十字军之王3是我们大受欢迎的中世纪战略模拟游戏十字军之王的最新一代。扩张并建设你的领地吧,无论你所统治的是一个强大的王国还是一块普通的伯爵领。在一个横跨世界且充满细节的地图种用婚姻、外交和刀剑去增强权势,赢得荣耀。
但通往王冠之路从来不乏坎坷与荆棘。你的权谋是你最有力的武器,而智慧是一切计谋成功的关键。强敌环伺,奸贼潜伏,因此你必须保卫你和你家族的未来。在不流血的战争中征战不休,用惩戒与匕首保证你的皇冠在你的血脉间传续。
在这里,我们将添加一些社区中的问题和开发者的回答。这篇文章将周期性的更新,所以请随时关注!
常见问题[编辑 | 编辑源代码]
CK3将在何时发布?
- 十字军之王3将在今年的P社嘉年华中公布,敬情期待点此购买
CK3预购有几个版本?
- 几乎所有的零售渠道都能预购十字军之王3。
- 所有平台都提供以下两种版本:
- 标准版 - 建议零售价:49.99$
- 游戏本体
- 皇家版 - 建议零售价:79.99$
- 基础游戏
- 扩展包,包含接下来的三个DLC和补充包: 阿拔斯宫廷风尚、北境群雄、皇家宫廷(已推出)与一个未知风味包。
- 所有版本都包括预售奖励: 神圣罗马帝国服饰
- 预售奖励建议零售价2.99$
什么时候季票(两年票)开始单卖?
- 2020年9月1日开始,售价39.9$
购买皇家版有什么好处?可以直接当国王吗?
- 省钱。
季票(两年票)包含什么内容?
- 扩展包:
- 扩展包奖励:阿拔斯宫廷风尚
- 中东和北非的一套额外服装和化妆服装选项。
- 第一个风味包: 北境群雄
- 第一个主要扩展包: 皇家宫廷(已推出)
- 第二个风味包: 未知
- 扩展包奖励:阿拔斯宫廷风尚
- 预售奖励: 神圣罗马帝国服饰
- 为中欧的平民、战士和统治者收集额外的服装和头饰。
- 扩展包:
预售奖励与扩展包奖励何时会解锁?
- 这两个奖励会在2020年9月1日CK3发布时解锁
- 目前,奖励只能通过以下方式获得:
- 要获得预售奖励,需要预购标准版或皇家版。
- 要获得扩展包奖励,需要预购/购买皇家版或购买扩展包。
预售奖励与扩展包奖励的内容是不是额外服饰?如果我们不预购标准版或皇家版,是不是说所有角色都只会穿同款式的衣服?
- 非也。在基础游戏里角色也会穿不同款式的衣服。这两个奖励只是添加了更多款式而已。
发布后我们可以期待什么样的内容?
- 我们的DLC会有风味包与主要扩展包两种形式:
- 风味包 - 建议零售价:2.99$
- 专注于某个地区或主题的游戏内容。
- 主要扩展包 - 建议零售价:29.99$
- 更多,更丰富的扩展内容和机制来扩展和丰富您的体验。
- 免费更新:和往常一样,每个主要扩展包都将附带免费更新,其中将提供新功能、修复和更改,以改善我们的玩家体验。
- 风味包 - 建议零售价:2.99$
- 如果你熟悉P社游戏的尿性,你应该知道我们的CK3 DLC会比往常的游戏更贵。这是因为我们希望将更多时间花在 CK3 扩展包上,并提供内容更丰富的DLC,以及更好、更令人兴奋的内容和增强的机制。在主要扩展包之间,将发布较小的风味包,为一个主题或世界上的某些特定地区增添一些趣味,让每个人都有一些可以消磨时光的东西。
- 我们的DLC会有风味包与主要扩展包两种形式:
CK3会有哪几种语言?
- 目前,CK3支持的语言会有英文、法文、德文、俄文、简体中文,西班牙文与朝鲜文。
- 虽然有人反应要波兰文、意大利文、土耳其文,葡萄牙语-巴西(葡萄牙人实惨)与更多语言,但我们目前不打算在列表中中添加更多语言。但如果有变化,我们会告诉你。
你有十字军之王 3 Discord 服务器吗?
- 当然有!CK3 Discord
我购买了CK3之后何时能开始游玩?
- 做好准备,你可以在欧洲中部夏令时间2020年9月1日星期二下午六点游玩CK3。
如果我购买了XGP电脑版CK3,我会得到那个版本?将来我是否可以购买DLC?
- XGP电脑平台上的CK3仅包含基础游戏,并且必须单独购买 DLC。XGP订阅者在参与Game Pass期间将享受任何CK3 DLC的10%折扣。
我可以预先加载游戏吗?
- 游戏不会预加载。CK3将于欧洲中部夏令时间9月1日星期二下午六点发布。
统治者设计器?
- CK3的统治者设计器将在未来的免费更新中提供。
会在Steam,Paradox Plaza与PC Gamepass跨平台吗?
- 当然!
CK3在GeForce Now平台上可用吗?
- CK3会在发布的同一天在GetForce Now可用。
多人游戏中最都能有几位玩家?
- 最多能有64名玩家。
开始与结束日期是多少?
- CK3的时间段是基于玩家在CK2里喜欢玩哪个时间段来选择的。
- 事实证明,玩家更喜欢在1066年开始或者以异教徒的身份在867年开始,所以在发布时只有这两个开始日期。结束日期依旧是1453年。
我们是否能跟欧陆风云一样在“官方”结束日期之后继续游戏?
- 游戏规则里有这一条,可以。
CK3里会有白化病患者吗?
- 会有!具体内容请看开发日志#34 | 7/21 都是看脸而已
3D模型会不会反应角色身上的一切,如畸形,没有四肢等?
- 会有的,我们正在做如疤痕、烧伤、没有四肢,疾病等3D模型。
是新引擎吗?
- 我们使用的是最新版本的克劳塞维茨引擎。
对于没有接触过CK系列的玩家,游戏中有没有更详细的教程呢?
- 是的。我们不假设玩家在游玩三代之前玩过二代(或一代)。可以看开发日志与游戏内置的百科全书。
当我给孩子取与他祖先相同的名字时,系统会自动添加辈分吗?例如:詹姆斯→詹姆斯二世。
- 当然。这些是领地辈分,与家族无关而与头衔有关。例如有一个神罗皇帝叫詹姆斯,200年后又有一名神罗皇帝叫詹姆斯,那他就叫詹姆斯二世。
会有特定文化的头衔前缀吗?例如凯撒、巴西琉斯,雅尔等。
- 是的!生成的贵族也会有来自哪里的有关的名字。例如“·(of)约克”与“·德(de)·托特纳姆”
游戏中会有自建帝国吗?
- 一定。
角色搜索器会作报告还是或者在寻找潜在的内阁成员或配偶时会不会进入有机游戏循环?
- 哦,当然。我们有一个新版本的角色查找器!
你计划在CK3里添加社团或类似的系统吗?
- 发布时CK3没有计划社团系统。
还会有控制台或调试模式吗?
- 有一个要在调试模式下打开的控制台,你可以在控制台输入命令。
角色会有声音吗?
- 角色没有声音。
未来会加入游牧与异教徒吗?
- 异教徒开始时就有,游牧会成为部落。
P社提不提供Mod开发工具?因为我们现在必须使用Notepad++,IntelliJ IDEA甚至PHPStorm(哭),更不用说缺少地图编辑器了。
- 就像IR一样有地图编辑器。
- 对于脚本,我们内部使用文本编辑器。大多Sublime Text额不是Notepad++。
如果异教要进行活人祭祀,宗教认可的人体实验(以适当的生活方式)是否是一种选择?
- 与你问的并不完全相同,但我们的确在其他情况下进行了人体实验与活人献祭。
CK3会有自己原创的OST还是从CK2里搬运/抄袭大部分歌曲?
- 全新的。
还会不会有不同文化的相关机制吗?例如诺斯人能劫掠,爱尔兰人有凯尔特继承法之类。
- 会。
游戏速度选项是否还跟CKⅡ相似?
- 是的,有一倍速到五倍速,大致与CK2匹配。
目前计划有多少种宠物?
- 猫和狗。取决于你在监狱里有多孤独,你还可以拥有更多宠物,例如宠物石头。
在没有扩展包的情况下,我们能玩哪几种宗教?
- 所有。
发布时可以进行多人游戏吗?
- 可以。
Mod制作者可以添加影响其他角色外观与服饰的变量(例如幻想种族)吗?
- 可以,您甚至能根据需要为自己的角色建模。肖像完全可修改。
如何描写身体/心理障碍?
- 尽可能尊重。虽然他们依旧有角色惩罚,但我们尽量确保这在医学上是准确的,并注意不要陷入刻板印象中。
稍稍偏题一下,随机生成纹章尊不遵循纹章规则?
- 会,我们的美工师与文章设计师已经很用心了!
会有宠物吗?在某些崇拜他们的信仰中会给我们虔诚增益吗?
- 会有的!您甚至可以亲自命名他们。目前还没有崇拜狗与猫的信仰。
CK3的PEGI分级是多少?裸体/血腥/纳垢能给我带来的所有奇妙疾病,游戏将变得多么生动?
- 16岁。
会有一个选项来禁用裸体模型吗?
- 会。
你们将如何处理关于淡水的乘船旅行时间不会很长的事实?
- 军队在海上呆太久会有损耗。
我们可以重命名省份吗?
- 所有头衔都能被重命名。
孩子们会不会像以前一样有更高的死亡风险?
- 贵族的儿童死亡率不如农民高,也就是说,孩子可能生来就有病,也可能在幼年时就病入膏肓。
ck3 会像IR一样有可通航的河流吗?
- CK3中有可通航的河流,就像CK2一样。
我们可以用哪些不同的方式杀死我们的角色?
- 谋杀、刺死、战死、屈服于于疾病、自杀等等。 你应该找到你的选择……只要你满意。
一个统治者的最大年龄是多少?还有没有永生特质?
- 统治者的最大年龄是基于他们的健康(修改各种健康特质等等)所以这很难说。我们有人活过100岁了,但这很罕见。并且永生特质被移除了(但你也能永生:眨眼:)。
王朝,家族[编辑 | 编辑源代码]
我们可以将男爵级别的封臣转封给其他封臣吗?
- 你不能将男爵封臣转封出指定的伯爵领,该伯爵领的持有者永远是男爵的领主。
我们能从其他伯爵领继承男爵领,并将这些男爵领变为我们的直系封臣吗?
- 不行。你可以从你自己的伯爵领继承男爵领,但不能从别人的伯爵领继承。如果这种情况要出现,这个男爵领只能被所属伯爵领的持有者继承。
- 如上所述,男爵领是伯爵领的一部分。然而,我们确实有将男爵领租用给其他统治者的情况,例如说圣职。这能让他们有效控制所持地产以及保证收益,但不会“离开”你的领地。
男爵角色是以社区,或者是“建筑”的形式存在吗?
- 他们很大程度上仍然是真实角色。只不过我们不怎么鸟他们罢了。
宗族传承树是怎么“混着”点的?也就是说,当我积累了足够的宗族威望来开启传承时,我是随便点哪一个都可以吗,还是只能按照路线的顺序一个一个点?
- 你可以随便点,但是你只有解锁了上一个传承,才能开启下一个。后面的传承要比一开始的强力得多。
AI角色可以自己建立家族吗?这样我们就可以看到一些震古烁今的王朝了。
- 噢,当然可以。
如果我建立了一个家族,我可以选择家族名称和座右铭吗?
- 当然可以!
支系的盾徽会不会有原生家族纹章的元素在里面,比如说波旁家族支系?
- 支系的纹章会部分基于原生家族的生成。
所有已知的王朝/纹章都会在游戏首发版本里出现吗?
- 不,不是所有的。但我们正在积极努力,做入更多的已知王朝/纹章,尽量保证游戏的历史准确性和沉浸感。我想那些纹章爱好者会非常喜欢我们正在做的事情。
你有可能因家庭冲突而丧失宗族领袖地位吗?比如说,你的一个弟弟和你争夺宗族领袖?
- 严格来说是的,如果那个兄弟建立了自己的家族,而且比你更强。
两个支系宗族的联姻会创建出一个新的宗族吗?
- 并不会。其后代将属于主配偶所属的宗族。
考虑到"Dynast" 一般来说指的是宗族中任何一个(有被选举资格的/男性)成员,可以把"Dynast" 重命名吗?例如改为"Head Dynast" 或者"Senior Dynast"。
- 为了区分,我们已经把'Dynast'改成'Dynasty Head'了。
我知道最强力的家主会成为宗族领袖,但什么因素会决定,谁是最强力的家主呢?哪些因素是最相关的?
- 军事力量是主要因素。
中世纪地图[编辑 | 编辑源代码]
我们可以用脚本来改变地形吗,比如说事件或者其他东西?
- 不行。
泰晤士河上有桥,是不是意味着,在CK3里部队不能随时随地跨过主要河流?还有,会不会有更多可以乘船穿行的河流?
- 事实如此。主要河流拥有指定渡口来过河,比如泰晤士河。
我想的是对的吗?我看到一些空的男爵领,是不是意味着我们可以建设额外的城市/神殿/城堡?就和CK2的空格子一样?
- 完全正确。游戏开始时,并不是所有地产都建好了,所以你得在游玩过程中进行建设。
地图长什么样子?是球面的还是平面的?
- 地图是平面的,并将大致与CK2匹配。地图上没有中国。
- 不过,我们将加入如下内容:
- 加入了整个西藏地区,不像CK2那样移除了大部分东部地区。
- 扩张到撒哈拉以南非洲,一直延伸到尼日利亚海岸。
- 我们也将地图扩展到蒙古和孟加拉地区!
我能放大到在地图上显示男爵领的名字吗?
- 不行,但是你可以放大到看见伯爵领名字。这里有三种缩略级别。
地图变大了,会对性能有什么影响吗?
- 地图的尺寸,省份,头衔和角色的数量当然会影响性能。但请记住,CK3是一个新游戏,你从一开始就应该注意到这点。
关于不可通过地形和阻塞点,如果战争依赖于这两个因素,AI会打你吗?游戏中存在军队只能从这里通过的山口吗?
- AI不会试图在对其非常不利的地形上展开战斗,如果你在阻塞点安营扎寨,它更倾向于做别的事情,例如说围攻你的次级地产。
- 对的,主要山脉有一些你只能从此通过的隘口。
CK3里大概有多少男爵领,如果同IR的城市或EU4的省份相比的话?
- 要比EU4多,但不确定与IR的相比如何。
- 空的男爵领视为由伯爵领持有者拥有。
CK3的地图投影属于哪一类?
- 为满足CK3的特殊需求,这是我们内部开发的定制投影。因此它不属于任何标准投影或之前使用的PDS格式。
地图会延伸到欧洲的大西洋岛屿吗,还是我们又只能看到加那利群岛的一部分?
- 地图在加那利群岛以西就结束了。整个西非海岸都囊括在内。
地图会延伸到非洲南部吗?
- 游戏地图包含了整个非洲海岸,边界几乎抵达了赤道。
地图会向东延伸到哪里?和CK2一样吗?
- 游戏地图甚至延伸到了缅甸,所以自然比CK2远。
CK3中,阿兹特克人会出现在欧洲海岸吗?
- 不。
地图的可修改性如何?CK3里制作地图要比CK2容易吗?
- 你完全可以DIY你的地图,就像IR一样,我们在CK3内置了地图模拟器。
在地形模式中,玩家边界是否会像IR那样,发出一些带颜色的光芒,这样我们就能更容易区分我们自己的边界了?
- 是的,我们拥有渐变边界,放大时还会发出微弱的光芒来显示这个国家。
从历史上来说,一些地形因素,如高加索山脉,在几个世纪以来阻挡了各种大规模入侵(从北到东),并在阻塞点给予了防守方巨大优势。除了限制敌人进入你的领土外,这些阻塞点会在战斗中提供额外优势吗?
- 地理上的阻塞点限制了敌军移动,但这也让你更容易摸清他们是从哪里来的。
- 你也可以很轻松地部署军队,从而阻挡敌军。如果你恰好把军队放在山地,你会因此得到巨大的战斗优势。
- 记住,你还可以修建防御性建筑,以此进一步提高你的战斗优势。
战争[编辑 | 编辑源代码]
Will there be set Cultural bonuses to men at arms like in CK2 with retinues, or are we able to customize them if they appear at all?是否会像CK2中的近卫军那样,给兵士设置文化奖励?还是等他们解锁时,我们可以定制特殊兵种?
- Not as such, but as mentioned in the DD, there are plenty of different Men-at-Arms that are unique to different cultures.并不是这样的,但正如日志中提到的,不同文化拥有不同的特殊兵种。
- Steppe cultures will for example, have access to Horse Archers, while Greeks have access to superior Heavy Cavalry in the form of Cataphracts.例如说草原文化可以招募弓骑兵,而希腊文化可以组建铁甲圣骑兵。
- Men at arms are not constantly raised, unlike in CK2. They're also very different from levies, while in CK2 they were pretty similar. They're costly to change, but not prohibitively so.不像CK2那样,兵士不会保持常备。兵士也和征召兵有很大区别,但与CK2的近卫军非常相似。改变兵士的代价很高,但不至于搞不起。(没玩过CK2,不知道说的什么)
城堡会拥有要塞控制区吗?
- 与EU4的情况不一样。对敌国军队的损耗可被视作一种“软要塞控制区”,它不会阻碍敌军移动,但如果不加考虑就移动军队的话,它会造成惩罚。
这是不是说,如果你攻下了带有防御工事的男爵领,你会立刻获得该伯爵领其他男爵领的控制权,就不需要踩它们的地了?
- 你实际上是在争夺整个伯爵领的控制权。攻占伯爵领内的所有要塞将会让你自动占领伯爵领的其他男爵领。
CK3中那些允许女性成为盾女的文化/宗教(例如北日耳曼)是否允许拥有女性骑士和/或者女性将领?
- 是的。
我之前读到过,20名骑士的战斗力等同于200名征召兵。但老实讲,我觉得这些骑士除了用于角色扮演之外,就毫无用处了。这里有些事需要考虑:首先,我假设自己是统治者,我要负责一个一个给这些人授予骑士爵位。然后,我还不想仔细打理这三四十个小头衔,因为这些骑士只有300-400名征召兵的实力。
- 骑士并非你可以随意分封的头衔。他们默认为你的领地中最能干的角色(基于勇武能力),然后你可以按自己想法随意调整。游戏仍在数值平衡的过程中。我不敢说一个骑士会有多强,但请你放心,我们想要骑士变得强大,成为不可忽视的力量。
- 骑士会和你的部队一起战斗,但要比任何的征召兵和兵士强,同时他们也会造成和承担伤害。他们可能受伤,被俘,或者更糟的情况,被杀掉......所以在选择谁上战场时,一定要当心!或者你可以故意把他送入一场实力悬殊的战斗中......
AI会如何应对敌国领土的损耗机制?这个机制会阻止AI像CK2那样直接冲你首都吗?
- 冲进敌人的领地会让你的军队遭受非常严重的损耗,并且AI也知道这一点。AI会试图围攻战争目标。
将领的存在会像CK2那样做得抽象吗?是战斗事件的触发会独立于战斗之外,还是将领在战场上会成为具体的存在,也许会当做一个额外的骑士?
- 战斗事件在一定程度上受战斗状态的影响。将领包含一些,骑士包含另外一些。
在战斗中俘获对手的概率仍然像CK2那样随机吗?俘获敌方国王会不会给你带来100%战争分数?战斗会变得更加致命和危险吗,比如说更多角色会被杀死或是被俘?
- 俘获对手的概率决定于将领或骑士在战场上的表现。一场压倒性的胜利更有可能俘获对方。俘虏敌方统治者即可赢得战争。
- 由于我们让角色(骑士)直接参与进战斗中,所以比起CK2,当然会有更多角色承担战斗的风险了。当骑士很危险。
在战争中,CK3是溃退,还是有一条游戏规则,可以设定是溃退还是直接撤退到邻近省份?
- 直接溃退。
我们有骑士数量限制吗?非骑士角色和非将领角色仍然可以参与战斗吗?
- 有骑士数量限制,并且受一系列因素决定(例如说级别,政体)。只有骑士和将领才能参加战斗。
有海战吗?
- 首发版本里没有海战,而且我们将来也不会做。
CK3的和平谈判同CK2的有多大区别?还是像CK2那样,你只能根据你的宣战理由夺取利益?
- 就和CK2一样。
人物肖像会披甲吗?
- 当然。
决定地图上兵模形态的因素是什么?
- 目前兵模形态取决于军队质量以及文化。
CK3的首发版本是有CK2《神圣之怒》DLC那样的十字军机制,还是基于CK2原版的十字军机制?
- CK3十字军机制很大程度上受到了《神圣之怒》DLC的启发。
会像CK2那样,在战斗中使用不同的半随机战术吗?
- CK3的战斗系统已完全重制。
可以把俘虏娶为配偶吗?
- 可以。
吉哈德会有自己风格的UI吗,就像新的十字军UI那样?
- 是的。
军队质量完全是由兵士在军队中的占比决定的吗?还是你可以提高征召兵的质量?
- 军队质量是士兵的平均水平同士兵数量比较后给出的指标。其由兵士和骑士数量和强度所决定。例如说,麾下拥有几个强力骑士要远远好过指挥一群乌合之众。
当军队乘船时,乘船成本是否受你要去的地方和行驶距离影响?比如说,如果我在爱尔兰,我要我的军队乘船去耶路撒冷,成本是不是要比去圣地亚哥的情况多?
- 在某种程度上说是的。无论你要让军队去哪里,初始登船成本肯定是一样的。然而,你的军队会在海上有一个额外的军队维护费。
发展度&建筑[编辑 | 编辑源代码]
每个公国的首府是否固定为特定男爵领? 如果没有,如果你移动首都,那么公国的首府会被摧毁吗?
- 公国建筑都将建在一个特定的男爵领地。例如,埃塞克斯公国建筑必须在伦敦建造。
现在还存在奇观吗?
- 他们不会像CK2奇观系统那样复杂,只会代表历史特殊建筑。
那么是什么构成了少数地产?
- 部落和空地产。
既然男爵领现在在地图上,我猜一个省份不能再获得新地产槽,对吗?
- 郡无法获得一开始没有的地产槽,但许多省份确实有许多可以建地产的空地产,尤其是在867年开局。
省份发展度可能会因劫掠或破坏而迅速降低吗?
- 有降低发展度的许多方法。
会有独特的文化建筑吗?
- 不可以。您可以在男爵领中建造哪些建筑物的主要因素取决于地形。
- 例如,农田和沙漠之间的差异非常显著。农田将有更高的经济产出,而沙漠则允许出更强壮的战士。
关于管理值和发展度,有没有更多经济方面的数值来保持王国的强大,比如食物和人口,或者所有这些又被抽象为金钱?
- 建筑、发展度、控制力、封臣税。大概还有一些。但这一切都归结为金钱,是的。
是否有可能进行影响多个省份的修缮?比如修路或灌溉?
- 有影响公国所有省份的公国建筑。
计谋,秘密,牵制[编辑 | 编辑源代码]
任何人都可以试图勾引对方吗,还是要看目标人物是同性恋/异性恋?
- 如果想要成功的话,目标人物必须要有能被诱惑者勾引的可能性。
- 默认情况下,你也只能勾引你能够勾引得到的角色。
你可以自愿公开一个秘密吗,这样别人就会放弃对你的牵制了?
- 你可以拒绝被他人勒索,到时候你的秘密就会暴露了。
如果秘密在当事人/多数同谋都死了或消失无踪后,很长一段时间里没有被发现,那秘密被发现的概率会降低吗?
- 目前这与秘密没被发掘没有任何区别,但若是同谋死亡的话,某些秘密确实有可能“丢失”。当然,为了加快计划,你需要一个*全新*的谋杀秘密。邪恶的人可没有休息时间。
这是否意味着,如果一个同谋被发现,其他同谋仍然会保持隐秘?
- 是的!目标人物会知道谁是策划者,但他们不会知道还有谁参与进这场密谋来。让这个同谋最好的朋友看起来有点可疑,不是吗?
策划者知道所有参与谋杀的人,参与过这场谋杀的秘密吗?
- 现在没有。我们已经试过了,若是这样做,会“泄露”出很多秘密,发现这些秘密可能很有用,但这样做也没有真正告诉你发生什么事了。所以,只有阴谋正在进行时,同谋才有风险。
还有些问题:如何评估同谋与目标人物的“亲密度”?
- 通过各种方式,主要看目标人物和同谋间的关系。所以家庭成员,内阁成员等关系,都能增加计谋强度。
你之前讲过,如果一个阴谋在执行前被发现,也有可能不会追溯到你头上。这指的是一个很难达到的“无论任何情况下都不会发生的情形”,还是说受一个你同你的同谋之间的忠诚因素影响?
- 目前这是一个强制限制,但如果你的计划被发现了,你还要继续执行下去,那么你被发现的概率会大大增加。
同谋会对你保守秘密吗?
- 现在没有。我们不希望每个同谋回头就勒索你。
为了真正改善这一繁琐的过程,你们能够做的也就是添加一个小小的检查按钮,把一个非封建制头衔(即不是男爵)分封给随机生成的廷臣,搞得这就是个专门分发头衔的游戏一样。
- 关于这一点,我只能说,我们很清楚CK3有哪些部分要比实际情况更无聊。这不是信口开河,但我们确实明白这一点。
你可以当同谋吗?比如说协助你领主的阴谋?如果是的话,有没有一系列的事件和决议可供选择呢?
- 不,目前为止我们仅限AI当同谋,因为这样做会造成很大风险,你很难控制得住......CK3里有很多因素会影响计谋中断和泄露概率,不是只靠你高超的谋略本领决定!
我们能用牵制来勾引人吗?
- 不行。
关于宣称头衔阴谋呢?
- 我们在获得宣称一章再讨论吧;)
那么诽谤呢?
- 目前还没什么可聊的(也就是说没做!)。
我们可以用计谋勾引我的妻子,然后对她使用我们从她那里获取的牵制(有一个神秘情人)吗?
- 你不能用你参与过的秘密来勒索他人!
某些事件可以加速或跳过步骤吗?
- 计谋(成功概率以及其他因素)进会受事件影响。
如果我是儿童,能谋杀兄弟姐妹/朋友吗?
- 目前儿童不能策划谋杀。但你给了我灵感......
可以添加双性恋特质吗?把性倾向一分为二也太蠢了,尤其是我们还有证据表明这三种倾向在古时候就有了。
- 有的,游戏里有双性恋角色。我们已经在很多地方都讨论过了。现在,性倾向已经移出特质系统单独出现了,有了更多细微差别。
在认定一件事是秘密或者是值得勒索的东西上,存在文化差异吗?
- 这确实值得考虑,我们将来再说!
有什么办法能让我知晓别人知道的秘密?比如说,我打算勒索国王,但其他人又发现他和他妹妹间的不当关系,我很想干掉那个家伙,这样一来我就能独自威胁国王了?
- 可以,但这可不好办。毕竟,秘密嘛,这是个秘密。我们不仅要知道这个秘密,还要知道是谁知道这个秘密,这样一来不就又变成新的秘密了吗!
谋杀成功的概率是五五开,还是会有其他因素改变概率?
- 成功概率取决于各种各样的因素,包括你的同谋。
我们可以谋杀自己孩子吗(当然,要等到他们成年后)?
- 可以,但前提是,你得是虐待狂角色!
让AI使用CK3复杂的计谋系统是不是挺有挑战的?AI会冲动行事还是以某种合理的方式达成目标?
- 与CK2中的角色不同,CK3的角色通常会采用更合理的计划。例如,他们会尝试谋杀,获得继承(取决于他们当前地位),报复仇敌,等等。
内阁,强力封臣,配偶[编辑 | 编辑源代码]
主教现在只做内阁成员,而不是神殿地产的持有者吗?难道说,一个伯爵会有一个掌管神殿的主教,然后是他的公爵领主,然后是他的国王领主?
- 既是,又不是。这是宫廷司祭机制,但神职人员也完全可以拥有自己的土地。比如,大主教拒绝向你纳税,且约克大主教(直接持有约克公国及其附庸)正与你作对。或者教会是你最大的支持者。真的,这取决于你。每个统治者都有自己的主教。
现在只有强力封臣的态度会决定你是否能更改领地的继承法,那么你如何给“普通”封臣弥补损失的权力,将其与强力封臣拉平?或者我们现在(甚至是)更不该关心他们了吗?
- 这与一些子系统有关,我觉得现在我还不能讨论这些子系统,但本质上会有一些综合因素让你拥有更少,但更强大的封臣,同时也在一定程度上增强派系的潜在威胁(因为多个角色的参与意味着更多的骑士和兵士)。
如果一半领地信仰一个宗教,另一半信仰另外一个,那么每个宗教都有各自的政治领袖吗?或者领地只能有一个。如果该领地的领主信仰这个宗教,那么他可以从信仰其他宗教的神职人员那里收税吗,还是基于他们对领主的好感,但这些神职人员仍然受宗教领袖的控制?
- 好的,如果你有宫廷司祭的话,那么他就是你领地的神学顾问。他将向他管理的,拥有同个信仰的神职人员征税(例如,天主教主教不会向东正教神职人员征税),以及你直辖领地下的神殿地产收钱,而这与伯爵领内神殿地产信仰什么宗教无关。宫廷司祭负责打理你直辖的神殿地产,即使他们并没有持有这些地产,平民仍然会向这些租赁者纳税,哪怕他们信仰不同宗教。
你能解释下CK3的主教有什么区别吗?
- 如果忽略那些拥有自己土地的主教(“我是马克主教,我现在直辖图卢兹伯爵领,所以我是图卢兹主教”),主教就是一种宫廷司祭职位的变种,有些宗教会有,有些没有。
- 如果你有主教,他就会从你直辖的每个神殿地产征税和征兵,以及从你信仰同宗教的封臣的主教那里征税(如果你的封臣有主教的话)。你主要与你的主教打交道,而且他与CK2的相比,会更麻烦,也更敏感。
- 开发日志中写的“大主教”是一种称谓;主教的具体类型取决于你信仰的宗教和你的等级。伯爵或许只有主教,而公爵会有大主教,等等等等。因为这就是个称谓,这些都能很容易去改变,我们目前在给不同宗教下的神职人员编写称谓。
如果失去了配偶,有没有考虑过扩展“配偶”内阁职位,允许继承人与我共治?
- 这想法在将来会很有意思,但现在没有得到实现。所以不能。
似乎配偶会在管理领地方面有更重要的作用。你同他/她的关系会高度影响他/她的工作效果吗?会出更多与配偶相处的事件吗?如果你欺骗了配偶,他/她会主动谋杀你吗?
- 是的!配偶对你的好感度很高的话,他/她会积极地帮助你以及打理你的领地。如果配偶拥有一些特质的话,还会解锁独特事件,而用其他方式是无法触发的......
由于秘密和牵制,在CK3,如果有人出生后被揭露是私生子,那么他们有可能失去头衔宣称吗?
- 一半对。如果角色出生后出现了新的证据,让他们的出身备受质疑,那么他们会承受外交和威望惩罚。然而,他们不会失去宣称。当然,发现有争议的血统秘密是勒索别人的好方法;)
如果面板足够好,可以直接在大街上拉一个出身卑微的平民当管家吗?
- 只要他们在你的宫廷内,或者是宾客,就可以。然而,你的贵族封臣并不乐意......
内阁任务启动后,仍然是以每年多少百分比进行的吗?
- 像“改变伯爵领信仰”这样的任务有一个进度条,所以你大概知道什么时候会完成。在内阁成员执行任务时也有可能会发生一些随机事件。
同CK2相比,封臣和领主间的互动如何?还有法律,内阁权力和人情系统吗?
- 人情系统被更加复杂的牵制系统取代。会有法律来管理你的封臣和继承法的。
人物,肖像[编辑 | 编辑源代码]
我们能自定义角色服装吗?发型和配件呢?
- 游戏里会有一个设计器,你可以在那里设计发型,胡子形状,选择服装以及有限的发色。(没有稀奇古怪的颜色)
几个星期前出现的"should_be_naked_trigger"是干什么用的?
- 它主要用于一些宗派。
能力值是不是有点高了。Emir Djafir拥有24点能力,而似乎大多数人在十几岁时就拥有高能力。我觉得能力值高过20点就不正常了,不应该像在CK2里那么常见。
- 能力值是有变化的,不要在意它们现在的数值,它们很可能会变。
一个人获得或失去性格特征有多容易呀?如果这些特征对角色来说是决定性的,我希望不要一个随机事件就让我彻底改变。
- 要想改变你的性格是*十分*困难的,随机事件永远不会改变。随着时间推移,会有几种方式潜移默化改变性格,这取决于你的玩法。压力也会对此产生影响。
你能说一下,除了年龄和姓名外,那颗小心心代表什么啊?黄色的和绿色的又是什么?
- 这代表角色的总体健康。它相当抽象(你永远不会确切知道一个角色什么时候会去世),但它会给你指示——例如,一个病入膏肓的角色可能会有黑色干瘪的心心。
先天特质是看得见的,还是看不见?
- 看得见,尽管角色还会携带隐性特质......而这些是看不见的,但可以遗传给后代!
会有任何类型的事件动画吗?比如说角色移动,简单互动,等等。
- 会有与事件前后相关的动画。例如说,一个角色的配偶被揭发出轨时,他会觉得震惊。
成年年龄还是像CK2那样固定在16岁,还是会有所不同,或者更加动态,以反映中世纪的价值观念?
- 成年年龄都是一样的,但现在人物肖像会随着时间推移变老,而不是每个阶段一个画像的硬性限制。16岁没有大胡子!
CK3里种族融合做得好吗?比如,一个非洲摩尔黑人同一个西班牙白人生了小孩,他们看起来会像是现实生活中的混血儿吗,还是他们的容貌会更倾向于父母中的一个种族?
- 这里面是有一些随机性来模拟现实生活的,但确实,孩子们的外貌看起来就像其父母外貌的混合。
同性恋是游戏的一部分,那么可以收养儿童吗?
- 收养行动并不在发布计划中。
角色服饰是否同他们的头衔紧密相关,比如说伯爵和公爵的服饰差异,还有我们可以改变角色服饰和配件吗?
- 是的,角色的等级决定他们可以穿戴多华丽的服饰和头饰。对,你可以在设计器改变服饰/发型和胡子。
我的角色可不可以在耶路撒冷带领部队,然后一瞬间传送到英格兰玩字谜游戏,之后下一瞬间又回到耶路撒冷?
- 多数事件需要"is_available_for_events"触发,如果你在率军奋战,这个触发就会判定失败。
家族成员可以离开你的宫廷,自己去建立头衔吗?
- 可以,如果他们没有某些东西的继承权,他们就有可能变成流浪者。
在不使用谋杀的前提下,有什么方法能与孩子断绝关系?
- 宗族领袖会有一个交互,剥夺宗族成员的继承权。
即使文化变了,角色也会长得像他们的父母吗?
- 是的,角色的DNA和种族,是同文化分开的。你可以融入一个文化并改变这个文化,同时种族和DNA保持不变,因为这些决定了孩子的相貌。
宫廷,宾客,奇观[编辑 | 编辑源代码]
是否有机制能在全图范围内清除多余的廷臣,或者随着游戏进程放慢创建他们的速度?
- 设立流浪者机制的目标之一,就是利用那些多余的廷臣。他们会离开宫廷,去那些更需要他们的地方。
- 我们一半只会在没有流浪者的情况下创建廷臣,如果一些流浪者无地可去,他们最终都会被清除掉。
已婚角色或带有孩子的角色会独自旅行吗,还是同他们的家庭旅行?或者两者皆可,根据他们的背景故事决定?
- 角色会试图同他们的配偶和未成年孩子一起旅行,除非他们因一些非常不幸的因素分隔开来。
只能有7个廷臣吗?
- 一般情况下你的廷臣和宾客数量会大于7个。你的廷臣越少,来你宫廷拜访的宾客就越多。
- 你想招募每一名前来的宾客,是完全没问题的——只要你想,你就能打造出宾客满堂的大宫廷。要想维持这样的宫廷,最大的挑战是,你要让每个人都有理由待下去!
流浪者是随机出现的还是只能在相邻领地移动?我想说的是,欧洲中部的领地相比于斯堪的纳维亚的穷山恶水来说,更能吸引到流浪者。这也许是一个有趣的方面。
- 大部分情况下,流浪者会移动到相邻地区。然而,有些时候,他们可以神奇地穿越整个地图!
我可以邀请特定角色来宫廷吗?
- 你可以邀请特定角色来宫廷,但是与CK2相比,他们可能会更犹豫要不要答应。然而,你可以使用牵制(Voffvoffhunden在之前的发展日志中提到过)来“说服”他们加入宫廷,即使他们宁愿留在原地。
可不可以使用廷臣的宣称,从而打下土地,让他们成为我们的封臣,而不是先给他们一个男爵领或者用其他方法,让他们变成我们的封臣后再用?
- 使用廷臣的宣称会让他们成为你的封臣(如果可能的话)。
他们被招募后,大概能“无理由”在这里待多长时间?
- 在发布之前,这里需要重新调整一下。不过目前对可以离开的廷臣而言,他们平均会在三年后离去。然而,这个数字可能会有很大变化。
- 比如说,那些觉得你能帮助他们打下宣称的人会更耐心。真正对你抱有好感,或者与你有关系的廷臣一般也愿意多待一段时间。
在角色扮演里,廷臣会发挥出更大作用吗?
- 是的,比如说成为阴谋中的同谋,或者事件的参与方。
生活方式[编辑 | 编辑源代码]
(译注:看来当时有许多小伙伴没有理清生活方式,技能树和重心这些概念啊(笑),问了很多现在很难翻译的问题)
生活方式机制的可修改性如何?
- 很高,你可以添加新技能,改变技能树中技能间的上下关系,或者加入新的技能树,重心,甚至新的生活方式!
生活方式与传承间有关联吗?比如说,家长是建筑师,他会宣布所有家庭成员都要学习建筑设计,从而让每个新出生的儿童都能拥有建筑技能树中一个免费的技能吗?
- 一些传承会给予整个宗族经验获得加成。
点完整棵技能树后,可以继续这棵树,拿一些被动奖励吗?
- 是重心提供经验,而不是技能树。你可以选择任何重心。
当你选择一项生活方式时,特质会对经验获取产生影响吗?
- 有些可以,比如“天才”系列先天特质。
能永生吗?
- 不能,但你可以写Mod。当你做Mod时,你可以选择“有效年龄”和“真实年龄”。
这种机制可以让我们在其他生活方式上获取经验吗?
- 不行,你只能在事件中获取目前进行的生活方式的经验。
- 比如,如果你选择了“管理——行政家”线,也可能会触发“管理——建筑家”和“管理——爱财如命”线的事件。
- 然而,在极少数情况下,你有可能得到其他生活方式的经验,甚至得到一个其他生活方式的技能。
这和CK2的事件没什么区别嘛。
- CK3的事件和选项会比CK2的产生更明显的影响。设计这些事件的其中一个核心目标就是,减少“垃圾互动”,让你触发的每一个事件都更有意义。
在统治者的一生中,他们是被完全锁定,用单一的生活方式吗(除非他们重置了技能)?换其他生活方式的同时,保留上一个生活方式的技能是绝不可能的吗?
- 当你改变重心时,你可从其他四种生活方式中选取重心。即使换了生活方式,你也能保留原生活方式的所有技能。
- 在选定新的重心后,会有一段冷却时间,除此之外你完全可以随时变更重心(也就是生活方式)。
压力增加后,性格特征会变得更有意思吗?
- 这就是开发压力系统的主要原因之一。在某些情况下,一些带来好处的特质可能会鼓励你采取其他行动,避免增加压力。
哪些玩法会影响角色性格,抑郁或其他事情能改变性格吗?
- 成年后,性格基本上就固定了。成年后能改变性格的主要原因,基本上是压力等级提升引起的中年危机了。
我们可以从另一面看到自己的封臣和领主触发的生活方式事件吗?
- 是的,你有时会参与进你封臣和领主的生活方式事件中去,并且对他们的选择造成些许影响。
会有超自然事件吗?
- 首发版本明显没有超自然事件。
事件能改变生活方式吗,比如说一个走骑士重心的角色,他可能会因一些原因彻底改变生活方式,例如说从侠义骑士变为拷打者?
- 不,改变生活方式由玩家意志决定。
炼金术和巫术怎么样了?
- 游戏中没有超自然事件。但是,你在追求炼金术或巫术的过程中获取的知识,也许会有其他用……
存不存在与统治者信仰相关的特定生活方式事件?比如说特定的逊尼派事件和天主教事件?
- 我们已经在许多文化与宗教中设计出生活方式事件了,所以我们不会在首发版本里写出特定宗教事件了。
看起来,随着年岁增长,你获取的特质会越来越好,但现实生活中可不一定这样子。你怎么看?
- 即便在现实生活中,人也会越做越好。
教育特质现在更重要了吗?是因为他们能增加经验获取,还能带来主要的能力提升吗?
- 是的,CK3中教育更加关键。一个受过良好教育的继承人能在其统治期间取得更好的成效。
点完一棵技能树大概要花多久?
- 在没有经验获取加成和生活方式事件的情况下,点完一棵技能树大概要花25年时间。
在上一个角色去世前,如果其继承人是无领地的角色,那他的技能如何工作?
- 如果他们没有领地,根据年龄获得相应的经验,进而可按玩家自己想法解锁技能;如果他们拥有领地了,那他们就已经积累一定技能了,但你可以重置技能,而这要以压力为代价。 (译注:现版本里,即使是无领地的继承人也会在成年后选择生活重心获取经验值,进而自己点出技能。不过其重心一定在教育特质所加成的生活方式里。)
学识技能树会对你改革原始宗教/创建异端的能力产生影响吗?
- 是的,而且是很大程度上。
求爱/私奔/勾引事件在CK3里会有变化吗?是像CK2那样机械重复吗,还是会有很大变化?
- 在不同计谋中,事件会有非常大的变化,我也觉得事件因人而异是很重要的。你一定会因你求爱/勾引的对象有不同感受的!
从CK2的游牧政体演变来的CK3部落政体,同其他部落政体有区别吗?游戏会表现出这两者的不同吗?
- 首发版本里并没有游牧政体;CK2中的游牧政体会变成部落政体。
可以用Mod创建更多生活方式吗?
- 用Mod创造更多生活方式,重心和技能树是相当容易的。
你提到过一个技能,它可以在统治者去世前一年提醒你。这是不是说人物寿命是用硬编码写的?(译注:硬编码指将可变变量用一个固定值来代替的方法。用这种方法编译后,如果以后需要更改此变量,就非常困难了。)
- 不,人物寿命不是用硬编码写的,它仍然是随机的,只不过这个警告发出时,我们偷偷延后了人物死亡时间(也就是说没有这个警告的话,警告发出的一瞬间人就应该死了),而不是用硬编码。
在使用医学生活方式时,你可以发现带避孕效果的草药(杀精剂),从而在为爱鼓掌时更不容易怀上私生子吗?
- 我们有类似的东西,但这不是医学重心提供的特殊效果。
CK3每个角色的生活方式和CK2的效果是差不多的吗?
- 生活方式特质是由技能树本身解锁的,而非事件。这也就是说,CK3没有CK2那样的半线性事件来推进生活方式。相反,对所有生活方式来说,有一大群事件可能会发生。
可以把你的孩子推向特定的生活方式吗,还是AI会自己选一种?
- 你的孩子会非常倾向于选择与他们教育特质相关的生活方式,而身为监护人,你完全可以控制这个选择。
只有统治者才有生活方式,那么当他失去领地时,会发生什么?
- 他们会停止获取经验,直到重掌领地。
CK3会有一些狩猎选项,来补偿它不是一种生活方式的缺失吗?
- 就像CK2一样,你同样可以点击决议,出去打猎,它是你的角色宣泄压力的主要方式。另外,CK3的狩猎决议没有性别限制。
走骑士重心的角色可以通过技能树获得同性的灵魂伴侣吗?
- 可以。
如果角色活得够长(永生或者其他情况),你可以获取不同生活方式特质(比如同时获取勾引者和学者特质),还是你只能在特定时间里让每个角色只能点一个特质?
- 你可以拥有多个生活方式特质;即便不靠永生,这也是很常见的情况。你可以自己做永生Mod,但原版里是没有的。
你可以看到其他角色选定的生活方式和技能吗?
- 当然,你可以随便看其他人的生活方式技能树。
苏格兰是氏族制,还是部落制政体?
- 苏格兰在1066年是封建制政体,867年是部落制政体。
如果你得到了像“酒鬼”这样的绰号,然后征服了整个欧洲,你的绰号会变成像“征服者”这样的吗,还是你的封臣仍然会记得你是那个喝得烂醉如泥的家伙?
- 称号是可以变的,我们在具有“特殊意义”的称号上设置了优先级。“征服者”是会取代“酒鬼”的。
勾引,折磨和谋略技能[编辑 | 编辑源代码]
Roughly how long does it take to fill up one perk tree?
- Depends on a few things (particularly whether your Lifestyle matches your Education), but a long-lived character will typically be able to fill out between 2 and 3 trees.
- That might change for release, of course, but that's what we have it at right now.
Can you choose to seduce someone even if your character's sexual orientation doesn't match their gender?
- Yes. Without the perk you'll have some significant penalties, but the perk removes those.
Just to clarify, does this mean that e.g. a homosexual woman can seduce a straight man but that the reverse wouldn't work? If so, does the AI still prefer to seduce based on their preferences?
- Yes, you can act against your own sexual orientation, but you cannot make others do the same.
What penalties are there if you get caught seducing e.g. the heir apparent's wife?
- There will be consequences. Exactly what kind depends on how your faith views adulterous behavior, so keep your eyes open for a future dev diary on religions
Can you start more than one lifestyle trees from specific category? Like could I start Seducer and then start Schemer mixing both, but mastering none?
- Yes, you can mix and match perks from different trees, and even from different Lifestyles as you please.
- It is the entire Lifestyle (Intrigue, in this case) which gets a perk unlock, and then you can choose to spend it on any one of the three trees.
- So you can for example pick the first Torturer perk even though you've so far gone halfway down the Seducer tree.
Is the Romance scheme available for same-sex targets with the right orientation?
- Yes, you can use romantic schemes on people whose orientation matches your gender. You can try and romance anyone but the Success Chance factors will vary greatly depending on their personality
Will I be able to seduce the Pope?
- Yes, and there's a special event for it
How realistic is your character's seduction ability? As some random Countess, can I seduce the Pope, or the Byzantine Emperor?
- Tier differences affect success chances for succession, so it's harder to seduce above your station. You can definitely seduce the Pope or Emperor if you're good enough, though, no matter how lowly a Countess you are.
- Whether that's "realistic" or not really comes down to your real-life seduction abilities, I guess
Are you able to seduce your wife/husband with seduction?
- Yes, you can make them your lover or soulmate.
教程&百科全书[编辑 | 编辑源代码]
百科全书是只能有网络时使用还是可以跟游戏一起下载,即使离线游玩也可以用?
- 它不需要任何在线连接或下载,它只是作为游戏的一部分运行。
鼠标卷动是什么?是好是坏?
- 鼠标卷动是当鼠标光标靠近游戏窗口边缘时围绕地图移动相机的行为。如果禁用,当光标点击或接近边缘时,相机将不再移动。
- 一些玩家希望在窗口模式下玩游戏或使用多个显示器时禁用鼠标卷动,因为他们通常倾向于将鼠标光标移到游戏窗口之外,但在这样做时又不希望相机移动。
政体,封臣管理,法律和劫掠[编辑 | 编辑源代码]
Is it possible for a third party to intercept a raiding army and steal their hard-earned gold, or is it only the invaded realm that can benefit from this?
- If your realm hasn't been raided, you won't be hostile, and thus won't be able to do that.
If an army defeating raiders earns the gold, then can this be exploited to take gold from your vassals? That is, you wait until raiders have looted your vassals' land and then crush them to gain your vassals' gold?
- You can do that, yes. Your vassals won't lose gold, but they will have the Recently Looted modifier on the affected baronies.
- Which does indirectly affect you, but will definitely be worse for your vassals than you personally.
Can you build buildings from the Domain tab? That would be very convenient.
- Currently not *directly* from there, but the holding view can be shown while the Domain tab is shown, and clicking on a holding in the Domain tab will open it.
- So you can get there pretty quickly, though it certainly would be neat to be able to do it directly.
Are the governments moddable? Can we mod it to be Republics and Theocracies?
- Yes, modding will be easy
- I don't think we've decided yet how moddable that will be. Republics and theocracies don't work well with the dynastic gameplay of CK3 though.
What happens when the vassal dies and their heir inherits? What if their heir was already a vassal duke under you (so they're now, say, a double duke)? Is the contract inherited or does it default to normal?
- If I remember correctly, inheritance will override an existing contract if it causes a change in liege or an increase in tier.
- So a duke dying and giving his stuff to his count or unlanded son will cause the contract to still apply. But if the son was a duke or king, the son would keep his own contract.
Why did you change the name Gavelkind?
- The name "gavelkind" was inaccurate outside the British Isles. We'd rather have a clear, unambiguous, and easily understood name than one which is highly regional.
No succession type for the Byzantine and Germanic Empires?
- Byzantium is its own beast, and requires a lot of thought to do right. The CK2 solution was not optimal, and we didn't want to repeat what we did there.
- Just slapping an elective variant on it and renaming its government to 'Imperial' doesn't do it justice, we would want actual mechanics to represent the intricacies of byzantine politics.
- All I can say at this point is that whenever in the future we choose to deal with Byzantium we will make sure that we do it well.
Do we get at least viceroyalties in the base game?
- Viceroyalties was one of the main examples of a feature from CK2 that we absolutely did not want to carry over to CK3.
- Not only was it way too micromanagement heavy and spammy, but you also had to constantly interact with the system to play optimally - even during stressful times such as during wars.
- Again, if we choose to make a Viceroyalty feature post-release, we're going to start from scratch and do it properly.
Powerful vassals still needing to occupy important seats on the council instead of honourary roles, even if they're completely incompetent, why?
- This is a conscious choice as it creates drama and interesting choice. Do you want to have an actually competent Steward, or bite the bullet and put your angry but powerful vassal in the position to placate them? Also, the Council roles come with very powerful bonuses to the holder, so there's no surprise that they want to hold them!
Clan invasion potentially being OP depending on requirements to use it (unsure how difficult reaching high levels of fame will be)
- It's very hard to get to that point, much harder than the Invasion requirements in CK2. Essentially, not every ruler will reach that level of fame, and those who do probably get to work for it!
- Another omission about the Clan government form is that vassals will insist on having an alliance with their liege, which will most likely have to be arranged through marriage.
- The power of Clans rises and wanes as the years pass - at their peak, they can challenge very powerful Feudal realms where the contracts are negotiated favorably, but at their lows, they are more than susceptible to both factions and being picked apart from the outside. In that sense, Clans are somewhat similar to how Feudal realms played in CK2.
- Note that we have overhauled the Feudal Contract.
Since we won't have to raise fleets, how will raiding work. In ck2 fleet has its own wealth storage and you get event increasing province's output after arriving there with raid fleet.
- The raid loot is stored on the army, and you get it when the army returns to your lands.
兵士,雇佣兵,宣战理由[编辑 | 编辑源代码]
部队的力量现在隐藏了吗?
- 不,这个在开发日志类型的视图隐藏了它,但在其他地方可以看到部队数量。
武装兵士和骑士的最大数量是如何确定的?
- 它们由您的等级和各种修正决定。尽管它们有一些相同的因素,武装兵士数量和骑士数量是分开计算的。所以更大的领地通常会有更多的兵士与骑士。
可不可以分别调动征召兵、骑士和武装兵士?
- 可以。可以将您的部队分配到不同的军队中,这样您就不必一次召集所有部队。
当我们征集封臣部队时,我们能否只征召武装兵士或征召兵?
- 封臣不提供武装兵士。
如果我们升级兵士规模,他们是否仍然使用一个军团槽或更多。所以理论上有可能成为完整的职业部队。
- 仍然只占用一个军团槽,所以如果你有金钱,即使插槽数量有限,也可以招募很多。
我们可以升级兵士等级还是他们从战斗经验中获得经验?
- 都不能,他们的战力主要取决于他们的规模。
地形加成仍然只适用于防御方还是无论你现在是否是进攻方都可以获得加成?
- 即使您是进攻方,地形加成也适用于武装兵士。
- 至于对双方优势的整体影响,主要有利于防守方。
派系,内战[编辑 | 编辑源代码]
Can a Duke or Count join a peasant revolt against their liege? To use it to their own advantage?
- Landed vassals who share a Faith with a Populist Faction may join it. If the Populist Revolt succeeds, they will become part of the new realm which is split off of their former leige's realm.
- Landed characters can never join the Peasant Rabble faction.
Are populist/peasant faction's military power based on province development or something else?
- County military power is based off of how many levies it provides to its holder, which is indirectly influenced by development.
Do you have to deal only with counties you have directly ? Meaning counties ruled by vassals can't join a faction against you? If no, do vassal who rules counties which have joined a faction will automatically join this faction too ? If no what happen if the faction win and your vassal didn't joined this faction, does he lose his counties?
- Populist Factions always target the top liege in a realm, regardless of who personally holds the county. Peasant Rabble always target the actual holder of the county.
- Vassals join and leave factions independent of counties. It is possible for 100% of a vassal's holdings to be part of a Populist Faction without the vassal themselves being in the Faction, and visa versa.
- Indeed, this is likely if the vassal and the counties have differing cultures/religions.
Do vassals who didn't pledge the faction will join you to defeat a civil war or just lurking at you like in CK2?
- Non-faction vassals will not help you directly in civil wars, but will continue providing levies and taxes to you as normal.
More about Factions management.
- Claimant Factions and Liberty Factions are primarily governed by opinion, but keeping your vassals even moderately happy (around +30 opinion currently, numbers subject to change) will keep them out of both of those factions.
- If you don't want to play a benevolent ruler, a high dread value is just as effective at keeping them in line.
- By contrast, opinion and dread have only a minor impact on Independence Factions and Populist Factions. Those two are more concerned about structural problems with your realm, and can generally be fixed by re-arranging your liege <-> vassal hierarchy to achieve the following objectives:
- Ensure you are the Rightful Liege of all of your direct vassals (by creating or usurping the appropriate Duchy/Kingdom/Empire title, or transferring them to someone who holds it).
- Ensure your direct vassals share your religion and culture. This is less important if your religion is more tolerant, such as when playing in India.
- Ensure the holders of individual counties share a culture and/or faith with those counties.
- Discontent is mostly out of your control, but it won't be ticking up all of the time; only Factions whose military power rivals your own can gain Discontent, and if you manage to reduce the power of the faction back below 80% discontent will start going down instead.
- In addition, several events you can receive (especially within the Stewardship - Duty Focus) give you the option to reduce discontent in active Factions, or 'persuade' Faction members to leave them for a minimum of 10 years.
What is the stance of populist factions against other realms, and would it possible to interact with them if you are ruler of their religion and culture?
- The realities of our warfare system require all parties in competing wars to be hostile to each other.
- Otherwise you can end up in the extremely frustrating situation where as Asturias you have occupied half of the Umayyad's territory, the Catholic rebellion has occupied the other half, and neither of you can earn enough war score to actually win the war.
Can I use a hook to persuade a fellow vassal to join my faction?
- Absolutely!
Will there be some kind of "exhaustion" in counties to prevent endless rebellions?
- Crushing a Peasant or Populist Revolt will give all counties in the faction a substantial opinion boost of their holder for 10 years (subject to change, balance, and of course modding) which heavily disincentives them from creating or joining new factions.
- This gives you time to address whatever problems were making the counties unhappy in the first place (including converting their culture or religion to yours, if that is how you want to solve it).
So, successful populist can create always not existed or random realm, or also currently established for example king of France hold Duchy of Normandy as secondary and Normandy populist want his own, local ruler?
- Populist Factions prefer to usurp an appropriate existing title if possible.
- For example, if the Umayyads conquers all of Spain and then lose to a Castillian Catholic Revolt, the new King will take the title of the King of Castille, either usurping it from the Umayyads (if they hold it) or creating it (if it has been destroyed).
- Only if that is not possible will they generate a new dynamic revolt title, which will be named after the most powerful county in the faction.
Will foreign powers have the ability to influence a faction or civil war?
- Not currently, but that is an excellent idea. Probably won't make it in for release, but hopefully we can add it in a future patch.
So how does a vassal or vassals leaving a faction with over 80% military affect growing discontent?
- If a vassal leaving a faction drops it below 80% military power, discontent will stop growing and begin shrinking instead.
If a claimant is placed on the throne, will members of the faction that placed them there like the ruler more and be liked by them more?
- Claimants and the faction members who put them on the throne gain mutual opinion bonuses of each other.
- In addition, all of the faction members will gain a favor hook on their new liege, which the AI often uses to reduce their feudal obligations if possible.
Can people not of the populist faction's religion/ethnicity join it and then become part of the new realm?
- As the ruler of a realm, you are ultimately responsible for the actions of your vassals.
- If one of your vassals abuses their power and greatly upsets the populace, you face the decision of either being forced to revoke their titles to place someone more competent in charge, or dealing with the inevitable fallout when the populace revolts.
- Imprisonment as a way to force an early revolt can be a powerful tool, absolutely. Unjust imprisonments will cause you to gain Tyranny however, so make sure the trade-off is worth it before you do!
Can you join rebellions that are ongoing in your realm?
- You can not join a faction after the rebellion has already begun.
Lets say I am a vassal and my liege has a hook on me for some reason or the other. If he tries to use it to stop me from supporting a faction can I choose to ignore the hook under great penalty?
- Currently no, you can not ignore the hook just because you really don't want to have it. In general, you really want to avoid people getting hooks on you, especially if they are your liege.
- It would be pretty simple to mod in a decision that lets you remove a hook in exchange for substantial prestige penalties or something, though.
Will there be Varangian Guard still as mercenaries or as something else?
- Yes they exist as mercs!
Can you have mercenaries hired, but not raised? Can they raid?
- Yes. No.
宗教,信仰[编辑 | 编辑源代码]
How will this affect events? Will there be events which require 'catholism' or will there be events that require a faith that does have all of catholism's tenets?
- We have both kinds of events. Doctrinal or tenet events are more about specific practices, while catholic-specific ones would go beyond the tenets and doctrines into more nuanced stuff.
- Due the the massive scope of the religion system, there are only a handful of the later.
The interface says something about "clerical appointment: spiritual, for life". So there is some kind of investiture system? How are they appointed?
- Investiture mechanics are fixed for each faith.
- Dynamic investiture, along with the addition of anti-papacies, is something we really want to add in a future patch.
- Sacred lies is only for custom religions.
What is fervor?
- The religious hierarchy only consists of those 3 'levels'. There are no sub-Faiths; Catholicism, Orthodoxy, Cathar, and Paulicianism are all co-equal Faiths under Christianity.
- What each Faith considers to be heretical is based on the religious hostility system, which will be discussed in a future Dev Diary (along with fervor).
- Just because all 4 are Christian Faiths doesn't mean Catholics will view Cathars the same way they view an Orthodox!
Can the number of Tenets for a Faith be modded?
- Technically yes. However the game's GUI only supports 3. With 4 it looks really janky and with 5 important information starts going off the screen.
Let's say we're interested in a different religion. From the Learning Lifestyles Diary we learned about a tenet in the Scholar tree (Apostate) that made faith conversion cost -75%. Is any person able to convert to any faith as long as they have the piety for it? Or do you need a spouse/concubine/consort/ to convert like in CK2?
- You can convert to any Faith at any time, but the cost to change your faith is dynamic which makes your situation have a large impact on how easy (or even how possible!) it is to convert.
- Switching to another Faith within the same Religion is cheapest/easiest. Switching to another Religion is harder, and switching to another Religion Family is the hardest.
- Being married to (or having a concubine of) your target Faith provides a significant discount to the above cost.
- The Apostate perk, as mentioned, also provides a significant discount.
- Converting from an organized/reformed Faith to an unreformed pagan Faith carries a hefty penalty.
- Non-tribal rulers trying to convert to an unreformed pagan Faith also suffer an additional penalty.
- Converting to a 'dead' Religion (no living followers) carries an absolutely massive penalty, making it impossible for all but the most learned and determined rulers.
- You can convert to any Faith at any time, but the cost to change your faith is dynamic which makes your situation have a large impact on how easy (or even how possible!) it is to convert.
Will be Hellenism playable like in CKII Holy Fury?
- The Hellenistic period may be seen to end either with the final conquest of the Greek heartlands by Rome in 146BC following the Achaean War, with the final defeat of the Ptolemaic Kingdom at the Battle of Actium in 31 BC, or even the move by Roman emperor Constantine the Great of the capital of the Roman Empire to Constantinople in AD 330.
- 867 is the earlier date you can start in Crusader Kings 3 so it doesn't make a lot of sense for it to be playable within the game's time frame.
- Technically, you could play it. It's there so you can potentially play as it. It's not really meant to be playable though.
Is Celtic Paganism in the game?
- Celtic paganism is not in.
And Egyptian paganism?
- Egyptian paganism is... kind of in? Kushitism (shown in the DD's screenshot) draws many elements and influences from it, including the inclusion of various Egyptian gods as part of its pantheon. However, it is not immediately recognizable as the Egyptian paganism that was popularized after Napoleon's Egyptian Campaign, since it focuses more on Upper Egypt/Nubia than Lower Egypt.
And Gnostic Christianity?
- Gnostic Christianity is in. Several varieties, in fact. They all have special relationships with each other (and manicheanism). Pantheons are also represented for all polytheistic Faiths, as well.
- Not all of them have the 'pick a god' mechanics that existed in CK2, but when a character goes to war they'll pray to their Faith's war deity, when they pray for a bountiful harvest they'll pray to their harvest/wealth deity, when lamenting a misfortune your character might curse their Faith's fate deity, etc.
And Zorastrianism?
- Zoroastrianism is part of the Oriental family. It's quite different from the other Oriental religions though, so we gave it some unique mechanics to separate it from them. It will be in the base game.
Magyar and Tengrism?
- Yes, Magyar and Tengrism are separate religions.
Hinduism?
- No, the Hinduism Religion is comprised of many different Faiths.
Will you be able to make a same sex positive religion?
- You can make same-sex relations acceptable, but marriage will still only be opposite due to historical constraints.
Will there be polyandry in doctrines?
- Yes, if you set Polygamous Marriage along with Female Dominated. Female Rulers will then be able to have up to 4 husbands.
Will the sympathy for others religion work same as in CK2?
- Not like in CK2 but there are some tenants that effect how faiths view each other.
How are faiths where people choose one of multiple gods in a pantheon to follow represented? Will it be possible to create such custom faiths?
- Some Hindu Faiths have a 'Bhakti' Tenet which allow followers to devote themselves to a single god.
- Custom Hindu Faiths keep this feature, but allowing other Faiths to do this will require mods.
Is Slavic paganism a single Faith, or is divided into multiple ones?
- Single Faith.
how many Muslim faiths are there in total?
- Around 20.
自建信仰,原始宗教改革[编辑 | 编辑源代码]
Where would the holy sites be located for newly created faiths?
- Holy sites will be inherited from the parent Faith.
Can the AI create heresies and custom faiths?
- The AI does not use this feature, and will only spawn historical heresies like Lollardy and Waldensianism.
- Only players can form historically inaccurate heresies.
What will be the benefits of non-temporal head, considering its created only after controlling 2 holy sites it should bring nice things.
- As a temporal head you can direct your faith's Great Holy Wars, choosing both the target and personally keeping all of the land after the war.
- Spiritual heads cannot be played by players, but will launch undirected Great Holy Wars (similar to crusades) and can grant gold and claims to pious followers.
Can pagan religions be reformed multiple times? (Someone reforms it first, but I did not convert and later create my own reformed version?)
- No, but if you convert to the reformed pagan faith you can schism off your own branch as normal.
Can you choose the Icon and the Name? Can you name the reformed pagan faith?
- Yes and yes.
Can the tenets be changed through a religious council dynamically?
- The codebase can support this, but there will not be any in-game content for this on release. We plan on adding events/mechanics around this in the future (mods, of course, will also have free reign to do whatever they want with this.)
Is human sacrifice going to be something Pagan faiths start with, looking at the Norse, or are they going to have to reform into it?
- Two pagan faiths start with Human Sacrifice. You've guessed one of them.
Will female-dominated, enatic faiths have the ai focus on matrilineal marriage properly this time around?
- Female rulers should always try to arrange matrilineal marriages, yes. This is especially true in female-preference succession realms.
Will the AI reform pagan faiths like in CK2?
- Yes, but they will not modify their Faith's Tenets/Doctrines. The only thing they will do is remove the Unreformed Doctrine and create a Head of Faith, if possible.
Will reformed pagan faiths have any heresies the AI can adopt?
- Reformed Paganism can occasionally have heresy outbreaks of 'Old Paganism'.
- Additional custom heresies do not currently exist (but could potentially be modded in).
Can multiple faiths have the exact same set of tennants/etc. and how will those faiths treat each other?
- You cannot form a Faith that has identical Tenets/Doctrines to an already existing one.
Is the prophet lifestyle trait still being hidden for a future dev diary?
- The prophet perk reduces the Piety cost of creating a new Faith or reforming a pagan Faith by 50%.
Will you be able to reform the Roman empire?
- Yes the Roman Empire exists as a title that can be created.
Which dead faiths can be brought back to life besides hellenism and zunism?
- Any dead faith.
Can you make your own descriptions to custom faiths?
- yes.
中世纪绘卷[编辑 | 编辑源代码]
I presume in default settings in Catholic realms for example homosexual characters will still be expected to marry someone of the opposite gender, but will it be just the same small reduction to fertility it was in CK2?
- Concubines/Consorts will always be of the opposing gender. It's more a relationship of convenience rather than an actual loving relationship.
- Your sexuality will not affect the way your culture and religion expects you to live your life, so in default Catholic realms a man will be expected to marry a woman no matter his sexuality!
- People will still get married to the opposite sex even if they're not attracted to them, yes. Lack of attraction mainly affects things like seduction, romance, becoming a lover, and such. Being your spouse's lover boosts fertility, so that's something a homosexual character would not be likely to obtain.
And to clarify, you mention how characters determine their sexuality & gender - does this have bearing on what they are allowed to do, too? e.g. as an edge-case, if a woman wanted to identify as a man, could she secretly enter knightly training?
- The granularity of the View on Gender doctrine will be limited on release, but things such as who is allowed to be a knight is decided in script, so it will be easy to mod if you want to tweak it! Currently, we do not support changing gender identification.
Can we start as a homo/bi/a/sexual character?
- You can start as a character that's not heterosexual, yes! There are some on game-start.
Once the game has launched, how to become homo/bi/a/sexual?
- The only way you can affect a character's sexuality is if you're playing a child as they discover theirs and you get a specific event that lets you "chose".
- This event is pretty rare, and you can not change your sexuality once it is set. We don't want to portray sexuality as a choice.
What about claim inheritance?
- Women do not get implicit claims if the Male Dominated tenet is active, and vice versa, but they will still inherit claims just like anyone would.
- An implicit claim is a new type of claim in CK3 where a child has the claim even while their parent is alive. The tooltip is unclear on this, and it has been clarified!
What are the proportions of heterosexuals, homosexuals, bisexuals and asexuals in the default setting ?
- Currently 89%, 5%, 5%, 1%.
Will there be in-game rules for altering the percentages of how prevalent sexualities are?
- Yes!
Will character traits affect/be affected by the sexuality of the characters? Because if not, It would be hilarious but also a bit depressing to try to imagine the mindset/sexual frustration of an asexual character who also happened to be lustful.
- No, you can still be lustful and asexual (in real life too).
骑士团[编辑 | 编辑源代码]
在角色被要求誓发终身愿之前,我们能否判断角色会不会加入骑士团或成为神职人员?
- 能,它会在您发送请求之前显示在交互预览窗口中!
虽然每个国王/皇帝拥有骑士团数量从零到一左右,但每个信仰也都会有自己的骑士团?
- 是的,每个信仰都可以拥有自己的骑士团。
- 大多数国王/皇帝不会有,因为这相当昂贵,但假设有一个信仰的信徒都很富有,那么一个信仰最终可能会得到一堆骑士团!
创建新的骑士团时,名称是如何决定的? 您可以作为建立者或庇护者自定义名称吗?
- 不可以。我们预先编写了跟信仰和宗教相对应名称(基督骑士团有:圣杯骑士团、裹尸布卫士和医院骑士团),如果名字用完了,骑士团将以您租给的男爵领地命名他们。
我们可以选择我们骑士团的名字吗?
- 你不能选择他们的名字,它是从历史名称池中挑选出来的,如果名称用完了,就会根据总部生成一个。
自建信仰也可以创建骑士团吗?
- 自建信仰绝对可以打造自己的骑士团!
骑士团还能控制多个领地的地产吗?如果能的话,对于那些不控制他们总部,因此不是他们庇护人的国王/皇帝来说,这有什么好处?
- 能,他们可以分布在多片领地上。这我不太记得了,但你应该会因为给他们地产而获得奖励。
是什么阻止每人拥有数十个骑士团?
- 一个骑士团的庇护人不能创建新骑士团。
自建信仰如何命名? 它会基于统治者、头衔,还是您可以自己选择?
- 自己命名。
宗教热情,信仰敌对度,核心教义[编辑 | 编辑源代码]
Is there any way to change the religious hostility value in game without changing tenets? Could you in some fashion manage to make Catholics and Orthodox consider each other "Righteous", and thus co-valid paths to salvation?
- You need to use either a Tenet or a Doctrine to change religious hostility. Either option works just as well; Ecumenism is a Doctrine for example, while Christian Syncretism is a Tenet.
- Currently only Gnostics are able to achieve a Righteous view of other Faiths, but mods can change or expand upon this to enable schism reformations and the like without too much trouble.
Will fervor be a map encompassing thing for that entire faith? Or is there any chance we might have more localized fervor / moral authority?
- Fervor is global for the entire Faith.
- However, the more dynamic nature of the Fervor system means that Faiths simply won't end up in the 'heresy death-spiral' that CK2 had, since Fervor will jump back up after an outbreak and give the original Faith some breathing room to recover and deal with the heretics.
How many custom faiths can we create in one game?
- Only one per lifetime, but there's no campaign limit.
Are basic and fundamental religion doctrines moddable?
- Yes! All the doctrines and tenants are very moddable!
Will Magyar paganism have the same holy sites as Tengrism?
- No they have their own.
Will all these new features concerning Holy Orders be already in the base game, or will there features left out for future DLCs?
- Everything we presented in the DD will be available for release!
Does the Nestorian faith appear on the map in the default start date?
- Yes, in Socotra and parts of Mongolia.
Can multiple pagan faiths exist under a wider Religion and be reformed independently?
- Yep!
Will different Muslim faiths have their own caliphs? Or will every Sunni and Shia faith have one caliph representing them?
- Each Faith has its own Head of Faith.
Can holy orders do banking?
- Yes, and you generally do not want to default on your loans...
If i owe a lot of money to holy orders and im really poor can i just pull a Philip the IV and destroy them to fix my debt?
- If you are their patron, you can revoke their lease and there isn't much they can do about it. Otherwise you can just refuse to pay, but the Pope will not be happy...
Will CK3 address the issue of rulers hating heretics more than infidels?
- Yes with the faith hostility setup, someone who is a hostile faith compared to just somewhat astray from yours will be disliked more.
Will ck3 have a way to 'mend a schism' between 2 related faith similar to th decision in ck2? Maybe even a way to mend the sunni/shia split?
- There is a Decision to mend the Catholic/Orthodox split on launch. Other schisms may be mend-able in future patches.
地图特性,地图模式和地图范围[编辑 | 编辑源代码]
Will we still be able to break down realms into sub-realms by holding Ctrl and left clicking on them? That was a very cool CK2 feature.
- Yes. CTRL-Left and Right clicking is still available in Realm map mode.
Will there be hot keys for these map modes?
- Indeed! All map modes have hot keys.
What does development do? And how does CK3 treat supply limit?
- Development is a value representing the infrastructure and technological advancements of a county, increasing taxes, levies, and supply limit.
- Supply limit is very similar to our other games. If you army is large enough to go above the supply limit, the army will lose supply. When the supply of the army is low, it will start to take attrition.
The Notre Dame building states it is Level 1 Notre Dame: does that mean like Great Works in CK2, these special buildings would have levels?
- Some special buildings do. Such as the mentioned Alhambra. Notre-Dame doesn't however. The "Level 1" is always displayed by default. We'll look into that though.
Special building will only be constructable in specific counties ? Like Notre-dame only in Paris?
- Correct. Special buildings are located in specific locations only.
Can you build more Great Works/Special buildings?
- We have a number of pre-defined special buildings. Some of these exist at game start, while other will have to be constructed.
- They are spread out across the map fairly evenly, though certainly not everywhere. They are intended to be something of a contested hotspot that you'll want to conquer.
Are holdings within the province fixed? Like do you have a fixed amount of construable holdings like CK2?
- A barony may only have a single holding, and the amount of baronies are fixed.
- Not all will be constructed from game start however, leaving room for new holdings to be built as you make progress.
Will buildings like the Pyramids and the Hagia Sophia get graphical models on the map like they have in CK2?
- Some special buildings will be visible on the map. Both the Pyramids and the Hagia Sophia are examples of those. We haven't added them all of them to the map just yet.
Is there a graphical distinction between buildings of different cultures on the map? I honestly can't really see any.
- There is a difference, yes. It might be difficult to tell from the zoom level I used for most of the screenshots though. They won't look the same in India as in Europe for example.
文化和革新[编辑 | 编辑源代码]
Is there a Briton culture? Icelandic?
- We have three Brythonic cultures (Cornish, Welsh, & Breton), but Briton in the Roman sense is long-dead by 867, and British in the modern sense is almost a thousand years away.
- Icelandic, as in CK2, is represented by Iceland alone retaining Norse culture in 1066.
Does the technology you have access to, say succession laws, depend on the characters culture or the province culture of the capital?
- Character culture! And, well, sure! I don't think your vassals are likely to necessarily take that well, and the peasants will resent some uppity foreigner coming in and telling them that their traditions are bunkum (at least until you educate them till they think they're Greek too). Selling your local traditions down the line for technological advancement is, sadly, a bit of a human tradition, I'm afraid.
Does this imply that cultural heads don't have to be independent? some of the earlier screenshots seem to imply they had to be independent?
- Cultural heads do not have to be independent.
- Indeed, many won't be, since we have more than a few mighty empires scattered around that totally subsume cultures within their borders.
Also how hard a requirement is there on the system for there to always be a cultural head?
- It is actually technically possible not to have a head (you'd need to have absolutely _no_ landed rulers of that culture), but you're not disadvantaged for it.
- Such cultures just get a random fascination and innovate as though they had a cultural head with poor (but not terrible) learning.
How will new, but historical cultures (e.g. Portuguese) emerge in CK3?
- Depends on the culture: some come about via decision, some via event, so it's fairly case-by-case.
- Typically, a new culture takes all non-special innovations from its predecessor(s): for instance, Norman takes all of the non-special innovations from both French and Norse.
Are there still cultural specific features like Basque/Zhangzhung equality and Tanistry?
- With some exceptions, those are mostly special innovations now (or decided by faith doctrine, if appropriate), but yes, they're still around!
- To be clear: special innovations are restricted in where/who can develop them, but not where they can be used. Irish characters could still use tanistry in India, if they ended up there.
Since technology is related to culture; if I’m a Celtic ruler and own a lot of Norse provinces; will I be able to have Viking Longships?
- Actually, yes! Per the dev diary, if either a certain percentage of counties within Scandinavia were to become Irish, or if a certain total percentage of Irish counties were in Scandinavia, you'd be able to start unlocking the longships innovation, as your culture would have effectively become a part of the Scandinavian cultural sphere.
Will spouses' culture have an effect on culture opinion?
- At launch, no, but we really want to do more with spouses in the game over-time, emphasizing the important role they often tended to play in administering to the realm and as a figurehead for popular (and unpopular) policies.
Will Dutch be in the German culture group? Will French in the finished game be more culturally divided? Lastly, as a Belgian, I'm bothered by the cultural division in what's modern day Belgium...
- Dutch is in the Central Germanic culture group, I'm afraid. Not that it didn't have close links to the Scandinavian cultures, just not as close as to Franconian (and, to a much lesser extent, sorta-Saxon).
- Culture is also not always based on language, even if the judgement is a bit arbitrary and that's the usual baseline: see the Vlachs chumming it up with the South Slavs despite speaking Romance languages which would very determinedly not be mutually-intelligible with Bulgarians, Serbians, and so on.
- French will just be Occitan and French at release. :) A little unfair, I know, but polishing the culture map is one of those tasks that we can keep going at on and on and on forever. Aaaaaaaand, to be honest, probably will. So, as with most other culture fractalising suggestions so far, never say never!
- On Brabant & Flanders: I'll have a discussion with some people internally and see if we've got a specific reason for why they are the way they are. ;) Won't promise you anything back, but if it's an oversight, we'll look into it!
Let's say I'm Finnish and embraced Greek culture, will my Finnish provinces be able to train cataphracts?
- Cataphracts, and all cultural MaA, are men-at-arms, so they're not trained directly by a county.
- In your scenario, you'd purchase them as normal, and they'd effectively be imports from Greece coming to serve at your court in exchange for their pay. Sort of a reverse-Varangian thing, which is kinda a cool AAR concept.
How will empires thrive/decay?
- Similarly to CK2 - it is all up to the top liege and their vassals on how they decide to work.
- The larger the realm, the harder it's to control as a single person. With added personal schemes, factions, vassal contracts and factions there is a lot more granularity as to how an empire can be controlled, or how it can be destroyed from the inside.
Will we be able to create our own/custom Kingom and Empire titles?
- Yes, forming Custom Kingdoms and Empires is a thing
Will "In Taberna" be available in the game as a background song?
- Fan favourite La Taberna will make a return.
What are some ways that a character can change his or her culture?
- Through Education or a Decision is the most common, events can change it too
If a culture acquires a region-specific innovation, will it keep it if it moves to a different region?
- Innovations are never lost once they are unlocked, the knowledge has been gained by your culture
City sprawl will be a thing?
- It will not be something we have for release.
Approximately how many cultures have unique innovations?
- Every cultures will have access to a special Innovation that is only available to a select group of cultures.
- Sometimes it is completely unique to them (Scottish Schiltron, for example) while in other instances it is shared among several related cultures (such as Horse Archers).
聚焦美术[编辑 | 编辑源代码]
Do characters portraits change if they become fat or malnourished, or if ladies become pregnant?
- Yes, yes and yes.
I would love to see buildings sprawling around holdings!
- When making the holdings for the base game our main focus was on making sure that they were easily readable and a clear sense of progression could be seen over time.
- For release we aren't including a building sprawls system, but we have heard the feedback and we have people in the project that are keen to see the sprawl make a return. So while it wont make it in for release, we may see it come back in the future to help show the growth of provinces.
What about cavalry unit models?
- There are no cavalry unit models at release, but we don't rule it out that might be something we add in the future.
Coat of arms seems off-centered and cutting off animal parts on the shields.
- Those cantons obscuring the charges are actually based directly on some historical references, mostly English and Norman. Here's a real example of the Sharingbourne arms from the Powell Roll (c. 1348).
- Good spot with the frame being off-centre, we're checking this.
How flexible is the heraldic system going to be? Will it change my coat of arms when I manage to unite the Kingdoms of England and Bohemia? Will this be represented in the coat of arms when I form the Anglobohemian empire?
- We do have dynamic quartering for cadet dynasties, but for realms/titles we played it safe and only made a handful of historical examples ready for release.
- It's entirely possible that it's something we could expand on in the future though.
Will there be an ingame CoA editor at launch, like with the ck2 ruler designer DLC?
- No fancy editor at launch, unfortunately. The script that drives our CoA is really powerful though, and it's what we use in-house, so it will be possible to make some really nice stuff if you take the time to learn it.
Can we mod the Coat of Arms?
- Very editable! The textures are simply raw elements (e.g. a lion or a cross) and then we position and colour them in script.
Will the hair colors for the barber be locked based on your ethnicity?
- Barber will be unlocked for hairstyles, hair types, hair colors and any mixture of clothing.
- You can be an European Duke wearing Indian Armor, or a Mongolian raider wearing crusader armor if you wish.
What is the pixel size of the dynastic emblems?
- 128x128.
Is there an option to make the interface a smaller or bigger?
- There is an option available to change the GUI scaling.
Is there support for vector graphics for heraldry and CoA?
- CoA are puzzled together with .dds file elements that are up to 256x256.
What is the resolution of the map files? (asking for modding purposes)
- 8192x4096.
决议[编辑 | 编辑源代码]
人物头像下的“蝴蝶”标志是什么?
- 您选择了哪种生活方式的标志!在那张照片里它是神学的一双手。
朝圣时我可以携带我的配偶和/或孩子吗?
- 这是您必须在没有家人的情况下进行的旅程,但您可能会在旅途中遇到其他信仰的角色!
是否存在特定于宗教的节日? 斋月,复活节之类的事情?
- 此类系统不会在发布时出现在游戏中,但如果我们可能在下一步添加,这样的话会很好。
事件脚本[编辑 | 编辑源代码]
If you would like to utilize one "minor inline trigger" for another seperate script. Would it be best to referense to that file, create an identical inline trigger or edit it out from the original and move the trigger to an shared file?
- Assuming the new use case is in a separate file, you'd move the trigger to a shared scripted trigger database (for maximum Script Hygiene).
Do we have variables in ck3 to work with?
- Yes! We have a set_variable function with a fairly broad amount of utility, which can act as an ordinary variable (taking value from a number of places), a boolean, a flag, or a few other sundry options.
These ordered_lists and the math will be quite nice. And the first_valid trigger is neat as well. Is there something similar for the scene background?
- There isn't currently a first_valid system for anything but triggered copy, as far as I know, I'm afraid.
- As for lists, certainly! We've got scripted lists (per the diary), temporary lists (existing for a single block of script), & global lists (as you're wanting here).
Is there an "overwrite/update" functionality for events? And speaking of all those fancy new triggers, commands and on_actions: What are your favourite new additions when compared to CK2?
- Currently, we do not have an overwrite/update function.
- As for which is my favourite, gosh, difficult. I didn't get a chance to show it off this dev diary, but I think I'd have to say random_in_list is the one that I personally get the most use out of! Filter through a load of appropriate characters for an event, add them to a list, then pick a random character from that list according to a set of weights I tweak to my preference for interest. Lots of flexibility, and let's you put in just so much drama tailored to your personal preference.
- Want to grab all your vassals, courtiers, close family, then pick out the one with the most and largest claims? Boom, simple, easy, robust. Want to do the same but instead find the one that has the best murder/attempted murder secret against someone important to you? Same list, different weights, only marginally more difficult. Want to find the character in that list with the most missing body-parts and infectious diseases? Easy, doable. :D
Does that mean that they can have more than 4 options (or that the "more" option to cycle through is automatically generated)?
- Although the "more" option is not automatically generated, we do not have a hard limit of four options, though the base title certainly prefers to remain at four options or less without a more cycle.
Do you use a GUI of some kind to manage all these, and visualize the relationships?
- Hand-crafted in the editor, m'friend. Which editor varies according to personal taste (as long as it works), but the most common ones by far are Sublime & Notepad++.
Are the ai_values the same ones as in CK2? And what's their value range?
- I believe we have a couple of new ones, though I think it's outside my purview to discuss which ones. The range is -100 to +100.
Is event_target still around and has there been any important changes to how it works?
- They are called saved scopes these days, mainly cause event target got conflated with what that means in code and script documentation, they function pretty much the same you do save_scope_as = name to save them and then scope:name to find them.
Are pre-triggers still in?
- No, they proved to be fairly unnecessary when you don't use mean time to happen for everything so aren't checking lots of things regularly all the time to the point that going into the script system to evaluate triggers becomes a noticeable overhead.
in CK2 a common scripting sleight of hand was to have the Pope trigger certain maintenance or narrative events since he's always around - will CK3 use a similar system or is there something in-built to take care of those kinds of situations?
- There is a yearly_global_pulse which is fired one on Jan 1st every year and has no scope set as root or any saved scopes, that can be used as a master caller to run maintenance effects and trigger events reliably instead of needing to use a character as a dummy stand in like the Pope.
Does the code for creating characters differ in CK3 from CK2 significantly, and/or has any new functionalities been added to it?
- There are a fair few more bells and whistles on it, mainly to make it generate better random characters in an entire culture group or inheriting a dynasty into a new house and being able to be given random traits from a list of valid ones.
- To make it a bit easier to generate nicer random characters more easily there is also a new database of scripted character templates so you can make something like new_warrior_character as a template and give them a list of things you want them to be able to get for example always giving them a martial education and a lifestyle trait that is military or fighting based as well as being able to specify some min-max bounds for martial skill and prowess.
- The rest of the character's info will be determined via defaulting to whoever employs them for things like faith or specified/overridden in the create_character invocation in script.
So if I understand it there won't be the CK2 system where it's create_character and then five different types of create_character for every attribute/education type (i.e. create priest, create soldier, etc.), and instead I can make a custom create_character like, for example, "new_hot_character" which will make a character that always as a minimum has traits to make them attractive?
- Exactly! There is a line in the effect where you would do template = new_hot_character and that will then be the base for them
When you say there's a database of scripted character templates, do you mean there's a unique file or folder that is focused purely on scripting new character creation templates, or this is more just a standard scripted effect?
- Its a unique database folder, common/scripted_character_templates, where the entries made in files there have a key and then all the various values you want and can use it in the effect like I mentioned above by doing template = key_of_entry.
压力[编辑 | 编辑源代码]
宠物会减轻压力吗?’'
- 会!
AI 通过决议时会考虑压力吗?
- AI自然会做出符合自己个性的决定,这应该会限制他们总体上增加的压力。
- 但是,我们正在研究他们已经处于高压力等级时,如何进一步阻止他们选择会增加压力的选项。
角色可不可能在尝试减轻压力时无意中自杀?
- 这是可能的。要小心!
会不会有零压力等级,还是压力等级最低是一? 会不会有一些事件与实现较低的压力水平有关?
- 会有,所有人开始时都是没有惩罚的零压力等级。
- 现在我们没有相对应的压力应对机制特质;然而,如果我们决定在以后重新审视这些东西,游戏也许会支持此类Mod。
自杀是某些三压力等级角色的选择之一吗?
- 自杀是某些情况下角色的一种选择,包括当他们处于高压力水平时。
- 但这不是一个轻率的决定,因为该行为可能会对您的继承者产生严重影响……
所有的压力应对机制都是基于令人上瘾的“放纵”吗?
- 还有更多合法的形式! 虽然不是每个统治者都会发现自己倾向这些,但其他应对机制包括写日记和锻炼。
有应对机制是否有任何不利之处?或者相反,没有应对机制是否有任何有利之处?
- 除了十分罕见的健身,倾诉者与写日记者之外,几乎所有的应对机制都有缺点。事实上,如果有人找到你的日记,我认为写日记者也可能有缺点。
- 无论如何,举几个例子:经常去妓院会导致性病、烦躁和选择“猛烈抨击”会下降你封臣对你的好感等。
我会死于压力吗?
- 压力会导致您的死亡。尽管必须处于极端水平才能发生,但依旧能通过恶化您的健康状况还是使您心肌梗塞让你魂归天国。
音频[编辑 | 编辑源代码]
CK2在音频方面有许多问题。大多数事件触发时我听到的声音是错误的4秒,并且很快变得刺耳。游戏的前 100 小时配乐很好听,但在无数的游戏会话中他无法提供你应拥有的良好体验。高兴的开发人员似乎意识到了这些问题。
- 因为音乐会在100小时候变得令人厌烦(只是原因之一),我们做了不同的音乐系统。希望这更能贴合情景。(笑)
- 此外,我们的任何其他游戏中都有更多的音乐。
会使用我们这个时代制作的中世纪音乐吗?或者只是在游戏时代创造的音乐?
- CK3 的音乐现在是动态的,可以对玩家的动作做出反应(例如你开战了,音乐会改变以反映你处于战时状态)。有很多情景提示可以修改环境声音和音乐。
- 音乐是为了保持在中世纪统治领地的身临其境的感觉。
地图上的氛围声音是与地理位置相关还是与地形类型相关?
- 好吧,不要太死板,它是不同系统的混合。有些是基于地形类型的,而其他氛围是基于位置产生的。
封臣契约[编辑 | 编辑源代码]
When a vassal dies, does their same contract get passed to their heir?
- If the person dying is a higher tier than the heir then the heir gets the person's dying's contract.
- If they are the same tier or below then the heir if already landed will keep their current contract.
What does coinage rights do? Also, in one of the preview videos of the game we could see something called fortification rights that you could also grant to your vassals. Is that still a thing? How does it work?
- Coinage rights give the vassal 0.3 monthly development growth in their capital county and costs the liege 0.02 in development growth.
- Fortification rights is still in, the character I was playing just did not have that innovation unlocked in their culture. If they do then it appears and can give the vassal cheaper castle holding and build costs and a fort level whilst making the liege pay more for their castle build costs.
How does the Council Right work? The vassal is automatically added to council in Advisor role? Or just that when a vassal asks for a position on the council, refusing would incur tyranny/bad rep?
- They get free use of the demand council position interaction, which the liege cannot refuse, allowing them to pick a council position and get it. Hooks can also be used for that interaction if you do not have the council rights.
- Of course, this means the council rights position is limited to only as many council positions you have that your vassals can occupy.
Will we be able to negotiate with a group of vassals at once, or copy-paste contracts? For example, it might be interesting for a King of England and Scotland to have a different set of obligations for his English and Scottish vassals, but it would be quite a hassle to have to change half a dozen contracts in the same fashion if, say, one wants their English vassals to provide more taxes and less levies.
- Currently they are handled individually, which to a degree self mitigates it by virtue of encouraging you to make dukes to control the counts and kings to manage the dukes etc.
- But it is something we are keeping in mind for the future to see if the management of them becomes too annoying and how we can ease that.
- I would argue that if we need a copy and paste button then the system has become too micro and that is in itself another issue.
When taking over a vassal from someone else, or vassalizing an independent ruler, what will the contract be set to? Will we immediately start negotiating?
- I answered this at the top of this post, but its basically you keep yours unless you had none of the person you are inheriting from is better.
- If you are a brand new vassal then its default tax and levies and no fine print options.
When granting an unlanded courtier a title, will we be able to freely set the contract? I mean, i they don't like it, sure, we can find someone else...
- It will be the default as above.
How does it look on the other side when the liege (or vassal) presses the magic button?
- You will be informed of the change to your contract and deal with it ;)
- The AI won't do too many changes at once though and of course if you really dislike it you can rebel to be free of it all.
How will the contract work for non-feudal realms (e.g. Clans)? Do they have similar feature?
- Only Feudal characters use the contract with individual obligations, the Clans have a static contract which scales based on opinion.
Is is moddable? If a mod adds new government types, can they be set to use the Feudal contracts mechanic?
- Yep it is fully moddable, the government definitions have a list of the contract options they have available to them so you can add different contract options there to new or existing governments.
Poor Duke Otto is being forced to pay higher taxes against his will and wishes, but he still likes his king even more? as seen by the +5 opinion modifier, despite this being an act of tyranny by his liege.
- That value is the opinion modifiers directly from the contract options, so the +5 there is coming from the fact he still has low levies which gives a +5.
- The tyranny is then separate from the contract's obligations but because you gave an unfair one.
- Could probably clear up that is not Duke Otto's opinion of you overall but the modifier sum from the obligations picked. Will note that down.
Wouldn't it make more sense to have feudal contracts tied to titles rather than people?
- I'd disagree it offers more technical flexibility, it'd offer more technical confusion and nightmarish rule managing scenarios.
- And what you really are asking for here is multiple lieges and independent people partially being vassals, which is a whole other can of worms that would be a technical, user experience, and design nightmare for, in my opinion, pretty limited gain.
Is the opinion penalty from high obligations permanent?
- As far as I remember yes, the penalty is permanent for the passive opinion from obligation levels.
If a liege and a vassal have different cultures, and therefore access to different fine print options through different innovations, which ruler's culture determines what options are available?
- They are taken from the liege.
Can vassals force their liege to change their contracts via factions or rebellions?
- They can force them to change crown authority levels, but factions cannot change individual contracts.
- That can be done through trading points (e.g. lower taxes for more troops) or risk gaining tyranny if you do this unjustly.
- Hooks will let you change them without having to trade off points!
Can you suggest contracts as a vassal to your liege?
- Vassals can negotiate a different contract with their liege yes, they have the added requirement of proposing a fair trade unlike the liege who can make unfair ones and gain tyranny.
will you be able to use stress as a weapon against your rivals?
- Well, in a way. Murdering their close family if they're compassionate will definitely stress them out.
- Keeping them in your dungeon/torturing them will also induce a lot of stress. There are ways.
If a liege and a vassal have different cultures, and therefore access to different fine print options through different innovations, which ruler's culture determines what options are available?
- They are taken from the liege.
Are vassal levy/tax contributions also dependant on their relations with you in addition to the feudal contract?
- Feudal Contracts are just that - a contract. Opinion/relations do not play into it, but a pissed-off vassal will be likely to go for the Liberty faction in order to lower their obligations. The more extortionate the contract, the less they will like you. Opinion is still a thing in Clan realms though, so there you have to make sure all your vassals love you!
肖像系统[编辑 | 编辑源代码]
Will all physical traits (aside from the obvious ones like dwarfism and gigantism) of characters be decided by genetics, and not just facial ones? Like height, length of arms, etc?
- There are giant, dwarf, hunchbacked, clubfoot and spindly traits that affect your physique aside from face.
- You can genetically inherit height or type of body build as well, but you can't genetically engineer yourself a family with naturally long arms if that's what you are asking for.
In this Dev Diary, what disease do they all have, respectively?
- Respectively: Typhus, Smallpox, Leprosy, Great Pox (Syphilis), Bubonic plague, Bubonic plague
What about Attractive or Ugly traits?
- we have tiered traits for beauty and ugliness. Characters with pretty traits will also visually age slower.
Is there any Inbred trait?
- Yes, there is an Inbred trait, though we don't have genetics for inbreeding.
- Characters with "pretty" traits will look (on average) "prettier", while "ugly ones" will look "uglier".
How will the characters look once they are dead?
- They will be grayed out, but you can click on them to see how they were before they died.
Will there be an option for lepers to hide their faces behind masks?
- The masks are used by disfigured characters by default.
- If you're using the option to hide graphical looking diseases they would be worn by lepers as well.
- It's a good idea to make them selectable in the barbershop though, I'll note that down.
Will all characters age with the same speed, or could you have grey hair already in your twenites in CK3? Same with balding or wrinkles?
- There is some randomness (and inheritance) in the way people age.
- Also, as Nicou pointed out, beautiful people age more slowly in the game.
It is perfectly possible to mod DNAs as well as adding new ones? Should I interpret this as a sign that entirely new sets of body parts could technically be modded in?
- Yes it should technically be possible to mod in new types of attachments to the body.
What is it that prevents the drift towards averages on the inter-regional scale? Are environmental factors accounted for in any way? It seems to me that over numerous generations nobles from different regions will start to look similar.
- Newly generated characters should reduce this effect as they will use one of the preset ethnicities.
Do characters instantly grow a huge beard when they reach a certain age or do they start with more subtle ones?
- Beards are one of the few things that we couldn't make gradual, unfortunately. So they will appear from age 18. Stubble, however, does fade in gradually. I would love to add growing beards at a later point though.
What do the less nightmarish versions of diseased characters look like?
- They use either the "common illness" effect (pale and hollow eyed) or a face mask for the very severe ones.
Do we inherit our parents body types?
- There is some inherited variation in body types making characters genetically more skinny, chubby or muscular. Those are all sliders of course. But the greatest variation comes from in-game factors.
- Height will vary quite greatly even when not affected by a trait. The height distribution is based roughly on medieval peoples' heights (meaning averages are shorter than today but tall people - even by modern standards - will still appear occasionally)
Why is some of the clothing so extremely shiny? Even for silk I think this is somewhat overdone and could be scaled back. It also seems like way too many characters wear silk if that's what it's supposed to be.
- The selection of characters in the diary are heavily skewed towards more high ranking characters, simply because they are more important in the game and also have a bit more of the cool stuff when it comes to clothes and headgear.
- In hindsight, I probably could have included more low ranking characters for a better representation in the screenshots. But there's a lot of characters wearing clothes of simpler fabrics as well.
Can characters that spend time in the south or north get tan/pale temporary modifiers?
- That's a very nice idea but unfortunately not something we have implemented. Characters of Mediterranean ethnicity do have more tanned skin though, of course.
Is it possible for you to see if your spouse has cheated on you? For example if you are both french in CK2 and she cheated on you with a German, you could sometimes see a German child.
- It will usually not be super obvious when the spouse and the real father are of similar ethnicities but there might be giveaway signs such as hair colour or an unusual feature.
- Of course, in the case of less closely related ethnicities, it would be more apparent.
Is there an option to turn of the 3D animations specifically? Or is performance impacted greatly by the 3D animations/portraits?
- Yes there is an option to turn off portrait animations.
Do we inherit our parents hair colour?
- It is a simplified system compared to real genetics so it will have roughly the same chance to pick either parents' hair colour.
You have probably researched it but pretty faces are mostly symmetrical faces. It should therefore be possible to create pretty faces. Is this the solution you chose?
- Pretty and beautiful faces will generally be closer to the average (less extreme features) as well as have smoother and more youthful looking skin.
- And the opposite is the case for ugly characters.
I think I spotted a little case of incomplete beheading, or possibly a neckseam?
- Well spotted. It's a known issue and I'm hoping we can get a fix in.
I know we have giant and dwarf traits for height, but will there be varying heights for normal characters without those traits as well??
- Yes "normal height" characters will have heights that vary quite a bit, and it is inherited like other genes
性能和AI[编辑 | 编辑源代码]
Will we as modder able to start our own thread?
- No, but significant parts of the script system is handled in parallel.
How much does the GPU have to say for the performance? I have a i5 6600 CPU, 16 GB DDR3 RAM, so slightly better CPU than your old rig and sameish RAM I guess, but my current GPU is an AMD RX460, which I believe is somewhat lower than your old GPU.
- GPU performance can be a bit odd. Usually the impact is pretty minimal as long as it is powerful enough to maintain 60 FPS, and then gets a bigger and bigger impact on tick speed as it gets worse than that.
- Going beyond what's needed for 60 FPS does tend to speed the game up a bit, but it's less of a difference than a CPU makes.
- Your CPU is a bit worse than my old CPU (15% or so weaker), and your GPU significantly worse (4x weaker), so chances are your performance will be worse than in my video.
- Your GPU is worse than our recommended GPU (40% or so worse), but significantly better than our min spec GPU. So you might need to turn down some graphical settings.
- My best guess is that with lower settings your framerate will be fine but less stable than mine, while your tick rate will probably be a decent amount lower but still pretty fast.
Will big scripts affect the performance? I know you guys used the same scripting system in development, so did you run any tests to see the extend of say an immersion mod will slow the game down? Any optimization done to this?
- Definitely. Script is a major performance cost. The main optimization is the parallelization. In some cases we also provide triggers or list builders that have more constraints but are more performant.
Will there be an AI difficulty setting?
- There's no AI difficulty setting. There's an overall difficulty setting, but that has no effect on the AI code.
- You almost never see AI settings in strategy games that actually make the AI smarter at higher levels, because strategy games are usually so complicated that it's usually not feasible to make an AI that corresponds to more than "normal" difficulty. Which is why they tend to get boosts instead. Only going down in difficulty tends to make the AI less smart.
What would've been the disadvantages of having the rendering done on the main thread and the gamestate management on a sub-thread?
- The thread that handles all the UI updating tells the render thread to talk to the GPU, so we haven't run into any issues there.
What I take away from this dev diary is, that CK3 will most likely run even faster than CK2 on most systems, is that correct?
- On my machine (before upgrading) the tick rate is the same, but the frame rate significantly better and more stable.
- So the main difference I expect most people (with good enough GPUs to run CK3 well) is improved frame rate.
- Machines beyond 4 physical cores likely do a bit better than CK2 on the tick rate thanks to improved threading.
I have Intel Core i7-4700HQ CPU and Nvidia Geforce GT 745M laptop, can I play this game at all?
- That GPU is less than half as powerful as the Intel one we currently have listed in the min spec, so your chances probably aren't great I'm afraid.
- The CPU would do fine though.
What's the horizontal axis of that graph? Seconds, minutes, in-game years?
- Years
How many types of graphical settings are there in CK 3?
- The standard 3D graphics settings, plus some CK-specific stuff.
Do you have SSAO option for people with high-end gpu ?
- We've got SSAO (Screen space ambient occlusion) for the character portraits.
Did you experiment with double buffering game state, or at least parts of it?
- While double buffering definitely has some advantages, it also massively complicates a lot of things, and essentially means having to rework a lot of systems from the ground up.
- The time spent locking is low enough at this point that it seems unlikely for double buffering to be worth it.
Max speed seems to be a lot faster than in CK2 depending on your specs, are the other speeds similarly effected?
- Speed 5 is uncapped, speeds 1 through 4 have a target tick rate, so don't depend on the speed of your PC (unless your PC isn't fast enough to achieve that speed).
- The target tick rates don't match exactly to CK2; they've been tweaked a bit.
Sometimes in CK2 the AI does stupid stuff like wasting piety and gold when it really should be saving them to become a king
- The AI does have some systems specifically for this. The AI prioritizes atm keeping the counties in its capital duchy.
- All money the AI earns is divided between a few different pools:
Short term: Vast majority of expenses Long term: Creating titles, buildings, a few other things Warchest: Savings in case of war; needs to be full in order for it to declare Special: Things like the Pope trying to always keep some money around in case people ask for money
Does AI see the whole map? Or are they properly constrained by the fog of war?
- The AI simulates fog of war to some extent, so it'll stop chasing you once you're in fog of war.
- It's still vaguely aware of how many troops you have and such though
Does CK3 still disappear unimportant characters (no titles, not married, no children, etc...) or were you able to get rid of that optimization from CK2?
- That's no longer a thing.
- People with no reason to stay in your court might go wandering however.
- And once a character has been stuck wandering a while (due to there being no relevant court for them to go to, and them not matching the criteria for any of the many things that pull from the wandering character pool), their health slowly gets worse.
- So the lifespan of wanderers with nowhere to go is shorter, but they don't simply get disappeared.
Will the AI have their own gameplay style procedurally generated based on existing traits, or can you set the AI personality before the game starts? ex. Setting ALL rulers to warmongering conquerors, peaceful and defensive rulers, etc.
- It's a tricky one. AI will have a personality based on their traits and will try to act accordingly, but you can't set all AI in the world to be the same, since every character is so unique.
模组制作[编辑 | 编辑源代码]
Will there be a documentation of all the available conditions, commands, scopes etc. on release?
- There is a script_docs console command which outputs all triggers, effects, scope types, event target links, modifiers, and on actions to log files.
What about mods changing localisation files (like improved localisations for other languages)? Will they affect checksum?
- Localization and gui still effects the checksum yes as both need to be checked otherwise using the new more powerful gui and localization system mods could cause cheating and out of sync issues.
In terms of modding, is it possible to create non-human characters, such as the dragons in AGOT?
- It should be possible but with some limitations. Humanoids like orcs and elves should be easier to achieve
Where else can we add new UI elements? Will we be able to create new interfaces like Empire of China's?
- You can add new elements under any existing interface, so it should be entirely possible to create your own interfaces for mod only features
Will it be possible to mod higher tiers than Emperors?
- No, the tiers are not moddable, its too core a part of the game code to be changeable in mods easily
Can we add new holding types via modding?
- Yes, that's pretty easy to do
Will we be able to add new levels to traits?
- Yes
How will map modding work? One of my biggest gripes with Imperator Rome modding was that the map, country, and history setup was all in a single massive setup file.
- We have a similar split of files like CK2 did with various map, province and history folders containing the files to change. Not a handful of massive csv files like Imperator has.
Has the character id system been changed?
- Historical Character IDs can be any string now.
How moddable are succession laws?
- You can mod in new ones but they will need to pick a specific rule to use which does have a hardcoded number, you can make your own partition law with extra requirements or fancy names but you cannot make a new type of succession as that is in code.
传承[编辑 | 编辑源代码]
在特定的游戏过程中,一个宗族获得的威望合理的涨幅是多少?
- 这取决于你的游戏风格。如果你是那种想当图长的玩家(经典的地图填色家)那么比起让宗族开枝散叶的玩家,你获得的宗族威望相对会更低,要保证你的子嗣要不断地于强大的外部君主结婚,等等,我是说宗族威望涨幅在1-2.5算“普通”。如果你将你宗族的种子撒向全世界,那么也可以解锁所有宗族传承,但你不管怎么做,这件事要达成必定不会很快。
传承有“历史”吗?例如塞尔柱王朝会在1066年开局中会获得一些军事传承?
- 我们考虑过这件事,最初也同意过,但最终被废除。因为我们真不想你扮演其中一个角色时沿着特定的道路前进。但是像塞尔柱家族这样的著名皇家将比大多数宗族点出第一项传承快很多。
AI宗族族长会根据什么来点宗族传承?性格特质?
- 他们会坚持一条路线。所以你不必担心他们夺取了你宗族族长之位后浪费你来之不易的宗族威望。
生育力增益有上限吗?
- 有趣的是,我们开发游戏时发现我低估了亲族传承的生育力增益,所以我逐渐降低了此数值。第一版本的亲族传承第一项的生育力加成为25%,这看起来会让世界人口大爆发。10%更加合理,但仍然显著。多产特质实际上使用了兔子的图标!
传承会不会随着游戏进展而自动点出还是我们必须对此作些什么,就像生活方式一样?
- 只要你的宗族由一位有地君主,整个宗族就会获得一丁点的宗族威望,但真要解锁一些东西,你必须要让你宗族开枝散叶。你不需要选择重心或其他的,这是为生活方式准备的。
多级封臣都是宗族成员时此效果是否会叠加,还是仅适用于最高领地/每个伯爵领一次?
- 控制修正仅适用于你的领地,否则堆叠起来会很恐怖。
成就[编辑 | 编辑源代码]
我认为铁人模式会不会成为达成成就的必然条件?
- 的确是!
“手足相争”成就是需要让希梅纳诸子获得西班牙皇冠还是只需要以他们开局?
- 只需以他们开局。希梅纳诸子指乌拉卡、桑乔,阿方索与加西亚。我们也允许以埃尔薇拉开局做成就,但因为她开局没有领地,所以实际上不能以她开局游玩。
我对用来结束CKⅡ的“结局标签”(例如CKⅡ中可建立的印度,海外与斯拉夫联盟等等)感到好奇——能否确认一下CKⅢ中会不会有类似的标签?如果没有,我可能会对我的第一个Mod有想法。
- 即使我们没有像EUⅣ一样的结局标签系统,但印度,海外与斯拉维亚也都可以通过决议建立。
图尔战役发生在远离伊比利亚的普瓦捷,这对给定的成就意味着什么?
- 在比利牛斯山脉的两侧,图尔象征着伊斯兰向西欧扩张的结束。老实说,这件事是真是假还有待考究。(毕竟,那时的倭马亚哈里发国经历过阿拔斯革命仅约二十年),但这场战役任然具有一定的情感与文化意义(笑)。除了作为战场外,普瓦捷本身并没有特别重要的意义。
视频[编辑 | 编辑源代码]
Announcements
News, Video Update
Introducing CK3
媒体[编辑 | 编辑源代码]
Reviews
- Long Live the New King of Historical Strategy - 10/10
- There's a New Crusader King on the Throne - 94/100
- I Heard you Like to Murder your own Children - A renaissance for strategy gaming
- Rewriting history is unsurpisingly a whole lot of fun - 4.5/5
- CK3 is everything fans of the series could have hoped for, and more - 10/10
- CK3 is full of infinite possibilities! - 5/5
- A game you can play for hundreds of hours without getting tired of it - 4.5/5
- Crusader Kings III is my Game Of The Year so far - 5/5
- Crusader Kings 3 is PDX's return to vast grand strategy! - 9/10
- CK3 is a worthy heir to the throne - 9/10
- Crusader Kings 3, a compelling strategy game! - 9/10
- The new gold standard for the genre - 9/10
- Spazio Games - Italian - 9/10
- Gamestar - Deutsch
- CanardPC - Français
- Игромания - Pусский
Articles
- Rock Paper Shotgun
- PCGamesN
- PCWorld
- Gamespot
- Gamesreactor
- USGamer
- Vice
- GameWatcher
- IGN: Crusader Kings 3 Preview: Get Medieval With It
- PC Gamer: Crusader Kings 3 sticks to what it does best
- PC Gamer: I'm obsessed with Crusader Kings 3's character models
- Polygon: Crusader Kings 3 is more fun when you play it like The Sims
- Kotaku: Crusader Kings III Is A Kinder, Gentler Crusader Kings
- RPS: Hands-on preview: Crusader Kings 3 is the RPG that will suck you into grand strategy
- Vice: 'Crusader Kings III' Wants to Be a Medieval Soap Opera for Everyone
- PCGamesN: I played Crusader Kings 3 for an hour before I actually started playing
- The Sixth Axis: Hands On Crusader Kings III – a new era of intrigue, religious wars and grand strategy
- Twinfinite: Crusader Kings 3 Preview: Playing Cutthroat Medieval Sims Is Awesome
- Gamereactor: Crusader Kings III - Hands-On Impressions
- The Gamer: Crusader Kings III Preview: A Rich, Immersive Game Of Prestige
- CGM: Crusader Kings 3 Hands-On Preview
- CanardPC - Français
- GameStar - Deutsch
- Gry-online - Polskie
- Dtf - Pусский
Videos
- IGN: 6 Minutes of Crusader Kings 3 Gameplay [6:29]
- IGN: Crusader Kings 3 - Map Overview [3:21]
- GameSpot: Crusader Kings 3 Made Me Feel Stupid But I Loved It Anyway [7:49]
- PC Gamer: Five BIG improvements in Crusader Kings 3 [7:02]
- PC Games: Crusader Kings 3 | PREVIEW | Mittelalter-Strategiespiel angespielt [7:27 - German]
- GameStar: Crusader Kings 3 ist ein geniales Mittelalter-RPG - aber der Strategie-Teil hat noch Probleme [11:18 - German]
- GamersGlobal: Crusader Kings 3 in der Preview: Immer Ärger mit der Dynastie (GERMAN) [7:52 - German]
- Навигатор игрового мира: Впечатления от закрытой превью-версии Crusader Kings 3 (превью - обзор) [9:48 - Russian]