Character
Characters are prominent individuals within a country. Depending on their role, they affect countries in various ways. Each character has an interest group affiliation, a personal ideology, a popularity value, a culture (determining their name and appearance) and which countries can invite them, a religion, and a number of character traits. Throughout the game, characters age and die, and are replaced by new characters.
Character roles[edit | edit source]
There are five roles characters serve in a country: rulers, interest group leaders, commanders (generals and admirals), executives, and agitators. Rulers, heirs, and interest group leaders are also collectively referred to as
politicians. It is possible for some characters to occupy two roles (most often commanders combined with another role) or to switch roles (most often non-politicians joining politics).
Ruler[edit | edit source]
A
Ruler is a country's head of state. Whether a hereditary monarch, an elected president, or a dictator, a ruler's traits affect the country as a whole. The governance principles and distribution of power laws affect the amount of government
Legitimacy gained from including the ruler's interest group in the government. The ruler's popularity also translates to a boost or penalty of
Authority. In monarchies, the country also has an
Heir – a character that becomes the new ruler once the current one dies. If there is no heir yet, there is a daily chance to generate one if the ruler is at least 20 years old (with an increasing chance after they turn 30). A male ruler of a monarchy or dictatorship can also serve as a general.
Interest group leaders[edit | edit source]
Every interest group has a
Leader, who greatly affects how the interest group functions. The leader's traits and popularity affect the interest group's pop attraction and political power, and even its approval. Furthermore, the leader's personal ideology becomes part of the interest group's ideologies for as long as they remain the leader. Many causes, such as communism or feminism, can only achieve support this way. Once a leader dies, if an existing commander or executive supports the same interest group and has at least 0 popularity, then the character with the highest popularity among the interest group's supporters has a chance to become its next leader. If no existing character meets both of these criteria, then a new character is generated and becomes leader.
Commanders[edit | edit source]
Generals and
Admirals command the country's armies and fleets, respectively. Their traits can give various bonuses and penalties to the units under their command. The interest group that a commander supports receives extra political power, which increases with the commander's rank (which also raises their command limit and
Bureaucracy cost). If their interest group is part of a revolution, the commander supports the revolution instead of the government. When a commander dies, a new one has to be manually recruited. They can also be retired early, at the cost of their interest group's approval.
Executives[edit | edit source]
Executives lead companies. An executive's popularity increases their company's prosperity target and their traits may affect the company's owned buildings.
Executives increase their interest group's political strength by +2% based on the number of owned building levels up to a maximum of +20%.
| Owned building levels (>=) | 10 | 50 | 100 | 250 | 500 | 1000 | 1500 | 2500 | 5000 | 10000 |
|---|---|---|---|---|---|---|---|---|---|---|
| Added political strength | +2% | +4% | +6% | +8% | +10% | +12% | +14% | +16% | +18% | +20% |
Agitators[edit | edit source]
Agitators support political movements that align with their ideological goals in a country.
Agitators add 15 plus 0.15 times their
popularity, whether positive or negative, to their movement's pop attraction. Each pop scales 75% of this attraction based on its
literacy and membership percentage in the agitator's interest group.
Popularity[edit | edit source]
Each character has a popularity score between −100 and +100, reflecting how the general public views them. Popularity mostly comes from traits, though commanders can also gain or lose popularity temporarily by winning or losing battles. A character's popularity has different effects depending on their role:
Ruler: Popularity provides a direct authority bonus or penalty – e.g. +50 popularity gives +50 authority.
Interest Group Leader: Popularity affects interest group pop attraction by 0.25% per point of popularity[1] – e.g. +100 popularity improves interest group pop attraction by +25%. It also affects their party's momentum during elections by 0.05% per point of popularity.
Agitator: Popularity affects movement attraction by 0.15% per point of popularity – e.g. +50 popularity gives a 7.5% boost to movement support.
Executive: Popular executives may become leaders for their interest group once the current leader is removed. Popularity affects company prosperity by 0.2 per point of popularity – e.g. +50 popularity increases the prosperity target by 10.
Commander: Popular commanders may become leaders for their interest group once the current leader is removed. If they have at least 10 or 30 popularity, they can also gain the Popular or Celebrity Commander trait respectively. Commanders may gain temporary popularity by winning battles and lose popularity for losing them.
Lifespan[edit | edit source]
Characters live until the age of 75 on average[2].
Character health is a percentage between 0% and 200%, with a baseline of 100%. It increases or decreases from various traits and modifiers and is the primary determiner of life expectancy.
Characters are considered adults at age 16 and old at age 60.
Besides dying of old age, characters can die due to events or a regular annual pulse.
The annual pulse has a 50% chance of triggering if there is an eligible interest group. The pulse attempts to kill a leader of a random interest group, but cannot kill a ruler, heir, or otherwise immune character. The pulse can also not target the same interest group within 10 years. The pulse also has a 20% chance of killing an agitator, though not more than once every 5 years. It also has a 20% chance of killing an executive, though not more than once every 7 years and never a historical executive.
Interest group affiliation[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 1.10. |
Aside from
interest group leaders, generated characters have a weighted chance of being affiliated with each interest group, modified by each interest group's clout. Namely, these are
rulers and
heirs in hereditary governments,
agitators,
executives, and ![]()
commanders. Historical characters are not affected by this weighting unless they have a variable interest group affiliation.
| Interest group | ||||
|---|---|---|---|---|
| Common modifiers | — | — | ||
|
Base: 0.5 | Base: 0.2 | Base: 5 | |
Modifiers:
|
Base: 0.5 | Base: 1 | Base: 1 | |
|
Base: 0.25 | Base: 5 | Base: 0.5 | |
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Base: 0.75 | Base: 2 | Base: 1 | |
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Base: 0.25 | Base: 0.25 | Base: 2 | |
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Base: 1 | Base: 1.5 | Base: 1 | |
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Base: 1 | Base: 0.1 | Base: 1 | |
|
Base: 1 | Base: 0.2 | Base: 0.5 |
Character interactions[edit | edit source]
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|
Please help with verifying or updating this section. It was last verified for version 1.10. |
Character interactions are various actions that change a character's role or otherwise affect a certain character. Valid interactions are visible on a character's detail screen or context menu. Some interactions have a cooldown which applies to the entire country, not per character.
| Interaction | Roles | Conditions | Effects |
|---|---|---|---|
| Grant Command | Adds | ||
| Retire from Command | Removes | ||
| Seek Royal Marriage |
|
Adds +20 relations with the country chosen for marriage | |
| Exile Dissident |
|
| |
| Promote |
|
| |
| Split Formation |
|
| |
| Retire Commander |
|
| |
| Invite Exile |
|
| |
| Repatriate Agitator | Character returns to home country | ||
| Arrange Accident | |||
| Imprison Agitator | Character is imprisoned for 3, 5, or 10 years | ||
| Abdicate the Throne | Ruler abdicates (dies) | ||
| Resign from Office | Ruler abdicates (dies) | ||
| Grant Leadership |
|
Character loses Agitator role and becomes the | |
| Grant Command |
|
Adds | |
Character traits[edit | edit source]
|
|
Please help with verifying or updating this section. It was last verified for version 1.10. |
Characters gain traits based on their current traits and their expected trait value or character experience level. Expected trait value increases by a base of 0.25% each week, which means it increases by 1 after 400 weeks or about 7.7 years. This rate is increased by 0.1% for the ruler, heir, and leaders of powerful interest groups as well as for generals on fronts, rulers also gain an additional. Admirals gain 0.05% more while escorting convoys and 0.1% more while raiding convoys. Exiled agitators gain only 0.1% weekly and commanders in the hiring pool gain only 0.05% weekly.[3] The regular maximum expected trait value is 12, but effects can add additional traits beyond that.
Newly generated characters typically start with an expected trait value of 4, with one personality and one skill trait; historical characters typically have an expected trait value equal to their defined starting traits. Personality traits except Child always have a trait value of 3, and skill traits that don't level up typically have a value of 2; skill traits that level up have a value of 1 per level. Condition traits don't have a trait value.
When a character's current total trait value is less than their expected trait value, they have a chance each week of gaining a new trait. The new trait's value is not considered, but characters cannot randomly gain more than two traits of each type.
Personality traits[edit | edit source]
All characters have at least one personality trait. Children (under age 16) have the trait
Child which is replaced by another personality trait when they reach age 16.
| Trait | Effects | |||||
|---|---|---|---|---|---|---|
| All Roles | As Ruler | As IG Leader | As Agitator | As Executive | As Commander | |
| −25 Popularity | −25% IG Pop Attraction | — | — | — | ||
| +15 Popularity | +25% Political Strength of |
|
— | — |
| |
| +20% Character Health | +25% Political Strength of |
−1 Opposition IG Approval | — | — | −15% Morale Loss | |
| +30% Character Health |
|
— | −10% Dangerous Working Conditions | −5% Morale loss | ||
| −25 Popularity | −10 Legitimacy |
|
— | — | +25% Command Limit | |
| −35 Popularity |
|
— | — |
| ||
|
|
−2 Opposition IG Approval | — | — |
| |
| — |
|
|
−10% Movement activism | — |
| |
| +25 Popularity |
|
+10% IG Political Strength | +10% Movement activism | +5% Building Throughput |
| |
| −35 Popularity |
|
+25% IG Pop Attraction | — | — |
| |
| −5% Character Health | +100 |
−2 Opposition IG Approval | +20% Movement activism | — |
| |
|
— | — | — | — |
| |
| −50 Popularity | +1 Government IG Approval | — |
|
+10% Kill Rate | ||
| — |
|
— | +5% Building Throughput |
| ||
| +50 Popularity | +5% |
+20% IG Pop Attraction | — | — | +10% Morale Recovery | |
| — | +25% Political Strength of |
— | — | +5% Arts Buildings throughput |
| |
|
|
— | — | — | −10% Morale Loss | |
| — | +10% Technology Spread | — | — |
|
| |
| −15 Popularity | −10% Political Strength of |
+1 Government IG Approval | — | — |
| |
| — | +10% Political Strength of |
— | — | — |
| |
| +100% Aggressive Maneuver Chance[4] | −25% Infamy Decay |
|
— | — | −10% Morale Loss | |
| +25 Popularity | — | +50% Government IG Attraction | — |
|
— | |
| −15 Popularity | +5% |
+15% IG Political Strength | +10% Movement activism |
|
— | |
| — | −10% |
|
— | — | −10% Coup Strength | |
| +25 Popularity | — | +5% Movement pop attraction | +10% Arts Buildings throughput | — | ||
Conditions[edit | edit source]
Conditions can be acquired over the course of the game and are overall negative effects. Sometimes they may be lost via events. Most conditions cannot be gained until the character reaches age 26.
Skill traits[edit | edit source]
Skill traits can appear and level up over the course of the game and are overall positive effects. Characters tend to acquire skill traits befitting their role.
| Trait | Role | Effects | Notes | |||||
|---|---|---|---|---|---|---|---|---|
| All Roles | As Ruler | As IG Leader | As Agitator | As Executive | As Commander | |||
| Any | — | +5% Prestige | — | — | — |
|
Character's IG is one of: | |
| — | +10% Prestige | +2% IG Political Strength | +5% Movement pop attraction | — | +20% Command Limit |
| ||
| +30 Popularity | +15% Prestige | +5% IG Political Strength | +10% Movement pop attraction | — | +30% Command Limit |
| ||
| Any | +10 Popularity | +5% |
— | — | — | +25% Morale Recovery | Replaces | |
| +25 Popularity | +10% |
+50% Morale Recovery | Upgrades Diplomat | |||||
| +50 Popularity | +20% |
+100% Morale Recovery | Upgrades Experienced Diplomat | |||||
| Ruler | — | +10% Colony Growth Speed | — | — | — | — | ||
| +20% Colony Growth Speed | Upgrades Colonial Administrator | |||||||
| +40% Colony Growth Speed | Upgrades Experienced Colonial Administrator | |||||||
| Politician | — | +5% |
+5% IG Political Strength | +5% Movement pop attraction | — | +5% Coup Strength | Replaces | |
| +10% |
+10% IG Political Strength | +10% Movement pop attraction | +10% Coup Strength | Upgrades Political Operator | ||||
| +20% |
+20% IG Political Strength | +15% Movement pop attraction | +15% Coup Strength | Upgrades Experienced Political Operator | ||||
| Any | +25 Popularity | — |
|
— | — | — | ||
| Any | +35 Popularity | — |
|
— | — | — | ||
| Any | +50 Popularity | — |
|
— | — | — | ||
|
+20 Popularity |
|
— | — | — | +200% Expedition Opportunity | ||
|
−25 Popularity |
|
+15 Movement activism | — | +10% Morale Damage | |||
| Any | +25 Popularity |
|
+15 Movement activism | — | +10% Morale Damage | |||
| Any | — | −10% IG Pop Attraction | — | — |
|
No trait value | ||
| Politician Agitator Executive |
+10 Popularity |
|
+10% IG Pop Attraction | — | +10% Arts Buildings throughput | — | Replaces | |
| Any | — | — | — | +10% Heavy Industry throughput |
|
Trait value 3 | ||
| Any | — |
|
— | +5% Building throughput | −25% Supply Route Cost | |||
| Any | −10 Popularity |
|
|
— | — | −25% Coup Strength |
| |
| Any | −15 Popularity |
|
|
|
−5% Building throughput |
|
No trait value | |
| Any | +10 Popularity | −5 Legitimacy | −5% IG Political Strength | −5% Movement pop attraction | — |
|
| |
| Agitator Politician General |
+25 Popularity |
|
|
+10% Movement pop attraction | — |
|
||
| Any | +10 Popularity | — | +2% IG Political Strength | — | +5% Building throughput | — | Replaces | |
| +15 Popularity | +10% IG Political Strength | +7.5% Building throughput | Upgrades Basic Entrepreneur | |||||
| +25 Popularity | +15% IG Political Strength |
|
Upgrades Experienced Entrepreneur | |||||
Unique traits[edit | edit source]
Certain characters have or can gain unique traits.
| Trait | Effects | Notes | ||||
|---|---|---|---|---|---|---|
| All Roles | As Ruler | As IG Leader | As Agitator | As Commander | ||
| +30 Popularity | +15 Legitimacy | Pedro de Bragança gains this on becoming president of | ||||
| +60 Popularity | +10 Legitimacy from head of state |
|
Francisco Solano López | |||
| +40 Popularity | +10 Legitimacy from head of state | +20% Armed Forces political strength | Carlos Antonio López | |||
| +50 Popularity | +10% Loyalists from legitimacy | Option for Aleksandr (II) Romanov on completing the Great Reformer | ||||
| +50 Popularity | +15% Authority | Option for ruler of country that forms | ||||
| +50 Popularity | +10 Legitimacy | Option for ruler of | ||||
| +25 Popularity | +15% Interest group pop attraction | Vladimir Lenin | ||||
| +20 Popularity | +20% Interest group pop attraction | John Brown | ||||
|
+10% Interest group pop attraction | Louis Blanqui | ||||
| +25 Popularity | +20% Interest group pop attraction | Charles Maurras | ||||
|
+15% Interest group pop attraction | Louis-Napoleon Bonaparte | ||||
| +50 Popularity | +10% Interest group pop attraction | Giuseppe Mazzini | ||||
| +15 Popularity | +20% Interest group pop attraction | Joshua Norton | ||||
| +50 Popularity | Florence Nightingale | |||||
| +50 Popularity | +20% Interest group pop attraction | Georges Boulanger | ||||
| +40 Popularity | Georges Sorel | |||||
| +10 Popularity | Ferdinand Lassalle | |||||
| +25 Popularity | +20% Political movement pop attraction | Luís Gama | ||||
|
+10% Political movement activism | Rosa Luxemburg | ||||
Colonial Administrator traits[edit | edit source]
These traits are only available to appointed heads of colonies.
References[edit | edit source]
- ↑
- ↑ /Victoria 3/game/common/defines/00_defines.txt
NCharacters.CHARACTER_LIFE_EXPECTANCY_BASE_YEARS - ↑ See The Hidden Experience System For Generals and /Victoria 3/game/common/defines/00_defines.txt
NCharactersfor details - ↑ 4.0 4.1 Appears under
character_modifierinstead ofcommand_modifierin the entry in /Victoria 3/game/common/character_traits/personality_traits.txt. Unsure if this has any affect. - ↑ Only the first two modifiers seem to be intended to actually apply. However, Social Bandit modifiers are mistakenly copied under those.
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