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5,337 バイト追加 、 2022年8月1日 (月) 21:28
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{{Version|1.6}}
 
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* 主君が軍勢を率いている場合 {{green|+5}}
 
* 主君が軍勢を率いている場合 {{green|+5}}
 
* 領国が借金状態にある場合 {{red|-10}}
 
* 領国が借金状態にある場合 {{red|-10}}
* 軍勢の招集中である場合 {{red|-10}}
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* 軍勢が招集中である場合 {{red|-10}}
 
* 物資が足りない場合 {{red|-10}}
 
* 物資が足りない場合 {{red|-10}}
 
* 物資が枯渇している場合 {{red|-25}}
 
* 物資が枯渇している場合 {{red|-25}}
 
* 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}}
   −
=== Siege ===
+
=== 指揮官の捕獲 ===
A Siege takes place when an army attacks a Fortified Holding and outnumbers the Holding's {{iconify|Garrison}} and is the main way of gaining War score. In order to occupy a County, all Fortified Holdings have to be occupied. Castles and County Capitals are all fortified by default. How difficult it is to besiege a Fortified Holding is determined by its {{iconify|Fort Level}}, which can be increased by certain buildings and modifiers. The base amount of Siege Progress needed to occupy the Holding is 100, and each {{iconify|Fort Level}} increases it by 50. Siege Progress is gained every tick, especially if the attacker heavily outnumbers the garrison or brings siege weapons.
+
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。
   −
Being attacked while besieging a Fortified Holding will make the besieger the attacker of the battle, conferring any terrain defensive bonus to the other army instead. There is also an additional Advantage penalty for fighting in the same Barony as a Fortified Holding.
+
{| 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}}
 +
|}
 +
 
 +
=== 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{{iconify|Garrison||||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{{iconify|Fort Level||||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、{{iconify|Fort Level||||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。
   −
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 {{iconify|Military Engineer}} commander), which can lower one of those. Walls can only be damaged if the attacking army has Siege Weapons.
+
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。
 +
 
 +
それぞれの包囲戦では守備側の供給、健康状態、城壁の状態が変化します。包囲戦の間はイベントが20日ごと({{icon|Military Engineer}}軍事技術者を持つ司令官の場合は30%短くなり、14日ごと)に発生し、3つの状態のうち一つのステージが進むことがあります。攻撃側の軍勢が攻城兵器を持っている場合でのみ、城壁にダメージを与える可能性があります。
    
{| class="mildtable"
 
{| class="mildtable"
! Asset
+
! 資産
! Stage 1 effects
+
! ステージ1の効果
! Stage 2 effects
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! ステージ2の効果
! Stage 3 effects
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! ステージ3の効果
 
|-
 
|-
| [[File:Siege action supplies.png|60px]] Garrison Supplies
+
| [[File:Siege action supplies.png|60px]] 守備隊の供給
| None
+
| なし
| [[File:Unit stat siege progress.png|24px]] +10% One-Time Siege Progress
+
| [[File:Unit stat siege progress.png|24px]] +10% 一時的な包囲戦の進行状況
| [[File:Unit stat siege progress.png|24px]] +30% One-Time Siege Progress
+
| [[File:Unit stat siege progress.png|24px]] +30% 一時的な包囲戦の進行状況
 
|-
 
|-
| [[File:Siege action disease.png|60px]] Garrison Health
+
| [[File:Siege action disease.png|60px]] 守備隊の健康
| None
+
| なし
| [[File:Unit stat siege progress.png|24px]] +10% Daily Siege Progress
+
| [[File:Unit stat siege progress.png|24px]] +10% 日毎の包囲戦の進行状況
| [[File:Unit stat siege progress.png|24px]] +20% Daily Siege Progress
+
| [[File:Unit stat siege progress.png|24px]] +20% 日毎の包囲戦の進行状況
 
|-
 
|-
| [[File:Siege action walls.png|60px]] Walls
+
| [[File:Siege action walls.png|60px]] 城壁
| None
+
| なし
| {{icon|time}} -10% Time Between Siege Events<br>{{icon|yes}} Can assault the Fort
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| {{icon|time}} -10% 包囲イベントの間の時間<br>{{icon|yes}} 要塞へ突撃が可能
| {{icon|time}} -30% Time Between Siege Events<br>{{icon|yes}} Can assault the Fort
+
| {{icon|time}} -30% 包囲イベントの間の時間<br>{{icon|yes}} 要塞へ突撃が可能
 
|}
 
|}
   −
Assaulting the Fort will add a large amount of daily Siege Progress at the cost of casualties.
+
要塞へ突撃することによって、軍勢の死傷者を犠牲にして日毎の包囲戦の進行状況が大幅に加速します。
 +
 
 +
==== 占領 ====
 +
包囲戦の進行度が100%に達すると、男爵領を占領した状態になります。伯爵領内のすべての要塞化された所領を占領した場合は伯爵領全体も占領されます。 占領されると伯爵領の支配値を失います(もとの支配者が軍事ライフスタイルのパークである「難局を耐える」を保持している場合は除きます)。戦争目標の所領を占領すると戦勝点が追加されます。
 +
 
 +
==== 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
   −
==== Occupation ====
+
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.
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.
     −
=== War score ===
+
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:
War score is a measure of which side is winning a war. It ranges from {{red|-100}} to {{green|+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 the defender still has possession of at least one county in the de Jure title being fought over.  For example, if this is a kingdom level war for England, then as long as any single county in the de Jure England Kingdom belongs to the defender (i.e. has not been successfully sieged), then the defender retains the war target.  The bonus for the War Target starts at 0%, but after awhile starts increasing, and the longer the war goes without the attacker taking every county, the bigger it gets, until it can dominate everything else.  In some ways, this can be seen as implementing a "war weariness" component for the attacking side, and makes kingdoms much harder to take then duchies or counties.     
+
* 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
   −
{| class="mildtable" style="text-align: left;
+
== War score ==
 +
War score is a measure of which side is winning a war. It ranges from {{red|-100}} to {{green|+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.
 +
{| class="mildtable"
 
! Objective
 
! Objective
 
! Bonus war score
 
! Bonus war score
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|}
 
|}
   −
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 corresponds to a percentage of the total holdings the defender has, both inside and outside the war target. Note that the percentage allocated to winning battles is limited to 50% total, so there is no way to win a war as an attacker without also occupying holdings.  
+
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 {{green|+30}} War score, the winning side can call for White Peace. At {{green|+100}} War score, the winning side can enforce their demands on the losing side. Alternatively, at {{red|-100}} War score, the losing side must surrender to the winning side. This can be modified by Peace Acceptance, particularly with the [[Lifestyle#Gallant|Peacemaker]] [[Perk|Lifestyle Perk]].
 
At {{green|+30}} War score, the winning side can call for White Peace. At {{green|+100}} War score, the winning side can enforce their demands on the losing side. Alternatively, at {{red|-100}} War score, the losing side must surrender to the winning side. This can be modified by Peace Acceptance, particularly with the [[Lifestyle#Gallant|Peacemaker]] [[Perk|Lifestyle Perk]].
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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.
 
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 ====
+
=== 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 {{iconify|Gold}}, {{iconify|Prestige}} or {{iconify|Piety}} is shared among all allies based on their 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 {{iconify|Gold}}, {{iconify|Prestige}} or {{iconify|Piety}} is shared among all allies based on their War Contribution.
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=== Ending wars ===
 
=== Ending wars ===
Wars can end in two ways: victory for one side and defeat for the other, or with a White Peace.
+
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 {{iconify|Prestige}} or {{iconify|Piety}}.
     −
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 {{iconify|Prestige}} or {{iconify|Piety}}.
+
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 {{iconify|prestige}} or {{iconify|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.
   −
After a War, the allies of both sides will gain {{iconify|Prestige}} regardless of who the victor was, based on their Contributions.
+
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 {{iconify|prestige}} or {{iconify|piety}}. Additionally, for many CBs, the attacker will gain {{iconify|stress gain||40|red|stress}} if they're {{iconify|Ambitious}} or {{iconify|Arrogant}}, and an Arrogant defender will also gain this much stress.
   −
When a War ends, the attacker will gain a Truce with the defender for 5 years. If the former attacker declares war again while the Truce is active, they will lose 250 {{iconify|Prestige}} and one Level of Fame and gain {{red|-50}} {{icon|opinion}} General Opinion for 3 years.
+
After a war, the allies of both sides will gain {{iconify|prestige}} regardless of who the victor was, based on their contributions.
   −
== Offensive and defensive wars ==
+
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 {{iconify|prestige||250|red}} and one level of fame and gain {{iconify|opinion||−50|red|general opinion}} for 3 years.
 
  −
An offensive war is one where you are the attacker. Usually, these are wars that you chose to engage in. A defensive war is one where you are the defender.
  −
{{#lst:Alliance#Joining_wars|AllyCallToWarCost}}
  −
After 6 months have passed since the start of a war, the attacker in an offensive war will start to gain negative {{iconify|Opinion}} with all Vassals. Every two months afterwards, their {{iconify|Opinion}} will decrease by {{red|-1}}. After the war is over, the penalty will decay with the same speed. Civil Wars, defensive wars, and Great Holy Wars do not cause {{iconify|Opinion}} loss. Faiths that have the Warmonger tenet also do not suffer this penalty.
      
== Holy wars ==
 
== Holy wars ==
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=== Great holy wars ===
 
=== Great holy wars ===
Great Holy Wars can only be declared by a Head of Faith whose faith has the ''Warmonger'', ''Armed Pilgrimages'' or ''Struggle and Submission'' tenets and 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 {{iconify|Opinion}} loss no matter how long they last. A faith must have at least 75% fervor to launch a Great Holy War.
+
Great Holy Wars can only be declared by a Head of Faith whose faith has the ''Warmonger'', ''Armed Pilgrimages'', ''Struggle and Submission'' tenets, or [[Doctrines|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 {{iconify|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 {{red|-30}} while the defending Faith's Fervor will increased by {{green|+25%}}. If the defending Faith wins, the attacking Faith will lose {{red|-25}} Fervor.
+
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 {{red|-30}} while the defending Faith's Fervor will increase by {{green|+25%}}. If the defending Faith wins, the attacking Faith will lose {{red|-25}} Fervor.
    
Rulers who contribute to a Great Holy War and knights in the armies that fight such a war will gain the [[File:Trait crusader.png|24px]] Crusader trait if Christian, [[File:Trait mujahid.png|24px]] Mujahid trait if Muslim or [[File:Trait faith warrior.png|24px]] Warrior of the Faith trait if their Religion is any other. In addition, if the character had the {{iconify|Excommunicated}} trait, it is removed.
 
Rulers who contribute to a Great Holy War and knights in the armies that fight such a war will gain the [[File:Trait crusader.png|24px]] Crusader trait if Christian, [[File:Trait mujahid.png|24px]] Mujahid trait if Muslim or [[File:Trait faith warrior.png|24px]] Warrior of the Faith trait if their Religion is any other. In addition, if the character had the {{iconify|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 ====
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Each Undirected Great Holy War will have a War Chest, to which characters of the attacking Faith can donate {{iconify|Gold}} in order to receive {{iconify|Piety}} equal to half of the amount donated. Donating significant amounts will also grant bonus {{iconify|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.
 
Each Undirected Great Holy War will have a War Chest, to which characters of the attacking Faith can donate {{iconify|Gold}} in order to receive {{iconify|Piety}} equal to half of the amount donated. Donating significant amounts will also grant bonus {{iconify|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, a 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:
+
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:
    
{| class="mildtable" style="text-align: center;
 
{| class="mildtable" style="text-align: center;
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A character can withdraw their pledge for military support after making it, but doing so will cause them to lose one Level of Devotion.
 
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.
+
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 not 33% lower than 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.
+
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 ====
 
==== 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.
Each faith has to unlock the great holy wars before it can declare them. To be eligible, the faith must have the right doctrines, its head 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. Additionally, there are requirements based on year and lost holy sites, according to the table:
  −
 
   
{| class="mildtable" style="text-align: left;
 
{| class="mildtable" style="text-align: left;
 
! Faith
 
! Faith
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| Catholic || - || Top liege of Rome is not Christian
 
| Catholic || - || Top liege of Rome is not Christian
 
|-
 
|-
| any faith || 1100 ||  
+
| Islam || - || After Christianity has unlocked, and any holy site is in a realm whose top liege is not Muslim
|-
  −
| any faith || 800 || Any two holy sites are in a realm whose top liege is not of this religion
   
|-
 
|-
| 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 || - || After both Christianity and Islam have unlocked, and any holy site is in a realm whose top liege is not of this religion
+
| any faith || 800 || Any two holy sites are in a realm whose top liege is of a different religion.
 
|}
 
|}
 +
 +
==== Great Holy War Weights ====
 +
{{Main|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 ==
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 be of either unreformed Pagan religion or [[Tribal government]]. 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 {{red|-50%}} Taxes, {{red|+50%}} Building Construction Time and {{red|-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.
+
Raiding is the process of attacking the Holding of another character without requiring to be at war with them in order to gain Loot.  
   −
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 the West African Canoes Innovation. 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.
+
In order to Raid, a ruler must have at least one of the following:
 +
* Unreformed Pagan faith
 +
* Tribal government
 +
* [[Traditions#Practiced_Pirates|Practiced Pirates]] tradition
 +
* [[Decisions#Realm_founding_decisions|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 {{red|-50%}} Taxes, {{red|+50%}} Building Construction Time and {{red|-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 [[File:Trait viking.png|24px]] Raider trait equal to the amount of times they raided.
 
If a Commander has raided at least 20 times, each raid has a chance to grant them the [[File:Trait viking.png|24px]] Raider trait equal to the amount of times they raided.
   −
If the Liege 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 [[File:Trait viking.png|24px]] Raider trait.  
+
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 [[File:Trait viking.png|24px]] Raider trait. Sacking the County presents at least one, sometimes two options. A player can always sack for additional treasure, granting more {{iconify|Gold}} and {{iconify|Prestige}} while the County will gain {{red|-40}} {{iconify|Development}} Progress. When sacking a feudal or clan barony, if the raider’s capital has under 15 {{iconify|Development}}, they are also presented with a second option to capture slaves for their capital. Choosing this option will increase {{iconify|Development}} progress in the raider’s capital by {{green|+40}}, decrease the sacked county’s development by {{red|-1}}, and decrease sacked county’s development progress by {{red|-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.
 
  −
Sacking the County presents at least one, sometimes two options. A player can always sack for additional treasure, granting more {{iconify|Gold}} and {{iconify|Prestige}} while the County will gain {{red|-40}} {{iconify|Development}} Progress. When sacking a feudal or clan barony, if one’s capital has under 15 {{iconify|Development}}, they are also presented with a second option to capture slaves for their capital. Choosing this option will increase {{iconify|Development}} progress in the raider’s capital by {{green|+40}}, decrease the sacked county’s development by {{red|-1}}, and decrease sacked county’s development progress by {{red|-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 {{green|+20}} Popular Opinion. Sacking a County will grant {{red|+10}} {{iconify|Stress}} if the character has the {{iconify|Compassionate}} or {{iconify|Forgiving}} traits.
 
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 {{green|+20}} Popular Opinion. Sacking a County will grant {{red|+10}} {{iconify|Stress}} if the character has the {{iconify|Compassionate}} or {{iconify|Forgiving}} traits.
   −
Maintenance cost for armies raised as raiders is reduced by 50%.
+
Raided rulers gain a decaying {{red|-15}} {{iconify|Opinion}} towards the owners of the raiding armies.
   −
Raided rulers gain a decaying {{red|-15}} {{iconify|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 [[File:Adventure legacy track.png|24px]] Adventure dynasty legacy. If the offer is accepted the army will gain 10 Loot and {{green|+20}} {{iconify|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 {{green|+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 [[File:Holding castle.png|24px]] Castle holding
 +
* Either the {{iconify|Longships}} innovation or the second [[File:Adventure legacy track.png|24px]] Adventure dynasty legacy
    
== Terrain ==
 
== Terrain ==
[[File:Terrain map.png|500px|thumb|right|A map showing each type of terrain in Crusader Kings III.]]
+
[[File:Terrain map.png|400px|thumb|right|A map showing each type of terrain in Crusader Kings III]]
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. It may also determine which buildings may be built in a county. There are 14 different terrain types in the game:
+
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.
{{clear}}
+
 
{| class="mildtable sortable mw-datatable" style="text-align: center;
+
{| class="mildtable sortable" style="text-align: center;
! colspan=2 | Terrain
+
! colspan=2 | Terrain
 
! Movement Speed
 
! Movement Speed
 
! [[File:Combat width.png|24px]] Combat Width
 
! [[File:Combat width.png|24px]] Combat Width
! data-sort-type="number" | {{icon|advantage}} Defender Advantage
+
! {{icon|advantage}} Defender Advantage
! data-sort-type="number" | {{icon|supply}} County Supply Limit
+
! {{icon|supply}} County Supply Limit
! data-sort-type="number" | {{icon|development}} County Development Growth
+
! {{icon|development}} County Development Growth
 
! Other effects
 
! Other effects
   216行目: 260行目:  
| 70%
 
| 70%
 
| 100%
 
| 100%
| {{em dash}}
+
| '''0'''
| {{red|−30%}}
+
| {{red|-30%}}
| {{red|−50%}}
+
| {{red|-50%}}
| {{em dash}}
+
|  
    
|- id="Desert Mountains"
 
|- id="Desert Mountains"
227行目: 271行目:  
| 50%
 
| 50%
 
| {{green|+12}}
 
| {{green|+12}}
| {{red|−60%}}
+
| {{red|-60%}}
| {{red|−50%}}
+
| {{red|-50%}}
| {{green|−30%}} Defender Retreat Losses
+
| {{green|-30%}} Defender Retreat Losses
   −
|- id="Drylands"
+
|- <!-- Uses RGB -->
<!-- Uses RGB -->
   
{{entry with color|[[File:Terrain drylands.png]] Drylands|220|45|120}}
 
{{entry with color|[[File:Terrain drylands.png]] Drylands|220|45|120}}
 
| 100%
 
| 100%
 
| 100%
 
| 100%
 +
| '''0'''
 
| {{em dash}}
 
| {{em dash}}
| data-sort-value=0 | {{em dash}}
+
| {{red|-5%}}
| {{red|−5%}}
+
|  
| {{em dash}}
     −
|- id="Farmlands"
+
|-id="Farmlands"
 
<!-- HSV: 0 1 1 -->
 
<!-- HSV: 0 1 1 -->
 
{{entry with color|[[File:Terrain farmlands.png]] Farmlands|255|0|0}}
 
{{entry with color|[[File:Terrain farmlands.png]] Farmlands|255|0|0}}
 
| 100%
 
| 100%
 
| 100%
 
| 100%
| {{em dash}}
+
| '''0'''
 
| {{green|+50%}}
 
| {{green|+50%}}
 
| {{green|+20%}}
 
| {{green|+20%}}
| {{em dash}}
+
|  
   −
|- id="Floodplains"
+
|-id="Floodplains"
 
<!-- HSV: 0.7 0.8 0.6 -->
 
<!-- HSV: 0.7 0.8 0.6 -->
 
{{entry with color|[[File:Terrain floodplains.png]] Floodplains|55|31|153}}
 
{{entry with color|[[File:Terrain floodplains.png]] Floodplains|55|31|153}}
 
| 100%
 
| 100%
 
| 75%
 
| 75%
| {{em dash}}
+
| '''0'''
 
| {{green|+35%}}
 
| {{green|+35%}}
 
| {{green|+20%}}
 
| {{green|+20%}}
| {{em dash}}
+
|  
   −
|- id="Forest"
+
|-id="Forest"
 
<!-- HSV: 0.3 0.75 0.7 -->
 
<!-- HSV: 0.3 0.75 0.7 -->
 
{{entry with color|[[File:Terrain forest.png]] Forest|71|179|45}}
 
{{entry with color|[[File:Terrain forest.png]] Forest|71|179|45}}
267行目: 310行目:  
| 90%
 
| 90%
 
| {{green|+3}}
 
| {{green|+3}}
| {{red|−10%}}
+
| {{red|-10%}}
| data-sort-value=0 | {{em dash}}
   
| {{em dash}}
 
| {{em dash}}
 +
|
   −
|- id="Hills"
+
|-id="Hills"
 
<!-- HSV: 29 0.867 0.353 -->
 
<!-- HSV: 29 0.867 0.353 -->
 
{{entry with color|[[File:Terrain hills.png]] Hills|90|50|12}}
 
{{entry with color|[[File:Terrain hills.png]] Hills|90|50|12}}
277行目: 320行目:  
| 80%
 
| 80%
 
| {{green|+5}}
 
| {{green|+5}}
| {{red|−10%}}
+
| {{red|-10%}}
| {{red|−10%}}
+
| {{red|-10%}}
| {{em dash}}
+
|  
   −
|- id="Jungle"
+
|-id="Jungle"
 
<!-- Uses RGB -->
 
<!-- Uses RGB -->
 
{{entry with color|[[File:Terrain jungle.png]] Jungle|10|60|35}}
 
{{entry with color|[[File:Terrain jungle.png]] Jungle|10|60|35}}
287行目: 330行目:  
| 70%
 
| 70%
 
| {{green|+6}}
 
| {{green|+6}}
| {{red|−25%}}
+
| {{red|-25%}}
| {{red|−40%}}
+
| {{red|-40%}}
| {{em dash}}
+
|  
   −
|- id="Mountains"
+
|-id="Mountains"
 
<!-- HSV: 0 0 0.392 -->
 
<!-- HSV: 0 0 0.392 -->
 
{{entry with color|[[File:Terrain mountains.png]] Mountains|100|100|100}}
 
{{entry with color|[[File:Terrain mountains.png]] Mountains|100|100|100}}
297行目: 340行目:  
| 50%
 
| 50%
 
| {{green|+12}}
 
| {{green|+12}}
| {{red|−50%}}
+
| {{red|-50%}}
| {{red|−25%}}
+
| {{red|-25%}}
| {{em dash}}
+
|  
   −
|- id="Oasis"
+
|-id="Oasis"
 
<!-- HSV: 0.7 0.3 0.8 -->
 
<!-- HSV: 0.7 0.3 0.8 -->
 
{{entry with color|[[File:Terrain oasis.png]] Oasis|155|143|204}}
 
{{entry with color|[[File:Terrain oasis.png]] Oasis|155|143|204}}
 
| 100%
 
| 100%
 
| 100%
 
| 100%
| {{em dash}}
+
| '''0'''
 
| {{green|+10%}}
 
| {{green|+10%}}
 
| {{green|+10%}}
 
| {{green|+10%}}
| {{em dash}}
+
|  
   −
|- id="Plains"
+
|-id="Plains"
 
<!-- HSV: 0.1 0.5 0.8 -->
 
<!-- HSV: 0.1 0.5 0.8 -->
 
{{entry with color|[[File:Terrain plains.png]] Plains|204|163|102}}
 
{{entry with color|[[File:Terrain plains.png]] Plains|204|163|102}}
 
| 100%
 
| 100%
 
| 100%
 
| 100%
 +
| '''0'''
 
| {{em dash}}
 
| {{em dash}}
| data-sort-value=0 | {{em dash}}
  −
| data-sort-value=0 | {{em dash}}
   
| {{em dash}}
 
| {{em dash}}
 +
|
   −
|- id="Steppe"
+
|-id="Steppe"
 
<!-- Uses RGB -->
 
<!-- Uses RGB -->
 
{{entry with color|[[File:Terrain steppe.png]] Steppe|200|100|25}}
 
{{entry with color|[[File:Terrain steppe.png]] Steppe|200|100|25}}
 
| 100%
 
| 100%
 
| 100%
 
| 100%
 +
| '''0'''
 
| {{em dash}}
 
| {{em dash}}
| data-sort-value=0 | {{em dash}}
+
| {{red|-50%}}
| {{red|−50%}}
+
|  
| {{em dash}}
     −
|- id="Taiga"
+
|-id="Taiga"
 
<!-- HSV: 0.4 0.7 0.6 -->
 
<!-- HSV: 0.4 0.7 0.6 -->
 
{{entry with color|[[File:Terrain taiga.png]] Taiga|46|153|89}}
 
{{entry with color|[[File:Terrain taiga.png]] Taiga|46|153|89}}
337行目: 380行目:  
| 80%
 
| 80%
 
| {{green|+4}}
 
| {{green|+4}}
| {{red|−20%}}
+
| {{red|-20%}}
| {{red|−5%}}
+
| {{red|-5%}}
| {{em dash}}
+
|  
   −
|- id="Wetlands"
+
|-id="Wetlands"
 
<!-- HSV: 0.5 0.5 0.6 -->
 
<!-- HSV: 0.5 0.5 0.6 -->
 
{{entry with color|[[File:Terrain wetlands.png]] Wetlands|77|153|153}}
 
{{entry with color|[[File:Terrain wetlands.png]] Wetlands|77|153|153}}
347行目: 390行目:  
| 60%
 
| 60%
 
| {{green|+5}}
 
| {{green|+5}}
| {{red|−25%}}
+
| {{red|-25%}}
| {{red|−25%}}
+
| {{red|-25%}}
 
| {{red|+25%}} Retreat Losses<br>{{red|+20%}} Fatal Casualties
 
| {{red|+25%}} Retreat Losses<br>{{red|+20%}} Fatal Casualties
 
|}
 
|}
 +
    
== References ==
 
== References ==
 
<references/>
 
<references/>
      
{{Mechanics navbox}}
 
{{Mechanics navbox}}
 
[[Category:War]]
 
[[Category:War]]
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