Difference between revisions of "Character Traits (Archetypes)"

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* As Governor: -1 turn to build [[Improvements]]
* As Governor: -1 turn to build [[Improvements]]
* Stats modifier: +3 Discipline
* Stats modifier: +3 Discipline
* Opinion modifier: +40 of Builder characters, -60 of Hero characters, +10 of Slavery law
* Opinion modifier: +60 of Builder characters, -60 of Hero characters, +10 of Slavery law


== Commander ==
== Commander ==
* Can serve as General or [[Council#Ambassador|Ambassador]]
* Can serve as General or [[Council#Ambassador|Ambassador]]
* As Leader: +10 XP/turn for Idle Units, +20% defence for infantry units, Can [[Cities|hurry prodction]] using {{icon|Orders}}[[Orders]] in the capital
* As Leader: +10 XP/turn for Idle Units, +10% defence for infantry units
* As General: +20% Combat strength if same unit adjacent, if leader: +20% Combat strength if flanking
* As General: +20% Combat strength if same unit adjacent, if leader: +100% attack strength if flanking
* Stats modifier: +2 Courage, +2 Discipline
* Stats modifier: +2 Courage, +2 Discipline
* Opinion modifier: +40 of Commander characters, -60 of Tactician characters, +50 of Autarky law
* Opinion modifier: +60 of Commander characters, -60 of Tactician characters, +50 of Autarky law


== Diplomat ==
== Diplomat ==
* Can serve as Agent or [[Council#Ambassador|Ambassador]]
* Can serve as [[Cities#Governor|Governor]] or [[Council#Ambassador|Ambassador]]
* As Leader: +40 foreign leader opinions  
* As Leader: +60 foreign/tribal leader opinions  
* Leader Missions: Player Alliance, Tribal Alliance
* Leader Missions: National Alliance, Tribal Alliance
* As Governor: +40 Family Opinion
* Stats modifier: +3 Charisma
* Stats modifier: +3 Charisma
* Opinion modifier: +40 of Diplomat characters, -60 of Orator characters, +20 of Colonization law
* Opinion modifier: +60 of Diplomat characters, -60 of Orator characters, +20 of Colonies law


== Hero ==
== Hero ==
* Can serve as General or Agent
* Can serve as General or Agent
* As Leader: +50{{icon|Training}} per Military unit killed, +10% Combat strength for melee units
* As Leader: +50{{icon|Training}} per Military unit killed, All Units heal while pillaging
* As General: Heal in neutral territory, if leader: can Launch Offensive
* As General: Heal in neutral territory, if leader: can Launch Offensive
* Stats modifier: +3 Courage
* Stats modifier: +3 Courage
* Opinion modifier: +40 of Hero characters, -60 of Builder characters, +10 of Epics law
* Opinion modifier: +60 of Hero characters, -60 of Builder characters, +10 of Epics law


== Judge ==
== Judge ==
* Can serve as [[Cities#Governor|Governor]] or [[Council#Chancellor|Chancellor]]
* Can serve as [[Cities#Governor|Governor]] or [[Council#Chancellor|Chancellor]]
* As Leader: can store 10{{icon|orders}} orders between turns, -50%{{icon|civics}} switch law cost, can upgrade improvements
* As Leader: switch law costs 100 {{icon|civics}}, can upgrade improvements
* As Governor: can hurry specialists with money
* Leader Mission: Hold Court
* As Governor: can hurry Projects, Specialists with money
* Stats modifier: +2 Charisma, +2 Discipline
* Stats modifier: +2 Charisma, +2 Discipline
* Opinion modifier: +40 of Judge characters, -60 of Schemer characters, +30 of Legal code law
* Opinion modifier: +60 of Judge characters, -60 of Schemer characters, +30 of Legal code law


== Orator ==
== Orator ==
* Can serve as [[Cities#Governor|Governor]] or [[Council#Ambassador|Ambassador]]
* Can serve as [[Cities#Governor|Governor]] or [[Council#Ambassador|Ambassador]]
* As Leader: +40 Family opinion, can recruit tribal mercenaries with Legitimacy, Friendly cities: -1{{icon|Unrest}}, +1{{icon|orders}} per turn
* As Leader: +40 Religion opinion, can recruit tribal mercenaries with Legitimacy, Friendly cities: +1{{icon|orders}} per turn
* As Governor: +20 family opinion
* As Governor: +1{{icon|happiness}}/Turn per Culture Level
* Stats modifier: +4 Charisma, -1 Discipline
* Stats modifier: +4 Charisma, -1 Discipline
* Opinion modifier: +40 of Orator characters, -60 of Diplomat characters, +10 of Tyranny law
* Opinion modifier: +60 of Orator characters, -60 of Diplomat characters, +10 of Tyranny law


== Schemer ==
== Schemer ==
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* Leader Missions: Adopt Child
* Leader Missions: Adopt Child
* Stats modifier: +4 Wisdom, -1 Courage
* Stats modifier: +4 Wisdom, -1 Courage
* Opinion modifier: +40 of Schemer characters, -60 of Judge characters, +20 of Elites and Coin Debasement laws
* Opinion modifier: +60 of Schemer characters, -60 of Judge characters, +20 of Elites and Coin Debasement laws
* +10% chance to become Family Head


== Scholar ==
== Scholar ==
* Can serve as [[Cities#Governor|Governor]] or [[Council#Spymaster|Spymaster]]
* Can serve as [[Cities#Governor|Governor]] or [[Council#Spymaster|Spymaster]]
* As Leader: Unlocks Inquiry project in capital, Can redraw Technologies
* As Leader: +2{{icon| Science}}/Turn per Archive, Can redraw Technologies
* Leader Missions: Tutor child
* Leader Missions: Tutor child
* As governor: -1{{icon| Unrest}}/Turn from each Archive project
* As governor: Unlocks Inquiry project
* Stats modifier: +3 Wisdom
* Stats modifier: +3 Wisdom
* Opinion modifier: +40 of Scholar characters, -60 of Zealot characters, +40 of Engineering law
* Opinion modifier: +60 of Scholar characters, -60 of Zealot characters, +40 of Engineering law


== Tactician ==
== Tactician ==
* Can serve as General or [[Council#Spymaster|Spymaster]]
* Can serve as General or [[Council#Spymaster|Spymaster]]
* As Leader: +2 Vision for all units, Ranged units invisible in non-hostile trees
* As Leader: +2 Vision for all units, Ranged units invisible in non-hostile trees
* As General: Immune to critical hit, if leader: Stuns target
* As General: Counterattacks during Melee (full), if leader: -20% attack strength, Stuns target for one turn
* Stats modifier: +2 Wisdom, +2 Discipline
* Stats modifier: +2 Wisdom, +2 Discipline
* Opinion modifier: +40 of Tacticial characters, -60 of Commander characters, +30 of Professional Army law
* Opinion modifier: +60 of Tacticial characters, -60 of Commander characters, +30 of Professional Army law


== Zealot ==
== Zealot ==
* Can serve as General or [[Council#Chancellor|Chancellor]]
* Can serve as General or [[Council#Chancellor|Chancellor]]
* As Leader: +1 Fatigue limit, all cities can build state religion improvements, state religion cities can hurry production with {{icon|training}}training
* As Leader: +1 Fatigue limit, +60 Opinion for Leader's Religion, state religion cities can hurry production with {{icon|training}}training
* As General: +1 fatigue limit, cannot be killed when more than 1 HP
* As General: cannot be killed when more than 1 HP, if leader: +10% Enlist chance on kill
* Stats modifier: -1 Wisdom, +4 Courage
* Stats modifier: -1 Wisdom, +4 Courage
* Opinion modifier: +40 of Zealot characters, -60 of Scholar characters, +40 of Holy war law
* Opinion modifier: +60 of Zealot characters, -60 of Scholar characters, +40 of Holy war law
* +10% chance to become Religion Head


[[Category:Characters]]
[[Category:Characters]]

Latest revision as of 12:05, 17 October 2023

A character's Archetype is usually set when it reaches the age of 18, whether it recieved formal education or not. It determines which jobs the character can be assigned to and affect its stats and its Opinion towards certain Laws and other charcters. The archetypes for leaders of Major Nations also provide nation-wide bonuses and allow certain Leader Missions.


Builder[edit]

  • Can serve as Governor or Chancellor
  • As Leader: Can add Urban tiles, Multiple Workers can build improvements, -50% train time for workers
  • As Governor: -1 turn to build Improvements
  • Stats modifier: +3 Discipline
  • Opinion modifier: +60 of Builder characters, -60 of Hero characters, +10 of Slavery law

Commander[edit]

  • Can serve as General or Ambassador
  • As Leader: +10 XP/turn for Idle Units, +10% defence for infantry units
  • As General: +20% Combat strength if same unit adjacent, if leader: +100% attack strength if flanking
  • Stats modifier: +2 Courage, +2 Discipline
  • Opinion modifier: +60 of Commander characters, -60 of Tactician characters, +50 of Autarky law

Diplomat[edit]

  • Can serve as Governor or Ambassador
  • As Leader: +60 foreign/tribal leader opinions
  • Leader Missions: National Alliance, Tribal Alliance
  • As Governor: +40 Family Opinion
  • Stats modifier: +3 Charisma
  • Opinion modifier: +60 of Diplomat characters, -60 of Orator characters, +20 of Colonies law

Hero[edit]

  • Can serve as General or Agent
  • As Leader: +50Training.png per Military unit killed, All Units heal while pillaging
  • As General: Heal in neutral territory, if leader: can Launch Offensive
  • Stats modifier: +3 Courage
  • Opinion modifier: +60 of Hero characters, -60 of Builder characters, +10 of Epics law

Judge[edit]

  • Can serve as Governor or Chancellor
  • As Leader: switch law costs 100 Civics.png, can upgrade improvements
  • Leader Mission: Hold Court
  • As Governor: can hurry Projects, Specialists with money
  • Stats modifier: +2 Charisma, +2 Discipline
  • Opinion modifier: +60 of Judge characters, -60 of Schemer characters, +30 of Legal code law

Orator[edit]

  • Can serve as Governor or Ambassador
  • As Leader: +40 Religion opinion, can recruit tribal mercenaries with Legitimacy, Friendly cities: +1Orders.png per turn
  • As Governor: +1Happiness.png/Turn per Culture Level
  • Stats modifier: +4 Charisma, -1 Discipline
  • Opinion modifier: +60 of Orator characters, -60 of Diplomat characters, +10 of Tyranny law

Schemer[edit]

  • Can serve as Agent or Spymaster
  • As Leader: +2Orders.png per turn for each ongoing war, scouts always hidden, can use legitimacy to buy Orders.pngOrders
  • Leader Missions: Adopt Child
  • Stats modifier: +4 Wisdom, -1 Courage
  • Opinion modifier: +60 of Schemer characters, -60 of Judge characters, +20 of Elites and Coin Debasement laws
  • +10% chance to become Family Head

Scholar[edit]

  • Can serve as Governor or Spymaster
  • As Leader: +2Science.png/Turn per Archive, Can redraw Technologies
  • Leader Missions: Tutor child
  • As governor: Unlocks Inquiry project
  • Stats modifier: +3 Wisdom
  • Opinion modifier: +60 of Scholar characters, -60 of Zealot characters, +40 of Engineering law

Tactician[edit]

  • Can serve as General or Spymaster
  • As Leader: +2 Vision for all units, Ranged units invisible in non-hostile trees
  • As General: Counterattacks during Melee (full), if leader: -20% attack strength, Stuns target for one turn
  • Stats modifier: +2 Wisdom, +2 Discipline
  • Opinion modifier: +60 of Tacticial characters, -60 of Commander characters, +30 of Professional Army law

Zealot[edit]

  • Can serve as General or Chancellor
  • As Leader: +1 Fatigue limit, +60 Opinion for Leader's Religion, state religion cities can hurry production with Training.pngtraining
  • As General: cannot be killed when more than 1 HP, if leader: +10% Enlist chance on kill
  • Stats modifier: -1 Wisdom, +4 Courage
  • Opinion modifier: +60 of Zealot characters, -60 of Scholar characters, +40 of Holy war law
  • +10% chance to become Religion Head