Attributes

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Each character has four attributes, each with their own value. These attributes determine how well characters perform as the Leader.png ruler and when appointed to Position positions and can also affect various events triggers and outcomes, with higher attributes almost always better. Each attribute has a base value that is mostly accumulated over the course of a character's childhood, though it can still change during adulthood through various events and mission tasks, and then are modified by a character's traits and character modifiers.

Martial[edit]

Military power.png Martial represents the character's ability to fight and lead troops. Characters with high martial skills make excellent generals.

For each point of Military power.png martial, a character gets the following bonuses:

  • Change governor policy cost.png Attraction as Heir: +2
  • Party populares.png Monthly Populares Conviction: +0.01
  • Party oligarchic.png Monthly Oligarchic Conviction: +0.01

If the character is a Leader.png Ruler (or co-ruler/consort with a higher attribute), the following bonuses are also applied to the country for every point of Military power.png martial:

  • Manpower recovery speed.png Manpower Recovery Speed: +1%
  • Land morale recovery.png Army Morale Recovery Speed: +1%

If the character is a Position general, the following bonuses are also applied to the cohorts they command for every point of Military power.png martial:

  • Assault ability.png Assault Ability: +5%
  • Loyalty gain chance.png Cohort Loyalty Gain Chance: +0.10
  • Enslavement efficiency.png Enslavement Efficiency: +1%

If the character is a Position admiral, the following bonuses are also applied to the ships they command for every point of Military power.png martial:

  • Ship capture chance.png Ship Capture Chance: +0.5%
  • Enslavement efficiency.png Enslavement Efficiency: +1%

Finesse[edit]

Civic power.png Finesse represents the character's skill in disciplines requiring a high attention to detail. High finesse characters make excellent governors.

For each point of Civic power.png finesse, a character gets the following bonuses:

  • Statesmanship Monthly Statesmanship: +0.025%
  • Change governor policy cost.png Attraction as Heir: +1
  • Party boni.png Monthly Boni Conviction: +0.01
  • Party traditionalist.png Monthly Traditionalist Conviction: +0.01

If the character is a Leader.png Ruler (or co-ruler/consort with a higher attribute), the following bonuses are also applied to the country for each point of Civic power.png finesse:

  • Build cost.png Build Cost: -2%
  • Commerce value.png National Commerce Income: +2%

If the character is a Position governor, the following bonuses are also applied to their governorship region for each point of Civic power.png finesse:

  • Population output Population Output: +2.5%

Governor policies are also scaled by the Governor's Civic power.png Finesse, according to the following formula:

Charisma[edit]

Oratory power.png Charisma represents the character's ability to charm and persuade others. High Charisma characters often have an advantage when interacting with foreign countries.

For each point of Oratory power.png charisma, the character gets the following bonuses:

  • Popularity.png Monthly Popularity: +0.025
  • Loyalty gain chance.png Cohort Loyalty Gain Chance: +0.50
  • Change governor policy cost.png Attraction as Heir: +2
  • Party populares.png Monthly Populares Conviction: +0.01
  • Party democratic.png Monthly Democratic Conviction: +0.02

If the character is a Leader.png Ruler (or co-ruler/consort with a higher attribute), the following bonuses are also applied to the country for every point of Oratory power.png charisma:

  • Claim fabrication speed Claim Fabrication Speed: +0.20
  • Tyranny Monthly Tyranny: -0.01

Zeal[edit]

Religious power.png Zeal represents the character's ability to inspire faith in other characters, and also in calling upon the favor of the gods.

For each point of Religious power.png zeal, the character gets the following bonuses:

  • Change governor policy cost.png Attraction as Heir: +1
  • Party boni.png Monthly Boni Conviction: +0.01
  • Party traditionalist.png Monthly Traditionalist Conviction: +0.02

If the character is a Leader.png Ruler (or co-ruler/consort with a higher attribute), the following bonuses are also applied to the country for every point of Religious power.png zeal:

  • Monthly war exhaustion Monthly War Exhaustion: -0.01
  • Stability.png Monthly Stability Change: +0.01

Other effects[edit]

Researchers[edit]

The effectiveness of Position researchers is determined by their attribute level in the field they are assigned to. Each corresponding attribute point that the researcher has will give a Technology speed +10% research speed to progress in that field of advances, which can have a very significant effect on how quickly a nation's technology level advances.

Government Offices[edit]

Each Office government office is associated with a particular attribute, and the effectiveness of a character in that office depends largely on their skill in that attribute. Unlike other positions, this effectiveness is multiplied first by the character's Statesmanship statesmanship level, which means that a character with lower attributes but high Statesmanship can still outperform, at least in the short term, a character with higher attributes but lower Statesmanship statesmanship.

Tribal succession[edit]

Succession in a tribal country is determined by the attributes of the other Clan chiefs.png clan chiefs when a ruler dies or is deposed. Each attribute has the following weight when determining a clan chief's succession score:

  • Military power.png Martial: Succession +2 succession support per point
  • Civic power.png Finesse: Succession +1 succession support per point
  • Oratory power.png Charisma: Succession +1.5 succession support per point
  • Religious power.png Zeal: Succession +1 succession support per point