Leaders: Difference between revisions

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=== Hero ===
=== Hero ===
* +50 {{icon| Training}} per unit killed
* +50 {{icon| Training}} per unit killed
* +10% strength
* [All Units] Heal while Pillaging
* Can launch offensive (?)
* General: Can heal on neutral territory
* General (if Leader): Can Launch Offensive for 800 {{icon| Training}}
* +3 courage
* +3 courage


=== Commander ===
=== Commander ===
+10XP/year for idle unit
* +10XP/year for idle unit
+1 fatigue limit
* General: Same unit adjacent +20% attack and defense strength
Can hurry city production with orders (all cities)
* General (if Leader): If Flanking +100% attack strength
Same unit adjacent +20% strength
* +2 discipline
+2 discipline
* +2 courage
+2 courage
 
=== Tactician ===
=== Tactician ===
+1 reveal range
* +2 vision range
No extra unit consumption costs when outside borders
* [Ranged Units] Hidden in Friendly or Neutral Trees
Critical chance +10%
* General: Counterattacks during Melee (full)
+2 courage
* General (if Leader): Attacks stuns target for one turn
+2 wisdom
* +2 discipline
* +2 wisdom
 
=== Zealot ===
=== Zealot ===
Store up to 10 orders between turns
* +60 Opinion of Leader's Religion
Can hurry city production with {{icon| Training}} (state religion cities)
* [State Religion cities] Can hurry production with {{icon| Training}}  
+4 charisma
* +1 Fatigue limit
-1 wisdom
* General: Unit cannot die with >1 HP
* General (if Leader): Enlist chance on kill: +10%
* +4 courage
* -1 wisdom
 
=== Schemer ===  
=== Schemer ===  
Adopt child
* Adopt child
Use legitimacy to buy orders
* Use Legitimacy to buy Orders ( 10 {{icon| Orders}} per 2 Legitimacy )
Scouts always hidden
* Scouts are Invisible
Invisible in neutral trees
* +1 {{icon| Orders}} per War
-1 courage
* +10% to all Agent Yields
+4 wisdom
* -1 courage
* +4 wisdom
 
=== Orator ===
=== Orator ===
Can raise improvements
* +40 Religion Opinions
+Friendly family city +2 orders
* [All Cities] +1 {{icon| Orders}} per friendly family city  
-1 discipline
* Governor: +1 {{icon| Happiness}} per Culture Level
+4 charisma
* -1 discipline
* +4 charisma
 
=== Judge ===
=== Judge ===
-50% switch law cost
* Switch law costs 100 {{icon| Civics}}
Can hurry specialist production with money
* Workers can Upgrade Improvements
+2 discipline
* Can Hold Court (spend 100 {{icon| Training}} to gain {{icon| Civics}})
+2 wisdom
* Governor: Can Hurry Projects, Specialists with {{icon| Money}}
* +2 discipline
* +2 charisma
 
=== Builder ===
=== Builder ===
Can add urban tiles
* Workers can build urban tiles for 10 {{icon| Stone}} (20 {{icon| Stone}} on Hill)
Multiple workers can build improvements
* Multiple workers can build improvements
-50% train time for workers
* -50% production time for workers
+3 discipline
* Governor: -1 Year to build improvements
* +3 discipline
 
=== Scholar ===
=== Scholar ===
Unlocks inquiry in capital, Can redraw techs
* Can Tutor Child (Leader)
+3 wisdom
* +2 {{icon| Science}} per Archive
* Can redraw techs
* Governor: Unlocks Inquiry
* +3 wisdom
 
=== Diplomat ===
=== Diplomat ===
Player alliance
* Unlocks National alliance
Barbarian alliance
* Unlocks Tribal alliance
+50 foreign leader opinion
* +60 foreign/tribal leader opinions
+3 charisma
* Governor: +40 family opinion
* +3 charisma


== Stats ==
== Stats ==
#REDIRECT [[Character Ratings]]


=== Charisma ===
=== Charisma ===

Latest revision as of 03:26, 10 February 2025

Your Leader is "you" in-game. Your leader has an age, personality and family, which you all have to consider.

On top of that, your leader can have multiple personality traits. These are defined along the following three lines:

(1) Archetype: this defines the special abilities of your leader

(2) Stats: these are stats regarding your leader's charisma, courage, wisdom and discipline.

(3) Personality traits: these are extra traits that change some effects.

Archetype[edit]

Hero[edit]

  • +50 per unit killed
  • [All Units] Heal while Pillaging
  • General: Can heal on neutral territory
  • General (if Leader): Can Launch Offensive for 800
  • +3 courage

Commander[edit]

  • +10XP/year for idle unit
  • General: Same unit adjacent +20% attack and defense strength
  • General (if Leader): If Flanking +100% attack strength
  • +2 discipline
  • +2 courage

Tactician[edit]

  • +2 vision range
  • [Ranged Units] Hidden in Friendly or Neutral Trees
  • General: Counterattacks during Melee (full)
  • General (if Leader): Attacks stuns target for one turn
  • +2 discipline
  • +2 wisdom

Zealot[edit]

  • +60 Opinion of Leader's Religion
  • [State Religion cities] Can hurry production with
  • +1 Fatigue limit
  • General: Unit cannot die with >1 HP
  • General (if Leader): Enlist chance on kill: +10%
  • +4 courage
  • -1 wisdom

Schemer[edit]

  • Adopt child
  • Use Legitimacy to buy Orders ( 10 per 2 Legitimacy )
  • Scouts are Invisible
  • +1 per War
  • +10% to all Agent Yields
  • -1 courage
  • +4 wisdom

Orator[edit]

  • +40 Religion Opinions
  • [All Cities] +1 per friendly family city
  • Governor: +1 per Culture Level
  • -1 discipline
  • +4 charisma

Judge[edit]

  • Switch law costs 100
  • Workers can Upgrade Improvements
  • Can Hold Court (spend 100 to gain )
  • Governor: Can Hurry Projects, Specialists with
  • +2 discipline
  • +2 charisma

Builder[edit]

  • Workers can build urban tiles for 10 (20 on Hill)
  • Multiple workers can build improvements
  • -50% production time for workers
  • Governor: -1 Year to build improvements
  • +3 discipline

Scholar[edit]

  • Can Tutor Child (Leader)
  • +2 per Archive
  • Can redraw techs
  • Governor: Unlocks Inquiry
  • +3 wisdom

Diplomat[edit]

  • Unlocks National alliance
  • Unlocks Tribal alliance
  • +60 foreign/tribal leader opinions
  • Governor: +40 family opinion
  • +3 charisma

Stats[edit]

  1. REDIRECT Character Ratings

Charisma[edit]

Courage[edit]

Wisdom[edit]

Discipline[edit]

Personality Traits[edit]