Editing Leaders
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Latest revision | Your text | ||
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=== Hero === | === Hero === | ||
* + | * +40 {{icon| Training}} per unit killed | ||
* [All Units] Heal while Pillaging | * [All Units] Heal while Pillaging | ||
* General (if Leader): Can Launch Offensive | |||
* General (if Leader): Can Launch Offensive | |||
* +3 courage | * +3 courage | ||
=== Commander === | === Commander === | ||
* +10XP/year for idle unit | * +10XP/year for idle unit | ||
* [Capital City] Can hurry unit production with {{icon| Orders}} | |||
* General: Same unit adjacent +20% attack and defense strength | * General: Same unit adjacent +20% attack and defense strength | ||
* General (if Leader): If Flanking + | * General (if Leader): If Flanking +20% attack strength | ||
* +2 discipline | * +2 discipline | ||
* +2 courage | * +2 courage | ||
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* +2 vision range | * +2 vision range | ||
* [Ranged Units] Hidden in Friendly or Neutral Trees | * [Ranged Units] Hidden in Friendly or Neutral Trees | ||
* General: | * General: Immune to Critical Hit | ||
* General (if Leader) | * General (if Leader) -20 attack and defense strength, Stuns target | ||
* +2 discipline | * +2 discipline | ||
* +2 wisdom | * +2 wisdom | ||
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* +60 Opinion of Leader's Religion | * +60 Opinion of Leader's Religion | ||
* [State Religion cities] Can hurry production with {{icon| Training}} | * [State Religion cities] Can hurry production with {{icon| Training}} | ||
* General: Unit cannot die with >1 HP | * General: Unit cannot die with >1 HP | ||
* General (if Leader): Enlist chance on kill: +10% | * General (if Leader): Enlist chance on kill: +10% | ||
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=== Schemer === | === Schemer === | ||
* Adopt child | * Adopt child | ||
* Use Legitimacy to buy Orders ( | * Use Legitimacy to buy Orders ( 5 {{icon| Orders}} per 1 Legitimacy ) | ||
* Scouts are Invisible | * Scouts are Invisible | ||
* + | * +2 {{icon| Orders}} per War | ||
* + | * +20% to all Agent Yields | ||
* -1 courage | * -1 courage | ||
* +4 wisdom | * +4 wisdom | ||
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=== Orator === | === Orator === | ||
* +40 Religion Opinions | * +40 Religion Opinions | ||
* [All Cities] + | * [All Cities] +2 orders per friendly family city | ||
* Governor: | * Governor: Can Hurry Projects with Orders | ||
* -1 discipline | * -1 discipline | ||
* +4 charisma | * +4 charisma | ||
=== Judge === | === Judge === | ||
* | * -50% switch law cost | ||
* | * Can Upgrade Improvements | ||
* Can Hold Court (spend 100 {{icon| Training}} to gain {{icon| Civics}}) | * Can Hold Court (spend 100 {{icon| Training}} to gain {{icon| Civics}}) | ||
* Governor: Can Hurry | * Governor: Can Hurry Specialists with Money | ||
* +2 discipline | * +2 discipline | ||
* +2 charisma | * +2 charisma | ||
=== Builder === | === Builder === | ||
* | * Can add urban tiles | ||
* Multiple workers can build improvements | * Multiple workers can build improvements | ||
* -50% production time for workers | * -50% production time for workers | ||
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=== Scholar === | === Scholar === | ||
* Can Tutor Child (Leader) | * Can Tutor Child (Leader) | ||
* | * Unlocks inquiry in capital, Can redraw techs | ||
* Governor: +2 [[Science] per Archive | |||
* Governor: | |||
* +3 wisdom | * +3 wisdom | ||
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== Stats == | == Stats == | ||
=== Charisma === | === Charisma === |