User:咯咯炀/沙盒:修订间差异

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== 其他特质 ==
{{Version|1.1}}
{{SVersion|1.0}}
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。
{| class="mildtable plainlist "
 
! colspan="2" | 特质
== 能力==
{{SVersion|1.1}}
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"
能力
! 效果
! 效果
! 注释
|-
! 描述
| [[File:Diplomacy.png]] 外交
 
|
|- id="Adventurer"
* {{icon|opinion}} {{green|+1}} General opinion per level
{{trait entry|Adventurer| 冒险者}}
* {{icon|prestige}} {{green|+1%}} Monthly prestige per level
* {{icon|opinion}} Determines the opinion gain from certain character interactions
* {{icon|scheme success chance}} Determines the effectiveness of diplomacy schemes
|-
| [[File:Martial.png]] 军事
* {{icon|martial}} {{green|+1}} 军事
* {{icon|levies}} {{green|+2%}} Levy size per level
* {{icon|prowess}} {{green|+1}} 勇武
* {{icon|levies}} {{green|+2%}} Levy reinforcement rate per level
* {{icon|opinion}} {{green|+10}} 相同特质好感
* {{icon|advantage}} {{green|+1}} Starting advantage
* {{icon|diplomacy}} {{red| −1}} 外交
|-
| [[File:Stewardship.png]] 管理
| ''作为一名冒险家,该角色过着勇敢与行动的生活。''
* {{icon|gold}} {{green|+2%}} Domain taxes per level
 
* {{icon|domain}} {{green|+1}} Domain limit per 5 levels
|- id="Augustus"
|-
{{trait entry|Augustus| 奥古斯都}}
| [[File:Intrigue.png]] 谋略
* {{icon|prestige}} {{green|+0.5}} 每月威望
* {{icon|scheme secrecy}} {{green|+1%}} Scheme discovery chance per level
* {{icon|opinion}} {{green|+10}} 封臣好感度
* {{icon|scheme success chance}} {{green|+1}} Hostile scheme success chance per level
| 通过 {{icon|decision}} 重建罗马帝国决议获得
* {{icon|scheme success chance}} Determines the effectiveness of intrigue schemes
| ''该角色是重生的罗马帝国的现任统治者,理应得到符合其身份的尊重。''
* {{icon|crime}} Determines imprisonment success chance
 
|-
|- id="Berserker"
| [[File:Learning.png]] 学识
{{trait entry|Berserker|狂战士}}
* {{icon|martial}} {{green|+2}} 军事
* {{icon|piety}} {{green|+0.1}} Monthly piety per level
* {{icon|prowess}} {{green|+5}} 勇武
* {{icon|piety}} {{green|-1%}} Conversion cost per level
* {{icon|opinion}} {{green|+10}} 相同特质好感
* {{icon|innovation}} {{green|+2%}} Cultural fascination bonus if cultural head
* {{icon|diplomacy}} {{red| −2}}  外交
* {{icon|prestige}} Determines the prestige cost to increase crown authority
* {{icon|unknown}} Determines the success chance of Demand Conversion
|-
| [[File:War.png]] 勇武
| ''一旦该角色的血液开始沸腾,只有敌人的死才能让其满足。''
* {{icon|unknown}} Determines the effectiveness in duels (e.g. [[title]] challenge for Tribal rulers)
* {{icon|toughness}} {{green|+10}} Toughness as knight per level
* {{icon|damage}} {{green|+100}} Damage as knight per level
|}


|- id="Chakravarti"
=== 能力阈值 ===
{{trait entry|Chakravarti| 转轮圣王}}
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" style="text-align: center;
* {{icon|diplomacy}} {{green|+2}} 外交
! 数值
* {{icon|martial}} {{green|+1}} 军事
! 描述
* {{icon|learning}} {{green|+2}} 学识
|-
* {{icon|opinion}} {{green|+20}} 相同信仰的好感度
| 0–4
| 通过 {{icon|decision}} 成为转轮圣王决议获得
| 糟糕
| ''该角色统一了世界的中心,并且是整个世界的合法统治者。''
|-
| 5–8
| 较差
|-
| 9–12
| 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.


|- id="Devoted"
== Health ==
{{trait entry|Devoted|誓愿者}}
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"
* {{icon|piety}} {{green|+0.3}} 每月虔诚
! Health
* {{icon|opinion}} {{green|+5}} 相同信仰的好感度
! Can die
* {{icon|warning}} 可能不会继承头衔
! Description
* {{icon|warning}} 可能不会结婚
! Interval
|
这个特质根据情况有多个名称。
{| class="mildtable mw-collapsible mw-collapsed"
! 条件
! 名称
|-
|-
| 男性
| [[File:Health negative.png]] Dying
| 修士
| {{red|yes}}
| ''You are at Death's doorstep''
| health < 0
|-
|-
| 女性
| [[File:Health negative.png]] Near Death
修女
| {{red|yes}}
| ''You are not long for this world...''
| 0 ≤ health < 1
|-
|-
| 儿童
| [[File:Health.png]] Poor
被许诺给神职人员
| {{red|yes}}
| ''You are ailing''
| 1 ≤ health < 3
|-
|-
| 佛教
| [[File:Health.png]] Fine
比丘/比丘尼
| {{green|no}}
| ''You are feeling fine''
| 3 ≤ health < 5
|-
|-
| 印度教
| [[File:Health positive.png]] Good
遁世者/遁世者
| {{green|no}}
| ''Your humors are balanced''
| 5 ≤ health < 7
|-
|-
| 耆那教
| [[File:Health positive.png]] Excellent
牟尼/苦行女僧
| {{green|no}}
| ''You are full of vim and vigor!''
| health ≥ 7
|}
|}


| '' 该角色奉献他们的一生以服务更崇高的掌权者。''
=== 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}}
|}


|- id="Greatest of Khans"
[[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.
{{trait entry|Greatest of Khans|最伟大的汗}}
|
* {{icon|diplomacy}} {{green|+2}} 外交
* {{icon|martial}} {{green|+2}} 军事
* {{icon|stewardship}} {{green|+1}} 管理
* {{icon|prowess}} {{green|+2}} 勇武
* {{icon|dread}} {{green|+50}} 自然恐怖值
* {{icon|dread}} {{green|−25%}} 恐怖值消逝
* {{icon|opinion}} {{green|+10}} 相同文化的好感度
* {{icon|scheme success chance}} {{green|+25%}} 阴险计谋阻力
* {{icon|scheme success chance}} {{green|−20}} 敌方阴谋的成功概率
* {{icon|vassal}} {{green|+20}} 封臣上限
| 通过 {{icon|decision}} 成为最伟大的汗决议获得
| ''经由征服之权柄,该角色被称为寰宇的统治者。''


|- id="Heresiarch"
== Stress ==
{{trait entry|Heresiarch| 异端头目}}
{{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.
* {{icon|martial}} {{green|+2}} 军事
* {{icon|learning}} {{green|+2}} 学识
* {{icon|prowess}} {{green|+2}} 勇武
* {{icon|advantage}} {{green|+5}} 对同宗教的优势
* {{icon|opinion}} {{green|+10}} 相同信仰的好感度
|
| '' 该角色是异端教派的地方领袖。''


|- id="Holy Monarch"
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.
{{trait entry|Holy Monarch|圣君}}
{| class="mildtable" style="text-align: center;
|
! Level
* {{icon|martial}} {{green|+3}} 军事
! {{iconify|Stress}}
* {{icon|prowess}} {{green|+2}} 勇武
! {{iconify|Fertility}}
* {{icon|advantage}} {{green|+5}} 信仰敌对度优势
! {{iconify|Health penalty}}
* {{icon|screen}} {{green| −20%}} 撤退的损失
! {{icon|decision}} Attempt Suicide decision
* [[File:Death natural.png|24px]] {{green| −15%}} 友方战死士兵
! {{icon|unknown}} Mental break traits
* {{icon|control}} 控制力增长因素:{{green|+50%}}/月
|-
* {{icon|opinion}} {{green|+35}} 公众好感度
| [[File:Stress level 0.png]]
* {{icon|opinion}} {{green|+15}} 相同信仰的好感度
| 0–99
* {{icon|opinion}} {{green|+10}} 相同特质好感
| '''0'''
* {{icon|yes}} 无视负面文化的好感
| '''None'''
| {{icon|no}}
这个特质根据宗教有多个名称。
| style="text-align: left; | No mental breaks
{| class="mildtable mw-collapsible mw-collapsed"
|-
! 条件
| [[File:Stress level 1.png]]
! 名称
| 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]]
|-
|-
| 吐蕃宗教
| [[File:Stress level 3.png]]
| 鸡罗娑之王/鸡罗娑女王
| 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
|-
|-
| 佛教
| 0-6 || 1
| 至高轨范师
|-
|-
| 基督教
| 7-10 || 2
| 十字军之王/十字军女王
|-
|-
| 二元神教
| 11-14 || 3
| 惠明使的选民
|-
|-
诺斯原始宗教
| 15+ || 4
| 赫尔西尔
|}
 
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!
 
{| class="wikitable" style="text-align:right;"
|- style="text-align:left;"
! colspan="5" style="text-align:center;" | Education Trait Level Chances
|- style="text-align:center;"
! style="text-align:left;" | Success (%)
! 1
! 2
! 3
! 4
|-
|-
| 希腊多神教
| style="text-align:left;" | 50
| 执政官/女执政官
| 25.2%
| 49.2%
| 23.4%
| 2.0%
|-
|-
| 印度教
| style="text-align:left;" | 60 (Base)
| 王仙
| 9.9%
| 41.8%
| 41.2%
| 7.1%
|-
|-
| 伊斯兰教
| style="text-align:left;" | 63
| 穆伊努丁
| 6.9%
| 37.2%
| 46.0%
| 9.8%
|-
|-
| 耆那教
| style="text-align:left;" | 66
| 和平之君
| 4.7%
| 31.9%
| 50.0%
| 13.4%
|-
|-
| 犹太教
| style="text-align:left;" | 70
| 纳吉德
| 2.5%
| 24.5%
| 53.4%
| 19.6%
|-
|-
| 乌拉尔宗教
| style="text-align:left;" | 75
| 霍杜尔的选民
| 1.0%
| 15.6%
| 53.4%
| 30.0%
|-
|-
| 波罗的多神教
| style="text-align:left;" | 80
| 季耶瓦斯的选民
| 0.3%
| 8.3%
| 47.8%
| 43.6%
|}
 
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.
 
{| class="wikitable" style="text-align:right;"
|- style="text-align:center;"
!colspan="5"| Education Trait Level Chances with Level 2 Kin Dynasty Perk
|-
|-
| 斯拉夫原始宗教
! style="text-align:left;" | Success (%)
| 佩伦的选民
! 1
! 2
! 3
! 4
|-
|-
| 芬兰- 乌戈尔原始宗教
| style="text-align:left;" | 50
| 熊王/女熊王
| 14.1%
| 49.2%
| 32.8%
| 3.5%
|-
|-
| 萨满教
| style="text-align:left;" | 60 (Base)
| 天空王/天空女王
| 4.9%
| 35.6%
| 48.8%
| 10.6%
|-
|-
| 曼德原始宗教
| style="text-align:left;" | 63
| 尼阿美的选民
| 3.3%
| 30.4%
| 52.1%
| 14.1%
|-
|-
| 豪萨泛灵教
| style="text-align:left;" | 66
| 加拉迪马
| 2.2%
| 25.1%
| 54.3%
| 18.4%
|-
|-
| 塞内冈比亚教
| style="text-align:left;" | 70
| 鲁格的选民
| 1.1%
| 18.3%
| 55.1%
| 25.5%
|-
|-
| 祆教
| style="text-align:left;" | 75
| 阿哥巴德
| 0.4%
| 11.0%
| 51.9%
| 36.7%
|-
|-
| 尊日教
| style="text-align:left;" | 80
| 太阳王/太阳女王
| 0.1%
| 5.5%
| 44.0%
| 50.3%
|}
|}
| ''这位富有战士风范的伟大君主在异教徒的土地上创建了自己的王国。''


|- id="Murderer"
===Traits factor===
{{trait entry|Murderer|谋杀犯}}
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.
|
* {{icon|opinion}} {{red|−15}} 大众好感
|
| ''该角色非法致他人死亡。''


|- id="Order Member"
<math> \text{Success} = \left( \frac{ 60 + 20 }{100 + 20 }\right) \times 100 = \left( \frac{ 80 }{ 120 }\right) \times 100 = 66.6% </math>
{{trait entry|Order Member|骑士团成员}}
|
* {{icon|martial}} {{green|+1}} 军事
* {{icon|prowess}} {{green|+4}} 勇武
* {{icon|opinion}} {{green|+15}} 相同特质好感
* {{icon|warning}} 可能不会继承头衔
* {{icon|warning}} 可能不会结婚
|
| ''该角色在一个军事化宗教修会效力。''


|- id="Peasant Leader"
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.
{{trait entry|Peasant Leader|农民领袖}}
|
* {{icon|opinion}} {{green|+10}} 公众好感度
* {{icon|opinion}} {{green|+25}} 相同特质好感
* {{icon|opinion}} {{red|−10}} 大众好感
|
| ''该角色是一名对其上位者叛乱而陡然发迹的农民。''


|- id="Pilgrim"
<math> \text{Success} = \left( \frac{ 60 + 20 + 15 }{ 100 + 20 + 15 }\right) \times 100 = \left( \frac{ 95 }{ 135 }\right) \times 100 = 70.4% </math>
{{trait entry|Pilgrim|朝圣者}}
|
* {{icon|piety}} {{green|+10%}} 每月虔诚
* {{icon|opinion}} {{green|+5}} 相同信仰的好感度
|
| ''该角色完成了一次前往圣地的朝圣。''
 
|- id="Pregnant"
{{trait entry|Pregnant|怀孕}}
|
* {{icon|prowess}} {{red|−2}} 勇武
|
| ''该角色的腹中怀有新生命。''


|- id="Viking"
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%.
{{trait entry|Raider|劫掠者}}
|
* {{icon|martial}} {{green|+2}} 军事
* {{icon|prowess}} {{green|+3}} 勇武
* {{icon|prestige}} {{green|+0.3}} 每月威望
* {{icon|opinion}} {{green|+5}} 相同特质好感
| {{icon|culture}} 如果文化有“长船”革新,也称作''维京''。
| ''该角色在劫掠外国定居点这方面广为人知。''


|- id="Saint"
<math> \text{Success} = \left( \frac{ 60 - 20 }{ 100 - 20 }\right) \times 100 = \left( \frac{ 40 }{ 80 }\right) \times 100 = 50% </math>
{{trait entry|Saint|圣人}}
|
* {{icon|piety}} {{green|+2}} 每月虔诚
| 被史实角色使用;不能通过决议,事件或互动获得。
| ''尤为圣洁;这位圣人是每个虔诚者的明灯。''


|- id="Varangian"
The traits a child and guardian can have which effect the outcome are provided in the chart below.
{{trait entry|Varangian|瓦兰吉卫士}}
|
* {{icon|diplomacy}} {{green|+1}} 外交
* {{icon|martial}} {{green|+2}} 军事
* {{icon|prowess}} {{green|+2}} 勇武
* {{icon|opinion}} {{green|+10}} 相同特质好感
|
| ''该角色作为瓦兰吉卫队的一员在拜占庭军队中服役。''


|- id="Warrior of the Faith"
{| class="wikitable"
| [[File:Trait crusader.png|60px]]<br>[[File:Trait mujahid.png|60px]]<br>[[File:Trait faith warrior.png|60px]] || 信仰勇士
|-
! Trait !! Child Trait Factor !! Guardian Trait Factor
* {{icon|martial}} {{green|+2}} 军事
|-
* {{icon|prowess}} {{green|+1}} 勇武
| {{iconify|Genius|30px}} || +20 || +15
* {{icon|opinion}} {{green|+15}} 神职人员的好感度
|-
* {{icon|opinion}} {{green|+15}} 相同信仰的好感度
| {{iconify|Intelligent|30px}} || +15 || +10
不同宗教有不同名称:
{| class="mildtable mw-collapsible mw-collapsed"
! 条件
! 名称
|-
|-
| 基督教
| {{iconify|Quick|30px}} / {{iconify|Shrewd|30px}} || +10 || +5
| 十字军战士
|-
|-
| 伊斯兰教
| {{iconify|Slow|30px}} / {{iconify|Dull|30px}} || -10 || -5
| 圣战士
|-
|-
| 吐蕃宗教
| {{iconify|Stupid|30px}} || -15 || -10
| 鸡罗娑守护者
|-
|-
| 佛教
| {{iconify|Imbecile|30px}} || -20 || -15
| 消业者
|-
|-
| 二元神教
| Childhood trait Matching || +0 || N/A
| 光之卫士
|-
|-
诺斯原始宗教
| Childhood trait Not Matching || -20 || N/A
| 瓦尔哈拉之约
|}
 
===Attributes factor===
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.
 
<math> \text{Factor} = \left( 0.4 \times \text{Primary Attribute} \right) + \left( 0.2 \times \text{Learning} \right) </math>
 
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.
 
<math> \text{Factor} = \left(  0.4 \times 10 \right) + \left( 0.2 \times 15 \right)= \left( 4 \right) + \left( 3 \right) = 7 </math>
 
{| class="wikitable"
|-
|-
| 希腊多神教
!colspan="7"| Guardian Attribute Quick Math
| 阿瑞斯之属
|-
|-
| 印度教
!rowspan = 2 | Guardian Attribute
| 湿婆之手
!colspan="5"| Child Focus
!rowspan = 2 | Learning Factor
|-
|-
| 耆那教
| 平定者
|-
|-
| 犹太教
! {{icon|diplomacy|30px}} !! {{icon|Martial|30px}} !! {{icon|Stewardship|30px}} !! {{icon|Intrigue|30px}} !! {{icon|Learning|30px}}
| 奋锐党
|-
|-
| 乌拉尔宗教
| 5 || 2 || 2 || 2 || 2 || 2 || 1
| 霍杜尔所造
|-
|-
| 波罗的多神教
| 10 || 4 || 4 || 4 || 4 || 4 || 2
| 季耶瓦斯猎犬
|-
|-
| 斯拉夫原始宗教
| 15 || 6 || 6 || 6 || 6 || 6 || 3
| 佩伦的勇士
|-
|-
| 芬兰-乌戈尔原始宗教
| 20 || 8 || 8 || 8 || 8 || 8 || 4
| 乌戈之锤
|-
|-
| 萨满教
| 25 || 10 || 10 || 10 || 10 || 10 || 5
| 天之骄子
|-
|-
| 曼德原始宗教
| 30 || 12 || 12 || 12 || 12 || 12 || 6
| 尼阿美之盾
|}
 
===Strategy===
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.
 
Therefore the most important factors when choosing a guardian are:
# Someone you trust not to kill your child
# {{iconify|Genius|30px}}
# {{iconify|Intelligent|30px}}
# {{iconify|Quick|30px}}
# Value of Primary Attribute (which matches child's focus)
# {{iconify|Learning|30px}} Attribute
 
====Example====
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%.
 
{| class="wikitable"
|-
|-
| 豪萨泛灵教
!colspan="7"| Hypothetical Guardian Attributes
| 促进者
|-
|-
| 塞内冈比亚教
! Guardian
| 塔卡尔的仲裁者
! Congenital Trait !! {{icon|diplomacy|30px}} !! {{icon|Martial|30px}} !! {{icon|Stewardship|30px}} !! {{icon|Intrigue|30px}} !! {{icon|Learning|30px}}
|-
|-
| 祆教
| Guardian 1 || {{iconify|Genius|30px}} || 5 || 4 || 2 || 3 || 5
| 万王之王军团
|-
|-
| 尊日教
| Guardian 2 || None || 30 || 33 || 32 || 28 || 30
| 太阳武士
|}
|}
| ''该角色参加了大圣战。''


|- id="Henbane Addict"
<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>
{{trait entry|Henbane Addict|天仙子成瘾}}
 
|
 
* {{icon|Stress loss}} {{green|+20%}} 压力失去
<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>
* {{icon|opinion}} {{green|+10}} 相同特质好感
 
* -30 AI理性
<ref> Reddit user u/Adhesiveduck https://www.reddit.com/r/CrusaderKings/comments/iu2sed/the_education_system_explained_how_to_choose_a/</ref>
| 游戏中不能获得。彩蛋角色使用。
 
| ''该角色常使用致幻剂来逃避他们无法应对的现实。''
== Weight ==
 
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.


|}
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.
=== 未使用 ===
这些特质未使用。虽然在游戏文件中存在,但不能通过 {{icon|decision}} 决议,事件或互动获得。 此外,没有史实角色具有这些特质,也不可能生成具有这些特质的人物。
{| class="mildtable plainlist "
! colspan="2" | 特质
! width=12% | 效果
! 注释
! 描述


|- id="Blood of the Prophet"
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.
{{trait entry|Blood of the Prophet|先知的血脉}}
|
* {{icon|opinion}} {{green|+5}} 相同信仰的好感度
| “赛义德的普通版本。宗族现在标记有“先知之血”,将自动给予所有成员该特质。”<ref>{{cite file|game\common\traits\00_traits.txt}}, <code>blood_of_prophet</code></ref>
| ''该角色的血管中流着先知的血。''


|- id="Opium Addled"
The following traits and events also affect a character's target weight:<ref name=Askanien />
{{trait entry|Opium Addled| 鸦片病夫}}
{| class="mildtable plainlist"
|
! Effect on target weight
* {{icon|Learning}} {{red|-2}} 学识
! Traits / Events
* {{icon|Prowess}} {{red|-2}} 勇武
|-
* {{icon|health penalty}} {{red|-0.75}} 健康
| Large increase
* {{icon|Stress loss}} {{green|+20%}} 压力失去
| [[Gluttonous]], [[Lazy]], [[Comfort Eater]], "Gain weight" decision
* {{icon|opinion}} {{green|+10}} 相同特质好感
|-
* -25 AI精力
| Moderate increase
* -10 AI报复
| [[Drunkard]], [[Hashishiyah]], [[Gregarious]], [[Greedy]], [[Calm]], [[Trusting]], Legendary [[Reveler]]
|
|-
| ''该角色面对的所有问题都在吞云吐雾中消散……''
| Slight increase
| [[Patient]], [[Arrogant]], [[Ambitious]], Eager [[Reveler]], Famous Reveler
|-
| Slight decrease
| [[Shy]], [[Humble]], [[Zealous]], [[Craven]], [[Temperate]]
|-
| Moderate decrease
| [[Imprisoned]], [[Diligent]], [[Wrathful]], [[Leper]], [[Impatient]], [[Content]], [[Fickle]], [[Vengeful]], [[Generous]]
|
| Large decrease
| [[Consumption]], [[Cancer]], [[Great pox]], [[Paranoid]], [[Inappetetic]], [[Imprisoned|in dungeon]], "Lose weight" decision
|}
|}


[[en:Traits]]
== References ==
<references/>
 
{{Mechanics navbox}}
[[en:Attributes]]

2020年9月30日 (三) 13:26的版本

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。

能力

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。

能力 效果
Diplomacy.png 外交
  • +1 General opinion per level
  • +1% Monthly prestige per level
  • Determines the opinion gain from certain character interactions
  • Determines the effectiveness of diplomacy schemes
Martial.png 军事
  • +2% Levy size per level
  • +2% Levy reinforcement rate per level
  • +1 Starting advantage
Stewardship.png 管理
  • +2% Domain taxes per level
  • +1 Domain limit per 5 levels
Intrigue.png 谋略
  • +1% Scheme discovery chance per level
  • +1 Hostile scheme success chance per level
  • Determines the effectiveness of intrigue schemes
  • Determines imprisonment success chance
Learning.png 学识
  • +0.1 Monthly piety per level
  • -1% Conversion cost per level
  • +2% Cultural fascination bonus if cultural head
  • Determines the prestige cost to increase crown authority
  • Determines the success chance of Demand Conversion
War.png 勇武
  • Determines the effectiveness in duels (e.g. title challenge for Tribal rulers)
  • +10 Toughness as knight per level
  • +100 Damage as knight per level

能力阈值

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。

数值 描述
0–4 糟糕
5–8 较差
9–12 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:

互动 Intimidated.png 惧怕时接受度 Terrified.png 畏惧时接受度
Arrange marriage +75 +150
Blackmail +50 +100
Negotiate alliance +50 +100
Offer guardianship +50 +100
Offer ward +50 +100
Ransom +40 +100
Ask to take vows +25 +50
Imprison +25 +50
Retract vassal +25 +50
Revoke title +25 +50
Demand conversion +10 +20
Offer vassalage +10 +20
Marry -50 -75

Boldness

Each character has a hidden boldness attribute, which is decided by its traits. A character becomes intimidated by characters whose  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.

Health Can die Description Interval
Health negative.png Dying yes You are at Death's doorstep health < 0
Health negative.png Near Death yes You are not long for this world... 0 ≤ health < 1
Health.png Poor yes You are ailing 1 ≤ health < 3
Health.png Fine no You are feeling fine 3 ≤ health < 5
Health positive.png Good no Your humors are balanced 5 ≤ health < 7
Health positive.png Excellent no You are full of vim and vigor! health ≥ 7

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:

  • 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.
  • Secret murder.png Upon success of a murder scheme, the targetted character dies.
  • The Attempt Suicide decision has a chance for the character to die.
  • Knights may die in duels, with this chance increasing with low  prowess and other factors.
  • Imprisoned characters may be executed by their jailors.
  • Various events may cause death.

Fertility

另见: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:

Gender Age
16–25 26–30 31–35 36–40 41–45 46–50 51–60 61–70 70+
Male 100% 100% 100% 90% 80% 80% 70% 60% 50%
Female 100% 90% 70% 50% 33%

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

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.

Level  Stress  Fertility  Health penalty Attempt Suicide decision Mental break traits
Stress level 0.png 0–99 0 None No mental breaks
Stress level 1.png 100–199 −10% None Coping mechanisms
Stress level 2.png 200–299 −30% Severe Coping mechanisms, Trait arbitrary.png Arbitrary, Trait witch.png Witch
Stress level 3.png 300–399 −50% Severe Yes Trait wrathful.png Wrathful, Trait lunatic.png Lunatic, Trait depressed.png Melancholic, Trait murderer.png 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  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 1 prowess each year. The chance increases by 1.5% each year. A dynasty can prevent this by completing the Kin legacy track.png 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.

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 ( Quick,  Intelligent,  Genius). The guardian or child having a negative intelligence trait ( Slow,  Stupid,  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  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 +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!

Education Trait Level Chances
Success (%) 1 2 3 4
50 25.2% 49.2% 23.4% 2.0%
60 (Base) 9.9% 41.8% 41.2% 7.1%
63 6.9% 37.2% 46.0% 9.8%
66 4.7% 31.9% 50.0% 13.4%
70 2.5% 24.5% 53.4% 19.6%
75 1.0% 15.6% 53.4% 30.0%
80 0.3% 8.3% 47.8% 43.6%

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.

Education Trait Level Chances with Level 2 Kin Dynasty Perk
Success (%) 1 2 3 4
50 14.1% 49.2% 32.8% 3.5%
60 (Base) 4.9% 35.6% 48.8% 10.6%
63 3.3% 30.4% 52.1% 14.1%
66 2.2% 25.1% 54.3% 18.4%
70 1.1% 18.3% 55.1% 25.5%
75 0.4% 11.0% 51.9% 36.7%
80 0.1% 5.5% 44.0% 50.3%

Traits factor

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.

[math]\displaystyle{ \text{Success} = \left( \frac{ 60 + 20 }{100 + 20 }\right) \times 100 = \left( \frac{ 80 }{ 120 }\right) \times 100 = 66.6% }[/math]

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.

[math]\displaystyle{ \text{Success} = \left( \frac{ 60 + 20 + 15 }{ 100 + 20 + 15 }\right) \times 100 = \left( \frac{ 95 }{ 135 }\right) \times 100 = 70.4% }[/math]

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%.

[math]\displaystyle{ \text{Success} = \left( \frac{ 60 - 20 }{ 100 - 20 }\right) \times 100 = \left( \frac{ 40 }{ 80 }\right) \times 100 = 50% }[/math]

The traits a child and guardian can have which effect the outcome are provided in the chart below.

Trait Child Trait Factor Guardian Trait Factor
 30px +20 +15
 30px +15 +10
 30px /  30px +10 +5
 30px /  30px -10 -5
 30px -15 -10
 30px -20 -15
Childhood trait Matching +0 N/A
Childhood trait Not Matching -20 N/A

Attributes factor

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.

[math]\displaystyle{ \text{Factor} = \left( 0.4 \times \text{Primary Attribute} \right) + \left( 0.2 \times \text{Learning} \right) }[/math]

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.

[math]\displaystyle{ \text{Factor} = \left( 0.4 \times 10 \right) + \left( 0.2 \times 15 \right)= \left( 4 \right) + \left( 3 \right) = 7 }[/math]

Guardian Attribute Quick Math
Guardian Attribute Child Focus Learning Factor
5 2 2 2 2 2 1
10 4 4 4 4 4 2
15 6 6 6 6 6 3
20 8 8 8 8 8 4
25 10 10 10 10 10 5
30 12 12 12 12 12 6

Strategy

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.

Therefore the most important factors when choosing a guardian are:

  1. Someone you trust not to kill your child
  2.  30px
  3.  30px
  4.  30px
  5. Value of Primary Attribute (which matches child's focus)
  6.  30px Attribute

Example

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%.

Hypothetical Guardian Attributes
Guardian Congenital Trait
Guardian 1  30px 5 4 2 3 5
Guardian 2 None 30 33 32 28 30

[math]\displaystyle{ \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]


[math]\displaystyle{ \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]

[1]

Weight

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.[2] Being obese or malnourished gives −1 Health.

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.

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.

The following traits and events also affect a character's target weight:[2]

Effect on target weight Traits / Events
Large increase Gluttonous, Lazy, Comfort Eater, "Gain weight" decision
Moderate increase Drunkard, Hashishiyah, Gregarious, Greedy, Calm, Trusting, Legendary Reveler
Slight increase Patient, Arrogant, Ambitious, Eager Reveler, Famous Reveler
Slight decrease Shy, Humble, Zealous, Craven, Temperate
Moderate decrease Imprisoned, Diligent, Wrathful, Leper, Impatient, Content, Fickle, Vengeful, Generous
Large decrease Consumption, Cancer, Great pox, Paranoid, Inappetetic, in dungeon, "Lose weight" decision

References

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战争 战争决斗宣战理由同盟军队受雇军队
信仰 宗教信仰教义核心教义圣地
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