战争

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無神讨论 | 贡献2020年9月11日 (五) 20:32的版本 (翻译)

战争Warfare)是扩张角色领地最直接的途径,侧重于在战场上以武力夺取头衔。角色负债时不能宣战。

战争

战斗阶段

两支军队进入同一个男爵领时,战斗开始。 在任何战斗开始时,地形的作战宽度决定了多少人能够同时进行战斗。 每场战斗分为四个阶段:

  • Maneuver phase.png 准备阶段:军队为战斗作准备,而指挥官则进行初始的掷骰子。
  • Early battle phase.png 早期战斗阶段:军队之间战斗,每天互相造成伤害,此阶段无法撤退。 如果在此阶段军队被击败,则所有的死伤都将直接死亡。
  • Late battle phase.png 后期战斗阶段:军队不断进行战斗,每天互相造成伤害,直到一侧的所有士兵都用尽了坚韧或一侧决定撤退为止。 如果军队撤退,所有剩余的士兵将成为「溃败部队」。
  • Aftermath phase.png 善后阶段(追击阶段): 获胜的军队试图追杀另一方的「溃败部队」。 当阶段结束时,被击败的军队将随同所有幸存的溃败部队转移到相邻的男爵领中,军队将会溃逃过几个男爵领后,才能再次接受命令,溃逃时部队移动速度将比受控军快一些。

优势修正

当战斗开始时,双方都会计算出一个使整个战斗持续进行并增加双方所有部队伤害的修正值。 优势可以来自特质,地形,建筑物或指挥官的军事技能。 每位指挥官还将每3天进行一次掷骰以增加其优势,并且掷骰会受到各种修正和特质的影响。 优势的每一点使军队的伤害提高 +2% ,初始优势可能受以下因素影响:

  • +30 如果军队在海峡两岸防守
  • +20 如果军队在大河边防守
  • +10 如果军队在小河边防守
  • +5 如果领主亲自领导军队
  • -10 如果领地负债
  • -10 如果军队还在集结
  • -10 如果军队的补给不足
  • -25 如果军队的补给没了
  • -30 如果军队越洋进攻

围城

当军队攻击要塞并超过要塞的驻军 Garrison时,就会发生围城,这是获得战争分数的主要途径。 为了占领一个省份,所有省份的要塞都必须被占领。 默认情况下,城堡和伯爵领首府都是设防的。 围城的难易程度取决于它的 Fort Level,可以通过某些建筑物和修正来增加它的等级。 每增加一级,便会延长占领要塞所需的攻城进度。 攻城进度每天都获得,特别是如果攻击者人数远远超过驻军或携带攻城武器时。

围攻要塞时受到攻击将使围攻者成为战斗的攻击者,使他们失去任何地形防御加成。

在围攻过程中,某些事件默认会每20天发生一次,会降低守城方物资,平均健康状况和防御工事其中一种。

只有进攻部队拥有攻城武器,才能破坏城墙。

Asset Stage 1 effects Stage 2 effects Stage 3 effects
Siege action supplies.png Garrison Supplies None Unit stat siege progress.png +10% One-Time Siege Progress Unit stat siege progress.png +30% One-Time Siege Progress
Siege action disease.png Garrison Health None Unit stat siege progress.png +10% Daily Siege Progress Unit stat siege progress.png +20% Daily Siege Progress
Siege action walls.png Walls None -10% Time Between Siege Events
Yes Can assault the Fort
-30% Time Between Siege Events
Yes Can assault the Fort

强攻要塞会增加每日的攻城进度,但会造成更多的人员伤亡。

战争分数

战争得分是衡量哪一方赢得战争的指标,介于 -100+100 之间。each point added to one side being subtracted at the same time from the other side. War Score is gained by winning Battles, occupying Holdings, taking prisoners and especially having control of the Casus Belli's Objective. Capturing the enemy ruler grants +100 War Score, capturing the enemy heir grants +50 War Score and occupying the enemy capital grants +10 War Score.

At +30 War Score the winning side can call for White Peace and at +100 What Score the winning side can force the losing side to accept defeat.

战争贡献

Wars where either the attacker or the defender has allies keep track of the percentage of War Score that was provided by each ally's armies. When the war ends a certain amount of  Gold,  Prestige or  Piety is shared among all allies based on their War Contribution.

If a war lasts at least 2 years and one of the allies has 0% War Contribution it will lose -20  Opinion with the war leader and have to pay  Gold or  Prestige or promise to earn War Contribution within a year. Breaking the promise will result in losing a Level of Fame as well as -50  Opinion with the war leader.

结束战争

Wars can end in two ways: victory for one side and defeat for the other or with a White Peace.

If the attacker achieves victory it achieves the effects of the used Casus Belli. If the defender achieves victory the attacker is forced to pay a large sum of Gold to the defender and will lose  Prestige or  Piety.

White Peace can be proposed at any point by one of the two sides and requires the other side to accept it. In case of White Peace the attacker will lose a small amount of  Prestige or  Piety.

After a War the allies of both sides will gain  Prestige regardless of who was the victor.

When a War ends the attacker will gain a Truce with the defender for 5 years. If the former attacker declares war again while the Truce is active it will lose 250  Prestige and one Level of Fame and gain -50 General Opinion for 3 years.

进攻性战争好感

After 6 months since the beginning of a war have passed the attacker will start to gain negative  Opinion with all Vassals. Every two months afterwards their  Opinion will decrease by -1. After the war is over the penalty will decay with the same speed. Civil Wars and Great Holy Wars do not cause  Opinion loss. Faiths that have the Warmonger tenet also do not suffer this penalty.

圣战

Holy Wars are wars started with one of the Holy War casus belli. Unlike other wars Rulers of the same Faith as the defending Ruler can join the war without requiring an Alliance. A Ruler targeted by a Holy War gains a character interaction to convert to the attacker's Faith in order to end the war in White Peace at the cost of 100  Piety and 3 Levels of Devotion.

大圣战

Great Holy Wars can only be declared by a Head of Faith whose faith has the Warmonger, Armed Pilgrimages or Struggle and Submission tenets and can only target Kingdoms ruled by a character of a different Faith. If victorious all Titles within the targeted Kingdom are seized and divided between the attackers based on their War Contribution. Great Holy Wars can be Directed or Undirected. Great Holy Wars do not cause Vassal  Opinion loss no matter how long they last.

During Great Holy Wars there is no option for White Peace and capturing and imprisoning the opposing war leader or its Heir will not grant War Score. If the attacking Faith wins its Fervor will decrease by -30 while the defending Faith's Fervor will increased by +25%. If the defending Faith wins the attacking Faith will lose -25 Fervor.

Characters who contribute to a Great Holy War will gain the Trait crusader.png Crusader trait if Christian, Trait mujahid.png Mujahid trait if Muslim or Trait faith warrior.png Warrior of the Faith trait if their Religion is any other. In addition if the character had the  Excommunicated trait it is removed.

Directed great holy wars

Directed Great Holy Wars can be declared by Temporal Heads of Faith. If victorious the Kingdom is granted to the Head of Faith. Rulers of the same Faith can join forces with the Head of Faith and based on their War Contribution may gain Piety or Titles in the conquered Kingdom if victorious.

Undirected great holy wars

Undirected Great Holy Wars can be declared by Spiritual Heads of Faith. When declared a preparation phase starts, during which Rulers of the attacking and defending Faiths can either donate gold or pledge military support to their side.

Each Undirected Great Holy War will have a War Chest, to which characters of the attacking Faith can donate  Gold in order to receive  Piety equal to half of the amount donated. Donating significant amounts will also grant bonus  Opinion with the Head of Faith. When the preparation phase ends 20% of the War Chest's value will be divided among all rulers who pledged military support for the attacking Faith. The rest will be divided among all rulers who pledged military support if their Faith wins.

During the preparation phase characters belonging to the Faith of the attacker or the defender can pledge military support. Characters who pledge military support may gain a share of the War Chest's value and will end all wars against characters who also pledged military support. Characters of the attacking Faith who pledge military support can also choose a Beneficiary, a character of their Dynasty who will receive titles in the targeted Kingdom proportional to their War Contribution. Upon pledging characters of the attacking Faith will gain Piety and the War Chest will gain Prestige and Piety depending on their Primary Title rank:

Rank Piety War Chest Prestige War Chest Piety
Baron 30 250 75
Count 60 500 150
Duke 90 1000 300
King 120 1500 600
Emperor 150 3000 1200

A character can withdraw their pledge military support after making it but doing so will cause them to lose one Level of Devotion.

In addition during the preparation phase characters who pledged military support can spend Piety to change the targeted Kingdom.

Once the Preparation Phase ends the war starts. If the attackers are victorious the Kingdom is granted to the attacker that had the most War Contribution. During both war and the preparation Phase attackers may donate Gold to the War Chest.

劫掠

Raiding is the process of attacking the Holding of another character without requiring to be at war with them in order to gain Loot. In order to Raid a ruler must be of either Pagan religion or Tribal government. Once a ruler has been Raided it cannot be Raided again by the same enemy for 5 years. Holdings that have been Raided will have a torch icon above them.

Raiding is done via Raiders, armies raised in owned provinces for the purpose of Raiding that can carry loot based on the army size. Raiders cannot embark unless their culture has unlocked either the Longships or the West African Canoes Innovation. While Raiding the army cannot move, allowing the attacked character to raise an army against the raiders if possible. If a Raider army is defeated all Loot will be recovered.

If a Commander has raided at least 20 times each raid has a chance to grant them the Trait viking.png Raider trait equal to the amount of times they raided.

If the raided Barony is a Ruler's Realm Capital raiding may capture or kill courtiers or family members.

If the Liege is the army's Commander after the Holding is raided there is a 30% chance they will gain the option to sack its County. The chance is increased to 50% if the Liege has the Trait viking.png Raider trait. Sacking the County will grant additional  Gold and  Prestige while the County will gain -40  Development Progress. It will also give the County the Recently Sacked modifier for 20 years, which prevents any Holding inside from being sacked again and gives it +20 Popular Opinion. Sacking a County will grant +10  Stress if the character has the  Compassionate or  Forgiving traits.

Maintenance cost for armies raised as raiders is reduced by 50%.

地形

Each Barony has a dominant terrain. The terrain determines the movement speed and combat width in the Barony and can affect the supply limit and development growth in its County.

Terrain Movement Speed Combat width.png Combat Width Defender Advantage County Supply Limit County Development Growth Other effects
Terrain desert.png Desert 70% 100% 0 -30% -50%
Terrain desert mountains.png Desert Mountains 50% 50% +12 -60% -50% -30% Defender Retreat Losses
Terrain drylands.png Drylands 100% 100% 0 0 -5%
Terrain farmlands.png Farmlands 100% 100% 0 +50% +20%
Terrain floodplains.png Floodplains 100% 75% 0 +35% +20%
Terrain forest.png Forest 80% 90% +3 -10% 0
Terrain hills.png Hills 80% 80% +5 -10% -10%
Terrain jungle.png Jungle 50% 70% +6 -25% -40%
Terrain mountains.png Mountains 50% 50% +12 -50% -25%
Terrain oasis.png Oasis 100% 100% 0 +10% +10%
Terrain plains.png Plains 100% 100% 0 0 0
Terrain steppe.png Steppe 100% 100% 0 0 -50%
Terrain taiga.png Taiga 80% 80% +4 -20% -5%
Terrain wetlands.png Wetlands 70% 60% +5 -25% -25% +25% Retreat Losses
+20% Fatal Casualties