Trizib🔥 灵动疾风
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golden 2版本的HIP出来了 本次更新的亮点是增加了旁系家族系统: Cadet Dynasties: AIs will now sometimes form their own cadet branches of large dynasties (sometimes even cadet branches of large cadet dynasties if you play long enough). In short, a cadet is a member of the dynasty that isn't closely related to the current dynasty head (though some factors reduce the degree to which they must be distant), has no titles to inherit of their own, and is a second son (has an elder sibling that technically could inherit -- if there's anything to inherit). A cadet can form a cadet dynasty if their current dynasty has at least 30 living members, they manage to somehow gain a title of Count- or higher-tier and have at least one eligible heir (according to their laws) to those titles. Theocracies and republics cannot form cadet dynasties, although patricians, feudals (including imperial), and tribal rulers can. Cadet dynasties track their parent dynasty (and grandparent dynasty and so on if applicable), so we can start to include special cases for child-parent dynastic relations in elective succession, the claimant faction, and other such places where favoring a dynasty over another matters. This work isn't yet ready (it's going to take a long time to overhaul the notion of dynastic relation in this game), but you can at least see the relations tracked by hovering over the character portrait tooltip of a [living] cadet dynasty member: after their, e.g., "Dynasty: de Milano-Portucale" line on the tooltip, you'd see a "Parent Dynasty: Welf-Milano" line and, in this example, a "Grandparent Dynasty: Welf" line after that. Naming (and qualification) of the cadet dynasties has been very carefully designed to model the patterns of the most well-known dynasty for its many cadet branches: the Capets, and in general, Western European and German practices. It also works very hard to pick names that will be distinct, plausible, and help show the dynasty's origin at a glance. For cultures that use founder-named dynasties, we simply let the hard-code name the new dynasty after the founder -- not much that we can do to enhance that with the tools available. Caveats: The CoA (Coats of Arms) for new cadet dynasties is something that we cannot control from script (it's random) -- and if you think about it, it's a pretty hard problem for a computer, as it's largely one of aesthetic -- although those with a little modding know-how can alter the CoAs to their heart's content. After careful consideration of how much having a positive opinion modifier between parent and child dynasties would cost in terms of performance (every cadet dynasty member having a soft-coded opinion modifier of like +3 since "Same Dynasty" is +5 to every parent cadet dynasty member and vice versa, wherein at least one of those dynasties is definitely large), it was deemed not worth it for the paltry opinion boost and potentially big performance hit in extreme situations. [The current "Same Dynasty" opinion is hard-coded and doesn't have any non-negligible performance hit at all.] What really matters is how the AI votes, favors claimants, etc. We plan to do more with this feature beyond what we've already mentioned. At the very least, we'd like to give players the option to form their own cadet dynasty under certain circumstances (much less restrictive than for the AI), but alas, that is future work.
重建罗马成功,分享下HIP拜占庭的使用体验 总体来说,HIP的拜占庭在玩家手里依旧很好用,仍可以很轻松地开无双原版里帝国管理法和选举制共减15的封臣好感,而HIP里的拜占庭皇帝可以获得专属的“强大的巴塞琉斯”特质(获取方法类似于天主的加冕),可以对所有封臣+15好感,刚好抵消掉好感减成,让皇帝刚继位时更容易站稳脚跟。原版里的指挥官必须有土地,HIP也保留了这个机制,但玩家不用担心自己没有好的指挥官,因为皇帝自己就是最优秀的将军。因为HIP里有打一场胜仗的野心,打赢一次可以+1军事,这个野心可以反复触发,所以即使教育特质不是军事,也可以轻松把军事能力刷到30,同样个人实战也可以刷到100+,再配合选举制和修道会培养出心仪的继承人,其他属性也不会低。很容易代代神君,基本上对内封臣好感爆表,对外带着重骑常备打仗天下无敌原版的军区制固然好用,但重新分封时还是太麻烦,HIP里当原本的军区长官去世时会蹦出事件,可以选择让该人的后代继承土地(依然会有好感加成),也可以选择自己重新分封,这样的设定节省了许多时间,避免了点断手的麻烦。而且HIP里封臣的政体也同样是帝国制,基本不用担心他们自己创建出封建头衔 HIP和原版另一个不一样的地方是拜占庭开局便能使用帝国再征服的CB,这让收复意大利等地区变得更方便一些,至少不用急着转天主了,这个档我就是全程用的再征服CB,感觉还不错
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