User:咯咯炀/沙盒

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属性代表了一个角色的某些数值,决定了角色对某些行动的擅长程度。

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。能力上限为100。

能力 效果
Diplomacy.png 外交
  • 每等级+1 大众好感[1]
  • +1% Monthly prestige per level (starting from −8 at level 0)[2]
  • Determines the opinion gain from certain character interactions
  • Determines the effectiveness of diplomacy schemes
Martial.png Martial
  • +2% Levy size per level
  • +2% Levy reinforcement rate per level
  • +1 Advantage
Stewardship.png Stewardship
  • +2% Domain taxes per level
  • +1 Domain limit per 5 levels
Intrigue.png Intrigue
  • +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 Learning
  • +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 Prowess
  • Determines the effectiveness in duels (e.g. title challenge for Tribal rulers)
  • +10 Toughness as knight per level
  • +100 Damage as knight per level

Value thresholds

Value thresholds, while not as important as the exact value of a skill, are taken into account in various events to determine the chances for a good or bad outcome. Skills are decided by education traits and can be affected by other trait types.

Values Description
0–4 Terrible
5–8 Poor
9–12 Average
13–16 Good
17+ Excellent

Dread

Dread is a measure of how feared a ruler is by their vassals. Enough dread compared to another character's boldness can make characters either intimidated or terrified, allowing most diplomatic actions to succeed despite negative opinion.

Dread is gained by various actions that inspire fear, such as torturing or executing prisoners. However, it is also possible to lose dread through actions showing compassion or weakness, including releasing prisoners and accepting faction demands. Each character additionally has natural dread which is the value towards which dread will drift over time (either up or down), at a base rate of 0.5 per month.

Intimidation and terror

Intimidated characters are less likely to join factions or schemes against the character they're intimidated by, while a terrified character will never join factions or schemes against them. In addition, it affects their acceptance for various character interactions:

Interaction Intimidated.png Intimidated acceptance Terrified.png Terrified acceptance
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.

Dread gain

The amount of dread gained through actions is modified by the following:

Source Dread gain
The Tower of London
First Guile dynasty legacy perk
Martial authority focus.png Authority focus
Dreadful perk in Torturer tree ( Intrigue lifestyle) 恐怖值增长恐怖值增长
Hard Rule perk in Overseer tree ( Martial lifestyle)
Public Display of Ruthlessness modifier ( Host Feast) +25%
Suspicious Reputation modifier ( Learning lifestyle event) +20%
Dangerous to Know modifier ( Learning lifestyle event) +20%
Wind Spirits' Blessing modifier ( Seek Aid of the Spirits decision)
Torturer trait
Paranoid trait
Callous trait
Vengeful trait
Irritable trait

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.[3] 角色年满25岁后初始有 7.5% 年度概率 -0.125 健康,此概率每年 +2.2%

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 You are feeling fine 3 ≤ health < 5
Health positive.png Good Your humors are balanced 5 ≤ health < 7
Health positive.png Excellent You are full of vim and vigor! health ≥ 7

Disease resistance (health)

Some traits, tenets and modifiers provide bonuses Disease resistance (health). This means that any health penalties applied to the character are negated by the amount of disease resistance the character has. Note that there is also disease resistance for fertility.

Health boosts and penalties

Health effects have different names depending on the value:[4]

Displayed as Range of values
Catastrophic Health Penalty value < −4
Critical Health Penalty −4 ≤ value < −3
Severe Health Penalty −3 ≤ value < −1
Major Health Penalty −1 ≤ value < −0.75
Moderate Health Penalty −0.75 ≤ value < −0.5
Minor Health Penalty −0.5 ≤ value < −0.25
Tiny Health Penalty −0.25 ≤ value < 0
Small Health Boost 0 < value < +0.25
Medium Health Boost +0.25 ≤ value < +0.5
Significant Health Boost +0.5 ≤ value < +0.75
Huge Health Boost +0.75 ≤ value < +1
Massive Health Boost +1 ≤ value < +2
Godlike Health Boost +2 ≤ value

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 battle or in duels, with this chance increasing with low  prowess and other factors.
  • Characters may die when the holding they are currently residing in is captured in a siege.
  • 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. Fertility is reduced by 15% between non-ruler characters.

Note: you have a maximal number of children : 9 living children plus 2 per additional consort (so 15 with 4 wives). This does not stop event driven pregnancies.

Disease resistance (fertility)

It is possible for fertility penalties to be negated by the Disease resistance (fertility) modifier. Currently, only the Iron Constitution perk in the Whole of Body tree provides some. Note that there is a similar mechanic for health.

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 −0.125 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
7-10 ★★
11-14 ★★★
15+ ★★★★

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.

A child of a culture that discovered the Knighthood innovation, has a Martial education focus, and is of a gender that can be knighted will also be trained as a squire, receiving a Prowess education trait when they come of age in addition to a Martial one. For Prowess, the educator's abilities or any other effects that enhance education are irrelevant; only the child's traits matter. Traits that boost Prowess ( Hale,  Robust,  Herculean,  Strong,  Giant) will increase the chance of a high-tier Prowess education, while negative Prowess and other sickly traits ( Delicate,  Frail,  Feeble,  Weak,  Dwarf,  Spindly,  Wheezing,  Hunchbacked,  Inbred,  Bleeder) will diminish it.

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). There are nine Education Rolls and 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]

[5]

Prowess trait

Children undergoing a Martial education can also receive a Prowess education trait when they come of age. To qualify, the child's culture must have the Knighthood innovation and the child must be of a gender that can become knights. The system that determines which Prowess trait the child gets is completely separate from the other education traits. The educator, perks, spouse or universities don't influence the outcome.

When the child finishes their education, the game creates a temporary score for them, which starts equal to the Martial education level they obtained. Then, the game changes this score depending on the child's physical traits (multiple traits stack):

Trait Prowess Factor
 Herculean +3
 Robust,  Strong,  Giant +2
 Hale +1
 Delicate,  Spindly,  Wheezing,  Hunchbacked,  Inbred,  Bleeder -1
 Frail,  Weak,  Dwarf -2
 Feeble -3

Lastly, there's a 25% chance the score increases +2, 25% chance it decreases by -2, and 50% chance it stays unchanged.

The final score is then the child's Prowess education level.

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 modifier, 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.[6] 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:[6]

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

参考资料

  1. game\common\defines\00_defines.txtSKILL_DIPLOMACY_MULT = 1
  2. game\common\modifiers\00_basic_modifiers.txt, diplomacy_modifier_with_offset
  3. common\defines\00_defines.txt: NEWBORN_HEALTH_BASE = 4.5, NEWBORN_HEALTH_SPAN = 0.5, NEWBORN_HEALTH_FEMALE_BONUS = 0.5.
  4. common\defines\00_defines.txt, NModifier
  5. Reddit user u/Adhesiveduck https://www.reddit.com/r/CrusaderKings/comments/iu2sed/the_education_system_explained_how_to_choose_a/
  6. 6.0 6.1 Reddit user u/Stefan_Askanien https://www.reddit.com/r/CrusaderKings/comments/iutm4z/how_weight_is_calculated_and_how_to_fight_obesity/


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