For example, when a Steward is performing the Increase Development task, the possibility of side effects is checked using these thresholds. One is used to set the human-readable description of the skill level shown in the tooltip while mousing over one of a character's skills, to give a general assessment of their ability.Īnother internal set of thresholds is used to determine outcomes and probabilities of success in various game events based on a character's capability. The final value of each skill, including modification by education and other traits, is tested against certain thresholds in the game data. Determines muscle mass in character appearance.Determines the combat moves available in a duel.Determines the success chance of Demand Conversion.Determines the prestige cost to increase crown authority.+1% Cultural fascination bonus if cultural head.Determines the effectiveness of intrigue schemes.+2% Domain taxes (starting from −16 at level 0).+2% Levy reinforcement rate (starting from −16 at level 0).+2% Levy size (starting from −16 at level 0).Determines the effectiveness of diplomacy schemes.Determines the opinion gain from certain character interactions.+1% Monthly prestige (starting from −8 at level 0).+1 General opinion (starting from −8 at level 0).
Skill will be further increased or decreased by various traits and modifiers. Between the ages of 6 and 16 a child can gain up to 4 more skill points spread across all skill categories, once again determined by the skill of both parents. Each character will be born with a skill between 0 and 10 in every skill category, partially determined by both parents. Skills represent a character's expertise across various fields and together with skills determine how good or bad a character is at a given task.