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.
Attributes
Each character has four attributes, which determines what are the bonuses for appointing them as Governor, General, Nation Leader or Councilor.
Attribute |
Effects
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Charisma
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- 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
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Courage
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- 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
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Discipline
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- 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
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Wisdom
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- 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
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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
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Heir
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Ambassador
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Chancellor
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Spymaster
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Nation bonus
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- Charisma produces Civics
- Courage produces Training
- Discipline produces Money
- Wisdom produces Science
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- Charisma produces Civics
- Courage produces Training
- Discipline produces Money
- Wisdom produces Science
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- Charisma produces Foreign Opinion
- Courage produces Tribe Opinion
- Discipline produces Religion Opinion
- Wisdom produces Culture
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- Charisma produces Civics
- Courage produces Training
- Discipline produces Money
- Wisdom produces Growth
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- Charisma produces Family Opinion
- Courage produces Happiness
- Discipline produces Orders
- Wisdom produces Science
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Effects
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Produces Children
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Becomes Nation Leader upon the current one's death
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Gains Unique Missions
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Gains Unique Missions
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Gains Unique Missions
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Required technology
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None
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None
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Aristocracy
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Spoked Wheel
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Portcullis
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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
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Influence
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200 Money 2 Orders
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- 50% chance the character becomes influenced
- 25% chance the character becomes influenced but lose 1 Legitimacy
- 25% chance Influence Event
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Both characters are at least 12
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Convert Religion
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75 Civics 2 Orders
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- 75% chance the character converts to the Nation's religion
- 25% chance Convert Target to Religion Event
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Target is at least 18 Target does not follow the Nation's religion Target is not a Religion Head
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Divorce
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100 Civics 2 Orders
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- 80% chance the character divorces
- 20% chance Divorce Event
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Target is Husband or Wife
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Make Chosen Heir
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100 Civics 2 Orders
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- 80% chance the character becomes the new Heir but lose 10 Legitimacy
- 20% chance Heir Chosen Event
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Target is Son or Daughter
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Family Marriage
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100 Civics 2 Orders
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- Choose a family to look for a marriage cadidate
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Target is Son or Daughter Target does not have a Husband or Wife
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Intercession
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150 Money 2 Orders
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- 50% chance the character becomes interceded
- 25% chance the character becomes interceded but lose 1 Legitimacy
- 25% chance Intercession Event
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Same Religion
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Rally Troops
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100 Civics 2 Orders
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- 75% gain 100 Training
- 25% chance Rally Troops Event
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Nation Leader Age is at least 18 Military Drill technology
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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
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Builder
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- +3 Discipline
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- 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]
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- +10 with Slavery
- +60 with Builder
- -60 with Hero
- -40 with Nations with more Wonders of the World
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Commander
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- +2 Courage
- +2 Discipline
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- 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
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- +50 with Autarky
- +60 with Commander
- -60 with Tactician
- -40 with Nations with more Generals
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Diplomat
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- +3 Charisma
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- 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
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- +20 with Colonies
- +60 with Diplomat
- -60 with Orator
- -40 with Nations with more Trades
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Hero
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- +3 Courage
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- As General: Heal in Neutral Territory
- As Leader: Heal while Pillagine [All Units]
- As Leader: +50 Training per Military Unit killed
- As Leader + General: Can Launch Offensive
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- +10 with Epics
- +60 with Hero
- -60 with Builder
- -40 with Nations too close
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Judge
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- +2 Charisma
- +2 Discipline
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- 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
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- +30 with Legal Code
- +60 with Judge
- -60 with Schemer
- -40 with Nations with more Active Laws
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Orator
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- +4 Charisma
- -1 Discipline
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- 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
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- +30 with Tyranny
- +60 with Orator
- -60 with Diplomat
- -40 with Nations with more Governors
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Schemer
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- +4 Wisdom
- -1 Courage
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- 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
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- +20 with Elites
- +20 with Coin Debasement
- +60 with Schemer
- -60 with Judge
- -40 with Nations with better Congomen
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Scholar
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- +3 Wisdom
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- As Governor: Unlocks the Inquiry project
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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
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Bold
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- +2 Courage
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- +20 with Bold
- -20 with Slothful
- -20 with Timid
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Chaste
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- +2 Discipline
- -80% Chance to have Children
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Compassionate
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- +1 Charisma
- +1 Discipline
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- +20 with Compassionate
- -20 with Cruel
- -20 with Ruthless
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Affable
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- As Governor: +2 Growth each year per Culture Level
- As Leader: +1 Growth each year per Culture Level [All Cities]
- +10% Chance to become Family Head
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- +20 with Affable
- -20 with Cruel
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Besieger
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- As General: +25% Attack Into Urban
- As Leader: +10% Attack Into Urban [All Armies]
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Bloodthirsty
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- As General: +10% Strength vs Damaged
- As Leader: +5% Strength vs Damaged [All Armies]
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Brave
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- As General: +10% Strength vs Melee Units
- As Leader: +5% Strength vs Melee Units [All Armies]
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Carpenter
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- As Governor: +100 XP for new Siege and Ship units
- As Leader: +50 XP for new Siege and Ship units [All Cities]
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Weaknesses
Weaknesses are traits that give various penalties. A character can have up to 3 Weaknesses.
Trait |
Effects |
Opinion |
Included in
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Bitter
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- -2 Charisma
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- +40 with Bitter
- -40 with Inspiring
- -40 with Romantic
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Corrupt
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- As Governor: +50% Maintenance
- As Leader: +20% Maintenance [All Cities]
- +10% Chance to become Family Head
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- +40 with Corrupt
- -40 with Frugal
- -40 with Righteous
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Cruel
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- As Governor: -20% Growth each year
- As Leader: -10% Growth each year [All Cities]
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- +40 with Cruel
- -40 with Affable
- -40 with Compassionate
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