人物:修订间差异

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{{Version|2.0}}
[[File:Character view.png|thumb|500px|The character view, provides ways to interact with character as well as showing summary view of family, rivals and friends.]]
{{evt
The characters in ''Imperator'' are deeply detailed, and together with the pops and the politics are part of what makes a vibrant living world. They have portraits that age gradually, with lots of different ethnicities covering the world.
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| description= Imperator: Rome tutorial #5 - Characters.
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[[File:UI character view.png|thumb|500px| 人物视图提供了跟人物互动的方法,并且展示了家庭、仇敌和朋友等摘要视图]]
除[[人口]]之外,《英白拉多:罗马》中还定义了独特的'''人物'''。''英白拉多''中人物的设定非常详细,它和人口以及政治一起构成了这个充满活力的世界。世界上分布着很多不同的民族,由此决定了各个人物的相貌,他们的相貌还会随着年龄增长而变老。人物会担任国家的[[File:Office.png|28px|link=https://ir.parawikis.com/wiki/File:Office.png]] 职务,以统治者、政府成员、总督和将军的身份来服务国家,但他们也拥有变化无常的{{icon|loyalty}}忠诚度。所以必须保持他们的忠诚或是让其受到制约,以免当他们变得不满时调动大量资源进行[[File:Civil_war.png|28px|link=https://ir.parawikis.com/wiki/File:Civil_war.png]] 内战。
 
==姓名==
{{SVersion|2.0}}
每个人物都有一个通常用来标识他们的姓名,姓名的一部分是在出生时指定的个人名,一部分是从人物的父母处继承的家族名,还有一部分则是在他人生的经历中获得的昵称。一个角色的名字可以分为四部分,通常按以下结构排列:
 
'''[{{ruby|名字|Given name}}]''' '''[{{ruby|权位序数|Regnal Number}}]''' '''[{{ruby|昵称|Nickname}}]''' '''[{{ruby|姓氏|Family name}}]'''
 
拉丁文化人物使用特殊的命名系统以反映罗马人的命名习惯,其中家族名(昵称)排在最后,而女性则使用简化姓名。拉丁文化男性人物使用以下命名结构:
 
'''[{{ruby|名字|Given name}}]''' '''[{{ruby|权位序数|Regnal Number}}]''' '''[{{ruby|姓氏|Family name}}]''' '''[{{ruby|昵称|Nickname}}]'''
 
拉丁文化女性人物使用以下命名结构:
 
'''[{{ruby|姓氏|Family name}}]''' '''[{{ruby|名字|Given name}}(数字)]''' '''[{{ruby|权位序数|Regnal Number}}]'''  '''[{{ruby|昵称|Nickname}}]'''
 
=== 名字 ===
人物的第一名称是他们的'''{{ruby|名字|Given name}}''',或者说{{Ruby|第一个名字|praenomen}},即出生的时候就取的(或者说创建的时候),通常是从该人物所属文化组的名字列表中随机选择的,但也可以手动设置,或者当 [[File:Leader.png|链接=https://ir.parawikis.com/wiki/File:Leader.png|28x28像素]] 统治者的孩子出生时,为孩子改名。名字是用来指代一个人物的主要称呼。
 
意大利女性不会取普通的名字,她们会根据家庭里出生的顺序取一个'''拉丁文数字''',第一个女儿叫“{{Ruby|普里玛|Prima}}”,第二个叫“{{Ruby|瑟孔达|Secunda}}”,第三个叫“{{Ruby|忒耳提亚|Tertia}}”,第四个同理。与意大利男性不同,她们的名字还会被放在姓氏后面。
 
==== 尊号 ====
某些国家和王朝有这样的传统,统治者在登基时会取一个尊号,而不是保留原有的个人名字,通常是为了纪念王朝的建立者。在某些情况下,继承人在真正登上王位之前,可以选择自己选择一个尊号。
 
* {{Flag|SEL}}的塞琉古王朝,君主的名字会在“{{Ruby|塞琉古|Seleukos}}”或者“{{Ruby|安条科斯|Antiochos}}”
* {{Flag|EGY}}的拉吉底王朝,男性国王的名字会改为“{{Ruby|托勒密|Ptolemaios}}”,女性国王的名字会改为“{{Ruby|克勒俄帕特拉|Kleopatra}}”
* [[File:Mithridatic Kingdom.png|链接=https://ir.parawikis.com/wiki/File:Mithridatic%20Kingdom.png|20x20像素]] [[密嗣里达蒂德王国]]和由之建立的{{Flag|PON}},他们的国王会改名为“{{Ruby|密嗣里达蒂德|Mithridates}}”
* {{Flag|Bithynia}}的齐波厄忒得斯王朝,国王的名字会改为“{{Ruby|普鲁西亚斯|Prusias}}”或者“{{Ruby|尼科墨得斯|Nikomedes}}”
* [[File:Pergamon.png|链接=https://ir.parawikis.com/wiki/File:Pergamon.png|20x20像素]] [[珀加蒙]]的阿塔利得斯王朝,国王的名字会在“{{Ruby|欧门尼斯|Eumenes}}”或者“{{Ruby|阿塔罗斯|Attalos}}”
 
=== 姓氏 ===
当一个人物出生时,通常会采用其父亲的姓氏,用以确认该人物来自的家庭。根据文化的不同,男性和女性的姓氏可能会略有不同。次要人物的孩子不会拥有姓氏,只能通过名字辨认。
 
随机生成的次要人物会从所属文化组的名字列表中随机取名。由于许多文化组的姓氏数量较少,因此经常会看到不相关的人物拥有相同的姓氏。
=== 昵称 ===
{{main|Cognomen}}
人物可能会得到一个昵称或绰号(对于意大利人物来说),这与人物的特质或成就有关,通常会给予获胜后的将军,或授予总督,也可以通过某些特定的事件授予昵称。意大利文化组的人物有一个更精密的绰号系统,他们可以在成年后获得绰号,并且可以继承,同时他们的绰号会被放在名字的最后。
 
一个人物只能用一个昵称;如果获得了新昵称,旧昵称会被移除。
=== 权位序数 ===
君主制的统治者有一个权位序数将他们跟前任统治者区分开来,因为他们用的是一样的名字。权位序数是罗马数字,并且通常是从游戏开始时开始计算,初始统治者的权位序数是 I,尽管一些国家开始时,会使用以往已经用过的序数和名字,这是为了确保符合历史的命名方案实施。
 
==数据==
{{SVersion|2.0}}
每个人物都有很多项数据,这些属性决定了他们的技能情况以及在各种领域下能发挥出的效果。
 
===主要数据===
{{Main|属性}}
4项主要数据,或称为{{Ruby|属性|attributes}},代表了人物担任公职和统治国家所需的最重要方面的技能和能力。主要属性大部分是固定的,除非人物受到严重伤害,否则人物在成年后主要属性通常不会有太大变化。
*{{icon|Martial}} {{Ruby|军略|Martial}} 代表人物战斗和领导军队的能力。具有高军略技能的人物可以成为优秀的将军。
*{{icon|Finesse}} {{Ruby|智略|Finesse}} 代表人物在需要高度关注细节方面的技能。高智略人物可以成为优秀的总督。
*{{icon|Charisma}} {{Ruby|魅力|Charisma}} 代表人物吸引和说服他人的能力。与外国交涉时,高魅力人物常常具有优势。
*{{icon|Zeal}} {{Ruby|热忱|Zeal}} 代表人物鼓舞他人信念的能力,也是召唤诸神恩宠的能力。
===次要数据===
次要数据更加多样化,代表了人物的一切,从他们的名望和人气,到他们目前的健康状况和对国家的忠诚度。其中大多数属性通常不如主要属性重要,但为人物任命职务和决定其是否构成威胁时,仍需用作参考。
*{{icon|age}} {{Ruby|年龄|Age}},从教育到任职,许多公共事物都有对年龄的要求。一个人物在16岁时成年,不过很多共和国为了他们的统治地位,其国家民众成年年龄要比这高很多,并且年老的人物会更容易患绝症。
*{{icon|health}} {{Ruby|健康|Health}},状态的数值范围是0到100,并且会因为各种特质(尤其是疾病)而增加或减少。如果人物的健康减少到0,则该人物将会死亡。在人物互动中使用“'''寻求治疗'''”能增加人物的健康度,但也有对其造成永久伤害的风险。与其他所有数据不同,人物的健康并不会显示一个精确的数值,而是显示一个笼统的说明。
*[[File:Statesmanship.png|链接=https://ir.parawikis.com/wiki/File:Statesmanship.png|28x28像素]] {{Ruby|政治家才能|Statesmanship}},代表了人物在政府事务中的经验。它能通过长期担当职务以及高的{{icon|finesse}}智略属性和一些特性来增加,并决定人物的属性能多有效的应用在[[File:Office.png|28px|链接=https://ir.parawikis.com/wiki/File:Office.png]]职务上。
*{{icon|prominence}} {{Ruby|名望|Prominence}},表示人物的名声。工作和头衔有助于吸引公众注意,使他们更有可能在[[共和国]]当选。显赫的人物很可能结婚生子。
*{{icon|popularity}} {{Ruby|人气|Popularity}}''','''是衡量民众如何看待一个人物的指标。在[[共和国]],高人气的人物更有可能当选共和国领导人,并且将有更高的 {{icon|senate influence}} 元老院影响力。即使是君主政体也不能忽视受欢迎的人物——而且君主必须注意自己的人气。
*{{icon|loyalty}} {{Ruby|忠诚|Loyalty}}''','''是衡量人物对国家忠诚度的指标。与忠诚的人物相比,不忠诚的人物更容易为统治者带来问题,将会拒绝听从命令,甚至可能把国家推向[[File:Civil_war.png|28px|链接=https://ir.parawikis.com/wiki/File:Civil_war.png]]内战。然而,即使是最忠诚的人物也有其局限性。
*{{icon|corruption}} {{Ruby|腐败|Corruption}},是衡量人物从事卑鄙行径意愿的指标。贪婪、贿赂和违反法规与高腐败值密切相关。腐败的人物将拿走比正常值更多的[[File:Monthly wage modifier.png|链接=https://ir.parawikis.com/wiki/File:Monthly%20wage%20modifier.png|28x28像素]]报酬并且很可能激怒他们控制下的省份。
*[[File:Holdings.png|链接=https://ir.parawikis.com/wiki/File:Holdings.png|28x28像素]] {{Ruby|地产|Holdings}},为人物提供了 {{icon|1=cost }} 收入以及 [[File:Power base.png|链接=https://ir.parawikis.com/wiki/File:Power%20base.png|31x31像素]] 权力基础,通常集中在家族族长手上。然而,人物也可以投资于他们有个人联系的领土。
*{{icon|1=cost}} {{Ruby|财富|Wealth}}''','''是衡量人物所拥有个人财富的指标。人物会在一生中积累和花费财富。富有的人物可以利用他们的财富来提升人气,赢得朋友。
每个人物都能积累金钱。
* {{icon|power base}} '''权力基础'''(Power Base) 代表人物在国家中的影响力,可以通过许多不同来源积累,例如 {{icon|position}} 职务、{{icon|holding}} 地产、{{icon|cohort loyalty}} 指挥下忠诚的大队数量、{{icon|prestige}} 家族威望(只适用于家族族长)等等。
* [[File:Election term.png|28px]] '''继承支持'''(Succession Support)决定在当前统治者去世后谁能成为统治者。计算方式取决于政体。[[君主制]]完全由家族关系情况决定,[[共和制]]则由人物的人气、名望、家族威望以及派系支持决定,[[部落制]]由人物属性决定。
* {{icon|oligarchs}} {{icon|traditionalists}} {{icon|democrats}} {{icon|optimates}} {{icon|boni}} {{icon|populares}} '''派系信念'''(Faction Conviction):在一个共和国,每个成年人都会对元老院里面的三个派别每一个存在一定的信念,当前值是迄今为止的所积累的总信念的值。每个月所产生的或者损失的值很大程度上取决于人物的属性,特质和其他修正,而人物会选择他最坚信的派系加入。
* {{icon|senate influence}} '''元老院影响力'''(Senatorial Influence):一个派系所拥有的席位取决于其成员在元老院的总影响力。而成员的影响力很大程度上取决于该人物的 {{icon|power base}} 权力基础, 也可以通过{{icon|popularity}} 人气和一些特质来增加, ,但当一个总督或者将军在离首都过远的地方将会很难有效的发挥他们的影响力.
 
==关系==
{{SVersion|1.5}}
大部分人物将与其他人物产生各种不同的关系,可能是通过血缘和婚姻产生,也可能是通过人物互动发展而成。这些关系对于确定人物之间如何互动非常重要,而和统治者的关系对于{{icon|loyalty}}忠诚度和国家内部的运作极其重要。
 
=== 配偶 ===
{{see also|Consort}}
每个成年人物可以有一个异性的'''配偶'''(spouse)。人物一般只会在他们本国内结婚,尽管有可能在两个不同的[[君主国]]的统治家族之间安排联姻。尽管在一些事件中会出现私生子,但人物通常只会和配偶一起生育子女,而未婚的人物不会有小孩。玩家控制的统治者家族角色可以通过'''安排联姻'''(Arrange Marriage)人物互动来结婚。除非启用了继承法中的[[法律#继承法|埃及继承法]],否则不允许近亲家庭成员(父母,兄弟姐妹,子女和孙子女)之间的婚姻。
 
在[[君主制]]国家里,配偶的选择尤为重要,因为配偶是个政府职务,如果配偶的[[属性]]比统治者的高将会对统治者相应的属性产生协助。
 
=== 亲属 ===
人物的'''亲属'''(relatives)由其家族关系决定,其父母、兄弟姐妹和子女直接显示在人物界面中。在[[君主制]]中人物的亲属关系很重要,其中继承是由家庭关系决定的,具体取决于[[法律#继承法|继承法]]。统治者的亲密家庭成员——父母,兄弟姐妹,子女和孙子女,即使不是统治者的家族,都可以通过'''安排联姻'''(Arrange Marriage)人物互动来结婚。Bloodline traits can also only be passed down from parent to child, with the exact rules depending on the trait. If they are currently minor characters, it is also significantly cheaper to adopt certain close relatives - children and siblings - into the ruling family.
 
=== 朋友 ===
每个人物都可以有一定数量的'''朋友'''(friends),最大数量由 {{icon|max friends}} '''最大好友数量'''(Max. Friends)修正决定。朋友之间往往会互相忠诚以及支持,例如在[[内战]] 中,如果人物和统治者友好一般会支持政府,但如果发动叛乱的是他的朋友,则会在内战中倒向叛军。
 
统治者的朋友得到以下修正:
* {{icon|loyalty}} {{green|+15}} 忠诚度
* {{icon|prestige}} {{green|+0.01}} 月度家族威望
* [[File:Law_agnatic.png|28px]] {{green|+50}} 第一继承人吸引力
* {{icon|optimates}} 每月贵族派信念: {{green|+0.01}}
* {{icon|oligarchs}} 每月寡头派信念: {{green|+0.01}}
* Monthly Conviction for Ruler Faction: {{green|+0.10}}
一般来说,对于统治者来说与国内有权势的人物交朋友会非常有用,例如家族族长、强势的将军和总督,尤其是那些 {{icon|loyalty}} 忠诚度较低的人可以利用这个增益。特别是与家族族长交朋友会让你更有机会剥夺他们最具价值的地产,以减少他们的收入和权力基础。
 
两国统治者之间如果是朋友关系将使两国之间相互的 {{icon|opinion}} 好感度增加 {{green|25}} ,这有助于进行外交行动。如果统治者与外国人成为朋友,可以以增加{{icon|aggressive expansion}}侵略性扩张为代价将其招募至自己国家。
 
统治者可以使用''' 交朋友''' (Make Friends)人物互动来尝试与另一人物交朋友,前提是对方有空余的好友位。当您开始尝试与某个人物成为朋友时,将会出现几个事件,事件的每个选项提供不同的交友进度,你需要满足以下任一项来完成交友:
* 2次极大的关系改善
* 3次明显的关系改善
* 1次极大的关系改善, 1次明显的关系改善, 1次稍微的关系改善
这个过程可能会花费多达100金币或5000人力抑或增加5点暴政度。
 
可以随时通过'''移除好友'''(Remove Friend)人物互动来结束一段友谊。
 
=== 仇敌 ===
每个角色可以有一定数量的'''仇敌'''(rivals),最大数量由 {{icon|max rivals}} '''最大仇敌数量'''(Max. Rivals)决定。仇敌之间互相厌恶,并会倾向于采取攻击性的行动来反对对方,甚至包括暗杀。
 
统治者的仇敌得到以下修正:
* {{icon|loyalty}} {{red|-10}} 忠诚度
* {{icon|prestige}} {{red|-0.10}} 月度家族威望
* [[File:Law_agnatic.png|28px]] {{red|-25}} 第一继承人吸引力
* {{icon|character wage modifier}} {{green|-10%}} 每月报酬
* Monthly Conviction for Ruler Faction: {{red|-0.10}}
仇敌对忠诚度的影响没有朋友大,但还是建议一般不要与有权势的角色成为仇敌。
 
如果两个国家的统治者是仇敌,会给两国之间造成{{icon|opinion}}{{red|-50}}好感度,这将大大减弱两国关系。


==Attributes==
除了因为各种事件的效果成为仇敌之外,统治者可以通过'''宣布仇敌'''(Make Rival)人物互动将另一人物设为仇敌,如果对方是国内人物会花费统治者 {{icon|popularity}} {{red|5}} 人气,如果对方是外国统治者则需要和对方国家好感度低于0,并且无需花费人气。
There are four attributes that characters have:


* Martial represents a character's ability to fight and lead troops. Characters with high martial skills make excellent generals.
可以随时通过''' 移除仇敌'''(Remove Rival)人物互动来结束与一个国内人物的敌对关系,这需要花费 {{icon|pol}} {{red|30}} 政治影响力。要移除国外统治者仇敌,则需要和对方国家的好感度高于0.
* Charisma is a character’s ability to charm and persuade others.
* Zeal is a character's ability to inspire faith in other characters, and also in calling upon the favour of the gods.
* Finesse represents a character's skill in disciplines requiring a high attention to detail. High finesse characters make excellent researchers and governors.


==Traits==
== 家族 ==
Traits can be categorized in the following categories:
{{SVersion|1.5}}
* Personality - This includes being Brave or Coward, Cruel or Merciful. These impacts the character attributes and stats directly, as well as...
一个国家的大多数人物都属于'''显赫家族'''(major family)。家族的成员通常彼此相关,并且孩子将会继承其主要亲属(通常是父亲)的家族,不过人物也可以通过被收养的方式加入统治者的家族。
* Military - Usually a character has a maximum of one of those, that may give a bonus or penalty.
* Health - Stressed, Maimed, Lunatic etc. Not beneficial to the character in most cases.
* Status - Some exceptional traits that can be given from actions, like Conqueror.


=== Personality traits ===
显赫家族中的人物在成年后不久将自动结婚,但玩家控制的统治者家族除外。除非通过'''安排联姻'''人物互动,否则统治者家族的成员将永远不会结婚,不过只有统治者的近亲才能通过这个人物互动结婚,这就意味着统治者的远亲通常不会结婚。所以在[[君主制]]中这一般是最棘手的问题之一,因为它不像在[[共和制]]和[[部落制]]中统治者家族可以轮换,这意味着在没有干预的情况下,统治者家族通常会萎缩得比其他家族小很多,这使得在给予统治者家族需求数量的[[职位]]时可供选择的人才非常受限。这个问题可以通过不时地收养有前途的次要人物和手动安排亲属们结婚来解决。
{| class="mildtable"
 
统治者家族的人物会得到 {{icon|prominence}} {{green|+0.01}} 月度名望以及 [[File:Law_agnatic.png|28px]] {{green|+10}} 第一继承人吸引力。
 
=== 期望职位数 ===
{{main|Position#Mechanics}}
显赫家族总是期望他们的成员在当前所有可分配的职位中占据一定比例,以便感到'''满意'''。任何拥职位少于期望职位数的家族都会{{icon|scorned}} {{red|受到鄙视}},这会带来严重的忠诚度减成,而一个拥有至少期望职位数两倍职位的家族则会{{icon|grateful}} {{green|感激}},会给予一些加成。确保所有家族都感到满意,即使这可能需要任命技能低下的人物担任要职,是游戏中管理人物和家族的一个重要部分。
 
=== 家族威望 ===
{{icon|prestige}}每个家族都有其相应的'''威望'''值,代表这个家族在整个国家历史上的杰出地位。威望是由家族成员控制的[[职位]],财富和家族成员控制的大队而每月积累的;各种事件也会增加威望。威望的主要作用是给予家族族长增益修正,这个修正根据其家族与所有其他家族相比威望有多高来决定,其中最重要的修正是{{icon|power base}}权力基础。另外{{icon|mgr}}大希腊DLC中的{{icon|apotheosis}}神化操作要求统治者家族拥有至少{{icon|prestige}}'''800'''威望。
 
=== 家族族长 ===
每个显赫家族都有一位'''族长''',通常是家族中年龄最大者,不过[[君主制]]中的统治者家族始终是统治者作为族长。{{icon|prestige}}家族威望在全部家族总威望中每有1%占比,给予家族族长以下修正:
* {{icon|prominence}} {{green|+0.25}} 名望
* {{icon|power base}} {{green|+1.2}} 权力基础
* {{icon|statesmanship}} {{green|+0.001%}} Monthly Statesmanship
* {{icon|loyalty gain chance}} {{red|+0.005%}} 大队私兵率
* {{icon|senate influence}} {{red|-0.75%}} 元老院影响力
* {{icon|optimates}} 每月贵族派信念: {{green|+0.0015}}
* {{icon|oligarchs}} 每月寡头派信念: {{green|+0.0015}}
 
{{icon|clan chiefs}} [[部落制]]中[[氏族长]]的修正有所不同。
 
此外,当家族中一个人物死亡时,其所有的[[地产]]都将转移给家族族长,这意味着即使不考虑职位的影响,家族族长也往往拥有全国最高的{{icon|wealth}}财富和{{icon|power base}}权力基础。因此将他们任命为总督或将军会很危险,极高的权力基础对{{icon|loyalty}}忠诚度产生的影响让他们很难一直保持忠诚。如果必须授予他们职位,推荐任命为[[研究员]]或政府[[公职]],因为它们不会增加太多权力基础,而且如果他们变得不忠诚,影响也会更少。
 
当一个国家被征服或吞并后,可以邀请来自被征服国家的三个家族族长,还有他们的一些家族成员,作为次要人物加入征服者的国家。所有其他人物则会被处决或消失无踪。
 
=== 家族数量 ===
一个国家最大的'''显赫家族数量'''(number of major families)取决于其[[国家等级]],范围从{{icon|city state}}城邦的3个到{{icon|great power}}强权的5个。在部落制中,家族数量被替换为[[氏族长]]数量,其上限范围与其他政体的家族数量通常相同。
 
如果显赫家族数量少于最大家族数量(通常是国家等级提升后),则会触发[[Rise of the family events#family_events.1|事件]],将从国内3个最有权势的次要人物中选择其一创建一个新家族。同样,如果显赫家族数量大于最大家族数量,那么其中一个家族会[[Rise of the family events#family_events.2|fall from grace]],其家族所有成员都被降为次要人物。
 
=== 次要人物 ===
不属于显赫家族的人物被视为'''次要人物'''(minor characters)。次要人物没有家族族长并且也无法从{{icon|prestige}}家族威望中收益,这意味着除非让其统率庞大的军队或总督富庶的区域,否则他们不太可能积累太多财富和 {{icon|power base}} 权力基础。他们也不会自己结婚,通常也没有家人,尽管可以像其他未婚成年人物一样,手动安排统治者的亲属和他们联姻。
 
次要人物会不时地自动出现在宫廷里,其文化和宗教可能会是国内存在的任何[[文化]]或[[宗教]],虽然通常仍是主流文化和宗教。 在 [[部落]] 和 [[君主国]]可以随时以 {{icon|prestige}} {{red|10%}} 的家族的当前威望和 {{icon|legitimacy}} {{red|10}} 正统性的基础花费(如果人物有高 {{icon|power base}} 权力基础则更多),将符合条件的次要人物'''收养'''(adopted)进统治者家族;如果其他家族成员数量不足他们也可能会收养次要人物。
 
==职位==
{{main|Position}}
人物能被给予各种各样的 {{icon|position}} '''职位'''(positions)。不仅是一个国家的统治者,他们还能被指派去治理一个省份、指挥一支军队、进行研究或在政府中给予一个职位。有些国家允许妇女担任官职,有些国家则不允许。人物根据他们的特质和属性以及所处职位来获得 {{icon|wage}} 报酬,{{icon|prominence}} 名望以及 {{icon|power base}} 权力基础。显赫家族总是希望在国内拥有一定比例的职位,如果给予的职务数达到他们期望数量的两倍,他们将会不胜感激。管理持有职位人物的家族成员比例、忠诚度和能力是确保国家内部稳定犯繁荣的重要因素。
 
政府中的职位包括:
* 统治者
* 共治者或配偶
* 政府职务
* 研究员
* 总督
* 陆军将领
* 海军将领
 
==权力基础==
{{SVersion|1.5}}
{{icon|power base}} A character's '''power base''' represents the weight of influence a character has, though his/her wealth, connections, commanded and loyal soldiers, and level of authority. Every unit of {{icon|power base}} power base decreases a character's {{icon|loyalty}} loyalty by {{red|0.5}}, making power base one of the most important factors decreasing {{icon|loyalty}} character loyalty, and if the proportion of {{icon|disloyal power base}} '''disloyal power base''' is higher than the {{icon|civil war threshold}} civil war threshold, the country will progress towards a {{icon|civil war}} civil war. In [[republic]]s, a character's {{icon|power base}} power base is also the base from which {{icon|senate influence}} senatorial influence is calculated. Generally, a close eye should always be kept on characters with a high {{icon|power base}} power base, keeping them as {{icon|loyalty}} loyal as is feasible (or at least above the disloyalty threshold with some buffer to spare) while being sure not to give them any positions that would result in even higher {{icon|power base}} power base (as that can bring the {{icon|loyalty}} loyalty penalty from high {{icon|power base}} power base up to unmanageable levels).
 
The main sources of power base are:
* {{green|+2}} from all {{icon|position}} positions (including {{icon|ruler}} rulers, co-rulers, consorts, primary heirs, offices, researchers, governors, generals, admirals, and party leaders)
* {{green|+1.2}} to [[head of family|heads of family]] for each percentage of the total {{icon|prestige}} family prestige in the country their family has
* {{green|+0.2}} to the {{icon|ruler}} ruler for each percentage of the country's {{icon|population}} population in the {{icon|capital}} capital region
* {{green|+1}} to {{icon|position}} governors for each percentage of the country's {{icon|population}} population in their governorship
* {{green|+1}} to {{icon|position}} generals for each percentage of the country's {{icon|army}} army under their command, not including any {{icon|cohort loyalty}} cohorts loyal to the commander, up to a maximum of {{green|+4}} per commanded cohort
* {{green|+1}} to for each percentage of the country's {{icon|army}} army that are {{icon|cohort loyalty}} cohorts loyal to the character, even if under the command of another character (does not apply for the cohorts loyal to the {{icon|ruler}} ruler), up to a maximum of {{green|+4}} per loyal cohort
* {{green|+1}} for the character's number of {{icon|cohort loyalty}} loyal veteran cohorts as a percentage of the country's {{icon|army}} army size, up to a maximum of {{green|+4}} per loyal veteran cohort
* {{green|+0.1}} for each percentage of the country's {{icon|navy}} ships commanded by an admiral, up to a maximum of {{green|+1}} per commanded ship
* {{green|+0.5}} for each percentage of the country's {{icon|territories}} territories held as {{icon|holding}} holdings, up to a maximum of {{green|+10}} per holding
 
==特质==
'''特质'''代表角色的性格,生活方式,能力,状况等不同方面,并会对人物的属性和其在{{icon|position}}职位上的表现产生重大影响,此外还会影响人物在事件中的反应(特别是对于AI来说)。
 
大多数特质对人物属性的影响始终有效,但有些特质的修正只有当人物担任{{icon|ruler}}统治者或{{icon|position}}将军时才会生效。这些特定职位的修正依据职位不同其影响范围也有所不同,适用于{{icon|position}}陆军将领和{{icon|position}}海军将领的修正只影响其指挥的部队,适用于{{icon|position}}总督的修正影响他管理的区域,而适用于{{icon|ruler}}统治者的修正则会影响整个国家。
 
特质可分为以下四类:
* '''个性特质'''
* '''军事特质'''
* '''健康特质'''
* '''身份特质'''
 
一些特质,特别是个性特质,会有与之相反的'''对立'''特质。一个人物永远不会同时具有两个相反的特质,如果人物获得了一个与自己拥有特质相反的特质,则该相反特质将被立即移除。
 
=== 个性特质 ===
个性特质是最常见的特质,它描述了人物的性格特征,例如勇敢或胆小,残酷或仁慈。个性特质通常具有最广泛的影响,几乎所有人物都至少具有其中一种或两种。
{{hatnote|现行汉化名称有个别重复,以英文名相对照。}}
{| class="mildtable mw-collapsible mw-collapsed"
!
!
! 特质
! 特质
第26行: 第222行:
! style="min-width: 15%" | 总督
! style="min-width: 15%" | 总督
! style="min-width: 15%" | 将军
! style="min-width: 15%" | 将军
对特质
! 对 特质
说明 与注释
描述 与注释
|-
|-
| {{icon|abrasive}}
| {{icon|abrasive}}
| 粗鲁
| {{ruby|无礼|Abrasive}}
| {{icon|max rivals}}  宿 上限: {{green|+1}}
| {{icon|tributary opinion}} 朝贡国好感: {{red|−5}}
* {{icon|max rivals}}  最大仇 数量 {{green|+1}}
* {{icon|senate influence}} 元老院影响力: {{red|-15%}}
* {{icon|loyalty}} 忠诚度: {{red|-5}}
|
* {{icon|tributary opinion}} 朝贡国 对我们的 好感 {{red|−5}}
|
|
|
|
| {{icon|good natured}} 温和
| {{icon|good natured}} Good Natured
| ''有些人就是 天生的刺儿头 。''
| ''有些人就是 不能和别人好好相处 。''
|-
|-
| {{icon|ambitious}}
| {{icon|ambitious}}
| 野心勃勃
| {{ruby| 野心勃勃|Ambitious}}
| {{plainlist|
|
* {{icon|prominence}} Prominence: {{green|+20}}
* {{icon|martial}} 军略: {{green|+1}}
* {{icon|finesse}} Finesse: {{green|+1}}
* {{icon|finesse}} 智略: {{green|+1}}
}}
* {{icon|Charisma}} 魅力: {{green|+1}}
* {{icon|Zeal}} 热忱: {{green|+1}}
* {{icon|cohort loyalty}} 大队私兵率: {{red|+25%}}
* {{icon|prominence}} 名望: {{green|+20}}
* {{icon|senate influence}} 元老院影响力: {{green|+10%}}
* {{icon|attraction as heir}} 作为继承人的吸引力 {{green|+1}}
* {{icon|statesmanship}} 每月政治家才能: {{green|+0.10%}}
* {{icon|populares}} 每月平民派信念: {{green|+0.05}}
* {{icon|oligarchs}} 每月寡头派信念: {{green|+0.05}}
* {{icon|loyalty}} 忠诚度: {{red|-5}}
|
|
|
|
|
|
| {{icon|content}} Content
| {{icon|content}} Content
| ''Whereas some view the ladder to the top as a challenge, [CHARACTER.GetPraenomen] prefers to see it as firewood.''
| '' 他人将登顶之路视为挑战,但[CHARACTER.GetPraenomen] 将其视为动力。''
----
----
Characters with this trait will be more likely to murder their way to the top.
拥有这项特质的人物将更倾向于通过{{Red|谋杀}}登上权力的顶峰。
|-
|-
| {{icon|arbitrary}}
| {{icon|arbitrary}}
| Arbitrary
| {{ruby|专断|Arbitrary}}
| {{icon|finesse}} Finesse: {{red|−1}}
| {{icon|diplomatic relations}} Diplomatic Relations: {{red| −1}}
* {{icon|finesse}} 智略: {{red|−1}}
* {{icon|holding}} 地产收入: {{red| −10%}}
* {{icon|boni}} 每月善人派信念: {{red|-0.05}}
* {{icon|populares}} 每月平民派信念: {{green|+0.15}}
* {{icon|democrats}} 每月民主派信念: {{green|+0.05}}
|
* {{icon|stability}} 每月稳定度变化: {{red|−0.05}} 
|
|
|
|
| {{icon|just}} Just
| {{icon|just}} Just
| ''When it really comes down to it, does anyone really care what is right or wrong?''
| '' 归根结底,是否有人真的关心何为对错?''
|-
|-
| {{icon|arrogant}}
| {{icon|arrogant}}
| Arrogant
| {{ruby|傲慢|Arrogant}}
| {{plainlist|
* {{icon|prominence}} Prominence: {{green|+10}}
* {{icon|charisma}} 魅力: {{red| −1}}
* {{icon|charisma}} Charisma: {{red| −1}}
* {{icon|prominence}} 名望: {{green|+10}}
}}
* {{icon|family head faction conviction}} 对家族族长派系信念: {{red|-0.15}}
| {{icon|power costs}} Power Costs: {{red|+1%}}
* {{icon|optimates}} 每月贵族派信念: {{green|+0.10}}
* {{icon|boni}} 每月善人派信念: {{red|-0.05}}
* {{icon|oligarchs}} 每月寡头派信念: {{green|+0.05}}
* {{icon|loyalty}} 忠诚度: {{red|-10}}
* {{icon|pol}} 每月政治影响力: {{red|-0.25}}
|
|
|
|
| {{icon|modest}} Modest
| {{icon|modest}} Modest
| ''[CHARACTER.GetPraenomen] is quite simply the best at everything [CHARACTER.GetSheHe] puts [CHARACTER.GetHerHis] hand to.''
| '' [CHARACTER.GetPraenomen] 着手的每一件事中,[CHARACTER.GetSheHe] 都无疑是最优秀的(至少[CHARACTER.GetHerHis] 自己是这么认为的)。''
|-
|-
| {{icon|assertive}}
| {{icon|assertive}}
| Assertive
| {{ruby|果断|Assertive}}
| {{icon|prominence}} Monthly Prominence: {{green|+0.05}}
| {{icon|prominence}} 每月人物名望 {{green|+0.05}}
| {{icon|commerce value}} National Commerce Income: {{green|+5%}}
| {{icon|commerce value}} 国家商业收入 {{green|+5%}}
| {{icon|commerce value}} Local Commerce Income: {{green|+5%}}
| {{icon|commerce value}} (本地)商业收入 {{green|+5%}}
|
|
| {{nowrap|{{icon|submissive}} Submissive}}
| {{nowrap|{{icon|submissive}} Submissive}}
| ''Quick in thought, word and deed, [CHARACTER.GetPraenomen] knows the best way to navigate most situations.''
| ''[CHARACTER.GetPraenomen] 思维敏捷、快人快语、行动迅速,了解应对大多数情况的最佳方法。''
|-
|-
| {{icon|benefactor}}
| {{icon|benefactor}}
| Benefactor
| {{ruby|乐善好施|Benefactor}}
| {{icon|popularity}} Monthly Popularity: {{green|+0.05}}
| {{icon|popularity}} 每月人气 {{green|+0.05}}
| {{icon|happiness}} National Slaves Happiness: {{green|+5%}}
| {{icon|happiness}} 全国奴隶幸福度 {{green|+5%}}
| {{icon|happiness}} Local Slaves Happiness: {{green|+10%}}
| {{icon|happiness}} 本地奴隶幸福度 {{green|+10%}}
|
|
| {{icon|harsh}} Harsh
| {{icon|harsh}} Harsh
| ''Whilst there may be no such thing as true altruism, [CHARACTER.GetPraenomen] comes awfully close.''
| '' 虽然可能并不存在所谓真正的利他主义者,但[CHARACTER.GetPraenomen] 已经非常接近了。''
|-
|-
| {{icon|blunt}}
| {{icon|blunt}}
| Blunt
| {{ruby|直率|Blunt}}
| {{icon|charisma}} Charisma: {{red|−1}}
| {{icon|charisma}} 魅力 {{red|−1}}
| {{icon|improve opinion maximum}} Improve Opinion Maximum: {{red|−25%}}
| {{icon|improve opinion maximum}} 提高好感度的最大值 {{red|−25%}}
|
|
|
|
| {{icon|silver tongued}} Silver Tongued
| {{icon|silver tongued}} Silver Tongued
| ''Sometimes, facts are just facts.''
| '' 有时候,事实就是事实。''
|-
|-
| {{icon|cautious}}
| {{icon|cautious}}
| Cautious
| {{ruby|谨慎|Cautious}}
| {{icon|martial}} Martial: {{red|−1}}
| {{icon|martial}} 军略 {{red|−1}}
| {{icon|unit reorganization cost}} Unit Reorganization Cost: {{green|−5%}}
| {{icon|unit reorganization cost}} 部队整编花费 {{green|−5%}}
|
|
|
|
| {{icon|reckless}} Reckless
| {{icon|reckless}} Reckless
| ''Even the best laid plans can fail without due diligence.''
| '' 如果不进行尽职调查,即使是最好的计划也会失败。''
|-
|-
| {{icon|chaste}}
| {{icon|chaste}}
| Chaste
| {{ruby|忠贞|Chaste}}
| {{icon|fertility}} Fertility: {{red|−20%}} 
| {{icon|fertility}} 生育能力 {{red|−20%}} 
|
|
|
|
|
|
| {{icon|lustful}} Lustful
| {{icon|lustful}} Lustful
| ''[CHARACTER.GetPraenomen] considers [CHARACTER.GetHerHis] body an unassailable temple of virtue and honor. So does everyone else.''
| ''[CHARACTER.GetPraenomen] 将自己的身体视为一座承载着美德和荣誉的不容侵犯的庙宇。其他人也这样看待[CHARACTER.GetHerHis] ''
|-
|-
| {{icon|cold}}
| {{icon|cold}}
| Cold
| {{ruby|冷漠|Cold}}
| {{plainlist|
| {{plainlist|
* {{icon|max friends}} Max Friends: {{red|−1}}
* {{icon|max friends}} 最大好友数量 {{red|−1}}
* {{icon|charisma}} Charisma: {{red|−1}}
* {{icon|charisma}} 魅力 {{red|−1}}
}}
}}
| {{icon|assassinate cost}} Assassinate Cost: {{green|−25%}}
| {{icon|assassinate cost}} 暗杀花费 {{green|−25%}}
|
|
|
|
| {{icon|loving}} Loving
| {{icon|loving}} Loving
| ''One could liken the heart of [CHARACTER.GetName] to the icy rocks upon which Prometheus was bound, and yet still be considered generous.
| '' [CHARACTER.GetName] 的心比作束缚普罗米修斯的冰冷岩石也不为过。''
|-
|-
| {{icon|content}}
| {{icon|content}}
| Content
| {{ruby|安于现状|Content}}
| {{plainlist|
| {{plainlist|
* {{icon|prominence}} Prominence: {{red|−10}}
* {{icon|prominence}} 名望 {{red|−10}}
* {{icon|finesse}} Finesse: {{red|−1}}
* {{icon|finesse}} 智略 {{red|−1}}
}}
}}
|
|
第140行: 第360行:
|
|
| {{icon|ambitious}} Ambitious
| {{icon|ambitious}} Ambitious
| ''Ambition just doesn't come naturally to some. [CHARACTER.GetPraenomen] is all the happier for it.''
| '' 并不是每个人都天生自带野心。[CHARACTER.GetPraenomen] 正因没有野心而更快乐。''
|-
|-
| {{icon|corrupt}}
| {{icon|corrupt}}
| Corrupt
| {{ruby|腐败|Corrupt}}
| {{icon|corruption}} Corruption: {{red|+10}}
| {{icon|corruption}} 腐败 {{red|+10}}
| {{icon|national tax}} National Tax: {{green|+10%}}
| {{icon|national tax}} 国家税收 {{green|+10%}}
|
|
| {{icon|enslavement efficiency}} Enslavement Efficiency: {{green|+1%}}
| {{icon|enslavement efficiency}} 抓奴效率 {{green|+1%}}
| {{icon|righteous}} Righteous
| {{icon|righteous}} Righteous
| ''One can go about things in the right way, or the profitable one. [CHARACTER.GetPraenomen] knows the truth of the matter.''
| '' 一个人能以正确的方式做事,或以有利可图的方式做事。[CHARACTER.GetPraenomen] 知道这其中的真相。''
|-
|-
| {{icon|crafty}}
| {{icon|crafty}}
| Crafty
| {{ruby|狡猾|Crafty}}
| {{plainlist|
| {{plainlist|
* {{icon|corruption}} Corruption: {{red|+20}}
* {{icon|corruption}} 腐败 {{red|+20}}
* {{icon|finesse}} Finesse: {{green|+2}}
* {{icon|finesse}} 智略 {{green|+2}}
}}
}}
|
|
|
|
| {{icon|enslavement efficiency}} Enslavement Efficiency: {{green|+2%}}<!-- Is this name correct? -->
| {{icon|enslavement efficiency}} 抓奴效率 {{green|+2%}}<!-- Is this name correct? -->
| {{icon|guileless}} Guileless
| {{icon|guileless}} Guileless
| ''Wheedling, conniving, and cunning, may not be attractive qualities, but they're never unhelpful ones.''
| '' 花言巧语,阴谋诡计,狡猾诡诈,这些可能不是讨喜的品质,但也从来都不是无益的。''
|-
|-
| {{icon|cruel}}
| {{icon|cruel}}
| Cruel
| {{ruby|残暴|Cruel}}
| {{icon|charisma}} Charisma: {{red|−1}}
| {{icon|charisma}} 魅力 {{red|−1}}
| {{icon|local output modifier}} National Slaves Output: {{green|+5%}}
| {{icon|local output modifier}} 全国奴隶产出 {{green|+5%}}
| {{icon|local output modifier}} Local Slaves Output: {{green|+10%}}
| {{icon|local output modifier}} 本地奴隶产出 {{green|+10%}}
| {{icon|enslavement efficiency}} Enslavement Efficiency: {{green|+3%}}
| {{icon|enslavement efficiency}} 抓奴效率 {{green|+3%}}
| {{icon|merciful}} Merciful
| {{icon|merciful}} Merciful
| ''Suffering and productivity come hand in hand. That is, according to [CHARACTER.GetPraenomen] at least.''
| '' 他者的苦难乃创造的源泉,至少[CHARACTER.GetPraenomen] 是这样说的。''
----
----
Characters with this trait are more likely to murder their way to the top.
拥有这项特质的人物将更倾向于通过{{Red|谋杀}}登上权力的顶峰。
|-
|-
| {{icon|deceitful}}
| {{icon|deceitful}}
| Deceitful
| {{ruby|诡诈|Deceitful}}
| {{plainlist|
| {{plainlist|
* {{icon|corruption}} Monthly Corruption: {{red|+0.05}}
* {{icon|corruption}} 每月腐败 {{red|+0.05}}
* {{icon|finesse}} Finesse: {{green|+1}}
* {{icon|finesse}} 智略 {{green|+1}}
}}
}}
| {{icon|bribe character cost}} Bribe Character Cost: {{green|−25%}}
| {{icon|bribe character cost}} 贿赂人物花费 {{green|−25%}}
|
|
|
|
| {{icon|honest}} Honest
| {{icon|honest}} Honest
| ''The truth may be honorable, but, at least according to [CHARACTER.GetPraenomen], it doesn't get you very far.''
| '' 坦诚以待或许更可敬,但至少对于[CHARACTER.GetPraenomen] 来说,此举不能使其走得长远。''
|-
|-
| {{icon|devout}}
| {{icon|devout}}
| Devout
| {{ruby|高洁|Devout}}
| {{icon|loyalty}} Monthly Loyalty: {{green|+0.1}}
| {{icon|loyalty}} 每月忠诚 {{green|+0.1}}
| {{plainlist|
| {{plainlist|
* {{icon|omen power}} Omen Power: {{green|+5%}}
* {{icon|omen power}} 预兆威能 {{green|+5%}}
* {{icon|devotio}} Invoke Devotio Cost: {{green|−5%}}
* {{icon|devotio}} 祈求虔诚花费 {{green|−5%}}
}}
}}
|
|
|
|
| {{icon|lapsed}} Lapsed
| {{icon|lapsed}} Lapsed
| ''Prayer can be a source of hope in dark times. Luckily for [CHARACTER.GetPraenomen], it is often dark.''
| '' 在黑暗的年代,祈祷可以成为希望的源泉。于[CHARACTER.GetPraenomen] 而言,幸运的是,生活总是一片黑暗。''
|-
|-
| {{icon|dumb}}
| {{icon|dumb}}
| Dumb
| {{ruby|愚昧|Dumb}}
| {{plainlist|
| {{plainlist|
* {{icon|finesse}} Finesse: {{red|−2}}
* {{icon|finesse}} 智略 {{red|−2}}
* {{icon|loyalty}} Monthly Loyalty: {{green|+0.05%}}
* {{icon|loyalty}} 每月忠诚 {{green|+0.05%}}
}}
}}
|
|
第208行: 第428行:
|
|
| {{icon|intelligent}} Intelligent
| {{icon|intelligent}} Intelligent
| ''[CHARACTER.GetPraenomen] was never one for the intellectual pursuits.''
| ''[CHARACTER.GetPraenomen] 从来不在意对知识的追求。''
|-
|-
| {{icon|energetic}}
| {{icon|energetic}}
| Energetic
| {{ruby|精力充沛|Energetic}}
| {{plainlist|
| {{plainlist|
* {{icon|finesse}} Finesse: {{green|+1}}
* {{icon|finesse}} 智略 {{green|+1}}
* {{icon|martial}} Martial: {{green|+1}}
* {{icon|martial}} 军略 {{green|+1}}
}}
}}
|
|
第220行: 第440行:
|
|
| {{icon|lazy}} Lazy
| {{icon|lazy}} Lazy
| ''[CHARACTER.GetPraenomen] always puts in double the effort - even when sleeping.''
| ''[CHARACTER.GetPraenomen] 无论干什么都会投入双倍努力——就连睡觉也是如此。''
----
----
Characters with this trait will be able to commit certain acts like theft, gambling, and murder, more frequently.
拥有这项特质的人物将更可能且更频繁地做出一些犯罪行为,如{{Red|盗窃}},{{Yellow|赌博}}和{{Red|谋杀}}。
|-
|-
| {{icon|foolish}}
| {{icon|foolish}}
| Foolish
| {{ruby|愚蠢|Foolish}}
| {{icon|finesse}} Finesse: {{red|−1}}
| {{icon|finesse}} 智略 {{red|−1}}
|
|
|
|
|
|
| {{icon|shrewd}} Shrewd
| {{icon|shrewd}} Shrewd
| ''The only person unaware of just how gullible [CHARACTER.GetPraenomen] is, seems to be [CHARACTER.GetPraenomen] [CHARACTER.GetHerselfHimself].''
| '' 似乎唯一一个不知道[CHARACTER.GetPraenomen] 有多容易上当受骗的人就是[CHARACTER.GetPraenomen][CHARACTER.GetHerselfHimself] 自己。''
|-
|-
| {{icon|forgiving}}
| {{icon|forgiving}}
| Forgiving
| {{ruby|宽宏大量|Forgiving}}
| {{plainlist|
| {{plainlist|
* {{icon|charisma}} Charisma: {{green|+1}}
* {{icon|charisma}} 魅力 {{green|+1}}
* {{icon|finesse}} Finesse: {{red|−1}}
* {{icon|finesse}} 智略 {{red|−1}}
}}
}}
| {{icon|tyranny}} Monthly Tyranny: {{green|−0.05}}
| {{icon|tyranny}} 每月暴政度 {{green|−0.05}}
|
|
|
|
| {{icon|vengeful}} Vengeful
| {{icon|vengeful}} Vengeful
| ''No crime, no barbed insult, or any manner of offense, is too great for the clemency of [CHARACTER.GetPraenomen].''
| ''[CHARACTER.GetPraenomen] 宽厚的心中容得下任何罪行、侮辱和任何形式的冒犯。''
|-
|-
| {{icon|founder}}
| {{icon|founder}}
| Founder
| {{ruby|敢为人先|Founder}}
| {{icon|loyalty}} Monthly Loyalty: {{green|+10%}}
| {{icon|loyalty}} 每月忠诚 {{green|+10%}}
| {{icon|build cost}} Build Cost: {{green|−10%}}
| {{icon|build cost}} 建造花费 {{green|−10%}}
| {{icon|local output modifier}} Local Citizens Output: {{green|+10%}}
| {{icon|local output modifier}} 本地公民产出 {{green|+10%}}
|
|
| {{icon|incapable}} Incapable
| {{icon|incapable}} Incapable
| ''[CHARACTER.GetPraenomen] has vision the likes of which has not been seen since the days of Solomon, Romulus, or the great Pharaohs of old.''
| '' 所罗门、罗慕路斯与旧世代的伟大法老之后,无人的远见可以与[CHARACTER.GetPraenomen] 相提并论。''
|-
|-
| {{icon|generous}}
| {{icon|generous}}
| Generous
| {{ruby|慷慨|Generous}}
| {{icon|popularity}} Monthly Popularity: {{green|+0.05}}
| {{icon|popularity}} 每月人气 {{green|+0.05}}
| {{icon|happiness}} National Citizens Happiness: {{green|+5%}}
| {{icon|happiness}} 全国公民幸福度 {{green|+5%}}
| {{icon|unrest}} Local Unrest: {{green|−1}}
| {{icon|unrest}} 本地不满值 {{green|−1}}
|
|
| {{plainlist|
| {{plainlist|
*{{icon|selfish}} Selfish
*{{icon|selfish}} Selfish
*{{icon|miserly}} Miserly}}
*{{icon|miserly}} Miserly}}
| ''The simple act of aiding others, is often reward enough for [CHARACTER.GetPraenomen].''
| '' 帮助他人的简单举动往往就能让[CHARACTER.GetPraenomen] 感到欣慰。''
|-
|-
| {{icon|good natured}}
| {{icon|good natured}}
| Good Natured
| {{ruby|和善|Good Natured}}
| {{icon|max friends}} Max Friends: {{green|+1}}
| {{icon|max friends}} 最大好友数量 {{green|+1}}
| {{icon|tributary opinion}} Tributary Opinion of Us: {{green|+5}}
| {{icon|tributary opinion}} 朝贡国对我们的好感 {{green|+5}}
|
|
|
|
| {{icon|abrasive}} Abrasive
| {{icon|abrasive}} Abrasive
| ''A pleasant demeanor and polite acknowledgments go a long way towards making friends.''
| '' 行为讨喜,态度礼貌,善于交友。''
|-
|-
| {{icon|greedy}}
| {{icon|greedy}}
| Greedy
| {{ruby|贪婪|Greedy}}
| {{icon|charisma}} Charisma: {{red|−1}}
| {{icon|charisma}} 魅力 {{red|−1}}
|
|
| {{icon|local population growth}} Local Population Growth: {{green|+2%}}
| {{icon|local population growth}} 本地人口增长 {{green|+2%}}
|
|
| {{icon|self-controlled}} Self-controlled
| {{icon|self-controlled}} Self-controlled
| ''Nobody would ever dare accuse [CHARACTER.GetPraenomen] of moderation or self-control.''
| '' 没人敢声称[CHARACTER.GetPraenomen] 是稳重自持的人。''
----
----
Referred to in game code as <code>gluttonous</code>.
查阅的游戏内代码为 <code>gluttonous</code>.
|-
|-
| {{icon|guileless}}
| {{icon|guileless}}
| Guileless
| {{ruby|老实|Guileless}}
| {{plainlist|
| {{plainlist|
* {{icon|corruption}} Monthly Corruption: {{green|−0.1}}
* {{icon|corruption}} 每月腐败 {{green|−0.1}}
* {{icon|finesse}} Finesse: {{red|−2}}
* {{icon|finesse}} 智略 {{red|−2}}
}}
}}
|
|
第295行: 第515行:
|
|
| {{icon|crafty}} Crafty
| {{icon|crafty}} Crafty
| ''It's worrying when even the sheep can pull wool over one's eyes.''
| '' 如果一个人老实到连羊都能到骗他,那就是一件令人担忧的事情了。''
|-
|-
| {{icon|harsh}}
| {{icon|harsh}}
| Harsh
| {{ruby|严苛|Harsh}}
| {{icon|popularity}} Monthly Popularity: {{green|−0.05}}
| {{icon|popularity}} 每月人气 {{green|−0.05}}
| {{icon|local output modifier}} National Slaves Output: {{green|+5%}}
| {{icon|local output modifier}} 全国奴隶产出 {{green|+5%}}
| {{icon|local output modifier}} Local Slaves Output: {{green|+10%}}
| {{icon|local output modifier}} 本地奴隶产出 {{green|+10%}}
|
|
| {{icon|benefactor}} Benefactor
| {{icon|benefactor}} Benefactor
| ''While many would employ a mild punishment to fit a mild crime, [CHARACTER.GetPraenomen] considers mild punishment a crime in itself.''
| '' 很多人认为轻微的罪行只需要轻微的处罚,[CHARACTER.GetPraenomen] 则认为轻微的处罚本身就是一种罪过。''
----
----
Characters with this trait will be more likely to murder their way to the top.
拥有这项特质的人物将更倾向于通过{{Red|谋杀}}登上权力的顶峰。
|-
|-
| {{icon|honest}}
| {{icon|honest}}
| Honest
| {{ruby|诚实|Honest}}
| {{icon|corruption}} Monthly Corruption: {{green|−0.05}}
| {{icon|corruption}} 每月腐败 {{green|−0.05}}
| {{icon|local output modifier}} National Tribesmen Output: {{green|+5%}}
| {{icon|local output modifier}} 全国部落民产出 {{green|+5%}}
|
|
|
|
| {{icon|deceitful}} Deceitful
| {{icon|deceitful}} Deceitful
| ''Even the thought of deception is enough to confuse [CHARACTER.GetPraenomen].''
| '' 光是欺骗的念头就足以让[CHARACTER.GetPraenomen] 头大。''
----
----
Characters with this trait will never accept a bribe.
拥有这一特质的人物永远不会接受{{Yellow|贿赂}}。
|-
|-
| {{icon|humble}}
| {{icon|humble}}
| Humble
| {{ruby|谦卑|Humble}}
| {{icon|charisma}} Charisma: {{green|+1}}
| {{icon|charisma}} 魅力 {{green|+1}}
| {{icon|tribute income}} Tribute Income: {{red|−1%}}
| {{icon|tribute income}} 贡金收入 {{red|−1%}}
| {{icon|local output modifier}} Local Freemen Output: {{green|+5%}}
| {{icon|local output modifier}} 本地自由民产出 {{green|+5%}}
|
|
| {{icon|proud}} Proud
| {{icon|proud}} Proud
| ''A healthy respect for one's own place in the grand scheme of things, is what keeps [CHARACTER.GetPraenomen] going.''
| '' 正确认识自身在伟大的世间万物中的位置,是[CHARACTER.GetPraenomen] 不断前进的原因。''
|-
|-
| {{icon|incapable}}
| {{icon|incapable}}
| Incapable
| {{ruby|无能|Incapable}}
| {{icon|prominence}} Monthly Prominence: {{red|−0.1}}
| {{icon|prominence}} 每月人物名望 {{red|−0.1}}
| {{icon|popularity}} Ruler Popularity Gain: {{red|−10%}}
| {{icon|popularity}} 统治者人气增加 {{red|−10%}}
| {{icon|local output modifier}} Local Citizens Output: {{red|−5%}}
| {{icon|local output modifier}} 本地公民产出 {{red|−5%}}
|
|
| {{icon|founder}} Founder
| {{icon|founder}} Founder
| ''Some people, you just can't trust to do anything right.''
| '' 有的人就是什么都干不好。''
|-
|-
| {{icon|intelligent}}
| {{icon|intelligent}}
| Intelligent
| {{ruby|聪慧|Intelligent}}
| {{icon|finesse}} Finesse: {{green|+1}}
| {{icon|finesse}} 智略 {{green|+1}}
| {{icon|loyalty}} Monthly Governor Loyalty: {{green|+0.05%}}
| {{icon|loyalty}} 每月总督忠诚度 {{green|+0.05%}}
|
|
|
|
| {{icon|dumb}} Dumb
| {{icon|dumb}} Dumb
| ''A mind like no other can solve problems beyond our understanding. A mind like no other, can also create them.''
| '' 与众不同的头脑可以解决我们无法理解的问题,亦可制造这样的问题。''
|-
|-
| {{icon|jealous}}
| {{icon|jealous}}
| Jealous
| {{ruby|妒忌|Jealous}}
| {{icon|charisma}} Charisma: {{red|−1}}
| {{icon|charisma}} 魅力 {{red|−1}}
| {{icon|smear reputation cost}} Smear Reputation Cost: {{green|−25%}}
| {{icon|smear reputation cost}} 诋毁声誉花费 {{green|−25%}}
|
|
|
|
| {{icon|secure}} Secure
| {{icon|secure}} Secure
| ''Never quite happy with [CHARACTER.GetHerHis] lot in life, [CHARACTER.GetPraenomen] takes more than a little pleasure in coveting the possessions of others.''
| ''[CHARACTER.GetPraenomen] 从不满足于生活所赐,觊觎他人所有之物给[CHARACTER.GetHerHis] 带来的不仅仅是一点点乐趣。''
|-
|-
| {{icon|just}}
| {{icon|just}}
| Just
| {{ruby|公正|Just}}
| {{icon|finesse}} Finesse: {{green|+1}}
| {{icon|finesse}} 智略 {{green|+1}}
|
|
| {{icon|unrest}} Local Unrest: {{green|−1}}
| {{icon|unrest}} 本地不满值 {{green|−1}}
|
|
| {{icon|arbitrary}} Arbitrary
| {{icon|arbitrary}} Arbitrary
| ''[CHARACTER.GetPraenomen] has become almost legendary for [CHARACTER.GetHerHis] calm, unbiased opinions.''
| ''[CHARACTER.GetPraenomen] 的冷静与不偏不倚几乎使[CHARACTER.GetHerHis] 成为传奇。''
|-
|-
| {{icon|kindly}}
| {{icon|kindly}}
| Kindly
| {{ruby|和蔼可亲|Kindly}}
|
|
| {{icon|local output modifier}} National Freemen Output: {{green|+5%}}
| {{icon|local output modifier}} 全国自由民产出 {{green|+5%}}
|
|
| {{icon|loyalty}} Loyalty Gain Chance: {{green|+2%}}
| {{icon|loyalty}} 忠诚增加几率 {{green|+2%}}
| {{icon|uncaring}} Uncaring
| {{icon|uncaring}} Uncaring
| ''A truer soul there never was, than [CHARACTER.GetName].''
| '' 从来没有人比[CHARACTER.GetName] 更真诚。''
|-
|-
| {{icon|lapsed}}
| {{icon|lapsed}}
| Lapsed
| {{ruby|堕落|Lapsed}}
| {{icon|loyalty}} Monthly Loyalty: {{red|−0.05}}
| {{icon|loyalty}} 每月忠诚 {{red|−0.05}}
| {{icon|omen power}} Omen Power: {{red|−5%}}
| {{icon|omen power}} 预兆威能 {{red|−5%}}
|
|
|
|
| {{icon|devout}} Devout
| {{icon|devout}} Devout
| ''Once a fervent believer, [CHARACTER.GetPraenomen] abandoned [CHARACTER.GetHerHis] faith long ago.''
| ''[CHARACTER.GetPraenomen] 曾经是一名狂热的信徒,但早已背弃[CHARACTER.GetHerHis] 的信仰。''
|-
|-
| {{icon|lazy}}
| {{icon|lazy}}
| Lazy
| {{ruby|懒惰|Lazy}}
| {{plainlist|
| {{plainlist|
* {{icon|finesse}} Finesse: {{red|−1}}
* {{icon|finesse}} 智略 {{red|−1}}
* {{icon|martial}} Martial: {{red|−1}}
* {{icon|martial}} 军略 {{red|−1}}
}}
}}
|
|
第392行: 第612行:
|
|
| {{icon|energetic}} Energetic
| {{icon|energetic}} Energetic
| ''If a job is worth doing, [CHARACTER.GetPraenomen] will not be the one to do it.''
| '' 就算一项工作值得去做,[CHARACTER.GetPraenomen] 也不会去做。''
|-
|-
| {{icon|loving}}
| {{icon|loving}}
| Loving
| {{ruby|富有爱心|Loving}}
| {{plainlist|
| {{plainlist|
* {{icon|max friends}} Max Friends: {{green|+1}}
* {{icon|max friends}} 最大好友数量 {{green|+1}}
* {{icon|charisma}} Charisma: {{green|+1}}
* {{icon|charisma}} 魅力 {{green|+1}}
}}
}}
| {{icon|diplomatic relations}} Diplomatic Relations: {{green|+1}}
| {{icon|diplomatic relations}} 外交关系 {{green|+1}}
|
|
|
|
| {{icon|cold}} Cold
| {{icon|cold}} Cold
| ''A warm heart and kind gaze can always be found with [CHARACTER.GetPraenomen].''
| ''[CHARACTER.GetPraenomen] 总是非常热心,慈眉善目。''
|-
|-
| {{icon|lustful}}
| {{icon|lustful}}
| Lustful
| {{ruby|淫荡|Lustful}}
| {{icon|fertility}} Fertility: {{green|+20%}}
| {{icon|fertility}} 生育能力 {{green|+20%}}
|
|
|
|
|
|
| {{icon|chaste}} Chaste
| {{icon|chaste}} Chaste
| ''An amorous lifestyle has many benefits, and many drawbacks. [CHARACTER.GetPraenomen] recognizes only the former.''
| '' 多情的生活方式有诸多益处,但同时也有许多坏处。[CHARACTER.GetPraenomen] 只认同前半句。''
|-
|-
| {{icon|merciful}}
| {{icon|merciful}}
| Merciful
| {{ruby|仁慈|Merciful}}
| {{icon|charisma}} Charisma: {{green|+1}}
| {{icon|charisma}} 魅力 {{green|+1}}
| {{icon|happiness}} National Freemen Happiness: {{green|+2.5%}}
| {{icon|happiness}} 全国自由民幸福度 {{green|+2.5%}}
| {{icon|happiness}} Local Freemen Happiness: {{green|+5%}}
| {{icon|happiness}} 本地自由民幸福度 {{green|+5%}}
| {{icon|enslavement efficiency}} Enslavement Efficiency: {{red|−5%}}
| {{icon|enslavement efficiency}} 抓奴效率 {{red|−5%}}
| {{icon|cruel}} Cruel
| {{icon|cruel}} Cruel
| ''Mercy can take many forms, and [CHARACTER.GetPraenomen] knows them all.''
| '' 仁慈有很多种形式,而[CHARACTER.GetPraenomen] 了解它们的全部。''
|-
|-
| {{icon|miserly}}
| {{icon|miserly}}
| Miserly
| {{ruby|吝啬|Miserly}}
| {{icon|finesse}} Finesse: {{red|−1}}
| {{icon|finesse}} 智略 {{red|−1}}
| {{icon|national tax}} National Tax: {{red|−10%}}
| {{icon|national tax}} 国家税收 {{red|−10%}}
| {{icon|local tax}} Local Tax: {{red|−10%}}
| {{icon|local tax}} 本地税收 {{red|−10%}}
|
|
| {{icon|generous}} Generous
| {{icon|generous}} Generous
| ''To [CHARACTER.GetPraenomen], wealth is there to be owned; there just always seems to be more to collect.''
| '' [CHARACTER.GetPraenomen] 来说,攥在手中的才算财富;而财富自然是多多益善的。''
|-
|-
| {{icon|modest}}
| {{icon|modest}}
| Modest
| {{ruby|谦逊|Modest}}
| {{icon|popularity}} Monthly Popularity: {{green|+0.05}}
| {{icon|popularity}} 每月人气 {{green|+0.05}}
| {{icon|power costs}} Power Costs: {{green|−1%}}
| {{icon|power costs}} 点数消耗 {{green|−1%}}
|
|
|
|
| {{icon|arrogant}} Arrogant
| {{icon|arrogant}} Arrogant
| ''The self-effacing attitude of [CHARACTER.GetName] has become a thing of local legend.''
| ''[CHARACTER.GetName] 不求闻达的品质在当地留下了佳话。''
|-
|-
| {{icon|monotonous}}
| {{icon|monotonous}}
| Monotonous
| {{ruby|单调乏味|Monotonous}}
| {{icon|popularity}} Ruler Popularity Gain: {{red|−20%}}
| {{icon|popularity}} 统治者人气增加 {{red|−20%}}
| ''The harsh, grating sounds that occur whenever [CHARACTER.GetPraenomen] opens [CHARACTER.GetHerHis] mouth, have been known to cause crowded rooms to become mysteriously empty.''
| '' 每当[CHARACTER.GetPraenomen] 开口时,从[CHARACTER.GetHerHis] 嘴里传出的刺耳声音一定会让满屋子的人一走而空。''
|-
|-
| {{icon|narrow-minded}}
| {{icon|narrow-minded}}
| Narrow-minded
| {{ruby|老顽固|Narrow-minded}}
| {{icon|finesse}} Finesse: {{red|−1}}
| {{icon|finesse}} 智略 {{red|−1}}
| {{plainlist|
| {{plainlist|
* {{icon|happiness}} National Tribesmen Happiness: {{green|+25%}}
* {{icon|happiness}} 全国部落民幸福度 {{green|+25%}}
* {{icon|technology speed}} Technology Speed: {{red|−10%}}
* {{icon|technology speed}} 科技速度 {{red|−10%}}
}}
}}
|
|
|
|
| {{icon|scholar}} Scholar
| {{icon|scholar}} Scholar
| ''[CHARACTER.GetPraenomen] has spent so long remembering the good old days, that any mention of progress causes instant suspicion.''
| ''[CHARACTER.GetPraenomen] 花了太多时间来回忆过去的美好时光,只要提及进步就会立刻引起他的怀疑。''
|-
|-
| {{icon|obsessive}}
| {{icon|obsessive}}
| Obsessive
| {{ruby|废寝忘食|Obsessive}}
| {{icon|zeal}} Zeal: {{green|+1}}
| {{icon|zeal}} 热忱 {{green|+1}}
| {{icon|local output modifier}} National Citizens Output: {{red|−5%}}
| {{icon|local output modifier}} 全国公民产出 {{red|−5%}}
| {{icon|research points}} Local Research Points: {{red|−10%}}
| {{icon|research points}} (本地)研究点 {{red|−10%}}
|
|
| {{icon|polymath}} Polymath
| {{icon|polymath}} Polymath
| ''When [CHARACTER.GetPraenomen] puts [CHARACTER.GetHerHis] mind to a task, [CHARACTER.GetSheHe] could quite forget about anything as trivial as eating, sleeping or at times, breathing.''
| '' [CHARACTER.GetPraenomen] [CHARACTER.GetHerHis] 的一门心思用在一项工作上,[CHARACTER.GetSheHe] 可以完全忘记任何琐碎的事,比如吃饭、睡觉,甚至是——呼吸。''
|-
|-
| {{icon|pious}}
| {{icon|pious}}
| Pious
| {{ruby|虔诚|Pious}}
| {{icon|zeal}} Zeal: {{green|+1}}
| {{icon|zeal}} 热忱 {{green|+1}}
| {{plainlist|
| {{plainlist|
* {{icon|call omen cost}} Call Omen Cost: {{green|−10%}}
* {{icon|call omen cost}} 祈求预兆花费 {{green|−10%}}
* {{icon|national tax}} National Tax: {{red|−10%}}
* {{icon|national tax}} 国家税收 {{red|−10%}}
}} 
}} 
|
|
|
|
| {{icon|skeptical}} Skeptical
| {{icon|skeptical}} Skeptical
| ''The very gods above would struggle to find anything to complain about, looking at [CHARACTER.GetPraenomen].''
| '' 在天上的众神眼中,[CHARACTER.GetPraenomen] 无可挑剔。''
|-
|-
| {{icon|plain-speaking}}
| {{icon|plain-speaking}}
| Plain-speaking
| {{ruby|直率|Plain-speaking}}
|
|
| {{icon|diplomatic reputation}} Diplomatic Reputation: {{green|+3}}
| {{icon|diplomatic reputation}} 外交声誉 {{green|+3}}
|
|
|
|
| {{icon|sarcastic}} Sarcastic
| {{icon|sarcastic}} Sarcastic
| ''There are times when matters are just exactly what they seem. For [CHARACTER.GetPraenomen], that is all the time.''
| '' 有些时候事情就是看起来的样子。而对[CHARACTER.GetPraenomen] 来说,总是如此。''
|-
|-
| {{icon|polymath}}
| {{icon|polymath}}
| Polymath
| {{ruby|博学多才|Polymath}}
| {{icon|zeal}} Zeal: {{red|−1}}
| {{icon|zeal}} 热忱 {{red|−1}}
| {{icon|local output modifier}} National Citizens Output: {{green|+5%}}
| {{icon|local output modifier}} 全国公民产出 {{green|+5%}}
| {{icon|research points}} Local Research Points: {{green|+10%}}
| {{icon|research points}} (本地)研究点 {{green|+10%}}
|
|
| {{icon|obsessive}} Obsessive
| {{icon|obsessive}} Obsessive
| ''There are few subjects upon which [CHARACTER.GetPraenomen] could not wax lyrical.''
| '' [CHARACTER.GetPraenomen] 无法侃侃而谈的学科屈指可数。''
|-
|-
| {{icon|prominent}}
| {{icon|prominent}}
| Prominent
| {{ruby|声名显赫|Prominent}}
| {{icon|prominence}} Prominence: {{green|+30}}
| {{icon|prominence}} 名望 {{green|+30}}
|
|
| {{icon|commerce value}} Local Commerce Income: {{green|+10%}}
| {{icon|commerce value}} (本地)商业收入 {{green|+10%}}
|
|
| {{nowrap|{{icon|unnoticeable}} Unnoticeable}}
| {{nowrap|{{icon|unnoticeable}} Unnoticeable}}
| ''When [CHARACTER.GetName] speaks - people listen.''
| ''[CHARACTER.GetName] 一开口——人们就会用心聆听。''
|-
|-
| {{icon|proud}}
| {{icon|proud}}
| Proud
| {{ruby|骄傲|Proud}}
| {{icon|charisma}} Charisma: {{red|−1}}
| {{icon|charisma}} 魅力 {{red|−1}}
| {{icon|tribute income}} Tribute Income: {{green|+10%}}
| {{icon|tribute income}} 贡金收入 {{green|+10%}}
| {{icon|fort defense}} Local Fort Defense: {{green|+10%}}
| {{icon|fort defense}} 本地要塞防御 {{green|+10%}}
|
|
| {{icon|humble}} Humble
| {{icon|humble}} Humble
| ''Hubris is warned of, in the Greek tales of old. It would seem that [CHARACTER.GetPraenomen] never much cared for the theater.''
| '' 古希腊传说警惕人们切莫狂妄自大。看起来[CHARACTER.GetPraenomen] 从来都不关心剧院在演什么。''
|-
|-
| {{icon|rash}}
| {{icon|rash}}
| Rash
| {{ruby|鲁莽|Rash}}
| {{icon|finesse}} Finesse: {{red|−1}}
| {{icon|finesse}} 智略 {{red|−1}}
| {{icon|happiness}} National Citizens Happiness: {{red|−5%}}
| {{icon|happiness}} 全国公民幸福度 {{red|−5%}}
|
|
|
|
| {{icon|wise}} Wise
| {{icon|wise}} Wise
| ''Choices become a lot less complicated if one rushes blindly past them.''
| '' 如果一个人盲目地越过选择,那么选择就不再复杂了。''
|-
|-
| {{icon|reckless}}
| {{icon|reckless}}
| Reckless
| {{ruby|鲁莽|Reckless}}
| {{icon|martial}} Martial: {{green|+1}}
| {{icon|martial}} 军略 {{green|+1}}
| {{plainlist|
| {{plainlist|
* {{icon|aggressive expansion}} Aggressive Expansion Impact: {{red|+10%}}
* {{icon|aggressive expansion}} 侵略性扩张影响 {{red|+10%}}
* {{icon|warscore cost}} Warscore Cost: {{green|−10%}}
* {{icon|warscore cost}} 战争分数花费 {{green|−10%}}
}}
}}
|
|
|
|
| {{icon|cautious}} Cautious
| {{icon|cautious}} Cautious
| ''[CHARACTER.GetPraenomen] always has a plan. Curiously, it always seems to be the same one.''
| ''[CHARACTER.GetPraenomen] 总是胸有成竹的样子。有趣的是,似乎每次的计划都是一样,那就是——毫无计划。''
|-
|-
| {{icon|righteous}}
| {{icon|righteous}}
| Righteous
| {{ruby|正直|Righteous}}
| {{icon|corruption}} Corruption: {{green|−10}}
| {{icon|corruption}} 腐败 {{green|−10}}
| {{icon|aggressive expansion}} Aggressive Expansion Impact: {{green|−10%}}
| {{icon|aggressive expansion}} 侵略性扩张影响 {{green|−10%}}
|
|
|
|
| {{icon|corrupt}} Corrupt
| {{icon|corrupt}} Corrupt
| ''A singular purpose brooks no worldly distraction.''
| '' 意志坚定,不受任何世俗的干扰。''
----
----
Characters with this trait will never accept a bribe.
拥有这一特质的人物永远不会接受{{Yellow|贿赂}}。
|-
|-
| {{icon|sarcastic}}
| {{icon|sarcastic}}
| Sarcastic
| {{ruby|尖酸|Sarcastic}}
|
|
| {{icon|diplomatic reputation}} Diplomatic Reputation: {{red|−3}}
| {{icon|diplomatic reputation}} 外交声誉 {{red|−3}}
|
|
|
|
| {{icon|plain-speaking}} Plain-speaking 
| {{icon|plain-speaking}} Plain-speaking 
| ''Literally everyone loves [CHARACTER.GetName].''
| '' 人人都爱[CHARACTER.GetName] (才怪)。''
|-
|-
| {{icon|scholar}}
| {{icon|scholar}}
| Scholar
| {{ruby|博学|Scholar}}
| {{icon|martial}} Martial: {{red|−1}}
| {{icon|martial}} 军略 {{red|−1}}
| {{icon|technology speed}} Technology Speed: {{green|+5%}}
| {{icon|technology speed}} 科技速度 {{green|+5%}}
| {{icon|research points}} Local Research Points: {{green|+10%}}
| {{icon|research points}} (本地)研究点 {{green|+10%}}
|
|
| {{icon|narrow-minded}} Narrow-minded
| {{icon|narrow-minded}} Narrow-minded
| ''[CHARACTER.GetPraenomen] simply devours knowledge as it were a hearty meal. It seems to sustain [CHARACTER.GetHerHim] about as much, too.''
| ''[CHARACTER.GetPraenomen] 将知识视为珍馐美馔不断吞食。知识似乎也足以维持[CHARACTER.GetHerHim] 的生命。''
|-
|-
| {{icon|secure}}
| {{icon|secure}}
| Secure
| {{ruby|可靠|Secure}}
| {{icon|charisma}} Charisma: {{green|+1}}
| {{icon|charisma}} 魅力 {{green|+1}}
| {{icon|loyalty}} Monthly General Loyalty: {{green|+0.05}}
| {{icon|loyalty}} 每月陆军将领忠诚度 {{green|+0.05}}
|
|
|
|
| {{icon|jealous}} Jealous
| {{icon|jealous}} Jealous
| ''If [CHARACTER.GetName] had feathers, not even a divine thunderbolt could ruffle them.''
| '' 如果[CHARACTER.GetName] 有羽毛,即使是天空中的霹雳也不能弄皱它们。''
|-
|-
| {{icon|self-controlled}}
| {{icon|self-controlled}}
| Self-controlled
| {{ruby|节制|Self-controlled}}
| {{icon|zeal}} Zeal: {{green|+1}}
| {{icon|zeal}} 热忱 {{green|+1}}
|
|
| {{icon|local population growth}} Local Population Growth: {{red|−2%}}
| {{icon|local population growth}} 本地人口增长 {{red|−2%}}
|
|
| {{icon|greedy}} Greedy
| {{icon|greedy}} Greedy
| ''A life of fulfillment, seems to [CHARACTER.GetPraenomen] to lack all sense of purpose.''
| '' 享乐的生活在[CHARACTER.GetPraenomen] 看来缺少目的性。''
|-
|-
| {{icon|selfish}}
| {{icon|selfish}}
| Selfish
| {{ruby|自私|Selfish}}
| {{icon|popularity}} Monthly Popularity: {{red|−0.05}}
| {{icon|popularity}} 每月人气 {{red|−0.05}}
| {{icon|national tax}} National Tax: {{red|−5%}}
| {{icon|national tax}} 国家税收 {{red|−5%}}
|
|
|
|
| {{icon|generous}} Generous
| {{icon|generous}} Generous
| ''The most important thing in the world of [CHARACTER.GetName], is [CHARACTER.GetName].''
| '' [CHARACTER.GetName] 眼中,最重要的就是[CHARACTER.GetName] ''
|-
|-
| {{icon|shrewd}}
| {{icon|shrewd}}
| Shrewd
| {{ruby|精明|Shrewd}}
| {{plainlist|
| {{plainlist|
* {{icon|finesse}} Finesse: {{green|+1}}
* {{icon|finesse}} 智略 {{green|+1}}
* {{icon|zeal}} Zeal: {{red|−1}}
* {{icon|zeal}} 热忱 {{red|−1}}
}}
}}
| {{icon|mercenary maintenance}} Mercenary Maintenance: {{green|−10%}}
| {{icon|mercenary maintenance}} 雇佣兵维护费 {{green|−10%}}
|
|
|
|
| {{icon|foolish}} Foolish
| {{icon|foolish}} Foolish
| ''Nobody fools [CHARACTER.GetPraenomen] twice - if there's a path to a bargain, [CHARACTER.GetSheHe] will be the one to find it.''
| '' 没人可以骗到[CHARACTER.GetPraenomen] 两次——如果有能占到便宜的人,那一定是[CHARACTER.GetSheHe] ''
|-
|-
| {{icon|silver tongued}}
| {{icon|silver tongued}}
| Silver Tongued
| {{ruby|能言善辩|Silver Tongued}}
| {{icon|charisma}} Charisma: {{green|+1}}
| {{icon|charisma}} 魅力 {{green|+1}}
| {{icon|improve opinion maximum}} Improve Opinion Maximum: {{green|+25%}}
| {{icon|improve opinion maximum}} 提高好感度的最大值 {{green|+25%}}
|
|
|
|
| {{icon|blunt}} Blunt
| {{icon|blunt}} Blunt
| ''Even the most skilled of diplomats would struggle to compare to [CHARACTER.GetPraenomen].''
| '' 即使是最熟练的外交官也很难成为[CHARACTER.GetPraenomen] 的对手。''
|-
|-
|{{icon|skeptical}}
|{{icon|skeptical}}
| Skeptical
| {{ruby|多疑|Skeptical}}
| {{icon|zeal}} Zeal: {{red|−1}}
| {{icon|zeal}} 热忱 {{red|−1}}
| {{plainlist|
| {{plainlist|
* {{icon|call omen cost}} Call Omen Cost: {{red|+10%}}
* {{icon|call omen cost}} 祈求预兆花费 {{red|+10%}}
* {{icon|national tax}} National Tax: {{green|+10%}}
* {{icon|national tax}} 国家税收 {{green|+10%}}
}} 
}} 
|
|
|
|
| {{icon|pious}} Pious
| {{icon|pious}} Pious
| ''Questioning everything can get tiring, don't you think?''
| '' 质疑每一件事会让人很累,你不觉得吗?''
|-
|-
| {{icon|stubborn}}
| {{icon|stubborn}}
| Stubborn
| {{ruby|固执|Stubborn}}
| {{icon|popularity}} Monthly Popularity: {{red|−0.05}}
| {{icon|popularity}} 每月人气 {{red|−0.05}}
|
|
| {{icon|fort defense}} Local Fort Defense: {{green|+10%}}
| {{icon|fort defense}} 本地要塞防御 {{green|+10%}}
|
|
| {{icon|weak-willed}} Weak-willed
| {{icon|weak-willed}} Weak-willed
| ''The very wrath of the powers that be couldn't budge [CHARACTER.GetPraenomen] after [CHARACTER.GetSheHe] has made up [CHARACTER.GetHerHis] mind.''
| '' 一旦[CHARACTER.GetPraenomen] 下定[CHARACTER.GetHerHis] 的决心,就算当权者的愤怒也无法让[CHARACTER.GetSheHe] 退步。''
|-
|-
| {{icon|submissive}}
| {{icon|submissive}}
| Submissive
| {{ruby|温顺|Submissive}}
| {{icon|prominence}} Monthly Prominence: {{red|−0.05}}
| {{icon|prominence}} 每月人物名望 {{red|−0.05}}
| {{icon|commerce value}} National Commerce Income: {{red|−5%}}
| {{icon|commerce value}} 国家商业收入 {{red|−5%}}
| {{icon|commerce value}} Local Commerce Income: {{red|−5%}}
| {{icon|commerce value}} (本地)商业收入 {{red|−5%}}
|
|
| {{icon|assertive}} Assertive
| {{icon|assertive}} Assertive
| ''The meek aren't really due to inherit anything, just yet.''
| '' 恭顺者并不是为了继承什么才如此,至少现在不是。''
|-
|-
| {{icon|suspicious}}
| {{icon|suspicious}}
| Suspicious
| {{ruby|多疑|Suspicious}}
| {{icon|max rivals}} Max Rivals: {{green|+1}}
| {{icon|max rivals}} 最大仇敌数量 {{green|+1}}
| {{icon|imprison cost}} Imprison Cost: {{green|−25%}}
| {{icon|imprison cost}} 囚禁花费 {{green|−25%}}
|
|
|
|
| {{icon|trusting}} Trusting
| {{icon|trusting}} Trusting
| ''[CHARACTER.GetPraenomen] knows exactly who's out to get [CHARACTER.GetHerHim]. Everyone that isn't called [CHARACTER.GetName].''
| ''[CHARACTER.GetName] 很清楚谁想伤害[CHARACTER.GetHerHim] 。除[CHARACTER.GetPraenomen] 之外的每一个人。''
|-
|-
| {{icon|tolerant}}
| {{icon|tolerant}}
| Tolerant
| {{ruby|宽容|Tolerant}}
| {{icon|zeal}} Zeal: {{red|−1}}
| {{icon|zeal}} 热忱 {{red|−1}}
| {{icon|happiness}} Wrong Culture-Group Happiness: {{green|+10%}}
| {{icon|happiness}} 不同文化组幸福度 {{green|+10%}}
|
|
|
|
| {{icon|zealous}} Zealous
| {{icon|zealous}} Zealous
| ''People from all walks of life can find an unbiased listener, in [CHARACTER.GetPraenomen].''
| ''[CHARACTER.GetPraenomen] 对于形形色色的人来说都是一个不偏不倚的倾听者。''
|-
|-
| {{icon|trusting}}
| {{icon|trusting}}
| Trusting
| {{ruby|轻信他人|Trusting}}
| {{icon|max rivals}} Max Rivals: {{red|−1}}
| {{icon|max rivals}} 最大仇敌数量 {{red|−1}}
| {{icon|tyranny}} Monthly Tyranny: {{green|−0.05}}
| {{icon|tyranny}} 每月暴政度 {{green|−0.05}}
|
|
|
|
| {{icon|suspicious}} Suspicious
| {{icon|suspicious}} Suspicious
| ''To give others the benefit of the doubt, one first must doubt them. [CHARACTER.GetPraenomen] never quite reaches that first step.''
| '' 假定他人无错,必先怀疑他们有错。[CHARACTER.GetPraenomen] 却向来跳过第一步。''
|-
|-
| {{icon|uncaring}}
| {{icon|uncaring}}
| Uncaring
| {{ruby|冷漠|Uncaring}}
|
|
| {{icon|local output modifier}} National Freemen Output: {{red|−5%}}
| {{icon|local output modifier}} 全国自由民产出 {{red|−5%}}
|
|
| {{icon|loyalty}} Loyalty Gain Chance: {{red|−2%}}
| {{icon|loyalty}} 忠诚增加几率 {{red|−2%}}
| {{icon|kindly}} Kindly
| {{icon|kindly}} Kindly
| ''The world could fold in on itself tomorrow, for all [CHARACTER.GetPraenomen] cares.''
| '' 就算天塌下来[CHARACTER.GetPraenomen] 也不会关心。''
|-
|-
| {{icon|unnoticeable}}
| {{icon|unnoticeable}}
| Unnoticeable
| {{ruby|默默无闻|Unnoticeable}}
| {{icon|prominence}} Prominence: {{red|−30}}
| {{icon|prominence}} 名望 {{red|−30}}
|
|
| {{icon|commerce value}} Local Commerce Income: {{red|−10%}}
| {{icon|commerce value}} (本地)商业收入 {{red|−10%}}
|
|
| {{icon|prominent}} Prominent
| {{icon|prominent}} Prominent
| ''When [CHARACTER.GetPraenomen] speaks - who is [CHARACTER.GetPraenomen] anyway?''
| ''[CHARACTER.GetPraenomen] 一开口——等等,[CHARACTER.GetPraenomen] 到底是谁啊?''
|-
|-
| {{icon|vengeful}}
| {{icon|vengeful}}
| Vengeful
| {{ruby|有仇必报|Vengeful}}
| {{plainlist|
| {{plainlist|
* {{icon|finesse}} Finesse: {{green|+1}}
* {{icon|finesse}} 智略 {{green|+1}}
* {{icon|charisma}} Charisma: {{red|−1}}
* {{icon|charisma}} 魅力 {{red|−1}}
}} 
}} 
| {{icon|assassinate cost}} Assassinate Cost: {{green|−20%}}
| {{icon|assassinate cost}} 暗杀花费 {{green|−20%}}
|
|
|
|
| {{icon|forgiving}} Forgiving
| {{icon|forgiving}} Forgiving
| ''Nothing can stand between [CHARACTER.GetPraenomen] and those that have wronged [CHARACTER.GetHerHim].''
| '' 谁也不能阻止[CHARACTER.GetPraenomen] 报复伤害过[CHARACTER.GetHerHim] 的人。''
----
----
Characters with this trait will be more likely to murder their way to the top.
拥有这项特质的人物将更倾向于通过{{Red|谋杀}}登上权力的顶峰。
|-
|-
| {{icon|weak-willed}}
| {{icon|weak-willed}}
| Weak-willed
| {{ruby|意志薄弱|Weak-willed}}
| {{icon|prominence}} Monthly Prominence: {{red|−0.1}}
| {{icon|prominence}} 每月人物名望 {{red|−0.1}}
|
|
| {{icon|fort defense}} Local Fort Defense: {{red|−10%}}
| {{icon|fort defense}} 本地要塞防御 {{red|−10%}}
|
|
| {{icon|stubborn}} Stubborn
| {{icon|stubborn}} Stubborn
| ''The only thing stopping [CHARACTER.GetPraenomen] from simply laying down to die, is indecision.''
| '' 唯一阻止[CHARACTER.GetPraenomen] 躺下等死的,就是优柔寡断了。''
|-
|-
| {{icon|wise}}
| {{icon|wise}}
| Wise
| {{ruby|明智|Wise}}
| {{icon|finesse}} Finesse: {{green|+1}}
| {{icon|finesse}} 智略 {{green|+1}}
| {{icon|local output modifier}} National Citizens Output: {{green|+5%}}
| {{icon|local output modifier}} 全国公民产出 {{green|+5%}}
|
|
|
|
| {{icon|rash}} Rash
| {{icon|rash}} Rash
| ''Simply having knowledge is not enough; understanding how to apply it, shows true wisdom.''
| '' 只是拥有知识还不够;知道如何运用知识,才是真智慧。''
|-
|-
| {{icon|zealous}}
| {{icon|zealous}}
| Zealous
| {{ruby|狂热|Zealous}}
| {{icon|zeal}} Zeal: {{green|+1}}
| {{icon|zeal}} 热忱 {{green|+1}}
| {{icon|happiness}} Wrong Culture-Group Happiness: {{red|−10%}}
| {{icon|happiness}} 不同文化组幸福度 {{red|−10%}}
|
|
|
|
| {{icon|tolerant}} Tolerant
| {{icon|tolerant}} Tolerant
| ''A raging fire burns in the heart of [CHARACTER.GetPraenomen], fueled by the spirit of religious mystery.''
| '' 被宗教的神秘精神鼓舞,[CHARACTER.GetPraenomen] 的心中燃起熊熊烈火。''
|}
|}


=== Military traits ===
=== 军事特质 ===
A character can usually have only one military trait.
一个人物通常只能有一项军事特质。
{| class="mildtable"
{| class="mildtable mw-collapsible mw-collapsed"
!
!
! Trait
! 特质
! style="min-width: 15%" | Personal
! style="plainlist;min-width: 15%" | 个人
! style="min-width: 20%" | General
! style="plainlist;min-width: 20%" | 将军
! Opposites
! 对立特质
! Description & Notes
! 描述与注释
|-
|-
| {{icon|aggressive}}
| {{icon|aggressive}}
| Aggressive
| {{ruby|侵略如火|Aggressive}}
| {{icon|martial}} Martial: {{green|+1}}
| {{icon|martial}} 军略 {{green|+1}}
| {{plainlist|
| {{plainlist|
* {{icon|heavy infantry}} Heavy Infantry Discipline: {{green|+5%}}
* {{icon|heavy infantry}} 重步兵训练度 {{green|+5%}}
* {{icon|war elephants}} War Elephants Discipline: {{green|+5%}}
* {{icon|war elephants}} 战象训练度 {{green|+5%}}
}}
}}
| ''Tempered by war, [CHARACTER.GetPraenomen] sees [CHARACTER.GetHerHis] formations as a shining sword to thrust into the very heart of the enemy.''
| '' 经过战争的磨砺,[CHARACTER.GetPraenomen] [CHARACTER.GetHerHis] 的兵法为一把凌厉的剑,直刺敌人心脏的最深处。''
|-
|-
| {{icon|brave}}
| {{icon|brave}}
| Brave
| {{ruby|勇敢|Brave}}
| {{icon|martial}} Martial: {{green|+1}}
| {{icon|martial}} 军略 {{green|+1}}
| {{plainlist|
| {{plainlist|
* {{icon|morale of armies}} Morale of Armies: {{green|+5%}}
* {{icon|morale of armies}} 陆军士气 {{green|+5%}}
* {{icon|loyalty}} Loyalty Gain Chance: {{green|+2%}}
* {{icon|loyalty}} 忠诚增加几率 {{green|+2%}}
}}
}}
| {{nowrap|{{icon|coward}} Coward}}
| {{nowrap|{{icon|coward}} Coward}}
| ''[CHARACTER.GetPraenomen] stares danger in the face, and knows victory.''
| ''[CHARACTER.GetPraenomen] 正视危险,志在取胜。''
|-
|-
| {{icon|Confident}}
| {{icon|Confident}}
| Confident
| {{ruby|自信|Confident}}
| {{icon|martial}} Martial: {{green|+1}}
| {{icon|martial}} 军略 {{green|+1}}
| {{plainlist|
| {{plainlist|
* {{icon|heavy cavalry}} Heavy Cavalry Discipline: {{green|+5%}}
* {{icon|heavy cavalry}} 重骑兵训练度 {{green|+5%}}
* {{icon|chariots}} Chariots Discipline: {{green|+5%}}
* {{icon|chariots}} 战车训练度 {{green|+5%}}
}}
}}
| ''Trusting one's instincts is the first step towards mastery.''
| '' 相信自己的直觉是走向成功的第一步。''
|-
|-
| {{icon|coward}}
| {{icon|coward}}
| Coward
| {{ruby|怯懦|Coward}}
| {{icon|martial}} Martial: {{red|−1}}
| {{icon|martial}} 军略 {{red|−1}}
| {{plainlist|
| {{plainlist|
* {{icon|morale of armies}} Morale of Armies: {{red|-5%}}
* {{icon|morale of armies}} 陆军士气 {{red|-5%}}
* {{icon|loyalty}} Loyalty Gain Chance: {{red|−2%}}
* {{icon|loyalty}} 忠诚增加几率 {{red|−2%}}
}}
}}
| {{icon|brave}} Brave
| {{icon|brave}} Brave
| ''To [CHARACTER.GetPraenomen], living to fight another day is vastly preferable to death, honorable or otherwise.'' 
| '' [CHARACTER.GetPraenomen] 看来,继续存活比死亡更为可取,无论活得是否体面。'' 
|-
|-
| {{icon|disciplined}}
| {{icon|disciplined}}
| Disciplined
| {{ruby|纪律严明|Disciplined}}
| {{icon|martial}} Martial: {{green|+1}}
| {{icon|martial}} 军略 {{green|+1}}
| {{icon|discipline}} Discipline: {{green|+5%}}
| {{icon|discipline}} 训练度 {{green|+5%}}
| ''Nothing is more important to [CHARACTER.GetPraenomen] than holding the line.''
| '' [CHARACTER.GetPraenomen] 来说,没有什么比规行矩步更重要。''
|-
|-
| {{icon|original thinker}}
| {{icon|original thinker}}
| Original Thinker
| {{ruby|见解独到|Original Thinker}}
| {{icon|martial}} Martial: {{green|+1}}
| {{icon|martial}} 军略 {{green|+1}}
| {{icon|martial}} Siege Ability: {{green|+10%}}
| {{icon|martial}} 围攻能力 {{green|+10%}}
| ''The logistics of warfare require a certain innovativeness which [CHARACTER.GetPraenomen] seems to possess.''
| '' 战争后勤需要一定的创造力,[CHARACTER.GetPraenomen] 看起来具备这种能力。''
|-
|-
| {{icon|tactically inflexible}}
| {{icon|tactically inflexible}}
| Tactically Inflexible
| {{ruby|战术古板|Tactically Inflexible}}
| {{icon|martial}} Martial: {{red|−1}}
| {{icon|martial}} 军略 {{red|−1}}
| {{icon|reinforcement speed}} Reinforcement Speed: {{red|−10%}}
| {{icon|reinforcement speed}} 补员速度 {{red|−10%}}
| ''Supply lines, routes of retreat, and all-round good planning, mean nothing to [CHARACTER.GetPraenomen].''
| '' 补给线、撤退路线和全面良好的规划对[CHARACTER.GetPraenomen] 来说毫无意义。''
|-
|-
| {{icon|tactician}}
| {{icon|tactician}}
| Tactician
| {{ruby|战术家|Tactician}}
| {{icon|martial}} Martial: {{green|+1}}
| {{icon|martial}} 军略 {{green|+1}}
| {{plainlist|
| {{plainlist|
* {{icon|archers}} Archers Discipline: {{green|+5%}}
* {{icon|archers}} 弓兵训练度 {{green|+5%}}
* {{icon|light infantry}} Light Infantry Discipline: {{green|+5%}}
* {{icon|light infantry}} 轻步兵训练度 {{green|+5%}}
* {{icon|horse archers}} Horse Archers Discipline: {{green|+5%}}
* {{icon|horse archers}} 弓骑兵训练度 {{green|+5%}}
}}
}}
| ''Whereas some just see a whirling melee, [CHARACTER.GetPraenomen] sees patterns, weaknesses, and ultimately - victory.''
| '' 普通人只能看到流于表面的刀光剑影,而[CHARACTER.GetPraenomen] 却能洞穿敌人的套路、弱点,并抓住最终的——胜利。''
|-
|-
| {{icon|steadfast}}
| {{icon|steadfast}}
| Steadfast
| {{ruby|坚毅|Steadfast}}
| {{icon|martial}} Martial: {{green|+1}}
| {{icon|martial}} 军略 {{green|+1}}
| {{plainlist|
| {{plainlist|
* {{icon|heavy infantry}} Heavy Infantry Discipline: {{green|+5%}}
* {{icon|heavy infantry}} 重步兵训练度 {{green|+5%}}
* {{icon|war elephants}} War Elephants Discipline: {{green|+5%}}
* {{icon|war elephants}} 战象训练度 {{green|+5%}}
}}
}}
| ''The resolve of [CHARACTER.GetName] has become so renowned, that it permeates the very forces [CHARACTER.GetSheHe] commands.''
| ''[CHARACTER.GetName] 的决心在军中广为流传,这份品质已经感染了[CHARACTER.GetSheHe] 麾下的每一名士兵。''
|}
|}


=== Health traits ===
=== 健康特质 ===
Health traits represent various health conditions, mostly detrimental and sometimes fatal.
健康特质代表各种健康状况,大多数是有害的而且有时是致命的。
{| class="mildtable"
{| class="mildtable mw-collapsible mw-collapsed"
!
!
! Trait
! 特质
! Personal
! style="min-width: 15%" | 个人
! Ruler
! style="min-width: 15%" | 统治者
! Congenital
! 先天
! Description & Notes
! 描述与注释
|-
|-
| {{icon|arthritis}}
| {{icon|arthritis}}
| Arthritis
| {{ruby|关节炎|Arthritis}}
| {{plainlist|
| {{plainlist|
*{{icon|finesse}} Finesse: {{red|−1}}
*{{icon|finesse}} 智略 {{red|−1}}
*{{icon|martial}} Martial: {{red|−1}}
*{{icon|martial}} 军略 {{red|−1}}
}}
}}
|
|
| {{icon|no}}
| {{icon|no}}
| ''Often dismissed as the natural decline of the body, arthritis was prevalent throughout the world. Stiffness, joint damage, and pain, were among the common symptoms.''
| '' 关节炎通常被认为是身体自然衰退的结果,在全世界都很普遍。关节僵硬、损伤和疼痛是部分常见症状。''
|-
|-
| {{icon|barren}}
| {{icon|barren}}
| Barren
| {{ruby|不孕|Barren}}
| {{icon|fertility}} Fertility: {{red|−10}}
| {{icon|fertility}} 生育能力 {{red|−10}}
|
|
| {{icon|no}}
| {{icon|no}}
| ''The loss of ability to conceive was a terrible affliction for a woman of childbearing age.''
| '' 对于育龄妇女来说,丧失受孕能力是一种可怕的痛苦。''
|-
|-
| {{icon|blind}}
| {{icon|blind}}
| Blind
| {{ruby|失明|Blind}}
| {{icon|finesse}} Finesse: {{red|−3}}
| {{icon|finesse}} 智略 {{red|−3}}
|
|
| {{icon|no}}
| {{icon|no}}
| ''Blindness could be inherent at birth, or caused by a number of virulent diseases. In certain cultures, the blind were revered as holy.''
| '' 失明可能是先天的,也可能是由许多致命疾病引起的。在某些文化中,盲人被尊为圣人。''
|-
|-
| {{icon|bloody flux}}
| {{icon|bloody flux}}
| Bloody Flux
| {{ruby|出血热|Bloody Flux}}
| {{plainlist|
| {{plainlist|
*{{icon|martial}} Martial: {{red|−4}}
*{{icon|martial}} 军略 {{red|−4}}
*{{icon|finesse}} Finesse: {{red|−4}}
*{{icon|finesse}} 智略 {{red|−4}}
*{{icon|zeal}} Zeal: {{green|+1}}
*{{icon|zeal}} 热忱 {{green|+1}}
*{{icon|health}} Health: {{red|−4}}
*{{icon|health}} 健康 {{red|−4}}
}}
}}
|
|
| {{icon|no}}
| {{icon|no}}
| ''Hemorrhagic fever ravaged the Mediterranean empires and beyond, at various points in history. Often fatal, it was accompanied by vomiting, necrosis, and often fatal internal hemorrhaging.''
| '' 在历史的不同时期,出血热都肆虐过地中海诸国和其他地区。这种疾病通常是致命的,并伴有呕吐、细胞坏死和内出血症状。''
----
----
Called <code>hemorrhagic_fever</code> in game code.
游戏代码叫作 <code>hemorrhagic_fever</code>
|-
|-
| {{icon|brain damaged}}
| {{icon|brain damaged}}
| Brain Damaged
| {{ruby|脑损伤|Brain Damaged}}
| {{plainlist|
| {{plainlist|
*{{icon|charisma}} Charisma: {{red|−3}}
*{{icon|charisma}} 魅力 {{red|−3}}
*{{icon|martial}} Martial: {{red|−3}}
*{{icon|martial}} 军略 {{red|−3}}
*{{icon|finesse}} Finesse: {{red|−3}}
*{{icon|finesse}} 智略 {{red|−3}}
*{{icon|zeal}} Zeal: {{red|−3}}
*{{icon|zeal}} 热忱 {{red|−3}}
*{{icon|health}} Health: {{red|−0.3}}
*{{icon|health}} 健康 {{red|−0.3}}
}}
}}
|
|
| {{icon|no}}
| {{icon|no}}
| ''Brain damage is a terrible affliction that can render the victim a shell of their former self. Resulting from many inflammatory or physical injuries, the bearer will require usually require constant care during the time they have left.''
| '' 脑损伤是一种可怕的损伤,让患者只剩一具空壳。这种损伤可以由多类炎症或身体受伤引起,患者通常需要在余生持续接受护理。''
|-
|-
| {{icon|Cancer}}
| {{icon|Cancer}}
| Cancer
| {{ruby|癌症|Cancer}}
| {{plainlist|
| {{plainlist|
*{{icon|charisma}} Charisma: {{red|−2}}
*{{icon|charisma}} 魅力 {{red|−2}}
*{{icon|finesse}} Finesse: {{red|−2}}
*{{icon|finesse}} 智略 {{red|−2}}
*{{icon|zeal}} Zeal: {{red|−2}}
*{{icon|zeal}} 热忱 {{red|−2}}
*{{icon|martial}} Martial: {{red|−2}}
*{{icon|martial}} 军略 {{red|−2}}
*{{icon|health}} Health: {{red|−2}}
*{{icon|health}} 健康 {{red|−2}}
}}
}}
|
|
| {{icon|no}}
| {{icon|no}}
| ''Cancer comes in many forms, and is a death sentence to those who acquire it.''
| '' 癌症有多种形式,患上癌症如同被判处死刑。''
|-
|-
| {{icon|castrated}}
| {{icon|castrated}}
| Castrated
| {{ruby|阉人|Castrated}}
| {{icon|fertility}} Fertility: {{red|−10}}
| {{icon|fertility}} 生育能力 {{red|−10}}
|
|
| {{icon|no}}
| {{icon|no}}
| ''Performed as a punishment, extreme treatment, and even as a method of altering the class of a slave, castration removed or suppressed the ability for a male to conceive.''
| '' 阉割是一种极端的处理和惩罚方式,但有时又作为一种提升奴隶身份阶级的手段。其抑制或剥夺了男性生育的能力。''
|-
|-
| {{icon|dementia}}
| {{icon|dementia}}
| Dementia
| {{ruby|痴呆症|Dementia}}
| {{plainlist|
| {{plainlist|
*{{icon|charisma}} Charisma: {{red|−2}}
*{{icon|charisma}} 魅力 {{red|−2}}
*{{icon|finesse}} Finesse: {{red|−2}}
*{{icon|finesse}} 智略 {{red|−2}}
*{{icon|zeal}} Zeal: {{red|−2}}
*{{icon|zeal}} 热忱 {{red|−2}}
*{{icon|martial}} Martial: {{red|−2}}
*{{icon|martial}} 军略 {{red|−2}}
*{{icon|health}} Health: {{red|−2}}
*{{icon|health}} 健康 {{red|−2}}
}}
}}
|
|
| {{icon|no}}
| {{icon|no}}
| ''Dementia eats away at the mind, rendering the sufferer a shadow of their former self.''
| '' 痴呆症会侵蚀人的心智,患者仿佛失去灵魂,只留皮囊于人世。''
|-
|-
| {{icon|depressed}}
| {{icon|depressed}}
| Depressed
| {{ruby|沮丧消沉|Depressed}}
| {{plainlist|
| {{plainlist|
*{{icon|charisma}} Charisma: {{red|−1}}
*{{icon|charisma}} 魅力 {{red|−1}}
*{{icon|finesse}} Finesse: {{red|−1}}
*{{icon|finesse}} 智略 {{red|−1}}
*{{icon|health}} Health: {{red|−0.1}}
*{{icon|health}} 健康 {{red|−0.1}}
}}
}}
|
|
| {{icon|no}}
| {{icon|no}}
| ''Depression looms like a dark cloud over [CHARACTER.GetPraenomen], even sadness seems to be out of reach. Every action is mechanical; every word uttered, is an act. All [CHARACTER.GetSheHe] recognizes, is the emotionless caricature of what it is to live.''
| '' 抑郁症就像一片乌云笼罩着[CHARACTER.GetPraenomen] ,甚至连悲伤远远不及于此。每个动作都是机械的;说出的每一句话都是在演戏。[CHARACTER.GetSheHe] 所感受到的,只有活着带来的无情讽刺。''
|-
|-
| {{icon|diphtheria}}
| {{icon|diphtheria}}
| Diphtheria
| {{ruby|白喉|Diphtheria}}
| {{icon|health}} Health: {{red|−2}}
| {{icon|health}} 健康 {{red|−2}}
|
|
| {{icon|no}}
| {{icon|no}}
| ''Dementia eats away at the mind, rendering the sufferer a shadow of their former self.''
| '' 一种可怕的传染病,表现为不寻常的病变、咽喉症状和萎靡不振。''
|-
|-
| {{icon|dysentery}}
| {{icon|dysentery}}
| Dysentery
| {{ruby|痢疾|Dysentery}}
| {{plainlist|
| {{plainlist|
*{{icon|martial}} Martial: {{red|−1}}
*{{icon|martial}} 军略 {{red|−1}}
*{{icon|finesse}} Charisma: {{red|−1}}
*{{icon|finesse}} 魅力 {{red|−1}}
*{{icon|health}} Health: {{red|−0.5}}
*{{icon|health}} 健康 {{red|−0.5}}
}}
}}
|
|
| {{icon|no}}
| {{icon|no}}
| ''An intestinal complaint, dysentery when treated properly, was often manageable. Dehydration however, would often cause serious complications, and could result in death, especially around sources of contaminated water.''
| '' 痢疾是一种肠道疾病,如治疗得当,通常可以得到控制。然而,由于痢疾引发的脱水往往会导致严重的并发症,并可能导致死亡,特别是在污水源头周围。''
|-
|-
| {{icon|epileptic}}
| {{icon|epileptic}}
| Epileptic
| {{ruby|癫痫|Epileptic}}
| {{plainlist|
| {{plainlist|
* {{icon|finesse}} Finesse: {{red|−1}}
* {{icon|finesse}} 智略 {{red|−1}}
* {{icon|zeal}} Zeal: {{green|+2}}
* {{icon|zeal}} 热忱 {{green|+2}}
* {{icon|health}} Health: {{red|−0.2}}
* {{icon|health}} 健康 {{red|−0.2}}
}}
}}
| {{icon|diplomatic reputation}} Diplomatic Reputation: {{red|−1}}
| {{icon|diplomatic reputation}} 外交声誉 {{red|−1}}
| {{icon|yes}}
| {{icon|yes}}
| ''The sacred disease is bound to shorten the life of [CHARACTER.GetPraenomen], but [CHARACTER.GetHerHis] faith is bolstered by it.''
| '' 癫痫必然会缩短[CHARACTER.GetPraenomen] 的寿命,但[CHARACTER.GetHerHis] 的信念也因此更强大。''
|-
|-
| {{icon|fair}}
| {{icon|fair}}
| Fair
| {{ruby|美丽|Fair}}
| {{icon|max friends}} Max Friends: {{green|+1}}
| {{icon|max friends}} 最大好友数量 {{green|+1}}
|
|
| {{icon|yes}}
| {{icon|yes}}
| ''Blessed with Olympian beauty, [CHARACTER.GetPraenomen] has grown used to turning heads.''
| ''[CHARACTER.GetPraenomen] 超凡脱俗的美貌赚足了回头率。''
|-
|-
| {{icon|Frail}}
| {{icon|Frail}}
| Frail
| {{ruby|虚弱|Frail}}
| {{plainlist|
| {{plainlist|
*{{icon|martial}} Martial: {{red|−1}}
*{{icon|martial}} 军略 {{red|−1}}
*{{icon|health}} Health: {{red|−0.05}}
*{{icon|health}} 健康 {{red|−0.05}}
}}
}}
|
|
| {{icon|no}}
| {{icon|no}}
| ''Frailty could be caused by any number of inherited ailments, and would often affect an individual throughout their life, rendering them weaker than their peers, and often more likely to contract further illnesses.''
| '' 虚弱可能由任何数量的遗传性疾病引起,并且通常会影响患病者的一生,使其比同龄人体弱,并且通常更容易感染其他疾病。''
|-
|-
| {{icon|gangrene}}
| {{icon|gangrene}}
| Gangrene
| {{ruby|坏疽|Gangrene}}
| {{plainlist|
| {{plainlist|
*{{icon|martial}} Martial: {{red|−3}}
*{{icon|martial}} 军略 {{red|−3}}
*{{icon|finesse}} Finesse: {{red|−3}}
*{{icon|finesse}} 智略 {{red|−3}}
*{{icon|health}} Health: {{red|−3}}
*{{icon|health}} 健康 {{red|−3}}
}}
}}
|
|
| {{icon|no}}
| {{icon|no}}
| ''A necrotic infection of tissue without adequate blood supply, gangrene can set in after grievous injuries, exposure to extreme cold, and internal complications.''
| '' 坏疽是指没有足够血液供应的组织坏死感染,可能会在严重受伤、暴露于极度寒冷环境和某些体内并发症后出现。''
|-
|-
| {{icon|gout}}
| {{icon|gout}}
| Gout
| {{ruby|痛风|Gout}}
| {{plainlist|
| {{plainlist|
*{{icon|finesse}} Finesse: {{red|−1}}
*{{icon|finesse}} 智略 {{red|−1}}
*{{icon|martial}} Martial: {{red|−1}}
*{{icon|martial}} 军略 {{red|−1}}
*{{icon|health}} Health: {{red|−1}}
*{{icon|health}} 健康 {{red|−1}}
}}
}}
|
|
| {{icon|no}}
| {{icon|no}}
| ''Gout, often associated with those of lavish lifestyle, causes chronic pain, amongst more serious complications.''
| '' 痛风通常是由奢侈的生活方式造成,会导致慢性疼痛,还有很多其他更严重的并发症。''
|-
|-
| {{icon|hunchback}}
| {{icon|hunchback}}
| Hunchback
| {{ruby|驼背|Hunchback}}
| {{icon|martial}} Martial: {{red|−1}}
| {{icon|martial}} 军略 {{red|−1}}
|
|
| {{icon|yes}} 
| {{icon|yes}} 
| ''Physical deformities prevent [CHARACTER.GetPraenomen] from enjoying some pleasures in life.''
| '' 身体畸形让[CHARACTER.GetPraenomen] 无法享受生命中的一些乐趣。''
|-
|-
| {{icon|inbred}}
| {{icon|inbred}}
| Inbred
| {{ruby|近亲缺陷|Inbred}}
| {{plainlist|
| {{plainlist|
* {{icon|charisma}} Charisma: {{red|−2}}
* {{icon|charisma}} 魅力 {{red|−2}}
* {{icon|finesse}} Finesse: {{red|−1}}
* {{icon|finesse}} 智略 {{red|−1}}
* {{icon|martial}} Martial: {{red|−1}}
* {{icon|martial}} 军略 {{red|−1}}
* {{icon|fertility}} Fertility: {{red|−30%}}
* {{icon|fertility}} 生育能力 {{red|−30%}}
* {{icon|health}} Health: {{red|−0.1}}
* {{icon|health}} 健康 {{red|−0.1}}
}}
}}
|
|
| {{icon|yes}}
| {{icon|yes}}
| ''Generations of inbreeding can have... unexpected results.''
| '' 一代又一代的近亲繁殖可能会造成……意想不到的结果。''
|-
|-
| {{icon|invalid}}
| {{icon|invalid}}
| Invalid
| {{ruby|残疾|Invalid}}
| {{icon|martial}} Martial: {{red|−3}}
| {{icon|martial}} 军略 {{red|−3}}
|
|
| {{icon|no}}
| {{icon|no}}
| ''Incapable of more than the most basic movement, [CHARACTER.GetPraenomen] has to rely on [CHARACTER.GetHerHis] mind for adventure.''
| ''[CHARACTER.GetPraenomen] 只能完成最基本的动作,必须得靠[CHARACTER.GetHerHis] 的幻想来冒险。''
|-
|-
| {{icon|infection}}
| {{icon|infection}}
| Infection
| {{ruby|感染|Infection}}
| {{icon|health}} Health: {{red|−0.2}}
| {{icon|health}} 健康 {{red|−0.2}}
|
|
| {{icon|no}}
| {{icon|no}}
| ''The early stages of an ailment are the hardest to recognize. Whilst it may prove to be minor, it could also develop into something much more serious.''
| '' 病痛早期阶段是最难辨别的。虽然最终可能只会导致很轻微的疾病,但也可能会发展成更严重的疾病。''
|-
|-
| {{icon|inflammation}}
| {{icon|inflammation}}
| Inflammation
| {{ruby|炎症|Inflammation}}
| {{plainlist|
| {{plainlist|
*{{icon|finesse}} Finesse: {{red|−1}}
*{{icon|finesse}} 智略 {{red|−1}}
*{{icon|charisma}} Charisma: {{red|−1}}
*{{icon|charisma}} 魅力 {{red|−1}}
}}
}}
|
|
| {{icon|no}}
| {{icon|no}}
| ''Swelling and inflammation were common complaints. Often symptomatic of future health problems, tenderness and pain were the primary complaints.''
| '' 肿胀和炎症是常见疾病,其主要症状是压痛和疼痛,同时也是某些潜在健康问题的症兆。''
|-
|-
| {{icon|leper}}
| {{icon|leper}}
| Leper
| {{ruby|患麻风病|Leper}}
| {{plainlist|
| {{plainlist|
*{{icon|fertility}} Fertility: {{red|−1}}
*{{icon|fertility}} 生育能力 {{red|−1}}
*{{icon|health}} Health: {{red|−0.5}}
*{{icon|health}} 健康 {{red|−0.5}}
*{{icon|popularity}} Monthly Popularity: {{red|−0.2}}
*{{icon|popularity}} 每月人气 {{red|−0.2}}
}}
}}
|
|
| {{icon|no}}
| {{icon|no}}
| ''Lepers are shunned by society at large; the horrific disease slowly eats away at flesh until little remains.''
| '' 所有人都不敢接触麻风病人;这种可怕的疾病会慢慢侵蚀肉体,直到生命终结。''
|-
|-
| {{icon|limp}}
| {{icon|limp}}
| Limp
| {{ruby|跛行|Limp}}
| {{icon|martial}} Martial: {{red|−2}}
| {{icon|martial}} 军略 {{red|−2}}
|
|
| {{icon|yes}}
| {{icon|yes}}
| ''An old pain prevents [CHARACTER.GetPraenomen] from enjoying full mobility.''
| '' 旧疾令[CHARACTER.GetPraenomen] 无法行动自如。''
|-
|-
| {{icon|lisp}}
| {{icon|lisp}}
| Lisp
| {{ruby|口齿不清|Lisp}}
| {{icon|finesse}} Finesse: {{red|−1}}
| {{icon|finesse}} 智略 {{red|−1}}
|
|
| {{icon|yes}}
| {{icon|yes}}
| ''A minor speech impediment can sometimes cause [CHARACTER.GetPraenomen] a great deal of stress.''
| '' 轻微的语言障碍有时候会让[CHARACTER.GetPraenomen] 倍感压力。''
|-
|-
| {{icon|lunatic}}
| {{icon|lunatic}}
| Lunatic
| {{ruby|疯狂|Lunatic}}
| {{plainlist|
| {{plainlist|
* {{icon|martial}} Martial: {{red|−2}}
* {{icon|martial}} 军略 {{red|−2}}
* {{icon|finesse}} Finesse: {{red|−2}}
* {{icon|finesse}} 智略 {{red|−2}}
* {{icon|charisma}} Charisma: {{green|+2}}
* {{icon|charisma}} 魅力 {{green|+2}}
* {{icon|zeal}} Zeal: {{green|+2}}
* {{icon|zeal}} 热忱 {{green|+2}}
* {{icon|health}} Health: {{red|−0.2}}
* {{icon|health}} 健康 {{red|−0.2}}
}}
}}
|
|
| {{icon|yes}}
| {{icon|yes}}
| ''[CHARACTER.GetName] is, in no uncertain terms, stark raving bonkers.''
| '' 毫不含糊地说,[CHARACTER.GetName] 是个彻头彻尾的疯子。''
|-
|-
| {{icon|maimed}}
| {{icon|maimed}}
| Maimed
| {{ruby|残废|Maimed}}
| {{icon|martial}} Martial: {{red|−2}}
| {{icon|martial}} 军略 {{red|−2}}
|
|
| {{icon|no}}
| {{icon|no}}
| ''Horrifying injuries scar [CHARACTER.GetPraenomen] from head to toe.''
| ''[CHARACTER.GetPraenomen] 全身上下都是令人恐怖的伤疤。''
|-
|-
| {{icon|maniac}}
| {{icon|maniac}}
| Maniac
| {{ruby|癫狂|Maniac}}
| {{plainlist|
| {{plainlist|
* {{icon|health}} Health: {{red|−0.1}}
* {{icon|health}} 健康 {{red|−0.1}}
* {{icon|charisma}} Charisma: {{red|−2}}
* {{icon|charisma}} 魅力 {{red|−2}}
* {{icon|finesse}} Finesse: {{green|+2}}
* {{icon|finesse}} 智略 {{green|+2}}
}}
}}
|
|
| {{icon|yes}}
| {{icon|yes}}
| ''Unbridled fury leads to moments of utter calm; [CHARACTER.GetPraenomen] is about as predictable as the ocean.''
| ''[CHARACTER.GetPraenomen] 时而大发雷霆,时而心平气和,与海洋一样变化多端、神秘莫测。''
----
----
Called <code>schizophrenic</code> in game code.
游戏代码叫作 <code>schizophrenic</code>
|-
|-
| {{icon|Mentagra}}
| {{icon|Mentagra}}
| Mentagra
| {{ruby|羊须疮|Mentagra}}
| {{icon|charisma}} Charisma: {{red|−2}}
| {{icon|charisma}} 魅力 {{red|−2}}
|
|
| {{icon|no}}
| {{icon|no}}
| ''A mysterious disease, thought to have been spread by kissing and bodily contact, Mentagra displayed a facial rash, with sores and severe discomfort.''
| '' 羊须疮是一种神秘的疾病,被认为是通过亲吻和身体接触传播,症状为面部皮疹,伴有疮和严重的不适。''
|-
|-
| {{icon|mourning}}
| {{icon|mourning}}
| Mourning
| {{ruby|哀悼|Mourning}}
| {{plainlist|
| {{plainlist|
*{{icon|charisma}} Charisma: {{red|−2}}
*{{icon|charisma}} 魅力 {{red|−2}}
*{{icon|zeal}} Zeal: {{red|−2}}
*{{icon|zeal}} 热忱 {{red|−2}}
*{{icon|health}} Health: {{red|−0.2}}
*{{icon|health}} 健康 {{red|−0.2}}
}}
}}
|
|
| {{icon|no}}
| {{icon|no}}
| ''The loss of a loved one can cut deeper than any physical wound.''
| '' 失去所爱的人比任何肉体上的创伤都更令人痛苦。''
|-
|-
| {{icon|one-eyed}}
| {{icon|one-eyed}}
| One-Eyed
| {{ruby|独眼|One-Eyed}}
| {{icon|martial}} Martial: {{red|−1}}
| {{icon|martial}} 军略 {{red|−1}}
|
|
| {{icon|no}}
| {{icon|no}}
| ''Losing sight in one eye could radically alter depth perception. Antigonus, founder of the Antigonid dynasty, acquired the moniker 'Monopthalmus' after losing an eye in battle.''
| '' 一只眼睛失明会彻底改变深度知觉。安提柯王朝的创始人——安提柯在战斗中失去一只眼睛后,获得了绰号“独眼”。''
|-
|-
| {{icon|Paralysis}}
| {{icon|Paralysis}}
| Paralysis
| {{ruby|瘫痪|Paralysis}}
| {{plainlist|
| {{plainlist|
*{{icon|martial}} Martial: {{red|−4}}
*{{icon|martial}} 军略 {{red|−4}}
*{{icon|health}} Health: {{red|−0.3}}
*{{icon|health}} 健康 {{red|−0.3}}
}}
}}
|
|
| {{icon|no}}
| {{icon|no}}
| ''Partial paralysis could result from a variety of sources, including nerve or brain damage.''
| '' 局部瘫痪可能由多种原因引起,包括神经或脑损伤。''
|-
|-
| {{icon|plague}}
| {{icon|plague}}
| Plague
| {{ruby|染疫|Plague}}
| {{icon|health}} Health: {{red|−2}}
| {{icon|health}} 健康 {{red|−2}}
|
|
| {{icon|no}}
| {{icon|no}}
| ''Plague is spoken of only in whispers; even the suspicion of it is often a death sentence.''
| '' 人们对瘟疫讳莫如深;即使是疑似感染瘟疫的人也往往会被处死。''
|-
|-
| {{icon|pneumonia}}
| {{icon|pneumonia}}
| Pneumonia
| {{ruby|患肺病|Pneumonia}}
| {{icon|health}} Health: {{red|−1}}
| {{icon|health}} 健康 {{red|−1}}
|
|
| {{icon|no}}
| {{icon|no}}
| ''Lung diseases were commonplace, due in part, to the quality of air in built up areas. Whilst many cases would come and go, the propensity for them to develop into life threatening conditions, made lung disease a subversive killer.''
| '' 肺病是一种十分很常见的疾病,部分原因在于建成区恶劣的空气质量。尽管这种疾病多数情况下会自然痊愈,但病情极易恶化的特点依然使得肺病成为一种死亡率颇高的疫病。''
|-
|-
| {{icon|pox}}
| {{icon|pox}}
| Pox
| {{ruby|疱疹|Pox}}
| {{plainlist|
| {{plainlist|
*{{icon|charisma}} Charisma: {{red|−2}}
*{{icon|charisma}} 魅力 {{red|−2}}
*{{icon|fertility}} Fertility: {{red|−20%}}
*{{icon|fertility}} 生育能力 {{red|−20%}}
*{{icon|health}} Health: {{red|−0.1}}
*{{icon|health}} 健康 {{red|−0.1}}
}}
}}
|
|
| {{icon|no}}
| {{icon|no}}
| ''Venereal diseases were common in the ancient world. Whilst some had not yet fully developed, others were well documented, and curiously, often thought to be curable by increased sexual activity.''
| '' 性病在古代世界很常见。虽然有些病症尚未以全貌出现,但其他的已有据可查,奇怪的是,人们常常认为这种疾病可以通过增加性活动来治愈。''
|-
|-
| {{icon|seeking treatment}}
| {{icon|seeking treatment}}
| Seeking Treatment
| {{ruby|寻求治疗|Seeking Treatment}}
| {{icon|health}} Health: {{green|+0.05}}
| {{icon|health}} 健康 {{green|+0.05}}
|
|
| {{icon|no}}
| {{icon|no}}
| ''Medicine is a mysterious art, but surely anything is better than suffering.''
| '' 医学是一门扑朔迷离的学问,但再怎么说也比什么不做受病痛折磨要好。''
|-
|-
| {{icon|stressed}}
| {{icon|stressed}}
| Stressed
| {{ruby|紧张不安|Stressed}}
| {{icon|finesse}} Finesse: {{red|−1}}
| {{icon|finesse}} 智略 {{red|−1}}
|
|
| {{icon|no}}
| {{icon|no}}
| ''Sometimes enough is enough; for [CHARACTER.GetPraenomen], that time came about nine months after conception.''
| '' 有些事情是无法忍受的;对[CHARACTER.GetPraenomen] 来说,这种事情说的就是怀胎到第九个月。''
|-
|-
| {{icon|stutter}}
| {{icon|stutter}}
| Stutter
| {{ruby|口吃|Stutter}}
| {{icon|charisma}} Charisma: {{red|−1}}
| {{icon|charisma}} 魅力 {{red|−1}}
|
|
| {{icon|yes}}
| {{icon|yes}}
| ''Public speaking is particularly challenging for [CHARACTER.GetPraenomen].''
| '' 在公共场合演讲对于[CHARACTER.GetPraenomen] 尤其具有挑战性。''
|-
|-
| {{icon|ugly}}
| {{icon|ugly}}
| Ugly
| {{ruby|丑陋|Ugly}}
| {{plainlist|
| {{plainlist|
* {{icon|charisma}} Charisma: {{red|−1}}
* {{icon|charisma}} 魅力 {{red|−1}}
* {{icon|fertility}} Fertility: {{red|−20%}}
* {{icon|fertility}} 生育能力 {{red|−20%}}
}}
}}
|
|
| {{icon|yes}}
| {{icon|yes}}
| ''[CHARACTER.GetPraenomen] has never had much luck with love.''
| ''[CHARACTER.GetPraenomen] 在情场总是不如意。''
|-
|-
| {{icon|wounded}}
| {{icon|wounded}}
| Wounded
| {{ruby|受伤|Wounded}}
| {{plainlist|
| {{plainlist|
*{{icon|martial}} Martial: {{red|−1}}
*{{icon|martial}} 军略 {{red|−1}}
*{{icon|health}} Health: {{red|−0.1}}
*{{icon|health}} 健康 {{red|−0.1}}
}}
}}
|
|
| {{icon|no}}
| {{icon|no}}
| ''[CHARACTER.GetPraenomen] bears a grievous injury from times past.''
| ''[CHARACTER.GetPraenomen] 身上有着过去留下的重伤伤痕。''
|}
|}


=== Status traits ===
=== 身份特质 ===
Status traits represent a character's current activities, lifestyle, reputation, or heritage.
身份特质(Status traits )代表人物当前的活动、生活方式、声誉或家业。
{| class="mildtable"
{| class="mildtable mw-collapsible mw-collapsed"
!
!
! Trait
! 特质
! style="min-width:15%" | Personal
! style="min-width:15%" | 个人
! style="min-width:15%" | Ruler
! style="min-width:15%" | 统治者
! style="min-width:15%" | General
! style="min-width:15%" | 将军
! Description & Notes
! 描述与注释
|-
|-
| {{icon|blood of antigonus}}
| {{icon|blood of antigonus}}
| Blood of Antigonus
| {{ruby|安提柯的血脉|Blood of Antigonus}}
| {{plainlist|
| {{plainlist|
* {{icon|prominence}} Prominence: {{green|+20}}
* {{icon|prominence}} 名望 {{green|+20}}
* {{icon|finesse}} Finesse: {{green|+1}}
* {{icon|finesse}} 智略 {{green|+1}}
}}
}}
| {{plainlist|
| {{plainlist|
* {{icon|aggressive expansion}} Aggressive Expansion Change: {{green|−0.1}}
* {{icon|aggressive expansion}} 侵略性扩张变化{{green|−0.1}}
* {{icon|fort defense}} Fort Defense: {{green|+10%}}
* {{icon|fort defense}} (全局)要塞防御 {{green|+10%}}
}}
}}
|
|
| ''Antigonus Monopthalmus was a loyal Satrap of Alexander, who rose to power after defeating Perdiccas, soon after Alexander's death. The very first of the Diadochi to proclaim himself King, he was supported by his loyal family, and established a good reputation amongst smaller, less capable Greek nations.''
| '' “独眼”安提柯曾是亚历山大大帝最忠诚的总督,在亚历山大死后不久,他击败佩尔狄卡斯,一跃成为强权之一。作为第一个自行称王的继业者,他得到了其忠诚的家族的支持,并在虚弱不堪的希腊诸邦中建立了良好的声誉。''
----
----
Given to members of the Phrygian Antigonid dynasty at game start, and inherited patrilineally. Called <code>antigonids</code> in game code.
{{Green|该特质可以通过父系遗传。}} 给予弗里吉亚的 Antigonid 王朝在游戏开局的成员,并且父系继承。游戏代码叫作 <code>antigonids</code>
|-
|-
| {{icon|blood of antipatros}}
| {{icon|blood of antipatros}}
| Blood of Antipatros
| {{ruby|安提帕特的血脉|Blood of Antipatros}}
| {{plainlist|
| {{plainlist|
* {{icon|prominence}} Prominence: {{green|+20}}
* {{icon|prominence}} 名望 {{green|+20}}
* {{icon|charisma}} Charisma: {{green|+1}}
* {{icon|charisma}} 魅力 {{green|+1}}
}}
}}
| {{plainlist|
| {{plainlist|
* {{icon|build cost}} Build Cost: {{green|−10%}}
* {{icon|build cost}} 建造花费 {{green|−10%}}
* {{icon|legitimacy}} Monthly Legitimacy: {{green|+0.05}}
* {{icon|legitimacy}} 每月正统性 {{green|+0.05}}
}}
}}
|
|
| ''A great friend of Alexander, Antipater was responsible for safeguarding Macedonia during Alexander's great campaigns. His loyalty to Alexander, and domineering attitude towards the lesser Greek states was tempered by his son, Cassander, whose contempt of Alexander was no secret, and whose legacy included the founding and restoration of many great cities.''
| '' 作为亚历山大的好友,在亚历山大的远征期间安提帕特负责驻守马其顿。他对亚历山大极尽忠诚,并且在位期间对希腊诸城邦国咄咄逼人。他的儿子,卡山德则相反。卡山德对亚历山大的轻蔑之情路人皆知,而他的遗志则是建立和复原诸多名城。''
----
----
Given to members of the Macedonian Antipatrid dynasty at game start, and inherited patrilineally. Called <code>antipatrid</code> in game code.
{{Green|该特质可以通过父系遗传。}} 给予马其顿的 Antipatrid 王朝在游戏开局的成员,并且父系继承。游戏代码叫作 <code>antipatrid</code>
|-
|-
| {{icon|blood of the argeads}}
| {{icon|blood of the argeads}}
| Blood of the Argeads
| {{ruby|阿吉德的血脉|Blood of the Argeads}}
| {{plainlist|
| {{plainlist|
* {{icon|prominence}} Prominence: {{green|+20}}
* {{icon|prominence}} 名望 {{green|+20}}
* {{icon|martial}} Martial: {{green|+1}}
* {{icon|martial}} 军略 {{green|+1}}
}}
}}
| {{plainlist|
| {{plainlist|
* {{icon|aggressive expansion}} Aggressive Expansion Impact: {{green|−10%}}
* {{icon|aggressive expansion}} 侵略性扩张影响 {{green|−10%}}
* {{icon|legitimacy}} Monthly Legitimacy: {{green|+0.05}}
* {{icon|legitimacy}} 每月正统性 {{green|+0.05}}
}}
}}
|
|
| ''Alexander wept when he heard from Anaxarchus that there was an infinite number of worlds; and when his friends asked him if any accident had befallen him, returned this answer: "Do you not think it a matter worthy of lamentation that when there is such a vast multitude of them, we have not yet conquered one?"''
| '' 阿那克萨图斯曾说“大千世界无穷尽也”,亚历山大听到不禁潸然泪下;他的好友问他何故落泪,亚历山大答道:“世界无穷无尽,我却连一小界也未能征服,这难道不让人悲痛么?”''
----
----
Given to Thessalonike Argead, wife of Basileus Cassander of Macedon, at game start, and inherited by her descendants born after game start. Called <code>argeads</code> in game code.
{{Green|该特质可以通过父系或母系遗传。}} 在游戏开局给予 Thessalonike Argead ,Basileus Cassander of Macedon 的妻子,并且被在游戏开局以后出生的她的后代继承。游戏代码叫作 <code>argeads</code>
|-
|-
| {{icon|blood of the lagidae}}
| {{icon|blood of the lagidae}}
| Blood of the Lagidae
| {{ruby|拉吉底的血脉|Blood of the Lagidae}}
| {{plainlist|
| {{plainlist|
* {{icon|prominence}} Prominence: {{green|+20}}
* {{icon|prominence}} 名望 {{green|+20}}
* {{icon|zeal}} Zeal: {{green|+1}}
* {{icon|zeal}} 热忱 {{green|+1}}
}}
}}
| {{plainlist|
| {{plainlist|
* {{icon|happiness}} Wrong Culture-Group Happiness: {{green|+15%}}
* {{icon|happiness}} 不同文化组幸福度 {{green|+15%}}
* {{icon|research points}} Research Points: {{green|+5%}}
* {{icon|research points}} 研究点(修正) {{green|+5%}}
}}
}}
|
|
| ''Having grown up alongisde Alexander, Ptolemy Soter of the Lagidae, was amongst the first of the seven Somatophylakes. After the partition of Babylon, he settled in Egypt, ruling with a fair hand; despite the vast population of differing cultures. His long-standing dynasty was regarded as highly influential in the patronage of art, philosophy, and science.''
| '' 由于从小就随侍亚历山大左右,拉吉底家族的“救主”托勒密,成为了亚历山大麾下的首批七名近身护卫官之一。巴比伦分封协议之后,他将大本营安在了埃及,其治下人口文化错综复杂,但他仍旧以公正之道将自己的领土治理的井井有条。他的长盛王朝以在赞助艺术、哲学、科学方面的深远影响而广为后人所知。''
----
----
Given to members of the Egyptian Lagid dynasty at game start, and inherited patrilineally. Called <code>lagids</code> in game code.
{{Green|该特质可以通过父系遗传。}} 给予埃及的 Lagid 王朝在游戏开局的成员,并且父系继承。游戏代码叫作 <code>lagids</code>
|-
|-
| {{icon|blood of lysimachus}}
| {{icon|blood of lysimachus}}
| Blood of Lysimachus
| {{ruby|吕西马库斯的血脉|Blood of Lysimachus}}
| {{plainlist|
| {{plainlist|
* {{icon|prominence}} Prominence: {{green|+20}}
* {{icon|prominence}} 名望 {{green|+20}}
* {{icon|martial}} Martial: {{green|+1}}
* {{icon|martial}} 军略 {{green|+1}}
}}
}}
| {{plainlist|
| {{plainlist|
* {{icon|diplomatic reputation}} Diplomatic Reputation: {{green|+1}}
* {{icon|diplomatic reputation}} 外交声誉 {{green|+1}}
* {{icon|martial}} Execute Cost: {{green|−25%}}
* {{icon|martial}} 处决花费 {{green|−25%}}
}}
}}
|
|
| ''Once a close friend of Alexander, and one of the legendary Somatophylakes; Lysimachus was a brutal yet cunning general, whose grasp of the tense diplomatic situation between the Diadochi was second to none.''
| '' 亚历山大大帝的密友,同时也是传奇的近身护卫官之一;吕西马库斯是一位无情且狡诈的将军,他对继业者之间的外交关系是掌控的最好的。''
----
----
Given to members of the Thracian Alcimachid dynasty at game start, and inherited patrilineally. Called <code>alcimachid</code> in game code.
{{Green|该特质可以通过父系遗传。}} 给予色雷斯的 Alcimachid 王朝在游戏开局的成员,并且父系继承。游戏代码叫作 <code>alcimachid</code>
|-
|-
| {{icon|blood of seleucus}}
| {{icon|blood of seleucus}}
| Blood of Seleucus
| {{ruby|塞琉古的血脉|Blood of Seleucus}}
| {{plainlist|
| {{plainlist|
* {{icon|prominence}} Prominence: {{green|+20}}
* {{icon|prominence}} 名望 {{green|+20}}
* {{icon|finesse}} Finesse: {{green|+1}}
* {{icon|finesse}} 智略 {{green|+1}}
}}
}}
| {{plainlist|
| {{plainlist|
* {{icon|change governor policy cost}} Change Governor Policy Cost: {{green|−25%}}
* {{icon|change governor policy cost}} 改变总督政策花费 {{green|−25%}}
* {{icon|corruption}} Monthly Corruption: {{green|−5%}}
* {{icon|corruption}} 每月腐败 {{green|−5%}}
}}
}}
|
|
| ''Unlike the other Diadochi, Seleucus was a person of only mediocre importance during Alexander's campaigns. After a string of victories and defeats, Seleucus finally established his domain with the help of Ptolemy Soter, and embarked on a campaign to regain control of the eastern parts of Alexander's empire. Surrounded on every side by titanic powers, Seleucus was, by necessity, a ruthless and cunning leader.''
| '' 与其他继业者不同,塞琉古在亚历山大征服期间只是一个地位平平的人。在一系列是胜利与失败之后,塞琉古最终在“救主”托勒密的帮助下建立了自己的领地,并开始了一场重夺亚历山大帝国东部地区的战役。由于强权环绕,塞琉古不可避免的成为了一位无情且狡诈的领袖。''
----
----
Given to members of the Seleucid dynasty of Persia at game start, and inherited patrilineally. Called <code>seleucids</code> in game code.
{{Green|该特质可以通过父系遗传。}} 给予波斯的 Seleucid 王朝在游戏开局的成员,并且父系继承。游戏代码叫作 <code>seleucids</code>
|-
|-
| {{icon|conqueror}}
| {{icon|conqueror}}
| Conqueror
| {{ruby|征服者|Conqueror}}
| {{icon|prominence}} Prominence: {{green|+10}}
| {{icon|prominence}} 名望 {{green|+10}}
| {{icon|tributary opinion}} Tributary Opinion of Us: {{green|+5}}
| {{icon|tributary opinion}} 朝贡国对我们的好感 {{green|+5}}
| {{icon|assault ability}} Assault Ability: {{green|+10%}}
| {{icon|assault ability}} (强攻)攻击能力 {{green|+10%}}
| ''Like so many before [CHARACTER.GetHerHim], [CHARACTER.GetName] bears the title of Conqueror - and the responsibility that lies with it.''
| '' 正如[CHARACTER.GetName] 的许多先辈一样,[CHARACTER.GetHerHim] 负有征服者的称号——以及与之相系的责任。''
----
----
Random chance to be granted to a general after victory in battle.
在战斗胜利之后被随机地授予一位将军。
|-
|-
| {{icon|orator}}
| {{icon|orator}}
| Orator
| {{ruby|舌灿莲花|Orator}}
| {{icon|charisma}} Charisma: {{green|+1}}
| {{icon|charisma}} 魅力 {{green|+1}}
| {{plainlist|
| {{plainlist|
* {{icon|senate influence}} Senate Influence: {{green|+0.1}}
* {{icon|senate influence}} 元老院影响力 {{green|+0.1}}
* {{icon|legitimacy}} Monthly Legitimacy: {{green|+0.1}}
* {{icon|legitimacy}} 每月正统性 {{green|+0.1}}
}}
}}
|
|
| ''The mere timbre of the silken words that [CHARACTER.GetName] speaks, can stop others in their tracks.''
| ''[CHARACTER.GetName] 的演讲妙语连珠,仅仅是他的声音就足以让人停下脚步侧耳倾听。''
|-
|-
| {{icon|olympic competitor}}
| {{icon|olympic competitor}}
| Olympic Competitor
| {{ruby|奥运会竞争者|Olympic Competitor}}
| {{plainlist|
| {{plainlist|
* {{icon|loyalty}} Monthly Loyalty: {{green|+0.2}}
* {{icon|loyalty}} 每月忠诚 {{green|+0.2}}
* {{icon|no}} {{red|Cannot}} be given jobs in government, political office or military command
* {{icon|no}} {{red| 不能}} 被授予政府中的职位、官员或者军事将领
}}
}}
|
|
|
|
| ''[CHARACTER.GetName] is here to compete in the Olympics, and is focusing all his energy on sporting events.''
| ''[CHARACTER.GetName] 前来参加奥运会比赛,将他的所有精力都集中在了体育赛事上。''
----
----
Given to all characters who are chosen to participate in the Olympics.
给予所有被选中参加奥运会的人。
|-
|-
| {{icon|Poet}}
| {{icon|Poet}}
| Poet
| {{ruby|诗人|Poet}}
| {{plainlist|
| {{plainlist|
* {{icon|martial}} Martial: {{red|−1}}
* {{icon|martial}} 军略 {{red|−1}}
* {{icon|charisma}} Charisma: {{green|+1}}
* {{icon|charisma}} 魅力 {{green|+1}}
}}
}}
| {{icon|improve opinion maximum}} Improve Opinion Maximum: {{green|+10%}}
| {{icon|improve opinion maximum}} 提高好感度的最大值 {{green|+10%}}
|
|
| ''The mere timbre of the silken words that [CHARACTER.GetName] speaks, can stop others in their tracks.''
| ''[CHARACTER.GetPraenomen] 拥有以新颖的方式表达[CHARACTER.GetHimselfHerself]自己的天赋。''
|-
|-
| {{icon|victorious}}
| {{icon|victorious}}
| Victorious
| {{ruby|胜利者|Victorious}}
| {{plainlist|
| {{plainlist|
*{{icon|prominence}} Prominence: {{green|+20}}
*{{icon|prominence}} 名望 {{green|+20}}
*{{icon|popularity}} Monthly Popularity: {{red|+0.1}}
*{{icon|popularity}} 每月人气 {{red|+0.1}}
}}
}}
|
|
|
|
| ''[CHARACTER.GetPraenomen] has become a byword for glory - long may [CHARACTER.GetSheHe] vanquish [CHARACTER.GetHerHis] foes!''
| ''[CHARACTER.GetPraenomen] 成为了荣耀的代名词——愿[CHARACTER.GetSheHe] 战无不胜,令[CHARACTER.GetHerHis] 的敌人俯首称臣!''
----
----
Random chance to be granted to a general after victory in battle.
在战斗胜利之后被随机地授予一位将军。
|}
|}


==Primary Stats==
== 计谋 ==
A character also has his or her personal wealth, and four primary stats:
{{SVersion|1.5}}
Every character has an ongoing '''scheme''', or '''ambition''', at any time that represents their current objectives and activities apart from any currently held positions. These schemes vary widely, from learning and growing up or investing in existing {{icon|holding}} holdings to increasing {{icon|pol}} political influence and plotting against other characters. Schemes are generally the main mechanic by which non-ruler characters have agency and interact with other characters and their holdings. While the schemes of most characters are fairly unimportant and can for the most part be ignored, some, particularly those of powerful characters or those otherwise important to the ruler, can matter significantly, whether positively or negatively. Most schemes can be stopped by using the [[File:Persuade to drop scheme.png|28px|链接=Special:FilePath/Persuade_to_drop_scheme.png]] '''Persuade to Drop Scheme''' interaction, which costs {{icon|pol}} {{red|10}} political influence.
 
=== Basic schemes ===
These schemes have no effect and characters will generally default to this if they are ineligible for any other scheme or simply have nothing better to do. Cannot be dropped.
* '''Grow Up!''' - Used by all children under 12, small chance to increase one of the child's [[attributes]] (up to '''8''') each month
* '''Content In Life''' - Default scheme for adults
 
=== Ruler schemes ===
These schemes are available only to the {{icon|ruler}} ruler and usually involve spending a personal attribute to gain a countrywide bonus.
* '''Scheme: Influence''' - Gain {{icon|pol}} political power generation in exchange for ruler {{icon|popularity}} popularity, can be started using the associated interaction on the ruler
* '''Researching Lineage''' - Gain {{icon|legitimacy}} legitimacy in exchange for ruler {{icon|wealth}} wealth with a small chance of gaining bloodline trait if the ruler is in the Hellenistic culture group and does not already have one, can be started using the associated interaction on the ruler
* '''Siphon Funds''' - Gain {{icon|wealth}} ruler wealth and {{icon|corruption}} corruption
 
=== Education schemes ===
Every child selects one of these when they turn '''12''', and the education that is chosen will determine the attributes they gain (and lose) during their adolesence and gives a trait and faction [[conviction]] when they reach adulthood. The education of the {{icon|ruler}} ruler's child can be changed using the '''Tutor Heir''' interaction on the {{icon|office}} Royal Tutor in [[monarchy|monarchies]].
* '''Become Great Warrior''' - Focuses on {{icon|martial}} martial at the expense of other attributes, gain a {{icon|original thinker}} {{icon|tactically inflexible}} {{icon|confident}} {{icon|tactician}} {{icon|disciplined}} {{icon|steadfast}} {{icon|aggressive}} military trait and {{icon|democrats}} democrats or {{icon|populares}} populares conviction on reaching adulthood
* '''Become Tyrant''' - Focuses on {{icon|martial}} martial and {{icon|finesse}} finesse at the expense of other attributes while gaining {{icon|corruption}} corruption, gain a {{icon|abrasive}} {{icon|crafty}} {{icon|cruel}} {{icon|corrupt}} {{icon|selfish}} {{icon|deceitful}} {{icon|gluttonous}} sociopathic trait and {{icon|oligarchs}} oligarchs or {{icon|optimates}} optimates conviction on reaching adulthood
* '''Become Bureaucrat''' - Focuses on {{icon|finesse}} finesse at the expense of other attributes, gain a {{icon|prominent}} {{icon|benefactor}} {{icon|harsh}} {{icon|just}} {{icon|proud}} rulership trait and {{icon|traditionalists}} traditionalists or {{icon|boni}} boni conviction on reaching adulthood
* '''Become Rich''' - Focuses on {{icon|finesse}} finesse at the expense of other attributes while gaining {{icon|corruption}} corruption, gain a {{icon|selfish}} {{icon|deceitful}} {{icon|crafty}} {{icon|miserly}} {{icon|uncaring}} greed-related trait and {{icon|oligarchs}} oligarchs or {{icon|optimates}} optimates conviction on reaching adulthood
* '''Become Politician''' - Focuses on {{icon|charisma}} charisma at the expense of other attributes while gaining {{icon|corruption}} corruption, gain a {{icon|silver tongued}} {{icon|founder}} {{icon|assertive}} {{icon|cautious}} {{icon|prominent}} oratory trait and {{icon|oligarchs}} oligarchs or {{icon|optimates}} optimates conviction on reaching adulthood
* '''Become Demagogue''' - Focuses on {{icon|charisma}} charisma at the expense of other attributes while losing {{icon|loyalty}} loyalty, gain a modifier to {{icon|corruption}} corruption and {{icon|democrats}} democrats or {{icon|populares}} populares conviction on reaching adulthood
* '''Become Zealous''' - Focuses on {{icon|zeal}} zeal at the expense of other attributes while losing {{icon|loyalty}} loyalty, gain a {{icon|zealous}} {{icon|devout}} {{icon|pious}} {{icon|forgiving}} religion-focused trait and {{icon|traditionalists}} traditionalists or {{icon|boni}} boni conviction conviction on reaching adulthood
 
=== Plot schemes ===
These schemes target another character, possibly even the ruler. Many of these schemes can [[File:Assist with scheme.png|28px|链接=Special:FilePath/Assist_with_scheme.png]] '''assisted''' or [[File:Interfere in scheme.png|28px|链接=Special:FilePath/Interfere_in_scheme.png]] '''interfered''' with to either increase (at the cost of ruler {{icon|popularity}} popularity) or decrease (at the cost of {{icon|loyalty}}) the scheme's probability of success, in addition to being persuading to drop the plot altogether.
* '''Assassinate!''' - Attempts to kill a [[rival]]
* '''Theft!''' - Attempts to steal from a wealthy [[rival]]
* '''Claim Holding''' - Attempts to take a {{icon|holding}} holding from another character, costs {{icon|popularity}} popularity
 
=== Relationship schemes ===
These schemes involve trying to create a new relationship with another character, whether friendly or hostile.
* '''Provoke''' - Attempts to make another character into a [[rival]]
* '''Befriend''' - Attempts to make another character into a [[friend]]
* '''A Royal Proposal''' - Spends {{icon|wealth}} gold to try to arrange a marriage with the {{icon|ruler}} ruler, used only in monarchies if the ruler is adult and unmarried
* '''Seeking Spouse''' - Spends {{icon|wealth}} gold to try to arrange a marriage with a member of another major family, used only by unmarried adult characters that are notable in some way and can be triggered for the {{icon|ruler}} ruler with the associated character interaction ('''Scheme: Political Marriage''')


* {{icon|popularity}} Popularity is a measure of how the people see the character. In republics high popularity characters are more likely to elected leader of the republic. However even monarchies cannot ignore popular people.
=== Investment schemes ===
* {{icon|loyalty}} Loyalty is a measure of a character's loyalty to the state. Disloyal characters are more likely to cause problems to a ruler than loyal ones. However even the most loyal of characters has their limit.
These schemes usually involve the character either enriching themselves or spending their personal wealth to improve their position in some way.
* {{icon|prominence}} Prominence represents the fame of the character. Jobs and titles help bring characters to public attention.
* '''Sponsoring Games''' - Spends personal {{icon|wealth}} wealth to gain {{icon|popularity}} popularity
* {{icon|corruption}} Corruption is a measurement of this character’s willingness to engage in underhanded practices. Greed, bribery and the bending of rules come hand-in-hand with high corruption.
* '''Prepare a Grand Festival''' - Spend a large amount of {{icon|wealth}} gold to give {{icon|integrated culture happiness}} {{green|+5%}} Integrated Culture Happiness, used only by the {{icon|office}} High Priest
* '''Investing in Opportunities''' - Gain personal {{icon|wealth}} wealth
* '''Seek Patron''' - Attempts to convince another character to help gain {{icon|prominence}} prominence
* '''Buy Holding''' - Spend {{icon|wealth}} wealth and {{icon|popularity}} popularity to gain a new {{icon|holding}} holding in a territory with an empty slot, used only by [[head of family|heads of family]] and will prefer to target territories neighbouring existing holdings
* '''Expand Estate''' - Spend {{icon|wealth}} wealth to increase the {{icon|pop output}} population output of held {{icon|holding}} holdings but make them unrevokable, used only by [[head of family|heads of family]]
* '''Latifundia''' - Spend a large amount of {{icon|wealth}} gold and gain {{icon|corruption}} corruption to build a {{icon|farming settlement}} farming settlement in an owned {{icon|holding}} holding, used only by [[head of family|heads of family]]
* '''Expanding Mines''' - Spend a large amount of {{icon|wealth}} gold and gain {{icon|corruption}} corruption to build a {{icon|mine}} mine in an owned {{icon|holding}} holding, used only by [[head of family|heads of family]]
* '''Extort Territory''' - Increases {{icon|wealth}} wealth and {{icon|corruption}} corruption while decreasing region {{icon|pop output}} output and {{icon|province loyalty}} loyalty, used only by governors


==Health==
=== Political schemes ===
The Health stat of a character ranges from 0 to 100, and is increased or decreased by various traits. If the health of a character reaches 0, that character will die. Using the Seek Treatment character interaction will increase the health of the character.
These schemes involve trying to increase the character's {{icon|power base}} power and potting against the ruler.
* '''Buying Troop Loyalty''' - Spends {{icon|wealth}} gold to gain the {{icon|cohort loyalty}} loyalty of commanded cohorts, can be used by {{icon|position}} generals
* '''Demand Office''' - Increases {{icon|prominence}} and when finished fires an event for the ruler to demand an {{icon|office}} office, potentially displacing the current holder; only used by characters with high {{icon|prominence}} prominence and {{icon|popularity}} popularity
* '''Hire Private Army''' - Spends a large amount of {{icon|wealth}} gold to gain the {{icon|cohort loyalty}} loyal [[veteran]] cohorts, costs {{icon|wealth}} gold to abort
* '''Plotting Quietly''' - Spends {{icon|wealth}} gold and lowers character {{icon|loyalty}} loyalty by {{red|10}}, cannot be forced to abort
* '''Inspiring Disloyalty''' - Spends a large amount of {{icon|wealth}} gold to reduce the {{icon|loyalty}} loyalty of a more powerful character by {{red|10}}, costs {{icon|wealth}} gold to abort


==Relationships==
=== Vice schemes ===
Characters have parents, will be able to marry and get children, just as you’d expect. They can also have friends and rivals.
These schemes do not do anything particularly productive, but represent characters getting involved in more questionable or problematic behaviours that can be rather costly.
* '''Gambling''' - Costs {{icon|wealth}} gold, and has a chance of gaining it back with some return or losing even more once the scheme finishes
* '''Fighting in the Arena''' - Decreases {{icon|health}} health and {{icon|popularity}} popularity, with a chance of gaining {{icon|prominence}} prominence and {{icon|popularity}} popularity if successful or losing more {{icon|health}} health if not


==Roles==
=== Other schemes ===
Characters can be given various roles. Besides being ruler of a country, they could be assigned to govern a province, command an army, handle research or be given a role in the government. Some countries allow women to be given offices, and some do not.
These schemes are used only in certain specific situations.
* '''Seeking Treatment''' - Increases {{icon|health}} health and attempts to heal an healable illness or injury. Can be selected for any eligible character in the country's court through the '''Seek Treatment''' interaction at the cost of {{icon|wealth}} {{red|200}} gold, which comes of personal wealth if selected for the {{icon|ruler}} ruler or the {{icon|treasury}} treasury for all other characters
* '''Escape Prison!''' - Attempts to escape imprisonment, costing {{icon|health}} health if unsuccessful, and will be frequently taken by prisoners


Roles in the government include:
==互动==
{{SVersion|1.5}}
[[File:Bribe character cost.png|28px]] Most actions on characters can be performed through '''character interactions''', available either on the right of the character screen or by right clicking the character's portrait. In a [[republic]], many of these interactions will require {{icon|approval}} Senate approval.


* Consul
=== General interactions ===
* Praetor
These interactions are generally available on most characters within the country.
* Censor
{| class="wikitable"
* Tribunus Militus (Military Tribune)
|-
* Vulnerarius
! Interaction !! Description
|-
| '''收养''' || Adopt a [[minor character]] into the ruling family, at a base cost of {{icon|prestige}} {{red|10%}} of the family's current prestige and {{icon|legitimacy}} {{red|10}} legitimacy. Available only to [[monarchy|monarchies]] and [[tribal|tribes]].
|-
| '''交朋友''' || Begins an event chain to try the befriend the character, with various {{icon|wealth}} gold, {{icon|pol}} political power, and {{icon|tyranny}} tyranny costs. Required for recruiting them (if foreign). Each character has a {{icon|max friends}} limited number of friends; non-foreign friends of rulers have increased {{icon|loyalty}} loyalty. Unlike most interactions, can be done on almost any character, including those outside the country.
|-
| '''贿赂''' || Increases the character's {{icon|loyalty}} loyalty by {{green|15}} for '''2''' years for {{icon|pol}} {{red|5}} political influence and {{icon|wealth}} {{red|200}} of the ruler's personal wealth. Increases the ruler's {{icon|corruption}} by {{red|1}} and the bribed character's corruption by {{red|5}}. A character can only be bribed again after the previous bribe's effects have worn off. 
|-
| '''说服''' || Replaces the '''Bribe''' interaction if the ruler has the {{icon|orator}} orator or {{icon|silver tongued}} silver-tongued trait, and increases the character's {{icon|loyalty}} loyalty by {{green|15}} for '''2''' years of {{icon|pol}} {{red|5}} political influence, without the {{icon|wealth}} ruler wealth or {{icon|corruption}} corruption costs.
|-
| '''Force Conversion''' || Force a character to convert to the {{icon|religion}} state religion at the cost of {{icon|tyranny}} {{red|5}} tyranny and {{icon|loyalty}} {{red|30}} loyalty. Requires at least at least {{icon|loyalty}} '''60''' loyalty, and can even be done on the ruler.
|-
| '''授予公民身份''' || Removes the '''Foreign Citizenship''' modifier from a character, allowing them to hold {{icon|position}} positions. Costs {{icon|popularity}} {{red|5}} ruler popularity.
|-
| '''实行制裁''' || Removes up to {{icon|corruption}} {{green|50}} corruption from a character, costing {{icon|tyranny}} and {{icon|loyalty}} {{red|20}} loyalty. Requires the character to have at least {{icon|corruption}} '''5''' corruption and cannot be used on the {{icon|ruler}} ruler, or on characters with the {{icon|crafty}} crafty trait, {{icon|corrupt}} trait, or '''Nefarious Tendencies''' modifier.
|-
| '''囚禁''' || Imprisons a character at the cost of {{icon|popularity}} {{red|5}} popularity and possibly {{icon|tyranny}} if the character has at least {{icon|power base}} '''2''' power base. Cannot be used on characters with any position or status; the '''Bring to Trial''' interaction must be used on these characters instead. Will cause a diplomatic incident if used on an Olympic competitor.
|-
| '''放逐''' || Replaces the '''Banish''' interaction for {{flag|Athens}} or countries that were formed from {{flag|Athens}}. Unlike with banishing, can be used on any character except the {{icon|ruler}} ruler or co-ruler - even if not imprisoned - but costs {{icon|stability}} {{red|5}} stability and {{icon|tyranny}} tyranny based on the character's {{icon|power base}} power base, and can only be used once every year.
|-
| '''宣布仇敌''' || Makes another character into a [[rival]] of the {{icon|ruler}} current ruler. Can be used as long as the ruler has {{icon|max rivals}} rival slots remaining on any character in the country, or on foreign rulers if their country's {{icon|opinion}} opinion of the current country is less than '''0'''. Costs {{icon|popularity}} {{red|5}} popularity if used on characters within the country.
|-
| '''移除仇敌''' || Stops the {{icon|ruler}} ruler from seeing the character as a [[rival]]. Costs {{icon|pol}} {{red|30}} political influence for characters within the country, and requires that the other country has at least {{icon|opinion}} '''0''' opinion of the current country if to end rivalries with foreign rulers.
|-
| '''寻求治疗''' || Starts treatment for a healable illness or injury, increasing the {{icon|health}} health of the character. Chance of successfully treating and removing the trait, or failing disastrously and causing an additional permanent injury. Costs {{icon|wealth}} {{red|200}} to use on most characters except for the {{icon|ruler}} ruler, who will cover the expenses from his/her {{icon|wealth}} personal wealth.
|-
| '''诋毁声誉''' || Reduces {{icon|popularity}} character popularity by {{red|25}} at the cost of {{icon|tyranny}} {{red|2}} tyranny. Can be used on the {{icon|ruler}} if the ruler is a dictator.
|-
| '''要求支持继承人''' || Gives {{icon|primary heir attraction}} {{green|50}} Primary Heir Attraction at the cost of {{icon|tyranny}} {{red|2}} tyranny, making the character more likely to support the primary heir. Can only be used by [[monarchy|monarchies]] on characters with at least {{icon|loyalty}} '''50''' loyalty that are not already supporting the primary heir.
|}


==Tyranny==
=== Ruler interactions ===
Tyranny is accumulated by the player by performing acts such as imprisoning characters on false charges, crucifying people, sacrificing infants, or other things generally considered malevolent to the populace. Tyranny is tracked by a meter, and as it increases, so do the negative ramifications for the player's country.
The following interactions are available only on the {{icon|ruler}} ruler, or in some cases close relatives of the ruler.
{| class="wikitable"
|-
! Interaction !! Description
|-
| '''Arrange Adoption''' || Finds a [[minor character]] to adopt into the ruling family, analogous to the '''Adopt''' interaction. Available only to [[monarchy|monarchies]] and [[tribal|tribes]].
|-
| '''Appoint Dictator''' || Extends the ruler's term and gives a {{icon|morale}} army morale bonus and allows bypassing the Senate in diplomatic and character interactions until the end of the war (or possibly longer) at the cost of {{icon|tyranny}} {{red|10}} tyranny. Can be used in a [[republic]] when at {{icon|war}} war or during a {{icon|civil war}} civil war, if there is at least {{icon|approval}} '''75''' Senate approval.
|-
| '''Return Dictatorship''' || Forces a ruling dictator to stand down, can be used if their {{icon|popularity}} popularity is low enough, or the country's {{icon|stability}} stability is high enough.
|-
| '''Arrange Marriage''' || Arranges a [[marriage]] between the current character and an eligible spouse in the same country. The other party may ask for gifts in order for the marriage to proceed. Can be used on unmarried adults that are close relatives of the {{icon|ruler}}, or the {{icon|ruler}} him/herself, in [[monarchy|monarchies]] and [[tribal|tribes]].
|-
| '''Assassinate''' || Kills an unwanted dictator, costs {{icon|tyranny}} {{red|7}} tyranny, {{icon|aggressive expansion}} {{red|7}} aggressive expansion, and {{icon|stability }} {{red|30}} stability.
|-
| '''Plan Assassination!''' || Starts the '''Assassinate!''' [[scheme]] to kill a [[rival]] within the country. Costs {{icon|tyranny}} {{red|7}} tyranny and {{icon|aggressive expansion}} {{red|7}} aggressive expansion.
|-
| '''Scheme: Hold Games''' || Starts the '''Sponsoring Games''' [[scheme]], spending personal {{icon|wealth}} wealth to gain {{icon|popularity}} popularity. Can select a {{icon|province capital}} province capital to hold the games in, which increases {{icon|happiness}} population happiness for '''1''' year.
|-
| '''End Inspiring Foreign Disloyalty''' || Stops inspiring loyalty on foreign characters, analogous to the '''Stop Inspiring Disloyalty''' interaction.
|-
| '''Scheme: Influence''' || Starts the '''Influence''' [[scheme]], spending personal {{icon|popularity}} ruler popularity to increase {{icon|pol}} political power generation. Chance of events to gain extra {{icon|pol}} political power at the expense of {{icon|wealth}} gold, {{icon|manpower}} manpower, {{icon|stability}} stability, or {{icon|corruption}} ruler corruption.
|-
| '''Scheme: Prove Legitimacy''' || Starts the '''Researching Lineage''' [[scheme]], spending personal {{icon|wealth}} wealth to increase {{icon|legitimacy}} legitimacy. Small chance of gaining a bloodline trait if the ruler is in the Hellenistic culture group and does not already have a bloodline.
|-
| '''Scheme: Siphon Funds''' || Starts the '''Siphon Funds''' [[scheme]], gaining personal {{icon|wealth}} wealth at the cost of {{icon|corruption}} ruler corruption.
|-
| '''Scheme: Political Marriage''' || Seeks a [[marriage]] between the character and a member of a particular major family. Costs {{icon|pol}} {{red|10}} political influence and {{icon|wealth}} personal wealth while progressing, and creates a new character to marry once the scheme is finished. Can be used on unmarried adults that are close relatives of the {{icon|ruler}}, or the {{icon|ruler}} him/herself, in [[monarchy|monarchies]] and [[tribal|tribes]].
|}


==Interactions==
=== Position holder interactions ===
There are lots of different interactions you can do with and on your characters, including arranging marriages, bribe them, loan from them, or even sacrifice them if your religions so permit and desire. Interactions can cost [[powers]] or gold.
These interactions are generally available only to characters with a certain {{icon|position}} position or status, such as generals, office holders, or heads of family.
{| class="wikitable"
|-
! Interaction !! Description
|-
| '''Send Adventuring''' || Send a {{icon|office}} general of the ruling family off as a {{icon|mercenary}} mercenary. Might return after '''5''' years with {{icon|wealth}} gold, {{icon|army}} a personal army, or  increased {{icon|martial}} martial or {{icon|finesse}} finesse.
|-
| '''Exalt Clan Chief''' || Increases a {{icon|clan chiefs}} clan chief's {{icon|loyalty}} loyalty by {{green|20}} at the cost of {{icon|wealth}} gold and angering the other {{icon|clan chiefs}} clan chiefs.
|-
| '''Give Free Hands''' || Increases {{icon|loyalty}} loyalty by {{green|20}} at the cost of monthly {{icon|corruption}} corruption gain. Can be used if the character is a governor, researcher, {{icon|clan chiefs}} clan chief, or holds a {{icon|office}} government office.
|-
| '''Revoke Free Hands''' || Revokes the free hands privileges given by the '''Give Free Hands''' interaction. Decreases {{icon|loyalty}} loyalty by {{red|15}} on top of losing the {{icon|loyalty}} {{green|+20}} modifier, and can only be done '''2''' years after giving free hands.
|-
| '''Grant Regional Cognomen''' || Gives a [[Cognomen#Regional_nicknames|regional nickname]] and {{icon|popularity}} to a {{icon|position}} governor. Costs {{icon|popularity}} {{red|10}} ruler popularity.
|-
| '''Grant Clan Autonomy''' || Releases a disloyal {{icon|clan chiefs}} clan chief and the [[province]] his/her {{icon|clan retinues}} retinue is currently in as a {{icon|subject}} tributary. Gives {{icon|loyalty}} {{green|30}} loyalty to all remaining clan chiefs.
|-
| '''Grant Holding''' || Grants a {{icon|holding}} in an unheld territory to a [[head of family]], increasing {{icon|loyalty}} loyalty by {{green|5}}. Costs {{icon|wealth}} {{red|40}} gold and gives {{icon|corruption}} {{red|5}} ruler corruption if used on the {{icon|ruler}} ruler.
|-
| '''Grant Capitulatory Honors''' || Gives {{icon|loyalty}} {{green|60}} loyalty, {{icon|prominence}} {{green|20}} prominence, and {{icon|popularity}} {{green|20}} popularity to a {{icon|position}} general at the cost of {{icon|wealth}} gold and {{icon|stability}} {{red|20}} stability. Can be used by [[republic]]s on generals with {{icon|loyalty}} '''40''' loyalty or less.
|-
| '''Grant Stipends''' || Gives {{icon|loyalty}} {{green|20}} loyalty for all members of a family in return for increasing their {{icon|wage}} wage by {{red|50%}}. Can be used on any head of family, except for that of the ruler, and lasts for '''5''' years.
|-
| '''Hold Triumph''' || Holds a triumph for a character that won a battle as a {{icon|position}} general less than '''2''' years ago, increasing {{icon|loyalty}} loyalty by {{green|20}} and removing then from command if still a general - even if they are disloyal. Costs {{icon|pol}} {{red|30}} political influence and gives {{icon|prestige}} family prestige, {{icon|popularity}} popularity, and a {{icon|victorious}} {{icon|conqueror}} victory trait to the character, as well as possibly a [[cognomen]], and requires they have at least {{icon|loyalty}} '''20''' loyalty.
|-
| '''Bring to Trial''' || Attempts to imprison a character that holds an office or otherwise has high status, replaces the '''Imprison''' interaction. The chances of success is increased by the character's {{icon|corruption}} corruption and decreased by their {{icon|power base}} power base, and can be changed by the events and options during the trial. Failure to convict the character will significantly decrease {{icon|loyalty}} loyalty and may trigger a {{icon|civil war}} civil war. A trial costs {{icon|tyranny}} {{red|5}} tyranny to start and can only be used on the same character once every '''5''' years.
|-
| '''Reward Veterans''' || Spends {{icon|wealth}} wealth to remove {{icon|cohort loyalty}} cohort loyalty from up to '''4''' cohorts currently loyal to the character. Can be used once every '''2''' years.
|-
| '''Revoke Holding''' || Revokes a {{icon|holding}} holding from a [[head of family]], at a cost of {{icon|loyalty}} {{red|5}} loyalty. Can only be used on {{icon|holding}} holdings that do not have the '''Family Estate''' modifier.
|-
| '''Tutor Heir''' || Changes the education [[scheme]] of one of the ruler's children that is at least 12, but not yet an adult. Can only be used on the {{icon|office}} Royal Tutor, if he/she has at least {{icon|loyalty}} '''40''' loyalty.
|-
|}


=== Prisoner interactions ===
The following interactions are available only on imprisoned characters.
{| class="wikitable"
{| class="wikitable"
|-
|-
! Interaction !! Description
! Interaction !! Description
|-
|-
| Appoint Dictator || Can be done to a ruler in a [[government|republic]] when at war or during a civil war. This will allow him to do any diplomatic or character interaction without the Senate interfering, at least until the end of the war.
| '''Banish''' || Force an imprisoned character to leave the country, with a base cost of {{icon|tyranny}} {{red|1}} tyranny.
|-
|-
| Assassinate || Foreign characters can be attempted to assassinate.
| '''Execute''' || Kills an imprisoned character with a base cost of {{icon|tyranny}} {{red|3}} tyranny.
|-
|-
| Banish || Forces a previously imprisoned character to leave the country.
| '''Arrange Gladiatorial Debut''' || Forces an imprisoned character to fight another imprisoned character in the arena, with the loser dying and the winner going free. Costs {{icon|tyranny}} {{red|4}} tyranny and increases {{icon|popularity}} ruler popularity.
|-
|-
| Bribe || Increases the loyalty of a character.
| '''Flog''' || Reduces the {{icon|health}} health of an imprisoned character by {{red|10}}. Costs {{icon|popularity}} {{red|2}} popularity and gives {{icon|loyalty}} {{red|-10}} loyalty to the character being flogged and {{icon|loyalty}} {{green|+2}} loyalty to his/her rivals each time, as well as {{icon|tyranny}} {{red|3}} tyranny if the loss of health would kill the character.
|-
|-
| Execute || Kills a character.
| '''Ransom Prisoner''' || Attempt to ransom a character imprisoned in another country. The price needed depends largely on relations between the two countries and the {{icon|martial}} martial skill of the character.
|-
|-
| Free Hands || Increases loyalty and corruption if the character is a governor.
| '''Release Prisoner''' || Releases a character from imprisonment, returning them to their home country if imprisoned from abroad. If the character was imprisoned using the '''Imprison''' interaction, reduces {{icon|tyranny}} tyranny by {{green|1}}.
|-
|-
| Hold Games || Costs money and increases the popularity of the current ruler.
| '''Sacrifice''' || Kills a prisoner to increase {{icon|tribesman output}} tribesman output and {{icon|tribesman happiness}} happiness and reduce {{icon|centralization}} centralization based on the target's {{icon|martial}} martial. Costs {{icon|stability}} {[red|5}} stability, requires the {{icon|law}} '''Adopt Human Sacrifices''' law, and can only be used on characters of a different culture.
|-
|-
| Imprison || Imprisons a character.
| '''Proscribe''' || Kills the character, seizes all {{icon|holding}} holdings back to the state, transfers most of the character's {{icon|wealth}} wealth to the ruler, and demotes the entire major family to [[minor character]] status with a {{icon|loyalty}} loyalty penalty of {{red|-40}}. Costs a base of {{icon|tyranny}} {{red|30}} tyranny and gives {{icon|wealth}} {{green|200}} wealth to the state, requires that the character be a [[head of family]] and that the country has more than {{icon|tyranny}} '''40''' tyranny.
|-
|-
| Inspire Disloyalty || Reduces the loyalty and increases the corruption of a foreign character.
| '''Sell into Slavery''' || Sells a character into slavery, either eventually moving to another country or disappearing into obscurity (and effectively dying), for {{icon|wealth}} wealth (depending on their [[attributes]] at the cost of {{icon|tyranny}} {{red|0.5}} tyranny. Selling a member of family head will give {{icon|loyalty}} {{red|-10}} loyalty to all family members, increasing to {{icon|loyalty}} {{red|-30}} if the family heads is sold off.
|}
 
=== Foreign interactions ===
These interactions are available only on characters outside the country.
{| class="wikitable"
|-
|-
| Loan || Loans money from a wealthy character. They will want it back later, however.
! Interaction !! Description
|-
|-
| Marry Ruler || Works if the ruler and target are different genders and are both unmarried.
| '''Plan Assassination!''' || Attempt to kill a character in another country. Costs {{icon|aggressive expansion}} {{red|15}} aggressive expansion and requires having a friend in their court.
|-
|-
| Recruit  || Gets a foreign character to leave their nation and work for you.
| '''Inspire Disloyalty''' || Reduces the {{icon|loyalty}} loyalty of a foreign character by {{red|20}} and increases their {{icon|wealth}} monthly personal wealth gain, at a cost of {{icon|aggressive expansion}} {{red|5}} Aggressive Expansion. Can only inspire disloyalty in one foreign character at a time
|-
|-
| Recruit General || Gets a foreign general to leave their nation with their army and join you.
| '''Stop Inspiring Disloyalty''' || Stops inspiring loyalty on a foreign character, removes both the {{icon|loyalty}} loyalty malus and {{icon|wealth}} monthly personal wealth modifier and allows inspiring disloyalty in another character. Can only be done at least '''2''' years after inspiring disloyalty was started.
|-
|-
| Release Prisoner || Releases a character from prison.
| '''Attempt to Buy Off Mercenary''' || Attempts to buy the loyalty of {{icon|mercenary}} mercenaries employed by an enemy in a {{icon|war}}. If the other country refuses to match the offer, the mercenaries will defect. Can be used on mercenary {{icon|position}} generals, only if they have not been enticed in the last year.
|-
|-
| Repay Loan || Repays a loan taken from a character.
| '''Elect New Leader''' || Appoints the ruler of a subject {{icon|subject}} mercenary state as the new {{icon|ruler}} ruler of the country, at the cost of {{icon|stability}} {{red|15}} stability and {{icon|legitimacy}} {{red|10}} legitimacy.  Can only be performed by {{flag|Syracusae}} or countries that were formed from {{flag|Syracusae}}, once every '''5''' years.
|-
|-
| Sacrifice Prisoner || Some [[religion|religions]] allow you to sacrifice prisoners of war, making your tribesmen happy and productive and allowing you to stay tribal.
| '''Arrange Marriage''' || Arrange a [[marriage]] with a royal marriage with a foreign character, improving relations between the two countries. The female will always move to the male partner's country, even if she is currently the {{icon|ruler}} ruler. Can only be used if both countries are monarchies and the two characters are adult, unmarried members of the ruling family, and cannot be used against the ruler of another country (however, it is possible to marry a foreign character to the {{icon|ruler}} ruler of the current country).
|-
|-
| Seek/Stop Treatment || Increases the health of a character.
| '''Recruit'''  || Gets a foreign character to leave their nation and join the current country, possibly bringing their spouse and children along. Costs {{icon|aggressive expansion}} {{red|2}} aggressive expansion and requires that the character be a friend of the current ruler and not hold an important position or title, and may have {{icon|loyalty}} loyalty requirements if they or their spouse have some sort of status
|-
|-
| Seduce Governor || Convince a governor to join your cause.
| '''Recruit General''' || Gets a foreign {{icon|position}} general to leave their nation with their army and join the current country. Costs {{icon|aggressive expansion}} {{red|10}} aggressive expansion and requires that the general have {{icon|loyalty}} '''25''' loyalty or less.
|-
|-
| Smear Character || Reduces the popularity of a character.
| '''Entice Governor''' || Convinces a foreign governor to join the current country, taking neighbouring provinces in their governorship with them and significantly angering their former owner. Costs {{icon|aggressive expansion}} {{red|20}} aggressive expansion, and can only be used if the governor has less than {{icon|loyalty}} '''40''' loyalty, is a friend of the ruler, and a neighbouring province in their governorship has {{icon|province loyalty}} '''50''' province loyalty or less.
|}
|}
=== Successsion crisis interactions ===
These interactions are available only on disloyal pretenders that have raised their armies during a [[Government#Succession_crisis|succession crisis]].
{| class="wikitable"
|-
! Interaction !! Description
|-
| '''Entice to Become Mercenary''' || Sends away a disloyal pretender {{icon|position}} general to form a new {{icon|mercenary}} mercenary company with their pretender army at the cost of {{icon|wealth}} gold, removing them from the country. If they are hired back they may return to the court and again become a serious problem. Can be used as long as the pretender does not have more than {{icon|wealth}} '''1000''' gold.
|-
| '''Encourage Deserters''' || Disbands up to {{icon|army}} '''6''' cohorts from a disloyal pretender's army, at the cost of {{icon|pol}} {{red|25}} political influence. Can be used as long as the pretender does not have more than {{icon|popularity}} '''40''' popularity and has an army of at least {{icon|army size}} '''11''' cohorts.
|-
| '''Support Pretender''' || Adds {{icon|army}} '''10''' cohorts to the pretender's army and makes the pretender a friend of the {{icon|ruler}}, at the cost of {{icon|wealth}} {{red|500}} wealth and {{icon|pol}} {{red|50}} political influence. Can be used on disloyal pretenders in another country once every '''2''' years for each pretender.
|-
| '''Seize Assets''' || Seizes {{icon|wealth}} '''300''' gold from the pretender's personal wealth, with {{icon|wealth}} {{green|100}} gold going to the country and {{icon|wealth}} {{green|200}} gold going to the {{icon|ruler}} at the cost of {{icon|corruption}} {{red|5}} ruler corruption and {{icon|loyalty}} {{red|-10}} loyalty. Can be used as long as the pretender has at least {{icon|wealth}} '''800''' gold.
|-
|}
===How to recruit foreign characters===
[[File:Diplo_characters_view.png|thumb|500px]]
# Open the diplomacy view of another country and click View Characters on the right.
# If the character's loyalty is above 70, use Inspire Disloyalty to lower it.
# Befriend them using the Make Friend interaction.
# Recruit them and Grant Citizenship so you can assign them to a job.
You can only recruit a character who is:
* below 70 loyalty
* your friend
* not a ruler or the primary heir
* not a governor, general or admiral
Recruit General is a separate interaction, which requires their loyalty to be below 25.
There is also a [https://steamcommunity.com/sharedfiles/filedetails/?id=1855664157 Character Finder mod] that does all the searching for you. Not compatible with ironman.
== 参考资料 ==
<references/>


{{MechanicsNavbox}}
{{MechanicsNavbox}}
[[Category:内政]]
[[en:Characters]]

2022年5月31日 (二) 19:53的最新版本

Imperator: Rome tutorial #5 - Characters. 视频在 YouTube
人物视图提供了跟人物互动的方法,并且展示了家庭、仇敌和朋友等摘要视图

人口之外,《英白拉多:罗马》中还定义了独特的人物英白拉多中人物的设定非常详细,它和人口以及政治一起构成了这个充满活力的世界。世界上分布着很多不同的民族,由此决定了各个人物的相貌,他们的相貌还会随着年龄增长而变老。人物会担任国家的Office.png 职务,以统治者、政府成员、总督和将军的身份来服务国家,但他们也拥有变化无常的Loyalty.png忠诚度。所以必须保持他们的忠诚或是让其受到制约,以免当他们变得不满时调动大量资源进行Civil war.png 内战。

姓名

每个人物都有一个通常用来标识他们的姓名,姓名的一部分是在出生时指定的个人名,一部分是从人物的父母处继承的家族名,还有一部分则是在他人生的经历中获得的昵称。一个角色的名字可以分为四部分,通常按以下结构排列:

[名字Given name] [权位序数Regnal Number] [昵称Nickname] [姓氏Family name]

拉丁文化人物使用特殊的命名系统以反映罗马人的命名习惯,其中家族名(昵称)排在最后,而女性则使用简化姓名。拉丁文化男性人物使用以下命名结构:

[名字Given name] [权位序数Regnal Number] [姓氏Family name] [昵称Nickname]

拉丁文化女性人物使用以下命名结构:

[姓氏Family name] [名字Given name(数字)] [权位序数Regnal Number]  [昵称Nickname]

名字

人物的第一名称是他们的名字Given name,或者说第一个名字praenomen,即出生的时候就取的(或者说创建的时候),通常是从该人物所属文化组的名字列表中随机选择的,但也可以手动设置,或者当 Leader.png 统治者的孩子出生时,为孩子改名。名字是用来指代一个人物的主要称呼。

意大利女性不会取普通的名字,她们会根据家庭里出生的顺序取一个拉丁文数字,第一个女儿叫“普里玛Prima”,第二个叫“瑟孔达Secunda”,第三个叫“忒耳提亚Tertia”,第四个同理。与意大利男性不同,她们的名字还会被放在姓氏后面。

尊号

某些国家和王朝有这样的传统,统治者在登基时会取一个尊号,而不是保留原有的个人名字,通常是为了纪念王朝的建立者。在某些情况下,继承人在真正登上王位之前,可以选择自己选择一个尊号。

  • 塞琉古帝国的国旗 塞琉古帝国的塞琉古王朝,君主的名字会在“塞琉古Seleukos”或者“安条科斯Antiochos
  • 埃及的国旗 埃及的拉吉底王朝,男性国王的名字会改为“托勒密Ptolemaios”,女性国王的名字会改为“克勒俄帕特拉Kleopatra
  • Mithridatic Kingdom.png 密嗣里达蒂德王国和由之建立的本都的国旗 本都,他们的国王会改名为“密嗣里达蒂德Mithridates
  • 比堤尼亚的国旗 比堤尼亚的齐波厄忒得斯王朝,国王的名字会改为“普鲁西亚斯Prusias”或者“尼科墨得斯Nikomedes
  • Pergamon.png 珀加蒙的阿塔利得斯王朝,国王的名字会在“欧门尼斯Eumenes”或者“阿塔罗斯Attalos

姓氏

当一个人物出生时,通常会采用其父亲的姓氏,用以确认该人物来自的家庭。根据文化的不同,男性和女性的姓氏可能会略有不同。次要人物的孩子不会拥有姓氏,只能通过名字辨认。

随机生成的次要人物会从所属文化组的名字列表中随机取名。由于许多文化组的姓氏数量较少,因此经常会看到不相关的人物拥有相同的姓氏。

昵称

主条目:Cognomen

人物可能会得到一个昵称或绰号(对于意大利人物来说),这与人物的特质或成就有关,通常会给予获胜后的将军,或授予总督,也可以通过某些特定的事件授予昵称。意大利文化组的人物有一个更精密的绰号系统,他们可以在成年后获得绰号,并且可以继承,同时他们的绰号会被放在名字的最后。

一个人物只能用一个昵称;如果获得了新昵称,旧昵称会被移除。

权位序数

君主制的统治者有一个权位序数将他们跟前任统治者区分开来,因为他们用的是一样的名字。权位序数是罗马数字,并且通常是从游戏开始时开始计算,初始统治者的权位序数是 I,尽管一些国家开始时,会使用以往已经用过的序数和名字,这是为了确保符合历史的命名方案实施。

数据

每个人物都有很多项数据,这些属性决定了他们的技能情况以及在各种领域下能发挥出的效果。

主要数据

主条目:属性

4项主要数据,或称为属性attributes,代表了人物担任公职和统治国家所需的最重要方面的技能和能力。主要属性大部分是固定的,除非人物受到严重伤害,否则人物在成年后主要属性通常不会有太大变化。

  • Martial.png 军略Martial 代表人物战斗和领导军队的能力。具有高军略技能的人物可以成为优秀的将军。
  • Finesse.png 智略Finesse 代表人物在需要高度关注细节方面的技能。高智略人物可以成为优秀的总督。
  • Charisma.png 魅力Charisma 代表人物吸引和说服他人的能力。与外国交涉时,高魅力人物常常具有优势。
  • zeal修正 热忱Zeal 代表人物鼓舞他人信念的能力,也是召唤诸神恩宠的能力。

次要数据

次要数据更加多样化,代表了人物的一切,从他们的名望和人气,到他们目前的健康状况和对国家的忠诚度。其中大多数属性通常不如主要属性重要,但为人物任命职务和决定其是否构成威胁时,仍需用作参考。

  • Age 年龄Age,从教育到任职,许多公共事物都有对年龄的要求。一个人物在16岁时成年,不过很多共和国为了他们的统治地位,其国家民众成年年龄要比这高很多,并且年老的人物会更容易患绝症。
  • Health.png 健康Health,状态的数值范围是0到100,并且会因为各种特质(尤其是疾病)而增加或减少。如果人物的健康减少到0,则该人物将会死亡。在人物互动中使用“寻求治疗”能增加人物的健康度,但也有对其造成永久伤害的风险。与其他所有数据不同,人物的健康并不会显示一个精确的数值,而是显示一个笼统的说明。
  • Statesmanship.png 政治家才能Statesmanship,代表了人物在政府事务中的经验。它能通过长期担当职务以及高的Finesse.png智略属性和一些特性来增加,并决定人物的属性能多有效的应用在Office.png职务上。
  • Prominence.png 名望Prominence,表示人物的名声。工作和头衔有助于吸引公众注意,使他们更有可能在共和国当选。显赫的人物很可能结婚生子。
  • Popularity.png 人气Popularity是衡量民众如何看待一个人物的指标。在共和国,高人气的人物更有可能当选共和国领导人,并且将有更高的 Senate influence 元老院影响力。即使是君主政体也不能忽视受欢迎的人物——而且君主必须注意自己的人气。
  • Loyalty.png 忠诚Loyalty是衡量人物对国家忠诚度的指标。与忠诚的人物相比,不忠诚的人物更容易为统治者带来问题,将会拒绝听从命令,甚至可能把国家推向Civil war.png内战。然而,即使是最忠诚的人物也有其局限性。
  • Corruption.png 腐败Corruption,是衡量人物从事卑鄙行径意愿的指标。贪婪、贿赂和违反法规与高腐败值密切相关。腐败的人物将拿走比正常值更多的Monthly wage modifier.png报酬并且很可能激怒他们控制下的省份。
  • Holdings.png 地产Holdings,为人物提供了 Cost 收入以及 Power base.png 权力基础,通常集中在家族族长手上。然而,人物也可以投资于他们有个人联系的领土。
  • Cost 财富Wealth是衡量人物所拥有个人财富的指标。人物会在一生中积累和花费财富。富有的人物可以利用他们的财富来提升人气,赢得朋友。

每个人物都能积累金钱。

  • Power base 权力基础(Power Base) 代表人物在国家中的影响力,可以通过许多不同来源积累,例如 Position 职务、Holding 地产、Loyalty gain chance.png 指挥下忠诚的大队数量、Family prestige 家族威望(只适用于家族族长)等等。
  • Election term.png 继承支持(Succession Support)决定在当前统治者去世后谁能成为统治者。计算方式取决于政体。君主制完全由家族关系情况决定,共和制则由人物的人气、名望、家族威望以及派系支持决定,部落制由人物属性决定。
  • Party oligarchic.png Party traditionalist.png Party democratic.png Party optimates.png Boni Party populares.png 派系信念(Faction Conviction):在一个共和国,每个成年人都会对元老院里面的三个派别每一个存在一定的信念,当前值是迄今为止的所积累的总信念的值。每个月所产生的或者损失的值很大程度上取决于人物的属性,特质和其他修正,而人物会选择他最坚信的派系加入。
  • Senate influence 元老院影响力(Senatorial Influence):一个派系所拥有的席位取决于其成员在元老院的总影响力。而成员的影响力很大程度上取决于该人物的 Power base 权力基础, 也可以通过Popularity.png 人气和一些特质来增加,,但当一个总督或者将军在离首都过远的地方将会很难有效的发挥他们的影响力.

关系

大部分人物将与其他人物产生各种不同的关系,可能是通过血缘和婚姻产生,也可能是通过人物互动发展而成。这些关系对于确定人物之间如何互动非常重要,而和统治者的关系对于Loyalty.png忠诚度和国家内部的运作极其重要。

配偶

参见:Consort

每个成年人物可以有一个异性的配偶(spouse)。人物一般只会在他们本国内结婚,尽管有可能在两个不同的君主国的统治家族之间安排联姻。尽管在一些事件中会出现私生子,但人物通常只会和配偶一起生育子女,而未婚的人物不会有小孩。玩家控制的统治者家族角色可以通过安排联姻(Arrange Marriage)人物互动来结婚。除非启用了继承法中的埃及继承法,否则不允许近亲家庭成员(父母,兄弟姐妹,子女和孙子女)之间的婚姻。

君主制国家里,配偶的选择尤为重要,因为配偶是个政府职务,如果配偶的属性比统治者的高将会对统治者相应的属性产生协助。

亲属

人物的亲属(relatives)由其家族关系决定,其父母、兄弟姐妹和子女直接显示在人物界面中。在君主制中人物的亲属关系很重要,其中继承是由家庭关系决定的,具体取决于继承法。统治者的亲密家庭成员——父母,兄弟姐妹,子女和孙子女,即使不是统治者的家族,都可以通过安排联姻(Arrange Marriage)人物互动来结婚。Bloodline traits can also only be passed down from parent to child, with the exact rules depending on the trait. If they are currently minor characters, it is also significantly cheaper to adopt certain close relatives - children and siblings - into the ruling family.

朋友

每个人物都可以有一定数量的朋友(friends),最大数量由 Max friends 最大好友数量(Max. Friends)修正决定。朋友之间往往会互相忠诚以及支持,例如在内战中,如果人物和统治者友好一般会支持政府,但如果发动叛乱的是他的朋友,则会在内战中倒向叛军。

统治者的朋友得到以下修正:

  • Loyalty.png +15 忠诚度
  • Family prestige +0.01 月度家族威望
  • Law agnatic.png +50 第一继承人吸引力
  • Party optimates.png 每月贵族派信念: +0.01
  • Party oligarchic.png 每月寡头派信念: +0.01
  • Monthly Conviction for Ruler Faction: +0.10

一般来说,对于统治者来说与国内有权势的人物交朋友会非常有用,例如家族族长、强势的将军和总督,尤其是那些 Loyalty.png 忠诚度较低的人可以利用这个增益。特别是与家族族长交朋友会让你更有机会剥夺他们最具价值的地产,以减少他们的收入和权力基础。

两国统治者之间如果是朋友关系将使两国之间相互的 Opinion improvement active.png 好感度增加 25 ,这有助于进行外交行动。如果统治者与外国人成为朋友,可以以增加Aggressive expansion.png侵略性扩张为代价将其招募至自己国家。

统治者可以使用交朋友(Make Friends)人物互动来尝试与另一人物交朋友,前提是对方有空余的好友位。当您开始尝试与某个人物成为朋友时,将会出现几个事件,事件的每个选项提供不同的交友进度,你需要满足以下任一项来完成交友:

  • 2次极大的关系改善
  • 3次明显的关系改善
  • 1次极大的关系改善, 1次明显的关系改善, 1次稍微的关系改善

这个过程可能会花费多达100金币或5000人力抑或增加5点暴政度。

可以随时通过移除好友(Remove Friend)人物互动来结束一段友谊。

仇敌

每个角色可以有一定数量的仇敌(rivals),最大数量由 Max rivals 最大仇敌数量(Max. Rivals)决定。仇敌之间互相厌恶,并会倾向于采取攻击性的行动来反对对方,甚至包括暗杀。

统治者的仇敌得到以下修正:

  • Loyalty.png -10 忠诚度
  • Family prestige -0.10 月度家族威望
  • Law agnatic.png -25 第一继承人吸引力
  • Monthly wage on character modifier.png -10% 每月报酬
  • Monthly Conviction for Ruler Faction: -0.10

仇敌对忠诚度的影响没有朋友大,但还是建议一般不要与有权势的角色成为仇敌。

如果两个国家的统治者是仇敌,会给两国之间造成Opinion improvement active.png-50好感度,这将大大减弱两国关系。

除了因为各种事件的效果成为仇敌之外,统治者可以通过宣布仇敌(Make Rival)人物互动将另一人物设为仇敌,如果对方是国内人物会花费统治者 Popularity.png 5 人气,如果对方是外国统治者则需要和对方国家好感度低于0,并且无需花费人气。

可以随时通过移除仇敌(Remove Rival)人物互动来结束与一个国内人物的敌对关系,这需要花费 Political influence.png 30 政治影响力。要移除国外统治者仇敌,则需要和对方国家的好感度高于0.

家族

一个国家的大多数人物都属于显赫家族(major family)。家族的成员通常彼此相关,并且孩子将会继承其主要亲属(通常是父亲)的家族,不过人物也可以通过被收养的方式加入统治者的家族。

显赫家族中的人物在成年后不久将自动结婚,但玩家控制的统治者家族除外。除非通过安排联姻人物互动,否则统治者家族的成员将永远不会结婚,不过只有统治者的近亲才能通过这个人物互动结婚,这就意味着统治者的远亲通常不会结婚。所以在君主制中这一般是最棘手的问题之一,因为它不像在共和制部落制中统治者家族可以轮换,这意味着在没有干预的情况下,统治者家族通常会萎缩得比其他家族小很多,这使得在给予统治者家族需求数量的职位时可供选择的人才非常受限。这个问题可以通过不时地收养有前途的次要人物和手动安排亲属们结婚来解决。

统治者家族的人物会得到 Prominence.png +0.01 月度名望以及 Law agnatic.png +10 第一继承人吸引力。

期望职位数

主条目:Position#Mechanics

显赫家族总是期望他们的成员在当前所有可分配的职位中占据一定比例,以便感到满意。任何拥职位少于期望职位数的家族都会Scorned family 受到鄙视,这会带来严重的忠诚度减成,而一个拥有至少期望职位数两倍职位的家族则会Grateful family 感激,会给予一些加成。确保所有家族都感到满意,即使这可能需要任命技能低下的人物担任要职,是游戏中管理人物和家族的一个重要部分。

家族威望

Family prestige每个家族都有其相应的威望值,代表这个家族在整个国家历史上的杰出地位。威望是由家族成员控制的职位,财富和家族成员控制的大队而每月积累的;各种事件也会增加威望。威望的主要作用是给予家族族长增益修正,这个修正根据其家族与所有其他家族相比威望有多高来决定,其中最重要的修正是Power base权力基础。另外Magna Graecia (DLC).png大希腊DLC中的Deify ruler cost modifier.png神化操作要求统治者家族拥有至少Family prestige800威望。

家族族长

每个显赫家族都有一位族长,通常是家族中年龄最大者,不过君主制中的统治者家族始终是统治者作为族长。Family prestige家族威望在全部家族总威望中每有1%占比,给予家族族长以下修正:

  • Prominence.png +0.25 名望
  • Power base +1.2 权力基础
  • Statesmanship +0.001% Monthly Statesmanship
  • Loyalty gain chance.png +0.005% 大队私兵率
  • Senate influence -0.75% 元老院影响力
  • Party optimates.png 每月贵族派信念: +0.0015
  • Party oligarchic.png 每月寡头派信念: +0.0015

Clan chiefs.png 部落制氏族长的修正有所不同。

此外,当家族中一个人物死亡时,其所有的地产都将转移给家族族长,这意味着即使不考虑职位的影响,家族族长也往往拥有全国最高的Wealth财富和Power base权力基础。因此将他们任命为总督或将军会很危险,极高的权力基础对Loyalty.png忠诚度产生的影响让他们很难一直保持忠诚。如果必须授予他们职位,推荐任命为研究员或政府公职,因为它们不会增加太多权力基础,而且如果他们变得不忠诚,影响也会更少。

当一个国家被征服或吞并后,可以邀请来自被征服国家的三个家族族长,还有他们的一些家族成员,作为次要人物加入征服者的国家。所有其他人物则会被处决或消失无踪。

家族数量

一个国家最大的显赫家族数量(number of major families)取决于其国家等级,范围从Country rank 2.png城邦的3个到Country rank 6.png强权的5个。在部落制中,家族数量被替换为氏族长数量,其上限范围与其他政体的家族数量通常相同。

如果显赫家族数量少于最大家族数量(通常是国家等级提升后),则会触发事件,将从国内3个最有权势的次要人物中选择其一创建一个新家族。同样,如果显赫家族数量大于最大家族数量,那么其中一个家族会fall from grace,其家族所有成员都被降为次要人物。

次要人物

不属于显赫家族的人物被视为次要人物(minor characters)。次要人物没有家族族长并且也无法从Family prestige家族威望中收益,这意味着除非让其统率庞大的军队或总督富庶的区域,否则他们不太可能积累太多财富和 Power base 权力基础。他们也不会自己结婚,通常也没有家人,尽管可以像其他未婚成年人物一样,手动安排统治者的亲属和他们联姻。

次要人物会不时地自动出现在宫廷里,其文化和宗教可能会是国内存在的任何文化宗教,虽然通常仍是主流文化和宗教。 在 部落君主国可以随时以 Family prestige 10% 的家族的当前威望和 Legitimacy.png 10 正统性的基础花费(如果人物有高 Power base 权力基础则更多),将符合条件的次要人物收养(adopted)进统治者家族;如果其他家族成员数量不足他们也可能会收养次要人物。

职位

主条目:Position

人物能被给予各种各样的 Position 职位(positions)。不仅是一个国家的统治者,他们还能被指派去治理一个省份、指挥一支军队、进行研究或在政府中给予一个职位。有些国家允许妇女担任官职,有些国家则不允许。人物根据他们的特质和属性以及所处职位来获得 Monthly wage modifier.png 报酬,Prominence.png 名望以及 Power base 权力基础。显赫家族总是希望在国内拥有一定比例的职位,如果给予的职务数达到他们期望数量的两倍,他们将会不胜感激。管理持有职位人物的家族成员比例、忠诚度和能力是确保国家内部稳定犯繁荣的重要因素。

政府中的职位包括:

  • 统治者
  • 共治者或配偶
  • 政府职务
  • 研究员
  • 总督
  • 陆军将领
  • 海军将领

权力基础

Power base A character's power base represents the weight of influence a character has, though his/her wealth, connections, commanded and loyal soldiers, and level of authority. Every unit of Power base power base decreases a character's Loyalty.png loyalty by 0.5, making power base one of the most important factors decreasing Loyalty.png character loyalty, and if the proportion of Disloyal power base disloyal power base is higher than the Civil war threshold civil war threshold, the country will progress towards a Civil war.png civil war. In republics, a character's Power base power base is also the base from which Senate influence senatorial influence is calculated. Generally, a close eye should always be kept on characters with a high Power base power base, keeping them as Loyalty.png loyal as is feasible (or at least above the disloyalty threshold with some buffer to spare) while being sure not to give them any positions that would result in even higher Power base power base (as that can bring the Loyalty.png loyalty penalty from high Power base power base up to unmanageable levels).

The main sources of power base are:

  • +2 from all Position positions (including Leader.png rulers, co-rulers, consorts, primary heirs, offices, researchers, governors, generals, admirals, and party leaders)
  • +1.2 to heads of family for each percentage of the total Family prestige family prestige in the country their family has
  • +0.2 to the Leader.png ruler for each percentage of the country's Population.png population in the Country capital.png capital region
  • +1 to Position governors for each percentage of the country's Population.png population in their governorship
  • +1 to Position generals for each percentage of the country's Land combat.png army under their command, not including any Loyalty gain chance.png cohorts loyal to the commander, up to a maximum of +4 per commanded cohort
  • +1 to for each percentage of the country's Land combat.png army that are Loyalty gain chance.png cohorts loyal to the character, even if under the command of another character (does not apply for the cohorts loyal to the Leader.png ruler), up to a maximum of +4 per loyal cohort
  • +1 for the character's number of Loyalty gain chance.png loyal veteran cohorts as a percentage of the country's Land combat.png army size, up to a maximum of +4 per loyal veteran cohort
  • +0.1 for each percentage of the country's Naval combat.png ships commanded by an admiral, up to a maximum of +1 per commanded ship
  • +0.5 for each percentage of the country's Local.png territories held as Holding holdings, up to a maximum of +10 per holding

特质

特质代表角色的性格,生活方式,能力,状况等不同方面,并会对人物的属性和其在Position职位上的表现产生重大影响,此外还会影响人物在事件中的反应(特别是对于AI来说)。

大多数特质对人物属性的影响始终有效,但有些特质的修正只有当人物担任Leader.png统治者或Position将军时才会生效。这些特定职位的修正依据职位不同其影响范围也有所不同,适用于Position陆军将领和Position海军将领的修正只影响其指挥的部队,适用于Position总督的修正影响他管理的区域,而适用于Leader.png统治者的修正则会影响整个国家。

特质可分为以下四类:

  • 个性特质
  • 军事特质
  • 健康特质
  • 身份特质

一些特质,特别是个性特质,会有与之相反的对立特质。一个人物永远不会同时具有两个相反的特质,如果人物获得了一个与自己拥有特质相反的特质,则该相反特质将被立即移除。

个性特质

个性特质是最常见的特质,它描述了人物的性格特征,例如勇敢或胆小,残酷或仁慈。个性特质通常具有最广泛的影响,几乎所有人物都至少具有其中一种或两种。

现行汉化名称有个别重复,以英文名相对照。
特质 个人 统治者 总督 将军 对立特质 描述与注释
无礼 无礼Abrasive
  • Max rivals 最大仇敌数量 +1
  • Senate influence 元老院影响力: -15%
  • Loyalty.png 忠诚度: -5
  • Tributary opinion of us.png 朝贡国对我们的好感 −5
和善 Good Natured 有些人就是不能和别人好好相处。
野心勃勃 野心勃勃Ambitious
  • Martial.png 军略: +1
  • Finesse.png 智略: +1
  • Charisma.png 魅力: +1
  • zeal修正 热忱: +1
  • Loyalty gain chance.png 大队私兵率: +25%
  • Prominence.png 名望: +20
  • Senate influence 元老院影响力: +10%
  • Change governor policy cost.png 作为继承人的吸引力 +1
  • Statesmanship 每月政治家才能: +0.10%
  • Party populares.png 每月平民派信念: +0.05
  • Party oligarchic.png 每月寡头派信念: +0.05
  • Loyalty.png 忠诚度: -5
安于现状 Content 他人将登顶之路视为挑战,但[CHARACTER.GetPraenomen]将其视为动力。

拥有这项特质的人物将更倾向于通过谋杀登上权力的顶峰。

专断 专断Arbitrary
  • Finesse.png 智略: −1
  • Holding 地产收入: −10%
  • Boni 每月善人派信念: -0.05
  • Party populares.png 每月平民派信念: +0.15
  • Party democratic.png 每月民主派信念: +0.05
  • Stability.png 每月稳定度变化: −0.05
公正 Just 归根结底,是否有人真的关心何为对错?
傲慢 傲慢Arrogant
  • Charisma.png 魅力: −1
  • Prominence.png 名望: +10
  • Monthly conviction for head of family party.png 对家族族长派系信念: -0.15
  • Party optimates.png 每月贵族派信念: +0.10
  • Boni 每月善人派信念: -0.05
  • Party oligarchic.png 每月寡头派信念: +0.05
  • Loyalty.png 忠诚度: -10
  • Political influence.png 每月政治影响力: -0.25
Modest Modest 在[CHARACTER.GetPraenomen]着手的每一件事中,[CHARACTER.GetSheHe]都无疑是最优秀的(至少[CHARACTER.GetHerHis]自己是这么认为的)。
果断 果断Assertive Prominence.png 每月人物名望 +0.05 Commerce value.png 国家商业收入 +5% Commerce value.png (本地)商业收入 +5% 温顺 Submissive [CHARACTER.GetPraenomen]思维敏捷、快人快语、行动迅速,了解应对大多数情况的最佳方法。
乐善好施 乐善好施Benefactor Popularity.png 每月人气 +0.05 Happiness.png 全国奴隶幸福度 +5% Happiness.png 本地奴隶幸福度 +10% 严苛 Harsh 虽然可能并不存在所谓真正的利他主义者,但[CHARACTER.GetPraenomen]已经非常接近了。
直率 直率Blunt Charisma.png 魅力 −1 Improve opinion maximum 提高好感度的最大值 −25% 能言善辩 Silver Tongued 有时候,事实就是事实。
谨慎 谨慎Cautious Martial.png 军略 −1 Unit reorganization cost 部队整编花费 −5% 鲁莽 Reckless 如果不进行尽职调查,即使是最好的计划也会失败。
忠贞 忠贞Chaste Fertility.png 生育能力 −20% 淫荡 Lustful [CHARACTER.GetPraenomen]将自己的身体视为一座承载着美德和荣誉的不容侵犯的庙宇。其他人也这样看待[CHARACTER.GetHerHis]。
冷漠 冷漠Cold
  • Max friends 最大好友数量 −1
  • Charisma.png 魅力 −1
Bribe character cost.png 暗杀花费 −25% 富有爱心 Loving 将[CHARACTER.GetName]的心比作束缚普罗米修斯的冰冷岩石也不为过。
安于现状 安于现状Content
  • Prominence.png 名望 −10
  • Finesse.png 智略 −1
野心勃勃 Ambitious 并不是每个人都天生自带野心。[CHARACTER.GetPraenomen]正因没有野心而更快乐。
腐败 腐败Corrupt Corruption.png 腐败 +10 National tax 国家税收 +10% Enslavement efficiency.png 抓奴效率 +1% 正直 Righteous 一个人能以正确的方式做事,或以有利可图的方式做事。[CHARACTER.GetPraenomen]知道这其中的真相。
狡猾 狡猾Crafty
  • Corruption.png 腐败 +20
  • Finesse.png 智略 +2
Enslavement efficiency.png 抓奴效率 +2% 老实 Guileless 花言巧语,阴谋诡计,狡猾诡诈,这些可能不是讨喜的品质,但也从来都不是无益的。
残暴 残暴Cruel Charisma.png 魅力 −1 Local output 全国奴隶产出 +5% Local output 本地奴隶产出 +10% Enslavement efficiency.png 抓奴效率 +3% Merciful Merciful 他者的苦难乃创造的源泉,至少[CHARACTER.GetPraenomen]是这样说的。

拥有这项特质的人物将更倾向于通过谋杀登上权力的顶峰。

诡诈 诡诈Deceitful
  • Corruption.png 每月腐败 +0.05
  • Finesse.png 智略 +1
Bribe character cost.png 贿赂人物花费 −25% 诚实 Honest 坦诚以待或许更可敬,但至少对于[CHARACTER.GetPraenomen]来说,此举不能使其走得长远。
高洁 高洁Devout Loyalty.png 每月忠诚 +0.1
  • Omen.png 预兆威能 +5%
  • Invoke devotio.png 祈求虔诚花费 −5%
堕落 Lapsed 在黑暗的年代,祈祷可以成为希望的源泉。于[CHARACTER.GetPraenomen]而言,幸运的是,生活总是一片黑暗。
愚昧 愚昧Dumb
  • Finesse.png 智略 −2
  • Loyalty.png 每月忠诚 +0.05%
聪慧 Intelligent [CHARACTER.GetPraenomen]从来不在意对知识的追求。
精力充沛 精力充沛Energetic
  • Finesse.png 智略 +1
  • Martial.png 军略 +1
懒惰 Lazy [CHARACTER.GetPraenomen]无论干什么都会投入双倍努力——就连睡觉也是如此。

拥有这项特质的人物将更可能且更频繁地做出一些犯罪行为,如盗窃赌博谋杀

愚蠢 愚蠢Foolish Finesse.png 智略 −1 精明 Shrewd 似乎唯一一个不知道[CHARACTER.GetPraenomen]有多容易上当受骗的人就是[CHARACTER.GetPraenomen][CHARACTER.GetHerselfHimself]自己。
宽宏大量 宽宏大量Forgiving
  • Charisma.png 魅力 +1
  • Finesse.png 智略 −1
Tyranny 每月暴政度 −0.05 有仇必报 Vengeful [CHARACTER.GetPraenomen]宽厚的心中容得下任何罪行、侮辱和任何形式的冒犯。
敢为人先 敢为人先Founder Loyalty.png 每月忠诚 +10% build_cost修正 建造花费 −10% Local output 本地公民产出 +10% 无能 Incapable 所罗门、罗慕路斯与旧世代的伟大法老之后,无人的远见可以与[CHARACTER.GetPraenomen]相提并论。
慷慨 慷慨Generous Popularity.png 每月人气 +0.05 Happiness.png 全国公民幸福度 +5% Unrest.png 本地不满值 −1
  • 自私 Selfish
  • Miserly Miserly
帮助他人的简单举动往往就能让[CHARACTER.GetPraenomen]感到欣慰。
和善 和善Good Natured Max friends 最大好友数量 +1 Tributary opinion of us.png 朝贡国对我们的好感 +5 无礼 Abrasive 行为讨喜,态度礼貌,善于交友。
贪婪 贪婪Greedy Charisma.png 魅力 −1 Global population growth.png 本地人口增长 +2% 节制 Self-controlled 没人敢声称[CHARACTER.GetPraenomen]是稳重自持的人。

查阅的游戏内代码为 gluttonous.

老实 老实Guileless
  • Corruption.png 每月腐败 −0.1
  • Finesse.png 智略 −2
狡猾 Crafty 如果一个人老实到连羊都能到骗他,那就是一件令人担忧的事情了。
严苛 严苛Harsh Popularity.png 每月人气 −0.05 Local output 全国奴隶产出 +5% Local output 本地奴隶产出 +10% 乐善好施 Benefactor 很多人认为轻微的罪行只需要轻微的处罚,[CHARACTER.GetPraenomen]则认为轻微的处罚本身就是一种罪过。

拥有这项特质的人物将更倾向于通过谋杀登上权力的顶峰。

诚实 诚实Honest Corruption.png 每月腐败 −0.05 Local output 全国部落民产出 +5% 诡诈 Deceitful 光是欺骗的念头就足以让[CHARACTER.GetPraenomen]头大。

拥有这一特质的人物永远不会接受贿赂

谦卑 谦卑Humble Charisma.png 魅力 +1 Tribute income.png 贡金收入 −1% Local output 本地自由民产出 +5% 骄傲 Proud 正确认识自身在伟大的世间万物中的位置,是[CHARACTER.GetPraenomen]不断前进的原因。
无能 无能Incapable Prominence.png 每月人物名望 −0.1 Popularity.png 统治者人气增加 −10% Local output 本地公民产出 −5% 敢为人先 Founder 有的人就是什么都干不好。
聪慧 聪慧Intelligent Finesse.png 智略 +1 Loyalty.png 每月总督忠诚度 +0.05% 愚昧 Dumb 与众不同的头脑可以解决我们无法理解的问题,亦可制造这样的问题。
妒忌 妒忌Jealous Charisma.png 魅力 −1 Smear reputation cost 诋毁声誉花费 −25% 可靠 Secure [CHARACTER.GetPraenomen]从不满足于生活所赐,觊觎他人所有之物给[CHARACTER.GetHerHis]带来的不仅仅是一点点乐趣。
公正 公正Just Finesse.png 智略 +1 Unrest.png 本地不满值 −1 专断 Arbitrary [CHARACTER.GetPraenomen]的冷静与不偏不倚几乎使[CHARACTER.GetHerHis]成为传奇。
和蔼可亲 和蔼可亲Kindly Local output 全国自由民产出 +5% Loyalty.png 忠诚增加几率 +2% 冷漠 Uncaring 从来没有人比[CHARACTER.GetName]更真诚。
堕落 堕落Lapsed Loyalty.png 每月忠诚 −0.05 Omen.png 预兆威能 −5% 高洁 Devout [CHARACTER.GetPraenomen]曾经是一名狂热的信徒,但早已背弃[CHARACTER.GetHerHis]的信仰。
懒惰 懒惰Lazy
  • Finesse.png 智略 −1
  • Martial.png 军略 −1
精力充沛 Energetic 就算一项工作值得去做,[CHARACTER.GetPraenomen]也不会去做。
富有爱心 富有爱心Loving
  • Max friends 最大好友数量 +1
  • Charisma.png 魅力 +1
Diplomatic relations.png 外交关系 +1 冷漠 Cold [CHARACTER.GetPraenomen]总是非常热心,慈眉善目。
淫荡 淫荡Lustful Fertility.png 生育能力 +20% 忠贞 Chaste 多情的生活方式有诸多益处,但同时也有许多坏处。[CHARACTER.GetPraenomen]只认同前半句。
Merciful 仁慈Merciful Charisma.png 魅力 +1 Happiness.png 全国自由民幸福度 +2.5% Happiness.png 本地自由民幸福度 +5% Enslavement efficiency.png 抓奴效率 −5% 残暴 Cruel 仁慈有很多种形式,而[CHARACTER.GetPraenomen]了解它们的全部。
Miserly 吝啬Miserly Finesse.png 智略 −1 National tax 国家税收 −10% Tax income.png 本地税收 −10% 慷慨 Generous 对[CHARACTER.GetPraenomen]来说,攥在手中的才算财富;而财富自然是多多益善的。
Modest 谦逊Modest Popularity.png 每月人气 +0.05 All power costs 点数消耗 −1% 傲慢 Arrogant [CHARACTER.GetName]不求闻达的品质在当地留下了佳话。
Monotonous 单调乏味Monotonous Popularity.png 统治者人气增加 −20% 每当[CHARACTER.GetPraenomen]开口时,从[CHARACTER.GetHerHis]嘴里传出的刺耳声音一定会让满屋子的人一走而空。
老顽固 老顽固Narrow-minded Finesse.png 智略 −1
  • Happiness.png 全国部落民幸福度 +25%
  • Technology speed 科技速度 −10%
博学 Scholar [CHARACTER.GetPraenomen]花了太多时间来回忆过去的美好时光,只要提及进步就会立刻引起他的怀疑。
废寝忘食 废寝忘食Obsessive zeal修正 热忱 +1 Local output 全国公民产出 −5% Research points.png (本地)研究点 −10% 博学多才 Polymath 当[CHARACTER.GetPraenomen]将[CHARACTER.GetHerHis]的一门心思用在一项工作上,[CHARACTER.GetSheHe]可以完全忘记任何琐碎的事,比如吃饭、睡觉,甚至是——呼吸。
虔诚 虔诚Pious zeal修正 热忱 +1
  • Omen.png 祈求预兆花费 −10%
  • National tax 国家税收 −10%
多疑 Skeptical 在天上的众神眼中,[CHARACTER.GetPraenomen]无可挑剔。
直率 直率Plain-speaking Diplomatic reputation.png 外交声誉 +3 尖酸 Sarcastic 有些时候事情就是看起来的样子。而对[CHARACTER.GetPraenomen]来说,总是如此。
博学多才 博学多才Polymath zeal修正 热忱 −1 Local output 全国公民产出 +5% Research points.png (本地)研究点 +10% 废寝忘食 Obsessive 令[CHARACTER.GetPraenomen]无法侃侃而谈的学科屈指可数。
声名显赫 声名显赫Prominent Prominence.png 名望 +30 Commerce value.png (本地)商业收入 +10% 默默无闻 Unnoticeable [CHARACTER.GetName]一开口——人们就会用心聆听。
骄傲 骄傲Proud Charisma.png 魅力 −1 Tribute income.png 贡金收入 +10% Fort defense.png 本地要塞防御 +10% 谦卑 Humble 古希腊传说警惕人们切莫狂妄自大。看起来[CHARACTER.GetPraenomen]从来都不关心剧院在演什么。
鲁莽 鲁莽Rash Finesse.png 智略 −1 Happiness.png 全国公民幸福度 −5% 明智 Wise 如果一个人盲目地越过选择,那么选择就不再复杂了。
鲁莽 鲁莽Reckless Martial.png 军略 +1
  • Aggressive expansion.png 侵略性扩张影响 +10%
  • Warscore cost.png 战争分数花费 −10%
谨慎 Cautious [CHARACTER.GetPraenomen]总是胸有成竹的样子。有趣的是,似乎每次的计划都是一样,那就是——毫无计划。
正直 正直Righteous Corruption.png 腐败 −10 link= 28px 侵略性扩张影响 −10% 腐败 Corrupt 意志坚定,不受任何世俗的干扰。

拥有这一特质的人物永远不会接受贿赂

尖酸 尖酸Sarcastic Diplomatic reputation.png 外交声誉 −3 直率 Plain-speaking 人人都爱[CHARACTER.GetName](才怪)。
博学 博学Scholar Martial.png 军略 −1 Technology speed 科技速度 +5% Research points.png (本地)研究点 +10% 老顽固 Narrow-minded [CHARACTER.GetPraenomen]将知识视为珍馐美馔不断吞食。知识似乎也足以维持[CHARACTER.GetHerHim]的生命。
可靠 可靠Secure Charisma.png 魅力 +1 Loyalty.png 每月陆军将领忠诚度 +0.05 妒忌 Jealous 如果[CHARACTER.GetName]有羽毛,即使是天空中的霹雳也不能弄皱它们。
节制 节制Self-controlled zeal修正 热忱 +1 Global population growth.png 本地人口增长 −2% 贪婪 Greedy 享乐的生活在[CHARACTER.GetPraenomen]看来缺少目的性。
自私 自私Selfish Popularity.png 每月人气 −0.05 National tax 国家税收 −5% 慷慨 Generous 在[CHARACTER.GetName]眼中,最重要的就是[CHARACTER.GetName]。
精明 精明Shrewd
  • Finesse.png 智略 +1
  • zeal修正 热忱 −1
Mercenary maintenance.png 雇佣兵维护费 −10% 愚蠢 Foolish 没人可以骗到[CHARACTER.GetPraenomen]两次——如果有能占到便宜的人,那一定是[CHARACTER.GetSheHe]。
能言善辩 能言善辩Silver Tongued Charisma.png 魅力 +1 Improve opinion maximum 提高好感度的最大值 +25% 直率 Blunt 即使是最熟练的外交官也很难成为[CHARACTER.GetPraenomen]的对手。
多疑 多疑Skeptical zeal修正 热忱 −1
  • Omen.png 祈求预兆花费 +10%
  • National tax 国家税收 +10%
虔诚 Pious 质疑每一件事会让人很累,你不觉得吗?
固执 固执Stubborn Popularity.png 每月人气 −0.05 Fort defense.png 本地要塞防御 +10% 意志薄弱 Weak-willed 一旦[CHARACTER.GetPraenomen]下定[CHARACTER.GetHerHis]的决心,就算当权者的愤怒也无法让[CHARACTER.GetSheHe]退步。
温顺 温顺Submissive Prominence.png 每月人物名望 −0.05 Commerce value.png 国家商业收入 −5% Commerce value.png (本地)商业收入 −5% 果断 Assertive 恭顺者并不是为了继承什么才如此,至少现在不是。
多疑 多疑Suspicious Max rivals 最大仇敌数量 +1 Bribe character cost.png 囚禁花费 −25% 轻信他人 Trusting [CHARACTER.GetName]很清楚谁想伤害[CHARACTER.GetHerHim]。除[CHARACTER.GetPraenomen]之外的每一个人。
宽容 宽容Tolerant zeal修正 热忱 −1 Happiness.png 不同文化组幸福度 +10% 狂热 Zealous [CHARACTER.GetPraenomen]对于形形色色的人来说都是一个不偏不倚的倾听者。
轻信他人 轻信他人Trusting Max rivals 最大仇敌数量 −1 Tyranny 每月暴政度 −0.05 多疑 Suspicious 假定他人无错,必先怀疑他们有错。[CHARACTER.GetPraenomen]却向来跳过第一步。
冷漠 冷漠Uncaring Local output 全国自由民产出 −5% Loyalty.png 忠诚增加几率 −2% 和蔼可亲 Kindly 就算天塌下来[CHARACTER.GetPraenomen]也不会关心。
默默无闻 默默无闻Unnoticeable Prominence.png 名望 −30 Commerce value.png (本地)商业收入 −10% 声名显赫 Prominent [CHARACTER.GetPraenomen]一开口——等等,[CHARACTER.GetPraenomen]到底是谁啊?
有仇必报 有仇必报Vengeful
  • Finesse.png 智略 +1
  • Charisma.png 魅力 −1
Bribe character cost.png 暗杀花费 −20% 宽宏大量 Forgiving 谁也不能阻止[CHARACTER.GetPraenomen]报复伤害过[CHARACTER.GetHerHim]的人。

拥有这项特质的人物将更倾向于通过谋杀登上权力的顶峰。

意志薄弱 意志薄弱Weak-willed Prominence.png 每月人物名望 −0.1 Fort defense.png 本地要塞防御 −10% 固执 Stubborn 唯一阻止[CHARACTER.GetPraenomen]躺下等死的,就是优柔寡断了。
明智 明智Wise Finesse.png 智略 +1 Local output 全国公民产出 +5% 鲁莽 Rash 只是拥有知识还不够;知道如何运用知识,才是真智慧。
狂热 狂热Zealous zeal修正 热忱 +1 Happiness.png 不同文化组幸福度 −10% 宽容 Tolerant 被宗教的神秘精神鼓舞,[CHARACTER.GetPraenomen]的心中燃起熊熊烈火。

军事特质

一个人物通常只能有一项军事特质。

特质 个人 将军 对立特质 描述与注释
侵略如火 侵略如火Aggressive Martial.png 军略 +1
  • Unit heavy infantry.png 重步兵训练度 +5%
  • Unit war elephants.png 战象训练度 +5%
经过战争的磨砺,[CHARACTER.GetPraenomen]视[CHARACTER.GetHerHis]的兵法为一把凌厉的剑,直刺敌人心脏的最深处。
勇敢 勇敢Brave Martial.png 军略 +1
  • Morale of armies 陆军士气 +5%
  • Loyalty.png 忠诚增加几率 +2%
怯懦 Coward [CHARACTER.GetPraenomen]正视危险,志在取胜。
自信 自信Confident Martial.png 军略 +1
  • Unit heavy cavalry.png 重骑兵训练度 +5%
  • Unit chariots.png 战车训练度 +5%
相信自己的直觉是走向成功的第一步。
怯懦 怯懦Coward Martial.png 军略 −1
  • Morale of armies 陆军士气 -5%
  • Loyalty.png 忠诚增加几率 −2%
勇敢 Brave 在[CHARACTER.GetPraenomen]看来,继续存活比死亡更为可取,无论活得是否体面。
纪律严明 纪律严明Disciplined Martial.png 军略 +1 Discipline.png 训练度 +5% 对[CHARACTER.GetPraenomen]来说,没有什么比规行矩步更重要。
见解独到 见解独到Original Thinker Martial.png 军略 +1 Martial.png 围攻能力 +10% 战争后勤需要一定的创造力,[CHARACTER.GetPraenomen]看起来具备这种能力。
战术古板 战术古板Tactically Inflexible Martial.png 军略 −1 Reinforcement speed.png 补员速度 −10% 补给线、撤退路线和全面良好的规划对[CHARACTER.GetPraenomen]来说毫无意义。
战术家 战术家Tactician Martial.png 军略 +1
  • Unit archers.png 弓兵训练度 +5%
  • Unit light infantry.png 轻步兵训练度 +5%
  • Unit horse archers.png 弓骑兵训练度 +5%
普通人只能看到流于表面的刀光剑影,而[CHARACTER.GetPraenomen]却能洞穿敌人的套路、弱点,并抓住最终的——胜利。
坚毅 坚毅Steadfast Martial.png 军略 +1
  • Unit heavy infantry.png 重步兵训练度 +5%
  • Unit war elephants.png 战象训练度 +5%
[CHARACTER.GetName]的决心在军中广为流传,这份品质已经感染了[CHARACTER.GetSheHe]麾下的每一名士兵。

健康特质

健康特质代表各种健康状况,大多数是有害的而且有时是致命的。

特质 个人 统治者 先天 描述与注释
关节炎 关节炎Arthritis
  • Finesse.png 智略 −1
  • Martial.png 军略 −1
No 关节炎通常被认为是身体自然衰退的结果,在全世界都很普遍。关节僵硬、损伤和疼痛是部分常见症状。
不孕 不孕Barren Fertility.png 生育能力 −10 No 对于育龄妇女来说,丧失受孕能力是一种可怕的痛苦。
失明 失明Blind Finesse.png 智略 −3 No 失明可能是先天的,也可能是由许多致命疾病引起的。在某些文化中,盲人被尊为圣人。
出血热 出血热Bloody Flux
  • Martial.png 军略 −4
  • Finesse.png 智略 −4
  • zeal修正 热忱 +1
  • Health.png 健康 −4
No 在历史的不同时期,出血热都肆虐过地中海诸国和其他地区。这种疾病通常是致命的,并伴有呕吐、细胞坏死和内出血症状。

游戏代码叫作 hemorrhagic_fever

脑损伤 脑损伤Brain Damaged
  • Charisma.png 魅力 −3
  • Martial.png 军略 −3
  • Finesse.png 智略 −3
  • zeal修正 热忱 −3
  • Health.png 健康 −0.3
No 脑损伤是一种可怕的损伤,让患者只剩一具空壳。这种损伤可以由多类炎症或身体受伤引起,患者通常需要在余生持续接受护理。
癌症 癌症Cancer
  • Charisma.png 魅力 −2
  • Finesse.png 智略 −2
  • zeal修正 热忱 −2
  • Martial.png 军略 −2
  • Health.png 健康 −2
No 癌症有多种形式,患上癌症如同被判处死刑。
阉人 阉人Castrated Fertility.png 生育能力 −10 No 阉割是一种极端的处理和惩罚方式,但有时又作为一种提升奴隶身份阶级的手段。其抑制或剥夺了男性生育的能力。
痴呆症 痴呆症Dementia
  • Charisma.png 魅力 −2
  • Finesse.png 智略 −2
  • zeal修正 热忱 −2
  • Martial.png 军略 −2
  • Health.png 健康 −2
No 痴呆症会侵蚀人的心智,患者仿佛失去灵魂,只留皮囊于人世。
沮丧消沉 沮丧消沉Depressed
  • Charisma.png 魅力 −1
  • Finesse.png 智略 −1
  • Health.png 健康 −0.1
No 抑郁症就像一片乌云笼罩着[CHARACTER.GetPraenomen],甚至连悲伤远远不及于此。每个动作都是机械的;说出的每一句话都是在演戏。[CHARACTER.GetSheHe]所感受到的,只有活着带来的无情讽刺。
白喉 白喉Diphtheria Health.png 健康 −2 No 一种可怕的传染病,表现为不寻常的病变、咽喉症状和萎靡不振。
痢疾 痢疾Dysentery
  • Martial.png 军略 −1
  • Finesse.png 魅力 −1
  • Health.png 健康 −0.5
No 痢疾是一种肠道疾病,如治疗得当,通常可以得到控制。然而,由于痢疾引发的脱水往往会导致严重的并发症,并可能导致死亡,特别是在污水源头周围。
癫痫 癫痫Epileptic
  • Finesse.png 智略 −1
  • zeal修正 热忱 +2
  • Health.png 健康 −0.2
Diplomatic reputation.png 外交声誉 −1 Yes 癫痫必然会缩短[CHARACTER.GetPraenomen]的寿命,但[CHARACTER.GetHerHis]的信念也因此更强大。
美丽 美丽Fair Max friends 最大好友数量 +1 Yes [CHARACTER.GetPraenomen]超凡脱俗的美貌赚足了回头率。
虚弱 虚弱Frail
  • Martial.png 军略 −1
  • Health.png 健康 −0.05
No 虚弱可能由任何数量的遗传性疾病引起,并且通常会影响患病者的一生,使其比同龄人体弱,并且通常更容易感染其他疾病。
坏疽 坏疽Gangrene
  • Martial.png 军略 −3
  • Finesse.png 智略 −3
  • Health.png 健康 −3
No 坏疽是指没有足够血液供应的组织坏死感染,可能会在严重受伤、暴露于极度寒冷环境和某些体内并发症后出现。
痛风 痛风Gout
  • Finesse.png 智略 −1
  • Martial.png 军略 −1
  • Health.png 健康 −1
No 痛风通常是由奢侈的生活方式造成,会导致慢性疼痛,还有很多其他更严重的并发症。
驼背 驼背Hunchback Martial.png 军略 −1 Yes 身体畸形让[CHARACTER.GetPraenomen]无法享受生命中的一些乐趣。
近亲缺陷 近亲缺陷Inbred
  • Charisma.png 魅力 −2
  • Finesse.png 智略 −1
  • Martial.png 军略 −1
  • Fertility.png 生育能力 −30%
  • Health.png 健康 −0.1
Yes 一代又一代的近亲繁殖可能会造成……意想不到的结果。
残疾 残疾Invalid Martial.png 军略 −3 No [CHARACTER.GetPraenomen]只能完成最基本的动作,必须得靠[CHARACTER.GetHerHis]的幻想来冒险。
感染 感染Infection Health.png 健康 −0.2 No 病痛早期阶段是最难辨别的。虽然最终可能只会导致很轻微的疾病,但也可能会发展成更严重的疾病。
炎症 炎症Inflammation
  • Finesse.png 智略 −1
  • Charisma.png 魅力 −1
No 肿胀和炎症是常见疾病,其主要症状是压痛和疼痛,同时也是某些潜在健康问题的症兆。
患麻风病 患麻风病Leper
  • Fertility.png 生育能力 −1
  • Health.png 健康 −0.5
  • Popularity.png 每月人气 −0.2
No 所有人都不敢接触麻风病人;这种可怕的疾病会慢慢侵蚀肉体,直到生命终结。
跛行 跛行Limp Martial.png 军略 −2 Yes 旧疾令[CHARACTER.GetPraenomen]无法行动自如。
口齿不清 口齿不清Lisp Finesse.png 智略 −1 Yes 轻微的语言障碍有时候会让[CHARACTER.GetPraenomen]倍感压力。
疯狂 疯狂Lunatic
  • Martial.png 军略 −2
  • Finesse.png 智略 −2
  • Charisma.png 魅力 +2
  • zeal修正 热忱 +2
  • Health.png 健康 −0.2
Yes 毫不含糊地说,[CHARACTER.GetName]是个彻头彻尾的疯子。
Maimed 残废Maimed Martial.png 军略 −2 No [CHARACTER.GetPraenomen]全身上下都是令人恐怖的伤疤。
Maniac 癫狂Maniac
  • Health.png 健康 −0.1
  • Charisma.png 魅力 −2
  • Finesse.png 智略 +2
Yes [CHARACTER.GetPraenomen]时而大发雷霆,时而心平气和,与海洋一样变化多端、神秘莫测。

游戏代码叫作 schizophrenic

Mentagra 羊须疮Mentagra Charisma.png 魅力 −2 No 羊须疮是一种神秘的疾病,被认为是通过亲吻和身体接触传播,症状为面部皮疹,伴有疮和严重的不适。
Mourning 哀悼Mourning
  • Charisma.png 魅力 −2
  • zeal修正 热忱 −2
  • Health.png 健康 −0.2
No 失去所爱的人比任何肉体上的创伤都更令人痛苦。
独眼 独眼One-Eyed Martial.png 军略 −1 No 一只眼睛失明会彻底改变深度知觉。安提柯王朝的创始人——安提柯在战斗中失去一只眼睛后,获得了绰号“独眼”。
瘫痪 瘫痪Paralysis
  • Martial.png 军略 −4
  • Health.png 健康 −0.3
No 局部瘫痪可能由多种原因引起,包括神经或脑损伤。
Plague 染疫Plague Health.png 健康 −2 No 人们对瘟疫讳莫如深;即使是疑似感染瘟疫的人也往往会被处死。
患肺病 患肺病Pneumonia Health.png 健康 −1 No 肺病是一种十分很常见的疾病,部分原因在于建成区恶劣的空气质量。尽管这种疾病多数情况下会自然痊愈,但病情极易恶化的特点依然使得肺病成为一种死亡率颇高的疫病。
疱疹 疱疹Pox
  • Charisma.png 魅力 −2
  • Fertility.png 生育能力 −20%
  • Health.png 健康 −0.1
No 性病在古代世界很常见。虽然有些病症尚未以全貌出现,但其他的已有据可查,奇怪的是,人们常常认为这种疾病可以通过增加性活动来治愈。
寻求治疗 寻求治疗Seeking Treatment Health.png 健康 +0.05 No 医学是一门扑朔迷离的学问,但再怎么说也比什么不做受病痛折磨要好。
紧张不安 紧张不安Stressed Finesse.png 智略 −1 No 有些事情是无法忍受的;对[CHARACTER.GetPraenomen]来说,这种事情说的就是怀胎到第九个月。
口吃 口吃Stutter Charisma.png 魅力 −1 Yes 在公共场合演讲对于[CHARACTER.GetPraenomen]尤其具有挑战性。
丑陋 丑陋Ugly
  • Charisma.png 魅力 −1
  • Fertility.png 生育能力 −20%
Yes [CHARACTER.GetPraenomen]在情场总是不如意。
受伤 受伤Wounded
  • Martial.png 军略 −1
  • Health.png 健康 −0.1
No [CHARACTER.GetPraenomen]身上有着过去留下的重伤伤痕。

身份特质

身份特质(Status traits)代表人物当前的活动、生活方式、声誉或家业。

特质 个人 统治者 将军 描述与注释
安提柯的血脉 安提柯的血脉Blood of Antigonus
  • Prominence.png 名望 +20
  • Finesse.png 智略 +1
  • Aggressive expansion.png 侵略性扩张变化−0.1
  • Fort defense.png (全局)要塞防御 +10%
“独眼”安提柯曾是亚历山大大帝最忠诚的总督,在亚历山大死后不久,他击败佩尔狄卡斯,一跃成为强权之一。作为第一个自行称王的继业者,他得到了其忠诚的家族的支持,并在虚弱不堪的希腊诸邦中建立了良好的声誉。

该特质可以通过父系遗传。 给予弗里吉亚的 Antigonid 王朝在游戏开局的成员,并且父系继承。游戏代码叫作 antigonids

安提帕特的血脉 安提帕特的血脉Blood of Antipatros
  • Prominence.png 名望 +20
  • Charisma.png 魅力 +1
  • build_cost修正 建造花费 −10%
  • Legitimacy.png 每月正统性 +0.05
作为亚历山大的好友,在亚历山大的远征期间安提帕特负责驻守马其顿。他对亚历山大极尽忠诚,并且在位期间对希腊诸城邦国咄咄逼人。他的儿子,卡山德则相反。卡山德对亚历山大的轻蔑之情路人皆知,而他的遗志则是建立和复原诸多名城。

该特质可以通过父系遗传。 给予马其顿的 Antipatrid 王朝在游戏开局的成员,并且父系继承。游戏代码叫作 antipatrid

阿吉德的血脉 阿吉德的血脉Blood of the Argeads
  • Prominence.png 名望 +20
  • Martial.png 军略 +1
  • Aggressive expansion.png 侵略性扩张影响 −10%
  • Legitimacy.png 每月正统性 +0.05
阿那克萨图斯曾说“大千世界无穷尽也”,亚历山大听到不禁潸然泪下;他的好友问他何故落泪,亚历山大答道:“世界无穷无尽,我却连一小界也未能征服,这难道不让人悲痛么?”

该特质可以通过父系或母系遗传。 在游戏开局给予 Thessalonike Argead,Basileus Cassander of Macedon 的妻子,并且被在游戏开局以后出生的她的后代继承。游戏代码叫作 argeads

拉吉底的血脉 拉吉底的血脉Blood of the Lagidae
  • Prominence.png 名望 +20
  • zeal修正 热忱 +1
  • Happiness.png 不同文化组幸福度 +15%
  • Research points.png 研究点(修正) +5%
由于从小就随侍亚历山大左右,拉吉底家族的“救主”托勒密,成为了亚历山大麾下的首批七名近身护卫官之一。巴比伦分封协议之后,他将大本营安在了埃及,其治下人口文化错综复杂,但他仍旧以公正之道将自己的领土治理的井井有条。他的长盛王朝以在赞助艺术、哲学、科学方面的深远影响而广为后人所知。

该特质可以通过父系遗传。 给予埃及的 Lagid 王朝在游戏开局的成员,并且父系继承。游戏代码叫作 lagids

吕西马库斯的血脉 吕西马库斯的血脉Blood of Lysimachus
  • Prominence.png 名望 +20
  • Martial.png 军略 +1
  • Diplomatic reputation.png 外交声誉 +1
  • Martial.png 处决花费 −25%
亚历山大大帝的密友,同时也是传奇的近身护卫官之一;吕西马库斯是一位无情且狡诈的将军,他对继业者之间的外交关系是掌控的最好的。

该特质可以通过父系遗传。 给予色雷斯的 Alcimachid 王朝在游戏开局的成员,并且父系继承。游戏代码叫作 alcimachid

塞琉古的血脉 塞琉古的血脉Blood of Seleucus
  • Prominence.png 名望 +20
  • Finesse.png 智略 +1
  • Change governor policy cost 改变总督政策花费 −25%
  • Corruption.png 每月腐败 −5%
与其他继业者不同,塞琉古在亚历山大征服期间只是一个地位平平的人。在一系列是胜利与失败之后,塞琉古最终在“救主”托勒密的帮助下建立了自己的领地,并开始了一场重夺亚历山大帝国东部地区的战役。由于强权环绕,塞琉古不可避免的成为了一位无情且狡诈的领袖。

该特质可以通过父系遗传。 给予波斯的 Seleucid 王朝在游戏开局的成员,并且父系继承。游戏代码叫作 seleucids

征服者 征服者Conqueror Prominence.png 名望 +10 Tributary opinion of us.png 朝贡国对我们的好感 +5 assault_ability修正 (强攻)攻击能力 +10% 正如[CHARACTER.GetName]的许多先辈一样,[CHARACTER.GetHerHim]负有征服者的称号——以及与之相系的责任。

在战斗胜利之后被随机地授予一位将军。

舌灿莲花 舌灿莲花Orator Charisma.png 魅力 +1
  • Senate influence 元老院影响力 +0.1
  • Legitimacy.png 每月正统性 +0.1
[CHARACTER.GetName]的演讲妙语连珠,仅仅是他的声音就足以让人停下脚步侧耳倾听。
奥运会竞争者 奥运会竞争者Olympic Competitor
  • Loyalty.png 每月忠诚 +0.2
  • No 不能 被授予政府中的职位、官员或者军事将领
[CHARACTER.GetName]前来参加奥运会比赛,将他的所有精力都集中在了体育赛事上。

给予所有被选中参加奥运会的人。

诗人 诗人Poet
  • Martial.png 军略 −1
  • Charisma.png 魅力 +1
Improve opinion maximum 提高好感度的最大值 +10% [CHARACTER.GetPraenomen]拥有以新颖的方式表达[CHARACTER.GetHimselfHerself]自己的天赋。
胜利者 胜利者Victorious
  • Prominence.png 名望 +20
  • Popularity.png 每月人气 +0.1
[CHARACTER.GetPraenomen]成为了荣耀的代名词——愿[CHARACTER.GetSheHe]战无不胜,令[CHARACTER.GetHerHis]的敌人俯首称臣!

在战斗胜利之后被随机地授予一位将军。

计谋

Every character has an ongoing scheme, or ambition, at any time that represents their current objectives and activities apart from any currently held positions. These schemes vary widely, from learning and growing up or investing in existing Holding holdings to increasing Political influence.png political influence and plotting against other characters. Schemes are generally the main mechanic by which non-ruler characters have agency and interact with other characters and their holdings. While the schemes of most characters are fairly unimportant and can for the most part be ignored, some, particularly those of powerful characters or those otherwise important to the ruler, can matter significantly, whether positively or negatively. Most schemes can be stopped by using the File:Persuade to drop scheme.png Persuade to Drop Scheme interaction, which costs Political influence.png 10 political influence.

Basic schemes

These schemes have no effect and characters will generally default to this if they are ineligible for any other scheme or simply have nothing better to do. Cannot be dropped.

  • Grow Up! - Used by all children under 12, small chance to increase one of the child's attributes (up to 8) each month
  • Content In Life - Default scheme for adults

Ruler schemes

These schemes are available only to the Leader.png ruler and usually involve spending a personal attribute to gain a countrywide bonus.

  • Scheme: Influence - Gain Political influence.png political power generation in exchange for ruler Popularity.png popularity, can be started using the associated interaction on the ruler
  • Researching Lineage - Gain Legitimacy.png legitimacy in exchange for ruler Wealth wealth with a small chance of gaining bloodline trait if the ruler is in the Hellenistic culture group and does not already have one, can be started using the associated interaction on the ruler
  • Siphon Funds - Gain Wealth ruler wealth and Corruption.png corruption

Education schemes

Every child selects one of these when they turn 12, and the education that is chosen will determine the attributes they gain (and lose) during their adolesence and gives a trait and faction conviction when they reach adulthood. The education of the Leader.png ruler's child can be changed using the Tutor Heir interaction on the Office Royal Tutor in monarchies.

  • Become Great Warrior - Focuses on Martial.png martial at the expense of other attributes, gain a 见解独到 战术古板 自信 战术家 纪律严明 坚毅 侵略如火 military trait and Party democratic.png democrats or Party populares.png populares conviction on reaching adulthood
  • Become Tyrant - Focuses on Martial.png martial and Finesse.png finesse at the expense of other attributes while gaining Corruption.png corruption, gain a 无礼 狡猾 残暴 腐败 自私 诡诈 贪婪 sociopathic trait and Party oligarchic.png oligarchs or Party optimates.png optimates conviction on reaching adulthood
  • Become Bureaucrat - Focuses on Finesse.png finesse at the expense of other attributes, gain a 声名显赫 乐善好施 严苛 公正 骄傲 rulership trait and Party traditionalist.png traditionalists or Boni boni conviction on reaching adulthood
  • Become Rich - Focuses on Finesse.png finesse at the expense of other attributes while gaining Corruption.png corruption, gain a 自私 诡诈 狡猾 Miserly 冷漠 greed-related trait and Party oligarchic.png oligarchs or Party optimates.png optimates conviction on reaching adulthood
  • Become Politician - Focuses on Charisma.png charisma at the expense of other attributes while gaining Corruption.png corruption, gain a 能言善辩 敢为人先 果断 谨慎 声名显赫 oratory trait and Party oligarchic.png oligarchs or Party optimates.png optimates conviction on reaching adulthood
  • Become Demagogue - Focuses on Charisma.png charisma at the expense of other attributes while losing Loyalty.png loyalty, gain a modifier to Corruption.png corruption and Party democratic.png democrats or Party populares.png populares conviction on reaching adulthood
  • Become Zealous - Focuses on zeal修正 zeal at the expense of other attributes while losing Loyalty.png loyalty, gain a 狂热 高洁 虔诚 宽宏大量 religion-focused trait and Party traditionalist.png traditionalists or Boni boni conviction conviction on reaching adulthood

Plot schemes

These schemes target another character, possibly even the ruler. Many of these schemes can File:Assist with scheme.png assisted or File:Interfere in scheme.png interfered with to either increase (at the cost of ruler Popularity.png popularity) or decrease (at the cost of Loyalty.png) the scheme's probability of success, in addition to being persuading to drop the plot altogether.

  • Assassinate! - Attempts to kill a rival
  • Theft! - Attempts to steal from a wealthy rival
  • Claim Holding - Attempts to take a Holding holding from another character, costs Popularity.png popularity

Relationship schemes

These schemes involve trying to create a new relationship with another character, whether friendly or hostile.

  • Provoke - Attempts to make another character into a rival
  • Befriend - Attempts to make another character into a friend
  • A Royal Proposal - Spends Wealth gold to try to arrange a marriage with the Leader.png ruler, used only in monarchies if the ruler is adult and unmarried
  • Seeking Spouse - Spends Wealth gold to try to arrange a marriage with a member of another major family, used only by unmarried adult characters that are notable in some way and can be triggered for the Leader.png ruler with the associated character interaction (Scheme: Political Marriage)

Investment schemes

These schemes usually involve the character either enriching themselves or spending their personal wealth to improve their position in some way.

  • Sponsoring Games - Spends personal Wealth wealth to gain Popularity.png popularity
  • Prepare a Grand Festival - Spend a large amount of Wealth gold to give Integrated culture happiness +5% Integrated Culture Happiness, used only by the Office High Priest
  • Investing in Opportunities - Gain personal Wealth wealth
  • Seek Patron - Attempts to convince another character to help gain Prominence.png prominence
  • Buy Holding - Spend Wealth wealth and Popularity.png popularity to gain a new Holding holding in a territory with an empty slot, used only by heads of family and will prefer to target territories neighbouring existing holdings
  • Expand Estate - Spend Wealth wealth to increase the Population output population output of held Holding holdings but make them unrevokable, used only by heads of family
  • Latifundia - Spend a large amount of Wealth gold and gain Corruption.png corruption to build a Farming Settlement farming settlement in an owned Holding holding, used only by heads of family
  • Expanding Mines - Spend a large amount of Wealth gold and gain Corruption.png corruption to build a Mine mine in an owned Holding holding, used only by heads of family
  • Extort Territory - Increases Wealth wealth and Corruption.png corruption while decreasing region Population output output and Province loyalty loyalty, used only by governors

Political schemes

These schemes involve trying to increase the character's Power base power and potting against the ruler.

  • Buying Troop Loyalty - Spends Wealth gold to gain the Loyalty gain chance.png loyalty of commanded cohorts, can be used by Position generals
  • Demand Office - Increases Prominence.png and when finished fires an event for the ruler to demand an Office office, potentially displacing the current holder; only used by characters with high Prominence.png prominence and Popularity.png popularity
  • Hire Private Army - Spends a large amount of Wealth gold to gain the Loyalty gain chance.png loyal veteran cohorts, costs Wealth gold to abort
  • Plotting Quietly - Spends Wealth gold and lowers character Loyalty.png loyalty by 10, cannot be forced to abort
  • Inspiring Disloyalty - Spends a large amount of Wealth gold to reduce the Loyalty.png loyalty of a more powerful character by 10, costs Wealth gold to abort

Vice schemes

These schemes do not do anything particularly productive, but represent characters getting involved in more questionable or problematic behaviours that can be rather costly.

  • Gambling - Costs Wealth gold, and has a chance of gaining it back with some return or losing even more once the scheme finishes
  • Fighting in the Arena - Decreases Health.png health and Popularity.png popularity, with a chance of gaining Prominence.png prominence and Popularity.png popularity if successful or losing more Health.png health if not

Other schemes

These schemes are used only in certain specific situations.

  • Seeking Treatment - Increases Health.png health and attempts to heal an healable illness or injury. Can be selected for any eligible character in the country's court through the Seek Treatment interaction at the cost of Wealth 200 gold, which comes of personal wealth if selected for the Leader.png ruler or the Treasury.png treasury for all other characters
  • Escape Prison! - Attempts to escape imprisonment, costing Health.png health if unsuccessful, and will be frequently taken by prisoners

互动

Bribe character cost.png Most actions on characters can be performed through character interactions, available either on the right of the character screen or by right clicking the character's portrait. In a republic, many of these interactions will require Faction approval Senate approval.

General interactions

These interactions are generally available on most characters within the country.

Interaction Description
收养 Adopt a minor character into the ruling family, at a base cost of Family prestige 10% of the family's current prestige and Legitimacy.png 10 legitimacy. Available only to monarchies and tribes.
交朋友 Begins an event chain to try the befriend the character, with various Wealth gold, Political influence.png political power, and Tyranny tyranny costs. Required for recruiting them (if foreign). Each character has a Max friends limited number of friends; non-foreign friends of rulers have increased Loyalty.png loyalty. Unlike most interactions, can be done on almost any character, including those outside the country.
贿赂 Increases the character's Loyalty.png loyalty by 15 for 2 years for Political influence.png 5 political influence and Wealth 200 of the ruler's personal wealth. Increases the ruler's Corruption.png by 1 and the bribed character's corruption by 5. A character can only be bribed again after the previous bribe's effects have worn off.
说服 Replaces the Bribe interaction if the ruler has the 舌灿莲花 orator or 能言善辩 silver-tongued trait, and increases the character's Loyalty.png loyalty by 15 for 2 years of Political influence.png 5 political influence, without the Wealth ruler wealth or Corruption.png corruption costs.
Force Conversion Force a character to convert to the Religious power.png state religion at the cost of Tyranny 5 tyranny and Loyalty.png 30 loyalty. Requires at least at least Loyalty.png 60 loyalty, and can even be done on the ruler.
授予公民身份 Removes the Foreign Citizenship modifier from a character, allowing them to hold Position positions. Costs Popularity.png 5 ruler popularity.
实行制裁 Removes up to Corruption.png 50 corruption from a character, costing Tyranny and Loyalty.png 20 loyalty. Requires the character to have at least Corruption.png 5 corruption and cannot be used on the Leader.png ruler, or on characters with the 狡猾 crafty trait, 腐败 trait, or Nefarious Tendencies modifier.
囚禁 Imprisons a character at the cost of Popularity.png 5 popularity and possibly Tyranny if the character has at least Power base 2 power base. Cannot be used on characters with any position or status; the Bring to Trial interaction must be used on these characters instead. Will cause a diplomatic incident if used on an Olympic competitor.
放逐 Replaces the Banish interaction for 雅典的国旗 雅典 or countries that were formed from 雅典的国旗 雅典. Unlike with banishing, can be used on any character except the Leader.png ruler or co-ruler - even if not imprisoned - but costs Stability.png 5 stability and Tyranny tyranny based on the character's Power base power base, and can only be used once every year.
宣布仇敌 Makes another character into a rival of the Leader.png current ruler. Can be used as long as the ruler has Max rivals rival slots remaining on any character in the country, or on foreign rulers if their country's Opinion improvement active.png opinion of the current country is less than 0. Costs Popularity.png 5 popularity if used on characters within the country.
移除仇敌 Stops the Leader.png ruler from seeing the character as a rival. Costs Political influence.png 30 political influence for characters within the country, and requires that the other country has at least Opinion improvement active.png 0 opinion of the current country if to end rivalries with foreign rulers.
寻求治疗 Starts treatment for a healable illness or injury, increasing the Health.png health of the character. Chance of successfully treating and removing the trait, or failing disastrously and causing an additional permanent injury. Costs Wealth 200 to use on most characters except for the Leader.png ruler, who will cover the expenses from his/her Wealth personal wealth.
诋毁声誉 Reduces Popularity.png character popularity by 25 at the cost of Tyranny 2 tyranny. Can be used on the Leader.png if the ruler is a dictator.
要求支持继承人 Gives Primary heir attraction 50 Primary Heir Attraction at the cost of Tyranny 2 tyranny, making the character more likely to support the primary heir. Can only be used by monarchies on characters with at least Loyalty.png 50 loyalty that are not already supporting the primary heir.

Ruler interactions

The following interactions are available only on the Leader.png ruler, or in some cases close relatives of the ruler.

Interaction Description
Arrange Adoption Finds a minor character to adopt into the ruling family, analogous to the Adopt interaction. Available only to monarchies and tribes.
Appoint Dictator Extends the ruler's term and gives a Morale.png army morale bonus and allows bypassing the Senate in diplomatic and character interactions until the end of the war (or possibly longer) at the cost of Tyranny 10 tyranny. Can be used in a republic when at War.png war or during a Civil war.png civil war, if there is at least Faction approval 75 Senate approval.
Return Dictatorship Forces a ruling dictator to stand down, can be used if their Popularity.png popularity is low enough, or the country's Stability.png stability is high enough.
Arrange Marriage Arranges a marriage between the current character and an eligible spouse in the same country. The other party may ask for gifts in order for the marriage to proceed. Can be used on unmarried adults that are close relatives of the Leader.png, or the Leader.png him/herself, in monarchies and tribes.
Assassinate Kills an unwanted dictator, costs Tyranny 7 tyranny, link= 28px 7 aggressive expansion, and Stability.png 30 stability.
Plan Assassination! Starts the Assassinate! scheme to kill a rival within the country. Costs Tyranny 7 tyranny and link= 28px 7 aggressive expansion.
Scheme: Hold Games Starts the Sponsoring Games scheme, spending personal Wealth wealth to gain Popularity.png popularity. Can select a Province capital province capital to hold the games in, which increases Happiness.png population happiness for 1 year.
End Inspiring Foreign Disloyalty Stops inspiring loyalty on foreign characters, analogous to the Stop Inspiring Disloyalty interaction.
Scheme: Influence Starts the Influence scheme, spending personal Popularity.png ruler popularity to increase Political influence.png political power generation. Chance of events to gain extra Political influence.png political power at the expense of Wealth gold, Manpower.png manpower, Stability.png stability, or Corruption.png ruler corruption.
Scheme: Prove Legitimacy Starts the Researching Lineage scheme, spending personal Wealth wealth to increase Legitimacy.png legitimacy. Small chance of gaining a bloodline trait if the ruler is in the Hellenistic culture group and does not already have a bloodline.
Scheme: Siphon Funds Starts the Siphon Funds scheme, gaining personal Wealth wealth at the cost of Corruption.png ruler corruption.
Scheme: Political Marriage Seeks a marriage between the character and a member of a particular major family. Costs Political influence.png 10 political influence and Wealth personal wealth while progressing, and creates a new character to marry once the scheme is finished. Can be used on unmarried adults that are close relatives of the Leader.png, or the Leader.png him/herself, in monarchies and tribes.

Position holder interactions

These interactions are generally available only to characters with a certain Position position or status, such as generals, office holders, or heads of family.

Interaction Description
Send Adventuring Send a Office general of the ruling family off as a Mercenary maintenance.png mercenary. Might return after 5 years with Wealth gold, Land combat.png a personal army, or increased Martial.png martial or Finesse.png finesse.
Exalt Clan Chief Increases a Clan chiefs.png clan chief's Loyalty.png loyalty by 20 at the cost of Wealth gold and angering the other Clan chiefs.png clan chiefs.
Give Free Hands Increases Loyalty.png loyalty by 20 at the cost of monthly Corruption.png corruption gain. Can be used if the character is a governor, researcher, Clan chiefs.png clan chief, or holds a Office government office.
Revoke Free Hands Revokes the free hands privileges given by the Give Free Hands interaction. Decreases Loyalty.png loyalty by 15 on top of losing the Loyalty.png +20 modifier, and can only be done 2 years after giving free hands.
Grant Regional Cognomen Gives a regional nickname and Popularity.png to a Position governor. Costs Popularity.png 10 ruler popularity.
Grant Clan Autonomy Releases a disloyal Clan chiefs.png clan chief and the province his/her Clan retinue.png retinue is currently in as a Vassalized.png tributary. Gives Loyalty.png 30 loyalty to all remaining clan chiefs.
Grant Holding Grants a Holding in an unheld territory to a head of family, increasing Loyalty.png loyalty by 5. Costs Wealth 40 gold and gives Corruption.png 5 ruler corruption if used on the Leader.png ruler.
Grant Capitulatory Honors Gives Loyalty.png 60 loyalty, Prominence.png 20 prominence, and Popularity.png 20 popularity to a Position general at the cost of Wealth gold and Stability.png 20 stability. Can be used by republics on generals with Loyalty.png 40 loyalty or less.
Grant Stipends Gives Loyalty.png 20 loyalty for all members of a family in return for increasing their Monthly wage modifier.png wage by 50%. Can be used on any head of family, except for that of the ruler, and lasts for 5 years.
Hold Triumph Holds a triumph for a character that won a battle as a Position general less than 2 years ago, increasing Loyalty.png loyalty by 20 and removing then from command if still a general - even if they are disloyal. Costs Political influence.png 30 political influence and gives Family prestige family prestige, Popularity.png popularity, and a 胜利者 征服者 victory trait to the character, as well as possibly a cognomen, and requires they have at least Loyalty.png 20 loyalty.
Bring to Trial Attempts to imprison a character that holds an office or otherwise has high status, replaces the Imprison interaction. The chances of success is increased by the character's Corruption.png corruption and decreased by their Power base power base, and can be changed by the events and options during the trial. Failure to convict the character will significantly decrease Loyalty.png loyalty and may trigger a Civil war.png civil war. A trial costs Tyranny 5 tyranny to start and can only be used on the same character once every 5 years.
Reward Veterans Spends Wealth wealth to remove Loyalty gain chance.png cohort loyalty from up to 4 cohorts currently loyal to the character. Can be used once every 2 years.
Revoke Holding Revokes a Holding holding from a head of family, at a cost of Loyalty.png 5 loyalty. Can only be used on Holding holdings that do not have the Family Estate modifier.
Tutor Heir Changes the education scheme of one of the ruler's children that is at least 12, but not yet an adult. Can only be used on the Office Royal Tutor, if he/she has at least Loyalty.png 40 loyalty.

Prisoner interactions

The following interactions are available only on imprisoned characters.

Interaction Description
Banish Force an imprisoned character to leave the country, with a base cost of Tyranny 1 tyranny.
Execute Kills an imprisoned character with a base cost of Tyranny 3 tyranny.
Arrange Gladiatorial Debut Forces an imprisoned character to fight another imprisoned character in the arena, with the loser dying and the winner going free. Costs Tyranny 4 tyranny and increases Popularity.png ruler popularity.
Flog Reduces the Health.png health of an imprisoned character by 10. Costs Popularity.png 2 popularity and gives Loyalty.png -10 loyalty to the character being flogged and Loyalty.png +2 loyalty to his/her rivals each time, as well as Tyranny 3 tyranny if the loss of health would kill the character.
Ransom Prisoner Attempt to ransom a character imprisoned in another country. The price needed depends largely on relations between the two countries and the Martial.png martial skill of the character.
Release Prisoner Releases a character from imprisonment, returning them to their home country if imprisoned from abroad. If the character was imprisoned using the Imprison interaction, reduces Tyranny tyranny by 1.
Sacrifice Kills a prisoner to increase Tribesman output tribesman output and Tribesman happiness happiness and reduce Centralization.png centralization based on the target's Martial.png martial. Costs Stability.png {[red|5}} stability, requires the Enact law cost modifier.png Adopt Human Sacrifices law, and can only be used on characters of a different culture.
Proscribe Kills the character, seizes all Holding holdings back to the state, transfers most of the character's Wealth wealth to the ruler, and demotes the entire major family to minor character status with a Loyalty.png loyalty penalty of -40. Costs a base of Tyranny 30 tyranny and gives Wealth 200 wealth to the state, requires that the character be a head of family and that the country has more than Tyranny 40 tyranny.
Sell into Slavery Sells a character into slavery, either eventually moving to another country or disappearing into obscurity (and effectively dying), for Wealth wealth (depending on their attributes at the cost of Tyranny 0.5 tyranny. Selling a member of family head will give Loyalty.png -10 loyalty to all family members, increasing to Loyalty.png -30 if the family heads is sold off.

Foreign interactions

These interactions are available only on characters outside the country.

Interaction Description
Plan Assassination! Attempt to kill a character in another country. Costs link= 28px 15 aggressive expansion and requires having a friend in their court.
Inspire Disloyalty Reduces the Loyalty.png loyalty of a foreign character by 20 and increases their Wealth monthly personal wealth gain, at a cost of link= 28px 5 Aggressive Expansion. Can only inspire disloyalty in one foreign character at a time
Stop Inspiring Disloyalty Stops inspiring loyalty on a foreign character, removes both the Loyalty.png loyalty malus and Wealth monthly personal wealth modifier and allows inspiring disloyalty in another character. Can only be done at least 2 years after inspiring disloyalty was started.
Attempt to Buy Off Mercenary Attempts to buy the loyalty of Mercenary maintenance.png mercenaries employed by an enemy in a War.png. If the other country refuses to match the offer, the mercenaries will defect. Can be used on mercenary Position generals, only if they have not been enticed in the last year.
Elect New Leader Appoints the ruler of a subject Vassalized.png mercenary state as the new Leader.png ruler of the country, at the cost of Stability.png 15 stability and Legitimacy.png 10 legitimacy. Can only be performed by 叙拉古的国旗 叙拉古 or countries that were formed from 叙拉古的国旗 叙拉古, once every 5 years.
Arrange Marriage Arrange a marriage with a royal marriage with a foreign character, improving relations between the two countries. The female will always move to the male partner's country, even if she is currently the Leader.png ruler. Can only be used if both countries are monarchies and the two characters are adult, unmarried members of the ruling family, and cannot be used against the ruler of another country (however, it is possible to marry a foreign character to the Leader.png ruler of the current country).
Recruit Gets a foreign character to leave their nation and join the current country, possibly bringing their spouse and children along. Costs link= 28px 2 aggressive expansion and requires that the character be a friend of the current ruler and not hold an important position or title, and may have Loyalty.png loyalty requirements if they or their spouse have some sort of status.
Recruit General Gets a foreign Position general to leave their nation with their army and join the current country. Costs link= 28px 10 aggressive expansion and requires that the general have Loyalty.png 25 loyalty or less.
Entice Governor Convinces a foreign governor to join the current country, taking neighbouring provinces in their governorship with them and significantly angering their former owner. Costs link= 28px 20 aggressive expansion, and can only be used if the governor has less than Loyalty.png 40 loyalty, is a friend of the ruler, and a neighbouring province in their governorship has Province loyalty 50 province loyalty or less.

Successsion crisis interactions

These interactions are available only on disloyal pretenders that have raised their armies during a succession crisis.

Interaction Description
Entice to Become Mercenary Sends away a disloyal pretender Position general to form a new Mercenary maintenance.png mercenary company with their pretender army at the cost of Wealth gold, removing them from the country. If they are hired back they may return to the court and again become a serious problem. Can be used as long as the pretender does not have more than Wealth 1000 gold.
Encourage Deserters Disbands up to Land combat.png 6 cohorts from a disloyal pretender's army, at the cost of Political influence.png 25 political influence. Can be used as long as the pretender does not have more than Popularity.png 40 popularity and has an army of at least Land combat.png 11 cohorts.
Support Pretender Adds Land combat.png 10 cohorts to the pretender's army and makes the pretender a friend of the Leader.png, at the cost of Wealth 500 wealth and Political influence.png 50 political influence. Can be used on disloyal pretenders in another country once every 2 years for each pretender.
Seize Assets Seizes Wealth 300 gold from the pretender's personal wealth, with Wealth 100 gold going to the country and Wealth 200 gold going to the Leader.png at the cost of Corruption.png 5 ruler corruption and Loyalty.png -10 loyalty. Can be used as long as the pretender has at least Wealth 800 gold.

How to recruit foreign characters

Diplo characters view.png
  1. Open the diplomacy view of another country and click View Characters on the right.
  2. If the character's loyalty is above 70, use Inspire Disloyalty to lower it.
  3. Befriend them using the Make Friend interaction.
  4. Recruit them and Grant Citizenship so you can assign them to a job.

You can only recruit a character who is:

  • below 70 loyalty
  • your friend
  • not a ruler or the primary heir
  • not a governor, general or admiral

Recruit General is a separate interaction, which requires their loyalty to be below 25.

There is also a Character Finder mod that does all the searching for you. Not compatible with ironman.

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