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标题: 王位继承mod——Succession [打印本页]

作者: Q5521122    时间: 2021-4-28 16:41
标题: 王位继承mod——Succession
https://www.nexusmods.com/mountandblade2bannerlord/mods/2908

这个mod设置了7种继承方式,来迎合7个国家。

[spoiler=原文]Calradian succession should, like the cultures who inhabit the continent, be widely varied. Unfortunately, in the base game, all kingdoms follow the same succession rules, with the same weighting score for nominations and decisions.
This mod changes that completely. Currently there are 7 new, flavourful succession rules to assign from (through succession_defines.xml) that can completely change the topography of Calradian politics. They are:

Hereditary [by default Vlandia]: Only the current ruling clan is eligible for the kingdom election. If, however, the ruling clan has been eliminated, this reverts into Military-based succession to handle the crisis.
Inheritance [by default Southern Empire]: Similar to Hereditary, except the ruling clan's new leader is preferentially the adult child of the previous ruler. Adult children who are still members of the currently-ruling clan are preferred, although non-member heirs are allowed, and the ruling clan switches accordingly (eg. you marry Ira, Rhagaea bites it, your clan is now in charge!). Heirs outside of the kingdom (or in mercenary clans) still won't qualify, however.
Military [by default Western Empire and Khuzait]: Nomination strength is calculated with the total number of commanded soldiers, multiplied by party morale. All vassals are eligible, since anybody can potentially be a strongman/woman.
Oligarchical [by default Aserai]: Nomination strength is based on total clan gold, and non-village prosperity, to reflect the support of the mercantile class. Any vassal that owns at least one town is eligible.
Landowning Elective [by default Sturgia]: Nomination strength is based on owned settlement notable relation multiplied by their power, to reflect how influential land-owners might be voting. Any vassal clan that owns a fief is eligible.
Senate Elective [by default Northern Empire]: Nominations are effectively a popularily contest - the sum of your clan relations with other clans that have less influence than you. All vassals are eligible, but hopefully it doesn't bring back any homecoming king/queen nightmares.
Plebian Elective [by default Battania]: The most complicated, but interesting method. Nomination strength is roughly proportional to how "popular" the nominee is with the populace. Strength is counted as "votes". For towns, (loyalty/100) * prosperity = "votes" for the owner clan. For villages, the "votes" are the hearths split between the notables, and the owner is awarded the votes from notables they have positive relations with. The remaining votes are split between all other clans evenly. Every vassal clan is eligible, but you'll find yourself at a severe disadvantage if you don't own any fiefs.

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Term Limits have been implemented (as of 2.0.0)! This means not every clan rules for life, and a new election will be triggered on the weekly tick after their term has ended. The "term" attribute can be added to any succession tag, however meaningless it may be (eg. term limits on hereditary succession will simply elect the single available clan again).

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Rebellion Discontent thresholds (added in 3.0.0!) are a measure of stability on succession. It's the sum of (only) the negative relations between the new ruling clan and the non-ruling clans. The rebel "leader" is selected as the most powerful of the discontented clans. Rebel clans are then selected based on whether they hate their kingdom's current rulership more than the potential rebel leader. Finally, the relations between the rebel clans are added or subtracted inversely from the total discontent, which is then compared to the threshold defined below.
How it's meant to boil down to is how much the vassal clans dislike the election outcome, weighed against how much they dislike each other! Perfectly simple...I aim for elective systems to be more stable than hereditary-based systems, especially if there are term limits - an annoyed vassal might be fine with waiting for a term to be up, but probably won't see any other recourse if the same clan will remainder in power indefinitely.
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These succession types can be implemented for specific cultures, both as a backup, and to handle newly-created kingdoms - both rebellions and player factions. Kingdom-specific succession types are checked first, with culture-specific only being looked at if the kingdom's doesn't exist.

If a kingdom and culture doesn't exist in the succession_defines.xml file, the system will revert to the vanilla mechanics, meaning any custom kingdoms are safe to include. If you want to apply one of the new succession types to a custom kingdom or culture, simply add a new XML tag with the appropriate StringID (which can be found in the custom kingdom mod's ModuleData folder). If the custom kingdom has a vanilla culture, you can either stay with their default, or add their kingdom-specific setup.

More succession types will probably come, but feel free to suggest others! Additionally, I'll be working on succession-motivated events (eg. rebellions and other crises).

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Check out my other mods HERE, including:
Distinguished Service
Attributes Matter
Sergeants for Hire
If you enjoy the mods, please endorse![/spoiler]

[spoiler=机翻]卡尔弧度的演替应该像居住在大陆上的文化一样,是多种多样的。不幸的是,在基本游戏中,所有王国都遵循相同的继承规则,提名和决定的权重分数相同。
这个mod完全改变了这一点。目前有7个新的、有味道的继承规则可以从中分配(通过sequence_defines.xml),它们可以完全改变Calradian政治的格局。他们是:

世袭[默认情况下]:只有当前的统治宗族才有资格参加王国选举。然而,如果统治宗族被消灭,这将恢复为军事继承来处理危机。

继承[默认的南方帝国]:类似于世袭,只是统治家族的新首领优先是前统治者的成年子女。尽管允许非成员继承人继承,但仍然是当前统治氏族成员的成年子女更受欢迎,统治氏族也会相应地进行转换(例如,你娶了Ira,Rhagaea咬了它,你的氏族现在负责了!)。然而,王国以外的继承人(或雇佣兵家族)仍然没有资格。

军事[默认情况下是西帝国和胡扎特]:提名兵力是由被指挥的士兵总数乘以党的士气计算出来的。所有的附庸都有资格,因为任何人都有可能成为强人。

寡头[默认为Aserai]:提名的力度是基于宗族总金,而非村庄的繁荣,以体现对商业阶级的支持。任何拥有至少一个城镇的附庸都有资格。

拥有土地的选举[默认情况下是Sturgia]:提名强度是基于拥有土地的人的权力乘以他们的权力,以反映土地所有者的投票影响力。任何拥有封地的附庸氏族都有资格。

参议院选举[默认情况下北方帝国]:提名实际上是一场全民竞争-你的宗族关系与其他宗族的总和,这些宗族的影响力比你小。所有的附庸都有资格,但希望这不会带来任何返乡国王/王后的噩梦。

Plebian optional[默认情况下是Battania]:最复杂但有趣的方法。提名力度大致与被提名人在民众中的“受欢迎程度”成正比。实力被算作“选票”。对于城镇,(忠诚/100)*繁荣=“投票”为所有者氏族。对于村庄来说,“选票”是名人们分出来的壁炉,而所有者则从与他们有正面关系的名人那里获得选票。剩下的选票平均分配给所有其他部族。每个附庸氏族都有资格,但如果你没有任何封地,你会发现自己处于严重的劣势。

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期限限制已实施(从2.0.0开始)!这意味着并非每个部族都有自己的生活规则,在他们的任期结束后,每周一次的选举都会被触发。“term”属性可以添加到任何继承标签上,不管它有多无意义(例如,遗传继承的term限制只会再次选择一个可用的族)。

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叛乱不满阈值(在3.0.0中添加!)是衡量接班稳定性的一个指标。它是新的统治宗族和非统治宗族之间消极关系的总和。叛军“首领”被选为不满部族中最强大的。叛军部族的选择是基于他们是否更恨他们的王国目前的统治而不是潜在的叛军领袖。最后,叛军部族之间的关系从总不满中反比增减,然后与下面定义的阈值进行比较。

归根结底,这意味着附庸氏族对选举结果的厌恶程度,以及他们对彼此的厌恶程度!非常简单……我的目标是让选举制比世袭制更稳定,尤其是在有任期限制的情况下——一个恼怒的附庸也许可以等待任期结束,但如果同一个氏族无限期地继续掌权,可能就看不到任何其他的办法了。

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这些继承类型可以在特定的文化中实现,既可以作为备份,也可以处理新创建的王国-包括叛乱和玩家派系。首先检查特定于王国的继承类型,如果王国不存在,则只查看特定于文化的继承类型。

如果一个王国和文化不存在于sequence_defines.xml文件中,系统将恢复为香草机制,这意味着任何自定义王国都可以安全地包含在内。如果要将新的继承类型之一应用于自定义王国或区域性,只需添加一个带有适当StringID的新XML标记(可以在自定义王国mod的ModuleData文件夹中找到)。如果自定义王国具有香草文化,则可以保留其默认设置,或添加其特定于王国的设置。

更多的继任者可能会来,但请随意建议其他人!此外,我还将致力于继承动机的事件(如叛乱和其他危机)。

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在这里查看我的其他mod, 包括:

卓越的服务

属性很重要

雇佣中士

如果你喜欢mods,请支持![/spoiler]


作者: 449163015    时间: 2021-4-28 18:34
看起来挺有前景的
作者: 深浅入时无    时间: 2021-4-28 18:51
顶,C大能把这个加入整合包吗
作者: 高斌    时间: 2021-4-29 13:13
666,很强的mod





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