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In my idea Perks or skills should be inherited to next generation.
Something like school system for inherit skills (uncap experience per day until reach the level of their teacher ),faction system (more advance special rooms) for inherit perks (fleet foot (Barrack), Whirlwind(athletic grounds), some special new perks which increase temporary morale/speed/damage from church ,or even cannibalism from dark secret society to develop predictable perks as a gift per year),or legacy system to inherit select able perks from the old heroes to rebuild next generation of heroes more specifically in the future.
In school system you need to assign teacher,students and the skill you need to teach in the faction.
In legacy system your old people will leave all of their perks after death in golden legacy perk books(like diary book) which can select to upgrade or burn them and lost forever.
not sure how develop each perks from faction as a gift per year.
some negative perk can be got from heavy damage without take care in time or bad eating behavior,hygiene as well (have a choice/chance to get it)
Here's how.
①Find this json file C:\Program Files (x86)\Steam\steamapps\common\Going Medieval\Going Medieval_Data\StreamingAssets\StatsSystem\Effectors.json
②Search strings like these
③Edit Multiplier's value as you want. When 10, the cap will be 16,000.
note: 10.0 won't work. Make sure don't use decimal zero.
2. Тренировка "ближнего боя" бойцов, экипированных в качественные латы, снабженных осадными щитами и бьющих друг друга самым плохим оружием (дубина качества "плохое") не приводит к появлению ран. Повреждается только Здоровье, но настолько незначительно, что потеря восполняется за обычное время сна ночью (верно для случая, когда бойцы имеют ★ или ★★ в навыке ближнего боя).
Google Translation:
1. Learning crafts does not necessarily require the expenditure (loss) of resources. If you interrupt the production process (for example, at 99%) and delete the task, the resources will be fully returned (game bug).
2. "Melee" training of fighters equipped with "flawless" plate armor, a siege shield and hitting each other with the worst weapons (club of "bad" quality) does not lead to wounds. Only Health is damaged, but so slightly that the loss is replenished in the normal sleep time at night (true for the case when fighters have ★ or ★★ in melee skill).
You can also earn exp by "Dismantle" items it's quite fast.However before winter just plant flax seeds as much as you can to collect material for training them in the winter.