Personalities
- See also: Ruler
AI personalities[edit | edit source]
![]() |
Please help with verifying or updating this section. It was last verified for version 1.29. |
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 personalities[edit | edit source]
![]() |
Available only with the Rights of Man DLC enabled. |
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 traits[edit | edit source]
Trait | Effect | AI ruler would | Prerequisites & weight modifiers | Type[1] | ![]() |
---|---|---|---|---|---|
![]() |
prefer to pick on someone their own size.
start fair wars.
|
![]() ![]() |
![]() |
+2 | |
start fair wars.
|
![]() |
+2 | |||
be more likely to ally heretics.
be more likely to ally heathens.
|
Modifiers
|
![]() |
+2 | ||
![]() |
send gifts more often.
be more likely to join an alliance.
|
![]() |
+5 | ||
![]() |
do more Knowledge Sharing | ![]() |
+2 | ||
![]() |
Other AI are more likely to help them indirectly.
|
Modifiers
|
![]() |
+2 | |
![]() |
be less likely to start wars.
|
![]() |
+2 | ||
![]() |
overestimate enemy strength.
start onesided wars.
|
![]() |
+5 | ||
![]() |
prefer to use condottieri. | ![]() ![]() |
![]() |
+2 | |
![]() |
prefer to use condottieri. | ![]() |
+2 | ||
![]() |
be more likely to marry.
|
|
+2 | ||
![]() |
start onesided wars.
|
+2 | |||
![]() |
send gifts more often.
|
![]() |
+2 | ||
![]() |
be less likely to ally heretics.
be less likely to ally heathens.
be outright hostile to other religions.
|
Modifiers
|
![]() |
+2 | |
![]() |
use Excommunicate a lot more if they are the Pope.
be less likely to ally heretics.
be outright hostile to other religions.
|
Modifiers
|
![]() |
+2 | |
![]() |
be more likely to pick certain Idea Groups. | ![]() |
![]() |
+5 | |
![]() |
|
![]() |
+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. |
![]() |
avoid debasing their currency at all costs.
send gifts less often.
|
|
![]() |
+2 |
![]() |
spend more money on buildings.
|
![]() ![]() |
![]() |
+2 | |
![]() |
|
![]() |
+5 | ||
![]() |
spend more money on buildings.
|
![]() ![]() |
![]() |
+2 | |
![]() |
spend more money on buildings.
be more likely to pick certain Idea Groups. |
![]() |
+2 | ||
![]() |
seek to establish colonies with greater intent.
have special objectives when starting wars.
|
![]() |
![]() |
+2 | |
![]() |
negotiate better peace terms with other AI nations.
|
![]() |
+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. |
![]() |
Other AI are less likely to declare war on them.
|
![]() |
+2 | |
![]() |
desire any neighboring land possible.
be more likely to start wars.
start one sided wars.
send gifts less often.
spend less on buildings.
|
![]() |
![]() |
+2 | |
![]() |
start one sided wars.
|
![]() |
![]() |
+2 | |
![]() |
underestimate enemy strength.
|
![]() ![]() |
![]() |
+2 | |
![]() |
|
![]() |
+5 | ||
![]() |
— | ![]() |
+5 | ||
![]() |
start onesided wars.
be more likely to pick certain Idea Groups. |
![]() |
![]() |
+2 | |
![]() |
|
|
![]() |
+2 | |
![]() |
be more stubborn to surrender in a war.
|
![]() |
![]() |
+2 | |
![]() |
be more likely to pick certain Idea Groups. | ![]() |
![]() |
+5 | |
![]() ![]()
|
![]() |
+5 | |||
desire any neighboring land possible.
be more likely to start wars.
start one sided wars.
send gifts less often.
spend less on buildings.
|
|
+5 | |||
spend more money on buildings.
|
|
+10 | |||
Completing the ![]() |
+5 | ||||
desire any neighboring land possible.
be more likely to start wars.
start one sided wars.
send gifts less often.
spend less on buildings.
|
Completing the ![]() |
+30 | |||
desire any neighboring land possible.
be more likely to start wars.
start one sided wars.
|
![]() Also with |
+30 | |||
![]() |
prefer to pick on someone their own size.
send gifts more often.
be more likely to join an alliance.
|
|
+2 | ||
![]() Legendary Pirate This ruler has made a name as a legendary pirate of the Seven Seas. Your ruler has outmaneuvered countless fleets and knows the blow of any of the great oceans' winds. While your ruler is in charge there is little reason to worry about the quality of the navy. Legendary Pirates will not cost Republican Tradition to re-elect. |
|
Hoisted the Black Flag and is a Pirate Republic
Only gained by event or special pirate accomplishments. Modifiers
|
![]() |
+10 | |
Only via the nation designer or in games converted from CKII | +800 |
Negative traits[edit | edit source]
![]() |
Please help with verifying or updating this section. It was last verified for version 1.34. |
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. |
![]() |
|
Modifiers
|
−2 |
![]() |
|
![]() ![]() Modifiers
|
−2 | |
![]() |
be less likely to marry.
|
Modifiers
|
−2 | |
![]() |
want to take loans (even from human players). |
Modifiers
|
−2 | |
![]() |
love to raze and plunder.
be less hostile to other religions.
|
Modifiers
|
−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. |
![]() |
demand gold in peace.
send gifts less often.
be less likely to join Trade Leagues.
have special objectives when starting wars. |
![]() ![]() Modifiers
|
−2 |
![]() |
|
Modifiers
|
−2 | |
![]() |
send gifts more often.
|
−2 | ||
![]() |
overestimate enemy strength.
|
![]() ![]() |
−2 | |
![]() |
disclose their attack plans ahead of time. |
Modifiers
|
−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. |
![]() |
try to avoid ugly map borders. | ![]() ![]() Modifiers
|
−2 |
![]() |
betray their allies without second thoughts.
be more likely to use the send warning action.
|
Modifiers
|
−2 | |
![]() |
|
|
−2 |
Leader traits[edit | edit source]
![]() |
Available only with the Rights of Man DLC enabled. |
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 |
---|---|---|---|
![]() |
![]() | ||
![]() |
![]() |
||
![]() |
![]() |
![]() | |
![]() |
![]() | ||
![]() |
![]() |
![]() | |
![]() |
![]() | ||
![]() |
With ![]() |
||
![]() |
![]() | ||
![]() |
|||
![]() |
![]() | ||
![]() |
![]() | ||
![]() |
|||
![]() |
![]() |
![]() | |
![]() |
![]() | ||
![]() |
![]() |
![]() | |
![]() |
|||
![]() |
![]() | ||
![]() |
![]() | ||
![]() |
![]() | ||
![]() |
![]() | ||
![]() |
![]() | ||
![]() |
With ![]() |
||
![]() |
|||
![]() |
![]() | ||
![]() |
![]() | ||
![]() |
![]() | ||
![]() |
![]() | ||
![]() |
![]() |
![]() | |
![]() |
|||
![]() |
![]() | ||
![]() |
![]() |
![]() | |
![]() |
![]() | ||
![]() |
![]() |
Achievements[edit | edit source]
Colonisation | Exploration • Colonisation • Colonial nation • Tariffs • Trade company |
Economy | Debase currency • Development • Economy • Privateering • Production • Raid coasts • Tax |
Trade | Trade • Trade company • Trade goods • Trade nodes |
Diplomacy | Diplomacy • Diplomatic feedback • Envoy • Espionage |
Other | Defender of the Faith • Great power • Hegemon • Prestige • Regions |
Political structures | Emperor of China • Holy Roman Empire • Papacy |
Relations | Personal union • Relations • Subject nation |
Concepts | Corruption • Governing capacity • Overextension • Power projection • Rebellion • Regions • Stability • States and territories |
Court | Advisors • Consort • Monarch power • National focus • Ruler • Ruler personalities |
Estates and Factions | Base estates • Cossacks estates • Dharma estates • Estates • Factions |
Events and Missions | Decisions • Disasters • Events • List of decisions • Missions |
Goverment | Absolutism • Culture • Government • Government rank • Modifiers • Policies |
Province mechanics | Autonomy • Buildings • Canal • Capital • Core • Province |
Religions | Christian denominations • Eastern denominations • Muslim denominations • Other denominations • Pagan denominations • Religion |
Specific governments | Native council • Parliament • Steppe hordes |
Ideas and Policies | Idea groups • National ideas • Policies |
Ages and Institutions | Ages • Institutions |
Innovativeness and Technology | Innovativeness • Technology |
Declaring war | Alliance • Casus belli • Claim • Peace • War exhaustion • Warfare |
Defense | Fort • Zone of control |
Land warfare | Army • Condottieri • Discipline • Drilling • Land units • Land warfare • Manpower • Militarisation • Mercenaries • Professionalism |
Naval warfare | Flagship • Naval blockade • Naval doctrine • Naval units • Naval warfare • Navy • Sailors |
Other | Force limit • Military leader • Military tradition |
- ↑ According to the ruler_has_good_X_personality triggers in /Europa Universalis IV/common/scripted_triggers/00_scripted_triggers.txt.