(同步到官方百科22:27, 20 September 2020 DC123456789) |
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(没有差异)
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2021年10月27日 (三) 11:11的版本
Positions consist of the major jobs and offices involved in the command and administration of a country and its military. They are filled by the characters of a realm and are one of the main mechanics by which the country and its characters interact, as not only the means by which characters can contribute their skills and attributes towards the betterment of the realm but also the most important source and easily controlled source of power base and loyalty. Proper character and position management requires a fine balance between choosing office holders who are the best and most competent at their jobs and the requirements of family loyalty and realm stability.
Mechanics
Most positions are filled by appointment and can generally be filled and dismissed freely by the player. Appointing a character to a position gives the loyalty modifier Granted Office, increasing loyalty by +15 for 5 months, while revoking an office gives the modifier Revoked Offices decreasing loyalty by -5 for 5 months. In general, a character can only hold one position at any given time, with the exception of ruler positions, and cannot be dismissed or replaced from their position if they become unloyal. Only adult citizens can be appointed to a position, with gender restrictions also applied unless they have been disabled.
Characters in positions are usually paid a certain percentage of the country's income as their wage, which is by modified country-wide with the Monthly Wages for Characters modifier and per character by the Monthly Wage modifier. Notably, each point of a character's corruption increases the wage paid by 1%, which can eat up a significant portion of a nation's income if not kept under control (particularly with governors of rich provinces). Depending on the exact position, they also may get a certain amount of popularity, prominence, family prestige, and/or statesmanship each month. All positions also give their holder +2 power base, which depending on the position can then be increased based on the size of armies and ships commanded or regions governed.
Each major family will expect that their members hold a certain proportion of all currently held assignable positions, calculated as:
- [math]\displaystyle{ \text{Expected Positions}=\text{round}\left(\frac{\text{Total Number of Positions}\cdot 0.7}{\text{Number of Major Families}}\right) }[/math]
This includes positions such as government offices, governors, generals, and researchers, but not those that are chosen or elected outside of direct player control such as rulers or party leaders.
Any family that does not hold its expected number of positions is considered scorned and receives the following modifiers to all its members:
A family that instead holds at least double the number of expected positions is grateful and receives the following modifiers to all its members:
- +15 Loyalty
- -20% Monthly Wage
- +0.10% Monthly Statesmanship
- +0.01 Monthly Optimates Conviction
- +0.01 Monthly Oligarchs Conviction
It is usually important to balance positions between families, even if this results in suboptimal office holders, in order to ensure that families are not scorned. Alternatively, it may also be feasible to completely sideline a family and ensuring that it has no positions and little power base in order to appease the other families and more easily give them enough positions to get the grateful family bonuses.
Ruler
Each state is headed by a ruler, prominently visible on the Show Government tab of the government panel, and their traits, attributes, and relationships have a significant effect on state modifiers, character loyalty, and Senate support. Rulers with high attributes can be a considerable boon to their country, significantly strengthening the state and allowing the nation to punch well above its weight, while corrupt, low attribute rulers can inflict major penalties that a state must struggle through. However, depending on the government form, it may be possible to cover weak areas with a co-ruler or consort that has appropriately complementary attributes.
Unlike most positions, rulers are not appointed and dismissed at the whim of the player. The succession of power is instead determined by the type of government - dynastic inheritance in a monarchy, Senatorial election in republics, and rotation between Clan Chiefs in tribal nations, with rulers either reigning until death (as in monarchies and tribes) or for a certain fixed term (as in republics). Monarchies and Tribes tend to stay with the same ruler for much longer and so while the nation will enjoy prosperity under great rulers for a much longer period of time they will also have to suffer for extended periods of misrule by poor rulers, while the relatively rapid elections of Republics mean that their ruler attributes are on the whole more even. The lessened level of control over the choice of ruler, particularly in monarchies, means that countries must be prepared to deal with incompetent or problematic rulers more often than with other positions.
The ruler is always considered the governor of the capital region and additionally may be appointed as either the general or admiral of an army or navy if the gender rules allow for it (with no additional wages); unlike most positions, however, they do not count towards the number of positions that a family holds unless they have also been appointed as a general or admiral. Many events also take the point of view of the ruler, and different options may become available or unavailable based on the ruler's traits and attributes. Rulers of other states are prominently displayed in the Diplomacy screen, and building friends with foreign rulers can be a useful way to improve relations with another country.
Stat/Attribute | Bonuses |
---|---|
Martial | |
Finesse | |
Charisma | |
Zeal |
|
Popularity | For every point of popularity above 50:
For every point of popularity below 50: |
Corruption |
In addition, the ruler gets the following character modifiers:
- +5% Monthly Wage
- +0.20 Monthly Popularity
- +2.00 Monthly Character Prominence
- +0.40 Monthly Family Prestige
- +2 Max Rivals
- +2 Max Friends
- +90 Prominence
- +0.80% Monthly Statesmanship
- +100 Loyalty
Co-Ruler
Aristocratic Republics are distinguished by power-sharing between two rulers who collectively co-head the government, the second of which is represented ingame by the co-ruler. Co-rulers are considered equivalent to the ruler for most ingame mechanics, contributing any of their four main attributes that they are more skilled in than the ruler (effectively providing a bonus to ruler attributes), averaging ruler popularity between the ruler and co-ruler, and adding their corruption to that of the ruler for the purposes of country modifiers. Unlike rulers, the co-ruler does not always have 100 loyalty, but instead gives a -1% political influence gain malus for every point of below 50. The co-ruler is elected alongside the ruler in each election at the end of the term, with the second place candidate being elected with the same term and requirements as the main ruler. It is possible and common for the two co-rulers to be of different factions/
Like rulers, co-rulers do not count towards the number of positions that a family holds unless they also hold another position, of which they can only be appointed as generals and admirals.
Co-rulers get the following character modifiers:
- +4% Monthly Wage
- +0.20 Monthly Popularity
- +2.00 Monthly Character Prominence
- +0.40 Monthly Family Prestige
- +2 Max Rivals
- +2 Max Friends
- +85 Prominence
- +0.50% Monthly Statesmanship
Consort
In monarchies, the ruler can instead be supported by the consort, who is the spouse of the ruler. Like co-rulers, consorts will replace a ruler's attributes with their own for the purposes of running the country in any category where they are more skilled, and give a -1% political influence gain malus for every point of below 50. It can therefore be very useful to marry rulers and potential heirs to spouses whose attributes can compensate for any weak points in their skills. Unlike in a co-rulership, a consort's popularity and corruption do not count towards ruler popularity and corruption for the purposes of calculating country modifiers. Consorts' loyalty will be reduced if the primary heir is not their child.
Like rulers and co-rulers, consorts do not count towards the number of positions that a family holds unless they also hold another position. However, unlike them, consorts can be assigned to any other position as long as the gender rules allow for it.
Consorts get the following character modifiers:
- +2% Monthly Wage
- +0.05 Monthly Popularity
- +0.20 Monthly Character Prominence
- +0.30 Monthly Family Prestige
- +30 Prominence
Primary Heir
A monarchy also has a special title for the primary heir who is first in line to inherit the throne. There are no mechanics or country modifiers associated with the primary heir, but the heir is still paid a monthly wage and gets bonuses to popularity, prominence, statesmanship, and loyalty. Primary heirs do not count towards the number of positions that a family holds unless they also hold another position, but they can be assigned to any other position as long as the gender rules allow for it. Also, the monarch's consort will lose Loyalty if the primary heir is their step-child.
Primary Heirs get the following character modifiers:
- +1% Monthly Wage
- +0.20 Monthly Popularity
- +0.30 Monthly Character Prominence
- +40 Prominence
- +0.10% Monthly Statesmanship
- +20 Loyalty
Consider giving the primary heir a position that is substantial as they are more loyal than most characters. Examples include a governorship over a large region, or a general commanding many cohorts. A position that gives extra popularity, such as a generalship, is particularly useful as high popularity increases succession support for the heir and reduces the province loyalty loss on succession.
Government offices
Every country has a set of eight major government offices that can be filled, representing important posts in the administration of the country. Every office is associated with a particular country modifier, the strength of which depends on the effective rating of the office holder. The effective rating is determined by multiplying the attribute of the office holder that is associated with the office by the holder's statesmanship, which means that more experienced characters may be more effective at an office than a younger neophyte even if their innate skill is not as high. Furthermore, there are various events that can fire regularly affecting ruler popularity and stability depending on the statesmanship of various office holders. This means that maintaining an officer for longer periods of time is more effective than constantly switching them out for newer characters with better attributes (but lower statesmanship), and as the main source of increasing statesmanship is itself being employed in an office this encourages appointing new up-and-coming characters to less important posts (including other offices but also research and governor posts, as their effectiveness does not depend on statesmanship) first in order to build up their experience and statesmanship before promoting them to higher and more crucial offices. Office holders also get bonuses to prominence and family prestige, which makes them more favoured to be elected to ruling office.
Government offices are also the main source of monthly political influence generation. Every office holder generates +0.25 monthly political influence, scaled by their loyalty as a fraction out of 100; this means that filling offices highly loyal officers will ensure a high level of political influence to use on all sorts of different projects, while a administration that is constantly working to block and undermine itself will find it difficult to gain the capital to do anything at all. Therefore, while officers do not have the increased power base of governors or generals that makes maintaining their loyalty important for avoiding civil wars, it is still important to keep an eye on the loyalty of office holders to ensure an adequate supply of political power for government actions.
With the exception of the consort and primary heir positions, government offices are mutually exclusive with all other positions. Office holders can generally be freely appointed and dismissed, but like all other appointed positions officers will refuse to leave their post if they are unloyal.
The offices available to a country depend on the government type. All governments have an office dedicated to aggressive expansion change, tax income, omen power, and health, while the other four vary, usually containing one or two military bonuses, happiness for a certain pop type, a stability-related modifier, and/or a modifier for a government-specific mechanic.
Republic offices
In addition to the usual four offices, republics have offices for party approval, a military bonus in discipline, divine sacrifice cost, and happiness for freemen.
Monarchy offices
The unique monarchy offices give modifiers for legitimacy, two military bonuses in morale of armies and mercenary army maintenance, as well as to divine sacrifice cost.
Tribal offices
Tribes offices give two military bonuses in cohort recruit speed and manpower recovery speed and have happiness modifiers for tribesmen and citizens. Notably, their aggressive expansion office is weaker than in republics or monarchies, which is compensated for by a stronger national tax modifer.
Governors
Governors are appointed to lead the administration of provinces too far from the capital to be effectively controlled from the capital, effectively ruling a particular region on behalf of the central government. A governor can be appointed to any non-capital region that the country owns territories in, though they may only administer a single region at a time. Finesse is the most important attribute for determining a governor's skill, giving a +2.5% population output modifier for each point. Changing the governor policy of a province requires that its region has a governor; a policy will be automatically selected and set or reset each time a new governor is appointed, and the effects of a governor policy are also scaled to 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]
Governors also have a significant impact on provincial loyalty. Every province in a governorship will get +0.004 local provincial loyalty for each point of governor loyalty above 50 (to a maximum of +0.20), so it is quite useful to appoint more loyal governors to troublesome regions (note that there is no loyalty malus for having an unloyal governor). There are also a number of traits governors can have that give various bonuses or maluses to territories in their governorship.
A region that does not have a governor appointed will have a severe malus for each of its territories:
Unlike all other positions, governors are not paid a certain portion of the country's income from the treasury, but rather are expected to collect a portion of the region's income as their wage. Their wage is therefore proportional to the overall wealth of their region, and every territory in a governor's region will get a base malus of -25% local tax and -25% local commerce modifier. The governor's corruption increases this malus by -0.125% per point as well as increasing the wage that the governor is paid, sapping away at the income that the country receives from its provinces. Governor corruption also decreases province loyalty by -0.0025 per point up to -0.25 loyaltyat 100 corruption, which means that highly corrupt governors can be very detrimental to the stability of the realm if not handled properly - either by imposing sanctions or removing them from their post altogether.
In addition to the +2 power base from the governor office, all governors will also gain +1 power base for every percentage of the country's population in the governor's region. Governors will therefore take up a significant portion of the country's total power base, particularly if the country is relatively small and/or expanded beyond its capital region without consolidating that region first; those of large, populous regions especially must be kept (or appointed to be) content and loyal. However, in republics the needs of being away from the capital to run the provincial administration means that governors have a vastly reduced senate influence which could be used to sway the balance of power in the Senate, though appointing a powerful character as a governor could easily become a problem in of itself. The loyalty of governors modifier applies loyalty modifiers specifically to governors, and is particularly important in monarchies where each of the more advanced laws give either a bonus or malus to governor loyalty (with a corresponding malus or bonus to general loyalty), forcing monarchies to balance between appeasing the two position types.
Like all other appointed positions, governors can be assigned and dismissed at will (unless they are disloyal, at which point they will refuse to leave their post). The post of governor is mutually exclusive with most other positions, though there are some cases where there is overlap between the responsibilities of governors and other position holders. Rulers are considered the governor of the capital region for all intents and purposes, including pop output bonuses from finesse and unrest from corruption, except that they do not collect their wage from the capital region (as it is collected directly from the treasury) and so territories in the capital region do not receive a malus for the wage. Note that this automatic governorship is not considered an assignable office that counts towards a family's number of held positions. Additionally, armies that are assigned to a region will use the region's governor as its commander, who will contribute their to the army's modifiers and gain power base based on the proportion of all cohorts in the army they have under their command.
Each governor gets the following character modifiers:
- +0.05 Monthly Popularity
- +0.10 Monthly Character Prominence
- +0.25 Monthly Family Prestige
- +10 Prominence
- +0.35% Monthly Statesmanship
- -100% Senate Influence
Military positions
Generals
Generals are the main commanders of a country's armies and are responsible for installing discipline in its men as well as leading them into battle. A general can be appointed to take command of any single army on the map, though they cannot be replaced or dismissed if their army is in combat or for the first 12 months after their appointment, and will furthermore be unable to be appointed to any new commands (army or navy) for 12 months after being replaced or dismissed, making it generally unviable to constantly swap generals around between armies. Unlike most other positions, rulers and co-rulers can be appointed as the general of an army; this counts as a held position for their family, if they are part of one.
For each point of its general's martial skill, an army will gain +5% assault ability and +1% enslavement efficiency as well as a bonus to dice rolls in combat, allowing well-lead armies to punch significantly above their weight in combat. An army without a general will instead get a -15% land morale and +1% experience decay modifier, making them very vulnerable to a properly led army; even a weak, low martial general is much better than not having a general at all.
As commanders of the army, generals get a significant boost to their power base proportional to the number of cohorts they command. Every cohort that a general commands also has a chance of becoming loyal to the general each month, scaling based on the general's charisma, martial, wealth, popularity, number of already loyal cohorts, and traits, as well as various country-specific modifiers. Loyal cohorts provide power base to the character they are loyal to rather than their commander, even if that character is no longer a general, but the sponsor will pay 33% of the cohort's maintenance instead of the state. If a loyal cohort is disbanded, they will become loyal veterans attached to their sponsor and continue to provide power base. Generals are also affected by the loyalty of generals modifier, which is particularly important for monarchies who have to choose between laws that either increase or decrease the modifier by a significant amount.
As with all other positions, generals will refuse to leave their post if they become disloyal; as with governors, generals are particularly prone to this due to the large power base they get from the cohorts they command, and their should always be watched with care. In addition to threatening a civil war, disloyal generals also have the additional complication of refusing to follow commands from the government, ignoring all orders and preventing all interactions with the army. This can be problematic during a war, as automated armies will generally not coordinate much, if at all, with your other armies and will pursue their own objectives instead of the player's, generally reducing the effectiveness of the army. Generals, however, can be removed from their post at any time, even if disloyal, using the Hold Triumph interaction if they have won a battle in the last 2 years at the cost of political power and tyranny.
Each general has the following modifiers:
In particular, generals have one of the highest wages of all positions, surpassed only by rulers, co-rulers, and clan chiefs (who also serve as leaders of their retinues). As each general takes a portion of the entire country's income as their wage, even a large empire can only have so many generals before their wages become a serious issue, providing a soft cap on the number of armies that generals can lead. Therefore, it is generally better to have a smaller number of larger, better equipped and well-led armies than to spend vast amounts of gold paying dozens of generals across the empire. This also means that while it is possible to create small one-cohort armies that can be assigned to characters as a powerless office in order to inflate the family's number of positions, this is not usually worth doing because of their substantial pay, not to mention the effects of increased wealth on the family's prestige. An exception could be made for the ruler themselves, since a general's pay will help boost their personal coffers, which are required for some activities.
Generals can also gain wealth and popularity from winning battles and sacking cities and capitals; the latter is particularly useful when the ruler is appointed to the general, as the loot is instead accrued directly to the treasury and popularity can easily be converted into using the influence character interaction. Generals also gain monthly family prestige based on the proportion of the country's army they currently command, which altogether means that particularly successful generals are often strong-performing candidates in republic elections, though like governors the needs of being away from the capital to campaign means that they have a vastly reduced senate influence - which could be used to sway the balance of power in the Senate, though appointing a powerful character as a general could easily become a problem in of itself.
Admirals
Admirals are the naval counterparts to generals, as the commanders of a nation's fleets, and most mechanics apply analogously. An admiral can be appointed to command a single fleet if they do not already hold another assignable position, except for rulers and co-rulers, and like generals have a 12 month cooldown before they can be replaced or dismissed as well as another 12 month cooldown before they can be assigned another command. Like with armies, a fleet in the middle of battle also cannot have its admiral changed.
An admiral's martial skill gives +0.5% ship capture chance per point and gives a bonus to dice rolls in combat, potentially significantly increasing their fleet's effectiveness during engagements. An navy without a admiral will instead get a -15% naval morale and +1% experience decay modifier, which similarly makes an unled navy highly vulnerable.
As naval commanders admirals also gain power base proportional to how much of the country's navy they have under their command, though the power base of commanded fleets is much less than that of armies. There is no loyalty mechanic for ships or fleets analogous to the cohort loyalty mechanic. Like with generals, there is a loyalty of admirals modifier that gives loyalty modifiers specifically to admirals.
Each admiral has the following modifiers:
Like with generals, admirals are also paid a significant amount of the nation's income that can be problematic if too many are hired, though this is usually somewhat less of a problem as a navy's high mobility means that it is rare that more than 2 or 3 are needed. Admirals will also gain from winning battles, though as there are generally fewer naval battles in a war and no cities for admirals to sack, they generally will not reach the same level of popularity as successful generals. Unlike generals, however, admirals do not have reduced senate influence.
Researchers
Researchers oversee the progress of technological discovery and advances inside the country. One researcher can be appointed for each of the four fields of advances, providing a +10% tech investment bonus to that field for every point of the researcher's corresponding attribute. As the main source of tech investment modifiers, a good researcher can considerably speed up the rate of technological advances in the country (and vice versa), and lack of penalties from having an unloyal researcher means that it is generally optimal to appoint the characters with the highest attribute in each field as researcher. Note that each researcher can only be appointed to a single field at a time (and cannot currently hold any other assignable position), and that researchers do not have any effect on invention cost.
Each researcher gets the following modifiers:
- +1% Monthly Wage
- +0.05 Monthly Popularity
- +0.05 Monthly Character Prominence
- +0.30 Monthly Family Prestige
- +30 Prominence
- +0.25% Monthly Statesmanship
Notably, researchers gain statesmanship from their position but their bonuses are not affected by their statesmanship. This makes it possible to appoint high attribute but low statesmanship characters into the researcher office in order to accumulate statesmanship for another more important office later, though depending on how this is used this may come at the cost of optimizing technological progression.
Party Leaders
In republics, each of the 3 Senate factions has a party leader who heads the faction and wields a large amount of influence among its members. Party leaders get a +100% succession support bonus from their faction, ensuring that they always their faction's full support when calculating succession support. This means that party leaders of larger factions are usually prime candidates to be elected as ruler or co-ruler, as long as they are eligible. Family members of the party leader also get a small +10% succession support bonus, even if they are not part of the actual faction themselves.
When a party leader dies or leaves the country, he or she will be immediately replaced, typically with the most next most prominent member of the faction. Members of other parties may also join the faction and become the leader if a party has too few remaining candidates for party leader. The faction conviction of a party leader does not change and a party leader will never switch factions, even if they do somehow get higher conviction in a faction other than the one they currently lead.
Each party leader has the following modifiers:
- +0.15 Monthly Popularity
- +0.35 Monthly Character Prominence
- +0.05 Monthly Family Prestige
- +5 Prominence
- +15% Senate influence
- +0.05% Monthly Statesmanship
As it is not an assignable position, a party leader title by itself does not count towards the number of held positions that a major family expects to have, but party leaders may be elected or appointed to any other position as long as they meet the requirements. As high prominence characters are more likely to be chosen as party leaders, they will tend to already hold some sort of position in the government.
Clan Chiefs
Tribal nations have a number of clan chiefs that lead their clan/family and represent its interests in the country, taking the place of family heads in other countries. The ruler of a tribal nation is always one of the clan chiefs; when the ruler dies, the next ruler will be elected from the clan chief with the next highest succession support, as determined by their attributes. When a clan chief dies, the title will be assigned to the next head of the family on the next monthly tick, typically the next oldest member of the family.
Clan chiefs cannot be appointed to other positions, but they will always lead their clan retinues as a general and cannot be displaced from that position. These retinues are always personally loyal to the chief and make up the bulk of their power base, as clan chiefs do not get power base from their clan's share of the total family prestige within the country - they instead get +1 prominence for each percentage of the country's total family prestige that belongs to their clan. This means that like normal heads of families, clan chiefs are typically among the most powerful characters in a tribal nation, and their loyalty is particularly important as since they are the representatives of the main clans of the tribe, clan chiefs have a significant say in the internal affairs of the country and all clan chiefs must be loyal in order to change laws and enact certain decisions, particularly those relating to government form. In addition to the usual loyalty modifiers, the loyalty of clan chiefs modifier will apply loyalty modifiers specifically to clan chiefs only, which is affected by some laws, event modifiers, and ruler popularity.
Like all other non-appointed positions, the clan chief position itself does not count towards the number of positions a family holds; however, as clan chiefs are almost always leading their retinues, they will be considered to hold a position by virtue of being a general.
All clan chiefs have the following modifiers:
- +3% Monthly Wage
- +0.15 Monthly Popularity
- +0.10 Monthly Character Prominence
- +0.35 Monthly Family Prestige
- +40 Prominence