差分

ナビゲーションに移動 検索に移動
35,455 バイト追加 、 2021年1月8日 (金) 12:59
ページの作成:「{{Version|1.2}} Attributes represent certain statistics that each character has and determine among other things how good a character is at certain actions. == Skills ==…」
{{Version|1.2}}
Attributes represent certain statistics that each character has and determine among other things how good a character is at certain actions.

== Skills ==
[[File:Character screen skills.png|500px|thumb|right|A screenshot of the character screen with skills highlighted.]]
Skills represent a character's expertise across various fields and together with skills determine how good or bad a character is at a given task. Skills cap at 100.
{| class="mildtable plainlist"
! Skill
! Effects
|-
| [[File:Diplomacy.png]] Diplomacy
|
* {{icon|opinion}} {{green|+1}} [[Personal diplomacy|General opinion]] per each level above 8, {{red|-1}} per each level below 8<ref>{{cite file|game\common\defines\00_defines.txt}}, <code>SKILL_DIPLOMACY_MULT = 1</code></ref>
* {{icon|prestige}} {{green|+1%}} Monthly prestige per level (starting from {{red|−8}} at level 0)<ref>{{cite file|game\common\modifiers\00_basic_modifiers.txt}}, <code>diplomacy_modifier_with_offset</code></ref>
* {{icon|opinion}} Determines the opinion gain from certain character interactions
* {{icon|scheme success chance}} Determines the effectiveness of diplomacy schemes
|-
| [[File:Martial.png]] Martial
|
* {{icon|levies}} {{green|+2%}} Levy size per level
* {{icon|levies}} {{green|+2%}} Levy reinforcement rate per level
* {{icon|advantage}} {{green|+1}} [[Warfare#The_advantage_modifier|Advantage]]
|-
| [[File:Stewardship.png]] Stewardship
|
* {{icon|gold}} {{green|+2%}} Domain taxes per each level above 8, {{red|-2%}} Domain taxes per each level below 8
* {{icon|domain}} {{green|+1}} Domain limit per 5 levels
|-
| [[File:Intrigue.png]] Intrigue
|
* {{icon|scheme secrecy}} {{green|+1%}} Scheme discovery chance per level
* {{icon|scheme success chance}} {{green|+1}} Hostile scheme success chance per level
* {{icon|scheme success chance}} Determines the effectiveness of intrigue schemes
* {{icon|crime}} Determines imprisonment success chance
|-
| [[File:Learning.png]] Learning
|
<!-- Transclusion - used by Piety page -->
* {{icon|piety}} <section begin=LearningPietyGain />{{green|+0.1}}<noinclude> Monthly piety</noinclude> per level<section end=LearningPietyGain />
* {{icon|piety}} {{green|-1%}} Conversion cost per level
* {{icon|innovation}} {{green|+2%}} Cultural fascination bonus if cultural head
* {{icon|prestige}} Determines the prestige cost to increase crown authority
* {{icon|unknown}} Determines the success chance of Demand Conversion
|-
| [[File:War.png]] Prowess
|
* {{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
|}

=== 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.
{| class="mildtable" style="text-align: center;
! Values
! Description
|-
| 0–4
| Terrible
|-
| 5–8
| Poor
|-
| 9–12
| Average
|-
| 13–16
| Good
|-
| 17-68
| Excellent
|-
| 69
| Nice
|-
| 70+
| Excellent
|}

== Dread ==
'''Dread''' is a measure of how feared a ruler is by their vassals. Enough dread compared to another character's [[#Boldness|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. The lifestyle perk ''Forever Infamous'' prevents dread from decaying.

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.

=== 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:
{| class="mildtable" style="text-align: center;
! Interaction
! [[File:Intimidated.png]] Intimidated acceptance
! [[File:Terrified.png]] Terrified acceptance
|-
| 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}}
|}

=== Dread gain ===
The amount of dread gained through actions is modified by the following:
{| class="mildtable sortable"
|-
! Source
! Dread gain
|-
| [[The Tower of London]]
| {{#lst:Special buildings|TheTowerOfLondonDreadGain}}
|-
| First [[Guile]] dynasty legacy perk
| {{#lst:Dynasty|GuileDreadGain}}
|-
| [[File:Martial_authority_focus.png|24px]] [[Authority (focus)|Authority focus]]
| {{#lst:Lifestyle|AuthorityDreadGain}}
|-
| ''Dreadful'' perk in [[Torturer (perk tree)|Torturer]] tree ({{iconify|Intrigue lifestyle}})
| {{#lst:Lifestyle|DreadfulDreadGain}}
|-
| ''Hard Rule'' perk in [[Overseer (perk tree)|Overseer]] tree ({{iconify|Martial lifestyle}})
| {{#lst:Lifestyle|HardRuleDreadGain}}
|-
| {{icon|feast positive}} ''[[Public Display of Ruthlessness]]'' modifier ({{icon|feast}} [[Host Feast]])
| {{#lst:Modifiers|PublicDisplayOfRuthlessnessDreadGain}}
|-
| ''Suspicious Reputation'' modifier ({{iconify|Learning lifestyle}} event)
| {{green|+20%}}
|-
| ''Dangerous to Know'' modifier ({{iconify|Learning lifestyle}} event)
| {{green|+20%}}
|-
| ''Wind Spirits' Blessing'' modifier ({{icon|decision}} [[Seek Aid of the Spirits]] decision)
| {{#lst:Decisions|WindSpiritsBlessingDreadGain}}
|-
| {{icon|torturer}} [[Torturer]] trait
| {{#lst:Traits|TorturerDreadGain}}
|-
| {{icon|paranoid}} [[Paranoid]] trait
| {{#lst:Traits|ParanoidDreadGain}}
|-
| {{icon|Callous}} [[Callous]] trait
| {{#lst:Traits|CallousDreadGain}}
|-
| {{icon|Vengeful}} [[Vengeful]] trait
| {{#lst:Traits|VengefulDreadGain}}
|-
| {{icon|Irritable}} [[Irritable]] trait
| {{#lst:Traits|IrritableDreadGain}}
|}

=== Natural dread ===
The natural dread of a character is modified by the following (default value is 0):
{| class="mildtable sortable"
|-
! Source
! Natural dread
|-
| [[Lifestyle#Focuses|Intimidation]] focus
| {{green|+30}}
|-
| ''[[Lifestyle#Overseer|Serve the Crown]]'' lifestyle perk
| {{green|+15}}
|-
| [[Traits#Wrathful|Wrathful]] trait
| {{green|+20}}
|-
| [[Traits#Arbitrary|Arbitrary]] trait
| {{green|+15}}
|-
| [[Traits#Sadistic|Sadistic]] trait
| {{green|+35}}
|-
| [[Traits#Albino|Albino]] trait
| {{green|+15}}
|-
| [[Traits#Scaly|Scaly]] trait
| {{green|+10}}
|-
| [[Traits#One-Eyed|One-Eyed]] trait
| {{green|+10}}
|-
| [[Traits#Cannibal|Cannibal]] trait
| {{green|+20}}
|-
| [[Traits#Greatest of Khans|Greatest of Khans]] trait
| {{green|+50}}
|-
| [[Traits#Compassionate|Compassionate]] trait
| {{red|-15}}
|-
| [[Traits#Wounded|Wounded]] trait
| {{red|-10}}
|-
| [[Traits#Severely Injured|Severely Injured]] trait
| {{red|-15}}
|-
| [[Traits#Brutally Mauled|Brutally Mauled]] trait
| {{red|-20}}
|-
| [[Traits#Sickly|Sickly]] trait
| {{red|-20}}
|-
| [[Traits#Infirm|Infirm]] trait
| {{red|-15}}
|-
| [[Traits#Incapable|Incapable]] trait
| {{red|-25}}
|-
| [[Traits#Maimed|Maimed]] trait
| {{red|-15}}
|-
| [[Traits#Blind|Blind]] trait
| {{red|-10}}
|-
| [[Traits#Ill|Ill]] trait
| {{red|-10}}
|-
| [[Traits#Bubonic Plague|Bubonic Plague]] trait
| {{red|-30}}
|-
| [[Traits#Cancer|Cancer]] trait
| {{red|-20}}
|-
| [[Traits#Consumption|Consumption]] trait
| {{red|-10}}
|-
| [[Traits#Great Pox|Great Pox]] trait
| {{red|-20}}
|-
| [[Traits#Gout-ridden|Gout-ridden]] trait
| {{red|-5}}
|-
| [[Traits#Leper|Leper]] trait
| {{red|-20}}
|-
| [[Traits#Lover's Pox|Lover's Pox]] trait
| {{red|-5}}
|-
| [[Traits#Pneumonia|Pneumonia]] trait
| {{red|-10}}
|-
| [[Traits#One-Legged|One-Legged]] trait
| {{red|-10}}
|-
| [[Traits#Small Pox|Small Pox]] trait
| {{red|-15}}
|-
| [[Traits#Typhus|Typhus]] trait
| {{red|-15}}
|}

== 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.<ref>{{cite file|common\defines\00_defines.txt}}: <code>NEWBORN_HEALTH_BASE = 4.5</code>, <code>NEWBORN_HEALTH_SPAN = 0.5</code>, <code>NEWBORN_HEALTH_FEMALE_BONUS = 0.5</code>.</ref> {{#lst:Attributes|HealthLossViaAge}}
{| class="mildtable"
! Health
! Can die
! Description
! Interval
|-
| [[File:Health negative.png|24px]] Dying
| align=center | {{icon|yes}}
| ''You are at Death's doorstep''
| health < 0
|-
| [[File:Health negative.png|24px]] Near Death
| align=center | {{icon|yes}}
| ''You are not long for this world...''
| 0 ≤ health < 1
|-
| [[File:Health.png|24px]] Poor
| align=center | {{icon|yes}}
| ''You are ailing''
| 1 ≤ health < 3
|-
| [[File:Health.png|24px]] Fine
| align=center | {{icon|no}}
| ''You are feeling fine''
| 3 ≤ health < 5
|-
| [[File:Health positive.png|24px]] Good
| align=center | {{icon|no}}
| ''Your humors are balanced''
| 5 ≤ health < 7
|-
| [[File:Health positive.png|24px]] Excellent
| align=center | {{icon|no}}
| ''You are full of vim and vigor!''
| health ≥ 7
|}

Some traits, tenets and modifiers provide bonuses {{icon|health boost}} 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 (fertility)|disease resistance for fertility]].

=== Health boosts and penalties ===
Health effects have different names depending on the value:<ref>{{cite file|common\defines\00_defines.txt}}, <code>NModifier</code></ref>
{| class="mildtable"
|-
! Displayed as
! Range of values
|-
| {{icon|health penalty}} {{red|Catastrophic Health Penalty}}
| value < −4
|-
| {{icon|health penalty}} {{red|Critical Health Penalty}}
| −4 ≤ value < −3
|-
| {{icon|health penalty}} {{red|Severe Health Penalty}}
| −3 ≤ value < −1
|-
| {{icon|health penalty}} {{red|Major Health Penalty}}
| −1 ≤ value < −0.75
|-
| {{icon|health penalty}} {{red|Moderate Health Penalty}}
| −0.75 ≤ value < −0.5
|-
|{{icon|health penalty}} {{red|Minor Health Penalty}}
| −0.5 ≤ value < −0.25
|-
| {{icon|health penalty}} {{red|Tiny Health Penalty}}
| −0.25 ≤ value < 0
|-
| {{icon|health boost}} {{green|Small Health Boost}}
| 0 < value < +0.25
|-
| {{icon|health boost}} {{green|Medium Health Boost}}
| +0.25 ≤ value < +0.5
|-
| {{icon|health boost}} {{green|Significant Health Boost}}
| +0.5 ≤ value < +0.75
|-
| {{icon|health boost}} {{green|Huge Health Boost}}
| +0.75 ≤ value < +1
|-
| {{icon|health boost}} {{green|Massive Health Boost}}
| +1 ≤ value < +2
|-
| {{icon|health boost}} {{green|Godlike Health Boost}}
| +2 ≤ value
|}

=== 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 battle or in duels, with this chance increasing with low {{iconify|prowess}} and other factors.
* Characters may die when the holding they are currently residing in is captured in a siege.
* [[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. 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 {{icon|fertility}} Disease resistance (fertility) modifier. Currently, only the [[Iron Constitution]] perk in the Whole of Body tree provides some.

== Stress ==
{{See also|Traits#Coping mechanisms}}
'''Stress''' is a measure of a character's mental health and is gained whenever a character responds to an event or decision in a way that conflicts with their [[personality traits]], someone they're close to dies, the character is [[imprisoned]] in a dungeon (note: not house arrest), or is tortured. Serving as a [[guardian]] for a [[ward]] can also cause stress if the guardian elects to change the child's [[Traits#Personality_traits|personality traits]]. Stress ranges from 0 to 400, with higher levels of stress imposing various penalties and making the character vulnerable to mental break events.
{| class="wikitable"
|-
! Personality Trait !! Stressful Interaction
|-
| Ambitious
| grant independence, grant titles (at/below domain limit)
|-
| Arrogant
| grant independence, legitimize bastard
|-
| Callous
| release from prison (w/out demands)
|-
| Compassionate
| kick from court, disinherit, denounce, break up with lover, dismiss concubine, fabricate hook, imprison, move to dungeon, execution, start murder, start abduct
|-
| Content
| claim throne, force onto council
|-
| Craven
| join war
|-
| Cynical
| temporal condemnation, host honored guest, literalist debate
|-
| Forgiving
| disinherit, denounce, imprison (w/reason), move to dungeon, execution devour, execution (w/ reason)
|-
| Generous
| revoke leased title, liege modify vassal contract (w/ tyranny), demand payment
|-
| Greedy
| grant independence, gift, grant titles (at/below domain limit), invite agent to scheme (w/ gift), grant vassal
|-
| Gregarious
| kick from court
|-
| Honest
| invite agent to scheme, elope, fabricate hook, start murder, start abduct
|-
| Just
| elope, liege modify vassal contract (w/ tyranny), claim throne, fabricate hook, buy claim, imprison (w/out reason), execution (w/out reason), start murder, start abduct, retract vassal (from dejure liege), join independence faction (against dejure liege)
|-
| Lustful
| break up with lover
|-
| Paranoid
| recruit guest, invite agent to scheme
|-
| Sadistic
| move to house arrest, release from prison (w/out demands)
|-
| Shy
| negotiate alliance, perk alliance, join war, recruit guest, invite to court, host honored guest, befriend, court, sway
|-
| Stubborn
| restore inheritance, forgive
|-
| Vengeful
| restore inheritance, forgive, move to house arrest
|-
| Zealous
| revoke leased title
|}
=== Mental Breaks ===
A character breaching the threshold of 100, 200, or 300 stress for the first time will immediately suffer a Mental Break. Mental breaks range in severity from level 1 to 3 and grant the option to either {{icon|Stress loss}} lose some stress with a choice of gaining one of two traits (a [[Traits#Coping_mechanisms|Coping Mechanism]] or worse, see table below) or {{icon|Stress gain}} gain additional stress. A level 3 mental break event can sometimes {{icon|Wounded}} injure or {{icon|death}} kill the character, cause them to kill another character in their court (including their own heir) gaining the {{iconify|Murderer}} trait, or force them to [[Abdication|abdicate]]. If a character reaches 400 Stress, it will trigger a level 3 mental break event and they will lose 100 Stress.

Mental break events can only trigger once every 5 years (8 years with the "Mental Resilience" lifestyle perk from the "Whole of Body" lifestyle). If a character does not reduce their stress below 100 before this time is up, they will suffer another mental break. All coping mechanism traits bestow a stacking {{icon|Stress loss}} {{green|+20% Stress loss}} benefit and granting a related [[Decisions#Coping_actions|stress-reducing decision] on a 3-year cooldown, making it easier to de-stress before the next mental break occurs.

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; | [[Traits#Coping_mechanisms|Coping mechanism]]
|-
| [[File:Stress level 2.png]]
| 200–299
| {{red|−30%}}
| {{red|Severe}}
| {{icon|no}}
| style="text-align: left; | [[Traits#Coping_mechanisms|Coping mechanism]], [[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]], {{icon|death}} [[Death]], or [[Abdication]]
|}

== 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.
* <section begin=HealthLossViaAge />Once a character reaches the age of 25, they have a 7.5% chance to lose {{icon|health}} {{red|−0.125}} health each year. The chance increases by 2.2% each year.<section end=HealthLossViaAge />
* 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 || ★
|-
| 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 ({{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.

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 ({{iconify|Hale}}, {{iconify|Robust}}, {{iconify|Herculean}}, {{iconify|Strong}}, {{iconify|Giant}}) will increase the chance of a high-tier Prowess education, while negative Prowess and other sickly traits ({{iconify|Delicate}}, {{iconify|Frail}}, {{iconify|Feeble}}, {{iconify|Weak}}, {{iconify|Dwarf}}, {{iconify|Spindly}}, {{iconify|Wheezing}}, {{iconify|Hunchbacked}}, {{iconify|Inbred}}, {{iconify|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 {{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). There are nine Education Rolls and 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
|-
| style="text-align:left;" | 50
| 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%
|}

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
|-
! style="text-align:left;" | Success (%)
! 1
! 2
! 3
! 4
|-
| style="text-align:left;" | 50
| 14.1%
| 49.2%
| 32.8%
| 3.5%
|-
| style="text-align:left;" | 60 (Base)
| 4.9%
| 35.6%
| 48.8%
| 10.6%
|-
| style="text-align:left;" | 63
| 3.3%
| 30.4%
| 52.1%
| 14.1%
|-
| style="text-align:left;" | 66
| 2.2%
| 25.1%
| 54.3%
| 18.4%
|-
| style="text-align:left;" | 70
| 1.1%
| 18.3%
| 55.1%
| 25.5%
|-
| style="text-align:left;" | 75
| 0.4%
| 11.0%
| 51.9%
| 36.7%
|-
| style="text-align:left;" | 80
| 0.1%
| 5.5%
| 44.0%
| 50.3%
|}

===Traits factor===

The game bases the education success chance on the Success Factor and the Failure Factor.

The Base Success Factor is 60, and increased by positive traits of the child and the guardian, the education matches with childhood trait, and the attributes of the guardian.

The Base Failure Factor is 40, and increased by negative traits of the child/guardian, the education mismatches the childhood trait, and when he doesn't have a guardian.

The outcome will be the formula below.

<math> \text{Success} = \left( \frac{ Success Factor }{ Success Factor + Failure Factor }\right) \times 100 </math>

or a default 60% chance when there's no additional factors involved.

<math> \text{Success} = \left( \frac{ 60 }{60 + 40}\right) \times 100 = \left( \frac{ 60}{ 100}\right) \times 100 = 60.0% </math>

For instance, a child with the "Genius" congenital trait adds 20 to the Success Factor. 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> \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 Success Factor of 15. If a genius child (20) is being educated by a genius guardian (15) the chances of a successful Education Roll becomes 70.4%, with the example math provided below.

<math> \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 Trait there is a factor of 20 added to the Failure Factor. For instance, if a child has the trait "Bossy" and the focus is Diplomacy, the child would receive the factor of 20 to Failure Factor. In this circumstance, the chance of a successful Education Roll drops to 50%.

<math> \text{Success} = \left( \frac{ 60 }{ 100 + 20 }\right) \times 100 = \left( \frac{ 60 }{ 120 }\right) \times 100 = 50% </math>

The positive Traits a child and guardian can have that increase the Success Factor are provided in the chart below.

{| class="wikitable"
|-
! Trait !! Child Trait Factor !! Guardian Trait Factor
|-
| {{iconify|Genius|30px}} || 20 || 15
|-
| {{iconify|Intelligent|30px}} || 15 || 10
|-
| {{iconify|Quick|30px}} / {{iconify|Shrewd|30px}} || 10 || 5
|-
| Childhood trait Matching || 20 || N/A
|}

The negative Traits a child and guardian can have that increase the Failure Factor are provided in the chart below.

{| class="wikitable"
|-
! Trait !! Child Trait Factor !! Guardian Trait Factor
|-
| {{iconify|Slow|30px}} / {{iconify|Dull|30px}} || 10 || 5
|-
| {{iconify|Stupid|30px}} || 15 || 10
|-
| {{iconify|Imbecile|30px}} || 20 || 15
|-
| Childhood trait Not Matching || 20 || N/A
|-
| No Guardian || N/A || 20
|}

===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 Success 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"
|-
!colspan="7"| Guardian Attribute Quick Math
|-
!rowspan = 2 | Guardian Attribute
!colspan="5"| Child Focus
!rowspan = 2 | Learning Factor
|-
|-
! {{icon|diplomacy|30px}} !! {{icon|Martial|30px}} !! {{icon|Stewardship|30px}} !! {{icon|Intrigue|30px}} !! {{icon|Learning|30px}}
|-
| 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:
# 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"
|-
!colspan="7"| Hypothetical Guardian Attributes
|-
! Guardian
! Congenital Trait !! {{icon|diplomacy|30px}} !! {{icon|Martial|30px}} !! {{icon|Stewardship|30px}} !! {{icon|Intrigue|30px}} !! {{icon|Learning|30px}}
|-
| Guardian 1 || {{iconify|Genius|30px}} || 5 || 4 || 2 || 3 || 5
|-
| Guardian 2 || None || 30 || 33 || 32 || 28 || 30
|}

<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>


<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>

<ref> Reddit user u/Adhesiveduck https://www.reddit.com/r/CrusaderKings/comments/iu2sed/the_education_system_explained_how_to_choose_a/</ref>

=== 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 or the educator's culture<ref>{{cite file|events\education_and_childhood\coming_of_age_events.txt}}, <code>lines 1024-1029</code></ref> 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 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):

{| class="wikitable"
|-
! Trait !! Prowess Factor
|-
| {{iconify|Herculean}}|| +3
|-
| {{iconify|Robust}}, {{iconify|Strong}}, {{iconify|Giant}}|| +2
|-
| {{iconify|Hale}}|| +1
|-
| {{iconify|Delicate}}, {{iconify|Spindly}}, {{iconify|Wheezing}}, {{iconify|Hunchbacked}}, {{iconify|Inbred}}, {{iconify|Bleeder}}|| -1
|-
| {{iconify|Frail}}, {{iconify|Weak}}, {{iconify|Dwarf}}|| -2
|-
| {{iconify|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.<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 target weight<ref>{{cite file|common\activities\00_activity_feast.txt}}, <code>activity_feast</code></ref> increases by 7<ref>{{cite file|common\script_values\10_health_values.txt}}, <code>feast_weight_modifier_value</code></ref>, and when you [[hunt]], your target weight<ref>{{cite file|common\activities\00_activity_hunt.txt}}, <code>activity_hunt</code></ref> decreases by 4<ref>{{cite file|common\script_values\10_health_values.txt}}, <code>hunt_weight_modifier_value</code></ref>. 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:<ref name=Askanien />
{| class="mildtable plainlist"
! 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]], [[Imprisoned|in dungeon]], "Lose weight" decision
|}

== References ==
<references/>


{{Mechanics navbox}}
[[Category:Character]]

案内メニュー