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=== Hero ===
=== Hero ===
* +50 {{icon| Training}} per unit killed
* +50 {{icon| Training}} per unit killed
* [All Units] Heal while Pillaging
* +10% strength
* General: Can heal on neutral territory
* Can launch offensive which grants extra orders per adjacent military unit
* General (if Leader): Can Launch Offensive for 600 {{icon| Training}}
* +3 courage
* +3 courage


=== Commander ===
=== Commander ===
* +10XP/year for idle unit
* +10XP/year for idle unit
* General: Same unit adjacent +20% attack and defense strength
* +1 fatigue limit
* General (if Leader): If Flanking +100% attack strength
* Can hurry city production with orders (all cities)
* Same unit adjacent +20% strength
* +2 discipline
* +2 discipline
* +2 courage
* +2 courage
=== Tactician ===
=== Tactician ===
* +2 vision range
* +1 reveal range
* [Ranged Units] Hidden in Friendly or Neutral Trees
* No extra unit consumption costs when outside borders
* General: Counterattacks during Melee (full)
* Critical chance +10% (all units)
* General (if Leader): -20% attack strength, Stuns target for one turn
* +2 courage
* +2 discipline
* +2 wisdom
* +2 wisdom


=== Zealot ===
=== Zealot ===
* +60 Opinion of Leader's Religion
* Store up to 10 orders between turns
* [State Religion cities] Can hurry production with {{icon| Training}}  
* Can hurry city production with {{icon| Training}} (state religion cities)
* +1 Fatigue limit
* +4 charisma
* General: Unit cannot die with >1 HP
* General (if Leader): Enlist chance on kill: +10%
* +4 courage
* -1 wisdom
* -1 wisdom
=== Schemer ===  
=== Schemer ===  
* Adopt child
* Adopt child
* Use Legitimacy to buy Orders ( 10 {{icon| Orders}} per 2 Legitimacy )
* Use legitimacy to buy orders
* Scouts are Invisible
* Scouts always hidden
* +1 {{icon| Orders}} per War
* Invisible in neutral trees
* +10% to all Agent Yields
* -1 courage
* -1 courage
* +4 wisdom
* +4 wisdom
=== Orator ===
=== Orator ===
* +40 Religion Opinions
* Can raise improvements
* [All Cities] +1 {{icon| Orders}} per friendly family city  
* +Friendly family city +2 orders
* Governor: +1 {{icon| Happiness}} per Culture Level
* -1 discipline
* -1 discipline
* +4 charisma
* +4 charisma


=== Judge ===
=== Judge ===
* Switch law costs 100 {{icon| Civics}}
* -50% switch law cost
* Workers can Upgrade Improvements
* Can hurry specialist production with money
* Can Hold Court (spend 100 {{icon| Training}} to gain {{icon| Civics}})
* Governor: Can Hurry Projects, Specialists with {{icon| Money}}
* +2 discipline
* +2 discipline
* +2 charisma
* +2 wisdom
 
=== Builder ===
=== Builder ===
* Workers can build urban tiles for 10 {{icon| Stone}} (20 {{icon| Stone}} on Hill)
* Can add urban tiles
* Multiple workers can build improvements
* Multiple workers can build improvements
* -50% production time for workers
* -50% train time for workers
* Governor: -1 Year to build improvements
* +3 discipline
* +3 discipline
=== Scholar ===
=== Scholar ===
* Can Tutor Child (Leader)
* Unlocks inquiry in capital, Can redraw techs
* +2 {{icon| Science}} per Archive
* Can redraw techs
* Governor: Unlocks Inquiry
* +3 wisdom
* +3 wisdom
=== Diplomat ===
=== Diplomat ===
* Unlocks National alliance
* Player alliance
* Unlocks Tribal alliance
* Barbarian alliance
* +60 foreign/tribal leader opinions
* +50 foreign leader opinion
* Governor: +40 family opinion
* +3 charisma
* +3 charisma


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


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

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