属性代表了一个角色的某些数值,决定了角色对某些行动的擅长程度。
能力
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。能力上限为100。
| 能力 | 效果 |
|---|---|
外交
|
|
军事
|
|
管理
|
|
谋略
|
|
学识
|
|
勇武
|
|
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,并可能受其他特质类型的影响。
| 数值 | 描述 |
|---|---|
| 0–4 | 糟糕 |
| 5–8 | 较差 |
| 9–12 | 普通 |
| 13–16 | 良好 |
| 17+ | 优秀 |
恐怖值
恐怖值是衡量一个统治者被其封臣所恐惧的程度。相比角色的胆量,足够的恐怖值可以使得角色感到惧怕或者畏惧,允许负面好感下大部分外交行动也能成功。
恐怖值可以通过折磨和处决囚犯等引发恐惧的行为获得。但是,通过表现出同情或软弱的行为,包括释放囚犯和接受派系要求,也有可能让人失去恐怖值。每位角色还有自然恐怖值—— 恐怖值随着时间会以每月0.5的基础速度逐渐(增加或减少)向自然恐怖值靠近。
惧怕与畏惧
对某人感到惧怕的角色不太可能加入针对此人的派系或阴谋,而感到畏惧的角色永远不会加入针对他们的派系或阴谋。此外,它还会影响角色对各种角色互动的接受度:
| 互动 | ||
|---|---|---|
| 安排婚姻 | +75 | +150 |
| 勒索 | +50 | +100 |
| 同盟谈判 | +50 | +100 |
| 推荐被监护人 | +50 | +100 |
| 推荐监护人 | +50 | +100 |
| 要求赎金 | +40 | +100 |
| 立誓修行 | +25 | +50 |
| 囚禁 | +25 | +50 |
| 收回封臣 | +25 | +50 |
| 剥夺头衔 | +25 | +50 |
| 修改封建契约 | +10 | +20 |
| 转封封臣 | +10 | +20 |
| 结婚 | -50 | -75 |
胆量
每个角色都有一个隐藏的胆量属性,由特质决定。角色会惧怕
恐怖值超过自己胆量20以上的角色,会畏惧恐怖值超过自己胆量45以上的角色。
获得恐怖值
以下因素会修正通过行动获得的恐怖值:
| 来源 | 恐怖值获得 |
|---|---|
| 伦敦塔 | |
| 1级诡谋宗族传承 | |
| 拷打者技能树中的可畏可惧技能( |
恐怖值增长恐怖值增长 |
| 监督者技能树中的强硬统治技能( |
|
| +25% | |
| 可疑的名誉修正( |
+20% |
| 危险的知识修正( |
+20% |
| 风灵的祝福修正( |
|
健康
健康是衡量一个角色死亡的可能性。男性角色出生时健康处于(并包括)4.5到4.9之间;女性角色出生时健康处于(并包括)5.0到5.4之间。[3] 角色年满25岁后初始有 7.5% 年度概率
-0.125 健康,此概率每年 +2.2%。
| 健康 | 是否可能死亡 | 描述 | 区间 |
|---|---|---|---|
| 你已经一只脚迈进棺材了 | 健康 < 0 | ||
| 你命不久矣…… | 0 ≤ 健康 < 1 | ||
| 你身体抱恙 | 1 ≤ 健康 < 3 | ||
| 你身体无碍 | 3 ≤ 健康 < 5 | ||
| 你的体液平衡 | 5 ≤ 健康 < 7 | ||
| 你生龙活虎! | 健康 ≥ 7 |
疾病抵抗力(健康)
一些特质,核心教义和修正提供增益
疾病抵抗力(健康)。这意味着任何对角色的健康惩罚都会被角色的疾病抵抗力所抵消。注意,还存在生育力的疾病抵抗力。
健康增益和惩罚
健康效果根据不同数值有不同名称:[4]
| (名称)显示为 | 数值范围 |
|---|---|
| 数值 < −4 | |
| −4 ≤ 数值 < −3 | |
| −3 ≤ 数值 < −1 | |
| −1 ≤ 数值 < −0.75 | |
| −0.75 ≤ 数值 < −0.5 | |
| −0.5 ≤ 数值 < −0.25 | |
| −0.25 ≤ 数值 < 0 | |
| 0 < 数值 < +0.25 | |
| +0.25 ≤ 数值 < +0.5 | |
| +0.5 ≤ 数值 < +0.75 | |
| +0.75 ≤ 数值 < +1 | |
| +1 ≤ 数值 < +2 | |
| +2 ≤ 数值 |
死亡
死亡即角色生命结束。对于有领地角色,它将触发所有头衔的继承。存在有多种情况:
当健康状况是行将就木、奄奄一息或身体抱恙时,有概率死亡。角色健康越低,概率越大。
谋杀计划成功后,目标角色死亡。
尝试自杀决议有概率使得角色死亡。- 骑士在战斗或决斗中可能死亡,低
勇武属性和其他因素会导致概率增大。 - 角色当前居住的地产被围攻占领时,角色可能死亡。
- 被囚禁的角色可能被处决。
- 各种可能导致死亡的事件。
生育力
- 另见:育种
生育力代表一个角色导致或受孕的机率。一对夫妇或异性恋情侣根据两人的平均生育力,每月都有机会怀孕:
角色的基础生育力由年龄决定:
| 性别 | 年龄 | ||||||||
|---|---|---|---|---|---|---|---|---|---|
| 16–25 | 26–30 | 31–35 | 36–40 | 41–45 | 46–50 | 51–60 | 61–70 | 70+ | |
| 100% | 100% | 100% | 90% | 80% | 80% | 70% | 60% | 50% | |
| 100% | 90% | 70% | 50% | 33% | |||||
特质,例如色欲或抑郁症患者,可能影响生育力。侍妾和次级配偶实际上只有一半的生育力。此外,每生育一次,母亲的生育力就会减少5%。非统治者角色的生育力减少15%。
注意:你拥有的最大子女数量:9名子女,每多一位庶夫/侍妾加2名子女(所以是拥有4位妻子/丈夫时,最多15名子女)。这并不能阻止由事件引起的怀孕。
疾病抵抗力(生育力)
生育力惩罚可以由
疾病抵抗力(生育力)修正抵消。目前,只有身心俱悉技能树中的身似铁打技能 会提供该修正。注意,还有一个类似的健康机制。
压力
- 另见:特质#应对机制
压力是衡量一个角色心理健康状况的一个指标,当一个角色的行为与他的性格相冲突,亲近的人离世或者角色被囚禁于地牢中时压力就会增加。压力范围从0到400,会使角色遭受各种惩罚,高压力会让角色精神崩溃。精神崩溃事件每5年只能触发一次,触发时允许你选择获得一个特质(通常是负面的,如精神错乱),失去压力或获得额外的压力。如果一个角色的压力达到400,它将触发一个3级精神崩溃事件,并失去100压力。在3级压力的情况下,一些精神崩溃可以杀死角色,迫使他杀死包括继承人的其他角色,或者迫使他退位。
角色的压力级别由地图屏幕左下角的角色肖像旁的红色条指示。
| 等级 | |||||
|---|---|---|---|---|---|
|
0–99 | 0 | 无 | 无精神崩溃 | |
|
100–199 | −10% | 无 | 压力应对机制特质 | |
|
200–299 | −30% | 严重惩罚 | 压力应对机制特质, | |
|
300–399 | −50% | 严重惩罚 |
年龄
如果一个角色的年龄在16岁以下,他或她被认为是一个孩子,而当他或她达到16岁时,他或她就被认为是一个成年人。一个角色在年满60岁后有可能因年老而死亡。每个剧本开局角色会根据其现有年龄解锁一部分现有生活方式的技能。
- 一旦一个角色到了25岁,他们每年有7.5%的概率
−0.125的健康。概率每年增加2.2%。 - 一旦一个角色到了45岁,他们每年有10%的几率失去
1点勇武。概率每年增加1.5%。一个宗族可以通过完成
亲族传承来阻止这种情况的发生。
教育
年龄在6岁到9岁之间的角色可以选择一种教育重心,以培养某一方面的能力。教育重心将默认为童年特质对应的两个属性之一,但是父母可以通过子女肖像左下角的按钮手动选择它。当这个角色长大后,他将获得对应的教育特性。
当一个教育重心被选择,游戏将记录一个隐藏的教育分数。教育分数每年有60%概率加2,有40%概率不增加。角色年满16岁后,将根据该分数获得一个教育特质。
| 分数 | 教育特质等级 |
|---|---|
| 0-6 | ★ |
| 7-10 | ★★ |
| 11-14 | ★★★ |
| 15+ | ★★★★ |
监护人相关能力加上一半学识能力的数值,以及儿童或监护人拥有正面智力特质 (
敏锐,
聪慧 或
天才),将提高儿童获得更高等级教育特质的概率。监护人或儿童有负面智力特质 (
痴呆,
愚笨,
迟钝) 将对教育产生负面影响,会将他们推向一个不符合他们童年特质的教育焦点。
监护人的内阁有一位专注于“赞助文化产业”的配偶,有高学识教育,高学识能力或
学者 特质,将增加被监护人获得更好教育的概率。
如果儿童的文化已发现骑士头衔革新,有军事教育重心,并且性别被允许成为骑士,也可以被训练为扈从,当他们成年时除了获得军事教育特质,还会获得一个勇武教育特质。就勇武而言,教育者的能力或其他提高教育的效果与之无关;只有儿童的特质重心。增加勇武的特质(
硬朗,
健壮,
海格力斯,
强壮,
巨人)将增加获得高等级勇武教育特质的概率,而减少勇武和其他体弱特质(
纤弱,
脆弱,
衰弱,
虚弱,
侏儒,
纺锤身形,
哮喘,
驼背,
近亲繁殖,
血友病)将会减少概率。
如果儿童的监护人属于不同文化或信仰,当指定监护人时,可以决定儿童在父母或者监护人的信仰和/或文化中成长。儿童也有概率获得监护人的性格特质。如果监护人有巫师特质或秘密,他们将有选项使被监护人转修巫术。
监护人和被监护人互相之间
+15好感。
教育特质
每个儿童每年的教育掷骰基础成功(即教育分数加2)概率为60%,由此一个儿童有10%概率获得1级教育特质,42%概率获得2级教育特质,41%概率获得3级教育特质,以及7%概率获得4级教育特质(假设儿童一直没有监护人)。所以总共有9次教育掷骰,儿童几乎必须每次教育掷骰都成功才能获得4级教育特质(如上文需要教育分数15+)!
| 教育特质等级概率 | ||||
|---|---|---|---|---|
| 成功(%) | 1 | 2 | 3 | 4 |
| 50 | 25.2% | 49.2% | 23.4% | 2.0% |
| 60(基础值) | 9.9% | 41.8% | 41.2% | 7.1% |
| 63 | 6.9% | 37.2% | 46.0% | 9.8% |
| 66 | 4.7% | 31.9% | 50.0% | 13.4% |
| 70 | 2.5% | 24.5% | 53.4% | 19.6% |
| 75 | 1.0% | 15.6% | 53.4% | 30.0% |
| 80 | 0.3% | 8.3% | 47.8% | 43.6% |
“亲族”宗族传承的2级技能效果为“宗族成员获得更好的教育特质”。在游戏代码中,此效果在最后一次即第九次掷骰时通过设置教育变量来实现——此次掷骰成功额外加3教育分数,失败额外加2教育分数。本质上来说,该宗族传承技能保证儿童有2教育分数,因为最后一次掷骰至少额外提供2教育分数。该技能使得儿童需要在8次掷骰中有7次成功以获得4级教育特质。
| 教育特质等级概率,拥有2级亲族传承技能 | ||||
|---|---|---|---|---|
| 成功(%) | 1 | 2 | 3 | 4 |
| 50 | 14.1% | 49.2% | 32.8% | 3.5% |
| 60(基础) | 4.9% | 35.6% | 48.8% | 10.6% |
| 63 | 3.3% | 30.4% | 52.1% | 14.1% |
| 66 | 2.2% | 25.1% | 54.3% | 18.4% |
| 70 | 1.1% | 18.3% | 55.1% | 25.5% |
| 75 | 0.4% | 11.0% | 51.9% | 36.7% |
| 80 | 0.1% | 5.5% | 44.0% | 50.3% |
特质因素
游戏内的一个因素是智力先天特质。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]\displaystyle{ \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]\displaystyle{ \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]\displaystyle{ \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.
| Trait | Child Trait Factor | Guardian Trait Factor |
|---|---|---|
| +20 | +15 | |
| +15 | +10 | |
| +10 | +5 | |
| -10 | -5 | |
| -15 | -10 | |
| -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]\displaystyle{ \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]\displaystyle{ \text{Factor} = \left( 0.4 \times 10 \right) + \left( 0.2 \times 15 \right)= \left( 4 \right) + \left( 3 \right) = 7 }[/math]
| Guardian Attribute Quick Math | ||||||
|---|---|---|---|---|---|---|
| Guardian Attribute | Child Focus | Learning Factor | ||||
| 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
30px
30px
30px- Value of Primary Attribute (which matches child's focus)
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%.
| Hypothetical Guardian Attributes | ||||||
|---|---|---|---|---|---|---|
| Guardian | Congenital Trait | |||||
| Guardian 1 | 5 | 4 | 2 | 3 | 5 | |
| Guardian 2 | None | 30 | 33 | 32 | 28 | 30 |
[math]\displaystyle{ \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]\displaystyle{ \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]
Prowess trait
Children undergoing a Martial education can also receive a Prowess education trait when they come of age. To qualify, the child's culture must have the Knighthood innovation and the child must be of a gender that can become knights. The system that determines which Prowess trait the child gets is completely separate from the other education traits. The educator, perks, spouse or universities don't influence the outcome.
When the child finishes their education, the game creates a temporary score for them, which starts equal to the Martial education level they obtained. Then, the game changes this score depending on the child's physical traits (multiple traits stack):
| Trait | Prowess Factor |
|---|---|
| +3 | |
| +2 | |
| +1 | |
| -1 | |
| -2 | |
| -3 |
Lastly, there's a 25% chance the score increases +2, 25% chance it decreases by -2, and 50% chance it stays unchanged.
The final score is then the child's Prowess education level.
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 modifier, 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.[7] Being obese or malnourished gives
−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:[7]
| 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, in dungeon, "Lose weight" decision |
参考资料
- ↑
game\common\defines\00_defines.txt,SKILL_DIPLOMACY_MULT = 1 - ↑
game\common\modifiers\00_basic_modifiers.txt,diplomacy_modifier_with_offset - ↑
common\defines\00_defines.txt:NEWBORN_HEALTH_BASE = 4.5,NEWBORN_HEALTH_SPAN = 0.5,NEWBORN_HEALTH_FEMALE_BONUS = 0.5。 - ↑
common\defines\00_defines.txt,NModifier,中文本地化:localization\simp_chinese\modifiers\modifier_value_format_l_simp_chinese.yml - ↑ 5.0 5.1 目前1.1版本两个健康效果的本地化名称相同。
- ↑ Reddit user u/Adhesiveduck https://www.reddit.com/r/CrusaderKings/comments/iu2sed/the_education_system_explained_how_to_choose_a/
- ↑ 7.0 7.1 Reddit user u/Stefan_Askanien https://www.reddit.com/r/CrusaderKings/comments/iutm4z/how_weight_is_calculated_and_how_to_fight_obesity/









