Leaders

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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[edit]

Hero[edit]

  • +50 Training.png per unit killed
  • +10% strength
  • Can launch offensive which grants extra orders per adjacent military unit
  • +3 courage

Commander[edit]

  • +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[edit]

  • +1 reveal range
  • No extra unit consumption costs when outside borders
  • Critical chance +10% (all units)
  • +2 courage
  • +2 wisdom

Zealot[edit]

  • Store up to 10 orders between turns
  • Can hurry city production with Training.png (state religion cities)
  • +4 charisma
  • -1 wisdom

Schemer[edit]

  • Adopt child
  • Use legitimacy to buy orders
  • Scouts always hidden
  • Invisible in neutral trees
  • -1 courage
  • +4 wisdom

Orator[edit]

  • Can raise improvements
  • +Friendly family city +2 orders
  • -1 discipline
  • +4 charisma

Judge[edit]

  • -50% switch law cost
  • Can hurry specialist production with money
  • +2 discipline
  • +2 wisdom

Builder[edit]

  • Can add urban tiles
  • Multiple workers can build improvements
  • -50% train time for workers
  • +3 discipline

Scholar[edit]

  • Unlocks inquiry in capital, Can redraw techs
  • +3 wisdom

Diplomat[edit]

  • Player alliance
  • Barbarian alliance
  • +50 foreign leader opinion
  • +3 charisma

Stats[edit]

Charisma[edit]

Courage[edit]

Wisdom[edit]

Discipline[edit]

Personality Traits[edit]