宗族

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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:

Interaction Effects Cost
Call Dynasty Member To War Targeted Dynasty Member may join the Dynasty Head's current war None
Claim Title Gain an  Unpressed Claim on the targeted Dynasty Member's Primary Title and a temporary -50  Opinion None
Disinherit Targeted Dynasty Member gains the Trait disinherited.png Disinherited trait and a permanent -75  Opinion
  • 75  Renown and 150  Prestige if Dynasty Member is Unlanded
  • 225  Renown and 900  Prestige if Dynasty Member is Landed
Denounce Targeted Dynasty Member gains the Trait denounced.png Denounced trait and a permanent -50  Opinion
  • 50  Renown and 150  Prestige if Dynasty Member is Unlanded
  • 125  Renown and 500  Prestige if Dynasty Member is Landed
End Dynasty Wars All wars between members of the same Dynasty end in White Peace
  • 75 Renown
Forgive Targeted Dynasty Member loses the Trait denounced.png Denounced trait and the  Opinion malus
  • 25  Renown
Restore Inheritance Targeted Dynasty Member loses the Trait disinherited.png Disinherited trait and the  Opinion malus
  • 75  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:

  • +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.

Level of Splendor Birth Prestige Marriage Prestige Max Long Reign Opinion Max level for guest Congenital traits Required renown
Icon dynasty prestige 00.png Base Origins 0 -100 +5 1 0
Icon dynasty prestige 00.png Obscure +100 0 +10 1 0
Icon dynasty prestige 01.png Insignificant +200 +100 +15 1 700
Icon dynasty prestige 01.png Noteworthy +300 +200 +20 2 1000
Icon dynasty prestige 02.png Reputable +400 +300 +25 2 2000
Icon dynasty prestige 02.png Well-known +500 +400 +30 2 3000
Icon dynasty prestige 03.png Significant +600 +500 +35 2 4000
Icon dynasty prestige 03.png Famous +700 +600 +40 3 5000
Icon dynasty prestige 04.png Glorious +800 +700 +45 3 6000
Icon dynasty prestige 04.png Fabled +900 +800 +50 3 7000
Icon dynasty prestige 05.png Legendary +1000 +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  Renown to unlock. If an AI character becomes Dynasty Head it will only unlock Legacies belonging to the tree with the highest current progress.

Tree Legacy 1 effects Legacy 2 effects Legacy 3 effects Legacy 4 effects Legacy 5 effects
Warfare
Warfare legacy track.png
  • +2 Prowess
  • +15 Knight Effectiveness
-20% Casus Belli Cost +10% Monthly Martial Lifestyle Experience +5 Advantage +1 Max number of Men-at-Arms Regiments
Can recruit House Guard Men-at-Arms
Law
Law legacy track.png
+5 Popular Opinion +0.2 Monthly Control Growth +10% Monthly Stewardship Lifestyle Experience +5 Powerful Vassal Opinion +1 Domain Limit
Guile
Guile legacy track.png
+20% Dread Gain +10 Hostile Scheme Success Chance +10% Monthly Intrigue Lifestyle Experience -0.05 Monthly Tyranny 77% chance to prevent one Murder of each Dynasty member
Blood
Blood legacy track.png
+30% Chance to inherit good congenital traits
+30% Chance of new good congenital traits
+30% Chance to reinforce congenital traits -30% Chance to inherit bad congenital traits
-30% Chance of new bad congenital traits
Select a congenital trait to become more common +5 Years Life Expectancy
Erudition
Erudition legacy track.png
+10 Courtier and Guest Opinion
Better Guests are attracted
+10% Piety +10% Monthly Learning Lifestyle Experience +3 Same Faith Opinion +10% Effectiveness of Councilor Tasks
Glory
Glory legacy track.png
+30 Marriage Acceptance +10% Prestige +10% Monthly Diplomacy Lifestyle Experience -20% Short Reign Duration +10 General Opinion
Kin
Kin legacy track.png
+10% Fertility Dynasty members get better education +10 Spouse Opinion
Fewer pregnancy complications
+5 Dynasty Opinion
+30% Personal Scheme Success on Dynasty members
+1 Random skill each year
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:

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 Trait pure blooded.png 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.