Leaders

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Revision as of 08:12, 16 December 2021 by 46.98.109.231 (talk) (Commander)
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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

Hero

  • +40 per unit killed
  • [All Units] Heal while Pillaging
  • General: Can heal on neutral territory
  • General (if Leader): Can Launch Offensive for 500
  • +3 courage

Commander

  • +10XP/year for idle unit
  • [Capital City] Can hurry unit production with
  • General: Same unit adjacent +20% attack and defense strength
  • General (if Leader): If Flanking +50% attack strength
  • +2 discipline
  • +2 courage

Tactician

  • +2 vision range
  • [Ranged Units] Hidden in Friendly or Neutral Trees
  • General: Immune to Critical Hit
  • General (if Leader) -20 attack and defense strength, Stuns target
  • +2 discipline
  • +2 wisdom

Zealot

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

Schemer

  • Adopt child
  • Use Legitimacy to buy Orders ( 5 per 1 Legitimacy )
  • Scouts are Invisible
  • +2 per War
  • +20% to all Agent Yields
  • -1 courage
  • +4 wisdom

Orator

  • +40 Religion Opinions
  • [All Cities] +2 per friendly family city
  • Governor: Can Hurry Projects with
  • -1 discipline
  • +4 charisma

Judge

  • -50% switch law cost
  • Workers can Upgrade Improvements
  • Can Hold Court (spend 100 to gain )
  • Governor: Can Hurry Specialists with
  • +2 discipline
  • +2 charisma

Builder

  • 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

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

Diplomat

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

Stats

Charisma

Courage

Wisdom

Discipline

Personality Traits