使命/任务

本页面适用于最新的版本(2.0)。
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File:Carthage mission screen.png
Carthaginian mission trees available at start.

Menu mission.png 使命(Missions) are tasks that can be completed for certain bonuses and rewards ranging from Fabricate claim cost modifier.png claims and Population.png pops to special modifiers or even gaining or releasing new and unique Vassalized.png subjects and access to special formable nations, providing optional direction for expansion and development as well as flavour and a historically-based narrative for countries that have more unique missions. Some missions, especially timed ones, can trigger events and some can lead to long and complex event chains with many different possible options and outcomes.

All missions are structured as part of a mission tree, with prerequisites that enforce a natural flow through the tasks or mutually exclusive paths to force the country to choose between different options as well as optional branches that can be completed for additional bonuses or ignored if it does not the fit the country's current goals. Some mission trees, particularly the generic ones, are highly versatile with the tree structure and task targets dynamically generated to fit the country and region's current circumstances. The current mission tree, or the queue of available trees if no mission tree is currently selected, can be seen and interacted with in the Menu mission.png Missions screen.


National Missions

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Nations with unique mission trees at 450 AUC/304 BCE.
Hatched countries either potentially have access to 2 sets of national missions or do not start with access to national missions, but can gain access to them over the course of the game.

Certain countries have their own dedicated sets of mission trees exploring their culture and history, current situation, and specific ambitions. These are by far the most detailed and fleshed out mission trees, and all require a certain DLC to be enabled in order to appear ingame. Note that countries will still be able to take their national missions even after forming another nation.

Countries Mission page Mission trees DLC required Notes
弗里吉亚的国旗 弗里吉亚 Antigonid missions 3 Banner Heirs of Alexander.jpg Heirs of Alexander Also available to any Menu government.png monarchy whose ruler has the 安提柯的血脉 Blood of Antigonos trait
雅典的国旗 雅典 雅典任务 4 Banner Magna Graecia.jpg Magna Graecia
迦太基的国旗 迦太基 迦太基任务 10 Banner The Punic Wars.jpg The Punic Wars Most of these missions are also available to any Policy cultural assimilation.png Punic primary culture that has reached a sufficient size (Country rank 4.png regional power or Country rank 5.png major power, depending on the mission)
埃及的国旗 埃及 埃及任务 4 Banner Heirs of Alexander.jpg Heirs of Alexander Requires that 埃及的国旗 埃及 retain Policy cultural assimilation.png Macedonian primary culture and the Lagid ruling family
伊庇鲁斯的国旗 伊庇鲁斯 伊庇鲁斯任务 3 Banner Epirus.jpg Epirus
马其顿的国旗 马其顿 马其顿任务 3 Banner Heirs of Alexander.jpg Heirs of Alexander Also available to any Menu government.png monarchy whose ruler has the 安提帕特的血脉 Blood of Antipatros trait, as well as the 弗里吉亚的国旗 弗里吉亚 if they abandon Asia and conquer Macedon
罗马的国旗 罗马 罗马任务 9 Banner The Punic Wars.jpg The Punic Wars
塞琉古帝国的国旗 塞琉古帝国 塞琉古任务 4 Banner Heirs of Alexander.jpg Heirs of Alexander
斯巴达的国旗 斯巴达 斯巴达任务 4 Banner Magna Graecia.jpg Magna Graecia
叙拉古的国旗 叙拉古 叙拉古任务 4 Banner Magna Graecia.jpg Magna Graecia Some of these missions are also available to any Policy cultural assimilation.png Hellenistic culture group country that forms 西西里的国旗 西西里
色雷斯的国旗 色雷斯 色雷斯任务 3 Banner Heirs of Alexander.jpg Heirs of Alexander Most of these missions are also available to any Menu government.png monarchy whose ruler has the 吕西马库斯的血脉 Blood of Lysimachus trait

Group Missions

File:Group mission map.png
Group with unique mission trees at 450 AUC/304 BCE.
Hatched countries either only have group missions without a particular DLC, do not start with access to the missions but can gain them by becoming independent, expanding, creating a local formable nation, or completing some of their national missions, or potentially have access to multiple group mission trees. Note that this map is not completely comprehensive and it is possible for other countries to gain access to group missions under some circumstances.

Certain countries have access to specific "group" missions, which are available to many different countries based on their culture, location, and/or historical context.

Mission Group Mission page Mission trees DLC required Notes
Diadochi Diadochi missions 1 Banner Heirs of Alexander.jpg Heirs of Alexander Available to all five 弗里吉亚的国旗  埃及的国旗  马其顿的国旗  塞琉古帝国的国旗  色雷斯的国旗  Diadochi kingdoms as well as 伊庇鲁斯的国旗 伊庇鲁斯 after completing a certain number of their national missions.
Hellenistic Greek missions 4 None The minor tags of the Greek 'regions' of the western Mediterranean, Magna Graecia, Greece, and the Black Sea have a single mission tree each.

Generic Missions

主条目:Generic missions

There are 3 generic missions available to all countries in the game:

Mechanics

Mission Tasks

Potential

Not all tasks will always appear in the mission tree, particularly for the generic conquest and infrastructure missions. Mission tasks will only appear if their potential conditions are fulfilled, usually corresponding to if the particular branch was selected or if the task is at all relevant to the country's current situation. Some tasks are mutually exclusive with each other, with only one out of a possible set ever appearing at a time depending on the exact circumstances (or possibly being chosen randomly). Tasks whose potential are not met do not appear on the mission tree screen and cannot be completed for their effects and rewards; if they are listed as a prerequisite for another task, this requirement is ignored.

Prerequisites

Other than a few starting missions, most tasks have prerequisites that need to be completed before they can be taken or completed, indicated in the interface by an arrow going from the prerequisite to the task that it unlocks. For the purposes of proceeding along the tree, prerequisites also count as completed if they have been bypassed or do not meet their potential (therefore not appearing on the tree at all).

Bypassing

Tasks can be bypassed under certain conditions, usually the task requirements either being no longer possible or relevant, or if a mutually exclusive path is taken. Bypassed tasks can be easily identified by their statue icon being replaced with a heap of rubble; when bypassed, a task is considered completed for most intents and purposes (in particular for the purposes of prerequisites) except that the country does not get the task's rewards.

Completion and Effects

When a mission's requirements are met and its prerequisites have been finished or bypassed, its tile in the mission tree screen will turn from grey to peach and can be taken simply by clicking on it. Most tasks will complete and give their effects immediately, but some missions are timed tasks (indicated by the progress bar at the bottom of the tile) which may take anywhere from a few months to up to two years. Timed tasks may trigger effects when they begin and/or end and frequently have special events that can trigger while they are running as well, and do not count as completed until it has run its entire course. Typically, only one timed task can be running at a time, though instantly completed tasks can still usually be taken while a timed task is running. A few timed missions can fail under certain circumstances, which stops the progress timer and may prevent the country from retaking the task, blocking them from going down that path.

Mission Trees

Generation

While many of the more country-specific mission trees are largely fixed, the more generic ones are more dynamically generated with different branches and tasks as well as the regions, provinces, or nations they target being selected either randomly or based on the country's current circumstances. Some of the higher-level target selection, such as the region target of the generic conquest and infrastructure missions, is done on potential when the mission first appears in the selection screen; this will not be reset unless the mission is taken and completed or aborted, or if the country no longer meets the requirements (and it therefore loses it from its pool) and then somehow regains it. Most of the lower-level target selection, such as the conquest targets for the generic conquest mission is instead done on start, i.e. when the mission is selected and started. Once a mission tree is generated and started, it will usually not change the composition of its structure or the target of its tasks while running.

Selection

Each country can only have a single mission tree active at a time. When first starting the game, or after completing or aborting a mission tree, the country will be presented between a choice of up to 4 possible mission trees to take, drawn from the pool of mission trees for which it meets the requirements; nation or culture-specific missions are more likely to appear than generic ones, though it is rare that a country will be eligible for more than 4 mission trees at a time. Each mission can be selected to display a description and a brief overview of the goals of the mission, and then started with the Start Mission button. The available missions are redrawn from the pool each time a mission is completed or aborted, making it possible to take and then abort a mission if the desired mission is possible but does not currently appear. Newly available missions will also automatically appear in the pool after a few days if the country previously did not meet the requirements for any mission trees at all (which is often the case for small nations that are Vassalized.png subject to another power).

Structure

Most mission trees are structured to have a generally linear flow from top to bottom, with at least some of the missions in each row required to start the ones following, and the final completion tasks at the bottom of the tree. Some have varying degrees of branching where the country may be able to choose from a number of different options and outcomes to focus on, with some being mutually exclusive and bypassing the other possible options. In addition to those required to progress down the tree, there are also often many optional tasks and even entire optional branches that do not need to be completed in order to finish the tree, but may provide extra bonuses if the country takes the additional effort to complete them.

Completion

All mission trees have certain final tasks, usually those at the end of the main branch, that need to be completed before finishing the tree; the possible final tasks can be viewed by hovering over the greyed-out Finish Mission button, and they are invariable mutually exclusive if there are multiple possible finishers. Finishing the mission tree can be done at any time after any single final task is completed by pressing the Finish Mission button, which may also give some additional effects or rewards. Waiting to finish the mission tree, for instance to complete various optional tasks, is allowed and there is generally no time limit on how long a country is allowed to take to finish a mission tree. Most mission trees can only be taken once and will disappear from the pool forever once completed, though some are repeatable and can be taken over and over as long as their requirements are met.

Abortion

Mission trees can be aborted at any time using the Abort Mission button, and some missions will also be automatically aborted if the country no longer meets certain requirements, though this is generally rare. Aborting a mission tree will prevent the country from proceeding down any remaining tasks, though most currently collected rewards and modifiers will usually be kept and the country will be allowed to select a new mission tree in the mission selection screen. Some missions, particularly the generic conquest mission, also have a cost to aborting that makes extensive use of mission abortion to get the desired target less viable. Aborted mission trees can generally usually be restarted from the beginning if the country still meets the requirements, though most have a cooldown of 20 years after aborting before they can be restarted.


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