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.

  • Health 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 government offices.
  • Prominence Prominence represents the fame of the character. Jobs and titles help bring characters to public attention.
  • Popularity 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. However even monarchies cannot ignore popular people.
  • 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. 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.
  • Holding Holdings provide income and power base to a character, and are usually concentrated among the family heads.
  • 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 jobs and offices, holdings, commanded and loyal cohorts, governorships, 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.
  • Civic faction Mercantile faction Military faction Religious faction Populist faction Faction Conviction: In a republic, every adult character has a predilection for each of the 5 senatorial factions. The current value is the sum of the total accumulated predilection so far. The amount gained (or lost) per month depends on the character's primary attributes and in case of the mercantile faction on his personal wealth as well.

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 have children with their spouse and will not reproduce if unmarried, although there are some events where bastards can appear. 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.

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:

  • Family prestige +0.01 Monthly Family Prestige
  • Law agnatic.png +50 Primary Heir Attraction
  • Loyalty.png +15 Loyalty

In addition, being friends with party leaders in a republic will increase their faction's support in the Senate influence Senate. Therefore it is very useful for the ruler to make friends with other powerful characters in the realm, such as family heads and strong generals and governors. 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:

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

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 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 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 +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 prestigefamily prestige in the country that the family has:

  • Prominence +0.25 Prominence
  • Power base +1.2 Power Base
  • Loyalty gain chance.png +0.001% Loyalty Gain Chance

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.

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. 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. They can be adopted into the ruling family at any time at the cost of Family prestige 25 family prestige; 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 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

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.png 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.png Good Natured Some people just can't get along with anyone.
Ambitious.png 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 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.png 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.png 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.png Just When it really comes down to it, does anyone really care what is right or wrong?
Arrogant.png Arrogant
  • Oratory power.png Charisma: −1
  • Prominence 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.png Assertive
  • Prominence 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.png Benefactor
  • Popularity 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 DemocraticConviction: +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.png 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.png 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.png Reckless Even the best laid plans can fail without due diligence.
Chaste.png Chaste
  • Fertility.png Fertility: -0.20
  • Party boni.png Monthly Boni Conviction: +0.05
Lustful.png Lustful [CHARACTER.GetPraenomen] considers [CHARACTER.GetHerHis] body an unassailable temple of virtue and honor. So does everyone else.
Cold.png 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.png 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.png Content
  • Prominence Prominence: −10
  • Party boni.png Monthly Boni Conviction: +0.10
  • Party traditionalist.png Monthly Traditionalist Conviction: +0.15
  • Content.png Loyalty: {[green|+10}}
Ambitious.png Ambitious Ambition just doesn't come naturally to some. [CHARACTER.GetPraenomen] is all the happier for it.
Corrupt.png 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.png 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.png 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.png Guileless Wheedling, conniving, and cunning, may not be attractive qualities, but they're never unhelpful ones.
Cruel.png 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.png 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.png 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.png Lapsed Prayer can be a source of hope in dark times. Luckily for [CHARACTER.GetPraenomen], it is often dark.
Dumb.png 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.png Intelligent [CHARACTER.GetPraenomen] was never one for the intellectual pursuits.
Energetic.png Energetic
  • Civic power.png Finesse: +1
  • Military power.png Martial: +1
  • Statesmanship Monthly Statesmanship: +0.05%
Lazy.png 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.png 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.png 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.png Vengeful No crime, no barbed insult, or any manner of offense, is too great for the clemency of [CHARACTER.GetPraenomen].
Founder.png 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.png 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.png Generous
  • Popularity 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.png 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.png Abrasive A pleasant demeanor and polite acknowledgments go a long way towards making friends.


Greedy.png 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.png 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.png Crafty It's worrying when even the sheep can pull wool over one's eyes.
Harsh Harsh
  • Popularity 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.png 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.png 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.png Incapable
  • Civic power.png Finesse: −2
  • Holding Holdings Income: -5%
  • Party boni.png Monthly Boni Conviction: -0.05
  • Popularity Monthly Ruler Popularity Gain: −0.10
  • Citizen output Local Citizen Output: −5%
Founder.png Founder Some people, you just can't trust to do anything right.
Intelligent.png Intelligent
  • Civic power.png Finesse: +1
  • Statesmanship Monthly Statesmanship: +0.10%
  • Loyalty.png Loyalty of Governors +5
Dumb.png Dumb A mind like no other can solve problems beyond our understanding. A mind like no other, can also create them.
Jealous.png 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.png 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.png Arbitrary [CHARACTER.GetPraenomen] has become almost legendary for [CHARACTER.GetHerHis] calm, unbiased opinions.
Kindly.png 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.png Uncaring A truer soul there never was, than [CHARACTER.GetName].
Lapsed.png 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.png Devout Once a fervent believer, [CHARACTER.GetPraenomen] abandoned [CHARACTER.GetHerHis] faith long ago.
Lazy.png 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.png Energetic If a job is worth doing, [CHARACTER.GetPraenomen] will not be the one to do it.
Loving.png Loving
  • Max friends Max Friends: +1
  • Oratory power.png Charisma: +1
  • Diplomatic relations.png Diplomatic Relations: +1
Cold.png Cold A warm heart and kind gaze can always be found with [CHARACTER.GetPraenomen].
Lustful.png Lustful
  • Fertility.png Fertility: +0.20
  • Party boni.png Monthly Boni Conviction: -0.05
  • Loyalty.png Loyalty: -5
Chaste.png 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.png 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.png 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 Monthly Popularity: +0.05
  • Party boni.png Monthly Boni Conviction: +0.05
Arrogant.png Arrogant The self-effacing attitude of [CHARACTER.GetName] has become a thing of local legend.
Monotonous Monotonous
  • Senate influence Senate Influence: -10%
  • Popularity 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.png 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.png 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.png Obsessive There are few subjects upon which [CHARACTER.GetPraenomen] could not wax lyrical.
Prominent Prominent
  • Prominence 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.png 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.png Rash
  • Civic power.png Finesse: −1
  • Party boni.png Monthly Boni Conviction: -0.05
  • Citizen happiness National Citizen Happiness: −3%
Wise.png 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.png 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.png 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.png 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.png 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.png 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.png 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%
Greedy.png Greedy A life of fulfillment, seems to [CHARACTER.GetPraenomen] to lack all sense of purpose.
Selfish Selfish
  • Popularity 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.png 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.png 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.png 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 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.png 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.png 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.png 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.png 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.png Kindly The world could fold in on itself tomorrow, for all [CHARACTER.GetPraenomen] cares.
Unnoticeable.png Unnoticeable
  • Prominence 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.png 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.png 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.png 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.png 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.png Rash Simply having knowledge is not enough; understanding how to apply it, shows true wisdom.
Zealous.png 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.png 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.png 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.png 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.png 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.png 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.png 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.png 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.png 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 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.png Arthritis
  • Civic power.png Finesse: −1
  • Military power.png Martial: −1
  • Health 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.png 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.png 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.png Bloody Flux
  • Military power.png Martial: −4
  • Civic power.png Finesse: −4
  • Religious power.png Zeal: +1
  • Senate influence Senate Influence: −100%
  • Health 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.png Brain Damaged
  • Military power.png Martial: −3
  • Civic power.png Finesse: −3
  • Oratory power.png Charisma: −3
  • Religious power.png Zeal: −3
  • Health 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.png Cancer
  • Military power.png Martial: −2
  • Civic power.png Finesse: −2
  • Oratory power.png Charisma: −2
  • Religious power.png Zeal: −2
  • Health Health: −1%
No Cancer comes in many forms, and is a death sentence to those who acquire it.
Castrated.png 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.png Dementia
  • Military power.png Martial: −2
  • Oratory power.png Charisma: −2
  • Civic power.png Finesse: −2
  • Religious power.png Zeal: −2
  • Health 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.png Depressed
  • Oratory power.png Charisma: −1
  • Civic power.png Finesse: −1
  • Health 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.png Diphtheria
  • Health Health: −2%
No A horrible infection, presenting unusual lesions, throat symptoms, and malaise.
Dysentery.png Dysentery
  • Military power.png Martial: −1
  • Civic power.png Charisma: −1
  • Senate influence Senate Influence: −100%
  • Health 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.png Epileptic
  • Civic power.png Finesse: −1
  • Religious power.png Zeal: +2
  • Health 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.png 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.png Frail
  • Military power.png Martial: −1
  • Health 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.png Gangrene
  • Military power.png Martial: −3
  • Civic power.png Finesse: −3
  • Health 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.png Gout
  • Civic power.png Finesse: −1
  • Military power.png Martial: −1
  • Health 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.png Inbred
  • Oratory power.png Charisma: −2
  • Civic power.png Finesse: −1
  • Military power.png Martial: −1
  • Fertility.png Fertility: −0.3
  • Health Health: −0.01%
Yes Generations of inbreeding can have... unexpected results.
Invalid.png 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.png Infection
  • Health 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.png Inflammation
  • Civic power.png Finesse: −1
  • Oratory power.png Charisma: −1
  • Health Health: −0.05%
No Swelling and inflammation were common complaints. Often symptomatic of future health problems, tenderness and pain were the primary complaints.
Leper.png Leper
  • Popularity Monthly Popularity: −0.2
  • Fertility.png Fertility: −1
  • Health Health: −0.5%
No Lepers are shunned by society at large; the horrific disease slowly eats away at flesh until little remains.
Limp.png Limp
  • Military power.png Martial: −2
Yes An old pain prevents [CHARACTER.GetPraenomen] from enjoying full mobility.
Lisp.png 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.png Lunatic
  • Military power.png Martial: −2
  • Civic power.png Finesse: −2
  • Oratory power.png Charisma: +2
  • Religious power.png Zeal: +2
  • Health 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 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 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 Health: −0.2%
No The loss of a loved one can cut deeper than any physical wound.
One-eyed.png 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 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 Health: −2%
No Plague is spoken of only in whispers; even the suspicion of it is often a death sentence.
Pneumonia Lung Disease
  • Health 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 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 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.png Ugly
  • Oratory power.png Charisma: −1
  • Fertility.png Fertility: −0.2
Yes [CHARACTER.GetPraenomen] has never had much luck with love.
Wounded.png Wounded
  • Military power.png Martial: −1
  • Health 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.png Blood of Aiakos
  • Military power.png Martial: +1
  • Prominence Prominence: +10
  • Land morale recovery.png Morale of Armies: +5.00%
  • Popularity 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 Antigonus.png Blood of Antigonos
  • Civic power.png Finesse: +1
  • Prominence 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.png Blood of Antipatros
  • Oratory power.png Charisma: +1
  • Prominence 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.png Blood of the Argeads
  • Military power.png Martial: +1
  • Prominence 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.png Blood of the Lagidae
  • Religious power.png Zeal: +1
  • Prominence 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.png Blood of Lysimachus
  • Military power.png Martial: +1
  • Prominence 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 Seleucus.png Blood of Seleukos
  • Civic power.png Finesse: +1
  • Prominence 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.png 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.png Orator
  • Oratory power.png Charisma: +1
  • Senate influence Senate Influence: +15%
  • Popularity 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.png 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.png Victorious
  • Popularity 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.

Power Base[edit]

Power Base represents the weight of influence a character has. Disloyal Characters with large power bases might trigger civil wars. The sources of power base are:

  • Ruler +2.00
    • Capital Region Size (Ruler is Governor)
  • Party Leader +2.00
  • Office +2.00
  • Researcher +2.00
  • Governor +2.00
    • Size of governed region
  • Head of family (+[(family prestige)/(sum of prestige of all great families)]*100)
  • Loyal Cohorts
  • Ships commanded by an admiral
  • Loyal Veterans
  • Cohorts commanded by a general
  • Holdings

Interactions[edit]

Interaction Description
Appoint Dictator Can be done to a ruler in a republic when at war or during a civil war. This will allow him to do any diplomatic or character interaction without the Senate interfering, at least until the end of the war.
Assassinate Makes an attempt to assassinate foreign characters or rivals.
Banish Forces a previously imprisoned character to leave the country.
Bribe Increases the loyalty of a character at the cost of Political Influence and ruler's personal wealth. Both ruler and character being bribed receives increased corruption. A character can only be bribed again after the previous bribe's effects have worn off.
Execute Kills a character.
Bring a character to trial Chances of success is increased by the character's corruption and decreased by their power base. Failure to convict the character may result in a civil war.
Give Free Hands Increases loyalty and monthly corruption gain if the character is a governor or holds a government office. When revoked, the character receives an additional decrease in loyalty.
Hold Games Costs money (both ruler's personal and state's) and increases the popularity of the current ruler.
Hold Triumph Hold a Triumph in the name of a character with a recent (less than two years ago) victory. Has a chance to give a Cognomen.
Inspire Disloyalty Reduces the loyalty and increases the monthly personal wealth gain of a foreign character, at the cost of Aggressive Expansion.
Make Friends Triggers an event chain to befriend the character. Required for recruiting them (if foreign). Each character has a limited number of friends; non-foreign friends of rulers have increased Loyalty.
Arrange Marriage Arranges a marriage for the ruler and eligible characters. The other party may ask for gifts in order for the marriage to proceed.
Recruit Gets a foreign character to leave their nation and work for you.
Recruit General Gets a foreign general to leave their nation with their army and join you.
Release Prisoner Releases a character from prison.
Sell Prisoner into Slavery Sells a character into slavery for wealth at the cost of Tyranny. If family heads are sold, characters of the same family will have greatly decreased Loyalty.
Sacrifice Prisoner Some religions allow you to sacrifice prisoners of war, making your tribesmen happy and productive and allowing you to stay tribal.
Seek/Stop Treatment Increases the health of a character at the cost of wealth.
Entice Governor Convince a foreign governor to join your cause, taking their governorship with them. Can only be executed if governor has less than 40 loyalty, is a friend of the ruler, and a province in their governorship borders the state and has less than 50% provincial loyalty.
Smear Reputation Reduces the popularity of a character at the cost of Tyranny.

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.