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
80% chance the character becomes the new Heir but lose 10 Legitimacy
20% chance Event
Target is Son or Daughter
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.