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: '' | : '' 需要查询旧版本的教育体系,请查阅词条[[ 教育]].'' | ||
[[File:Raised.png|link=Guardianship]] If the {{icon|con}} [[Conclave]] DLC is active, the '''education system''' occurs in three stages: | [[File:Raised.png|link=Guardianship]] If the {{icon|con}} [[Conclave]] DLC is active, the '''education system''' occurs in three stages: |
2019年3月4日 (一) 16:32的版本
- 需要查询旧版本的教育体系,请查阅词条教育.
If the Conclave DLC is active, the education system occurs in three stages:
- From ages 6 to 11, the child's education is determined by a childhood focus, which cannot be changed once set. The chosen focus determines which childhood traits the child is likely to receive;
- From the age of 12 to 15, the child becomes an adolescent and may be given an education focus, which also cannot be changed once set. This focus determines which class of education trait the adolescent will be able to receive upon reaching adulthood. During this period, childhood traits will also evolve into "adult" traits;
- At age 16, an education level is earned, based on compatibility between their childhood traits and the chosen education focus type, the child's diligence, and the child's intelligence.
Children of all ages have an educator. If no guardian has been assigned, the child's educator will be their parent (if in the same court), regent (if playable), captor (if a prisoner), or employer. A player may appoint a standard Court Tutor who teaches every child in court, unless a specific guardian is chosen for a child.
The player will receive an alert when a young child is without a childhood focus and when an adolescent is without an education focus.
Base attributes
With the Conclave DLC, children grow their base attributes with genetic influences from their parents. Only the base stats of the parents are considered.
Childhood focus
Setting a childhood focus determines which childhood traits a child is most likely to earn. In turn, these childhood traits evolve into adult traits during adolescence (or when becoming an adult). Childhood traits can also help or hinder an education focused on certain attributes, encouraging respectively higher or lower levels of the associated education trait. Achieving the highest levels of education traits therefore requires paying close attention to which childhood traits a character has when determining their education focus.
A childhood focus can be assigned at any time before the child turns 12, but has no effect until age 6. Once assigned, it cannot be changed, except through special interactions that change the child's focus to Heritage or Faith.
Focus | Likely childhood traits | Notes | |
---|---|---|---|
Etiquette | , | Not the best choice, as can hinder any education by turning into | |
Humility | , | A fair choice for a Diplomatic education focus, although can become | |
Pride | , | Generally a bad choice, as hinders the education focus that helps toward Stewardship education | |
Struggle | , | A decent choice but perhaps too risky for a non-elective heir. Should be chosen if child is to receive a Martial education | |
Duty | Generally a good choice with only positive personality traits and a high chance of . Should be chosen if child is to receive Stewardship education focus | ||
Thrift | , | Generally a good choice with multiple ways to improve any education outcome. Should be chosen if child is to receive Diplomacy or Intrigue education focus (if both likely childhood traits are attained). | |
Faith | Child may adopt the educator's religion. Should be chosen if child is to receive a Learning education | ||
Heritage | None | Child may adopt the educator's culture and/or religion |
Culture and religion
A child with the will adopt their educator's religion, while a child with the (or under house arrest) will adopt both their educator's culture and religion. Children get up to three chances to convert: 50% after age 6, 66% after age 8, and 100% after age 10.
Generally, switching a child to Heritage at age 9 is sufficient to convert both religion and culture. However, it may be worth using Heritage earlier because:
- Educator death (or change of educator) can make the child miss a conversion chance
- Nomads' children and siblings can slip through (except with Faith)
- The child might become an indirect vassal ruler, preventing your from changing their focus
- You might forget to change the child's focus at age 9
If the child or educator is a player, they may decide against the conversion.
It is possible to change a child's focus to or via a targeted decision. This action is available for your prisoners, direct vassals, and all non-rulers educated in your court. The child must be younger than 10, and their educator must have a different culture or religion.
Childhood traits
Childhood traits evolve semi-randomly into adult traits during adolescence. In most cases, the new traits are personality traits. A childhood trait will never evolve into a personality trait the child already has, nor into a personality trait that's the opposite of one which the child already has.
All natural adult traits have the same chance to occur normally, but for a lot of them, the educator can have an influence to give 50% (relatively) more chance for such outcome. For example, a educator can increase outcome by 50%, this is also increased by 50% if the current focus is Pride, or 75% if it is Etiquette or Humility. Female of non-matriarchal religion will also get Groomed 50% more often than male character. , , , and educators promote their respective outcome by 50%. educator increases by 50%. or educator increase the risk of getting by 35% or 65% respectively. For , any of , or educator increases its chance by 50%. To increase chance of , it is best to not educate children with different religious group educator, if this prevents sympathy.
Two notable non-personality outcomes are increased intelligence (from becoming ) or decreased intelligence (from becoming ). These events normally add non-congenital traits (such as or ). However, an opposite trait, such as , can be reduced or removed, despite being genetic.
Each childhood trait has two to five traits it can mature into naturally. However, educators possessing the matching intervention trait can attempt to guide the child a copy of their trait instead. For example, the intervention trait for is , so educators may cause children to become instead of , or even . Interventions can override the opposite personality trait.
If both the child and the educator are AI, there's a 25% chance of the child getting a copy of the educator's trait instead of one of the natural adult traits. If the player is the educator (or child), the chance is bumped to 50% if the player chooses to intervene (or accept).
Focus | Helps | Hinders | Natural Adult Traits | Educator Intervention Trait | Notes | ||
---|---|---|---|---|---|---|---|
Indolent | Etiquette | , , , , | May be acquired by children | ||||
Playful | Etiquette | , , | |||||
Affectionate | Humility | , , | May be acquired by children | ||||
Timid | Humility | , , | Opposite to . May be acquired by children | ||||
Brooding | Pride | , , , | May be acquired by children | ||||
Haughty | Pride | , , , | |||||
Rowdy | Struggle | , , . | May reduce to or remove . Opposite to | ||||
Willful | Struggle | , , | |||||
Conscientious | Duty | , | 20% chance child also becomes upon trait evolution (unless a educator attempts to intervene) | ||||
Curious | Thrift | , | May reduce to or remove . May instead evolve into sympathy for guardian's, friend's, sibling's or local religious groups if the child is not already sympathetic or . Cannot be obtained by children who are | ||||
Fussy | Thrift | , , | |||||
Idolizer | Faith | , , | Cannot be obtained by children who are |
Education focus
At the age of 12, the child becomes an adolescent, loses their childhood focus, and may be assigned a specific attribute on which to focus their education. This gives the child a +1 bonus to that attribute and ensures that the education trait acquired at adulthood is one associated with that attribute.
The likelihood of a high-level education trait is increased by:
- Compatible childhood traits (including childhood traits that have already evolved)
- Child is
- Child is Smart
And decreased by:
- Incompatible childhood traits
- Child is
- Child is , , or (always level 1)
- Child became imprisoned during adolescence
Focus | Good Childhood Traits | Bad Childhood Traits | |
---|---|---|---|
Diplomacy | or | or | |
Martial | or | or | |
Stewardship | or | or | |
Intrigue | or | or | |
Learning | or | or |
The following table shows probability of different outcomes depending on number of compatible and incompatible childhood traits. First number shows base chance, second one shows chance while being or Smart , third shows chance while having both and being Smart . It should be noted that chances are rounded to nearest integer and may not add up to 100% (also, 0% actually means "less than 0.5%").
Number of Traits | Chance of level 1 Education | Chance of level 2 Education | Chance of level 3 Education | Chance of level 4 Education |
---|---|---|---|---|
0 good, 0 bad | 18% / 7% / 2% | 36% / 28% / 17% | 27% / 31% / 28% | 18% / 34% / 53% |
0 good, 1 bad | 30% / 13% / 5% | 40% / 36% / 25% | 21% / 28% / 30% | 10% / 22% / 40% |
0 good, 2 bad | 58% / 39% / 21% | 35% / 46% / 50% | 6% / 13% / 21% | 1% / 3% / 8% |
1 good, 0 bad | 7% / 2% / 1% | 27% / 17% / 9% | 40% / 38% / 32% | 27% / 43% / 58% |
1 good, 1 bad | 13% / 9% / 3% | 34% / 24% / 15% | 36% / 38% / 35% | 17% / 30% / 47% |
1 good, 2 bad | 37% / 33% / 16% | 44% / 40% / 39% | 16% / 22% / 32% | 2% / 5% / 12% |
2 good, 0 bad | 0% / 0% / 0% | 9% / 5% / 3% | 54% / 45% / 34% | 36% / 50% / 63% |
2 good, 1 bad | 1% / 0% / 0% | 14% / 8% / 4% | 58% / 51% / 41% | 28% / 41% / 54% |
2 good, 2 bad | 3% / 1% / 0% | 36% / 27% / 18% | 53% / 59% / 59% | 7% / 13% / 22% |
Educator skill influence
Skilled educators have an opportunity to guide the child in a way related to their area of expertise. This event always fires when a child is about 14.5 years old. (This is separate from the events to intervene in childhood trait evolution based on educator's traits.)
Each option has a cost that must be paid by the educator, and a effect for the child. Doing nothing is also an option.
AI educators are more likely to choose an influence option if they have a strong interest in the child: If the child is their heir or offspring, or to a lesser extent if the educator is either , , or . AI educators are also more likely to choose an influence option that would give the child a trait they share.
Educator Skill | Trait for Child | Cost Paid by Educator | Notes | |
---|---|---|---|---|
12+ diplomacy only | Educator: 5 years Too Honest (-10 general opinion) | Special requirement: Educator cannot be | ||
Educator: 5 years Chattermouth (-3 diplomacy, -10 vassal opinion) | ||||
12+ martial only | Educator becomes | |||
Educator loses or gains | ||||
12+ stewardship only | Educator will owe child a favor | |||
Minor opinion penalty from child | ||||
12+ intrigue only | Educator loses or gains | may be good for your spymaster; the hit to ai_honor is minor. is good for players; just ignore all plot rumors | ||
Educator: 5 years Impious Teachings (-15 church opinion) | May be useful for ensuring that evolves to | |||
12+ learning only | Educator gains | |||
Minor opinion penalty from child | ||||
Two or more 12+ skills | Educator and child become rivals | Safe for child if educator is , , or (see AI murder plots) | ||
Educator becomes | ||||
Educator: 5 years Out of Patience (-2 all skills except martial) |
Strategies
These are some strategies for stimulating good educational tutoring:
- Delay picking an education focus until age 15. At that age, the the child's got their full mix of base stats and adult traits; check their childhood traits for compatibility, and do not forget to pick an education before age 16!
- Prevent bad finisher traits. Be aware of potential adult traits from each childhood trait, especially those which can spawn negative adult traits.
Choosing a childhood focus
- Choose the usually. The trait can lead to improved intelligence, while can lead to and with the educator's intervention, . Both increase intelligence and improves all stats and increases the chance of a successful education. Furthermore, none of the other potential adult traits are bad, that is, gives child, while turns into or )
- However, the Thrift focus presents some weaknesses:
- Choose for vassals. and can both lead to ; It should be noted that turning into requires guardian's intervention
- Avoid . The potential adult traits from this focus are almost always bad; furthermore, does not help in any education, and hinders stewardship education, which clashes with - the other childhood trait from
- Avoid as well. If evolves to , the child's education will be badly affected; also does not help in any education, and hinders stewardship education
- is a double-edged sword. The potential adult traits are all desirable, and this trait helps with stewardship education; on the other hand, there is a chance of getting
- Aim for traits the player can intervene on. Educating directly a child can be very powerful, particularly if the player is able to intervene (or chooses not to) to give them better traits; even the is a palatable choice if the player character is both and .
Choosing a guardian
- Assign guardians who can intervene positively in trait evolution. The following evolutions are almost always better than the natural paths:
- Child's Trait -> Guardian's Trait (= Teen's Intended Trait):
- ->
- ->
- ->
- ->
- -> .
- The following interventions are better in limited situations:
- -> : A good intervention for future chancellors
- -> : An option for future vassals or stewards
- -> : Another good intervention for future vassals or stewards
- -> : An option for future commanders, or for children who are already
- -> : An intervention for future vassals, especially junior heirs under Gavelkind succession.
- Whenever possible, switch guardians for their positive intervention traits. If the guardian does not have all the positive intervention traits which match the ward's childhood traits, the player should look for another guardian if trait intervention does not occur; on the other hand, beware the "Lost ward" penalty opinion
- Choose skilled guardians. This strategy is important for their influence in late adolescence. As for an heir's education to a large realm, possible choices are probably:
- Guardian possessing multiple 12+ attribute skills, for there is a 25% chance the adolescent getting either , , or
- If guardian and ward become rivals to each other, the player should ensure they will not try to murder each other or at least will not succeed.
- Guardian possessing 12+ martial skill who is also , thus cannot intervene by choosing the inferior option (50% ).
- Guardian possessing multiple 12+ attribute skills, for there is a 25% chance the adolescent getting either , , or
- Consider tutoring teenagers. If the player would have a chance to intervene positively:
- For intervention in trait maturation, you can see the child's natural direction before choosing whether to intervene. For example, if you're , educate children, so you can choose to intervene if a child is becoming but not intervene if the child is becoming . This is much better than letting the AI decide.
- For skill influence, you can choose which trait the child gets, but you must pay the associated cost. Depending on which skill(s) you are 12+, there can be good options available.
Matching childhood focus to education
- For a character whom the player intends to have Martial education, choose the
- For a character whom the player intends to have Learning education, choose the . This strategy is more important if the player character's religion requires a court chaplain (or equivalent) to have a Learning education trait.
Harming intentionally a rival guardian
- Depending on an adult's skills and traits, sending them a few 14-year-old wards may harm them significantly.
Lifelong learning with Way of Life
Upon reaching adulthood, a player character's learning does not stop there! If the Way of Life DLC is active, the player will be able to focus on areas which their character is lacking in, or attempt to earn traits which cancel the undesirable ones acquired from childhood.
Further reading
- Visual summary of how Conclave's Education system works
- Comprehensive guide to education in Conclave (Aaronomous)
- Game files:
events/ze_childhood_events.txt
- gaining childhood traits and changing culture/religionevents/ze_adolescence_events.txt
- trait evolution, educator intervention, educator skill influenceevents/ze_education_trait_events.txt
- education trait outcome