「戦争」の版間の差分
(未訳部分を2022/8/1時点のものに修正) |
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36行目: | 36行目: | ||
* 海を挟んでおり、かつ攻撃側である場合 {{red|-30}} | * 海を挟んでおり、かつ攻撃側である場合 {{red|-30}} | ||
− | === | + | === 指揮官の捕獲 === |
− | + | 指揮官は戦闘で敗北すると捕らえられる場合があります。指揮官が捕まる基本的な確率は10%で、ゲームスクリプト内部の2つの「スコア」で表されます。一つは脱出スコアで90、もう一つは捕獲スコアで10の値で初期化されます。これらのスコアは様々な要因に影響され、合計が100になるとは限らないので、パーセンテージとして扱うべきではありません。 | |
{| class="mildtable" | {| class="mildtable" | ||
− | ! | + | ! 条件/要因 |
− | ! | + | ! 効果 |
|- | |- | ||
− | | | + | | 屈強な指揮官を持つ指揮官 (プレイヤー) || {{green|脱出スコア +100}} |
|- | |- | ||
− | | | + | | 屈強な指揮官を持つ指揮官 (AI) || {{green|脱出スコア +30}} |
|- | |- | ||
− | | {{ | + | | {{icon|prowess}} 武勇|| {{green|捕獲スコアは(30 - 武勇) ÷ 30の式と乗算されます。最小値は0.1です。 |
− | + | たとえば、武勇が10のキャラクターは、もとの捕獲スコアから60%になります}} | |
|- | |- | ||
− | | | + | | {{icon|Craven}}臆病(Craven)の特性を持つ || {{green|捕獲スコアが半減}} |
|- | |- | ||
− | | | + | | 軍勢が掃討<ref>訳者注:stackwiped, 軍勢を全滅させることを示すと思われる</ref>される || {{red|脱出スコアが5で割られる}} |
|- | |- | ||
− | | | + | | {{icon|Brave}}勇敢(Brave)の特性を持つ || {{red|捕獲スコアが2倍になる}} |
|- | |- | ||
− | | | + | | {{icon|One-Legged}}隻脚(One-Legged)、または {{icon|Maimed}}不具(Maimed)の特性を持つ || {{red|捕獲スコアが3倍になる}} |
|} | |} | ||
2022年8月1日 (月) 18:20時点における版
戦争は軍勢を率いて力づくで称号を簒奪することで領国の拡張するという最も直接的な手段です。 あらゆる戦争には開戦事由が必要であり、これは戦争の目的と勝敗によって双方に生じる結果を規定します。 キャラクターが借金している場合は宣戦布告ができません。
戦争
戦闘フェイズ
敵対関係にある2つの軍勢が同じ男爵領に入ると戦闘が始まります。 戦闘の開始時に、その地形の戦闘幅によって同時に戦闘に参加できる兵士たちの数が決まります。戦闘は4つのフェイズに分かれています。
- 機動フェイズ: 軍勢は戦闘の準備を開始し、指揮官は最初の優位性ロールを決定します。
- 初期戦闘フェイズ: 軍勢は毎日のように戦い、互いにダメージを与え合います。このときは退却することができません。 このフェイズで戦闘に敗れた場合、すべての敗走兵が死傷者になります。
- 後期戦闘フェイズ: 軍勢は一方の兵士らが耐久力を使い果たすか撤退するまで毎日お互いにダメージを与え合います。 軍勢が退却した場合、残った兵士はすべて敗走兵になります。
- 追撃フェイズ: 戦闘で勝利した軍勢は敗北した軍勢を追撃し、敗走兵を死傷者にしようとします。 このフェイズが終了すると、敗北した側の軍勢はすべての敗走兵とともに隣接する男爵領へ移動した後、更に2、3つの男爵領分距離を取ろうとします。 この時、移動をし終えるまで命令を与えることはできませんが、操作可能になっている軍勢よりもわずかに移動速度が速くなります。
優位性補正
戦闘開始時には戦闘全体の継続、及びどちらか一方のダメージを増加させる「優位性」補正の計算が双方の軍で行われます。 優位性は特性、地形、建造物、または指揮官の軍事能力によってもたらされます。 また、指揮官は3日ごとに優位性を上げるためにロールを行います。これは様々な補正や特性の影響を受けます。 優位性の各ポイントは自軍のダメージを+2%増加させます。 開始時の優位性は以下の影響を受けます。
- 海峡を挟んでおり、かつ防衛側である場合 +30
- 大河を挟んでおり、かつ防衛側である場合 +20
- 河を挟んでおり、かつ防衛側である場合 +10
- 主君が軍勢を率いている場合 +5
- 領国が借金状態にある場合 -10
- 軍勢が招集中である場合 -10
- 物資が足りない場合 -10
- 物資が枯渇している場合 -25
- 海を挟んでおり、かつ攻撃側である場合 -30
指揮官の捕獲
指揮官は戦闘で敗北すると捕らえられる場合があります。指揮官が捕まる基本的な確率は10%で、ゲームスクリプト内部の2つの「スコア」で表されます。一つは脱出スコアで90、もう一つは捕獲スコアで10の値で初期化されます。これらのスコアは様々な要因に影響され、合計が100になるとは限らないので、パーセンテージとして扱うべきではありません。
条件/要因 | 効果 |
---|---|
屈強な指揮官を持つ指揮官 (プレイヤー) | 脱出スコア +100 |
屈強な指揮官を持つ指揮官 (AI) | 脱出スコア +30 |
武勇 | 捕獲スコアは(30 - 武勇) ÷ 30の式と乗算されます。最小値は0.1です。
たとえば、武勇が10のキャラクターは、もとの捕獲スコアから60%になります |
臆病(Craven)の特性を持つ | 捕獲スコアが半減 |
軍勢が掃討[1]される | 脱出スコアが5で割られる |
勇敢(Brave)の特性を持つ | 捕獲スコアが2倍になる |
隻脚(One-Legged)、または 不具(Maimed)の特性を持つ | 捕獲スコアが3倍になる |
包囲戦
包囲戦は戦勝点を得る主な手段であり、軍勢が要塞のある所領を攻撃中、軍勢がその要塞の 守備隊を上回っている時に発生します。 伯爵領を占領するにはすべての要塞化された所領を占領する必要があります。 城及び伯爵領首都はデフォルトで要塞化されています。要塞包囲の難度は 要塞レベルによって決まり、これは特定の建造物や補正によって上昇させることができます。 所領を占領するのに必要な包囲進行度の基本値は100であり、 要塞レベルごとに50ずつ増加します。 包囲は攻撃側の数が守備隊の数を大きく上回っているか、攻城兵器を用いている場合に時間とともに進行していきます。
要塞化された所領の包囲中に攻撃を受けた場合、包囲側の軍は攻撃側となり、相手側はあらゆる地形防御ボーナスを得ます。 また、要塞が立っている男爵領において戦闘が始まると、優位性に追加のペナルティが発生します。
Each siege will keep track of the defenders' supplies, average health and fortifications. During sieges, certain events can happen by default every 20 days (shortened by 30% to only 14 days with Military Engineer commander), which can lower one of those. Walls can only be damaged if the attacking army has Siege Weapons.
Assaulting the Fort will add a large amount of daily Siege Progress at the cost of casualties.
Occupation
Once the besieging forces reach 100% siege progress, they become the controller of the barony. If they control all fortified holdings within a county, they will also occupy the entire county. Upon occupation, the county loses control (unless original owner has the Overseer lifestyle perk Enduring Hardships). Occupying the war target's holdings provides warscore.
Capturing characters in a siege
Characters present in a holding which has just been occupied or raided have a chance to be imprisoned by the besieging force. The following conditions exclude characters from being capturable:
- The besiegers have defeated the defender's army, but the defender's army has not yet retreated to a different province
- The character is imprisoned in the barony
For eligible characters, the base chance to be captured is 35%. Each point of intrigue will reduce this percentage by 1, with a maximum reduction of 20%, and each point of prowess will reduce this percentage by 0.5, with a maximum reduction of 15%. The third Pillage legacy effect adds 20% to this chance.
If the occupying force is a peasant army, or the target is undesirable, a captured character will instead be killed. A target is desirable if any of the following is true:
- They are landed
- They have at least one parent
- Their spouse is landed
- Any close family member is landed
- They have a high skill rating in diplomacy, martial, stewardship, intrigue or learning
- They have a physician lifestyle trait
- They have a mystic lifestyle trait
War score
War score is a measure of which side is winning a war. It ranges from -100 to +100, each point added to one side being subtracted at the same time from the other side, e.g. if one side has 25 War score, the other side will have -25 War score. War score is gained by winning Battles, occupying Holdings, taking important prisoners and especially having control of the Casus Belli's Objective, or the "War Target". Even though the game doesn't define the term "War Target", it appears to correspond to whether either side has possession of at least one county in the de Jure title being fought over. If either side controls the entirety of the de jure title being fought over, they accumulate war score every month. If the other side takes control of at least one of these counties, the war score gained from control resets to 0 but will return to its previous level if the county/ies are recaptured. If neither side controls all de jure disputed land, there is no gain from control. For example, a war for the Duchy of Lancaster in England means that there are 4 counties that are at claim. If the attacker seizes all 4, they accumulate 1% per month of war score. After a certain amount of time, the defenders will gain score if the attackers have failed to capture any of these counties. Note that this does not apply in wars where the claim is on the highest title in that realm. For example, a claim on England will not accumulate a control score as long as the attacker takes even a single county; if they were to take them all, they would automatically win by full occupation unless the Empire of Britannia has been created and is the liege of the holder of the title of Kingdom of England.
Objective | Bonus war score |
---|---|
Capturing enemy ruler | +100 |
Capturing enemy heir | +50 (primary heir) +25 (secondary heir) +10 (tertiary heir) |
Occupying enemy capital | +10 |
The benefits given by winning battles is based on the size of the losing army relative to its total soldier count. The benefits given by occupying holdings correspond to a percentage of the total holdings the defender has, both inside and outside the war target. The percentage allocated to winning battles is limited to 50% so it is not possible to win a war as an attacker without also occupying holdings unless the ruler or the primary heir is captured in a battle.
At +30 War score, the winning side can call for White Peace. At +100 War score, the winning side can enforce their demands on the losing side. Alternatively, at -100 War score, the losing side must surrender to the winning side. This can be modified by Peace Acceptance, particularly with the Peacemaker Lifestyle Perk.
Players can always Surrender to the opposing side, ending the war and enforcing the opposing side's demands on themselves. The AI will also eventually surrender to the player when the player has 100 war score, preventing the player from taking additional captives or inflicting additional damage to their realm.
War contribution
Wars where either the attacker or the defender has allies keep track of the percentage of War score that was provided by each ally's armies. When the war ends, a certain amount of Gold, Prestige or Piety is shared among all allies based on their War Contribution.
If a war lasts at least 2 years and one of the allies has 0% War Contribution, it will lose -20 Opinion with the war leader and have to pay Gold or Prestige or promise to earn War Contribution within a year. Breaking the promise will result in losing a Level of Fame as well as -50 Opinion with the war leader.
Ending wars
Wars can end in two ways: victory for one side and defeat for the other, or with a white peace.
If the attacker achieves victory, they benefit from the effects of the used casus belli. If the defender achieves victory, the attacker is forced to pay a large sum of gold to the defender and will lose prestige or piety. A lost war against one's liege also results in the liege imprisoning the attackers and getting a reason to revoke a title from each of them.
White peace can be proposed at any point by one of the two sides and requires the other side to accept it. In case of white peace, the attacker will lose a small amount of prestige or piety. Additionally, for many CBs, the attacker will gain 40 stress if they're Ambitious or Arrogant, and an Arrogant defender will also gain this much stress.
After a war, the allies of both sides will gain prestige regardless of who the victor was, based on their contributions.
When a war ends, the attacker will gain a mutual truce with the defender for 5 years. If the former attacker declares war again while the truce is active, they will lose 250 prestige and one level of fame and gain −50 general opinion for 3 years.
Holy wars
Holy Wars are wars started with one of the Holy War casus belli. Unlike other wars, Rulers of the same Faith as the defending Ruler can join the war without requiring an Alliance. A Ruler targeted by a Holy War gains a character interaction to convert to the attacker's Faith in order to end the war in White Peace at the cost of 100 Piety and 3 Levels of Devotion.
Great holy wars
Great Holy Wars can only be declared by a Head of Faith whose faith has the Warmonger, Armed Pilgrimages, Struggle and Submission tenets, or Special Doctrines such as Rightful Rulers of the World. They can only target Kingdoms ruled by a character of a different Faith. If victorious, all Titles within the targeted Kingdom are seized and divided between the attackers based on their War Contribution. Great Holy Wars can be Directed or Undirected. Great Holy Wars do not cause Vassal Opinion loss no matter how long they last. A faith must have at least 75% fervor to launch a Great Holy War.
During Great Holy Wars, there is no option for White Peace and capturing and imprisoning the opposing war leader or its Heir will not grant War score. If the attacking Faith wins, its Fervor will decrease by -30 while the defending Faith's Fervor will increase by +25%. If the defending Faith wins, the attacking Faith will lose -25 Fervor.
Rulers who contribute to a Great Holy War and knights in the armies that fight such a war will gain the Crusader trait if Christian, Mujahid trait if Muslim or Warrior of the Faith trait if their Religion is any other. In addition, if the character had the Excommunicated trait, it is removed.
AI rulers are less afraid of armies that outnumber theirs during Great Holy Wars.
Directed great holy wars
Directed Great Holy Wars can be declared by Temporal Heads of Faith. If victorious, the Kingdom is granted to the Head of Faith. Rulers of the same Faith can join forces with the Head of Faith, and based on their War Contribution, may gain Piety or Titles in the conquered Kingdom if victorious.
Undirected great holy wars
Undirected Great Holy Wars can be declared by Spiritual Heads of Faith. When declared, a preparation phase starts, during which Rulers of the attacking and defending Faiths can either donate gold or pledge military support to their side.
Each Undirected Great Holy War will have a War Chest, to which characters of the attacking Faith can donate Gold in order to receive Piety equal to half of the amount donated. Donating significant amounts will also grant bonus Opinion with the Head of Faith. When the preparation phase ends, 20% of the War Chest's value will be divided among all rulers who pledged military support for the attacking Faith. The rest will be divided among all rulers who pledged military support if their Faith wins.
During the preparation phase, characters belonging to the Faith of the attacker or the defender can pledge military support. Characters who pledge military support may gain a share of the War Chest's value and will end all wars against characters who also pledged military support. Characters of the attacking Faith who pledge military support can also choose a Beneficiary, an unlanded and non-heir character of their Dynasty who will receive titles in the targeted Kingdom proportional to their War Contribution. Upon pledging, characters of the attacking Faith will gain Piety and the War Chest will gain Prestige and Piety depending on their Primary Title rank:
Rank | Piety | War Chest Prestige | War Chest Piety |
---|---|---|---|
Baron | 30 | 250 | 75 |
Count | 60 | 500 | 150 |
Duke | 90 | 1000 | 300 |
King | 120 | 1500 | 600 |
Emperor | 150 | 3000 | 1200 |
A character can withdraw their pledge for military support after making it, but doing so will cause them to lose one Level of Devotion.
In addition, during the preparation phase, characters who pledged military support can spend Piety to change the targeted Kingdom. This must be done at least 101 days before the start of the Holy War.
Once the Preparation Phase ends, the war starts if the projected attacker strength is less than 33% of the projected defender strength. If the attackers are victorious, the Kingdom is granted to the attacker that had the highest War Contribution. During both war and the preparation Phase, attackers may donate Gold to the War Chest.
Unlocking Great Holy Wars
To unlock Great Holy Wars a Faith must have the right Doctrines, its Head of Faith must exist and not be imprisoned, there must be at least 35 counties in the world following the Faith, and at least ten years must have passed since another Faith unlocked Great Holy Wars. If those conditions are met, a Faith will unlock Great Holy Wars after year 1100 but they can be unlocked at any point earlier if two Holy Sites are in a realm whose top liege is not of the same religion. Crusades and Jihads can be unlocked earlier if certain conditions are met.
Faith | Minimum year | Condition |
---|---|---|
Catholic | 1095 | Top liege of Jerusalem is not Christian |
Catholic | 1000 | Byzantine emperor or top liege of any of these counties is not Christian: Ankyra, Athens, Constantinople, Corinth |
Catholic | 800 | The top liege of any of these counties is not Christian: Cologne, Halberstadt, Paris, Provence, Toulouse |
Catholic | - | Top liege of Rome is not Christian |
Islam | - | After Christianity has unlocked, and any holy site is in a realm whose top liege is not Muslim |
any faith | - | After both Christianity and Islam have unlocked, and any holy site is in a realm whose top liege is of Hostile or Evil faith. |
any faith | 800 | Any two holy sites are in a realm whose top liege is of a different religion. |
Great Holy War Weights
- メイン記事へ: Great holy war weights
Great Holy Wars have a multiplier for AI targeting of 100 for a key religious holding (Jerusalem for Catholics and Jews, Mecca and Medina for Muslims), 75 for the kingdom where someone who made a Human Sacrifice of the Head of Faith came from, 50 for kingdoms with a holy site, 40 for kingdoms in heartland regions, 30 for frontier regions, 20 for fringe regions, and 10 for stretch regions. Note this means all other kingdoms would have a multiplier of 1. If the Head of Faith is landed, this is divided by the distance from the Head of Faith. If not, it is divided by the distance from the primary religious site (e.g. Rome). There is also a multiplier of 20 if someone of the same faith holds the kingdom title, but does not possess enough of the kingdom. Great Holy War Weights can be found in game\common\script_values\02_religion_values.txt.
Raiding
Raiding is the process of attacking the Holding of another character without requiring to be at war with them in order to gain Loot.
In order to Raid, a ruler must have at least one of the following:
- Unreformed Pagan faith
- Tribal government
- Practiced Pirates tradition
- Legacy of Piracy dynasty modifier.
Once a Holding has been Raided it cannot be Raided again by the same enemy for 5 years, during which time the Holding will have -50% Taxes, +50% Building Construction Time and -10% Development Growth. If the raided Barony is a Ruler's Realm Capital, raiding may capture or kill courtiers or family members. Holdings that have been Raided will have a torch icon above them when a raider army is selected. Realms at truce with cannot be raided.
Raiding is done via Raiders, armies raised in owned provinces for the purpose of Raiding that can carry loot based on the army size. Raiders cannot embark unless their culture has unlocked either the Longships or West African Canoes Innovation, or the Practiced Pirates tradition. While Raiding, the army cannot move, allowing the attacked character to raise an army against the raiders if possible. If a Raider army is defeated before returning inside its own borders all Loot will be recovered. Maintenance cost for armies raised as raiders is reduced by 50%.
If a Commander has raided at least 20 times, each raid has a chance to grant them the Raider trait equal to the amount of times they raided.
If a ruler is the army's Commander after the Holding is raided, there is a 30% chance they will gain the option to sack its County. The chance is increased to 50% if the Liege has the Raider trait. Sacking the County presents at least one, sometimes two options. A player can always sack for additional treasure, granting more Gold and Prestige while the County will gain -40 Development Progress. When sacking a feudal or clan barony, if the raider’s capital has under 15 Development, they are also presented with a second option to capture slaves for their capital. Choosing this option will increase Development progress in the raider’s capital by +40, decrease the sacked county’s development by -1, and decrease sacked county’s development progress by -80. Capturing slaves is perhaps the fastest way in the game to increase development, but can only be done in your capital county up to development 15.
Choosing either option will also give the County the Recently Sacked modifier for 20 years, which prevents it from being sacked again and gives it +20 Popular Opinion. Sacking a County will grant +10 Stress if the character has the Compassionate or Forgiving traits.
Raided rulers gain a decaying -15 Opinion towards the owners of the raiding armies.
If the Northern Lords DLC is installed rulers who meet certain requirements have a 20% chance to be offered to trade instead of raiding. The chance is increased to 40% if the character belongs to the North Germanic culture group or has the second Adventure dynasty legacy. If the offer is accepted the army will gain 10 Loot and +20 Opinion with the realm owner but will not be able to raid them for 5 years. In addition the previously raided County will get a +20 Popular Opinion modifier for 5 years. To be offered to trade, the following requirements must be met:
- At peace
- Leading the raiding army as a Commander
- Raiding a Castle holding
- Either the Longships innovation or the second Adventure dynasty legacy
Terrain
Each Barony has a dominant terrain. The terrain determines the movement speed and combat width in the Barony and can affect the supply limit and development growth in its County as well as which buildings can be constructed.
References
- ↑ 訳者注:stackwiped, 軍勢を全滅させることを示すと思われる