Characters

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Revision as of 23:28, 10 March 2023 by Kami-sama (talk | contribs)

Characters are the various important people that exist in the world, both historical and fictional.

Ambitions are a Leader's desire for what they want to achieve. Each Leader has its own Ambition, and may have some Legacy Ambitions from previous leaders. Completing an Ambition will give +10 Legitimacy while abandoning an Ambition an Ambition will give -5 Legitimacy. If a Nation completes 10 Ambitions it will achieve Ambition Victory.

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

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

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
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
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
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
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
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
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

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
Chaste
  • +2 Discipline
  • -80% Chance to have Children
  • -20 with Wanton
Compassionate
  • +1 Charisma
  • +1 Discipline
  • +20 with Compassionate
  • -20 with Cruel
  • -20 with Ruthless
  • Honorable
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
Besieger
  • As General: +25% Attack Into Urban
  • As Leader: +10% Attack Into Urban [All Armies]
  • +20 with Besieger
  • Urbanite
Bloodthirsty
  • As General: +10% Strength vs Damaged
  • As Leader: +5% Strength vs Damaged [All Armies]
  • +20 with Bloodthirsty
  • Terrifying
  • Villainous
Brave
  • As General: +10% Strength vs Melee Units
  • As Leader: +5% Strength vs Melee Units [All Armies]
  • +20 with Brave
  • Strong
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

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
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 each year
  • As Leader: -10% Growth each year [All Cities]
  • +40 with Cruel
  • -40 with Affable
  • -40 with Compassionate
  • Terrifying
  • Seven Sins