1 |
|
Trick Abacus |
Item |
|
|
"See, when you carry the two over, it turns out you owe me another hundred florins." |
+1 Finance |
When to test : AgentCreated Condition : AgentType = merchant not SettlementBuildingExists >= town_hall Chance : 5 % |
2 |
|
Caravan Driver |
Money |
Transferable |
|
Having a reliable and efficient man to oversee the hauling of exotic goods can save time and money. |
+25% to Movement Points (gives armies the ability to forced march), +1 to line of sight (increases the range at which enemies are spotted) |
When to test : AgentCreated Condition : AgentType = merchant SettlementBuildingExists >= caravan_stop Chance : 50 % |
When to test : CharacterTurnEnd Condition : AgentType = merchant EndedInSettlement SettlementBuildingExists >= caravan_stop Chance : 10 % |
3 |
|
Counterfeiter |
Money |
Transferable |
|
This failed alchemist may not be able to make gold, but can fashion impressive faux-coinage regardless. |
+1 Finance |
When to test : AgentCreated Condition : AgentType = merchant SettlementBuildingExists = alchemists_lab Chance : 15 % |
4 |
|
Merchant Clerk |
Money |
Transferable |
|
An educated assistant that can keep accurate records and write up trade agreements is worth his weight in gold. |
+1 Finance |
When to test : AgentCreated Condition : AgentType = merchant SettlementBuildingExists >= alchemy_school Chance : 50 % |