Open main menu

Personalities

See also: Ruler

Contents

AI personalitiesEdit

Rulers of AI nations will have personalities that determine how they act. The particular personality assigned to each ruler is strongly correlated with the category of their highest skill, with administrative, diplomatic, and military skill leading to administrator, diplomat, and militaristic personalities respectively. Knowledge of this can help players predict the personality of an upcoming heir.

The ruler personality types are as follows:

  •   Administrator: They will seek to improve their economy by any means available, but are less prone towards war unless it furthers their trade interests.
  •   Balanced: They will try to strike a balance between war, diplomacy and trade, and cannot be counted on to behave in any one particular way.
  •   Colonialist: Their interests lie in overseas expansion and they will prefer to maintain good relations with their neighbors at home.
  •   Diplomat: They will seek out powerful friends and attempt to expand diplomatically, but are far less likely to go to war unless they are reclaiming lost territory.
Diplomatic rulers will try to maintain good relations with neighbors, and their diplomats will be preoccupied with improving relations rather than fabricating claims on their neighbors. They will try to expand through diplomatic vassalization if possible, often breaking alliances with larger nations just to free up relation slots for that purpose. The strong desire for peace even gives them a much higher tolerance for other nations that hold their core provinces. Alliances between great powers are frequently due to the actions of diplomatic rulers.
  •   Militarist: They will seek to expand aggressively at the expense of their neighbors and are far more likely to go to war.
Militarist rulers will relentlessly fabricate claims on neighboring provinces and launch wars of conquest. They prefer to ally countries with strong militaries that can aid them in war. They are more likely to hold the wants your provinces negative opinion on other nations, both in terms of the number of provinces desired and the magnitude of the negative opinion. Even when negotiating peace deals, they will be inclined to demand more from their opponents, and will frequently accumulate large amounts of aggressive expansion as a result of this.

Ruler personalitiesEdit

Rulers, including heirs and consorts, gain character traits that grant bonuses or penalties as well as determine AI behavior. These traits can also influence events by adding trait specific options. Only the traits of the current ruler affect the nation.

The first trait is received upon reaching adulthood at the age of 15, the second after actively ruling for 10 years, and the third after ruling for an additional 15 years. A timer-chart shows the time left for the next trait to appear (if there is one).

Notes: A player can assign some traits while designing a custom nation without entirely fulfilling some of the minor prerequisites, thereby bypassing them.

Positive traitsEdit

Trait Effect AI ruler would Prerequisites & weight modifiers  
 
Just
This ruler is Just. Due to a keen understanding of the many laws and customs of his realm our subjects trust us to rule rightfully and justly.
  −2 national unrest prefer to pick on someone their own size.
start fair wars.
  • 0.50× declare wars (weaker targets)
   Cruel
Modifiers
  • At least   6 administrative skill
+2
 
Righteous
This ruler is Righteous. Our people will be less likely to question our authority as they know that a righteous ruler always has their best interest in mind.
  •   +1.0 yearly legitimacy
  •   +0.5 yearly republican tradition
start fair wars.
  • 0.75× declare wars (weaker targets)
Modifiers
  • At least   6 administrative skill
  • (Ruler) Is a new dynasty
+2
 
Tolerant
This ruler is Tolerant. Religious minorities will thrive during our regime.
  •   +1 tolerance of heretics
  •   +1 tolerance of heathens
be more likely to ally heretics.
  • +10 heretic ally acceptance
be more likely to ally heathens.
  • +20 heathen ally acceptance
  •    Free Thinker
  •    Zealot
  •    Religious idea group
  •  owns a province with non-state religion or has a neighbor with different religion
Modifiers
  • State religion is not the dominant religion
  • Has unlocked   Humanist idea group
+2
 
Kind-Hearted
This ruler is Kind-Hearted. A great interest in the common men and women of the realm has made our ruler well-loved and our country more resistant to harsh times in general and the ravages of war in particular.
  −0.05 monthly war exhaustion
send gifts more often.
  • +65% gift sending chance
be more likely to join an alliance.
  • +10 alliance acceptance
+5
 
Free Thinker
This ruler is a Free Thinker. Unbound by strict doctrines our ruler encourages everyone to try new things and reason freely about where to take our great country in the future.
  −5% idea cost do more Knowledge Sharing
Modifiers
  • At least   6 administrative skill
  • At least   6 diplomatic skill
  • At least   6 military skill
+2
 
Well Connected
This ruler is Well Connected. Our court and cabinet benefits from the wide network among the great minds of this era of our ruler.
  −20% advisor cost
Other AI are more likely to help them indirectly.
  • 2× other AI help us
Modifiers
  • At least   6 diplomatic skill
  • (Ruler/Heir) Is a foreigner
  • At least 5 royal marriages
+2
 
Calm
This ruler is Calm. By never losing temper or face our ruler will both inspire by example and be able to take well-thought-through decisions, allowing us to recover more quickly from any crisis the world might throw at us.
  −10% stability cost
be less likely to start wars.
  • 0.50× declare wars
  • 0.75× declare wars (weaker targets)
Modifiers
  • (Ruler/Heir) Is not a   general
+2
 
Careful
This ruler is Careful. By carefully navigating around the various unspoken rules in interstate relations our monarch is able to lessen the impact of our actual transgressions.
  −10% aggressive expansion impact
overestimate enemy strength.
  • 1.2× enemy strength
start onesided wars.
  • 0.4× declare wars
Modifiers
  • At least   6 diplomatic skill
+5
 
Secretive
This ruler is Secretive. A natural instinct to keep doors closed and letters encrypted trickles down and will make our entire government harder to infiltrate for our enemies.
  +20% foreign spy detection prefer to use condottieri.    Loose Lips
Modifiers
  • At least   6 diplomatic skill
+2
 
Intricate Webweaver
This ruler is an Intricate Web-Weaver. Constantly hatching new plots our ruler is able to personally take on a great part of the responsibility for foreign intelligence.
  +30% spy network construction prefer to use condottieri.
  •    Loose Lips
  •   At least 3 administrative skill
  •   Knowledge of any other existing nation
Modifiers
  • At least   6 diplomatic skill
+2
 
Fertile
This ruler is Fertile. Due to the natural predisposition of our ruler to have many children we are at little risk to be without an heir for long.
  +50% chance of new heir
be more likely to marry.
  • +20 royal marriage acceptance
  •    Infertile
  •   is a monarchy using heir mechanics
  •   Ottoman Government
  •   ‘Statists vs Monarchists’ mechanics
  • Is less than 35 years old
+2
 
Well Advised
This ruler is Well-Advised. Always ready to listen to the wise council of others our ruler attracts a greater number of people to our court and cabinet.
  +1 possible advisors
start onesided wars.
  • 0.6× declare wars
Modifiers
  • At least   6 diplomatic skill
+2
 
Benevolent
This ruler is Benevolent. Being seen as wanting to do good is a great asset when it comes to keeping our subjects calm.
  −5% liberty desire in subjects
send gifts more often.
  • +25% Gift sending chance
  •    Malevolent
  •   At least 3 diplomatic skill
Modifiers
  • At least   6 diplomatic skill
  • Has at least   2 vassals
+2
 
Zealot
This ruler is a Zealot. Being fanatically devoted to the true faith allows our ruler to inspire more people to convert and join the state religion.
  +1% missionary strength
  • desire neighboring heretic land
  • desire neighboring heathen land
be less likely to ally heretics.
  • −1000 heretic ally acceptance
be less likely to ally heathens.
  • −1000 heathen ally acceptance
be outright hostile to other religions.
  • 2× declare wars on other religions
Modifiers
  • 0.5× If national religion is dominant, but a state province has a different religion
  • Has at least   2 missionaries
  • Borders a religious enemy
  • Is Defender of the Faith
+2
 
Pious
This ruler is Pious. Religiously devoted, spiritual and religious our ruler ensures that our state will not lose its course and inspire confidence in our faith.
  +1 yearly devotion use Excommunicate a lot more if they are the Pope.
be less likely to ally heretics.
  • −30 heretic ally acceptance
be outright hostile to other religions.
  • 1.5× declare wars on other religions
Modifiers
  • National religion is the dominant religion
+2
 
Lawgiver
This ruler is a Lawgiver. Legislation is what builds up and unites a realm. Our ruler is intent on reducing the hundreds of laws and customs of the various part of our realm to create a more centralized and just set of laws.
  −0.05 monthly autonomy change be more likely to pick certain Idea Groups.   At least 3 administrative skill
Modifiers
  • At least   6 administrative skill
+5
 
Midas Touched
This ruler is Midas-Touched. The talent to make every project profitable is a great asset to the ruler of a country. Our state coffers shall never want for money as long as our ruler remains.
  +10% national tax modifier
  • demand gold in peace.
  • be more likely to pick certain Idea Groups.
  •    Greedy
  •   At least 3 administrative skill
Modifiers
  • At least   6 administrative skill
  • At least   6 diplomatic skill
+2
 
Incorruptible
This ruler is Incorruptible. In many ways building a modern state is a constant battle against corruption. State officials are always tempted to take bribes and wanting to care for your friends and relatives is a natural human instinct. By firmly rejecting all such notion and fighting it with contempt our ruler sets an example for the entire country to follow.
  −0.05 yearly corruption avoid debasing their currency at all costs.
send gifts less often.
  • −50 gift chance
  •    Embezzler
  •   At least 3 administrative skill
Modifiers
  • At least   6 administrative skill
+2
 
Architectural Visionary
This ruler is an Architectural Visionary. Improving the infrastructure is a necessity for any state of our age and this ruler is the one who can do it. Grand visions coupled with a great understanding and talent for keeping costs down makes this ruler a great asset to us.
  −10% construction cost
spend more money on buildings.
  • 1.8× building budget
   Obsessive Perfectionist
Modifiers
  • At least   6 administrative skill
+2
 
Scholar
This ruler is a Scholar. The ambition to learn about the world and the governing principles of men and nature makes our ruler able to understand and implement new technology much more efficiently than would otherwise be possible.
  −5% technology cost
  • do more Knowledge Sharing.
  • spend more to unlock Institutions.
Modifiers
  • At least   6 administrative skill
  • 0.5× (Ruler/Heir) Is a   general
+5
 
Entrepreneur
This ruler is an Entrepreneur. By seeing the potential for new projects in any obstacle or opportunity our ruler contributes to an ever growing number of projects to bolster our economy.
  +10% trade efficiency
spend more money on buildings.
  • 1.5× building budget
   Indulgent
Modifiers
  • At least   6 diplomatic skill
  • Uses merchant republic mechanics
+2
 
Industrious
This ruler is Industrious. Never content to rest and through increasingly long work days our ruler is constantly managing the details of every province in the realm to maximize the output and collected revenue for all resources under state control.
  +10% goods produced modifier
spend more money on buildings.
  • 1.2× building budget

be more likely to pick certain Idea Groups.

Modifiers
  • At least   6 diplomatic skill
  • Uses merchant republic mechanics
+2
 
Expansionist
This ruler is an Expansionist. Our ruler is personally invested in the claiming and settlement of new lands and is dedicated to ensure that colonial expansion remain a top priority for our state.
  +15 global settler increase seek to establish colonies with greater intent.
have special objectives when starting wars.
  • 2× war priority on primitives
  Has at least 1 colonist
Modifiers
  • At least   6 diplomatic skill
  • At least 1 conquistador or explorer
  • At least 2 conquistadors or explorers
  • Has unlocked   Expansion and   Exploration idea groups
+2
 
Charismatic Negotiator
This ruler is a Charismatic Negotiator. Through personal involvement in state diplomacy and negotiations our ruler is able to make others see things our way more often than would otherwise be possible.
  +1 diplomatic reputation
negotiate better peace terms with other AI nations.
  • +10 other AI peace term bonus
  •    Babbling Buffoon
  •   At least 3 diplomatic skill
Modifiers
  • 1.5× At least   6 diplomatic skill
  • 0.5× (Ruler/Heir) Is a   general
+2
 
Silver Tongue
This ruler is considered to have a Silver Tongue. In our communication with other state our ruler is able to present our past actions in much more favorable lighting. Once our neighbors see the reasons for our actions they are much more likely to forgive us in the long run for any transgressions.
  +20% improve relations
Other AI are less likely to declare war on them.
  • 0.5× other AI war chance
  •    Babbling Buffoon
  •    Naive Enthusiast
  •   At least 3 diplomatic skill
Modifiers
  • 1.5× At least   6 diplomatic skill
  • 0.5× (Ruler/Heir) Is a   general
+2
 
Conqueror
This ruler is a conqueror. We will be able to incorporate new lands into our realm more efficiently under this regime.
  −5 years of separatism desire any neighboring land possible.
be more likely to start wars.
  • 1.75× declare wars
start one sided wars.
  • 2× declare wars (weaker targets)
send gifts less often.
  • −50 gift chance
spend less on buildings.
  • 0.2× building budget
  At least 3 military skill
Modifiers
  • At least   6 military skill
  • (Ruler/Heir) Is a   general
+2
 
Tactical Genius
This ruler is a Tactical Genius. A great personal interest and investment in battlefield maneuvers and feints will result in a much greater interest and experience in these matters for all our generals.
  +1 land leader maneuver
start one sided wars.
  • 1.4× declare wars (weaker targets)
  At least 3 military skill
Modifiers
  • At least   6 military skill
  • (Ruler/Heir) Is a   general
+2
 
Bold Fighter
This ruler is a Bold Fighter. Believing Shock to be of great importance on the battlefield our ruler is never fearful of the consequences and encourages everyone to lead their troops right into the midst of the enemy should the situation require it.
  +1 land leader shock
underestimate enemy strength.
  • 0.85× enemy strength
   Careful
Modifiers
  • At least   6 military skill
  • (Ruler/Heir) Is a   general
+2
 
Strict
This ruler is Strict. Due to taking a great interest in the behavior of the troops our ruler is able to instill a strict sense of discipline in everyone in our ranks, from the lowest to the highest.
  +5% discipline
  • avoid debasing their currency at all costs.
  • avoid taking loans at any price.
Modifiers
  • At least   6 military skill
  • (Ruler/Heir) Is a   general
+5
 
Inspiring Leader
Our ruler is an Inspiring Leader. Great personal leadership can lead to even the most cowardly men to finding their courage.
  +5% morale of armies
  •    Craven
  •   At least 3 military skill
Modifiers
  • At least   6 military skill
  • (Ruler/Heir) Is a   general
+5
 
Martial Educator
This ruler is a Martial Educator. Under the current regiment the education and training of our officer corps is one of our highest priorities.
  −1% yearly army tradition decay
start onesided wars.
  • 1.2× declare wars (weaker targets)

be more likely to pick certain Idea Groups.

  At least 3 military skill
Modifiers
  • At least   6 military skill
+2
 
Navigator
This ruler is a Navigator. Personal involvement in everything from the curriculum for officers to the procurement of good charts and the rules and laws for shipping ensures that our ships aren't lost as often as those of our neighbors.
  +10% ship durability
  • use explorers more.
  • be more likely to pick certain Idea Groups.
Has at least 1 home port
Modifiers
  • At least   6 diplomatic skill
+2
 
Fierce Negotiator
This ruler is a Fierce Negotiator. We will have an easier time convincing mercenary captains to fight for our cause for less pay than they would otherwise demand.
  −25% mercenary maintenance
be more stubborn to surrender in a war.
  • −20 peace desire
  At least 3 diplomatic skill
Modifiers
  • At least   6 diplomatic skill
+2

Negative traitsEdit

Trait Effect AI ruler would Prerequisites & weight modifiers  
 
Babbling Buffoon
This ruler is considered to be a Babbling Buffoon. While our ruler means well by personally engaging in diplomacy with our neighbors this is not coupled with a talent for conducting negotiations. Anyone is likely to have a harder time seeing the points we want to make and many of our negotiations are hampered by the ineptness of our ruler.
  –1 diplomatic reputation
  • insult you at random times.
  • disclose their attack plans ahead of time.
  •    Charismatic Negotiator
  •    Silver Tongue
Modifiers
  • 0.5x has any other negative trait
−2
 
Embezzler
This ruler is an Embezzler. One of the things that drive our ruler is a great will and talent to use the state revenue for increasing personal wealth.
  +0.05 yearly corruption
  • sell their provinces to pay for their debts.
  • debase their currency more frequently.
   Incorruptible
Modifiers
  • 0.5x has any other negative trait
−2
 
Infertile
This ruler is Infertile. Due to reasons beyond our control our monarch seems to have a much harder time than most to produce an heir.
  –25% chance of new heir
be less likely to marry.
  • –20 royal marriage acceptance
  •    Fertile
  •   monarchy using heir mechanics
  •   Ottoman Government
Modifiers
  • 1x is at least 40 years old
  • 0.5x has any other negative trait
−2
 
Indulgent
This ruler is Indulgent. Always seeking relief from a general apathy our ruler indulges in great amounts of stimulants as alcohol. Having an indulgent ruler reflects poorly on the entire country.
  –10% trade efficiency want to take loans (even from human players).
Modifiers
  • 0.5x has any other negative trait
−2
 
Sinner
This ruler is widely regarded as a Sinner. Personal shortcomings in the leadership of our country have turned the religious establishment against us.
  –2 tolerance of the true faith love to raze and plunder.
be less hostile to other religions.
  • 0.8x declare wars (other religions)
  Christian or Muslim
Modifiers
  • 0.5x has any other negative trait
−2
 
Greedy
This ruler is Greedy. State revenue collection is growing increasingly iron-fisted and short-sighted under our ruler who will stop at nothing to try to increase our income. Destroying or harming every source of revenue the long term effects of this short-sighted behavior is a great decrease of tax income.
  –10% national tax modifier demand gold in peace.
send gifts less often.
  • −100 gift chance
be less likely to join Trade Leagues.
  • −10 trade league acceptance

have special objectives when starting wars.

   Midas Touched
Modifiers
  • 0.5x has any other negative trait
−2
 
Cruel
This ruler is seen as Cruel. Widespread tales of arbitrary and cruel actions by our ruler personally has greatly upset many of our subjects. This may not be enough to incite a rebellion in itself but any crisis is going to hit public opinion harder as nobody lacks for reasons to revolt.
  +2 national unrest
  • betray their allies without second thoughts.
  • want less autonomy for the oppressed.
  • love to raze and plunder.
Modifiers
  • 0.5x has any other negative trait
−2
 
Naive Enthusiast
This ruler is a Naive Enthusiast. Blindly rushing ahead and constantly underestimating the consequences of our ruler ensures that our neighbors will be slower to forgive slights and transgressions.
  –20% improve relations
  • underestimate aggressive expansion.
  • prefer to pick on someone their own size.
send gifts more often.
  • +90 gift chance
Modifiers
  • 1x   Free Thinker
  • 0.5x has any other negative trait
−2
 
Craven
This ruler is Craven. Desperately fearful of physical combat our ruler stays as far away from the battlefields as possible. Our troops can't help but notice that they are on their own.
  –5% morale of armies
overestimate enemy strength.
  • 1.25x enemy strength
   Inspiring Leader
Modifiers
  • 0.5x has any other negative trait
  • 0.5x (Ruler/Heir) is not a   general
−2
 
Loose Lips
Often personally responsible for information breaches and leaks this ruler is generally too trusting and easily fooled. Unfortunately the sum of this is that our ruler does more harm than good to our counterespionage efforts.
  –20% foreign spy detection disclose their attack plans ahead of time.
Modifiers
  • 0.5x has any other negative trait
−2
 
Obsessive Perfectionist
This ruler is an Obsessive Perfectionist. A keen interest in detail and minutiae is not always coupled with an equal talent for such things. Constantly causing interruptions and delays our ruler is doing a lot more harm than good when it comes to developing our internal infrastructure.
  +10% construction cost try to avoid ugly map borders.    Architectural Visionary
Modifiers
  • 0.5x has any other negative trait
−2
 
Malevolent
This ruler is seen as Malevolent. The actions of your ruler are often seen as motivated by malice or hostile intent. As a result any subject countries under our control are quick to anger and fear any action we take.
  +5% Liberty desire in subjects betray their allies without second thoughts.
be more likely to use the send warning action.
  • +50 send warning desire
  • disclose their attack plans ahead of time.
  • threaten war far more often.
Modifiers
  • 0.5x has any other negative trait
−2

Leader traitsEdit

Military leaders may gain a singular trait after participating in a battle (regardless of its outcome). The chances of getting a trait are increased the higher the   army tradition or   navy tradition gained in that battle.

While most traits can be gained without fulfilling any prior requirements, a few require the presence (as well composition) of particular unit types within the army/fleet before one may be gained.

Trait   Prerequisites Effect Description
  Battlefield Medic     +33% Reinforce speed This General is known as a Battlefield Medic. A larger than normal number of soldiers under this leader will be able to recover after battle to reinforce their unit back to strength.
  Born to the Saddle     Army composition is at least 20% cavalry   +50% Cavalry flanking ability This General was born to the Saddle. Cavalry led by this leader will be able to make better use of their flanking advantage.
  Cannoneer     Army composition is at least 1% artillery   +10% Artillery combat ability This General is a Cannoneer. Known for a great fascination with gunpowder and cannons artillery commanded by this leader will be more efficient.
  Defensive Planner     −10% Shock damage received This General is a Defensive Planner. Any troops lead by this leader will be more resilient to shock.
  Glory Seeker  
  •   +50% Prestige from land battles
  •   +50% Army tradition from battles
This General is a glory seeker. Troops lead by this general will acquire more Prestige and Army Tradition than they otherwise would as they are always deployed where they will make the most visible difference.
  Goal Oriented     +10% Movement speed This General is Goal Oriented. Troops commanded by this leader will march more quickly towards their goal.
  Hardy Warrior     −20% Land attrition This General is known as a Hardy Warrior. Troops commanded by this leader will be more resilient to harsh conditions and suffer less attrition.
  Inspirational Leader     +10% Recover army morale speed This General is an Inspirational Leader. Troops commanded by this leader will be quicker to regain morale in the face of defeat.
  Master of Arms     Army composition is at least 20% infantry   +10% Infantry combat ability This General is a Master of Arms. Infantry commanded by this leader will be more efficient and be able to deal more damage.
  Ruthless     +10% Land fire damage This General is Ruthless. Troops under the command of this leader will deal greater fire damage.
  Siege Specialist     Army composition is at least 1% artillery   +15% Siege ability This General is a Siege Specialist. Sieges commanded by this leader will be conducted in a more efficient manner and should be concluded more quickly.
  Accomplished Sailor     +10% Movement speed This Admiral is an Accomplished Sailor. Personal sailing expertise allows this leader to enhance the skills of all captains under him, ships commanded by the Accomplished Sailor will reach their destinations more quickly.
  Buccaneer     +15% Privateer efficiency This Admiral is a Buccaneer. Privateers commanded by this leader will be more efficient.
  Extortioner     +15% Ship trade power This Admiral is an Extortioner. Knowing how to best leverage an advantage of force allows our leader to do more with less and ships commanded by the extortioner will exert greater trade power than those lead by competing captains could.
  Ironside     +5% Ship durability This Admiral is an Ironside. Ships commanded by this leader will suffer fewer damages than those commanded by other captains.
  Level-Headed     −10% Morale hit when losing a ship This Admiral is Level-Headed. By careful drill and a cool mind crews commanded by this leader will be more resilient to morale damage from received hits during naval combat.
  Prize Hunter     +20% Chance to capture enemy ships This Admiral is a Prize Hunter. Captains commanded by this leader will be encouraged to seize more prizes and will capture more ships than others.
  Ram Raider     Navy composition is at least 20% galleys   +10% Galley combat ability This Admiral is a Ram Raider. Galleys commanded by this leader will be more efficient and deal more damage in naval battles.
  Ruthless Blockader     +25% Blockade efficiency This Admiral is a Ruthless Blockader. Ships commanded by this leader will be able to maintain a blockade much more efficiently.

AchievementsEdit

 
All That's Thine Shall Be Mine
As a Greedy ruler, take all of a nation's ducats in a peace deal.
 
Combined Arms
Have both an Admiral and a General with a trait.
 
Gentle Persuasion
Have a Siege Specialist general win a siege in a province with a fort.