Characters: Difference between revisions

From Old World Official Wiki
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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.
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.
{| class="wikitable"
{| class="wikitable"
! Archetypes !! Allowed professions !! Attribute bonus !! Effects !! Opinion !! Included in
! Archetypes !! Allowed professions !! Attributes !! Effects !! Opinion !! Included in
|-
|-
| Builder
| Builder
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* Chancellor
* Chancellor
|  
|  
* [[File:RATING DISCIPLINE.png|25px]] +3 Discipline
* [[File:RATING DISCIPLINE.png|25px]] <span style="color:green;">'''+3'''</span> Discipline
|  
|  
* As Governor: -1 Years to build Improvements
* As Governor: -1 Years to build Improvements
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* Ambassador
* Ambassador
|  
|  
* [[File:RATING COURAGE.png|25px]] +2 Courage
* [[File:RATING COURAGE.png|25px]] <span style="color:green;">'''+2'''</span> Courage
* [[File:RATING DISCIPLINE.png|25px]] +2 Discipline
* [[File:RATING DISCIPLINE.png|25px]] <span style="color:green;">'''+2'''</span> Discipline
|  
|  
* As General: +20% Strength if Same Unit Adjacent
* As General: +20% [[File:Icon AttackDefense.png]] Strength if Same Unit Adjacent
* As Leader: +10 XP per year for Idle Units
* As Leader: +10 XP per year for Idle Units
* As Leader: +10% Defense for Infantry Units
* As Leader: +10% [[File:Icon Defense.png]] Defense for Infantry Units
* As Leader + General: +50% Attack if Flanking
* As Leader + General: +50% [[File:Icon Attack.png]] Attack if Flanking
|  
|  
* <span style="color:green;">'''+50'''</span> with Autarky
* <span style="color:green;">'''+50'''</span> with Autarky
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* Ambassador
* Ambassador
|  
|  
* [[File:RATING CHARISMA.png|25px]] +3 Charisma
* [[File:RATING CHARISMA.png|25px]] <span style="color:green;">'''+3'''</span> Charisma
|  
|  
* As Governor: +40 Family Opinion
* As Governor: +40 Family Opinion
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* Agent
* Agent
|  
|  
* [[File:RATING COURAGE.png|25px]] +3 Courage
* [[File:RATING COURAGE.png|25px]] <span style="color:green;">'''+3'''</span> Courage
|  
|  
* As General: Heal in Neutral Territory
* As General: Heal in Neutral Territory
* As Leader: Heal while Pillagine [All Units]
* As Leader: Heal while Pillagine [All Units]
* As Leader: +50 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: Can Launch Offensive
|  
|  
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* Chancellor
* Chancellor
|  
|  
* [[File:RATING CHARISMA.png|25px]] +2 Charisma
* [[File:RATING CHARISMA.png|25px]] <span style="color:green;">'''+2'''</span> Charisma
* [[File:RATING DISCIPLINE.png|25px]] +2 Discipline
* [[File:RATING DISCIPLINE.png|25px]] <span style="color:green;">'''+2'''</span> Discipline
|  
|  
* As Governor: Can Hurry Projects
* As Governor: Can Hurry Projects
* As Governor: Can Hurry Specialists with Money
* As Governor: Can Hurry Specialists with Money
* As Leader: Can Switch Laws for 100 Civics
* As Leader: Can Switch Laws for 100 [[File:YIELD CIVICS.png|25px]] Civics
* As Leader: Can Upgrade Improvements
* As Leader: Can Upgrade Improvements
* As Leader: Enables the Hold Court mission
* As Leader: Enables the Hold Court mission
|
* <span style="color:green;">'''+30'''</span> with Legal Code
* <span style="color:green;">'''+60'''</span> with Judge
* <span style="color:red;">'''-60'''</span> with Schemer
* <span style="color:red;">'''-40'''</span> with Nations with more Active Laws
|
* Thoughtful
* Traditional
|-
| Orator
|
* Governor
* Ambassador
|
* [[File:RATING CHARISMA.png|25px]] <span style="color:green;">'''+4'''</span> Charisma
* [[File:RATING DISCIPLINE.png|25px]] <span style="color:red;">'''-1'''</span> Discipline
|
* As Governor: +1 [[File:YIELD HAPPINESS.png|25px]] Happiness per year per Culture Level
* As Leader: +40 Religion Opinion
* As Leader: Can recruit Tribal Mercenaries with [[File:YIELD LEGITIMACY.png|25px]] Legitimacy
* As Leader: +1 [[File:YIELD ORDERS.png|25px]] Orders per year per city with Friendly Family
|}
|}



Revision as of 11:35, 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

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
  • 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 Slavery
  • +60 with Builder
  • -60 with Hero
  • -40 with Nations with more Wonders of the World
  • Regal
  • Urbanite
Commander
  • General
  • 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 Autarky
  • +60 with Commander
  • -60 with Tactician
  • -40 with Nations with more Generals
  • Martial
  • Diligent
Diplomat
  • Governor
  • 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 Colonies
  • +60 with Diplomat
  • -60 with Orator
  • -40 with Nations with more Trades
  • Regal
  • Charming
Hero
  • General
  • Agent
  • RATING COURAGE.png +3 Courage
  • As General: Heal in Neutral Territory
  • As Leader: Heal while Pillagine [All Units]
  • As Leader: +50 YIELD TRAINING.png 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
  • Martial
  • Terrifying
Judge
  • Governor
  • Chancellor
  • RATING CHARISMA.png +2 Charisma
  • RATING DISCIPLINE.png +2 Discipline
  • As Governor: Can Hurry Projects
  • As Governor: Can Hurry Specialists with 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 Legal Code
  • +60 with Judge
  • -60 with Schemer
  • -40 with Nations with more Active Laws
  • Thoughtful
  • Traditional
Orator
  • Governor
  • 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

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