Editing Children

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Children have a '''Learning''' need, which replaces Recreation. Children scheduled to do [[Schedule#Anything|Anything]] or [[Schedule#Recreation|Recreation]] will satisfy their Learning need. Not only does a fulfilled Learning give mood buffs, analogous to Recreation at the same level, but it can also increase their growth score.
 
Children have a '''Learning''' need, which replaces Recreation. Children scheduled to do [[Schedule#Anything|Anything]] or [[Schedule#Recreation|Recreation]] will satisfy their Learning need. Not only does a fulfilled Learning give mood buffs, analogous to Recreation at the same level, but it can also increase their growth score.
  
Specifically, when the schedule allows it, children will try to begin a Learning task if their Learning need is currently below 90%, their mood is above any mental break threshold, and their Food and Sleep needs are above 40%.  (Some of those conditions seem to be recalculated only once per hour.)  Once begun, they will continue the Learning task until either Learning reaches 100%, or they get interrupted (by needing to eat or sleep, or being drafted, or the Learning type becoming invalid—e.g., for work watching, if all adults have stopped doing any watchable work types).  After an interruption, if their Learning is below 90%, they'll resume doing a learning task, but if it's above 90%, they won't—instead doing work or idling, until it drops below 90% again.
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Specifically, when the schedule allows it, children will try to begin a Learning task if their Learning need is currently below 90%, their mood is above any mental break threshold, and their Food and Sleep needs are adequately met.  (Some of those conditions seem to be recalculated only once per hour.)  Once begun, they will continue the Learning task until either Learning reaches 100%, or they get interrupted (by needing to eat or sleep, or being drafted, or the Learning type becoming invalid—e.g., for work watching, if all adults have stopped doing any watchable work types).  After an interruption, if their Learning is below 90%, they'll resume doing a learning task, but if it's above 90%, they won't—instead doing work or idling, until it drops below 90% again.
  
 
Thus, a perfectly educated child, who is always ready to begin a learning task when Learning drops to 90%, and never gets interrupted, will have Learning oscillate between 90% and 100%, averaging 95%.  This gives a margin for error with respect to the maximum growth tier goal of "average Learning ≥ 90%".
 
Thus, a perfectly educated child, who is always ready to begin a learning task when Learning drops to 90%, and never gets interrupted, will have Learning oscillate between 90% and 100%, averaging 95%.  This gives a margin for error with respect to the maximum growth tier goal of "average Learning ≥ 90%".

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