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 % |
|