Besides the principles mentioned in the previous post, I make the following distinction: for MilMinded the benefits come from ending the move in the settlement, while for ADMind they come from spending the whole move in the settlement (it’s analogical to their way of learning Adm_Edu).
I’ve used the following traits for triggers:
- For battle experience: Promising Commander (i.e. GoodCommander=1, comparatively easy to get)
- For serious battle experience: Great Victor (gained after: BattleSuccess = crushing, PercentageEnemyKilled > 50, BattleOdds < 1), and alternatively Renown Victor (after BattleSuccess; BattleOdds < 2.5, NumFriendsInBattle > 750, but requiring a few battles won, since it has a threshold of 6).
The player will know when a general is ripe for education since all the three traits are be visible as the general’s traits.
I’ve translated the principles into the code in the following manner:
- Wooden Castle
- Basic education (only) in 2 years for MilMind during the schoolage ending move here (== probability 25% of getting 1 point a turn, there’s a cap of 1 point Mil_Edu)
- Castle
- Standard education in 4 years for MilMind during the schoolage ending move here (with very remote possibility of getting even Advanced) (== probability 25% of getting 1 point)
- Basic education in 5 years for ADMind during the schoolage spending turn here, very low probability of getting Standard Education (== probability 10% of getting 1 point a turn);
- Fortress
- Advanced education for MilMind Promising Commanders during the schoolage ending move here (in 6,5 years) (== probability 40% of getting 1 point a turn)
- Advanced education for MilMind Promising Commanders after the schoolage ending move here (10 years from zero to Advanced, but usually less if the general already gathered some points) (== probability 25% of getting 1 point a turn)
- Standard education in 5 years for ADMind Promising Commanders during the schoolage spending turn here (== probability 20% of getting 1 point a turn)
- Citadel
- faster Advanced education for MilMind Promising Commanders during the schoolage ending move here (5 years from zero to Advanced, but usually less if the general already gathered some points) (== probability 50% of getting 1 point a turn)
- faster Advanced education for MilMind Promising Commanders after the schoolage ending move here (7 years from zero to Advanced, but usually less if the general already gathered some points) (== probability 35% of getting 1 point a turn)
- possibility to move up to the Master level for MilMind with serious battlefield experience after the schoolage (== probability 20% of getting 1 point a turn, but 40% if is both a RenownVictor and a GreatVictor)
- possibility to move up to the Advanced level for ADMind with serious battlefield experience after the schoolage (== probability 20% of getting 1 point a turn, but 40% if is both a RenownVictor and a GreatVictor)
Building..................... MilMind..............MilMindOlder.............ADMind..........ADMindOlder....
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WoodenCastle ............... 25 (cap) ....................................................................................
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Castle.............................. 25 ................................................. 10 .....................................
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Fortress.........................25+15*................25*...................... 10+10*................................
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Citated..........................25+25*...........35*+20#+20#......... 10+10* ......20#+20# (cap)...
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* - Promising Commander
# - Victor
Other changes:
- 5% possibility of gaining LogisticalSkill has been removed (Military_Edu contains +Move benefit, so why it should be)
- The three sets of triggers work only in the castles.
A. The after-school Mil_Edu is now possible only up to the age of 40, the Adm_Edu up to 50 (well, older generals were not susceptible to the new ideas, weren’t they). Scholars are less affected – they can learn even in the old age, even if with slightly lower efficiency.
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B. In my Polish campaign almost all my young generals got drunk. As I’d noticed in the code, this was due to the fact that actually two triggers related to the young age generals fired: one for starting Mil_Edu and one for starting Adm_Edu. Given that the education was ongoing for everybody on both paths, everyone could drink for two. And these triggers are very high (8%, which meant 16% a turn to get that trait, it’s like second education…), and they fire irrespectively of what they were doing (sitting in the woods?). I have modified these triggers so that only one trigger will fire at a time: for Mil_Edu if a general is in a castle, Adm_Edu if a general is in a city.
Furthermore, I have reviewed those traits and I’ve
- removed possibility of gaining GoodCommander (NaturalMilitarySkill 1 Chance 3) since it should be gained through battles and the Mil_Edu already provides +Command;
- lowered the probability to get Bad(Cavalry and Infantry)Commander – what’s the point of going to school if the likehood to become Bad and Good Commander is the same?
- for Adm_Edu secondary traits introduced the requirement for spending the whole turn to get them (just to fulfill the logic: Mil_Edu you need to end the move in the settlement, for Adm_Edu you have to spend the whole turn).
- I hesitated a lot if the probabilities for Drink/Girls/Rubblerouser should not be lowered, given that now it’s almost certain to be Drunk after education (if you spend 16 turns in a city you get 128% chance to get a point), but I decided not to change it. This to be checked in practice and also checked with the other triggers for these traits.
- However, given that life in a small castle provides less possibilities for Girls, I made these bad secondary traits available only from Castle+.
Actually, at one point in the future, the description of the Promising Commander, Great Victor and Renown Victor may be updated with the word “He can now further his Military Education at a Castle or a Citadel”.