This article may contain outdated information that is inaccurate for the current version of the game. It was last updated for
1.0.
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.
Additional 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.
The characters act as rulers, advisors, admirals and generals
These values are all dynamic (i.e. they are accumulated, meaning they can grow and shrink over time).
Prominence represents the fame of the character. Jobs and titles help bring characters to public attention.
Popularity is a measure of how the people see the character. In republics high popularity characters are more likely to elected leader of the republic. However even monarchies cannot ignore popular people.
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 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.
Predilection: Every adult character (in a republic) 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.
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.
Characters can be given various roles. Besides being 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. Some countries allow women to be given offices, and some do not.
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
Finesse: −1
Diplomatic Relations: −1
Just
When it really comes down to it, does anyone really care what is right or wrong?
Arrogant
Prominence: +10
Charisma: −1
Power Costs: +1%
Modest
[CHARACTER.GetPraenomen] is quite simply the best at everything [CHARACTER.GetSheHe] puts [CHARACTER.GetHerHis] hand to.
Assertive
Monthly Prominence: +0.05
National Commerce Income: +5%
Local Commerce Income: +5%
Submissive
Quick in thought, word and deed, [CHARACTER.GetPraenomen] knows the best way to navigate most situations.
Benefactor
Monthly Popularity: +0.05
National Slaves Happiness: +5%
Local Slaves Happiness: +10%
Harsh
Whilst there may be no such thing as true altruism, [CHARACTER.GetPraenomen] comes awfully close.
Blunt
Charisma: −1
Improve Opinion Maximum: −25%
Silver Tongued
Sometimes, facts are just facts.
Cautious
Martial: −1
Unit Reorganization Cost: −5%
Reckless
Even the best laid plans can fail without due diligence.
Chaste
Fertility: −20%
Lustful
[CHARACTER.GetPraenomen] considers [CHARACTER.GetHerHis] body an unassailable temple of virtue and honor. So does everyone else.
Cold
Max Friends: −1
Charisma: −1
Assassinate Cost: −25%
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
Prominence: −10
Finesse: −1
Ambitious
Ambition just doesn't come naturally to some. [CHARACTER.GetPraenomen] is all the happier for it.
Corrupt
Corruption: +10
National Tax: +10%
Enslavement Efficiency: +1%
Righteous
One can go about things in the right way, or the profitable one. [CHARACTER.GetPraenomen] knows the truth of the matter.
Crafty
Corruption: +20
Finesse: +2
Enslavement Efficiency: +2%
Guileless
Wheedling, conniving, and cunning, may not be attractive qualities, but they're never unhelpful ones.
Cruel
Charisma: −1
National Slaves Output: +5%
Local Slaves Output: +10%
Enslavement Efficiency: +3%
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
Monthly Corruption: +0.05
Finesse: +1
Bribe Character Cost: −25%
Honest
The truth may be honorable, but, at least according to [CHARACTER.GetPraenomen], it doesn't get you very far.
Devout
Monthly Loyalty: +0.1
Omen Power: +5%
Invoke Devotio Cost: −5%
Lapsed
Prayer can be a source of hope in dark times. Luckily for [CHARACTER.GetPraenomen], it is often dark.
Dumb
Finesse: −2
Monthly Loyalty: +0.05%
Intelligent
[CHARACTER.GetPraenomen] was never one for the intellectual pursuits.
Energetic
Finesse: +1
Martial: +1
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
Finesse: −1
Shrewd
The only person unaware of just how gullible [CHARACTER.GetPraenomen] is, seems to be [CHARACTER.GetPraenomen] [CHARACTER.GetHerselfHimself].
Forgiving
Charisma: +1
Finesse: −1
Monthly Tyranny: −0.05
Vengeful
No crime, no barbed insult, or any manner of offense, is too great for the clemency of [CHARACTER.GetPraenomen].
Founder
Monthly Loyalty: +10%
Build Cost: −10%
Local Citizens Output: +10%
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
Monthly Popularity: +0.05
National Citizens Happiness: +5%
Local Unrest: −1
Selfish
Miserly
The simple act of aiding others, is often reward enough for [CHARACTER.GetPraenomen].
Good Natured
Max Friends: +1
Tributary Opinion of Us: +5
Abrasive
A pleasant demeanor and polite acknowledgments go a long way towards making friends.
Greedy
Charisma: −1
Local Population Growth: +2%
Self-controlled
Nobody would ever dare accuse [CHARACTER.GetPraenomen] of moderation or self-control.
Referred to in game code as gluttonous.
Guileless
Monthly Corruption: −0.1
Finesse: −2
Crafty
It's worrying when even the sheep can pull wool over one's eyes.
Harsh
Monthly Popularity: −0.05
National Slaves Output: +5%
Local Slaves Output: +10%
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
Monthly Corruption: −0.05
National Tribesmen Output: +5%
Deceitful
Even the thought of deception is enough to confuse [CHARACTER.GetPraenomen].
Characters with this trait will never accept a bribe.
Humble
Charisma: +1
Tribute Income: −1%
Local Freemen Output: +5%
Proud
A healthy respect for one's own place in the grand scheme of things, is what keeps [CHARACTER.GetPraenomen] going.
Incapable
Monthly Prominence: −0.1
Ruler Popularity Gain: −10%
Local Citizens Output: −5%
Founder
Some people, you just can't trust to do anything right.
Intelligent
Finesse: +1
Monthly Governor Loyalty: +0.05%
Dumb
A mind like no other can solve problems beyond our understanding. A mind like no other, can also create them.
Jealous
Charisma: −1
Smear Reputation Cost: −25%
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
Finesse: +1
Local Unrest: −1
Arbitrary
[CHARACTER.GetPraenomen] has become almost legendary for [CHARACTER.GetHerHis] calm, unbiased opinions.
Kindly
National Freemen Output: +5%
Loyalty Gain Chance: +2%
Uncaring
A truer soul there never was, than [CHARACTER.GetName].
Lapsed
Monthly Loyalty: −0.05
Omen Power: −5%
Devout
Once a fervent believer, [CHARACTER.GetPraenomen] abandoned [CHARACTER.GetHerHis] faith long ago.
Lazy
Finesse: −1
Martial: −1
Energetic
If a job is worth doing, [CHARACTER.GetPraenomen] will not be the one to do it.
Loving
Max Friends: +1
Charisma: +1
Diplomatic Relations: +1
Cold
A warm heart and kind gaze can always be found with [CHARACTER.GetPraenomen].
Lustful
Fertility: +20%
Chaste
An amorous lifestyle has many benefits, and many drawbacks. [CHARACTER.GetPraenomen] recognizes only the former.
Merciful
Charisma: +1
National Freemen Happiness: +2.5%
Local Freemen Happiness: +5%
Enslavement Efficiency: −5%
Cruel
Mercy can take many forms, and [CHARACTER.GetPraenomen] knows them all.
Miserly
Finesse: −1
National Tax: −10%
Local Tax: −10%
Generous
To [CHARACTER.GetPraenomen], wealth is there to be owned; there just always seems to be more to collect.
Modest
Monthly Popularity: +0.05
Power Costs: −1%
Arrogant
The self-effacing attitude of [CHARACTER.GetName] has become a thing of local legend.
Monotonous
Ruler Popularity Gain: −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
Finesse: −1
National Tribesmen Happiness: +25%
Technology Speed: −10%
Scholar
[CHARACTER.GetPraenomen] has spent so long remembering the good old days, that any mention of progress causes instant suspicion.
Obsessive
Zeal: +1
National Citizens Output: −5%
Local Research Points: −10%
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
Zeal: +1
Call Omen Cost: −10%
National Tax: −10%
Skeptical
The very gods above would struggle to find anything to complain about, looking at [CHARACTER.GetPraenomen].
Plain-speaking
Diplomatic Reputation: +3
Sarcastic
There are times when matters are just exactly what they seem. For [CHARACTER.GetPraenomen], that is all the time.
Polymath
Zeal: −1
National Citizens Output: +5%
Local Research Points: +10%
Obsessive
There are few subjects upon which [CHARACTER.GetPraenomen] could not wax lyrical.
Prominent
Prominence: +30
Local Commerce Income: +10%
Unnoticeable
When [CHARACTER.GetName] speaks - people listen.
Proud
Charisma: −1
Tribute Income: +10%
Local Fort Defense: +10%
Humble
Hubris is warned of, in the Greek tales of old. It would seem that [CHARACTER.GetPraenomen] never much cared for the theater.
Rash
Finesse: −1
National Citizens Happiness: −5%
Wise
Choices become a lot less complicated if one rushes blindly past them.
Reckless
Martial: +1
Aggressive Expansion Impact: +10%
Warscore Cost: −10%
Cautious
[CHARACTER.GetPraenomen] always has a plan. Curiously, it always seems to be the same one.
Righteous
Corruption: −10
Aggressive Expansion Impact: −10%
Corrupt
A singular purpose brooks no worldly distraction.
Characters with this trait will never accept a bribe.
Sarcastic
Diplomatic Reputation: −3
Plain-speaking
Literally everyone loves [CHARACTER.GetName].
Scholar
Martial: −1
Technology Speed: +5%
Local Research Points: +10%
Narrow-minded
[CHARACTER.GetPraenomen] simply devours knowledge as it were a hearty meal. It seems to sustain [CHARACTER.GetHerHim] about as much, too.
Secure
Charisma: +1
Monthly General Loyalty: +0.05
Jealous
If [CHARACTER.GetName] had feathers, not even a divine thunderbolt could ruffle them.
Self-controlled
Zeal: +1
Local Population Growth: −2%
Greedy
A life of fulfillment, seems to [CHARACTER.GetPraenomen] to lack all sense of purpose.
Selfish
Monthly Popularity: −0.05
National Tax: −5%
Generous
The most important thing in the world of [CHARACTER.GetName], is [CHARACTER.GetName].
Shrewd
Finesse: +1
Zeal: −1
Mercenary Maintenance: −10%
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
Charisma: +1
Improve Opinion Maximum: +25%
Blunt
Even the most skilled of diplomats would struggle to compare to [CHARACTER.GetPraenomen].
Skeptical
Zeal: −1
Call Omen Cost: +10%
National Tax: +10%
Pious
Questioning everything can get tiring, don't you think?
Stubborn
Monthly Popularity: −0.05
Local Fort Defense: +10%
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
Monthly Prominence: −0.05
National Commerce Income: −5%
Local Commerce Income: −5%
Assertive
The meek aren't really due to inherit anything, just yet.
Suspicious
Max Rivals: +1
Imprison Cost: −25%
Trusting
[CHARACTER.GetPraenomen] knows exactly who's out to get [CHARACTER.GetHerHim]. Everyone that isn't called [CHARACTER.GetName].
Tolerant
Zeal: −1
Wrong Culture-Group Happiness: +10%
Zealous
People from all walks of life can find an unbiased listener, in [CHARACTER.GetPraenomen].
Trusting
Max Rivals: −1
Monthly Tyranny: −0.05
Suspicious
To give others the benefit of the doubt, one first must doubt them. [CHARACTER.GetPraenomen] never quite reaches that first step.
Uncaring
National Freemen Output: −5%
Loyalty Gain Chance: −2%
Kindly
The world could fold in on itself tomorrow, for all [CHARACTER.GetPraenomen] cares.
Unnoticeable
Prominence: −30
Local Commerce Income: −10%
Prominent
When [CHARACTER.GetPraenomen] speaks - who is [CHARACTER.GetPraenomen] anyway?
Vengeful
Finesse: +1
Charisma: −1
Assassinate Cost: −20%
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
Monthly Prominence: −0.1
Local Fort Defense: −10%
Stubborn
The only thing stopping [CHARACTER.GetPraenomen] from simply laying down to die, is indecision.
Wise
Finesse: +1
National Citizens Output: +5%
Rash
Simply having knowledge is not enough; understanding how to apply it, shows true wisdom.
Zealous
Zeal: +1
Wrong Culture-Group Happiness: −10%
Tolerant
A raging fire burns in the heart of [CHARACTER.GetPraenomen], fueled by the spirit of religious mystery.
A character can usually have only one military trait.
Trait
Personal
General
Opposites
Description & Notes
Aggressive
Martial: +1
Heavy Infantry Discipline: +5%
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
Martial: +1
Morale of Armies: +5%
Loyalty Gain Chance: +2%
Coward
[CHARACTER.GetPraenomen] stares danger in the face, and knows victory.
Coastal Raider
Monthly Wealth: +1
Liburnian Discipline: +5%
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
Martial: +1
Heavy Cavalry Discipline: +5%
Chariots Discipline: +5%
Trusting one's instincts is the first step towards mastery.
Coward
Martial: −1
Morale of Armies: -5%
Loyalty Gain Chance: −2%
Brave
To [CHARACTER.GetPraenomen], living to fight another day is vastly preferable to death, honorable or otherwise.
Disciplined
Martial: +1
Discipline: +5%
Nothing is more important to [CHARACTER.GetPraenomen] than holding the line.
Oarmaster
Martial: +1
Naval Movement Speed: +10%
Knows just how to squeeze every last ounce of energy out of a rowdy team of oarsmen.
Original Thinker
Martial: +1
Siege Ability: +10%
The logistics of warfare require a certain innovativeness which [CHARACTER.GetPraenomen] seems to possess.
Princeps
Finesse: +1
Octareme Discipline: +5%
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.
Sea Dog
Martial: +1
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.
Tactically Inflexible
Martial: −1
Reinforcement Speed: −10%
Supply lines, routes of retreat, and all-round good planning, mean nothing to [CHARACTER.GetPraenomen].
Tactician
Martial: +1
Archers Discipline: +5%
Light Infantry Discipline: +5%
Horse Archers Discipline: +5%
Whereas some just see a whirling melee, [CHARACTER.GetPraenomen] sees patterns, weaknesses, and ultimately - victory.
Steadfast
Martial: +1
Heavy Infantry Discipline: +5%
War Elephants Discipline: +5%
The resolve of [CHARACTER.GetName] has become so renowned, that it permeates the very forces [CHARACTER.GetSheHe] commands.
Health traits represent various health conditions, mostly detrimental and sometimes fatal.
Trait
Personal
Ruler
Congenital
Description & Notes
Arthritis
Finesse: −1
Martial: −1
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
Fertility: −10
The loss of ability to conceive was a terrible affliction for a woman of childbearing age.
Blind
Finesse: −3
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
Martial: −4
Finesse: −4
Zeal: +1
Health: −4
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
Charisma: −3
Martial: −3
Finesse: −3
Zeal: −3
Health: −0.3
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
Charisma: −2
Finesse: −2
Zeal: −2
Martial: −2
Health: −2
Cancer comes in many forms, and is a death sentence to those who acquire it.
Castrated
Fertility: −10
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
Charisma: −2
Finesse: −2
Zeal: −2
Martial: −2
Health: −2
Dementia eats away at the mind, rendering the sufferer a shadow of their former self.
Depressed
Charisma: −1
Finesse: −1
Health: −0.1
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
Health: −2
Dementia eats away at the mind, rendering the sufferer a shadow of their former self.
Dysentery
Martial: −1
Charisma: −1
Health: −0.5
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
Finesse: −1
Zeal: +2
Health: −0.2
Diplomatic Reputation: −1
The sacred disease is bound to shorten the life of [CHARACTER.GetPraenomen], but [CHARACTER.GetHerHis] faith is bolstered by it.
Fair
Max Friends: +1
Blessed with Olympian beauty, [CHARACTER.GetPraenomen] has grown used to turning heads.
Frail
Martial: −1
Health: −0.05
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
Martial: −3
Finesse: −3
Health: −3
A necrotic infection of tissue without adequate blood supply, gangrene can set in after grievous injuries, exposure to extreme cold, and internal complications.
Gout
Finesse: −1
Martial: −1
Health: −1
Gout, often associated with those of lavish lifestyle, causes chronic pain, amongst more serious complications.
Hunchback
Martial: −1
Physical deformities prevent [CHARACTER.GetPraenomen] from enjoying some pleasures in life.
Inbred
Charisma: −2
Finesse: −1
Martial: −1
Fertility: −30%
Health: −0.1
Generations of inbreeding can have... unexpected results.
Invalid
Martial: −3
Incapable of more than the most basic movement, [CHARACTER.GetPraenomen] has to rely on [CHARACTER.GetHerHis] mind for adventure.
Infection
Health: −0.2
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
Finesse: −1
Charisma: −1
Swelling and inflammation were common complaints. Often symptomatic of future health problems, tenderness and pain were the primary complaints.
Leper
Fertility: −1
Health: −0.5
Monthly Popularity: −0.2
Lepers are shunned by society at large; the horrific disease slowly eats away at flesh until little remains.
Limp
Martial: −2
An old pain prevents [CHARACTER.GetPraenomen] from enjoying full mobility.
Lisp
Finesse: −1
A minor speech impediment can sometimes cause [CHARACTER.GetPraenomen] a great deal of stress.
Lunatic
Martial: −2
Finesse: −2
Charisma: +2
Zeal: +2
Health: −0.2
[CHARACTER.GetName] is, in no uncertain terms, stark raving bonkers.
Maimed
Martial: −2
Horrifying injuries scar [CHARACTER.GetPraenomen] from head to toe.
Maniac
Health: −0.1
Charisma: −2
Finesse: +2
Unbridled fury leads to moments of utter calm; [CHARACTER.GetPraenomen] is about as predictable as the ocean.
Called schizophrenic in game code.
Mentagra
Charisma: −2
A mysterious disease, thought to have been spread by kissing and bodily contact, Mentagra displayed a facial rash, with sores and severe discomfort.
Mourning
Charisma: −2
Zeal: −2
Health: −0.2
The loss of a loved one can cut deeper than any physical wound.
One-Eyed
Martial: −1
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
Martial: −4
Health: −0.3
Partial paralysis could result from a variety of sources, including nerve or brain damage.
Plague
Health: −2
Plague is spoken of only in whispers; even the suspicion of it is often a death sentence.
Pneumonia
Health: −1
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.
Pox
Charisma: −2
Fertility: −20%
Health: −0.1
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
Health: +0.05
Medicine is a mysterious art, but surely anything is better than suffering.
Stressed
Finesse: −1
Sometimes enough is enough; for [CHARACTER.GetPraenomen], that time came about nine months after conception.
Stutter
Charisma: −1
Public speaking is particularly challenging for [CHARACTER.GetPraenomen].
Ugly
Charisma: −1
Fertility: −20%
[CHARACTER.GetPraenomen] has never had much luck with love.
Wounded
Martial: −1
Health: −0.1
[CHARACTER.GetPraenomen] bears a grievous injury from times past.
Status traits represent a character's current activities, lifestyle, reputation, or heritage.
Trait
Personal
Ruler
General
Description & Notes
Blood of Antigonus
Prominence: +20
Finesse: +1
Aggressive Expansion Change: −0.1
Fort Defense: +10%
Antigonus Monopthalmus was a loyal Satrap of Alexander, who rose to power after defeating Perdiccas, 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.
Given to members of the Phrygian Antigonid dynasty at game start, and inherited patrilineally. Called antigonids in game code.
Blood of Antipatros
Prominence: +20
Charisma: +1
Build Cost: −10%
Monthly Legitimacy: +0.05
A great friend of Alexander, Antipater 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, Cassander, whose contempt of Alexander was no secret, and whose legacy included the founding and restoration of many great cities.
Given to members of the Macedonian Antipatrid dynasty at game start, and inherited patrilineally. Called antipatrid in game code.
Blood of the Argeads
Prominence: +20
Martial: +1
Aggressive Expansion Impact: −10%
Monthly Legitimacy: +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?"
Given to Thessalonike Argead, wife of Basileus Cassander of Macedon, at game start, and inherited by her descendants born after game start. Called argeads in game code.
Blood of the Lagidae
Prominence: +20
Zeal: +1
Wrong Culture-Group Happiness: +15%
Research Points: +5%
Having grown up alongisde Alexander, Ptolemy 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.
Given to members of the Egyptian Lagid dynasty at game start, and inherited patrilineally. Called lagids in game code.
Blood of Lysimachus
Prominence: +20
Martial: +1
Diplomatic Reputation: +1
Execute Cost: −25%
Once a close friend of Alexander, and one of the legendary Somatophylakes; Lysimachus was a brutal yet cunning general, whose grasp of the tense diplomatic situation between the Diadochi was second to none.
Given to members of the Thracian Alcimachid dynasty at game start, and inherited patrilineally. Called alcimachid in game code.
Blood of Seleucus
Prominence: +20
Finesse: +1
Change Governor Policy Cost: −25%
Monthly Corruption: −5%
Unlike the other Diadochi, Seleucus was a person of only mediocre importance during Alexander's campaigns. After a string of victories and defeats, Seleucus finally established his domain with the help of Ptolemy 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.
Given to members of the Seleucid dynasty of Persia at game start, and inherited patrilineally. Called seleucids in game code.
Conqueror
Prominence: +10
Tributary Opinion of Us: +5
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
Charisma: +1
Senate Influence: +0.1
Monthly Legitimacy: +0.1
The mere timbre of the silken words that [CHARACTER.GetName] speaks, can stop others in their tracks.
Olympic Competitor
Monthly Loyalty: +0.2
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.
Poet
Martial: −1
Charisma: +1
Improve Opinion Maximum: +10%
The mere timbre of the silken words that [CHARACTER.GetName] speaks, can stop others in their tracks.
Victorious
Prominence: +20
Monthly Popularity: +0.1
[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.
There are lots of different interactions you can do with and on your characters, including arranging marriages, bribe them, loan from them, or even sacrifice them if your religions so permit and desire. Interactions can cost gold and/or multiple other currency powers.
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
Foreign characters can be attempted to assassinate.
Banish
Forces a previously imprisoned character to leave the country.
Bribe
Increases the loyalty of a character.
Execute
Kills a character.
Free Hands
Increases loyalty and corruption if the character is a governor.
Hold Games
Costs money 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
Imprison
Imprisons a character.
Inspire Disloyalty
Reduces the loyalty and increases the corruption of a foreign character.
Marry Ruler
Works if the ruler and target are different genders and are both unmarried.
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.
Sacrifice Prisoner
Some religions allow you to sacrifice prisoners of war, making your tribesmen happy and productive and allowing you to stay tribal.