除人口之外,《英白拉多:羅馬》中還定義了獨特的人物。英白拉多中人物的設定非常詳細,它和人口以及政治一起構成了這個充滿活力的世界。世界上分布著很多不同的民族,由此決定了各個人物的相貌,他們的相貌還會隨著年齡增長而變老。人物會擔任國家的 職務,以統治者、政府成員、總督和將軍的身份來服務國家,但他們也擁有變化無常的忠誠度。所以必須保持他們的忠誠或是讓其受到制約,以免當他們變得不滿時調動大量資源進行 內戰。
姓名
每個人物都有一個通常用來標識他們的姓名,姓名的一部分是在出生時指定的個人名,一部分是從人物的父母處繼承的家族名,還有一部分則是在他人生的經歷中獲得的暱稱。一個角色的名字可以分為四部分,通常按以下結構排列:
[
拉丁文化人物使用特殊的命名系統以反映羅馬人的命名習慣,其中家族名(暱稱)排在最後,而女性則使用簡化姓名。拉丁文化男性人物使用以下命名結構:
[
拉丁文化女性人物使用以下命名結構:
[
名字
人物的第一名稱是他們的
義大利女性不會取普通的名字,她們會根據家庭里出生的順序取一個拉丁文數字,第一個女兒叫「
尊號
某些國家和王朝有這樣的傳統,統治者在登基時會取一個尊號,而不是保留原有的個人名字,通常是為了紀念王朝的建立者。在某些情況下,繼承人在真正登上王位之前,可以選擇自己選擇一個尊號。
- 塞琉古帝國的塞琉古王朝,君主的名字會在「
塞琉古 」或者「安條科斯 」 - 埃及的拉吉底王朝,男性國王的名字會改為「
托勒密 」,女性國王的名字會改為「克勒俄帕特拉 」 - 密嗣里達蒂德王國和由之建立的 本都,他們的國王會改名為「
密嗣里達蒂德 」 - 比堤尼亞的齊波厄忒得斯王朝,國王的名字會改為「
普魯西亞斯 」或者「尼科墨得斯 」 - 珀加蒙的阿塔利得斯王朝,國王的名字會在「
歐門尼斯 」或者「阿塔羅斯 」
姓氏
當一個人物出生時,通常會採用其父親的姓氏,用以確認該人物來自的家庭。根據文化的不同,男性和女性的姓氏可能會略有不同。次要人物的孩子不會擁有姓氏,只能通過名字辨認。
隨機生成的次要人物會從所屬文化組的名字列表中隨機取名。由於許多文化組的姓氏數量較少,因此經常會看到不相關的人物擁有相同的姓氏。
暱稱
- 主條目:Cognomen
人物可能會得到一個暱稱或綽號(對於義大利人物來說),這與人物的特質或成就有關,通常會給予獲勝後的將軍,或授予總督,也可以通過某些特定的事件授予暱稱。義大利文化組的人物有一個更精密的綽號系統,他們可以在成年後獲得綽號,並且可以繼承,同時他們的綽號會被放在名字的最後。
一個人物只能用一個暱稱;如果獲得了新暱稱,舊暱稱會被移除。
權位序數
君主制的統治者有一個權位序數將他們跟前任統治者區分開來,因為他們用的是一樣的名字。權位序數是羅馬數字,並且通常是從遊戲開始時開始計算,初始統治者的權位序數是 I,儘管一些國家開始時,會使用以往已經用過的序數和名字,這是為了確保符合歷史的命名方案實施。
數據
每個人物都有很多項數據,這些屬性決定了他們的技能情況以及在各種領域下能發揮出的效果。
主要數據
- 主條目:屬性
4項主要數據,或稱為
-
軍略 代表人物戰鬥和領導軍隊的能力。具有高軍略技能的人物可以成為優秀的將軍。 -
智略 代表人物在需要高度關注細節方面的技能。高智略人物可以成為優秀的總督。 -
魅力 代表人物吸引和說服他人的能力。與外國交涉時,高魅力人物常常具有優勢。 -
熱忱 代表人物鼓舞他人信念的能力,也是召喚諸神恩寵的能力。
次要數據
次要數據更加多樣化,代表了人物的一切,從他們的名望和人氣,到他們目前的健康狀況和對國家的忠誠度。其中大多數屬性通常不如主要屬性重要,但為人物任命職務和決定其是否構成威脅時,仍需用作參考。
-
年齡 ,從教育到任職,許多公共事物都有對年齡的要求。一個人物在16歲時成年,不過很多共和國為了他們的統治地位,其國家民眾成年年齡要比這高很多,並且年老的人物會更容易患絕症。 -
健康 ,狀態的數值範圍是0到100,並且會因為各種特質(尤其是疾病)而增加或減少。如果人物的健康減少到0,則該人物將會死亡。在人物互動中使用「尋求治療」能增加人物的健康度,但也有對其造成永久傷害的風險。與其他所有數據不同,人物的健康並不會顯示一個精確的數值,而是顯示一個籠統的說明。 -
政治家才能 ,代表了人物在政府事務中的經驗。它能通過長期擔當職務以及高的智略屬性和一些特性來增加,並決定人物的屬性能多有效的應用在職務上。 -
名望 ,表示人物的名聲。工作和頭銜有助於吸引公眾注意,使他們更有可能在共和國當選。顯赫的人物很可能結婚生子。 -
人氣 ,是衡量民眾如何看待一個人物的指標。在共和國,高人氣的人物更有可能當選共和國領導人,並且將有更高的 元老院影響力。即使是君主政體也不能忽視受歡迎的人物——而且君主必須注意自己的人氣。 -
忠誠 ,是衡量人物對國家忠誠度的指標。與忠誠的人物相比,不忠誠的人物更容易為統治者帶來問題,將會拒絕聽從命令,甚至可能把國家推向內戰。然而,即使是最忠誠的人物也有其局限性。 -
腐敗 ,是衡量人物從事卑鄙行徑意願的指標。貪婪、賄賂和違反法規與高腐敗值密切相關。腐敗的人物將拿走比正常值更多的報酬並且很可能激怒他們控制下的省份。 -
地產 ,為人物提供了 收入以及 權力基礎,通常集中在家族族長手上。然而,人物也可以投資於他們有個人聯繫的領土。 -
財富 ,是衡量人物所擁有個人財富的指標。人物會在一生中積累和花費財富。富有的人物可以利用他們的財富來提升人氣,贏得朋友。
每個人物都能積累金錢。
- 權力基礎(Power Base) 代表人物在國家中的影響力,可以通過許多不同來源積累,例如 職務、 地產、 指揮下忠誠的大隊數量、 家族威望(只適用於家族族長)等等。
- 繼承支持(Succession Support)決定在當前統治者去世後誰能成為統治者。計算方式取決於政體。君主制完全由家族關係情況決定,共和制則由人物的人氣、名望、家族威望以及派系支持決定,部落制由人物屬性決定。
- 派系信念(Faction Conviction):在一個共和國,每個成年人都會對元老院裡面的三個派別每一個存在一定的信念,當前值是迄今為止的所積累的總信念的值。每個月所產生的或者損失的值很大程度上取決於人物的屬性,特質和其他修正,而人物會選擇他最堅信的派系加入。
- 元老院影響力(Senatorial Influence):一個派系所擁有的席位取決於其成員在元老院的總影響力。而成員的影響力很大程度上取決於該人物的 權力基礎, 也可以通過 人氣和一些特質來增加,,但當一個總督或者將軍在離首都過遠的地方將會很難有效的發揮他們的影響力.
關係
這部分內容可能已不適合當前版本,最後更新於1.5。 |
大部分人物將與其他人物產生各種不同的關係,可能是通過血緣和婚姻產生,也可能是通過人物互動發展而成。這些關係對於確定人物之間如何互動非常重要,而和統治者的關係對於忠誠度和國家內部的運作極其重要。
配偶
- 參見:Consort
每個成年人物可以有一個異性的配偶(spouse)。人物一般只會在他們本國內結婚,儘管有可能在兩個不同的君主國的統治家族之間安排聯姻。儘管在一些事件中會出現私生子,但人物通常只會和配偶一起生育子女,而未婚的人物不會有小孩。玩家控制的統治者家族角色可以通過安排聯姻(Arrange Marriage)人物互動來結婚。除非啟用了繼承法中的埃及繼承法,否則不允許近親家庭成員(父母,兄弟姐妹,子女和孫子女)之間的婚姻。
在君主制國家裡,配偶的選擇尤為重要,因為配偶是個政府職務,如果配偶的屬性比統治者的高將會對統治者相應的屬性產生協助。
親屬
人物的親屬(relatives)由其家族關係決定,其父母、兄弟姐妹和子女直接顯示在人物界面中。在君主制中人物的親屬關係很重要,其中繼承是由家庭關係決定的,具體取決於繼承法。統治者的親密家庭成員——父母,兄弟姐妹,子女和孫子女,即使不是統治者的家族,都可以通過安排聯姻(Arrange Marriage)人物互動來結婚。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
每個人物都可以有一定數量的朋友(friends),最大數量由 最大好友數量(Max. Friends)修正決定。朋友之間往往會互相忠誠以及支持,例如在內戰中,如果人物和統治者友好一般會支持政府,但如果發動叛亂的是他的朋友,則會在內戰中倒向叛軍。
統治者的朋友得到以下修正:
- +15 忠誠度
- +0.01 月度家族威望
- +50 第一繼承人吸引力
- 每月貴族派信念: +0.01
- 每月寡頭派信念: +0.01
- Monthly Conviction for Ruler Faction: +0.10
一般來說,對於統治者來說與國內有權勢的人物交朋友會非常有用,例如家族族長、強勢的將軍和總督,尤其是那些 忠誠度較低的人可以利用這個增益。特別是與家族族長交朋友會讓你更有機會剝奪他們最具價值的地產,以減少他們的收入和權力基礎。
兩國統治者之間如果是朋友關係將使兩國之間相互的 好感度增加 25 ,這有助於進行外交行動。如果統治者與外國人成為朋友,可以以增加侵略性擴張為代價將其招募至自己國家。
統治者可以使用交朋友(Make Friends)人物互動來嘗試與另一人物交朋友,前提是對方有空餘的好友位。當您開始嘗試與某個人物成為朋友時,將會出現幾個事件,事件的每個選項提供不同的交友進度,你需要滿足以下任一項來完成交友:
- 2次極大的關係改善
- 3次明顯的關係改善
- 1次極大的關係改善, 1次明顯的關係改善, 1次稍微的關係改善
這個過程可能會花費多達100金幣或5000人力抑或增加5點暴政度。
可以隨時通過移除好友(Remove Friend)人物互動來結束一段友誼。
仇敵
每個角色可以有一定數量的仇敵(rivals),最大數量由 最大仇敵數量(Max. Rivals)決定。仇敵之間互相厭惡,並會傾向於採取攻擊性的行動來反對對方,甚至包括暗殺。
統治者的仇敵得到以下修正:
仇敵對忠誠度的影響沒有朋友大,但還是建議一般不要與有權勢的角色成為仇敵。
如果兩個國家的統治者是仇敵,會給兩國之間造成-50好感度,這將大大減弱兩國關係。
除了因為各種事件的效果成為仇敵之外,統治者可以通過宣布仇敵(Make Rival)人物互動將另一人物設為仇敵,如果對方是國內人物會花費統治者 5 人氣,如果對方是外國統治者則需要和對方國家好感度低於0,並且無需花費人氣。
可以隨時通過移除仇敵(Remove Rival)人物互動來結束與一個國內人物的敵對關係,這需要花費 30 政治影響力。要移除國外統治者仇敵,則需要和對方國家的好感度高於0.
家族
這部分內容可能已不適合當前版本,最後更新於1.5。 |
一個國家的大多數人物都屬於顯赫家族(major family)。家族的成員通常彼此相關,並且孩子將會繼承其主要親屬(通常是父親)的家族,不過人物也可以通過被收養的方式加入統治者的家族。
顯赫家族中的人物在成年後不久將自動結婚,但玩家控制的統治者家族除外。除非通過安排聯姻人物互動,否則統治者家族的成員將永遠不會結婚,不過只有統治者的近親才能通過這個人物互動結婚,這就意味著統治者的遠親通常不會結婚。所以在君主制中這一般是最棘手的問題之一,因為它不像在共和制和部落制中統治者家族可以輪換,這意味著在沒有干預的情況下,統治者家族通常會萎縮得比其他家族小很多,這使得在給予統治者家族需求數量的職位時可供選擇的人才非常受限。這個問題可以通過不時地收養有前途的次要人物和手動安排親屬們結婚來解決。
統治者家族的人物會得到 +0.01 月度名望以及 +10 第一繼承人吸引力。
期望職位數
顯赫家族總是期望他們的成員在當前所有可分配的職位中占據一定比例,以便感到滿意。任何擁職位少於期望職位數的家族都會 受到鄙視,這會帶來嚴重的忠誠度減成,而一個擁有至少期望職位數兩倍職位的家族則會 感激,會給予一些加成。確保所有家族都感到滿意,即使這可能需要任命技能低下的人物擔任要職,是遊戲中管理人物和家族的一個重要部分。
家族威望
每個家族都有其相應的威望值,代表這個家族在整個國家歷史上的傑出地位。威望是由家族成員控制的職位,財富和家族成員控制的大隊而每月積累的;各種事件也會增加威望。威望的主要作用是給予家族族長增益修正,這個修正根據其家族與所有其他家族相比威望有多高來決定,其中最重要的修正是權力基礎。另外大希臘DLC中的神化操作要求統治者家族擁有至少800威望。
家族族長
每個顯赫家族都有一位族長,通常是家族中年齡最大者,不過君主制中的統治者家族始終是統治者作為族長。家族威望在全部家族總威望中每有1%占比,給予家族族長以下修正:
- +0.25 名望
- +1.2 權力基礎
- +0.001% Monthly Statesmanship
- +0.005% 大隊私兵率
- -0.75% 元老院影響力
- 每月貴族派信念: +0.0015
- 每月寡頭派信念: +0.0015
此外,當家族中一個人物死亡時,其所有的地產都將轉移給家族族長,這意味著即使不考慮職位的影響,家族族長也往往擁有全國最高的財富和權力基礎。因此將他們任命為總督或將軍會很危險,極高的權力基礎對忠誠度產生的影響讓他們很難一直保持忠誠。如果必須授予他們職位,推薦任命為研究員或政府公職,因為它們不會增加太多權力基礎,而且如果他們變得不忠誠,影響也會更少。
當一個國家被征服或吞併後,可以邀請來自被征服國家的三個家族族長,還有他們的一些家族成員,作為次要人物加入征服者的國家。所有其他人物則會被處決或消失無蹤。
家族數量
一個國家最大的顯赫家族數量(number of major families)取決於其國家等級,範圍從城邦的3個到強權的5個。在部落制中,家族數量被替換為氏族長數量,其上限範圍與其他政體的家族數量通常相同。
如果顯赫家族數量少於最大家族數量(通常是國家等級提升後),則會觸發事件,將從國內3個最有權勢的次要人物中選擇其一創建一個新家族。同樣,如果顯赫家族數量大於最大家族數量,那麼其中一個家族會fall from grace,其家族所有成員都被降為次要人物。
次要人物
不屬於顯赫家族的人物被視為次要人物(minor characters)。次要人物沒有家族族長並且也無法從家族威望中收益,這意味著除非讓其統率龐大的軍隊或總督富庶的區域,否則他們不太可能積累太多財富和 權力基礎。他們也不會自己結婚,通常也沒有家人,儘管可以像其他未婚成年人物一樣,手動安排統治者的親屬和他們聯姻。
次要人物會不時地自動出現在宮廷里,其文化和宗教可能會是國內存在的任何文化或宗教,雖然通常仍是主流文化和宗教。 在 部落 和 君主國可以隨時以 10% 的家族的當前威望和 10 正統性的基礎花費(如果人物有高 權力基礎則更多),將符合條件的次要人物收養(adopted)進統治者家族;如果其他家族成員數量不足他們也可能會收養次要人物。
職位
- 主條目:Position
人物能被給予各種各樣的 職位(positions)。不僅是一個國家的統治者,他們還能被指派去治理一個省份、指揮一支軍隊、進行研究或在政府中給予一個職位。有些國家允許婦女擔任官職,有些國家則不允許。人物根據他們的特質和屬性以及所處職位來獲得 報酬, 名望以及 權力基礎。顯赫家族總是希望在國內擁有一定比例的職位,如果給予的職務數達到他們期望數量的兩倍,他們將會不勝感激。管理持有職位人物的家族成員比例、忠誠度和能力是確保國家內部穩定犯繁榮的重要因素。
政府中的職位包括:
- 統治者
- 共治者或配偶
- 政府職務
- 研究員
- 總督
- 陸軍將領
- 海軍將領
權力基礎
這部分內容可能已不適合當前版本,最後更新於1.5。 |
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 power base decreases a character's loyalty by 0.5, making power base one of the most important factors decreasing character loyalty, and if the proportion of disloyal power base is higher than the civil war threshold, the country will progress towards a civil war. In republics, a character's power base is also the base from which senatorial influence is calculated. Generally, a close eye should always be kept on characters with a high power base, keeping them as 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 power base (as that can bring the loyalty penalty from high power base up to unmanageable levels).
The main sources of power base are:
- +2 from all positions (including 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 family prestige in the country their family has
- +0.2 to the ruler for each percentage of the country's population in the capital region
- +1 to governors for each percentage of the country's population in their governorship
- +1 to generals for each percentage of the country's army under their command, not including any cohorts loyal to the commander, up to a maximum of +4 per commanded cohort
- +1 to for each percentage of the country's army that are cohorts loyal to the character, even if under the command of another character (does not apply for the cohorts loyal to the ruler), up to a maximum of +4 per loyal cohort
- +1 for the character's number of loyal veteran cohorts as a percentage of the country's army size, up to a maximum of +4 per loyal veteran cohort
- +0.1 for each percentage of the country's ships commanded by an admiral, up to a maximum of +1 per commanded ship
- +0.5 for each percentage of the country's territories held as holdings, up to a maximum of +10 per holding
特質
特質代表角色的性格,生活方式,能力,狀況等不同方面,並會對人物的屬性和其在職位上的表現產生重大影響,此外還會影響人物在事件中的反應(特別是對於AI來說)。
大多數特質對人物屬性的影響始終有效,但有些特質的修正只有當人物擔任統治者或將軍時才會生效。這些特定職位的修正依據職位不同其影響範圍也有所不同,適用於陸軍將領和海軍將領的修正只影響其指揮的部隊,適用於總督的修正影響他管理的區域,而適用於統治者的修正則會影響整個國家。
特質可分為以下四類:
- 個性特質
- 軍事特質
- 健康特質
- 身份特質
一些特質,特別是個性特質,會有與之相反的對立特質。一個人物永遠不會同時具有兩個相反的特質,如果人物獲得了一個與自己擁有特質相反的特質,則該相反特質將被立即移除。
個性特質
個性特質是最常見的特質,它描述了人物的性格特徵,例如勇敢或膽小,殘酷或仁慈。個性特質通常具有最廣泛的影響,幾乎所有人物都至少具有其中一種或兩種。
- 現行漢化名稱有個別重複,以英文名相對照。
軍事特質
一個人物通常只能有一項軍事特質。
健康特質
健康特質代表各種健康狀況,大多數是有害的而且有時是致命的。
身份特質
身份特質(Status traits)代表人物當前的活動、生活方式、聲譽或家業。
計謀
這部分內容可能已不適合當前版本,最後更新於1.5。 |
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 holdings to increasing 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 File:Persuade to drop scheme.png Persuade to Drop Scheme interaction, which costs 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 ruler and usually involve spending a personal attribute to gain a countrywide bonus.
- Scheme: Influence - Gain political power generation in exchange for ruler popularity, can be started using the associated interaction on the ruler
- Researching Lineage - Gain legitimacy in exchange for ruler 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 ruler wealth and 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 ruler's child can be changed using the Tutor Heir interaction on the Royal Tutor in monarchies.
- Become Great Warrior - Focuses on martial at the expense of other attributes, gain a military trait and democrats or populares conviction on reaching adulthood
- Become Tyrant - Focuses on martial and finesse at the expense of other attributes while gaining corruption, gain a sociopathic trait and oligarchs or optimates conviction on reaching adulthood
- Become Bureaucrat - Focuses on finesse at the expense of other attributes, gain a rulership trait and traditionalists or boni conviction on reaching adulthood
- Become Rich - Focuses on finesse at the expense of other attributes while gaining corruption, gain a greed-related trait and oligarchs or optimates conviction on reaching adulthood
- Become Politician - Focuses on charisma at the expense of other attributes while gaining corruption, gain a oratory trait and oligarchs or optimates conviction on reaching adulthood
- Become Demagogue - Focuses on charisma at the expense of other attributes while losing loyalty, gain a modifier to corruption and democrats or populares conviction on reaching adulthood
- Become Zealous - Focuses on zeal at the expense of other attributes while losing loyalty, gain a religion-focused trait and traditionalists or boni conviction conviction on reaching adulthood
Plot schemes
These schemes target another character, possibly even the ruler. Many of these schemes can File:Assist with scheme.png assisted or File:Interfere in scheme.png interfered with to either increase (at the cost of ruler popularity) or decrease (at the cost of ) 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 holding from another character, costs 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 gold to try to arrange a marriage with the ruler, used only in monarchies if the ruler is adult and unmarried
- Seeking Spouse - Spends 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 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 wealth to gain popularity
- Prepare a Grand Festival - Spend a large amount of gold to give +5% Integrated Culture Happiness, used only by the High Priest
- Investing in Opportunities - Gain personal wealth
- Seek Patron - Attempts to convince another character to help gain prominence
- Buy Holding - Spend wealth and popularity to gain a new 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 wealth to increase the population output of held holdings but make them unrevokable, used only by heads of family
- Latifundia - Spend a large amount of gold and gain corruption to build a farming settlement in an owned holding, used only by heads of family
- Expanding Mines - Spend a large amount of gold and gain corruption to build a mine in an owned holding, used only by heads of family
- Extort Territory - Increases wealth and corruption while decreasing region output and loyalty, used only by governors
Political schemes
These schemes involve trying to increase the character's power and potting against the ruler.
- Buying Troop Loyalty - Spends gold to gain the loyalty of commanded cohorts, can be used by generals
- Demand Office - Increases and when finished fires an event for the ruler to demand an office, potentially displacing the current holder; only used by characters with high prominence and popularity
- Hire Private Army - Spends a large amount of gold to gain the loyal veteran cohorts, costs gold to abort
- Plotting Quietly - Spends gold and lowers character loyalty by 10, cannot be forced to abort
- Inspiring Disloyalty - Spends a large amount of gold to reduce the loyalty of a more powerful character by 10, costs 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 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 health and popularity, with a chance of gaining prominence and popularity if successful or losing more health if not
Other schemes
These schemes are used only in certain specific situations.
- Seeking Treatment - Increases 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 200 gold, which comes of personal wealth if selected for the ruler or the treasury for all other characters
- Escape Prison! - Attempts to escape imprisonment, costing health if unsuccessful, and will be frequently taken by prisoners
互動
這部分內容可能已不適合當前版本,最後更新於1.5。 |
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 Senate approval.
General interactions
These interactions are generally available on most characters within the country.
Interaction | Description |
---|---|
收養 | Adopt a minor character into the ruling family, at a base cost of 10% of the family's current prestige and 10 legitimacy. Available only to monarchies and tribes. |
交朋友 | Begins an event chain to try the befriend the character, with various gold, political power, and tyranny costs. Required for recruiting them (if foreign). Each character has a limited number of friends; non-foreign friends of rulers have increased loyalty. Unlike most interactions, can be done on almost any character, including those outside the country. |
賄賂 | Increases the character's loyalty by 15 for 2 years for 5 political influence and 200 of the ruler's personal wealth. Increases the ruler's 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. |
說服 | Replaces the Bribe interaction if the ruler has the orator or silver-tongued trait, and increases the character's loyalty by 15 for 2 years of 5 political influence, without the ruler wealth or corruption costs. |
Force Conversion | Force a character to convert to the state religion at the cost of 5 tyranny and 30 loyalty. Requires at least at least 60 loyalty, and can even be done on the ruler. |
授予公民身份 | Removes the Foreign Citizenship modifier from a character, allowing them to hold positions. Costs 5 ruler popularity. |
實行制裁 | Removes up to 50 corruption from a character, costing and 20 loyalty. Requires the character to have at least 5 corruption and cannot be used on the ruler, or on characters with the crafty trait, trait, or Nefarious Tendencies modifier. |
囚禁 | Imprisons a character at the cost of 5 popularity and possibly if the character has at least 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. |
放逐 | Replaces the Banish interaction for 雅典 or countries that were formed from 雅典. Unlike with banishing, can be used on any character except the ruler or co-ruler - even if not imprisoned - but costs 5 stability and tyranny based on the character's power base, and can only be used once every year. |
宣布仇敵 | Makes another character into a rival of the current ruler. Can be used as long as the ruler has rival slots remaining on any character in the country, or on foreign rulers if their country's opinion of the current country is less than 0. Costs 5 popularity if used on characters within the country. |
移除仇敵 | Stops the ruler from seeing the character as a rival. Costs 30 political influence for characters within the country, and requires that the other country has at least 0 opinion of the current country if to end rivalries with foreign rulers. |
尋求治療 | Starts treatment for a healable illness or injury, increasing the health of the character. Chance of successfully treating and removing the trait, or failing disastrously and causing an additional permanent injury. Costs 200 to use on most characters except for the ruler, who will cover the expenses from his/her personal wealth. |
詆毀聲譽 | Reduces character popularity by 25 at the cost of 2 tyranny. Can be used on the if the ruler is a dictator. |
要求支持繼承人 | Gives 50 Primary Heir Attraction at the cost of 2 tyranny, making the character more likely to support the primary heir. Can only be used by monarchies on characters with at least 50 loyalty that are not already supporting the primary heir. |
Ruler interactions
The following interactions are available only on the 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 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 10 tyranny. Can be used in a republic when at war or during a civil war, if there is at least 75 Senate approval. |
Return Dictatorship | Forces a ruling dictator to stand down, can be used if their popularity is low enough, or the country's 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 , or the him/herself, in monarchies and tribes. |
Assassinate | Kills an unwanted dictator, costs 7 tyranny, 7 aggressive expansion, and 30 stability. |
Plan Assassination! | Starts the Assassinate! scheme to kill a rival within the country. Costs 7 tyranny and 7 aggressive expansion. |
Scheme: Hold Games | Starts the Sponsoring Games scheme, spending personal wealth to gain popularity. Can select a province capital to hold the games in, which increases 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 ruler popularity to increase political power generation. Chance of events to gain extra political power at the expense of gold, manpower, stability, or ruler corruption. |
Scheme: Prove Legitimacy | Starts the Researching Lineage scheme, spending personal wealth to increase 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 wealth at the cost of ruler corruption. |
Scheme: Political Marriage | Seeks a marriage between the character and a member of a particular major family. Costs 10 political influence and 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 , or the him/herself, in monarchies and tribes. |
Position holder interactions
These interactions are generally available only to characters with a certain position or status, such as generals, office holders, or heads of family.
Interaction | Description |
---|---|
Send Adventuring | Send a general of the ruling family off as a mercenary. Might return after 5 years with gold, a personal army, or increased martial or finesse. |
Exalt Clan Chief | Increases a clan chief's loyalty by 20 at the cost of gold and angering the other clan chiefs. |
Give Free Hands | Increases loyalty by 20 at the cost of monthly corruption gain. Can be used if the character is a governor, researcher, clan chief, or holds a government office. |
Revoke Free Hands | Revokes the free hands privileges given by the Give Free Hands interaction. Decreases loyalty by 15 on top of losing the +20 modifier, and can only be done 2 years after giving free hands. |
Grant Regional Cognomen | Gives a regional nickname and to a governor. Costs 10 ruler popularity. |
Grant Clan Autonomy | Releases a disloyal clan chief and the province his/her retinue is currently in as a tributary. Gives 30 loyalty to all remaining clan chiefs. |
Grant Holding | Grants a in an unheld territory to a head of family, increasing loyalty by 5. Costs 40 gold and gives 5 ruler corruption if used on the ruler. |
Grant Capitulatory Honors | Gives 60 loyalty, 20 prominence, and 20 popularity to a general at the cost of gold and 20 stability. Can be used by republics on generals with 40 loyalty or less. |
Grant Stipends | Gives 20 loyalty for all members of a family in return for increasing their 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 general less than 2 years ago, increasing loyalty by 20 and removing then from command if still a general - even if they are disloyal. Costs 30 political influence and gives family prestige, popularity, and a victory trait to the character, as well as possibly a cognomen, and requires they have at least 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 and decreased by their power base, and can be changed by the events and options during the trial. Failure to convict the character will significantly decrease loyalty and may trigger a civil war. A trial costs 5 tyranny to start and can only be used on the same character once every 5 years. |
Reward Veterans | Spends wealth to remove cohort loyalty from up to 4 cohorts currently loyal to the character. Can be used once every 2 years. |
Revoke Holding | Revokes a holding from a head of family, at a cost of 5 loyalty. Can only be used on 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 Royal Tutor, if he/she has at least 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 1 tyranny. |
Execute | Kills an imprisoned character with a base cost of 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 4 tyranny and increases ruler popularity. |
Flog | Reduces the health of an imprisoned character by 10. Costs 2 popularity and gives -10 loyalty to the character being flogged and +2 loyalty to his/her rivals each time, as well as 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 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 tyranny by 1. |
Sacrifice | Kills a prisoner to increase tribesman output and happiness and reduce centralization based on the target's martial. Costs {[red|5}} stability, requires the Adopt Human Sacrifices law, and can only be used on characters of a different culture. |
Proscribe | Kills the character, seizes all holdings back to the state, transfers most of the character's wealth to the ruler, and demotes the entire major family to minor character status with a loyalty penalty of -40. Costs a base of 30 tyranny and gives 200 wealth to the state, requires that the character be a head of family and that the country has more than 40 tyranny. |
Sell into Slavery | Sells a character into slavery, either eventually moving to another country or disappearing into obscurity (and effectively dying), for wealth (depending on their attributes at the cost of 0.5 tyranny. Selling a member of family head will give -10 loyalty to all family members, increasing to -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 15 aggressive expansion and requires having a friend in their court. |
Inspire Disloyalty | Reduces the loyalty of a foreign character by 20 and increases their monthly personal wealth gain, at a cost of 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 loyalty malus and 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 mercenaries employed by an enemy in a . If the other country refuses to match the offer, the mercenaries will defect. Can be used on mercenary generals, only if they have not been enticed in the last year. |
Elect New Leader | Appoints the ruler of a subject mercenary state as the new ruler of the country, at the cost of 15 stability and 10 legitimacy. Can only be performed by 敘拉古 or countries that were formed from 敘拉古, 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 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 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 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 loyalty requirements if they or their spouse have some sort of status. |
Recruit General | Gets a foreign general to leave their nation with their army and join the current country. Costs 10 aggressive expansion and requires that the general have 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 20 aggressive expansion, and can only be used if the governor has less than 40 loyalty, is a friend of the ruler, and a neighbouring province in their governorship has 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.
How to recruit foreign characters
- Open the diplomacy view of another country and click View Characters on the right.
- If the character's loyalty is above 70, use Inspire Disloyalty to lower it.
- Befriend them using the Make Friend interaction.
- 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.
參考資料