How the Emergent System gives traits

jackelgull

An aberration of nature
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The emergent system does not assign traits randomly, it gives you traits based on the technologies you have researched.

Spiritual: Researching the technology for any religion will give you spiritual

Arcane: Knowledge of the Ether

Financial: Mathematics

Philosophical: Philosophy

I have not discovered the technologies for the rest. I hope this inspires people to play the emergent leaders more if they know that the traits are not completely random and can be controlled to an extent. Having Reorx Veinhunter with financial is almost like having a permanent Golden Age!!!
 
Not all the traits are (only) granted by technologies. You can gain aggressive by wiping out another civ, for example, or magic resistant by building a certain level of the Altar of the Luonnotar.
 
There is a probability to get a trait depending on events (techs, building, etc). In general if you get a new trait, you are no longer emergent, except for ingenuity and magic resistance, IIRC.

Aggressive
Bronze Working - 3%
Iron Working - 5%
Kill Another Civ - 100%

Arcane
Knowledge of the Ether - 3% - if gained, 5% chance to also gain Summoner
Sorcery - 50% - if gained 5% chance to also gain Summoner
Build Arcane Libralus - 100%

Creative
Festivals - 3%
Drama - 20%

Expansive
Sanitation - 10% - if gained, 5% chance to also gain Ingenuity
Medicine - 20%
Upon Reaching 8 Cities - 20%

Financial
Trade - 10%
Currency - 20% - if gained, 5% chance to also gain Organized
Mathematics - 50% - if gained, 5% chance to also gain Philosophical

Industrious
Construction - 3% - if gained, 5% chance to also gain Expansive
Smelting - 10% - if gained, 5% chance to also gain Aggressive
Engineering - 20% - if gained 5% chance to also gain Expansive

Ingenuity
Start a Golden Age - 50%

Magic Defense
Build 2nd Altar of Luonnotar - 100%

Organized
Code of Laws - 3% - if gained, 5% to also gain Financial
Military Strategy - 20% - if gained, 5% to also gain Aggressive
Build Forbidden Palace - 100%

Philosophical
Writing - 3% - if gained 5% to also gain Creative
Philosophical - 50% - if gained, 5% to also gain Creative
Each Great Person Born - 10%

Raiders
Pillage Improvement - 5%
Raze City - 10%

Spiritual
Priesthood - 3%
Religious Law - 10%
Fanatacism - 20%
Found a Religion - 50%
 
Note that only "important" leaders gain traits this way in Ashes of Erebus 13.12. I found this the hard way when playing Corane after patching the game and not getting new trait as expected. I couldn't find clear explanation for this neither in change logs or civilopedia so I had to delve in to the code and found out that the event triggers now checks leader status is "Important", not "Emergent" as it was before.

Saying this just so nobody else has to learn this the hard way :)

And thanks for everyone who is still developing this awesome game or mod!
 
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