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Royal Military Academy 皇家軍事學院
Home 首頁 / Stainless Steel 5.1b 鋼鐵咆嘯 5.1b / The Byzantine Empire 拜占庭帝國 / Retinue 隨從 / General's retinue 將軍隨從
Stainless Steel 5.1b 鋼鐵咆嘯 5.1b
The Byzantine Empire 拜占庭帝國 The Byzantine Empire 拜占庭帝國
No. Card
隨從
Title
名稱
Type
類型
Transferable
可轉移
Unique
唯一
Description
說明
Effects
效果
Condition
獲得條件
201 False Relic Item So certain he was that this was a holy relic that he redefined his faith accordingly. +1 Piety When to test : PriestBecomesHeretic
Condition :
Chance : 10 %
202 Kingmaker kingmaker The King's nobles respect how this man assisted the King to the throne through a contested inheritance. He is a gray eminence to be feared, and the King, his dear friend, is certainly to be obeyed. +1 Authority When to test : BecomesFactionLeader
Condition : I_TurnNumber > 0
not FactionwideAncillaryExists kingmaker2
not FatherTrait Factionleader >= 1
Chance : 20 %
203 Kingmaker kingmaker This man assisted your King to the throne. However the means he used did not impress the Realm's Nobles. He seems weak, and the King weaker still. -2 Authority When to test : BecomesFactionLeader
Condition : I_TurnNumber > 0
not FactionwideAncillaryExists kingmaker1
not FatherTrait Factionleader >= 1
Chance : 40 %
204 Magician Magic Sleight of hand, wondrous tricks, and some clever pyrotechnics make for fine entertainment. +1 Morale for all troops on the battlefield, +1 to popularity (improves public order) When to test : CharacterTurnEnd
Condition : EndedInSettlement
RemainingMPPercentage = 100
Trait Superstitious >= 1
SettlementBuildingExists >= alchemists_lab
SettlementBuildingExists >= fairground
Chance : 15 %
205 Pagan Magician Magic 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. -2 Piety When to test : CharacterTurnEnd
Condition : not AtSea
IsGeneral
PopulationOwnReligion < 70
not Trait Superstitious > 0
Chance : 2 %
206 Paracelsus Magic Unique
唯一
A widely travelled alchemist and physician. Considered heretical by some, but his work with wounds is astounding. +4 to your general's hitpoints (how many hits your general can take before dying), Improves the chances of casualties recovering from their wounds When to test : PostBattle
Condition : WonBattle
GeneralNumKillsInBattle > 5
GeneralHPLostRatioinBattle > 50
Attribute Piety < 5
I_TurnNumber >= 210
I_TurnNumber <= 225
Chance : 25 %
207 Soothsayer Magic A spinner of tales to satiate those nobles that want to ensure that the news they hear is pleasing. +2 Morale for all troops on the battlefield When to test : PostBattle
Condition : not WonBattle
Chance : 2 %
208 Drillmaster Military Keeps a diligent officer handy to keep his troops vigilant and well-prepared. +25% to Movement Points (gives armies the ability to forced march), 10% discount on unit training costs When to test : GovernorUnitTrained
Condition : TrainedUnitCategory infantry
Attribute Command >= 4
IsGeneral
Chance : 3 %
209 Master Archer Military Accompanied by a truly experienced marksman, able to help assist when best to give the order to fire. +1 Command When to test : CharacterTurnEnd
Condition : EndedInSettlement
RemainingMPPercentage = 100
SettlementBuildingExists >= archery_range
IsGeneral
Chance : 5 %
When to test : GovernorBuildingCompleted
Condition : SettlementBuildingFinished = marksmans_range
Chance : 33 %
210 Stablemaster Military Most warriors know how to ride a horse, but few truly understand how to maintain their mounts properly, or to train them for war. +1 Command when commanding cavalry When to test : GovernorUnitTrained
Condition : TrainedUnitCategory cavalry
SettlementBuildingExists > knights_stables
IsGeneral
Chance : 20 %
211 Master Smith Military Has befriended a truly gifted and renowned smith, who ensures his noble friend is always well armed and armoured. 10% discount on unit training costs When to test : CharacterTurnEnd
Condition : EndedInSettlement
RemainingMPPercentage = 100
SettlementBuildingExists >= armourer
IsGeneral
Chance : 2 %
When to test : GovernorBuildingCompleted
Condition : SettlementBuildingFinished >= swordsmiths_guild
Chance : 20 %
When to test : GovernorBuildingCompleted
Condition : SettlementBuildingFinished >= armourer
Chance : 20 %
When to test : GovernorBuildingCompleted
Condition : SettlementBuildingFinished >= c_armourer
Chance : 20 %
212 Mercenary Captain Military Having run a company of mercenaries himself, this man makes maintaining an army of sell-swords a more efficient process. 10% discount on unit training costs, 10% bonus to cash gained from looting When to test : HireMercenaries
Condition :
Chance : 15 %
213 Military Engineer Military Wise commanders keep a mechanical expert at hand when relying upon siege artillery to conquer castle walls. +2 Command when assaulting walls, +50 Build Points (required for the construction of siege equipment) When to test : CharacterTurnEnd
Condition : EndedInSettlement
RemainingMPPercentage = 100
SettlementBuildingExists >= city_watch
SettlementBuildingExists >= catapult_range
IsGeneral
Chance : 5 %
When to test : CharacterTurnEnd
Condition : EndedInSettlement
RemainingMPPercentage = 100
SettlementBuildingExists >= drill_square
SettlementBuildingExists >= c_catapult_range
IsGeneral
Chance : 8 %
214 Naïve Knight Military "At last, I have found a living saint, and I shall lay down my life to protect him should it be God's will." +2 to personal security (improves the chances of detecting and foiling assassination attempts) When to test : PriestBecomesHeretic
Condition :
Chance : 10 %
215 Ordinance Master Military One of the few experts on handling the dangerous but powerful new weapons of war that use gunpowder. +1 Command when commanding gunpowder troops, +1 Command when commanding artillery When to test : CharacterTurnEnd
Condition : EndedInSettlement
RemainingMPPercentage = 100
SettlementBuildingExists >= military_academy
IsGeneral
Chance : 10 %
216 Quartermaster Military 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. +15% to Movement Points (gives armies the ability to forced march), 5% bonus to cash gained from looting When to test : CharacterTurnEnd
Condition : EndedInSettlement
RemainingMPPercentage = 100
SettlementBuildingExists >= army_barracks
IsGeneral
Attribute Command > 3
Chance : 20 %
217 Reliable Runner Military 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. +1 Command When to test : PostBattle
Condition : not Routs
WonBattle
BattleSuccess = crushing
not GeneralFoughtInCombat
IsGeneral
Chance : 10 %
218 Keen Scout Military A man that can spot signs of distant or hidden armies far more reliably than most common soldier can lay claim to. +1 Command when ambushing, +2 to line of sight (increases the range at which enemies are spotted) When to test : PostBattle
Condition : WonBattle
I_ConflictType SuccessfulAmbush
not WasAttacker
InEnemyLands
IsGeneral
Chance : 8 %
219 Shieldbearer Military 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. -1 Morale for all troops on the battlefield, +2 to your general's hitpoints (how many hits your general can take before dying) When to test : PostBattle
Condition : GeneralHPLostRatioinBattle <= 80
GeneralNumKillsInBattle > 5
WonBattle
not Routs
IsGeneral
Chance : 15 %
220 Siege Engineer Military An expert in how to deconstruct heavy structures and defences is always welcome when approaching towering walls. +1 Command when assaulting walls, +60 Build Points (required for the construction of siege equipment) When to test : CharacterTurnEnd
Condition : EndedInSettlement
RemainingMPPercentage = 100
SettlementBuildingExists >= catapult_range
IsGeneral
Chance : 3 %
When to test : CharacterTurnEnd
Condition : EndedInSettlement
RemainingMPPercentage = 100
SettlementBuildingExists >= c_catapult_range
IsGeneral
Chance : 3 %
When to test : GovernorBuildingCompleted
Condition : SettlementBuildingFinished >= siege_works
Chance : 33 %
When to test : GovernorBuildingCompleted
Condition : SettlementBuildingFinished >= c_siege_works
Chance : 33 %
11 / 15 : P6 , P7 , P8 , P9 , P10 , P11 , P12 , P13 , P14 , P15
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