Characters: Difference between revisions

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m →Legitimacy: more details about ambitions, legitimacy decay and renown cost increase
 
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* 20% chance Event
* 20% chance Event
| Heir
| Heir
|-
| [[File:MISSION ADOPT.png|40px]] Adopt As Heir
| [[File:YIELD CIVICS.png|25px]] 200 Civics<br>[[File:YIELD ORDERS.png|25px]] 2 Orders
| Adopt an Heir without losing Legitimacy
| Agustus, Wonders and Dynasties DLC
|-
| [[File:MISSION DECLARE_WAR.png|40px]] Ask to Declare War
| [[File:YIELD CIVICS.png|25px]] 200 Civics<br>[[File:YIELD ORDERS.png|25px]] 2 Orders
| Ask a Nation to Declare War on another Nation
| Schemer<br>Shorter than 5 turns since their last war<br>Not Min Pleased Opinion of Target
|-
| [[File:MISSION_ASSASSINATE.png|40px]] Assassinate
| [[File:YIELD MONEY.png|25px]] 400 Civics<br>[[File:YIELD ORDERS.png|25px]] 2 Orders
| Attempt to kill a target<br>17% Target killed<br>17% Target killed, plot exposed<br>17% Target survives, plot exposed<br>17% Target survives<br>33% Assassination Event
| Spymaster<br>Min Age 18<br>Not the Uncrowned King
|-
| [[File:MISSION_BOOST_LEGITIMACY.png|40px]] Boost Legitimacy
| [[File:YIELD CIVICS.png|25px]] 100 Civics<br>[[File:YIELD ORDERS.png|25px]] 2 Orders
| Boost Legitimacy
| Bardiya<br>Wonders and Dynasties DLC
|-
| [[File:MISSION_CAPTURE.png|40px]] Capture
| [[File:YIELD TRAINING.png|25px]] 100 Civics<br>[[File:YIELD ORDERS.png|25px]] 2 Orders
| Attempt to capture a target to Imprison<br>60% Target Surrenders<br>20% Target killed resisting capture<br>20% Target flees country
| Fugitive
|-
|-
| [[File:SPREAD RELIGION TRIBE.png|40px]] Convert Religion
| [[File:SPREAD RELIGION TRIBE.png|40px]] Convert Religion
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| 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
|-
|-
| [[File:MISSION DIVORCE.png|40px]] Divorce
| [[File:MISSION_DIVINE_KING.png|40px]]Court of the Divine King
| [[File:YIELD TRAINING.png|25px]] 100 Training<br>[[File:YIELD ORDERS.png|25px]] 2 Orders
| Pass Divine Judgement to Increase Civics<br>20% Hold Court Event<br>40% The Divine King has Held Court<br>40% Court of the Diving King, New Courtier
| Hammurabi<br>Wonders and Dynasties DLC
|-
| [[File:MISSION_DEMAND_TRIBUTE.png|40px]] Demand Tribute
| [[File:YIELD CIVICS.png|25px]] 100 Civics<br>[[File:YIELD ORDERS.png|25px]] 2 Orders
| [[File:YIELD CIVICS.png|25px]] 100 Civics<br>[[File:YIELD ORDERS.png|25px]] 2 Orders
|  
| Tribute Event
* 80% chance the character divorces
| Truce<br>Longer than 5 Turns since last War<br>Not recently demanded Tribute
* 20% chance Event
|-
| Target is Husband or Wife
| [[File:MISSION_EXPOSE.png|40px]] Expose Agent Network
| [[File:YIELD MONEY.png|25px]] 400 Money<br>[[File:YIELD ORDERS.png|25px]] 2 Orders
| Attempt to expose agent network <br>40% Agent Network Exposed (+5% per Discipline)<br>40% No Agent Network Found<br>20% Expose Agent Network Event
| Spymaster<br>Scholarship
|-
| [[File:MISSION_FAMILY_GIFTS.png|40px]] Family Gifts
| [[File:YIELD MONEY.png|25px]] 400 Civics<br>[[File:YIELD ORDERS.png|25px]] 2 Orders
| 60% Gifts please the family (+5% per charisma)<br>20% Gifts expose our weakness<br>20% Family gift event
| Chancellor
|-
|-
| [[File:FAMILY MARRIAGE.png|40px]] Family Marriage
| [[File:FAMILY MARRIAGE.png|40px]] Family Marriage
| [[File:YIELD CIVICS.png|25px]] 100 Civics<br>[[File:YIELD ORDERS.png|25px]] 2 Orders
| [[File:YIELD CIVICS.png|25px]] 100 Civics<br>[[File:YIELD ORDERS.png|25px]] 2 Orders
|  
| Choose a nation to look for a marriage candidate
* Choose a family to look for a marriage cadidate
|Target is Son or Daughter<br>Target does not have a Husband or Wife
| Target is Son or Daughter<br>Target does not have a Husband or Wife
|-
| [[File:MISSION_FOREIGN_MARRIAGE.png|40px]] Foreign Marriage
| [[File:YIELD CIVICS.png|25px]] 100 Civics<br>[[File:YIELD ORDERS.png|25px]] 2 Orders
| Choose a Nation to look for a marriage candidate
| Requires Can Marry<br>Peace or Truce
|-
| [[File:MISSION_GAMBLE.png|40px]] Gamble
| [[File:YIELD MONEY.png|25px]] 200 Money<br>[[File:YIELD ORDERS.png|25px]] 2 Orders
|33% Gambling pay out<br>33% Gambling losses<br>33% Gambling Event
| Requires Our Leader<br>Behind the Throne DLC
|-
| [[File:MISSION_HIGH_SYNOD.png|40px]] High Synod
| [[File:YIELD MONEY.png|25px]] 200 Money<br>[[File:YIELD ORDERS.png|25px]] 2 Orders
| 60% Religious Concord is Found (+5% per Wisdom)<br>20% Religious tensions are worse<br>20% High Synod event
| Ambassador<br>Metaphysics
|-
|-
| [[File:MISSION HOLD COURT.png|40px]] Hold Court
| [[File:MISSION HOLD COURT.png|40px]] Hold Court
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* 20% chance 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
|-
| [[File:MISSION_IMPART_STEWARDSHIP.png|40px]] Impart Stewardship
| [[File:YIELD CIVICS.png|25px]] 100 Civics<br>[[File:YIELD ORDERS.png|25px]] 2 Orders
|75% Target becomes Steward of the land<br>25% Impart stewardship failed
| Requires Steward of the Land<br>Wrath of the Gods DLC
|-
| [[File:MISSION IMPRISON.png|40px]] Imprison
| [[File:YIELD TRAINING.png|25px]] 100 Training<br>[[File:YIELD ORDERS.png|25px]] 2 Orders
| 71% Target Justly Imprisoned (+5% per Discipline)<br>7% Target Unjustly Imprisoned<br>7% Target Escapes<br>14% Imprison Event
| Chancellor<br>Min Age 12<br>Requires Not the Special Ambassador
|-
| [[File:MISSION_BOOST_LEGITIMACY.png|40px]] Incubate
| [[File:YIELD MONEY.png|25px]] 100 Money<br>[[File:YIELD ORDERS.png|25px]] 2 Orders
| Incubate an Infected character during a Plague, protecting them from further infected
| Requires Infected<br>Wrath of Gods DLC
|-
| [[File:MISSION_REVELRY.png|40px]] Indulge in Revelry
| [[File:YIELD MONEY.png|25px]] 100 Money<br>[[File:YIELD ORDERS.png|25px]] 2 Orders
| 45% stress removed<br>14% wanton revel<br>14% drunken revel<br>29% revelry event
| Requires Our Leader<br>Behind the Throne DLC
|-
| [[File:MISSION_INFILTRATE.png|40px]] Infiltrate Nation
| [[File:YIELD MONEY.png|25px]] 400 Money<br>[[File:YIELD ORDERS.png|25px]] 2 Orders
| 60% Territory Infiltrated (+5% per courage)<br>20% Territory Infiltrated, Effort Exposed<br>20% Infiltrate Event
|-
|-
| [[File:MISSION INFLUENCE.png|40px]] Influence
| [[File:MISSION INFLUENCE.png|40px]] Influence
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* 25% chance Event
* 25% chance Event
| Same Religion
| Same Religion
|-
| [[File:MISSION_INSURRECTION.png|40px]] Insurrection
| [[File:YIELD MONEY.png|25px]] 400 Money<br>[[File:YIELD ORDERS.png|25px]] 2 Orders
| 25% Insurrection (Revolt) (+5% per charisma)<br>25% Insurrection (Exposed)<br>25% Insurrection (Failure)<br>25% Insurrection Event
| Agent<bR>Jurisprudence
|-
| [[File:MISSION_DEMAND_TRIBUTE.png|40px]] Intimidate
| [[File:YIELD MONEY.png|25px]] 200 Money<br>[[File:YIELD ORDERS.png|25px]] 2 Orders
| 75% Enemy intimidated<br>25% Intimidation attempt failed
| Gudit<br>Wrath of Gods DLC
|-
| [[File:MISSION_LEAD_DELEGATION.png|40px]] Lead Delegation
| [[File:YIELD MONEY.png|25px]] 200 Money<br>[[File:YIELD ORDERS.png|25px]] 2 Orders
| 33% Science Exchange<br>33% Civics Exchange<br>
| Min age 18<br>Wrath of Gods DLC
|-
| [[File:MISSION_LEGITIMIZE_HEIR.png|40px]] Legitimize
| [[File:YIELD ORDERS.png|25px]] 2 Orders
| 80% Legitimize<br>20% Legitimized Event
| Bastard
|-
|-
| [[File:MISSION MAKE HEIR.png|40px]] Make Chosen Heir
| [[File:MISSION MAKE HEIR.png|40px]] Make Chosen Heir
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* 20% chance Event
* 20% chance Event
| Target is Son or Daughter
| Target is Son or Daughter
|-
| [[File:FAMILY_MARRIAGE.png|40px]] Marry Courtier
| [[File:YIELD CIVICS.png|25px]] 100 Civics<br>[[File:YIELD ORDERS.png|25px]] 2 Orders
| Marriage
| Leader or Descendant<br>Courtier
|-
| [[File:MISSION_MOVE_AGENT_NETWORK.png|40px]] Move Agent Network
| [[File:YIELD MONEY.png|25px]] 400 Money<br>[[File:YIELD ORDERS.png|25px]] 2 Orders
| 60% Agent Network Moved (+5% per Courage)<br>20% Agent Network unable to move (no effect)<br>20% Move Agent Network Event
| Agent<br>Scholarship
|-
| [[File:MISSION_LEAD_DELEGATION.png|40px]] National Peace
| [[File:YIELD CIVICS.png|25px]] 200 Civics<br>[[File:YIELD ORDERS.png|25px]] 2 Orders
| Peace Event
| Ambassador<br>Truce<br>Min. Pleased
|-
| [[File:MISSION_TRUCE.png|40px]] National Truce
|
| Truce Event
| Ambassador<br>War
|-
| [[File:MISSION_TRUCE.png|40px]] National Alliance
|
| National Alliance Event
| Diplomat Leader<br>Peace<br>Min. Friendly
|-
| [[File:MISSION PACIFY CITY.png|40px]] Pacify City
| [[File:YIELD CIVICS.png|25px]] 100 Civics<br>[[File:YIELD ORDERS.png|25px]] 2 Orders
| 60% Pacification Successful (+5% per Discipline)<br>20% Pacification Exposes our Weakness<br>20% Pacify City Event
| Chancellor<br>Coinage
|-
| [[File:MISSION_PAY_RANSOM.png|40px]] Pay Ransom
| [[File:YIELD MONEY.png|25px]] 400 Civics<br>[[File:YIELD ORDERS.png|25px]] 2 Orders
| Ransom Paid
| Captured
|-
| [[File:MISSION_PLOT_VENGEANCE.png|40px]] Plot Vengeance
| [[File:YIELD CIVICS.png|25px]] 200 Civics<br>[[File:YIELD TRAINING.png|25px]] 200 Training<br>[[File:YIELD ORDERS.png|25px]] 2 Orders
| 20% Target Killed (+3.5% per Wisdom)<br>40% Target Killed, Plot Exposed<br>40% Target Survives
| Our Leader<br>Deserving of Vengeance
|-
| [[File:MISSION_INFILTRATE.png|40px]] Press Into Service
| [[File:YIELD TRAINING.png|25px]] 100 Training<br>[[File:YIELD ORDERS.png|25px]] 2 Orders
| Militia Pressed
| Stateira<br>Wonders and Dynasties DLC
|-
| [[File:MISSION_PROSCRIPTION.png|40px]] Proscription
| [[File:YIELD TRAINING.png|25px]] 100 Training<br>[[File:YIELD ORDERS.png|25px]] 2 Orders
| Post names of your political enemies to make the Family Head Terrified of you
| Dictator<br>Requires family head who is not terrified of Sulla<br>Wonders and Dynasties DLC
|-
| [[File:MISSION_PROSCRIPTION.png|40px]] Quell Dissent
| [[File:YIELD TRAINING.png|25px]] 100 Training<br>[[File:YIELD ORDERS.png|25px]] 2 Orders
| Quell religious-specific dissent (Christian, Jewish, Manichaean, or Zoroastrian)
| Presbyter (Christian)<br>Kohen (Jewish)<br>Elect (Manichaean)<br>Magus (Zoroastrian)<br>Sacred and Profane DLC
|-
|-
| [[File:MISSION RALLY TROOPS.png|40px]] Rally Troops
| [[File:MISSION RALLY TROOPS.png|40px]] Rally Troops
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* 25% chance 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
|-
| [[File:MISSION_RECRUIT_SCHOLAR.png|40px]] Recruit Scholar
| [[File:YIELD CIVICS.png|25px]] 100 Civics<br>[[File:YIELD MONEY.png|25px]] 400 Money<br>[[File:YIELD ORDERS.png|25px]] 2 Orders
| Recruit Scholar Event
| Ptolemy
|-
| [[File:MISSION_RELEASE_FROM_PRISON.png|40px]] Release from Prison
| [[File:YIELD ORDERS.png|25px]] 2 Orders
| 60% Target is Grateful<br>20% Target Remains Bitter<br>20% Release considered Unjust
| Imprisoned
|-
| [[File:MISSION_SACRIFICES.png|40px]] Sacrifices to the Gods
| [[File:YIELD FOOD.png|25px]] 200 Food<br>[[File:YIELD ORDERS.png|25px]] 2 Orders
|  75% Successful sacrifices<br>25% bad omens
| Pagan clergy<br>Sacred and Profane DLC
|-
| [[File:MISSION_SCHEME_AGAINST_RIVAL.png|40px]] Scheme Against a Rival
| [[File:YIELD CIVICS.png|25px]] 100 Civics<br>[[File:YIELD ORDERS.png|25px]] 2 Orders
| 40% plotting leads to a potential rival’s demise (+5% per courage)<br>40% plotting leads to a potential rival’s exile (+5% per charisma)<br>20% scheme foiled event
| Our Leader<br>Grand Vizier (or Rising Star)<br>Behind the Throne DLC
|-
| [[File:MISSION_SEEK_POLITICAL_ALLIES.png|40px]] Seek Political Allies
| [[File:YIELD CIVICS.png|25px]] 200 Civics<br>[[File:YIELD ORDERS.png|25px]] 2 Orders
| 57% New political allies improve your popularity (+6% per charisma)<br>14% play politics (+3% per wisdom)<br>29% seek political allies event
| Our Leader<br>Behind the Throne DLC
|-
| [[File:MISSION_SEND_COURTIER.png|40px]] Send Courtier
| [[File:YIELD CIVICS.png|25px]] 100 Civics<br>[[File:YIELD ORDERS.png|25px]] 2 Orders
| Send Courtier
| Courtier
|-
| [[File:MISSION_SLANDER_NATION.png|40px]] Slander Nation
| [[File:YIELD MONEY.png|25px]] 400 Money<br>[[File:YIELD ORDERS.png|25px]] 2 Orders
| Decrease other nations’ opinion of slandered nation<br>60% Slander Spread (+5% per Charisma)<br>20% Slander Spread (effort exposed)<br>20% Slander Event
| Spymaster
|-
| [[File:MISSION_STEAL_RESEARCH.png|40px]] Steal Research
| [[File:YIELD CIVICS.png|25px]] 100 Civics<br>[[File:YIELD ORDERS.png|25px]] 2 Orders
| Steal Research to gain Science<br>60% Research Stolen (+5% per wisdom)<br>20% Research stolen, effort exposed<br>20% Steal Research Event
| Spymaster<br>Cartography
|-
| [[File:SPREAD_RELIGION_TRIBE.png|40px]] Suggest for the Clergy
| [[File:YIELD MONEY.png|25px]] 300 Civics<br>[[File:YIELD ORDERS.png|25px]] 2 Orders
| Make Clergy
| Chancellor<br>Min age 18<br>Not our leader<br>Not family head<br>Not clergyNot religion head<br>Sacred and Profane DLC
|-
| [[File:MISSION_TRADE_MISSION.png|40px]] Trade Mission
| [[File:YIELD MONEY.png|25px]] 200 Money<br>[[File:YIELD ORDERS.png|25px]] 2 Orders
| Trade Mission Event
| Ambassador<br>Peace or Truce
|-
| [[File:MISSION_PLOT_VENGEANCE.png|40px]] Treachery
| [[File:YIELD MONEY.png|25px]] 400 Money<br>[[File:YIELD ORDERS.png|25px]] 2 Orders
| 25% Treachery (success) (+5% per courage)<br>25% Treachery (exposed)<br>25% Treachery Failure<br>25% Treachery Event
| Agent
|-
| [[File:MISSION_LEAD_DELEGATION.png|40px]] Tribal Peace
| [[File:YIELD TRAINING.png|25px]] 200 Training<br>[[File:YIELD ORDERS.png|25px]] 2 Orders
| Peace Event
| Ambassador<br>Min. Pleased
|-
| [[File:MISSION_TRUCE.png|40px]] Tribal Truce
| [[File:YIELD TRAINING.png|25px]] 200 Training<br>[[File:YIELD ORDERS.png|25px]] 2 Orders
| Truce Event
| Ambassador<br>War<br>Not at war with their ally
|-
| [[File:MISSION_TRUCE.png|40px]] Tribal Alliance
| [[File:YIELD TRAINING.png|25px]] 400 Training<br>[[File:YIELD ORDERS.png|25px]] 2 Orders
| Alliance Event
| Diplomat Leader<br>Peace
|-
| [[File:MISSION_FOREIGN_MARRIAGE.png|40px]] Tribal Marriage
| [[File:YIELD CIVICS.png|25px]] 100 Civics<br>[[File:YIELD ORDERS.png|25px]] 2 Orders
| Tribal Marriage
| Can Marry<br>Peace or Truce
|-
|-
| [[File:MISSION TUTOR.png|40px]] Tutor Child
| [[File:MISSION TUTOR.png|40px]] Tutor Child
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* As Leader: Multiple Workers can build Improvements
* As Leader: Multiple Workers can build Improvements
* As Leader: -50% Production Time for Workers [All Cities]
* As Leader: -50% Production Time for Workers [All Cities]
* As General (if Leader): Immune to Panic, Stun, Enlisting, Disarmed and Grappler
|  
|  
* <span style="color:green;">'''+10'''</span> with [[File:LAW SLAVERY.png|25px]] Slavery
* <span style="color:green;">'''+10'''</span> with [[File:LAW SLAVERY.png|25px]] Slavery
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* As Leader: +10 XP per year for Idle Units
* As Leader: +10 XP per year for Idle Units
* As Leader: +10% [[File:Icon Defense.png]] Defense for Infantry Units
* As Leader: +10% [[File:Icon Defense.png]] Defense for Infantry Units
* As Leader + General: +50% [[File:Icon Attack.png]] Attack if Flanking
* As Leader + General: +100% [[File:Icon Attack.png]] Attack if Flanking
|  
|  
* <span style="color:green;">'''+50'''</span> with [[File:LAW AUTARKY.png|25px]] Autarky
* <span style="color:green;">'''+50'''</span> with [[File:LAW AUTARKY.png|25px]] Autarky
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* As Leader: Enables the National Alliance action
* As Leader: Enables the National Alliance action
* As Leader: Enables the Tribal Alliance action
* As Leader: Enables the Tribal Alliance action
* As General (if Leader): Immune to Panic, Stun, Enlisting, Disarmed, Grappler
|  
|  
* <span style="color:green;">'''+20'''</span> with [[File:LAW COLONIES.png|25px]] Colonies
* <span style="color:green;">'''+20'''</span> with [[File:LAW COLONIES.png|25px]] Colonies
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| [[File:RATING CHARISMA.png|25px]] <span style="color:green;">'''+2'''</span> Charisma<br>[[File:RATING DISCIPLINE.png|25px]] <span style="color:green;">'''+2'''</span> Discipline
| [[File:RATING CHARISMA.png|25px]] <span style="color:green;">'''+2'''</span> Charisma<br>[[File:RATING DISCIPLINE.png|25px]] <span style="color:green;">'''+2'''</span> Discipline
|  
|  
* As Governor: Can Hurry Projects
* As Governor: Can Hurry Projects with [[File:YIELD MONEY.png|25px]] Money
* As Governor: Can Hurry Specialists with [[File:YIELD MONEY.png|25px]] Money
* As Governor: Can Hurry Specialists with [[File:YIELD MONEY.png|25px]] Money
* As Leader: Can Switch Laws for 100 [[File:YIELD CIVICS.png|25px]] 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 action
* As Leader: Enables the Hold Court action
* As General (if Leader): Immune to Panic, Stun, Enlisting, Disarmed, and Grappler
|  
|  
* <span style="color:green;">'''+30'''</span> with [[File:LAW LEGAL CODE.png|25px]] Legal Code
* <span style="color:green;">'''+30'''</span> with [[File:LAW LEGAL CODE.png|25px]] Legal Code
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|  
|  
* As Leader: Can use [[File:YIELD LEGITIMACY.png|25px]] Legitimacy to buy [[File:YIELD ORDERS.png|25px]] Orders
* As Leader: Can use [[File:YIELD LEGITIMACY.png|25px]] Legitimacy to buy [[File:YIELD ORDERS.png|25px]] Orders
* As Leader: 2 [[File:YIELD ORDERS.png|25px]] Orders per year per War
* As Leader: 1 [[File:YIELD ORDERS.png|25px]] Order per year per War
* Use Legitimacy to buy Orders
* As Leader: Scouts are Invisible
* As Leader: Scouts are Invisible
* As Leader: Enables the Adopt Child action
* As Leader: Enables the Adopt Child action
* +10% to all Agent Yields
|  
|  
* <span style="color:green;">'''+20'''</span> with [[File:LAW ELITES.png|25px]] Elites
* <span style="color:green;">'''+20'''</span> with [[File:LAW ELITES.png|25px]] Elites
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* As Leader: 2 [[File:YIELD SCIENCE.png|25px]] Science per year with Archine [All Cities]
* As Leader: 2 [[File:YIELD SCIENCE.png|25px]] Science per year with Archine [All Cities]
* As Leader: Enables the Tutor Child action
* As Leader: Enables the Tutor Child action
* As General (if Leader): Immune to Panic, Stun, Enlisting, Disarmed, and Grappler
|  
|  
* <span style="color:green;">'''+40'''</span> with [[File:LAW ENGINEERING.png|25px]] Engineering
* <span style="color:green;">'''+40'''</span> with [[File:LAW ENGINEERING.png|25px]] Engineering
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* As General: Counterattacks during Melee
* As General: Counterattacks during Melee
* As Leader: +2 Vision Range
* As Leader: +2 Vision Range
* As Leader: Ranged Units are Hidden in Friendly or Neutral Territory
* As Leader: Ranged Units are Hidden in Friendly or Neutral Trees
* As Leader + General: Attacks stun the target for 1 turn
* As Leader + General: Attacks stun the target for 1 turn
|  
|  
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* As Leader: +1 Fatigue Limit [All Units]
* As Leader: +1 Fatigue Limit [All Units]
* As Leader: Can Hurry Production with [[File:YIELD TRAINING.png|25px]] Training [State Religion Cities]
* As Leader: Can Hurry Production with [[File:YIELD TRAINING.png|25px]] Training [State Religion Cities]
* As Leader + General: +10% Enlist chance on Kill
* As Leader + General: Can apply Enlisting to own unit (cost 400 Civics)
|  
|  
* <span style="color:green;">'''+40'''</span> with [[File:LAW HOLY WAR.png|25px]] Holy War
* <span style="color:green;">'''+40'''</span> with [[File:LAW HOLY WAR.png|25px]] Holy War
Line 448: Line 680:
* [[File:RATING CHARISMA.png|25px]] <span style="color:green;">'''+1'''</span> Charisma
* [[File:RATING CHARISMA.png|25px]] <span style="color:green;">'''+1'''</span> Charisma
* [[File:RATING DISCIPLINE.png|25px]] <span style="color:red;">'''-2'''</span> Discipline
* [[File:RATING DISCIPLINE.png|25px]] <span style="color:red;">'''-2'''</span> Discipline
* As Leader: <span style="color:red;">'''-40'''</span> Foreign Leader Opinion
* As Leader: <span style="color:red;">'''-20'''</span> Foreign Leader Opinion
* As Leader: <span style="color:red;">'''-40'''</span> Tribal Leader Opinion
* As Leader: <span style="color:red;">'''-20'''</span> Tribal Leader Opinion
|  
|  
* Carnal
* Carnal
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| '''Righteous'''
| '''Righteous'''
|  
|  
* As Governor: [[File:YIELD HAPPINESS.png|25px]] <span style="color:green;">'''+2'''</span> Happiness each year
* As Governor: [[File:YIELD HAPPINESS.png|25px]] <span style="color:green;">'''+4'''</span> Happiness each year
* As Leader: [[File:YIELD HAPPINESS.png|25px]] <span style="color:green;">'''+1'''</span> Happiness each year [All Cities]
* As Leader: [[File:YIELD HAPPINESS.png|25px]] <span style="color:green;">'''+2'''</span> Happiness each year [All Cities]
|  
|  
* Honorable
* Honorable
Line 503: Line 735:
| '''Debauched'''
| '''Debauched'''
|  
|  
* As Governor: [[File:YIELD DISCONTENT.png|25px]] <span style="color:red;">'''+2'''</span> Discontent per year
* As Governor: [[File:YIELD DISCONTENT.png|25px]] <span style="color:red;">'''+4'''</span> Discontent per year
* As Leader: [[File:YIELD DISCONTENT.png|25px]] <span style="color:red;">'''+1'''</span> Discontent per year [All Cities]
* As Leader: [[File:YIELD DISCONTENT.png|25px]] <span style="color:red;">'''+2'''</span> Discontent per year [All Cities]
|  
|  
* Carnal
* Carnal
Line 556: Line 788:
| '''Intelligent'''
| '''Intelligent'''
|  
|  
* As Governor: [[File:YIELD SCIENCE.png|25px]] <span style="color:green;">'''+2'''</span> Science each year per Culture Level
* As Governor: [[File:YIELD SCIENCE.png|25px]] <span style="color:green;">'''+1'''</span> Science each year per Culture Level
* As Leader: [[File:YIELD SCIENCE.png|25px]] <span style="color:green;">'''+1'''</span> Science each year per Culture Level [All Cities]
* As Leader: [[File:YIELD SCIENCE.png|25px]] <span style="color:green;">'''+0.5'''</span> Science each year per Culture Level [All Cities]
|  
|  
* Inquisitive
* Inquisitive
Line 584: Line 816:
| '''Prosperous'''
| '''Prosperous'''
|  
|  
* As Governor: [[File:YIELD MONEY.png|25px]] <span style="color:green;">'''+10'''</span> Money each year per Culture Level
* As Governor: [[File:YIELD MONEY.png|25px]] <span style="color:green;">'''+16'''</span> Money each year per Culture Level
* As Leader: [[File:YIELD MONEY.png|25px]] <span style="color:green;">'''+5'''</span> Money each year per Culture Level [All Cities]
* As Leader: [[File:YIELD MONEY.png|25px]] <span style="color:green;">'''+8'''</span> Money each year per Culture Level [All Cities]
|  
|  
* Sever Virtues
* Sever Virtues
Line 599: Line 831:
| '''Famous'''
| '''Famous'''
|  
|  
* As Governor: <span style="color:green;">'''-20%'''</span> Specialist Costs
* As Governor: <span style="color:green;">'''-25%'''</span> Specialist Costs
* As Leader: <span style="color:green;">'''+40'''</span> Family Opinion
* As Leader: <span style="color:green;">'''+40'''</span> Family Opinion
|  
|  
Line 629: Line 861:
|  
|  
* Traditional
* Traditional
| '''Impulsive'''
|
* [[File:RATING COURAGE.png|25px]] <span style="color:green;">'''+2'''</span> Courage
* [[File:RATING DISCIPLINE.png|25px]] <span style="color:red;">'''-1'''</span> Discipline
| Behind the Throne DLC
|-
|-
| '''Carpenter'''
| '''Carpenter'''
Line 636: Line 873:
|  
|  
* Urbanite
* Urbanite
| '''Ruthless'''
|
* [[File:RATING COURAGE.png|25px]] <span style="color:green;">'''+2'''</span> Courage
* [[File:RATING DISCIPLINE.png|25px]] <span style="color:red;">'''-1'''</span> Discipline
|
|-
|-
|-
| '''Equestrian'''
| '''Equestrian'''
Line 680: Line 923:
| '''Pathfinder'''
| '''Pathfinder'''
|  
|  
* As Governor: [[File:IMPROVEMENT CAMP.png|25px]] <span style="color:green;">'''+100%'''</span> Camp Yield
* As Governor: [[File:IMPROVEMENT CAMP.png|25px]] <span style="color:green;">'''+50%'''</span> Camp Yield
* As Governor: [[File:IMPROVEMENT NETS.png|25px]] <span style="color:green;">'''+100%'''</span> Nets Yield
* As Governor: [[File:IMPROVEMENT NETS.png|25px]] <span style="color:green;">'''+50%'''</span> Nets Yield
* As Leader: [[File:IMPROVEMENT CAMP.png|25px]] <span style="color:green;">'''+50%'''</span> Camp Yield [All Cities]
* As Leader: [[File:IMPROVEMENT CAMP.png|25px]] <span style="color:green;">'''+20%'''</span> Camp Yield [All Cities]
* As Leader: [[File:IMPROVEMENT NETS.png|25px]] <span style="color:green;">'''+50%'''</span> Nets Yield [All Cities]
* As Leader: [[File:IMPROVEMENT NETS.png|25px]] <span style="color:green;">'''+20%'''</span> Nets Yield [All Cities]
|  
|  
* Productive
* Productive
Line 697: Line 940:
|  
|  
* As Governor: [[File:UNIT CARAVAN.png|25px]] Can construct Caravan units
* As Governor: [[File:UNIT CARAVAN.png|25px]] Can construct Caravan units
* As Governor: Estates give +2 Orders
* As Leader: <span style="color:green;">'''+10'''</span> Foreign Leader Opinion
* As Leader: <span style="color:green;">'''+10'''</span> Foreign Leader Opinion
* As Leader: <span style="color:green;">'''+10'''</span> Trival Leader Opinion
* As Leader: <span style="color:green;">'''+10'''</span> Trival Leader Opinion
Line 703: Line 947:
* Charming
* Charming
* Covert
* Covert
* Estates effect from Behind the Throne DLC
|-
|-
| '''Besieger'''
| '''Besieger'''
Line 794: Line 1,039:
|  
|  
* Sylvan
* Sylvan
|-
| '''Ambusher'''
|
* As General:  Hidden in Friendly or Neutral Trees, Trees (Cut) and Scrub
* [All Units] +20 Happy per National Military Unit Killed
| Included in Wonders and Dynasties DLC
|
|
|
|-
|-
| '''Swift'''
| '''Swift'''
Line 804: Line 1,058:
| '''Tracker'''
| '''Tracker'''
|  
|  
* As General: <span style="color:green;">'''+3'''</span> Vision
* As General: <span style="color:green;">'''+3'''</span> Vision, +1 Revealed
* As Leader: <span style="color:green;">'''+2'''</span> Vision [All Units]
* As Leader: <span style="color:green;">'''+2'''</span> Vision [All Units]
|  
|  
Line 844: Line 1,098:
|  
|  
* [[File:RATING COURAGE.png|25px]] <span style="color:green;">'''+1'''</span> Courage
* [[File:RATING COURAGE.png|25px]] <span style="color:green;">'''+1'''</span> Courage
|}
== Legitimacy ==
Legitimacy comes from Ambitions, Cognomen and random events. Each point of Legitimacy grants 1 Family Opinion and 0.1 [[File:YIELD ORDERS.png|25px]] Orders per turn.
Ambitions are a Leader's desires for what they want to achieve. Completing an Ambition will give <span style="color:green;">'''+10'''</span> Legitimacy while failing or abandoning an Ambition an Ambition will give <span style="color:red;">'''-5'''</span> Legitimacy. When a Nation Leader dies its Ambitions become Legacies, meaning that they will fail if not completed within 20 turns. Legacies provide only <span style="color:green;">'''+5'''</span> Legitimacy when completed.
Legitimacy gained from events and Ambitions does not decay when a new Leader takes the throne. It is better to complete Ambitions before they become Legacies.
If a human player Nation completes 10 Ambitions (including Legacies) an Ambition Victory will be achieved if this Victory type is enabled.
=== Cognomen ===
[[File:New Cognomen.png|thumb|Gaining a new 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 [[File:YIELD LEGITIMACY.png|25px]] Legitimacy and once a character acquires a Cognomen it can only acquire a different one if it grants more [[File:YIELD LEGITIMACY.png|25px]] Legitimacy than the current one. If a Nation Leader dies the Heir will start as "The New", which grants no Legitimacy.
Legitimacy from the Cognomens of previous Leaders decays each time a new Leader takes control (it starts at 50% and decays to 33%, 25%, 20%, 16.6%, 13.3%, 11.6% and 10%).
The renown threshold for unlocking Cognomens increases by 5% for each subsequent Leader, making them more expensive as the game progresses.
{| class="wikitable sortable"
! Cognomen !! [[File:YIELD LEGITIMACY.png|25px]] 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 || rowspan=7 |
* <span style="color:green;">'''+200'''</span> per killed military unit
* <span style="color:green;">'''+200'''</span> per killed military unit (as General)
* <span style="color:red;">'''-200'''</span> 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 || rowspan=4 |
* <span style="color:green;">'''+50'''</span> per improvement finished
* <span style="color:green;">'''+2000'''</span> per wonder finished
|-
| '''The Architect''' || 20 || 2000
|-
| '''The Keystone''' || 40 || 4000
|-
| '''The Fountainhead''' || 60 || 6000
|-
| '''The Destroyer''' || 20 || 2000 || rowspan=3 |
* <span style="color:green;">'''+500'''</span> per tribal site cleared
|-
| '''The Avenger''' || 40 || 4000
|-
| '''The White Death''' || 60 || 6000
|-
| '''The Ambitious''' || 20 || 2000 || rowspan=3 |
* <span style="color:green;">'''+100'''</span> per specialist trained
* <span style="color:green;">'''+1000'''</span> per courtier added
|-
| '''The Brilliant''' || 40 || 4000
|-
| '''The Beloved''' || 60 || 6000
|-
| '''The Learned''' || 20 || 2000 || rowspan=3 |
* <span style="color:green;">'''+500'''</span> per technology researched
|-
| '''The Enlightened''' || 40 || 4000
|-
| '''The Wise''' || 60 || 6000
|-
| '''The Capable''' || 20 || 2000 || rowspan=2 |
* <span style="color:green;">'''+100'''</span> per unit trainer
* <span style="color:green;">'''+100'''</span> per unit promoted
|-
| '''The Ready''' || 30 || 3000
|-
| '''The Settler''' || 20 || 2000 || rowspan=2 |
* <span style="color:green;">'''+1000'''</span> per city founded
|-
| '''The Pioneer''' || 40 || 4000
|-
| '''The Intercessor''' || 30 || 3000 || rowspan=2 |
* <span style="color:green;">'''+1000'''</span> per tribal peace formed
* <span style="color:green;">'''+1000'''</span> per nation peace formed
* <span style="color:green;">'''+2000'''</span> per tribal alliance formed
* <span style="color:green;">'''+2000'''</span> per nation alliance formed
|-
| '''The Peacemaker''' || 50 || 5000
|-
| '''The Conqueror''' || 40 || 4000 || rowspan=2 |
* <span style="color:green;">'''+2000'''</span> per city captured
* <span style="color:green;">'''+2000'''</span> per capital captured
|-
| '''The Subjugator''' || 60 || 6000
|-
| '''The Restorer''' || 40 || 4000 || rowspan=2 |
* <span style="color:green;">'''+2000'''</span> per city recaptured
|-
| '''The Liberator''' || 60 || 6000
|-
| '''The Devout''' || 20 || 2000 || rowspan=2 |
* <span style="color:green;">'''+200'''</span> per religion spread
* <span style="color:green;">'''+1000'''</span> per theology established
* <span style="color:green;">'''+1500'''</span> per world religion founded
|-
| '''The Holy''' || 40 || 4000
|-
| '''The Explorer''' || 30 || 3000 || rowspan=2 |
* <span style="color:green;">'''+1'''</span> per tile revealed
* <span style="color:green;">'''+100'''</span> per tribe contacted
* <span style="color:green;">'''+100'''</span> per nation contacted
* <span style="color:green;">'''+200'''</span> per caravans arrived
* <span style="color:green;">'''+200'''</span> per ruins explored
* <span style="color:green;">'''+300'''</span> per landmarks discovered
* <span style="color:green;">'''+400'''</span> per landmarks named
|-
| '''The Intrepid''' || 50 || 5000
|-
| '''The Old''' || 40 || 4000 || rowspan=2 |
* <span style="color:green;">'''+100'''</span> per year reigned
|-
| '''The Ancient''' || 50 || 5000
|-
| '''The Rebuilder''' || 20 || 2000 ||
* <span style="color:green;">'''+200'''</span> per improvement repaired
|-
| '''The Able''' || 30 || 30000 || rowspan=8 | 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 || rowspan=5 |
* <span style="color:red;">'''+2000'''</span> per city lost
* <span style="color:red;">'''+200'''</span> per unit lost
* <span style="color:green;">'''-200'''</span> per killed military unit
* <span style="color:green;">'''-200'''</span> per killed military unit (as General)
* <span style="color:green;">'''-2000'''</span> per city captured
* <span style="color:green;">'''-2000'''</span> per city recaptured
|-
| '''The Unready''' || -40 || 4000
|-
| '''The Weak''' || -60 || 6000
|-
| '''The Bad''' || -80 || 8000
|-
| '''The Bloody''' || -100 || 10000
|}
|}

Latest revision as of 19:43, 16 December 2025

A partial council and list of characters

Characters are the various important people that exist in the world, both historical and fictional. All characters can be renamed at any point.

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 actions

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
Target is below 18
Schemer archetype
Adopt Child 100 Civics
2 Orders
  • 80% chance the character joins the family but lose 4 Legitimacy
  • 20% chance Event
Heir
Adopt As Heir 200 Civics
2 Orders
Adopt an Heir without losing Legitimacy Agustus, Wonders and Dynasties DLC
Ask to Declare War 200 Civics
2 Orders
Ask a Nation to Declare War on another Nation Schemer
Shorter than 5 turns since their last war
Not Min Pleased Opinion of Target
Assassinate 400 Civics
2 Orders
Attempt to kill a target
17% Target killed
17% Target killed, plot exposed
17% Target survives, plot exposed
17% Target survives
33% Assassination Event
Spymaster
Min Age 18
Not the Uncrowned King
Boost Legitimacy 100 Civics
2 Orders
Boost Legitimacy Bardiya
Wonders and Dynasties DLC
Capture 100 Civics
2 Orders
Attempt to capture a target to Imprison
60% Target Surrenders
20% Target killed resisting capture
20% Target flees country
Fugitive
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
Court of the Divine King 100 Training
2 Orders
Pass Divine Judgement to Increase Civics
20% Hold Court Event
40% The Divine King has Held Court
40% Court of the Diving King, New Courtier
Hammurabi
Wonders and Dynasties DLC
Demand Tribute 100 Civics
2 Orders
Tribute Event Truce
Longer than 5 Turns since last War
Not recently demanded Tribute
Expose Agent Network 400 Money
2 Orders
Attempt to expose agent network
40% Agent Network Exposed (+5% per Discipline)
40% No Agent Network Found
20% Expose Agent Network Event
Spymaster
Scholarship
Family Gifts 400 Civics
2 Orders
60% Gifts please the family (+5% per charisma)
20% Gifts expose our weakness
20% Family gift event
Chancellor
Family Marriage 100 Civics
2 Orders
Choose a nation to look for a marriage candidate Target is Son or Daughter
Target does not have a Husband or Wife
Foreign Marriage 100 Civics
2 Orders
Choose a Nation to look for a marriage candidate Requires Can Marry
Peace or Truce
Gamble 200 Money
2 Orders
33% Gambling pay out
33% Gambling losses
33% Gambling Event
Requires Our Leader
Behind the Throne DLC
High Synod 200 Money
2 Orders
60% Religious Concord is Found (+5% per Wisdom)
20% Religious tensions are worse
20% High Synod event
Ambassador
Metaphysics
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
Impart Stewardship 100 Civics
2 Orders
75% Target becomes Steward of the land
25% Impart stewardship failed
Requires Steward of the Land
Wrath of the Gods DLC
Imprison 100 Training
2 Orders
71% Target Justly Imprisoned (+5% per Discipline)
7% Target Unjustly Imprisoned
7% Target Escapes
14% Imprison Event
Chancellor
Min Age 12
Requires Not the Special Ambassador
Incubate 100 Money
2 Orders
Incubate an Infected character during a Plague, protecting them from further infected Requires Infected
Wrath of Gods DLC
Indulge in Revelry 100 Money
2 Orders
45% stress removed
14% wanton revel
14% drunken revel
29% revelry event
Requires Our Leader
Behind the Throne DLC
Infiltrate Nation 400 Money
2 Orders
60% Territory Infiltrated (+5% per courage)
20% Territory Infiltrated, Effort Exposed
20% Infiltrate Event
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
Insurrection 400 Money
2 Orders
25% Insurrection (Revolt) (+5% per charisma)
25% Insurrection (Exposed)
25% Insurrection (Failure)
25% Insurrection Event
Agent
Jurisprudence
Intimidate 200 Money
2 Orders
75% Enemy intimidated
25% Intimidation attempt failed
Gudit
Wrath of Gods DLC
Lead Delegation 200 Money
2 Orders
33% Science Exchange
33% Civics Exchange
Min age 18
Wrath of Gods DLC
Legitimize 2 Orders 80% Legitimize
20% Legitimized Event
Bastard
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
Marry Courtier 100 Civics
2 Orders
Marriage Leader or Descendant
Courtier
Move Agent Network 400 Money
2 Orders
60% Agent Network Moved (+5% per Courage)
20% Agent Network unable to move (no effect)
20% Move Agent Network Event
Agent
Scholarship
National Peace 200 Civics
2 Orders
Peace Event Ambassador
Truce
Min. Pleased
National Truce Truce Event Ambassador
War
National Alliance National Alliance Event Diplomat Leader
Peace
Min. Friendly
Pacify City 100 Civics
2 Orders
60% Pacification Successful (+5% per Discipline)
20% Pacification Exposes our Weakness
20% Pacify City Event
Chancellor
Coinage
Pay Ransom 400 Civics
2 Orders
Ransom Paid Captured
Plot Vengeance 200 Civics
200 Training
2 Orders
20% Target Killed (+3.5% per Wisdom)
40% Target Killed, Plot Exposed
40% Target Survives
Our Leader
Deserving of Vengeance
Press Into Service 100 Training
2 Orders
Militia Pressed Stateira
Wonders and Dynasties DLC
Proscription 100 Training
2 Orders
Post names of your political enemies to make the Family Head Terrified of you Dictator
Requires family head who is not terrified of Sulla
Wonders and Dynasties DLC
Quell Dissent 100 Training
2 Orders
Quell religious-specific dissent (Christian, Jewish, Manichaean, or Zoroastrian) Presbyter (Christian)
Kohen (Jewish)
Elect (Manichaean)
Magus (Zoroastrian)
Sacred and Profane DLC
Rally Troops 100 Civics
2 Orders
  • 75% chance gain 100 Training
  • 25% chance Event
Age is at least 18
Military Drill technology
Recruit Scholar 100 Civics
400 Money
2 Orders
Recruit Scholar Event Ptolemy
Release from Prison 2 Orders 60% Target is Grateful
20% Target Remains Bitter
20% Release considered Unjust
Imprisoned
Sacrifices to the Gods 200 Food
2 Orders
75% Successful sacrifices
25% bad omens
Pagan clergy
Sacred and Profane DLC
Scheme Against a Rival 100 Civics
2 Orders
40% plotting leads to a potential rival’s demise (+5% per courage)
40% plotting leads to a potential rival’s exile (+5% per charisma)
20% scheme foiled event
Our Leader
Grand Vizier (or Rising Star)
Behind the Throne DLC
Seek Political Allies 200 Civics
2 Orders
57% New political allies improve your popularity (+6% per charisma)
14% play politics (+3% per wisdom)
29% seek political allies event
Our Leader
Behind the Throne DLC
Send Courtier 100 Civics
2 Orders
Send Courtier Courtier
Slander Nation 400 Money
2 Orders
Decrease other nations’ opinion of slandered nation
60% Slander Spread (+5% per Charisma)
20% Slander Spread (effort exposed)
20% Slander Event
Spymaster
Steal Research 100 Civics
2 Orders
Steal Research to gain Science
60% Research Stolen (+5% per wisdom)
20% Research stolen, effort exposed
20% Steal Research Event
Spymaster
Cartography
Suggest for the Clergy 300 Civics
2 Orders
Make Clergy Chancellor
Min age 18
Not our leader
Not family head
Not clergyNot religion head
Sacred and Profane DLC
Trade Mission 200 Money
2 Orders
Trade Mission Event Ambassador
Peace or Truce
Treachery 400 Money
2 Orders
25% Treachery (success) (+5% per courage)
25% Treachery (exposed)
25% Treachery Failure
25% Treachery Event
Agent
Tribal Peace 200 Training
2 Orders
Peace Event Ambassador
Min. Pleased
Tribal Truce 200 Training
2 Orders
Truce Event Ambassador
War
Not at war with their ally
Tribal Alliance 400 Training
2 Orders
Alliance Event Diplomat Leader
Peace
Tribal Marriage 100 Civics
2 Orders
Tribal Marriage Can Marry
Peace or Truce
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]
  • As General (if Leader): Immune to Panic, Stun, Enlisting, Disarmed and Grappler
  • +10 with Slavery
  • +60 with Builder
  • -60 with Hero
  • -40 with Nations with more Wonders of the World
  • Regal
  • Urbanite
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: +100% Attack if Flanking
  • +50 with Autarky
  • +60 with Commander
  • -60 with Tactician
  • -40 with Nations with more Generals
  • Martial
  • Diligent
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
  • As General (if Leader): Immune to Panic, Stun, Enlisting, Disarmed, Grappler
  • +20 with Colonies
  • +60 with Diplomat
  • -60 with Orator
  • -40 with Nations with more Trades
  • Regal
  • Charming
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: Unit can use the Launch Offensive action
  • +10 with Epics
  • +60 with Hero
  • -60 with Builder
  • -40 with Nations too close
  • Martial
  • Terrifying
Judge Governor
Chancellor
+2 Charisma
+2 Discipline
  • As Governor: Can Hurry Projects with Money
  • 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
  • As General (if Leader): Immune to Panic, Stun, Enlisting, Disarmed, and Grappler
  • +30 with Legal Code
  • +60 with Judge
  • -60 with Schemer
  • -40 with Nations with more Active Laws
  • Thoughtful
  • Traditional
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
  • Regal
  • Vain
Schemer Agent
Spymaster
+4 Wisdom
-1 Courage
  • As Leader: Can use Legitimacy to buy Orders
  • As Leader: 1 Order per year per War
  • Use Legitimacy to buy Orders
  • As Leader: Scouts are Invisible
  • As Leader: Enables the Adopt Child action
  • +10% to all Agent Yields
  • +20 with Elites
  • +20 with Coin Debasement
  • +60 with Schemer
  • -60 with Judge
  • -40 with Nations with better Congomen
  • Thoughtful
  • Covert
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
  • As General (if Leader): Immune to Panic, Stun, Enlisting, Disarmed, and Grappler
  • +40 with Engineering
  • +60 with Scholar
  • -60 with Zealot
  • -40 with Nations with more technologies
  • Thoughtful
  • Inquisitive
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 Trees
  • 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
  • Martial
  • Sylvan
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: Can apply Enlisting to own unit (cost 400 Civics)
  • +40 with Holy War
  • +60 with Zealot
  • -60 with Scholar
  • -40 with Nations with a different State Religion
  • Martial
  • Devout

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.

Strength Weakness
Trait Effects Included in Trait Effects Included in
Bold
  • +2 Courage
  • Strong
Timid
  • -2 Courage
  • Weak
Educated
  • +2 Wisdom
  • Inquisitive
Superstitious
  • -2 Wisdom
  • Devout
Gracious
  • +2 Charisma
  • Honorable
Greedy
  • -1 Charisma
  • -1 Discipline
  • Villainous
Loyal
  • +2 Discipline
  • Honorable
Deceitful
  • -2 Discipline
  • Covert
  • Villainous
Compassionate
  • +1 Charisma
  • +1 Discipline
  • Honorable
Spoiled
  • -1 Charisma
  • -1 Discipline
  • Weak
Humble
  • +1 Discipline
  • +1 Wisdom
Proud
  • +2 Courage
  • -1 Wisdom
Witty
  • +1 Charisma
  • +1 Wisdom
  • Charming
Drunk
  • +1 Charisma
  • -2 Discipline
  • As Leader: -20 Foreign Leader Opinion
  • As Leader: -20 Tribal Leader Opinion
  • Carnal
Chaste
  • +2 Discipline
  • -80% Chance to have Children
Wanton
  • +2 Charisma
  • -1 Discipline
  • +25% Chance to have Children
  • Carnal
Romantic
  • +2 Charisma
  • +25% Chance to have Children
  • Carnal
Bitter
  • -2 Charisma
Pious
  • +1 Charisma
  • As Governor: +2 Happiness each year [City of State Religion]
  • As Governor: +5% Culture [City of State Religion]
  • As Leader: +5% State Religion Spread Chance
  • +10% Chance to become Religion Head
  • Devout
Impious
  • -1 Charisma
  • As Leader: -40 Religion Opinion
  • -20% Chance to become Religion Head
  • Villainous
Righteous
  • As Governor: +4 Happiness each year
  • As Leader: +2 Happiness each year [All Cities]
  • Honorable
  • Sever Virtues
Debauched
  • As Governor: +4 Discontent per year
  • As Leader: +2 Discontent per year [All Cities]
  • Carnal
  • Seven Sins
Affable
  • 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
  • Charming
  • Sever Virtues
Cruel
  • As Governor: -20% Growth per year
  • As Leader: -10% Growth per year [All Cities]
  • Terrifying
  • Seven Sins
Eloquent
  • As Governor: +2 Civics each year per Culture Level
  • As Leader: +1 Civics each year per Culture Level [All Cities]
  • +10% Chance to become Family Head
  • Charming
  • Sever Virtues
Intolerant
  • As Governor: -20% Civics
  • As Leader: -10% Civics [All Cities]
  • Traditional
  • Seven Sins
Inspiring
  • As Governor: +2 Culture each year per Culture Level
  • As Leader: +1 Culture each year per Culture Level [All Cities]
  • Sever Virtues
Uncouth
  • As Governor: -20% Culture
  • As Leader: -10% Culture [All Cities]
  • Seven Sins
Intelligent
  • As Governor: +1 Science each year per Culture Level
  • As Leader: +0.5 Science each year per Culture Level [All Cities]
  • Inquisitive
  • Sever Virtues
Foolish
  • As Governor: -20% Science
  • As Leader: -10% Science [All Cities]
  • Seven Sins
  • Weak
Warlike
  • As Governor: +2 Training each year per Culture Level
  • As Leader: +1 Training each year per Culture Level [All Cities]
  • Sever Virtues
Slothful
  • As Governor: -20% Training
  • As Leader: -10% Training [All Cities]
  • Seven Sins
Prosperous
  • As Governor: +16 Money each year per Culture Level
  • As Leader: +8 Money each year per Culture Level [All Cities]
  • Sever Virtues
  • Urbanite
Extravagant
  • As Governor: -20% Money
  • As Leader: -10% Money [All Cities]
  • Seven Sins
  • Vain
Famous
  • As Governor: -25% Specialist Costs
  • As Leader: +40 Family Opinion
Infamous
  • As Leader: -40 Family Opinion
  • Villainous
Frugal
  • As Governor: -50% Improvement Costs
  • As Leader: -20% Improvement Costs [All Cities]
  • Traditional
Corrupt
  • As Governor: +50% Maintenance
  • As Leader: +20% Maintenance [All Cities]
  • +10% Chance to become Family Head
  • Villainous
  • Vain
Robust
  • As Governor: +1 Orders each year
  • As Leader: +0.5 Orders each year [All Cities]
  • Traditional
Impulsive
  • +2 Courage
  • -1 Discipline
Behind the Throne DLC
Carpenter
  • As Governor: +100 XP for new Siege and Ship Units
  • As Leader: +50 XP for new Siege and Ship Units [All Cities]
  • Urbanite
Ruthless
  • +2 Courage
  • -1 Discipline
Equestrian
  • As Governor: +100 XP for new Mounted Units
  • As Leader: +50 XP for new Mounted Units [All Cities]
Strict
  • As Governor: +100 XP for new Infantry Units
  • As Leader: +50 XP for new Infantry Units [All Cities]
  • Diligent
  • Traditional
Cultivator
  • As Governor: +50% Farm Yield
  • As Governor: +50% Grove Yield
  • As Leader: +20% Farm Yield [All Cities]
  • As Leader: +20% Grove Yield [All Cities]
  • Productive
Delver
  • As Governor: +50% Mine Yield
  • As Governor: +50% Quarry Yield
  • As Leader: +20% Mine Yield [All Cities]
  • As Leader: +20% Quarry Yield [All Cities]
  • Productive
Naturalist
  • As Governor: +50% Lumbermill Yield
  • As Governor: +50% Pasture Yield
  • As Leader: +20% Lumbermill Yield [All Cities]
  • As Leader: +20% Pasture Yield [All Cities]
  • Productive
Pathfinder
  • As Governor: +50% Camp Yield
  • As Governor: +50% Nets Yield
  • As Leader: +20% Camp Yield [All Cities]
  • As Leader: +20% Nets Yield [All Cities]
  • Productive
Vigilant
  • As Governor: +50% City Defense
  • As Leader: +20% City Defense [All Cities]
  • Diligent
Cunning
  • As Governor: Can construct Caravan units
  • As Governor: Estates give +2 Orders
  • As Leader: +10 Foreign Leader Opinion
  • As Leader: +10 Trival Leader Opinion
  • +10% Chance to become Family Head
  • Charming
  • Covert
  • Estates effect from Behind the Throne DLC
Besieger
  • As General: +25% Attack Into Urban
  • As Leader: +10% Attack Into Urban [All Units]
  • Urbanite
Highlander
  • As General: +25% Strength From Hill
  • As Leader: +10% Strength From Hill [All Units]
  • Sylvan
Ranger
  • As General: +25% Strength From Trees
  • As Leader: +10% Strength From Trees [All Units]
  • Sylvan
Bloodthirsty
  • As General: +10% Strength vs Damaged
  • As Leader: +5% Strength vs Damaged [All Units]
  • Terrifying
  • Villainous
Brave
  • As General: +10% Strength vs Melee Units
  • As Leader: +5% Strength vs Melee Units [All Units]
  • Strong
Engineer
  • As General: +25% Strength vs Siege and Ship Units
  • As Leader: +10% Strength vs Siege and Ship Units [All Units]
  • Urbanite
Fierce
  • As General: +10% Strength vs Infantry Units
  • As Leader: +5% Strength vs Infantry Units [All Units]
  • Strong
  • Terrifying
Heckler
  • As General: +25% Strength vs General
  • As Leader: +10% Strength vs General [All Units]
Horsebane
  • As General: +25% Strength vs Mounted Units
  • As Leader: +10% Strength vs Mounted Units [All Units]
Shieldbearer
  • As General: +10% Strength vs Ranged Units
  • As Leader: +5% Strength vs Ranged Units [All Units]
Steadfast
  • As General: +25% Strength vs Tribal Units
  • As Leader: +10% Strength vs Tribal Units [All Units]
  • Dilligent
  • Strong
Tough
  • As General: +10% Strength if Damaged
  • As Leader: +5% Strength if Damaged [All Units]
  • Strong
Herbalist
  • As General: +4 Heal Action HP
  • As Leader: +2 Heal Action HP [All Units]
  • Sylvan
Ambusher
  • As General: Hidden in Friendly or Neutral Trees, Trees (Cut) and Scrub
  • [All Units] +20 Happy per National Military Unit Killed
Included in Wonders and Dynasties DLC
Swift
  • As General: +1 Unit Movement
  • As Leader: +1 Fatigue Limit [All Units]
  • Sylvan
Tracker
  • As General: +3 Vision, +1 Revealed
  • As Leader: +2 Vision [All Units]
  • Sylvan

Injuries

Very rarely a character who is a General can become Wounded or Severely Wounded when its unit is attacked. In a few years the character may die, heal, or gain a permanent trait.

Injury Effect
Wounded
  • -2 Courage
  • 30% chance each year to die
  • 40% chance each year to lose the trait
  • 60% chance each year to gain Scarred
Severely Wounded
  • -2 Courage
  • 70% chance each year to die
  • 20% chance each year to lose the trait
  • 20% chance each year to gain Scarred
  • 20% chance each year to gain Blinded
  • 20% chance each year to gain Crippled
Blinded
  • Cannot be Governor
  • Cannot be General
  • Cannot be on the council
Crippled
  • As General: -1 Fatigue Limit
Scarred
  • +1 Courage