Difference between revisions of "Leaders"

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=== Hero ===
=== Hero ===
 
+50 {{icon| Training}} per unit killed
+10% strength
Can launch offensive (?)
+3 courage
=== Commander ===
=== 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 ===
=== Tactician ===
 
+1 reveal range
No extra unit consumption costs when outside borders
Critical chance +10%
+2 courage
+2 wisdom
=== Zealot ===
=== Zealot ===
 
Store up to 10 orders between turns
=== Schemer ===
Can hurry city production with {{icon| Training}} (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 ===
=== Orator ===
 
Can raise improvements
+Friendly family city +2 orders
-1 discipline
+4 charisma
=== Judge ===
=== Judge ===
 
-50% switch law cost
Can hurry specialist production with money
+2 discipline
+2 wisdom
=== Builder ===
=== Builder ===
 
Can add urban tiles
Multiple workers can build improvements
-50% train time for workers
+3 discipline
=== Scholar ===
=== Scholar ===
 
Unlocks inquiry in capital, Can redraw techs
+3 wisdom
=== Diplomat ===
=== Diplomat ===
Player alliance
Barbarian alliance
+50 foreign leader opinion
+3 charisma


== Stats ==
== Stats ==

Revision as of 04:35, 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

+50 Training.png per unit killed +10% strength Can launch offensive (?) +3 courage

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 Training.png (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

Stats

Charisma

Courage

Wisdom

Discipline

Personality Traits