Characters: Difference between revisions

From Old World Official Wiki
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| '''Proud'''
| '''Proud'''
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* [[File:RATING COURATE.png|25px]] <span style="color:green;">'''+2'''</span> Courage
* [[File:RATING COURAGE.png|25px]] <span style="color:green;">'''+2'''</span> Courage
* [[File:RATING WISDOM.png|25px]] <span style="color:red;">'''-1'''</span> Wisdom
* [[File:RATING WISDOM.png|25px]] <span style="color:red;">'''-1'''</span> Wisdom
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* <span style="color:red;">'''-40'''</span> with Nation Leader
* <span style="color:red;">'''-40'''</span> with Nation Leader
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* Carnal
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| '''Ruthless'''
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* [[File:RATING COURAGE.png|25px]] <span style="color:green;">'''+2'''</span> Courage
* [[File:RATING DISCIPLINE.png|25px]] <span style="color:red;">'''-1'''</span> Discipline
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* <span style="color:green;">'''+40'''</span> with Ruthless
* <span style="color:red;">'''-40'''</span> with Compassionate
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* Covert
* Terrifying
* Villainous
|-
|-
| '''Drunk'''
| '''Drunk'''

Revision as of 18:36, 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.

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 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 and affect their opinion of characters with similar or opposing traits.

Strengths

Strengths are traits that give various bonuses. A character can have up to 3 Strengths.

Trait Effects Opinion Included in
Bold
  • +2 Courage
  • +20 with Bold
  • -20 with Slothful
  • -20 with Timid
  • Strong
Educated
  • +2 Wisdom
  • +20 with Educated
  • -20 with Foolish
  • -20 with Superstitious
  • Inquisitive
Gracious
  • +2 Charisma
  • +20 with Gracious
  • -20 with Greedy
  • -20 with Intolerant
  • Honorable
Loyal
  • +2 Discipline
  • +20 with Loyal
  • -20 with Deceitful
  • Honorable
Compassionate
  • +1 Charisma
  • +1 Discipline
  • +20 with Compassionate
  • -20 with Cruel
  • -20 with Ruthless
  • Honorable
Humble
  • +1 Discipline
  • +1 Wisdom
  • +20 with Humble
  • -20 with Proud
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
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
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
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
Herbalist
  • As General: +4 Heal Action HP
  • As Leader: +2 Heal Action HP [All Units]
  • +20 with Herbalist
  • Sylvan

Weaknesses

Weaknesses are traits that give various penalties. A character can have up to 3 Weaknesses.

Trait Effects Opinion Included in
Bitter
  • -2 Charisma
  • +40 with Bitter
  • -40 with Inspiring
  • -40 with Romantic
Deceitful
  • -2 Discipline
  • +40 with Deceitful
  • -40 with Loyal
  • Covert
  • Villainous
Greedy
  • -1 Charisma
  • -1 Discipline
  • +40 with Greedy
  • -40 with Gracious
  • Villainous
Proud
  • +2 Courage
  • -1 Wisdom
  • -40 with Humble
  • -40 with Nation Leader
Ruthless
  • +2 Courage
  • -1 Discipline
  • +40 with Ruthless
  • -40 with Compassionate
  • Covert
  • Terrifying
  • Villainous
Drunk
  • +1 Charisma
  • -2 Discipline
  • As Leader: -40 Foreign Leader Opinion
  • As Leader: -40 Tribal Leader Opinion
  • +40 with Drunk
  • Carnal
Impious
  • -1 Charisma
  • As Leader: -40 Religion Opinion
  • -20% Chance to become Religion Head
  • +20 with Impious
  • -20 with Pious
  • Villainous
Infamous
  • As Leader: -40 Family Opinion
  • -40 with Famous
  • Villainous
Corrupt
  • As Governor: +50% Maintenance
  • As Leader: +20% Maintenance [All Cities]
  • +10% Chance to become Family Head
  • +40 with Corrupt
  • -40 with Frugal
  • -40 with Righteous
  • Villainous
  • Vain
Cruel
  • As Governor: -20% Growth per year
  • As Leader: -10% Growth per year [All Cities]
  • +40 with Cruel
  • -40 with Affable
  • -40 with Compassionate
  • Terrifying
  • Seven Sins
Debauched
  • As Governor: +2 Discontent per year
  • As Leader: +1 Discontent per year [All Cities]
  • +40 with Debauched
  • -40 with Righteous
  • -40 with Pious
  • Carnal
  • Seven Sins
Extravagant
  • As Governor: -20% Money
  • As Leader: -10% Money [All Cities]
  • +40 with Extravagant
  • -40 with Frugal
  • -40 with Prosperous
  • Seven Sins
  • Vain
Foolish
  • As Governor: -20% Science
  • As Leader: -10% Science [All Cities]
  • +40 with Foolish
  • -40 with Educated
  • -40 with Intelligent
  • Seven Sins
  • Weak
Intolerant
  • As Governor: -20% Civics
  • As Leader: -10% Civics [All Cities]
  • +40 with Intolerant
  • -40 with Eloquent
  • -40 with Gracious
  • Traditional
  • Seven Sins