附属国:修订间差异

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{{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.
附属国 (也叫 附庸) 是没有能力进行独立外交的国家。相反,他们与一个更强大的国家签订了保护协议:他们的宗主。


==一般规则==
== 一般规则 ==
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  不同类型的 附属国不一样,但有 几个共同 规则
  每种 附属国不一样,但 些一般 规则 所有 附属国 都遵循
* 除了贸易,一个 附属国 永远不能与其他国家签订外交协定
* 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.
当一个国家成为 附属 国时,它与其他国家的所有协议都会中止。
* Other than for trade, a subject can never enter into diplomatic agreements with other countries. except for allowing {{icon|military access}} military access.
* 附属 国和宗主共享军事通行权。
* When a country becomes a subject, all their [[treaties]] with other countries are broken.
* 同一宗主治下的附属国之间共享军事通行权。
** Use this property to your advantage by diplomatically forcing your target's allies to become your subjects before declaring war.
* 附属国可以向宗主宣战来中止附属关系。
* The overlord and subject will always have {{icon|military access}} military access to each other's territory.
* 除此之外,大多数附属国都会向宗主上贡某种资源,具体内容和数量多少取决于附属国类型。
* 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==
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  图例:
  说明:
* '''需求'''建立关系所需要满足的条件。
* '''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。
* '''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。
* '''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。
* '''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。
* '''整合''' 宗主是否可以外交吞并附属国。
* '''中止关系'''附属国是否可以主动取消附属关系。
* '''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。
* '''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


目前所有附属国受到攻击时都会受到宗主国保护。


{| class="mildtable"
{| class="mildtable"
! 附属 类型
! 附属类型
! 需求
! 需求
! 贡品
! {{icon|tribute income}} 贡品
! 外交槽
! {{icon|diplomatic relations}} 外交槽
加入
! {{icon|war}}
! 整合
! {{icon|integrating}} 整合
! 中止关系
! 中止关系
! 外交限制
! 外交限制
! 效果
! 效果
|-
|-
| 朝贡国
| {{ruby| 朝贡国|Tributary}}
|
| {{icon|cost}} {{red|25%}} 收入
* None
| {{icon|cost}} {{red|15%}} of income
| {{icon|no}}
| {{icon|no}}
| {{icon|no}}
| {{icon|no}}
第45行: 第49行:
| {{icon|yes}}
| {{icon|yes}}
| {{icon|yes}}
| {{icon|yes}}
|
| None
|-
|-
| 藩属
| {{ruby| 藩属|Feudatory}}
|
|
* 宗主国至少拥有20块土地
* Overlord is NOT a Tribe
* 附属国不超过10块土地
* Overlord has at least {{icon|territories}} '''20''' territories
* 附属国和宗主国必须属于同一文化组。
* Subject has no more than {{icon|territories}} '''10''' territories
| {{icon|manpower}} {{red|15%}} 每月人力增加
* 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}}
| 附属国:
| Subject:
* {{icon|happiness}} {{red| −5%}} 公民幸福度
* {{icon|army maintenance}} {{green| −10%}} Army Maintenance Cost
* {{icon|happiness}} {{green| −10%}} 军队维持费
* {{icon|citizen happiness}} {{red| −4%}} National Citizen Happiness
|-
|-
| 部落 附庸
| {{ruby|附属 部落|Tribal vassal}}
|
|
* 附属国是部落制,而宗主不是
* Subject is a tribe and overlord is not
* 宗主的文明度比附属国首都高
* Overlord's {{icon|civilization}} capital civilization value is higher than in the subject's capital
* 宗主的附属国小于10个
* Overlord has fewer than '''10''' tribal vassals
| {{icon|manpower}} {{red|15%}} 每月人力增加
| {{icon|manpower}} {{red|15%}} of monthly manpower gain
| {{icon|no}}
| {{icon|no}}
| {{icon|no}}
| {{icon|no}}
第73行: 第78行:
| {{icon|yes}}
| {{icon|yes}}
| {{icon|yes}}
| {{icon|yes}}
| 宗主国:
| Overlord:
* {{icon|happiness}} {{green|+3}} 国家部落民幸福度
* {{icon|tribesman happiness}} {{green|+4}} National tribesmen happiness
附属国:
Subject:
* <!--{{icon|civilization}} -->{{green|+10}} 最大文明度
* {{icon|civilization}} {{green|+10}} Max civilization
* <!--{{icon|civilization}} -->{{green|+0.01}} 每月文明度变化
* [[File:Global monthly civilization.png|28px]] {{green|+0.01}} Monthly civilization change
|-
|-
| 总督领
| {{ruby| 总督领|Satrapy}}
|
|
* 附属国是波斯君主制,而且拥有至少40块土地
* Subject has {{icon|military tradition}} [[Persian traditions|Persian Military Traditions]] and more than 40 territories
* 宗主是君主制,至少有150块土地
* Overlord is a monarchy with at least {{icon|territories}} '''150''' territories
| {{icon|cost}} {{red|25%}} 收入
| {{icon|cost}} {{red|25%}} of income
| {{icon|yes}}
| {{icon|yes}}
| {{icon|yes}}
| {{icon|yes}}
第89行: 第94行:
| {{icon|no}}
| {{icon|no}}
| {{icon|yes}}
| {{icon|yes}}
| 宗主国:
| Overlord:
* {{icon|legitimacy}} {{green|+2%}} 每月正统性
* {{icon|legitimacy}} {{green|+2%}} Monthly legitimacy
|-
|-
| 仆从国
| {{ruby| 仆从国|Client state}}
|
|
* 附属国和宗主都不是部落制
* Neither subject nor overlord is tribal
* 宗主国土小于150块
* Subject has fewer than {{icon|territories}} '''150''' territories
| {{icon|cost}} {{red|25%}} 收入
| {{icon|cost}} {{red|25%}} of income
| {{icon|yes}}
| {{icon|yes}}
| {{icon|yes}}
| {{icon|yes}}
| {{icon|yes}}
| {{icon|yes}}
| {{icon|no}}
| {{icon|yes}}
| {{icon|yes}}
| {{icon|no}}
| Subject:
| 附属国:
* {{icon|popularity}} {{red|−5%}} Ruler popularity gain
* {{icon|popularity}} {{red|−5%}} 统治者人气获得
* {{icon|commerce value}} {{green|+10%}} National commerce income
* {{icon|commerce value}} {{green|+10%}} 贸易收入
* Can only export to overlord.
* 只能向宗主出口
|-
|-
| 殖民地
| {{ruby| 殖民地|Colony}}
|
|
* 只能通过事件或者使命产生
* Only by event/mission
| {{icon|cost}} {{red|15%}} 收入
| {{icon|cost}} {{red|15%}} of income
| {{icon|no}}
| {{icon|no}}
| {{icon|no}}
| {{icon|no}}
第116行: 第121行:
| {{icon|no}}
| {{icon|no}}
| {{icon|yes}}
| {{icon|yes}}
| 宗主国:
| Overlord:
* {{icon|commerce value}} {{green|+5%}} 贸易收入
* {{icon|commerce value}} {{green|+5%}} National commerce income
| 附属国:
Subject:
* {{icon|commerce value}} {{green|+10%}} 贸易收入
* {{icon|commerce value}} {{green|+10%}} National commerce income
* +25 忠诚度
* {{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 ===
  游戏中最基本的 附属 类型 大概是朝贡国(Tributary)。这是一种松散的关系,朝贡国只是寻求用贡品来换取保护。与大多数其它 类型 的附属国不同,朝贡国可以在任何时候主动取消附属关系,唯一的风险是前任宗主国将获得战争借口,因为他们的名誉受到了侮辱。
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===
  藩属(Feudatory) 是一种有义务接受同一文化组中更大更有影响力的国家所领导的城邦。历史上看,这种国家通常与其宗主国的其他 附属 国一道隶属于某种联盟的一部分,在许多方面上来看是一种有特权的附属国 类型 ,这建立在一个附属国具有较大义务的假设前提上。
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.


藩属为他们的宗主国提供人力,并需要参与宗主国的战争。历史上的例子是罗马同盟者(Roman Socii )、迦太基治下的北非布匿城邦联盟及在弗里吉亚的安提柯治下的爱琴海城邦联盟。
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]].


=== 附属 部落===
===部落 附庸===
附属部落(Vassal Tribe) 是一种与附近较强大的文明国家有着密切的关系的部落王国、部落酋邦或部落联盟。对于部落国家而言,意味着这是一种更容易实现文明化的途径,因为它将同时提高国家文明度水平以及其治下所有城市的文明度增长。这种部落国家作为回报向宗主国提供它的人力,宗主国也承诺保护他们。历史上,这种类型的附属国是迦太基的努米底亚王国和与罗马接壤的各类小国。
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===
  仆从国(Client State) 在某些方面与他们的宗主国联系更加紧密,但与藩 不同,二者不一定是同一种文化,仆从国也不会以同样的方式享有特权地位。在大多数情况下,仆从国是战争后的成果;玩家也可以通过国家概览界面建立仆从国。仆从国王与总督的主要区别是其自治程度以及与被统治国的地方联系。
'''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 类型, or released from the country's currently owned [[province]]s in the [[File:Top bar overview.png|28px]] Nation Overview.


在国家概览界面建立的仆从国以省为单位,获得该省玩家所拥有的地块,国名和省的首府一致,国旗随机,政体和玩家相同, 袖为该地主流文化的随机生成人物。
===总督 ===
'''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.


=== 总督领===
=== 殖民地 ===
  总督领(Satrapy) 是一种特殊 类型 附属 国,仅在被 附属 的一方拥有波斯军事传统时才可用。( 阿契美尼德式的) 总督(Satrap)在某种程度上类似于省长(Governor),但有着更强的权威、更大的义务和更广阔的领土。由于帝国希望东部拥有强大的总督镇守疆土,他们中的一些人也将有助于维持他们宗主国的正统性。
'''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==
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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.


  总督领因自行其是和制造麻烦而声名狼藉。宗主国会有事件定期与之进行互动,以安抚总督。
== 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.


==附庸忠诚度==
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.
{{SVersion|1.0}}
每个附庸对其宗主都有忠诚度。将影响附庸上贡的数额,并且忠诚度较低时,他们还可能会参加针对宗主的叛乱和内战。


忠诚度数值在0-100之间浮动,100为最大值。
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.


  忠诚度低于33即为不忠的 庸:
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 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.
# 附庸上贡减少,最高可达50%(0忠诚度时)。
# 附庸会加入和自己同文化的叛乱。
# 如果发生内战,附庸会加入叛乱一方。


  忠诚受 庸和宗主之间的关系,宗主及其同文化 庸的相对军队规模对比,相对人口规模和法律等因素,还有宗主的侵略扩张、暴政度和稳定度的影响。
==整合附庸==
{{SVersion|1.5}}
Only the more closely associated 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  属类型, including tributaries and tribal vassals, cannot be integrated or annexed without first breaking or changing the existing subject relationship.


==整合附庸国==
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:
除了朝贡国好殖民地,其他附属国可以通过外交途径整合。 它要求附庸对其宗主的意见至少为190。 整合附庸的时间和成本取决于附庸的规模和宗主的外交立场。
* {{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

Vassalized.png 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

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 Tribute income.png 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 Has military access.png 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 Has military access.png military access to each other's territory.
  • Subjects always have Has military access.png military access to the territory of other subjects of the same overlord.
  • A subject can always leave a subject relationship by declaring War.png war on their overlord. They cannot declare war on any other country.
  • Overlords will always be called to War.png 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.png 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

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 Tribute income.png 贡品 Diplomatic relations.png 外交槽 War.png 参战 Integrating 整合 中止关系 外交限制 效果
朝贡国Tributary
  • None
Cost 15% of income No No No Yes Yes None
藩属Feudatory
  • Overlord is NOT a Tribe
  • Overlord has at least Local.png 20 territories
  • Subject has no more than Local.png 10 territories
  • Subject and overlord are in the same Policy cultural assimilation.png culture group
Manpower.png 15% of monthly manpower gain No Yes Yes No Yes Subject:
  • Army maintenance cost.png −10% Army Maintenance Cost
  • Pop citizen happiness.png −4% National Citizen Happiness
附属部落Tribal vassal
  • Subject is a tribe and overlord is not
  • Overlord's Civilization.png capital civilization value is higher than in the subject's capital
  • Overlord has fewer than 10 tribal vassals
Manpower.png 15% of monthly manpower gain No No No Yes Yes Overlord:
  • Tribesman happiness +4 National tribesmen happiness

Subject:

总督领Satrapy Cost 25% of income Yes Yes Yes No Yes Overlord:
  • Legitimacy.png +2% Monthly legitimacy
仆从国Client state
  • Neither subject nor overlord is tribal
  • Subject has fewer than Local.png 150 territories
Cost 25% of income Yes Yes Yes No Yes Subject:
  • Popularity.png −5% Ruler popularity gain
  • Commerce value.png +10% National commerce income
  • Can only export to overlord.
殖民地Colony
  • Only by event/mission
Cost 15% of income No No No No Yes Overlord:
  • Commerce value.png +5% National commerce income

Subject:

  • Commerce value.png +10% National commerce income
  • Loyalty.png +25 Loyalty to overlord
雇佣军城邦Mercenary State
  • Only through the unique 叙拉古的国旗 叙拉古 Create mercenary state.png Create Mercenary State action
Cost 10% of income Yes Yes Yes No Yes Overlord:
  • Mercenary maintenance.png -3% Mercenary Army Maintenance

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.png truce, the only risk being that the former overlord will get a Casus belli.png 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 Subject loyalty.png 35 loyalty
  • Has Land combat.png more army cohorts than the overlord
  • Has less than Subject loyalty.png 50 loyalty, owns more than Local.png 3 territories, and borders the overlord

Tributaries with very high Subject loyalty.png 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.png manpower to their overlord and are expected to take part in their wars. Historical examples are the 罗马的国旗  Roman Socii, the Punic cities of North Africa under 迦太基的国旗 迦太基, or the city leagues in Aegean under the 弗里吉亚的国旗  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.png civilization and the growth of it in all their territories. The tribal state in turn pays with its Manpower.png manpower to the overlord who, will also promise to protect them. Historical subjects of this type would be the Numidian kingdoms subject to 迦太基的国旗 迦太基 and various 罗马的国旗  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 Wealth income instead of providing Manpower.png 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 Top bar overview.png Nation Overview.

总督领

Satrapies are a special type of subject that is only available if the junior party has Military tradition.png Persian military traditions. The fundamental unit of organization in Persia since the time of the File:.png  Median and 阿契美尼德帝国的国旗  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.png legitimacy for their overlord kingdoms. 巴克特里亚的国旗 巴克特里亚, 帕提亚的国旗 帕提亚, and 阿拉科西亚的国旗 阿拉科西亚 start off as satrapies of the 塞琉古帝国的国旗 塞琉古帝国, while 卡帕多基亚的国旗 卡帕多基亚 starts as a satrapy of the 弗里吉亚的国旗 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 value.png 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 迦太基的国旗  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 Mercenary maintenance.png reduce the overlord's costs when hiring other mercenary companies. As well, if the overlord is a monarchy with the Enact law cost modifier.png 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.png stability, much like Agathokles himself once did. Mercenary states can only be created through the unique 叙拉古的国旗 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 Become subject.png forcing vassalization of existing states in a peace deal. A country can be vassalized if its Country capital.png capital is occupied in a war, with a smaller Warscore cost.png warscore cost and halved Aggressive expansion.png 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 Opinion improvement active.png 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.png 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.
    • 叙拉古的国旗 叙拉古 has a special Create mercenary state.png 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 迦太基的国旗  Carthaginian mission trees) or from vassalizing existing countries (such as in the Italic League mission/event chain of the 罗马的国旗  Roman mission tree). This is the only way to create new colonies.

Subject loyalty

Each subject has a Subject loyalty.png 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 Subject loyalty.png 0 loyalty
  • If a Civil war.png 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 Subject loyalty.png loyalty of subject states modifier of the overlord and the Loyalty to overlord.png loyalty to overlord modifier of the subject. These are affected by many factors, with the most important being the subject's Opinion improvement active.png opinion of the overlord, the Land combat.png relative size of its army, and the current Aggressive expansion.png aggressive expansion of the overlord. Enact law cost modifier.png Laws, diplomatic stances, national ideas, Invention.png inventions, Military tradition.png military traditions, and many event/mission modifiers can also affect subject loyalty.

转换附属类型

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 Civilization.png 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.png truce with the overlord, not be at War.png war, and to have at least Subject loyalty.png 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 Diplomatic relations.png 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.png 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 Truce.png 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

Only the more closely associated 附属类型 - as a rule, those that can be called to war - can be 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 Opinion improvement active.png 190 opinion with its overlord. The cost of integration is equal to its Population.png population and is always at least 10. Integration progresses by a base of +0.25 each month and is affected by the Integrate speed.png integration speed modifier, some of the more important sources of which are listed below:

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.png truce to expire while fabricating Fabricate claim cost modifier.png claims, and then annex the former subject through War.png war.


参考资料


国内政策 国家属性人物内战文化政府传承法律国家理念职位叛乱宗教科技
经济政策 建筑经济食物奇观人口贸易商品
省份 区域省份领土殖民地产
军事 军事传统陆军陆军单位陆战海军围城海战
对外政策 条约战争宣战理由宣称外交附属国蛮族
脚本 事件决议使命
其他 成就对手国家游戏配置