After much discussion between all the coders of the mod, we have decided to implement a new trait system that brings CK2 closer to being an RPG. The new trait system will be a vast improvement over the current vanilla trait system. We're all excited about the new possibilities with the changed game play.
The trait heading will be referred to as the discipline and every trait under it can be learned. For stats and foci that have multiple disciplines, characters can learn up to two disciplines under that stat or can learn two different disciplines under two different stats. Each of the traits is upgradeable to level 4 with the bonus stacking for each level. Tutors will be able to teach up to one level lower or level 1. A child will be able to learn the tutor's non-teaching discipline that takes 6.5 years before they have to find another tutor to learn their second discipline.
The experience system will be based upon 5 experience gained per year in their entire trait discipline. For second level it will take 10 experience, level 3 would be 20 experience, and level 4 would be 30 experience. These experience points are earned for the entire discipline and their traits.
Experience Table
Level 1: 5 experience
Level 2: 10 experience
Level 3: 20 experience
Level 4: 30 Experience
The weapons listed are for a duel engine and will provide bonuses once it has been thought out or modified.
Basic Stats
Foci
Trait System Overview
The trait heading will be referred to as the discipline and every trait under it can be learned. For stats and foci that have multiple disciplines, characters can learn up to two disciplines under that stat or can learn two different disciplines under two different stats. Each of the traits is upgradeable to level 4 with the bonus stacking for each level. Tutors will be able to teach up to one level lower or level 1. A child will be able to learn the tutor's non-teaching discipline that takes 6.5 years before they have to find another tutor to learn their second discipline.
The experience system will be based upon 5 experience gained per year in their entire trait discipline. For second level it will take 10 experience, level 3 would be 20 experience, and level 4 would be 30 experience. These experience points are earned for the entire discipline and their traits.
Experience Table
Level 1: 5 experience
Level 2: 10 experience
Level 3: 20 experience
Level 4: 30 Experience
The weapons listed are for a duel engine and will provide bonuses once it has been thought out or modified.
New Trait System
Basic Stats
Code:
Provides 50% benefit of the Focus Trait
Martial
Athletic: +1 Martial
Manouvering: +1 Martial and +1 Duel Move
Combat Arts: +1 Martial
Weapon
Axe
Mace
Arming Sword
Fast-Draw
Dagger
Lance
Main-Gauche
Polearm
Rapier + Main-Gauche *Locked till 14th century*
Saber *Locked to Middle East, Steppes, and Russia*
Shield
Short Sword
Spear
Staff
Battleaxe
2H Mace
Longsword
Siege Engines: +5% Seige Speed
Horse Bow *Locked to Turks and Mongels*
Long Bow *Locked to Welsh and English*
Bow
Crossbow
Fast Draw
Military
Armoury: +5% Defense
Ambush: +5% Damage from Flanks
Military Tactics: +5% Damage from Flanks and Center Attacks
Leadership: +5% Maximum Troop Level
Misguided Warrior>Tough Soldier>Skilled Tactician>Brilliant Strategist
Diplomacy
Business: 2.5% tax bonus
Diplomacy: 1 Diplomacy and +5% cultural shift (+15% for Persian/Chinese) if a tutor also
Law: +1 Stewardship
Politics: +2 Diplomacy
Propaganda: 2.5% levy size
Naive Appeaser>Underhanded Rogue>Charismatic Negotiator>Grey Eminence
Scholarly
Public Speaking: +1 Demense
Stewardship
Business: 2.5% tax bonus
Accounting: 2.5% tax bonus
Administration: 2.5% tax bonus and 2.5% levy size
Economics: 2.5% tax bonus
Finance: +1 Stewardship
Indulgent Wastrel>Thrifty Clerk>Fortune Builder>Midas Touched
Knowledge: 2.5% Tech Spread
Connoisseur: 2.5% Tech Points
Savoir-Faire: 2.5% tech points and tech spread
Intrigue
Criminal/Street: -2.5% to other's taxes
Disguise: Event Specific bonus
Fast Talk: Event Specific bonus
Forced Entry: Event Specific bonus
Observation: Event Specific bonus
Smuggling: -5% siege speed and Event Specific bonus
Streetwise: Event Specific bonus
Spycraft
Assassinations: Increases success rate by +2.5%
Counterfeiting: -2.5% to other's taxes
Forgery: Time decrease and success rate increase to forging claims by +2.5%
Poisons: Decreases target's health by .5
Stealth: Event Specific bonus
Throwing: Event Specific bonus
Amateurish Plotter>Flamboyant Schemer>Intricate Webweaver>Elusive Shadow
Learning
Animal Traits
Animal Handling *random animal chance as pet* +.5 Health
Falconry +1 Diplomacy
Warhorse: +1 Martial
Arts: 2.5% tech spread
Artist: 2.5% tech points
Dancing: 2.5% tech points
Fire Eating: 2.5% tech points
Musician: 2.5% tech points
Poetry: 2.5% tech points
Singing: 2.5% tech points
Writing: 2.5% tech points
Weapons
Siege Engineering (Provides half benefit without the War version) 2.5%/5% siege speed
Design: 2.5% time decrease on building
Architecture: 2.5% cost reduction on building
Engineering: 2.5% time decrease on building
Medical: 2.5% decrease to Assassination success rate
Herbalism: 2.5% decrease to Assassination success rate
Physician: +.5 Health and Cures Diseases
Natural Sciences
Alchemy: 2.5% increase or decrease to Assassination success rate
Astronomy: 2.5% tech spread
Geology: 2.5% tech points
Mathematics: 2.5% tech points
Metallurgy: 2.5% weapon damage
Physics: 2.5% siege damage
Scholarly
Literature: 2.5% tech spread
Teaching: Enables tutoring of children, level bases earning of the character, and +5% cultural shift (+10% for Persian/Chinese)
Social Sciences
Anthropology: Event specific bonus
Archaeology: Event specific bonus
Geography: 2.5% tech spread
Philosophy: 2.5% tech points
Theology: 2.5% county conversion chance
Detached Priest>Dutiful Cleric>Scholarly Theologian>Mastermind Theologian
Foci
Code:
Provides full benefit
Rulership
Business: 5% tax bonus
Accounting: 5% tax bonus
Administration: 5% tax bonus and 5% levy size
Economics: 5% tax bonus
Finance: +2 Stewardship
Law: +2 Stewardship
Politics: +5 Diplomacy
Propaganda: 5% levy size
Knowledge: 5% Tech Spread
Connoisseur: 5% Tech Points
Savoir-Faire: 5% tech points and tech spread
Naive Appeaser>Underhanded Rogue>Charismatic Negotiator>Grey Eminence
Scholarly
Public Speaking: +1 Demense
Business
Business: 5% tax bonus
Accounting: 5% tax bonus
Administration: 5% tax bonus and 5% levy size
Economics: 5% tax bonus
Finance: +2 Stewardship
Indulgent Wastrel>Thrifty Clerk>Fortune Builder>Midas Touched
Hunting
Animal Traits
Animal Handling *random animal chance as pet* +1 Health
Falconry +2 Diplomacy
Warhorse: +2 Martial
War
Athletic: +2 Martial
Manouvering: +2 Martial and +2 Duel Move
Combat Arts: +4 Martial
Weapon
Axe
Mace
Arming Sword
Fast-Draw
Dagger
Lance
Polearm
Rapier + Main-Gauche *Locked till 14th century*
Saber *Locked to Middle East, Steppes, and Russia*
Shield
Short Sword
Spear
Staff
Battleaxe
2H Mace
Longsword
Siege Engines: +10% Seige Speed
Horse Bow *Locked to Turks and Mongels*
Long Bow *Locked to Welsh and English*
Bow
Crossbow
Fast Draw
Military
Armoury: +10% Defense
Ambush: +10% Damage from Flanks
Military Tactics: +10% Damage from Flanks and Center Attacks
Leadership: +10% Maximum Troop Level
Misguided Warrior>Tough Soldier>Skilled Tactician>Brilliant Strategist
Family
Carousing
Seduction
Intrigue
Criminal/Street: -5% to other's taxes
Disguise: Event Specific bonus
Fast Talk: Event Specific bonus
Forced Entry: Event Specific bonus
Observation: Event Specific bonus
Smuggling: -10% siege speed and Event Specific bonus
Streetwise: Event Specific bonus
Spycraft
Assassinations: Increases success rate by +5%
Counterfeiting: -5% to other's taxes
Forgery: Time decrease and success rate increase to forging claims by +5%
Poisons: Decreases target's health by 1
Stealth: Event Specific bonus
Throwing: Event Specific bonus
Scholarship
Arts: 5% tech spread
Artist: 5% tech points
Dancing: 5% tech points
Fire Eating: 5% tech points
Musician: 5% tech points
Poetry: 5% tech points
Singing: 5% tech points
Writing: 5% tech points
Weapons
Siege Engineering (Provides half benefit without the War version) 5%/10% siege speed
Design: 5% time decrease on building
Architecture: 5% cost reduction on building
Engineering: 5% time decrease on building
Medical: 5% decrease to Assassination success rate
Herbalism: 5% decrease to Assassination success rate
Physician: +1 Health and Cures Disease
Natural Sciences
Alchemy: 5% increase or decrease to Assassination success rate
Astronomy: 5% tech spread
Geology: 5% tech points
Mathematics: 5% tech points
Metallurgy: 5% weapon damage
Physics: 5% siege damage
Scholarly
Literature: 5% tech spread
Teaching: Enables tutoring of children, level bases earning of the character, and +5% cultural shift (+10% for Persian/Chinese)
Social Sciences
Anthropology: Event specific bonus
Archaeology: Event specific bonus
Geography: 5% tech spread
Philosophy: 5% tech points
Theology
Occult
Exorcism: Removes possession
Herb Lore: 5% to Poisons or 5% to Herbalism
Theology: 5% county conversion chance
Detached Priest>Dutiful Cleric>Scholarly Theologian>Mastermind Theologian
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