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| Traits are characteristics of the councilor that provide conditional bonuses to Missions, Incomes, and occasionally penalties and restrictions to the councilor’s Missions and movements. The Demagogue trait, for example, grants an ''Influence'' Income, plus bonus persuasion in nations with low education, but penalizes persuasion in high-education nations.
| | #REDIRECT [[Councilors#Traits]] |
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| === How to Gain ===
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| Traits can be purchased by spending XP (experience points) on an councilor specific basis. Some traits block others, or are required to obtain another trait. For example, Government cannot be chosen while Criminal or Enemy of the State is on that councilor. Other traits form a chain, such as Affluent -> Prosperous -> Wealthy -> Rich -> Billionaire.
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| {| class="wikitable" style="margin:auto"
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| |+ All Traits
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| !Trait !! Monthly Income !! Attribute !! Missions
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| |Academic || +10 Research || -1 Command. || Add Advise
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| |-
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| |Addict || -1 Money || -1 Espionage when detected. -2 Security. -4 Security when Money < 0. ||
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| |Affluent || +1 Money || ||
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| |Agitator || +3 Influence || +1 Persuasion where Education < 6. +1 Persuasion where Cohesion < 4. ||
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| |Apocalyptic || +1 Persuasion if Nukes have been Used. || ||
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| |-
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| |Astronomer || +5 Research || +15% Space Science Research. ||
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| |Awareness || +1 Investigation when Detecting other Councillors. || ||
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| |Awkward Genius || || -3 Persuasion. -3 Command. +3 Science. +2 Investigation. || Lose Inspire and Public Campaign
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| |Billionaire || +40 Money +2 Influence || -1 Espionage when Detected. -2 Persuasion where Inequality < 4. ||
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| |Brazen || +2 Influence || -1 Security. +1 Persuasion where Education is < 7. ||
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| |Careless || || -2 Espionage. -2 Security. ||
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| |Chemist || +5 Research || +15% Materials Science Research. ||
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| |Computer Scientist || +5 Research || +15% Information Science Research. ||
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| |Connected || +3 Influence || ||
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| |Conspiracy Theorist || -1 Influence || +2 Investigation. +1 Security. -1 Persuasion. || Add Investigate Alien
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| |Corrupt || -4 Money +3 Influence || +2 Espionage. -3 Loyaltyalty. ||
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| |Counselor || || +1 Persuasion where Cohesion < 6. ||
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| |Crew || +1 Ops || +1 Security. ||
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| |Criminal || +1 Money || -1 Security where UnResearcht < 1. Adds access to exclusive Criminal Organisations. ||
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| |Demagogue || +5 Influence || -6 Espionage when Detected. +3 Persuasion where Education < 6. -2 Persuasion where Education > 9. +3 Persuasion where Cohesion < 4. ||
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| |Doctor || +5 Research || +15% Life Science Research Research. ||
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| |Doctor II || +10 Research || +1 Science. +15% Life Science Research. ||
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| |Doctor III || +20 Research +2 Influence || +2 Science. +15% Life Science Research. ||
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| |Earthbound || || || Lose all Space Missons
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| |Eminent || +6 Influence || -2 Espionage when Detected. ||
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| |Enemy of the State || || || Lose all Missions in Home Nation
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| |Ethical || || +1 Persuasion where Inequality < 3.5. -1 Loyalty and Apparent Loyalty when Faction Commandmits Atrocities. || Lose Assassinate
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| |Extremist || || +3 Loyalty. +1 Investigation. +3 Apparent Loyalty. -1 Persuasion where Education > 8. ||
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| |Famous || +9 Influence || -4 Espionage when Detected. ||
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| |Fanatic || || +5 Loyalty. -1 Investigation. +5 Apparent Loyalty. +2 Persuasion where Education < 6. ||
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| |Firebrand || +4 Influence || -3 Espionage when Detected. +2 Persuasion where Education < 6. -1 Persuasion where Education > 9. +2 Persuasion where Cohesion < 4. ||
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| |Furtive || || +2 Espionage. -1 Persuasion. -1 Administration Apparent Loyalty set to 2. || Lose Inspire
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| |Government || || Adds access to exclusive Government Organisations. ||
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| |Hard Target || || +1 Espionage when Detected. +2 Security. ||
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| |Indulgent || -2 Money || -4 Loyalty when Money < 0. ||
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| |Inscrutable || || Apparent Loyaltyalty set to 12. || Lose Inspire
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| |Lone Wolf || || -1 Administration -1 Command. +2 Espionage. || Lose Inspire
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| |Low Profile || || +2 Espionage when Detected. ||
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| |Media Darling || +7 Influence || -4 Espionage when Detected. +3 Persuasion where Dem > 6. ||
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| |Megastar || +12 Influence || -8 Espionage when Detected. || Lose Go to Ground
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| |Military Scientist || +5 Research || +15% Military Science Research ||
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| |National Hero || || In Home Nation: +3 Persuasion. -1 Security. ||
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| |Non Grata || || || Lose all Missions in Rivals of Home Nation
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| |Oligarch || +3 Money +4 Influence || +1 Persuasion where Inequality > 4. -1 Persuasion where Inequality < 4. ||
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| |Opinion Leader || +4 Influence || -2 Espionage when Detected. +2 Persuasion where Dem > 6. ||
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| |Pariah || || In Home Nation: -2 Persuasion. -1 Security. ||
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| |Physicist || +5 Research || +15% Energy Research ||
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| |Pollyanna || || Apparent Loyalty set to 25 ||
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| |Prosperous || +3 Money || ||
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| |Puppet Master || +8 Influence || +1 Espionage when Detected || Add Control Nation
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| |Quick Learner || || || Augmentation cost 20% less XP ||
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| |Rich || +10 Money +1 Influence || -1 Persuasion where Inequality < 4. ||
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| |Second Wave (Alien Only) || || +3 Espionage. +3 Security. ||
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| |Social Scientist || +5 Research || +15% Social Science Research. ||
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| |Sociopath || || +1 Persuasion. -3 Loyalty. ||
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| |Streetwise || || +1 Espionage when Detected. In Home Nation: +1 Security. +1 Investigation. ||
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| |Striver || || Augmentation cost 30% less XP ||
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| |Survivor || || +1 Security. ||
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| |Suspicious || || +2 Investigation. +2 Security. +1 Espionage. -1 Apparent Loyalty. +1 Investigation when Detecting. +1 Espionage when Detected. || Lose Inspire
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| |Technocrat || +2 Influence +3 Research || +1 Science. +3 Administration -1 Persuasion where Education < 8. +5% Social Science Research. || Add Advise
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| |Transparent || || Loyaltyalty is set to Apparent Loyaltyalty. ||
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| |Undercover || || +1 Espionage when Detected. Can Influenceiltrate Small Habitats and Stations. ||
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| |Unifier || +2 Influence || +2 Persuasion where Cohesion > 6. ||
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| |Veteran || || +1 Command. +1 Security. +2% Military Science ||
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| |Wealthy || +5 Money || ||
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| |}
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| '''''Go back to [[Main Page]].'''''
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