Difference between revisions of "Leaders"
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(Undocumented change in update #95 v1.0.62020) |
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(7 intermediate revisions by 5 users not shown) | |||
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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 +100% attack strength | ||
* +2 discipline | * +2 discipline | ||
* +2 courage | * +2 courage | ||
Line 44: | Line 44: | ||
=== Schemer === | === Schemer === | ||
* Adopt child | * Adopt child | ||
* Use Legitimacy to buy Orders ( | * Use Legitimacy to buy Orders ( 10 {{icon| Orders}} per 2 Legitimacy ) | ||
* Scouts are Invisible | * Scouts are Invisible | ||
* + | * +1 {{icon| Orders}} per War | ||
* + | * +10% to all Agent Yields | ||
* -1 courage | * -1 courage | ||
* +4 wisdom | * +4 wisdom | ||
Line 53: | Line 53: | ||
=== Orator === | === Orator === | ||
* +40 Religion Opinions | * +40 Religion Opinions | ||
* [All Cities] + | * [All Cities] +1 {{icon| Orders}} per friendly family city | ||
* Governor: | * Governor: +1 {{icon| Happiness}} per Culture Level | ||
* -1 discipline | * -1 discipline | ||
* +4 charisma | * +4 charisma | ||
=== Judge === | === Judge === | ||
* | * 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 per unit killed
- [All Units] Heal while Pillaging
- General: Can heal on neutral territory
- General (if Leader): Can Launch Offensive for 600
- +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
- +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 per 2 Legitimacy )
- Scouts are Invisible
- +1 per War
- +10% to all Agent Yields
- -1 courage
- +4 wisdom
Orator[edit]
- +40 Religion Opinions
- [All Cities] +1 per friendly family city
- Governor: +1 per Culture Level
- -1 discipline
- +4 charisma
Judge[edit]
- Switch law costs 100
- Workers can Upgrade Improvements
- Can Hold Court (spend 100 to gain )
- Governor: Can Hurry Projects, Specialists with
- +2 discipline
- +2 charisma
Builder[edit]
- Workers can build urban tiles for 10 (20 on Hill)
- Multiple workers can build improvements
- -50% production time for workers
- Governor: -1 Year to build improvements
- +3 discipline
Scholar[edit]
Diplomat[edit]
- Unlocks National alliance
- Unlocks Tribal alliance
- +60 foreign/tribal leader opinions
- Governor: +40 family opinion
- +3 charisma
Stats[edit]
- REDIRECT Character Ratings