政体:修订间差异

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(文本替换 - 替换“公众好感度”为“民众好感度”)
→‎氏族制
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'''政体'''('''Government''')是统治角色和土地的体制。 在十字军之王 III中,有多种 政体 类型或形式。它们 决定了适用于角色的法律,以及封臣 必须 对领主 尽的 所有 义务(赋税和征召兵)。共有三种可玩政体 形式 (封建制 部落 制和氏族 制),以及 种不可玩政体(神权制和 共和制 )。
'''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 尽的义务(赋税和征召兵)。 游戏中一 共有三种 玩家 政体(封建制 、氏族制和 部落制),以及 玩家 不可 政体( 共和制、 神权制 、骑士团 佣兵团 )。


== 封建制 ==
== 封建制 ==
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 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 换取居住权的人们之间形成的关系,是封 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 领主。
 封建制政体 以建 立新 的地 和支系, 可以 使用 {{icon|law}} [[法律#权威|君权]]法。每位封建制封臣拥有一份封建契约,每 角色仅能更改一次 ,并且 决定了 他们 的义务以 及是否拥 特殊权 利。
 
封建制政体下,领主赐予封臣领 去治理,获得征召兵 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[[法律#权威|君权]]法。 领主与 每位封建制封臣 拥有一份封建契约, 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{{red|+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 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 ===
=== 义务 ===
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 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 义务
 每位封建制封臣的封建契约决定了他们的 义务 ,一次仅能更改一 步。 义务 随时可以降低 但提 义务将增加{{red|+20}} 暴政 除非 领主 降低 他义务或者向 封臣 提供一项权利 领主也可以使用 个牵制来避免增加暴政。
 
如果领主不是封臣的法理领主 贡献会减少,默认为{{red|50%}}。如果领主的主头衔 于封臣两级(例如国王对伯爵),则仅减少{{red|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
 
级义务对应的赋税和征召兵贡献如下表:


如果角色不是封臣的''法理领主'',义务将被降低。默认情况下将减少{{red|50%}}。如果领主持有的法理头衔高于封臣两级(例如国王对伯爵),仅减少{{red|25%}}。为了成为法理领主,角色必须持有封臣主头衔的直属法理领主头衔。领主持有法理帝国头衔的公爵免于此惩罚<!--指向不明确,待证-->。
{| class="mildtable plainlist"
{| class="mildtable plainlist"
!义务 类型
! 义务
!免除/无 效果
! 免除/无
!低 效果
!
!正常 效果
! 正常
!高 效果
!
!严苛/大规模 效果
! 严苛/大规模
|-
|-
|{{icon|gold}} 赋税
|
|
*税收:0%
{{icon|gold}} 赋税
*封臣的好感:{{green|+10}}
|
|
* 税收 :2.5%
税收 :0%
* 封臣的好感:{{green|+5}}
<br> 封臣的好感:{{green|+10}}
|
|
* 税收 :10%
税收 :2.5%
* 封臣的好感:{{orange| ±0}}
<br> 封臣的好感:{{green|+5}}
|
|
* 税收 :15%
税收 :10%
*封臣的好感:{{red|−15}}
|
|
* 税收:25%
税收:15%
* 封臣的好感:{{red|−25}}
<br>封臣的好感:{{red|−15}}
|
税收:25%
<br> 封臣的好感:{{red|−25}}
|-
|-
|{{icon|Levies}} 征召兵
|
|
*征召兵:0%
{{icon|Levies}} 征召兵
*封臣的好感:{{green|+10}}
|
|
* 征召兵 :10%
征召兵 :0%
* 封臣的好感:{{green|+5}}
<br> 封臣的好感:{{green|+10}}
|
|
* 征召兵 :25%
征召兵 :10%
* 封臣的好感:{{orange| ±0}}
<br> 封臣的好感:{{green|+5}}
|
|
* 征召兵 :35%
征召兵 :25%
*封臣的好感:{{red|−15}}
|
|
* 征召兵:50%
征召兵:35%
* 封臣的好感:{{red|−25}}
<br>封臣的好感:{{red|−15}}
|
征召兵:50%
<br> 封臣的好感:{{red|−25}}
|}
|}


=== 权利 ===
=== 权利 ===
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 权利授予了 {{icon|vassal}} [[封臣]]默认情况下不会拥有的 注意,勾选特权视 为增加权利 ,勾选限制视为减少 权利
 权利授予了 {{icon|vassal}} [[封臣]]默认情况下不会拥有的权限。为 了避免提高义务而导致[[角色#暴政|暴政]],可以同时给封臣 增加权利 。解除 权利 将增加暴政,除非增加另一 项权利
 
项权利 的效果如下表:
 
{| class="mildtable plainlist"
{| class="mildtable plainlist"
!权利
! 权利
!领主效果
! 类型
!封臣效果
领主效果
!要求
! 封臣效果
! 要求
|- 
|- 
|铸币权:赐予
| 铸币权:赐予
| 特权
| {{icon|development}} {{red|−2%}}[[伯爵领#发展度|发展度增长]]
| {{icon|development}} {{green|+0.3}}领地首都的每月发展度增长
| [[File:Innovation nobility 01.png|40px]] 金属硬币革新
|-
| 内阁权:保证
| 特权
|
|
*{{icon|development}} {{red|−2%}} 发展 增长
{{icon|Opinion}} {{red|−2}} 强力封臣好感
|
<br>{{icon|Opinion}} {{green|+5}} 封臣 好感
*{{icon|development}} {{green|+0.3}} 领地首都 每月[[County#Development| 发展度增长]]
| {{icon|yes}} 可以随意使用“索要内阁职位”互动
| 金属硬币革新
|-
|-
| 内阁 权: 保证
| 筑城 权: 赐予
|
特权
*{{icon|Opinion}} {{red|−2}} 强力封臣好感度
*{{icon|Opinion}} {{green|+5}} 封臣的好感
|
*{{icon|yes}} 可以随意使用“索要内阁职位”互动
|
|
|-
{{icon|gold}} {{red|+5%}}城堡建筑建造花费
| 筑城权:赐予
<br>{{icon|gold}} {{red| −10%}}税收
|
|
* {{icon|gold}} {{red|+5%}} 城堡建筑建造花费
{{icon|fort level}} {{green|+1}}城防等级
* {{icon|gold}} {{red|−10%}} 封臣税收
<br>{{icon|gold}} {{green|−15%}}城堡建筑建造花费
|
<br>{{icon|gold}} {{green|−50%}}城堡地产建造花费
* {{icon|fort level}} {{green|+1}} 城防等级
| [[File:Innovation fortifications.png|40px]]  城垛革新
* {{icon|gold}} {{green|−15%}} 城堡建筑建造花费
* {{icon|gold}} {{green|−50%}} 城堡地产建造花费
|城垛革新
|-
|-
|宗教权利:受保护
| 宗教权利:受保护
特权
* {{icon|no}} 不能对该封臣''要求改信''
* {{icon|no}} 不能对该封臣的土地使用 {{icon|Convert Faith}} 改变伯爵领信仰
* {{icon|Opinion}} {{green|+5}} 封臣的好感
|
|
* {{icon|opinion}} {{green|+5}} 民众好感度
{{icon|character}} 不能对该封臣进行“要求改信”互动
<br>{{icon|convert faith}} 不能对该封臣的领地指派“改变伯爵领信仰”内阁任务
<br>{{icon|Opinion}} {{green|+5}}封臣的好感
| {{icon|opinion}} {{green|+5}}民众好感度
| 封臣和领主信仰不同
| 封臣和领主信仰不同
|-
|-
|继承权:强行分割继承
| 继承权:强行分割继承
| 限制
| {{icon|Opinion}} {{red|-5}}封臣的好感
|
|
* {{icon|Opinion}} {{red|-5}} 封臣的好感
{{icon|heir}} 封臣将其继承法切换为分割继承制
|
<br>{{icon|law}} 封臣不能有除了分割继承制之外的继承法
* {{icon|no}} 封臣将其继承法切换为分割继承制
<br>{{icon|prestige}} 封臣改变法 时要多支付{{red|25%}}威望
* {{icon|no}} 封臣不能有除了分割继承制之外的继承法
* 封臣改变 继承 法时要多支付 {{icon|prestige}} {{red|25%}} 威望
|-
|-
|剥夺头衔权:受保护
| 剥夺头衔权:受保护
|
| 特权
* {{icon|Opinion}} {{green|+5}} 封臣的好感
| {{icon|Opinion}} {{green|+5}}封臣的好感
|
| {{icon|title}} 领主不能剥夺封臣的头衔
* {{icon|no}} 领主不能剥夺封臣的头衔
|-
|-
|宣战权:许可
| 宣战权:许可
| 特权
* {{icon|Opinion}} {{green|+5}} 封臣的好感
| {{icon|Opinion}} {{green|+5}}封臣的好感
|
|
* {{icon|yes}} 封臣可以发动战争,无论领主的君权如何
{{icon|yes}} 封臣可以发动战争,无论领主的君权如何
* {{icon|yes}} 封臣在领地内的[[宣战理由]]所需花费减少{{green|50%}}
<br>{{icon|yes}} 封臣在领地内的[[宣战理由]]所需花费减少{{green|50%}}
|}
|}


=== 特殊契约 ===
=== 特殊契约 ===
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 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 给予封臣额外增益。
 
{| class="mildtable plainlist"
{| class="mildtable plainlist"
! 特殊契约
! 特殊契约
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|-
|-
| 兵役免除税
| 兵役免除税
|
{{icon|gold}} {{green|+50%}} 封臣 税收
{{icon|gold}} {{green|+50%}}税收
<br>{{icon|levies}} {{red|−75%}} 封臣 征召兵
<br>{{icon|levies}} {{red|−75%}}征召兵
| {{icon|gold}} {{green|−20%}} 兵士维护费
| {{icon|gold}} {{green|−20%}}兵士维护费
| [[File:Innovation leadership 02.png|40px]] 兵役免除税
| [[File:Innovation leadership 02.png|40px]] 兵役免除税
|-
|-
| 边区
| 边区
| {{icon|gold}} {{red|−50%}} 封臣 税收
| {{icon|gold}} {{red|−50%}}税收
|
{{icon|gold}} {{green|−20%}} 军队金钱维护费
{{icon|gold}} {{green|−20%}}军队金钱维护费
<br>{{icon|levies}} {{green|+20%}} 征召兵规模
<br>{{icon|levies}} {{green|+20%}}征召兵规模
<br>{{icon|garrison}} {{green|+20%}} 守军规模
<br>{{icon|garrison}} {{green|+20%}}守军规模
<br>{{icon|levies}} {{green|+20%}} 征召兵补员速率
<br>{{icon|levies}} {{green|+20%}}征召兵补员速率
<br>{{icon|advantage}} {{green|+5}} 受控领土防御优势
<br>{{icon|advantage}} {{green|+5}}受控领土防御优势
| [[File:Innovation civil construction 02.png|40px]]  乡堡
| [[File:Innovation raised banner.png|40px]]  军队征召令
|-
|-
|王宫特权
|王宫特权
|
{{icon|prestige}} {{green|+5%}} 每月威望
{{icon|prestige}} {{green|+5%}}每月威望
<br>{{icon|gold}} {{red|−20%}} 封臣 税收
<br>{{icon|gold}} {{red|−20%}}税收
<br>{{icon|levies}} {{red|−20%}} 封臣 征召兵
<br>{{icon|levies}} {{red|−20%}}征召兵
|
{{icon|prestige}} {{green|+20%}} 每月威望
{{icon|prestige}} {{green|+20%}}每月威望
<br>{{icon|opinion}} {{green|+15}} 封臣同僚的好感度
<br>{{icon|opinion}} {{green|+15}}封臣同僚的好感度
<br>{{icon|scheme success chance}} {{green|+10}} 阴谋的成功概率
<br>{{icon|scheme success chance}} {{green|+10}}阴谋的成功概率
<br>{{icon|scheme success chance}} {{green|+10}} 私人计谋的成功概率
<br>{{icon|scheme success chance}} {{green|+10}}私人计谋的成功概率
| [[File:Innovation majesty 03.png|40px]] 君权神授
| [[File:Innovation majesty 03.png|40px]] 君权神授
|}
|}


== 氏族制 ==
== 氏族制 ==
{{SVersion|1.1}}
 氏族 因亲属关 而统一在 起——不论是通过血脉或者通过象征性 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 制政体可以建立新的地产和支 ,可以使用 {{icon|law}} [[法律#权威|君权]]法;就像封建制政体 样,需要[[革新]]来解锁更高 君权 他们也可以使用 [[宣战理由#征服宣战理由|征服宣战理由]] 这允许 他们 入侵一个国家 目标领地等级越高所要求[[资源#威望等级|威望等级]]越高


 氏族制 封臣根据对领主 好感度来提供赋税和征召兵。同时他们提供的赋税和征召兵总是有最低限度 这由领主的 君权法 决定 。所有封臣 希望和领主结盟,如果没有 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 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 希望和领主结盟,如果没有 对领主{{red|-15}} {{icon|opinion}} 好感度 强力封臣的该惩罚翻倍。


  如果 氏族制统治者 是宗族族长 ,他们的 领地将以其 宗族 命名,而不是 以主 头衔命名
  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 封建制统治者为 的宗族的


=== 赋税和征召兵贡献 ===
  氏族 制统治者处于和平时 他们 指定维齐尔
{{SVersion|1.1}}
默认情况下, 氏族 封臣将提供 他们 赋税的15% 及征召兵的30%给领主。数额会根据封臣对领主的好感度进行调整


==== 按比例贡献 ====
  如果 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 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 )。
{{SVersion|1.1}}
好感度每超过0 点, 氏族制 封臣将增加提供{{green|0.1%}}的赋税 {{green|0.305%}}的征召兵 最多再提供{{green|+10%}}赋税和{{green|+30.5%}}征召兵 {{icon|opinion}} 好感{{green|100}}时 )。


  好感度每低于0一点,氏族制封臣将从他们的义 贡献中减除{{red|0.3%}} 的赋税和{{red|0.4%}} 的征召兵,意味着在对领主的 {{icon|Opinion}} 好感为{{red|-50}} 时,氏族制封臣将不会提供赋税;在对领主的 {{icon|Opinion}} 好感为{{red|-75}} 时,氏族制封臣将不会提供征召兵(未讨论君权法的效果)。
==== 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:
下表简要回顾了封臣对领主的贡献,考虑了封臣对领主的好感。
* {{green|+1}} per {{iconify|Diplomacy}} (max 50)
* {{green|+1}} per {{iconify|Martial}} (max 50)
* {{green|+1}} per {{iconify|Stewardship}}(max 50)
* {{green|+1}} per {{iconify|Intrigue}} (max 50)
* {{green|+2}} per {{iconify|Learning}} (max 50)
* {{green|+5}} per 20 {{iconify|Opinion}}
* {{green|+10}} if {{iconify|Just}}
* {{green|+10}} if {{iconify|Administrator}}
* {{green|+10}} if {{iconify|Avaricious}}
* {{green|+10}} if {{iconify|Diplomat}}
* {{green|+15}} if culture has the Enlightened Magnates tradition
* {{green|+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.
{| class="mildtable plainlist"
{| class="mildtable plainlist"
! 对领主的好感
! Tax Decree
! −100
! {{icon|gold}} Taxes
! −50
! {{iconify|Levies}}
! 0
! Liege effects per vassal
! 50
! Vassal effects
! 100
! Requirements
! width=25% | Description
|-
|-
| {{icon|gold}} 赋税
| [[File:Default tax collector.png|50px]] Basic Taxes
| '''Normal'''
| '''Normal'''
* 0%
* 0%
* 15%
| ''A standard tax. Taxpayers pay no more, and no less, than what they are expected to.''
|-
| [[File:Strict taxation tax collector.png|50px]] Zakat
| {{green|+25%}}
| '''Normal'''
| {{icon|gold}} {{green|+1%}} Domain Taxes
* 20%
* {{icon|piety}} {{green|+10%}} Monthly Piety
* {{icon|opinion}} {{red|-30}} Opinion of Liege
* 25%
| ''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.''
|-
|-
| {{icon|Levies}} 征召兵
| [[File:Iqta special rights tax collector.png|50px]] Iqta Grant
| {{red|-20%}}
| {{red|-20%}}
| {{icon|damage}} {{green|+1%}} Men-at-Arms Damage
* 0%
* {{icon|gold}} {{green|-10%}} Men-at-Arms Recruitment Cost
* {{icon|gold}} {{green|-10%}} Men-at-Arms Maintenance
* {{icon|opinion}} {{green|+15}} Opinion of Liege
* 10%
| ''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.''
|-
| [[File:Ghazi special rights tax collector.png|50px]] Ghazi Status
| '''Normal'''
| {{red|-20%}}
|
* {{icon|gold}} {{green|+1%}} Monthly Income while at War
* {{icon|piety}} {{green|+2%}} Monthly Piety
|
* {{icon|gold}} {{green|+5%}} Monthly Income while at War
* {{icon|piety}} {{green|+10%}} Monthly Piety
* {{icon|piety}} {{green|-50%}} Holy War casus belli cost
* {{icon|piety}} {{red|+25%}} Other casus belli cost
* {{icon|warning}} Only vassals of same faith can be taxpayers
* 30%
| ''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.''
|-
| [[File:Jizya special rights tax collector.png|50px]] Jizya Status
| {{green|+50%}}
| {{red|-75%}}
* 45.25%
* 60.5%
* {{icon|yes}} Liege cannot Demand Conversion
* {{icon|yes}} Liege cannot Revoke Title
* {{icon|yes}} Different faith is not a title revocation reason
* {{icon|yes}} Liege cannot convert the faith in the vassal's realm
* {{icon|prestige}} {{red|-0.2}} Monthly Prestige
* {{icon|warning}} 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.''
|-
| [[File:Muqata special rights tax collector.png|50px]] Muqata Status
| {{red|-30%}}
| {{red|-30%}}
| {{icon|prestige}} {{green|+0.1}} Monthly Prestige
|
* {{icon|development}} {{green|+10%}} Development Growth
* {{icon|opinion}} {{green|+30}} Opinion of Liege
| {{iconify|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.''
|-
| [[File:Deqhan special rights tax collector.png|50px]] Dehqan
| {{green|+15%}}
| {{green|+15%}}
| {{icon|prestige}} {{red|-2%}} Monthly Prestige
| {{icon|prestige}} {{green|+20%}} Monthly Prestige
| {{icon|lop}} 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.''
|-
| [[File:Maguh special rights tax collector.png|50px]] Maguh Status
| {{red|-10%}}
| '''Normal'''
| {{icon|development}} {{green|+1%}} Development Growth
|
| [[File:Khvarenah legacy track.png|24px]] 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.''
|}
|}


====  最低贡献 ====
====  家族团结度 ====
{{SVersion|1.1}}
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.
氏族制封臣提供的最低赋税和征召兵由领主的君权法控制。下表给出了领主封臣的最低贡献。
{| class="mildtable"
! <span style="color:blue;">'''Unifying actions'''</span>
! {{red|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
|}


“对领主的好感”一项列出了按比例提供所列赋税和征召兵时对应的好感度。封臣如果对领主的好感度低于此值,不会影响他们对领主的贡献(即为最低贡献)。
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.
 
{| class="mildtable"
{| class="mildtable plainlist"
! Level
! 君权
! Unity
! 封臣自治
! Invasion CB
! 有限君权
! CB cost
! 高君权
! Claimant faction acceptance
! 绝对君权
! Lifestyle experience
! Dread decay
! Challenge house head
! Other effects
! House unity decisions
|-
| [[File:House unity antagonistic.png|50px]] Antagonistic
| 0-39
| Unlimited
| {{green|-30%}}
| {{red|+40}}
|
|
| {{icon|yes}}
|
* Casus Belli requires one Level of Fame less
* {{green|+15}} House Vassal Opinion for 10 years from Enforce Demands
* {{red|-10}} House Vassal Opinion for 10 years from White Peace
* {{red|-20}} House Vassal Opinion for 10 years from Surrender
|
* Reinforce Army with Loyal Officers
* Organize House Members for War
* Establish Futuwaa Lodges
* {{icon|lop}} Demand Shared Army Logistics
|-
| [[File:House unity competitive.png|50px]] Competitive
| 40-79
| Every 10 years
| {{green|-15%}}
| {{red|+20}}
| {{green|+5%}}
|
| {{icon|yes}}
|
* House members can use the Fabricate Hook scheme on each other
|
* Enforce Intrigue Network
* Organize House Members for War
* Establish Futuwaa Lodges
* {{icon|lop}} Demand Shared Army Logistics
|-
|-
| {{icon|gold}} 最低赋税
| [[File:House unity impassive.png|50px]] Impassive
| 80-119
| Once per lifetime
* 0%
* 对领主的好感:{{red|−50}}
* 2.5%
| {{green|+10%}}
* 对领主的好感:{{red| −42}}
* 5%
| {{icon|yes}}
* 对领主的好感:{{red| −33}}
* 10%
|
* 对领主的好感:{{red|−16}}
* Consult House Members
* Improve Taxation
|-
|-
| {{icon|Levies}} 最低征召兵
| [[File:House unity friendly.png|50px]] Friendly
| 120-159
| {{icon|no}}
| {{red|+15%}}
| {{green|-20}}
| {{green|+5%}}
| {{green|-20%}}
| {{icon|no}}
* 0%
* Unlocks the Rescue House Members casus belli for House Head
* 对领主的好感:{{red|−75}}
* Unlocks the Unify the House casus belli House Head
* 5%
* Send Bailiffs
* 对领主的好感:{{red| −63}}
* Encourage House to Improve Economy
* {{icon|lop}} Promote Development
* {{icon|lop}} Educate Youth in Mosques
|-
| [[File:House unity harmonious.png|50px]] Harmonious
| 160-200
| {{icon|no}}
| {{red|+30%}}
| {{green|-40}}
* 15%
| {{green|-40%}}
* 对领主的好感:{{red| −38}}
| {{icon|no}}
* 25%
* Unlocks the Rescue House Members casus belli for House Head
* 对领主的好感:{{red| −13}}
* Unlocks the Unify the House casus belli House Head
|
* Placate Vassals
* Encourage House to Improve Economy
* {{icon|lop}} Promote Development
* {{icon|lop}} Educate Youth in Mosques
|}
|}


====  玩家封臣 ====
Depending on House Unity, the House Head can use the following House Unity decisions. Each decision can only be used once every 20 years.
{{SVersion|1.1}}
{| class="mildtable"
  如果 氏族制封 臣是 类玩家 ,他 们将总是贡献10% 赋税和25% 征召兵给领主 该数值固定 不会受玩家角色对领主 好感度 影响。 大致相 氏族制 封臣对领主 {{iconify|opinion|好感||−15|red}}时的贡献
! Decision
! Cost
! Effects
! Requirements
|-
| '''Reinforce Army with Loyal Officers'''
| {{icon|gold}} Scaled gold<br>{{icon|piety}} 200 piety + 20 per landed house member
| [[File:Modifier martial positive.png|24px]] House gains the Loyal Army Officers modifier for 10 years
| [[File:House unity antagonistic.png|24px]] Antagonistic house unity
|-
| '''Organize House Members for War'''
| {{icon|piety}} 100 piety
| [[File:Modifier martial positive.png|24px]] House gains the Organized for War modifier for 20 years
| [[File:House unity antagonistic.png|24px]] Antagonistic or [[File:House unity competitive.png|24px]] Competitive house unity
|-
| '''Enforce Intrigue Network'''
| {{icon|gold}} Scaled gold<br>{{icon|piety}} 200 piety + 20 per landed house member
| [[File:Modifier intrigue positive.png|24px]] House gains the Intrigue Network modifier for 10 years
| [[File:House unity competitive.png|24px]] Competitive house unity
|-
| '''Consult House Members'''
| {{icon|piety}} 100 piety
| {{icon|yes}} {{green|+10%}} Base progress and skill impact on councilor tasks for house member councilors
| [[File:House unity impassive.png|24px]] Impassive house unity
|-
| '''Improve Taxation'''
| {{icon|piety}} 200 piety + 20 per landed house member
| [[File:Modifier stewardship positive.png|24px]] House gains the Improved Administration modifier for 10 years
| [[File:House unity impassive.png|24px]] Impassive house unity
|-
| '''Send Bailiffs'''
| {{icon|gold}} Scaled gold<br>{{icon|piety}} 200 piety + 20 per landed house member
| [[File:Modifier county control positive.png|24px]] House gains the Enforced Bailiffs modifier for 10 years
| [[File:House unity friendly.png|24px]] Friendly house unity
|-
| '''Encourage House to Improve Economy'''
| {{icon|piety}} 100 piety
| [[File:Modifier stewardship positive.png|24px]] House gains the Encouraged Economy modifier for 20 years
| [[File:House unity friendly.png|24px]] Friendly or [[File:House unity harmonious.png|24px]] Harmonious house unity
|-
| '''Placate Vassals'''
| {{icon|gold}} Scaled gold<br>{{icon|piety}} 200 piety + 20 per landed house member
| [[File:Modifier diplomacy positive.png|24px]] House gains the Placated modifier for 10 years
| [[File:House unity harmonious.png|24px]] Harmonious house unity
|-
| '''Establish Futuwaa Lodges'''
| {{icon|piety}} 100 piety
| [[File:Modifier martial positive.png|24px]] House gains the Established Futuwaa Lodges modifier for 20 years
| [[File:House unity antagonistic.png|24px]] Antagonistic or [[File:House unity competitive.png|24px]] Competitive house unity<br>{{icon|yes}} Culture has the Futuwaa tradition
|-
| '''Educate Youth in Mosques'''
| {{icon|piety}} 100 piety
| [[File:Modifier martial positive.png|24px]] House gains the Established Madrasas modifier for 20 years
| [[File:House unity friendly.png|24px]] Friendly or [[File:House unity harmonious.png|24px]] Harmonious house unity<br>{{icon|yes}} Culture has the Beacon of Learning tradition<br>{{icon|no}} At war
|-
| '''Demand Shared Army Logistics'''
| {{icon|gold}} Scaled gold<br>{{icon|piety}} 200 piety + 20 per landed house member
| [[File:Modifier goods positive.png|24px]] House gains the Shared Army Logistics modifier for 10 years
| {{iconify|Legacy of Persia}} DLC<br>[[File:House unity antagonistic.png|24px]] Antagonistic or [[File:House unity competitive.png|24px]] Competitive house unity<br>{{icon|heritage}} Iranian heritage
|-
| '''Promote Development'''
| {{icon|gold}} Scaled gold<br>{{icon|piety}} 200 piety + 20 per landed house member
| [[File:Modifier county development positive.png|24px]] House gains the Promoted Development modifier for 10 years
| {{iconify|Legacy of Persia}} DLC<br>[[File:House unity friendly.png|24px]] Friendly or [[File:House unity harmonious.png|24px]] Harmonious house unity<br>{{icon|heritage}} Iranian heritage
|}
 
Most houses start at 100 House Unity and thus [[File:House unity impassive.png|24px]] Impassive. The following houses are exceptions in 867:
* House Abbasid starts at [[File:House unity antagonistic.png|24px]] Antagonistic
* House Samanid starts at [[File:House unity competitive.png|24px]] Competitive
* House Afrighid starts at [[File:House unity friendly.png|24px]] Friendly
* House Tahirid starts at [[File:House unity harmonious.png|24px]] Harmonious
* House Umayyad starts at [[File:House unity harmonious.png|24px]] Harmonious
 
===  改变政体 ===
  一般情况下 氏族制 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 在继承你的头衔之前 继承了其 政体 同等或更高等级 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 继承人在继承你 头衔之前,继承了氏族制的瓦伦西亚王国头衔, 样, 你去世后,将以 氏族制 政体进行游戏


== 部落制 ==
== 部落制 ==
{{SVersion|1.1}}
  部落 中,力量意味着一切。一个 部落 首领依靠尊重和名声而 是金钱来 展国家、增强军队
  不像封建制或氏族制政体, 部落 制政体使用 部落 权威法,并 需要 现革新来提高权威。如果部落权威足够高,部落统治者可以将政体改变为封建制或氏族制 。 


 部落制政体有以下独特效果:
 部落制政体有以下独特效果:
部落制统治者统治的伯爵领不能建造地产,即 使 是氏族制或封建制的领主意图建造。
 
* [[ 伯爵领# 发展度| 发展度]] 仅影响补给上限 赋税和征召兵随发展度增加并 适用于部落制统治者统治的伯爵领。(但是,改革政体 需要 一定的 展度等级。)
* 使 [[ 法律# 权威| 部落权威法]], 不需要发 现革新来 高权威
* 部落制统治者统治的伯爵领的发展度不会被动增长。
* [[ 继承]]法锁定为联盟分割继承制。
* <section begin=TribalSupplyLimitPenalty/>部落制男爵领仅 供一半的补给上限给属于其他政体的军队 <section end=TribalSupplyLimitPenalty/>
* 可以 通过[[ 议]]改变为封建制或氏族制政体
* 部落制统治者仅可发现部落时期的[[ 革新]]
招募[[军队#兵士|兵士]] 花费 {{icon|prestige}}  威望 而不是 {{icon|gold}} 金钱。
* 部落统治者的继承 法锁定为联盟分割继承制。
* {{green|−50%}}头衔创建花费
**其他部落角色也 可以 与部落统治者进行个人战斗( 斗)挑战以获取他们的头衔
* 部落制统治者可以 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
部落制统治者 花费威望 招募兵士
* 部落制统治者一生可以使用一次[[宣战理由# 一般宣战理由|降服宣战理由]]。
* 部落制统治者可以 劫掠(除非他们的宗教禁止这样做)
* 部落制统治者作为文化领袖时仅可发现部落时期的[[革新]]。
* 部落制统治者一生可以使用一次[[宣战理由#Casus belli list|降服宣战理由]]。
* 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。
* {{green|−50%}} 头衔 创建花费
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{{red|-20}} {{icon|Opinion}} 好感。
* 封建制、氏族制和共和制封臣{{red|-20}} {{icon|Opinion}} 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 {{icon|gold}} 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[[伯爵领#发展度|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。
* <section begin=TribalSupplyLimitPenalty/>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。<section end=TribalSupplyLimitPenalty/>


===  部落制封臣 贡献 ===
===  赋税和征召兵 贡献 ===
{{SVersion|1.1}}
 部落制封臣根据领主的[[资源#威望等级|威望等级]]贡 赋税和征召兵, 如下表:
 部落制封臣根据领主的[[资源#威望等级|威望等级]] 来提供赋税和征召兵。
 
每一级[[资源#威望等级|威望等级]],部落制封臣将增加 献10%的赋税和20%的征召兵,从领主威望等级为 {{icon|Disgraced}} “丢人现眼”时提供0% 赋税和征召兵 开始 到领主威望等级为 {{icon|The Living Legend}} 在世传奇时提供50%赋税和100%征召兵为止。


{| class="mildtable" style="text-align: center;
{| class="mildtable" style="text-align: center;
|-
|-
! 威望等级
! {{icon|fame}}  领主威望等级
! {{icon|opinion}}  世俗好感
! {{icon|gold}} 赋税 贡献
! {{icon|Knight}} 骑士
! {{icon|levies}} 征召兵 贡献
! {{icon|gold}}  部落制封臣 赋税
! {{icon|levies}}  部落制封臣 征召兵
|-
|-
| style="text-align: left; | [[File:Icon prestige 00.png]] 丢人现眼
| style="text-align: left; | {{icon|disgraced}} 丢人现眼
| {{red|−10}}
| {{red|−1}}
| 0%
| 0%
| 0%
| 0%
|-
|-
| style="text-align: left; | [[File:Icon prestige 01.png]] 崭露头角
| style="text-align: left; | {{icon|established}} 崭露头角
| '''0'''
| 8%
| '''0'''
| 15%
| 10%
|-
| 20%
| style="text-align: left; | {{icon|distinguished}} 闻名遐迩
| 16%
| 30%
|-
|-
| style="text-align: left; | [[File:Icon prestige 02.png]] 闻名遐迩
| style="text-align: left; | {{icon|illustrious}} 赫赫有名
| {{green|+5}}/{{green|+3}}
| 24%
| {{green|+1}}
| 45%
| 20%
| 40%
|-
|-
| style="text-align: left; | [[File:Icon prestige 03.png]] 赫赫有名
| style="text-align: left; | {{icon|exalted among men}} 高贵之人
| {{green|+10}}/{{green|+5}}
| 32%
| {{green|+2}}
| 30%
| 60%
| 60%
|-
|-
| style="text-align: left; | [[File:Icon prestige 04.png]] 高贵之人
| style="text-align: left; | {{icon|living legend}} 传奇人物
| {{green|+20}}/{{green|+10}}
| {{green|+3}}
| 40%
| 40%
| 80%
| 75%
|-
| style="text-align: left; | [[File:Icon prestige 05.png]] 在世传奇
| {{green|+30}}/{{green|+20}}
| {{green|+4}}
| 50%
| 100%
|}
|}


== 改革 ==
=== 改革 ===
{{SVersion|1.1}}
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 {{iconify|absolute tribal authority| 绝对部落权威}} 并且满足其他要求。但 如果统治者 领主 为封建制或氏族 制, 只要求统治者采用 {{icon|limited tribal authority}}  有限部落权威以及 信奉 组织化 信仰 而执行某些特殊决议 可以通过其他的方式改革为封建制或氏族制。
如果 部落 统治者 向非部落制 领主 宣誓效忠,改革部落 将容易地多 因为改革将 只要求统治者采用有限部落权威 以及 追随 组织化 宗教) 想要保持独立 要求 统治 直提升到绝对部落权威并且满足其 他要
 
== 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 名担任市长。虽然市长拥有显贵的影响力, 们仍然需 大众支持才能再度当选


Reforming from a Clan government to a Feudal government and vice-versa is normally not possible. There is however a 'gamey' way in doing so, but it will take some time and planning: By ensuring that your heir inherits a title of the other government form before inheriting your(s). This will however require a similar or a higher tier of title.
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。
For example: You have the Feudal kingdom-tier title of Sicily, and want to become a Clan. You make sure that your son and heir inherits the Clan kindom-tier title of Valencia, before inheriting your title of Sicily. He will then become a Clan. Once he inherits your titles, they will switch to the Clan government form as well.


== 共和制 ==
  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 升10%
{{SVersion|1.1}}
共和制 政体用于首都地产是城市的角色。不可玩。 共和 制封臣总是 供20%的赋税和10% 的征召兵给领主。


== 神权制  ==
== 神权制  ==
{{SVersion|1.1}}
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 {{icon|Theocratic}} 神权制圣职专权传统[[教义]]的信仰,并且 首都地产是神殿的角色 使用。神权制政体 不可玩。神权制封臣根据领主的[[资源#奉献等级|奉献等级]]来提供赋税和征召兵。领地祭司获得 来自其封建 领主的直属封臣的领地祭司的25% 封臣收入。他们也提供至多50%的 来自直辖神殿和封臣祭司的 收入 他们的 封建领主,与好感成正比。
 
 神权制政体仅适用于拥有 {{icon|Theocratic}} 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 玩。神权制封臣根据领主的[[资源#奉献等级|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{{red|10%}}的赋税和{{red|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,[[封臣#领地祭司| 与好感成正比 且最多为50%]]
 
神权制封臣的贡献如下表:


{| class="mildtable" style="text-align: center;
{| class="mildtable" style="text-align: center;
|-
|-
! 图标
! {{icon|devotion}}  领主奉献等级
! 奉献等级
! {{icon|gold}} 赋税 贡献
! {{icon|opinion}}  神职人员好感
! {{icon|levies}} 征召兵 贡献
! {{icon|gold}}  神权制封臣 赋税
! {{icon|levies}}  神权制封臣 征召兵
|-
|-
| [[File:Icon piety christian 00.png|36px]][[File:Icon piety islam 00.png|36px]][[File:Icon piety eastern 00.png|36px]][[File:Icon piety pagan 00.png|36px]]
| {{icon|sinner}} 戴罪之人
| 戴罪之人
| {{red|−10}}
| 0%
| 0%
| 0%
| 0%
|-
|-
| [[File:Icon piety christian 01.png|36px]][[File:Icon piety islam 01.png|36px]][[File:Icon piety eastern 01.png|36px]][[File:Icon piety pagan 01.png|36px]]
| {{icon|dutiful}} 恭顺尽责
| 恭顺尽责
| '''0'''
| 15%
| 15%
| 10%
| 10%
|-
|-
| [[File:Icon piety christian 02.png|36px]][[File:Icon piety islam 02.png|36px]][[File:Icon piety eastern 02.png|36px]][[File:Icon piety pagan 02.png|36px]]
| {{icon|faithful}} 虔诚信者
| 虔诚信者
| {{green|+5}}
| 25%
| 25%
| 20%
| 20%
|-
|-
| [[File:Icon piety christian 03.png|36px]][[File:Icon piety islam 03.png|36px]][[File:Icon piety eastern 03.png|36px]][[File:Icon piety pagan 03.png|36px]]
| {{icon|devoted servant}} 忠实仆人
| 忠实仆人
| {{green|+10}}
| 35%
| 35%
| 30%
| 30%
|-
|-
| [[File:Icon piety christian 04.png|36px]][[File:Icon piety islam 04.png|36px]][[File:Icon piety eastern 04.png|36px]][[File:Icon piety pagan 04.png|36px]]
| {{icon|paragon of virtue}} 美德典范
| 美德典范
| {{green|+20}}
| 45%
| 45%
| 40%
| 40%
|-
|-
| [[File:Icon piety christian 05.png|36px]][[File:Icon piety islam 05.png|36px]][[File:Icon piety eastern 05.png|36px]][[File:Icon piety pagan 05.png|36px]]
| {{icon|religious icon}} 宗教楷模
| 宗教楷模
| {{green|+30}}
| 55%
| 55%
| 50%
| 50%
|}
|}
== 骑士团 ==
== 骑士团 ==
{{main|骑士团}}
{{main|骑士团}}
 骑士团政体 持有骑士团头衔的角色 使用 ,不可玩。他们可能拥有领地,但常常 (以及最初) 会从同 宗教 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,但他们的军队可以被 统治者 佣。
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 玩。他们可能拥有领地 ,可以有效持有城堡和城市地产<ref><code>valid_holdings = { castle_holding city_holding }</code>,位于00_government_types.txt</ref> ,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 ==
{{main|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 授予头衔。 统治者 可以通过花 金钱来暂时获得 兵团的军队
 
{{Mechanics navbox}}
{{Mechanics navbox}}
[[en:Government]]
[[en:Government]]

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