政體(Government)是統治角色和土地的體制。政體決定了適用於角色的法律,以及封臣對領主應盡的義務(賦稅和徵召兵)。遊戲中一共有三種玩家可遊玩的政體(封建制、氏族制和部落制),以及四種玩家不可遊玩的政體(共和制、神權制、騎士團和傭兵團)。
封建制[編輯 | 編輯原始碼]
封建制是九世紀至十五世紀的歐洲佔主導地位的政體。土地持有者與那些提供服務與勞動以換取居住權的人們之間形成的關係,是封建系統的基石。持有土地的統治者會任命封臣並給予他們采邑進行管理。作為回報,封臣們提供士兵與賦稅給他們的領主。
封建制政體下,領主賜予封臣領地去治理,獲得徵召兵和賦稅作為交換,由封臣和領主之間單獨的封建契約調節。封建制允許創建新的支系,使用君權法。領主與每位封建制封臣都擁有一份封建契約,對每名角色僅能更改一次。封建契約決定了雙方的義務和權利。領主向封臣更改封建契約時,增加一項義務或減少一項權利會導致 +20的暴政,而降低一項義務、增加一項權利或使用一個牽制則可以抵消一項暴政懲罰;封臣向領主更改封建契約時,更改必須平等或者有利於領主。男爵封臣沒有封建契約,固定提供10%的賦稅和25%的徵召兵給領主。
義務[編輯 | 編輯原始碼]
每位封建制封臣的封建契約決定了他們的賦稅和徵召兵貢獻,一次僅能更改一級義務。
如果領主不是封臣的法理領主,貢獻會減少,默認為 50%。如果領主的主頭銜高於封臣兩級(例如國王對伯爵),則僅減少 25%。角色必須持有封臣主頭銜的法理直屬領主頭銜,才能成為封臣的法理領主。如果一位公爵的領主持有該公爵的法理帝國頭銜,則該公爵從其封臣處得到的賦稅和徵召兵不會受到該懲罰。
每一級義務對應的賦稅和徵召兵貢獻如下表:
義務 | 免除/無 | 低 | 正常 | 高 | 嚴苛/大規模 |
---|---|---|---|---|---|
|
稅收:0%
|
稅收:2.5%
|
稅收:10% |
稅收:15%
|
稅收:25%
|
|
徵召兵:0%
|
徵召兵:10%
|
徵召兵:25% |
徵召兵:35%
|
徵召兵:50%
|
氏族制[編輯 | 編輯原始碼]
氏族因親屬關係而統一在一起——不論是通過血脈或者通過象徵性的共祖。一個氏族首領很大程度上依賴該氏族的支持。在統一的情形下,他們是不可忽視的力量,但是不滿的氏族會從內部枯萎。
氏族制允許創建新的支系,使用君權法。氏族制統治者可以使用征服宣戰理由以入侵另一個國家。所有封臣都希望和領主結盟,如果沒有則對領主 -15 好感度,強力封臣的該懲罰翻倍。
由于氏族制統治者只有在獨立時才能創建支系,通常來說他們的宗族支係數量遠遠少於以封建制統治者為主的宗族的。
當氏族制統治者處於和平時他們可以指定維齊爾。
如果一個至少為公國等級的氏族制統治者是家主,則其主頭銜名稱及其盾徽會變為家族名和家徽。這不適用於某些情況,例如頭銜位於伊比利亞、主頭銜是信仰領袖頭銜或者是某些特殊頭銜(如羅姆蘇丹國)。同時,氏族制統治者及其家人將無視文化限制強制啟用父名機制。
稅務管轄區[編輯 | 編輯原始碼]
政府通過創建稅務管轄區並將封臣分配到管轄區中來從氏族制封臣處獲得稅收和徵召兵,每個稅務管轄區可分配12個直屬封臣(包括男爵級的氏族制封臣)。稅務管轄區可點擊右側欄底部的稅務管轄區標籤(只有氏族制政府有),也可以從領地側欄的封臣一欄的底部進入。每個稅務管轄區都需要一個稅吏。基礎上,伯爵和公爵級的統治者擁有1個稅務管轄區,而國王和皇帝級的統治者擁有2個。「開明的權貴」和「律法主義」文化傳統各可以增加1個稅務管轄區數量,1級輝煌宗族傳承也可以增加1個。一位維齊爾,基於其管理分數,能提供1到5個額外的稅務管轄區。兩項革新,「執達官」和「宮廷官員」各提供一個額外的稅務管轄區。只有無地廷臣可被任命為
稅吏。一個稅務管轄區能提供多少稅收和徵召兵取決於
稅吏的稱職度,其根據以下因素決定:
- +1 每點
外交 (最多50)
- +1 每點
軍事 (最多50)
- +1 每點
管理(最多50)
- +1 每點
謀略 (最多50)
- +2 每點
學識 (最多50)
- +5 每20
好感
- +10 如果有
公正特質
- +10 如果有
行政家特質
- +10 如果有
愛財如命特質
- +10 如果有
外交家特質
- +15 如果文化有「開明的權貴」傳統
稱職度 | 賦稅貢獻 | 徵召兵貢獻 |
---|---|---|
糟糕 (0-19) | 0% | 0% |
較差 (20-44) | 2% | 4% |
平庸 (45-74) | 6% | 12% |
良好 (75-109) | 12% | 24% |
極佳 (110+) | 20% | 40% |
每個稅務管轄區都有一項徵稅法令,決定分配到該稅務管轄區的所有封臣該如何繳稅。每項徵稅法令每5年才能變更一次,點擊徵稅法令可以顯示目前的稅收和徵召兵比例,以及如果徵稅法令變更後的稅收和徵召兵比例。如果稅務管轄區內的封臣納稅人不符合新徵稅法令的要求,其會被從該稅務管轄區移除。
家族團結度[編輯 | 編輯原始碼]
如果一個家族的家主是氏族制政府的統治者,這個家族就會有一項額外的機制,稱為家族團結度,其代表了一個家族中的成員傾向於如何相處。家族團結度通過對家族成員採取團結行動而提升,通過對家族成員採取分裂行動而降低。家主同樣獲得對其他家族成員採取「頌揚美德」和「控訴腐化」互動,以及採取「引導家族團結的方向」決議的權力。
團結行動 | 分裂行動 |
---|---|
|
|
家族團結度從0到200分為5個等級。所有採用分割繼承制的家族成員都會被迫採用與家族團結度等級同名的繼承法。
根據家族團結度,家主可以使用以下家族團結度決議。每個決議只能20年使用一次。
大多數家族開局時擁有100家族團結度,家族團結度等級為 冷漠。以下家族是867年劇本的例外:
當以自定義氏族制統治者代替歷史統治者時,你的家族將繼承所替代家族的家族團結度。
改變政體[編輯 | 編輯原始碼]
一般情況下氏族制和封建制政體除了決議#採用部落制採用部落制決議外不能改變為其他政體,但有一種取巧的辦法可以做到:確保你的繼承人在繼承你的頭銜之前,繼承了其他政體的同等或更高等級的頭銜。 例如:你有封建制的西西里王國頭銜,想要轉變為氏族制,則你可以令你的繼承人在繼承你的頭銜之前,繼承了氏族制的瓦倫西亞王國頭銜,這樣,當你去世後,將以氏族制政體進行遊戲。
行政制[編輯 | 編輯原始碼]
![]() |
僅在啟用權力之路DLC的情況下可用。 |
Administrative governments can create new holdings and cadet branches and have access to Imperial Bureaucracy and Administration laws. Administrative rulers gain access to the Influence resource and the (governor efficiency為Template:Icon中的未知key) Governor Efficiency attribute, use a different succession law, and can only create titles or have royal courts if they are independent. Dynasty Heads with Administrative government also unlock the File:Administrative legacy track.png Bureaucracy legacy track. Administrative vassals cannot be given additional titles of the same rank as their primary title, cannot become powerful vassals and cannot ignore directives.
Administrative rulers have their men-at-arms regiment limit reduced by 2 and receive -50% less Levies. However they can raise 3 men-at-arms per
Duchy title and 5 men-at-arms per
Empire title in addition to their regular limit. Those men-at-arms are inherited by whoever inherits the title under which they were raised. The top liege can always take control of title men-at-arms belonging to vassals or transfer them to another vassal. The cost for both is 100
Influence, reduced to 75 if fighting a defensive war and to 50 if the army owner is within the war target. The effectiveness of those men-at-arms scales with their owner's (governor efficiency為Template:Icon中的未知key) Governor Efficiency.
Administrative governments have a State Faith, which is free for everyone in the realm to convert to. Characters are more willing to convert to their State Faith and more reluctant to convert away from it. If the top liege follows a different faith they can change the State Faith to theirs at the cost of -5000 Piety and
Influence and -30
Opinion with all Zealot vassals. Families whose House Heads do not follow the State Faith receive -20 penalty in powerful family rating.
In Administrative governments, Feudal and Clan vassals contribute -50% tax. This can stack with the Not Rightful Liege penalty. Administrative county rulers consider their de jure kingdom or empire liege as rightful liege. This is in contrast to Feudal governments where a "skip-tier" liege receives the Not Rightful Liege penalty to tax and levy, although at a reduced rate than vassals outside the de jure kingdom or empire.
Vassals of duchy level and above and not under the primary titles of liege receive -20% (governor efficiency為Template:Icon中的未知key) Governor Efficiency malus. Due the preceding 2 mechanics, the utility of the Consolidate Kingdom decision, which is obtained from completing certain types of legends, can be considered as to remove the malus. Provided that the player is eligible to a non-primary empire title but does not hold it, the player can enact Consolidate Kingdom on one of the constituent kingdoms before creating the empire title (at a now reduced size), thereby retaining the title Men-At-Arms slots (5) of the new empire while minimizing the penalty on vassal (governor efficiency為Template:Icon中的未知key) Governor Efficiency.
Regardless of start date only the Byzantine Empire starts with Administrative government but Feudal and Clan rulers can adopt it by decision or after being asked by a liege with Administrative government. Game rules can also set certain other realms to start with Administrative government.
Governors[編輯 | 編輯原始碼]
Duchy and
Kingdom titles within the realm will appear in the Administrative Government tab. If their ruler also has Administrative government the title will be called Theme and Catepanate respectively. Characters given those titles will become governors. Governors gain the
Governor trait and provide Taxes and Levies based on their (governor efficiency為Template:Icon中的未知key) Governor Efficiency. Underage vassals cannot be governors. A liege can always pay 150
Influence to force a governor to abdicate.
Every few years, for governor characters, governance issues may appear on the map within their borders. Governance issues are optional but solving them can reward Gold,
Influence and
Governor trait experience and other rewards are possible as well. Governance issues come in three tiers, which determine the size of their reward. Failing a governance issues has minor penalties. If the issues appears in a barony that is not the governor's realm capital they will have to travel to it to solve the issue. Having a high level for the
Governor trait can increase the number of options given to solve a governance issue.
Each Theme or Catepanate given to a governor will have an administration type, which can be changed by the liege for free every 5 years.
Administration type | ![]() |
![]() |
Vassal effects | Liege effects | Requirements | Can declare external wars at Provincial War Declaration |
---|---|---|---|---|---|---|
Balanced![]() |
Normal | Normal | ![]() |
![]() | ||
Civilian![]() |
+50% | -75% |
|
![]() | ||
Military![]() |
-75% | +75% |
|
![]() | ||
Naval![]() |
-20% | Normal |
|
|
![]() ![]() ![]() | |
Frontier![]() |
-40% | Normal |
|
![]() |
Border vassal | ![]() ![]() ![]() |
Imperial![]() |
+10% | Normal |
|
|
|
![]() |
Noble families[編輯 | 編輯原始碼]
Every Duke,
King and
Emperor with Administrative government will be part of a noble family. Each House Head that is part of a noble family has a titular
Duchy title identifying them as such, gains access to an Estate and remains playable even if they lose all their landed titles.
Each realm with Administrative government can have up to 5 Powerful Families, which are the top 5 families that have a rating of at least 40. The rating is increased by the number of house members, especially landed ones, the number of held governorships, estate buildings, and the Level of Influence of the House Head. Powerful Families can use the Depose and Subsume Governorship schemes, have increased success chances for political schemes and they are considered powerful vassals. If a Powerful Family controls at least 25% of the realm it will become a Dominant Family and have even greater success chances for political schemes.
Each noble family has a Family Attribute. If the family becomes a Powerful Family it gives its bonuses to both its house members and the liege. If the family becomes a Dominant Family it gives its bonuses only to house members. Players can change their Family Attribute but AI rulers cannot.
Family attribute | House member effects | Liege effects |
---|---|---|
![]() |
![]() |
|
![]() |
![]() |
|
![]() |
![]() |
|
![]() |
![]() |
|
![]() |
![]() |
|
![]() |
|
![]() |
![]() |
|
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
|
![]() |
![]() |
|
![]() |
![]() |
|
|
![]() |
|
![]() |
![]() |
|
|
部落制[編輯 | 編輯原始碼]
在部落中,力量意味着一切。一個部落首領依靠尊重和名聲而不是金錢來發展國家、增強軍隊。
部落制政體有以下獨特效果:
- 使用部落權威法,且不需要發現革新來提高權威。
- 繼承法鎖定為聯盟分割繼承制。
- 可以通過決議改變為封建制或氏族制政體。
- 招募兵士花費
威望而不是
金錢。
- −50%頭銜創建花費。
- 部落制統治者可以使用征服宣戰理由以入侵另一個國家。
- 部落制統治者一生可以使用一次降服宣戰理由。
- 部落制統治者作為文化領袖時僅可發現部落時期的革新。
- 部落制統治者不能禁止封臣發動戰爭,達到2級部落權威前也不能囚禁封臣或廷臣。
- 部落制封臣如果擁有部落制領主的頭銜的宣稱,可以向領主挑戰以獲取之。
- 封建制、氏族制和共和制封臣 -20
好感。
- 部落制伯爵領不允許建造地產,但非部落制統治者可以花費500
金錢將領地內的一個部落制伯爵領封建化。
- 部落制伯爵領的發展度僅影響補給上限,不增加賦稅和徵召兵,且發展度不會被動增長。
- 姓名中將強制使用父名機制
- 部落制男爵領僅提供一半的補給上限給屬於其他政體的軍隊。
賦稅和徵召兵貢獻[編輯 | 編輯原始碼]
部落制封臣根據領主的威望等級貢獻賦稅和徵召兵,如下表:
![]() |
![]() |
![]() |
---|---|---|
![]() |
0% | 0% |
![]() |
8% | 15% |
![]() |
16% | 30% |
![]() |
24% | 45% |
![]() |
32% | 60% |
![]() |
40% | 75% |
改革[編輯 | 編輯原始碼]
部落制統治者可以通過決議改革為封建制或氏族制。一般情況下,改革要求統治者將部落權威提升到 絕對部落權威並且滿足其他要求。但如果統治者的領主為封建制或氏族制,則只要求統治者採用
有限部落權威以及信奉組織化信仰。而執行某些特殊決議則可以通過其他的方式改革為封建制或氏族制。
共和制[編輯 | 編輯原始碼]
城鎮由市民階級的特權公民統治,在這些人中會被選出一名擔任市長。雖然市長擁有顯貴的影響力,他們仍然需要大眾支持才能再度當選。
共和制政體用於首都地產是城市的角色,玩家不可遊玩。共和制封臣總是提供20%的賦稅和10%的徵召兵給領主,共和制的繼承人由AI指定,通常由一位出身卑微、相同文化的新建角色繼承。
領主擁有三級都會傳承時,共和制賦稅基礎值提升15%;若擁有共和制傳承時,共和國稅率基礎提升10%
神權制[編輯 | 編輯原始碼]
在神權制政體中,所有的權威歸屬於宗教機構。它由執行神在地上意志的神職人員統治。
神權制政體僅適用於擁有
神權制聖職專權傳統教義的信仰,並且用於首都地產是神殿的角色,玩家不可遊玩。神權制封臣根據領主的奉獻等級來提供賦稅和徵召兵。不同信仰的神權制封臣僅提供 10%的賦稅和 10%的徵召兵。領地祭司獲得領主的直屬封臣的領地祭司的25%賦稅,並將來自直轄神殿和封臣祭司的賦稅和徵召兵的一部分貢獻給封建領主,與好感成正比且最多為50%。
神權制封臣的貢獻如下表:
![]() |
![]() |
![]() |
---|---|---|
![]() |
0% | 0% |
![]() |
15% | 10% |
![]() |
25% | 20% |
![]() |
35% | 30% |
![]() |
45% | 40% |
![]() |
55% | 50% |
騎士團[編輯 | 編輯原始碼]
主條目:騎士團
騎士團的聖戰士為了與異教徒戰鬥和侍奉他們的信仰而奉獻一生。他們可以持有虔誠領主們給予他們的城堡。騎士團首領會在騎士團的行伍中選出。
騎士團政體用於持有騎士團頭銜的角色,玩家不可遊玩。他們可能擁有領地,可以有效持有城堡和城市地產[1],但常常會從同信仰統治者處租賃地產,通常是租賃城市。騎士團封臣不會提供賦稅或徵召兵,但他們的軍隊可以由同信仰統治者僱傭。
傭兵團[編輯 | 編輯原始碼]
主條目:僱傭兵
傭兵團在各國漫遊尋找僱傭,為出價最高的那位戰鬥。忠誠對於好名聲必不可少,但它只會持續到他們合同的結束。傭兵首領從傭兵團的行伍中選擇產生。
傭兵團政體用於持有傭兵團頭銜的角色,玩家不可遊玩。他們沒有領地,沒有金錢,也無法拜訪宮廷和被授予頭銜。統治者可以通過花費金錢來暫時獲得傭兵團的軍隊。
- ↑
valid_holdings = { castle_holding city_holding }
,位於00_government_types.txt