Characters: Difference between revisions
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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. | ||
== The council == | == The council == | ||
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|} | |} | ||
== Character | == 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]] | | [[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 | * 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 | * 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 | * 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 | * 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]] | | [[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 | * 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 | * 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 | * 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 | * 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: | * 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 | 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;">'''+ | * <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 Enlightened''' || 40 || 4000 | | '''The Enlightened''' || 40 || 4000 | ||
|- | |- | ||
| '''The | | '''The Wise''' || 60 || 6000 | ||
|- | |- | ||
| '''The Capable''' || 20 || 2000 || rowspan=2 | | | '''The Capable''' || 20 || 2000 || rowspan=2 | | ||
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|- | |- | ||
| '''The Intrepid''' || 50 || 5000 | | '''The Intrepid''' || 50 || 5000 | ||
|- | |||
| '''The Old''' || 40 || 4000 || rowspan=2 | | |||
* <span style="color:green;">'''+100'''</span> per year reigned | |||
|- | |||
| '''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
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.
Character actions
Characters may be interacted by clicking on their portrait and then choosing an interaction from the menu that appears on the left.
Attributes
Each character has four attributes, which determines what are the bonuses for appointing them as Governor, General, Nation Leader or Councilor.
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.
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 |
|
Timid |
| ||
Educated |
|
Superstitious |
| ||
Gracious |
|
Greedy |
| ||
Loyal |
|
Deceitful |
| ||
Compassionate |
|
Spoiled |
| ||
Humble | Proud | ||||
Witty |
|
Drunk |
| ||
Chaste | Wanton |
| |||
Romantic |
|
Bitter | |||
Pious |
|
Impious |
| ||
Righteous |
|
Debauched |
| ||
Affable |
|
Cruel |
| ||
Eloquent |
|
Intolerant |
| ||
Inspiring |
|
Uncouth |
| ||
Intelligent |
|
Foolish |
| ||
Warlike |
|
Slothful |
| ||
Prosperous |
|
Extravagant |
| ||
Famous |
|
Infamous |
|
| |
Frugal |
|
|
Corrupt |
| |
Robust |
| ||||
Carpenter |
|
| |||
Equestrian |
|
||||
Strict |
|
| |||
Cultivator |
| ||||
Delver |
| ||||
Naturalist |
| ||||
Pathfinder |
| ||||
Vigilant |
|
| |||
Cunning |
| ||||
Besieger |
| ||||
Highlander |
| ||||
Ranger |
| ||||
Bloodthirsty |
| ||||
Brave |
| ||||
Engineer |
| ||||
Fierce |
| ||||
Heckler | |||||
Horsebane | |||||
Shieldbearer | |||||
Steadfast |
| ||||
Tough |
| ||||
Herbalist |
| ||||
Swift |
| ||||
Tracker |
|
|
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 | |
Severely Wounded | |
Blinded |
|
Crippled |
|
Scarred |
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.