Dd 1
Developer Diary #1
Given the nature of where I am in figuring everything out I am going to start with an idea we had early on that I really stuck to and like. That is a new Education System. I always felt that the education system cheated me a bit... giving my worst courtiers the best traits and my best the worst so I felt that randomly deciding what your courtier would be should be replaced with a specific education from that branch. Stats would then decide the "level" that character achieved.
In CK there were four educations: Martial, Court, Theology. In RotB there are three as well: Martial, Court and Magical. However you can only regularly pick from Martial and Court. I am not 100% sure how it will work, but to get magical you need to already have a wizard and that wizard needs to befriend you or your child. He will then offer to teach them the way of magic and will switch their education.
Once your child reaches maturity they will graduate from schooling and will receive one of sixteen "schools" based on what they went into and the people around them (Parents + Teacher).
The Martial Schools are:
General (x3 bonus to Martial)
Knight (x2 bonus to Martial, x1 bonus to Diplomacy)
Guerrilla (x2 bonus to Martial, x1 bonus to Intrigue)
Slasher (x2 bonus to Martial, x1 bonus to Stewardship)
The Diplomatic Schools are:
Omnibenevolence (x3 bonus to Diplomacy)
Omnipresence (x2 bonus to Diplomacy, x1 bonus to Intrigue)
Omniscience (x2 bonus to Diplomacy, x1 bonus to Stewardship)
Omnipotence (x2 bonus to Diplomacy, x1 bonus to Martial)
The Steward Schools are:
Banker (x3 bonus to Stewardship)
Merchant (x2 bonus to Stewardship, x1 bonus to Diplomacy)
Entrepreneur (x2 bonus to Stewardship, x1 bonus to Intrigue)
Investor (x2 bonus to Stewardship, x1 bonus to Martial)
The Intrigue Schools are:
Spy (x3 bonus to Intrigue)
Interrogator (x2 bonus to Intrigue, x1 bonus to Martial)
Schemer (x2 bonus to Intrigue, x1 bonus to Stewardship)
Honest Faced (x2 bonus to Intrigue, x1 bonus to Diplomacy)
The Magical Schools work a bit differently, instead of having a skill the excel in, instead they have one that they don't have a bonus to. So assume that the the three listed traits are the traits with a x1 bonus and the one without has no bonus.
Wizard (Martial, Diplomacy, Stewardship)
Warlock (Martial, Diplomacy, Intrigue)
Bard (Diplomacy, Intrigue, Stewardship)
Alchemist (Martial, Intrigue, Stewardship)
My hope is with this system that players can have a better feel for the characters while still having grey to fill in with their imagination. A Guerrilla in a coastal setting might actually be a Pirate, and a General an Admiral.
Which school you get is still semi-random but it will be influenced by several factors.
First, and foremost, is the characters traits and skills. A character with high diplomacy and high martial is likely to become either a Knight or someone with Omnipotence; though it is not guaranteed. A deceitful character is likely to land in an Intrigue position, or a school with an Intrigue bonus.
Second is the same-sexed parent's school. A father is likely to pass down his own understanding of something to his sons, a mother to her daughters.
Third is the teacher's school. Obviously a teacher has a particular bend on things, but I still believe that a parental bond is bound to be stronger and therefore more influential.
The original idea was for the player to be able to choose, but I find that this is seriously broken and will quickly become annoying to the player. But you can disagree if you want.