On education:
Education: A summary.
A character's educational outcome depends on 5 influences:
1) Character stats, including health
2) Father's Educational trait
3) Advisor's Educational trait and stats
4) Buildings in the Realm's Capital
5) Character traits
The educational outcomes are determined by mutually exclusive events. These events are characterised by a MTTH (mean time to happen) figure which is modified by the above influences. Lower MTTH are more likely to happen; higher values are less likely to happen. This summary will mention MTTH modifiers; modifiers <1 make the trait more probable; modifiers > 1 make the trait less probable. All numbers here gome from 1.03b game files.
The preliminary education traits modify stats as follows:
These effects are lost when the intermediate trait is lost; the intermediate trait is replaced with the final trait.
Martial Education results:
Ecclesiastical Education results:
Court Education results:
1) Character stats, including health.
As a rule, pre-education stats of <4 are bad, stats >=7 are good. In the tables of modifiers below remember that the stats are modified when you select the type of education. Bad stats are far more significant than good; if you have certain bad stats you should avoid certain educations.
Martial Education:
Strangely enough, the most important stat is Martial. Also important is Health; as a rule a person in poor health gets worse results.
Ecclesiastical Education:
Intrigue and Stewardship are the skills most important to Ecclesiastical education. Once again while bad stats have severe results, good stats only give you a somewhat better chance of better results.
Court education is more complicated since there are three threads of education: Diplomatic, Intrigue and Stewardship. Here there are twelve possible outcomes, not four.
Court Education:
Weakness in one (or even two) of the three court stats will tend to result in a trait linked with a stronger stat. Unlike M and E educations, a weak stat will not strongly drive poor results (although it will increase the likelyhood of such.)
If your martial stat is poor (<4), do not pick martial education. If either stewardship or intrigue is poor do not pick ecclesiastical education. A court education is more forgiving.
2) Father's Educational traits.
Within the same field the MTTH modifier is 0.90 plus 0.05 per difference in level. A M2 father produces MTTH modifiers of: 0.95 for M1, 0.90 for M2, 0.95 for M3 and 1.00 for M4.
Outside his field:
D1,I1,S1 produce MTTH modifiers of 0.95 for L1 and 1.05 for L4;(L=all other fields)
D4,I4,S4 produce MTTH modifiers of 1.05 for L1 and 0.95 for L4;
E1 produces MTTH modifiers of 0.95 for M1 and 1.05 for M4;
E4 produces MTTH modifiers of 1.05 for M1 and 0.95 for M4;
M1 produces MTTH modifiers of 0.95 for E1 and 1.05 for E4;
M4 produces MTTH modifiers of 1.05 for E1 and 0.95 for E4;
3) If an advisor's diplomatic skill is not >=7, then the advisor has no effect. The advisor only affects the acquisition of the skills relevant to their position.
If the advisior has an educational trait relevant to their position, the effect is that the MTTH modifier 0.9 plus 0.05 for each difference of levels. (A marshal with M4 and dip=7 would give a MTTH modifier of 0.9 for M4, 0.95 for M3, 1.00 for M2 and 1.05 for M1.)
IF the advisor's position stat is >=10 then the MTTH modifiers are 1.15 for L1, 0.95 for L2, and 0.9 for L3 and L4. There is no position stat for the Diocese Bishop.
4)Capital Buildings:
0.95 MTTH modifier per building. M234 means this modifier is for M2,M3,M4.
Notice that training grounds tempt priests away from further studies.
5)Traits: not fully explored, but note:
Bastard: MTTH modifiers:
Do not send to monks.
Education: A summary.
A character's educational outcome depends on 5 influences:
1) Character stats, including health
2) Father's Educational trait
3) Advisor's Educational trait and stats
4) Buildings in the Realm's Capital
5) Character traits
The educational outcomes are determined by mutually exclusive events. These events are characterised by a MTTH (mean time to happen) figure which is modified by the above influences. Lower MTTH are more likely to happen; higher values are less likely to happen. This summary will mention MTTH modifiers; modifiers <1 make the trait more probable; modifiers > 1 make the trait less probable. All numbers here gome from 1.03b game files.
The preliminary education traits modify stats as follows:
Code:
(Martial/Diplomatic/Intrigue/Stewardship)
Martial Education: 2/1/0/0
Ecclesiastical Education: 0/2/1/0
Court Education: 0/1/1/1
Martial Education results:
Code:
M1 Misguided Warrior 1/0/0/-1
M2 Tough Soldier 2/1/0/0
M3 Knowledged Tactician 4/1/1/0
M4 Brilliant Strategist 6/2/1/0
Ecclesiastical Education results:
Code:
E1 Detached Priest -1/1/0/-1
E2 Martial Cleric 1/2/1/0
E3 Scholarly Theologian 0/2/2/1
E4 Mastermind Theologian 0/3/3/2
Court Education results:
Code:
D1 Amateur Pettifogger -1/0/0/0
I1 Naive Wirepuller -1/0/0/0
S1 Hole in the Pocket -1/0/0/0
D2 Proven Dealbreaker 0/2/1/1
I2 Flamboyant Schemer 0/1/2/0
S2 Proven Acountant 0/1/1/2
D3 Charismatic Negotiator 0/4/1/1
I3 Intricate Webweaver 1/2/3/1
S3 Fortune Builder 0/1/2/4
D4 Grey Eminence 0/6/2/1
I4 Illusive Shadow -1/2/5/1
S4 Midas Touched 0/2/2/6
1) Character stats, including health.
As a rule, pre-education stats of <4 are bad, stats >=7 are good. In the tables of modifiers below remember that the stats are modified when you select the type of education. Bad stats are far more significant than good; if you have certain bad stats you should avoid certain educations.
Martial Education:
Code:
M1 M2 M3 M4
MTTH 35 30 40 50
M<6 0.80 2.00 5.00
M>=9 1.20 0.90 0.85
D<5 0.90 1.10
D>=8 1.10 0.95
I<4 1.10 1.15
I>=7 0.90 0.85
S<4 0.90 1.05
S>7 1.10 0.95
H<4 0.80 0.95
H>=7 1.10 0.95 0.95
Ecclesiastical Education:
Code:
E1 E2 E3 E4
MTTH 35 30 40 50
M<4 0.90 1.10
M>=7 1.10 0.90
D<6 0.95 1.05
D>=9 1.05 0.95
I<5 0.90 1.10 2.00
I>=8 1.10 0.90 0.85
S<4 0.90 1.10 2.00
S>7 1.10 0.90 0.85
H<4 0.80 1.20 1.20
H>=7 0.95 0.95
Court education is more complicated since there are three threads of education: Diplomatic, Intrigue and Stewardship. Here there are twelve possible outcomes, not four.
Court Education:
Code:
D1 I1 S1 D2 I2 S2 D3 I3 S3 D4 I4 S4
MTTH 35 35 35 30 30 30 40 40 40 50 50 50
D<5 1.25 0.95 0.95 1.50 2.00 1.05 5.00 1.05 1.05
D>=8 1.15 1.05 1.05 0.90 0.70 0.95 0.80 0.95 0.95
I<5 0.95 1.25 0.95 1.50 2.00 1.05 1.05 5.00 1.05
I>=8 1.05 1.15 1.05 0.90 0.70 0.95 0.95 0.80 0.95
S<5 0.95 0.95 1.25 0.95 1.50 2.00 5.00
S>=8 1.05 1.05 1.15 1.05 0.90 0.70 0.80
H<4 0.90 0.90 0.90 1.05 1.10 1.05 1.10 0.90 1.10
H>=7 1.10 1.10 1.10 0.95 0.95 0.95 0.90 0.95 0.90
If your martial stat is poor (<4), do not pick martial education. If either stewardship or intrigue is poor do not pick ecclesiastical education. A court education is more forgiving.
2) Father's Educational traits.
Within the same field the MTTH modifier is 0.90 plus 0.05 per difference in level. A M2 father produces MTTH modifiers of: 0.95 for M1, 0.90 for M2, 0.95 for M3 and 1.00 for M4.
Outside his field:
D1,I1,S1 produce MTTH modifiers of 0.95 for L1 and 1.05 for L4;(L=all other fields)
D4,I4,S4 produce MTTH modifiers of 1.05 for L1 and 0.95 for L4;
E1 produces MTTH modifiers of 0.95 for M1 and 1.05 for M4;
E4 produces MTTH modifiers of 1.05 for M1 and 0.95 for M4;
M1 produces MTTH modifiers of 0.95 for E1 and 1.05 for E4;
M4 produces MTTH modifiers of 1.05 for E1 and 0.95 for E4;
3) If an advisor's diplomatic skill is not >=7, then the advisor has no effect. The advisor only affects the acquisition of the skills relevant to their position.
If the advisior has an educational trait relevant to their position, the effect is that the MTTH modifier 0.9 plus 0.05 for each difference of levels. (A marshal with M4 and dip=7 would give a MTTH modifier of 0.9 for M4, 0.95 for M3, 1.00 for M2 and 1.05 for M1.)
IF the advisor's position stat is >=10 then the MTTH modifiers are 1.15 for L1, 0.95 for L2, and 0.9 for L3 and L4. There is no position stat for the Diocese Bishop.
4)Capital Buildings:
0.95 MTTH modifier per building. M234 means this modifier is for M2,M3,M4.
Code:
Armory M234
Training Grounds M234 E2
War Acadamy M234
Large Castle M234 D234 I34 S4
Templar House M34 E234
Grand Shipyard M4 D34 S34
Large Church E234
Library E34 D234 I234
University E34 D4 I34
Domed Church E34
Cathedral E4
School I234
Royal Post D4 I2 4
Grand Palace D234 I34
Huge Castle I4
Civilian Harbor D34 S234
Extensive Roads S234
Court of Justice S2 4
Mine S34
Improved Mine S34
5)Traits: not fully explored, but note:
Bastard: MTTH modifiers:
Code:
E1:0.80, E3:1.50, E4:3.00
S1:0.95, S4:1.05
D3:1.20, D4:1.25
I2:1.05, I3:0.95, I4:0.95