Empire: Total War – Traits [Guide]

empiretotalwar
Nov
28
2010

Traits are gained in 2 different ways. Most battle traits are gained after a battle, a win or loss. The other way is to have them gained over time. Your ministers, gentlemen, rakes, generals and leader will all gain some traits, both good and bad, over time.

Traits are listed below into five groups, battle, research, industry, religious and passive.

*** You have no control on the passive traits, and some on battle traits, given that you get the good traits on a win and bad traits on a loss. Battle Traits can be lost in a battle if the General loses.

Black face on the purple backdrop is a passive as in always active
Books : related to research
Crossed Swords : effective only in battle
Anchor : Battle traits for water
Crossed Tools : industrial traits
Clasped hands : Religious Traits

Return to Top Battle Traits

Able Seaman
* +1 to Command at Sea when defending

Admiral of the Bathtub
* Research points per turn for military technologies : 1

A Fair Fight?
* Enables the army to conduct attacks as ambushes

Aggressive Attacker
* +2 to Command when attacking on land

Aggressive Commander
* +2 to Command when attacking on sea

A Good Dutchmen
* -10% upkeep costs for all naval units
* +2 to Morale in battles
* +5% movement range for ships on the campaign map

A “Good Seat”
* +1 to Command when leading cavalry units

A Lack of “Bottom”
* -1 to morale in Battles

An Eye for Trajectory
* +1 to Command when leading Artillery units

Armchair General

* Research points per turn for military technologies : 1

A Taste for Battle

* +2 to Command when attacking on land

Attacking General

* +1 to Command when attacking on land

Blockade Runner

* +1 to Command when Commandeering Frigates

Bloody

* -1 to Morale in all Battles

Born Cavalryman

* +2 to Command when leading Cavalry Units

Born to Fight

* +2 to Command in Land Battles

Brave

* +2 to Morale in Battles

Brave Sailor

* +1 to Command in Sea Battles
* +1 to Morale in battles

Brave Soldier

* +2 to Morale in all Battles

Captain Fishface!

* -1 to morale in battles

Cold-Blooded

* -2 to Morale in battles
* -5% to recovery chances of battle casualties

Common Laborer

* +1 to Command when Besieging

Confident

* +3 to Command when attacking on land

Confident Admiral

* +1 to Command in Sea Battles

Confident Defender

* +3 to Command when defending on land

Confident General

* +1 to Command in Land Battles.

Confident War Chief

* +1 to Command in Land Battles

Contempt for the Turk

* +1 to Command when in battle against the Ottomans

“Corporal in Gold Braid”

* +1 to Morale in all Battles

Cool Under Fire

* +1 to Morale in all Battles

Courageous Leader

* +3 to Morale in all Battles

Cruelty Mocked

* -1 to Morale in all Battles

Cunning General

* +1 to Command during ambushes

Cunning Seamaster

* +2 to Command at Sea when defending

Dangerous

* -1 to Morale in Battles

Deeds Recounted

* +1 to Morale in Battles

Defensive Admiral

* +3 to Command at Sea when Defending

Defensively Inept

* -1 to Command when defending on land

Defensively Weak Admiral

* -2 to Command at Sea when Defending

Dithering Defender

* -1 to Command when defending on land

Drillmaster

* +2 to Command when leading Infantry Units
* +5% to infantry unit’s campaign movement range

Famous Post Captain (in his day)

* +1 to Command when commanding Ships of the Line

Ferang

* +2 to Command when in battle against European nations

Fighting Sailor

* +1 to Command at Sea when attacking

Fleet Tactics

* +3 to Command when commanding Ships of the Line

Frigate Captain

* +1 to Command when commandeering Frigates

Frontier General

* +2 to Command when fighting in the Americas

Frontiersman

* +1 to Command when fighting in the Americas

General in Infantry

* -1 to morale in battles
* +3 to Command when leading infantry units
* +10% to infantry units campaign movement range

General of Cavalry

* +3 to Command when leading cavalry units
* +5% to cavalry units campaign movement range

Glorious Admiral

* +4 to Command in Sea Battles

Glorious General

* +3 to Command in Land Battles

Going Native

* +1 to Command when fighting in India

Good Defender

* +1 to Command when defending on land

Good on Attack

* +1 to Command when attacking on land

Great Admiral

* +3 to Command in Sea Battles

Great General

* +3 to Command in Land Battles

Hero of the Army

* +4 to Morale in all Battles

Hero of the Nation

* +1 to Prestige per turn
* +4 to Morale in Battles

Hero of the Navy

* +1 to Command in Sea Battles
* +3 to morale in battles

Hero-Worshipped

* -1 to Command in land battles
* +4 to Morale in battles

Hold the Walls!

* +2 to Command when besieged

Horseman

* +1 to Command when leading Cavalry units

Independent Command

* +3 to Command when commanding frigates

Lacking Combative Instincts

* -1 to Command at Sea when Attacking

Line Expert

* +2 to Command when commanding Ships of the Line

Masterful Attacker

* +3 to Command at Sea when attacking

Master Gunner

* +1 to Command when leading artillery units

Master of Horses

* +2 to Command when leading cavalry units

Melancholy Soul

* +1 to Command when defending on land

Military Writer

* Research points per turn for military technologies: 2

Moral Jellyfish

* -3 to Morale in Battles

Natural Scout

* +5% to Army Campaign Movement Range

Plotter of Wars

* Research points per turn for military technologies: 3

Polish Heritage

* +1 to Command when defending on land

Poor At Sieges

* -1 to Command when besieging

Poor General

* -1 to Command in Land Battles

Riding Master

* +2 to Command when leading Cavalry Units

Rumors of Cowardice

* -1 to Morale in Battles

Sailor From Birth

* +1 to Command in Sea Battles

Sepoy General

* +2 to Command when fighting in India

Siege Expert

* +1 to Command when besieging

Skilled Siege Commander

* +1 to Command when being Besieged

Skilled Siege Defender

* +1 to Command when Besieged

Slippery Character

* +1 to Command when Commandeering Frigates
* +1 to Morale in Battles

Soldier from Birth

* +1 to Command in Land Battles

Son of the Sea

* +2 to Command in Sea Battles
* +5% Movement Range for Ships on the Campaign Map

Son of the Waves

* +5% Movement Range for Ships on the Campaign Map

Steadfast

* +1 to Command when commandeering Frigates

Steady

* +1 to morale in battles

Stiff-Necked Spaniard

* +1 to Morale in Battles

Superior Admiral

* +2 to Command in Sea Battles

Superior General

* +2 to Command in Land Battles

Superior War Chief

* +2 to Command in land battles

Swashbuckler

* +1 to Command at Sea when Attacking
* +1 to Morale in Battles

Thinker on War

* Research points per turn for military technologies: 2

Tribal War Chief

* +2 to Command in land battles
* Enables the army to conduct attacks as ambushes

Unstoppable Attacker

* +1 to Command in Land Battles
* +3 to Command when attacking on land

War Leader

* +1 to Command in Land Battles
* Enables the army to conduct attacks as ambushes

Warrior from Birth

* +1 to Morale in battles

With Mother’s Milk

* +2 to Command when in battle against the Ottomans

Return to Top Industrial Traits

Capitalist

* +2 Happiness (Middle Classes)
* +2 to Manage for Treasury Administration

Stallholder

* +1 Happiness (Middle Classes)
* +1 Management for Treasury Administration

Return to Top Passive Traits

A Cruel Wit

* +2 to Dueling when Dueling with Swords

Addled Wits

* -1 to Command in land battles
* -2 to Morale in battles

A Fascination with Foreigners

* -1 Happiness (Nobility)
* +10 to Diplomatic Relations

A Good Listener

* +1 to Subterfuge for Infiltration Missions

Agrarian

* +1 to Management
* +1 Happiness (Nobility)
* -1 to Management for Treasury Administration

A Happy Drinkner

* +1 to Morale in Battles

A Holy Light

* +2 to Zeal when seeking converts in India

A Hunter Born

* -1 to Management

A Little Too Clever

* -2 Happiness (Nobility)
* +10% to Technology Research Rate
* +1 Prestige per turn

A Nose for Trouble

* +2 to Subterfuge when Counter spying

A Sportsman Born

* -1 to Management

A Test of Endurance

* -1 to Zeal when seeking converts in India

Army Enthusiast

* -5% Recruitment Cost to all Land Units

Assassin

* +1 to Subterfuge for Assassination Missions

Autocrat

* +1 to maximum town Repression bonus from town watch

Believer in Name Only

* This man understands religion, but does not have a hold over them.

Bloody hand

* +2 to Subterfuge for Assassination Missions

Bon Vivant

* +1 to Management
* +1 Happiness (Lower Classes)

Born to Quarterdeck

* +1 to Command in Sea Battles
* +5% to movement range of ships on the campaign map

Brother to the Wolf

* +2 to Command during ambushes

Buffalo Warrior

* +1 to Morale in Battle

Camp Follower

* +3 to Management for Army Administration

Cautious

* -5% Chance of Assassination

Cloak and Dagger

* There is something glamorous and dangerous about the shadow world.

Commissioner

* +2 to Management for Navy Administration

Corresponds with the Learned

* +5% to Technology Research Rate
* +5% to Clamor for Reform

Crisis of Faith

* -2 to Zeal when seeking converts in India

Crude

* -5 to Diplomatic Relations

Cunning as Two Foxes

* +3 to Subterfuge for Infiltration Missions

Darkly Charismatic

* +1 to Dueling when dueling with Swords

Darling of the Gutter Press

* +2 to Morale in All Battles

Deathbringer

* +3 to Subterfuge for Assassination Missions

Devout

* +2 to Zeal
* -10% to Religious Unrest

Divine Right to Rule

* +2 to Management
* -1 Happiness (Nobility)
* +1 Prestige per Turn

Drawing Room Philosopher

* +5% to Clamour for Reform

Drunken

* -5 to morale in battles

Dull as a Flounder

* This man may have heard of the art of public speaking, but her certainly
doesn’t believe it is worth learning.

Eastern Mystic

* +2 to Command when in battle against the Ottomans
* -5% to army campaign movement range

Enlightened Despot

* -5% to the cost of Town Watch

Faith Reaffirmed

* +1 to Zeal when seeking converts in India

Fertile Ground

* +1 to Zeal when seeking converts in Europe

Fingers in the Privy Purse

* -2 to Management
* -1 Happiness (Nobility)

Fond of Sailors

* +3 to Management of Navy Administration

Four-Bottle Man

* -1 to morale in Battles

Freak of Nature

* -2 to Management
* -2 Prestige per turn

Frugal and Thrifty

* +1 to Management
* -1 Happiness (Nobility)
* -2 Management for Treasury Administration

Genuphone

* +1 to morale in battles

Gone Native

* -1 to Zeal when seeking converts in the Americas

Good Aim

* +2 to Dueling when dueling with pistols

Good News

* +1 Morale in All Battles

Good Saboteur

* +1 to Subterfuge
* +1 to Subterfuge for sabotage missions

Good Swordsman

* +2 to Dueling when dueling with swords

Glutton

* -2% to campaign map movement range

Hale and Hearty

* +5 to Campaign Movement Range

Harsh Reputation

* +1 to Management
* -1 Happiness (Lower Classes)
* +1 to Management for Justice Administration

Hates the White Man

* +2 to Command when in battle against European nations

Head for Figures

* -5% upkeep costs for all naval units

Honey-Tongued

* +2 to Subterfuge for Sabotage Missions

Honest

* +1 to Management

Incorruptible

* -1 to Management
* -2 Happiness (Nobility)
* +3 to Management for Treasury Administration

Industrial Revolutionary

* +1 to Management for Treasury Administration

Informers

* +3 to Subterfuge when Counter spying

Interested in Europeans

* +5 to Diplomatic Relations

Iron Hand

* -2 Happiness (Lower Classes)
* +1 Happiness (Middle Classes)
* +2 to Management for Justice Administration

Jug Head

* +1 Happiness (Lower Classes)
* -1 Happiness (Nobility)
* +3% Clamour to Reform

Keeper of the Dark Secrets

* +5 to subterfuge when counter spying

Lewd

* -1 Happiness (Lower Classes)

Lewd and Loose

* -10 to Diplomatic Relations

Likes Uniform

* -10% Recruitment Cost for Naval Units

Little Sergeant

* +5% to infantry units’ campaign movement range

Local Knowledge

* +1 Subterfuge when Counter spying

Looks to the Eagles

* +1 to Command during ambushes

Majestic

* +1 to Management
* +1 Prestige per turn

Medicine Charm

* +2 to Morale in Battles

Mentioned in Dispatches

* +1 to Command when leading infantry units
* +1 to Morale in all Battles

Mole

* +2 to Subterfuge

Morally Impaired

* -1 to Management

Murderous Imbalance

* +2 to subterfuge for assassination missions

Nasty, Brutish, and American

* -2 to Zeal when seeking converts in the Americas

Natural Horseman

* +1 to Command when leading cavalry units

Naval Enthusiast

* -5% Recruitment Cost for all Naval Units

No Sense of Shame

* +1 Happiness (Nobility)

Nonsensical Outbursts

* -2 Prestige per turn

Obsessive

* -5% to land military technology research rate
* -10% recruitment cost for all land units
* -5% recruitment cost for Cavalry

Odd

* -1 to Morale in Battles

Patron

* +1 to Management for Navy Administration

Peacemaker

* +1 to Diplomatic Relations

Petty Tyrant

* -1 to Morale in Battles
* +10% to infantry units’ campaign movement range

Pious

* +1 to Zeal
* -5% to Religious Unrest

Promotes on Merit

* +1 to Management
* +1 Happiness (Middle Classes)

Prussian Junker

* +1 to Command when leading infantry units

Prussian Officer

* +2 to Command when leading infantry units

Rather Clever

* +5% to technology research rate
* +1 Prestige per turn

Raving and Drolling

* -3 to Management
* -2 Prestige per turn

Res Publica

* +1 to Management
* +5% to Clamour for Reform
* +1 Prestige per turn

Rosy-Cheeked

* +5% to Campaign Movement Range

Soaked in Claret

* -2 to morale in all battles

Sickly

* -5% to Campaign Movement Range

Something of a Banker

* +1 to Management for Treasury Administration

Something of a Blade

* +1 to Dueling when Dueling with Swords

Spiritual Leader

* +1 to Zeal when seeking converts in the Americas
* +1 to Diplomatic Relations

Status Quo

* -1 Happiness (Lower Classes)
* +1 Happiness (Nobility)
* -3% to Clamour for Reform

Steady Hand

* +1 to Dueling when Dueling with Pistols

Steady Under Fire

* +1 to Morale in Battles

Stormcloud

* +1 to Subterfuge for Sabotage missions

Strategist

* +2 to Management for Army Administration

Sybarite

* +1 Happiness (Lower Classes)
* -1 Happiness (Nobility)

Tactician

* +1 to Management for Army Administration

The Great Outdoors

* +10% to Campaign Movement Range

Three Bottle Man

* This man’s wine merchant is comfortably wealthy

Too Clever

* -2 Happiness (Nobility)
* +10% to technology research rate

Touched By His Hand

* +4 to Zeal

Trencherman

* -1% to Campaign Movement Range

Tyrant

* +2 to Maximum Repression Bonus from Town Watch

Uncle to his Men

* +1 to Morale in battles

Unsavory Bawd

* -1 Happiness (Lower Classes)

Upright

* +1 to Management for Treasury Administration
* -1 Happiness (Nobility)

Weasel Cunning

* +1 to Subterfuge to Infiltration missions

Woodland Preacher

* +1 to Zeal when seeking converts in the Americas

Return to Top Research Traits

Academic Fellow

* +4 to Research

A Man of Business

* Research points per turn for industrial technologies: 3

Banking Genius

* Research points per turn for enlightenment technologies: 3

Complete Banker

* Research points per turn for enlightenment technologies : 1

Doctorate

* +1 to Research

Emeritus Professorship

* +3 to Research

Factory Master

* Research points per turn for industrial technologies : 1

Gentleman Farmer

* Research points per turn for industrial technologies : 2

Gentleman Scientist

* Research points per turn for industrial technologies : 1

Learned Member

* +1 to Research
* Research points per turn for industrial technologies : 1

Manufactory Owner

* Research points per turn for industrial technologies : 2

Moral Thinker

* Research points per turn for enlightenment technologies : 2

Rustic Gentlemen

* Research points per turn for industrial technologies : 1

Respected Philosopher

* Research points per turn for enlightenment technologies : 3

Scholar

* Research points per turn for enlightenment technologies : 1

Tenured Professorship

* +2 to Research

Wind Rider

* +2 to Subterfuge for Infiltration missions

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