A partial council and list of characters
Characters are the various important people that exist in the world, both historical and fictional. All characters can be renamed at any point.
The council
Each Nation has a council, made up of up to 5 characters that hold special status. Appointing a character on the council costs 100 75 Civics and 2 2 Orders.
Councilor |
Spouse
|
Heir
|
Ambassador
|
Chancellor
|
Spymaster
|
Nation bonus
|
- Charisma produces Civics
- Courage produces Training
- Discipline produces Money
- Wisdom produces Science
|
- Charisma produces Civics
- Courage produces Training
- Discipline produces Money
- Wisdom produces Science
|
- Charisma produces Foreign Opinion
- Courage produces Tribe Opinion
- Discipline produces Religion Opinion
- Wisdom produces Culture
|
- Charisma produces Civics
- Courage produces Training
- Discipline produces Money
- Wisdom produces Growth
|
- Charisma produces Family Opinion
- Courage produces Happiness
- Discipline produces Orders
- Wisdom produces Science
|
Effects
|
Produces Children
|
Becomes Nation Leader upon the current one's death
|
Gains Unique Missions
|
Gains Unique Missions
|
Gains Unique Missions
|
Required technology
|
None
|
None
|
Aristocracy
|
Spoked Wheel
|
Portcullis
|
Required archetype
|
Any
|
Any
|
Commander, Diplomat, Orator
|
Builder, Judge, Zealot
|
Schemer, Scholar, Tactician
|
Character actions
Characters may be interacted by clicking on their portrait and then choosing an interaction from the menu that appears on the left.
Action |
Cost |
Effects |
Requirements
|
Abdicate Throne
|
100 Civics 2 Orders
|
- Heir becomes Nation Leader but lose 10 Legitimacy
|
Target is below 18 Schemer archetype
|
Adopt Child
|
100 Civics 2 Orders
|
- 80% chance the character joins the family but lose 4 Legitimacy
- 20% chance Event
|
Heir
|
Convert Religion
|
100 Civics 2 Orders
|
- 75% chance the character converts to the Nation's religion
- 25% chance Event
|
Target is at least 18 Target does not follow the Nation's religion Target is not a Religion Head
|
Divorce
|
100 Civics 2 Orders
|
- 80% chance the character divorces
- 20% chance Event
|
Target is Husband or Wife
|
Family Marriage
|
100 Civics 2 Orders
|
- Choose a family to look for a marriage cadidate
|
Target is Son or Daughter Target does not have a Husband or Wife
|
Hold Court
|
100 Training 2 Orders
|
- 60% chance gain 100 Civics
- 20% chance gain a Courtier
- 20% chance Event
|
Age is at least 18 Judge archetype
|
Influence
|
200 Money 2 Orders
|
- 50% chance the character becomes influenced
- 25% chance the character becomes influenced but lose 1 Legitimacy
- 25% chance Event
|
Both characters are at least 12
|
Intercession
|
200 Money 2 Orders
|
- 50% chance the character becomes interceded
- 25% chance the character becomes interceded but lose 1 Legitimacy
- 25% chance Event
|
Same Religion
|
Make Chosen Heir
|
100 Civics 2 Orders
|
- 80% chance the character becomes the new Heir but lose 10 Legitimacy
- 20% chance Event
|
Target is Son or Daughter
|
Rally Troops
|
100 Civics 2 Orders
|
- 75% chance gain 100 Training
- 25% chance Event
|
Age is at least 18 Military Drill technology
|
Tutor Child
|
200 Civics 2 Orders
|
- 16.6% chance to improve Charisma (+3% per Charisma)
- 16.6% chance to improve Courage (+3% per Courage)
- 16.6% chance to improve Discipline (+3% per Discipline)
- 16.6% chance to improve Wisdom (+3% per Wisdom)
- 33.3% chance Event
|
Target's age is 10-17 Scholar archetype
|
Attributes
Each character has four attributes, which determines what are the bonuses for appointing them as Governor, General, Nation Leader or Councilor.
Attribute |
Effects
|
Charisma
|
- If the character is Nation Leader, Spouse, Heir or Chancellor, it determines how much Civics all cities gain
- If the character is Governor, it determines how much Civics the city gains
- If the character is General, it determines how much Defense the unit gains
- If the character is Ambassador, it determines how much Foreign Opinion the Nation Leader gains
- If the character is Spymaster, it determines how much Family Opinion the Nation Leader gains
|
Courage
|
- If the character is Nation Leader, Spouse, Heir or Chancellor, it determines how much Training all cities gain
- If the character is Governor, it determines how much Training the city gains
- If the character is General, it determines how much Strength the unit gains
- If the character is Ambassador, it determines how much Tribe Opinion the Nation Leader gains
- If the character is Spymaster, it determines how much Happiness all cities gain
|
Discipline
|
- If the character is Nation Leader, Spouse, Heir or Chancellor, it determines how much Money all cities gain
- If the character is Governor, it determines how much Money the city gains
- If the character is General, it determines how much XP the unit gains each year
- If the character is Ambassador, it determines how much Religion Opinion the Nation Leader gains
- If the character is Spymaster, it determines how much Orders all cities gain
|
Wisdom
|
- If the character is Nation Leader, Spouse, Heir or Spymaster, it determines how much Science all cities gain
- If the character is Governor, it determines how much Science the city gains
- If the character is General, it determines how much Critical Hit Chance the unit gains
- If the character is Ambassador, it determines how much Culture all cities gain
- If the character is Chancellor, it determines how much Growth all cities gain
|
Archetypes
Each character has an Archetype, which determines how a character may be employed and what bonuses they provide. The Archetype of Heirs is determined by the chosen field of study for them.
Archetypes |
Allowed professions |
Attributes |
Effects |
Opinion |
Included in
|
Builder
|
Governor Chancellor
|
+3 Discipline
|
- As Governor: -1 Years to build Improvements
- As Leader: Can add Urban Tiles
- As Leader: Multiple Workers can build Improvements
- As Leader: -50% Production Time for Workers [All Cities]
|
- +10 with Slavery
- +60 with Builder
- -60 with Hero
- -40 with Nations with more Wonders of the World
|
|
Commander
|
General Ambassador
|
+2 Courage +2 Discipline
|
- As General: +20% Strength if Same Unit Adjacent
- As Leader: +10 XP per year for Idle Units
- As Leader: +10% Defense for Infantry Units
- As Leader + General: +50% Attack if Flanking
|
- +50 with Autarky
- +60 with Commander
- -60 with Tactician
- -40 with Nations with more Generals
|
|
Diplomat
|
Governor Ambassador
|
+3 Charisma
|
- As Governor: +40 Family Opinion
- As Leader: +60 Foreign Leader Opinion
- As Leader: +60 Tribe Leader Opinion
- As Leader: Enables the National Alliance action
- As Leader: Enables the Tribal Alliance action
|
- +20 with Colonies
- +60 with Diplomat
- -60 with Orator
- -40 with Nations with more Trades
|
|
Hero
|
General Agent
|
+3 Courage
|
- As General: Heal in Neutral Territory
- As Leader: Heal while Pillaging [All Units]
- As Leader: +50 Training per Military Unit killed
- As Leader + General: Unit can use the Launch Offensive action
|
- +10 with Epics
- +60 with Hero
- -60 with Builder
- -40 with Nations too close
|
|
Judge
|
Governor Chancellor
|
+2 Charisma +2 Discipline
|
- As Governor: Can Hurry Projects
- As Governor: Can Hurry Specialists with Money
- As Leader: Can Switch Laws for 100 Civics
- As Leader: Can Upgrade Improvements
- As Leader: Enables the Hold Court action
|
- +30 with Legal Code
- +60 with Judge
- -60 with Schemer
- -40 with Nations with more Active Laws
|
|
Orator
|
Governor Ambassador
|
+4 Charisma -1 Discipline
|
- As Governor: +1 Happiness per year per Culture Level
- As Leader: +40 Religion Opinion
- As Leader: Can recruit Tribal Mercenaries with Legitimacy
- As Leader: +1 Orders per year per city with Friendly Family
|
- +30 with Tyranny
- +60 with Orator
- -60 with Diplomat
- -40 with Nations with more Governors
|
|
Schemer
|
Agent Spymaster
|
+4 Wisdom -1 Courage
|
- As Leader: Can use Legitimacy to buy Orders
- As Leader: 2 Orders per year per War
- As Leader: Scouts are Invisible
- As Leader: Enables the Adopt Child action
|
- +20 with Elites
- +20 with Coin Debasement
- +60 with Schemer
- -60 with Judge
- -40 with Nations with better Congomen
|
|
Scholar
|
Governor Spymaster
|
+3 Wisdom
|
- As Governor: Unlocks the Inquiry project
- As Leader: Can Redraw Techs once per year
- As Leader: 2 Science per year with Archine [All Cities]
- As Leader: Enables the Tutor Child action
|
- +40 with Engineering
- +60 with Scholar
- -60 with Zealot
- -40 with Nations with more technologies
|
|
Tactician
|
General Spymaster
|
+2 Discipline +2 Wisdom
|
- As General: Counterattacks during Melee
- As Leader: +2 Vision Range
- As Leader: Ranged Units are Hidden in Friendly or Neutral Territory
- As Leader + General: Attacks stun the target for 1 turn
|
- +30 with Professional Army
- +60 with Tactician
- -60 with Commander
- -40 with Nations with more powerful armies
|
|
Zealot
|
General Chancellor
|
+4 Courage -1 Wisdom
|
- As General: Unit cannot die if it has >1 HP
- As Leader: +60 Opinion for same Religion
- As Leader: +1 Fatigue Limit [All Units]
- As Leader: Can Hurry Production with Training [State Religion Cities]
- As Leader + General: +10% Enlist chance on Kill
|
- +40 with Holy War
- +60 with Zealot
- -60 with Scholar
- -40 with Nations with a different State Religion
|
|
Traits
Each character may have one or more traits, which describe their personality. Traits that provide benefits are called Strengths and traits that provide penalties are called Weaknesses. A character can only have up to 3 Strengths and 3 Weaknesses. Characters that have the same trait will receive +20 or +40 Opinion of each other, while characters that have opposite traits will receive -20 or -40 opinion of each other.
Injuries
Very rarely a character who is a General can become Wounded or Severely Wounded when its unit is attacked. In a few years the character may die, heal, or gain a permanent trait.
Injury |
Effect
|
Wounded
|
- -2 Courage
- 30% chance each year to die
- 40% chance each year to lose the trait
- 60% chance each year to gain Scarred
|
Severely Wounded
|
- -2 Courage
- 70% chance each year to die
- 20% chance each year to lose the trait
- 20% chance each year to gain Scarred
- 20% chance each year to gain Blinded
- 20% chance each year to gain Crippled
|
Blinded
|
- Cannot be Governor
- Cannot be General
- Cannot be on the council
|
Crippled
|
- As General: -1 Fatigue Limit
|
Scarred
|
- +1 Courage
|
Legitimacy
Legitimacy comes from Ambitions, Cognomen and random events. Each point of Legitimacy grants 1 Family Opinion and 0.1 Orders per turn.
Ambitions are a Leader's desires for what they want to achieve. Completing an Ambition will give +10 Legitimacy while failing or abandoning an Ambition an Ambition will give -5 Legitimacy. When a Nation Leader dies its Ambitions become Legacies, meaning that they will fail if not completed within 20 turns. Legacies provide only +5 Legitimacy when completed.
Legitimacy gained from events and Ambitions does not decay when a new Leader takes the throne. It is better to complete Ambitions before they become Legacies.
If a human player Nation completes 10 Ambitions (including Legacies) an Ambition Victory will be achieved if this Victory type is enabled.
Cognomen
The Cognomen is the title that appears after a character's name and is granted after a character does enough specific actions. Cognomens affect Legitimacy and once a character acquires a Cognomen it can only acquire a different one if it grants more Legitimacy than the current one. If a Nation Leader dies the Heir will start as "The New", which grants no Legitimacy.
Legitimacy from the Cognomens of previous Leaders decays each time a new Leader takes control (it starts at 50% and decays to 33%, 25%, 20%, 16.6%, 13.3%, 11.6% and 10%).
The renown threshold for unlocking Cognomens increases by 5% for each subsequent Leader, making them more expensive as the game progresses.
Cognomen |
Legitimacy |
Required points |
Ways to gain points
|
The New |
0 |
0 |
New characters start at this level
|
The Founder |
10 |
0 |
The first character starts at this level
|
The Warrior |
10 |
1000 |
- +200 per killed military unit
- +200 per killed military unit (as General)
- -200 per lost unit
|
The Drillmaster |
20 |
2000
|
The Valiant |
30 |
3000
|
The Mighty |
40 |
4000
|
The Victorious |
50 |
5000
|
The Lion |
60 |
6000
|
The Invincible |
70 |
7000
|
The Mason |
10 |
1000 |
- +50 per improvement finished
- +2000 per wonder finished
|
The Architect |
20 |
2000
|
The Keystone |
40 |
4000
|
The Fountainhead |
60 |
6000
|
The Destroyer |
20 |
2000 |
- +500 per tribal site cleared
|
The Avenger |
40 |
4000
|
The White Death |
60 |
6000
|
The Ambitious |
20 |
2000 |
- +100 per specialist trained
- +1000 per courtier added
|
The Brilliant |
40 |
4000
|
The Beloved |
60 |
6000
|
The Learned |
20 |
2000 |
- +500 per technology researched
|
The Enlightened |
40 |
4000
|
The Wise |
60 |
6000
|
The Capable |
20 |
2000 |
- +100 per unit trainer
- +100 per unit promoted
|
The Ready |
30 |
3000
|
The Settler |
20 |
2000 |
|
The Pioneer |
40 |
4000
|
The Intercessor |
30 |
3000 |
- +1000 per tribal peace formed
- +1000 per nation peace formed
- +2000 per tribal alliance formed
- +2000 per nation alliance formed
|
The Peacemaker |
50 |
5000
|
The Conqueror |
40 |
4000 |
- +2000 per city captured
- +2000 per capital captured
|
The Subjugator |
60 |
6000
|
The Restorer |
40 |
4000 |
- +2000 per city recaptured
|
The Liberator |
60 |
6000
|
The Devout |
20 |
2000 |
- +200 per religion spread
- +1000 per theology established
- +1500 per world religion founded
|
The Holy |
40 |
4000
|
The Explorer |
30 |
3000 |
- +1 per tile revealed
- +100 per tribe contacted
- +100 per nation contacted
- +200 per caravans arrived
- +200 per ruins explored
- +300 per landmarks discovered
- +400 per landmarks named
|
The Intrepid |
50 |
5000
|
The Old |
40 |
4000 |
|
The Ancient |
50 |
5000
|
The Rebuilder |
20 |
2000 |
- +200 per improvement repaired
|
The Able |
30 |
30000 |
All the above
|
The Just |
40 |
40000
|
The Good |
50 |
50000
|
The Strong |
60 |
60000
|
The Noble |
70 |
70000
|
The Glorious |
80 |
80000
|
The Magnificent |
90 |
90000
|
The Great |
100 |
100000
|
The Unfortunate |
-20 |
2000 |
- +2000 per city lost
- +200 per unit lost
- -200 per killed military unit
- -200 per killed military unit (as General)
- -2000 per city captured
- -2000 per city recaptured
|
The Unready |
-40 |
4000
|
The Weak |
-60 |
6000
|
The Bad |
-80 |
8000
|
The Bloody |
-100 |
10000
|