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{{version|2.8}} [[File:Barber.png|Attributes|link=]] ''Attributes'' measure the abilities of a [[character]]. Unlike [[traits]], they are numerical rather than binary. Each [[character]] has base attributes which are then impacted by their [[traits]]. The total is displayed on the character screen, while the base is visible on mouseover. Base attributes are mostly acquired during childhood through [[education]], but can also be altered by [[event]]s. Some [[event]]s and event chains will only have certain choices open to the player if the qualifying level of an attribute is active. For example, if a [[vassal]] demands a [[title]], but their liege rejects it, there will normally result in a lengthy [[opinion]] malus; although, if the liege's [[File:Icon diplomacy.png|Diplomacy|link=]] ''diplomacy'' is high enough, they can reject the request politely and avoid upsetting the vassal. ==国家能力== For many applications of attributes, the relevant factor is the '''state attribute''', instead of the [[character]]'s attribute. <pre>国家能力 = 统治者属性 + (0.5 x 配偶属性) + 内阁成员属性</pre> Notes: *在 [[File:Iqta government.png|Iqta|link=]] 伊克塔或者 [[File:Tribal government.png|Tribal|link=]] 部落 [[政体]]下, 只有正妻的属性会影响国家能力。[[侍妾]]以及你的其他妻子并不会产生影响。 *如果处于[[摄政]]状态中,由摄政者的属性加上内阁成员属性来代替上述公式。 *如果[[摄政者]]或配偶同时也是一位[[内阁成员]],则对他们的属性只进行一次计算。因此请尽量不要让你的摄政者及配偶成为内阁成员。(平妻和[[侍妾]]由于不进行属性计算,可以排除在外) **如果{{icon|con}} [[御前会议]] DLC处于激活状态,你可以将摄政者/配偶交换至无实权的“顾问”职位来避免属性计算上的损失。 *一位廷臣的国家能力(如国家外交能力提供的每月威望加成)只会计算他们个人的能力。 *国家能力显示在[[Character|角色界面]]属性栏的括号里。 ==被动效果== [[File:Attributes.jpg|413px|thumb|right|Highlighted attributes box on character screen (v. 2.8)]] === [[File:Icon diplomacy.png|Diplomacy|link=]] 外交 === ''外交''技巧反映了一名角色进行谈判和取悦他人的能力. 这是衡量一位[[外交总管]]是否胜任[[内阁]]工作的属性。 个人外交能力: *增加领地内廷臣对[[角色]]的[[好感]](包括[[内阁成员]]及配偶) *与配偶的外交一起决定[[Vassals#Direct vassal limits|封臣上限]]。(封臣上限奖励:30%统治者的外交+30%其配偶的外交)。 *如果角色不是[[游牧]]且至少为[[Vassals|公爵级]],外交将与[[File:Icon learning.png|学习|link=]] ''学习''属性一起决定每月获得的文化[[科技]]点数。 *如果角色在其领主的[[内阁]]里担任[[外交总管]] ,那么这项属性将决定其能力。 国家外交能力: *提升每个人对角色的[[好感]](除去直属封臣及廷臣) *提高赠送[[礼物]]所增加的[[好感]]。 *给予角色[[威望]]。 (每点{{green|+0.01/月}}) === [[File:Icon martial.png|Martial|link=]] 军事 === ''Martial''是[[战争]]与[[战斗]], 这是衡量一位[[军事总管]]是否胜任[[内阁]]工作的属性。 Personal martial: *Affects the character's skill as a [[commander]], while leading battles personally *Used to determine the character's demesne [[levy]] size and speed of demesne [[levy]] reinforcement *Combined with the [[File:Icon learning.png| Learning|link=]] ''learning'' attribute determines military [[technology]] points accumulated each month, if the character is not [[nomadic]] and of at least [[Vassals|duke-rank]] *If the character is a [[marshal]] on their liege's [[council]], it is used to determine their ability. State martial: *increases the rate at which armies recover [[morale]]. === [[File:Icon stewardship.png|Stewardship|link=]] Stewardship === ''Stewardship'' improves management of [[demesne]] and is the determining attribute for a [[steward]]'s success while doing [[council]] jobs. Personal stewardship: *Combined with the [[File:Icon stewardship.png|Stewardship|link=]] ''stewardship'' of a character's [[spouse]] is used to determine the ruler's maximum [[demesne]] (desmense limit bonus = 15% of (ruler's stewardship + 1/2 of spouse's stewardship)). Note that [[nomads]] do not have a [[demesne limit]] *Combined with the [[File:Icon learning.png| Learning|link=]] ''learning'' [[attribute]] determines economic [[technology]] points accumulated each month, if the character is not [[nomadic]] and of at least [[Vassals|duke-rank]] *Increases the rate of [[Culture#Province conversion|province converting]] to the character's [[culture]] *If the character is a [[steward]] on their liege's [[council]], it is used to determine their ability. State stewardship: *Increases [[demesne income]] ({{green|+2%}} per point). === [[File:Icon intrigue.png|Intrigue|link=]] Intrigue === ''Intrigue'' is a measure of skill at manipulation and scheming. It is the determining attribute for a [[spymaster]]'s success while doing [[council]] jobs. Personal intrigue: *If the character is a [[spymaster]] on their liege's [[council]], it is used to determine their ability *It does not give any [[technology]] boost. State intrigue: *Increases [[plot]] power (and decreases the power of plots against the player) *Makes the character's [[plot]]s less likely to be discovered *Increases [[imprisonment]] chance (and makes the character harder to get imprisoned). === [[File:Icon learning.png|Learning|link=]] Learning === ''Learning'' is a measure of a character's knowledge. It is the determining attribute for a [[Court Chaplain]]'s [[council]] jobs. If the {{icon|trd}} [[The Reaper's Due]] Expansion is active, the [[court physician]]'s successes are also affected by this attribute. Personal learning: *Combined with [[File:Icon diplomacy.png|Diplomacy|link=]] ''diplomacy, [[File:Icon martial.png|Martial|link=]] martial, and [[File:Icon stewardship.png|Stewardship|link=]] stewardship'' attributes to determine monthly [[technology]] points *If the character is a [[Court Chaplain]] on their liege's [[council]], it is used to determine their ability. State learning: *Gives the character [[piety]] (or equivalent) ({{green|+0.02/month}} per point). == Improving attributes == [[File:characters positive modifier.png|Improve Attribute|link=]] [[Character]]s can strive to improve their base attributes in several ways: [[File:Alert child needs focus.png|Children|link=]] '''Children:''' *[[Education]]: A skilled [[guardian]] will pass on his skills ({{icon|con}} [[Conclave]] DLC inactive) *[[Breeding]]: A [[Education_(Conclave)|child grown up]] by high skilled progenitors (or guardian) has a better chance of ending up with higher base attributes (with {{icon|con}} [[Conclave]] Expansion). [[File:Alert focus.png|Adults|link=]] '''Adults:''' *If {{icon|wol}} [[Way of Life]] DLC is inactive, the player may attempt to fulfil an [[ambition]] goal in order to increase base attributes up to level 8 in a specified skill. The character can choose one ambition at each time *If {{icon|wol}} [[Way of Life]] Expansion is active, [[Focus|focuses]] incorporate events to improving base attributes as well as adding many other modifiers *[[Education#Effects on guardians|Child education]] may result in effects on guardians (without the {{icon|con}} [[Conclave]] Expansion) *[[Friendship#Skill boosts|Friendship]] can sometimes result in an attribute boost *If {{icon|mnm}} [[Monks and Mystics]] DLC is active, [[societies]] can trigger events which grant the character attribute points *Some [[religions]] have passive attribute bonuses and exclusive [[traits]] connected to them, e.g., {{iconify|Crusader}} {{green|(+2 [[File:Icon martial.png|link=]] martial)}}, {{iconify|Mutazilite}} {{green|(+5 [[File:Icon learning.png|link=]] learning)}}, {{iconify|Berserker}} {{green|(+4 [[File:Icon martial.png|link=]] martial)}}, {{iconify|Theravada buddhist}} {{green|(+1 [[File:Icon learning.png|link=]] learning)}} *Many [[artifacts]] provide attribute bonuses. == Hidden attributes == Two hidden attributes measure the character's physical well-being: [[health]] and [[fertility]]. A character's base health and fertility are not normally visible, but [[trait]] effects are listed in tooltips. The "charinfo" [[console command]] uncovers these attributes in the tooltip for all characters. The player may also adjust those attributes at game start by using the [[File:Ruler Designer.png|Ruler Designer|link=]] [[Ruler Designer]]. === Health === {{main|Health}} [[File:Dead.png|Health|link=]] Healthy characters are less likely to fall prey to, and more likely to fully recover from, [[disease]]. They are also less likely to die from old age per month than ill characters. High health is key to a long life. === Fertility === [[File:Love positive modifier.png|Fertility|link=]] [[Fertility]] determines how likely an individual character is to [[Breeding|conceive]] [[children]]. it should be noted that both parents' fertility is taken into account. In addition, it appears that having spouses who are also lovers will make it 3 times more likely for [[Breeding#Pregnancy|pregnancy]] to occur. Various [[traits]] affect fertility, such as: * {{iconify|Hedonist}} {{green|(+20%)}} * {{iconify|Lustful}} {{green|(+20%)}} * {{iconify|Shaktist hindu}} {{green|(+20%)}} * {{iconify|Midas touched}} {{green|(+15%)}} * {{iconify|Fortune builder}} {{green|(+10%)}} * {{iconify|Grey eminence}} {{green|(+10%)}} * {{iconify|Strong}} {{green|(+10%)}} * {{iconify|Thrifty clerk}} {{green|(+5%)}} * {{iconify|Mastermind theologian}} {{red|(-5%)}} * {{iconify|Weak}} {{red|(-5%)}} * {{iconify|Chaste}} {{red|(-15%)}} * {{iconify|Homosexual}} {{red|(-15%)}} * {{iconify|Severely Injured}} {{red|(-25%)}} * {{iconify|Inbred}} {{red|(-30%)}} * {{iconify|Incapable}} {{red|(-30%)}} * {{iconify|Mangled}} {{red|(-50%)}} * {{iconify|Celibate}} {{red|(-1000%)}} * {{iconify|Eunuch}} {{red|(-5000%)}} * Most [[disease]]s decrease [[fertility]] (and [[Traits#Symptoms|symptoms]], if {{icon|trd}} [[The Reaper's Due]] DLC is active). For example, {{iconify|Measles}} {{red|(-10%)}}, {{iconify|Leper}} {{red|(-95%)}}, {{iconify|Vomiting}} {{red|(-30%)}}. A [[character]] who is either a {{iconify|Horse}} or a {{iconify|Cat}} has a drastically lowered [[fertility]] score {{red|(-5000%)}}. [[Category:Characters]] {{CharactersNavbox}}
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