Attributes
Each character has four attributes, each with their own value. These attributes determine how well characters perform as the ruler and when appointed to
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 as well as when adopting certain
inventions and
military traditions, and then are modified by a character's traits and modifiers.
Martial[edit | edit source]
Martial represents the character's ability to fight and lead troops. Characters with high martial skills make excellent generals.
For each point of martial, a character gets the following bonuses:
If the character is a Ruler (or co-ruler/consort with a higher attribute), the following bonuses are also applied to the country for every point of
martial:
If the character is a commander, the following bonuses are also applied to the cohorts they command for every point of
martial:
An army will also get +1 for dice rolls in a battle for every 2 martial more the commander has compared to the enemy commander, and
+1 for dice rolls in a siege for every 5 martial of its commander.
If the character is a admiral, the following bonuses are also applied to the ships they command for every point of
martial:
An army will also get +1 for dice rolls in a battle for every 2 martial more the admiral has compared to the enemy admiral.
Finesse[edit | edit source]
Finesse represents the character's skill in disciplines requiring a high attention to detail. High finesse characters make excellent governors.
For each point of finesse, a character gets the following bonuses:
Monthly Statesmanship: +0.025%
Attraction as Heir: +1
Monthly Boni Conviction: +0.01
Monthly Traditionalist Conviction: +0.01
If the character is a Ruler (or co-ruler/consort with a higher attribute), the following bonuses are also applied to the country for each point of
finesse:
If the character is a governor, the following bonuses are also applied to their governorship region for each point of
finesse:
Governor policies are also scaled by the Governor's Finesse, according to the following formula:
If the character is a construction leader for a
great wonder, the wonder will have a
+5% bonus to overall workpower for each point of
finesse.
Charisma[edit | edit source]
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 charisma, the character gets the following bonuses:
Monthly Popularity: +0.025
Cohort Loyalty Gain Chance: +0.50
Attraction as Heir: +2
Monthly Populares Conviction: +0.01
Monthly Democratic Conviction: +0.02
If the character is a Ruler (or co-ruler/consort with a higher attribute), the following bonuses are also applied to the country for every point of
charisma:
Zeal[edit | edit source]
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 zeal, the character gets the following bonuses:
If the character is a Ruler (or co-ruler/consort with a higher attribute), the following bonuses are also applied to the country for every point of
zeal:
Other effects[edit | edit source]
Researchers[edit | edit source]
The effectiveness of 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
+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 | edit source]
Each 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 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.
Tribal succession[edit | edit source]
Succession in a tribal country is determined by the attributes of the other clan chiefs when a ruler dies or is deposed. Each attribute has the following weight when determining a clan chief's succession score:
Martial:
+2 succession support per point
Finesse:
+1 succession support per point
Charisma:
+1.5 succession support per point
Zeal:
+1 succession support per point
Domestic policy | State • Attributes • Characters • Civil war • Culture • Government • Heritages • Laws • National ideas • Position • Rebellion • Religion • Technology |
Economic policy | Buildings and Infrastructure • Economy • Food • Great wonders • Population • Trade • Trade goods |
Territories | Region • Province • Territories • Colonization • Holding |
Military | Military traditions • Army • Distinction • Land units • Land warfare • Siege • Naval warfare |
Foreign policy | Treaties • Warfare • Casus belli • Claim • Diplomacy • Subject nations • Barbarians |
Script | Events • Decisions • Missions |
Other | Achievements • Antagonist • Game configuration |