Each character may have one or more traits, which describe their personality and affect their opinion of characters with similar or opposing 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 <span style="color:green;">'''+20'''</span> or <span style="color:green;">'''+40'''</span> Opinion of each other, while characters that have opposite traits will receive <span style="color:red;">'''-20'''</span> or <span style="color:red;">'''-40'''</span> opinion of each other.
=== Strengths ===
Strengths are traits that give various bonuses. A character can have up to 3 Strengths.
{| class="wikitable sortable"
{| class="wikitable sortable"
! Trait !! Effects !! Opinion !! Included in
! colspan=4 | Strength !! colspan=4 | Weakness
|-
! Trait !! Effects !! Opinion !! Included in !! Trait !! Effects !! Opinion !! Included in
* <span style="color:red;">'''-40'''</span> with Humble
* <span style="color:red;">'''-40'''</span> with Nation Leader
* <span style="color:green;">'''+25%'''</span> with Ruthless
|
|-
|-
| '''Wanton'''
| '''Wanton'''
Revision as of 19:19, 12 March 2023
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.
Each Nation has a council, made up of up to 5 characters that hold special status. Appointing a character on the council costs 100 75 Civics and 2 2 Orders.
Councilor
Spouse
Heir
Ambassador
Chancellor
Spymaster
Nation bonus
Charisma produces Civics
Courage produces Training
Discipline produces Money
Wisdom produces Science
Charisma produces Civics
Courage produces Training
Discipline produces Money
Wisdom produces Science
Charisma produces Foreign Opinion
Courage produces Tribe Opinion
Discipline produces Religion Opinion
Wisdom produces Culture
Charisma produces Civics
Courage produces Training
Discipline produces Money
Wisdom produces Growth
Charisma produces Family Opinion
Courage produces Happiness
Discipline produces Orders
Wisdom produces Science
Effects
Produces Children
Becomes Nation Leader upon the current one's death
Gains Unique Missions
Gains Unique Missions
Gains Unique Missions
Required technology
None
None
Aristocracy
Spoked Wheel
Portcullis
Required archetype
Any
Any
Commander, Diplomat, Orator
Builder, Judge, Zealot
Schemer, Scholar, Tactician
Character interactions
Characters may be interacted by clicking on their portrait and then choosing an interaction from the menu that appears on the left.
Action
Cost
Effects
Requirements
Convert Religion
75 Civics 2 Orders
75% chance the character converts to the Nation's religion
25% chance Convert Target to Religion Event
Target is at least 18 Target does not follow the Nation's religion Target is not a Religion Head
Divorce
100 Civics 2 Orders
80% chance the character divorces
20% chance Divorce Event
Target is Husband or Wife
Family Marriage
100 Civics 2 Orders
Choose a family to look for a marriage cadidate
Target is Son or Daughter Target does not have a Husband or Wife
Influence
200 Money 2 Orders
50% chance the character becomes influenced
25% chance the character becomes influenced but lose 1 Legitimacy
25% chance Influence Event
Both characters are at least 12
Intercession
150 Money 2 Orders
50% chance the character becomes interceded
25% chance the character becomes interceded but lose 1 Legitimacy
25% chance Intercession Event
Same Religion
Make Chosen Heir
100 Civics 2 Orders
80% chance the character becomes the new Heir but lose 10 Legitimacy
20% chance Heir Chosen Event
Target is Son or Daughter
Rally Troops
100 Civics 2 Orders
75% gain 100 Training
25% chance Rally Troops Event
Nation Leader Age is at least 18 Military Drill technology
Tutor Child
200 Civics 2 Orders
16.6% chance to improve Charisma (+3% per Charisma)
16.6% chance to improve Courage (+3% per Courage)
16.6% chance to improve Discipline (+3% per Discipline)
16.6% chance to improve Wisdom (+3% per Wisdom)
33.3% chance Tutor Event
Target's age is 10-17
Attributes
Each character has four attributes, which determines what are the bonuses for appointing them as Governor, General, Nation Leader or Councilor.
Attribute
Effects
Charisma
If the character is Nation Leader, Spouse, Heir or Chancellor, it determines how much Civics all cities gain
If the character is Governor, it determines how much Civics the city gains
If the character is General, it determines how much Defense the unit gains
If the character is Ambassador, it determines how much Foreign Opinion the Nation Leader gains
If the character is Spymaster, it determines how much Family Opinion the Nation Leader gains
Courage
If the character is Nation Leader, Spouse, Heir or Chancellor, it determines how much Training all cities gain
If the character is Governor, it determines how much Training the city gains
If the character is General, it determines how much Strength the unit gains
If the character is Ambassador, it determines how much Tribe Opinion the Nation Leader gains
If the character is Spymaster, it determines how much Happiness all cities gain
Discipline
If the character is Nation Leader, Spouse, Heir or Chancellor, it determines how much Money all cities gain
If the character is Governor, it determines how much Money the city gains
If the character is General, it determines how much XP the unit gains each year
If the character is Ambassador, it determines how much Religion Opinion the Nation Leader gains
If the character is Spymaster, it determines how much Orders all cities gain
Wisdom
If the character is Nation Leader, Spouse, Heir or Spymaster, it determines how much Science all cities gain
If the character is Governor, it determines how much Science the city gains
If the character is General, it determines how much Critical Hit Chance the unit gains
If the character is Ambassador, it determines how much Culture all cities gain
If the character is Chancellor, it determines how much Growth all cities gain
Archetypes
Each character has an Archetype, which determines how a character may be employed and what bonuses they provide. The Archetype of Heirs is determined by the chosen field of study for them.
Archetypes
Allowed professions
Attributes
Effects
Opinion
Included in
Builder
Governor Chancellor
+3 Discipline
As Governor: -1 Years to build Improvements
As Leader: Can add Urban Tiles
As Leader: Multiple Workers can build Improvements
As Leader: -50% Production Time for Workers [All Cities]
+10 with Slavery
+60 with Builder
-60 with Hero
-40 with Nations with more Wonders of the World
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: +50% 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 mission
As Leader: Enables the Tribal Alliance mission
+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: Can Launch Offensive
+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
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
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: 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
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 mission
+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 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
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: +10% Enlist chance on Kill
+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
Opinion
Included in
Trait
Effects
Opinion
Included in
Bold
+2 Courage
+20 with Bold
-20 with Slothful
-20 with Timid
Strong
Timid
-2 Courage
+40 with Timid
-40 with Bold
-40 with Warlike
Weak
Educated
+2 Wisdom
+20 with Educated
-20 with Foolish
-20 with Superstitious
Inquisitive
Superstitious
-2 Wisdom
+40 with Superstitious
-40 with Educated
-40 with Intelligent
Devout
Gracious
+2 Charisma
+20 with Gracious
-20 with Greedy
-20 with Intolerant
Honorable
Bitter
-2 Charisma
+40 with Bitter
-40 with Inspiring
-40 with Romantic
Loyal
+2 Discipline
+20 with Loyal
-20 with Deceitful
Honorable
Deceitful
-2 Discipline
+40 with Deceitful
-40 with Loyal
Covert
Villainous
Compassionate
+1 Charisma
+1 Discipline
+20 with Compassionate
-20 with Cruel
-20 with Ruthless
Honorable
Spoiled
-1 Charisma
-1 Discipline
+40 with Spoiled
Weak
Humble
+1 Discipline
+1 Wisdom
+20 with Humble
-20 with Proud
Proud
+2 Courage
-1 Wisdom
-40 with Humble
-40 with Nation Leader
+25% with Ruthless
Witty
+1 Charisma
+1 Wisdom
+20 with Witty
Charming
Chaste
+2 Discipline
-80% Chance to have Children
-20 with Wanton
Romantic
+2 Charisma
+25% Chance to have Children
+20 with Romantic
-20 with Bitter
Carnal
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
+40 with Blessed
+40 with Pious
-40 with Debauched
-40 with Wanton
Devout
Robust
As Governor: +1 Orders each year
As Leader: +0.5 Orders each year [All Cities]
+20 with Robust
Traditional
Righteous
As Governor: +2 Happiness each year
As Leader: +1 Happiness each year [All Cities]
+40 with Righteous
-20 with Corrupt
-20 with Debauched
Honorable
Sever Virtues
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
+20 with Affable
-20 with Cruel
Charming
Sever Virtues
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
+20 with Eloquent
-20 with Ineloquent
-20 with Uncouth
Charming
Sever Virtues
Inspiring
As Governor: +2 Culture each year per Culture Level
As Leader: +1 Culture each year per Culture Level [All Cities]
+20 with Inspiring
-20 with Bitter
-20 with Uncouth
Sever Virtues
Intelligent
As Governor: +2 Science each year per Culture Level
As Leader: +1 Science each year per Culture Level [All Cities]
+20 with Intelligent
-20 with Foolish
-20 with Superstitious
Inquisitive
Sever Virtues
Warlike
As Governor: +2 Training each year per Culture Level
As Leader: +1 Training each year per Culture Level [All Cities]
+20 with Warlike
-20 with Slothful
-20 with Timid
Sever Virtues
Prosperous
As Governor: +10 Money each year per Culture Level
As Leader: +5 Money each year per Culture Level [All Cities]
+20 with Intelligent
-20 with Extravagant
Sever Virtues
Urbanite
Carpenter
As Governor: +100 XP for new Siege and Ship Units
As Leader: +50 XP for new Siege and Ship Units [All Cities]
+20 with Carpenter
Urbanite
Equestrian
As Governor: +100 XP for new Mounted Units
As Leader: +50 XP for new Mounted Units [All Cities]
+20 with Equestrian
Strict
As Governor: +100 XP for new Infantry Units
As Leader: +50 XP for new Infantry Units [All Cities]
+20 with Strict
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]
+20 with Cultivator
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]
+20 with Delver
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]
+20 with Naturalist
Productive
Pathfinder
As Governor: +100% Camp Yield
As Governor: +100% Nets Yield
As Leader: +50% Camp Yield [All Cities]
As Leader: +50% Nets Yield [All Cities]
+20 with Pathfinder
Productive
Famous
As Governor: -20% Specialist Costs
As Leader: +40 Family Opinion
-40 with Infamous
Frugal
As Governor: -50% Improvement Costs
As Leader: -20% Improvement Costs [All Cities]
+20 with Frugal
-20 with Corrupt
-20 with Extravagant
Traditional
Vigilant
As Governor: +50% City Defense
As Leader: +20% City Defense [All Cities]
+20 with Vigilant
Diligent
Cunning
As Governor: Can construct Caravan units
As Leader: +10 Foreign Leader Opinion
As Leader: +10 Trival Leader Opinion
+10% Chance to become Family Head
+20 with Cunning
Charming
Covert
Besieger
As General: +25% Attack Into Urban
As Leader: +10% Attack Into Urban [All Units]
+20 with Besieger
Urbanite
Highlander
As General: +25% Strength From Hill
As Leader: +10% Strength From Hill [All Units]
+20 with Highlander
Sylvan
Ranger
As General: +25% Strength From Trees
As Leader: +10% Strength From Trees [All Units]
+20 with Ranger
Sylvan
Bloodthirsty
As General: +10% Strength vs Damaged
As Leader: +5% Strength vs Damaged [All Units]
+20 with Bloodthirsty
Terrifying
Villainous
Brave
As General: +10% Strength vs Melee Units
As Leader: +5% Strength vs Melee Units [All Units]
+20 with Brave
Strong
Engineer
As General: +25% Strength vs Siege and Ship Units
As Leader: +10% Strength vs Siege and Ship Units [All Units]
+20 with Engineer
Urbanite
Fierce
As General: +10% Strength vs Infantry Units
As Leader: +5% Strength vs Infantry Units [All Units]
+20 with Fierce
Strong
Terrifying
Heckler
As General: +25% Strength vs General
As Leader: +10% Strength vs General [All Units]
+20 with Heckler
Horsebane
As General: +25% Strength vs Mounted Units
As Leader: +10% Strength vs Mounted Units [All Units]
+20 with Horsebane
Shieldbearer
As General: +10% Strength vs Ranged Units
As Leader: +5% Strength vs Ranged Units [All Units]
+20 with Shieldbearer
Steadfast
As General: +25% Strength vs Tribal Units
As Leader: +10% Strength vs Tribal Units [All Units]
+20 with Steadfast
Dilligent
Strong
Tough
As General: +10% Strength if Damaged
As Leader: +5% Strength if Damaged [All Units]
+20 with Tough
Strong
Herbalist
As General: +4 Heal Action HP
As Leader: +2 Heal Action HP [All Units]
+20 with Herbalist
Sylvan
Swift
As General: +1 Unit Movement
As Leader: +1 Fatigue Limit [All Units]
+20 with Swift
Sylvan
Tracker
As General: +3 Vision
As Leader: +2 Vision [All Units]
+20 with Tracker
Sylvan
Weaknesses
Weaknesses are traits that give various penalties. A character can have up to 3 Weaknesses.