CK2開発日誌 - 第1回 人物の肖像画 - 第2回 男爵と集落 - 第3回 法?


Hello again folks!

新たな月、そして新たな開発日誌の為の素晴らしい時がやってきた。今回は男爵について話をすることにしようか。初代Crusader Kingsでは、人物は伯爵、公爵、国王(文化によってそれぞれ分かれていたが)のような3ランクの称号しかを持つことが出来なかった。男爵は間接的に地方貴族として存在していた。彼らは、聖職者、農民、市民と共に異なる勢力、忠誠、そして課税額を持っていた。プレイヤーは4つの勢力値をいじることができ、そしてそれは税率と地方の課税の構成に影響を与えるものであった。結局のところ、これは最も良くない特徴の一つだった。というのも、この細かすぎる経営管理は、つまらない上にそれをする程の価値があるのか分からなかったからだ。それ故、Crusader Kings IIでは全面的にこの仕様は廃止された。代わりに、それぞれのプロヴィンス(領地)は1個から8個のセツルメント(集落)と名付けられたものを持つことになる。セツルメント(集落)は城、都市、あるいは教会のことだ。そしてキャラクターは彼らが伯爵領や公爵領を持つのと同じように、集落の称号を持つことができる。

It's a new month and high time for another development diary. This time, let's talk about barons. In the original Crusader Kings, characters could only hold titles of three ranks; count, duke and king (though these could be called different things in different cultures). Barons existed indirectly in the form of provincial nobility, which, together with the clergy, peasants and burghers, had different power, loyalty and tax values. The player could fiddle around with the power values of the four classes, which would affect the tax rate and the composition of the provincial levy. As it turned out, this was one of the least successful features in the game, because the micromanagement was tedious and did not have enough impact to make it worthwhile. Therefore, in Crusader Kings II, the whole thing has been cut. Instead, each province will have between one and eight named settlements. A settlement is either a castle, city or church, and characters can hold the title to a settlement just like they can to counties and duchies.

城は一般的な封建諸侯、通常はそのプロビンス(領地)の伯爵配下の男爵が所有する。都市は市長によって統治される経済的中心地だ。最後に、教会セツルメントは司教(あるいはマフティー(予言者)とか、そういう類の)によって治められる。Crusader Kingsの4階級と同じように、3種類のセツルメントは異なった種類の軍勢を供給し、法に従って別々の税率を持つ。Crusader Kingsの階級勢力値とは違って、教会と都市の権利-それからそれらの指導者の叙任-の操作は、面白くなるだろう。(詳しくは後日の開発日誌で)

Castles are regular feudal holdings, whose barons are normally in fief to the provincial count. Cities are commercial hubs governed by a mayor. Finally, church settlements are run by a Bishop (or Mufti, or similiar.) Like the four classes of Crusader Kings, the three types of settlement provide different types of troop levies and have different tax rates depending on laws. Unlike the class power of Crusader Kings, the rights of churches and cities - and the investiture of their leaders - should be interesting to play around with. (More on this in a later dev diary.)


Barony tier characters are not playable, mainly for performance reasons. (We do not want barons to have courts of their own, with the explosion of characters this would require.) They have a more rudimentary form of AI than playable characters, but will respond to diplomacy and might raise their army in revolt. Another measure to keep the character count down in Crusader Kings II is that you can have your vassals double as councillors (so there is less need for minor nobles to be created by the game).


What about the level of micromanagement - won't all these baronies require more player attention? Well, the whole point of the feudal system is delegation, so the short answer is that for dukes and above; not much. Granted, the dynamic around cities and churches will require more attention, but of the right kind and infrequently. The existence of baronies will also make playing counts a lot more interesting.

I don't have any baronial graphics in particular to show you, but here's a little something that Aerie is working on...

That's all for now. Don't miss the next dev diary on December 2!

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Last-modified: 2011-02-16 (水) 03:38:17 (2991d)