政府:修订间差异

本页面所适用的版本可能已经过时,最后更新于Pre-release
(更新至 01:33, 17 April 2019‎ SaladMalone)
第5行: 第5行:


== 等级 ==
== 等级 ==
 在《统治者:罗马》中,每个国家都属于以下 种中的一种等级,等级可以随情况而改变。
 在《统治者:罗马》中,每个国家都属于以下 种中的一种等级,等级可以随情况而改变。
 
=== Migrant Horde ===
 
A migratory horde with no cities.


=== 城邦 ===
=== 城邦 ===
第15行: 第19行:
* +1 外交关系
* +1 外交关系


=== 地域性国家 ===
=== Local Power ===


 要求拥 有少于10 座城市。地域性国家可以加入共同防御联盟,且拥有以下加成:
 要求拥 有2至24 座城市。地域性国家可以加入共同防御联盟,且拥有以下加成:


* +2 外交关系
* +2 外交关系
=== Regional Power ===
These are countries that have from 25 to 99 cities.


=== 次强 ===
=== 次强 ===


 要求国家拥 有少于10 座城市。次强可以使用外交能力来威胁战争和保障独立,且拥有以下加成:
 要求国家拥 有100至499 座城市。次强可以使用外交能力来威胁战争和保障独立,且拥有以下加成:


* +3 外交关系
* +3 外交关系
第31行: 第39行:
=== 列强 ===
=== 列强 ===


 拥有至 少20个省份 ,且不是其他国家的附庸国的国家。他们可以通过外交能力来:干预战争、强制和平、威胁战争、及保障独立,同 享受以下加成:
 拥有至 少500座城市 ,且不是其他国家的附庸国的国家。他们可以通过外交能力来:干预战争、强制和平、威胁战争、及保障独立, 但不能拥有任何[[军事 盟]],他们 享受以下加成:


* +5 外交关系
* +5 外交关系
第96行: 第104行:
| Pontifex || Each Zeal reduces stability cost by 2%
| Pontifex || Each Zeal reduces stability cost by 2%
|-
|-
| Tribunus Plebis || Each Finesse increases freemen happyness by 1%
| Tribunus Plebis || Each Finesse increases freemen happiness by 1%
|-
|-
| Vulnerarius || Each finesse increases health by 0.5
| Vulnerarius || Each finesse increases health by 0.5
|}
|}
===Monarchies===
In a monarchy authority lies with the ruler, or Monarch. The monarch has as close to absolute authority as any ruler can get in Imperator:Rome. Unlike in a Republic, a Monarch ruler sits for life and is able to change laws, interact with foreign countries and use whatever character interactions you wish without approval of a senate.
====Legitimacy====
While a Monarch has the authority to act without asking for approval their subject characters will still react to their actions if they do not approve of them. Legitimacy is a value between -100 and +100 and models the perceived right for the Monarch to rule their country.
For the monarchies that exist in Imperator:Rome at the start of the game this was highly relevant as they were almost all established in this generation. None of them have a firm number of supporters, and many of them (like Egypt or the Seleucid Empire) have a population that considers them to be foreigners.
Legitimacy directly impacts the loyalty of all characters in the country as well as the happiness of all Freemen.
At 0 Legitimacy all characters in a Monarchy are capped at 50 loyalty (out of the normal 100), and at negative Legitimacy they will suffer a ticking loyalty reduction. Legitimacy also directly impacts the cost of enacting laws.
Legitimacy is gained from acting as a good monarch, most importantly:
* Ruler Popularity
* High Stability
* The Skill of your currently employed Court Philosopher
Legitimacy is reduced by anything that threatens popular support for the monarchy, most importantly:
*Low Ruler Popularity
*War Exhaustion
*Ruler Corruption
*The number of employed characters that prefer another successor than the current heir to succeed (we will talk more about this below).
To help increase Legitimacy you can also at any time use a government action to Strengthen Legitimacy by 10 for a cost of 25 Civic Power and 5 Tyranny. There are also various indirect ways, like Holding Games, that increase popularity and therefore indirectly Legitimacy.
====Succession Laws====
In a Monarchy, a new ruler is not elected but will instead inherit power upon the death of the old monarch. The method for this inheritance depends on which of these succession laws the country follows. The family of the current ruler is always preferred over non-family members.
* '''Agnatic:''' Inheritance is in age order, with preference to male children of ruler.
* '''Agnatic-Cognatic:''' Inheritance in age order, children of ruler are preferred without preference in regards to gender.
* '''Agnatic Seniority:''' The male siblings of the Monarch will inherit before any children.
* '''Egyptian Succession:''' Children of ruler are preferred in order of age regardless of gender. Members of the royal family will marry their own family members (including sibling to sibling).
====Successors====
Successions are not always as easy as the described laws would imply. There are many examples of conflicts over who would inherit, sometimes tearing even great and otherwise stable kingdoms apart. In the government view, the 4 most likely characters in the country to inherit will be displayed at all times (including the current heir) together with their loyalty and the strength of their claim (according to the succession law).
Every character in a Monarchy also has a Preferred Heir out of these four. Most of the time this will be the current heir, but depending on things like friendships, skills or lack of loyalty, they can prefer one of the other heirs.
Any possible successor apart from the current heir will have a ticking negative modifier to their loyalty and will normally do what they can to assemble money and supporters for the day the current monarch dies. Apart from increasing loyalty and attacking the causes for someone preferring another heir you can ask them to support your preferred heir. As long as their loyalty is at least 50 this drastically increases their support for your current heir for a cost of 25 Oratory Power.
Upon succession, the current heir will become the new Monarch with a starting Legitimacy of 60 plus 20 times the religious Unity in the country. It is further reduced by 2 points for each employed character that supported another heir.
====Succession Crisis====
At the time of succession, if any of the possible successors that did not gain the throne are at less than 33% loyalty, they will make their displeasure known by assembling an army of as many loyal troops as they can afford. As this is a loyal army, and they are disloyal, you will be unable to give orders to this army and unable to detach the pretenders from it. The presence of these armies is likely to drive the country towards a civil war, either immediately or in the long run.
To the end of disarming this threat you have special character interactions no pretenders:
*Encourage Deserters: Allows you to reduce the pretender army size.
*Make Mercenary: For a very large sum of gold you can send a pretender off to be a Mercenary, along with their loyal troops. This will eliminate the threat to you internal stability, for now.
Meanwhile foreign countries will have also have a new character interaction available, to spend money and military power on increasing the size of the Pretender army.
===Tribal===
Tribal Chiefdoms, Kingdoms and Federations make up the grand majority of the countries in Imperator and Tribal countries exist in all locations from western Europe, to Arabia and the Caucasus to the interior of India all the way to the Burmese border. The base premise for the tribal government is that authority is shared. When a ruler dies the new ruler will be elected from among a number of Clan Leaders, all whom command their own Retinues of loyal troops. Changing any Laws at all in a tribe requires that your Clan Leaders are loyal, and doing so will reduce the loyalty of all Clan leaders but the king.
====Centralization====
All Tribes make use of a Centralization scale that goes from -100 to +100. Centralization will change from your actions such as laws you enact, or your reactions to what clan leaders do. There is however no direct way to change the Centralization value, using power or money for instance, it is only adjusted as a result of your actions and over time. The vast majority of countries are Tribal kingdoms at start, and some are part of larger tribal identities that can form into bigger Tribal Federations.
At Negative Centralization your Tribe is less centralized, it will have more influential clan chiefs, bigger retinues, higher Tribesman output and will make it possible to morph into a Tribal Chiefdom, able to perform Tribal Migration.
Positive Centralization gives discount to Converting Tribesmen to Freemen, decreases the size of Clan Retinues, and most importantly increases the Country Civilization value, the cap that all cities under your control will gravitate towards. A higher civilization value in your capital, together with the appropriate laws, will eventually make it possible to reform out of being a tribe, morphing into a Republic or Monarchy.
Apart from its impact on research, a higher Civilization value in your cities will make more tribesmen unhappy to live in them (while Citizens and Freemen will feel more and more at home) meaning that the tribesmen will start being less productive and be more prone to generate unrest. At the start of the game the Centralization levels of Tribal countries all around the map will differ, they start well into the negatives for the Germanic tribes for instance, while others like Turdetania in Hispania, starts with significant positive Centralization.
====Clan Leaders and Retinues====
A tribal government shares it's power between clan leaders. The chief clan leader will be the government head. When the government head dies the new leader will be elected from among the clan leaders. The military might of the tribe is divested in clan leaders in the form of the clan leaders personal retinues.
Clan Retinues are recruited and reinforced by the Clan Leaders themselves, without using the manpower pool of the country and are also cheaper to upkeep. Since retinue troops are always loyal to their Clan Leader, these armies will also make it harder to rely on the loyalty of your Clan Leaders the bigger they are. Their presence also means that there are always armies ready to provoke a civil war, should you not be able to maintain the loyalty of your Clan Leaders.
Every Tribal country will have at least 3 Clan Leaders, with more added for each country rank the country attains.
====Migrating and Settling====
All Tribal Chiefdoms will have the ability to migrate, and all Tribal states can become a Tribal Chiefdom if they reach a sufficient degree of decentralization. Migration can be initiated in any city that has at least 3 pops, for a base cost of 100 Oratory power (reduced by negative Centralization), by clicking on the Migrate button in the city section of the province interface.
Migrating will turn up to 20 of the pops in the city into Light Infantry. This creates an army that can move around like any army, except it does not require military access to cross foreign lands. All types of pops can be used to create a Migration cohort but once settled (see below) always turn into Tribesmen. To migrate is to let go of any old specialized roles they may have had in their original location.
Even if a country loses its last city it still remains playable as long as the Migration units remain, meaning you can quite literally uproot your entire society and resettle somewhere else.
Any army that has more Migration cohorts than there are pops in its current location can settle in that location. This will turn all Migration units into Tribesmen of your culture and religion and settle them in this city, taking ownership of it, even if it was owned by someone else beforehand. In order to be able to settle the location must also either be uncolonized or under your control in a war.


{{MechanicsNavbox}}
{{MechanicsNavbox}}

2019年4月17日 (三) 20:47的版本


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

等级

在《统治者:罗马》中,每个国家都属于以下六种中的一种等级,等级可以随情况而改变。

Migrant Horde

A migratory horde with no cities.

城邦

只有当你拥有一座城市时才能被视为城邦。城邦可以加入共同防御联盟,且拥有以下加成:

  • +20% 商人收入
  • +20% 防御能力
  • +1 外交关系

Local Power

要求拥有2至24座城市。地域性国家可以加入共同防御联盟,且拥有以下加成:

  • +2 外交关系

Regional Power

These are countries that have from 25 to 99 cities.

次强

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

  • +3 外交关系
  • +1 首都贸易路线
  • +1 每项政府组建理念点数

列强

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

  • +5 外交关系
  • +2 首都贸易路线
  • +2 每项政府组建理念点数

政府种类

每个国家都有自己的政府种类,从而控制其内部政治的运作。

共和国

The Senate view

元老院

主条目:Politics

共和国的元老院拥有100个席位,且每个席位都从属于五大派系的一派。共和国中的每个成年角色都会倾向且支持其中一个派系。每个派系都拥有一个领导者,通常为支持此派系的最有影响力的角色。

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

Senatorial factions
Faction Modifiers
Civic +25% tax income, -10% building cost, -10% building construction speed
Military +25% land morale, +25% naval morale
Mercantile +25% commerce income, +5 diplomatic reputation
Religious +10% omen duration, -33% religious conversion cost
Populist +10% power costs
Actions

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

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

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

Offices
主条目:Politics#Offices
Office Modifiers
Censor Each Charisma gives +0.2 Senate Influence for the Censor’s party.
Praetor Each Charisma gives +1% Commerce Income.
Tribunus Militum Each Martial gives +1% Discipline
Praefectus Militaris Each Martial gives +1% Tax Income
Augur Each Zeal gives +5% Omen Power
Pontifex Each Zeal reduces stability cost by 2%
Tribunus Plebis Each Finesse increases freemen happiness by 1%
Vulnerarius Each finesse increases health by 0.5

Monarchies

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

Legitimacy

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

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

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

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

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

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

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

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

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

Succession Laws

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

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

Successors

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

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

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

Succession Crisis

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

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

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

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

Tribal

Tribal Chiefdoms, Kingdoms and Federations make up the grand majority of the countries in Imperator and Tribal countries exist in all locations from western Europe, to Arabia and the Caucasus to the interior of India all the way to the Burmese border. The base premise for the tribal government is that authority is shared. When a ruler dies the new ruler will be elected from among a number of Clan Leaders, all whom command their own Retinues of loyal troops. Changing any Laws at all in a tribe requires that your Clan Leaders are loyal, and doing so will reduce the loyalty of all Clan leaders but the king.

Centralization

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

At Negative Centralization your Tribe is less centralized, it will have more influential clan chiefs, bigger retinues, higher Tribesman output and will make it possible to morph into a Tribal Chiefdom, able to perform Tribal Migration.

Positive Centralization gives discount to Converting Tribesmen to Freemen, decreases the size of Clan Retinues, and most importantly increases the Country Civilization value, the cap that all cities under your control will gravitate towards. A higher civilization value in your capital, together with the appropriate laws, will eventually make it possible to reform out of being a tribe, morphing into a Republic or Monarchy.

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

Clan Leaders and Retinues

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

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

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

Migrating and Settling

All Tribal Chiefdoms will have the ability to migrate, and all Tribal states can become a Tribal Chiefdom if they reach a sufficient degree of decentralization. Migration can be initiated in any city that has at least 3 pops, for a base cost of 100 Oratory power (reduced by negative Centralization), by clicking on the Migrate button in the city section of the province interface.

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

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

Any army that has more Migration cohorts than there are pops in its current location can settle in that location. This will turn all Migration units into Tribesmen of your culture and religion and settle them in this city, taking ownership of it, even if it was owned by someone else beforehand. In order to be able to settle the location must also either be uncolonized or under your control in a war.

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