I think what Jerome is refering to there is the Command ability of generals, whereas I believe that Duke John is referring to the command attribute posessed by First Cohorts.
My best guesses/deductions regarding the other possible unit attributes are as follows:
can_run_amok: If unit suffers enough casualties and fatigue then it can become uncontrollable, potentially attacking even friendly units
can_sap: Unit can sap during sieges (Probably only available to foot units)
cantabrian_circle: Unit can use Cantabrian Circle manoeuver (Mounted only)
command: Unit inspires nearby friendly troops, giving them a morale bonus (Note that simple proximity is all that's required, no other action need be taken)
druid: Unit can inspire nearby friendly troops by chanting, giving them a morale bonus
frighten_foot: Unit frightens nearby enemy infantry, giving them a morale penalty (Note that simple proximity is all that's required, no other action need be taken)
frighten_mounted: Unit frightens nearby enemy cavalry, giving them a morale penalty (Note that simple proximity is all that's required, no other action need be taken)
general_unit: Unit is a general's bodyguard
hardy: Unit suffers reduced fatigue effects
hide_anywhere: Unit can hide in any territory (This might just cover non-forest/non-long grass territory since it always seems to be assigned in addition to those hiding attributes)
hide_forest: Unit can hide in forest
hide_improved_forest: Unit has superior ability to hide in forest (Not sure if this means that they need fewer trees to be able to hide or if they're harder to spot instead)
hide_long_grass: Unit can hide in long grass
no_custom: Unit cannot be selected for custom battles
screeching_women: Unit can frighten nearby enemy troops by screeching, giving them a morale penalty
sea_faring: Unit can board ships (The crew of ships have this attribute, so it's the ship itself that has the ability to move on water, not the naval units themselves)
very hardy: Superior version of hardy attribute
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