Characters: Difference between revisions

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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.


Ambitions are a Leader's desire for what they want to achieve. Each Leader has its own Ambition, and may have some Legacy Ambitions from previous leaders. Completing an Ambition will give <span style="color:green;">'''+10'''</span> [[File:YIELD LEGITIMACY.png|25px]] Legitimacy while abandoning an Ambition an Ambition will give <span style="color:red;">'''-5'''</span> [[File:YIELD LEGITIMACY.png|25px]] Legitimacy. If a Nation completes 10 Ambitions it will achieve Ambition Victory.
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.


== Attributes ==
== Attributes ==

Revision as of 00:51, 11 March 2023

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.

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

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

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
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
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
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
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 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 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

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
Chaste
  • RATING DISCIPLINE.png +2 Discipline
  • -80% Chance to have Children
  • -20 with Wanton
Compassionate
  • RATING CHARISMA.png +1 Charisma
  • RATING DISCIPLINE.png +1 Discipline
  • +20 with Compassionate
  • -20 with Cruel
  • -20 with Ruthless
  • Honorable
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
Besieger
  • As General: Icon Attack.png +25% Attack Into Urban
  • As Leader: Icon Attack.png +10% Attack Into Urban [All Armies]
  • +20 with Besieger
  • Urbanite
Bloodthirsty
  • As General: Icon AttackDefense.png +10% Strength vs Damaged
  • As Leader: Icon AttackDefense.png +5% Strength vs Damaged [All Armies]
  • +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 Armies]
  • +20 with Brave
  • Strong
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

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
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 each year
  • As Leader: YIELD GROWTH.png -10% Growth each year [All Cities]
  • +40 with Cruel
  • -40 with Affable
  • -40 with Compassionate
  • Terrifying
  • Seven Sins