Attributs
Attributes represent certain statistics that each character has, and determine mainly how good a character is at certain actions.
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. (If they die of poor health before it, the death reason will be "Natural Causes".) 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 Modèle:Icon/h −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 Modèle:Icon/p 1 prowess each year. The chance increases by 1.5% each year. A dynasty can prevent this by completing the Fichier:Kin legacy track.png Kin legacy.
Skills
Skills represent a character's expertise across various fields and together with traits determine how good or bad a character is at a given task. Each character will be born with a skill level between 0 and 10 in every skill category, partially determined by both parents. Between the ages of 6 and 16 a child can gain up to 4 more skill points spread across all skill categories, once again determined by the skill of both parents. Skill will be further increased or decreased by various traits and modifiers. All skills cap at 100. The five main skills are diplomacy, martial, stewardship, intrigue, and learning. Prowess is a secondary skill that reflects a character's aptitude in personal combat.
| Skill | Effect per level | Modèle:Icon/k Additional effects per level if Nomadic |
|---|---|---|
Diplomacy icon
Diplomacy Diplomacy is a Skill representing a Character's ability to charm, negotiate and persuade. |
|
Modèle:Icon/h +1% Herd Gain (Starting from −8% at Level 0) |
|
Modèle:Icon/h +0.5% Herd Conversion into Horde Riders (Starting from −4% at Level 0) | |
Stewardship icon
Stewardship Stewardship is a Skill that helps Rulers manage their Domain. |
|
Modèle:Icon/g +2% Income from Herd (Starting from −16% at Level 0) |
Intrigue icon
Intrigue Intrigue is a Skill representing a Character's ability to understand and manipulate other characters, and to organize elaborate plots. |
|
|
Learning icon
Learning Learning is a Skill measuring a Character's literacy and wisdom. Characters with high Learning can be expected to have extensive knowledge of all common scholarly endeavors, including technology, philosophy, language and mathematics. |
|
Modèle:Icon/c +2% County Fertility Growth (Starting from −16% at Level 0) |
Prowess icon
Prowess Prowess is a Skill that reflects the Character's aptitude in personal combat. |
|
Value thresholds
The final value of each skill, including modification by education and other traits, is tested against certain thresholds in the game data. One is used to set the human-readable description of the skill level shown in the tooltip while mousing over one of a character's skills, to give a general assessment of their ability.
| Values | Description |
|---|---|
| 0–4 | Terrible |
| 5–8 | Poor |
| 9–12 | Average |
| 13–16 | Good |
| 17-68 | Excellent |
| 69 | Nice |
| 70-100 | Excellent |
Dread
Modèle:Icon/d Dread is a measure of how feared a ruler is by their vassals and courtiers. A character's dread can range from 0 to 100, with Modèle:Icon/n Nomadic and Modèle:Icon/m Meritocratic Khanate rulers having a higher cap of 150. Enough dread compared to another character's boldness can make characters either Modèle:Icon/i intimidated or Modèle:Icon/t 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 primarily by its traits (i.e characters with "Brave" trait will never be Intimidated, while those with "Craven" trait will always be Terrified).
- A character becomes Modèle:Icon/iintimidated by characters whose Modèle:Icon/d dread is 20 above their own boldness
- A character becomes Modèle:Icon/tterrified by characters whose Modèle:Icon/d dread is 45 above their own boldness.
This includes negative boldness, meaning that characters with 0 Modèle:Icon/d dread can still have 'Intimidated' or 'Terrified' characters if they are below the boldness level required.
Intimidation and terror
Modèle:Icon/i Intimidated characters are less likely to join factions or schemes against the character they're intimidated by, while a Modèle:Icon/t terrified character will never join factions or schemes against them. In addition, it affects their acceptance for various character interactions:
| Interaction | Fichier:Intimidated.png Intimidated acceptance | Fichier: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 |
Natural dread
The natural dread of a character is modified by the following (default value is 0):
| Source | Natural dread |
|---|---|
| First Guile dynastic legacy perk | +15 |
| Intimidation focus | +30 |
| Eye for an Eye tradition | +10 |
| Respected Despots family attribute | +10 |
| Achamanism holy site of Carthage | +5 |
| Serve the Crown lifestyle perk | +15 |
| Manipulator accolade stat | +20 |
| Wrathful trait | +20 |
| Arbitrary trait | +15 |
| Sadistic trait | +35 |
| Albino trait | +15 |
| Scaly trait | +10 |
| One-Eyed trait | +10 |
| Cannibal trait | +20 |
| Greatest of Khans trait | +50 |
| Compassionate trait | -15 |
| Wounded trait | -10 |
| Severely Injured trait | -15 |
| Brutally Mauled trait | -20 |
| Sickly trait | -20 |
| Infirm trait | -15 |
| Incapable trait | -25 |
| Maimed trait | -15 |
| Blind trait | -10 |
| Ill trait | -10 |
| Bubonic Plague trait | -30 |
| Cancer trait | -20 |
| Consumption trait | -10 |
| Great Pox trait | -20 |
| Gout-ridden trait | -5 |
| Leper trait | -20 |
| Lover's Pox trait | -5 |
| Pneumonia trait | -10 |
| One-Legged trait | -10 |
| Small Pox trait | -15 |
| Typhus trait | -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>Modèle:Cite file: NEWBORN_HEALTH_BASE = 4.5, NEWBORN_HEALTH_SPAN = 0.5, NEWBORN_HEALTH_FEMALE_BONUS = 0.5.</ref> {{#lst:Attributes|HealthLossViaAge}}
| Health | Can die | Interval |
|---|---|---|
Dying icon
Dying You are at Death's doorstep |
Modèle:Icon/y | health < 0 |
Near Death icon
Near Death You are not long for this world... |
Modèle:Icon/y | 0 ≤ health < 1 |
Poor icon
Poor You are ailing |
Modèle:Icon/y | 1 ≤ health < 3 |
Fine icon
Fine You are feeling fine |
Modèle:Icon/n | 3 ≤ health < 5 |
Good icon
Good Your humors are balanced |
Modèle:Icon/n | 5 ≤ health < 7 |
Excellent icon
Excellent You are full of vim and vigor! |
Modèle:Icon/n | health ≥ 7 |
Some traits, tenets and modifiers provide bonuses Modèle:Icon/h 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:<ref>Modèle:Cite file, NModifier</ref>
| Displayed as | Range of values |
|---|---|
| Modèle:Icon/h The Reaper Approaches | value ≤ −6 |
| Modèle:Icon/h Catastrophic Health Penalty | −6 < value ≤ −4.5 |
| Modèle:Icon/h Critical Health Penalty | −4.5 < value ≤ −3 |
| Modèle:Icon/h Severe Health Penalty | −3 < value ≤ −1 |
| Modèle:Icon/h Major Health Penalty | −1 < value ≤ −0.75 |
| Modèle:Icon/h Moderate Health Penalty | −0.75 < value ≤ −0.5 |
| Modèle:Icon/h Minor Health Penalty | −0.5 < value ≤ −0.25 |
| Modèle:Icon/h Tiny Health Penalty | −0.25 < value < 0 |
| Modèle:Icon/h Small Health Boost | 0 < value < +0.25 |
| Modèle:Icon/h Medium Health Boost | +0.25 ≤ value < +0.5 |
| Modèle:Icon/h Significant Health Boost | +0.5 ≤ value < +0.75 |
| Modèle:Icon/h Huge Health Boost | +0.75 ≤ value < +1 |
| Modèle:Icon/h Massive Health Boost | +1 ≤ value < +2 |
| Modèle:Icon/h Godlike Health Boost | value ≥ +2 |
Death
Modèle:Icon/d Death is the end of a character's life. For landed characters, it triggers succession for any held titles. There can be multiple causes:
- Modèle:Icon/h When health is either Poor, Near Death or Dying, there is a chance at a given interval to die. The lower a character's health, the bigger this chance is.
- Fichier:Secret murder.png Upon success of a murder scheme, the targeted character dies.
- Modèle:Icon/d 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 Modèle:Icon/p 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
Modèle:See also Fertility represents a character's chance to have or cause pregnancy. Married couples and lovers who are a man and a woman, have a monthly chance to get the woman pregnant based on the average fertility of the two partners. A character has a base fertility of 50%, modified by additive modifiers such as traits and artifacts. There is also a multiplicative modifier from age. The age when it starts to decay is increased by 5 if it has the Modèle:Icon/f Fecund or Modèle:Icon/w Whole of Body traits (they do not stack), and another 5 from completing the "Blood" Dynasty Legacy.
| Modèle:Diagonal split header | 16–25 | 26–30 | 31–35 | 36–40 | 41–45 | 46–50 | 51–60 | 61–70 | 70+ |
|---|---|---|---|---|---|---|---|---|---|
| Modèle:Icon/m Male | 1.0 | 1.0 | 1.0 | 0.9 | 0.8 | 0.8 | 0.7 | 0.6 | 0.5 |
| Modèle:Icon/f Female | 1.0 | 0.9 | 0.7 | 0.5 | 0.33 | Modèle:Icon/n | Modèle:Icon/n | Modèle:Icon/n | Modèle:Icon/n |
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.
Fertility only affects the monthly random chance. Laying with a not-infertile, opposite sex partner during an event will always result in pregnancy.
Chance of impregnation monthly is equal to the average of fertility of parents times 4.75. <ref>Modèle:Cite file: FERTILITY_CHANCE_MULTIPLIER = 4.75</ref>
Note: Males can have a maximum number of children; 9 living children plus 2 per additional consort or wife (so 15 total with 4 wives). This does not stop event driven pregnancies and special cases such as multiple pregnancies setting off while having 14 children and/or the 15th pregnancy resulting in twins. Females can have a maximum number of 9 children (again barring an event-driven 10th pregnancy) unless the 9th pregnancy results in twins.
Pregnancy and Complications
Women will start showing signs of pregnancy on the 2nd month, during which they will have -2 Modèle:Icon/p penalty, and will give birth in the 10th month.
It is possible for the mother to suffer pregnancy complications, which may result in stillbirth and/or the death of the mother. Currently, there are only 2 modifiers that influence the chance of pregnancy complications, such as:
- Dynasty Legacy "Kin" Level-3: -25%
- Tenet "Sacred Childbirth": -50%
Disease resistance (fertility)
It is possible for fertility penalties to be negated by the Modèle:Icon/f Disease resistance (fertility) modifier. Currently, only the Iron Constitution perk in the Whole of Body tree provides some.
Stress
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 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), signing White Peace during offensive wars |
| Arrogant | grant independence, legitimize bastard, signing White Peace during offensive wars |
| Callous | release from prison (w/out demands) |
| Chaste | seduce |
| Compassionate | kick from court, disinherit, denounce, break up with lover, dismiss concubine, fabricate hook, blackmail, imprison, move to dungeon, execution, start murder, start abduct, torture and title revocation |
| Content | claim throne, force onto council |
| Craven | join war, torture |
| 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, retract vassal, revoke title |
| Greedy | grant independence, gift, grant titles (at/below domain limit), invite agent to scheme (w/ gift), grant vassal |
| Gregarious | kick from court, failure during Sway schemes |
| Honest | invite agent to scheme, elope, fabricate hook, start murder, start abduct |
| Impatient | delay murder scheme |
| 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, send child to guardian |
| 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 |
| 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 Modèle:Icon/s lose some stress with a choice of gaining one of two traits (a Coping Mechanism or worse, see table below) or Modèle:Icon/s gain additional stress. A level 3 mental break event can sometimes Modèle:Icon/w injure or Modèle:Icon/d kill the character, cause them to kill another character in their court (including their own heir) gaining the Modèle:Icon/m 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. 400 is the maximum stress value, even if more stress is accumulated it will not surpass that number.
Mental breaks often times impart negative temporary modifiers to the character at level 2 and level 3. When the mental break causes a change in Personality Traits, one previous Personality Trait will be removed.
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 grant a stacking Modèle:Icon/s +20% Stress loss benefit and a related stress-reducing decision on a 3-year cooldown, making it easier to de-stress before the next mental break occurs.
Some perks grant bonuses for stress levels, notably, the "Thriving in Chaos" (Intrigue lifestyle, +4 Martial, +4 Intrigue, and +6 Prowess per stress level) and "Golden Aplomb" (Stewardship Lifestyle, +10% Monthly Income per stress level).
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 | Modèle:Icon/s Stress | Modèle:Icon/f Fertility | Modèle:Icon/h Health penalty | Modèle:Icon/d Attempt Suicide decision | Modèle:Icon/u Mental break traits |
|---|---|---|---|---|---|
| Fichier:Stress level 0.png | 0–99 | 0 | None | Modèle:Icon/n | No mental breaks |
| Fichier:Stress level 1.png | 100–199 | −10% | None | Modèle:Icon/n | Coping mechanism |
| Fichier:Stress level 2.png | 200–299 | −30% | Major (-1) | Modèle:Icon/n | Coping mechanism, Fichier:Trait depressed.png Melancholic, Fichier:Trait arbitrary.png Arbitrary, Fichier:Trait eccentric.png Eccentric,Fichier:Trait witch.png Witch |
| Fichier:Stress level 3.png | 300–399 | −50% | Severe (-2) | Modèle:Icon/y | Fichier:Trait wrathful.png Wrathful, Fichier:Trait lunatic.png Lunatic, Fichier:Trait depressed.png Melancholic, Fichier:Trait murderer.png Murderer, Modèle:Icon/d Death, or Abdication |
Known languages
Known languages are the languages that a character can speak fluently. Speaking the language of a different culture reduces the different culture Modèle:Icon/o opinion penalties with both characters and counties of that culture in half. Each character will always know the language of their culture and can learn a number of foreign languages via the Learn Language scheme.
Each character has a foreign language limit of 1, which is increased by 1 for every 5 points of Modèle:Icon/l learning. If a character knows more foreign languages than its foreign language limit allows it has a yearly chance to be forced to choose between forgetting a language or gaining a Modèle:Icon/s stress level, or two if Modèle:Icon/l Lazy. The chance increases with every foreign language above the limit.
Children learn new languages more easily than adults.
Legitimacy
Legitimacy is a measure of a ruler character's right to rule. Legitimacy can be gained by creating titles (gaining titles through usurpation only decreases the former owner's Legitimacy), releasing higher-ranked prisoners with no demands, taking certain decisions, creating legends, holding court, attending activities, having a Senechal and assigning a Court Musician to the Bolster Legitimacy task (effectiveness depends on Aptitude), and winning wars, especially against rulers of higher title rank. These gains can be further modified, positively by having the Fichier:Trait legend.png Living Legend or Modèle:Icon/v Venerated Ancestor traits, or negatively if the character is a Modèle:Icon/b Bastard or a Modèle:Icon/l Legitimized Bastard.
Legitimacy can be lost by losing titles, accepting faction demands, taking tyrannical actions, discovered hostile schemes, exposed secrets, excommunication, marrying Lowborn characters (only applies to primary spouse but making a Lowborn secondary spouse the primary one applies the penalty as well), plagues starting in the Domain, disinheriting dynasty members, and losing wars, especially civil wars - losses are also magnified for characters with a Modèle:Icon/d Disputed Heritage. When a ruler dies their heirs will inherit part of the Legitimacy depending on how close a relative they were to the previous ruler.
Every ruler starts with a certain amount of Legitimacy. This primarily scales with Dynasty's Level of Splendor, as well as Modèle:Icon/g Court Grandeur if the ruler has a Royal Court. It is also increased by a a high Modèle:Icon/d Diplomacy skill and having the Modèle:Icon/j Just, Modèle:Icon/d Diplomat, Modèle:Icon/b Born in the Purple and Modèle:Icon/s Sayyid traits or traits that are considered virtues and reduced by having the Modèle:Icon/i Inbred trait, traits that are considered sins, or by being a gender that doesn't match the faith's View on Gender doctrine.
Legitimacy is calculated on a scale ranging from 0 to 2800 and goes through 8 levels. How much Legitimacy is required for each level, and how much can be accumulated before excess is wasted, depends on the primary title rank and culture era. Each era will further increase the required Legitimacy for each level by half of the Legitimacy required for level 1. Tribal era values are presented in the table. It should be noted that the title rank starts with Modèle:Icon/b Baron so for example a Modèle:Icon/c Count will need 60 for Aspiring.
Characters with Modèle:Icon/g Administrative, Modèle:Icon/c Celestial, Modèle:Icon/m Meritocratic, Modèle:Icon/m Meritocratic Khanate or Modèle:Icon/r Ritsuryō government will only have Legitimacy if they are independent.
| Modèle:Diagonal split header | Modèle:Icon/c County | Modèle:Icon/d Duchy | Modèle:Icon/k Kingdom | Modèle:Icon/e Empire | Modèle:Icon/h Hegemony |
|---|---|---|---|---|---|
| Illegitimate |
|
|
|
|
|
| Aspiring Modèle:Icon/l 30 per title rank |
Modèle:Icon/o -10% Short Reign Duration |
|
|
|
|
| Recognized Modèle:Icon/l 70 per title rank |
|
Modèle:Icon/o -10% Short Reign Duration |
|
|
|
| Rightful Modèle:Icon/l 120 per title rank |
|
|
Modèle:Icon/o -10% Short Reign Duration |
|
|
| True Modèle:Icon/l 200 per title rank |
|
|
|
Modèle:Icon/o -10% Short Reign Duration | |
| Ordained Modèle:Icon/l 300 per title rank |
|
|
|
|
|
| Destined Modèle:Icon/l 3600 |
Only available to the Hegemon of China if the Modèle:Icon/a All Under Heaven DLC is installed |
| |||
| Celestial Modèle:Icon/l 5200 |
| ||||
Nomadic legitimacy
Modèle:Expansion Rulers with Modèle:Icon/n Nomadic government are expected to have the Rightful legitimacy level and are affected the same way regardless of their title rank. Their legitimacy gains and loses from wars are also doubled and they also gain legitimacy by marrying the noble courtiers of a ruler with equal or higher Dominance law.
| Fichier:Nomadic legitimacy 0.png Illegitimate | Fichier:Nomadic legitimacy 1.png Aspiring | Fichier:Nomadic legitimacy 2.png Recognized | Fichier:Nomadic legitimacy 3.png Rightful | Modèle:Icon/l True | Modèle:Icon/l Ordained | |
|---|---|---|---|---|---|---|
| Effects |
|
|
|
|
|
|
| Acceptance |
|
|
|
|
|
Mandala legitimacy
Modèle:Expansion Modèle:Main {{#section-h:Mandala|Mandala Legitimacy}}
Domain
The Domain is the collection of all holdings a ruler owns personally. Each ruler has a Domain Limit; this determines how many holdings from which they can efficiently collect Modèle:Icon/g Taxes and Modèle:Icon/l Levies. Once the Domain Limit is reached, newly controlled holdings will stop providing Modèle:Icon/g taxes and Modèle:Icon/l levies after a year passes.
For rulers with Modèle:Icon/f Feudal, Modèle:Icon/c Clan, Modèle:Icon/t Tribal, Modèle:Icon/g Administrative, Modèle:Icon/c Celestial, Modèle:Icon/m Meritocratic and Modèle:Icon/m Meritocratic Khanate government the Domain Limit is decided in the game rule with the same name and increased by the following:
Modèle:Expansion Rulers with Modèle:Icon/n Nomadic, Modèle:Icon/m Mandala, Modèle:Icon/w Wanua, Modèle:Icon/r Ritsuryō and Modèle:Icon/s Sōryō government have a stricter Domain Limit.
| Modèle:Icon/n Nomadic | Modèle:Icon/m Mandala | Modèle:Icon/w Wanua | Modèle:Icon/r Ritsuryō and Modèle:Icon/s Sōryō |
|---|---|---|---|
|
|
|
|
Governor efficiency
Modèle:Expansion Governor efficiency only appears on characters in a realm with Modèle:Icon/g Administrative, Modèle:Icon/c Celestial, Modèle:Icon/r Ritsuryō, Modèle:Icon/m Meritocratic or Modèle:Icon/m Meritocratic Khanate government. It ranges from -50% to +50% and affects the domain's taxes and levies as well as the effectiveness of title men-at-arms by the same amount. Governor efficiency starts are -100 and is increased by the following:
- +1.7 per skill
- +2 from having a level 4 education trait
- +4 from having a level 5 education trait
- +10 from Modèle:Icon/e Eunuch trait
- +12 from Modèle:Icon/g Governor trait level 4
- +9 from Modèle:Icon/g Governor trait level 3
- +6 from Modèle:Icon/g Governor trait level 2
- +3 from Modèle:Icon/g Governor trait level 1
- +10% from having a Private Study estate upgrade of at least level 2
- -20 if the character is a vassal and owns titles that are not de jure part of the liege's primary title
Merit
Modèle:Expansion Merit replaces Modèle:Icon/l Legitimacy for vassals with certain governments. Every such vassal has a Career Path and a Merit Rank. If their liege has the same government the vassal can only be given titles if their Merit Rank is high enough and if a character dies their titles and any council position will automatically be given to the character who has the same Career Path and highest Merit Rank although the liege can revoke them at any point. A player can change their Career Path via a decision unless they are landed or a councilor.
Vassals who have Merit may have Elder-Disciple relationships with each other, their courtiers or their liege. The Elder must be either the liege or a character with a higher Merit Rank than the liege and the relationship ends if none of these conditions are valid anymore. If both characters are involved in the Dynastic Cycle situation and they are not part of the same political movement the Disciple will have to join the Elder's political movement or pay 100 Modèle:Icon/i Influence and 20 Modèle:Icon/o Opinion with the Elder. Each character can have up to 5 Disciples but the limit can be increased. Elders and disciples can ask each other as well as other disciples of the same elder for Modèle:Icon/g Gold, Fichier:Appointment score.png Candidate Score, an artifact or a men-at-arms regiment. If the character asking is part of a Political Movement they may also ask for a knight, feast, or courtier with the Modèle:Icon/c Confucian Education trait. If the request is accepted the character will gain between 10 and 160 Modèle:Icon/m Merit depending on the primary title rank of the asked character.
Merit Rank
The maximum Merit Rank a character can reach is limited by their currently-passed exams. Passing an exam requires attending another character's examination activity with the Fichier:Study hard intent.png Take Examination intent and succeeding.
- Fichier:Activity local examination.png Provincial Examination is passed via the Local Examination activity and increases the maximum Merit Rank by +2 and increases the Exam Score of the following examinations
- Fichier:Activity imperial examination.png Metropolitan Examination is passed via the Capital Examination activity and increases the maximum Merit Rank by +2
- Fichier:Palace examination.png Palace Examination is passed via the Capital Examination activity by being among the top 10 characters by Exam Score and increases the maximum Merit Rank by +3
| Merit rank | Required merit | Max title rank | Modèle:Icon/m Movement Power | Modèle:Icon/t Monthly salary base rate | Government |
|---|---|---|---|---|---|
No Rank icon
No Rank To be without a Merit Rank is to be scholarly worthless and unsuitable for office. |
0 | Modèle:Icon/b Barony | Modèle:Icon/c Celestial Modèle:Icon/m Meritocratic Modèle:Icon/m Meritocratic Khanate | ||
Rank 9 icon
Rank 9 The entry level Merit Rank of prospective examination entrants. |
100 | Modèle:Icon/c County | +10 | ||
Rank 8 icon
Rank 8 8th Rank is a barely significant Merit Rank. |
250 | Modèle:Icon/c County | +20 | +5% | |
Rank 7 icon
Rank 7 7th Rank is a less significant Merit Rank. |
750 | Modèle:Icon/d Duchy | +30 | +10% | |
Rank 6 icon
Rank 6 6th Rank is a fairly significant Merit Rank. |
1500 | Modèle:Icon/d Duchy | +40 | +15% | |
Rank 5 icon
Rank 5 5th Rank is the fulcrum of the nine ranks, and denotes a "worthy official". |
2500 | Modèle:Icon/k Kingdom | +50 | +20% | |
Rank 4 icon
Rank 4 4th Rank is a significant Merit Rank. |
4000 | Modèle:Icon/k Kingdom | +60 | +25% | Modèle:Icon/c Celestial |
Rank 3 icon
Rank 3 3rd Rank is a markedly significant Merit Rank of capable administrators whose talents rise well above the ordinary. |
5500 | Modèle:Icon/e Empire | +70 | +30% | |
Rank 2 icon
Rank 2 2nd Rank is a highly significant Merit Rank that recognizes an official of high virtue and talent. |
7500 | Modèle:Icon/e Empire | +80 | +50% | |
Rank 1 icon
Rank 1 1st Rank is the most significant Merit Rank reserved for paragons of both Confucian virtue and scholarly brilliance. |
9500 | Modèle:Icon/e Empire | +90 | +75% |
Weight
Every character has a hidden weight, which is hidden but can be set manually when creating custom rulers. It ranges from -100% to 100%. If weight is below -50% the character will gain the Malnourished modifier and unlock the Gain Weight decision. If weight is above 50% the character will gain the Obese health penalty and the Lose Weight decision becomes available. Both modifiers give a moderate Modèle:Icon/h Health penalty.
Twice per year a character's weight will drift by 5% towards the following value. These changes will be decreased if the character has the Modèle:Icon/d Diligent, Modèle:Icon/t Temperate, Modèle:Icon/a Athletic, Modèle:Icon/w Whole of Body, Modèle:Icon/h Hale, Modèle:Icon/r Robust or Modèle:Icon/h Herculean/Amazonian trait or is young and increased if the character has the Modèle:Icon/d Delicate, Modèle:Icon/f Frail or Modèle:Icon/f Feeble trait or is old.
| Weight gain | Balanced | Weight loss |
|---|---|---|
|
|
|
Education
Characters up to the age of 6 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. This can only be done once per child, and not be changed later on. When the character becomes an adult, they will gain an education trait for the matching attribute.
Between the ages of 6 and 16 the child will build up a hidden education score. It has a chance to increase by +2 every birthday (10 chances), plus some additional chances, as detailed below. Once the character reaches the age of 16 they will acquire an education trait based on that score.
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 (Modèle:Icon/q Quick/Modèle:Icon/s Shrewd, Modèle:Icon/i Intelligent, Modèle:Icon/g Genius). The guardian or child having a negative intelligence trait (Modèle:Icon/s Slow, Modèle:Icon/s Stupid, Modèle:Icon/i Imbecile) will negatively affect their education, as will pushing them to an Education Focus that does not match their Childhood trait. These modifications are further explained and calculated below.
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 (Modèle:Icon/h Hale, Modèle:Icon/r Robust, Modèle:Icon/h Herculean, Modèle:Icon/s Strong, Modèle:Icon/g Giant) will increase the chance of a high-tier Prowess education, while negative Prowess and other sickly traits (Modèle:Icon/d Delicate, Modèle:Icon/f Frail, Modèle:Icon/f Feeble, Modèle:Icon/w Weak, Modèle:Icon/d Dwarf, Modèle:Icon/s Spindly, Modèle:Icon/w Wheezing, Modèle:Icon/h Hunchbacked, Modèle:Icon/i Inbred, Modèle:Icon/b 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 higher chance to copy the guardian's personality traits (and also less likely to have the personality trait opposite to that of guardian's). If the guardian has the Witch trait or secret, they will have the option to try converting their wards to witchcraft.
A guardian has Modèle:Icon/o +5 towards the child and the ward has Modèle:Icon/o +15 opinion towards the guardian.
Point modifiers
Several factors can provide extra education score modifiers above and beyond those earned via the normal yearly roll:
- The guardian's council having a spouse that is focused on patronage, has a high learning education, high learning skill, or Modèle:Icon/s Scholar trait, can trigger adding +1 free point. This can occur happen multiple times over the course of the child's education, and the points are accumulated.
- Having a child educated by a guardian who has a University building in their realm (and paying gold for the privilege) provides a 60% chance of gaining +2 points and a 40% chance of gaining +3 points.<ref>
common\scripted_effects\00_education_effects.txt,results_of_university_education_points_effect</ref> The roll will happen on the 16th birthday. The internal flag for attending a university is set on the child immediately and not removed if their guardianship changes, so even if the University holding is lost or the guardian dies, the bonus will still be awarded. - If your court has the Court Tutor position populated when the child comes of age, an additional education roll occurs. The guaranteed minimum bonus of +2 points is most likely if the Tutor has Terrible, Poor, or Average aptitude, while Good or Excellent aptitude make getting +3 points more likely. With Excellent aptitude only, there is an approximately 10% chance of the bonus being an entire +4 points.
- If the child's dynasty has the second level of the "Kin" Dynasty Legacy unlocked, an additional education roll occurs when the child comes of age, with success (60%) equaling +3 and failure (40%) equaling +2 points. In essence, a guaranteed 2 bonus points with a chance of 1 additional.
- Some cultural traditions provide small modifications to educational outcomes, for instance:
- The "Charismatic" tradition has a 60% chance of adding +1 point for diplomatic educations only.
- The "Agrarian" tradition applies a penalty of -1 point for martial educations.
Note that, with the exception of the points earned sporadically via the guardian's spouse, none of these bonuses take into consideration how long the child "logically" would have been under their effect. As long as you have the Court Tutor, Dynasty Legacy, etc. on the day before the child turns 16, they will receive the full and complete benefit when they come of age. On the other side, this also means that if you have a working Court Tutor for the child's entire upbringing, only to fire them the day before the 16th birthday, there will be no bonus whatsoever.
Education roll calculations
The success chances for a +2 education score has a base value of 60%.
<math> \text{Success Chance} = \left( \frac{ 60 + Success Factor }{ 100 + Failure Factor }\right) \times 100% </math>
Success factors
| Child Trait Factor | Guardian Trait Factor | |
|---|---|---|
| Modèle:Icon/g Genius | 20 | 15 |
| Modèle:Icon/i Intelligent | 15 | 10 |
| Modèle:Icon/q Quick / Modèle:Icon/s Shrewd | 10 | 5 |
| Guardian's culture has Fichier:Tradition runestone.png Northern Stories, Fichier:Tradition ceremony.png Storytellers or Noble Adoption tradition | 10 | |
| Childhood trait Matching | 20 | |
| Childhood trait Not Matching | -20 | |
| Guardian's relevant Skill | 0.4 * relevant Skill | |
| Guardian's Modèle:Icon/l learning skill | 0.2 * Modèle:Icon/l learning skill |
Failure factors
| Child Trait Factor | Guardian Trait Factor | |
|---|---|---|
| Modèle:Icon/s Slow / Modèle:Icon/d Dull | 10 | 5 |
| Modèle:Icon/s Stupid | 15 | 10 |
| Modèle:Icon/i Imbecile / Modèle:Icon/i Inbred (child only) | 20 | 15 |
| No Guardian | 20 |
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>Modèle:Cite file, lines 1024-1029</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):
| Trait | Prowess Factor |
|---|---|
| Modèle:Icon/h Herculean | +3 |
| Modèle:Icon/r Robust, Modèle:Icon/s Strong, Modèle:Icon/g Giant | +2 |
| Modèle:Icon/h Hale | +1 |
| Modèle:Icon/d Delicate, Modèle:Icon/s Spindly, Modèle:Icon/w Wheezing, Modèle:Icon/h Hunchbacked, Modèle:Icon/i Inbred, Modèle:Icon/b Bleeder | -1 |
| Modèle:Icon/f Frail, Modèle:Icon/w Weak, Modèle:Icon/d Dwarf | -2 |
| Modèle:Icon/f 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.
Obedience
(Only Rulers and their courtiers ofModèle:Icon/m Meritocratic Khanate and Modèle:Icon/n Nomadic governments) {{#lsth:Nomadic|Obedience}}
Other
Candidate Score
Modèle:Expansion Modèle:Main Certain governments use a candidate-based succession, where every character eligible has a Candidate Score. When the succession happens the title goes to the character with the highest Candidate Score, and the character's Candidate Score goes back to 0. If the government type also uses Merit, Merit Rank weights more than Candidate Score.
Movement Power
Modèle:Expansion Modèle:Main Those who are part of the Dynastic Cycle situation as participants have Personal Fichier:Group power.png Movement Power, which is increased by the following:
- Age
- Title rank
- Modèle:Icon/m Merit rank
- Level of devotion
- Level of influence
- Men-at-arms
- Modèle:Icon/g Governor trait experience
- Estate upgrades
- Power of disciples
- Being a councilor
- Being a Modèle:Icon/d diarch
Every Political Movement has a Fichier:Group power.png Movement Power, which is the sum of Fichier:Group power.pngPersonal Movement Power of all members. Reaching 800 Fichier:Group power.pngMovement Power unlocks for every member Dismiss Hook and Request Permission to Raid-interactions, and the Modèle:Icon/rRaid Estate scheme.
Mandala Radiance
Modèle:Expansion Modèle:Main {{#section-h:Mandala|Mandala Radiance}}
References
<references />

