Difference between revisions of "Leaders"

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(Remove literal "Happiness" now that the icon has been added)
 
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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 +50% attack strength
* General (if Leader): If Flanking +100% 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 ( 5 {{icon| Orders}} per 1 Legitimacy )
* Use Legitimacy to buy Orders ( 10 {{icon| Orders}} per 2 Legitimacy )
* Scouts are Invisible
* Scouts are Invisible
* +2 {{icon| Orders}} per War
* +1 {{icon| Orders}} per War
* +20% to all Agent Yields
* +10% to all Agent Yields
* -1 courage
* -1 courage
* +4 wisdom
* +4 wisdom
Line 59: Line 59:


=== Judge ===
=== Judge ===
* switch law costs 100 {{icon| Civis}}
* Switch law costs 100 {{icon| Civics}}
* 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}})

Latest revision as of 23:14, 11 December 2023

Your Leader is "you" in-game. Your leader has an age, personality and family, which you all have to consider.

On top of that, your leader can have multiple personality traits. These are defined along the following three lines:

(1) Archetype: this defines the special abilities of your leader

(2) Stats: these are stats regarding your leader's charisma, courage, wisdom and discipline.

(3) Personality traits: these are extra traits that change some effects.

Archetype[edit]

Hero[edit]

  • +50 Training.png per unit killed
  • [All Units] Heal while Pillaging
  • General: Can heal on neutral territory
  • General (if Leader): Can Launch Offensive for 600 Training.png
  • +3 courage

Commander[edit]

  • +10XP/year for idle unit
  • General: Same unit adjacent +20% attack and defense strength
  • General (if Leader): If Flanking +100% attack strength
  • +2 discipline
  • +2 courage

Tactician[edit]

  • +2 vision range
  • [Ranged Units] Hidden in Friendly or Neutral Trees
  • General: Counterattacks during Melee (full)
  • General (if Leader): -20% attack strength, Stuns target for one turn
  • +2 discipline
  • +2 wisdom

Zealot[edit]

  • +60 Opinion of Leader's Religion
  • [State Religion cities] Can hurry production with Training.png
  • +1 Fatigue limit
  • General: Unit cannot die with >1 HP
  • General (if Leader): Enlist chance on kill: +10%
  • +4 courage
  • -1 wisdom

Schemer[edit]

  • Adopt child
  • Use Legitimacy to buy Orders ( 10 Orders.png per 2 Legitimacy )
  • Scouts are Invisible
  • +1 Orders.png per War
  • +10% to all Agent Yields
  • -1 courage
  • +4 wisdom

Orator[edit]

  • +40 Religion Opinions
  • [All Cities] +1 Orders.png per friendly family city
  • Governor: +1 Happiness.png per Culture Level
  • -1 discipline
  • +4 charisma

Judge[edit]

  • Switch law costs 100 Civics.png
  • Workers can Upgrade Improvements
  • Can Hold Court (spend 100 Training.png to gain Civics.png)
  • Governor: Can Hurry Projects, Specialists with Money.png
  • +2 discipline
  • +2 charisma

Builder[edit]

  • Workers can build urban tiles for 10 Stone.png (20 Stone.png on Hill)
  • Multiple workers can build improvements
  • -50% production time for workers
  • Governor: -1 Year to build improvements
  • +3 discipline

Scholar[edit]

  • Can Tutor Child (Leader)
  • +2 Science.png per Archive
  • Can redraw techs
  • Governor: Unlocks Inquiry
  • +3 wisdom

Diplomat[edit]

  • Unlocks National alliance
  • Unlocks Tribal alliance
  • +60 foreign/tribal leader opinions
  • Governor: +40 family opinion
  • +3 charisma

Stats[edit]

  1. REDIRECT Character Ratings

Charisma[edit]

Courage[edit]

Wisdom[edit]

Discipline[edit]

Personality Traits[edit]