Editing Leaders
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Latest revision | Your text | ||
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* +10XP/year for idle unit | * +10XP/year for idle unit | ||
* 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 +50% attack strength | ||
* +2 discipline | * +2 discipline | ||
* +2 courage | * +2 courage | ||
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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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* +40 Religion Opinions | * +40 Religion Opinions | ||
* [All Cities] +1 {{icon| Orders}} per friendly family city | * [All Cities] +1 {{icon| Orders}} per friendly family city | ||
* Governor: +1 {{icon| Happiness}} per Culture Level | * Governor: +1 {{icon| Happiness}} Happiness per Culture Level | ||
* -1 discipline | * -1 discipline | ||
* +4 charisma | * +4 charisma | ||
=== Judge === | === Judge === | ||
* | * 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}}) |