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

  • +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