|
|
Line 73: |
Line 73: |
| | | | | |
| * 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 |
| |- | | |- |
Line 80: |
Line 80: |
| | | | | |
| * 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 |
| |- | | |- |
Line 94: |
Line 94: |
| * 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 |
| |- | | |- |
Line 102: |
Line 102: |
| * 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 |
| |- | | |- |
Line 110: |
Line 110: |
| * 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 |
| |- | | |- |
Line 117: |
Line 117: |
| | | | | |
| * 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 |
| |- | | |- |
Line 124: |
Line 124: |
| | | | | |
| * 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 |
| |- | | |- |
Line 134: |
Line 134: |
| * 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 |
| |} | | |} |
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
|
Abdicate Throne
|
100 Civics 2 Orders
|
- Heir becomes Nation Leader but lose 10 Legitimacy
|
Heir
|
Convert Religion
|
100 Civics 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
|
Divorce
|
100 Civics 2 Orders
|
- 80% chance the character divorces
- 20% chance 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
|
Hold Court
|
100 Training 2 Orders
|
- 60% chance gain 100 Civics
- 20% chance gain a Courtier
- 20% chance Event
|
Age is at least 18 Judge archetype
|
Influence
|
200 Money 2 Orders
|
- 50% chance the character becomes influenced
- 25% chance the character becomes influenced but lose 1 Legitimacy
- 25% chance Event
|
Both characters are at least 12
|
Intercession
|
200 Money 2 Orders
|
- 50% chance the character becomes interceded
- 25% chance the character becomes interceded but lose 1 Legitimacy
- 25% chance Event
|
Same Religion
|
Make Chosen Heir
|
100 Civics 2 Orders
|
- 80% chance the character becomes the new Heir but lose 10 Legitimacy
- 20% chance Event
|
Target is Son or Daughter
|
Rally Troops
|
100 Civics 2 Orders
|
- 75% chance gain 100 Training
- 25% chance Event
|
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 Event
|
Target's age is 10-17 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
|
- 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 action
- As Leader: Enables the Tribal Alliance action
|
- +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 action
|
- +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 action
|
- +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 action
|
- +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.
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.
Cognomen |
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 |
- +100 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 Wish |
60 |
6000
|
The Capable |
20 |
2000 |
- +100 per unit trainer
- +100 per unit promoted
|
The Ready |
30 |
3000
|
The Settler |
20 |
2000 |
|
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 |
|
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
|