教育:修订间差异

本页面所适用的版本可能已经过时,最后更新于3.0
(移除Category:Conclave; 添加Category:御前会议通过HotCat小工具)
(12:52, 22 December 2020‎ Dauth)
第1行: 第1行:
{{version|2.5}}
{{version|3.0}}


:''需要查询旧版本的教育体系,请查阅词条[[教育(无御前会议DLC)]]。''
:''需要查询旧版本的教育体系,请查阅词条[[教育(无御前会议DLC)]]。''
第87行: 第87行:
*孩子可能成为间接的附庸的统治者,这将阻止你改变他们的重心。
*孩子可能成为间接的附庸的统治者,这将阻止你改变他们的重心。
*你可能会忘记在孩子9岁时改变其重心。
*你可能会忘记在孩子9岁时改变其重心。
* You need only culture to be converted, after the conversion you can switch to the {{iconify|Faith focus}} and change an educator of your target religion


 如果孩子或监护人是一个玩家, 他们可能会反对这种转变.
 如果孩子或监护人是一个玩家, 他们可能会反对这种转变.
第95行: 第96行:
[[File:Character button.png|Childhood Traits]] 童年特质会在青春期半随机地演变为成年特质。在大多数情况下,新的特质是个性特质。童年特质一定不会演变成孩子已经有的个性特质,也不会演变成与孩子已经有的个性特质相反的特质。
[[File:Character button.png|Childhood Traits]] 童年特质会在青春期半随机地演变为成年特质。在大多数情况下,新的特质是个性特质。童年特质一定不会演变成孩子已经有的个性特质,也不会演变成与孩子已经有的个性特质相反的特质。


  所有自然特质的产生几率是相等的,但对于其中的大部分来说,监护人可以加之以50%(相对而言)的影响。例如,{{iconify|Groomed}}整洁的概率可以因一个{{iconify|Proud}}骄傲的监护人而提高50%,如果儿童生活重心是骄傲,也可以提高50%,如果儿童生活重心是礼仪或谦逊,则可以提高75%。在非母系氏族信仰的社会中,女性获得整洁的概率也比男性高50%。{{iconify|Ambitious}},{{iconify|Robust}},{{iconify|Honest}},{{iconify|Charitable}}和{{iconify|Content}}的监护人会为各自结果的概率增加50%。{{iconify|Shy}}的监护人会为{{iconify|Uncouth}}增加50%概率。{{iconify|Slow}}或{{iconify|Imbecile}}会为获得{{iconify|Dull}}增加35%或65%的风险。如果要增加{{iconify|Shrewd}}的机会,为了避免产生同情,最好不要对{{iconify|Curious}}重心的孩子加以信仰其它宗教者的教育。
Each childhood trait has two to five traits it can mature into naturally, and one additional trait that it can only mature into with educator intervention.  


Two notable non-personality outcomes are increased intelligence (from becoming {{iconify|Curious}}) or decreased intelligence (from becoming {{iconify|Rowdy}}). These events normally add non-congenital traits (such as {{iconify|Shrewd}} or {{iconify|Dull}}). However, an opposite trait, such as {{iconify|Slow}}, can be reduced or removed, despite being [[Traits#Genetic|genetic]].
Two notable non-personality outcomes are increased intelligence (from becoming {{iconify|Curious}}) or decreased intelligence (from becoming {{iconify|Rowdy}}). These events normally add non-congenital traits (such as {{iconify|Shrewd}} or {{iconify|Dull}}). However, an opposite trait, such as {{iconify|Slow}}, can be reduced or removed, despite being [[Traits#Genetic|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 {{iconify|Fussy}} is {{iconify|Diligent}}, so {{iconify|Diligent}} educators may cause {{iconify|Fussy}} children to become {{iconify|Diligent}} instead of {{iconify|Patient}}, {{iconify|Greedy}} or even {{iconify|Paranoid}}. 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).


{| class="wikitable sortable"
{| class="wikitable sortable"
第223行: 第220行:
|-
|-
|}
|}
===Educator influence on natural trait evolution===
An educator with a matching personality trait makes that natural outcome more likely. For example, {{iconify|Conscientious}} normally has an equal chance of becoming {{iconify|Diligent}} or {{iconify|Temperate}}, but with a Diligent educator, the outcome is more likely to be Diligent.
For non-personality outcomes, the educator influences are as follows:
* When {{iconify|Groomed}} is possible, a {{iconify|Proud}} educator increases the chance
* When {{iconify|Uncouth}} is possible, a {{iconify|Shy}} educator increases the chance
* When {{iconify|Sturdy}} is possible, an educator who is {{iconify|Gluttonous}}, {{iconify|Sturdy}} or {{iconify|Fat}} increases the chance
* When the child might [[File:Dull.png]] become less intelligent, an educator who is {{iconify|Slow}} or {{iconify|Imbecile}} increases the chance
Educators cannot influence whether {{iconify|Curious}} becomes {{iconify|Cynical}} or {{iconify|Shrewd}}.
===Educator override to intervention trait===
Educators possessing the ''matching intervention trait'' can attempt to guide the child a copy of their trait instead. For example, the intervention trait for {{iconify|Fussy}} is {{iconify|Diligent}}, so Diligent educators may cause Fussy children to become Diligent (instead of Patient, Greedy, or Paranoid). Interventions can even override the opposite personality trait.
If both the child and the educator are AI-controlled, 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 natural evolution will be shown, and the chance is bumped to 50% if the player chooses to intervene (or accept).


==教育重心==
==教育重心==
第477行: 第491行:
*[https://ck2.paradoxwikis.com/File:Conclave_education.jpg Visual summary of how Conclave's Education system works]
*[https://ck2.paradoxwikis.com/File:Conclave_education.jpg Visual summary of how Conclave's Education system works]
*[[Forum:906590|Comprehensive guide to education in Conclave (Aaronomous)]]
*[[Forum:906590|Comprehensive guide to education in Conclave (Aaronomous)]]
* [https://forum.paradoxplaza.com/forum/index.php?threads/education-with-conclave-dlc.1179727/#post-25476931 Strategy]
*相关游戏文件:
*相关游戏文件:
**<code>events/ze_childhood_events.txt</code> - 获得童年特质和改变文化/宗教
**<code>events/ze_childhood_events.txt</code> - 获得童年特质和改变文化/宗教
第485行: 第500行:
[[Category:御前会议]]
[[Category:御前会议]]
{{CharactersNavbox}}
{{CharactersNavbox}}
[[en:Education (Conclave)]]

2020年12月26日 (六) 00:40的版本


需要查询旧版本的教育体系,请查阅词条教育(无御前会议DLC)

Raised.png教育系统分为三个阶段:

  1. 从6到11岁, 儿童教育取决于儿童生活重心, 一旦确定后将无法改变. 选择的重心决定了儿童后续可发展的儿童特质
  2. 从12到15岁, 儿童成为青年,同时可以选择一个教育重心, 一旦确定后将无法改变。该重心决定了青年成年后能接受哪一类教育特质。在这一时期儿童特质也将演变为“成人”特质。
  3. 在16岁成年时,根据童年特质和所选的教育重心,以及根据孩子的勤奋、智力修正获得最终教育特质水平。

所有年龄的儿童都有一个监护人/教育者. 如果没有指派监护人, 那么监护人将是孩子的父母 (如果在同一宫廷内), 摄政者 (顶替父母), 囚禁者 (如果前者成为囚犯), 或领主. 玩家也可以任命一个宫廷教师来教育宫廷的每个孩子, 除非为孩纸指定一个监护人.

如果玩家的儿童没有儿童生活重心或青年没有教育重心时,玩家将会收到一个通知

Base attributes

Dynasty close relative.png With the DLC icon Conclave.png Conclave DLC, children grow their base attributes with genetic influences from their parents. 会被继承的只有父母的基础属性(即不考虑任何加成)。

儿童生活重心

Alert child needs focus.png 设置儿童生活重心可以影响儿童可能获得的儿童特质 ,相应的, 这些儿童特质在青年期 (或是在成年时)演变为成人特质儿童特质也可以帮助或阻碍教育重心中的某些特质,分别在相适应或不适的教育特质中. 因此想要得到高水平的教育特质的话,就需要密切关注角色会影响教育重心的儿童特质.

儿童生活重心可以在孩子12岁前的任何时候选择,但要到角色6岁才开始产生效果。并且一旦分配就无法改变,除非通过特殊互动将孩子的注意力转移到Heritage focus.png (传统)或 Faith focus.png (虔诚).

重心 可能的童年特质 Notes
Etiquette focus.png Etiquette

礼节

Playful.png, Indolent.png 要注意! Indolent.png (童年懒惰)可能发展为 Slothful.png(成年懒惰)而阻碍一切教育。
Humility focus.png Humility

谦逊

Timid.png, Affectionate.png 尽管Timid.png(怯懦)可能发展为Shy.png(害羞)和Craven.png(懦弱)。但对于Diplomacy外交教育重心来说是个可以接受的选择。
Pride focus.png Pride

骄傲

Haughty.png, Brooding.png 通常不是一个好的选择, 因为 Haughty.png(傲慢) 阻碍了 Brooding.png(沉思) 对于Stewardship管理教育重心的帮助。
Struggle focus.png Struggle

争斗

Rowdy.png, Willful.png 是个优秀的选择,但是对于不是选举继承法来说较为冒险,因为Rowdy.png可能发展为Dull.png(迟钝),Willful.png可能发展为Stubborn.png(顽固)。
如果希望孩子选择Martial军事教育重心将是最好的选择。
Duty focus.png Duty

责任

Conscientious.png 通常是一个好的选择,因为Conscientious.png有高概率发展为Diligent.png(勤奋)。(PS:并且没有直接发展为负面特质的可能)
如果希望孩子选择 Stewardship管理教育将是个最好的选择。
Thrift focus.png Thrift

节俭

Curious.png, Fussy.png 通常是一个好的选择,因为Curious可能发展为Shrewd.png(精明),Fussy.png可能发展为Patient.png(耐心),都可以帮助所有教育重心
如果希望孩子选择 Diplomacy外交Intrigue密谋 教育重心将是一个好选择。 (if both likely childhood traits are attained).
Faith focus.png Faith

信仰

Idolizer.png 孩子可以接受监护人的宗教
如果希望孩子选择 Learning学术教育重心将是一个好的选择。
Heritage focus.png Heritage

传统

None 孩子可以接受监护人的文化 和/或 宗教

文化与宗教

一个选择 Faith focus.png信仰重心的孩子讲转化为其监护人的宗教,而选择 Heritage focus.png传统重心 (或者被软禁)的孩子可能同时转化为监护人的文化和宗教。孩子最多有三次转化机会:分别在6岁后50%,8岁后66%,10岁后100%。

一般来说,在9岁时将孩子的教育重心改变为传统就足以改变其宗教和文化。但是最好尽早改变,因为:

  • 监护人死亡 (或监护人改变) 将会使孩子错过转化的机会。
  • 游牧制的孩子可以和他的兄弟姐妹一同离开 (except with Faith)
  • 孩子可能成为间接的附庸的统治者,这将阻止你改变他们的重心。
  • 你可能会忘记在孩子9岁时改变其重心。
  • You need only culture to be converted, after the conversion you can switch to the Faith focus.png and change an educator of your target religion

如果孩子或监护人是一个玩家, 他们可能会反对这种转变.

通过有针对性的外交行动,可以将孩子的重心转移至 Heritage focus.png传统Faith focus.png信仰 。这适用于你的囚犯、直接附庸以及在你的宫廷接受教育的所有非统治者. 孩子必须小于10岁,并且和他们的教育者有不同的文化或宗教。

童年特质

Childhood Traits 童年特质会在青春期半随机地演变为成年特质。在大多数情况下,新的特质是个性特质。童年特质一定不会演变成孩子已经有的个性特质,也不会演变成与孩子已经有的个性特质相反的特质。

Each childhood trait has two to five traits it can mature into naturally, and one additional trait that it can only mature into with educator intervention.

Two notable non-personality outcomes are increased intelligence (from becoming Curious.png) or decreased intelligence (from becoming Rowdy.png). These events normally add non-congenital traits (such as Shrewd.png or Dull.png). However, an opposite trait, such as Slow.png, can be reduced or removed, despite being genetic.

Focus Helps Hinders Natural Adult Traits Educator Intervention Trait Notes
Indolent.png 懒惰 Etiquette Icon stewardship.png Charitable.png, Slothful.png, Gluttonous.png, Sturdy.png, Groomed.png Gregarious.png May be acquired by Imprisoned.png children
Playful.png Playful Etiquette Icon intrigue.png Icon learning.png Gregarious.png, Deceitful.png, Lunatic.png Cruel.png
Affectionate.png Affectionate Humility Icon diplomacy.png Icon intrigue.png Kind.png, Content.png, Trusting.png Charitable.png May be acquired by Imprisoned.png children
Timid.png Timid Humility Icon learning.png Icon martial.png Humble.png, Shy.png, Craven.png Content.png Opposite to Rowdy.png.
May be acquired by Imprisoned.png children
Brooding.png Brooding Pride Icon stewardship.png Icon learning.png Just.png, Wroth.png, Envious.png, Uncouth.png Temperate.png May be acquired by Imprisoned.png children
Haughty.png Haughty Pride Icon stewardship.png Proud.png, Cruel.png, Arbitrary.png, Groomed.png Ambitious.png
Rowdy.png Rowdy Struggle Icon martial.png Icon intrigue.png Brawny.png, Honest.png, Dull.png. Uncouth.png Brave.png May reduce Genius.png to Quick.png or remove Quick.png.
Opposite to Timid.png
Willful.png Willful Struggle Icon martial.png Icon diplomacy.png Ambitious.png, Brave.png, Stubborn.png Proud.png
Conscientious.png Conscientious Duty Icon stewardship.png Diligent.png, Temperate.png Just.png 20% chance child also becomes Stressed.png upon trait evolution (unless a Just.png educator attempts to intervene)
Curious.png Curious Thrift Icon diplomacy.png Cynical.png, Shrewd.png Patient.png May reduce Imbecile.png to Slow.png or remove Slow.png.
May instead evolve into sympathy for guardian's, friend's, sibling's or local religious groups if the child is not already sympathetic or Cynical.png.
Cannot be obtained by children who are Genius.png
Fussy.png Fussy Thrift Icon intrigue.png Icon diplomacy.png Patient.png, Greedy.png, Paranoid.png Diligent.png
Idolizer.png Idolizer Faith Icon learning.png Icon martial.png Zealous.png, Erudite.png, Frail.png Kind.png Cannot be obtained by children who are Genius.png

Educator influence on natural trait evolution

An educator with a matching personality trait makes that natural outcome more likely. For example, Conscientious.png normally has an equal chance of becoming Diligent.png or Temperate.png, but with a Diligent educator, the outcome is more likely to be Diligent.

For non-personality outcomes, the educator influences are as follows:

  • When Groomed.png is possible, a Proud.png educator increases the chance
  • When Uncouth.png is possible, a Shy.png educator increases the chance
  • When Sturdy.png is possible, an educator who is Gluttonous.png, Sturdy.png or Fat.png increases the chance
  • When the child might Dull.png become less intelligent, an educator who is Slow.png or Imbecile.png increases the chance

Educators cannot influence whether Curious.png becomes Cynical.png or Shrewd.png.

Educator override to intervention trait

Educators possessing the matching intervention trait can attempt to guide the child a copy of their trait instead. For example, the intervention trait for Fussy.png is Diligent.png, so Diligent educators may cause Fussy children to become Diligent (instead of Patient, Greedy, or Paranoid). Interventions can even override the opposite personality trait.

If both the child and the educator are AI-controlled, 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 natural evolution will be shown, and the chance is bumped to 50% if the player chooses to intervene (or accept).

教育重心

Alert adolescent needs focus.png 儿童在12岁时成为青年,这会使他们失去儿童生活重心,并且可能得到一个特定的特性以影响他们的教育. 这会给他们一个+1属性奖励,最好确保成年时获得的教育特质与该属性匹配。

提高获得教育特质等级的概率:

  • 匹配的童年特质 (包括已经进化了的童年特质)
  • 孩子拥有 Diligent.png
  • 孩子拥有Genius.pngQuick.pngShrewd.png

降低概率的:

  • 对立的童年特质
  • 孩子拥有 Slothful.png
  • 孩子是 Incapable.png, Imbecile.png, 或 Inbred.png (只会是最低级)
  • 孩子在青年时被监禁
重心 匹配的童年特质 对立的童年特质
Focus education diplomatic.png 外交 Affectionate.png or Curious.png Willful.png or Fussy.png
Focus education martial.png 军事 Rowdy.png or Willful.png Idolizer.png or Timid.png
Focus education stewardship.png 管理 Brooding.png or Conscientious.png Indolent.png or Haughty.png
Focus education intrigue.png 密谋 Playful.png or Fussy.png Affectionate.png or Rowdy.png
Focus education learning.png 学识 Timid.png or Idolizer.png Brooding.png or Playful.png

下表显示了特质匹配和对立的儿童特质所对应的教育等级概率. 第一个数值表示基本概率, 第二个数字表示拥有 Diligent.pngGenius.pngQuick.pngShrewd.png时的概率, 第三个数字表示同时拥有 Diligent.pngGenius.png Quick.pngShrewd.png时的概率. 该概率为四舍五入所以加起来可能不到100%(0%实际上意味着小于0.5%)。各等级效果请移步教育特质

特质数量 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%

监护人技能影响

Educate child.png 好的监护人(属性高教育特性高)有机会指导孩子相关专业(使孩子获得与自己相同方向的教育特质). 这个时间总是在孩子14.5岁时发生. (This is separate from the events to intervene in childhood trait evolution based on educator's traits.)

每个教育事件选项都会有一个监护人需付出的代价以及对孩子的影响。不选择选项也是一种选择。

AI监护人会更倾向于选择影响选项: 如果它是孩子的父母或拥有 Kind.png, Charitable.png, 或 Diligent.png那么这种倾向会降低. 并且AI监护人会更倾向于选择让孩子拥有和他们相同特质的选项。

监护人属性 孩子的特质 监护人代价 Notes
Icon diplomacy.png 12+ diplomacy only Honest.png 监护人修正: 5年Too Honest (-10 通用好感度) 特殊要求: 监护人不能拥有 Trusting.png
Gregarious.png 监护人修正: 5年 Chattermouth (-3 外交, -10附庸好感 )
Icon martial.png 12+ martial only Brave.png 监护人获得特质 Stressed.png
Wroth.png 监护人获得 Kind.png或获得 Cruel.png
Icon stewardship.png 12+ stewardship only Just.png 监护人将欠孩子一个人情
Temperate.png Minor opinion penalty from child
Icon intrigue.png 12+ intrigue only Deceitful.png 监护人失去 Trusting.png 或获得 Paranoid.png Paranoid.png 对于你的间谍总管来说是好的;对AI来说-10荣誉影响不大。
Paranoid.png 对于玩家也有好处; 可以帮你发现阴谋
Cynical.png 监护人修正:5年 Impious Teachings (-15 教会好感) 可能能提高 Curious.png 发展为 Shrewd.png的概率
Icon learning.png 12+ learning only Erudite.png 监护人获得 Stubborn.png
Chaste.png Minor opinion penalty from child
有两个或以上属性12+ Ambitious.png 监护人和儿童成为仇敌 如果监护人拥有 Honest.png, Kind.png, 或 Just.png 特质,那么这对孩子是安全的(详见 刺杀)
Diligent.png 监护人获得 Stressed.png
Patient.png 监护人修正: 5年 Out of Patience (-2 除军事外所有属性)

策略

Diplo yes.png 以下是一些能提高教育效果的策略:

  • 推迟选择教育重心直到15岁. 在这个年龄孩子的特质已基本体现/定型; 通过观察他们的特质来选择最合适的教育重心, 但是千万别忘了在16岁前选择教育重心!
  • 防止最终发展为不好的特质. 了解每个儿童特质所会发展为的成人特质, 尤其是那些会发展为不好成人特质的特质.

选择童年生活重心

  • 通常可以选择 Thrift focus.png.Curious.png 可能产生提高智力的特质, 同时Fussy.png 可能产生 Patient.png 并且在监护人的干预下可能产生Diligent.png.提高智力的特质和Diligent.png 都可以提高所有属性, 并且 提高获得高级教育特质的机会. 并且不会发展为特别不好的成人特质, Curious.png 可能会发展为Cynical.png , 而 Fussy.png 可能发展为 Greedy.pngParanoid.png)
    • 然而 Thrift focus.png 也存在一些缺点:
      • 首先, 他对外交教育重心帮助不大, 由于 Fussy.png将阻碍Icon diplomacy.png外交教育重心.如果孩子先获得Curious.png的话,可以考虑通过事件将儿童生活重心转变为Heritage focus.png这样他们就不太可能获得Fussy.png.
      • 其次, 拥有Genius.png的话就不会获得 Curious.png; 考虑到这点 Duty focus.png将会使更好的选择.
  • 为附庸选择Humility focus.png. Affectionate.pngTimid.png发展为Content.png;需注意的是 Timid.png发展为Content.png 需要监护人的干涉。
  • 避免选择 Pride focus.png. 这个童年生活重心将可能发展出多种不好的成年特质; 并且, Haughty.png对所有教育都没有帮助, 同时会阻碍 Icon stewardship.png 管理教育重心, 这与Pride focus.png的另一个童年特质 Brooding.png相冲突.
  • 避免选择 Etiquette focus.png. 如果Indolent.png发展为Slothful.png的话, 将对所有教育重心造成严重阻碍; Indolent.png也对所有教育重心都没有帮助, 并且Icon stewardship.png管理教育重心。
  • Conscientious.png是一把双刃剑. 可发展的成人特质都是好的,同时有助于Icon stewardship.png管理教育重心; 但另一方面, 他也有不小的几率获得Stressed.png
  • 玩家可以针对特质进行干预. 直接作为孩子的监护人非常有效, 特别是如果玩家能够干预(或选择不干预) 他们取得更好的特质; 如果玩家的特质是Ambitious.pngTemperate.png那么即使是Pride focus.png也是个不错的选择.

选择监护人

  • 选择能往好的方面干预特质发展的监护人 以下发展总是比自然发展要好:
    • 儿童特质 -> 监护人特质 (= 青年预期特质):
    • Fussy.png -> Diligent.png
    • Haughty.png -> Ambitious.png
    • Idolizer.png -> Kind.png
    • Indolent.png -> Gregarious.png
    • Rowdy.png -> Brave.png.
    • 某些情况下,以下干预可能更好:
      • Affectionate.png -> Charitable.png: 对于培养未来的外交总管来说更好。
      • Brooding.png -> Temperate.png: 对于未来的附庸或财政总管来说更好。
      • Conscientious.png -> Just.png: 另一个对于未来的附庸或财政总管来说好的干预。
      • Curious.png -> Patient.png: 对于未来的指挥官,或是已经拥有Quick.png
      • Timid.png -> Content.png: 对于未来的封臣来说好的干预, 特别是在均分继承法下的继承人.
  • 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 Ambitious.png, Diligent.png, or Patient.png
      • 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 Cruel.png, thus cannot intervene by choosing the inferior Wroth.png option (50% Brave.png).
  • 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 Brave.png, educate Rowdy.png children, so you can choose to intervene if a child is becoming Dull.png but not intervene if the child is becoming Brawny.png. 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 Icon martial.png Martial education, choose the Struggle focus.png
  • For a character whom the player intends to have Icon learning.png Learning education, choose the Faith focus.png. This strategy is more important if the player character's religion requires a court chaplain (or equivalent) to have a Icon learning.png 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.

通过DLC icon Way of Life.pngWay of Life DLC 的终生学习

即使成年,一个游戏人物的学习也不会就此终止!如果DLC icon Way of Life.pngWay of Life DLC 被启用, 人物能够将生活重心调整为他们所缺乏的,或尝试获取 特质 来补偿童年教育的遗憾.

Further reading

角色 
个人属性 属性特质虔诚威望文化宗教家族称号好感
行为 外交决议教育婚姻/生育摄政人情
目标 派系野心阴谋生活重心
恶行 刺杀暴政驱逐处决逮捕剥夺头衔贿赂
其他 内阁廷臣疾病继承同盟