Characters

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Imperator: Rome tutorial #5 - Characters.
The character view, provides ways to interact with character as well as showing summary view of family, rivals and friends.

In addition to and separate from pops, Imperator: Rome defines individual characters. The characters in Imperator are deeply detailed, and together with the pops and the politics are part of what makes a vibrant living world. They have portraits that age gradually, with lots of different ethnicities covering the world. Characters occupy Position positions and serve as the rulers, advisors, governors, generals, and more who run the country and its administration, but also have fickle Loyalty.png loyalty and must be kept either loyal or in check lest they become discontent and use their considerable resources to start a Civil war.png civil war.

Name[edit]

Every character has a name by which they are normally identified, partly assigned at birth, partly inherited from the character's parents, and partly given over the course of a character's life. A character's name can be divided into 4 distinct parts, usually arranged in the following structure:

[Given name] [Regnal Number] [Nickname] [Family name]

Italic characters have a special naming system that reflects Roman naming conventions, with the cognomen (nickname) coming last and simplified names for females. Male Italic characters then use following naming structure:

[Given name] [Regnal Number] [Family name] [Nickname]

Female Italic characters use following naming structure:

[Family name] [Given name (Number)] [Regnal Number] [Nickname]

Given name[edit]

A character's primary name is their given name, or praenomen, which is assigned at birth (or when created) and is usually randomly chosen from a list of names determined by the character's culture group, but can also be manually set or changed for children born to the current Leader.png ruler. This is the main name that characters are usually referred to by.

Italic female characters are not assigned a usual praenomen. Instead, they are given a Latin number based on their order of birth, with the first daughter being "Prima", the second being "Secunda", the third being "Tertia", and so forth. Their given name is also placed after the family name, unlike with Italic male characters.

Family name[edit]

When a character is born, he or she will typically take on the family name of his or her father, identifying the family that the character comes fsrom. Depending on the culture, the family name may differ slightly between male and female forms. Children of minor characters will not receive a family name, and are known only by their given names.

Randomly generated minor characters will instead take a random name from the family name list of their culture group. Due to the relatively small number of possible family names for many culture groups, it is common to see unrelated characters with the same family name.

Nickname[edit]

Main article: Cognomen

Characters may gain a nickname or cognomen (for Italic-cultured characters) that references one of the characteristics or accomplishments, typically given to victorious Office generals after a triumph or granted to a Office governor, as well as through certain events. Characters of the Italic culture group have a more sophisticated system where cognomen can be gained when reaching adulthood and inherited from father to son, as well as being placed at the end of the name.

A character can only have one nickname at a time; if a character acquires a new nickname, the old one will be removed.

Regnal Number[edit]

Rulers of monarchies have a regnal number that distinguishes them from previous (and future) monarchs with the same name. Regnal numbers are in Roman numerals and usually counted starting from the beginning of the game, with the starting ruler receiving the regnal number I, though certain countries start with with a list of already used regnal names and numbers to ensure a historical naming scheme.

Stats[edit]

Every character has a large range of stats that determine their skills and standing across all sorts of different fields, each with a different effect.

Primary[edit]

Main article: Attributes

The 4 main stats, or attributes, represent the character's skills and ability in some of the most important facets of serving an office and ruling a country. Attributes are mostly fixed and generally will not vary much over the course of the game after a character reaches adulthood, unless they are seriously injured.

  • Military power.png Martial represents a character's ability to fight and lead troops. Characters with high martial skills make excellent generals.
  • Civic power.png Finesse represents a character's skill in disciplines requiring a high attention to detail. High finesse characters make excellent governors.
  • Oratory power.png Charisma is a character’s ability to charm and persuade others.
  • Religious power.png Zeal is a character's ability to inspire faith in other characters, and also in calling upon the favour of the gods.

Secondary[edit]

Secondary stats are more diverse and represent everything about a character from how well known or liked they are to their current health or loyalty to the state. Most of these are generally less important than a character's primary attributes, but should still be taken into consideration when appointing a character to an office or deciding whether or not they might become a threat.

  • Age Age is a requirement for many parts of public life, from education to taking office. A character reaches adulthood at 16, though many types of republic have age requirements significantly above that for their rulerships, and older characters will become increasingly susceptible to terminal illnesses.
  • Health.png The Health stat of a character ranges from 0 to 100, and is increased or decreased by various traits. If the health of a character reaches 0, that character will die. Using the Seek Treatment character interaction will increase the health of the character with a chance of permanently injuring the character.
  • Statesmanship Statesmanship represents how experienced the character is in the matters of government. It is accumulated over time by holding jobs and offices as well as the Civic power.png finesse attribute and some traits, and determines how effectively attributes are applied towards Office government offices.
  • Prominence.png Prominence represents the fame of the character. Jobs and titles help bring characters to public attention, and make it more likely that they will be elected in republics.
  • Popularity.png Popularity is a measure of how the people see the character. In republics high popularity characters are more likely to be elected leader of the republic and will have higher Senate influence senate influence. However even monarchies cannot ignore popular people - and monarchs must be mindful of their own popularity.
  • Loyalty.png Loyalty is a measure of a character's loyalty to the state. Disloyal characters are more likely to cause problems to a ruler than loyal ones, will refuse to listen to orders, and can even drive a realm towards Civil war.png civil war. However even the most loyal of characters has their limit.
  • Corruption.png Corruption is a measurement of this character’s willingness to engage in underhanded practices. Greed, bribery and the bending of rules come hand-in-hand with high corruption. Corrupt characters will take more than their Monthly wage modifier.png wage would normally be and are likely to anger provinces under their control.
  • Holding Holdings provide Wealth income and Power base power base to a character, and are usually concentrated among the family heads. However characters may also invest in territories they have a personal connection to.
  • Cost Wealth: Every character can accumulate money based on their jobs and holdings, which can be used to further their personal ambitions.
  • Power base Power Base represents how much influence a character has in a country, and is accumulated from many different sources, such as Position jobs and offices, Holding holdings, Loyalty gain chance.png commanded and loyal cohorts, governorships, Family prestige family prestige (applied to family heads only), and more.
  • Election term.png Succession Support determines who will become ruler when the current ruler dies or finishes their term. How this is calculated depends on the ruler type: monarchies determine this entirely by familial relationships, republics by popularity, prominence, family prestige, and faction support, and tribes by the value of the character's attributes.
  • Party oligarchic.png Party traditionalist.png Party democratic.png Party optimates.png Party boni.png Party populares.png Faction Conviction: In a republic, every adult character has a predilection for each of the 3 senatorial factions, with the current value the sum of the total accumulated predilection so far. The amount gained (or lost) per month depends largely on the character's traits, attributes, and other characteristics, and they will join whichever faction they have the highest conviction for.
  • Senate influence Senatorial Influence: The number of seats that a faction controls is determined by the total senatorial influence of its members. Senatorial influence is largely determined by a character's Power base power base, but can also be increased by Popularity.png popularity and a number of traits, while governors and generals will find it hard to effectively exert their influence far away from the capital.

Relationships[edit]

Most characters will have different relationships with various other characters, whether inherited through blood and marriage or developed through interactions. These relationships are important in determining how characters interact with each other, and the ruler's relationships are particularly important for Loyalty.png loyalty and the functioning of the realm.

Spouse[edit]

See also: Consort

Every adult character can have one spouse of the opposite gender. Characters will generally only marry within their own country, although it is possible for a marriage to be arranged between the ruling families of two different monarchies. A character will usually only have children with their spouse and will not reproduce if unmarried, although there are some events where bastards can appear, mostly firing for the ruler. Marriage of the ruling character and close relatives in a player-controlled realm is handled through the Arrange Marriage interaction. Incestuous marriages between close family members (parents, siblings, children, and grandchildren) are forbidden unless the Law familial marriage.png Familial Marriage monarchy law is enabled.

In monarchies, the choice of spouse is particularly important as the consort is an official position that can contribute their attributes over that of the ruler if they are higher.

Relatives[edit]

Characters have relatives as determined by their familial relations, with the parents, siblings, and children displayed directly in the interface. The main importance of relatives are in monarchies, where succession is determined by family relations with the exact rules depending on the Succession Law. Close family members of the ruler - parents, siblings, children, and grandchildren, even if not of the ruler's family - can be married off with the Arrange Marriage interaction. Bloodline traits can also only be passed down from parent to child, with the exact rules depending on the trait. If they are currently minor characters, it is also significantly cheaper to adopt certain close relatives - children and siblings - into the ruling family.

Friends[edit]

Every character can have a certain number of friends, controlled by the Max friends max friends modifier. Friends tend to be loyal and supportive of each other, such as supporting the government if friendly with the ruler and moving to support the other side in a civil war if one of their friends goes into rebellion.

Friends of the ruler get the following modifiers:

  • Loyalty.png +15 Loyalty
  • Family prestige +0.01 Monthly Family Prestige
  • Law agnatic.png +50 Primary Heir Attraction
  • Party optimates.png Monthly Optimates Conviction: +0.01
  • Party oligarchic.png Monthly Oligarchic Conviction: +0.01
  • Monthly Conviction for Ruler Faction: +0.10

It is generally useful for the ruler to make friends with other powerful characters in the realm, such as family heads and strong generals and governors, especially those with a somewhat lower Loyalty.png loyalty who could use the buffer. In particular, making friends with family heads may give you opportunities to revoke their most populous holdings, reducing their income and power base.

Friendships between the rulers of two different countries will increase mutual relations by Opinion 25 opinion, making it useful for increasing opinion a little higher for diplomatic action approval if relations have already been fully improved and gifts sent. Foreign characters can also be recruited to join a country's court if they are friends with the ruler, at the cost of Aggressive expansion.png aggressive expansion.

Friend event.jpg

The ruler can make friends using the Make Friends character interaction, as long as they have friend slots remaining. When you start befriending someone, you will be presented with several events, where each option provides different amounts of progress. You need to choose either:

  • 2 large options
  • 3 moderate
  • 1 large, 1 moderate, 1 small

This process might cost you up to 100 gold or 5000 manpower or increase tyranny by 5.

Friendships can be ended at any time with the Remove Friend character interaction.

Rivals[edit]

Every character can have a certain number of rivals, controlled by the Max rivals max rivals modifier. Rivals dislike each other and will tend to take aggressive actions and schemes against each other, up to and including assassinations.

Rivals of the ruler get the following modifiers:

  • Loyalty.png -10 Loyalty
  • Family prestige -0.10 Monthly Family Prestige
  • Law agnatic.png -25 Primary Heir Attraction
  • Monthly wage on character modifier.png -10% Monthly Wage
  • Monthly Conviction for Ruler Faction: -0.10

Rivalry does not have as strong a loyalty impact as friendship does, but it is nonetheless recommended to generally avoid rivalries with powerful characters.

If two country rulers are rivals, each country will get Opinion -50 opinion of each other, significantly impairing relations.

In addition to as an effect of various events, rivalries can be started at any time with the Make Rival interaction as long as there are rivalry spots remaining. Making a domestic rival costs Popularity.png 5 popularity, while making a rival of a foreign ruler requires the Opinion relations be below 0. A domestic rival can be removed at any time with the Remove Rival interaction at the cost of Political influence.png 30 political influence, and a foreign rival if Opinion relations are above 0.

Family[edit]

Most characters in a country are part of a major family. Members of a family are usually related to each other and children will inherit the family of their primary parent (usually the father), but it is also possible for characters to join a major family through adoption.

Characters in a major family will automatically marry shortly after they reach adulthood, with the main exception of the ruling family of a player-controlled country. Members of the ruling family will never marry except through the Arrange Marriage interaction; as only close relatives of the ruler can marry using this interaction, this means that more distantly related family members will generally not marry. This is generally most problematic in monarchies as the ruling family rotates in republics and tribes, and means that without intervention, the ruling family will typically shrink to become much smaller than the other families, limiting the talent pool that can be drawn from when giving out positions to appease the ruling family. This can be dealt with either by constantly adopting promising minor characters or marrying close relatives, particularly sisters, daughters, or granddaughters to more distantly related members of the family to ensure they reproduce.

Characters that are part of the ruling family get Prominence.png +0.01 monthly prominence and Law agnatic.png +10 primary heir attraction.

Expected number of positions[edit]

Main article: Position#Mechanics

Major families expect to have their members hold a certain proportion of all currently held assignable positions in order to be content. Any family that does not hold its expected number of positions is considered Scorned family scorned, which gives a significant loyalty malus, while a family that instead holds at least double the number of expected positions is Grateful family grateful, which gives a number of bonuses. Ensuring that all families are content, even if this requires appointing less-skilled but more politically connected characters to important positions, is an important part of character and family management.

Family prestige[edit]

Family prestige Every family has an associated prestige value, which represents how prominent the family has been throughout the country's history. Prestige is accumulated passively from all the positions, wealth and cohorts controlled by the family's members; prestige can also be increased from various events. The primary effect of prestige is to increase the modifiers given to the head of the family based on how much prestige the family has compared to all the other families, with the most important modifier being Power base power base. Deify ruler cost modifier.png Apotheosis with the Magna Graecia (DLC).png Magna Graecia DLC also requires the family of the deified ruler to have at least Family prestige 800 prestige.

Head of family[edit]

Each major family has a head, usually the oldest member of the family; the main exception is the ruling family of monarchies, which is always helmed by the ruler. The head of each major family gets the following modifiers for each percentage of the total Family prestige family prestige in the country that the family has:

  • Prominence.png +0.25 Prominence
  • Power base +1.2 Power Base
  • Statesmanship +0.001% Monthly Statesmanship
  • Loyalty gain chance.png +0.005% Loyalty Gain Chance
  • Senate influence -0.75% Senate Influence
  • Party optimates.png Monthly Optimates Conviction: +0.0015
  • Party oligarchic.png Monthly Oligarchic Conviction: +0.0015

Clan chiefs.png Clan chiefs in tribal nations have a somewhat different set of modifiers.

Additionally, all holdings pass to the head of the family when a character dies, which means that heads of families tend to have the highest Wealth wealth and Power base power base in the country, even before considering positions. It is therefore dangerous to appoint them as governors or generals, as the Loyalty.png loyalty impact of their very high power base means that it will be difficult to keep them consistently loyal. Appointing them as a researcher or to a government office is recommended if they need to be given a position, as those do not increase power base and matter less if they become disloyal.

When a country is conquered or annexed, three family heads from the conquered state can be invited to join the conqueror's court as minor characters, along with a few of their family members. All other characters will be executed or disappear into obscurity.

Number of families[edit]

The maximum number of major families in a country depends on its rank, ranging from 3 for Country rank 2.png City States and Country rank 3.png Local Powers to 5 for Country rank 6.png Great Powers. In tribes, the number of families is instead the number of Clan chiefs.png clan chiefs, which is generally the same as the number of families for other government forms, except for Country rank 5.png Major Powers.

If the number of major families is less than the maximum - usually after rising in rank - then an event will trigger creating a new family from one of the 3 most powerful minor characters in the country. Similarly, if the number of major families is higher than the maximum, then one of them will fall from grace and all of its members will be demoted to minor characters.

Minor characters[edit]

Characters that are not part of a major family are considered minor characters. Minor characters do not have a family head and do not benefit from the effects of Family prestige family prestige, which generally means that they are unlikely to accumulate a large Power base unless granted a particularly large army or region to govern. They will also not marry automatically and usually do not have a family, although it is possible to manually marry relatives of the ruler to them like with any other unmarried adult character.

Minor characters will automatically appear in the court from time to time and might be of any existing culture or religion in the country, though they will still generally be of the primary culture and religion. In tribes and monarchies they can be adopted into the ruling family at any time with a base cost of Family prestige 10% of the family's current prestige and Legitimacy.png 10 legitimacy (more if the character has a high Power base power base); other families may also adopt minor characters if their size becomes too small.

Positions[edit]

Main article: Position

One of the main roles of characters are to be assigned to various Position positions in a country. Besides being the ruler of a country, they could be assigned to govern a province, command an army, handle research, or be given a role in the government, providing various bonuses depending on their traits and attributes and the position they are assigned to in exchange for Monthly wage modifier.png pay, Prominence.png prominence, and Power base increased power base. Major families will always expect to hold a certain percentage of all positions in the realm, and can become grateful if they are given much more than expected. Managing the family composition, loyalty, and competence of position holders is an important part of internal management and ensuring a stable, prosperous realm.

Positions in the government include:

  • Ruler
  • Co-Ruler and Consort
  • Government Offices
  • Researcher
  • Governor
  • General
  • Admiral

Power Base[edit]

Power base A character's power base represents the weight of influence a character has, though his/her wealth, connections, commanded and loyal soldiers, and level of authority. Every unit of Power base power base decreases a character's Loyalty.png loyalty by 0.5, making power base one of the most important factors decreasing Loyalty.png character loyalty, and if the proportion of Disloyal power base disloyal power base is higher than the Civil war threshold civil war threshold, the country will progress towards a Civil war.png civil war. In republics, a character's Power base power base is also the base from which Senate influence senatorial influence is calculated. Generally, a close eye should always be kept on characters with a high Power base power base, keeping them as Loyalty.png loyal as is feasible (or at least above the disloyalty threshold with some buffer to spare) while being sure not to give them any positions that would result in even higher Power base power base (as that can bring the Loyalty.png loyalty penalty from high Power base power base up to unmanageable levels).

The main sources of power base are:

  • +2 from all Position positions (including Leader.png rulers, co-rulers, consorts, primary heirs, offices, researchers, governors, generals, admirals, and party leaders)
  • +1.2 to heads of family for each percentage of the total Family prestige family prestige in the country their family has
  • +0.2 to the Leader.png ruler for each percentage of the country's Population.png population in the Country capital.png capital region
  • +1 to Position governors for each percentage of the country's Population.png population in their governorship
  • +1 to Position generals for each percentage of the country's Land combat.png army under their command, not including any Loyalty gain chance.png cohorts loyal to the commander, up to a maximum of +4 per commanded cohort
  • +1 to for each percentage of the country's Land combat.png army that are Loyalty gain chance.png cohorts loyal to the character, even if under the command of another character (does not apply for the cohorts loyal to the Leader.png ruler), up to a maximum of +4 per loyal cohort
  • +1 for the character's number of Loyalty gain chance.png loyal veteran cohorts as a percentage of the country's Land combat.png army size, up to a maximum of +4 per loyal veteran cohort
  • +0.1 for each percentage of the country's Naval combat.png ships commanded by an admiral, up to a maximum of +1 per commanded ship
  • +0.5 for each percentage of the country's Local.png territories held as Holding holdings, up to a maximum of +10 per holding

Traits[edit]

Traits represent different facets of a character's personality, lifestyle, abilities, conditions, and more, and have a significant effect on a character's attributes and ability to perform in Position positions, as well as affecting how they respond to events (particularly for the AI).

Most traits have base effects on character attributes and stats that are always active, but some also give modifiers that are only active when the character holds a position like being the Leader.png ruler or a Position general. These position-specific modifiers affect the target of the position - the army or navy for Position generals and Position admirals, the region for Position governors, and the entire country for Leader.png rulers.

Traits can be categorized into one of four categories:

  • Personality
  • Military
  • Health
  • Status

Some traits, particularly personality traits, have opposites that they are mutually exclusive with. A character will never have two traits that are opposite with each other at the same time; if a character gets a new trait whose opposite it currently has, the opposite trait will be immediately removed.

Personality traits[edit]

The most general type of trait that describes the character's personality, such as being Brave or Coward(ly), or Cruel or Merciful. Personality traits typically have the widest variety of effects, and almost all characters have at least one or two of these.

Trait Personal Ruler Governor General Opposites Description & Notes
Abrasive Abrasive
  • Max rivals Max Rivals: +1
  • Senate influence Senate Influence: -15%
  • Loyalty.png Loyalty: -5
  • Tributary opinion of us.png Subject Opinion of Us: −5
Good natured Good Natured Some people just can't get along with anyone.
Ambitious Ambitious
  • Military power.png Martial: +1
  • Civic power.png Finesse: +1
  • Oratory power.png Charisma: +1
  • Religious power.png Zeal: +1
  • Loyalty gain chance.png Cohort Loyalty Gain Chance: +25%
  • Prominence.png Prominence: +20
  • Senate influence Senate Influence: +10%
  • Change governor policy cost.png Attraction as Heir +1
  • Statesmanship Monthly Statesmanship: +0.10%
  • Party populares.png Monthly Populares Conviction: +0.05
  • Party oligarchic.png Monthly Oligarchic Conviction: +0.05
  • Loyalty.png Loyalty: -5
Content Content Whereas some view the ladder to the top as a challenge, [CHARACTER.GetPraenomen] prefers to see it as firewood.

Characters with this trait will be more likely to murder their way to the top.

Arbitrary Arbitrary
  • Civic power.png Finesse: −1
  • Holding Holdings Income: −10%
  • Party boni.png Monthly Boni Conviction: -0.05
  • Party populares.png Monthly Populares Conviction: +0.15
  • Party democratic.png Monthly Democrats Conviction: +0.05
  • Stability.png Monthly Stability Change: −0.05
Just Just When it really comes down to it, does anyone really care what is right or wrong?
Arrogant Arrogant
  • Oratory power.png Charisma: −1
  • Prominence.png Prominence: +10
  • Monthly conviction for head of family party.png Conviction towards Head of Family's Faction: -0.15
  • Party optimates.png Monthly Optimates Conviction: +0.10
  • Party boni.png Monthly Boni Conviction: -0.05
  • Party oligarchic.png Monthly Oligarchic Conviction: +0.05
  • Loyalty.png Loyalty: -10
  • Political influence.png Monthly Political Influence: -0.25
Modest Modest [CHARACTER.GetPraenomen] is quite simply the best at everything [CHARACTER.GetSheHe] puts [CHARACTER.GetHerHis] hand to.
Assertive Assertive
  • Prominence.png Monthly Prominence: +0.05
  • Statesmanship Monthly Statesmanship: +0.10%
  • Monthly conviction for head of family party.png Conviction towards Head of Family's Faction: -0.10
  • Commerce value.png National Commerce Income: +5%
  • Commerce value.png Province Commerce: +5%
Submissive Submissive Quick in thought, word and deed, [CHARACTER.GetPraenomen] knows the best way to navigate most situations.
Benefactor Benefactor
  • Popularity.png Monthly Popularity: +0.05
  • Change governor policy cost.png Attraction as Heir: +1
  • Party populares.png Monthly Populares Conviction: +0.10
  • Party democratic.png Monthly Democratic Conviction: +0.15
  • Slave happiness National Slave Happiness: +8%
  • Slave happiness Local Slave Happiness: +8%
Harsh Harsh Whilst there may be no such thing as true altruism, [CHARACTER.GetPraenomen] comes awfully close.
Blunt Blunt
  • Oratory power.png Charisma: −1
  • Senate influence Senate Influence: -5%
  • Improve opinion maximum Improve Opinion Maximum: −25%
Silver tongued Silver Tongued Sometimes, facts are just facts.
Cautious Cautious
  • Military power.png Martial: −1
  • Party optimates.png Monthly Optimates Conviction: +0.10
  • Party boni.png Monthly Boni Conviction: +0.10
  • Loyalty.png Loyalty: +5
  • Reinforcement speed.png Reinforcement Speed: +5%
  • Land morale recovery.png Army Morale Recovery: +5%
Reckless Reckless Even the best laid plans can fail without due diligence.
Chaste Chaste
  • Fertility.png Fertility: -0.20
  • Party boni.png Monthly Boni Conviction: +0.05
Lustful Lustful [CHARACTER.GetPraenomen] considers [CHARACTER.GetHerHis] body an unassailable temple of virtue and honor. So does everyone else.
Cold Cold
  • Max friends Max Friends: −1
  • Oratory power.png Charisma: −1
  • Party optimates.png Monthly Optimates Conviction: +0.10
  • Bribe character cost.png Assassinate Cost: −25%
Loving Loving One could liken the heart of [CHARACTER.GetName] to the icy rocks upon which Prometheus was bound, and yet still be considered generous.
Content Content
  • Prominence.png Prominence: −10
  • Party boni.png Monthly Boni Conviction: +0.10
  • Party traditionalist.png Monthly Traditionalist Conviction: +0.15
  • Content Loyalty: {[green|+10}}
Ambitious Ambitious Ambition just doesn't come naturally to some. [CHARACTER.GetPraenomen] is all the happier for it.
Corrupt Corrupt
  • Corruption.png Corruption: +10
  • Senate influence Senate Influence: +10%
  • Party boni.png Monthly Boni Conviction: -0.15
  • Party populares.png Monthly Populares Conviction: +0.10
  • Party oligarchic.png Monthly Oligarchs Conviction: +0.10
  • National tax National Tax: +10%
  • Enslavement efficiency.png Enslavement Efficiency: +1%
Righteous Righteous One can go about things in the right way, or the profitable one. [CHARACTER.GetPraenomen] knows the truth of the matter.

Characters with this trait will be more likely to engage in theft.

Crafty Crafty
  • Corruption.png Corruption: +20
  • Civic power.png Finesse: +2
  • Senate influence Senate Influence: +10%
  • Statesmanship Monthly Statesmanship: +0.05%
  • Party populares.png Monthly Populares Conviction: +0.05
  • Party democratic.png Monthly Democrats Conviction: +0.05
  • Enslavement efficiency.png Enslavement Efficiency: +2%
Guileless Guileless Wheedling, conniving, and cunning, may not be attractive qualities, but they're never unhelpful ones.
Cruel Cruel
  • Oratory power.png Charisma: −1
  • Party boni.png Monthly Boni Conviction: -0.05
  • Party oligarchic.png Monthly Oligarchs Conviction: +0.05
  • Tyranny Monthly Tyranny: -0.02
  • Slave output Local Slave Output: +6%
  • Enslavement efficiency.png Enslavement Efficiency: +3%
Merciful Merciful Suffering and productivity come hand in hand. That is, according to [CHARACTER.GetPraenomen] at least.

Characters with this trait are more likely to murder their way to the top.

Deceitful Deceitful
  • Corruption.png Monthly Corruption: +0.05
  • Civic power.png Finesse: +1
  • Loyalty.png Loyalty: -10
Honest Honest The truth may be honorable, but, at least according to [CHARACTER.GetPraenomen], it doesn't get you very far.

Characters with this trait will be more likely to engage in theft.

Devout Devout
  • Party boni.png Monthly Boni Conviction: +0.10
  • Party traditionalist.png Monthly Traditionalists Conviction: +0.15
  • Loyalty.png Loyalty: +5
  • Omen.png Omen Power: +5%
  • Invoke devotio.png Invoke Devotio Cost: −10%
Lapsed Lapsed Prayer can be a source of hope in dark times. Luckily for [CHARACTER.GetPraenomen], it is often dark.
Dumb Dumb
  • Civic power.png Finesse: −2
  • Statesmanship Monthly Statesmanship: -0.05%
  • Monthly conviction for head of family party.png Conviction towards Head of Family's Faction: +0.05
  • Loyalty.png Loyalty: +05
Intelligent Intelligent [CHARACTER.GetPraenomen] was never one for the intellectual pursuits.
Energetic Energetic
  • Civic power.png Finesse: +1
  • Military power.png Martial: +1
  • Statesmanship Monthly Statesmanship: +0.05%
Lazy Lazy [CHARACTER.GetPraenomen] always puts in double the effort - even when sleeping.

Characters with this trait will be able to commit certain acts like theft, gambling, and murder, more frequently.

Foolish Foolish
  • Civic power.png Finesse: -1
  • Holding Holdings Income -2%
Shrewd Shrewd The only person unaware of just how gullible [CHARACTER.GetPraenomen] is, seems to be [CHARACTER.GetPraenomen] [CHARACTER.GetHerselfHimself].

Characters with this trait will be more likely to engage in pit-fighting.

Forgiving Forgiving
  • Civic power.png Finesse: −1
  • Oratory power.png Charisma: +1
  • Party democratic.png Monthly Democratic Conviction +0.05
  • Loyalty.png Loyalty: +5
  • Tyranny Monthly Tyranny: −0.05
Vengeful Vengeful No crime, no barbed insult, or any manner of offense, is too great for the clemency of [CHARACTER.GetPraenomen].
Founder Founder
  • Change governor policy cost.png Attraction as Heir: +1
  • Party optimates.png Monthly Optimates Conviction: +0.10
  • Party boni.png Monthly Boni Conviction: +0.05
  • Party democratic.png Monthly Democratic Conviction: +0.05
  • Build cost.png Build Cost: −10%
  • Stability.png Monthly Stability Change: +0.02
  • Citizen output Local Citizen Output: +6%
Incapable Incapable [CHARACTER.GetPraenomen] has vision the likes of which has not been seen since the days of Solomon, Romulus, or the great Pharaohs of old.
Generous Generous
  • Popularity.png Monthly Popularity: +0.05
  • Senate influence Senate Influence: +10%
  • Holding Holdings Income: -25%
  • Party populares.png Monthly Populares Conviction: +0.10
  • Party democratic.png Monthly Democratic Conviction: +0.15
  • Citizen happiness National Citizen Happiness: +8%
  • Citizen happiness Local Citizen Happiness: +4%
  • Freeman happiness Local Freeman Happiness: +4%
  • Selfish Selfish
  • Miserly Miserly
The simple act of aiding others, is often reward enough for [CHARACTER.GetPraenomen].
Good natured Good Natured
  • Max friends Max Friends: +1
  • Party boni.png Monthly Boni Conviction: +0.10
  • Party democratic.png Monthly Democratic Conviction: +0.05
  • Loyalty.png Loyalty: +5
  • Tributary opinion of us.png Subject Opinion of Us: +5
Abrasive Abrasive A pleasant demeanor and polite acknowledgments go a long way towards making friends.


Gluttonous Greedy
  • Oratory power.png Charisma: −1
  • Party optimates.png Monthly Optimates Conviction: +0.10
  • Party boni.png Monthly Boni Conviction: -0.05
  • Party traditionalist.png Monthly Traditionalist Conviction: -0.05
  • Global population growth.png Local Population Growth: +0.02%
:Self-controlled Self-controlled Nobody would ever dare accuse [CHARACTER.GetPraenomen] of moderation or self-control.

Referred to in game code as gluttonous.

Guileless Guileless
  • Corruption.png Monthly Corruption: −0.1
  • Civic power.png Finesse: −2
  • Holding Holdings Income: -1%
  • Party boni.png Monthly Boni Conviction: +0.05
  • Party traditionalist.png Monthly Traditionalists Conviction: +0.05
Crafty Crafty It's worrying when even the sheep can pull wool over one's eyes.
Harsh Harsh
  • Popularity.png Monthly Popularity: −0.05
  • Statesmanship Monthly Statesmanship: +0.05%
  • Party boni.png Monthly Boni Conviction: -0.05
  • Party oligarchic.png Monthly Oligarchic Conviction: +0.05
  • Slave output National Slave Output: +3%
  • Slave output Local Slave Output: +6%
Benefactor Benefactor While many would employ a mild punishment to fit a mild crime, [CHARACTER.GetPraenomen] considers mild punishment a crime in itself.

Characters with this trait will be more likely to murder their way to the top.

Honest Honest
  • Corruption.png Monthly Corruption: −0.05
  • Party boni.png Monthly Boni Conviction: +0.05
  • Party democratic.png Monthly Democratic Conviction: +0.05
  • Local output National Tribesmen Output: +3%
Deceitful Deceitful Even the thought of deception is enough to confuse [CHARACTER.GetPraenomen].

Characters with this trait will never accept a bribe.

Humble Humble
  • Oratory power.png Charisma: +1
  • Change governor policy cost.png Attraction as Heir: -1
  • Party boni.png Monthly Boni Conviction: +0.10
  • Party traditionalist.png Monthly Traditionalist Conviction: +0.15
  • Tribute income.png Tribute Income: −10%
  • Freeman output Local Freeman Output: +3%
Proud Proud A healthy respect for one's own place in the grand scheme of things, is what keeps [CHARACTER.GetPraenomen] going.
Incapable Incapable
  • Civic power.png Finesse: −2
  • Holding Holdings Income: -5%
  • Party boni.png Monthly Boni Conviction: -0.05
  • Popularity.png Monthly Ruler Popularity Gain: −0.10
  • Citizen output Local Citizen Output: −5%
Founder Founder Some people, you just can't trust to do anything right.
Intelligent Intelligent
  • Civic power.png Finesse: +1
  • Statesmanship Monthly Statesmanship: +0.10%
  • Loyalty.png Loyalty of Governors +5
Dumb Dumb A mind like no other can solve problems beyond our understanding. A mind like no other, can also create them.
Jealous Jealous
  • Oratory power.png Charisma: −1
  • Monthly conviction for head of family party.png Conviction towards Head of Family's Faction: -0.05
  • Party boni.png Monthly Boni Conviction: -0.05
  • Smear reputation cost Smear Reputation Cost: −25%
Secure Secure Never quite happy with [CHARACTER.GetHerHis] lot in life, [CHARACTER.GetPraenomen] takes more than a little pleasure in coveting the possessions of others.
Just Just
  • Civic power.png Finesse: +1
  • Party boni.png Monthly Boni Conviction: +0.15
  • Party democratic.png Monthly Democrats Conviction: +0.05
  • Stability.png Monthly Stability Change: +0.02
  • Civilization.png Monthly Civilization Change: +0.01%
Arbitrary Arbitrary [CHARACTER.GetPraenomen] has become almost legendary for [CHARACTER.GetHerHis] calm, unbiased opinions.
Kindly Kindly
  • Party populares.png Monthly Populares Conviction: +0.05
  • Party democratic.png Monthly Democrats Conviction: +0.05
  • Freeman output National Freeman Output: +3%
  • Loyalty gain chance.png Cohort Loyalty Gain Chance: +2%
Uncaring Uncaring A truer soul there never was, than [CHARACTER.GetName].
Lapsed Lapsed
  • Party boni.png Monthly Boni Conviction: -0.10
  • Party populares.png Monthly Populares Conviction: +0.05
  • Party traditionalist.png Monthly Traditionalists Conviction: -0.10
  • Party democratic.png Monthly Democrats Conviction: +0.05
  • Loyalty.png Loyalty: -10
  • Omen.png Omen Power: −10%
Devout Devout Once a fervent believer, [CHARACTER.GetPraenomen] abandoned [CHARACTER.GetHerHis] faith long ago.
Lazy Lazy
  • Civic power.png Finesse: −1
  • Military power.png Martial: −1
  • Monthly conviction for head of family party.png Conviction towards Head of Family's Faction: +0.05
  • Party traditionalist.png Monthly Traditionalist Conviction: +0.05
Energetic Energetic If a job is worth doing, [CHARACTER.GetPraenomen] will not be the one to do it.
Loving Loving
  • Max friends Max Friends: +1
  • Oratory power.png Charisma: +1
  • Diplomatic relations.png Diplomatic Relations: +1
Cold Cold A warm heart and kind gaze can always be found with [CHARACTER.GetPraenomen].
Lustful Lustful
  • Fertility.png Fertility: +0.20
  • Party boni.png Monthly Boni Conviction: -0.05
  • Loyalty.png Loyalty: -5
Chaste Chaste An amorous lifestyle has many benefits, and many drawbacks. [CHARACTER.GetPraenomen] recognizes only the former.
Merciful Merciful
  • Oratory power.png Charisma: +1
  • Party boni.png Monthly Boni Conviction: +0.05
  • Party traditionalist.png Monthly Traditionalists Conviction: +0.05
  • Tyranny Monthly Tyranny: -0.05
  • Freeman happiness Local Freemen Happiness: +8%
  • Enslavement efficiency.png Enslavement Efficiency: −5%
Cruel Cruel Mercy can take many forms, and [CHARACTER.GetPraenomen] knows them all.
Miserly Miserly
  • Civic power.png Finesse: −1
  • Senate influence Senate Influence: -10%
  • Holding Holdings Income: +2%
  • Party populares.png Monthly Optimates Conviction: +0.10
  • Party boni.png Monthly Boni Conviction: -0.05
  • Party oligarchic.png Monthly Oligarchic Conviction: +0.05
  • National tax National Tax: −10%
  • Tax income.png Local Tax: −10%
Generous Generous To [CHARACTER.GetPraenomen], wealth is there to be owned; there just always seems to be more to collect.
Modest Modest
  • Oratory power.png Charisma: +1
  • Popularity.png Monthly Popularity: +0.05
  • Party boni.png Monthly Boni Conviction: +0.05
Arrogant Arrogant The self-effacing attitude of [CHARACTER.GetName] has become a thing of local legend.
Monotonous Monotonous
  • Senate influence Senate Influence: -10%
  • Popularity.png Ruler Popularity Gain: -0.20
The harsh, grating sounds that occur whenever [CHARACTER.GetPraenomen] opens [CHARACTER.GetHerHis] mouth, have been known to cause crowded rooms to become mysteriously empty.
Narrow-minded Narrow-minded
  • Civic power.png Finesse: +1
  • Party boni.png Monthly Boni Conviction: +0.10
  • Party traditionalist.png Monthly Traditionalist Conviction: +0.15
  • Technology speed Technology Speed: −10%
  • Tribesman happiness National Tribesman Happiness: +12%
Scholar Scholar [CHARACTER.GetPraenomen] has spent so long remembering the good old days, that any mention of progress causes instant suspicion.


Obsessive Obsessive
  • Religious power.png Zeal: +1
  • Statesmanship Monthly Statesmanship: +0.05%
  • Citizen output National Citizen Output: −5%
  • Research points.png Local Research Points: −10%
Polymath Polymath When [CHARACTER.GetPraenomen] puts [CHARACTER.GetHerHis] mind to a task, [CHARACTER.GetSheHe] could quite forget about anything as trivial as eating, sleeping or at times, breathing.
Pious Pious
  • Religious power.png Zeal: +1
  • Party traditionalist.png Monthly Traditionalist Conviction: +0.15
  • National tax National Tax: −10%
  • Omen.png Omen Power: +2.5%
Skeptical Skeptical The very gods above would struggle to find anything to complain about, looking at [CHARACTER.GetPraenomen].
Plain-speaking Plain-speaking
  • Diplomatic reputation.png Diplomatic Reputation: +3
Sarcastic Sarcastic There are times when matters are just exactly what they seem. For [CHARACTER.GetPraenomen], that is all the time.
Polymath Polymath
  • Religious power.png Zeal: −1
  • Statesmanship Monthly Statesmanship: +0.20%
  • Citizen output National Citizen Output: +3%
  • Research points.png Local Research Points: +10%
Obsessive Obsessive There are few subjects upon which [CHARACTER.GetPraenomen] could not wax lyrical.
Prominent Prominent
  • Prominence.png Prominence: +30
  • Senate influence Senate Influence: +10%
  • Change governor policy cost.png Attraction as Heir: +2
  • Party optimates.png Monthly Optimates Conviction: +0.10
  • Party oligarchic.png Monthly Oligarchic Conviction: +0.05
  • Commerce value.png Province Commerce: +10%
Unnoticeable Unnoticeable When [CHARACTER.GetName] speaks - people listen.
Proud Proud
  • Oratory power.png Charisma: −1
  • Statesmanship Statesmanship: +0.05%
  • Party optimates.png Monthly Optimates Conviction: +0.10
  • Party oligarchic.png Monthly Oligarchic Conviction: +0.05
  • Tribute income.png Tribute Income: +10%
  • Fort defense Local Fort Defense: +10%
Humble Humble Hubris is warned of, in the Greek tales of old. It would seem that [CHARACTER.GetPraenomen] never much cared for the theater.
Rash Rash
  • Civic power.png Finesse: −1
  • Party boni.png Monthly Boni Conviction: -0.05
  • Citizen happiness National Citizen Happiness: −3%
Wise Wise Choices become a lot less complicated if one rushes blindly past them.

Characters with this trait will be more likely to engage in pit-fighting.

Reckless Reckless
  • Military power.png Martial: +1
  • Party boni.png Monthly Boni Conviction: -0.05
  • Party populares.png Monthly Populares Conviction: +0.05
  • Party democratic.png Monthly Democrats Conviction: +0.05
  • Loyalty.png Loyalty: -5
  • Aggressive expansion.png Aggressive Expansion Impact: +10%
  • Warscore cost Warscore Cost: −5%
Cautious Cautious [CHARACTER.GetPraenomen] always has a plan. Curiously, it always seems to be the same one.

Characters with this trait will be more likely to engage in theft or pit-fighting.

Righteous Righteous
  • Corruption.png Corruption: −10
  • Change governor policy cost.png Attraction as Heir: +1
  • Party boni.png Monthly Boni Conviction: +0.15
  • Party traditionalist.png Monthly Traditionalist Conviction: +0.15
  • Aggressive expansion.png Aggressive Expansion Decay: +0.20%
Corrupt Corrupt A singular purpose brooks no worldly distraction.

Characters with this trait will never accept a bribe.

Sarcastic Sarcastic
  • Diplomatic reputation.png Diplomatic Reputation: −3
Plain-speaking Plain-speaking Literally everyone loves [CHARACTER.GetName].
Scholar Scholar
  • Military power.png Martial: −1
  • Statesmanship Monthly Statesmanship: +0.10%
  • Party boni.png Monthly Boni Conviction: +0.10%
  • Party traditionalist.png Monthly Traditionalist Conviction: +0.10%
  • Technology speed Technology Speed: +5%
  • Research points.png Local Research Points: +10%
Narrow-minded Narrow-minded [CHARACTER.GetPraenomen] simply devours knowledge as it were a hearty meal. It seems to sustain [CHARACTER.GetHerHim] about as much, too.
Secure Secure
  • Oratory power.png Charisma: +1
  • Party boni.png Monthly Boni Conviction: +0.12
  • Party traditionalist.png Monthly Traditionalist Conviction: +0.15
  • General loyalty Loyalty of Generals: +5
Jealous Jealous If [CHARACTER.GetName] had feathers, not even a divine thunderbolt could ruffle them.


:Self-controlled Self-controlled
  • Religious power.png Zeal: +1
  • Party boni.png Monthly Boni Conviction: +0.05
  • Party traditionalist.png Monthly Traditionalist Conviction: +0.05
  • Global population growth.png Local Population Growth: −2%
Gluttonous Greedy A life of fulfillment, seems to [CHARACTER.GetPraenomen] to lack all sense of purpose.
Selfish Selfish
  • Popularity.png Monthly Popularity: −0.05
  • Party optimates.png Monthly Optimates Conviction: +0.10
  • Party populares.png Monthly Populares Conviction: +0.05
  • Party oligarchic.png Monthly Oligarchic Conviction: +0.05
  • Loyalty.png Loyalty: -10
  • National tax National Tax: −5%
Generous Generous The most important thing in the world of [CHARACTER.GetName], is [CHARACTER.GetName].

Characters with this trait will be more likely to engage in theft.

Shrewd Shrewd
  • Civic power.png Finesse: +1
  • Religious power.png Zeal: −1
  • Senate influence Senate Influence: +10%
  • Holding Holdings Income +2%
  • Mercenary maintenance.png Mercenary Maintenance: −10%
Foolish Foolish Nobody fools [CHARACTER.GetPraenomen] twice - if there's a path to a bargain, [CHARACTER.GetSheHe] will be the one to find it.
Silver tongued Silver Tongued
  • Oratory power.png Charisma: +1
  • Senate influence Senate Influence: +15%
  • Improve opinion maximum Improve Opinion Maximum: +25%
Blunt Blunt Even the most skilled of diplomats would struggle to compare to [CHARACTER.GetPraenomen].

Rulers with this trait will have access to the Persuade character interaction.

Skeptical Skeptical
  • Religious power.png Zeal: −1
  • Monthly conviction for head of family party.png Conviction towards Head of Family's Faction: −0.05
  • Party boni.png Monthly Boni Conviction: +0.15
  • Party traditionalist.png Monthly Traditionalist Conviction: +0.05
  • Loyalty.png Loyalty: -5
  • National tax National Tax: +10%
  • Omen.png Omen Power: -5%
Pious Pious Questioning everything can get tiring, don't you think?
Stubborn Stubborn
  • Popularity.png Monthly Popularity: −0.05
  • Monthly conviction for head of family party.png Conviction towards Head of Family's Faction: -0.05
  • Loyalty.png Loyalty: -5
  • Fort defense Local Fort Defense: +10%
Weak-willed Weak-willed The very wrath of the powers that be couldn't budge [CHARACTER.GetPraenomen] after [CHARACTER.GetSheHe] has made up [CHARACTER.GetHerHis] mind.
Submissive Submissive
  • Senate influence Senate Influence: -5%
  • Change governor policy cost.png Attraction as Heir: -1
  • Monthly conviction for head of family party.png Conviction towards Head of Family's Faction: +0.10
  • Loyalty.png Loyalty: +15
  • Commerce value.png National Commerce Income: −5%
  • Commerce value.png Province Commerce: −5%
Assertive Assertive The meek aren't really due to inherit anything, just yet.
Suspicious Suspicious
  • Max rivals Max Rivals: +1
  • Party boni.png Monthly Boni Conviction: +0.05
  • Party democratic.png Monthly Democratic Conviction: +0.05
  • Bribe character cost.png Imprison Cost: −25%
Trusting Trusting [CHARACTER.GetPraenomen] knows exactly who's out to get [CHARACTER.GetHerHim]. Everyone that isn't called [CHARACTER.GetName].
Tolerant Tolerant
  • Religious power.png Zeal: −1
  • Party boni.png Monthly Boni Conviction: -0.05
  • Party populares.png Monthly Populares Conviction: +0.05
  • Party traditionalist.png Monthly Traditionalist Conviction: -0.05
  • Party democratic.png Monthly Democrats Conviction: +0.05
  • Unintegrated culture group happiness Unintegrated Culture Group Happiness: +6%
Zealous Zealous People from all walks of life can find an unbiased listener, in [CHARACTER.GetPraenomen].
Trusting Trusting
  • Max rivals Max Rivals: −1
  • Party traditionalist.png Monthly Traditionalist Conviction: +0.05
  • Loyalty.png Loyalty: +10
  • Tyranny Monthly Tyranny: −0.05
Suspicious Suspicious To give others the benefit of the doubt, one first must doubt them. [CHARACTER.GetPraenomen] never quite reaches that first step.
Uncaring Uncaring
  • Party optimates.png Monthly Optimates Conviction: +0.10
  • Party oligarchic.png Monthly Oligarchic Conviction: +0.05
  • Loyalty.png Loyalty: -5
  • Freeman output National Freeman Output: −5%
  • Loyalty gain chance.png Loyalty Gain Chance: −0.02
Kindly Kindly The world could fold in on itself tomorrow, for all [CHARACTER.GetPraenomen] cares.
Unnoticeable Unnoticeable
  • Prominence.png Prominence: -30
  • Change governor policy cost.png Attraction as Heir: -2
Commerce value.png Province Commerce: −10% Prominent Prominent When [CHARACTER.GetPraenomen] speaks - who is [CHARACTER.GetPraenomen] anyway?
Vengeful Vengeful
  • Civic power.png Finesse: +1
  • Oratory power.png Charisma: −1
  • Party populares.png Monthly Populares Conviction: +0.05
  • Bribe character cost.png Assassinate Cost: −20%
Forgiving Forgiving Nothing can stand between [CHARACTER.GetPraenomen] and those that have wronged [CHARACTER.GetHerHim].

Characters with this trait will be more likely to murder their way to the top.

Weak-willed Weak-willed
  • Holding Holdings Income: -2%
  • Monthly conviction for head of family party.png Conviction towards Head of Family's Faction: +0.10
  • Loyalty.png Loyalty: +5
  • Fort defense Local Fort Defense: −10%
Stubborn Stubborn The only thing stopping [CHARACTER.GetPraenomen] from simply laying down to die, is indecision.
Wise Wise
  • Civic power.png Finesse: +1
  • Statesmanship Monthly Statesmanship: +0.10%
  • Party boni.png Monthly Boni Conviction: +0.15
  • Party traditionalist.png Monthly Traditionalist Conviction: +0.15
  • Citizen output National Citizen Output: +3%
Rash Rash Simply having knowledge is not enough; understanding how to apply it, shows true wisdom.
Zealous Zealous
  • Religious power.png Zeal: +1
  • Party boni.png Monthly Boni Conviction: +0.10
  • Party traditionalist.png Monthly Traditionalist Conviction: +0.10
  • Unintegrated culture group happiness Unintegrated Culture Group Happiness: −6%
  • State religion happiness State Religion Happiness: +2.5%
Tolerant Tolerant A raging fire burns in the heart of [CHARACTER.GetPraenomen], fueled by the spirit of religious mystery.

Military traits[edit]

Typically given to generals and admirals during battle events and give often give various combat modifiers. Usually a character has a maximum of one of those, that may give a bonus or penalty.

Trait Personal General Opposites Description & Notes
Aggressive Aggressive
  • Military power.png Martial: +1
  • Unit heavy infantry.png Heavy Infantry Discipline: +5%
  • Unit war elephants.png War Elephants Discipline: +5%
Tempered by war, [CHARACTER.GetPraenomen] sees [CHARACTER.GetHerHis] formations as a shining sword to thrust into the very heart of the enemy.
Brave Brave
  • Military power.png Martial: +1
  • Change governor policy cost.png Attraction as Heir: +1
  • Loyalty.png Loyalty: -5
  • Morale of armies Morale of Armies: +5%
  • Loyalty gain chance.png Cohort Loyalty Gain Chance: +0.02
Coward Coward [CHARACTER.GetPraenomen] stares danger in the face, and knows victory.

Characters with this trait will be more likely to engage in pit-fighting.

Coastal raider.png Coastal Raider
  • Monthly wage modifier.png Monthly Wealth: +1
  • Unit liburnian.png Liburnian Discipline: +5%
  • Unit trireme.png Trireme Discipline: +5%
Shows superlative skill in knowing the ebb and flow of the tide. Such a skill comes in handy when taking advantage of certain underhanded business opportunities.
Confident Confident
  • Military power.png Martial: +1
  • Loyalty.png Loyalty: -5
  • Unit heavy cavalry.png Heavy Cavalry Discipline: +5%
  • Unit chariots.png Chariots Discipline: +5%
Trusting one's instincts is the first step towards mastery.
Coward Coward
  • Military power.png Martial: −1
  • Change governor policy cost.png Attraction as Heir: -1
  • Loyalty.png Loyalty: +5
  • Morale of armies Morale of Armies: -5%
  • Naval morale.png Morale of Navies: -5%
  • Loyalty gain chance.png Loyalty Gain Chance: −0.02
Brave Brave To [CHARACTER.GetPraenomen], living to fight another day is vastly preferable to death, honorable or otherwise.
Daring.png Daring
  • Military power.png Martial: +1
  • Loyalty.png Loyalty: -5
  • Naval damage done.png Ship Damage Done: +5%
Captains the world over are said to scan the horizon for any sight of [CHARACTER.GetPraenomen]. The sea is scattered with debris from [CHARACTER.GetHerHis] naval victories.
Disciplined Disciplined
  • Military power.png Martial: +1
  • Discipline.png Discipline: +5%
Nothing is more important to [CHARACTER.GetPraenomen] than holding the line.
Squadron leader.png Fleet Commander
  • Oratory power.png Charisma: +1
  • Unit tetrere.png Tetrere Discipline: +5%
  • Unit hexere.png Hexere Discipline: +5%
An inherent knowledge of fleet coordination puts [CHARACTER.GetPraenomen] a step ahead of [CHARACTER.GetHerHis] peers.

Referred to in game code as squadron_leader.

Improviser.png Improviser
  • Religious power.png Zeal: +1
  • Ship repair at sea.png Monthly Ship Repair at Sea: +0.01
[CHARACTER.GetPraenomen] seems able to fix just about anything, using only materials close to hand. [CHARACTER.GetHerHis] crew are said to hide their personal belongings for fear they may end up part of the hull.
Oarmaster.png Oarmaster
  • Military power.png Martial: +1
  • Navy movement speed.png Naval Movement Speed: +10%
Knows just how to squeeze every last ounce of energy out of a rowdy team of oarsmen.
Original thinker Original Thinker
  • Military power.png Martial: +1
  • Military power.png Siege Ability: +10%
The logistics of warfare require a certain innovativeness which [CHARACTER.GetPraenomen] seems to possess.
Princeps.png Princeps
  • Civic power.png Finesse: +1
  • Unit octere.png Octareme Discipline: +5%
  • Unit mega-polyreme.png Mega-Polyreme Discipline: +5%
Longs to display the mastery of man over nature. Has a natural flair for the logistics and command associated with keeping things ship-shape.
Seadog.png Sea Dog
  • Military power.png Martial: +1
  • Ship capture chance.png Ship Capture Chance: +10%
A life at sea is all [character] longs for. Others may call [him/her] a buccaneer - but well; they're not far wrong.
Steadfast Steadfast
  • Military power.png Martial: +1
  • Loyalty.png Loyalty: +5
  • Unit heavy infantry.png Heavy Infantry Discipline: +5%
  • Unit war elephants.png War Elephants Discipline: +5%
The resolve of [CHARACTER.GetName] has become so renowned, that it permeates the very forces [CHARACTER.GetSheHe] commands.
Tactically inflexible Tactically Inflexible
  • Military power.png Martial: −1
  • Reinforcement speed.png Reinforcement Speed: −10%
Supply lines, routes of retreat, and all-round good planning, mean nothing to [CHARACTER.GetPraenomen].
Tactician Tactician
  • Military power.png Martial: +1
  • Unit archers.png Archers Discipline: +5%
  • Unit light infantry.png Light Infantry Discipline: +5%
  • Unit horse archers.png Horse Archers Discipline: +5%
Whereas some just see a whirling melee, [CHARACTER.GetPraenomen] sees patterns, weaknesses, and ultimately - victory.
Tough.png Tough
  • Health.png Health: +0.01%
  • Naval damage taken.png Ship Damage Taken: -5%
The sailors commanded by [CHARACTER.GetPraenomen] are said to be the happiest in the world. Said to be blessed by the divine, fleets commanded by [CHARACTER.GetPraenomen] seems to have an unnatural ability to survive.

Health traits[edit]

Represents a medical condition that a character has, such as Stressed, Maimed, Lunatic, etc. Not beneficial to the character in most cases, usually reduces a character's attributes and often has an impact on health as well, sometimes being fatal. Many of these traits can be treated (except for congenital traits), but as characters get older it will be increasingly difficult to avoid.

Trait Personal Ruler Congenital Description & Notes
Arthritis Arthritis
  • Civic power.png Finesse: −1
  • Military power.png Martial: −1
  • Health.png Health: −0.05%
No Often dismissed as the natural decline of the body, arthritis was prevalent throughout the world. Stiffness, joint damage, and pain, were among the common symptoms.
Barren Barren
  • Fertility.png Fertility: −10
  • Change governor policy cost.png Attraction as Heir: -5
No The loss of ability to conceive was a terrible affliction for a woman of childbearing age.
Blind Blind
  • Military power.png Martial: −2
  • Civic power.png Finesse: −3
  • Change governor policy cost.png Attraction as Heir: -5
No Blindness could be inherent at birth, or caused by a number of virulent diseases. In certain cultures, the blind were revered as holy.
Bloody flux Bloody Flux
  • Military power.png Martial: −4
  • Civic power.png Finesse: −4
  • Religious power.png Zeal: +1
  • Senate influence Senate Influence: −100%
  • Health.png Health: −4%
No Hemorrhagic fever ravaged the Mediterranean empires and beyond, at various points in history. Often fatal, it was accompanied by vomiting, necrosis, and often fatal internal hemorrhaging.

Called hemorrhagic_fever in game code.

Brain damaged Brain Damaged
  • Military power.png Martial: −3
  • Civic power.png Finesse: −3
  • Oratory power.png Charisma: −3
  • Religious power.png Zeal: −3
  • Health.png Health: −0.30%
  • Change governor policy cost.png Attraction as Heir: -10
  • Senate influence Senate Influence: −50%
No Brain damage is a terrible affliction that can render the victim a shell of their former self. Resulting from many inflammatory or physical injuries, the bearer will require usually require constant care during the time they have left.
Cancer Cancer
  • Military power.png Martial: −2
  • Civic power.png Finesse: −2
  • Oratory power.png Charisma: −2
  • Religious power.png Zeal: −2
  • Health.png Health: −1%
No Cancer comes in many forms, and is a death sentence to those who acquire it.
Castrated Castrated
  • Fertility.png Fertility: −10
  • Change governor policy cost.png Attraction as Heir: -10
No Performed as a punishment, extreme treatment, and even as a method of altering the class of a slave, castration removed or suppressed the ability for a male to conceive.
Dementia Dementia
  • Military power.png Martial: −2
  • Oratory power.png Charisma: −2
  • Civic power.png Finesse: −2
  • Religious power.png Zeal: −2
  • Health.png Health: −2%
  • Change governor policy cost.png Attraction as Heir: -5
No Dementia eats away at the mind, rendering the sufferer a shadow of their former self.


Depressed Depressed
  • Oratory power.png Charisma: −1
  • Civic power.png Finesse: −1
  • Health.png Health: −0.1%
No Depression looms like a dark cloud over [CHARACTER.GetPraenomen], even sadness seems to be out of reach. Every action is mechanical; every word uttered, is an act. All [CHARACTER.GetSheHe] recognizes, is the emotionless caricature of what it is to live.
Diphtheria Diphtheria
  • Health.png Health: −2%
No A horrible infection, presenting unusual lesions, throat symptoms, and malaise.
Dysentery Dysentery
  • Military power.png Martial: −1
  • Civic power.png Charisma: −1
  • Senate influence Senate Influence: −100%
  • Health.png Health: −0.5%
No An intestinal complaint, dysentery when treated properly, was often manageable. Dehydration however, would often cause serious complications, and could result in death, especially around sources of contaminated water.
Epileptic Epileptic
  • Civic power.png Finesse: −1
  • Religious power.png Zeal: +2
  • Health.png Health: −0.2%
Diplomatic reputation.png Diplomatic Reputation: −1 Yes The sacred disease is bound to shorten the life of [CHARACTER.GetPraenomen], but [CHARACTER.GetHerHis] faith is bolstered by it.


Fair Fair
  • Max friends Max Friends: +1
  • Senate influence Senate Influence: +5%
  • Change governor policy cost.png Attraction as Heir: +1
Yes Blessed with Olympian beauty, [CHARACTER.GetPraenomen] has grown used to turning heads.
Frail Frail
  • Military power.png Martial: −1
  • Health.png Health: −0.05%
No Frailty could be caused by any number of inherited ailments, and would often affect an individual throughout their life, rendering them weaker than their peers, and often more likely to contract further illnesses.
Gangrene Gangrene
  • Military power.png Martial: −3
  • Civic power.png Finesse: −3
  • Health.png Health: −3%
No A necrotic infection of tissue without adequate blood supply, gangrene can set in after grievous injuries, exposure to extreme cold, and internal complications.
Gout Gout
  • Civic power.png Finesse: −1
  • Military power.png Martial: −1
  • Health.png Health: −1%
No Gout, often associated with those of lavish lifestyle, causes chronic pain, amongst more serious complications.
Hunchback Hunchback
  • Military power.png Martial: −1
Yes Physical deformities prevent [CHARACTER.GetPraenomen] from enjoying some pleasures in life.
Inbred Inbred
  • Oratory power.png Charisma: −2
  • Civic power.png Finesse: −1
  • Military power.png Martial: −1
  • Fertility.png Fertility: −0.3
  • Health.png Health: −0.01%
Yes Generations of inbreeding can have... unexpected results.
Invalid Invalid
  • Military power.png Martial: −3
No Incapable of more than the most basic movement, [CHARACTER.GetPraenomen] has to rely on [CHARACTER.GetHerHis] mind for adventure.
Infection Infection
  • Health.png Health: −0.2%
No The early stages of an ailment are the hardest to recognize. Whilst it may prove to be minor, it could also develop into something much more serious.
Inflammation Inflammation
  • Civic power.png Finesse: −1
  • Oratory power.png Charisma: −1
  • Health.png Health: −0.05%
No Swelling and inflammation were common complaints. Often symptomatic of future health problems, tenderness and pain were the primary complaints.
Leper Leper
  • Popularity.png Monthly Popularity: −0.2
  • Fertility.png Fertility: −1
  • Health.png Health: −0.5%
No Lepers are shunned by society at large; the horrific disease slowly eats away at flesh until little remains.
Limp Limp
  • Military power.png Martial: −2
Yes An old pain prevents [CHARACTER.GetPraenomen] from enjoying full mobility.
Lisp Lisp
  • Civic power.png Finesse: −1
  • Senate influence Senate Influence: −5%
Yes A minor speech impediment can sometimes cause [CHARACTER.GetPraenomen] a great deal of stress.
Lunatic Lunatic
  • Military power.png Martial: −2
  • Civic power.png Finesse: −2
  • Oratory power.png Charisma: +2
  • Religious power.png Zeal: +2
  • Health.png Health: −0.02%
Yes [CHARACTER.GetName] is, in no uncertain terms, stark raving bonkers.
Maimed Maimed
  • Military power.png Martial: −2
No Horrifying injuries scar [CHARACTER.GetPraenomen] from head to toe.
Maniac Maniac
  • Oratory power.png Charisma: −2
  • Civic power.png Finesse: +2
  • Health.png Health: −0.1%
Yes Unbridled fury leads to moments of utter calm; [CHARACTER.GetPraenomen] is about as predictable as the ocean.

Called schizophrenic in game code.

Mentagra Mentagra
  • Oratory power.png Charisma: −2
  • Health.png Health: −0.05%
No A mysterious disease, thought to have been spread by kissing and bodily contact, Mentagra displayed a facial rash, with sores and severe discomfort.
Mourning Mourning
  • Oratory power.png Charisma: −2
  • Religious power.png Zeal: −2
  • Health.png Health: −0.2%
No The loss of a loved one can cut deeper than any physical wound.
One-eyed One-Eyed
  • Military power.png Martial: −1
No Losing sight in one eye could radically alter depth perception. Antigonus, founder of the Antigonid dynasty, acquired the moniker 'Monopthalmus' after losing an eye in battle.
Paralysis Paralysis
  • Military power.png Martial: −4
  • Health.png Health: −0.3%
  • Change governor policy cost.png Attraction as Heir: -1
No Partial paralysis could result from a variety of sources, including nerve or brain damage.
Plague Plague
  • Health.png Health: −2%
No Plague is spoken of only in whispers; even the suspicion of it is often a death sentence.
Pneumonia Lung Disease
  • Health.png Health: −1%
No Lung diseases were commonplace, due in part, to the quality of air in built up areas. Whilst many cases would come and go, the propensity for them to develop into life threatening conditions, made lung disease a subversive killer.

Called pneumonia in game code.

Pox Pox
  • Oratory power.png Charisma: −2
  • Fertility.png Fertility: −0.2
  • Health.png Health: −0.1%
No Venereal diseases were common in the ancient world. Whilst some had not yet fully developed, others were well documented, and curiously, often thought to be curable by increased sexual activity.
Seeking treatment Seeking Treatment
  • Health.png Health: +0.05%
No Medicine is a mysterious art, but surely anything is better than suffering.
Stressed Stressed
  • Civic power.png Finesse: −1
No Sometimes enough is enough; for [CHARACTER.GetPraenomen], that time came about nine months after conception.
Stutter Stutter
  • Oratory power.png Charisma: −1
  • Senate influence Senate Influence: −5%
  • Change governor policy cost.png Attraction as Heir: -1
Yes Public speaking is particularly challenging for [CHARACTER.GetPraenomen].
Ugly Ugly
  • Oratory power.png Charisma: −1
  • Fertility.png Fertility: −0.2
Yes [CHARACTER.GetPraenomen] has never had much luck with love.
Wounded Wounded
  • Military power.png Martial: −1
  • Health.png Health: −0.1
No [CHARACTER.GetPraenomen] bears a grievous injury from times past.

Status traits[edit]

Status traits represent a character's current activities, lifestyle, reputation, or heritage. They include bloodline traits as well as those given for more personal military or oratory successes.

Trait Personal Ruler General Description & Notes
Blood of Aiakos Blood of Aiakos
  • Military power.png Martial: +1
  • Prominence.png Prominence: +10
  • Land morale recovery.png Morale of Armies: +5.00%
  • Popularity.png Monthly Ruler Popularity Gain: +0.20
Aiakos was the grandfather of the greatest Greek hero, Achilles, and king of the island of Aifina in the Saronic Gulf. Neoptolemos, son of Achilles, came to be king of the Molossian Epirotes after he returned from the Trojan War, and his descendants have ruled every since, untiling Epirus and contributing to the legacy of Alexander the Great through his mother Olympias.

This trait can be passed on patrilineally.


Given to members of the Flag of Epirus Epirote Aiakid dynasty at game start, and inherited patrilineally. Called aeacidae in game code.

Blood of Antigonos Blood of Antigonos
  • Civic power.png Finesse: +1
  • Prominence.png Prominence: +20
  • Aggressive expansion.png Aggressive Expansion Change: −0.01
  • Fort defense Fort Defense: +10%
Antigonos Monopthalmus was a loyal Satrap of Alexander, who rose to power after defeating Perdikkas, soon after Alexander's death. The very first of the Diadochi to proclaim himself King, he was supported by his loyal family, and established a good reputation amongst smaller, less capable Greek nations.

This trait can be passed on patrilineally.


Given to members of the Flag of Antigonid Kingdom Antigonid dynasty of Asia at game start, and inherited patrilineally. Called antigonids in game code.

Blood of Antipatros Blood of Antipatros
  • Oratory power.png Charisma: +1
  • Prominence.png Prominence: +20
  • Loyalty.png Loyalty -5
  • Build cost.png Build Cost: −5%
  • Legitimacy.png Monthly Legitimacy: +0.10
A great friend of Alexander, Antipatros was responsible for safeguarding Macedonia during Alexander's great campaigns. His loyalty to Alexander, and domineering attitude towards the lesser Greek states was tempered by his son, Kassandros, whose contempt of Alexander was no secret, and whose legacy included the founding and restoration of many great cities.

This trait can be passed on patrilineally.


Given to members of the Flag of Macedon Macedonian Antipatrid dynasty at game start, and inherited patrilineally. Called antipatrid in game code.

Blood of the Argeads Blood of the Argeads
  • Military power.png Martial: +1
  • Prominence.png Prominence: +20
  • Change governor policy cost.png Attraction as Heir +5
  • Aggressive expansion.png Aggressive Expansion Impact: −10%
  • Legitimacy.png Monthly Legitimacy: +0.05
  • Stability.png Monthly Stability Change: +0.05
Alexander wept when he heard from Anaxarchus that there was an infinite number of worlds; and when his friends asked him if any accident had befallen him, returned this answer: "Do you not think it a matter worthy of lamentation that when there is such a vast multitude of them, we have not yet conquered one?"

This trait can be passed on matrilineally or patrilineally.


Given to all descendants of Phillippos II Argead, including Thessalonike Argead (wife of Basileus Kassandros of Flag of Macedon Macedon) and the deceased Kleopatra Argead (wife of the former Basileus Alexandros of Flag of Epirus Epirus) and their descendants at game start. Called argeads in game code.

Blood of the Lagidae Blood of the Lagidae
  • Religious power.png Zeal: +1
  • Prominence.png Prominence: +20
  • Unintegrated culture group happiness Unintegrated Culture Group Happiness: +6%
  • Research points.png Research Points: +5%
Having grown up alongside Alexander, Ptolemaios Soter of the Lagidae, was amongst the first of the seven Somatophylakes. After the partition of Babylon, he settled in Egypt, ruling with a fair hand; despite the vast population of differing cultures. His long-standing dynasty was regarded as highly influential in the patronage of art, philosophy, and science.

This trait can be passed on patrilineally.


Given to members of the Flag of Egypt Egyptian Lagid dynasty at game start, and inherited patrilineally. Called lagids in game code.

Blood of Lysimachus Blood of Lysimachus
  • Military power.png Martial: +1
  • Prominence.png Prominence: +20
  • Diplomatic reputation.png Diplomatic Reputation: +1
  • Military power.png Execute Cost: −25%
Once a close friend of Alexander, and one of the legendary Somatophylakes; Lysimachos was a brutal yet cunning general, whose grasp of the tense diplomatic situation between the Diadochi was second to none.

This trait can be passed on patrilineally.


Given to members of the Flag of Thrace Thracian Alkimachid dynasty at game start, and inherited patrilineally. Called alcimachid in game code.

Blood of Seleukos Blood of Seleukos
  • Civic power.png Finesse: +1
  • Prominence.png Prominence: +20
  • Province loyalty Provincial Loyalty +0.05
  • Change governor policy cost.png Change Governor Policy Cost: −25%
Unlike the other Diadochi, Seleukos was a person of only mediocre importance during Alexander's campaigns. After a string of victories and defeats, Seleukos finally established his domain with the help of Ptolemaios Soter, and embarked on a campaign to regain control of the eastern parts of Alexander's empire. Surrounded on every side by titanic powers, Seleucus was, by necessity, a ruthless and cunning leader.

This trait can be passed on patrilineally.


Given to members of the Flag of Seleukid Empire Seleukid dynasty of Persia at game start, and inherited patrilineally. Called seleucids in game code.

Conqueror Conqueror
  • Senate influence Senate Influence: +15%
  • Change governor policy cost.png Attraction as Heir: -2
  • Party populares.png Monthly Populares Conviction: +0.05
  • Party oligarchic.png Monthly Oligarchic Conviction: +0.02
  • Tributary opinion of us.png Subject Opinion of Us: +5
  • Assault ability.png Assault Ability: +10%
Like so many before [CHARACTER.GetHerHim], [CHARACTER.GetName] bears the title of Conqueror - and the responsibility that lies with it.

Random chance to be granted to a general after victory in battle.

Orator Orator
  • Oratory power.png Charisma: +1
  • Senate influence Senate Influence: +15%
  • Popularity.png Monthly Ruler Popularity Gain: +0.05
  • Legitimacy.png Monthly Legitimacy: +0.05
  • Stability.png Monthly Stability Change: +0.10
The mere timbre of the silken words that [CHARACTER.GetName] speaks, can stop others in their tracks.
Olympic competitor Olympic Competitor
  • Loyalty.png Loyalty: +100
  • No Cannot be given jobs in government, political office or military command
[CHARACTER.GetName] is here to compete in the Olympics, and is focusing all his energy on sporting events.

Given to all characters who are chosen to participate in the Olympics and are temporarily in the host country.

Poet Poet
  • Military power.png Martial: −1
  • Oratory power.png Charisma: +1
  • Improve opinion maximum Improve Opinion Maximum: +10%
  • Stability.png Monthly Stability Change: +0.05
The mere timbre of the silken words that [CHARACTER.GetName] speaks, can stop others in their tracks.
Victorious Victorious
  • Popularity.png Monthly Popularity: +0.1
  • Senate influence Senate Influence: +15%
  • Change governor policy cost.png Attraction as Heir: +2
  • Party populares.png Monthly Populares Conviction: +0.05
  • Party oligarchic.png Monthly Oligarchic Conviction: +0.02
  • Stability.png Monthly Stability Change: +0.08
[CHARACTER.GetPraenomen] has become a byword for glory - long may [CHARACTER.GetSheHe] vanquish [CHARACTER.GetHerHis] foes!

Random chance to be granted to a general after victory in battle.

Schemes[edit]

Every character has an ongoing scheme, or ambition, at any time that represents their current objectives and activities apart from any currently held positions. These schemes vary widely, from learning and growing up or investing in existing Holding holdings to increasing Political influence.png political influence and plotting against other characters. Schemes are generally the main mechanic by which non-ruler characters have agency and interact with other characters and their holdings. While the schemes of most characters are fairly unimportant and can for the most part be ignored, some, particularly those of powerful characters or those otherwise important to the ruler, can matter significantly, whether positively or negatively. Most schemes can be stopped by using the Persuade to drop scheme.png Persuade to Drop Scheme interaction, which costs Political influence.png 10 political influence.

Basic schemes[edit]

These schemes have no effect and characters will generally default to this if they are ineligible for any other scheme or simply have nothing better to do. Cannot be dropped.

  • Grow Up! - Used by all children under 12, small chance to increase one of the child's attributes (up to 8) each month
  • Content In Life - Default scheme for adults

Ruler schemes[edit]

These schemes are available only to the Leader.png ruler and usually involve spending a personal attribute to gain a countrywide bonus.

  • Scheme: Influence - Gain Political influence.png political power generation in exchange for ruler Popularity.png popularity, can be started using the associated interaction on the ruler
  • Researching Lineage - Gain Legitimacy.png legitimacy in exchange for ruler Wealth wealth with a small chance of gaining bloodline trait if the ruler is in the Hellenistic culture group and does not already have one, can be started using the associated interaction on the ruler
  • Siphon Funds - Gain Wealth ruler wealth and Corruption.png corruption

Education schemes[edit]

Every child selects one of these when they turn 12, and the education that is chosen will determine the attributes they gain (and lose) during their adolesence and gives a trait and faction conviction when they reach adulthood. The education of the Leader.png ruler's child can be changed using the Tutor Heir interaction on the Office Royal Tutor in monarchies.

  • Become Great Warrior - Focuses on Military power.png martial at the expense of other attributes, gain a Original thinker Tactically inflexible Confident Tactician Disciplined Steadfast Aggressive military trait and Party democratic.png democrats or Party populares.png populares conviction on reaching adulthood
  • Become Tyrant - Focuses on Military power.png martial and Civic power.png finesse at the expense of other attributes while gaining Corruption.png corruption, gain a Abrasive Crafty Cruel Corrupt Selfish Deceitful Gluttonous sociopathic trait and Party oligarchic.png oligarchs or Party optimates.png optimates conviction on reaching adulthood
  • Become Bureaucrat - Focuses on Civic power.png finesse at the expense of other attributes, gain a Prominent Benefactor Harsh Just Proud rulership trait and Party traditionalist.png traditionalists or Party boni.png boni conviction on reaching adulthood
  • Become Rich - Focuses on Civic power.png finesse at the expense of other attributes while gaining Corruption.png corruption, gain a Selfish Deceitful Crafty Miserly Uncaring greed-related trait and Party oligarchic.png oligarchs or Party optimates.png optimates conviction on reaching adulthood
  • Become Politician - Focuses on Oratory power.png charisma at the expense of other attributes while gaining Corruption.png corruption, gain a Silver tongued Founder Assertive Cautious Prominent oratory trait and Party oligarchic.png oligarchs or Party optimates.png optimates conviction on reaching adulthood
  • Become Demagogue - Focuses on Oratory power.png charisma at the expense of other attributes while losing Loyalty.png loyalty, gain a modifier to Corruption.png corruption and Party democratic.png democrats or Party populares.png populares conviction on reaching adulthood
  • Become Zealous - Focuses on Religious power.png zeal at the expense of other attributes while losing Loyalty.png loyalty, gain a Zealous Devout Pious Forgiving religion-focused trait and Party traditionalist.png traditionalists or Party boni.png boni conviction conviction on reaching adulthood

Plot schemes[edit]

These schemes target another character, possibly even the ruler. Many of these schemes can Assist with scheme.png assisted or Interfere in scheme.png interfered with to either increase (at the cost of ruler Popularity.png popularity) or decrease (at the cost of Loyalty.png) the scheme's probability of success, in addition to being persuading to drop the plot altogether.

  • Assassinate! - Attempts to kill a rival
  • Theft! - Attempts to steal from a wealthy rival
  • Claim Holding - Attempts to take a Holding holding from another character, costs Popularity.png popularity

Relationship schemes[edit]

These schemes involve trying to create a new relationship with another character, whether friendly or hostile.

  • Provoke - Attempts to make another character into a rival
  • Befriend - Attempts to make another character into a friend
  • A Royal Proposal - Spends Wealth gold to try to arrange a marriage with the Leader.png ruler, used only in monarchies if the ruler is adult and unmarried
  • Seeking Spouse - Spends Wealth gold to try to arrange a marriage with a member of another major family, used only by unmarried adult characters that are notable in some way and can be triggered for the Leader.png ruler with the associated character interaction (Scheme: Political Marriage)

Investment schemes[edit]

These schemes usually involve the character either enriching themselves or spending their personal wealth to improve their position in some way.

  • Sponsoring Games - Spends personal Wealth wealth to gain Popularity.png popularity
  • Prepare a Grand Festival - Spend a large amount of Wealth gold to give Integrated culture happiness +5% Integrated Culture Happiness, used only by the Office High Priest
  • Investing in Opportunities - Gain personal Wealth wealth
  • Seek Patron - Attempts to convince another character to help gain Prominence.png prominence
  • Buy Holding - Spend Wealth wealth and Popularity.png popularity to gain a new Holding holding in a territory with an empty slot, used only by heads of family and will prefer to target territories neighbouring existing holdings
  • Expand Estate - Spend Wealth wealth to increase the Population output population output of held Holding holdings but make them unrevokable, used only by heads of family
  • Latifundia - Spend a large amount of Wealth gold and gain Corruption.png corruption to build a Farming Settlement farming settlement in an owned Holding holding, used only by heads of family
  • Expanding Mines - Spend a large amount of Wealth gold and gain Corruption.png corruption to build a Mine mine in an owned Holding holding, used only by heads of family
  • Extort Territory - Increases Wealth wealth and Corruption.png corruption while decreasing region Population output output and Province loyalty loyalty, used only by governors

Political schemes[edit]

These schemes involve trying to increase the character's Power base power and potting against the ruler.

  • Buying Troop Loyalty - Spends Wealth gold to gain the Loyalty gain chance.png loyalty of commanded cohorts, can be used by Position generals
  • Demand Office - Increases Prominence.png and when finished fires an event for the ruler to demand an Office office, potentially displacing the current holder; only used by characters with high Prominence.png prominence and Popularity.png popularity
  • Hire Private Army - Spends a large amount of Wealth gold to gain the Loyalty gain chance.png loyal veteran cohorts, costs Wealth gold to abort
  • Plotting Quietly - Spends Wealth gold and lowers character Loyalty.png loyalty by 10, cannot be forced to abort
  • Inspiring Disloyalty - Spends a large amount of Wealth gold to reduce the Loyalty.png loyalty of a more powerful character by 10, costs Wealth gold to abort

Vice schemes[edit]

These schemes do not do anything particularly productive, but represent characters getting involved in more questionable or problematic behaviours that can be rather costly.

  • Gambling - Costs Wealth gold, and has a chance of gaining it back with some return or losing even more once the scheme finishes
  • Fighting in the Arena - Decreases Health.png health and Popularity.png popularity, with a chance of gaining Prominence.png prominence and Popularity.png popularity if successful or losing more Health.png health if not

Other schemes[edit]

These schemes are used only in certain specific situations.

  • Seeking Treatment - Increases Health.png health and attempts to heal an healable illness or injury. Can be selected for any eligible character in the country's court through the Seek Treatment interaction at the cost of Wealth 200 gold, which comes of personal wealth if selected for the Leader.png ruler or the Treasury.png treasury for all other characters
  • Escape Prison! - Attempts to escape imprisonment, costing Health.png health if unsuccessful, and will be frequently taken by prisoners

Interactions[edit]

Bribe character cost.png Most actions on characters can be performed through character interactions, available either on the right of the character screen or by right clicking the character's portrait. In a republic, many of these interactions will require Faction approval Senate approval.

General interactions[edit]

These interactions are generally available on most characters within the country.

Interaction Description
Adopt Adopt a minor character into the ruling family, at a base cost of Family prestige 10% of the family's current prestige and Legitimacy.png 10 legitimacy. Available only to monarchies and tribes.
Make Friends Begins an event chain to try the befriend the character, with various Wealth gold, Political influence.png political power, and Tyranny tyranny costs. Required for recruiting them (if foreign). Each character has a Max friends limited number of friends; non-foreign friends of rulers have increased Loyalty.png loyalty. Unlike most interactions, can be done on almost any character, including those outside the country.
Bribe Increases the character's Loyalty.png loyalty by 15 for 2 years for Political influence.png 5 political influence and Wealth 200 of the ruler's personal wealth. Increases the ruler's Corruption.png by 1 and the bribed character's corruption by 5. A character can only be bribed again after the previous bribe's effects have worn off.
Persuade Replaces the Bribe interaction if the ruler has the Orator orator or Silver tongued silver-tongued trait, and increases the character's Loyalty.png loyalty by 15 for 2 years of Political influence.png 5 political influence, without the Wealth ruler wealth or Corruption.png corruption costs.
Force Conversion Force a character to convert to the Religious power.png state religion at the cost of Tyranny 5 tyranny and Loyalty.png 30 loyalty. Requires at least at least Loyalty.png 60 loyalty, and can even be done on the ruler.
Grant Citizenship Status Removes the Foreign Citizenship modifier from a character, allowing them to hold Position positions. Costs Popularity.png 5 ruler popularity.
Impose Corruption Sanctions Removes up to Corruption.png 50 corruption from a character, costing Tyranny and Loyalty.png 20 loyalty. Requires the character to have at least Corruption.png 5 corruption and cannot be used on the Leader.png ruler, or on characters with the Crafty crafty trait, Corrupt trait, or Nefarious Tendencies modifier.
Imprison Imprisons a character at the cost of Popularity.png 5 popularity and possibly Tyranny if the character has at least Power base 2 power base. Cannot be used on characters with any position or status; the Bring to Trial interaction must be used on these characters instead. Will cause a diplomatic incident if used on an Olympic competitor.
Ostracize Replaces the Banish interaction for Flag of Athens Athens or countries that were formed from Flag of Athens Athens. Unlike with banishing, can be used on any character except the Leader.png ruler or co-ruler - even if not imprisoned - but costs Stability.png 5 stability and Tyranny tyranny based on the character's Power base power base, and can only be used once every year.
Make Rival Makes another character into a rival of the Leader.png current ruler. Can be used as long as the ruler has Max rivals rival slots remaining on any character in the country, or on foreign rulers if their country's Opinion opinion of the current country is less than 0. Costs Popularity.png 5 popularity if used on characters within the country.
Remove Rival Stops the Leader.png ruler from seeing the character as a rival. Costs Political influence.png 30 political influence for characters within the country, and requires that the other country has at least Opinion 0 opinion of the current country if to end rivalries with foreign rulers.
Scheme: Seek Treatment Starts treatment for a healable illness or injury, increasing the Health.png health of the character. Chance of successfully treating and removing the trait, or failing disastrously and causing an additional permanent injury. Costs Wealth 200 to use on most characters except for the Leader.png ruler, who will cover the expenses from his/her Wealth personal wealth.
Smear Reputation Reduces Popularity.png character popularity by 25 at the cost of Tyranny 2 tyranny. Can be used on the Leader.png if the ruler is a dictator.
Demand Support for Heir Gives Primary heir attraction 50 Primary Heir Attraction at the cost of Tyranny 2 tyranny, making the character more likely to support the primary heir. Can only be used by monarchies on characters with at least Loyalty.png 50 loyalty that are not already supporting the primary heir.

Ruler interactions[edit]

The following interactions are available only on the Leader.png ruler, or in some cases close relatives of the ruler.

Interaction Description
Arrange Adoption Finds a minor character to adopt into the ruling family, analogous to the Adopt interaction. Available only to monarchies and tribes.
Appoint Dictator Extends the ruler's term and gives a Morale.png army morale bonus and allows bypassing the Senate in diplomatic and character interactions until the end of the war (or possibly longer) at the cost of Tyranny 10 tyranny. Can be used in a republic when at War.png war or during a Civil war.png civil war, if there is at least Faction approval 75 Senate approval.
Return Dictatorship Forces a ruling dictator to stand down, can be used if their Popularity.png popularity is low enough, or the country's Stability.png stability is high enough.
Arrange Marriage Arranges a marriage between the current character and an eligible spouse in the same country. The other party may ask for gifts in order for the marriage to proceed. Can be used on unmarried adults that are close relatives of the Leader.png, or the Leader.png him/herself, in monarchies and tribes.
Assassinate Kills an unwanted dictator, costs Tyranny 7 tyranny, Aggressive expansion.png 7 aggressive expansion, and Stability.png 30 stability.
Plan Assassination! Starts the Assassinate! scheme to kill a rival within the country. Costs Tyranny 7 tyranny and Aggressive expansion.png 7 aggressive expansion.
Scheme: Hold Games Starts the Sponsoring Games scheme, spending personal Wealth wealth to gain Popularity.png popularity. Can select a Province capital province capital to hold the games in, which increases Pop happy.png population happiness for 1 year.
End Inspiring Foreign Disloyalty Stops inspiring loyalty on foreign characters, analogous to the Stop Inspiring Disloyalty interaction.
Scheme: Influence Starts the Influence scheme, spending personal Popularity.png ruler popularity to increase Political influence.png political power generation. Chance of events to gain extra Political influence.png political power at the expense of Wealth gold, Manpower.png manpower, Stability.png stability, or Corruption.png ruler corruption.
Scheme: Prove Legitimacy Starts the Researching Lineage scheme, spending personal Wealth wealth to increase Legitimacy.png legitimacy. Small chance of gaining a bloodline trait if the ruler is in the Hellenistic culture group and does not already have a bloodline.
Scheme: Siphon Funds Starts the Siphon Funds scheme, gaining personal Wealth wealth at the cost of Corruption.png ruler corruption.
Scheme: Political Marriage Seeks a marriage between the character and a member of a particular major family. Costs Political influence.png 10 political influence and Wealth personal wealth while progressing, and creates a new character to marry once the scheme is finished. Can be used on unmarried adults that are close relatives of the Leader.png, or the Leader.png him/herself, in monarchies and tribes.

Position holder interactions[edit]

These interactions are generally available only to characters with a certain Position position or status, such as generals, office holders, or heads of family.

Interaction Description
Send Adventuring Send a Office general of the ruling family off as a Mercenary maintenance.png mercenary. Might return after 5 years with Wealth gold, Land combat.png a personal army, or increased Military power.png martial or Civic power.png finesse.
Exalt Clan Chief Increases a Clan chiefs.png clan chief's Loyalty.png loyalty by 20 at the cost of Wealth gold and angering the other Clan chiefs.png clan chiefs.
Give Free Hands Increases Loyalty.png loyalty by 20 at the cost of monthly Corruption.png corruption gain. Can be used if the character is a governor, researcher, Clan chiefs.png clan chief, or holds a Office government office.
Revoke Free Hands Revokes the free hands privileges given by the Give Free Hands interaction. Decreases Loyalty.png loyalty by 15 on top of losing the Loyalty.png +20 modifier, and can only be done 2 years after giving free hands.
Grant Regional Cognomen Gives a regional nickname and Popularity.png to a Position governor. Costs Popularity.png 10 ruler popularity.
Grant Clan Autonomy Releases a disloyal Clan chiefs.png clan chief and the province his/her Clan retinue.png retinue is currently in as a Vassalized.png tributary. Gives Loyalty.png 30 loyalty to all remaining clan chiefs.
Grant Holding Grants a Holding in an unheld territory to a head of family, increasing Loyalty.png loyalty by 5. Costs Wealth 40 gold and gives Corruption.png 5 ruler corruption if used on the Leader.png ruler.
Grant Capitulatory Honors Gives Loyalty.png 60 loyalty, Prominence.png 20 prominence, and Popularity.png 20 popularity to a Position general at the cost of Wealth gold and Stability.png 20 stability. Can be used by republics on generals with Loyalty.png 40 loyalty or less.
Grant Stipends Gives Loyalty.png 20 loyalty for all members of a family in return for increasing their Monthly wage modifier.png wage by 50%. Can be used on any head of family, except for that of the ruler, and lasts for 5 years.
Hold Triumph Holds a triumph for a character that won a battle as a Position general less than 2 years ago, increasing Loyalty.png loyalty by 20 and removing then from command if still a general - even if they are disloyal. Costs Political influence.png 30 political influence and gives Family prestige family prestige, Popularity.png popularity, and a Victorious Conqueror victory trait to the character, as well as possibly a cognomen, and requires they have at least Loyalty.png 20 loyalty.
Bring to Trial Attempts to imprison a character that holds an office or otherwise has high status, replaces the Imprison interaction. The chances of success is increased by the character's Corruption.png corruption and decreased by their Power base power base, and can be changed by the events and options during the trial. Failure to convict the character will significantly decrease Loyalty.png loyalty and may trigger a Civil war.png civil war. A trial costs Tyranny 5 tyranny to start and can only be used on the same character once every 5 years.
Reward Veterans Spends Wealth wealth to remove Loyalty gain chance.png cohort loyalty from up to 4 cohorts currently loyal to the character. Can be used once every 2 years.
Revoke Holding Revokes a Holding holding from a head of family, at a cost of Loyalty.png 5 loyalty. Can only be used on Holding holdings that do not have the Family Estate modifier.
Tutor Heir Changes the education scheme of one of the ruler's children that is at least 12, but not yet an adult. Can only be used on the Office Royal Tutor, if he/she has at least Loyalty.png 40 loyalty.

Prisoner interactions[edit]

The following interactions are available only on imprisoned characters.

Interaction Description
Banish Force an imprisoned character to leave the country, with a base cost of Tyranny 1 tyranny.
Execute Kills an imprisoned character with a base cost of Tyranny 3 tyranny.
Arrange Gladiatorial Debut Forces an imprisoned character to fight another imprisoned character in the arena, with the loser dying and the winner going free. Costs Tyranny 4 tyranny and increases Popularity.png ruler popularity.
Flog Reduces the Health.png health of an imprisoned character by 10. Costs Popularity.png 2 popularity and gives Loyalty.png -10 loyalty to the character being flogged and Loyalty.png +2 loyalty to his/her rivals each time, as well as Tyranny 3 tyranny if the loss of health would kill the character.
Ransom Prisoner Attempt to ransom a character imprisoned in another country. The price needed depends largely on relations between the two countries and the Military power.png martial skill of the character.
Release Prisoner Releases a character from imprisonment, returning them to their home country if imprisoned from abroad. If the character was imprisoned using the Imprison interaction, reduces Tyranny tyranny by 1.
Sacrifice Kills a prisoner to increase Tribesman output tribesman output and Tribesman happiness happiness and reduce Centralization.png centralization based on the target's Military power.png martial. Costs Stability.png {[red|5}} stability, requires the Enact law cost modifier.png Adopt Human Sacrifices law, and can only be used on characters of a different culture.
Proscribe Kills the character, seizes all Holding holdings back to the state, transfers most of the character's Wealth wealth to the ruler, and demotes the entire major family to minor character status with a Loyalty.png loyalty penalty of -40. Costs a base of Tyranny 30 tyranny and gives Wealth 200 wealth to the state, requires that the character be a head of family and that the country has more than Tyranny 40 tyranny.
Sell into Slavery Sells a character into slavery, either eventually moving to another country or disappearing into obscurity (and effectively dying), for Wealth wealth (depending on their attributes at the cost of Tyranny 0.5 tyranny. Selling a member of family head will give Loyalty.png -10 loyalty to all family members, increasing to Loyalty.png -30 if the family heads is sold off.

Foreign interactions[edit]

These interactions are available only on characters outside the country.

Interaction Description
Plan Assassination! Attempt to kill a character in another country. Costs Aggressive expansion.png 15 aggressive expansion and requires having a friend in their court.
Inspire Disloyalty Reduces the Loyalty.png loyalty of a foreign character by 20 and increases their Wealth monthly personal wealth gain, at a cost of Aggressive expansion.png 5 Aggressive Expansion. Can only inspire disloyalty in one foreign character at a time
Stop Inspiring Disloyalty Stops inspiring loyalty on a foreign character, removes both the Loyalty.png loyalty malus and Wealth monthly personal wealth modifier and allows inspiring disloyalty in another character. Can only be done at least 2 years after inspiring disloyalty was started.
Attempt to Buy Off Mercenary Attempts to buy the loyalty of Mercenary maintenance.png mercenaries employed by an enemy in a War.png. If the other country refuses to match the offer, the mercenaries will defect. Can be used on mercenary Position generals, only if they have not been enticed in the last year.
Elect New Leader Appoints the ruler of a subject Vassalized.png mercenary state as the new Leader.png ruler of the country, at the cost of Stability.png 15 stability and Legitimacy.png 10 legitimacy. Can only be performed by Flag of Syracusae Syracusae or countries that were formed from Flag of Syracusae Syracusae, once every 5 years.
Arrange Marriage Arrange a marriage with a royal marriage with a foreign character, improving relations between the two countries. The female will always move to the male partner's country, even if she is currently the Leader.png ruler. Can only be used if both countries are monarchies and the two characters are adult, unmarried members of the ruling family, and cannot be used against the ruler of another country (however, it is possible to marry a foreign character to the Leader.png ruler of the current country).
Recruit Gets a foreign character to leave their nation and join the current country, possibly bringing their spouse and children along. Costs Aggressive expansion.png 2 aggressive expansion and requires that the character be a friend of the current ruler and not hold an important position or title, and may have Loyalty.png loyalty requirements if they or their spouse have some sort of status.
Recruit General Gets a foreign Position general to leave their nation with their army and join the current country. Costs Aggressive expansion.png 10 aggressive expansion and requires that the general have Loyalty.png 25 loyalty or less.
Entice Governor Convinces a foreign governor to join the current country, taking neighbouring provinces in their governorship with them and significantly angering their former owner. Costs Aggressive expansion.png 20 aggressive expansion, and can only be used if the governor has less than Loyalty.png 40 loyalty, is a friend of the ruler, and a neighbouring province in their governorship has Province loyalty 50 province loyalty or less.

Successsion crisis interactions[edit]

These interactions are available only on disloyal pretenders that have raised their armies during a succession crisis.

Interaction Description
Entice to Become Mercenary Sends away a disloyal pretender Position general to form a new Mercenary maintenance.png mercenary company with their pretender army at the cost of Wealth gold, removing them from the country. If they are hired back they may return to the court and again become a serious problem. Can be used as long as the pretender does not have more than Wealth 1000 gold.
Encourage Deserters Disbands up to Land combat.png 6 cohorts from a disloyal pretender's army, at the cost of Political influence.png 25 political influence. Can be used as long as the pretender does not have more than Popularity.png 40 popularity and has an army of at least Land combat.png 11 cohorts.
Support Pretender Adds Land combat.png 10 cohorts to the pretender's army and makes the pretender a friend of the Leader.png, at the cost of Wealth 500 wealth and Political influence.png 50 political influence. Can be used on disloyal pretenders in another country once every 2 years for each pretender.
Seize Assets Seizes Wealth 300 gold from the pretender's personal wealth, with Wealth 100 gold going to the country and Wealth 200 gold going to the Leader.png at the cost of Corruption.png 5 ruler corruption and Loyalty.png -10 loyalty. Can be used as long as the pretender has at least Wealth 800 gold.

How to recruit foreign characters[edit]

Diplo characters view.png
  1. Open the diplomacy view of another country and click View Characters on the right.
  2. If the character's loyalty is above 70, use Inspire Disloyalty to lower it.
  3. Befriend them using the Make Friend interaction.
  4. Recruit them and Grant Citizenship so you can assign them to a job.

You can only recruit a character who is:

  • below 70 loyalty
  • your friend
  • not a ruler or the primary heir
  • not a governor, general or admiral

Recruit General is a separate interaction, which requires their loyalty to be below 25.

There is also a Character Finder mod that does all the searching for you. Not compatible with ironman.