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Attributes
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{{Version|1.5}} Each [[character]] has four '''attributes''', each with their own value. These attributes determine how well characters perform as the {{icon|ruler}} ruler and when appointed to {{icon|position}} positions and can also affect various events triggers and outcomes, with higher attributes almost always better. Each attribute has a base value that is mostly accumulated over the course of a character's childhood, though it can still change during adulthood through various events and mission tasks, and then are modified by a character's [[traits]] and character modifiers. == Martial == {{icon|Martial}} '''Martial''' represents the character's ability to fight and lead troops. Characters with high martial skills make excellent generals. For each point of {{icon|martial}} martial, a character gets the following bonuses: * {{icon|attraction as heir}} Attraction as Heir: {{green|+2}} * {{icon|populares}} Monthly Populares Conviction: {{green|+0.01}} * {{icon|oligarchs}} Monthly Oligarchic Conviction: {{green|+0.01}} If the character is a {{icon|ruler}} Ruler (or co-ruler/consort with a higher attribute), the following bonuses are also applied to the country for every point of {{icon|martial}} martial: * {{icon|manpower recovery speed}} Manpower Recovery Speed: {{green|+1%}} * {{icon|army morale recovery}} Army Morale Recovery Speed: {{green|+1%}} If the character is a {{icon|position}} general, the following bonuses are also applied to the cohorts they command for every point of {{icon|martial}} martial: * {{icon|assault ability}} Assault Ability: {{green|+5%}} * {{icon|cohort loyalty}} Cohort Loyalty Gain Chance: {{red|+0.10}} * {{icon|enslavement efficiency}} Enslavement Efficiency: {{green|+1%}} If the character is a {{icon|position}} admiral, the following bonuses are also applied to the ships they command for every point of {{icon|martial}} martial: * {{icon|ship capture chance}} Ship Capture Chance: {{green|+0.5%}} * {{icon|enslavement efficiency}} Enslavement Efficiency: {{green|+1%}} == Finesse == {{icon|Finesse}} '''Finesse''' represents the character's skill in disciplines requiring a high attention to detail. High finesse characters make excellent governors. For each point of {{icon|finesse}} finesse, a character gets the following bonuses: * {{icon|statesmanship}} Monthly Statesmanship: {{green|+0.025%}} * {{icon|attraction as heir}} Attraction as Heir: {{green|+1}} * {{icon|boni}} Monthly Boni Conviction: {{green|+0.01}} * {{icon|traditionalists}} Monthly Traditionalist Conviction: {{green|+0.01}} If the character is a {{icon|ruler}} Ruler (or co-ruler/consort with a higher attribute), the following bonuses are also applied to the country for each point of {{icon|finesse}} finesse: * {{icon|build cost}} Build Cost: {{green|-2%}} * {{icon|commerce value}} National Commerce Income: {{green|+2%}} If the character is a {{icon|position}} governor, the following bonuses are also applied to their governorship [[region]] for each point of {{icon|finesse}} finesse: * {{icon|pop output}} Population Output: {{green|+2.5%}} [[Governor policy|Governor policies]] are also scaled by the Governor's {{icon|finesse}} Finesse, according to the following formula: : <math>\text{Effective Policy Modifier}=\frac{\text{Governor Finesse} + 1}{10} \cdot \text{Base Policy Modifier}</math> == Charisma == {{icon|Charisma}} '''Charisma''' represents the character's ability to charm and persuade others. High Charisma characters often have an advantage when interacting with foreign countries. For each point of {{icon|charisma}} charisma, the character gets the following bonuses: * {{icon|popularity}} Monthly Popularity: {{green|+0.025}} * {{icon|cohort loyalty}} Cohort Loyalty Gain Chance: {{red|+0.50}} * {{icon|attraction as heir}} Attraction as Heir: {{green|+2}} * {{icon|populares}} Monthly Populares Conviction: {{green|+0.01}} * {{icon|democrats}} Monthly Democratic Conviction: {{green|+0.02}} If the character is a {{icon|ruler}} Ruler (or co-ruler/consort with a higher attribute), the following bonuses are also applied to the country for every point of {{icon|charisma}} charisma: * {{icon|claim fabrication speed}} Claim Fabrication Speed: {{green|+0.20}} * {{icon|tyranny}} Monthly Tyranny: {{green|-0.01}} == Zeal == {{icon|Zeal}} '''Zeal''' represents the character's ability to inspire faith in other characters, and also in calling upon the favor of the gods. For each point of {{icon|zeal}} zeal, the character gets the following bonuses: * {{icon|attraction as heir}} Attraction as Heir: {{green|+1}} * {{icon|boni}} Monthly Boni Conviction: {{green|+0.01}} * {{icon|traditionalists}} Monthly Traditionalist Conviction: {{green|+0.02}} If the character is a {{icon|ruler}} Ruler (or co-ruler/consort with a higher attribute), the following bonuses are also applied to the country for every point of {{icon|zeal}} zeal: * {{icon|monthly war exhaustion}} Monthly War Exhaustion: {{green|-0.01}} * {{icon|stability}} Monthly Stability Change: {{green|+0.01}} == Other effects == === Researchers === The effectiveness of {{icon|position}} researchers is determined by their attribute level in the field they are assigned to. Each corresponding attribute point that the researcher has will give a {{icon|technology speed}} {{green|+10%}} research speed to progress in that field of [[advance]]s, which can have a very significant effect on how quickly a nation's technology level advances. === Government Offices === Each {{icon|office}} [[office|government office]] is associated with a particular attribute, and the effectiveness of a character in that office depends largely on their skill in that attribute. Unlike other positions, this effectiveness is multiplied first by the character's {{icon|statesmanship}} statesmanship level, which means that a character with lower attributes but high {{icon|statesmanship}} can still outperform, at least in the short term, a character with higher attributes but lower {{icon|statesmanship}} statesmanship. === Tribal succession === Succession in a [[tribal]] country is determined by the attributes of the other {{icon|clan chiefs}} clan chiefs when a ruler dies or is deposed. Each attribute has the following weight when determining a clan chief's succession score: * {{icon|martial}} Martial: {{icon|succession}} {{green|+2}} succession support per point * {{icon|finesse}} Finesse: {{icon|succession}} {{green|+1}} succession support per point * {{icon|charisma}} Charisma: {{icon|succession}} {{green|+1.5}} succession support per point * {{icon|zeal}} Zeal: {{icon|succession}} {{green|+1}} succession support per point {{MechanicsNavbox}} [[Category:Characters]]
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