Skills and Traditions

= Knight Skills and Traditions =
=== Knight Skills ===
Each knight can learn up to five skills; three primary (class) skills and two secondary, with each having three levels. The sum of the levels of skills learned determines the knight's level. 
Skills are divided by class. Each one is primary for a specific class, but they can also be secondary and are thus learnable by other classes. Bonuses provided by a skill are dependent on the knight's class; some are available to all, while others are available to a specific class. Some skills provide additional bonuses when learned by kings.
Learning and leveling skills is done by selecting a knight in the royal court and then clicking on his level "status" (the first one to the left). This primarily costs books, but also gold and the cost increases with the level of the skill. Some random skills are always available to be learned and the same is true for the skills that correspond to the traditions of a kingdom. Princes can also learn their father's skills. Some characters learn their skills at level 3; kings, patriarchs and, if the Learning tradition is adopted and the king has the Learning skill, princes as well. Once a knight possesses a level 3 skill he receives bonuses from the corresponding tradition, if it is adopted by the kingdom. 
Each knight with at least one marshal's skill can lead an army ("Call to arms" action).
=== Traditions ===
Traditions provide powerful bonuses throughout the entire kingdom. They can be viewed and adopted through the "Royal family and Traditions" window, accessible through the bottom left control panel. Each tradition corresponds to a skill. Besides the cost in books and gold, scaling with the number of traditions already adopted, the adoption of a new tradition requires at least one knight in the kingdom to possess the corresponding skill at maximum level.
Once a tradition is adopted, it can be abandoned only voluntarily and is never lost in any other way. Traditions provide two types of bonuses: some kingdom-wide (indicated in purple) and knights' bonuses (indicated in blue). Only knights that possess the corresponding skill at maximum level will receive this second type of tradition bonus. 
In addition, knights always have the potential to learn each skill, corresponding to the adopted tradition (if their class and available slots allow it). 
== List of Skills and Traditions ==
=== Archery: ===
* +3/5/10% ranged squads attack
Marshal Primary skill:
* +3/5/10% ranged squads attack
* +10/20/50% Friendly fire damage reduction
Spy Secondary skill:
* +5/10/15% Chance for "Hunting Accident" plot to succeed.
* Opportunity: "Hunting Accident"
This skill is available to Diplomat and Merchant Secondary skill without additional bonuses.
==== Archery Tradition ====
Kingdom Effects:
* +25% ranged squads manpower
Effects on the Archery skill:
Marshal:
* +10% ranged squads range
* +50% ranged squads salvo capacity
=== Assassination: ===
Spy Primary skill:
* +3/5/10% Chance for murder plots to succeed. 
==== Assassination Tradition ====
Kingdom Effects:
* +10% chance for enemy spies' murder plots to succeed against us.
* +10% chance for our spies' murder plots to succeed
Effects on the Assassination skill:
Spy:
* Plot: "Kill the King" 
* Plot: "Kill the Queen" 
=== Bargain: ===
* +1/2/3 (gold income) per produced good in governed town
Merchant Primary Skill:
* +20/30/50% (gold income) from food export
Marshal Secondary skill:
* +1/2/3 (levies) in all villages.
Diplomat Secondary skill:
* 10/15/20% lower action and upkeep costs 
Spy Secondary skill:
* 10/15/20% lower action and upkeep for bribing of knights
King Effect:
* 50% lower price for hiring knights
==== Bargain Tradition ====
Kingdom Effects:
* +1 (food production) in Crop farms
* +5% cheaper building and upgrade costs
* -25% Hire costs and upkeep for mercenaries
* 30% lower upkeep for importing goods and food
Effects on the Bargain skill (governing)
* +2 (food production) in Crop farms
=== Bribery: ===
Spy Primary skill:
* +5/10/15% chance for bribing to succeed
Merchant Secondary skill:
* +1/2/3 base merchant trade income
* +1/2/3 Espionage defense
==== Bribery Tradition ====
Kingdom Effects:
* +15% Chance for our spies to bribe other knights
* +10 corruption
* +10% Siege attack
Effects on the Bribery skill:
Spy:
* 30% lower price and upkeep for bribing of knights
* Allow princes to be bribed
=== Cavalry tactics: ===
* +3/5/10% cavalry squads attack
This skill is available to Marshal as Primary Skill, as well as to Merchant, Diplomat and Spy as Secondary skill without additional bonuses.
==== Cavalry tactics Tradition ====
Kingdom Effects
* +25% cavalry squads manpower
Effects on Cavalry tactics skill
Marshal:
* +100% cavalry squads shock damage upon charge
=== Charity: ===
* +5/10/20 happiness in governed Town
* +1/2/3 (workers) in all towns
Cleric Primary skill:
* +3/5/10 Stability while in "Helping the Weak" state
* Action: "Commit to charity" 
This skill is available to Marshal and Diplomat as Secondary skill without additional bonuses.
==== Charity Tradition ====
Kingdom Effects:
* +10 Kingdom stability
* +20% Population growth in all provinces
* +3 (workers) in all towns
* +50 Kingdom influence
Effects on the Charity skill:
* +3 Kingdom stability
Cleric:
* Adds cleric level to "Commit to charity" effect
King:
* +5 Kingdom stability
=== Concealment: ===
Spy Primary skill:
* 5/10/15% lower spy actions reveal chance
==== Concealment Tradition ====
Kingdom Effects:
* 15% lower spy actions reveal chance
Effects on the Concealment skill:
Spy:
* 5% lower spy actions reveal chance
* Can't be revealed when returning to kingdoms where spy was compromised
=== Conspiracy: ===
* +2/3/5 Espionage defense
Spy Primary skill:
* +10/15/20% more effective "Ruin relations" action
* +5/10/20 more effective "sow dissent"
==== Conspiracy Tradition ====
Kingdom Effects:
* +20 Espionage defense
* +10 more effective "sow dissent"
Effects on the Conspiracy skill:
Spy:
* +10% increased chance of success in "Witch hunt"
* +10 more effective "sow dissent"
=== Courtesy: ===
* +3/5/10 increase of relations (per minute), while on a mission
* +10/15/20 influence per governed castle
Diplomat Primary skill:
* +3/5/10% More effective "Improve Relations" action
Merchant Secondary skill:
* +1/2/3 (Commerce) in Town
Spy Secondary Skill:
* Opportunity: "Assist elopement"
This skill is available to Cleric as Secondary skill without additional bonuses.
==== Courtesy Tradition ====
Kingdom Effects:
* +100 Kingdom influence
* +50 Cultural power
Effects on the Courtesy skill:
* +10 increase of relations (per minute), while on a mission
Merchant:
* +20 Cultural power
Cleric (while governing):
* +20 Cultural power per Religious settlement
* +1 (Commerce) in Religious settlement
=== Field tactics: ===
* +5/10/20% squads defense
Marshal Primary Skill:
* +20/30/50% Natural terrain bonuses
This skill is available to Merchant, Spy and Diplomat as Secondary skill without additional bonuses.
==== Field tactics Tradition ====
Kingdom Effects:
* Armies do not enter disorganised states
* +25% squads defense
* +5 squads resilience 
Effects on the Field tactics skill
Marshal:
* +50% reduced penalties from retreating 
=== Infantry tactics: ===
* +10/15/25 infantry and spearmen defense
* +10/15/25 defense squads resilience
This skill is available to Marshal as Primary Skill, as well as to Merchant, Diplomat and Spy as Secondary skill without additional bonuses.
==== Infantry tactics Tradition ====
Kingdom Effects:
* +25% infantry and defense squads manpower
Effects on the Infantry tactics skill:
Marshal
* +15% infantry and defense melee attack
=== Iron Fist: ===
* -1/3/5 Enemy rebels' morale 
* +20/50/100% (gold) from pillaging
* +20/50/100% (gold) from defeated rebels
Marshal Primary skill:
* +10/15/20 Additional chance to succeed in "Establish Order" action
This skill is available to Diplomat and Spy as Secondary skill without additional bonuses.
King effects:
* -3 Morale of all rebels in the kingdom
==== Iron Fist Tradition ====
Kingdom Effects:
* -10 Kingdom happiness
* -50% Crown Authority increase cost
* +10% (gold income) from vassal's income
Effects on the Iron Fist skill:
Marshal:
* +3 squads resilience 
King:
* -20 corruption
=== Laws: ===
* +1/2/3 Province stability
* +1/2/3 (levies) in town
Diplomat Primary skill:
* +1/2/3 (books) in castles
Cleric Secondary skill:
* +5/10/20 cultural power 
* +1/2/3 (books) in town
Spy Secondary skill:
* Opportunity "Frame foreign knight"
This skill is available to Marshal and Merchant as Secondary skill without additional bonuses.
==== Laws Tradition ====
Kingdom Effects:
* +5% (gold income) from vassal's income
* +5 Kingdom Stability
* -20 corruption
* +1 (levies) in every Village in kingdom
* +1 (town Guard) in town
Effects on the Laws skill:
* (when governing) +5 Province stability
* (when governing) +3 (books) in town
=== Leadership: ===
* +2/4/6 Army morale
* (When in prison) Action: "Inspire riot"
King effects:
* 100 Kingdom Influence
* +15% chance to avoid opinion drop
This skill is available to Marshal as Primary Skill, as well as to Merchant, Diplomat, Cleric and Spy as Secondary skill without additional bonuses.
==== Leadership Tradition ====
Kingdom Effects:
* +5 Kingdom stability
* +100 Kingdom influence
* +3 Army morale
Effects on the Leadership skill
* (None)
=== Learning: ===
* 10/15/20% faster squads' experience gain
* +3/5/10 Cultural power
Cleric Primary skill:
* +1/2/3 (books) in Villages
This skill is available to Marshal, Merchant, Diplomat and Spy as Secondary skill without additional bonuses.
==== Learning Tradition ====
Kingdom Effects:
* 20% faster squads' experience gain
* 10% cheaper skills and traditions learning and improving
* +50 Cultural power
* +10% of (piety) converted to (books)
Effects on the Learning skill
Cleric
* +20 Cultural power
King
* Princes learn their skills at level 3
=== Logistics: ===
* +2/3/5% Army travel speed
* +50/100/200 (food) storage in governed town
Merchant Primary skill:
* +1/2/3 (commerce) per good produced
Marshal Secondary skill:
* -20/30/50% usage of army supplies
This skill is available to Diplomat, Cleric and Spy as Secondary skill without additional bonuses.
==== Logistics Tradition ====
Kingdom Effects:
* +20% (food production) in all provinces
* +5% army travel speed
* +1 (gold income) per good
* +20% army resupply gold reduction
Effects on the Logistics skill
* +2 maximum army inventory slots
Marshal:
* +25% squads defense when sieging enemy towns
Merchant:
* (when governing) +1 (gold income) per Good produced
=== Medicine: ===
* -10/20/50% cost for refilling squads
* +2/3/5 (workers) in town
Cleric Primary skill:
* +5/10/20 Cultural power
* +1/2/3 (workers) in villages
Merchant Secondary skill
* +1/2/3 (gold income) base merchant trade income
Spy Secondary skill
* +2/3/5% chance for murder plots to succeed
This skill is available to Marshal as Secondary skill without additional bonuses.
==== Medicine Tradition ====
Kingdom Effects:
* +5 (workers) in all towns
* +30% Population growth in all provinces
* +10 Kingdom happiness
* +50 Cultural power
Effects on the Medicine skill
Cleric:
* +250 Fame
* (when governing): +3 (gold income) in Religious settlements 
Marshal:
* +25% reduced penalties from retreating
=== Negotiation: ===
Diplomat Primary skill:
* +20/30/50 Kingdom influence
Merchant Secondary skill:
* +1/2/3 (food production) in Crop farm
==== Negotiation Tradition ====
Kingdom Effects:
* +200 Kingdom influence
* -15% Hire cost and upkeep for mercenaries
* +5% chance to avoid opinion drops
* -50% cost for ransoming your imprisoned knights
Effects on the Negotiation skill
Merchant:
* +15% (gold income) merchant trade income
=== Navigation: ===
* +2/3/5 Army morale at sea
Merchant Primary skill:
* +1/3/5 (gold income) per coastal town where merchant is trading
Marshal Secondary skill:
* +5/10/20 Naval strength
* +1/1/2 Ship level
==== Navigation Tradition ====
Kingdom Effects:
* +20 Attack in sea battles
* +3 (gold income) in coastal settlements
Effects on the Navigation skill
Merchant:
* +3 (commerce) in coastal settlements
Marshal:
* +30% ship sailing speed
=== Plotting: ===
* (when in prison) Action: "Organise escape"
Spy Primary skill:
* -10/15/25% Plotting cost
Diplomat Secondary skill:
* 20/30/50% lower upkeep and cost for Defensive pact and Invasion plan
==== Plotting Tradition ====
Kingdom Effects:
* +15% chance for spy actions to succeed
Effects on the Plotting skill:
Spy:
* -50% time for plotting
=== Rhetoric: ===
* +1/2/3 (books) in town
Diplomat Primary skill:
* +3/5/10 chance to successfully improve oppinions
Cleric Secondary skill:
* +10/15/20 Cultural power
* +10/15/25% religion conversion rate
==== Rhetoric Tradition ====
Kingdom Effects:
* +5 (books) income
* +100 Kingdom influence
* +5% chance to avoid opinion drops
* No penalties when exiling or abandoning a knight
Effects on the Rhetoric skill
* +50 Kingdom influence
* (when governing) +20 influence per governed castle
=== Siegecraft: ===
* +10/15/20 Defense when defending during siege, assault and break-siege battles
* Allows construction of Catapults
Marshal Primary skill:
* +5/10/15% siege attack
This skill is available to Merchant, Diplomat and Spy as Secondary skill without additional bonuses.
==== Siegecraft Tradition ====
Kingdom Effects:
* +50 Siege defense 
* +15% Siege attack
Effects on the Siegecraft skill:
Marshal:
* Allows construction of Trebuchets 
=== Stewardship: ===
* +2/3/5 (gold income) in town
Merchant Primary skill:
* +1/2/3 (gold income) in villages
Marshal Secondary skill:
* +1/2/3 (levies) in castles
Cleric Secondary skill:
* +1/2/3 (gold income) in religious settlements
The skill is available to Diplomat and Spy as Secondary skill without additional bonuses
King effects:
* 100% faster recovery of burned settlements
==== Stewardship Tradition ====
Kingdom Effects:
* Inflation is reduced by 50%
* +1 (gold income) in castles
* +10% cheaper buildings and upgrades costs
Effects on the Stewardship skill:
Merchant:
* (when governing) +5 (commerce) in town
=== Strategy: ===
* +1/2/3 (levies) in castles
Diplomat Primary skill:
* +10/15/20 Kingdom influence
Marshal Secondary skill:
* +5/10/20% Natural terrain bonuses
Merchant Secondary skill:
* +10/20/30 Kingdom influence
Spy Secondary skill
* 3/5/10% lower spy actions reveal chance
==== Strategy Tradition ====
Kingdom Effects:
* +15% Army travel speed
* 10% faster squad experience gain
* +2 Army morale in neutral kingdom
* +1 (levies) in castles in kingdom
* +1 (town guards) in town
Effects on the Strategy skill:
Marshal:
* +5% Army travel speed
Diplomat:
* +5% more effective "Improve Relations" action
=== Trading: ===
* +1/2/3 (food production) in town
* +1/2/3 (commerce) in villages
Merchant Primary skill:
* +2/3/5 (gold income) base merchant trade income
The skill is available to Cleric, Diplomat and Spy as Secondary skill without additional bonuses
==== Trading Tradition ====
Kingdom Effects:
* +25% (gold income) generated in our trade centers
* 20% lower upkeep for importing goods and food
* +5% merchant trade income
Effects on the Trading skill:
Merchant:
* +10% (gold income) merchant trade income
Cleric:
* +3 (commerce) in religious settlements
=== Theology: ===
* +10/15/20% chance to convert religion of occupied towns after siege
* +1/2/3 (piety) in town
This skill is available to Cleric as Primary Skill, as well as to Marshal as Secondary skill without additional bonuses.
==== Theology Tradition ====
Kingdom Effects:
* +1 (piety) in religious settlements
* +10 (piety) in all provinces with Cathedrals/Great Mosques
* +3 Army morale when fighting against other religions
* +20% of (piety) converted to (books)
* +5 squads resilience
* +10% (books) income paid to sovereign
* +10% (piety) income paid to sovereign
Effects on the Theology skill
* +20% chance to convert religion of occupied towns after siege
King:
* 100 Cultural power
Cleric:
* +1 (piety) in settlements
=== Writing: ===
* +1/2/3 (books) in town
Cleric Primary skill:
* +5/10/20 Cultural power
Merchant Secondary skill:
* +2/3/5 Kingdom influence
* +1/2/3 (commerce) in town
Diplomat Secondary skill:
* +5/10/15 Kingdom influence
==== Writing Tradition ====
Kingdom Effects:
* +10 (books) income
* +5 (piety) income
* +100 Cultural power
* +50 Kingdom influence
Effects on the Writing skill:
* +3 (books) in governed town with Church/Masjid
* +5 (books) in governed town with Cathedral/Great Mosque
* +10 (books) in governed town with University/Madrasah 
Cleric:
* +150 Fame
* +1 (book) in governed settlements
Merchant:
* +5% (gold income) merchant trade income