「属性値」の版間の差分

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2021年1月10日 (日) 19:46時点における版

属性値(Attributes[1])は、各キャラクターが持つ特定の統計を表し、とりわけ、キャラクターが特定のアクションでどの程度優れているかを決定します。

能力

キャラクター画面のキャプチャ画像、能力は黄色枠の部分です

能力(Skills)は、さまざまな分野にわたるキャラクターの専門知識を表し、それとともにキャラクターが与えられたタスクにどの程度向いているのかそうでないかを決定します。能力の最大値は100です。

能力 効果
Diplomacy.png 外交(Diplomacy)
  • 一般的な評価が8レベルから上昇レベル毎に +1、8レベル未満から下降レベル毎に-1[2]
  • レベル毎 (レベル0は−8で始まる)[3]に月間の威信(prestige)が+1%
  • 特定のキャラクターの関係行動(interactions)からの評価利得を決定する
  • 外交計画の有効性を決定する
Martial.png 軍事(Martial)
  • レベルごとに徴募兵(Levy)が+2%
  • レベルごとに徴募兵の補充率が+2%
  • 優位性+1
Stewardship.png 管理(Stewardship)
  • 直轄領(Domain)からの税収が8レベルから上昇レベル毎に+2%、8レベル未満から下降レベル毎に-2%
  • 直轄領の最大数が5レベル毎に+1
Intrigue.png 策略(Intrigue)
  • 計画(Scheme)の発見確率がレベル毎に+1%
  • 敵対的な計画(Hostile scheme)の成功確率がレベルごとに+1
  • 策略計画の有効性を決定する
  • 投獄(imprisonment)の成功率を決定する
Learning.png 学識(Learning)
  • レベルごとに月毎の信仰点(Piety)が+0.1
  • レベルごとに改宗(Conversion)コストが-1%
  • 文化指導者(cultural head)である場合、文化の志向(Cultural fascination)にボーナス +2%
  • 王権(crown authority)の上昇のために必要な威信コストを決定する
  • 改宗要求の成功確率を決定する
War.png 武勇(Prowess)
  • 決闘における有効性を決定する。(一例として、部族支配者が称号にチャレンジなど)
  • レベルごとに騎士(knight)の耐久力(Toughness)が+10
  • レベルごとに騎士の攻撃力(Damage)が+100

値のしきい値

値のしきい値は、能力の正確な値ほど重要ではありませんが、さまざまなイベントで考慮され、良い結果にまたは悪い結果になるかの確率を決定します。能力は教育特性によって決定され、他の特性タイプに影響され得ます。

説明
0–4 悲惨(Terrible)
5–8 貧弱(Poor)
9–12 平均的(Average)
13–16 良好(Good)
17-68 優秀(Excellent)
69 素敵(Nice)
70+ 優秀(Excellent)[4]

恐怖

恐怖(Dread)は支配者が封臣達(vassals)からどれだけ恐れられているかを示す尺度です。他のキャラクターの勇敢に比べて十分な恐怖は、登場人物をおびえさせたり、恐れさせたりすることがあり、否定的な評価にもかかわらず、ほとんどの外交的行動を成功させることができます。

恐怖は、捕虜(prisoners)を拷問したり処刑したりするなど、恐怖を引き起こすさまざまな行動によってもたらされます。一方で、捕虜の釈放や派閥(faction)の要求を受け入れるなど、慈悲や弱さを示す行動によって恐怖心を失う可能性もあります。それぞれの人物は「自然な恐怖(natural dread)」という値を持っています。恐怖はこの自然な恐怖に向かって基本的には月に0.5の割合で増加したり減少したりします。ライフスタイルパーク「永遠の悪名」は恐怖が衰えるのを防ぎます。

各キャラクターには秘匿された勇敢の属性があり、それは特性によって決まります。キャラクターは、 恐怖が自分の勇敢より20倍大きいキャラクターにおびえ[5]、恐怖が自分の45倍大きいキャラクターに恐れ[6]を感じます。

脅迫と畏怖

怯えているキャラクターは怯えを感じているキャラクターに対する敵対派閥や陰謀に加わることが少なくなります。一方、恐怖を感じているキャラクターはそれら派閥や陰謀には決して加わることはありません。さらに、こういった状況はさまざまなキャラクターの関係行動の受け入れにも影響します。

関係行動 Intimidated.png 怯えている状態 Terrified.png 恐怖を感じている状態
婚姻を手配 +75 +150
恐喝(Blackmail) +50 +100
同盟(alliance)を交渉 +50 +100
後見人(guardianship)を打診 +50 +100
後見人を依頼(Offer ward) +50 +100
身代金要求(Ransom) +40 +100
誓いをたてる(take vows)ように頼む +25 +50
投獄(Imprison) +25 +50
封臣の引き抜き(Retract vassal) +25 +50
称号を剥奪(Revoke title) +25 +50
改宗要求(Demand conversion) +10 +20
臣従関係の提案(Offer vassalage) +10 +20
結婚 -50 -75

恐怖の利得

行動によって得られる恐怖の大きさは、以下によって変化します。

ソース 恐怖の利得
ロンドン塔 +30%
王朝の遺産狡猾パークの最初の1つ +20%
Martial authority focus.png 権威フォーカス +20%
( 策略ライフスタイル)の拷問者ツリーのパーク「恐怖公」 +30%
( 軍事ライフスタイル)の監督者ツリーのパーク「厳しい統治」 +20%
補正「無常の公開」( 祝宴を催す) +25%
補正「疑わしい評判」( 学識ライフスタイル イベント) +20%
補正「知ることは危険」( 学識ライフスタイル イベント) +20%
補正「風の精霊の祝福」(ディシジョン 精霊の助けを求める) +25%
拷問者の特性 +50%
疑心暗鬼の特性 +25%
非情の特性 +25%
執念深いの特性 +15%
癇性の特性 +10%

自然な恐怖

キャラクターに対する自然な恐怖は、次のように変化します(デフォルト値は0です)。

ソース 自然な恐怖
脅迫 フォーカス +30
王冠に仕えよ」のライフスタイルパーク +15
憤怒(Wrath)の特性 +20
独善的(Arbitrary)の特性 +15
嗜虐的(Sadistic)の特性 +35
アルビノ(Albino)の特性 +15
Scaly(魚鱗癬[7])の特性 +10
片目(One-Eyed)の特性 +10
食人嗜好者(Cannibal)の特性 +20
グレートカーン(Greatest of Khans)の特性 +50
慈悲(Compassionate)の特性 -15
負傷(Wounded) の特性 -10
重傷(Severely Injured)の特性 -15
致命傷(Brutally Mauled)の特性 -20
病弱(Sickly)の特性 -20
病気がち(Infirm)[8]の特性 -15
無能力者(Incapable)の特性 -25
不具(Maimed)の特性 -15
盲目(Blind)の特性 -10
病気(Ill)の特性 -10
腺ペスト(Bubonic Plague)の特性 -30
癌(Cancer)の特性 -20
結核(Consumption)の特性 -10
梅毒(Great Pox)の特性 -20
痛風(Gout Ridden)の特性 -5
らい病(Leper)の特性 -20
性器ヘルペス(Lover's Pox)の特性 -5
肺炎(Pneumonia)の特性 -10
隻脚(One-Legged)の特性 -10
天然痘(Smallpox)の特性 -15
チフス(Typhus)の特性 -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.[9] Attributes

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

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:[10]

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

こちらも参照: 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% No No No 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 Disease resistance (fertility) modifier. Currently, only the Iron Constitution perk in the Whole of Body tree provides some.

Stress

こちらも参照: 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 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.

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 lose some stress with a choice of gaining one of two traits (a Coping Mechanism or worse, see table below) or gain additional stress. A level 3 mental break event can sometimes injure or kill the character, cause them to kill another character in their court (including their own heir) gaining the  Murderer trait, or force them to 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 +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.

Level  Stress  Fertility  Health penalty Attempt Suicide decision Mental break traits
Stress level 0.png 0–99 0 None No No mental breaks
Stress level 1.png 100–199 −10% None No Coping mechanism
Stress level 2.png 200–299 −30% Severe No Coping mechanism, 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, 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.

  • 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

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]\displaystyle{ \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]\displaystyle{ \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]\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 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]\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 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]\displaystyle{ \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.

Trait Child Trait Factor Guardian Trait Factor
 Genius 20 15
 Intelligent 15 10
 Quick /  Shrewd 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.

Trait Child Trait Factor Guardian Trait Factor
 Slow /  Dull 10 5
 Stupid 15 10
 Imbecile 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]\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 Success 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.  Genius
  3.  Intelligent
  4.  Quick
  5. Value of Primary Attribute (which matches child's focus)
  6.  Learning 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  Genius 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]

[11]

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[12] 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):

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.[13] 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 target weight[14] increases by 7[15], and when you hunt, your target weight[16] decreases by 4[17]. 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:[13]

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

参照

  1. 訳者注:ゲーム内の単語ではなく、英wikiがつけている単語のようです。
  2. game\common\defines\00_defines.txt, SKILL_DIPLOMACY_MULT = 1
  3. game\common\modifiers\00_basic_modifiers.txt, diplomacy_modifier_with_offset
  4. 訳者注:ミス?
  5. 訳者注:intimidatedはゲームコンセプトワードの翻訳だと「脅迫」
  6. 訳者注:terrified はゲームコンセプトワードの翻訳だと「畏怖」
  7. 訳者注:日本語訳は現在「疑問あり」の状態
  8. 訳者注:病弱だとSicklyと同じ役になってしまうので一旦別の役に変更しました
  9. common\defines\00_defines.txt: NEWBORN_HEALTH_BASE = 4.5, NEWBORN_HEALTH_SPAN = 0.5, NEWBORN_HEALTH_FEMALE_BONUS = 0.5.
  10. common\defines\00_defines.txt, NModifier
  11. Reddit user u/Adhesiveduck https://www.reddit.com/r/CrusaderKings/comments/iu2sed/the_education_system_explained_how_to_choose_a/
  12. events\education_and_childhood\coming_of_age_events.txt, lines 1024-1029
  13. 13.0 13.1 Reddit user u/Stefan_Askanien https://www.reddit.com/r/CrusaderKings/comments/iutm4z/how_weight_is_calculated_and_how_to_fight_obesity/
  14. common\activities\00_activity_feast.txt, activity_feast
  15. common\script_values\10_health_values.txt, feast_weight_modifier_value
  16. common\activities\00_activity_hunt.txt, activity_hunt
  17. common\script_values\10_health_values.txt, hunt_weight_modifier_value