PDA

View Full Version : Settlements: Hotbeds of Sin and Corruption (Trait Analysis)



dopp
12-05-2006, 15:53
I took a look at the unpacked character traits file and noticed that characters are SEVERELY penalized for being in cities. Basically, if a character governs a city with a certain level of structure built, he stands a pretty good chance of becoming a useless bum. This was particularly pronounced in RTW where every one of my governors became corrupt, womanizing catamites who were also bad taxmen, poor farmers, poor miners, poor administrators and hated merchants to boot. This is because of the way the traits system works. Every time a character ends his turn in a settlement, he stands a chance of picking up traits based on the level of buildings there. These chances stack and are pretty high. Considering that governors have to spend turn after turn in their settlements, they will eventually become totally useless.

For example, the expensive tastes trait line can cut your income by 30%, yet it is insanely easy to pick up. The coaching house, theatre, public baths, merchant quarter and pleasure palace each give a 3-5% chance of your character picking up 1 point of expensive tastes every turn and these chances all stack. Furthermore, there are triggers for the "bloated empire" effect. If your treasury is above 50k florins then any character that ends the turn in any settlement in your empire stands a 3% chance of getting expensive tastes, plus additional 3% checks if your treasury is above 100k and 150k respectively. These are all in addition to the chances from the settlement buildings, making it extremely unlikely that any character will escape unscathed after even a single turn in a settlement. And of course, expensive tastes is hardly the only trait you can pick up this way. Girls, gambling and drinking are easy to pick up; in fact gambling and drink are 5% checks for each level of brothel/tavern you have built.

Characters in castles are safe from most of these vices, yet an oversight causes them to pick up bad traits as well. Any governor whose people are content and happy and whose tax rate is normal or lower stands a 15% chance every turn to pick up the really harmful bad taxman trait (-30% to taxes at the highest level). The problem is the tax rate for castles is fixed at normal and public order for castles is usually very high, so any character who manages a castle is almost guaranteed to become a bad taxman.

Unless addressed in a patch or modded, there is really no point to having governors in M2TW, just like there was no point in RTW. Most of the negative traits cause unrest or reduce income, so the settlement is actually worse off by having a governor. All characters should avoid settlements like the plague and stay in the field.

Kraxis
12-05-2006, 16:04
And here I have been avoiding governors for castles because of the bad taxman... Seems I should just create some evil armies and beat the enemy that way.

Temujin
12-05-2006, 16:06
Unless addressed in a patch or modded, there is really no point to having governors in M2TW, just like there was no point in RTW. Most of the negative traits cause unrest or reduce income, so the settlement is actually worse off by having a governor. All characters should avoid settlements like the plague and stay in the field.

And yet, in several campaigns, I have never had more than one or two governors with those traits, and plenty of governors with architects, artists and similar traits/retinues that made buildings much cheaper and the people much happier. You completely fail to mention the positive traits that can be picked up, how these counteract negative traits and how this impacts the actual gameplay. Simply perusing the data files is not a sufficient analysis of the trait/retinue system and does nothing to prove the nature of the problem or whether it even exists. Your call for patching is premature, IMO.

R'as al Ghul
12-05-2006, 16:10
I can confirm that.
My Venetians are lead by "'Vito the Lewd" and if we hadn't our own pope we'd all burn in hell for our sins. Every last one of them is a connoisseur of the fine arts of debauchery, getting drunk and having exotic expensive tastes. Few of them, among them Vito and 2 others are actually useful generals who do not give me morale penalties. :grin:
Sometimes you're better of fighting with a captain and if you're lucky get a fresh innocent member for your family.
It should be toned down a bit or else I've to park them in the countryside in my next campaign. On the other hand, I'm making so much money now that it hardly bothers me. At the beginning of the camaign I had the one or other character who actually increased the income of my cities. Oh, and my highest piety value is 2 atm and 3 was the max I've achieved after finishing a crusade.

R'as

Edit: VH campaign

Nestor
12-05-2006, 16:44
Temujin, do you think so? This was my family with the Byzantines:

Isaac the Chivalrous (50yo): -50% Taxes, +15% Construction Costs, -50% Bribe (Comm. 0)
Alvanites of Rhodes (48yo): +5% Trade, -20% Taxes, -5% Constr. costs (Comm. 2)
Theodoros the Chivalrous (44yo): +5% Trade, -10% Taxes, +4% Constr. Costs (Comm. 3)
Prince Constantinos (39yo): -10% Trade, -30% Taxes, +14% Constr. Costs (Comm. 1)
Theotokios of Ephesus (39yo): +2% Trade, +2% Taxes (Comm. 4)
Ermanes Botaneiates (38yo): -30% Taxes (Comm. 5)
Modestos the Wrathful (32yo): +2% Trade, -5% Taxes (Comm. 1)
Slavos of Puoggion (24yo): -20% Taxes (Comm. 3)
Petros of Kibotos (21yo): -10% Taxes (Comm. 1)
Demetrios Botaneiates (18yo): None (Comm. 4)
Demetrios Comnenus (16yo): +2% Trade, -5% Taxes, -5% Constr Costs (Comm. 5)
Slavos Botaneiates (16yo): -20% Taxes (Comm. 0)

12 members, median values around -16.5% each for taxes, +0.5 for trade +2% construction costs. Now what can I do? The negatives increase usually by 10, the positives by 2.

It was the last campaign I used governors: if they are so inclined to get corrupted they better stay with their armies in the fields.

Aelwyn
12-05-2006, 17:01
Girls, gambling and drinking are easy to pick up;

Do you have a spare bedroom? ~;)

It does seem a bit overdone. You could attribute most of this effect to entropy, but that's ruling out the human factor, where each person has a chance to live a good life.

I have had several governors that lived quite a while without getting any negative traits, but most of them end up dying before their time. Perhaps a coincidence. I'm not too bothered by the system in its current form though.

dopp
12-05-2006, 17:30
And yet, in several campaigns, I have never had more than one or two governors with those traits, and plenty of governors with architects, artists and similar traits/retinues that made buildings much cheaper and the people much happier. You completely fail to mention the positive traits that can be picked up, how these counteract negative traits and how this impacts the actual gameplay. Simply perusing the data files is not a sufficient analysis of the trait/retinue system and does nothing to prove the nature of the problem or whether it even exists. Your call for patching is premature, IMO.

Firstly, architects and artists are ancilliaries, not traits, which have never given problems, even when first introduced in RTW. You also fail to mention that the positive traits you can pick up are all consistently harder to obtain than the negatives. Fair enough, I will briefly mention the positives. For example, to be a good administrator requires that your tax rate be set on high, which is a recipe for disaster since the public order hit is so great. -30% order for high taxes can send a large city into revolt almost instantly. Furthermore, the chance of it triggering is only 7% every turns a building is completed, which only occurs once every few turns (say 4 turns average) and 3% every turn you train a unit, considerably lower than the 10%-30% or so you run of picking up even a single negative trait every turn. And of course each bad trait has an additional 4% chance each turn of becoming worse. Good traits don't.

You can pick up good traits from luxurious living. The merchants' quarter gives 10% chance of good trader and the theater 15% chance of cultured. But each of those buildings also gives four separate bad traits, at 5% chance apiece. Good taxman requires you to set taxes on very high and your population must be disillusioned, and good taxman gives unrest at the higher levels, making it a bit of a mixed blessing. If your population is disillusioned and your taxrate is less than high, you have a 15% chance of getting bad taxman, which really is just bad. They really want us to be tyrants.

You can, of course, get very high percentage chances (70-80%) of gaining points in a positive trait by building stuff. But buildings are once again few and far between, compared to the constant corroding influence of the bad traits. Besides which, the threshold for getting the first level of good trader is something like 24 points. You get 1 point for building a trade building (road, port, market, harbor). Good luck hitting the threshold before he dies of old age. By comparison, the threshold for hitting wildly extravagant is 3 points. Three turns could do your governor in if you get unlucky.

Regardless of how easy/difficult it is to get positive traits as compared to negatives, the fact remains that it is too easy to get negatives. Even a single 5% chance every turn to get a bad trait is going to do in all your governors eventually. I don't really care if my character is a chivalrous, efficient administrator who can build a second Rome at 110% off the cost price if he is also wildly extravagant, shamelessly lewd, hopelessly drunk, effete and addicted to gambling. One or two of these drawbacks in any given character is tolerable. All of them in every single governor in your empire is not. Please note too that characters start off pretty much uselss and must work hard to become decent. Making it so easy for them to pick up bad traits that then become genetic during the normal course of their duties is extremely frustrating. Even if the positive traits completely cancel out the negative, the character remains useless. Good commander +2 command, hopeless drunk -2 command, might as well not have him. It's one step forward and two huge hops back.

I did provide a solution to avoid such vices: stay away from settlements. That is the only real way, unless you want to skip out on 25% public order by not building inns/brothels, not build your faction-specific buildings if you are Byzantine or Italian, and not unlock your higher-level buildings by skipping merchant quarters. And you must donate all of your surplus money over 50k to the poor (ie other factions) every turn once you become really successful, so that they have a sporting chance to catch up. Do enlighten me on how you managed to keep your governors so free of vices. Mine are free of vices too; they just have never been in a settlement since the day they came of age.

Oh, the system IS a little better than RTW. There you could get corrupt by simply being Roman (trigger corrupt_western_roman). Here it takes fairly high level buildings and a large treasury to get massively corrupted. Except for bad taxman, drinking and gambling, which are all constant threats (brothels are low level and you need them for spies). But I'm tired of the bloated empire syndrome. Once your cities get huge and your finances even out finally, you get engulfed by a massive tide of corruption that you can do absolutely nothing about. It's like the hardcoded version in the original MTW where you would get these long reports about all the bad things your governors had picked up every single turn. Every governor, every province. Made playing past a certain point a real chore. There should, of course, be corruption. But it should be avoidable in some realistic fashion.

Fridgebadger
12-05-2006, 17:30
Usual question: What levels are you playing on?

A VH campaign might make it easier to pick up bad traits, which might explain the, erm, slight differences of opinion on this thread?

dismal
12-05-2006, 17:42
I try not to build the brothel line in cities I intend to govern, and keep taxes as high as they'll go in governed cities. I also by habit do not tend to let money pile up in the treasury.

That said, I mostly keep my generals moving toward active battle fronts. If they are parked in a city, it's often one I have just taken. I manage them as fighting units, not governors.

I've noticed in M2TW I tend to accumulate dread more than anything else. My last king was called 'The Killer" and then "The Tyrant". This is not altogether bad as the one time I want a governor is to quell unrest in a city I have just taken.

I'm just not enough of a micro manager to mess around with trying to farm good tax or building virtues. In RTW I'd keep some Generals around to rank up by dealing with rebels, but with the reduction in rebels in M2TW its even less worthwhile.

On a different note, those inquisitors sure make it easy to get rid of your undesirably lewd family members.

andrewt
12-05-2006, 18:48
I usually just use my governors to pacify newly conquered settlements or settlements that have low public order. I leave a few in the back of my empire to beat rebel stacks but I think I should leave those governors outside the settlement.

I usually use my family members to lead stacks and fight with them.

akinkhoo
12-05-2006, 18:50
i don't build brothel neither. they seem to increase growth? which make it harder to control population. i could easily get 24K pop without them and my generals usually have enough influence to maintain order without those pesty building.. only special "spy" centers have these building in my empire.

Xy1on
12-05-2006, 19:21
As a programmer it looks to me like alot of these "bugs" we are finding are the product of rushing the game to market. The methods that control the game mechanics are in place, but I think random default values were shoved in places where only play testing and time would provide the correct values. As is, its useless to place a governor in your cities. The code that drives governor traits is BASIC first year programming. There is nothing fancy going on, its just that the numbers as is will consistantly provide crappy traits. Nobody spent any time on it.

unknown_user
12-05-2006, 19:26
Just out of curiousity, is the part about getting bad taxmen traits while being in castles in the bug list? I can understand getting it in a city, because if the people wouldn't mind getting taxed heavier, then why aren't they. But in a castle where you can't change the tax rate, it seems ridiculous that you can get a negative trait that responds to the tax rate. I normally would prefer to keep my generals in castles (keep them with their troops), but not when i find out that my already low-income castles are being gimped by a bugged negative trait.

Quillan
12-05-2006, 19:42
Technically, that might not be a bug. That's the way the code is written, so it's working as intended according to the code. What it needs is an exception line, something like "and settlement = NotCastle" or something similar on that trait line.

Goofball
12-05-2006, 19:49
Unless addressed in a patch or modded, there is really no point to having governors in M2TW, just like there was no point in RTW. Most of the negative traits cause unrest or reduce income, so the settlement is actually worse off by having a governor. All characters should avoid settlements like the plague and stay in the field.

I pretty much agree. With RTW, the only modding I did was to erase most of the triggers for negative traits (I leave the ones that I feel are "deserved," like the ones they get for chickening out of or losing battles, for example). That's the first and only thing I intend to to M2TW when the unpacker is released.

Call me a cheater if you want, but I just can't stand having to micromanage governors so much. It takes the fun out of the game for me.

Bob the Insane
12-05-2006, 19:55
I hope Player1 is still around... His BUG-FIXER unofficial patch really sorted out these types of things in RTW (just the ones that where broke or really did not make sense)...

dopp
12-06-2006, 00:54
Well, this is not really a bug complaint, just a balance/gameplay issue. Except for the castles and taxes, which I think was an honest oversight by whoever wrote the badtaxman trigger.

I've also wondered why my princesses were invariably so plain (ie no traits at all). Figured it out finally. Their traits only trigger at birth and only if their father has the appropriate trait. If their father is handsome then they are pretty, if their father is intelligent then they are educated. Very few princess traits can be gained through doing actions in the game. I think adding a few "Coming of Age" triggers for princesses should help alleviate the problem.

Shahed
12-06-2006, 02:09
Excellent Job dopp !

Now I get it.... ehy I always get negatives. In fact my royal tree looks more and more like a bunch of retards... out to battle with you !

I would like to have governors, it's another cool thing about the game. But as is now it is useless. I've really been trying to get enough governors because I like this aspect of the game, but for me the challenge is to build a good empire, with a good royal family. This is no challenge right now, you're assured failure.

We should bring this to the attention of CA. The way you've mentioned it is perfect, just needs a copy paste in the bug list. I think that's the best place for now. Can you do that please ?

Hope they fix it.

ScrapTower
12-06-2006, 02:13
Come on guys its not working as intended. It's a bug. The ability to use your general as a governer was put in to add dimension and fun to the game however using your general as a governer for any length of time will leave you with a :furious3: general. Xy1on is right. The code that rolls the governer traits is obviously full of variables that make governing pointless. MTWII is extruding evidence of being rushed to market. Awesome game, now finish it CA.

Kraxis
12-06-2006, 03:15
I did wonder how my two 16 yearolds that started out with Skewed View, ended up, before turning 18, with Dangerously Mad. I killed one off, while the other survived his unwinable battle and captured a city no less. So now he is what I call an insane wildmand on the battlefield, charging in, scaring everybody and killing all about him. He has a personality now, before he was just trash.

But his negatives does hurt trade enormously.

dopp
12-06-2006, 03:26
Posted in bug thread. I've also tried editing the traits file to remove the excesses. Note that even a 1% chance of picking up a bad trait every turn is likely to do in a dedicated governor, because once he gets the trait it becomes self-perpetuating at 4% per turn.

Suggested fixes (what I used to use in RTW):

1. To fix the bad taxman in castles issue, the governing19 trigger should be set to trigger when the tax rate is at low, not when it is less than high.

2. I've never liked how you must tax your people to death to get good administrator. For triggers governing2 and governing4 I just deleted the tax condition. If you recruit and build stuff you should get credit for it. Good taxman is the reward for high taxes.

3. Delete the drink2 trigger. Come on, a 5% chance to pick up drinking and gambling every turn with a mere brothel in the settlement (and a 5% chance to pick up an adultress if married)? I need those spies and assassins. There are already two triggers for the higher level 'sin' buildings (those that nobles might actually frequent, if you read the building descriptions), so this one is unnecessary (it's also a holdover from RTW).

4. The luxurious_lifestyle line of traits could use a little tweaking. Less bad traits and lower chances would be the way to go. For example, the Byzantine public baths gives the following:

Affects HaleAndHearty 1 Chance 3%
Affects Epicurean 1 Chance 5%
Affects ExpensiveTastes 1 Chance 5%
Affects Girls 1 Chance 3%

Hale and Hearty is nice, epicurean is a mixed blessing (more trade, easier to bribe), expensive tastes is just really bad, girls is not only bad but a bit dumb. Who looks for girls in a segregated bath house when there's a pleasure palace just next door? For that matter, why would anyone have expensive tastes just for going to the communal baths like all decent citizens should be doing? It's like they decided that each building should have all slots filled with negative traits and just started slotting the most likely ones in. Maybe they wanted to emphasize the perceived "decadence" of Byzantine culture, but as it stands this is a bit of overkill, especially when you factor in triggers from other buildings. I would change it such:

Affects HaleAndHearty 1 Chance 3%
Affects Epicurean 1 Chance 3%

One positive or mixed trait and one or two negative traits seems to be the best mix for the luxury buildings. The chance of picking up negative traits should be kept low, around 1-2%, because of their tendency to self-perpetuate. The chance of picking up negative traits should always be much, much lower than the chance of gaining positive traits, because characters do not start off competent. If say they had 5 in all stats to start with then it might make some sense for them to gain positives and negatives equally. But they all start off at useless bum level so you really should stack the odds in their favor.

5. The agents9 trigger gives high chances of turning to girls, drink and gambling. What on earth? Why not turn to religion as well? i removed those 3 lines and left the paranoia and personal security in.

6. Delete the corruption triggers. They are empire-wide and thus rather difficult to tweak effectively. When you have 30 family members governing turn after turn even a 1% chance is bound to corrode a significant percentage eventually. Besides which, this is the most obvious manifestation of the "bloated empire" syndrome (along with the "tall poppy" diplomacy), which has always been CA's rather unsporting and heavy-handed way of making things more difficult the more successful you got. This is a personal preference since I play as much for the civ-style empire-building as for the battles: if you like simulating corruption that cannot be effectively combatted, then leave them in but reduce the chances to 1% per turn since they are way too high normally.

6. Thresholds for positive traits are way too high, considering that they do not self-perpetuate. 24 trait points just to become a level 1 good trader? 16 points to become a legendary commander but just 8 points to become a hopeless one? Just 3 points to become wildly extravangant? Something is wrong here. Worst offenders are: GoodTrader, GoodMiner, GoodFarmer and GoodAdministrator.

7. Some more triggers should be given for gaining positive traits from high-level settlement buildings. For example, GoodFarmer, GoodMiner and ReligiousActivity can only be gained from building the appropriate buildings. Problem is, things like mines can only be built twice in any settlement, so you will never see more than a handful of level 1 goodminer traits and you will never see a level 3 goodminer, which requires you build 6 mines. Ever wondered why your characters never have any piety? It's because the ONLY way to gain the piety trait other than being born/adopted with it is to build religious buildings. The threshold for the highest ReligiousActivity trait is 16. Unless you have one character build 4 churches up to cathedral level in 4 different cities, you may never see it.

Zoltan
12-06-2006, 05:20
Hey, guys I can see it's a fine job you're doing, starting to mod before the unpacker is even released, but I just hope you won't overdo it. I mean I know those traits are very unnerving to the player, but just please don't take them out of the game entirely. I still manage to have fairly decent generals even in the late game if I micro manage a bit.

As a rule of thumb maybe we should say that in a long campaign, the worst negative traits should only appear for roughly 1 of your generals in the whole campaign on average.

Princesses could probably use the most rebalancing, it's bad enough that you have so few of them, every single one I get seems to be a useless hag. (with a yappy little dog!)

Another idea to help the micromanagement might be to reduce the overall number of generals the game gives you, but I don't know if that's moddable. I know when you own a large empire and you have few generals, you get man of the hours and adoption candidates almost every single turn until your reach a certain number.

dopp
12-06-2006, 06:07
Your faction leader needs to be pretty uber to get good traits for your princesses. PrettyWoman is only available to those with handsome fathers, Educated to those with intelligent fathers, Humble to kind fathers, etc. If your king is unexceptional then your princesses will also be unexceptional, except that in M2TW the default for unexceptional is "no different from a tavern wench", so your princesses tend to be hags unless you help them out by using cheats. Aside from the GoodPrincess trait line for being a diplomat, you don't have any other way to increase their charm (but several ways to have it decrease) once they enter play.

Btw, the penalties for agent skill are pretty draconian in this one. In RTW a failed mission gave a 33% chance of decrease in skill (diplomat, spy, assassin, whatever). Here it's 100%. So if you ever wondered why it was so insanely difficult to train princesses, diplomats and assassins, there's your answer.

Temujin
12-06-2006, 14:39
Alright, to back up my previous post with some actual play experience, here's the pertinent summary of my royal family in my current venice game (turn 112). The summary includes all attributes that applies to governors, excluding bribe costs (ranging from -30% to +300%, but counteracted by generally high loyalty) and stuff thats only relevant in battles.

Doge Gerardo: +1 Popularity, -1 Squalor, +10% tax income, -10% trade income (slightly better than nothing)

Councillor Giorgio: +2 Popularity, -1 Squalor, +5% tax income, +1 Law (good governor)

Semelino the Scarred: +2 Popularity, -2 Squalor, -20% tax income, +25% trade income, +6 Law, +2 Public Security, +14% construction cost (keeps the peace and gets the money, but construction is painful)

Dinisio Selvo: -3 Squalor, +2 Unrest, +1 Popularity, +7% trade income, -13% tax income (poor governor)

Anechine Selvo: -2 Popularity, -10% construction cost, -8% tax income (good builder in a small settlement, but unfit to govern a large city)

Martino Selvo: -1 Popularity (boo!)

Gurian the Chivalrous: -2 Squalor, -10% construction cost, -8% tax income (decent governor in a growing city or castle)

Guglielmo the Merciless: -4 Popularity, -2 Squalor, -10% trade income, +20% tax income, -10% construction cost (good builder and taxman, but unpopular)

Zilio the Chivalrous: -2 Popularity, -1% construction cost, +1 farming output, +1% mining income, +2% trade income, +5% tax income, -2 Squalor (good governor, very allround)

Conclusion: I'm not seeing a problem. Semelino and Guglielmo are the only freaks and neither are decidedly bad at running their cities. My governor of Cagliari recently died, unfortunately, or he would likely have boosted the average considerably with his -30% construction cost and -6 squalor traits.

It definitely seems to me that the OP's problem lies with playstyle and a "glass half empty" attitude, rather than broken code.

Bob the Insane
12-06-2006, 15:25
It definitely seems to me that the OP's problem lies with playstyle and a "glass half empty" attitude, rather than broken code.

A little harsh there I think, I do understand the OP's point even though I do not fully agree with it.

There are some trait lines (or triggers rather) that are setup in a purely illogical or unrelated manner and I prefectly agree with tweaking those (e.g. any time a general takes command of a castle he risks becoming a bad tax man and there is nothing you can do except take him out of the castle).

But I find the whole negative bias of the system very amusing in a whole Monte Python-esk style and I think it is purposely done that way.

I mean, being too successful in battle can even pick up some traits that while initially positive can grow to be negative.

I do have to say I don't like the whole 100% of losing traits on a failed misions for agents. I perfered the gradual style in RTW. In M2TW I had an assiassin whom after few successful missions was up to 5 skill points (2 traits, one of which giving 3 skill points). He failed his next mission and lost the trait granting him the 3 points so went from up and coming 5 point assassin directly to almost useless 2 point guy again in one step. I would not might so much but that 3 point trait did not appear out thin air, it had replaced a 2 point one which had replaced a 1 point one over successive successful missions. If I had dropped back to the 2 poit trait after the failure I could understand that, but this really feels to harsh.

King Azzole
12-06-2006, 15:45
There is an easy way to get around this...

Step 1: Remove desired governer from a settlement.

Step 2: Click on the future politician and open console.

Step 3: Enter the following lines in the console (without quotes) "give_trait this GoodTaxman 3" and "give_trait this GoodAdministrator 3"

BAM instant fix. I do this for every governer I intend to keep in any city. The game is obviously nerfed when it comes to governers so this is my walkaround. :yes:

Shahed
12-06-2006, 17:30
I'm gonna do that ! Thanks !

Lemme see how good that is, if it equates or at least comes close to equating all the negatives of my glorious royal family.

BTW how do you get that trait normally ?

dopp
12-06-2006, 17:31
Conclusion: I'm not seeing a problem. Semelino and Guglielmo are the only freaks and neither are decidedly bad at running their cities. My governor of Cagliari recently died, unfortunately, or he would likely have boosted the average considerably with his -30% construction cost and -6 squalor traits.

It definitely seems to me that the OP's problem lies with playstyle and a "glass half empty" attitude, rather than broken code.

You fail to mention a few other important things:

1. What stats do your generals have? I see no bonuses to piety, erm none to chivalry either (even for that chivalrous one). Don't exclude command stars and battle effects. The negative traits such as drinking affect command and morale as much as governing. Letting your governors degenerate into bums while preserving a few generals in the field is problematic, because as I have mentioned before, the bad traits become genetic. Governors in settlements not gaining command stars, fine. Governors in settlements losing command stars and gaining morale penalties, bad.

2. You fail to mention how large your empire is and how developed your cities are. Do you have merchant quarters? Brothels? Pleasure Palaces? How large is your treasury? I must be fair. M2TW is much better than RTW in that you need larger cities to become hopelessly corrupt. But the fact still remains that once you tech up you get the "bloated empire" syndrome and your settlements become uninhabitable. Unless you can prove that the majority of your cities are fully-developed and you have 50k in the bank, you haven't felt the worst effects of empire bloat.

3. Your family doesn't seem to be very large at 9 characters. By turn 112 I have easily twice as many characters and around 30 provinces to manage. Even so, you seemed to have picked up numerous bad traits already. In fact, every single one of your characters has a negative trait linked directly to staying in settlements. Some have three or four pretty well-developed (-4 popularity?). Your popularity penalties are going to kill public order when the cities get large, while the squalor bonus is a mixed blessing as it makes the settlements harder to control. They really don't look all that great to me. Half are pretty much zero sum, others significantly worse. Most importantly, the bonuses you do have look like they come from two main sources: building things and high taxes. High taxes on a huge city with 40k population to train a new governor is suicide, especially if you avoided building the brothels. Gaining traits for building things becomes significantly slower once you reach the higher levels with those 7-8 turn buildings and you run out of stuff to build. Good luck getting GoodMiner with just two mining structures per city.

4. You're not seeing a problem. Good for you. I admire your "glass half-full" approach to the game. That doesn't allow you to conclude that others who don't see things your way have an attitude problem. I did not start this thread to bash CA. I started it to see if others had the same problem and to explain WHY there was a problem. Who knows, maybe some dev might take note of this and change things around in a patch or expansion. You will never know unless you speak up.

5. Yes, my problem is playstyle. With a few exceptions, I never claimed that the code was broken or in need of bugfixing. It is obviously working as intended. What I do take exception to is the rationale behind the implementation of a empire bloat and the zero-sum nature of the whole traits system, which, for an empire-builder-type-player like me, is very irritating and, just might, defeat the whole point of having a traits system in the first place. CA is, of course, not obligated to provide a playing experience tailored for me, but they might be able to use some of my suggestions.

6. Finally, I am NOT saying "DEVSfixtraitsNOWormygamewillEXPLODE". Even unmodded my game will not explode, since I just avoid having governors at all. But my playing experience is diminished. I can mod the game to my satisfaction; I did it with RTW and BI without making a fuss. But I saw how BI traits were way better than RTW and M2TW was in turn way better than BI, so I thought I should speak up and let CA (and others) know that there are still balance issues that can be worked out to broaden the playing experience for everyone.

Shahed
12-06-2006, 17:45
You did a good job dopp. Thanks !

Kraxis
12-06-2006, 20:53
I applaud your work... If this isn't adressed with the patch, then this could very well be the start of a new BUG-Fixer, but maybe it should be called differently.

In any case, when/if that become important, I will gladly help you with the units if you take care of traits and ancilliaries (or at least tell me what to do).

Sheogorath
12-06-2006, 21:05
It seems to me that your generals get better stat bonuses if you auto-resolve fights, IE: Let them do it on their own. Of course, that is just my personal experience and it SEEMS like every copy of M2TW has a different setup in some regards.
Most of my govonors, even those in towns, seem like pretty well balanced fellows.

On a random note, perhaps its dependant on what faction you play? The Byzantines were pretty famous for their 'Byzantine politics' you know. Maybe that is the source of your issues.

King Azzole
12-06-2006, 21:19
I have no idea how one can obtain the "Good Administrator" branch of traits, but to get the "Good Taxman" branch you have to put him in a settlement with a very high tax rate and let him cook for a few turns. Make sure you turn half way through or you might get burned with a catamite. (ok last part was a joke).

Carl
12-07-2006, 00:20
A littlie bit of info from the files. their are a group of triggers relating to buildings in a city/town that give bad traits that require you to have 100% movement points remaining. So if you move your governor around your province every turn it cuts his chances of bad stuff a fair bit.

Anyone care to try it out in game and see what it does for him? (I haven't got the game yet, need the money for Christmas, but it's at the top of my shopping list:p).

Carl
12-07-2006, 00:31
Can't Edit so i'll have to add on. Apart from a few traits relating to high generals in poorly defended towns, I can't see ANY bad ones that come up by being on a setelment if you don't have all your movment points left. So move them around.

dopp
12-07-2006, 00:57
Yes, moving him does cut out most (but not all) the chances of random bad habits, but having to do this for 18-30 governors every turn? You could go insane quite quickly.

Good administrator is a bit difficult to get. You have to train units and build low-level buildings (that take only 2-3) turns to build almost constantly with the tax-rate set to high. Only good while your empire is small. The threshold for good administrator is like 6 points per level (M2TW sets the thresholds ridiculously high for some reason), so unlike say extravagant, which only requires that you "score" once for it to show up, you have to "score" 6 times for good administrator to show up. This is why you may never see it. By contrast, Good Commander shows up if you score once and the chance is 100% if you win a battle of any note. Win another and you climb to second level. Win 16 and you are a great conquerer (level 5). To get to second level good administrator, you need another 6 points, 12 more to third (and final) level, 24 points in total. Good administrator doesn't even give you a title...

Modding the desr_traits file is much easier than RTW since there are quite a few less real bugs (really broken code, like the one that made all unwounded generals accumulate scars) and the corruption has been toned down a lot since RTW. I'm still trying to find the right balance. I took out all the corruption triggers except for the one that gave a 0.1% every turn of picking up a bad trait just for sitting around town (being in a settlement of any kind) and my governors still began picking up negative traits around gunpowder or so. I'm thinking that corruption should be limited to the higher-level brothel buildings mostly rather than just because you happen to be in town, so if you don't build the wrong buildings you won't get messed up governors. Note also that you can get these traits randomly with coming of age, adoptions and suchlike, so it's not like I'm removing them from the game outright.

There is, however, some unused code suggesting a bit of a rushed release. Half the princess traits have no triggers at all and you will never see them ingame. A pity, since some of them are pretty good.

Carl
12-07-2006, 01:22
I was aware that it would probably drive you insane, but i was just pointing out their are ways around it.

dopp
12-07-2006, 12:34
Actually that's a pretty good catch on your part. The RTW triggers didn't even have that check, so you could pick up nasty stuff just from being in the settlement on turn end.

The vices you can pick up from being in town are the most easily-obtained traits in the game. As a comparison, there is exactly one and only one way you can pick up the ever-popular Inbred trait line. There is a 1% chance of an adopted general picking up the Inbred trait when first offered. That's it. You can search the traits file and see for yourself. Rather uncommon, plus you can always refuse to adopt the fellow. If you do decide to breed your own freaks, then there are additional triggers to pass the trait on (in ever-increasing severity) to the sons. I think 6 separate ways to pick up expensive tastes (being in a settlement, being in a settlement with pleasure palace, being in settlement with merchant quarter, being in a settlement with theater or bath house, being rich, being randomly born with it) is a little over the top. I think 3 ways should suffice: being born with it, staying in a pleasure palace and in a merchant quarter.

This is turning into a mod thread. Should I confine myself to the modders' section from here on?

Matty
12-07-2006, 13:21
But don't you need your generals in cities to make babies with their lovely wives, or does it not matter any more?

dopp
12-07-2006, 13:27
It never did matter...

Although they do pick up adultresses and become cuckolds if they are married to ugly princesses and spend too much time in enemy territory. This hardly matters since enemy territory I march over becomes mine within a few turns. Just being in a camp outside your own cities will suffice to keep the bad traits away. You may even pick up some good ones like HaleAndHearty.

Carl
12-07-2006, 13:43
I'd also point out that at least 1 of the bad traits for being in enemy territory requires you to have not moved that turn either. So if your moving around it helps here too.

gardibolt
12-07-2006, 21:52
Never mind. Asked already.

Blackboots
12-07-2006, 22:03
"enemy territory I march over becomes mine within a few turns"

Yes, no point in lingering, especially if you're playing a Catholic faction and fighting another Catholic faction. Swooping into a province and taking the city/castle immediately makes the province yours in the Pope's eyes, so you can then go back out and attack any other enemy stacks without incurring further papal displeasure.

Back to babies: I dont believe the general's location has anything to do with his ability to sire children. I figure that with two years per turn, there's plenty of time for him to slip home for a conjugal visit and be back in time for the battle.

The only factor I am aware of that influences how many royal/noble brats your faction will beget is the number of provinces you own. RTW worked like this, too. If you try to turtle in a corner of the map, you will eventually find yourself running low on replacement faction leaders.

Goofball
12-07-2006, 22:44
Posted in bug thread. I've also tried editing the traits file to remove the excesses. Note that even a 1% chance of picking up a bad trait every turn is likely to do in a dedicated governor, because once he gets the trait it becomes self-perpetuating at 4% per turn.

Suggested fixes (what I used to use in RTW):

1. To fix the bad taxman in castles issue, the governing19 trigger should be set to trigger when the tax rate is at low, not when it is less than high.

2. I've never liked how you must tax your people to death to get good administrator. For triggers governing2 and governing4 I just deleted the tax condition. If you recruit and build stuff you should get credit for it. Good taxman is the reward for high taxes.

3. Delete the drink2 trigger. Come on, a 5% chance to pick up drinking and gambling every turn with a mere brothel in the settlement (and a 5% chance to pick up an adultress if married)? I need those spies and assassins. There are already two triggers for the higher level 'sin' buildings (those that nobles might actually frequent, if you read the building descriptions), so this one is unnecessary (it's also a holdover from RTW).

4. The luxurious_lifestyle line of traits could use a little tweaking. Less bad traits and lower chances would be the way to go. For example, the Byzantine public baths gives the following:

Affects HaleAndHearty 1 Chance 3%
Affects Epicurean 1 Chance 5%
Affects ExpensiveTastes 1 Chance 5%
Affects Girls 1 Chance 3%

Hale and Hearty is nice, epicurean is a mixed blessing (more trade, easier to bribe), expensive tastes is just really bad, girls is not only bad but a bit dumb. Who looks for girls in a segregated bath house when there's a pleasure palace just next door? For that matter, why would anyone have expensive tastes just for going to the communal baths like all decent citizens should be doing? It's like they decided that each building should have all slots filled with negative traits and just started slotting the most likely ones in. Maybe they wanted to emphasize the perceived "decadence" of Byzantine culture, but as it stands this is a bit of overkill, especially when you factor in triggers from other buildings. I would change it such:

Affects HaleAndHearty 1 Chance 3%
Affects Epicurean 1 Chance 3%

One positive or mixed trait and one or two negative traits seems to be the best mix for the luxury buildings. The chance of picking up negative traits should be kept low, around 1-2%, because of their tendency to self-perpetuate. The chance of picking up negative traits should always be much, much lower than the chance of gaining positive traits, because characters do not start off competent. If say they had 5 in all stats to start with then it might make some sense for them to gain positives and negatives equally. But they all start off at useless bum level so you really should stack the odds in their favor.

5. The agents9 trigger gives high chances of turning to girls, drink and gambling. What on earth? Why not turn to religion as well? i removed those 3 lines and left the paranoia and personal security in.

6. Delete the corruption triggers. They are empire-wide and thus rather difficult to tweak effectively. When you have 30 family members governing turn after turn even a 1% chance is bound to corrode a significant percentage eventually. Besides which, this is the most obvious manifestation of the "bloated empire" syndrome (along with the "tall poppy" diplomacy), which has always been CA's rather unsporting and heavy-handed way of making things more difficult the more successful you got. This is a personal preference since I play as much for the civ-style empire-building as for the battles: if you like simulating corruption that cannot be effectively combatted, then leave them in but reduce the chances to 1% per turn since they are way too high normally.

6. Thresholds for positive traits are way too high, considering that they do not self-perpetuate. 24 trait points just to become a level 1 good trader? 16 points to become a legendary commander but just 8 points to become a hopeless one? Just 3 points to become wildly extravangant? Something is wrong here. Worst offenders are: GoodTrader, GoodMiner, GoodFarmer and GoodAdministrator.

7. Some more triggers should be given for gaining positive traits from high-level settlement buildings. For example, GoodFarmer, GoodMiner and ReligiousActivity can only be gained from building the appropriate buildings. Problem is, things like mines can only be built twice in any settlement, so you will never see more than a handful of level 1 goodminer traits and you will never see a level 3 goodminer, which requires you build 6 mines. Ever wondered why your characters never have any piety? It's because the ONLY way to gain the piety trait other than being born/adopted with it is to build religious buildings. The threshold for the highest ReligiousActivity trait is 16. Unless you have one character build 4 churches up to cathedral level in 4 different cities, you may never see it.

I went a little more heavy-handed. Below is text I have modded for the export_descr_character_traits, export_VnVs, export_descr_ancillaries, and export_ancillaries files (sorry, I would have uploaded them, but I'm not sure how to do that, but you should be able to copy and paste the text into the relevant files and have it work).

I basically repoved all of the triggers for traits I didn't like. This includes basically any traits that hurt income, or offer severe penalties to command. However, I did leave in triggers for bad traits that I think are "deserved" (i.e. command penalty traits that you get for losing battles). I also modded some of the "mixed blessing" traits to make them more favorable.

Anyway, I realize these changes won't be everyone's cup of tea, but some of you may be interested:

export_descr_character_traits:


;This file is generated from the Spreadsheet VnV,txt
;Please modify the spreadsheet and re-xport the data, rather than editing this file directly
;===============================================================
;== TRAIT DATA STARTS HERE ==
;===============================================================
;------------------------------------------
Trait GoodCommander
Characters family
AntiTraits BadCommander
Level Promising_Commander
Description Promising_Commander_desc
EffectsDescription Promising_Commander_effects_desc
GainMessage Promising_Commander_gain_desc
Threshold 1
Effect Command 1
Level Aspiring_Commander
Description Aspiring_Commander_desc
EffectsDescription Aspiring_Commander_effects_desc
GainMessage Aspiring_Commander_gain_desc
Threshold 2
Effect Command 2
Level Proven_Commander
Description Proven_Commander_desc
EffectsDescription Proven_Commander_effects_desc
GainMessage Proven_Commander_gain_desc
Threshold 4
Effect Command 3
Level Great_Commander
Description Great_Commander_desc
EffectsDescription Great_Commander_effects_desc
GainMessage Great_Commander_gain_desc
Threshold 8
Effect Command 4
Level Legendary_Commander
Description Legendary_Commander_desc
EffectsDescription Legendary_Commander_effects_desc
GainMessage Legendary_Commander_gain_desc
Epithet Legendary_Commander_epithet_desc
Threshold 16
Effect Command 5

;------------------------------------------
Trait BadCommander
Characters family
AntiTraits GoodCommander
Level Unproven_Commander
Description Unproven_Commander_desc
EffectsDescription Unproven_Commander_effects_desc
Threshold 2
Effect Command -1
Level Incompetent_Commander
Description Incompetent_Commander_desc
EffectsDescription Incompetent_Commander_effects_desc
Threshold 4
Effect Command -2
Level Pathetic_Commander
Description Pathetic_Commander_desc
EffectsDescription Pathetic_Commander_effects_desc
Threshold 6
Effect Command -3
Level Useless_Commander
Description Useless_Commander_desc
EffectsDescription Useless_Commander_effects_desc
Epithet Useless_Commander_epithet_desc
Threshold 8
Effect Command -5

;------------------------------------------
Trait GoodAttacker
Characters family
AntiTraits BadAttacker
Level Promising_Attacker
Description Promising_Attacker_desc
EffectsDescription Promising_Attacker_effects_desc
Threshold 1
Effect Attack 1
Level Confident_Attacker
Description Confident_Attacker_desc
EffectsDescription Confident_Attacker_effects_desc
Threshold 2
Effect Attack 2
Level Strong_Attacker
Description Strong_Attacker_desc
EffectsDescription Strong_Attacker_effects_desc
Threshold 4
Effect Attack 3
Level Excellent_Attacker
Description Excellent_Attacker_desc
EffectsDescription Excellent_Attacker_effects_desc
Threshold 8
Effect Attack 4
Level Heroic_Attacker
Description Heroic_Attacker_desc
EffectsDescription Heroic_Attacker_effects_desc
GainMessage Heroic_Attacker_gain_desc
Epithet Heroic_Attacker_epithet_desc
Threshold 16
Effect Attack 5

;------------------------------------------
Trait BadAttacker
Characters family
AntiTraits GoodAttacker
Level Flawed_Attacker
Description Flawed_Attacker_desc
EffectsDescription Flawed_Attacker_effects_desc
Threshold 2
Effect Attack -1
Level Incompetent_Attacker
Description Incompetent_Attacker_desc
EffectsDescription Incompetent_Attacker_effects_desc
Threshold 4
Effect Attack -2
Level Pathetic_Attacker
Description Pathetic_Attacker_desc
EffectsDescription Pathetic_Attacker_effects_desc
Threshold 6
Effect Attack -3
Level Usless_Attacker
Description Usless_Attacker_desc
EffectsDescription Usless_Attacker_effects_desc
Epithet Usless_Attacker_epithet_desc
Threshold 8
Effect Attack -4

;------------------------------------------
Trait GoodDefender
Characters family
AntiTraits BadDefender
Level Promising_Defender
Description Promising_Defender_desc
EffectsDescription Promising_Defender_effects_desc
Threshold 1
Effect Defence 1
Level Confident_Defender
Description Confident_Defender_desc
EffectsDescription Confident_Defender_effects_desc
Threshold 2
Effect Defence 2
Level Strong_Defender
Description Strong_Defender_desc
EffectsDescription Strong_Defender_effects_desc
Threshold 4
Effect Defence 3
Level Excellent_Defender
Description Excellent_Defender_desc
EffectsDescription Excellent_Defender_effects_desc
Threshold 8
Effect Defence 4
Level Heroic_Defender
Description Heroic_Defender_desc
EffectsDescription Heroic_Defender_effects_desc
GainMessage Heroic_Defender_gain_desc
Epithet Heroic_Defender_epithet_desc
Threshold 16
Effect Defence 5

;------------------------------------------
Trait BadDefender
Characters family
AntiTraits GoodDefender
Level Flawed_Defender
Description Flawed_Defender_desc
EffectsDescription Flawed_Defender_effects_desc
Threshold 2
Effect Defence -1
Level Incompetent_Defender
Description Incompetent_Defender_desc
EffectsDescription Incompetent_Defender_effects_desc
Threshold 4
Effect Defence -2
Level Pathetic_Defender
Description Pathetic_Defender_desc
EffectsDescription Pathetic_Defender_effects_desc
Threshold 6
Effect Defence -3
Level Useless_Defender
Description Useless_Defender_desc
EffectsDescription Useless_Defender_effects_desc
Threshold 8
Effect Defence -4

;------------------------------------------
Trait Drink
Characters family
ExcludeCultures middle_eastern
NoGoingBackLevel 5
AntiTraits Sobriety
Level Social_Drinker
Description Social_Drinker_desc
EffectsDescription Social_Drinker_effects_desc
LoseMessage Social_Drinker_lose_desc
Threshold 1
Effect Command 1
Effect LocalPopularity 1
Level Gets_Merry
Description Gets_Merry_desc
EffectsDescription Gets_Merry_effects_desc
Threshold 2
Effect LocalPopularity 1
Level Steady_Drinker
Description Steady_Drinker_desc
EffectsDescription Steady_Drinker_effects_desc
Threshold 4
Effect Command -1
Effect LocalPopularity 1
Level Drunken_Heathen
Description Drunken_Heathen_desc
EffectsDescription Drunken_Heathen_effects_desc
Threshold 8
Effect Command -2
Effect Authority -1
Effect TaxCollection -2
Level Alcoholic
Description Alcoholic_desc
EffectsDescription Alcoholic_effects_desc
Threshold 16
Effect Command -3
Effect Authority -3
Effect TaxCollection -5
Level Paralytic
Description Paralytic_desc
EffectsDescription Paralytic_effects_desc
GainMessage Paralytic_gain_desc
Epithet Paralytic_epithet_desc
Threshold 32
Effect Command -5
Effect Authority -5
Effect TaxCollection -10

;------------------------------------------
Trait Feck
Characters family
NoGoingBackLevel 2
AntiTraits Prim, RhetoricSkill
Level Strong_Language
Description Strong_Language_desc
EffectsDescription Strong_Language_effects_desc
Threshold 2
Effect Piety -1
Effect Command 1
Effect TroopMorale 1
Level Foul_Mouthed
Description Foul_Mouthed_desc
EffectsDescription Foul_Mouthed_effects_desc
Threshold 4
Effect Chivalry -1
Effect Piety -2
Effect Command 1
Effect TroopMorale 2
Level Spits_Venom
Description Spits_Venom_desc
EffectsDescription Spits_Venom_effects_desc
Threshold 6
Effect Chivalry -2
Effect Piety -4
Effect Loyalty -1
Effect Authority -1
Effect TroopMorale 3
Level Utterly_Profane
Description Utterly_Profane_desc
EffectsDescription Utterly_Profane_effects_desc
GainMessage Utterly_Profane_gain_desc
Epithet Utterly_Profane_epithet_desc
Threshold 8
Effect Chivalry -4
Effect Piety -6
Effect Loyalty -2
Effect Authority -2
Effect TroopMorale 4

;------------------------------------------
Trait Arse
Characters family
NoGoingBackLevel 2
Level Uninhibited
Description Uninhibited_desc
EffectsDescription Uninhibited_effects_desc
Threshold 1
Effect Authority -1
Level Shameful
Description Shameful_desc
EffectsDescription Shameful_effects_desc
Threshold 4
Effect Authority -2
Level Too_Well_Groomed
Description Too_Well_Groomed_desc
EffectsDescription Too_Well_Groomed_effects_desc
Threshold 8
Effect Authority -3
Level Shameless_Queen
Description Shameless_Queen_desc
EffectsDescription Shameless_Queen_effects_desc
Epithet Shameless_Queen_epithet_desc
Threshold 16
Effect Authority -5

;------------------------------------------
Trait Girls
Characters family
AntiTraits Prim, Upright
Level Red_Blooded
Description Red_Blooded_desc
EffectsDescription Red_Blooded_effects_desc
Threshold 2
Effect TroopMorale 2
Level Womaniser
Description Womaniser_desc
EffectsDescription Womaniser_effects_desc
Threshold 4
Effect TroopMorale 1
Level Adulterer
Description Adulterer_desc
EffectsDescription Adulterer_effects_desc
Threshold 8

Level Lecherous_Fiend
Description Lecherous_Fiend_desc
EffectsDescription Lecherous_Fiend_effects_desc
Threshold 16
Effect Chivalry -1
Effect TroopMorale -1
Level Sexual_Predator
Description Sexual_Predator_desc
EffectsDescription Sexual_Predator_effects_desc
Epithet Sexual_Predator_epithet_desc
Threshold 36
Effect Chivalry -2
Effect TroopMorale -2

;------------------------------------------
Trait Sobriety
Characters family
ExcludeCultures middle_eastern
AntiTraits Drink
Level Sensible_Drinker
Description Sensible_Drinker_desc
EffectsDescription Sensible_Drinker_effects_desc
Threshold 2
Effect Command 1
Level Sober
Description Sober_desc
EffectsDescription Sober_effects_desc
Threshold 4
Effect Command 1
Effect PersonalSecurity 1
Effect LocalPopularity -1
Level Abhors_Drink
Description Abhors_Drink_desc
EffectsDescription Abhors_Drink_effects_desc
Threshold 8
Effect Command 1
Effect PersonalSecurity 2
Effect LocalPopularity -2

;------------------------------------------
Trait GoodAmbusher
Characters family
AntiTraits BadAmbusher
Level Effective_Ambusher
Description Effective_Ambusher_desc
EffectsDescription Effective_Ambusher_effects_desc
Threshold 1
Effect Ambush 1
Level Cunning_Ambusher
Description Cunning_Ambusher_desc
EffectsDescription Cunning_Ambusher_effects_desc
Threshold 2
Effect Ambush 2
Level Great_Ambusher
Description Great_Ambusher_desc
EffectsDescription Great_Ambusher_effects_desc
Threshold 4
Effect Ambush 3
Level Stalks_His_Prey
Description Stalks_His_Prey_desc
EffectsDescription Stalks_His_Prey_effects_desc
GainMessage Stalks_His_Prey_gain_desc
Epithet Stalks_His_Prey_epithet_desc
Threshold 8
Effect Ambush 4

;------------------------------------------
Trait BadAmbusher
Characters family
AntiTraits GoodAmbusher
Level Poor_Ambusher
Description Poor_Ambusher_desc
EffectsDescription Poor_Ambusher_effects_desc
Threshold 2
Effect Ambush -1
Level Clumsy_Ambusher
Description Clumsy_Ambusher_desc
EffectsDescription Clumsy_Ambusher_effects_desc
Threshold 4
Effect Ambush -2
Level Brutally_Obvious
Description Brutally_Obvious_desc
EffectsDescription Brutally_Obvious_effects_desc
Threshold 8
Effect Ambush -3

;------------------------------------------
Trait Disciplinarian
Characters family
NoGoingBackLevel 2
AntiTraits BadDisciplinarian
Level Conscientious_Trainer
Description Conscientious_Trainer_desc
EffectsDescription Conscientious_Trainer_effects_desc
Threshold 1
Effect TroopMorale 1
Effect MovementPoints 2
Level Drillmaster
Description Drillmaster_desc
EffectsDescription Drillmaster_effects_desc
Threshold 2
Effect MovementPoints 3
Level Harsh_Taskmaster
Description Harsh_Taskmaster_desc
EffectsDescription Harsh_Taskmaster_effects_desc
Threshold 4
Effect Command 1
Effect Authority 1
Effect MovementPoints 4
Effect Law 1

;------------------------------------------
Trait BadDisciplinarian
Characters family
NoGoingBackLevel 2
AntiTraits Disciplinarian
Level Poor_Disciplinarian
Description Poor_Disciplinarian_desc
EffectsDescription Poor_Disciplinarian_effects_desc
Threshold 2
Effect TroopMorale 1
Effect MovementPoints -2
Level Easy_on_the_Men
Description Easy_on_the_Men_desc
EffectsDescription Easy_on_the_Men_effects_desc
Threshold 4
Effect TroopMorale 2

Level Way_too_Leniant
Description Way_too_Leniant_desc
EffectsDescription Way_too_Leniant_effects_desc
Threshold 8
Effect Command -1
Effect Authority -1
Effect TroopMorale 3
Effect Law -1

;------------------------------------------
Trait GoodSiegeAttacker
Characters family
AntiTraits BadSiegeAttacker
Level Wall_Taker
Description Wall_Taker_desc
EffectsDescription Wall_Taker_effects_desc
Threshold 1
Effect SiegeAttack 1
Level Siege_Expert
Description Siege_Expert_desc
EffectsDescription Siege_Expert_effects_desc
Threshold 2
Effect SiegeAttack 2
Level Siege_Master
Description Siege_Master_desc
EffectsDescription Siege_Master_effects_desc
Threshold 4
Effect SiegeAttack 3
Level Unstoppable_in_Siege
Description Unstoppable_in_Siege_desc
EffectsDescription Unstoppable_in_Siege_effects_desc
GainMessage Unstoppable_in_Siege_gain_desc
Epithet Unstoppable_in_Siege_epithet_desc
Threshold 8
Effect SiegeAttack 4

;------------------------------------------
Trait BadSiegeAttacker
Characters family
AntiTraits GoodSiegeAttacker
Level Poor_Besieger
Description Poor_Besieger_desc
EffectsDescription Poor_Besieger_effects_desc
Threshold 2
Effect SiegeAttack -1
Level Pathetic_Besieger
Description Pathetic_Besieger_desc
EffectsDescription Pathetic_Besieger_effects_desc
Threshold 4
Effect SiegeAttack -2
Level Beaten_by_Walls
Description Beaten_by_Walls_desc
EffectsDescription Beaten_by_Walls_effects_desc
Threshold 8
Effect SiegeAttack -3

;------------------------------------------
Trait GoodSiegeDefender
Characters family
AntiTraits BadSiegeDefender
Level Good_at_the_Walls
Description Good_at_the_Walls_desc
EffectsDescription Good_at_the_Walls_effects_desc
Threshold 1
Effect SiegeDefence 1
Level Strong_at_the_Walls
Description Strong_at_the_Walls_desc
EffectsDescription Strong_at_the_Walls_effects_desc
Threshold 2
Effect SiegeDefence 2
Level Urban_Protector
Description Urban_Protector_desc
EffectsDescription Urban_Protector_effects_desc
Threshold 4
Effect SiegeDefence 3
Level Savior_of_Cities
Description Savior_of_Cities_desc
EffectsDescription Savior_of_Cities_effects_desc
GainMessage Savior_of_Cities_gain_desc
Epithet Savior_of_Cities_epithet_desc
Threshold 8
Effect SiegeDefence 4

;------------------------------------------
Trait BadSiegeDefender
Characters family
AntiTraits GoodSiegeDefender
Level Poor_at_the_Walls
Description Poor_at_the_Walls_desc
EffectsDescription Poor_at_the_Walls_effects_desc
Threshold 2
Effect SiegeDefence -1
Level Pathetic_at_the_Walls
Description Pathetic_at_the_Walls_desc
EffectsDescription Pathetic_at_the_Walls_effects_desc
Threshold 4
Effect SiegeDefence -2
Level Liability_In_Defence
Description Liability_In_Defence_desc
EffectsDescription Liability_In_Defence_effects_desc
Threshold 8
Effect SiegeDefence -3

;------------------------------------------
Trait Brave
Characters family
NoGoingBackLevel 3
AntiTraits Coward, Haemophobic
Level Brave
Description Brave_desc
EffectsDescription Brave_effects_desc
Threshold 1
Effect TroopMorale 1
Level Dauntless
Description Dauntless_desc
EffectsDescription Dauntless_effects_desc
Threshold 2
Effect TroopMorale 2
Level Courageous
Description Courageous_desc
EffectsDescription Courageous_effects_desc
Threshold 4
Effect TroopMorale 3
Level Inspirationally_Brave
Description Inspirationally_Brave_desc
EffectsDescription Inspirationally_Brave_effects_desc
Epithet Inspirationally_Brave_epithet_desc
Threshold 8
Effect Authority 1
Effect TroopMorale 4
Level Has_no_Fear
Description Has_no_Fear_desc
EffectsDescription Has_no_Fear_effects_desc
GainMessage Has_no_Fear_gain_desc
Epithet Has_no_Fear_epithet_desc
Threshold 16
Effect Authority 2
Effect TroopMorale 2

;------------------------------------------
Trait Coward
Characters family
NoGoingBackLevel 3
AntiTraits Brave
Level Faltering_Courage
Description Faltering_Courage_desc
EffectsDescription Faltering_Courage_effects_desc
GainMessage Faltering_Courage_gain_desc
LoseMessage Faltering_Courage_lose_desc
Threshold 2
Effect TroopMorale -1
Level Fears_Conflict
Description Fears_Conflict_desc
EffectsDescription Fears_Conflict_effects_desc
Threshold 4
Effect TroopMorale -2
Level Cowardly
Description Cowardly_desc
EffectsDescription Cowardly_effects_desc
Threshold 6
Effect TroopMorale -3
Level Slave_to_Fear
Description Slave_to_Fear_desc
EffectsDescription Slave_to_Fear_effects_desc
Epithet Slave_to_Fear_epithet_desc
Threshold 8
Effect TroopMorale -4

;------------------------------------------
Trait Slothful
Characters family
AntiTraits Energetic
Level Lazy
Description Lazy_desc
EffectsDescription Lazy_effects_desc
Threshold 1
Effect MovementPoints -1
Effect TaxCollection -2
Level Too_Comfortable
Description Too_Comfortable_desc
EffectsDescription Too_Comfortable_effects_desc
Threshold 2
Effect MovementPoints -2
Effect TaxCollection -5
Level Slothful
Description Slothful_desc
EffectsDescription Slothful_effects_desc
Threshold 4
Effect Authority -1
Effect MovementPoints -3
Effect TaxCollection -10
Level Indolent_Lump
Description Indolent_Lump_desc
EffectsDescription Indolent_Lump_effects_desc
Epithet Indolent_Lump_epithet_desc
Threshold 8
Effect Authority -2
Effect MovementPoints -4
Effect TaxCollection -15

;------------------------------------------
Trait Energetic
Characters family
AntiTraits Slothful
Level Eager
Description Eager_desc
EffectsDescription Eager_effects_desc
Threshold 1
Effect MovementPoints 2
Level Energetic
Description Energetic_desc
EffectsDescription Energetic_effects_desc
Threshold 2
Effect MovementPoints 3
Level Driven
Description Driven_desc
EffectsDescription Driven_effects_desc
Threshold 4
Effect Authority 1
Effect MovementPoints 4
Level Blessed_With_Vigor
Description Blessed_With_Vigor_desc
EffectsDescription Blessed_With_Vigor_effects_desc
Threshold 8
Effect Authority 2
Effect MovementPoints 5

;------------------------------------------
Trait Berserker
Characters family
NoGoingBackLevel 1
Level Fierce_in_Battle
Description Fierce_in_Battle_desc
EffectsDescription Fierce_in_Battle_effects_desc
GainMessage Fierce_in_Battle_gain_desc
Threshold 1
Effect Chivalry -1
Effect TroopMorale 1
Effect Attack 1
Effect Defence -1
Level Crazy_in_Battle
Description Crazy_in_Battle_desc
EffectsDescription Crazy_in_Battle_effects_desc
Threshold 2
Effect Chivalry -2
Effect TroopMorale 2
Effect Attack 2
Effect Defence -2
Effect HitPoints 2
Level Berserker
Description Berserker_desc
EffectsDescription Berserker_effects_desc
GainMessage Berserker_gain_desc
Epithet Berserker_epithet_desc
Threshold 3
Effect Chivalry -4
Effect TroopMorale 3
Effect Attack 3
Effect Defence -3
Effect HitPoints 4

;------------------------------------------
Trait Xenophobia
Characters family
NoGoingBackLevel 3
AntiTraits Xenophilia
Level Nervous_of_Outsiders
Description Nervous_of_Outsiders_desc
EffectsDescription Nervous_of_Outsiders_effects_desc
Threshold 2
Effect PublicSecurity 1
Level Distrusts_Foreigners
Description Distrusts_Foreigners_desc
EffectsDescription Distrusts_Foreigners_effects_desc
Threshold 6
Effect PublicSecurity 2
Level Total_Bigot
Description Total_Bigot_desc
EffectsDescription Total_Bigot_effects_desc
Threshold 12
Effect PublicSecurity 3

;------------------------------------------
Trait Xenophilia
Characters family
NoGoingBackLevel 3
AntiTraits Xenophobia
Level Tolerant_to_Foreigners
Description Tolerant_to_Foreigners_desc
EffectsDescription Tolerant_to_Foreigners_effects_desc
Threshold 2
Effect PublicSecurity -1
Level Welcomes_Outlanders
Description Welcomes_Outlanders_desc
EffectsDescription Welcomes_Outlanders_effects_desc
Threshold 6
Effect PublicSecurity -2
Level Fascinated_by_Foreigners
Description Fascinated_by_Foreigners_desc
EffectsDescription Fascinated_by_Foreigners_effects_desc
Threshold 12
Effect PublicSecurity -3

;------------------------------------------
Trait PublicAtheism
Characters family
ExcludeCultures middle_eastern
NoGoingBackLevel 2
AntiTraits PublicFaith
Level Religiously_Improper
Description Religiously_Improper_desc
EffectsDescription Religiously_Improper_effects_desc
Threshold 2
Effect Piety -2
Effect Unrest 1
Level Humanist
Description Humanist_desc
EffectsDescription Humanist_effects_desc
Threshold 5
Effect Piety -4
Effect Unrest 4
Level Athiest
Description Athiest_desc
EffectsDescription Athiest_effects_desc
Threshold 12
Effect Piety -6
Effect Unrest 6
Level Despises_Religion
Description Despises_Religion_desc
EffectsDescription Despises_Religion_effects_desc
Epithet Despises_Religion_epithet_desc
Threshold 20
Effect Piety -8
Effect Unrest 8

;------------------------------------------
Trait PublicFaith
Characters family
NoGoingBackLevel 2
AntiTraits PublicAtheism
Level Religiously_Proper
Description Religiously_Proper_desc
EffectsDescription Religiously_Proper_effects_desc
Threshold 1
Effect Piety 1
Level Religiously_Minded
Description Religiously_Minded_desc
EffectsDescription Religiously_Minded_effects_desc
Threshold 2
Effect Piety 2
Level Religiously_Devout
Description Religiously_Devout_desc
EffectsDescription Religiously_Devout_effects_desc
Threshold 4
Effect Piety 3
Level Pious_Ruler
Description Pious_Ruler_desc
EffectsDescription Pious_Ruler_effects_desc
Epithet Pious_Ruler_epithet_desc
Threshold 8
Effect Piety 4

;------------------------------------------
Trait GoodAdministrator
Characters family
NoGoingBackLevel 3
AntiTraits BadAdministrator
Level Budding_Bureaucrat
Description Budding_Bureaucrat_desc
EffectsDescription Budding_Bureaucrat_effects_desc
Threshold 6
Effect Trading 3
Effect Law 1
Level Skilled_Bureaucrat
Description Skilled_Bureaucrat_desc
EffectsDescription Skilled_Bureaucrat_effects_desc
Threshold 12
Effect Trading 5
Effect Law 2
Level Superb_Administrator
Description Superb_Administrator_desc
EffectsDescription Superb_Administrator_effects_desc
Threshold 24
Effect Trading 10
Effect Law 3

;------------------------------------------
Trait BadAdministrator
Characters family
AntiTraits GoodAdministrator
Level Poor_Administrator
Description Poor_Administrator_desc
EffectsDescription Poor_Administrator_effects_desc
Threshold 2
Effect Trading -3
Level Inefficient_Administrator
Description Inefficient_Administrator_desc
EffectsDescription Inefficient_Administrator_effects_desc
Threshold 4
Effect Trading -5
Level Total_Incompetence
Description Total_Incompetence_desc
EffectsDescription Total_Incompetence_effects_desc
Threshold 6
Effect Trading -10

;------------------------------------------
Trait InspiringSpeaker
Characters family
NoGoingBackLevel 2
AntiTraits BoringSpeaker
Level Can_Tell_a_Tale
Description Can_Tell_a_Tale_desc
EffectsDescription Can_Tell_a_Tale_effects_desc
Threshold 1
Effect Law 1
Level Great_Speaker
Description Great_Speaker_desc
EffectsDescription Great_Speaker_effects_desc
Threshold 2
Effect Law 1
Level Inspirational_Speaker
Description Inspirational_Speaker_desc
EffectsDescription Inspirational_Speaker_effects_desc
Epithet Inspirational_Speaker_epithet_desc
Threshold 4
Effect Law 2

;------------------------------------------
Trait BoringSpeaker
Characters family
NoGoingBackLevel 2
AntiTraits InspiringSpeaker, RhetoricSkill
Level Poor_Speaker
Description Poor_Speaker_desc
EffectsDescription Poor_Speaker_effects_desc
Threshold 1

Level Awkward_Speaker
Description Awkward_Speaker_desc
EffectsDescription Awkward_Speaker_effects_desc
Threshold 4

Level Incredibly_Boring
Description Incredibly_Boring_desc
EffectsDescription Incredibly_Boring_effects_desc
Threshold 8


;------------------------------------------
Trait RhetoricSkill
Characters family
NoGoingBackLevel 1
AntiTraits Ignorance, BoringSpeaker
Level Well_Spoken
Description Well_Spoken_desc
EffectsDescription Well_Spoken_effects_desc
Threshold 1
Effect Authority 1
Level Stylish_Debater
Description Stylish_Debater_desc
EffectsDescription Stylish_Debater_effects_desc
Threshold 2
Effect Authority 2
Level Prone_to_Rhetoric
Description Prone_to_Rhetoric_desc
EffectsDescription Prone_to_Rhetoric_effects_desc
Threshold 4
Effect Authority -1

;------------------------------------------
Trait StrategicSkill
Characters family
NoGoingBackLevel 1
AntiTraits Ignorance
Level Promising_Strategist
Description Promising_Strategist_desc
EffectsDescription Promising_Strategist_effects_desc
Threshold 1
Effect Command 1
Level Strategically_Sound
Description Strategically_Sound_desc
EffectsDescription Strategically_Sound_effects_desc
Threshold 2
Effect Command 2
Level Strategist
Description Strategist_desc
EffectsDescription Strategist_effects_desc
GainMessage Strategist_gain_desc
Threshold 4
Effect Command 3

;------------------------------------------
Trait TacticalSkill
Characters family
NoGoingBackLevel 1
AntiTraits Ignorance
Level Promising_Tactician
Description Promising_Tactician_desc
EffectsDescription Promising_Tactician_effects_desc
Threshold 1
Effect Ambush 2
Effect LineOfSight 1
Level Tactically_Sound
Description Tactically_Sound_desc
EffectsDescription Tactically_Sound_effects_desc
Threshold 2
Effect Ambush 3
Effect LineOfSight 2
Level Tactician
Description Tactician_desc
EffectsDescription Tactician_effects_desc
GainMessage Tactician_gain_desc
Threshold 4
Effect Ambush 4
Effect LineOfSight 3

;------------------------------------------
Trait MathematicsSkill
Characters family
NoGoingBackLevel 1
AntiTraits Ignorance
Level Talent_with_Numbers
Description Talent_with_Numbers_desc
EffectsDescription Talent_with_Numbers_effects_desc
Threshold 1
Effect SiegeEngineering 10
Effect Trading 5
Level Good_at_Math
Description Good_at_Math_desc
EffectsDescription Good_at_Math_effects_desc
Threshold 2
Effect SiegeAttack 1
Effect SiegeEngineering 20
Effect Trading 10
Level Mathematician
Description Mathematician_desc
EffectsDescription Mathematician_effects_desc
Threshold 4
Effect SiegeAttack 2
Effect SiegeEngineering 30
Effect Trading 15

;------------------------------------------
Trait PoliticsSkill
Characters family
NoGoingBackLevel 1
Level Political_Promise
Description Political_Promise_desc
EffectsDescription Political_Promise_effects_desc
Threshold 5
Effect Authority 1
Level Political_Animal
Description Political_Animal_desc
EffectsDescription Political_Animal_effects_desc
Threshold 10
Effect Loyalty -1
Effect Authority 1
Level Perfect_Politician
Description Perfect_Politician_desc
EffectsDescription Perfect_Politician_effects_desc
Threshold 15
Effect Loyalty -2
Effect Authority 2

;------------------------------------------
Trait LogisticalSkill
Characters family
NoGoingBackLevel 1
AntiTraits Ignorance
Level Understands_Logistics
Description Understands_Logistics_desc
EffectsDescription Understands_Logistics_effects_desc
Threshold 1
Effect TroopMorale 1
Effect MovementPoints 2
Level Logistics_Expert
Description Logistics_Expert_desc
EffectsDescription Logistics_Expert_effects_desc
Threshold 2
Effect TroopMorale 2
Effect MovementPoints 3
Level Logistician
Description Logistician_desc
EffectsDescription Logistician_effects_desc
GainMessage Logistician_gain_desc
Threshold 4
Effect TroopMorale 3
Effect MovementPoints 4

;------------------------------------------
Trait Rabblerouser
Characters family
NoGoingBackLevel 1
Level Instigator
Description Instigator_desc
EffectsDescription Instigator_effects_desc
Threshold 1
Effect LocalPopularity 1
Level Agitator
Description Agitator_desc
EffectsDescription Agitator_effects_desc
Threshold 2
Effect LocalPopularity 2
Level Provoker
Description Provoker_desc
EffectsDescription Provoker_effects_desc
Threshold 4
Effect Authority 1
Effect LocalPopularity 3
Effect Unrest 1
Level Leader_of_the_Mob
Description Leader_of_the_Mob_desc
EffectsDescription Leader_of_the_Mob_effects_desc
Threshold 8
Effect Authority 2
Effect LocalPopularity 4
Effect Unrest 2

;------------------------------------------
Trait VictorVirtue
Characters family
Level Renowned_Victor
Description Renowned_Victor_desc
EffectsDescription Renowned_Victor_effects_desc
Threshold 5
Effect Authority 1
Effect PersonalSecurity -1
Effect LocalPopularity 1
Level Famous_Victor
Description Famous_Victor_desc
EffectsDescription Famous_Victor_effects_desc
Threshold 10
Effect Authority 2
Effect PersonalSecurity -1
Effect LocalPopularity 2
Level Conquering_Hero
Description Conquering_Hero_desc
EffectsDescription Conquering_Hero_effects_desc
Epithet Conquering_Hero_epithet_desc
Threshold 15
Effect Authority 3
Effect PersonalSecurity -2
Effect LocalPopularity 3

;------------------------------------------
Trait Epicurean
Characters family
NoGoingBackLevel 2
AntiTraits Stoic
Level Refined_Tastes
Description Refined_Tastes_desc
EffectsDescription Refined_Tastes_effects_desc
Threshold 1
Effect Trading 2
Effect BribeResistance -1
Level Expensive_Tastes
Description Expensive_Tastes_desc
EffectsDescription Expensive_Tastes_effects_desc
Threshold 2
Effect Trading 5
Effect BribeResistance -2
Level Exotic_Tastes
Description Exotic_Tastes_desc
EffectsDescription Exotic_Tastes_effects_desc
Threshold 4
Effect Trading 10
Effect BribeResistance -3

;------------------------------------------
Trait Stoic
Characters family
NoGoingBackLevel 2
AntiTraits Epicurean
Level Reserved
Description Reserved_desc
EffectsDescription Reserved_effects_desc
Threshold 1
Effect BribeResistance 10
Level Stone_Faced
Description Stone_Faced_desc
EffectsDescription Stone_Faced_effects_desc
Threshold 2
Effect Loyalty 1
Effect BribeResistance 20
Level Utterly_Stoic
Description Utterly_Stoic_desc
EffectsDescription Utterly_Stoic_effects_desc
Threshold 4
Effect Loyalty 2
Effect BribeResistance 30

;------------------------------------------
Trait Austere
Characters family
NoGoingBackLevel 2
AntiTraits ExpensiveTastes, Aesthetic
Level Severe
Description Severe_desc
EffectsDescription Severe_effects_desc
Threshold 1
Effect BribeResistance 10
Effect TaxCollection 2
Level Austere
Description Austere_desc
EffectsDescription Austere_effects_desc
Threshold 2
Effect Loyalty 1
Effect BribeResistance 20
Effect TaxCollection 5
Level Severely_Austere
Description Severely_Austere_desc
EffectsDescription Severely_Austere_effects_desc
Threshold 4
Effect Loyalty 2
Effect BribeResistance 30
Effect TaxCollection 10

;------------------------------------------
Trait Aesthetic
Characters family
NoGoingBackLevel 2
AntiTraits Austere
Level An_Eye_for_Beauty
Description An_Eye_for_Beauty_desc
EffectsDescription An_Eye_for_Beauty_effects_desc
Threshold 2
Effect Squalor -1
Level Admirer_of_Beauty
Description Admirer_of_Beauty_desc
EffectsDescription Admirer_of_Beauty_effects_desc
Threshold 4
Effect BribeResistance -1
Effect Squalor -1
Level Aesthete
Description Aesthete_desc
EffectsDescription Aesthete_effects_desc
Threshold 8
Effect BribeResistance -2
Effect Squalor -2

;------------------------------------------
Trait Ignorance
Characters family
NoGoingBackLevel 2
AntiTraits RhetoricSkill, StrategicSkill, TacticalSkill, MathematicsSkill, LogisticalSkill
Level Ignorant
Description Ignorant_desc
EffectsDescription Ignorant_effects_desc
Threshold 5
Effect Authority -1
Effect Trading -2
Effect TaxCollection -2
Level Sadly_Ignorant
Description Sadly_Ignorant_desc
EffectsDescription Sadly_Ignorant_effects_desc
Threshold 10
Effect Authority -1
Effect Trading -5
Effect TaxCollection -5
Level Blissfully_Ignorant
Description Blissfully_Ignorant_desc
EffectsDescription Blissfully_Ignorant_effects_desc
Threshold 20
Effect Authority -2
Effect Trading -10
Effect TaxCollection -10

;------------------------------------------
Trait Gambling
Characters family
Level Enjoys_a_Wager
Description Enjoys_a_Wager_desc
EffectsDescription Enjoys_a_Wager_effects_desc
Threshold 2
Effect Trading -5
Effect BribeResistance -1
Level Gambler
Description Gambler_desc
EffectsDescription Gambler_effects_desc
Threshold 4
Effect Trading -10
Effect BribeResistance -2
Level Problem_Gambler
Description Problem_Gambler_desc
EffectsDescription Problem_Gambler_effects_desc
Threshold 8
Effect Trading -15
Effect BribeResistance -3
Level Slave_to_Luck
Description Slave_to_Luck_desc
EffectsDescription Slave_to_Luck_effects_desc
Epithet Slave_to_Luck_epithet_desc
Threshold 12
Effect Trading -20
Effect BribeResistance -4

;------------------------------------------
Trait SpyMaster
Characters family
Level Espionage
Description Espionage_desc
EffectsDescription Espionage_effects_desc
Threshold 8
Effect TrainingAgents 2
Level Espionage_Expert
Description Espionage_Expert_desc
EffectsDescription Espionage_Expert_effects_desc
Threshold 16
Effect PublicSecurity 1
Effect TrainingAgents 4
Level Master_of_Espionage
Description Master_of_Espionage_desc
EffectsDescription Master_of_Espionage_effects_desc
Epithet Master_of_Espionage_epithet_desc
Threshold 24
Effect Chivalry -1
Effect PublicSecurity 2
Effect TrainingAgents 6

;------------------------------------------
Trait AssassinMaster
Characters family
Level Open_to_Murder
Description Open_to_Murder_desc
EffectsDescription Open_to_Murder_effects_desc
Threshold 5
Effect Chivalry -1
Effect TrainingAgents 2
Level Mixes_with_Killers
Description Mixes_with_Killers_desc
EffectsDescription Mixes_with_Killers_effects_desc
Threshold 10
Effect Chivalry -2
Effect PersonalSecurity 1
Effect TrainingAgents 4
Level Master_of_Assassins
Description Master_of_Assassins_desc
EffectsDescription Master_of_Assassins_effects_desc
GainMessage Master_of_Assassins_gain_desc
Epithet Master_of_Assassins_epithet_desc
Threshold 15
Effect Chivalry -3
Effect PersonalSecurity 2
Effect TrainingAgents 5

;------------------------------------------
Trait CounterSpy
Characters family
Level Counter-Spy
Description Counter-Spy_desc
EffectsDescription Counter-Spy_effects_desc
Threshold 2
Effect PublicSecurity 2
Level Counter-Espionage
Description Counter-Espionage_desc
EffectsDescription Counter-Espionage_effects_desc
Threshold 4
Effect PublicSecurity 3
Level Spycatcher
Description Spycatcher_desc
EffectsDescription Spycatcher_effects_desc
Threshold 6
Effect Chivalry 1
Effect LineOfSight 1
Effect PublicSecurity 4

;------------------------------------------
Trait AssassinCatcher
Characters family
Level Survivor
Description Survivor_desc
EffectsDescription Survivor_effects_desc
Threshold 2
Effect Chivalry 1
Effect PersonalSecurity 2
Level Blessed_Survivor
Description Blessed_Survivor_desc
EffectsDescription Blessed_Survivor_effects_desc
Threshold 4
Effect Chivalry 1
Effect PersonalSecurity 3
Level Instinctive_Survivor
Description Instinctive_Survivor_desc
EffectsDescription Instinctive_Survivor_effects_desc
Epithet Instinctive_Survivor_epithet_desc
Threshold 8
Effect Chivalry 2
Effect LineOfSight 1
Effect PersonalSecurity 4

;------------------------------------------
Trait GoodSpy
Characters spy
AntiTraits BadSpy
Level Inconspicuous
Description Inconspicuous_desc
EffectsDescription Inconspicuous_effects_desc
GainMessage Inconspicuous_gain_desc
LoseMessage Inconspicuous_lose_desc
Threshold 1
Effect Subterfuge 1
Effect LineOfSight 1
Level Adept_Agent
Description Adept_Agent_desc
EffectsDescription Adept_Agent_effects_desc
GainMessage Adept_Agent_gain_desc
LoseMessage Adept_Agent_lose_desc
Threshold 2
Effect Subterfuge 2
Effect LineOfSight 2
Level Spy
Description Spy_desc
EffectsDescription Spy_effects_desc
GainMessage Spy_gain_desc
LoseMessage Spy_lose_desc
Threshold 4
Effect Subterfuge 3
Effect LineOfSight 3
Level Adept_Spy
Description Adept_Spy_desc
EffectsDescription Adept_Spy_effects_desc
GainMessage Adept_Spy_gain_desc
LoseMessage Adept_Spy_lose_desc
Threshold 8
Effect Subterfuge 4
Effect LineOfSight 4
Level Master_Spy
Description Master_Spy_desc
EffectsDescription Master_Spy_effects_desc
GainMessage Master_Spy_gain_desc
LoseMessage Master_Spy_lose_desc
Epithet Master_Spy_epithet_desc
Threshold 16
Effect Subterfuge 5
Effect LineOfSight 5

;------------------------------------------
Trait BadSpy
Characters spy
AntiTraits GoodSpy
Level Conspicuous
Description Conspicuous_desc
EffectsDescription Conspicuous_effects_desc
Threshold 2
Effect Subterfuge -1
Level Poor_Spy
Description Poor_Spy_desc
EffectsDescription Poor_Spy_effects_desc
Threshold 4
Effect Subterfuge -2
Level Devoid_of_Subtlety
Description Devoid_of_Subtlety_desc
EffectsDescription Devoid_of_Subtlety_effects_desc
Threshold 6
Effect Subterfuge -3

;------------------------------------------
Trait GoodAssassin
Characters assassin
AntiTraits BadAssassin
Level Hired_Blade
Description Hired_Blade_desc
EffectsDescription Hired_Blade_effects_desc
GainMessage Hired_Blade_gain_desc
LoseMessage Hired_Blade_lose_desc
Threshold 1
Effect Subterfuge 1
Level Assassin
Description Assassin_desc
EffectsDescription Assassin_effects_desc
GainMessage Assassin_gain_desc
LoseMessage Assassin_lose_desc
Threshold 2
Effect Subterfuge 2
Level Murderer
Description Murderer_desc
EffectsDescription Murderer_effects_desc
GainMessage Murderer_gain_desc
LoseMessage Murderer_lose_desc
Threshold 4
Effect Subterfuge 3
Level Adept_Assassin
Description Adept_Assassin_desc
EffectsDescription Adept_Assassin_effects_desc
GainMessage Adept_Assassin_gain_desc
LoseMessage Adept_Assassin_lose_desc
Epithet Adept_Assassin_epithet_desc
Threshold 8
Effect Subterfuge 4
Level Master_Assassin
Description Master_Assassin_desc
EffectsDescription Master_Assassin_effects_desc
GainMessage Master_Assassin_gain_desc
LoseMessage Master_Assassin_lose_desc
Epithet Master_Assassin_epithet_desc
Threshold 16
Effect Subterfuge 5

;------------------------------------------
Trait BadAssassin
Characters assassin
AntiTraits GoodAssassin
Level Killer_on_Edge
Description Killer_on_Edge_desc
EffectsDescription Killer_on_Edge_effects_desc
Threshold 2
Effect Subterfuge -1
Level Not_an_Assassin
Description Not_an_Assassin_desc
EffectsDescription Not_an_Assassin_effects_desc
Threshold 4
Effect Subterfuge -2
Level Not_a_Killer
Description Not_a_Killer_desc
EffectsDescription Not_a_Killer_effects_desc
Threshold 6
Effect Subterfuge -3

;------------------------------------------
Trait LaxPersonalSecurity
Characters all
NoGoingBackLevel 3
AntiTraits HighPersonalSecurity, Paranoia
Level Unconcerned
Description Unconcerned_desc
EffectsDescription Unconcerned_effects_desc
Threshold 1
Effect PersonalSecurity -1
Level Lacks_Caution
Description Lacks_Caution_desc
EffectsDescription Lacks_Caution_effects_desc
Threshold 3
Effect PersonalSecurity -2
Level No_Sense_of_Mortality
Description No_Sense_of_Mortality_desc
EffectsDescription No_Sense_of_Mortality_effects_desc
Threshold 6
Effect PersonalSecurity -4

;------------------------------------------
Trait HighPersonalSecurity
Characters all
NoGoingBackLevel 2
AntiTraits LaxPersonalSecurity
Level Mindful_of_Risks
Description Mindful_of_Risks_desc
EffectsDescription Mindful_of_Risks_effects_desc
Threshold 1
Effect PersonalSecurity 1
Level Healthy_Caution
Description Healthy_Caution_desc
EffectsDescription Healthy_Caution_effects_desc
Threshold 2
Effect PersonalSecurity 2
Level Morbidly_Mortal
Description Morbidly_Mortal_desc
EffectsDescription Morbidly_Mortal_effects_desc
Threshold 3
Effect PersonalSecurity 4

;------------------------------------------
Trait Trusting
Characters family
AntiTraits Paranoia
Level Naive
Description Naive_desc
EffectsDescription Naive_effects_desc
Threshold 1
Effect PersonalSecurity -1
Level Trusting
Description Trusting_desc
EffectsDescription Trusting_effects_desc
Threshold 2
Effect PersonalSecurity -2
Level Overly_Trusting
Description Overly_Trusting_desc
EffectsDescription Overly_Trusting_effects_desc
Threshold 6
Effect PersonalSecurity -3

;------------------------------------------
Trait Paranoia
Characters family
AntiTraits Trusting, LaxPersonalSecurity
Level Slow_to_Trust
Description Slow_to_Trust_desc
EffectsDescription Slow_to_Trust_effects_desc
Threshold 1
Effect PersonalSecurity 1
Level Overly_Suspicious
Description Overly_Suspicious_desc
EffectsDescription Overly_Suspicious_effects_desc
Threshold 2
Effect PersonalSecurity 2
Level Paranoid
Description Paranoid_desc
EffectsDescription Paranoid_effects_desc
Threshold 4
Effect Command -1
Effect Authority -1
Effect PersonalSecurity 3
Level Completely_Paranoid
Description Completely_Paranoid_desc
EffectsDescription Completely_Paranoid_effects_desc
Threshold 8
Effect Command -2
Effect Authority -2
Effect PersonalSecurity 4

;------------------------------------------
Trait GoodDiplomat
Characters diplomat
AntiTraits BadDiplomat
Level Promising_Diplomat
Description Promising_Diplomat_desc
EffectsDescription Promising_Diplomat_effects_desc
Threshold 1
Effect Influence 1
Level Good_Diplomat
Description Good_Diplomat_desc
EffectsDescription Good_Diplomat_effects_desc
Threshold 2
Effect Influence 2
Level Very_Diplomatic
Description Very_Diplomatic_desc
EffectsDescription Very_Diplomatic_effects_desc
Threshold 4
Effect Influence 3
Level Superb_Diplomat
Description Superb_Diplomat_desc
EffectsDescription Superb_Diplomat_effects_desc
Threshold 8
Effect Influence 4
Level Master_of_Diplomacy
Description Master_of_Diplomacy_desc
EffectsDescription Master_of_Diplomacy_effects_desc
GainMessage Master_of_Diplomacy_gain_desc
Threshold 16
Effect Influence 5

;------------------------------------------
Trait BadDiplomat
Characters diplomat
AntiTraits GoodDiplomat
Level Awkward_Diplomat
Description Awkward_Diplomat_desc
EffectsDescription Awkward_Diplomat_effects_desc
Threshold 2
Effect Influence -1
Level Poor_Diplomat
Description Poor_Diplomat_desc
EffectsDescription Poor_Diplomat_effects_desc
Threshold 4
Effect Influence -2
Level Undiplomatic
Description Undiplomatic_desc
EffectsDescription Undiplomatic_effects_desc
Threshold 8
Effect Influence -3

;------------------------------------------
Trait Liar
Characters family
AntiTraits Upright
Level Avoids_the_Truth
Description Avoids_the_Truth_desc
EffectsDescription Avoids_the_Truth_effects_desc
Threshold 1
Effect Authority 1
Level Bends_the_Truth
Description Bends_the_Truth_desc
EffectsDescription Bends_the_Truth_effects_desc
Threshold 2
Effect Authority -1
Level Liar
Description Liar_desc
EffectsDescription Liar_effects_desc
Threshold 4
Effect Authority -2
Level Pathological_Liar
Description Pathological_Liar_desc
EffectsDescription Pathological_Liar_effects_desc
Epithet Pathological_Liar_epithet_desc
Threshold 8
Effect Authority -3

;------------------------------------------
Trait Embezzler
Characters family
AntiTraits Upright
Level Deep_Pockets
Description Deep_Pockets_desc
EffectsDescription Deep_Pockets_effects_desc
Threshold 1
Effect TaxCollection -10
Level Fraudulent
Description Fraudulent_desc
EffectsDescription Fraudulent_effects_desc
Threshold 3
Effect TaxCollection -20
Level Embezzler
Description Embezzler_desc
EffectsDescription Embezzler_effects_desc
Threshold 6
Effect TaxCollection -30

;------------------------------------------
Trait DeceiverVirtue
Characters family
Level Convincing
Description Convincing_desc
EffectsDescription Convincing_effects_desc
Threshold 2
Effect Loyalty -1
Effect Authority 1
Level Deceptive
Description Deceptive_desc
EffectsDescription Deceptive_effects_desc
Threshold 4
Effect Loyalty -2
Effect Authority 2
Level Total_Deceiver
Description Total_Deceiver_desc
EffectsDescription Total_Deceiver_effects_desc
Epithet Total_Deceiver_epithet_desc
Threshold 8
Effect Loyalty -3
Effect Authority 3

;------------------------------------------
Trait Upright
Characters family
NoGoingBackLevel 2
AntiTraits Corrupt, Embezzler, Liar, Girls
Level Honest
Description Honest_desc
EffectsDescription Honest_effects_desc
Threshold 1
Effect Loyalty 1
Effect BribeResistance 10
Effect Law 2
Level Trustworthy
Description Trustworthy_desc
EffectsDescription Trustworthy_effects_desc
Threshold 2
Effect Loyalty 2
Effect BribeResistance 20
Effect Law 4
Level Utterly_Immaculate
Description Utterly_Immaculate_desc
EffectsDescription Utterly_Immaculate_effects_desc
Epithet Utterly_Immaculate_epithet_desc
Threshold 4
Effect Loyalty 3
Effect BribeResistance 30
Effect Law 6

;------------------------------------------
Trait Corrupt
Characters family
NoGoingBackLevel 2
AntiTraits Upright
Level Dubious
Description Dubious_desc
EffectsDescription Dubious_effects_desc
Threshold 1
Effect BribeResistance -2
Effect TaxCollection -10
Effect Law -1
Level Underhanded
Description Underhanded_desc
EffectsDescription Underhanded_effects_desc
Threshold 3
Effect Loyalty -1
Effect BribeResistance -4
Effect TaxCollection -20
Effect Law -2
Level Corrupt
Description Corrupt_desc
EffectsDescription Corrupt_effects_desc
Threshold 6
Effect Loyalty -2
Effect BribeResistance -6
Effect TaxCollection -30
Effect Law -3

;------------------------------------------
Trait Authoritarian
Characters family
NoGoingBackLevel 1
AntiTraits NonAuthoritarian
Level Firm_Ruler
Description Firm_Ruler_desc
EffectsDescription Firm_Ruler_effects_desc
Threshold 1
Effect Unrest 1
Effect Law 2
Level Strict_Ruler
Description Strict_Ruler_desc
EffectsDescription Strict_Ruler_effects_desc
Threshold 3
Effect Authority 1
Effect Unrest 2
Effect Law 4
Level Total_Authoritarian
Description Total_Authoritarian_desc
EffectsDescription Total_Authoritarian_effects_desc
Epithet Total_Authoritarian_epithet_desc
Threshold 8
Effect Authority 2
Effect Unrest 3
Effect Law 6

;------------------------------------------
Trait NonAuthoritarian
Characters family
NoGoingBackLevel 1
AntiTraits Authoritarian
Level Fair_Ruler
Description Fair_Ruler_desc
EffectsDescription Fair_Ruler_effects_desc
Threshold 3
Effect Unrest -2
Effect Law -1
Level Understanding_Ruler
Description Understanding_Ruler_desc
EffectsDescription Understanding_Ruler_effects_desc
Threshold 4
Effect Authority -1
Effect Unrest -4
Effect Law -2
Level Liberal_Leader
Description Liberal_Leader_desc
EffectsDescription Liberal_Leader_effects_desc
Epithet Liberal_Leader_epithet_desc
Threshold 6
Effect Authority -2
Effect Unrest -6
Effect Law -3

;------------------------------------------
Trait Disloyal
Characters family
NoGoingBackLevel 3
AntiTraits Loyal
Level Speaks_of_Loyalty
Description Speaks_of_Loyalty_desc
EffectsDescription Speaks_of_Loyalty_effects_desc
Threshold 1
Effect Loyalty -1
Level Mixed_Loyalties
Description Mixed_Loyalties_desc
EffectsDescription Mixed_Loyalties_effects_desc
Threshold 2
Effect Chivalry -1
Effect Loyalty -2
Level Disloyal
Description Disloyal_desc
EffectsDescription Disloyal_effects_desc
Threshold 3
Effect Chivalry -2
Effect Loyalty -3
Level Actively_Disloyal
Description Actively_Disloyal_desc
EffectsDescription Actively_Disloyal_effects_desc
Threshold 4
Effect Chivalry -3
Effect Loyalty -4

;------------------------------------------
Trait Loyal
Characters family
NoGoingBackLevel 3
AntiTraits Disloyal
Level Generally_Loyal
Description Generally_Loyal_desc
EffectsDescription Generally_Loyal_effects_desc
Threshold 1
Effect Loyalty 1
Level Loyal
Description Loyal_desc
EffectsDescription Loyal_effects_desc
Threshold 2
Effect Chivalry 1
Effect Loyalty 2
Level Very_Loyal
Description Very_Loyal_desc
EffectsDescription Very_Loyal_effects_desc
Threshold 4
Effect Chivalry 2
Effect Loyalty 3
Level Loyal_Beyond_Question
Description Loyal_Beyond_Question_desc
EffectsDescription Loyal_Beyond_Question_effects_desc
Threshold 6
Effect Chivalry 3
Effect Loyalty 4

;------------------------------------------
Trait SmoothTalker
Characters diplomat
Level Stretches_Loyalties
Description Stretches_Loyalties_desc
EffectsDescription Stretches_Loyalties_effects_desc
Threshold 2
Effect Bribery 10
Level Breaks_Loyalties
Description Breaks_Loyalties_desc
EffectsDescription Breaks_Loyalties_effects_desc
Threshold 4
Effect Bribery 20
Level Changes_Loyalties
Description Changes_Loyalties_desc
EffectsDescription Changes_Loyalties_effects_desc
Threshold 6
Effect Bribery 30

;------------------------------------------
Trait Cuckold
Characters family
NoGoingBackLevel 1
Level Trouble_at_Home
Description Trouble_at_Home_desc
EffectsDescription Trouble_at_Home_effects_desc
Threshold 2
Effect Authority -1
Level Cuckold
Description Cuckold_desc
EffectsDescription Cuckold_effects_desc
Threshold 3
Effect Authority -2
Level Laughing_Stock
Description Laughing_Stock_desc
EffectsDescription Laughing_Stock_effects_desc
Threshold 4
Effect Authority -3
Level Lacks_Manhood
Description Lacks_Manhood_desc
EffectsDescription Lacks_Manhood_effects_desc
Epithet Lacks_Manhood_epithet_desc
Threshold 5
Effect Authority -4

;------------------------------------------
Trait GoodFarmer
Characters family
NoGoingBackLevel 3
Level Farming_Knowledge
Description Farming_Knowledge_desc
EffectsDescription Farming_Knowledge_effects_desc
Threshold 3
Effect Farming 1
Level Rural_Expert
Description Rural_Expert_desc
EffectsDescription Rural_Expert_effects_desc
Threshold 12
Effect Farming 2
Level Agriculturalist
Description Agriculturalist_desc
EffectsDescription Agriculturalist_effects_desc
Threshold 24
Effect Farming 3

;------------------------------------------
Trait GoodMiner
Characters family
NoGoingBackLevel 2
Level Mining_Knowledge
Description Mining_Knowledge_desc
EffectsDescription Mining_Knowledge_effects_desc
Threshold 2
Effect Mining 10
Level Mining_Expert
Description Mining_Expert_desc
EffectsDescription Mining_Expert_effects_desc
Threshold 4
Effect Mining 20
Level Geologist
Description Geologist_desc
EffectsDescription Geologist_effects_desc
Threshold 8
Effect Mining 30

;------------------------------------------
Trait GoodEngineer
Characters family
NoGoingBackLevel 2
AntiTraits BadEngineer
Level Admires_Technology
Description Admires_Technology_desc
EffectsDescription Admires_Technology_effects_desc
Threshold 1
Effect SiegeEngineering 20
Level Mechanically_Minded
Description Mechanically_Minded_desc
EffectsDescription Mechanically_Minded_effects_desc
Threshold 3
Effect SiegeAttack 1
Effect SiegeEngineering 40
Level Engineer
Description Engineer_desc
EffectsDescription Engineer_effects_desc
GainMessage Engineer_gain_desc
Epithet Engineer_epithet_desc
Threshold 6
Effect SiegeAttack 2
Effect SiegeEngineering 60

;------------------------------------------
Trait BadEngineer
Characters family
NoGoingBackLevel 2
AntiTraits GoodEngineer
Level Questions_Technology
Description Questions_Technology_desc
EffectsDescription Questions_Technology_effects_desc
Threshold 1
Effect SiegeAttack -1
Level Befuddled_by_Machines
Description Befuddled_by_Machines_desc
EffectsDescription Befuddled_by_Machines_effects_desc
Threshold 3
Effect SiegeAttack -2
Level Distrusts_Evil_Machinery!
Description Distrusts_Evil_Machinery!_desc
EffectsDescription Distrusts_Evil_Machinery!_effects_desc
Threshold 6
Effect SiegeAttack -3

;------------------------------------------
Trait GoodTrader
Characters family
NoGoingBackLevel 2
AntiTraits BadTrader
Level Understands_Trade
Description Understands_Trade_desc
EffectsDescription Understands_Trade_effects_desc
Threshold 24
Effect Trading 10
Level Trader
Description Trader_desc
EffectsDescription Trader_effects_desc
Threshold 48
Effect Trading 20
Level Master_Trader
Description Master_Trader_desc
EffectsDescription Master_Trader_effects_desc
Threshold 60
Effect Trading 30

;------------------------------------------
Trait BadTrader
Characters family
NoGoingBackLevel 2
AntiTraits GoodTrader
Level Fiscally_Challenged
Description Fiscally_Challenged_desc
EffectsDescription Fiscally_Challenged_effects_desc
Threshold 1
Effect Trading -10
Level Incompetent_Trader
Description Incompetent_Trader_desc
EffectsDescription Incompetent_Trader_effects_desc
Threshold 3
Effect Trading -20
Level Trading_Liability
Description Trading_Liability_desc
EffectsDescription Trading_Liability_effects_desc
Threshold 6
Effect Trading -30

;------------------------------------------
Trait Just
Characters family
NoGoingBackLevel 2
AntiTraits Unjust, HarshJustice, LenientJustice
Level A_Sense_of_Justice
Description A_Sense_of_Justice_desc
EffectsDescription A_Sense_of_Justice_effects_desc
Threshold 1
Effect Chivalry 1
Effect Law 1
Level Just
Description Just_desc
EffectsDescription Just_effects_desc
Threshold 3
Effect Chivalry 2
Effect Law 2
Level Serves_Justice
Description Serves_Justice_desc
EffectsDescription Serves_Justice_effects_desc
Epithet Serves_Justice_epithet_desc
Threshold 7
Effect Chivalry 3
Effect Law 3

;------------------------------------------
Trait Unjust
Characters family
NoGoingBackLevel 2
AntiTraits Just, LenientJustice
Level Swift_to_Judge
Description Swift_to_Judge_desc
EffectsDescription Swift_to_Judge_effects_desc
Threshold 1
Effect Unrest 1
Level Lacks_Justice
Description Lacks_Justice_desc
EffectsDescription Lacks_Justice_effects_desc
Threshold 3
Effect Chivalry -1
Effect Unrest 2
Level Unjust
Description Unjust_desc
EffectsDescription Unjust_effects_desc
Threshold 7
Effect Chivalry -3
Effect Unrest 3

;------------------------------------------
Trait HarshJustice
Characters family
NoGoingBackLevel 1
AntiTraits LenientJustice, Just
Level Hard_Justice
Description Hard_Justice_desc
EffectsDescription Hard_Justice_effects_desc
Threshold 2
Effect Unrest 1
Effect Law 2
Level Harsh_Justice
Description Harsh_Justice_desc
EffectsDescription Harsh_Justice_effects_desc
Threshold 3
Effect Unrest 2
Effect Law 4
Level Severe_Justice
Description Severe_Justice_desc
EffectsDescription Severe_Justice_effects_desc
Threshold 7
Effect Chivalry -1
Effect Unrest 3
Effect Law 6

;------------------------------------------
Trait LenientJustice
Characters family
NoGoingBackLevel 3
AntiTraits HarshJustice, Just, Unjust
Level Soft_Judge
Description Soft_Judge_desc
EffectsDescription Soft_Judge_effects_desc
Threshold 2
Effect Chivalry 1
Effect Law -1
Level Merciful_Judge
Description Merciful_Judge_desc
EffectsDescription Merciful_Judge_effects_desc
Threshold 3
Effect Chivalry 2
Effect Law -2
Level Kind_Judge
Description Kind_Judge_desc
EffectsDescription Kind_Judge_effects_desc
Threshold 7
Effect Chivalry 1
Effect Law -3

;------------------------------------------
Trait HarshRuler
Characters family
NoGoingBackLevel 1
AntiTraits KindRuler, NonAuthoritarian
Level Iron_Fisted
Description Iron_Fisted_desc
EffectsDescription Iron_Fisted_effects_desc
Threshold 1
Effect Chivalry -1
Effect Law 1
Level Harsh_Ruler
Description Harsh_Ruler_desc
EffectsDescription Harsh_Ruler_effects_desc
Threshold 3
Effect Chivalry -2
Effect PersonalSecurity -1
Effect Squalor 1
Effect Law 2
Level Cruel_Ruler
Description Cruel_Ruler_desc
EffectsDescription Cruel_Ruler_effects_desc
Epithet Cruel_Ruler_epithet_desc
Threshold 6
Effect Chivalry -3
Effect PersonalSecurity -2
Effect Squalor 2
Effect Law 3

;------------------------------------------
Trait KindRuler
Characters family
NoGoingBackLevel 3
AntiTraits HarshRuler, Authoritarian
Level Reasonable_Ruler
Description Reasonable_Ruler_desc
EffectsDescription Reasonable_Ruler_effects_desc
Threshold 1
Effect Chivalry 1
Effect Squalor -1
Level Kind_Ruler
Description Kind_Ruler_desc
EffectsDescription Kind_Ruler_effects_desc
Threshold 3
Effect Chivalry 2
Effect Squalor -2
Level Benevolent_Ruler
Description Benevolent_Ruler_desc
EffectsDescription Benevolent_Ruler_effects_desc
Epithet Benevolent_Ruler_epithet_desc
Threshold 7
Effect Chivalry 3
Effect Squalor -3

;------------------------------------------
Trait GoodBuilder
Characters family
NoGoingBackLevel 2
AntiTraits BadBuilder
Level Active_Builder
Description Active_Builder_desc
EffectsDescription Active_Builder_effects_desc
Threshold 12
Effect Construction 5
Effect Squalor -1
Level Urban_Planner
Description Urban_Planner_desc
EffectsDescription Urban_Planner_effects_desc
Threshold 24
Effect Construction 10
Effect Squalor -2
Level Great_Builder
Description Great_Builder_desc
EffectsDescription Great_Builder_effects_desc
Epithet Great_Builder_epithet_desc
Threshold 36
Effect Construction 15
Effect Squalor -3

;------------------------------------------
Trait BadBuilder
Characters family
NoGoingBackLevel 2
AntiTraits GoodBuilder
Level Not_Constructive
Description Not_Constructive_desc
EffectsDescription Not_Constructive_effects_desc
Threshold 2
Effect Construction -5
Effect Squalor 1
Level Sloppy_Builder
Description Sloppy_Builder_desc
EffectsDescription Sloppy_Builder_effects_desc
Threshold 4
Effect Construction -10
Effect Squalor 2
Level Abhors_Construction
Description Abhors_Construction_desc
EffectsDescription Abhors_Construction_effects_desc
Threshold 6
Effect Construction -15
Effect Squalor 3

;------------------------------------------
Trait Generous
Characters family
NoGoingBackLevel 2
AntiTraits Miserly
Level Generous
Description Generous_desc
EffectsDescription Generous_effects_desc
Threshold 3
Effect TaxCollection -2
Level Openly_Giving
Description Openly_Giving_desc
EffectsDescription Openly_Giving_effects_desc
Threshold 4
Effect Trading -2
Effect TaxCollection -5
Level Overly_Generous
Description Overly_Generous_desc
EffectsDescription Overly_Generous_effects_desc
Threshold 8
Effect Trading -5
Effect TaxCollection -10

;------------------------------------------
Trait Miserly
Characters family
NoGoingBackLevel 2
AntiTraits Generous
Level Mean_with_Money
Description Mean_with_Money_desc
EffectsDescription Mean_with_Money_effects_desc
Threshold 1
Effect TaxCollection 2

Level Hoarder_of_Wealth
Description Hoarder_of_Wealth_desc
EffectsDescription Hoarder_of_Wealth_effects_desc
Threshold 2
Effect Trading 2
Effect TaxCollection 5

Level Miserly
Description Miserly_desc
EffectsDescription Miserly_effects_desc
Epithet Miserly_epithet_desc
Threshold 4
Effect Trading 5
Effect TaxCollection 10


;------------------------------------------
Trait Noctophobia
Characters family
AntiTraits Noctophilia
Level Spooked_at_Night
Description Spooked_at_Night_desc
EffectsDescription Spooked_at_Night_effects_desc
Threshold 2
Effect NightBattle -1
Level Fear_of_the_Dark
Description Fear_of_the_Dark_desc
EffectsDescription Fear_of_the_Dark_effects_desc
Threshold 3
Effect NightBattle -2
Effect PersonalSecurity 1
Level Noctophobic
Description Noctophobic_desc
EffectsDescription Noctophobic_effects_desc
Threshold 5
Effect NightBattle -3
Effect PersonalSecurity 2

;------------------------------------------
Trait Noctophilia
Characters family
AntiTraits Noctophobia
Level Likes_the_Dark
Description Likes_the_Dark_desc
EffectsDescription Likes_the_Dark_effects_desc
Threshold 2
Effect NightBattle 1
Level Effective_at_Night
Description Effective_at_Night_desc
EffectsDescription Effective_at_Night_effects_desc
Threshold 3
Effect NightBattle 2
Level Nocturnal
Description Nocturnal_desc
EffectsDescription Nocturnal_effects_desc
GainMessage Nocturnal_gain_desc
Threshold 5
Effect NightBattle 3

;------------------------------------------
Trait Perverted
Characters family
AntiTraits Prim
Level Sexually_Liberated
Description Sexually_Liberated_desc
EffectsDescription Sexually_Liberated_effects_desc
Threshold 2
Effect LocalPopularity 1
Level Sexually_Eccentric
Description Sexually_Eccentric_desc
EffectsDescription Sexually_Eccentric_effects_desc
Threshold 4
Effect LocalPopularity -1
Level Sexually_Debauched
Description Sexually_Debauched_desc
EffectsDescription Sexually_Debauched_effects_desc
Threshold 7
Effect Piety -1
Effect LocalPopularity -2
Level Sexually_Perverse
Description Sexually_Perverse_desc
EffectsDescription Sexually_Perverse_effects_desc
Threshold 8
Effect Piety -2
Effect LocalPopularity -3
Level Sexually_Corrupt
Description Sexually_Corrupt_desc
EffectsDescription Sexually_Corrupt_effects_desc
Threshold 9
Effect Piety -3
Effect Authority -1
Effect LocalPopularity -4
Level Diabolically_Degenerate
Description Diabolically_Degenerate_desc
EffectsDescription Diabolically_Degenerate_effects_desc
Epithet Diabolically_Degenerate_epithet_desc
Threshold 10
Effect Piety -4
Effect Authority -2
Effect LocalPopularity -5

;------------------------------------------
Trait Scout
Characters family
Level Adopts_Scouting
Description Adopts_Scouting_desc
EffectsDescription Adopts_Scouting_effects_desc
Threshold 2
Effect LineOfSight 1
Level Adept_Scout
Description Adept_Scout_desc
EffectsDescription Adept_Scout_effects_desc
Threshold 4
Effect LineOfSight 2
Level Reconnaissance_Expert
Description Reconnaissance_Expert_desc
EffectsDescription Reconnaissance_Expert_effects_desc
Threshold 6
Effect LineOfSight 3

;------------------------------------------
Trait Sailor
Characters admiral
NoGoingBackLevel 2
AntiTraits Landlubber
Level Competent_Sailor
Description Competent_Sailor_desc
EffectsDescription Competent_Sailor_effects_desc
GainMessage Competent_Sailor_gain_desc
Threshold 1
Effect NavalCommand 1
Level Fine_Officer
Description Fine_Officer_desc
EffectsDescription Fine_Officer_effects_desc
GainMessage Fine_Officer_gain_desc
Threshold 2
Effect NavalCommand 2
Level Worthy_Admiral
Description Worthy_Admiral_desc
EffectsDescription Worthy_Admiral_effects_desc
GainMessage Worthy_Admiral_gain_desc
Threshold 4
Effect NavalCommand 3
Level Great_Admiral
Description Great_Admiral_desc
EffectsDescription Great_Admiral_effects_desc
GainMessage Great_Admiral_gain_desc
Threshold 8
Effect NavalCommand 4
Level Legendary_Admiral
Description Legendary_Admiral_desc
EffectsDescription Legendary_Admiral_effects_desc
GainMessage Legendary_Admiral_gain_desc
Epithet Legendary_Admiral_epithet_desc
Threshold 16
Effect NavalCommand 5

;------------------------------------------
Trait Landlubber
Characters admiral
AntiTraits Sailor
Level Poor_Navigator
Description Poor_Navigator_desc
EffectsDescription Poor_Navigator_effects_desc
Threshold 1
Effect NavalCommand -1
Level No_Naval_Nouse
Description No_Naval_Nouse_desc
EffectsDescription No_Naval_Nouse_effects_desc
Threshold 4
Effect NavalCommand -2
Level Total_Landlubber
Description Total_Landlubber_desc
EffectsDescription Total_Landlubber_effects_desc
Threshold 5
Effect NavalCommand -3

;------------------------------------------
Trait BattleScarred
Characters family
Level Marks_of_War
Description Marks_of_War_desc
EffectsDescription Marks_of_War_effects_desc
Threshold 1
Effect Authority 1
Effect HitPoints 2
Level Scarred
Description Scarred_desc
EffectsDescription Scarred_effects_desc
Threshold 2
Effect Authority 1
Effect HitPoints 4
Level Terribly_Scarred
Description Terribly_Scarred_desc
EffectsDescription Terribly_Scarred_effects_desc
Threshold 3
Effect Authority 2
Effect HitPoints 6
Level Brutally_Scarred
Description Brutally_Scarred_desc
EffectsDescription Brutally_Scarred_effects_desc
GainMessage Brutally_Scarred_gain_desc
Epithet Brutally_Scarred_epithet_desc
Threshold 4
Effect Authority 2
Effect HitPoints 8

;------------------------------------------
Trait GoodConspirator
Characters spy, assassin
AntiTraits BadConspirator
Level Plotter
Description Plotter_desc
EffectsDescription Plotter_effects_desc
Threshold 2
Effect Subterfuge 1
Level Schemer
Description Schemer_desc
EffectsDescription Schemer_effects_desc
Threshold 4
Effect Subterfuge 2
Level Grand_Conspirator
Description Grand_Conspirator_desc
EffectsDescription Grand_Conspirator_effects_desc
Threshold 8
Effect Subterfuge 3

;------------------------------------------
Trait BadConspirator
Characters spy, assassin
AntiTraits GoodConspirator
Level Poor_Plotter
Description Poor_Plotter_desc
EffectsDescription Poor_Plotter_effects_desc
Threshold 2
Effect Subterfuge -1
Level Silly_Schemes
Description Silly_Schemes_desc
EffectsDescription Silly_Schemes_effects_desc
Threshold 4
Effect Subterfuge -2
Level Lost_the_Plot
Description Lost_the_Plot_desc
EffectsDescription Lost_the_Plot_effects_desc
Threshold 8
Effect Subterfuge -3

;------------------------------------------
Trait Talkative
Characters diplomat
AntiTraits Secretive
Level Talkative
Description Talkative_desc
EffectsDescription Talkative_effects_desc
Threshold 2
Effect Influence -1
Effect Bribery 5
Level Gossips
Description Gossips_desc
EffectsDescription Gossips_effects_desc
Threshold 4
Effect Influence -2
Level Utterly_Indiscreet
Description Utterly_Indiscreet_desc
EffectsDescription Utterly_Indiscreet_effects_desc
Epithet Utterly_Indiscreet_epithet_desc
Threshold 8
Effect Influence -3
Effect Bribery -5

;------------------------------------------
Trait Secretive
Characters diplomat
AntiTraits Talkative
Level Discreet
Description Discreet_desc
EffectsDescription Discreet_effects_desc
Threshold 1
Effect Influence 1
Level Secretive
Description Secretive_desc
EffectsDescription Secretive_effects_desc
Threshold 2
Effect Influence 2
Effect Bribery 5
Level Impossible_to_Read
Description Impossible_to_Read_desc
EffectsDescription Impossible_to_Read_effects_desc
Threshold 4
Effect Influence 3
Effect Bribery 10

;------------------------------------------
Trait GoodInfantryGeneral
Characters family
AntiTraits BadInfantryGeneral
Level Good_with_Infantry
Description Good_with_Infantry_desc
EffectsDescription Good_with_Infantry_effects_desc
Threshold 2
Effect InfantryCommand 1
Level Skilled_with_Infantry
Description Skilled_with_Infantry_desc
EffectsDescription Skilled_with_Infantry_effects_desc
Threshold 4
Effect InfantryCommand 2
Level Infantry_Master
Description Infantry_Master_desc
EffectsDescription Infantry_Master_effects_desc
GainMessage Infantry_Master_gain_desc
Epithet Infantry_Master_epithet_desc
Threshold 6
Effect InfantryCommand 3

;------------------------------------------
Trait BadInfantryGeneral
Characters family
AntiTraits GoodInfantryGeneral
Level Poor_with_Infantry
Description Poor_with_Infantry_desc
EffectsDescription Poor_with_Infantry_effects_desc
Threshold 2
Effect InfantryCommand -1
Level Inept_with_Infantry
Description Inept_with_Infantry_desc
EffectsDescription Inept_with_Infantry_effects_desc
Threshold 3
Effect InfantryCommand -2
Level Confused_with_Infantry
Description Confused_with_Infantry_desc
EffectsDescription Confused_with_Infantry_effects_desc
Threshold 6
Effect InfantryCommand -3

;------------------------------------------
Trait GoodCavalryGeneral
Characters family
AntiTraits BadCavalryGeneral
Level Good_with_Cavalry
Description Good_with_Cavalry_desc
EffectsDescription Good_with_Cavalry_effects_desc
Threshold 2
Effect CavalryCommand 1
Level Dangerous_with_Cavalry
Description Dangerous_with_Cavalry_desc
EffectsDescription Dangerous_with_Cavalry_effects_desc
Threshold 4
Effect CavalryCommand 2
Level Great_Cavalry_Commander
Description Great_Cavalry_Commander_desc
EffectsDescription Great_Cavalry_Commander_effects_desc
GainMessage Great_Cavalry_Commander_gain_desc
Epithet Great_Cavalry_Commander_epithet_desc
Threshold 6
Effect CavalryCommand 3

;------------------------------------------
Trait BadCavalryGeneral
Characters family
AntiTraits GoodCavalryGeneral
Level Poor_with_Cavalry
Description Poor_with_Cavalry_desc
EffectsDescription Poor_with_Cavalry_effects_desc
Threshold 2
Effect CavalryCommand -1
Level Inept_with_Cavalry
Description Inept_with_Cavalry_desc
EffectsDescription Inept_with_Cavalry_effects_desc
Threshold 3
Effect CavalryCommand -2
Level Shameful_with_Cavalry
Description Shameful_with_Cavalry_desc
EffectsDescription Shameful_with_Cavalry_effects_desc
Threshold 4
Effect CavalryCommand -3

;------------------------------------------
Trait Fearsaztec
Characters family
ExcludeCultures mesoamerican
AntiTraits Hatesaztec
Level Nervous_Near_Aztecs
Description Nervous_Near_Aztecs_desc
EffectsDescription Nervous_Near_Aztecs_effects_desc
Threshold 1
Effect Combat_V_Faction_Aztecs -1
Level Fears_Aztecs
Description Fears_Aztecs_desc
EffectsDescription Fears_Aztecs_effects_desc
Threshold 2
Effect TroopMorale -1
Effect Combat_V_Faction_Aztecs -2
Level Terrified_by_Aztec_Ways
Description Terrified_by_Aztec_Ways_desc
EffectsDescription Terrified_by_Aztec_Ways_effects_desc
Threshold 4
Effect TroopMorale -1
Effect Combat_V_Faction_Aztecs -3

;------------------------------------------
Trait Hatesaztec
Characters family
ExcludeCultures mesoamerican
NoGoingBackLevel 3
AntiTraits Fearsaztec
Level Despises_Aztec_Ways
Description Despises_Aztec_Ways_desc
EffectsDescription Despises_Aztec_Ways_effects_desc
Threshold 1
Effect Combat_V_Faction_Aztecs 1
Level Hates_Aztecs
Description Hates_Aztecs_desc
EffectsDescription Hates_Aztecs_effects_desc
Threshold 2
Effect TroopMorale 1
Effect Combat_V_Faction_Aztecs 2
Level Loathes_Heathen_Aztecs
Description Loathes_Heathen_Aztecs_desc
EffectsDescription Loathes_Heathen_Aztecs_effects_desc
Threshold 4
Effect Combat_V_Faction_Aztecs 3

;------------------------------------------
Trait Fearsbyzantium
Characters family
AntiTraits Hatesbyzantium
Level Nervous_Near_Byzantine
Description Nervous_Near_Byzantine_desc
EffectsDescription Nervous_Near_Byzantine_effects_desc
Threshold 1
Effect Combat_V_Faction_Byzantium -1
Level Fears_the_Byzantine
Description Fears_the_Byzantine_desc
EffectsDescription Fears_the_Byzantine_effects_desc
Threshold 2
Effect TroopMorale -1
Effect Combat_V_Faction_Byzantium -2
Level Terrified_of_Byzantium
Description Terrified_of_Byzantium_desc
EffectsDescription Terrified_of_Byzantium_effects_desc
Threshold 4
Effect TroopMorale -1
Effect Combat_V_Faction_Byzantium -3

;------------------------------------------
Trait Hatesbyzantium
Characters family
NoGoingBackLevel 3
AntiTraits Fearsbyzantium
Level Dislikes_the_Byzantines
Description Dislikes_the_Byzantines_desc
EffectsDescription Dislikes_the_Byzantines_effects_desc
Threshold 1
Effect Combat_V_Faction_Byzantium 1
Level Hates_the_Byzantines
Description Hates_the_Byzantines_desc
EffectsDescription Hates_the_Byzantines_effects_desc
Threshold 2
Effect TroopMorale 1
Effect Combat_V_Faction_Byzantium 2
Level Loathes_all_Byzantines
Description Loathes_all_Byzantines_desc
EffectsDescription Loathes_all_Byzantines_effects_desc
Threshold 4
Effect Combat_V_Faction_Byzantium 3

;------------------------------------------
Trait Fearsdenmark
Characters family
AntiTraits Hatesdenmark
Level Uncomfortable_Near_Danes
Description Uncomfortable_Near_Danes_desc
EffectsDescription Uncomfortable_Near_Danes_effects_desc
Threshold 1
Effect Combat_V_Faction_Denmark -1
Level Fears_Danes
Description Fears_Danes_desc
EffectsDescription Fears_Danes_effects_desc
Threshold 2
Effect TroopMorale -1
Effect Combat_V_Faction_Denmark -2
Level Terrified_by_Danish
Description Terrified_by_Danish_desc
EffectsDescription Terrified_by_Danish_effects_desc
Threshold 4
Effect TroopMorale -1
Effect Combat_V_Faction_Denmark -3

;------------------------------------------
Trait Hatesdenmark
Characters family
NoGoingBackLevel 3
AntiTraits Fearsdenmark
Level Dislikes_the_Danes
Description Dislikes_the_Danes_desc
EffectsDescription Dislikes_the_Danes_effects_desc
Threshold 1
Effect Combat_V_Faction_Denmark 1
Level Hates_the_Danes
Description Hates_the_Danes_desc
EffectsDescription Hates_the_Danes_effects_desc
Threshold 2
Effect TroopMorale 1
Effect Combat_V_Faction_Denmark 2
Level Loathes_Disgusting_Danish
Description Loathes_Disgusting_Danish_desc
EffectsDescription Loathes_Disgusting_Danish_effects_desc
Threshold 4
Effect Combat_V_Faction_Denmark 3

;------------------------------------------
Trait Fearsegypt
Characters family
AntiTraits Hatesegypt
Level Edgey_around_Egyptians
Description Edgey_around_Egyptians_desc
EffectsDescription Edgey_around_Egyptians_effects_desc
Threshold 1
Effect Combat_V_Faction_Egypt -1
Level Fears_the_Egyptians
Description Fears_the_Egyptians_desc
EffectsDescription Fears_the_Egyptians_effects_desc
Threshold 2
Effect TroopMorale -1
Effect Combat_V_Faction_Egypt -2
Level Terrified_by_Egptians
Description Terrified_by_Egptians_desc
EffectsDescription Terrified_by_Egptians_effects_desc
Threshold 4
Effect TroopMorale -1
Effect Combat_V_Faction_Egypt -3

;------------------------------------------
Trait Hatesegypt
Characters family
NoGoingBackLevel 3
AntiTraits Fearsegypt
Level Dislikes_the_Egyptians
Description Dislikes_the_Egyptians_desc
EffectsDescription Dislikes_the_Egyptians_effects_desc
Threshold 1
Effect Combat_V_Faction_Egypt 1
Level Hates_the_Egyptians
Description Hates_the_Egyptians_desc
EffectsDescription Hates_the_Egyptians_effects_desc
Threshold 2
Effect TroopMorale 1
Effect Combat_V_Faction_Egypt 2
Level Loathes_the_Evil_Egyptians
Description Loathes_the_Evil_Egyptians_desc
EffectsDescription Loathes_the_Evil_Egyptians_effects_desc
Threshold 4
Effect Combat_V_Faction_Egypt 3

;------------------------------------------
Trait Fearsengland
Characters family
AntiTraits Hatesengland
Level Edgey_Around_the_English
Description Edgey_Around_the_English_desc
EffectsDescription Edgey_Around_the_English_effects_desc
Threshold 1
Effect Combat_V_Faction_England -1
Level Fears_the_English
Description Fears_the_English_desc
EffectsDescription Fears_the_English_effects_desc
Threshold 2
Effect TroopMorale -1
Effect Combat_V_Faction_England -2
Level Terrified_by_the_English
Description Terrified_by_the_English_desc
EffectsDescription Terrified_by_the_English_effects_desc
Threshold 4
Effect TroopMorale -1
Effect Combat_V_Faction_England -3

;------------------------------------------
Trait Hatesengland
Characters family
NoGoingBackLevel 3
AntiTraits Fearsengland
Level Dislikes_the_English
Description Dislikes_the_English_desc
EffectsDescription Dislikes_the_English_effects_desc
Threshold 1
Effect Combat_V_Faction_England 1
Level Hates_the_English
Description Hates_the_English_desc
EffectsDescription Hates_the_English_effects_desc
Threshold 2
Effect TroopMorale 1
Effect Combat_V_Faction_England 2
Level Loathes_the_Evil_English
Description Loathes_the_Evil_English_desc
EffectsDescription Loathes_the_Evil_English_effects_desc
Threshold 4
Effect Combat_V_Faction_England 3

;------------------------------------------
Trait Fearsfrance
Characters family
AntiTraits Hatesfrance
Level Wary_of_the_French
Description Wary_of_the_French_desc
EffectsDescription Wary_of_the_French_effects_desc
Threshold 1
Effect Combat_V_Faction_France -1
Level Fears_the_French
Description Fears_the_French_desc
EffectsDescription Fears_the_French_effects_desc
Threshold 2
Effect TroopMorale -1
Effect Combat_V_Faction_France -2
Level Terrified_by_the_French
Description Terrified_by_the_French_desc
EffectsDescription Terrified_by_the_French_effects_desc
Threshold 4
Effect TroopMorale -1
Effect Combat_V_Faction_France -3

;------------------------------------------
Trait Hatesfrance
Characters family
NoGoingBackLevel 3
AntiTraits Fearsfrance
Level Dislikes_the_French
Description Dislikes_the_French_desc
EffectsDescription Dislikes_the_French_effects_desc
Threshold 1
Effect Combat_V_Faction_France 1
Level Hates_the_French
Description Hates_the_French_desc
EffectsDescription Hates_the_French_effects_desc
Threshold 2
Effect TroopMorale 1
Effect Combat_V_Faction_France 2
Level Loathes_the_French_Fools
Description Loathes_the_French_Fools_desc
EffectsDescription Loathes_the_French_Fools_effects_desc
Threshold 4
Effect Combat_V_Faction_France 3

;------------------------------------------
Trait Fearshre
Characters family
AntiTraits Hateshre
Level Edgey_around_Imperials
Description Edgey_around_Imperials_desc
EffectsDescription Edgey_around_Imperials_effects_desc
Threshold 1
Effect Combat_V_Faction_HRE -1
Level Fears_the_Reich
Description Fears_the_Reich_desc
EffectsDescription Fears_the_Reich_effects_desc
Threshold 2
Effect TroopMorale -1
Effect Combat_V_Faction_HRE -2
Level Terrified_of_the_Empire
Description Terrified_of_the_Empire_desc
EffectsDescription Terrified_of_the_Empire_effects_desc
Threshold 4
Effect TroopMorale -1
Effect Combat_V_Faction_HRE -3

;------------------------------------------
Trait Hateshre
Characters family
NoGoingBackLevel 3
AntiTraits Fearshre
Level Dislikes_the_Reich
Description Dislikes_the_Reich_desc
EffectsDescription Dislikes_the_Reich_effects_desc
Threshold 1
Effect Combat_V_Faction_HRE 1
Level Hates_the_Reich
Description Hates_the_Reich_desc
EffectsDescription Hates_the_Reich_effects_desc
Threshold 2
Effect TroopMorale 1
Effect Combat_V_Faction_HRE 2
Level Loathes_the_Empire
Description Loathes_the_Empire_desc
EffectsDescription Loathes_the_Empire_effects_desc
Threshold 4
Effect Combat_V_Faction_HRE 3

;------------------------------------------
Trait Fearshungary
Characters family
AntiTraits Hateshungary
Level Nervous_near_Hungarians
Description Nervous_near_Hungarians_desc
EffectsDescription Nervous_near_Hungarians_effects_desc
Threshold 1
Effect Combat_V_Faction_Hungary -1
Level Fears_Hungarians
Description Fears_Hungarians_desc
EffectsDescription Fears_Hungarians_effects_desc
Threshold 2
Effect TroopMorale -1
Effect Combat_V_Faction_Hungary -2
Level Terrified_of_Hungarians
Description Terrified_of_Hungarians_desc
EffectsDescription Terrified_of_Hungarians_effects_desc
Threshold 4
Effect TroopMorale -2
Effect Combat_V_Faction_Hungary -3

;------------------------------------------
Trait Hateshungary
Characters family
NoGoingBackLevel 3
AntiTraits Fearshungary
Level Dislikes_Hungarians
Description Dislikes_Hungarians_desc
EffectsDescription Dislikes_Hungarians_effects_desc
Threshold 1
Effect Combat_V_Faction_Hungary 1
Level Hates_the_Hungarians
Description Hates_the_Hungarians_desc
EffectsDescription Hates_the_Hungarians_effects_desc
Threshold 2
Effect Combat_V_Faction_Hungary 2
Level Loathes_the_Magyar
Description Loathes_the_Magyar_desc
EffectsDescription Loathes_the_Magyar_effects_desc
Threshold 4
Effect TroopMorale -1
Effect Combat_V_Faction_Hungary 3

;------------------------------------------
Trait Fearsmilan
Characters family
AntiTraits Hatesmilan
Level Nervous_near_Milanese
Description Nervous_near_Milanese_desc
EffectsDescription Nervous_near_Milanese_effects_desc
Threshold 1
Effect Combat_V_Faction_Milan -1
Level Fears_Milanese
Description Fears_Milanese_desc
EffectsDescription Fears_Milanese_effects_desc
Threshold 2
Effect TroopMorale -1
Effect Combat_V_Faction_Milan -2
Level Terrified_of_Milanese_Might
Description Terrified_of_Milanese_Might_desc
EffectsDescription Terrified_of_Milanese_Might_effects_desc
Threshold 4
Effect TroopMorale -2
Effect Combat_V_Faction_Milan -3

;------------------------------------------
Trait Hatesmilan
Characters family
NoGoingBackLevel 3
AntiTraits Fearsmilan
Level Dislikes_Milanese
Description Dislikes_Milanese_desc
EffectsDescription Dislikes_Milanese_effects_desc
Threshold 1
Effect Combat_V_Faction_Milan 1
Level Hates_the_Milanese
Description Hates_the_Milanese_desc
EffectsDescription Hates_the_Milanese_effects_desc
Threshold 2
Effect TroopMorale 1
Effect Combat_V_Faction_Milan 2
Level Loathes_the_Miserly_Milanese
Description Loathes_the_Miserly_Milanese_desc
EffectsDescription Loathes_the_Miserly_Milanese_effects_desc
Threshold 4
Effect Combat_V_Faction_Milan 3

;------------------------------------------
Trait Fearsmongols
Characters family
AntiTraits Hatesmongols
Level Wary_of_Mongols
Description Wary_of_Mongols_desc
EffectsDescription Wary_of_Mongols_effects_desc
Threshold 1
Effect Combat_V_Faction_Mongols -1
Level Fears_Mongols
Description Fears_Mongols_desc
EffectsDescription Fears_Mongols_effects_desc
Threshold 2
Effect TroopMorale -1
Effect Combat_V_Faction_Mongols -2
Level Terrified_of_the_Mongols
Description Terrified_of_the_Mongols_desc
EffectsDescription Terrified_of_the_Mongols_effects_desc
Threshold 4
Effect TroopMorale -2
Effect Combat_V_Faction_Mongols -3

;------------------------------------------
Trait Hatesmongols
Characters family
NoGoingBackLevel 3
AntiTraits Fearsmongols
Level Dislikes_the_Mongols
Description Dislikes_the_Mongols_desc
EffectsDescription Dislikes_the_Mongols_effects_desc
Threshold 1
Effect Combat_V_Faction_Mongols 1
Level Hates_the_Mongols
Description Hates_the_Mongols_desc
EffectsDescription Hates_the_Mongols_effects_desc
Threshold 2
Effect TroopMorale 1
Effect Combat_V_Faction_Mongols 2
Level Loathes_the_Murderous_Mongols
Description Loathes_the_Murderous_Mongols_desc
EffectsDescription Loathes_the_Murderous_Mongols_effects_desc
Threshold 4
Effect Combat_V_Faction_Mongols 3

;------------------------------------------
Trait Fearsmoors
Characters family
AntiTraits Hatesmoors
Level Nervous_near_Moors
Description Nervous_near_Moors_desc
EffectsDescription Nervous_near_Moors_effects_desc
Threshold 1
Effect Combat_V_Faction_Moors -1
Level Fears_the_Moors
Description Fears_the_Moors_desc
EffectsDescription Fears_the_Moors_effects_desc
Threshold 2
Effect TroopMorale -1
Effect Combat_V_Faction_Moors -2
Level Terrified_of_the_Moors
Description Terrified_of_the_Moors_desc
EffectsDescription Terrified_of_the_Moors_effects_desc
Threshold 4
Effect TroopMorale -2
Effect Combat_V_Faction_Moors -3

;------------------------------------------
Trait Hatesmoors
Characters family
NoGoingBackLevel 3
AntiTraits Fearsmoors
Level Dislikes_Moors
Description Dislikes_Moors_desc
EffectsDescription Dislikes_Moors_effects_desc
Threshold 1
Effect Combat_V_Faction_Moors 1
Level Hates_the_Moors
Description Hates_the_Moors_desc
EffectsDescription Hates_the_Moors_effects_desc
Threshold 2
Effect TroopMorale 1
Effect Combat_V_Faction_Moors 2
Level Loathes_the_Moors
Description Loathes_the_Moors_desc
EffectsDescription Loathes_the_Moors_effects_desc
Threshold 4
Effect Combat_V_Faction_Moors 3

;------------------------------------------
Trait Fearspapal_states
Characters family
AntiTraits Hatespapal_states
Level Wary_of_the_Papacy
Description Wary_of_the_Papacy_desc
EffectsDescription Wary_of_the_Papacy_effects_desc
Threshold 1
Effect Combat_V_Faction_Papal_States -1
Level Fears_the_Papacy
Description Fears_the_Papacy_desc
EffectsDescription Fears_the_Papacy_effects_desc
Threshold 2
Effect TroopMorale -1
Effect Combat_V_Faction_Papal_States -2
Level Terrified_of_Papal_Forces
Description Terrified_of_Papal_Forces_desc
EffectsDescription Terrified_of_Papal_Forces_effects_desc
Threshold 4
Effect TroopMorale -2
Effect Combat_V_Faction_Papal_States -3

;------------------------------------------
Trait Hatespapal_states
Characters family
NoGoingBackLevel 3
AntiTraits Fearspapal_states
Level Dislikes_the_Papacy
Description Dislikes_the_Papacy_desc
EffectsDescription Dislikes_the_Papacy_effects_desc
Threshold 1
Effect Combat_V_Faction_Papal_States 1
Level Hates_the_Papacy
Description Hates_the_Papacy_desc
EffectsDescription Hates_the_Papacy_effects_desc
Threshold 2
Effect TroopMorale 1
Effect Combat_V_Faction_Papal_States 2
Level Loathes_the_Papacy
Description Loathes_the_Papacy_desc
EffectsDescription Loathes_the_Papacy_effects_desc
Threshold 4
Effect Combat_V_Faction_Papal_States 3

;------------------------------------------
Trait Fearspoland
Characters family
AntiTraits Hatespoland
Level Wary_of_Poles
Description Wary_of_Poles_desc
EffectsDescription Wary_of_Poles_effects_desc
Threshold 1
Effect Combat_V_Faction_Poland -1
Level Fears_the_Poles
Description Fears_the_Poles_desc
EffectsDescription Fears_the_Poles_effects_desc
Threshold 2
Effect TroopMorale -1
Effect Combat_V_Faction_Poland -2
Level Terrified_of_Poles
Description Terrified_of_Poles_desc
EffectsDescription Terrified_of_Poles_effects_desc
Threshold 4
Effect TroopMorale -2
Effect Combat_V_Faction_Poland -3

;------------------------------------------
Trait Hatespoland
Characters family
NoGoingBackLevel 3
AntiTraits Fearspoland
Level Dislikes_the_Poles
Description Dislikes_the_Poles_desc
EffectsDescription Dislikes_the_Poles_effects_desc
Threshold 1
Effect Combat_V_Faction_Poland 1
Level Hates_the_Poles
Description Hates_the_Poles_desc
EffectsDescription Hates_the_Poles_effects_desc
Threshold 2
Effect TroopMorale 1
Effect Combat_V_Faction_Poland 2
Level Loathes_Poland
Description Loathes_Poland_desc
EffectsDescription Loathes_Poland_effects_desc
Threshold 4
Effect Combat_V_Faction_Poland 3

;------------------------------------------
Trait Fearsportugal
Characters family
AntiTraits Hatesportugal
Level Wary_of_Portugese
Description Wary_of_Portugese_desc
EffectsDescription Wary_of_Portugese_effects_desc
Threshold 1
Effect Combat_V_Faction_Portugal -1
Level Fears_Portugese
Description Fears_Portugese_desc
EffectsDescription Fears_Portugese_effects_desc
Threshold 2
Effect TroopMorale -1
Effect Combat_V_Faction_Portugal -2
Level Terrified_of_Portugese
Description Terrified_of_Portugese_desc
EffectsDescription Terrified_of_Portugese_effects_desc
Threshold 4
Effect TroopMorale -2
Effect Combat_V_Faction_Portugal -3

;------------------------------------------
Trait Hatesportugal
Characters family
NoGoingBackLevel 3
AntiTraits Fearsportugal
Level Dislikes_Portugese
Description Dislikes_Portugese_desc
EffectsDescription Dislikes_Portugese_effects_desc
Threshold 1
Effect Combat_V_Faction_Portugal 1
Level Hates_Portugese
Description Hates_Portugese_desc
EffectsDescription Hates_Portugese_effects_desc
Threshold 2
Effect TroopMorale 1
Effect Combat_V_Faction_Portugal 2
Level Loathes_Portugal
Description Loathes_Portugal_desc
EffectsDescription Loathes_Portugal_effects_desc
Threshold 4
Effect Combat_V_Faction_Portugal 3

;------------------------------------------
Trait Fearsslave
Characters family
AntiTraits Hatesslave
Level Wary_of_Rebels
Description Wary_of_Rebels_desc
EffectsDescription Wary_of_Rebels_effects_desc
Threshold 1

Level Fears_Rebelling_Forces
Description Fears_Rebelling_Forces_desc
EffectsDescription Fears_Rebelling_Forces_effects_desc
Threshold 2
Effect TroopMorale -1
Level Terrified_of_Rebellion
Description Terrified_of_Rebellion_desc
EffectsDescription Terrified_of_Rebellion_effects_desc
Threshold 4
Effect Loyalty 1
Effect TroopMorale -2

;------------------------------------------
Trait Hatesslave
Characters family
NoGoingBackLevel 3
AntiTraits Fearsslave
Level Dislikes_Rebels
Description Dislikes_Rebels_desc
EffectsDescription Dislikes_Rebels_effects_desc
Threshold 1

Level Hates_Rebels
Description Hates_Rebels_desc
EffectsDescription Hates_Rebels_effects_desc
Threshold 2
Effect TroopMorale 1
Level Loathes_Rebelious_Scum
Description Loathes_Rebelious_Scum_desc
EffectsDescription Loathes_Rebelious_Scum_effects_desc
GainMessage Loathes_Rebelious_Scum_gain_desc
Threshold 4
Effect Loyalty 1

;------------------------------------------
Trait Fearsrussia
Characters family
AntiTraits Hatesrussia
Level Wary_of_Russians
Description Wary_of_Russians_desc
EffectsDescription Wary_of_Russians_effects_desc
Threshold 1
Effect Combat_V_Faction_Russia -1
Level Fears_Russians
Description Fears_Russians_desc
EffectsDescription Fears_Russians_effects_desc
Threshold 2
Effect TroopMorale -1
Effect Combat_V_Faction_Russia -2
Level Terrified_of_Russians
Description Terrified_of_Russians_desc
EffectsDescription Terrified_of_Russians_effects_desc
Threshold 4
Effect TroopMorale -2
Effect Combat_V_Faction_Russia -3

;------------------------------------------
Trait Hatesrussia
Characters family
NoGoingBackLevel 3
AntiTraits Fearsrussia
Level Dislikes_Russians
Description Dislikes_Russians_desc
EffectsDescription Dislikes_Russians_effects_desc
Threshold 1
Effect Combat_V_Faction_Russia 1
Level Hates_Russians
Description Hates_Russians_desc
EffectsDescription Hates_Russians_effects_desc
Threshold 2
Effect Combat_V_Faction_Russia 2
Level Loathes_Russians
Description Loathes_Russians_desc
EffectsDescription Loathes_Russians_effects_desc
Threshold 4
Effect TroopMorale -1
Effect Combat_V_Faction_Russia 3

;------------------------------------------
Trait Fearsscotland
Characters family
AntiTraits Hatesscotland
Level Wary_of_Scots
Description Wary_of_Scots_desc
EffectsDescription Wary_of_Scots_effects_desc
Threshold 1
Effect Combat_V_Faction_Scotland -1
Level Fears_Scots
Description Fears_Scots_desc
EffectsDescription Fears_Scots_effects_desc
Threshold 2
Effect TroopMorale -1
Effect Combat_V_Faction_Scotland -2
Level Terrified_of_Scottish
Description Terrified_of_Scottish_desc
EffectsDescription Terrified_of_Scottish_effects_desc
Threshold 4
Effect TroopMorale -2
Effect Combat_V_Faction_Scotland -3

;------------------------------------------
Trait Hatesscotland
Characters family
NoGoingBackLevel 3
AntiTraits Fearsscotland
Level Dislikes_Scots
Description Dislikes_Scots_desc
EffectsDescription Dislikes_Scots_effects_desc
Threshold 1
Effect Combat_V_Faction_Scotland 1
Level Hates_Scots
Description Hates_Scots_desc
EffectsDescription Hates_Scots_effects_desc
Threshold 2
Effect Combat_V_Faction_Scotland 2
Level Loathes_Scottish_Scum
Description Loathes_Scottish_Scum_desc
EffectsDescription Loathes_Scottish_Scum_effects_desc
Threshold 4
Effect TroopMorale -1
Effect Combat_V_Faction_Scotland 3

;------------------------------------------
Trait Fearssicily
Characters family
AntiTraits Hatessicily
Level Wary_of_Sicilians
Description Wary_of_Sicilians_desc
EffectsDescription Wary_of_Sicilians_effects_desc
Threshold 1
Effect Combat_V_Faction_Sicily -1
Level Fears_Sicilians
Description Fears_Sicilians_desc
EffectsDescription Fears_Sicilians_effects_desc
Threshold 2
Effect TroopMorale -1
Effect Combat_V_Faction_Sicily -2
Level Terrified_of_Sicilians
Description Terrified_of_Sicilians_desc
EffectsDescription Terrified_of_Sicilians_effects_desc
Threshold 4
Effect TroopMorale -2
Effect Combat_V_Faction_Sicily -3

;------------------------------------------
Trait Hatessicily
Characters family
NoGoingBackLevel 3
AntiTraits Fearssicily
Level Dislikes_Sicilians
Description Dislikes_Sicilians_desc
EffectsDescription Dislikes_Sicilians_effects_desc
Threshold 1
Effect Combat_V_Faction_Sicily 1
Level Hates_Sicilians
Description Hates_Sicilians_desc
EffectsDescription Hates_Sicilians_effects_desc
Threshold 2
Effect Combat_V_Faction_Sicily 2
Level Loathes_Sicilian_Scum
Description Loathes_Sicilian_Scum_desc
EffectsDescription Loathes_Sicilian_Scum_effects_desc
Threshold 4
Effect TroopMorale -1
Effect Combat_V_Faction_Sicily 3

;------------------------------------------
Trait Fearsspain
Characters family
AntiTraits Hatesspain
Level Wary_of_Spaniards
Description Wary_of_Spaniards_desc
EffectsDescription Wary_of_Spaniards_effects_desc
Threshold 1
Effect Combat_V_Faction_Spain -1
Level Fears_the_Spanish
Description Fears_the_Spanish_desc
EffectsDescription Fears_the_Spanish_effects_desc
Threshold 2
Effect TroopMorale -1
Effect Combat_V_Faction_Spain -2
Level Terrified_of_the_Spanish
Description Terrified_of_the_Spanish_desc
EffectsDescription Terrified_of_the_Spanish_effects_desc
Threshold 4
Effect TroopMorale -2
Effect Combat_V_Faction_Spain -3

;------------------------------------------
Trait Hatesspain
Characters family
NoGoingBackLevel 3
AntiTraits Fearsspain
Level Dislikes_the_Spanish
Description Dislikes_the_Spanish_desc
EffectsDescription Dislikes_the_Spanish_effects_desc
Threshold 1
Effect Combat_V_Faction_Spain 1
Level Hates_the_Spanish
Description Hates_the_Spanish_desc
EffectsDescription Hates_the_Spanish_effects_desc
Threshold 2
Effect Combat_V_Faction_Spain 2
Level Loathes_the_Spanish
Description Loathes_the_Spanish_desc
EffectsDescription Loathes_the_Spanish_effects_desc
Threshold 4
Effect TroopMorale -1
Effect Combat_V_Faction_Spain 3

;------------------------------------------
Trait Fearstimurids
Characters family
AntiTraits Hatestimurids
Level Wary_of_Timurids
Description Wary_of_Timurids_desc
EffectsDescription Wary_of_Timurids_effects_desc
Threshold 1
Effect Combat_V_Faction_Timurids -1
Level Fears_the_Timurids
Description Fears_the_Timurids_desc
EffectsDescription Fears_the_Timurids_effects_desc
Threshold 2
Effect TroopMorale -1
Effect Combat_V_Faction_Timurids -2
Level Terrified_of_the_Timurids
Description Terrified_of_the_Timurids_desc
EffectsDescription Terrified_of_the_Timurids_effects_desc
Threshold 4
Effect TroopMorale -2
Effect Combat_V_Faction_Timurids -3

;------------------------------------------
Trait Hatestimurids
Characters family
NoGoingBackLevel 3
AntiTraits Fearstimurids
Level Dislikes_the_Timurids
Description Dislikes_the_Timurids_desc
EffectsDescription Dislikes_the_Timurids_effects_desc
Threshold 1
Effect Combat_V_Faction_Timurids 1
Level Hates_the_Timurids
Description Hates_the_Timurids_desc
EffectsDescription Hates_the_Timurids_effects_desc
Threshold 2
Effect Combat_V_Faction_Timurids 2
Level Loathes_the_Invading_Timurids
Description Loathes_the_Invading_Timurids_desc
EffectsDescription Loathes_the_Invading_Timurids_effects_desc
Threshold 4
Effect TroopMorale -1
Effect Combat_V_Faction_Timurids 3

;------------------------------------------
Trait Fearsturks
Characters family
AntiTraits Hatesturks
Level Wary_of_the_Turks
Description Wary_of_the_Turks_desc
EffectsDescription Wary_of_the_Turks_effects_desc
Threshold 1
Effect Combat_V_Faction_Turks -1
Level Fears_the_Turks
Description Fears_the_Turks_desc
EffectsDescription Fears_the_Turks_effects_desc
Threshold 2
Effect TroopMorale -1
Effect Combat_V_Faction_Turks -2
Level Terrified_of_the_Turkish
Description Terrified_of_the_Turkish_desc
EffectsDescription Terrified_of_the_Turkish_effects_desc
Threshold 4
Effect TroopMorale -2
Effect Combat_V_Faction_Turks -3

;------------------------------------------
Trait Hatesturks
Characters family
NoGoingBackLevel 3
AntiTraits Fearsturks
Level Dislikes_the_Turks
Description Dislikes_the_Turks_desc
EffectsDescription Dislikes_the_Turks_effects_desc
Threshold 1
Effect Combat_V_Faction_Turks 1
Level Hates_the_Turks
Description Hates_the_Turks_desc
EffectsDescription Hates_the_Turks_effects_desc
Threshold 2
Effect Combat_V_Faction_Turks 2
Level Loathes_the_Turkish
Description Loathes_the_Turkish_desc
EffectsDescription Loathes_the_Turkish_effects_desc
Threshold 4
Effect TroopMorale -1
Effect Combat_V_Faction_Turks 3

;------------------------------------------
Trait Fearsvenice
Characters family
AntiTraits Hatesvenice
Level Wary_of_Venetians
Description Wary_of_Venetians_desc
EffectsDescription Wary_of_Venetians_effects_desc
Threshold 1
Effect Combat_V_Faction_Venice -1
Level Fears_Venetians
Description Fears_Venetians_desc
EffectsDescription Fears_Venetians_effects_desc
Threshold 2
Effect TroopMorale -1
Effect Combat_V_Faction_Venice -2
Level Terrified_of_Venetians
Description Terrified_of_Venetians_desc
EffectsDescription Terrified_of_Venetians_effects_desc
Threshold 4
Effect TroopMorale -2
Effect Combat_V_Faction_Venice -3

;------------------------------------------
Trait Hatesvenice
Characters family
NoGoingBackLevel 3
AntiTraits Fearsvenice
Level Dislikes_the_Venetians
Description Dislikes_the_Venetians_desc
EffectsDescription Dislikes_the_Venetians_effects_desc
Threshold 1
Effect Combat_V_Faction_Venice 1
Level Hates_the_Venetians
Description Hates_the_Venetians_desc
EffectsDescription Hates_the_Venetians_effects_desc
Threshold 2
Effect Combat_V_Faction_Venice 2
Level Loathes_the_Venetians
Description Loathes_the_Venetians_desc
EffectsDescription Loathes_the_Venetians_effects_desc
Threshold 4
Effect TroopMorale -1
Effect Combat_V_Faction_Venice 3

;------------------------------------------
Trait Fearscatholic
Characters family
AntiTraits Hatescatholic
Level Nervous_Battling_Catholics
Description Nervous_Battling_Catholics_desc
EffectsDescription Nervous_Battling_Catholics_effects_desc
Threshold 1
Effect Combat_V_Religion_catholic -1
Level Fears_Catholic_Warriors
Description Fears_Catholic_Warriors_desc
EffectsDescription Fears_Catholic_Warriors_effects_desc
Threshold 2
Effect TroopMorale -1
Effect Combat_V_Religion_catholic -2
Level Terrified_of_Catholic_Warriors
Description Terrified_of_Catholic_Warriors_desc
EffectsDescription Terrified_of_Catholic_Warriors_effects_desc
Threshold 4
Effect TroopMorale -2
Effect Combat_V_Religion_catholic -3

;------------------------------------------
Trait Hatescatholic
Characters family
AntiTraits Fearscatholic
Level Dislikes_Catholics
Description Dislikes_Catholics_desc
EffectsDescription Dislikes_Catholics_effects_desc
Threshold 1
Effect Combat_V_Religion_catholic 1
Level Hates_Catholics
Description Hates_Catholics_desc
EffectsDescription Hates_Catholics_effects_desc
Threshold 2
Effect Combat_V_Religion_catholic 2
Level Loathes_Catholics
Description Loathes_Catholics_desc
EffectsDescription Loathes_Catholics_effects_desc
Threshold 4
Effect TroopMorale -1
Effect Combat_V_Religion_catholic 3

;------------------------------------------
Trait Fearsorthodox
Characters family
AntiTraits Hatesorthodox
Level Nervous_Battling_Orthodox
Description Nervous_Battling_Orthodox_desc
EffectsDescription Nervous_Battling_Orthodox_effects_desc
Threshold 1
Effect Combat_V_Religion_orthodox -1
Level Fears_Orthodox_Warriors
Description Fears_Orthodox_Warriors_desc
EffectsDescription Fears_Orthodox_Warriors_effects_desc
Threshold 2
Effect TroopMorale -1
Effect Combat_V_Religion_orthodox -2
Level Terrified_of_Orthodox_Warriors
Description Terrified_of_Orthodox_Warriors_desc
EffectsDescription Terrified_of_Orthodox_Warriors_effects_desc
Threshold 4
Effect TroopMorale -2
Effect Combat_V_Religion_orthodox -3

;------------------------------------------
Trait Hatesorthodox
Characters family
AntiTraits Fearsorthodox
Level Dislikes_Orthodox
Description Dislikes_Orthodox_desc
EffectsDescription Dislikes_Orthodox_effects_desc
Threshold 1
Effect Combat_V_Religion_orthodox 1
Level Hates_Orthodox
Description Hates_Orthodox_desc
EffectsDescription Hates_Orthodox_effects_desc
Threshold 2
Effect Combat_V_Religion_orthodox 2
Level Loathes_Orthodox
Description Loathes_Orthodox_desc
EffectsDescription Loathes_Orthodox_effects_desc
Threshold 4
Effect TroopMorale -1
Effect Combat_V_Religion_orthodox 3

;------------------------------------------
Trait Fearsislam
Characters family
AntiTraits Hatesislam
Level Wary_of_Muslims
Description Wary_of_Muslims_desc
EffectsDescription Wary_of_Muslims_effects_desc
Threshold 1
Effect Combat_V_Religion_islam -1
Level Fears_Muslims
Description Fears_Muslims_desc
EffectsDescription Fears_Muslims_effects_desc
Threshold 2
Effect TroopMorale -1
Effect Combat_V_Religion_islam -2
Level Terrified_of_Islam
Description Terrified_of_Islam_desc
EffectsDescription Terrified_of_Islam_effects_desc
Threshold 4
Effect TroopMorale -2
Effect Combat_V_Religion_islam -3

;------------------------------------------
Trait Hatesislam
Characters family
AntiTraits Fearsislam
Level Dislikes_Muslims
Description Dislikes_Muslims_desc
EffectsDescription Dislikes_Muslims_effects_desc
Threshold 1
Effect Combat_V_Religion_islam 1
Level Hates_Muslims
Description Hates_Muslims_desc
EffectsDescription Hates_Muslims_effects_desc
Threshold 2
Effect Combat_V_Religion_islam 2
Level Loathes_Muslims
Description Loathes_Muslims_desc
EffectsDescription Loathes_Muslims_effects_desc
Threshold 4
Effect TroopMorale -1
Effect Combat_V_Religion_islam 3

;------------------------------------------
Trait Fearsheretic
Characters family
AntiTraits Hatesheretic
Level Wary_of_Heresy
Description Wary_of_Heresy_desc
EffectsDescription Wary_of_Heresy_effects_desc
Threshold 1

Level Fears_Heretics
Description Fears_Heretics_desc
EffectsDescription Fears_Heretics_effects_desc
Threshold 2

Level Terrified_of_Heretics
Description Terrified_of_Heretics_desc
EffectsDescription Terrified_of_Heretics_effects_desc
Threshold 4


;------------------------------------------
Trait Hatesheretic
Characters family
AntiTraits Fearsheretic
Level Dislikes_Heretics
Description Dislikes_Heretics_desc
EffectsDescription Dislikes_Heretics_effects_desc
Threshold 1

Level Hates_Heretics
Description Hates_Heretics_desc
EffectsDescription Hates_Heretics_effects_desc
Threshold 2

Level Loathes_Heretics
Description Loathes_Heretics_desc
EffectsDescription Loathes_Heretics_effects_desc
Threshold 4
Effect TroopMorale -1

;------------------------------------------
Trait Fearspagan
Characters family
AntiTraits Hatespagan
Level Wary_of_Pagans
Description Wary_of_Pagans_desc
EffectsDescription Wary_of_Pagans_effects_desc
Threshold 1
Effect Combat_V_Religion_pagan -1
Level Fears_Pagans
Description Fears_Pagans_desc
EffectsDescription Fears_Pagans_effects_desc
Threshold 2
Effect TroopMorale -1
Effect Combat_V_Religion_pagan -2
Level Terrified_of_Pagan_Ways
Description Terrified_of_Pagan_Ways_desc
EffectsDescription Terrified_of_Pagan_Ways_effects_desc
Threshold 4
Effect TroopMorale -2
Effect Combat_V_Religion_pagan -3

;------------------------------------------
Trait Hatespagan
Characters family
AntiTraits Fearspagan
Level Dislikes_Pagans
Description Dislikes_Pagans_desc
EffectsDescription Dislikes_Pagans_effects_desc
Threshold 1
Effect Combat_V_Religion_pagan 1
Level Hates_Pagans
Description Hates_Pagans_desc
EffectsDescription Hates_Pagans_effects_desc
Threshold 2
Effect Combat_V_Religion_pagan 2
Level Loathes_Paganism
Description Loathes_Paganism_desc
EffectsDescription Loathes_Paganism_effects_desc
Threshold 4
Effect TroopMorale -1
Effect Combat_V_Religion_pagan 3

;------------------------------------------
Trait Inbred
Characters family
NoGoingBackLevel 1
Level A_Bit_Odd
Description A_Bit_Odd_desc
EffectsDescription A_Bit_Odd_effects_desc
Threshold 1
Effect Fertility -1
Level Of_Dubious_Lineage
Description Of_Dubious_Lineage_desc
EffectsDescription Of_Dubious_Lineage_effects_desc
Threshold 2
Effect Fertility -2
Level Inbred
Description Inbred_desc
EffectsDescription Inbred_effects_desc
Threshold 3
Effect Command -1
Effect TaxCollection -2
Effect Fertility -3
Level Woefully_Inbred
Description Woefully_Inbred_desc
EffectsDescription Woefully_Inbred_effects_desc
Threshold 4
Effect Command -1
Effect Authority -1
Effect TaxCollection -5
Effect Fertility -4
Level Spawn_of_Incest
Description Spawn_of_Incest_desc
EffectsDescription Spawn_of_Incest_effects_desc
Threshold 5
Effect Command -2
Effect Authority -2
Effect TaxCollection -10
Effect Fertility -5
Level Betrothed_to_Mother
Description Betrothed_to_Mother_desc
EffectsDescription Betrothed_to_Mother_effects_desc
Epithet Betrothed_to_Mother_epithet_desc
Threshold 6
Effect Command -3
Effect Authority -3
Effect TaxCollection -15

;------------------------------------------
Trait Handsome
Characters family
NoGoingBackLevel 1
AntiTraits Ugly
Level Handsome
Description Handsome_desc
EffectsDescription Handsome_effects_desc
Threshold 1
Effect LocalPopularity 1
Level Physically_Attractive
Description Physically_Attractive_desc
EffectsDescription Physically_Attractive_effects_desc
Threshold 2
Effect LocalPopularity 2
Level Striking_to_Behold
Description Striking_to_Behold_desc
EffectsDescription Striking_to_Behold_effects_desc
Threshold 3
Effect Authority 1
Effect LocalPopularity 3
Level Physically_Flawless
Description Physically_Flawless_desc
EffectsDescription Physically_Flawless_effects_desc
Epithet Physically_Flawless_epithet_desc
Threshold 4
Effect Authority 1
Effect LocalPopularity 4

;------------------------------------------
Trait Ugly
Characters family
NoGoingBackLevel 1
AntiTraits Handsome
Level Plain
Description Plain_desc
EffectsDescription Plain_effects_desc
Threshold 1
Effect LocalPopularity -1
Level A_Bit_Rough
Description A_Bit_Rough_desc
EffectsDescription A_Bit_Rough_effects_desc
Threshold 2
Effect Command 1
Effect LocalPopularity -2
Level Ugly
Description Ugly_desc
EffectsDescription Ugly_effects_desc
Threshold 3
Effect Command 1
Effect LocalPopularity -3
Effect Fertility -1
Level Repulsive_to_Behold
Description Repulsive_to_Behold_desc
EffectsDescription Repulsive_to_Behold_effects_desc
Threshold 4
Effect Command 1
Effect LocalPopularity -4
Effect Fertility -2
Level Cruelly_Deformed
Description Cruelly_Deformed_desc
EffectsDescription Cruelly_Deformed_effects_desc
Epithet Cruelly_Deformed_epithet_desc
Threshold 5
Effect Fertility -3

;------------------------------------------
Trait Fertile
Characters family
NoGoingBackLevel 2
AntiTraits Inbred, Infertile
Level Virile
Description Virile_desc
EffectsDescription Virile_effects_desc
Threshold 1
Effect Fertility 1
Level Fertile
Description Fertile_desc
EffectsDescription Fertile_effects_desc
Threshold 2
Effect Fertility 2
Level Prolific
Description Prolific_desc
EffectsDescription Prolific_effects_desc
Threshold 4
Effect Fertility 3

;------------------------------------------
Trait Infertile
Characters family
NoGoingBackLevel 2
AntiTraits Fertile
Level Effete
Description Effete_desc
EffectsDescription Effete_effects_desc
Threshold 1
Effect Fertility -1
Level Infertile
Description Infertile_desc
EffectsDescription Infertile_effects_desc
Threshold 2
Effect Fertility -2
Level Lame_of_Loin
Description Lame_of_Loin_desc
EffectsDescription Lame_of_Loin_effects_desc
Threshold 3
Effect Fertility -3

;------------------------------------------
Trait GoodTaxman
Characters family
AntiTraits BadTaxman
Level Good_with_Taxes
Description Good_with_Taxes_desc
EffectsDescription Good_with_Taxes_effects_desc
Threshold 1
Effect TaxCollection 10
Level Thorough_Taxman
Description Thorough_Taxman_desc
EffectsDescription Thorough_Taxman_effects_desc
Threshold 2
Effect TaxCollection 20
Effect Unrest 1
Level Cruelly_Exacting_Taxman
Description Cruelly_Exacting_Taxman_desc
EffectsDescription Cruelly_Exacting_Taxman_effects_desc
Threshold 3
Effect TaxCollection 30
Effect Unrest 2

;------------------------------------------
Trait BadTaxman
Characters family
AntiTraits GoodTaxman
Level Poor_with_Taxes
Description Poor_with_Taxes_desc
EffectsDescription Poor_with_Taxes_effects_desc
Threshold 1
Effect TaxCollection -10
Level Sloppy_Taxman
Description Sloppy_Taxman_desc
EffectsDescription Sloppy_Taxman_effects_desc
Threshold 2
Effect TaxCollection -20
Level Tax_Farmer
Description Tax_Farmer_desc
EffectsDescription Tax_Farmer_effects_desc
Threshold 3
Effect TaxCollection -30

;------------------------------------------
Trait Divorced
Characters family
Hidden
AntiTraits Cuckold
Level Divorced
Description Divorced_desc
EffectsDescription Divorced_effects_desc
Threshold 1


;------------------------------------------
Trait GoodRiskyAttacker
Characters family
AntiTraits BadRiskyAttacker
Level Bold_Attacker
Description Bold_Attacker_desc
EffectsDescription Bold_Attacker_effects_desc
Threshold 2
Effect TroopMorale 1
Effect Attack 1
Level Risky_Attacker
Description Risky_Attacker_desc
EffectsDescription Risky_Attacker_effects_desc
Threshold 4
Effect TroopMorale 1
Effect Attack 2
Level Suicidal_Attacker
Description Suicidal_Attacker_desc
EffectsDescription Suicidal_Attacker_effects_desc
Epithet Suicidal_Attacker_epithet_desc
Threshold 6
Effect TroopMorale -1
Effect Attack 3

;------------------------------------------
Trait BadRiskyAttacker
Characters family
AntiTraits GoodRiskyAttacker
Level Poor_Risk_Taker
Description Poor_Risk_Taker_desc
EffectsDescription Poor_Risk_Taker_effects_desc
Threshold 3
Effect Attack -1
Level Picks_Fights_oorly
Description Picks_Fights_oorly_desc
EffectsDescription Picks_Fights_oorly_effects_desc
Threshold 6
Effect TroopMorale -1
Effect Attack -2
Level Utterly_Foolhardy
Description Utterly_Foolhardy_desc
EffectsDescription Utterly_Foolhardy_effects_desc
Threshold 12
Effect TroopMorale -1
Effect Attack -3

;------------------------------------------
Trait GoodRiskyDefender
Characters family
AntiTraits BadRiskyDefender
Level Calm_When_Outnumbered
Description Calm_When_Outnumbered_desc
EffectsDescription Calm_When_Outnumbered_effects_desc
Threshold 2
Effect Defence 1
Level Determined_in_Defence
Description Determined_in_Defence_desc
EffectsDescription Determined_in_Defence_effects_desc
Threshold 4
Effect TroopMorale 1
Effect Defence 2
Level Fears_no_Odds
Description Fears_no_Odds_desc
EffectsDescription Fears_no_Odds_effects_desc
Epithet Fears_no_Odds_epithet_desc
Threshold 6
Effect TroopMorale 1
Effect Defence 3

;------------------------------------------
Trait BadRiskyDefender
Characters family
AntiTraits GoodRiskyDefender
Level Poor_Against_Numbers
Description Poor_Against_Numbers_desc
EffectsDescription Poor_Against_Numbers_effects_desc
Threshold 3
Effect Defence -1
Level Beaten_by_Odds
Description Beaten_by_Odds_desc
EffectsDescription Beaten_by_Odds_effects_desc
Threshold 6
Effect Defence -2
Level Doomed_Defender
Description Doomed_Defender_desc
EffectsDescription Doomed_Defender_effects_desc
Threshold 12
Effect Defence -3

;------------------------------------------
Trait Superstitious
Characters family
NoGoingBackLevel 3
AntiTraits Pragmatic
Level Silly_Beliefs
Description Silly_Beliefs_desc
EffectsDescription Silly_Beliefs_effects_desc
Threshold 1
Effect Piety -1
Level Superstitious
Description Superstitious_desc
EffectsDescription Superstitious_effects_desc
Threshold 2
Effect Piety -1
Effect TroopMorale -1
Level Slave_to_Superstition
Description Slave_to_Superstition_desc
EffectsDescription Slave_to_Superstition_effects_desc
Threshold 3
Effect Piety -2
Effect Authority -1
Effect TroopMorale -2

;------------------------------------------
Trait Pragmatic
Characters family
NoGoingBackLevel 3
AntiTraits Superstitious
Level Mostly_Rational
Description Mostly_Rational_desc
EffectsDescription Mostly_Rational_effects_desc
Threshold 1
Effect Authority 1
Level No_Nonsense
Description No_Nonsense_desc
EffectsDescription No_Nonsense_effects_desc
Threshold 2
Effect Authority 2
Effect TroopMorale 1
Level Utterly_Pragmatic
Description Utterly_Pragmatic_desc
EffectsDescription Utterly_Pragmatic_effects_desc
Threshold 3
Effect Authority 3
Effect TroopMorale 2

;------------------------------------------
Trait ExpensiveTastes
Characters family
NoGoingBackLevel 2
AntiTraits Cheapskate, Austere
Level Extravagant
Description Extravagant_desc
EffectsDescription Extravagant_effects_desc
Threshold 1
Effect Construction -5
Effect TaxCollection -10
Level Royally_Extravagant
Description Royally_Extravagant_desc
EffectsDescription Royally_Extravagant_effects_desc
Threshold 2
Effect Construction -10
Effect TaxCollection -20
Effect Squalor -1
Level Wildly_Extravagant
Description Wildly_Extravagant_desc
EffectsDescription Wildly_Extravagant_effects_desc
Threshold 3
Effect Construction -15
Effect TaxCollection -30
Effect Squalor -2

;------------------------------------------
Trait Cheapskate
Characters family
NoGoingBackLevel 2
AntiTraits ExpensiveTastes, Aesthetic
Level Cheap
Description Cheap_desc
EffectsDescription Cheap_effects_desc
Threshold 1
Effect Construction 5
Effect TaxCollection 5
Effect Squalor 1
Level Tight
Description Tight_desc
EffectsDescription Tight_effects_desc
Threshold 2
Effect Construction 10
Effect TaxCollection 10
Effect Squalor 2
Level Total_Cheapskate
Description Total_Cheapskate_desc
EffectsDescription Total_Cheapskate_effects_desc
Threshold 3
Effect Construction 15
Effect TaxCollection 15
Effect Squalor 3

;------------------------------------------
Trait Hypochondriac
Characters family
NoGoingBackLevel 3
AntiTraits HaleAndHearty, Sane
Level Feeling_Poorly
Description Feeling_Poorly_desc
EffectsDescription Feeling_Poorly_effects_desc
Threshold 1
Effect Attack -1
Effect HitPoints -2
Level Delusions_of_Illness
Description Delusions_of_Illness_desc
EffectsDescription Delusions_of_Illness_effects_desc
Threshold 2
Effect TroopMorale -1
Effect Attack -1
Effect HitPoints -4
Level Hypochondriac
Description Hypochondriac_desc
EffectsDescription Hypochondriac_effects_desc
Threshold 3
Effect TroopMorale -2
Effect Attack -2
Effect HitPoints -6

;------------------------------------------
Trait HaleAndHearty
Characters family
NoGoingBackLevel 3
AntiTraits Hypochondriac
Level Healthy
Description Healthy_desc
EffectsDescription Healthy_effects_desc
Threshold 1
Effect HitPoints 2
Level In_Good_Health
Description In_Good_Health_desc
EffectsDescription In_Good_Health_effects_desc
Threshold 2
Effect HitPoints 4
Level Bastion_of_Health
Description Bastion_of_Health_desc
EffectsDescription Bastion_of_Health_effects_desc
Threshold 3
Effect Fertility 1
Effect HitPoints 6

;------------------------------------------
Trait TouchedByTheGods
Characters family
NoGoingBackLevel 2
AntiTraits Sane, PublicAtheism
Level Servant_of_Heaven
Description Servant_of_Heaven_desc
EffectsDescription Servant_of_Heaven_effects_desc
Threshold 1
Effect Piety 2
Level Dramatic_Visions
Description Dramatic_Visions_desc
EffectsDescription Dramatic_Visions_effects_desc
Threshold 2
Effect Piety 3
Level Vision_of_Prophecy
Description Vision_of_Prophecy_desc
EffectsDescription Vision_of_Prophecy_effects_desc
Threshold 3
Effect Piety 4

;------------------------------------------
Trait Sane
Characters family
Hidden
AntiTraits TouchedByTheGods, Insane, Deranged
Level Sane
Description Sane_desc
EffectsDescription Sane_effects_desc
Threshold 1


;------------------------------------------
Trait Insane
Characters family
NoGoingBackLevel 2
AntiTraits Sane
Level Dysfunctional
Description Dysfunctional_desc
EffectsDescription Dysfunctional_effects_desc
Threshold 1
Effect Authority -1
Effect TroopMorale -1
Level Quite_Mad
Description Quite_Mad_desc
EffectsDescription Quite_Mad_effects_desc
Threshold 2
Effect Authority -2
Effect TroopMorale -2
Level Utterly_Insane
Description Utterly_Insane_desc
EffectsDescription Utterly_Insane_effects_desc
Epithet Utterly_Insane_epithet_desc
Threshold 3
Effect Authority -4
Effect TroopMorale -3

;------------------------------------------
Trait Deranged
Characters family
NoGoingBackLevel 2
AntiTraits Sane
Level Skewed_View
Description Skewed_View_desc
EffectsDescription Skewed_View_effects_desc
Threshold 1
Effect Command -1
Effect Authority -1
Effect Trading -2
Level Deranged
Description Deranged_desc
EffectsDescription Deranged_effects_desc
Threshold 2
Effect Command -2
Effect Authority -2
Effect TroopMorale -1
Effect Trading -5
Effect TaxCollection -2
Level Dangerously_Mad
Description Dangerously_Mad_desc
EffectsDescription Dangerously_Mad_effects_desc
Epithet Dangerously_Mad_epithet_desc
Threshold 3
Effect Command -3
Effect Authority -3
Effect TroopMorale -2
Effect Trading -10
Effect TaxCollection -5

;------------------------------------------
Trait Bloodthirsty
Characters family
NoGoingBackLevel 2
AntiTraits Sane, Haemophobic
Level Fine_with_Blood
Description Fine_with_Blood_desc
EffectsDescription Fine_with_Blood_effects_desc
Threshold 1
Effect Chivalry -1
Effect Command 1
Effect TroopMorale 1
Level Sanguinary
Description Sanguinary_desc
EffectsDescription Sanguinary_effects_desc
Threshold 2
Effect Chivalry -2
Effect Command 1
Effect TroopMorale -1
Level Bloodthirsty
Description Bloodthirsty_desc
EffectsDescription Bloodthirsty_effects_desc
Threshold 3
Effect Chivalry -3
Effect Command -1
Effect TroopMorale -3

;------------------------------------------
Trait Haemophobic
Characters family
NoGoingBackLevel 2
AntiTraits Bloodthirsty, Brave
Level Un-Manly
Description Un-Manly_desc
EffectsDescription Un-Manly_effects_desc
Threshold 1
Effect Authority -1
Effect TroopMorale -1
Level Disgusted_by_Blood
Description Disgusted_by_Blood_desc
EffectsDescription Disgusted_by_Blood_effects_desc
Threshold 2
Effect Authority -2
Effect TroopMorale -2
Level Fears_Blood
Description Fears_Blood_desc
EffectsDescription Fears_Blood_effects_desc
Threshold 3
Effect Authority -3
Effect TroopMorale -3

;------------------------------------------
Trait Anger
Characters family
Level Easily_Riled
Description Easily_Riled_desc
EffectsDescription Easily_Riled_effects_desc
Threshold 1
Effect Authority 1
Level Seethes_with_Anger
Description Seethes_with_Anger_desc
EffectsDescription Seethes_with_Anger_effects_desc
Threshold 2
Effect Chivalry -1
Effect Command 1

Level Driven_by_Rage
Description Driven_by_Rage_desc
EffectsDescription Driven_by_Rage_effects_desc
Epithet Driven_by_Rage_epithet_desc
Threshold 3
Effect Chivalry -2
Effect Command 2


;------------------------------------------
Trait Lewd
Characters family
NoGoingBackLevel 3
AntiTraits Prim
Level Crude
Description Crude_desc
EffectsDescription Crude_effects_desc
Threshold 1
Effect Authority -1
Effect BribeResistance -2
Level Lewd
Description Lewd_desc
EffectsDescription Lewd_effects_desc
Threshold 2
Effect Authority -2
Effect BribeResistance -3
Level Shamelessly_Lewd
Description Shamelessly_Lewd_desc
EffectsDescription Shamelessly_Lewd_effects_desc
Epithet Shamelessly_Lewd_epithet_desc
Threshold 3
Effect Authority -3
Effect BribeResistance -5

;------------------------------------------
Trait Prim
Characters family
NoGoingBackLevel 2
AntiTraits Lewd, Feck, Perverted
Level Proper_Morals
Description Proper_Morals_desc
EffectsDescription Proper_Morals_effects_desc
Threshold 1
Effect Authority 1
Effect BribeResistance 2
Effect Law 1
Level Prim
Description Prim_desc
EffectsDescription Prim_effects_desc
Threshold 2
Effect Authority 2
Effect BribeResistance 3
Effect Law 2
Level Holier_than_Thou
Description Holier_than_Thou_desc
EffectsDescription Holier_than_Thou_effects_desc
Threshold 3
Effect Authority 2
Effect BribeResistance 4
Effect Squalor -1
Effect Law 3

;------------------------------------------
Trait IndecisiveAttacker
Characters family
AntiTraits GoodCommander, GoodAttacker
Level Hesitant_Attacker
Description Hesitant_Attacker_desc
EffectsDescription Hesitant_Attacker_effects_desc
Threshold 8
Effect Attack -1
Level Over-Cautious_Attacker
Description Over-Cautious_Attacker_desc
EffectsDescription Over-Cautious_Attacker_effects_desc
Threshold 16
Effect Attack -2
Level Indecisive_Attacker
Description Indecisive_Attacker_desc
EffectsDescription Indecisive_Attacker_effects_desc
Epithet Indecisive_Attacker_epithet_desc
Threshold 32
Effect Attack -3

;------------------------------------------
Trait Intelligent
Characters family
Level Smart
Description Smart_desc
EffectsDescription Smart_effects_desc
Threshold 1
Effect Command 1
Effect Trading 2
Effect TaxCollection 2
Level Intellligent
Description Intellligent_desc
EffectsDescription Intellligent_effects_desc
Threshold 2
Effect Command 2
Effect Trading 5
Effect TaxCollection 5
Level Genius
Description Genius_desc
EffectsDescription Genius_effects_desc
Threshold 4
Effect Command 3
Effect Trading 10
Effect TaxCollection 10

;------------------------------------------
Trait Despoiler
Characters family
Level Looter
Description Looter_desc
EffectsDescription Looter_effects_desc
Threshold 3
Effect Looting 10
Level Pillager
Description Pillager_desc
EffectsDescription Pillager_effects_desc
Threshold 6
Effect Looting 20
Level Sacker_of_Cities
Description Sacker_of_Cities_desc
EffectsDescription Sacker_of_Cities_effects_desc
Threshold 9
Effect Looting 30

;------------------------------------------
Trait Genocide
Characters family
Level Brutal_Conqueror
Description Brutal_Conqueror_desc
EffectsDescription Brutal_Conqueror_effects_desc
Threshold 3
Effect Chivalry -1
Effect Looting 10
Level Exterminator
Description Exterminator_desc
EffectsDescription Exterminator_effects_desc
Threshold 6
Effect Chivalry -2
Effect Looting 20
Level Butcher
Description Butcher_desc
EffectsDescription Butcher_effects_desc
Epithet Butcher_epithet_desc
Threshold 9
Effect Chivalry -3
Effect Looting 30

;------------------------------------------
Trait NaturalMilitarySkill
Characters family
Level Talent_for_Command
Description Talent_for_Command_desc
EffectsDescription Talent_for_Command_effects_desc
Threshold 1
Effect Command 1
Level Natural_Commander
Description Natural_Commander_desc
EffectsDescription Natural_Commander_effects_desc
Threshold 2
Effect Command 2
Level Born_to_Command
Description Born_to_Command_desc
EffectsDescription Born_to_Command_effects_desc
Threshold 3
Effect Command 3
Level Born_Conqueror
Description Born_Conqueror_desc
EffectsDescription Born_Conqueror_effects_desc
Threshold 4
Effect Command 4

;------------------------------------------
Trait NaturalSpySkill
Characters spy
Level Quietly_Observant
Description Quietly_Observant_desc
EffectsDescription Quietly_Observant_effects_desc
Threshold 1
Effect Subterfuge 1
Level Spying_Talent
Description Spying_Talent_desc
EffectsDescription Spying_Talent_effects_desc
Threshold 2
Effect Subterfuge 2
Level Natural_Spy
Description Natural_Spy_desc
EffectsDescription Natural_Spy_effects_desc
Threshold 3
Effect Subterfuge 3

;------------------------------------------
Trait NaturalDiplomatSkill
Characters diplomat
Level Diplomatic_Nature
Description Diplomatic_Nature_desc
EffectsDescription Diplomatic_Nature_effects_desc
Threshold 1
Effect Influence 1
Level Natural_Mediator
Description Natural_Mediator_desc
EffectsDescription Natural_Mediator_effects_desc
Threshold 2
Effect Influence 2
Level Diplomatic_Genius
Description Diplomatic_Genius_desc
EffectsDescription Diplomatic_Genius_effects_desc
Threshold 3
Effect Influence 3

;------------------------------------------
Trait NaturalAssassinSkill
Characters assassin
Level Cold_Killer
Description Cold_Killer_desc
EffectsDescription Cold_Killer_effects_desc
Threshold 1
Effect Subterfuge 1
Level Talent_for_Murder
Description Talent_for_Murder_desc
EffectsDescription Talent_for_Murder_effects_desc
Threshold 2
Effect Subterfuge 2
Level Born_to_Kill
Description Born_to_Kill_desc
EffectsDescription Born_to_Kill_effects_desc
Threshold 3
Effect Subterfuge 3

;------------------------------------------
Trait Factionleader
Characters family
AntiTraits Factionheir
Level Faction_Leader
Description Faction_Leader_desc
EffectsDescription Faction_Leader_effects_desc
Threshold 1
Effect Command 1
Effect Authority 2
Effect PersonalSecurity 3

;------------------------------------------
Trait Factionheir
Characters family
AntiTraits Exheir
Level Heir_Apparent
Description Heir_Apparent_desc
EffectsDescription Heir_Apparent_effects_desc
Threshold 1
Effect Command 1
Effect Authority 1
Effect PersonalSecurity 2

;------------------------------------------
Trait Exheir
Characters family
AntiTraits Factionheir
Level Former_Successor
Description Former_Successor_desc
EffectsDescription Former_Successor_effects_desc
Threshold 1
Effect Loyalty -3

;------------------------------------------
Trait NightBattleCapable
Characters family
AntiTraits Noctophobia
Level Night_Fighter
Description Night_Fighter_desc
EffectsDescription Night_Fighter_effects_desc
Threshold 1
Effect NightBattle 1

;------------------------------------------
Trait LoyaltyStarter
Characters family
Hidden
Level Loyalty_Starting_Value
Description Loyalty_Starting_Value_desc
EffectsDescription Loyalty_Starting_Value_effects_desc
Threshold 1
Effect Loyalty 5

;------------------------------------------
Trait PretentiousWoman
Characters princess
NoGoingBackLevel 2
AntiTraits HumbleWoman
Level Pretentious
Description Pretentious_desc
EffectsDescription Pretentious_effects_desc
Threshold 1
Effect Charm -1
Level Utter_Snob
Description Utter_Snob_desc
EffectsDescription Utter_Snob_effects_desc
Epithet Utter_Snob_epithet_desc
Threshold 2
Effect Charm -2

;------------------------------------------
Trait HumbleWoman
Characters princess
AntiTraits PretentiousWoman
Level Humble
Description Humble_desc
EffectsDescription Humble_effects_desc
Threshold 1
Effect Charm 1
Level Respectful
Description Respectful_desc
EffectsDescription Respectful_effects_desc
Threshold 2
Effect Charm 2

;------------------------------------------
Trait PrettyWoman
Characters princess
NoGoingBackLevel 1
AntiTraits UglyWoman
Level Attractive
Description Attractive_desc
EffectsDescription Attractive_effects_desc
Threshold 1
Effect Charm 1
Level Head_Turner
Description Head_Turner_desc
EffectsDescription Head_Turner_effects_desc
Threshold 2
Effect Charm 2
Level Vision_of_Beauty
Description Vision_of_Beauty_desc
EffectsDescription Vision_of_Beauty_effects_desc
Epithet Vision_of_Beauty_epithet_desc
Threshold 3
Effect Charm 3
Effect Fertility 1

;------------------------------------------
Trait UglyWoman
Characters princess
NoGoingBackLevel 1
AntiTraits PrettyWoman
Level Flawed_Features
Description Flawed_Features_desc
EffectsDescription Flawed_Features_effects_desc
Threshold 1
Effect Charm -1
Level Hideous
Description Hideous_desc
EffectsDescription Hideous_effects_desc
Epithet Hideous_epithet_desc
Threshold 2
Effect Charm -2
Effect Fertility -1

;------------------------------------------
Trait BraveWoman
Characters princess
AntiTraits TimidWoman
Level Brave_Woman
Description Brave_Woman_desc
EffectsDescription Brave_Woman_effects_desc
Threshold 1
Effect Charm 1
Effect PersonalSecurity 1
Level Dauntless_Woman
Description Dauntless_Woman_desc
EffectsDescription Dauntless_Woman_effects_desc
Threshold 2
Effect Charm 2
Effect PersonalSecurity 2

;------------------------------------------
Trait TimidWoman
Characters princess
AntiTraits BraveWoman
Level Timid
Description Timid_desc
EffectsDescription Timid_effects_desc
Threshold 2
Effect Charm -1
Level Skittish
Description Skittish_desc
EffectsDescription Skittish_effects_desc
Threshold 3
Effect Charm -2
Effect PersonalSecurity 1
Level Nuerotic
Description Nuerotic_desc
EffectsDescription Nuerotic_effects_desc
Threshold 4
Effect Charm -3
Effect PersonalSecurity 2

;------------------------------------------
Trait DesperateWoman
Characters princess
AntiTraits PrettyWoman, SpiritedWoman
Level Bruised_Confidence
Description Bruised_Confidence_desc
EffectsDescription Bruised_Confidence_effects_desc
Threshold 2
Effect Charm -1
Level Insecure
Description Insecure_desc
EffectsDescription Insecure_effects_desc
Threshold 3
Effect Charm -2
Level Desperate
Description Desperate_desc
EffectsDescription Desperate_effects_desc
Epithet Desperate_epithet_desc
Threshold 4
Effect Charm -3

;------------------------------------------
Trait SpiritedWoman
Characters princess
AntiTraits DesperateWoman
Level Spirited
Description Spirited_desc
EffectsDescription Spirited_effects_desc
Threshold 1
Effect Charm 1
Level Engaging
Description Engaging_desc
EffectsDescription Engaging_effects_desc
Threshold 2
Effect Charm 2
Level Self-serving
Description Self-serving_desc
EffectsDescription Self-serving_effects_desc
Threshold 3
Effect Charm -1

;------------------------------------------
Trait FaithfulWoman
Characters princess
AntiTraits UnchasteWoman
Level Reliable
Description Reliable_desc
EffectsDescription Reliable_effects_desc
Threshold 1
Effect Charm 1
Level Faithful
Description Faithful_desc
EffectsDescription Faithful_effects_desc
Threshold 2
Effect Charm 2
Level Unquestionably_Loyal
Description Unquestionably_Loyal_desc
EffectsDescription Unquestionably_Loyal_effects_desc
Threshold 4
Effect Loyalty 1
Effect Charm 2

;------------------------------------------
Trait UnchasteWoman
Characters princess
AntiTraits FaithfulWoman, PassionateWoman
Level Suggestive
Description Suggestive_desc
EffectsDescription Suggestive_effects_desc
Threshold 1
Effect Charm 1
Level Scarlet_Woman
Description Scarlet_Woman_desc
EffectsDescription Scarlet_Woman_effects_desc
Threshold 2
Effect Charm 2
Level Brazen_Hussy
Description Brazen_Hussy_desc
EffectsDescription Brazen_Hussy_effects_desc
Threshold 3
Effect Charm -2

;------------------------------------------
Trait VapidWoman
Characters princess
AntiTraits EducatedWoman
Level Simplistic
Description Simplistic_desc
EffectsDescription Simplistic_effects_desc
Threshold 1
Effect Charm -1
Level Vapid
Description Vapid_desc
EffectsDescription Vapid_effects_desc
Threshold 2
Effect Charm -1
Level Total_Bimbo
Description Total_Bimbo_desc
EffectsDescription Total_Bimbo_effects_desc
Epithet Total_Bimbo_epithet_desc
Threshold 3
Effect Charm -2

;------------------------------------------
Trait EducatedWoman
Characters princess
AntiTraits VapidWoman
Level Intelligent
Description Intelligent_desc
EffectsDescription Intelligent_effects_desc
Threshold 1
Effect Charm 1
Level Educated
Description Educated_desc
EffectsDescription Educated_effects_desc
Threshold 2
Effect Charm 1
Level Scholarly
Description Scholarly_desc
EffectsDescription Scholarly_effects_desc
Threshold 3
Effect Charm 2

;------------------------------------------
Trait PassionateWoman
Characters princess
AntiTraits ColdWoman, UnchasteWoman
Level Warm
Description Warm_desc
EffectsDescription Warm_effects_desc
Threshold 1
Effect Charm 1
Level Passionate
Description Passionate_desc
EffectsDescription Passionate_effects_desc
Threshold 2
Effect Charm 1
Level Insatiable
Description Insatiable_desc
EffectsDescription Insatiable_effects_desc
Threshold 3
Effect Charm 2
Effect Fertility 1

;------------------------------------------
Trait ColdWoman
Characters princess
AntiTraits PassionateWoman, UglyWoman
Level Prudish
Description Prudish_desc
EffectsDescription Prudish_effects_desc
Threshold 1
Effect Charm -1
Level Cold
Description Cold_desc
EffectsDescription Cold_effects_desc
Threshold 2
Effect Charm -1
Level Ice_Queen
Description Ice_Queen_desc
EffectsDescription Ice_Queen_effects_desc
Threshold 3
Effect Charm -2
Effect Fertility -1

;------------------------------------------
Trait BigotWoman
Characters princess
AntiTraits TolerantWoman
Level Snobbish
Description Snobbish_desc
EffectsDescription Snobbish_effects_desc
Threshold 1
Effect Charm -1
Level Intolerant
Description Intolerant_desc
EffectsDescription Intolerant_effects_desc
Threshold 2
Effect Charm -2
Level Despises_Foreigners
Description Despises_Foreigners_desc
EffectsDescription Despises_Foreigners_effects_desc
Threshold 3
Effect Charm -3

;------------------------------------------
Trait TolerantWoman
Characters princess
AntiTraits BigotWoman
Level Tolerant
Description Tolerant_desc
EffectsDescription Tolerant_effects_desc
Threshold 1
Effect Charm 1
Level Accepting
Description Accepting_desc
EffectsDescription Accepting_effects_desc
Threshold 2
Effect Charm 2
Level Incredibly_Accepting
Description Incredibly_Accepting_desc
EffectsDescription Incredibly_Accepting_effects_desc
Threshold 3
Effect Charm 3

;------------------------------------------
Trait DykeWoman
Characters princess
NoGoingBackLevel 2
AntiTraits PassionateWoman
Level Potentially_Confused
Description Potentially_Confused_desc
EffectsDescription Potentially_Confused_effects_desc
Threshold 1
Effect Charm 1
Level Prefers_Women
Description Prefers_Women_desc
EffectsDescription Prefers_Women_effects_desc
Threshold 2
Effect Charm -1
Effect Fertility -5

;------------------------------------------
Trait FertileWoman
Characters princess
AntiTraits InfertileWoman
Level Fecund
Description Fecund_desc
EffectsDescription Fecund_effects_desc
Threshold 1
Effect Fertility 1
Level Feracious
Description Feracious_desc
EffectsDescription Feracious_effects_desc
Threshold 2
Effect Fertility 2
Level Always_Ripe
Description Always_Ripe_desc
EffectsDescription Always_Ripe_effects_desc
Threshold 3
Effect Fertility 3

;------------------------------------------
Trait InfertileWoman
Characters princess
AntiTraits FertileWoman
Level Infecund
Description Infecund_desc
EffectsDescription Infecund_effects_desc
Threshold 1
Effect Fertility -1
Level Unprolific
Description Unprolific_desc
EffectsDescription Unprolific_effects_desc
Threshold 2
Effect Fertility -2
Level Sterile
Description Sterile_desc
EffectsDescription Sterile_effects_desc
Threshold 3
Effect Fertility -3

;------------------------------------------
Trait FairWoman
Characters princess
AntiTraits HarshWoman
Level Just_and_Fair
Description Just_and_Fair_desc
EffectsDescription Just_and_Fair_effects_desc
Threshold 1
Effect Charm 1
Level Publically_Loved
Description Publically_Loved_desc
EffectsDescription Publically_Loved_effects_desc
Threshold 2
Effect Charm 2
Level People's_Princess
Description People's_Princess_desc
EffectsDescription People's_Princess_effects_desc
Threshold 3
Effect Charm 3

;------------------------------------------
Trait HarshWoman
Characters princess
AntiTraits FairWoman
Level Hard_But_Fair
Description Hard_But_Fair_desc
EffectsDescription Hard_But_Fair_effects_desc
Threshold 1
Effect Charm -1
Level Harsh_Mistress
Description Harsh_Mistress_desc
EffectsDescription Harsh_Mistress_effects_desc
Threshold 2
Effect Charm -2
Level Cruel_Mistress
Description Cruel_Mistress_desc
EffectsDescription Cruel_Mistress_effects_desc
Threshold 3
Effect Charm -3

;------------------------------------------
Trait GoodMerchant
Characters merchant
AntiTraits BadMerchant
Level Bean_Counter
Description Bean_Counter_desc
EffectsDescription Bean_Counter_effects_desc
GainMessage Bean_Counter_gain_desc
Threshold 1
Effect Finance 1
Level Bold_Barterer
Description Bold_Barterer_desc
EffectsDescription Bold_Barterer_effects_desc
GainMessage Bold_Barterer_gain_desc
Threshold 2
Effect Finance 2
Level Commercial_Conqueror
Description Commercial_Conqueror_desc
EffectsDescription Commercial_Conqueror_effects_desc
GainMessage Commercial_Conqueror_gain_desc
Threshold 4
Effect Finance 3
Level Robber_Baron
Description Robber_Baron_desc
EffectsDescription Robber_Baron_effects_desc
GainMessage Robber_Baron_gain_desc
Threshold 8
Effect Finance 4

;------------------------------------------
Trait BadMerchant
Characters merchant
AntiTraits GoodMerchant
Level Daft_Dealer
Description Daft_Dealer_desc
EffectsDescription Daft_Dealer_effects_desc
Threshold 1
Effect Finance -1
Level Easy_Target
Description Easy_Target_desc
EffectsDescription Easy_Target_effects_desc
Threshold 3
Effect Finance -2
Level Open_Purse
Description Open_Purse_desc
EffectsDescription Open_Purse_effects_desc
Threshold 6
Effect Finance -3

;------------------------------------------
Trait NaturalMerchantSkill
Characters merchant
Level Good_with_Money
Description Good_with_Money_desc
EffectsDescription Good_with_Money_effects_desc
Threshold 1
Effect Finance 1
Level Natural_Born_Merchant
Description Natural_Born_Merchant_desc
EffectsDescription Natural_Born_Merchant_effects_desc
Threshold 2
Effect Finance 2
Level Mercantile_Genius
Description Mercantile_Genius_desc
EffectsDescription Mercantile_Genius_effects_desc
Threshold 3
Effect Finance 3

;------------------------------------------
Trait ExoticTastes
Characters merchant
Level Slight_Indulgence
Description Slight_Indulgence_desc
EffectsDescription Slight_Indulgence_effects_desc
Threshold 1
Effect Finance -1
Level Decadent
Description Decadent_desc
EffectsDescription Decadent_effects_desc
Threshold 3
Effect Finance -2
Level Gaudy
Description Gaudy_desc
EffectsDescription Gaudy_effects_desc
Threshold 6
Effect Finance -2
Effect PersonalSecurity -1

;------------------------------------------
Trait Monopolist
Characters merchant
Level Capitalist
Description Capitalist_desc
EffectsDescription Capitalist_effects_desc
Threshold 5
Effect Finance 1
Level Market_Controller
Description Market_Controller_desc
EffectsDescription Market_Controller_effects_desc
Threshold 10
Effect Finance 2
Level Monopolist
Description Monopolist_desc
EffectsDescription Monopolist_effects_desc
Threshold 20
Effect Finance 3
Effect PersonalSecurity -1

;------------------------------------------
Trait MerchantEnemies
Characters merchant
Level A_Few_Enemies
Description A_Few_Enemies_desc
EffectsDescription A_Few_Enemies_effects_desc
Threshold 1
Effect PersonalSecurity -1
Level Several_Enemies
Description Several_Enemies_desc
EffectsDescription Several_Enemies_effects_desc
Threshold 3
Effect PersonalSecurity -2
Level A_Marked_Man
Description A_Marked_Man_desc
EffectsDescription A_Marked_Man_effects_desc
Threshold 6
Effect PersonalSecurity -4

;------------------------------------------
Trait ShadyDealer
Characters merchant
AntiTraits ReligiousMerchant, LegalDealer
Level Slightly_Crooked
Description Slightly_Crooked_desc
EffectsDescription Slightly_Crooked_effects_desc
Threshold 1
Effect Finance -1
Level Shady_Dealer
Description Shady_Dealer_desc
EffectsDescription Shady_Dealer_effects_desc
Threshold 3
Effect Finance -2

;------------------------------------------
Trait LegalDealer
Characters merchant
AntiTraits ShadyDealer
Level Legal_Nouse
Description Legal_Nouse_desc
EffectsDescription Legal_Nouse_effects_desc
Threshold 1
Effect Finance 1
Level Legal_Expert
Description Legal_Expert_desc
EffectsDescription Legal_Expert_effects_desc
Threshold 3
Effect Finance 2

;------------------------------------------
Trait SecureMerchant
Characters merchant
Level Secure_Assets
Description Secure_Assets_desc
EffectsDescription Secure_Assets_effects_desc
Threshold 1
Effect Finance 1
Level Protected_Assets
Description Protected_Assets_desc
EffectsDescription Protected_Assets_effects_desc
Threshold 3
Effect Finance 2

;------------------------------------------
Trait SecurityMerchant
Characters merchant
Level Hires_Guards
Description Hires_Guards_desc
EffectsDescription Hires_Guards_effects_desc
Threshold 1
Effect PersonalSecurity 1
Level Employs_Security
Description Employs_Security_desc
EffectsDescription Employs_Security_effects_desc
Threshold 3
Effect Finance -1
Effect PersonalSecurity 2

;------------------------------------------
Trait ServesSelfMerchant
Characters merchant
Level Loyal_to_Coin
Description Loyal_to_Coin_desc
EffectsDescription Loyal_to_Coin_effects_desc
Threshold 1
Effect Finance -1
Level Self_Serving
Description Self_Serving_desc
EffectsDescription Self_Serving_effects_desc
Threshold 3
Effect Finance -2

;------------------------------------------
Trait ReligiousMerchant
Characters merchant
AntiTraits ShadyDealer
Level Quite_Religious
Description Quite_Religious_desc
EffectsDescription Quite_Religious_effects_desc
Threshold 1
Effect Finance -1
Level Dogmatically_Religious
Description Dogmatically_Religious_desc
EffectsDescription Dogmatically_Religious_effects_desc
Threshold 3
Effect Finance -2

;------------------------------------------
Trait WorldlyMerchant
Characters merchant
Level Knowledge_of_Customs
Description Knowledge_of_Customs_desc
EffectsDescription Knowledge_of_Customs_effects_desc
Threshold 1
Effect Finance 1
Level Graceful_Traveller
Description Graceful_Traveller_desc
EffectsDescription Graceful_Traveller_effects_desc
Threshold 3
Effect Finance 2

;------------------------------------------
Trait GoodPrincess
Characters princess
AntiTraits BadPrincess
Level Diplomatic_Ability
Description Diplomatic_Ability_desc
EffectsDescription Diplomatic_Ability_effects_desc
GainMessage Diplomatic_Ability_gain_desc
Threshold 1
Effect Charm 1
Level Delicate_Diplomat
Description Delicate_Diplomat_desc
EffectsDescription Delicate_Diplomat_effects_desc
GainMessage Delicate_Diplomat_gain_desc
Threshold 2
Effect Charm 2
Level Diplomatic_Weapon
Description Diplomatic_Weapon_desc
EffectsDescription Diplomatic_Weapon_effects_desc
GainMessage Diplomatic_Weapon_gain_desc
Threshold 3
Effect Charm 3
Level Mistress_of_Negotiations
Description Mistress_of_Negotiations_desc
EffectsDescription Mistress_of_Negotiations_effects_desc
GainMessage Mistress_of_Negotiations_gain_desc
Threshold 4
Effect Charm 4

;------------------------------------------
Trait BadPrincess
Characters princess
AntiTraits GoodPrincess
Level Lost_in_Conversation
Description Lost_in_Conversation_desc
EffectsDescription Lost_in_Conversation_effects_desc
Threshold 2
Effect Charm -1
Level Not_Diplomatic
Description Not_Diplomatic_desc
EffectsDescription Not_Diplomatic_effects_desc
Threshold 4
Effect Charm -2
Level Royally_Offensive
Description Royally_Offensive_desc
EffectsDescription Royally_Offensive_effects_desc
Threshold 6
Effect Charm -3

;------------------------------------------
Trait NaturalPrincess
Characters princess
Level Charming_Consul
Description Charming_Consul_desc
EffectsDescription Charming_Consul_effects_desc
Threshold 1
Effect Charm 1
Level Natural_Negotiator
Description Natural_Negotiator_desc
EffectsDescription Natural_Negotiator_effects_desc
Threshold 2
Effect Charm 2
Level Born_Mediator
Description Born_Mediator_desc
EffectsDescription Born_Mediator_effects_desc
Threshold 3
Effect Charm 3

;------------------------------------------
Trait NaturalPriestSkill
Characters priest
Level Blessed
Description Blessed_desc
EffectsDescription Blessed_effects_desc
Threshold 1
Effect Piety 1
Level Divine_Connection
Description Divine_Connection_desc
EffectsDescription Divine_Connection_effects_desc
Threshold 2
Effect Piety 2
Level Chosen_One
Description Chosen_One_desc
EffectsDescription Chosen_One_effects_desc
Threshold 3
Effect Piety 3

;------------------------------------------
Trait PriestLevel
Characters priest
Level Bishop
Description Bishop_desc
EffectsDescription Bishop_effects_desc
Threshold 1
Effect Piety 1
Effect Level 1
Level Cardinal
Description Cardinal_desc
EffectsDescription Cardinal_effects_desc
Threshold 2
Effect Piety 1
Effect Level 2
Effect HeresyImmunity 1

;------------------------------------------
Trait IAmPope
Characters family
Hidden
Level Character_Is_Pope
Description Character_Is_Pope_desc
EffectsDescription Character_Is_Pope_effects_desc
Threshold 1
Effect Level 1

;------------------------------------------
Trait NaturalInquisitorSkill
Characters inquisitor
Level Intuitive_Inquisitor
Description Intuitive_Inquisitor_desc
EffectsDescription Intuitive_Inquisitor_effects_desc
Threshold 1
Effect Piety 2
Level Hunter_of_Heretics
Description Hunter_of_Heretics_desc
EffectsDescription Hunter_of_Heretics_effects_desc
Threshold 2
Effect Piety 4
Level Born_Inquisitor
Description Born_Inquisitor_desc
EffectsDescription Born_Inquisitor_effects_desc
Threshold 3
Effect Piety 6

;------------------------------------------
Trait GoodDenouncer
Characters inquisitor, priest, heretic
AntiTraits BadDenouncer
Level Servant_of_God
Description Servant_of_God_desc
EffectsDescription Servant_of_God_effects_desc
GainMessage Servant_of_God_gain_desc
Threshold 1
Effect Piety 1
Level Enemy_of_Heretics
Description Enemy_of_Heretics_desc
EffectsDescription Enemy_of_Heretics_effects_desc
GainMessage Enemy_of_Heretics_gain_desc
Threshold 2
Effect Piety 2
Level Purger_of_Heretics
Description Purger_of_Heretics_desc
EffectsDescription Purger_of_Heretics_effects_desc
GainMessage Purger_of_Heretics_gain_desc
Threshold 4
Effect Piety 3
Level Conqueror_of_Heretics
Description Conqueror_of_Heretics_desc
EffectsDescription Conqueror_of_Heretics_effects_desc
GainMessage Conqueror_of_Heretics_gain_desc
Threshold 8
Effect Piety 4
Level Grand_Inquisitor
Description Grand_Inquisitor_desc
EffectsDescription Grand_Inquisitor_effects_desc
GainMessage Grand_Inquisitor_gain_desc
Epithet Grand_Inquisitor_epithet_desc
Threshold 16
Effect Piety 5

;------------------------------------------
Trait BadDenouncer
Characters inquisitor, priest, heretic
AntiTraits GoodDenouncer
Level Poor_Prosecutor
Description Poor_Prosecutor_desc
EffectsDescription Poor_Prosecutor_effects_desc
Threshold 1
Effect Piety -1
Level Dubious_Denouncer
Description Dubious_Denouncer_desc
EffectsDescription Dubious_Denouncer_effects_desc
Threshold 3
Effect Piety -2
Level Pathetic_Prosecutor
Description Pathetic_Prosecutor_desc
EffectsDescription Pathetic_Prosecutor_effects_desc
Threshold 6
Effect Piety -3

;------------------------------------------
Trait FairProsecutor
Characters inquisitor
AntiTraits UnfairProsecutor
Level Somewhat_Fair
Description Somewhat_Fair_desc
EffectsDescription Somewhat_Fair_effects_desc
Threshold 1
Effect Piety -1
Level Fair_and_Just
Description Fair_and_Just_desc
EffectsDescription Fair_and_Just_effects_desc
Threshold 2
Effect Piety -2

;------------------------------------------
Trait UnfairProsecutor
Characters inquisitor
AntiTraits FairProsecutor
Level Somewhat_Unjust
Description Somewhat_Unjust_desc
EffectsDescription Somewhat_Unjust_effects_desc
Threshold 1
Effect Piety 1
Level Unfair_and_Unjust
Description Unfair_and_Unjust_desc
EffectsDescription Unfair_and_Unjust_effects_desc
Threshold 2
Effect Piety 2

;------------------------------------------
Trait NaturalHereticSkill
Characters heretic
Level New_Faith
Description New_Faith_desc
EffectsDescription New_Faith_effects_desc
Threshold 1
Effect Piety 1
Level New_Conviction
Description New_Conviction_desc
EffectsDescription New_Conviction_effects_desc
Threshold 2
Effect Piety 2
Level Spiritually_Reborn
Description Spiritually_Reborn_desc
EffectsDescription Spiritually_Reborn_effects_desc
Threshold 3
Effect Piety 3

;------------------------------------------
Trait Bishop
Characters priest
Hidden
Level A_Bishop
Description A_Bishop_desc
EffectsDescription A_Bishop_effects_desc
Threshold 1
Effect Piety 1
Effect Level 1

;------------------------------------------
Trait Cardinal
Characters priest
Hidden
Level PriestToCardinal
Description PriestToCardinal_desc
EffectsDescription PriestToCardinal_effects_desc
Threshold 1
Effect Piety 1
Effect Level 2
Effect HeresyImmunity 1
Level BishopToCardinal
Description BishopToCardinal_desc
EffectsDescription BishopToCardinal_effects_desc
Threshold 2
Effect Piety 1
Effect Level 1
Effect HeresyImmunity 1

;------------------------------------------
Trait Warmonger
Characters priest
AntiTraits Peaceful
Level Aggressive
Description Aggressive_desc
EffectsDescription Aggressive_effects_desc
Threshold 1
Effect Violence 1
Level Warlike
Description Warlike_desc
EffectsDescription Warlike_effects_desc
Threshold 2
Effect Violence 2
Level Violent
Description Violent_desc
EffectsDescription Violent_effects_desc
Epithet Violent_epithet_desc
Threshold 3
Effect Violence 3

;------------------------------------------
Trait Peaceful
Characters priest
AntiTraits Warmonger
Level Placid
Description Placid_desc
EffectsDescription Placid_effects_desc
Threshold 1
Effect Violence -1
Level Peaceful
Description Peaceful_desc
EffectsDescription Peaceful_effects_desc
Threshold 2
Effect Violence -2
Level Abhors_Violence
Description Abhors_Violence_desc
EffectsDescription Abhors_Violence_effects_desc
Epithet Abhors_Violence_epithet_desc
Threshold 3
Effect Violence -3

;------------------------------------------
Trait Corrupted
Characters priest
AntiTraits Righteous
Level Questionable
Description Questionable_desc
EffectsDescription Questionable_effects_desc
Threshold 1
Effect Purity -1
Level Very_Questionable
Description Very_Questionable_desc
EffectsDescription Very_Questionable_effects_desc
Threshold 2
Effect Purity -2
Level Utterly_Corrupt
Description Utterly_Corrupt_desc
EffectsDescription Utterly_Corrupt_effects_desc
Epithet Utterly_Corrupt_epithet_desc
Threshold 3
Effect Purity -3

;------------------------------------------
Trait Righteous
Characters priest
AntiTraits Corrupt
Level Upstanding
Description Upstanding_desc
EffectsDescription Upstanding_effects_desc
Threshold 1
Effect Purity 1
Level Righteous
Description Righteous_desc
EffectsDescription Righteous_effects_desc
Threshold 2
Effect Purity 2
Level Immaculately_Pure
Description Immaculately_Pure_desc
EffectsDescription Immaculately_Pure_effects_desc
Epithet Immaculately_Pure_epithet_desc
Threshold 3
Effect Purity 3

;------------------------------------------
Trait SecretlyFemale
Characters priest
Level Secretly_Female
Description Secretly_Female_desc
EffectsDescription Secretly_Female_effects_desc
Threshold 1
Effect Piety 1
Effect Eligibility -1
Effect Purity 1
Effect Violence -1

;------------------------------------------
Trait StrongFaith
Characters priest, heretic
AntiTraits WaveringFaith
Level Growing_Faith
Description Growing_Faith_desc
EffectsDescription Growing_Faith_effects_desc
Threshold 1
Effect Piety 1
Level Strong_Faith
Description Strong_Faith_desc
EffectsDescription Strong_Faith_effects_desc
Threshold 4
Effect Piety 2
Level Shining_Faith
Description Shining_Faith_desc
EffectsDescription Shining_Faith_effects_desc
Threshold 8
Effect Piety 3
Level Unquestionable_Faith
Description Unquestionable_Faith_desc
EffectsDescription Unquestionable_Faith_effects_desc
Threshold 12
Effect Piety 4

;------------------------------------------
Trait WaveringFaith
Characters priest
AntiTraits StrongFaith
Level Waning_Faith
Description Waning_Faith_desc
EffectsDescription Waning_Faith_effects_desc
Threshold 1
Effect Piety -1
Level Wavering_Faith
Description Wavering_Faith_desc
EffectsDescription Wavering_Faith_effects_desc
Threshold 2
Effect Piety -2
Level Damaged_Faith
Description Damaged_Faith_desc
EffectsDescription Damaged_Faith_effects_desc
Threshold 3
Effect Piety -3
Level Lost_Faith
Description Lost_Faith_desc
EffectsDescription Lost_Faith_effects_desc
Threshold 4
Effect Piety -4

;------------------------------------------
Trait Dogmatic
Characters priest
AntiTraits OpenMinded
Level Orthodox_
Description Orthodox__desc
EffectsDescription Orthodox__effects_desc
Threshold 1
Effect Unorthodoxy -1
Level Dogmatic
Description Dogmatic_desc
EffectsDescription Dogmatic_effects_desc
Threshold 3
Effect Unorthodoxy -2
Level Utterly_Dogmatic
Description Utterly_Dogmatic_desc
EffectsDescription Utterly_Dogmatic_effects_desc
Threshold 6
Effect Unorthodoxy -3

;------------------------------------------
Trait OpenMinded
Characters priest
AntiTraits Dogmatic
Level Odd_Habits
Description Odd_Habits_desc
EffectsDescription Odd_Habits_effects_desc
Threshold 1
Effect Unorthodoxy 1
Level Open-Minded
Description Open-Minded_desc
EffectsDescription Open-Minded_effects_desc
Threshold 2
Effect Unorthodoxy 2
Level Quite_Unorthodox
Description Quite_Unorthodox_desc
EffectsDescription Quite_Unorthodox_effects_desc
Epithet Quite_Unorthodox_epithet_desc
Threshold 3
Effect Unorthodoxy 3

;------------------------------------------
Trait DivineProtection
Characters priest
AntiTraits Doomsayer
Level Blessedly_Lucky
Description Blessedly_Lucky_desc
EffectsDescription Blessedly_Lucky_effects_desc
Threshold 1
Effect Violence 1
Level Divine_Protection
Description Divine_Protection_desc
EffectsDescription Divine_Protection_effects_desc
Threshold 3
Effect Piety 1
Effect Violence 1
Level The_Chosen_One
Description The_Chosen_One_desc
EffectsDescription The_Chosen_One_effects_desc
Epithet The_Chosen_One_epithet_desc
Threshold 6
Effect Piety 2
Effect Violence 2

;------------------------------------------
Trait Doomsayer
Characters priest
AntiTraits DivineProtection
Level Morbid
Description Morbid_desc
EffectsDescription Morbid_effects_desc
Threshold 1
Effect Unorthodoxy 1
Effect Violence -1
Level Forsaken
Description Forsaken_desc
EffectsDescription Forsaken_effects_desc
Threshold 3
Effect Unorthodoxy 1
Effect Violence -1
Level Doomsayer
Description Doomsayer_desc
EffectsDescription Doomsayer_effects_desc
Epithet Doomsayer_epithet_desc
Threshold 6
Effect Unorthodoxy 2
Effect Violence -2

;------------------------------------------
Trait Purifier
Characters priest
Level Battler_of_Heresy
Description Battler_of_Heresy_desc
EffectsDescription Battler_of_Heresy_effects_desc
Threshold 1
Effect Piety 1
Effect Eligibility 1
Effect Purity 1
Effect Violence 1
Level Enemy_of_Heresy
Description Enemy_of_Heresy_desc
EffectsDescription Enemy_of_Heresy_effects_desc
Threshold 3
Effect Piety 2
Effect Eligibility 1
Effect Purity 2
Effect Violence 2
Level Purger_of_Heresy
Description Purger_of_Heresy_desc
EffectsDescription Purger_of_Heresy_effects_desc
Threshold 6
Effect Piety 3
Effect Eligibility 2
Effect Purity 3
Effect Violence 2

;------------------------------------------
Trait Missionary
Characters priest
Level Missionary
Description Missionary_desc
EffectsDescription Missionary_effects_desc
Threshold 1
Effect Piety 1
Effect Eligibility 1
Effect Purity 1
Effect Violence -1
Level Spreader_of_Faith
Description Spreader_of_Faith_desc
EffectsDescription Spreader_of_Faith_effects_desc
Threshold 3
Effect Piety 2
Effect Eligibility 1
Effect Purity 2
Effect Violence -2
Level Beacon_of_Faith
Description Beacon_of_Faith_desc
EffectsDescription Beacon_of_Faith_effects_desc
Epithet Beacon_of_Faith_epithet_desc
Threshold 6
Effect Piety 3
Effect Eligibility 2
Effect Purity 3
Effect Violence -2

;------------------------------------------
Trait Multilingual
Characters diplomat
Level Bilingual
Description Bilingual_desc
EffectsDescription Bilingual_effects_desc
Threshold 1
Effect Influence 1
Level Multilingual
Description Multilingual_desc
EffectsDescription Multilingual_effects_desc
Threshold 2
Effect Influence 2
Level Translator
Description Translator_desc
EffectsDescription Translator_effects_desc
Threshold 3
Effect Influence 3

;------------------------------------------
Trait ReligiousTolerance
Characters diplomat
AntiTraits ReligiousIntolerance
Level Not_Dogmatic
Description Not_Dogmatic_desc
EffectsDescription Not_Dogmatic_effects_desc
Threshold 1
Effect Influence 1
Level Respects_other_Religions
Description Respects_other_Religions_desc
EffectsDescription Respects_other_Religions_effects_desc
Threshold 2
Effect Influence 2
Level Open_to_all_Religions
Description Open_to_all_Religions_desc
EffectsDescription Open_to_all_Religions_effects_desc
Threshold 3
Effect Influence 3

;------------------------------------------
Trait ReligiousIntolerance
Characters diplomat
AntiTraits ReligiousTolerance
Level Dogmatic_Beliefs
Description Dogmatic_Beliefs_desc
EffectsDescription Dogmatic_Beliefs_effects_desc
Threshold 1
Effect Influence -1
Level Religiously_Intolerant
Description Religiously_Intolerant_desc
EffectsDescription Religiously_Intolerant_effects_desc
Threshold 2
Effect Influence -2
Level Would-be-Inquisitor
Description Would-be-Inquisitor_desc
EffectsDescription Would-be-Inquisitor_effects_desc
Threshold 3
Effect Influence -3

;------------------------------------------
Trait BraveDiplomat
Characters diplomat
AntiTraits CowardDiplomat
Level Calm
Description Calm_desc
EffectsDescription Calm_effects_desc
Threshold 1
Effect Influence 1
Level Sworn_to_Duty
Description Sworn_to_Duty_desc
EffectsDescription Sworn_to_Duty_effects_desc
Threshold 2
Effect Influence 2
Level Practically_Dauntless
Description Practically_Dauntless_desc
EffectsDescription Practically_Dauntless_effects_desc
Threshold 3
Effect Influence 3
Effect PersonalSecurity -1

;------------------------------------------
Trait CowardDiplomat
Characters diplomat
AntiTraits BraveDiplomat
Level Somewhat_Nervous
Description Somewhat_Nervous_desc
EffectsDescription Somewhat_Nervous_effects_desc
Threshold 1
Effect Influence -1
Level Feeling_the_Risks
Description Feeling_the_Risks_desc
EffectsDescription Feeling_the_Risks_effects_desc
Threshold 2
Effect Influence -2
Effect PersonalSecurity 1
Level Trusts_Nobody
Description Trusts_Nobody_desc
EffectsDescription Trusts_Nobody_effects_desc
Threshold 3
Effect Influence -3
Effect PersonalSecurity 2

;------------------------------------------
Trait GrowingConviction
Characters heretic, inquisitor
AntiTraits WaningConviction
Level Growing_Conviction
Description Growing_Conviction_desc
EffectsDescription Growing_Conviction_effects_desc
Threshold 1
Effect Piety 1
Level Strengthened_Resolve
Description Strengthened_Resolve_desc
EffectsDescription Strengthened_Resolve_effects_desc
Threshold 2
Effect Piety 2
Level Feeling_Invulnerable
Description Feeling_Invulnerable_desc
EffectsDescription Feeling_Invulnerable_effects_desc
Threshold 4
Effect Piety 3

;------------------------------------------
Trait WaningConviction
Characters heretic, inquisitor
AntiTraits GrowingConviction
Level Waning_Conviction
Description Waning_Conviction_desc
EffectsDescription Waning_Conviction_effects_desc
Threshold 1
Effect Piety -1
Level Questioning_Cause
Description Questioning_Cause_desc
EffectsDescription Questioning_Cause_effects_desc
Threshold 2
Effect Piety -2
Level Feeling_Vulnerable
Description Feeling_Vulnerable_desc
EffectsDescription Feeling_Vulnerable_effects_desc
Threshold 4
Effect Piety -3

;------------------------------------------
Trait NaturalWitchSkill
Characters witch
Level Little_Aptitude
Description Little_Aptitude_desc
EffectsDescription Little_Aptitude_effects_desc
Threshold 1
Effect Magic 1
Level Some_Aptitude
Description Some_Aptitude_desc
EffectsDescription Some_Aptitude_effects_desc
Threshold 2
Effect Magic 2
Level Great_Aptitude
Description Great_Aptitude_desc
EffectsDescription Great_Aptitude_effects_desc
Threshold 3
Effect Magic 3
Level Powerful_Channeler
Description Powerful_Channeler_desc
EffectsDescription Powerful_Channeler_effects_desc
Threshold 4
Effect Magic 4
Level Creature_of_Dark_Arts
Description Creature_of_Dark_Arts_desc
EffectsDescription Creature_of_Dark_Arts_effects_desc
Threshold 5
Effect Magic 5

;------------------------------------------
Trait Wrath
Characters witch
AntiTraits Unwrath
Level Agitated
Description Agitated_desc
EffectsDescription Agitated_effects_desc
Threshold 1
Effect Magic 2
Level Angry
Description Angry_desc
EffectsDescription Angry_effects_desc
Threshold 2
Effect Magic 4
Level Seething_with_Rage
Description Seething_with_Rage_desc
EffectsDescription Seething_with_Rage_effects_desc
Threshold 3
Effect Magic 6

;------------------------------------------
Trait Unwrath
Characters witch
Hidden
AntiTraits Wrath
Level No_Wrath
Description No_Wrath_desc
EffectsDescription No_Wrath_effects_desc
Threshold 20
Effect GunpowderCommand -1

;------------------------------------------
Trait ForcedReligious
Characters family
Level Conforming
Description Conforming_desc
EffectsDescription Conforming_effects_desc
Threshold 1
Effect Piety 1
Level Reverant
Description Reverant_desc
EffectsDescription Reverant_effects_desc
Threshold 3
Effect Piety 2
Level Godfearing
Description Godfearing_desc
EffectsDescription Godfearing_effects_desc
Epithet Godfearing_epithet_desc
Threshold 6
Effect Piety 3


;------------------------------------------
Trait ThievesGuildMember
Characters spy
Level Thieves'_Guild_Apprentice
Description Thieves'_Guild_Apprentice_desc
EffectsDescription Thieves'_Guild_Apprentice_effects_desc
Threshold 1
Effect Subterfuge 1
Level Thieves'_Guild_Journeyman
Description Thieves'_Guild_Journeyman_desc
EffectsDescription Thieves'_Guild_Journeyman_effects_desc
Threshold 2
Effect Subterfuge 2

;------------------------------------------
Trait ThievesGuildTrained
Characters spy
Level Trained_in_Espionage
Description Trained_in_Espionage_desc
EffectsDescription Trained_in_Espionage_effects_desc
Threshold 1
Effect Subterfuge 1

;------------------------------------------
Trait AssassinsGuildMember
Characters assassin
Level Assassins'_Guild_Apprentice
Description Assassins'_Guild_Apprentice_desc
EffectsDescription Assassins'_Guild_Apprentice_effects_desc
Threshold 1
Effect Subterfuge 1
Level Assassins'_Guild_Journeyman
Description Assassins'_Guild_Journeyman_desc
EffectsDescription Assassins'_Guild_Journeyman_effects_desc
Threshold 2
Effect Subterfuge 2

;------------------------------------------
Trait HashashinsGuildMember
Characters assassin
Level Hashashins'_Guild_Apprentice
Description Hashashins'_Guild_Apprentice_desc
EffectsDescription Hashashins'_Guild_Apprentice_effects_desc
Threshold 1
Effect Subterfuge 1
Level Hashashins'_Guild_Journeyman
Description Hashashins'_Guild_Journeyman_desc
EffectsDescription Hashashins'_Guild_Journeyman_effects_desc
Threshold 2
Effect Subterfuge 2

;------------------------------------------
Trait AssassinsGuildTrained
Characters assassin
Level Trained_Killer
Description Trained_Killer_desc
EffectsDescription Trained_Killer_effects_desc
Threshold 1
Effect Subterfuge 1

;------------------------------------------
Trait TheologiansGuildMember
Characters priest
Level Theologians'_Guild_Apprentice
Description Theologians'_Guild_Apprentice_desc
EffectsDescription Theologians'_Guild_Apprentice_effects_desc
Threshold 1
Effect Piety 1
Level Theologians'_Guild_Journeyman
Description Theologians'_Guild_Journeyman_desc
EffectsDescription Theologians'_Guild_Journeyman_effects_desc
Threshold 2
Effect Piety 2

;------------------------------------------
Trait TheologiansGuildTrained
Characters priest
Level Orthodox_Instruction
Description Orthodox_Instruction_desc
EffectsDescription Orthodox_Instruction_effects_desc
Threshold 1
Effect Piety 1

;------------------------------------------
Trait MerchantsGuildMember
Characters merchant
Level Merchant's_Guild_Apprentice
Description Merchant's_Guild_Apprentice_desc
EffectsDescription Merchant's_Guild_Apprentice_effects_desc
Threshold 1
Effect Finance 1

;------------------------------------------
Trait MerchantsGuildTrained
Characters merchant
Level Financial_Training
Description Financial_Training_desc
EffectsDescription Financial_Training_effects_desc
Threshold 1
Effect Finance 1

;------------------------------------------
Trait CrusaderHistory
Characters family
Level Crusader
Description Crusader_desc
EffectsDescription Crusader_effects_desc
Threshold 3
Effect Chivalry 1
Effect Piety 1
Effect Combat_V_Religion_islam 1
Level Great_Crusader
Description Great_Crusader_desc
EffectsDescription Great_Crusader_effects_desc
Threshold 6
Effect Chivalry 2
Effect Piety 2
Effect Combat_V_Religion_islam 2
Level Grand_Crusader
Description Grand_Crusader_desc
EffectsDescription Grand_Crusader_effects_desc
Epithet Grand_Crusader_epithet_desc
Threshold 9
Effect Chivalry 3
Effect Piety 3
Effect Combat_V_Religion_islam 3

;------------------------------------------
Trait JihadHistory
Characters family
Level Holy_Soldier
Description Holy_Soldier_desc
EffectsDescription Holy_Soldier_effects_desc
Threshold 3
Effect Chivalry 1
Effect Piety 1
Effect Combat_V_Religion_catholic 1
Level Holy_Defender
Description Holy_Defender_desc
EffectsDescription Holy_Defender_effects_desc
Threshold 6
Effect Chivalry 2
Effect Piety 2
Effect Combat_V_Religion_catholic 2
Level Holy_Warrior
Description Holy_Warrior_desc
EffectsDescription Holy_Warrior_effects_desc
Epithet Holy_Warrior_epithet_desc
Threshold 9
Effect Chivalry 3
Effect Piety 3
Effect Combat_V_Religion_catholic 3

;------------------------------------------
Trait AdoredByPope
Characters family
Level Respected_by_Pope
Description Respected_by_Pope_desc
EffectsDescription Respected_by_Pope_effects_desc
Threshold 1
Effect Piety 1
Effect Combat_V_Religion_islam 1
Level Adored_by_Pope
Description Adored_by_Pope_desc
EffectsDescription Adored_by_Pope_effects_desc
Threshold 2
Effect Piety 2
Effect Combat_V_Religion_islam 2
Level Exhalted_by_Pope
Description Exhalted_by_Pope_desc
EffectsDescription Exhalted_by_Pope_effects_desc
Epithet Exhalted_by_Pope_epithet_desc
Threshold 3
Effect Piety 3
Effect Combat_V_Religion_islam 3

;------------------------------------------
Trait PopesEnforcer
Characters family
Level Pope's_Enforcer
Description Pope's_Enforcer_desc
EffectsDescription Pope's_Enforcer_effects_desc
Threshold 1
Effect Chivalry -1
Effect Combat_V_Religion_islam 1
Level Pope's_Executioner
Description Pope's_Executioner_desc
EffectsDescription Pope's_Executioner_effects_desc
Epithet Pope's_Executioner_epithet_desc
Threshold 3
Effect Chivalry -2
Effect Combat_V_Religion_islam 2

;------------------------------------------
Trait BattleDread
Characters family
Level Winning_First
Description Winning_First_desc
EffectsDescription Winning_First_effects_desc
Threshold 1
Effect Chivalry -1
Level Cruel_and_Cunning
Description Cruel_and_Cunning_desc
EffectsDescription Cruel_and_Cunning_effects_desc
Threshold 3
Effect Chivalry -2
Level Merciless_Mauler
Description Merciless_Mauler_desc
EffectsDescription Merciless_Mauler_effects_desc
Epithet Merciless_Mauler_epithet_desc
Threshold 6
Effect Chivalry -3
Level Field_Tyrant
Description Field_Tyrant_desc
EffectsDescription Field_Tyrant_effects_desc
Epithet Field_Tyrant_epithet_desc
Threshold 10
Effect Chivalry -4
Effect Authority 1
Level Warlord_of_Terror
Description Warlord_of_Terror_desc
EffectsDescription Warlord_of_Terror_effects_desc
Epithet Warlord_of_Terror_epithet_desc
Threshold 15
Effect Chivalry -5
Effect Authority 2

;------------------------------------------
Trait BattleChivalry
Characters family
Level Fair_Fighter
Description Fair_Fighter_desc
EffectsDescription Fair_Fighter_effects_desc
Threshold 1
Effect Chivalry 1
Level Noble_in_Battle
Description Noble_in_Battle_desc
EffectsDescription Noble_in_Battle_effects_desc
Threshold 3
Effect Chivalry 2
Level Bastion_of_Chivalry
Description Bastion_of_Chivalry_desc
EffectsDescription Bastion_of_Chivalry_effects_desc
Epithet Bastion_of_Chivalry_epithet_desc
Threshold 6
Effect Chivalry 3
Level Champion_of_Honour
Description Champion_of_Honour_desc
EffectsDescription Champion_of_Honour_effects_desc
Epithet Champion_of_Honour_epithet_desc
Threshold 10
Effect Chivalry 4
Effect Authority 1
Level Saint_of_Battle
Description Saint_of_Battle_desc
EffectsDescription Saint_of_Battle_effects_desc
Epithet Saint_of_Battle_epithet_desc
Threshold 15
Effect Chivalry 5
Effect Authority 2

;------------------------------------------
Trait StrategyDread
Characters family
AntiTraits StrategyChivalry
Level Mean_Leader
Description Mean_Leader_desc
EffectsDescription Mean_Leader_effects_desc
Threshold 1
Effect Chivalry -1
Level Cruel_Leader
Description Cruel_Leader_desc
EffectsDescription Cruel_Leader_effects_desc
Threshold 2
Effect Chivalry -2
Level Merciless_Leader
Description Merciless_Leader_desc
EffectsDescription Merciless_Leader_effects_desc
Epithet Merciless_Leader_epithet_desc
Threshold 4
Effect Chivalry -3
Effect Authority 1
Level Malevolent_Leader
Description Malevolent_Leader_desc
EffectsDescription Malevolent_Leader_effects_desc
Epithet Malevolent_Leader_epithet_desc
Threshold 8
Effect Chivalry -4
Effect Authority 2
Level Tyranical_Leader
Description Tyranical_Leader_desc
EffectsDescription Tyranical_Leader_effects_desc
Epithet Tyranical_Leader_epithet_desc
Threshold 16
Effect Chivalry -5
Effect Authority 3

;------------------------------------------
Trait StrategyChivalry
Characters family
AntiTraits StrategyDread
Level Fair_in_Rule
Description Fair_in_Rule_desc
EffectsDescription Fair_in_Rule_effects_desc
Threshold 1
Effect Chivalry 1
Level Noble_in_Rule
Description Noble_in_Rule_desc
EffectsDescription Noble_in_Rule_effects_desc
Threshold 2
Effect Chivalry 2
Level Chivalrous_in_Rule
Description Chivalrous_in_Rule_desc
EffectsDescription Chivalrous_in_Rule_effects_desc
Epithet Chivalrous_in_Rule_epithet_desc
Threshold 4
Effect Chivalry 3
Effect Authority 1
Level Honourable_Ruler
Description Honourable_Ruler_desc
EffectsDescription Honourable_Ruler_effects_desc
Epithet Honourable_Ruler_epithet_desc
Threshold 8
Effect Chivalry 4
Effect Authority 2
Level Saintly_Ruler
Description Saintly_Ruler_desc
EffectsDescription Saintly_Ruler_effects_desc
Epithet Saintly_Ruler_epithet_desc
Threshold 16
Effect Chivalry 5
Effect Authority 3

;------------------------------------------
Trait CaptorChivalry
Characters family
AntiTraits CaptorDread
Level Respects_the_Enemy
Description Respects_the_Enemy_desc
EffectsDescription Respects_the_Enemy_effects_desc
Threshold 1
Effect Chivalry 1
Level Compassionate_Victor
Description Compassionate_Victor_desc
EffectsDescription Compassionate_Victor_effects_desc
Threshold 2
Effect Chivalry 2
Level Quite_Merciful
Description Quite_Merciful_desc
EffectsDescription Quite_Merciful_effects_desc
Threshold 3
Effect Chivalry 3
Level Merciful_Champion
Description Merciful_Champion_desc
EffectsDescription Merciful_Champion_effects_desc
Epithet Merciful_Champion_epithet_desc
Threshold 4
Effect Chivalry 4

;------------------------------------------
Trait CaptorDread
Characters family
AntiTraits CaptorChivalry
Level Disrespects_Prisoners
Description Disrespects_Prisoners_desc
EffectsDescription Disrespects_Prisoners_effects_desc
Threshold 1
Effect Chivalry -1
Level Lacks_Compassion
Description Lacks_Compassion_desc
EffectsDescription Lacks_Compassion_effects_desc
Threshold 2
Effect Chivalry -2
Level Quite_Merciless
Description Quite_Merciless_desc
EffectsDescription Quite_Merciless_effects_desc
Threshold 3
Effect Chivalry -3
Level Merciless_Conqueror
Description Merciless_Conqueror_desc
EffectsDescription Merciless_Conqueror_effects_desc
Epithet Merciless_Conqueror_epithet_desc
Threshold 4
Effect Chivalry -4

;------------------------------------------
Trait RansomChivalry
Characters family
AntiTraits RansomDread
Level Noble_Commander
Description Noble_Commander_desc
EffectsDescription Noble_Commander_effects_desc
Threshold 1
Effect Chivalry 1
Level Honourable_Commander
Description Honourable_Commander_desc
EffectsDescription Honourable_Commander_effects_desc
Threshold 2
Effect Chivalry 2
Effect TroopMorale 1
Level Caring_Commander
Description Caring_Commander_desc
EffectsDescription Caring_Commander_effects_desc
Threshold 3
Effect Chivalry 3
Effect TroopMorale 2
Level Merciful_Commander
Description Merciful_Commander_desc
EffectsDescription Merciful_Commander_effects_desc
Epithet Merciful_Commander_epithet_desc
Threshold 4
Effect Chivalry 4
Effect TroopMorale 3

;------------------------------------------
Trait RansomDread
Characters family
AntiTraits RansomChivalry
Level Grim_Commander
Description Grim_Commander_desc
EffectsDescription Grim_Commander_effects_desc
Threshold 1
Effect Chivalry -1
Level Cold_Commander
Description Cold_Commander_desc
EffectsDescription Cold_Commander_effects_desc
Threshold 2
Effect Chivalry -2
Effect TroopMorale -1
Level Harsh_Commander
Description Harsh_Commander_desc
EffectsDescription Harsh_Commander_effects_desc
Threshold 3
Effect Chivalry -3
Effect TroopMorale -2
Level Merciless_Commander
Description Merciless_Commander_desc
EffectsDescription Merciless_Commander_effects_desc
Epithet Merciless_Commander_epithet_desc
Threshold 4
Effect Chivalry -4
Effect TroopMorale -3

;------------------------------------------
Trait GoodArtilleryCommander
Characters family
AntiTraits BadArtilleryCommander
Level Good_with_Artillery
Description Good_with_Artillery_desc
EffectsDescription Good_with_Artillery_effects_desc
Threshold 1
Effect ArtilleryCommand 1
Level Adept_with_Artillery
Description Adept_with_Artillery_desc
EffectsDescription Adept_with_Artillery_effects_desc
Threshold 2
Effect ArtilleryCommand 2
Level Expert_with_Artillery
Description Expert_with_Artillery_desc
EffectsDescription Expert_with_Artillery_effects_desc
Threshold 3
Effect ArtilleryCommand 3
Level Masterful_with_Artillery
Description Masterful_with_Artillery_desc
EffectsDescription Masterful_with_Artillery_effects_desc
Threshold 4
Effect ArtilleryCommand 4

;------------------------------------------
Trait BadArtilleryCommander
Characters family
AntiTraits GoodArtilleryCommander
Level Poor_with_Artillery
Description Poor_with_Artillery_desc
EffectsDescription Poor_with_Artillery_effects_desc
Threshold 1
Effect ArtilleryCommand -1
Level Awful_with_Artillery
Description Awful_with_Artillery_desc
EffectsDescription Awful_with_Artillery_effects_desc
Threshold 2
Effect ArtilleryCommand -2
Level Diabolical_with_Artillery
Description Diabolical_with_Artillery_desc
EffectsDescription Diabolical_with_Artillery_effects_desc
Threshold 3
Effect ArtilleryCommand -3

;------------------------------------------
Trait GoodGunpowderCommander
Characters family
AntiTraits BadArtilleryCommander
Level Good_with_Guns
Description Good_with_Guns_desc
EffectsDescription Good_with_Guns_effects_desc
Threshold 1
Effect GunpowderCommand 1
Level Adept_with_Guns
Description Adept_with_Guns_desc
EffectsDescription Adept_with_Guns_effects_desc
Threshold 2
Effect GunpowderCommand 2
Level Expert_with_Guns
Description Expert_with_Guns_desc
EffectsDescription Expert_with_Guns_effects_desc
Threshold 3
Effect GunpowderCommand 3
Level Masterful_with_Guns
Description Masterful_with_Guns_desc
EffectsDescription Masterful_with_Guns_effects_desc
Threshold 4
Effect GunpowderCommand 4

;------------------------------------------
Trait BadGunpowderCommander
Characters family
AntiTraits GoodArtilleryCommander
Level Poor_with_Guns
Description Poor_with_Guns_desc
EffectsDescription Poor_with_Guns_effects_desc
Threshold 1
Effect GunpowderCommand -1
Level Awful_with_Guns
Description Awful_with_Guns_desc
EffectsDescription Awful_with_Guns_effects_desc
Threshold 2
Effect GunpowderCommand -2
Level Useless_with_Guns
Description Useless_with_Guns_desc
EffectsDescription Useless_with_Guns_effects_desc
Threshold 3
Effect GunpowderCommand -3

;------------------------------------------
Trait Cursed
Characters family
Level Hexxed
Description Hexxed_desc
EffectsDescription Hexxed_effects_desc
Threshold 1
Effect Command -1
Effect TroopMorale -1
Level Cursed
Description Cursed_desc
EffectsDescription Cursed_effects_desc
Threshold 2
Effect Command -2
Effect TroopMorale -2
Level Blighted
Description Blighted_desc
EffectsDescription Blighted_effects_desc
Threshold 3
Effect Piety -1
Effect Command -3
Effect Authority -1
Effect TroopMorale -3
Level Damned
Description Damned_desc
EffectsDescription Damned_effects_desc
Threshold 4
Effect Piety -3
Effect Command -4
Effect Authority -2
Effect TroopMorale -4

;------------------------------------------
Trait StrickenSilly
Characters family
Level Warts
Description Warts_desc
EffectsDescription Warts_effects_desc
Threshold 1
Effect Command -1
Effect TroopMorale -1
Level Flatulant
Description Flatulant_desc
EffectsDescription Flatulant_effects_desc
Threshold 2
Effect Command -2
Effect Authority -1
Effect TroopMorale -2
Level Boil-ridden
Description Boil-ridden_desc
EffectsDescription Boil-ridden_effects_desc
Threshold 3
Effect Piety -1
Effect Command -3
Effect Authority -2
Effect TroopMorale -3

;------------------------------------------
Trait StrickenSerious
Characters family
Level Wracking_Cough
Description Wracking_Cough_desc
EffectsDescription Wracking_Cough_effects_desc
Threshold 1
Effect Command -1
Effect TroopMorale -1
Level Evil_Illness
Description Evil_Illness_desc
EffectsDescription Evil_Illness_effects_desc
Threshold 2
Effect Command -2
Effect TroopMorale -2
Level Stricken_Down
Description Stricken_Down_desc
EffectsDescription Stricken_Down_effects_desc
Threshold 3
Effect Piety -1
Effect Command -3
Effect Authority -1
Effect TroopMorale -3

;------------------------------------------
Trait Objective
Characters family
Hidden
AntiTraits Subjective
Level Quite_Objective
Description Quite_Objective_desc
EffectsDescription Quite_Objective_effects_desc
Threshold 1


;------------------------------------------
Trait Subjective
Characters family
Hidden
AntiTraits Objective
Level Quite_Subjective
Description Quite_Subjective_desc
EffectsDescription Quite_Subjective_effects_desc
Threshold 1


;------------------------------------------
Trait Gregarious
Characters family
AntiTraits Introvert
Level Sociable
Description Sociable_desc
EffectsDescription Sociable_effects_desc
Threshold 1
Effect LocalPopularity 1
Level Gregarious
Description Gregarious_desc
EffectsDescription Gregarious_effects_desc
Threshold 2
Effect TroopMorale 1
Effect LocalPopularity 2
Level Everyone's_Friend
Description Everyone's_Friend_desc
EffectsDescription Everyone's_Friend_effects_desc
Threshold 3
Effect TroopMorale 2
Effect LocalPopularity 3

;------------------------------------------
Trait Introvert
Characters family
AntiTraits Gregarious
Level Aloof
Description Aloof_desc
EffectsDescription Aloof_effects_desc
Threshold 1
Effect LocalPopularity -1
Level Introverted
Description Introverted_desc
EffectsDescription Introverted_effects_desc
Threshold 2
Effect TroopMorale -1
Effect LocalPopularity -2
Level Totally_Closed
Description Totally_Closed_desc
EffectsDescription Totally_Closed_effects_desc
Threshold 3
Effect TroopMorale -2
Effect LocalPopularity -3

;------------------------------------------
Trait ExRebel
Characters family
AntiTraits Gregarious
Level Rebelled
Description Rebelled_desc
EffectsDescription Rebelled_effects_desc
Threshold 1
Effect Loyalty -1
Level Rebelious
Description Rebelious_desc
EffectsDescription Rebelious_effects_desc
Threshold 2
Effect Loyalty -2
Level Turncoat
Description Turncoat_desc
EffectsDescription Turncoat_effects_desc
Epithet Turncoat_epithet_desc
Threshold 3
Effect Loyalty -3

;------------------------------------------
Trait ContentGeneral
Characters family
AntiTraits DiscontentGeneral
Level Feels_Appreciated
Description Feels_Appreciated_desc
EffectsDescription Feels_Appreciated_effects_desc
Threshold 1
Effect Loyalty 1
Level Feels_Respected
Description Feels_Respected_desc
EffectsDescription Feels_Respected_effects_desc
Threshold 4
Effect Loyalty 3
Level Feels_Honoured
Description Feels_Honoured_desc
EffectsDescription Feels_Honoured_effects_desc
Threshold 8
Effect Loyalty 5

;------------------------------------------
Trait DiscontentGeneral
Characters family
AntiTraits ContentGeneral
Level Feels_Unappreciated
Description Feels_Unappreciated_desc
EffectsDescription Feels_Unappreciated_effects_desc
Threshold 1
Effect Loyalty -1
Level Feels_Disrespected
Description Feels_Disrespected_desc
EffectsDescription Feels_Disrespected_effects_desc
Threshold 4
Effect Loyalty -3
Level Feels_Dishonoured
Description Feels_Dishonoured_desc
EffectsDescription Feels_Dishonoured_effects_desc
Threshold 8
Effect Loyalty -5

;------------------------------------------
Trait EasternWarlord
Characters family
Level Eastern_Warlord
Description Eastern_Warlord_desc
EffectsDescription Eastern_Warlord_effects_desc
Threshold 1
Effect Chivalry -1
Effect Command 2
Level Mighty_Warlord
Description Mighty_Warlord_desc
EffectsDescription Mighty_Warlord_effects_desc
Threshold 2
Effect Chivalry -2
Effect Command 4
Level Khan's_Conqueror
Description Khan's_Conqueror_desc
EffectsDescription Khan's_Conqueror_effects_desc
Threshold 3
Effect Chivalry -3
Effect Command 6

;------------------------------------------
Trait JaguarWarlord
Characters family
Level Mighty_Eagle
Description Mighty_Eagle_desc
EffectsDescription Mighty_Eagle_effects_desc
Threshold 1
Effect Chivalry -1
Effect Command 2
Level Mighty_Jaguar
Description Mighty_Jaguar_desc
EffectsDescription Mighty_Jaguar_effects_desc
Threshold 2
Effect Chivalry -2
Effect Command 4
Level Grand_Jaguar
Description Grand_Jaguar_desc
EffectsDescription Grand_Jaguar_effects_desc
Threshold 3
Effect Chivalry -3
Effect Command 6

;------------------------------------------
Trait FamousPirate
Characters admiral
Level Dangerous_Captain
Description Dangerous_Captain_desc
EffectsDescription Dangerous_Captain_effects_desc
Threshold 1
Effect Loyalty -1
Effect NavalCommand 1
Level Famous_Pirate
Description Famous_Pirate_desc
EffectsDescription Famous_Pirate_effects_desc
Threshold 2
Effect Loyalty -2
Effect NavalCommand 2
Level Notorious_Pirate
Description Notorious_Pirate_desc
EffectsDescription Notorious_Pirate_effects_desc
Threshold 3
Effect Loyalty -3
Effect NavalCommand 3

;------------------------------------------
Trait WifeIsCharming
Characters family
AntiTraits WifeIsHorrid
Level Wife_is_Fair
Description Wife_is_Fair_desc
EffectsDescription Wife_is_Fair_effects_desc
Threshold 1
Effect Fertility 1
Level Wife_is_Charming
Description Wife_is_Charming_desc
EffectsDescription Wife_is_Charming_effects_desc
Threshold 2
Effect LocalPopularity 1
Effect Fertility 1
Level Wife_is_Lovely
Description Wife_is_Lovely_desc
EffectsDescription Wife_is_Lovely_effects_desc
Threshold 3
Effect LocalPopularity 2
Effect Fertility 2

;------------------------------------------
Trait WifeIsHorrid
Characters family
AntiTraits WifeIsCharming
Level Wife_lacks_Charm
Description Wife_lacks_Charm_desc
EffectsDescription Wife_lacks_Charm_effects_desc
Threshold 1
Effect Fertility -1
Level Wife_is_Undesireable
Description Wife_is_Undesireable_desc
EffectsDescription Wife_is_Undesireable_effects_desc
Threshold 2
Effect LocalPopularity -1
Effect Fertility -1
Level Wife_is_a_Wretch
Description Wife_is_a_Wretch_desc
EffectsDescription Wife_is_a_Wretch_effects_desc
Threshold 3
Effect LocalPopularity -2
Effect Fertility -2

;------------------------------------------
Trait WifeIsFertile
Characters admiral
AntiTraits WifeIsBarren
Level Wife_is_Fertile
Description Wife_is_Fertile_desc
EffectsDescription Wife_is_Fertile_effects_desc
Threshold 1
Effect Fertility 1
Level Wife_is_Very_Fertile
Description Wife_is_Very_Fertile_desc
EffectsDescription Wife_is_Very_Fertile_effects_desc
Threshold 2
Effect Fertility 2
Level Wife_is_Ripe
Description Wife_is_Ripe_desc
EffectsDescription Wife_is_Ripe_effects_desc
Threshold 3
Effect Fertility 3

;------------------------------------------
Trait WifeIsBarren
Characters family
AntiTraits WifeIsFertile
Level Wife_is_Barren
Description Wife_is_Barren_desc
EffectsDescription Wife_is_Barren_effects_desc
Threshold 1
Effect Fertility -1
Level Wife_is_Infertile
Description Wife_is_Infertile_desc
EffectsDescription Wife_is_Infertile_effects_desc
Threshold 2
Effect Fertility -2
Level Wife_is_Cursed
Description Wife_is_Cursed_desc
EffectsDescription Wife_is_Cursed_effects_desc
Threshold 3
Effect Fertility -3

;------------------------------------------
Trait WifeIsWise
Characters family
Level Wife_is_Useful
Description Wife_is_Useful_desc
EffectsDescription Wife_is_Useful_effects_desc
Threshold 1
Effect Trading 5
Effect TaxCollection 5
Level Wife_is_Smart
Description Wife_is_Smart_desc
EffectsDescription Wife_is_Smart_effects_desc
Threshold 2
Effect Trading 10
Effect TaxCollection 10
Level Wife_is_Wise
Description Wife_is_Wise_desc
EffectsDescription Wife_is_Wise_effects_desc
Threshold 3
Effect Trading 15
Effect TaxCollection 15

;------------------------------------------
Trait FactionKiller
Characters family
Level Conqueror
Description Conqueror_desc
EffectsDescription Conqueror_effects_desc
Threshold 1
Effect Authority 1
Level Great_Conqueror
Description Great_Conqueror_desc
EffectsDescription Great_Conqueror_effects_desc
Epithet Great_Conqueror_epithet_desc
Threshold 2
Effect Authority 2
Level Legendary_Conqueror
Description Legendary_Conqueror_desc
EffectsDescription Legendary_Conqueror_effects_desc
Epithet Legendary_Conqueror_epithet_desc
Threshold 3
Effect Authority 3
Level All_Conquering
Description All_Conquering_desc
EffectsDescription All_Conquering_effects_desc
Epithet All_Conquering_epithet_desc
Threshold 4
Effect Authority 4

;------------------------------------------
Trait GoodDiplomacy
Characters family
Level Politcally_Wise
Description Politcally_Wise_desc
EffectsDescription Politcally_Wise_effects_desc
Threshold 2
Effect Authority 1
Level Politically_Strong
Description Politically_Strong_desc
EffectsDescription Politically_Strong_effects_desc
Threshold 4
Effect Authority 2
Level Politically_Powerful
Description Politically_Powerful_desc
EffectsDescription Politically_Powerful_effects_desc
Threshold 8
Effect Authority 3
Level First_Among_Firsts
Description First_Among_Firsts_desc
EffectsDescription First_Among_Firsts_effects_desc
Threshold 16
Effect Authority 4

;------------------------------------------
Trait BadDiplomacy
Characters family
Level Politically_Poor
Description Politically_Poor_desc
EffectsDescription Politically_Poor_effects_desc
Threshold 2
Effect Authority -1
Level Politically_Weak
Description Politically_Weak_desc
EffectsDescription Politically_Weak_effects_desc
Threshold 4
Effect Authority -2
Level Politically_Powerless
Description Politically_Powerless_desc
EffectsDescription Politically_Powerless_effects_desc
Threshold 8
Effect Authority -3

;------------------------------------------
Trait FathersLegacy
Characters family
Level Proud_Legacy
Description Proud_Legacy_desc
EffectsDescription Proud_Legacy_effects_desc
Threshold 1
Effect Authority 1
Level Strong_Legacy
Description Strong_Legacy_desc
EffectsDescription Strong_Legacy_effects_desc
Threshold 2
Effect Authority 2
Level Mighty_Legacy
Description Mighty_Legacy_desc
EffectsDescription Mighty_Legacy_effects_desc
Threshold 3
Effect Authority 3

;------------------------------------------
Trait ChivalryLegacy
Characters family
Level Chivalrous_Father
Description Chivalrous_Father_desc
EffectsDescription Chivalrous_Father_effects_desc
Threshold 1
Effect Chivalry 1
Level Legacy_of_Chivalry
Description Legacy_of_Chivalry_desc
EffectsDescription Legacy_of_Chivalry_effects_desc
Threshold 2
Effect Chivalry 2

;------------------------------------------
Trait DreadLegacy
Characters family
Level Dreaded_Father
Description Dreaded_Father_desc
EffectsDescription Dreaded_Father_effects_desc
Threshold 1
Effect Chivalry -1
Level Legacy_of_Dread
Description Legacy_of_Dread_desc
EffectsDescription Legacy_of_Dread_effects_desc
Threshold 2
Effect Chivalry -2

;------------------------------------------
Trait TourneyKnight
Characters family
Level Tourney_Entrant
Description Tourney_Entrant_desc
EffectsDescription Tourney_Entrant_effects_desc
Threshold 1
Effect Chivalry 1
Level Fair_Jouster
Description Fair_Jouster_desc
EffectsDescription Fair_Jouster_effects_desc
Threshold 3
Effect Chivalry 1
Effect CavalryCommand 1
Level Good_Jouster
Description Good_Jouster_desc
EffectsDescription Good_Jouster_effects_desc
Threshold 6
Effect Chivalry 2
Effect CavalryCommand 1
Level Knight_of_Renown
Description Knight_of_Renown_desc
EffectsDescription Knight_of_Renown_effects_desc
Threshold 12
Effect Chivalry 2
Effect Authority 1
Effect CavalryCommand 2
Level Tourney_Champion
Description Tourney_Champion_desc
EffectsDescription Tourney_Champion_effects_desc
Threshold 18
Effect Chivalry 3
Effect Authority 2
Effect CavalryCommand 2

;------------------------------------------
Trait HorseRacer
Characters family
Level Good_Racer
Description Good_Racer_desc
EffectsDescription Good_Racer_effects_desc
Threshold 1
Effect MovementPoints 1
Level Great_Racer
Description Great_Racer_desc
EffectsDescription Great_Racer_effects_desc
Threshold 2
Effect MovementPoints 1
Effect CavalryCommand 1
Level Famous_Racer
Description Famous_Racer_desc
EffectsDescription Famous_Racer_effects_desc
Threshold 3
Effect Authority 1
Effect MovementPoints 2
Effect CavalryCommand 1

;------------------------------------------
Trait AcademyTrained
Characters family
Level Academy_Trained
Description Academy_Trained_desc
EffectsDescription Academy_Trained_effects_desc
Threshold 1
Effect Command 1
Level Officer_Training
Description Officer_Training_desc
EffectsDescription Officer_Training_effects_desc
Threshold 2
Effect Command 2

;------------------------------------------
Trait ReligiousActivity
Characters family
AntiTraits ReligiousInactivity
Level Religious
Description Religious_desc
EffectsDescription Religious_effects_desc
Threshold 1
Effect Piety 1
Level Dutifully_Religious
Description Dutifully_Religious_desc
EffectsDescription Dutifully_Religious_effects_desc
Threshold 4
Effect Piety 2
Level Religiously_Active
Description Religiously_Active_desc
EffectsDescription Religiously_Active_effects_desc
Threshold 8
Effect Chivalry 1
Effect Piety 3
Level Devoutly_Religious
Description Devoutly_Religious_desc
EffectsDescription Devoutly_Religious_effects_desc
Threshold 16
Effect Chivalry 2
Effect Piety 4

;------------------------------------------
Trait ReligiousInactivity
Characters family
AntiTraits ReligiousActivity
Level Neglects_Religion
Description Neglects_Religion_desc
EffectsDescription Neglects_Religion_effects_desc
Threshold 2
Effect Piety -1
Level Religiously_Ignorant
Description Religiously_Ignorant_desc
EffectsDescription Religiously_Ignorant_effects_desc
Threshold 5
Effect Piety -2

;------------------------------------------
Trait MarriedAPrincess
Characters family
Level Royal_Ties
Description Royal_Ties_desc
EffectsDescription Royal_Ties_effects_desc
Threshold 1
Effect Loyalty 3

;------------------------------------------
Trait GloriousFool
Characters family
AntiTraits GoodAttacker, GoodDefender, GoodRiskyAttacker, GoodRiskyDefender
Level Unlucky_Leader
Description Unlucky_Leader_desc
EffectsDescription Unlucky_Leader_effects_desc
Threshold 1
Effect Command -1
Effect TroopMorale 2
Level Glory_Hunter
Description Glory_Hunter_desc
EffectsDescription Glory_Hunter_effects_desc
Threshold 2
Effect Command -2
Effect TroopMorale 4
Level Glorious_Fool
Description Glorious_Fool_desc
EffectsDescription Glorious_Fool_effects_desc
GainMessage Glorious_Fool_gain_desc
Threshold 3
Effect Command -3
Effect TroopMorale 6

;------------------------------------------
Trait TooOldToFight
Characters family
Level Beyond_Battle
Description Beyond_Battle_desc
EffectsDescription Beyond_Battle_effects_desc
Threshold 1


;------------------------------------------
Trait Senile
Characters family
Level Somewhat_Senile
Description Somewhat_Senile_desc
EffectsDescription Somewhat_Senile_effects_desc
Threshold 1
Effect Command -2
Effect Authority -1
Level Senile
Description Senile_desc
EffectsDescription Senile_effects_desc
Threshold 2
Effect Command -4
Effect Authority -2
Level Totally_Senile
Description Totally_Senile_desc
EffectsDescription Totally_Senile_effects_desc
Threshold 3
Effect Command -6
Effect Authority -3

;------------------------------------------
Trait WifeIsNoble
Characters family
Level Wife_is_Admirable
Description Wife_is_Admirable_desc
EffectsDescription Wife_is_Admirable_effects_desc
Threshold 1
Effect LocalPopularity 1
Level Wife_is_Noble
Description Wife_is_Noble_desc
EffectsDescription Wife_is_Noble_effects_desc
Threshold 3
Effect LocalPopularity 2
Level Wife_is_Revered
Description Wife_is_Revered_desc
EffectsDescription Wife_is_Revered_effects_desc
Threshold 5
Effect PublicSecurity 1
Effect LocalPopularity 3

;------------------------------------------
Trait WifeIsBitch
Characters family
Level Wife_is_Unpleasant
Description Wife_is_Unpleasant_desc
EffectsDescription Wife_is_Unpleasant_effects_desc
Threshold 1
Effect LocalPopularity -1
Level Wife_is_Nasty
Description Wife_is_Nasty_desc
EffectsDescription Wife_is_Nasty_effects_desc
Threshold 3
Effect LocalPopularity -2
Level Wife_is_Deplorable
Description Wife_is_Deplorable_desc
EffectsDescription Wife_is_Deplorable_effects_desc
Threshold 5
Effect PublicSecurity -1
Effect LocalPopularity -3

;------------------------------------------
Trait IAmPrincess
Characters princess
Hidden
Level Royal_Princess
Description Royal_Princess_desc
EffectsDescription Royal_Princess_effects_desc
Threshold 1
Effect Level 1

;------------------------------------------
Trait AgentPiety
Characters princess, merchant, spy, assassin, diplomat
Hidden
Level AgentPiety
Description AgentPiety_desc
EffectsDescription AgentPiety_effects_desc
Threshold 1
Effect Piety 10

;------------------------------------------
Trait InquisitorFailure
Characters inquisitor
Hidden
Level StrikeThree
Description StrikeThree_desc
EffectsDescription StrikeThree_effects_desc
Threshold 3
Effect Piety -10

;------------------------------------------
Trait ReligionStarter
Characters general
Hidden
Level General_Religion
Description General_Religion_desc
EffectsDescription General_Religion_effects_desc
Threshold 1
Effect Piety 3

;------------------------------------------
Trait Cultured
Characters general
Level Cultured
Description Cultured_desc
EffectsDescription Cultured_effects_desc
Threshold 1
Effect LocalPopularity 1
Level Very_Cultured
Description Very_Cultured_desc
EffectsDescription Very_Cultured_effects_desc
Threshold 3
Effect Authority 1
Effect LocalPopularity 2

;------------------------------------------
Trait HasAdultress
Characters general
Hidden
Level MarriedWithLover
Description MarriedWithLover_desc
EffectsDescription MarriedWithLover_effects_desc
Threshold 1


;------------------------------------------
Trait HeresyImmunityNonCatholic
Characters priest
Hidden
Level HeresyImmunityNC
Description HeresyImmunityNC_desc
EffectsDescription HeresyImmunityNC_effects_desc
Threshold 1
Effect HeresyImmunity 1


;===============================================================
;== TRIGGER DATA STARTS HERE ==
;===============================================================
;------------------------------------------
Trigger V0010_Standard_Battle_Attacker_Crushing_Victory_VnV_Trigger
WhenToTest PostBattle
Condition WasAttacker
and IsGeneral
and WonBattle
and BattleSuccess = crushing
and I_ConflictType Normal
and BattleOdds >= 0.5
and BattleOdds < 1.5
Affects GoodAttacker 2 Chance 100
Affects TacticalSkill 1 Chance 5
;------------------------------------------
Trigger V0020_Standard_Battle_Attacker_Crushing_Loss_VnV_Trigger
WhenToTest PostBattle
Condition WasAttacker
and IsGeneral
and not WonBattle
and BattleSuccess = crushing
and I_ConflictType Normal
and BattleOdds >= 0.5
and BattleOdds < 1.5
Affects BadAttacker 2 Chance 50
;------------------------------------------
Trigger V0030_Standard_Battle_Defender_Crushing_Victory_VnV_Trigger
WhenToTest PostBattle
Condition not WasAttacker
and IsGeneral
and WonBattle
and BattleSuccess = crushing
and I_ConflictType Normal
and BattleOdds >= 0.5
and BattleOdds < 1.5
Affects GoodDefender 2 Chance 100
Affects TacticalSkill 1 Chance 5
;------------------------------------------
Trigger V0040_Standard_Battle_Defender_Crushing_Loss_VnV_Trigger
WhenToTest PostBattle
Condition not WasAttacker
and IsGeneral
and not WonBattle
and BattleSuccess = crushing
and I_ConflictType Normal
and BattleOdds >= 0.5
and BattleOdds < 1.5
Affects BadDefender 2 Chance 50
;------------------------------------------
Trigger V0050_Standard_Battle_Attacker_Clear_Victory_VnV_Trigger
WhenToTest PostBattle
Condition WasAttacker
and IsGeneral
and WonBattle
and BattleSuccess = clear
and I_ConflictType Normal
and BattleOdds >= 0.5
and BattleOdds < 1.5
Affects GoodAttacker 1 Chance 100
;------------------------------------------
Trigger V0060_Standard_Battle_Attacker_Clear_Loss_VnV_Trigger
WhenToTest PostBattle
Condition WasAttacker
and IsGeneral
and not WonBattle
and BattleSuccess = clear
and I_ConflictType Normal
and BattleOdds >= 0.5
and BattleOdds < 1.5
Affects BadAttacker 1 Chance 50
;------------------------------------------
Trigger V0070_Standard_Battle_Defender_Clear_Victory_VnV_Trigger
WhenToTest PostBattle
Condition not WasAttacker
and IsGeneral
and WonBattle
and BattleSuccess = clear
and I_ConflictType Normal
and BattleOdds >= 0.5
and BattleOdds < 1.5
Affects GoodDefender 1 Chance 100
;------------------------------------------
Trigger V0080_Standard_Battle_Defender_Clear_Loss_VnV_Trigger
WhenToTest PostBattle
Condition not WasAttacker
and IsGeneral
and not WonBattle
and BattleSuccess = clear
and I_ConflictType Normal
and BattleOdds >= 0.5
and BattleOdds < 1.5
Affects BadDefender 1 Chance 50
;------------------------------------------
Trigger V0090_Standard_Battle_Any_Victory_VnV_Trigger
WhenToTest PostBattle
Condition IsGeneral
and WonBattle
and BattleOdds < 2.25
Affects GoodCommander 1 Chance 100
;------------------------------------------
Trigger V0100_Standard_Battle_Any_Loss_VnV_Trigger
WhenToTest PostBattle
Condition IsGeneral
and not WonBattle
and BattleOdds > 1.5
Affects BadCommander 1 Chance 50
;------------------------------------------
Trigger V0110_Standard_Risky_Battle_Attacker_Clear_Victory_VnV_Trigger
WhenToTest PostBattle
Condition WasAttacker
and IsGeneral
and WonBattle
and BattleSuccess = crushing
and I_ConflictType Normal
and BattleOdds < 0.5
and BattleOdds > 0.16
Affects GoodRiskyAttacker 1 Chance 100
;------------------------------------------
Trigger V0120_Standard_Risky_Battle_Attacker_Clear_Loss_VnV_Trigger
WhenToTest PostBattle
Condition WasAttacker
and IsGeneral
and not WonBattle
and BattleSuccess = crushing
and I_ConflictType Normal
and BattleOdds < 0.5
and BattleOdds > 0.16
Affects BadRiskyAttacker 1 Chance 50
;------------------------------------------
Trigger V0130_Standard_Risky_Battle_Defender_Clear_Victory_VnV_Trigger
WhenToTest PostBattle
Condition not WasAttacker
and IsGeneral
and WonBattle
and BattleSuccess = crushing
and I_ConflictType Normal
and BattleOdds < 0.5
and BattleOdds > 0.16
Affects GoodRiskyDefender 1 Chance 100
;------------------------------------------
Trigger V0140_Standard_Risky_Battle_Defender_Clear_Loss_VnV_Trigger
WhenToTest PostBattle
Condition not WasAttacker
and IsGeneral
and not WonBattle
and BattleSuccess = crushing
and I_ConflictType Normal
and BattleOdds < 0.5
and BattleOdds > 0.16
Affects BadRiskyDefender 1 Chance 50
;------------------------------------------
Trigger V0150_Standard_Risky_Battle_Attacker_Crushing_Victory_VnV_Trigger
WhenToTest PostBattle
Condition WasAttacker
and IsGeneral
and WonBattle
and BattleSuccess = crushing
and I_ConflictType Normal
and BattleOdds <= 0.16
Affects GoodRiskyAttacker 2 Chance 100
Affects TacticalSkill 1 Chance 5
;------------------------------------------
Trigger V0160_Standard_Risky_Battle_Attacker_Crushing_Victory_VnV_Trigger
WhenToTest PostBattle
Condition WasAttacker
and IsGeneral
and not WonBattle
and BattleSuccess = crushing
and I_ConflictType Normal
and BattleOdds <= 0.16
Affects BadRiskyAttacker 1 Chance 50
;------------------------------------------
Trigger V0170_Standard_Risky_Battle_Defender_Crushing_Victory_VnV_Trigger
WhenToTest PostBattle
Condition not WasAttacker
and IsGeneral
and WonBattle
and BattleSuccess = crushing
and I_ConflictType Normal
and BattleOdds <= 0.16
Affects GoodRiskyDefender 2 Chance 100
Affects TacticalSkill 1 Chance 5
;------------------------------------------
Trigger V0180_Standard_Risky_Battle_Defender_Crushing_Loss_VnV_Trigger
WhenToTest PostBattle
Condition not WasAttacker
and IsGeneral
and not WonBattle
and BattleSuccess = crushing
and I_ConflictType Normal
and BattleOdds <= 0.16
Affects BadRiskyDefender 1 Chance 50
;------------------------------------------
Trigger V0190_Withdraw_Before_Battle_Even_Odds_VnV_Trigger
WhenToTest PreBattleWithdrawal
Condition IsGeneral
and I_WithdrawsBeforeBattle
and BattleOdds > 0.8
and BattleOdds < 1.5
Affects IndecisiveAttacker 1 Chance 50
;------------------------------------------
Trigger V0200_Withdraw_Before_Battle_Good_Odds_VnV_Trigger
WhenToTest PreBattleWithdrawal
Condition IsGeneral
and I_WithdrawsBeforeBattle
and BattleOdds > 3
Affects IndecisiveAttacker 2 Chance 50
;------------------------------------------
Trigger V0210_Standard_Battle_Crushing_Victory_Infantry_Commander_VnV_Trigger
WhenToTest PostBattle
Condition IsGeneral
and WonBattle
and BattleSuccess = crushing
and PercentageUnitCategory infantry > 80
Affects GoodInfantryGeneral 1 Chance 100
;------------------------------------------
Trigger V0220_Standard_Battle_Crushing_Defeat_Infantry_Commander_VnV_Trigger
WhenToTest PostBattle
Condition IsGeneral
and not WonBattle
and BattleSuccess = crushing
and PercentageUnitCategory infantry > 80
Affects BadInfantryGeneral 1 Chance 50
;------------------------------------------
Trigger V0230_Standard_Battle_Crushing_Victory_Cavalry_Commander_VnV_Trigger
WhenToTest PostBattle
Condition IsGeneral
and WonBattle
and BattleSuccess = crushing
and PercentageUnitCategory cavalry > 50
Affects GoodCavalryGeneral 1 Chance 100
;------------------------------------------
Trigger V0240_Standard_Battle_Crushing_Defeat_Cavalry_Commander_VnV_Trigger
WhenToTest PostBattle
Condition IsGeneral
and not WonBattle
and BattleSuccess = crushing
and PercentageUnitCategory cavalry > 50
Affects BadCavalryGeneral 1 Chance 50
;------------------------------------------
Trigger Battle_Siege_Attacker_Won
WhenToTest PostBattle
Condition WasAttacker
and IsGeneral
and WonBattle
and BattleSuccess >= clear
and I_ConflictType Siege
and BattleOdds < 2
Affects GoodSiegeAttacker 1 Chance 100
;------------------------------------------
Trigger Battle_Siege_Attacker_Lost
WhenToTest PostBattle
Condition WasAttacker
and IsGeneral
and not WonBattle
and BattleSuccess >= clear
and I_ConflictType Siege
and BattleOdds >= 1.2
Affects BadSiegeAttacker 1 Chance 100
;------------------------------------------
Trigger Battle_Siege_Defender_Won
WhenToTest PostBattle
Condition not WasAttacker
and IsGeneral
and WonBattle
and BattleSuccess >= clear
and I_ConflictType Siege
and BattleOdds < 1.7
Affects GoodSiegeDefender 1 Chance 100
;------------------------------------------
Trigger Battle_Siege_Defender_Lost
WhenToTest PostBattle
Condition not WasAttacker
and IsGeneral
and not WonBattle
and BattleSuccess >= clear
and I_ConflictType Siege
and BattleOdds >= 1
Affects BadSiegeDefender 1 Chance 100
;------------------------------------------
Trigger Battle_General_Took_Hits
WhenToTest PostBattle
Condition GeneralHPLostRatioinBattle > 0.3
Affects BattleScarred 1 Chance 30
Affects Brave 1 Chance 15
;------------------------------------------
Trigger Battle_Berserker_Actions
WhenToTest PostBattle
Condition GeneralHPLostRatioinBattle > 0.3
and Trait Berserker >= 1
Affects Berserker 1 Chance 30
;------------------------------------------
Trigger battle2
WhenToTest PostBattle
Condition GeneralNumKillsInBattle > 6
and GeneralHPLostRatioinBattle > 0.5
Affects Brave 1 Chance 60
;------------------------------------------
Trigger battle2_siege_win
WhenToTest PostBattle
Condition IsGeneral
and WonBattle
and BattleSuccess = crushing
and I_ConflictType Siege
and GeneralNumKillsInBattle > 6
and BattleOdds <= 0.9
Affects VictorVirtue 1 Chance 100
;------------------------------------------
Trigger battle3
WhenToTest PostBattle
Condition GeneralNumKillsInBattle > 8
and not Trait BattleChivalry >= 1
and not Trait BattleDread >= 1
Affects Brave 1 Chance 20

;------------------------------------------
Trigger battle3Dread
WhenToTest PostBattle
Condition GeneralNumKillsInBattle > 8
and not Trait BattleChivalry > 0
Affects BattleDread 1 Chance 50
Affects Brave 1 Chance 20
;------------------------------------------
Trigger battle3Chivalry_fighting
WhenToTest PostBattle
Condition GeneralNumKillsInBattle > 8
and not Trait BattleDread > 0
Affects BattleChivalry 1 Chance 50
Affects Brave 1 Chance 20
;------------------------------------------
Trigger battle3Chivalry1_defensivewin
WhenToTest PostBattle
Condition not WasAttacker
and IsGeneral
and BattleOdds < 0.5
and BattleOdds > 0.05
and GeneralFoughtInCombat
and not Trait BattleDread > 0
Affects BattleChivalry 1 Chance 100
;------------------------------------------
Trigger battle3Chivalry_hardoddswin
WhenToTest PostBattle
Condition IsGeneral
and WonBattle
and BattleOdds <= 0.5
and not Trait BattleDread > 0
and GeneralFoughtInCombat
Affects BattleChivalry 1 Chance 66
;------------------------------------------
Trigger battle3Chivalry_religioncatholic
WhenToTest GeneralAssaultsGeneral
Condition CharacterReligion catholic
and TargetReligion islam
and not Trait BattleDread > 0
Affects BattleChivalry 1 Chance 33
;------------------------------------------
Trigger battle3Chivalry_religionorthodox
WhenToTest GeneralAssaultsGeneral
Condition CharacterReligion orthodox
and TargetReligion islam
and not Trait BattleDread > 0
Affects BattleChivalry 1 Chance 33
;------------------------------------------
Trigger battle3Chivalry_religionislam
WhenToTest GeneralAssaultsGeneral
Condition CharacterReligion islam
and TargetReligion catholic
and not Trait BattleDread > 0
Affects BattleChivalry 1 Chance 66
;------------------------------------------
Trigger battle3Chivalry1_notchaserouters
WhenToTest PostBattle
Condition WonBattle
and BattleSuccess >= average
and PercentageEnemyKilled < 10
and not GeneralFoughtInCombat
and IsGeneral
and BattleOdds < 0.95
and not Trait BattleDread > 0
Affects BattleChivalry 1 Chance 33
;------------------------------------------
Trigger battle3Chivalry_Dread_Not_fighting
WhenToTest PostBattle
Condition not WonBattle
and not GeneralFoughtInCombat
and PercentageEnemyKilled < 10
Affects BattleChivalry -1 Chance 100
Affects BattleDread -1 Chance 100
;------------------------------------------
Trigger battle3Chivalry_Dread_Routing
WhenToTest PostBattle
Condition Routs
and PercentageEnemyKilled < 33
and GeneralNumKillsInBattle < 8
Affects BattleChivalry -2 Chance 100
Affects BattleDread -2 Chance 100
;------------------------------------------
Trigger battle3Chivalry_Dread_Routing2
WhenToTest PostBattle
Condition Routs
and PercentageEnemyKilled >= 33
and PercentageEnemyKilled <= 66
and GeneralNumKillsInBattle < 8
and BattleOdds > 0.75
Affects BattleChivalry -1 Chance 100
Affects BattleDread -1 Chance 100
;------------------------------------------
Trigger battle3Dread_PickingOnWeak
WhenToTest PostBattle
Condition WasAttacker
and WonBattle
and BattleOdds > 2
and PercentageEnemyKilled > 75
and not Trait BattleChivalry > 0
Affects BattleDread 1 Chance 100
;------------------------------------------
Trigger battle3Dread_TotalAnnihilation
WhenToTest PostBattle
Condition WonBattle
and BattleSuccess >= crushing
and PercentageEnemyKilled > 90
and not GeneralFoughtInCombat
and IsGeneral
and BattleOdds < 0.95
and not Trait BattleChivalry > 0
Affects BattleDread 2 Chance 100
;------------------------------------------
Trigger battle3Dread_Let_Them_Go
WhenToTest PostBattle
Condition WonBattle
and BattleSuccess >= average
and PercentageEnemyKilled < 10
and not GeneralFoughtInCombat
and IsGeneral
and BattleOdds < 0.95
and not Trait BattleChivalry > 0
Affects BattleDread -1 Chance 100
;------------------------------------------
Trigger battle4
WhenToTest PostBattle
Condition not WonBattle
and not GeneralFoughtInCombat
and PercentageEnemyKilled = 0
Affects Coward 1 Chance 100
;------------------------------------------
Trigger battle5
WhenToTest PostBattle
Condition IsGeneral
and WonBattle
and not Trait Ignorance > 0
Affects InspiringSpeaker 1 Chance 4
;------------------------------------------
Trigger night_battle_crushing_victory_attacker
WhenToTest PostBattle
Condition WasAttacker
and IsGeneral
and WonBattle
and BattleSuccess >= clear
and BattleOdds >= 0.5
and BattleOdds < 2
and IsNightBattle
Affects Noctophilia 1 Chance 100
;------------------------------------------
Trigger night_battle_crushing_victory_defender
WhenToTest PostBattle
Condition not WasAttacker
and IsGeneral
and WonBattle
and BattleSuccess >= clear
and BattleOdds >= 0.5
and BattleOdds < 2
and IsNightBattle
Affects Noctophilia 1 Chance 100
;------------------------------------------
Trigger night_battle_crushing_loss_attacker
WhenToTest PostBattle
Condition WasAttacker
and IsGeneral
and not WonBattle
and BattleSuccess >= clear
and BattleOdds >= 0.5
and BattleOdds < 1.5
and IsNightBattle
Affects Noctophobia 1 Chance 50
;------------------------------------------
Trigger night_battle_crushing_loss_defender
WhenToTest PostBattle
Condition not WasAttacker
and IsGeneral
and not WonBattle
and BattleSuccess >= clear
and BattleOdds >= 0.5
and BattleOdds < 1.5
and IsNightBattle
Affects Noctophobia 1 Chance 50
;------------------------------------------
Trigger diet_of_carrots_1
WhenToTest CharacterTurnStart
Condition Trait NightBattleCapable = 0
and IsGeneral
and Attribute Command >= 5
Affects NightBattleCapable 6 Chance 100
;------------------------------------------
Trigger diet_of_carrots_2
WhenToTest PostBattle
Condition IsGeneral
and Attribute Command >= 1
and IsNightBattle
and Trait NightBattleCapable = 0
and WonBattle
Affects NightBattleCapable 6 Chance 100
;------------------------------------------
Trigger Worthy_Of_Adoption_1_VnV_Trigger
WhenToTest OfferedForAdoption

Affects GoodCommander 3 Chance 33
Affects GoodAttacker 2 Chance 17
Affects GoodDefender 2 Chance 17
Affects GoodSiegeAttacker 2 Chance 17
Affects Brave 3 Chance 17
;------------------------------------------
Trigger Worthy_Of_Adoption_2_VnV_Trigger
WhenToTest OfferedForAdoption

Affects Sobriety 1 Chance 12
Affects Disciplinarian 2 Chance 17
Affects GoodAdministrator 6 Chance 17
Affects NightBattleCapable 1 Chance 10
;------------------------------------------
Trigger Worthy_Of_Adoption_3_VnV_Trigger
WhenToTest OfferedForAdoption

Affects BattleScarred 1 Chance 17
Affects Intelligent 1 Chance 8
Affects NaturalMilitarySkill 1 Chance 8
Affects GoodCommander 1 Chance 80
;------------------------------------------
Trigger Worth_of_Adoption_loyalty_1
WhenToTest OfferedForAdoption

Affects LoyaltyStarter 1 Chance 100
Affects Loyal 1 Chance 50
Affects ReligionStarter 1 Chance 100
Affects BattleChivalry 1 Chance 50
;------------------------------------------
Trigger Worth_of_Adoption_loyalty_2
WhenToTest OfferedForAdoption
Condition Trait Loyal >= 1
Affects Loyal 1 Chance 50
;------------------------------------------
Trigger Worth_of_Adoption_loyalty_3
WhenToTest OfferedForAdoption
Condition Trait Loyal >= 2
Affects Loyal 2 Chance 50
;------------------------------------------
Trigger Worth_of_Adoption_loyalty_4
WhenToTest OfferedForAdoption
Condition Trait Loyal >= 3
Affects Loyal 2 Chance 25
;------------------------------------------
Trigger Worth_of_Adoption_loyalty_5
WhenToTest OfferedForAdoption
Condition Trait Loyal < 1
Affects Disloyal 1 Chance 50
;------------------------------------------
Trigger Worth_of_Adoption_loyalty_6
WhenToTest OfferedForAdoption
Condition Trait Disloyal >= 1
Affects Disloyal 1 Chance 50
;------------------------------------------
Trigger Worth_of_Adoption_loyalty_7
WhenToTest OfferedForAdoption
Condition Trait Disloyal >= 2
Affects Disloyal 1 Chance 50
;------------------------------------------
Trigger Worth_of_Adoption_loyalty_8
WhenToTest OfferedForAdoption
Condition Trait Disloyal >= 3
Affects Disloyal 1 Chance 25
;------------------------------------------
Trigger Worth_of_Adoption_piety_1
WhenToTest OfferedForAdoption

Affects ReligiousActivity 1 Chance 50
;------------------------------------------
Trigger Worth_of_Adoption_piety_2
WhenToTest OfferedForAdoption
Condition Trait ReligiousActivity >= 1
Affects ReligiousActivity 3 Chance 33
;------------------------------------------
Trigger Worth_of_Adoption_piety_3
WhenToTest OfferedForAdoption
Condition Trait ReligiousActivity >= 2
Affects ReligiousActivity 4 Chance 33
;------------------------------------------
Trigger Worth_of_Adoption_piety_4
WhenToTest OfferedForAdoption
Condition Trait ReligiousActivity < 1
Affects ReligiousInactivity 1 Chance 50
;------------------------------------------
Trigger Worth_of_Adoption_piety_5
WhenToTest OfferedForAdoption
Condition Trait ReligiousInactivity >= 1
Affects ReligiousInactivity 1 Chance 10
;------------------------------------------
Trigger Worth_of_Adoption_chiv_1
WhenToTest OfferedForAdoption
Condition Trait BattleChivalry >= 1
Affects BattleChivalry 2 Chance 33
;------------------------------------------
Trigger Worth_of_Adoption_chiv_2
WhenToTest OfferedForAdoption
Condition Trait BattleChivalry < 1
Affects BattleDread 1 Chance 50
;------------------------------------------
Trigger Worth_of_Adoption_chiv_3
WhenToTest OfferedForAdoption
Condition Trait BattleDread >= 1
Affects BattleDread 2 Chance 33
;------------------------------------------
Trigger Worthy_Of_Marriage_1_VnV_Trigger
WhenToTest OfferedForMarriage

Affects GoodCommander 3 Chance 33
Affects GoodAttacker 2 Chance 17
Affects GoodDefender 2 Chance 17
Affects Brave 1 Chance 17
Affects NightBattleCapable 1 Chance 10
;------------------------------------------
Trigger Worthy_Of_Marriage_2_VnV_Trigger
WhenToTest OfferedForMarriage

Affects Sobriety 1 Chance 12
Affects Disciplinarian 2 Chance 17
Affects GoodAdministrator 6 Chance 17
Affects PoliticsSkill 1 Chance 17
;------------------------------------------
Trigger Worthy_Of_Marriage_3_VnV_Trigger
WhenToTest OfferedForMarriage

Affects BattleScarred 1 Chance 17
Affects Loyal 1 Chance 17
Affects Intelligent 1 Chance 8
Affects NaturalMilitarySkill 1 Chance 8
Affects GoodCommander 1 Chance 50
;------------------------------------------
Trigger Worthy_Of_Marriage_loyalty_1
WhenToTest OfferedForMarriage

Affects LoyaltyStarter 1 Chance 100
Affects Loyal 1 Chance 50
Affects ReligionStarter 1 Chance 100
Affects BattleChivalry 1 Chance 50
;------------------------------------------
Trigger Worthy_Of_Marriage_loyalty_2
WhenToTest OfferedForMarriage
Condition Trait Loyal >= 1
Affects Loyal 1 Chance 50
;------------------------------------------
Trigger Worthy_Of_Marriage_loyalty_3
WhenToTest OfferedForMarriage
Condition Trait Loyal >= 2
Affects Loyal 2 Chance 50
;------------------------------------------
Trigger Worthy_Of_Marriage_loyalty_4
WhenToTest OfferedForMarriage
Condition Trait Loyal >= 3
Affects Loyal 2 Chance 25
;------------------------------------------
Trigger Worthy_Of_Marriage_loyalty_5
WhenToTest OfferedForMarriage
Condition Trait Loyal < 1
Affects Disloyal 1 Chance 50
;------------------------------------------
Trigger Worthy_Of_Marriage_loyalty_6
WhenToTest OfferedForMarriage
Condition Trait Disloyal >= 1
Affects Disloyal 1 Chance 50
;------------------------------------------
Trigger Worthy_Of_Marriage_loyalty_7
WhenToTest OfferedForMarriage
Condition Trait Disloyal >= 2
Affects Disloyal 2 Chance 50
;------------------------------------------
Trigger Worthy_Of_Marriage_loyalty_8
WhenToTest OfferedForMarriage
Condition Trait Disloyal >= 3
Affects Disloyal 2 Chance 25
;------------------------------------------
Trigger Worthy_Of_Marriage_piety_1
WhenToTest OfferedForMarriage

Affects ReligiousActivity 1 Chance 50
;------------------------------------------
Trigger Worthy_Of_Marriage_piety_2
WhenToTest OfferedForMarriage
Condition Trait ReligiousActivity >= 1
Affects ReligiousActivity 3 Chance 33
;------------------------------------------
Trigger Worthy_Of_Marriage_piety_3
WhenToTest OfferedForMarriage
Condition Trait ReligiousActivity >= 2
Affects ReligiousActivity 4 Chance 33
;------------------------------------------
Trigger Worthy_Of_Marriage_piety_4
WhenToTest OfferedForMarriage
Condition Trait ReligiousActivity < 1
Affects ReligiousInactivity 1 Chance 50
;------------------------------------------
Trigger Worthy_Of_Marriage_piety_5
WhenToTest OfferedForMarriage
Condition Trait ReligiousInactivity >= 1
Affects ReligiousInactivity 1 Chance 10
;------------------------------------------
Trigger sitting_around_town_vnv_trigger
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and RemainingMPPercentage = 100
and RandomPercent > 90
Affects Arse 1 Chance 1

;------------------------------------------
Trigger sitting_around_town_with_jousting
WhenToTest CharacterTurnEnd
Condition IsGeneral
and EndedInSettlement
and RemainingMPPercentage = 100
and SettlementBuildingExists >= jousting_lists
Affects TourneyKnight 1 Chance 10
;------------------------------------------
Trigger sitting_around_town_with_racing
WhenToTest CharacterTurnEnd
Condition IsGeneral
and EndedInSettlement
and RemainingMPPercentage = 100
and SettlementBuildingExists >= racing_track
Affects HorseRacer 1 Chance 10
;------------------------------------------
Trigger sitting_around_town_with_academia
WhenToTest CharacterTurnEnd
Condition IsGeneral
and EndedInSettlement
and RemainingMPPercentage = 100
and SettlementBuildingExists >= alchemists_lab
Affects Intelligent 1 Chance 10
;------------------------------------------
Trigger sitting_around_town_with_militaryacademy
WhenToTest CharacterTurnEnd
Condition IsGeneral
and EndedInSettlement
and RemainingMPPercentage = 100
and SettlementBuildingExists >= military_academy
Affects AcademyTrained 1 Chance 10
;------------------------------------------
Trigger sitting_around_camp_vnv_trigger
WhenToTest CharacterTurnEnd
Condition not EndedInSettlement
and RemainingMPPercentage = 100
and RandomPercent > 60
Affects Feck 1 Chance 1
Affects HaleAndHearty 1 Chance 1
Affects Scout 1 Chance 1
;------------------------------------------
Trigger dads_a_bit_drunk_vnv_trigger
WhenToTest CharacterComesOfAge
Condition FatherTrait Drink >= 1
and FatherTrait Drink <= 2
Affects Sobriety 3 Chance 50

;------------------------------------------
Trigger dads_more_drunk_vnv_trigger
WhenToTest CharacterComesOfAge
Condition FatherTrait Drink >= 3
and FatherTrait Drink <= 4
Affects Sobriety 9 Chance 75

;------------------------------------------
Trigger dads_totally_drunk_vnv_trigger
WhenToTest CharacterComesOfAge
Condition FatherTrait Drink >= 5
and FatherTrait Drink <= 6
Affects Sobriety 18 Chance 90

;------------------------------------------
Trigger dads_austere
WhenToTest CharacterComesOfAge
Condition FatherTrait Austere >= 1
Affects Aesthetic 1 Chance 20
Affects Austere 1 Chance 5
;------------------------------------------
Trigger dads_aesthetic
WhenToTest CharacterComesOfAge
Condition FatherTrait Aesthetic >= 1
Affects Austere 1 Chance 15
Affects Aesthetic 1 Chance 15
;------------------------------------------
Trigger dads_upright
WhenToTest CharacterComesOfAge
Condition FatherTrait Upright >= 1
Affects Upright 1 Chance 20
;------------------------------------------
Trigger dads_coward
WhenToTest CharacterComesOfAge
Condition FatherTrait Coward >= 1
Affects Brave 1 Chance 20
;------------------------------------------
Trigger dads_cuckold
WhenToTest CharacterComesOfAge
Condition FatherTrait Cuckold >= 1
Affects Prim 1 Chance 20
;------------------------------------------
Trigger dads_prim
WhenToTest CharacterComesOfAge
Condition FatherTrait Prim >= 1
Affects Lewd 1 Chance 10
Affects Feck 1 Chance 10
;------------------------------------------
Trigger dads_epicurean
WhenToTest CharacterComesOfAge
Condition FatherTrait Epicurean >= 1
Affects Epicurean 1 Chance 25
Affects Stoic 1 Chance 10
;------------------------------------------
Trigger dad_FearsByzantium
WhenToTest CharacterComesOfAge
Condition FatherTrait Fearsbyzantium >= 1
Affects Hatesbyzantium 1 Chance 25
;------------------------------------------
Trigger dad_FearsDenmark
WhenToTest CharacterComesOfAge
Condition FatherTrait Fearsdenmark >= 1
Affects Hatesdenmark 1 Chance 25
;------------------------------------------
Trigger dad_FearsEgypt
WhenToTest CharacterComesOfAge
Condition FatherTrait Fearsegypt >= 1
Affects Hatesegypt 1 Chance 25
;------------------------------------------
Trigger dad_FearsEngland
WhenToTest CharacterComesOfAge
Condition FatherTrait Fearsengland >= 1
Affects Hatesengland 1 Chance 25
;------------------------------------------
Trigger dad_FearsFrance
WhenToTest CharacterComesOfAge
Condition FatherTrait Fearsfrance >= 1
Affects Hatesfrance 1 Chance 25
;------------------------------------------
Trigger dad_FearsHRE
WhenToTest CharacterComesOfAge
Condition FatherTrait Fearshre >= 1
Affects Hateshre 1 Chance 25
;------------------------------------------
Trigger dad_FearsHungary
WhenToTest CharacterComesOfAge
Condition FatherTrait Fearshungary >= 1
Affects Hateshungary 1 Chance 25
;------------------------------------------
Trigger dad_FearsMilan
WhenToTest CharacterComesOfAge
Condition FatherTrait Fearsmilan >= 1
Affects Hatesmilan 1 Chance 25
;------------------------------------------
Trigger dad_FearsMongols
WhenToTest CharacterComesOfAge
Condition FatherTrait Fearsmongols >= 1
Affects Hatesmongols 1 Chance 25
;------------------------------------------
Trigger dad_FearsMoors
WhenToTest CharacterComesOfAge
Condition FatherTrait Fearsmoors >= 1
Affects Hatesmoors 1 Chance 25
;------------------------------------------
Trigger dad_FearsPapal_States
WhenToTest CharacterComesOfAge
Condition FatherTrait Fearspapal_states >= 1
Affects Hatespapal_states 1 Chance 25
;------------------------------------------
Trigger dad_FearsPoland
WhenToTest CharacterComesOfAge
Condition FatherTrait Fearspoland >= 1
Affects Hatespoland 1 Chance 25
;------------------------------------------
Trigger dad_FearsPortugal
WhenToTest CharacterComesOfAge
Condition FatherTrait Fearsportugal >= 1
Affects Hatesportugal 1 Chance 25
;------------------------------------------
Trigger dad_FearsRussia
WhenToTest CharacterComesOfAge
Condition FatherTrait Fearsrussia >= 1
Affects Hatesrussia 1 Chance 25
;------------------------------------------
Trigger dad_FearsScotland
WhenToTest CharacterComesOfAge
Condition FatherTrait Fearsscotland >= 1
Affects Hatesscotland 1 Chance 25
;------------------------------------------
Trigger dad_FearsSicily
WhenToTest CharacterComesOfAge
Condition FatherTrait Fearssicily >= 1
Affects Hatessicily 1 Chance 25
;------------------------------------------
Trigger dad_FearsSlave
WhenToTest CharacterComesOfAge
Condition FatherTrait Fearsslave >= 1
Affects Hatesslave 1 Chance 25
;------------------------------------------
Trigger dad_FearsSpain
WhenToTest CharacterComesOfAge
Condition FatherTrait Fearsspain >= 1
Affects Hatesspain 1 Chance 25
;------------------------------------------
Trigger dad_FearsTimurids
WhenToTest CharacterComesOfAge
Condition FatherTrait Fearstimurids >= 1
Affects Hatestimurids 1 Chance 25
;------------------------------------------
Trigger dad_FearsTurks
WhenToTest CharacterComesOfAge
Condition FatherTrait Fearsturks >= 1
Affects Hatesturks 1 Chance 25
;------------------------------------------
Trigger dad_hatesAztecs
WhenToTest CharacterComesOfAge
Condition FatherTrait Hatesaztec >= 1
Affects Hatesaztec 1 Chance 25
;------------------------------------------
Trigger dad_hatesByzantium
WhenToTest CharacterComesOfAge
Condition FatherTrait Hatesbyzantium >= 1
Affects Hatesbyzantium 1 Chance 25
;------------------------------------------
Trigger dad_hatesDenmark
WhenToTest CharacterComesOfAge
Condition FatherTrait Hatesdenmark >= 1
Affects Hatesdenmark 1 Chance 25
;------------------------------------------
Trigger dad_hatesEgypt
WhenToTest CharacterComesOfAge
Condition FatherTrait Hatesegypt >= 1
Affects Hatesegypt 1 Chance 25
;------------------------------------------
Trigger dad_hatesEngland
WhenToTest CharacterComesOfAge
Condition FatherTrait Hatesengland >= 1
Affects Hatesengland 1 Chance 25
;------------------------------------------
Trigger dad_hatesFrance
WhenToTest CharacterComesOfAge
Condition FatherTrait Hatesfrance >= 1
Affects Hatesfrance 1 Chance 25
;------------------------------------------
Trigger dad_hatesHRE
WhenToTest CharacterComesOfAge
Condition FatherTrait Hateshre >= 1
Affects Hateshre 1 Chance 25
;------------------------------------------
Trigger dad_hatesHungary
WhenToTest CharacterComesOfAge
Condition FatherTrait Hateshungary >= 1
Affects Hateshungary 1 Chance 25
;------------------------------------------
Trigger dad_hatesMilan
WhenToTest CharacterComesOfAge
Condition FatherTrait Hatesmilan >= 1
Affects Hatesmilan 1 Chance 25
;------------------------------------------
Trigger dad_hatesMongols
WhenToTest CharacterComesOfAge
Condition FatherTrait Hatesmongols >= 1
Affects Hatesmongols 1 Chance 25
;------------------------------------------
Trigger dad_hatesMoors
WhenToTest CharacterComesOfAge
Condition FatherTrait Hatesmoors >= 1
Affects Hatesmoors 1 Chance 25
;------------------------------------------
Trigger dad_hatesPapal_States
WhenToTest CharacterComesOfAge
Condition FatherTrait Hatespapal_states >= 1
Affects Hatespapal_states 1 Chance 25
;------------------------------------------
Trigger dad_hatesPoland
WhenToTest CharacterComesOfAge
Condition FatherTrait Hatespoland >= 1
Affects Hatespoland 1 Chance 25
;------------------------------------------
Trigger dad_hatesPortugal
WhenToTest CharacterComesOfAge
Condition FatherTrait Hatesportugal >= 1
Affects Hatesportugal 1 Chance 25
;------------------------------------------
Trigger dad_hatesRussia
WhenToTest CharacterComesOfAge
Condition FatherTrait Hatesrussia >= 1
Affects Hatesrussia 1 Chance 25
;------------------------------------------
Trigger dad_hatesScotland
WhenToTest CharacterComesOfAge
Condition FatherTrait Hatesscotland >= 1
Affects Hatesscotland 1 Chance 25
;------------------------------------------
Trigger dad_hatesSicily
WhenToTest CharacterComesOfAge
Condition FatherTrait Hatessicily >= 1
Affects Hatessicily 1 Chance 25
;------------------------------------------
Trigger dad_hatesSlave
WhenToTest CharacterComesOfAge
Condition FatherTrait Hatesslave >= 1
Affects Hatesslave 1 Chance 25
;------------------------------------------
Trigger dad_hatesSpain
WhenToTest CharacterComesOfAge
Condition FatherTrait Hatesspain >= 1
Affects Hatesspain 1 Chance 25
;------------------------------------------
Trigger dad_hatesTimurids
WhenToTest CharacterComesOfAge
Condition FatherTrait Hatestimurids >= 1
Affects Hatestimurids 1 Chance 25
;------------------------------------------
Trigger dad_hatesTurks
WhenToTest CharacterComesOfAge
Condition FatherTrait Hatesturks >= 1
Affects Hatesturks 1 Chance 25
;------------------------------------------
Trigger dad_generous
WhenToTest CharacterComesOfAge
Condition FatherTrait Generous >= 1
Affects Miserly 1 Chance 50

;------------------------------------------
Trigger dad_mean
WhenToTest CharacterComesOfAge
Condition FatherTrait Miserly >= 1
Affects Miserly 1 Chance 25
;------------------------------------------
Trigger dad_tourneyknight
WhenToTest CharacterComesOfAge
Condition FatherTrait TourneyKnight >= 1
Affects TourneyKnight 1 Chance 20
;------------------------------------------
Trigger dads_handsome
WhenToTest CharacterComesOfAge
Condition FatherTrait Handsome >= 1
Affects Handsome 1 Chance 50
Affects Handsome 1 Chance 25
;------------------------------------------
Trigger dads_handsome2
WhenToTest CharacterComesOfAge
Condition FatherTrait Handsome >= 2
Affects Handsome 1 Chance 50
Affects Handsome 1 Chance 25
;------------------------------------------
Trigger dads_handsome3
WhenToTest CharacterComesOfAge
Condition FatherTrait Handsome >= 3
Affects Handsome 1 Chance 50
Affects Handsome 1 Chance 25
;------------------------------------------
Trigger dads_Ugly
WhenToTest CharacterComesOfAge
Condition FatherTrait Ugly >= 1
Affects Ugly 1 Chance 50
Affects Ugly 1 Chance 25
;------------------------------------------
Trigger dads_Ugly2
WhenToTest CharacterComesOfAge
Condition FatherTrait Ugly >= 2
Affects Ugly 1 Chance 50
Affects Ugly 1 Chance 25
;------------------------------------------
Trigger dads_Ugly3
WhenToTest CharacterComesOfAge
Condition FatherTrait Ugly >= 3
Affects Ugly 1 Chance 50
Affects Ugly 1 Chance 25
;------------------------------------------
Trigger dads_infertile
WhenToTest CharacterComesOfAge
Condition FatherTrait Infertile >= 1
Affects Infertile 1 Chance 75
;------------------------------------------
Trigger dads_infertile2
WhenToTest CharacterComesOfAge
Condition FatherTrait Infertile >= 2
Affects Infertile 1 Chance 50
;------------------------------------------
Trigger dads_paranoid
WhenToTest CharacterComesOfAge
Condition FatherTrait Paranoia >= 2
Affects Paranoia 1 Chance 20
;------------------------------------------
Trigger dads_politics_skilled
WhenToTest CharacterComesOfAge
Condition FatherTrait PoliticsSkill >= 2
Affects PoliticsSkill 5 Chance 20
Affects DeceiverVirtue 1 Chance 5
;------------------------------------------
Trigger dads_Prim
WhenToTest CharacterComesOfAge
Condition FatherTrait Prim >= 1
Affects Prim 1 Chance 20
;------------------------------------------
Trigger dads_PublicFaith
WhenToTest CharacterComesOfAge
Condition FatherTrait PublicFaith >= 1
Affects PublicFaith 1 Chance 20
;------------------------------------------
Trigger dads_RhetoricSkill
WhenToTest CharacterComesOfAge
Condition FatherTrait RhetoricSkill >= 1
Affects RhetoricSkill 1 Chance 20
Affects InspiringSpeaker 1 Chance 20
;------------------------------------------
Trigger dads_SmoothTalker
WhenToTest CharacterComesOfAge
Condition FatherTrait SmoothTalker >= 1
Affects SmoothTalker 1 Chance 20
Affects InspiringSpeaker 1 Chance 20
;------------------------------------------
Trigger dads_Stoic
WhenToTest CharacterComesOfAge
Condition FatherTrait Stoic >= 1
Affects Stoic 1 Chance 20
;------------------------------------------
Trigger dads_StrategicSkill
WhenToTest CharacterComesOfAge
Condition FatherTrait StrategicSkill >= 1
Affects StrategicSkill 1 Chance 20
;------------------------------------------
Trigger dads_TacticalSkill
WhenToTest CharacterComesOfAge
Condition FatherTrait TacticalSkill >= 1
Affects TacticalSkill 1 Chance 20
;------------------------------------------
Trigger dads_Pragmatic
WhenToTest CharacterComesOfAge
Condition FatherTrait Pragmatic >= 1
Affects Pragmatic 1 Chance 20
;------------------------------------------
Trigger dads_Xenophilia
WhenToTest CharacterComesOfAge
Condition FatherTrait Xenophilia >= 1
Affects Xenophilia 1 Chance 20
;------------------------------------------
Trigger dads_Xenophobia
WhenToTest CharacterComesOfAge
Condition FatherTrait Xenophobia >= 1
Affects Xenophobia 1 Chance 20
;------------------------------------------
Trigger dads_Cultured
WhenToTest CharacterComesOfAge
Condition FatherTrait Cultured >= 1
Affects Cultured 1 Chance 20
;------------------------------------------
Trigger dads_NaturalMilitaryTalent
WhenToTest CharacterComesOfAge
Condition FatherTrait NaturalMilitarySkill >= 1
Affects NaturalMilitarySkill 1 Chance 30
;------------------------------------------
Trigger dads_authoritarian
WhenToTest CharacterComesOfAge
Condition FatherTrait Authoritarian >= 1
Affects KindRuler 1 Chance 20
;------------------------------------------
Trigger dads_kindruler
WhenToTest CharacterComesOfAge
Condition FatherTrait KindRuler >= 1
Affects KindRuler 1 Chance 50

;------------------------------------------
Trigger dads_proudlegacy
WhenToTest CharacterComesOfAge
Condition FatherTrait FactionKiller >= 1
Affects FathersLegacy 1 Chance 100
;------------------------------------------
Trigger dads_proudlegacy2
WhenToTest CharacterComesOfAge
Condition FatherTrait FactionKiller >= 2
Affects FathersLegacy 1 Chance 100
;------------------------------------------
Trigger dads_proudlegacy3
WhenToTest CharacterComesOfAge
Condition FatherTrait FactionKiller >= 3
Affects FathersLegacy 1 Chance 100
;------------------------------------------
Trigger dads_chivalrylegacy
WhenToTest CharacterComesOfAge
Condition FatherAttribute Chivalry >= 4
Affects ChivalryLegacy 1 Chance 100
;------------------------------------------
Trigger dads_chivalrylegacy2
WhenToTest CharacterComesOfAge
Condition FatherAttribute Chivalry >= 7
Affects ChivalryLegacy 1 Chance 100
;------------------------------------------
Trigger dads_dreadlegacy2
WhenToTest CharacterComesOfAge
Condition FatherAttribute Chivalry <= -4
Affects DreadLegacy 1 Chance 100
;------------------------------------------
Trigger dads_dreadlegacy2
WhenToTest CharacterComesOfAge
Condition FatherAttribute Chivalry <= -7
Affects DreadLegacy 1 Chance 100
;------------------------------------------
Trigger dads_gregarious
WhenToTest CharacterComesOfAge
Condition FatherTrait Gregarious >= 1
Affects Gregarious 1 Chance 20
;------------------------------------------
Trigger fixed_birth1
WhenToTest CharacterComesOfAge

Affects LoyaltyStarter 1 Chance 100
Affects ReligionStarter 1 Chance 100
;------------------------------------------
Trigger random_birth1
WhenToTest CharacterComesOfAge

Affects Aesthetic 1 Chance 2
Affects GoodSiegeAttacker 1 Chance 2
Affects Cultured 1 Chance 5
;------------------------------------------
Trigger random_birth2
WhenToTest CharacterComesOfAge

Affects Anger 1 Chance 2
Affects GoodSiegeDefender 1 Chance 2
;------------------------------------------
Trigger random_birth3
WhenToTest CharacterComesOfAge

Affects GoodTaxman 1 Chance 2
Affects DeceiverVirtue 1 Chance 4
Affects TouchedByTheGods 1 Chance 2
;------------------------------------------
Trigger random_birth4
WhenToTest CharacterComesOfAge

Affects GoodTrader 12 Chance 2
Affects Liar 1 Chance 3
;------------------------------------------
Trigger random_birth5
WhenToTest CharacterComesOfAge

Affects Arse 1 Chance 1
Affects Disciplinarian 1 Chance 4

;------------------------------------------
Trigger random_birth6
WhenToTest CharacterComesOfAge

Affects Austere 1 Chance 2
Affects Disloyal 1 Chance 2
Affects HaleAndHearty 1 Chance 2
;------------------------------------------
Trigger random_birth7
WhenToTest CharacterComesOfAge

Affects Authoritarian 1 Chance 2
Affects Handsome 1 Chance 2
;------------------------------------------
Trigger random_birth8
WhenToTest CharacterComesOfAge

Affects HarshJustice 1 Chance 2
;------------------------------------------
Trigger random_birth9
WhenToTest CharacterComesOfAge

Affects Energetic 1 Chance 4

;------------------------------------------
Trigger random_birth10
WhenToTest CharacterComesOfAge

Affects Epicurean 1 Chance 2
;------------------------------------------
Trigger random_birth11
WhenToTest CharacterComesOfAge

Affects Prim 1 Chance 2
;------------------------------------------
Trigger random_birth12
WhenToTest CharacterComesOfAge

Affects Feck 1 Chance 2
Affects SmoothTalker 1 Chance 2
;------------------------------------------
Trigger random_birth13
WhenToTest CharacterComesOfAge

Affects Fertile 1 Chance 2
Affects Ugly 1 Chance 2
;------------------------------------------
Trigger random_birth14
WhenToTest CharacterComesOfAge

Affects BadCommander 1 Chance 2
Affects LogisticalSkill 1 Chance 6
Affects MathematicsSkill 1 Chance 2
;------------------------------------------
Trigger random_birth15
WhenToTest CharacterComesOfAge

Affects Intelligent 1 Chance 3

;------------------------------------------
Trigger random_birth16
WhenToTest CharacterComesOfAge

Affects Loyal 1 Chance 2
;------------------------------------------
Trigger random_birth17
WhenToTest CharacterComesOfAge

Affects BadDisciplinarian 1 Chance 2
Affects Loyal 1 Chance 2
Affects PublicFaith 1 Chance 4
;------------------------------------------
Trigger random_birth18
WhenToTest CharacterComesOfAge

Affects InspiringSpeaker 1 Chance 4
;------------------------------------------
Trigger random_birth19
WhenToTest CharacterComesOfAge

Affects RhetoricSkill 1 Chance 6
Affects NightBattleCapable 1 Chance 10
;------------------------------------------
Trigger random_birth20
WhenToTest CharacterComesOfAge

Affects NightBattleCapable 1 Chance 10
Affects Gregarious 1 Chance 20
;------------------------------------------
Trigger random_birth21
WhenToTest CharacterComesOfAge

Affects GoodAdministrator 1 Chance 4
Affects Stoic 1 Chance 2
;------------------------------------------
Trigger random_birth22
WhenToTest CharacterComesOfAge

Affects GoodAmbusher 1 Chance 2
Affects StrategicSkill 1 Chance 6
;------------------------------------------
Trigger random_birth23
WhenToTest CharacterComesOfAge

Affects GoodAttacker 1 Chance 4

;------------------------------------------
Trigger random_birth24
WhenToTest CharacterComesOfAge

Affects GoodBuilder 12 Chance 4
Affects TacticalSkill 1 Chance 4
;------------------------------------------
Trigger random_birth25
WhenToTest CharacterComesOfAge

Affects GoodCavalryGeneral 1 Chance 2
Affects Xenophilia 1 Chance 2
;------------------------------------------
Trigger random_birth26
WhenToTest CharacterComesOfAge

Affects GoodCommander 1 Chance 4
Affects Xenophobia 1 Chance 2
;------------------------------------------
Trigger random_birth27
WhenToTest CharacterComesOfAge

Affects GoodConspirator 1 Chance 2
Affects Miserly 1 Chance 3
;------------------------------------------
Trigger random_birth28
WhenToTest CharacterComesOfAge

Affects GoodDefender 1 Chance 4

;------------------------------------------
Trigger random_birth29
WhenToTest CharacterComesOfAge

Affects GoodEngineer 1 Chance 2

;------------------------------------------
Trigger random_birth30
WhenToTest CharacterComesOfAge

Affects GoodFarmer 6 Chance 2
Affects Infertile 1 Chance 2
Affects DeceiverVirtue 1 Chance 2
;------------------------------------------
Trigger random_birth31
WhenToTest CharacterComesOfAge

Affects BoringSpeaker 1 Chance 2
Affects GoodInfantryGeneral 1 Chance 2
Affects Secretive 1 Chance 4
;------------------------------------------
Trigger random_birth32
WhenToTest CharacterComesOfAge

Affects Brave 1 Chance 8
Affects GoodMiner 1 Chance 2
Affects Just 1 Chance 2

;------------------------------------------
Trigger random_birth33
WhenToTest CharacterComesOfAge

Affects Cheapskate 1 Chance 2
Affects GoodRiskyAttacker 1 Chance 2
Affects Upright 1 Chance 2
;------------------------------------------
Trigger random_birth34
WhenToTest CharacterComesOfAge

Affects Lewd 1 Chance 2
Affects GoodRiskyDefender 1 Chance 2
Affects Trusting 1 Chance 4
Affects Talkative 1 Chance 4
;------------------------------------------
Trigger random_birth_england
WhenToTest CharacterComesOfAge
Condition FactionType england
Affects Hatesfrance 1 Chance 4
Affects Hatesscotland 1 Chance 4
Affects Brave 1 Chance 4
Affects Ugly 1 Chance 4
;------------------------------------------
Trigger random_birth_scotland
WhenToTest CharacterComesOfAge
Condition FactionType scotland
Affects Hatesengland 1 Chance 4
Affects Feck 1 Chance 4
Affects Miserly 1 Chance 4
Affects HaleAndHearty 1 Chance 4
Affects Rabblerouser 1 Chance 4
;------------------------------------------
Trigger random_birth_france
WhenToTest CharacterComesOfAge
Condition FactionType france
Affects Hatesengland 1 Chance 4
Affects Brave 1 Chance 4

;------------------------------------------
Trigger random_birth_hre
WhenToTest CharacterComesOfAge
Condition FactionType hre
Affects PublicFaith 1 Chance 25
Affects HarshJustice 1 Chance 4
Affects Stoic 1 Chance 10
Affects HarshJustice 1 Chance 4
;------------------------------------------
Trigger random_birth_denmark
WhenToTest CharacterComesOfAge
Condition FactionType denmark
Affects HaleAndHearty 1 Chance 4
Affects MathematicsSkill 1 Chance 4
;------------------------------------------
Trigger random_birth_islam
WhenToTest CharacterComesOfAge
Condition CharacterReligion islam
Affects PublicFaith 1 Chance 100
Affects MathematicsSkill 1 Chance 4
;------------------------------------------
Trigger random_birth_hungary
WhenToTest CharacterComesOfAge
Condition FactionType hungary
Affects Anger 1 Chance 5
Affects Berserker 1 Chance 5
Affects HaleAndHearty 1 Chance 4
Affects ReligiousActivity 1 Chance 5
;------------------------------------------
Trigger random_birth_byzantium
WhenToTest CharacterComesOfAge
Condition FactionType byzantium
Affects Aesthetic 1 Chance 6
Affects HaleAndHearty 1 Chance 4
;------------------------------------------
Trigger random_birth_mongol
WhenToTest CharacterComesOfAge
Condition FactionType mongols
Affects EasternWarlord 1 Chance 100
Affects GoodCavalryGeneral 1 Chance 10
Affects Scout 2 Chance 4
;------------------------------------------
Trigger random_birth_timurid
WhenToTest CharacterComesOfAge
Condition FactionType timurids
Affects EasternWarlord 1 Chance 100
;------------------------------------------
Trigger random_birth_mongoltimurid2
WhenToTest CharacterComesOfAge
Condition Trait EasternWarlord >= 1
Affects EasternWarlord 1 Chance 50
;------------------------------------------
Trigger random_birth_mongoltimurid3
WhenToTest CharacterComesOfAge
Condition Trait EasternWarlord >= 2
Affects EasternWarlord 1 Chance 33
;------------------------------------------
Trigger random_birth_aztecs
WhenToTest CharacterComesOfAge
Condition FactionType aztecs
Affects JaguarWarlord 1 Chance 100
;------------------------------------------
Trigger random_birth_aztecs2
WhenToTest CharacterComesOfAge
Condition Trait JaguarWarlord >= 1
Affects JaguarWarlord 1 Chance 50
;------------------------------------------
Trigger random_birth_aztecs3
WhenToTest CharacterComesOfAge
Condition Trait JaguarWarlord >= 2
Affects JaguarWarlord 1 Chance 33
;------------------------------------------
Trigger random_birth42
WhenToTest CharacterComesOfAge

Affects NaturalMilitarySkill 1 Chance 75
;------------------------------------------
Trigger random_birth43
WhenToTest CharacterComesOfAge
Condition Trait NaturalMilitarySkill >= 1
Affects NaturalMilitarySkill 1 Chance 50
;------------------------------------------
Trigger random_birth44
WhenToTest CharacterComesOfAge
Condition Trait NaturalMilitarySkill >= 2
Affects NaturalMilitarySkill 1 Chance 50
;------------------------------------------
Trigger random_birth45
WhenToTest CharacterComesOfAge
Condition Trait NaturalMilitarySkill >= 3
Affects NaturalMilitarySkill 1 Chance 50
;------------------------------------------
Trigger random_birth46
WhenToTest CharacterComesOfAge
Condition Trait Infertile >= 1
Affects Infertile 1 Chance 50
;------------------------------------------
Trigger random_birth47
WhenToTest CharacterComesOfAge
Condition Trait Infertile >= 2
Affects Infertile 1 Chance 50
;------------------------------------------
Trigger random_birth48
WhenToTest CharacterComesOfAge
Condition Trait Fertile >= 1
Affects Fertile 1 Chance 50
;------------------------------------------
Trigger random_birth49
WhenToTest CharacterComesOfAge
Condition Trait Fertile >= 2
Affects Fertile 1 Chance 50
;------------------------------------------
Trigger random_birth50
WhenToTest CharacterComesOfAge
Condition Trait Ugly >= 1
Affects Ugly 1 Chance 50
;------------------------------------------
Trigger random_birth51
WhenToTest CharacterComesOfAge
Condition Trait Ugly >= 2
Affects Ugly 1 Chance 50
;------------------------------------------
Trigger random_birth52
WhenToTest CharacterComesOfAge
Condition Trait Ugly >= 3
Affects Ugly 1 Chance 50
;------------------------------------------
Trigger random_birth53
WhenToTest CharacterComesOfAge
Condition Trait Ugly >= 4
Affects Ugly 1 Chance 50
;------------------------------------------
Trigger random_birth54
WhenToTest CharacterComesOfAge
Condition Trait Handsome >= 1
Affects Handsome 1 Chance 50
;------------------------------------------
Trigger random_birth55
WhenToTest CharacterComesOfAge
Condition Trait Handsome >= 2
Affects Handsome 1 Chance 50
;------------------------------------------
Trigger random_birth56
WhenToTest CharacterComesOfAge
Condition Trait Handsome >= 3
Affects Handsome 1 Chance 50
;------------------------------------------
Trigger birth_with_academia
WhenToTest CharacterComesOfAge
Condition IsGeneral
and FactionBuildingExists = alchemists_lab
Affects Intelligent 1 Chance 2
;------------------------------------------
Trigger birth_with_alchemy_school
WhenToTest CharacterComesOfAge
Condition IsGeneral
and FactionBuildingExists = alchemy_school
Affects Intelligent 1 Chance 5
;------------------------------------------
Trigger birth_with_university
WhenToTest CharacterComesOfAge
Condition IsGeneral
and FactionBuildingExists = university
Affects Intelligent 1 Chance 10
;------------------------------------------
Trigger birth_with_castle_academia
WhenToTest CharacterComesOfAge
Condition IsGeneral
and FactionBuildingExists = library
Affects Intelligent 1 Chance 5
;------------------------------------------
Trigger birth_with_castle_academia2
WhenToTest CharacterComesOfAge
Condition IsGeneral
and FactionBuildingExists = academy
Affects Intelligent 1 Chance 10
;------------------------------------------
Trigger birth_with_sanitation
WhenToTest CharacterComesOfAge
Condition IsGeneral
and FactionBuildingExists = public_baths
Affects HaleAndHearty 1 Chance 5
;------------------------------------------
Trigger birth_with_sanitation2
WhenToTest CharacterComesOfAge
Condition IsGeneral
and FactionBuildingExists = aqueduct
Affects HaleAndHearty 1 Chance 10
;------------------------------------------
Trigger birth_with_religious_catholic
WhenToTest CharacterComesOfAge
Condition IsGeneral
and FactionBuildingExists >= cathedral
Affects PublicFaith 1 Chance 10
;------------------------------------------
Trigger birth_with_religious_catholic2
WhenToTest CharacterComesOfAge
Condition IsGeneral
and FactionBuildingExists = huge_cathedral
Affects PublicFaith 1 Chance 15
;------------------------------------------
Trigger birth_with_religious_orthodox
WhenToTest CharacterComesOfAge
Condition IsGeneral
and FactionBuildingExists >= cathedral_o
Affects PublicFaith 1 Chance 15
;------------------------------------------
Trigger birth_with_religious_orthodox2
WhenToTest CharacterComesOfAge
Condition IsGeneral
and FactionBuildingExists = huge_cathedral_o
Affects PublicFaith 1 Chance 20
;------------------------------------------
Trigger birth_with_religious_islam
WhenToTest CharacterComesOfAge
Condition IsGeneral
and FactionBuildingExists = jama
Affects PublicFaith 1 Chance 20
;------------------------------------------
Trigger birth_with_religious_islam2
WhenToTest CharacterComesOfAge
Condition IsGeneral
and FactionBuildingExists = great_jama
Affects PublicFaith 1 Chance 25
;------------------------------------------
Trigger achievement_destroyed_faction
WhenToTest LeaderDestroyedFaction

Affects FactionKiller 1 Chance 100
;------------------------------------------
Trigger luxurious_lifestyle_inns
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and RemainingMPPercentage = 100
and SettlementBuildingExists >= coaching_house
Affects Aesthetic 1 Chance 5

;------------------------------------------
Trigger luxurious_lifestyle_theatres
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and RemainingMPPercentage = 100
and SettlementBuildingExists >= theatre
Affects Aesthetic 1 Chance 5
Affects Epicurean 1 Chance 5
Affects Cultured 1 Chance 15

;------------------------------------------
Trigger luxurious_lifestyle_sanitation
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and RemainingMPPercentage = 100
and SettlementBuildingExists >= public_baths
Affects HaleAndHearty 1 Chance 3
Affects Epicurean 1 Chance 5

;------------------------------------------
Trigger luxurious_lifestyle4
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and RemainingMPPercentage = 100
and SettlementBuildingExists = pleasure_palace
and not Trait Upright > 0
and not Trait Prim > 0
Affects Aesthetic 1 Chance 5
Affects Epicurean 1 Chance 5

;------------------------------------------
Trigger luxurious_lifestyle5
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and RemainingMPPercentage = 100
and SettlementBuildingExists >= merchants_quarter
Affects Aesthetic 1 Chance 5
Affects Epicurean 1 Chance 5
Affects GoodTrader 1 Chance 10
;------------------------------------------
Trigger harsh_lifestyle2
WhenToTest CharacterTurnEnd
Condition not EndedInSettlement
and RemainingMPPercentage = 100
and InEnemyLands
Affects Austere 1 Chance 2
Affects Cuckold 1 Chance 2
Affects Pragmatic 1 Chance 2
Affects Stoic 1 Chance 1
;------------------------------------------
Trigger governor_building
WhenToTest GovernorBuildingCompleted
Condition GovernorInResidence
Affects GoodBuilder 1 Chance 20
;------------------------------------------
Trigger hate_n_fear_1
WhenToTest PostBattle
Condition IsGeneral
and not WonBattle
and BattleSuccess = crushing
and I_ConflictType Normal
and BattleOdds >= 0.5
and BattleOdds < 1.5
and GeneralFoughtFaction denmark
Affects Hatesaztec 1 Chance 40
;------------------------------------------
Trigger hate_n_fear_2
WhenToTest PostBattle
Condition IsGeneral
and not WonBattle
and BattleSuccess = crushing
and I_ConflictType Normal
and BattleOdds >= 0.5
and BattleOdds < 1.5
and GeneralFoughtFaction byzantium
Affects Hatesbyzantium 1 Chance 40
;------------------------------------------
Trigger hate_n_fear_3
WhenToTest PostBattle
Condition IsGeneral
and not WonBattle
and BattleSuccess = crushing
and I_ConflictType Normal
and BattleOdds >= 0.5
and BattleOdds < 1.5
and GeneralFoughtFaction denmark
Affects Hatesdenmark 1 Chance 40
;------------------------------------------
Trigger hate_n_fear_4
WhenToTest PostBattle
Condition IsGeneral
and not WonBattle
and BattleSuccess = crushing
and I_ConflictType Normal
and BattleOdds >= 0.5
and BattleOdds < 1.5
and GeneralFoughtFaction egypt
Affects Hatesegypt 1 Chance 40
;------------------------------------------
Trigger hate_n_fear_5
WhenToTest PostBattle
Condition IsGeneral
and not WonBattle
and BattleSuccess = crushing
and I_ConflictType Normal
and BattleOdds >= 0.5
and BattleOdds < 1.5
and GeneralFoughtFaction england
Affects Hatesengland 1 Chance 40
;------------------------------------------
Trigger hate_n_fear_6
WhenToTest PostBattle
Condition IsGeneral
and not WonBattle
and BattleSuccess = crushing
and I_ConflictType Normal
and BattleOdds >= 0.5
and BattleOdds < 1.5
and GeneralFoughtFaction france
Affects Hatesfrance 1 Chance 40
;------------------------------------------
Trigger hate_n_fear_7
WhenToTest PostBattle
Condition IsGeneral
and not WonBattle
and BattleSuccess = crushing
and I_ConflictType Normal
and BattleOdds >= 0.5
and BattleOdds < 1.5
and GeneralFoughtFaction hre
Affects Hateshre 1 Chance 40
;------------------------------------------
Trigger hate_n_fear_8
WhenToTest PostBattle
Condition IsGeneral
and not WonBattle
and BattleSuccess = crushing
and I_ConflictType Normal
and BattleOdds >= 0.5
and BattleOdds < 1.5
and GeneralFoughtFaction hungary
Affects Hateshungary 1 Chance 40
;------------------------------------------
Trigger hate_n_fear_9
WhenToTest PostBattle
Condition IsGeneral
and not WonBattle
and BattleSuccess = crushing
and I_ConflictType Normal
and BattleOdds >= 0.5
and BattleOdds < 1.5
and GeneralFoughtFaction milan
Affects Hatesmilan 1 Chance 40
;------------------------------------------
Trigger hate_n_fear_10
WhenToTest PostBattle
Condition IsGeneral
and not WonBattle
and BattleSuccess = crushing
and I_ConflictType Normal
and BattleOdds >= 0.5
and BattleOdds < 1.5
and GeneralFoughtFaction moors
Affects Hatesmoors 1 Chance 40
;------------------------------------------
Trigger hate_n_fear_11
WhenToTest PostBattle
Condition IsGeneral
and not WonBattle
and BattleSuccess = crushing
and I_ConflictType Normal
and BattleOdds >= 0.5
and BattleOdds < 1.5
and GeneralFoughtFaction papal_states
Affects Hatespapal_states 1 Chance 40
;------------------------------------------
Trigger hate_n_fear_12
WhenToTest PostBattle
Condition IsGeneral
and not WonBattle
and BattleSuccess = crushing
and I_ConflictType Normal
and BattleOdds >= 0.5
and BattleOdds < 1.5
and GeneralFoughtFaction poland
Affects Hatespoland 1 Chance 40
;------------------------------------------
Trigger hate_n_fear_13
WhenToTest PostBattle
Condition IsGeneral
and not WonBattle
and BattleSuccess = crushing
and I_ConflictType Normal
and BattleOdds >= 0.5
and BattleOdds < 1.5
and GeneralFoughtFaction portugal
Affects Hatesportugal 1 Chance 40
;------------------------------------------
Trigger hate_n_fear_14
WhenToTest PostBattle
Condition IsGeneral
and not WonBattle
and BattleSuccess = crushing
and I_ConflictType Normal
and BattleOdds >= 0.5
and BattleOdds < 1.5
and GeneralFoughtFaction slave
Affects Hatesslave 1 Chance 40
;------------------------------------------
Trigger hate_n_fear_15
WhenToTest PostBattle
Condition IsGeneral
and not WonBattle
and BattleSuccess = crushing
and I_ConflictType Normal
and BattleOdds >= 0.5
and BattleOdds < 1.5
and GeneralFoughtFaction sicily
Affects Hatessicily 1 Chance 40
;------------------------------------------
Trigger hate_n_fear_16
WhenToTest PostBattle
Condition IsGeneral
and not WonBattle
and BattleSuccess = crushing
and I_ConflictType Normal
and BattleOdds >= 0.5
and BattleOdds < 1.5
and GeneralFoughtFaction spain
Affects Hatesspain 1 Chance 40
;------------------------------------------
Trigger hate_n_fear_17
WhenToTest PostBattle
Condition IsGeneral
and not WonBattle
and BattleSuccess = crushing
and I_ConflictType Normal
and BattleOdds >= 0.5
and BattleOdds < 1.5
and GeneralFoughtFaction timurids
Affects Hatestimurids 1 Chance 40
;------------------------------------------
Trigger hate_n_fear_18
WhenToTest PostBattle
Condition IsGeneral
and not WonBattle
and BattleSuccess = crushing
and I_ConflictType Normal
and BattleOdds >= 0.5
and BattleOdds < 1.5
and GeneralFoughtFaction turks
Affects Hatesturks 1 Chance 40
;------------------------------------------
Trigger hate_n_fear_19
WhenToTest PostBattle
Condition IsGeneral
and not WonBattle
and BattleSuccess = crushing
and I_ConflictType Normal
and BattleOdds >= 0.5
and BattleOdds < 1.5
and GeneralFoughtFaction venice
Affects Hatesvenice 1 Chance 40
;------------------------------------------
Trigger hate_n_fear_25
WhenToTest PostBattle
Condition IsGeneral
and not WonBattle
and BattleSuccess = crushing
and I_ConflictType Normal
and BattleOdds >= 0.9
and GeneralFoughtFaction aztecs
Affects Fearsaztec 1 Chance 100
;------------------------------------------
Trigger hate_n_fear_26
WhenToTest PostBattle
Condition IsGeneral
and not WonBattle
and BattleSuccess = crushing
and I_ConflictType Normal
and BattleOdds >= 0.9
and GeneralFoughtFaction byzantium
Affects Fearsbyzantium 1 Chance 100
;------------------------------------------
Trigger hate_n_fear_27
WhenToTest PostBattle
Condition IsGeneral
and not WonBattle
and BattleSuccess = crushing
and I_ConflictType Normal
and BattleOdds >= 0.9
and GeneralFoughtFaction denmark
Affects Fearsdenmark 1 Chance 100
;------------------------------------------
Trigger hate_n_fear_28
WhenToTest PostBattle
Condition IsGeneral
and not WonBattle
and BattleSuccess = crushing
and I_ConflictType Normal
and BattleOdds >= 0.9
and GeneralFoughtFaction egypt
Affects Fearsegypt 1 Chance 100
;------------------------------------------
Trigger hate_n_fear_29
WhenToTest PostBattle
Condition IsGeneral
and not WonBattle
and BattleSuccess = crushing
and I_ConflictType Normal
and BattleOdds >= 0.9
and GeneralFoughtFaction england
Affects Fearsengland 1 Chance 100
;------------------------------------------
Trigger hate_n_fear_30
WhenToTest PostBattle
Condition IsGeneral
and not WonBattle
and BattleSuccess = crushing
and I_ConflictType Normal
and BattleOdds >= 0.9
and GeneralFoughtFaction france
Affects Fearsfrance 1 Chance 100
;------------------------------------------
Trigger hate_n_fear_31
WhenToTest PostBattle
Condition IsGeneral
and not WonBattle
and BattleSuccess = crushing
and I_ConflictType Normal
and BattleOdds >= 0.9
and GeneralFoughtFaction hre
Affects Fearshre 1 Chance 100
;------------------------------------------
Trigger hate_n_fear_32
WhenToTest PostBattle
Condition IsGeneral
and not WonBattle
and BattleSuccess = crushing
and I_ConflictType Normal
and BattleOdds >= 0.9
and GeneralFoughtFaction hungary
Affects Fearshungary 1 Chance 100
;------------------------------------------
Trigger hate_n_fear_33
WhenToTest PostBattle
Condition IsGeneral
and not WonBattle
and BattleSuccess = crushing
and I_ConflictType Normal
and BattleOdds >= 0.9
and GeneralFoughtFaction milan
Affects Fearsmilan 1 Chance 100
;------------------------------------------
Trigger hate_n_fear_34
WhenToTest PostBattle
Condition IsGeneral
and not WonBattle
and BattleSuccess = crushing
and I_ConflictType Normal
and BattleOdds >= 0.9
and GeneralFoughtFaction mongols
Affects Fearsmongols 1 Chance 100
;------------------------------------------
Trigger hate_n_fear_35
WhenToTest PostBattle
Condition IsGeneral
and not WonBattle
and BattleSuccess = crushing
and I_ConflictType Normal
and BattleOdds >= 0.9
and GeneralFoughtFaction moors
Affects Fearsmoors 1 Chance 100
;------------------------------------------
Trigger hate_n_fear_36
WhenToTest PostBattle
Condition IsGeneral
and not WonBattle
and BattleSuccess = crushing
and I_ConflictType Normal
and BattleOdds >= 0.9
and GeneralFoughtFaction papal_states
Affects Fearspapal_states 1 Chance 100
;------------------------------------------
Trigger hate_n_fear_37
WhenToTest PostBattle
Condition IsGeneral
and not WonBattle
and BattleSuccess = crushing
and I_ConflictType Normal
and BattleOdds >= 0.9
and GeneralFoughtFaction poland
Affects Fearspoland 1 Chance 100
;------------------------------------------
Trigger hate_n_fear_38
WhenToTest PostBattle
Condition IsGeneral
and not WonBattle
and BattleSuccess = crushing
and I_ConflictType Normal
and BattleOdds >= 0.9
and GeneralFoughtFaction portugal
Affects Fearsportugal 1 Chance 100
;------------------------------------------
Trigger hate_n_fear_39
WhenToTest PostBattle
Condition IsGeneral
and not WonBattle
and BattleSuccess = crushing
and I_ConflictType Normal
and BattleOdds >= 0.9
and GeneralFoughtFaction slave
Affects Fearsslave 1 Chance 100
;------------------------------------------
Trigger hate_n_fear_40
WhenToTest PostBattle
Condition IsGeneral
and not WonBattle
and BattleSuccess = crushing
and I_ConflictType Normal
and BattleOdds >= 0.9
and GeneralFoughtFaction russia
Affects Fearsrussia 1 Chance 100
;------------------------------------------
Trigger hate_n_fear_41
WhenToTest PostBattle
Condition IsGeneral
and not WonBattle
and BattleSuccess = crushing
and I_ConflictType Normal
and BattleOdds >= 0.9
and GeneralFoughtFaction sicily
Affects Fearssicily 1 Chance 100
;------------------------------------------
Trigger hate_n_fear_42
WhenToTest PostBattle
Condition IsGeneral
and not WonBattle
and BattleSuccess = crushing
and I_ConflictType Normal
and BattleOdds >= 0.9
and GeneralFoughtFaction spain
Affects Fearsspain 1 Chance 100
;------------------------------------------
Trigger hate_n_fear_43
WhenToTest PostBattle
Condition IsGeneral
and not WonBattle
and BattleSuccess = crushing
and I_ConflictType Normal
and BattleOdds >= 0.9
and GeneralFoughtFaction turks
Affects Fearsturks 1 Chance 100
;------------------------------------------
Trigger hate_n_fear_44
WhenToTest PostBattle
Condition IsGeneral
and not WonBattle
and BattleSuccess = crushing
and I_ConflictType Normal
and BattleOdds >= 0.9
and GeneralFoughtFaction timurids
Affects Fearstimurids 1 Chance 100
;------------------------------------------
Trigger hate_n_fear_45
WhenToTest PostBattle
Condition IsGeneral
and not WonBattle
and BattleSuccess = crushing
and I_ConflictType Normal
and BattleOdds >= 0.9
and GeneralFoughtFaction venice
Affects Fearsvenice 1 Chance 100
;------------------------------------------
Trigger battle1
WhenToTest PostBattle
Condition GeneralHPLostRatioinBattle > 0.3
Affects BattleScarred 1 Chance 30
Affects Brave 1 Chance 15
;------------------------------------------
Trigger battle1b
WhenToTest PostBattle
Condition GeneralHPLostRatioinBattle > 0.3
and Trait Berserker >= 1
Affects Berserker 1 Chance 30
;------------------------------------------
Trigger battle2
WhenToTest PostBattle
Condition GeneralNumKillsInBattle > 6
Affects Brave 1 Chance 10
;------------------------------------------
Trigger battle2_siege_win
WhenToTest PostBattle
Condition IsGeneral
and WonBattle
and BattleSuccess = crushing
and I_ConflictType Siege
and GeneralNumKillsInBattle > 6
and BattleOdds <= 0.9
Affects VictorVirtue 1 Chance 100
;------------------------------------------
Trigger battle3
WhenToTest PostBattle
Condition GeneralNumKillsInBattle > 8
Affects Brave 1 Chance 20

;------------------------------------------
Trigger battle3Dread
WhenToTest PostBattle
Condition GeneralNumKillsInBattle > 8
and not Trait BattleChivalry >= 1
Affects BattleDread 1 Chance 50
Affects Brave 1 Chance 20
;------------------------------------------
Trigger battle3Chivalry
WhenToTest PostBattle
Condition GeneralNumKillsInBattle > 8
and not Trait BattleDread >= 1
Affects BattleChivalry 1 Chance 50
Affects Brave 1 Chance 20
;------------------------------------------
Trigger battle3Chivalry1
WhenToTest PostBattle
Condition not WasAttacker
and IsGeneral
and BattleOdds < 0.5
and BattleOdds > 0.05
and GeneralFoughtInCombat
and not Trait BattleDread >= 1
Affects BattleChivalry 1 Chance 100
;------------------------------------------
Trigger battle3Chivalry2
WhenToTest PostBattle
Condition IsGeneral
and WonBattle
and BattleOdds <= 0.5
and not Trait BattleDread >= 1
and GeneralFoughtInCombat
Affects BattleChivalry 1 Chance 50
;------------------------------------------
Trigger battle3Chivalry
WhenToTest PostBattle
Condition GeneralNumKillsInBattle > 8
and not Trait BattleDread >= 1
Affects BattleChivalry 1 Chance 50
;------------------------------------------
Trigger battle3Chivalry
WhenToTest PostBattle
Condition GeneralNumKillsInBattle > 8
and not Trait BattleDread >= 1
Affects BattleChivalry 1 Chance 50
;------------------------------------------
Trigger battle5
WhenToTest PostBattle
Condition IsGeneral
and WonBattle
and not Trait Ignorance > 0
Affects InspiringSpeaker 1 Chance 4
;------------------------------------------
Trigger withdraws
WhenToTest PreBattleWithdrawal
Condition WasAttacker
Affects IndecisiveAttacker 1 Chance 100
;------------------------------------------
Trigger undersiege
WhenToTest CharacterTurnEnd
Condition IsUnderSiege
and IsGeneral
Affects Miserly 1 Chance 20
;------------------------------------------
Trigger disaster
WhenToTest CharacterDamagedByDisaster
Condition RandomPercent > 96
Affects ForcedReligious 1 Chance 10
;------------------------------------------
Trigger family1
WhenToTest BrotherAdopted

Affects Anger 1 Chance 5
Affects Arse 1 Chance 1

;------------------------------------------
Trigger family2
WhenToTest BrotherAdopted

Affects Disloyal 1 Chance 8

;------------------------------------------
Trigger family3
WhenToTest BrotherAdopted

Affects Paranoia 1 Chance 5

;------------------------------------------
Trigger family4
WhenToTest CharacterMarries
Condition Trait Girls >= 1
Affects Prim 1 Chance 40
;------------------------------------------
Trigger family5
WhenToTest CharacterMarries
Condition Trait Girls >= 2
Affects Prim 3 Chance 60
;------------------------------------------
Trigger family6
WhenToTest CharacterMarries
Condition Trait Girls >= 3
Affects Prim 6 Chance 40
;------------------------------------------
Trigger family7
WhenToTest CharacterMarries
Condition Trait Girls >= 4
Affects Prim 12 Chance 20
;------------------------------------------
Trigger family_generalmarries_1
WhenToTest CharacterMarriesPrincess
Condition SpouseTrait UnchasteWoman > 0
Affects Cuckold 2 Chance 100
;------------------------------------------
Trigger family_generalmarries_royalty
WhenToTest CharacterMarriesPrincess

Affects MarriedAPrincess 1 Chance 100
;------------------------------------------
Trigger family_generalmarries_charming_1
WhenToTest CharacterMarriesPrincess
Condition SpouseAttribute Charm > 4
Affects WifeIsCharming 1 Chance 100
;------------------------------------------
Trigger family_generalmarries_charming_2
WhenToTest CharacterMarriesPrincess
Condition SpouseAttribute Charm > 6
Affects WifeIsCharming 1 Chance 100
;------------------------------------------
Trigger family_generalmarries_charming_3
WhenToTest CharacterMarriesPrincess
Condition SpouseAttribute Charm > 8
Affects WifeIsCharming 1 Chance 100
;------------------------------------------
Trigger family_generalmarries_fertile_1
WhenToTest CharacterMarriesPrincess
Condition SpouseAttribute Fertility > 1
Affects WifeIsFertile 1 Chance 100
;------------------------------------------
Trigger family_generalmarries_fertile_2
WhenToTest CharacterMarriesPrincess
Condition SpouseAttribute Fertility > 2
Affects WifeIsFertile 1 Chance 100
;------------------------------------------
Trigger family_generalmarries_fertile_3
WhenToTest CharacterMarriesPrincess
Condition SpouseAttribute Fertility > 3
Affects WifeIsFertile 1 Chance 100
;------------------------------------------
Trigger family_generalmarries_educated_1
WhenToTest CharacterMarriesPrincess
Condition SpouseTrait EducatedWoman >= 1
Affects WifeIsWise 1 Chance 100
;------------------------------------------
Trigger family_generalmarries_educated_2
WhenToTest CharacterMarriesPrincess
Condition SpouseTrait EducatedWoman >= 2
Affects WifeIsWise 1 Chance 100
;------------------------------------------
Trigger family_generalmarries_educated_3
WhenToTest CharacterMarriesPrincess
Condition SpouseTrait EducatedWoman = 3
Affects WifeIsWise 1 Chance 100
;------------------------------------------
Trigger family_generalmarries_fair_1
WhenToTest CharacterMarriesPrincess
Condition SpouseTrait FairWoman >= 1
Affects WifeIsNoble 1 Chance 100
;------------------------------------------
Trigger family_generalmarries_fair_2
WhenToTest CharacterMarriesPrincess
Condition SpouseTrait FairWoman >= 2
Affects WifeIsNoble 1 Chance 100
;------------------------------------------
Trigger family_generalmarries_fair_3
WhenToTest CharacterMarriesPrincess
Condition SpouseTrait FairWoman = 3
Affects WifeIsNoble 1 Chance 100
;------------------------------------------
Trigger family_generalmarries_humble_1
WhenToTest CharacterMarriesPrincess
Condition SpouseTrait HumbleWoman >= 1
Affects WifeIsNoble 1 Chance 100
;------------------------------------------
Trigger family_generalmarries_humble_2
WhenToTest CharacterMarriesPrincess
Condition SpouseTrait HumbleWoman >= 2
Affects WifeIsNoble 1 Chance 100
;------------------------------------------
Trigger family_generalmarries_humble_3
WhenToTest CharacterMarriesPrincess
Condition SpouseTrait BraveWoman >= 1
Affects WifeIsNoble 1 Chance 100
;------------------------------------------
Trigger family_generalmarries_spirited_1
WhenToTest CharacterMarriesPrincess
Condition SpouseTrait SpiritedWoman >= 1
Affects WifeIsNoble 1 Chance 100
;------------------------------------------
Trigger family_generalmarries_spirited_2
WhenToTest CharacterMarriesPrincess
Condition SpouseTrait SpiritedWoman >= 2
Affects WifeIsNoble 1 Chance 100
;------------------------------------------
Trigger family_generalmarries_spirited_3
WhenToTest CharacterMarriesPrincess
Condition SpouseTrait SpiritedWoman = 3
Affects WifeIsNoble 1 Chance 100
;------------------------------------------
Trigger family_generalmarries_bitch_1
WhenToTest CharacterMarriesPrincess
Condition SpouseTrait PretentiousWoman >= 1
Affects WifeIsBitch 1 Chance 100
;------------------------------------------
Trigger family_generalmarries_bitch_2
WhenToTest CharacterMarriesPrincess
Condition SpouseTrait PretentiousWoman >= 2
Affects WifeIsBitch 1 Chance 100
;------------------------------------------
Trigger family11
WhenToTest CharacterMarries
Condition Trait Drink >= 2
Affects Sobriety 1 Chance 80
;------------------------------------------
Trigger family12
WhenToTest CharacterMarries
Condition Trait Drink >= 3
Affects Sobriety 2 Chance 60
;------------------------------------------
Trigger family13
WhenToTest CharacterMarries
Condition Trait Drink >= 4
Affects Sobriety 4 Chance 40
;------------------------------------------
Trigger family14
WhenToTest CharacterMarries
Condition Trait Drink >= 5
Affects Sobriety 8 Chance 20
;------------------------------------------
Trigger family15
WhenToTest CharacterMarries

Affects Sobriety 1 Chance 5
Affects Prim 1 Chance 5
Affects Sane 1 Chance 10
;------------------------------------------
Trigger family16
WhenToTest CharacterBecomesAFather
Condition Trait Girls >= 1
Affects Prim 1 Chance 40
;------------------------------------------
Trigger family17
WhenToTest CharacterBecomesAFather
Condition Trait Girls >= 2
Affects Prim 3 Chance 60
;------------------------------------------
Trigger family18
WhenToTest CharacterBecomesAFather
Condition Trait Girls >= 3
Affects Prim 6 Chance 40
;------------------------------------------
Trigger family19
WhenToTest CharacterBecomesAFather
Condition Trait Girls >= 4
Affects Prim 12 Chance 20
;------------------------------------------
Trigger family20
WhenToTest CharacterBecomesAFather
Condition Trait Drink >= 2
Affects Sobriety 1 Chance 80
;------------------------------------------
Trigger family21
WhenToTest CharacterBecomesAFather
Condition Trait Drink >= 3
Affects Sobriety 2 Chance 60
;------------------------------------------
Trigger family22
WhenToTest CharacterBecomesAFather
Condition Trait Drink >= 4
Affects Sobriety 4 Chance 40
;------------------------------------------
Trigger family23
WhenToTest CharacterBecomesAFather
Condition Trait Drink >= 5
Affects Sobriety 8 Chance 20
;------------------------------------------
Trigger family24
WhenToTest CharacterBecomesAFather

Affects Sobriety 1 Chance 5
Affects Prim 1 Chance 5
Affects Sane 1 Chance 10
;------------------------------------------
Trigger agents1
WhenToTest SpyMission
Condition MissionSuccessLevel = not_successful
Affects BadSpy 1 Chance 35
;------------------------------------------
Trigger agents2
WhenToTest SpyMission
Condition MissionSucceeded
Affects GoodSpy 1 Chance 100
;------------------------------------------
Trigger agents4
WhenToTest SpyMission
Condition MissionSuccessLevel = highly_successful
Affects GoodConspirator 1 Chance 50
;------------------------------------------
Trigger agents5
WhenToTest LeaderOrderedSpyingMission
Condition MissionSucceeded
Affects SpyMaster 1 Chance 100
Affects DeceiverVirtue 1 Chance 2
Affects StrategyDread 1 Chance 5
;------------------------------------------
Trigger agents6
WhenToTest AssassinationMission
Condition MissionSucceeded
Affects GoodAssassin 1 Chance 100
;------------------------------------------
Trigger agents7
WhenToTest AssassinationMission
Condition not MissionSucceeded
Affects BadAssassin 1 Chance 50
;------------------------------------------
Trigger agents8
WhenToTest LeaderOrderedAssassination
Condition MissionSucceeded
Affects AssassinMaster 1 Chance 100
Affects DeceiverVirtue 1 Chance 5
Affects StrategyDread 1 Chance 50
;------------------------------------------
Trigger agents8
WhenToTest LeaderOrderedAssassination
Condition not MissionSucceeded
Affects AssassinMaster 1 Chance 10
Affects DeceiverVirtue 1 Chance 10
Affects StrategyDread 1 Chance 25
;------------------------------------------
Trigger agents9
WhenToTest SufferAssassinationAttempt

Affects Paranoia 1 Chance 33
Affects HighPersonalSecurity 1 Chance 75

;------------------------------------------
Trigger agents11
WhenToTest SufferAssassinationAttempt

Affects Xenophobia 1 Chance 8

;------------------------------------------
Trigger agents13
WhenToTest SabotageMission
Condition not MissionSucceeded
Affects BadConspirator 1 Chance 100
;------------------------------------------
Trigger agents14
WhenToTest SabotageMission
Condition MissionSucceeded
Affects GoodConspirator 1 Chance 100
;------------------------------------------
Trigger agents17
WhenToTest LeaderOrderedSabotage

Affects Despoiler 1 Chance 100
Affects DeceiverVirtue 1 Chance 5
;------------------------------------------
Trigger agents18
WhenToTest BriberyMission
Condition MissionSucceeded
Affects GoodDiplomat 1 Chance 100
Affects SmoothTalker 1 Chance 100
;------------------------------------------
Trigger agents19
WhenToTest BriberyMission
Condition not MissionSucceeded
Affects BadDiplomat 1 Chance 100
;------------------------------------------
Trigger agents20
WhenToTest LeaderOrderedBribery

Affects PoliticsSkill 5 Chance 50
Affects DeceiverVirtue 1 Chance 10
Affects StrategyDread 1 Chance 25
;------------------------------------------
Trigger agents21
WhenToTest AcceptBribe

Affects Disloyal 1 Chance 50
Affects ExRebel 1 Chance 100
Affects Xenophilia 1 Chance 10
;------------------------------------------
Trigger agents22
WhenToTest AcceptBribe
Condition Trait StrategyChivalry > 0
Affects StrategyDread 4 Chance 100
;------------------------------------------
Trigger agents23
WhenToTest RefuseBribe

Affects Loyal 1 Chance 100
Affects Upright 1 Chance 50
;------------------------------------------
Trigger agents24
WhenToTest RefuseBribe
Condition Trait StrategyChivalry > 0
Affects StrategyChivalry 1 Chance 100
;------------------------------------------
Trigger agents26
WhenToTest Insurrection

Affects GoodConspirator 1 Chance 20
;------------------------------------------
Trigger agents27
WhenToTest DiplomacyMission
Condition MissionSucceeded
Affects GoodDiplomat 1 Chance 100
Affects GoodPrincess 1 Chance 100
;------------------------------------------
Trigger agents28
WhenToTest DiplomacyMission
Condition not MissionSucceeded
Affects BadDiplomat 1 Chance 50
Affects BadPrincess 1 Chance 50
;------------------------------------------
Trigger agents29
WhenToTest LeaderOrderedDiplomacy

Affects PoliticsSkill 1 Chance 20
;------------------------------------------
Trigger agents30
WhenToTest AcquisitionMission
Condition MissionSucceeded
Affects GoodMerchant 1 Chance 100
Affects MerchantEnemies 1 Chance 25
;------------------------------------------
Trigger agents31
WhenToTest AcquisitionMission
Condition not MissionSucceeded
Affects BadMerchant 1 Chance 33
;------------------------------------------
Trigger agents32
WhenToTest SufferAcquisitionAttempt

Affects SecureMerchant 1 Chance 50
;------------------------------------------
Trigger agents33
WhenToTest CharacterTurnEnd
Condition AgentType = merchant
and TradingMonopoly
Affects Monopolist 1 Chance 100
;------------------------------------------
Trigger agents35-worldly
WhenToTest CharacterTurnEnd
Condition AgentType = merchant
and OnResource
and DistanceCapital >= 40
Affects WorldlyMerchant 1 Chance 20
;------------------------------------------
Trigger agents37_conversion1
WhenToTest CharacterTurnEnd
Condition not AtSea
and AgentType = priest
and ReligionShift >= 8
and TimeInRegion < 3
and Trait StrongFaith < 1
Affects StrongFaith 1 Chance 100
;------------------------------------------
Trigger agents37_conversion2
WhenToTest CharacterTurnEnd
Condition not AtSea
and AgentType = priest
and ReligionShift >= 10
and TimeInRegion < 5
and Trait StrongFaith = 1
Affects StrongFaith 1 Chance 50
;------------------------------------------
Trigger agents37_conversion3
WhenToTest CharacterTurnEnd
Condition not AtSea
and AgentType = priest
and ReligionShift >= 10
and TimeInRegion < 5
and Trait StrongFaith = 2
Affects StrongFaith 1 Chance 50
;------------------------------------------
Trigger agents38
WhenToTest CharacterTurnEnd
Condition not AtSea
and AgentType = priest
and PopulationOwnReligion <= 40
and TimeInRegion > 2
Affects OpenMinded 1 Chance 20
;------------------------------------------
Trigger agents39
WhenToTest CharacterNearHeretic
Condition AgentType = priest
Affects OpenMinded 1 Chance 33
;------------------------------------------
Trigger agents40
WhenToTest CharacterTurnEnd
Condition not AtSea
and AgentType = priest
and ReligionShift < 10
and PopulationOwnReligion > 85
and TimeInRegion = 3
Affects Dogmatic 1 Chance 50
;------------------------------------------
Trigger agents41
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and AgentType = priest
and SettlementBuildingExists >= cathedral
Affects Dogmatic 1 Chance 20
;------------------------------------------
Trigger agents41a
WhenToTest SufferAssassinationAttempt
Condition AgentType = priest
Affects Doomsayer 1 Chance 100
;------------------------------------------
Trigger agents41b
WhenToTest ExecutesAnAssassinOnAMission
Condition AgentType = priest
Affects DivineProtection 1 Chance 100
;------------------------------------------
Trigger agents42_normal_denouncement
WhenToTest DenouncementMission
Condition MissionSucceeded
and not Trait BadDenouncer > 0
Affects GoodDenouncer 1 Chance 100
;------------------------------------------
Trigger agents42_normal_denouncement_failure
WhenToTest DenouncementMission
Condition not MissionSucceeded
and not Trait GoodDenouncer > 0
Affects BadDenouncer 1 Chance 33
;------------------------------------------
Trigger agents42_inquisitor_big_failure
WhenToTest DenouncementMission
Condition not MissionSucceeded
and AgentType = inquisitor
and Trait BadDenouncer >= 2
Affects InquisitorFailure 1 Chance 100
;------------------------------------------
Trigger agents43a
WhenToTest CharacterTurnEnd
Condition not AtSea
and AgentType = priest
and TimeInRegion > 4
and TimeSinceHeresy < 5 >= 10
and PopulationHeretic < 5
and ReligionShift > 10
Affects Purifier 1 Chance 100
;------------------------------------------
Trigger agents43b
WhenToTest CharacterTurnEnd
Condition not AtSea
and AgentType = priest
and TimeInRegion > 4
and TimeSinceReligion > 95 >= 10
and PopulationOwnReligion > 95
and ReligionShift > 10
Affects Missionary 1 Chance 100
;------------------------------------------
Trigger agents43c
WhenToTest CharacterTurnEnd
Condition AgentType = priest
and not CharacterReligion catholic
and Attribute Piety > 5
and Trait HeresyImmunityNonCatholic = 0
Affects HeresyImmunityNonCatholic 1 Chance 100
;------------------------------------------
Trigger agents44
WhenToTest SufferDenouncementAttempt
Condition IsGeneral
Affects ForcedReligious 1 Chance 50
;------------------------------------------
Trigger agents46
WhenToTest ExecutesAnAssassinOnAMission
Condition AgentType = diplomat
Affects BraveDiplomat 1 Chance 33
;------------------------------------------
Trigger agents47
WhenToTest SufferAssassinationAttempt
Condition AgentType = heretic
Affects WaningConviction 1 Chance 33
;------------------------------------------
Trigger agents48
WhenToTest SufferAssassinationAttempt
Condition AgentType = inquisitor
Affects WaningConviction 1 Chance 33
;------------------------------------------
Trigger agents49
WhenToTest ExecutesAnAssassinOnAMission
Condition AgentType = heretic
Affects GrowingConviction 1 Chance 33
;------------------------------------------
Trigger agents50
WhenToTest ExecutesAnAssassinOnAMission
Condition AgentType = inquisitor
Affects GrowingConviction 1 Chance 33
;------------------------------------------
Trigger agents51
WhenToTest CharacterTurnEnd
Condition AgentType = inquisitor
Affects GrowingConviction 1 Chance 10
;------------------------------------------
Trigger agents55
WhenToTest ExecutesAnAssassinOnAMission
Condition AgentType = princess
Affects BraveWoman 1 Chance 33
;------------------------------------------
Trigger princess_base
WhenToTest CharacterComesOfAge
Condition AgentType = princess
Affects IAmPrincess 1 Chance 100
;------------------------------------------
Trigger princess_dad_was_handsome
WhenToTest CharacterComesOfAge
Condition FatherTrait Handsome >= 1
and AgentType = princess
Affects PrettyWoman 1 Chance 50
Affects PrettyWoman 1 Chance 25
;------------------------------------------
Trigger princess_dad_was_handsome2
WhenToTest CharacterComesOfAge
Condition FatherTrait Handsome >= 2
and AgentType = princess
Affects PrettyWoman 1 Chance 50
Affects PrettyWoman 1 Chance 25
;------------------------------------------
Trigger princess_dad_was_handsome3
WhenToTest CharacterComesOfAge
Condition FatherTrait Handsome >= 3
and AgentType = princess
Affects PrettyWoman 1 Chance 50
Affects PrettyWoman 1 Chance 25
;------------------------------------------
Trigger princess_dad_was_intelligent
WhenToTest CharacterComesOfAge
Condition FatherTrait Intelligent >= 1
and AgentType = princess
Affects EducatedWoman 1 Chance 50
Affects EducatedWoman 1 Chance 25
;------------------------------------------
Trigger princess_dad_was_intelligent2
WhenToTest CharacterComesOfAge
Condition FatherTrait Intelligent >= 2
and AgentType = princess
Affects EducatedWoman 1 Chance 50

;------------------------------------------
Trigger princess_dad_was_ignorant2
WhenToTest CharacterComesOfAge
Condition FatherTrait Ignorance >= 2
and AgentType = princess
Affects EducatedWoman 1 Chance 25
;------------------------------------------
Trigger princess_dad_was_prim
WhenToTest CharacterComesOfAge
Condition FatherTrait Prim >= 1
and AgentType = princess
Affects FaithfulWoman 1 Chance 50
Affects FaithfulWoman 1 Chance 25
;------------------------------------------
Trigger princess_dad_was_womaniser
WhenToTest CharacterComesOfAge
Condition FatherTrait Girls >= 1
and AgentType = princess
Affects UnchasteWoman 1 Chance 50
Affects UnchasteWoman 1 Chance 25
;------------------------------------------
Trigger princess_dad_was_perverted
WhenToTest CharacterComesOfAge
Condition FatherTrait Perverted >= 1
and AgentType = princess
Affects UnchasteWoman 1 Chance 50

;------------------------------------------
Trigger princess_dad_was_rabblerouser
WhenToTest CharacterComesOfAge
Condition FatherTrait Rabblerouser >= 1
and AgentType = princess
Affects SpiritedWoman 1 Chance 50
Affects SpiritedWoman 1 Chance 25
;------------------------------------------
Trigger princess_dad_was_xenophile
WhenToTest CharacterComesOfAge
Condition FatherTrait Xenophilia >= 1
and AgentType = princess
Affects TolerantWoman 1 Chance 50

;------------------------------------------
Trigger princess_dad_was_xenophobe
WhenToTest CharacterComesOfAge
Condition FatherTrait Xenophobia >= 1
and AgentType = princess
Affects TolerantWoman 1 Chance 25
;------------------------------------------
Trigger princess_dad_was_fertile
WhenToTest CharacterComesOfAge
Condition FatherTrait Fertile >= 1
and AgentType = princess
Affects FertileWoman 1 Chance 50
Affects FertileWoman 1 Chance 25
;------------------------------------------
Trigger princess_dad_was_harshruler
WhenToTest CharacterComesOfAge
Condition FatherTrait HarshRuler >= 1
and AgentType = princess
Affects HumbleWoman 1 Chance 25
;------------------------------------------
Trigger princess_dad_was_kindruler
WhenToTest CharacterComesOfAge
Condition FatherTrait KindRuler >= 1
and AgentType = princess
Affects HumbleWoman 1 Chance 50

;------------------------------------------
Trigger princess_dad_was_authoritarian
WhenToTest CharacterComesOfAge
Condition FatherTrait Authoritarian >= 1
and AgentType = princess
Affects FairWoman 1 Chance 25
;------------------------------------------
Trigger princess_dad_was_nonauthoritarian
WhenToTest CharacterComesOfAge
Condition FatherTrait NonAuthoritarian >= 1
and AgentType = princess
Affects FairWoman 1 Chance 50

;------------------------------------------
Trigger spying_target
WhenToTest ExecutesASpyOnAMission

Affects CounterSpy 1 Chance 100
;------------------------------------------
Trigger assassination_target
WhenToTest ExecutesAnAssassinOnAMission

Affects AssassinCatcher 1 Chance 100
;------------------------------------------
Trigger papalmission1
WhenToTest LeaderMissionSuccess
Condition MissionID return_papal_settlement
Affects AdoredByPope 1 Chance 100
;------------------------------------------
Trigger papalmission2
WhenToTest LeaderMissionSuccess
Condition PaybackID pope_rome_min_penalty_major_reward
Affects AdoredByPope 1 Chance 5
;------------------------------------------
Trigger papalmission3
WhenToTest LeaderMissionSuccess
Condition PaybackID pope_rome_min_penalty_major_reward
Affects AdoredByPope 1 Chance 5
;------------------------------------------
Trigger papalmission4
WhenToTest LeaderMissionSuccess
Condition PaybackID pope_rome_min_penalty_major_reward
Affects AdoredByPope 1 Chance 5
;------------------------------------------
Trigger papalmission5
WhenToTest LeaderMissionSuccess
Condition MissionID assassinate_cardinal
Affects PopesEnforcer 1 Chance 100
;------------------------------------------
Trigger governing2
WhenToTest GovernorUnitTrained
Condition GovernorTaxLevel > tax_high
Affects GoodAdministrator 1 Chance 3
;------------------------------------------
Trigger governing3
WhenToTest GovernorBuildingCompleted

Affects GoodBuilder 1 Chance 20
;------------------------------------------
Trigger governing4
WhenToTest GovernorBuildingCompleted
Condition GovernorTaxLevel > tax_high
Affects GoodAdministrator 1 Chance 7
;------------------------------------------
Trigger governing5
WhenToTest GovernorAgentCreated
Condition AgentType = priest
Affects ReligiousActivity 1 Chance 100
;------------------------------------------
Trigger governing6
WhenToTest CharacterTurnEnd
Condition IsGeneral
and GovernorTaxLevel = tax_low
and GovernorLoyaltyLevel = loyalty_happy
and TimeInRegion > 3
Affects StrategyChivalry 1 Chance 25
;------------------------------------------
Trigger governing7
WhenToTest CharacterTurnEnd
Condition IsGeneral
and GovernorTaxLevel = tax_low
and GovernorLoyaltyLevel > loyalty_disillusioned
and Treasury < 0
and TimeInRegion > 3
Affects StrategyChivalry 1 Chance 33
;------------------------------------------
Trigger governing8
WhenToTest CharacterTurnEnd
Condition IsGeneral
and GovernorTaxLevel = tax_extortionate
and GovernorLoyaltyLevel < loyalty_happy
and Treasury > 10000
and TimeInRegion > 3
Affects StrategyDread 1 Chance 33
;------------------------------------------
Trigger governing9
WhenToTest CharacterTurnEnd
Condition IsGeneral
and Treasury > 50000
and Trait StrategyChivalry > 0
Affects StrategyDread 1 Chance 33
;------------------------------------------
Trigger governing10
WhenToTest GovernorAgentCreated
Condition AgentType = assassin
Affects StrategyDread 1 Chance 100
;------------------------------------------
Trigger governing11
WhenToTest GovernorAgentCreated
Condition AgentType = spy
Affects StrategyDread 1 Chance 33
;------------------------------------------
Trigger building_farms
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished >= farms
Affects GoodFarmer 1 Chance 100
;------------------------------------------
Trigger building_religion_catholic
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished >= small_church
Affects ReligiousActivity 1 Chance 100
Affects StrategyChivalry 1 Chance 100
;------------------------------------------
Trigger building_religion_orthodox
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished >= small_church_o
Affects ReligiousActivity 1 Chance 100
Affects StrategyChivalry 1 Chance 100
;------------------------------------------
Trigger building_religion_islam
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished >= small_masjid
Affects ReligiousActivity 1 Chance 100
Affects StrategyChivalry 1 Chance 100
;------------------------------------------
Trigger building_religion_catholic_c
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished >= small_chapel
Affects ReligiousActivity 1 Chance 100
Affects StrategyChivalry 1 Chance 100
;------------------------------------------
Trigger building_religion_orthodox_c
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished >= small_chapel_o
Affects ReligiousActivity 1 Chance 100
Affects StrategyChivalry 1 Chance 100
;------------------------------------------
Trigger building_religion_islam_c
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished >= c_small_masjid
Affects ReligiousActivity 1 Chance 100
Affects StrategyChivalry 1 Chance 100
;------------------------------------------
Trigger building_mines
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished >= mines
Affects GoodMiner 1 Chance 100
;------------------------------------------
Trigger building_trade
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished >= corn_exchange
Affects GoodTrader 1 Chance 50
;------------------------------------------
Trigger building_ports
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished >= port
Affects GoodTrader 1 Chance 80
;------------------------------------------
Trigger building_roads
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished >= roads
Affects GoodTrader 1 Chance 80
Affects GoodBuilder 1 Chance 10
;------------------------------------------
Trigger building_academic
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished >= alchemists_lab
and Trait Intelligent < 2
Affects Intelligent 1 Chance 33
;------------------------------------------
Trigger building_university
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished = university
Affects Intelligent 1 Chance 33
;------------------------------------------
Trigger building_art
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished >= artist_studio
Affects Cultured 1 Chance 100
Affects Aesthetic 1 Chance 20
;------------------------------------------
Trigger building_bank
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished >= merchant_bank
Affects GoodTrader 1 Chance 80
;------------------------------------------
Trigger building_music
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished >= theatre
Affects Cultured 1 Chance 100
;------------------------------------------
Trigger building_seatrade
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished >= merchants_wharf
Affects GoodTrader 1 Chance 80
;------------------------------------------
Trigger building_sanitation
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished >= public_baths
Affects Cultured 1 Chance 20
;------------------------------------------
Trigger building_castle_academia
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished >= library
and Trait Intelligent < 2
Affects Intelligent 1 Chance 33
;------------------------------------------
Trigger building_caravans
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished >= caravan_stop
Affects GoodTrader 1 Chance 80
;------------------------------------------
Trigger building_tourney
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished >= jousting_lists
Affects StrategyChivalry 1 Chance 100
;------------------------------------------
Trigger governing12
WhenToTest GovernorCityRiots

Affects Disciplinarian 1 Chance 10
Affects HarshJustice 1 Chance 5
Affects Rabblerouser 1 Chance 10
Affects Authoritarian 1 Chance 20
;------------------------------------------
Trigger governing13
WhenToTest GovernorCityRebels

Affects Disciplinarian 1 Chance 15
Affects HarshJustice 1 Chance 10
Affects Rabblerouser 1 Chance 20
Affects Authoritarian 1 Chance 50
;------------------------------------------
Trigger governing18
WhenToTest GovernorBuildingCompleted
Condition GovernorLoyaltyLevel = loyalty_disillusioned
and GovernorTaxLevel > tax_high
Affects GoodTaxman 1 Chance 75
;------------------------------------------
Trigger extermination1
WhenToTest SackSettlement

Affects Despoiler 1 Chance 20
;------------------------------------------
Trigger extermination2
WhenToTest ExterminatePopulation

Affects Genocide 1 Chance 100
Affects StrategyDread 1 Chance 100
;------------------------------------------
Trigger extermination3
WhenToTest OccupySettlement

Affects StrategyChivalry 1 Chance 100
;------------------------------------------
Trigger selfperpetuating1
WhenToTest CharacterTurnEnd
Condition Trait Aesthetic >= 1
Affects Aesthetic 1 Chance 4
;------------------------------------------
Trigger selfperpetuating2
WhenToTest CharacterTurnEnd
Condition Trait Anger >= 1
Affects Anger 1 Chance 4
;------------------------------------------
Trigger selfperpetuating4
WhenToTest CharacterTurnEnd
Condition Trait Arse >= 1
Affects Arse 1 Chance 4
;------------------------------------------
Trigger selfperpetuating5
WhenToTest CharacterTurnEnd
Condition Trait Austere >= 1
Affects Austere 1 Chance 4
;------------------------------------------
Trigger selfperpetuating6
WhenToTest CharacterTurnEnd
Condition Trait Authoritarian >= 1
Affects Authoritarian 1 Chance 4
;------------------------------------------
Trigger selfperpetuating10
WhenToTest CharacterTurnEnd
Condition Trait BoringSpeaker >= 1
Affects BoringSpeaker 1 Chance 4
;------------------------------------------
Trigger selfperpetuating11
WhenToTest CharacterTurnEnd
Condition Trait Cheapskate >= 1
Affects Cheapskate 1 Chance 4
;------------------------------------------
Trigger selfperpetuating14
WhenToTest CharacterTurnEnd
Condition Trait Energetic >= 1
Affects Energetic 1 Chance 4
;------------------------------------------
Trigger selfperpetuating15
WhenToTest CharacterTurnEnd
Condition Trait Epicurean >= 1
Affects Epicurean 1 Chance 4
;------------------------------------------
Trigger selfperpetuating17
WhenToTest CharacterTurnEnd
Condition Trait Feck >= 1
Affects Feck 1 Chance 4
;------------------------------------------
Trigger selfperpetuating24
WhenToTest CharacterTurnEnd
Condition Trait Lewd >= 1
Affects Lewd 1 Chance 4
;------------------------------------------
Trigger selfperpetuating25
WhenToTest CharacterTurnEnd
Condition Trait Liar >= 1
Affects Liar 1 Chance 4
;------------------------------------------
Trigger selfperpetuating26
WhenToTest CharacterTurnEnd
Condition Trait Miserly >= 1
Affects Miserly 1 Chance 4
;------------------------------------------
Trigger selfperpetuating27
WhenToTest CharacterTurnEnd
Condition Trait Paranoia >= 1
Affects Paranoia 1 Chance 4
;------------------------------------------
Trigger selfperpetuating31
WhenToTest CharacterTurnEnd
Condition Trait Secretive >= 1
Affects Secretive 1 Chance 4
;------------------------------------------
Trigger selfperpetuating33
WhenToTest CharacterTurnEnd
Condition Trait Sobriety >= 1
Affects Sobriety 1 Chance 4
;------------------------------------------
Trigger selfperpetuating34
WhenToTest CharacterTurnEnd
Condition Trait Stoic >= 1
Affects Stoic 1 Chance 4
;------------------------------------------
Trigger selfperpetuating36
WhenToTest CharacterTurnEnd
Condition Trait Talkative >= 1
Affects Talkative 1 Chance 4
;------------------------------------------
Trigger selfperpetuating37
WhenToTest CharacterTurnEnd
Condition Trait TouchedByTheGods >= 1
Affects TouchedByTheGods 1 Chance 4
;------------------------------------------
Trigger selfperpetuating38
WhenToTest CharacterTurnEnd
Condition Trait Trusting >= 1
Affects Trusting 1 Chance 4
Affects LaxPersonalSecurity 1 Chance 4
Affects KindRuler 1 Chance 4
;------------------------------------------
Trigger selfperpetuating39
WhenToTest CharacterTurnEnd
Condition Trait Xenophilia >= 1
Affects Xenophilia 1 Chance 4
;------------------------------------------
Trigger selfperpetuating40
WhenToTest CharacterTurnEnd
Condition Trait Xenophobia >= 1
Affects Xenophobia 1 Chance 4
;------------------------------------------
Trigger selfperpetuating41
WhenToTest CharacterTurnEnd
Condition Trait Gregarious >= 1
Affects Gregarious 1 Chance 4
;------------------------------------------
Trigger selfperpetuating44
WhenToTest CharacterTurnEnd
Condition Trait NonAuthoritarian >= 1
Affects KindRuler 1 Chance 4
;------------------------------------------
Trigger selfperpetuating45
WhenToTest CharacterTurnEnd
Condition Trait Prim >= 1
Affects Prim 1 Chance 4
;------------------------------------------
Trigger selfperpetuating49
WhenToTest CharacterTurnEnd
Condition Trait ReligiousIntolerance >= 1
Affects ReligiousIntolerance 1 Chance 4
;------------------------------------------
Trigger selfperpetuating50
WhenToTest CharacterTurnEnd
Condition Trait ReligiousTolerance >= 1
Affects ReligiousTolerance 1 Chance 4
;------------------------------------------
Trigger spyinit1
WhenToTest AgentCreated
Condition AgentType = spy
Affects NaturalSpySkill 1 Chance 100
Affects GoodConspirator 1 Chance 20
;------------------------------------------
Trigger spyinit2
WhenToTest AgentCreated
Condition AgentType = spy
and Trait NaturalSpySkill = 1
Affects NaturalSpySkill 1 Chance 33
;------------------------------------------
Trigger spyinit3
WhenToTest AgentCreated
Condition AgentType = spy
and Trait NaturalSpySkill = 2
Affects NaturalSpySkill 1 Chance 20
;------------------------------------------
Trigger spyinit4
WhenToTest AgentCreated
Condition AgentType = spy
and SettlementBuildingExists = thieves_guild
Affects ThievesGuildTrained 1 Chance 100
;------------------------------------------
Trigger spyinit5
WhenToTest AgentCreated
Condition AgentType = spy
and FactionBuildingExists = m_thieves_guild
Affects ThievesGuildMember 1 Chance 100
;------------------------------------------
Trigger spyinit6
WhenToTest AgentCreated
Condition AgentType = spy
and FactionBuildingExists = gm_thieves_guild
Affects ThievesGuildMember 1 Chance 100
;------------------------------------------
Trigger spyinit7
WhenToTest AgentCreated
Condition AgentType = spy
Affects AgentPiety 1 Chance 100
;------------------------------------------
Trigger princessinit2
WhenToTest CharacterComesOfAge
Condition AgentType = princess
Affects AgentPiety 1 Chance 100
;------------------------------------------
Trigger diplomatinit1
WhenToTest AgentCreated
Condition AgentType = diplomat
Affects NaturalDiplomatSkill 1 Chance 100
;------------------------------------------
Trigger diplomatinit2
WhenToTest AgentCreated
Condition AgentType = diplomat
and Trait NaturalDiplomatSkill = 1
Affects NaturalDiplomatSkill 1 Chance 33
;------------------------------------------
Trigger diplomatinit3
WhenToTest AgentCreated
Condition AgentType = diplomat
and Trait NaturalDiplomatSkill = 2
Affects NaturalDiplomatSkill 1 Chance 33
;------------------------------------------
Trigger diplomatinit4
WhenToTest AgentCreated
Condition AgentType = diplomat
Affects Talkative 1 Chance 20
Affects Secretive 1 Chance 20
;------------------------------------------
Trigger diplomatinit5
WhenToTest AgentCreated
Condition AgentType = diplomat
and DistanceCapital >= 40
Affects Multilingual 1 Chance 33
;------------------------------------------
Trigger diplomatinit6
WhenToTest AgentCreated
Condition Trait Multilingual >= 1
Affects Multilingual 1 Chance 33
;------------------------------------------
Trigger diplomatinit7
WhenToTest AgentCreated
Condition not AtSea
and AgentType = diplomat
and PopulationOwnReligion >= 80
Affects ReligiousIntolerance 1 Chance 50
;------------------------------------------
Trigger diplomatinit8
WhenToTest AgentCreated
Condition Trait ReligiousIntolerance >= 1
Affects ReligiousIntolerance 1 Chance 25
;------------------------------------------
Trigger diplomatinit9
WhenToTest AgentCreated
Condition not AtSea
and AgentType = diplomat
and PopulationOwnReligion <= 70
Affects ReligiousTolerance 1 Chance 50
;------------------------------------------
Trigger diplomatinit10
WhenToTest AgentCreated
Condition Trait ReligiousTolerance >= 1
Affects ReligiousTolerance 1 Chance 25
;------------------------------------------
Trigger diplomatinit11
WhenToTest AgentCreated
Condition AgentType = diplomat
Affects AgentPiety 1 Chance 100
;------------------------------------------
Trigger assassininit1
WhenToTest AgentCreated
Condition AgentType = assassin
Affects NaturalAssassinSkill 1 Chance 100
;------------------------------------------
Trigger assassininit2
WhenToTest AgentCreated
Condition AgentType = assassin
and Trait NaturalAssassinSkill = 1
Affects NaturalAssassinSkill 1 Chance 33
;------------------------------------------
Trigger assassininit3
WhenToTest AgentCreated
Condition AgentType = assassin
and Trait NaturalAssassinSkill >= 2
Affects NaturalAssassinSkill 1 Chance 33
;------------------------------------------
Trigger assassininit4
WhenToTest AgentCreated
Condition AgentType = assassin
and SettlementBuildingExists >= assassins_guild
Affects AssassinsGuildTrained 1 Chance 100
;------------------------------------------
Trigger assassininit5
WhenToTest AgentCreated
Condition AgentType = assassin
and FactionBuildingExists >= m_assassins_guild
Affects AssassinsGuildMember 1 Chance 100
;------------------------------------------
Trigger assassininit6
WhenToTest AgentCreated
Condition AgentType = assassin
and FactionBuildingExists = gm_assassins_guild
Affects AssassinsGuildMember 1 Chance 100
;------------------------------------------
Trigger assassininit7
WhenToTest AgentCreated
Condition AgentType = assassin
and FactionBuildingExists >= eastern_assassins_guild
Affects AssassinsGuildTrained 1 Chance 100
;------------------------------------------
Trigger assassininit8
WhenToTest AgentCreated
Condition AgentType = assassin
and FactionBuildingExists >= m_eastern_assassins_guild
Affects HashashinsGuildMember 1 Chance 100
;------------------------------------------
Trigger assassininit9
WhenToTest AgentCreated
Condition AgentType = assassin
and FactionBuildingExists = gm_eastern_assassins_guild
Affects HashashinsGuildMember 1 Chance 100
;------------------------------------------
Trigger assassininit10
WhenToTest AgentCreated
Condition AgentType = assassin
Affects AgentPiety 1 Chance 100
;------------------------------------------
Trigger hereticinit1_denouncerclear
WhenToTest PriestBecomesHeretic
Condition Trait GoodDenouncer > 0
Affects GoodDenouncer -200 Chance 100
;------------------------------------------
Trigger hereticinit1_denouncerclear
WhenToTest PriestBecomesHeretic
Condition Trait StrongFaith > 0
Affects StrongFaith -100 Chance 100
;------------------------------------------
Trigger hereticinit1_purifierclear
WhenToTest PriestBecomesHeretic
Condition Trait Purifier > 0
Affects Purifier -20 Chance 100
;------------------------------------------
Trigger hereticinit1a
WhenToTest PriestBecomesHeretic
Condition Attribute Piety < 1
Affects NaturalHereticSkill 1 Chance 100
;------------------------------------------
Trigger hereticinit2
WhenToTest PriestBecomesHeretic
Condition Trait NaturalHereticSkill >= 1
Affects NaturalHereticSkill 1 Chance 33
;------------------------------------------
Trigger hereticinit3
WhenToTest PriestBecomesHeretic
Condition Trait NaturalHereticSkill >= 2
Affects NaturalHereticSkill 1 Chance 10
;------------------------------------------
Trigger hereticinit7
WhenToTest AgentCreated
Condition AgentType = heretic
Affects NaturalHereticSkill 1 Chance 100
;------------------------------------------
Trigger hereticinit8
WhenToTest AgentCreated
Condition Trait NaturalHereticSkill >= 1
Affects NaturalHereticSkill 1 Chance 33
;------------------------------------------
Trigger hereticinit9
WhenToTest AgentCreated
Condition Trait NaturalHereticSkill >= 2
Affects NaturalHereticSkill 1 Chance 33
;------------------------------------------
Trigger witchinit2
WhenToTest AgentCreated
Condition AgentType = witch
and Trait NaturalWitchSkill = 1
Affects NaturalWitchSkill 1 Chance 100
;------------------------------------------
Trigger witchinit3
WhenToTest AgentCreated
Condition AgentType = witch
and Trait NaturalWitchSkill >= 2
Affects NaturalWitchSkill 1 Chance 50
;------------------------------------------
Trigger witchinit4
WhenToTest AgentCreated
Condition AgentType = witch
and Trait NaturalWitchSkill >= 3
Affects NaturalWitchSkill 1 Chance 33
;------------------------------------------
Trigger witchinit5
WhenToTest AgentCreated
Condition AgentType = witch
and Trait NaturalWitchSkill >= 4
Affects NaturalWitchSkill 1 Chance 33
;------------------------------------------
Trigger priestinit1
WhenToTest AgentCreated
Condition AgentType = priest
Affects NaturalPriestSkill 1 Chance 100
;------------------------------------------
Trigger priestinit2
WhenToTest AgentCreated
Condition AgentType = priest
and Trait NaturalPriestSkill = 1
Affects NaturalPriestSkill 1 Chance 50
;------------------------------------------
Trigger priestinit3
WhenToTest AgentCreated
Condition AgentType = priest
and Trait NaturalPriestSkill >= 2
Affects NaturalPriestSkill 1 Chance 20
;------------------------------------------
Trigger priestinit4
WhenToTest AgentCreated
Condition AgentType = priest
and SettlementBuildingExists = cathedral
and Trait PriestLevel = 0
Affects PriestLevel 1 Chance 100
;------------------------------------------
Trigger priestinit5
WhenToTest AgentCreated
Condition AgentType = priest
and not CultureType middle_eastern
Affects SecretlyFemale 1 Chance 3
;------------------------------------------
Trigger priestinit10
WhenToTest AgentCreated
Condition AgentType = priest
and SettlementBuildingExists >= theologians_guild
Affects TheologiansGuildTrained 1 Chance 100
;------------------------------------------
Trigger priestinit11
WhenToTest AgentCreated
Condition AgentType = priest
and FactionBuildingExists >= m_theologians_guild
Affects TheologiansGuildMember 1 Chance 100
;------------------------------------------
Trigger priestinit12
WhenToTest AgentCreated
Condition AgentType = priest
and FactionBuildingExists = gm_theologians_guild
Affects TheologiansGuildMember 1 Chance 100
;------------------------------------------
Trigger inquisitorinit1
WhenToTest AgentCreated
Condition AgentType = inquisitor
Affects NaturalInquisitorSkill 1 Chance 100
;------------------------------------------
Trigger inquisitorinit2
WhenToTest AgentCreated
Condition AgentType = inquisitor
and Trait NaturalInquisitorSkill = 1
Affects NaturalInquisitorSkill 1 Chance 33
;------------------------------------------
Trigger inquisitorinit3
WhenToTest AgentCreated
Condition AgentType = inquisitor
and Trait NaturalInquisitorSkill >= 2
Affects NaturalInquisitorSkill 1 Chance 22
;------------------------------------------
Trigger inquisitorinit4
WhenToTest AgentCreated
Condition AgentType = inquisitor
and FactionLeaderAttribute Purity > 0
Affects FairProsecutor 1 Chance 100
;------------------------------------------
Trigger inquisitorinit5
WhenToTest AgentCreated
Condition AgentType = inquisitor
and FactionLeaderAttribute Violence > 0
Affects FairProsecutor 1 Chance 100
;------------------------------------------
Trigger inquisitorinit6
WhenToTest AgentCreated
Condition AgentType = inquisitor
and FactionLeaderAttribute Purity < 0
Affects UnfairProsecutor 1 Chance 100
;------------------------------------------
Trigger inquisitorinit7
WhenToTest AgentCreated
Condition AgentType = inquisitor
and FactionLeaderAttribute Violence < 0
Affects UnfairProsecutor 1 Chance 100
;------------------------------------------
Trigger merchantinit1
WhenToTest AgentCreated
Condition AgentType = merchant
Affects NaturalMerchantSkill 1 Chance 100
;------------------------------------------
Trigger merchantinit2
WhenToTest AgentCreated
Condition AgentType = merchant
and Trait NaturalMerchantSkill = 1
Affects NaturalMerchantSkill 1 Chance 50
;------------------------------------------
Trigger merchantinit3
WhenToTest AgentCreated
Condition AgentType = merchant
and Trait NaturalMerchantSkill >= 2
Affects NaturalMerchantSkill 1 Chance 33
;------------------------------------------
Trigger merchantinit7
WhenToTest AgentCreated
Condition AgentType = merchant
and SettlementBuildingExists >= town_hall
Affects LegalDealer 1 Chance 50
;------------------------------------------
Trigger merchantinit9
WhenToTest AgentCreated
Condition AgentType = merchant
and Trait LegalDealer = 1
Affects LegalDealer 1 Chance 33
;------------------------------------------
Trigger merchantinit13
WhenToTest AgentCreated
Condition AgentType = merchant
and SettlementBuildingExists >= m_merchants_guild
Affects MerchantsGuildTrained 1 Chance 100
;------------------------------------------
Trigger merchantinit14
WhenToTest AgentCreated
Condition AgentType = merchant
and FactionBuildingExists = gm_merchants_guild
Affects MerchantsGuildMember 1 Chance 100
;------------------------------------------
Trigger merchantinit15
WhenToTest AgentCreated
Condition AgentType = merchant
Affects AgentPiety 1 Chance 100
;------------------------------------------
Trigger cardinalinit1
WhenToTest CardinalPromoted
Condition Trait PriestLevel = 1
Affects PriestLevel 1 Chance 100
;------------------------------------------
Trigger cardinalinit2
WhenToTest CardinalPromoted
Condition Trait PriestLevel = 0
Affects PriestLevel 2 Chance 100
;------------------------------------------
Trigger cardinalinit3
WhenToTest CardinalPromoted

Affects Warmonger 1 Chance 50
Affects Peaceful 1 Chance 50
Affects Righteous 1 Chance 50
;------------------------------------------
Trigger cardinalinit4
WhenToTest CardinalPromoted
Condition Trait Warmonger >= 1
Affects Warmonger 1 Chance 50
;------------------------------------------
Trigger cardinalinit5
WhenToTest CardinalPromoted
Condition Trait Warmonger >= 2
Affects Warmonger 1 Chance 50
;------------------------------------------
Trigger cardinalinit6
WhenToTest CardinalPromoted
Condition Trait Peaceful >= 1
Affects Peaceful 1 Chance 50
;------------------------------------------
Trigger cardinalinit7
WhenToTest CardinalPromoted
Condition Trait Peaceful >= 2
Affects Peaceful 1 Chance 50
;------------------------------------------
Trigger cardinalinit10
WhenToTest CardinalPromoted
Condition Trait Righteous >= 1
Affects Righteous 1 Chance 50
;------------------------------------------
Trigger cardinalinit11
WhenToTest CardinalPromoted
Condition Trait Righteous >= 2
Affects Righteous 1 Chance 50
;------------------------------------------
Trigger devastation
WhenToTest GeneralDevastatesTile

Affects Despoiler 1 Chance 4
;------------------------------------------
Trigger Lesser_General_Adoption_1_VnV_Trigger
WhenToTest LesserGeneralOfferedForAdoption

Affects GoodCommander 1 Chance 100
Affects GoodAttacker 2 Chance 17
Affects GoodDefender 2 Chance 17
Affects GoodSiegeAttacker 2 Chance 17
Affects Brave 3 Chance 17
;------------------------------------------
Trigger Lesser_General_Adoption_2_VnV_Trigger
WhenToTest LesserGeneralOfferedForAdoption

Affects Sobriety 1 Chance 12
Affects Disciplinarian 2 Chance 17
Affects GoodAdministrator 6 Chance 17
Affects NightBattleCapable 1 Chance 10
;------------------------------------------
Trigger Lesser_General_Adoption_3_VnV_Trigger
WhenToTest LesserGeneralOfferedForAdoption

Affects BattleScarred 1 Chance 17
Affects Intelligent 1 Chance 8
Affects NaturalMilitarySkill 1 Chance 8
Affects GoodCommander 1 Chance 80
Affects GoodCommander 1 Chance 50
;------------------------------------------
Trigger Lesser_General_Adoption_4_VnV_Trigger
WhenToTest LesserGeneralOfferedForAdoption

Affects LoyaltyStarter 1 Chance 100
Affects Loyal 1 Chance 50
Affects ReligionStarter 1 Chance 100
Affects BattleChivalry 1 Chance 50
;------------------------------------------
Trigger Lesser_General_Adoption_5_VnV_Trigger
WhenToTest LesserGeneralOfferedForAdoption
Condition Trait Loyal >= 1
Affects Loyal 1 Chance 50
;------------------------------------------
Trigger Lesser_General_Adoption_6_VnV_Trigger
WhenToTest LesserGeneralOfferedForAdoption
Condition Trait Loyal >= 2
Affects Loyal 2 Chance 50
;------------------------------------------
Trigger Lesser_General_Adoption_7_VnV_Trigger
WhenToTest LesserGeneralOfferedForAdoption
Condition Trait Loyal >= 3
Affects Loyal 2 Chance 25
;------------------------------------------
Trigger Lesser_General_Adoption_8_VnV_Trigger
WhenToTest LesserGeneralOfferedForAdoption
Condition Trait Loyal < 1
Affects Disloyal 1 Chance 50
;------------------------------------------
Trigger Lesser_General_Adoption_9_VnV_Trigger
WhenToTest LesserGeneralOfferedForAdoption
Condition Trait Disloyal >= 1
Affects Disloyal 1 Chance 50
;------------------------------------------
Trigger Lesser_General_Adoption_10_VnV_Trigger
WhenToTest LesserGeneralOfferedForAdoption
Condition Trait Disloyal >= 2
Affects Disloyal 1 Chance 50
;------------------------------------------
Trigger Lesser_General_Adoption_11_VnV_Trigger
WhenToTest LesserGeneralOfferedForAdoption
Condition Trait Disloyal >= 3
Affects Disloyal 1 Chance 25
;------------------------------------------
Trigger Lesser_General_Adoption_12_VnV_Trigger
WhenToTest LesserGeneralOfferedForAdoption

Affects ReligiousActivity 1 Chance 50
;------------------------------------------
Trigger Lesser_General_Adoption_13_VnV_Trigger
WhenToTest LesserGeneralOfferedForAdoption
Condition Trait ReligiousActivity >= 1
Affects ReligiousActivity 3 Chance 33
;------------------------------------------
Trigger Lesser_General_Adoption_14_VnV_Trigger
WhenToTest LesserGeneralOfferedForAdoption
Condition Trait ReligiousActivity >= 2
Affects ReligiousActivity 4 Chance 33
;------------------------------------------
Trigger Lesser_General_Adoption_15_VnV_Trigger
WhenToTest LesserGeneralOfferedForAdoption
Condition Trait ReligiousActivity < 1
Affects ReligiousInactivity 1 Chance 50
;------------------------------------------
Trigger Lesser_General_Adoption_16_VnV_Trigger
WhenToTest LesserGeneralOfferedForAdoption
Condition Trait ReligiousInactivity >= 1
Affects ReligiousInactivity 1 Chance 10
;------------------------------------------
Trigger Lesser_General_Adoption_17_VnV_Trigger
WhenToTest LesserGeneralOfferedForAdoption
Condition Trait BattleChivalry >= 1
Affects BattleChivalry 2 Chance 33
;------------------------------------------
Trigger Lesser_General_Adoption_18_VnV_Trigger
WhenToTest LesserGeneralOfferedForAdoption
Condition Trait BattleChivalry < 1
Affects BattleDread 1 Chance 50
;------------------------------------------
Trigger Lesser_General_Adoption_19_VnV_Trigger
WhenToTest LesserGeneralOfferedForAdoption
Condition Trait BattleDread >= 1
Affects BattleDread 2 Chance 33
;------------------------------------------
Trigger admiral1
WhenToTest PostBattle
Condition AgentType = admiral
and WonBattle
and BattleOdds < 2.25
Affects Sailor 1 Chance 100
;------------------------------------------
Trigger admiral2
WhenToTest PostBattle
Condition AgentType = admiral
and not WonBattle
and BattleOdds > 1.5
Affects Landlubber 1 Chance 100
;------------------------------------------
Trigger admiralinit1
WhenToTest AgentCreated
Condition AgentType = admiral
and FactionType slave
Affects FamousPirate 1 Chance 33
;------------------------------------------
Trigger admiralinit2
WhenToTest AgentCreated
Condition AgentType = admiral
and FactionType slave
and Trait FamousPirate >= 1
Affects FamousPirate 1 Chance 33
;------------------------------------------
Trigger admiralinit3
WhenToTest AgentCreated
Condition AgentType = admiral
and FactionType slave
and Trait FamousPirate >= 2
Affects FamousPirate 1 Chance 33
;------------------------------------------
Trigger factionleader
WhenToTest BecomesFactionLeader

Affects Factionleader 1 Chance 100
;------------------------------------------
Trigger factionleader_pope
WhenToTest BecomesFactionLeader
Condition FactionType papal_states
Affects IAmPope 1 Chance 100
;------------------------------------------
Trigger reinherited
WhenToTest BecomesFactionHeir
Condition Trait Exheir = 1
Affects Factionheir 1 Chance 100
;------------------------------------------
Trigger disinherited
WhenToTest CeasedFactionHeir
Condition not Trait Exheir = 1
and not IsFactionLeader
Affects Exheir 2 Chance 100
;------------------------------------------
Trigger inherited
WhenToTest CeasedFactionHeir
Condition IsFactionLeader
Affects Exheir 1 Chance 100
;------------------------------------------
Trigger becomesheir
WhenToTest BecomesFactionHeir

Affects Factionheir 1 Chance 100
;------------------------------------------
Trigger loyalty_check_bad_odds_penalty
WhenToTest PostBattle
Condition IsGeneral
and not WonBattle
and not WasAttacker
and BattleSuccess >= average
and I_ConflictType Normal
and BattleOdds < 0.5
Affects DiscontentGeneral 1 Chance 100
;------------------------------------------
Trigger loyalty_check2_good_odds_bonus
WhenToTest PostBattle
Condition IsGeneral
and WonBattle
and I_ConflictType Normal
and BattleOdds >= 1.5
Affects ContentGeneral 1 Chance 100
;------------------------------------------
Trigger loyalty_check3
WhenToTest CharacterTurnEnd
Condition FactionExcommunicated
and not IsFactionLeader
and IsGeneral
and Attribute Piety > 5
Affects DiscontentGeneral 1 Chance 20
;------------------------------------------
Trigger loyalty_check5
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and not GovernorBuildingExists >= stone_wall
and not GovernorBuildingExists >= castle
and Attribute Command > 4
and DistanceCapital > 50
Affects DiscontentGeneral 1 Chance 10
;------------------------------------------
Trigger loyalty_check6
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and GovernorBuildingExists >= large_stone_wall
and Attribute Command < 6
Affects ContentGeneral 1 Chance 10
;------------------------------------------
Trigger loyalty_check7
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and GovernorBuildingExists >= fortress
and Attribute Command < 6
Affects ContentGeneral 1 Chance 10
;------------------------------------------
Trigger loyalty_check8
WhenToTest GeneralPrisonersRansomedCaptor
Condition RansomType execute
and NumCapturedSoldiers > 80
and Attribute Chivalry >= 4
Affects DiscontentGeneral 1 Chance 50
;------------------------------------------
Trigger loyalty_check8_extermination
WhenToTest ExterminatePopulation
Condition Attribute Chivalry >= 4
Affects DiscontentGeneral 1 Chance 50
;------------------------------------------
Trigger loyalty_check9
WhenToTest BrotherAdopted
Condition not IsFactionHeir
Affects DiscontentGeneral 1 Chance 50
;------------------------------------------
Trigger loyalty_check10_mutually_chivalrous
WhenToTest CharacterTurnEnd
Condition IsGeneral
and not IsFactionLeader
and Attribute Chivalry >= 3
and FactionLeaderAttribute Chivalry >= 3
Affects ContentGeneral 1 Chance 10
;------------------------------------------
Trigger loyalty_check11_mutually_chivalrous
WhenToTest CharacterTurnEnd
Condition IsGeneral
and not IsFactionLeader
and Attribute Chivalry >= 3
and FactionLeaderAttribute Chivalry <= -3
Affects DiscontentGeneral 1 Chance 10
;------------------------------------------
Trigger prisoners_captor1
WhenToTest GeneralPrisonersRansomedCaptor
Condition RansomType release
and NumCapturedSoldiers > 80
Affects CaptorChivalry 1 Chance 100
;------------------------------------------
Trigger prisoners_captor2
WhenToTest GeneralPrisonersRansomedCaptor
Condition RansomType execute
and NumCapturedSoldiers > 80
Affects CaptorDread 1 Chance 100
;------------------------------------------
Trigger prisoners_payer1
WhenToTest GeneralPrisonersRansomedCaptive
Condition RansomType ransom
and NumCapturedSoldiers > 80
and RansomAmount > 1000
Affects RansomChivalry 1 Chance 100
;------------------------------------------
Trigger crusades_1
WhenToTest GeneralJoinCrusade
Condition IsCrusade
and Trait CrusaderHistory < 1
Affects CrusaderHistory 2 Chance 100
Affects StrategyChivalry 1 Chance 100
;------------------------------------------
Trigger crusades_2
WhenToTest GeneralArrivesCrusadeTargetRegion
Condition IsCrusade
Affects CrusaderHistory 2 Chance 100
;------------------------------------------
Trigger crusades_3
WhenToTest GeneralAssaultsResidence
Condition IsOnCrusade
and IsRegionCrusadeTarget
Affects CrusaderHistory 2 Chance 100
;------------------------------------------
Trigger crusades_5
WhenToTest GeneralTakesCrusadeTarget
Condition IsCrusade
Affects CrusaderHistory 3 Chance 100
Affects StrategyChivalry 2 Chance 100
;------------------------------------------
Trigger crusades_6
WhenToTest GeneralAbandonCrusade

Affects CrusaderHistory -3 Chance 100
;------------------------------------------
Trigger crusades_7
WhenToTest PreBattleWithdrawal
Condition IsOnCrusade
and IsRegionCrusadeTarget
Affects CrusaderHistory -2 Chance 100
;------------------------------------------
Trigger jihads_1
WhenToTest GeneralJoinCrusade
Condition IsJihad
and Trait JihadHistory < 1
Affects JihadHistory 2 Chance 100
;------------------------------------------
Trigger jihads_2
WhenToTest GeneralArrivesCrusadeTargetRegion
Condition IsJihad
Affects JihadHistory 2 Chance 100
;------------------------------------------
Trigger jihads_3
WhenToTest GeneralAssaultsResidence
Condition IsOnJihad
and IsRegionJihadTarget
Affects JihadHistory 2 Chance 100
;------------------------------------------
Trigger jihads_5
WhenToTest GeneralTakesCrusadeTarget
Condition IsJihad
Affects JihadHistory 3 Chance 100
;------------------------------------------
Trigger jihads_7
WhenToTest GeneralAbandonCrusade
Condition IsJihad
Affects JihadHistory -3 Chance 100
;------------------------------------------
Trigger jihads_8
WhenToTest PreBattleWithdrawal
Condition IsOnJihad
and IsRegionJihadTarget
Affects JihadHistory -2 Chance 100

Goofball
12-07-2006, 22:44
Oops. Double post.

Goofball
12-07-2006, 22:51
export_VnVs:


¬ Lines that begin with the ¬ character are comments
¬ and should not be translated
¬ Items with curly brackets are tags and should not be translated
¬ The text following tags either on the same line, or the next line
¬ should be translated
¬---------------------

¬--------------------
{Promising_Commander} Promising Commander
{Promising_Commander_desc}
This man has shown at least a basic grasp of field tactics.
{Promising_Commander_gain_desc}
This man has gained a Command star thanks to his battle antics.
{Promising_Commander_effects_desc}
+1 Command
¬--------------------
{Aspiring_Commander} Aspiring Commander
{Aspiring_Commander_desc}
This man has shown he has a sound set of battle tactics, and the ability to command men.
{Aspiring_Commander_gain_desc}
This man has once again gained a Command star thanks to his leadership in battle.
{Aspiring_Commander_effects_desc}
+2 Command
¬--------------------
{Proven_Commander} Proven Commander
{Proven_Commander_desc}
This man has proven himself to be able to command men in battle very effectively.
{Proven_Commander_gain_desc}
This man has gained another Command star thanks to his battle prowess.
{Proven_Commander_effects_desc}
+3 Command
¬--------------------
{Great_Commander} Great Commander
{Great_Commander_desc}
This man boasts a proud legacy of decisive command in battle, reliable and effective.
{Great_Commander_gain_desc}
This man has gained another Command star thanks to relentless success in battle.
{Great_Commander_effects_desc}
+4 Command
¬--------------------
{Legendary_Commander} Legendary Commander
{Legendary_Commander_desc}
Countless victories have made this man is a legendary commander, respected by both his own troops and those that oppose him.
{Legendary_Commander_gain_desc}
This great field general has earned another Command star, his continued success not going unrecognised.
{Legendary_Commander_epithet_desc} the Mighty
{Legendary_Commander_effects_desc}
+5 Command
¬--------------------
{Unproven_Commander} Unproven Commander
{Unproven_Commander_desc}
This man is yet little to show signs of ever being effective or confident in command.
{Unproven_Commander_effects_desc}
-1 Command
¬--------------------
{Incompetent_Commander} Incompetent Commander
{Incompetent_Commander_desc}
This man has a knack for making a meal of things when attempting to take command.
{Incompetent_Commander_effects_desc}
-2 Command
¬--------------------
{Pathetic_Commander} Pathetic Commander
{Pathetic_Commander_desc}
This man could clutch defeat from the jaws of victory.
{Pathetic_Commander_effects_desc}
-3 Command
¬--------------------
{Useless_Commander} Useless Commander
{Useless_Commander_desc}
This man's troops say at least two prayers before entering battle - he seems destined to command his armies to their doom.
{Useless_Commander_epithet_desc} the Inept
{Useless_Commander_effects_desc}
-5 Command
¬--------------------
{Promising_Attacker} Promising Attacker
{Promising_Attacker_desc}
This man shows signs of being a most effective attacking commander.
{Promising_Attacker_effects_desc}
+1 Command when attacking
¬--------------------
{Confident_Attacker} Confident Attacker
{Confident_Attacker_desc}
This man is more confident when entering battle as the aggressor.
{Confident_Attacker_effects_desc}
+2 Command when attacking
¬--------------------
{Strong_Attacker} Strong Attacker
{Strong_Attacker_desc}
Being known for being successful in attack inspires this man's troops in battle.
{Strong_Attacker_effects_desc}
+3 Command when attacking
¬--------------------
{Excellent_Attacker} Excellent Attacker
{Excellent_Attacker_desc}
This man's confidence in attack rubs off on those he leads into battle.
{Excellent_Attacker_effects_desc}
+4 Command when attacking
¬--------------------
{Heroic_Attacker} Heroic Attacker
{Heroic_Attacker_desc}
Known far and wide for being an unstoppable force when bringing the fight to the enemy.
{Heroic_Attacker_gain_desc}
Thanks to his aggressive nature this man now has few equals when attacking in battle.
{Heroic_Attacker_epithet_desc} the Attacker
{Heroic_Attacker_effects_desc}
+5 Command when attacking
¬--------------------
{Flawed_Attacker} Flawed Attacker
{Flawed_Attacker_desc}
This man has yet to show the right mindset to lead an attack.
{Flawed_Attacker_effects_desc}
-1 Command when attacking
¬--------------------
{Incompetent_Attacker} Incompetent Attacker
{Incompetent_Attacker_desc}
There is something fundamentally wrong with this man's plans of attack.
{Incompetent_Attacker_effects_desc}
-2 Command when attacking
¬--------------------
{Pathetic_Attacker} Pathetic Attacker
{Pathetic_Attacker_desc}
It were as if this man were incapable of launching a successful attack.
{Pathetic_Attacker_effects_desc}
-3 Command when attacking
¬--------------------
{Usless_Attacker} Usless Attacker
{Usless_Attacker_desc}
As much as this man has tried, it would seem attacking is not something he can succeed at.
{Usless_Attacker_epithet_desc} the Foolhardy
{Usless_Attacker_effects_desc}
-4 Command when attacking
¬--------------------
{Promising_Defender} Promising Defender
{Promising_Defender_desc}
Shows that he understands not to panic when under attack.
{Promising_Defender_effects_desc}
+1 Command when defending
¬--------------------
{Confident_Defender} Confident Defender
{Confident_Defender_desc}
When under attack, this man keeps a calm that filters down through the ranks of his men.
{Confident_Defender_effects_desc}
+2 Command when defending
¬--------------------
{Strong_Defender} Strong Defender
{Strong_Defender_desc}
This man has no qualms about the enemy bringing the fight to him - he has shown skill in defeating others this way.
{Strong_Defender_effects_desc}
+3 Command when defending
¬--------------------
{Excellent_Defender} Excellent Defender
{Excellent_Defender_desc}
This man's troops stand confidently when under attack, knowing their commander shall help them endure.
{Excellent_Defender_effects_desc}
+4 Command when defending
¬--------------------
{Heroic_Defender} Heroic Defender
{Heroic_Defender_desc}
This man makes his army an immovable object, a barrier that wears down any foolish enough to approach it.
{Heroic_Defender_gain_desc}
Thanks to his tenacious nature, this man has few equals when defending in battle.
{Heroic_Defender_epithet_desc} the Bastion
{Heroic_Defender_effects_desc}
+5 Command when defending
¬--------------------
{Flawed_Defender} Flawed Defender
{Flawed_Defender_desc}
This man is not entirely comfortable with defending, possibly intimidated by the scale of it all.
{Flawed_Defender_effects_desc}
-1 Command when defending
¬--------------------
{Incompetent_Defender} Incompetent Defender
{Incompetent_Defender_desc}
This man is not one to stand his ground effectively, making assigning him to a defensive post a risky proposition.
{Incompetent_Defender_effects_desc}
-2 Command when defending
¬--------------------
{Pathetic_Defender} Pathetic Defender
{Pathetic_Defender_desc}
Having failed to stand his ground so many times, it is a miracle this man has not already fallen in battle.
{Pathetic_Defender_effects_desc}
-3 Command when defending
¬--------------------
{Useless_Defender} Useless Defender
{Useless_Defender_desc}
Assigning this man to command a post is to surrender it unto the enemy.
{Useless_Defender_effects_desc}
-4 Command when defending
¬--------------------
{Social_Drinker} Social Drinker
{Social_Drinker_desc}
Not at all opposed to toasting to a victory, a good cause, or good company.
{Social_Drinker_lose_desc}
This man has renounced the pleasures of wine.
{Social_Drinker_effects_desc}
+1 Command, +1 to popularity (improves public order)
¬--------------------
{Gets_Merry} Gets Merry
{Gets_Merry_desc}
Not at all opposed to letting his guard down when drinking among friends.
{Gets_Merry_effects_desc}
+1 to popularity (improves public order)
¬--------------------
{Steady_Drinker} Steady Drinker
{Steady_Drinker_desc}
Will happily accept a drink at any time, and often pursue one if it is not at hand.
{Steady_Drinker_effects_desc}
-1 Command, +1 to popularity (improves public order)
¬--------------------
{Drunken_Heathen} Drunken Heathen
{Drunken_Heathen_desc}
This man's drinking has become a problem, and he now regularly makes a royal arse of himself.
{Drunken_Heathen_effects_desc}
-2 Command, -1 Authority, 2% penalty on tax income
¬--------------------
{Alcoholic} Alcoholic
{Alcoholic_desc}
Drinking is no longer about celebration for this man, yet still he searching for all his answers in the bottom of a bottle.
{Alcoholic_effects_desc}
-3 Command, -3 Authority, 5% penalty on tax income
¬--------------------
{Paralytic} Paralytic
{Paralytic_desc}
This man's vice of drink has rendered him all but dead, incapable of standing much of the time.
{Paralytic_gain_desc}
This man is incapacitated by his drinking.
{Paralytic_epithet_desc} the Drunkard
{Paralytic_effects_desc}
-5 Command, -5 Authority, 10% penalty on tax income
¬--------------------
{Strong_Language} Strong Language
{Strong_Language_desc}
Not afraid to mutter a curse to get the point across with some character.
{Strong_Language_effects_desc}
-1 Piety, +1 Command, +1 Morale for all troops on the battlefield
¬--------------------
{Foul_Mouthed} Foul Mouthed
{Foul_Mouthed_desc}
Dresses his sentences in expletives, endearing him to the rabble, but not to royalty.
{Foul_Mouthed_effects_desc}
+1 Dread, -2 Piety, +1 Command, +2 Morale for all troops on the battlefield
¬--------------------
{Spits_Venom} Spits Venom
{Spits_Venom_desc}
Not only swears and curses regularly, but does so with frightening force and conviction.
{Spits_Venom_effects_desc}
+2 Dread, -4 Piety, -1 Loyalty, -1 Authority, +3 Morale for all troops on the battlefield
¬--------------------
{Utterly_Profane} Utterly Profane
{Utterly_Profane_desc}
So offensive is this man's dialogue, that nobody truly takes anything he says seriously at all. They are desperate to leave his company.
{Utterly_Profane_gain_desc}
This man's swearing is so profuse that it has become the stuff of legend!
{Utterly_Profane_epithet_desc} the Profane
{Utterly_Profane_effects_desc}
+4 Dread, -6 Piety, -2 Loyalty, -2 Authority, +4 Morale for all troops on the battlefield
¬--------------------
{Uninhibited} Uninhibited
{Uninhibited_desc}
Not at all embarrassed about embracing another man.
{Uninhibited_effects_desc}
-1 Authority
¬--------------------
{Shameful} Shameful
{Shameful_desc}
Aware that his unholy urges to be with other men could see him in trouble.
{Shameful_effects_desc}
-2 Authority
¬--------------------
{Too_Well_Groomed} Too Well Groomed
{Too_Well_Groomed_desc}
Just one step too pretty and polished for his sexual preference to escape a discerning eye.
{Too_Well_Groomed_effects_desc}
-3 Authority
¬--------------------
{Shameless_Queen} Shameless Queen
{Shameless_Queen_desc}
An embarrassing parody of an ugly woman, endlessly prattling on about young boys.
{Shameless_Queen_epithet_desc} the Queen
{Shameless_Queen_effects_desc}
-5 Authority
¬--------------------
{Red_Blooded} Red Blooded
{Red_Blooded_desc}
This man has let his passions get the better of him, when he knows they should not have.
{Red_Blooded_effects_desc}
+2 Morale for all troops on the battlefield
¬--------------------
{Womaniser} Womaniser
{Womaniser_desc}
Faithfulness is not one of this man's virtues. He is an easy target for a pretty lady.
{Womaniser_effects_desc}
+1 Morale for all troops on the battlefield
¬--------------------
{Adulterer} Adulterer
{Adulterer_desc}
This man avidly pursues various women. He commits acts of infidelity without remorse.
{Adulterer_effects_desc}
No Effects
¬--------------------
{Lecherous_Fiend} Lecherous Fiend
{Lecherous_Fiend_desc}
This man is no longer even concerned whether or not the women he pursues desire him or not. It is shameful!
{Lecherous_Fiend_effects_desc}
+1 Dread, -1 Morale for all troops on the battlefield
¬--------------------
{Sexual_Predator} Sexual Predator
{Sexual_Predator_desc}
This misogynist thinks of women as mere sexual conquests. He has no honour in this regard at all.
{Sexual_Predator_epithet_desc} the Womaniser
{Sexual_Predator_effects_desc}
+2 Dread, -2 Morale for all troops on the battlefield
¬--------------------
{Sensible_Drinker} Sensible Drinker
{Sensible_Drinker_desc}
Not one to let drink ever get the better of him at all.
{Sensible_Drinker_effects_desc}
+1 Command
¬--------------------
{Sober} Sober
{Sober_desc}
Has made a point of not drinking alcohol. Making him clear headed, but aloof at festival.
{Sober_effects_desc}
+1 Command, +1 to personal security (improves the chances of detecting and foiling assassination attempts), -1 from popularity (has a negative effect on public order)
¬--------------------
{Abhors_Drink} Abhors Drink
{Abhors_Drink_desc}
This man has a tedious and overbearing grudge against alcohol. It does little to endear him to others.
{Abhors_Drink_effects_desc}
+1 Command, +2 to personal security (improves the chances of detecting and foiling assassination attempts), -2 from popularity (has a negative effect on public order)
¬--------------------
{Effective_Ambusher} Effective Ambusher
{Effective_Ambusher_desc}
This man has shown a talent for choosing the right time and place to launch a surprise attack.
{Effective_Ambusher_effects_desc}
+1 Command when ambushing
¬--------------------
{Cunning_Ambusher} Cunning Ambusher
{Cunning_Ambusher_desc}
This man is most effective at attacking an enemy, using cunning to position his forces well.
{Cunning_Ambusher_effects_desc}
+2 Command when ambushing
¬--------------------
{Great_Ambusher} Great Ambusher
{Great_Ambusher_desc}
This man has repeatedly proven his ability to take out an enemy force when striking from an ambush position.
{Great_Ambusher_effects_desc}
+3 Command when ambushing
¬--------------------
{Stalks_His_Prey} Stalks His Prey
{Stalks_His_Prey_desc}
This commander prefers to strike at his foes when they do not expect it. It is brutally effective, but lacks chivalry.
{Stalks_His_Prey_gain_desc}
This man has become an expert at the art of ambushing his enemies.
{Stalks_His_Prey_epithet_desc} the Cunning
{Stalks_His_Prey_effects_desc}
+4 Command when ambushing
¬--------------------
{Poor_Ambusher} Poor Ambusher
{Poor_Ambusher_desc}
This man has yet to learn the subtleties necessary to launch a successful ambush.
{Poor_Ambusher_effects_desc}
-1 Command when ambushing
¬--------------------
{Clumsy_Ambusher} Clumsy Ambusher
{Clumsy_Ambusher_desc}
Although capable of positioning for an ambush, this man has only ever failed at executing his plans of attack.
{Clumsy_Ambusher_effects_desc}
-2 Command when ambushing
¬--------------------
{Brutally_Obvious} Brutally Obvious
{Brutally_Obvious_desc}
This man is so unsubtle he could wake the dead. Why he continues to attempt to take his foes by surprise is a mystery his troops want solved.
{Brutally_Obvious_effects_desc}
-3 Command when ambushing
¬--------------------
{Conscientious_Trainer} Conscientious Trainer
{Conscientious_Trainer_desc}
A believer that hard training leads to success on the battlefield, and life in general.
{Conscientious_Trainer_effects_desc}
+1 Morale for all troops on the battlefield, +10% to Movement Points (gives armies the ability to forced march)
¬--------------------
{Drillmaster} Drillmaster
{Drillmaster_desc}
This man drills his troops very hard, enough to both harden them, and instil a little resentment.
{Drillmaster_effects_desc}
+15% to Movement Points (gives armies the ability to forced march)
¬--------------------
{Harsh_Taskmaster} Harsh Taskmaster
{Harsh_Taskmaster_desc}
This man drives his troops to breaking point with an iron fist. As much as they despise him for it, he makes them better warriors.
{Harsh_Taskmaster_effects_desc}
+1 Command, +1 Authority, +20% to Movement Points (gives armies the ability to forced march), +1 to law (improves public order)
¬--------------------
{Poor_Disciplinarian} Poor Disciplinarian
{Poor_Disciplinarian_desc}
Lacks either the heart or the stomach to push his troops to excel.
{Poor_Disciplinarian_effects_desc}
+1 Morale for all troops on the battlefield, -10% to Movement Points (reduces the distance armies can march)
¬--------------------
{Easy_on_the_Men} Easy on the Men
{Easy_on_the_Men_desc}
More concerned with whether or not the men like him as whether or not they are truly prepared for battle.
{Easy_on_the_Men_effects_desc}
+2 Morale for all troops on the battlefield
¬--------------------
{Way_too_Leniant} Way too Leniant
{Way_too_Leniant_desc}
Does nothing to keep those under his command in check. Nobody waits for his permission any longer as a result.
{Way_too_Leniant_effects_desc}
-1 Command, -1 Authority, +3 Morale for all troops on the battlefield, -1 from law (has a negative effect on public order)
¬--------------------
{Wall_Taker} Wall Taker
{Wall_Taker_desc}
This man has shown he can spot the right place to assault a settlement.
{Wall_Taker_effects_desc}
+1 Command when assaulting walls
¬--------------------
{Siege_Expert} Siege Expert
{Siege_Expert_desc}
Has proven to be a reliable man to command an assault on city walls.
{Siege_Expert_effects_desc}
+2 Command when assaulting walls
¬--------------------
{Siege_Master} Siege Master
{Siege_Master_desc}
This man is known for his ability to take walls, and his troops act with confidence when assaulting at his order.
{Siege_Master_effects_desc}
+3 Command when assaulting walls
¬--------------------
{Unstoppable_in_Siege} Unstoppable in Siege
{Unstoppable_in_Siege_desc}
Strikes fear into the hearts of militia guard everywhere - notorious for being able to take cities and castles at will.
{Unstoppable_in_Siege_gain_desc}
This man now has few equals when it comes to the arts of siege warfare.
{Unstoppable_in_Siege_epithet_desc} the Unstoppable
{Unstoppable_in_Siege_effects_desc}
+4 Command when assaulting walls
¬--------------------
{Poor_Besieger} Poor Besieger
{Poor_Besieger_desc}
Hasn't quite figured out the art of breaching walls and taking settlements yet.
{Poor_Besieger_effects_desc}
-1 Command when assaulting walls
¬--------------------
{Pathetic_Besieger} Pathetic Besieger
{Pathetic_Besieger_desc}
When it comes to taking enemy walls, this man has scant idea as to what to do.
{Pathetic_Besieger_effects_desc}
-2 Command when assaulting walls
¬--------------------
{Beaten_by_Walls} Beaten by Walls
{Beaten_by_Walls_desc}
So feeble are this man's siege exploits, enemy defenders always wave in greeting upon approach.
{Beaten_by_Walls_effects_desc}
-3 Command when assaulting walls
¬--------------------
{Good_at_the_Walls} Good at the Walls
{Good_at_the_Walls_desc}
This man has an basic grasp of how to stave off a besieging enemy.
{Good_at_the_Walls_effects_desc}
+1 Command when defending walls
¬--------------------
{Strong_at_the_Walls} Strong at the Walls
{Strong_at_the_Walls_desc}
This man has a good understanding of how to defend a settlement.
{Strong_at_the_Walls_effects_desc}
+2 Command when defending walls
¬--------------------
{Urban_Protector} Urban Protector
{Urban_Protector_desc}
Admired by the people for his ability to protect their lives and homes.
{Urban_Protector_effects_desc}
+3 Command when defending walls
¬--------------------
{Savior_of_Cities} Savior of Cities
{Savior_of_Cities_desc}
Known far and wide for his ability to successfully defend cities and castles, and considered an extra ring of defence.
{Savior_of_Cities_gain_desc}
This man has few equals when defending a fort, town or city.
{Savior_of_Cities_epithet_desc} the Defender
{Savior_of_Cities_effects_desc}
+4 Command when defending walls
¬--------------------
{Poor_at_the_Walls} Poor at the Walls
{Poor_at_the_Walls_desc}
Not an ideal choice to command the garrison of a settlement under siege.
{Poor_at_the_Walls_effects_desc}
-1 Command when defending walls
¬--------------------
{Pathetic_at_the_Walls} Pathetic at the Walls
{Pathetic_at_the_Walls_desc}
Appears to be unable to use the defensive benefits of a settlement's walls at all.
{Pathetic_at_the_Walls_effects_desc}
-2 Command when defending walls
¬--------------------
{Liability_In_Defence} Liability In Defence
{Liability_In_Defence_desc}
No sane soldier would wish to be garrisoned under this man's command. Those he defends are doomed!
{Liability_In_Defence_effects_desc}
-3 Command when defending walls
¬--------------------
{Brave} Brave
{Brave_desc}
This man does not balk at the sight of danger - he has shown he can overcome fear when need be.
{Brave_effects_desc}
+1 Morale for all troops on the battlefield
¬--------------------
{Dauntless} Dauntless
{Dauntless_desc}
Fear is not something that troubles this man. He will valiantly accept grim odds without complaint.
{Dauntless_effects_desc}
+2 Morale for all troops on the battlefield
¬--------------------
{Courageous} Courageous
{Courageous_desc}
Known to embrace the act of taking on dangers as both an example to others, and personal test of character.
{Courageous_effects_desc}
+3 Morale for all troops on the battlefield
¬--------------------
{Inspirationally_Brave} Inspirationally Brave
{Inspirationally_Brave_desc}
A truly fearless warrior that has been through too much to fear any one man or moment. He is an inspiration.
{Inspirationally_Brave_epithet_desc} the Brave
{Inspirationally_Brave_effects_desc}
+1 Authority, +4 Morale for all troops on the battlefield
¬--------------------
{Has_no_Fear} Has no Fear
{Has_no_Fear_desc}
Somewhere there is a line between bravery and foolishness… This man has crossed that line plenty of times.
{Has_no_Fear_gain_desc}
This man is now lauded as a hero by all - an inspiration to those he leads into battle!
{Has_no_Fear_epithet_desc} the Fearless
{Has_no_Fear_effects_desc}
+2 Authority, +2 Morale for all troops on the battlefield
¬--------------------
{Faltering_Courage} Faltering Courage
{Faltering_Courage_desc}
Has shown more concern for his personal safety on the battlefield that a commander should.
{Faltering_Courage_gain_desc}
This man has finally - and accurately - been accused of running away from the enemy!
{Faltering_Courage_lose_desc}
Although this man has run from battle in the past, his stain of cowardice is now washed away.
{Faltering_Courage_effects_desc}
-1 Morale for all troops on the battlefield
¬--------------------
{Fears_Conflict} Fears Conflict
{Fears_Conflict_desc}
A man who fears getting hurt should not be leading men into battle.
{Fears_Conflict_effects_desc}
-2 Morale for all troops on the battlefield
¬--------------------
{Cowardly} Cowardly
{Cowardly_desc}
Known to run as soon as there is a threat to his person, this man is now openly referred to as a coward.
{Cowardly_effects_desc}
-3 Morale for all troops on the battlefield
¬--------------------
{Slave_to_Fear} Slave to Fear
{Slave_to_Fear_desc}
Even the meekest of men jeer at this man's lack of spine. He belongs in a nursery, not a battlefield.
{Slave_to_Fear_epithet_desc} the Coward
{Slave_to_Fear_effects_desc}
-4 Morale for all troops on the battlefield
¬--------------------
{Lazy} Lazy
{Lazy_desc}
Inactivity would be this man's favourite pastime, if he could find the energy.
{Lazy_effects_desc}
-5% to Movement Points (reduces the distance armies can march), 2% penalty on tax income
¬--------------------
{Too_Comfortable} Too Comfortable
{Too_Comfortable_desc}
Has become too accustomed to having others do things for him.
{Too_Comfortable_effects_desc}
-10% to Movement Points (reduces the distance armies can march), 5% penalty on tax income
¬--------------------
{Slothful} Slothful
{Slothful_desc}
Sleeps way too much, and does little that anyone could call work.
{Slothful_effects_desc}
-1 Authority, -15% to Movement Points (reduces the distance armies can march), 10% penalty on tax income
¬--------------------
{Indolent_Lump} Indolent Lump
{Indolent_Lump_desc}
A self indulgent, tubby lump of inactivity. Lacks any sense of life or ambition.
{Indolent_Lump_epithet_desc} the Fat
{Indolent_Lump_effects_desc}
-2 Authority, -20% to Movement Points (reduces the distance armies can march), 15% penalty on tax income
¬--------------------
{Eager} Eager
{Eager_desc}
This man prefers activity to idleness.
{Eager_effects_desc}
+10% to Movement Points (gives armies the ability to forced march)
¬--------------------
{Energetic} Energetic
{Energetic_desc}
This man is never at a loss for something to do, even when he may rest.
{Energetic_effects_desc}
+15% to Movement Points (gives armies the ability to forced march)
¬--------------------
{Driven} Driven
{Driven_desc}
This man does not let petty concerns or self indulgence get in the way of realising his ambitions.
{Driven_effects_desc}
+1 Authority, +20% to Movement Points (gives armies the ability to forced march)
¬--------------------
{Blessed_With_Vigor} Blessed With Vigor
{Blessed_With_Vigor_desc}
Has insatiable energy and drive to achieve his goals, but finds it somewhat difficult to relax.
{Blessed_With_Vigor_effects_desc}
+2 Authority, +25% to Movement Points (gives armies the ability to forced march)
¬--------------------
{Fierce_in_Battle} Fierce in Battle
{Fierce_in_Battle_desc}
Gets worked upon into a frenzy as battle commences, making him both reckless and frightening.
{Fierce_in_Battle_gain_desc}
This man is beginning to frighten people just by his menacing presence.
{Fierce_in_Battle_effects_desc}
+1 Dread, +1 Morale for all troops on the battlefield, +1 Command when attacking, -1 Command when defending
¬--------------------
{Crazy_in_Battle} Crazy in Battle
{Crazy_in_Battle_desc}
Enters a rage in battle so fierce that he loses all sense of danger and direction.
{Crazy_in_Battle_effects_desc}
+2 Dread, +2 Morale for all troops on the battlefield, +2 Command when attacking, -2 Command when defending, +2 to your general's hitpoints (how many hits your general can take before dying)
¬--------------------
{Berserker} Berserker
{Berserker_desc}
When this man descends into battle, friend and foe alike part in his wake. He is a notorious and dangerous berserker!
{Berserker_gain_desc}
This man's berserk rages are now talked about with amazement and fear!
{Berserker_epithet_desc} the Bloody
{Berserker_effects_desc}
+4 Dread, +3 Morale for all troops on the battlefield, +3 Command when attacking, -3 Command when defending, +4 to your general's hitpoints (how many hits your general can take before dying)
¬--------------------
{Nervous_of_Outsiders} Nervous of Outsiders
{Nervous_of_Outsiders_desc}
This man is suspicious of those from distant lands. After all, why do they look, sound and act differently?
{Nervous_of_Outsiders_effects_desc}
+1 to public security (improves the chances of detecting and capturing enemy agents)
¬--------------------
{Distrusts_Foreigners} Distrusts Foreigners
{Distrusts_Foreigners_desc}
One to make snide remarks about peoples of other lands, without any grounds or reason.
{Distrusts_Foreigners_effects_desc}
+2 to public security (improves the chances of detecting and capturing enemy agents)
¬--------------------
{Total_Bigot} Total Bigot
{Total_Bigot_desc}
This man is utterly intolerant of anything from outside his own homeland.
{Total_Bigot_effects_desc}
+3 to public security (improves the chances of detecting and capturing enemy agents)
¬--------------------
{Tolerant_to_Foreigners} Tolerant to Foreigners
{Tolerant_to_Foreigners_desc}
Shows those from abroad all of the courtesy and respect he would show his own.
{Tolerant_to_Foreigners_effects_desc}
-1 from public security (reduces the chances of detecting and capturing enemy agents)
¬--------------------
{Welcomes_Outlanders} Welcomes Outlanders
{Welcomes_Outlanders_desc}
Known for the warm welcome he extends to those from other places, and the respect he offers while travelling himself.
{Welcomes_Outlanders_effects_desc}
-2 from public security (reduces the chances of detecting and capturing enemy agents)
¬--------------------
{Fascinated_by_Foreigners} Fascinated by Foreigners
{Fascinated_by_Foreigners_desc}
This man is in love with foreign customs, lore and ways. Though it does offer him broad perspective, it brings into question his loyalties at times.
{Fascinated_by_Foreigners_effects_desc}
-3 from public security (reduces the chances of detecting and capturing enemy agents)
¬--------------------
{Religiously_Improper} Religiously Improper
{Religiously_Improper_desc}
Poorly masks his disdain for dealing with religious ceremony.
{Religiously_Improper_effects_desc}
-2 Piety, +1 to unrest (has a negative effect on public order)
¬--------------------
{Humanist} Humanist
{Humanist_desc}
More interested in exploring how humans work than skipping that and dwelling on 'the possibilities of the divine.
{Humanist_effects_desc}
-4 Piety, +4 to unrest (has a negative effect on public order)
¬--------------------
{Athiest} Athiest
{Athiest_desc}
Not ashamed of the fact that he does not believe in a God. It is a theory few others believe, and even fewer are so foolish to admit to living by.
{Athiest_effects_desc}
-6 Piety, +6 to unrest (has a negative effect on public order)
¬--------------------
{Despises_Religion} Despises Religion
{Despises_Religion_desc}
Feels that religion is a diabolical sham, used to control the masses under threat of eternal spiritual suffering.
{Despises_Religion_epithet_desc} the Faithless
{Despises_Religion_effects_desc}
-8 Piety, +8 to unrest (has a negative effect on public order)
¬--------------------
{Religiously_Proper} Religiously Proper
{Religiously_Proper_desc}
Follows the basic mandates, goes to pray often enough.
{Religiously_Proper_effects_desc}
+1 Piety
¬--------------------
{Religiously_Minded} Religiously Minded
{Religiously_Minded_desc}
Shows consideration for matters of religion in both his professional and personal lives.
{Religiously_Minded_effects_desc}
+2 Piety
¬--------------------
{Religiously_Devout} Religiously Devout
{Religiously_Devout_desc}
Pious enough to be considered a true supporter of the faith.
{Religiously_Devout_effects_desc}
+3 Piety
¬--------------------
{Pious_Ruler} Pious Ruler
{Pious_Ruler_desc}
As pious as one can ever be expected to be, this man is a champion of the faith.
{Pious_Ruler_epithet_desc} the Pious
{Pious_Ruler_effects_desc}
+4 Piety
¬--------------------
{Budding_Bureaucrat} Budding Bureaucrat
{Budding_Bureaucrat_desc}
Seems quite capable at managing the affairs of a settlement, enough to entrust to govern efficiently.
{Budding_Bureaucrat_effects_desc}
3% bonus on all trade income, +1 to law (improves public order)
¬--------------------
{Skilled_Bureaucrat} Skilled Bureaucrat
{Skilled_Bureaucrat_desc}
This man is able to deal with complicated administrative issues effectively.
{Skilled_Bureaucrat_effects_desc}
5% bonus on all trade income, +2 to law (improves public order)
¬--------------------
{Superb_Administrator} Superb Administrator
{Superb_Administrator_desc}
This man is a natural governor, able to properly administrate the affairs of a powerful city-state.
{Superb_Administrator_effects_desc}
10% bonus on all trade income, +3 to law (improves public order)
¬--------------------
{Poor_Administrator} Poor Administrator
{Poor_Administrator_desc}
Not one to entrust a complicated civil problem with.
{Poor_Administrator_effects_desc}
3% penalty on all trade income
¬--------------------
{Inefficient_Administrator} Inefficient Administrator
{Inefficient_Administrator_desc}
Sloppy with paperwork and government issues, this man makes a poor governor.
{Inefficient_Administrator_effects_desc}
5% penalty on all trade income
¬--------------------
{Total_Incompetence} Total Incompetence
{Total_Incompetence_desc}
Utterly clueless in administrative roles, choosing to simply make something up when asked questions.
{Total_Incompetence_effects_desc}
10% penalty on all trade income
¬--------------------
{Can_Tell_a_Tale} Can Tell a Tale
{Can_Tell_a_Tale_desc}
Able to hold an audience well enough when trying to get a story or message across.
{Can_Tell_a_Tale_effects_desc}
+1 to law (improves public order)
¬--------------------
{Great_Speaker} Great Speaker
{Great_Speaker_desc}
Capable of inspiring tears or cries of joy when addressing a group of men on a serious matter.
{Great_Speaker_effects_desc}
+1 to law (improves public order)
¬--------------------
{Inspirational_Speaker} Inspirational Speaker
{Inspirational_Speaker_desc}
When this man speaks, other men become better than themselves, ready to live or die for his cause.
{Inspirational_Speaker_epithet_desc} the Saint
{Inspirational_Speaker_effects_desc}
+2 to law (improves public order)
¬--------------------
{Poor_Speaker} Poor Speaker
{Poor_Speaker_desc}
Lacks any sort of flair or conviction when delivering a speech.
{Poor_Speaker_effects_desc}
No Effects
¬--------------------
{Awkward_Speaker} Awkward Speaker
{Awkward_Speaker_desc}
This man is not graceful with words, making his speeches somewhat of an ordeal to suffer.
{Awkward_Speaker_effects_desc}
No Effects
¬--------------------
{Incredibly_Boring} Incredibly Boring
{Incredibly_Boring_desc}
This man couldn't excite a prisoner with a tale of freedom - he is simply incredibly dull to talk to.
{Incredibly_Boring_effects_desc}
No Effects
¬--------------------
{Well_Spoken} Well Spoken
{Well_Spoken_desc}
Capable of dressing his words up to appease even the stuffiest of audiences.
{Well_Spoken_effects_desc}
+1 Authority
¬--------------------
{Stylish_Debater} Stylish Debater
{Stylish_Debater_desc}
Articulate in his speech and elocution, a rare quality that ends many debates with less polished people.
{Stylish_Debater_effects_desc}
+2 Authority
¬--------------------
{Prone_to_Rhetoric} Prone to Rhetoric
{Prone_to_Rhetoric_desc}
His ability to bedazzle with flowery language and words is clear... As is the annoyance some show with his pompous rants.
{Prone_to_Rhetoric_effects_desc}
-1 Authority
¬--------------------
{Promising_Strategist} Promising Strategist
{Promising_Strategist_desc}
Has shown an aptitude for strategy during his studies.
{Promising_Strategist_effects_desc}
+1 Command
¬--------------------
{Strategically_Sound} Strategically Sound
{Strategically_Sound_desc}
This man made a point of studying strategic matters properly when given the chance.
{Strategically_Sound_effects_desc}
+2 Command
¬--------------------
{Strategist} Strategist
{Strategist_desc}
This man makes grand plans and plots, his studies and natural ability to think around a situation making him a great strategist.
{Strategist_gain_desc}
This man is now seen as having almost no equals as a strategist.
{Strategist_effects_desc}
+3 Command
¬--------------------
{Promising_Tactician} Promising Tactician
{Promising_Tactician_desc}
Not only does this man remember what he has been taught about tactics, he understands the theory as well.
{Promising_Tactician_effects_desc}
+2 Command when ambushing, +1 to line of sight (increases the range at which enemies are spotted)
¬--------------------
{Tactically_Sound} Tactically Sound
{Tactically_Sound_desc}
Well schooled enough in tactical warfare enough to know how to make good use of his troops and the terrain.
{Tactically_Sound_effects_desc}
+3 Command when ambushing, +2 to line of sight (increases the range at which enemies are spotted)
¬--------------------
{Tactician} Tactician
{Tactician_desc}
This man's knowledge of battle tactics is thorough and complete. He has an answer for most things on the battlefield.
{Tactician_gain_desc}
This man is now seen as having almost no equals as a tactician.
{Tactician_effects_desc}
+4 Command when ambushing, +3 to line of sight (increases the range at which enemies are spotted)
¬--------------------
{Talent_with_Numbers} Talent with Numbers
{Talent_with_Numbers_desc}
Has a better grasp of numbers than most thanks to scholastic efforts.
{Talent_with_Numbers_effects_desc}
+10 Build Points (required for the construction of siege equipment), 5% bonus on all trade income
¬--------------------
{Good_at_Math} Good at Math
{Good_at_Math_desc}
Well versed enough in the way of numbers to be considered adept at mathematics.
{Good_at_Math_effects_desc}
+1 Command when assaulting walls, +20 Build Points (required for the construction of siege equipment), 10% bonus on all trade income
¬--------------------
{Mathematician} Mathematician
{Mathematician_desc}
Has a complete enough understanding of mathematics to be considered a scholar of sorts.
{Mathematician_effects_desc}
+2 Command when assaulting walls, +30 Build Points (required for the construction of siege equipment), 15% bonus on all trade income
¬--------------------
{Political_Promise} Political Promise
{Political_Promise_desc}
Showing interest and promise in the deadly games of politics.
{Political_Promise_effects_desc}
+1 Authority
¬--------------------
{Political_Animal} Political Animal
{Political_Animal_desc}
Few savour the world of politics but this man has a love for the deals and schemes of kingdoms.
{Political_Animal_effects_desc}
-1 Loyalty, +1 Authority
¬--------------------
{Perfect_Politician} Perfect Politician
{Perfect_Politician_desc}
Has an iron-clad grip on the world of politics, and is a master of dealing with and understanding other peoples.
{Perfect_Politician_effects_desc}
-2 Loyalty, +2 Authority
¬--------------------
{Understands_Logistics} Understands Logistics
{Understands_Logistics_desc}
Knows what is needed to keep an army supplied and operational.
{Understands_Logistics_effects_desc}
+1 Morale for all troops on the battlefield, +10% to Movement Points (gives armies the ability to forced march)
¬--------------------
{Logistics_Expert} Logistics Expert
{Logistics_Expert_desc}
An expert at ensuring his forces are well supplied and in good condition.
{Logistics_Expert_effects_desc}
+2 Morale for all troops on the battlefield, +15% to Movement Points (gives armies the ability to forced march)
¬--------------------
{Logistician} Logistician
{Logistician_desc}
Completely organised when it comes to military logistics, enough so to maintain a huge fighting force without issue.
{Logistician_gain_desc}
This General is now seen as highly skilled in keeping his troops well fed - and therefore happy!
{Logistician_effects_desc}
+3 Morale for all troops on the battlefield, +20% to Movement Points (gives armies the ability to forced march)
¬--------------------
{Instigator} Instigator
{Instigator_desc}
Often the first man to say something to start a heated debate, but not always the one to finish it.
{Instigator_effects_desc}
+1 to popularity (improves public order)
¬--------------------
{Agitator} Agitator
{Agitator_desc}
Able to inspire malcontent feelings within an audience.
{Agitator_effects_desc}
+2 to popularity (improves public order)
¬--------------------
{Provoker} Provoker
{Provoker_desc}
Can rouse a group of downtrodden folk with words of strength and determination that are not too flowery or noble.
{Provoker_effects_desc}
+1 Authority, +3 to popularity (improves public order), +1 to unrest (has a negative effect on public order)
¬--------------------
{Leader_of_the_Mob} Leader of the Mob
{Leader_of_the_Mob_desc}
The kind of man who can champion the people with words, their belief in his ability and ideals, absolute.
{Leader_of_the_Mob_effects_desc}
+2 Authority, +4 to popularity (improves public order), +2 to unrest (has a negative effect on public order)
¬--------------------
{Renowned_Victor} Renowned Victor
{Renowned_Victor_desc}
Popularity is something this man's victories are forcing him to become accustomed to.
{Renowned_Victor_effects_desc}
+1 Authority, -1 from personal security (increases the chances of falling victim to assassination), +1 to popularity (improves public order)
¬--------------------
{Famous_Victor} Famous Victor
{Famous_Victor_desc}
This man is the toast of the people, always admiring those who bring them victory.
{Famous_Victor_effects_desc}
+2 Authority, -1 from personal security (increases the chances of falling victim to assassination), +2 to popularity (improves public order)
¬--------------------
{Conquering_Hero} Conquering Hero
{Conquering_Hero_desc}
This man's name is mantra of pride for his people, who adore him utterly for his glorious achievements in war.
{Conquering_Hero_epithet_desc} the Conqueror
{Conquering_Hero_effects_desc}
+3 Authority, -2 from personal security (increases the chances of falling victim to assassination), +3 to popularity (improves public order)
¬--------------------
{Refined_Tastes} Refined Tastes
{Refined_Tastes_desc}
Able to appreciate the better things in life properly.
{Refined_Tastes_effects_desc}
2% bonus on all trade income, 10% decrease to cost to bribe
¬--------------------
{Expensive_Tastes} Expensive Tastes
{Expensive_Tastes_desc}
This man's taste is not in question, but its extravagance sometimes is.
{Expensive_Tastes_effects_desc}
5% bonus on all trade income, 20% decrease to cost to bribe
¬--------------------
{Exotic_Tastes} Exotic Tastes
{Exotic_Tastes_desc}
Almost obsessive about finding the finest things the world has to offer.
{Exotic_Tastes_effects_desc}
10% bonus on all trade income, 30% decrease to cost to bribe
¬--------------------
{Reserved} Reserved
{Reserved_desc}
Doesn't let his emotions show, making him at least appear calm in crisis.
{Reserved_effects_desc}
100% increase to cost to bribe
¬--------------------
{Stone_Faced} Stone Faced
{Stone_Faced_desc}
Cold and hard enough never to blink in the face of adversity. A little grim and imposing to face.
{Stone_Faced_effects_desc}
+1 Loyalty, 200% increase to cost to bribe
¬--------------------
{Utterly_Stoic} Utterly Stoic
{Utterly_Stoic_desc}
His manner of utter self control gives him great strength as leader, but stifles his sense of compassion.
{Utterly_Stoic_effects_desc}
+2 Loyalty, 300% increase to cost to bribe
¬--------------------
{Severe} Severe
{Severe_desc}
This man's basic manner and lifestyle lean towards being severe and unforgiving.
{Severe_effects_desc}
100% increase to cost to bribe, 2% bonus on tax income
¬--------------------
{Austere} Austere
{Austere_desc}
This man is not interested in luxuries or beautification. Restraint is the path to perfection!
{Austere_effects_desc}
+1 Loyalty, 200% increase to cost to bribe, 5% bonus on tax income
¬--------------------
{Severely_Austere} Severely Austere
{Severely_Austere_desc}
This man is a bastion of self restraint and purity, in a manner that is overbearing and boorish.
{Severely_Austere_effects_desc}
+2 Loyalty, 300% increase to cost to bribe, 10% bonus on tax income
¬--------------------
{An_Eye_for_Beauty} An Eye for Beauty
{An_Eye_for_Beauty_desc}
This man's eyes tend to be drawn toward all things beautiful.
{An_Eye_for_Beauty_effects_desc}
-1 Squalor
¬--------------------
{Admirer_of_Beauty} Admirer of Beauty
{Admirer_of_Beauty_desc}
Actively seeks to gaze upon things of true beauty, and possess them if possible.
{Admirer_of_Beauty_effects_desc}
10% decrease to cost to bribe, -1 from squalor (increases public order and population growth)
¬--------------------
{Aesthete} Aesthete
{Aesthete_desc}
Seeks a paradise where nothing is displeasing to the eye. In love with beauty itself.
{Aesthete_effects_desc}
20% decrease to cost to bribe, -2 from squalor (increases public order and population growth)
¬--------------------
{Ignorant} Ignorant
{Ignorant_desc}
Has a habit of annoying those around him with his lack of knowledge.
{Ignorant_effects_desc}
-1 Authority, 2% penalty on all trade income, 2% penalty on tax income
¬--------------------
{Sadly_Ignorant} Sadly Ignorant
{Sadly_Ignorant_desc}
Frustratingly unaware of how things work, more so for those that must answer to him than others.
{Sadly_Ignorant_effects_desc}
-1 Authority, 5% penalty on all trade income, 5% penalty on tax income
¬--------------------
{Blissfully_Ignorant} Blissfully Ignorant
{Blissfully_Ignorant_desc}
It is a wonder one so ignorant can manage to have lived as long as this clueless dolt has.
{Blissfully_Ignorant_effects_desc}
-2 Authority, 10% penalty on all trade income, 10% penalty on tax income
¬--------------------
{Enjoys_a_Wager} Enjoys a Wager
{Enjoys_a_Wager_desc}
Prepared to stake a sizable amount of money on something, if the wager and occasion are right.
{Enjoys_a_Wager_effects_desc}
5% penalty on all trade income, 10% decrease to cost to bribe
¬--------------------
{Gambler} Gambler
{Gambler_desc}
Enjoys the thrill of chance enough to indulge in it regularly. Often to the detriment of his coffers.
{Gambler_effects_desc}
10% penalty on all trade income, 20% decrease to cost to bribe
¬--------------------
{Problem_Gambler} Problem Gambler
{Problem_Gambler_desc}
His gambling has become a problem that is larger than he can afford. He is convinced he will redeem his losings in one sure thing… soon.
{Problem_Gambler_effects_desc}
15% penalty on all trade income, 30% decrease to cost to bribe
¬--------------------
{Slave_to_Luck} Slave to Luck
{Slave_to_Luck_desc}
Completely unable to resist a chance to stake a bet on the outcome of almost anything - he has become a money pit.
{Slave_to_Luck_epithet_desc} the Gambler
{Slave_to_Luck_effects_desc}
20% penalty on all trade income, 40% decrease to cost to bribe
¬--------------------
{Espionage} Espionage
{Espionage_desc}
Has taken an interest in the field of espionage, having recruited numerous spies and agents.
{Espionage_effects_desc}
10% discount on agent training costs
¬--------------------
{Espionage_Expert} Espionage Expert
{Espionage_Expert_desc}
Focused upon maintaining an effective network of agents to assist him in his strategies.
{Espionage_Expert_effects_desc}
+1 to public security (improves the chances of detecting and capturing enemy agents), 20% discount on agent training costs
¬--------------------
{Master_of_Espionage} Master of Espionage
{Master_of_Espionage_desc}
This man can feel out plots and schemes before they have even begun to unfold - nothing escapes his eye for espionage.
{Master_of_Espionage_epithet_desc} the Watcher
{Master_of_Espionage_effects_desc}
+1 Dread, +2 to public security (improves the chances of detecting and capturing enemy agents), 30% discount on agent training costs
¬--------------------
{Open_to_Murder} Open to Murder
{Open_to_Murder_desc}
Willing to turn to hired blades to take out targets that armies would struggle to reach.
{Open_to_Murder_effects_desc}
+1 Dread, 10% discount on agent training costs
¬--------------------
{Mixes_with_Killers} Mixes with Killers
{Mixes_with_Killers_desc}
Regularly employs assassins to see the interests of the people done, without them knowing who did it.
{Mixes_with_Killers_effects_desc}
+2 Dread, +1 to personal security (improves the chances of detecting and foiling assassination attempts), 20% discount on agent training costs
¬--------------------
{Master_of_Assassins} Master of Assassins
{Master_of_Assassins_desc}
Has recruited enough killers in his time to know the measure of a man almost immediately.
{Master_of_Assassins_gain_desc}
This man's reputation as an employer of killers now strikes fear into many.
{Master_of_Assassins_epithet_desc} the Killer
{Master_of_Assassins_effects_desc}
+3 Dread, +2 to personal security (improves the chances of detecting and foiling assassination attempts), 25% discount on agent training costs
¬--------------------
{Counter-Spy} Counter-Spy
{Counter-Spy_desc}
This man has shown the capability to oversee a security force after having successfully located and deal with a foreign spy.
{Counter-Spy_effects_desc}
+2 to public security (improves the chances of detecting and capturing enemy agents)
¬--------------------
{Counter-Espionage} Counter-Espionage
{Counter-Espionage_desc}
This man is not paranoid, he simply knows exactly when there is need to be concerned of watching eyes.
{Counter-Espionage_effects_desc}
+3 to public security (improves the chances of detecting and capturing enemy agents)
¬--------------------
{Spycatcher} Spycatcher
{Spycatcher_desc}
This man has an almost disturbingly innate ability to sense when he is being watched, by whom, and even why.
{Spycatcher_effects_desc}
+1 Chivalry, +1 to line of sight (increases the range at which enemies are spotted), +4 to public security (improves the chances of detecting and capturing enemy agents)
¬--------------------
{Survivor} Survivor
{Survivor_desc}
This man had the strength of character to learn from the attempt on his life rather than fear impending doom.
{Survivor_effects_desc}
+1 Chivalry, +2 to personal security (improves the chances of detecting and foiling assassination attempts)
¬--------------------
{Blessed_Survivor} Blessed Survivor
{Blessed_Survivor_desc}
Has survived enough assassination attempts to be able to claim either divine protection, or a sixth sense.
{Blessed_Survivor_effects_desc}
+1 Chivalry, +3 to personal security (improves the chances of detecting and foiling assassination attempts)
¬--------------------
{Instinctive_Survivor} Instinctive Survivor
{Instinctive_Survivor_desc}
Although clearly fortunate to be alive, this man is now genuinely adept at avoiding attempts on his life.
{Instinctive_Survivor_epithet_desc} the Fortunate
{Instinctive_Survivor_effects_desc}
+2 Chivalry, +1 to line of sight (increases the range at which enemies are spotted), +4 to personal security (improves the chances of detecting and foiling assassination attempts)
¬--------------------
{Inconspicuous} Inconspicuous
{Inconspicuous_desc}
Able to blend in most places without drawing attention to himself.
{Inconspicuous_gain_desc}
This agent has improved his subterfuge skills thanks to a successful mission.
{Inconspicuous_lose_desc}
This agent has lost what little skill he had due to his failure during his last mission.
{Inconspicuous_effects_desc}
+1 to agent's skill, +1 to line of sight (increases the range at which enemies are spotted)
¬--------------------
{Adept_Agent} Adept Agent
{Adept_Agent_desc}
Proven capable of seeing what needs to be seen, without being seen himself.
{Adept_Agent_gain_desc}
This agent has improved his subterfuge skills thanks to a successful mission.
{Adept_Agent_lose_desc}
Failure during a mission has caused this agent to lose some of his skill.
{Adept_Agent_effects_desc}
+2 to agent's skill, +2 to line of sight (increases the range at which enemies are spotted)
¬--------------------
{Spy} Spy
{Spy_desc}
Espionage is an art to this man. He has succeeded on enough missions to justify his growing confidence.
{Spy_gain_desc}
This agent has improved his subterfuge skills thanks to a successful mission.
{Spy_lose_desc}
Failure during a mission has caused this agent to lose some of his skill.
{Spy_effects_desc}
+3 to agent's skill, +3 to line of sight (increases the range at which enemies are spotted)
¬--------------------
{Adept_Spy} Adept Spy
{Adept_Spy_desc}
A true adept in the ways of subterfuge and espionage, and one of the realm's finest set of eyes.
{Adept_Spy_gain_desc}
This agent has improved his subterfuge skills thanks to a successful mission.
{Adept_Spy_lose_desc}
Failure during a mission has caused this agent to lose some of his skill.
{Adept_Spy_effects_desc}
+4 to agent's skill, +4 to line of sight (increases the range at which enemies are spotted)
¬--------------------
{Master_Spy} Master Spy
{Master_Spy_desc}
No door can hold this man, no secret can remain safe. A true master spy, and a key asset to your intelligence network.
{Master_Spy_gain_desc}
This agent has reached the pinnacle of his profession thanks to his almost matchless skills.
{Master_Spy_lose_desc}
This agent has failed on his mission, and his skills and confidence have lost their finely honed edge.
{Master_Spy_epithet_desc} the Clever
{Master_Spy_effects_desc}
+5 to agent's skill, +5 to line of sight (increases the range at which enemies are spotted)
¬--------------------
{Conspicuous} Conspicuous
{Conspicuous_desc}
Not quite as sneaky and cunning as he'd like to believe he is.
{Conspicuous_effects_desc}
-1 from agent's skill
¬--------------------
{Poor_Spy} Poor Spy
{Poor_Spy_desc}
Far from the most cunning agent you will ever recruit, he has failed on more than one act of subterfuge
{Poor_Spy_effects_desc}
-2 from agent's skill
¬--------------------
{Devoid_of_Subtlety} Devoid of Subtlety
{Devoid_of_Subtlety_desc}
This man simply has no idea about how to prevent everyone within line of sight from knowing what he is up to.
{Devoid_of_Subtlety_effects_desc}
-3 from agent's skill
¬--------------------
{Hired_Blade} Hired Blade
{Hired_Blade_desc}
A man willing and able to go in and take another man's life for a price.
{Hired_Blade_gain_desc}
This assassin has improved his suberfuge skills thanks to a successful murder.
{Hired_Blade_lose_desc}
This assassin has lost what little skill he had in sending men to the afterlife thanks to his failure on a mission.
{Hired_Blade_effects_desc}
+1 to agent's skill
¬--------------------
{Assassin} Assassin
{Assassin_desc}
This man is a trained killer, effective at ending the lives of others.
{Assassin_gain_desc}
This assassin has improved his suberfuge skills thanks to a successful murder.
{Assassin_lose_desc}
Failure during a mission has caused this assassin to lose some of his skill as a killer.
{Assassin_effects_desc}
+2 to agent's skill
¬--------------------
{Murderer} Murderer
{Murderer_desc}
Has developed a reputation as an ender of lives, even if nobody knows who he really is.
{Murderer_gain_desc}
This assassin has improved his suberfuge skills thanks to a successful murder.
{Murderer_lose_desc}
Failure during a mission has caused this assassin to lose some of his skill as a killer.
{Murderer_effects_desc}
+3 to agent's skill
¬--------------------
{Adept_Assassin} Adept Assassin
{Adept_Assassin_desc}
A man capable of killing men of great importance, within their homes if need be.
{Adept_Assassin_gain_desc}
This assassin has improved his suberfuge skills thanks to a successful murder.
{Adept_Assassin_lose_desc}
Failure during a mission has caused this assassin to lose some of his skill as a killer.
{Adept_Assassin_epithet_desc} the Killer
{Adept_Assassin_effects_desc}
+4 to agent's skill
¬--------------------
{Master_Assassin} Master Assassin
{Master_Assassin_desc}
Has turned killing others into an artform, one that most involved never get to see.
{Master_Assassin_gain_desc}
This assassin has reached the top of his profession, thanks to his cunning and skill.
{Master_Assassin_lose_desc}
This assassin has lost the finely honed skills that made him a superb killer due to the last failed mission.
{Master_Assassin_epithet_desc} the Killer
{Master_Assassin_effects_desc}
+5 to agent's skill
¬--------------------
{Killer_on_Edge} Killer on Edge
{Killer_on_Edge_desc}
This man has proven prone to losing his focus at the moment of truth.
{Killer_on_Edge_effects_desc}
-1 from agent's skill
¬--------------------
{Not_an_Assassin} Not an Assassin
{Not_an_Assassin_desc}
Assassins are paid to kill people… This man has thus far been paid to apologise for his failures.
{Not_an_Assassin_effects_desc}
-2 from agent's skill
¬--------------------
{Not_a_Killer} Not a Killer
{Not_a_Killer_desc}
It would seem this man simply isn't capable of killing people - ironic given his choice of profession.
{Not_a_Killer_effects_desc}
-3 from agent's skill
¬--------------------
{Unconcerned} Unconcerned
{Unconcerned_desc}
This man is reasonably sure that someone is assigned to guard him, and that they are undoubtedly good at their job.
{Unconcerned_effects_desc}
-1 from personal security (increases the chances of falling victim to assassination)
¬--------------------
{Lacks_Caution} Lacks Caution
{Lacks_Caution_desc}
Simply doesn't really believe that a grim or diabolical fate will befall him.
{Lacks_Caution_effects_desc}
-2 from personal security (increases the chances of falling victim to assassination)
¬--------------------
{No_Sense_of_Mortality} No Sense of Mortality
{No_Sense_of_Mortality_desc}
Cannot fathom the notion that he may meet an untimely death, regardless of the obvious risks that come with his position.
{No_Sense_of_Mortality_effects_desc}
-4 from personal security (increases the chances of falling victim to assassination)
¬--------------------
{Mindful_of_Risks} Mindful of Risks
{Mindful_of_Risks_desc}
Realises that he should be careful not to trust everyone he comes into contact with.
{Mindful_of_Risks_effects_desc}
+1 to personal security (improves the chances of detecting and foiling assassination attempts)
¬--------------------
{Healthy_Caution} Healthy Caution
{Healthy_Caution_desc}
Aware that a little vigilance is necessary, even in one's own home.
{Healthy_Caution_effects_desc}
+2 to personal security (improves the chances of detecting and foiling assassination attempts)
¬--------------------
{Morbidly_Mortal} Morbidly Mortal
{Morbidly_Mortal_desc}
Is either extremely paranoid, or is simply a believer that one can never have enough safeguards against an assassin's blade.
{Morbidly_Mortal_effects_desc}
+4 to personal security (improves the chances of detecting and foiling assassination attempts)
¬--------------------
{Naive} Naive
{Naive_desc}
This man is simply a bit too innocent to understand why others would ever do anything that underhand.
{Naive_effects_desc}
-1 from personal security (increases the chances of falling victim to assassination)
¬--------------------
{Trusting} Trusting
{Trusting_desc}
It is in this man's nature to believe that a stranger is simply a brother he does not know very well yet.
{Trusting_effects_desc}
-2 from personal security (increases the chances of falling victim to assassination)
¬--------------------
{Overly_Trusting} Overly Trusting
{Overly_Trusting_desc}
Utterly naive and ignorant to the perils that lie in other people, and an easy target for any plot or scheme.
{Overly_Trusting_effects_desc}
-3 from personal security (increases the chances of falling victim to assassination)
¬--------------------
{Slow_to_Trust} Slow to Trust
{Slow_to_Trust_desc}
Takes considerable time with someone before believing their intentions to be as they claim.
{Slow_to_Trust_effects_desc}
+1 to personal security (improves the chances of detecting and foiling assassination attempts)
¬--------------------
{Overly_Suspicious} Overly Suspicious
{Overly_Suspicious_desc}
Suspicious of unseen plots and dreaded fates, many of which are obviously untrue.
{Overly_Suspicious_effects_desc}
+2 to personal security (improves the chances of detecting and foiling assassination attempts)
¬--------------------
{Paranoid} Paranoid
{Paranoid_desc}
Typically believes that others are out to get him, afraid of the intentions others have towards him - they must be dastardly!
{Paranoid_effects_desc}
-1 Command, -1 Authority, +3 to personal security (improves the chances of detecting and foiling assassination attempts)
¬--------------------
{Completely_Paranoid} Completely Paranoid
{Completely_Paranoid_desc}
Utterly unable to relax or trust anyone, this man is a total wreck, afraid of possibility itself.
{Completely_Paranoid_effects_desc}
-2 Command, -2 Authority, +4 to personal security (improves the chances of detecting and foiling assassination attempts)
¬--------------------
{Promising_Diplomat} Promising Diplomat
{Promising_Diplomat_desc}
Seems to be able to hold himself in the correct manner during diplomacy.
{Promising_Diplomat_effects_desc}
+1 Influence
¬--------------------
{Good_Diplomat} Good Diplomat
{Good_Diplomat_desc}
Understands both how to act, and how to read while at the diplomacy table.
{Good_Diplomat_effects_desc}
+2 Influence
¬--------------------
{Very_Diplomatic} Very Diplomatic
{Very_Diplomatic_desc}
Adept at making an awkwardly delicate problem far more comfortable to talk through.
{Very_Diplomatic_effects_desc}
+3 Influence
¬--------------------
{Superb_Diplomat} Superb Diplomat
{Superb_Diplomat_desc}
This man is a master mediator, able to bring reasonable resolution from a situation of spite and malice.
{Superb_Diplomat_effects_desc}
+4 Influence
¬--------------------
{Master_of_Diplomacy} Master of Diplomacy
{Master_of_Diplomacy_desc}
This man is so cunning at leading a conversation, he can make people agree to things before they realise what they have done.
{Master_of_Diplomacy_gain_desc}
This man now has few equals in the arts of persuasion and diplomacy.
{Master_of_Diplomacy_effects_desc}
+5 Influence
¬--------------------
{Awkward_Diplomat} Awkward Diplomat
{Awkward_Diplomat_desc}
Though he has been schooled in the arts of diplomacy, it would seem he did not quite grasp all of the lessons he was taught.
{Awkward_Diplomat_effects_desc}
-1 Influence
¬--------------------
{Poor_Diplomat} Poor Diplomat
{Poor_Diplomat_desc}
Has made a meal of several meetings that had no real reason to be so problematic or troublesome.
{Poor_Diplomat_effects_desc}
-2 Influence
¬--------------------
{Undiplomatic} Undiplomatic
{Undiplomatic_desc}
Utterly unable to determine what words he says will be offensive at all.
{Undiplomatic_effects_desc}
-3 Influence
¬--------------------
{Avoids_the_Truth} Avoids the Truth
{Avoids_the_Truth_desc}
Not a terrible liar, but commonly avoids telling the necessary truths.
{Avoids_the_Truth_effects_desc}
+1 Authority
¬--------------------
{Bends_the_Truth} Bends the Truth
{Bends_the_Truth_desc}
Prepared to add a little poetic license to his tales to get the message he wants across.
{Bends_the_Truth_effects_desc}
-1 Authority
¬--------------------
{Liar} Liar
{Liar_desc}
The truth is often ugly, and this man means to hide it - especially if it involves his own antics.
{Liar_effects_desc}
-2 Authority
¬--------------------
{Pathological_Liar} Pathological Liar
{Pathological_Liar_desc}
Simply cannot resist the urge to embellish or mislead others. He even lies to himself about the nature of this problem.
{Pathological_Liar_epithet_desc} the Liar
{Pathological_Liar_effects_desc}
-3 Authority
¬--------------------
{Deep_Pockets} Deep Pockets
{Deep_Pockets_desc}
Has made a habit of finding ways to acquire money that other people will not realise should be theirs.
{Deep_Pockets_effects_desc}
10% penalty on tax income
¬--------------------
{Fraudulent} Fraudulent
{Fraudulent_desc}
This man is prepared to mask his movements and mislead others to bolster his own personal fortune.
{Fraudulent_effects_desc}
20% penalty on tax income
¬--------------------
{Embezzler} Embezzler
{Embezzler_desc}
Has both the raw nerve and skilful cunning to take more than his share from those he answers to.
{Embezzler_effects_desc}
30% penalty on tax income
¬--------------------
{Convincing} Convincing
{Convincing_desc}
Understands the basic principles of how to craft a lie, avoiding over embellishment.
{Convincing_effects_desc}
-1 Loyalty, +1 Authority
¬--------------------
{Deceptive} Deceptive
{Deceptive_desc}
This man can hold himself in such a manner that others find it very difficult to glean when he is lying.
{Deceptive_effects_desc}
-2 Loyalty, +2 Authority
¬--------------------
{Total_Deceiver} Total Deceiver
{Total_Deceiver_desc}
Creates a myriad of half-truths and plausible tales to mislead others, and is exceptional at doing so.
{Total_Deceiver_epithet_desc} the Cunning
{Total_Deceiver_effects_desc}
-3 Loyalty, +3 Authority
¬--------------------
{Honest} Honest
{Honest_desc}
Generally will choose the path of honesty and righteousness.
{Honest_effects_desc}
+1 Loyalty, 100% increase to cost to bribe, +2 to law (improves public order)
¬--------------------
{Trustworthy} Trustworthy
{Trustworthy_desc}
Can be relied to tell the truth, even when he would have good reason to hide it.
{Trustworthy_effects_desc}
+2 Loyalty, 200% increase to cost to bribe, +4 to law (improves public order)
¬--------------------
{Utterly_Immaculate} Utterly Immaculate
{Utterly_Immaculate_desc}
Doing the right thing is core to this man's beliefs - he is too proud of his character to succumb to worldly vices.
{Utterly_Immaculate_epithet_desc} the Honest
{Utterly_Immaculate_effects_desc}
+3 Loyalty, 300% increase to cost to bribe, +6 to law (improves public order)
¬--------------------
{Dubious} Dubious
{Dubious_desc}
Capable of bringing himself to commit rather shameful acts.
{Dubious_effects_desc}
20% decrease to cost to bribe, 10% penalty on tax income, -1 from law (has a negative effect on public order)
¬--------------------
{Underhanded} Underhanded
{Underhanded_desc}
Unafraid of resorting to lowly acts to realise his ambitions.
{Underhanded_effects_desc}
-1 Loyalty, 40% decrease to cost to bribe, 20% penalty on tax income, -2 from law (has a negative effect on public order)
¬--------------------
{Corrupt} Corrupt
{Corrupt_desc}
Devoid of conscience, this man is only interested in what is possible, unconcerned about what is deemed proper.
{Corrupt_effects_desc}
-2 Loyalty, 60% decrease to cost to bribe, 30% penalty on tax income, -3 from law (has a negative effect on public order)
¬--------------------
{Firm_Ruler} Firm Ruler
{Firm_Ruler_desc}
This man believes that exerting authority is necessary to maintain order.
{Firm_Ruler_effects_desc}
+1 to unrest (has a negative effect on public order), +2 to law (improves public order)
¬--------------------
{Strict_Ruler} Strict Ruler
{Strict_Ruler_desc}
This man will not tolerate excuses - It is the people's duty to respect the authority of the rules laid out before them.
{Strict_Ruler_effects_desc}
+1 Authority, +2 to unrest (has a negative effect on public order), +4 to law (improves public order)
¬--------------------
{Total_Authoritarian} Total Authoritarian
{Total_Authoritarian_desc}
Believes that rigid law and order are both an absolute necessity, oppressively so.
{Total_Authoritarian_epithet_desc} the Harsh
{Total_Authoritarian_effects_desc}
+2 Authority, +3 to unrest (has a negative effect on public order), +6 to law (improves public order)
¬--------------------
{Fair_Ruler} Fair Ruler
{Fair_Ruler_desc}
Sees little use in oppressing the people simply because he has opportunity to do so.
{Fair_Ruler_effects_desc}
-2 from unrest (improves public order), -1 from law (has a negative effect on public order)
¬--------------------
{Understanding_Ruler} Understanding Ruler
{Understanding_Ruler_desc}
Aware that heavy-handed treatment of the common man's common indiscretion only leads to resentment and unrest.
{Understanding_Ruler_effects_desc}
-1 Authority, -4 from unrest (improves public order), -2 from law (has a negative effect on public order)
¬--------------------
{Liberal_Leader} Liberal Leader
{Liberal_Leader_desc}
A firm believer that allowing the people their personal freedoms makes for a more prosperous society.
{Liberal_Leader_epithet_desc} the Kind
{Liberal_Leader_effects_desc}
-2 Authority, -6 from unrest (improves public order), -3 from law (has a negative effect on public order)
¬--------------------
{Speaks_of_Loyalty} Speaks of Loyalty
{Speaks_of_Loyalty_desc}
Loyalty is a quality this man often speaks of, but rarely displays.
{Speaks_of_Loyalty_effects_desc}
-1 Loyalty
¬--------------------
{Mixed_Loyalties} Mixed Loyalties
{Mixed_Loyalties_desc}
Wrestles with the problems of trying to serve his own interests, as well as that of his superiors.
{Mixed_Loyalties_effects_desc}
+1 Dread, -2 Loyalty
¬--------------------
{Disloyal} Disloyal
{Disloyal_desc}
Quite apparent that this man selectively ignores or disobeys orders.
{Disloyal_effects_desc}
+2 Dread, -3 Loyalty
¬--------------------
{Actively_Disloyal} Actively Disloyal
{Actively_Disloyal_desc}
This man utterly resents notions of loyalty and servitude, to the point his betrayals are an inevitability.
{Actively_Disloyal_effects_desc}
+3 Dread, -4 Loyalty
¬--------------------
{Generally_Loyal} Generally Loyal
{Generally_Loyal_desc}
Typically does the right things by those he has pledged to serve.
{Generally_Loyal_effects_desc}
+1 Loyalty
¬--------------------
{Loyal} Loyal
{Loyal_desc}
Only the most difficult of situations would make this man forsake his master.
{Loyal_effects_desc}
+1 Chivalry, +2 Loyalty
¬--------------------
{Very_Loyal} Very Loyal
{Very_Loyal_desc}
This man prides himself upon being unquestioningly loyal, looking down at those who cannot live so honourably.
{Very_Loyal_effects_desc}
+2 Chivalry, +3 Loyalty
¬--------------------
{Loyal_Beyond_Question} Loyal Beyond Question
{Loyal_Beyond_Question_desc}
Thoughts of betrayal do not enter this man's mind, it is not something he is capable of.
{Loyal_Beyond_Question_effects_desc}
+3 Chivalry, +4 Loyalty
¬--------------------
{Stretches_Loyalties} Stretches Loyalties
{Stretches_Loyalties_desc}
Has some talent for making men question the merits of their masters.
{Stretches_Loyalties_effects_desc}
10% bonus on bribery attempts (increases the chances that a bribe will be successful)
¬--------------------
{Breaks_Loyalties} Breaks Loyalties
{Breaks_Loyalties_desc}
Very good at exposing any lingering resentment men have for those they answer to.
{Breaks_Loyalties_effects_desc}
20% bonus on bribery attempts (increases the chances that a bribe will be successful)
¬--------------------
{Changes_Loyalties} Changes Loyalties
{Changes_Loyalties_desc}
So great at skewing perceptions that he could convince a man to betray one he loves for one he despises.
{Changes_Loyalties_effects_desc}
30% bonus on bribery attempts (increases the chances that a bribe will be successful)
¬--------------------
{Trouble_at_Home} Trouble at Home
{Trouble_at_Home_desc}
Though nobody speaks to him of it, plenty of people whisper rumours of his wife having a secret love.
{Trouble_at_Home_effects_desc}
-1 Authority
¬--------------------
{Cuckold} Cuckold
{Cuckold_desc}
This man's wife has been seen showing affections to other men that all but prove her infidelity.
{Cuckold_effects_desc}
-2 Authority
¬--------------------
{Laughing_Stock} Laughing Stock
{Laughing_Stock_desc}
This man's inability to do much about his wife's open conquests of other men makes him the butt of many a joke.
{Laughing_Stock_effects_desc}
-3 Authority
¬--------------------
{Lacks_Manhood} Lacks Manhood
{Lacks_Manhood_desc}
So short on self respect is this man that those who bed his wife openly laugh about it to his face... Just before passing water on his shoes.
{Lacks_Manhood_epithet_desc} the Cuckold
{Lacks_Manhood_effects_desc}
-4 Authority
¬--------------------
{Farming_Knowledge} Farming Knowledge
{Farming_Knowledge_desc}
Has a grasp of how to work the land, having overseen the establishment of several farming districts.
{Farming_Knowledge_effects_desc}
+1 to farming output
¬--------------------
{Rural_Expert} Rural Expert
{Rural_Expert_desc}
Boasts a sound understanding of how to manage farming districts to produce a yield capable of supporting many people.
{Rural_Expert_effects_desc}
+2 to farming output
¬--------------------
{Agriculturalist} Agriculturalist
{Agriculturalist_desc}
This man's interest in farming has grown into a serious study, one he believes can ensure prosperity for all of his people.
{Agriculturalist_effects_desc}
+3 to farming output
¬--------------------
{Mining_Knowledge} Mining Knowledge
{Mining_Knowledge_desc}
Has made a point of learning the basic principles of mining.
{Mining_Knowledge_effects_desc}
10% bonus on mining income
¬--------------------
{Mining_Expert} Mining Expert
{Mining_Expert_desc}
Has been involved with establishing enough mining operations to be capable of improving any given mine's efficiency.
{Mining_Expert_effects_desc}
20% bonus on mining income
¬--------------------
{Geologist} Geologist
{Geologist_desc}
Has developed a passion for understanding the lay of the land, and how to locate rich seams of metallic ore.
{Geologist_effects_desc}
30% bonus on mining income
¬--------------------
{Admires_Technology} Admires Technology
{Admires_Technology_desc}
Finds machinery fascinating, and has a better grasp than most as to apply the use of technology in battle.
{Admires_Technology_effects_desc}
+20 Build Points (required for the construction of siege equipment)
¬--------------------
{Mechanically_Minded} Mechanically Minded
{Mechanically_Minded_desc}
This man has made a point of learning the principles of machinery, and how to maintain and tune siege artillery.
{Mechanically_Minded_effects_desc}
+1 Command when assaulting walls, +40 Build Points (required for the construction of siege equipment)
¬--------------------
{Engineer} Engineer
{Engineer_desc}
Considered a qualified military engineer, this man is an expert at ensuring he can get the absolute most out of his siege artillery.
{Engineer_gain_desc}
This man now has matchless technical expertise in siege warfare.
{Engineer_epithet_desc} the Engineer
{Engineer_effects_desc}
+2 Command when assaulting walls, +60 Build Points (required for the construction of siege equipment)
¬--------------------
{Questions_Technology} Questions Technology
{Questions_Technology_desc}
Why dwell upon building a machine to do a man's job? Men can learn from their mistakes, but a machine can only repeat them!
{Questions_Technology_effects_desc}
-1 Command when assaulting walls
¬--------------------
{Befuddled_by_Machines} Befuddled by Machines
{Befuddled_by_Machines_desc}
So confused by the workings of siege machinery that he simply doesn't grasp their potential.
{Befuddled_by_Machines_effects_desc}
-2 Command when assaulting walls
¬--------------------
{Distrusts_Evil_Machinery!} Distrusts Evil Machinery!
{Distrusts_Evil_Machinery!_desc}
This simpleton believes that machines are not to be trusted, and that any reliance upon them is a shameful weakness.
{Distrusts_Evil_Machinery!_effects_desc}
-3 Command when assaulting walls
¬--------------------
{Understands_Trade} Understands Trade
{Understands_Trade_desc}
Has a firm grasp of how trade and mercantile industries operate.
{Understands_Trade_effects_desc}
10% bonus on all trade income
¬--------------------
{Trader} Trader
{Trader_desc}
Has become actively involved in the trade process, experiencing the thrills and perils of the mercantile world first hand.
{Trader_effects_desc}
20% bonus on all trade income
¬--------------------
{Master_Trader} Master Trader
{Master_Trader_desc}
This man actively supports trade industries, believing a thriving trade network to be the backbone of a thriving empire.
{Master_Trader_effects_desc}
30% bonus on all trade income
¬--------------------
{Fiscally_Challenged} Fiscally Challenged
{Fiscally_Challenged_desc}
Simply isn't any good at spotting problems in an urban trade system.
{Fiscally_Challenged_effects_desc}
10% penalty on all trade income
¬--------------------
{Incompetent_Trader} Incompetent Trader
{Incompetent_Trader_desc}
Either disinterested or simply pathetic at dealing with trade affairs.
{Incompetent_Trader_effects_desc}
20% penalty on all trade income
¬--------------------
{Trading_Liability} Trading Liability
{Trading_Liability_desc}
So poor with coin himself, this man avoids markets and does nothing to support local trade at all.
{Trading_Liability_effects_desc}
30% penalty on all trade income
¬--------------------
{A_Sense_of_Justice} A Sense of Justice
{A_Sense_of_Justice_desc}
This man's sense of justice is evident when he speaks on matters both legal and moral.
{A_Sense_of_Justice_effects_desc}
+1 Chivalry, +1 to law (improves public order)
¬--------------------
{Just} Just
{Just_desc}
A genuinely just man, fair and even handed in judgement.
{Just_effects_desc}
+2 Chivalry, +2 to law (improves public order)
¬--------------------
{Serves_Justice} Serves Justice
{Serves_Justice_desc}
Known far and wide as a man that will do everything in his power to see justice done.
{Serves_Justice_epithet_desc} the Just
{Serves_Justice_effects_desc}
+3 Chivalry, +3 to law (improves public order)
¬--------------------
{Swift_to_Judge} Swift to Judge
{Swift_to_Judge_desc}
Makes hasty and often unfair decisions over the people.
{Swift_to_Judge_effects_desc}
+1 to unrest (has a negative effect on public order)
¬--------------------
{Lacks_Justice} Lacks Justice
{Lacks_Justice_desc}
Doesn't really see the merit of justice, it is simply in the way of expedient rule.
{Lacks_Justice_effects_desc}
+1 Dread, +2 to unrest (has a negative effect on public order)
¬--------------------
{Unjust} Unjust
{Unjust_desc}
A champion of all that is wrong, his judgements utterly mock the pleas for a just result.
{Unjust_effects_desc}
+3 Dread, +3 to unrest (has a negative effect on public order)
¬--------------------
{Hard_Justice} Hard Justice
{Hard_Justice_desc}
States that justice is about crime, and crime is about punishment. Thus, justice is about punishment.
{Hard_Justice_effects_desc}
+1 to unrest (has a negative effect on public order), +2 to law (improves public order)
¬--------------------
{Harsh_Justice} Harsh Justice
{Harsh_Justice_desc}
Believes that if punishment is not being administered on a regular basis, then crime will spread unchecked!
{Harsh_Justice_effects_desc}
+2 to unrest (has a negative effect on public order), +4 to law (improves public order)
¬--------------------
{Severe_Justice} Severe Justice
{Severe_Justice_desc}
Has no qualms about terrorising the populace with fear of brutal punishment should they ever run into the law.
{Severe_Justice_effects_desc}
+1 Dread, +3 to unrest (has a negative effect on public order), +6 to law (improves public order)
¬--------------------
{Soft_Judge} Soft Judge
{Soft_Judge_desc}
Finds it easy to be forgiving of crimes not borne of malice.
{Soft_Judge_effects_desc}
+1 Chivalry, -1 from law (has a negative effect on public order)
¬--------------------
{Merciful_Judge} Merciful Judge
{Merciful_Judge_desc}
Believes that the people will believe in justice when justice is shown to contain mercy.
{Merciful_Judge_effects_desc}
+2 Chivalry, -2 from law (has a negative effect on public order)
¬--------------------
{Kind_Judge} Kind Judge
{Kind_Judge_desc}
Would probably let murderers go with a warning were it not for the people's expectations of a more permanent punishment.
{Kind_Judge_effects_desc}
+1 Chivalry, -3 from law (has a negative effect on public order)
¬--------------------
{Iron_Fisted} Iron Fisted
{Iron_Fisted_desc}
Rules with an iron fist - it is the lot of the common people to serve him. He enjoys reminding them of this.
{Iron_Fisted_effects_desc}
+1 Dread, +1 to law (improves public order)
¬--------------------
{Harsh_Ruler} Harsh Ruler
{Harsh_Ruler_desc}
Makes the lives of the people less bearable. He often humiliates peasants simply out of spite.
{Harsh_Ruler_effects_desc}
+2 Dread, -1 from personal security (increases the chances of falling victim to assassination), +1 to squalor (decreases population growth and public order), +2 to law (improves public order)
¬--------------------
{Cruel_Ruler} Cruel Ruler
{Cruel_Ruler_desc}
Actually enjoys the act of making those under his dominion suffer, so that they may fear and respect their master.
{Cruel_Ruler_epithet_desc} the Cruel
{Cruel_Ruler_effects_desc}
+3 Dread, -2 from personal security (increases the chances of falling victim to assassination), +2 to squalor (decreases population growth and public order), +3 to law (improves public order)
¬--------------------
{Reasonable_Ruler} Reasonable Ruler
{Reasonable_Ruler_desc}
Understood to wish prosperity for all of his people, and be a very reasonable leader.
{Reasonable_Ruler_effects_desc}
+1 Chivalry, -1 from squalor (increases public order and population growth)
¬--------------------
{Kind_Ruler} Kind Ruler
{Kind_Ruler_desc}
Has developed a reputation as a kind hearted ruler, with the people's interests in mind.
{Kind_Ruler_effects_desc}
+2 Chivalry, -2 from squalor (increases public order and population growth)
¬--------------------
{Benevolent_Ruler} Benevolent Ruler
{Benevolent_Ruler_desc}
Devoted to improving the quality of lives in those under his rule. If anything, a servant to his people.
{Benevolent_Ruler_epithet_desc} the Good
{Benevolent_Ruler_effects_desc}
+3 Chivalry, -3 from squalor (increases public order and population growth)
¬--------------------
{Active_Builder} Active Builder
{Active_Builder_desc}
Enjoys the process of improving the infrastructure of a settlement. He likes to build.
{Active_Builder_effects_desc}
5% discount on construction costs, -1 from squalor (increases public order and population growth)
¬--------------------
{Urban_Planner} Urban Planner
{Urban_Planner_desc}
A wise choice of man to call in to a settlement in need of new key structures. He revels in construction projects.
{Urban_Planner_effects_desc}
10% discount on construction costs, -2 from squalor (increases public order and population growth)
¬--------------------
{Great_Builder} Great Builder
{Great_Builder_desc}
Has left a legacy in stone that is sure to endure. He inspires his workers to complete great buildings with even greater efficiency.
{Great_Builder_epithet_desc} the Builder
{Great_Builder_effects_desc}
15% discount on construction costs, -3 from squalor (increases public order and population growth)
¬--------------------
{Not_Constructive} Not Constructive
{Not_Constructive_desc}
Is not one to take the initiative to oversee the construction of a new building. He may requires some reminding.
{Not_Constructive_effects_desc}
5% increase to construction costs, +1 to squalor (decreases population growth and public order)
¬--------------------
{Sloppy_Builder} Sloppy Builder
{Sloppy_Builder_desc}
Not at all focused on the process of urban development, this man makes mistakes when it comes to financing a new building.
{Sloppy_Builder_effects_desc}
10% increase to construction costs, +2 to squalor (decreases population growth and public order)
¬--------------------
{Abhors_Construction} Abhors Construction
{Abhors_Construction_desc}
This man hates little more than commissioning the construction of a new building. He does so poorly as a result.
{Abhors_Construction_effects_desc}
15% increase to construction costs, +3 to squalor (decreases population growth and public order)
¬--------------------
{Generous} Generous
{Generous_desc}
Has no problem in parting with his coin for those in greater need. It will help them more after all.
{Generous_effects_desc}
2% penalty on tax income
¬--------------------
{Openly_Giving} Openly Giving
{Openly_Giving_desc}
Freely giving of his wealth and possessions, and when possible, his time.
{Openly_Giving_effects_desc}
2% penalty on all trade income, 5% penalty on tax income
¬--------------------
{Overly_Generous} Overly Generous
{Overly_Generous_desc}
This man's generosity is so great that is more of a liability than it is endearing.
{Overly_Generous_effects_desc}
5% penalty on all trade income, 10% penalty on tax income
¬--------------------
{Mean_with_Money} Mean with Money
{Mean_with_Money_desc}
Uncomfortable with letting go of money unless it is sure to bring a worthy return.
{Mean_with_Money_effects_desc}
2% bonus on tax income
¬--------------------
{Hoarder_of_Wealth} Hoarder of Wealth
{Hoarder_of_Wealth_desc}
This man is interested in keeping his wealth, not parting with it.
{Hoarder_of_Wealth_effects_desc}
2% bonus on all trade income, 5% bonus on tax income
¬--------------------
{Miserly} Miserly
{Miserly_desc}
Wouldn't spare a coin to the dying man who had left him all his wealth in his written will.
{Miserly_epithet_desc} the Mean
{Miserly_effects_desc}
5% bonus on all trade income, 10% bonus on tax income
¬--------------------
{Spooked_at_Night} Spooked at Night
{Spooked_at_Night_desc}
On edge at night, knowing that he cannot be certain of what it is that will emerge from the darkness.
{Spooked_at_Night_effects_desc}
-1 Command when fighting at night
¬--------------------
{Fear_of_the_Dark} Fear of the Dark
{Fear_of_the_Dark_desc}
Develops an irrational fear in the dark, that something will strike from somewhere unseen… He cannot bear it!
{Fear_of_the_Dark_effects_desc}
-2 Command when fighting at night, +1 to personal security (improves the chances of detecting and foiling assassination attempts)
¬--------------------
{Noctophobic} Noctophobic
{Noctophobic_desc}
This man cannot sleep without torchlight nearby, he is utterly afraid of the dark. A sad state for a grown man.
{Noctophobic_effects_desc}
-3 Command when fighting at night, +2 to personal security (improves the chances of detecting and foiling assassination attempts)
¬--------------------
{Likes_the_Dark} Likes the Dark
{Likes_the_Dark_desc}
The dark is not something to be feared, but rather, something to take advantage of in battle.
{Likes_the_Dark_effects_desc}
+1 Command when fighting at night
¬--------------------
{Effective_at_Night} Effective at Night
{Effective_at_Night_desc}
Adept at using the cover of night to disguise his tactical manoeuvres on the battlefield.
{Effective_at_Night_effects_desc}
+2 Command when fighting at night
¬--------------------
{Nocturnal} Nocturnal
{Nocturnal_desc}
Known to sleep during the day so he can spend more of his waking hours in darkness. Makes easy prey of enemies unaccustomed to working in the dark.
{Nocturnal_gain_desc}
This man is now seen as an expert when commanding battles at night.
{Nocturnal_effects_desc}
+3 Command when fighting at night
¬--------------------
{Sexually_Liberated} Sexually Liberated
{Sexually_Liberated_desc}
Unfussed with what others think of his bedroom antics - it is not their business in the first place.
{Sexually_Liberated_effects_desc}
+1 to popularity (improves public order)
¬--------------------
{Sexually_Eccentric} Sexually Eccentric
{Sexually_Eccentric_desc}
This man's tastes for carnal pleasures are outlandish and irregular, and not something to let others known of.
{Sexually_Eccentric_effects_desc}
-1 from popularity (has a negative effect on public order)
¬--------------------
{Sexually_Debauched} Sexually Debauched
{Sexually_Debauched_desc}
The pleasures found in the depths of depravity have left unpleasant stains on this man's character.
{Sexually_Debauched_effects_desc}
-1 Piety, -2 from popularity (has a negative effect on public order)
¬--------------------
{Sexually_Perverse} Sexually Perverse
{Sexually_Perverse_desc}
There are no depths to which this man will not sink in his quest for physical satisfaction.
{Sexually_Perverse_effects_desc}
-2 Piety, -3 from popularity (has a negative effect on public order)
¬--------------------
{Sexually_Corrupt} Sexually Corrupt
{Sexually_Corrupt_desc}
It is common knowledge that this man indulges in carnal pleasures that any decent person would deem an affront to God.
{Sexually_Corrupt_effects_desc}
-3 Piety, -1 Authority, -4 from popularity (has a negative effect on public order)
¬--------------------
{Diabolically_Degenerate} Diabolically Degenerate
{Diabolically_Degenerate_desc}
This man carries out sexual acts that would make most physically sick at their mere mention. Nothing is too much - torture, bestiality, necrophilia...
{Diabolically_Degenerate_epithet_desc} the Foul
{Diabolically_Degenerate_effects_desc}
-4 Piety, -2 Authority, -5 from popularity (has a negative effect on public order)
¬--------------------
{Adopts_Scouting} Adopts Scouting
{Adopts_Scouting_desc}
Wise enough to employ the use of scouts to avoid nasty surprises.
{Adopts_Scouting_effects_desc}
+1 to line of sight (increases the range at which enemies are spotted)
¬--------------------
{Adept_Scout} Adept Scout
{Adept_Scout_desc}
Makes a point of ensuring that he has scouts feeling out the lands around his forces.
{Adept_Scout_effects_desc}
+2 to line of sight (increases the range at which enemies are spotted)
¬--------------------
{Reconnaissance_Expert} Reconnaissance Expert
{Reconnaissance_Expert_desc}
Always has riders and runners coming and going from his main force, ensuring that they know what is going on.
{Reconnaissance_Expert_effects_desc}
+3 to line of sight (increases the range at which enemies are spotted)
¬--------------------
{Competent_Sailor} Competent Sailor
{Competent_Sailor_desc}
This man has proven he at least has the seafaring legs required to survive a scrap at sea.
{Competent_Sailor_gain_desc}
This man's naval command ability has begun to improve.
{Competent_Sailor_effects_desc}
+1 Command at sea
¬--------------------
{Fine_Officer} Fine Officer
{Fine_Officer_desc}
This man has developed a sound understanding of navigation and naval tactics, making him a worthy officer.
{Fine_Officer_gain_desc}
This officer is showing a new degree of competency after his last victory.
{Fine_Officer_effects_desc}
+2 Command at sea
¬--------------------
{Worthy_Admiral} Worthy Admiral
{Worthy_Admiral_desc}
This man has proven that he is capable of commanding a small fleet of ships to work together in unison effectively.
{Worthy_Admiral_gain_desc}
After his recent display of prowess in battle, it is clear this Admiral's abilities are continuing to evolve.
{Worthy_Admiral_effects_desc}
+3 Command at sea
¬--------------------
{Great_Admiral} Great Admiral
{Great_Admiral_desc}
So fierce and capable is this experienced naval commander, most pirates mention his name in nervous whispers.
{Great_Admiral_gain_desc}
After his admiral's last victory, it is obvious his command ability is still continuing to improve.
{Great_Admiral_effects_desc}
+4 Command at sea
¬--------------------
{Legendary_Admiral} Legendary Admiral
{Legendary_Admiral_desc}
Sailors throughout the known world speak of this old sea dog with reverence and awe.
{Legendary_Admiral_gain_desc}
There is nobody capable of teaching this fine admiral anything more about naval warfare, as he has mastered the art through many years of active duty.
{Legendary_Admiral_epithet_desc} the Great
{Legendary_Admiral_effects_desc}
+5 Command at sea
¬--------------------
{Poor_Navigator} Poor Navigator
{Poor_Navigator_desc}
Seems to show difficulty in grasping how to best navigate during naval combat.
{Poor_Navigator_effects_desc}
-1 Command at sea
¬--------------------
{No_Naval_Nouse} No Naval Nouse
{No_Naval_Nouse_desc}
Seems to lack any real understanding of how to win battles at sea.
{No_Naval_Nouse_effects_desc}
-2 Command at sea
¬--------------------
{Total_Landlubber} Total Landlubber
{Total_Landlubber_desc}
This man has proven numerous times that he simply cannot command at sea with any degree of success at all.
{Total_Landlubber_effects_desc}
-3 Command at sea
¬--------------------
{Marks_of_War} Marks of War
{Marks_of_War_desc}
Has a few scars to prove he's been in proper battle, where his life was clearly at risk.
{Marks_of_War_effects_desc}
+1 Authority, +2 to your general's hitpoints (how many hits your general can take before dying)
¬--------------------
{Scarred} Scarred
{Scarred_desc}
Bears many scars of war, a sign of both courage and endurance in battle.
{Scarred_effects_desc}
+1 Authority, +4 to your general's hitpoints (how many hits your general can take before dying)
¬--------------------
{Terribly_Scarred} Terribly Scarred
{Terribly_Scarred_desc}
Some of this man's war wounds are difficult to look at, his ability to continue battling through such injuries is astounding.
{Terribly_Scarred_effects_desc}
+2 Authority, +6 to your general's hitpoints (how many hits your general can take before dying)
¬--------------------
{Brutally_Scarred} Brutally Scarred
{Brutally_Scarred_desc}
Brutally scarred so as people do not know which way to look when addressing him. Can any mortal blow fell him?
{Brutally_Scarred_gain_desc}
This general's many scars now prove that he is very difficult to kill!
{Brutally_Scarred_epithet_desc} the Scarred
{Brutally_Scarred_effects_desc}
+2 Authority, +8 to your general's hitpoints (how many hits your general can take before dying)
¬--------------------
{Plotter} Plotter
{Plotter_desc}
Able to plot together a sensible plan to get the job done without risk of capture or worse.
{Plotter_effects_desc}
+1 to agent's skill
¬--------------------
{Schemer} Schemer
{Schemer_desc}
Spends his time devising suitably crafty schemes before arriving to perform the job.
{Schemer_effects_desc}
+2 to agent's skill
¬--------------------
{Grand_Conspirator} Grand Conspirator
{Grand_Conspirator_desc}
This man weaves complex webs that are too complicated to be called plans - only he can follow them.
{Grand_Conspirator_effects_desc}
+3 to agent's skill
¬--------------------
{Poor_Plotter} Poor Plotter
{Poor_Plotter_desc}
Suspects he is a capable plotter, but not the fact that he's wrong.
{Poor_Plotter_effects_desc}
-1 from agent's skill
¬--------------------
{Silly_Schemes} Silly Schemes
{Silly_Schemes_desc}
Let's ludicrously elaborate ideas work their ways into his plans, ones that he won't realise are dumb until the moment of truth.
{Silly_Schemes_effects_desc}
-2 from agent's skill
¬--------------------
{Lost_the_Plot} Lost the Plot
{Lost_the_Plot_desc}
This man's left hand would readily plot against his right, but would he notice? His skills as a conspirator are worthless.
{Lost_the_Plot_effects_desc}
-3 from agent's skill
¬--------------------
{Talkative} Talkative
{Talkative_desc}
Sometimes prone to over elaborating on a point, bringing other things to light that didn't need to be.
{Talkative_effects_desc}
-1 Influence, 5% bonus on bribery attempts (increases the chances that a bribe will be successful)
¬--------------------
{Gossips} Gossips
{Gossips_desc}
Is careless in the way he trades secrets, he enjoys it too much to hold back.
{Gossips_effects_desc}
-2 Influence
¬--------------------
{Utterly_Indiscreet} Utterly Indiscreet
{Utterly_Indiscreet_desc}
No secret is secret for long when this man knows it. His name is a byword for foolish indiscretion and loose talk.
{Utterly_Indiscreet_epithet_desc} the Gossip
{Utterly_Indiscreet_effects_desc}
-3 Influence, 5% penalty on bribery attempts (decreases the chances that a bribe will be successful)
¬--------------------
{Discreet} Discreet
{Discreet_desc}
Can be relied upon not to be bringing to light things that should be kept in the dark.
{Discreet_effects_desc}
+1 Influence
¬--------------------
{Secretive} Secretive
{Secretive_desc}
Able to feign ignorance on almost any topic that is best not discussed.
{Secretive_effects_desc}
+2 Influence, 5% bonus on bribery attempts (increases the chances that a bribe will be successful)
¬--------------------
{Impossible_to_Read} Impossible to Read
{Impossible_to_Read_desc}
Able to mask every word and gesture in a manner that gives absolutely nothing away he doesn't wish given.
{Impossible_to_Read_effects_desc}
+3 Influence, 10% bonus on bribery attempts (increases the chances that a bribe will be successful)
¬--------------------
{Good_with_Infantry} Good with Infantry
{Good_with_Infantry_desc}
Has a good grasp of how to utilise infantry units effectively in battle.
{Good_with_Infantry_effects_desc}
+1 Command when commanding infantry
¬--------------------
{Skilled_with_Infantry} Skilled with Infantry
{Skilled_with_Infantry_desc}
Able to apply his experience to get outstanding results from the infantry he commands.
{Skilled_with_Infantry_effects_desc}
+2 Command when commanding infantry
¬--------------------
{Infantry_Master} Infantry Master
{Infantry_Master_desc}
Knows all there is to know about infantry tactics, through study both scholarly, and first-hand.
{Infantry_Master_gain_desc}
This man is now seen as one of the great infantry leaders of the current day.
{Infantry_Master_epithet_desc} the Infantryman
{Infantry_Master_effects_desc}
+3 Command when commanding infantry
¬--------------------
{Poor_with_Infantry} Poor with Infantry
{Poor_with_Infantry_desc}
Has yet to show promise as an effective commander of infantry troops.
{Poor_with_Infantry_effects_desc}
-1 Command when commanding infantry
¬--------------------
{Inept_with_Infantry} Inept with Infantry
{Inept_with_Infantry_desc}
Commanding infantry is not among this man's talents at all. His second in command would do a better job.
{Inept_with_Infantry_effects_desc}
-2 Command when commanding infantry
¬--------------------
{Confused_with_Infantry} Confused with Infantry
{Confused_with_Infantry_desc}
"Should they charge or withdraw? Who has a coin?"
{Confused_with_Infantry_effects_desc}
-3 Command when commanding infantry
¬--------------------
{Good_with_Cavalry} Good with Cavalry
{Good_with_Cavalry_desc}
Possesses a feel for how to direct cavalry units in battle.
{Good_with_Cavalry_effects_desc}
+1 Command when commanding cavalry
¬--------------------
{Dangerous_with_Cavalry} Dangerous with Cavalry
{Dangerous_with_Cavalry_desc}
Boasts an outstanding grasp of how to utilise cavalry in battle to devastating effect.
{Dangerous_with_Cavalry_effects_desc}
+2 Command when commanding cavalry
¬--------------------
{Great_Cavalry_Commander} Great Cavalry Commander
{Great_Cavalry_Commander_desc}
A true master of cavalry tactics, his troops utterly confident in his commands.
{Great_Cavalry_Commander_gain_desc}
This man is now seen as one of the great cavalry commanders of the current day.
{Great_Cavalry_Commander_epithet_desc} the Horseman
{Great_Cavalry_Commander_effects_desc}
+3 Command when commanding cavalry
¬--------------------
{Poor_with_Cavalry} Poor with Cavalry
{Poor_with_Cavalry_desc}
Not good at dealing with the risks facing cavalrymen in battle.
{Poor_with_Cavalry_effects_desc}
-1 Command when commanding cavalry
¬--------------------
{Inept_with_Cavalry} Inept with Cavalry
{Inept_with_Cavalry_desc}
Liable to send more of his cavalry into certain death than to glory.
{Inept_with_Cavalry_effects_desc}
-2 Command when commanding cavalry
¬--------------------
{Shameful_with_Cavalry} Shameful with Cavalry
{Shameful_with_Cavalry_desc}
Prone to sending horsemen to their doom, a fact his current riders are well aware of.
{Shameful_with_Cavalry_effects_desc}
-3 Command when commanding cavalry
¬--------------------
{Nervous_Near_Aztecs} Nervous Near Aztecs
{Nervous_Near_Aztecs_desc}
Though he does not let it show to his troops, the unfathomable heathen acts of the Aztecs make this man quite edgy.
{Nervous_Near_Aztecs_effects_desc}
-1 Command when fighting against Aztecs
¬--------------------
{Fears_Aztecs} Fears Aztecs
{Fears_Aztecs_desc}
This man's fear of the Aztecs has grown strong enough for his troops to see it in his eyes, and it a worry to them and him both.
{Fears_Aztecs_effects_desc}
-1 Morale for all troops on the battlefield, -2 Command when fighting against Aztecs
¬--------------------
{Terrified_by_Aztec_Ways} Terrified by Aztec Ways
{Terrified_by_Aztec_Ways_desc}
So profound is this man's fear of the Aztecs that no sane King would have this man lead armies in the New World.
{Terrified_by_Aztec_Ways_effects_desc}
-1 Morale for all troops on the battlefield, -3 Command when fighting against Aztecs
¬--------------------
{Despises_Aztec_Ways} Despises Aztec Ways
{Despises_Aztec_Ways_desc}
Knowing that the Aztecs practise live sacrifice upon their victims fuels this man's desire to see them dead.
{Despises_Aztec_Ways_effects_desc}
+1 Command when fighting against Aztecs
¬--------------------
{Hates_Aztecs} Hates Aztecs
{Hates_Aztecs_desc}
There is no mercy in this man's heart for the Aztec heathens that inhabit this rich New World.
{Hates_Aztecs_effects_desc}
+1 Morale for all troops on the battlefield, +2 Command when fighting against Aztecs
¬--------------------
{Loathes_Heathen_Aztecs} Loathes Heathen Aztecs
{Loathes_Heathen_Aztecs_desc}
This man's zealous hatred of the Aztecs borders on frightening to many, particularly the Aztec warriors themselves.
{Loathes_Heathen_Aztecs_effects_desc}
+3 Command when fighting against Aztecs
¬--------------------
{Nervous_Near_Byzantine} Nervous Near Byzantine
{Nervous_Near_Byzantine_desc}
This man has a quiet discomfort when it comes to dealing with Byzantines, including on the battlefield.
{Nervous_Near_Byzantine_effects_desc}
-1 Command when fighting against Byzantine
¬--------------------
{Fears_the_Byzantine} Fears the Byzantine
{Fears_the_Byzantine_desc}
An outwardly apparent lack of self-control becomes clear when this man comes into contact with the Byzantines.
{Fears_the_Byzantine_effects_desc}
-1 Morale for all troops on the battlefield, -2 Command when fighting against Byzantine
¬--------------------
{Terrified_of_Byzantium} Terrified of Byzantium
{Terrified_of_Byzantium_desc}
A deeply unfortunate irrational fear grips this man at the mention of the Byzantines, let alone the sight of one.
{Terrified_of_Byzantium_effects_desc}
-1 Morale for all troops on the battlefield, -3 Command when fighting against Byzantine
¬--------------------
{Dislikes_the_Byzantines} Dislikes the Byzantines
{Dislikes_the_Byzantines_desc}
This man wouldn't mind showing the Byzantines some unsanitary things that can be done with a sword.
{Dislikes_the_Byzantines_effects_desc}
+1 Command when fighting against Byzantine
¬--------------------
{Hates_the_Byzantines} Hates the Byzantines
{Hates_the_Byzantines_desc}
There's enough conviction in this man's drive to defeat the Byzantines in battle that his men are inspired themselves.
{Hates_the_Byzantines_effects_desc}
+1 Morale for all troops on the battlefield, +2 Command when fighting against Byzantine
¬--------------------
{Loathes_all_Byzantines} Loathes all Byzantines
{Loathes_all_Byzantines_desc}
This man passionately insists that the Byzantium Empire is an aging blight that must be lanced from this world.
{Loathes_all_Byzantines_effects_desc}
+3 Command when fighting against Byzantine
¬--------------------
{Uncomfortable_Near_Danes} Uncomfortable Near Danes
{Uncomfortable_Near_Danes_desc}
There's something about the Danes that make this man shudder quietly.
{Uncomfortable_Near_Danes_effects_desc}
-1 Command when fighting against Danish
¬--------------------
{Fears_Danes} Fears Danes
{Fears_Danes_desc}
A clear fear of any connections to the Viking bloodlines make this man a poor leader against the Danish forces.
{Fears_Danes_effects_desc}
-1 Morale for all troops on the battlefield, -2 Command when fighting against Danish
¬--------------------
{Terrified_by_Danish} Terrified by Danish
{Terrified_by_Danish_desc}
So jittery does this man become at the sight of a Dane, it were as if he feared the Nordic armies were an unstoppable force.
{Terrified_by_Danish_effects_desc}
-1 Morale for all troops on the battlefield, -3 Command when fighting against Danish
¬--------------------
{Dislikes_the_Danes} Dislikes the Danes
{Dislikes_the_Danes_desc}
To this man the Danes are a scourge that afflicts Europe's north, and should not be allowed to spread any further.
{Dislikes_the_Danes_effects_desc}
+1 Command when fighting against Danish
¬--------------------
{Hates_the_Danes} Hates the Danes
{Hates_the_Danes_desc}
A leader who can show raw enthusiasm about engaging the hardy Scandinavians is an example to his men.
{Hates_the_Danes_effects_desc}
+1 Morale for all troops on the battlefield, +2 Command when fighting against Danish
¬--------------------
{Loathes_Disgusting_Danish} Loathes Disgusting Danish
{Loathes_Disgusting_Danish_desc}
His hatred of the Danes is unfathomable… His drive to slay them in battle, unmatched.
{Loathes_Disgusting_Danish_effects_desc}
+3 Command when fighting against Danish
¬--------------------
{Edgey_around_Egyptians} Edgey around Egyptians
{Edgey_around_Egyptians_desc}
The observant have noted this this man loses his grip ever so slightly at the sight or mention of an Egyptian.
{Edgey_around_Egyptians_effects_desc}
-1 Command when fighting against Egyptians
¬--------------------
{Fears_the_Egyptians} Fears the Egyptians
{Fears_the_Egyptians_desc}
Talk of this man going yellow at the sight of an Egyptian has graduated from speculation to known fact.
{Fears_the_Egyptians_effects_desc}
-1 Morale for all troops on the battlefield, -2 Command when fighting against Egyptians
¬--------------------
{Terrified_by_Egptians} Terrified by Egptians
{Terrified_by_Egptians_desc}
The only Egyptian this man can muster the courage to approach is a dead one, and even then, he must be reassured the whole way.
{Terrified_by_Egptians_effects_desc}
-1 Morale for all troops on the battlefield, -3 Command when fighting against Egyptians
¬--------------------
{Dislikes_the_Egyptians} Dislikes the Egyptians
{Dislikes_the_Egyptians_desc}
The people of the Nile rile this man enough to strengthen his resolve when facing them in battle.
{Dislikes_the_Egyptians_effects_desc}
+1 Command when fighting against Egyptians
¬--------------------
{Hates_the_Egyptians} Hates the Egyptians
{Hates_the_Egyptians_desc}
The only good thing to come out of desert lands is the road to somewhere else.
{Hates_the_Egyptians_effects_desc}
+1 Morale for all troops on the battlefield, +2 Command when fighting against Egyptians
¬--------------------
{Loathes_the_Evil_Egyptians} Loathes the Evil Egyptians
{Loathes_the_Evil_Egyptians_desc}
This man's hatred of the Egyptians has become an obsession… The existence of these ancient people is a threat to all that is right.
{Loathes_the_Evil_Egyptians_effects_desc}
+3 Command when fighting against Egyptians
¬--------------------
{Edgey_Around_the_English} Edgey Around the English
{Edgey_Around_the_English_desc}
The warriors of the Angle Isle have a quality which sets this man on edge somewhat.
{Edgey_Around_the_English_effects_desc}
-1 Command when fighting against English
¬--------------------
{Fears_the_English} Fears the English
{Fears_the_English_desc}
Clearly harbours a belief that there's something to be scared of about England's warriors, and his men find that hard to respect.
{Fears_the_English_effects_desc}
-1 Morale for all troops on the battlefield, -2 Command when fighting against English
¬--------------------
{Terrified_by_the_English} Terrified by the English
{Terrified_by_the_English_desc}
Has nightmares about maypoles, tasteless cuisine, and the sickly pale Englishmen responsible for it all. It is a shamefully weak paranoia.
{Terrified_by_the_English_effects_desc}
-1 Morale for all troops on the battlefield, -3 Command when fighting against English
¬--------------------
{Dislikes_the_English} Dislikes the English
{Dislikes_the_English_desc}
His dislike of the English drives him to attack them more boldly in battle.
{Dislikes_the_English_effects_desc}
+1 Command when fighting against English
¬--------------------
{Hates_the_English} Hates the English
{Hates_the_English_desc}
Has no qualms about showing his disdain for the English scum, and his men respect his conviction.
{Hates_the_English_effects_desc}
+1 Morale for all troops on the battlefield, +2 Command when fighting against English
¬--------------------
{Loathes_the_Evil_English} Loathes the Evil English
{Loathes_the_Evil_English_desc}
Often relates his fantasises about riding down and lancing Englishmen with a Maypole to others as though they were evil.
{Loathes_the_Evil_English_effects_desc}
+3 Command when fighting against English
¬--------------------
{Wary_of_the_French} Wary of the French
{Wary_of_the_French_desc}
There is something about the feudal protagonists of France that unnerve this man when facing them in battle.
{Wary_of_the_French_effects_desc}
-1 Command when fighting against France
¬--------------------
{Fears_the_French} Fears the French
{Fears_the_French_desc}
The French may boast many champions of feudal warfare, but that is no good reason for a leader to fear them.
{Fears_the_French_effects_desc}
-1 Morale for all troops on the battlefield, -2 Command when fighting against France
¬--------------------
{Terrified_by_the_French} Terrified by the French
{Terrified_by_the_French_desc}
This man cannot hide his fear of being slain on the field of battle by a Frenchmen, making him a poor choice of leader against them.
{Terrified_by_the_French_effects_desc}
-1 Morale for all troops on the battlefield, -3 Command when fighting against France
¬--------------------
{Dislikes_the_French} Dislikes the French
{Dislikes_the_French_desc}
Those arrogant, self-important Frenchmen cause this man's blood to boil.
{Dislikes_the_French_effects_desc}
+1 Command when fighting against France
¬--------------------
{Hates_the_French} Hates the French
{Hates_the_French_desc}
Known to strike with extra malice when it's a Frenchman that he faces in battle, much to his men's approval.
{Hates_the_French_effects_desc}
+1 Morale for all troops on the battlefield, +2 Command when fighting against France
¬--------------------
{Loathes_the_French_Fools} Loathes the French Fools
{Loathes_the_French_Fools_desc}
Frenchmen smell better dead, as awful as that stench may happened to be. His hatred of France is an obsession.
{Loathes_the_French_Fools_effects_desc}
+3 Command when fighting against France
¬--------------------
{Edgey_around_Imperials} Edgey around Imperials
{Edgey_around_Imperials_desc}
The sight of the Imperial banner takes this man back to a time he would sooner forget.
{Edgey_around_Imperials_effects_desc}
-1 Command when fighting against the Holy Roman Empire
¬--------------------
{Fears_the_Reich} Fears the Reich
{Fears_the_Reich_desc}
The sturdy warriors of the Holy Roman Empire clearly shatter this man's resolve in battle.
{Fears_the_Reich_effects_desc}
-1 Morale for all troops on the battlefield, -2 Command when fighting against the Holy Roman Empire
¬--------------------
{Terrified_of_the_Empire} Terrified of the Empire
{Terrified_of_the_Empire_desc}
Known for his irrational beliefs that the Holy Roman Empire is a tyrannical force that is destined to oppress the world.
{Terrified_of_the_Empire_effects_desc}
-1 Morale for all troops on the battlefield, -3 Command when fighting against the Holy Roman Empire
¬--------------------
{Dislikes_the_Reich} Dislikes the Reich
{Dislikes_the_Reich_desc}
There is a tangible bitterness that enters this man's soul at the sight or mention of the Reich.
{Dislikes_the_Reich_effects_desc}
+1 Command when fighting against the Holy Roman Empire
¬--------------------
{Hates_the_Reich} Hates the Reich
{Hates_the_Reich_desc}
Would much sooner gut a Rhinelander than give him the chance to reconcile their differences.
{Hates_the_Reich_effects_desc}
+1 Morale for all troops on the battlefield, +2 Command when fighting against the Holy Roman Empire
¬--------------------
{Loathes_the_Empire} Loathes the Empire
{Loathes_the_Empire_desc}
So fierce is this man's hatred of the people of the Reich, he considers committing genocide against them a noble cause.
{Loathes_the_Empire_effects_desc}
+3 Command when fighting against the Holy Roman Empire
¬--------------------
{Nervous_near_Hungarians} Nervous near Hungarians
{Nervous_near_Hungarians_desc}
Events of the past have made this man nervous about facing the fierce Magyar in battle.
{Nervous_near_Hungarians_effects_desc}
-1 Command when fighting against Hungarians
¬--------------------
{Fears_Hungarians} Fears Hungarians
{Fears_Hungarians_desc}
The Magyar are a menace! Those tales of horror from the Carpathians are likely true as well!
{Fears_Hungarians_effects_desc}
-1 Morale for all troops on the battlefield, -2 Command when fighting against Hungarians
¬--------------------
{Terrified_of_Hungarians} Terrified of Hungarians
{Terrified_of_Hungarians_desc}
It were as if he expected a Hungarian knight to impale him upon a spike as an act of terror…
{Terrified_of_Hungarians_effects_desc}
-2 Morale for all troops on the battlefield, -3 Command when fighting against Hungarians
¬--------------------
{Dislikes_Hungarians} Dislikes Hungarians
{Dislikes_Hungarians_desc}
Would relish the chance to ensure that the next man he struck down should be a Hungarian.
{Dislikes_Hungarians_effects_desc}
+1 Command when fighting against Hungarians
¬--------------------
{Hates_the_Hungarians} Hates the Hungarians
{Hates_the_Hungarians_desc}
Has a deep seeded hatred of the Hungarian people, and excels at ordering brutal attacks against them..
{Hates_the_Hungarians_effects_desc}
+2 Command when fighting against Hungarians
¬--------------------
{Loathes_the_Magyar} Loathes the Magyar
{Loathes_the_Magyar_desc}
The Magyars are a misguided people that should have died long ago - something this man wishes to address.
{Loathes_the_Magyar_effects_desc}
-1 Morale for all troops on the battlefield, +3 Command when fighting against Hungarians
¬--------------------
{Nervous_near_Milanese} Nervous near Milanese
{Nervous_near_Milanese_desc}
There is no telling what foul trick or low blow the men from Milan may resort to, and this man is overly wary of it.
{Nervous_near_Milanese_effects_desc}
-1 Command when fighting against Milanese
¬--------------------
{Fears_Milanese} Fears Milanese
{Fears_Milanese_desc}
Surely those misers from Milan have bought a murderous military machine that cannot be stopped!
{Fears_Milanese_effects_desc}
-1 Morale for all troops on the battlefield, -2 Command when fighting against Milanese
¬--------------------
{Terrified_of_Milanese_Might} Terrified of Milanese Might
{Terrified_of_Milanese_Might_desc}
Utterly convinced that he will die at the hands of a merciless Milanese man, and doing a good job of convincing others too.
{Terrified_of_Milanese_Might_effects_desc}
-2 Morale for all troops on the battlefield, -3 Command when fighting against Milanese
¬--------------------
{Dislikes_Milanese} Dislikes Milanese
{Dislikes_Milanese_desc}
Starting to show outward disdain for the merchants of Milan. He'd welcome conflict with them.
{Dislikes_Milanese_effects_desc}
+1 Command when fighting against Milanese
¬--------------------
{Hates_the_Milanese} Hates the Milanese
{Hates_the_Milanese_desc}
Always eager to prove that courage and honour will triumph over pathetic money-grubbers like the vile Milanese.
{Hates_the_Milanese_effects_desc}
+1 Morale for all troops on the battlefield, +2 Command when fighting against Milanese
¬--------------------
{Loathes_the_Miserly_Milanese} Loathes the Miserly Milanese
{Loathes_the_Miserly_Milanese_desc}
Those weak, miserly merchants of Milan are self-serving, corrupt pigs that should be put on a spit and burned alive.
{Loathes_the_Miserly_Milanese_effects_desc}
+3 Command when fighting against Milanese
¬--------------------
{Wary_of_Mongols} Wary of Mongols
{Wary_of_Mongols_desc}
The Mongols are clearly more than just another warring band of nomads from the East to this man, they worry him senseless.
{Wary_of_Mongols_effects_desc}
-1 Command when fighting against Mongols
¬--------------------
{Fears_Mongols} Fears Mongols
{Fears_Mongols_desc}
To respect the Mongols on the field of battle is wise, but to openly fear them is a terrible quality in a leader or men.
{Fears_Mongols_effects_desc}
-1 Morale for all troops on the battlefield, -2 Command when fighting against Mongols
¬--------------------
{Terrified_of_the_Mongols} Terrified of the Mongols
{Terrified_of_the_Mongols_desc}
"I have seen the Golden Horde sweep across a battlefield with the finest of warriors unable to offer any resistance… They are unstoppable!"
{Terrified_of_the_Mongols_effects_desc}
-2 Morale for all troops on the battlefield, -3 Command when fighting against Mongols
¬--------------------
{Dislikes_the_Mongols} Dislikes the Mongols
{Dislikes_the_Mongols_desc}
Considers the Mongols to be crude barbarians that stink of too heavily of the horses they ride upon.
{Dislikes_the_Mongols_effects_desc}
+1 Command when fighting against Mongols
¬--------------------
{Hates_the_Mongols} Hates the Mongols
{Hates_the_Mongols_desc}
Bears a fierce grudge against the Mongols for the way their carry themselves, both on and off the battlefield.
{Hates_the_Mongols_effects_desc}
+1 Morale for all troops on the battlefield, +2 Command when fighting against Mongols
¬--------------------
{Loathes_the_Murderous_Mongols} Loathes the Murderous Mongols
{Loathes_the_Murderous_Mongols_desc}
"The Mongols are a murderous pack of thieves that steal lands from noble people, incapable of building anything but funeral pyres!"
{Loathes_the_Murderous_Mongols_effects_desc}
+3 Command when fighting against Mongols
¬--------------------
{Nervous_near_Moors} Nervous near Moors
{Nervous_near_Moors_desc}
There is something about the way the Moors move in battle that causes this man to lose his nerve.
{Nervous_near_Moors_effects_desc}
-1 Command when fighting against Moors
¬--------------------
{Fears_the_Moors} Fears the Moors
{Fears_the_Moors_desc}
Has seen what hell the Moors can bring with them, and is too fearful of it to have the stomach to face them in battle.
{Fears_the_Moors_effects_desc}
-1 Morale for all troops on the battlefield, -2 Command when fighting against Moors
¬--------------------
{Terrified_of_the_Moors} Terrified of the Moors
{Terrified_of_the_Moors_desc}
Raves like a loon that it is a Moorish scimitar that will take his life, certain he has seen his doom.
{Terrified_of_the_Moors_effects_desc}
-2 Morale for all troops on the battlefield, -3 Command when fighting against Moors
¬--------------------
{Dislikes_Moors} Dislikes Moors
{Dislikes_Moors_desc}
Has a grudge against the Moors that is fiercely sincere.
{Dislikes_Moors_effects_desc}
+1 Command when fighting against Moors
¬--------------------
{Hates_the_Moors} Hates the Moors
{Hates_the_Moors_desc}
Bears a deep seeded hatred of the Moorish people that he deals with most effective when battling with them.
{Hates_the_Moors_effects_desc}
+1 Morale for all troops on the battlefield, +2 Command when fighting against Moors
¬--------------------
{Loathes_the_Moors} Loathes the Moors
{Loathes_the_Moors_desc}
The Reconquista is not enough! The Moors do not deserve to live at all. Marrakesh should be razed!
{Loathes_the_Moors_effects_desc}
+3 Command when fighting against Moors
¬--------------------
{Wary_of_the_Papacy} Wary of the Papacy
{Wary_of_the_Papacy_desc}
"To face the forces of God's representative on Earth is not something any wise man would seek out."
{Wary_of_the_Papacy_effects_desc}
-1 Command when fighting against the Papal States
¬--------------------
{Fears_the_Papacy} Fears the Papacy
{Fears_the_Papacy_desc}
To be Godfearing is not so outlandish, but to fear the Pope… It's no way for a warrior to be.
{Fears_the_Papacy_effects_desc}
-1 Morale for all troops on the battlefield, -2 Command when fighting against the Papal States
¬--------------------
{Terrified_of_Papal_Forces} Terrified of Papal Forces
{Terrified_of_Papal_Forces_desc}
Utterly convinced that he will die at the hands of one of the Pope's soldiers, destined to be paraded on a spike as a heretic.
{Terrified_of_Papal_Forces_effects_desc}
-2 Morale for all troops on the battlefield, -3 Command when fighting against the Papal States
¬--------------------
{Dislikes_the_Papacy} Dislikes the Papacy
{Dislikes_the_Papacy_desc}
Quietly holds the Papacy in disdain, believing it is not the Church's place to meddle in the affairs of Kings.
{Dislikes_the_Papacy_effects_desc}
+1 Command when fighting against the Papal States
¬--------------------
{Hates_the_Papacy} Hates the Papacy
{Hates_the_Papacy_desc}
Utterly resents the men of the cloth that use their spiritual authority in ways most unjust, believing them corrupt and in some cases, evil.
{Hates_the_Papacy_effects_desc}
+1 Morale for all troops on the battlefield, +2 Command when fighting against the Papal States
¬--------------------
{Loathes_the_Papacy} Loathes the Papacy
{Loathes_the_Papacy_desc}
His views on Catholicism aside, this man considers the Papacy and its servants to be a heretical blight upon God's earth.
{Loathes_the_Papacy_effects_desc}
+3 Command when fighting against the Papal States
¬--------------------
{Wary_of_Poles} Wary of Poles
{Wary_of_Poles_desc}
This man has let events of the past make him nervous about what the Polish are capable of.
{Wary_of_Poles_effects_desc}
-1 Command when fighting against Polish
¬--------------------
{Fears_the_Poles} Fears the Poles
{Fears_the_Poles_desc}
Is openly fearful of Polish ways, particularly those he has seen in battle.
{Fears_the_Poles_effects_desc}
-1 Morale for all troops on the battlefield, -2 Command when fighting against Polish
¬--------------------
{Terrified_of_Poles} Terrified of Poles
{Terrified_of_Poles_desc}
Certain that it is a Pole that will seal his doom, a cowardly fear that dishearten his men.
{Terrified_of_Poles_effects_desc}
-2 Morale for all troops on the battlefield, -3 Command when fighting against Polish
¬--------------------
{Dislikes_the_Poles} Dislikes the Poles
{Dislikes_the_Poles_desc}
Smiles when hearing about the demise of a Polish man.
{Dislikes_the_Poles_effects_desc}
+1 Command when fighting against Polish
¬--------------------
{Hates_the_Poles} Hates the Poles
{Hates_the_Poles_desc}
Has no mercy in his heart when dealing with a Pole. They deserve none, except perhaps a quick death.
{Hates_the_Poles_effects_desc}
+1 Morale for all troops on the battlefield, +2 Command when fighting against Polish
¬--------------------
{Loathes_Poland} Loathes Poland
{Loathes_Poland_desc}
The Polish Kingdom should never have been born. This man is driven to be there to see its death.
{Loathes_Poland_effects_desc}
+3 Command when fighting against Polish
¬--------------------
{Wary_of_Portugese} Wary of Portugese
{Wary_of_Portugese_desc}
Believes those wretched Portuguese are capable of things better people should not suffer.
{Wary_of_Portugese_effects_desc}
-1 Command when fighting against Portugese
¬--------------------
{Fears_Portugese} Fears Portugese
{Fears_Portugese_desc}
Goes on about how fierce and terrible the Portuguese are that now his own men are taking heed.
{Fears_Portugese_effects_desc}
-1 Morale for all troops on the battlefield, -2 Command when fighting against Portugese
¬--------------------
{Terrified_of_Portugese} Terrified of Portugese
{Terrified_of_Portugese_desc}
"They will enslave us, then force us to carefully tile their entire empire!"
{Terrified_of_Portugese_effects_desc}
-2 Morale for all troops on the battlefield, -3 Command when fighting against Portugese
¬--------------------
{Dislikes_Portugese} Dislikes Portugese
{Dislikes_Portugese_desc}
Does not like the way the Portuguese go about anything at all, they are less than worthy of respect.
{Dislikes_Portugese_effects_desc}
+1 Command when fighting against Portugese
¬--------------------
{Hates_Portugese} Hates Portugese
{Hates_Portugese_desc}
Strikes with extra sting and zeal when his blows are aimed at a wretched cur from Portugal.
{Hates_Portugese_effects_desc}
+1 Morale for all troops on the battlefield, +2 Command when fighting against Portugese
¬--------------------
{Loathes_Portugal} Loathes Portugal
{Loathes_Portugal_desc}
Portugal should never have become a Kingdom, and this man would die to see it undone.
{Loathes_Portugal_effects_desc}
+3 Command when fighting against Portugese
¬--------------------
{Wary_of_Rebels} Wary of Rebels
{Wary_of_Rebels_desc}
The men who follow petty lordlings and brigand leaders are dangerous, with little honour.
{Wary_of_Rebels_effects_desc}
No Effects
¬--------------------
{Fears_Rebelling_Forces} Fears Rebelling Forces
{Fears_Rebelling_Forces_desc}
The people of petty fiefdoms are fierce and without reason! His fear shows for others to see.
{Fears_Rebelling_Forces_effects_desc}
-1 Morale for all troops on the battlefield
¬--------------------
{Terrified_of_Rebellion} Terrified of Rebellion
{Terrified_of_Rebellion_desc}
Has a shamefully weak fear of rebel lords and their men, terrified that their lawless rage in battle will be the death of him.
{Terrified_of_Rebellion_effects_desc}
+1 Loyalty, -2 Morale for all troops on the battlefield
¬--------------------
{Dislikes_Rebels} Dislikes Rebels
{Dislikes_Rebels_desc}
Men who follow rebel lords are criminals, and deserve no respect in battle.
{Dislikes_Rebels_effects_desc}
No Effects
¬--------------------
{Hates_Rebels} Hates Rebels
{Hates_Rebels_desc}
Crushing rebel forces is a task this man relishes, and manages to excel at accordingly.
{Hates_Rebels_effects_desc}
+1 Morale for all troops on the battlefield
¬--------------------
{Loathes_Rebelious_Scum} Loathes Rebelious Scum
{Loathes_Rebelious_Scum_desc}
Cleans rebels up on the field of battle like the scattered rubbish that they are - it is a fate that such people deserve!
{Loathes_Rebelious_Scum_gain_desc}
This hates those that follow Rebel lordlings enough that he would be less inclined to rebel himself.
{Loathes_Rebelious_Scum_effects_desc}
+1 Loyalty
¬--------------------
{Wary_of_Russians} Wary of Russians
{Wary_of_Russians_desc}
Quietly shaken by the ways and warriors of the people of Rus.
{Wary_of_Russians_effects_desc}
-1 Command when fighting against Russians
¬--------------------
{Fears_Russians} Fears Russians
{Fears_Russians_desc}
His open fear of Russians makes him a poor commander to lead an army against them.
{Fears_Russians_effects_desc}
-1 Morale for all troops on the battlefield, -2 Command when fighting against Russians
¬--------------------
{Terrified_of_Russians} Terrified of Russians
{Terrified_of_Russians_desc}
Has become utterly shaken by his pathetic fears that Russian soldiers inspire in his mind.
{Terrified_of_Russians_effects_desc}
-2 Morale for all troops on the battlefield, -3 Command when fighting against Russians
¬--------------------
{Dislikes_Russians} Dislikes Russians
{Dislikes_Russians_desc}
Would prefer to see a Russian take a fall than most other peoples.
{Dislikes_Russians_effects_desc}
+1 Command when fighting against Russians
¬--------------------
{Hates_Russians} Hates Russians
{Hates_Russians_desc}
Bears a grudge against the Russians, and has thought about how best to face them in battle.
{Hates_Russians_effects_desc}
+2 Command when fighting against Russians
¬--------------------
{Loathes_Russians} Loathes Russians
{Loathes_Russians_desc}
Hell bent on teaching the Russians a deadly lesson - an ideal man to do so on a large scale.
{Loathes_Russians_effects_desc}
-1 Morale for all troops on the battlefield, +3 Command when fighting against Russians
¬--------------------
{Wary_of_Scots} Wary of Scots
{Wary_of_Scots_desc}
This man is uneasy around Scots, and it goes beyond a simple aversion to men wearing skirts.
{Wary_of_Scots_effects_desc}
-1 Command when fighting against Scots
¬--------------------
{Fears_Scots} Fears Scots
{Fears_Scots_desc}
The Scottish highlanders may be notoriously hardy, but to openly fear them is shameful for a leader.
{Fears_Scots_effects_desc}
-1 Morale for all troops on the battlefield, -2 Command when fighting against Scots
¬--------------------
{Terrified_of_Scottish} Terrified of Scottish
{Terrified_of_Scottish_desc}
Just the mere sight of a kilted warrior is enough to see this coward fumbling for the reins of his horse.
{Terrified_of_Scottish_effects_desc}
-2 Morale for all troops on the battlefield, -3 Command when fighting against Scots
¬--------------------
{Dislikes_Scots} Dislikes Scots
{Dislikes_Scots_desc}
"I don't care which faith they follow… Their men wear skirts and I know pigs with more grace!"
{Dislikes_Scots_effects_desc}
+1 Command when fighting against Scots
¬--------------------
{Hates_Scots} Hates Scots
{Hates_Scots_desc}
This man bears an irrational hatred of the Scots in his heart, that unnerves him a little.
{Hates_Scots_effects_desc}
+2 Command when fighting against Scots
¬--------------------
{Loathes_Scottish_Scum} Loathes Scottish Scum
{Loathes_Scottish_Scum_desc}
Though his ability to slay the Scots is never questioned, how healthy his obsession with doing so often is.
{Loathes_Scottish_Scum_effects_desc}
-1 Morale for all troops on the battlefield, +3 Command when fighting against Scots
¬--------------------
{Wary_of_Sicilians} Wary of Sicilians
{Wary_of_Sicilians_desc}
And who wouldn't be wary of a Sicilian then?
{Wary_of_Sicilians_effects_desc}
-1 Command when fighting against Sicilians
¬--------------------
{Fears_Sicilians} Fears Sicilians
{Fears_Sicilians_desc}
Knowing what the Sicilians are capable of has forced this man to give them too much respect.
{Fears_Sicilians_effects_desc}
-1 Morale for all troops on the battlefield, -2 Command when fighting against Sicilians
¬--------------------
{Terrified_of_Sicilians} Terrified of Sicilians
{Terrified_of_Sicilians_desc}
This man's fear of the Sicilians has consumed this man, instilling doubt in his general resolve.
{Terrified_of_Sicilians_effects_desc}
-2 Morale for all troops on the battlefield, -3 Command when fighting against Sicilians
¬--------------------
{Dislikes_Sicilians} Dislikes Sicilians
{Dislikes_Sicilians_desc}
Sicilians are a bunch of marauders posing as island dwellers, and should be brought to heel.
{Dislikes_Sicilians_effects_desc}
+1 Command when fighting against Sicilians
¬--------------------
{Hates_Sicilians} Hates Sicilians
{Hates_Sicilians_desc}
Most men deserve an honourable death, but that is because most men aren't Sicilians.
{Hates_Sicilians_effects_desc}
+2 Command when fighting against Sicilians
¬--------------------
{Loathes_Sicilian_Scum} Loathes Sicilian Scum
{Loathes_Sicilian_Scum_desc}
His obsession with bringing down the Kingdom of Sicily is absolute and unnerving - most obsessions are.
{Loathes_Sicilian_Scum_effects_desc}
-1 Morale for all troops on the battlefield, +3 Command when fighting against Sicilians
¬--------------------
{Wary_of_Spaniards} Wary of Spaniards
{Wary_of_Spaniards_desc}
The Spanish are dangerous in this man's mind, and he offers them too much respect.
{Wary_of_Spaniards_effects_desc}
-1 Command when fighting against Spanish
¬--------------------
{Fears_the_Spanish} Fears the Spanish
{Fears_the_Spanish_desc}
His unwillingness to face the Spanish in battle is something his men are saddened to notice.
{Fears_the_Spanish_effects_desc}
-1 Morale for all troops on the battlefield, -2 Command when fighting against Spanish
¬--------------------
{Terrified_of_the_Spanish} Terrified of the Spanish
{Terrified_of_the_Spanish_desc}
The grim terror that the Spanish hold over this man has truly shaken the belief his men had in him.
{Terrified_of_the_Spanish_effects_desc}
-2 Morale for all troops on the battlefield, -3 Command when fighting against Spanish
¬--------------------
{Dislikes_the_Spanish} Dislikes the Spanish
{Dislikes_the_Spanish_desc}
The Spanish are wily horse-thieves, and could do with a lesson in respect.
{Dislikes_the_Spanish_effects_desc}
+1 Command when fighting against Spanish
¬--------------------
{Hates_the_Spanish} Hates the Spanish
{Hates_the_Spanish_desc}
Keen to come into conflict with the Spanish, a grudge fuelling his conviction in battle.
{Hates_the_Spanish_effects_desc}
+2 Command when fighting against Spanish
¬--------------------
{Loathes_the_Spanish} Loathes the Spanish
{Loathes_the_Spanish_desc}
Though his zeal for dispatching the Spanish is effective, it is also overbearing and off-putting.
{Loathes_the_Spanish_effects_desc}
-1 Morale for all troops on the battlefield, +3 Command when fighting against Spanish
¬--------------------
{Wary_of_Timurids} Wary of Timurids
{Wary_of_Timurids_desc}
Quietly believes the forces of Timur the Lame to be a menace more terrible than he would openly admit.
{Wary_of_Timurids_effects_desc}
-1 Command when fighting against Timurids
¬--------------------
{Fears_the_Timurids} Fears the Timurids
{Fears_the_Timurids_desc}
Unable to hide his fear of facing the Timurids in battle, only a foolish ruler would make him do so.
{Fears_the_Timurids_effects_desc}
-1 Morale for all troops on the battlefield, -2 Command when fighting against Timurids
¬--------------------
{Terrified_of_the_Timurids} Terrified of the Timurids
{Terrified_of_the_Timurids_desc}
Regardless of their undeniable prowess in battle, no leader should tremble in fear at the mere mention of the Timurids as this one does.
{Terrified_of_the_Timurids_effects_desc}
-2 Morale for all troops on the battlefield, -3 Command when fighting against Timurids
¬--------------------
{Dislikes_the_Timurids} Dislikes the Timurids
{Dislikes_the_Timurids_desc}
The Timurids are vile invaders, who are as unwelcome as the elephant muck they leave in their wake.
{Dislikes_the_Timurids_effects_desc}
+1 Command when fighting against Timurids
¬--------------------
{Hates_the_Timurids} Hates the Timurids
{Hates_the_Timurids_desc}
The arrogance of riding elephants into battle! Tamerlane's scourge must end!
{Hates_the_Timurids_effects_desc}
+2 Command when fighting against Timurids
¬--------------------
{Loathes_the_Invading_Timurids} Loathes the Invading Timurids
{Loathes_the_Invading_Timurids_desc}
A master at battling the Timurids, but his inspiration is a seething hatred that is worrisome.
{Loathes_the_Invading_Timurids_effects_desc}
-1 Morale for all troops on the battlefield, +3 Command when fighting against Timurids
¬--------------------
{Wary_of_the_Turks} Wary of the Turks
{Wary_of_the_Turks_desc}
Quietly finds the Turkish to be dangerous in ways he doubts he can deal with.
{Wary_of_the_Turks_effects_desc}
-1 Command when fighting against Turks
¬--------------------
{Fears_the_Turks} Fears the Turks
{Fears_the_Turks_desc}
It has become apparent to others that this man has let the Turks get to him.
{Fears_the_Turks_effects_desc}
-1 Morale for all troops on the battlefield, -2 Command when fighting against Turks
¬--------------------
{Terrified_of_the_Turkish} Terrified of the Turkish
{Terrified_of_the_Turkish_desc}
Maybe they are a menace, but that does not justify this man's childlike fear of the Turks.
{Terrified_of_the_Turkish_effects_desc}
-2 Morale for all troops on the battlefield, -3 Command when fighting against Turks
¬--------------------
{Dislikes_the_Turks} Dislikes the Turks
{Dislikes_the_Turks_desc}
Happy to unseat a Turkish rider any day of the week.
{Dislikes_the_Turks_effects_desc}
+1 Command when fighting against Turks
¬--------------------
{Hates_the_Turks} Hates the Turks
{Hates_the_Turks_desc}
His desire to bring down the Turks helps him focus on that task when called to do so.
{Hates_the_Turks_effects_desc}
+2 Command when fighting against Turks
¬--------------------
{Loathes_the_Turkish} Loathes the Turkish
{Loathes_the_Turkish_desc}
Has made a perverse pledge to kill the Turks that dominates his thoughts and demeanour.
{Loathes_the_Turkish_effects_desc}
-1 Morale for all troops on the battlefield, +3 Command when fighting against Turks
¬--------------------
{Wary_of_Venetians} Wary of Venetians
{Wary_of_Venetians_desc}
The Venetians are always up to something, and are not to be trusted.
{Wary_of_Venetians_effects_desc}
-1 Command when fighting against Venetians
¬--------------------
{Fears_Venetians} Fears Venetians
{Fears_Venetians_desc}
Events have driven this man to a point where his fear of Venetians is shamefully apparent.
{Fears_Venetians_effects_desc}
-1 Morale for all troops on the battlefield, -2 Command when fighting against Venetians
¬--------------------
{Terrified_of_Venetians} Terrified of Venetians
{Terrified_of_Venetians_desc}
Some question the sanity of a man who is petrified of a merchant empire - and his ability to lead at all.
{Terrified_of_Venetians_effects_desc}
-2 Morale for all troops on the battlefield, -3 Command when fighting against Venetians
¬--------------------
{Dislikes_the_Venetians} Dislikes the Venetians
{Dislikes_the_Venetians_desc}
Finds the Venetians to be honourless slime, overly full of their own importance.
{Dislikes_the_Venetians_effects_desc}
+1 Command when fighting against Venetians
¬--------------------
{Hates_the_Venetians} Hates the Venetians
{Hates_the_Venetians_desc}
Quite adamant that he should be chosen to lead when waging war with the Venetians.
{Hates_the_Venetians_effects_desc}
+2 Command when fighting against Venetians
¬--------------------
{Loathes_the_Venetians} Loathes the Venetians
{Loathes_the_Venetians_desc}
Brutally effective at dispatching Venetian troops, fuelled by a zeal most find sickening.
{Loathes_the_Venetians_effects_desc}
-1 Morale for all troops on the battlefield, +3 Command when fighting against Venetians
¬--------------------
{Nervous_Battling_Catholics} Nervous Battling Catholics
{Nervous_Battling_Catholics_desc}
"Yes, I know they die like any other man, but when you kill a Catholic it seems that the Pope sends two more to avenge him!"
{Nervous_Battling_Catholics_effects_desc}
-1 Command when fighting against Catholics
¬--------------------
{Fears_Catholic_Warriors} Fears Catholic Warriors
{Fears_Catholic_Warriors_desc}
This man may not consider the Catholic faith the true one, but the warriors that follow it battle with a conviction that frighten him witless.
{Fears_Catholic_Warriors_effects_desc}
-1 Morale for all troops on the battlefield, -2 Command when fighting against Catholics
¬--------------------
{Terrified_of_Catholic_Warriors} Terrified of Catholic Warriors
{Terrified_of_Catholic_Warriors_desc}
Though mercy is meant to be a Catholic virtue, this man refuses to believe they will show him any, making him a poor leader when facing them.
{Terrified_of_Catholic_Warriors_effects_desc}
-2 Morale for all troops on the battlefield, -3 Command when fighting against Catholics
¬--------------------
{Dislikes_Catholics} Dislikes Catholics
{Dislikes_Catholics_desc}
Considers Catholics to be vile heretics that deserve to be taught a very painful lesson.
{Dislikes_Catholics_effects_desc}
+1 Command when fighting against Catholics
¬--------------------
{Hates_Catholics} Hates Catholics
{Hates_Catholics_desc}
Always eager to run a Catholic through, so he can prove to them that their take on the afterlife is entirely wrong.
{Hates_Catholics_effects_desc}
+2 Command when fighting against Catholics
¬--------------------
{Loathes_Catholics} Loathes Catholics
{Loathes_Catholics_desc}
Utterly convinced that Catholicism is a perverse form of heresy that will lead to the destruction of all that is sacred… It must be eradicated!
{Loathes_Catholics_effects_desc}
-1 Morale for all troops on the battlefield, +3 Command when fighting against Catholics
¬--------------------
{Nervous_Battling_Orthodox} Nervous Battling Orthodox
{Nervous_Battling_Orthodox_desc}
To fear a warrior race is one thing, but to develop a fear of a particular Christian denomination is both unusual, and weak.
{Nervous_Battling_Orthodox_effects_desc}
-1 Command when fighting against Orthodox Christians
¬--------------------
{Fears_Orthodox_Warriors} Fears Orthodox Warriors
{Fears_Orthodox_Warriors_desc}
This man's irrational fear of Orthodox Christians now has his men questioning whether he is fit to lead them at all.
{Fears_Orthodox_Warriors_effects_desc}
-1 Morale for all troops on the battlefield, -2 Command when fighting against Orthodox Christians
¬--------------------
{Terrified_of_Orthodox_Warriors} Terrified of Orthodox Warriors
{Terrified_of_Orthodox_Warriors_desc}
"Even if their take on the divine is flawed, their murderous zeal is not! To face them is to die!"
{Terrified_of_Orthodox_Warriors_effects_desc}
-2 Morale for all troops on the battlefield, -3 Command when fighting against Orthodox Christians
¬--------------------
{Dislikes_Orthodox} Dislikes Orthodox
{Dislikes_Orthodox_desc}
"The world would be a simpler place with only one Christian faith… And the Orthodox should be the first to renounce theirs, or die!"
{Dislikes_Orthodox_effects_desc}
+1 Command when fighting against Orthodox Christians
¬--------------------
{Hates_Orthodox} Hates Orthodox
{Hates_Orthodox_desc}
"They are nothing but an corrupt collective of Christian separatists, deserving naught but death!"
{Hates_Orthodox_effects_desc}
+2 Command when fighting against Orthodox Christians
¬--------------------
{Loathes_Orthodox} Loathes Orthodox
{Loathes_Orthodox_desc}
Has perverse ambitions of crucifying the Orthodox populace of the world. Sick perhaps, but he battles these people with unrivalled zeal.
{Loathes_Orthodox_effects_desc}
-1 Morale for all troops on the battlefield, +3 Command when fighting against Orthodox Christians
¬--------------------
{Wary_of_Muslims} Wary of Muslims
{Wary_of_Muslims_desc}
He does not care for the people of Islam, or their ways.
{Wary_of_Muslims_effects_desc}
-1 Command when fighting against Muslims
¬--------------------
{Fears_Muslims} Fears Muslims
{Fears_Muslims_desc}
His fear in the face of Islam is apparent, a sight that disheartens his men.
{Fears_Muslims_effects_desc}
-1 Morale for all troops on the battlefield, -2 Command when fighting against Muslims
¬--------------------
{Terrified_of_Islam} Terrified of Islam
{Terrified_of_Islam_desc}
Too terrified of the threat he feels from Muslims to face them effectively at all. He lives in fear of Islam.
{Terrified_of_Islam_effects_desc}
-2 Morale for all troops on the battlefield, -3 Command when fighting against Muslims
¬--------------------
{Dislikes_Muslims} Dislikes Muslims
{Dislikes_Muslims_desc}
Slaves are weaklings and inferior, otherwise they wouldn't be slaves. They die easily, too.
{Dislikes_Muslims_effects_desc}
+1 Command when fighting against Muslims
¬--------------------
{Hates_Muslims} Hates Muslims
{Hates_Muslims_desc}
Any slaves who dare rise against their masters must be slaughtered. Rivers should run red with rebel blood!
{Hates_Muslims_effects_desc}
+2 Command when fighting against Muslims
¬--------------------
{Loathes_Muslims} Loathes Muslims
{Loathes_Muslims_desc}
Seethes in hatred of the Muslims and their ways. His crusade of vengeance is not noble.
{Loathes_Muslims_effects_desc}
-1 Morale for all troops on the battlefield, +3 Command when fighting against Muslims
¬--------------------
{Wary_of_Heresy} Wary of Heresy
{Wary_of_Heresy_desc}
DO NOT TRANSLATE
{Wary_of_Heresy_effects_desc}
No Effects
¬--------------------
{Fears_Heretics} Fears Heretics
{Fears_Heretics_desc}
DO NOT TRANSLATE
{Fears_Heretics_effects_desc}
No Effects
¬--------------------
{Terrified_of_Heretics} Terrified of Heretics
{Terrified_of_Heretics_desc}
DO NOT TRANSLATE
{Terrified_of_Heretics_effects_desc}
No Effects
¬--------------------
{Dislikes_Heretics} Dislikes Heretics
{Dislikes_Heretics_desc}
NOBODY SHOULD SEE THIS - THERE ARE NO HERETIC ARMIES
{Dislikes_Heretics_effects_desc}
No Effects
¬--------------------
{Hates_Heretics} Hates Heretics
{Hates_Heretics_desc}
NOBODY SHOULD SEE THIS - THERE ARE NO HERETIC ARMIES
{Hates_Heretics_effects_desc}
No Effects
¬--------------------
{Loathes_Heretics} Loathes Heretics
{Loathes_Heretics_desc}
NOBODY SHOULD SEE THIS - THERE ARE NO HERETIC ARMIES
{Loathes_Heretics_effects_desc}
-1 Morale for all troops on the battlefield
¬--------------------
{Wary_of_Pagans} Wary of Pagans
{Wary_of_Pagans_desc}
"Their devil-worshiping ways may be blasphemy, but they are a danger not to be ignored either!"
{Wary_of_Pagans_effects_desc}
-1 Command when fighting against Pagans
¬--------------------
{Fears_Pagans} Fears Pagans
{Fears_Pagans_desc}
There are no two ways about it, this man is genuinely afraid of what might happen to him at the hands of a Pagan.
{Fears_Pagans_effects_desc}
-1 Morale for all troops on the battlefield, -2 Command when fighting against Pagans
¬--------------------
{Terrified_of_Pagan_Ways} Terrified of Pagan Ways
{Terrified_of_Pagan_Ways_desc}
"Can you not see that they wish to gut us all upon their altars, and will do so if we are not eternally vigilant!?"
{Terrified_of_Pagan_Ways_effects_desc}
-2 Morale for all troops on the battlefield, -3 Command when fighting against Pagans
¬--------------------
{Dislikes_Pagans} Dislikes Pagans
{Dislikes_Pagans_desc}
"Any who would worship a false idol, or a collection of them needs to be taught a painful lesson!"
{Dislikes_Pagans_effects_desc}
+1 Command when fighting against Pagans
¬--------------------
{Hates_Pagans} Hates Pagans
{Hates_Pagans_desc}
Has developed a zealous hatred of any who would see the old Pagan gods as anything other than a heretical mistake of the past.
{Hates_Pagans_effects_desc}
+2 Command when fighting against Pagans
¬--------------------
{Loathes_Paganism} Loathes Paganism
{Loathes_Paganism_desc}
To this man, Paganism represents everything that was wrong with the ancient world, and apparently the modern one too.
{Loathes_Paganism_effects_desc}
-1 Morale for all troops on the battlefield, +3 Command when fighting against Pagans
¬--------------------
{A_Bit_Odd} A Bit Odd
{A_Bit_Odd_desc}
There's something not entirely right about this man.
{A_Bit_Odd_effects_desc}
Decreases the chance of having children
¬--------------------
{Of_Dubious_Lineage} Of Dubious Lineage
{Of_Dubious_Lineage_desc}
Displays some lameness that suggests his lineage may not be as noble as one would expect.
{Of_Dubious_Lineage_effects_desc}
Decreases the chance of having children
¬--------------------
{Inbred} Inbred
{Inbred_desc}
Men like this bring into question if there are enough noble families for proper courting anymore?
{Inbred_effects_desc}
-1 Command, 2% penalty on tax income, Decreases the chance of having children
¬--------------------
{Woefully_Inbred} Woefully Inbred
{Woefully_Inbred_desc}
Sadly inbred men like this bring into question if there are enough noble families for proper courting anymore?
{Woefully_Inbred_effects_desc}
-1 Command, -1 Authority, 5% penalty on tax income, Decreases the chance of having children
¬--------------------
{Spawn_of_Incest} Spawn of Incest
{Spawn_of_Incest_desc}
Was told to be happier when mother and father's marriage transformed them into husband and wife from brother and sister.
{Spawn_of_Incest_effects_desc}
-2 Command, -2 Authority, 10% penalty on tax income, Decreases the chance of having children
¬--------------------
{Betrothed_to_Mother} Betrothed to Mother
{Betrothed_to_Mother_desc}
Likely to sire children with his mother, and maybe with one of them once they're at breedin' age.
{Betrothed_to_Mother_epithet_desc} the Idiot
{Betrothed_to_Mother_effects_desc}
-3 Command, -3 Authority, 15% penalty on tax income
¬--------------------
{Handsome} Handsome
{Handsome_desc}
Considered by most to be a good looking man.
{Handsome_effects_desc}
+1 to popularity (improves public order)
¬--------------------
{Physically_Attractive} Physically Attractive
{Physically_Attractive_desc}
Boasts looks that most men would kill to have when courting ladies.
{Physically_Attractive_effects_desc}
+2 to popularity (improves public order)
¬--------------------
{Striking_to_Behold} Striking to Behold
{Striking_to_Behold_desc}
Women commonly lose their words when first addressing this beautiful man.
{Striking_to_Behold_effects_desc}
+1 Authority, +3 to popularity (improves public order)
¬--------------------
{Physically_Flawless} Physically Flawless
{Physically_Flawless_desc}
There is no chance this man's portrait will be flattering, no matter how deft the artist.
{Physically_Flawless_epithet_desc} the Handsome
{Physically_Flawless_effects_desc}
+1 Authority, +4 to popularity (improves public order)
¬--------------------
{Plain} Plain
{Plain_desc}
This man's looks are lacklustre enough that he must compensate a little.
{Plain_effects_desc}
-1 from popularity (has a negative effect on public order)
¬--------------------
{A_Bit_Rough} A Bit Rough
{A_Bit_Rough_desc}
Though he could be loved, no woman's fantasy looks anything like he does.
{A_Bit_Rough_effects_desc}
+1 Command, -2 from popularity (has a negative effect on public order)
¬--------------------
{Ugly} Ugly
{Ugly_desc}
Well, at least he's got two eyes… albeit way too close together.
{Ugly_effects_desc}
+1 Command, -3 from popularity (has a negative effect on public order), Decreases the chance of having children
¬--------------------
{Repulsive_to_Behold} Repulsive to Behold
{Repulsive_to_Behold_desc}
This man's visage is not just ugly, it is difficult to look him in the eye.
{Repulsive_to_Behold_effects_desc}
+1 Command, -4 from popularity (has a negative effect on public order), Decreases the chance of having children
¬--------------------
{Cruelly_Deformed} Cruelly Deformed
{Cruelly_Deformed_desc}
This man's features are what most would consider either deformed or inhuman. It is frightening and sad.
{Cruelly_Deformed_epithet_desc} the Ugly
{Cruelly_Deformed_effects_desc}
Decreases the chance of having children
¬--------------------
{Virile} Virile
{Virile_desc}
There is no problem with this man's breeding - he's more than capable of it.
{Virile_effects_desc}
Increases the chance of having children
¬--------------------
{Fertile} Fertile
{Fertile_desc}
This man is of the strongest sort of breeding, a potent agent in the expansion of his bloodline.
{Fertile_effects_desc}
Increases the chance of having children
¬--------------------
{Prolific} Prolific
{Prolific_desc}
This man cannot indulge in carnal pleasures lawful or otherwise without a woman's belly giving him away months later.
{Prolific_effects_desc}
Increases the chance of having children
¬--------------------
{Effete} Effete
{Effete_desc}
Seems drained and spent - something that could be adversely affecting his ability to spawn heirs.
{Effete_effects_desc}
Decreases the chance of having children
¬--------------------
{Infertile} Infertile
{Infertile_desc}
It is worrisome when a man who must carry on a family legacy is unable to carry the family on at all.
{Infertile_effects_desc}
Decreases the chance of having children
¬--------------------
{Lame_of_Loin} Lame of Loin
{Lame_of_Loin_desc}
There seems absolutely no hope at all that this man will ever sire a child. He is known to be lacking in potency.
{Lame_of_Loin_effects_desc}
Decreases the chance of having children
¬--------------------
{Good_with_Taxes} Good with Taxes
{Good_with_Taxes_desc}
Has an innate sense for knowing when people are avoiding paying tax, and how to fix the problem without chronic oppression.
{Good_with_Taxes_effects_desc}
10% bonus on tax income
¬--------------------
{Thorough_Taxman} Thorough Taxman
{Thorough_Taxman_desc}
Adept at ensuring that tax collection under his rule is diligent and efficient.
{Thorough_Taxman_effects_desc}
20% bonus on tax income, +1 to unrest (has a negative effect on public order)
¬--------------------
{Cruelly_Exacting_Taxman} Cruelly Exacting Taxman
{Cruelly_Exacting_Taxman_desc}
Not a single taxable coin passes by this man unnoticed. This exacting efficiency does nothing to endear him unto the people.
{Cruelly_Exacting_Taxman_effects_desc}
30% bonus on tax income, +2 to unrest (has a negative effect on public order)
¬--------------------
{Poor_with_Taxes} Poor with Taxes
{Poor_with_Taxes_desc}
Prone to believing pathetic excuses that see some tax slip away from his grasp.
{Poor_with_Taxes_effects_desc}
10% penalty on tax income
¬--------------------
{Sloppy_Taxman} Sloppy Taxman
{Sloppy_Taxman_desc}
Misses way too many legitimate opportunities to tax the landowners and trade when collecting taxes.
{Sloppy_Taxman_effects_desc}
20% penalty on tax income
¬--------------------
{Tax_Farmer} Tax Farmer
{Tax_Farmer_desc}
This man must either be utterly useless at tax collection, or outstanding at farming it for himself.
{Tax_Farmer_effects_desc}
30% penalty on tax income
¬--------------------
{Divorced} Divorced
{Divorced_desc}
DO NOT TRANSLATE - Hidden VnV to turn off marriage effects.
{Divorced_effects_desc}
No Effects
¬--------------------
{Bold_Attacker} Bold Attacker
{Bold_Attacker_desc}
Not only prepared to go on the offensive when the odds are poor, but also prepared to succeed!
{Bold_Attacker_effects_desc}
+1 Morale for all troops on the battlefield, +1 Command when attacking
¬--------------------
{Risky_Attacker} Risky Attacker
{Risky_Attacker_desc}
Never one to shy away from a risky plan of attack. Perhaps the thrill of the danger inspires him?
{Risky_Attacker_effects_desc}
+1 Morale for all troops on the battlefield, +2 Command when attacking
¬--------------------
{Suicidal_Attacker} Suicidal Attacker
{Suicidal_Attacker_desc}
Has prevailed in numerous glorious charges against all odds, and his men know what that could mean for their futures.
{Suicidal_Attacker_epithet_desc} the Lucky
{Suicidal_Attacker_effects_desc}
-1 Morale for all troops on the battlefield, +3 Command when attacking
¬--------------------
{Poor_Risk_Taker} Poor Risk Taker
{Poor_Risk_Taker_desc}
Has not been afraid of taking risks he should have been.
{Poor_Risk_Taker_effects_desc}
-1 Command when attacking
¬--------------------
{Picks_Fights_oorly} Picks Fights oorly
{Picks_Fights_oorly_desc}
Is prone to believing he has to strike first, rather than knowing when to strike.
{Picks_Fights_oorly_effects_desc}
-1 Morale for all troops on the battlefield, -2 Command when attacking
¬--------------------
{Utterly_Foolhardy} Utterly Foolhardy
{Utterly_Foolhardy_desc}
Has an inexplicable urge to charge into battle, clearly lacking any real sense of mortality or concern for his troops lives.
{Utterly_Foolhardy_effects_desc}
-1 Morale for all troops on the battlefield, -3 Command when attacking
¬--------------------
{Calm_When_Outnumbered} Calm When Outnumbered
{Calm_When_Outnumbered_desc}
Does not panic at the sight of a larger army bearing down upon him, instead choosing the best spot he can make a stand.
{Calm_When_Outnumbered_effects_desc}
+1 Command when defending
¬--------------------
{Determined_in_Defence} Determined in Defence
{Determined_in_Defence_desc}
Is astute in his selection of defensive terrain, and how to hold it against waves of attackers.
{Determined_in_Defence_effects_desc}
+1 Morale for all troops on the battlefield, +2 Command when defending
¬--------------------
{Fears_no_Odds} Fears no Odds
{Fears_no_Odds_desc}
This man does not mind if the odds are stacked against him, as he has stood in defiance of those odds many times.
{Fears_no_Odds_epithet_desc} the Steadfast
{Fears_no_Odds_effects_desc}
+1 Morale for all troops on the battlefield, +3 Command when defending
¬--------------------
{Poor_Against_Numbers} Poor Against Numbers
{Poor_Against_Numbers_desc}
Has yet to learn how to position his forces to prevent being overwhelmed by a larger force.
{Poor_Against_Numbers_effects_desc}
-1 Command when defending
¬--------------------
{Beaten_by_Odds} Beaten by Odds
{Beaten_by_Odds_desc}
When defending against the odds, this man's shoulders slump in defeat before he is truly beaten.
{Beaten_by_Odds_effects_desc}
-2 Command when defending
¬--------------------
{Doomed_Defender} Doomed Defender
{Doomed_Defender_desc}
This man is constantly caught defending against impossible odds, making both he and his men are understandably glum.
{Doomed_Defender_effects_desc}
-3 Command when defending
¬--------------------
{Silly_Beliefs} Silly Beliefs
{Silly_Beliefs_desc}
Still prone to a few silly superstitious beliefs that he should probably have outgrown.
{Silly_Beliefs_effects_desc}
-1 Piety
¬--------------------
{Superstitious} Superstitious
{Superstitious_desc}
Pays heed to mystic beliefs, some of which make other men raise an eyebrow.
{Superstitious_effects_desc}
-1 Piety, -1 Morale for all troops on the battlefield
¬--------------------
{Slave_to_Superstition} Slave to Superstition
{Slave_to_Superstition_desc}
Almost incapacitated by his zealous avoidance of the curses and ill fates that befall… Well, everyone.
{Slave_to_Superstition_effects_desc}
-2 Piety, -1 Authority, -2 Morale for all troops on the battlefield
¬--------------------
{Mostly_Rational} Mostly Rational
{Mostly_Rational_desc}
More of this man's beliefs are based on his own common sense than what others would preach to him.
{Mostly_Rational_effects_desc}
+1 Authority
¬--------------------
{No_Nonsense} No Nonsense
{No_Nonsense_desc}
Not open to hearing talk of divine and mystical perils that may befall us. Why have these things not happened then?
{No_Nonsense_effects_desc}
+2 Authority, +1 Morale for all troops on the battlefield
¬--------------------
{Utterly_Pragmatic} Utterly Pragmatic
{Utterly_Pragmatic_desc}
There is little romance or imagination in this man's mind, making him most expedient, but very dry.
{Utterly_Pragmatic_effects_desc}
+3 Authority, +2 Morale for all troops on the battlefield
¬--------------------
{Extravagant} Extravagant
{Extravagant_desc}
Developed a habit of misspending wealth on the frivolous and unnecessary.
{Extravagant_effects_desc}
5% increase to construction costs, 10% penalty on tax income
¬--------------------
{Royally_Extravagant} Royally Extravagant
{Royally_Extravagant_desc}
Spends with reckless abandon, not really considering where all of that money comes from at times.
{Royally_Extravagant_effects_desc}
10% increase to construction costs, 20% penalty on tax income, -1 from squalor (increases public order and population growth)
¬--------------------
{Wildly_Extravagant} Wildly Extravagant
{Wildly_Extravagant_desc}
To be this extravagant is both ludicrous and shameful. To openly waste such wealth when so many are so poor is a moral crime.
{Wildly_Extravagant_effects_desc}
15% increase to construction costs, 30% penalty on tax income, -2 from squalor (increases public order and population growth)
¬--------------------
{Cheap} Cheap
{Cheap_desc}
Not one to spend money unless it is for a good reasons, and preferably at a good price.
{Cheap_effects_desc}
5% discount on construction costs, 5% bonus on tax income, +1 to squalor (decreases population growth and public order)
¬--------------------
{Tight} Tight
{Tight_desc}
Keeps his money locked away. Why have it at hand when that may lead to spending it idly.
{Tight_effects_desc}
10% discount on construction costs, 10% bonus on tax income, +2 to squalor (decreases population growth and public order)
¬--------------------
{Total_Cheapskate} Total Cheapskate
{Total_Cheapskate_desc}
Cannot bear to part with a single florin that he could have somehow saved.
{Total_Cheapskate_effects_desc}
15% discount on construction costs, 15% bonus on tax income, +3 to squalor (decreases population growth and public order)
¬--------------------
{Feeling_Poorly} Feeling Poorly
{Feeling_Poorly_desc}
Often mistakes a bad night's sleep for an oncoming bout of illness.
{Feeling_Poorly_effects_desc}
-1 Command when attacking, -2 from your general's hitpoints (how many hits your general can take before dying)
¬--------------------
{Delusions_of_Illness} Delusions of Illness
{Delusions_of_Illness_desc}
Slips into periods where he stubbornly swears blind that he is in grave health. It is a worrisome trait.
{Delusions_of_Illness_effects_desc}
-1 Morale for all troops on the battlefield, -1 Command when attacking, -4 from your general's hitpoints (how many hits your general can take before dying)
¬--------------------
{Hypochondriac} Hypochondriac
{Hypochondriac_desc}
There is no convincing this man that there is nothing wrong with him. If anything, this fatalistic condition is his sickness.
{Hypochondriac_effects_desc}
-2 Morale for all troops on the battlefield, -2 Command when attacking, -6 from your general's hitpoints (how many hits your general can take before dying)
¬--------------------
{Healthy} Healthy
{Healthy_desc}
Appears to have a reasonable constitution to stave off most physical complaints.
{Healthy_effects_desc}
+2 to your general's hitpoints (how many hits your general can take before dying)
¬--------------------
{In_Good_Health} In Good Health
{In_Good_Health_desc}
Robust enough to survive ailments that most others would struggle to shake off, though he rarely gets ill.
{In_Good_Health_effects_desc}
+4 to your general's hitpoints (how many hits your general can take before dying)
¬--------------------
{Bastion_of_Health} Bastion of Health
{Bastion_of_Health_desc}
This man simply doesn't get ill, and would probably recover swiftly if ever he were to become so.
{Bastion_of_Health_effects_desc}
Increases the chance of having children, +6 to your general's hitpoints (how many hits your general can take before dying)
¬--------------------
{Servant_of_Heaven} Servant of Heaven
{Servant_of_Heaven_desc}
Believes that the almighty has a plan that he is meant to be a part of.
{Servant_of_Heaven_effects_desc}
+2 Piety
¬--------------------
{Dramatic_Visions} Dramatic Visions
{Dramatic_Visions_desc}
They certainly are dramatic - waving his arms about and swooning like a besotted girl while the almighty sends word.
{Dramatic_Visions_effects_desc}
+3 Piety
¬--------------------
{Vision_of_Prophecy} Vision of Prophecy
{Vision_of_Prophecy_desc}
Unshakable in his belief the almighty has spoken to him directly in his dreams, fuelling him with religious conviction.
{Vision_of_Prophecy_effects_desc}
+4 Piety
¬--------------------
{Sane} Sane
{Sane_desc}
DO NOT TRANSLATE - Hidden VnV to protect from and turn off assorted varieties of bonkers in the nut!
{Sane_effects_desc}
No Effects
¬--------------------
{Dysfunctional} Dysfunctional
{Dysfunctional_desc}
This man has times when his madness prevents him from dealing with what's at hand at all.
{Dysfunctional_effects_desc}
-1 Authority, -1 Morale for all troops on the battlefield
¬--------------------
{Quite_Mad} Quite Mad
{Quite_Mad_desc}
Not making sense most of the time, often launching into tirades of utter nonsense.
{Quite_Mad_effects_desc}
-2 Authority, -2 Morale for all troops on the battlefield
¬--------------------
{Utterly_Insane} Utterly Insane
{Utterly_Insane_desc}
Barely knows when he is spoken to, nor what he says. There is no cause or reason left in this poor man's mind at all. He is beyond salvation.
{Utterly_Insane_epithet_desc} the Mad
{Utterly_Insane_effects_desc}
-4 Authority, -3 Morale for all troops on the battlefield
¬--------------------
{Skewed_View} Skewed View
{Skewed_View_desc}
Has developed an incredibly odd and sometimes disturbing view of things.
{Skewed_View_effects_desc}
-1 Command, -1 Authority, 2% penalty on all trade income
¬--------------------
{Deranged} Deranged
{Deranged_desc}
Is clearly dealing with things only he can see or understand. Not that he seems to understand a lot properly now.
{Deranged_effects_desc}
-2 Command, -2 Authority, -1 Morale for all troops on the battlefield, 5% penalty on all trade income, 2% penalty on tax income
¬--------------------
{Dangerously_Mad} Dangerously Mad
{Dangerously_Mad_desc}
No longer acting with any sense of rational or consequence. Literally a danger to others around him.
{Dangerously_Mad_epithet_desc} the Mad
{Dangerously_Mad_effects_desc}
-3 Command, -3 Authority, -2 Morale for all troops on the battlefield, 10% penalty on all trade income, 5% penalty on tax income
¬--------------------
{Fine_with_Blood} Fine with Blood
{Fine_with_Blood_desc}
Most pleased to see blood, particularly if it belongs to the enemy.
{Fine_with_Blood_effects_desc}
+1 Dread, +1 Command, +1 Morale for all troops on the battlefield
¬--------------------
{Sanguinary} Sanguinary
{Sanguinary_desc}
Cannot wait to see his foe's blood stain his own tabard in battle.
{Sanguinary_effects_desc}
+2 Dread, +1 Command, -1 Morale for all troops on the battlefield
¬--------------------
{Bloodthirsty} Bloodthirsty
{Bloodthirsty_desc}
This man's lust for blood is insatiable, and known to be a madness of gruesome sorts.
{Bloodthirsty_effects_desc}
+3 Dread, -1 Command, -3 Morale for all troops on the battlefield
¬--------------------
{Un-Manly} Un-Manly
{Un-Manly_desc}
Goes pale at the sight of blood, a weak quality unbefitting of a true man.
{Un-Manly_effects_desc}
-1 Authority, -1 Morale for all troops on the battlefield
¬--------------------
{Disgusted_by_Blood} Disgusted by Blood
{Disgusted_by_Blood_desc}
Would plead for an administrative role to avoid the sight of bloodshed, and should be restricted to one.
{Disgusted_by_Blood_effects_desc}
-2 Authority, -2 Morale for all troops on the battlefield
¬--------------------
{Fears_Blood} Fears Blood
{Fears_Blood_desc}
Usually turns at the sight of blood, and he if cannot do so, is immediately sick.
{Fears_Blood_effects_desc}
-3 Authority, -3 Morale for all troops on the battlefield
¬--------------------
{Easily_Riled} Easily Riled
{Easily_Riled_desc}
It only takes the mention of the wrong people or topic to set this man's temples throbbing.
{Easily_Riled_effects_desc}
+1 Authority
¬--------------------
{Seethes_with_Anger} Seethes with Anger
{Seethes_with_Anger_desc}
Fists clenched, nostrils flared, somebody would say something if anyone dared.
{Seethes_with_Anger_effects_desc}
+1 Dread, +1 Command
¬--------------------
{Driven_by_Rage} Driven by Rage
{Driven_by_Rage_desc}
So constantly maddened with rage is this man that he is quite frightening to behold once he unleashes his anger.
{Driven_by_Rage_epithet_desc} the Wrathful
{Driven_by_Rage_effects_desc}
+2 Dread, +2 Command
¬--------------------
{Crude} Crude
{Crude_desc}
Prone to outbursts of base humour that noble folk tend not to find amusing.
{Crude_effects_desc}
-1 Authority, 20% decrease to cost to bribe
¬--------------------
{Lewd} Lewd
{Lewd_desc}
A purveyor of smutty antics, and ungodly behaviour.
{Lewd_effects_desc}
-2 Authority, 30% decrease to cost to bribe
¬--------------------
{Shamelessly_Lewd} Shamelessly Lewd
{Shamelessly_Lewd_desc}
His utterly crass and puerile humour is not a bad habit, but an annoying constant.
{Shamelessly_Lewd_epithet_desc} the Lewd
{Shamelessly_Lewd_effects_desc}
-3 Authority, 50% decrease to cost to bribe
¬--------------------
{Proper_Morals} Proper Morals
{Proper_Morals_desc}
Behaves in a noble and proper way without prompting.
{Proper_Morals_effects_desc}
+1 Authority, 20% increase to cost to bribe, +1 to law (improves public order)
¬--------------------
{Prim} Prim
{Prim_desc}
Prim and proper, this man's righteousness make him rather humourless.
{Prim_effects_desc}
+2 Authority, 30% increase to cost to bribe, +2 to law (improves public order)
¬--------------------
{Holier_than_Thou} Holier than Thou
{Holier_than_Thou_desc}
Conducts himself in a manner that is utterly noble and immaculate, distancing himself from the common man.
{Holier_than_Thou_effects_desc}
+2 Authority, 40% increase to cost to bribe, -1 from squalor (increases public order and population growth), +3 to law (improves public order)
¬--------------------
{Hesitant_Attacker} Hesitant Attacker
{Hesitant_Attacker_desc}
One to get close enough to engage before making a decision to fight.
{Hesitant_Attacker_effects_desc}
-1 Command when attacking
¬--------------------
{Over-Cautious_Attacker} Over-Cautious Attacker
{Over-Cautious_Attacker_desc}
His troops are understandably apathetic when this man orders an attack.
{Over-Cautious_Attacker_effects_desc}
-2 Command when attacking
¬--------------------
{Indecisive_Attacker} Indecisive Attacker
{Indecisive_Attacker_desc}
This commander has all but forgotten the notion of attacking. He is now a master of packing up and withdrawing aimlessly.
{Indecisive_Attacker_epithet_desc} the Unsure
{Indecisive_Attacker_effects_desc}
-3 Command when attacking
¬--------------------
{Smart} Smart
{Smart_desc}
Has a natural intelligence, one that is apparent to others.
{Smart_effects_desc}
+1 Command, 2% bonus on all trade income, 2% bonus on tax income
¬--------------------
{Intellligent} Intellligent
{Intellligent_desc}
Understands things others can't without having to try much of the time.
{Intellligent_effects_desc}
+2 Command, 5% bonus on all trade income, 5% bonus on tax income
¬--------------------
{Genius} Genius
{Genius_desc}
Blessed with a superior intellect, this man's genius is an asset that he can apply to all aspects of his life.
{Genius_effects_desc}
+3 Command, 10% bonus on all trade income, 10% bonus on tax income
¬--------------------
{Looter} Looter
{Looter_desc}
Has learned how to sack a conquered place effectively rather than mindlessly.
{Looter_effects_desc}
10% bonus to cash gained from looting
¬--------------------
{Pillager} Pillager
{Pillager_desc}
Actually drills his men on how to pillage a place effectively once the enemy lies defeated.
{Pillager_effects_desc}
20% bonus to cash gained from looting
¬--------------------
{Sacker_of_Cities} Sacker of Cities
{Sacker_of_Cities_desc}
Has made an art of ransacking the homes of the terrified folk he has just conquered.
{Sacker_of_Cities_effects_desc}
30% bonus to cash gained from looting
¬--------------------
{Brutal_Conqueror} Brutal Conqueror
{Brutal_Conqueror_desc}
It takes a certain kind of man to execute peasants and innocents, even if it is in times of war.
{Brutal_Conqueror_effects_desc}
+1 Dread, 10% bonus to cash gained from looting
¬--------------------
{Exterminator} Exterminator
{Exterminator_desc}
Ready to slay the conquered peoples the instant victory arrives. This is war, and these are the messages the enemy hears best.
{Exterminator_effects_desc}
+2 Dread, 20% bonus to cash gained from looting
¬--------------------
{Butcher} Butcher
{Butcher_desc}
The sort of man ready to hack an endless number of people limb from limb - or at least see it done by his men.
{Butcher_epithet_desc} the Butcher
{Butcher_effects_desc}
+3 Dread, 30% bonus to cash gained from looting
¬--------------------
{Talent_for_Command} Talent for Command
{Talent_for_Command_desc}
Always showed a natural understanding for military tactics.
{Talent_for_Command_effects_desc}
+1 Command
¬--------------------
{Natural_Commander} Natural Commander
{Natural_Commander_desc}
A natural leader of men, well suited to military command.
{Natural_Commander_effects_desc}
+2 Command
¬--------------------
{Born_to_Command} Born to Command
{Born_to_Command_desc}
Born with both the will and ability to lead other men decisively in battle.
{Born_to_Command_effects_desc}
+3 Command
¬--------------------
{Born_Conqueror} Born Conqueror
{Born_Conqueror_desc}
A military savant, blessed with a mind that pioneers winning battle tactics.
{Born_Conqueror_effects_desc}
+4 Command
¬--------------------
{Quietly_Observant} Quietly Observant
{Quietly_Observant_desc}
Has always been one to notice things without others knowing he was there.
{Quietly_Observant_effects_desc}
+1 to agent's skill
¬--------------------
{Spying_Talent} Spying Talent
{Spying_Talent_desc}
Has an ability to discover things he shouldn't know. Be places he should not be.
{Spying_Talent_effects_desc}
+2 to agent's skill
¬--------------------
{Natural_Spy} Natural Spy
{Natural_Spy_desc}
Understands espionage innately and completely. A man of mystery to be sure.
{Natural_Spy_effects_desc}
+3 to agent's skill
¬--------------------
{Diplomatic_Nature} Diplomatic Nature
{Diplomatic_Nature_desc}
Has always had a talent for being able to talk things through amiably.
{Diplomatic_Nature_effects_desc}
+1 Influence
¬--------------------
{Natural_Mediator} Natural Mediator
{Natural_Mediator_desc}
With his innate ability to settle disputes so well, it is no wonder he became a diplomat.
{Natural_Mediator_effects_desc}
+2 Influence
¬--------------------
{Diplomatic_Genius} Diplomatic Genius
{Diplomatic_Genius_desc}
All his life this man has always been able to make others see things in a way they will be able to agree with him.
{Diplomatic_Genius_effects_desc}
+3 Influence
¬--------------------
{Cold_Killer} Cold Killer
{Cold_Killer_desc}
This man can kill pragmatically, a quality that makes him well suited to his profession.
{Cold_Killer_effects_desc}
+1 to agent's skill
¬--------------------
{Talent_for_Murder} Talent for Murder
{Talent_for_Murder_desc}
Has a sick talent for spotting the moment of opportunity arrive to end a life without drawing notice.
{Talent_for_Murder_effects_desc}
+2 to agent's skill
¬--------------------
{Born_to_Kill} Born to Kill
{Born_to_Kill_desc}
Can find a way to kill anyone, almost like an art form, but more truly an instinct.
{Born_to_Kill_effects_desc}
+3 to agent's skill
¬--------------------
{Faction_Leader} Faction Leader
{Faction_Leader_desc}
This man is the leader of one of the world's major powers, and commands respect and obedience as a result.
{Faction_Leader_effects_desc}
+1 Command, +2 Authority, +3 to personal security (improves the chances of detecting and foiling assassination attempts)
¬--------------------
{Heir_Apparent} Heir Apparent
{Heir_Apparent_desc}
As the next leader of his people, this man is already an individual of immense importance.
{Heir_Apparent_effects_desc}
+1 Command, +1 Authority, +2 to personal security (improves the chances of detecting and foiling assassination attempts)
¬--------------------
{Former_Successor} Former Successor
{Former_Successor_desc}
Was once at the head of the line of succession to the throne, but has lost this position, along with the influence that came with it.
{Former_Successor_effects_desc}
-3 Loyalty
¬--------------------
{Night_Fighter} Night Fighter
{Night_Fighter_desc}
Has a proper understanding of how to organise a large fighting force so that they will not flounder about ineffectually in the darkness.
{Night_Fighter_effects_desc}
+1 Command when fighting at night
¬--------------------
{Loyalty_Starting_Value} Loyalty Starting Value
{Loyalty_Starting_Value_desc}
Sets starting loyalty value.
{Loyalty_Starting_Value_effects_desc}
+5 Loyalty
¬--------------------
{Pretentious} Pretentious
{Pretentious_desc}
This woman is that arrogant kind of royal that makes a point of looking down their nose at all others.
{Pretentious_effects_desc}
-1 Charm
¬--------------------
{Utter_Snob} Utter Snob
{Utter_Snob_desc}
Considers the common people to be fortunate to serve someone so important as herself.
{Utter_Snob_epithet_desc} the Snob
{Utter_Snob_effects_desc}
-2 Charm
¬--------------------
{Humble} Humble
{Humble_desc}
Despite her station and royal blood, this lady gracefully accepts her role in the feudal system without fuss.
{Humble_effects_desc}
+1 Charm
¬--------------------
{Respectful} Respectful
{Respectful_desc}
Understands what few nobles do… Treating everyone with respect is a sign of true nobility, not weakness.
{Respectful_effects_desc}
+2 Charm
¬--------------------
{Attractive} Attractive
{Attractive_desc}
Nothing helps ensure a husband’s eyes don’t wander than a beautiful wife.
{Attractive_effects_desc}
+1 Charm
¬--------------------
{Head_Turner} Head Turner
{Head_Turner_desc}
Nothing can disarm a man so easily or swiftly as a woman so distractingly beautiful as this one.
{Head_Turner_effects_desc}
+2 Charm
¬--------------------
{Vision_of_Beauty} Vision of Beauty
{Vision_of_Beauty_desc}
This creature’s visage is so stunning most men that meet her are unable to think of little else.
{Vision_of_Beauty_epithet_desc} the Beautiful
{Vision_of_Beauty_effects_desc}
+3 Charm, Increases the chance of having children
¬--------------------
{Flawed_Features} Flawed Features
{Flawed_Features_desc}
This woman has received many gifts throughout the years, but good looks are not among them.
{Flawed_Features_effects_desc}
-1 Charm
¬--------------------
{Hideous} Hideous
{Hideous_desc}
So vile is her visage, even members of the clergy mutter that there is no God when spying this poor, hideous woman.
{Hideous_epithet_desc} the Gorgon
{Hideous_effects_desc}
-2 Charm, Decreases the chance of having children
¬--------------------
{Brave_Woman} Brave Woman
{Brave_Woman_desc}
Some consider her willingness to wield a weapon unladylike, but nobody can deny her courage.
{Brave_Woman_effects_desc}
+1 Charm, +1 to personal security (improves the chances of detecting and foiling assassination attempts)
¬--------------------
{Dauntless_Woman} Dauntless Woman
{Dauntless_Woman_desc}
Pity the poor assassin that is sent to cut down this 'delicate flower'.
{Dauntless_Woman_effects_desc}
+2 Charm, +2 to personal security (improves the chances of detecting and foiling assassination attempts)
¬--------------------
{Timid} Timid
{Timid_desc}
The realisation that powerful people want her dead has left this poor woman on edge.
{Timid_effects_desc}
-1 Charm
¬--------------------
{Skittish} Skittish
{Skittish_desc}
Repeated attempts on her life have shattered her nerves, making her difficult company.
{Skittish_effects_desc}
-2 Charm, +1 to personal security (improves the chances of detecting and foiling assassination attempts)
¬--------------------
{Nuerotic} Nuerotic
{Nuerotic_desc}
Driven utterly neurotic by an ongoing plot to end her life, this poor woman's existence has become a misery.
{Nuerotic_effects_desc}
-3 Charm, +2 to personal security (improves the chances of detecting and foiling assassination attempts)
¬--------------------
{Bruised_Confidence} Bruised Confidence
{Bruised_Confidence_desc}
Why anyone would refuse the hand of a princess is utterly beyond her… Others have an inkling though.
{Bruised_Confidence_effects_desc}
-1 Charm
¬--------------------
{Insecure} Insecure
{Insecure_desc}
This eligible maiden focuses on her destiny of becoming a wife above all other things to the point where there seems little else to her.
{Insecure_effects_desc}
-2 Charm
¬--------------------
{Desperate} Desperate
{Desperate_desc}
So keen on wedlock is this woman that men fear getting drunk near her, lest they wake up married.
{Desperate_epithet_desc} the Man Hunter
{Desperate_effects_desc}
-3 Charm
¬--------------------
{Spirited} Spirited
{Spirited_desc}
There’s something about this woman that’s different, and compelling all at once.
{Spirited_effects_desc}
+1 Charm
¬--------------------
{Engaging} Engaging
{Engaging_desc}
Few men are so keen to take on the challenges facing them as this spirited woman is.
{Engaging_effects_desc}
+2 Charm
¬--------------------
{Self-serving} Self-serving
{Self-serving_desc}
It’s hard to believe this strong, free-thinking lady would willingly stand in a man’s shadow.
{Self-serving_effects_desc}
-1 Charm
¬--------------------
{Reliable} Reliable
{Reliable_desc}
Accepts that it's her duty in life to marry, possibly without love, and honour her vows.
{Reliable_effects_desc}
+1 Charm
¬--------------------
{Faithful} Faithful
{Faithful_desc}
Quite happy to make a lifelong commitment and stick to it, for better or for worse.
{Faithful_effects_desc}
+2 Charm
¬--------------------
{Unquestionably_Loyal} Unquestionably Loyal
{Unquestionably_Loyal_desc}
It's not that this woman resists temptation, she simply doesn't even experience it.
{Unquestionably_Loyal_effects_desc}
+1 Loyalty, +2 Charm
¬--------------------
{Suggestive} Suggestive
{Suggestive_desc}
Though never caught in the act, this woman often alludes to being up for carnal pleasures.
{Suggestive_effects_desc}
+1 Charm
¬--------------------
{Scarlet_Woman} Scarlet Woman
{Scarlet_Woman_desc}
It is uncertain whether or not this exciting creature will remain a virgin prior to her marriage, if indeed she is still one at this point.
{Scarlet_Woman_effects_desc}
+2 Charm
¬--------------------
{Brazen_Hussy} Brazen Hussy
{Brazen_Hussy_desc}
Though her promiscuity may make the hearts of men pound, it is also likely to scare off serious suitors.
{Brazen_Hussy_effects_desc}
-2 Charm
¬--------------------
{Simplistic} Simplistic
{Simplistic_desc}
Sometimes simplicity can be endearing, but simple minds don't amuse great ones.
{Simplistic_effects_desc}
-1 Charm
¬--------------------
{Vapid} Vapid
{Vapid_desc}
Having things done for her has led this woman to forego using her mind enough to develop it much at all.
{Vapid_effects_desc}
-1 Charm
¬--------------------
{Total_Bimbo} Total Bimbo
{Total_Bimbo_desc}
So frustratingly stupid to the point that her future husband is more likely to chew his own arm off than lose it in battle.
{Total_Bimbo_epithet_desc} the Dense
{Total_Bimbo_effects_desc}
-2 Charm
¬--------------------
{Intelligent} Intelligent
{Intelligent_desc}
Years of tutelage have made her brighter than the average lady about court.
{Intelligent_effects_desc}
+1 Charm
¬--------------------
{Educated} Educated
{Educated_desc}
Eloquence and wit make this bright young woman engaging and interesting company.
{Educated_effects_desc}
+1 Charm
¬--------------------
{Scholarly} Scholarly
{Scholarly_desc}
The man who marries this woman will find no wiser counsellor in the land than his own wife.
{Scholarly_effects_desc}
+2 Charm
¬--------------------
{Warm} Warm
{Warm_desc}
She can focus on her duties, but her mind is usually on her loved ones.
{Warm_effects_desc}
+1 Charm
¬--------------------
{Passionate} Passionate
{Passionate_desc}
A creature of intimacy, unashamed of showing her feelings toward people.
{Passionate_effects_desc}
+1 Charm
¬--------------------
{Insatiable} Insatiable
{Insatiable_desc}
This noble nymph is clearly interested in the act of producing an heir, or several.
{Insatiable_effects_desc}
+2 Charm, Increases the chance of having children
¬--------------------
{Prudish} Prudish
{Prudish_desc}
Rarely shows any outward signs of want or affection towards the men in her life.
{Prudish_effects_desc}
-1 Charm
¬--------------------
{Cold} Cold
{Cold_desc}
Unlike most other ladies in the court, her majesty holds no fascination over being courted.
{Cold_effects_desc}
-1 Charm
¬--------------------
{Ice_Queen} Ice Queen
{Ice_Queen_desc}
Despite her beauty, her heart radiates an icy barrier that it would seem no man can melt.
{Ice_Queen_effects_desc}
-2 Charm, Decreases the chance of having children
¬--------------------
{Snobbish} Snobbish
{Snobbish_desc}
Harbours a belief that the foreigners she must deal with are lesser creatures.
{Snobbish_effects_desc}
-1 Charm
¬--------------------
{Intolerant} Intolerant
{Intolerant_desc}
Unable to prevent her dislike of foreign people and customs from affecting her composure.
{Intolerant_effects_desc}
-2 Charm
¬--------------------
{Despises_Foreigners} Despises Foreigners
{Despises_Foreigners_desc}
Resents having to talk to them, and abhors the prospect of wedding one.
{Despises_Foreigners_effects_desc}
-3 Charm
¬--------------------
{Tolerant} Tolerant
{Tolerant_desc}
Prepared to at least accept the differences she has with foreigners, even if she does not like them all.
{Tolerant_effects_desc}
+1 Charm
¬--------------------
{Accepting} Accepting
{Accepting_desc}
Very accepting and tolerant, an excellent quality in a woman who visits foreign courts.
{Accepting_effects_desc}
+2 Charm
¬--------------------
{Incredibly_Accepting} Incredibly Accepting
{Incredibly_Accepting_desc}
Open to any and all foreign ways and customs. It is not within her to judge them at all.
{Incredibly_Accepting_effects_desc}
+3 Charm
¬--------------------
{Potentially_Confused} Potentially Confused
{Potentially_Confused_desc}
Has been known to flirt with other ladies of the court.
{Potentially_Confused_effects_desc}
+1 Charm
¬--------------------
{Prefers_Women} Prefers Women
{Prefers_Women_desc}
Understood to prefer female company, regardless of the occasion.
{Prefers_Women_effects_desc}
-1 Charm, Decreases the chance of having children
¬--------------------
{Fecund} Fecund
{Fecund_desc}
Nothing wrong with this lady's ability to produce heirs.
{Fecund_effects_desc}
Increases the chance of having children
¬--------------------
{Feracious} Feracious
{Feracious_desc}
Understood to be in perfect health to bear children.
{Feracious_effects_desc}
Increases the chance of having children
¬--------------------
{Always_Ripe} Always Ripe
{Always_Ripe_desc}
Could fall pregnant at the whiff of a sweaty man.
{Always_Ripe_effects_desc}
Increases the chance of having children
¬--------------------
{Infecund} Infecund
{Infecund_desc}
Not every queen or princess can easily produce an heir
{Infecund_effects_desc}
Decreases the chance of having children
¬--------------------
{Unprolific} Unprolific
{Unprolific_desc}
A desire to have children does not assure a woman her passage to motherhood.
{Unprolific_effects_desc}
Decreases the chance of having children
¬--------------------
{Sterile} Sterile
{Sterile_desc}
Her bloodline may be rich and royal, but it looks like it may end here…
{Sterile_effects_desc}
Decreases the chance of having children
¬--------------------
{Just_and_Fair} Just and Fair
{Just_and_Fair_desc}
Only expects the people to respect the laws that are just and fair in the first place.
{Just_and_Fair_effects_desc}
+1 Charm
¬--------------------
{Publically_Loved} Publically Loved
{Publically_Loved_desc}
Has been known to pardon servants for innocent indiscretions that most royalty would punish.
{Publically_Loved_effects_desc}
+2 Charm
¬--------------------
{People's_Princess} People's Princess
{People's_Princess_desc}
Vocally declares the need for a fair set of laws to be observed by both King and cattlehand.
{People's_Princess_effects_desc}
+3 Charm
¬--------------------
{Hard_But_Fair} Hard But Fair
{Hard_But_Fair_desc}
Feels that it is the people's duty to obey the laws of the land, not question them.
{Hard_But_Fair_effects_desc}
-1 Charm
¬--------------------
{Harsh_Mistress} Harsh Mistress
{Harsh_Mistress_desc}
Considers the need for order justification for rather heavy-handed laws and punishment.
{Harsh_Mistress_effects_desc}
-2 Charm
¬--------------------
{Cruel_Mistress} Cruel Mistress
{Cruel_Mistress_desc}
Displays a perverse pleasure in seeing those who put a foot out of place punished.
{Cruel_Mistress_effects_desc}
-3 Charm
¬--------------------
{Bean_Counter} Bean Counter
{Bean_Counter_desc}
Some early success in this budding merchant's career suggest he could become a true asset.
{Bean_Counter_gain_desc}
This man's Finance rating has increased thanks to his successfully putting a foreign merchant out of business.
{Bean_Counter_effects_desc}
+1 Finance
¬--------------------
{Bold_Barterer} Bold Barterer
{Bold_Barterer_desc}
A healthy track record of moving into other markets make this merchant a reliable source of income.
{Bold_Barterer_gain_desc}
This man's Finance rating has increased thanks to his successfully putting a foreign merchant out of business.
{Bold_Barterer_effects_desc}
+2 Finance
¬--------------------
{Commercial_Conqueror} Commercial Conqueror
{Commercial_Conqueror_desc}
This man doesn't break into new markets, he simply takes them.
{Commercial_Conqueror_gain_desc}
This man's Finance rating has increased thanks to his successfully putting a foreign merchant out of business.
{Commercial_Conqueror_effects_desc}
+3 Finance
¬--------------------
{Robber_Baron} Robber Baron
{Robber_Baron_desc}
Even merchants from the Far East speak this man's name with reverence and awe. A true financial genius.
{Robber_Baron_gain_desc}
This man's Finance rating has increased thanks to his successfully putting a foreign merchant out of business.
{Robber_Baron_effects_desc}
+4 Finance
¬--------------------
{Daft_Dealer} Daft Dealer
{Daft_Dealer_desc}
Has already failed in an attempt to put another merchant out of business.
{Daft_Dealer_effects_desc}
-1 Finance
¬--------------------
{Easy_Target} Easy Target
{Easy_Target_desc}
His clumsy attempts at taking down his rivals suggest he would be an easy target himself.
{Easy_Target_effects_desc}
-2 Finance
¬--------------------
{Open_Purse} Open Purse
{Open_Purse_desc}
His pathetic attempts at economic warfare suggest he will one day fall victim to a more shrewd merchant.
{Open_Purse_effects_desc}
-3 Finance
¬--------------------
{Good_with_Money} Good with Money
{Good_with_Money_desc}
Displayed an uncommon understanding of how to work with money from an early age.
{Good_with_Money_effects_desc}
+1 Finance
¬--------------------
{Natural_Born_Merchant} Natural Born Merchant
{Natural_Born_Merchant_desc}
Has a rare talent to evaluate the true worth of any given deal, and reaps the ample benefit as a result.
{Natural_Born_Merchant_effects_desc}
+2 Finance
¬--------------------
{Mercantile_Genius} Mercantile Genius
{Mercantile_Genius_desc}
Able to make money without even trying, this man was born to work with coin.
{Mercantile_Genius_effects_desc}
+3 Finance
¬--------------------
{Slight_Indulgence} Slight Indulgence
{Slight_Indulgence_desc}
It is only human to want the final things in life, especially if you see them on a day to day basis.
{Slight_Indulgence_effects_desc}
-1 Finance
¬--------------------
{Decadent} Decadent
{Decadent_desc}
It's natural to show off the rare goods that he deals in, but at what cost does this display of the exotic come?
{Decadent_effects_desc}
-2 Finance
¬--------------------
{Gaudy} Gaudy
{Gaudy_desc}
Known for surrounding himself in the costly commodities he deals in, he can neither be fully trusted, nor fully trust others.
{Gaudy_effects_desc}
-2 Finance,-1 from personal security (increases the chances of falling victim to assassination)
¬--------------------
{Capitalist} Capitalist
{Capitalist_desc}
Now that he has achieved sole control over his market, this merchant is learning how best to keep it to himself.
{Capitalist_effects_desc}
+1 Finance
¬--------------------
{Market_Controller} Market Controller
{Market_Controller_desc}
Time spent with a monopoly has allowed this man to discover new avenues of how to expand, and exploit it.
{Market_Controller_effects_desc}
+2 Finance
¬--------------------
{Monopolist} Monopolist
{Monopolist_desc}
Years of mastering the art of cornering a market has produced both healthy profits, as well as some murderously jealous peers.
{Monopolist_effects_desc}
+3 Finance,-1 from personal security (increases the chances of falling victim to assassination)
¬--------------------
{A_Few_Enemies} A Few Enemies
{A_Few_Enemies_desc}
Angry promises of revenge have been hurled at this merchant by those he has driven out of business…
{A_Few_Enemies_effects_desc}
-1 from personal security (increases the chances of falling victim to assassination)
¬--------------------
{Several_Enemies} Several Enemies
{Several_Enemies_desc}
The merchants this man has put out of business still appear to have enough cash to hire some muscle…
{Several_Enemies_effects_desc}
-2 from personal security (increases the chances of falling victim to assassination)
¬--------------------
{A_Marked_Man} A Marked Man
{A_Marked_Man_desc}
It is whispered that the merchants that this man has personally ruined are unifying to seek their revenge.
{A_Marked_Man_effects_desc}
-4 from personal security (increases the chances of falling victim to assassination)
¬--------------------
{Slightly_Crooked} Slightly Crooked
{Slightly_Crooked_desc}
Growing up in a relatively lawless place has taught this man some undesirable business practises.
{Slightly_Crooked_effects_desc}
-1 Finance
¬--------------------
{Shady_Dealer} Shady Dealer
{Shady_Dealer_desc}
Can't seem to reach a trade agreement without trying to commit fraud or worse.
{Shady_Dealer_effects_desc}
-2 Finance
¬--------------------
{Legal_Nouse} Legal Nouse
{Legal_Nouse_desc}
Has enough understanding of the law to both avoid trouble, and to sometimes cause a little without risk.
{Legal_Nouse_effects_desc}
+1 Finance
¬--------------------
{Legal_Expert} Legal Expert
{Legal_Expert_desc}
If there's a legal loophole in a contract or trade agreement, this man will spot and exploit it.
{Legal_Expert_effects_desc}
+2 Finance
¬--------------------
{Secure_Assets} Secure Assets
{Secure_Assets_desc}
A close scrape that almost put this trader out of business has made him more careful and astute.
{Secure_Assets_effects_desc}
+1 Finance
¬--------------------
{Protected_Assets} Protected Assets
{Protected_Assets_desc}
Accustomed to other merchants coming after his assets, this one has secured his well.
{Protected_Assets_effects_desc}
+2 Finance
¬--------------------
{Hires_Guards} Hires Guards
{Hires_Guards_desc}
The attempt on his life by a hired blade has warranted spending a little on security.
{Hires_Guards_effects_desc}
+1 to personal security (improves the chances of detecting and foiling assassination attempts)
¬--------------------
{Employs_Security} Employs Security
{Employs_Security_desc}
The costs of guarding a small fortune can sometimes be a small fortune in itself.
{Employs_Security_effects_desc}
-1 Finance,+2 to personal security (improves the chances of detecting and foiling assassination attempts)
¬--------------------
{Loyal_to_Coin} Loyal to Coin
{Loyal_to_Coin_desc}
Aware that his master is too far away to know exactly what he gets up to…
{Loyal_to_Coin_effects_desc}
-1 Finance
¬--------------------
{Self_Serving} Self Serving
{Self_Serving_desc}
After years away from home, this merchant now dips into his master's profits as compensation.
{Self_Serving_effects_desc}
-2 Finance
¬--------------------
{Quite_Religious} Quite Religious
{Quite_Religious_desc}
Sometimes lets his religious conscience prevent himself from exploiting great trade opportunities.
{Quite_Religious_effects_desc}
-1 Finance
¬--------------------
{Dogmatically_Religious} Dogmatically Religious
{Dogmatically_Religious_desc}
Is more concerned with the spiritual character of those he deals with than striking the best deal.
{Dogmatically_Religious_effects_desc}
-2 Finance
¬--------------------
{Knowledge_of_Customs} Knowledge of Customs
{Knowledge_of_Customs_desc}
Has learned enough about foreign customs to help ensure he never offends those he works with abroad.
{Knowledge_of_Customs_effects_desc}
+1 Finance
¬--------------------
{Graceful_Traveller} Graceful Traveller
{Graceful_Traveller_desc}
Well versed enough in foreign ways to be greeted as a local, even when far from home.
{Graceful_Traveller_effects_desc}
+2 Finance
¬--------------------
{Diplomatic_Ability} Diplomatic Ability
{Diplomatic_Ability_desc}
Early success with her diplomatic missions suggest that this lady may represent her people more often in the future.
{Diplomatic_Ability_gain_desc}
This lady's Charm has increased thanks to her efforts in diplomacy.
{Diplomatic_Ability_effects_desc}
+1 Charm
¬--------------------
{Delicate_Diplomat} Delicate Diplomat
{Delicate_Diplomat_desc}
When ladies of noble birth can handle negotiations so delicately, diplomats fear for their jobs.
{Delicate_Diplomat_gain_desc}
This lady's Charm has increased thanks to her efforts in diplomacy.
{Delicate_Diplomat_effects_desc}
+2 Charm
¬--------------------
{Diplomatic_Weapon} Diplomatic Weapon
{Diplomatic_Weapon_desc}
This graceful creature's experience at playing on her feminine charms has made her brilliant at having others see things her way.
{Diplomatic_Weapon_gain_desc}
This lady's Charm has increased thanks to her efforts in diplomacy.
{Diplomatic_Weapon_effects_desc}
+3 Charm
¬--------------------
{Mistress_of_Negotiations} Mistress of Negotiations
{Mistress_of_Negotiations_desc}
Known throughout courts of the land as a diplomatic predator, her majesty can smooth out the most tenuous of situations.
{Mistress_of_Negotiations_gain_desc}
This lady's Charm has increased thanks to her efforts in diplomacy.
{Mistress_of_Negotiations_effects_desc}
+4 Charm
¬--------------------
{Lost_in_Conversation} Lost in Conversation
{Lost_in_Conversation_desc}
Although comfortable around the court, her highness shows little aptitude for talking on matters of state.
{Lost_in_Conversation_effects_desc}
-1 Charm
¬--------------------
{Not_Diplomatic} Not Diplomatic
{Not_Diplomatic_desc}
The way she expects others to see things her way makes negotiating with this woman very painful.
{Not_Diplomatic_effects_desc}
-2 Charm
¬--------------------
{Royally_Offensive} Royally Offensive
{Royally_Offensive_desc}
Her wild mood swings and acerbic nature could turn a peace treaty into an act of war.
{Royally_Offensive_effects_desc}
-3 Charm
¬--------------------
{Charming_Consul} Charming Consul
{Charming_Consul_desc}
Those of noble birth always display a more effective grasp of etiquette and courtesy.
{Charming_Consul_effects_desc}
+1 Charm
¬--------------------
{Natural_Negotiator} Natural Negotiator
{Natural_Negotiator_desc}
A fascination with the fine art of socialising gracefully has made her highness quite a cunning communicator.
{Natural_Negotiator_effects_desc}
+2 Charm
¬--------------------
{Born_Mediator} Born Mediator
{Born_Mediator_desc}
Her highness speaks with rare conviction and poise, making her an ideal selection for diplomatic missions.
{Born_Mediator_effects_desc}
+3 Charm
¬--------------------
{Blessed} Blessed
{Blessed_desc}
Appears to be somewhat more in touch with God and his spirituality than most.
{Blessed_effects_desc}
+1 Piety
¬--------------------
{Divine_Connection} Divine Connection
{Divine_Connection_desc}
There is no doubt in this man's mind that God speaks to him directly, and that he must heed his call.
{Divine_Connection_effects_desc}
+2 Piety
¬--------------------
{Chosen_One} Chosen One
{Chosen_One_desc}
So strong and unyielding is his connection with God that some speculate he could later be recognised as a prophet.
{Chosen_One_effects_desc}
+3 Piety
¬--------------------
{Bishop} Bishop
{Bishop_desc}
This priest was granted the title of Bishop at the Cathedral he preached at prior to his dealings with the crown.
{Bishop_effects_desc}
+1 Piety
¬--------------------
{Cardinal} Cardinal
{Cardinal_desc}
Now holding the rank of Cardinal, a position granted to this man by the Pope himself.
{Cardinal_effects_desc}
+1 Piety
¬--------------------
{Character_Is_Pope} Character Is Pope
{Character_Is_Pope_desc}
This priest was promoted to the title of Bishop simply for being created in a city with a Cathedral. Silly huh?
{Character_Is_Pope_effects_desc}
No Effects
¬--------------------
{Intuitive_Inquisitor} Intuitive Inquisitor
{Intuitive_Inquisitor_desc}
Even if he can't prove it at first, this man has a knack for being able to tell if someone has sins that need forgiving.
{Intuitive_Inquisitor_effects_desc}
+2 Piety
¬--------------------
{Hunter_of_Heretics} Hunter of Heretics
{Hunter_of_Heretics_desc}
Not only does this man have the ability to sense and expose heinous acts of heresy, he also appears to enjoy doing so.
{Hunter_of_Heretics_effects_desc}
+4 Piety
¬--------------------
{Born_Inquisitor} Born Inquisitor
{Born_Inquisitor_desc}
Pursues heretics with a passion and fervour that is in itself somewhat disturbing, albeit effective.
{Born_Inquisitor_effects_desc}
+6 Piety
¬--------------------
{Servant_of_God} Servant of God
{Servant_of_God_desc}
Has some minor experience at bringing heretics back into the light.
{Servant_of_God_gain_desc}
This man's Piety rating has increased thanks to successfully denouncing a blasphemer.
{Servant_of_God_effects_desc}
+1 Piety
¬--------------------
{Enemy_of_Heretics} Enemy of Heretics
{Enemy_of_Heretics_desc}
Is developing a reputation for being able to expose acts of heresy where few suspected any lurked.
{Enemy_of_Heretics_gain_desc}
This man's Piety rating has increased thanks to successfully denouncing another blasphemer.
{Enemy_of_Heretics_effects_desc}
+2 Piety
¬--------------------
{Purger_of_Heretics} Purger of Heretics
{Purger_of_Heretics_desc}
Boasts an impressive record of driving heretics from the lands of more pious people.
{Purger_of_Heretics_gain_desc}
This man's Piety rating has increased thanks to successfully denouncing another blasphemer.
{Purger_of_Heretics_effects_desc}
+3 Piety
¬--------------------
{Conqueror_of_Heretics} Conqueror of Heretics
{Conqueror_of_Heretics_desc}
Famous for facing and defeating heresy and those who harbour it.
{Conqueror_of_Heretics_gain_desc}
This man's Piety rating has increased thanks to successfully denouncing another blasphemer.
{Conqueror_of_Heretics_effects_desc}
+4 Piety
¬--------------------
{Grand_Inquisitor} Grand Inquisitor
{Grand_Inquisitor_desc}
Known far and wide as an absolute authority on spiritual purity, utterly unafraid to denounce royalty.
{Grand_Inquisitor_gain_desc}
This man's Piety rating has increased thanks to successfully denouncing yet another blasphemer.
{Grand_Inquisitor_epithet_desc} the Inquisitor
{Grand_Inquisitor_effects_desc}
+5 Piety
¬--------------------
{Poor_Prosecutor} Poor Prosecutor
{Poor_Prosecutor_desc}
Still regarded as an authority on heresy, but a failed prosecution suggests his conclusions are fallible.
{Poor_Prosecutor_effects_desc}
-1 Piety
¬--------------------
{Dubious_Denouncer} Dubious Denouncer
{Dubious_Denouncer_desc}
Although his desire to eradicate heresy is not in question, his ability to do so is.
{Dubious_Denouncer_effects_desc}
-2 Piety
¬--------------------
{Pathetic_Prosecutor} Pathetic Prosecutor
{Pathetic_Prosecutor_desc}
Has developed a reputation for casting wild accusations over the innocent that a common serf could disprove.
{Pathetic_Prosecutor_effects_desc}
-3 Piety
¬--------------------
{Somewhat_Fair} Somewhat Fair
{Somewhat_Fair_desc}
With the Papacy presently cracking down on corruption within the church, it lends itself to fairer trials.
{Somewhat_Fair_effects_desc}
-1 Piety
¬--------------------
{Fair_and_Just} Fair and Just
{Fair_and_Just_desc}
At present the Catholic church is championing ideals of fair play and justice, making this man's job much harder than usual.
{Fair_and_Just_effects_desc}
-2 Piety
¬--------------------
{Somewhat_Unjust} Somewhat Unjust
{Somewhat_Unjust_desc}
The present Pope's heavy handed ways are quite evident at trials for heresy these days…
{Somewhat_Unjust_effects_desc}
+1 Piety
¬--------------------
{Unfair_and_Unjust} Unfair and Unjust
{Unfair_and_Unjust_desc}
With his penchant for suffering, the Pope has instructed the Inquisitors to show no mercy at trial.
{Unfair_and_Unjust_effects_desc}
+2 Piety
¬--------------------
{New_Faith} New Faith
{New_Faith_desc}
A new take on spirituality has given this man a little more faith than he had in the past.
{New_Faith_effects_desc}
+1 Piety
¬--------------------
{New_Conviction} New Conviction
{New_Conviction_desc}
A pure belief that he now has a true understanding of the divine has made this man all the more pious.
{New_Conviction_effects_desc}
+2 Piety
¬--------------------
{Spiritually_Reborn} Spiritually Reborn
{Spiritually_Reborn_desc}
Gripped by a new religious fervour, this man follows his new set of mandates with amazing conviction.
{Spiritually_Reborn_effects_desc}
+3 Piety
¬--------------------
{A_Bishop} A Bishop
{A_Bishop_desc}
DO NOT TRANSLATE - SHOULD BE HIDDEN. This priest was promoted to the title of Bishop simply for being created in a city with a Cathedral. Silly huh?
{A_Bishop_effects_desc}
+1 Piety
¬--------------------
{PriestToCardinal} PriestToCardinal
{PriestToCardinal_desc}
DO NOT TRANSLATE
{PriestToCardinal_effects_desc}
+1 Piety
¬--------------------
{BishopToCardinal} BishopToCardinal
{BishopToCardinal_desc}
DO NOT TRANSLATE
{BishopToCardinal_effects_desc}
+1 Piety
¬--------------------
{Aggressive} Aggressive
{Aggressive_desc}
A disturbing boost of conviction enters this priests voice when his sermons turn to Biblical conflict.
{Aggressive_effects_desc}
+1 Violence
¬--------------------
{Warlike} Warlike
{Warlike_desc}
The Bible says thou shall not kill, but this priest believes that's open to interpretation somehow.
{Warlike_effects_desc}
+2 Violence
¬--------------------
{Violent} Violent
{Violent_desc}
Rabidly preaches that the faithful must cleanse the Earth of all heathens and blasphemers, by means most gruesome if possible.
{Violent_epithet_desc} the Warmonger
{Violent_effects_desc}
+3 Violence
¬--------------------
{Placid} Placid
{Placid_desc}
As would be expect of a man of the cloth, violence is generally not one of this man's solutions
{Placid_effects_desc}
-1 Violence
¬--------------------
{Peaceful} Peaceful
{Peaceful_desc}
It does not matter what the justification is to this man of God, he always shuns acts of violence.
{Peaceful_effects_desc}
-2 Violence
¬--------------------
{Abhors_Violence} Abhors Violence
{Abhors_Violence_desc}
So adverse to violence and bloodshed is this man that he preaches these things to be sin.
{Abhors_Violence_epithet_desc} the Peaceful
{Abhors_Violence_effects_desc}
-3 Violence
¬--------------------
{Questionable} Questionable
{Questionable_desc}
It is sometimes wondered why father does not swiftly chastise those who would sin around him.
{Questionable_effects_desc}
-1 Purity
¬--------------------
{Very_Questionable} Very Questionable
{Very_Questionable_desc}
Though he has committed no crime against the laws of the land, his self-indulgent ways are criminal for a priest.
{Very_Questionable_effects_desc}
-2 Purity
¬--------------------
{Utterly_Corrupt} Utterly Corrupt
{Utterly_Corrupt_desc}
Presumed to be off committing acts of profanity most heinous and debauched once he steps away from the altar.
{Utterly_Corrupt_epithet_desc} the Corrupt
{Utterly_Corrupt_effects_desc}
-3 Purity
¬--------------------
{Upstanding} Upstanding
{Upstanding_desc}
In a world where God's servants enjoy considerable privilege, this man's willingness to forgo them is admirable.
{Upstanding_effects_desc}
+1 Purity
¬--------------------
{Righteous} Righteous
{Righteous_desc}
Very few priests can claim to practise everything they preach. This man is one of those few.
{Righteous_effects_desc}
+2 Purity
¬--------------------
{Immaculately_Pure} Immaculately Pure
{Immaculately_Pure_desc}
So pure of thought is this man of the cloth, it would never dawn on him to take any advantage of his station or power. His path is unquestionably most righteous.
{Immaculately_Pure_epithet_desc} the Righteous
{Immaculately_Pure_effects_desc}
+3 Purity
¬--------------------
{Secretly_Female} Secretly Female
{Secretly_Female_desc}
Her devotion to God is strong enough to risk severe punishment for posing as a man.
{Secretly_Female_effects_desc}
+1 Piety, -1 Eligibility+1 Purity-1 Violence
¬--------------------
{Growing_Faith} Growing Faith
{Growing_Faith_desc}
Seeing that his preaching has made a difference is helping this priest's faith grow.
{Growing_Faith_effects_desc}
+1 Piety
¬--------------------
{Strong_Faith} Strong Faith
{Strong_Faith_desc}
Though there has been much heresy about him, his tangible results against it has only fuelled his faith.
{Strong_Faith_effects_desc}
+2 Piety
¬--------------------
{Shining_Faith} Shining Faith
{Shining_Faith_desc}
Years of missionary work have only reaffirmed his belief and conviction.
{Shining_Faith_effects_desc}
+3 Piety
¬--------------------
{Unquestionable_Faith} Unquestionable Faith
{Unquestionable_Faith_desc}
Has converted more souls than the almighty himself could fathom, resulting in an iron clad faith.
{Unquestionable_Faith_effects_desc}
+4 Piety
¬--------------------
{Waning_Faith} Waning Faith
{Waning_Faith_desc}
Has seen the church's effort come to naught in the past, and does not know what to think of it.
{Waning_Faith_effects_desc}
-1 Piety
¬--------------------
{Wavering_Faith} Wavering Faith
{Wavering_Faith_desc}
Is uncertain whether faith itself is flawed, or if it's been lacking in the people he has met.
{Wavering_Faith_effects_desc}
-2 Piety
¬--------------------
{Damaged_Faith} Damaged Faith
{Damaged_Faith_desc}
Realising so many see the divine a different way is making this man question if he can see it at all anymore.
{Damaged_Faith_effects_desc}
-3 Piety
¬--------------------
{Lost_Faith} Lost Faith
{Lost_Faith_desc}
Has seen the efforts of the church bear little fruit over the years, shattering his faith and drive.
{Lost_Faith_effects_desc}
-4 Piety
¬--------------------
{Orthodox_} Orthodox
{Orthodox__desc}
When the presence of the faith is prominent, it is easier to stay true to the flock.
{Orthodox__effects_desc}
-1 Unorthodoxy
¬--------------------
{Dogmatic} Dogmatic
{Dogmatic_desc}
Has spent much time in places his faith is already dominant, and finds adhering to doctrine easy as a result.
{Dogmatic_effects_desc}
-2 Unorthodoxy
¬--------------------
{Utterly_Dogmatic} Utterly Dogmatic
{Utterly_Dogmatic_desc}
When one never leaves the lands where one's faith is strong, falling to heresy is most unlikely.
{Utterly_Dogmatic_effects_desc}
-3 Unorthodoxy
¬--------------------
{Odd_Habits} Odd Habits
{Odd_Habits_desc}
Has seen his faith's effort come to naught in the past, and does not know what to think of it.
{Odd_Habits_effects_desc}
+1 Unorthodoxy
¬--------------------
{Open-Minded} Open-Minded
{Open-Minded_desc}
Is uncertain whether faith itself is flawed, or if it's been lacking in the people he has met.
{Open-Minded_effects_desc}
+2 Unorthodoxy
¬--------------------
{Quite_Unorthodox} Quite Unorthodox
{Quite_Unorthodox_desc}
Realising so many see the divine a different way is making this man question if he can see it at all anymore.
{Quite_Unorthodox_epithet_desc} the Unorthodox
{Quite_Unorthodox_effects_desc}
+3 Unorthodoxy
¬--------------------
{Blessedly_Lucky} Blessedly Lucky
{Blessedly_Lucky_desc}
Suspects that his faith alone has kept him safe from mortal danger.
{Blessedly_Lucky_effects_desc}
+1 Violence
¬--------------------
{Divine_Protection} Divine Protection
{Divine_Protection_desc}
Quite certain that the Lord is watching over him, keeping him safe no matter what the adversity.
{Divine_Protection_effects_desc}
+1 Piety, +1 Violence
¬--------------------
{The_Chosen_One} The Chosen One
{The_Chosen_One_desc}
"God himself turns the assassin's blade from my back. I am Chosen!"
{The_Chosen_One_epithet_desc} the Chosen
{The_Chosen_One_effects_desc}
+2 Piety, +2 Violence
¬--------------------
{Morbid} Morbid
{Morbid_desc}
Has become concerned that his faith alone may not see him through all manner of adversity.
{Morbid_effects_desc}
+1 Unorthodoxy-1 Violence
¬--------------------
{Forsaken} Forsaken
{Forsaken_desc}
Very aware that mortal danger can still reach those who are reaching for the divine.
{Forsaken_effects_desc}
+1 Unorthodoxy-1 Violence
¬--------------------
{Doomsayer} Doomsayer
{Doomsayer_desc}
Now utterly convinced that all the attempts on his life are tests from above, and that he is destined to fail one.
{Doomsayer_epithet_desc} the Doomsayer
{Doomsayer_effects_desc}
+2 Unorthodoxy-2 Violence
¬--------------------
{Battler_of_Heresy} Battler of Heresy
{Battler_of_Heresy_desc}
Has managed to drive heresy from a place that was once rife with it.
{Battler_of_Heresy_effects_desc}
+1 Piety, +1 Eligibility+1 Purity+1 Violence
¬--------------------
{Enemy_of_Heresy} Enemy of Heresy
{Enemy_of_Heresy_desc}
His record of eradicating heresy from the lands he preaches in is most impressive.
{Enemy_of_Heresy_effects_desc}
+2 Piety, +1 Eligibility+2 Purity+2 Violence
¬--------------------
{Purger_of_Heresy} Purger of Heresy
{Purger_of_Heresy_desc}
Where this man walks, heresy dies. A champion of eradicating all traces of religious impurity.
{Purger_of_Heresy_effects_desc}
+3 Piety, +2 Eligibility+3 Purity+2 Violence
¬--------------------
{Missionary} Missionary
{Missionary_desc}
Bringing the entire flock into the one true faith is an admirable achievement.
{Missionary_effects_desc}
+1 Piety, +1 Eligibility+1 Purity-1 Violence
¬--------------------
{Spreader_of_Faith} Spreader of Faith
{Spreader_of_Faith_desc}
Has ensured his own religion is dominant on more than one occasion.
{Spreader_of_Faith_effects_desc}
+2 Piety, +1 Eligibility+2 Purity-2 Violence
¬--------------------
{Beacon_of_Faith} Beacon of Faith
{Beacon_of_Faith_desc}
A true champion of spreading the faith. He always leaves a trail of believers in his wake.
{Beacon_of_Faith_epithet_desc} the Missionary
{Beacon_of_Faith_effects_desc}
+3 Piety, +2 Eligibility+3 Purity-2 Violence
¬--------------------
{Bilingual} Bilingual
{Bilingual_desc}
Speaks both his faction's tongue, plus that of the locale he grew up in.
{Bilingual_effects_desc}
+1 Influence
¬--------------------
{Multilingual} Multilingual
{Multilingual_desc}
Can speak fluently in several languages, making his work in foreign courts much more effective.
{Multilingual_effects_desc}
+2 Influence
¬--------------------
{Translator} Translator
{Translator_desc}
Fluent in most major dialects throughout Europe, Asia Minor and the Middle East.
{Translator_effects_desc}
+3 Influence
¬--------------------
{Not_Dogmatic} Not Dogmatic
{Not_Dogmatic_desc}
Growing up in an area without a truly dominant religion has made this man sensitive to what offends followers of different faiths.
{Not_Dogmatic_effects_desc}
+1 Influence
¬--------------------
{Respects_other_Religions} Respects other Religions
{Respects_other_Religions_desc}
He may find the basis of some religions to be flawed, but he will not make the mistake of telling people so.
{Respects_other_Religions_effects_desc}
+2 Influence
¬--------------------
{Open_to_all_Religions} Open to all Religions
{Open_to_all_Religions_desc}
Offers total respect to the religious beliefs of those he encounters, even if they are totally contrary to his own.
{Open_to_all_Religions_effects_desc}
+3 Influence
¬--------------------
{Dogmatic_Beliefs} Dogmatic Beliefs
{Dogmatic_Beliefs_desc}
When one grows up being subjected to only one faith, accepting the others is always very difficult.
{Dogmatic_Beliefs_effects_desc}
-1 Influence
¬--------------------
{Religiously_Intolerant} Religiously Intolerant
{Religiously_Intolerant_desc}
Intolerant enough of other religions to the point he uses their names as derogatory terms.
{Religiously_Intolerant_effects_desc}
-2 Influence
¬--------------------
{Would-be-Inquisitor} Would-be-Inquisitor
{Would-be-Inquisitor_desc}
So swift is this man to denounce any who would follow a religion aside his chosen faith, he would likely make a great Inquisitor.
{Would-be-Inquisitor_effects_desc}
-3 Influence
¬--------------------
{Calm} Calm
{Calm_desc}
Surviving an attempt on his life has instilled this man with a little more confidence than he had before the event.
{Calm_effects_desc}
+1 Influence
¬--------------------
{Sworn_to_Duty} Sworn to Duty
{Sworn_to_Duty_desc}
Several close calls have led this man to start believing he's a bit more of a man than most of those he has to deal with.
{Sworn_to_Duty_effects_desc}
+2 Influence
¬--------------------
{Practically_Dauntless} Practically Dauntless
{Practically_Dauntless_desc}
Survived so many attempts on his life that he now holds himself with extreme confidence in all situations.
{Practically_Dauntless_effects_desc}
+3 Influence, -1 from personal security (increases the chances of falling victim to assassination)
¬--------------------
{Somewhat_Nervous} Somewhat Nervous
{Somewhat_Nervous_desc}
An attempt on this dignitary's life has shaken him enough to affect the way he holds himself.
{Somewhat_Nervous_effects_desc}
-1 Influence
¬--------------------
{Feeling_the_Risks} Feeling the Risks
{Feeling_the_Risks_desc}
Concerned for his safety, this diplomat has taken to keeping a guard with himself, even during 'private' audiences.
{Feeling_the_Risks_effects_desc}
-2 Influence, +1 to personal security (improves the chances of detecting and foiling assassination attempts)
¬--------------------
{Trusts_Nobody} Trusts Nobody
{Trusts_Nobody_desc}
So suspicious of another attempt on his life he has lost much of his ability to convey any sense of trust.
{Trusts_Nobody_effects_desc}
-3 Influence, +2 to personal security (improves the chances of detecting and foiling assassination attempts)
¬--------------------
{Growing_Conviction} Growing Conviction
{Growing_Conviction_desc}
Surviving an attempt on his life has instilled this man with a little more confidence than he had before the event.
{Growing_Conviction_effects_desc}
+1 Piety
¬--------------------
{Strengthened_Resolve} Strengthened Resolve
{Strengthened_Resolve_desc}
Several close calls have led this man to start believing he's a bit more of a man than most of those he has to deal with.
{Strengthened_Resolve_effects_desc}
+2 Piety
¬--------------------
{Feeling_Invulnerable} Feeling Invulnerable
{Feeling_Invulnerable_desc}
Survived so many attempts on his life that he now holds himself with extreme confidence in all situations.
{Feeling_Invulnerable_effects_desc}
+3 Piety
¬--------------------
{Waning_Conviction} Waning Conviction
{Waning_Conviction_desc}
An attempt on this dignitary's life has shaken him enough to affect the way he holds himself.
{Waning_Conviction_effects_desc}
-1 Piety
¬--------------------
{Questioning_Cause} Questioning Cause
{Questioning_Cause_desc}
Concerned for his safety, this diplomatic has taken to keeping a guard with himself, even during 'private' audiences.
{Questioning_Cause_effects_desc}
-2 Piety
¬--------------------
{Feeling_Vulnerable} Feeling Vulnerable
{Feeling_Vulnerable_desc}
So suspicious of another attempt on his life he has lost much of his ability to convey any sense of trust.
{Feeling_Vulnerable_effects_desc}
-3 Piety
¬--------------------
{Little_Aptitude} Little Aptitude
{Little_Aptitude_desc}
Though dubbed a witch, her powers are barely tangible, if at all.
{Little_Aptitude_effects_desc}
+1 Magic
¬--------------------
{Some_Aptitude} Some Aptitude
{Some_Aptitude_desc}
Shows some ability with strange secular ways that good godfearing folk lack.
{Some_Aptitude_effects_desc}
+2 Magic
¬--------------------
{Great_Aptitude} Great Aptitude
{Great_Aptitude_desc}
Has always shown a natural ability to channel spirits and other unholy acts.
{Great_Aptitude_effects_desc}
+3 Magic
¬--------------------
{Powerful_Channeler} Powerful Channeler
{Powerful_Channeler_desc}
Even her own parents couldn't deny she clearly had tremendous, unnatural power.
{Powerful_Channeler_effects_desc}
+4 Magic
¬--------------------
{Creature_of_Dark_Arts} Creature of Dark Arts
{Creature_of_Dark_Arts_desc}
The church deems this woman to be nothing short of a threat to all that is holy and right in the world.
{Creature_of_Dark_Arts_effects_desc}
+5 Magic
¬--------------------
{Agitated} Agitated
{Agitated_desc}
Unsurprisingly, the attempts to do away with this crone have rubbed her the wrong way.
{Agitated_effects_desc}
+2 Magic
¬--------------------
{Angry} Angry
{Angry_desc}
Being actively pursued has made this woman angry and spiteful.
{Angry_effects_desc}
+4 Magic
¬--------------------
{Seething_with_Rage} Seething with Rage
{Seething_with_Rage_desc}
So full of rage and spite, coming into contact with this powerful sorceress is a harrowing experience.
{Seething_with_Rage_effects_desc}
+6 Magic
¬--------------------
{No_Wrath} No Wrath
{No_Wrath_desc}
DO NOT TRANSLATE - you should never see this!
{No_Wrath_effects_desc}
-1 Command when commanding gunpowder troops
¬--------------------
{Conforming} Conforming
{Conforming_desc}
Having been tried for heresy, this man is now more careful to follow mandate properly.
{Conforming_effects_desc}
+1 Piety
¬--------------------
{Reverant} Reverant
{Reverant_desc}
Suspecting the church is out to get him, he has taken steps to ensure he is genuinely pious.
{Reverant_effects_desc}
+2 Piety
¬--------------------
{Godfearing} Godfearing
{Godfearing_desc}
So diligently has this man reformed his spiritual ways, he is beyond suspicion at all.
{Godfearing_epithet_desc} the Godfearer
{Godfearing_effects_desc}
+3 Piety
¬--------------------
{Thieves'_Guild_Apprentice} Thieves' Guild Apprentice
{Thieves'_Guild_Apprentice_desc}
The presence of a Master Thieves' Guild within the kingdom has made this man a more effective operative.
{Thieves'_Guild_Apprentice_effects_desc}
+1 to agent's skill
¬--------------------
{Thieves'_Guild_Journeyman} Thieves' Guild Journeyman
{Thieves'_Guild_Journeyman_desc}
The presence of a Thieves' Guild HQ within the kingdom has afforded this man significantly enhanced training.
{Thieves'_Guild_Journeyman_effects_desc}
+2 to agent's skill
¬--------------------
{Trained_in_Espionage} Trained in Espionage
{Trained_in_Espionage_desc}
The influence of the local Thieves' Guild house have made this man far more adept in the arts of subtlety and discretion.
{Trained_in_Espionage_effects_desc}
+1 to agent's skill
¬--------------------
{Assassins'_Guild_Apprentice} Assassins' Guild Apprentice
{Assassins'_Guild_Apprentice_desc}
The presence of a Master Assassin's Guild within the kingdom has made this man a more effective operative.
{Assassins'_Guild_Apprentice_effects_desc}
+1 to agent's skill
¬--------------------
{Assassins'_Guild_Journeyman} Assassins' Guild Journeyman
{Assassins'_Guild_Journeyman_desc}
The presence of Assassin's Guild HQ within the kingdom has afforded this man significantly enhanced training.
{Assassins'_Guild_Journeyman_effects_desc}
+2 to agent's skill
¬--------------------
{Hashashins'_Guild_Apprentice} Hashashins' Guild Apprentice
{Hashashins'_Guild_Apprentice_desc}
The presence of a Master Hashashins' Guild within the kingdom has made this man a more effective operative.
{Hashashins'_Guild_Apprentice_effects_desc}
+1 to agent's skill
¬--------------------
{Hashashins'_Guild_Journeyman} Hashashins' Guild Journeyman
{Hashashins'_Guild_Journeyman_desc}
The presence of Hashashins' Guild HQ within the kingdom has afforded this man significantly enhanced training.
{Hashashins'_Guild_Journeyman_effects_desc}
+2 to agent's skill
¬--------------------
{Trained_Killer} Trained Killer
{Trained_Killer_desc}
The influence of one of the more dubious guild houses have made this man a more precise instrument of death.
{Trained_Killer_effects_desc}
+1 to agent's skill
¬--------------------
{Theologians'_Guild_Apprentice} Theologians' Guild Apprentice
{Theologians'_Guild_Apprentice_desc}
The presence of a Master Theologian's Guild within the kingdom has had a positive influence on this priest's initiation.
{Theologians'_Guild_Apprentice_effects_desc}
+1 Piety
¬--------------------
{Theologians'_Guild_Journeyman} Theologians' Guild Journeyman
{Theologians'_Guild_Journeyman_desc}
The presence of Theologian's Guild HQ within the kingdom has had a positive influence on this priest's initiation.
{Theologians'_Guild_Journeyman_effects_desc}
+2 Piety
¬--------------------
{Orthodox_Instruction} Orthodox Instruction
{Orthodox_Instruction_desc}
The influence of the local Theologian's guild house has only served to make this priest more pious.
{Orthodox_Instruction_effects_desc}
+1 Piety
¬--------------------
{Merchant's_Guild_Apprentice} Merchant's Guild Apprentice
{Merchant's_Guild_Apprentice_desc}
The presence of a Master Assassin's Guild within the kingdom has made this man a more effective operative.
{Merchant's_Guild_Apprentice_effects_desc}
+1 to agent's skill
¬--------------------
{Financial_Training} Financial Training
{Financial_Training_desc}
The influence of the local merchants' guild house have made this man more shrewd with money.
{Financial_Training_effects_desc}
+1 to agent's skill
¬--------------------
{Crusader} Crusader
{Crusader_desc}
Lords who have no qualms about travelling to far off lands for noble, spiritual causes serve as a great example to their men.
{Crusader_effects_desc}
+1 Chivalry, +1 Piety, +1 Command when fighting against Muslims
¬--------------------
{Great_Crusader} Great Crusader
{Great_Crusader_desc}
Some show their devotion through prayer, but this man shows it through battling in God's name.
{Great_Crusader_effects_desc}
+2 Chivalry, +2 Piety, +2 Command when fighting against Muslims
¬--------------------
{Grand_Crusader} Grand Crusader
{Grand_Crusader_desc}
To devote one's life to the Crusades is the sort of thing even most knights would deem to be above and beyond the call.
{Grand_Crusader_epithet_desc} the Crusader
{Grand_Crusader_effects_desc}
+3 Chivalry, +3 Piety, +3 Command when fighting against Muslims
¬--------------------
{Holy_Soldier} Holy Soldier
{Holy_Soldier_desc}
Lords who have no qualms about travelling to far off lands for noble, spiritual causes serve as a great example to their men.
{Holy_Soldier_effects_desc}
+1 Chivalry, +1 Piety, +1 Command when fighting against Catholics
¬--------------------
{Holy_Defender} Holy Defender
{Holy_Defender_desc}
Some show their devotion through prayer, but this man shows it through battling in God's name.
{Holy_Defender_effects_desc}
+2 Chivalry, +2 Piety, +2 Command when fighting against Catholics
¬--------------------
{Holy_Warrior} Holy Warrior
{Holy_Warrior_desc}
To devote one's life to the Crusades is the sort of thing even most knights would deem to be above and beyond the call.
{Holy_Warrior_epithet_desc} the Holy Warrior
{Holy_Warrior_effects_desc}
+3 Chivalry, +3 Piety, +3 Command when fighting against Catholics
¬--------------------
{Respected_by_Pope} Respected by Pope
{Respected_by_Pope_desc}
Lords who have no qualms about travelling to far off lands for noble, spiritual causes serve as a great example to their men.
{Respected_by_Pope_effects_desc}
+1 Piety, +1 Command when fighting against Muslims
¬--------------------
{Adored_by_Pope} Adored by Pope
{Adored_by_Pope_desc}
Some show their devotion through prayer, but this man shows it through battling in God's name.
{Adored_by_Pope_effects_desc}
+2 Piety, +2 Command when fighting against Muslims
¬--------------------
{Exhalted_by_Pope} Exhalted by Pope
{Exhalted_by_Pope_desc}
To devote one's life to the Crusades is the sort of thing even most knights would deem to be above and beyond the call.
{Exhalted_by_Pope_epithet_desc} the Adored
{Exhalted_by_Pope_effects_desc}
+3 Piety, +3 Command when fighting against Muslims
¬--------------------
{Pope's_Enforcer} Pope's Enforcer
{Pope's_Enforcer_desc}
Lords who have no qualms about travelling to far off lands for noble, spiritual causes serve as a great example to their men.
{Pope's_Enforcer_effects_desc}
+1 Dread, +1 Command when fighting against Muslims
¬--------------------
{Pope's_Executioner} Pope's Executioner
{Pope's_Executioner_desc}
Some show their devotion through prayer, but this man shows it through battling in God's name.
{Pope's_Executioner_epithet_desc} the Executioner
{Pope's_Executioner_effects_desc}
+2 Dread, +2 Command when fighting against Muslims
¬--------------------
{Winning_First} Winning First
{Winning_First_desc}
His actions in battle suggest he cares about winning much more so than doing it honourably.
{Winning_First_effects_desc}
+1 Dread
¬--------------------
{Cruel_and_Cunning} Cruel and Cunning
{Cruel_and_Cunning_desc}
It's not a mistake when this man unleashes death most painful upon his foes, he's taking a liking to it.
{Cruel_and_Cunning_effects_desc}
+2 Dread
¬--------------------
{Merciless_Mauler} Merciless Mauler
{Merciless_Mauler_desc}
This man is not beneath mutilating a fallen foe to make his next enemy lose his nerve.
{Merciless_Mauler_epithet_desc} the Mauler
{Merciless_Mauler_effects_desc}
+3 Dread
¬--------------------
{Field_Tyrant} Field Tyrant
{Field_Tyrant_desc}
He exerts his malevolent plans upon his enemies in ways that suggest he is devoid of conscience.
{Field_Tyrant_epithet_desc} the Tyrant
{Field_Tyrant_effects_desc}
+4 Dread, +1 Authority
¬--------------------
{Warlord_of_Terror} Warlord of Terror
{Warlord_of_Terror_desc}
Even the bravest of knights and kings would admit to fearing to face this infamous monster in battle.
{Warlord_of_Terror_epithet_desc} Lord of Terror
{Warlord_of_Terror_effects_desc}
+5 Dread, +2 Authority
¬--------------------
{Fair_Fighter} Fair Fighter
{Fair_Fighter_desc}
Has shown that he can abstain from lowly acts on the field of battle.
{Fair_Fighter_effects_desc}
+1 Chivalry
¬--------------------
{Noble_in_Battle} Noble in Battle
{Noble_in_Battle_desc}
Never let it be said that this man will resort to cheap tactics to win a battle, it is beneath him now.
{Noble_in_Battle_effects_desc}
+2 Chivalry
¬--------------------
{Bastion_of_Chivalry} Bastion of Chivalry
{Bastion_of_Chivalry_desc}
Is becoming known for making selfless acts of sacrifice and courage in battle.
{Bastion_of_Chivalry_epithet_desc} the Chivalrous
{Bastion_of_Chivalry_effects_desc}
+3 Chivalry
¬--------------------
{Champion_of_Honour} Champion of Honour
{Champion_of_Honour_desc}
So chivalrous is this man that his opponents consider it an honour to die upon the sword of such a worthy foe.
{Champion_of_Honour_epithet_desc} the Champion
{Champion_of_Honour_effects_desc}
+4 Chivalry, +1 Authority
¬--------------------
{Saint_of_Battle} Saint of Battle
{Saint_of_Battle_desc}
Spoken off throughout the known world as a walking embodiment of knightly virtues that all warriors should aspire to emulate.
{Saint_of_Battle_epithet_desc} the Saint
{Saint_of_Battle_effects_desc}
+5 Chivalry, +2 Authority
¬--------------------
{Mean_Leader} Mean Leader
{Mean_Leader_desc}
Has not shown too much concern for the plight of the peasants lately.
{Mean_Leader_effects_desc}
+1 Dread
¬--------------------
{Cruel_Leader} Cruel Leader
{Cruel_Leader_desc}
Flogging for insubordination, or perhaps for amusement is plausible with this one.
{Cruel_Leader_effects_desc}
+2 Dread
¬--------------------
{Merciless_Leader} Merciless Leader
{Merciless_Leader_desc}
The people are not this man's concern, they are there to serve, and not ask for better.
{Merciless_Leader_epithet_desc} the Merciless
{Merciless_Leader_effects_desc}
+3 Dread, +1 Authority
¬--------------------
{Malevolent_Leader} Malevolent Leader
{Malevolent_Leader_desc}
As likely to skewer his own guards on spikes to ward off an enemy siege as the corpses of his foes.
{Malevolent_Leader_epithet_desc} the Malevolent
{Malevolent_Leader_effects_desc}
+4 Dread, +2 Authority
¬--------------------
{Tyranical_Leader} Tyranical Leader
{Tyranical_Leader_desc}
Rules with an iron fist that none question, for fear of the consequences.
{Tyranical_Leader_epithet_desc} the Tyrant
{Tyranical_Leader_effects_desc}
+5 Dread, +3 Authority
¬--------------------
{Fair_in_Rule} Fair in Rule
{Fair_in_Rule_desc}
His actions suggest he favours a path of fairness to his people when ruling.
{Fair_in_Rule_effects_desc}
+1 Chivalry
¬--------------------
{Noble_in_Rule} Noble in Rule
{Noble_in_Rule_desc}
The people smile upon a ruler who put their support behind noble projects and tasks.
{Noble_in_Rule_effects_desc}
+2 Chivalry
¬--------------------
{Chivalrous_in_Rule} Chivalrous in Rule
{Chivalrous_in_Rule_desc}
People under the rule of this man feel as if led by a knight, driven to a higher set of ideals.
{Chivalrous_in_Rule_epithet_desc} the Chivalrous
{Chivalrous_in_Rule_effects_desc}
+3 Chivalry, +1 Authority
¬--------------------
{Honourable_Ruler} Honourable Ruler
{Honourable_Ruler_desc}
Not even his enemies would declare this man anything short of honourable in intentions as a ruler.
{Honourable_Ruler_epithet_desc} the Honourable
{Honourable_Ruler_effects_desc}
+4 Chivalry, +2 Authority
¬--------------------
{Saintly_Ruler} Saintly Ruler
{Saintly_Ruler_desc}
This man has become a champion of virtues through his righteous path of improving the lives of all under his rule.
{Saintly_Ruler_epithet_desc} the Saint
{Saintly_Ruler_effects_desc}
+5 Chivalry, +3 Authority
¬--------------------
{Respects_the_Enemy} Respects the Enemy
{Respects_the_Enemy_desc}
Has shown some leniency to enemies captured on the field of battle.
{Respects_the_Enemy_effects_desc}
+1 Chivalry
¬--------------------
{Compassionate_Victor} Compassionate Victor
{Compassionate_Victor_desc}
Known to generally show mercy and compassion to those he has defeated in battle.
{Compassionate_Victor_effects_desc}
+2 Chivalry
¬--------------------
{Quite_Merciful} Quite Merciful
{Quite_Merciful_desc}
So commonly does this man let his enemy prisoners go, they actually expect it.
{Quite_Merciful_effects_desc}
+3 Chivalry
¬--------------------
{Merciful_Champion} Merciful Champion
{Merciful_Champion_desc}
A truly merciful champion of chivalry who always shows the utmost courtesy to those he has bested.
{Merciful_Champion_epithet_desc} the Merciful
{Merciful_Champion_effects_desc}
+4 Chivalry
¬--------------------
{Disrespects_Prisoners} Disrespects Prisoners
{Disrespects_Prisoners_desc}
Has shown that he is prepared to coldly execute prisoners captured in battle.
{Disrespects_Prisoners_effects_desc}
+1 Dread
¬--------------------
{Lacks_Compassion} Lacks Compassion
{Lacks_Compassion_desc}
Not known to show any mercy or compassion to those he has defeated in battle.
{Lacks_Compassion_effects_desc}
+2 Dread
¬--------------------
{Quite_Merciless} Quite Merciless
{Quite_Merciless_desc}
Notorious for executing any survivors in the battles he wins, with little exception.
{Quite_Merciless_effects_desc}
+3 Dread
¬--------------------
{Merciless_Conqueror} Merciless Conqueror
{Merciless_Conqueror_desc}
This merciless warlord invariably commits genocide after every battle he wins. To him, compassion is a wretched weakness.
{Merciless_Conqueror_epithet_desc} the Merciless
{Merciless_Conqueror_effects_desc}
+4 Dread
¬--------------------
{Noble_Commander} Noble Commander
{Noble_Commander_desc}
Has shown some leniency to enemies captured on the field of battle.
{Noble_Commander_effects_desc}
+1 Chivalry
¬--------------------
{Honourable_Commander} Honourable Commander
{Honourable_Commander_desc}
Known to generally show mercy and compassion to those he has defeated in battle.
{Honourable_Commander_effects_desc}
+2 Chivalry, +1 Morale for all troops on the battlefield
¬--------------------
{Caring_Commander} Caring Commander
{Caring_Commander_desc}
So commonly does this man let his enemy prisoners go, they actually expect it.
{Caring_Commander_effects_desc}
+3 Chivalry, +2 Morale for all troops on the battlefield
¬--------------------
{Merciful_Commander} Merciful Commander
{Merciful_Commander_desc}
A truly merciful champion of chivalry who always shows the utmost courtesy to those he has bested.
{Merciful_Commander_epithet_desc} the Merciful
{Merciful_Commander_effects_desc}
+4 Chivalry, +3 Morale for all troops on the battlefield
¬--------------------
{Grim_Commander} Grim Commander
{Grim_Commander_desc}
Has passed the opportunity to pay a reasonable sum for the lives of his captured troops.
{Grim_Commander_effects_desc}
+1 Dread
¬--------------------
{Cold_Commander} Cold Commander
{Cold_Commander_desc}
Has refused to agree to ransom back his own men several times.
{Cold_Commander_effects_desc}
+2 Dread, -1 Morale for all troops on the battlefield
¬--------------------
{Harsh_Commander} Harsh Commander
{Harsh_Commander_desc}
Commonly deems that those of his men that fall to the enemy are not worth paying for again.
{Harsh_Commander_effects_desc}
+3 Dread, -2 Morale for all troops on the battlefield
¬--------------------
{Merciless_Commander} Merciless Commander
{Merciless_Commander_desc}
Coldly informs his own men that if they fall into enemy hands, that they deserve the death that awaits them.
{Merciless_Commander_epithet_desc} the Merciless
{Merciless_Commander_effects_desc}
+4 Dread, -3 Morale for all troops on the battlefield
¬--------------------
{Good_with_Artillery} Good with Artillery
{Good_with_Artillery_desc}
Has shown some ability at using artillery effectively on the field of battle.
{Good_with_Artillery_effects_desc}
+1 Command when commanding artillery
¬--------------------
{Adept_with_Artillery} Adept with Artillery
{Adept_with_Artillery_desc}
Commands artillery to great effect in battle, his experience invaluable.
{Adept_with_Artillery_effects_desc}
+2 Command when commanding artillery
¬--------------------
{Expert_with_Artillery} Expert with Artillery
{Expert_with_Artillery_desc}
Has repeatedly proven his expertise at using artillery to horrible effect.
{Expert_with_Artillery_effects_desc}
+3 Command when commanding artillery
¬--------------------
{Masterful_with_Artillery} Masterful with Artillery
{Masterful_with_Artillery_desc}
Becomes a truly menacing commander when given artillery to wreak havoc among enemy lines.
{Masterful_with_Artillery_effects_desc}
+4 Command when commanding artillery
¬--------------------
{Poor_with_Artillery} Poor with Artillery
{Poor_with_Artillery_desc}
Has yet to show a true grasp of how to use artillery in the correct manner.
{Poor_with_Artillery_effects_desc}
-1 Command when commanding artillery
¬--------------------
{Awful_with_Artillery} Awful with Artillery
{Awful_with_Artillery_desc}
Prone to either leaving his artillery for dead, or having them fire upon their own infantry.
{Awful_with_Artillery_effects_desc}
-2 Command when commanding artillery
¬--------------------
{Diabolical_with_Artillery} Diabolical with Artillery
{Diabolical_with_Artillery_desc}
Both artilleryman and fellow soldier alike are in trouble when under this fool's command.
{Diabolical_with_Artillery_effects_desc}
-3 Command when commanding artillery
¬--------------------
{Good_with_Guns} Good with Guns
{Good_with_Guns_desc}
Understands how to effectively use guns in battle.
{Good_with_Guns_effects_desc}
+1 Command when commanding gunpowder troops
¬--------------------
{Adept_with_Guns} Adept with Guns
{Adept_with_Guns_desc}
Boasts a wily ability to tear up enemy ranks with gun fire.
{Adept_with_Guns_effects_desc}
+2 Command when commanding gunpowder troops
¬--------------------
{Expert_with_Guns} Expert with Guns
{Expert_with_Guns_desc}
A commander that truly knows how to get the most of his troops armed with guns.
{Expert_with_Guns_effects_desc}
+3 Command when commanding gunpowder troops
¬--------------------
{Masterful_with_Guns} Masterful with Guns
{Masterful_with_Guns_desc}
A pioneer of modern warfare, and absolutely dangerous when leading soldiers toting guns.
{Masterful_with_Guns_effects_desc}
+4 Command when commanding gunpowder troops
¬--------------------
{Poor_with_Guns} Poor with Guns
{Poor_with_Guns_desc}
Has yet to grasp the use of gunners in field warfare.
{Poor_with_Guns_effects_desc}
-1 Command when commanding gunpowder troops
¬--------------------
{Awful_with_Guns} Awful with Guns
{Awful_with_Guns_desc}
Could be prone to leading his gunmen to their doom, or that of his front line.
{Awful_with_Guns_effects_desc}
-2 Command when commanding gunpowder troops
¬--------------------
{Useless_with_Guns} Useless with Guns
{Useless_with_Guns_desc}
Some people are best kept away from guns - like this man.
{Useless_with_Guns_effects_desc}
-3 Command when commanding gunpowder troops
¬--------------------
{Hexxed} Hexxed
{Hexxed_desc}
Said to be under a minor hex, by an annoying wretched witch.
{Hexxed_effects_desc}
-1 Command, -1 Morale for all troops on the battlefield
¬--------------------
{Cursed} Cursed
{Cursed_desc}
This man has been cursed by a practitioner of foul arts. He is constantly braced against its effects.
{Cursed_effects_desc}
-2 Command, -2 Morale for all troops on the battlefield
¬--------------------
{Blighted} Blighted
{Blighted_desc}
His encounter with crone most foul has left this man blighted, something he fixates upon sadly.
{Blighted_effects_desc}
-1 Piety, -3 Command, -1 Authority, -3 Morale for all troops on the battlefield
¬--------------------
{Damned} Damned
{Damned_desc}
This poor man now believes agents of pagan nightmare shall take him, his fate sealed.
{Damned_effects_desc}
-3 Piety, -4 Command, -2 Authority, -4 Morale for all troops on the battlefield
¬--------------------
{Warts} Warts
{Warts_desc}
Not so proudly wearing a cluster of warts on his face, no doubt the work of a vile witch.
{Warts_effects_desc}
-1 Command, -1 Morale for all troops on the battlefield
¬--------------------
{Flatulant} Flatulant
{Flatulant_desc}
Ever since this man's encounter with that horrid pagan crone, his stomach has been turning endlessly.
{Flatulant_effects_desc}
-2 Command, -1 Authority, -2 Morale for all troops on the battlefield
¬--------------------
{Boil-ridden} Boil-ridden
{Boil-ridden_desc}
The impure magicks worked upon this man have manifested themselves in weeping boils. Ghastly stuff.
{Boil-ridden_effects_desc}
-1 Piety, -3 Command, -2 Authority, -3 Morale for all troops on the battlefield
¬--------------------
{Wracking_Cough} Wracking Cough
{Wracking_Cough_desc}
Has a nasty wracking cough left over from a vile illness cursed upon this man by a witch.
{Wracking_Cough_effects_desc}
-1 Command, -1 Morale for all troops on the battlefield
¬--------------------
{Evil_Illness} Evil Illness
{Evil_Illness_desc}
Haunted by an illness that he has not been able to fully shake since encountering a witch.
{Evil_Illness_effects_desc}
-2 Command, -2 Morale for all troops on the battlefield
¬--------------------
{Stricken_Down} Stricken Down
{Stricken_Down_desc}
This man's life is all but over, his health stolen by dark sorcerous arts!
{Stricken_Down_effects_desc}
-1 Piety, -3 Command, -1 Authority, -3 Morale for all troops on the battlefield
¬--------------------
{Quite_Objective} Quite Objective
{Quite_Objective_desc}
More likely to consider a perspective other than his own than not.
{Quite_Objective_effects_desc}
No Effects
¬--------------------
{Quite_Subjective} Quite Subjective
{Quite_Subjective_desc}
More likely to rely on his beliefs and personal perspective than consider others.
{Quite_Subjective_effects_desc}
No Effects
¬--------------------
{Sociable} Sociable
{Sociable_desc}
Comfortable shaking hands or becoming the centre of attention.
{Sociable_effects_desc}
+1 to popularity (improves public order)
¬--------------------
{Gregarious} Gregarious
{Gregarious_desc}
A man of the men, more at home when surrounded with friends than alone on a throne.
{Gregarious_effects_desc}
+1 Morale for all troops on the battlefield, +2 to popularity (improves public order)
¬--------------------
{Everyone's_Friend} Everyone's Friend
{Everyone's_Friend_desc}
Enjoys his popularity, always keen to assemble a group of friends, or friends to be.
{Everyone's_Friend_effects_desc}
+2 Morale for all troops on the battlefield, +3 to popularity (improves public order)
¬--------------------
{Aloof} Aloof
{Aloof_desc}
Sometimes picky about his social encounters.
{Aloof_effects_desc}
-1 from popularity (has a negative effect on public order)
¬--------------------
{Introverted} Introverted
{Introverted_desc}
Typically prefers his own company, or that of those very close.
{Introverted_effects_desc}
-1 Morale for all troops on the battlefield, -2 from popularity (has a negative effect on public order)
¬--------------------
{Totally_Closed} Totally Closed
{Totally_Closed_desc}
Extremely distant and hard to speak to on any sort of personal level.
{Totally_Closed_effects_desc}
-2 Morale for all troops on the battlefield, -3 from popularity (has a negative effect on public order)
¬--------------------
{Rebelled} Rebelled
{Rebelled_desc}
This man's loyalties have changed at least once in his lifetime.
{Rebelled_effects_desc}
-1 Loyalty
¬--------------------
{Rebelious} Rebelious
{Rebelious_desc}
Has changed masters more than once. Perhaps he cannot settle on one?
{Rebelious_effects_desc}
-2 Loyalty
¬--------------------
{Turncoat} Turncoat
{Turncoat_desc}
Known for his habit of abandoning one lord for another, with dubious reasons.
{Turncoat_epithet_desc} the Turncoat
{Turncoat_effects_desc}
-3 Loyalty
¬--------------------
{Feels_Appreciated} Feels Appreciated
{Feels_Appreciated_desc}
Feels he is treated accordingly for his efforts.
{Feels_Appreciated_effects_desc}
+1 Loyalty
¬--------------------
{Feels_Respected} Feels Respected
{Feels_Respected_desc}
Believes he is treated with respect by his ruler.
{Feels_Respected_effects_desc}
+3 Loyalty
¬--------------------
{Feels_Honoured} Feels Honoured
{Feels_Honoured_desc}
Has been made to feel like a truly valued and honoured member of his people.
{Feels_Honoured_effects_desc}
+5 Loyalty
¬--------------------
{Feels_Unappreciated} Feels Unappreciated
{Feels_Unappreciated_desc}
Is somewhat disgruntled about his lot in life of late.
{Feels_Unappreciated_effects_desc}
-1 Loyalty
¬--------------------
{Feels_Disrespected} Feels Disrespected
{Feels_Disrespected_desc}
Prone to thinking about how his talents could be better used by his rulers.
{Feels_Disrespected_effects_desc}
-3 Loyalty
¬--------------------
{Feels_Dishonoured} Feels Dishonoured
{Feels_Dishonoured_desc}
Dwells on a belief that he is intentionally being treated poorly by his master.
{Feels_Dishonoured_effects_desc}
-5 Loyalty
¬--------------------
{Eastern_Warlord} Eastern Warlord
{Eastern_Warlord_desc}
This eastern warlord has ridden to victory in many battles beyond the horizon.
{Eastern_Warlord_effects_desc}
+1 Dread, +2 Command
¬--------------------
{Mighty_Warlord} Mighty Warlord
{Mighty_Warlord_desc}
This man is a successful warlord, one whose abilities should be respected.
{Mighty_Warlord_effects_desc}
+2 Dread, +4 Command
¬--------------------
{Khan's_Conqueror} Khan's Conqueror
{Khan's_Conqueror_desc}
A notorious conqueror from the east that brings with him a reputation for brutally decisive victories.
{Khan's_Conqueror_effects_desc}
+3 Dread, +6 Command
¬--------------------
{Mighty_Eagle} Mighty Eagle
{Mighty_Eagle_desc}
A true Aztec warrior, who has lead the eagle warriors into battle several times before.
{Mighty_Eagle_effects_desc}
+1 Dread, +2 Command
¬--------------------
{Mighty_Jaguar} Mighty Jaguar
{Mighty_Jaguar_desc}
A leader of the Jaguar warriors, and a highly respected leader among the Aztecs.
{Mighty_Jaguar_effects_desc}
+2 Dread, +4 Command
¬--------------------
{Grand_Jaguar} Grand Jaguar
{Grand_Jaguar_desc}
Has been responsible for many great victories, a truly mighty Aztec commander.
{Grand_Jaguar_effects_desc}
+3 Dread, +6 Command
¬--------------------
{Dangerous_Captain} Dangerous Captain
{Dangerous_Captain_desc}
An experienced cutthroat, accustomed to boarding the ships of more noble captains.
{Dangerous_Captain_effects_desc}
-1 Loyalty, +1 Command at sea
¬--------------------
{Famous_Pirate} Famous Pirate
{Famous_Pirate_desc}
A pirate captain of some infamy, all attributed to grizzly deeds at sea.
{Famous_Pirate_effects_desc}
-2 Loyalty, +2 Command at sea
¬--------------------
{Notorious_Pirate} Notorious Pirate
{Notorious_Pirate_desc}
A menace of the seas, this lawless captain is not to be underestimated.
{Notorious_Pirate_effects_desc}
-3 Loyalty, +3 Command at sea
¬--------------------
{Wife_is_Fair} Wife is Fair
{Wife_is_Fair_desc}
When one's wife is fair, so is time at home.
{Wife_is_Fair_effects_desc}
Increases the chance of having children
¬--------------------
{Wife_is_Charming} Wife is Charming
{Wife_is_Charming_desc}
This man's wife is a true treasure, something that endears him to her.
{Wife_is_Charming_effects_desc}
+1 to popularity (improves public order), Increases the chance of having children
¬--------------------
{Wife_is_Lovely} Wife is Lovely
{Wife_is_Lovely_desc}
Most any man would be in rapture with his own wife were she as lovely as this man's.
{Wife_is_Lovely_effects_desc}
+2 to popularity (improves public order), Increases the chance of having children
¬--------------------
{Wife_lacks_Charm} Wife lacks Charm
{Wife_lacks_Charm_desc}
Sometimes wishes he'd found a fairer wife.
{Wife_lacks_Charm_effects_desc}
Decreases the chance of having children
¬--------------------
{Wife_is_Undesireable} Wife is Undesireable
{Wife_is_Undesireable_desc}
This man's wife could doubtfully be all his heart desires.
{Wife_is_Undesireable_effects_desc}
-1 from popularity (has a negative effect on public order), Decreases the chance of having children
¬--------------------
{Wife_is_a_Wretch} Wife is a Wretch
{Wife_is_a_Wretch_desc}
A vow of monogamy with this man's wife was one of his braver moments in life.
{Wife_is_a_Wretch_effects_desc}
-2 from popularity (has a negative effect on public order), Decreases the chance of having children
¬--------------------
{Wife_is_Fertile} Wife is Fertile
{Wife_is_Fertile_desc}
Is known to have a healthy wife, of good breeding.
{Wife_is_Fertile_effects_desc}
Increases the chance of having children
¬--------------------
{Wife_is_Very_Fertile} Wife is Very Fertile
{Wife_is_Very_Fertile_desc}
This man's wife is of excellent health for producing potential heirs.
{Wife_is_Very_Fertile_effects_desc}
Increases the chance of having children
¬--------------------
{Wife_is_Ripe} Wife is Ripe
{Wife_is_Ripe_desc}
This man's wife is so fertile that children are a certainty.
{Wife_is_Ripe_effects_desc}
Increases the chance of having children
¬--------------------
{Wife_is_Barren} Wife is Barren
{Wife_is_Barren_desc}
This man's wife appears to have difficulty falling pregnant.
{Wife_is_Barren_effects_desc}
Decreases the chance of having children
¬--------------------
{Wife_is_Infertile} Wife is Infertile
{Wife_is_Infertile_desc}
This man's wife is quite unlikely to bear children in her lifetime.
{Wife_is_Infertile_effects_desc}
Decreases the chance of having children
¬--------------------
{Wife_is_Cursed} Wife is Cursed
{Wife_is_Cursed_desc}
This man's wife is seemingly unable to bear children - a very sad affair.
{Wife_is_Cursed_effects_desc}
Decreases the chance of having children
¬--------------------
{Wife_is_Useful} Wife is Useful
{Wife_is_Useful_desc}
A man backed by a capable woman is always more formidable.
{Wife_is_Useful_effects_desc}
5% bonus on all trade income, 5% bonus on tax income
¬--------------------
{Wife_is_Smart} Wife is Smart
{Wife_is_Smart_desc}
This man's wife has a sharp mind, and is good counsel for her husband.
{Wife_is_Smart_effects_desc}
10% bonus on all trade income, 10% bonus on tax income
¬--------------------
{Wife_is_Wise} Wife is Wise
{Wife_is_Wise_desc}
This man's wife is a font of wisdom, and assists in his affairs greatly.
{Wife_is_Wise_effects_desc}
15% bonus on all trade income, 15% bonus on tax income
¬--------------------
{Conqueror} Conqueror
{Conqueror_desc}
This man has lead his people to victory over a former world power.
{Conqueror_effects_desc}
+1 Authority
¬--------------------
{Great_Conqueror} Great Conqueror
{Great_Conqueror_desc}
The fall of two great peoples are just a part of the legacy this man is forging.
{Great_Conqueror_epithet_desc} the Conqueror
{Great_Conqueror_effects_desc}
+2 Authority
¬--------------------
{Legendary_Conqueror} Legendary Conqueror
{Legendary_Conqueror_desc}
Having swept aside his third rival during his reign, he commands the respect and admiration of his people.
{Legendary_Conqueror_epithet_desc} the Great
{Legendary_Conqueror_effects_desc}
+3 Authority
¬--------------------
{All_Conquering} All Conquering
{All_Conquering_desc}
This man is the greatest conqueror of his time, unable to find a foe capable of stopping his conquests.
{All_Conquering_epithet_desc} the Invincible
{All_Conquering_effects_desc}
+4 Authority
¬--------------------
{Politcally_Wise} Politcally Wise
{Politcally_Wise_desc}
Known to be capable of shrewd diplomatic manoeuvres.
{Politcally_Wise_effects_desc}
+1 Authority
¬--------------------
{Politically_Strong} Politically Strong
{Politically_Strong_desc}
Has shown his mettle when negotiating with the rulers of other lands.
{Politically_Strong_effects_desc}
+2 Authority
¬--------------------
{Politically_Powerful} Politically Powerful
{Politically_Powerful_desc}
Typically able to push other world powers into doing as he would wish.
{Politically_Powerful_effects_desc}
+3 Authority
¬--------------------
{First_Among_Firsts} First Among Firsts
{First_Among_Firsts_desc}
Boasts a proud legacy of being a man that other rulers bow to, his authority and will are rarely challenged.
{First_Among_Firsts_effects_desc}
+4 Authority
¬--------------------
{Politically_Poor} Politically Poor
{Politically_Poor_desc}
Appears to be a overly prone to satiating other rulers when negotiating with them.
{Politically_Poor_effects_desc}
-1 Authority
¬--------------------
{Politically_Weak} Politically Weak
{Politically_Weak_desc}
Has a bad habit of agreeing to the demands of foreign rulers that undermines his sense of authority.
{Politically_Weak_effects_desc}
-2 Authority
¬--------------------
{Politically_Powerless} Politically Powerless
{Politically_Powerless_desc}
So commonly does this man bend to the will of other rulers that he is difficult to admire.
{Politically_Powerless_effects_desc}
-3 Authority
¬--------------------
{Proud_Legacy} Proud Legacy
{Proud_Legacy_desc}
Has gained some respect as a result of his father's influence.
{Proud_Legacy_effects_desc}
+1 Authority
¬--------------------
{Strong_Legacy} Strong Legacy
{Strong_Legacy_desc}
As the son of a truly respected leader, this heir apparent is also a man others bow to.
{Strong_Legacy_effects_desc}
+2 Authority
¬--------------------
{Mighty_Legacy} Mighty Legacy
{Mighty_Legacy_desc}
Like his father before him, this man is expected to do great things. It is in his blood after all.
{Mighty_Legacy_effects_desc}
+3 Authority
¬--------------------
{Chivalrous_Father} Chivalrous Father
{Chivalrous_Father_desc}
He has managed to pick up some of his father's sense of honour and chivalry.
{Chivalrous_Father_effects_desc}
+1 Chivalry
¬--------------------
{Legacy_of_Chivalry} Legacy of Chivalry
{Legacy_of_Chivalry_desc}
Thanks largely to his noble father's influence, this man shows a very strong sense of chivalry.
{Legacy_of_Chivalry_effects_desc}
+2 Chivalry
¬--------------------
{Dreaded_Father} Dreaded Father
{Dreaded_Father_desc}
This man's father was feared enough that the people expect the same in his own behaviour.
{Dreaded_Father_effects_desc}
+1 Dread
¬--------------------
{Legacy_of_Dread} Legacy of Dread
{Legacy_of_Dread_desc}
The tyrant that sired this man has clearly passed on his dreaded nature.
{Legacy_of_Dread_effects_desc}
+2 Dread
¬--------------------
{Tourney_Entrant} Tourney Entrant
{Tourney_Entrant_desc}
This man has been bold enough to try his hand in the tourney fields.
{Tourney_Entrant_effects_desc}
+1 Chivalry
¬--------------------
{Fair_Jouster} Fair Jouster
{Fair_Jouster_desc}
Has entered enough jousts to have become an improved man in the saddle.
{Fair_Jouster_effects_desc}
+1 Chivalry, +1 Command when commanding cavalry
¬--------------------
{Good_Jouster} Good Jouster
{Good_Jouster_desc}
More than competent with a lance in hand, and quite a contender at the tourney.
{Good_Jouster_effects_desc}
+2 Chivalry, +1 Command when commanding cavalry
¬--------------------
{Knight_of_Renown} Knight of Renown
{Knight_of_Renown_desc}
Now a tournament veteran, this man has become famous for his dashing skill at the lists.
{Knight_of_Renown_effects_desc}
+2 Chivalry, +1 Authority, +2 Command when commanding cavalry
¬--------------------
{Tourney_Champion} Tourney Champion
{Tourney_Champion_desc}
Renowned for his proud legacy at the tourney, few can now best him with a lance.
{Tourney_Champion_effects_desc}
+3 Chivalry, +2 Authority, +2 Command when commanding cavalry
¬--------------------
{Good_Racer} Good Racer
{Good_Racer_desc}
Has taken to entering the races and is learning much about riding mounts better.
{Good_Racer_effects_desc}
+5% to Movement Points (gives armies the ability to forced march)
¬--------------------
{Great_Racer} Great Racer
{Great_Racer_desc}
Now a master in the saddle, able to drive any animal further, and faster.
{Great_Racer_effects_desc}
+5% to Movement Points (gives armies the ability to forced march), +1 Command when commanding cavalry
¬--------------------
{Famous_Racer} Famous Racer
{Famous_Racer_desc}
To be known as one of the better riders throughout Islam is quite an honourable distinction.
{Famous_Racer_effects_desc}
+1 Authority, +10% to Movement Points (gives armies the ability to forced march), +1 Command when commanding cavalry
¬--------------------
{Academy_Trained} Academy Trained
{Academy_Trained_desc}
Has received training at a military academy, improving his ability to lead modern gunpowder troops.
{Academy_Trained_effects_desc}
+1 Command
¬--------------------
{Officer_Training} Officer Training
{Officer_Training_desc}
Benefits from the best military training available, making him a better commander.
{Officer_Training_effects_desc}
+2 Command
¬--------------------
{Religious} Religious
{Religious_desc}
This man has had some involvement with religious matters in his time.
{Religious_effects_desc}
+1 Piety
¬--------------------
{Dutifully_Religious} Dutifully Religious
{Dutifully_Religious_desc}
Has spent considerable time dealing with men of faith, and is seen as pious for it.
{Dutifully_Religious_effects_desc}
+2 Piety
¬--------------------
{Religiously_Active} Religiously Active
{Religiously_Active_desc}
This man addresses religious matters with the importance they demand.
{Religiously_Active_effects_desc}
+1 Chivalry, +3 Piety
¬--------------------
{Devoutly_Religious} Devoutly Religious
{Devoutly_Religious_desc}
So pro-active in raising religious buildings and financing missionaries that his devotion is not in question.
{Devoutly_Religious_effects_desc}
+2 Chivalry, +4 Piety
¬--------------------
{Neglects_Religion} Neglects Religion
{Neglects_Religion_desc}
Has failed to notice religious issues at hand when he could do something about them.
{Neglects_Religion_effects_desc}
-1 Piety
¬--------------------
{Religiously_Ignorant} Religiously Ignorant
{Religiously_Ignorant_desc}
Does not pay attention to religious matters with the seriousness that a leader of men should.
{Religiously_Ignorant_effects_desc}
-2 Piety
¬--------------------
{Royal_Ties} Royal Ties
{Royal_Ties_desc}
This man's marriage into royalty has given extra reason to remain loyal to the people he now serves.
{Royal_Ties_effects_desc}
+3 Loyalty
¬--------------------
{Unlucky_Leader} Unlucky Leader
{Unlucky_Leader_desc}
This man's belief in victory is inspirational for his men, even if it has proven to be a little unrealistic.
{Unlucky_Leader_effects_desc}
-1 Command, +2 Morale for all troops on the battlefield
¬--------------------
{Glory_Hunter} Glory Hunter
{Glory_Hunter_desc}
Now clearly better at convincing hiss troops that he will lead them to glory than actually doing so.
{Glory_Hunter_effects_desc}
-2 Command, +4 Morale for all troops on the battlefield
¬--------------------
{Glorious_Fool} Glorious Fool
{Glorious_Fool_desc}
His quest for glory in battle makes him an inspiration to the men... That will likely die for his cause.
{Glorious_Fool_gain_desc}
This man's daring attacks are brave, but are costing the lives of many of your men.
{Glorious_Fool_effects_desc}
-3 Command, +6 Morale for all troops on the battlefield
¬--------------------
{Beyond_Battle} Beyond Battle
{Beyond_Battle_desc}
This man is no longer physically capable of taking the field of battle any longer.
{Beyond_Battle_effects_desc}
No Effects
¬--------------------
{Somewhat_Senile} Somewhat Senile
{Somewhat_Senile_desc}
This man's mind is showing signs of aging. He is not as sharp as he once was.
{Somewhat_Senile_effects_desc}
-2 Command, -1 Authority
¬--------------------
{Senile} Senile
{Senile_desc}
This man has clearly become senile. He is often incapable of keeping his mind on matters at hand.
{Senile_effects_desc}
-4 Command, -2 Authority
¬--------------------
{Totally_Senile} Totally Senile
{Totally_Senile_desc}
This man's mental degeneration is complete. His moments of coherency are fleeting.
{Totally_Senile_effects_desc}
-6 Command, -3 Authority
¬--------------------
{Wife_is_Admirable} Wife is Admirable
{Wife_is_Admirable_desc}
This man's wife is noted to be a pleasant person to deal with, and generally liked.
{Wife_is_Admirable_effects_desc}
+1 to popularity (improves public order)
¬--------------------
{Wife_is_Noble} Wife is Noble
{Wife_is_Noble_desc}
This man's wife is considered upright, and a good example of royalty.
{Wife_is_Noble_effects_desc}
+2 to popularity (improves public order)
¬--------------------
{Wife_is_Revered} Wife is Revered
{Wife_is_Revered_desc}
This man's wife is adored by those who know her, even the common folk who never get to speak to her.
{Wife_is_Revered_effects_desc}
+1 to public security (improves the chances of detecting and capturing enemy agents), +3 to popularity (improves public order)
¬--------------------
{Wife_is_Unpleasant} Wife is Unpleasant
{Wife_is_Unpleasant_desc}
This man's wife is simply not pleasant to deal with at all.
{Wife_is_Unpleasant_effects_desc}
-1 from popularity (has a negative effect on public order)
¬--------------------
{Wife_is_Nasty} Wife is Nasty
{Wife_is_Nasty_desc}
This man's wife is known for being very difficult to deal with, hardly befitting of royalty.
{Wife_is_Nasty_effects_desc}
-2 from popularity (has a negative effect on public order)
¬--------------------
{Wife_is_Deplorable} Wife is Deplorable
{Wife_is_Deplorable_desc}
This man's wife is known for being of foul character, and is spoken of poorly by the people.
{Wife_is_Deplorable_effects_desc}
-1 from public security (reduces the chances of detecting and capturing enemy agents), -3 from popularity (has a negative effect on public order)
¬--------------------
{Royal_Princess} Royal Princess
{Royal_Princess_desc}
DO NOT TRANSLATE - Hidden trait for princesses.
{Royal_Princess_effects_desc}
No Effects
¬--------------------
{AgentPiety} AgentPiety
{AgentPiety_desc}
DO NOT TRANSLATE - Hidden trait for agents
{AgentPiety_effects_desc}
+10 Piety
¬--------------------
{StrikeThree} StrikeThree
{StrikeThree_desc}
DO NOT TRANSLATE - Hidden trait for inquisitors
{StrikeThree_effects_desc}
-10 Piety
¬--------------------
{General_Religion} General Religion
{General_Religion_desc}
DO NOT TRANSLATE - Hidden trait for inquisitors
{General_Religion_effects_desc}
+3 Piety
¬--------------------
{Cultured} Cultured
{Cultured_desc}
This man has some understanding and appreciation of the arts.
{Cultured_effects_desc}
+1 to popularity (improves public order)
¬--------------------
{Very_Cultured} Very Cultured
{Very_Cultured_desc}
Quite an authority on the arts, and considered very well cultured.
{Very_Cultured_effects_desc}
+1 Authority, +2 to popularity (improves public order)
¬--------------------
{MarriedWithLover} MarriedWithLover
{MarriedWithLover_desc}
DO NOT TRANSLATE - This man has an adultress ancillary
{MarriedWithLover_effects_desc}
No Effects
¬--------------------
{HeresyImmunityNC} HeresyImmunityNC
{HeresyImmunityNC_desc}
DO NOT TRANSLATE - This man has an adultress ancillary
{HeresyImmunityNC_effects_desc}
No Effects

Goofball
12-07-2006, 22:57
export_descr_ancillaries:


;This file is generated from the Spreadsheet VnV,txt
;Please modify the spreadsheet and re-export the data, rather than editing this file directly
;===============================================================
;== ANCILLARY DATA STARTS HERE ==
;===============================================================
;------------------------------------------
Ancillary accomplice
Type Security
Transferable 1
Image sex_yangman.tga
ExcludeCultures mesoamerican
Description accomplice_desc
EffectsDescription accomplice_effects_desc
Effect Subterfuge 1
;------------------------------------------
Ancillary academic_advisor
Type Academic
Transferable 1
Image academic_scholar.tga
ExcludeCultures mesoamerican
Description academic_advisor_desc
EffectsDescription academic_advisor_effects_desc
Effect Trading 5
Effect TaxCollection 5
;------------------------------------------
Ancillary actor
Type Entertain
Transferable 1
Image entertainment_actor.tga
ExcludeCultures mesoamerican
Description actor_desc
EffectsDescription actor_effects_desc
Effect LocalPopularity 1
;------------------------------------------
Ancillary adultress
Type Sex
Transferable 1
Image sex_expensivewoman.tga
ExcludeCultures middle_eastern
Description adultress_desc
EffectsDescription adultress_effects_desc
Effect Chivalry -1
Effect Piety -1
Effect TroopMorale -1
Effect Fertility -2
;------------------------------------------
Ancillary adultress_foreign
Type Sex
Transferable 1
Image sex_cheapwoman.tga
ExcludeCultures middle_eastern
Description adultress_foreign_desc
EffectsDescription adultress_foreign_effects_desc
Effect Chivalry -1
Effect Piety -1
Effect TroopMorale -2
Effect LocalPopularity -1
Effect Fertility -2
;------------------------------------------
Ancillary adultress_she_man
Type Sex
Transferable 1
Image sex_expensivewoman.tga
ExcludeCultures middle_eastern
Description adultress_she_man_desc
EffectsDescription adultress_she_man_effects_desc
Effect Chivalry -1
Effect Piety -1
Effect TroopMorale -3
Effect LocalPopularity -1
Effect Fertility -1
;------------------------------------------
Ancillary alchemist
Type Academic
Transferable 1
Image academic_alchemist.tga
ExcludedAncillaries apothecary, astrologer
ExcludeCultures mesoamerican
Description alchemist_desc
EffectsDescription alchemist_effects_desc
Effect HitPoints 2
Effect GunpowderCommand 1
;------------------------------------------
Ancillary apothecary
Type Health
Transferable 1
Image academic_alchemist.tga
ExcludedAncillaries alchemist, astrologer
ExcludeCultures mesoamerican
Description apothecary_desc
EffectsDescription apothecary_effects_desc
Effect Fertility 1
Effect HitPoints 4
;------------------------------------------
Ancillary architect
Type Academic
Transferable 1
Image civil_master.tga
ExcludeCultures northern_european, mesoamerican
Description architect_desc
EffectsDescription architect_effects_desc
Effect Construction 10
Effect Squalor -2
;------------------------------------------
Ancillary armour_custom
Type Item
Transferable 1
Image item_armour.tga
ExcludedAncillaries armour_ornate
Description armour_custom_desc
EffectsDescription armour_custom_effects_desc
Effect HitPoints 4
;------------------------------------------
Ancillary armour_ornate
Type Item
Transferable 1
Image item_armour.tga
ExcludedAncillaries armour_custom
Description armour_ornate_desc
EffectsDescription armour_ornate_effects_desc
Effect Authority 1
Effect HitPoints -2
;------------------------------------------
Ancillary artist
Type Entertain
Transferable 1
Image entertainment_artist.tga
ExcludeCultures northern_european, mesoamerican
Description artist_desc
EffectsDescription artist_effects_desc
Effect LocalPopularity 1
Effect BribeResistance -1
Effect Squalor -1
;------------------------------------------
Ancillary assassins_apprentice
Type Security
Transferable 1
Image espionage.tga
ExcludedAncillaries catamite
Description assassins_apprentice_desc
EffectsDescription assassins_apprentice_effects_desc
Effect Assassination 1
;------------------------------------------
Ancillary assassins_blade
Type Item
Transferable 1
Image item_knife.tga
Description assassins_blade_desc
EffectsDescription assassins_blade_effects_desc
Effect Assassination 1
;------------------------------------------
Ancillary astrologer
Type Academic
Transferable 1
Image academic_scholar.tga
ExcludedAncillaries apothecary, alchemist
ExcludeCultures northern_european
Description astrologer_desc
EffectsDescription astrologer_effects_desc
Effect Piety -1
Effect Command 1
;------------------------------------------
Ancillary bard
Type Entertain
Transferable 1
Image entertainment_bard.tga
ExcludeCultures mesoamerican, middle_eastern
Description bard_desc
EffectsDescription bard_effects_desc
Effect TroopMorale 1
Effect LocalPopularity 1
;------------------------------------------
Ancillary beguiling_bard
Type Entertain
Transferable 1
Image entertainment_bard.tga
ExcludeCultures mesoamerican, middle_eastern
Description beguiling_bard_desc
EffectsDescription beguiling_bard_effects_desc
Effect Subterfuge 1
Effect PersonalSecurity 1
;------------------------------------------
Ancillary biographer
Type Court
Transferable 1
Image civil_admin.tga
ExcludeCultures mesoamerican
Description biographer_desc
EffectsDescription biographer_effects_desc
Effect Authority 1
;------------------------------------------
Ancillary black_stallion
Type Pet
Transferable 1
Image animals_horse.tga
Description black_stallion_desc
EffectsDescription black_stallion_effects_desc
Effect MovementPoints 5
;------------------------------------------
Ancillary bodyguard
Type Security
Transferable 1
Image security_eliteguard.tga
Description bodyguard_desc
EffectsDescription bodyguard_effects_desc
Effect PersonalSecurity 2
Effect LocalPopularity -1
;------------------------------------------
Ancillary brilliant_inventor
Type Academic
Transferable 1
Image academic_student.tga
ExcludeCultures mesoamerican
Description brilliant_inventor_desc
EffectsDescription brilliant_inventor_effects_desc
Effect SiegeEngineering 30
Effect Farming 1
Effect Mining 20
;------------------------------------------
Ancillary caravan_driver
Type Money
Transferable 1
Image civil_merchant.tga
Description caravan_driver_desc
EffectsDescription caravan_driver_effects_desc
Effect MovementPoints 5
Effect LineOfSight 1
;------------------------------------------
Ancillary catamite
Type Sex
Transferable 1
Image sex_yangman.tga
ExcludedAncillaries assassins_apprentice
ExcludeCultures mesoamerican
Description catamite_desc
EffectsDescription catamite_effects_desc
Effect Subterfuge 1
;------------------------------------------
Ancillary chastity_belt
Type Sex
Transferable 1
Image item_chastitybelt.tga
ExcludeCultures mesoamerican
Description chastity_belt_desc
EffectsDescription chastity_belt_effects_desc
Effect Charm -1
Effect MovementPoints -2
;------------------------------------------
Ancillary choir_boy
Type Sex
Transferable 1
Image religious_youngboy.tga
ExcludedAncillaries royal_seminarian
ExcludeCultures mesoamerican, middle_eastern
Description choir_boy_desc
EffectsDescription choir_boy_effects_desc
Effect Piety 1
Effect Unorthodoxy 1
Effect Purity -1
;------------------------------------------
Ancillary counterfeiter
Type Money
Transferable 1
Image academic_alchemist.tga
ExcludeCultures mesoamerican
Description counterfeiter_desc
EffectsDescription counterfeiter_effects_desc
Effect Finance 1
;------------------------------------------
Ancillary courtesan
Type Sex
Transferable 1
Image sex_cheapwoman.tga
ExcludedAncillaries catamite
ExcludeCultures mesoamerican
Description courtesan_desc
EffectsDescription courtesan_effects_desc
Effect Subterfuge 1
;------------------------------------------
Ancillary crooked_judge
Type Court
Transferable 1
Image civil_master.tga
ExcludeCultures mesoamerican
Description crooked_judge_desc
EffectsDescription crooked_judge_effects_desc
Effect Unrest 1
Effect Law 2
;------------------------------------------
Ancillary dancer
Type Entertain
Transferable 1
Image sex_cheapwoman.tga
Description dancer_desc
EffectsDescription dancer_effects_desc
Effect Subterfuge 2
;------------------------------------------
Ancillary dark_apprentice
Type Magic
Transferable 1
Image item_disguise.tga
ExcludeCultures mesoamerican
Description dark_apprentice_desc
EffectsDescription dark_apprentice_effects_desc
Effect Magic 1
Effect PersonalSecurity 1
;------------------------------------------
Ancillary deacon
Type Religion
Transferable 1
Image religious_priest.tga
ExcludeCultures middle_eastern
Description deacon_desc
EffectsDescription deacon_effects_desc
Effect Piety 1
;------------------------------------------
Ancillary delicate_blade
Type Item
Transferable 1
Image item_knife.tga
ExcludeCultures mesoamerican
Description delicate_blade_desc
EffectsDescription delicate_blade_effects_desc
Effect PersonalSecurity 1
;------------------------------------------
Ancillary diplomatic_escort
Type Military
Transferable 1
Image security_eliteguard.tga
ExcludeCultures mesoamerican
Description diplomatic_escort_desc
EffectsDescription diplomatic_escort_effects_desc
Effect LineOfSight 1
Effect PersonalSecurity 1
;------------------------------------------
Ancillary doctor
Type Health
Transferable 1
Image civil_master.tga
ExcludeCultures mesoamerican
Description doctor_desc
EffectsDescription doctor_effects_desc
Effect Fertility 1
Effect BattleSurgery 10
;------------------------------------------
Ancillary drillmaster
Type Military
Transferable 1
Image warrior_captain.tga
ExcludeCultures mesoamerican
Description drillmaster_desc
EffectsDescription drillmaster_effects_desc
Effect MovementPoints 5
Effect TrainingUnits 2
;------------------------------------------
Ancillary enchanted_broom
Type Magic
Transferable 1
Image item_broom.tga
Description enchanted_broom_desc
EffectsDescription enchanted_broom_effects_desc
Effect Magic 1
Effect MovementPoints 3
;------------------------------------------
Ancillary eunuch
Type Court
Transferable 1
Image court_eunuch.tga
ExcludeCultures northern_european, eastern_european, greek, mesoamerican
Description eunuch_desc
EffectsDescription eunuch_effects_desc
Effect Authority 1
Effect PersonalSecurity 1
;------------------------------------------
Ancillary evil_mother-in-law
Type Family
Transferable 1
Image court_elderlylady.tga
Description evil_mother-in-law_desc
EffectsDescription evil_mother-in-law_effects_desc
Effect Authority -1
Effect TroopMorale -1
;------------------------------------------
Ancillary executioner
Type Religion
Transferable 1
Image court_executioner.tga
ExcludeCultures mesoamerican, middle_eastern
Description executioner_desc
EffectsDescription executioner_effects_desc
Effect Piety 1
;------------------------------------------
Ancillary explosives
Type Item
Transferable 1
Image item_explosive.tga
Description explosives_desc
EffectsDescription explosives_effects_desc
Effect Sabotage 1
;------------------------------------------
Ancillary exotic_gifts
Type Item
Transferable 1
Image item_exoticgifts.tga
Description exotic_gifts_desc
EffectsDescription exotic_gifts_effects_desc
Effect Influence 1
;------------------------------------------
Ancillary faithful_servant
Type Security
Transferable 1
Image court_servant.tga
ExcludeCultures mesoamerican
Description faithful_servant_desc
EffectsDescription faithful_servant_effects_desc
Effect Charm 1
;------------------------------------------
Ancillary false_documents
Type Item
Transferable 1
Image item_documents.tga
ExcludeCultures mesoamerican
Description false_documents_desc
EffectsDescription false_documents_effects_desc
Effect Subterfuge 1
;------------------------------------------
Ancillary false_relic
Type Item
Transferable 1
Image relic_christianreliquary.tga
ExcludeCultures mesoamerican
Description false_relic_desc
EffectsDescription false_relic_effects_desc
Effect Piety 1
;------------------------------------------
Ancillary femme_fatale
Type Sex
Transferable 1
Image sex_expensivewoman.tga
ExcludeCultures mesoamerican
Description femme_fatale_desc
EffectsDescription femme_fatale_effects_desc
Effect Subterfuge 2
;------------------------------------------
Ancillary fine_cosmetics
Type Item
Transferable 1
Image item_exoticgifts.tga
ExcludeCultures mesoamerican
Description fine_cosmetics_desc
EffectsDescription fine_cosmetics_effects_desc
Effect Charm 1
;------------------------------------------
Ancillary foodtaster
Type Security
Transferable 1
Image court_servant.tga
Description foodtaster_desc
EffectsDescription foodtaster_effects_desc
Effect PersonalSecurity 1
;------------------------------------------
Ancillary fool_brilliant
Type Court
Transferable 1
Image entertainment_jester.tga
ExcludeCultures middle_eastern, greek, mesoamerican, southern_european
Description fool_brilliant_desc
EffectsDescription fool_brilliant_effects_desc
Effect PersonalSecurity 1
Effect Trading 5
;------------------------------------------
Ancillary fool_usual
Type Court
Transferable 1
Image entertainment_jester.tga
ExcludeCultures middle_eastern, greek
Description fool_usual_desc
EffectsDescription fool_usual_effects_desc
Effect TroopMorale 1
;------------------------------------------
Ancillary foreign_dignitary
Type Diplomacy
Transferable 1
Image court_noble.tga
Description foreign_dignitary_desc
EffectsDescription foreign_dignitary_effects_desc
Effect Influence 1
;------------------------------------------
Ancillary handgun
Type Item
Transferable 1
Image item_pistol.tga
Description handgun_desc
EffectsDescription handgun_effects_desc
Effect Assassination 1
Effect Law 2
;------------------------------------------
Ancillary harsh_judge
Type Court
Transferable 1
Image academic_scholar.tga
Description harsh_judge_desc
EffectsDescription harsh_judge_effects_desc
Effect LocalPopularity -1
;------------------------------------------
Ancillary herald
Type Court
Transferable 1
Image court_noble.tga
ExcludeCultures mesoamerican
Description herald_desc
EffectsDescription herald_effects_desc
Effect Authority 1
;------------------------------------------
Ancillary intrepid_explorer
Type Court
Transferable 1
Image civil_master.tga
ExcludeCultures mesoamerican
Description intrepid_explorer_desc
EffectsDescription intrepid_explorer_effects_desc
Effect MovementPoints 3
Effect LineOfSight 1
;------------------------------------------
Ancillary knight_beserker
Type Security
Transferable 1
Image warrior_berserker.tga
ExcludeCultures mesoamerican
Description knight_beserker_desc
EffectsDescription knight_beserker_effects_desc
Effect Command 1
Effect TroopMorale 1
;------------------------------------------
Ancillary knight_chivalrous
Type Security
Transferable 1
Image knight_chivalrous.tga
ExcludeCultures mesoamerican
Description knight_chivalrous_desc
EffectsDescription knight_chivalrous_effects_desc
Effect Chivalry 2
Effect Command 1
;------------------------------------------
Ancillary knight_crusader
Type Security
Transferable 1
Image knight_older.tga
ExcludeCultures mesoamerican
Description knight_crusader_desc
EffectsDescription knight_crusader_effects_desc
Effect PersonalSecurity 2
Effect Violence 1
;------------------------------------------
Ancillary knight_dread
Type Security
Transferable 1
Image knight_dread.tga
ExcludeCultures mesoamerican
Description knight_dread_desc
EffectsDescription knight_dread_effects_desc
Effect Chivalry -2
Effect Command 1
;------------------------------------------
Ancillary knight_santiago
Type Security
Transferable 1
Image knight_chivalrous.tga
ExcludeCultures mesoamerican
Description knight_santiago_desc
EffectsDescription knight_santiago_effects_desc
Effect Chivalry 1
Effect Command 1
;------------------------------------------
Ancillary knight_stjohn
Type Security
Transferable 1
Image knight_chivalrous.tga
ExcludeCultures mesoamerican
Description knight_stjohn_desc
EffectsDescription knight_stjohn_effects_desc
Effect Chivalry 1
Effect Command 1
;------------------------------------------
Ancillary knight_templar
Type Security
Transferable 1
Image knight_chivalrous.tga
ExcludeCultures mesoamerican
Description knight_templar_desc
EffectsDescription knight_templar_effects_desc
Effect Chivalry 1
Effect Command 1
;------------------------------------------
Ancillary knight_teutonic
Type Security
Transferable 1
Image knight_chivalrous.tga
ExcludeCultures mesoamerican
Description knight_teutonic_desc
EffectsDescription knight_teutonic_effects_desc
Effect Chivalry 1
Effect Command 1
;------------------------------------------
Ancillary lancebearer
Type Security
Transferable 1
Image warrior_squire.tga
ExcludeCultures mesoamerican
Description lancebearer_desc
EffectsDescription lancebearer_effects_desc
Effect CavalryCommand 1
;------------------------------------------
Ancillary librarian
Type Academic
Transferable 1
Image academic_student.tga
ExcludeCultures mesoamerican
Description librarian_desc
EffectsDescription librarian_effects_desc
Effect Piety 1
;------------------------------------------
Ancillary magician
Type Magic
Transferable 1
Image religious_mysticfigure.tga
ExcludedAncillaries magician_pagan
ExcludeCultures middle_eastern
Description magician_desc
EffectsDescription magician_effects_desc
Effect TroopMorale 1
Effect LocalPopularity 1
;------------------------------------------
Ancillary magician_pagan
Type Magic
Transferable 1
Image religious_mysticfigure.tga
ExcludedAncillaries magician
ExcludeCultures mesoamerican
Description magician_pagan_desc
EffectsDescription magician_pagan_effects_desc
Effect Piety -2
;------------------------------------------
Ancillary master_mason
Type Money
Transferable 1
Image civil_master.tga
ExcludedAncillaries master_of_horse, master_smith
ExcludeCultures mesoamerican
Description master_mason_desc
EffectsDescription master_mason_effects_desc
Effect Construction 10
;------------------------------------------
Ancillary master_of_archers
Type Military
Transferable 1
Image warrior_naval.tga
ExcludedAncillaries master_of_assassins
ExcludeCultures mesoamerican
Description master_of_archers_desc
EffectsDescription master_of_archers_effects_desc
Effect Command 1
;------------------------------------------
Ancillary master_of_assassins
Type Security
Transferable 1
Image warrior_naval.tga
ExcludedAncillaries master_of_archers
ExcludeCultures mesoamerican
Description master_of_assassins_desc
EffectsDescription master_of_assassins_effects_desc
Effect PersonalSecurity 1
Effect TrainingAgents 4
;------------------------------------------
Ancillary master_of_horse
Type Military
Transferable 1
Image warrior_captain.tga
ExcludedAncillaries master_smith, master_mason
ExcludeCultures mesoamerican
Description master_of_horse_desc
EffectsDescription master_of_horse_effects_desc
Effect CavalryCommand 1
;------------------------------------------
Ancillary master_smith
Type Military
Transferable 1
Image warrior_militariengineer.tga
ExcludedAncillaries master_of_horse, master_mason
Description master_smith_desc
EffectsDescription master_smith_effects_desc
Effect TrainingUnits 2
;------------------------------------------
Ancillary mathematician
Type Money
Transferable 1
Image academic_scholar.tga
ExcludedAncillaries tutor
ExcludeCultures northern_european, mesoamerican
Description mathematician_desc
EffectsDescription mathematician_effects_desc
Effect Trading 5
Effect TaxCollection 5
Effect ArtilleryCommand 1
;------------------------------------------
Ancillary mentor
Type Court
Transferable 1
Image knight_older.tga
ExcludeCultures mesoamerican
Description mentor_desc
EffectsDescription mentor_effects_desc
Effect Command 1
;------------------------------------------
Ancillary mercenary_captain
Type Military
Transferable 1
Image warrior_captain.tga
Description mercenary_captain_desc
EffectsDescription mercenary_captain_effects_desc
Effect TrainingUnits 2
Effect Looting 10
;------------------------------------------
Ancillary merchant_clerk
Type Money
Transferable 1
Image scribe_ancillary.tga
ExcludeCultures mesoamerican
Description merchant_clerk_desc
EffectsDescription merchant_clerk_effects_desc
Effect Finance 1
;------------------------------------------
Ancillary military_engineer
Type Military
Transferable 1
Image warrior_militariengineer.tga
Description military_engineer_desc
EffectsDescription military_engineer_effects_desc
Effect SiegeAttack 2
Effect SiegeEngineering 50
;------------------------------------------
Ancillary money_counter
Type Money
Transferable 1
Image court_servant.tga
ExcludeCultures mesoamerican, middle_eastern
Description money_counter_desc
EffectsDescription money_counter_effects_desc
Effect Trading 5
Effect TaxCollection 10
;------------------------------------------
Ancillary monk
Type Religion
Transferable 1
Image religious_monk.tga
ExcludedAncillaries royal_seminarian, choir_boy
ExcludeCultures mesoamerican
Description monk_desc
EffectsDescription monk_effects_desc
Effect Piety 1
Effect Purity -1
;------------------------------------------
Ancillary musician
Type Entertain
Transferable 1
Image entertainment_bard.tga
Description musician_desc
EffectsDescription musician_effects_desc
Effect TroopMorale 1
Effect LocalPopularity 2
;------------------------------------------
Ancillary naval_gunner
Type Naval
Transferable 1
Image warrior_naval.tga
ExcludeCultures mesoamerican
Description naval_gunner_desc
EffectsDescription naval_gunner_effects_desc
Effect NavalCommand 2
;------------------------------------------
Ancillary naval_navigator
Type Naval
Transferable 1
Image warrior_naval.tga
ExcludeCultures mesoamerican
Description naval_navigator_desc
EffectsDescription naval_navigator_effects_desc
Effect NavalCommand 1
Effect MovementPoints 2
Effect LineOfSight 1
;------------------------------------------
Ancillary naive_knight
Type Military
Transferable 1
Image knight_chivalrous.tga
ExcludedAncillaries zealous_disciple
ExcludeCultures mesoamerican, middle_eastern
Description naive_knight_desc
EffectsDescription naive_knight_effects_desc
Effect PersonalSecurity 2
;------------------------------------------
Ancillary nosy_mother
Type Family
Transferable 1
Image court_elderlylady.tga
Description nosy_mother_desc
EffectsDescription nosy_mother_effects_desc
Effect Authority -1
Effect PersonalSecurity 1
;------------------------------------------
Ancillary nun
Type Religion
Transferable 1
Image religious_nun.tga
ExcludeCultures greek, mesoamerican, eastern_european, middle_eastern
Description nun_desc
EffectsDescription nun_effects_desc
Effect Piety 1
Effect Violence -1
;------------------------------------------
Ancillary obsessed_suitor
Type Sex
Transferable 1
Image sex_yangman.tga
Description obsessed_suitor_desc
EffectsDescription obsessed_suitor_effects_desc
Effect Charm -1
Effect PersonalSecurity -2
;------------------------------------------
Ancillary ordinance_master
Type Military
Transferable 1
Image warrior_militariengineer.tga
ExcludeCultures mesoamerican
Description ordinance_master_desc
EffectsDescription ordinance_master_effects_desc
Effect GunpowderCommand 1
Effect ArtilleryCommand 1
;------------------------------------------
Ancillary overseer
Type Money
Transferable 1
Image court_noble.tga
Description overseer_desc
EffectsDescription overseer_effects_desc
Effect Construction 1
Effect Farming 1
Effect Mining 1
;------------------------------------------
Ancillary paladin
Type Military
Transferable 1
Image security_religious.tga
ExcludeCultures mesoamerican, middle_eastern
Description paladin_desc
EffectsDescription paladin_effects_desc
Effect PersonalSecurity 1
Effect Purity 1
Effect Violence 1
;------------------------------------------
Ancillary pet_bloodhound
Type Pet
Transferable 1
Image animals_ward.tga
ExcludeCultures mesoamerican
Description pet_bloodhound_desc
EffectsDescription pet_bloodhound_effects_desc
Effect Subterfuge 2
Effect LineOfSight 1
Effect PersonalSecurity 1
;------------------------------------------
Ancillary pet_guarddog
Type Pet
Transferable 1
Image animals_ward.tga
Description pet_guarddog_desc
EffectsDescription pet_guarddog_effects_desc
Effect PersonalSecurity 2
;------------------------------------------
Ancillary pet_monkey
Type Pet
Transferable 1
Image animals_monkey.tga
Description pet_monkey_desc
EffectsDescription pet_monkey_effects_desc
Effect Subterfuge 1
;------------------------------------------
Ancillary physician
Type Health
Transferable 1
Image court_noble.tga
Description physician_desc
EffectsDescription physician_effects_desc
Effect Fertility 1
Effect BattleSurgery 10
;------------------------------------------
Ancillary pickpocket
Type Security
Transferable 1
Image espionage.tga
Description pickpocket_desc
EffectsDescription pickpocket_effects_desc
Effect Subterfuge 1
Effect LineOfSight 1
;------------------------------------------
Ancillary poisoner
Type Politics
Transferable 1
Image academic_alchemist.tga
ExcludeCultures northern_european, mesoamerican
Description poisoner_desc
EffectsDescription poisoner_effects_desc
Effect Subterfuge 2
;------------------------------------------
Ancillary priest
Type Religion
Transferable 1
Image religious_priest.tga
Description priest_desc
EffectsDescription priest_effects_desc
Effect Piety 1
;------------------------------------------
Ancillary quartermaster
Type Military
Transferable 1
Image warrior_captain.tga
ExcludeCultures northern_european, mesoamerican
Description quartermaster_desc
EffectsDescription quartermaster_effects_desc
Effect MovementPoints 3
Effect Looting 5
;------------------------------------------
Ancillary royal_escort
Type Security
Transferable 1
Image security_eliteguard.tga
ExcludeCultures mesoamerican
Description royal_escort_desc
EffectsDescription royal_escort_effects_desc
Effect PersonalSecurity 1
;------------------------------------------
Ancillary royal_seminarian
Type Religion
Transferable 1
Image religious_youngboy.tga
ExcludedAncillaries monk, choir_boy
ExcludeCultures mesoamerican
Description royal_seminarian_desc
EffectsDescription royal_seminarian_effects_desc
Effect Piety 1
Effect Unorthodoxy 1
;------------------------------------------
Ancillary runner
Type Military
Transferable 1
Image warrior_woodsman.tga
ExcludeCultures northern_european, middle_eastern, mesoamerican
Description runner_desc
EffectsDescription runner_effects_desc
Effect Command 1
;------------------------------------------
Ancillary scout
Type Military
Transferable 1
Image warrior_woodsman.tga
ExcludeCultures mesoamerican
Description scout_desc
EffectsDescription scout_effects_desc
Effect Ambush 1
Effect LineOfSight 2
;------------------------------------------
Ancillary scribe_ancillary
Type Academic
Transferable 1
Image civil_admin.tga
ExcludeCultures mesoamerican
Description scribe_ancillary_desc
EffectsDescription scribe_ancillary_effects_desc
Effect Authority 1
Effect Trading 10
;------------------------------------------
Ancillary secret_love
Type Sex
Transferable 1
Image sex_yangman.tga
ExcludedAncillaries smothering_bodyguard
ExcludeCultures mesoamerican, middle_eastern
Description secret_love_desc
EffectsDescription secret_love_effects_desc
Effect Charm -1
;------------------------------------------
Ancillary shieldbearer
Type Military
Transferable 1
Image warrior_squire.tga
ExcludedAncillaries swordbearer
ExcludeCultures southern_european, mesoamerican
Description shieldbearer_desc
EffectsDescription shieldbearer_effects_desc
Effect TroopMorale -1
Effect HitPoints 2
;------------------------------------------
Ancillary shipwright
Type Naval
Transferable 1
Image civil_master.tga
ExcludeCultures mesoamerican
Description shipwright_desc
EffectsDescription shipwright_effects_desc
Effect NavalCommand 1
;------------------------------------------
Ancillary siege_engineer
Type Military
Transferable 1
Image warrior_militariengineer.tga
ExcludeCultures mesoamerican
Description siege_engineer_desc
EffectsDescription siege_engineer_effects_desc
Effect SiegeAttack 1
Effect SiegeEngineering 60
;------------------------------------------
Ancillary slaver
Type Money
Transferable 1
Image court_eunuch.tga
ExcludeCultures mesoamerican
Description slaver_desc
EffectsDescription slaver_effects_desc
Effect Trading 15
;------------------------------------------
Ancillary smothering_bodyguard
Type Security
Transferable 1
Image security_eliteguard.tga
ExcludedAncillaries secret_love
ExcludeCultures mesoamerican
Description smothering_bodyguard_desc
EffectsDescription smothering_bodyguard_effects_desc
Effect Charm -1
Effect PersonalSecurity 3
;------------------------------------------
Ancillary soothsayer
Type Magic
Transferable 1
Image religious_mysticfigure.tga
ExcludeCultures mesoamerican
Description soothsayer_desc
EffectsDescription soothsayer_effects_desc
Effect TroopMorale 2
;------------------------------------------
Ancillary spyglass
Type Item
Transferable 1
Image item_spyglass.tga
ExcludeCultures mesoamerican
Description spyglass_desc
EffectsDescription spyglass_effects_desc
Effect LineOfSight 2
;------------------------------------------
Ancillary spymaster
Type Security
Transferable 1
Image warrior_naval.tga
ExcludeCultures northern_european, mesoamerican
Description spymaster_desc
EffectsDescription spymaster_effects_desc
Effect Command 1
Effect PublicSecurity 1
Effect TrainingAgents 4
;------------------------------------------
Ancillary strapping_stallion
Type Pet
Transferable 1
Image animals_horse.tga
ExcludeCultures mesoamerican
Description strapping_stallion_desc
EffectsDescription strapping_stallion_effects_desc
Effect MovementPoints 2
;------------------------------------------
Ancillary stunning_handmaiden
Type Sex
Transferable 1
Image sex_expensivewoman.tga
ExcludeCultures mesoamerican, middle_eastern
Description stunning_handmaiden_desc
EffectsDescription stunning_handmaiden_effects_desc
Effect Charm -1
;------------------------------------------
Ancillary swift_steed
Type Pet
Transferable 1
Image animals_horse.tga
ExcludeCultures mesoamerican
Description swift_steed_desc
EffectsDescription swift_steed_effects_desc
Effect MovementPoints 3
Effect Health 1
;------------------------------------------
Ancillary swiss_guard
Type Military
Transferable 1
Image security_religious.tga
ExcludeCultures mesoamerican, middle_eastern
Description swiss_guard_desc
EffectsDescription swiss_guard_effects_desc
Effect PersonalSecurity 1
;------------------------------------------
Ancillary swordbearer
Type Military
Transferable 1
Image warrior_squire.tga
ExcludedAncillaries shieldbearer
ExcludeCultures mesoamerican
Description swordbearer_desc
EffectsDescription swordbearer_effects_desc
Effect PersonalSecurity 1
Effect HitPoints 1
;------------------------------------------
Ancillary tax_farmer
Type Money
Transferable 1
Image civil_admin.tga
ExcludedAncillaries treasurer
ExcludeCultures mesoamerican
Description tax_farmer_desc
EffectsDescription tax_farmer_effects_desc
Effect LocalPopularity -1
Effect TaxCollection 10
;------------------------------------------
Ancillary the_lemegeton
Type Magic
Transferable 1
Image item_book.tga
ExcludeCultures mesoamerican
Description the_lemegeton_desc
EffectsDescription the_lemegeton_effects_desc
Effect Magic 2
;------------------------------------------
Ancillary torturer
Type Court
Transferable 1
Image court_executioner.tga
ExcludeCultures mesoamerican
Description torturer_desc
EffectsDescription torturer_effects_desc
Effect Chivalry -3
Effect Authority 1
Effect PublicSecurity 2
Effect Unrest 1
Effect Law 3
;------------------------------------------
Ancillary translator
Type Diplomacy
Transferable 1
Image civil_admin.tga
ExcludeCultures mesoamerican
Description translator_desc
EffectsDescription translator_effects_desc
Effect Influence 2
;------------------------------------------
Ancillary treasurer
Type Money
Transferable 1
Image civil_admin.tga
ExcludedAncillaries tax_farmer
ExcludeCultures northern_european, mesoamerican
Description treasurer_desc
EffectsDescription treasurer_effects_desc
Effect Trading 5
Effect TaxCollection 5
;------------------------------------------
Ancillary trick_abacus
Type Item
Transferable 1
Image item_abacus.tga
ExcludeCultures mesoamerican
Description trick_abacus_desc
EffectsDescription trick_abacus_effects_desc
Effect Finance 1
;------------------------------------------
Ancillary trusty_steed
Type Pet
Transferable 1
Image animals_horse.tga
ExcludeCultures mesoamerican
Description trusty_steed_desc
EffectsDescription trusty_steed_effects_desc
Effect MovementPoints 1
Effect CavalryCommand 1
;------------------------------------------
Ancillary tutor
Type Academic
Transferable 1
Image academic_scholar.tga
ExcludedAncillaries mathematician
ExcludeCultures mesoamerican
Description tutor_desc
EffectsDescription tutor_effects_desc
Effect Piety 1
Effect Trading 5
;------------------------------------------
Ancillary veteran_warrior
Type Military
Transferable 1
Image knight_older.tga
ExcludeCultures mesoamerican
Description veteran_warrior_desc
EffectsDescription veteran_warrior_effects_desc
Effect PersonalSecurity 1
Effect InfantryCommand 1
;------------------------------------------
Ancillary witch_hunter
Type Security
Transferable 1
Image religious_inquisitor.tga
ExcludeCultures mesoamerican, middle_eastern
Description witch_hunter_desc
EffectsDescription witch_hunter_effects_desc
Effect Piety 1
Effect Unorthodoxy -1
;------------------------------------------
Ancillary yappy_little_dog
Type Pet
Transferable 1
Image animals_yappylittledog.tga
ExcludeCultures mesoamerican
Description yappy_little_dog_desc
EffectsDescription yappy_little_dog_effects_desc
Effect Charm -1
;------------------------------------------
Ancillary zealous_disciple
Type Security
Transferable 1
Image item_disguise.tga
ExcludedAncillaries naive_knight
ExcludeCultures mesoamerican
Description zealous_disciple_desc
EffectsDescription zealous_disciple_effects_desc
Effect Piety 1
Effect PersonalSecurity 1
;------------------------------------------
Ancillary shard_of_the_true_cross
Type Relic
Transferable 1
Image relic_christianreliquary.tga
ExcludeCultures middle_eastern, mesoamerican
Description shard_of_the_true_cross_desc
EffectsDescription shard_of_the_true_cross_effects_desc
Effect Piety 2
Effect Command 1
;------------------------------------------
Ancillary holy_lance
Type Relic
Transferable 1
Image relic_theholylance.tga
ExcludeCultures middle_eastern, mesoamerican
Description holy_lance_desc
EffectsDescription holy_lance_effects_desc
Effect Piety 1
Effect Command 2
;------------------------------------------
Ancillary holy_grail
Type Relic
Transferable 1
Image relic_theholygrail.tga
ExcludeCultures middle_eastern, mesoamerican
Description holy_grail_desc
EffectsDescription holy_grail_effects_desc
Effect Piety 2
Effect HitPoints 5
Effect BattleSurgery 10
;------------------------------------------
Ancillary iron_crown_of_lombardy
Type Relic
Transferable 1
Image relic_christianreliquary.tga
ExcludeCultures middle_eastern, mesoamerican
Description iron_crown_of_lombardy_desc
EffectsDescription iron_crown_of_lombardy_effects_desc
Effect Piety 1
Effect PersonalSecurity 1
Effect HitPoints 1
;------------------------------------------
Ancillary bridle_of_constantine
Type Relic
Transferable 1
Image relic_christianreliquary.tga
ExcludeCultures middle_eastern, mesoamerican
Description bridle_of_constantine_desc
EffectsDescription bridle_of_constantine_effects_desc
Effect Piety 1
Effect PersonalSecurity 1
Effect HitPoints 1
;------------------------------------------
Ancillary holy_chalice
Type Relic
Transferable 1
Image relic_theholygrail.tga
ExcludeCultures middle_eastern, mesoamerican
Description holy_chalice_desc
EffectsDescription holy_chalice_effects_desc
Effect Piety 1
;------------------------------------------
Ancillary veil_of_veronica
Type Relic
Transferable 1
Image relic_shroud.tga
ExcludeCultures middle_eastern, mesoamerican
Description veil_of_veronica_desc
EffectsDescription veil_of_veronica_effects_desc
Effect Piety 1
;------------------------------------------
Ancillary icon_not_made_by_hands
Type Relic
Transferable 1
Image relic_christianreliquary.tga
ExcludeCultures middle_eastern, mesoamerican
Description icon_not_made_by_hands_desc
EffectsDescription icon_not_made_by_hands_effects_desc
Effect Piety 1
Effect Health 1
;------------------------------------------
Ancillary holy_prepuce
Type Relic
Transferable 1
Image relic_christianreliquary.tga
ExcludeCultures middle_eastern, mesoamerican
Description holy_prepuce_desc
EffectsDescription holy_prepuce_effects_desc
Effect Piety 1
Effect Fertility 1
;------------------------------------------
Ancillary crown_of_thorns
Type Relic
Transferable 1
Image relic_christianreliquary.tga
ExcludeCultures middle_eastern, mesoamerican
Description crown_of_thorns_desc
EffectsDescription crown_of_thorns_effects_desc
Effect Piety 2
Effect Command 1
;------------------------------------------
Ancillary holy_shroud
Type Relic
Transferable 1
Image relic_shroud.tga
ExcludeCultures middle_eastern, mesoamerican
Description holy_shroud_desc
EffectsDescription holy_shroud_effects_desc
Effect Piety 1
Effect SiegeDefence 1
Effect PersonalSecurity 1
;------------------------------------------
Ancillary ark_of_the_covenant
Type Relic
Transferable 1
Image relic_arcofthecovenant.tga
ExcludeCultures mesoamerican
Description ark_of_the_covenant_desc
EffectsDescription ark_of_the_covenant_effects_desc
Effect Chivalry -2
Effect Command 1
;------------------------------------------
Ancillary seal_of_solomon
Type Relic
Transferable 1
Image relic_islamic.tga
ExcludeCultures mesoamerican
Description seal_of_solomon_desc
EffectsDescription seal_of_solomon_effects_desc
Effect Chivalry -1
Effect Piety -1
Effect CavalryCommand 2
;------------------------------------------
Ancillary hair_from_mohammeds_beard
Type Relic
Transferable 1
Image relic_islamic.tga
ExcludeCultures northern_european, eastern_european, southern_european, greek, mesoamerican
Description hair_from_mohammeds_beard_desc
EffectsDescription hair_from_mohammeds_beard_effects_desc
Effect Piety 1
;------------------------------------------
Ancillary mohammeds_footprint
Type Relic
Transferable 1
Image relic_islamic.tga
ExcludeCultures northern_european, eastern_european, southern_european, greek, mesoamerican
Description mohammeds_footprint_desc
EffectsDescription mohammeds_footprint_effects_desc
Effect Piety 1
;------------------------------------------
Ancillary holy_mantle
Type Relic
Transferable 1
Image relic_islamic.tga
ExcludeCultures northern_european, eastern_european, southern_european, greek, mesoamerican
Description holy_mantle_desc
EffectsDescription holy_mantle_effects_desc
Effect Piety 2
;------------------------------------------
Ancillary tooth_of_mohammed
Type Relic
Transferable 1
Image relic_islamic.tga
ExcludeCultures northern_european, eastern_european, southern_european, greek, mesoamerican
Description tooth_of_mohammed_desc
EffectsDescription tooth_of_mohammed_effects_desc
Effect Piety 1
;------------------------------------------
Ancillary key_to_holy_kaaba
Type Relic
Transferable 1
Image relic_islamic.tga
ExcludeCultures northern_european, eastern_european, southern_european, greek, mesoamerican
Description key_to_holy_kaaba_desc
EffectsDescription key_to_holy_kaaba_effects_desc
Effect Piety 1
;------------------------------------------
Ancillary lock_of_kaaba
Type Relic
Transferable 1
Image relic_islamic.tga
ExcludeCultures northern_european, eastern_european, southern_european, greek, mesoamerican
Description lock_of_kaaba_desc
EffectsDescription lock_of_kaaba_effects_desc
Effect Piety 1
;------------------------------------------
Ancillary sword_of_mohammed
Type Relic
Transferable 1
Image item_sword.tga
ExcludeCultures northern_european, eastern_european, southern_european, greek, mesoamerican
Description sword_of_mohammed_desc
EffectsDescription sword_of_mohammed_effects_desc
Effect Piety 1
Effect Command 2
;------------------------------------------
Ancillary fragment_of_the_black_stone
Type Relic
Transferable 1
Image relic_islamic.tga
ExcludeCultures northern_european, eastern_european, southern_european, greek, mesoamerican
Description fragment_of_the_black_stone_desc
EffectsDescription fragment_of_the_black_stone_effects_desc
Effect Piety 3
;------------------------------------------
Ancillary holy_quran
Type Relic
Transferable 1
Image relic_islamic.tga
ExcludeCultures northern_european, eastern_european, southern_european, greek, mesoamerican
Description holy_quran_desc
EffectsDescription holy_quran_effects_desc
Effect Piety 2
;------------------------------------------
Ancillary soil_from_mohammeds_grave
Type Relic
Transferable 1
Image relic_islamic.tga
ExcludeCultures northern_european, eastern_european, southern_european, greek, mesoamerican
Description soil_from_mohammeds_grave_desc
EffectsDescription soil_from_mohammeds_grave_effects_desc
Effect Piety 1
;------------------------------------------
Ancillary standard_of_mohammed
Type Relic
Transferable 1
Image relic_islamic.tga
ExcludeCultures northern_european, eastern_european, southern_european, greek, mesoamerican
Description standard_of_mohammed_desc
EffectsDescription standard_of_mohammed_effects_desc
Effect Piety 1
Effect Command 1
;------------------------------------------
Ancillary sir_william_wallace
Type Military
Transferable 1
Image warrior_berserker.tga
Unique
ExcludeCultures eastern_european, southern_european, greek, mesoamerican
Description sir_william_wallace_desc
EffectsDescription sir_william_wallace_effects_desc
Effect Chivalry 1
Effect Command 1
Effect Authority 1
Effect TroopMorale 2
Effect Combat_V_Faction_England 3
;------------------------------------------
Ancillary joan_of_arc
Type Military
Transferable 1
Image sex_cheapwoman.tga
Unique
Description joan_of_arc_desc
EffectsDescription joan_of_arc_effects_desc
Effect Piety 2
Effect Command 1
Effect TroopMorale 2
Effect Combat_V_Faction_England 2
;------------------------------------------
Ancillary peter_the_hermit
Type Religion
Transferable 1
Image religious_monk.tga
Unique
Description peter_the_hermit_desc
EffectsDescription peter_the_hermit_effects_desc
Effect LocalPopularity 2
Effect Squalor -2
;------------------------------------------
Ancillary bertrand_du_guesclin
Type Military
Transferable 1
Image knight_chivalrous.tga
Unique
Description bertrand_du_guesclin_desc
EffectsDescription bertrand_du_guesclin_effects_desc
Effect Command 2
Effect TroopMorale 2
Effect Combat_V_Faction_England 2
Effect Combat_V_Faction_Portugal 1
Effect Combat_V_Faction_Spain 1
;------------------------------------------
Ancillary chevalier_de_bayard
Type Military
Transferable 1
Image knight_chivalrous.tga
Unique
Description chevalier_de_bayard_desc
EffectsDescription chevalier_de_bayard_effects_desc
Effect Chivalry 2
Effect Piety 2
Effect Command 2
Effect LineOfSight 2
;------------------------------------------
Ancillary pierre_abelard
Type Academic
Transferable 1
Image academic_scholar.tga
Unique
Description pierre_abelard_desc
EffectsDescription pierre_abelard_effects_desc
Effect Piety 1
Effect LocalPopularity 1
Effect Squalor -1
;------------------------------------------
Ancillary francesco_petrarca
Type Academic
Transferable 1
Image academic_scholar.tga
Unique
Description francesco_petrarca_desc
EffectsDescription francesco_petrarca_effects_desc
Effect Piety 2
Effect LocalPopularity 2
Effect Squalor -1
;------------------------------------------
Ancillary roger_bacon
Type Academic
Transferable 1
Image academic_alchemist.tga
Unique
Description roger_bacon_desc
EffectsDescription roger_bacon_effects_desc
Effect SiegeAttack 1
Effect GunpowderCommand 2
;------------------------------------------
Ancillary geoffrey_chaucer
Type Academic
Transferable 1
Image civil_admin.tga
Unique
Description geoffrey_chaucer_desc
EffectsDescription geoffrey_chaucer_effects_desc
Effect Construction 10
Effect LocalPopularity 1
;------------------------------------------
Ancillary john_wycliffe
Type Academic
Transferable 1
Image religious_monk.tga
Unique
Description john_wycliffe_desc
EffectsDescription john_wycliffe_effects_desc
Effect Piety 2
;------------------------------------------
Ancillary simon_de_montfort
Type Military
Transferable 1
Image knight_chivalrous.tga
Unique
Description simon_de_montfort_desc
EffectsDescription simon_de_montfort_effects_desc
Effect Chivalry 2
Effect Command 2
Effect Loyalty -1
Effect LocalPopularity 1
;------------------------------------------
Ancillary amerigo_vespucci
Type Academic
Transferable 1
Image court_noble.tga
Unique
Description amerigo_vespucci_desc
EffectsDescription amerigo_vespucci_effects_desc
Effect MovementPoints 3
Effect LineOfSight 3
Effect Trading 10
;------------------------------------------
Ancillary niels_ebbesen
Type Military
Transferable 1
Image knight_chivalrous.tga
Unique
Description niels_ebbesen_desc
EffectsDescription niels_ebbesen_effects_desc
Effect Chivalry 2
Effect Command 2
Effect TroopMorale 2
;------------------------------------------
Ancillary vlad_tepes
Type Military
Transferable 1
Image knight_chivalrous.tga
Unique
Description vlad_tepes_desc
EffectsDescription vlad_tepes_effects_desc
Effect Chivalry -3
Effect Combat_V_Religion_islam 3
;------------------------------------------
Ancillary meister_eckhart
Type Religion
Transferable 1
Image religious_mysticfigure.tga
Unique
Description meister_eckhart_desc
EffectsDescription meister_eckhart_effects_desc
Effect Piety 2
Effect Authority 1
;------------------------------------------
Ancillary arnold_von_winkelried
Type Military
Transferable 1
Image knight_chivalrous.tga
Unique
Description arnold_von_winkelried_desc
EffectsDescription arnold_von_winkelried_effects_desc
Effect TroopMorale 2
Effect Attack 2
Effect HitPoints 4
;------------------------------------------
Ancillary john_gutenberg
Type Money
Transferable 1
Image civil_master.tga
Unique
ExcludedAncillaries aldus_manutius
Description john_gutenberg_desc
EffectsDescription john_gutenberg_effects_desc
Effect Trading 20
Effect Squalor -2
;------------------------------------------
Ancillary hildegard_von_bingen
Type Religion
Transferable 1
Image court_elderlylady.tga
Unique
Description hildegard_von_bingen_desc
EffectsDescription hildegard_von_bingen_effects_desc
Effect Piety 2
Effect Authority 1
Effect LocalPopularity 3
;------------------------------------------
Ancillary martin_luther
Type Religion
Transferable 1
Image religious_inquisitor.tga
Unique
Description martin_luther_desc
EffectsDescription martin_luther_effects_desc
Effect Piety 2
Effect Unrest -2
;------------------------------------------
Ancillary paracelsus
Type Magic
Transferable 1
Image academic_alchemist.tga
Unique
Description paracelsus_desc
EffectsDescription paracelsus_effects_desc
Effect HitPoints 4
Effect BattleSurgery 10
;------------------------------------------
Ancillary johannes_faustes
Type Magic
Transferable 1
Image espionage_agent.tga
Unique
Description johannes_faustes_desc
EffectsDescription johannes_faustes_effects_desc
Effect Chivalry -2
Effect Piety -2
Effect Fertility 2
Effect HitPoints 4
;------------------------------------------
Ancillary aldus_manutius
Type Academic
Transferable 1
Image civil_master.tga
Unique
ExcludedAncillaries john_gutenberg
Description aldus_manutius_desc
EffectsDescription aldus_manutius_effects_desc
Effect Trading 20
Effect Squalor -2
;------------------------------------------
Ancillary marco_polo
Type Money
Transferable 1
Image warrior_naval.tga
Unique
Description marco_polo_desc
EffectsDescription marco_polo_effects_desc
Effect MovementPoints 3
Effect Trading 10
;------------------------------------------
Ancillary donatello
Type Entertain
Transferable 1
Image entertainment_artist.tga
Unique
ExcludedAncillaries michaelangelo, raphael
Description donatello_desc
EffectsDescription donatello_effects_desc
Effect LocalPopularity 2
Effect Squalor -3
;------------------------------------------
Ancillary raphael
Type Entertain
Transferable 1
Image entertainment_artist.tga
Unique
ExcludedAncillaries michaelangelo, donatello
Description raphael_desc
EffectsDescription raphael_effects_desc
Effect LocalPopularity 2
Effect Squalor -3
;------------------------------------------
Ancillary michaelangelo
Type Entertain
Transferable 1
Image entertainment_artist.tga
Unique
ExcludedAncillaries donatello, raphael
Description michaelangelo_desc
EffectsDescription michaelangelo_effects_desc
Effect LocalPopularity 2
Effect Squalor -3
;------------------------------------------
Ancillary machiavelli
Type Academic
Transferable 1
Image religious_mysticfigure.tga
Unique
Description machiavelli_desc
EffectsDescription machiavelli_effects_desc
Effect Command 1
Effect Authority 1
Effect Squalor -1
Effect Unrest -1
;------------------------------------------
Ancillary george_of_antioch
Type Military
Transferable 1
Image knight_chivalrous.tga
Unique
Description george_of_antioch_desc
EffectsDescription george_of_antioch_effects_desc
Effect Piety 1
Effect Command 2
Effect LocalPopularity 2
;------------------------------------------
Ancillary francis_of_assisi
Type Religion
Transferable 1
Image religious_monk.tga
Unique
Description francis_of_assisi_desc
EffectsDescription francis_of_assisi_effects_desc
Effect Piety 2
Effect Squalor -2
Effect Unrest 2
;------------------------------------------
Ancillary vasco_de_gama
Type Money
Transferable 1
Image civil_master.tga
Unique
Description vasco_de_gama_desc
EffectsDescription vasco_de_gama_effects_desc
Effect MovementPoints 3
Effect Trading 10
;------------------------------------------
Ancillary anthony_of_padua
Type Religion
Transferable 1
Image religious_monk.tga
Unique
Description anthony_of_padua_desc
EffectsDescription anthony_of_padua_effects_desc
Effect Piety 2
Effect Squalor -2
Effect Unrest 2
;------------------------------------------
Ancillary taticius
Type Military
Transferable 1
Image knight_chivalrous.tga
Unique
Description taticius_desc
EffectsDescription taticius_effects_desc
Effect Command 2
;------------------------------------------
Ancillary nicolau_copernicus
Type Academic
Transferable 1
Image academic_scholar.tga
Unique
Description nicolau_copernicus_desc
EffectsDescription nicolau_copernicus_effects_desc
Effect Subterfuge 1
Effect LineOfSight 2
;------------------------------------------
Ancillary ibn_khaldun
Type Academic
Transferable 1
Image muslim_man_standard.tga
Unique
Description ibn_khaldun_desc
EffectsDescription ibn_khaldun_effects_desc
Effect Piety 2
Effect Authority 2
Effect Trading 15
;------------------------------------------
Ancillary albertus_magnus
Type Religion
Transferable 1
Image academic_scholar.tga
Unique
Description albertus_magnus_desc
EffectsDescription albertus_magnus_effects_desc
Effect Law 2
;------------------------------------------
Ancillary jan_zizka
Type Military
Transferable 1
Image knight_chivalrous.tga
Unique
Description jan_zizka_desc
EffectsDescription jan_zizka_effects_desc
Effect Command 2
Effect Authority 1
Effect Defence 2
Effect SiegeEngineering 50
;------------------------------------------
Ancillary roger_de_moulins
Type Military
Transferable 1
Image knight_chivalrous.tga
Unique
ExcludedAncillaries gerard_de_ridefort
Description roger_de_moulins_desc
EffectsDescription roger_de_moulins_effects_desc
Effect Command 2
Effect Authority 1
;------------------------------------------
Ancillary gerard_de_ridefort
Type Military
Transferable 1
Image knight_chivalrous.tga
Unique
ExcludedAncillaries roger_de_moulins
Description gerard_de_ridefort_desc
EffectsDescription gerard_de_ridefort_effects_desc
Effect Command 1
Effect Authority 1
Effect TroopMorale 1
Effect Attack 2
;===============================================================
;== ANCILLARY TRIGGERS START HERE ==============================
;===============================================================
;------------------------------------------
Trigger agents16
WhenToTest SabotageMission
Condition MissionSucceeded
and I_TurnNumber > 85
AcquireAncillary explosives chance 50
;------------------------------------------
Trigger agents42a
WhenToTest DenouncementMission
Condition MissionSucceeded
and AgentType = inquisitor
AcquireAncillary executioner chance 33
;------------------------------------------
Trigger agents48a
WhenToTest SufferAssassinationAttempt
Condition AgentType = inquisitor
AcquireAncillary swiss_guard chance 25
;------------------------------------------
Trigger agents50a
WhenToTest ExecutesAnAssassinOnAMission
Condition AgentType = inquisitor
AcquireAncillary swiss_guard chance 25
;------------------------------------------
Trigger agents52
WhenToTest CharacterTurnEnd
Condition not AtSea
and AgentType = priest
and CharacterNumTurnsIdle >= 4
and PopulationOwnReligion >= 70
and ReligionShift <= 10
AcquireAncillary monk chance 100
;------------------------------------------
Trigger princess_dad_was_paranoid
WhenToTest CharacterComesOfAge
Condition FatherTrait Paranoia >= 1
and AgentType = princess
AcquireAncillary delicate_blade chance 100
;------------------------------------------
Trigger princess_dad_was_spymaster
WhenToTest CharacterComesOfAge
Condition FatherTrait SpyMaster >= 1
and AgentType = princess
AcquireAncillary delicate_blade chance 100
;------------------------------------------
Trigger princess_dad_was_assassinmaster
WhenToTest CharacterComesOfAge
Condition FatherTrait AssassinMaster >= 1
and AgentType = princess
AcquireAncillary delicate_blade chance 100
;------------------------------------------
Trigger princess_dad_was_aesthetic
WhenToTest CharacterComesOfAge
Condition FatherTrait Aesthetic >= 1
and AgentType = princess
AcquireAncillary fine_cosmetics chance 100
;------------------------------------------
Trigger assassininit11
WhenToTest AgentCreated
Condition AgentType = assassin
and SettlementBuildingExists >= gunsmith
AcquireAncillary handgun chance 33
;------------------------------------------
Trigger hereticinit4
WhenToTest PriestBecomesHeretic
AcquireAncillary zealous_disciple chance 10
;------------------------------------------
Trigger hereticinit5
WhenToTest PriestBecomesHeretic
AcquireAncillary naive_knight chance 10
;------------------------------------------
Trigger hereticinit6
WhenToTest PriestBecomesHeretic
AcquireAncillary false_relic chance 10
;------------------------------------------
Trigger witchinit1
WhenToTest AgentCreated
Condition AgentType = witch
AcquireAncillary enchanted_broom chance 10
;------------------------------------------
Trigger witchinit6
WhenToTest AgentCreated
Condition AgentType = witch
AcquireAncillary the_lemegeton chance 10
;------------------------------------------
Trigger priestinit6
WhenToTest AgentCreated
Condition AgentType = priest
and SettlementBuildingExists >= militia_drill_square
AcquireAncillary paladin chance 20
;------------------------------------------
Trigger priestinit7
WhenToTest AgentCreated
Condition AgentType = priest
and SettlementBuildingExists >= abbey
and CharacterReligion catholic
AcquireAncillary choir_boy chance 20
;------------------------------------------
Trigger priestinit8
WhenToTest AgentCreated
Condition AgentType = priest
and SettlementBuildingExists >= mayors_palace
AcquireAncillary royal_seminarian chance 20
;------------------------------------------
Trigger priestinit9
WhenToTest AgentCreated
Condition AgentType = priest
and SettlementBuildingExists >= castle
AcquireAncillary royal_seminarian chance 20
;------------------------------------------
Trigger merchantinit4
WhenToTest AgentCreated
Condition AgentType = merchant
and SettlementBuildingExists = alchemists_lab
AcquireAncillary counterfeiter chance 15
;------------------------------------------
Trigger merchantinit12
WhenToTest AgentCreated
Condition AgentType = merchant
and SettlementBuildingExists >= alchemy_school
AcquireAncillary merchant_clerk chance 50
;------------------------------------------
Trigger crusader_5a
WhenToTest GeneralTakesCrusadeTarget
Condition IsCrusade
and CharFactionType hre
AcquireAncillary knight_teutonic chance 100
;------------------------------------------
Trigger crusader_5b
WhenToTest GeneralTakesCrusadeTarget
Condition IsCrusade
and CharFactionType spain
AcquireAncillary knight_santiago chance 100
;------------------------------------------
Trigger crusader_5c
WhenToTest GeneralTakesCrusadeTarget
Condition IsCrusade
and CharFactionType portugal
AcquireAncillary knight_santiago chance 100
;------------------------------------------
Trigger crusader_5d
WhenToTest GeneralTakesCrusadeTarget
Condition IsCrusade
and not CharFactionType portugal
and not CharFactionType spain
and not CharFactionType hre
AcquireAncillary knight_stjohn chance 100
;------------------------------------------
Trigger crusader_5e
WhenToTest GeneralTakesCrusadeTarget
Condition IsCrusade
and not CharFactionType portugal
and not CharFactionType spain
and not CharFactionType hre
AcquireAncillary knight_templar chance 100
;------------------------------------------
Trigger jihads_6
WhenToTest GeneralTakesCrusadeTarget
Condition IsJihad
AcquireAncillary knight_chivalrous chance 100
;------------------------------------------
Trigger accomplice_vnv_trigger
WhenToTest AgentCreated
Condition AgentType = assassin
and SettlementBuildingExists >= assassins_guild
AcquireAncillary accomplice chance 20
;------------------------------------------
Trigger academic_advisor_vnv_trigger
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished >= library
AcquireAncillary academic_advisor chance 33
;------------------------------------------
Trigger academic_advisor_vnv_trigger2
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished = university
AcquireAncillary academic_advisor chance 33
;------------------------------------------
Trigger actor_vnv_trigger
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and RemainingMPPercentage = 100
and SettlementBuildingExists >= theatre
and IsGeneral
AcquireAncillary actor chance 5
;------------------------------------------
Trigger alchemist_vnv_trigger
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and RemainingMPPercentage = 100
and SettlementBuildingExists >= alchemists_lab
and IsGeneral
AcquireAncillary alchemist chance 5
;------------------------------------------
Trigger apocethary_vnv_trigger
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished = alchemists_lab
AcquireAncillary alchemist chance 33
;------------------------------------------
Trigger architect_vnv_trigger
WhenToTest GovernorBuildingCompleted
AcquireAncillary architect chance 3
;------------------------------------------
Trigger artist_vnv_trigger
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and RemainingMPPercentage = 100
and SettlementBuildingExists >= artist_studio
and IsGeneral
AcquireAncillary artist chance 5
;------------------------------------------
Trigger artist_vnv_trigger2
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished = artist_studio
AcquireAncillary artist chance 33
;------------------------------------------
Trigger assassins_apprentice
WhenToTest AssassinationMission
Condition MissionSucceeded
and AgentType = assassin
AcquireAncillary assassins_apprentice chance 5
;------------------------------------------
Trigger assassins_blade2
WhenToTest AssassinationMission
Condition MissionSucceeded
and AgentType = assassin
AcquireAncillary assassins_blade chance 3
;------------------------------------------
Trigger astrologer_vnv_trigger
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and RemainingMPPercentage = 100
and not SettlementBuildingExists >= small_church
and not SettlementBuildingExists >= small_chapel
and not SettlementBuildingExists >= small_church_o
and not SettlementBuildingExists >= small_chapel_o
and not SettlementBuildingExists >= small_masjid
and not SettlementBuildingExists >= c_small_masjid
and IsGeneral
AcquireAncillary astrologer chance 5
;------------------------------------------
Trigger bard_vnv_trigger
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and RemainingMPPercentage = 100
and SettlementBuildingExists >= tavern
and IsGeneral
AcquireAncillary bard chance 5
;------------------------------------------
Trigger beguiling_bard_vnv_trigger
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and RemainingMPPercentage = 100
and SettlementBuildingExists >= brothel
and AgentType = spy
AcquireAncillary beguiling_bard chance 5
;------------------------------------------
Trigger biographer_vnv_trigger
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and RemainingMPPercentage = 100
and TimeInRegion > 3
and Trait GoodCommander >= 2
and IsGeneral
AcquireAncillary biographer chance 5
;------------------------------------------
Trigger brilliant_inventor_vnv_trigger
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and RemainingMPPercentage = 100
and SettlementBuildingExists >= alchemists_lab
and IsGeneral
and not Trait Ignorance > 0
AcquireAncillary brilliant_inventor chance 3
;------------------------------------------
Trigger caravan_driver_vnv_trigger
WhenToTest AgentCreated
Condition AgentType = merchant
and SettlementBuildingExists >= caravan_stop
AcquireAncillary caravan_driver chance 50
;------------------------------------------
Trigger caravan_driver_vnv_trigger2
WhenToTest CharacterTurnEnd
Condition AgentType = merchant
and EndedInSettlement
and SettlementBuildingExists >= caravan_stop
AcquireAncillary caravan_driver chance 10
;------------------------------------------
Trigger catamite_vnv_trigger
WhenToTest AssassinationMission
Condition MissionSucceeded
and AgentType = assassin
AcquireAncillary catamite chance 5
;------------------------------------------
Trigger courtesan_vnv_trigger
WhenToTest AgentCreated
Condition SettlementBuildingExists >= coaching_house
and AgentType = assassin
AcquireAncillary courtesan chance 20
;------------------------------------------
Trigger dancer_vnv_trigger
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and RemainingMPPercentage = 100
and SettlementBuildingExists >= brothel
and AgentType = spy
AcquireAncillary dancer chance 5
;------------------------------------------
Trigger dark_apprentice_vnv_trigger
WhenToTest AgentCreated
Condition AgentType = witch
AcquireAncillary dark_apprentice chance 25
;------------------------------------------
Trigger deacon_vnv_trigger
WhenToTest AgentCreated
Condition AgentType = priest
and CharacterReligion catholic
and SettlementBuildingExists >= cathedral
AcquireAncillary deacon chance 50
;------------------------------------------
Trigger deacon_vnv_trigger_2
WhenToTest AgentCreated
Condition AgentType = priest
and CharacterReligion orthodox
and SettlementBuildingExists >= cathedral_o
AcquireAncillary deacon chance 25
;------------------------------------------
Trigger diplomatic_escort_vnv_trigger
WhenToTest AgentCreated
Condition AgentType = diplomat
and SettlementBuildingExists >= castle
AcquireAncillary diplomatic_escort chance 66
;------------------------------------------
Trigger doctor_vnv_trigger
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and RemainingMPPercentage = 100
and SettlementBuildingExists >= bimaristan
and IsGeneral
and Attribute Command > 3
AcquireAncillary doctor chance 15
;------------------------------------------
Trigger doctor_vnv_trigger2
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and RemainingMPPercentage = 100
and SettlementBuildingExists >= alchemy_school
and IsGeneral
and Attribute Command > 3
AcquireAncillary doctor chance 3
;------------------------------------------
Trigger drillmaster_vnv_trigger
WhenToTest GovernorUnitTrained
Condition TrainedUnitCategory infantry
and Attribute Command >= 4
and IsGeneral
AcquireAncillary drillmaster chance 3
;------------------------------------------
Trigger exotic_gifts_vnv_trigger
WhenToTest AgentCreated
Condition AgentType = diplomat
and SettlementBuildingExists >= great_market
AcquireAncillary exotic_gifts chance 33
;------------------------------------------
Trigger false_documents_vnv_trigger
WhenToTest Insurrection
AcquireAncillary false_documents chance 33
;------------------------------------------
Trigger false_documents_vnv_trigger2
WhenToTest AgentCreated
Condition AgentType = spy
and SettlementBuildingExists = printing_press
AcquireAncillary false_documents chance 33
;------------------------------------------
Trigger femme_fatale_vnv_trigger
WhenToTest AssassinationMission
Condition MissionSucceeded
and AgentType = assassin
AcquireAncillary femme_fatale chance 10
;------------------------------------------
Trigger foodtaster_vnv_trigger
WhenToTest SufferAssassinationAttempt
Condition Trait Paranoia >= 1
and IsGeneral
AcquireAncillary foodtaster chance 20
;------------------------------------------
Trigger fool_brilliant_vnv_trigger
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished >= castle
and Attribute Command > 4
AcquireAncillary fool_brilliant chance 50
;------------------------------------------
Trigger fool_usual_vnv_trigger
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished >= castle
and Attribute Command < 5
AcquireAncillary fool_usual chance 50
;------------------------------------------
Trigger foreign_dignitary_vnv_trigger
WhenToTest CharacterTurnEnd
Condition InEnemyLands
and AgentType = diplomat
and DistanceCapital > 30
AcquireAncillary foreign_dignitary chance 3
;------------------------------------------
Trigger herald_vnv_trigger
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished = citadel
and Attribute Command > 3
AcquireAncillary herald chance 33
;------------------------------------------
Trigger intrepid_explorer_vnv_trigger
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and SettlementBuildingExists >= explorers_guild
and IsGeneral
AcquireAncillary intrepid_explorer chance 5
;------------------------------------------
Trigger knight_beserker_vnv_trigger
WhenToTest PostBattle
Condition WasAttacker
and IsGeneral
and WonBattle
and GeneralFoughtInCombat
and BattleOdds >= 0.5
and BattleOdds < 1.5
and Trait BattleDread > 0
AcquireAncillary knight_beserker chance 15
;------------------------------------------
Trigger knight_chivalrous_vnv_trigger
WhenToTest PostBattle
Condition not WasAttacker
and IsGeneral
and WonBattle
and GeneralFoughtInCombat
and BattleOdds < 1.2
and not Trait BattleDread > 0
and not Trait StrategyDread > 0
AcquireAncillary knight_chivalrous chance 25
;------------------------------------------
Trigger knight_crusader_vnv_trigger
WhenToTest CharacterTurnEnd
Condition AgentType = priest
and I_CrusadeInProgress
and IsRegionCrusadeTarget
and CharacterReligion catholic
and TimeInRegion > 1
AcquireAncillary knight_crusader chance 33
;------------------------------------------
Trigger knight_dread_vnv_trigger
WhenToTest PostBattle
Condition WasAttacker
and IsGeneral
and WonBattle
and GeneralFoughtInCombat
and BattleOdds < 1.2
and PercentageEnemyKilled > 66
and not Trait BattleChivalry > 0
and not Trait StrategyChivalry > 0
AcquireAncillary knight_dread chance 25
;------------------------------------------
Trigger knight_santiago_vnv_trigger
WhenToTest PostBattle
Condition WasAttacker
and IsGeneral
and IsOnCrusade
and WonBattle
and GeneralFoughtInCombat
and BattleOdds >= 0.5
and BattleOdds < 1.5
and FactionType spain
AcquireAncillary knight_santiago chance 50
;------------------------------------------
Trigger knight_santiago_vnv_trigger2
WhenToTest PostBattle
Condition WasAttacker
and IsGeneral
and IsOnCrusade
and WonBattle
and GeneralFoughtInCombat
and BattleOdds >= 0.5
and BattleOdds < 1.5
and FactionType portugal
AcquireAncillary knight_santiago chance 50
;------------------------------------------
Trigger knight_stjohn_vnv_trigger
WhenToTest PostBattle
Condition WasAttacker
and IsGeneral
and IsOnCrusade
and WonBattle
and GeneralFoughtInCombat
and BattleOdds >= 0.5
and BattleOdds < 1.5
and not FactionType portugal
and not FactionType spain
and not FactionType hre
AcquireAncillary knight_stjohn chance 50
;------------------------------------------
Trigger knight_templar_vnv_trigger
WhenToTest PostBattle
Condition WasAttacker
and IsGeneral
and IsOnCrusade
and WonBattle
and GeneralFoughtInCombat
and BattleOdds >= 0.5
and BattleOdds < 1.5
and not FactionType portugal
and not FactionType spain
and not FactionType hre
AcquireAncillary knight_templar chance 50
;------------------------------------------
Trigger knight_teutonic_vnv_trigger
WhenToTest PostBattle
Condition WasAttacker
and IsGeneral
and IsOnCrusade
and WonBattle
and GeneralFoughtInCombat
and BattleOdds >= 0.5
and BattleOdds < 1.5
and FactionType hre
AcquireAncillary knight_teutonic chance 50
;------------------------------------------
Trigger lancebearer_vnv_trigger
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and RemainingMPPercentage = 100
and SettlementBuildingExists >= jousting_lists
and IsGeneral
and Attribute Command > 3
AcquireAncillary lancebearer chance 10
;------------------------------------------
Trigger librarian_vnv_trigger
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and RemainingMPPercentage = 100
and SettlementBuildingExists >= library
and IsGeneral
AcquireAncillary librarian chance 5
;------------------------------------------
Trigger magician_vnv_trigger
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and RemainingMPPercentage = 100
and Trait Superstitious >= 1
and SettlementBuildingExists >= alchemists_lab
and SettlementBuildingExists >= fairground
AcquireAncillary magician chance 15
;------------------------------------------
Trigger master_mason_vnv_trigger
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished >= m_masons_guild
AcquireAncillary master_mason chance 33
;------------------------------------------
Trigger master_of_archers_vnv_trigger
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and RemainingMPPercentage = 100
and SettlementBuildingExists >= archery_range
and IsGeneral
AcquireAncillary master_of_archers chance 5
;------------------------------------------
Trigger master_of_archers_vnv_trigger2
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished = marksmans_range
AcquireAncillary master_of_archers chance 33
;------------------------------------------
Trigger master_of_assassins_vnv_trigger
WhenToTest LeaderOrderedAssassination
AcquireAncillary master_of_assassins chance 5
;------------------------------------------
Trigger master_of_assassins_vnv_trigger2
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished >= m_assassins_guild
AcquireAncillary master_of_assassins chance 33
;------------------------------------------
Trigger master_of_horse_vnv_trigger
WhenToTest GovernorUnitTrained
Condition TrainedUnitCategory cavalry
and SettlementBuildingExists > knights_stables
and IsGeneral
AcquireAncillary master_of_horse chance 20
;------------------------------------------
Trigger master_smith_vnv_trigger2
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and RemainingMPPercentage = 100
and SettlementBuildingExists >= armourer
and IsGeneral
AcquireAncillary master_smith chance 2
;------------------------------------------
Trigger master_smith_vnv_trigger
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished >= swordsmiths_guild
AcquireAncillary master_smith chance 20
;------------------------------------------
Trigger master_smith_vnv_trigger2
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished >= armourer
AcquireAncillary master_smith chance 20
;------------------------------------------
Trigger master_smith_vnv_trigger3
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished >= c_armourer
AcquireAncillary master_smith chance 20
;------------------------------------------
Trigger mathematician_vnv_trigger2
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and RemainingMPPercentage = 100
and SettlementBuildingExists = academy
and IsGeneral
AcquireAncillary mathematician chance 5
;------------------------------------------
Trigger mathematician_vnv_trigger
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and RemainingMPPercentage = 100
and SettlementBuildingExists = university
and IsGeneral
AcquireAncillary mathematician chance 5
;------------------------------------------
Trigger mentor_vnv_trigger
WhenToTest CharacterComesOfAge
Condition FatherAttribute Authority >= 2
AcquireAncillary mentor chance 15
;------------------------------------------
Trigger mercenary_captain_vnv_trigger
WhenToTest HireMercenaries
AcquireAncillary mercenary_captain chance 8
;------------------------------------------
Trigger military_engineer_vnv_trigger
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and RemainingMPPercentage = 100
and SettlementBuildingExists >= city_watch
and SettlementBuildingExists >= catapult_range
and IsGeneral
AcquireAncillary military_engineer chance 5
;------------------------------------------
Trigger military_engineer_vnv_trigger2
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and RemainingMPPercentage = 100
and SettlementBuildingExists >= drill_square
and SettlementBuildingExists >= c_catapult_range
and IsGeneral
AcquireAncillary military_engineer chance 8
;------------------------------------------
Trigger money_counter_vnv_trigger
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and RemainingMPPercentage = 100
and SettlementBuildingExists >= fairground
and Treasury > 50000
and IsGeneral
AcquireAncillary money_counter chance 8
;------------------------------------------
Trigger musician_vnv_trigger
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and RemainingMPPercentage = 100
and SettlementBuildingExists >= theatre
and IsGeneral
AcquireAncillary musician chance 10
;------------------------------------------
Trigger naval_gunner_vnv_trigger
WhenToTest AgentCreated
Condition IsAdmiral
and SettlementBuildingExists >= naval_academy
AcquireAncillary naval_gunner chance 33
;------------------------------------------
Trigger naval_navigator_vnv_trigger
WhenToTest AgentCreated
Condition IsAdmiral
and SettlementBuildingExists >= explorers_guild
AcquireAncillary naval_navigator chance 33
;------------------------------------------
Trigger nosy_mother_vnv_trigger
WhenToTest CharacterMarries
Condition Trait Girls >= 1
AcquireAncillary nosy_mother chance 50
;------------------------------------------
Trigger ordinance_master_vnv_trigger
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and RemainingMPPercentage = 100
and SettlementBuildingExists >= military_academy
and IsGeneral
AcquireAncillary ordinance_master chance 10
;------------------------------------------
Trigger overseer_vnv_trigger
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and RemainingMPPercentage = 100
and SettlementBuildingExists >= farms+2
and IsGeneral
AcquireAncillary overseer chance 10
;------------------------------------------
Trigger pet_bloodhound_vnv_trigger
WhenToTest AgentCreated
Condition EndedInSettlement
and RemainingMPPercentage = 100
and SettlementBuildingExists >= farms+2
and IsGeneral
AcquireAncillary overseer chance 10
;------------------------------------------
Trigger pet_guard_dog_vnv_trigger
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and RemainingMPPercentage = 100
and SettlementBuildingExists >= castle
and IsGeneral
and TimeInRegion > 4
AcquireAncillary pet_guarddog chance 8
;------------------------------------------
Trigger pet_monkey_vnv_trigger
WhenToTest AgentCreated
Condition SettlementBuildingExists >= market
and AgentType = spy
and not CultureType northern_european
and not CultureType southern_european
AcquireAncillary pet_monkey chance 5
;------------------------------------------
Trigger physician_vnv_trigger
WhenToTest PostBattle
Condition WonBattle
and PercentageOfArmyKilled > 50
and FactionBuildingExists = university
and IsGeneral
and not CharacterReligion islam
AcquireAncillary physician chance 10
;------------------------------------------
Trigger physician_vnv_trigger_islam
WhenToTest PostBattle
Condition WonBattle
and PercentageOfArmyKilled > 50
and FactionBuildingExists >= bimaristan
and IsGeneral
AcquireAncillary physician chance 30
;------------------------------------------
Trigger pickpocket_vnv_trigger
WhenToTest AgentCreated
Condition AgentType = spy
and SettlementBuildingExists >= market
AcquireAncillary pickpocket chance 12
;------------------------------------------
Trigger poisoner_vnv_trigger
WhenToTest AssassinationMission
Condition AgentType = assassin
and MissionSucceeded
AcquireAncillary poisoner chance 10
;------------------------------------------
Trigger priest_vnv_trigger
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and SettlementBuildingExists >= theologians_guild
and IsGeneral
and not CharacterReligion islam
AcquireAncillary priest chance 3
;------------------------------------------
Trigger quartermaster_vnv_trigger
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and RemainingMPPercentage = 100
and SettlementBuildingExists >= army_barracks
and IsGeneral
and Attribute Command > 3
AcquireAncillary quartermaster chance 20
;------------------------------------------
Trigger runner_vnv_trigger
WhenToTest PostBattle
Condition not Routs
and WonBattle
and BattleSuccess = crushing
and not GeneralFoughtInCombat
and IsGeneral
AcquireAncillary runner chance 10
;------------------------------------------
Trigger scout_vnv_trigger
WhenToTest PostBattle
Condition WonBattle
and I_ConflictType SuccessfulAmbush
and not WasAttacker
and InEnemyLands
and IsGeneral
AcquireAncillary scout chance 8
;------------------------------------------
Trigger scribe_ancillary_vnv_trigger
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and RemainingMPPercentage = 100
and SettlementBuildingExists >= town_hall
and SettlementBuildingExists >= alchemists_lab
and IsGeneral
AcquireAncillary scribe_ancillary chance 10
;------------------------------------------
Trigger shipwright_vnv_trigger
WhenToTest NewAdmiralCreated
Condition SettlementBuildingExists >= merchants_wharf
AcquireAncillary shipwright chance 8
;------------------------------------------
Trigger siege_engineer_vnv_trigger
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and RemainingMPPercentage = 100
and SettlementBuildingExists >= catapult_range
and IsGeneral
AcquireAncillary siege_engineer chance 3
;------------------------------------------
Trigger siege_engineer_vnv_trigger2
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and RemainingMPPercentage = 100
and SettlementBuildingExists >= c_catapult_range
and IsGeneral
AcquireAncillary siege_engineer chance 3
;------------------------------------------
Trigger siege_engineer_vnv_trigger3
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished >= siege_works
AcquireAncillary siege_engineer chance 33
;------------------------------------------
Trigger siege_engineer_vnv_trigger4
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished >= c_siege_works
AcquireAncillary siege_engineer chance 33
;------------------------------------------
Trigger soothsayer_vnv_trigger
WhenToTest PostBattle
Condition not WonBattle
AcquireAncillary soothsayer chance 2
;------------------------------------------
Trigger spymaster_vnv_trigger
WhenToTest LeaderOrderedSpyingMission
Condition IsFactionLeader
and IsGeneral
AcquireAncillary spymaster chance 3
;------------------------------------------
Trigger spymaster_vnv_trigger2
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished >= thieves_guild
AcquireAncillary spymaster chance 20
;------------------------------------------
Trigger spyglass_vnv_trigger
WhenToTest AgentCreated
Condition AgentType = spy
and SettlementBuildingExists >= dockyard
AcquireAncillary spyglass chance 20
;------------------------------------------
Trigger strapping_stallion_vnv_trigger
WhenToTest CharacterComesOfAge
Condition AgentType = princess
and FactionBuildingExists = kings_stables
AcquireAncillary strapping_stallion chance 25
;------------------------------------------
Trigger swift_steed_vnv_trigger
WhenToTest AgentCreated
Condition AgentType = diplomat
and SettlementBuildingExists >= horse_breeders_guild
AcquireAncillary swift_steed chance 33
;------------------------------------------
Trigger swordbearer_vnv_trigger
WhenToTest PostBattle
Condition GeneralNumKillsInBattle > 5
and WonBattle
and not Routs
and IsGeneral
AcquireAncillary swordbearer chance 10
;------------------------------------------
Trigger tax_farmer_vnv_trigger
WhenToTest GovernorBuildingCompleted
Condition Trait BadTaxman >= 1
and IsGeneral
AcquireAncillary tax_farmer chance 8
;------------------------------------------
Trigger torturer_vnv_trigger
WhenToTest ExterminatePopulation
Condition IsGeneral
and Attribute Chivalry < -4
AcquireAncillary torturer chance 10
;------------------------------------------
Trigger translator_vnv_trigger
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and SettlementBuildingExists >= market
and AgentType = diplomat
AcquireAncillary translator chance 15
;------------------------------------------
Trigger treasurer_vnv_trigger
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and RemainingMPPercentage = 100
and SettlementBuildingExists = great_market
and IsGeneral
AcquireAncillary treasurer chance 10
;------------------------------------------
Trigger trick_abacus_vnv_trigger
WhenToTest AgentCreated
Condition AgentType = merchant
and not SettlementBuildingExists >= town_hall
AcquireAncillary trick_abacus chance 5
;------------------------------------------
Trigger trusty_steed_vnv_trigger
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and SettlementBuildingExists >= earls_stables
and Trait GoodCavalryGeneral >= 1
and IsGeneral
AcquireAncillary trusty_steed chance 15
;------------------------------------------
Trigger tutor_vnv_trigger
WhenToTest CharacterComesOfAge
Condition Trait Ignorance <= 1
AcquireAncillary tutor chance 33
;------------------------------------------
Trigger veteran_warrior_vnv_trigger
WhenToTest PostBattle
Condition GeneralNumKillsInBattle > 5
and WonBattle
and not Routs
and IsGeneral
and GeneralHPLostRatioinBattle <= 50
AcquireAncillary veteran_warrior chance 50
;------------------------------------------
Trigger witch_hunter_vnv_trigger
WhenToTest CharacterTurnEnd
Condition not AtSea
and AgentType = priest
and PopulationHeretic > 15
and TimeInRegion > 3
AcquireAncillary witch_hunter chance 20
;------------------------------------------
Trigger witch_hunter_vnv_trigger
WhenToTest AgentCreated
Condition AgentType = priest
and FactionLeaderTrait ReligiousActivity > 1
AcquireAncillary witch_hunter chance 10
;------------------------------------------
Trigger shard_of_the_true_cross_anc_trigger
WhenToTest GeneralCaptureSettlement
Condition Attribute Piety > 3
and SettlementName Tripoli
and not I_WorldwideAncillaryExists shard_of_the_true_cross
and not HasAncType Relic
AcquireAncillary shard_of_the_true_cross chance 10
;------------------------------------------
Trigger holy_lance_antioch_anc_trigger
WhenToTest GeneralCaptureSettlement
Condition Attribute Piety > 3
and SettlementName Antioch
and not I_WorldwideAncillaryExists holy_lance
and not HasAncType Relic
AcquireAncillary holy_lance chance 10
;------------------------------------------
Trigger holy_lance_constantinople_anc_trigger
WhenToTest GeneralCaptureSettlement
Condition Attribute Piety > 3
and SettlementName Constantinople
and not I_WorldwideAncillaryExists holy_lance
and not HasAncType Relic
AcquireAncillary holy_lance chance 10
;------------------------------------------
Trigger holy_grail_anc_trigger
WhenToTest GeneralCaptureSettlement
Condition Attribute Piety > 5
and SettlementName Aleppo
and not I_WorldwideAncillaryExists holy_grail
and not HasAncType Relic
AcquireAncillary holy_grail chance 10
;------------------------------------------
Trigger iron_crown_of_lombardy_anc_trigger
WhenToTest GeneralCaptureSettlement
Condition Attribute Piety > 3
and SettlementName Milan
and not I_WorldwideAncillaryExists iron_crown_of_lombardy
and not HasAncType Relic
AcquireAncillary iron_crown_of_lombardy chance 10
;------------------------------------------
Trigger bridle_of_constantine_anc_trigger
WhenToTest GeneralCaptureSettlement
Condition Attribute Piety > 3
and SettlementName Constantinople
and not I_WorldwideAncillaryExists bridle_of_constantine
and not HasAncType Relic
AcquireAncillary bridle_of_constantine chance 10
;------------------------------------------
Trigger holy_chalice_anc_trigger
WhenToTest GeneralCaptureSettlement
Condition Attribute Piety > 3
and SettlementName Jerusalem
and not I_WorldwideAncillaryExists holy_chalice
and not HasAncType Relic
AcquireAncillary holy_chalice chance 10
;------------------------------------------
Trigger veil_of_veronica_anc_trigger
WhenToTest GeneralCaptureSettlement
Condition Attribute Piety > 3
and SettlementName Jerusalem
and not I_WorldwideAncillaryExists veil_of_veronica
and not HasAncType Relic
AcquireAncillary veil_of_veronica chance 10
;------------------------------------------
Trigger icon_not_made_by_hands_anc_trigger
WhenToTest GeneralCaptureSettlement
Condition Attribute Piety > 3
and SettlementName Edessa
and not I_WorldwideAncillaryExists icon_not_made_by_hands
and not HasAncType Relic
AcquireAncillary icon_not_made_by_hands chance 10
;------------------------------------------
Trigger holy_prepuce_bordeaux_anc_trigger
WhenToTest GeneralCaptureSettlement
Condition Attribute Piety > 3
and SettlementName Bordeaux
and not I_WorldwideAncillaryExists holy_prepuce
and not HasAncType Relic
AcquireAncillary holy_prepuce chance 10
;------------------------------------------
Trigger holy_prepuce_hamburg_anc_trigger
WhenToTest GeneralCaptureSettlement
Condition Attribute Piety > 3
and SettlementName Hamburg
and not I_WorldwideAncillaryExists holy_prepuce
and not HasAncType Relic
AcquireAncillary holy_prepuce chance 10
;------------------------------------------
Trigger crown_of_thorns_jerusalem_anc_trigger
WhenToTest GeneralCaptureSettlement
Condition Attribute Piety > 3
and SettlementName Jerusalem
and not I_WorldwideAncillaryExists crown_of_thorns
and not HasAncType Relic
AcquireAncillary crown_of_thorns chance 10
;------------------------------------------
Trigger crown_of_thorns_paris_anc_trigger
WhenToTest GeneralCaptureSettlement
Condition Attribute Piety > 3
and SettlementName Paris
and not I_WorldwideAncillaryExists crown_of_thorns
and not HasAncType Relic
AcquireAncillary crown_of_thorns chance 10
;------------------------------------------
Trigger holy_shroud_anc_trigger
WhenToTest GeneralCaptureSettlement
Condition Attribute Piety > 3
and SettlementName Constantinople
and not I_WorldwideAncillaryExists holy_shroud
and not HasAncType Relic
AcquireAncillary holy_shroud chance 10
;------------------------------------------
Trigger ark_of_the_covenant_anc_trigger
WhenToTest GeneralCaptureSettlement
Condition Attribute Piety > 3
and SettlementName Cairo
and not FactionReligion pagan
and not I_WorldwideAncillaryExists ark_of_the_covenant
and not HasAncType Relic
AcquireAncillary ark_of_the_covenant chance 10
;------------------------------------------
Trigger seal_of_solomon_anc_trigger
WhenToTest GeneralCaptureSettlement
Condition Attribute Piety > 3
and SettlementName Jerusalem
and not FactionReligion pagan
and not I_WorldwideAncillaryExists seal_of_solomon
and not HasAncType Relic
AcquireAncillary seal_of_solomon chance 10
;------------------------------------------
Trigger hair_from_mohammeds_beard_anc_trigger
WhenToTest GeneralCaptureSettlement
Condition Attribute Piety > 3
and SettlementName Acre
and not FactionReligion pagan
and not I_WorldwideAncillaryExists hair_from_mohammeds_beard
and not HasAncType Relic
AcquireAncillary hair_from_mohammeds_beard chance 10
;------------------------------------------
Trigger mohammeds_footprint_anc_trigger
WhenToTest GeneralCaptureSettlement
Condition Attribute Piety > 3
and SettlementName Damascus
and not FactionReligion pagan
and not I_WorldwideAncillaryExists mohammeds_footprint
and not HasAncType Relic
AcquireAncillary mohammeds_footprint chance 10
;------------------------------------------
Trigger holy_mantle_anc_trigger
WhenToTest GeneralCaptureSettlement
Condition Attribute Piety > 3
and SettlementName Antioch
and not FactionReligion pagan
and not I_WorldwideAncillaryExists holy_mantle
and not HasAncType Relic
AcquireAncillary holy_mantle chance 10
;------------------------------------------
Trigger tooth_of_mohammed_anc_trigger
WhenToTest GeneralCaptureSettlement
Condition Attribute Piety > 3
and SettlementName Aleppo
and not FactionReligion pagan
and not I_WorldwideAncillaryExists tooth_of_mohammed
and not HasAncType Relic
AcquireAncillary tooth_of_mohammed chance 10
;------------------------------------------
Trigger key_to_holy_kaaba_anc_trigger
WhenToTest GeneralCaptureSettlement
Condition Attribute Piety > 3
and SettlementName Edessa
and not FactionReligion pagan
and not I_WorldwideAncillaryExists key_to_holy_kaaba
and not HasAncType Relic
AcquireAncillary key_to_holy_kaaba chance 10
;------------------------------------------
Trigger lock_of_kaaba_anc_trigger
WhenToTest GeneralCaptureSettlement
Condition Attribute Piety > 3
and SettlementName Adana
and not FactionReligion pagan
and not I_WorldwideAncillaryExists lock_of_kaaba
and not HasAncType Relic
AcquireAncillary lock_of_kaaba chance 10
;------------------------------------------
Trigger sword_of_mohammed_anc_trigger
WhenToTest GeneralCaptureSettlement
Condition Attribute Piety > 3
and SettlementName Baghdad
and not FactionReligion pagan
and not I_WorldwideAncillaryExists sword_of_mohammed
and not HasAncType Relic
AcquireAncillary sword_of_mohammed chance 10
;------------------------------------------
Trigger fragment_of_the_black_stone_anc_trigger
WhenToTest GeneralCaptureSettlement
Condition Attribute Piety > 3
and SettlementName Iconium
and not FactionReligion pagan
and not I_WorldwideAncillaryExists fragment_of_the_black_stone
and not HasAncType Relic
AcquireAncillary fragment_of_the_black_stone chance 10
;------------------------------------------
Trigger holy_quran_anc_trigger
WhenToTest GeneralCaptureSettlement
Condition Attribute Piety > 3
and SettlementName Mosul
and not FactionReligion pagan
and not I_WorldwideAncillaryExists holy_quran
and not HasAncType Relic
AcquireAncillary holy_quran chance 10
;------------------------------------------
Trigger soil_from_mohammeds_grave_anc_trigger
WhenToTest GeneralCaptureSettlement
Condition Attribute Piety > 3
and SettlementName Gaza
and not FactionReligion pagan
and not I_WorldwideAncillaryExists soil_from_mohammeds_grave
and not HasAncType Relic
AcquireAncillary soil_from_mohammeds_grave chance 10
;------------------------------------------
Trigger standard_of_mohammed_anc_trigger
WhenToTest GeneralCaptureSettlement
Condition Attribute Piety > 3
and SettlementName Nicaea
and not FactionReligion pagan
and not I_WorldwideAncillaryExists standard_of_mohammed
and not HasAncType Relic
AcquireAncillary standard_of_mohammed chance 10
;------------------------------------------
Trigger shard_of_the_true_cross_crusading_anc_trigger
WhenToTest GeneralCaptureSettlement
Condition Attribute Piety > 3
and IsOnCrusade
and SettlementName Tripoli
and not I_WorldwideAncillaryExists shard_of_the_true_cross
and not HasAncType Relic
AcquireAncillary shard_of_the_true_cross chance 30
;------------------------------------------
Trigger holy_lance_crusading_antioch_anc_trigger
WhenToTest GeneralCaptureSettlement
Condition Attribute Piety > 3
and IsOnCrusade
and SettlementName Antioch
and not I_WorldwideAncillaryExists holy_lance
and not HasAncType Relic
AcquireAncillary holy_lance chance 30
;------------------------------------------
Trigger holy_lance_crusading_constantinople_anc_trigger
WhenToTest GeneralCaptureSettlement
Condition Attribute Piety > 3
and IsOnCrusade
and SettlementName Constantinople
and not I_WorldwideAncillaryExists holy_lance
and not HasAncType Relic
AcquireAncillary holy_lance chance 30
;------------------------------------------
Trigger holy_grail_crusading_anc_trigger
WhenToTest GeneralCaptureSettlement
Condition Attribute Piety > 5
and IsOnCrusade
and SettlementName Aleppo
and not I_WorldwideAncillaryExists holy_grail
and not HasAncType Relic
AcquireAncillary holy_grail chance 30
;------------------------------------------
Trigger iron_crown_of_lombardy_crusading_anc_trigger
WhenToTest GeneralCaptureSettlement
Condition Attribute Piety > 3
and IsOnCrusade
and SettlementName Milan
and not I_WorldwideAncillaryExists iron_crown_of_lombardy
and not HasAncType Relic
AcquireAncillary iron_crown_of_lombardy chance 30
;------------------------------------------
Trigger bridle_of_constantine_crusading_anc_trigger
WhenToTest GeneralCaptureSettlement
Condition Attribute Piety > 3
and IsOnCrusade
and SettlementName Constantinople
and not I_WorldwideAncillaryExists bridle_of_constantine
and not HasAncType Relic
AcquireAncillary bridle_of_constantine chance 30
;------------------------------------------
Trigger holy_chalice_crusading_anc_trigger
WhenToTest GeneralCaptureSettlement
Condition Attribute Piety > 3
and IsOnCrusade
and SettlementName Jerusalem
and not I_WorldwideAncillaryExists holy_chalice
and not HasAncType Relic
AcquireAncillary holy_chalice chance 30
;------------------------------------------
Trigger veil_of_veronica_crusading_anc_trigger
WhenToTest GeneralCaptureSettlement
Condition Attribute Piety > 3
and IsOnCrusade
and SettlementName Jerusalem
and not I_WorldwideAncillaryExists veil_of_veronica
and not HasAncType Relic
AcquireAncillary veil_of_veronica chance 30
;------------------------------------------
Trigger icon_not_made_by_hands_crusading_anc_trigger
WhenToTest GeneralCaptureSettlement
Condition Attribute Piety > 3
and IsOnCrusade
and SettlementName Edessa
and not I_WorldwideAncillaryExists icon_not_made_by_hands
and not HasAncType Relic
AcquireAncillary icon_not_made_by_hands chance 30
;------------------------------------------
Trigger holy_prepuce_crusading_bordeaux_anc_trigger
WhenToTest GeneralCaptureSettlement
Condition Attribute Piety > 3
and IsOnCrusade
and SettlementName Bordeaux
and not I_WorldwideAncillaryExists holy_prepuce
and not HasAncType Relic
AcquireAncillary holy_prepuce chance 30
;------------------------------------------
Trigger holy_prepuce_crusading_anc_hamburg_trigger
WhenToTest GeneralCaptureSettlement
Condition Attribute Piety > 3
and IsOnCrusade
and SettlementName Hamburg
and not I_WorldwideAncillaryExists holy_prepuce
and not HasAncType Relic
AcquireAncillary holy_prepuce chance 30
;------------------------------------------
Trigger crown_of_thorns_crusading_jerusalem_anc_trigger
WhenToTest GeneralCaptureSettlement
Condition Attribute Piety > 3
and IsOnCrusade
and SettlementName Jerusalem
and not I_WorldwideAncillaryExists crown_of_thorns
and not HasAncType Relic
AcquireAncillary crown_of_thorns chance 30
;------------------------------------------
Trigger crown_of_thorns_crusading_paris_anc_trigger
WhenToTest GeneralCaptureSettlement
Condition Attribute Piety > 3
and IsOnCrusade
and SettlementName Paris
and not I_WorldwideAncillaryExists crown_of_thorns
and not HasAncType Relic
AcquireAncillary crown_of_thorns chance 30
;------------------------------------------
Trigger holy_shroud_crusading_anc_trigger
WhenToTest GeneralCaptureSettlement
Condition Attribute Piety > 3
and IsOnCrusade
and SettlementName Constantinople
and not I_WorldwideAncillaryExists holy_shroud
and not HasAncType Relic
AcquireAncillary holy_shroud chance 30
;------------------------------------------
Trigger ark_of_the_covenant_crusading_anc_trigger
WhenToTest GeneralCaptureSettlement
Condition Attribute Piety > 3
and IsOnCrusade
and SettlementName Cairo
and not I_WorldwideAncillaryExists ark_of_the_covenant
and not HasAncType Relic
AcquireAncillary ark_of_the_covenant chance 30
;------------------------------------------
Trigger seal_of_solomon_crusading_anc_trigger
WhenToTest GeneralCaptureSettlement
Condition Attribute Piety > 3
and IsOnCrusade
and SettlementName Jerusalem
and not I_WorldwideAncillaryExists seal_of_solomon
and not HasAncType Relic
AcquireAncillary seal_of_solomon chance 30
;------------------------------------------
Trigger ark_of_the_covenant_jihad_anc_trigger
WhenToTest GeneralCaptureSettlement
Condition Attribute Piety > 3
and SettlementName Cairo
and not FactionReligion pagan
and not I_WorldwideAncillaryExists ark_of_the_covenant
and not HasAncType Relic
and IsOnJihad
AcquireAncillary ark_of_the_covenant chance 30
;------------------------------------------
Trigger seal_of_solomon_anc_jihad_trigger
WhenToTest GeneralCaptureSettlement
Condition Attribute Piety > 3
and SettlementName Jerusalem
and not FactionReligion pagan
and not I_WorldwideAncillaryExists seal_of_solomon
and not HasAncType Relic
and IsOnJihad
AcquireAncillary seal_of_solomon chance 30
;------------------------------------------
Trigger hair_from_mohammeds_beard_jihad_anc_trigger
WhenToTest GeneralCaptureSettlement
Condition Attribute Piety > 3
and SettlementName Acre
and not FactionReligion pagan
and not I_WorldwideAncillaryExists hair_from_mohammeds_beard
and not HasAncType Relic
and IsOnJihad
AcquireAncillary hair_from_mohammeds_beard chance 30
;------------------------------------------
Trigger mohammeds_footprint_jihad_anc_trigger
WhenToTest GeneralCaptureSettlement
Condition Attribute Piety > 3
and SettlementName Damascus
and not FactionReligion pagan
and not I_WorldwideAncillaryExists mohammeds_footprint
and not HasAncType Relic
and IsOnJihad
AcquireAncillary mohammeds_footprint chance 30
;------------------------------------------
Trigger holy_mantle_jihad_anc_trigger
WhenToTest GeneralCaptureSettlement
Condition Attribute Piety > 3
and SettlementName Antioch
and not FactionReligion pagan
and not I_WorldwideAncillaryExists holy_mantle
and not HasAncType Relic
and IsOnJihad
AcquireAncillary holy_mantle chance 30
;------------------------------------------
Trigger tooth_of_mohammed_jihad_anc_trigger
WhenToTest GeneralCaptureSettlement
Condition Attribute Piety > 3
and SettlementName Aleppo
and not FactionReligion pagan
and not I_WorldwideAncillaryExists tooth_of_mohammed
and not HasAncType Relic
and IsOnJihad
AcquireAncillary tooth_of_mohammed chance 30
;------------------------------------------
Trigger key_to_holy_kaaba_jihad_anc_trigger
WhenToTest GeneralCaptureSettlement
Condition Attribute Piety > 3
and SettlementName Edessa
and not FactionReligion pagan
and not I_WorldwideAncillaryExists key_to_holy_kaaba
and not HasAncType Relic
and IsOnJihad
AcquireAncillary key_to_holy_kaaba chance 30
;------------------------------------------
Trigger lock_of_kaaba_jihad_anc_trigger
WhenToTest GeneralCaptureSettlement
Condition Attribute Piety > 3
and SettlementName Adana
and not FactionReligion pagan
and not I_WorldwideAncillaryExists lock_of_kaaba
and not HasAncType Relic
and IsOnJihad
AcquireAncillary lock_of_kaaba chance 30
;------------------------------------------
Trigger sword_of_mohammed_jihad_anc_trigger
WhenToTest GeneralCaptureSettlement
Condition Attribute Piety > 3
and SettlementName Baghdad
and not FactionReligion pagan
and not I_WorldwideAncillaryExists sword_of_mohammed
and not HasAncType Relic
and IsOnJihad
AcquireAncillary sword_of_mohammed chance 30
;------------------------------------------
Trigger fragment_of_the_black_stone_jihad_anc_trigger
WhenToTest GeneralCaptureSettlement
Condition Attribute Piety > 3
and SettlementName Iconium
and not FactionReligion pagan
and not I_WorldwideAncillaryExists fragment_of_the_black_stone
and not HasAncType Relic
and IsOnJihad
AcquireAncillary fragment_of_the_black_stone chance 30
;------------------------------------------
Trigger holy_quran_jihad_anc_trigger
WhenToTest GeneralCaptureSettlement
Condition Attribute Piety > 3
and SettlementName Mosul
and not FactionReligion pagan
and not I_WorldwideAncillaryExists holy_quran
and not HasAncType Relic
and IsOnJihad
AcquireAncillary holy_quran chance 30
;------------------------------------------
Trigger soil_from_mohammeds_grave_jihad_anc_trigger
WhenToTest GeneralCaptureSettlement
Condition Attribute Piety > 3
and SettlementName Gaza
and not FactionReligion pagan
and not I_WorldwideAncillaryExists soil_from_mohammeds_grave
and not HasAncType Relic
and IsOnJihad
AcquireAncillary soil_from_mohammeds_grave chance 30
;------------------------------------------
Trigger standard_of_mohammed_jihad_anc_trigger
WhenToTest GeneralCaptureSettlement
Condition Attribute Piety > 3
and SettlementName Nicaea
and not FactionReligion pagan
and not I_WorldwideAncillaryExists standard_of_mohammed
and not HasAncType Relic
and IsOnJihad
AcquireAncillary standard_of_mohammed chance 30
;------------------------------------------
Trigger shard_of_the_true_cross_mission_anc_trigger
WhenToTest LeaderMissionSuccess
Condition Attribute Piety > 3
and PaybackID pope_rome_min_penalty_major_reward
and not I_WorldwideAncillaryExists shard_of_the_true_cross
and not HasAncType Relic
AcquireAncillary shard_of_the_true_cross chance 5
;------------------------------------------
Trigger holy_lance_mission_anc_trigger
WhenToTest LeaderMissionSuccess
Condition Attribute Piety > 3
and PaybackID pope_rome_min_penalty_major_reward
and not I_WorldwideAncillaryExists holy_lance
and not HasAncType Relic
AcquireAncillary holy_lance chance 5
;------------------------------------------
Trigger holy_grail_mission_anc_trigger
WhenToTest LeaderMissionSuccess
Condition Attribute Piety > 5
and PaybackID pope_rome_min_penalty_major_reward
and not I_WorldwideAncillaryExists holy_grail
and not HasAncType Relic
AcquireAncillary holy_grail chance 5
;------------------------------------------
Trigger iron_crown_of_lombardy_mission_anc_trigger
WhenToTest LeaderMissionSuccess
Condition Attribute Piety > 3
and PaybackID pope_cardinal_major_reward_only
and not I_WorldwideAncillaryExists iron_crown_of_lombardy
and not HasAncType Relic
AcquireAncillary iron_crown_of_lombardy chance 5
;------------------------------------------
Trigger bridle_of_constantine_mission_anc_trigger
WhenToTest LeaderMissionSuccess
Condition Attribute Piety > 3
and PaybackID pope_cardinal_major_reward_only
and not I_WorldwideAncillaryExists bridle_of_constantine
and not HasAncType Relic
AcquireAncillary bridle_of_constantine chance 5
;------------------------------------------
Trigger holy_chalice_mission_anc_trigger
WhenToTest LeaderMissionSuccess
Condition Attribute Piety > 3
and PaybackID pope_cardinal_major_reward_only
and not I_WorldwideAncillaryExists holy_chalice
and not HasAncType Relic
AcquireAncillary holy_chalice chance 5
;------------------------------------------
Trigger veil_of_veronica_mission_anc_trigger
WhenToTest LeaderMissionSuccess
Condition Attribute Piety > 3
and PaybackID pope_cardinal_min_penalty_major_reward
and not I_WorldwideAncillaryExists veil_of_veronica
and not HasAncType Relic
AcquireAncillary veil_of_veronica chance 5
;------------------------------------------
Trigger icon_not_made_by_hands_mission_anc_trigger
WhenToTest LeaderMissionSuccess
Condition Attribute Piety > 3
and PaybackID pope_cardinal_min_penalty_major_reward
and not I_WorldwideAncillaryExists icon_not_made_by_hands
and not HasAncType Relic
AcquireAncillary icon_not_made_by_hands chance 5
;------------------------------------------
Trigger holy_prepuce_mission_anc_trigger
WhenToTest LeaderMissionSuccess
Condition Attribute Piety > 3
and PaybackID pope_cardinal_min_penalty_major_reward
and not I_WorldwideAncillaryExists holy_prepuce
and not HasAncType Relic
AcquireAncillary holy_prepuce chance 5
;------------------------------------------
Trigger crown_of_thorns_mission_anc_trigger
WhenToTest LeaderMissionSuccess
Condition Attribute Piety > 3
and PaybackID pope_rome_min_penalty_major_reward
and not I_WorldwideAncillaryExists crown_of_thorns
and not HasAncType Relic
AcquireAncillary crown_of_thorns chance 5
;------------------------------------------
Trigger holy_shroud_mission_anc_trigger
WhenToTest LeaderMissionSuccess
Condition Attribute Piety > 3
and PaybackID pope_cardinal_major_reward_only
and not I_WorldwideAncillaryExists holy_shroud
and not HasAncType Relic
AcquireAncillary holy_shroud chance 5
;------------------------------------------
Trigger shard_of_the_true_cross_father_anc_trigger
WhenToTest FatherDiesNatural
Condition Attribute Piety > 2
and FatherAnc shard_of_the_true_cross
and not HasAncType Relic
AcquireAncillary shard_of_the_true_cross chance 60
;------------------------------------------
Trigger holy_lance_father_anc_trigger
WhenToTest FatherDiesNatural
Condition Attribute Piety > 2
and FatherAnc holy_lance
and not HasAncType Relic
AcquireAncillary holy_lance chance 60
;------------------------------------------
Trigger holy_grail_father_anc_trigger
WhenToTest FatherDiesNatural
Condition Attribute Piety > 2
and FatherAnc holy_grail
and not HasAncType Relic
AcquireAncillary holy_grail chance 60
;------------------------------------------
Trigger iron_crown_of_lombardy_father_anc_trigger
WhenToTest FatherDiesNatural
Condition Attribute Piety > 2
and FatherAnc iron_crown_of_lombardy
and not HasAncType Relic
AcquireAncillary iron_crown_of_lombardy chance 60
;------------------------------------------
Trigger bridle_of_constantine_father_anc_trigger
WhenToTest FatherDiesNatural
Condition Attribute Piety > 2
and FatherAnc bridle_of_constantine
and not HasAncType Relic
AcquireAncillary bridle_of_constantine chance 60
;------------------------------------------
Trigger holy_chalice_father_anc_trigger
WhenToTest FatherDiesNatural
Condition Attribute Piety > 2
and FatherAnc holy_chalice
and not HasAncType Relic
AcquireAncillary holy_chalice chance 60
;------------------------------------------
Trigger veil_of_veronica_father_anc_trigger
WhenToTest FatherDiesNatural
Condition Attribute Piety > 2
and FatherAnc veil_of_veronica
and not HasAncType Relic
AcquireAncillary veil_of_veronica chance 60
;------------------------------------------
Trigger icon_not_made_by_hands_father_anc_trigger
WhenToTest FatherDiesNatural
Condition Attribute Piety > 2
and FatherAnc icon_not_made_by_hands
and not HasAncType Relic
AcquireAncillary icon_not_made_by_hands chance 60
;------------------------------------------
Trigger holy_prepuce_father_anc_trigger
WhenToTest FatherDiesNatural
Condition Attribute Piety > 2
and FatherAnc holy_prepuce
and not HasAncType Relic
AcquireAncillary holy_prepuce chance 60
;------------------------------------------
Trigger crown_of_thorns_father_anc_trigger
WhenToTest FatherDiesNatural
Condition Attribute Piety > 2
and FatherAnc crown_of_thorns
and not HasAncType Relic
AcquireAncillary crown_of_thorns chance 60
;------------------------------------------
Trigger holy_shroud_father_anc_trigger
WhenToTest FatherDiesNatural
Condition Attribute Piety > 2
and FatherAnc holy_shroud
and not HasAncType Relic
AcquireAncillary holy_shroud chance 60
;------------------------------------------
Trigger ark_of_the_covenant_father_anc_trigger
WhenToTest FatherDiesNatural
Condition Attribute Piety > 2
and FatherAnc ark_of_the_covenant
and not HasAncType Relic
AcquireAncillary ark_of_the_covenant chance 60
;------------------------------------------
Trigger seal_of_solomon_father_anc_trigger
WhenToTest FatherDiesNatural
Condition Attribute Piety > 2
and FatherAnc seal_of_solomon
and not HasAncType Relic
AcquireAncillary seal_of_solomon chance 60
;------------------------------------------
Trigger hair_from_mohammeds_beard_father_anc_trigger
WhenToTest FatherDiesNatural
Condition Attribute Piety > 2
and FatherAnc hair_from_mohammeds_beard
and not HasAncType Relic
AcquireAncillary hair_from_mohammeds_beard chance 60
;------------------------------------------
Trigger mohammeds_footprint_father_anc_trigger
WhenToTest FatherDiesNatural
Condition Attribute Piety > 2
and FatherAnc mohammeds_footprint
and not HasAncType Relic
AcquireAncillary mohammeds_footprint chance 60
;------------------------------------------
Trigger holy_mantle_father_anc_trigger
WhenToTest FatherDiesNatural
Condition Attribute Piety > 2
and FatherAnc holy_mantle
and not HasAncType Relic
AcquireAncillary holy_mantle chance 60
;------------------------------------------
Trigger tooth_of_mohammed_father_anc_trigger
WhenToTest FatherDiesNatural
Condition Attribute Piety > 2
and FatherAnc tooth_of_mohammed
and not HasAncType Relic
AcquireAncillary tooth_of_mohammed chance 60
;------------------------------------------
Trigger key_to_holy_kaaba_father_anc_trigger
WhenToTest FatherDiesNatural
Condition Attribute Piety > 2
and FatherAnc key_to_holy_kaaba
and not HasAncType Relic
AcquireAncillary key_to_holy_kaaba chance 60
;------------------------------------------
Trigger lock_of_kaaba_father_anc_trigger
WhenToTest FatherDiesNatural
Condition Attribute Piety > 2
and FatherAnc lock_of_kaaba
and not HasAncType Relic
AcquireAncillary lock_of_kaaba chance 60
;------------------------------------------
Trigger sword_of_mohammed_father_anc_trigger
WhenToTest FatherDiesNatural
Condition Attribute Piety > 2
and FatherAnc sword_of_mohammed
and not HasAncType Relic
AcquireAncillary sword_of_mohammed chance 60
;------------------------------------------
Trigger fragment_of_the_black_stone_father_anc_trigger
WhenToTest FatherDiesNatural
Condition Attribute Piety > 2
and FatherAnc fragment_of_the_black_stone
and not HasAncType Relic
AcquireAncillary fragment_of_the_black_stone chance 60
;------------------------------------------
Trigger holy_quran_father_anc_trigger
WhenToTest FatherDiesNatural
Condition Attribute Piety > 2
and FatherAnc holy_quran
and not HasAncType Relic
AcquireAncillary holy_quran chance 60
;------------------------------------------
Trigger soil_from_mohammeds_grave_father_anc_trigger
WhenToTest FatherDiesNatural
Condition Attribute Piety > 2
and FatherAnc soil_from_mohammeds_grave
and not HasAncType Relic
AcquireAncillary soil_from_mohammeds_grave chance 60
;------------------------------------------
Trigger standard_of_mohammed_father_anc_trigger
WhenToTest FatherDiesNatural
Condition Attribute Piety > 2
and FatherAnc standard_of_mohammed
and not HasAncType Relic
AcquireAncillary standard_of_mohammed chance 60
;------------------------------------------
Trigger shard_of_the_true_cross_killed_anc_trigger
WhenToTest PostBattle
Condition Attribute Piety > 3
and WonBattle
and GeneralWithAncKilled shard_of_the_true_cross
and not HasAncType Relic
AcquireAncillary shard_of_the_true_cross chance 10
;------------------------------------------
Trigger holy_lance_killed_anc_trigger
WhenToTest PostBattle
Condition Attribute Piety > 3
and WonBattle
and GeneralWithAncKilled holy_lance
and not HasAncType Relic
AcquireAncillary holy_lance chance 10
;------------------------------------------
Trigger holy_grail_killed_anc_trigger
WhenToTest PostBattle
Condition Attribute Piety > 3
and WonBattle
and GeneralWithAncKilled holy_grail
and not HasAncType Relic
AcquireAncillary holy_grail chance 10
;------------------------------------------
Trigger iron_crown_of_lombardy_killed_anc_trigger
WhenToTest PostBattle
Condition Attribute Piety > 3
and WonBattle
and GeneralWithAncKilled iron_crown_of_lombardy
and not HasAncType Relic
AcquireAncillary iron_crown_of_lombardy chance 10
;------------------------------------------
Trigger bridle_of_constantine_killed_anc_trigger
WhenToTest PostBattle
Condition Attribute Piety > 3
and WonBattle
and GeneralWithAncKilled bridle_of_constantine
and not HasAncType Relic
AcquireAncillary bridle_of_constantine chance 10
;------------------------------------------
Trigger holy_chalice_killed_anc_trigger
WhenToTest PostBattle
Condition Attribute Piety > 3
and WonBattle
and GeneralWithAncKilled holy_chalice
and not HasAncType Relic
AcquireAncillary holy_chalice chance 10
;------------------------------------------
Trigger veil_of_veronica_killed_anc_trigger
WhenToTest PostBattle
Condition Attribute Piety > 3
and WonBattle
and GeneralWithAncKilled veil_of_veronica
and not HasAncType Relic
AcquireAncillary veil_of_veronica chance 10
;------------------------------------------
Trigger icon_not_made_by_hands_killed_anc_trigger
WhenToTest PostBattle
Condition Attribute Piety > 3
and WonBattle
and GeneralWithAncKilled icon_not_made_by_hands
and not HasAncType Relic
AcquireAncillary icon_not_made_by_hands chance 10
;------------------------------------------
Trigger holy_prepuce_killed_anc_trigger
WhenToTest PostBattle
Condition Attribute Piety > 3
and WonBattle
and GeneralWithAncKilled holy_prepuce
and not HasAncType Relic
AcquireAncillary holy_prepuce chance 10
;------------------------------------------
Trigger crown_of_thorns_killed_anc_trigger
WhenToTest PostBattle
Condition Attribute Piety > 3
and WonBattle
and GeneralWithAncKilled crown_of_thorns
and not HasAncType Relic
AcquireAncillary crown_of_thorns chance 10
;------------------------------------------
Trigger holy_shroud_killed_anc_trigger
WhenToTest PostBattle
Condition Attribute Piety > 3
and WonBattle
and GeneralWithAncKilled holy_shroud
and not HasAncType Relic
AcquireAncillary holy_shroud chance 10
;------------------------------------------
Trigger ark_of_the_covenant_killed_anc_trigger
WhenToTest PostBattle
Condition Attribute Piety > 3
and WonBattle
and not FactionReligion pagan
and GeneralWithAncKilled ark_of_the_covenant
and not HasAncType Relic
AcquireAncillary ark_of_the_covenant chance 10
;------------------------------------------
Trigger seal_of_solomon_killed_anc_trigger
WhenToTest PostBattle
Condition Attribute Piety > 3
and WonBattle
and not FactionReligion pagan
and GeneralWithAncKilled seal_of_solomon
and not HasAncType Relic
AcquireAncillary seal_of_solomon chance 10
;------------------------------------------
Trigger hair_from_mohammeds_beard_killed_anc_trigger
WhenToTest PostBattle
Condition Attribute Piety > 3
and WonBattle
and not FactionReligion pagan
and GeneralWithAncKilled hair_from_mohammeds_beard
and not HasAncType Relic
AcquireAncillary hair_from_mohammeds_beard chance 10
;------------------------------------------
Trigger mohammeds_footprint_killed_anc_trigger
WhenToTest PostBattle
Condition Attribute Piety > 3
and WonBattle
and not FactionReligion pagan
and GeneralWithAncKilled mohammeds_footprint
and not HasAncType Relic
AcquireAncillary mohammeds_footprint chance 10
;------------------------------------------
Trigger holy_mantle_killed_anc_trigger
WhenToTest PostBattle
Condition Attribute Piety > 3
and WonBattle
and not FactionReligion pagan
and GeneralWithAncKilled holy_mantle
and not HasAncType Relic
AcquireAncillary holy_mantle chance 10
;------------------------------------------
Trigger tooth_of_mohammed_killed_anc_trigger
WhenToTest PostBattle
Condition Attribute Piety > 3
and WonBattle
and not FactionReligion pagan
and GeneralWithAncKilled tooth_of_mohammed
and not HasAncType Relic
AcquireAncillary tooth_of_mohammed chance 10
;------------------------------------------
Trigger key_to_holy_kaaba_killed_anc_trigger
WhenToTest PostBattle
Condition Attribute Piety > 3
and WonBattle
and not FactionReligion pagan
and GeneralWithAncKilled key_to_holy_kaaba
and not HasAncType Relic
AcquireAncillary key_to_holy_kaaba chance 10
;------------------------------------------
Trigger lock_of_kaaba_killed_anc_trigger
WhenToTest PostBattle
Condition Attribute Piety > 3
and WonBattle
and not FactionReligion pagan
and GeneralWithAncKilled lock_of_kaaba
and not HasAncType Relic
AcquireAncillary lock_of_kaaba chance 10
;------------------------------------------
Trigger sword_of_mohammed_killed_anc_trigger
WhenToTest PostBattle
Condition Attribute Piety > 3
and WonBattle
and not FactionReligion pagan
and GeneralWithAncKilled sword_of_mohammed
and not HasAncType Relic
AcquireAncillary sword_of_mohammed chance 10
;------------------------------------------
Trigger fragment_of_the_black_stone_killed_anc_trigger
WhenToTest PostBattle
Condition Attribute Piety > 3
and WonBattle
and not FactionReligion pagan
and GeneralWithAncKilled fragment_of_the_black_stone
and not HasAncType Relic
AcquireAncillary fragment_of_the_black_stone chance 10
;------------------------------------------
Trigger holy_quran_killed_anc_trigger
WhenToTest PostBattle
Condition Attribute Piety > 3
and WonBattle
and not FactionReligion pagan
and GeneralWithAncKilled holy_quran
and not HasAncType Relic
AcquireAncillary holy_quran chance 10
;------------------------------------------
Trigger soil_from_mohammeds_grave_killed_anc_trigger
WhenToTest PostBattle
Condition Attribute Piety > 3
and WonBattle
and not FactionReligion pagan
and GeneralWithAncKilled soil_from_mohammeds_grave
and not HasAncType Relic
AcquireAncillary soil_from_mohammeds_grave chance 10
;------------------------------------------
Trigger standard_of_mohammed_killed_anc_trigger
WhenToTest PostBattle
Condition Attribute Piety > 3
and WonBattle
and not FactionReligion pagan
and GeneralWithAncKilled standard_of_mohammed
and not HasAncType Relic
AcquireAncillary standard_of_mohammed chance 10
;------------------------------------------
Trigger sir_william_wallace_anc_trigger
WhenToTest PostBattle
Condition IsGeneral
and WonBattle
and BattleOdds < 1
and FactionType scotland
and GeneralFoughtFaction england
and I_TurnNumber >= 106
and I_TurnNumber <= 118
AcquireAncillary sir_william_wallace chance 100
;------------------------------------------
Trigger joan_of_arc_anc_trigger
WhenToTest PostBattle
Condition IsGeneral
and WonBattle
and BattleOdds < 1
and FactionType france
and GeneralFoughtFaction england
and Attribute Command > 3
and I_TurnNumber >= 170
and I_TurnNumber <= 180
AcquireAncillary joan_of_arc chance 100
;------------------------------------------
Trigger peter_the_hermit_anc_trigger
WhenToTest GeneralJoinCrusade
Condition Attribute Chivalry > 0
and I_TurnNumber >= 5
and I_TurnNumber <= 50
AcquireAncillary peter_the_hermit chance 25
;------------------------------------------
Trigger bertrand_du_guesclin_anc_trigger
WhenToTest PostBattle
Condition FactionType france
and GeneralFoughtInCombat
and WonBattle
and BattleOdds < 0.7
and I_TurnNumber >= 130
and I_TurnNumber <= 150
AcquireAncillary bertrand_du_guesclin chance 100
;------------------------------------------
Trigger chevalier_de_bayard_anc_trigger
WhenToTest PostBattle
Condition FactionType france
and WonBattle
and BattleOdds < 1
and GeneralFoughtInCombat
and I_TurnNumber >= 205
and I_TurnNumber <= 225
AcquireAncillary chevalier_de_bayard chance 100
;------------------------------------------
Trigger pierre_abelard_anc_trigger
WhenToTest CharacterTurnEnd
Condition FactionType france
and IsGeneral
and EndedInSettlement
and I_TurnNumber >= 14
and I_TurnNumber <= 31
AcquireAncillary pierre_abelard chance 5
;------------------------------------------
Trigger francesco_petrarca_anc_trigger
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished >= alchemy_school
and I_TurnNumber >= 130
and I_TurnNumber <= 150
and CultureType southern_european
and not FactionType spain
and not FactionType portugal
and not FactionType papal_states
AcquireAncillary francesco_petrarca chance 100
;------------------------------------------
Trigger roger_bacon_anc_trigger
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished >= gunsmith
and I_TurnNumber >= 77
and I_TurnNumber <= 107
AcquireAncillary roger_bacon chance 66
;------------------------------------------
Trigger roger_bacon_anc_trigger2
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished >= c_gunsmith
and I_TurnNumber >= 77
and I_TurnNumber <= 107
AcquireAncillary roger_bacon chance 66
;------------------------------------------
Trigger geoffrey_chaucer_anc_trigger
WhenToTest GovernorBuildingCompleted
Condition FactionType england
and SettlementBuildingFinished = university
and I_TurnNumber >= 143
and I_TurnNumber <= 160
AcquireAncillary geoffrey_chaucer chance 100
;------------------------------------------
Trigger john_wycliffe_anc_trigger
WhenToTest CharacterTurnEnd
Condition IsGeneral
and FactionType england
and Trait Cultured > 0
and I_TurnNumber >= 132
and I_TurnNumber <= 152
AcquireAncillary john_wycliffe chance 10
;------------------------------------------
Trigger simon_de_montfort_anc_trigger
WhenToTest PostBattle
Condition IsGeneral
and WonBattle
and BattleOdds < 1
and FactionType england
and FactionLeaderAttribute Authority < 5
and I_TurnNumber >= 60
and I_TurnNumber <= 100
AcquireAncillary simon_de_montfort chance 50
;------------------------------------------
Trigger amerigo_vespucci_anc_trigger
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished >= explorers_guild
and I_TurnNumber >= 208
and I_TurnNumber <= 225
AcquireAncillary amerigo_vespucci chance 100
;------------------------------------------
Trigger niels_ebbesen_anc_trigger
WhenToTest PostBattle
Condition IsGeneral
and WonBattle
and BattleOdds < 1
and FactionType denmark
and I_TurnNumber >= 100
and I_TurnNumber <= 130
AcquireAncillary niels_ebbesen chance 100
;------------------------------------------
Trigger vlad_tepes_anc_trigger
WhenToTest ExterminatePopulation
Condition IsGeneral
and FactionType hungary
and I_TurnNumber >= 160
and I_TurnNumber <= 205
AcquireAncillary vlad_tepes chance 100
;------------------------------------------
Trigger meister_eckhart_anc_trigger
WhenToTest CharacterTurnEnd
Condition IsGeneral
and FactionType hre
and EndedInSettlement
and SettlementBuildingExists = university
and I_TurnNumber >= 100
and I_TurnNumber <= 124
AcquireAncillary meister_eckhart chance 20
;------------------------------------------
Trigger arnold_von_winkelried_anc_trigger
WhenToTest PostBattle
Condition WonBattle
and BattleOdds < 1
and CultureType northern_european
and not FactionType hre
and GeneralNumKillsInBattle > 3
and I_TurnNumber >= 148
and I_TurnNumber <= 165
AcquireAncillary arnold_von_winkelried chance 100
;------------------------------------------
Trigger john_gutenberg_anc_trigger
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished >= printing_press
and I_TurnNumber >= 187
and I_TurnNumber <= 210
AcquireAncillary john_gutenberg chance 100
;------------------------------------------
Trigger hildegard_von_bingen_anc_trigger
WhenToTest GovernorBuildingCompleted
Condition FactionType hre
and SettlementBuildingFinished >= church
and I_TurnNumber >= 20
and I_TurnNumber <= 50
AcquireAncillary hildegard_von_bingen chance 33
;------------------------------------------
Trigger martin_luther_anc_trigger
WhenToTest CharacterTurnEnd
Condition EndedInSettlement
and RemainingMPPercentage = 100
and SettlementBuildingExists >= abbey
and IsGeneral
and Attribute Piety < 5
and I_TurnNumber >= 210
and I_TurnNumber <= 233
AcquireAncillary martin_luther chance 15
;------------------------------------------
Trigger paracelsus_anc_trigger
WhenToTest PostBattle
Condition WonBattle
and GeneralNumKillsInBattle > 5
and GeneralHPLostRatioinBattle > 50
and Attribute Piety < 5
and I_TurnNumber >= 210
and I_TurnNumber <= 225
AcquireAncillary paracelsus chance 25
;------------------------------------------
Trigger johannes_faustes_anc_trigger
WhenToTest CharacterTurnEnd
Condition IsGeneral
and EndedInSettlement
and not SettlementBuildingExists = huge_cathedral
and SettlementBuildingExists >= alchemists_lab
and CultureType northern_european
and I_TurnNumber >= 210
and I_TurnNumber <= 230
AcquireAncillary johannes_faustes chance 100
;------------------------------------------
Trigger aldus_manutius_anc_trigger
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished >= printing_press
and I_TurnNumber >= 201
and I_TurnNumber <= 218
AcquireAncillary aldus_manutius chance 100
;------------------------------------------
Trigger marco_polo_anc_trigger
WhenToTest CharacterTurnEnd
Condition FactionBuildingExists >= explorers_guild
and DistanceCapital > 60
and not CultureType middle_eastern
and I_TurnNumber >= 102
and I_TurnNumber <= 122
AcquireAncillary marco_polo chance 5
;------------------------------------------
Trigger donatello_anc_trigger
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished >= artist_studio
and I_TurnNumber >= 162
and I_TurnNumber <= 193
and IsGeneral
AcquireAncillary donatello chance 100
;------------------------------------------
Trigger raphael_anc_trigger
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished >= artist_studio
and I_TurnNumber >= 210
and I_TurnNumber <= 220
and IsGeneral
AcquireAncillary raphael chance 100
;------------------------------------------
Trigger michaelangelo_anc_trigger
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished >= artist_studio
and I_TurnNumber >= 209
and I_TurnNumber <= 242
AcquireAncillary michaelangelo chance 100
;------------------------------------------
Trigger machiavelli_anc_trigger
WhenToTest CharacterTurnEnd
Condition IsGeneral
and EndedInSettlement
and SettlementBuildingExists = university
and I_TurnNumber >= 204
and I_TurnNumber <= 224
and Trait StrategyDread > 0
and not CultureType eastern_european
and not CultureType middle_eastern
and not FactionType byzantium
AcquireAncillary machiavelli chance 25
;------------------------------------------
Trigger george_of_antioch
WhenToTest PostBattle
Condition IsGeneral
and WonBattle
and BattleOdds < 1
and FactionType sicily
and I_TurnNumber >= 21
and I_TurnNumber <= 36
AcquireAncillary george_of_antioch chance 100
;------------------------------------------
Trigger francis_of_assisi
WhenToTest GeneralJoinCrusade
Condition CultureType southern_european
and not FactionType byzantium
and I_TurnNumber >= 60
and I_TurnNumber <= 73
AcquireAncillary francis_of_assisi chance 100
;------------------------------------------
Trigger francis_of_assisi2
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished >= church
and I_TurnNumber >= 60
and I_TurnNumber <= 73
and CultureType southern_european
and not FactionType byzantium
AcquireAncillary francis_of_assisi chance 100
;------------------------------------------
Trigger vasco_de_gama
WhenToTest CharacterTurnEnd
Condition IsGeneral
and DistanceCapital > 40
and FactionBuildingExists >= explorers_guild
and I_TurnNumber >= 205
and I_TurnNumber <= 225
AcquireAncillary vasco_de_gama chance 33
;------------------------------------------
Trigger anthony_of_padua
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished >= abbey
and CultureType southern_european
and I_TurnNumber >= 69
and I_TurnNumber <= 76
AcquireAncillary anthony_of_padua chance 75
;------------------------------------------
Trigger nicolau_copernicus
WhenToTest GovernorBuildingCompleted
Condition FactionType poland
and SettlementBuildingFinished >= library
and I_TurnNumber >= 200
and I_TurnNumber <= 232
AcquireAncillary nicolau_copernicus chance 100
;------------------------------------------
Trigger ibn_khaldun
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished >= alchemists_lab
and CultureType middle_eastern
and I_TurnNumber >= 135
and I_TurnNumber <= 160
AcquireAncillary ibn_khaldun chance 100
;------------------------------------------
Trigger ibn_khaldun2
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished >= bimaristan
and CultureType middle_eastern
and I_TurnNumber >= 135
and I_TurnNumber <= 160
AcquireAncillary ibn_khaldun chance 100
;------------------------------------------
Trigger albertus_magnus
WhenToTest CharacterTurnEnd
Condition IsGeneral
and FactionType hre
and EndedInSettlement
and SettlementBuildingExists >= church
and SettlementBuildingExists >= alchemists_lab
and I_TurnNumber >= 70
and I_TurnNumber <= 100
AcquireAncillary albertus_magnus chance 10
;------------------------------------------
Trigger jan_zizka
WhenToTest PostBattle
Condition IsGeneral
and WonBattle
and BattleOdds < 1
and FactionType poland
and I_TurnNumber >= 150
and I_TurnNumber <= 172
AcquireAncillary jan_zizka chance 100
;------------------------------------------
Trigger roger_de_moulins
WhenToTest GeneralJoinCrusade
Condition CharacterReligion catholic
and not FactionType hre
and not FactionType spain
and not FactionType portugal
and I_TurnNumber >= 45
and I_TurnNumber <= 60
AcquireAncillary roger_de_moulins chance 100
;------------------------------------------
Trigger gerard_de_ridefort
WhenToTest GeneralJoinCrusade
Condition CharacterReligion catholic
and not FactionType hre
and not FactionType spain
and not FactionType portugal
and I_TurnNumber >= 30
and I_TurnNumber <= 52
AcquireAncillary gerard_de_ridefort chance 100

Goofball
12-07-2006, 23:01
export_ancillaries:


¬ Lines that begin with the ¬ character are comments
¬ and should not be translated
¬ Items with curly brackets are tags and should not be translated
¬ The text following tags either on the same line, or the next line
¬ should be translated
¬---------------------

¬---------------
{accomplice} Skilled Accomplice
{accomplice_desc}
Having an accomplice makes a dirty job easier, but a little more costly too.
{accomplice_effects_desc}
+1 to agent's skill
¬---------------
{academic_advisor} Academic Advisor
{academic_advisor_desc}
You don't need to know everything if someone else at hand does.
{academic_advisor_effects_desc}
5% bonus on all trade income, 5% bonus on tax income
¬---------------
{actor} Actor
{actor_desc}
Any lord who brings the dramatic arts with him is generally well received by the people.
{actor_effects_desc}
+1 to popularity (improves public order)
¬---------------
{adultress} Adultress
{adultress_desc}
Though never publicly seen at his side, it is common knowledge that this woman is there when his wife is not.
{adultress_effects_desc}
+1 Dread, -1 Piety, -1 Morale for all troops on the battlefield, Decreases the chance of having children
¬---------------
{adultress_foreign} Outlander Adultress
{adultress_foreign_desc}
Though long campaigns make his lordship's desire for this woman understandable, it's shameful that his wife back home has no chance to see the deception for herself.
{adultress_foreign_effects_desc}
+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
¬---------------
{adultress_she_man} Foreign Fruitcake
{adultress_she_man_desc}
Forsaking one's wedding vows for a 'woman' that can grow a beard does nothing for a leader's rapport with his men.
{adultress_she_man_effects_desc}
+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
¬---------------
{alchemist} Alchemist
{alchemist_desc}
Very few people manage to become experts at mixing dangerous compounds, making the few that exist valuable assets.
{alchemist_effects_desc}
+2 to your general's hitpoints (how many hits your general can take before dying), +1 Command when commanding gunpowder troops
¬---------------
{apothecary} Apothecary
{apothecary_desc}
Dangerous toxins can be used as powerful tonics by those who understand their secrets.
{apothecary_effects_desc}
Increases the chance of having children, +4 to your general's hitpoints (how many hits your general can take before dying)
¬---------------
{architect} Architect
{architect_desc}
Having a master of civil construction at hand can make realising a lord's visions of grandeur more affordable.
{architect_effects_desc}
10% discount on construction costs, -2 from squalor (increases public order and population growth)
¬---------------
{armour_custom} Fine Armour
{armour_custom_desc}
An impressive suit of armour, custom fitted to it's owner's frame.
{armour_custom_effects_desc}
+4 to your general's hitpoints (how many hits your general can take before dying)
¬---------------
{armour_ornate} Ornamental Armour
{armour_ornate_desc}
Though his lordship thinks he looks dashing in this ornate piece of foppery, he is a fool to wear it in battle.
{armour_ornate_effects_desc}
+1 Authority, -2 from your general's hitpoints (how many hits your general can take before dying)
¬---------------
{artist} Artist
{artist_desc}
Having a fine artist at hand always leads to having a much finer view.
{artist_effects_desc}
+1 to popularity (improves public order), 10% decrease to cost to bribe, -1 from squalor (increases public order and population growth)
¬---------------
{assassins_apprentice} Young Apprentice
{assassins_apprentice_desc}
Nobody suspects a child of foul play, which is why they are so brutally effective at committing it.
{assassins_apprentice_effects_desc}
+1 Assassination
¬---------------
{assassins_blade} Exquisite Blade
{assassins_blade_desc}
An exceptionally sharp and deadly blade, awarded to this man for succeeding on the most perilous of missions.
{assassins_blade_effects_desc}
+1 Assassination
¬---------------
{astrologer} Astrologer
{astrologer_desc}
Though the most pious may denounce the art of Astrology as heretical nonsense, it is still extremely popular.
{astrologer_effects_desc}
-1 Piety, +1 Command
¬---------------
{bard} Bard
{bard_desc}
Minstrel, poet, and chronicler - A fitting companion for a patron of the arts.
{bard_effects_desc}
+1 Morale for all troops on the battlefield, +1 to popularity (improves public order)
¬---------------
{beguiling_bard} Beguiling Bard
{beguiling_bard_desc}
Charming, entertaining and an excellent distraction.
{beguiling_bard_effects_desc}
+1 to agent's skill, +1 to personal security (improves the chances of detecting and foiling assassination attempts)
¬---------------
{biographer} Biographer
{biographer_desc}
When one is forging a great legacy, it must be recorded properly.
{biographer_effects_desc}
+1 Authority
¬---------------
{black_stallion} Black Stallion
{black_stallion_desc}
A dark swift menacing steed makes light of the tyranny of distance.
{black_stallion_effects_desc}
+25% to Movement Points (gives armies the ability to forced march)
¬---------------
{bodyguard} Bodyguard
{bodyguard_desc}
Even the most able sword-arm can use someone to cover his back.
{bodyguard_effects_desc}
+2 to personal security (improves the chances of detecting and foiling assassination attempts), -1 from popularity (has a negative effect on public order)
¬---------------
{brilliant_inventor} Inventor
{brilliant_inventor_desc}
To have such a pioneer of wondrous technology by one's side helps keep a contemporary take on the world.
{brilliant_inventor_effects_desc}
+30 Build Points (required for the construction of siege equipment), +1 to farming output, 20% bonus on mining income
¬---------------
{caravan_driver} Caravan Driver
{caravan_driver_desc}
Having a reliable and efficient man to oversee the hauling of exotic goods can save time and money.
{caravan_driver_effects_desc}
+25% to Movement Points (gives armies the ability to forced march), +1 to line of sight (increases the range at which enemies are spotted)
¬---------------
{catamite} Catamite
{catamite_desc}
Not all men find the opposite sex to be the most distracting...
{catamite_effects_desc}
+1 to agent's skill
¬---------------
{chastity_belt} Chastity Belt
{chastity_belt_desc}
Nothing says "No!" like underwear that requires a key to remove…
{chastity_belt_effects_desc}
-1 Charm, -10% to Movement Points (reduces the distance armies can march)
¬---------------
{choir_boy} Choir Boy
{choir_boy_desc}
"This child's voice is a gift from God! One I must keep close at hand…"
{choir_boy_effects_desc}
+1 Piety, +1 Unorthodoxy-1 Purity
¬---------------
{counterfeiter} Counterfeiter
{counterfeiter_desc}
This failed alchemist may not be able to make gold, but can fashion impressive faux-coinage regardless.
{counterfeiter_effects_desc}
+1 Finance
¬---------------
{courtesan} Courtesan
{courtesan_desc}
Some women have charms that can grant them access to bedchambers that even the most cunning killer can't hope to breach.
{courtesan_effects_desc}
+1 to agent's skill
¬---------------
{crooked_judge} Judge
{crooked_judge_desc}
It's much easier to place trust in the laws of the land when you have men that control the trials themselves.
{crooked_judge_effects_desc}
+1 to unrest (has a negative effect on public order), +2 to law (improves public order)
¬---------------
{dancer} Dancer
{dancer_desc}
There is no finer way to distract a pack of men than with the swaying of the female form.
{dancer_effects_desc}
+2 to agent's skill
¬---------------
{dark_apprentice} Dark Apprentice
{dark_apprentice_desc}
The few that actually seek to embrace the darker arts always need a master.
{dark_apprentice_effects_desc}
+1 Magic,+1 to personal security (improves the chances of detecting and foiling assassination attempts)
¬---------------
{deacon} Deacon
{deacon_desc}
Those that assist the church in its times of need are more likely to be assigned an assistant of their own.
{deacon_effects_desc}
+1 Piety
¬---------------
{delicate_blade} Delicate Blade
{delicate_blade_desc}
Though many consider it inappropriate for a princess to carry a blade, her parents insisted that it may come in handy.
{delicate_blade_effects_desc}
+1 to personal security (improves the chances of detecting and foiling assassination attempts)
¬---------------
{diplomatic_escort} Diplomatic Escort
{diplomatic_escort_desc}
If you're going to offend someone very important, it's better to have another body in the way.
{diplomatic_escort_effects_desc}
+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)
¬---------------
{doctor} Doctor
{doctor_desc}
Always better to have a physician close at hand to prod and poke one's body after the enemy has done so.
{doctor_effects_desc}
Increases the chance of having children, Improves the chances of casualties recovering from their wounds
¬---------------
{drillmaster} Drillmaster
{drillmaster_desc}
Keeps a diligent officer handy to keep his troops vigilant and well-prepared.
{drillmaster_effects_desc}
+25% to Movement Points (gives armies the ability to forced march), 10% discount on unit training costs
¬---------------
{enchanted_broom} Enchanted Broom
{enchanted_broom_desc}
If she has dark arcane arts at her disposal, why would she perform household chores?
{enchanted_broom_effects_desc}
+1 Magic,+15% to Movement Points (gives armies the ability to forced march)
¬---------------
{eunuch} Eunuch
{eunuch_desc}
Some men take drastic measures to ensure that the men of their household can be trusted.
{eunuch_effects_desc}
+1 Authority, +1 to personal security (improves the chances of detecting and foiling assassination attempts)
¬---------------
{evil_mother-in-law} Mother-in-Law
{evil_mother-in-law_desc}
Marrying the daughter of a vile malcontent is a move that this man often rues.
{evil_mother-in-law_effects_desc}
-1 Authority, -1 Morale for all troops on the battlefield
¬---------------
{executioner} Executioner
{executioner_desc}
The inquisitor himself only sentences the heretics, someone else is needed to administer the punishment.
{executioner_effects_desc}
+1 Piety
¬---------------
{explosives} Explosives
{explosives_desc}
Has a large enough cache of gunpowder to ensure all his sabotage attempts will at least be impressive, even if not always successful.
{explosives_effects_desc}
+1 Sabotage
¬---------------
{exotic_gifts} Exotic Gifts
{exotic_gifts_desc}
It is hard not to be swayed by exotic items from lands that are too distant to ever hope to visit.
{exotic_gifts_effects_desc}
+1 Influence
¬---------------
{faithful_servant} Faithful Servant
{faithful_servant_desc}
You can always sense how much respect and authority a noble family truly wields by the devotion of its servants.
{faithful_servant_effects_desc}
+1 Charm
¬---------------
{false_documents} False Documents
{false_documents_desc}
Carries papers of identification and authority that would convince all but their supposed author to be authentic.
{false_documents_effects_desc}
+1 to agent's skill
¬---------------
{false_relic} False Relic
{false_relic_desc}
So certain he was that this was a holy relic that he redefined his faith accordingly.
{false_relic_effects_desc}
+1 Piety
¬---------------
{femme_fatale} Skilled Courtesan
{femme_fatale_desc}
A woman famous for being an object of desire more than fit for a king, but not so famous for her part in their demises.
{femme_fatale_effects_desc}
+2 to agent's skill
¬---------------
{fine_cosmetics} Fine Cosmetics
{fine_cosmetics_desc}
Her father has a penchant for making his surroundings more beautiful… Including his own family.
{fine_cosmetics_effects_desc}
+1 Charm
¬---------------
{foodtaster} Foodtaster
{foodtaster_desc}
An expedient servant to have around to avoid sudden death, as well as a disgusting meal.
{foodtaster_effects_desc}
+1 to personal security (improves the chances of detecting and foiling assassination attempts)
¬---------------
{fool_brilliant} Brilliant Fool
{fool_brilliant_desc}
He may look like an idiot, but this man is able say the things his monarch needs to hear whether he wants to or not.
{fool_brilliant_effects_desc}
+1 to personal security (improves the chances of detecting and foiling assassination attempts), 5% bonus on all trade income
¬---------------
{fool_usual} Fool
{fool_usual_desc}
Actually amused by a colourful buffoon prepared to say or do things upon command.
{fool_usual_effects_desc}
+1 Morale for all troops on the battlefield
¬---------------
{foreign_dignitary} Foreign Dignitary
{foreign_dignitary_desc}
When one is accompanied by people of import from abroad, it only ever reinforces one's own need for respect.
{foreign_dignitary_effects_desc}
+1 Influence
¬---------------
{handgun} Prototype Handgun
{handgun_desc}
A deadly and dangerous prototype of a new concealable firearm, something no man is ready to defend against.
{handgun_effects_desc}
+1 Assassination+2 to law (improves public order)
¬---------------
{harsh_judge} Harsh Judge
{harsh_judge_desc}
"When I need to ensure that justice is done without any compromise at all, I can rely upon this man to see it done!"
{harsh_judge_effects_desc}
-1 from popularity (has a negative effect on public order)
¬---------------
{herald} Herald
{herald_desc}
Nothing helps emphasise authority and importance than a booming voice to herald one's decisions and wishes.
{herald_effects_desc}
+1 Authority
¬---------------
{intrepid_explorer} Intrepid Explorer
{intrepid_explorer_desc}
An expert of blazing new trails through unfamiliar lands, and showing his master how to do the same.
{intrepid_explorer_effects_desc}
+15% to Movement Points (gives armies the ability to forced march), +1 to line of sight (increases the range at which enemies are spotted)
¬---------------
{knight_beserker} Notorious Berserker
{knight_beserker_desc}
Keeps the company of a hulking veteran of war, notorious for his wild and uncontrolled rage and unrelenting brutality.
{knight_beserker_effects_desc}
+1 Command, +1 Morale for all troops on the battlefield
¬---------------
{knight_chivalrous} Chivalrous Knight
{knight_chivalrous_desc}
The more chivalrous and diligent knights of the realm will only follow a man who is an example to others himself.
{knight_chivalrous_effects_desc}
+2 Chivalry, +1 Command
¬---------------
{knight_crusader} Knight of the Crusades
{knight_crusader_desc}
A noble and capable battle companion that follows those who champion worthy causes, such as the Crusades.
{knight_crusader_effects_desc}
+2 to personal security (improves the chances of detecting and foiling assassination attempts), +1 Violence
¬---------------
{knight_dread} Dread Knight
{knight_dread_desc}
That so dread and dangerous a knight would follow this man says a lot about his own menace and capabilities in battle.
{knight_dread_effects_desc}
+2 Dread, +1 Command
¬---------------
{knight_santiago} Knight of Santiago
{knight_santiago_desc}
The Knights of Santiago are always willing to protect those who would share their noble causes.
{knight_santiago_effects_desc}
+1 Chivalry, +1 Command
¬---------------
{knight_stjohn} Hospitaller Knight
{knight_stjohn_desc}
Accompanied by a Hospitaller knight of Saint John, a side effect of dealing with their noble order.
{knight_stjohn_effects_desc}
+1 Chivalry, +1 Command
¬---------------
{knight_templar} Templar Knight
{knight_templar_desc}
Strong relations with the Templar knights has brought this man under the protection of the order.
{knight_templar_effects_desc}
+1 Chivalry, +1 Command
¬---------------
{knight_teutonic} Teutonic Knight
{knight_teutonic_desc}
Followed by a towering Rhinelander knight from the noble Teutonic order.
{knight_teutonic_effects_desc}
+1 Chivalry, +1 Command
¬---------------
{lancebearer} Lancebearer
{lancebearer_desc}
Great lords can do even greater things in battle when they have a brave servant ready to keep the right weapon at hand.
{lancebearer_effects_desc}
+1 Command when commanding cavalry
¬---------------
{librarian} Librarian
{librarian_desc}
There is much knowledge to be found in books, provided you know somebody that knows where to look.
{librarian_effects_desc}
+1 Piety
¬---------------
{magician} Magician
{magician_desc}
Sleight of hand, wondrous tricks, and some clever pyrotechnics make for fine entertainment.
{magician_effects_desc}
+1 Morale for all troops on the battlefield, +1 to popularity (improves public order)
¬---------------
{magician_pagan} Pagan Magician
{magician_pagan_desc}
Regardless how fascinating the arcane arts may seem, consorting with one who actually practises them is not something a noble should be seen to do.
{magician_pagan_effects_desc}
-2 Piety
¬---------------
{master_mason} Master Mason
{master_mason_desc}
Has found a civil master that he can entrust to ensure that his building projects are completed without fuss.
{master_mason_effects_desc}
10% discount on construction costs
¬---------------
{master_of_archers} Master Archer
{master_of_archers_desc}
Accompanied by a truly experienced marksman, able to help assist when best to give the order to fire.
{master_of_archers_effects_desc}
+1 Command
¬---------------
{master_of_assassins} Master of Assassins
{master_of_assassins_desc}
Others do not suspect that the hooded figure in this man's shadow is the biggest threat at hand.
{master_of_assassins_effects_desc}
+1 to personal security (improves the chances of detecting and foiling assassination attempts), 20% discount on agent training costs
¬---------------
{master_of_horse} Stablemaster
{master_of_horse_desc}
Most warriors know how to ride a horse, but few truly understand how to maintain their mounts properly, or to train them for war.
{master_of_horse_effects_desc}
+1 Command when commanding cavalry
¬---------------
{master_smith} Master Smith
{master_smith_desc}
Has befriended a truly gifted and renowned smith, who ensures his noble friend is always well armed and armoured.
{master_smith_effects_desc}
10% discount on unit training costs
¬---------------
{mathematician} Mathematician
{mathematician_desc}
Has found cause and justification to employ a scholar well versed in complex calculations.
{mathematician_effects_desc}
5% bonus on all trade income, 5% bonus on tax income, +1 Command when commanding artillery
¬---------------
{mentor} Mentor
{mentor_desc}
Has always been by his young master's side - wise and trustworthy enough to help raise royalty.
{mentor_effects_desc}
+1 Command
¬---------------
{mercenary_captain} Mercenary Captain
{mercenary_captain_desc}
Having run a company of mercenaries himself, this man makes maintaining an army of sell-swords a more efficient process.
{mercenary_captain_effects_desc}
10% discount on unit training costs, 10% bonus to cash gained from looting
¬---------------
{merchant_clerk} Merchant Clerk
{merchant_clerk_desc}
An educated assistant that can keep accurate records and write up trade agreements is worth his weight in gold.
{merchant_clerk_effects_desc}
+1 Finance
¬---------------
{military_engineer} Military Engineer
{military_engineer_desc}
Wise commanders keep a mechanical expert at hand when relying upon siege artillery to conquer castle walls.
{military_engineer_effects_desc}
+2 Command when assaulting walls, +50 Build Points (required for the construction of siege equipment)
¬---------------
{money_counter} Money Counter
{money_counter_desc}
As much as counting one's wealth is a pleasure, when you're this wealthy, you may need some help.
{money_counter_effects_desc}
5% bonus on all trade income, 10% bonus on tax income
¬---------------
{monk} Monk
{monk_desc}
A monk is always keen to spend time with those that would sit around, feed themselves and discuss religion…
{monk_effects_desc}
+1 Piety, -1 Purity
¬---------------
{musician} Musician
{musician_desc}
Loves the art of music enough to make sure that he can bring it with him, or at least those than can make it.
{musician_effects_desc}
+1 Morale for all troops on the battlefield, +2 to popularity (improves public order)
¬---------------
{naval_gunner} Gunner
{naval_gunner_desc}
"Have you tried aiming a cannon while struggling to stand upright on deck then?"
{naval_gunner_effects_desc}
+2 Command at sea
¬---------------
{naval_navigator} Reliable Navigator
{naval_navigator_desc}
When entering the vast trackless seas, a keen sense of direction is key to seeing land again soon.
{naval_navigator_effects_desc}
+1 Command at sea, +10% to Movement Points (gives armies the ability to forced march), +1 to line of sight (increases the range at which enemies are spotted)
¬---------------
{naive_knight} NaĆÆve Knight
{naive_knight_desc}
"At last, I have found a living saint, and I shall lay down my life to protect him should it be God's will."
{naive_knight_effects_desc}
+2 to personal security (improves the chances of detecting and foiling assassination attempts)
¬---------------
{nosy_mother} Nosy Mother
{nosy_mother_desc}
When there are spies within your own home, there's always a sense of unease.
{nosy_mother_effects_desc}
-1 Authority, +1 to personal security (improves the chances of detecting and foiling assassination attempts)
¬---------------
{nun} Nun
{nun_desc}
Has formed a bond of friendship with the sister that attended to his nobly-won injuries.
{nun_effects_desc}
+1 Piety, -1 Violence
¬---------------
{obsessed_suitor} Obsessed Suitor
{obsessed_suitor_desc}
So long as this man won't give up on her, it is likely that better suitors probably will.
{obsessed_suitor_effects_desc}
-1 Charm, -2 from personal security (increases the chances of falling victim to assassination)
¬---------------
{ordinance_master} Ordinance Master
{ordinance_master_desc}
One of the few experts on handling the dangerous but powerful new weapons of war that use gunpowder.
{ordinance_master_effects_desc}
+1 Command when commanding gunpowder troops, +1 Command when commanding artillery
¬---------------
{overseer} Overseer
{overseer_desc}
When one can entrust another to oversee the workers, much more can be accomplished.
{overseer_effects_desc}
1% discount on construction costs, +1 to farming output, 1% bonus on mining income
¬---------------
{paladin} Paladin
{paladin_desc}
This defender of the faith has sworn to protect those who would spread it.
{paladin_effects_desc}
+1 to personal security (improves the chances of detecting and foiling assassination attempts), +1 Purity+1 Violence
¬---------------
{pet_bloodhound} Tracking Dog
{pet_bloodhound_desc}
Able to follow trails that no human eye could possibly detect in the first place.
{pet_bloodhound_effects_desc}
+2 to agent's skill, +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)
¬---------------
{pet_guarddog} Guard Dog
{pet_guarddog_desc}
More vigilant, intimidating and loyal than even the most cunning of watchmen.
{pet_guarddog_effects_desc}
+2 to personal security (improves the chances of detecting and foiling assassination attempts)
¬---------------
{pet_monkey} Pet Monkey
{pet_monkey_desc}
A tiny bundle of wonder and chaos, trained to steal the scene, or even better, valuable objects.
{pet_monkey_effects_desc}
+1 to agent's skill
¬---------------
{physician} Physician
{physician_desc}
Keeping good health is vital for a man who leads his people from the front, and much less of a mystery when accompanied by a such a scholar as this.
{physician_effects_desc}
Increases the chance of having children, Improves the chances of casualties recovering from their wounds
¬---------------
{pickpocket} Pickpocket
{pickpocket_desc}
An adorable little urchin to behold, but truly a menace with wandering hands.
{pickpocket_effects_desc}
+1 to agent's skill, +1 to line of sight (increases the range at which enemies are spotted)
¬---------------
{poisoner} Poisoner
{poisoner_desc}
Able to offer the most subtle and discreet ways of seeing one's enemies disappear.
{poisoner_effects_desc}
+2 to agent's skill
¬---------------
{priest} Priest
{priest_desc}
There is are few better ways to keep the faith than to keep a man of the cloth at hand to ensure you are on the correct path.
{priest_effects_desc}
+1 Piety
¬---------------
{quartermaster} Quartermaster
{quartermaster_desc}
Keeping a military force well maintained is a job that this man excels at, sparing his master time to dwell upon tactics and strategies instead.
{quartermaster_effects_desc}
+15% to Movement Points (gives armies the ability to forced march), 5% bonus to cash gained from looting
¬---------------
{royal_escort} Royal Escort
{royal_escort_desc}
With important duties abroad, assigning her majesty an escort was to be expected.
{royal_escort_effects_desc}
+1 to personal security (improves the chances of detecting and foiling assassination attempts)
¬---------------
{royal_seminarian} Royal Seminarian
{royal_seminarian_desc}
One simply has to be a pious presence when bringing royalty into the fold.
{royal_seminarian_effects_desc}
+1 Piety, +1 Unorthodoxy
¬---------------
{runner} Reliable Runner
{runner_desc}
A man who can race through the thick of battle to deliver orders to friend out of earshot can be worth losing many other men to keep alive.
{runner_effects_desc}
+1 Command
¬---------------
{scout} Keen Scout
{scout_desc}
A man that can spot signs of distant or hidden armies far more reliably than most common soldier can lay claim to.
{scout_effects_desc}
+1 Command when ambushing, +2 to line of sight (increases the range at which enemies are spotted)
¬---------------
{scribe_ancillary} Brilliant Scribe
{scribe_ancillary_desc}
Being able to have written works produced or translated within one's castle opens a wealth of knowledge unto the family.
{scribe_ancillary_effects_desc}
+1 Authority, 10% bonus on all trade income
¬---------------
{secret_love} Secret Love
{secret_love_desc}
Finding love on her own terms has made her happy, but should one of her suitors find out…
{secret_love_effects_desc}
-1 Charm
¬---------------
{shieldbearer} Shieldbearer
{shieldbearer_desc}
Important figures on the battlefield should never be left defenceless, men like this one are there to either save him or die in his stead.
{shieldbearer_effects_desc}
-1 Morale for all troops on the battlefield, +2 to your general's hitpoints (how many hits your general can take before dying)
¬---------------
{shipwright} Shipwright
{shipwright_desc}
Manufacturing and repairing naval vessels can be extremely costly and difficult without a specialist like this to oversee the work.
{shipwright_effects_desc}
+1 Command at sea
¬---------------
{siege_engineer} Siege Engineer
{siege_engineer_desc}
An expert in how to deconstruct heavy structures and defences is always welcome when approaching towering walls.
{siege_engineer_effects_desc}
+1 Command when assaulting walls, +60 Build Points (required for the construction of siege equipment)
¬---------------
{slaver} Slaver
{slaver_desc}
Ensures that his lord and master is only ever served by the most capable and obedient of slaves.
{slaver_effects_desc}
15% bonus on all trade income
¬---------------
{smothering_bodyguard} Smothering Guards
{smothering_bodyguard_desc}
Her highness is well protected from both harm, and any chance of being courted.
{smothering_bodyguard_effects_desc}
-1 Charm, +3 to personal security (improves the chances of detecting and foiling assassination attempts)
¬---------------
{soothsayer} Soothsayer
{soothsayer_desc}
A spinner of tales to satiate those nobles that want to ensure that the news they hear is pleasing.
{soothsayer_effects_desc}
+2 Morale for all troops on the battlefield
¬---------------
{spyglass} Spyglass
{spyglass_desc}
Allows a mortal man to spot distant things that are normally privy only to eagles.
{spyglass_effects_desc}
+2 to line of sight (increases the range at which enemies are spotted)
¬---------------
{spymaster} Spymaster
{spymaster_desc}
Having others keep you aware of things you are not able to notice defeats a dangerous sort of ignorance.
{spymaster_effects_desc}
+1 Command, +1 to public security (improves the chances of detecting and capturing enemy agents), 20% discount on agent training costs
¬---------------
{strapping_stallion} Strapping Stallion
{strapping_stallion_desc}
What an impressive and powerful beast this young lady straddles on a daily basis.
{strapping_stallion_effects_desc}
+10% to Movement Points (gives armies the ability to forced march)
¬---------------
{stunning_handmaiden} Stunning Handmaiden
{stunning_handmaiden_desc}
With company this exotic, it's hard for even a princess to remain the centre of attention.
{stunning_handmaiden_effects_desc}
-1 Charm
¬---------------
{swift_steed} Swift Steed
{swift_steed_desc}
A dashing mount that can pass over the land as swiftly as the wind itself.
{swift_steed_effects_desc}
+15% to Movement Points (gives armies the ability to forced march), +1 to public health
¬---------------
{swiss_guard} Swiss Guard
{swiss_guard_desc}
The Pope sometimes sends the Swiss Guard to defend those battling in the church's name.
{swiss_guard_effects_desc}
+1 to personal security (improves the chances of detecting and foiling assassination attempts)
¬---------------
{swordbearer} Swordbearer
{swordbearer_desc}
It is always best to not have to break from combat when one's weapon breaks first.
{swordbearer_effects_desc}
+1 to personal security (improves the chances of detecting and foiling assassination attempts), +1 to your general's hitpoints (how many hits your general can take before dying)
¬---------------
{tax_farmer} Tax Farmer
{tax_farmer_desc}
If you are going to bleed the people dry, get someone else to be the face of your oppression.
{tax_farmer_effects_desc}
-1 from popularity (has a negative effect on public order), 10% bonus on tax income
¬---------------
{the_lemegeton} The Lemegeton
{the_lemegeton_desc}
Also known as the Lesser Key of Solomon, this tome is banned by the church as a grimoire of arts most foul.
{the_lemegeton_effects_desc}
+2 Magic
¬---------------
{torturer} Torturer
{torturer_desc}
Only a depraved and insidious beast feels the need to have someone to carry on acts of torture while he is busy elsewhere.
{torturer_effects_desc}
+3 Dread, +1 Authority, +2 to public security (improves the chances of detecting and capturing enemy agents), +1 to unrest (has a negative effect on public order), +3 to law (improves public order)
¬---------------
{translator} Translator
{translator_desc}
The most valuable companion a diplomat can have when entering lands where his own tongue is simply not recognised.
{translator_effects_desc}
+2 Influence
¬---------------
{treasurer} Treasurer
{treasurer_desc}
A man who has mastered the art of managing royal sums of money can help avoid wasting it, something royalty often does.
{treasurer_effects_desc}
5% bonus on all trade income, 5% bonus on tax income
¬---------------
{trick_abacus} Trick Abacus
{trick_abacus_desc}
"See, when you carry the two over, it turns out you owe me another hundred florins."
{trick_abacus_effects_desc}
+1 Finance
¬---------------
{trusty_steed} Trusty Steed
{trusty_steed_desc}
Noble warriors need a noble and trusty mount such as this fine animal.
{trusty_steed_effects_desc}
+5% to Movement Points (gives armies the ability to forced march), +1 Command when commanding cavalry
¬---------------
{tutor} Tutor
{tutor_desc}
A lord humble enough to admit he still has much to learn is typically one of the smarter ones.
{tutor_effects_desc}
+1 Piety, 5% bonus on all trade income
¬---------------
{veteran_warrior} Veteran Warrior
{veteran_warrior_desc}
A hardened old brother in arms, always there to defend to the last, or serve as midfield mentor.
{veteran_warrior_effects_desc}
+1 to personal security (improves the chances of detecting and foiling assassination attempts), +1 Command when commanding infantry
¬---------------
{witch_hunter} Witch Hunter
{witch_hunter_desc}
A would-be inquisitor that has readily partnered with a man of the cloth so he can hunt heretics with the church's blessing.
{witch_hunter_effects_desc}
+1 Piety, -1 Unorthodoxy
¬---------------
{yappy_little_dog} Yappy Little Dog
{yappy_little_dog_desc}
How can this woman possibly find this evil, overgrown rodent adorable?!
{yappy_little_dog_effects_desc}
-1 Charm
¬---------------
{zealous_disciple} Zealous Disciple
{zealous_disciple_desc}
"I will not leave the Prophet's side, nor let anyone harm him."
{zealous_disciple_effects_desc}
+1 Piety, +1 to personal security (improves the chances of detecting and foiling assassination attempts)
¬---------------
{shard_of_the_true_cross} Shard of the True Cross
{shard_of_the_true_cross_desc}
A piece of the cross upon which Jesus was crucified, rumoured to have been built from the Tree of Knowledge from the Garden of Eden.
{shard_of_the_true_cross_effects_desc}
+2 Piety, +1 Command
¬---------------
{holy_lance} Holy Lance
{holy_lance_desc}
The spear that pierced the side of Jesus during the crucifixion. It is believed that whosoever holds this spear has the power to conquer the world, but losing it means instant death.
{holy_lance_effects_desc}
+1 Piety, +2 Command
¬---------------
{holy_grail} Holy Grail
{holy_grail_desc}
The sacred vessel that Jesus drank from at the Last Supper. This cup has the power to heal all wounds.
{holy_grail_effects_desc}
+2 Piety, +5 to your general's hitpoints (how many hits your general can take before dying), Improves the chances of casualties recovering from their wounds
¬---------------
{iron_crown_of_lombardy} Iron Crown of Lombardy
{iron_crown_of_lombardy_desc}
This crown was fashioned for Emperor Constantine, with a nail from the crucifixion of Christ. It is believed to protect the head of the wearer from the darts of his enemies.
{iron_crown_of_lombardy_effects_desc}
+1 Piety, +1 to personal security (improves the chances of detecting and foiling assassination attempts), +1 to your general's hitpoints (how many hits your general can take before dying)
¬---------------
{bridle_of_constantine} Bridle of Constantine
{bridle_of_constantine_desc}
This bridle was fashioned for the horse of Emperor Constantine, with a holy nail from the crucifixion of Christ. It ensures the safety of the rider.
{bridle_of_constantine_effects_desc}
+1 Piety, +1 to personal security (improves the chances of detecting and foiling assassination attempts), +1 to your general's hitpoints (how many hits your general can take before dying)
¬---------------
{holy_chalice} Holy Chalice
{holy_chalice_desc}
This vessel was used by Jesus at the Last Supper to serve wine.
{holy_chalice_effects_desc}
+1 Piety
¬---------------
{veil_of_veronica} Veil of Veronica
{veil_of_veronica_desc}
This veil was used to wipe the sweat from Jesus' brow as he carried the cross, leaving his image imprinted on the cloth.
{veil_of_veronica_effects_desc}
+1 Piety
¬---------------
{icon_not_made_by_hands} Icon not Made by Hands
{icon_not_made_by_hands_desc}
Jesus sent this icon to the King of Edessa, to cure him of leprosy.
{icon_not_made_by_hands_effects_desc}
+1 Piety, +1 to public health
¬---------------
{holy_prepuce} Holy Prepuce
{holy_prepuce_desc}
One of the few physical remainders of Jesus left behind on earth. This relic is said to ensure an easy and safe childbirth.
{holy_prepuce_effects_desc}
+1 Piety, Increases the chance of having children
¬---------------
{crown_of_thorns} Crown of Thorns
{crown_of_thorns_desc}
The woven chaplet of thorn branches worn by Jesus before His crucifixion. "And the soldiers plaited a crown of thorns, and put it on his head, And said, Hail, King of the Jews!"
{crown_of_thorns_effects_desc}
+2 Piety, +1 Command
¬---------------
{holy_shroud} Holy Shroud
{holy_shroud_desc}
The burial cloth of Jesus, on which His image was recorded at his resurrection. It is rumoured to provide protection against criminal bands.
{holy_shroud_effects_desc}
+1 Piety, +1 Command when defending walls, +1 to personal security (improves the chances of detecting and foiling assassination attempts)
¬---------------
{ark_of_the_covenant} Ark of the Covenant
{ark_of_the_covenant_desc}
A sacred container built at the command of Moses, in which rests the stone tablets containing the Ten Commandments. It is said to instantly kill those who touch it.
{ark_of_the_covenant_effects_desc}
+2 Dread, +1 Command
¬---------------
{seal_of_solomon} Seal of Solomon
{seal_of_solomon_desc}
Legend has it that King Solomon's signet ring gave him the power to command demons and speak with animals.
{seal_of_solomon_effects_desc}
+1 Dread, -1 Piety, +2 Command when commanding cavalry
¬---------------
{hair_from_mohammeds_beard} Hair from Mohammed's Beard
{hair_from_mohammeds_beard_desc}
A single strand of Prophet Mohammed's hair, kept in a silver and crystal bottle.
{hair_from_mohammeds_beard_effects_desc}
+1 Piety
¬---------------
{mohammeds_footprint} Mohammed's Footprint
{mohammeds_footprint_desc}
A footprint of the Prophet Mohammed, preserved in bronze.
{mohammeds_footprint_effects_desc}
+1 Piety
¬---------------
{holy_mantle} Holy Mantle
{holy_mantle_desc}
A mantle that was once worn by the Prophet Mohammed.
{holy_mantle_effects_desc}
+2 Piety
¬---------------
{tooth_of_mohammed} Tooth of Mohammed
{tooth_of_mohammed_desc}
A tooth extracted from the Prophet Mohammed.
{tooth_of_mohammed_effects_desc}
+1 Piety
¬---------------
{key_to_holy_kaaba} Key to Holy Kaaba
{key_to_holy_kaaba_desc}
A key to the door of the holiest place in Islam.
{key_to_holy_kaaba_effects_desc}
+1 Piety
¬---------------
{lock_of_kaaba} Lock of Kaaba
{lock_of_kaaba_desc}
A lock from the door of the holiest place in Islam.
{lock_of_kaaba_effects_desc}
+1 Piety
¬---------------
{sword_of_mohammed} Sword of Mohammed
{sword_of_mohammed_desc}
A sword belonging to the Prophet Mohammed, decorated in precious stones.
{sword_of_mohammed_effects_desc}
+1 Piety, +2 Command
¬---------------
{fragment_of_the_black_stone} Fragment of the Black Stone
{fragment_of_the_black_stone_desc}
The Black Stone fell from the sky during the time of Adam and is believed to have the power to cleanse worshippers of their sins.
{fragment_of_the_black_stone_effects_desc}
+3 Piety
¬---------------
{holy_quran} Holy Qur'an
{holy_quran_desc}
This is the oldest existing Qur'an, inscribed on deer skin.
{holy_quran_effects_desc}
+2 Piety
¬---------------
{soil_from_mohammeds_grave} Soil of Mohammed's Grave
{soil_from_mohammeds_grave_desc}
This soil comes from the sacred grave of the Prophet Mohammed.
{soil_from_mohammeds_grave_effects_desc}
+1 Piety
¬---------------
{standard_of_mohammed} Standard of Mohammed
{standard_of_mohammed_desc}
The Standard of Mohammed is born aloft by the faithful amidst the storm of battle.
{standard_of_mohammed_effects_desc}
+1 Piety, +1 Command
¬---------------
{sir_william_wallace} Sir William Wallace
{sir_william_wallace_desc}
He may look like a ruffian, but this patriotic Scot is better educated in both battle and scholarly matters than most Kings.
{sir_william_wallace_effects_desc}
+1 Chivalry, +1 Command, +1 Authority, +2 Morale for all troops on the battlefield, +3 Command when fighting against English
¬---------------
{joan_of_arc} Jeanne d'Arc
{joan_of_arc_desc}
This angelic girl believes God has chosen her to champion France... And so do the French.
{joan_of_arc_effects_desc}
+2 Piety, +1 Command, +2 Morale for all troops on the battlefield, +2 Command when fighting against English
¬---------------
{peter_the_hermit} Peter the Hermit
{peter_the_hermit_desc}
A powerful rabblerouser known for his humble ascetic outlook that the people seem more than willing to flock behind.
{peter_the_hermit_effects_desc}
+2 to popularity (improves public order), -2 from squalor (increases public order and population growth)
¬---------------
{bertrand_du_guesclin} Bertrand du Guesclin
{bertrand_du_guesclin_desc}
A fantastic French field commander, and the ideal right hand man for any general raising the Orriflamme.
{bertrand_du_guesclin_effects_desc}
+2 Command, +2 Morale for all troops on the battlefield, +2 Command when fighting against English, +1 Command when fighting against Portugese, +1 Command when fighting against Spanish
¬---------------
{chevalier_de_bayard} Chevalier de Bayard
{chevalier_de_bayard_desc}
Known as 'the knight without fear and without reproach', and arguably the bravest man a commander could hope to have in his service.
{chevalier_de_bayard_effects_desc}
+2 Chivalry, +2 Piety, +2 Command, +2 to line of sight (increases the range at which enemies are spotted)
¬---------------
{pierre_abelard} Pierre AbƩlard
{pierre_abelard_desc}
A great scholar, known as the man responsible for the fall of the philosophy of 'Realism'.
{pierre_abelard_effects_desc}
+1 Piety, +1 to popularity (improves public order), -1 from squalor (increases public order and population growth)
¬---------------
{francesco_petrarca} Francesco Petrarca
{francesco_petrarca_desc}
An astounding philosopher, scholar and author. His works are considered incredibly influential.
{francesco_petrarca_effects_desc}
+2 Piety, +2 to popularity (improves public order), -1 from squalor (increases public order and population growth)
¬---------------
{roger_bacon} Roger Bacon
{roger_bacon_desc}
An English scholar known for his documented experimentation and 'discovery' of gunpowder.
{roger_bacon_effects_desc}
+1 Command when assaulting walls, +2 Command when commanding gunpowder troops
¬---------------
{geoffrey_chaucer} Geoffrey Chaucer
{geoffrey_chaucer_desc}
A multi-talented Englishman known for his abilities as an author, poet and civil master.
{geoffrey_chaucer_effects_desc}
10% discount on construction costs, +1 to popularity (improves public order)
¬---------------
{john_wycliffe} John Wycliffe
{john_wycliffe_desc}
A well-known and respected theologian, responsible for translating the Holy Bible into English.
{john_wycliffe_effects_desc}
+2 Piety
¬---------------
{simon_de_montfort} Simon de Montfort
{simon_de_montfort_desc}
An outstanding field commander, known for championing the cause of an elected parliament, rather than a monarchy.
{simon_de_montfort_effects_desc}
+2 Chivalry, +2 Command, -1 Loyalty, +1 to popularity (improves public order)
¬---------------
{amerigo_vespucci} Amerigo Vespucci
{amerigo_vespucci_desc}
A magnificent explorer and merchant, sure to be a boon on any voyage that may involve new lands or trade.
{amerigo_vespucci_effects_desc}
+15% to Movement Points (gives armies the ability to forced march), +3 to line of sight (increases the range at which enemies are spotted), 10% bonus on all trade income
¬---------------
{niels_ebbesen} Niels Ebbesen
{niels_ebbesen_desc}
Known as the "Tyrant Slayer", he is renowned for his heroics in the struggle for his homelands.
{niels_ebbesen_effects_desc}
+2 Chivalry, +2 Command, +2 Morale for all troops on the battlefield
¬---------------
{vlad_tepes} Vlad Tepes
{vlad_tepes_desc}
One of the greatest defenders of the Christian front, but known to deal with his enemies in ways that are inhumane.
{vlad_tepes_effects_desc}
+3 Dread, +3 Command when fighting against Muslims
¬---------------
{meister_eckhart} Meister Eckhart
{meister_eckhart_desc}
A master theologian, mystic and philosopher. Widely respected, and perhaps too influential for the Church's liking.
{meister_eckhart_effects_desc}
+2 Piety, +1 Authority
¬---------------
{arnold_von_winkelried} Arnold von Winkelried
{arnold_von_winkelried_desc}
A great Swiss war hero known for valiantly using his body to cast aside a wall of enemy pikes!
{arnold_von_winkelried_effects_desc}
+2 Morale for all troops on the battlefield, +2 Command when attacking, +4 to your general's hitpoints (how many hits your general can take before dying)
¬---------------
{john_gutenberg} John Gutenberg
{john_gutenberg_desc}
An inventor pioneering a new means of mass producing books, inspiring both literacy and trade.
{john_gutenberg_effects_desc}
20% bonus on all trade income, -2 from squalor (increases public order and population growth)
¬---------------
{hildegard_von_bingen} Hildegard von Bingen
{hildegard_von_bingen_desc}
This woman is renowned theologian and visionary, in the true sense of the word. She is also considered a pioneer in the art of music.
{hildegard_von_bingen_effects_desc}
+2 Piety, +1 Authority, +3 to popularity (improves public order)
¬---------------
{martin_luther} Martin Luther
{martin_luther_desc}
Considered by most to be a very forward-thinking theologian. A little too forward thinking for the Church at times.
{martin_luther_effects_desc}
+2 Piety, -2 from unrest (improves public order)
¬---------------
{paracelsus} Paracelsus
{paracelsus_desc}
A widely travelled alchemist and physician. Considered heretical by some, but his work with wounds is astounding.
{paracelsus_effects_desc}
+4 to your general's hitpoints (how many hits your general can take before dying), Improves the chances of casualties recovering from their wounds
¬---------------
{johannes_faustes} Johannes Faustus
{johannes_faustes_desc}
An alchemist whispered to practise the most blasphemous arts of necromancy.
{johannes_faustes_effects_desc}
+2 Dread, -2 Piety, Increases the chance of having children, +4 to your general's hitpoints (how many hits your general can take before dying)
¬---------------
{aldus_manutius} Aldus Manutius
{aldus_manutius_desc}
One of the men driving the thriving new printing industry, and his invention of the 'Aldine Press'.
{aldus_manutius_effects_desc}
20% bonus on all trade income, -2 from squalor (increases public order and population growth)
¬---------------
{marco_polo} Marco Polo
{marco_polo_desc}
A great explorer and capable merchant, famous for his epic journey down the Silk Road to the Far East.
{marco_polo_effects_desc}
+15% to Movement Points (gives armies the ability to forced march), 10% bonus on all trade income
¬---------------
{donatello} Donatello
{donatello_desc}
Arguably the finest sculptor in the known world, able to leave an image of life that will shine through the ages.
{donatello_effects_desc}
+2 to popularity (improves public order), -3 from squalor (increases public order and population growth)
¬---------------
{raphael} Raphael
{raphael_desc}
A master painter with the softest edge to his stunning work. His prolific output leaves beauty in his trail.
{raphael_effects_desc}
+2 to popularity (improves public order), -3 from squalor (increases public order and population growth)
¬---------------
{michaelangelo} Michaelangelo
{michaelangelo_desc}
The complete master artist - Sculptor, painter, poet and architect. The inspiration he creates seems certain to outlive him.
{michaelangelo_effects_desc}
+2 to popularity (improves public order), -3 from squalor (increases public order and population growth)
¬---------------
{machiavelli} Niccolo Machiavelli
{machiavelli_desc}
A master musician, poet, and most notably, political philosopher. His approach is considered by many inhumanely clinical.
{machiavelli_effects_desc}
+1 Command, +1 Authority, -1 from squalor (increases public order and population growth), -1 from unrest (improves public order)
¬---------------
{george_of_antioch} George of Antioch
{george_of_antioch_desc}
A Sicilian war hero, greatly adept at attacking strategies. Despite his ways of war, he is also a most cultured and a servant of the faith.
{george_of_antioch_effects_desc}
+1 Piety, +2 Command, +2 to popularity (improves public order)
¬---------------
{francis_of_assisi} Francis of Assisi
{francis_of_assisi_desc}
The founder of the Order of Friars Minor, and truly a living saint. His concern for the poor and nature endear him to countless.
{francis_of_assisi_effects_desc}
+2 Piety, -2 from squalor (increases public order and population growth), +2 to unrest (has a negative effect on public order)
¬---------------
{vasco_de_gama} Vasco de Gama
{vasco_de_gama_desc}
An outstanding explorer from Portugal, and the perfect man to take on a gruelling voyage.
{vasco_de_gama_effects_desc}
+15% to Movement Points (gives armies the ability to forced march), 10% bonus on all trade income
¬---------------
{anthony_of_padua} Anthony of Padua
{anthony_of_padua_desc}
An inspirational preacher, whose saintly virtues hold crowds in thrall of his shining example of piety.
{anthony_of_padua_effects_desc}
+2 Piety, -2 from squalor (increases public order and population growth), +2 to unrest (has a negative effect on public order)
¬---------------
{taticius} Taticius
{taticius_desc}
One of the Empire's finest naval and field commanders. An outstanding orator and a man of action.
{taticius_effects_desc}
+2 Command
¬---------------
{nicolau_copernicus} Nicolau Copernicus
{nicolau_copernicus_desc}
One of the most respected scholars in the field of astronomy. His understanding of the heavens is presently unsurpassed.
{nicolau_copernicus_effects_desc}
+1 to agent's skill, +2 to line of sight (increases the range at which enemies are spotted)
¬---------------
{ibn_khaldun} Ibn Khaldun
{ibn_khaldun_desc}
A deeply respected scholar, who has addressed many courts as a master of Islamic law, economics, and compiling a history of the world!
{ibn_khaldun_effects_desc}
+2 Piety, +2 Authority, 15% bonus on all trade income
¬---------------
{albertus_magnus} Albertus Magnus
{albertus_magnus_desc}
A philosopher most remarkable for his belief that science and faith can co-exist in harmony. A trait that endears him to many.
{albertus_magnus_effects_desc}
+2 to law (improves public order)
¬---------------
{jan_zizka} Jan Žižka
{jan_zizka_desc}
An outstandingly resourceful commander, particularly with makeshift fortifications.
{jan_zizka_effects_desc}
+2 Command, +1 Authority, +2 Command when defending, +50 Build Points (required for the construction of siege equipment)
¬---------------
{roger_de_moulins} Roger de Moulins
{roger_de_moulins_desc}
One of the Masters of the Knights Hospitaller, adept in the ways of both war and politics.
{roger_de_moulins_effects_desc}
+2 Command, +1 Authority
¬---------------
{gerard_de_ridefort} Gerard de Ridefort
{gerard_de_ridefort_desc}
A Master of the Order of the Knights Templar, renowned for surviving his impossibly brave assaults.
{gerard_de_ridefort_effects_desc}
+1 Command, +1 Authority, +1 Morale for all troops on the battlefield, +2 Command when attacking

sabremookie
12-08-2006, 05:48
Thank God someone else noticed this, especially the Bad Taxman, Castle situation.

I really hope this is fixed in the patch.

It is quite bothersome.

CptPicard
12-11-2006, 03:24
I have just started to notice the same thing in M2TW... I must admit though that when something similar happened in RTW, I was simply quite amused to see that those members of my noble Roman family that spent their days governing the big cities near Rome, over time degenerated into partying perverts, while those who actually upheld Roman virtue were the ones spending their entire lives on campaign in the backwaters, dedicating themselves to the thankless task of hacking barbarians to bits... somehow made me think of Gladiator (the movie)...

Needless to say, when I won my games, I made sure that the name of my family lived in infamy by getting the Roman Empire off to an interesting start by elevating the worst of these black sheep to Emperor ;) No need to wonder about the reason for the subsequent fall of said Empire...

I guess the acceptability of this depends a lot on the historical period in question.. ;)

Kraxis
12-16-2006, 02:32
It seems the patch fixed a number of things.

For instance most agent missions no longer have 100% chances of drops of traits when failing, while successes for diplos and princesses are now 100%. So we should begin to see more and better princesses...

Also, certain other traits seems to have become less of an issue, but most of the horribly slanted thresholds are still there.

Shahed
12-16-2006, 12:25
Has anyone mad a trait manager yet ?

A programme wiht which you can influence the traits of your chars in game.

Foz
12-17-2006, 01:39
First off, let me preface this by saying that from a gaming standpoint, I completely understand (and agree) how annoying it is for generals and nobility to start with totally crappy stats, and then become far more prone to getting worse than developing into any sort of useful governor.

That being said, I think it's only fair to also consider this issue from the viewpoint of examining the human race. As I've read through the various posts in this thread, it has occurred to me multiple times that for the most part, the way people gain traits in this game and the proportions of good vs. bad is really largely the way it happens in real life. Think how many people you know that you could honestly say have more good traits than bad. Most of us know plenty of people who are addicted to drugs, alcoholic, poor at managing money, perverted, feel unappreciated, and are unfaithful in marriage. On the other hand, how many people do you know who are entirely untouched by such bad things? Even those few who could claim that undoubtedly have thoughts along those lines from time to time... where on the flip side, most of us do not spend our time carefully considering how to squeeze that extra bit of pious goodness from our lives.

Now consider how many people you know who really have a ton of great positive traits. I know few people who are truly great at their jobs, enjoy them, are geniuses with money, and feel universally appreciated in their lives. It takes a lot of work to become anything that even loosely resembles good or great, and almost none to descend into mediocrity or even total worthlessness. It may be a somewhat sad commentary on the human condition, but the simple fact is that we turn to potentially bad things far more quickly than good ones, because they provide us the one real drug of existence: immediate gratification.

Add to this the well-established reputations of governments and rulers of all sorts through history, as well as the fact that power universally means corruption... and it seems a quite natural extension of reality for all leaders in the game to be far more prone to having shortcomings than exhibiting any signs of greatness. So the next time you find yourself flinching at that sad group of people you call your generals and governors, pause a moment and consider this: Maybe it's a game feature to remind you that the often over-glorified people of the medieval times are really made of the same stuff as we are today, and prone to the same mediocrity and shortcomings you can see in the world all around you.

dopp
12-17-2006, 06:35
Hey, if you can handle conquering Europe with a bunch of retards, good for you. I prefer to tweak things to my own satisfaction. I'm not insisting on an official 'fix', if CA wants to introduce a cool feature (governors) and then shoot their own foot off by making settlements more corrosive than Nurgle's slimy armpits, it's their problem. I'm just providing feedback.

Regardless of how falliable the average person is, this is a game, an empire-building game no less, and not everything is historically accurate or true to life. Peasants survive musket balls through the chest. It takes 20 years to sail to America (I sent my most experienced officers the first time and they all died of old age enroute, the armies went rebel shortly after landing). You can actually do what nobody in history has ever managed: conquer all of Europe. Total War is about changing history, creating the perfect army, the perfect empire. Growing perfect generals and governors should also be a part of the experience. Unavoidable booze-swilling, extravagant lewd idiots should not. One or two negative traits per person is a nice balance, giving them some personality and handing you some challenge. Six or seven serious flaws (and the same six or seven flaws for every governor in your empire, mind you) is overdoing things a bit.

There are some real bugs though. Princess traits are missing triggers. Did you know that cardinals are supposed to become corrupt when they get promoted? The 'corrupted' line of priest traits are not being applied because someone got it confused with 'corrupt' for family members. Castles can't have tax rates adjusted but the triggers don't take that into account. You need 24 points to become a good trader, 60 to become outstanding, but you can never accumulate that many points in a character's lifetime, even if he single-handly builds your empire's entire trade network. Those probably need fixing.

I've been playing around with the traits and struck a nice balance, fixing all the obvious bugs and reducing or elminating most of the offending triggers. I made sure that no negative trait was without a trigger, so I could still grow my own bums if I wished. Characters can still pick up negative traits at birth and it happens often enough to make it interesting but not irritating (usually 1-2 per new member). AI characters suddenly became modestly capable individuals and in some cases pretty good. The 10-star, 6-chivalry, 7-authority French king that got bumped off by an inquisitor before I could fight him is a good example of what we're missing in the vanilla game.

Funny thing is that the computer always seems to pick the worst possible character to be your faction heir. My third-generation heirs for the last three VH/VH grand campaigns have been insane, which of course means that my line from then on is completely insane. My current King is Jacobo the Malevolent (formerly the Scarred) who is an 8-star, 10-dread, 9-authority, completely insane despot. He makes the Mongols look friendly in comparison. He was picked as faction heir over Horacio the Chivalrous, grand crusader with no flaws other than a little cunning cruelty (annihilating the enemy tends to do that). Horacio was the firstborn son of the late King Rodrigo. Jacobo was the third prince's adopted son. Go figure. My heir is another Horacio the Chivalrous, only this one is a 10-star, completely insane, foulmouthed, hoplessly lewd despot with 6-dread and 9-piety.

Kobal2fr
12-17-2006, 06:42
@the_foz : I'm thinking exactly the way you do, and don't want to make it any easier to get away from bad traits, but dopp is right in saying the good traits are, on the whole, really absurdly hard to get.

Some of them you can only get if your father is a drunk/perv/corrupt/deranged bastard, and to them I says fair enough - most of the virtues we have, we have because we don't want to be like someone we know. Or you can get some when you marry, and when your first son is born, and that's OK too. Those are experiences that change a man's outlook on life.

And the battle experience ones are OK, in that it takes a lot of battles to become a powerhouse, and you gain exp gradually. But the stuff you're supposed to get from experience at governing, like GoodTrader, GoodMiner etc... you'd have to know the trait system inside out to have a chance to get to even the first tier of them, and even then you'd struggle a *lot*.

Good Trader has 80% chance to get 1 single point in it when you build any building from the dock, wharf, market and road lines of buildings. You also have 10% chance each turn to get one point by sitting in a town with the biggest market possible.
It takes TWENTY FOUR points to reach the first level of GoodTrader. That means spending about 240 turns in town, when you only get 225 turns of total play :laugh4:. Or building basic roads + markets in 15 different cities. The last tier of the trait takes no less than 60 points...
And of course, this experience-at-governing trait does not pass down genetically, and shouldn't either.

So you get bad character flaws passed down, and can't get work skills to even them out. I don't care how much of your worktime you spend hanky-pankying the secretary, overtime you're still bound to understand what it is you're supposed to be doing, aren't you ? Being a degenerate perv doesn't preclude you from understanding basic finance, even if you don't apply this knowledge to your life.

EDIT : gah, dopp, you beat me to it :). I'd be interested to browse through your adjusted files though, since I'm working on something just like that as well. Could you perhaps mail them to me ?

Shahed
12-17-2006, 07:01
Wow that was a great post by the_foz, and I totally agree with it.

I have to agree though that the way traits are in the game it's just absurd. I'll tell you what it is, it's an artificial attempt to make the game harder, that's all it is.

Tamur
12-17-2006, 07:19
Thought-provoking and interesting post, the_foz. I don't know if CA's design team got together and said, "how can we make a deep statement about the human condition". But then again, you never know.

This could lead way off track to a discussion of idealism and heroicism in computer games, and what that says about the needs of society. But we'll leave that for some doctoral candidate ~:)

mor dan
12-17-2006, 09:19
what i don't get is why it automatically means you are a "bad taxman" just because you don't choose to strangle your people's wealth. in fact, if you aren't on Very High the trigger is active since it activates whenever the people are happy and your tax level is High or lower. setting high and very high rates should cause larger amounts of civil unrest and increase chances of spawning large rebel hoardes outside your castle gates asking for a tax re-count.

i had the same issues with RTW. the bad traits are way easier to pick up than the good traits. the best you can relly do to keep from picking up bad traits, because you can pick them up outside the city as well, there aren't as many triggers, is move your character between 40%-80% of their total move possibility. most negative triggers are set to take effect at 100%, above 60%, or at 0%. unless you've got 15 or 16 people in your royal family, it's not too much work. besides, all governors should really be in Cities with high income potential to begin with. that's where the good ones are most effective. in the early time era, Castle level castles are difficult to lose when attacked, and you've pretty much got to be a moron to lose a Fortress or Citadel before gun powder shows up.

i just wish it were possible to turn off all triggers and not play with any pluses or minuses other than what you start you with, and your command rank be like STW, based on victories.

+1 = rank 1
+2 = rank 2
+4 = rank 3
+8 = rank 4
+16 = rank 5
+32 = rank 6 (ie. 38-6 record = +32, therefore rank 6; 38-7 = +31, therefore rank 5)

pretty much if you got over +32, no one would fight you unless they had a decided numbers advantage. i can't remember if i got anyone to +64 or not and if they had level 7. i'm guessing like all others they went to 8 or 9.

Butcher
12-17-2006, 14:20
In my last game as the Byz's, Constantinople was better off without any Governor.

That's just daft.

Hosakawa Tito
12-17-2006, 15:25
The bad traits don't just affect governors. After taking Venice, playing as Milan, at the start of a campaign, I built it up to be my Merchant factory. I passed up guild offers till I got the Merchant guild I wanted there, and built every trade related building I could, early city level-wise. I wanted to train a couple merchants in the early phase of my campaign and boat them across the Med to Timbuktu for the gold & ivory trade. However, when they became available the next turn, both had negative traits "Slightly Crooked" & "Shady Dealer". The description for slightly crooked - "growing up in a lawless place has taught this man some undesireable business practices." I then looked at my buildings in Venice and noticed I didn't even have a 1st level Town Hall.
It seems to me that the chances of this negative trait might have been lessened if a law & order building, such as the Town Hall, had been built before the merchants were trained. Now I'm stuck with two crappy merchants, a 1 star and a 0 star, 1100 florins wasted. If my assumption is correct, then it's not only what you build, but what you don't, that can have a very important effect on character traits for your non-military agents. There is a greater detail & depth to this game than I thought, I like it.

dopp
12-17-2006, 17:17
Something is wrong with my connection to the forum. Since last Thursday it has been really slow and pages don't load fully. It took 15 mins and 5 tries for me to post this reply.

I have a modded traits file that I think will do the trick. Most of the overused traits will now occur with the same frequency as other traits in the game. There is now no danger of bad traits just from governing a settlement unless you do the wrong things (ie build coaching houses, have the settlement revolt, set taxes excessively low), just like there is no danger of bad traits when leading an army unless you lose or execute prisoners. I still get a nice balance of bad traits from random births and negative actions.

The extra corruption triggers have been replaced by princess triggers to give the poor girls some personality.

The GoodAdministrator, GoodMiner, GoodFarmer and GoodTrader traits have had their thresholds normalized in line with other traits. The way it worked before, you would never have seen a geologist miner (8 trait points, only way is to build 8 levels of mines, but there aren't that many provinces with mines on the entire map). They are still rather uncommon.

I figured out why the game wasn't giving family members their starting 3 piety. It's quite simple really: the trait itself was set for generals only, not family members. A holdover from BI where you could hire generals from the hippodrome. Changing it to family fixed the problem; now all my new family members actually have decent piety.

seneschal.the
12-17-2006, 17:31
I overhauled the Vnv system quite a bit in my mod. Corruption only kicks in at 100k e.g, and no more of these silly "sitting round town being a homosexual drunken gambler". You still pick up bad traits, but waay less and only when it is somewhat logical.

https://forums.totalwar.org/vb/showthread.php?t=75326

I kept the limits for farming, trading and mining etc, but made extra triggers for the governor. If the buildings exist, mines, farms and merchant buildings, then each turn they have a chance of picking up points which increases the higher tiered buildings you have.

And yeah, the religionstarter trigger was pointed out to CA when they first released the text -files. Ofcourse, they didn't bother.

seneschal.the
12-17-2006, 18:42
This is a list of SOME odd and broken triggers. This will take some serious work. What are peoples opinion about the fact that many triggers are birth/married/adoped only and not for every general? Right now it is much better to send your sons off to die while you adopt and Man-Of-The-Hour-promote generals with very good skills. Then kill their sons and adopt new ones.


No way to gain points in "good ambusher" unless born, and then only l1.
Not active for adoptions, marriages.

Same with bad ambusher, but bad ambusher has a threshold of 2 and you can only gain 1 point at birth!

You only gain points in Disciplinarian when a city rebel or riots. And thats a small chance.

Bad Disciplinarian is only triggered at random births. No marriages, adoptions etc. And it can not increase. And you only have a chance of getting 1 point at birth, and threshold is 2 for the first level...

Slothful is selfperpetuating only. You can be born slothful by chance, or by having it passed down by a slothful father, or turning slothful when an adoption happens in your family. It is not triggered for marriages, adoptions etc. Once you have slothful in your family, you won't get rid of it because
the anti-trait is energetic, which is selfperpetuating only and only at birth. So the good part is that your energetic generals won't ever turn slothful, even if you have them lounge around your capital for 50 years.

xenophobia and xenophilia is selfperpetuating and birth-only (+genetic). You get more xenophobic by having assassination attempts, and more xenophilia by taking bribes!

Public atheism. (religiously improper). Only way of acquiring is by birth or genetic. Not self-perpetuating. Only chance of reaching the first threshold is to both acquire it at birth by a random chance and having a father
with atleast one point. Then you reach "Religiously Improper" and lose 2 piety. 4 levels of it, with descriptions and penalties, but not implemented...

Public Faith (religiously proper) is a bit better working. Only gained by birth or genetic, but also if you are born in cities with high level religious buildings (cathedrals, jamas and above). There is no way to increase it besides that. If you are HRE, born in a city with a huge cathedral and a dad which has the trait, then you have a chance of having 5 points in it. The max level is 8,
so another trait not properly implemented.
(in my mod I increased the chances of being religious if you are born in cathedral> cities)

BoringSpeaker - Being boringspeaker didn't do anything. Only at random births and selfperpetuating.
(i changed this in my mod to some authority loss and even morale drop at the highest level)

Rhetoric skill. You can only get it at birth, 1 point, or by getting it genetically from your dad, 1 point. This puts you at max level 2. No way of increasing it.

Strategicskill. Only chance is at birth, or by dads genetics. No way of increasing it and thus unable to reach level 3.

Mathskill. Only chance is at birth. Slight chance of getting more math skill if you are from denmark or a muslim. No way of increasing it, so you can max gain 2 points and thus never level 3.

Politicsskill. Only for married generals and generals with a dad that has it. No random birth here. Increases for the faction leader when he orders bribery or diplomacy missions.

LogisticalSkill. You only have a chance at birth of getting level 1. But it won't ever increase.

Rabblerouser:
You can only be rabblerouser at birth if you are scottish (!). Otherwise, it only has a chance of improving when a city rebel or riots. So to get to the highest level, you need to be born scottish and score the 4% chance,
then endure 7 rebellion or riots at 20% and 10%. Oh, princesses can get it genetically, but not generals...

Authoritarian is in the same bag as Discipline and rabblerouser.

Religionstarter, the hidden trait that together with loyaltstarter affects the base values of piety and loyalty, was completly broken. I fixed it in my mod so all generals now start with a piety rating of 3 instead of 0.

There are lots more errors and quirks. Princesses only get traits if their dad had one, e.g not even a tiny tiny chance of being handsome or smart if dad didn't have those traits. Despite having a long list mailed to them when they released the data files pre-patch, CA didn't have time/didn't bother to fix even the most glaring ones (like religionstarter).

Shahed
12-17-2006, 19:36
Agreed on all points.

A trait manager, which allows you to manage traits is needed. Failing which a complete modification of the VnV system is needed.

Foz
12-17-2006, 19:56
Thought-provoking and interesting post, the_foz. I don't know if CA's design team got together and said, "how can we make a deep statement about the human condition". But then again, you never know.

This could lead way off track to a discussion of idealism and heroicism in computer games, and what that says about the needs of society. But we'll leave that for some doctoral candidate ~:)

LOL! Good call, that could get real messy :beam:


Wow that was a great post by the_foz, and I totally agree with it.

I have to agree though that the way traits are in the game it's just absurd. I'll tell you what it is, it's an artificial attempt to make the game harder, that's all it is.

It does seem to be an attempt at making the game harder, but I also consider that all evidence points to them rushing the game to market before having the chance to correctly playtest it (note the various problems with things having no trigger conditions, and some very obvious bugs that it should've been easy to notice with any amount of play like the 2-handed weapon thing), and I'd have to say the traits is another big piece of evidence that seems to fall in line with that thinking. So, it's hard to really conclude whether it's due to being planned this way or from simply never being examined at all after the initial attempt to code it.


@the_foz : I'm thinking exactly the way you do, and don't want to make it any easier to get away from bad traits, but dopp is right in saying the good traits are, on the whole, really absurdly hard to get.

This is probably the closest to my view of the game. I really like the frequency of bad traits since it reflects the humanity of the people (though some are too vicious in impact), but upon further consideration it is too difficult to get any good traits at all. You shouldn't be able to have a governor turn a backwater town of 15 people into a roaring center of commerce, religion, education, and society without a single good trait to show for it, yet it frequently goes this way... The man almost HAS to be good at something after overseeing such a huge undertaking. The good traits also seem to be a less powerful than bad ones.

I'd really like to see it that anything a guy does that would normally count toward a particular trigger, instead now counts toward a good_trait trigger - then when he hits the right point total, he earns a new good trait. You could roll the trait based on what percent of his trait points are in each category. So for instance lets say he's built a road, a warehouse, 2 churches, and a mine, and has now built up enough points to receive a good trait. Maybe that corresponds to 2 points in the trading line, 2 in the religion line, and 1 in mining. Then you could say he gets a 40% (for 2 of his 5 trait points) chance to receive a trade-boosting trait, 40% (again 2 of 5) to receive a religious boost, and 20% (1 of his 5 points) to become good at mining. This way you don't have to wait forever to have any good traits, everyone would get some - but even with the same build order, different governors would get different traits, just with more likilihood toward areas their town has been focusing on.

Alternately, you could simply award the trait that's in the point lead at that time, breaking any point ties randomly. This would lead to more predictable traits, but probably requires a lot of work in tuning the trait point system so they are exactly point-balanced and thus build order determines traits in a logical fashion. I'm not as big a fan of this implementation as it probably tends to make cookie-cutter characters.

For a solution to the good vs bad balance, I'd suggest the same chances of bad traits occurring as is coded, but make them less severe as needed, and make the breakpoints for good traits more achievable (possibly as outlined above) so they can actually start turning up - this allows people with realistic sets of good and bad facets in the game, while fixing the balance issue and allowing them to still be useful.

I am unsure if it's possible to accomplish exactly what I outlined on our end of things, but from what I've heard people saying about modding the files, it actually might be.

TinCow
12-17-2006, 20:03
Trait analysis threads merged.

Shahed
12-17-2006, 20:17
:beam:
It does seem to be an attempt at making the game harder, but I also consider that all evidence points to them rushing the game to market before having the chance to correctly playtest it (note the various problems with things having no trigger conditions, and some very obvious bugs that it should've been easy to notice with any amount of play like the 2-handed weapon thing), and I'd have to say the traits is another big piece of evidence that seems to fall in line with that thinking. So, it's hard to really conclude whether it's due to being planned this way or from simply never being examined at all after the initial attempt to code it.

Agreed.

The effect is though, that the game is made artificially harder, and less playable.


I am unsure if it's possible to accomplish exactly what I outlined on our end of things, but from what I've heard people saying about modding the files, it actually might be.

It is possible. What we need is a simple trait manager, this allows us to give the traits we want. Each of us will have differring views on what and how the traits should be allocated.

A trait manager will give each individual the ability to RPG-style create his characters on adoption, coming of age, and during his life.

Failing which a complete and comprehensive mod to the trait system. Wow I love repeating myself.

:smash: :clown:


Trait analysis threads merged.

Nice !

Fisherking
12-17-2006, 21:54
I don't know about anyone else but I have great difficulty building the higher tech buildings so that all negative effects on taxes are strongly felt.

My family members seem to develop the very worst of traits from the start of a campaign. Adopted generals spending one turn in a settlement will have tax farmer. Any one borne post 1182 is useless. The traits can not be undone.

I have had a few generals with positive traits but their line always dies out...

It is not LUCK! It is much too consistent. It either needs fixed or disabled...which is a shame because you can see all of the work that went into the system. It is just a shame that it is so flawed.

I hated it in RTW and I still hate it!

I don't think any of it is due to rushing the game. The team had a drop dead date that they always knew. These things are a fact of life. There are aspects and depths to this game that are amazing. But there are also things that few of us like or appreciate. "You can tell where I stand on this one."

Niccolo Machiavelli
12-18-2006, 00:25
Generally speaking, I wolud agree to the foz, so what rather should be adjusted is the way a city is managed if it doesn't have a gouvernor - sure - there are some obvious flaws as pointed out by dopp, but to really balance things, some of the mohst obvious flaws should be fixed, but before taking on the &#180;"everyone can be a hero and will become great some day" attitude most computer games have nowadays, settlements without a governor should receive far harder cut backs on income, order etc.. than those without any.

On a side note - I've never tried to make one of the chivalric guys become king - I tend to send those on a lonely voyage on a kog, fighting rebels, since I deem chivalric do-gooders as kings as extremely idealistic and wrong - fantasy crap.

If accounts of successful kings like that appear to exist in history, it is because they were thorough enough to kill everyone not mentioning otherwise...

Darkmoor_Dragon
12-18-2006, 01:01
I think that adding in new ancillaries such as with rawghis heraldry mod is also a good way to counter many of the negative potential issues: giving the player assignable ancillaries usch as +loyalty + law +commerce helps the player determine the usefulness of a general EVEN if they do pick up the odd negative trait.

It also creates a situation where you can move the general with the negative trait out of the city into a combat role and transfer his "title/herald" to the incoming new governor. If the ancillaries are done with respect to the "pseudo-historical" background of the city in question then they can be quite dynamic ( and so long as you keep the numbers of them low {1 instance only} they wont become overpowering)

Fisherking
12-18-2006, 10:13
You know it is not that they pick up the odd negative trait here or there. It is more the issue that family members are borne with the worst of hereditary traits, meaning that those borne in the same line are basically cursed for the remainder of the campaign.

In a new campaign I took every precaution to insure that new generals pick up no additional traits...But you can't stop them being borne corrupt or extravigant...which they are...even though their father was not...now some of these things are supposed to block others but they seem to loose the better traits and be borne with undesirable ones.

I admire the effort put into the system, but it sure as #*§@ needs some tweaking.

I enjoy the game over all but this is a bit of a boil on the rear as far as I see the it. One dose not need perfect generals but with most traits being hereditary the end result is easily predictable.

John Johnston
12-18-2006, 11:20
Generally speaking (boom-boom!) I don't have problems with negative traits, and those I do get don't really make an awful lot of difference (for instance, 5% tax hit? Who cares!). I agree that there seems to be a lot of brokenness about the VnV system at present, but I find that with a few straightforward precautions - such as not leaving generals in cities that have the "Brothel" line of buildings built, setting taxes to "High" whenever possible (rather than "Normal" or "Very High"; "High" seems to accrue very few negative traits) and just generally keeping the buggers active, out-and-about, going round conquering places and slaughtering rebels.

Some of the factions have very useful faction-specific buildings (eg. the French "Theatre" line, or the Moorish "Racing Track" line) which net your generals very useful traits and ancillaries, too.

Kobal2fr
12-18-2006, 12:51
Stuff. Lots of stuff.

I'm working on CherryVanilla (i.e. bug-fixed but not heavily modded) traits+ancillary files that are very close to public release version. All of these problems I have fixed, except for the ReligionStarter thing (can't understand why it doesn't work, it's certainly triggered a bunch of times :/ ) (EDIT : Dang dopp, you're good. It was so obvious, yet I still missed it somehow. Thanks a million !), but I think I found a way around it anyway.

But there are a few things here that are not bugs per se IMO :

BoringSpeaker has no stats effect, that is true, but : 1) it has a funny effect on pre-battle speeches. Boring Speakers give speeches like "Ah, yes, errr, um, this is not going to be pleasant lads ! But err.. umm...you know...it's like...err...go at it, right ?!" and 2) it's an anti-trait to InspiringSpeaker.

Slothful, PublicAtheism : they have triggers, and are (or I made them ? Not 100% sure) self-perpetuating, so they work. Not all traits should be seen all the time. PublicAtheism has very high thresholds for 2 reasons : it's a VERY bad trait, and it was unheard of in the dark ages. The first Humanists since the Greek/Roman philosophers cropped up in the 17th century IIRC. I did make Energetic run in the family same as Slothful, and gave chances for lazy fathers to have energetic sons and vice-versa though, since sloth is a mental and not physical trait.

PublicFaith is indeed a bit weird. Oh, and the birth triggers are when there is a cathedral/jama in your whole faction, not in town. But I gave it a trigger so that staying in town with an church/church_o/masjid or better gives 5% per turn to increase it nevertheless (5% more for cathedral or better), since Piety has no legacy and is hard to get any other way (save for surviving Inquisitors, and we all know how all too common that is :) )

PoliticSkill is A-OK. Can't get it a birth, but triggered by your actions and passed down. Hard to get, but works.

RabbleRouser, Authoritarian and Disciplinarian, again, A-OK. Again, hard to get, but you can get them if you work at it.

Bad Disciplinarian : made self-perpetuating, it works just fine. Rare, sure, but it works.

That said, good find on the Good/Bad Ambusher thing, this had gone under my radar. I copied the relevant triggers from BI, they should work just fine.

seneschal.the
12-18-2006, 17:19
Kobalt2fr,

Thank you for your input!

I agree that some things are not bugs, just odd. there are plenty of traits that you can not increase, yet there are levels for you to reach. Some are matters of taste, but there is no question that the VnV system is quite broken.

Another problem is the traits you can not ever get rid of or gain normally. You can only be slothful if you are born with it, an adoption in the family or your dad passes it along. It is selfperpetuating, just as I wrote, but there is nothing that triggers is beside that. there is no way to redeem yourself of sloth (or being less energetic). You are simply screwed. When you marry or become a father certain bad traits have a chance of going away, which is a very cool thing. But some traits you are just doomed by having.

Public atheism is not self-perpetuating. It is only at random birth or genetics. So you can, if you are very unlucky, get two points which is exactly the threshold you need to be level 1 AND not being able to go back (anti-trait is public faith). So once you have a public atheist general, he is one forever. Nor can he get any worse!!?

etc.

I have a small mod that tweaks and changes vnv's:

https://forums.totalwar.org/vb/showthread.php?p=1354919

Feel free to input. At first I felt I would only "fix" the broken triggers (like bad ambusher, tactician etc etc) but many traits annoyed me as way to easy to get, and the No Going Back level can be reached quickly in some cases, thus making your 25 year old son complete inept at both governing and commanding.

I also have no real interest in magic things "historical", just balanced and more, IMO, fun.


Regarding theatres ("very useful traits and ancillaries" :))

Theatres do this, unmodded, every turn:

Affects Aesthetic 1 Chance 5
Affects Epicurean 1 Chance 5
Affects ExpensiveTastes 1 Chance 5
Affects Cultured 1 Chance 15
Affects Drink 1 Chance 3


AcquireAncillary actor chance 5 (+1 popularity)
AcquireAncillary musician chance 10 ( Effect TroopMorale 1
Effect LocalPopularity 2 )

Sure, you can get some usefull stuff. But the bad stuff... sheesh.

2 points of aesthetic means you lose -1 command. And no going back. 4 points is -2 command, -1 bribr and -1 squalor ), 8 points is -3, -2, -2. It is also triggered, unmodded, by tons of other buildings. Oh, and it is self-perpetuating. Rules you out as a commanding general.

Expensive tastes is a doom for any governor. Bunch of triggers, self-perpetuating ofcourse. It has three levels, each only requiring 1 point of increase! So its level 1 at 1 point, 2 at 2 points and l3 at 3 points. Level 2 is no going back. 3 points gives you , Construction -15 ,TaxCollection -30, Effect Squalor -2.


Sure, theatres are useful. For the city. Leaving a general thers is to invite him to become a corrupt inept governor or a poor general.

Again, just as in Rome really, the best way for vanilla M2TW is to keep the generals in ships until you need them. A fully upgraded castle can also be useful if you want to take a gamble on then getting the engineers etc. before bad traits.

Shahed
12-18-2006, 17:50
Race tracks give positive ancillaries I think. I've been getting a few quartermasters with some guys just sitting in cities with racetracks. Just to add to the above.

Good work guys.

seneschal.the
12-18-2006, 18:24
Racetracks have a 10% chance of giving you a point of HorseRacer, but there is no ancilliaries connected to it.

For Quartermaster, you need an army barracks (or higher) and a command rating of 3 or more. You have a 20% chance each turn.

Hosakawa Tito
12-18-2006, 18:37
Just a question from a pc challenged individual: where do I extract this to, exactly? The MED2 main folder?

seneschal.the
12-18-2006, 18:44
If you mean my mod, then extract the files to the mainfolder\data.

E.g. c:\program files\SEGA\medieval II Total War\data


Then make a batch file (create a new file, text file, with extension .BAT) with one line of text:

medieval2.exe --io.file_first

Whenever you want to run with altered files run the bat file, when you want to run vanilla run the standard medieval2.exe.

Shahed
12-18-2006, 18:49
Racetracks have a 10% chance of giving you a point of HorseRacer, but there is no ancilliaries connected to it.

For Quartermaster, you need an army barracks (or higher) and a command rating of 3 or more. You have a 20% chance each turn.

Thanks. Yes I have those almost everywhere, that explains it.

Hosakawa Tito
12-18-2006, 19:11
Thank you kindly, seneschal.

seneschal.the
12-18-2006, 20:25
Okey, so I figured I'd do some work before vacation kicks in (YES!).


Formatting is a bit odd cause i used a external texteditor. Sorry.

So, part 1 of...


THE BIG LIST OF TRAITS!


Self-perpetuating = Every turn, no matter what he does, how little or much he moves, where he is, on land or on sea the general has 4% chance of picking up 1 point if he already has 1. Yay.


Note that "or higher" works even if there is a specific trigger for the upgraded building.
E.g, in a city with a pleasure palace you get two checks at 3% each turn for Girls.



-------------------------------------------------------------------------------------
GoodCommander
-------------------------------------------------------------------------------------
Character: General

Buildings: NONE

Events:
*Victory in battle with Battleodds <2.25 gives 1 point everytime.
*Adopted generals have 33% chance of 3 points.
*Adopted generals have 80% chance of 1 point.
*Worthy-of-Marriage generals have 33% chance of 3 points.
*Worthy-of-Marriage generals have 50% chance of 1 point.
*Coming-of-Age gives the general 4% chance of 1 point.
*Men-of-the-Hour gets 1 point automatically.
*Men-of-the-Hour have 80% chance of 1 point.
*Men-of-the-Hour have 50% chance of 1 point.



-------------------------------------------------------------------------------------
BadCommander
-------------------------------------------------------------------------------------
Character: General

Buildings: NONE

Events:

*Loss in battle with battleodds >1.5 has 50% chance of 1 point.
*Coming-of-Age gives general 2% chance of 1 point.



-------------------------------------------------------------------------------------
GoodAttacker
-------------------------------------------------------------------------------------
Character: General

Buildings: NONE

Events:

*Crushing victory in non-siege battle as attacker with odds >=0.5 <1.5 gives 1 point.
*Clear victory in non-siege battle as attacker with odds >=0.5 <1.5 gives 1 point.
*Adopted generals have a 17% chance of 2 points.
*Worthy-of-Marriage generals have 17% of 2 points.
*Coming-of-Age gives the general 4% chance of 1 point.
*Men-of-the-Hour have 17% chance of 2 points.



-------------------------------------------------------------------------------------
BadAttacker
-------------------------------------------------------------------------------------
Character: General

Buildings: NONE

Events:

*Crushing loss in non-siege battle as attacker with odds >=0.5 <1.5 has 50% chance of 2 points.
*Clear loss in non-siege battle as attacker with odds >=0.5 <1.5 has 50% chance of 1 point.
*Coming-of-Age gives general 2% chance of 1 point.



-------------------------------------------------------------------------------------
GoodDefender
-------------------------------------------------------------------------------------
Character: General

Buildings: NONE

Events:

*Crushing victory in non-siege battle as defender with odds >=0.5 <1.5 gives 2 points.
*Clear victory in non-siege battle as defender with odds >=0.5 <1.5 gives 1 points.
*Adopted generals have 17% chance of 2 points.
*Worthy-of-Marriage generals have 17% chance of 2 points.
*Coming-of-Age gives the general 4% chance of 1 point.
*Men-of-the-Hour have a 17% chance of 2 points.



-------------------------------------------------------------------------------------
BadDefender
-------------------------------------------------------------------------------------
Character: General

Buildings: NONE

Events:

*Crushing loss in non-siege battle as defender with odds >=0.5 <1.5 has 50% chance of 2 points.
*Clear loss in non-siege battle as defender with odds >=0.5 <1.5 has 50% chance of 1 point.
*Coming-of-Age gives the general 2% chance of 1 point .



-------------------------------------------------------------------------------------
Drink
-------------------------------------------------------------------------------------
Character: General

Buildings:

*A non-moved general in a city with a brothel or higher has 5% chance of 1 point.
*A non-moved general in a city with coaching house or higher has 5% chance of 1 point
*A non-moved general in a city with a theatre or higher has 3% chance of 1 point.

Events:

*Adopted generals have 8% chance of getting 1 point.
*Worthy-of-Marriage generals have 4% chance of 1 point.
*Coming-of-Age gives the general 30% chance of 1 point, if dad had 1 or 2 points.
*Coming-of-Age gives the general 30% chance of 1 point, if dad had 3 or 4 points.
*Coming-of-Age gives the general 30% chance of 1 point, if dad had 5 or 6 points.
*Coming-of-Age gives the general 2% chance of 1 point.
*Coming-of-Age gives a french general 4% chance of 1 point.
*Coming-of-Age gives a danish general 4% chance of 1 point.
*Men-of-the-Hour have a 8% chance of 1 point.
*Marriage gives the general 5% chanec of 1 point.
*Becoming a father gives the general 5% chance of 1 point.
*An attempt on his life gives the general 20% chance of 1 point.
*A non-moved general has in every city a 1% chance of 1 point, if Randompercent > 90. (?)
*Self-perpetuating.



-------------------------------------------------------------------------------------
Feck
-------------------------------------------------------------------------------------
Character: General

Buildings: NONE

Events:

*A non-moved general outside a city has 1% chance of 1 point, if randompercent > 60%.
*Coming-of-Age gives the general 10% chance of 1 point, if dad had >=1 point of Prim.
*Coming-of-Age gives the general 2% chance of 1 point.
*Coming-of-Age gives scottish generals 4% chance of 1 point.
*Self-perpetuating.



-------------------------------------------------------------------------------------
Arse
-------------------------------------------------------------------------------------
Character: General

Buildings: NONE


Events:

*A non-moved general has in every city a 1% chance of 1 point, if Randompercent > 90. (?)
*Coming-of-Age gives the general 1% chance of 1 point.
*An adoption in the family gives the general 1% chance of 1 point.
*Self-perpetuating.



-------------------------------------------------------------------------------------
Girls
-------------------------------------------------------------------------------------
Character: General

Buildings:

*A non-moved general in a city with coaching house or higher has 3% chance of 1 point.
*A non-moved general in a city with public baths or higher has 3% chance of 1 point.
*A non-moved general in a city a pleasure palace has 10% chance of 1 point, if he does not
have 1 point in Upright or Prim.

Events:

*A non-moved general has in every city a 1% chance of 1 point, if Randompercent > 90. (?)
*Coming-of-Age gives the general 20% chance of 1 point, if dad had >=1 point.
*Coming-of-Age gives the general 2% chance of 1 point.
*An adoption in the family gives the general 5% chance of 1 point.
*Marriage gives the general 2% chance of 1 point.
*Becoming a father gives the general 5% chance of 1 point.
*An attempt on his life gives the general 20% chance of 1 point.
*Self-perpetuating.




-------------------------------------------------------------------------------------
Sobriety
-------------------------------------------------------------------------------------
Character: General

Buildings: NONE

Events:

*Adopted generals have 12% chance of 1 point.
*Worthy-of-Marriage generals have 12% chance of 1 point.
*Men-of-the-Hour have 12% chance of 1 point.
*Coming-of-Age generals with a father having 1-2 points has 50% chance of 3 points.
*Coming-of-Age generals with a father having 3-4 points has 75% chance of 9 points.
*Coming-of-Age generals with a father having 5-6 points has 90% chance of 18 points.
*Marriage gives the general with >=2 points of Drink 80% chance of 1 point.
*Marriage gives the general with >=3 points of Drink 60% chance of 2 points.
*Marriage gives the general with >=4 points of Drink 40% chance of 4 points.
*Marriage gives the general with >=5 points of Drink 20% chance of 8 points.
*Marriage gives the general 5% chance of 1 point.
*Becoming a father gives the general with >=2 points of Drink 80% chance of 1 point.
*Becoming a father gives the general with >=3 points of Drink 60% chance of 2 points.
*Becoming a father gives the general with >=4 points of Drink 40% chance of 4 points.
*Becoming a father gives the general with >=5 points of Drink 20% chance of 8 points.
*Becoming a father gives the general 5% chance of 1 point.
*Self-perpetuating.



-------------------------------------------------------------------------------------
GoodAmbusher
-------------------------------------------------------------------------------------
Character: General

Buildings: NONE

Events:

*Coming-of-Age gives generals 2% chance of 1 point.



-------------------------------------------------------------------------------------
BadAmbusher
-------------------------------------------------------------------------------------
Character: General

Buildings: NONE

Events:

*Coming-of_Age gives generals 2% chance of 1 point.




-------------------------------------------------------------------------------------
Disciplinarian
-------------------------------------------------------------------------------------
Character: General

Buildings: NONE

Events:

*Adopted generals have 17% chance for 2 points.
*Worthy-of-Marriage generals have 17% chance for 2 points.
*Coming-of-Age gives the general 4% chance of 1 point.
*A riot gives the general 10% chance of 1 point.
*A rebellion gives the general 15% chance of 1 point.
*Men-of-the-Hour have 17% chance of 2 points.




-------------------------------------------------------------------------------------
BadDisciplinarian
-------------------------------------------------------------------------------------
Character: General

Buildings: NONE

Events:

*Coming-of-Age gives the general 2% chance of 1 point.




-------------------------------------------------------------------------------------
GoodSiegeAttacker
-------------------------------------------------------------------------------------
Character: General

Buildings: NONE

Events:

*Clear or better victory in a siege with battleodds <2 gives the general 1 point.
*Adopted generals have 17% chance of 2 points.
*Coming-of-Age gives the general 2% chance of 1 point.
*Men-of-the-Hour have 17% chance of 2 points.




-------------------------------------------------------------------------------------
BadSiegeAttacker
-------------------------------------------------------------------------------------
Character: General

Buildings: NONE

Events:

*Clear or higher loss in a siege as attacker with battleodds >1.2 gives the general 1 point.
*Coming-of-Age gives the general 2% chance of 1 point.




-------------------------------------------------------------------------------------
GoodSiegeDefender
-------------------------------------------------------------------------------------
Character: General

Buildings: NONE

Events:

*Clear or better victory in a siege as defender with battleodds <1.7 gives the general 1 point.
*Coming-of-Age gives the general 2% chance of 1 point.




----------------------------------------------------------------------------------
BadSiegeDefender
-------------------------------------------------------------------------------------
Character: General

Buildings: NONE

Events:

*Clear or higher loss in a siege as defender with battleodds >1 gives the general 1 point.
*Coming-of-Age gives the general 2% chance of 1 point.




-------------------------------------------------------------------------------------
Brave
-------------------------------------------------------------------------------------
Character: General

Buildings: NONE

Events:

*Any battle when the general lost >0.3 of his total hitpoints gives 15% chance of 1 point.
*Any battle when the general lost >0.5 of his total hitpoints and killed >6 enemies gives 60% chance of 1 point.
*Any battle when the general killed >8 enemies and does not have 1 point in BattleChivalry or BattleDread
gives 20% chance of 1 point.
*Any battle when the general killed >8 enemies and does not have 1 point in BattleChivalry gives 20% chance
of 1 point.
*Any battle when the general killed >8 enemies and does not have 1 point in BattleDread gives 20% chance
of 1 point.
*Adopted generals have 17% chance of 3 points.
*Worthy-of-Marriage generals have 17% chance of 1 point.
*Coming-of-Age gives generals with a father having >=1 point Coward have 20% chance of 1 point.
*Coming-of-Age gives generals 8% chance of 1 point.
*Coming-of-Age gives english generals 4% chance of 1 point.
*Coming-of-Age gives french generals 4% chance of 1 point.
*Losing a battle and the general loses >0.3 of his total hitpoints gives 15% chance of 1 point.
*Any battle when the general killed >6 enemies gives 10% chance of 1 point.
*Any battle when the general killed >8 enemies gives 20% chance of 1 point.
*Any battle when the general killed >8 enemies and does not have 1 point in BattleChivalry gives
the general 20% chance of 1 point.
*Any battle when the general killed >8 enemies and does not have 1 point in BattleDread gives
the general 20% chance of 1 point.
*Men-of-the-Hour have 17% of 3 points.

Foz
12-19-2006, 02:13
Thank you very much seneschal! It's a bit of work to read through, but it'll definitely be nice to have it for reference in case I'm on the forum somewhere other than at home. Did someone say... at work? LOL. Shhhh, don't tell my boss! :beam:

dopp
12-19-2006, 13:50
I'm sorry. The pages to this thread never load completely so I can't read half of what is posted. Is anyone else having problems with this forum?

@kobal2fr: PM me if you need my traits file. I try not to change too much, I just remove the more obvious bugs and balance things out. I have tested 2 full campaigns with it and am pretty satisfied with how the traits were distributed.

Even with my changes I don't exactly have superhero characters. Every character has at least two flaws. My king and heir are both totally insane lewd harsh rulers. Three other governors are paranoid (too many assassins going around). I have 2 drunks (one's my king), 2 sloths, 1 catamite, 2 bad taxmen, 1 boring speaker, 1 coward, an atheist, 2 careless (about personal security) and plenty of ugly wives and "cruel and cunning" traits. Once the random birth generators start kicking in you'll be wading in flaws aplenty, since most of them are genetic. That's why I removed/tweaked the corruption/luxurious/sittingintown triggers, otherwise you'll end up with too many.

The problem with the settlement triggers is a) you can't do much about them unless you don't want to govern and b) you eventually end up with the same set of bad traits for every single family member in your empire. Every campaign I ever played in vanilla RTW would see all the governors with the same set of bad traits at maximum level, which would comprehensively deprive them of every useful function; command 0, -4 morale, management 0, -30% to all income, influence 0, +6 unrest. What on earth am I supposed to use them for? The generals in comparison were pretty good, but since their fathers were often governors they inherited a lot of bad traits from them.

@Darkmoor Dragon: BI had titles (ancilliaries) that characters could pick up if they had the appropriate stats. The titles were unique so only one character could have them at any time. Don't know if it could be tied in to regions like MTW's were, but you could have it like TWC's peerage system. One trick would be to create the titles on the faction leader every turn and let him "distribute" them to worthy generals. Of course, he might keep them all and turn into some sort of demigod with all those different bonuses...

With regards to some of the missing traits/triggers, I seriously suspect it's leftover code from RTW. PoliticsSkill and LogisticalSkill had proper triggers back then.

Someone was saying that M2TW doesn't recognize new triggers, can anyone confirm this? I converted the undesirable triggers into new ones for my own traits file, but I don't know if adding new ones will work.

Kobal2fr
12-19-2006, 14:49
Well, I made my own as you can see in my new sig :beam:, but I'm curious as to how you've managed to not have the same bad traits over and over. Do you just rely on random_birth for them, or did you make new sets of effects for settlements ?

I did change the most often seen traits a bit - Prim counters Arse and Girls, Arse and Girls can trigger Prim in son, Sloth can trigger Energetic in son and vice versa. Not sure about Lewd, but then it doesn't have much of an effect IIRC, only on Authority and Security.

Oh, and that bit about new triggers not working is tosh - first thing I did to check wether my file was taken into account or not was adding a test trigger at the end of the file with a new name giving every general madness 10 at the end of each turn. Sure enough, in 1081 every one on the map was "suchandsuch The Mad".

Kraxis
12-19-2006, 16:24
I have made Lewd cause princesses to have a chance to become Passionate. Seems somewhat appropriate since their father wuold be talking about sex a fair deal, possibly pushing them along.

That is a fairly good trait for Princesses, but bad in it's ultimate form.
Also made it a low chance for progression when you have it. And have added Dyke as a quite small chance on coming of age. Seems only fitting that some women would be gay, even then. And at first level it is actually positive (I suppose she is experimenting making her more interesting).

And I'm planning on making a starter charm trigger as well, so that all princesses have 2 charm from the beginning. That should make them a bit more useful.

Kobal2fr
12-19-2006, 16:56
@Kraxis : that's not Passionate. Passionate is 1/2/3 Charm +1 Fertility, with a "Oh my dear husband how I love thee, let me count the ways !" theme. You're thinking of Unchaste (IIRC). Unchaste is the one that starts well and ends up with "Wanton Slut" or something like that, with a 1/2/-2 charm scale. Also makes the happy groom instant cuckold :laugh4:.

Dyke I gave at birth 3%, and self-prop so that it'll always start innocently enough, yet you never know when the other shoe's going to drop.

for princess_init, I used the same pattern as diplomats, ie trigger 1 NaturalPrincess 1 100, trigger2 NaturalPrincess 50, trigger3 if NaturalPrincess=2 then NaturalPrincess 50.

So 100% chance for 1 Charm, 50% chance for 2 Charm, 25% for 3.

I also gave them 50% GoodPrincess, but DesperateWoman over-time (2% per turn. "Agnes, you're 53 and unmarried. Face it : you're stale !" :laugh4: ), and upped GoodPrincess thresholds (were 1/2/3/4, made 1/2/4/6 like diplo skill)

Kraxis
12-19-2006, 17:43
I actually took Passionate since it didn't have any trigger, then tried to find a proper fathertrait to fit to it. And one could imagine that a woman with a lewd father being passionate. She wouldn't inherit his foul mouth but rather grow up following society, but definately taking the opportunity when it presents itself.

Anyway I took your FIXER and changed a few things as to fit my game. Thoguh not this.

Darkmoor_Dragon
12-19-2006, 19:17
:smash:

Order please, and listen up! emotional plea about to ensue:


With all due respect to those who think that the game (governors) should be some form of mirror for socially inept despotic arse bandits please do remember that this is a GAME, more importantly that the Traits and Ancillaries are, by design, an RPG element of the game.

Very simply that means that you should be able to decide how you build your empire with resultant effects upon the population and governors.

If you cannot build up governors of specific traits then what is the point of this element of the game?

Seriously, just sit back and consider why we even have traits in the game (from oMTW) and then look at how they are used now - they are entirely different; now we simply have something used to make the middle to end game more difficult.

The RPG element, and how YOU want to build your empire, has gone completely - its now dictated to you by the game - and it dictates it so in an attempt to remedy issue with middle-to-late game ease.

The *theoretical* application of Traits and ancillaries, as a proper RPG elements of the game, should simply follow how you build your towns/castles and empire.

Going further into the fundamentals one should realise that because of the way M2TW has been put together you have extreme difficulty making any rational alternate forms of towns or castles, particularly towns:

You simply cannot have lawful towns with relevant cultural elements and an absence of lawless or anti-culture elements because the dynamics of the game have shifted toward it being requisite to have *all* buildings in every town to counter squalor.

You almost *must* have the tavern/pleasure palace and other buildings that we know generate negative traits - OR the absence of those buildings generates OTHER negative traits.

It's a catch-22 which forces a degenerative family tree upon the player and eradicates any really element of social engineering and RPG.

In reality they've removed most of the options, but hidden that fact in the code.

- - -

IF VnVs and the buildings were properly developed to give legitimate RPG futures to towns, governors and an entire faction then you would see far, far more alternatives: You wouldnt be forced to build a tavern to produce spies but would have an alternative - and that alternative should have a pay-off.

Sadly CA are becoming more and more fixated on introducing complexity into their code in a fundamentally flawed methodology on how to keep the game interesting beyond a certain size of empire.
If they could just get over that and introduce true options for this RPG element of the game then they would find a lot more alternative methods for doing the same, without *forcing* the player down an avenue of "same-oh, same-oh" degenerative empires.

There is *nothing* realistic about England conquering half the world by 1580 so lets forget the cries of "its not historical" and actually allow the gamer to create an enlightened, lawful, happy NON-sexually depraved empire.
Sure, make it so they pay a penatly for doing that BUT at least give us the flipping option - dont just ram YOUR vision down our throats by forcing heavy-handed over-bearing negative traits on us from buildings that we are virtually obliged to build in any case.


So, PLEASE - somebody mod the game with some actual gameplay alternatives in it, not just thinking CA's way of doing it is *right*, but just a little heavy-handed: because i respectfully submit to you all that it simply isn't the right, fun or dynamic way to do things.

:help:

Kobal2fr
12-19-2006, 20:15
You almost *must* have the tavern/pleasure palace and other buildings that we know generate negative traits - OR the absence of those buildings generates OTHER negative traits.

Not true.

Walls+Churches+Barracks+city_hall all give order bonuses, no bad traits (only a loyalty drop for high Command generals parked in high walled cities/castles, and a loyalty rise for low-command commanders parked in said high walled cities/castles, as in vanilla). Garrison *alone* can trump any squalor (since it's now capped at 80%, same as garrison). Inns and culture happy buildings are the easy way - they cost much less than beefed up garrisons for the same result. Since they are easy, they come with penalties. You could get the same effect they have for a turnly upkeep instead of flat building cost. The increased garrison cost is the offset for avoiding bad traits.

If you don't build inns+culture happy places, the only bad traits triggers are :

- sitting_in_town : 1% for a bunch of bad traits. Fair enough, there are positive traits triggered by good governing (broken, I'll gladly grant you that, but easy to fix - you just have to adjust existing thresholds and triggers a bit), by marriage/fatherhood, or by having a father with said bad traits (for half of them in vanilla, all except Gambling in my cherryvanilla fix).

- having your city riot/rebel : OK, that's a bit of a gamble, keeping high taxes + low happiness to get GoodTaxman can backfire. And then again there are usefull traits to be gotten in a riot, and rebellion can lead to sacking/crusading.

- having merchant_quarter : Chance to get Epicurean, which is balanced : better trade, worse bribe_resist. High chance to get GoodTrader, which is pure positive. Chance to get ExpensiveTastes : pure bad, but low chance. Also reduces squalor, which offsets penalties a bit, and can trigger Cheapskate in son, which is good-ish. Chance to get Aesthetic : horrid for commanding troops, but lowers squalor, so good for a pure governor. Chance to get Gambling, which is horrid, but slow-building and un-passable to heirs.

You can avoid all this by building all markets but the last one.

- corruption : this is where I really, really don't get you guys. How can you *ever* have more than 50k at the end of a turn ? Build armies and garrisons ! Build useless stuff ! Make extensive navies ! Buy mercs ! Spam agents ! Give tributes to allies ! Bribe ! Buy regions for 40k ! How can having too much money ever happen ?!

That's it. That's all the bad trait triggers save from birth ones, and assassination ones.

Bad ancillaries will have to wait till I delve in the file, but apart from Pagan Magicians and Foreign_Fruitcakes, I have never seen many bad ones.


So, PLEASE - somebody mod the game with some actual gameplay alternatives in it, not just thinking CA's way of doing it is *right*, but just a little heavy-handed: because i respectfully submit to you all that it simply isn't the right, fun or dynamic way to do things.

That's what I had in mind for my fix : All blatant bugs are squashed flat, run over with a bulldozer, then set on fire. All non-birth bad traits are somewhat avoidable if you make the right governing decisions (that is to say : stay right clear of culture and inns if you intend to govern this town for long). All academic buildings are pure, 100% goodness. All good, governing exp traits have (hopefully) balanced triggers and thresholds. All non-physical/genetic bad traits I could think of can trigger the opposite in son (ie fertile will not trigger infertile, ugly will not trigger handsome, but sloth will trigger energy).

Darkmoor_Dragon
12-19-2006, 20:18
If you don't build inns+culture happy places, the only bad traits triggers are :

Precisely my point - thank you.


Garrison *alone* can trump any squalor (since it's now capped at 80%, same as garrison).

And, again, precisely my point - thank you.

A well educated, happy population does not need a full garrison to keep it in line does it?
Nor does a cultured population that likes the odd pint of beer 'automajically' turn en-mass into epicurean arse bandits.

Which is exactly my point - CA haven't allowed you any real room for social engineering at all.


What you should be asking yourself is - Why can I not build up good governors and a happy, cultured, reliably taxed, population that does not require a heavy military presence to keep them in line or turn into some other extreme of anti-culture?

One could easily ask - would such a civilisation produce (as) good generals, troops, spies and assassins (as a hedonistic, violent, alcoholic bunch of pederasts) , and your answer could well be: no, and that, from a gaming perspective, would be fair, just and entirely right AND, most importantly, dynamic.

Hopefully you will begin to see what I mean about lack of choice - you're looking to find choice and being conned into believing any is there.

Cultured, happy, evenly taxed, mercantile, non-militaristic population centres without heavy garrisons do not, and can not, exist (without induction of extreme penalties at some point and even not then in many instances).

Stand back, look at all the options then look at the inevitable, inexorable outcome of any and every civilisation in M2TW and you will suddenly see they are all the same and you have no real choice in that (at any significant level) whatsoever.

I'm not trying to preach or rant with this - but its just that CA have pulled a clever "Emporers clothes" and nobody is really shouting

"He's Nekkid by Geebus! Nekkid!"

Altering the various percentile chances of various VnVs really wont change that situation. You will still be locked into one single methodology of population engineering/management.

(and, please, lets have no historical armchairs involved).

See what I mean?

Foz
12-19-2006, 22:06
A well educated, happy population does not need a full garrison to keep it in line does it?
Nor does a cultured population that likes the odd pint of beer 'automajically' turn en-mass into epicurean arse bandits.

Which is exactly my point - CA haven't allowed you any real room for social engineering at all.
The simple fact is that military presence is required because without it, the people would not have put up with having a lord of any sort, nor would they have felt safe and secure from organized attacks like you want them to. Consider modern life as well here: all major countries maintain significant police forces and organized militaries, and could not function without them. Militaries may not be as visible to us today as they used to be, but if you take away a country's military, I guarantee people would still panic at the notion of being unprotected like the people do in this game, and likely turn much more readily to criminal and anti-government activities. So I would hold that military presence is historically significant in all contexts and times, in order to keep good order, lend authority in governing to leaders, and give the people a sense of security on a city- or nation-wide level.

Secondly, I will quckly correct your assumption that culture was primarily something for the masses. Rather, the higher elements of culture were primarily reserved for nobility and those of the highest social class, as they are typically the only ones able to afford such indulgences. Consequently they are suceptible to the negative impacts of such places, like you may be negatively impacted now by having a bar or strip club located in your city. That peasants are too poor to afford culture is of course due to the upper class (your governors, in part) exploiting them to no end, which is in turn the reason that your empire can make any money at all, which obviously is a goal.

Thirdly, I can't help but notice that you try to cut the game off from the historical facts and implications at every turn, as if they don't matter. If you haven't noticed, this is a HISTORICAL war game. The history is an integral part, and a part that most of us universally enjoy. If you can't handle that, you ought not be playing a historical war game, and should seek your fortunes in some other genre, as there are plenty of games that play similarly without incorporating historical themes and elements.

Darkmoor_Dragon
12-20-2006, 00:43
The simple fact is that military presence is required because without it, the people would not have put up with having a lord of any sort, nor would they */em yawn - big snip*....:

The 'simple fact' is that M2TW is a game, not a medieval sim.

But you are correct that I have no interest in arguing with wiki historians who insist on telling me "How it really was" and "why it must be like that in the game".

Foz
12-20-2006, 00:58
The 'simple fact' is that M2TW is a game, not a medieval sim.

But you are correct that I have no interest in arguing with wiki historians who insist on telling me "How it really was" and "why it must be like that in the game".
If you read even one line past that snip, you'd have seen that I immediately drew in present day circumstances, and explained that your issue isn't with history, it's with the nature of people. People need militaries, not history. Read it and respond with some useful argument this time, if you can.

Kraxis
12-20-2006, 01:09
Now now... this is not the place for rising tempers.

Martok
12-20-2006, 02:34
Agreed. Please dial it back a bit, folks. (You don't want me siccing my camels on you! :egypt:)

Darkmoor_Dragon
12-20-2006, 03:02
If you read even one line past that snip, you'd have seen that I immediately drew in present day circumstances, and explained that your issue isn't with history, it's with the nature of people. People need militaries, not history. Read it and respond with some useful argument this time, if you can.

I have nothing to argue about, your points have no relevance at all to my issue.

/em shrugs

buzzard
12-20-2006, 06:25
Good pickup guys. i was wondering why my royal family all were alcoholics and poor taxmen.

if my generals weren't out in the field, i tried to keep them in a city in the hope that they would pick up more followers.

i was also under the impression that the probability of the general having kids (if he is married) went up if he was in a city.

does anyone have any idea if this is correct?

Foz
12-20-2006, 07:13
@Darkmoor_Dragon: I understand why my arguments concerning history don't matter to you, and I'm okay with that. What I'm not sure about is why you feel the nature of the human race shouldn't matter in the game. I've been viewing the traits system as a way to make interesting yet realistic leader characters, and the tendency of settlements to revolt in the absence of control as another method of immersing users in the reality the game is trying to recreate. How have you viewed those things - as huge roadblocks, or perhaps as potential tools, or what?

I also completely understand how from a creative gaming standpoint, you feel boxed in, and the need to follow prescribed methodology is the biggest factor causing that for you. Just so we're clear, what exactly is it that you wish you had in this game? The ability to raise your society from its fledgling years in any way you see fit? The chance to raise a pacifist society based on exporting goods, or a society of completely ruthless criminals, at your whim? A tactical way to sculpt trait lines in family members? Or am I reading entirely too much into what you've said? And don't worry, I'm not gonna blast you: after some more thinking about what you might be getting at, I'm actually interested this time :yes:

buzzard
12-20-2006, 07:25
[QUOTE=the_foz_4I've been viewing the traits system as a way to make interesting yet realistic leader characters, and the tendency of settlements to revolt in the absence of control as another method of immersing users in the reality the game is trying to recreate. :yes:[/QUOTE]

i agree, i am a big fan of the traits part of the game, it gives the characters flavour. i have a chuckle when i see the degenerate lot my royal family have turned into.

Fisherking
12-20-2006, 09:25
M2TW is much more a game than a sim. Games may have historical events but you are not locked into repeating history. Therefore games sacrifice some history for the sake of playability.

The issues here are those of playability! Nothing is 100% sure...Brothels were a fact of life up until the first quarter of the 20th century in most English speaking countries. They are still facts of life in most countries, even 1st world countries. I don't find Germany or Denmark particularly degenerate.

While we could expect some members of a family to develop poor traits stronger personalities can resist. If one member of a family is poor with money it usually means that other members keep a close eye on them...not that they all inherit the trait.

Just because there is a strip bar two blocks away dose not mean that all of a family will flock there or that it totally destroys the fiber of the community. IMO high taxes would be more likely to inspire greed than poor spending habits, especially when the country is strapped for money. In the past with this series of games loads of money started corrupting nobles. This no longer does this seem to be the case. Just being in a settlement is corrupting. While this was a bit easier to swallow with RTW it is much less so in this period. While I can see these ruling families being disgusted with and having little regard for those they rule I doubt that either family or subjects would put up with it for an indefinite period. There is a lack of that natural reformer to rise to power in the game. Some of all of this needs to be toned down a bit for the sake of playability and player satisfaction or it will just loose audience.

No one truly wants to hate the faction they are playing. We all have at least a tiny spark of egalitarianism within us so we don't want to continue the downward spiral that lead to the end of monarchy in Europe within the frame work of the game and have nothing we can do about it.

I know that at points I would have started the Protestant Revelation several centuries early due to various popes.

I am an Historian, specializing in aspects of dark age and medieval history, I dare say far beyond the median age of most here, but I am also a gamer and games need to be more fun than frustrating.

I find the trait system frustrating. I think a few others do too.
I know that some enjoy a supreme challenge but this system is the same on E as on VH. IMO it could use a bit of work.

As it stands now it is much more frustrating than fun and forces the player to do some odd things. I liked being able to choose an intelligent leader and give him title to improve my treasury in MTW. When one went bad I could strip him of title or off him all together with an assain or simply disband the unit. In this system the only was is to send them on a suicide mission...something I find far outside the bounds of reality...if the man is not mad he is going to know what is happening to him and go over to the other side.

Rather than just complaining about what is wrong I would much rather find some way to improve it to a point were most are happy with it.

Von Nanega
12-20-2006, 10:12
The simple fact is that military presence is required because without it, the people would not have put up with having a lord of any sort, nor would they have felt safe and secure from organized attacks like you want them to. Consider modern life as well here: all major countries maintain significant police forces and organized militaries, and could not function without them. Militaries may not be as visible to us today as they used to be, but if you take away a country's military, I guarantee people would still panic at the notion of being unprotected like the people do in this game, and likely turn much more readily to criminal and anti-government activities. So I would hold that military presence is historically significant in all contexts and times, in order to keep good order, lend authority in governing to leaders, and give the people a sense of security on a city- or nation-wide level.

I agree with your assessment. New York City has thousands of police officers. In the Middle Ages police were non existant. The local lords soldiers did the policeing of the towns and local area. I think the garrisons in the town represent this well. That being said though, as stated in another post, I wish a little more social engineering was possible. I have taken to never leaving generals in cites because of the negative trait penalties. :thumbsdown:

Kobal2fr
12-20-2006, 11:52
While we could expect some members of a family to develop poor traits stronger personalities can resist. If one member of a family is poor with money it usually means that other members keep a close eye on them...not that they all inherit the trait.

Already happens. Firm morality counters girls and drink (and can even void some triggers). Honesty counters corruption etc...
Only the purely genetic traits like inbreeding, fertility, ugliness etc... Can not trigger anything positive in the poor son. Best he can hope for is be normal.

But all the morality traits, personnality traits should be able to trigger their opposite in son. It was somewhat the case in the original, I tried to make it the norm in my fix (I daresay I haven't missed one, but that's the thing about missing one : I wouldn't know :sweatdrop: )


No one truly wants to hate the faction they are playing. We all have at least a tiny spark of egalitarianism within us so we don't want to continue the downward spiral that lead to the end of monarchy in Europe within the frame work of the game and have nothing we can do about it.

But that's the thing, really. The feudal system was a *horrid* politic system. A bully system. These happy, cultured places Darkmoor talks about never existed. Even in the 17th century, the age of philosophers, the people were still very much slaves. They lived bunched up in cities where the upper standard of hygiene was to throw your faeces out the window instead of piss in the corner of the room, only a select few of them ever got rich, and those who did got richer and turned the others down, while the Church told them to sit down, shut up, you're not supposed to enjoy life. And then the philosophers turned up in the high levels of society saying "oooh well couldn't you lads be free ? Is this the best system you can think of ?". A thriving medieval city is just a mob waiting to happen, really. So it's normal and expected that it intrinsically generates high levels of unrest.

And the game doesn't even give you the option to make things better, because that's not the point at all. That's what civilization already does, in which you can build your empire solely on people's happiness for the beauty of scientific progress and betterment of mankind. But here, you can't switch to a Republic, it's feudal or nothing. Because TotalWar is all about building soldiers, and sending them to die in gorgeous 3D battles. That's it.

Everything else is just an end to this mean. Keeping cities happy is just a mean to keep them making money to make soldiers to make battles. Happy culture buildings are just panem et circenses, keeping the people occupied while we breed them, tax them to death and then recruit 'em as Militia...


As it stands now it is much more frustrating than fun and forces the player to do some odd things. I liked being able to choose an intelligent leader and give him title to improve my treasury in MTW. When one went bad I could strip him of title or off him all together with an assain or simply disband the unit. In this system the only was is to send them on a suicide mission...something I find far outside the bounds of reality...if the man is not mad he is going to know what is happening to him and go over to the other side.

Keeping the lad out of a city/castle he's been governing because he turned sour, how does that differ from stripping him of his titles ? If anything, the titles were weird, because a general crusading in Jerusalem also kept tabs on how things were in Flanders, and didn't need to be there to rule.
Oh, and in my fix, generals do *not* like being sent on suicide missions. Anytime you force them to enter battle with unfair odds, they have a chance to drop loyalty, eventually leading to a revolt.


Rather than just complaining about what is wrong I would much rather find some way to improve it to a point were most are happy with it.

That's what seneschal.the's MediFix (for people who think bad traits are rubbish) and my BUGFix (for people who just want the good traits to work at all) try to do ! Try em out, really. Then we both can upgrade and finetune them even better through players' input.

fenir
12-20-2006, 13:04
Hello beta testers.

Well in RTW i got around the Trait issue by deleting, or changing all the bad traits, mostly deleting.

Because having 21 traits on one person is just plain stupid imho.

And i believe u should earn your VnV.

When you are running a city/castle and you are progressing well, then u should pick up good VnV.

Do bad stuff, only then you get bad stuff.

So at the end of the day, as soon as christmas dinner in over and i get rid of all the relations.....ok maybe boxing day then, i will find out how to kill these traits, and i will be atleast happy with 1 aspect of this game.


fenir

Darkmoor_Dragon
12-20-2006, 14:17
@Darkmoor_Dragon: I understand why my arguments concerning history don't matter to you, and I'm okay with that. What I'm not sure about is why you feel the nature of the human race shouldn't matter in the game. I've been viewing the traits system as a way to make interesting yet realistic leader characters, and the tendency of settlements to revolt in the absence of control as another method of immersing users in the reality the game is trying to recreate. How have you viewed those things - as huge roadblocks, or perhaps as potential tools, or what?

I also completely understand how from a creative gaming standpoint, you feel boxed in, and the need to follow prescribed methodology is the biggest factor causing that for you. Just so we're clear, what exactly is it that you wish you had in this game? The ability to raise your society from its fledgling years in any way you see fit? The chance to raise a pacifist society based on exporting goods, or a society of completely ruthless criminals, at your whim? A tactical way to sculpt trait lines in family members? Or am I reading entirely too much into what you've said? And don't worry, I'm not gonna blast you: after some more thinking about what you might be getting at, I'm actually interested this time :yes:

/em sighs

Not at you Foz, but at others.


If I want to make a spy or assassin I am forced into creating a situation which may then generate negative traits for the governor in that town. I have to build that building to make a spy.

If I build all the Law buildings before building the tavern I still suffer the same penalties - no matter how "lawful" I make my city first of all, building the tavern will always generate the same potential for negative traits. It ignores the way I've built/governed my city.

Thus it ignores the way I've built my entire civilisation.

Which, as I said, is totally lacking in dynamism.


As to the points about "it wasnt a nice society" and "These happy, cultured places Darkmoor talks about never existed."

Really? Cor blimmey! /em rolls eyes

As a retired cop I can tell you they still dont, but its totally irrelevant to the game: the game is totally a-historical in its very concept. Im not playing reality, im playing a game. And it Is NOT a medieval sim fcol.

Im also not trying to build a nirvana - I dont see why people *justify* the inability to have any influence on your governors future by always claiming "they were all a bunch of mad arse bandits anyway". It' doesn't matter. That isn't my point. "The population was always a unhappy mod" - so what - that isnt my point - just look at Kobal's bizarre 'denial of gameplay':


"Because TotalWar is all about building soldiers, and sending them to die in gorgeous 3D battles. That's it"

Yes, and if you have a happy population you can use a smaller garrison and send more troops to the front.

Basic stuff (which you appear to have overlooked in your haste to stroke the thigh of history and ridicule me with sweeping aggrandisements that were never actually touted.)

People wallow in the history like its some golden rule that musnt be broken, yet the entire game breaks that golden rule from the get-go.

So it makes me laugh to see people justify a games' (somewhat absent) dynamics by either dissing anything away from the makers concept as being unhistorical, or relegating the entire element to an afterthought simply because it suits their point {or in short "Republic. My arse!").
For many people the strategy portion of the game is the most important - and for everybody the battles only have any real significance BECAUSE of their importance in the strategy side of the game: hold that city, take that city.

To "get the most troops to the front" you want large happy populations generating as much tax as possible" and in you SHOULD be able to achieve that goal by socially engineering good governors to HELP that situation.

You SHOULDNT have to kick out all of your governors because they worsen the situation carte blanche .

More importantly you SHOULD be able to move a good governor into a troublesome town and expect them to help the situation without running, and this is important, the except same risk of turning into a beast that the previous governor did.

Corruption is not inevitable, at least it should be not (by some methodology of gameplay dictated to as a CHOICE by the player)

(and the concept of inherited traits originating from non-genetic environmental conditions is pure farce).


And, finally, look at how we control who gets to lead our faction, oh, hang on, we can't.

We WILL have the degenerate line of imbecilic hamster-hunting uphill gardeners as Kings (for ever more) because the great-granddaddy once went to a Tavern for a pint and, NO, you can't give the crown to somebody a little less deviant because it would make the game easier. Oh, so sorry, you thought YOU were controlling the empire? Sorry, you're not - the code is and the code will always tell you how your empire will be run, not you the PLAYER.


I have taken to never leaving generals in cites because of the negative trait penalties.

Exactly - because you have no real control, only an illusion of it. :smash:



I liked being able to choose an intelligent leader and give him title to improve my treasury in MTW.

Exactly and titles and ancillaries can be used in M2TW to counter the over-bearing negative traits that are forced in with the code. However the concept of good ancillaries and traits appears to be something some people regard as antithetical to the entire game in so far as we shouldn't have any good governors at all... "because".

I will inevitably mod ancillaries myself to add a far better range of RPG elements and control over VnVs without removing any of the negatives; the negatives have their place but they need to be far more logical and far less inevitable.

dopp
12-20-2006, 14:48
The way my traits file works (besides quashing the real bugs) is to simply remove the corruption triggers and the "drinking" and "sitting in town" triggers. That's basically it. I'm a fan of bugfixing as opposed to rebalancing; I try to make as few changes as possible.

Other changes include normalized thresholds for the "GoodWhatever" traits, tweaks to assassin and spy triggers for failed missions, +3 base charm for princesses, less chance of picking up Scarred (which you'll get a lot from autoresolve). I'm currently working on balancing the chivalry/dread thing as chivalry is quite hard to get compared to dread. Basically, the thresholds for chivalrous gain are a tad demanding. 10% enemy casualties or less means you almost have to let the enemy win to be chivalrous, whereas dread is easy to gain. Efficient, modern mass-murderers like my generals tend to acquire a bad reputation from musketeer/serpentine abuse (or longbow spam). Importing modern firepower-based warfare into the 14th century (when battles were fought by REAL MEN in honorable combat) makes for some interesting results. Good job CA on the dread part, but you might want to lighten up on the chivalrous bit.

@Kobal or Kraxis: Erm *don't* use UnchastePrincess, any level of it on the princess will give the nasty Cuckold and WifeIsBitch traits to the husband when she marries. Bad, as in Marie-Antoinette-starts-the-French-Revolution-in-1080AD bad. Passionate is the way to go.

Kraxis
12-20-2006, 15:12
Ah well... One should have guessed that (who expects her to lie still after marriage?).
But it makes little difference to me, my game doesn't work in battles anymore... In mod or without it, the same thing.

Annoying to say the least.
It is like the ground has vanished or something when the battles are started, I can see the troops (and the camera pans around), but the ground is gone and replaced with pinkish areas where shadows should be. Then it crashes with an unspecified error.

GAH! UNSPECIFIED?!?!? How am I going to find out then?

DukeofSerbia
12-20-2006, 19:28
I hope Player1 is still around... His BUG-FIXER unofficial patch really sorted out these types of things in RTW (just the ones that where broke or really did not make sense)...

Yep. He (player1) solved many weird things in RTW and BI with his Unofficial Bug Fixer.

I talked with him and he retired from total war modding community. He is currently beta tester in mod for some other game… Bad news, indeed.:thumbsdown:

Kobal2fr
12-20-2006, 20:30
Darkmoor : I don't get you, I really don't.

All history aside, you already have game choice. Nobody forces you to use or not use inns, or governors. And you don't need so many spies to have to build inns in every single town. You said it so yourself : you build inns to free more troops. That's their point. But therein lies the choice.

Either
keep governors and troops (hoping they'll turn in time into good governors with either +law/order/dread/chivalry (freeing troops) or +tax/trade/ -building costs (making more/better troops)),

or make happy buildings sparing troops in and of themselves, but you have to pay for that in possible traits if your governor is amoral (ie doesn't have good traits countering the bad ones from inns) to begin with.

If happy buildings didn't give bad traits at all, *then* you wouldn't have any choice : keeping soldier garrisons would be pointless, and taverns would be the only sensical way to go.

As is, it's only when you try to cumulate the bonuses of both the happy places AND an efficient governor, that he may become really bad. Then again he may not. Gamble. Risk to be weighed.

3rd choice.

The only inevitable thing is that sitting_in_town 1% chance of getting a few bad traits (that mostly have a chance to trigger GOOD traits in sons too). Big deal. You also get 1% baddish traits for being outside of town. That's the "human is faillible" factor. It certainly doesn't preclude you from breeding excellent governors IF the good traits don't have ridiculously high thresholds. Which they do in vanilla, granted. But even besides that, good ancillaries are a dime a dozen.

@Kraxis : have you tried running the game with logs on ? Or is that what tells you the error is unspecified ?

@dopp : you're sure about that ? I knew about the cuckold (well, watchagonna do ? The girl's a nympho :laugh4: ), but I checked my file and WifeIsBitch only comes from ColdPrincess and HarshPrincess. May be my own modifications though, since I don't comment them in the code itself :sweatdrop:

Kraxis
12-20-2006, 23:40
@Kraxis : have you tried running the game with logs on ? Or is that what tells you the error is unspecified ?
Modding a game requires that you use such features. So yes, I have log on. But it is indeed unspecified.

It is strange really. It crashes after about a second, so I can get to see the battlefield, and it is strange to say the least.
I have begun to beleive it is my graphicscard as I'm having problems with BF2142.

mor dan
12-21-2006, 00:15
@Kobal - but therein lies the issue. it ISN'T just inns the cause corruption or drinking. if you build theatres, you get the risks of drinking and the expensive tastes trade hit. if you build the merchant lines you get drinking, gambling, and girls... and expensive tastes.

there isn't really a system of building that allows you to control how the city will treat Governors, because that is what is actually happening. the city isn't how i design it. i am how the city determines based on dice rolls. in that instance, i have no control, the game does. so my choice is don't build anything but military buildings, or build things other than military buildings with the understanding i can't leave a govenor in there to watch over it. is it a choice? yeah, but is it a logical one to give a player in a game?

i don't think so. corruption isn't inevitable i each individual person. corruption IS inevitable in society as a whole. being a drunkard, a gambler, a womanizer, etc are all personal choices and not determined by whimsical devices such as what buildings are around me. i'm less than 5 miles from the downtown area of my city and all the bars you can shake a stick at (yep, that just labelled me from the south). i don't like alcohol. it doesn't taste good to me. i don't enjoy t. the buildings around me make no difference.

what DOES make a difference is the influence i am surrounded by. influence comes mainly from people. therefore if i am hanging around a guy who drinks all the time, my chances of having a beer increase. if i am around a guy who constantly brings loose women around us, my chances of cheating increase. it's still my choice, but the chances of making a choice that goes against what i think and feel increase and vice versa if i am around people of good character.

negative traits are needed because there people out there who aren't good people. but the way it currently sits is like delivering your newborn baby boy and telling you based on the area of town you live in, "Oh yeah, he's going to be quite the drug dealer and pornographer." because you live a heavily drugged area and near a bunch of porn shops, and you, as the parent, have no say in the matter at all, other than to move to a less developed area and hope for the best.


the traits and ancillary system are just one system to have to try and balance in a game that has gone backwards in AI combat skill since the original STW. they should work on fixing the AI completely before adding content that is also just going to have to be fixed...

but hey, what motivation do they really have for that? especially with modding communities out there ready to do all of that work for them... (that's not a knock, i love the site and info, it's just an inconvenient truth)

Foz
12-21-2006, 02:26
i don't think so. corruption isn't inevitable i each individual person. corruption IS inevitable in society as a whole. being a drunkard, a gambler, a womanizer, etc are all personal choices and not determined by whimsical devices such as what buildings are around me. i'm less than 5 miles from the downtown area of my city and all the bars you can shake a stick at (yep, that just labelled me from the south). i don't like alcohol. it doesn't taste good to me. i don't enjoy t. the buildings around me make no difference.
I agree that we hold sway over our own choices and therefore the extent to which we are corrupt. However, to suggest that the availability of venues promoting vices bears no relevance to your chances of becoming corrupted by those particular vices, is clearly an incorrect viewpoint. I live in Pennsylvania, where there are no casinos. Therefore, it is relatively impossible for me to become addicted to gambling. Move me to Atlantic City, however, or build casinos near me in PA, and it suddenly becomes possible for me to become a gambling addict.

To run with your illustration of bars and drinking, suppose your city had no bars, and alcohol was prohibited. You may live your entire life not knowing what alcohol even is! Therefore no matter whether you would love or hate alcohol, you have zero chance of becoming an alcoholic in that situation. If your city repeals those laws and bars move in, though, you will quickly discover alcohol, and there's a chance you will like it, and even perhaps enough to fall into alcoholism. The point is not that you do not like alcohol and would never be an alcoholic so the bars don't matter - it's that having bars and available alcohol got you to try alcohol in the first place, which you could not and would not have ever done without those places that supply alcohol and encourage drinking. I feel this is what the game is trying to reflect: the idea that people being exposed to new and potentially harmful situations and substances can be prone to too much of a good thing. So in a sense, the existence of that particular building really is what discovers that chance in you to be an alcoholic.

That being said, the system is clearly broken. Governors become vice-ridden imbeciles well before half their lifetimes are over. So while I would suggest they tried to model things with good intentions, the math is what fails. This is clearly because they don't account for the severity of every-turn trait checks. I'll do the math to illustrate (don't worry, it's relatively simple).

Let's look at a 10 turn time frame in various situations. A 1% likely negative trait means repeatedly rolling 99%s 10 times to save your governor from that trait in this period. Likewise 3% gives 97% chance to save from it, 5% pairs with 95%, and 10% (maybe possible from traits with accumulated triggers?) saves 90% of the time. Watch how fast the numbers get awful:

99-percent save chance: (0.99)^10 = .904
1 - .904 = .096
Governor already has a 9.6 percent chance to get the trait in this time frame.

97-percent save chance: (0.97)^10 = .737
1 - .737 = .263
26.3 percent chance in ten turns to get a given 3% negative trait.

95-percent save chance: (0.95)^10 = .599
1 - .599 = .401
We're up to 40% chance of the gov giving in on the 5% per turn plan, in 10 turns or less. 2 in 5 eligible governors on average will "earn" this trait in a ten turn span.

90-percent save chance: (0.90)^10 = .349
1 - .349 = .651
So a 10 percent likely trait will affect your governor a whopping 65.1 percent of the time after 10 turns have passed. For comparison, any trait this likely should be affecting 2/3 of your susceptible generals/family members after just 10 turns.

I think these numbers are WAY scary, and the governor's survival rate gets worse as you consider longer periods of time. And all these figures are for JUST ONE TRAIT being considered. Given the 10 or more bad traits he may be eligible for at any given time, we're talking about the statistically assured destruction of every governor not just well inside of his lifetime, but by the time he's turned 26 if he's in any even remotely advanced settlement.

So what do we do about this? For starters, I think it's clear that survival rates (from bad traits) are entirely unacceptable past the 3% level, so any above that should be pulled down to that level, and any with multiple checks each turn (typically from more than one possible contributing building) should all be put at the 1% level to minimize their likelihood. Even at that level, trust me, they'll still turn up on plenty of governors. This would require testing as it still may be too heavy on the bad traits... except I think that would be taken care of by my next proposition...

...which is, additionally, to make sure every trait has an anti-trait, so they operate in pairs. If we then make the good anti-traits operate at twice the odds of occurring, we'd have an interesting trait tug of war, though weighted in favor of good traits. This would allow for bad traits to happen with regularity (instead of constantly as it currently is), would promote good traits that we want to cultivate in our governors, and would allow a very nifty cancellation effect, as a good or bad trait would typically be susceptible to cancellation by its opposite. Again with the extra weight for good traits you'd more often see bad traits vanish as the governor vanquishes them valiantly, but regressions would also sometimes happen to remind us that our governors are still human and prone to mistakes and weakness. Of course the good trait you need in order to cancel the bad one you've gotten might not be available at the moment because you haven't built the building that gives it yet, but likewise you can actively avoid the building(s) that can kill a desirable good trait too... and I think that would just give us more ability to influence the fate and stats of our governors, and greater incentive to plan our cities to accentuate our desired governor traits while minimizing those with the most harmful impacts to our master plan.

So unless I miss my mark, this might be a big step in a direction most players want to see things go. And now comes the most fun part: the part where I get community feedback! :beam:

antisocialmunky
12-21-2006, 03:06
My $0.02s:

Personally I think that it would nice if all children started out with inherent dispositions like: Heroic, Cowardly, Trustworthy, Irresponsible, Materialist, Atheist, Pious... etc. Those initial traits would weight the % chance of all other traits being gained by said character. You would know who would be better to govern, to fight, to suicide into a pike wall, to send on crusade... etc. It would make things alot of more sane, logical, role playable, and fun me thinks.:smash:

Atleast, that's what I would do if I wanted to construct a decent type of RPing system which CA doesn't seem to want to focus on. Not that I'm criticizing them too much, its a big job making a game this big.

Kobal2fr
12-21-2006, 12:36
@the_foz : while I agree with your math, you forget the thresholds. 1 point in Drink isn't bad, in fact it's a bonus. Only at the 4 points mark do most of the bad traits become really damaging (well, except for ExpensiveTastes - but that's an easy fix). So it's not *that* bad.

I agree that 5% per turn is very heavy though, in RTW's bug-fixer they were all set to 1 and 2% per turn which is probably more "correct", in a chance VS certitude frame of mind. I might give in and make it thus in my fix eventually, but since I haven't taken time to actually *play* the game since I started modding it, I wouldn't know if it's really needed or not :sweatdrop:

Then again, inns provide a very very high happiness-for-buck ratio, so I don't have a beef with them being positively horrid to governors. Culture buildings perhaps ought to have less steep curves, agreed, since (as noted in another post) they're very expensive, and don't provide much happiness... but they give good ancillaries and Cultured a lot, so it's a toss-up. Haven't played long enough to see them in my games, couldn't say.

@mor dan : only the last market is somewhat bad (and has very high chances to give good trader). As to expensivetastes and aesthetic (arguably the worse picked-up-by-culture traits) ? They are all voided by a mere 2 points in Austere. Austere you get for being in lands not your own, 2% per turn. Make war before governing, toughen up lad ! Then you won't give in to vice so easily :)

dopp
12-21-2006, 15:19
In my game I have it set to where only the last two 'happy houses' will give bad traits. This is due to two reasons:

1. The original triggers list those two specifically.

2. The building descriptions themselves suggest that nobles and governors will only deign to visit coaching houses and above, not taverns or inns.

This allows me to build up to tavern for a comfortable 15% public order bonus in any city. I then have a choice: install a good governor and hope he makes up for the 10% remaining bonus I'm missing out on, or appoint a town council to run things (ie no governor) and build up to pleasure palace. I then have good, honest cities with minimum corruption under my direct control, and reeking pits of sin that none of my characters are willing to enter. A nice balance, for the most part.

Razor1952
01-02-2007, 03:19
I revitalize this important thread, as my impression is that generally you are far better off forgetting having governors.


I would also like to add two things not stressed in above discussion.

1. The cost of upkeep for a generals bodyguard usually is more than any bonus that the general might add, notwithstanding the generals other +/- traits etc. Of course the generals bodyguard must be paid for , but leaving him in a city generally means he is not able to be used in battle.

2. Using generals in battle , this is an indirect aspect to this thread but related, the point being that generals make good frontline troops and regenerate their bodyguards for free, they therefore replace having to train other troops.


if someone has the formula for creating and using good governors I would like to see it, this does not mean a tedious moove in/out micromanagement but an overall strategy.

One suggestion for the modders would be an expensive building in a huge city which has the ability to retrain governors to only good traits. The player would be challenged therefore to weigh up spending the time(=money) in sending that general to that city for retraining.


At present IMHO using generals from a campaign strategic sense is a disappointment

Foz
01-02-2007, 07:41
While it is certainly not foolproof, there are some ways you can maximize the usefulness of your generals in a governing capacity. What I have found very important is getting your would-be governors hooked up with as many chivalry points as possible, as opposed to dread. Dread seems to have no effect on the city stats... but chivalry, on the other hand, awards a 0.5% growth bonus per point. That growth bonus means you gain taxable population faster (and thus tax income ramps up faster), hit thresholds for upgrading your city walls faster, and ultimately can tech up to higher buildings more quickly. Also, it appears that each half point of growth above 2.5% gives a 5% "population boom" bonus to Public Order, which can be very handy. There are several traits that affect chivalry:

Loyal, Just, KindRuler, Crusader- or Jihad-History, BattleChivalry, StrategyChivalry, CaptorChivalry, RansomChivalry, ChivalryLegacy, TourneyKnight, and ReligiousActivity. Now how do we get them?

A lot of these can happen from adoption or when a character is offered for marriage, so I will ignore those and instead stick to what we can control. I've applied strikethrough to any that are not sufficiently easy to accomplish, to help draw attention to important points.

Loyal: Character refuses a bribe.
Just: Only the trigger for an unmoved general sitting in a settlement with town hall or better is in our control. 1% chance if he has StrategyDread pts or is neutral, 2% if he has StrategyChivalry pts already.
KindRuler: Perpetuates at 4% if character is Trusting or NonAuthoritarian. Otherwise has to be inherited.
CrusaderHistory: Joining up, Arriving, and Assaulting net you 2 pts, and Winning gets 3. Crusading can easily make a general governor-worthy.
BattleChivalry: General makes more than 8 kills in a battle (50%). Outside of that, having the general fight in the battle, in various circumstances, often gives a chance of it happening.
StrategyChivalry: Refuse a bribe. Have Low taxes with Happy people and TimeInRegion > 3 (25% 1 pt). Build any building from the church/chapel line (100% 1 pt). Build Jousting Lists (100% 1 pt). Occupy a settlement (100% 1 pt). Have a crusade-virgin general join one (100% 1 pt). Take Crusade target (100%/2pt).
CaptorChivalry: Release more than 80 captured soldiers (100%/1pt).
RansomChivalry: Ransom > 80 captives for > 1000 cash (100%/1pt).
ChivalryLegacy: Father with >=4 Chivalry (100%/1pt). >=7 gets another pt.
TourneyKnight: Be in town with >= Jousting Lists (10%/1pt). Inherit from father (20%/1pt).
ReligiousActivity: Train a priest (100%/1pt). Build a religious building (100%/1pt). Abbey or better gets a 2nd pt. Huge Cathedral a 3rd.

Of those left, crusading is easy to do, but time consuming. BattleChivalry, CaptorChivalry, RansomChivalry, and TourneyKnight are just simple decisions to remember to make. That leaves StrategyChivalry and ReligiousActivity. These 2 are the ones I want to focus on.

StrategyChivalry has breaks at 1/2/4/8/16, awarding 1/2/3/4/5 to Chivalry. Since building churches gives it points, that becomes a very effective way to gain governor Chivalry points, and thus encourage growth. So much so that a small church/chapel ought to be one of the absolute first things you build as it nets an immediate chivalry point and thus affects city growth as much as the first farming upgrade that requires twice as long to build. Another potentially useful thing is that a general gets 25% chance for a point if there's low taxes and happy people. Low taxes encourage growth already, and the benefit of gaining chivalry points from it just makes it that much faster. I think it could easily be viable to sit on low taxes for a while to grow the settlement mega fast, then crank the taxes back up once you have a sizeable city with a chivalrous governor in it: his chivalry easily counteracts the high level squalor at that point. I also know people will whine that at low tax you will pick up BadTaxman, but that too is easily remedied if you find it too annoying:

;------------------------------------------
Trigger governing18
WhenToTest GovernorBuildingCompleted

Condition GovernorLoyaltyLevel = loyalty_disillusioned
and GovernorTaxLevel > tax_high

Affects GoodTaxman 1 Chance 75

When you bounce the taxes back, make sure it's to very high, and that the people become disillusioned. If necessary you can even remove some public order buildings to make it the case. At 75% chance per completed building, it shouldn't take long before you've erased those bad tax points and built up the good ones... and the benefits of the chivalry points the gov gains from doing it in the first place are HUGE.

ReligiousActivity is a secondary concern. It breaks at 1/4/8/16 giving 0/0/1/2 Chivalry (among other things). You can get 9 from the complete church series 1/1/2/2/3 which already gives level 3 +1 chivalry, not to mention piety. For level 4 you'd additionally need to train 7 priests in that location, which actually isn't as hard as it sounds.

So to sum up, what I'm saying is that chivalry is very easy to gain if you stay on task, and the growth boost it grants is undeniably useful: possibly so much so, that it is the single best trait to try to maintain due to its relatively big effect and low breakpoints. By itself it can gain you 2.5% pop growth, and combined with other tactics chivalry can get you 5%.

As for keeping your governors away from bad traits:

- Avoid the brothel line. I keep a brothel settlement for spy/assassin production where my governors do not ever go, and this seems the only reasonable course of action.
- Avoid high culture buildings and the Merchant Quarter, they have known heavy drawbacks that are more or less unmanageable and destroy governors.

I suspect if you emphasize chivalry heavily and take good precautions to minimize risk of bad trait infection, you'll soon stop feeling so much ill will toward your governors. Using the low tax strategy I typically get generals to at least 4 chivalry in no time, and some 6 or more, which makes a profound difference in how quickly their cities develop. So while I know this won't be a strategy everyone embraces, hopefully it will have proved helpful to some of you out there, and certainly the usage of small church/chapel to farm a chivalry point and thus 0.5% growth should be universally embraceable! :2thumbsup:

econ21
01-02-2007, 09:04
Very interesting post, the_foz_4. I had been wondering why, in my English campaign, captured Antioch had an insane 7% population growth. The presence of a chivalrous governor presumably explains a lot. High population growth is not always a plus, though, is it? Unrest in my "crusader kingdom" has been the biggest break on expanding its borders and population growth (via squalor) has been fuelling that.

Von Nanega
01-02-2007, 10:13
In addition to the_foz_4 post on only one city for spies and assassins. I use two cites. One for spies, the other for assassins so they can both get an appropriate guild line.

BrianMHS
01-02-2007, 10:32
Have you guys looked at the CherryVanilla mod? I think it primarily focuses on traits.

Where do you find all the data on the code governing traits etc?

(this one's not really related) On the subject of princesses, why is it that some of them are created as agents, and others are just faces on the family tree, receiving marriages but not doing anything else?

I was going to look at some of my old campaigns that I played vanilla-style, but the CherryVanilla mod makes them go a bit wacky I think. Traits definitely need some revisions. Obviously there are glaring defects with princesses, and agents have a hard time of it (but maybe that's not a terrible thing). And I have yet to see a Good Taxman, and maybe one Good Administrator. The disparity of how good and bad traits are attained is ridiculous. That good traits come from the construction of buildings, and bad traits come from the perpetual effect of buildings will inevitably lead to bad governors. Also, because the good yet attainable traits like "Budding Bureaucrat" and "Smart" only add ~%2-5 to tax/trade but 2 turns in a city will smack the governor with "Bad Taxman" -%10 makes it almost impossible to have an excellent administrator.

The bottom line is that CA must intend for governors to be trained and groomed in the same way that generals are. But the fact that it is impossible to groom a "super-administrator" for you to park in Constantinople shows that the system is broken. Especially since it is so very easy to groom a complete moron who knocks your city income down by %30. As time increases, administrators ALMOST NEVER get better. Only worse. Sad times in the empire.

They can model the bloated overexpansionist empire in other ways than by making all family members idiots. Characters far from the capitol should pick up corruption traits.

How can traits etc. be modified to make the system more workable?

dopp
01-02-2007, 12:30
Look in the export_descr_character_traits to learn more about traits and triggers.

Only daughters of your faction leader appear as agents on the strategy map. Other girls in the family just get a generic portrait, but will attract randomly-generated suitors.

You can mod triggers such that distance from capital is taken into account. For example, merchants more than 60 squares from their faction's capital have a 5% chance each turn of picking up "Loyal to Coin" already. A little stupid, since you want them to be as far away from your capital as possible in order to generate maximum income.

Foz
01-02-2007, 22:03
@Von Nanega: Yes I agree, it does make sense to set aside 2 towns for recruiting purposes so as to allow both guildhouses.


Very interesting post, the_foz_4. I had been wondering why, in my English campaign, captured Antioch had an insane 7% population growth. The presence of a chivalrous governor presumably explains a lot. High population growth is not always a plus, though, is it? Unrest in my "crusader kingdom" has been the biggest break on expanding its borders and population growth (via squalor) has been fuelling that.
Well... it's mostly a plus, at least until you're in a real tight spot like you're talking about. At the least it's really nice to have some generals sitting around that you can pop into a city and up its growth rate 4% or 5%.

Also, AFAIK squalor is not caused by the population growth rate, but instead has something to do with the actual population number. So the extra growth eventually means your squalor situation is somewhat worse, but in and of itself the growth really isn't too bad. I would guess your main problems in Crusadeville are not due to squalor and growth rate, as those seem to be easily quashed in settlements closer to home. Rather, you're probably feeling the added effects of your religion being different than that of the surrounding region, presumably causing much religious unrest... and your almost certainly horrendous distance from capital, imposing (again) terrible public order minuses. You can verify this from the settlement details screen, which will display icons indicating everything that is dragging down your public order. You can mouse-over any given icon set to find out its type and percentage... so let me know what the situation looks like in Crusadeville.

If it turns out these things are major problems, I suggest the following solutions:

- Sack or exterminate conquered cities that are far from home instead of just occupying them. I know this doesn't address religion or distance to capital... but it DOES alleviate some of that squalor, which gets you the PO you're looking for to stave off rebellion. You'll never support cities in far away lands of the same size you can on your home turf, so this might be the best solution available. I'd go so far as to say you may want to destroy farms and other buildings that give growth bonuses so as to balance the pop at the lower (maintainable) level.

- Convert the local population to your religion like a madman. Bringing in several good priests and building up the church series in the towns should get things turned around fairly quickly. Be sure not to allow enemy priests on your turf though, as they seemingly have a very profound effect once you have a high percent of the region converted to your religion. Just think of it as a gang war, and you'll be fine.

- Move your capital. This one I have a feeling gets largely ignored by many players. It's vitally important to keep your capital reasonably centered in your empire, as it keeps the PO penalties at a reasonable level for newly conquered lands that may be far removed from your original capital. In this case it may be possible for you to split the distance with your capital, putting some extra burden on your original homeland in order to lighten it some in your new holy land holdings.

- Failing any other solutions, it is always possible to deal away captured holy land property in diplomatic dealings. I hear the pope is especially fond of being gifted property, and it's also possible you could sell it back to the original owner in order to fund expansion efforts closer to home.

katank
01-02-2007, 22:47
Yep, a method that works well is to sack it for cash, move out all troops and donate to Pope, getting Papal favor but making sure the city rebels, and then sacking the city again etc. After doing this 2 or 3 times, the population would be sufficiently low to make it trivial to control.

Razor1952
01-03-2007, 00:30
Thank you Foz4, that was an incredibly useful post. I will post haste start a new campaign and implement your strategy for gov's.

I guess I've been influenced by the previous series of games and tend to minimize growth so cities are easy to control, making my money more by promoting trade and efficient use of troops than by growing cities and reaping higher taxes. Very interesting and informative post.

dopp
01-03-2007, 02:20
You can't destroy farms, unfortunately, and exterminating a city can drop your reputation with everyone quite severely if you're playing the diplomatic game. I sort of wish that more factions get games/races. In RTW the Romans got both games and races, making them the only ones who didn't have a problem with unrest (although the cost of throwing them could completely destroy the income of poorer cities). I never understood why the other 'civilized' Eastern factions (including Greeks, Macedonians etc.) couldn't have them as well. In M2TW, only the Muslim Eastern factions can hold races, the secret of which is now apparently forgotten in the West. The irony...

Zuraffo
01-04-2007, 08:25
I have a few inputs on this topic.

I think for me, the problem is not that the punishment is too harsh, but that the characters lack specialization and some of the punishment/reward doesn't make sense. AT the current state of the game, we universally get good generals (if we keep them to field) and sucky governors.

I would have liked to see the following:

- The Governor should become strong in at least 1, if not 2 field of econ building (tax, trade, farm, build) while picking up vices. To further specialize, a governor that has been managing a province for long should maybe lose skills in combat.

- Governor should become better in certain aspect base on the city type they station: In trade focus cities, they should gradually become better in trading and maybe taxing, and lose out in farming. When building up a small village they will become better at building and farming. When managing a city with a lot of law and order, they eventually gain bonus in keeping Law (at which point they will be at newly conquered cities)

- We should also allow the governor to have a chance to become more faithful. If I didn't miss out anything, the current script file doesn't have this trigger.