1212 Medieval Kingdoms 常见问题解答表

0 点赞
Total War: ATTILA
转载

这是一份关于1212中世纪王国模组常见问题的解答。本列表并不详尽,如需进一步帮助可在相关社区寻求支持。 简介 首先需要说明的是,本指南不会涵盖:多人游戏问题/平衡调整、模组故障排除方法等内容。 由于该模组仍在积极开发中,难免会存在错误,还有许多工作有待完成。新冠疫情严重影响了开发者处理模组特定方面的能力和进度。请不要因更新可能较慢而感到不满或产生敌意。如果你想为模组提供帮助、遇到本指南未涵盖的问题,或只是想和其他1212爱好者交流,可以加入相关Discord社群。什么是正确的模组加载顺序?

开发者目前正在开发什么内容? 推荐难度是什么? 没有推荐难度,所有难度都适用于模组。不过,许多玩家发现困难或极难难度最符合他们的需求。 我应该选择哪个势力进行游戏? 这当然是一个主观选择。不过,有些势力对新手更友好。 天主教势力(尤其是西欧势力,如英格兰或意大利势力)通常是最容易上手和游玩的势力。我推荐新手选择这些势力。此规则的唯一例外是拉丁帝国(未完成派系)和奇里乞亚王国,后者比大多数天主教派系的开局和中期都更为艰难。 伊斯兰和东正教派系的游玩难度大致相当,但罗姆苏丹国除外,其前期和中期难度较高,但后期回报丰厚。 最后,在我看来最难游玩的派系是 pagan 派系和草原派系。蒙古派系确实能迅速碾压对手,但如果你想定居,就必须精通如何维持经济势头。此外,库曼派系可以说是该 mod 中最难的派系之一,但如果你能驾驭它,也是最有回报的派系之一。 在哪里可以查看我的城市人口?当你招募单位时,你可能会发现它们需要特定的人口类型。这种情况通常发生在玩家试图招募需要某种人口类型的单位,但因缺乏该人口而导致单位显示为灰色,从而让玩家感到困惑。要查看人口情况,请将鼠标悬停在【聚落】标签左下角最左侧的绿色小标记上(如附图所示)。 可用人力是你可以招募的人员池。如果可用人力耗尽,系统会从人口池的另一半补充,直到该人口类型完全耗尽。点击图标可以切换查看各个人口类型。

Cities vs Castles Explained Cites Increases income in and around the settlement allowing for really nice economic chains More militia & common unit recruitment Produces more burghers than castles Castles Increases sanitation & public order More professional & noble unit recruitment Much less money production Produces more peasants and nobles than burghers (for roleplay consideration if you want large middle class or something I don't know) Donated fiefs There is really no practical reason to construct this unless you are playing as the Electorate of Trier. Other than that it's best for just immersion, but even then I personally never construct them. How does Papal favor work? Papal favor is gained through the completion of Papal missions, building donated fiefs, crusading, and by releasing ransoms of defeated Catholic armies. Similarly, Papal favor is lost when you fail a mission, kill Catholic captives, or sack Catholic cities. How does the HRE work? The Holy Roman Empire system is still in development and is being tweaked. Other Catholic factions within (and outside) the HRE control can be nominated as pretenders by the Pope and be crowned if they seize the throne. At the beginning of the campaign, this conflict is between the County of Brunswick as Holy Roman Emperor and the Kingdom of Sicily's pretender. The Holy Roman Empire faction starts out with their leader excommunicated. This has severe diplomatic impacts and should be rectified quickly through crusading, Papal missions, and the release of Catholic ransoms after battle. The voting system is a bit messy in its current iteration so it is recommended that you vassalise a few electors to gain their consistent favour. It is not recommended that you directly own the provinces (more than 6 HRE settlements) as you will gain an increasing debuff from expansionism. What are the effects of each religion? Judaism: +10% civic development research rate Cathar Christianity: +2 public order Bogomilism: +2 priest capacity Catholicism: -1 non-Catholic religious influence Orthodox: -25% religious building maintenance Eastern Christian: -25% religious building construction cost Sunni: +2% replenishment rate Shia: +1 Shia Islam religious influence Ibadi: -25% religious unrest Tengri: Integrity +2 Baltic Pagan: Army recruitment capacity +1 Catholic Heretics cannot be converted to. Crusader states and the Almohad Caliphate may also not convert. Commander Epithets As they play, many players will note that leaders and other statesmen will frequently appear with epithets. Some of these are common (in some cases MUCH more common) than others. I figured I would list some of the epithets and how they are acquired (excluding obvious ones like "the blind"). This is not universal, though, and I have experienced on several occasions statesmen recruited from outside the noble family who will have epithets but no related trait or past. I've left out nicknames you don't see but are coded/are planned and others I've personally just never seen in game. Religious Conversion Epithets: The... Bogomilist, Cathar, Catholic, Christian, Ibadi, Jew, Orthodox, Pagan, Shi'ite, Sunni are all acquired through religious conversion and will only ever apply to faction leaders. Common Negative Nicknames & How They're Acquired: Bewitched --> Has an innate deformity trait (misshapen) Cruel --> Executed captives 5 times --> Merciless gained at 15 executions Despised --> Has trait 'att_trait_general_status_all_unpopular' Drunkard --> Has trait 'att_trait_all_personality_all_drink' Impaler --> Has trait 'att_trait_ruler_personality_all_harsh' Mad --> Has trait 'att_trait_general_personality_all_mad' or 'att_trait_ruler_personality_all_mad' Ruthless --> Has trait 'att_trait_general_military_all_high_casualties' Terrible --> Has trait 'att_trait_ruler_personality_all_unjust' Unlucky --> Has trait 'att_trait_all_personality_all_unlucky' Common Neutral Nicknames & How They're Acquired: Old --> Aged 65+ Undying --> Aged 90+ Builder --> Has the Architect trait (extremely common for governors) Common Positive Nicknames & How They're Acquired Beloved --> Has trait 'att_trait_general_status_all_popular' Brave --> Has trait 'att_trait_general_personality_all_bravery' Conqueror --> Personally conquered 10 regions Crusader --> literally just go crusading --> Crusader King for being the one to succeed Destroyer --> Has trait 'att_trait_general_military_all_looter' Uncommon Nicknames & How They're Acquired Any that require fighting and conquering 25 regions (great, undefeated, victorious) Any of the wound related nicknames (Survivor and Lame) Exile --> lose your capital Hero --> win 5 heroic victories Bold --> win 5 ambush battles Fair --> Reigned for 20 years without a revolt (while having more than 4 regions in their faction) Shadow --> Has trait 'att_trait_ruler_government_all_spymaster' Wicked --> Excommunicated on more than one occasion "The AI is too passive, what do I do?" This is a very common complaint, but one that is largely unavoidable due to the way Attila was designed as a game. Please keep in mind that what I am about to recommend is purely my personal opinion. Your options are: 1) toggle the Judgement Day script in the faction selection screen, 2) subscribe to AI-"enhancing" mods (see below), or 3) do both. From a strictly personal view, I think none of these options works explicitly while also providing fun gameplay, but what can you do. Judgement Day alters the faction traits of ALL leaders to make them aggressive but this does not fix stupidity obviously. This will lead to frequent warring, but will render your ability to maintain alliances and vassals meaningless (aka if you prefer to "roleplay"/immerse yourself in the period with all options on the table, this may not be the route for you). As for the mods, there are a few options that I will list below. 1) Bran's Campaign AI: By far the most commonly recommended is Bran's AI, but for reasons I will explain below I do not prefer that route. I won't go overly in-depth since conversations regarding this mod happen semi-frequently on the MK1212 Discord linked above and it would be a waste of breath. That said, Bran's mod is the most widespread AI mod, but is one that also messes with the economy, breaks the Catholic faction interplay, and overall fails to correct issues sensibly. This is not to even mention the personal issues many have with Bran in various communications and whatnot. TLDR: it just doesn't feel very good for a mod at all as it fundamentally breaks aspects of what little strands of balance hold 1212 together. 2) Hecleas' Ultra Aggressive & Smart AI: Honestly I've had no complaints with the several mods from Hecleas but they don't always feel like they're doing much. I have noticed more early-game aggression, but I personally think there is room for improvement. TLDR: Not bad at all, works just fine for whatever you might need and is a respectable alternative to Bran. 3) Said's aggressive ia and better ia`s army.pack: This mod takes parts of Bran's mods that actually function decently and then applies that to the foundation laid down by Hecleas. It's a combination that works pretty well and is what I would personally recommend, although I need to do much more testing.