File:Icon maa countered.png|24px]] Counters
! Helpful terrain
! Disadvantageous terrain
! Innovation
! Era
! Culture
|-
|-
| Arrange marriage
| '''Horse Archers'''
| {{green|+75}}
| [[File:Unit horse archers.png|24px]] Skirmishers
| {{green|+150}}
| style="text-align: center; | 135
| style="text-align: center; | 100
| style="text-align: center; | 45
| style="text-align: center; | 20
| style="text-align: center; | 40
| style="text-align: center; | 30
|
* {{iconify|Heavy Infantry}}
* {{iconify|Skirmishers}}
* {{iconify|Drylands}}
* {{iconify|Plains}}
* {{iconify|Steppe}}
|
* {{iconify|Desert Mountains}}
* {{iconify|Jungle}}
* {{iconify|Mountains}}
* {{iconify|Wetlands}}
| Compound Bows
| Tribal
|
* All Mongolic
* All Turkic
* Alan
* Mogyër
|-
|-
| Blackmail
| '''Abudrar'''
| {{green|+50}}
| {{iconify|Skirmishers}}
| {{green|+100}}
| style="text-align: center; | 81
| style="text-align: center; | 100
| style="text-align: center; | 20
| style="text-align: center; | 16
| style="text-align: center; | 20
| style="text-align: center; | 10
|
* {{iconify|Heavy Infantry}}
* {{iconify|Light Cavalry}}
|
* {{iconify|Desert Mountains}}
* {{iconify|Hills}}
* {{iconify|Mountains}}
| {{iconify|Desert}}
| Desert Mountain Practices
| Early Medieval
|
* Baranis
* Beja
* Maghrebi
* Yemeni
|-
|-
| Negotiate alliance
| '''Ayyar'''
| {{green|+50}}
| {{iconify|Heavy Infantry}}
| {{green|+100}}
| style="text-align: center; | 75
| style="text-align: center; | 100
| style="text-align: center; | 35
| style="text-align: center; | 22
| style="text-align: center; | 12
| style="text-align: center; | 0
|
* {{iconify|Spearmen}}
| None
| None
| Futuwaa
| Tribal
|
* All Iranian
|-
|-
| Offer guardianship
| '''Bush Hunters'''
| {{green|+50}}
| {{iconify|Archers}}
| {{green|+100}}
| style="text-align: center; | 40
| style="text-align: center; | 100
| style="text-align: center; | 30
| style="text-align: center; | 14
| style="text-align: center; | 5
| style="text-align: center; | 0
| {{iconify|Skirmishers}}
|
* {{iconify|Forest}}
* {{iconify|Hills}}
* {{iconify|Jungle}}
| None
| Bush Hunting
| Tribal
|
* All Akan
* All Yoruba
|-
|-
| Offer ward
| '''Caballeros'''
| {{green|+50}}
| {{iconify|Light Cavalry}}
| {{green|+100}}
| style="text-align: center; | 104.5
| style="text-align: center; | 100
| style="text-align: center; | 30
| style="text-align: center; | 20
| style="text-align: center; | 20
| style="text-align: center; | 50
| {{iconify|Archers}}
|
* {{iconify|Drylands}}
* {{iconify|Hills}}
* {{iconify|Plains}}
|
* {{iconify|Desert Mountains}}
* {{iconify|Mountains}}
* {{iconify|Wetlands}}
| Caballeros
| Early Medieval
|
* All Iberian
* Andalusian
|-
|-
| Ransom
| '''Cataphracts'''
| {{green|+40}}
| {{iconify|Heavy Cavalry}}
| {{green|+100}}
| style="text-align: center; | 260
| style="text-align: center; | 50
| style="text-align: center; | 120
| style="text-align: center; | 35
| style="text-align: center; | 25
| style="text-align: center; | 10
| {{iconify|Archers}}
|
* {{iconify|Drylands}}
* {{iconify|Plains}}
|
* {{iconify|Desert Mountains}}
* {{iconify|Hills}}
* {{iconify|Mountains}}
* {{iconify|Wetlands}}
| Cataphracts
| Early medieval
| All Byzantine except Alan & Assyrian
|-
|-
| Ask to take vows
| '''Chasseurs'''
| {{green|+25}}
| {{iconify|Light Cavalry}}
| {{green|+50}}
| style="text-align: center; | 123.5
| style="text-align: center; | 100
| style="text-align: center; | 50
| style="text-align: center; | 20
| style="text-align: center; | 50
| style="text-align: center; | 15
| {{iconify|Archers}}
|
* {{iconify|Desert}}
* {{iconify|Drylands}}
* {{iconify|Plains}}
|
* {{iconify|Desert Mountains}}
* {{iconify|Hills}}
* {{iconify|Mountains}}
* {{iconify|Wetlands}}
| Desert Tactics
| High Medieval
| Outremer
|-
|-
| Imprison
| '''Chu-ko-nu Archers'''
| {{green|+25}}
| [[File:Unit crossbowmen.png|24px]] Archers
| {{green|+50}}
| style="text-align: center; | 82.5
| style="text-align: center; | 100
| style="text-align: center; | 30
| style="text-align: center; | 20
| style="text-align: center; | 0
| style="text-align: center; | 0
| {{iconify|Skirmishers}}
* {{iconify|Desert Mountains}}
* {{iconify|Hills}}
* {{iconify|Mountains}}
| None
| Chu-ko-nu
| Tribal
| Han
|-
|-
| Retract vassal
| '''Druzhina'''
| {{green|+25}}
| {{iconify|Heavy Infantry}}
| {{green|+50}}
| style="text-align: center; | 117
| style="text-align: center; | 100
| style="text-align: center; | 40
| style="text-align: center; | 30
| style="text-align: center; | 0
| style="text-align: center; | 30
| {{iconify|Spearmen}}
| None
| None
| Druzhina
| Early Medieval
| All East Slavic
|-
|-
| Revoke title
| '''Gendarmes'''
| {{green|+25}}
| {{iconify|Heavy Cavalry}}
| {{green|+50}}
| style="text-align: center; | 240
| style="text-align: center; | 50
| style="text-align: center; | 125
| style="text-align: center; | 40
| style="text-align: center; | 20
| style="text-align: center; | 10
| {{iconify|Archers}}
|
* {{iconify|Drylands}}
* {{iconify|Plains}}
|
* {{iconify|Desert Mountains}}
* {{iconify|Hills}}
* {{iconify|Jungle}}
* {{iconify|Mountains}}
* {{iconify|Wetlands}}
| Valets
| Late Medieval
|
* Breton
* French
* Norman
* Occitan
|-
|-
| Demand conversion
| '''Goedendag Militia'''
| {{green|+10}}
| {{iconify|Skirmishers}}
| {{green|+20}}
| style="text-align: center; | 45
| style="text-align: center; | 100
| style="text-align: center; | 13
| style="text-align: center; | 18
| style="text-align: center; | 0
| style="text-align: center; | 16
|
* {{iconify|Heavy Cavalry}}
* {{iconify|Heavy Infantry}}
| None
| None
| Adaptive Militia
| Late Medieval
| Dutch
|-
|-
| Offer vassalage
| '''Guinean Uplanders'''
| {{green|+10}}
| {{iconify|Skirmishers}}
| {{green|+20}}
| style="text-align: center; | 54
| style="text-align: center; | 100
| style="text-align: center; | 18
| style="text-align: center; | 14
| style="text-align: center; | 0
| style="text-align: center; | 20
| {{iconify|Heavy Infantry}}
|
* {{iconify|Drylands}}
* {{iconify|Forest}}
* {{iconify|Hills}}
| None
| Upland Skirmishing
| Tribal
| All West African
|-
|-
| Marry
| '''Hobelars'''
| {{red|-50}}
| {{iconify|Light Cavalry}}
| {{red|-75}}
| style="text-align: center; | 104.5
|}
| style="text-align: center; | 100
 
| style="text-align: center; | 30
=== Boldness ===
| style="text-align: center; | 20
Each character has a hidden boldness attribute, which is decided by its traits. A character becomes intimidated by characters whose {{iconify|dread}} is 20 above their own boldness and terrified by characters whose dread is 45 above their own boldness.
| style="text-align: center; | 50
 
| style="text-align: center; | 30
== Health ==
| {{iconify|Archers}}
Health is a measure of how likely a character is to die. Male characters are born with health between (and including) 4.5 and 4.9; female characters are born with health between (and including) 5.0 and 5.4.
{| class="mildtable"
* {{iconify|Hills}}
! Health
* {{iconify|Forest}}
! Can die
|
! Description
* {{iconify|Desert Mountains}}
! Interval
* {{iconify|Mountains}}
* {{iconify|Wetlands}}
| Hobbies
| High Medieval
|
* Cornish
* Cumbrian
* Irish
* Pictish
|-
|-
| [[File:Health negative.png]] Dying
| '''Horn Warriors'''
| {{red|yes}}
| {{iconify|Skirmishers}}
| ''You are at Death's doorstep''
| style="text-align: center; | 45
| health < 0
| style="text-align: center; | 100
| style="text-align: center; | 12
| style="text-align: center; | 16
| style="text-align: center; | 0
| style="text-align: center; | 20
| {{iconify|Heavy Infantry}}
* {{iconify|Desert Mountains}}
* {{iconify|Hills}}
* {{iconify|Mountains}}
| None
| Mountain Skirmishing
| Tribal
|
* Afar
* Somali
* Welayta
|-
|-
| [[File:Health negative.png]] Near Death
| '''Huscarls'''
| {{red|yes}}
| {{iconify|Heavy Infantry}}
| ''You are not long for this world...''
| style="text-align: center; | 117
| 0 ≤ health < 1
| style="text-align: center; | 100
| style="text-align: center; | 40
| style="text-align: center; | 26
| style="text-align: center; | 0
| style="text-align: center; | 24
|
* {{iconify|Archers}}
* {{iconify|Spearmen}}
|
* {{iconify|Forest}}
* {{iconify|Taiga}}
| None
| Hirds
| Early Medieval
|
* All North Germanic
* Anglo-Saxon
* Frisian
* Old Saxon
|-
|-
| [[File:Health.png]] Poor
| '''Khandayat'''
| {{red|yes}}
| {{iconify|Heavy Infantry}}
| ''You are ailing''
| style="text-align: center; | 108
| 1 ≤ health < 3
| style="text-align: center; | 100
| style="text-align: center; | 42
| style="text-align: center; | 22
| style="text-align: center; | 0
| style="text-align: center; | 0
|
* {{iconify|Light Cavalry}}
* {{iconify|Spearmen}}
| {{iconify|Jungle}}
| None
| Khandayats
| Early Medieval
|
* All Dravidian
* All Indo-Aryan
|-
|-
| [[File:Health.png]] Fine
| '''Konni'''
| {{green|no}}
| {{iconify|Light Cavalry}}
| ''You are feeling fine''
| style="text-align: center; | 123.5
| 3 ≤ health < 5
| style="text-align: center; | 100
| style="text-align: center; | 40
| style="text-align: center; | 20
| style="text-align: center; | 60
| style="text-align: center; | 40
| {{iconify|Archers}}
* {{iconify|Drylands}}
* {{iconify|Plains}}
|
* {{iconify|Desert Mountains}}
* {{iconify|Hills}}
* {{iconify|Mountains}}
* {{iconify|Wetlands}}
| Konni Raids
| Tribal
|
* All South Slavic
* Hungarian
* Polabian
* Polish
* Pomeranian
|-
|-
| [[File:Health positive.png]] Good
| '''Landsknechts'''
| {{green|no}}
| {{iconify|Spearmen}}
| ''Your humors are balanced''
| style="text-align: center; | 90
| 5 ≤ health < 7
| style="text-align: center; | 100
| style="text-align: center; | 30
| style="text-align: center; | 24
| style="text-align: center; | 0
| style="text-align: center; | 0
|
* {{iconify|Heavy Cavalry}}
* {{iconify|Light Cavalry}}
* {{iconify|Spearmen}}
|
* {{iconify|Desert Mountains}}
* {{iconify|Hills}}
* {{iconify|Mountains}}
| None
| Zweihanders
| Late Medieval
* Bavarian
* Franconian
* Frankish
* German
* Lombard
* Saxon
* Swabian
|-
|-
| [[File:Health positive.png]] Excellent
| '''Longbowmen'''
| {{green|no}}
| {{iconify|Archers}}
| ''You are full of vim and vigor!''
| style="text-align: center; | 66
| health ≥ 7
| style="text-align: center; | 100
|}
| style="text-align: center; | 45
 
| style="text-align: center; | 14
=== Death ===
| style="text-align: center; | 0
{{icon|death}} Death is the end of a character's life. For landed characters, it triggers succession for any held titles. There can be multiple causes:
| style="text-align: center; | 0
* {{icon|health}} When health is either Poor, Near Death or Dying, there is a chance at a given internal to die. The lower a character's health, the bigger this chance is.
* [[File:Secret murder.png|24px]] Upon success of a [[murder scheme]], the targetted character dies.
* {{iconify|Heavy Cavalry}}
* {{icon|decision}} The [[Attempt Suicide]] decision has a chance for the character to die.
* {{iconify|Skirmishers}}
* Knights may die in duels, with this chance increasing with low {{iconify|prowess}} and other factors.
| {{iconify|Hills}}
* [[prison|Imprisoned]] characters may be executed by their jailors.
| None
* Various events may cause death.
| Longbow
 
| Late Medieval
== Fertility ==
|
{{see also|Breeding}}
* English
Fertility represents a character's chance to have or cause pregnancy. Married couples and heterosexual lovers have a monthly chance to get the woman pregnant based on the average fertility of the two partners.
* Welsh
 
A character's base fertility is determined by their age:
{| class="mildtable"
! rowspan=2 | Gender
! colspan=9 style="text-align: center; | Age
|-
|-
! 16–25 !! 26–30 !! 31–35 !! 36–40 !! 41–45 !! 46–50 !! 51–60 !! 61–70 !! 70+
| '''Metsänvartija'''
| {{iconify|Archers}}
| style="text-align: center; | 60.5
| style="text-align: center; | 100
| style="text-align: center; | 30
| style="text-align: center; | 14
| style="text-align: center; | 10
| style="text-align: center; | 10
| {{iconify|Skirmishers}}
|
* {{iconify|Forest}}
* {{iconify|Taiga}}
| None
| Forest Wardens
| Tribal
|
* All Baltic
* All Balto-Finnic
* All Ugro-Permian
* All Volga-Finnic
|-
|-
| {{icon|male dominated}} Male || 100% || 100% || 100% || 90% || 80%  || 80% || 70% || 60% || 50%
| '''Mountaineers'''
| {{iconify|Heavy Infantry}}
| style="text-align: center; | 108
| style="text-align: center; | 100
| style="text-align: center; | 40
| style="text-align: center; | 26
| style="text-align: center; | 0
| style="text-align: center; | 0
| {{iconify|Spearmen}}
* {{iconify|Desert Mountains}}
* {{iconify|Mountains}}
| None
| Alpine Supremacy
| Early Medieval
|
* All Quiangic
* All Tibetan
|-
|-
| {{icon|female dominated}} Female || 100% || 90% || 70% || 50% || 33% || {{icon|no}} || {{icon|no}} || {{icon|no}} || {{icon|no}}
| '''Mubarizun'''
|}
| {{iconify|Heavy Infantry}}
 
| style="text-align: center; | 108
[[Traits]], such as [[lustful]] or [[melancholic]], can affect fertility. Concubines and secondary spouses effectively have half fertility. In addition a mother loses 5% fertility for each childbirth.
| style="text-align: center; | 100
 
| style="text-align: center; | 45
== Stress ==
| style="text-align: center; | 25
{{See also|Traits#Coping mechanisms}}
| style="text-align: center; | 0
'''Stress''' is a measure of a character's mental health and is gained whenever a character does something that conflicts with their [[personality traits]], someone they're close to dies, or the character is [[imprisoned]] in a dungeon. Stress ranges from 0 to 400, imposing various penalties and making the character vulnerable to mental break events. Mental break events can only trigger once every 5 years and grant the option to gain a trait (often a negative one such as [[Lunatic]]) and lose Stress or gain additional Stress. If a character reaches 400 Stress, it will trigger a level 3 mental break event and lose 100 Stress. At level 3, some mental breaks can kill the character, force them to kill another character including their own heir, or force them to abdicate.
| style="text-align: center; | 0
 
|
Your character's stress level is indicated by a reddish bar to the left of your character's portrait at the lower left corner of the map screen.
* {{iconify|Heavy Infantry}}
{| class="mildtable" style="text-align: center;
* {{iconify|Spearmen}}
! Level
| None
! {{iconify|Stress}}
| None
! {{iconify|Fertility}}
| Mubarizun
! {{iconify|Health penalty}}
| Tribal
! {{icon|decision}} Attempt Suicide decision
|
! {{icon|unknown}} Mental break traits
* Bedouin
* Butr
* Egyptian
* Mashriqi
* Nubian
|-
|-
| [[File:Stress level 0.png]]
| '''Palace Guards'''
| 0–99
| {{iconify|Heavy Infantry}}
| '''0'''
| style="text-align: center; | 108
| '''None'''
| style="text-align: center; | 100
| {{icon|no}}
| style="text-align: center; | 38
| style="text-align: left; | No mental breaks
| style="text-align: center; | 24
| style="text-align: center; | 0
| style="text-align: center; | 20
| {{iconify|Spearmen}}
|
* {{iconify|Hills}}
* {{iconify|Jungle}}
| None
| Royal Army Tradition
| Early Medieval
| All Burman
|-
|-
| [[File:Stress level 1.png]]
| '''Palatini'''
| 100–199
| {{iconify|Heavy Infantry}}
| {{red|−10%}}
| style="text-align: center; | 180
| '''None'''
| style="text-align: center; | 100
| {{icon|no}}
| style="text-align: center; | 60
| style="text-align: left; | Coping mechanisms
| style="text-align: center; | 30
| style="text-align: center; | 0
| style="text-align: center; | 20
| {{iconify|Spearmen}}
| None
| None
| Legionnaires
| Late Medieval
| Roman
|-
|-
| [[File:Stress level 2.png]]
| '''Picchieri'''
| 200–299
| {{iconify|Spearmen}}
| {{red| −30%}}
| style="text-align: center; | 97.5
| {{red|Severe}}
| style="text-align: center; | 100
| {{icon|no}}
| style="text-align: center; | 40
| style="text-align: left; | Coping mechanisms, [[File:Trait arbitrary.png|35px]] [[Arbitrary]], [[File:Trait witch.png|35px]] [[Witch]]
| style="text-align: center; | 24
| style="text-align: center; | 0
| style="text-align: center; | 0
|
* {{iconify|Heavy Cavalry}}
* {{iconify|Light Cavalry}}
|
* {{iconify|Desert Mountains}}
* {{iconify|Hills}}
* {{iconify|Mountains}}
| None
| Pike Columns
| High Medieval
| All Latin except Roman
|-
|-
| [[File:Stress level 3.png]]
| '''Sahel Horsemen'''
| 300–399
| {{iconify|Light Cavalry}}
| {{red| −50%}}
| style="text-align: center; | 104.5
| {{red|Severe}}
| style="text-align: center; | 100
| {{icon|yes}}
| style="text-align: center; | 30
| style="text-align: left; | [[File:Trait wrathful.png|35px]] [[Wrathful]], [[File:Trait lunatic.png|35px]] [[Lunatic]], [[File:Trait depressed.png|35px]] [[Melancholic]], [[File:Trait murderer.png|35px]] [[Murderer]]
| style="text-align: center; | 20
|}
| style="text-align: center; | 30
 
| style="text-align: center; | 30
== Age ==
A character is considered a child if they are below 16 years and an adult once they reach 16 years. A character can die of old age after reaching 60 years. Each starting character will have a number of lifestyle perks unlocked based on its age.
* {{iconify|Archers}}
* Once a character reaches the age of 25, they have a 7.5% chance to lose a tiny amount of {{iconify|health}} each year. The chance increases by 2.2% each year.
* {{iconify|Heavy Infantry}}
* Once a character reaches the age of 45, they have a 10% chance to lose {{icon|prowess}} {{red|1}} prowess each year. The chance increases by 1.5% each year. A dynasty can prevent this by completing the [[File:Kin legacy track.png|24px]] Kin legacy.
|
 
* {{iconify|Desert}}
=== Education ===
* {{iconify|Drylands}}
Characters between the age of 6 and 9 can be given an Education Focus geared towards one of the skills. This will default to one of the two attributes in their Childhood trait, but a parent can choose it manually with the button at the lower left of their portrait. When the character becomes an adult, they will gain a corresponding education trait.
* {{iconify|Floodplains}}
 
* {{iconify|Oasis}}
Once an Education Focus is selected the game will track a hidden education score. Each year the score has a 60% chance to increase by 2 and a 40% chance to not increase. Once the character reaches the age of 16 it will gain an education trait based on that score.
|
{| class="wikitable" style="text-align: center;
* {{iconify|Desert Mountains}}
! Score
* {{iconify|Hills}}
! Education trait level
* {{iconify|Mountains}}
* {{iconify|Wetlands}}
| Sahel Horsemen
| Tribal
|
* All Sahelian
* All Senegambian
* All Central African
* Daju
* Zaghawa
|-
|-
| 0-6 || 1
| '''Sarawit'''
| {{iconify|Heavy Infantry}}
| style="text-align: center; | 108
| style="text-align: center; | 100
| style="text-align: center; | 32
| style="text-align: center; | 26
| style="text-align: center; | 0
| style="text-align: center; | 10
| {{iconify|Light Cavalry}}
|
* {{iconify|Desert Mountains}}
* {{iconify|Hills}}
* {{iconify|Mountains}}
|
* {{iconify|Desert}}
* {{iconify|Drylands}}
| Sarawit
| High Medieval
| Ethiopian
|-
|-
| 7-10 || 2
| '''Schiltron'''
| {{iconify|Spearmen}}
| style="text-align: center; | 112.5
| style="text-align: center; | 100
| style="text-align: center; | 36
| style="text-align: center; | 28
| style="text-align: center; | 0
| style="text-align: center; | 0
|
* {{iconify|Heavy Cavalry}}
* {{iconify|Light Cavalry}}
|
* {{iconify|Desert Mountains}}
* {{iconify|Hills}}
* {{iconify|Mountains}}
* {{iconify|Plains}}
| None
| Rectilinear Schiltron
| Late Medieval
|
* Gaelic
* Scots
|-
|-
| 11-14 || 3
| '''Shomer'''
| {{iconify|Skirmishers}}
| style="text-align: center; | 45
| style="text-align: center; | 100
| style="text-align: center; | 10
| style="text-align: center; | 24
| style="text-align: center; | 0
| style="text-align: center; | 40
| {{iconify|Heavy Infantry}}
| None
| None
| Defensive Tactics
| Tribal
| All Israelite
|-
|-
| 15+ || 4
| '''Zbrojnosh'''
| {{iconify|Heavy Infantry}}
| style="text-align: center; | 99
| style="text-align: center; | 100
| style="text-align: center; | 34
| style="text-align: center; | 20
| style="text-align: center; | 0
| style="text-align: center; | 10
|
* {{iconify|Spearmen}}
* {{iconify|Archers}}
|
* {{iconify|Forest}}
* {{iconify|Hills}}
* {{iconify|Mountains}}
| {{iconify|Wetlands}}
| Zbrojnosh
| Tribal
|
* Czech
* Slovien
|}
|}


The chance of the child getting a higher tier education is increased by the guardian's relevant skill plus half of their learning skill, as well as the child or guardian having a positive intelligence trait ({{iconify|Quick}}, {{iconify|Intelligent}}, {{iconify|Genius}}). The guardian or child having a negative intelligence trait ({{iconify|Slow}}, {{iconify|Stupid}}, {{iconify|Imbecile}}) will negatively affect their education, as will pushing them to an Education Focus that does not match their Childhood trait.
=== Regional ===
 
Regional Men-at-Arms are made available through regional innovations.
The guardian's council having a spouse that is focused on patronage, has a high learning education, high learning skill, or {{iconify|scholar}} trait, will increase the chance of the ward getting a better education.
{| class="mildtable plainlist sortable"
 
! width=1% | Regiment
If the child has a guardian of a different faith or culture, when given the guardian, it can be specified whether the child should be raised in the parent's or guardian's faith and/or culture. The child also has a chance to copy the guardian's personality traits. If the guardian has the Witch trait or secret, they will have the option to try converting their wards to witchcraft.
! Type
 
! {{icon|gold}} Cost
A guardian and a ward have {{icon|opinion}} {{green|+15}} opinion towards each other.
! {{icon|levies}} Soldiers per size
 
! {{iconify|Damage}}
==Education traits==
! {{iconify|Toughness}}
With each child's base success chance of an Education Roll at 60%, a child has a 10% of a level one education, 42% of a level two education, 41% of a level three education, and 7% chance of a level four education (This assumes the child does not have a guardian for any point). As there are nine Education Rolls and a child needs 15 or more points to receive a four star education trait, the child must be successful on almost every Education Roll to achieve the four star education trait!
! {{iconify|Pursuit}}
 
! {{iconify|Screen}}
{| class="wikitable" style="text-align:right;"
! [[File:Icon maa countered.png|24px]] Counters
|- style="text-align:left;"
! Helpful terrain
! colspan="5"  style="text-align:center;" | Education Trait Level Chances
! Disadvantageous terrain
|- style="text-align:center;"
! Innovation
! style="text-align:left;" | Success (%)
! Region
! 1
! 2
! 3
! 4
|-
|-
| style="text-align:left;" | 50
| '''Camel Riders'''
| 25.2%
| [[File:Unit camel riders.png|24px]] Light Cavalry
| 49.2%
| style="text-align: center; | 95
| 23.4%
| style="text-align: center; | 100
| 2.0%
| style="text-align: center; | 30
| style="text-align: center; | 20
| style="text-align: center; | 30
| style="text-align: center; | 30
| {{iconify|Archers}}
|
* {{iconify|Desert}}
* {{iconify|Drylands}}
* {{iconify|Floodplains}}
* {{iconify|Plains}}
|
* {{iconify|Desert Mountains}}
* {{iconify|Hills}}
* {{iconify|Mountains}}
|
* War Camels
* Tribal Era
|
* The Middle East
* Persia
* North Africa
|-
|-
| style="text-align:left;" | 60 (Base)
| '''War Elephants'''
| 9.9%
| [[File:Unit war elephants.png|24px]] Heavy Cavalry
| 41.8%
| style="text-align: center; | 400
| 41.2%
| style="text-align: center; | 25
| 7.1%
| style="text-align: center; | 250
|-
| style="text-align: center; | 50
| style="text-align:left;" | 63
| style="text-align: center; | 0
| 6.9%
| style="text-align: center; | 0
| 37.2%
| 46.0%
* {{iconify|Heavy Infantry}}
| 9.8%
* {{iconify|Skirmishers}}
|-
| {{iconify|Jungle}}
| style="text-align:left;" | 66
| 4.7%
* {{iconify|Desert Mountains}}
| 31.9%
* {{iconify|Mountains}}
| 50.0%
* {{iconify|Wetlands}}
| 13.4%
|
|-
* Elephantry
| style="text-align:left;" | 70
* Tribal Era
| 2.5%
|
| 24.5%
* India
| 53.4%
* South East Asia
| 19.6%
|-
| style="text-align:left;" | 75
| 1.0%
| 15.6%
| 53.4%
| 30.0%
|-
| style="text-align:left;" | 80
| 0.3%
| 8.3%
| 47.8%
| 43.6%
|}
|}


The second level perk of the Dynasty Legacy "Kin" states "Dynasty members get better education". In the game code this is achieved by setting the education variable for the ninth and final roll to success equaling three points and failure equaling two points. In essence the Legacy Perk provides the child a guaranteed two education variable points, with the final Education Roll providing an opportunity to earn one extra point. This Perk means a child will need to have successful Education Rolls on seven of the eight rolls to earn a four star education trait.
=== Siege Weapons ===
 
{{see also|Warfare#Siege}}
{| class="wikitable" style="text-align:right;"
Siege Weapons are man-at-arms regiments that cannot fight in battle but will greatly increase Siege Progress when attacking Holdings. They are unlocked by discovering the innovation with the same name.
|- style="text-align:center;"
{| class="mildtable" style="text-align: center;
!colspan="5"| Education Trait Level Chances with Level 2 Kin Dynasty Perk
! Regiment
|-
! [[File:Unit stat siege progress.png|24px]] Daily Siege Progress
! style="text-align:left;" | Success (%)
! {{icon|fort level}} Max Fort Level
! 1
! {{icon|gold}} Feudal / Clan cost
! 2
! {{icon|prestige}} Tribal cost
! 3
! Description
! 4
|-
| style="text-align:left;" | 50
| 14.1%
| 49.2%
| 32.8%
| 3.5%
|-
| style="text-align:left;" | 60 (Base)
| 4.9%
| 35.6%
| 48.8%
| 10.6%
|-
|-
| style="text-align:left;" | 63
| style="text-align: left; | [[File:Unit onager.png|60px]] Onagers
| 3.3%
| +0.2
| 30.4%
| 5
| 52.1%
| 60
| 14.1%
| 120
| ''These small torsion catapults can tear down enemy fortification by hurling stone projectiles over a distance.''
|-
|-
| style="text-align:left;" | 66
| style="text-align: left; | [[File:Unit mangonel.png|60px]] Mangonels
| 2.2%
| +0.3
| 25.1%
| 10
| 54.3%
| 66
| 18.4%
| 132
| ''The traction-powered mangonel is easier to operate than the onager while also boasting a faster rate-of-fire.''
|-
|-
| style="text-align:left;" | 70
| style="text-align: left; | [[File:Unit trebuchet.png|60px]] Trebuchets
| 1.1%
| +0.4
| 18.3%
| 15
| 55.1%
| 78
| 25.5%
| 156
| ''The counterweight trebuchet can hurl large projectiles with much greater force than mangonels or onagers.''
|-
|-
| style="text-align:left;" | 75
| style="text-align: left; | [[File:Unit bombard.png|60px]] Bombards
| 0.4%
| +0.6
| 11.0%
| 30
| 51.9%
| 96
| 36.7%
| 192
|-
| ''No longer constrained by the limits of levers and pulleys, these cannons can blast through fortifications with ease.''
| style="text-align:left;" | 80
| 0.1%
| 5.5%
| 44.0%
| 50.3%
|}
|}
===Traits factor===
One factor in the game is the intelligence congenital trait. For instance a child with the "Genius" congenital trait has a factor of +20. Under this circumstance the Genius trait increases the odds of a successful Education Roll from 60% to 66.6%. The example math is provided below.
<math> \text{Success} = \left( \frac{ 60 + 20 }{100 + 20 }\right) \times 100 = \left( \frac{ 80 }{ 120 }\right) \times 100 = 66.6% </math>
A guardian with the intelligence trait of Genius provides a Factor of +15 to the Education Roll chances. If a genius child is being educated by a genius guardian the chances of a successful Education Roll becomes 70.4%, with the example math provided below.
<math> \text{Success} = \left( \frac{ 60 + 20 + 15 }{ 100 + 20 + 15 }\right) \times 100 = \left( \frac{ 95 }{ 135 }\right) \times 100 = 70.4% </math>
At the age of 3 each child is assigned a Childhood trait. If the child's focus does not match the child's trait there is a factor of -20 applied. For instance if a child has the trait "Bossy" and the focus is Diplomacy, the child would receive the factor of -20. In this circumstance the chance of a successful Education Roll drops to 50%.
<math> \text{Success} = \left( \frac{ 60 - 20 }{ 100 - 20 }\right) \times 100 = \left( \frac{ 40 }{ 80 }\right) \times 100 = 50% </math>
The traits a child and guardian can have which effect the outcome are provided in the chart below.
{| class="wikitable"
|-
! Trait !! Child Trait Factor !! Guardian Trait Factor
|-
| {{iconify|Genius|30px}} || +20 || +15
|-
| {{iconify|Intelligent|30px}} || +15 || +10
|-
| {{iconify|Quick|30px}} / {{iconify|Shrewd|30px}} || +10 || +5
|-
| {{iconify|Slow|30px}} / {{iconify|Dull|30px}} || -10 || -5
|-
| {{iconify|Stupid|30px}} || -15 || -10
|-
| {{iconify|Imbecile|30px}} || -20 || -15
|-
| Childhood trait Matching || +0 || N/A
|-
| Childhood trait Not Matching || -20 || N/A
|}
===Attributes factor===
The success of the Education Roll is also determined by the guardian's relevant attribute points. The "Primary Attribute" for a guardian (more important attribute) is the one which matches the focus of the child, and is determined by that value times 0.4. A guardian's Diplomacy attribute is part of the Factor for a child with a diplomacy focus. The "Secondary Attribute" is the guardian's Learning, which is multiplied by 0.2. The formula is shown below.
<math> \text{Factor} = \left(  0.4 \times \text{Primary Attribute} \right) + \left( 0.2 \times \text{Learning} \right) </math>
For instance a child with a focus in Diplomacy has a guardian with a 10 Diplomacy Attribute and a 15 Learning Attribute will provide a Factor of +7.
<math> \text{Factor} = \left(  0.4 \times 10 \right) + \left( 0.2 \times 15 \right)= \left( 4 \right) + \left( 3 \right) = 7 </math>
{| class="wikitable"
|-
!colspan="7"| Guardian Attribute Quick Math
|-
!rowspan = 2 | Guardian Attribute
!colspan="5"| Child Focus
!rowspan = 2 | Learning Factor
|-
|-
! {{icon|diplomacy|30px}} !! {{icon|Martial|30px}} !! {{icon|Stewardship|30px}} !! {{icon|Intrigue|30px}} !! {{icon|Learning|30px}}
|-
| 5 || 2 || 2 || 2 || 2 || 2 || 1
|-
| 10 || 4 || 4 || 4 || 4 || 4 || 2
|-
| 15 || 6 || 6 || 6 || 6 || 6 || 3
|-
| 20 || 8 || 8 || 8 || 8 || 8 || 4
|-
| 25 || 10 || 10 || 10 || 10 || 10 || 5
|-
| 30 || 12 || 12 || 12 || 12 || 12 || 6
|}
===Strategy===
The Education Roll bonus provided by guardians with congenital traits of Genius, Intelligent and Quick are significantly more important than the attributes of the guardian alone. Under these circumstances an "underachieving" Genius guardian can provide equal value with a character with amazing stats.
Therefore the most important factors when choosing a guardian are:
# Someone you trust not to kill your child
# {{iconify|Genius|30px}}
# {{iconify|Intelligent|30px}}
# {{iconify|Quick|30px}}
# Value of Primary Attribute (which matches child's focus)
# {{iconify|Learning|30px}} Attribute
====Example====
A Genius guardian with 5 Diplomacy and Learning Attributes will provide a Factor of +18 (15 + 2 + 1) and successful Education Roll chance of 66% on a average child, while a guardian with 30 Diplomacy and 30 Learning Attributes will provide a Factor of +18 (12 + 6) and successful Education Roll chance of 66%.
{| class="wikitable"
|-
!colspan="7"| Hypothetical Guardian Attributes
|-
! Guardian
! Congenital Trait !! {{icon|diplomacy|30px}} !! {{icon|Martial|30px}} !! {{icon|Stewardship|30px}} !! {{icon|Intrigue|30px}} !! {{icon|Learning|30px}}
|-
| Guardian 1 || {{iconify|Genius|30px}} || 5 || 4 || 2 || 3 || 5
|-
| Guardian 2 || None || 30 || 33 || 32 || 28 || 30
|}
<math> \text{Guardian 1 Success} = \left( \frac{ 60 + 15 + 2 + 1 }{100 + 15 + 2 + 1 }\right) \times 100 = \left( \frac{ 78 }{ 118 }\right) \times 100 = 66.1% </math>
<math> \text{Guardian 2 Success} = \left( \frac{ 60 + 12 + 6 }{100 + 12 + 6 }\right) \times 100 = \left( \frac{ 78 }{ 118 }\right) \times 100 = 66.1% </math>
<ref> Reddit user u/Adhesiveduck https://www.reddit.com/r/CrusaderKings/comments/iu2sed/the_education_system_explained_how_to_choose_a/</ref>
== Weight ==
Each character in the game has a hidden "weight" value which ranges from -100 to 100. If your weight is -50 or below, you gain the Malnourished modfier, and the "Gain Weight" decision becomes available to you. If your weight is 50 or above, you gain the Obese modifier, and the "Lose Weight" decision becomes available to you.<ref name=Askanien> Reddit user u/Stefan_Askanien https://www.reddit.com/r/CrusaderKings/comments/iutm4z/how_weight_is_calculated_and_how_to_fight_obesity/</ref> Being obese or malnourished gives {{icon|health penalty}} {{red|−1}} Health.
In addition to a character's current weight, each character also has a hidden "target weight" value, based mostly on [[traits]], which is the weight they are drifting toward. Every three years, your real weight will drift closer to your target weight. When you [[feast]], your current weight increases by a moderate amount, and when you [[hunt]], your current weight decreases by a small amount. Afterward, your weight will eventually drift back toward your target weight. The "Lose Weight" decision decreases your target weight, and the "Gain Weight" decision adds to your target weight. Ending those decisions brings your target weight back to what it was before.
Switching to a [[Martial lifestyle]] will move your target weight closer to 0 (so that if you are underweight, your target weight will increase somewhat, and if you are overweight, your target weight will decrease somewhat). Being a Novice Hunter, [[Hunter]], or Master Hunter, will also move your target weight closer to 0 by successive amounts.
The following traits and events also affect a character's target weight:<ref name=Askanien />
{| class="mildtable plainlist"
! Effect on target weight
! Traits / Events
|-
| Large increase
| [[Gluttonous]], [[Lazy]], [[Comfort Eater]], "Gain weight" decision
|-
| Moderate increase
| [[Drunkard]], [[Hashishiyah]], [[Gregarious]], [[Greedy]], [[Calm]], [[Trusting]], Legendary [[Reveler]]
|-
| Slight increase
| [[Patient]], [[Arrogant]], [[Ambitious]], Eager [[Reveler]], Famous Reveler
|-
| Slight decrease
| [[Shy]], [[Humble]], [[Zealous]], [[Craven]], [[Temperate]]
|-
| Moderate decrease
| [[Imprisoned]], [[Diligent]], [[Wrathful]], [[Leper]], [[Impatient]], [[Content]], [[Fickle]], [[Vengeful]], [[Generous]]
|-
| Large decrease
| [[Consumption]], [[Cancer]], [[Great pox]], [[Paranoid]], [[Inappetetic]], [[Imprisoned|in dungeon]], "Lose weight" decision
|}
== References ==
<references/>
{{Mechanics navbox}}
[[en:Attributes]]

2020年10月12日 (一) 10:38的版本

Regiment Type Cost Soldiers per size  Damage  Toughness  Pursuit  Screen Icon maa countered.png Counters Helpful terrain Disadvantageous terrain Requirements
Light Footmen  Skirmishers 45 100 10 16 10 16  Heavy Infantry
  •  Forest
  •  Jungle
  •  Taiga
None None
Bowmen  Archers 55 100 25 10 0 0  Skirmishers
  •  Forest
  •  Hills
  •  Taiga
None None
Light Horsemen  Light Cavalry 95 100 30 20 30 30  Archers
  •  Drylands
  •  Plains
  •  Desert Mountains
  •  Hills
  •  Mountains
  •  Wetlands
None
Pikemen  Spearmen 75 100 22 24 0 0
  •  Heavy Cavalry
  •  Light Cavalry
  •  Desert Mountains
  •  Hills
  •  Mountains
None None
Armored Footmen  Heavy Infantry 90 100 32 22 0 0  Spearmen None None Innovation weapons and armor 02.png Quilted Armor innovation (Tribal Era)
Armored Horsemen  Heavy Cavalry 200 50 100 35 20 0  Archers
  •  Drylands
  •  Plains
  •  Desert Mountains
  •  Hills
  •  Mountains
  •  Wetlands
Innovation knight.png Arched Saddle innovation (Early Medieval Era)
Crossbowmen Unit crossbowmen.png Archers 88 100 42 18 0 0
  •  Heavy Cavalry
  •  Heavy Infantry
 Hills
  •  Desert
  •  Drylands
  •  Plains
Innovation weapons and armor 01.png Advanced Bowmaking innovation (High Medieval Era)
House Guard Unit default.png Heavy Infantry 50 100 40 30 0 24  Spearmen None None Warfare legacy track.png Finishing the Warfare dynasty legacy
Only one size-one regiment can be maintained by each character
Order Knights  Heavy Infantry 90 100 36 26 0 0  Spearmen None None Christian Holy Order

Cultural

Cultural Men-at-Arms are locked behind cultural innovations that are only available to specific cultures. They tend to be more powerful than their regular counterparts.

Regiment Type Cost Soldiers per size  Damage  Toughness  Pursuit  Screen Icon maa countered.png Counters Helpful terrain Disadvantageous terrain Innovation Era Culture
Horse Archers Unit horse archers.png Skirmishers 135 100 45 20 40 30
  •  Heavy Infantry
  •  Skirmishers
  •  Drylands
  •  Plains
  •  Steppe
  •  Desert Mountains
  •  Jungle
  •  Mountains
  •  Wetlands
Compound Bows Tribal
  • All Mongolic
  • All Turkic
  • Alan
  • Mogyër
Abudrar  Skirmishers 81 100 20 16 20 10
  •  Heavy Infantry
  •  Light Cavalry
  •  Desert Mountains
  •  Hills
  •  Mountains
 Desert Desert Mountain Practices Early Medieval
  • Baranis
  • Beja
  • Maghrebi
  • Yemeni
Ayyar  Heavy Infantry 75 100 35 22 12 0
  •  Spearmen
None None Futuwaa Tribal
  • All Iranian
Bush Hunters  Archers 40 100 30 14 5 0  Skirmishers
  •  Forest
  •  Hills
  •  Jungle
None Bush Hunting Tribal
  • All Akan
  • All Yoruba
Caballeros  Light Cavalry 104.5 100 30 20 20 50  Archers
  •  Drylands
  •  Hills
  •  Plains
  •  Desert Mountains
  •  Mountains
  •  Wetlands
Caballeros Early Medieval
  • All Iberian
  • Andalusian
Cataphracts  Heavy Cavalry 260 50 120 35 25 10  Archers
  •  Drylands
  •  Plains
  •  Desert Mountains
  •  Hills
  •  Mountains
  •  Wetlands
Cataphracts Early medieval All Byzantine except Alan & Assyrian
Chasseurs  Light Cavalry 123.5 100 50 20 50 15  Archers
  •  Desert
  •  Drylands
  •  Plains
  •  Desert Mountains
  •  Hills
  •  Mountains
  •  Wetlands
Desert Tactics High Medieval Outremer
Chu-ko-nu Archers Unit crossbowmen.png Archers 82.5 100 30 20 0 0  Skirmishers
  •  Desert Mountains
  •  Hills
  •  Mountains
None Chu-ko-nu Tribal Han
Druzhina  Heavy Infantry 117 100 40 30 0 30  Spearmen None None Druzhina Early Medieval All East Slavic
Gendarmes  Heavy Cavalry 240 50 125 40 20 10  Archers
  •  Drylands
  •  Plains
  •  Desert Mountains
  •  Hills
  •  Jungle
  •  Mountains
  •  Wetlands
Valets Late Medieval
  • Breton
  • French
  • Norman
  • Occitan
Goedendag Militia  Skirmishers 45 100 13 18 0 16
  •  Heavy Cavalry
  •  Heavy Infantry
None None Adaptive Militia Late Medieval Dutch
Guinean Uplanders  Skirmishers 54 100 18 14 0 20  Heavy Infantry
  •  Drylands
  •  Forest
  •  Hills
None Upland Skirmishing Tribal All West African
Hobelars  Light Cavalry 104.5 100 30 20 50 30  Archers
  •  Hills
  •  Forest
  •  Desert Mountains
  •  Mountains
  •  Wetlands
Hobbies High Medieval
  • Cornish
  • Cumbrian
  • Irish
  • Pictish
Horn Warriors  Skirmishers 45 100 12 16 0 20  Heavy Infantry
  •  Desert Mountains
  •  Hills
  •  Mountains
None Mountain Skirmishing Tribal
  • Afar
  • Somali
  • Welayta
Huscarls  Heavy Infantry 117 100 40 26 0 24
  •  Archers
  •  Spearmen
  •  Forest
  •  Taiga
None Hirds Early Medieval
  • All North Germanic
  • Anglo-Saxon
  • Frisian
  • Old Saxon
Khandayat  Heavy Infantry 108 100 42 22 0 0
  •  Light Cavalry
  •  Spearmen
 Jungle None Khandayats Early Medieval
  • All Dravidian
  • All Indo-Aryan
Konni  Light Cavalry 123.5 100 40 20 60 40  Archers
  •  Drylands
  •  Plains
  •  Desert Mountains
  •  Hills
  •  Mountains
  •  Wetlands
Konni Raids Tribal
  • All South Slavic
  • Hungarian
  • Polabian
  • Polish
  • Pomeranian
Landsknechts  Spearmen 90 100 30 24 0 0
  •  Heavy Cavalry
  •  Light Cavalry
  •  Spearmen
  •  Desert Mountains
  •  Hills
  •  Mountains
None Zweihanders Late Medieval
  • Bavarian
  • Franconian
  • Frankish
  • German
  • Lombard
  • Saxon
  • Swabian
Longbowmen  Archers 66 100 45 14 0 0
  •  Heavy Cavalry
  •  Skirmishers
 Hills None Longbow Late Medieval
  • English
  • Welsh
Metsänvartija  Archers 60.5 100 30 14 10 10  Skirmishers
  •  Forest
  •  Taiga
None Forest Wardens Tribal
  • All Baltic
  • All Balto-Finnic
  • All Ugro-Permian
  • All Volga-Finnic
Mountaineers  Heavy Infantry 108 100 40 26 0 0  Spearmen
  •  Desert Mountains
  •  Mountains
None Alpine Supremacy Early Medieval
  • All Quiangic
  • All Tibetan
Mubarizun  Heavy Infantry 108 100 45 25 0 0
  •  Heavy Infantry
  •  Spearmen
None None Mubarizun Tribal
  • Bedouin
  • Butr
  • Egyptian
  • Mashriqi
  • Nubian
Palace Guards  Heavy Infantry 108 100 38 24 0 20  Spearmen
  •  Hills
  •  Jungle
None Royal Army Tradition Early Medieval All Burman
Palatini  Heavy Infantry 180 100 60 30 0 20  Spearmen None None Legionnaires Late Medieval Roman
Picchieri  Spearmen 97.5 100 40 24 0 0
  •  Heavy Cavalry
  •  Light Cavalry
  •  Desert Mountains
  •  Hills
  •  Mountains
None Pike Columns High Medieval All Latin except Roman
Sahel Horsemen  Light Cavalry 104.5 100 30 20 30 30
  •  Archers
  •  Heavy Infantry
  •  Desert
  •  Drylands
  •  Floodplains
  •  Oasis
  •  Desert Mountains
  •  Hills
  •  Mountains
  •  Wetlands
Sahel Horsemen Tribal
  • All Sahelian
  • All Senegambian
  • All Central African
  • Daju
  • Zaghawa
Sarawit  Heavy Infantry 108 100 32 26 0 10  Light Cavalry
  •  Desert Mountains
  •  Hills
  •  Mountains
  •  Desert
  •  Drylands
Sarawit High Medieval Ethiopian
Schiltron  Spearmen 112.5 100 36 28 0 0
  •  Heavy Cavalry
  •  Light Cavalry
  •  Desert Mountains
  •  Hills
  •  Mountains
  •  Plains
None Rectilinear Schiltron Late Medieval
  • Gaelic
  • Scots
Shomer  Skirmishers 45 100 10 24 0 40  Heavy Infantry None None Defensive Tactics Tribal All Israelite
Zbrojnosh  Heavy Infantry 99 100 34 20 0 10
  •  Spearmen
  •  Archers
  •  Forest
  •  Hills
  •  Mountains
 Wetlands Zbrojnosh Tribal
  • Czech
  • Slovien

Regional

Regional Men-at-Arms are made available through regional innovations.

Regiment Type Cost Soldiers per size  Damage  Toughness  Pursuit  Screen Icon maa countered.png Counters Helpful terrain Disadvantageous terrain Innovation Region
Camel Riders Unit camel riders.png Light Cavalry 95 100 30 20 30 30  Archers
  •  Desert
  •  Drylands
  •  Floodplains
  •  Plains
  •  Desert Mountains
  •  Hills
  •  Mountains
  • War Camels
  • Tribal Era
  • The Middle East
  • Persia
  • North Africa
War Elephants Unit war elephants.png Heavy Cavalry 400 25 250 50 0 0
  •  Heavy Infantry
  •  Skirmishers
 Jungle
  •  Desert Mountains
  •  Mountains
  •  Wetlands
  • Elephantry
  • Tribal Era
  • India
  • South East Asia

Siege Weapons

另见:Warfare#Siege

Siege Weapons are man-at-arms regiments that cannot fight in battle but will greatly increase Siege Progress when attacking Holdings. They are unlocked by discovering the innovation with the same name.

Regiment Unit stat siege progress.png Daily Siege Progress Max Fort Level Feudal / Clan cost Tribal cost Description
Unit onager.png Onagers +0.2 5 60 120 These small torsion catapults can tear down enemy fortification by hurling stone projectiles over a distance.
Unit mangonel.png Mangonels +0.3 10 66 132 The traction-powered mangonel is easier to operate than the onager while also boasting a faster rate-of-fire.
Unit trebuchet.png Trebuchets +0.4 15 78 156 The counterweight trebuchet can hurl large projectiles with much greater force than mangonels or onagers.
Unit bombard.png Bombards +0.6 30 96 192 No longer constrained by the limits of levers and pulleys, these cannons can blast through fortifications with ease.