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{{Version| | {{Version|1.0}} | ||
A Dynasty represents an unbroken | |||
A Dynasty represents an unbroken Noble line descending from the same Landed character who founded the Dynasty. Each Dynasty is made up of multiple Houses working towards bringing Renown upon the Dynasty. A Dynasty can be renamed by the Dynasty Head at any point. All Dynasty members have {{green|+5}} {{iconify|Opinion}} towards each other. | |||
== 家族 == | == 家族 == | ||
Each Dynasty will have a Founding House, usually of the same name as the Dynasty, which is the first House of that Dynasty. Ruling Dynasty members | Each Dynasty will have a Founding House, usually of the same name as the Dynasty, which is the first House of that Dynasty. Ruling Dynasty members of Feudal or Clan Government who are distant by blood to the current House Head may choose to create a Cadet Branch, a new House under the Dynasty. Each House has its own name and motto, usually inspired by the location in which they are founded and the founding character, which can be changed at will by the House Head. They will also have a unique coat of arms that has two quarters copied from the Dynasty coat of arms. | ||
Creating a Cadet Branch has the following requirements: | Creating a Cadet Branch has the following requirements: | ||
第11行: | 第12行: | ||
* All ancestors of the character are dead | * All ancestors of the character are dead | ||
If a House Head demands the conversion of a House member and the member refuses it will result in the creation of a new Cadet Branch. | If a House Head demands the religious conversion of a House member and the member refuses, it will result in the creation of a new Cadet Branch. | ||
Each character born from a Marriage will belong to the father's House unless the marriage is Matrilineal. | |||
The | === 家主 === | ||
The House Head is the leader of a House. House Heads have the power to legitimize bastards, call House members to war and demand that they convert to their Faith. In addition House Heads will get a {{iconify|Weak Hook}} on all newly born House members and gain {{green|+0.02}} Monthly Prestige for every living member of the House. When a House Head dies its Primary Heir becomes the next House Head. | |||
When character | When character creates a Cadet Branch it becomes its House Head, becoming free from the direct influence of their old House Head unless he or she was the Dynasty Head. | ||
== | ==== 宗族族长 ==== | ||
The most powerful House Head of a Dynasty will always become the Dynasty Head upon the death of the current one. The Dynasty Head gains {{green|+0.01}} Monthly Prestige for every living member of the Dynasty and has access to the following interactions: | |||
{| class="mildtable plainlist" | |||
! Interaction | |||
! Effects | |||
! Cost | |||
|- | |||
| Call Dynasty Member To War | |||
| Targeted Dynasty Member may join the Dynasty Head's current war | |||
{| class="mildtable" | | None | ||
|- | |- | ||
| Claim Title | |||
| Gain an {{iconify|Unpressed Claim}} on the targeted Dynasty Member's Primary Title and a temporary {{red|-50}} {{iconify|Opinion}} | |||
| None | |||
|- | |- | ||
| | | Disinherit | ||
| Targeted Dynasty Member gains the [[File:Trait disinherited.png|24px]] Disinherited trait and a permanent {{red|-75}} {{iconify|Opinion}} | |||
| | | | ||
* 75 {{iconify|Renown}} and 150 {{iconify|Prestige}} if Dynasty Member is Unlanded | |||
* 225 {{iconify|Renown}} and 900 {{iconify|Prestige}} if Dynasty Member is Landed | |||
|- | |||
| Denounce | |||
| Targeted Dynasty Member gains the [[File:Trait denounced.png|24px]] Denounced trait and a permanent {{red|-50}} {{iconify|Opinion}} | |||
| | | | ||
* 50 {{iconify|Renown}} and 150 {{iconify|Prestige}} if Dynasty Member is Unlanded | |||
* 125 {{iconify|Renown}} and 500 {{iconify|Prestige}} if Dynasty Member is Landed | |||
|- | |||
| End Dynasty Wars | |||
| All wars between members of the same Dynasty end in White Peace | |||
| | | | ||
* 75{{iconify|Renown}} | |||
|- | |||
| Forgive | |||
| Targeted Dynasty Member loses the [[File:Trait denounced.png|24px]] Denounced trait and the {{iconify|Opinion}} malus | |||
| | | | ||
* 25 {{iconify|Renown}} | |||
|- | |||
| Restore Inheritance | |||
| Targeted Dynasty Member loses the [[File:Trait disinherited.png|24px]] Disinherited trait and the {{iconify|Opinion}} malus | |||
| | | | ||
* 75 {{iconify|Renown}} | |||
|} | |||
== 宗族威望 == | |||
Renown is a resource accumulated by a Dynasty and is used for the most powerful Dynasty Head interactions, unlocking Dynasty Legacies and increasing a Dynasty's level of Splendor. A Dynasty gains Monthly Renown for the following: | |||
* {{green|+0.02}} for each living member | |||
* {{green|+0.12}} for each independent baron | |||
* {{green|+0.25}} for each independent count | |||
* {{green|+0.5}} for each independent duke | |||
* {{green|+1}} for each independent king | |||
* {{green|+2}} for each independent emperor | |||
* {{green|+0.1}} for each member married to a baron | |||
* {{green|+0.2}} for each member married to a count | |||
* {{green|+0.4}} for each member married to a duke | |||
* {{green|+0.8}} for each member married to a king | |||
* {{green|+1.6}} for each member married to an emperor | |||
=== 宗族威望等级 === | |||
Firstly, all renown earned by a Dynasty counts towards its Level of Splendor, which determines how known the Dynasty is in the eyes of the world, how much Prestige characters get from being born or marrying into it the maximum long reign Opinion characters can get and how decorated the Dynasty's coat of arms will be. Having a high level also makes it much easier to arrange marriages, especially with Dynasties with a Lower Level of Splendor. The Level of Splendor will never decrease. Peasant Dynasties start at Base Origins. | |||
{| class="mildtable" style="text-align: center; | |||
! Level of Splendor | |||
! {{icon|prestige}} Birth Prestige | |||
! {{icon|prestige}} Marriage Prestige | |||
! {{icon|opinion}} Max Long Reign Opinion | |||
! Max level for guest Congenital traits | |||
! Required renown | |||
|- | |||
| style="text-align: left; | [[File:Icon dynasty prestige 00.png|35px]] Base Origins | |||
| '''0''' | |||
| {{red|-100}} | |||
| +5 | |||
| 1 | |||
| 0 | |||
|- | |||
| style="text-align: left; | [[File:Icon dynasty prestige 00.png|35px]] Obscure | |||
| {{green|+100}} | |||
| '''0''' | |||
| +10 | |||
| 1 | |||
| 0 | |||
|- | |||
| style="text-align: left; | [[File:Icon dynasty prestige 01.png|35px]] Insignificant | |||
| {{green|+200}} | |||
| {{green|+100}} | |||
| +15 | |||
| 1 | |||
| 700 | |||
|- | |- | ||
| | | style="text-align: left; | [[File:Icon dynasty prestige 01.png|35px]] Noteworthy | ||
| | | {{green|+300}} | ||
| | | {{green|+200}} | ||
| | | +20 | ||
| | | 2 | ||
| 1000 | |||
|- | |||
| style="text-align: left; | [[File:Icon dynasty prestige 02.png|35px]] Reputable | |||
| {{green|+400}} | |||
| {{green|+300}} | |||
| +25 | |||
| 2 | |||
| 2000 | |||
|- | |||
| style="text-align: left; | [[File:Icon dynasty prestige 02.png|35px]] Well-known | |||
| {{green|+500}} | |||
| {{green|+400}} | |||
| +30 | |||
| 2 | |||
| 3000 | |||
|- | |||
| style="text-align: left; | [[File:Icon dynasty prestige 03.png|35px]] Significant | |||
| {{green|+600}} | |||
| {{green|+500}} | |||
| +35 | |||
| 2 | |||
| 4000 | |||
|- | |||
| style="text-align: left; | [[File:Icon dynasty prestige 03.png|35px]] Famous | |||
| {{green|+700}} | |||
| {{green|+600}} | |||
| +40 | |||
| 3 | |||
| 5000 | |||
|- | |||
| style="text-align: left; | [[File:Icon dynasty prestige 04.png|35px]] Glorious | |||
| {{green|+800}} | |||
| {{green|+700}} | |||
| +45 | |||
| 3 | |||
| 6000 | |||
|- | |||
| style="text-align: left; | [[File:Icon dynasty prestige 04.png|35px]] Fabled | |||
| {{green|+900}} | |||
| {{green|+800}} | |||
| +50 | |||
| 3 | |||
| 7000 | |||
|- | |||
| style="text-align: left; | [[File:Icon dynasty prestige 05.png|35px]] Legendary | |||
| {{green|+1000}} | |||
| {{green|+900}} | |||
| +55 | |||
| 3 | |||
| 8000 | |||
|} | |||
=== 宗族传承 === | |||
Dynasty Legacies are permanent modifiers and unlocks that can be unlocked by the Dynasty Head and affect every member of a Dynasty. Each Legacy contains five unlocks, each costing a progressively higher amount of {{iconify|Renown}} to unlock. If an AI character becomes Dynasty Head it will only unlock Legacies belonging to the tree with the highest current progress. | |||
{| class="mildtable plainlist" | |||
|- | |||
! Tree | |||
! Legacy 1 effects | |||
! Legacy 2 effects | |||
! Legacy 3 effects | |||
! Legacy 4 effects | |||
! Legacy 5 effects | |||
|- | |||
| style="text-align: center; | '''Warfare'''<br>[[File:Warfare legacy track.png|60px]] | |||
| | | | ||
* {{green|+2}} Prowess | |||
* {{green|+15}} Knight Effectiveness | |||
| {{green|-20%}} Casus Belli Cost | |||
| {{green|+10%}} Monthly Martial Lifestyle Experience | |||
| {{green|+5}} Advantage | |||
| {{green|+1}} Max number of Men-at-Arms Regiments<br>Can recruit House Guard Men-at-Arms | |||
|- | |||
| style="text-align: center; | '''Law'''<br>[[File:Law legacy track.png|60px]] | |||
| {{green|+5}} Popular Opinion | |||
| {{green|+0.2}} Monthly Control Growth | |||
| {{green|+10%}} Monthly Stewardship Lifestyle Experience | |||
| {{green|+5}} Powerful Vassal Opinion | |||
| {{green|+1}} Domain Limit | |||
|- | |||
| style="text-align: center; | '''Guile'''<br>[[File:Guile legacy track.png|60px]] | |||
| {{green|+20%}} Dread Gain | |||
| {{green|+10}} Hostile Scheme Success Chance | |||
| {{green|+10%}} Monthly Intrigue Lifestyle Experience | |||
| {{green|-0.05}} Monthly Tyranny | |||
| {{green|77%}} chance to prevent one Murder of each Dynasty member | |||
|- | |||
| style="text-align: center; | '''Blood'''<br>[[File:Blood legacy track.png|60px]] | |||
| {{green|+30%}} Chance to inherit good congenital traits<br>{{green|+30%}} Chance of new good congenital traits | |||
| {{green|+30%}} Chance to reinforce congenital traits | |||
| {{green|-30%}} Chance to inherit bad congenital traits<br>{{green|-30%}} Chance of new bad congenital traits | |||
| Select a congenital trait to become more common | |||
| {{green|+5}} Years Life Expectancy | |||
|- | |||
| style="text-align: center; | '''Erudition'''<br>[[File:Erudition legacy track.png|60px]] | |||
| {{green|+10}} Courtier and Guest Opinion<br>Better Guests are attracted | |||
| {{green|+10%}} Piety | |||
| {{green|+10%}} Monthly Learning Lifestyle Experience | |||
| {{green|+3}} Same Faith Opinion | |||
| {{green|+10%}} Effectiveness of Councilor Tasks | |||
|- | |||
| style="text-align: center; | '''Glory'''<br>[[File:Glory legacy track.png|60px]] | |||
| {{green|+30}} Marriage Acceptance | |||
| {{green|+10%}} Prestige | |||
| {{green|+10%}} Monthly Diplomacy Lifestyle Experience | |||
| {{green|-20%}} Short Reign Duration | |||
| {{green|+10}} General Opinion | |||
|- | |- | ||
| ''' | | style="text-align: center; | '''Kin'''<br>[[File:Kin legacy track.png|60px]] | ||
| | | {{green|+10%}} Fertility | ||
| | | Dynasty members get better education | ||
| | | {{green|+10}} Spouse Opinion<br>Fewer pregnancy complications | ||
| | | {{green|+5}} Dynasty Opinion<br>{{green|+30%}} Personal Scheme Success on Dynasty members | ||
| | | {{green|+1}} Random skill each year<br>Prowess doesn't decrease with age | ||
|} | |||
== Breeding == | |||
Breeding is the process of passing Congenital traits to children. The chance of a Congenital trait being passed on is the following: | |||
{| class ="wikitable" style="text-align: center; | |||
|- | |- | ||
! Has trait !! Nobody !! Father's parent (any) !! Father | |||
|- | |- | ||
! Nobody | |||
| | | 0% || 2% || 25% | ||
| | |||
| | |||
| | |||
| | |||
|- | |- | ||
! Mother's parent (any) | |||
| | | 2% || 10% || 50% | ||
| | |||
| | |||
| | |||
| | |||
|- | |- | ||
! Mother | |||
| | | 25% || 50% || 80% | ||
| | |||
| | |||
| | |||
| | |||
|} | |} | ||
In addition if both parents have the same leveled Congenital trait there is a 50% chance for the child to have an improved version of the parents' trait. | |||
Inbreeding is the process of two characters who are at least 4th degree relatives having children together. Such children can be born with negative congenital traits even if neither parent has them. However there is a small chance for the child to gain the [[File:Trait pure blooded.png|24px]] Pure-Blooded trait instead. The chance to gain inbreeding traits is low in the first generation but each successive generation has a higher chance. Related characters are also harder to use the Seduction Scheme on unless the target character's Faith accepts it. |
2020年9月4日 (五) 15:45的版本
A Dynasty represents an unbroken Noble line descending from the same Landed character who founded the Dynasty. Each Dynasty is made up of multiple Houses working towards bringing Renown upon the Dynasty. A Dynasty can be renamed by the Dynasty Head at any point. All Dynasty members have +5 Opinion towards each other.
家族
Each Dynasty will have a Founding House, usually of the same name as the Dynasty, which is the first House of that Dynasty. Ruling Dynasty members of Feudal or Clan Government who are distant by blood to the current House Head may choose to create a Cadet Branch, a new House under the Dynasty. Each House has its own name and motto, usually inspired by the location in which they are founded and the founding character, which can be changed at will by the House Head. They will also have a unique coat of arms that has two quarters copied from the Dynasty coat of arms.
Creating a Cadet Branch has the following requirements:
- The character must be blood-related to their current House Head
- The character must not stand to inherit any of their current House Head's titles
- The character must have sufficient Prestige
- All ancestors of the character are dead
If a House Head demands the religious conversion of a House member and the member refuses, it will result in the creation of a new Cadet Branch.
Each character born from a Marriage will belong to the father's House unless the marriage is Matrilineal.
家主
The House Head is the leader of a House. House Heads have the power to legitimize bastards, call House members to war and demand that they convert to their Faith. In addition House Heads will get a Weak Hook on all newly born House members and gain +0.02 Monthly Prestige for every living member of the House. When a House Head dies its Primary Heir becomes the next House Head.
When character creates a Cadet Branch it becomes its House Head, becoming free from the direct influence of their old House Head unless he or she was the Dynasty Head.
宗族族长
The most powerful House Head of a Dynasty will always become the Dynasty Head upon the death of the current one. The Dynasty Head gains +0.01 Monthly Prestige for every living member of the Dynasty and has access to the following interactions:
宗族威望
Renown is a resource accumulated by a Dynasty and is used for the most powerful Dynasty Head interactions, unlocking Dynasty Legacies and increasing a Dynasty's level of Splendor. A Dynasty gains Monthly Renown for the following:
- +0.02 for each living member
- +0.12 for each independent baron
- +0.25 for each independent count
- +0.5 for each independent duke
- +1 for each independent king
- +2 for each independent emperor
- +0.1 for each member married to a baron
- +0.2 for each member married to a count
- +0.4 for each member married to a duke
- +0.8 for each member married to a king
- +1.6 for each member married to an emperor
宗族威望等级
Firstly, all renown earned by a Dynasty counts towards its Level of Splendor, which determines how known the Dynasty is in the eyes of the world, how much Prestige characters get from being born or marrying into it the maximum long reign Opinion characters can get and how decorated the Dynasty's coat of arms will be. Having a high level also makes it much easier to arrange marriages, especially with Dynasties with a Lower Level of Splendor. The Level of Splendor will never decrease. Peasant Dynasties start at Base Origins.
宗族传承
Dynasty Legacies are permanent modifiers and unlocks that can be unlocked by the Dynasty Head and affect every member of a Dynasty. Each Legacy contains five unlocks, each costing a progressively higher amount of Renown to unlock. If an AI character becomes Dynasty Head it will only unlock Legacies belonging to the tree with the highest current progress.
Breeding
Breeding is the process of passing Congenital traits to children. The chance of a Congenital trait being passed on is the following:
Has trait | Nobody | Father's parent (any) | Father |
---|---|---|---|
Nobody | 0% | 2% | 25% |
Mother's parent (any) | 2% | 10% | 50% |
Mother | 25% | 50% | 80% |
In addition if both parents have the same leveled Congenital trait there is a 50% chance for the child to have an improved version of the parents' trait.
Inbreeding is the process of two characters who are at least 4th degree relatives having children together. Such children can be born with negative congenital traits even if neither parent has them. However there is a small chance for the child to gain the Pure-Blooded trait instead. The chance to gain inbreeding traits is low in the first generation but each successive generation has a higher chance. Related characters are also harder to use the Seduction Scheme on unless the target character's Faith accepts it.