除人口之外,《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 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 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:
[
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:
[
拉丁文化女性人物使用以下命名结构:
[
名字
人物的第一名称是他们的
意大利女性不会取普通的名字,她们会根据家庭里出生的顺序取一个拉丁文数字,第一个女儿叫“
尊号
某些国家和王朝有这样的传统,统治者在登基时会取一个尊号,而不是保留原有的个人名字,通常是为了纪念王朝的建立者。在某些情况下,继承人在真正登上王位之前,可以选择自己选择一个尊号。
- 塞琉古帝国的塞琉古王朝,君主的名字会在“
塞琉古 ”或者“安条科斯 ” - 埃及的拉吉底王朝,男性国王的名字会改为“
托勒密 ”,女性国王的名字会改为“克勒俄帕特拉 ” - 密嗣里达蒂德王国和由之建立的 本都,他们的国王会改名为“
密嗣里达蒂德 ” - 比堤尼亚的齐波厄忒得斯王朝,国王的名字会改为“
普鲁西亚斯 ”或者“尼科墨得斯 ” - 珀加蒙的阿塔利得斯王朝,国王的名字会在“
欧门尼斯 ”或者“阿塔罗斯 ”
姓氏
当一个人物出生时,通常会采用其父亲的姓氏,用以确认该人物来自的家庭。根据文化的不同,男性和女性的姓氏可能会略有不同。次要人物的孩子不会拥有姓氏,只能通过名字辨认。
随机生成的次要人物会从所属文化组的名字列表中随机取名。由于许多文化组的姓氏数量较少,因此经常会看到不相关的人物拥有相同的姓氏。
昵称
- 主条目:Cognomen
人物可能会得到一个昵称或绰号(对于意大利人物来说),这与人物的特质或成就有关,通常会给予获胜后的将军,或授予总督,也可以通过某些特定的事件授予昵称。意大利文化组的人物有一个更精密的绰号系统,他们可以在成年后获得绰号,并且可以继承,同时他们的绰号会被放在名字的最后。
一个人物只能用一个昵称;如果获得了新昵称,旧昵称会被移除。
权位序数
君主制的统治者有一个权位序数将他们跟前任统治者区分开来,因为他们用的是一样的名字。权位序数是罗马数字,并且通常是从游戏开始时开始计算,初始统治者的权位序数是 I,尽管一些国家开始时,会使用以往已经用过的序数和名字,这是为了确保符合历史的命名方案实施。
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
-
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。 -
智略 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。 -
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。 -
热忱 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
次要数据更加多样化,代表了人物的一切,从他们的名望和人气,到他们目前的健康状况和对国家的忠诚度。其中大多数属性通常不如主要属性重要,但为人物任命职务和决定其是否构成威胁时,仍需用作参考。
-
年龄 ,从教育到任职,许多公共事物都有对年龄的要求。一个人物在16岁时成年,不过很多共和国为了他们的统治地位,其国家民众成年年龄要比这高很多,并且年老的人物会更容易患绝症。 -
健康 ,状态的数值范围是0到100,并且会因为各种特质(尤其是疾病)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。在人物互动中使用“寻求治疗”能增加人物的健康度,但也有对其造成永久伤害的风险。与其他所有数据不同,人物的健康并不会显示一个精确的数值,而是显示一个笼统的说明。 -
政治家才能 ,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职务上。 -
名望 ,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 ,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 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 ,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内战。然而,即使是最忠诚的人物也有其局限性。 -
腐败 ,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报酬并且很可能激怒他们控制下的省份。 -
地产 ,为人物提供了 收入以及 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。 -
财富 ,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。
- 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 职务、 地产、 指挥下忠诚的大队数量、 家族威望(只适用于家族族长)等等。
- 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。
- 派系信念(Faction Conviction):在一个共和国,每个成年人都会对元老院里面的三个派别每一个存在一定的信念,当前值是迄今为止的所积累的总信念的值。每个月所产生的或者损失的值很大程度上取决于人物的属性,特质和其他修正,而人物会选择他最坚信的派系加入。
- 元老院影响力(Senatorial Influence):一个派系所拥有的席位取决于其成员在元老院的总影响力。而成员的影响力很大程度上取决于该人物的 权力基础, 也可以通过 人气和一些特质来增加,,但当一个总督或者将军在离首都过远的地方将会很难有效的发挥他们的影响力.
关系
这部分内容可能已不适合当前版本,最后更新于1.5。 |
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。
在君主制国家里,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 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:
- +15 忠诚度
- +0.01 月度家族威望
- +50 第一继承人吸引力
- 每月贵族派信念: +0.01
- 每月寡头派信念: +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 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 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:
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-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 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 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
这部分内容可能已不适合当前版本,最后更新于1.5。 |
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和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 +0.01 月度名望以及 +10 第一继承人吸引力。
期望职位数
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 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 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
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权力基础。另外大希腊DLC中的神化操作要求统治者家族拥有至少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。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:
- +0.25 名望
- +1.2 权力基础
- +0.001% Monthly Statesmanship
- +0.005% 大队私兵率
- -0.75% 元老院影响力
- 每月贵族派信念: +0.0015
- 每月寡头派信念: +0.0015
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财富和权力基础。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,范围从城邦的3个到强权的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 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或宗教,虽然通常仍是主流文化和宗教。 在 部落 和 君主国可以随时以 10% 的家族的当前威望和 10 正统性的基础花费(如果人物有高 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 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 报酬, 名望以及 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
这部分内容可能已不适合当前版本,最后更新于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统治者或将军时才会生效。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,适用于陆军将领和海军将领的修正只影响其指挥的部队,适用于总督的修正影响他管理的区域,而适用于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。
军事特质
一个人物通常只能有一项军事特质。
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。
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。
计谋
这部分内容可能已不适合当前版本,最后更新于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
互动
这部分内容可能已不适合当前版本,最后更新于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 |
---|---|
收养 | 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. |
贿赂 | 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. |
说服 | 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. |
实行制裁 | 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. |
宣布仇敌 | 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. |
移除仇敌 | 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. |
寻求治疗 | 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. |
诋毁声誉 | Reduces character popularity by 25 at the cost of 2 tyranny. Can be used on the if the ruler is a dictator. |
要求支持继承人 | 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 叙拉古 or countries that were formed from 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 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.
参考资料