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 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 (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