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| {{Version|1.1}} | | =山坡牧场= |
| 属性代表一位角色拥有 的 某些数值 , 决定了角色在某些行动上能表现有多好 。
| | {{building box |
| | | file=Building hillside grazing.png |
| | | desc=这些山丘不适宜耕种,主要覆盖着可以被马儿进食 的 青草和其他植物 , 已被用于放牧 。 |
| | }} |
|
| |
|
| ==能力==
| | ;建造时间 |
| {{SVersion|1.1}} | | :{{construction time|quick}} |
| 能力代表了一个角色在各个领 域的 专业能力 , 决定了角色在给定任务中的结果的好坏 。 | | |
| {| class="mildtable plainlist" | | ;解锁要求 |
| ! 能力 | | * 属于区 域<code>world_horse_buildings_in_hills_and_mountains</code><ref>具体 的 公国列表见于{{Cite file|Crusader Kings III\game\map_data\geographical_regions\geographical_region.txt}} ,[[区域]]页面尚未补充相关信息,2023/05/24。</ref> 。 |
| ! 效果 | | |
| | ;地形要求 |
| | :{{terrain requirement|mountains=yes|desert mountains=yes|hills=yes}} |
| | |
| | ;升级 |
| | <tabber> |
| | 游戏资料= |
| | |
| | {|class="mildtable plainlist" width=100%; |
| | ! 等级 |
| | ! 花费 |
| | ! 要求 |
| | ! 地产效果 |
| | ! 伯爵领 效果 |
| | ! 领地效果 |
| | |- |
| | ! 1 |
| | | {{Building cost|cheap|1}} |
| | | |
| | | |
| | * {{building levies|small|1}} |
| | * {{Building maa bonuses|normal|1|damage|light cavalry}} |
| | * {{Building maa bonuses|normal|1|damage|heavy cavalry}} |
| | * {{Building maa bonuses|normal|1|damage|archer cavalry}} |
| | * {{Building tax|super poor|1}} |
| | | {{em dash}} |
| | | {{em dash}} |
| |- | | |- |
| | [[File:Diplomacy.png]] 外交 | | ! 2 |
| | | {{Building cost|cheap|2}} |
| | | {{iconify|Barracks|[[ 革新#兵营|兵营]]}} |
| | | | | |
| * {{icon|opinion}} {{green|+1}} General opinion per level | | * {{building levies|small|2}} |
| * {{icon|prestige}} {{green|+1%}} Monthly prestige per level | | * {{Building maa bonuses|normal|2|damage|light cavalry}} |
| * {{icon|opinion}} Determines the opinion gain from certain character interactions | | * {{Building maa bonuses|normal|1|toughness|light cavalry}} |
| * {{icon|scheme success chance}} Determines the effectiveness of diplomacy schemes | | * {{Building maa bonuses|normal|2|damage|heavy cavalry}} |
| | * {{Building maa bonuses|normal|1|toughness|heavy cavalry}} |
| | * {{Building maa bonuses|normal|2|damage|archer cavalry}} |
| | * {{Building maa bonuses|normal|1|toughness|archer cavalry}} |
| | * {{Building tax|super poor|2}} |
| | | {{em dash}} |
| | | {{em dash}} |
| |- | | |- |
| | [[File:Martial.png]] 军事 | | ! 3 |
| | | {{Building cost|cheap|3}} |
| | | |
| | * 地产至少2级 |
| | * 非部落制 |
| | * 非部落地产 |
| | * {{iconify|Burhs|[[ 革新#乡堡|乡堡]]}} |
| | | | | |
| * {{icon|levies}} {{green|+2%}} Levy size per level | | * {{building levies|small|2}} |
| * {{icon|levies}} {{green|+2%}} Levy reinforcement rate per level | | * {{Building maa bonuses|normal|3|damage|light cavalry}} |
| * {{icon|advantage}} {{green|+1}} Starting advantage | | * {{Building maa bonuses|normal|2|toughness|light cavalry}} |
| | * {{Building maa bonuses|normal|3|damage|heavy cavalry}} |
| | * {{Building maa bonuses|normal|2|toughness|heavy cavalry}} |
| | * {{Building maa bonuses|normal|3|damage|archer cavalry}} |
| | * {{Building maa bonuses|normal|2|toughness|archer cavalry}} |
| | * {{Building maa bonuses|custom|4|screen||add}} |
| | * {{Building tax|super poor|3}} |
| | | {{em dash}} |
| | | {{em dash}} |
| |- | | |- |
| | [[File:Stewardship.png]] 管理 | | ! 4 |
| | | {{Building cost|cheap|4}} |
| | | |
| | * 地产至少2级 |
| | * 非部落制 |
| | * 非部落地产 |
| | * {{iconify|Burhs|[[ 革新#乡堡|乡堡]]}} |
| | | | | |
| * {{icon|gold}} {{green|+2%}} Domain taxes per level | | * {{building levies|small|4}} |
| * {{icon|domain}} {{green|+1}} Domain limit per 5 levels | | * {{Building maa bonuses|normal|4|damage|light cavalry}} |
| | * {{Building maa bonuses|normal|3|toughness|light cavalry}} |
| | * {{Building maa bonuses|normal|4|damage|heavy cavalry}} |
| | * {{Building maa bonuses|normal|3|toughness|heavy cavalry}} |
| | * {{Building maa bonuses|normal|4|damage|archer cavalry}} |
| | * {{Building maa bonuses|normal|3|toughness|archer cavalry}} |
| | * {{Building maa bonuses|custom|6|screen||add}} |
| | * {{Building tax|super poor|4}} |
| | | {{em dash}} |
| | | {{em dash}} |
| |- | | |- |
| | [[File:Intrigue.png]] 谋略 | | ! 5 |
| | | {{Building cost|cheap|5}} |
| | | |
| | * 地产至少3级 |
| | * 非部落制 |
| | * 非部落地产 |
| | * {{iconify|Castle Baileys|[[ 革新#城堡庭院|城堡庭院]]}} |
| | | | | |
| * {{icon|scheme secrecy}} {{green|+1%}} Scheme discovery chance per level | | * {{building levies|small|4}} |
| * {{icon|scheme success chance}} {{green|+1}} Hostile scheme success chance per level | | * {{Building maa bonuses|normal|5|damage|light cavalry}} |
| * {{icon|scheme success chance}} Determines the effectiveness of intrigue schemes | | * {{Building maa bonuses|normal|4|toughness|light cavalry}} |
| * {{icon|crime}} Determines imprisonment success chance | | * {{Building maa bonuses|normal|5|damage|heavy cavalry}} |
| | * {{Building maa bonuses|normal|4|toughness|heavy cavalry}} |
| | * {{Building maa bonuses|normal|5|damage|archer cavalry}} |
| | * {{Building maa bonuses|normal|4|toughness|archer cavalry}} |
| | * {{Building maa bonuses|custom|8|screen||add}} |
| | * {{Building tax|super poor|5}} |
| | | {{em dash}} |
| | | {{em dash}} |
| |- | | |- |
| | [[File:Learning.png]] 学识 | | ! 6 |
| | | {{Building cost|cheap|6}} |
| | | |
| | * 地产至少3级 |
| | * 非部落制 |
| | * 非部落地产 |
| | * {{iconify|Royal Armory|[[ 革新#君主军械库|君主军械库]]}} |
| | | | | |
| * {{icon|piety}} {{green|+0.1}} Monthly piety per level | | * {{building levies|small|6}} |
| * {{icon|piety}} {{green|-1%}} Conversion cost per level | | * {{Building maa bonuses|normal|6|damage|light cavalry}} |
| * {{icon|innovation}} {{green|+2%}} Cultural fascination bonus if cultural head | | * {{Building maa bonuses|normal|5|toughness|light cavalry}} |
| * {{icon|prestige}} Determines the prestige cost to increase crown authority | | * {{Building maa bonuses|normal|6|damage|heavy cavalry}} |
| * {{icon|unknown}} Determines the success chance of Demand Conversion | | * {{Building maa bonuses|normal|5|toughness|heavy cavalry}} |
| | * {{Building maa bonuses|normal|6|damage|archer cavalry}} |
| | * {{Building maa bonuses|normal|5|toughness|archer cavalry}} |
| | * {{Building maa bonuses|custom|12|screen||add}} |
| | * {{Building tax|super poor|6}} |
| | | {{em dash}} |
| | | {{em dash}} |
| |- | | |- |
| | [[File:War.png]] 勇武 | | ! 7 |
| | | {{Building cost|cheap|7}} |
| | | |
| | * 地产至少4级 |
| | * 非部落制 |
| | * 非部落地产 |
| | * {{iconify|Royal Armory|[[ 革新#君主军械库|君主军械库]]}} |
| | | | | |
| * {{icon|unknown}} Determines the effectiveness in duels (e.g. [[title]] challenge for Tribal rulers) | | * {{building levies|small|7}} |
| * {{icon|toughness}} {{green|+10}} Toughness as knight per level | | * {{Building maa bonuses|normal|7|damage|light cavalry}} |
| * {{icon|damage}} {{green|+100}} Damage as knight per level | | * {{Building maa bonuses|normal|6|toughness|light cavalry}} |
| | * {{Building maa bonuses|normal|7|damage|heavy cavalry}} |
| | * {{Building maa bonuses|normal|6|toughness|heavy cavalry}} |
| | * {{Building maa bonuses|normal|7|damage|archer cavalry}} |
| | * {{Building maa bonuses|normal|6|toughness|archer cavalry}} |
| | * {{Building maa bonuses|custom|16|screen||add}} |
| | * {{Building tax|super poor|7}} |
| | | {{em dash}} |
| | | {{em dash}} |
| | |- |
| | ! 8 |
| | | {{Building cost|cheap|8}} |
| | | |
| | * 地产至少4级 |
| | * 非部落制 |
| | * 非部落地产 |
| | * {{iconify|Royal Armory|[[ 革新#君主军械库|君主军械库]]}} |
| | | |
| | * {{building levies|small|8}} |
| | * {{Building maa bonuses|normal|8|damage|light cavalry}} |
| | * {{Building maa bonuses|normal|7|toughness|light cavalry}} |
| | * {{Building maa bonuses|normal|8|damage|heavy cavalry}} |
| | * {{Building maa bonuses|normal|7|toughness|heavy cavalry}} |
| | * {{Building maa bonuses|normal|8|damage|archer cavalry}} |
| | * {{Building maa bonuses|normal|7|toughness|archer cavalry}} |
| | * {{Building maa bonuses|custom|20|screen||add}} |
| | * {{Building tax|super poor|8}} |
| | | {{em dash}} |
| | | {{em dash}} |
| |} | | |} |
| | | |-| |
| === 能力阈值 ===
| | 描述= |
| 能力阈值虽然不如一项能力的确切数值那么重要,但在各种事件中都应考虑到这些阈值,以确定好或坏结果的几率。能力由教育特质决定,并可能受到其他特质类型的影响。
| | {|class="mildtable plainlist" width=100%; |
| {| class="mildtable" style="text-align: center; | | ! 等级 |
| ! 数值 | | ! 名称 |
| | ! 内部ID |
| ! 描述 | | ! 描述 |
| |- | | |- |
| | 0–4 | | ! 1 |
| | 糟糕 | | | 山丘牧场 |
| | | hillside_grazing_01 |
| | | ''空旷开阔的野外区域适宜放养所有种类和大小的马群。任何人都有权使用这些放牧地喂养自己的马,为农牧业和本地的骑兵提供支持。'' |
| |- | | |- |
| | 5–8
| | ! 2 |
| | 较差 | | | 放牧者 |
| |-
| | | hillside_grazing_02 |
| | 9–12
| | | '' 随着养马业对 于 本地经济愈 发 重要 , 这片牧场现在养活 着 一大群依 靠 畜牧人生活 的 人口 。'' |
| | 普通
| |
| |-
| |
| | 13–16
| |
| | 良好
| |
| |-
| |
| | 17+ | |
| | 优秀 | |
| |}
| |
| | |
| == 恐怖值 ==
| |
| '''恐怖值'''('''Dread''')用 于 衡量一位统治者被其封臣所畏惧的程度。足够高的恐怖值可能使角色感到惧怕或者畏惧,允许负面好感时外交行动也能成功。通过各种激 发 恐惧的行为可以获得或失去恐怖值,例如折磨或处决囚犯。每位角色还有'''自然恐怖值''' , 随 着 时间推移,恐怖值会以每月0.5的速度(增加或者减少),逐渐向其自然恐怖值 靠 近。 | |
| | |
| 对领主感到惧怕 的 角色不太可能加入针对领主的派系或阴谋,而感到畏惧的角色永远不会加入针对领主的派系或阴谋 。 此外,它还会影响他们对各种角色互动的接受度:
| |
| {| class="mildtable" style="text-align: center;
| |
| !互动
| |
| ![[File:Intimidated.png]] 惧怕时接受度
| |
| ![[File:Terrified.png]] 畏惧时接受度
| |
| |-
| |
| | Arrange marriage
| |
| | {{green|+75}}
| |
| | {{green|+150}}
| |
| |-
| |
| | Blackmail
| |
| | {{green|+50}}
| |
| | {{green|+100}}
| |
| |-
| |
| | Negotiate alliance
| |
| | {{green|+50}}
| |
| | {{green|+100}}
| |
| |-
| |
| | Offer guardianship
| |
| | {{green|+50}}
| |
| | {{green|+100}}
| |
| |-
| |
| | Offer ward
| |
| | {{green|+50}}
| |
| | {{green|+100}}
| |
| |-
| |
| | Ransom
| |
| | {{green|+40}}
| |
| | {{green|+100}}
| |
| |-
| |
| | Ask to take vows
| |
| | {{green|+25}}
| |
| | {{green|+50}}
| |
| |-
| |
| | Imprison
| |
| | {{green|+25}}
| |
| | {{green|+50}}
| |
| |-
| |
| | Retract vassal
| |
| | {{green|+25}}
| |
| | {{green|+50}}
| |
| |-
| |
| | Revoke title
| |
| | {{green|+25}}
| |
| | {{green|+50}}
| |
| |-
| |
| | Demand conversion
| |
| | {{green|+10}}
| |
| | {{green|+20}}
| |
| |-
| |
| | Offer vassalage
| |
| | {{green|+10}}
| |
| | {{green|+20}}
| |
| |-
| |
| | Marry
| |
| | {{red|-50}}
| |
| | {{red|-75}}
| |
| |}
| |
| | |
| === Boldness ===
| |
| Each character has a hidden boldness attribute, which is decided by its traits. A character becomes intimidated by characters whose {{iconify|dread}} is 20 above their own boldness and terrified by characters whose dread is 45 above their own boldness.
| |
| | |
| == Health ==
| |
| Health is a measure of how likely a character is to die. Male characters are born with health between (and including) 4.5 and 4.9; female characters are born with health between (and including) 5.0 and 5.4.
| |
| {| class="mildtable"
| |
| ! Health
| |
| ! Can die
| |
| ! Description
| |
| ! Interval
| |
| |-
| |
| | [[File:Health negative.png]] Dying
| |
| | {{red|yes}}
| |
| | ''You are at Death's doorstep''
| |
| | health < 0
| |
| |-
| |
| | [[File:Health negative.png]] Near Death
| |
| | {{red|yes}}
| |
| | ''You are not long for this world...''
| |
| | 0 ≤ health < 1
| |
| |-
| |
| | [[File:Health.png]] Poor
| |
| | {{red|yes}}
| |
| | ''You are ailing''
| |
| | 1 ≤ health < 3
| |
| |-
| |
| | [[File:Health.png]] Fine
| |
| | {{green|no}}
| |
| | ''You are feeling fine''
| |
| | 3 ≤ health < 5
| |
| |-
| |
| | [[File:Health positive.png]] Good
| |
| | {{green|no}}
| |
| | ''Your humors are balanced''
| |
| | 5 ≤ health < 7
| |
| |-
| |
| | [[File:Health positive.png]] Excellent
| |
| | {{green|no}}
| |
| | ''You are full of vim and vigor!''
| |
| | health ≥ 7
| |
| |}
| |
| | |
| === Death ===
| |
| {{icon|death}} Death is the end of a character's life. For landed characters, it triggers succession for any held titles. There can be multiple causes:
| |
| * {{icon|health}} When health is either Poor, Near Death or Dying, there is a chance at a given internal to die. The lower a character's health, the bigger this chance is.
| |
| * [[File:Secret murder.png|24px]] Upon success of a [[murder scheme]], the targetted character dies.
| |
| * {{icon|decision}} The [[Attempt Suicide]] decision has a chance for the character to die.
| |
| * Knights may die in duels, with this chance increasing with low {{iconify|prowess}} and other factors.
| |
| * [[prison|Imprisoned]] characters may be executed by their jailors.
| |
| * Various events may cause death.
| |
| | |
| == Fertility ==
| |
| {{see also|Breeding}}
| |
| Fertility represents a character's chance to have or cause pregnancy. Married couples and heterosexual lovers have a monthly chance to get the woman pregnant based on the average fertility of the two partners.
| |
| | |
| A character's base fertility is determined by their age:
| |
| {| class="mildtable"
| |
| ! rowspan=2 | Gender
| |
| ! colspan=9 style="text-align: center; | Age
| |
| |-
| |
| ! 16–25 !! 26–30 !! 31–35 !! 36–40 !! 41–45 !! 46–50 !! 51–60 !! 61–70 !! 70+
| |
| |-
| |
| | {{icon|male dominated}} Male || 100% || 100% || 100% || 90% || 80% || 80% || 70% || 60% || 50%
| |
| |-
| |
| | {{icon|female dominated}} Female || 100% || 90% || 70% || 50% || 33% || {{icon|no}} || {{icon|no}} || {{icon|no}} || {{icon|no}}
| |
| |}
| |
| | |
| [[Traits]], such as [[lustful]] or [[melancholic]], can affect fertility. Concubines and secondary spouses effectively have half fertility. In addition a mother loses 5% fertility for each childbirth.
| |
| | |
| == Stress ==
| |
| {{See also|Traits#Coping mechanisms}}
| |
| '''Stress''' is a measure of a character's mental health and is gained whenever a character does something that conflicts with their [[personality traits]], someone they're close to dies, or the character is [[imprisoned]] in a dungeon. Stress ranges from 0 to 400, imposing various penalties and making the character vulnerable to mental break events. Mental break events can only trigger once every 5 years and grant the option to gain a trait (often a negative one such as [[Lunatic]]) and lose Stress or gain additional Stress. If a character reaches 400 Stress, it will trigger a level 3 mental break event and lose 100 Stress. At level 3, some mental breaks can kill the character, force them to kill another character including their own heir, or force them to abdicate.
| |
| | |
| Your character's stress level is indicated by a reddish bar to the left of your character's portrait at the lower left corner of the map screen.
| |
| {| class="mildtable" style="text-align: center;
| |
| ! Level
| |
| ! {{iconify|Stress}}
| |
| ! {{iconify|Fertility}}
| |
| ! {{iconify|Health penalty}}
| |
| ! {{icon|decision}} Attempt Suicide decision
| |
| ! {{icon|unknown}} Mental break traits
| |
| |-
| |
| | [[File:Stress level 0.png]]
| |
| | 0–99
| |
| | '''0'''
| |
| | '''None'''
| |
| | {{icon|no}}
| |
| | style="text-align: left; | No mental breaks
| |
| |-
| |
| | [[File:Stress level 1.png]]
| |
| | 100–199
| |
| | {{red|−10%}}
| |
| | '''None'''
| |
| | {{icon|no}}
| |
| | style="text-align: left; | Coping mechanisms
| |
| |-
| |
| | [[File:Stress level 2.png]]
| |
| | 200–299
| |
| | {{red|−30%}}
| |
| | {{red|Severe}}
| |
| | {{icon|no}}
| |
| | style="text-align: left; | Coping mechanisms, [[File:Trait arbitrary.png|35px]] [[Arbitrary]], [[File:Trait witch.png|35px]] [[Witch]]
| |
| |-
| |
| | [[File:Stress level 3.png]]
| |
| | 300–399
| |
| | {{red|−50%}}
| |
| | {{red|Severe}}
| |
| | {{icon|yes}}
| |
| | style="text-align: left; | [[File:Trait wrathful.png|35px]] [[Wrathful]], [[File:Trait lunatic.png|35px]] [[Lunatic]], [[File:Trait depressed.png|35px]] [[Melancholic]], [[File:Trait murderer.png|35px]] [[Murderer]]
| |
| |}
| |
| | |
| == Age ==
| |
| A character is considered a child if they are below 16 years and an adult once they reach 16 years. A character can die of old age after reaching 60 years. Each starting character will have a number of lifestyle perks unlocked based on its age.
| |
| * Once a character reaches the age of 25, they have a 7.5% chance to lose a tiny amount of {{iconify|health}} each year. The chance increases by 2.2% each year.
| |
| * Once a character reaches the age of 45, they have a 10% chance to lose {{icon|prowess}} {{red|1}} prowess each year. The chance increases by 1.5% each year. A dynasty can prevent this by completing the [[File:Kin legacy track.png|24px]] Kin legacy.
| |
| | |
| === Education ===
| |
| Characters between the age of 6 and 9 can be given an Education Focus geared towards one of the skills. This will default to one of the two attributes in their Childhood trait, but a parent can choose it manually with the button at the lower left of their portrait. When the character becomes an adult, they will gain a corresponding education trait.
| |
| | |
| Once an Education Focus is selected the game will track a hidden education score. Each year the score has a 60% chance to increase by 2 and a 40% chance to not increase. Once the character reaches the age of 16 it will gain an education trait based on that score.
| |
| {| class="wikitable" style="text-align: center;
| |
| ! Score
| |
| ! Education trait level
| |
| |-
| |
| | 0-6 || 1
| |
| |- | | |- |
| | 7-10 || 2
| |
| |-
| |
| | 11-14 || 3
| |
| |-
| |
| | 15+ || 4
| |
| |}
| |
|
| |
| The chance of the child getting a higher tier education is increased by the guardian's relevant skill plus half of their learning skill, as well as the child or guardian having a positive intelligence trait ({{iconify|Quick}}, {{iconify|Intelligent}}, {{iconify|Genius}}). The guardian or child having a negative intelligence trait ({{iconify|Slow}}, {{iconify|Stupid}}, {{iconify|Imbecile}}) will negatively affect their education, as will pushing them to an Education Focus that does not match their Childhood trait.
| |
|
| |
| The guardian's council having a spouse that is focused on patronage, has a high learning education, high learning skill, or {{iconify|scholar}} trait, will increase the chance of the ward getting a better education.
| |
|
| |
| If the child has a guardian of a different faith or culture, when given the guardian, it can be specified whether the child should be raised in the parent's or guardian's faith and/or culture. The child also has a chance to copy the guardian's personality traits. If the guardian has the Witch trait or secret, they will have the option to try converting their wards to witchcraft.
| |
|
| |
| A guardian and a ward have {{icon|opinion}} {{green|+15}} opinion towards each other.
| |
|
| |
| ==Education traits==
| |
| With each child's base success chance of an Education Roll at 60%, a child has a 10% of a level one education, 42% of a level two education, 41% of a level three education, and 7% chance of a level four education (This assumes the child does not have a guardian for any point). As there are nine Education Rolls and a child needs 15 or more points to receive a four star education trait, the child must be successful on almost every Education Roll to achieve the four star education trait!
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|
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| {| class="wikitable" style="text-align:right;"
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| |- style="text-align:left;"
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| ! colspan="5" style="text-align:center;" | Education Trait Level Chances
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| |- style="text-align:center;"
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| ! style="text-align:left;" | Success (%)
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| ! 1
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| ! 2
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| ! 3 | | ! 3 |
| ! 4
| | | 大牧场 |
| |-
| | | hillside_grazing_03 |
| | style="text-align:left;" | 50
| | | ''虽然这片区域天然就适合放牧,还是有着扩大可用区域的途径。砍倒树木、移走石头,向大自然要地的过程永不停息。'' |
| | 25.2%
| |
| | 49.2%
| |
| | 23.4%
| |
| | 2.0%
| |
| |-
| |
| | style="text-align:left;" | 60 (Base)
| |
| | 9.9%
| |
| | 41.8%
| |
| | 41.2%
| |
| | 7.1%
| |
| |-
| |
| | style="text-align:left;" | 63
| |
| | 6.9%
| |
| | 37.2%
| |
| | 46.0%
| |
| | 9.8%
| |
| |-
| |
| | style="text-align:left;" | 66
| |
| | 4.7%
| |
| | 31.9%
| |
| | 50.0%
| |
| | 13.4%
| |
| |-
| |
| | style="text-align:left;" | 70
| |
| | 2.5%
| |
| | 24.5%
| |
| | 53.4%
| |
| | 19.6%
| |
| |-
| |
| | style="text-align:left;" | 75
| |
| | 1.0%
| |
| | 15.6% | |
| | 53.4% | |
| | 30.0% | |
| |- | | |- |
| | style="text-align:left;" | 80
| |
| | 0.3%
| |
| | 8.3%
| |
| | 47.8%
| |
| | 43.6%
| |
| |}
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|
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| The second level perk of the Dynasty Legacy "Kin" states "Dynasty members get better education". In the game code this is achieved by setting the education variable for the ninth and final roll to success equaling three points and failure equaling two points. In essence the Legacy Perk provides the child a guaranteed two education variable points, with the final Education Roll providing an opportunity to earn one extra point. This Perk means a child will need to have successful Education Rolls on seven of the eight rolls to earn a four star education trait.
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|
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| {| class="wikitable" style="text-align:right;"
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| |- style="text-align:center;"
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| !colspan="5"| Education Trait Level Chances with Level 2 Kin Dynasty Perk
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| |-
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| ! style="text-align:left;" | Success (%)
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| ! 1
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| ! 2
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| ! 3
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| ! 4 | | ! 4 |
| | | 马场 |
| | | hillside_grazing_04 |
| | | ''这片地区的任何可用农地都被马场主买下,其中的蔬菜和少量产出有助于喂饱不断增长的劳动力。'' |
| |- | | |- |
| | style="text-align:left;" | 50
| | ! 5 |
| | 14.1%
| | | 小牧马场 |
| | 49.2%
| | | hillside_grazing_05 |
| | 32.8%
| | | '' 随着时间推移,饲养、繁殖和训练马匹的众多专用牧场,已经成为当地经济不可或缺的一部分。'' |
| | 3.5%
| |
| |-
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| | style="text-align:left;" | 60 (Base)
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| | 4.9%
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| | 35.6%
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| | 48.8%
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| | 10.6%
| |
| |-
| |
| | style="text-align:left;" | 63
| |
| | 3.3%
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| | 30.4%
| |
| | 52.1%
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| | 14.1%
| |
| |-
| |
| | style="text-align:left;" | 66
| |
| | 2.2%
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| | 25.1%
| |
| | 54.3%
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| | 18.4%
| |
| |-
| |
| | style="text-align:left;" | 70
| |
| | 1.1%
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| | 18.3%
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| | 55.1%
| |
| | 25.5%
| |
| |-
| |
| | style="text-align:left;" | 75
| |
| | 0.4%
| |
| | 11.0%
| |
| | 51.9%
| |
| | 36.7%
| |
| |-
| |
| | style="text-align:left;" | 80
| |
| | 0.1%
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| | 5.5%
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| | 44.0%
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| | 50.3%
| |
| |}
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| | |
| ===Traits factor===
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| One factor in the game is the intelligence congenital trait. For instance a child with the "Genius" congenital trait has a factor of +20. Under this circumstance the Genius trait increases the odds of a successful Education Roll from 60% to 66.6%. The example math is provided below.
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| | |
| <math> \text{Success} = \left( \frac{ 60 + 20 }{100 + 20 }\right) \times 100 = \left( \frac{ 80 }{ 120 }\right) \times 100 = 66.6% </math>
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| A guardian with the intelligence trait of Genius provides a Factor of +15 to the Education Roll chances. If a genius child is being educated by a genius guardian the chances of a successful Education Roll becomes 70.4%, with the example math provided below.
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| | |
| <math> \text{Success} = \left( \frac{ 60 + 20 + 15 }{ 100 + 20 + 15 }\right) \times 100 = \left( \frac{ 95 }{ 135 }\right) \times 100 = 70.4% </math>
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| | |
| At the age of 3 each child is assigned a Childhood trait. If the child's focus does not match the child's trait there is a factor of -20 applied. For instance if a child has the trait "Bossy" and the focus is Diplomacy, the child would receive the factor of -20. In this circumstance the chance of a successful Education Roll drops to 50%.
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| | |
| <math> \text{Success} = \left( \frac{ 60 - 20 }{ 100 - 20 }\right) \times 100 = \left( \frac{ 40 }{ 80 }\right) \times 100 = 50% </math>
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| The traits a child and guardian can have which effect the outcome are provided in the chart below.
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| | |
| {| class="wikitable"
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| |-
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| ! Trait !! Child Trait Factor !! Guardian Trait Factor
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| |-
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| | {{iconify|Genius|30px}} || +20 || +15
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| |-
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| | {{iconify|Intelligent|30px}} || +15 || +10
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| |-
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| | {{iconify|Quick|30px}} / {{iconify|Shrewd|30px}} || +10 || +5
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| |- | |
| | {{iconify|Slow|30px}} / {{iconify|Dull|30px}} || -10 || -5
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| |-
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| | {{iconify|Stupid|30px}} || -15 || -10
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| |-
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| | {{iconify|Imbecile|30px}} || -20 || -15
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| |-
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| | Childhood trait Matching || +0 || N/A
| |
| |- | |
| | Childhood trait Not Matching || -20 || N/A | |
| |}
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| ===Attributes factor===
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| The success of the Education Roll is also determined by the guardian's relevant attribute points. The "Primary Attribute" for a guardian (more important attribute) is the one which matches the focus of the child, and is determined by that value times 0.4. A guardian's Diplomacy attribute is part of the Factor for a child with a diplomacy focus. The "Secondary Attribute" is the guardian's Learning, which is multiplied by 0.2. The formula is shown below.
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| | |
| <math> \text{Factor} = \left( 0.4 \times \text{Primary Attribute} \right) + \left( 0.2 \times \text{Learning} \right) </math>
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| | |
| For instance a child with a focus in Diplomacy has a guardian with a 10 Diplomacy Attribute and a 15 Learning Attribute will provide a Factor of +7.
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| | |
| <math> \text{Factor} = \left( 0.4 \times 10 \right) + \left( 0.2 \times 15 \right)= \left( 4 \right) + \left( 3 \right) = 7 </math>
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| | |
| {| class="wikitable"
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| |-
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| !colspan="7"| Guardian Attribute Quick Math
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| |-
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| !rowspan = 2 | Guardian Attribute
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| !colspan="5"| Child Focus
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| !rowspan = 2 | Learning Factor
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| |-
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| |-
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| ! {{icon|diplomacy|30px}} !! {{icon|Martial|30px}} !! {{icon|Stewardship|30px}} !! {{icon|Intrigue|30px}} !! {{icon|Learning|30px}}
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| |-
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| | 5 || 2 || 2 || 2 || 2 || 2 || 1
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| |-
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| | 10 || 4 || 4 || 4 || 4 || 4 || 2
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| |-
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| | 15 || 6 || 6 || 6 || 6 || 6 || 3
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| |-
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| | 20 || 8 || 8 || 8 || 8 || 8 || 4
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| |-
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| | 25 || 10 || 10 || 10 || 10 || 10 || 5
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| |-
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| | 30 || 12 || 12 || 12 || 12 || 12 || 6
| |
| |}
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| ===Strategy===
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| The Education Roll bonus provided by guardians with congenital traits of Genius, Intelligent and Quick are significantly more important than the attributes of the guardian alone. Under these circumstances an "underachieving" Genius guardian can provide equal value with a character with amazing stats.
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| | |
| Therefore the most important factors when choosing a guardian are:
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| # Someone you trust not to kill your child
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| # {{iconify|Genius|30px}}
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| # {{iconify|Intelligent|30px}}
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| # {{iconify|Quick|30px}}
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| # Value of Primary Attribute (which matches child's focus)
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| # {{iconify|Learning|30px}} Attribute
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| | |
| ====Example====
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| A Genius guardian with 5 Diplomacy and Learning Attributes will provide a Factor of +18 (15 + 2 + 1) and successful Education Roll chance of 66% on a average child, while a guardian with 30 Diplomacy and 30 Learning Attributes will provide a Factor of +18 (12 + 6) and successful Education Roll chance of 66%.
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| | |
| {| class="wikitable"
| |
| |-
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| !colspan="7"| Hypothetical Guardian Attributes
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| |- | | |- |
| ! Guardian | | ! 6 |
| ! Congenital Trait !! {{icon|diplomacy|30px}} !! {{icon|Martial|30px}} !! {{icon|Stewardship|30px}} !! {{icon|Intrigue|30px}} !! {{icon|Learning|30px}}
| | | 马市 |
| | | hillside_grazing_06 |
| | | ''马匹交易自然是饲养和繁育马匹的一部分。随着业务的发展,经过一季又一季,或多或少会开始形成一些永久性的马市集镇。'' |
| |- | | |- |
| | Guardian 1 || {{iconify|Genius|30px}} || 5 || 4 || 2 || 3 || 5 | | ! 7 |
| | | 马监 |
| | | hillside_grazing_07 |
| | | ''为了繁育和饲养高质量的战马,需要有人来照顾它们的各种伤病,并且用系统的方式评估它们的质量。随着养马在该地区变得愈渐重要,照管坐骑的马正也越来越重要。'' |
| |- | | |- |
| | Guardian 2 || None || 30 || 33 || 32 || 28 || 30 | | ! 8 |
| | | 大牧马场 |
| | | hillside_grazing_08 |
| | | ''随着时间推移,整片牧场都被整合为一些大牧场,负责繁殖和训练大量强壮的战马。'' |
| |} | | |} |
| | | </tabber> |
| <math> \text{Guardian 1 Success} = \left( \frac{ 60 + 15 + 2 + 1 }{100 + 15 + 2 + 1 }\right) \times 100 = \left( \frac{ 78 }{ 118 }\right) \times 100 = 66.1% </math> | |
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| <math> \text{Guardian 2 Success} = \left( \frac{ 60 + 12 + 6 }{100 + 12 + 6 }\right) \times 100 = \left( \frac{ 78 }{ 118 }\right) \times 100 = 66.1% </math>
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| <ref> Reddit user u/Adhesiveduck https://www.reddit.com/r/CrusaderKings/comments/iu2sed/the_education_system_explained_how_to_choose_a/</ref>
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| == Weight ==
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| Each character in the game has a hidden "weight" value which ranges from -100 to 100. If your weight is -50 or below, you gain the Malnourished modfier, and the "Gain Weight" decision becomes available to you. If your weight is 50 or above, you gain the Obese modifier, and the "Lose Weight" decision becomes available to you.<ref name=Askanien> Reddit user u/Stefan_Askanien https://www.reddit.com/r/CrusaderKings/comments/iutm4z/how_weight_is_calculated_and_how_to_fight_obesity/</ref> Being obese or malnourished gives {{icon|health penalty}} {{red|−1}} Health.
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| In addition to a character's current weight, each character also has a hidden "target weight" value, based mostly on [[traits]], which is the weight they are drifting toward. Every three years, your real weight will drift closer to your target weight. When you [[feast]], your current weight increases by a moderate amount, and when you [[hunt]], your current weight decreases by a small amount. Afterward, your weight will eventually drift back toward your target weight. The "Lose Weight" decision decreases your target weight, and the "Gain Weight" decision adds to your target weight. Ending those decisions brings your target weight back to what it was before.
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| Switching to a [[Martial lifestyle]] will move your target weight closer to 0 (so that if you are underweight, your target weight will increase somewhat, and if you are overweight, your target weight will decrease somewhat). Being a Novice Hunter, [[Hunter]], or Master Hunter, will also move your target weight closer to 0 by successive amounts.
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| The following traits and events also affect a character's target weight:<ref name=Askanien />
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| {| class="mildtable plainlist"
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| ! Effect on target weight
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| ! Traits / Events
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| |-
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| | Large increase
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| | [[Gluttonous]], [[Lazy]], [[Comfort Eater]], "Gain weight" decision
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| |-
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| | Moderate increase
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| | [[Drunkard]], [[Hashishiyah]], [[Gregarious]], [[Greedy]], [[Calm]], [[Trusting]], Legendary [[Reveler]]
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| |-
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| | Slight increase
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| | [[Patient]], [[Arrogant]], [[Ambitious]], Eager [[Reveler]], Famous Reveler
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| |-
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| | Slight decrease
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| | [[Shy]], [[Humble]], [[Zealous]], [[Craven]], [[Temperate]]
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| |-
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| | Moderate decrease
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| | [[Imprisoned]], [[Diligent]], [[Wrathful]], [[Leper]], [[Impatient]], [[Content]], [[Fickle]], [[Vengeful]], [[Generous]]
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| |-
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| | Large decrease
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| | [[Consumption]], [[Cancer]], [[Great pox]], [[Paranoid]], [[Inappetetic]], [[Imprisoned|in dungeon]], "Lose weight" decision
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| |}
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| == References ==
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| <references/>
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| {{Mechanics navbox}}
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| [[en:Attributes]]
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