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=== 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 +100% attack strength
* General (if Leader): If Flanking +50% attack strength
* +2 discipline
* +2 discipline
* +2 courage
* +2 courage
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* [Ranged Units] Hidden in Friendly or Neutral Trees
* [Ranged Units] Hidden in Friendly or Neutral Trees
* General: Counterattacks during Melee (full)
* General: Counterattacks during Melee (full)
* General (if Leader): -20% attack strength, Stuns target for one turn
* General (if Leader) -20% attack and defense strength, Stuns target for one turn
* +2 discipline
* +2 discipline
* +2 wisdom
* +2 wisdom
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=== Schemer ===  
=== Schemer ===  
* Adopt child
* Adopt child
* Use Legitimacy to buy Orders ( 10 {{icon| Orders}} per 2 Legitimacy )
* Use Legitimacy to buy Orders ( 5 {{icon| Orders}} per 1 Legitimacy )
* Scouts are Invisible
* Scouts are Invisible
* +1 {{icon| Orders}} per War
* +2 {{icon| Orders}} per War
* +10% to all Agent Yields
* +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] +1 {{icon| Orders}} per friendly family city  
* [All Cities] +2 {{icon| Orders}} per friendly family city  
* Governor: +1 {{icon| Happiness}} per Culture Level
* Governor: Can Hurry Projects with {{icon| Orders}}
* -1 discipline
* -1 discipline
* +4 charisma
* +4 charisma


=== Judge ===
=== Judge ===
* Switch law costs 100 {{icon| Civics}}
* switch law costs 100 {{icon| Civis}}
* Workers can Upgrade Improvements
* Workers 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 Projects, Specialists with {{icon| Money}}
* Governor: Can Hurry Specialists with {{icon| Money}}
* +2 discipline
* +2 discipline
* +2 charisma
* +2 charisma

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