Difference between revisions of "Leaders"
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=== Commander === | === Commander === | ||
+10XP/year for idle unit | * +10XP/year for idle unit | ||
+1 fatigue limit | * +1 fatigue limit | ||
Can hurry city production with orders (all cities) | * Can hurry city production with orders (all cities) | ||
Same unit adjacent +20% strength | * Same unit adjacent +20% strength | ||
+2 discipline | * +2 discipline | ||
+2 courage | * +2 courage | ||
=== Tactician === | === Tactician === | ||
+1 reveal range | * +1 reveal range | ||
No extra unit consumption costs when outside borders | * No extra unit consumption costs when outside borders | ||
Critical chance +10% | * Critical chance +10% | ||
+2 courage | * +2 courage | ||
+2 wisdom | * +2 wisdom | ||
=== Zealot === | === Zealot === | ||
Store up to 10 orders between turns | * Store up to 10 orders between turns | ||
Can hurry city production with {{icon| Training}} (state religion cities) | * Can hurry city production with {{icon| Training}} (state religion cities) | ||
+4 charisma | * +4 charisma | ||
-1 wisdom | * -1 wisdom | ||
=== Schemer === | === Schemer === | ||
Adopt child | * Adopt child | ||
Use legitimacy to buy orders | * Use legitimacy to buy orders | ||
Scouts always hidden | * Scouts always hidden | ||
Invisible in neutral trees | * Invisible in neutral trees | ||
-1 courage | * -1 courage | ||
+4 wisdom | * +4 wisdom | ||
=== Orator === | === Orator === | ||
Can raise improvements | Can raise improvements | ||
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+4 charisma | +4 charisma | ||
=== Judge === | === Judge === | ||
-50% switch law cost | * -50% switch law cost | ||
Can hurry specialist production with money | * Can hurry specialist production with money | ||
+2 discipline | * +2 discipline | ||
+2 wisdom | * +2 wisdom | ||
=== Builder === | === Builder === | ||
Can add urban tiles | * Can add urban tiles | ||
Multiple workers can build improvements | * Multiple workers can build improvements | ||
-50% train time for workers | * -50% train time for workers | ||
+3 discipline | * +3 discipline | ||
=== Scholar === | === Scholar === | ||
Unlocks inquiry in capital, Can redraw techs | * Unlocks inquiry in capital, Can redraw techs | ||
+3 wisdom | * +3 wisdom | ||
=== Diplomat === | === Diplomat === | ||
Player alliance | * Player alliance | ||
Barbarian alliance | * Barbarian alliance | ||
+50 foreign leader opinion | * +50 foreign leader opinion | ||
+3 charisma | * +3 charisma | ||
== Stats == | == Stats == |
Revision as of 04:36, 11 June 2020
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
Hero
Commander
- +10XP/year for idle unit
- +1 fatigue limit
- Can hurry city production with orders (all cities)
- Same unit adjacent +20% strength
- +2 discipline
- +2 courage
Tactician
- +1 reveal range
- No extra unit consumption costs when outside borders
- Critical chance +10%
- +2 courage
- +2 wisdom
Zealot
- Store up to 10 orders between turns
- Can hurry city production with (state religion cities)
- +4 charisma
- -1 wisdom
Schemer
- Adopt child
- Use legitimacy to buy orders
- Scouts always hidden
- Invisible in neutral trees
- -1 courage
- +4 wisdom
Orator
Can raise improvements +Friendly family city +2 orders -1 discipline +4 charisma
Judge
- -50% switch law cost
- Can hurry specialist production with money
- +2 discipline
- +2 wisdom
Builder
- Can add urban tiles
- Multiple workers can build improvements
- -50% train time for workers
- +3 discipline
Scholar
- Unlocks inquiry in capital, Can redraw techs
- +3 wisdom
Diplomat
- Player alliance
- Barbarian alliance
- +50 foreign leader opinion
- +3 charisma