王朝

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2021年1月9日 (土) 18:29時点におけるGnagaoka (トーク | 投稿記録)による版 (→‎複婚)
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CK3の紹介 - 王朝。 「One Proud Bavarian」が王朝に取り組み、何世紀にもわたって王朝を存続させる方法を紹介します。

王朝(Dynasties)は、王朝を創設したのと同じ所領有り(landed)のキャラクターから派生した、途切れのない貴族の連なり(Noble line)を表します。それぞれの王朝は、王朝に名誉(Renown)をもたらすために働く複数の家(Houses)で構成されています。王朝の名前は、いつでも王朝の当主(Dynasty Head)によって変更できます。

一族

 
図はCrusader Kings IIIにおける家族関係を示したものです。

この図では、破線で指定されていないかぎり、すべての子供は、合法的で近親婚ではない一夫一婦制の結婚によって作成されると想定しています。親が1人しか存在しない親子関係では、欠落している親に特別なローカライズ(?)は行われません。

すべての関係は、ユーザーを基準にしています。括弧内の名前は、キャラクターの上にマウスポインタを置いたときに、特に名前が付いたりはしません。

ソース:
game\common\customizable_localization\00relations.txt
game\localization\english

キャラクターの一族(Family)はその関係者から成り立ちます。

  • キャラクターの祖父(grandparents)、親(parents)、兄弟(siblings;異母兄弟を含む)、子(children)、孫(grandchildren)は、近親者(Close Family)とみなされます。[1]
  • 叔父(Uncles)、叔母(aunts)、従兄弟(first cousins)、甥(nephews)、姪(nieces )は、大家族(Extended Family)と見なされます。[2]

評価補正

こちらも参照: キャラクター#関係

下の表は、家族関係から得られる固定の評価補正値を示しています。[3]これらの補正値は、公的な関係にのみ与えられます、例えば、ある人物が秘密の私生児である場合、彼らは実父との間に「父」の関係を持ちません。[4]また、キャラクターが別のキャラクタと複数の関係を持つシナリオでは、関連のあるすべての補正値が適用されることに注意してください。

他のキャラクターとの関係 評価
+50
+50
兄弟(異母兄弟を含む) +25
配偶者(二次配偶者を含む) +25
同じ王朝 +5

結婚

結婚とは、個人的な関係で2人の異性の間[5]の法的な共同体です。結婚できるのは16歳以上のキャラクターだけです。どちらかのキャラクターが若すぎる場合は、両方の当事者が成人するまで、パートナー候補の2人が婚約することがあります。[6]

配偶者、側室(concubines)、配偶者で多産なものは嫡出子(legitimate children)を持つことができます。普通、結婚した子供は父親の家に属します。しかし、母系結婚(matrilineal marriage)では、母親の家から子どもが生まれます。また、結婚は他のキャラクターとの  同盟の一つの方法でもあります。

宗派の教義は、ある人物が誰と結婚するか、何人の正式なパートナーを持つか、そして結婚が離婚に終わるかどうかに影響します。

  •  男妾(consorts)、側室(concubines)結婚型の教義は、支配者が配偶者とともに最大3人の配偶者を持つことを認めています。男妾、側室から生まれた子は、  男妾/側室の子 特性を得ます。結婚とは異なり、側室は同盟をもたらす事はありません。ただし、男妾や側室は離婚することなく自由に破棄することができます。
  •   近親婚主義近親婚を合法とします。
  •   結婚は離婚の教義の法理に従って終了することができます。離婚の対象者は、元配偶者との間に  −25の評価「(私と離婚した)」を50年間、相手の近親者との間に  −5の評価「(私の近親者と離婚した)」を5年間得ます。離婚した人物は再婚することがあります。

複婚

複婚の教義においては、キャラクターは1人の配偶者と結婚することができ、支配者(教義「性に関する見解」に依存)はさらに3人までの二次配偶者(secondary spouses)を持つことができます。もし2人の既婚の支配者が複婚の教義を持っていて、ジェンダー教義によってそうすることが許されるなら、彼らはそれぞれ複数の配偶者を持つかもしれません。「男女平等」の教義では、もう一方の支配者が1人以上の配偶者をもつことについての制限は存在しません。

「単婚」教義を持つ任意の配偶者は  −40の評価「(一夫一婦制ではない)」を被ることになります。以前に一夫多妻(例えば、二次配偶者が離婚した)であった一夫一婦制の配偶者については、  −20の評価「(他の配偶者を持つことで結婚を冒涜した)」を20年間得ることになります。任意の一夫一婦制の近親者も同様に  −20の評価補正を被ることになります。「男妾/側室」の教義あるいは複婚の信条を持つ配偶者は同様の罰則を被りません。結婚をセットアップする際、複婚を信じでおらず複婚の一部となるような婚約者(prospective spouses)は−1000結婚の受け入れペナルティを被ります[7]

支配者が各々の称号ランクにおいて期待される配偶者の数に達していない場合は、欠落している配偶者の数1人に対して、月当たり  敬虔値−0.5のペナルティを受けます。[8]

称号レベル 期待される配偶者
  所領なし(庶民) 1
  男爵 1
  伯爵 1
  公爵 2
  王 3
  皇帝 4

結婚の受け入れ

In order to successfully arrange marriages with AI characters, the player must reach a marriage acceptance score of at least +1 for the prospective spouses. Below is a list containing all possible conditions that affect marriage acceptance:[9]

Condition Marriage acceptance
弱いフック +100
Strong hook +200, or auto-accept
Promising Prospects Perk
  • +50 (self)
  • +25 (family member)
Dynasty Glory Perk +30
Arranging own marriage −15
Is player's heir
  • +20 (primary heir)
  • +10 (other heirs)
Desires alliance Varied
Does not want alliance −100
Marrying up +30 for each difference in title rank
Marrying down
  • −30 for each difference in title rank (if AI is King)
  • −40 for each difference in title rank (if AI is not King)
Opinion
  • +0.25 per   opinion (round down) with prospective spouse
  • +0.75 per   opinion (round down) with marriage offerer
Wishes well for Lovers +15
Prospective spouses love each other and AI has compassion greater than zero +0.25 per AI compassion
Candidate is Lowborn
  • −20
  • −120 (if recipient is not lowborn themselves)
Candidate's Level of Splendor +(Level of Splendor * 5 - 5)
Incorrect marriage (patrilineal/matrilineal) Varied
Different faith
  • −10
  • −25 (faith considered astray or hostile)
  • −1000 (faith considered evil)
Faith does not have polygamy doctrine or polyamory tenet and potential spouse would belong in a polygamous marriage. −1000
Age Considerations Varied
The marriage will have Low Fertility Varied
Unimportant courtier +10
Important courtier −10
Prospective spouse is a parent of recipient's children −25
Player is AI's liege
  • +40 (general)
  • +60 (marriage with liege)
Valuable claimant −50
Claimant to one of AI's titles −50
Intimidated Varied
Terrified Varied
Character is dear to AI Varied
The marriage would be incestuous −1000
Age of recipient +(Recipient age − 20)
Spouse councillor - boosted child or heir
  • +50
  • +75 (if heir)

Adultery

Having a lover outside of marriage creates a   Lover secret. If it is revealed, it may result in the two lover characters gaining the   Fornicator and   Adulterer traits, depending on the faith's   /   adultery doctrines. Children known to be born out of wedlock gain   Bastard (trait), or   Wild Oat if their faith has the   No Bastards bastardry doctrine. If a bastard successfully becomes landed, they gain the   Bastard founder trait.

Incest

Incest is sexual activity between family members. A faith's   Consanguinity doctrine determines the legality of incestuous marriage. Characters having an incestuous relation that would not be allowed in marriage gain the Is Incestuous secret, and if exposed the   Incestuous trait. Any form of incestuous relation, legal or not, may risk producing inbred offspring.

The Divine Marriage tenet provides bonuses to incestuous marriages.

Relatives are harder to seduce unless the target character's Faith accepts such an incestuous relation or the seducer has the Subtle Desire perk (  Seducer tree).

Each Dynasty will have a Founding House, usually of the same name as the Dynasty, which is the first House of that Dynasty. Ruling Dynasty members of Feudal or Clan Government who are distant by blood to the current House Head may choose to create a Cadet Branch, a new House under the Dynasty. Each House has its own name and motto, usually inspired by the location in which they are founded and the founding character, which can be changed at will by the House Head. They will also have a unique coat of arms that has two quarters copied from the Dynasty coat of arms.

Creating a Cadet Branch has the following requirements:

  • The character must be blood-related to their current House Head
  • The character must not stand to inherit any of their current House Head's titles
  • The character must have sufficient Prestige
  • All ancestors of the character are dead

If a House Head demands the religious conversion of a House member and the member refuses, it will result in the creation of a new Cadet Branch.

Each character born from a Marriage will belong to the father's House unless the marriage is Matrilineal.

House Head

The House Head is the leader of a House. House Heads have the power to legitimize bastards, call House members to war at no cost and demand that they convert to their Faith. In addition, House Heads will get a   Weak Hook on all newly born House members and monthly prestige from living and landed members of their house. If a faith has the Must be approved doctrine for divorces but no head of faith, the House Head must approve of divorces.

When a character creates a Cadet Branch, they become its House Head, and free from the direct influence of their old House Head unless he or she was the Dynasty Head.

When a House Head dies, their Primary Heir becomes the next House Head. One exception: The house head at the start of the game is determined differently. If the founder of the house is still alive, the founder will always be the house head. If the founder is not alive, then the house head at game start will be the house member with the largest realm size. This is why Ludwig II is the Karling house head in 867, even though he is not the oldest male child.

Dynasty Head

The most powerful House Head of a Dynasty (as determined by military strength) will be the Dynasty Head. If another House Head becomes 10% stronger than the current Dynasty Head it will take its place. The Dynasty Head gains Monthly Prestige from living and landed members of their Dynasty. The Dynasty Head has access to the following interactions with dynasty members of the same faith:

Interaction Effects Cost
Call Dynasty Member To War Targeted Dynasty Member may join the Dynasty Head's current war 75   Renown
Claim Title Gain an   Unpressed Claim on the targeted Dynasty Member's Primary Title and a temporary -50   Opinion 150   Renown
Disinherit Targeted Dynasty Member gains the   Disinherited trait and a permanent -75   Opinion
  • 75   Renown and 150   Prestige if Dynasty Member is Unlanded
  • 150   Renown and 300   Prestige if Dynasty Member is Heir to a title
  • 225   Renown and 900   Prestige if Dynasty Member is Landed
Denounce Targeted Dynasty Member gains the   Denounced trait and a permanent -50   Opinion
  • 50   Renown and 150   Prestige if Dynasty Member is Unlanded
  • 100   Renown and 300   Prestige if Dynasty Member is Heir to a title
  • 125   Renown and 500   Prestige if Dynasty Member is Landed
End Dynasty Wars All wars between members of the same Dynasty end in White Peace
  • 75  Renown
Forgive Targeted Dynasty Member loses the   Denounced trait and the   Opinion malus
  • 25   Renown
Restore Inheritance Targeted Dynasty Member loses the   Disinherited trait and the   Opinion malus
  • 75   Renown

Renown

Renown is a resource accumulated by a Dynasty and is used for the most powerful Dynasty Head interactions, unlocking Dynasty Legacies and increasing a Dynasty's level of Splendor. Each living Dynasty member will add Renown to the Dynasty, and Prestige to its Dynasty Head and House Head. Renown can also be gained by marrying to a Ruler of a different Dynasty.

Title rank   Renown   Dynasty Head Prestige   House Head Prestige   Marriage Renown
None (stacks with title bonuses) +0.02 +0.01 +0.02 0
  Baron +0.12 +0.01 +0.02 +0.1
  Count +0.25 +0.02 +0.04 +0.2
  Duke +0.5 +0.03 +0.06 +0.4
  King +1 +0.04 +0.08 +0.8
  Emperor +2 +0.5 +0.1 +1.6

Renown gain is capped at +2 for total non-ruler house members (100 members). Dynasty Head Prestige gain is capped at +3. House Head Prestige gain is capped at +5. Rulers will not add Renown to their Dynasty if any Liege is a member of the same Dynasty.

Level of Splendor

Firstly, all renown earned by a Dynasty counts towards its Level of Splendor, which determines how well-known the Dynasty is in the eyes of the world, how much Prestige characters get from being born or marrying into it, the maximum long reign Opinion characters can get and how decorated the Dynasty's coat of arms will be. Having a high level also makes it much easier to arrange marriages, especially with Dynasties with a Lower Level of Splendor. The Level of Splendor will only decrease if a player character attempts suicide. Peasant Dynasties start at Base Origins.

Level of Splendor   Birth Prestige   Marriage Prestige   Max Long Reign Opinion Max level for guest Congenital traits Required renown
  Base Origins 0 -100 +5 1 0
  Obscure +100 0 +10 1 0
  Insignificant +200 +100 +15 1 700
  Noteworthy +300 +200 +20 2 1000
  Reputable +400 +300 +25 2 2000
  Well-known +500 +400 +30 2 3000
  Significant +600 +500 +35 2 4000
  Famous +700 +600 +40 3 5000
  Glorious +800 +700 +45 3 6000
  Fabled +900 +800 +50 3 7000
  Legendary +1000 +900 +55 3 8000

Dynasty Legacies

Dynasty Legacies are permanent modifiers and unlocks that can be unlocked by the Dynasty Head and affect every member of a Dynasty. Each Legacy contains five unlocks, each costing a progressively higher amount of   Renown to unlock. If an AI character becomes Dynasty Head it will only unlock Legacies belonging to the tree with the highest current progress.

Tree Legacy 1 effects (1000   Renown) Legacy 2 effects (2000   Renown) Legacy 3 effects (3000   Renown) Legacy 4 effects (4000   Renown) Legacy 5 effects (5000   Renown)
Warfare
 
  • +2 Prowess
  • +15 Knight Effectiveness
-20% Casus Belli Cost +10% Monthly Martial Experience +5 Advantage +1 Max number of Men-at-Arms Regiments
Can recruit House Guard Men-at-Arms
Law
 
+5 Popular Opinion +0.2 Monthly Control Growth +10% Monthly Stewardship Experience +5 Powerful Vassal Opinion +1 Domain Limit
Guile
 
+20% Dread Gain +10 Hostile Scheme Success Chance +10% Monthly Intrigue Experience -0.05 Monthly Tyranny 77% chance to prevent one Murder of each Dynasty member
Blood
 
+30% Chance to inherit good congenital traits
+30% Chance of new good congenital traits
+30% Chance to reinforce congenital traits -30% Chance to inherit bad congenital traits
-30% Chance of new bad congenital traits
Select a congenital trait to become more common to all Dynasty children:
  Comely,   Quick,   Hale,   Fecund,
  Albino,   Giant,   Dwarf,   Scaly
The trait has a 5% chance (10% if a player character is a parent) of appearing at birth
Applies to all children of the dynasty who have at least one parent from the dynasty
+5 Years Life Expectancy
Erudition
 
+10 Courtier and Guest Opinion
Better Guests are attracted
+10% Monthly piety +10% Monthly Learning Experience +3 Same Faith Opinion +10% Effectiveness of Councilor Tasks
Glory
 
+30 Marriage Acceptance +10% Monthly Prestige +10% Monthly Diplomacy Experience -20% Short Reign Duration +10 General Opinion
Kin
 
+10% Fertility +2-3 Education Score +10 Spouse Opinion
Fewer pregnancy complications
+5 Dynasty Opinion
+30% Personal Scheme Success on Dynasty members
+1 Random skill point every 5[10] years, starting at age 30[11]
Prowess doesn't decrease with age
Dynasty members age at a slower rate

こちらも参照

参考文献

  1. 訳者注:2親等までのこと
  2. 訳者注:3親等までのこと
  3. game\common\defines\00_defines.txt, NCharacterOpinion
  4. 訳者注:CK2では内部的には「Real Father」として保持されていましたが、Ck3ではどうかわかりませんでした。また「Real Mather」のような人物は存在しないと思われます。
  5. 訳者注:Ck2では同性婚がModで可能?だったようなので、Ck3でも可能かもしれません
  6. 訳者注:婚約は解消することもあります
  7. 訳者注:意味の捉え方に自信なし
  8. game\common\defines\00_defines.txt, PIETY_LOSS_PER_MISSING_SPOUSE = 0.5, DESIRED_SPOUSES_PER_TIER = { 1 1 1 2 3 4 }
  9. game\common\scripted_modifiers\00_marriage_scripted_modifiers.txt, marriage_ai_accept_modifier
  10. common\on_action\birthday.txt, common\script_values\00_dynasty_values.txt, kin_legacy_5_every_x_year
  11. common\on_action\birthday.txt, common\script_values\00_dynasty_values.txt, kin_legacy_5_start_age