属性

本页面适用于最新的版本(1.5)。

每个角色都有四项属性(attributes),每项属性都有各自的值。These attributes determine how well characters perform as the (unrecognized string “ruler” for Template:Icon) ruler and when appointed to (unrecognized string “position” for Template:Icon) 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.

军略

Military power.png 军略(Martial)表现了角色带兵打仗的能力。有更高军略技能的角色能够当好将军。

每一点 Martial.png 军略,会带给角色如下加成:

  • Change governor policy cost.png Attraction as Heir: +2
  • (unrecognized string “populares” for Template:Icon) Monthly Populares Conviction: +0.01
  • (unrecognized string “oligarchs” for Template:Icon) Monthly Oligarchic Conviction: +0.01

如果该角色是一位 (unrecognized string “ruler” for Template:Icon) 统治者(or co-ruler/consort with a higher attribute),每一点 Martial.png 军略也会为国家带来如下加成:

  • manpower_recovery_speed修正 Manpower Recovery Speed: +1%
  • Land morale recovery.png Army Morale Recovery Speed: +1%

如果该角色是一位 (unrecognized string “position” for Template:Icon) 将军,每一点 Martial.png 军略也会给他所指挥的军团带来如下加成:

  • assault_ability修正 Assault Ability: +5%
  • (unrecognized string “cohort loyalty” for Template:Icon) Cohort Loyalty Gain Chance: +0.10
  • enslavement_efficiency修正 Enslavement Efficiency: +1%

如果该角色是一位 (unrecognized string “position” for Template:Icon) 海军将领,每一点 Martial.png 军略也会给他所指挥的船只带来如下加成:

  • (unrecognized string “ship capture chance” for Template:Icon) Ship Capture Chance: +0.5%
  • enslavement_efficiency修正 Enslavement Efficiency: +1%

智略

Finesse.png 智略(Finesse)表现了角色在需要注意细节的学科上的技能。智略高的角色能够当好研究员和总督。

每一点 Finesse.png 智略,会带给角色如下加成:

  • (unrecognized string “statesmanship” for Template:Icon) Monthly Statesmanship: +0.025%
  • Change governor policy cost.png Attraction as Heir: +1
  • Boni Monthly Boni Conviction: +0.01
  • (unrecognized string “traditionalists” for Template:Icon) Monthly Traditionalist Conviction: +0.01

如果该角色是一位 (unrecognized string “ruler” for Template:Icon) 统治者(or co-ruler/consort with a higher attribute),每一点 Finesse.png 智略也会为国家带来如下加成:

  • build_cost修正 Build Cost: -2%
  • commerce_value修正 National Commerce Income: +2%

如果该角色是一位 (unrecognized string “position” for Template:Icon) 总督,每一点 Finesse.png 智略也会给他的总督 区域 带来如下加成:

  • (unrecognized string “pop output” for Template:Icon) Population Output: +2.5%

总督政策 are also scaled by the Governor's Finesse.png Finesse, according to the following formula:

[math]\text{Effective Policy Modifier}=\frac{\text{Governor Finesse} + 1}{10} \cdot \text{Base Policy Modifier}[/math]

魅力

Charisma.png 魅力(Charisma)表现角色吸引和说服他人的能力。高魅力的角色在与外国互动时更有优势。

每一点 Charisma.png 魅力,会带给角色如下加成:

  • 人气 Monthly Popularity: +0.025
  • (unrecognized string “cohort loyalty” for Template:Icon) Cohort Loyalty Gain Chance: +0.50
  • Change governor policy cost.png Attraction as Heir: +2
  • (unrecognized string “populares” for Template:Icon) Monthly Populares Conviction: +0.01
  • (unrecognized string “democrats” for Template:Icon) Monthly Democratic Conviction: +0.02

如果该角色是一位 (unrecognized string “ruler” for Template:Icon) 统治者(or co-ruler/consort with a higher attribute),每一点 Charisma.png 魅力也会为国家带来如下加成:

  • (unrecognized string “claim fabrication speed” for Template:Icon) Claim Fabrication Speed: +0.20
  • 暴政度 Monthly Tyranny: -0.01

热忱

zeal修正 热忱(Zeal)表现角色在鼓舞他人,以及求得神眷方面的能力。

每一点 zeal修正 热忱,会带给角色如下加成:

  • Change governor policy cost.png Attraction as Heir: +1
  • Boni Monthly Boni Conviction: +0.01
  • (unrecognized string “traditionalists” for Template:Icon) Monthly Traditionalist Conviction: +0.02

如果该角色是一位 (unrecognized string “ruler” for Template:Icon) 统治者(or co-ruler/consort with a higher attribute),每一点 zeal修正 热忱也会为国家带来如下加成:

  • 每月厌战 Monthly War Exhaustion: -0.01
  • (unrecognized string “stability” for Template:Icon) Monthly Stability Change: +0.01

其他效果

Researchers

The effectiveness of (unrecognized string “position” for Template:Icon) 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 Technology speed.png +10% research speed to progress in that field of advances, which can have a very significant effect on how quickly a nation's technology level advances.

Government Offices

Each (unrecognized string “office” for Template:Icon) 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 (unrecognized string “statesmanship” for Template:Icon) statesmanship level, which means that a character with lower attributes but high (unrecognized string “statesmanship” for Template:Icon) can still outperform, at least in the short term, a character with higher attributes but lower (unrecognized string “statesmanship” for Template:Icon) statesmanship.

Tribal succession

Succession in a tribal country is determined by the attributes of the other (unrecognized string “clan chiefs” for Template:Icon) clan chiefs when a ruler dies or is deposed. Each attribute has the following weight when determining a clan chief's succession score:

  • Martial.png Martial: (unrecognized string “succession” for Template:Icon) +2 succession support per point
  • Finesse.png Finesse: (unrecognized string “succession” for Template:Icon) +1 succession support per point
  • Charisma.png Charisma: (unrecognized string “succession” for Template:Icon) +1.5 succession support per point
  • zeal修正 Zeal: (unrecognized string “succession” for Template:Icon) +1 succession support per point


国内政策 人物属性文化政府法律国家理念叛乱宗教科技
经济政策 建筑经济人口贸易商品
省份 区域省份城市殖民
战争 军事传统陆军陆军单位陆战海军海军单位海战
对外政策 条约宣战理由外交附属国