Characters: Difference between revisions

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m (→‎Legitimacy: more details about ambitions, legitimacy decay and renown cost increase)
 
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[[File:Partial council.png|thumb|300px|A partial council and list of characters]]
[[File:Partial council.png|thumb|300px|A partial council and list of characters]]
Characters are the various important people that exist in the world, both historical and fictional.
Characters are the various important people that exist in the world, both historical and fictional. All characters can be renamed at any point.
 
Ambitions are a Leader's desires for what they want to achieve. Completing an Ambition will give <span style="color:green;">'''+10'''</span> [[File:YIELD LEGITIMACY.png|25px]] Legitimacy while failing or abandoning an Ambition an Ambition will give <span style="color:red;">'''-5'''</span> [[File:YIELD LEGITIMACY.png|25px]] 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 ==
== The council ==
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|}
|}


== Character interactions ==
== Character actions ==
Characters may be interacted by clicking on their portrait and then choosing an interaction from the menu that appears on the left.
Characters may be interacted by clicking on their portrait and then choosing an interaction from the menu that appears on the left.
{| class="wikitable"
{| class="wikitable"
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|  
|  
* Heir becomes Nation Leader but lose 10 [[File:YIELD LEGITIMACY.png|25px]] Legitimacy
* Heir becomes Nation Leader but lose 10 [[File:YIELD LEGITIMACY.png|25px]] Legitimacy
| Target is below 18<br>[[File:TRAIT SCHEMER.png|25px]] Schemer archetype
|-
| [[File:MISSION ADOPT.png|40px]] Adopt Child
| [[File:YIELD CIVICS.png|25px]] 100 Civics<br>[[File:YIELD ORDERS.png|25px]] 2 Orders
|
* 80% chance the character joins the family but lose 4 [[File:YIELD LEGITIMACY.png|25px]] Legitimacy
* 20% chance Event
| Heir
| Heir
|-
|-
| [[File:SPREAD RELIGION TRIBE.png|40px]] Convert Religion
| [[File:SPREAD RELIGION TRIBE.png|40px]] Convert Religion
| [[File:YIELD CIVICS.png|25px]] 75 Civics<br>[[File:YIELD ORDERS.png|25px]] 2 Orders
| [[File:YIELD CIVICS.png|25px]] 100 Civics<br>[[File:YIELD ORDERS.png|25px]] 2 Orders
|  
|  
* 75% chance the character converts to the Nation's religion
* 75% chance the character converts to the Nation's religion
* 25% chance Convert Target to Religion Event
* 25% chance Event
| Target is at least 18<br>Target does not follow the Nation's religion<br>Target is not a Religion Head
| Target is at least 18<br>Target does not follow the Nation's religion<br>Target is not a Religion Head
|-
|-
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|  
|  
* 80% chance the character divorces
* 80% chance the character divorces
* 20% chance Divorce Event
* 20% chance Event
| Target is Husband or Wife
| Target is Husband or Wife
|-
|-
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* 60% chance gain 100 [[File:YIELD CIVICS.png|25px]] Civics
* 60% chance gain 100 [[File:YIELD CIVICS.png|25px]] Civics
* 20% chance gain a Courtier
* 20% chance gain a Courtier
* 20% chance Hold Court Event
* 20% chance Event
| Age is at least 18<br>[[File:TRAIT JUDGE.png|25px]] Judge archetype
| Age is at least 18<br>[[File:TRAIT JUDGE.png|25px]] Judge archetype
|-
|-
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* 50% chance the character becomes influenced
* 50% chance the character becomes influenced
* 25% chance the character becomes influenced but lose 1 [[File:YIELD LEGITIMACY.png|25px]] Legitimacy
* 25% chance the character becomes influenced but lose 1 [[File:YIELD LEGITIMACY.png|25px]] Legitimacy
* 25% chance Influence Event
* 25% chance Event
| Both characters are at least 12
| Both characters are at least 12
|-
|-
| [[File:MISSION INTERCESSION.png|40px]] Intercession
| [[File:MISSION INTERCESSION.png|40px]] Intercession
| [[File:YIELD MONEY.png|25px]] 150 Money<br>[[File:YIELD ORDERS.png|25px]] 2 Orders
| [[File:YIELD MONEY.png|25px]] 200 Money<br>[[File:YIELD ORDERS.png|25px]] 2 Orders
|  
|  
* 50% chance the character becomes interceded
* 50% chance the character becomes interceded
* 25% chance the character becomes interceded but lose 1 [[File:YIELD LEGITIMACY.png|25px]] Legitimacy
* 25% chance the character becomes interceded but lose 1 [[File:YIELD LEGITIMACY.png|25px]] Legitimacy
* 25% chance Intercession Event
* 25% chance Event
| Same Religion
| Same Religion
|-
|-
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|  
|  
* 80% chance the character becomes the new Heir but lose 10 [[File:YIELD LEGITIMACY.png|25px]] Legitimacy
* 80% chance the character becomes the new Heir but lose 10 [[File:YIELD LEGITIMACY.png|25px]] Legitimacy
* 20% chance Heir Chosen Event
* 20% chance Event
| Target is Son or Daughter
| Target is Son or Daughter
|-
|-
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|  
|  
* 75% chance gain 100 [[File:YIELD TRAINING.png|25px]] Training
* 75% chance gain 100 [[File:YIELD TRAINING.png|25px]] Training
* 25% chance Rally Troops Event
* 25% chance Event
| Age is at least 18<br>[[File:TECH MILITARY DRILL.png|25px]] Military Drill technology
| Age is at least 18<br>[[File:TECH MILITARY DRILL.png|25px]] Military Drill technology
|-
|-
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* 16.6% chance to improve [[File:RATING DISCIPLINE.png|25px]] Discipline (+3% per [[File:RATING DISCIPLINE.png|25px]] Discipline)
* 16.6% chance to improve [[File:RATING DISCIPLINE.png|25px]] Discipline (+3% per [[File:RATING DISCIPLINE.png|25px]] Discipline)
* 16.6% chance to improve [[File:RATING WISDOM.png|25px]] Wisdom (+3% per [[File:RATING WISDOM.png|25px]] Wisdom)
* 16.6% chance to improve [[File:RATING WISDOM.png|25px]] Wisdom (+3% per [[File:RATING WISDOM.png|25px]] Wisdom)
* 33.3% chance Tutor Event
* 33.3% chance Event
| Target's age is 10-17<br>[[File:TRAIT SCHOLAR.png|25px]] Scholar archetype
| Target's age is 10-17<br>[[File:TRAIT SCHOLAR.png|25px]] Scholar archetype
|}
|}
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* As Leader: Heal while Pillaging [All Units]
* As Leader: Heal while Pillaging [All Units]
* As Leader: +50 [[File:YIELD TRAINING.png|25px]] Training per Military Unit killed
* As Leader: +50 [[File:YIELD TRAINING.png|25px]] Training per Military Unit killed
* As Leader + General: Can Launch Offensive
* As Leader + General: Unit can use the [[File:LAUNCH OFFENSIVE.png|25px]] Launch Offensive action
|  
|  
* <span style="color:green;">'''+10'''</span> with [[File:LAW EPICS.png|25px]] Epics
* <span style="color:green;">'''+10'''</span> with [[File:LAW EPICS.png|25px]] Epics
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== Traits ==
== 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 <span style="color:green;">'''+20'''</span> or <span style="color:green;">'''+40'''</span> Opinion of each other, while characters that have opposite traits will receive <span style="color:red;">'''-20'''</span> or <span style="color:red;">'''-40'''</span> opinion of each other.
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 <span style="color:green;">'''+20'''</span> or <span style="color:green;">'''+40'''</span> Opinion of each other, while characters that have opposite traits will receive <span style="color:red;">'''-20'''</span> or <span style="color:red;">'''-40'''</span> opinion of each other.
{| class="wikitable sortable"
{| class="wikitable sortable"
! colspan=3 | Strength !! colspan=3 | Weakness
! colspan=3 | Strength !! colspan=3 | Weakness
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|}
|}


== Cognomen ==
=== Injuries ===
The Cognomen is the title that appears after a character's name and is granted after a character does enough specific actions. Cognomens increase [[File:YIELD LEGITIMACY.png|25px]] Legitimacy and once a character acquires a Cognomen it can only acquire a different one if it grants more [[File:YIELD LEGITIMACY.png|25px]] Legitimacy than the current one.
Very rarely a character who is a [[File:CHAR FILTER GENERAL.png|25px]] 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.
{| class="wikitable sortable"
! Injury !! Effect
|-
| '''Wounded'''
|
* [[File:RATING COURAGE.png|25px]] <span style="color:red;">'''-2'''</span> Courage
* 30% chance each year to die
* 40% chance each year to lose the trait
* 60% chance each year to gain Scarred
|-
| '''Severely Wounded'''
|
* [[File:RATING COURAGE.png|25px]] <span style="color:red;">'''-2'''</span> 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: <span style="color:green;">'''-1'''</span> Fatigue Limit
|-
| '''Scarred'''
|
* [[File:RATING COURAGE.png|25px]] <span style="color:green;">'''+1'''</span> Courage
|}
 
== Legitimacy ==
Legitimacy comes from Ambitions, Cognomen and random events. Each point of Legitimacy grants 1 Family Opinion and 0.1 [[File:YIELD ORDERS.png|25px]] Orders per turn.
 
Ambitions are a Leader's desires for what they want to achieve. Completing an Ambition will give <span style="color:green;">'''+10'''</span> Legitimacy while failing or abandoning an Ambition an Ambition will give <span style="color:red;">'''-5'''</span> Legitimacy. When a Nation Leader dies its Ambitions become Legacies, meaning that they will fail if not completed within 20 turns. Legacies provide only <span style="color:green;">'''+5'''</span> 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 ===
[[File:New Cognomen.png|thumb|Gaining a new 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 [[File:YIELD LEGITIMACY.png|25px]] Legitimacy and once a character acquires a Cognomen it can only acquire a different one if it grants more [[File:YIELD LEGITIMACY.png|25px]] 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.
 
{| class="wikitable sortable"
{| class="wikitable sortable"
! Cognomen !! [[File:YIELD LEGITIMACY.png|25px]] Legitimacy !! Required points !! Ways to gain points
! Cognomen !! [[File:YIELD LEGITIMACY.png|25px]] Legitimacy !! Required points !! Ways to gain points
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|-
|-
| '''The Warrior''' || 10 || 1000 || rowspan=7 |  
| '''The Warrior''' || 10 || 1000 || rowspan=7 |  
* <span style="color:green;">'''+200'''</span> per killed unit
* <span style="color:green;">'''+200'''</span> per killed military unit
* <span style="color:green;">'''+200'''</span> per killed unit (as General)
* <span style="color:green;">'''+200'''</span> per killed military unit (as General)
* <span style="color:red;">'''-200'''</span> per lost unit
* <span style="color:red;">'''-200'''</span> per lost unit
|-
|-
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|-
|-
| '''The Mason''' || 10 || 1000 || rowspan=4 |  
| '''The Mason''' || 10 || 1000 || rowspan=4 |  
* <span style="color:green;">'''+100'''</span> per improvement finished
* <span style="color:green;">'''+50'''</span> per improvement finished
* <span style="color:green;">'''+2000'''</span> per wonder finished
* <span style="color:green;">'''+2000'''</span> per wonder finished
|-
|-
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|-
|-
| '''The Beloved''' || 60 || 6000
| '''The Beloved''' || 60 || 6000
|-
| '''The Learned''' || 20 || 2000 || rowspan=3 |
* <span style="color:green;">'''+500'''</span> per technology researched
|-
| '''The Enlightened''' || 40 || 4000
|-
| '''The Wise''' || 60 || 6000
|-
|-
| '''The Capable''' || 20 || 2000 || rowspan=2 |  
| '''The Capable''' || 20 || 2000 || rowspan=2 |  
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|-
|-
| '''The Ready''' || 30 || 3000
| '''The Ready''' || 30 || 3000
|-
| '''The Settler''' || 20 || 2000 || rowspan=2 |
* <span style="color:green;">'''+1000'''</span> per city founded
|-
| '''The Pioneer''' || 40 || 4000
|-
|-
| '''The Intercessor''' || 30 || 3000 || rowspan=2 |  
| '''The Intercessor''' || 30 || 3000 || rowspan=2 |  
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| '''The Liberator''' || 60 || 6000
| '''The Liberator''' || 60 || 6000
|-
|-
| '''The Settler''' || 20 || 2000 || rowspan=2 |  
| '''The Devout''' || 20 || 2000 || rowspan=2 |  
* <span style="color:green;">'''+1000'''</span> per city founded
* <span style="color:green;">'''+200'''</span> per religion spread
* <span style="color:green;">'''+1000'''</span> per theology established
* <span style="color:green;">'''+1500'''</span> per world religion founded
|-
| '''The Holy''' || 40 || 4000
|-
| '''The Explorer''' || 30 || 3000 || rowspan=2 |
* <span style="color:green;">'''+1'''</span> per tile revealed
* <span style="color:green;">'''+100'''</span> per tribe contacted
* <span style="color:green;">'''+100'''</span> per nation contacted
* <span style="color:green;">'''+200'''</span> per caravans arrived
* <span style="color:green;">'''+200'''</span> per ruins explored
* <span style="color:green;">'''+300'''</span> per landmarks discovered
* <span style="color:green;">'''+400'''</span> per landmarks named
|-
| '''The Intrepid''' || 50 || 5000
|-
| '''The Old''' || 40 || 4000 || rowspan=2 |
* <span style="color:green;">'''+100'''</span> per year reigned
|-
|-
| '''The Pioneer''' || 40 || 4000
| '''The Ancient''' || 50 || 5000
|-
|-
| '''The Rebuilder''' || 20 || 2000 ||  
| '''The Rebuilder''' || 20 || 2000 ||  
* <span style="color:green;">'''+200'''</span> per improvement repaired
* <span style="color:green;">'''+200'''</span> per improvement repaired
|-
| '''The Able''' || 30 || 30000 || rowspan=8 | 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 || rowspan=5 |
* <span style="color:red;">'''+2000'''</span> per city lost
* <span style="color:red;">'''+200'''</span> per unit lost
* <span style="color:green;">'''-200'''</span> per killed military unit
* <span style="color:green;">'''-200'''</span> per killed military unit (as General)
* <span style="color:green;">'''-2000'''</span> per city captured
* <span style="color:green;">'''-2000'''</span> per city recaptured
|-
| '''The Unready''' || -40 || 4000
|-
| '''The Weak''' || -60 || 6000
|-
| '''The Bad''' || -80 || 8000
|-
| '''The Bloody''' || -100 || 10000
|}
|}

Latest revision as of 17:39, 8 September 2024

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 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 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
MISSION ABDICATE.png Abdicate Throne YIELD CIVICS.png 100 Civics
YIELD ORDERS.png 2 Orders
  • Heir becomes Nation Leader but lose 10 YIELD LEGITIMACY.png Legitimacy
Target is below 18
TRAIT SCHEMER.png Schemer archetype
MISSION ADOPT.png Adopt Child YIELD CIVICS.png 100 Civics
YIELD ORDERS.png 2 Orders
  • 80% chance the character joins the family but lose 4 YIELD LEGITIMACY.png Legitimacy
  • 20% chance Event
Heir
SPREAD RELIGION TRIBE.png Convert Religion YIELD CIVICS.png 100 Civics
YIELD ORDERS.png 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
MISSION DIVORCE.png Divorce YIELD CIVICS.png 100 Civics
YIELD ORDERS.png 2 Orders
  • 80% chance the character divorces
  • 20% chance 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 HOLD COURT.png Hold Court YIELD TRAINING.png 100 Training
YIELD ORDERS.png 2 Orders
  • 60% chance gain 100 YIELD CIVICS.png Civics
  • 20% chance gain a Courtier
  • 20% chance Event
Age is at least 18
TRAIT JUDGE.png Judge archetype
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 Event
Both characters are at least 12
MISSION INTERCESSION.png Intercession YIELD MONEY.png 200 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 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 Event
Target is Son or Daughter
MISSION RALLY TROOPS.png Rally Troops YIELD CIVICS.png 100 Civics
YIELD ORDERS.png 2 Orders
  • 75% chance gain 100 YIELD TRAINING.png Training
  • 25% chance Event
Age is at least 18
TECH MILITARY DRILL.png 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 Event
Target's age is 10-17
TRAIT SCHOLAR.png 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
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 action
  • As Leader: Enables the Tribal Alliance action
  • +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: Unit can use the LAUNCH OFFENSIVE.png Launch Offensive action
  • +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 action
  • +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 action
  • +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 action
  • +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. 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.

Strength Weakness
Trait Effects Included in Trait Effects Included in
Bold
  • RATING COURAGE.png +2 Courage
  • Strong
Timid
  • RATING COURAGE.png -2 Courage
  • Weak
Educated
  • RATING WISDOM.png +2 Wisdom
  • Inquisitive
Superstitious
  • RATING WISDOM.png -2 Wisdom
  • Devout
Gracious
  • RATING CHARISMA.png +2 Charisma
  • Honorable
Greedy
  • RATING CHARISMA.png -1 Charisma
  • RATING DISCIPLINE.png -1 Discipline
  • Villainous
Loyal
  • RATING DISCIPLINE.png +2 Discipline
  • Honorable
Deceitful
  • RATING DISCIPLINE.png -2 Discipline
  • Covert
  • Villainous
Compassionate
  • RATING CHARISMA.png +1 Charisma
  • RATING DISCIPLINE.png +1 Discipline
  • Honorable
Spoiled
  • RATING CHARISMA.png -1 Charisma
  • RATING DISCIPLINE.png -1 Discipline
  • Weak
Humble
  • RATING DISCIPLINE.png +1 Discipline
  • RATING WISDOM.png +1 Wisdom
Proud
  • RATING COURAGE.png +2 Courage
  • RATING WISDOM.png -1 Wisdom
Witty
  • RATING CHARISMA.png +1 Charisma
  • RATING WISDOM.png +1 Wisdom
  • Charming
Drunk
  • RATING CHARISMA.png +1 Charisma
  • RATING DISCIPLINE.png -2 Discipline
  • As Leader: -40 Foreign Leader Opinion
  • As Leader: -40 Tribal Leader Opinion
  • Carnal
Chaste
  • RATING DISCIPLINE.png +2 Discipline
  • -80% Chance to have Children
Wanton
  • RATING CHARISMA.png +2 Charisma
  • RATING DISCIPLINE.png -1 Discipline
  • +25% Chance to have Children
  • Carnal
Romantic
  • RATING CHARISMA.png +2 Charisma
  • +25% Chance to have Children
  • Carnal
Bitter
  • RATING CHARISMA.png -2 Charisma
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
  • Devout
Impious
  • RATING CHARISMA.png -1 Charisma
  • As Leader: -40 Religion Opinion
  • -20% Chance to become Religion Head
  • Villainous
Righteous
  • As Governor: YIELD HAPPINESS.png +2 Happiness each year
  • As Leader: YIELD HAPPINESS.png +1 Happiness each year [All Cities]
  • Honorable
  • Sever Virtues
Debauched
  • As Governor: YIELD DISCONTENT.png +2 Discontent per year
  • As Leader: YIELD DISCONTENT.png +1 Discontent per year [All Cities]
  • Carnal
  • Seven Sins
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
  • Charming
  • Sever Virtues
Cruel
  • As Governor: YIELD GROWTH.png -20% Growth per year
  • As Leader: YIELD GROWTH.png -10% Growth per year [All Cities]
  • Terrifying
  • Seven Sins
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
  • Charming
  • Sever Virtues
Intolerant
  • As Governor: YIELD CIVICS.png -20% Civics
  • As Leader: YIELD CIVICS.png -10% Civics [All Cities]
  • Traditional
  • Seven Sins
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]
  • Sever Virtues
Uncouth
  • As Governor: YIELD CULTURE.png -20% Culture
  • As Leader: YIELD CULTURE.png -10% Culture [All Cities]
  • Seven Sins
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]
  • Inquisitive
  • Sever Virtues
Foolish
  • As Governor: YIELD SCIENCE.png -20% Science
  • As Leader: YIELD SCIENCE.png -10% Science [All Cities]
  • Seven Sins
  • Weak
Warlike
  • As Governor: YIELD TRAINING.png +2 Training each year per Culture Level
  • As Leader: YIELD TRAINING.png +1 Training each year per Culture Level [All Cities]
  • Sever Virtues
Slothful
  • As Governor: YIELD TRAINING.png -20% Training
  • As Leader: YIELD TRAINING.png -10% Training [All Cities]
  • Seven Sins
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]
  • Sever Virtues
  • Urbanite
Extravagant
  • As Governor: YIELD MONEY.png -20% Money
  • As Leader: YIELD MONEY.png -10% Money [All Cities]
  • Seven Sins
  • Vain
Famous
  • As Governor: -20% Specialist Costs
  • As Leader: +40 Family Opinion
Infamous
  • As Leader: -40 Family Opinion
  • Villainous
Frugal
  • As Governor: -50% Improvement Costs
  • As Leader: -20% Improvement Costs [All Cities]
  • Traditional
Corrupt
  • As Governor: YIELD MAINTENANCE.png +50% Maintenance
  • As Leader: YIELD MAINTENANCE.png +20% Maintenance [All Cities]
  • +10% Chance to become Family Head
  • Villainous
  • Vain
Robust
  • As Governor: YIELD ORDERS.png +1 Orders each year
  • As Leader: YIELD ORDERS.png +0.5 Orders each year [All Cities]
  • Traditional
Carpenter
  • As Governor: +100 XP for new Siege and Ship Units
  • As Leader: +50 XP for new Siege and Ship Units [All Cities]
  • Urbanite
Equestrian
  • As Governor: +100 XP for new Mounted Units
  • As Leader: +50 XP for new Mounted Units [All Cities]
Strict
  • As Governor: +100 XP for new Infantry Units
  • As Leader: +50 XP for new Infantry Units [All Cities]
  • Diligent
  • Traditional
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]
  • 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]
  • 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]
  • 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]
  • Productive
Vigilant
  • As Governor: +50% City Defense
  • As Leader: +20% City Defense [All Cities]
  • Diligent
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
  • Charming
  • Covert
Besieger
  • As General: Icon Attack.png +25% Attack Into Urban
  • As Leader: Icon Attack.png +10% Attack Into Urban [All Units]
  • Urbanite
Highlander
  • As General: Icon AttackDefense.png +25% Strength From Hill
  • As Leader: Icon AttackDefense.png +10% Strength From Hill [All Units]
  • Sylvan
Ranger
  • As General: Icon AttackDefense.png +25% Strength From Trees
  • As Leader: Icon AttackDefense.png +10% Strength From Trees [All Units]
  • Sylvan
Bloodthirsty
  • As General: Icon AttackDefense.png +10% Strength vs Damaged
  • As Leader: Icon AttackDefense.png +5% Strength vs Damaged [All Units]
  • 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]
  • 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]
  • Urbanite
Fierce
  • As General: Icon AttackDefense.png +10% Strength vs Infantry Units
  • As Leader: Icon AttackDefense.png +5% Strength vs Infantry Units [All Units]
  • Strong
  • Terrifying
Heckler
  • As General: Icon AttackDefense.png +25% Strength vs General
  • As Leader: Icon AttackDefense.png +10% Strength vs General [All Units]
Horsebane
  • As General: Icon AttackDefense.png +25% Strength vs Mounted Units
  • As Leader: Icon AttackDefense.png +10% Strength vs Mounted Units [All Units]
Shieldbearer
  • As General: Icon AttackDefense.png +10% Strength vs Ranged Units
  • As Leader: Icon AttackDefense.png +5% Strength vs Ranged Units [All Units]
Steadfast
  • As General: Icon AttackDefense.png +25% Strength vs Tribal Units
  • As Leader: Icon AttackDefense.png +10% Strength vs Tribal Units [All Units]
  • Dilligent
  • Strong
Tough
  • As General: Icon AttackDefense.png +10% Strength if Damaged
  • As Leader: Icon AttackDefense.png +5% Strength if Damaged [All Units]
  • Strong
Herbalist
  • As General: UNIT ACTION HEAL.png +4 Heal Action HP
  • As Leader: UNIT ACTION HEAL.png +2 Heal Action HP [All Units]
  • Sylvan
Swift
  • As General: UI HUD Icon Movement.png +1 Unit Movement
  • As Leader: +1 Fatigue Limit [All Units]
  • Sylvan
Tracker
  • As General: +3 Vision
  • As Leader: +2 Vision [All Units]
  • Sylvan

Injuries

Very rarely a character who is a CHAR FILTER GENERAL.png 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
  • RATING COURAGE.png -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
  • RATING COURAGE.png -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
  • RATING COURAGE.png +1 Courage

Legitimacy

Legitimacy comes from Ambitions, Cognomen and random events. Each point of Legitimacy grants 1 Family Opinion and 0.1 YIELD ORDERS.png 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

Gaining a new 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 YIELD LEGITIMACY.png Legitimacy and once a character acquires a Cognomen it can only acquire a different one if it grants more YIELD LEGITIMACY.png 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 YIELD LEGITIMACY.png 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
  • +1000 per city founded
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
  • +100 per year reigned
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