Character Traits (Archetypes)

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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

  • 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: +40 of Builder characters, -60 of Hero characters, +10 of Slavery law

Commander

  • Can serve as General or Ambassador
  • As Leader: +10 XP/turn for Idle Units, +20% defence for infantry units, Can hurry prodction using Orders.pngOrders in the capital
  • As General: +20% Combat strength if same unit adjacent, if leader: +20% Combat strength if flanking
  • Stats modifier: +2 Courage, +2 Discipline
  • Opinion modifier: +40 of Commander characters, -60 of Tactician characters, +50 of Autarky law

Diplomat

  • Can serve as Agent or Ambassador
  • As Leader: +40 foreign leader opinions
  • Leader Missions: Player Alliance, Tribal Alliance
  • Stats modifier: +3 Charisma
  • Opinion modifier: +40 of Diplomat characters, -60 of Orator characters, +20 of Colonization law

Hero

  • Can serve as General or Agent
  • As Leader: +50Training.png per Military unit killed, +10% Combat strength for melee units
  • As General: Heal in neutral territory, if leader: can Launch Offensive
  • Stats modifier: +3 Courage
  • Opinion modifier: +40 of Hero characters, -60 of Builder characters, +10 of Epics law

Judge

  • Can serve as Governor or Chancellor
  • As Leader: can store 10Orders.png orders between turns, -50%Civics.png switch law cost, can upgrade improvements
  • As Governor: can hurry specialists with money
  • Stats modifier: +2 Charisma, +2 Discipline
  • Opinion modifier: +40 of Judge characters, -60 of Schemer characters, +30 of Legal code law

Orator

  • Can serve as Governor or Ambassador
  • As Leader: +40 Family opinion, can recruit tribal mercenaries with Legitimacy, Friendly cities: -1No Icon Found, +1Orders.png per turn
  • As Governor: +20 family opinion
  • Stats modifier: +4 Charisma, -1 Discipline
  • Opinion modifier: +40 of Orator characters, -60 of Diplomat characters, +10 of Tyranny law

Schemer

  • 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: +40 of Schemer characters, -60 of Judge characters, +20 of Elites and Coin Debasement laws

Scholar

  • Can serve as Governor or Spymaster
  • As Leader: Unlocks Inquiry project in capital, Can redraw Technologies
  • Leader Missions: Tutor child
  • As governor: -1No Icon Found/Turn from each Archive project
  • Stats modifier: +3 Wisdom
  • Opinion modifier: +40 of Scholar characters, -60 of Zealot characters, +40 of Engineering law

Tactician

  • Can serve as General or Spymaster
  • As Leader: +2 Vision for all units, Ranged units invisible in non-hostile trees
  • As General: Immune to critical hit, if leader: Stuns target
  • Stats modifier: +2 Wisdom, +2 Discipline
  • Opinion modifier: +40 of Tacticial characters, -60 of Commander characters, +30 of Professional Army law

Zealot

  • Can serve as General or Chancellor
  • As Leader: +1 Fatigue limit, all cities can build state religion improvements, state religion cities can hurry production with Training.pngtraining
  • As General: +1 fatigue limit, cannot be killed when more than 1 HP
  • Stats modifier: -1 Wisdom, +4 Courage
  • Opinion modifier: +40 of Zealot characters, -60 of Scholar characters, +40 of Holy war law