小 (→仆从国) |
(同步到官方百科14:47, 23 September 2020 DC123456789) |
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{{Version| | {{Version|1.5}} | ||
{{icon|subject}} [[ 附属国]](Subject nations),或者 ''' 附庸'''(vassals),are countries in a subservient relationship to another state, paying tribute or fulfilling commercial or military obligations to their overlord in return for protection from other states. They are restricted in their diplomatic actions, especially with countries other than their overlord, and certain 附属类型 can be integrated directly into their overlord. | |||
==一般规则== | == 一般规则 == | ||
{{SVersion| | {{SVersion|1.5}} | ||
每种附属国不一样,但是有些一般规则所有附属国都遵循。 | |||
* Other than for | * All 附属类型 {{icon|tribute income}} pay some sort of resource to their overlord, with the exact type and amount depending on the 附属类型. | ||
* When a country becomes a subject all their | * Other than for trade, a subject can never enter into diplomatic agreements with other countries. except for allowing {{icon|military access}} military access. | ||
* The overlord and subject will always have military access to each | * When a country becomes a subject, all their [[treaties]] with other countries are broken. | ||
* Subjects have military access to the territory of other subjects of the same overlord. | ** Use this property to your advantage by diplomatically forcing your target's allies to become your subjects before declaring war. | ||
* A subject can always leave a subject relationship by declaring war on their overlord. | * The overlord and subject will always have {{icon|military access}} military access to each other's territory. | ||
* | * Subjects always have {{icon|military access}} military access to the territory of other subjects of the same overlord. | ||
* A subject can always leave a subject relationship by declaring {{icon|war}} war on their overlord. They cannot declare war on any other country. | |||
* Overlords will always be called to {{icon|war}} war and become the war leader if one of their subjects are attacked. | |||
* If the overlord and its subject state are both involved in the same war, the overlord can always transfer occupation to and from any of their subject states and can annex territory on their behalf for half of the {{icon|aggressive expansion}} [[aggressive expansion]] (compared to if the overlord was annexing the territory directly). | |||
* For subjects which can be called into war, if their loyalty is too low, they can refuse to join their overlord's war. | |||
==附属国类型== | ==附属国类型== | ||
{{SVersion|1. | {{SVersion|1.5}} | ||
说明: | |||
* ''' | * ''' 需求''' :建立关系所需要满足的条件。 | ||
* ''' | * ''' 贡品''' :附属国每月向宗主国支付的类型。 | ||
* ''' | * ''' 外交槽''' :附属国是否占用宗主的外交关系数量。 | ||
* ''' | * '''参战''':附属国是否自动加入宗主的战争,如果它忠诚。 | ||
* ''' | * ''' 整合''' :宗主是否可以外交吞并附属国。 | ||
* ''' | * ''' 中止关系''' :附属国是否可以通过外交行动(即不用战争)主动取消附属关系。 | ||
* ''' | * ''' 外交限制''' :附属国的外交行动是否受到限制。 | ||
* ''' 效果''' :给予附属国和宗主国的修正,如果有的话。如果宗主国有多个相同(或不同)类型的附属国,修正将叠加。 | |||
{| class="mildtable" | {| class="mildtable" | ||
! 附属 | ! 附属类型 | ||
! 需求 | ! 需求 | ||
! | ! {{icon|tribute income}} 贡品 | ||
! | ! {{icon|diplomatic relations}} 外交槽 | ||
! | ! {{icon|war}} 参 战 | ||
! 整合 | ! {{icon|integrating}} 整合 | ||
! | ! 中止关系 | ||
! | ! 外交限制 | ||
! 效果 | ! 效果 | ||
|- | |- | ||
| | | {{ruby| 朝贡国|Tributary}} | ||
| None | | | ||
| {{icon|cost}} {{red| | * None | ||
| {{icon|cost}} {{red|15%}} of income | |||
| {{icon|no}} | | {{icon|no}} | ||
| {{icon|no}} | | {{icon|no}} | ||
第47行: | 第51行: | ||
| None | | None | ||
|- | |- | ||
| | | {{ruby| 藩属|Feudatory}} | ||
| | | | ||
* Overlord has at least 20 | * Overlord is NOT a Tribe | ||
* Subject has no more than 10 | * Overlord has at least {{icon|territories}} '''20''' territories | ||
* Subject and overlord are in the same culture group | * Subject has no more than {{icon|territories}} '''10''' territories | ||
| {{icon|manpower}} {{red|15%}} | * Subject and overlord are in the same {{icon|culture}} culture group | ||
| {{icon|manpower}} {{red|15%}} of monthly manpower gain | |||
| {{icon|no}} | | {{icon|no}} | ||
| {{icon|yes}} | | {{icon|yes}} | ||
第58行: | 第63行: | ||
| {{icon|no}} | | {{icon|no}} | ||
| {{icon|yes}} | | {{icon|yes}} | ||
| | | Subject: | ||
* {{icon| | * {{icon|army maintenance}} {{green| −10%}} Army Maintenance Cost | ||
* {{icon|happiness}} {{ | * {{icon|citizen happiness}} {{red| −4%}} National Citizen Happiness | ||
|- | |- | ||
| | | {{ruby|附属 部落|Tribal vassal}} | ||
| | | | ||
* Subject is a tribe and overlord is not | * Subject is a tribe and overlord is not | ||
* Overlord's civilization value is higher than in the subject's capital | * Overlord's {{icon|civilization}} capital civilization value is higher than in the subject's capital | ||
* Overlord has fewer than 10 tribal vassals | * Overlord has fewer than '''10''' tribal vassals | ||
| {{icon|manpower}} {{red|15%}} | | {{icon|manpower}} {{red|15%}} of monthly manpower gain | ||
| {{icon|no}} | | {{icon|no}} | ||
| {{icon|no}} | | {{icon|no}} | ||
第74行: | 第79行: | ||
| {{icon|yes}} | | {{icon|yes}} | ||
| Overlord: | | Overlord: | ||
* {{icon|happiness}} {{green|+ | * {{icon|tribesman happiness}} {{green|+4}} National tribesmen happiness | ||
Subject: | |||
* | * {{icon|civilization}} {{green|+10}} Max civilization | ||
* | * [[File:Global monthly civilization.png|28px]] {{green|+0.01}} Monthly civilization change | ||
|- | |- | ||
| | | {{ruby| 总督领|Satrapy}} | ||
| | | | ||
* Subject | * Subject has {{icon|military tradition}} [[Persian traditions|Persian Military Traditions]] and more than 40 territories | ||
* Overlord is a monarchy with at least 150 | * Overlord is a monarchy with at least {{icon|territories}} '''150''' territories | ||
| {{icon|cost}} {{red|25%}} | | {{icon|cost}} {{red|25%}} of income | ||
| {{icon|yes}} | | {{icon|yes}} | ||
| {{icon|yes}} | | {{icon|yes}} | ||
第90行: | 第95行: | ||
| {{icon|yes}} | | {{icon|yes}} | ||
| Overlord: | | Overlord: | ||
* {{icon|legitimacy}} {{green|+2%}} | * {{icon|legitimacy}} {{green|+2%}} Monthly legitimacy | ||
|- | |- | ||
| | | {{ruby| 仆从国|Client state}} | ||
| | | | ||
* Neither subject nor overlord is tribal | * Neither subject nor overlord is tribal | ||
* Subject | * Subject has fewer than {{icon|territories}} '''150''' territories | ||
| {{icon|cost}} {{red|25%}} | | {{icon|cost}} {{red|25%}} of income | ||
| {{icon|yes}} | | {{icon|yes}} | ||
| {{icon|yes}} | | {{icon|yes}} | ||
| {{icon|yes}} | | {{icon|yes}} | ||
| {{icon|no}} | |||
| {{icon|yes}} | | {{icon|yes}} | ||
| | | Subject: | ||
* {{icon|popularity}} {{red|−5%}} Ruler popularity gain | * {{icon|popularity}} {{red|−5%}} Ruler popularity gain | ||
* {{icon|commerce value}} {{green|+10%}} National commerce income | * {{icon|commerce value}} {{green|+10%}} National commerce income | ||
* Can only export to overlord. | * Can only export to overlord. | ||
|- | |||
| {{ruby|殖民地|Colony}} | |||
| | |||
* Only by event/mission | |||
| {{icon|cost}} {{red|15%}} of income | |||
| {{icon|no}} | |||
| {{icon|no}} | |||
| {{icon|no}} | |||
| {{icon|no}} | |||
| {{icon|yes}} | |||
| Overlord: | |||
* {{icon|commerce value}} {{green|+5%}} National commerce income | |||
Subject: | |||
* {{icon|commerce value}} {{green|+10%}} National commerce income | |||
* {{icon|loyalty}} {{green|+25}} Loyalty to overlord | |||
|- | |||
| {{ruby|雇佣军城邦|Mercenary State}} | |||
| | |||
* Only through the unique {{flag|Syracusae}} [[File:Create mercenary state.png|28px]] '''Create Mercenary State''' action | |||
| {{icon|cost}} {{red|10%}} of income | |||
| {{icon|yes}} | |||
| {{icon|yes}} | |||
| {{icon|yes}} | |||
| {{icon|no}} | |||
| {{icon|yes}} | |||
| Overlord: | |||
* [[File:Mercenary maintenance.png|28px]] {{green|-3%}} Mercenary Army Maintenance | |||
Subject: | |||
* [[File:Global manpower modifier.png|28px]] {{green|+12.5%}} National Manpower | |||
* {{icon|army maintenance}} {{green|-20%}} Army Maintenance Cost | |||
|} | |} | ||
=== 朝贡国 === | === 朝贡国 === | ||
Perhaps the most basic 附属类型 in the game is the '''tributary'''. This is a loose relationship where the subject is simply looking for protection in exchange for tribute. Unlike most other 附属类型, the subject can at any time cancel a tributary relationship if there is no {{icon|truce}} truce, the only risk being that the former overlord will get a {{icon|casus belli}} casus belli for the slight on their honor. This will happen for AI-controlled countries if there any of the following conditions are met: | |||
* Has less than {{icon|subject loyalty}} '''35''' loyalty | |||
* Has {{icon|army size}} more army cohorts than the overlord | |||
* Has less than {{icon|subject loyalty}} '''50''' loyalty, owns more than {{icon|territories}} '''3''' territories, and borders the overlord | |||
Tributaries with very high {{icon|subject loyalty}} loyalty may instead approach their overlord to pursue a closer relationship and become a client state. This event can only trigger once per country. | |||
===藩属=== | ===藩属=== | ||
A '''feudatory''' is a state that has obligated itself to follow the lead of a larger and more influential country in the same culture group. Historically these are countries that would often have been part of some sort of league with their overlord’s other subjects, in many ways this is a privileged 附属类型, if one with large obligations. | |||
Feudatories provide manpower to their overlord and are expected to take part in their wars. Historical examples are the Roman Socii, the Punic cities of North Africa under Carthage or the city leagues in Aegean under the Antigonids | Feudatories provide {{icon|manpower}} manpower to their overlord and are expected to take part in their wars. Historical examples are the {{flag|Rome|0}} [[Rome|Roman]] Socii, the Punic cities of North Africa under {{flag|Carthage}}, or the city leagues in Aegean under the {{flag|Antigonid Kingdom|0}} [[Antigonids]]. | ||
=== | ===部落 附庸=== | ||
A '''tribal vassal''' is a tribal kingdom, chiefdom or federation that has a close relationship to a nearby stronger civilized state. For the tribal state this means a significantly easier route towards civilizing, as it will increase both the countrywide level of {{icon|civilization}} civilization and the growth of it in all their territories. The tribal state in turn pays with its {{icon|manpower}} manpower to the overlord who, will also promise to protect them. Historical subjects of this type would be the Numidian kingdoms subject to {{flag|Carthage}} and various {{flag|Rome|0}} [[Rome|Roman]] clients on the later imperial border. When a vassal tribe adopts a civilized form of government, it will become a tributary. | |||
===仆从国=== | ===仆从国=== | ||
'''Client states''' are in some ways more tightly integrated with their overlord, but unlike the feudatories they are not necessarily of the same culture and they do not enjoy a privileged status in the same way, paying a large part of their {{icon|wealth}} income instead of providing {{icon|manpower}} manpower. A client king is separated from a governor mostly by his level of autonomy and having local ties to the ruled country. Client states can be created by subjugating existing countries like most other 附 属 类型, or released from the country's currently owned [[province]]s in the [[File:Top bar overview.png|28px]] Nation Overview. | |||
===总督领=== | ===总督领=== | ||
'''Satrapies''' are a special type of subject that is only available if the junior party has {{icon|military tradition}} [[Persian military traditions]]. The fundamental unit of organization in Persia since the time of the {{flag|Media|0}} [[Media|Median]] and {{flag|Achaemenid Empire|0}} [[Achaemenid Empire|Achaemenid]] empires, a satrap is in some ways similar to a governor but is expected to have greater authority, bigger obligations, and a more imposing realm. As having powerful satraps is an expectation in the east a few of them will also help with maintaining the {{icon|legitimacy}} legitimacy for their overlord kingdoms. {{flag|Bactria}}, {{flag|Parthia}}, and {{flag|Arachosia}} start off as satrapies of the {{flag|Seleukid Empire}}, while {{flag|Cappadocia}} starts as a satrapy of the {{flag|Antigonid Kingdom}}. Satrapies are notoriously independent minded and troublesome, however, and events will periodically require interactions to keep satraps happy. | |||
=== 殖民地 === | |||
'''Colonies''' represent subjects descended from the a mother nation that have a largely mercantile relationship with their overlord. Like tributaries, they neither provide manpower nor can be called into wars, but importantly each colony also provides a boost to the {{icon|commerce value}} commerce income of the overlord that usually far outstrips their direct tribute, and so can be highly advantageous to establish. Colonies can only be created through certain tasks in the {{flag|Carthage|0}} [[Punic_missions|Carthaginian mission trees]]. | |||
=== 雇佣军城邦 === | |||
A '''mercenary state''' is a particular type of client state that has been created by granting control of a city to a mercenary company, much like the historical {{flag|Mamertine Republic}}. As well as fighting alongside their overlord, each mercenary state will also {{icon|mercenary maintenance}} reduce the overlord's costs when hiring other mercenary companies. As well, if the overlord is a [[monarchy]] with the {{icon|law}} [[Laws#Military_Reforms|Mercenary Contract Law]] enacted, the overlord can use '''Elect New Leader''' [[Characters#Interactions|Character Interaction]] to replace their current leader with that of the mercenary state at the cost of some {{icon|stability}} stability, much like Agathokles himself once did. Mercenary states can only be created through the unique {{flag|Syracusae}} '''Create Mercenary State''' action, which represents the rich mercenary-using traditions of the Siceliotes. | |||
== Acquiring subjects == | |||
There are many ways to acquire new subjects over the course of the game: | |||
* Waging war and defeating a country will allow for [[File:Become subject.png|28px]] '''forcing vassalization''' of existing states in a peace deal. A country can be vassalized if its {{icon|capital}} capital is occupied in a war, with a smaller {{icon|warscore cost}} warscore cost and halved {{icon|aggressive expansion}} [[aggressive expansion]] compared to directly annexing the country. Defeated countries can be forced into any 附属类型 that they and their future overlord fulfill the potential for, with all 附属类型 being equivalent in terms of warscore cost and aggressive expansion gain. Like all other peace deal demands forcing vassalization is not possible if the warscore cost exceeds 100, e.g. if the realm is currently too large. Both independent nations and countries that are already subjects of another country can be subjugated this way. | |||
* A more diplomatically inclined nation can '''offer vassalization''' through various [[Diplomacy#Influence|diplomatic influence actions]]. This requires that the potential conditions are met and that the target country have at least {{icon|opinion}} '''100''' opinion of the potential overlord, but is generally unlikely to be accepted unless the target is much weaker than, and has a very high opinion of the potential overlord. Targets are more likely to accept becoming certain 附属类型 (such as tribal vassal or tributary status) over others (including feudatory and client status). | |||
* Countries can use the '''Demand Subject Transfer''' diplomatic action to peacefully take existing subject states of other nations if they are disloyal, and the target has at least '''80''' opinion of their potential new overlord. As with offering vassalization, military strength and the target's opinion of their potential new overlord are important. | |||
* The [[File:Release subject.png|28px]] '''Release Subject''' action in the Nation overview screen will allow you to release a new client state out of any non-capital province. This country will be dynamically created and take on the name, culture, and religion of its capital territory. | |||
** {{flag|Syracusae}} has a special [[File:Create mercenary state.png|28px]] '''Create Mercenary State''' action that instead allows releasing a mercenary state out of any non-capital city. This is the only way to create new mercenary state subjects. | |||
* Many '''events''' and especially '''missions''' also offer opportunities to get new subjects, both from releasing new countries out of currently owned territory (such as the many colonies and feudatories available in the {{flag|Carthage|0}} [[Carthage|Carthaginian]] mission trees) or from vassalizing existing countries (such as in the Italic League mission/event chain of the {{flag|Rome|0}} [[Rome|Roman]] mission tree). This is the only way to create new colonies. | |||
==Subject loyalty== | |||
{{SVersion|1.5}} | |||
Each subject has a {{icon|subject loyalty}} '''subject loyalty''' value towards its overlord, visible in the diplomacy screen. This value modifies how much tribute is actually sent to the overlord and whether or not they will support and join rebellions and civil wars against the overlord. | |||
Subject loyalty is a value between '''0''' and '''100''', where 100 signifies total loyalty. | |||
If a subject's loyalty drops below '''33''', it will become '''disloyal''', with the following effects: | |||
* The tribute paid to the overlord is reduced, scaling to '''50%''' at {{icon|subject loyalty}} '''0''' loyalty | |||
* If a {{icon|civil war}} civil war happens and a subject is disloyal, it will join the revolting side. | |||
* A disloyal subject will never accept an offensive call to arms, and will not act in a defensive war except to defend its own territories. | |||
Subject loyalty has a base of {{green|+10}} and is determined by the total of the {{icon|subject loyalty}} '''loyalty of subject states''' modifier of the overlord and the {{icon|loyalty to overlord}} '''loyalty to overlord''' modifier of the subject. These are affected by many factors, with the most important being the subject's {{icon|opinion}} opinion of the overlord, the {{icon|army size}} relative size of its army, and the current {{icon|aggressive expansion}} aggressive expansion of the overlord. {{icon|law}} [[Laws]], [[Diplomacy#Diplomatic_Stance|diplomatic stances]], [[national ideas]], {{icon|invention}} [[inventions]], {{icon|military tradition}} [[military traditions]], and many event/mission modifiers can also affect subject loyalty. | |||
== 转换附属类型 == | |||
{{SVersion|1.5}} | |||
The 附属类型 of a particular vassal is typically fixed, but can be changed under certain circumstances. | |||
Tribal vassals will be automatically converted into tributaries upon reforming from a [[tribe]] to a [[republic]] or [[monarchy]] through the [[Country diplomacy events#country_diplomacy.38|'''[ROOT.GetCountry.GetName] and the [SCOPE.sCountry('overlord_country').GetAdjective] Treaty''']] event. As tribal vassals have a bonus to {{icon|civilization}} maximum civilization value and growth, this will typically not take as long as tribes would normally reform. | |||
{{ | |||
Tributaries can request closer relations with their overlord and offer to become a client state through the [[Country diplomacy events#country_diplomacy.39|'''[SCOPE.sCountry('tributary_more').GetAdjective] Gratitude''']] event, which requires that the tributary to not have a {{icon|truce}} truce with the overlord, not be at {{icon|war}} war, and to have at least {{icon|subject loyalty}} '''85''' loyalty, and can only trigger once per country. As client states can be called to war and integrated this can be highly beneficial to the overlord if it is seeking to expand in the area and has enough {{icon|diplomatic relations}} relationship slots, and means that it is possible to eventually integrate tributaries (and tribal vassals) as long as they can be made loyal enough to make the client state request. | |||
The type of a subject can also be changed indirectly by first releasing it and then diplomatically re-vassalizing or forcibly subjugating in a {{icon|war}} war, but this is still subject to the requirements of each 附属类型 (i.e. cannot be used to get new colonies or mercenary states) and can take a few years given the need to wait for the {{icon|truce}} to expire. It is mostly useful for converting a tributary into a client state, if it is too difficult to increase its loyalty. | |||
==整合附庸== | |||
{{SVersion|1.5}} | |||
Only the more closely associated 附属类型 - as a rule, those that can be called to war - can be {{icon|integrating}} '''integrated''', including feudatories, satrapies and client states. Other 附属类型, including tributaries and tribal vassals, cannot be integrated or annexed without first breaking or changing the existing subject relationship. | |||
Starting integration requires that the vassal has at least {{icon|opinion}} {{green|190}} opinion with its overlord. The cost of integration is equal to its {{icon|population}} population and is always at least 10. Integration progresses by a base of {{green|+0.25}} each month and is affected by the {{icon|integration speed}} '''integration speed''' modifier, some of the more important sources of which are listed below: | |||
* {{green|+0.05}} per point of {{icon|diplomatic reputation}} diplomatic reputation | |||
* {{green|+0.25}} with the {{icon|domineering stance}} [[Diplomacy#Diplomatic_Stance|Domineering diplomatic stance]] | |||
* {{green|+0.30}} with the monarchy {{icon|law}} [[Laws#Subject_Laws|King of Kings Law]] | |||
* {{green|+0.05}} per country rank, up to {{green|+0.25}} for {{icon|great power}} great powers | |||
* {{green|+0.10}} with {{flag|Rome|0}} [[Rome|Roman]] heritage | |||
Integration can take anywhere from a few months for a small city state to many decades (or more) for a large, populous client state. In some situations, it may even be faster to release the subject, allow the {{icon|truce}} truce to expire while fabricating {{icon|claim}} claims, and then annex the former subject through {{icon|war}} war. | |||
<br> | |||
== 参考资料 == | == 参考资料 == | ||
<references/> | <references/> |
2020年9月29日 (二) 16:49的最新版本
附属国(Subject nations),或者 附庸(vassals),are countries in a subservient relationship to another state, paying tribute or fulfilling commercial or military obligations to their overlord in return for protection from other states. They are restricted in their diplomatic actions, especially with countries other than their overlord, and certain 附属类型 can be integrated directly into their overlord.
一般规则
这部分内容可能已不适合当前版本,最后更新于1.5。 |
每种附属国不一样,但是有些一般规则所有附属国都遵循。
- All 附属类型 pay some sort of resource to their overlord, with the exact type and amount depending on the 附属类型.
- Other than for trade, a subject can never enter into diplomatic agreements with other countries. except for allowing military access.
- When a country becomes a subject, all their treaties with other countries are broken.
- Use this property to your advantage by diplomatically forcing your target's allies to become your subjects before declaring war.
- The overlord and subject will always have military access to each other's territory.
- Subjects always have military access to the territory of other subjects of the same overlord.
- A subject can always leave a subject relationship by declaring war on their overlord. They cannot declare war on any other country.
- Overlords will always be called to war and become the war leader if one of their subjects are attacked.
- If the overlord and its subject state are both involved in the same war, the overlord can always transfer occupation to and from any of their subject states and can annex territory on their behalf for half of the aggressive expansion (compared to if the overlord was annexing the territory directly).
- For subjects which can be called into war, if their loyalty is too low, they can refuse to join their overlord's war.
附属国类型
这部分内容可能已不适合当前版本,最后更新于1.5。 |
说明:
- 需求:建立关系所需要满足的条件。
- 贡品:附属国每月向宗主国支付的类型。
- 外交槽:附属国是否占用宗主的外交关系数量。
- 参战:附属国是否自动加入宗主的战争,如果它忠诚。
- 整合:宗主是否可以外交吞并附属国。
- 中止关系:附属国是否可以通过外交行动(即不用战争)主动取消附属关系。
- 外交限制:附属国的外交行动是否受到限制。
- 效果:给予附属国和宗主国的修正,如果有的话。如果宗主国有多个相同(或不同)类型的附属国,修正将叠加。
附属类型 | 需求 | 贡品 | 外交槽 | 参战 | 整合 | 中止关系 | 外交限制 | 效果 |
---|---|---|---|---|---|---|---|---|
|
15% of income | None | ||||||
15% of monthly manpower gain | Subject: | |||||||
15% of monthly manpower gain | Overlord:
Subject:
| |||||||
|
25% of income | Overlord: | ||||||
25% of income | Subject: | |||||||
|
15% of income | Overlord:
Subject: | ||||||
|
10% of income | Overlord:
Subject:
|
朝贡国
Perhaps the most basic 附属类型 in the game is the tributary. This is a loose relationship where the subject is simply looking for protection in exchange for tribute. Unlike most other 附属类型, the subject can at any time cancel a tributary relationship if there is no truce, the only risk being that the former overlord will get a casus belli for the slight on their honor. This will happen for AI-controlled countries if there any of the following conditions are met:
- Has less than 35 loyalty
- Has more army cohorts than the overlord
- Has less than 50 loyalty, owns more than 3 territories, and borders the overlord
Tributaries with very high loyalty may instead approach their overlord to pursue a closer relationship and become a client state. This event can only trigger once per country.
藩属
A feudatory is a state that has obligated itself to follow the lead of a larger and more influential country in the same culture group. Historically these are countries that would often have been part of some sort of league with their overlord’s other subjects, in many ways this is a privileged 附属类型, if one with large obligations.
Feudatories provide manpower to their overlord and are expected to take part in their wars. Historical examples are the Roman Socii, the Punic cities of North Africa under 迦太基, or the city leagues in Aegean under the Antigonids.
部落附庸
A tribal vassal is a tribal kingdom, chiefdom or federation that has a close relationship to a nearby stronger civilized state. For the tribal state this means a significantly easier route towards civilizing, as it will increase both the countrywide level of civilization and the growth of it in all their territories. The tribal state in turn pays with its manpower to the overlord who, will also promise to protect them. Historical subjects of this type would be the Numidian kingdoms subject to 迦太基 and various Roman clients on the later imperial border. When a vassal tribe adopts a civilized form of government, it will become a tributary.
仆从国
Client states are in some ways more tightly integrated with their overlord, but unlike the feudatories they are not necessarily of the same culture and they do not enjoy a privileged status in the same way, paying a large part of their income instead of providing manpower. A client king is separated from a governor mostly by his level of autonomy and having local ties to the ruled country. Client states can be created by subjugating existing countries like most other 附属类型, or released from the country's currently owned provinces in the Nation Overview.
总督领
Satrapies are a special type of subject that is only available if the junior party has Persian military traditions. The fundamental unit of organization in Persia since the time of the File:.png Median and Achaemenid empires, a satrap is in some ways similar to a governor but is expected to have greater authority, bigger obligations, and a more imposing realm. As having powerful satraps is an expectation in the east a few of them will also help with maintaining the legitimacy for their overlord kingdoms. 巴克特里亚, 帕提亚, and 阿拉科西亚 start off as satrapies of the 塞琉古帝国, while 卡帕多基亚 starts as a satrapy of the 弗里吉亚. Satrapies are notoriously independent minded and troublesome, however, and events will periodically require interactions to keep satraps happy.
殖民地
Colonies represent subjects descended from the a mother nation that have a largely mercantile relationship with their overlord. Like tributaries, they neither provide manpower nor can be called into wars, but importantly each colony also provides a boost to the commerce income of the overlord that usually far outstrips their direct tribute, and so can be highly advantageous to establish. Colonies can only be created through certain tasks in the Carthaginian mission trees.
雇佣军城邦
A mercenary state is a particular type of client state that has been created by granting control of a city to a mercenary company, much like the historical 请检查模板名和国家代码:{{Countries|flag/core|Mamertine Republic}}
. As well as fighting alongside their overlord, each mercenary state will also reduce the overlord's costs when hiring other mercenary companies. As well, if the overlord is a monarchy with the Mercenary Contract Law enacted, the overlord can use Elect New Leader Character Interaction to replace their current leader with that of the mercenary state at the cost of some stability, much like Agathokles himself once did. Mercenary states can only be created through the unique 叙拉古 Create Mercenary State action, which represents the rich mercenary-using traditions of the Siceliotes.
Acquiring subjects
There are many ways to acquire new subjects over the course of the game:
- Waging war and defeating a country will allow for forcing vassalization of existing states in a peace deal. A country can be vassalized if its capital is occupied in a war, with a smaller warscore cost and halved aggressive expansion compared to directly annexing the country. Defeated countries can be forced into any 附属类型 that they and their future overlord fulfill the potential for, with all 附属类型 being equivalent in terms of warscore cost and aggressive expansion gain. Like all other peace deal demands forcing vassalization is not possible if the warscore cost exceeds 100, e.g. if the realm is currently too large. Both independent nations and countries that are already subjects of another country can be subjugated this way.
- A more diplomatically inclined nation can offer vassalization through various diplomatic influence actions. This requires that the potential conditions are met and that the target country have at least 100 opinion of the potential overlord, but is generally unlikely to be accepted unless the target is much weaker than, and has a very high opinion of the potential overlord. Targets are more likely to accept becoming certain 附属类型 (such as tribal vassal or tributary status) over others (including feudatory and client status).
- Countries can use the Demand Subject Transfer diplomatic action to peacefully take existing subject states of other nations if they are disloyal, and the target has at least 80 opinion of their potential new overlord. As with offering vassalization, military strength and the target's opinion of their potential new overlord are important.
- The Release Subject action in the Nation overview screen will allow you to release a new client state out of any non-capital province. This country will be dynamically created and take on the name, culture, and religion of its capital territory.
- 叙拉古 has a special Create Mercenary State action that instead allows releasing a mercenary state out of any non-capital city. This is the only way to create new mercenary state subjects.
- Many events and especially missions also offer opportunities to get new subjects, both from releasing new countries out of currently owned territory (such as the many colonies and feudatories available in the Carthaginian mission trees) or from vassalizing existing countries (such as in the Italic League mission/event chain of the Roman mission tree). This is the only way to create new colonies.
Subject loyalty
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Each subject has a subject loyalty value towards its overlord, visible in the diplomacy screen. This value modifies how much tribute is actually sent to the overlord and whether or not they will support and join rebellions and civil wars against the overlord.
Subject loyalty is a value between 0 and 100, where 100 signifies total loyalty.
If a subject's loyalty drops below 33, it will become disloyal, with the following effects:
- The tribute paid to the overlord is reduced, scaling to 50% at 0 loyalty
- If a civil war happens and a subject is disloyal, it will join the revolting side.
- A disloyal subject will never accept an offensive call to arms, and will not act in a defensive war except to defend its own territories.
Subject loyalty has a base of +10 and is determined by the total of the loyalty of subject states modifier of the overlord and the loyalty to overlord modifier of the subject. These are affected by many factors, with the most important being the subject's opinion of the overlord, the relative size of its army, and the current aggressive expansion of the overlord. Laws, diplomatic stances, national ideas, inventions, military traditions, and many event/mission modifiers can also affect subject loyalty.
转换附属类型
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The 附属类型 of a particular vassal is typically fixed, but can be changed under certain circumstances.
Tribal vassals will be automatically converted into tributaries upon reforming from a tribe to a republic or monarchy through the [ROOT.GetCountry.GetName] and the [SCOPE.sCountry('overlord_country').GetAdjective] Treaty event. As tribal vassals have a bonus to maximum civilization value and growth, this will typically not take as long as tribes would normally reform.
Tributaries can request closer relations with their overlord and offer to become a client state through the [SCOPE.sCountry('tributary_more').GetAdjective] Gratitude event, which requires that the tributary to not have a truce with the overlord, not be at war, and to have at least 85 loyalty, and can only trigger once per country. As client states can be called to war and integrated this can be highly beneficial to the overlord if it is seeking to expand in the area and has enough relationship slots, and means that it is possible to eventually integrate tributaries (and tribal vassals) as long as they can be made loyal enough to make the client state request.
The type of a subject can also be changed indirectly by first releasing it and then diplomatically re-vassalizing or forcibly subjugating in a war, but this is still subject to the requirements of each 附属类型 (i.e. cannot be used to get new colonies or mercenary states) and can take a few years given the need to wait for the to expire. It is mostly useful for converting a tributary into a client state, if it is too difficult to increase its loyalty.
整合附庸
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Only the more closely associated 附属类型 - as a rule, those that can be called to war - can be integrated, including feudatories, satrapies and client states. Other 附属类型, including tributaries and tribal vassals, cannot be integrated or annexed without first breaking or changing the existing subject relationship.
Starting integration requires that the vassal has at least 190 opinion with its overlord. The cost of integration is equal to its population and is always at least 10. Integration progresses by a base of +0.25 each month and is affected by the integration speed modifier, some of the more important sources of which are listed below:
- +0.05 per point of diplomatic reputation
- +0.25 with the Domineering diplomatic stance
- +0.30 with the monarchy King of Kings Law
- +0.05 per country rank, up to +0.25 for great powers
- +0.10 with Roman heritage
Integration can take anywhere from a few months for a small city state to many decades (or more) for a large, populous client state. In some situations, it may even be faster to release the subject, allow the truce to expire while fabricating claims, and then annex the former subject through war.
参考资料