|
|
Line 397: |
Line 397: |
| | | | | |
| * Honorable | | * Honorable |
| | '''Bitter''' | | | '''Greedy''' |
| | | | | |
| * [[File:RATING CHARISMA.png|25px]] <span style="color:red;">'''-2'''</span> Charisma | | * [[File:RATING CHARISMA.png|25px]] <span style="color:red;">'''-1'''</span> Charisma |
| | * [[File:RATING DISCIPLINE.png|25px]] <span style="color:red;">'''-1'''</span> Discipline |
| | | | | |
| * <span style="color:green;">'''+40'''</span> with Bitter | | * <span style="color:green;">'''+40'''</span> with Greedy |
| * <span style="color:red;">'''-40'''</span> with Inspiring | | * <span style="color:red;">'''-40'''</span> with Gracious |
| * <span style="color:red;">'''-40'''</span> with Romantic
| |
| | | | | |
| | * Villainous |
| |- | | |- |
| | '''Loyal''' | | | '''Loyal''' |
Line 469: |
Line 470: |
| | | | | |
| * Charming | | * Charming |
| | | '''Drunk''' |
| | | |
| | * [[File:RATING CHARISMA.png|25px]] <span style="color:green;">'''+1'''</span> Charisma |
| | * [[File:RATING DISCIPLINE.png|25px]] <span style="color:red;">'''-2'''</span> Discipline |
| | * As Leader: <span style="color:red;">'''-40'''</span> Foreign Leader Opinion |
| | * As Leader: <span style="color:red;">'''-40'''</span> Tribal Leader Opinion |
| | | |
| | * <span style="color:green;">'''+40'''</span> with Drunk |
| | | |
| | * Carnal |
| |- | | |- |
| | '''Chaste''' | | | '''Chaste''' |
Line 497: |
Line 508: |
| | | | | |
| * Carnal | | * Carnal |
| | | '''Bitter''' |
| | | |
| | * [[File:RATING CHARISMA.png|25px]] <span style="color:red;">'''-2'''</span> Charisma |
| | | |
| | * <span style="color:green;">'''+40'''</span> with Bitter |
| | * <span style="color:red;">'''-40'''</span> with Inspiring |
| | * <span style="color:red;">'''-40'''</span> with Romantic |
| | | |
| |- | | |- |
| | '''Pious''' | | | '''Pious''' |
Line 522: |
Line 541: |
| | | | | |
| * Villainous | | * Villainous |
| |-
| |
| | '''Robust'''
| |
| |
| |
| * As Governor: [[File:YIELD ORDERS.png|25px]] <span style="color:green;">'''+1'''</span> Orders each year
| |
| * As Leader: [[File:YIELD ORDERS.png|25px]] <span style="color:green;">'''+0.5'''</span> Orders each year [All Cities]
| |
| |
| |
| * <span style="color:green;">'''+20'''</span> with Robust
| |
| |
| |
| * Traditional
| |
| |- | | |- |
| | '''Righteous''' | | | '''Righteous''' |
Line 688: |
Line 698: |
| * Seven Sins | | * Seven Sins |
| * Vain | | * Vain |
| | |- |
| | | '''Famous''' |
| | | |
| | * As Governor: <span style="color:green;">'''-20%'''</span> Specialist Costs |
| | * As Leader: <span style="color:green;">'''+40'''</span> Family Opinion |
| | | |
| | * <span style="color:red;">'''-40'''</span> with Infamous |
| | | |
| | | '''Infamous''' |
| | | |
| | * As Leader: <span style="color:red;">'''-40'''</span> Family Opinion |
| | | |
| | * <span style="color:red;">'''-40'''</span> with Famous |
| | | |
| | * Villainous |
| | |- |
| | | '''Frugal''' |
| | | |
| | * As Governor: <span style="color:green;">'''-50%'''</span> Improvement Costs |
| | * As Leader: <span style="color:green;">'''-20%'''</span> Improvement Costs [All Cities] |
| | | |
| | * <span style="color:green;">'''+20'''</span> with Frugal |
| | * <span style="color:red;">'''-20'''</span> with Corrupt |
| | * <span style="color:red;">'''-20'''</span> with Extravagant |
| | | |
| | * Traditional |
| | | '''Corrupt''' |
| | | |
| | * As Governor: [[File:YIELD MAINTENANCE.png|25px]] <span style="color:red;">'''+50%'''</span> Maintenance |
| | * As Leader: [[File:YIELD MAINTENANCE.png|25px]] <span style="color:red;">'''+20%'''</span> Maintenance [All Cities] |
| | * <span style="color:green;">'''+10%'''</span> Chance to become Family Head |
| | | |
| | * <span style="color:green;">'''+40'''</span> with Corrupt |
| | * <span style="color:red;">'''-40'''</span> with Frugal |
| | * <span style="color:red;">'''-40'''</span> with Righteous |
| | | |
| | * Villainous |
| | * Vain |
| | |- |
| | | '''Robust''' |
| | | |
| | * As Governor: [[File:YIELD ORDERS.png|25px]] <span style="color:green;">'''+1'''</span> Orders each year |
| | * As Leader: [[File:YIELD ORDERS.png|25px]] <span style="color:green;">'''+0.5'''</span> Orders each year [All Cities] |
| | | |
| | * <span style="color:green;">'''+20'''</span> with Robust |
| | | |
| | * Traditional |
| |- | | |- |
| | '''Carpenter''' | | | '''Carpenter''' |
Line 759: |
Line 816: |
| | | | | |
| * Productive | | * Productive |
| |-
| |
| | '''Famous'''
| |
| |
| |
| * As Governor: <span style="color:green;">'''-20%'''</span> Specialist Costs
| |
| * As Leader: <span style="color:green;">'''+40'''</span> Family Opinion
| |
| |
| |
| * <span style="color:red;">'''-40'''</span> with Infamous
| |
| |
| |
| | '''Infamous'''
| |
| |
| |
| * As Leader: <span style="color:red;">'''-40'''</span> Family Opinion
| |
| |
| |
| * <span style="color:red;">'''-40'''</span> with Famous
| |
| |
| |
| * Villainous
| |
| |-
| |
| | '''Frugal'''
| |
| |
| |
| * As Governor: <span style="color:green;">'''-50%'''</span> Improvement Costs
| |
| * As Leader: <span style="color:green;">'''-20%'''</span> Improvement Costs [All Cities]
| |
| |
| |
| * <span style="color:green;">'''+20'''</span> with Frugal
| |
| * <span style="color:red;">'''-20'''</span> with Corrupt
| |
| * <span style="color:red;">'''-20'''</span> with Extravagant
| |
| |
| |
| * Traditional
| |
| |- | | |- |
| | '''Vigilant''' | | | '''Vigilant''' |
Line 941: |
Line 972: |
| | | | | |
| * Sylvan | | * Sylvan |
| |}
| |
|
| |
| === Weaknesses ===
| |
| Weaknesses are traits that give various penalties. A character can have up to 3 Weaknesses.
| |
| {| class="wikitable sortable"
| |
| ! Trait !! Effects !! Opinion !! Included in
| |
| |-
| |
| | '''Greedy'''
| |
| |
| |
| * [[File:RATING CHARISMA.png|25px]] <span style="color:red;">'''-1'''</span> Charisma
| |
| * [[File:RATING DISCIPLINE.png|25px]] <span style="color:red;">'''-1'''</span> Discipline
| |
| |
| |
| * <span style="color:green;">'''+40'''</span> with Greedy
| |
| * <span style="color:red;">'''-40'''</span> with Gracious
| |
| |
| |
| * Villainous
| |
| |-
| |
| | '''Ruthless'''
| |
| |
| |
| * [[File:RATING COURAGE.png|25px]] <span style="color:green;">'''+2'''</span> Courage
| |
| * [[File:RATING DISCIPLINE.png|25px]] <span style="color:red;">'''-1'''</span> Discipline
| |
| |
| |
| * <span style="color:green;">'''+40'''</span> with Ruthless
| |
| * <span style="color:red;">'''-40'''</span> with Compassionate
| |
| |
| |
| * Covert
| |
| * Terrifying
| |
| * Villainous
| |
| |-
| |
| | '''Drunk'''
| |
| |
| |
| * [[File:RATING CHARISMA.png|25px]] <span style="color:green;">'''+1'''</span> Charisma
| |
| * [[File:RATING DISCIPLINE.png|25px]] <span style="color:red;">'''-2'''</span> Discipline
| |
| * As Leader: <span style="color:red;">'''-40'''</span> Foreign Leader Opinion
| |
| * As Leader: <span style="color:red;">'''-40'''</span> Tribal Leader Opinion
| |
| |
| |
| * <span style="color:green;">'''+40'''</span> with Drunk
| |
| |
| |
| * Carnal
| |
| |-
| |
| | '''Corrupt'''
| |
| |
| |
| * As Governor: [[File:YIELD MAINTENANCE.png|25px]] <span style="color:red;">'''+50%'''</span> Maintenance
| |
| * As Leader: [[File:YIELD MAINTENANCE.png|25px]] <span style="color:red;">'''+20%'''</span> Maintenance [All Cities]
| |
| * <span style="color:green;">'''+10%'''</span> Chance to become Family Head
| |
| |
| |
| * <span style="color:green;">'''+40'''</span> with Corrupt
| |
| * <span style="color:red;">'''-40'''</span> with Frugal
| |
| * <span style="color:red;">'''-40'''</span> with Righteous
| |
| |
| |
| * Villainous
| |
| * Vain
| |
| |} | | |} |
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 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. 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 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 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
|
Convert Religion
|
75 Civics 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
|
Divorce
|
100 Civics 2 Orders
|
- 80% chance the character divorces
- 20% chance Divorce 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
|
Influence
|
200 Money 2 Orders
|
- 50% chance the character becomes influenced
- 25% chance the character becomes influenced but lose 1 Legitimacy
- 25% chance Influence Event
|
Both characters are at least 12
|
Intercession
|
150 Money 2 Orders
|
- 50% chance the character becomes interceded
- 25% chance the character becomes interceded but lose 1 Legitimacy
- 25% chance Intercession Event
|
Same Religion
|
Make Chosen Heir
|
100 Civics 2 Orders
|
- 80% chance the character becomes the new Heir but lose 10 Legitimacy
- 20% chance Heir Chosen Event
|
Target is Son or Daughter
|
Rally Troops
|
100 Civics 2 Orders
|
- 75% gain 100 Training
- 25% chance Rally Troops Event
|
Nation Leader 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 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
|
- 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 mission
- As Leader: Enables the Tribal Alliance mission
|
- +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: Can Launch Offensive
|
- +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 mission
|
- +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 mission
|
- +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 mission
|
- +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.