「革新性」の版間の差分
細 (Gnagaoka がページ「Innovation」を「革新性」に移動しました) |
|||
3行目: | 3行目: | ||
| service= youtube | | service= youtube | ||
| id= C-a9U0-EboQ | | id= C-a9U0-EboQ | ||
− | | description= | + | | description= CK3の紹介 #08 - テクノロジー. ''Havoc''がテクノロジーと、それをどのようにアンロックするかについて紹介してくれます! |
| alignment= right | | alignment= right | ||
| container=frame | | container=frame | ||
}} | }} | ||
− | ''' | + | '''革新性'''(Innovations)とは、ある[[文化]]が編みだすことのできた技術的、法的、イデオロギー的な進展を表すものです。ひとたび革新性がアンロックされると、アンロックした文化のあらゆる伯爵領とキャラクターがそれを使うことができるようになります。革新性は、軍隊と市民(Military and Civic)、文化(Cultural)、地域(Regional)の3つのカテゴリーに分類されます。 |
− | * | + | * 軍隊と市民の革新性にはいくつかの要因に基づいて毎月アンロックに向けて進捗するわずかな可能性があります。要因の中で最も重要なのはその文化の伯爵領の開発度の平均です。最も重要な要因の2番目は、すでに革新性をアンロックした別の文化に属する伯爵領との隣接数です(伝播/Exposure)。 |
− | * | + | * 地域の革新性は、文化が特定の地域(Region)において十分な存在感を持っているときにアンロックされます。たとえその地域が失ったとしてもアンロックは維持されます。 |
− | * | + | * 文化の革新性は常に有効ですが、特定の文化を必要とします。 |
− | + | 封建制(Feudal)と氏族制(Clan)の政府はより高い王権(Crown Authority)と慣習的領有権(De Jure claim)をアンロックするのを革新性に依存しています。[[開戦事由]] | |
− | + | 進捗の可能性は、5パーセント + 志向(Fascination)のパーセント + 伝播の40%です。 | |
− | + | 同じ宗教内の別の文化がすでに革新性を持っている場合は伝播が得られます。 | |
− | + | 志向のパーセントは20%がベースで、それに加えて文化指導者(Culture Head)の学識能力1に対して2%追加されます。 | |
− | + | 科学的手法(Scientific)のパークがあればこれらの値は文化指導者の学識能力1に対して2.7%となり、最大27%まで上がります。 | |
− | + | 進捗量 = 0.3 + (その文化の州の平均の開発度 * 0.02) + 0.2(時代が進んでいれば) | |
− | + | 「スラヴの統一(Unite the Slavs)」のようなディシジョン(decisions)によるランダムの革新性は、ゲーム内の日付によって決定されます。 | |
− | == | + | == 時代 == |
Each Culture will be within one of 4 Eras which determine which innovations the Culture can unlock. | Each Culture will be within one of 4 Eras which determine which innovations the Culture can unlock. | ||
2021年2月12日 (金) 00:20時点における版
革新性(Innovations)とは、ある文化が編みだすことのできた技術的、法的、イデオロギー的な進展を表すものです。ひとたび革新性がアンロックされると、アンロックした文化のあらゆる伯爵領とキャラクターがそれを使うことができるようになります。革新性は、軍隊と市民(Military and Civic)、文化(Cultural)、地域(Regional)の3つのカテゴリーに分類されます。
- 軍隊と市民の革新性にはいくつかの要因に基づいて毎月アンロックに向けて進捗するわずかな可能性があります。要因の中で最も重要なのはその文化の伯爵領の開発度の平均です。最も重要な要因の2番目は、すでに革新性をアンロックした別の文化に属する伯爵領との隣接数です(伝播/Exposure)。
- 地域の革新性は、文化が特定の地域(Region)において十分な存在感を持っているときにアンロックされます。たとえその地域が失ったとしてもアンロックは維持されます。
- 文化の革新性は常に有効ですが、特定の文化を必要とします。
封建制(Feudal)と氏族制(Clan)の政府はより高い王権(Crown Authority)と慣習的領有権(De Jure claim)をアンロックするのを革新性に依存しています。開戦事由
進捗の可能性は、5パーセント + 志向(Fascination)のパーセント + 伝播の40%です。
同じ宗教内の別の文化がすでに革新性を持っている場合は伝播が得られます。
志向のパーセントは20%がベースで、それに加えて文化指導者(Culture Head)の学識能力1に対して2%追加されます。 科学的手法(Scientific)のパークがあればこれらの値は文化指導者の学識能力1に対して2.7%となり、最大27%まで上がります。
進捗量 = 0.3 + (その文化の州の平均の開発度 * 0.02) + 0.2(時代が進んでいれば)
「スラヴの統一(Unite the Slavs)」のようなディシジョン(decisions)によるランダムの革新性は、ゲーム内の日付によって決定されます。
時代
Each Culture will be within one of 4 Eras which determine which innovations the Culture can unlock.
Once at least 50% of the innovations of an Era are unlocked and the required minimum year is reached, the Culture will slowly progress to the next Era based on the average Development in the Culture's Counties.
A culture cannot progress to another Era if its Cultural Head is Tribal.
List of Tribal innovations
Unlocking all Tribal innovations is required for the Adopt Feudal Ways and Adopt Clan Ways decision (for independent Tribal rulers).
Civic innovations
Civic innovation | Effect | Description | Debug ID |
---|---|---|---|
Casus Belli | Can use De Jure County Casus belli | Might makes right has been the law of the land for generations, but if we have a justification for our wars then we can avoid provoking the ire of our neighbors and the retaliation that often comes with it. | innovation_casus_belli |
City Planning | Unlocks Village Center Unlocks Shrine and Prayer Halls Unlocks Trading Outposts |
By designing our cities before we start constructing them, we can create new holdings in strategic locations which are both more functional and aesthetically pleasing than the older ones which haphazardly arose over time. | innovation_city_planning |
Crop Rotation | Unlocks all Tribal Era Economic Buildings | By transitioning from the traditional two-field farming model to three-field crop rotation, we can grow more crops each year without depleting the soil on our farms. | innovation_crop_rotation |
Currency | +10% Monthly Development Growth | Bartering is slow and inefficient; adopting an officially-recognized currency like cowrie shells or metal nuggets will bolster trade and increase the spread of ideas within our realm. | innovation_currency_01 |
Gavelkind | Can enact the Confederate Partition Law | Stability and prosperity go hand-in-hand. Instead of having vassals jockey for power when the old monarch passes away, we can define a predetermined, equitable system of inheritance which will eliminate much of the instability which traditionally occurs on succession. | innovation_gavelkind |
Ledger | +1 Domain Limit | As our lands grow, we need a better way to keep track of what we own. Maintaining a ledger of our possessions will ensure that we always know what resources we have at our disposal. | innovation_ledger |
Planned Assemblies | Unlocks Fortified Tribal Hold Can enact Limited Crown Authority Law |
In order to effectively govern, we must bring all free men of the realm together to discuss and resolve legislative matters. Attendance is mandatory, and those who do not come will be fined and forfeit their ability to influence any decision made. | innovation_plenary_assemblies |
Public Works | Counties reach the maximum Existing Development penalty at 20 Development | Funding the construction of public works like roads, schools, and aqueducts will allow our settlements to grow to larger sizes, ensuring the prosperity of our people for generations to come. | innovation_development_01 |
Military innovations
Cultural innovations
Regional innovations
List of Early Medieval innovations
Civic innovations
Civic innovation | Effect | Description | Debug ID |
---|---|---|---|
Armillary Sphere | +25% Naval Speed | Comprised of a spherical framework of moving rings, these devices allow us to chart and predict the movement of the heavens. While a fascinating astrological device in its own right, this knowledge will also help aid our captains when navigating waters far from land. | innovation_armilary_sphere |
Bailiffs | +1 Domain Limit | A king cannot be everywhere at once. By appointing bailiffs to enforce the king's law throughout the realm, we can govern a larger area more effectively than we could otherwise. | innovation_baliffs |
Chronicle Writing | Can use De Jure Duchy Casus belli -10% Casus Belli Prestige Cost |
No more will the stories of our family's exploits be passed down just through oral tradition. We will keep a record of all that we accomplish, both to inspire future generations as well as to prove our claims over lands we should rightfully hold. | innovation_chronicle_writing |
Coinage | +10% Monthly Development Growth Unlocks the Coinage Rights Feudal Contract |
Unregulated currencies are difficult to control and lack stability. Minted coins, measured to specific weights and stamped with a royal seal, give new confidence to commercial transactions. | innovation_currency_02 |
Communal Government | Counties reach the maximum Existing Development penalty at 35 Development | Larger towns regularly face a series of increasingly complex problems. Delegating some authority to local councils will let them resolve these issues without needing to get the king involved. | innovation_development_02 |
Hereditary Rule | Can enact the Partition Law | Evenly dividing the realm amongst all eligible heirs fractures the unity of our people. Instead of tearing our realm asunder on every succession we can ensure we have a stable and prosperous heartland by establishing a system of hereditary rule. | innovation_hereditary_rule |
Manorialism | -10% Building Construction Time Unlocks all Early Medieval Era Economic Buildings |
With land ownership consolidated under our elite, many men and women find themselves unable to work. We will establish a manor system where free men can work our fields in exchange for rent, while those who cannot pay may enter our service as bound serfs instead. | innovation_manorialism |
Royal Prerogative | Can enact High Crown Authority Law Can enact Absolute Crown Authority Law |
As our royalty has a greater burden placed upon them by their responsibility to govern the realm, so too shall they be bestowed with privileges reserved exclusively for them. | innovation_royal_prerogative |
Military innovations
Cultural innovations
Regional innovations
List of High Medieval innovations
Civic innovations
Military innovations
Cultural innovations
Regional innovations
Regional innovation | Region | Effect | Description | Debug ID |
---|---|---|---|---|
Muladi | Northern Africa |
|
Wars, raids, and persecution all over the world have driven many people from their homes. By welcoming these displaced souls to our lands regardless of their background we can develop a rich and prosperous society. | innovation_muladi |
Ostsiedlung | Eastern Germany |
|
The lands to our east are sparsely inhabited, but rich in natural resources. Establishing an initiative to expand and establish homesteads there will lead to the growth and prosperity of our people. | innovation_east_settling |
Peerage | Francia |
|
By rightfully recognizing the most illustrious amongst the noble vassals of our realm we will foster a sentiment of greater loyalty towards the crown. | innovation_french_peerage |
Seigneurialism | Francia | +5% Domain Taxes | By delegating more responsibilities to local nobles, we can both make them happy as well as freeing up more of our attention to focus on our own domain. | innovation_seigneurialism |
List of Late Medieval innovations
Civic innovations
Military innovations
Cultural innovations
Regional innovations
References