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
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Chancellor
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Spymaster
|
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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Required archetype
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Any
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Any
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Commander, Diplomat, Orator
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Builder, Judge, Zealot
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Schemer, Scholar, Tactician
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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
|
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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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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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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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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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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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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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
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Target's age is 10-17
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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
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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
|
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
|
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
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- +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
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Governor Chancellor
|
+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
|
- +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
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- +30 with Tyranny
- +60 with Orator
- -60 with Diplomat
- -40 with Nations with more Governors
|
|
Schemer
|
Agent Spymaster
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+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
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Governor Spymaster
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+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 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.
Weaknesses
Weaknesses are traits that give various penalties. A character can have up to 3 Weaknesses.
Trait |
Effects |
Opinion |
Included in
|
Bitter
|
- -2 Charisma
|
- +40 with Bitter
- -40 with Inspiring
- -40 with Romantic
|
|
Deceitful
|
- -2 Discipline
|
- +40 with Deceitful
- -40 with Loyal
|
|
Greedy
|
- -1 Charisma
- -1 Discipline
|
- +40 with Greedy
- -40 with Gracious
|
|
Spoiled
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- -1 Charisma
- -1 Discipline
|
|
|
Proud
|
- +2 Courage
- -1 Wisdom
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- -40 with Humble
- -40 with Nation Leader
|
|
Ruthless
|
- +2 Courage
- -1 Discipline
|
- +40 with Ruthless
- -40 with Compassionate
|
- Covert
- Terrifying
- Villainous
|
Drunk
|
- +1 Charisma
- -2 Discipline
- As Leader: -40 Foreign Leader Opinion
- As Leader: -40 Tribal Leader Opinion
|
|
|
Impious
|
- -1 Charisma
- As Leader: -40 Religion Opinion
- -20% Chance to become Religion Head
|
- +20 with Impious
- -20 with Pious
|
|
Infamous
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- As Leader: -40 Family Opinion
|
|
|
Cruel
|
- As Governor: -20% Growth per year
- As Leader: -10% Growth per year [All Cities]
|
- +40 with Cruel
- -40 with Affable
- -40 with Compassionate
|
|
Extravagant
|
- As Governor: -20% Money
- As Leader: -10% Money [All Cities]
|
- +40 with Extravagant
- -40 with Frugal
- -40 with Prosperous
|
|
Foolish
|
- As Governor: -20% Science
- As Leader: -10% Science [All Cities]
|
- +40 with Foolish
- -40 with Educated
- -40 with Intelligent
|
|
Intolerant
|
- As Governor: -20% Civics
- As Leader: -10% Civics [All Cities]
|
- +40 with Intolerant
- -40 with Eloquent
- -40 with Gracious
|
|
Slothful
|
- As Governor: -20% Training
- As Leader: -10% Training [All Cities]
|
- +40 with Slothful
- -40 with Bold
- -40 with Warlike
|
|
Corrupt
|
- As Governor: +50% Maintenance
- As Leader: +20% Maintenance [All Cities]
- +10% Chance to become Family Head
|
- +40 with Corrupt
- -40 with Frugal
- -40 with Righteous
|
|
Debauched
|
- As Governor: +2 Discontent per year
- As Leader: +1 Discontent per year [All Cities]
|
- +40 with Debauched
- -40 with Righteous
- -40 with Pious
|
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