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Module:Data/CivBE/RT/PersonalityTraits

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--[Field]                              [Type]
--Type                                 String
--Description                          String
--Help                                 String
--IconAtlas                            String
--PortraitIndex                         Int64
--TraitCategoryType                    String
--Unique                              Boolean
--ScriptName                           String
 
local data ={
 
PERSONALITY_TRAIT_CHARACTER_GROWTH_A={
Type="PERSONALITY_TRAIT_CHARACTER_GROWTH_A";
Description=[=[Umoja]=];
Help=[=[+10% {{FoodIconBE}} Growth in Cities when {{HealthIconBE}} Healthy. All {{CitizenIconBE}} Specialist Citizens produce 1 extra yield.]=];
IconAtlas="TRAITS_ATLAS";
PortraitIndex=30;
TraitCategoryType="PERSONALITY_TRAIT_CATEGORY_CHARACTER";
Unique=true;
ScriptName="PersonalityTrait_Character_Growth";};
 
PERSONALITY_TRAIT_CHARACTER_EXPAND_A={
Type="PERSONALITY_TRAIT_CHARACTER_EXPAND_A";
Description=[=[Doctrine of Oneness]=];
Help=[=[{{CultureIconBE}} Culture and {{EnergyIconBE}} Energy costs to acquire new City plots are reduced by 30%.]=];
IconAtlas="TRAITS_ATLAS";
PortraitIndex=32;
TraitCategoryType="PERSONALITY_TRAIT_CATEGORY_CHARACTER";
Unique=true;
ScriptName="PersonalityTrait_Character_Expand";};
 
PERSONALITY_TRAIT_CHARACTER_INDUSTRY_A={
Type="PERSONALITY_TRAIT_CHARACTER_INDUSTRY_A";
Description=[=[Thousand Hands]=];
Help=[=[The first Wonder built in every City is free. +1 [ICON_DIPLO_CAPITAL] Diplomatic Capital from Wonders.]=];
IconAtlas="TRAITS_ATLAS";
PortraitIndex=33;
TraitCategoryType="PERSONALITY_TRAIT_CATEGORY_CHARACTER";
Unique=true;
ScriptName="PersonalityTrait_Character_Industry";};
 
PERSONALITY_TRAIT_CHARACTER_CULTURE_A={
Type="PERSONALITY_TRAIT_CHARACTER_CULTURE_A";
Description=[=[Shining Path]=];
Help=[=[Gain 1 free Virtue for every 10 Virtues earned with {{CultureIconBE}} Culture.]=];
IconAtlas="TRAITS_ATLAS";
PortraitIndex=34;
TraitCategoryType="PERSONALITY_TRAIT_CATEGORY_CHARACTER";
Unique=true;
ScriptName="PersonalityTrait_Character_Culture";};
 
PERSONALITY_TRAIT_CHARACTER_SCIENCE_A={
Type="PERSONALITY_TRAIT_CHARACTER_SCIENCE_A";
Description=[=[Jeog-ui Naebu]=];
Help=[=[Start with one free [ICON_SPY] Covert Agent. Each successful Covert Operation in a foreign City rewards 10 {{ScienceIconBE}} Science per Agent rank.]=];
IconAtlas="TRAITS_ATLAS";
PortraitIndex=31;
TraitCategoryType="PERSONALITY_TRAIT_CATEGORY_CHARACTER";
Unique=true;
ScriptName="PersonalityTrait_Character_Science";};
 
PERSONALITY_TRAIT_CHARACTER_WEALTH_A={
Type="PERSONALITY_TRAIT_CHARACTER_WEALTH_A";
Description=[=[Asabiyyah]=];
Help=[=[Yield from City Developments increased by 150%.]=];
IconAtlas="TRAITS_ATLAS";
PortraitIndex=36;
TraitCategoryType="PERSONALITY_TRAIT_CATEGORY_CHARACTER";
Unique=true;
ScriptName="PersonalityTrait_Character_Wealth";};
 
PERSONALITY_TRAIT_CHARACTER_COMBAT_A={
Type="PERSONALITY_TRAIT_CHARACTER_COMBAT_A";
Description=[=[Guerrilla Mastery]=];
Help=[=[War Score points increased by 30%. Gain 1 [ICON_DIPLO_CAPITAL] Diplomatic Capital for each Unit killed in combat.]=];
IconAtlas="TRAITS_ATLAS";
PortraitIndex=37;
TraitCategoryType="PERSONALITY_TRAIT_CATEGORY_CHARACTER";
Unique=true;
ScriptName="PersonalityTrait_Character_Combat";};
 
PERSONALITY_TRAIT_CHARACTER_TRADE_A={
Type="PERSONALITY_TRAIT_CHARACTER_TRADE_A";
Description=[=[Common Bond]=];
Help=[=[2 free Trade Route slots in the {{CapitalIconBE}} Capital, and 1 free Trade Route slot in all other Cities.]=];
IconAtlas="TRAITS_ATLAS";
PortraitIndex=38;
TraitCategoryType="PERSONALITY_TRAIT_CATEGORY_CHARACTER";
Unique=true;
ScriptName="PersonalityTrait_Character_Trade";};
 
PERSONALITY_TRAIT_CHARACTER_COVERT_A={
Type="PERSONALITY_TRAIT_CHARACTER_COVERT_A";
Description=[=[Corporate Espionage]=];
Help=[=[Covert Operations complete 30% faster and require 1 less Intrigue level to attempt.]=];
IconAtlas="TRAITS_ATLAS";
PortraitIndex=39;
TraitCategoryType="PERSONALITY_TRAIT_CATEGORY_CHARACTER";
Unique=true;
ScriptName="PersonalityTrait_Character_Covert";};
 
PERSONALITY_TRAIT_CHARACTER_ORBITAL_A={
Type="PERSONALITY_TRAIT_CHARACTER_ORBITAL_A";
Description=[=[Cosmonaut Legacy]=];
Help=[=[All Orbital Units Strategic Resource requirements reduced by 1. Start with 4 {{PetroleumIconBE}} Petroleum, {{TitaniumIconBE}} Titanium, and {{GeothermalIconBE}} Geothermal resources.]=];
IconAtlas="TRAITS_ATLAS";
PortraitIndex=40;
TraitCategoryType="PERSONALITY_TRAIT_CATEGORY_CHARACTER";
Unique=true;
ScriptName="PersonalityTrait_Character_Orbital";};
 
PERSONALITY_TRAIT_CHARACTER_AQUATIC_A={
Type="PERSONALITY_TRAIT_CHARACTER_AQUATIC_A";
Description=[=[Indefatigable]=];
Help=[=[Aquatic Cities have 50% more {{StrengthIconBE}} Combat Strength and cost 50% less to move.]=];
IconAtlas="TRAITS_ATLAS";
PortraitIndex=35;
TraitCategoryType="PERSONALITY_TRAIT_CATEGORY_CHARACTER";
Unique=true;
ScriptName="PersonalityTrait_Character_Orbital";};
 
PERSONALITY_TRAIT_CHARACTER_DIPLOMACY_A={
Type="PERSONALITY_TRAIT_CHARACTER_DIPLOMACY_A";
Description=[=[Kategorischer Imperativ]=];
Help=[=[Agreements cost 50% less [ICON_DIPLO_CAPITAL] Diplomatic Capital. Purchasing Units and buildings cost 25% less [ICON_DIPLO_CAPITAL] Diplomatic Capital.]=];
IconAtlas="TRAITS_ATLAS";
PortraitIndex=41;
TraitCategoryType="PERSONALITY_TRAIT_CATEGORY_CHARACTER";
Unique=true;
ScriptName="PersonalityTrait_Character_Orbital";};
 
PERSONALITY_TRAIT_POLITICAL_GROWTH_A={
Type="PERSONALITY_TRAIT_POLITICAL_GROWTH_A";
Description=[=[Progressive]=];
Help=[=[A leader with this trait will like or dislike another colony based on their Health rate.]=];
IconAtlas="TRAITS_ATLAS";
PortraitIndex=1;
TraitCategoryType="PERSONALITY_TRAIT_CATEGORY_POLITICAL";
ScriptName="PersonalityTrait_Political_Growth";};
 
PERSONALITY_TRAIT_POLITICAL_EXPAND_A={
Type="PERSONALITY_TRAIT_POLITICAL_EXPAND_A";
Description=[=[Expansionist]=];
Help=[=[A leader with this trait will like or dislike another colony based on their territory size.]=];
IconAtlas="TRAITS_ATLAS";
PortraitIndex=4;
TraitCategoryType="PERSONALITY_TRAIT_CATEGORY_POLITICAL";
ScriptName="PersonalityTrait_Political_Expand";};
 
PERSONALITY_TRAIT_POLITICAL_INDUSTRY_A={
Type="PERSONALITY_TRAIT_POLITICAL_INDUSTRY_A";
Description=[=[Ambitious]=];
Help=[=[A leader with this trait will like or dislike another colony based on how much Production their Cities make.]=];
IconAtlas="TRAITS_ATLAS";
PortraitIndex=7;
TraitCategoryType="PERSONALITY_TRAIT_CATEGORY_POLITICAL";
ScriptName="PersonalityTrait_Political_Industry";};
 
PERSONALITY_TRAIT_POLITICAL_CULTURE_A={
Type="PERSONALITY_TRAIT_POLITICAL_CULTURE_A";
Description=[=[Enlightened]=];
Help=[=[A leader with this trait will like or dislike another colony based on the number of Synergy bonuses they have earned.]=];
IconAtlas="TRAITS_ATLAS";
PortraitIndex=10;
TraitCategoryType="PERSONALITY_TRAIT_CATEGORY_POLITICAL";
ScriptName="PersonalityTrait_Political_Culture";};
 
PERSONALITY_TRAIT_POLITICAL_SCIENCE_A={
Type="PERSONALITY_TRAIT_POLITICAL_SCIENCE_A";
Description=[=[Insightful]=];
Help=[=[A leader with this trait will like or dislike another colony based on the number of Technologies they have researched.]=];
IconAtlas="TRAITS_ATLAS";
PortraitIndex=13;
TraitCategoryType="PERSONALITY_TRAIT_CATEGORY_POLITICAL";
ScriptName="PersonalityTrait_Political_Science";};
 
PERSONALITY_TRAIT_POLITICAL_WEALTH_A={
Type="PERSONALITY_TRAIT_POLITICAL_WEALTH_A";
Description=[=[Generous]=];
Help=[=[A leader with this trait will like or dislike another colony based on how much Energy they spend on average.]=];
IconAtlas="TRAITS_ATLAS";
PortraitIndex=16;
TraitCategoryType="PERSONALITY_TRAIT_CATEGORY_POLITICAL";
ScriptName="PersonalityTrait_Political_Wealth";};
 
PERSONALITY_TRAIT_POLITICAL_COMBAT_A={
Type="PERSONALITY_TRAIT_POLITICAL_COMBAT_A";
Description=[=[Disciplined]=];
Help=[=[A leader with this trait will like or dislike another colony based on how much Veterancy their Military Units have on average.]=];
IconAtlas="TRAITS_ATLAS";
PortraitIndex=19;
TraitCategoryType="PERSONALITY_TRAIT_CATEGORY_POLITICAL";
ScriptName="PersonalityTrait_Political_Combat";};
 
PERSONALITY_TRAIT_POLITICAL_TRADE_A={
Type="PERSONALITY_TRAIT_POLITICAL_TRADE_A";
Description=[=[Enterprising]=];
Help=[=[A leader with this trait will like or dislike another colony based on how many international Trade Routes they maintain.]=];
IconAtlas="TRAITS_ATLAS";
TraitCategoryType="PERSONALITY_TRAIT_CATEGORY_POLITICAL";
ScriptName="PersonalityTrait_Political_Trade";};
 
PERSONALITY_TRAIT_POLITICAL_COVERT_A={
Type="PERSONALITY_TRAIT_POLITICAL_COVERT_A";
Description=[=[Subtle]=];
Help=[=[A leader with this trait will like or dislike another colony based on how much Covert Ops activity they engage in.]=];
IconAtlas="TRAITS_ATLAS";
PortraitIndex=25;
TraitCategoryType="PERSONALITY_TRAIT_CATEGORY_POLITICAL";
ScriptName="PersonalityTrait_Political_Covert";};
 
PERSONALITY_TRAIT_POLITICAL_ORBITAL_A={
Type="PERSONALITY_TRAIT_POLITICAL_ORBITAL_A";
Description=[=[Aspirational]=];
Help=[=[A leader with this trait will like or dislike another colony based on how large their Orbital Coverage area is.]=];
IconAtlas="TRAITS_ATLAS";
PortraitIndex=28;
TraitCategoryType="PERSONALITY_TRAIT_CATEGORY_POLITICAL";
ScriptName="PersonalityTrait_Political_Orbital";};
 
PERSONALITY_TRAIT_DOMESTIC_GROWTH_A={
Type="PERSONALITY_TRAIT_DOMESTIC_GROWTH_A";
Description=[=[Humanitarian]=];
Help=[=[A leader with this trait will like or dislike another colony based on how much Food their Cities make.]=];
IconAtlas="TRAITS_ATLAS";
PortraitIndex=2;
TraitCategoryType="PERSONALITY_TRAIT_CATEGORY_DOMESTIC";
ScriptName="PersonalityTrait_Domestic_Growth";};
 
PERSONALITY_TRAIT_DOMESTIC_EXPAND_A={
Type="PERSONALITY_TRAIT_DOMESTIC_EXPAND_A";
Description=[=[Developer]=];
Help=[=[A leader with this trait will like or dislike another colony based on how much of their territory is improved.]=];
IconAtlas="TRAITS_ATLAS";
PortraitIndex=5;
TraitCategoryType="PERSONALITY_TRAIT_CATEGORY_DOMESTIC";
ScriptName="PersonalityTrait_Domestic_Expand";};
 
PERSONALITY_TRAIT_DOMESTIC_INDUSTRY_A={
Type="PERSONALITY_TRAIT_DOMESTIC_INDUSTRY_A";
Description=[=[Industrialist]=];
Help=[=[A leader with this trait will like or dislike another colony based on how much Production their Cities make.]=];
IconAtlas="TRAITS_ATLAS";
PortraitIndex=8;
TraitCategoryType="PERSONALITY_TRAIT_CATEGORY_DOMESTIC";
ScriptName="PersonalityTrait_Domestic_Industry";};
 
PERSONALITY_TRAIT_DOMESTIC_CULTURE_A={
Type="PERSONALITY_TRAIT_DOMESTIC_CULTURE_A";
Description=[=[Refined]=];
Help=[=[A leader with this trait will like or dislike another colony based on how much Culture their Cities make.]=];
IconAtlas="TRAITS_ATLAS";
PortraitIndex=11;
TraitCategoryType="PERSONALITY_TRAIT_CATEGORY_DOMESTIC";
ScriptName="PersonalityTrait_Domestic_Culture";};
 
PERSONALITY_TRAIT_DOMESTIC_SCIENCE_A={
Type="PERSONALITY_TRAIT_DOMESTIC_SCIENCE_A";
Description=[=[Innovative]=];
Help=[=[A leader with this trait will like or dislike another colony based on how much Science their Cities make.]=];
IconAtlas="TRAITS_ATLAS";
PortraitIndex=14;
TraitCategoryType="PERSONALITY_TRAIT_CATEGORY_DOMESTIC";
ScriptName="PersonalityTrait_Domestic_Science";};
 
PERSONALITY_TRAIT_DOMESTIC_WEALTH_A={
Type="PERSONALITY_TRAIT_DOMESTIC_WEALTH_A";
Description=[=[Commercial]=];
Help=[=[A leader with this trait will like or dislike another colony based on how much Energy their Cities make.]=];
IconAtlas="TRAITS_ATLAS";
PortraitIndex=17;
TraitCategoryType="PERSONALITY_TRAIT_CATEGORY_DOMESTIC";
ScriptName="PersonalityTrait_Domestic_Wealth";};
 
PERSONALITY_TRAIT_DOMESTIC_COMBAT_A={
Type="PERSONALITY_TRAIT_DOMESTIC_COMBAT_A";
Description=[=[Defensive]=];
Help=[=[A leader with this trait will like or dislike another colony based on the average combat strength of the Military Units.]=];
IconAtlas="TRAITS_ATLAS";
PortraitIndex=20;
TraitCategoryType="PERSONALITY_TRAIT_CATEGORY_DOMESTIC";
ScriptName="PersonalityTrait_Domestic_Combat";};
 
PERSONALITY_TRAIT_DOMESTIC_TRADE_A={
Type="PERSONALITY_TRAIT_DOMESTIC_TRADE_A";
Description=[=[Cooperative]=];
Help=[=[A leader with this trait will like or dislike another colony based on how many internal City Trade Routes they maintain.]=];
IconAtlas="TRAITS_ATLAS";
PortraitIndex=23;
TraitCategoryType="PERSONALITY_TRAIT_CATEGORY_DOMESTIC";
ScriptName="PersonalityTrait_Domestic_Trade";};
 
PERSONALITY_TRAIT_DOMESTIC_COVERT_A={
Type="PERSONALITY_TRAIT_DOMESTIC_COVERT_A";
Description=[=[Vigilant]=];
Help=[=[A leader with this trait will like or dislike another colony based on how much Intrigue their Cities have on average.]=];
IconAtlas="TRAITS_ATLAS";
PortraitIndex=26;
TraitCategoryType="PERSONALITY_TRAIT_CATEGORY_DOMESTIC";
ScriptName="PersonalityTrait_Domestic_Covert";};
 
PERSONALITY_TRAIT_DOMESTIC_ORBITAL_A={
Type="PERSONALITY_TRAIT_DOMESTIC_ORBITAL_A";
Description=[=[Spacefaring]=];
Help=[=[A leader with this trait will like or dislike another colony based on how many Orbital Units they maintain.]=];
IconAtlas="TRAITS_ATLAS";
PortraitIndex=29;
TraitCategoryType="PERSONALITY_TRAIT_CATEGORY_DOMESTIC";
ScriptName="PersonalityTrait_Domestic_Orbital";};
 
PERSONALITY_TRAIT_MILITARY_GROWTH_A={
Type="PERSONALITY_TRAIT_MILITARY_GROWTH_A";
Description=[=[Protective]=];
Help=[=[A leader with this trait will like or dislike another colony based on how high the population of their Cities is on average.]=];
IconAtlas="TRAITS_ATLAS";
PortraitIndex=3;
TraitCategoryType="PERSONALITY_TRAIT_CATEGORY_MILITARY";
ScriptName="PersonalityTrait_Military_Growth";};
 
PERSONALITY_TRAIT_MILITARY_EXPAND_A={
Type="PERSONALITY_TRAIT_MILITARY_EXPAND_A";
Description=[=[Colonial]=];
Help=[=[A leader with this trait will like or dislike another colony based on how many new Outposts and Cities they are creating.]=];
IconAtlas="TRAITS_ATLAS";
PortraitIndex=6;
TraitCategoryType="PERSONALITY_TRAIT_CATEGORY_MILITARY";
ScriptName="PersonalityTrait_Military_Expand";};
 
PERSONALITY_TRAIT_MILITARY_INDUSTRY_A={
Type="PERSONALITY_TRAIT_MILITARY_INDUSTRY_A";
Description=[=[Efficient]=];
Help=[=[A leader with this trait will like or dislike another colony based on how many Military Units they maintain.]=];
IconAtlas="TRAITS_ATLAS";
PortraitIndex=9;
TraitCategoryType="PERSONALITY_TRAIT_CATEGORY_MILITARY";
ScriptName="PersonalityTrait_Military_Industry";};
 
PERSONALITY_TRAIT_MILITARY_CULTURE_A={
Type="PERSONALITY_TRAIT_MILITARY_CULTURE_A";
Description=[=[Honorable]=];
Help=[=[A leader with this trait will like or dislike another colony based on how many Units their Military kills on average.]=];
IconAtlas="TRAITS_ATLAS";
PortraitIndex=12;
TraitCategoryType="PERSONALITY_TRAIT_CATEGORY_MILITARY";
ScriptName="PersonalityTrait_Military_Culture";};
 
PERSONALITY_TRAIT_MILITARY_SCIENCE_A={
Type="PERSONALITY_TRAIT_MILITARY_SCIENCE_A";
Description=[=[Precise]=];
Help=[=[A leader with this trait will like or dislike another colony based on how many Units their Military kills on average.]=];
IconAtlas="TRAITS_ATLAS";
PortraitIndex=15;
TraitCategoryType="PERSONALITY_TRAIT_CATEGORY_MILITARY";
ScriptName="PersonalityTrait_Military_Science";};
 
PERSONALITY_TRAIT_MILITARY_WEALTH_A={
Type="PERSONALITY_TRAIT_MILITARY_WEALTH_A";
Description=[=[Practical]=];
Help=[=[A leader with this trait will like or dislike another colony based on how advanced their Military is, based on the combat strength of their most powerful Unit.]=];
IconAtlas="TRAITS_ATLAS";
PortraitIndex=18;
TraitCategoryType="PERSONALITY_TRAIT_CATEGORY_MILITARY";
ScriptName="PersonalityTrait_Military_Wealth";};
 
PERSONALITY_TRAIT_MILITARY_COMBAT_A={
Type="PERSONALITY_TRAIT_MILITARY_COMBAT_A";
Description=[=[Imperial]=];
Help=[=[A leader with this trait will like or dislike another colony based on the average combat strength of the Military Units.]=];
IconAtlas="TRAITS_ATLAS";
PortraitIndex=21;
TraitCategoryType="PERSONALITY_TRAIT_CATEGORY_MILITARY";
ScriptName="PersonalityTrait_Military_Combat";};
 
PERSONALITY_TRAIT_MILITARY_TRADE_A={
Type="PERSONALITY_TRAIT_MILITARY_TRADE_A";
Description=[=[Profiteering]=];
Help=[=[A leader with this trait will like or dislike another colony based on how many Trade Routes they plunder on average.]=];
IconAtlas="TRAITS_ATLAS";
PortraitIndex=24;
TraitCategoryType="PERSONALITY_TRAIT_CATEGORY_MILITARY";
ScriptName="PersonalityTrait_Military_Trade";};
 
PERSONALITY_TRAIT_MILITARY_COVERT_A={
Type="PERSONALITY_TRAIT_MILITARY_COVERT_A";
Description=[=[Suspicious]=];
Help=[=[A leader with this trait will like or dislike another colony based on how many Covert Agents they deploy to foreign Cities.]=];
IconAtlas="TRAITS_ATLAS";
PortraitIndex=27;
TraitCategoryType="PERSONALITY_TRAIT_CATEGORY_MILITARY";
ScriptName="PersonalityTrait_Military_Covert";};
 
PERSONALITY_TRAIT_MILITARY_ORBITAL_A={
Type="PERSONALITY_TRAIT_MILITARY_ORBITAL_A";
Description=[=[Integrated]=];
Help=[=[A leader with this trait will like or dislike another colony based on how many Orbital Units they maintain.]=];
IconAtlas="TRAITS_ATLAS";
PortraitIndex=22;
TraitCategoryType="PERSONALITY_TRAIT_CATEGORY_MILITARY";
ScriptName="PersonalityTrait_Military_Orbital";};
 
}
return data

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