Difference between revisions of "Leaders"

From Old World Wiki
Jump to navigation Jump to search
Line 12: Line 12:


=== Hero ===
=== Hero ===
* +50 {{icon| Training}} per unit killed
* +40 {{icon| Training}} per unit killed
* +10% strength
* [All Units] Heal while Pillaging
* Can launch offensive which grants extra orders per adjacent military unit
* General (if Leader): Can Launch Offensive
* +3 courage
* +3 courage


=== Commander ===
=== Commander ===
* +10XP/year for idle unit
* +10XP/year for idle unit
* +1 fatigue limit
* [Capital City] Can hurry unit production with orders  
* Can hurry city production with orders (all cities)
* General: Same unit adjacent +20% attack and defense strength
* Same unit adjacent +20% strength
* General (if Leader): If Flanking +20% attack strength
* +2 discipline
* +2 discipline
* +2 courage
* +2 courage
=== Tactician ===
=== Tactician ===
* +1 reveal range
* +2 vision range
* No extra unit consumption costs when outside borders
* [Ranged Units] Hidden in Friendly or Neutral Trees
* Critical chance +10% (all units)
* General: Immune to Critical Hit
* General (if Leader) -20 attack and defense strength, Stuns target
* +2 courage
* +2 courage
* +2 wisdom
* +2 wisdom


=== Zealot ===
=== Zealot ===
* Store up to 10 orders between turns
* +60 Opinion of Leader's Religion
* Can hurry city production with {{icon| Training}} (state religion cities)
* [State Religion cities] Can hurry production with {{icon| Training}}  
* General: Unit cannot die with >1 HP
* General (if Leader): Enlist chance on kill: +10%
* +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 are Invisible
* Invisible in neutral trees
* +2 Orders per War
* +20% to all Agent Yields
* -1 courage
* -1 courage
* +4 wisdom
* +4 wisdom
=== Orator ===
=== Orator ===
* Can raise improvements
* +40 Religion Opinions
* +Friendly family city +2 orders
* [All Cities] +2 orders per friendly family city  
* Governor: Can Hurry Projects with Orders
* -1 discipline
* -1 discipline
* +4 charisma
* +4 charisma
Line 51: Line 59:
=== Judge ===
=== Judge ===
* -50% switch law cost
* -50% switch law cost
* Can hurry specialist production with money
* Can Upgrade Improvements
* Can Hold Court
* Governor: Can Hurry Specialists 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% production time for workers
* Governor: -1 Year to build improvements
* +3 discipline
* +3 discipline
=== Scholar ===
=== Scholar ===
* Can Tutor Child (Leader)
* Unlocks inquiry in capital, Can redraw techs
* Unlocks inquiry in capital, Can redraw techs
* Governor: +2 [[Science] per Archive
* +3 wisdom
* +3 wisdom
=== Diplomat ===
=== Diplomat ===
* Player alliance
* Unlocks National alliance
* Barbarian alliance
* Unlocks Tribal alliance
* +50 foreign leader opinion
* +60 foreign/tribal leader opinions
* Governor: +40 family opinion
* +3 charisma
* +3 charisma



Revision as of 19:06, 4 November 2021

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

  • +40 Training.png per unit killed
  • [All Units] Heal while Pillaging
  • General (if Leader): Can Launch Offensive
  • +3 courage

Commander

  • +10XP/year for idle unit
  • [Capital City] Can hurry unit production with orders
  • General: Same unit adjacent +20% attack and defense strength
  • General (if Leader): If Flanking +20% attack strength
  • +2 discipline
  • +2 courage

Tactician

  • +2 vision range
  • [Ranged Units] Hidden in Friendly or Neutral Trees
  • General: Immune to Critical Hit
  • General (if Leader) -20 attack and defense strength, Stuns target
  • +2 courage
  • +2 wisdom

Zealot

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

Schemer

  • Adopt child
  • Use Legitimacy to buy Orders
  • Scouts are Invisible
  • +2 Orders per War
  • +20% to all Agent Yields
  • -1 courage
  • +4 wisdom

Orator

  • +40 Religion Opinions
  • [All Cities] +2 orders per friendly family city
  • Governor: Can Hurry Projects with Orders
  • -1 discipline
  • +4 charisma

Judge

  • -50% switch law cost
  • Can Upgrade Improvements
  • Can Hold Court
  • Governor: Can Hurry Specialists with Money
  • +2 discipline
  • +2 wisdom

Builder

  • Can add urban tiles
  • Multiple workers can build improvements
  • -50% production time for workers
  • Governor: -1 Year to build improvements
  • +3 discipline

Scholar

  • Can Tutor Child (Leader)
  • Unlocks inquiry in capital, Can redraw techs
  • Governor: +2 [[Science] per Archive
  • +3 wisdom

Diplomat

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

Stats

Charisma

Courage

Wisdom

Discipline

Personality Traits