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Archetypes

Archetypes

Archetype โ†’ Attribute โ†“
โš” General Commander
โš” General Hero
โš” General Tactician
โš” General Zealot
๐Ÿ› Governor Builder
๐Ÿ› Governor Diplomat
๐Ÿ› Governor Judge
๐Ÿ› Governor Orator
๐Ÿ› Governor Scholar
โŒฌ Spymaster Schemer
โ–ธRole
Slot Eligibility
โš” General
โš” GeneralโŒฌ Agent
โš” General
โš” General
๐Ÿ› Governor
๐Ÿ› Governor
๐Ÿ› Governor
๐Ÿ› Governor
๐Ÿ› Governor
โŒฌ Agent
Rating Bonus
Courage +2
Discipline +2
Courage +3
Discipline +2
Wisdom +2
Courage +4
Wisdom -1
Discipline +3
Charisma +3
Charisma +2
Discipline +2
Charisma +4
Discipline -1
Wisdom +4
Courage -1
Wisdom +3
Opposite (-60) Tactician -60 Builder -60 Commander -60 Scholar -60 Hero -60 Orator -60 Schemer -60 Diplomat -60 Zealot -60 Judge -60
Favored Laws
Autarky +20
Epics +20
Professional Army +20
Holy War +20
Slavery +20
Colonies +20
Legal Code +20
Tyranny +20
Engineering +20
Elites +20
Coin Debasement +20
Common in families
โ–ธLeader Effects
As Leader
+10 XP/turn for All Units
Infantry units: +10% Defense Modifier
50 Training/Kill
Heal while Pillaging
+2 Vision Range
Ranged units: Hide Terrain Target: Trees
Ranged units: Hide Terrain Target: Jungle
+60 Opinion Religion for Leader's Religion
State Religion: Can hurry Units with Training
+1 Fatigue Limit
Can Add Urban Tiles
Multiple Worker can build Improvements
-50% Worker Production Time
Can control Units in Alliance Player
+60 Foreign/Tribal Leader Opinions
Can Upgrade Improvements
Can Switch Laws for +100
+40 Opinion with all Religions
Recruit Tribal Mercenary with Legitimacy
1 Orders/Friendly Family
Can Redraw Techs
2 Science/Archive
1 Orders per War
Invisible Unit: Scout
Use Legitimacy to buy Orders
โ–ธSlot Effects
As General
+20% Adjacent Same Modifier
+20% Strength when adjacent to same unit
+100% Flanking Attack
Heal in Neutral Territory
Heals in Neutral Territory
Launch Offensive
Can Launch Offensive
+100% Melee Counter Percent
Stun Target for one Turn
Last Stand
Heal on Unit killed
โ€”โ€”โ€”โ€”โ€”โ€”
As Governor โ€”โ€”โ€”โ€”
-1 turn to build Improvements
+40 Family Opinion
Can hurry Projects & Specialists with Money
1 Happiness/Culture Level
โ€”โ€”
โ–ธDiplomatic Stance
Modifiers
  • Unit Build Cost +25%
  • War Probability +50%
  • Truce Probability -25%
  • Alliance Probability -50%
  • Tribe Alliance Probability -50%
  • Opinion to Same +60%
  • Unit Build Cost +25%
  • War Probability +50%
  • Truce Probability -25%
  • Alliance Probability -50%
  • Tribe Alliance Probability -50%
  • Opinion to Same +60%
  • Unit Build Cost +25%
  • War Probability +50%
  • Truce Probability -25%
  • Alliance Probability -50%
  • Tribe Alliance Probability -50%
  • Opinion to Same +60%
  • War Probability +50%
  • Truce Probability -25%
  • Alliance Probability -50%
  • Tribe Alliance Probability -50%
  • Opinion to Same +60%
  • Unit Build Cost -25%
  • War Probability -25%
  • Peace Probability +50%
  • Truce Probability +25%
  • Alliance Probability -50%
  • Tribe Alliance Probability -50%
  • Opinion to Same +60%
  • Unit Build Cost -15%
  • War Probability -25%
  • Peace Probability +50%
  • Truce Probability +25%
  • Alliance Probability +50%
  • Tribe Alliance Probability +50%
  • Opinion to Same +60%
  • War Probability -25%
  • Peace Probability +50%
  • Truce Probability +25%
  • Alliance Probability -50%
  • Tribe Alliance Probability -50%
  • Opinion to Same +60%
  • Alliance Probability -50%
  • Tribe Alliance Probability -50%
  • Opinion to Same +60%
  • Unit Build Cost -15%
  • War Probability -25%
  • Peace Probability +50%
  • Truce Probability +25%
  • Alliance Probability -50%
  • Tribe Alliance Probability -50%
  • Opinion to Same +60%
  • Alliance Probability -50%
  • Tribe Alliance Probability -50%
  • Opinion to Same +60%