Leaders

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Revision as of 19:45, 19 November 2021 by 46.98.109.134 (talk) (→‎Judge)
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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 discipline
  • +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 courage
  • -1 wisdom

Schemer

  • Adopt child
  • Use Legitimacy to buy Orders (5 Orders per 1 Legitimacy)
  • 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 (spend 100 Training.png to gain Civics.png)
  • Governor: Can Hurry Specialists with Money
  • +2 discipline
  • +2 charisma

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