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每个[[角色]]都有四项'''属性'''(attributes),每项属性都有各自的值。These attributes determine how well characters perform as the {{icon|ruler}} ruler and when appointed to {{icon|position}} positions and can also affect various events triggers and outcomes, with higher attributes almost always better. Each attribute has a base value that is mostly accumulated over the course of a character's childhood, though it can still change during adulthood through various events and mission tasks, and then are modified by a character's [[traits]] and character modifiers. | |||
== 军略 == | |||
{{icon|mil}} '''军略'''(Martial)表现了 角色 带兵打仗的能力。 有 更高军略技能 的 角色能够当好将军 。 | |||
每一点 {{icon|martial}} 军略 , 会带给角色如下加成 : | |||
{{icon| | * {{icon|attraction as heir}} Attraction as Heir: {{green|+2}} | ||
* {{icon|populares}} Monthly Populares Conviction: {{green|+0.01}} | |||
* {{icon|oligarchs}} Monthly Oligarchic Conviction: {{green|+0.01}} | |||
* | |||
* | |||
* | |||
如果该角色是一位 {{icon|ruler}} 统治者(or co-ruler/consort with a higher attribute), 每一点 {{icon|martial}} 军 略 也 会 为国家 带 来 如下加成 : | |||
{{icon| | * {{icon|manpower recovery speed}} Manpower Recovery Speed: {{green|+1%}} | ||
* {{icon|army morale recovery}} Army Morale Recovery Speed: {{green|+1%}} | |||
每一点 | |||
* | |||
* | |||
如果该角色是一位 {{icon|position}} 将军, 每一点 {{icon|martial}} 军略也 会 给他所指挥的军团 带 来 如下加成 : | |||
{{icon| | * {{icon|assault ability}} Assault Ability: {{green|+5%}} | ||
* {{icon|cohort loyalty}} Cohort Loyalty Gain Chance: {{red|+0.10}} | |||
每一点 | * {{icon|enslavement efficiency}} Enslavement Efficiency: {{green|+1%}} | ||
* | |||
* | |||
* | |||
==热忱== | 如果该角色是一位 {{icon|position}} 海军将领,每一点 {{icon|martial}} 军略也会给他所指挥的船只带来如下加成: | ||
{{icon| | * {{icon|ship capture chance}} Ship Capture Chance: {{green|+0.5%}} | ||
* {{icon|enslavement efficiency}} Enslavement Efficiency: {{green|+1%}} | |||
每一点热忱会带给角色如下加成: | |||
* | == 智略 == | ||
* | {{icon|Finesse}} '''智略'''(Finesse)表现了角色在需要注意细节的学科上的技能。智略高的角色能够当好研究员和总督。 | ||
如果该角色是一位统治者,每一点 | |||
*Monthly Stability | 每一点 {{icon|finesse}} 智略,会带给角色如下加成: | ||
* | * {{icon|statesmanship}} Monthly Statesmanship: {{green|+0.025%}} | ||
* {{icon|attraction as heir}} Attraction as Heir: {{green|+1}} | |||
* {{icon|boni}} Monthly Boni Conviction: {{green|+0.01}} | |||
* {{icon|traditionalists}} Monthly Traditionalist Conviction: {{green|+0.01}} | |||
如果该角色是一位 {{icon|ruler}} 统治者(or co-ruler/consort with a higher attribute),每一点 {{icon|finesse}} 智略也会为国家带来如下加成: | |||
* {{icon|build cost}} Build Cost: {{green|-2%}} | |||
* {{icon|commerce value}} National Commerce Income: {{green|+2%}} | |||
如果该角色是一位 {{icon|position}} 总督,每一点 {{icon|finesse}} 智略也会给他的总督 [[区域]] 带来如下加成: | |||
* {{icon|pop output}} Population Output: {{green|+2.5%}} | |||
[[总督政策]] are also scaled by the Governor's {{icon|finesse}} Finesse, according to the following formula: | |||
: <math>\text{Effective Policy Modifier}=\frac{\text{Governor Finesse} + 1}{10} \cdot \text{Base Policy Modifier}</math> | |||
== 魅力 == | |||
{{icon|Charisma}} '''魅力'''(Charisma)表现角色吸引和说服他人的能力。高魅力的角色在与外国互动时更有优势。 | |||
每一点 {{icon|charisma}} 魅力,会带给角色如下加成: | |||
* {{icon|popularity}} Monthly Popularity: {{green|+0.025}} | |||
* {{icon|cohort loyalty}} Cohort Loyalty Gain Chance: {{red|+0.50}} | |||
* {{icon|attraction as heir}} Attraction as Heir: {{green|+2}} | |||
* {{icon|populares}} Monthly Populares Conviction: {{green|+0.01}} | |||
* {{icon|democrats}} Monthly Democratic Conviction: {{green|+0.02}} | |||
如果该角色是一位 {{icon|ruler}} 统治者(or co-ruler/consort with a higher attribute),每一点 {{icon|charisma}} 魅力也会为国家带来如下加成: | |||
* {{icon|claim fabrication speed}} Claim Fabrication Speed: {{green|+0.20}} | |||
* {{icon|tyranny}} Monthly Tyranny: {{green|-0.01}} | |||
== 热忱 == | |||
{{icon|Zeal}} ''' 热忱'''(Zeal) 表现角色在鼓舞他人,以及求得神眷方面的能力。 | |||
每一点 {{icon|zeal}} 热忱 , 会带给角色如下加成 : | |||
* {{icon|attraction as heir}} Attraction as Heir: {{green|+1}} | |||
* {{icon|boni}} Monthly Boni Conviction: {{green|+0.01}} | |||
* {{icon|traditionalists}} Monthly Traditionalist Conviction: {{green|+0.02}} | |||
如果该角色是一位 {{icon|ruler}} 统治者(or co-ruler/consort with a higher attribute) ,每一点 {{icon|zeal}} 热忱 也会 为国家 带来如下加成 : | |||
* {{icon|monthly war exhaustion}} Monthly War Exhaustion: {{green|-0.01}} | |||
* {{icon|stability}} Monthly Stability Change: {{green|+0.01}} | |||
== 其他效果 == | |||
=== Researchers === | |||
The effectiveness of {{icon|position}} researchers is determined by their attribute level in the field they are assigned to. Each corresponding attribute point that the researcher has will give a {{icon|technology speed}} {{green|+10%}} research speed to progress in that field of [[advance]]s, which can have a very significant effect on how quickly a nation's technology level advances. | |||
=== Government Offices === | |||
Each {{icon|office}} [[office|government office]] is associated with a particular attribute, and the effectiveness of a character in that office depends largely on their skill in that attribute. Unlike other positions, this effectiveness is multiplied first by the character's {{icon|statesmanship}} statesmanship level, which means that a character with lower attributes but high {{icon|statesmanship}} can still outperform, at least in the short term, a character with higher attributes but lower {{icon|statesmanship}} statesmanship. | |||
=== Tribal succession === | |||
Succession in a [[tribal]] country is determined by the attributes of the other {{icon|clan chiefs}} clan chiefs when a ruler dies or is deposed. Each attribute has the following weight when determining a clan chief's succession score: | |||
* {{icon|martial}} Martial: {{icon|succession}} {{green|+2}} succession support per point | |||
* {{icon|finesse}} Finesse: {{icon|succession}} {{green|+1}} succession support per point | |||
* {{icon|charisma}} Charisma: {{icon|succession}} {{green|+1.5}} succession support per point | |||
* {{icon|zeal}} Zeal: {{icon|succession}} {{green|+1}} succession support per point | |||
{{MechanicsNavbox}} | {{MechanicsNavbox}} | ||
[[Category: | [[Category: 人物]] | ||
[[en:Attributes]] | [[en:Attributes]] |
2020年9月10日 (四) 23:47的版本
每个角色都有四项属性(attributes),每项属性都有各自的值。These attributes determine how well characters perform as the ruler and when appointed to positions and can also affect various events triggers and outcomes, with higher attributes almost always better. Each attribute has a base value that is mostly accumulated over the course of a character's childhood, though it can still change during adulthood through various events and mission tasks, and then are modified by a character's traits and character modifiers.
军略
军略(Martial)表现了角色带兵打仗的能力。有更高军略技能的角色能够当好将军。
如果该角色是一位 统治者(or co-ruler/consort with a higher attribute),每一点 军略也会为国家带来如下加成:
如果该角色是一位 将军,每一点 军略也会给他所指挥的军团带来如下加成:
如果该角色是一位 海军将领,每一点 军略也会给他所指挥的船只带来如下加成:
智略
智略(Finesse)表现了角色在需要注意细节的学科上的技能。智略高的角色能够当好研究员和总督。
- Monthly Statesmanship: +0.025%
- Attraction as Heir: +1
- Monthly Boni Conviction: +0.01
- Monthly Traditionalist Conviction: +0.01
如果该角色是一位 统治者(or co-ruler/consort with a higher attribute),每一点 智略也会为国家带来如下加成:
如果该角色是一位 总督,每一点 智略也会给他的总督 区域 带来如下加成:
总督政策 are also scaled by the Governor's Finesse, according to the following formula:
- [math]\displaystyle{ \text{Effective Policy Modifier}=\frac{\text{Governor Finesse} + 1}{10} \cdot \text{Base Policy Modifier} }[/math]
魅力
魅力(Charisma)表现角色吸引和说服他人的能力。高魅力的角色在与外国互动时更有优势。
- Monthly Popularity: +0.025
- Cohort Loyalty Gain Chance: +0.50
- Attraction as Heir: +2
- Monthly Populares Conviction: +0.01
- Monthly Democratic Conviction: +0.02
如果该角色是一位 统治者(or co-ruler/consort with a higher attribute),每一点 魅力也会为国家带来如下加成:
热忱
热忱(Zeal)表现角色在鼓舞他人,以及求得神眷方面的能力。
如果该角色是一位 统治者(or co-ruler/consort with a higher attribute),每一点 热忱也会为国家带来如下加成:
其他效果
Researchers
The effectiveness of researchers is determined by their attribute level in the field they are assigned to. Each corresponding attribute point that the researcher has will give a +10% research speed to progress in that field of advances, which can have a very significant effect on how quickly a nation's technology level advances.
Government Offices
Each government office is associated with a particular attribute, and the effectiveness of a character in that office depends largely on their skill in that attribute. Unlike other positions, this effectiveness is multiplied first by the character's statesmanship level, which means that a character with lower attributes but high can still outperform, at least in the short term, a character with higher attributes but lower statesmanship.
Tribal succession
Succession in a tribal country is determined by the attributes of the other clan chiefs when a ruler dies or is deposed. Each attribute has the following weight when determining a clan chief's succession score:
- Martial: +2 succession support per point
- Finesse: +1 succession support per point
- Charisma: +1.5 succession support per point
- Zeal: +1 succession support per point