Personal Learning
[From ACKS 2e Patreon, under OGL]
All characters have four implicit general proficiency slots which represent their potential for natural accretion of knowledge over time (in addition to their starting and level-based proficiencies). Characters who are not exceptionally diligent at practice automatically fill these slots after 5, 15, 35 and 70 years of work.
However, by extensive training, characters can accelerate their acquisition of these proficiency slots. The character must find a specialist tutor with the proficiency, costing from 25 to 500 gp per month of tutoring.
-
It takes 60 days (2 months) of major activity training that proficiency to gain the first rank of a proficiency. A tutor costs 25 gp per month of training.
-
It takes 240 days (8 months) of major activity training that proficiency to gain the first rank of a second rank proficiency or the first rank of a second proficiency. A teacher costs 50 gp per month of training.
-
It takes 540 days (18 months) of major activity training that proficiency to gain the third rank of a proficiency or the first rank of a second proficiency. A professor costs 100 gp per month of training.
-
It takes 960 days (32 months) of major activity training that proficiency to gain the fourth rank of a proficiency or the first rank of a fourth proficiency. A sage costs 500 gp per month of training.
New General Proficiency: Manual of Teaching. A character with this proficiency can teach 50 students instead of one when training the first rank of a General Proficiency. Every time a character take this proficiency, he may train a higher rank in a proficiency. .
New Specialist Types
Teachers (tutors, 25gp/month; teachers, 50gp/month; professors, 100gp/month; Sages: 500gp/month): Teachers are required for quicker study of general proficiency slots.
Specialist
|
Class I
|
Class II
|
Class III
|
Class IV
|
Class V
|
Class VI
|
Tutor
|
5d10
|
2d6
|
1d6
|
1d2
|
1 (65%)
|
1 (20%)
|
Teacher
|
3d10
|
2d4
|
1d4
|
1
|
1 (40%)
|
1 (15%)
|
Professor
|
1d10
|
1d3
|
1
|
1 (33%)
|
1 (15%)
|
1 (10%)
|
Sage
|
As Sage
|
Education Ranks
A settlements education level is a measure of the general populace's knowledge and skills. Each rank represents educating 20% of the population, representing training one member of a five member family per household. In turn, the population has the number of specialist increased by 20%. Increasing low levels of education requires little investment or money, but dedicated higher education requires better infrastructure and higher quality teachers
Uneducated (0 Ranks). The settlement has received little education except for private industries methods, such as apprentice and mentor..
Learned (1 Rank). The settlement's population has become more skilled, allowing for a stronger skilled-worker economy. The settlement has hired about one tutor specialist for every 250 families.
Cultured (2 Ranks). The settlement has started to take adopt deep cultural habits. The settlement has hired about one Teacher for every 250 families.
Educated (3 Ranks). The settlement's general population is highly educated. The settlement has hired about one Professor for every 250 families.
Scholarly (4 Ranks). The settlement's families are very educated, reaching every family member.. The settlement has hired about one Sage for every 250 families.
Education Projects
The cost of an education system is time and money, spent on infrastructure and personnel. The market size of a settlement determines the cost per month. In addition, the domain ruler needs to determine the settlement's school system: public, subsidized or private. Public schools systems are expensive both in starting costs and maintenance, but the government has a huge sway in determining curriculum. Subsidized school systems are less expensive, but can create long-term problems with seeding radical ideas. Private school system's burdens are placed upon the market's shoulders, providing the most direct economic benefits for the domain ruler, but is a hotbed for radical ideas and ownership of new ideas are controlled by the invested universities.
Monthly Infrastructure Costs
Market Class
|
Public GP/Family
|
Subsidized GP/Family
|
Private GP/Family
|
6
|
2 gp/family
|
1 gp/family
|
0.5 gp/family
|
5
|
3 gp/family
|
2 gp/family
|
1 gp/family
|
4
|
3 gp/family
|
2 gp/family
|
1 gp/family
|
3
|
3 gp/family
|
2 gp/family
|
1 gp/family
|
2
|
4 gp/family
|
3 gp/family
|
2 gp/family
|
1
|
5 gp/family
|
4 gp/family
|
3 gp/family
|
The desired rank in Education determines the time required to finish an education project. Education ranks must be completed in order and ranks cannot be skipped. For example, Education Rank 1 must be completed before Education 2 is attempted.
Education Rank
|
Time
|
1
|
8 months
|
2
|
32 months
|
3
|
72 months
|
4
|
128 months
|
During the process of building, an education system, if the ruler misses a payment or a portion of payment, he must make a roll on the Education Setback table.
Education Setbacks
2d6
|
Result
|
2-
|
Decay
|
3-5:
|
Crisis
|
6-8:
|
Privatization
|
9-11:
|
Public Outcry
|
12+:
|
Reform
|
Modifiers: -1 for every gp/family not paid
+1 if project is half complete
Decay: The school system's plan was destined to fail. The project must be restarted from scratch and all time and money is lost.
Crisis: The school system's requires a costly overhaul. The ruler has a choice to allow the market to self correct or increase overhead. Increasing overhead increases the cost by +1 gp/family til the end of the project. If allowing the market to self-correct, the school's system is changed from public to subsidized or subsidized to private. If the school system is already private, the project must be terminated or increase the overhead.
Either way, the ruler must roll on the Education Setback table next month and all further Education Setbacks are at -1.
Privatization: The school system's requires a costly overhaul. The ruler has a choice to allow the market to self correct or increase overhead. Increasing overhead increases the cost by +1 gp/family til the end of the project. If allowing the market to self-correct, the school's system is changed from public to subsidized or subsidized to private. If the school system is already private, the project must be terminated or increase the overhead.
Public Outcry: The public groans, but the project is not compromised.
Reform: The education setback has given insight to great minds to the education project's problems. The next Education Setback rolls for this project receives a +1 bonus.
When building a project, time can be modified to allow slower or quicker training by allocating gold. Speed of a project cannot be changed once determined.
|
GP/Cost
|
Time
|
Accelerated
|
Double gp/family per month
|
Half time required
|
Slow
|
Half gp/family per month
|
Double time required
|
Benefits of Education
Once the project is complete, the domain ruler can reap in the benefits of education. The settlement gains a monthly economic boost based on the school's system and education level.
Education Level
|
Public
|
Subsidized
|
Private
|
1
|
+0.25 gp/family
|
+0.5 gp/family
|
+0.75 gp/family
|
2
|
+0.5 gp/family
|
+1 gp/family
|
+1.5 gp/family
|
3
|
+0.75 gp/family
|
+1.5 gp/family
|
+2.25 gp/family
|
4
|
+1 gp/family
|
+2 gp/family
|
+3 gp/family
|
The settlement gains a bonus production in Specialists. For every education level, increase the number of specialists found a month by 20%. If the result is a percentile, double the chances of finding a specialist. If the result is 100% or higher, the result is 1. In addition, increase number of spells available by 20% in the city (round up) per Education rank.
Characters also gain benefits for education. Henchmen hired in a location with an Education value receive a number of bonus Proficiency equal to the settlement's Education rank. With permission from the DM, player characters may also gain this benefit.
If the Education Rank is 2 or higher, consider the Market Class one higher for the purposes of purchasing and selling goods. If the Education Rank is 4, consider the Market Class two higher instead.
As well, literacy techniques has increased the rate to those who normally would not have the intelligence to read and write. For every rank of Education, a character can read and write as if his intelligence was one higher. For example, in an Education 2 settlement a character with an intelligence of 7 or higher can read and write, instead of 9 or higher.
The city will likely contain libraries and workshops. At Education 0, the settlement contains no libraries or workshops. At Education 1 or higher, the settlement has a chance to find a +0 library or workshop which fits your needs, as determined below. For every Education level above 1, a character may find a +1. For example, an Education 3 settlement has a chance to find a +2 library or workshop.
If the school system is subsidized, the user must pay 1% of the cost of the library or workshop for a month for a month of access (+0: 40 gp, +1: 140 gp; +2: 240 gp; +3: 340 gp). If the school system is private, the user must pay 5% of the cost of the library or workshop for a month of access (+0: 200 gp; +1: 700 gp; +2: 1,200 gp; +3: 1,700). Public school systems provide free access to workshops and libraries.
Libraries and workshops dedicated to General Proficiencies can also be accessed. General Proficiency Libraries give bonuses which are based on knowledge. For the purposes of Healing and Animal Husbandry, diagnosis is a knowledge skill, but using the abilities are not. General Proficiency workshops give bonuses to rolls which are based on actions, such as the abilities of Healing and Animal Husbandry.
Market Size
|
+0 Library/Workshop
|
+1 Library/Workshop
|
+2 Library/Workshop
|
+3 Library/Workshop
|
VI
|
33%
|
20%
|
15%
|
5%
|
V
|
1
|
65%
|
40%
|
15%
|
IV
|
1d3
|
1d2
|
1
|
33%
|
III
|
1d10
|
1d6
|
1d4
|
1
|
II
|
2d10
|
2d6
|
2d4
|
1d3
|
I
|
4d20
|
5d10
|
3d10
|
1d10
|
The Tears of Education
Education is a double-edged sword. While it provides a boost in economic growth, the population becomes more aware of unfairness. Having a tight grip on education allows the ruler to choke dissension by curating the curriculum to be friendly to the domain's ideals and power structure.
If the school is Private, the ruler must roll on the Radical Ideas table once per season.
If the school is Subsidized, the ruler must roll on the Radical Ideas table once per year.
If the school is Public, the ruler must roll on the Radical Ideas table once every 4 years.
Radical Idea Table
2d6
|
Result
|
2-
|
Riot
|
3-5:
|
Radical Idea
|
6-8:
|
Seeds of Radicalism
|
9-11:
|
Standard Fare
|
12+:
|
Patriotism
|
Modifiers:
-1 per Education level
+1 if Public School
-1 if Private School
+1 per gp/family for Reeducation (cannot do if Private)
Riot: The school system has started to riot. Gp gained from education is reduced to 0. The settlement's morale is decreased by -2. Only by Burning the Chaff can the domain ruler regain access to the GP.
Radical Idea: The school system has produced an idea which is not friendly to the domain ruler's desires. For every Radical Idea, the settlement and domain it is in receives -1 morale.
Seeds of Radicalism: The school system has started to murmur with ideas which many would consider treasonous. All rolls on the Radical Idea table are at -1 til a Radical Idea is formed.
Standard Fare: The school produces results which are within acceptable parameters of the ruler's desires.
Patriotism: The school shoots down radical ideas with instilled patriotism. If the settlement is suffering from a radical idea, remove one. If the settlement does not a radical idea, the settlement's morale is increased by +1.
Burning the Chaff: When an educations system becomes too embroiled in changing the ruler's plans, he may simply have to fire or execute teachers and key figures. The results are catastrophic for education, reducing the Education level by 1, but all Radical Ideas are also removed. In addition, the settlement suffers a -1 to Morale for such a flagrant display of authority in a free-minded society. This penalty is almost always better than the accretion of Radical Ideas.
Growth of a City
Education systems designed for smaller settlement are not suitable for larger settlements. A settlement can support a population if it stays within the same market size, as minor improvements will be paid by concerned citizens. When a settlement grows in a market size, it has outgrown the current model.
An ruler can anticipate this change by growing the education system with the settlement's growth. The cost is +1 gp/month with the duration equal to a normal Education Project. This cost is +1 gp if the settlement is increased to a class II or I city. For example, increasing a settlement from a class VI with an Education 1 to a class V city will cost 1 gp/month per family over the period of 8 months.
If the costs are not paid, the Education system suffers Education Degeneration for every season.
Education Degeneration
2d6
|
Result
|
2:
|
Degeneration
|
3-5:
|
Catastrophe
|
6-8:
|
Privatization
|
9-11:
|
Calm
|
12:
|
Averted
|
Degeneration: The settlement immediately loses a level of Education, but no longer needs to roll on Education Degeneration.
Privatization: The school system is in dire need. The school's system is changed from public to subsidized or subsidized to private. If the school system is already private, education is immediately reduced by 1 and no longer needs to roll on Education Degeneration.
Catastrophe: The school system must immediately pay twice the cost of growth in education, or education is reduced by 1. He may instead allow the market to take over as if rolling a Privatization result.
Calm: The education system has survived this season without penalty.
Averted: The education system works just fine as is! The ruler no longer needs to roll on Education Degeneration.
Changing Education Systems
A domain ruler may not be satisfied with how his education system turned out. He may desire to publicized sectors of education in the settlement. An education system can be publicized by spending money. This is very expensive, but is popular with the common man. Changing a system from Subsidized to Public requires 2/gp family and gives +1 Morale. Changing a system from Private to Subsidized requires 4/gp family and gives +2 Morale. This does require time to pass, equal to half the time required to build an Education Project of the same size.
Conversely, the ruler may privatize education, but this angers the common man who hates paying for education. Changing a system from Public to Subsidized suffers -1 morale. Changing from Subsidized to Private suffers the settlement a -2 morale penalty. This does require time to pass, equal to half the time required to build an Education Project of the same size.
Adventuring and Education
Education can be supported by adventuring by gifting unique and exotic to the education system for further study. When handing out treasure, the gamemaster may roll a d20. If he rolls a 20, the treasure is suitable treasure for research. When using research, double the gp value when paying for an Education project. For example, an adventuring group finds a horde of treasure. The DM rolls a 20 on a wooden crown worth 500 gp, which is deemed unique and worthy of researching. When used for paying for a Education project, the crown would be worth 1000 gp.
Discoveries
A settlement on occasion will produce ideas which are worth a lot of money. The discovery from a public school systems will make it's way to the ruler's hands. Consider the Market Size one smaller if the school's system is subsidizied.
Market Size
|
Discovery Chance
|
VI
|
None
|
V
|
None
|
IV
|
1% each Season per Education level
|
III
|
2% each Season per Education level
|
II
|
5% each Season per Education level
|
I
|
10% each Season per Education level
|
For every discovery, roll 1d10:
1: Formula. The settlement discovers a formula for a random magic item.
2: Sample: The settlement discovers a single random magic item.
3: Agricultural Breakthrough. The settlement discovers a breakthrough in farming techniques. The domain's land revenue is increased +1/gp family next season.
4: War Tactics. The settlement discovers a breakthrough in military tactics. A commander who uses this tactics receives +1 to his Strategic Ability for one battle. Unless no enemy commanders escape the battle, the bonus is lost for further battles.
5: Holy Site. The settlement has discovered a new way to use apply his religion. While in the settlement, clerics of the main religion gain a new spell, as if under Apostasy.
6: Spell. The settlement has discovered a new spell.
7: Construct. The settlement has discovered a new design for a construct.
8: Crossbreed Template: The settlement has discovered two animals which can be crossbreed with ease. Roll two random monsters. When crossbreed, the cost is reduced by 100,000gp.
9: Social Exploit: The settlement has discovered a way to socially engineer victims. The ruler may either give himself to all +1 to all Hijinks rolls or gain 500 congregants.
10: Racial Discovery. The settlement produces a discovery which is unique to race of the settlement.
Human: A human settlement's discovery is versatile and volatile, rolling twice on the discovery chart, ignoring all results of 10.
Dwarf: A dwarf settlement discovers a new automaton design.
Elf: An elf settlement attracts a magical animal type within 3-miles of his fastness range.