Character
Characters are influential individuals that may be given various roles. Each character will have different levels of ability, traits, a Culture, a Religion. A character will be considered an Admiral if it is assigned to lead a navy, a General if it is assigned to lead an army and an Explorer if they are assigned an exploration mission.
A character who is at least 16 years old is deemed as an adult, allowing it to be given roles as well as marry and produce children. Which roles are available depends on the character's gender and the laws in the country.
Each character belongs to one Estate. Characters belonging to the Nobility estate will be part of a dynasty, and all characters who are part of the ruler's dynasty will join the Crown estate. The most prestigious and important character in a dynasty will be the head of the dynasty. If the head of the dynasty is the ruler, other rulers are more likely to follow them. Clicking on a dynasty will display its dynasty tree. Characters who are not part of the Nobility estate may be ennobled, but this costs 10 Government Power and reduces the estate's satisfaction by 5%.
Abilities[edit | edit source]
Each character has three abilities, which range in value from 0 to 100 and their effects depend on the character's role. Newborn children start at 0 and have a 55% chance to increase an ability each month. Characters who aren't artists have the following abilities[1]:
| Ability | Effects per ability point | |||
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| Ruler, Regent and Cabinet Member | Admiral | General | Explorer | |
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Characters who are artists have instead an Artistic Skill ability, which influences the Art Quality of the works of art they create.
Marriage[edit | edit source]
Adult characters may marry someone of opposite gender. There are three types of marriage:
- Lowborn marriage is available to male characters, does not require choosing a second character, and costs 5 Government Power and Prestige. Characters with the Eunuch trait cannot have a lowborn marriage.
- Nobility marriage is available to countries with the Monarchy, Tribe, or Steppe Horde government type. Both characters must belong to the Nobility estate from the same country. Nobility marriage is not available between close relatives.
- Royal marriage is available between characters who belong to different ruler dynasties. The second country must accept the marriage offer. Acceptance depends on trust, opinion, rank difference, religion, and whether the heir is involved. When arranging a royal marriage, the map will show countries that are valid and will accept in green and the others in grey. Depending on country rank difference and how far in line to the ruler each character is, each country may gain or lose Prestige.
Characters who follow the Catholicism, Orthodoxy or Miaphysitism religion cannot marry if they belong to the Clergy estate.
Ruler[edit | edit source]
Every country may have a character as its ruler. How long a character will be ruler depends on the government type, and how the next ruler is chosen depends on the country's succession law.
If there is no legitimate adult character to become ruler, the country will be ruled by a regent until a valid ruler is available. In a monarchy, the consort will become the regent if one is available, otherwise the regent will be either a character associated with the most powerful estate or the overlord if one exists.
The spouse of the ruler will be called the consort. They are needed to provide heirs, but in some forms of government the consort may also get powers. The spouse's chance to become pregnant decreases as they increase in age.
If a new ruler's culture is not the country's primary culture or a culture considered Kindred by it, the country will have to decide between losing −7 Stability or −10 Government Power. However, it will gain +35 Opinion with every country that has the ruler's culture as primary culture.
Abdication[edit | edit source]
If the heir is an adult, the ruler may abdicate at any point, triggering an immediate succession. Abdication costs 100 Prestige and has the following requirements:
- Ruler is female and heir is male
- Ruler is older than 60 and has less than 100 total abilities, while the heir has more than 170 total abilities
- Ruler has the Sickly Character modifier, while the heir has more than 170 total abilities
If the country has the Military Order reform, the ruler will have the option to resign as grandmaster, which has no requirements but costs 20 Prestige and 5 Devotion.
Education[edit | edit source]
Characters who are part of the ruler's dynasty and have between 3 and 15 years are given an education. The education may be changed at any point, but only if the character is located in the country.
| Education[2] | Effects |
|---|---|
| Balanced
Life brings forth all manner of challenge for those destined to rule. If we are to adequately prepare royal offspring, they must be taught a balanced education.
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| Administrative
The state's machinations and political dealings can prove to be overwhelming for a prospecting leader. To avoid inadequacy in statecraft, it would be wise to focus on an administrative education.
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| Diplomatic
The lifeblood of our nation is deal-making and a informed diplomatic maneuvers. Thus we must instill the same values to our royal offsprings if we are to maintain our diplomatic edge over our foes.
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| Military
Projecting military strength is the backbone of our nation. A focus on military matters and the study of the nature of war as well as management of our armed forces are pivotal for educational purposes.
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| Expensive
Our wealth is sufficient when it comes to securing in-depth education for our heir. Access to some of the best tutors and material source will grant us unique knowledge as well as the best education money can buy.
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Effects on selection: |
Traits[edit | edit source]
Traits define the personality and behavior of a character under various circumstances. Different types of traits can be earned while fulfilling specific roles, but a trait will only be active while the character is assigned to a matching role.
Ruler traits[edit | edit source]
Each character can have up to three ruler traits, which are active while the character has the role of ruler or regent. A ruler will get its first trait after ruling for 1 year, its second trait after ruling for 10 years, and its third trait after ruling for 25 years.[3]
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This table is automatically generated and should not be edited directly. Instead, suggest changes on the talk page. |
| Name | Modifier | Requirements |
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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. |
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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. |
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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 one's 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. |
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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. |
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Silver Tongue This ruler is considered to have a Silver Tongue. In our communication with other states, our ruler is able to present our past actions in a much more favorable light. Once our neighbors see the reasons for our actions they are much more likely to forgive us in the long run for any transgressions. |
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Admiral traits[edit | edit source]
Each character can have one admiral trait, which is active while the character has the role of admiral.[4]
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This table is automatically generated and should not be edited directly. Instead, suggest changes on the talk page. |
| Name | Modifier | Requirements |
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Accomplished Sailor 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. |
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Extortioner 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. |
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Ironside This Admiral is an Ironside. Ships commanded by this leader will suffer fewer damages than those commanded by other captains. |
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Prize Hunter 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. |
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Ruthless Blockader This Admiral is a Ruthless Blockader. Ships commanded by this leader will be able to maintain a Blockade much more efficiently. |
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General traits[edit | edit source]
Each character can have one general trait, which is active while the character has the role of general.[5]
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This table is automatically generated and should not be edited directly. Instead, suggest changes on the talk page. |
| Name | Modifier | Requirements |
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Hardy Warrior This General is known as a Hardy Warrior. Troops commanded by this leader will be more resilient to harsh conditions and suffer less Attrition. |
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Artist traits[edit | edit source]
Each character can have one artist trait, which is active while the character has the role of artist.[6]
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This table is automatically generated and should not be edited directly. Instead, suggest changes on the talk page. |
Explorer traits[edit | edit source]
Each character can have one explorer trait, which is active while the character has the role of explorer.[7]
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This table is automatically generated and should not be edited directly. Instead, suggest changes on the talk page. |
| Name | Modifier |
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Child traits[edit | edit source]
Every child has a child trait, which is added at the age of 3, influences the rate at which the character increases its abilities and is removed when the character becomes an adult.[8]
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This table is automatically generated and should not be edited directly. Instead, suggest changes on the talk page. |
| Name | Modifier | Chance |
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Religious figure[edit | edit source]
Religious figure traits are only available to characters who are religious figures.[9]
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This table is automatically generated and should not be edited directly. Instead, suggest changes on the talk page. |
Life expectancy[edit | edit source]
| Display Name | Type | Random | Base Weight | Triggers |
|---|---|---|---|---|
| Old Age | old_age
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Yes | (age_in_years - 60) × 4
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Age ≥ 60 |
| Choking Accident | choking_accident
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Yes | 1 | None |
| Sporting Accident | sporting_accident
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Yes | 10 - (mil × 0.1)
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Age < 50, Male, Has nobles estate |
| Fell Down Stairs | fell_down_stairs
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Yes | 10 - (mil × 0.1)
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Location development > 20 |
| Burst Ulcer | burst_ulcer
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Yes | 1 | None |
| Pneumonia | pneumonia
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Yes | 1 | None |
| Sudden Illness | sudden_illness
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Yes | 1 | None |
| Food Poisoning | food_poisoning
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Yes | 1 | None |
| Hunting Accident | hunting_accident
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Yes | 10 - (mil × 0.1)
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Male, Not general/admiral/explorer, Noble or peasant in hunting area |
| Heart Failure | heart_failure
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Yes | 1 | None |
| Fever | fever
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Yes | 1 | None |
| Dysentery | dysentery
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Yes | 1 | None |
| Jousting | jousting
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Yes | 10 - (mil × 0.1)
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Male, Not admiral/explorer, Age < 50, Noble, Christian, Age of Traditions/Renaissance era |
| Farming Accident | farming_accident
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Yes | 10 - (mil × 0.1)
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Not general/admiral/explorer, Peasant with farming materials |
| Mining Accident | mining_accident
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Yes | 10 - (mil × 0.1)
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Not general/admiral/explorer, Peasant with mining materials |
| Alcoholism | alcoholism
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Yes | 10 | Has drunkard trait |
| Froze | froze
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Yes | 20 - (mil × 0.1) - (dev × 0.1)
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Location has severe winter |
| Suicide | suicide
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Yes | 1 | None |
| Drowning River | drowning_river
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Yes | 1 - (mil × 0.01)
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Location has river |
| Drowning Sea | drowning_sea
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Yes | 1 - (mil × 0.01)
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Location is coastal or at sea |
| Starvation | starvation
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Yes | None specified | Location province is starving |
| Wild Animal | wild_animal
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Yes | 20 - (mil × 0.1) - (dev × 0.5)
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Location is land, development < 20 |
| Vanished | vanished
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Yes | 0.1 | None |
References[edit | edit source]
- ↑ Values are defined in
/Europa Universalis V/game/main_menu/common/static_modifiers/character.txt - ↑ Values are defined in
/Europa Universalis V/game/in_game/common/child_educations/00_default.txt - ↑ Defined in
/Europa Universalis V/game/in-game/common/traits/00_ruler.txt - ↑ Defined in
/Europa Universalis V/game/in-game/common/traits/02_admiral.txt - ↑ Defined in
/Europa Universalis V/game/in-game/common/traits/01_general.txt - ↑ Defined in
/Europa Universalis V/game/in-game/common/traits/03_artist.txt - ↑ Defined in
/Europa Universalis V/game/in-game/common/traits/04_explorer.txt - ↑ Defined in
/Europa Universalis V/game/in-game/common/traits/05_child.txt - ↑ Defined in
/Europa Universalis V/game/in-game/common/traits/06_religious_figure.txt - ↑ From /Europa Universalis V/game/in_game/common/death_reason
| Realm | Country • Government • Parliament • Estate • Reforms • Laws • Characters • Missions |
| Economy & Research | Economy • Goods • R.G.O. • Market • Building • Population • Age |
| Diplomacy & Warfare | Diplomacy • Subjects • International organization • Warfare • Combat • Military |
| The world | Location • Culture • Religion • Language • Exploration • Situations • Disasters • Diseases |