# When a General...
* Hires Mercenaries - mercenary_captain (8%).
* Has a brother adopted - DiscontentGeneral (50%), Anger (5%), Arse (1%), Corrupt (5%), Slothful (4%), Girls (5%), Gambling (5%), ExpensiveTastes (5%), Disloyal (8%), Unjust (10%), Paranoia (5%), HarshRuler (10%).
* Marries (not necessarily to a Princess) or becomes a father, chance of losing - Girls (1:40%, 2:60%, 3:40%, 4+:20%), Drink (2:80%, 3:60%, 4:40%, 5:20%).
* Marries or becomes a father - Sobriety (5%), Prim (5%), Drink (5%), Girls (2% for marriage, 5% for fatherhood), Sane (10%).
* Marries, Girls - nosy_mother (50%).
* Marries, Gambling, Drink (level 2+) - evil_mother-in-law (50%).
* Executes a Spy - CounterSpy.
* Executes an Assassin - AssassinCatcher.
* Survives an Assassination attempt - Paranoia (33%), HighPersonalSecurity (75%), Gambling (15%), Girls (20%), Drink (20%), Xenophobia (8%), Introvert (25%).
* Survives an Assassination attempt, Paranoia - foodtaster (20%).
* Survives an Assassination attempt, Paranoia 3+ - Insane (30%), Deranged (10%).
* Accepts a Bribe - ExRebel, Disloyal (50%), Xenophilia (10%).
* Refuses a Bribe - Loyal, Upright (50%), StrategyChivalry (StrategyChivalry).
* Is damaged by a disaster, he has a 4% chance of gaining - Superstitious (5%), ForcedReligious (10%).
# When a General ends his turn...
* General/Governor, Piety 6+, Excommunicated - DiscontentGeneral (20%).
* General/Governor, Chivalry 3+, Leader Chivalry 3+ - ContentGeneral (10%).
* General/Governor, Chivalry 3+, Leader Dread 3+ - DiscontentGeneral (10%).
* General/Governor, StrategyChivalry, Treasury 50,001+ - StrategyDread (33%).
* Loyalty 0-, spent over 3 turns in an enemy region, non-MiddleEastern - adultress_foreign (10%).
* Arse, non-MiddleEastern - adultress_she_man (5%).
# When a General ends his turn in a settlement...
* 3% per trait per 50,000 in treasury, up to 150,000 (3x3% per trait) - Corrupt, Aesthetic, ExpensiveTastes, Epicurean, BadAdministrator.
* Without a Stone Wall or Castle, Command 5+, Distance from Capital 50+ - DiscontentGeneral (10%).
* With a Large Stone Wall or Fortress, Command 5- - ContentGeneral (10%).
# When a General spends a turn without moving...
* In enemy lands - Austere (2%), Cuckold (2%), Ignorance (1%), Pragmatic (2%), Stoic (1%).
* Outside of settlements - 40% chance of gaining (1% each) - Feck, HaleAndHearty, Scout.
* In a settlement - 10% chance of gaining (1% each) - Drink, Gambling, Arse, Girls.
* In a settlement with a...
o Brothel - Drink (5%), Gambling (5%).
o Coaching House - Aesthetic (5%), Drink (5%), ExpensiveTastes (5%), Gambling (3%), Girls (3%).
o Theatre - Aesthetic (5%), Epicurean (5%), ExpensiveTastes (5%), Cultured (15%), Drink (3%).
o Public Baths - HaleAndHearty (3%), Epicurean (5%), ExpensiveTastes (5%), Girls (3%).
o Pleasure Palace (if General is not Upright or Prim) - Aesthetic (5%), Epicurean (5%), ExpensiveTastes (5%), Gambling (3%), Girls (10%).
o Merchants Quarter - Aesthetic (5%), Epicurean (5%), ExpensiveTastes (5%), Gambling (3%), GoodTrader (10%).
o Alchemists' Lab, Fairground, Superstitious - magician (Except Middle East 15%).
# When a Governor ends his turn...
* Under Siege - Miserly (20%).
* Riot - Disciplinarian (10%), HarshJustice (5%), Rabblerouser (10%), Authoritarian (20%).
* Riot, Low Tax - BadAdministrator (50%).
* Riot, Town Hall - crooked_judge (Except StrategyChivalry, Just 20%).
* Rebels - Disciplinarian (15%), HarshJustice (10%), Rabblerouser (20%), Authoritarian (50%).
* Rebels, Low Tax - BadAdministrator (100%).
* Low Tax, Happy citizens, over 3 turns in region - StrategyChivalry (25%).
# When a Governor ends his turn, in a settlement with a...
* City Hall, StrategyDread - harsh_judge (10%).
* GoodCavalryGeneral, Earl's Stables - trusty_steed (15%).
* Explorers' Guild - intrepid_explorer (5%).
* Theologians' Guild - priest (Except Middle East 3%).
# When a Governor spends a turn without moving, in a settlement with a...
* GoodCommander 2+, 4+ turns in region - biographer (5%).
* No religious buildings - astrologer (Except Northern Europe 5%).
* Armourer - master_smith (2%).
* Crop Rotation - overseer (10%).
* Catapult Range - siege_engineer (3%).
* Siege Works - siege_engineer (33%).
* Bimaristan, Command 4+ - doctor (15%).
* Racing Track - HorseRacer (10%).
* City Watch, Catapult Range - military_engineer (5%).
* Brothel, Married, Wife's Charm 5- - adultress (Except Middle East 5%).
* Tavern - bard (Except Middle East 5%).
* Fairground, Treasury 50001+ - money_counter (Except Middle East 8%).
* Great Market - treasurer (Except Northern Europe 10%).
* Military Academy - AcademyTrained (10%), ordinance_master (10%).
* Army Barracks, Command 4+ - quartermaster (Except Northern European 20%).
* Academy - mathematician (Except Northern European 5%).
* Library - librarian (5%).
* University - mathematician (Except Northern European 5%).
* Alchemists Lab - Intelligent (10%), alchemist (5%), brilliant_inventor (Except Ignorance 3%).
* Alchemists Lab, Town Hall - scribe_ancillary (10%).
* Alchemy School, Command 4+ - doctor (3%).
* Theatre - actor (5%), musician (10%).
* Artist Studio - artist (Except Northern Europe 5%).
* Drill Square, Catapult Range - military_engineer (8%).
* Castle, 5+ turns in region - pet_guarddog (8%).
* Archery Range - master_of_archers (5%).
* Jousting Lists - TourneyKnight (10%), lancebearer (Command 4+, 10%).
# When a Governor ends his turn in a settlement that has completed building...
* anything - GoodBuilder (20%), GoodAdministrator (Very High Taxes 7%), architect (Except Northern Europe 3%), tax_farmer (BadTaxman 8%).
* Armourer - master_smith (20%).
* Farms - GoodFarmer.
* Port - GoodTrader (80%).
* Roads - GoodTrader (80%), GoodBuilder (10%).
* Mines - GoodMiner.
* Small Church - ReligiousActivity, StrategyChivalry.
* Grain Exchange - GoodTrader (50%).
* Merchant's Wharf - GoodTrader (80%).
* University - academic_advisor (33%), Intelligent (33%).
* Artist Studio - Cultured, Aesthetic (20%), artist (Except Northern Europe 33%).
* Merchant Bank - GoodTrader (80%).
* Library - academic_advisor (33%).
* Library, Intelligent 1- - Intelligent (33%).
* Alchemists Lab, Intelligent 1- - Intelligent (33%).
* Theatre - Cultured.
* Public Baths - Cultured (20%).
* Castle, Command 4- - fool_usual (Except Middle East, Greek 50%).
* Castle, Command 5+ - fool_brilliant (Northern Europe, Eastern Europe 50%).
* Citadel, Command 4+ - herald (33%).
* Marksman's Range - master_of_archers (33%).
* Jousting Lists - StrategyChivalry.
* Caravan Stop - GoodTrader (80%).
* Swordsmiths' Guild - master_smith (20%).
* Master Mason's Guild - master_mason (33%).
# When a Governor ends his turn in a settlement has completed training...
* Very High Taxes, any unit - GoodAdministrator (3%).
* Assassin - StrategyDread.
* Spy - StrategyDread (33%).
* Priest - ReligiousActivity.
* Infantry - drillmaster (3%).
* Knight's Stables, Cavalry - master_of_horse (20%).
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