COMPLETE LIST OF ANCILLARIES FOR MEDIEVAL 2: TOTAL WAR (1.1)
by the.seneschal@hotmail.com
PART 1
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NAME (specials)
transfer status
Possible exclusions
Effects
How to acquire.
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E.g >= abbey means an Abbey OR any upgrade to that structure.
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CHARACTERS
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SKILLED ACCOMPLICE (Assassin only)
Move between characters:: YES
+1 to agent's skill
20% chance when created and >=Assassins Guild exist in settlement.
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ACADEMIC ADVISOR
Move between characters:: YES
5% bonus on all trade income
5% bonus on tax income
33% chance after constructing >=library in settlement.
33% chance after constructing university in settlement.
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ACTOR
Move between characters: NO
+1 to popularity (improves public order)
5% chance when spending a full turn in a settlement with >=theatre.
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ADULTRESS (N/A for middle eastern)
Move between characters: NO
+1 Dread
-1 Piety
-1 Morale for all troops on the battlefield
Decreases the chance of having children
5% chance when spending a full turn in a settlement with >=brothel and general's wife has <6 Charm.
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OUTLANDER ADULTRESS (N/A for middle eastern)
Move between characters: NO
+1 Dread
-1 Piety
-2 Morale for all troops on the battlefield
-1 from popularity (has a negative effect on public order)
Decreases the chance of having children
10% chance when in enemy lands more than 3 turns and has < 0 points of Trait: Loyal.
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FOREIGN FRUITCAKE (N/A for middle eastern)
Move between characters: NO
+1 Dread
-1 Piety
-3 Morale for all troops on the battlefield
-1 from popularity (has a negative effect on public order)
Decreases the chance of having children
5% chance every turn if >=1 point of Trait: Arse and married.
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ALCHEMIST
Move between characters: YES
Excluded ancillaries: Apothecary, Astrologer
+2 to your general's hitpoints (how many hits your general can take before dying)
+1 Command when commanding gunpowder troops
5% chance when spending a full turn in a settlement with >=alchemists lab.
33% chance after constructing alchemist lab.
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;trigger "apocethary_vnv_trigger_" gives alchemist instead...
APOTHECARY
Move between characters: YES
Excluded ancillaries: Alchemist, Astrologer
Increases the chance of having children
+4 to your general's hitpoints (how many hits your general can take before dying)
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ARCHITECT (N/A for northern european)
Move between characters: NO
10% discount on construction costs
-2 from squalor (increases public order and population growth)
3% chance after a building is constructed.
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ARTIST (N/A for northern european)
Move between characters: NO
+1 to popularity (improves public order)
10% decrease to cost to bribe
-1 from squalor (increases public order and population growth)
5% chance when spending a full turn in a settlement with >=artist studio.
33% chance after constructing artist studio.
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YOUNG APPRENTICE (Assassin only)
Move between characters: YES
Excluded ancillaries: Catamite
+1 Assassination
5% chance after every successful assassination mission.
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ASTROLOGER (N/A for northern european)
Move between characters: NO
Excluded ancillaries: Apothecary, Alchemist
-1 Piety
+1 Command
5% chance after spending a full turn in a settlement without >=small church, >=small chapel or >=small masjid.
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BARD (N/A for middle eastern)
Move between characters: YES
+1 Morale for all troops on the battlefield,
+1 to popularity (improves public order)
5% chance after spending a full turn in a settlement with >=tavern.
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BEGUILING BARD (Spy only - N/A for middle eastern)
Move between characters: NO
+1 to agent's skill
+1 to personal security (improves the chances of detecting and foiling assassination attempts)
5% chance after spending a full turn in a settlement with >=brothel.
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BIOGRAPHER
Move between characters: NO
+1 Authority
5% chance after spending a full turn in a settlement and > 3 turns in region and >=2 points of Trait:
GoodCommander.
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;No trigger exists
BODYGUARD
Move between characters: YES
+2 to personal security (improves the chances of detecting and foiling assassination attempts),
-1 from popularity (has a negative effect on public order)
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INVENTOR
Move between characters: NO
+30 Build Points (required for the construction of siege equipment)
+1 to farming output
20% bonus on mining income
3% chance after spending a full turn in a settlement with >=alchemists lab and not > 0 point of Trait: Ignorance.
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CARAVAN DRIVER (Merchant only)
Move between characters: YES
+25% to Movement Points (gives armies the ability to forced march)
+1 to line of sight (increases the range at which enemies are spotted)
50% chance when created and >=caravan stop exists in settlement.
10% chance when ending turn in a settlement and >=caravan stop exists.
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CATAMITE (Assassin only)
Move between characters: NO
Excluded ancillaries: Young Apprentice
+1 to agent's skill
5% chance after successful assassination mission.
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CHOIR BOY (Catholic Priest only)
Move between characters: NO
Excluded ancillaries: Royal Seminarian
+1 Piety
+1 Unorthodoxy
-1 Purity
20% chance when created and >=abbey exists in settlement.
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COUNTERFEITER (Merchant only)
Move between characters: NO
+1 Finance
15% chance when created and alchemist lab exists in settlement.
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COURTESAN (Assassin only)
Move between characters: NO
Excluded ancillaries: Catamite
+1 to agent's skill
20% chance when created and >=coaching house exists in settlement.
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JUDGE
Move between characters: NO
+1 to unrest (has a negative effect on public order)
+2 to law (improves public order)
20% chance when governor and city riots and >=Town Hall exists and not > 0 point of Trait: StrategyChivalry or
Just.
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DANCER (Spy only)
Move between characters: NO
+2 to agent's skill
5% chance after spending a full turn in a settlement with >=brothel.
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DARK APPRENTICE (Witch only)
Move between characters: NO
+1 Magic
+1 to personal security (improves the chances of detecting and foiling assassination attempts)
25% chance when created.
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DEACON (Catholic and orthodox priests only)
Move between characters: NO
+1 Piety
50% chance when created and >=catholic cathedral exists in settlement.
25% chance when created and >=orthodox cathedral exists in settlement.
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DIPLOMATIC ESCORT (Diplomat only)
Move between characters: NO
+1 to line of sight (increases the range at which enemies are spotted)
+1 to personal security (improves the chances of detecting and foiling assassination attempts)
66% chance when created and >=castle exists in settlement.
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DOCTOR
Move between characters: NO
Increases the chance of having children
Improves the chances of casualties recovering from their wounds
15% chance after spending a full turn in settlement and >=bimaristan exists and general has command > 3.
3% chance after spending a full turn in settlement and >=alchemy school exists and general has command > 3.
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DRILLMASTER
Move between characters: NO
+25% to Movement Points (gives armies the ability to forced march)
10% discount on unit training costs
3% chance when training infantry and command >=4.
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;No trigger exists.
EUNUCH (N/A for northern european, eastern european, greek)
Move between characters: NO
+1 Authority
+1 to personal security (improves the chances of detecting and foiling assassination attempts)
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MOTHER-IN-LAW
Transfere: NO
-1 Authority
-1 Morale for all troops on the battlefield
50% chance when general marries and has >=1 point of Trait: Gambling and >=2 points of Trait: Drink.
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EXECUTIONER (Inquisitor only)
Move between characters: NO
+1 Piety
33% chance each time a successful denouncment mission occurs.
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;No trigger exists.
FAITHFUL SERVANT
Move between characters: NO
+1 Charm
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SKILLED COURTESAN (Assassin only)
Move between characters: NO
+2 to agent's skill
10% chance after successful assassination mission.
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FOODTASTER
Move between characters: NO
+1 to personal security (improves the chances of detecting and foiling assassination attempts)
20% chance after surviving an assassination attempt and has >= 1 point of Trait: Paranoia.
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BRILLIANT FOOL (N/A for middle eastern, greek, southern european)
Move between characters: NO
+1 to personal security (improves the chances of detecting and foiling assassination attempts)
5% bonus on all trade income
50% chance after constructing >=castle and command > 4.
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FOOL (N/A for middle eastern, greek)
Move between characters: NO
+1 Morale for all troops on the battlefield
50% chance after constructing >=castle and command < 5.
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FOREIGN DIGNITARY (Diplomat only)
Move between characters: NO
+1 Influence
3% chance every turn in enemy lands and distance to capital is > 30.
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