Characters: Difference between revisions

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* 20% chance Event
* 20% chance Event
| Target is Son or Daughter
| Target is Son or Daughter
|-
| [[File:MISSION MARRY COURTIER.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 PEACE.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 ALLIANCE.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 PRESS INTO SERVICE.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 QUELL DISSENT.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

Revision as of 19:21, 25 November 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
File:DIVINE KING.pngCourt 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
File:DEMAND TRIBUTE.png 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
File:FAMILY GIFTS.png 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
File:FOREIGN MARRIAGE.png Foreign Marriage 100 Civics
2 Orders
Choose a Nation to look for a marriage candidate Requires Can Marry
Peace or Truce
File:GAMBLE.png Gamble 200 Money
2 Orders
33% Gambling pay out
33% Gambling losses
33% Gambling Event
Requires Our Leader
Behind the Throne DLC
File:HIGH SYNOD.png 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
File:MISSION INCUBATE.png 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
File:MISSION INFILTRATE NATION.png 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
File:MISSION INTIMIDATE.png 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
File:MISSION LEGITIMIZE.png 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
File:MISSION MARRY COURTIER.png 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
File:MISSION PEACE.png National Peace 200 Civics
2 Orders
Peace Event Ambassador
Truce
Min. Pleased
National Truce Truce Event Ambassador
War
File:MISSION ALLIANCE.png 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
File:MISSION PRESS INTO SERVICE.png 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
File:MISSION QUELL DISSENT.png 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
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]
  • +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 action
  • As Leader: Enables the Tribal Alliance action
  • +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
  • 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
  • +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 action
  • +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
  • +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 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: -40 Foreign Leader Opinion
  • As Leader: -40 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: +2 Happiness each year
  • As Leader: +1 Happiness each year [All Cities]
  • Honorable
  • Sever Virtues
Debauched
  • As Governor: +2 Discontent per year
  • As Leader: +1 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: +2 Science each year per Culture Level
  • As Leader: +1 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: +10 Money each year per Culture Level
  • As Leader: +5 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: -20% 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
Carpenter
  • As Governor: +100 XP for new Siege and Ship Units
  • As Leader: +50 XP for new Siege and Ship Units [All Cities]
  • Urbanite
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: +100% Camp Yield
  • As Governor: +100% Nets Yield
  • As Leader: +50% Camp Yield [All Cities]
  • As Leader: +50% 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 Leader: +10 Foreign Leader Opinion
  • As Leader: +10 Trival Leader Opinion
  • +10% Chance to become Family Head
  • Charming
  • Covert
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
Swift
  • As General: +1 Unit Movement
  • As Leader: +1 Fatigue Limit [All Units]
  • Sylvan
Tracker
  • As General: +3 Vision
  • 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

Legitimacy

Legitimacy comes from Ambitions, Cognomen and random events. Each point of Legitimacy grants 1 Family Opinion and 0.1 Orders per turn.

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. Legacies provide only +5 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

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 Legitimacy and once a character acquires a Cognomen it can only acquire a different one if it grants more 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.

Cognomen 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
  • +200 per killed military unit
  • +200 per killed military unit (as General)
  • -200 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
  • +50 per improvement finished
  • +2000 per wonder finished
The Architect 20 2000
The Keystone 40 4000
The Fountainhead 60 6000
The Destroyer 20 2000
  • +500 per tribal site cleared
The Avenger 40 4000
The White Death 60 6000
The Ambitious 20 2000
  • +100 per specialist trained
  • +1000 per courtier added
The Brilliant 40 4000
The Beloved 60 6000
The Learned 20 2000
  • +500 per technology researched
The Enlightened 40 4000
The Wise 60 6000
The Capable 20 2000
  • +100 per unit trainer
  • +100 per unit promoted
The Ready 30 3000
The Settler 20 2000
  • +1000 per city founded
The Pioneer 40 4000
The Intercessor 30 3000
  • +1000 per tribal peace formed
  • +1000 per nation peace formed
  • +2000 per tribal alliance formed
  • +2000 per nation alliance formed
The Peacemaker 50 5000
The Conqueror 40 4000
  • +2000 per city captured
  • +2000 per capital captured
The Subjugator 60 6000
The Restorer 40 4000
  • +2000 per city recaptured
The Liberator 60 6000
The Devout 20 2000
  • +200 per religion spread
  • +1000 per theology established
  • +1500 per world religion founded
The Holy 40 4000
The Explorer 30 3000
  • +1 per tile revealed
  • +100 per tribe contacted
  • +100 per nation contacted
  • +200 per caravans arrived
  • +200 per ruins explored
  • +300 per landmarks discovered
  • +400 per landmarks named
The Intrepid 50 5000
The Old 40 4000
  • +100 per year reigned
The Ancient 50 5000
The Rebuilder 20 2000
  • +200 per improvement repaired
The Able 30 30000 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
  • +2000 per city lost
  • +200 per unit lost
  • -200 per killed military unit
  • -200 per killed military unit (as General)
  • -2000 per city captured
  • -2000 per city recaptured
The Unready -40 4000
The Weak -60 6000
The Bad -80 8000
The Bloody -100 10000