Characters: Difference between revisions

From Old World Official Wiki
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* As General: [[File:Icon AttackDefense.png]] <span style="color:green;">'''+10%'''</span> Strength vs Ranged Units
* As Leader: [[File:Icon AttackDefense.png]] <span style="color:green;">'''+5%'''</span> Strength vs Ranged Units [All Units]
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Revision as of 18:36, 12 March 2023

A partial council and list of characters

Characters are the various important people that exist in the world, both historical and fictional.

Ambitions are a Leader's desires for what they want to achieve. Completing an Ambition will give +10 YIELD LEGITIMACY.png Legitimacy while failing or abandoning an Ambition an Ambition will give -5 YIELD LEGITIMACY.png Legitimacy. When a Nation Leader dies its Ambitions become Legacies, meaning that they will fail if not completed within 20 turns. If a Nation completes 10 Ambitions it will achieve Ambition Victory.

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 YIELD CIVICS.png 75 Civics and 2 YIELD ORDERS.png 2 Orders.

Councilor Spouse
FAMILY MARRIAGE.png
Heir
MISSION MAKE HEIR.png
Ambassador
COUNCIL AMBASSADOR.png
Chancellor
COUNCIL CHANCELLOR.png
Spymaster
COUNCIL SPYMASTER.png
Nation bonus
  • RATING CHARISMA.png Charisma produces YIELD CIVICS.png Civics
  • RATING COURAGE.png Courage produces YIELD TRAINING.png Training
  • RATING DISCIPLINE.png Discipline produces YIELD MONEY.png Money
  • RATING WISDOM.png Wisdom produces YIELD SCIENCE.png Science
  • RATING CHARISMA.png Charisma produces YIELD CIVICS.png Civics
  • RATING COURAGE.png Courage produces YIELD TRAINING.png Training
  • RATING DISCIPLINE.png Discipline produces YIELD MONEY.png Money
  • RATING WISDOM.png Wisdom produces YIELD SCIENCE.png Science
  • RATING CHARISMA.png Charisma produces Foreign Opinion
  • RATING COURAGE.png Courage produces Tribe Opinion
  • RATING DISCIPLINE.png Discipline produces Religion Opinion
  • RATING WISDOM.png Wisdom produces YIELD CULTURE.png Culture
  • RATING CHARISMA.png Charisma produces YIELD CIVICS.png Civics
  • RATING COURAGE.png Courage produces YIELD TRAINING.png Training
  • RATING DISCIPLINE.png Discipline produces YIELD MONEY.png Money
  • RATING WISDOM.png Wisdom produces YIELD GROWTH.png Growth
  • RATING CHARISMA.png Charisma produces Family Opinion
  • RATING COURAGE.png Courage produces YIELD HAPPINESS.png Happiness
  • RATING DISCIPLINE.png Discipline produces YIELD ORDERS.png Orders
  • RATING WISDOM.png Wisdom produces YIELD SCIENCE.png 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 TECH ARISTOCRACY.png Aristocracy TECH SPOKED WHEEL.png Spoked Wheel TECH PORTCULLIS.png Portcullis
Required archetype Any Any TRAIT COMMANDER.png Commander, TRAIT ORATOR.png Diplomat, TRAIT DIPLOMAT.png Orator TRAIT BUILDER.png Builder, TRAIT JUDGE.png Judge, TRAIT ZEALOT.png Zealot TRAIT SCHEMER.png Schemer, TRAIT SCHOLAR.png Scholar, TRAIT TACTICIAN.png Tactician

Character interactions

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
SPREAD RELIGION TRIBE.png Convert Religion YIELD CIVICS.png 75 Civics
YIELD ORDERS.png 2 Orders
  • 75% chance the character converts to the Nation's religion
  • 25% chance Convert Target to Religion Event
Target is at least 18
Target does not follow the Nation's religion
Target is not a Religion Head
MISSION DIVORCE.png Divorce YIELD CIVICS.png 100 Civics
YIELD ORDERS.png 2 Orders
  • 80% chance the character divorces
  • 20% chance Divorce Event
Target is Husband or Wife
FAMILY MARRIAGE.png Family Marriage YIELD CIVICS.png 100 Civics
YIELD ORDERS.png 2 Orders
  • Choose a family to look for a marriage cadidate
Target is Son or Daughter
Target does not have a Husband or Wife
MISSION INFLUENCE.png Influence YIELD MONEY.png 200 Money
YIELD ORDERS.png 2 Orders
  • 50% chance the character becomes influenced
  • 25% chance the character becomes influenced but lose 1 YIELD LEGITIMACY.png Legitimacy
  • 25% chance Influence Event
Both characters are at least 12
MISSION INTERCESSION.png Intercession YIELD MONEY.png 150 Money
YIELD ORDERS.png 2 Orders
  • 50% chance the character becomes interceded
  • 25% chance the character becomes interceded but lose 1 YIELD LEGITIMACY.png Legitimacy
  • 25% chance Intercession Event
Same Religion
MISSION MAKE HEIR.png Make Chosen Heir YIELD CIVICS.png 100 Civics
YIELD ORDERS.png 2 Orders
  • 80% chance the character becomes the new Heir but lose 10 YIELD LEGITIMACY.png Legitimacy
  • 20% chance Heir Chosen Event
Target is Son or Daughter
MISSION RALLY TROOPS.png Rally Troops YIELD CIVICS.png 100 Civics
YIELD ORDERS.png 2 Orders
  • 75% gain 100 YIELD TRAINING.png Training
  • 25% chance Rally Troops Event
Nation Leader
Age is at least 18
Military Drill technology
MISSION TUTOR.png Tutor Child YIELD CIVICS.png 200 Civics
YIELD ORDERS.png 2 Orders
  • 16.6% chance to improve RATING CHARISMA.png Charisma (+3% per RATING CHARISMA.png Charisma)
  • 16.6% chance to improve RATING COURAGE.png Courage (+3% per RATING COURAGE.png Courage)
  • 16.6% chance to improve RATING DISCIPLINE.png Discipline (+3% per RATING DISCIPLINE.png Discipline)
  • 16.6% chance to improve RATING WISDOM.png Wisdom (+3% per RATING WISDOM.png Wisdom)
  • 33.3% chance Tutor Event
Target's age is 10-17

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
RATING CHARISMA.png
  • If the character is Nation Leader, Spouse, Heir or Chancellor, it determines how much YIELD CIVICS.png Civics all cities gain
  • If the character is Governor, it determines how much YIELD CIVICS.png 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
RATING COURAGE.png
  • If the character is Nation Leader, Spouse, Heir or Chancellor, it determines how much YIELD TRAINING.png Training all cities gain
  • If the character is Governor, it determines how much YIELD TRAINING.png 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 YIELD HAPPINESS.png Happiness all cities gain
Discipline
RATING DISCIPLINE.png
  • If the character is Nation Leader, Spouse, Heir or Chancellor, it determines how much YIELD MONEY.png Money all cities gain
  • If the character is Governor, it determines how much YIELD MONEY.png 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 YIELD ORDERS.png Orders all cities gain
Wisdom
RATING WISDOM.png
  • If the character is Nation Leader, Spouse, Heir or Spymaster, it determines how much YIELD SCIENCE.png Science all cities gain
  • If the character is Governor, it determines how much YIELD SCIENCE.png 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 YIELD CULTURE.png Culture all cities gain
  • If the character is Chancellor, it determines how much YIELD GROWTH.png 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
TRAIT BUILDER.png Builder CHAR FILTER GOVERNOR.png Governor
CHAR FILTER CHANCELLOR.png Chancellor
RATING DISCIPLINE.png +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 LAW SLAVERY.png Slavery
  • +60 with TRAIT BUILDER.png Builder
  • -60 with TRAIT HERO.png Hero
  • -40 with Nations with more Wonders of the World
  • Regal
  • Urbanite
TRAIT COMMANDER.png Commander CHAR FILTER GENERAL.png General
CHAR FILTER AMBASSADOR.png Ambassador
RATING COURAGE.png +2 Courage
RATING DISCIPLINE.png +2 Discipline
  • As General: +20% Icon AttackDefense.png Strength if Same Unit Adjacent
  • As Leader: +10 XP per year for Idle Units
  • As Leader: +10% Icon Defense.png Defense for Infantry Units
  • As Leader + General: +50% Icon Attack.png Attack if Flanking
  • +50 with LAW AUTARKY.png Autarky
  • +60 with TRAIT COMMANDER.png Commander
  • -60 with TRAIT TACTICIAN.png Tactician
  • -40 with Nations with more Generals
  • Martial
  • Diligent
TRAIT DIPLOMAT.png Diplomat CHAR FILTER GOVERNOR.png Governor
CHAR FILTER AMBASSADOR.png Ambassador
RATING CHARISMA.png +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 mission
  • As Leader: Enables the Tribal Alliance mission
  • +20 with LAW COLONIES.png Colonies
  • +60 with TRAIT DIPLOMAT.png Diplomat
  • -60 with TRAIT ORATOR.png Orator
  • -40 with Nations with more Trades
  • Regal
  • Charming
TRAIT HERO.png Hero CHAR FILTER GENERAL.png General
CHAR FILTER AGENT.png Agent
RATING COURAGE.png +3 Courage
  • As General: Heal in Neutral Territory
  • As Leader: Heal while Pillaging [All Units]
  • As Leader: +50 YIELD TRAINING.png Training per Military Unit killed
  • As Leader + General: Can Launch Offensive
  • +10 with LAW EPICS.png Epics
  • +60 with TRAIT HERO.png Hero
  • -60 with TRAIT BUILDER.png Builder
  • -40 with Nations too close
  • Martial
  • Terrifying
TRAIT JUDGE.png Judge CHAR FILTER GOVERNOR.png Governor
CHAR FILTER CHANCELLOR.png Chancellor
RATING CHARISMA.png +2 Charisma
RATING DISCIPLINE.png +2 Discipline
  • As Governor: Can Hurry Projects
  • As Governor: Can Hurry Specialists with YIELD MONEY.png Money
  • As Leader: Can Switch Laws for 100 YIELD CIVICS.png Civics
  • As Leader: Can Upgrade Improvements
  • As Leader: Enables the Hold Court mission
  • +30 with LAW LEGAL CODE.png Legal Code
  • +60 with TRAIT JUDGE.png Judge
  • -60 with TRAIT SCHEMER.png Schemer
  • -40 with Nations with more Active Laws
  • Thoughtful
  • Traditional
TRAIT ORATOR.png Orator CHAR FILTER GOVERNOR.png Governor
CHAR FILTER AMBASSADOR.png Ambassador
RATING CHARISMA.png +4 Charisma
RATING DISCIPLINE.png -1 Discipline
  • As Governor: +1 YIELD HAPPINESS.png Happiness per year per Culture Level
  • As Leader: +40 Religion Opinion
  • As Leader: Can recruit Tribal Mercenaries with YIELD LEGITIMACY.png Legitimacy
  • As Leader: +1 YIELD ORDERS.png Orders per year per city with Friendly Family
  • +30 with LAW TYRANNY.png Tyranny
  • +60 with TRAIT ORATOR.png Orator
  • -60 with TRAIT DIPLOMAT.png Diplomat
  • -40 with Nations with more Governors
  • Regal
  • Vain
TRAIT SCHEMER.png Schemer CHAR FILTER AGENT.png Agent
CHAR FILTER SPYMASTER.png Spymaster
RATING WISDOM.png +4 Wisdom
RATING COURAGE.png -1 Courage
  • As Leader: Can use YIELD LEGITIMACY.png Legitimacy to buy YIELD ORDERS.png Orders
  • As Leader: 2 YIELD ORDERS.png Orders per year per War
  • As Leader: Scouts are Invisible
  • As Leader: Enables the Adopt Child mission
  • +20 with LAW ELITES.png Elites
  • +20 with LAW COIN DEBASEMENT.png Coin Debasement
  • +60 with TRAIT SCHEMER.png Schemer
  • -60 with TRAIT JUDGE.png Judge
  • -40 with Nations with better Congomen
  • Thoughtful
  • Covert
TRAIT SCHOLAR.png Scholar CHAR FILTER GOVERNOR.png Governor
CHAR FILTER SPYMASTER.png Spymaster
RATING WISDOM.png +3 Wisdom
  • As Governor: Unlocks the PROJECT INQUIRY 1.png Inquiry project
  • As Leader: Can Redraw Techs once per year
  • As Leader: 2 YIELD SCIENCE.png Science per year with Archine [All Cities]
  • As Leader: Enables the Tutor Child mission
  • +40 with LAW ENGINEERING.png Engineering
  • +60 with TRAIT SCHOLAR.png Scholar
  • -60 with TRAIT ZEALOT.png Zealot
  • -40 with Nations with more technologies
  • Thoughtful
  • Inquisitive
TRAIT TACTICIAN.png Tactician CHAR FILTER GENERAL.png General
CHAR FILTER SPYMASTER.png Spymaster
RATING DISCIPLINE.png +2 Discipline
RATING WISDOM.png +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 LAW PROFESSIONAL ARMY.png Professional Army
  • +60 with TRAIT TACTICIAN.png Tactician
  • -60 with TRAIT COMMANDER.png Commander
  • -40 with Nations with more powerful armies
  • Martial
  • Sylvan
TRAIT ZEALOT.png Zealot CHAR FILTER GENERAL.png General
CHAR FILTER CHANCELLOR.png Chancellor
RATING COURAGE.png +4 Courage
RATING WISDOM.png -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 YIELD TRAINING.png Training [State Religion Cities]
  • As Leader + General: +10% Enlist chance on Kill
  • +40 with LAW HOLY WAR.png Holy War
  • +60 with TRAIT ZEALOT.png Zealot
  • -60 with TRAIT SCHOLAR.png Scholar
  • -40 with Nations with a different State Religion
  • Martial
  • Devout

Traits

Each character may have one or more traits, which describe their personality and affect their opinion of characters with similar or opposing traits.

Strengths

Strengths are traits that give various bonuses. A character can have up to 3 Strengths.

Trait Effects Opinion Included in
Bold
  • RATING COURAGE.png +2 Courage
  • +20 with Bold
  • -20 with Slothful
  • -20 with Timid
  • Strong
Educated
  • RATING WISDOM.png +2 Wisdom
  • +20 with Educated
  • -20 with Foolish
  • -20 with Superstitious
  • Inquisitive
Gracious
  • RATING CHARISMA.png +2 Charisma
  • +20 with Gracious
  • -20 with Greedy
  • -20 with Intolerant
  • Honorable
Loyal
  • RATING DISCIPLINE.png +2 Discipline
  • +20 with Loyal
  • -20 with Deceitful
  • Honorable
Compassionate
  • RATING CHARISMA.png +1 Charisma
  • RATING DISCIPLINE.png +1 Discipline
  • +20 with Compassionate
  • -20 with Cruel
  • -20 with Ruthless
  • Honorable
Humble
  • RATING DISCIPLINE.png +1 Discipline
  • RATING WISDOM.png +1 Wisdom
  • +20 with Humble
  • -20 with Proud
Chaste
  • RATING DISCIPLINE.png +2 Discipline
  • -80% Chance to have Children
  • -20 with Wanton
Romantic
  • RATING CHARISMA.png +2 Charisma
  • +25% Chance to have Children
  • +20 with Romantic
  • -20 with Bitter
  • Carnal
Pious
  • RATING CHARISMA.png +1 Charisma
  • As Governor: YIELD HAPPINESS.png +2 Happiness each year [City of State Religion]
  • As Governor: YIELD CULTURE.png +5% Culture [City of State Religion]
  • As Leader: +5% State Religion Spread Chance
  • +10% Chance to become Religion Head
  • +40 with Blessed
  • +40 with Pious
  • -40 with Debauched
  • -40 with Wanton
  • Devout
Robust
  • As Governor: YIELD ORDERS.png +1 Orders each year
  • As Leader: YIELD ORDERS.png +0.5 Orders each year [All Cities]
  • +20 with Robust
  • Traditional
Righteous
  • As Governor: YIELD HAPPINESS.png +2 Happiness each year
  • As Leader: YIELD HAPPINESS.png +1 Happiness each year [All Cities]
  • +40 with Righteous
  • -20 with Corrupt
  • -20 with Debauched
  • Honorable
  • Sever Virtues
Affable
  • As Governor: YIELD GROWTH.png +2 Growth each year per Culture Level
  • As Leader: YIELD GROWTH.png +1 Growth each year per Culture Level [All Cities]
  • +10% Chance to become Family Head
  • +20 with Affable
  • -20 with Cruel
  • Charming
  • Sever Virtues
Eloquent
  • As Governor: YIELD CIVICS.png +2 Civics each year per Culture Level
  • As Leader: YIELD CIVICS.png +1 Civics each year per Culture Level [All Cities]
  • +10% Chance to become Family Head
  • +20 with Eloquent
  • -20 with Ineloquent
  • -20 with Uncouth
  • Charming
  • Sever Virtues
Inspiring
  • As Governor: YIELD CULTURE.png +2 Culture each year per Culture Level
  • As Leader: YIELD CULTURE.png +1 Culture each year per Culture Level [All Cities]
  • +20 with Inspiring
  • -20 with Bitter
  • -20 with Uncouth
  • Sever Virtues
Intelligent
  • As Governor: YIELD SCIENCE.png +2 Science each year per Culture Level
  • As Leader: YIELD SCIENCE.png +1 Science each year per Culture Level [All Cities]
  • +20 with Intelligent
  • -20 with Foolish
  • -20 with Superstitious
  • Inquisitive
  • Sever Virtues
Prosperous
  • As Governor: YIELD MONEY.png +10 Money each year per Culture Level
  • As Leader: YIELD MONEY.png +5 Money each year per Culture Level [All Cities]
  • +20 with Intelligent
  • -20 with Extravagant
  • Sever Virtues
  • Urbanite
Carpenter
  • As Governor: +100 XP for new Siege and Ship Units
  • As Leader: +50 XP for new Siege and Ship Units [All Cities]
  • +20 with Carpenter
  • Urbanite
Equestrian
  • As Governor: +100 XP for new Mounted Units
  • As Leader: +50 XP for new Mounted Units [All Cities]
  • +20 with Equestrian
Cultivator
  • As Governor: IMPROVEMENT FARM.png +50% Farm Yield
  • As Governor: IMPROVEMENT GROVE.png +50% Grove Yield
  • As Leader: IMPROVEMENT FARM.png +20% Farm Yield [All Cities]
  • As Leader: IMPROVEMENT GROVE.png +20% Grove Yield [All Cities]
  • +20 with Cultivator
  • Productive
Delver
  • As Governor: IMPROVEMENT MINE.png +50% Mine Yield
  • As Governor: IMPROVEMENT QUARRY.png +50% Quarry Yield
  • As Leader: IMPROVEMENT MINE.png +20% Mine Yield [All Cities]
  • As Leader: IMPROVEMENT QUARRY.png +20% Quarry Yield [All Cities]
  • +20 with Delver
  • Productive
Naturalist
  • As Governor: IMPROVEMENT LUMBERMILL.png +50% Lumbermill Yield
  • As Governor: IMPROVEMENT PASTURE.png +50% Pasture Yield
  • As Leader: IMPROVEMENT LUMBERMILL.png +20% Lumbermill Yield [All Cities]
  • As Leader: IMPROVEMENT PASTURE.png +20% Pasture Yield [All Cities]
  • +20 with Naturalist
  • Productive
Pathfinder
  • As Governor: IMPROVEMENT CAMP.png +100% Camp Yield
  • As Governor: IMPROVEMENT NETS.png +100% Nets Yield
  • As Leader: IMPROVEMENT CAMP.png +50% Camp Yield [All Cities]
  • As Leader: IMPROVEMENT NETS.png +50% Nets Yield [All Cities]
  • +20 with Pathfinder
  • Productive
Famous
  • As Governor: -20% Specialist Costs
  • As Leader: +40 Family Opinion
  • -40 with Infamous
Frugal
  • As Governor: -50% Improvement Costs
  • As Leader: -20% Improvement Costs [All Cities]
  • +20 with Frugal
  • -20 with Corrupt
  • -20 with Extravagant
  • Traditional
Cunning
  • As Governor: UNIT CARAVAN.png Can construct Caravan units
  • As Leader: +10 Foreign Leader Opinion
  • As Leader: +10 Trival Leader Opinion
  • +10% Chance to become Family Head
  • +20 with Cunning
  • Charming
  • Covert
Besieger
  • As General: Icon Attack.png +25% Attack Into Urban
  • As Leader: Icon Attack.png +10% Attack Into Urban [All Units]
  • +20 with Besieger
  • Urbanite
Highlander
  • As General: Icon AttackDefense.png +25% Strength From Hill
  • As Leader: Icon AttackDefense.png +10% Strength From Hill [All Units]
  • +20 with Highlander
  • Sylvan
Ranger
  • As General: Icon AttackDefense.png +25% Strength From Trees
  • As Leader: Icon AttackDefense.png +10% Strength From Trees [All Units]
  • +20 with Ranger
  • Sylvan
Bloodthirsty
  • As General: Icon AttackDefense.png +10% Strength vs Damaged
  • As Leader: Icon AttackDefense.png +5% Strength vs Damaged [All Units]
  • +20 with Bloodthirsty
  • Terrifying
  • Villainous
Brave
  • As General: Icon AttackDefense.png +10% Strength vs Melee Units
  • As Leader: Icon AttackDefense.png +5% Strength vs Melee Units [All Units]
  • +20 with Brave
  • Strong
Engineer
  • As General: Icon AttackDefense.png +25% Strength vs Siege and Ship Units
  • As Leader: Icon AttackDefense.png +10% Strength vs Siege and Ship Units [All Units]
  • +20 with Engineer
  • Urbanite
Fierce
  • As General: Icon AttackDefense.png +10% Strength vs Infantry Units
  • As Leader: Icon AttackDefense.png +5% Strength vs Infantry Units [All Units]
  • +20 with Fierce
  • Strong
  • Terrifying
Heckler
  • As General: Icon AttackDefense.png +25% Strength vs General
  • As Leader: Icon AttackDefense.png +10% Strength vs General [All Units]
  • +20 with Heckler
Horsebane
  • As General: Icon AttackDefense.png +25% Strength vs Mounted Units
  • As Leader: Icon AttackDefense.png +10% Strength vs Mounted Units [All Units]
  • +20 with Horsebane
Shieldbearer
  • As General: Icon AttackDefense.png +10% Strength vs Ranged Units
  • As Leader: Icon AttackDefense.png +5% Strength vs Ranged Units [All Units]
  • +20 with Shieldbearer
Herbalist
  • As General: UNIT ACTION HEAL.png +4 Heal Action HP
  • As Leader: UNIT ACTION HEAL.png +2 Heal Action HP [All Units]
  • +20 with Herbalist
  • Sylvan

Weaknesses

Weaknesses are traits that give various penalties. A character can have up to 3 Weaknesses.

Trait Effects Opinion Included in
Bitter
  • RATING CHARISMA.png -2 Charisma
  • +40 with Bitter
  • -40 with Inspiring
  • -40 with Romantic
Deceitful
  • RATING DISCIPLINE.png -2 Discipline
  • +40 with Deceitful
  • -40 with Loyal
  • Covert
  • Villainous
Greedy
  • RATING CHARISMA.png -1 Charisma
  • RATING DISCIPLINE.png -1 Discipline
  • +40 with Greedy
  • -40 with Gracious
  • Villainous
Proud
  • RATING COURAGE.png +2 Courage
  • RATING WISDOM.png -1 Wisdom
  • -40 with Humble
  • -40 with Nation Leader
Ruthless
  • RATING COURAGE.png +2 Courage
  • RATING DISCIPLINE.png -1 Discipline
  • +40 with Ruthless
  • -40 with Compassionate
  • Covert
  • Terrifying
  • Villainous
Drunk
  • RATING CHARISMA.png +1 Charisma
  • RATING DISCIPLINE.png -2 Discipline
  • As Leader: -40 Foreign Leader Opinion
  • As Leader: -40 Tribal Leader Opinion
  • +40 with Drunk
  • Carnal
Impious
  • RATING CHARISMA.png -1 Charisma
  • As Leader: -40 Religion Opinion
  • -20% Chance to become Religion Head
  • +20 with Impious
  • -20 with Pious
  • Villainous
Infamous
  • As Leader: -40 Family Opinion
  • -40 with Famous
  • Villainous
Corrupt
  • As Governor: YIELD MAINTENANCE.png +50% Maintenance
  • As Leader: YIELD MAINTENANCE.png +20% Maintenance [All Cities]
  • +10% Chance to become Family Head
  • +40 with Corrupt
  • -40 with Frugal
  • -40 with Righteous
  • Villainous
  • Vain
Cruel
  • As Governor: YIELD GROWTH.png -20% Growth per year
  • As Leader: YIELD GROWTH.png -10% Growth per year [All Cities]
  • +40 with Cruel
  • -40 with Affable
  • -40 with Compassionate
  • Terrifying
  • Seven Sins
Debauched
  • As Governor: YIELD DISCONTENT.png +2 Discontent per year
  • As Leader: YIELD DISCONTENT.png +1 Discontent per year [All Cities]
  • +40 with Debauched
  • -40 with Righteous
  • -40 with Pious
  • Carnal
  • Seven Sins
Extravagant
  • As Governor: YIELD MONEY.png -20% Money
  • As Leader: YIELD MONEY.png -10% Money [All Cities]
  • +40 with Extravagant
  • -40 with Frugal
  • -40 with Prosperous
  • Seven Sins
  • Vain
Foolish
  • As Governor: YIELD SCIENCE.png -20% Science
  • As Leader: YIELD SCIENCE.png -10% Science [All Cities]
  • +40 with Foolish
  • -40 with Educated
  • -40 with Intelligent
  • Seven Sins
  • Weak
Intolerant
  • As Governor: YIELD CIVICS.png -20% Civics
  • As Leader: YIELD CIVICS.png -10% Civics [All Cities]
  • +40 with Intolerant
  • -40 with Eloquent
  • -40 with Gracious
  • Traditional
  • Seven Sins