Characters: Difference between revisions
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| Spymaster | | Spymaster | ||
|- | |- | ||
| [[File: | | [[File:MISSION_STEAL_RESEARCH.png|40px]] Steal Research | ||
| [[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 | ||
| Steal Research to gain Science<br>60% Research Stolen (+5% per wisdom)<br>20% Research stolen, effort exposed<br>20% Steal Research Event | | 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 | | Spymaster<br>Cartography | ||
|- | |- | ||
| [[File: | | [[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 | | [[File:YIELD MONEY.png|25px]] 300 Civics<br>[[File:YIELD ORDERS.png|25px]] 2 Orders | ||
| Make Clergy | | 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 | | Chancellor<br>Min age 18<br>Not our leader<br>Not family head<br>Not clergyNot religion head<br>Sacred and Profane DLC | ||
|- | |- | ||
| [[File: | | [[File:MISSION_TRADE_MISSION.png|40px]] Trade Mission | ||
| [[File:YIELD MONEY.png|25px]] 200 Money<br>[[File:YIELD ORDERS.png|25px]] 2 Orders | | [[File:YIELD MONEY.png|25px]] 200 Money<br>[[File:YIELD ORDERS.png|25px]] 2 Orders | ||
| Trade Mission Event | | Trade Mission Event | ||
| Ambassador<br>Peace or Truce | | Ambassador<br>Peace or Truce | ||
|- | |- | ||
| [[File: | | [[File:MISSION_PLOT_VENGEANCE.png|40px]] Treachery | ||
| [[File:YIELD MONEY.png|25px]] 400 Money<br>[[File:YIELD ORDERS.png|25px]] 2 Orders | | [[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 | | 25% Treachery (success) (+5% per courage)<br>25% Treachery (exposed)<br>25% Treachery Failure<br>25% Treachery Event | ||
Revision as of 20:40, 15 December 2025

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.
Character actions
Characters may be interacted by clicking on their portrait and then choosing an interaction from the menu that appears on the left.
Attributes
Each character has four attributes, which determines what are the bonuses for appointing them as Governor, General, Nation Leader or Councilor.
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.
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 |
|
Timid |
| ||
| Educated |
|
Superstitious |
| ||
| Gracious |
|
Greedy |
| ||
| Loyal |
|
Deceitful |
| ||
| Compassionate |
|
Spoiled |
| ||
| Humble | Proud | ||||
| Witty |
|
Drunk |
| ||
| Chaste | Wanton |
| |||
| Romantic |
|
Bitter | |||
| Pious |
|
Impious |
| ||
| Righteous |
|
Debauched |
| ||
| Affable |
|
Cruel |
| ||
| Eloquent |
|
Intolerant |
| ||
| Inspiring |
|
Uncouth |
| ||
| Intelligent |
|
Foolish |
| ||
| Warlike |
|
Slothful |
| ||
| Prosperous |
|
Extravagant |
| ||
| Famous |
|
Infamous |
|
| |
| Frugal |
|
|
Corrupt |
| |
| Robust |
|
Impulsive | Behind the Throne DLC | ||
| Carpenter |
|
|
Ruthless | ||
| Equestrian |
|
||||
| Strict |
|
| |||
| Cultivator |
| ||||
| Delver |
| ||||
| Naturalist |
| ||||
| Pathfinder |
| ||||
| Vigilant |
|
| |||
| Cunning |
| ||||
| Besieger |
| ||||
| Highlander |
| ||||
| Ranger |
| ||||
| Bloodthirsty |
| ||||
| Brave |
| ||||
| Engineer |
| ||||
| Fierce |
| ||||
| Heckler | |||||
| Horsebane | |||||
| Shieldbearer | |||||
| Steadfast |
| ||||
| Tough |
| ||||
| Herbalist |
| ||||
| Ambusher |
|
Included in Wonders and Dynasties DLC | |||
| Swift |
| ||||
| Tracker |
|
| |||
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 | |
| Severely Wounded | |
| Blinded |
|
| Crippled |
|
| Scarred |
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

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.















