角色

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Yuri1163讨论 | 贡献2020年9月5日 (六) 14:34的版本 →‎关系


   角色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,他将单独行动,并有可能改变历史。人物可以是贵族,出身卑微,有领地,也可以是无领地的。
  • “贵族”是一个宗族的成员。
  • “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国或神权政体的头衔,他们将保持低出生状态。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。

年龄

一个角色如果低于16岁则被视为一个孩子,一旦他们到达16岁就成为成年人。一个角色在到达60岁之后会因为年老而死亡。每一个开始的角色将会基于他们的年龄有一定数量的生活方式点数已解锁。

直辖领地

直辖领地是统治者个人拥有的所有地产的集合。每一个统治者都有一个“直辖上限”,它决定了角色可以拥有多少块正常提供税收与征召的地产。一旦达到直辖上限,新直辖将不提供任何税收和征召。

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力好感修正,并能与之形成恋人关系。当角色在10岁左右时决定,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恋爱关系。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分布博弈规则决定的。

如果孩子是由玩家扮演的,玩家有20%的机会选择性别偏好。 If the child is played by a player there is a 20% chance that the player will get to pick the gender preference.

Male icon Female icon Preference Effects
Heterosexual.png Heterosexual.png Heterosexual Can only form Lover relations with and have Attraction Opinion towards characters of the opposite gender
Homosexual male.png Homosexual female.png Homosexual Can only form Lover relations with and have Attraction Opinion towards characters of the same gender
Bisexual male.png Bisexual female.png Bisexual Can form Lover relations with and have Attraction Opinion towards any character
Asexual.png Asexual.png Asexual Cannot form Lover relations or have Attraction Opinion towards any character

好感度

每个角色对其他角色都有自己的好感。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。

如果一个角色死了,他们的主要继承人将暂时继承25%的正面好感修正和50%的负面好感修正。

吸引

吸引力是一种好感修正,只会对符合该角色性取向的人物产生作用。65岁以上的男性角色和50岁以上的女性角色不受吸引力的影响。

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,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
关系 童年关系 普通关系 进阶关系
Friendship Friend
  • +60 Opinion
Friend
  • +60 Opinion
  • +10 Stress when character dies
Best Friend
  • +120 Opinion
  • +10 Stress when character dies
Love Crush
  • +60 Opinion
Lover
  • +60 Opinion
  • +25% Fertility
  • +10 Stress when character dies
Soulmate
  • +120 Opinion
  • +25% Fertility
  • +10 Stress when character dies
Conflict Bully-Victim
  • -20 Opinion
Rival
  • -60 Opinion
  • -35 Stress when character dies
Nemesis
  • -120 Opinion
  • -35 Stress when character dies

外交范围

The Diplomatic Range is the range at which two characters can interact with each other. Neighboring realms are always within Diplomatic Range of each other, as are realms separated by no more than 3 sea zones.

绰号

Nicknames are epithets gained when a character fulfills certain criteria and shown next to the character's name every time.

Ninkname Requirement
the Blessed High Opinion with Head of Faith
the Pious High Opinion with Head of Faith
the Peacemaker Nickname picking event
the Conqueror Nickname picking event
Winning the Norman Conquest of England war as Duke William II of Normandy
the Scholar Spouse tutoring event
the Wise Spouse tutoring event
the Brave Martial lifestyle event
the Fear-Eater Martial lifestyle event
the Foolish Martial lifestyle event
the Fury Martial lifestyle event
the Hawk Martial lifestyle event
the Imperious Martial lifestyle event
the Merciless Martial lifestyle event
the Starward Martial lifestyle event
the Unrelenting Martial lifestyle event
the Flayer Intrigue lifestyle event
the Heartbreaker Intrigue lifestyle event
the Mindbreaker Intrigue lifestyle event
the Bully Stewardship lifestyle event
the Meticulous Stewardship lifestyle event
the Undefeated Winning 100 battles in a row
the Triumphant Defeating a character with the the Undefeated nickname
the Cannibal Cannibal secret exposed (below 50 Dread)
the Dragon Cannibal secret exposed (above 50 Dread)
the Avenger Avenge the Battle of Tours decision
the Dane Restore the Danelaw decision
the Devourer Faith Cannibalism decision
the Ecumenist Mend the Great Schism decision
the Glorious Restore the Roman Empire decision
the Great Found Portugal decision
Restore Carolingian Borders decision
Restore the Holy Roman Empire decision
the Greedy Sell Minor Titles decision
the Honorable Sell Minor Titles decision
the Man of Glass Build a Glass Monument decision
the Saoshyant Become the Saoshyant decision
the Tuatha Dé Danann Reclaim Britannia decision
the Anointed Consecrate Bloodline decision (not Head of Faith)
the Divine Consecrate Bloodline decision (Head of Faith)
the Lawgiver Empower the Sicilian Parliament decision (not Lunatic)
the Stupor Mundi Empower the Sicilian Parliament decision (Lunatic)
the Judge Restore Israel decision (50% chance)
the Shepherd Restore Israel decision (50% chance)
the Knight of Gabriel Form the Outremer Empire decision (20% chance, male only)
the Virgin's Maiden Form the Outremer Empire decision (20% chance, female only)
the Crusader Form the Outremer Empire decision (20% chance)
the Messenger of Christ Form the Outremer Empire decision (20% chance)
the Sword of God Form the Outremer Empire decision (20% chance)
the Holy Form the Outremer Empire decision (20% chance)
Martial lifestyle event
High Opinion with Head of Faith

AI Personality

AI characters will use Decisions and Character Interactions based on the following attributes:

  • Boldness: determines how much the character is affected by Dread
  • Compassion: determines how the character will treat its Prisoners
  • Energy: determines how often the character will consider a Decision
  • Greed: determines how easily the character will spend Gold
  • Honor: determines how often the character will honor relationships and alliances as well as how often they will become Agents
  • Rationality: determines how stronger a character's army has to be before declaring war
  • Sociability: determines how often the character will consider a Character Interaction
  • Vengefulness: determines how much the character will seek to punish transgressions
  • Zeal: determines how often the character will join Holy Wars

Each attribute is capped at -100 and +100.

Each AI character will have its personality described with an adjective and a noun based on the highest two attributes:

Attribute Very Negative (-76 to -100) Negative (-1 to -75) Positive (+1 to +75) Very Positive (+76 to +100)
Adjective Noun Adjective Noun Adjective Noun Adjective Noun
Boldness Spineless Craven Cowardly Coward Bold Gambler Fearless Adventurer
Compassion Evil Villain Callous Brute Compassionate Altruist Gracious Empath
Greed Content Lackey Content Follower Covetous Grasper Rapacious Ravener
Honor Treacherous Blackguard Dishonorable Knave Honorable Gentleman / Gentlewomen Righteous Paragon
Rationality Insane Maniac Irrational Fool Rational Thinker Analytic Planner
Vengefulness Magnanimous Absolver Forgiving Conciliator Resentful Quarreler Vindictive Antagonist
Zeal Godless Atheist Cynical Unbeliever Religious Believer Zealous Zealot