11,890 バイト追加
、 2020年10月20日 (火) 15:09
{{Version|1.1}}
{{#evt:
| service= youtube
| id= 26vR8IdZmGQ
| description= Introducing CK3 #01 - Characters. In this first video ''One Proud Bavarian'' will help us understand the gallery of characters that we will play and what they are made of!
| alignment= right
| container=frame
}}
{{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.
* Noble characters are members of a {{icon|dynasty}} [[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}}.
* Landed characters own at least one [[holding]].
* Unlanded characters do not own any holdings.
== Domain ==
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:
* {{green|+1}} per 5 points of effective {{icon|stewardship}} [[stewardship skill]] (which includes any [[trait]]s and [[assist ruler|spousal assistance]])
* {{green|+1}} for each of the following {{icon|innovation}} [[cultural innovation]]s: Ledger, Bailiffs, Guilds, and Court Officials (all in the Civic track)
* {{green|+2}} if Primary Title [[rank]] is {{icon|county}} [[Count]] or {{icon|duchy}} [[Duke]]
* {{green|+3}} if Primary Title rank is {{icon|kingdom}} [[King]]
* {{green|+4}} if Primary Title rank is {{icon|empire}} [[Emperor]]
* {{green|+2}} for "Divided Attention" in the [[Lifestyle#Architect|Architect]] stewardship perk tree.
* {{green|+1}} for level 5 "Law" [[Dynasty#Dynasty_Legacies|Dynasty Legacy]]
== 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]].
If the child is played by a player, there is a 20% chance that the player will get to pick the gender preference.
{| class="mildtable" style="text-align: center;
! Male icon
! Female icon
! Preference
! Can form lover relations and have attraction opinion with
|-
| [[File:Heterosexual.png]]
| [[File:Heterosexual.png]]
| '''Heterosexual'''
| style="text-align: left; | Characters of the opposite gender
|-
| [[File:Homosexual male.png]]
| [[File:Homosexual female.png]]
| '''Homosexual'''
| style="text-align: left; | Characters of the same gender
|-
| [[File:Bisexual male.png]]
| [[File:Bisexual female.png]]
| '''Bisexual'''
| style="text-align: left; | Everyone
|-
| [[File:Asexual.png]]
| [[File:Asexual.png]]
| '''Asexual'''
| style="text-align: left; | No one
|}
== 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.
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''.
* {{icon|opinion}} {{green|Positive}} opinion towards predecessor: 25% of {{iconify|opinion}} is inherited.
* {{icon|opinion}} {{red|Negative}} opinion towards predecessor: 50% of {{iconify|opinion}} is inherited.
=== Attraction ===
Attraction is an {{iconify|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 [[adult]]hood relations when the characters reach adulthood
* Adulthood relations can be gained and lost as a result of [[event]]s
* Lifelong relations can only be obtained towards characters with an existing adulthood relation and each character can have only one of each lifelong relation
{| class="mildtable plainlist"
! Relation
! Childhood
! Adulthood
! Lifelong
|-
| Friendship
| '''Friend'''
* {{icon|opinion}} {{green|+60}} opinion
| '''Friend'''
* {{icon|opinion}} {{green|+60}} opinion
* {{icon|stress gain}} {{red|+10}} [[stress]] when character dies
| '''Best Friend'''
* {{icon|opinion}} {{green|+120}} opinion
* {{icon|stress gain}} {{red|+10}} stress when character dies
|-
| Love
| '''Crush'''
* {{icon|opinion}} {{green|+60}} opinion
| '''Lover'''
* {{icon|opinion}} {{green|+60}} opinion
* {{icon|fertility}} {{green|+25%}} [[fertility]]
* {{icon|stress gain}} {{red|+10}} stress when character dies
| '''Soulmate'''
* {{icon|opinion}} {{green|+120}} opinion
* {{icon|fertility}} {{green|+25%}} fertility
* {{icon|stress gain}} {{red|+10}} stress when character dies
|-
| Conflict
| '''Bully-Victim'''
* {{icon|opinion}} {{red|-20}} opinion
| '''Rival'''
* {{icon|opinion}} {{red|-60}} opinion
* {{icon|stress loss}} {{green|-35}} stress when character dies
| '''Nemesis'''
* {{icon|opinion}} {{red|-120}} opinion
* {{icon|stress loss}} {{green|-35}} stress when character dies
|}
=== Tyranny ===
Tyranny is {{icon|opinion}} {{red|negative}} opinion gained by rulers who take unjust actions. It is felt by vassals and [[courtier]]s towards a liege. The maximum tyranny a character can have is {{red|1000}}. Tyranny is not gained if the liege has a valid reason.
{| class="mildtable plainlist"
! Action
! Tyranny
|-
| Successfully [[imprison]]ing a character
| {{red|+20}} tyranny
|-
| Increasing [[feudal obligation]]s
| {{red|+20}} tyranny per obligation without concession or [[hook]]s
|-
| Revoking title without title revocation reason
| {{red|+20}} tyranny
|-
| Retracting a vassal
| {{red|+5}} tyranny
|-
| [[banishment|Banish]]ing a vassal
| {{red|+5}} tyranny
|-
| [[execution|Executing]] a vassal
| {{red|+10}} tyranny
|-
| Events
| Varies
|}
Tyranny is reduced over time. This amount can be increased by [[File:Action can choose lifestyle.png|24px]] [[perk]]s, [[legacy|legacies]] and more. Tyranny gained through actions can also be reduced.
{| class="mildtable plainlist"
! Condition
! Effect
|-
| Base decay
| {{green|-0.25}} tyranny per month
|-
| Venial ([[Guile]] dynasty legacy)
| {{green|-0.05}} tyranny per month.
|-
| Defender of the Faith ([[Theologian]] lifestyle perk)<br>''and''<br>Faith has [[Righteous]] doctrine
| {{green|-25%}} tyranny gain
|-
| Soon Forgiven ([[Administrator]] lifestyle perk)
| {{green|-0.15}} monthly tyranny
|-
| Easy [[Game rule#Difficulty|difficulty]]
| {{green|-25%}} tyranny gain (player)
|-
| Very easy difficulty
| {{green|-75%}} tyranny gain (player)
|-
| Pursuit of Power [[tenet]]
| {{green|-50%}} tyranny gain
|-
| [[Faith]] is Donyi-Poloism ''or'' Sedism<br>''and''<br>Faith holds [[holy site]] Pemako
| {{green|-20%}} tyranny gain
|-
| Faith is Bidaism ''or'' Siguism<br>''and''<br>Faith holds holy site Niani
| {{green|-0.1}} monthly tyranny<br>{{green|-20%}} tyranny gain
|}
With the [[Torturer]] lifestyle perk ''Malice Implicit'', characters gain {{icon|dread}} {{green|+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 {{iconify|Diplomacy}} skill and subtracting 8.
== Diplomatic range ==
The diplomatic range is the distance within which two characters can interact with each other. Neighboring [[realm]]s 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 {{icon|culture}} [[culture]].
* {{icon|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 {{iconify|dynasty}}.
=== Nicknames ===
{{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.
== AI Personality ==
AI characters will use {{iconify|decision}}s and character interactions based on the following attributes:
* Boldness: determines how much the character is affected by {{iconify|dread}}.
* Compassion: determines how the character will treat its prisoners.
* Energy: determines how often the character will consider a {{iconify|decision}}.
* Greed: determines how easily the character will spend {{iconify|gold}}.
* Honor: determines how often the character will honor relationships and [[alliance]]s as well as how often they will become [[agent]]s.
* 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 [[punishment|punish]] transgressions.
* Zeal: determines how often the character will join [[holy wars]].
Each attribute is capped at {{red|-100}} and {{green|+100}}.
Each AI character will have its personality described with an adjective and a noun based on the highest two attributes:
{| class="mildtable" style="text-align: center;
! rowspan=2 | Attribute
! colspan=2 | Very Negative ({{red|-76}} to {{red|-100}})
! colspan=2 | Negative ({{red|-1}} to {{red|-75}})
! colspan=2 | Positive ({{green|+1}} to {{green|+75}})
! colspan=2 | Very Positive ({{green|+76}} to {{green|+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
|}
{{Mechanics navbox}}