政体:修订间差异

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→‎氏族制
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 氏族制允许创建新的支系,使用君权法。氏族制统治者可以使用[[宣战理由#征服宣战理由|征服宣战理由]]以入侵另一个国家。所有封臣都希望和领主结盟,如果没有则对领主{{red|-15}} {{icon|opinion}} 好感度,强力封臣的该惩罚翻倍。
 氏族制允许创建新的支系,使用君权法。氏族制统治者可以使用[[宣战理由#征服宣战理由|征服宣战理由]]以入侵另一个国家。所有封臣都希望和领主结盟,如果没有则对领主{{red|-15}} {{icon|opinion}} 好感度,强力封臣的该惩罚翻倍。


When clan rulers are at peace they can appoint a Vizier.
由于氏族制统治者只有在独立时才能创建支系,通常来说他们的宗族支系数量远远少于以封建制统治者为主的宗族的。


If a clan ruler is a Dynasty Head, their realm will be named after their dynasty rather than the primary title.
当氏族制统治者处于和平时他们可以指定维齐尔。


==== Tax Jurisdictions ====
如果一个至少为公国等级的氏族制统治者是家主,则其主头衔名称及其盾徽会变为家族名和家徽。这不适用于某些情况,例如头衔位于伊比利亚、主头衔是信仰领袖头衔或者是某些特殊头衔(如罗姆苏丹国)。
 
==== 税务管辖区 ====
Governments collect taxes and levies from clan vassals by creating Tax Jurisdictions and assigning vassals to them. Tax Jurisdictions are accessible via a sidebar tab only available to Clan governments, or from the bottom of the Realm sidebar, on the Vassals tab. Each jurisdiction requires a {{iconify|Tax Collector}}. Count and Duke rulers can appoint 1 {{iconify|Tax Collector}} while King and Emperor rulers can appoint 2. Cultures with the Enlightened Magnates or Legalistic tradition can each appoint an additional one, as can dynasties with the first Brilliance legacy. A Vizier, depending on its Stewardship score, can grant from 1 additional {{iconify|Tax Collector}} to 5. Two Innovations, Bailiffs and Court Officials, also each grant an additional one. Only unlanded courtiers can be appointed as {{iconify|Tax Collector}}. How much taxes and levies a Tax Jurisdiction provides depends on the {{iconify|Tax Collector}}'s aptitude, which is the following:
Governments collect taxes and levies from clan vassals by creating Tax Jurisdictions and assigning vassals to them. Tax Jurisdictions are accessible via a sidebar tab only available to Clan governments, or from the bottom of the Realm sidebar, on the Vassals tab. Each jurisdiction requires a {{iconify|Tax Collector}}. Count and Duke rulers can appoint 1 {{iconify|Tax Collector}} while King and Emperor rulers can appoint 2. Cultures with the Enlightened Magnates or Legalistic tradition can each appoint an additional one, as can dynasties with the first Brilliance legacy. A Vizier, depending on its Stewardship score, can grant from 1 additional {{iconify|Tax Collector}} to 5. Two Innovations, Bailiffs and Court Officials, also each grant an additional one. Only unlanded courtiers can be appointed as {{iconify|Tax Collector}}. How much taxes and levies a Tax Jurisdiction provides depends on the {{iconify|Tax Collector}}'s aptitude, which is the following:
* {{green|+1}} per {{iconify|Diplomacy}} (max 50)
* {{green|+1}} per {{iconify|Diplomacy}} (max 50)
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==== House unity ====
==== 家族团结度 ====
If a House Head has Clan government then its house will have an additional mechanic called House Unity, representing how well members of a house tend to get along with each other. House Unity is increased by taking Unifying Actions towards them and decreased by taking Divisive Actions towards them. House Heads also gain access to the ''Extol Virtuousness'' and ''Accuse of Decadence'' interactions with other house members as well as the ''Steer House Unity'' decision.
If a House Head has Clan government then its house will have an additional mechanic called House Unity, representing how well members of a house tend to get along with each other. House Unity is increased by taking Unifying Actions towards them and decreased by taking Divisive Actions towards them. House Heads also gain access to the ''Extol Virtuousness'' and ''Accuse of Decadence'' interactions with other house members as well as the ''Steer House Unity'' decision.
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2024年3月16日 (六) 23:33的版本

政体Government)是统治角色和土地的体制。政体决定了适用于角色的法律,以及封臣对领主应尽的义务(赋税和征召兵)。游戏中一共有三种玩家可游玩的政体(封建制、氏族制和部落制),以及四种玩家不可游玩的政体(共和制、神权制、骑士团和佣兵团)。

封建制

封建制是九世纪至十五世纪的欧洲占主导地位的政体。土地持有者与那些提供服务与劳动以换取居住权的人们之间形成的关系,是封建系统的基石。持有土地的统治者会任命封臣并给予他们采邑进行管理。作为回报,封臣们提供士兵与赋税给他们的领主。

封建制政体下,领主赐予封臣领地去治理,获得征召兵和赋税作为交换,由封臣和领主之间单独的封建契约调节。封建制允许创建新的支系,使用君权法。领主与每位封建制封臣都拥有一份封建契约,对每名角色仅能更改一次。封建契约决定了双方的义务和权利。领主向封臣更改封建契约时,增加一项义务或减少一项权利会导致 +20的暴政,而降低一项义务、增加一项权利或使用一个牵制则可以抵消一项暴政惩罚;封臣向领主更改封建契约时,更改必须平等或者有利于领主。男爵封臣没有封建契约,固定提供10%的赋税和25%的征召兵给领主。

义务

每位封建制封臣的封建契约决定了他们的赋税和征召兵贡献,一次仅能更改一级义务。

如果领主不是封臣的法理领主,贡献会减少,默认为 50%。如果领主的主头衔高于封臣两级(例如国王对伯爵),则仅减少 25%。角色必须持有封臣主头衔的法理直属领主头衔,才能成为封臣的法理领主。如果一位公爵的领主持有该公爵的法理帝国头衔,则该公爵从其封臣处得到的赋税和征召兵不会受到该惩罚。

每一级义务对应的赋税和征召兵贡献如下表:

义务 免除/无 正常 严苛/大规模

赋税

税收:0%
封臣的好感: +10

税收:2.5%
封臣的好感: +5

税收:10%

税收:15%
封臣的好感: −15

税收:25%
封臣的好感: −25

征召兵

征召兵:0%
封臣的好感: +10

征召兵:10%
封臣的好感: +5

征召兵:25%

征召兵:35%
封臣的好感: −15

征召兵:50%
封臣的好感: −25

权利

权利授予了 封臣默认情况下不会拥有的特权或限制。注意,勾选特权视为增加权利,勾选限制视为减少权利。

各项权利的效果如下表:

权利 类型 领主效果 封臣效果 要求
铸币权:赐予 特权 −2%发展度增长 +0.3领地首都的每月发展度增长 Innovation nobility 01.png 金属硬币革新
内阁权:保证 特权

−2强力封臣好感度
+5封臣的好感

Yes 可以随意使用“索要内阁职位”互动
筑城权:赐予 特权

+5%城堡建筑建造花费
−10%税收

+1城防等级
−15%城堡建筑建造花费
−50%城堡地产建造花费

Innovation fortifications.png 城垛革新
宗教权利:受保护 特权

不能对该封臣进行“要求改信”互动
不能对该封臣的领地指派“改变伯爵领信仰”内阁任务
+5封臣的好感

+5民众好感度 封臣和领主信仰不同
继承权:强行分割继承 限制 -5封臣的好感

封臣将其继承法切换为分割继承制
封臣不能有除了分割继承制之外的继承法
封臣改变法律时要多支付 25%威望

剥夺头衔权:受保护 特权 +5封臣的好感 领主不能剥夺封臣的头衔
宣战权:许可 特权 +5封臣的好感

Yes 封臣可以发动战争,无论领主的君权如何
Yes 封臣在领地内的宣战理由所需花费减少 50%

特殊契约

特殊契约既不属于义务也不属于权利,仅适用于公爵和国王封臣,并且要求发现特定的革新。所有特殊契约都会给予封臣额外增益。

特殊契约 领主效果 封臣效果 要求革新
兵役免除税

+50%税收
−75%征召兵

−20%兵士维护费 Innovation leadership 02.png 兵役免除税
边区 −50%税收

−20%军队金钱维护费
+20%征召兵规模
+20%守军规模
+20%征召兵补员速率
+5受控领土防御优势

Innovation raised banner.png 军队征召令
王宫特权

+5%每月威望
−20%税收
−20%征召兵

+20%每月威望
+15封臣同僚的好感度
+10阴谋的成功概率
+10私人计谋的成功概率

Innovation majesty 03.png 君权神授

氏族制

氏族因亲属关系而统一在一起——不论是通过血脉或者通过象征性的共祖。一个氏族首领很大程度上依赖该氏族的支持。在统一的情形下,他们是不可忽视的力量,但是不满的氏族会从内部枯萎。

氏族制允许创建新的支系,使用君权法。氏族制统治者可以使用征服宣战理由以入侵另一个国家。所有封臣都希望和领主结盟,如果没有则对领主 -15 好感度,强力封臣的该惩罚翻倍。

由于氏族制统治者只有在独立时才能创建支系,通常来说他们的宗族支系数量远远少于以封建制统治者为主的宗族的。

当氏族制统治者处于和平时他们可以指定维齐尔。

如果一个至少为公国等级的氏族制统治者是家主,则其主头衔名称及其盾徽会变为家族名和家徽。这不适用于某些情况,例如头衔位于伊比利亚、主头衔是信仰领袖头衔或者是某些特殊头衔(如罗姆苏丹国)。

税务管辖区

Governments collect taxes and levies from clan vassals by creating Tax Jurisdictions and assigning vassals to them. Tax Jurisdictions are accessible via a sidebar tab only available to Clan governments, or from the bottom of the Realm sidebar, on the Vassals tab. Each jurisdiction requires a (unrecognized string “tax collector” for Template:Icon) Tax Collector. Count and Duke rulers can appoint 1 (unrecognized string “tax collector” for Template:Icon) Tax Collector while King and Emperor rulers can appoint 2. Cultures with the Enlightened Magnates or Legalistic tradition can each appoint an additional one, as can dynasties with the first Brilliance legacy. A Vizier, depending on its Stewardship score, can grant from 1 additional (unrecognized string “tax collector” for Template:Icon) Tax Collector to 5. Two Innovations, Bailiffs and Court Officials, also each grant an additional one. Only unlanded courtiers can be appointed as (unrecognized string “tax collector” for Template:Icon) Tax Collector. How much taxes and levies a Tax Jurisdiction provides depends on the (unrecognized string “tax collector” for Template:Icon) Tax Collector's aptitude, which is the following:

  • +1 per  Diplomacy (max 50)
  • +1 per  Martial (max 50)
  • +1 per  Stewardship(max 50)
  • +1 per  Intrigue (max 50)
  • +2 per  Learning (max 50)
  • +5 per 20  Opinion
  • +10 if  Just
  • +10 if  Administrator
  • +10 if  Avaricious
  • +10 if  Diplomat
  • +15 if culture has the Enlightened Magnates tradition
  • +20 if culture has the Family Business tradition

Each Tax Jurisdiction has a Tax Decree, which determines what all vassals assigned to the jurisdiction pay. Each Tax Decree can only be changed once every 5 years and the menu will show current taxes and levies and taxes and levies should the Tax Decree be changed. Existing vassals will be removed as taxpayers if the new Tax Decree does not allow them.

Tax Decree Taxes  Levies Liege effects per vassal Vassal effects Requirements Description
Default tax collector.png Basic Taxes Normal Normal A standard tax. Taxpayers pay no more, and no less, than what they are expected to.
Strict taxation tax collector.png Zakat +25% Normal +1% Domain Taxes
  • +10% Monthly Piety
  • -30 Opinion of Liege
Zakat is a luxury tax, usually enforced upon the wealthy as a means to provide additional income for the state and to help those in need.
Iqta special rights tax collector.png Iqta Grant -20% -20% +1% Men-at-Arms Damage
  • -10% Men-at-Arms Recruitment Cost
  • -10% Men-at-Arms Maintenance
  • +15 Opinion of Liege
Iqta is a tax farming system where local magnates are given wide authority to collect taxes on behalf of the state. In return they must provide significant amounts of soldiers for their liege.
Ghazi special rights tax collector.png Ghazi Status Normal -20%
  • +1% Monthly Income while at War
  • +2% Monthly Piety
  • +5% Monthly Income while at War
  • +10% Monthly Piety
  • -50% Holy War casus belli cost
  • +25% Other casus belli cost
  • Only vassals of same faith can be taxpayers
Warriors of the faith and the frontier, the Ghazi collect income from plunder and brigandage, and wage a never-ending war against the religious enemies of the state.
Jizya special rights tax collector.png Jizya Status +50% -75%
  • Yes Liege cannot Demand Conversion
  • Yes Liege cannot Revoke Title
  • Yes Different faith is not a title revocation reason
  • Yes Liege cannot convert the faith in the vassal's realm
  • -0.2 Monthly Prestige
  • Only vassals of different religion can be taxpayers
Tax Nonbelievers tenet or Jizya special doctrine Jizya is a special tax assigned to dhimmis, religious minorities, in return for the privilege to practice their errant faith in peace.
Muqata special rights tax collector.png Muqata Status -30% -30% +0.1 Monthly Prestige
  • +10% Development Growth
  • +30 Opinion of Liege
(unrecognized string “legacy of persia” for Template:Icon) Legacy of Persia DLC Muqata is a tax system where distant lands are given greater autonomy and taxed less, to promote stability and long-term development.
Deqhan special rights tax collector.png Dehqan +15% +15% -2% Monthly Prestige +20% Monthly Prestige (unrecognized string “lop” for Template:Icon) Enlightened Magnates tradition Persian magnates within an ancient, decentralized tax collection system, the deqhans closely manage their lands to promote productivity - and their own prestige.
Maguh special rights tax collector.png Maguh Status -10% Normal +1% Development Growth Khvarenah legacy track.png Brilliance dynasty legacy level 4 An old Sassanian form of district administration, the maguh promote local development in exchange for reduced taxes to the state.

家族团结度

If a House Head has Clan government then its house will have an additional mechanic called House Unity, representing how well members of a house tend to get along with each other. House Unity is increased by taking Unifying Actions towards them and decreased by taking Divisive Actions towards them. House Heads also gain access to the Extol Virtuousness and Accuse of Decadence interactions with other house members as well as the Steer House Unity decision.

Unifying actions Divisive actions
  • Extol Virtuousness
  • Abandon hook
  • Ask to join holy order
  • Gift artifact
  • Negotiate alliance
  • Offer guardianship
  • Offer to join war
  • Pay ransom
  • Stop vassal war
  • Restore inheritance
  • Swear oath of true friendship
  • Sponsor inspiration
  • Accuse of Decadence
  • Blackmail
  • Break betrothal
  • Claim liege title
  • Declare war
  • Expose a secret
  • Force to join faction
  • Imprison
  • Join independence faction
  • Move to dungeon
  • Revoke title
  • Denounce
  • Disinherit
  • Accuse of violating sumptuary law

House Unity ranges from 0 to 200 and is divided into 5 levels. All house members who use multiple heirs succession are forced to use the succession law with the same name.

Level Unity Invasion CB CB cost Claimant faction acceptance Lifestyle experience Dread decay Challenge house head Other effects House unity decisions
House unity antagonistic.png Antagonistic 0-39 Unlimited -30% +40 Yes
  • Casus Belli requires one Level of Fame less
  • +15 House Vassal Opinion for 10 years from Enforce Demands
  • -10 House Vassal Opinion for 10 years from White Peace
  • -20 House Vassal Opinion for 10 years from Surrender
  • Reinforce Army with Loyal Officers
  • Organize House Members for War
  • Establish Futuwaa Lodges
  • (unrecognized string “lop” for Template:Icon) Demand Shared Army Logistics
House unity competitive.png Competitive 40-79 Every 10 years -15% +20 +5% Yes
  • House members can use the Fabricate Hook scheme on each other
  • Enforce Intrigue Network
  • Organize House Members for War
  • Establish Futuwaa Lodges
  • (unrecognized string “lop” for Template:Icon) Demand Shared Army Logistics
House unity impassive.png Impassive 80-119 Once per lifetime +10% Yes
  • Consult House Members
  • Improve Taxation
House unity friendly.png Friendly 120-159 No +15% -20 +5% -20% No
  • Unlocks the Rescue House Members casus belli for House Head
  • Unlocks the Unify the House casus belli House Head
  • Send Bailiffs
  • Encourage House to Improve Economy
  • (unrecognized string “lop” for Template:Icon) Promote Development
  • (unrecognized string “lop” for Template:Icon) Educate Youth in Mosques
House unity harmonious.png Harmonious 160-200 No +30% -40 -40% No
  • Unlocks the Rescue House Members casus belli for House Head
  • Unlocks the Unify the House casus belli House Head
  • Placate Vassals
  • Encourage House to Improve Economy
  • (unrecognized string “lop” for Template:Icon) Promote Development
  • (unrecognized string “lop” for Template:Icon) Educate Youth in Mosques

Depending on House Unity, the House Head can use the following House Unity decisions. Each decision can only be used once every 20 years.

Decision Cost Effects Requirements
Reinforce Army with Loyal Officers Scaled gold
200 piety + 20 per landed house member
Modifier martial positive.png House gains the Loyal Army Officers modifier for 10 years House unity antagonistic.png Antagonistic house unity
Organize House Members for War 100 piety Modifier martial positive.png House gains the Organized for War modifier for 20 years House unity antagonistic.png Antagonistic or House unity competitive.png Competitive house unity
Enforce Intrigue Network Scaled gold
200 piety + 20 per landed house member
Modifier intrigue positive.png House gains the Intrigue Network modifier for 10 years House unity competitive.png Competitive house unity
Consult House Members 100 piety Yes +10% Base progress and skill impact on councilor tasks for house member councilors House unity impassive.png Impassive house unity
Improve Taxation 200 piety + 20 per landed house member Modifier stewardship positive.png House gains the Improved Administration modifier for 10 years House unity impassive.png Impassive house unity
Send Bailiffs Scaled gold
200 piety + 20 per landed house member
Modifier county control positive.png House gains the Enforced Bailiffs modifier for 10 years House unity friendly.png Friendly house unity
Encourage House to Improve Economy 100 piety Modifier stewardship positive.png House gains the Encouraged Economy modifier for 20 years House unity friendly.png Friendly or House unity harmonious.png Harmonious house unity
Placate Vassals Scaled gold
200 piety + 20 per landed house member
Modifier diplomacy positive.png House gains the Placated modifier for 10 years House unity harmonious.png Harmonious house unity
Establish Futuwaa Lodges 100 piety Modifier martial positive.png House gains the Established Futuwaa Lodges modifier for 20 years House unity antagonistic.png Antagonistic or House unity competitive.png Competitive house unity
Yes Culture has the Futuwaa tradition
Educate Youth in Mosques 100 piety Modifier martial positive.png House gains the Established Madrasas modifier for 20 years House unity friendly.png Friendly or House unity harmonious.png Harmonious house unity
Yes Culture has the Beacon of Learning tradition
No At war
Demand Shared Army Logistics Scaled gold
200 piety + 20 per landed house member
Modifier goods positive.png House gains the Shared Army Logistics modifier for 10 years (unrecognized string “legacy of persia” for Template:Icon) Legacy of Persia DLC
House unity antagonistic.png Antagonistic or House unity competitive.png Competitive house unity
Iranian heritage
Promote Development Scaled gold
200 piety + 20 per landed house member
Modifier county development positive.png House gains the Promoted Development modifier for 10 years (unrecognized string “legacy of persia” for Template:Icon) Legacy of Persia DLC
House unity friendly.png Friendly or House unity harmonious.png Harmonious house unity
Iranian heritage

Most houses start at 100 House Unity and thus House unity impassive.png Impassive. The following houses are exceptions in 867:

  • House Abbasid starts at House unity antagonistic.png Antagonistic
  • House Samanid starts at House unity competitive.png Competitive
  • House Afrighid starts at House unity friendly.png Friendly
  • House Tahirid starts at House unity harmonious.png Harmonious
  • House Umayyad starts at House unity harmonious.png Harmonious

改变政体

一般情况下氏族制和封建制政体都不能改变为其他政体,但有一种取巧的办法可以做到:确保你的继承人在继承你的头衔之前,继承了其他政体的同等或更高等级的头衔。 例如:你有封建制的西西里王国头衔,想要转变为氏族制,则你可以令你的继承人在继承你的头衔之前,继承了氏族制的瓦伦西亚王国头衔,这样,当你去世后,将以氏族制政体进行游戏。

部落制

在部落中,力量意味着一切。一个部落首领依靠尊重和名声而不是金钱来发展国家、增强军队。

部落制政体有以下独特效果:

  • 使用部落权威法,且不需要发现革新来提高权威。
  • 继承法锁定为联盟分割继承制。
  • 可以通过决议改变为封建制或氏族制政体。
  • 招募兵士花费 威望而不是 金钱。
  • −50%头衔创建花费。
  • 部落制统治者可以使用征服宣战理由以入侵另一个国家。
  • 部落制统治者一生可以使用一次降服宣战理由
  • 部落制统治者作为文化领袖时仅可发现部落时期的革新
  • 部落制统治者不能禁止封臣发动战争,达到2级部落权威前也不能囚禁封臣或廷臣。
  • 部落制封臣如果拥有部落制领主的头衔的宣称,可以向领主挑战以获取之。
  • 封建制、氏族制和共和制封臣 -20 好感。
  • 部落制伯爵领不允许建造地产,但非部落制统治者可以花费500 金钱将领地内的一个部落制伯爵领封建化。。
  • 部落制伯爵领的发展度仅影响补给上限,不增加赋税和征召兵,且发展度不会被动增长。
  • 部落制男爵领仅提供一半的补给上限给属于其他政体的军队。

赋税和征召兵贡献

部落制封臣根据领主的威望等级贡献赋税和征召兵,如下表:

领主威望等级 赋税贡献 征召兵贡献
丢人现眼 0% 0%
崭露头角 8% 15%
闻名遐迩 16% 30%
赫赫有名 24% 45%
高贵之人 32% 60%
传奇人物 40% 75%

改革

部落制统治者可以通过决议改革为封建制或氏族制。一般情况下,改革要求统治者将部落权威提升到 asatru_raven_positive 绝对部落权威并且满足其他要求。但如果统治者的领主为封建制或氏族制,则只要求统治者采用 有限部落权威以及信奉组织化信仰。而执行某些特殊决议则可以通过其他的方式改革为封建制或氏族制。

共和制

城镇由市民阶级的特权公民统治,在这些人中会被选出一名担任市长。虽然市长拥有显贵的影响力,他们仍然需要大众支持才能再度当选。

共和制政体用于首都地产是城市的角色,玩家不可游玩。共和制封臣总是提供20%的赋税和10%的征召兵给领主,共和制的继承人由AI指定,通常由一位出身卑微、相同文化的新建角色继承。

领主拥有三级都会传承时,共和制赋税基础值提升15%;若擁有共和制傳承時,共和國稅率基礎提升10%

神权制

在神权制政体中,所有的权威归属于宗教机构。它由执行神在地上意志的神职人员统治。

神权制政体仅适用于拥有 神权制圣职专权传统教义的信仰,并且用于首都地产是神殿的角色,玩家不可游玩。神权制封臣根据领主的奉献等级来提供赋税和征召兵。不同信仰的神权制封臣仅提供 10%的赋税和 10%的征召兵。领地祭司获得领主的直属封臣的领地祭司的25%赋税,并将来自直辖神殿和封臣祭司的赋税和征召兵的一部分贡献给封建领主,与好感成正比且最多为50%

神权制封臣的贡献如下表:

领主奉献等级 赋税贡献 征召兵贡献
戴罪之人 0% 0%
恭顺尽责 15% 10%
虔诚信者 25% 20%
忠实仆人 35% 30%
美德典范 45% 40%
宗教楷模 55% 50%

骑士团

主条目:骑士团 骑士团的圣战士为了与异教徒战斗和侍奉他们的信仰而奉献一生。他们可以持有虔诚领主们给予他们的城堡。骑士团首领会在骑士团的行伍中选出。

骑士团政体用于持有骑士团头衔的角色,玩家不可游玩。他们可能拥有领地,可以有效持有城堡和城市地产[1],但常常会从同信仰统治者处租赁地产,通常是租赁城市。骑士团封臣不会提供赋税或征召兵,但他们的军队可以由同信仰统治者雇佣。

佣兵团

主条目:雇佣兵 佣兵团在各国漫游寻找雇佣,为出价最高的那位战斗。忠诚对于好名声必不可少,但它只会持续到他们合同的结束。佣兵首领从佣兵团的行伍中选择产生。

佣兵团政体用于持有佣兵团头衔的角色,玩家不可游玩。他们没有领地,没有金钱,也无法拜访宫廷和被授予头衔。统治者可以通过花费金钱来暂时获得佣兵团的军队。

机制 
角色 角色属性特质资源生活方式宗族亲族文化革新传统修正宝物
领地与管理 领地封臣内阁宫廷谋略政体法律决议头衔男爵领伯爵领朝廷建筑
战争 战争宣战理由同盟军队受雇军队
信仰 宗教信仰教义核心教义圣地
模组制作补丁可下载内容开发者日志成就术语
  1. valid_holdings = { castle_holding city_holding },位于00_government_types.txt