附属国

本页面所适用的版本可能已经过时,最后更新于1.5

Vassalized.png 附属国(Subject nations),或者 附庸(vassals),are countries in a subservient relationship to another state, paying tribute or fulfilling commercial or military obligations to their overlord in return for protection from other states. They are restricted in their diplomatic actions, especially with countries other than their overlord, and certain 附属类型 can be integrated directly into their overlord.

一般规则

每种附属国不一样,但是有些一般规则所有附属国都遵循。

  • All 附属类型 Tribute income.png pay some sort of resource to their overlord, with the exact type and amount depending on the 附属类型.
  • Other than for trade, a subject can never enter into diplomatic agreements with other countries. except for allowing Has military access.png military access.
  • When a country becomes a subject, all their treaties with other countries are broken.
    • Use this property to your advantage by diplomatically forcing your target's allies to become your subjects before declaring war.
  • The overlord and subject will always have Has military access.png military access to each other's territory.
  • Subjects always have Has military access.png military access to the territory of other subjects of the same overlord.
  • A subject can always leave a subject relationship by declaring War.png war on their overlord. They cannot declare war on any other country.
  • Overlords will always be called to War.png war and become the war leader if one of their subjects are attacked.
  • If the overlord and its subject state are both involved in the same war, the overlord can always transfer occupation to and from any of their subject states and can annex territory on their behalf for half of the Aggressive expansion.png aggressive expansion (compared to if the overlord was annexing the territory directly).
  • For subjects which can be called into war, if their loyalty is too low, they can refuse to join their overlord's war.

附属国类型

说明:

  • 需求:建立关系所需要满足的条件。
  • 贡品:附属国每月向宗主国支付的类型。
  • 外交槽:附属国是否占用宗主的外交关系数量。
  • 参战:附属国是否自动加入宗主的战争,如果它忠诚。
  • 整合:宗主是否可以外交吞并附属国。
  • 中止关系:附属国是否可以通过外交行动(即不用战争)主动取消附属关系。
  • 外交限制:附属国的外交行动是否受到限制。
  • 效果:给予附属国和宗主国的修正,如果有的话。如果宗主国有多个相同(或不同)类型的附属国,修正将叠加。


附属类型 需求 Tribute income.png 贡品 Diplomatic relations.png 外交槽 War.png 参战 Integrating 整合 中止关系 外交限制 效果
朝贡国Tributary
  • None
Cost 15% of income No No No Yes Yes None
藩属Feudatory
  • Overlord is NOT a Tribe
  • Overlord has at least Local.png 20 territories
  • Subject has no more than Local.png 10 territories
  • Subject and overlord are in the same Policy cultural assimilation.png culture group
Manpower.png 15% of monthly manpower gain No Yes Yes No Yes Subject:
  • Army maintenance cost.png −10% Army Maintenance Cost
  • Pop citizen happiness.png −4% National Citizen Happiness
附属部落Tribal vassal
  • Subject is a tribe and overlord is not
  • Overlord's Civilization.png capital civilization value is higher than in the subject's capital
  • Overlord has fewer than 10 tribal vassals
Manpower.png 15% of monthly manpower gain No No No Yes Yes Overlord:
  • Tribesman happiness +4 National tribesmen happiness

Subject:

总督领Satrapy Cost 25% of income Yes Yes Yes No Yes Overlord:
  • Legitimacy.png +2% Monthly legitimacy
仆从国Client state
  • Neither subject nor overlord is tribal
  • Subject has fewer than Local.png 150 territories
Cost 25% of income Yes Yes Yes No Yes Subject:
  • Popularity.png −5% Ruler popularity gain
  • Commerce value.png +10% National commerce income
  • Can only export to overlord.
殖民地Colony
  • Only by event/mission
Cost 15% of income No No No No Yes Overlord:
  • Commerce value.png +5% National commerce income

Subject:

  • Commerce value.png +10% National commerce income
  • Loyalty.png +25 Loyalty to overlord
雇佣军城邦Mercenary State
  • Only through the unique 叙拉古的国旗 叙拉古 Create mercenary state.png Create Mercenary State action
Cost 10% of income Yes Yes Yes No Yes Overlord:
  • Mercenary maintenance.png -3% Mercenary Army Maintenance

Subject:

朝贡国

Perhaps the most basic 附属类型 in the game is the tributary. This is a loose relationship where the subject is simply looking for protection in exchange for tribute. Unlike most other 附属类型, the subject can at any time cancel a tributary relationship if there is no Truce.png truce, the only risk being that the former overlord will get a Casus belli.png casus belli for the slight on their honor. This will happen for AI-controlled countries if there any of the following conditions are met:

  • Has less than Subject loyalty.png 35 loyalty
  • Has Land combat.png more army cohorts than the overlord
  • Has less than Subject loyalty.png 50 loyalty, owns more than Local.png 3 territories, and borders the overlord

Tributaries with very high Subject loyalty.png loyalty may instead approach their overlord to pursue a closer relationship and become a client state. This event can only trigger once per country.

藩属

A feudatory is a state that has obligated itself to follow the lead of a larger and more influential country in the same culture group. Historically these are countries that would often have been part of some sort of league with their overlord’s other subjects, in many ways this is a privileged 附属类型, if one with large obligations.

Feudatories provide Manpower.png manpower to their overlord and are expected to take part in their wars. Historical examples are the 罗马的国旗  Roman Socii, the Punic cities of North Africa under 迦太基的国旗 迦太基, or the city leagues in Aegean under the 弗里吉亚的国旗  Antigonids.

部落附庸

A tribal vassal is a tribal kingdom, chiefdom or federation that has a close relationship to a nearby stronger civilized state. For the tribal state this means a significantly easier route towards civilizing, as it will increase both the countrywide level of Civilization.png civilization and the growth of it in all their territories. The tribal state in turn pays with its Manpower.png manpower to the overlord who, will also promise to protect them. Historical subjects of this type would be the Numidian kingdoms subject to 迦太基的国旗 迦太基 and various 罗马的国旗  Roman clients on the later imperial border. When a vassal tribe adopts a civilized form of government, it will become a tributary.

仆从国

Client states are in some ways more tightly integrated with their overlord, but unlike the feudatories they are not necessarily of the same culture and they do not enjoy a privileged status in the same way, paying a large part of their Wealth income instead of providing Manpower.png manpower. A client king is separated from a governor mostly by his level of autonomy and having local ties to the ruled country. Client states can be created by subjugating existing countries like most other 附属类型, or released from the country's currently owned provinces in the Top bar overview.png Nation Overview.

总督领

Satrapies are a special type of subject that is only available if the junior party has Military tradition.png Persian military traditions. The fundamental unit of organization in Persia since the time of the File:.png  Median and 阿契美尼德帝国的国旗  Achaemenid empires, a satrap is in some ways similar to a governor but is expected to have greater authority, bigger obligations, and a more imposing realm. As having powerful satraps is an expectation in the east a few of them will also help with maintaining the Legitimacy.png legitimacy for their overlord kingdoms. 巴克特里亚的国旗 巴克特里亚, 帕提亚的国旗 帕提亚, and 阿拉科西亚的国旗 阿拉科西亚 start off as satrapies of the 塞琉古帝国的国旗 塞琉古帝国, while 卡帕多基亚的国旗 卡帕多基亚 starts as a satrapy of the 弗里吉亚的国旗 弗里吉亚. Satrapies are notoriously independent minded and troublesome, however, and events will periodically require interactions to keep satraps happy.

殖民地

Colonies represent subjects descended from the a mother nation that have a largely mercantile relationship with their overlord. Like tributaries, they neither provide manpower nor can be called into wars, but importantly each colony also provides a boost to the Commerce value.png commerce income of the overlord that usually far outstrips their direct tribute, and so can be highly advantageous to establish. Colonies can only be created through certain tasks in the 迦太基的国旗  Carthaginian mission trees.

雇佣军城邦

A mercenary state is a particular type of client state that has been created by granting control of a city to a mercenary company, much like the historical 请检查模板名和国家代码{{Countries|flag/core|Mamertine Republic}}. As well as fighting alongside their overlord, each mercenary state will also Mercenary maintenance.png reduce the overlord's costs when hiring other mercenary companies. As well, if the overlord is a monarchy with the Enact law cost modifier.png Mercenary Contract Law enacted, the overlord can use Elect New Leader Character Interaction to replace their current leader with that of the mercenary state at the cost of some Stability.png stability, much like Agathokles himself once did. Mercenary states can only be created through the unique 叙拉古的国旗 叙拉古 Create Mercenary State action, which represents the rich mercenary-using traditions of the Siceliotes.

Acquiring subjects

There are many ways to acquire new subjects over the course of the game:

  • Waging war and defeating a country will allow for Become subject.png forcing vassalization of existing states in a peace deal. A country can be vassalized if its Country capital.png capital is occupied in a war, with a smaller Warscore cost.png warscore cost and halved Aggressive expansion.png aggressive expansion compared to directly annexing the country. Defeated countries can be forced into any 附属类型 that they and their future overlord fulfill the potential for, with all 附属类型 being equivalent in terms of warscore cost and aggressive expansion gain. Like all other peace deal demands forcing vassalization is not possible if the warscore cost exceeds 100, e.g. if the realm is currently too large. Both independent nations and countries that are already subjects of another country can be subjugated this way.
  • A more diplomatically inclined nation can offer vassalization through various diplomatic influence actions. This requires that the potential conditions are met and that the target country have at least Opinion improvement active.png 100 opinion of the potential overlord, but is generally unlikely to be accepted unless the target is much weaker than, and has a very high opinion of the potential overlord. Targets are more likely to accept becoming certain 附属类型 (such as tribal vassal or tributary status) over others (including feudatory and client status).
  • Countries can use the Demand Subject Transfer diplomatic action to peacefully take existing subject states of other nations if they are disloyal, and the target has at least 80 opinion of their potential new overlord. As with offering vassalization, military strength and the target's opinion of their potential new overlord are important.
  • The Release subject.png Release Subject action in the Nation overview screen will allow you to release a new client state out of any non-capital province. This country will be dynamically created and take on the name, culture, and religion of its capital territory.
    • 叙拉古的国旗 叙拉古 has a special Create mercenary state.png Create Mercenary State action that instead allows releasing a mercenary state out of any non-capital city. This is the only way to create new mercenary state subjects.
  • Many events and especially missions also offer opportunities to get new subjects, both from releasing new countries out of currently owned territory (such as the many colonies and feudatories available in the 迦太基的国旗  Carthaginian mission trees) or from vassalizing existing countries (such as in the Italic League mission/event chain of the 罗马的国旗  Roman mission tree). This is the only way to create new colonies.

Subject loyalty

Each subject has a Subject loyalty.png subject loyalty value towards its overlord, visible in the diplomacy screen. This value modifies how much tribute is actually sent to the overlord and whether or not they will support and join rebellions and civil wars against the overlord.

Subject loyalty is a value between 0 and 100, where 100 signifies total loyalty.

If a subject's loyalty drops below 33, it will become disloyal, with the following effects:

  • The tribute paid to the overlord is reduced, scaling to 50% at Subject loyalty.png 0 loyalty
  • If a Civil war.png civil war happens and a subject is disloyal, it will join the revolting side.
  • A disloyal subject will never accept an offensive call to arms, and will not act in a defensive war except to defend its own territories.

Subject loyalty has a base of +10 and is determined by the total of the Subject loyalty.png loyalty of subject states modifier of the overlord and the Loyalty to overlord.png loyalty to overlord modifier of the subject. These are affected by many factors, with the most important being the subject's Opinion improvement active.png opinion of the overlord, the Land combat.png relative size of its army, and the current Aggressive expansion.png aggressive expansion of the overlord. Enact law cost modifier.png Laws, diplomatic stances, national ideas, Invention.png inventions, Military tradition.png military traditions, and many event/mission modifiers can also affect subject loyalty.

转换附属类型

The 附属类型 of a particular vassal is typically fixed, but can be changed under certain circumstances.

Tribal vassals will be automatically converted into tributaries upon reforming from a tribe to a republic or monarchy through the [ROOT.GetCountry.GetName] and the [SCOPE.sCountry('overlord_country').GetAdjective] Treaty event. As tribal vassals have a bonus to Civilization.png maximum civilization value and growth, this will typically not take as long as tribes would normally reform.

Tributaries can request closer relations with their overlord and offer to become a client state through the [SCOPE.sCountry('tributary_more').GetAdjective] Gratitude event, which requires that the tributary to not have a Truce.png truce with the overlord, not be at War.png war, and to have at least Subject loyalty.png 85 loyalty, and can only trigger once per country. As client states can be called to war and integrated this can be highly beneficial to the overlord if it is seeking to expand in the area and has enough Diplomatic relations.png relationship slots, and means that it is possible to eventually integrate tributaries (and tribal vassals) as long as they can be made loyal enough to make the client state request.

The type of a subject can also be changed indirectly by first releasing it and then diplomatically re-vassalizing or forcibly subjugating in a War.png war, but this is still subject to the requirements of each 附属类型 (i.e. cannot be used to get new colonies or mercenary states) and can take a few years given the need to wait for the Truce.png to expire. It is mostly useful for converting a tributary into a client state, if it is too difficult to increase its loyalty.

整合附庸

Only the more closely associated 附属类型 - as a rule, those that can be called to war - can be Integrating integrated, including feudatories, satrapies and client states. Other 附属类型, including tributaries and tribal vassals, cannot be integrated or annexed without first breaking or changing the existing subject relationship.

Starting integration requires that the vassal has at least Opinion improvement active.png 190 opinion with its overlord. The cost of integration is equal to its Population.png population and is always at least 10. Integration progresses by a base of +0.25 each month and is affected by the Integrate speed.png integration speed modifier, some of the more important sources of which are listed below:

Integration can take anywhere from a few months for a small city state to many decades (or more) for a large, populous client state. In some situations, it may even be faster to release the subject, allow the Truce.png truce to expire while fabricating Fabricate claim cost modifier.png claims, and then annex the former subject through War.png war.


参考资料


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