人物
キャラクターとは、Crusader Kings IIIで個人として表現されている、史実の人物または新規に生成された人物を指します。すべてのキャラクターは、個々に行動し、歴史を変える可能性を持つ、個人の生きた存在です。キャラクターには貴族も庶民もいますし、所領有りの人も無しの人もいます。
- 貴族キャラクターは特定の王朝のメンバーです。
- 庶民キャラクターは特定の王朝の一員ではありません。もし彼らが共和国や神権政治の称号を得たなら、庶民のままになります。他の称号を与えられると、彼らは貴族になり、彼らの王朝がはじまります。
- 所領有りのキャラクターは最低1つのホールディングスを所有します。
- 所領無しのキャラクターは1つもホールディングスを持っていません。
外見
キャラクターは3Dポートレートシステムを使用して描画されます。すべてのキャラクタの物理的な外見は、外見を定義するDNAシステムによって内部的に決定されます。顔の特徴、皮膚の色素沈着、高さ、髪の色はすべてDNAとして保存されます。このDNAは廷臣用に動的に生成され、ルーラーデザイナーで直接編集できます。DNAは優性遺伝子と劣性遺伝子として保存され、子供に受け継がれて、その外見に影響を与えます。
Crusader Kings IIIはユーラシアと北アフリカの大部分を舞台としているため、登場人物は多様な、西/中央ヨーロッパ、北ヨーロッパ、スラブ、北極、地中海、西アフリカ、東アフリカ、アラビア、アジア、北インド、または南インドといった、民族性を持ちます。
その外見はさらに、年齢、体重、特定の遺伝特性によって決まります。登場人物は年を経るごとに年を重ね、やがて年老いて衰えます。病気やけがによって外見が損なわれることもあります。戦闘による傷は顔に傷をつけるかもしれないし、病気は顔に恐ろしいインパクトを与えるかもしれません。
バーバーショップ
プレイヤーは、バーバーショップウィンドウを使用して、支配者または支配者の家族の外見を調整できます。これにより、キャラクターの既定の外見を上書きして、髪型と衣類を変更できます。
Sexual Orientation
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 children to gain a certain sexual orientation is determined by the sexuality distribution game rule.
If the child is played by a player, there is a 20% chance that the player will get to pick the gender preference.
Opinion
Each character has an opinion of every other character. The opinion the player character holds influences the success rate of certain actions that target another character while the opinion of AI characters also determines their behavior towards other characters.
When a character dies, their primary heir will temporarily inherit part of the opinion of vassals towards the late liege, shown as Opinion of Predecessor.
- Positive opinion towards predecessor: 25% of opinion is inherited.
- Negative opinion towards predecessor: 50% of opinion is inherited.
Attraction
Attraction is an opinion modifier that can only be held towards characters one's sexual preference allows. Male characters aged above 65 years and female character above 50 years are not affected by attraction.
Relations
When certain requirements are met, two characters can have one of three types of relations, with each type having three levels. Relations have a great impact on how two characters act towards each other.
- Childhood relations can only be held between two child character and might evolve into their corresponding adulthood relations when the characters reach adulthood
- Adulthood relations can be gained and lost as a result of events
- Lifelong relations can only be obtained towards characters with an existing adulthood relation and each character can have only one of each lifelong relation
Relation | Childhood | Adulthood | Lifelong |
---|---|---|---|
Friendship | Friend
|
Friend
|
Best Friend
|
Love | Crush
|
Lover
|
Soulmate
|
Conflict | Bully-Victim
|
Rival
|
Nemesis
|
Tyranny
Tyranny is negative opinion gained by rulers who take unjust actions. It is felt by vassals and courtiers towards a liege. The maximum tyranny a character can have is 1000. Tyranny is not gained if the liege has a valid reason.
Action | Tyranny |
---|---|
Successfully imprisoning a character | +20 tyranny |
Increasing feudal obligations | +20 tyranny per obligation without concession or hooks |
Revoking title without title revocation reason | +20 tyranny |
Retracting a vassal | +5 tyranny |
Banishing a vassal | +5 tyranny |
Executing a vassal | +10 tyranny |
Events | Varies |
Tyranny is reduced over time. This amount can be increased by perks, legacies and more. Tyranny gained through actions can also be reduced.
Condition | Effect |
---|---|
Base decay | -0.25 tyranny per month |
Venial (Guile dynasty legacy) | -0.05 tyranny per month. |
Defender of the Faith (Theologian lifestyle perk) and Faith has Righteous doctrine |
-25% tyranny gain |
Soon Forgiven (Administrator lifestyle perk) | -0.15 monthly tyranny |
Easy difficulty | -25% tyranny gain (player) |
Very easy difficulty | -75% tyranny gain (player) |
Pursuit of Power tenet | -50% tyranny gain |
Faith is Donyi-Poloism or Sedism and Faith holds holy site Pemako |
-20% tyranny gain |
Faith is Bidaism or Siguism and Faith holds holy site Niani |
-0.1 monthly tyranny -20% tyranny gain |
Callous personality trait | -20% tyranny gain |
Palace of Aachen special building | -20% tyranny gain |
With the Torturer lifestyle perk Malice Implicit, characters gain +0.5 dread per tyranny.
Personal diplomacy
All characters have an opinion modifier, Personal Diplomacy, which is based on a character's skill. It is calculated by taking the character's Diplomacy skill and subtracting 8.
Diplomatic range
The diplomatic range is the distance within which two characters can interact with each other. Neighboring realms are always within diplomatic range of each other, as well as realms separated by no more than three sea zones.
Names
Each character has a name.
- Their first name is chosen at birth (or, for generated characters, when they are created) and it is based on their culture.
- Some cultures may have patronymics (names based on one's father) which act as a middle name.
- Their last name is decided by their dynasty.
Nicknames
- メイン記事へ: Nickname
Nicknames are epithets granted to characters and are displayed either before or after a character's name. They are mainly gained through decisions and events.
AI Personality
AI characters will use decisions and character interactions based on the following attributes:
- Boldness: determines how much the character is affected by dread.
- Compassion: determines how the character will treat its prisoners.
- Energy: determines how often the character will consider a decision.
- Greed: determines how easily the character will spend gold.
- Honor: determines how often the character will honor relationships and alliances as well as how often they will become agents.
- Rationality: determines how strong a character's army has to be before declaring war.
- Sociability: determines how often the character will consider a character interaction.
- Vengefulness: determines how much the character will seek to punish transgressions.
- Zeal: determines how often the character will join holy wars.
Each attribute is capped at -100 and +100.
Each AI character will have its personality described with an adjective and a noun based on the highest two attributes:
Attribute | Very Negative (-76 to -100) | Negative (-1 to -75) | Positive (+1 to +75) | Very Positive (+76 to +100) | ||||
---|---|---|---|---|---|---|---|---|
Adjective | Noun | Adjective | Noun | Adjective | Noun | Adjective | Noun | |
Boldness | Spineless | Craven | Cowardly | Coward | Bold | Gambler | Fearless | Adventurer |
Compassion | Evil | Villain | Callous | Brute | Compassionate | Altruist | Gracious | Empath |
Greed | Content | Lackey | Content | Follower | Covetous | Grasper | Rapacious | Ravener |
Honor | Treacherous | Blackguard | Dishonorable | Knave | Honorable | Gentleman / Gentlewomen | Righteous | Paragon |
Rationality | Insane | Maniac | Irrational | Fool | Rational | Thinker | Analytic | Planner |
Vengefulness | Magnanimous | Absolver | Forgiving | Conciliator | Resentful | Quarreler | Vindictive | Antagonist |
Zeal | Godless | Atheist | Cynical | Unbeliever | Religious | Believer | Zealous | Zealot |