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.
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 |
|---|---|---|---|
| Target is below 18 | |||
| Heir | |||
| Adopt an Heir without losing Legitimacy | Agustus, Wonders and Dynasties DLC | ||
| Ask a Nation to Declare War on another Nation | Schemer Shorter than 5 turns since their last war Not Min Pleased Opinion of Target | ||
| 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 | Bardiya Wonders and Dynasties DLC | ||
| Attempt to capture a target to Imprison 60% Target Surrenders 20% Target killed resisting capture 20% Target flees country |
Fugitive | ||
|
Target is at least 18 Target does not follow the Nation's religion Target is not a Religion Head | ||
| 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 | ||
| Tribute Event | Truce Longer than 5 Turns since last War Not recently demanded Tribute | ||
| Attempt to expose agent network 40% Agent Network Exposed (+5% per Discipline) 40% No Agent Network Found 20% Expose Agent Network Event |
Spymaster Scholarship | ||
| 60% Gifts please the family (+5% per charisma) 20% Gifts expose our weakness 20% Family gift event |
Chancellor | ||
| Choose a nation to look for a marriage candidate | Target is Son or Daughter Target does not have a Husband or Wife | ||
| Choose a Nation to look for a marriage candidate | Requires Can Marry Peace or Truce | ||
| 33% Gambling pay out 33% Gambling losses 33% Gambling Event |
Requires Our Leader Behind the Throne DLC | ||
| 60% Religious Concord is Found (+5% per Wisdom) 20% Religious tensions are worse 20% High Synod event |
Ambassador Metaphysics | ||
| Age is at least 18 | |||
| 75% Target becomes Steward of the land 25% Impart stewardship failed |
Requires Steward of the Land Wrath of the Gods DLC | ||
| 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 | ||
| Incubate an Infected character during a Plague, protecting them from further infected | Requires Infected Wrath of Gods DLC | ||
| 45% stress removed 14% wanton revel 14% drunken revel 29% revelry event |
Requires Our Leader Behind the Throne DLC | ||
| 60% Territory Infiltrated (+5% per courage) 20% Territory Infiltrated, Effort Exposed 20% Infiltrate Event | |||
| Both characters are at least 12 | |||
| Same Religion | |||
| 25% Insurrection (Revolt) (+5% per charisma) 25% Insurrection (Exposed) 25% Insurrection (Failure) 25% Insurrection Event |
Agent Jurisprudence | ||
| 75% Enemy intimidated 25% Intimidation attempt failed |
Gudit Wrath of Gods DLC | ||
| 33% Science Exchange 33% Civics Exchange |
Min age 18 Wrath of Gods DLC | ||
| 80% Legitimize 20% Legitimized Event |
Bastard | ||
| Target is Son or Daughter | |||
| Marriage | Leader or Descendant Courtier | ||
| 60% Agent Network Moved (+5% per Courage) 20% Agent Network unable to move (no effect) 20% Move Agent Network Event |
Agent Scholarship | ||
| Peace Event | Ambassador Truce Min. Pleased | ||
| Truce Event | Ambassador War | ||
| National Alliance Event | Diplomat Leader Peace Min. Friendly | ||
| 60% Pacification Successful (+5% per Discipline) 20% Pacification Exposes our Weakness 20% Pacify City Event |
Chancellor Coinage | ||
| Ransom Paid | Captured | ||
| 20% Target Killed (+3.5% per Wisdom) 40% Target Killed, Plot Exposed 40% Target Survives |
Our Leader Deserving of Vengeance | ||
| Militia Pressed | Stateira Wonders and Dynasties DLC | ||
| 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 | ||
| Quell religious-specific dissent (Christian, Jewish, Manichaean, or Zoroastrian) | Presbyter (Christian) Kohen (Jewish) Elect (Manichaean) Magus (Zoroastrian) Sacred and Profane DLC | ||
| Age is at least 18 | |||
| Recruit Scholar Event | Ptolemy | ||
| 60% Target is Grateful 20% Target Remains Bitter 20% Release considered Unjust |
Imprisoned | ||
| 75% Successful sacrifices 25% bad omens |
Pagan clergy Sacred and Profane DLC | ||
| 40% plotting leads to a potential rival’s demise (+5% per courage) 40% plotting leads to a potential rival’s exile (+5% per charisma) 20% scheme foiled event |
Our Leader Grand Vizier (or Rising Star) Behind the Throne DLC | ||
| 57% New political allies improve your popularity (+6% per charisma) 14% play politics (+3% per wisdom) 29% seek political allies event |
Our Leader Behind the Throne DLC | ||
| Send Courtier | Courtier | ||
| Decrease other nations’ opinion of slandered nation 60% Slander Spread (+5% per Charisma) 20% Slander Spread (effort exposed) 20% Slander Event |
Spymaster | ||
| Steal Research to gain Science 60% Research Stolen (+5% per wisdom) 20% Research stolen, effort exposed 20% Steal Research Event |
Spymaster Cartography | ||
| File:MISSION SUGGEST FOR THE CLERGY.png Suggest for the Clergy | Make Clergy | Chancellor Min age 18 Not our leader Not family head Not clergyNot religion head Sacred and Profane DLC | |
| Trade Mission Event | Ambassador Peace or Truce | ||
| File:MISSION TREACHERY.png Treachery | 25% Treachery (success) (+5% per courage) 25% Treachery (exposed) 25% Treachery Failure 25% Treachery Event |
Agent | |
| Peace Event | Ambassador Min. Pleased | ||
| Truce Event | Ambassador War Not at war with their ally | ||
| Alliance Event | Diplomat Leader Peace | ||
| Tribal Marriage | Can Marry Peace or Truce | ||
| 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.
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 |
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Timid |
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| Educated |
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Superstitious |
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| Gracious |
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Greedy |
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| Loyal |
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Deceitful |
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| Compassionate |
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Spoiled |
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| Humble | Proud | ||||
| Witty |
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Drunk |
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| Chaste | Wanton |
| |||
| Romantic |
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Bitter | |||
| Pious |
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Impious |
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| Righteous |
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Debauched |
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| Affable |
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Cruel |
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| Eloquent |
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Intolerant |
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| Inspiring |
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Uncouth |
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| Intelligent |
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Foolish |
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| Warlike |
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Slothful |
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| Prosperous |
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Extravagant |
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| Famous |
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Infamous |
|
| |
| Frugal |
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Corrupt |
| |
| Robust |
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Impulsive | Behind the Throne DLC | ||
| Carpenter |
|
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Ruthless | ||
| Equestrian |
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| Strict |
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| Cultivator |
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| Delver |
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| Naturalist |
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| Pathfinder |
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| Vigilant |
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| Cunning |
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| Besieger |
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| Highlander |
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| Ranger |
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| Bloodthirsty |
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| Brave |
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| Engineer |
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| Fierce |
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| Heckler | |||||
| Horsebane | |||||
| Shieldbearer | |||||
| Steadfast |
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| Tough |
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| Herbalist |
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| 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.















