人物

本页面适用于最新的版本(1.5)。
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Imperator: Rome tutorial #5 - Characters. 视频在 YouTube
The character view, provides ways to interact with character as well as showing summary view of family, rivals and friends.

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(unrecognized string “position” for Template:Icon)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忠诚忠诚度。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(unrecognized string “civil war” for Template:Icon)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

A character's primary name is their given name, or praenomen, which is assigned at birth (or when created) and is usually randomly chosen from a list of names determined by the character's culture group, but can also be manually set or changed for children born to the current (unrecognized string “ruler” for Template:Icon) ruler. This is the main name that characters are usually referred to by.

Italic female characters are not assigned a usual praenomen. Instead, they are given a Latin number based on their order of birth, with the first daughter being "Prima", the second being "Secunda", the third being "Tertia", and so forth. Their given name is also placed after the family name, unlike with Italic male characters.

姓氏

When a character is born, he or she will typically take on the family name of his or her father, identifying the family that the character comes fsrom. Depending on the culture, the family name may differ slightly between male and female forms. Children of minor characters will not receive a family name, and are known only by their given names.

Randomly generated minor characters will instead take a random name from the family name list of their culture group. Due to the relatively small number of possible family names for many culture groups, it is common to see unrelated characters with the same family name.

昵称

主条目:Cognomen

Characters may gain a nickname or cognomen (for Italic-cultured characters) that references one of the characteristics or accomplishments, typically given to victorious (unrecognized string “office” for Template:Icon) generals after a triumph or granted to a (unrecognized string “office” for Template:Icon) governor, as well as through certain events. Characters of the Italic culture group have a more sophisticated system where cognomen can be gained when reaching adulthood and inherited from father to son, as well as being placed at the end of the name.

A character can only have one nickname at a time; if a character acquires a new nickname, the old one will be removed.

权位序数

Rulers of monarchies have a regnal number that distinguishes them from previous (and future) monarchs with the same name. Regnal numbers are in Roman numerals and usually counted starting from the beginning of the game, with the starting ruler receiving the regnal number I, though certain countries start with with a list of already used regnal names and numbers to ensure a historical naming scheme.

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)军略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)魅力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

这些值都是动态的(即它们是累积的,这意味着它们可以随着时间增长和收缩):

  • (unrecognized string “age” for Template:Icon) 年龄(Age)is a requirement for many parts of public life, from education to taking office. A character reaches adulthood at 16, though many types of republic have age requirements significantly above that for their rulerships, and older characters will become increasingly susceptible to terminal illnesses.
  • 健康 健康(Health)状态的范围为0到100,并且会因为各种特质而增加或减少。如果人物的健康减少到0,则该人物将会死亡。使用寻求治疗人物互动能增加人物的健康度,但也有对其造成永久伤害的风险。
  • (unrecognized string “statesmanship” for Template:Icon) 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 (unrecognized string “office” for Template:Icon) 职务上。
  • 名望 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。
  • 人气 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修正 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。
  • 忠诚 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 (unrecognized string “civil war” for Template:Icon) 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 (unrecognized string “wage” for Template:Icon) 报酬并且很可能激怒他们控制下的省份。
  • (unrecognized string “holding” for Template:Icon) 地产为人物提供了 (unrecognized string “wealth” for Template:Icon) 收入以及 (unrecognized string “power base” for Template:Icon) 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。
  • (unrecognized string “wealth” for Template:Icon) 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。

  • (unrecognized string “power base” for Template:Icon) 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 (unrecognized string “position” for Template:Icon) 职务、(unrecognized string “holding” for Template:Icon) 地产、(unrecognized string “cohort loyalty” for Template:Icon) 指挥下忠诚的大队数量、(unrecognized string “prestige” for Template:Icon) 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。
  • (unrecognized string “oligarchs” for Template:Icon) (unrecognized string “traditionalists” for Template:Icon) (unrecognized string “democrats” for Template:Icon) (unrecognized string “optimates” for Template:Icon) Boni (unrecognized string “populares” for Template:Icon) 派系信念(Faction Conviction):In a republic, every adult character has a predilection for each of the 3 senatorial factions, with the current value the sum of the total accumulated predilection so far. The amount gained (or lost) per month depends largely on the character's traits, attributes, and other characteristics, and they will join whichever faction they have the highest conviction for.
  • senate_influence修正 元老院影响力(Senatorial Influence):The number of seats that a faction controls is determined by the total senatorial influence of its members. Senatorial influence is largely determined by a character's (unrecognized string “power base” for Template:Icon) power base, but can also be increased by 人气 popularity and a number of traits, while governors and generals will find it hard to effectively exert their influence far away from the capital.

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忠诚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.png 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:

  • 忠诚 +15 忠诚度
  • (unrecognized string “prestige” for Template:Icon) +0.01 月度家族威望
  • Law agnatic.png +50 第一继承人吸引力
  • (unrecognized string “optimates” for Template:Icon) Monthly Optimates Conviction: +0.01
  • (unrecognized string “oligarchs” for Template:Icon) Monthly Oligarchic Conviction: +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 忠诚 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 (unrecognized string “opinion” for Template:Icon) 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.png 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:

  • 忠诚 -10 忠诚度
  • (unrecognized string “prestige” for Template:Icon) -0.10 月度家族威望
  • Law agnatic.png -25 第一继承人吸引力
  • (unrecognized string “character wage modifier” for Template:Icon) -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(unrecognized string “opinion” for Template:Icon)-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 人气 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 (unrecognized string “pol” for Template:Icon) 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 名望 +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(unrecognized string “scorned” for Template:Icon) 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(unrecognized string “grateful” for Template:Icon) 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

(unrecognized string “prestige” for Template:Icon)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(unrecognized string “power base” for Template:Icon)权力基础。另外(unrecognized string “mgr” for Template:Icon)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(unrecognized string “prestige” for Template:Icon)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。(unrecognized string “prestige” for Template:Icon)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:

  • 名望 +0.25 名望
  • (unrecognized string “power base” for Template:Icon) +1.2 权力基础
  • (unrecognized string “statesmanship” for Template:Icon) +0.001% Monthly Statesmanship
  • loyalty_gain_chance修正 +0.005% 大队私兵率
  • senate_influence修正 -0.75% 元老院影响力
  • (unrecognized string “optimates” for Template:Icon) Monthly Optimates Conviction: +0.0015
  • (unrecognized string “oligarchs” for Template:Icon) Monthly Oligarchic Conviction: +0.0015

(unrecognized string “clan chiefs” for Template:Icon) 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(unrecognized string “wealth” for Template:Icon)财富和(unrecognized string “power base” for Template:Icon)权力基础。因此将他们任命为总督或将军会很危险,极高的权力基础对忠诚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(unrecognized string “city state” for Template:Icon)城邦的3个到(unrecognized string “great power” for Template:Icon)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(unrecognized string “prestige” for Template:Icon)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 (unrecognized string “power base” for Template:Icon) 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 (unrecognized string “prestige” for Template:Icon) 10% 的家族的当前威望和 正统性 10 正统性的基础花费(如果人物有高 (unrecognized string “power base” for Template:Icon) 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 (unrecognized string “position” for Template:Icon) 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 (unrecognized string “wage” for Template:Icon) 报酬,名望 名望以及 (unrecognized string “power base” for Template:Icon) 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

(unrecognized string “power base” for Template:Icon) 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 (unrecognized string “power base” for Template:Icon) power base decreases a character's 忠诚 loyalty by 0.5, making power base one of the most important factors decreasing 忠诚 character loyalty, and if the proportion of (unrecognized string “disloyal power base” for Template:Icon) disloyal power base is higher than the (unrecognized string “civil war threshold” for Template:Icon) civil war threshold, the country will progress towards a (unrecognized string “civil war” for Template:Icon) civil war. In republics, a character's (unrecognized string “power base” for Template:Icon) power base is also the base from which senate_influence修正 senatorial influence is calculated. Generally, a close eye should always be kept on characters with a high (unrecognized string “power base” for Template:Icon) power base, keeping them as 忠诚 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 (unrecognized string “power base” for Template:Icon) power base (as that can bring the 忠诚 loyalty penalty from high (unrecognized string “power base” for Template:Icon) power base up to unmanageable levels).

The main sources of power base are:

  • +2 from all (unrecognized string “position” for Template:Icon) positions (including (unrecognized string “ruler” for Template:Icon) 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 (unrecognized string “prestige” for Template:Icon) family prestige in the country their family has
  • +0.2 to the (unrecognized string “ruler” for Template:Icon) ruler for each percentage of the country's (unrecognized string “population” for Template:Icon) population in the (unrecognized string “capital” for Template:Icon) capital region
  • +1 to (unrecognized string “position” for Template:Icon) governors for each percentage of the country's (unrecognized string “population” for Template:Icon) population in their governorship
  • +1 to (unrecognized string “position” for Template:Icon) generals for each percentage of the country's Land combat.png army under their command, not including any (unrecognized string “cohort loyalty” for Template:Icon) 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 (unrecognized string “cohort loyalty” for Template:Icon) cohorts loyal to the character, even if under the command of another character (does not apply for the cohorts loyal to the (unrecognized string “ruler” for Template:Icon) ruler), up to a maximum of +4 per loyal cohort
  • +1 for the character's number of (unrecognized string “cohort loyalty” for Template:Icon) 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 (unrecognized string “navy” for Template:Icon) ships commanded by an admiral, up to a maximum of +1 per commanded ship
  • +0.5 for each percentage of the country's (unrecognized string “territories” for Template:Icon) territories held as (unrecognized string “holding” for Template:Icon) 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(unrecognized string “position” for Template:Icon)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(unrecognized string “ruler” for Template:Icon)统治者或(unrecognized string “position” for Template:Icon)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(unrecognized string “position” for Template:Icon)陆军将领和(unrecognized string “position” for Template:Icon)海军将领的修正只影响其指挥的部队,适用于(unrecognized string “position” for Template:Icon)总督的修正影响他管理的区域,而适用于(unrecognized string “ruler” for Template:Icon)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.png 最大仇敌数量 +1
  • senate_influence修正 元老院影响力: -15%
  • 忠诚 忠诚度: -5
  • 朝贡国对我们的好感 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
  • (unrecognized string “cohort loyalty” for Template:Icon) 大队私兵率: +25%
  • 名望 名望: +20
  • senate_influence修正 元老院影响力: +10%
  • Change governor policy cost.png 作为继承人的吸引力 +1
  • (unrecognized string “statesmanship” for Template:Icon) 每月政治家才能: +0.10%
  • (unrecognized string “populares” for Template:Icon) 每月平民派信念: +0.05
  • (unrecognized string “oligarchs” for Template:Icon) 每月寡头派信念: +0.05
  • 忠诚 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
  • (unrecognized string “holding” for Template:Icon) 地产收入: −10%
  • Boni 每月善人派信念: -0.05
  • (unrecognized string “populares” for Template:Icon) 每月平民派信念: +0.15
  • (unrecognized string “democrats” for Template:Icon) 每月民主派信念: +0.05
  • (unrecognized string “stability” for Template:Icon) 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
  • 名望 名望: +10
  • (unrecognized string “family head faction conviction” for Template:Icon) 对家族族长派系信念: -0.15
  • (unrecognized string “optimates” for Template:Icon) 每月贵族派信念: +0.10
  • Boni 每月善人派信念: -0.05
  • (unrecognized string “oligarchs” for Template:Icon) 每月寡头派信念: +0.05
  • 忠诚 忠诚度: -10
  • (unrecognized string “pol” for Template:Icon) 每月政治影响力: -0.25
谦逊 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 名望 每月人物名望 +0.05 commerce_value修正 国家商业收入 +5% commerce_value修正 (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 人气 每月人气 +0.05 幸福度 全国奴隶幸福度 +5% 幸福度 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.png 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 部队整编花费 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 生育能力 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.png 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
  • 名望 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 Tax income.png 国家税收 +10% enslavement_efficiency修正 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修正 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 28px 全国奴隶产出 +5% 28px 本地奴隶产出 +10% enslavement_efficiency修正 抓奴效率 +3% 仁慈 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 忠诚 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
  • 忠诚 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
暴政度 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 忠诚 每月忠诚 +10% build_cost修正 建造花费 −10% 28px 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 人气 每月人气 +0.05 幸福度 全国公民幸福度 +5% 不满值 本地不满值 −1
  • 自私 Selfish
  • 吝啬 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.png 最大好友数量 +1 朝贡国对我们的好感 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 local_population_growth修正 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 人气 每月人气 −0.05 28px 全国奴隶产出 +5% 28px 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 28px 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 贡金收入 贡金收入 −1% 28px 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 名望 每月人物名望 −0.1 人气 统治者人气增加 −10% 28px 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 忠诚 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 Bribe character cost.png 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 不满值 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 28px 全国自由民产出 +5% 忠诚 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 忠诚 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.png 最大好友数量 +1
  • Charisma.png 魅力 +1
diplomatic_relations修正 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 生育能力 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。
仁慈 仁慈Merciful Charisma.png 魅力 +1 幸福度 全国自由民幸福度 +2.5% 幸福度 本地自由民幸福度 +5% enslavement_efficiency修正 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。
吝啬 吝啬Miserly Finesse.png 智略 −1 Tax income.png 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。
谦逊 谦逊Modest 人气 每月人气 +0.05 All power costs.png 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。
单调乏味 单调乏味Monotonous 人气 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
  • 幸福度 全国部落民幸福度 +25%
  • Technology speed.png 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 28px 全国公民产出 −5% research_points修正 (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
  • 28px 祈求预兆花费 −10%
  • Tax income.png 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修正 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 28px 全国公民产出 +5% research_points修正 (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 名望 名望 +30 commerce_value修正 (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 贡金收入 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 幸福度 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%
  • 战争分数花费 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修正 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.png 科技速度 +5% research_points修正 (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 忠诚 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 local_population_growth修正 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 人气 每月人气 −0.05 Tax income.png 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.png 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
  • 28px 祈求预兆花费 +10%
  • Tax income.png 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 人气 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 名望 每月人物名望 −0.05 commerce_value修正 国家商业收入 −5% commerce_value修正 (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.png 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 幸福度 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.png 最大仇敌数量 −1 暴政度 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 28px 全国自由民产出 −5% 忠诚 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 名望 名望 −30 commerce_value修正 (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 名望 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 28px 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 幸福度 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
  • Heavy infantry.png 重步兵训练度 +5%
  • 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
  • 陆军士气 陆军士气 +5%
  • 忠诚 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
  • Cavalry.png 重骑兵训练度 +5%
  • 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
  • 陆军士气 陆军士气 -5%
  • 忠诚 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修正 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 补员速度 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%
  • Light infantry.png 轻步兵训练度 +5%
  • 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
  • Heavy infantry.png 重步兵训练度 +5%
  • 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 生育能力 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
  • 健康 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
  • 健康 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
  • 健康 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 生育能力 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
  • 健康 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
  • 健康 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 健康 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
  • 健康 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
  • 健康 健康 −0.2
diplomatic_reputation修正 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.png 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
  • 健康 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
  • 健康 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
  • 健康 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
  • 生育能力 生育能力 −30%
  • 健康 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 健康 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
  • 生育能力 生育能力 −1
  • 健康 健康 −0.5
  • 人气 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
  • 健康 健康 −0.2
Yes 毫不含糊地说,[CHARACTER.GetName]是个彻头彻尾的疯子。
残废 残废Maimed Martial.png 军略 −2 No [CHARACTER.GetPraenomen]全身上下都是令人恐怖的伤疤。
癫狂 癫狂Maniac
  • 健康 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

羊须疮 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。
28px 哀悼Mourning
  • Charisma.png 魅力 −2
  • zeal修正 热忱 −2
  • 健康 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
  • 健康 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。
染疫 染疫Plague 健康 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。
28px 患肺病Pneumonia 健康 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
  • 生育能力 生育能力 −20%
  • 健康 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 健康 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
  • 生育能力 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
  • 健康 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
  • 名望 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
  • 名望 名望 +20
  • Charisma.png 魅力 +1
  • build_cost修正 建造花费 −10%
  • 正统性 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
  • 名望 名望 +20
  • Martial.png 军略 +1
  • Aggressive expansion.png 侵略性扩张影响 −10%
  • 正统性 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
  • 名望 名望 +20
  • zeal修正 热忱 +1
  • 幸福度 不同文化组幸福度 +15%
  • research_points修正 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
  • 名望 名望 +20
  • Martial.png 军略 +1
  • diplomatic_reputation修正 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
  • 名望 名望 +20
  • Finesse.png 智略 +1
  • 28px 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 名望 名望 +10 朝贡国对我们的好感 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修正 元老院影响力 +0.1
  • 正统性 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
  • 忠诚 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.png 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
  • 名望 名望 +20
  • 人气 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。

Schemes

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 (unrecognized string “holding” for Template:Icon) holdings to increasing (unrecognized string “pol” for Template:Icon) 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 28px Persuade to Drop Scheme interaction, which costs (unrecognized string “pol” for Template:Icon) 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 (unrecognized string “ruler” for Template:Icon) ruler and usually involve spending a personal attribute to gain a countrywide bonus.

  • Scheme: Influence - Gain (unrecognized string “pol” for Template:Icon) political power generation in exchange for ruler 人气 popularity, can be started using the associated interaction on the ruler
  • Researching Lineage - Gain 正统性 legitimacy in exchange for ruler (unrecognized string “wealth” for Template:Icon) 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 (unrecognized string “wealth” for Template:Icon) 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 (unrecognized string “ruler” for Template:Icon) ruler's child can be changed using the Tutor Heir interaction on the (unrecognized string “office” for Template:Icon) 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 (unrecognized string “democrats” for Template:Icon) democrats or (unrecognized string “populares” for Template:Icon) 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 (unrecognized string “oligarchs” for Template:Icon) oligarchs or (unrecognized string “optimates” for Template:Icon) 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 (unrecognized string “traditionalists” for Template:Icon) 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 吝啬 冷漠 greed-related trait and (unrecognized string “oligarchs” for Template:Icon) oligarchs or (unrecognized string “optimates” for Template:Icon) 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 (unrecognized string “oligarchs” for Template:Icon) oligarchs or (unrecognized string “optimates” for Template:Icon) optimates conviction on reaching adulthood
  • Become Demagogue - Focuses on Charisma.png charisma at the expense of other attributes while losing 忠诚 loyalty, gain a modifier to Corruption.png corruption and (unrecognized string “democrats” for Template:Icon) democrats or (unrecognized string “populares” for Template:Icon) populares conviction on reaching adulthood
  • Become Zealous - Focuses on zeal修正 zeal at the expense of other attributes while losing 忠诚 loyalty, gain a 狂热 高洁 虔诚 宽宏大量 religion-focused trait and (unrecognized string “traditionalists” for Template:Icon) 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 28px assisted or 28px interfered with to either increase (at the cost of ruler 人气 popularity) or decrease (at the cost of 忠诚) 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 (unrecognized string “holding” for Template:Icon) holding from another character, costs 人气 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 (unrecognized string “wealth” for Template:Icon) gold to try to arrange a marriage with the (unrecognized string “ruler” for Template:Icon) ruler, used only in monarchies if the ruler is adult and unmarried
  • Seeking Spouse - Spends (unrecognized string “wealth” for Template:Icon) 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 (unrecognized string “ruler” for Template:Icon) 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 (unrecognized string “wealth” for Template:Icon) wealth to gain 人气 popularity
  • Prepare a Grand Festival - Spend a large amount of (unrecognized string “wealth” for Template:Icon) gold to give (unrecognized string “integrated culture happiness” for Template:Icon) +5% Integrated Culture Happiness, used only by the (unrecognized string “office” for Template:Icon) High Priest
  • Investing in Opportunities - Gain personal (unrecognized string “wealth” for Template:Icon) wealth
  • Seek Patron - Attempts to convince another character to help gain 名望 prominence
  • Buy Holding - Spend (unrecognized string “wealth” for Template:Icon) wealth and 人气 popularity to gain a new (unrecognized string “holding” for Template:Icon) 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 (unrecognized string “wealth” for Template:Icon) wealth to increase the (unrecognized string “pop output” for Template:Icon) population output of held (unrecognized string “holding” for Template:Icon) holdings but make them unrevokable, used only by heads of family
  • Latifundia - Spend a large amount of (unrecognized string “wealth” for Template:Icon) gold and gain Corruption.png corruption to build a (unrecognized string “farming settlement” for Template:Icon) farming settlement in an owned (unrecognized string “holding” for Template:Icon) holding, used only by heads of family
  • Expanding Mines - Spend a large amount of (unrecognized string “wealth” for Template:Icon) gold and gain Corruption.png corruption to build a (unrecognized string “mine” for Template:Icon) mine in an owned (unrecognized string “holding” for Template:Icon) holding, used only by heads of family
  • Extort Territory - Increases (unrecognized string “wealth” for Template:Icon) wealth and Corruption.png corruption while decreasing region (unrecognized string “pop output” for Template:Icon) output and (unrecognized string “province loyalty” for Template:Icon) loyalty, used only by governors

Political schemes

These schemes involve trying to increase the character's (unrecognized string “power base” for Template:Icon) power and potting against the ruler.

  • Buying Troop Loyalty - Spends (unrecognized string “wealth” for Template:Icon) gold to gain the (unrecognized string “cohort loyalty” for Template:Icon) loyalty of commanded cohorts, can be used by (unrecognized string “position” for Template:Icon) generals
  • Demand Office - Increases 名望 and when finished fires an event for the ruler to demand an (unrecognized string “office” for Template:Icon) office, potentially displacing the current holder; only used by characters with high 名望 prominence and 人气 popularity
  • Hire Private Army - Spends a large amount of (unrecognized string “wealth” for Template:Icon) gold to gain the (unrecognized string “cohort loyalty” for Template:Icon) loyal veteran cohorts, costs (unrecognized string “wealth” for Template:Icon) gold to abort
  • Plotting Quietly - Spends (unrecognized string “wealth” for Template:Icon) gold and lowers character 忠诚 loyalty by 10, cannot be forced to abort
  • Inspiring Disloyalty - Spends a large amount of (unrecognized string “wealth” for Template:Icon) gold to reduce the 忠诚 loyalty of a more powerful character by 10, costs (unrecognized string “wealth” for Template:Icon) 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 (unrecognized string “wealth” for Template:Icon) 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 健康 health and 人气 popularity, with a chance of gaining 名望 prominence and 人气 popularity if successful or losing more 健康 health if not

Other schemes

These schemes are used only in certain specific situations.

  • Seeking Treatment - Increases 健康 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 (unrecognized string “wealth” for Template:Icon) 200 gold, which comes of personal wealth if selected for the (unrecognized string “ruler” for Template:Icon) ruler or the (unrecognized string “treasury” for Template:Icon) treasury for all other characters
  • Escape Prison! - Attempts to escape imprisonment, costing 健康 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
Adopt Adopt a minor character into the ruling family, at a base cost of (unrecognized string “prestige” for Template:Icon) 10% of the family's current prestige and 正统性 10 legitimacy. Available only to monarchies and tribes.
Make Friends Begins an event chain to try the befriend the character, with various (unrecognized string “wealth” for Template:Icon) gold, (unrecognized string “pol” for Template:Icon) political power, and 暴政度 tyranny costs. Required for recruiting them (if foreign). Each character has a Max friends.png limited number of friends; non-foreign friends of rulers have increased 忠诚 loyalty. Unlike most interactions, can be done on almost any character, including those outside the country.
Bribe Increases the character's 忠诚 loyalty by 15 for 2 years for (unrecognized string “pol” for Template:Icon) 5 political influence and (unrecognized string “wealth” for Template:Icon) 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.
Persuade 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 忠诚 loyalty by 15 for 2 years of (unrecognized string “pol” for Template:Icon) 5 political influence, without the (unrecognized string “wealth” for Template:Icon) ruler wealth or Corruption.png corruption costs.
Force Conversion Force a character to convert to the (unrecognized string “religion” for Template:Icon) state religion at the cost of 暴政度 5 tyranny and 忠诚 30 loyalty. Requires at least at least 忠诚 60 loyalty, and can even be done on the ruler.
Grant Citizenship Status Removes the Foreign Citizenship modifier from a character, allowing them to hold (unrecognized string “position” for Template:Icon) positions. Costs 人气 5 ruler popularity.
Impose Corruption Sanctions Removes up to Corruption.png 50 corruption from a character, costing 暴政度 and 忠诚 20 loyalty. Requires the character to have at least Corruption.png 5 corruption and cannot be used on the (unrecognized string “ruler” for Template:Icon) ruler, or on characters with the 狡猾 crafty trait, 腐败 trait, or Nefarious Tendencies modifier.
Imprison Imprisons a character at the cost of 人气 5 popularity and possibly 暴政度 if the character has at least (unrecognized string “power base” for Template:Icon) 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.
Ostracize 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 (unrecognized string “ruler” for Template:Icon) ruler or co-ruler - even if not imprisoned - but costs (unrecognized string “stability” for Template:Icon) 5 stability and 暴政度 tyranny based on the character's (unrecognized string “power base” for Template:Icon) power base, and can only be used once every year.
Make Rival Makes another character into a rival of the (unrecognized string “ruler” for Template:Icon) current ruler. Can be used as long as the ruler has Max rivals.png rival slots remaining on any character in the country, or on foreign rulers if their country's (unrecognized string “opinion” for Template:Icon) opinion of the current country is less than 0. Costs 人气 5 popularity if used on characters within the country.
Remove Rival Stops the (unrecognized string “ruler” for Template:Icon) ruler from seeing the character as a rival. Costs (unrecognized string “pol” for Template:Icon) 30 political influence for characters within the country, and requires that the other country has at least (unrecognized string “opinion” for Template:Icon) 0 opinion of the current country if to end rivalries with foreign rulers.
Scheme: Seek Treatment Starts treatment for a healable illness or injury, increasing the 健康 health of the character. Chance of successfully treating and removing the trait, or failing disastrously and causing an additional permanent injury. Costs (unrecognized string “wealth” for Template:Icon) 200 to use on most characters except for the (unrecognized string “ruler” for Template:Icon) ruler, who will cover the expenses from his/her (unrecognized string “wealth” for Template:Icon) personal wealth.
Smear Reputation Reduces 人气 character popularity by 25 at the cost of 暴政度 2 tyranny. Can be used on the (unrecognized string “ruler” for Template:Icon) if the ruler is a dictator.
Demand Support for Heir Gives 28px 50 Primary Heir Attraction at the cost of 暴政度 2 tyranny, making the character more likely to support the primary heir. Can only be used by monarchies on characters with at least 忠诚 50 loyalty that are not already supporting the primary heir.

Ruler interactions

The following interactions are available only on the (unrecognized string “ruler” for Template:Icon) 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 暴政度 10 tyranny. Can be used in a republic when at (unrecognized string “war” for Template:Icon) war or during a (unrecognized string “civil war” for Template:Icon) 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 人气 popularity is low enough, or the country's (unrecognized string “stability” for Template:Icon) 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 (unrecognized string “ruler” for Template:Icon), or the (unrecognized string “ruler” for Template:Icon) him/herself, in monarchies and tribes.
Assassinate Kills an unwanted dictator, costs 暴政度 7 tyranny, link= 28px 7 aggressive expansion, and (unrecognized string “stability” for Template:Icon) 30 stability.
Plan Assassination! Starts the Assassinate! scheme to kill a rival within the country. Costs 暴政度 7 tyranny and link= 28px 7 aggressive expansion.
Scheme: Hold Games Starts the Sponsoring Games scheme, spending personal (unrecognized string “wealth” for Template:Icon) wealth to gain 人气 popularity. Can select a (unrecognized string “province capital” for Template:Icon) province capital to hold the games in, which increases 幸福度 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 人气 ruler popularity to increase (unrecognized string “pol” for Template:Icon) political power generation. Chance of events to gain extra (unrecognized string “pol” for Template:Icon) political power at the expense of (unrecognized string “wealth” for Template:Icon) gold, Manpower.png manpower, (unrecognized string “stability” for Template:Icon) stability, or Corruption.png ruler corruption.
Scheme: Prove Legitimacy Starts the Researching Lineage scheme, spending personal (unrecognized string “wealth” for Template:Icon) wealth to increase 正统性 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 (unrecognized string “wealth” for Template:Icon) 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 (unrecognized string “pol” for Template:Icon) 10 political influence and (unrecognized string “wealth” for Template:Icon) 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 (unrecognized string “ruler” for Template:Icon), or the (unrecognized string “ruler” for Template:Icon) him/herself, in monarchies and tribes.

Position holder interactions

These interactions are generally available only to characters with a certain (unrecognized string “position” for Template:Icon) position or status, such as generals, office holders, or heads of family.

Interaction Description
Send Adventuring Send a (unrecognized string “office” for Template:Icon) general of the ruling family off as a (unrecognized string “mercenary” for Template:Icon) mercenary. Might return after 5 years with (unrecognized string “wealth” for Template:Icon) gold, Land combat.png a personal army, or increased Martial.png martial or Finesse.png finesse.
Exalt Clan Chief Increases a (unrecognized string “clan chiefs” for Template:Icon) clan chief's 忠诚 loyalty by 20 at the cost of (unrecognized string “wealth” for Template:Icon) gold and angering the other (unrecognized string “clan chiefs” for Template:Icon) clan chiefs.
Give Free Hands Increases 忠诚 loyalty by 20 at the cost of monthly Corruption.png corruption gain. Can be used if the character is a governor, researcher, (unrecognized string “clan chiefs” for Template:Icon) clan chief, or holds a (unrecognized string “office” for Template:Icon) government office.
Revoke Free Hands Revokes the free hands privileges given by the Give Free Hands interaction. Decreases 忠诚 loyalty by 15 on top of losing the 忠诚 +20 modifier, and can only be done 2 years after giving free hands.
Grant Regional Cognomen Gives a regional nickname and 人气 to a (unrecognized string “position” for Template:Icon) governor. Costs 人气 10 ruler popularity.
Grant Clan Autonomy Releases a disloyal (unrecognized string “clan chiefs” for Template:Icon) clan chief and the province his/her (unrecognized string “clan retinues” for Template:Icon) retinue is currently in as a (unrecognized string “subject” for Template:Icon) tributary. Gives 忠诚 30 loyalty to all remaining clan chiefs.
Grant Holding Grants a (unrecognized string “holding” for Template:Icon) in an unheld territory to a head of family, increasing 忠诚 loyalty by 5. Costs (unrecognized string “wealth” for Template:Icon) 40 gold and gives Corruption.png 5 ruler corruption if used on the (unrecognized string “ruler” for Template:Icon) ruler.
Grant Capitulatory Honors Gives 忠诚 60 loyalty, 名望 20 prominence, and 人气 20 popularity to a (unrecognized string “position” for Template:Icon) general at the cost of (unrecognized string “wealth” for Template:Icon) gold and (unrecognized string “stability” for Template:Icon) 20 stability. Can be used by republics on generals with 忠诚 40 loyalty or less.
Grant Stipends Gives 忠诚 20 loyalty for all members of a family in return for increasing their (unrecognized string “wage” for Template:Icon) 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 (unrecognized string “position” for Template:Icon) general less than 2 years ago, increasing 忠诚 loyalty by 20 and removing then from command if still a general - even if they are disloyal. Costs (unrecognized string “pol” for Template:Icon) 30 political influence and gives (unrecognized string “prestige” for Template:Icon) family prestige, 人气 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 忠诚 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 (unrecognized string “power base” for Template:Icon) power base, and can be changed by the events and options during the trial. Failure to convict the character will significantly decrease 忠诚 loyalty and may trigger a (unrecognized string “civil war” for Template:Icon) civil war. A trial costs 暴政度 5 tyranny to start and can only be used on the same character once every 5 years.
Reward Veterans Spends (unrecognized string “wealth” for Template:Icon) wealth to remove (unrecognized string “cohort loyalty” for Template:Icon) cohort loyalty from up to 4 cohorts currently loyal to the character. Can be used once every 2 years.
Revoke Holding Revokes a (unrecognized string “holding” for Template:Icon) holding from a head of family, at a cost of 忠诚 5 loyalty. Can only be used on (unrecognized string “holding” for Template:Icon) 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 (unrecognized string “office” for Template:Icon) Royal Tutor, if he/she has at least 忠诚 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 暴政度 1 tyranny.
Execute Kills an imprisoned character with a base cost of 暴政度 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 暴政度 4 tyranny and increases 人气 ruler popularity.
Flog Reduces the 健康 health of an imprisoned character by 10. Costs 人气 2 popularity and gives 忠诚 -10 loyalty to the character being flogged and 忠诚 +2 loyalty to his/her rivals each time, as well as 暴政度 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 暴政度 tyranny by 1.
Sacrifice Kills a prisoner to increase (unrecognized string “tribesman output” for Template:Icon) tribesman output and (unrecognized string “tribesman happiness” for Template:Icon) happiness and reduce (unrecognized string “centralization” for Template:Icon) centralization based on the target's Martial.png martial. Costs (unrecognized string “stability” for Template:Icon) {[red|5}} stability, requires the (unrecognized string “law” for Template:Icon) Adopt Human Sacrifices law, and can only be used on characters of a different culture.
Proscribe Kills the character, seizes all (unrecognized string “holding” for Template:Icon) holdings back to the state, transfers most of the character's (unrecognized string “wealth” for Template:Icon) wealth to the ruler, and demotes the entire major family to minor character status with a 忠诚 loyalty penalty of -40. Costs a base of 暴政度 30 tyranny and gives (unrecognized string “wealth” for Template:Icon) 200 wealth to the state, requires that the character be a head of family and that the country has more than 暴政度 40 tyranny.
Sell into Slavery Sells a character into slavery, either eventually moving to another country or disappearing into obscurity (and effectively dying), for (unrecognized string “wealth” for Template:Icon) wealth (depending on their attributes at the cost of 暴政度 0.5 tyranny. Selling a member of family head will give 忠诚 -10 loyalty to all family members, increasing to 忠诚 -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 忠诚 loyalty of a foreign character by 20 and increases their (unrecognized string “wealth” for Template:Icon) 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 忠诚 loyalty malus and (unrecognized string “wealth” for Template:Icon) 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 (unrecognized string “mercenary” for Template:Icon) mercenaries employed by an enemy in a (unrecognized string “war” for Template:Icon). If the other country refuses to match the offer, the mercenaries will defect. Can be used on mercenary (unrecognized string “position” for Template:Icon) generals, only if they have not been enticed in the last year.
Elect New Leader Appoints the ruler of a subject (unrecognized string “subject” for Template:Icon) mercenary state as the new (unrecognized string “ruler” for Template:Icon) ruler of the country, at the cost of (unrecognized string “stability” for Template:Icon) 15 stability and 正统性 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 (unrecognized string “ruler” for Template:Icon) 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 (unrecognized string “ruler” for Template:Icon) 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 忠诚 loyalty requirements if they or their spouse have some sort of status.
Recruit General Gets a foreign (unrecognized string “position” for Template:Icon) 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 忠诚 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 忠诚 40 loyalty, is a friend of the ruler, and a neighbouring province in their governorship has (unrecognized string “province loyalty” for Template:Icon) 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 (unrecognized string “position” for Template:Icon) general to form a new (unrecognized string “mercenary” for Template:Icon) mercenary company with their pretender army at the cost of (unrecognized string “wealth” for Template:Icon) 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 (unrecognized string “wealth” for Template:Icon) 1000 gold.
Encourage Deserters Disbands up to Land combat.png 6 cohorts from a disloyal pretender's army, at the cost of (unrecognized string “pol” for Template:Icon) 25 political influence. Can be used as long as the pretender does not have more than 人气 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 (unrecognized string “ruler” for Template:Icon), at the cost of (unrecognized string “wealth” for Template:Icon) 500 wealth and (unrecognized string “pol” for Template:Icon) 50 political influence. Can be used on disloyal pretenders in another country once every 2 years for each pretender.
Seize Assets Seizes (unrecognized string “wealth” for Template:Icon) 300 gold from the pretender's personal wealth, with (unrecognized string “wealth” for Template:Icon) 100 gold going to the country and (unrecognized string “wealth” for Template:Icon) 200 gold going to the (unrecognized string “ruler” for Template:Icon) at the cost of Corruption.png 5 ruler corruption and 忠诚 -10 loyalty. Can be used as long as the pretender has at least (unrecognized string “wealth” for Template:Icon) 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 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