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− | {{icon|character}} A character refers to any person, historical or generated, that is represented personally in {{icon|ck3}} [[Crusader Kings III]]. Every single character is an individual, living entity that will act individually and has the potential to change history. Characters can be either noble or {{iconify|lowborn}}, and landed or unlanded. | + | {{icon|character}} A character refers to any person, historical or generated, that is represented personally in [[Crusader Kings III]]. Every single character is an individual, living entity that will act individually and has the potential to change history. Characters can be either noble or lowborn, and landed or unlanded. |
− | * Noble characters are members of a {{icon|dynasty}} [[dynasty]]. | + | * Noble characters are members of a [[dynasty]]. |
− | * {{iconify|Lowborn}} characters are not members of a {{iconify|dynasty}}. If they are landed with a [[republic]] or [[theocracy]] [[title]], they will remain lowborn. If they are landed with any other title, they will become noble and found a {{iconify|dynasty}}. | + | * Lowborn characters are not members of a dynasty. If they are landed with a [[republic]] or [[theocracy]] [[title]], they will remain lowborn. If they are landed with any other title, they will become noble and found a dynasty. |
− | * Landed characters own at least one [[holding]]. | + | * Landed characters own at least one holding. |
| * Unlanded characters do not own any holdings. | | * Unlanded characters do not own any holdings. |
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− | == Domain == | + | == Appearance == |
− | The {{iconify|domain}} is the collection of all holdings a [[ruler]] owns personally. Each ruler has a {{icon|domain}} domain limit; this determines how many holdings from which they can efficiently collect {{icon|gold}} [[tax]]es and {{icon|levies}} [[levies]]. Once the {{icon|domain}} domain limit is reached, newly controlled holdings will not provide any {{icon|gold}} taxes and {{iconify|levies}} and the ruler's [[vassal]]s will receive an {{icon|opinion}} [[opinion]] penalty of {{red|-10}} towards them for each controlled {{icon|county}} [[county]] that is over the limit. {{icon|domain}} Domain limit is calculated by:
| + | Characters are depicted using a 3D portrait system. Every character's physical appearance is internally determined by a DNA system, which defines how they look: facial features, skin pigmentation, height, and hair color are all stored as DNA. This DNA is dynamically generated for courtiers, and can be directly edited with the [[Ruler Designer]]. DNA is stored as dominant and recessive genes and [[Breeding|passed on to a character's children]], affecting their appearance. |
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− | * {{green|+1}} per 5 points of effective {{icon|stewardship}} [[stewardship skill]] (which includes any [[trait]]s and [[assist ruler|spousal assistance]])
| + | As Crusader Kings III covers a large portion of Eurasia and North Africa in its setting, characters can be from a diverse number of ethnicities: West/Central European, Northern European, Slavic, Arctic, Mediterranean, West African, East African, Arabic, Asian, North Indian, or South Indian. |
− | * {{green|+1}} for each of the following {{icon|innovation}} [[cultural innovation]]s: Ledger, Bailiffs, Guilds, and Court Officials (all in the Civic track)
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− | * {{green|+2}} if Primary Title [[rank]] is {{icon|county}} [[Count]] or {{icon|duchy}} [[Duke]]
| + | Their appearance is further determined by age, weight, and certain hereditary traits. Characters will age as years pass by, eventually growing old and withering away. Their appearance can also be adversely affected by illness or injury; battle wounds may scar their face, while disease can leave a ghastly impact on their visage. |
− | * {{green|+3}} if Primary Title rank is {{icon|kingdom}} [[King]]
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− | * {{green|+4}} if Primary Title rank is {{icon|empire}} [[Emperor]]
| + | === Barbershop === |
− | * {{green|+2}} for "Divided Attention" in the [[Lifestyle#Architect|Architect]] stewardship perk tree.
| + | Players can adjust the appearance of their ruler or ruler's family members via the Barbershop window. This allows hair and clothing to be changed, overriding the character's default appearance. |
− | * {{green|+1}} for level 5 "Law" [[Dynasty#Dynasty_Legacies|Dynasty Legacy]]
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| == Sexual Orientation == | | == Sexual Orientation == |
− | A character's sexual orientation determines with which gender they will gain {{icon|opinion}} [[attraction]] opinion and can form [[lover]] relations. It is decided when the character is around 10 years old and cannot be changed. [[AI]] characters will never try to form a [[relation]] with characters that do not match their sexual orientation. Both the initial distribution of sexual orientation and the chance for [[child|children]] to gain a certain sexual orientation is determined by the sexuality distribution [[game rule]]. | + | A character's sexual orientation determines with which gender they will gain [[attraction]] opinion and can form [[lover]] relations. It is decided when the character is around 10 years old and cannot be changed. [[AI]] characters will never try to form a [[relation]] with characters that do not match their sexual orientation. Both the initial distribution of sexual orientation and the chance for [[child|children]] to gain a certain sexual orientation is determined by the sexuality distribution [[game rule]]. |
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| If the child is played by a player, there is a 20% chance that the player will get to pick the gender preference. | | If the child is played by a player, there is a 20% chance that the player will get to pick the gender preference. |
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| == Opinion == | | == Opinion == |
− | Each character has an {{icon|opinion}} opinion of every other character. The {{iconify|opinion}} the player character holds influences the success rate of certain actions that target another character. The {{iconify|opinion}} of AI characters also determines their behavior towards other characters. | + | Each character has an {{icon|opinion}} opinion of every other character. The {{iconify|opinion}} the player character holds influences the success rate of certain actions that target another character while the {{iconify|opinion}} of AI characters also determines their behavior towards other characters. |
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− | When a character [[death|dies]], their {{icon|heir}} [[primary heir]] will temporarily inherit the {{iconify|opinion}} of vassals towards the late [[liege]]. This {{iconify|opinion}} modifier is shown as {{icon|opinion}} ''Opinion of Predecessor''. | + | When a character [[death|dies]], their [[primary heir]] will temporarily inherit part of the {{iconify|opinion}} of vassals towards the late [[liege]], shown as ''Opinion of Predecessor''. |
− | * {{icon|opinion}} {{green|Positive}} opinion towards predecessor: 25% of {{iconify|opinion}} is inherited. | + | * {{green|Positive}} opinion towards predecessor: 25% of {{iconify|opinion}} is inherited. |
− | * {{icon|opinion}} {{red|Negative}} opinion towards predecessor: 50% of {{iconify|opinion}} is inherited. | + | * {{red|Negative}} opinion towards predecessor: 50% of {{iconify|opinion}} is inherited. |
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| === Attraction === | | === Attraction === |
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| | Faith is Bidaism ''or'' Siguism<br>''and''<br>Faith holds holy site Niani | | | Faith is Bidaism ''or'' Siguism<br>''and''<br>Faith holds holy site Niani |
| | {{green|-0.1}} monthly tyranny<br>{{green|-20%}} tyranny gain | | | {{green|-0.1}} monthly tyranny<br>{{green|-20%}} tyranny gain |
| + | |- |
| + | | [[Callous]] personality trait |
| + | | {{green|-20%}} tyranny gain |
| + | |- |
| + | | Palace of Aachen special building |
| + | | {{green|-20%}} tyranny gain |
| |} | | |} |
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| With the [[Torturer]] lifestyle perk ''Malice Implicit'', characters gain {{icon|dread}} {{green|+0.5}} [[dread]] per tyranny. | | With the [[Torturer]] lifestyle perk ''Malice Implicit'', characters gain {{icon|dread}} {{green|+0.5}} [[dread]] per tyranny. |
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| === Nicknames === | | === Nicknames === |
| {{main|Nickname}} | | {{main|Nickname}} |
− | [[Nickname]]s are epithets granted to characters and are displayed either before or after a character's name. They are mainly gained thorugh {{icon|decision}} [[decision]]s and events. | + | [[Nickname]]s are epithets granted to characters and are displayed either before or after a character's name. They are mainly gained through {{icon|decision}} [[decision]]s and events. |
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| == AI Personality == | | == AI Personality == |
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| {{Mechanics navbox}} | | {{Mechanics navbox}} |
| + | [[Category:Character]] |