Old World Reference
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Archetypes

Archetype → Attribute ↓
⚔ General Commander
⚔ General Hero
⚔ General Tactician
⚔ General Zealot
🏛 Governor Builder
🏛 Governor Diplomat
🏛 Governor Judge
🏛 Governor Orator
🏛 Governor Scholar
⌬ Spymaster Schemer
Role
Slot Eligibility
⚔ General
⚔ General⌬ Agent
⚔ General
⚔ General
🏛 Governor
🏛 Governor
🏛 Governor
🏛 Governor
🏛 Governor
⌬ 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 +3
Wisdom +4
Courage -1
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
Leader Effects
As Leader
Effect Unit Trait: Infantry → Commander Infantry
+10 XP/turn for All Units
+10 XP/Turn for all Units
50 Training/Kill
Heal while Pillaging
Effect Unit Trait: Ranged → Tactician Ranged
+2 Vision Range
+60 Opinion Religion for Leader's Religion
+60% Opinion for Leader's Religion
State Religion: Can hurry Units with Training
+1 Fatigue Limit
Can Add Urban Tiles
Multiple Worker can build Improvements
Add Urban Tile for Stone
Multiple Workers per Construction
-50% Unit Train Modifier / Worker
Can control Units in Alliance Player
+60 Foreign/Tribal Leader Opinions
+60% Foreign/Tribal Leader Opinion
Can Move Allied Units
Can Upgrade Improvements
Can Switch Laws for +100
100 Civics to Switch Laws
+40 Opinion with all Religions
Recruit Tribal Mercenary with Legitimacy
+40% All Religion Opinion
Recruit Tribal Mercs
1 Orders/Opinionfamily Friendly
Can Redraw Techs
Redraw Techs
2 Science/Archive
1 Orders per War
Invisible Unit: Scout
Use Legitimacy to buy Orders
Spend Legitimacy for Orders
1.0 Orders/Year per War
Scouts are Invisible
Slot 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
As Governor
-1 turn to build Improvements
+40 Family Opinion
Can hurry Projects & Specialists with Money
1 Happiness/Culture Level
Diplomatic 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%