61 |
|
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 % |
62 |
|
Swordbearer |
Military |
|
|
It is always best to not have to break from combat when one's weapon breaks first. |
+1 to personal security (improves the chances of detecting and foiling assassination attempts), +1 to your general's hitpoints (how many hits your general can take before dying) |
When to test : PostBattle Condition : GeneralNumKillsInBattle > 5 WonBattle not Routs IsGeneral Chance : 10 % |
63 |
|
Veteran Warrior |
Military |
|
|
A hardened old brother in arms, always there to defend to the last, or serve as midfield mentor. |
+1 to personal security (improves the chances of detecting and foiling assassination attempts), +1 Command when commanding infantry |
When to test : PostBattle Condition : GeneralNumKillsInBattle > 5 WonBattle not Routs IsGeneral GeneralHPLostRatioinBattle <= 50 Chance : 50 % |
64 |
|
Caravan Driver |
Money |
Transferable 可轉移 |
|
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 : 50 % |
65 |
|
Counterfeiter |
Money |
|
|
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 % |
66 |
|
Master Mason |
Money |
|
|
Has found a civil master that he can entrust to ensure that his building projects are completed without fuss. |
10% discount on construction costs |
When to test : GovernorBuildingCompleted Condition : SettlementBuildingFinished >= m_masons_guild Chance : 33 % |
67 |
|
Merchant Clerk |
Money |
|
|
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 % |
68 |
|
Money Counter |
Money |
|
|
As much as counting one's wealth is a pleasure, when you're this wealthy, you may need some help. |
5% bonus on all trade income, 10% bonus on tax income |
When to test : CharacterTurnEnd Condition : EndedInSettlement RemainingMPPercentage = 100 SettlementBuildingExists >= fairground Treasury > 50000 IsGeneral Chance : 8 % |
69 |
|
Overseer |
Money |
|
|
When one can entrust another to oversee the workers, much more can be accomplished. |
1% discount on construction costs, +1 to farming output, 1% bonus on mining income |
When to test : CharacterTurnEnd Condition : EndedInSettlement RemainingMPPercentage = 100 SettlementBuildingExists >= farms+2 IsGeneral Chance : 10 % |
70 |
|
Tax Farmer |
Money |
|
|
If you are going to bleed the people dry, get someone else to be the face of your oppression. |
-1 from popularity (has a negative effect on public order), 10% bonus on tax income |
When to test : GovernorBuildingCompleted Condition : Trait BadTaxman >= 1 IsGeneral Chance : 8 % |
|
71 |
|
Reliable Navigator |
Naval |
|
|
When entering the vast trackless seas, a keen sense of direction is key to seeing land again soon. |
+1 Command at sea, +10% 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 : IsAdmiral SettlementBuildingExists >= explorers_guild Chance : 33 % |
72 |
|
Shipwright |
Naval |
|
|
Manufacturing and repairing naval vessels can be extremely costly and difficult without a specialist like this to oversee the work. |
+1 Command at sea |
When to test : NewAdmiralCreated Condition : SettlementBuildingExists >= merchants_wharf Chance : 8 % |
73 |
|
Black Stallion |
Pet |
Transferable 可轉移 |
|
A dark swift menacing steed makes light of the tyranny of distance. |
+25% to Movement Points (gives armies the ability to forced march) |
When to test : CharacterTurnEnd Condition : IsGeneral EndedInSettlement RemainingMPPercentage = 100 SettlementBuildingExists >= knights_stables Attribute Chivalry < -4 not CharacterReligion catholic Chance : 4 % |
When to test : AgentCreated Condition : AgentType = spy SettlementBuildingExists >= stables Chance : 100 % |
When to test : AgentCreated Condition : AgentType = spy SettlementBuildingExists >= racing_track Chance : 100 % |
When to test : AgentCreated Condition : AgentType = assassin SettlementBuildingExists >= stables Chance : 100 % |
When to test : AgentCreated Condition : AgentType = assassin SettlementBuildingExists >= racing_track Chance : 100 % |
74 |
|
Tracking Dog |
Pet |
|
|
Able to follow trails that no human eye could possibly detect in the first place. |
+2 to agent's skill, +1 to line of sight (increases the range at which enemies are spotted), +1 to personal security (improves the chances of detecting and foiling assassination attempts) |
When to test : AssassinationMission Condition : AgentType = assassin MissionSucceeded not InEnemyLands Chance : 4 % |
75 |
|
Guard Dog |
Pet |
|
|
More vigilant, intimidating and loyal than even the most cunning of watchmen. |
+2 to personal security (improves the chances of detecting and foiling assassination attempts) |
When to test : CharacterTurnEnd Condition : EndedInSettlement RemainingMPPercentage = 100 SettlementBuildingExists >= castle IsGeneral TimeInRegion > 4 Chance : 8 % |
76 |
|
Strapping Stallion |
Pet |
|
|
What an impressive and powerful beast this young lady straddles on a daily basis. |
+10% to Movement Points (gives armies the ability to forced march) |
When to test : CharacterComesOfAge Condition : AgentType = princess FactionBuildingExists = kings_stables Chance : 25 % |
77 |
|
Swift Steed |
Pet |
|
|
A dashing mount that can pass over the land as swiftly as the wind itself. |
+15% to Movement Points (gives armies the ability to forced march), +1 to public health |
When to test : AgentCreated Condition : AgentType = diplomat FactionBuildingExists >= horse_breeders_guild Chance : 33 % |
78 |
|
Trusty Steed |
Pet |
Transferable 可轉移 |
|
Noble warriors need a noble and trusty mount such as this fine animal. |
+5% to Movement Points (gives armies the ability to forced march), +1 Command when commanding cavalry |
When to test : CharacterTurnEnd Condition : EndedInSettlement SettlementBuildingExists >= earls_stables Trait GoodCavalryGeneral >= 1 IsGeneral Chance : 15 % |
When to test : CharacterTurnEnd Condition : EndedInSettlement SettlementBuildingExists >= c_earls_stables Trait GoodCavalryGeneral >= 1 IsGeneral Chance : 15 % |
79 |
|
Yappy Little Dog |
Pet |
|
|
How can this woman possibly find this evil, overgrown rodent adorable?! |
-1 Charm |
When to test : CharacterComesOfAge Condition : AgentType = princess Chance : 5 % |
80 |
|
The One Ring |
relic_ring |
Transferable 可轉移 |
|
Only the fire shows it - "Ash nazg durbatulûk, ash nazg gimbatul, ash nazg thrakatulûk, agh burzum-ishi krimpatul" - One ring to rule them all, one ring to find them, one ring to bring them all and in the darkness bind them! |
+3 Hitpoints, +3 Authority, +3 Command, +2 Personal Security, -1 Purity, -1 Loyalty, -1 Obedience, +2 Fear |
When to test : CharacterTurnEnd Condition : EndedInSettlement SettlementName Central_Mountains IsGeneral TimeInRegion > 2 not I_WorldwideAncillaryExists one_ring Chance : 25 % |
When to test : CharacterTurnEnd Condition : EndedInSettlement SettlementName High-Pass IsGeneral TimeInRegion > 2 not I_WorldwideAncillaryExists one_ring Chance : 20 % |
When to test : CharacterTurnEnd Condition : EndedInSettlement SettlementName Misty-Mountains IsGeneral TimeInRegion > 2 not I_WorldwideAncillaryExists one_ring Chance : 10 % |
When to test : PostBattle Condition : Attribute Piety > 1 WonBattle GeneralWithAncKilled one_ring Chance : 100 % |
When to test : FatherDiesNatural Condition : FatherAnc one_ring Chance : 100 % |
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