政府:修订间差异

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{{Version|1.0}}
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Each [[Countries|country]] in Imperator: Rome is ruled by a government of a specific type.
Each [[Countries|country]] in Imperator: Rome is ruled by a government of a specific type.


== 等级 ==
==  国家 等级 ==
 在《 统治者 :罗马》中 每个国家都 属于以下 种中 一种 等级 等级 可以随情况而改变
 在《 英白拉多 :罗马》中每 个国家都 个等级之一,其能根据城市 数量而变动。所有国家 等级 能与其他相同 等级 的国家结成 [[军事同盟]],除了强权(Great Power,<tt>nation_rank_5</tt>)


=== Migrant Horde ===
=== 游牧部落 ===


A migratory horde with no cities.
游牧部落(迁徙部落)没有城市。
 
* 国家人力:{{green|+1000}}
* 陆军单位负担修正:{{green|-25%}}
* 氏族酋长数量:{{green|+1}} ''(如果是[[政府#部落|部落]])''


=== 城邦 ===
=== 城邦 ===


只有当你拥有一座城市时才能被视为城邦。城邦可以加入共同防御联盟,且拥有以下加成:
This is only possible if your country is only 1 city. A City State can be a part of a defensive league, and have the following bonuses:


* +20% 收入
* 外交关系:{{green|+1}}
* +20% 防御 能力
* 国家 收入 :{{green|+20%}}
* +1 外交关系
* 要塞 防御 :{{green|+20%}}
* 氏族酋长数量:{{green|+1}} ''(如果是[[政府#部落|部落]])''


=== Local Power ===
=== 小国 ===


要求拥有2至24座城市。地域性国家可以加入共同防御联盟,且拥有以下加成:
These are countries that have from 2 to 24 cities. Local Powers can be part of defensive leagues, and they have the following bonuses:


* +2 外交 关系
* 外交关系:{{green|+2}}
* 外交 距离:{{green|+10%}}
* 氏族酋长数量:{{green|+1}} ''(如果是[[政府#部落|部落]])''


=== Regional Power ===
=== 区域强权 ===


These are countries that have from 25 to 99 cities.
These are countries that have from 25 to 99 cities. Regional Powers can use the diplomatic abilities Threaten War and Guarantee but lose the ability to be in defensive leagues. They have the following bonuses:


=== 次强 ===
* 外交关系:{{green|+3}}
* 首都进口路线:{{green|+1}}
* 外交距离:{{green|+50%}}
* [[国家理念#政体奖励|政体奖励]]系数:{{green|+100%}}
* 氏族酋长数量:{{green|+2}} ''(如果是[[政府#部落|部落]])''


  要求 家拥有100至499座城市。次强可以使用外交能力来威胁战争和保障独立,且拥有以下加成:
=== ===


* +3 外交关系
These are countries that have from 100 to 499 cities. They can use the diplomatic abilities Threaten War, Guarantee and Support Rebels, and they have the following bonuses:
* +1 首都贸易路线
* +1 每项政府组建理念点数


=== 列强 ===
* 外交关系:{{green|+4}}
* 首都进口路线:{{green|+2}}
* 外交距离:{{green|+125%}}
* [[国家理念#政体奖励|政体奖励]]系数:{{green|+100%}}
* 氏族酋长数量:{{green|+3}} ''(如果是[[政府#部落|部落]])''
* 改变[[政策#总督政策|总督政策]]花费:{{green|-20%}}


  拥有至少500座城市,且不是其他国家的附庸国的国家。他们可以通过外交能力来:干预战争、 制和平、威胁战争、及保障独立,但不能拥有任何[[军事同盟]],他们享受以下加成:
=== 权 ===


* +5 外交关系
These are countries with 500 or more cities, and that are not subjects of other nations. They can use the diplomatic abilities Intervene in War, Enforce Peace, Threaten War, Guarantee and Support Rebels but they cannot have any [[alliances]]. They have the following bonuses:
* +2 首都贸易路线
* +2 每项政府组建理念点数


== 政府种类 ==
* 外交关系:{{green|+5}}
  每个 国家 都有自己的 政府 种类,从而控制其内 部政 治的运作。
* 首都进口路线:{{green|+2}}
* 外交距离:{{green|+225%}}
* [[ 国家 理念#政体奖励|政体奖励]]系数:{{green|+200%}}
* 氏族酋长数量:{{green|+3}} ''(如果是[[ 政府#部落| 落]])''
* 改变[[政策#总督政策|总督 策]]花费:{{green|-40%}}


===  共和 国 ===
== 政体 ==
[[File:2018 08 27 1.png|thumb|right|The Senate view]]
  每个 家都有一种政体(政府类型),其控制着它的内部政治如何运作。
==== 元老院 ====
 
=== Republics ===
 
====Republican Governments====
Unless specified otherwise, all Republics have the following characteristics:
* National [[Population#Civilization_Value|Civilization Value]]: {{green|+30%}}
* Each ruler reigns for 5 years.
* Each ruler can be re-elected every 10 years.
 
{| class="wikitable"
|-
! Republic Type !! Idea Slots !! Government Bonus !! Description
|-
| Aristocratic
|| 2 Military and 1 Oratory
|| Monthly Loyalty: {{green|+0.02}},  National Freeman Happiness: {{green|+10%}}
|| ''Whilst outwardly democratic, an Aristocratic Republic limits leadership to those who enjoy high status.''
|-
| Democratic
|| 1 Military, 1 Civil, and 1 Oratory
|| National Freeman Happiness: {{green|+10%}}
|| ''This system of government gives all eligible citizens a voice, through the election of representatives to a senate, or council.''
|-
| Oligarchic
|| 1 Civil and 2 Oratory
|| Monthly Wages: {{green|-10%}},  National Citizen Happiness: {{green|+15%}}
|| ''An Oligarchic Republic restricts positions of power to a wealthy or powerful minority.''
|-
| Plutocratic
|| 2 Civil and 1 Religious
|| 首都进口路线:{{green|+1}} , 国家商业收入:{{green|+10%}}
|| ''Primarily concerned with the acquisition of wealth, Plutocratic Republics can be found ruling many of the coastal City States throughout the world.''
|-
| Theocratic
|| 1 Oratory, 2 Religious
|| Omen Power: {{green|+15%}}, Call Omen Cost: {{green|+15%}}
|| ''The priesthood will enshrine democracy into the very tenets of our faith!''
|-
| Dictatorship
|| 1 Military, 1 Civil, 1 Oratory, and 1 Religious
|| '''Ruler rules for life''', Monthly Tyranny: {{red|+0.04}}, National Tribesman Output : {{green|+15%}}, National Citizen Happiness: {{green|+10%}}
|| ''A form of totalitarian government, a dictatorship places political power in the hands of a single individual.''
|}
 
==== The Senate ====
{{main|Politics}}
{{main|Politics}}
共和国的元老院拥有100个席位,且每个席位都从属于五大派系的一派。共和国中的每个成年角色都会倾向且支持其中一个派系。每个派系都拥有一个领导者,通常为支持此派系的最有影响力的角色。
The Senate, in a republic, has 100 seats, and each seat belongs to one of five factions. Every adult character in a republic has a predilection to each faction and is supportive of one. Each faction has a leader, generally the most prominent character that supports that faction.


Depending on which faction the ruler of the republic belongs to, the republic gets various bonuses or maluses. 
Depending on which faction the ruler of the republic belongs to, the republic gets various bonuses or maluses. 
The amount of seats in the senate changes over time, depending on different factors, with the charisma of the faction leader always impacting the attraction of the seats. 
The amount of seats in the Senate changes over time, depending on different factors, with the charisma of the faction leader always impacting the attraction of the seats. 
If a nation wishes to instantly strengthen a faction's position in the senate, it can spend oratory power to convince 10 seats to join that faction. Doing so however, results in an increase of [[tyranny]].
If a nation wishes to instantly strengthen a faction's position in the Senate, it can spend oratory power to convince 10 seats to join that faction. Doing so, however, results in an increase of [[tyranny]].


=====Senatorial Factions=====
=====Senatorial Factions=====
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! Faction !! Modifiers
! Faction !! Modifiers
|-
|-
| Civic || Tax Income: {{green|+25%}} , Build Cost: {{green|-10%}}, Build Time: {{green|-10%}}
| [[File:Civic_party.png]] Civic || Tax Income: {{green|+25%}} , Build Cost: {{green|-10%}}, Build Time: {{green|-10%}}
|-
|-
| Military || Morale of Armies: {{green|+10%}},  Morale of Navies: {{green|+10%}}
| [[File:Military_party.png]] Military || Morale of Armies: {{green|+10%}},  Morale of Navies: {{green|+10%}}
|-
|-
| Mercantile || National Commerce Income: {{green|+10%}}, Diplomatic Reputation: {{green|+2.00}}
| [[File:Mercantile_party.png]] Mercantile || 国家商业收入:{{green|+10%}}, Diplomatic Reputation: {{green|+2.00}}
|-
|-
| Religious || Omen Power: {{green|+10%}}, Convert Pop Cost: {{green|-33%}}
| [[File:Religious_party.png]] Religious || Omen Power: {{green|+10%}}, Convert Pop Cost: {{green|-33%}}
|-
|-
| Populist || Power Costs: {{red|+10%}}
| [[File:Populist_party.png]] Populist || Power Costs: {{red|+10%}}
|}
|}


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When an action is passed, it impacts the characters of the nation. Loyalty is lost or gained depending on faction membership, and factions gain and lose senators.
When an action is passed, it impacts the characters of the nation. Loyalty is lost or gained depending on faction membership, and factions gain and lose senators.


=====Offices=====
====Offices====
{{main|Politics#Offices}}
{{main|Politics#Offices}}


Unless specified otherwise, all the modifiers value are multiplied by the Attribute of the office's holder.
{| class="wikitable"
{| class="wikitable"
|-
|-
! Office !! Modifiers
! Office
! Attribute
! Modifiers
! Description
|-
|-
| Censor || Each Charisma gives +0.2 Senate Influence for the Censor’s party.
| Censor
|| {{icon|Charisma}}
|| Senate Influence: {{green|+0.1}}
|| ''This office is the republic's chief magistrate with responsibility over the state census, public morality, and clearing blockages in the senate and courts.''
|-
|-
| Praetor || Each Charisma gives +1% Commerce Income.
| Magistrate
|| {{icon|Charisma}}
|| Aggressive Expansion Change: {{green|-0.01}}
|| ''This office manages the republic's economy and the conduct of foreign and domestic trade, ensuring the smooth flow of currency and goods.''
|-
|-
| Tribunus Militum || Each Martial gives +1% Discipline
| Tribune of the Soldiers
|| {{icon|Martial}}
|| Discipline: {{green|+0.5%}}
|| ''This office oversees the quality of the republic's military by managing their training, logistics, and discipline.''
|-
|-
| Praefectus Militaris || Each Martial gives +1% Tax Income
| Tribune of the Treasury
|| {{icon|Martial}}
|| Tax Income: {{green|+1%}}
|| ''This office is in charge of administering the republic's treasury by ensuring the collection of taxes and the payment of military pensions.''
|-
|-
| Augur || Each Zeal gives +5% Omen Power
| Augur
|| {{icon|Zeal}}
|| Omen Power: {{green|+2%}}
|| ''This office is a senior priest and the republic's chief interpreter of the will of the gods through haruspicy and augury.''
|-
|-
| Pontifex || Each Zeal reduces stability cost by 2%
| High Priest
|| {{icon|Zeal}}
|| Sacrifice to the Gods Cost: {{green|-2%}}
|| ''This office is the chief high priest of the republic, responsible for overseeing the priesthood, conducting state sacrifices, and religious festivals.''
|-
|-
| Tribunus Plebis || Each Finesse increases freemen happiness by 1%
| Tribune of the People
|| {{icon|Finesse}}
|| Freemen Happiness: {{green|+0.5%}}
|| ''This office represents the republic's freemen with the authority to check the power of the senate and intervene on behalf of freemen in the courts.''
|-
|-
| Vulnerarius || Each finesse increases health by 0.5
| Physician
|| {{icon|Finesse}}
|| Health: {{green|+0.5%}}
|| ''This office is the most senior doctor of the republic and is responsible for the care of senior politicians and their families.''
|}
|}


===Monarchies===
===Monarchies===
In a monarchy authority lies with the ruler, or Monarch. The monarch has as close to absolute authority as any ruler can get in Imperator:Rome. Unlike in a Republic, a Monarch ruler sits for life and is able to change laws, interact with foreign countries and use whatever character interactions you wish without approval of a senate.
In a monarchy authority lies with the ruler, or Monarch. The monarch has as close to absolute authority as any ruler can get in Imperator: Rome. Unlike in a Republic, a Monarch ruler sits for life and is able to change laws, interact with foreign countries and use whatever character interactions they wish without approval of a senate.
 
====Monarchy Governments====
Unless specified otherwise, all Monarchies have the following characteristics:
*National [[Population#Civilization_Value|Civilization Value]]: {{green|+30%}}
 
{| class="wikitable"
|-
! Monarchy Type !! Idea Slots !! Government Bonus !! Description
|-
| Autocratic Monarchy
|| 1 Military, 1 Civic, 1 Religious
|| National Slave Output: {{green|+10%}}
|| ''Conferring absolute power, the title of an Autocratic Monarchy is hereditary.''
|-
| Aristocratic Monarchy
|| 1 Military, 2 Oratory
|| Monthly Tyranny: {{green|-0.1}}, National Citizen Happiness: {{green|+10%}}
|| ''Although ruled by a hereditary monarch, power in an Aristocratic Monarchy is often conferred upon members of the nobility.''
|-
| Stratocratic Monarchy
|| 2 Military and 1 Oratory
|| National Freemen Output: {{green|+10%}}, Monthly Loyalty: {{green|+0.02}}
|| ''The military is integral to a functioning stratocratic monarchy. Advised by generals and warriors, the Monarch rules by might.''
|-
| Theocratic Monarchy
|| 2 Religious and 1 Oratory
|| Omen Power: {{green|+0.15}}, Call Omen Cost: {{green|-25%}}
|| ''A king cannot have true power unless backed by the priesthood, and invested with the power of the Divine.''
|-
| Plutocratic Monarchy
|| 1 Religious, 2 Civic
|| 国家商业收入:{{green|+10%}}, Capital Import Routes : {{green|+1}}
|| ''Largely focused on the acquisition of wealth, a plutocratic monarchy represents such nations as desire to avoid sustained conflict''
|-
| Empire
|| 1 Military, 1 Oratory, 1 Religious, 1 Civic
|| National Freemen Output: {{green|+15%}}, National SlavesOutput : {{green|+15%}}
|| ''An Emperor wields absolute power over the state, and usually holds sovereignty over lesser kings and nobles.''
|-
| Imperial Cult
|| 1 Military, 1 Oratory, 1 Religious, 1 Civic
|| National Freemen Output: {{green|+15%}}, National SlavesOutput : {{green|+15%}}, Omen Power: {{green|+15%}}
|| ''In some cultures, an Emperor or Empress holds such authority that they are considered to be a messenger of the divine, or even a deity themselves.''
|}


====Legitimacy====
====Legitimacy====
While a Monarch has the authority to act without asking for approval their subject characters will still react to their actions if they do not approve of them. Legitimacy is a value between -100 and +100 and models the perceived right for the Monarch to rule their country.
While a Monarch has the authority to act without asking for approval their subject characters will still react to their actions if they do not approve of them. Legitimacy is a value between -100 and +100 and models the perceived right for the Monarch to rule their country.


For the monarchies that exist in Imperator:Rome at the start of the game this was highly relevant as they were almost all established in this generation. None of them have a firm number of supporters, and many of them (like Egypt or the Seleucid Empire) have a population that considers them to be foreigners.
For the monarchies that exist in Imperator: Rome at the start of the game this was highly relevant as they were almost all established in this generation. None of them have a firm number of supporters, and many of them (like Egypt or the Seleucid Empire) have a population that considers them to be foreigners.


Legitimacy directly impacts the loyalty of all characters in the country as well as the happiness of all Freemen.
Legitimacy directly impacts the loyalty of all characters in the country as well as the happiness of all Freemen.
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Meanwhile foreign countries will have also have a new character interaction available, to spend money and military power on increasing the size of the Pretender army.
Meanwhile foreign countries will have also have a new character interaction available, to spend money and military power on increasing the size of the Pretender army.
====Offices====
{{main|Politics#Offices}}
Unless specified otherwise, all the modifiers value are multiplied by the Attribute of the office's holder.
{| class="wikitable"
|-
! Office
! Attribute
! Modifiers
! Description
|-
| Chancellor
|| {{icon|Charisma}}
|| Monthly Agressive Expansion: {{green|-0.01}}
|| ''This office is the monarch's chief diplomat responsible for the reputation of the ruler and state in foreign courts.''
|-
| Royal Tutor
|| {{icon|Charisma}}
|| Sacrifice to the Gods Cost: {{green|-2%}}
|| ''This office is the monarch's royal tutor and oversees the education of the children of the ruler and important nobles at court.''
|-
| Marshal
|| {{icon|Martial}}
|| Mercenary Maintenance: {{green|-1%}}
|| ''This office is the marshal in charge of the organization and performance of the monarch's armies including training, logistics and recruitment.''
|-
| Master of the Guard
|| {{icon|Martial}}
|| Land Morale: {{green|+1%}}
|| ''This office is in charge of the monarch's royal bodyguard and oversees their personal protection and maintains domestic order.''
|-
| High Priest
|| {{icon|Zeal}}
|| Omen Power: {{green|+2%}}
|| ''This office is the monarch's high priest and directs religious sacrifices, festivals and the interpretation of the god's will.''
|-
| Court Philosopher
|| {{icon|Zeal}}
|| Monthly Legitimacy: {{green|+0.01}}
|| ''This office is the monarch's court philosopher who supervises libraries and the gathering and protection of knowledge.''
|-
| Steward
|| {{icon|Finesse}}
|| National Tax: {{green|+1%}}
|| ''This office is the royal steward responsible for administering the collection of taxes and government spending for the monarch.''
|-
| Physician
|| {{icon|Finesse}}
|| Health: {{green|+0.5%}}
|| ''This office is the court physician responsible for the medical treatment and health of the monarch and their subjects.''
|}


===Tribal===
===Tribal===
Tribal Chiefdoms, Kingdoms and Federations make up the grand majority of the countries in Imperator and Tribal countries exist in all locations from western Europe, to Arabia and the Caucasus to the interior of India all the way to the Burmese border. The base premise for the tribal government is that authority is shared. When a ruler dies the new ruler will be elected from among a number of Clan Leaders, all whom command their own Retinues of loyal troops. Changing any Laws at all in a tribe requires that your Clan Leaders are loyal, and doing so will reduce the loyalty of all Clan leaders but the king.
'''Migratory Tribes''' (also known as ''Tribal Chiefdoms''), '''Settled Tribes''' (''Tribal Kingdoms'') and '''Federated Tribes''' (''Tribal Federations'') make up the grand majority of the countries in Imperator. Tribal countries exist in all locations from western Europe, to Arabia and the Caucasus to the interior of India all the way to the Burmese border.
 
The base premise for the tribal government is that authority is shared. When a ruler dies the new ruler will be elected from among a number of Clan Leaders, all whom command their own Retinues of loyal troops. Changing any Laws at all in a tribe requires that your Clan Leaders are loyal, and doing so will reduce the loyalty of all Clan leaders but the king.
 
====Tribal Governments====
Unless specified otherwise, all Tribes have the following characteristics:
* [[Government#Centralization|Centralization]]
* [[Government#Clan_Leaders_and_Retinues|Clan Leader Retinues]]
* {{red|+50%}} Army Maintenance Cost
* {{red|-20%}} Wrong Culture Happiness (instead of default -10%)
* {{red|-40%}} Wrong Culture Group Happiness (instead of default -30%)
* {{red|+25%}} Freeman Promotion Cost
* {{red|+50%}} Citizen Promotion Cost
* {{green|+5%}} Enslavement Efficiency
* Enables the 'Raze City' Ability
 
 
{| class="wikitable"
|-
! Tribe Type !! Idea Slots !! Base Bonus !! Government Bonus !! Description
|-
| Migratory Tribe
|| 2 Military
|| Alows Migration, National Population Growth: {{green|+10%}}
|| National Tribesmen Output: {{green|+15%}}
|| ''Elected by a council of tribesmen, a tribal chief rules for life, and is entrusted with the safety and security of his or her tribe. The most important authority vested in the Chief is the decision of when to settle and when to migrate to another, more favorable location.''
|-
| Settled Tribe
|| 1 Military, 1 Oratory
|| National Tribesmen Happiness: {{green|+15%}}
|| Country Civilization Level: {{green|+10%}}
|| ''Tribal leaders are elected for life, by a council of the clan leaders. This is a society that has come to settle permanently in its region, embracing a sedentary lifestyle.''
|-
| Federated Tribe
|| 1 Civic, 1 Military and 1 Oratory
|| Country Civilization Level: {{green|+15%}}
|| National Tribesmen Output: {{green|+20%}}, Freeman Promotion Cost: {{green|-15%}}
|| ''Representing the wisdom of a great number of united clans, the council of a Federated Tribe resembles the beginnings of a democratic state.''
|}


====Centralization====
====Centralization====
All Tribes make use of a Centralization scale that goes from -100 to +100. Centralization will change from your actions such as laws you enact, or your reactions to what clan leaders do. There is however no direct way to change the Centralization value, using power or money for instance, it is only adjusted as a result of your actions and over time. The vast majority of countries are Tribal kingdoms at start, and some are part of larger tribal identities that can form into bigger Tribal Federations.
All Tribes make use of a Centralization scale that goes from -100 to +100. Centralization will change from your actions such as laws you enact, or your reactions to what clan leaders do. There is however no direct way to change the Centralization value, using power or money for instance, it is only adjusted as a result of your actions and over time. The vast majority of countries are Settled Tribes at start, and some are part of larger tribal identities that can form into bigger Federated Tribes.


At Negative Centralization your Tribe is less centralized, it will have more influential clan chiefs, bigger retinues, higher Tribesman output and will make it possible to morph into a Tribal Chiefdom, able to perform Tribal Migration.
The modifiers from Centralization scale linearly. Below table shows examples.


Positive Centralization gives discount to Converting Tribesmen to Freemen, decreases the size of Clan Retinues, and most importantly increases the Country Civilization value, the cap that all cities under your control will gravitate towards. A higher civilization value in your capital, together with the appropriate laws, will eventually make it possible to reform out of being a tribe, morphing into a Republic or Monarchy
{| class="wikitable"
|-
! Centralization Level
! Migration Cost
! National Tribesman Output
! Size of Clan Retinue
! Freeman Promotion Cost
! Country Civilization Level
|-
| -100%
| {{green|-50%}}
| {{green|+25%}}
| {{green|+50%}}
|
|
|-
| -50%
| {{green|-25%}}
| {{green|+12.50%}}
| {{green|+25%}}
|
|
|-
| 0
|
|
|
|
|
|-
| +50%
|
|
| {{red|-25%}}
| {{green|-12.50%}}
| {{green|+5%}}
|-
| +100%
|
|
| {{red|-50%}}
| {{green|-25%}}
| {{green|+10%}}
|-
|}


Apart from its impact on research, a higher Civilization value in your cities will make more tribesmen unhappy to live in them (while Citizens and Freemen will feel more and more at home) meaning that the tribesmen will start being less productive and be more prone to generate unrest. At the start of the game the Centralization levels of Tribal countries all around the map will differ, they start well into the negatives for the Germanic tribes for instance, while others like Turdetania in Hispania, starts with significant positive Centralization.
* At -25% Centralization, a Settled or Federated Tribe can Abandon Sedentary Lifestyle, thus adopting the Migratory Tribe government form.
* At +40% Centralization, a Migratory Tribe can Form Tribal Kingdom, thus adopting the Settled Tribe government form.
* Many Migratory or Settled Tribes have special decisions available to unite their region after conquering it, thus adopting the Federated Tribe government form. Many others don't.
* A Settled or Federated Tribe may Embrace Autocracy or Democracy to adopt Autocratic Monarchy or Democratic Republic government forms respectively. Among the requirements, capital's City Civilization Level needs to be 50 or higher. This has synergy with positive Centralization.
 
A higher Civilization value in your cities will make Tribesmen unhappy to live in them (while Citizens and Freemen will feel more and more at home), meaning that the tribesmen will start being less productive and be more prone to generate unrest. At the start of the game the Centralization levels of Tribal countries all around the map will differ, they start well into the negatives for the Germanic tribes for instance, while others like Turdetania in Hispania, starts with significant positive Centralization.


====Clan Leaders and Retinues====
====Clan Leaders and Retinues====
A tribal government shares it's power between clan leaders. The chief clan leader will be the government head. When the government head dies the new leader will be elected from among the clan leaders. The military might of the tribe is divested in clan leaders in the form of the clan leaders personal retinues. 
A tribal government shares its power between clan leaders. The chief clan leader will be the government head. When the government head dies the new leader will be elected from among the clan leaders. The military might of the tribe is divested in clan leaders in the form of the clan leaders personal retinues. 


Clan Retinues are recruited and reinforced by the Clan Leaders themselves, without using the manpower pool of the country and are also cheaper to upkeep. Since retinue troops are always loyal to their Clan Leader, these armies will also make it harder to rely on the loyalty of your Clan Leaders the bigger they are. Their presence also means that there are always armies ready to provoke a civil war, should you not be able to maintain the loyalty of your Clan Leaders.
Clan Retinues are recruited and reinforced by the Clan Leaders themselves, without using the manpower pool of the country and are also cheaper to upkeep. Since retinue troops are always loyal to their Clan Leader, these armies will also make it harder to rely on the loyalty of your Clan Leaders the bigger they are. Their presence also means that there are always armies ready to provoke a civil war, should you not be able to maintain the loyalty of your Clan Leaders.
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====Migrating and Settling====
====Migrating and Settling====
All Tribal Chiefdoms will have the ability to migrate, and all Tribal states can become a Tribal Chiefdom if they reach a sufficient degree of decentralization. Migration can be initiated in any city that has at least 3 pops, for a base cost of 100 Oratory power (reduced by negative Centralization), by clicking on the Migrate button in the city section of the province interface.
Migratory Tribes have the ability to migrate, and all Tribal governments can become a Migratory Tribe if they reach a sufficient degree of decentralization. Migration can be initiated in any city that has at least 3 pops and where the primary culture is dominant, by clicking on the Migrate button in the city section of the province interface. It has a base cost of 100 Oratory power (reduced by negative Centralization).


Migrating will turn up to 20 of the pops in the city into Light Infantry. This creates an army that can move around like any army, except it does not require military access to cross foreign lands. All types of pops can be used to create a Migration cohort but once settled (see below) always turn into Tribesmen. To migrate is to let go of any old specialized roles they may have had in their original location.
Migrating will turn up to 20 of the pops in the city into Light Infantry. This creates an army that can move around like any army, except it does not require military access to cross foreign lands. All types of pops can be used to create a Migration cohort but once settled (see below) always turn into Tribesmen. To migrate is to let go of any old specialized roles they may have had in their original location.
Any army that has more Migration cohorts than there are pops in its current location can settle in that location. This will turn all Migration units into Tribesmen of your culture and religion and settle them in this city, taking ownership of it. In order to be able to settle the location must also either be uncolonized or under your control in a war. Like [[colonization]] and annexation, all pre-existing pops are kept.


Even if a country loses its last city it still remains playable as long as the Migration units remain, meaning you can quite literally uproot your entire society and resettle somewhere else.
Even if a country loses its last city it still remains playable as long as the Migration units remain, meaning you can quite literally uproot your entire society and resettle somewhere else.


Any army that has more Migration cohorts than there are pops in its current location can settle in that location. This will turn all Migration units into Tribesmen of your culture and religion and settle them in this city, taking ownership of it, even if it was owned by someone else beforehand. In order to be able to settle the location must also either be uncolonized or under your control in a war.
====Offices====
{{main|Politics#Offices}}
 
Unless specified otherwise, all the modifiers value are multiplied by the Attribute of the office's holder.
{| class="wikitable"
|-
! Office
! Attribute
! Modifiers
! Description
|-
| Arbitrator
|| {{icon|Charisma}}
|| Monthly Agressive Expansion: {{green|-0.001}}
|| ''This office is in charge of managing domestic tribal relations and settling disputes in the name of the chief.''
|-
| Elder
|| {{icon|Charisma}}
|| National Tribesmen Happiness: {{green|+1%}}
|| ''This office is a senior member of the tribe selected for their experience, who advises the chief on tribal matters.''
|-
| Warchief
|| {{icon|Martial}}
|| Cohort Recruit Speed: {{green|+2%}}
|| ''This office is the most senior military advisor to the chief responsible, for raising and managing their armies.''
|-
| Bodyguard
|| {{icon|Martial}}
|| Manpower Recovery Speed: {{green|+1%}}
|| ''This office is in charge of managing the chief's personal bodyguards, retinues, and their morale.''
|-
| High Priest
|| {{icon|Zeal}}
|| Omen Power: {{green|+2%}}
|| ''This office is the chief's most senior priest, and directs religious sacrifices, festivals, and divination.''
|-
| Wise One
|| {{icon|Zeal}}
|| National Citizen Happiness: {{green|+0.01}}
|| ''This office is selected for their learning and advises the chief on a wide variety of matters, from astronomy to technology.''
|-
| Magistrate
|| {{icon|Finesse}}
|| National Tax: {{green|+2%}}
|| ''This office is in charge of the tribe's treasury and the collection of tribute in the name of the chief.''
|-
| Apothecary
|| {{icon|Finesse}}
|| Health: {{green|+0.5%}}
|| ''This office supervises the medical treatment and health of the chief and tribal nobility.''
|}
 


== 参考资料 ==
== 参考资料 ==

2019年5月6日 (一) 00:47的版本


Each country in Imperator: Rome is ruled by a government of a specific type.

国家等级

在《英白拉多:罗马》中每一个国家都有六个等级之一,其能根据城市的数量而变动。所有国家等级能与其他相同等级的国家结成 军事同盟,除了强权(Great Power,nation_rank_5)。

游牧部落

游牧部落(迁徙部落)没有城市。

  • 国家人力:+1000
  • 陆军单位负担修正:-25%
  • 氏族酋长数量:+1 (如果是部落

城邦

This is only possible if your country is only 1 city. A City State can be a part of a defensive league, and have the following bonuses:

  • 外交关系:+1
  • 国家商业收入:+20%
  • 要塞防御:+20%
  • 氏族酋长数量:+1 (如果是部落

小国

These are countries that have from 2 to 24 cities. Local Powers can be part of defensive leagues, and they have the following bonuses:

  • 外交关系:+2
  • 外交距离:+10%
  • 氏族酋长数量:+1 (如果是部落

区域强权

These are countries that have from 25 to 99 cities. Regional Powers can use the diplomatic abilities Threaten War and Guarantee but lose the ability to be in defensive leagues. They have the following bonuses:

  • 外交关系:+3
  • 首都进口路线:+1
  • 外交距离:+50%
  • 政体奖励系数:+100%
  • 氏族酋长数量:+2 (如果是部落

大国

These are countries that have from 100 to 499 cities. They can use the diplomatic abilities Threaten War, Guarantee and Support Rebels, and they have the following bonuses:

  • 外交关系:+4
  • 首都进口路线:+2
  • 外交距离:+125%
  • 政体奖励系数:+100%
  • 氏族酋长数量:+3 (如果是部落
  • 改变总督政策花费:-20%

强权

These are countries with 500 or more cities, and that are not subjects of other nations. They can use the diplomatic abilities Intervene in War, Enforce Peace, Threaten War, Guarantee and Support Rebels but they cannot have any alliances. They have the following bonuses:

  • 外交关系:+5
  • 首都进口路线:+2
  • 外交距离:+225%
  • 政体奖励系数:+200%
  • 氏族酋长数量:+3 (如果是部落
  • 改变总督政策花费:-40%

政体

每个国家都有一种政体(政府类型),其控制着它的内部政治如何运作。

Republics

Republican Governments

Unless specified otherwise, all Republics have the following characteristics:

  • National Civilization Value: +30%
  • Each ruler reigns for 5 years.
  • Each ruler can be re-elected every 10 years.
Republic Type Idea Slots Government Bonus Description
Aristocratic 2 Military and 1 Oratory Monthly Loyalty: +0.02, National Freeman Happiness: +10% Whilst outwardly democratic, an Aristocratic Republic limits leadership to those who enjoy high status.
Democratic 1 Military, 1 Civil, and 1 Oratory National Freeman Happiness: +10% This system of government gives all eligible citizens a voice, through the election of representatives to a senate, or council.
Oligarchic 1 Civil and 2 Oratory Monthly Wages: -10%, National Citizen Happiness: +15% An Oligarchic Republic restricts positions of power to a wealthy or powerful minority.
Plutocratic 2 Civil and 1 Religious 首都进口路线:+1 , 国家商业收入:+10% Primarily concerned with the acquisition of wealth, Plutocratic Republics can be found ruling many of the coastal City States throughout the world.
Theocratic 1 Oratory, 2 Religious Omen Power: +15%, Call Omen Cost: +15% The priesthood will enshrine democracy into the very tenets of our faith!
Dictatorship 1 Military, 1 Civil, 1 Oratory, and 1 Religious Ruler rules for life, Monthly Tyranny: +0.04, National Tribesman Output : +15%, National Citizen Happiness: +10% A form of totalitarian government, a dictatorship places political power in the hands of a single individual.

The Senate

主条目:Politics

The Senate, in a republic, has 100 seats, and each seat belongs to one of five factions. Every adult character in a republic has a predilection to each faction and is supportive of one. Each faction has a leader, generally the most prominent character that supports that faction.

Depending on which faction the ruler of the republic belongs to, the republic gets various bonuses or maluses. The amount of seats in the Senate changes over time, depending on different factors, with the charisma of the faction leader always impacting the attraction of the seats. If a nation wishes to instantly strengthen a faction's position in the Senate, it can spend oratory power to convince 10 seats to join that faction. Doing so, however, results in an increase of tyranny.

Senatorial Factions
Faction Modifiers
File:Civic party.png Civic Tax Income: +25% , Build Cost: -10%, Build Time: -10%
File:Military party.png Military Morale of Armies: +10%, Morale of Navies: +10%
File:Mercantile party.png Mercantile 国家商业收入:+10%, Diplomatic Reputation: +2.00
File:Religious party.png Religious Omen Power: +10%, Convert Pop Cost: -33%
File:Populist party.png Populist Power Costs: +10%
Actions

There are three different categories of actions which require senate approval:

  • All changing of laws require approval by the senate
  • A lot of character interactions, like banishing, imprisoning, etc.
  • All diplomatic interactions with other nations.

The senate can block an action if less than 40 senators support it. If less than 60 senators back the action, it can be forced through, but it will increase the amount of tyranny. If the Senate approves an action or not depends on its composition, and what the nation's course is. When an action is passed, it impacts the characters of the nation. Loyalty is lost or gained depending on faction membership, and factions gain and lose senators.

Offices

主条目:Politics#Offices

Unless specified otherwise, all the modifiers value are multiplied by the Attribute of the office's holder.

Office Attribute Modifiers Description
Censor Charisma.png Senate Influence: +0.1 This office is the republic's chief magistrate with responsibility over the state census, public morality, and clearing blockages in the senate and courts.
Magistrate Charisma.png Aggressive Expansion Change: -0.01 This office manages the republic's economy and the conduct of foreign and domestic trade, ensuring the smooth flow of currency and goods.
Tribune of the Soldiers Martial.png Discipline: +0.5% This office oversees the quality of the republic's military by managing their training, logistics, and discipline.
Tribune of the Treasury Martial.png Tax Income: +1% This office is in charge of administering the republic's treasury by ensuring the collection of taxes and the payment of military pensions.
Augur zeal修正 Omen Power: +2% This office is a senior priest and the republic's chief interpreter of the will of the gods through haruspicy and augury.
High Priest zeal修正 Sacrifice to the Gods Cost: -2% This office is the chief high priest of the republic, responsible for overseeing the priesthood, conducting state sacrifices, and religious festivals.
Tribune of the People Finesse.png Freemen Happiness: +0.5% This office represents the republic's freemen with the authority to check the power of the senate and intervene on behalf of freemen in the courts.
Physician Finesse.png Health: +0.5% This office is the most senior doctor of the republic and is responsible for the care of senior politicians and their families.

Monarchies

In a monarchy authority lies with the ruler, or Monarch. The monarch has as close to absolute authority as any ruler can get in Imperator: Rome. Unlike in a Republic, a Monarch ruler sits for life and is able to change laws, interact with foreign countries and use whatever character interactions they wish without approval of a senate.

Monarchy Governments

Unless specified otherwise, all Monarchies have the following characteristics:

Monarchy Type Idea Slots Government Bonus Description
Autocratic Monarchy 1 Military, 1 Civic, 1 Religious National Slave Output: +10% Conferring absolute power, the title of an Autocratic Monarchy is hereditary.
Aristocratic Monarchy 1 Military, 2 Oratory Monthly Tyranny: -0.1, National Citizen Happiness: +10% Although ruled by a hereditary monarch, power in an Aristocratic Monarchy is often conferred upon members of the nobility.
Stratocratic Monarchy 2 Military and 1 Oratory National Freemen Output: +10%, Monthly Loyalty: +0.02 The military is integral to a functioning stratocratic monarchy. Advised by generals and warriors, the Monarch rules by might.
Theocratic Monarchy 2 Religious and 1 Oratory Omen Power: +0.15, Call Omen Cost: -25% A king cannot have true power unless backed by the priesthood, and invested with the power of the Divine.
Plutocratic Monarchy 1 Religious, 2 Civic 国家商业收入:+10%, Capital Import Routes : +1 Largely focused on the acquisition of wealth, a plutocratic monarchy represents such nations as desire to avoid sustained conflict
Empire 1 Military, 1 Oratory, 1 Religious, 1 Civic National Freemen Output: +15%, National SlavesOutput : +15% An Emperor wields absolute power over the state, and usually holds sovereignty over lesser kings and nobles.
Imperial Cult 1 Military, 1 Oratory, 1 Religious, 1 Civic National Freemen Output: +15%, National SlavesOutput : +15%, Omen Power: +15% In some cultures, an Emperor or Empress holds such authority that they are considered to be a messenger of the divine, or even a deity themselves.

Legitimacy

While a Monarch has the authority to act without asking for approval their subject characters will still react to their actions if they do not approve of them. Legitimacy is a value between -100 and +100 and models the perceived right for the Monarch to rule their country.

For the monarchies that exist in Imperator: Rome at the start of the game this was highly relevant as they were almost all established in this generation. None of them have a firm number of supporters, and many of them (like Egypt or the Seleucid Empire) have a population that considers them to be foreigners.

Legitimacy directly impacts the loyalty of all characters in the country as well as the happiness of all Freemen.

At 0 Legitimacy all characters in a Monarchy are capped at 50 loyalty (out of the normal 100), and at negative Legitimacy they will suffer a ticking loyalty reduction. Legitimacy also directly impacts the cost of enacting laws.

Legitimacy is gained from acting as a good monarch, most importantly:

  • Ruler Popularity
  • High Stability
  • The Skill of your currently employed Court Philosopher

Legitimacy is reduced by anything that threatens popular support for the monarchy, most importantly:

  • Low Ruler Popularity
  • War Exhaustion
  • Ruler Corruption
  • The number of employed characters that prefer another successor than the current heir to succeed (we will talk more about this below).

To help increase Legitimacy you can also at any time use a government action to Strengthen Legitimacy by 10 for a cost of 25 Civic Power and 5 Tyranny. There are also various indirect ways, like Holding Games, that increase popularity and therefore indirectly Legitimacy.

Succession Laws

In a Monarchy, a new ruler is not elected but will instead inherit power upon the death of the old monarch. The method for this inheritance depends on which of these succession laws the country follows. The family of the current ruler is always preferred over non-family members.

  • Agnatic: Inheritance is in age order, with preference to male children of ruler.
  • Agnatic-Cognatic: Inheritance in age order, children of ruler are preferred without preference in regards to gender.
  • Agnatic Seniority: The male siblings of the Monarch will inherit before any children.
  • Egyptian Succession: Children of ruler are preferred in order of age regardless of gender. Members of the royal family will marry their own family members (including sibling to sibling).

Successors

Successions are not always as easy as the described laws would imply. There are many examples of conflicts over who would inherit, sometimes tearing even great and otherwise stable kingdoms apart. In the government view, the 4 most likely characters in the country to inherit will be displayed at all times (including the current heir) together with their loyalty and the strength of their claim (according to the succession law). Every character in a Monarchy also has a Preferred Heir out of these four. Most of the time this will be the current heir, but depending on things like friendships, skills or lack of loyalty, they can prefer one of the other heirs.

Any possible successor apart from the current heir will have a ticking negative modifier to their loyalty and will normally do what they can to assemble money and supporters for the day the current monarch dies. Apart from increasing loyalty and attacking the causes for someone preferring another heir you can ask them to support your preferred heir. As long as their loyalty is at least 50 this drastically increases their support for your current heir for a cost of 25 Oratory Power.

Upon succession, the current heir will become the new Monarch with a starting Legitimacy of 60 plus 20 times the religious Unity in the country. It is further reduced by 2 points for each employed character that supported another heir.

Succession Crisis

At the time of succession, if any of the possible successors that did not gain the throne are at less than 33% loyalty, they will make their displeasure known by assembling an army of as many loyal troops as they can afford. As this is a loyal army, and they are disloyal, you will be unable to give orders to this army and unable to detach the pretenders from it. The presence of these armies is likely to drive the country towards a civil war, either immediately or in the long run.

To the end of disarming this threat you have special character interactions no pretenders:

  • Encourage Deserters: Allows you to reduce the pretender army size.
  • Make Mercenary: For a very large sum of gold you can send a pretender off to be a Mercenary, along with their loyal troops. This will eliminate the threat to you internal stability, for now.

Meanwhile foreign countries will have also have a new character interaction available, to spend money and military power on increasing the size of the Pretender army.

Offices

主条目:Politics#Offices

Unless specified otherwise, all the modifiers value are multiplied by the Attribute of the office's holder.

Office Attribute Modifiers Description
Chancellor Charisma.png Monthly Agressive Expansion: -0.01 This office is the monarch's chief diplomat responsible for the reputation of the ruler and state in foreign courts.
Royal Tutor Charisma.png Sacrifice to the Gods Cost: -2% This office is the monarch's royal tutor and oversees the education of the children of the ruler and important nobles at court.
Marshal Martial.png Mercenary Maintenance: -1% This office is the marshal in charge of the organization and performance of the monarch's armies including training, logistics and recruitment.
Master of the Guard Martial.png Land Morale: +1% This office is in charge of the monarch's royal bodyguard and oversees their personal protection and maintains domestic order.
High Priest zeal修正 Omen Power: +2% This office is the monarch's high priest and directs religious sacrifices, festivals and the interpretation of the god's will.
Court Philosopher zeal修正 Monthly Legitimacy: +0.01 This office is the monarch's court philosopher who supervises libraries and the gathering and protection of knowledge.
Steward Finesse.png National Tax: +1% This office is the royal steward responsible for administering the collection of taxes and government spending for the monarch.
Physician Finesse.png Health: +0.5% This office is the court physician responsible for the medical treatment and health of the monarch and their subjects.

Tribal

Migratory Tribes (also known as Tribal Chiefdoms), Settled Tribes (Tribal Kingdoms) and Federated Tribes (Tribal Federations) make up the grand majority of the countries in Imperator. Tribal countries exist in all locations from western Europe, to Arabia and the Caucasus to the interior of India all the way to the Burmese border.

The base premise for the tribal government is that authority is shared. When a ruler dies the new ruler will be elected from among a number of Clan Leaders, all whom command their own Retinues of loyal troops. Changing any Laws at all in a tribe requires that your Clan Leaders are loyal, and doing so will reduce the loyalty of all Clan leaders but the king.

Tribal Governments

Unless specified otherwise, all Tribes have the following characteristics:

  • Centralization
  • Clan Leader Retinues
  • +50% Army Maintenance Cost
  • -20% Wrong Culture Happiness (instead of default -10%)
  • -40% Wrong Culture Group Happiness (instead of default -30%)
  • +25% Freeman Promotion Cost
  • +50% Citizen Promotion Cost
  • +5% Enslavement Efficiency
  • Enables the 'Raze City' Ability


Tribe Type Idea Slots Base Bonus Government Bonus Description
Migratory Tribe 2 Military Alows Migration, National Population Growth: +10% National Tribesmen Output: +15% Elected by a council of tribesmen, a tribal chief rules for life, and is entrusted with the safety and security of his or her tribe. The most important authority vested in the Chief is the decision of when to settle and when to migrate to another, more favorable location.
Settled Tribe 1 Military, 1 Oratory National Tribesmen Happiness: +15% Country Civilization Level: +10% Tribal leaders are elected for life, by a council of the clan leaders. This is a society that has come to settle permanently in its region, embracing a sedentary lifestyle.
Federated Tribe 1 Civic, 1 Military and 1 Oratory Country Civilization Level: +15% National Tribesmen Output: +20%, Freeman Promotion Cost: -15% Representing the wisdom of a great number of united clans, the council of a Federated Tribe resembles the beginnings of a democratic state.

Centralization

All Tribes make use of a Centralization scale that goes from -100 to +100. Centralization will change from your actions such as laws you enact, or your reactions to what clan leaders do. There is however no direct way to change the Centralization value, using power or money for instance, it is only adjusted as a result of your actions and over time. The vast majority of countries are Settled Tribes at start, and some are part of larger tribal identities that can form into bigger Federated Tribes.

The modifiers from Centralization scale linearly. Below table shows examples.

Centralization Level Migration Cost National Tribesman Output Size of Clan Retinue Freeman Promotion Cost Country Civilization Level
-100% -50% +25% +50%
-50% -25% +12.50% +25%
0
+50% -25% -12.50% +5%
+100% -50% -25% +10%
  • At -25% Centralization, a Settled or Federated Tribe can Abandon Sedentary Lifestyle, thus adopting the Migratory Tribe government form.
  • At +40% Centralization, a Migratory Tribe can Form Tribal Kingdom, thus adopting the Settled Tribe government form.
  • Many Migratory or Settled Tribes have special decisions available to unite their region after conquering it, thus adopting the Federated Tribe government form. Many others don't.
  • A Settled or Federated Tribe may Embrace Autocracy or Democracy to adopt Autocratic Monarchy or Democratic Republic government forms respectively. Among the requirements, capital's City Civilization Level needs to be 50 or higher. This has synergy with positive Centralization.

A higher Civilization value in your cities will make Tribesmen unhappy to live in them (while Citizens and Freemen will feel more and more at home), meaning that the tribesmen will start being less productive and be more prone to generate unrest. At the start of the game the Centralization levels of Tribal countries all around the map will differ, they start well into the negatives for the Germanic tribes for instance, while others like Turdetania in Hispania, starts with significant positive Centralization.

Clan Leaders and Retinues

A tribal government shares its power between clan leaders. The chief clan leader will be the government head. When the government head dies the new leader will be elected from among the clan leaders. The military might of the tribe is divested in clan leaders in the form of the clan leaders personal retinues.

Clan Retinues are recruited and reinforced by the Clan Leaders themselves, without using the manpower pool of the country and are also cheaper to upkeep. Since retinue troops are always loyal to their Clan Leader, these armies will also make it harder to rely on the loyalty of your Clan Leaders the bigger they are. Their presence also means that there are always armies ready to provoke a civil war, should you not be able to maintain the loyalty of your Clan Leaders.

Every Tribal country will have at least 3 Clan Leaders, with more added for each country rank the country attains.

Migrating and Settling

Migratory Tribes have the ability to migrate, and all Tribal governments can become a Migratory Tribe if they reach a sufficient degree of decentralization. Migration can be initiated in any city that has at least 3 pops and where the primary culture is dominant, by clicking on the Migrate button in the city section of the province interface. It has a base cost of 100 Oratory power (reduced by negative Centralization).

Migrating will turn up to 20 of the pops in the city into Light Infantry. This creates an army that can move around like any army, except it does not require military access to cross foreign lands. All types of pops can be used to create a Migration cohort but once settled (see below) always turn into Tribesmen. To migrate is to let go of any old specialized roles they may have had in their original location.

Any army that has more Migration cohorts than there are pops in its current location can settle in that location. This will turn all Migration units into Tribesmen of your culture and religion and settle them in this city, taking ownership of it. In order to be able to settle the location must also either be uncolonized or under your control in a war. Like colonization and annexation, all pre-existing pops are kept.

Even if a country loses its last city it still remains playable as long as the Migration units remain, meaning you can quite literally uproot your entire society and resettle somewhere else.

Offices

主条目:Politics#Offices

Unless specified otherwise, all the modifiers value are multiplied by the Attribute of the office's holder.

Office Attribute Modifiers Description
Arbitrator Charisma.png Monthly Agressive Expansion: -0.001 This office is in charge of managing domestic tribal relations and settling disputes in the name of the chief.
Elder Charisma.png National Tribesmen Happiness: +1% This office is a senior member of the tribe selected for their experience, who advises the chief on tribal matters.
Warchief Martial.png Cohort Recruit Speed: +2% This office is the most senior military advisor to the chief responsible, for raising and managing their armies.
Bodyguard Martial.png Manpower Recovery Speed: +1% This office is in charge of managing the chief's personal bodyguards, retinues, and their morale.
High Priest zeal修正 Omen Power: +2% This office is the chief's most senior priest, and directs religious sacrifices, festivals, and divination.
Wise One zeal修正 National Citizen Happiness: +0.01 This office is selected for their learning and advises the chief on a wide variety of matters, from astronomy to technology.
Magistrate Finesse.png National Tax: +2% This office is in charge of the tribe's treasury and the collection of tribute in the name of the chief.
Apothecary Finesse.png Health: +0.5% This office supervises the medical treatment and health of the chief and tribal nobility.


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