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traits c

Viktor Tarnholm edited this page Oct 16, 2026 · 17 revisions

Traits: C

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194 traits whose display name begins with C. A · B · C · D · E · F · G · H · I · J · K · L · M · N · O · P · Q · R · S · T · U · V · W · Y · Z

Caesar

Appears on family members (generals, governors, leaders) · pulls against Imperator Caesar · never on 21 of the cultures.

Effects: +2 Personal Security · grants the epithet Caesar

This man is Caesar, the designated heir of the Emperor of Rome.

Cultures that never receive it (21)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Greek · Caucasian · Anatolian · Iranian · Arab · Indian · Egyptian · Ethiopian · Phoenician · Libyan · Scythian · Western Hellenistic · Eastern Hellenistic · Iberian · Illyrian

How it is gained: at the end of the character's turn
When Points Chance Conditions
at the end of the character's turn +1 100% does not belong to Free Peoples · belongs to Rome · is the faction heir · the faction leader has Imperator Caesar · does not have Imperator Caesar (plus hidden conditions)

Caesar Rebellion

Appears on family members (generals, governors, leaders) · 2 levels · never on 21 of the cultures.

Level At points Effects
Caesar Rebellion 1 no stat effects
Caesar Rebellion 2 no stat effects
What the game says at each level

Caesar Rebellion: Caesar_Rebellion1

Caesar Rebellion: Caesar_Rebellion2

Cultures that never receive it (21)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Greek · Caucasian · Anatolian · Iranian · Arab · Indian · Egyptian · Ethiopian · Phoenician · Libyan · Scythian · Western Hellenistic · Eastern Hellenistic · Iberian · Illyrian

Granted by events, at birth or by inheritance.


Calm

Appears on family members (generals, governors, leaders) · 3 levels · pulls against Cheerful, Gloomy, Testy, Anger. Once it reaches Composed it cannot drop back.

Level At points Effects
Calm 1 +1 Management
Composed 3 -1 Influence, +2 Management
Cold · epithet the Cold-hearted 6 -3 Influence, +3 Management, +1 Command
What the game says at each level

Calm: This man remains as cool as a marble statue in the face of crises, inspiring confidence in some and frustration in others who wish he would show a bit more urgency.

Composed: This man is a picture of serenity, untouched by the chaos around him. While others panic, he calmly considers his next move. This has earned him a reputation for being reliable.

Cold: This man's never lets his heart rule his head, making him seem cold and distant, but reliable. This make him an uncharismatic figure. Or not quite human.

How it is gained: on coming of age, when a brother is adopted, at the end of the character's turn
When Points Chance Conditions
on coming of age +1 20% his father has Social Drinker · his father has at most level 2 of Social Drinker
on coming of age +1 5% his father has Testy
on coming of age +1 25% his father has Calm
on coming of age +1 2% hidden conditions only
on coming of age +1 15% hidden conditions only
on coming of age +1 10% always
when a brother is adopted +1 2% always
at the end of the character's turn +1 1% does not belong to Free Peoples · has Ignorant
at the end of the character's turn +1 1% does not belong to Free Peoples · 10% chance (plus hidden conditions)
at the end of the character's turn +1 1% does not belong to Free Peoples · has Rather Lazy (plus hidden conditions)
at the end of the character's turn +1 1% does not belong to Free Peoples · has Restrained
at the end of the character's turn +1 1% does not belong to Free Peoples · has Firm Personal Morality

Camel Hater

Appears on family members (generals, governors, leaders) · at most 1 character may hold it · never on 6 of the cultures.

Effects: -1 Influence

Camels... This man can’t stand them. Whether it’s their smell, their stubbornness, or how tall they are, he refuses to ride or fight alongside them.

Cultures that never receive it (6)

Gallic · Germanic · Dacian · Celtiberian · Scythian · Indian

How it is gained: ending a turn in a settlement
When Points Chance Conditions
ending a turn in a settlement +1 1% does not belong to Free Peoples · has Poor Cavalry Commander · has less than level 4 of Green · does not have Camel Hater · in the Arab area of recruitment

Cannanite

Appears on every character, agents included · pulls against Carthaginian Aristocrat, Puno-Numidian, Puno-Hellene, Carthaginian Citizen, 'Amm Iboshim · sons inherit it 1% of the time · never on 17 of the cultures.

Effects: no stat effects

Belonging to Phoenician communities protected by Carthage, these man hail from various communities across the western Mediterranean, encompassing Iberia, Africa, Sicily, and the Central Mediterranean, and are recognized as freemen and allies.

Cultures that never receive it (17)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Greek · Caucasian · Anatolian · Iranian · Arab · Indian · Egyptian · Ethiopian · Roman · Libyan · Scythian

How it is gained: when the agent is trained
When Points Chance Conditions
when the agent is trained +1 30% is a diplomat · belongs to Carthage · does not have Puno-Hellene · does not have Puno-Sikel · does not have Carthaginian Citizen · does not have Cannanite · in Lilybaion
when the agent is trained +1 30% is a diplomat · belongs to Carthage · does not have Puno-Hellene · does not have Puno-Sikel · does not have Carthaginian Citizen · does not have Cannanite · in Panormos
when the agent is trained +1 60% is a diplomat · belongs to Carthage · does not have Liby-Phoenician · does not have Puno-Libyan · does not have Carthaginian Citizen · does not have Cannanite · in Hadrumetum
when the agent is trained +1 100% is a diplomat · belongs to Carthage · does not have Liby-Phoenician · does not have Puno-Nuraghic · does not have Cannanite · in Caralis
when the agent is trained +1 20% is a spy · belongs to Carthage · does not have Puno-Hellene · does not have Carthaginian Citizen · does not have Cannanite · does not have Freed from Slavery · in Carthage
when the agent is trained +1 20% is an assassin · belongs to Carthage · does not have Puno-Hellene · does not have Carthaginian Citizen · does not have Cannanite · does not have Freed from Slavery · in Carthage (plus hidden conditions)

Cappadocian Culture

Appears on every character, agents included · pulls against Italic Culture, Egyptian Culture, Mesopotamian Culture, Germanic Culture, Celtic Culture, Iberian Culture, Scythian Culture, Thracian Culture, Illyrian Culture, Phoenician Culture, Libyan Culture, Indian, Iranian Culture, Armenian Roots, Arab Roots, Judaean Roots, Ethiopian Roots, Baltic Roots, Assyrian Roots, Caucasian Roots, Mysian Culture, Lydian Culture, Carian Culture, Lycian Culture, Pamphylian Culture, Pisidian Culture, Phrygian Culture, Paphlagonian Culture, Lycaonian Culture, Isaurian Culture, Cilician, Bithynian Culture, Paeonian Culture, Triballian Culture, Venetic Roots, Delmato-Pannonian Roots, Dardanian Roots, Liburnian Roots, Makedonian Culture · sons inherit it 1% of the time.

Effects: +1 Cappadocian belief

This man is Cappadocian, hailing from the rugged highlands where even goats have second thoughts. His people are as tough as the rocks they call home.

How it is gained: when offered for adoption, when offered for adoption as a man of the hour, when offered for marriage, on accepting a bribe
When Points Chance Conditions
when offered for adoption +1 5% belongs to Pontus · does not have Cappadocian Culture (plus hidden conditions)
when offered for adoption as a man of the hour +1 5% belongs to Pontus · does not have Cappadocian Culture (plus hidden conditions)
when offered for marriage +1 5% belongs to Pontus · does not have Cappadocian Culture (plus hidden conditions)
on accepting a bribe +1 100% belongs to Pontus (plus hidden conditions)

Captured Elephants

Appears on family members (generals, governors, leaders).

Effects: no stat effects

Following our victory against the Carthaginians, our men managed to capture several surviving war elephants along with their handlers.

How it is gained and lost: after a battle, when selected
When Points Chance Conditions
after a battle +1 30% is a general · won the battle · in his own faction's lands · a field battle · lost over 10% of his army · does not have Captured Elephants · fought Carthage · of Phoenician, Greek, Western Hellenistic, Eastern Hellenistic or Roman culture
when selected loses 1 100% has Captured Elephants

Capuan Nobles Ransomed

Appears on family members (generals, governors, leaders).

Effects: no stat effects

Following our conquest of Capua, some prominent Campanian citizens and nobles were taken into custody. Unwilling to allow them to stay in chains, their kin sent emissaries with chests full of silver to purchase their freedom.

How it is gained and lost: on enslaving a captured city, on capturing a settlement, when selected
When Points Chance Conditions
on enslaving a captured city +1 25% the target faction is Capua · does not have Capuan Nobles Ransomed
on capturing a settlement +1 100% in Capua · the target faction is Capua · does not have Capuan Nobles Ransomed
when selected loses 1 100% has Capuan Nobles Ransomed

Careful With Money

Appears on family members (generals, governors, leaders) · 3 levels · pulls against Open-handed, Likes a Flutter. Once it reaches Tight-fisted it cannot drop back.

Level At points Effects
Careful With Money 1 +2 Management, +1 Squalor
Tight-fisted 3 +3 Management, +2 Squalor, -1 Influence
Miserly · epithet the Stingy 5 +4 Management, +3 Squalor, -2 Influence
What the game says at each level

Careful With Money: Prudent in all matters of finance, this man ensures that no coin leaves his purse without purpose.

Tight-fisted: Daylight rarely lights up the inside of this man's purse. His money is so carefully guarded, some say even Kharon, the ferryman who transports the dead across the river Acheron to the underworld, would have trouble prying a coin from him for the ferry ride.

Miserly: This man squeezes his drachmas so tightly that even the gods would struggle to pry them from his hands. He considers generosity a tragic flaw. To his servants, a 'feast' is bread and water, and even the bread might be rationed.

Retinue whose arrival is tied to this trait: Goldsmith, Jeweller.

How it is gained: on coming of age, at the end of the character's turn
When Points Chance Conditions
on coming of age +1 20% his father has Open-handed
on coming of age +1 35% his father has Careful With Money
on coming of age +1 5% hidden conditions only
at the end of the character's turn +1 1% does not belong to Free Peoples · has Careful With Money
at the end of the character's turn +1 5% does not belong to Free Peoples · 10% chance · has Burdened with Debt at level 2 or higher (plus hidden conditions)
at the end of the character's turn +1 5% does not belong to Free Peoples · 10% chance · has Burdened with Debt · has Flexible · has Financially Irregular · not of Dacian culture · not of Gallic culture · not of Germanic culture · not of Celtiberian culture (plus hidden conditions)
at the end of the character's turn +1 5% does not belong to Free Peoples · has Flexible · 10% chance · has Broke · has Financially Irregular
at the end of the character's turn +1 5% 10% chance · has Broke at level 2 or higher · of Gallic, Dacian, Brittonic, Germanic or Celtiberian culture (plus hidden conditions)

Careless

Appears on every character, agents included · 3 levels · pulls against Watchful, Scant Trust. Once it reaches Trusting Fool it cannot drop back.

Level At points Effects
Careless 1 -1 Personal Security
Careless of Security 3 -2 Personal Security
Trusting Fool 6 -4 Personal Security
What the game says at each level

Careless: This man pays little attention to his personal security. Like a passing breeze, sometimes it’s there, sometimes it’s not, and he rarely notices either way.

Careless of Security: Personal safety is not a high priority for this man, though he prefers to think of it as 'living boldly.' Assassins, on the other hand, think of him as 'easy prey'.

Trusting Fool: This man’s faith in his own charm is so great that he believes no assassin would dare harm him. The knife may think otherwise.

How it is gained: at the end of the character's turn
When Points Chance Conditions
at the end of the character's turn +1 1% does not belong to Free Peoples · has Cheerful
at the end of the character's turn +1 1% does not belong to Free Peoples · has Rather Lazy (plus hidden conditions)
at the end of the character's turn +1 1% does not belong to Free Peoples · has No Enemies
at the end of the character's turn +1 1% does not belong to Free Peoples · does not have Likes a Flutter · 5% chance (plus hidden conditions)

Careless Despoiler

Appears on family members (generals, governors, leaders).

Effects: -2 Troop Morale, -25 Looting

This general allowed his vast baggage train of plunder to lag miles behind the main army without a proper rearguard. Light enemy cavalry or local insurgent tribes ambushed the column, easily slaughtered the soldiers guarding it and drove away the wagons filled with the spoils gathered from the last battle.

How it is gained and lost: at the end of the character's turn, after a battle
When Points Chance Conditions
at the end of the character's turn loses 1 100% does not belong to Free Peoples · has Careless Despoiler
after a battle +1 100% won the battle · does not have Prudent Despoiler · does not have Shameless Despoiler · does not have Just Despoiler · does not have Populist Despoiler · does not have Generous Despoiler · does not have Patriot Despoiler · does not have Incompetent Despoiler · does not have Careless Despoiler · does not have Corrupt Despoiler · does not have Incorruptible Despoiler · either has Preoccupied or has Poor Cavalry Commander or has Bad Army Connections or has Inferior Commander or has Bad Administrator or has First to Charge or has Poor Planner or has Poor Ambusher or has Poor Disciplinarian · 6% chance

Carian Culture

Appears on every character, agents included · pulls against Italic Culture, Egyptian Culture, Mesopotamian Culture, Germanic Culture, Celtic Culture, Iberian Culture, Scythian Culture, Thracian Culture, Illyrian Culture, Phoenician Culture, Libyan Culture, Indian, Iranian Culture, Armenian Roots, Arab Roots, Judaean Roots, Ethiopian Roots, Baltic Roots, Assyrian Roots, Caucasian Roots, Mysian Culture, Lydian Culture, Lycian Culture, Pamphylian Culture, Pisidian Culture, Phrygian Culture, Paphlagonian Culture, Lycaonian Culture, Isaurian Culture, Cilician, Cappadocian Culture, Bithynian Culture, Paeonian Culture, Triballian Culture, Venetic Roots, Delmato-Pannonian Roots, Dardanian Roots, Liburnian Roots, Makedonian Culture · sons inherit it 1% of the time.

Effects: +1 Carian belief

This man is a proud Carian. He’s got a heart as big as his people’s sea-faring reputation.

Retinue whose arrival is tied to this trait: Labrys Maker.

How it is gained: when offered for adoption, when offered for adoption as a man of the hour, when offered for marriage
When Points Chance Conditions
when offered for adoption +1 5% belongs to Pontus · does not have Carian Culture (plus hidden conditions)
when offered for adoption as a man of the hour +1 5% belongs to Pontus · does not have Carian Culture (plus hidden conditions)
when offered for marriage +1 5% belongs to Pontus · does not have Carian Culture (plus hidden conditions)

Carthaginian Aristocrat

Appears on every character, agents included · pulls against Carthaginian Citizen, The People's Assembly, Puno-Numidian, Puno-Hellene, Cannanite, 'Amm Iboshim · sons inherit it 1% of the time · never on 17 of the cultures.

Effects: +1 Influence

In Carthage, wealth is the cornerstone of aristocratic power. While large estates exist beyond the city, property alone does not guarantee political influence, and ambitious individuals can ascend to the highest echelons of society and governance. Key governmental positions, like the senate, are unpaid, requiring a private income for the holders of those positions.

Cultures that never receive it (17)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Greek · Caucasian · Anatolian · Iranian · Arab · Indian · Egyptian · Ethiopian · Roman · Libyan · Scythian

How it is gained: at the start of the character's turn, on coming of age, when offered for adoption, when offered for adoption as a man of the hour
When Points Chance Conditions
at the start of the character's turn +4 55% does not belong to Free Peoples · belongs to Carthage · is a general · does not have Carthaginian Aristocrat · does not have Carthaginian Citizen · does not have Puno-Numidian · does not have Puno-Hellene · does not have Cannanite
on coming of age +4 100% belongs to Carthage · his father has Carthaginian Aristocrat
when offered for adoption +4 100% belongs to Carthage · his father has Carthaginian Aristocrat
when offered for adoption as a man of the hour +4 100% belongs to Carthage · his father has Carthaginian Aristocrat
when offered for marriage +4 100% belongs to Carthage · does not have Carthaginian Aristocrat · does not have Cannanite · does not have Puno-Numidian
at the end of the character's turn +1 10% does not belong to Free Peoples · belongs to Carthage · has Carthaginian Citizen · Command 4 or more · has Estate Owner at level 2 or higher · does not have Disgraced
at the end of the character's turn +1 10% does not belong to Free Peoples · belongs to Carthage · has Carthaginian Citizen · has Dull/Uncharismatic/Languorous at level 4 or higher · has Estate Owner at level 2 or higher · does not have Disgraced · does not have Inept Politician
at the end of the character's turn +1 10% does not belong to Free Peoples · belongs to Carthage · has Carthaginian Citizen · has Administrator at level 2 or higher · does not have Carthaginian Aristocrat · has Estate Owner at level 2 or higher · does not have Disgraced · has less than level 2 of Inept Politician
when the agent is trained +4 50% is a diplomat · belongs to Carthage · does not have Carthaginian Aristocrat · does not have Carthaginian Citizen · in Carthage
at the start of the character's turn +4 100% does not belong to Free Peoples · is a diplomat · belongs to Carthage · does not have Carthaginian Aristocrat · does not have Carthaginian Citizen · does not have Puno-Hellene · does not have Cannanite · does not have Liby-Phoenician · does not have Puno-Libyan (plus hidden conditions)

Carthaginian Citizen

Appears on every character, agents included · pulls against Carthaginian Aristocrat, Puno-Numidian, Puno-Hellene, Cannanite, 'Amm Iboshim · sons inherit it 1% of the time · never on 17 of the cultures.

Effects: no stat effects

Reserved for native males of Carthage, citizenship grants participation in the city's popular assembly. Here, matters of governance are deliberated, with senate proposals being subject to approval or rejection. Participation in politics are limited by economic factors, requiring a minimum wealth qualification.

Cultures that never receive it (17)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Greek · Caucasian · Anatolian · Iranian · Arab · Indian · Egyptian · Ethiopian · Roman · Libyan · Scythian

How it is gained: at the start of the character's turn, ending a turn in a settlement, when the agent is trained
When Points Chance Conditions
at the start of the character's turn +1 100% does not belong to Free Peoples · belongs to Carthage · is a general · does not have Carthaginian Aristocrat · does not have Carthaginian Citizen · does not have Puno-Numidian · does not have Puno-Hellene · does not have Cannanite
ending a turn in a settlement +1 25% does not belong to Free Peoples · belongs to Carthage · has Cannanite · Influence 5 or more · does not have Carthaginian Citizen · has Wealthy · in Carthage · does not have Disgraced
when the agent is trained +1 30% is a diplomat · belongs to Carthage · does not have Puno-Hellene · does not have Puno-Sikel · does not have Carthaginian Citizen · does not have Cannanite · in Lilybaion
when the agent is trained +1 30% is a diplomat · belongs to Carthage · does not have Puno-Hellene · does not have Puno-Sikel · does not have Carthaginian Citizen · does not have Cannanite · in Panormos
when the agent is trained +1 100% is a diplomat · belongs to Carthage · does not have Carthaginian Aristocrat · does not have Carthaginian Citizen · in Carthage
when the agent is trained +1 40% is a spy · belongs to Carthage · does not have Puno-Hellene · does not have Carthaginian Citizen · does not have Cannanite · does not have Freed from Slavery · in Carthage
when the agent is trained +1 100% is a spy · belongs to Carthage · does not have Puno-Hellene · does not have Carthaginian Citizen · does not have Cannanite · does not have Freed from Slavery · in Carthage (plus hidden conditions)
when the agent is trained +1 30% is an assassin · belongs to Carthage · does not have Puno-Hellene · does not have Carthaginian Citizen · does not have Cannanite · does not have Freed from Slavery · in Carthage (plus hidden conditions)

Carthaginian Nobles Released

Appears on family members (generals, governors, leaders).

Effects: no stat effects

Upon taking a Carthaginian city, prominent sons and daughters of Carthaginian Elders were captured. True to their nature, the Punic elders moved quickly to negotiate terms, raising a large ransom in silver to purchase the freedom of their kin.

How it is gained and lost: on enslaving a captured city, on capturing a settlement, when selected
When Points Chance Conditions
on enslaving a captured city +1 15% the target faction is Carthage · does not have Carthaginian Nobles Released
on capturing a settlement +1 100% in Carthage · the target faction is Carthage · does not have Carthaginian Nobles Released
on capturing a settlement +1 40% in Hadrumetum · the target faction is Carthage · does not have Carthaginian Nobles Released
on capturing a settlement +1 40% in Caralis · the target faction is Carthage · does not have Carthaginian Nobles Released
on capturing a settlement +1 100% in Lilybaion · the target faction is Carthage · does not have Carthaginian Nobles Released
when selected loses 1 100% has Carthaginian Nobles Released

Casual Adulterer

Appears on family members (generals, governors, leaders) · 5 levels · pulls against Firm Personal Morality, Trustworthy.

Level At points Effects
Casual Adulterer 3 +1 Fertility
Blatant Adulterer 6 -1 Influence, +2 Fertility
Infamous Womaniser 9 -1 Influence, +3 Fertility
Won't Take No For An Answer 18 -2 Influence, -1 Troop Morale, +4 Fertility
Sexual Predator · epithet the Womaniser 40 -4 Influence, -2 Troop Morale
What the game says at each level

Casual Adulterer: Fidelity is but a fleeting thought for this man, whose wandering eye has led him into the arms of another man’s wife. His actions are known to a select few, but whispers travel fast.

Blatant Adulterer: Faithfulness means nothing to this man, for he has great interest in extramarital affairs, indeed more than most. His indiscretions are an open secret, much to the dismay of those around him.

Infamous Womaniser: This man’s pursuit of carnal pleasure is the talk of the town. The unfortunate female slaves of his household were the first targets for his lusts, and, as of now, only a few women in his household have been spared by his advances, making him a figure of both envy and contempt.

Won't Take No For An Answer: This man’s advances are as relentless as they are unwelcome. Now, women have become mere objects to him, and the word ‘no’ is but a minor obstacle on the path to his desires.

Sexual Predator: To see a woman is to want her, and this man lets nothing stand in the way of his unwelcome and unpleasant lusts. Local fathers hide their daughters and wives whenever his army approaches.

Retinue whose arrival is tied to this trait: Agallis of Corcyra, Callistratus, Concubine, Evil Mother-in-Law, Exotic Slave, Floozy, Harem, Hetaira, Hetaira Hyperaischros, Hetaira Hyperkalles, Hetairotatos, Mistress, and 6 more.

How it is gained: ending a turn in a settlement, on coming of age, when a brother is adopted, senate exposure
When Points Chance Conditions
ending a turn in a settlement +1 1% does not belong to Free Peoples · over 90% of his movement left · the settlement has Arena (Leisure) or better
ending a turn in a settlement +1 1% does not belong to Free Peoples · over 90% of his movement left · the settlement has Odeon (Leisure) or better
ending a turn in a settlement +1 1% does not belong to Free Peoples · over 90% of his movement left · the settlement has Tavern (Leisure) or better
ending a turn in a settlement +1 1% does not belong to Free Peoples · over 90% of his movement left · does not have Firm Personal Morality · has less than level 2 of Determined · has less than level 2 of Trustworthy · 10% chance
on coming of age +3 10% his father has Casual Adulterer
on coming of age +3 2% always
ending a turn in a settlement +1 1% does not belong to Free Peoples · over 90% of his movement left · the settlement has Awesome Temple or better · does not have Humble · 10% chance (plus hidden conditions)
ending a turn in a settlement +1 1% does not belong to Free Peoples · over 90% of his movement left · the settlement has Awesome Temple or better · does not have Humble · 10% chance (plus hidden conditions)
ending a turn in a settlement +1 1% does not belong to Free Peoples · over 90% of his movement left · the settlement has Great Bathhouse (Sanitation) or better · does not have Humble · 10% chance (plus hidden conditions)
ending a turn in a settlement +1 1% does not belong to Free Peoples · over 90% of his movement left · the settlement has Theatre (Leisure) or better · does not have Humble · 10% chance (plus hidden conditions)
ending a turn in a settlement +1 1% does not belong to Free Peoples · over 90% of his movement left · the settlement has Silk Caravan (Urban) or better · does not have Humble · 10% chance (plus hidden conditions)
ending a turn in a settlement +1 1% does not belong to Free Peoples · over 90% of his movement left · the settlement has Silk Caravan (Urban) or better · does not have Humble · 10% chance (plus hidden conditions)
when a brother is adopted +1 2% always
senate exposure +6 20% always
on marriage +1 2% always
on becoming a father +1 5% always
on surviving an assassination attempt +1 10% always
at the end of the character's turn +1 1% does not belong to Free Peoples · has Casual Adulterer · 40% chance
ending a turn in a settlement +1 5% does not belong to Free Peoples · has House in Baiae · in Neapolis · has less than level 5 of Casual Adulterer
at the end of the character's turn +1 1% does not belong to Free Peoples · has Good Looking at level 2 or higher · does not have Trustworthy · has less than level 5 of Casual Adulterer · has Scandalous Romantic (plus hidden conditions)
at the end of the character's turn +1 1% does not belong to Free Peoples · has Good Looking at level 2 or higher · does not have Trustworthy · has Public Romantic Life · has Wealthy (plus hidden conditions)

Caucasian Roots

Appears on every character, agents included · 3 levels · pulls against Italic Culture, Egyptian Culture, Anatolian Culture, Mesopotamian Culture, Germanic Culture, Celtic Culture, Iberian Culture, Scythian Culture, Thracian Culture, Illyrian Culture, Phoenician Culture, Libyan Culture, Indian, Iranian Culture, Armenian Roots, Arab Roots, Judaean Roots, Ethiopian Roots, Baltic Roots, Assyrian Roots, Mysian Culture, Lydian Culture, Carian Culture, Lycian Culture, Pamphylian Culture, Pisidian Culture, Phrygian Culture, Paphlagonian Culture, Lycaonian Culture, Isaurian Culture, Cilician, Cappadocian Culture, Bithynian Culture, Paeonian Culture, Triballian Culture, Venetic Roots, Delmato-Pannonian Roots, Dardanian Roots, Liburnian Roots, Cypriot Greek Culture, Epirote Culture, Dorian Culture, Ionian Culture, Arcadian Culture, Aeolian Culture, Northwest Greek Culture, Greco-Bactrian Culture, Indo-Greek Culture, Makedonian Culture. Once it reaches True Caucasian it cannot drop back.

Level At points Effects
Caucasian Roots 1 +1 Caucasian belief
True Caucasian 5 +10 Trading, +1 Caucasian belief
Respected Caucasian 12 +1 Ambush, +10 Trading, +5 Bribe Resistance, +1 Caucasian belief
What the game says at each level

Caucasian Roots: This man is Caucasian, born where the mountains kiss the sky. He knows the difference between snow and ice, not that it’s ever come up in battle.

True Caucasian: This man is Caucasian, and his trade skills are as sharp as the mountains he hails from. If he can't sell it, it wasn't worth selling in the first place.

Respected Caucasian: This man is Caucasian, and his name is spoken with respect (and fear) throughout the highlands. He can ambush in the blink of an eye, and his trade deals are just as swift.

Granted by events, at birth or by inheritance.


Celebrated in Carthage

Appears on family members (generals, governors, leaders) · 4 levels.

Level At points Effects
Celebrated in Carthage 1 +1 Local Popularity
Celebrated in Carthage 2 +2 Local Popularity
Celebrated in Carthage 3 +3 Local Popularity
Celebrated in Carthage 4 +4 Local Popularity
What the game says at each level

Celebrated in Carthage: While covered in purple robes, this man walked in ritual procession across the streets of Carthage, from the Agora up to Byrza and the great Temple of Eshmun, to show off to the citizens and to the Gods, the spoils captured and the chief captives from his great victories during the previous military campaign.

Celebrated in Carthage: For the second time in his life, this man walked in ritual procession across the streets of Carthage, from the Agora up to Byrza and the great Temple of Eshmun, to show off to the citizens and to the Gods, the spoils captured and the chief captives from his great victories during the previous military campaign.

Celebrated in Carthage: For the third time in his life, this man walked in ritual procession across the streets of Carthage, from the Agora up to Byrza and the great Temple of Eshmun, to show off to the citizens and to the Gods, the spoils captured and the chief captives from his great victories during the previous military campaign.

Celebrated in Carthage: For the fourth time in his life, this man walked in ritual procession across the streets of Carthage, from the Agora up to Byrza and the great Temple of Eshmun, to show off to the citizens and to the Gods, the spoils captured and the chief captives from his great victories during the previous military campaign.

How it is gained: when selected
When Points Chance Conditions
when selected +1 100% is a general · has Right to celebrate in Carthage! · distance to the capital below 3

Celebrated the Ptolemaieia

Appears on family members (generals, governors, leaders).

Effects: +1 Influence, +1 Local Popularity

Having been part and celebrated the magnificent Ptolemaieia festival in Alexandria, this man prestige has increased, elevating his public influence!

How it is gained: at the end of the character's turn
When Points Chance Conditions
at the end of the character's turn +1 100% does not belong to Free Peoples · has Celebrated the Ptolemaieia

Celebrated Triumphator

Appears on family members (generals, governors, leaders) · 5 levels · never on 21 of the cultures. Once it reaches Celebrated Triumphator it cannot drop back.

Level At points Effects
Celebrated Triumphator 1 +1 Influence, -5 Senate Standing, +10 Popular Standing
Celebrated Second Triumphus 2 +2 Influence, -10 Senate Standing, +20 Popular Standing
Celebrated Third Triumphus 3 +2 Influence, -15 Senate Standing, +30 Popular Standing
Celebrated Fourth Triumphus 4 +2 Influence, -20 Senate Standing, +40 Popular Standing
Celebrated Fifth Triumphus 5 +3 Influence, -25 Senate Standing, +50 Popular Standing
What the game says at each level

Celebrated Triumphator: After a night outside the Servian walls in the Campus Martius, this man entered Rome to celebrate his Triumph. The chained leaders of Rome's foes were led along in advance of his chariot. Roman troops followed, laden with plunder and carrying captured military standards. Along the Via Sacra, the temples were thrown open, and garlands of flowers decorated every shrine and image, and incense smokes on every altar. Banquets were spread in front of every door, and the populace shouted their approval from the streets. Ascending the Capitoline hill and reaching the Temple of Jupiter Optimus Maximus, he ceremoniously placed a laurel wreath in the lap of the god as an offering. Too soon the day was over, but the memory of his glorious deeds will surely live forever!

Celebrated Second Triumphus: After a night outside the Servian walls in the Campus Martius, this man entered Rome to celebrate his second Triumph. The chained leaders of Rome's foes were led along in advance of his chariot. Roman troops followed, laden with plunder and carrying captured military standards. Along the Via Sacra, the temples were thrown open, and garlands of flowers decorated every shrine and image, and incense smokes on every altar. Banquets were spread in front of every door, and the populace shouted their approval from the streets. Ascending the Capitoline hill and reaching the Temple of Jupiter Optimus Maximus, he ceremoniously placed a laurel wreath in the lap of the god as an offering. Too soon the day was over, but the memory of his glorious deeds will surely live forever!

Celebrated Third Triumphus: After a night outside the Servian walls in the Campus Martius, this man entered Rome to celebrate his third Triumph. The chained leaders of Rome's foes were led along in advance of his chariot. Roman troops followed, laden with plunder and carrying captured military standards. Along the Via Sacra, the temples were thrown open, and garlands of flowers decorated every shrine and image, and incense smokes on every altar. Banquets were spread in front of every door, and the populace shouted their approval from the streets. Ascending the Capitoline hill and reaching the Temple of Jupiter Optimus Maximus, he ceremoniously placed a laurel wreath in the lap of the god as an offering. Too soon the day was over, but the memory of his glorious deeds will surely live forever!

Celebrated Fourth Triumphus: After a night outside the Servian walls in the Campus Martius, this man entered Rome to celebrate his fourth Triumph. The chained leaders of Rome's foes were led along in advance of his chariot. Roman troops followed, laden with plunder and carrying captured military standards. Along the Via Sacra, the temples were thrown open, and garlands of flowers decorated every shrine and image, and incense smokes on every altar. Banquets were spread in front of every door, and the people shed tears of joy as they cheered from the streets. Ascending the Capitoline hill and reaching the Temple of Jupiter Optimus Maximus, he ceremoniously placed a laurel wreath in the lap of the god as an offering. Too soon the day was over, but the memory of his glorious deeds will surely live forever!

Celebrated Fifth Triumphus: No one else has done this before, only you, Imperator. After a night outside the Servian walls in the Campus Martius, this man entered Rome to celebrate his fifth Triumph. The chained leaders of Rome's foes were led along in advance of his chariot. Roman troops followed, laden with plunder and carrying captured military standards. Along the Via Sacra, the temples were thrown open, and garlands of flowers decorated every shrine and image, and incense smokes on every altar. Banquets were spread in front of every door, and the people shed tears of joy as they cheered from the streets, shouting their approval and love for this general. Ascending the Capitoline hill and reaching the Temple of Jupiter Optimus Maximus, he ceremoniously placed a laurel wreath in the lap of the god as an offering. Too soon the day was over, but the memory of his glorious deeds will surely echo through eternity!

Cultures that never receive it (21)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Scythian · Greek · Egyptian · Ethiopian · Phoenician · Libyan · Caucasian · Anatolian · Iranian · Arab · Indian · Western Hellenistic · Eastern Hellenistic · Iberian · Illyrian

How it is gained: ending a turn in a settlement, when selected
When Points Chance Conditions
ending a turn in a settlement +1 100% does not belong to Free Peoples · in Rome · has Triumphator · has less than level 5 of Celebrated Triumphator
when selected +1 100% has Triumphator · distance to the capital below 3 · has less than level 5 of Celebrated Triumphator

Celebrating the Ptolemaieia

Appears on family members (generals, governors, leaders).

Effects: no stat effects

This man is preparing to host the Ptolemaieia festival, first started by Ptolemaios II Philadelphos in 279 BC to honor his father Ptolemaios I Soter. The festival games are held every four years in Alexandria, with games, competitions, processions, extravagant sacrifies, lavish banquets and other festivities befitting of the royal couple, who are hosting them.

How it is gained: at the end of the character's turn, ending a turn in a settlement
When Points Chance Conditions
at the end of the character's turn +1 100% does not belong to Free Peoples · has Celebrating the Ptolemaieia
ending a turn in a settlement +1 100% is the faction leader · belongs to Ptolemaic Empire · in Alexandria · either on turn 4 or 5 or on turn 56 or 57 or on turn 88 or 89 or on turn 120 or 121 or on turn 152 or 153 or on turn 184 or 185 or on turn 216 or 217 or on turn 248 or 249 or on turn 280 or 281 or on turn 312 or 313 or on turn 344 or 345 or on turn 376 or 377 or on turn 408 or 409 or on turn 440 or 441 or on turn 472 or 473 or on turn 504 or 505 or on turn 536 or 537 or on turn 568 or 569 or on turn 600 or 601 or on turn 632 or 633 or on turn 664 or 665 or on turn 696 or 697 or on turn 728 or 729 or on turn 760 or 761 or on turn 792 or 793 or on turn 824 or 825 or on turn 856 or 857 or on turn 888 or 889 or on turn 920 or 921 or on turn 952 or 953 or on turn 984 or 985 or on turn 1016 or 1017 or on turn 1040 or 1041 · does not have Celebrating the Ptolemaieia

Celtic Culture

Appears on every character, agents included · 3 levels · pulls against Italic Culture, Egyptian Culture, Anatolian Culture, Mesopotamian Culture, Germanic Culture, Iberian Culture, Scythian Culture, Thracian Culture, Illyrian Culture, Phoenician Culture, Libyan Culture, Indian, Iranian Culture, Armenian Roots, Arab Roots, Judaean Roots, Ethiopian Roots, Baltic Roots, Assyrian Roots, Caucasian Roots, Mysian Culture, Lydian Culture, Carian Culture, Lycian Culture, Pamphylian Culture, Pisidian Culture, Phrygian Culture, Paphlagonian Culture, Lycaonian Culture, Isaurian Culture, Cilician, Cappadocian Culture, Bithynian Culture, Paeonian Culture, Triballian Culture, Venetic Roots, Delmato-Pannonian Roots, Dardanian Roots, Liburnian Roots, Cypriot Greek Culture, Epirote Culture, Makedonian Culture. Once it reaches True Celt it cannot drop back.

Level At points Effects
Celtic Culture 1 +1 Celtic belief
True Celt 5 +1 Celtic belief
Respected Celt 12 +1 Command, +5 Bribe Resistance, +1 Celtic belief
What the game says at each level

Celtic Culture: This man is Celtic, known for his love of music, storytelling, and battle. His people are fiercely independent, which makes him tricky to lead, but always fun to follow.

True Celt: This man is a true Celt, as proud as he is stubborn. His leadership qualities are as legendary as the feasts held in his honor (and the amount of mead he can drink).

Respected Celt: This man is a respected Celt, feared by his enemies and followed by his clan. Whether leading a charge or settling a dispute over who drank all the ale, his word is law.

How it is gained: when the agent is trained, on coming of age, when offered for adoption, when offered for adoption as a man of the hour
When Points Chance Conditions
when the agent is trained +1 100% is a diplomat · of Gallic or Brittonic culture (plus hidden conditions)
when the agent is trained +1 100% is an assassin · of Gallic or Brittonic culture (plus hidden conditions)
when the agent is trained +1 100% is a spy · of Gallic or Brittonic culture (plus hidden conditions)
on coming of age +1 100% his father has Celtic Culture
on coming of age +2 17% his father has Celtic Culture
when offered for adoption +1 100% of Gallic or Brittonic culture
when offered for adoption +2 17% of Gallic or Brittonic culture
when offered for adoption as a man of the hour +1 100% of Gallic or Brittonic culture
when offered for adoption as a man of the hour +2 17% of Gallic or Brittonic culture
when offered for marriage +1 100% from a Celtic-group faction · not of Celtiberian culture
when offered for marriage +2 17% from a Celtic-group faction · not of Celtiberian culture
on accepting a bribe +1 100% from a Celtic-group faction · not of Celtiberian culture (plus hidden conditions)
on coming of age +1 100% from a Celtic-group faction · not of Celtiberian culture
at the start of the character's turn +1 100% does not belong to Free Peoples · from a Celtic-group faction · not of Celtiberian culture (plus hidden conditions)
when offered for adoption +1 30% of Celtiberian culture · the faction leader has Iberian Culture
when offered for adoption +2 17% of Celtiberian culture · the faction leader has Iberian Culture
when offered for adoption as a man of the hour +1 40% of Celtiberian culture · the faction leader has Iberian Culture
when offered for adoption as a man of the hour +2 17% of Celtiberian culture · the faction leader has Iberian Culture
when offered for marriage +1 40% of Celtiberian culture · the faction leader has Iberian Culture
when offered for marriage +2 17% of Celtiberian culture · the faction leader has Iberian Culture
on accepting a bribe +1 100% of Celtiberian culture · does not have Italic Culture · does not have Egyptian Culture · does not have Ethiopian Roots · does not have Indian · does not have Iranian Culture · does not have Germanic Culture · does not have Celtic Culture · does not have Iberian Culture · does not have Illyrian Culture · does not have Phoenician Culture · does not have Libyan Culture · does not have Iberian Culture · does not have Celtic Culture · does not have Iranian Culture
when offered for adoption +1 60% of Celtiberian culture · the faction leader has Celtic Culture
when offered for adoption +2 17% of Celtiberian culture · the faction leader has Celtic Culture
when offered for adoption +1 100% of Celtiberian culture · the faction leader has Celtic Culture · does not have Iberian Culture · does not have Celtic Culture
when offered for adoption as a man of the hour +1 60% of Celtiberian culture · the faction leader has Celtic Culture
when offered for adoption as a man of the hour +2 17% of Celtiberian culture · the faction leader has Celtic Culture
when offered for adoption as a man of the hour +1 100% of Celtiberian culture · the faction leader has Celtic Culture · does not have Iberian Culture · does not have Celtic Culture
when offered for marriage +1 60% of Celtiberian culture · the faction leader has Celtic Culture
when offered for marriage +2 17% of Celtiberian culture · the faction leader has Celtic Culture
when offered for marriage +1 100% of Celtiberian culture · the faction leader has Celtic Culture · does not have Iberian Culture · does not have Celtic Culture
when offered for adoption +1 50% of Celtiberian culture · the faction leader does not have Iberian Culture · the faction leader does not have Celtic Culture
when offered for adoption +2 17% of Celtiberian culture · the faction leader does not have Iberian Culture · the faction leader does not have Celtic Culture
when offered for adoption +1 100% of Celtiberian culture · the faction leader does not have Iberian Culture · the faction leader does not have Celtic Culture · does not have Iberian Culture · does not have Celtic Culture
when offered for adoption as a man of the hour +1 50% of Celtiberian culture · the faction leader does not have Iberian Culture · the faction leader does not have Celtic Culture
when offered for adoption as a man of the hour +2 17% of Celtiberian culture · the faction leader does not have Iberian Culture · the faction leader does not have Celtic Culture
when offered for adoption as a man of the hour +1 100% of Celtiberian culture · the faction leader does not have Iberian Culture · the faction leader does not have Celtic Culture · does not have Iberian Culture · does not have Celtic Culture
when offered for marriage +1 50% of Celtiberian culture · the faction leader does not have Iberian Culture · the faction leader does not have Celtic Culture
when offered for marriage +2 17% of Celtiberian culture · the faction leader does not have Iberian Culture · the faction leader does not have Celtic Culture
when offered for adoption +1 5% belongs to Pontus · does not have Celtic Culture (plus hidden conditions)
when offered for adoption as a man of the hour +1 5% belongs to Pontus · does not have Celtic Culture (plus hidden conditions)
when offered for marriage +1 5% belongs to Pontus · does not have Celtic Culture (plus hidden conditions)
when offered for adoption +1 100% belongs to Carthage · the faction leader has Celtic Culture · does not have Phoenician Culture · does not have Libyan Culture · does not have Iberian Culture · does not have Celtic Culture · does not have Dorian Culture
on refusing a bribe +3 30% has Celtic Culture
after a battle +1 20% has Celtic Culture
on capturing a settlement +1 30% has Celtic Culture
when his faction destroys another +2 100% has Celtic Culture
at the end of the character's turn +1 3% does not belong to Free Peoples · has Celtic Culture · has Confident Attacker at level 3 or higher
at the end of the character's turn +1 1% does not belong to Free Peoples · has Celtic Culture · has Social Drinker · has less than level 4 of Social Drinker
at the end of the character's turn +1 3% does not belong to Free Peoples · has Celtic Culture · has Good Ambusher at level 2 or higher
at the end of the character's turn +1 1% does not belong to Free Peoples · has Celtic Culture · has Untouched By Fear at level 3 or higher
at the end of the character's turn +1 5% does not belong to Free Peoples · has Celtic Culture · has War Chief at level 3 or higher
at the end of the character's turn +1 3% does not belong to Free Peoples · has Celtic Culture · has Renowned at level 2 or higher
at the end of the character's turn +1 3% does not belong to Free Peoples · has Celtic Culture · has Proudly Scarred at level 3 or higher
at the end of the character's turn +1 1% does not belong to Free Peoples · has Celtic Culture · has Fruitful at level 2 or higher
at the end of the character's turn +1 3% does not belong to Free Peoples · has Celtic Culture · has Chancer at level 2 or higher
at the end of the character's turn +1 3% does not belong to Free Peoples · has Celtic Culture · has Good When Outnumbered at level 2 or higher
at the end of the character's turn +1 3% does not belong to Free Peoples · has Celtic Culture · has Pillager at level 2 or higher
at the end of the character's turn +1 3% does not belong to Free Peoples · has Celtic Culture · has Eagle Taker at level 2 or higher

Censor

Appears on family members (generals, governors, leaders) · pulls against Proconsul, Former Censor, Imperator Caesar · at most 2 characters may hold it · never on 21 of the cultures.

Effects: +2 Influence, +1 Law, +1 Management

After a term as consul, this is final step in the Cursus Honorum, the only office in the Roman Republic whose term has a period of eighteen months instead of the usual twelve. Censors are elected every five years and although the office holds no military imperium, it's considered a great honour. The Censors enroll new citizens in tribes and voting classes, take a regular census of the people and then divide the citizens into voting classes on the basis of income and tribal affiliation. He's also in charge of the membership roll of the Senate, adding, every five years, new senators who have been elected to the requisite offices, and can remove unworthy members from the Senate.

Cultures that never receive it (21)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Greek · Caucasian · Anatolian · Iranian · Arab · Indian · Egyptian · Ethiopian · Phoenician · Libyan · Scythian · Western Hellenistic · Eastern Hellenistic · Iberian · Illyrian

How it is gained: on taking office, at the start of the character's turn
When Points Chance Conditions
on taking office +1 100% holds the office of Censor · does not have Ex Censor
on taking office +2 100% holds the office of Censor · has Ex Censor
at the start of the character's turn +2 10% does not belong to Free Peoples · has at most level 2 of Light Senatorial Fine · does not have Quaestor · does not have Former Quaestor · does not have Aedile · does not have Former Aedile · does not have Curule Aedile · does not have Former Curule Aedile · does not have Praetor · does not have Propraetor · does not have Consul · has Proconsul · does not have Censor · does not have Former Censor · does not have Princeps Senatus · does not have Former Princeps Senatus · does not have Tribune of the Plebs · does not have Imperator Caesar (plus hidden conditions)
at the start of the character's turn +2 10% does not belong to Free Peoples · has Former Censor · has at most level 2 of Light Senatorial Fine · does not have Quaestor · does not have Former Quaestor · does not have Aedile · does not have Former Aedile · does not have Curule Aedile · does not have Former Curule Aedile · does not have Praetor · does not have Propraetor · does not have Consul · does not have Proconsul · does not have Censor · does not have Princeps Senatus · does not have Former Princeps Senatus · does not have Tribune of the Plebs · does not have Imperator Caesar (plus hidden conditions)
at the start of the character's turn +2 100% does not belong to Free Peoples · is a general (plus hidden conditions)

Centurion

Appears on family members (generals, governors, leaders) · pulls against Primus Pilus, Praefectus Castrorum, Decurion, Praefectus Cohortis, Tribunus Cohortis, Tribunus Angusticlavius, Praefectus Alae (Prefect of the Wing), Praefectus Legionis, Praefectus Praetorio, Procurator Sexegenarius, Procurator Centenarius, Procurator Ducenarius, Tribunus Militi, Legatus, Legatus Legionis, Imperator Caesar · never on 21 of the cultures.

Effects: no stat effects

Each Legion has 59 or 60 centurions, one to command each centuria of the 10 cohorts (originally 60). As the backbone of the army, they are career soldiers who run the day to day life of the soldiers, as well as issue commands in the field. They are generally moved up from the ranks, but in some cases can directly appointed by the Emperor or other higher ranking officials.

Cultures that never receive it (21)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Greek · Caucasian · Anatolian · Iranian · Arab · Indian · Egyptian · Ethiopian · Phoenician · Libyan · Scythian · Western Hellenistic · Eastern Hellenistic · Iberian · Illyrian

How it is gained: at the end of the character's turn, at the start of the character's turn
When Points Chance Conditions
at the end of the character's turn +2 100% does not belong to Free Peoples · of Roman culture · ended the turn outside a settlement · has Plebeian · does not have Quaestor · does not have Aedile · does not have Curule Aedile · does not have Praetor · does not have Propraetor · does not have Consul · does not have Proconsul · does not have Censor · does not have Centurion · does not have Primus Pilus · does not have Praefectus Castrorum · does not have Tribunus Militi (plus hidden conditions)
at the start of the character's turn +2 100% does not belong to Free Peoples · of Roman culture · has Plebeian · under siege · does not have Quaestor · does not have Aedile · does not have Curule Aedile · does not have Praetor · does not have Propraetor · does not have Consul · does not have Proconsul · does not have Censor · does not have Centurion · does not have Primus Pilus · does not have Praefectus Castrorum · does not have Tribunus Militi (plus hidden conditions)
at the end of the character's turn +2 100% does not belong to Free Peoples · of Roman culture · ended the turn outside a settlement · has Plebeian · does not have Quaestor · does not have Aedile · does not have Curule Aedile · does not have Praetor · does not have Propraetor · does not have Consul · does not have Proconsul · does not have Censor · does not have Centurion · does not have Primus Pilus · does not have Praefectus Castrorum · does not have Tribunus Militi (plus hidden conditions)
at the start of the character's turn +2 100% does not belong to Free Peoples · of Roman culture · has Plebeian · under siege · does not have Quaestor · does not have Aedile · does not have Curule Aedile · does not have Praetor · does not have Propraetor · does not have Consul · does not have Proconsul · does not have Censor · does not have Centurion · does not have Primus Pilus · does not have Praefectus Castrorum · does not have Tribunus Militi (plus hidden conditions)

Chalkedonian

Appears on every character, agents included · sons inherit it 1% of the time · never on 17 of the cultures. Once it reaches Chalkedonian it cannot drop back.

Effects: no stat effects · grants the epithet of Chalkedon

This man is from Chalkedon, a Megaran colony at the opposite shore of the Bosporus. Its location was so visibly inferior to the one of its usual ally Byzantion across the strait that the Persian general Megabazos allegedly remarked that Chalkedon's founders must have been blind.

Cultures that never receive it (17)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Scythian · Roman · Egyptian · Ethiopian · Phoenician · Libyan · Caucasian · Anatolian · Iranian · Arab · Indian

How it is gained: when offered for marriage, when offered for adoption, when offered for adoption as a man of the hour
When Points Chance Conditions
when offered for marriage +1 100% belongs to Athens · Chalkedon is held by Athens · 3% chance (plus hidden conditions)
when offered for adoption +1 100% belongs to Athens · Chalkedon is held by Athens · 3% chance (plus hidden conditions)
when offered for adoption as a man of the hour +1 100% belongs to Athens · Chalkedon is held by Athens · 3% chance (plus hidden conditions)
when offered for marriage +1 100% belongs to Seleucid Empire · Chalkedon is held by Seleucid Empire · 3% chance (plus hidden conditions)
when offered for adoption +1 100% belongs to Seleucid Empire · Chalkedon is held by Seleucid Empire · 3% chance (plus hidden conditions)
when offered for adoption as a man of the hour +1 100% belongs to Seleucid Empire · Chalkedon is held by Seleucid Empire · 3% chance (plus hidden conditions)
when offered for marriage +1 100% belongs to Ptolemaic Empire · Chalkedon is held by Ptolemaic Empire · 3% chance (plus hidden conditions)
when offered for adoption +1 100% belongs to Ptolemaic Empire · Chalkedon is held by Ptolemaic Empire · 3% chance (plus hidden conditions)
when offered for adoption as a man of the hour +1 100% belongs to Ptolemaic Empire · Chalkedon is held by Ptolemaic Empire · 3% chance (plus hidden conditions)
when offered for marriage +1 100% belongs to Antigonid Kingdom · Chalkedon is held by Antigonid Kingdom · 3% chance (plus hidden conditions)
when offered for adoption +1 100% belongs to Antigonid Kingdom · Chalkedon is held by Antigonid Kingdom · 3% chance (plus hidden conditions)
when offered for adoption as a man of the hour +1 100% belongs to Antigonid Kingdom · Chalkedon is held by Antigonid Kingdom · 3% chance (plus hidden conditions)

Champion of the Plebs

Appears on family members (generals, governors, leaders) · never on 21 of the cultures.

Effects: +1 Local Popularity

Whether from genuine affection for the people or a good understanding of how their favour is won, he has become a popular figure among the common citizens, well known for his generosity at public spectacles.

Cultures that never receive it (21)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Greek · Caucasian · Anatolian · Iranian · Arab · Indian · Egyptian · Ethiopian · Phoenician · Libyan · Scythian · Western Hellenistic · Eastern Hellenistic · Iberian · Illyrian

How it is gained: when a building completes in the governed city
When Points Chance Conditions
when a building completes in the governed city +1 60% the building completed is Colosseum (Leisure) · belongs to Rome or Roman Rebels · has Popularis Sympathiser at level 3 or higher · while the event "The Gracchan Reforms" is active

Chancer

Appears on family members (generals, governors, leaders) · 3 levels · pulls against Risk Taker, Hesitant Attacker.

Level At points Effects
Chancer 2 +1 Attack
Intelligent Risk Taker 4 +2 Attack
Victory from the Jaws of Defeat · epithet the Lucky 6 +3 Attack
What the game says at each level

Chancer: This man has a habit of taking risks during attacks. So far, he has either been lucky or very clever…

Intelligent Risk Taker: This man is a skilled or very lucky attacker - either way, he can produce a victory even when the odds are against him. His battle plans are just crazy enough to work, and clever enough to make everyone pretend they understood them from the start.

Victory from the Jaws of Defeat: This man can turn almost suicidal attacks into victories. Some swear they've seen enemy arrows change direction rather than strike him. His men, or the survivors, are less convinced of his abilities.

Retinue whose arrival is tied to this trait: Priest of Amon, Priest of Andrasta, Priest of Atar, Priest of Dercetius, Priest of Nike, Priest of Prometheus, Priest of Simurgh, Priest of Tork Angegh, Priestess of Eirene, Priestess of Victoria, Priestess of Wurt.

How it is gained and lost: on coming of age, when offered for marriage, when offered for adoption, when offered for adoption as a man of the hour
When Points Chance Conditions
on coming of age +2 10% does not have Selfish/Pessimistic (plus hidden conditions)
when offered for marriage +2 10% does not have Selfish/Pessimistic (plus hidden conditions)
when offered for adoption +2 15% does not have Selfish/Pessimistic (plus hidden conditions)
when offered for adoption as a man of the hour +2 15% does not have Selfish/Pessimistic (plus hidden conditions)
at the end of the character's turn +1 2% does not belong to Free Peoples · outside his own faction's lands · is a general · in enemy lands
at the end of the character's turn +1 2% does not belong to Free Peoples · outside his own faction's lands · is a general · in enemy lands · 40% chance (plus hidden conditions)
at the end of the character's turn +1 5% does not belong to Free Peoples · outside his own faction's lands · is a general · of Roman culture · 5% chance
after a battle +1 100% was the attacker · is a general · won the battle · the outcome was crushing · battle odds below 0.6 (his strength against the enemy's) · battle odds above 0.16 (his strength against the enemy's) · with the "gradual trait loss" setting off
after a battle +1 50% was the attacker · is a general · won the battle · the outcome was crushing · battle odds below 0.6 (his strength against the enemy's) · battle odds above 0.16 (his strength against the enemy's) · with the "gradual trait loss" setting off
after a battle +1 100% was the attacker · is a general · won the battle · the outcome was crushing · battle odds below 0.6 (his strength against the enemy's) · battle odds above 0.16 (his strength against the enemy's) · with the "gradual trait loss" setting on · does not have Risk Taker
after a battle +1 50% was the attacker · is a general · won the battle · the outcome was crushing · battle odds below 0.6 (his strength against the enemy's) · battle odds above 0.16 (his strength against the enemy's) · with the "gradual trait loss" setting on · does not have Risk Taker
after a battle loses 1 70% was the attacker · is a general · did not win the battle · the outcome was crushing · battle odds below 0.5 (his strength against the enemy's) · battle odds above 0.16 (his strength against the enemy's) · with the "gradual trait loss" setting on · has Chancer
after a battle +2 100% was the attacker · is a general · won the battle · the outcome was crushing · battle odds 0.20 or less (his strength against the enemy's) · with the "gradual trait loss" setting off
after a battle +2 100% was the attacker · is a general · won the battle · the outcome was crushing · battle odds 0.20 or less (his strength against the enemy's) · with the "gradual trait loss" setting on · does not have Risk Taker
after a battle loses 1 30% was the attacker · is a general · did not win the battle · the outcome was crushing · battle odds 0.16 or less (his strength against the enemy's) · with the "gradual trait loss" setting on · has Chancer
on coming of age +1 2% always

Chaonians

Appears on every character, agents included · sons inherit it 1% of the time · never on 12 of the cultures. Once it reaches Chaonians it cannot drop back.

Effects: no stat effects · grants the epithet the Chaonian

This man is a member of the Chaonians, one of the three chief tribes of the Apeirotai. A century or two earlier, the Chaonians were the dominant tribe of the Apeirotai, but today their power has lapsed. They are still a proud people, and claim descent from Helenos, the son of Priamos of Troia itself. They have a more sophisticated system of governance, with magistrates holding annual positions, but they are combined under an Apeirote Alliance with the other tribes to support the Haegemon of the alliance. They are considered, by the southern Hellenes, to be heavily influenced by the Illyrioi to their north, but they also have relations and trade ties across the Adriatic, in Italia as well.

Cultures that never receive it (12)

Celtiberian · Brittonic · Roman · Egyptian · Ethiopian · Phoenician · Libyan · Caucasian · Anatolian · Iranian · Arab · Indian

Granted by events, at birth or by inheritance.


Cheerful

Appears on family members (generals, governors, leaders) · 3 levels · pulls against Calm, Gloomy, Testy, Anger, Reserved. Once it reaches Relaxed it cannot drop back.

Level At points Effects
Cheerful 1 +1 Troop Morale
Relaxed 3 +1 Influence, +1 Troop Morale
Unconcerned 6 -1 Influence, -1 Troop Morale
What the game says at each level

Cheerful: This man has a positive attitude that makes him a pleasure to serve under. It lifts the spirits of his men, but sometimes, they wish he would stop whistling all the time.

Relaxed: This man exudes confidence that things will turn out for the best, making others feel the same when around him.

Unconcerned: This man's easy air and apparent lack of concern when faced with crises makes some people uneasy. While others might panic, he remains as steady as a rock, though some wish he would show a little more emotion from time to time.

How it is gained: at the end of the character's turn
When Points Chance Conditions
at the end of the character's turn +1 1% does not belong to Free Peoples · has Cheerful

Chersonesian

Appears on every character, agents included · sons inherit it 1% of the time · never on 17 of the cultures. Once it reaches Chersonesian it cannot drop back.

Effects: no stat effects · grants the epithet of Chersonesos

This man is from Chersonesos, founded by settlers from Hereclea Pontika.

Cultures that never receive it (17)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Scythian · Roman · Egyptian · Ethiopian · Phoenician · Libyan · Caucasian · Anatolian · Iranian · Arab · Indian

Granted by events, at birth or by inheritance.


Chersonesian (Chersonesosian)

Appears on family members (generals, governors, leaders) · sons inherit it 1% of the time · never on 17 of the cultures. Once it reaches Chersonesian it cannot drop back.

Effects: +1 Cavalry Command · grants the epithet of Chersonesos

This man is a citizen of Chersonesos. This city was once democratic, but later turned into an oligarchy, instead. Chersonesos has a long history of contact with the Scythians.

Cultures that never receive it (17)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Scythian · Roman · Egyptian · Ethiopian · Phoenician · Libyan · Caucasian · Anatolian · Iranian · Arab · Indian

Granted by events, at birth or by inheritance.


Chian

Appears on every character, agents included · sons inherit it 1% of the time · never on 17 of the cultures. Once it reaches Chian it cannot drop back.

Effects: no stat effects · grants the epithet of Chios

This man is from Chios, one of the original members of the Ionian League. It has always been immensely rich from the export of its excellent wine and the rare mastic. The "Chian laugh" referred to a well-known sexual practice invented here.

Cultures that never receive it (17)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Scythian · Roman · Egyptian · Ethiopian · Phoenician · Libyan · Caucasian · Anatolian · Iranian · Arab · Indian

How it is gained: when offered for marriage, when offered for adoption, when offered for adoption as a man of the hour
When Points Chance Conditions
when offered for marriage +1 100% belongs to Athens · Chios is held by Athens · 3% chance (plus hidden conditions)
when offered for adoption +1 100% belongs to Athens · Chios is held by Athens · 3% chance (plus hidden conditions)
when offered for adoption as a man of the hour +1 100% belongs to Athens · Chios is held by Athens · 3% chance (plus hidden conditions)
when offered for marriage +1 100% belongs to Syracuse · Chios is held by Syracuse · 4% chance (plus hidden conditions)
when offered for adoption +1 100% belongs to Syracuse · Chios is held by Syracuse · 4% chance (plus hidden conditions)
when offered for adoption as a man of the hour +1 100% belongs to Syracuse · Chios is held by Syracuse · 4% chance (plus hidden conditions)
when offered for marriage +1 100% belongs to Seleucid Empire · Chios is held by Seleucid Empire · 3% chance (plus hidden conditions)
when offered for adoption +1 100% belongs to Seleucid Empire · Chios is held by Seleucid Empire · 3% chance (plus hidden conditions)
when offered for adoption as a man of the hour +1 100% belongs to Seleucid Empire · Chios is held by Seleucid Empire · 3% chance (plus hidden conditions)
when offered for marriage +1 100% belongs to Ptolemaic Empire · Chios is held by Ptolemaic Empire · 3% chance (plus hidden conditions)
when offered for adoption +1 100% belongs to Ptolemaic Empire · Chios is held by Ptolemaic Empire · 3% chance (plus hidden conditions)
when offered for adoption as a man of the hour +1 100% belongs to Ptolemaic Empire · Chios is held by Ptolemaic Empire · 3% chance (plus hidden conditions)
when offered for marriage +1 100% belongs to Antigonid Kingdom · Chios is held by Antigonid Kingdom · 3% chance (plus hidden conditions)
when offered for adoption +1 100% belongs to Antigonid Kingdom · Chios is held by Antigonid Kingdom · 3% chance (plus hidden conditions)
when offered for adoption as a man of the hour +1 100% belongs to Antigonid Kingdom · Chios is held by Antigonid Kingdom · 3% chance (plus hidden conditions)
when offered for marriage +1 100% belongs to Chios · 40% chance (plus hidden conditions)
when offered for adoption +1 100% belongs to Chios · 40% chance (plus hidden conditions)
when offered for adoption as a man of the hour +1 100% belongs to Chios · 40% chance (plus hidden conditions)

Chief Magistrate

Appears on family members (generals, governors, leaders) · pulls against Chief Magistrate of the Etruscan Republic, Chief Magistrate of Cosa, Chief Magistrate of Volaterrae, Chief Magistrate of Perusia, Chief Magistrate of Falerii, Chief Magistrate of Arretium, Chief Magistrate of Volsinii.

Effects: +1 Management

This man has been elected as Chief Magistrate (Zilath) of a minor Etruscan city, an office that he can be elected for multiple times, demonstrating his political skill and popularity among his people. His experience with the city's affairs gives him considerable influence.

How it is gained and lost: at the end of the settlement's turn, at the end of the character's turn
When Points Chance Conditions
at the end of the settlement's turn +1 100% in residence as governor · belongs to Volsinii · the settlement has less than Governor's Palace · does not have Chief Magistrate · not in Volsinii · not in Arretium · not in Falerii · not in Perusia · not in Volaterrae · not in Cosa
at the end of the character's turn loses 1 100% does not belong to Free Peoples · has Chief Magistrate · ended the turn outside a settlement

Chief Magistrate of Arretium

Appears on family members (generals, governors, leaders) · pulls against Chief Magistrate, Chief Magistrate of Cosa, Chief Magistrate of Volaterrae, Chief Magistrate of Perusia, Chief Magistrate of Falerii, Chief Magistrate of Volsinii, Chief Magistrate of the Etruscan Republic · at most 1 character may hold it.

Effects: +1 Influence, +1 Management

This man has been elected as Chief Magistrate of the Etruscan City-State (Zilath Mechl Rasnal) of Arretium, a powerful Etruscan city, an office that he can be elected for multiple times, demonstrating his political intelligence and popularity among his people. His experience with the city's affairs gives him considerable influence.

How it is gained and lost: at the end of the settlement's turn, at the end of the character's turn
When Points Chance Conditions
at the end of the settlement's turn +1 100% in residence as governor · belongs to Volsinii · does not have Chief Magistrate of Arretium · in Arretium
at the end of the character's turn loses 1 100% does not belong to Free Peoples · has Chief Magistrate of Arretium · ended the turn outside a settlement

Chief Magistrate of Cosa

Appears on family members (generals, governors, leaders) · pulls against Chief Magistrate, Chief Magistrate of Volaterrae, Chief Magistrate of Perusia, Chief Magistrate of Falerii, Chief Magistrate of Arretium, Chief Magistrate of Volsinii, Chief Magistrate of the Etruscan Republic · at most 1 character may hold it.

Effects: +1 Influence, +1 Management

This man has been elected as Chief Magistrate of the Etruscan City-State (Zilath Mechl Rasnal) of Cosa, a powerful Etruscan city, an office that he can be elected for multiple times, demonstrating his political intelligence and popularity among his people. His experience with the city's affairs gives him considerable influence.

How it is gained and lost: at the end of the settlement's turn, at the end of the character's turn
When Points Chance Conditions
at the end of the settlement's turn +1 100% in residence as governor · belongs to Volsinii · does not have Chief Magistrate of Cosa · in Cosa
at the end of the character's turn loses 1 100% does not belong to Free Peoples · has Chief Magistrate of Cosa · ended the turn outside a settlement

Chief Magistrate of Falerii

Appears on family members (generals, governors, leaders) · pulls against Chief Magistrate, Chief Magistrate of Cosa, Chief Magistrate of Volaterrae, Chief Magistrate of Perusia, Chief Magistrate of Arretium, Chief Magistrate of Volsinii, Chief Magistrate of the Etruscan Republic · at most 1 character may hold it.

Effects: +1 Influence, +1 Management

This man has been elected as Chief Magistrate of the Etruscan City-State (Zilath Mechl Rasnal) of Falerii, a powerful Etruscan city, an office that he can be elected for multiple times, demonstrating his political intelligence and popularity among his people. His experience with the city's affairs gives him considerable influence.

How it is gained and lost: at the end of the settlement's turn, at the end of the character's turn
When Points Chance Conditions
at the end of the settlement's turn +1 100% in residence as governor · belongs to Volsinii · does not have Chief Magistrate of Falerii · in Falerii
at the end of the character's turn loses 1 100% does not belong to Free Peoples · has Chief Magistrate of Falerii · ended the turn outside a settlement

Chief Magistrate of Perusia

Appears on family members (generals, governors, leaders) · pulls against Chief Magistrate, Chief Magistrate of Cosa, Chief Magistrate of Volaterrae, Chief Magistrate of Falerii, Chief Magistrate of Arretium, Chief Magistrate of Volsinii, Chief Magistrate of the Etruscan Republic · at most 1 character may hold it.

Effects: +1 Influence, +1 Management

This man has been elected as Chief Magistrate of the Etruscan City-State (Zilath Mechl Rasnal) of Perusia, a powerful Etruscan city, an office that he can be elected for multiple times, demonstrating his political intelligence and popularity among his people. His experience with the city's affairs gives him considerable influence.

How it is gained and lost: at the end of the settlement's turn, at the end of the character's turn
When Points Chance Conditions
at the end of the settlement's turn +1 100% in residence as governor · belongs to Volsinii · does not have Chief Magistrate of Perusia · in Perusia
at the end of the character's turn loses 1 100% does not belong to Free Peoples · has Chief Magistrate of Perusia · ended the turn outside a settlement

Chief Magistrate of the Etruscan Republic

Appears on family members (generals, governors, leaders) · pulls against Chief Magistrate, Chief Magistrate of Cosa, Chief Magistrate of Volaterrae, Chief Magistrate of Perusia, Chief Magistrate of Falerii, Chief Magistrate of Arretium, Chief Magistrate of Volsinii.

Effects: +1 Influence, +1 Management

This man has been elected as Chief Magistrate (Zilath Mechl Rasnal) of a powerful Etruscan city, an office that he can be elected for multiple times, demonstrating his political intelligence and popularity among his people. His experience with the city's affairs gives him considerable influence.

How it is gained and lost: at the end of the settlement's turn, at the end of the character's turn
When Points Chance Conditions
at the end of the settlement's turn +1 100% in residence as governor · belongs to Volsinii · the settlement has Governor's Palace or better · does not have Chief Magistrate of the Etruscan Republic · not in Volsinii · not in Arretium · not in Falerii · not in Perusia · not in Volaterrae · not in Cosa
at the end of the character's turn loses 1 100% does not belong to Free Peoples · has Chief Magistrate of the Etruscan Republic · ended the turn outside a settlement

Chief Magistrate of Volaterrae

Appears on family members (generals, governors, leaders) · pulls against Chief Magistrate, Chief Magistrate of Cosa, Chief Magistrate of Perusia, Chief Magistrate of Falerii, Chief Magistrate of Arretium, Chief Magistrate of Volsinii, Chief Magistrate of the Etruscan Republic · at most 1 character may hold it.

Effects: +1 Influence, +1 Management

This man has been elected as Chief Magistrate of the City-State (Zilath Mechl Rasnal) of Volaterrae, a powerful Etruscan city, an office that he can be elected for multiple times, demonstrating his political intelligence and popularity among his people. His experience with the city's affairs gives him considerable influence.

How it is gained and lost: at the end of the settlement's turn, at the end of the character's turn
When Points Chance Conditions
at the end of the settlement's turn +1 100% in residence as governor · belongs to Volsinii · does not have Chief Magistrate of Volaterrae · in Volaterrae
at the end of the character's turn loses 1 100% does not belong to Free Peoples · has Chief Magistrate of Volaterrae · ended the turn outside a settlement

Chief Magistrate of Volsinii

Appears on family members (generals, governors, leaders) · pulls against Chief Magistrate, Chief Magistrate of Cosa, Chief Magistrate of Volaterrae, Chief Magistrate of Perusia, Chief Magistrate of Falerii, Chief Magistrate of Arretium, Chief Magistrate of the Etruscan Republic · at most 1 character may hold it.

Effects: +1 Influence, +1 Management

This man has been elected as Chief Magistrate of the Etruscan City-State (Zilath Mechl Rasnal) of Volsinii, a powerful Etruscan city, an office that he can be elected for multiple times, demonstrating his political intelligence and popularity among his people. His experience with the city's affairs gives him considerable influence.

How it is gained and lost: at the end of the settlement's turn, at the end of the character's turn
When Points Chance Conditions
at the end of the settlement's turn +1 100% in residence as governor · belongs to Volsinii · does not have Chief Magistrate of Volsinii · in Volsinii
at the end of the character's turn loses 1 100% does not belong to Free Peoples · has Chief Magistrate of Volsinii · ended the turn outside a settlement

Chief Priest of Ma

Appears on family members (generals, governors, leaders) · pulls against Follower of Zeus Labraundios, Follower of Sinuri, Follower of Koloënian Artemis, Follower of Zeus Chrysaoreus, Follower of Kybêlê · at most 1 character may hold it · never on 15 of the cultures.

Effects: +2 Influence, -1 Unrest

This man is the chief priest of the invincible war goddess Ma (Greek Enyo) at the great temple of Komana in Cappadocia. \n\nHe is the second most powerful man in the country behind the king, having roughly six thousand temple servants under him and earning great revenues from the sacred land.

Cultures that never receive it (15)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Scythian · Roman · Egyptian · Ethiopian · Libyan · Caucasian · Arab · Indian · Phoenician

How it is gained: ending a turn in a settlement
When Points Chance Conditions
ending a turn in a settlement +1 100% is a general · Influence 3 or more · belongs to Pontus or Cappadocia · in Komana-Kappadokia · does not have Chief Priest of Ma

Chronically Late

Appears on family members (generals, governors, leaders) · pulls against Focused, Determined · at most 1 character may hold it.

Effects: -1 Management, -1 Command, -2 Movement Points

Punctuality is a foreign concept to this man. He always arrives late, if at all, claiming that "the battle starts when I arrive". His constant lateness has become a running joke among his officers.

How it is gained: ending a turn in a settlement
When Points Chance Conditions
ending a turn in a settlement +1 1% does not belong to Free Peoples · does not have Focused · has Preoccupied at level 2 or higher · does not have Chronically Late · does not have Determined · has less than level 2 of Lively (plus hidden conditions)
ending a turn in a settlement +1 1% does not belong to Free Peoples · does not have Focused · has Rather Lazy at level 2 or higher · does not have Chronically Late · does not have Determined · has less than level 2 of Lively (plus hidden conditions)
ending a turn in a settlement +1 1% does not belong to Free Peoples · does not have Focused · has Weary Governor · does not have Chronically Late · does not have Determined · has less than level 2 of Lively (plus hidden conditions)

Cilician

Appears on every character, agents included · pulls against Italic Culture, Egyptian Culture, Mesopotamian Culture, Germanic Culture, Celtic Culture, Iberian Culture, Scythian Culture, Thracian Culture, Illyrian Culture, Phoenician Culture, Libyan Culture, Indian, Iranian Culture, Armenian Roots, Arab Roots, Judaean Roots, Ethiopian Roots, Baltic Roots, Assyrian Roots, Caucasian Roots, Mysian Culture, Lydian Culture, Carian Culture, Lycian Culture, Pamphylian Culture, Pisidian Culture, Phrygian Culture, Paphlagonian Culture, Lycaonian Culture, Isaurian Culture, Cappadocian Culture, Bithynian Culture, Paeonian Culture, Triballian Culture, Venetic Roots, Delmato-Pannonian Roots, Dardanian Roots, Liburnian Roots, Makedonian Culture · sons inherit it 1% of the time.

Effects: +1 Cilician belief

This man is Cilician. He’s lived through storms and sails, and he’s got the sea spray in his veins.

How it is gained: when offered for adoption, when offered for adoption as a man of the hour, when offered for marriage
When Points Chance Conditions
when offered for adoption +1 5% belongs to Pontus · does not have Cilician (plus hidden conditions)
when offered for adoption as a man of the hour +1 5% belongs to Pontus · does not have Cilician (plus hidden conditions)
when offered for marriage +1 5% belongs to Pontus · does not have Cilician (plus hidden conditions)

Citizens Rioting

Appears on family members (generals, governors, leaders) · pulls against Astynomos Disapproval, Astynomos Approval · never on 16 of the cultures.

Effects: -4 Law, +4 Unrest

The citizens of this area are angry over the lack of attention paid to crime in this city. The mere presence of the Astynomos and his men has incited them to wonder whether the Governor of this region even cared about crime, and they demand that more be done immediately.

Cultures that never receive it (16)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Scythian · Roman · Egyptian · Ethiopian · Libyan · Caucasian · Anatolian · Iranian · Arab · Indian

How it is gained: ending a turn in a settlement
When Points Chance Conditions
ending a turn in a settlement +1 1% does not belong to Free Peoples · of Greek culture · is not the faction leader · is not the faction heir · has Astynomos · has Bad Administrator
ending a turn in a settlement +1 1% does not belong to Free Peoples · of Greek culture · is not the faction leader · is not the faction heir · has Astynomos · has Flexible
ending a turn in a settlement +1 1% does not belong to Free Peoples · of Greek culture · is not the faction leader · is not the faction heir · has Astynomos · has Scandalous Supervisor
ending a turn in a settlement +1 1% does not belong to Free Peoples · of Greek culture · is not the faction leader · is not the faction heir · has Astynomos (plus hidden conditions)
ending a turn in a settlement +1 1% does not belong to Free Peoples · of Greek culture · is not the faction leader · is not the faction heir · has Astynomos · has Strict Governor
ending a turn in a settlement +1 1% does not belong to Free Peoples · of Greek culture · is not the faction leader · is not the faction heir · has Astynomos · has Judgemental
ending a turn in a settlement +1 1% does not belong to Free Peoples · of Greek culture · is not the faction leader · is not the faction heir · has Astynomos · Management below 5

City Officials

Appears on family members (generals, governors, leaders) · never on 16 of the cultures.

Effects: no stat effects

This man has gained a trait that allows him access to other city officials who will help him rule the settlement effectively.

Cultures that never receive it (16)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Scythian · Roman · Egyptian · Ethiopian · Libyan · Caucasian · Anatolian · Iranian · Arab · Indian

How it is gained: ending a turn in a settlement
When Points Chance Conditions
ending a turn in a settlement +1 5% does not belong to Free Peoples · of Greek culture · is not the faction leader · is not the faction heir · has Attuned Governor · the settlement has Governor's Palace or better

City Taker

Appears on family members (generals, governors, leaders) · 9 levels.

Level At points Effects
City Taker 2 +5 Siege Engineering
Good City Taker 4 +10 Siege Engineering
Superior City Taker 5 +20 Siege Engineering
Skilled City Taker 8 +30 Siege Engineering
Accomplished City Taker 10 +40 Siege Engineering, +1 Siege Attack, +1 Influence
Famous City Taker 12 +45 Siege Engineering, +1 Siege Attack
Great City Taker 15 +50 Siege Engineering, +2 Siege Attack
Masterful City Taker 20 +60 Siege Engineering, +2 Siege Attack
Legendary City Taker · epithet the Conqueror 30 +70 Siege Engineering, +3 Siege Attack
What the game says at each level

City Taker: This General has taken at least two cities by force of arms. He has proven himself capable of breaking enemy gates and storming their walls.

Good City Taker: This General has taken four cities by force of arms. Having learned much from breaching enemy fortifications, his troops trust his judgment more than anything else in the assault.

Superior City Taker: Five cities or more have fallen before this General's army. Enemy leaders now fear his reputation as a superior taker of cities.

Skilled City Taker: Eight cities or more have been conquered by General. His skill at siege warfare has greatly improved and no gate seems too strong for him to breach.

Accomplished City Taker: This General has taken at least ten cities, marking him as an accomplished taker of cities, renowned for his victorious sieges.

Famous City Taker: This General has taken at least twelve cities, marking him as a famous conqueror of cities, renowned for his many victorious sieges.

Great City Taker: This General has taken at least fifteen cities by force of arms, marking him as a true conqueror of cities, famous for his many victories.

Masterful City Taker: This General has taken at least twenty cities or more by force of arms, marking him as a great taker of cities, renowned for his many victories.

Legendary City Taker: This General has taken at least thirty cities or more, marking him as a true legende when conquering cities. No wall or gate can stand against him. His name will be remembered for generations as a great conqueror.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% is a general · has less than level 9 of City Taker

Civil Disturbance

Appears on family members (generals, governors, leaders) · at most 2 characters may hold it.

Effects: -2 Law, +4 Unrest

The people are furious, and riots have broken out! It seems the governor’s terrible decision to tax wine, or perhaps his love for it, has finally pushed them over the edge. The settlement is ablaze with fury, riots have erupted everywhere, and it’s advised the governor finds a nice, quiet villa very far away until things cool down… or burn down.

How it is gained: ending a turn in a settlement
When Points Chance Conditions
ending a turn in a settlement +1 1% does not belong to Free Peoples · has Struggling City at level 2 or higher · does not have Civil Disturbance · 10% chance
ending a turn in a settlement +1 1% does not belong to Free Peoples · has Heavy-Handed Governor at level 2 or higher · does not have Civil Disturbance · 10% chance
ending a turn in a settlement +1 2% does not belong to Free Peoples · has Close ties to the Garrison at level 2 · does not have Civil Disturbance · 10% chance
ending a turn in a settlement +1 2% in his own faction's lands · does not belong to Seleucid Empire · has Tolerates Local Culture at level 2 · distance to the capital above 150 · 10% chance · the settlement does not have Homeland · public order from law below 8
ending a turn in a settlement +1 10% in his own faction's lands · has Attuned Governor · taxes at High or above · has Scandalous Supervisor · does not have Civil Disturbance · 11% chance · public order from law 3 or less
ending a turn in a settlement +1 1% in his own faction's lands · is a general · has Attuned Governor · taxes at High or above · does not have Civil Disturbance · 11% chance · has Bad Administrator at level 2 or higher · public order from law 3 or less
ending a turn in a settlement +1 1% in his own faction's lands · is a general · has Attuned Governor · taxes at High or above · does not have Civil Disturbance · has Flexible at level 2 or higher (plus hidden conditions)

Claimant

Appears on family members (generals, governors, leaders) · 2 levels · pulls against Faction Leader, Faction Heir.

Level At points Effects
Claimant 1 +1 Influence
Pretender · epithet the Pretender 3 -10 Bribe Resistance, +1 Influence
What the game says at each level

Claimant: This man is a direct descendant of the King: he has a claim on the throne, but he's not the heir.

Pretender: This man has a claim on the throne and enough ambition and authority to confront his current ruler, making him a dangerous player in the political arena.

How it is gained: on coming of age, at the end of the character's turn
When Points Chance Conditions
on coming of age +1 100% does not have Claimant · is not the faction leader · is not the faction heir · his father has Faction Leader · belongs to Parni, Pontus, Seleucid Empire, Ptolemaic Empire, Bactria, Syracuse, Antigonid Kingdom, Masaesyli, Pergamon, Massylii, Epirus or Galatians
on coming of age +1 100% does not have Claimant · is not the faction leader · is not the faction heir · his father has Basileus · belongs to Parni, Pontus, Seleucid Empire, Ptolemaic Empire, Bactria, Syracuse, Antigonid Kingdom, Masaesyli, Pergamon, Massylii, Epirus or Galatians
at the end of the character's turn +1 5% is a general · is not the faction leader · is not the faction heir · has Claimant at level 1 · his father has Faction Leader · Influence 5 or more · belongs to Parni, Pontus, Seleucid Empire, Ptolemaic Empire, Bactria, Syracuse, Antigonid Kingdom, Masaesyli, Pergamon, Massylii, Epirus or Galatians
at the end of the character's turn +1 5% is a general · is not the faction leader · is not the faction heir · has Claimant at level 1 · his father has Basileus · Influence 5 or more · belongs to Parni, Pontus, Seleucid Empire, Ptolemaic Empire, Bactria, Syracuse, Antigonid Kingdom, Masaesyli, Pergamon, Massylii, Epirus or Galatians

Clean Hands

Appears on family members (generals, governors, leaders) · 3 levels.

Level At points Effects
Clean Hands 10 +2 Training Agents
Killer From Necessity 20 +1 Personal Security, +4 Training Agents
Master of Assassins · epithet the Killer 40 +1 Influence, +2 Personal Security, +5 Training Agents
What the game says at each level

Clean Hands: This man understands the need to keep his own hands clean, even as he sends out assassins to do his killing.

Killer From Necessity: This man understands that a certain amount of killing is always necessary in politics.

Master of Assassins: This man has the skills and inclination to use assassins without compunction to achieve his ends.

Retinue whose arrival is tied to this trait: Master of Assassins, Mysterious “Physician”.

How it is gained: on coming of age, when ordered to assassinate
When Points Chance Conditions
on coming of age +1 4% of Caucasian culture
when ordered to assassinate +1 40% always

Cleared by the Council

Appears on family members (generals, governors, leaders) · pulls against Disgraced, Saved by Allies, Heavily Fined, Summoned to Carthage · never on 17 of the cultures.

Effects: no stat effects

Despite the threat of trial upon returning to Carthage, this man has somehow managed to escape punishment entirely.

Cultures that never receive it (17)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Greek · Caucasian · Anatolian · Iranian · Arab · Indian · Egyptian · Ethiopian · Roman · Libyan · Scythian

How it is gained: ending a turn in a settlement
When Points Chance Conditions
ending a turn in a settlement +2 40% does not belong to Free Peoples · belongs to Carthage · has No Support in Carthage at level 4 or higher · the faction leader has Giscon · has Giscon · does not have Saved by Allies · does not have Heavily Fined · does not have Cleared by the Council · does not have Disgraced · has Summoned to Carthage · in Carthage
ending a turn in a settlement +2 40% does not belong to Free Peoples · belongs to Carthage · has No Support in Carthage at level 4 or higher · the faction leader has Neutral Stance · has Neutral Stance · does not have Saved by Allies · does not have Heavily Fined · does not have Cleared by the Council · does not have Disgraced · has Summoned to Carthage · in Carthage
ending a turn in a settlement +2 40% does not belong to Free Peoples · belongs to Carthage · has No Support in Carthage at level 4 or higher · the faction leader has Magonnid · has Magonnid · does not have Saved by Allies · does not have Heavily Fined · does not have Cleared by the Council · does not have Disgraced · has Summoned to Carthage · in Carthage
ending a turn in a settlement +2 40% does not belong to Free Peoples · belongs to Carthage · has No Support in Carthage at level 4 or higher · the faction leader has Hannonid · has Hannonid · does not have Saved by Allies · does not have Heavily Fined · does not have Cleared by the Council · does not have Disgraced · has Summoned to Carthage · in Carthage
ending a turn in a settlement +2 40% does not belong to Free Peoples · belongs to Carthage · has No Support in Carthage at level 4 or higher · the faction leader has Barcid · has Barcid · does not have Saved by Allies · does not have Heavily Fined · does not have Cleared by the Council · does not have Disgraced · has Summoned to Carthage · in Carthage
ending a turn in a settlement +2 30% does not belong to Free Peoples · belongs to Carthage · has No Support in Carthage at level 5 or higher · has Aspiring Politician at level 2 or higher · does not have Saved by Allies · does not have Heavily Fined · does not have Cleared by the Council · does not have Disgraced · has Summoned to Carthage · in Carthage
ending a turn in a settlement +2 35% does not belong to Free Peoples · belongs to Carthage · has No Support in Carthage at level 5 or higher · does not have Saved by Allies · does not have Heavily Fined · does not have Cleared by the Council · does not have Disgraced · has Summoned to Carthage · in Carthage (plus hidden conditions)

Close ties to the Garrison

Appears on family members (generals, governors, leaders) · 2 levels · pulls against Overworked Barracks, Dissatisfied Garrison, Bad Army Connections · at most 8 characters may hold it · never on 10 of the cultures.

Level At points Effects
Close ties to the Garrison 1 +1 Unrest, +1 Troop Morale
Prioritizes Military Needs 2 +2 Unrest, +2 Troop Morale, -2 Trading
What the game says at each level

Close ties to the Garrison: The governor's close ties with the garrison cause him to prioritize their needs above those of the citizens.

Prioritizes Military Needs: The governor thinks the way to a peaceful city is by keeping the troops happy. So, of course, the military gets extra pay, extra rations, and extra everything. The citizens, meanwhile, are starting to wonder if he even knows they exist.

Cultures that never receive it (10)

Gallic · Germanic · Dacian · Brittonic · Scythian · Ethiopian · Libyan · Arab · Indian · Celtiberian

How it is gained and lost: ending a turn in a settlement, at the end of the character's turn
When Points Chance Conditions
ending a turn in a settlement +1 1% in his own faction's lands · Command above 3 · has Heavy-Handed Governor · has less than level 2 of Close ties to the Garrison · does not have Dissatisfied Garrison · has Army Connections at level 2 or higher · does not have Taste for Government · 10% chance · public order from garrison above 12
ending a turn in a settlement +1 1% in his own faction's lands · Management below 4 · has less than level 2 of Dissatisfied Garrison · has Attuned Governor · has Bad Administrator · has less than level 2 of Close ties to the Garrison · has Army Connections · 10% chance · public order from garrison above 12 (plus hidden conditions)
ending a turn in a settlement +1 1% in his own faction's lands · Management below 4 · has less than level 2 of Dissatisfied Garrison · has Attuned Governor · has Flexible at level 2 or higher · has less than level 2 of Close ties to the Garrison · 10% chance · public order from garrison above 12 (plus hidden conditions)
ending a turn in a settlement +1 1% in his own faction's lands · Management below 5 · does not have Heavy-Handed Governor · has less than level 2 of Dissatisfied Garrison · has Attuned Governor · has less than level 2 of Close ties to the Garrison · has Governs for Himself · 10% chance · public order from garrison above 12
ending a turn in a settlement +1 1% in his own faction's lands · Management below 5 · does not have Heavy-Handed Governor · has less than level 2 of Dissatisfied Garrison · has Attuned Governor · has less than level 2 of Close ties to the Garrison · has Governs for Himself · 10% chance · public order from garrison above 12
ending a turn in a settlement +1 1% in his own faction's lands · Management below 5 · does not have Heavy-Handed Governor · has less than level 2 of Dissatisfied Garrison · has Attuned Governor · has less than level 2 of Close ties to the Garrison · has Tolerates Local Culture at level 2 or higher · 10% chance · public order from garrison above 12
at the end of the character's turn loses 1 100% does not belong to Free Peoples · ended the turn outside a settlement · has Close ties to the Garrison at level 1
at the end of the character's turn loses 2 100% does not belong to Free Peoples · ended the turn outside a settlement · has Close ties to the Garrison at level 2

Clueless Tactician

Appears on family members (generals, governors, leaders) · 3 levels · pulls against Understands Tactics.

Level At points Effects
Clueless Tactician 2 -1 Command
Terrible Tactician 5 -2 Command, -1 Troop Morale
Awful Tactician 12 -3 Command, -2 Troop Morale
What the game says at each level

Clueless Tactician: This man believes that a good plan is the key to victory, unfortunately, his plans are everything but good.

Terrible Tactician: This man's plans are so complicated that even his enemies are confused, trying to figure out if they missed something. They didn't. He's just really bad at tactics.

Awful Tactician: Most of the time, he has no idea what he's doing, no plan, no tactics, which in his mind makes him “unpredictable.” Unfortunately, the only thing he’s predictable for is total failure.

Retinue whose arrival is tied to this trait: Tactician.

How it is gained: on coming of age, when offered for marriage, when offered for adoption, when offered for adoption as a man of the hour
When Points Chance Conditions
on coming of age +3 10% hidden conditions only
on coming of age +3 5% hidden conditions only
when offered for marriage +3 5% hidden conditions only
when offered for marriage +3 5% hidden conditions only
when offered for adoption +3 5% hidden conditions only
when offered for adoption +3 5% hidden conditions only
when offered for adoption as a man of the hour +3 15% hidden conditions only
when offered for adoption as a man of the hour +3 5% hidden conditions only
at the start of the character's turn +3 5% does not belong to Free Peoples · does not have Dull/Uncharismatic/Languorous · is a family member (plus hidden conditions)
at the start of the character's turn +3 5% does not belong to Free Peoples · does not have Dull/Uncharismatic/Languorous · is a family member (plus hidden conditions)
after a battle +1 40% was the attacker · is a general · did not win the battle · the outcome was crushing · a field battle · battle odds 0.5 or more (his strength against the enemy's) · with the "gradual trait loss" setting off
after a battle +1 20% was the attacker · is a general · did not win the battle · the outcome was crushing · a field battle · battle odds 0.5 or more (his strength against the enemy's) · with the "gradual trait loss" setting on · does not have Confident Attacker
after a battle +1 20% was the attacker · is a general · did not win the battle · the outcome was crushing · a field battle · battle odds 0.5 or more (his strength against the enemy's) · with the "gradual trait loss" setting on · has Confident Attacker
after a battle +1 25% was the defender · is a general · did not win the battle · the outcome was crushing · a field battle · battle odds 0.5 or more (his strength against the enemy's) · with the "gradual trait loss" setting off
after a battle +1 25% was the defender · is a general · did not win the battle · the outcome was crushing · a field battle · battle odds 0.5 or more (his strength against the enemy's) · with the "gradual trait loss" setting on
after a battle +1 25% was the defender · is a general · did not win the battle · the outcome was crushing · a field battle · battle odds 0.5 or more (his strength against the enemy's) · with the "gradual trait loss" setting on · has less than level 3 of Indifferent Defender
after a battle +1 30% was the attacker · is a general · did not win the battle · the outcome was clear · a field battle · battle odds 0.5 or more (his strength against the enemy's) · with the "gradual trait loss" setting off
after a battle +1 30% was the attacker · is a general · did not win the battle · the outcome was clear · a field battle · battle odds 0.5 or more (his strength against the enemy's) · with the "gradual trait loss" setting on · does not have Confident Attacker
after a battle +1 15% was the attacker · is a general · did not win the battle · the outcome was clear · a field battle · battle odds 0.5 or more (his strength against the enemy's) · with the "gradual trait loss" setting on · has Confident Attacker
after a battle +1 15% was the defender · is a general · did not win the battle · the outcome was clear · a field battle · battle odds 0.5 or more (his strength against the enemy's) · with the "gradual trait loss" setting off · in his own faction's lands
after a battle +1 15% was the defender · is a general · did not win the battle · the outcome was clear · a field battle · battle odds 0.5 or more (his strength against the enemy's) · with the "gradual trait loss" setting on · does not have Confident in Defence · in his own faction's lands
after a battle +1 20% was the defender · is a general · did not win the battle · the outcome was clear · a field battle · battle odds 0.5 or more (his strength against the enemy's) · with the "gradual trait loss" setting on · has Confident in Defence
after a battle +1 20% is a general · did not win the battle · battle odds above 1.5 (his strength against the enemy's) · with the "gradual trait loss" setting off · lost over 15% of his army
after a battle +1 15% is a general · did not win the battle · battle odds above 1.5 (his strength against the enemy's) · with the "gradual trait loss" setting on · does not have Promising Commander · lost over 15% of his army
after a battle +1 15% is a general · did not win the battle · battle odds above 1.5 (his strength against the enemy's) · with the "gradual trait loss" setting on · has Promising Commander · in his own faction's lands
after a battle +1 5% is a general · lost over 40% of his army · did not win the battle
after a battle +1 5% is a general · lost over 40% of his army · did not win the battle
on coming of age +3 5% his father has Aspiring Politician at level 2 or higher
on coming of age +1 20% his father has Clueless Tactician
on coming of age +3 5% of Phoenician culture · does not have Ignorant · does not have Cultured · does not have Unwilling to Learn (plus hidden conditions)
on coming of age +3 5% of Greek culture · does not have Ignorant · does not have Cultured · does not have Unwilling to Learn (plus hidden conditions)
on coming of age +3 10% has Cultured · does not have Ignorant · his father has Cultured at level 2 or higher · does not have Unwilling to Learn (plus hidden conditions)
when offered for adoption +3 5% of Greek culture · does not have Ignorant · does not have Cultured · does not have Unwilling to Learn (plus hidden conditions)
ending a turn in a settlement +1 1% in his own faction's lands · over 90% of his movement left · the settlement has Governor's House · 10% chance · has less than level 2 of Aspiring Politician · has less than level 2 of Annoying Intellect · has less than level 4 of Inept Politician (plus hidden conditions)
at the end of the character's turn +1 1% is a general · either has less than level 2 of Uninterested Linguist or has less than level 2 of Dislikes Humanities or has less than level 2 of Dislikes Sciences or has less than level 2 of Ignores Military Arts · has Ignorant · 10% chance (plus hidden conditions)
ending a turn in a settlement +1 1% does not belong to Free Peoples · is a general · has Ignores Military Arts at level 1 · 10% chance
ending a turn in a settlement +1 1% does not belong to Free Peoples · has Likes Sciences at level 2 or higher · Command below 3 · does not have Natural Command Talent · has less than level 4 of Green · has Cultured at level 2 or higher · 10% chance
at the end of the character's turn +1 1% does not belong to Free Peoples · has Ignores Military Arts at level 2 or higher · Command below 5
ending a turn in a settlement +1 1% in his own faction's lands · has Rather Lazy at level 2 or higher · has less than level 4 of Well-fed · has Attuned Governor

Commemorative Ceramic

Appears on family members (generals, governors, leaders) · at most 10 characters may hold it · never on 19 of the cultures.

Effects: +1 Law, +1 Influence

While some men celebrate by carving statues or minting coins, this Celtiberian aristocrat chose the timeless elegance of pottery. After building an important temple or having increased the agricultural infrastructure of the region, he commissioned a fine ceramic vase to immortalize his achievements. Its intricate patterns, laden with religious significance and tribal lore, speak of a man devoted to his people and their gods. Placed in a prominent hall, it's a reminder of his achievements and the labours which he undertook in order to improve the daily life of the people.

Cultures that never receive it (19)

Gallic · Germanic · Dacian · Phoenician · Brittonic · Scythian · Roman · Egyptian · Ethiopian · Libyan · Caucasian · Anatolian · Iranian · Arab · Indian · Greek · Western Hellenistic · Eastern Hellenistic · Illyrian

How it is gained: when a building completes in the governed city
When Points Chance Conditions
when a building completes in the governed city +1 5% of Celtiberian culture · does not have Commemorative Ceramic · Influence above 2 (plus hidden conditions)

Commemorative Ring

Appears on family members (generals, governors, leaders) · at most 10 characters may hold it · never on 19 of the cultures.

Effects: +1 Influence

This Celtiberian warrior is not only a master of the blade, but a patron of the arts, or so he claims! After conquering enemy lands and earning victory upon victory, he commissioned an ornate ring to immortalize his exploits. Adorned with intricate patterns and inscribed with symbols of his tribe, this ring shines on his hand, a constant reminder to his rivals of his valour. Respecting tradition, family, and the gods, he exemplifies all Celtiberian virtues.

Cultures that never receive it (19)

Gallic · Germanic · Dacian · Phoenician · Brittonic · Scythian · Roman · Egyptian · Ethiopian · Libyan · Caucasian · Anatolian · Iranian · Arab · Indian · Greek · Western Hellenistic · Eastern Hellenistic · Illyrian

How it is gained: after a battle
When Points Chance Conditions
after a battle +1 10% won the battle · fought in person · has Excellent Warrior Values · does not have Commemorative Ring

Commemorative Rock Art

Appears on family members (generals, governors, leaders) · at most 10 characters may hold it · never on 19 of the cultures.

Effects: +1 Influence

Rulers come and go, but stone stays forever. This Lusitanian or Vettonian aristocrat, a true paragon of his people’s values, has left his mark on the rugged cliffs and sacred stones of his homeland. Whether he captured enemy lands, led a successful raid, or simply built a wall sturdy enough to keep out his enemies, he has celebrated his achievements in the tradition of carving into rock. The intricate depictions of warriors, weapons, and wild beasts, like the sacred bull and galloping horse, proclaim his might and piety for generations to behold.

Cultures that never receive it (19)

Gallic · Germanic · Dacian · Phoenician · Brittonic · Scythian · Roman · Egyptian · Ethiopian · Libyan · Caucasian · Anatolian · Iranian · Arab · Indian · Greek · Western Hellenistic · Eastern Hellenistic · Illyrian

How it is gained: after a battle, on capturing a settlement, when a building completes in the governed city
When Points Chance Conditions
after a battle +1 5% won the battle · fought in person · belongs to Lusitanians · does not have Commemorative Rock Art
on capturing a settlement +1 10% belongs to Lusitanians · does not have Commemorative Rock Art
when a building completes in the governed city +1 5% belongs to Lusitanians · does not have Commemorative Rock Art · Influence above 2 (plus hidden conditions)

Confident Attacker

Appears on family members (generals, governors, leaders) · 5 levels · pulls against Indifferent Attacker, Risk Taker.

Level At points Effects
Confident Attacker 6 +1 Attack, +5 Siege Engineering
Good Attacker 12 +2 Attack, +10 Siege Engineering
Superior Attacker 17 +3 Attack, +15 Siege Engineering
Great Attacker 22 +4 Attack, +20 Siege Engineering
Heroic Attacker · epithet the Eagle 33 +5 Attack, +30 Siege Engineering
What the game says at each level

Confident Attacker: This man shows the early signs of greatness when commanding attacks, though his soldiers still check behind them, just in case.

Good Attacker: This man is clearly developing his skills as an aggressive general, and his troops have noticed they’re spending less time retreating than usual.

Superior Attacker: With a superior understanding of tactics, this man leads attacks with such confidence that even his enemies have to admit, “Well, he’s quite good at this, isn’t he?”

Great Attacker: This man has nearly perfected the art of attacking. His troops advance with a confidence that only comes from knowing their commander tactics will win the day for them.

Heroic Attacker: This man charges into battle with such fury that even his own horse struggles to keep up. His proven ability to command in attacks has made this man legendary, not least amongst his men who will follow him into any fight!

Retinue whose arrival is tied to this trait: Biographer.

How it is gained and lost: at the end of the character's turn, after a battle, when offered for adoption, when offered for marriage
When Points Chance Conditions
at the end of the character's turn +1 3% does not belong to Free Peoples · outside his own faction's lands · is a general · in enemy lands · 40% chance (plus hidden conditions)
at the end of the character's turn +1 5% does not belong to Free Peoples · outside his own faction's lands · is a general · of Roman culture · 5% chance
after a battle +1 100% was the attacker · is a general · won the battle · the outcome was crushing · a field battle · battle odds 0.5 or more (his strength against the enemy's) · battle odds below 1.5 (his strength against the enemy's) · with the "gradual trait loss" setting off
after a battle +1 100% was the attacker · is a general · won the battle · the outcome was crushing · a field battle · battle odds 0.5 or more (his strength against the enemy's) · battle odds below 1.5 (his strength against the enemy's) · with the "gradual trait loss" setting on · does not have Indifferent Attacker
after a battle loses 2 50% was the attacker · is a general · did not win the battle · the outcome was crushing · a field battle · battle odds 0.5 or more (his strength against the enemy's) · with the "gradual trait loss" setting on · has Confident Attacker
after a battle +1 100% was the attacker · is a general · won the battle · lost under 30% of his army · a field battle · battle odds 0.5 or more (his strength against the enemy's) · battle odds below 1.5 (his strength against the enemy's) · with the "gradual trait loss" setting off
after a battle +1 100% was the attacker · is a general · won the battle · lost under 30% of his army · a field battle · battle odds 0.5 or more (his strength against the enemy's) · battle odds below 1.5 (his strength against the enemy's) · with the "gradual trait loss" setting on · does not have Indifferent Attacker
after a battle loses 1 50% was the attacker · is a general · did not win the battle · the outcome was clear · a field battle · battle odds 0.5 or more (his strength against the enemy's) · with the "gradual trait loss" setting on · has Confident Attacker
when offered for adoption +2 15% always
when offered for marriage +2 15% always
on coming of age +1 4% always

Confident in Defence

Appears on family members (generals, governors, leaders) · 5 levels · pulls against Indifferent Defender, Mediocre When Outnumbered.

Level At points Effects
Confident in Defence 5 +1 Defence
Good Defender 10 +2 Defence
Superior Defender 15 +3 Defence
Great Defender 18 +4 Defence
Heroic Defender · epithet the Defender 26 +5 Defence
What the game says at each level

Confident in Defence: This man has learned that staying calm and thinking clearly are assets beyond price when defending. His soldiers appreciate his confidence.

Good Defender: This man’s solid defensive experience fills his troops with confidence. Even if they are outnumbered, they still feel like they have a fighting chance.

Superior Defender: This man’s skill in defense is so sharp that attacking enemies often end up questioning their life choices by the end of the battle.

Great Defender: When it comes to defending, few are better than this man. His soldiers stand firm, knowing that under his command, they’ve got a good chance of winning the day.

Heroic Defender: This man's prowess when fighting defensively is almost unsurpassed and the stuff of legend.

Retinue whose arrival is tied to this trait: Lycinus.

How it is gained and lost: at the end of the character's turn, after a battle, when offered for adoption, when offered for marriage
When Points Chance Conditions
at the end of the character's turn +1 3% does not belong to Free Peoples · outside his own faction's lands · is a general · in enemy lands · 40% chance (plus hidden conditions)
at the end of the character's turn +1 5% does not belong to Free Peoples · outside his own faction's lands · is a general · of Roman culture · 5% chance
after a battle +2 100% was the defender · is a general · won the battle · the outcome was crushing · a field battle · battle odds 0.5 or more (his strength against the enemy's) · with the "gradual trait loss" setting off
after a battle +2 100% was the defender · is a general · won the battle · the outcome was crushing · a field battle · battle odds 0.5 or more (his strength against the enemy's) · with the "gradual trait loss" setting on
after a battle loses 2 50% was the defender · is a general · did not win the battle · the outcome was crushing · a field battle · battle odds 0.5 or more (his strength against the enemy's) · with the "gradual trait loss" setting on · has less than level 3 of Indifferent Defender
after a battle +1 100% was the defender · is a general · won the battle · the outcome was clear · a field battle · battle odds 0.5 or more (his strength against the enemy's) · with the "gradual trait loss" setting off
after a battle +1 100% was the defender · is a general · won the battle · the outcome was clear · a field battle · battle odds 0.5 or more (his strength against the enemy's) · with the "gradual trait loss" setting on
after a battle loses 1 50% was the defender · is a general · did not win the battle · the outcome was clear · a field battle · battle odds 0.5 or more (his strength against the enemy's) · with the "gradual trait loss" setting on · has Confident in Defence
when offered for adoption +2 15% always
when offered for marriage +2 15% always
on coming of age +1 5% always

Confident of Victory

Appears on family members (generals, governors, leaders) · 3 levels · pulls against Nervous General, Doubtful Courage, Hesitant Attacker, Humbled Commander, Affected by Personal Loss · at most 20 characters may hold it.

Level At points Effects
Confident of Victory 2 +1 Troop Morale
Full Of Himself 4 -1 Troop Morale, -1 Influence
Delusions Of Grandeur 8 -2 Influence, -2 Troop Morale
What the game says at each level

Confident of Victory: After so many victories, this general assumes winning is always certain. His officers complain that he doesn't pay the same attention or thought to what he is doing, which might lead to disaster. Still, he’s so confident, he once walked into battle without a helmet, because what could possibly go wrong? Right Hollywood?

Full Of Himself: This general is so sure of his greatness that even the gods would roll their eyes. His excessive confidence borders on arrogance, and his officers can't decide whether to follow him or push him off his high horse.

Delusions Of Grandeur: This man's impossible demands and favoritism towards toadies upset his subordinates to no end and cause his troops to lose most of their faith.

How it is gained and lost: after a battle
When Points Chance Conditions
after a battle +1 15% won the battle · has less than level 4 of Army Morale: Very High · does not have Nervous General · has less than level 3 of Confident of Victory · does not have Doubtful Courage · has Arrogant · lost under 6% of his army · Command 4 or more (plus hidden conditions)
after a battle +1 5% won the battle · has less than level 4 of Army Morale: Very High · does not have Nervous General · has Green at level 3 or higher · has Untouched By Fear · has less than level 3 of Confident of Victory · Command 4 or more · lost under 6% of his army (plus hidden conditions)
after a battle loses 1 100% has Confident of Victory · did not win the battle · in his own faction's lands

Conqueror of Acragas

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

After a fierce siege, this man has taken the city of Acragas, the jewel of Sicily. This rich city-state stood tall and defiant against Carthage and Syracuse for decades, but now, it's ours!

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Acragas · does not have Conqueror of Acragas

Conqueror of Alesia

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

This man has conquered Alesia, the fortified capital city of the Mandubii, one of the Gallic tribes allied with the Aedui.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Alesia · does not have Conqueror of Alesia

Conqueror of Alexandria

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

General, your excellent leadership has brought us the Jewel of Aigyptos: Alexandreia, built on the orders of Megas Alexandros himself and one of the greatest cities of the world! Many wonders are found here, such as the Pharos of Alexandria and the Great Library, one of the largest and most significant libraries of the ancient world, but most importantly the remains of Alexandros himself have been located!

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Alexandria · does not have Conqueror of Alexandria · does not belong to Antigonid Kingdom · does not belong to Seleucid Empire · does not belong to Cyrene

Conqueror of Alexandria (Alexandria Kyrene)

Appears on family members (generals, governors, leaders).

Effects: +2 Influence

By Zeus Olympios, today is the greatest day in the history of the Kyrenaians! The gates of Alexandria, the largest city on earth, have been opened before us! All hail king Magas, who has reclaimed his ancestral birthright to rule over the land on the Nile. He shall now be crowned as pharaoh of Upper and Lower Egypt, and as the heir of Alexandros.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Alexandria · does not have Conqueror of Alexandria · belongs to Cyrene

Conqueror of Amaseia!

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

General, you have conquered Amaseia, a fortified city situated high on the cliffs above the river and the capital of the Pontic kingdom,

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Amaseia · does not have Conqueror of Amaseia!

Conqueror of Ambrakia!

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

General, you have conquered Ambrakia, a magnificent, heavily fortified city that served as the royal capital of the Kingdom of Epirus. Before his sudden death in 272 BC, Pyrrhus had spent decades developing his capital, building royal palaces, two massive theaters, and a majestic temple to Athena.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Ambrakia · does not have Conqueror of Ambrakia!

Conqueror of Ankon

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

This man has conquered the city of Ankon, a strong Picenian settlement colonised by Dionysios I of Syracuse in the early 4th century and named ankon ("elbow") because of the shape of its bay.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Ankon · does not have Conqueror of Ankon

Conqueror of Antioch

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

This man has conquered the mighty city of Antioch, hearth and home of the Seleucid dynasty! Let this great city become a new stronghold of our power in Syria!

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Antioch · does not have Conqueror of Antioch

Conqueror of Apameia!

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

General, you have conquered Apameia in Syria, founded by Seleucus I and named after his Bactrian queen, Apama. Sitting on a plateau overlooking the Orontes River valley, this massive fortified city houses the imperial stables, which accommodates over 30,000 royal mares and 300 stallions and is the official home of the Seleucid Empire's war elephant corps.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Apameia-Syria · does not have Conqueror of Apameia!

Conqueror of Apua

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

This general has captured Apua, the main village of the Apuani, one of the most formidable and powerful of the Ligurian tribes.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Apua · does not have Conqueror of Apua

Conqueror of Aracillum

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

This man has taken Aracillum, conquering one of the last refuges of the Cantabrian people, securing control over the northern coast of Iberia.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Aracillum · does not have Conqueror of Aracillum

Conqueror of Argos

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

This man has conquered the major stronghold of Argos, one of the oldest cities in Greece, and where Pyrrhus met his end. This city is the primary military counterweight to keep Sparta down in the southern Peloponnese.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Argos · does not have Conqueror of Argos

Conqueror of Armavir

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

This man has conquered Armavir, the royal seat of the Orontid and Artaxiad dynasties, taking control over the kingdom of Armenia, he has secured control of the strategic mountain routes between Anatolia and the Caspian.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Armavir · does not have Conqueror of Armavir

Conqueror of Arretium

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

This general has captured the Etruscan stronghold of Arretium and assumed control of its renowned bronze workshops, which once supplied half of Etruria with weapons and luxury goods. This strategic settlement now serves as the gateway to rule the entire Etrurian region and push further to the North.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Arretium · does not have Conqueror of Arretium

Conqueror of Arse

Appears on family members (generals, governors, leaders) · never on 18 of the cultures.

Effects: +1 Influence

The city of Arse has been taken by Carthaginian arms! This heavily fortified settlement thought the patronage of Rome would shield it from our wrath, daring to harass our allies and challenge our dominance. How foolish they were!

Cultures that never receive it (18)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Greek · Caucasian · Anatolian · Iranian · Arab · Indian · Egyptian · Ethiopian · Roman · Libyan · Scythian · Illyrian

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Arse · belongs to Carthage · does not have Conqueror of Arse

Conqueror of Asculum

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

This man has conquered Asculum, the regional capital of the Picentes! Its riches now belong to us, as well as the control over its territory.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Asculum · does not have Conqueror of Asculum

Conqueror of Asta

Appears on family members (generals, governors, leaders) · never on 18 of the cultures.

Effects: +1 Influence

Favoured by the new Carthaginian policies in Ispanya, this man has imposed the authority of Carthage beyond Gades, where the river Tartessos meets the sea. There, the people of Asta, once proud and powerful, have seen the Carthaginians take its walls. Once inside, the pro-Carthaginian aristocracy came forward unarmed, begging the general for mercy and asking that their people be allowed to keep their laws, their lands, and the serfs who work their fields, like those who dwell in the Tower of Lascuta.

Cultures that never receive it (18)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Greek · Caucasian · Anatolian · Iranian · Arab · Indian · Egyptian · Ethiopian · Roman · Libyan · Scythian · Illyrian

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Asta · belongs to Carthage · does not have Conqueror of Asta

Conqueror of Athens

Appears on family members (generals, governors, leaders) · never on 18 of the cultures.

Effects: +1 Influence

Oh, the great city of Athens, mother of democracy, now vows to the might of Carthage! The city of Theseus, where philosophers like Socrates once walked and where the Parthenon looks down in defiance of time, has fallen to our will.

Cultures that never receive it (18)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Greek · Caucasian · Anatolian · Iranian · Arab · Indian · Egyptian · Ethiopian · Roman · Libyan · Scythian · Illyrian

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Athens · belongs to Carthage · does not have Conqueror of Athens

Conqueror of Avaricum

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

This man has taken Avaricum, conquering the greatest city of the Bituriges and gaining control of central Gaul.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Avaricum · does not have Conqueror of Avaricum

Conqueror of Babylon!

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

Great general, you have wrestled the "Gates of God" from the hands of lesser men. The city of Babylon, with all its ancient grandeur, now bows before your might. Truly, your accomplishments are matched only by the magnificence of the gods themselves. Babylon is ours, and with it, the spiritual and religious heart of Mesopotamia!

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Babylon · does not have Conqueror of Babylon! · does not belong to Antigonid Kingdom

Conqueror of Baktra-Zariaspa!

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

This man has conquered the "Mother of Cities" and the seat of Hellenistic and Bactrian power in the far east, thus adquiring great wealth and prestige.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Baktra-Zariaspa · does not have Conqueror of Baktra-Zariaspa!

Conqueror of Basti

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

This man has conquered the strongold of Basti, taking control of the supply routes in Bastetania and securing a territory rich in minerals.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Basti · does not have Conqueror of Basti

Conqueror of Bononia

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

This man has conquered the city of Bononia, the main stronghold of the Boii in the region! Its riches now belong to us, as well as the control over its territory.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Bononia · does not have Conqueror of Bononia

Conqueror of Bracarium

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

This man has stormed Bracarium, conquering the fiercest clans of the Gallaeci, and securing the rich alluvial gold deposits of the region.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Bracarium · does not have Conqueror of Bracarium

Conqueror of Brundisium

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

This general has captured Brundisium, a Messapian town of great strategic importance as the main point of departure for anyone travelling to Greece and the East.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Brundisium · does not have Conqueror of Brundisium

Conqueror of Byzantium!

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

General, by the superior strength of our arms, we have conquered Byzantium, a fiercely independent, heavily fortified Greek city-state. Sitting right on the Bosporus Strait, where every single merchant ship coming from the fertile Black Sea region down to Greece and Egypt has to pass, the city grew immensely rich by levying heavy transit taxes on those ships. Now, so shall we do the same to enrich our coffers!

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Byzantium · does not have Conqueror of Byzantium!

Conqueror of Capua

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

To capture Capua, the jewel of Campania and the second largest city in all of Italia, is no small feat! Now, Capua's great wealth, cavalrymen, and strategic position strengthen our power in Italia.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Capua · does not belong to Carthage · does not have Conqueror of Capua

Conqueror of Capua (CapuaConqueror)

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

To capture Capua, the jewel of Campania and the second largest city in all of Italia, is no small feat! The enemies of our people tremble, for the proud Samnites, eternal foes of Rome, have pledged their allegiance to our cause. Now, Capua's wealth, warriors, and strategic position strengthen our hand in Italia, and soon all of ITaly will be ours.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Capua · belongs to Carthage · does not have Conqueror of Capua

Conqueror of Carmo

Appears on family members (generals, governors, leaders) · never on 18 of the cultures.

Effects: +1 Influence

The initial expansion of Carthage in southern Ispanya brought with it the hostility of the peoples inhabiting the Valley of Tartessos, and even beyond, including the Celts who dwell in Baeturia. This man put an end to the confederations and ambitions of many petty kings in the region when he marched with his army to seize the ancient Carmo and its fortunate kingdom, rich in precious metals and well-fed herds. With Carmo secured, many local elites, bound to the Canaanites of the coast for countless generations, accepted Carthaginian hegemony. This city will serve our republic as a centre of power: a place to mint new coinage, to attract warlike mercenaries, and to command the new fortresses and watchtowers of the countryside.

Cultures that never receive it (18)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Greek · Caucasian · Anatolian · Iranian · Arab · Indian · Egyptian · Ethiopian · Roman · Libyan · Scythian · Illyrian

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Carmo · belongs to Carthage · does not have Conqueror of Carmo

Conqueror of Carthage

Appears on family members (generals, governors, leaders).

Effects: +1 Influence, +1 Command

The great Phoenician city that once ruled the waves of the western Mediterranean has fallen. History will remember this man as the great conqueror who took this city from the Carthaginians and ended their dominance over Africa and the Libyan people!

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Carthage · does not have Conqueror of Carthage · not of Eastern Hellenistic culture · not of Western Hellenistic culture · not of Greek culture · does not belong to Carthage

Conqueror of Castrum Bergium

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

The aristocracy of Massalia likes to recall the deeds of their ancestors and how they armed themselves with courage to establish strongholds to protect themselves from the Iberians. Inspired by these feats of arms, this man has forced a radical change in the policies of the small Emporion. Instead of remaining in the shadow of Massalia, he has boldly led a small contingent of citizens, along with their Iberian allies, to seize the valleys on the slopes of the Pyrenees that lead to the hillforts of the Bergistani. After a hard-fought battle, he has taken control of Pyrenean lands in which to establish Emporitan strongholds of his own.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Castrum Bergium · does not have Conqueror of Castrum Bergium · belongs to Emporion

Conqueror of Castulo

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

This man has conquered Castulo, the capital of the Oretani, securing a vital strategic crossroads between central and southern Hispania, as well as a region rich in lead and silver.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Castulo · does not have Conqueror of Castulo

Conqueror of Chalkis!

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

General, you have conquered Chalkis, one of the "Fetters of Greece", which alongside Corinth and Demetrias, are the strategic cities used by the Kingdom of Makedonia to hold the Greek city-states in subjection. Situated on the island of Euboea, the city sits at the narrowest point of the Euripus Strait and allows whomever controls it to keep a knife at the throat of Athens and the Boeotian League.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Chalkis · does not have Conqueror of Chalkis!

Conqueror of Cirta

Appears on family members (generals, governors, leaders) · never on 18 of the cultures.

Effects: +1 Influence

This man has conquered the city of our old allies like Aelymas who stood at our side when Agathocles ravaged our land. His overhelming campaign against the Libyans, has brought this city and its territory to the Carthaginian cause.

Cultures that never receive it (18)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Greek · Caucasian · Anatolian · Iranian · Arab · Indian · Egyptian · Ethiopian · Roman · Libyan · Scythian · Illyrian

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Cirta · belongs to Carthage · does not have Conqueror of Cirta

Conqueror of Compsa

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

By force of arms and bravery, this general has taken the hilltop fortress-city of Compsa, crushing the main stronghold of the Hirpini tribe.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Compsa · does not have Conqueror of Compsa

Conqueror of Corinth

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

This man has conquered Corinth, a city of extraordinary strategic and commercial power! We now have control over the gates to the Aegean and the Adriatic seas, and from this position, we can tax the fleets that cross the region. Very few cities in the world offer such leverage.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Corinth · does not have Conqueror of Corinth

Conqueror of Cornus

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

This man has conquered Cornus, the main capital of the Nuraghic! With this city under our control, it will be much easier to dominate the interior of Sardinia and rule its people.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Cornus · does not have Conqueror of Cornus

Conqueror of Damascus!

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

This man has conquered Damascus and taken control of the rich oasis crossroads connecting Syria, Arabia, and Mesopotamia, securing vast caravan trade revenues.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Damascus · does not have Conqueror of Damascus!

Conqueror of Delmium

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

Storming Delmium, the hill-fortress of the fierce Delmatae, this commander has ended the main source of their resistance, winning great fame for securing the interior highlands.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Delmium · does not have Conqueror of Delmium

Conqueror of Delos!

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

General, you have taken Delos, a tiny, rocky island in the center of the Cyclades. Famous for being the mythical birthplace of Apollo, the city has a small population and no agricultural value, but can become a strategically important trade port.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Delos · does not have Conqueror of Delos!

Conqueror of Delphoi!

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

Delphoi has fallen! General, you now tread on the sacred soil of Delphinion Apollo, where the Omphalos stone marks the very center of the universe. The Pythia, in her divine wisdom, will now offer you glimpses of the future, whispered directly from Apollo himself. Use this sacred gift wisely, for the gods do not often bestow such blessings lightly!

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Delphoi · does not have Conqueror of Delphoi!

Conqueror of Demetrias!

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

General, you have conquered Demetrias, the third and final "Fetter of Greece", which, alongside Corinth and Chalkis, are the strategic cities used by the Kingdom of Makedonia to hold the Greek city-states in subjection. Located in the Pagasetic Gulf, its massive, enclosed stone ship-sheds will allow us to project naval power across the Aegean Sea.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Demetrias · does not have Conqueror of Demetrias!

Conqueror of Dodona!

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

General, you have conquered Dodona and taken control of its sacred Oracle, considered second only to the Oracle of Delphi in prestige. Pyrrhus made Dodona the religious capital of his domain and beautified it by implementing a series of construction projects like the Temple of Zeus.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Dodona · does not have Conqueror of Dodona!

Conqueror of Eburonium

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

This man has conquered the forested stronghold of the Eburones, gaining control over the dense lower Rhine frontier.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Eburonium · does not have Conqueror of Eburonium

Conqueror of Edeta

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

This man has conquered Edeta, a powerful city-state of the Edetani! With this city under our control, all of Edetania shall be ours!

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Edeta · does not have Conqueror of Edeta

Conqueror of Ekbatana!

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

General, you have conquered the ancient capital of the Medes, and a vital regional capital of the Seleucid Empire, housing one of the empire's most critical treasuries and mints. It sits directly on the overland trade routes leading to India, allowing whomever controls the city to collect taxes from the eastern merchants.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Ekbatana · does not have Conqueror of Ekbatana!

Conqueror of Ephesos

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

The famed city of Ephesos is now under your command! Within its walls lies the colossal Temple of Artemis, one of the Seven Wonders of the Ancient World. The wealth of Ephesos will fill your coffers, and its prestige will bolster your name across the known world!

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Ephesos · does not have Conqueror of Ephesos

Conqueror of Falerii

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

This general has captured Falerii, the rich capital of the Faliscan people, tied to the Etruscan cultural zone.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Falerii · does not have Conqueror of Falerii

Conqueror of Gades

Appears on family members (generals, governors, leaders) · never on 18 of the cultures.

Effects: no stat effects

Frustrated by the fragile hegemony of Carthage over the coasts of Ispanya and the constant instability in the southern province, the pleas for help from allied communities such as Gades, occasionally harassed by inland tribes, have brought about a radical change. This man has entered with his army into the sister city of Gades; some distrustful elites have opposed the act, while others, driven by hospitality and kinship ties, have led him to the temple of Melqart to legitimize and honour his ambitions.

Cultures that never receive it (18)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Greek · Caucasian · Anatolian · Iranian · Arab · Indian · Egyptian · Ethiopian · Roman · Libyan · Scythian · Illyrian

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Gades · belongs to Carthage · does not have Conqueror of Gades

Conqueror of Gades (Gades Captured)

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

General, you have conquered Gades, this old Phoenician city shall grant us control of the South of Iberia, allowing us access to its ports and the profitable trade routes along the Iberian coast.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Gades · does not belong to Carthage · does not have Conqueror of Gades

Conqueror of Gaza!

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

General, you have conquered Gaza, the final destination for the Nabataean caravans that travel thousands of miles across the desert, bringing frankincense and myrrh. By controlling Gaza, we hold the monopoly on the distribution of Arabian luxury goods to the entire Mediterranean!

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Gaza · does not have Conqueror of Gaza!

Conqueror of Gazaka

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

This man has captured the sacred winter capital of Atropatene at Gazaka, home to the great fire-temples of the Medes, establishing dominance over the Iranian plateau access routes.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Gazaka · does not have Conqueror of Gazaka

Conqueror of Gortyna

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

This man has captured Gortyna, the second largest city of Crete and the dominant power of central Crete. The island's archers and strategic sea lanes are now under our authority.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Gortyna · does not have Conqueror of Gortyna

Conqueror of Halikarnassos

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

General, you have seized the final resting place of Mausolos, the mighty satrap of Karia. This marvel of ancient construction, built to immortalize the power of a Persian vassal, now belongs to you. But unlike Mausolos, you answer to no man, you are the master of your own destiny, destined to rule all lands from Anatolia to the ends of the earth!

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Halikarnassos · does not have Conqueror of Halikarnassos

Conqueror of Hemeroskopeion

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

After a hard-fought campaign, this man led the armed contingents that assaulted the small fortified town and harbour of Hemeroskopeion, once founded by the Massaliots, and conquered Hemeroskopeion! Occupying a naturally fortified location and suitable for piracy, this city shall serve as the perfect maritime base to protect our interests in the region.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Hemeroskopeion · does not have Conqueror of Hemeroskopeion · does not belong to Emporion

Conqueror of Hemeroskopeion (Hemeroskopeion Emporion)

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

Backed by the growing wealth and prestige of Emporion, this man led the armed contingents that entered the small fortified town and harbour of Hemeroskopeion, once founded by the Massaliots. When the new garrison secured the place, he went to the highly revered town sanctuary atop the mountain and dedicated to Artemis Ephesia which he honoured with gratitude and sacrifices.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Hemeroskopeion · does not have Conqueror of Hemeroskopeion · belongs to Emporion

Conqueror of Herakleia-Pontos!

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

General, you have conquered Herakleia-Pontos, the most powerful city on the southern coast of the Black Sea and the leader of the Northern League, a coalition of free cities (including Byzantium) dedicated to resisting Seleucid encroachment.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Herakleia-Pontos · does not have Conqueror of Herakleia-Pontos!

Conqueror of Hermandica

Appears on family members (generals, governors, leaders) · never on 18 of the cultures.

Effects: +1 Influence

This man has emulated the greatest deeds of those who came before him, who ventured into Ispanya in pursuit of forging a new empire in service of Carthage. Yet he has not limited himself to securing the well-known coasts dotted with allies or subduing minor Ispanyan petty kings. In a bold display of ambition, he has led his army into wild lands beyond the Vettones, bordering the Vacceans. There, the once-proud city of Hermandica has fallen to his arms.

Cultures that never receive it (18)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Greek · Caucasian · Anatolian · Iranian · Arab · Indian · Egyptian · Ethiopian · Roman · Libyan · Scythian · Illyrian

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Hermandica · belongs to Carthage · does not have Conqueror of Hermandica

Conqueror of Hibera

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

This man has conquered Hibera, the richest city in the region! With this region under our control, it will be much easier to control the movement of armies in and out of Iberia.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Hibera · does not have Conqueror of Hibera

Conqueror of Idassa

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

By conquering Idassa, the main port of the Liburni, this general seized their famous galleys and secured total naval control over the northern Dalmatian coast.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Idassa · does not have Conqueror of Idassa

Conqueror of Ilici

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

This man has conquered the coastal fortress-city of Ilici, one of the most important cities of the Contestani, and taken control over its port.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Ilici · does not have Conqueror of Ilici

Conqueror of Ispanya

Appears on family members (generals, governors, leaders) · never on 17 of the cultures.

Effects: +1 Influence

Known far and wide across the hills of Ispanya, this man’s name is either spoken in fear or shouted in angry curses by his enemies. His campaigns have brought plenty of glory and loot, and his soldiers cheer his name, while the Ispanyans… they remember him more for the burning homes and ruined cities.

Cultures that never receive it (17)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Iberian · Caucasian · Anatolian · Iranian · Arab · Indian · Egyptian · Ethiopian · Libyan · Scythian · Illyrian

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% the target faction is of Iberian culture · does not have Conqueror of Ispanya

Conqueror of Kios!

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

General, you have conquered Kios, a city strategically placed at the head of a gulf in the Propontis and part of the family dominion of the Mithridatic dynasty.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Kios · does not have Conqueror of Kios!

Conqueror of Koutatision

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

This man has conquered Koutatision in the valleys beneath the Caucasus, defeating the Colchis and establishing control over the eastern Euxine trade routes as well as the Caucasian passes.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Koutatision · does not have Conqueror of Koutatision

Conqueror of Kyrene!

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

General, you have conquered Kyrene, the wealthiest city of the North Africa’s western coast, and taken control of its highly profitable monopoly on silphium, a wild herb that the ancient world used as medicine, seasoning, and the most popular form of birth control.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Kyrene · does not have Conqueror of Kyrene!

Conqueror of Lilybaion

Appears on family members (generals, governors, leaders) · never on 18 of the cultures.

Effects: +1 Influence

The powerful city of Lilybaion is now under our control! Many have tried to conquer this city before, Pyrrhus himself tried for two months to assault it, until he finally realized that he could not mount an effective siege without blockading it from the sea as well. But only you have managed to breach its walls and take it.

Cultures that never receive it (18)

Gallic · Germanic · Dacian · Celtiberian · Iberian · Brittonic · Thracian · Greek · Caucasian · Anatolian · Iranian · Arab · Indian · Egyptian · Ethiopian · Libyan · Scythian · Illyrian

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Lilybaion · does not have Conqueror of Lilybaion · does not belong to Carthage

Conqueror of Lissos

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

Capturing the fortress of Lissos, this general has conquered the capital of the Illyrian kingdom, securing a major coastal base overlooking the Adriatic sea lanes.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Lissos · does not have Conqueror of Lissos

Conqueror of Lysimacheia!

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

General, you have conquered Lysimacheia, built on the neck of the Gallipoli peninsula to control the Hellespont, the primary land bridge separating Europe from Asia, it is one of the most volatile, highly contested chokepoints on earth, since whoever holds it, holds the path to invade both continents.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Lysimacheia · does not have Conqueror of Lysimacheia!

Conqueror of Marakanda!

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

Marching beyond the Oxus River, this general has conquered the Sogdian citadel of Marakanda and taken control of its Silk Road.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Marakanda · does not have Conqueror of Marakanda!

Conqueror of Massalia

Appears on family members (generals, governors, leaders) · never on 18 of the cultures.

Effects: +1 Influence

The port city of Massalia, jewel of the western Mediterranean and a prized Hellenic colony, now bows before the might of Carthaginian arms! Its harbours were once filled with enemy warships and foreign merchants plotting against our dominance, but no more! Now, Massalia’s is ours!

Cultures that never receive it (18)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Greek · Caucasian · Anatolian · Iranian · Arab · Indian · Egyptian · Ethiopian · Roman · Libyan · Scythian · Illyrian

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Massalia · belongs to Carthage · does not have Conqueror of Massalia

Conqueror of Mediolanum

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

This man has conquered the strong city of Mediolanum, the capital of the powerful Celtic tribe of the Insubres! Having taken this city under our control, the fertile land in the Padus valley is now in our hands. We shall use it as a hub in the road network of northern Italy and enjoy its aboundance in wine.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Mediolanum · does not have Conqueror of Mediolanum

Conqueror of Megalopolis

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

This man has taken Megalopolis, capital of the Arcadian League! Let this city become a new base of our power in Arcadia!

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Megalopolis · does not have Conqueror of Megalopolis

Conqueror of Meroe

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

Marching beyond the cataracts of the Nile, this man has conquered the capital of the powerful Kingdom of Kush, seizing vast amounts of gold, ivory, and exotic trade goods.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Meroe · does not have Conqueror of Meroe

Conqueror of Mesembria!

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

General, you have conquered the fortified Doric city of Mesembria on the Thracian coast and secured its profitable Black Sea trade routes.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Mesembria · does not have Conqueror of Mesembria!

Conqueror of Messana

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

The polis of Messana has fallen before your might! Once held by the fearsome Mamertinoi mercenaries who took it by treachery from the Messenioi, this city now acknowledges us as its master. With Messana under our dominion, we hold the key to Sicily and control the narrow waters that separate it from Italy.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Messana · does not have Conqueror of Messana · does not belong to Rome · does not belong to Roman Rebels · does not belong to Roman Rebels

Conqueror of Messana (Messana Captured R)

Appears on family members (generals, governors, leaders).

Effects: +1 Influence · grants the epithet Messalla

This general has liberated Messana from the Syracusan and Carthaginian armies, strongly establishing the Roman armies on the island and, for the first time, out of Italy. To commemorate his Sicilian victory, he commissioned a painted mural of the victory on the exterior of the western wall of the Curia Hostilia and took the cognomen of "Messalla".

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Messana · does not have Conqueror of Messana · belongs to Rome or Roman Rebels

Conqueror of Messene!

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

General, you have conquered Messene, a city that was founded for one specific purpose: to ensure that Sparta could never rise to power again. It also possesses the most advanced, formidable stone walls in mainland Greece.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Messene · does not have Conqueror of Messene!

Conqueror of Miletos

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

This man has captured Miletos, a city known for its prosperity, which is closely linked to its strategic coastal location and the productivity of its surrounding rural hinterland, supporting a thriving agriculture and facilitating wide-ranging commercial activity.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Miletos · does not have Conqueror of Miletos

Conqueror of Mutina

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

This man has conquered the strategic city of Mutina, allowing us to control the roads in this region and strongly secure the movement of our troops in the north of Italy.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Mutina · does not have Conqueror of Mutina

Conqueror of Naupaktos

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

Once stolen from us by the greedy Aitolians, Naupaktos is ours once again. The chains of revenge have been hammered into laurels of glory, as the Achaeans celebrate this great recovery!

How it is gained: on becoming faction leader, at the start of the character's turn
When Points Chance Conditions
on becoming faction leader +1 100% belongs to Achaean League · does not have Conqueror of Naupaktos · Naupaktos is held by Achaean League
at the start of the character's turn +1 100% does not belong to Free Peoples · belongs to Achaean League · does not have Conqueror of Naupaktos · is the faction leader · Naupaktos is held by Achaean League

Conqueror of Nertobriga of the Celtici

Appears on family members (generals, governors, leaders) · never on 18 of the cultures.

Effects: +1 Influence

After a harsh campaign, Nertobriga of the Celtici, the proud fortress that stood unconquered in the region of Baeturia, was taken. Its smoking walls and silent streets were witness to, and shall remain the memory of, the power of the generals who dispense justice and authority in the name of the Carthaginian people in Ispanya.

Cultures that never receive it (18)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Greek · Caucasian · Anatolian · Iranian · Arab · Indian · Egyptian · Ethiopian · Roman · Libyan · Scythian · Illyrian

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Nertobriga Celticorum · belongs to Carthage · does not have Conqueror of Nertobriga of the Celtici

Conqueror of Numantia

Appears on family members (generals, governors, leaders) · never on 21 of the cultures.

Effects: no stat effects · grants the epithet Nvmantinvs

This man led the successful campaign against the strong fortress city of Numantia, breaking years of Celtiberian resistance. Starved and too weak to fight, many of its warriors committed suicide with their whole families and the remaining population surrendered only after setting their city on fire. His determination in reducing this city has earned him great renown throughout the Republic.

Cultures that never receive it (21)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Scythian · Greek · Egyptian · Ethiopian · Phoenician · Libyan · Caucasian · Anatolian · Iranian · Arab · Indian · Western Hellenistic · Eastern Hellenistic · Iberian · Illyrian

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% is a general · in Numantia · does not have Conqueror of Numantia · belongs to Rome or Roman Rebels

Conqueror of Olympia!

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

Strategos, you have captured Olympia, the modest city that houses the sacred grounds of the Olympiad. Here, the finest athletes of Hellas compete for glory under the watchful eye of Thundering Zeus himself. Now, with Olympia under our control, the cities of Hellas shall once again gather here to honor the gods through games of skill and strength. Let the victors be chosen, and may the gods smile upon us all!

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Olympia · does not have Conqueror of Olympia!

Conqueror of Oxthracae

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

This man has stormed Oxthracae, the mountain seat of the fierce Lusitanians, breaking their resistance in the far west.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Oxthracae · does not have Conqueror of Oxthracae

Conqueror of Pallantia

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

This man has conquered Pallantia, the capital of the Vaccaei, achieving what many before him failed to do, taking control of the agricultural heart of the northern Iberia.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Pallantia · does not have Conqueror of Pallantia

Conqueror of Panormos

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

This man has conquered Panormos, meaning "sheltered harbour" and one of the main cities of the Phoenicians in Sicily! With this city under our control, it will be much easier to control the rest of Sicily.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Panormos · does not have Conqueror of Panormos

Conqueror of Pantikapaion!

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

General, you have conquered the Bosporan capital of Pantikapaion, securing control over the Kimmerian Bosporos and the very profitable Euxine grain trade.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Pantikapaion · does not have Conqueror of Pantikapaion!

Conqueror of Pasargadai!

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

Pasargadai is now ours! You have taken possession of the resting place of Cyrus the Great, the founding father of the Persian Empire. The same tomb that once saw Achaemenian princes crowned in the garb of kings is now under your control. Here, Megas Alexandros paid homage, and now, so shall you. With Cyrus' blessing and the favour of the gods, your empire shall stretch as far and wide as Alexandros’, perhaps even further!

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Pasargadai · does not have Conqueror of Pasargadai!

Conqueror of Patavium

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

This man has conquered Patavium, founded by the local Veneti people and located in a strategic position along key trade routes, which facilitate commerce and interaction with Italy.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Patavium · does not have Conqueror of Patavium

Conqueror of Pergamon

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

This man has conquered the mighty city of Pergamon, hearth and home of the Attalid dynasty. Let this fortress become a new stronghold of our power!

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Pergamon · does not have Conqueror of Pergamon · not of Gallic culture

Conqueror of Pergamon (Pergamon Captured Galatian)

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

This great Chief has captured Pergamon! Long had the Attalids resisted the Galatians and their incursions into Mysia. They vaunted their valour, building marble alters to praise their gods for victory. But our weapons are stronger than their, and so, we took the city. Pergamon is now a slave of the Keltoi.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Pergamon · does not have Conqueror of Pergamon · of Gallic culture

Conqueror of Petelia

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

This man has conquered the city of Petelia, the main Bruttian stronghold in the region! Now, we will have easier access to this part of the sea in case we need to receive reinforcements.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Petelia · does not have Conqueror of Petelia

Conqueror of Priene

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

This man has captured Priene, the architectural jewel of Ionia and guardian of the Panionion sanctuary dedicated to Poseidon Helikonios.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Priene · does not have Conqueror of Priene

Conqueror of Rhegium

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

The fortified city of Rhegium, on the very end of the Italian peninsula, has fallen to your military genius! This strategic settlement now serves as our gateway to Sicily, and with it firmly under your control, all of southern Italia bows to our authority. From this vantage point, our ships can patrol the narrow straits and our troops can march southward when the time is right.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Rhegium · does not have Conqueror of Rhegium

Conqueror of Rhizon

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

By capturing the coastal pirate haven of Rhizon, this general has crushed the lair of the Ardiaei, finally ending their sea-raiding across the Adriatic.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Rhizon · does not have Conqueror of Rhizon

Conqueror of Rome

Appears on family members (generals, governors, leaders) · never on 18 of the cultures.

Effects: +1 Influence

Rome is finally ours! Its strong walls lie breached, its gates opened to allow the triumphant march of the armies of Carthage! The spoils of Rome’s wealth and their previous conquests are ours to distribute, and its citizens now kneel under our power. Our soldiers drink freely in their houses and stable their mounts on the fallen pillars of the Senate.

Cultures that never receive it (18)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Greek · Caucasian · Anatolian · Iranian · Arab · Indian · Egyptian · Ethiopian · Roman · Libyan · Scythian · Illyrian

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Rome · belongs to Carthage · does not have Conqueror of Rome

Conqueror of Rome (Rome Captured Civ)

Appears on family members (generals, governors, leaders).

Effects: +1 Influence, +1 Command

Rome has fallen! The seven hills that once dominated Italy now bow to your will. The city of the children of Aeneas lies broken beneath your sandals, its proud eagles cast down from their perches. \nWith the eternal city under our rule, all Roman holdings throughout Italia and beyond tremble in anticipation of our armies. The Senate House lies empty, its marble floors stained with the blood of those who dared to resist. What fate shall befall to the city of our enemies is yours to decide, but know that your name shall be forever written in history as the one who conquered Rome!

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Rome · does not have Conqueror of Rome · not of Gallic culture · does not belong to Carthage · does not belong to Rome · does not belong to Roman Rebels · does not belong to Roman Rebels

Conqueror of Rome (Rome Captured)

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

Rome has been sacked! You have followed the path of the great Brennos of the Senone, crushed the Romans, and took their city. What to be done with the city now is for you to decide. Brennos, offended by the filth and stench of the city, abandoned it in favour of wealth. However, a more determined leader can turn it into a proper Gallic settlement, or break it and make them a client of our kingdom, fallen to our whim. \nWith the capture of Rome, all Romans quake in terror of our people, and we represent a greater threat to all who would array themselves against us.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Rome · does not have Conqueror of Rome · of Gallic culture

Conqueror of Salacia

Appears on family members (generals, governors, leaders) · never on 18 of the cultures.

Effects: +1 Influence

Following the Carthaginian desire to expand their hegemony in Ispanya, this man has marched his armies toward the distant west. Here, far from the coast, the hardy peoples of swift horses opposed his advance but could not prevent his conquest of Salacia-Ketovion.

Cultures that never receive it (18)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Greek · Caucasian · Anatolian · Iranian · Arab · Indian · Egyptian · Ethiopian · Roman · Libyan · Scythian · Illyrian

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Salacia · belongs to Carthage · does not have Conqueror of Salacia

Conqueror of Samos!

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

General, you have conquered Samos, an island located just off the coast of Asia Minor, home to the Heraion, one of the largest temples in the Greek world. Its fortified harbours that served as the naval centre for the Ptolemaics naval hegemony over the Aegean Sea shall serve us now for the same purpose!

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Samos · does not have Conqueror of Samos!

Conqueror of Sardis!

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

General, you have conquered Sardis, the administrative and military capital of the Seleucids in the West (Asia Minor), housing one of the largest and most active mints in the world. It's also the endpoint of the famous Persian Royal Road.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Sardis · does not have Conqueror of Sardis!

Conqueror of Sarsina

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

This general has conquered the strategically important town of Sarsina and subdued the Umbrians.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Sarsina · does not have Conqueror of Sarsina

Conqueror of Seuthopolis!

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

General, you have conquered Seuthopolis, the former capital of the Kingdom of the Odrysians and the sanctuary of the Cabeiri, the gods of Samothrace.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Seuthopolis · does not have Conqueror of Seuthopolis!

Conqueror of Sidon!

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

General, you have conquered Sidon, the rival of Tyre and a prosperous Phoenician port city. Its people are highly hellenized, with their kings and elites even competing in (and winning) the Panhellenic athletic games in Greece.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Sidon · does not have Conqueror of Sidon!

Conqueror of Sinope!

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

General, you have conquered Sinope, a fiercely independent Greek city-state that is built like a fortress, with a double wall protecting it from the mainland and two highly defensible harbours. Its powerful citizen navy keeps the city almost immune to land-based sieges by local kings.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Sinope · does not have Conqueror of Sinope!

Conqueror of Skodra

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

Storming the lakeside citadel of Skodra, the capital of the Labeatae tribe, this man broke the backbone of southern Illyrian power and brought the inland trade routes under his control.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Skodra · does not have Conqueror of Skodra

Conqueror of Syrakousai

Appears on family members (generals, governors, leaders) · never on 18 of the cultures.

Effects: +2 Influence

Tanit pane Baal and Baal Hammon be praised! \nAt long, long last! Our great enemy in Sicilia is no more. No longer will we have to contend with their presence on that island. Our forefathers should be proud, as they have been avenged. Now we will focus on more pressing matters. With the Greeks out of our way, the rest of Sicilia can finally be ours, and then, if Baal wills it, an open path to Italy.

Cultures that never receive it (18)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Greek · Caucasian · Anatolian · Iranian · Arab · Indian · Egyptian · Ethiopian · Roman · Libyan · Scythian · Illyrian

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Syracuse · belongs to Carthage · does not have Conqueror of Syrakousai

Conqueror of Tarentum

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

We have taken the city of Tarentum and our people rejoice with this achievement that shall make our enemies tremble! This proud city, once a bastion of Greek culture and trade, has now fallen into our hands. With its important port under our control, military reinforcements can flow freely across the sea, consolidating our hegemony in southern Italia.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Tarentum · belongs to Carthage · does not have Conqueror of Tarentum
on capturing a settlement +1 100% in Tarentum · does not belong to Carthage · does not have Conqueror of Tarentum

Conqueror of Tauromenion

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

This man has conquered the city of Tauromenion! On account of the great strength of its position, we shall use this city as a stronghold against our enemies!

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Tauromenion · does not have Conqueror of Tauromenion

Conqueror of Thugga

Appears on family members (generals, governors, leaders) · never on 18 of the cultures.

Effects: +1 Influence

In an overhelming campaign against the Libyans, this man has conquered the city of Thugga, taking control of this strategic and fertile region will surely enrich Carthage further and increase our control over the Libyan territories.

Cultures that never receive it (18)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Greek · Caucasian · Anatolian · Iranian · Arab · Indian · Egyptian · Ethiopian · Roman · Libyan · Scythian · Illyrian

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Thugga · belongs to Carthage · does not have Conqueror of Thugga

Conqueror of Tyre!

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

General, you have conquered Tyre, a Phoenician island-city, rich thanks to its production of Tyrian Purple, a dye extracted from millions of local murex sea snails. Ptolemy II has transformed Tyre into Egypt's foremost naval shipyard in the Levant, by using the dense cedar forests of nearby Lebanon which are floated down to Tyre to construct the warships used to dominate the Aegean Sea.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Tyre · does not have Conqueror of Tyre! · does not belong to Carthage

Conqueror of Utica

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

This man has conquered the rich and strong Phoenician city of Utica or Atig, the first colony to have been founded by the Phoenicians in North Africa. By claiming its riches and securing its port, our control over the region is now reinforced.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Utica · does not have Conqueror of Utica · does not belong to Carthage

Conqueror of Viromanduium

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

This man has taken Viromanduium, defeating the tribal confederacy of the Belgae and earning great renown across the northern forests of Gaul.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Viromanduium · does not have Conqueror of Viromanduium

Conqueror of Volsinii

Appears on family members (generals, governors, leaders).

Effects: +1 Influence

This general has captured Volsinii, one of the most powerful cities of Etruria, the cult centre of the god Voltumna, and one of the twelve cities which formed the Etruscan League.

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Volsinii · does not have Conqueror of Volsinii

Considerate Governor

Appears on family members (generals, governors, leaders) · 3 levels · pulls against Strict Governor, Strict, Micromanager, Insensitive Ruler. Once it reaches Considerate Governor it cannot drop back.

Level At points Effects
Considerate Governor 3 -2 Unrest, -1 Law
Benevolent Governor 4 -4 Unrest, -2 Law
Liberal Governor · epithet the Gentle 6 -6 Unrest, -3 Law
What the game says at each level

Considerate Governor: This man has little belief in firm government for its own sake. He genuinely listens to his people, which is great until the meetings drag on for hours.

Benevolent Governor: This man is guided by principles of goodness and altruism, believing that kindness is the road to good government.

Liberal Governor: This man believes that people are like cats: happiest when left alone to do as they please. He figures, why rule with an iron fist when you can just shrug and say, "Eh, let them figure it out"? Chaos might be just around the corner, but at least everyone’s enjoying the ride.

Retinue whose arrival is tied to this trait: Fisherman, Lynceus of Samos, Satirist, Terrence, Tiberius Gracchus.

How it is gained: on coming of age, ending a turn in a settlement, at the end of the character's turn, on holding games
When Points Chance Conditions
on coming of age +1 50% his father has Strict Governor
on coming of age +1 50% his father has Strict
ending a turn in a settlement +1 1% in his own faction's lands · 11% chance · public order from law 10 or more
at the end of the character's turn +1 2% does not belong to Free Peoples · has Considerate Governor
at the end of the character's turn +1 2% does not belong to Free Peoples · has Firm Personal Morality
on holding games +1 1% not of Roman culture
at the end of the character's turn +1 1% does not belong to Free Peoples · does not have Likes a Flutter · 5% chance (plus hidden conditions)

Constant Cough

Appears on family members (generals, governors, leaders) · 2 levels · at most 2 characters may hold it.

Level At points Effects
Constant Cough 1 -1 Influence, -1 Management, -2 Movement Points, -1 Hit Points
Sickly · epithet the Frail 3 -2 Influence, -4 Movement Points, -2 Hit Points, -1 Management
What the game says at each level

Constant Cough: This man's infamous cough now interrupts his speeches, assemblies, and the peace of those nearby. His men admire his determination to push through his ailment, but some of the more superstitious worry that his failing health is a bad omen.

Sickly: This man spends more time bedridden than leading, and his health seems to be in a constant state of decline. Visitors are more likely to find him with a cup of medicinal herbs than a sword in hand.

How it is gained: at the end of the character's turn, ending a turn in a settlement
When Points Chance Conditions
at the end of the character's turn +1 1% does not belong to Free Peoples · ended the turn outside a settlement · does not have Blessed · does not have Lively · has Youthful at level 4 or higher · does not have Unlucky · does not have Healthy · has less than level 2 of Constant Cough · 10% chance (plus hidden conditions)
ending a turn in a settlement +1 2% does not belong to Free Peoples · the settlement has plague · has less than level 2 of Constant Cough · is a general

Consul

Appears on family members (generals, governors, leaders) · pulls against Proconsul, Imperator Caesar · at most 2 characters may hold it · never on 21 of the cultures.

Effects: +2 Influence, +2 Management, +1 Command, +4 Training Units

This man has been elected as Consul and is responsible for the city's political agenda. As one of the two supreme commanders in the Roman army, he's granted two legions during his consular year, and controls important provinces. He will serve for only a year (a restriction intended to limit the concentration of power) and can only rule when the other Consul agrees, because each Consul can veto the other's decision. The Consuls alternate monthly as the chairman of the Senate, and also exercise the highest juridical power in the Republic, being the only office with the power to override the decisions of the Praetor Urbanus.

Cultures that never receive it (21)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Greek · Caucasian · Anatolian · Iranian · Arab · Indian · Egyptian · Ethiopian · Phoenician · Libyan · Scythian · Western Hellenistic · Eastern Hellenistic · Iberian · Illyrian

How it is gained: on taking office, at the start of the character's turn
When Points Chance Conditions
on taking office +1 100% holds the office of Consul · does not have Ex Consul
on taking office +2 100% holds the office of Consul · has Ex Consul
at the start of the character's turn +2 30% does not belong to Free Peoples · is a general · has at most level 2 of Light Senatorial Fine · has Patrician · has Small Client Network at level 2 or higher · does not have Quaestor · does not have Former Quaestor · does not have Aedile · does not have Former Aedile · does not have Curule Aedile · does not have Former Curule Aedile · does not have Praetor · has Propraetor · does not have Consul · does not have Proconsul · does not have Censor · does not have Former Censor · does not have Princeps Senatus · does not have Former Princeps Senatus · does not have Tribune of the Plebs · does not have Imperator Caesar (plus hidden conditions)
at the start of the character's turn +2 30% does not belong to Free Peoples · is a general · has at most level 2 of Light Senatorial Fine · has Patrician · has Small Estate at level 2 or higher · does not have Quaestor · does not have Former Quaestor · does not have Aedile · does not have Former Aedile · does not have Curule Aedile · does not have Former Curule Aedile · does not have Praetor · has Propraetor · does not have Consul · does not have Proconsul · does not have Censor · does not have Former Censor · does not have Princeps Senatus · does not have Former Princeps Senatus · does not have Tribune of the Plebs · does not have Imperator Caesar (plus hidden conditions)
at the start of the character's turn +2 40% does not belong to Free Peoples · has Senatorial Class · has at most level 2 of Light Senatorial Fine · has Patrician · does not have Quaestor · does not have Former Quaestor · does not have Aedile · does not have Former Aedile · does not have Curule Aedile · does not have Former Curule Aedile · does not have Praetor · does not have Propraetor · does not have Consul · has Proconsul · does not have Censor · does not have Former Censor · does not have Princeps Senatus · does not have Former Princeps Senatus · does not have Tribune of the Plebs · does not have Imperator Caesar (plus hidden conditions)
at the start of the character's turn +2 20% does not belong to Free Peoples · has Senatorial Class · has at most level 2 of Light Senatorial Fine · has Equestrian · has Lawyer · does not have Quaestor · does not have Former Quaestor · does not have Aedile · does not have Former Aedile · does not have Curule Aedile · does not have Former Curule Aedile · does not have Praetor · has Propraetor · does not have Consul · does not have Proconsul · does not have Censor · does not have Former Censor · does not have Princeps Senatus · does not have Former Princeps Senatus · does not have Tribune of the Plebs · does not have Imperator Caesar (plus hidden conditions)
at the start of the character's turn +2 10% does not belong to Free Peoples · has Senatorial Class · has at most level 2 of Light Senatorial Fine · has Equestrian · has Publicani - Minority Share Tax Farmer · does not have Quaestor · does not have Former Quaestor · does not have Aedile · does not have Former Aedile · does not have Curule Aedile · does not have Former Curule Aedile · does not have Praetor · has Propraetor · does not have Consul · does not have Proconsul · does not have Censor · does not have Former Censor · does not have Princeps Senatus · does not have Former Princeps Senatus · does not have Tribune of the Plebs · does not have Imperator Caesar (plus hidden conditions)
at the start of the character's turn +2 30% does not belong to Free Peoples · has Senatorial Class · has at most level 2 of Light Senatorial Fine · has Equestrian · does not have Quaestor · does not have Former Quaestor · does not have Aedile · does not have Former Aedile · does not have Curule Aedile · does not have Former Curule Aedile · does not have Praetor · does not have Propraetor · does not have Consul · has Proconsul · does not have Censor · does not have Former Censor · does not have Princeps Senatus · does not have Former Princeps Senatus · does not have Tribune of the Plebs · does not have Imperator Caesar (plus hidden conditions)
at the start of the character's turn +2 100% does not belong to Free Peoples · is a general (plus hidden conditions)

Corniculum

Appears on family members (generals, governors, leaders) · 3 levels · pulls against Doubtful Courage, Disgraced · never on 21 of the cultures.

Level At points Effects
Corniculum 1 no stat effects
Second Cornicula 2 no stat effects
Third Cornicula 3 no stat effects
What the game says at each level

Corniculum: This man has been awarded the Corniculum for bravery in battle. Very little is known of this award, except that it was given to all Equites who participated in the siege and destruction of Aqilonia in the Samnite War (293BC).

Second Cornicula: This man has been awarded the Corniculum for bravery in battle. Very little is known of this award, except that it was given to all Equites who participated in the siege and destruction of Aqilonia in the Samnite War (293BC).

Third Cornicula: This man has been awarded the Corniculum for bravery in battle. Very little is known of this award, except that it was given to all Equites who participated in the siege and destruction of Aqilonia in the Samnite War (293BC).

Cultures that never receive it (21)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Greek · Caucasian · Anatolian · Iranian · Arab · Indian · Egyptian · Ethiopian · Phoenician · Libyan · Scythian · Western Hellenistic · Eastern Hellenistic · Iberian · Illyrian

How it is gained: after a battle
When Points Chance Conditions
after a battle +1 20% is a general · won the battle · fought in person · the outcome was crushing · battle odds above 1.0 (his strength against the enemy's) · battle odds below 1.4 (his strength against the enemy's) · does not have Doubtful Courage (plus hidden conditions)
after a battle +1 33% is a general · won the battle · fought in person · the outcome was clear or more decisive · battle odds above 0.9 (his strength against the enemy's) · battle odds below 1.1 (his strength against the enemy's) · does not have Doubtful Courage (plus hidden conditions)
after a battle +1 48% is a general · won the battle · fought in person · battle odds above 0.7 (his strength against the enemy's) · battle odds below 1.0 (his strength against the enemy's) · the outcome was average or more decisive · does not have Doubtful Courage (plus hidden conditions)
after a battle +1 60% is a general · won the battle · fought in person · battle odds below 0.8 (his strength against the enemy's) · the outcome was close or more decisive · does not have Doubtful Courage (plus hidden conditions)
after a battle +1 10% is a general · won the battle · did not fight in person · the outcome was crushing · battle odds above 1.0 (his strength against the enemy's) · battle odds below 1.4 (his strength against the enemy's) · does not have Doubtful Courage (plus hidden conditions)
after a battle +1 16% is a general · won the battle · did not fight in person · the outcome was clear or more decisive · battle odds above 0.9 (his strength against the enemy's) · battle odds below 1.1 (his strength against the enemy's) · does not have Doubtful Courage (plus hidden conditions)
after a battle +1 24% is a general · won the battle · did not fight in person · battle odds above 0.7 (his strength against the enemy's) · battle odds below 1.0 (his strength against the enemy's) · the outcome was average or more decisive · does not have Doubtful Courage (plus hidden conditions)
after a battle +1 30% is a general · won the battle · did not fight in person · battle odds below 0.8 (his strength against the enemy's) · the outcome was close or more decisive · does not have Doubtful Courage (plus hidden conditions)

Corona Aurea

Appears on family members (generals, governors, leaders) · 3 levels · pulls against Doubtful Courage, Disgraced · never on 21 of the cultures.

Level At points Effects
Corona Aurea 1 no stat effects
Second Coronae Aureae 2 no stat effects
Third Coronae Aureae 3 no stat effects
What the game says at each level

Corona Aurea: This man has been awarded the Corona Aurea - an honour given for killing an enemy in single combat and holding the ground to the end of the battle.

Second Coronae Aureae: This man has been awarded the Corona Aurea - an honour given for killing an enemy in single combat and holding the ground to the end of the battle.

Third Coronae Aureae: This man has been awarded the Corona Aurea - an honour given for killing an enemy in single combat and holding the ground to the end of the battle.

Cultures that never receive it (21)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Greek · Caucasian · Anatolian · Iranian · Arab · Indian · Egyptian · Ethiopian · Phoenician · Libyan · Scythian · Western Hellenistic · Eastern Hellenistic · Iberian · Illyrian

How it is gained: after a battle
When Points Chance Conditions
after a battle +1 12% is a general · fought in person · won the battle · does not have Doubtful Courage · does not have Disgraced · battle odds above 1.0 (his strength against the enemy's) · battle odds below 1.4 (his strength against the enemy's) · the outcome was crushing (plus hidden conditions)
after a battle +1 24% is a general · fought in person · won the battle · does not have Doubtful Courage · does not have Disgraced · the outcome was clear or more decisive · battle odds above 0.9 (his strength against the enemy's) · battle odds below 1.1 (his strength against the enemy's) (plus hidden conditions)
after a battle +1 36% is a general · fought in person · won the battle · does not have Doubtful Courage · does not have Disgraced · battle odds above 0.7 (his strength against the enemy's) · battle odds below 1.0 (his strength against the enemy's) · the outcome was average or more decisive (plus hidden conditions)
after a battle +1 48% is a general · fought in person · won the battle · does not have Doubtful Courage · does not have Disgraced · battle odds below 0.8 (his strength against the enemy's) · the outcome was close or more decisive (plus hidden conditions)
after a battle +1 8% is a general · did not fight in person · won the battle · does not have Doubtful Courage · does not have Disgraced · battle odds above 1.0 (his strength against the enemy's) · battle odds below 1.4 (his strength against the enemy's) · the outcome was crushing (plus hidden conditions)
after a battle +1 16% is a general · did not fight in person · won the battle · does not have Doubtful Courage · does not have Disgraced · the outcome was clear or more decisive · battle odds above 0.9 (his strength against the enemy's) · battle odds below 1.1 (his strength against the enemy's) (plus hidden conditions)
after a battle +1 24% is a general · did not fight in person · won the battle · does not have Doubtful Courage · does not have Disgraced · battle odds above 0.7 (his strength against the enemy's) · battle odds below 1.0 (his strength against the enemy's) · the outcome was average or more decisive (plus hidden conditions)
after a battle +1 32% is a general · did not fight in person · won the battle · does not have Doubtful Courage · does not have Disgraced · battle odds below 0.8 (his strength against the enemy's) · the outcome was close or more decisive (plus hidden conditions)
after a battle +1 12% is a general · fought in person · won the battle · does not have Doubtful Courage · does not have Disgraced · has Patrician · the outcome was crushing · battle odds above 1.0 (his strength against the enemy's) · battle odds below 1.4 (his strength against the enemy's) (plus hidden conditions)
after a battle +1 24% is a general · fought in person · won the battle · does not have Doubtful Courage · does not have Disgraced · has Patrician · the outcome was clear or more decisive · battle odds above 0.9 (his strength against the enemy's) · battle odds below 1.1 (his strength against the enemy's) (plus hidden conditions)
after a battle +1 36% is a general · fought in person · won the battle · does not have Doubtful Courage · does not have Disgraced · has Patrician · battle odds above 0.7 (his strength against the enemy's) · battle odds below 1.0 (his strength against the enemy's) · the outcome was average or more decisive (plus hidden conditions)
after a battle +1 48% is a general · fought in person · won the battle · does not have Doubtful Courage · does not have Disgraced · has Patrician · battle odds below 0.8 (his strength against the enemy's) · the outcome was close or more decisive (plus hidden conditions)
after a battle +1 8% is a general · did not fight in person · won the battle · does not have Doubtful Courage · does not have Disgraced · has Patrician · the outcome was crushing · battle odds above 1.0 (his strength against the enemy's) · battle odds below 1.4 (his strength against the enemy's) (plus hidden conditions)
after a battle +1 16% is a general · did not fight in person · won the battle · does not have Doubtful Courage · does not have Disgraced · has Patrician · the outcome was clear or more decisive · battle odds above 0.9 (his strength against the enemy's) · battle odds below 1.1 (his strength against the enemy's) (plus hidden conditions)
after a battle +1 24% is a general · did not fight in person · won the battle · does not have Doubtful Courage · does not have Disgraced · has Patrician · battle odds above 0.7 (his strength against the enemy's) · battle odds below 1.0 (his strength against the enemy's) · the outcome was average or more decisive (plus hidden conditions)
after a battle +1 32% is a general · did not fight in person · won the battle · does not have Doubtful Courage · does not have Disgraced · has Patrician · battle odds below 0.8 (his strength against the enemy's) · the outcome was close or more decisive (plus hidden conditions)
after a battle +1 12% is a general · fought in person · won the battle · does not have Doubtful Courage · does not have Disgraced · the outcome was crushing · battle odds above 1.0 (his strength against the enemy's) · battle odds below 1.4 (his strength against the enemy's) · has Equestrian (plus hidden conditions)
after a battle +1 24% is a general · fought in person · won the battle · does not have Doubtful Courage · does not have Disgraced · battle odds above 0.9 (his strength against the enemy's) · battle odds below 1.1 (his strength against the enemy's) · the outcome was clear or more decisive · has Equestrian (plus hidden conditions)
after a battle +1 36% is a general · fought in person · won the battle · does not have Doubtful Courage · does not have Disgraced · battle odds above 0.7 (his strength against the enemy's) · battle odds below 1.0 (his strength against the enemy's) · the outcome was average or more decisive · has Equestrian (plus hidden conditions)
after a battle +1 46% is a general · fought in person · won the battle · does not have Doubtful Courage · does not have Disgraced · battle odds below 0.8 (his strength against the enemy's) · the outcome was close or more decisive · has Equestrian (plus hidden conditions)
after a battle +1 8% is a general · did not fight in person · won the battle · does not have Doubtful Courage · does not have Disgraced · the outcome was crushing · battle odds above 1.0 (his strength against the enemy's) · battle odds below 1.4 (his strength against the enemy's) · has Equestrian (plus hidden conditions)
after a battle +1 16% is a general · did not fight in person · won the battle · does not have Doubtful Courage · does not have Disgraced · battle odds above 0.9 (his strength against the enemy's) · battle odds below 1.1 (his strength against the enemy's) · the outcome was clear or more decisive · has Equestrian (plus hidden conditions)
after a battle +1 24% is a general · did not fight in person · won the battle · does not have Doubtful Courage · does not have Disgraced · battle odds above 0.7 (his strength against the enemy's) · battle odds below 1.0 (his strength against the enemy's) · the outcome was average or more decisive · has Equestrian (plus hidden conditions)
after a battle +1 32% is a general · did not fight in person · won the battle · does not have Doubtful Courage · does not have Disgraced · battle odds below 0.8 (his strength against the enemy's) · the outcome was close or more decisive · has Equestrian (plus hidden conditions)
after a battle +1 12% is a general · fought in person · won the battle · does not have Doubtful Courage · does not have Disgraced · the outcome was crushing · battle odds above 1.0 (his strength against the enemy's) · battle odds below 1.4 (his strength against the enemy's) · has Equestrian (plus hidden conditions)
after a battle +1 24% is a general · fought in person · won the battle · does not have Doubtful Courage · does not have Disgraced · battle odds above 0.9 (his strength against the enemy's) · battle odds below 1.1 (his strength against the enemy's) · the outcome was clear or more decisive · has Equestrian (plus hidden conditions)
after a battle +1 36% is a general · fought in person · won the battle · does not have Doubtful Courage · does not have Disgraced · battle odds above 0.7 (his strength against the enemy's) · battle odds below 1.0 (his strength against the enemy's) · the outcome was average or more decisive · has Equestrian (plus hidden conditions)
after a battle +1 46% is a general · fought in person · won the battle · does not have Doubtful Courage · does not have Disgraced · battle odds below 0.8 (his strength against the enemy's) · the outcome was close or more decisive · has Equestrian (plus hidden conditions)
after a battle +1 8% is a general · did not fight in person · won the battle · does not have Doubtful Courage · does not have Disgraced · the outcome was crushing · battle odds above 1.0 (his strength against the enemy's) · battle odds below 1.4 (his strength against the enemy's) · has Equestrian (plus hidden conditions)
after a battle +1 16% is a general · did not fight in person · won the battle · does not have Doubtful Courage · does not have Disgraced · battle odds above 0.9 (his strength against the enemy's) · battle odds below 1.1 (his strength against the enemy's) · the outcome was clear or more decisive · has Equestrian (plus hidden conditions)
after a battle +1 24% is a general · did not fight in person · won the battle · does not have Doubtful Courage · does not have Disgraced · battle odds above 0.7 (his strength against the enemy's) · battle odds below 1.0 (his strength against the enemy's) · the outcome was average or more decisive · has Equestrian (plus hidden conditions)
after a battle +1 32% is a general · did not fight in person · won the battle · does not have Doubtful Courage · does not have Disgraced · battle odds below 0.8 (his strength against the enemy's) · the outcome was close or more decisive · has Equestrian (plus hidden conditions)

Corona Civica

Appears on family members (generals, governors, leaders) · 3 levels · pulls against Doubtful Courage, Disgraced · never on 21 of the cultures.

Level At points Effects
Corona Civica 1 +1 Influence
Second Coronae Civicae 2 +1 Influence
Third Coronae Civicae 3 +1 Influence
What the game says at each level

Corona Civica: Made of oak leaves and acorns, the Corona Civica is awarded to a soldier who saves another's life in battle: "To have preserved the life of a Roman citizen in battle, slain his opponent, and maintained the ground on which the action took place."

Second Coronae Civicae: Made of oak leaves and acorns, the Corona Civica is awarded to a soldier who saves another's life in battle: "To have preserved the life of a Roman citizen in battle, slain his opponent, and maintained the ground on which the action took place."

Third Coronae Civicae: Made of oak leaves and acorns, the Corona Civica is awarded to a soldier who saves another's life in battle: "To have preserved the life of a Roman citizen in battle, slain his opponent, and maintained the ground on which the action took place."

Cultures that never receive it (21)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Greek · Caucasian · Anatolian · Iranian · Arab · Indian · Egyptian · Ethiopian · Phoenician · Libyan · Scythian · Western Hellenistic · Eastern Hellenistic · Iberian · Illyrian

How it is gained: after a battle
When Points Chance Conditions
after a battle +1 12% is a general · fought in person · won the battle · does not have Doubtful Courage · the outcome was clear or more decisive · battle odds above 0.9 (his strength against the enemy's) · battle odds below 1.1 (his strength against the enemy's) · has at most level 2 of Light Senatorial Fine · belongs to Rome or Roman Rebels
after a battle +1 20% is a general · fought in person · won the battle · does not have Doubtful Courage · battle odds above 0.7 (his strength against the enemy's) · battle odds below 1.0 (his strength against the enemy's) · the outcome was average or more decisive · has at most level 2 of Light Senatorial Fine · belongs to Rome or Roman Rebels
after a battle +1 34% is a general · fought in person · won the battle · does not have Doubtful Courage · battle odds below 0.8 (his strength against the enemy's) · the outcome was close or more decisive · has at most level 2 of Light Senatorial Fine · belongs to Rome or Roman Rebels
after a battle +1 6% is a general · did not fight in person · won the battle · does not have Doubtful Courage · the outcome was clear or more decisive · battle odds above 0.9 (his strength against the enemy's) · battle odds below 1.1 (his strength against the enemy's) · has at most level 2 of Light Senatorial Fine · belongs to Rome or Roman Rebels
after a battle +1 12% is a general · did not fight in person · won the battle · does not have Doubtful Courage · battle odds above 0.7 (his strength against the enemy's) · battle odds below 1.0 (his strength against the enemy's) · the outcome was average or more decisive · has at most level 2 of Light Senatorial Fine · belongs to Rome or Roman Rebels
after a battle +1 18% is a general · did not fight in person · won the battle · does not have Doubtful Courage · battle odds below 0.8 (his strength against the enemy's) · the outcome was close or more decisive · has at most level 2 of Light Senatorial Fine · belongs to Rome or Roman Rebels

Corona Muralis

Appears on family members (generals, governors, leaders) · 3 levels · pulls against Doubtful Courage, Disgraced · never on 21 of the cultures.

Level At points Effects
Corona Muralis 1 no stat effects
Second Coronae Murales 2 no stat effects
Third Coronae Murales 3 no stat effects
What the game says at each level

Corona Muralis: Made of gold and decorated with turrets awarded, the Corona Muralis is awarded to the first man who got over the walls and into a besieged city.

Second Coronae Murales: Made of gold and decorated with turrets awarded, the Corona Muralis is awarded to the first man who got over the walls and into a besieged city.

Third Coronae Murales: Made of gold and decorated with turrets awarded, the Corona Muralis is awarded to the first man who got over the walls and into a besieged city.

Cultures that never receive it (21)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Greek · Caucasian · Anatolian · Iranian · Arab · Indian · Egyptian · Ethiopian · Phoenician · Libyan · Scythian · Western Hellenistic · Eastern Hellenistic · Iberian · Illyrian

How it is gained: after a battle
When Points Chance Conditions
after a battle +1 12% is a general · fought in person · won the battle · a siege assault · does not have Doubtful Courage · does not have Disgraced · the outcome was crushing · battle odds above 1.0 (his strength against the enemy's) · battle odds below 1.4 (his strength against the enemy's) (plus hidden conditions)
after a battle +1 24% is a general · fought in person · won the battle · a siege assault · does not have Doubtful Courage · does not have Disgraced · battle odds above 0.9 (his strength against the enemy's) · battle odds below 1.1 (his strength against the enemy's) · the outcome was clear or more decisive (plus hidden conditions)
after a battle +1 36% is a general · fought in person · won the battle · a siege assault · does not have Doubtful Courage · does not have Disgraced · battle odds above 0.7 (his strength against the enemy's) · battle odds below 1.0 (his strength against the enemy's) · the outcome was average or more decisive (plus hidden conditions)
after a battle +1 48% is a general · fought in person · won the battle · a siege assault · does not have Doubtful Courage · does not have Disgraced · battle odds below 0.8 (his strength against the enemy's) · the outcome was close or more decisive (plus hidden conditions)
after a battle +1 6% is a general · did not fight in person · won the battle · a siege assault · does not have Doubtful Courage · does not have Disgraced · the outcome was crushing · battle odds above 1.0 (his strength against the enemy's) · battle odds below 1.4 (his strength against the enemy's) (plus hidden conditions)
after a battle +1 12% is a general · did not fight in person · won the battle · a siege assault · does not have Doubtful Courage · does not have Disgraced · battle odds above 0.9 (his strength against the enemy's) · battle odds below 1.1 (his strength against the enemy's) · the outcome was clear or more decisive (plus hidden conditions)
after a battle +1 18% is a general · did not fight in person · won the battle · a siege assault · does not have Doubtful Courage · does not have Disgraced · battle odds above 0.7 (his strength against the enemy's) · battle odds below 1.0 (his strength against the enemy's) · the outcome was average or more decisive (plus hidden conditions)
after a battle +1 24% is a general · did not fight in person · won the battle · a siege assault · does not have Doubtful Courage · does not have Disgraced · battle odds below 0.8 (his strength against the enemy's) · the outcome was close or more decisive (plus hidden conditions)

Corona Obsidionalis (Siege)

Appears on family members (generals, governors, leaders) · pulls against Doubtful Courage, Disgraced · at most 1 character may hold it · never on 21 of the cultures.

Effects: +1 Influence, +1 Command, +1 Troop Morale

For breaking the siege of a beleaguered Roman army, this legate has received the rarest of honours, a wreath made out of grasses gathered from the site where the siege has been lifted, and presented to the general by the army he rescued. Its material provides the alternate name by which it is also known, corona graminae, or 'crown of grass': "no crown indeed has been a higher honour than the crown of grass among the rewards for glorious deeds given by the sovereign people, lords of the earth."

Cultures that never receive it (21)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Greek · Caucasian · Anatolian · Iranian · Arab · Indian · Egyptian · Ethiopian · Phoenician · Libyan · Scythian · Western Hellenistic · Eastern Hellenistic · Iberian · Illyrian

How it is gained: after a battle
When Points Chance Conditions
after a battle +1 2% is a general · fought in person · won the battle · the outcome was clear or more decisive · a battle against a sally from a besieged town · battle odds above 0.9 (his strength against the enemy's) · battle odds below 1.1 (his strength against the enemy's) · does not have Doubtful Courage · has at most level 2 of Light Senatorial Fine · has Tribunus Militi
after a battle +1 4% is a general · fought in person · won the battle · battle odds above 0.7 (his strength against the enemy's) · battle odds below 1.0 (his strength against the enemy's) · the outcome was average or more decisive · a battle against a sally from a besieged town · does not have Doubtful Courage · has at most level 2 of Light Senatorial Fine · has Tribunus Militi
after a battle +1 6% is a general · fought in person · won the battle · battle odds below 0.8 (his strength against the enemy's) · the outcome was close or more decisive · a battle against a sally from a besieged town · does not have Doubtful Courage · has at most level 2 of Light Senatorial Fine · has Tribunus Militi
after a battle +1 3% is a general · fought in person · won the battle · the outcome was clear or more decisive · a battle against a sally from a besieged town · battle odds above 0.9 (his strength against the enemy's) · battle odds below 1.1 (his strength against the enemy's) · does not have Doubtful Courage · has at most level 2 of Light Senatorial Fine · has Legatus
after a battle +1 4% is a general · fought in person · won the battle · battle odds above 0.7 (his strength against the enemy's) · battle odds below 1.0 (his strength against the enemy's) · the outcome was average or more decisive · a battle against a sally from a besieged town · does not have Doubtful Courage · has at most level 2 of Light Senatorial Fine · has Legatus
after a battle +1 6% is a general · fought in person · won the battle · battle odds below 0.8 (his strength against the enemy's) · the outcome was close or more decisive · a battle against a sally from a besieged town · does not have Doubtful Courage · has at most level 2 of Light Senatorial Fine · has Legatus
after a battle +1 2% is a general · fought in person · won the battle · the outcome was clear or more decisive · a battle against a sally from a besieged town · battle odds above 0.9 (his strength against the enemy's) · battle odds below 1.1 (his strength against the enemy's) · does not have Doubtful Courage · has at most level 2 of Light Senatorial Fine · has Legatus Legionis
after a battle +1 4% is a general · fought in person · won the battle · battle odds above 0.7 (his strength against the enemy's) · battle odds below 1.0 (his strength against the enemy's) · the outcome was average or more decisive · a battle against a sally from a besieged town · does not have Doubtful Courage · has at most level 2 of Light Senatorial Fine · has Legatus Legionis
after a battle +1 6% is a general · fought in person · won the battle · battle odds below 0.8 (his strength against the enemy's) · the outcome was close or more decisive · a battle against a sally from a besieged town · does not have Doubtful Courage · has at most level 2 of Light Senatorial Fine · has Legatus Legionis
after a battle +1 2% is a general · fought in person · won the battle · the outcome was clear or more decisive · battle odds above 0.7 (his strength against the enemy's) · battle odds below 1.2 (his strength against the enemy's) · has at most level 2 of Light Senatorial Fine · has Praefectus Legionis
after a battle +1 6% is a general · fought in person · won the battle · battle odds below 0.8 (his strength against the enemy's) · the outcome was close or more decisive · does not have Doubtful Courage · has at most level 2 of Light Senatorial Fine · has Praefectus Legionis

Corona Triumphalis

Appears on family members (generals, governors, leaders) · 6 levels · never on 21 of the cultures.

Level At points Effects
Corona Triumphalis 1 no stat effects
II Corona Triumphalis 2 no stat effects
III Corona Triumphalis 3 no stat effects
IIII Corona Triumphalis 4 no stat effects
V Corona Triumphalis 5 no stat effects
VI Corona Triumphalis 5 no stat effects
What the game says at each level

Corona Triumphalis: Presented to him by the his's own army, this man has been awarded the Corona Triumphalisn for achieving an outstanding conquest against a strong enemy or in especially difficult circumstances.

II Corona Triumphalis: Presented to him by the his's own army, this man has been awarded the Corona Triumphalisn for achieving an outstanding conquest against a strong enemy or in especially difficult circumstances.

III Corona Triumphalis: Presented to him by the his's own army, this man has been awarded the Corona Triumphalisn for achieving an outstanding conquest against a strong enemy or in especially difficult circumstances.

IIII Corona Triumphalis: Presented to him by the his's own army, this man has been awarded the Corona Triumphalisn for achieving an outstanding conquest against a strong enemy or in especially difficult circumstances.

V Corona Triumphalis: Presented to him by the his's own army, this man has been awarded the Corona Triumphalisn for achieving an outstanding conquest against a strong enemy or in especially difficult circumstances.

VI Corona Triumphalis: Presented to him by the his's own army, this man has been awarded the Corona Triumphalisn for achieving an outstanding conquest against a strong enemy or in especially difficult circumstances.

Cultures that never receive it (21)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Greek · Caucasian · Anatolian · Iranian · Arab · Indian · Egyptian · Ethiopian · Phoenician · Libyan · Scythian · Western Hellenistic · Eastern Hellenistic · Iberian · Illyrian

How it is gained: ending a turn in a settlement, when selected
When Points Chance Conditions
ending a turn in a settlement +1 100% does not belong to Free Peoples · in Rome · has Triumphator · has less than level 5 of Celebrated Triumphator
when selected +1 100% has Triumphator · distance to the capital below 3 · has less than level 5 of Celebrated Triumphator

Corona Vallaris

Appears on family members (generals, governors, leaders) · 3 levels · pulls against Doubtful Courage, Disgraced · never on 21 of the cultures.

Level At points Effects
Corona Vallaris 1 no stat effects
Second Coronae Vallares 2 no stat effects
Third Coronae Vallares 3 no stat effects
What the game says at each level

Corona Vallaris: This man has been awarded the Corona Vallaris - an honour given to the first soldier or Centurion to force his way into an enemy's palisade.

Second Coronae Vallares: This man has been awarded the Corona Vallaris - an honour given to the first soldier or Centurion to force his way into an enemy's palisade.

Third Coronae Vallares: This man has been awarded the Corona Vallaris - an honour given to the first soldier or Centurion to force his way into an enemy's palisade.

Cultures that never receive it (21)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Greek · Caucasian · Anatolian · Iranian · Arab · Indian · Egyptian · Ethiopian · Phoenician · Libyan · Scythian · Western Hellenistic · Eastern Hellenistic · Iberian · Illyrian

How it is gained: after a battle
When Points Chance Conditions
after a battle +1 12% is a general · fought in person · won the battle · a siege assault · does not have Doubtful Courage · does not have Disgraced · the outcome was crushing · battle odds above 1.0 (his strength against the enemy's) · battle odds below 1.4 (his strength against the enemy's) (plus hidden conditions)
after a battle +1 24% is a general · fought in person · won the battle · a siege assault · does not have Doubtful Courage · does not have Disgraced · battle odds above 0.9 (his strength against the enemy's) · battle odds below 1.1 (his strength against the enemy's) · the outcome was clear or more decisive (plus hidden conditions)
after a battle +1 36% is a general · fought in person · won the battle · a siege assault · does not have Doubtful Courage · does not have Disgraced · battle odds above 0.7 (his strength against the enemy's) · battle odds below 1.0 (his strength against the enemy's) · the outcome was average or more decisive (plus hidden conditions)
after a battle +1 48% is a general · fought in person · won the battle · a siege assault · does not have Doubtful Courage · does not have Disgraced · battle odds below 0.8 (his strength against the enemy's) · the outcome was close or more decisive (plus hidden conditions)
after a battle +1 8% is a general · did not fight in person · won the battle · a siege assault · does not have Doubtful Courage · does not have Disgraced · the outcome was crushing · battle odds above 1.0 (his strength against the enemy's) · battle odds below 1.4 (his strength against the enemy's) (plus hidden conditions)
after a battle +1 16% is a general · did not fight in person · won the battle · a siege assault · does not have Doubtful Courage · does not have Disgraced · battle odds above 0.9 (his strength against the enemy's) · battle odds below 1.1 (his strength against the enemy's) · the outcome was clear or more decisive (plus hidden conditions)
after a battle +1 24% is a general · did not fight in person · won the battle · a siege assault · does not have Doubtful Courage · does not have Disgraced · battle odds above 0.7 (his strength against the enemy's) · battle odds below 1.0 (his strength against the enemy's) · the outcome was average or more decisive (plus hidden conditions)
after a battle +1 32% is a general · did not fight in person · won the battle · a siege assault · does not have Doubtful Courage · does not have Disgraced · battle odds below 0.8 (his strength against the enemy's) · the outcome was close or more decisive (plus hidden conditions)

Corrupt Despoiler

Appears on family members (generals, governors, leaders).

Effects: -25 Looting

This man ensured that a significant portion of the plunder "disappeared" on the road back to the capital. He loudly blames aggressive bandits, local rebels, or "logistical issues" for the deficit, yet his sudden acquisition of luxurious country villas tells a completely different story.

How it is gained and lost: at the end of the character's turn, after a battle
When Points Chance Conditions
at the end of the character's turn loses 1 100% does not belong to Free Peoples · has Corrupt Despoiler
after a battle +1 100% won the battle · does not have Prudent Despoiler · does not have Shameless Despoiler · does not have Just Despoiler · does not have Populist Despoiler · does not have Generous Despoiler · does not have Patriot Despoiler · does not have Incompetent Despoiler · does not have Careless Despoiler · does not have Corrupt Despoiler · does not have Incorruptible Despoiler · 5% chance (plus hidden conditions)
after a battle +1 100% won the battle · does not have Prudent Despoiler · does not have Shameless Despoiler · does not have Just Despoiler · does not have Populist Despoiler · does not have Generous Despoiler · does not have Patriot Despoiler · does not have Incompetent Despoiler · does not have Careless Despoiler · does not have Corrupt Despoiler · does not have Incorruptible Despoiler · 6% chance (plus hidden conditions)

Corrupted Hospitality

Appears on every character, agents included.

Effects: +1 Unrest, -1 Influence, +10 Tax Collection

This man has corrupted the ancient brotherhood between Carthage and Gades by demanding heavy tributes and excerting direct military control over the population of Gades. The locals now view the Carthaginians as an enforced presence rather than a welcome one.

How it is gained: ending a turn in a settlement
When Points Chance Conditions
ending a turn in a settlement +1 1% taxes at High or above · public order from garrison above 5 · does not have Blessed by Melqart · does not have Attuned Governor · either has Bad Administrator at level 2 or higher or has Flexible at level 2 or higher or has Insensitive Ruler at level 2 or higher or has Judgemental at level 2 or higher · belongs to Carthage · does not have Corrupted Hospitality · in Gades (plus hidden conditions)

Council of the One Hundred and Four

Appears on family members (generals, governors, leaders) · pulls against The People's Assembly, Shophet · at most 104 characters may hold it · never on 17 of the cultures.

Effects: +1 Law

Selected from powerful wealthy families based on his personal merit, this man has been chosen to serve as a member of the Council of the One Hundred and Four, the main tribunal formed for life by members of the elders. The reason being that a poorer man won’t have the leisure to rule well.

Cultures that never receive it (17)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Greek · Caucasian · Anatolian · Iranian · Arab · Indian · Egyptian · Ethiopian · Roman · Libyan · Scythian

How it is gained: at the end of the character's turn
When Points Chance Conditions
at the end of the character's turn +1 2% does not belong to Free Peoples · belongs to Carthage · has Carthaginian Aristocrat · has No Support in Carthage at level 3 or higher · does not have Shophet · does not have Council of the One Hundred and Four · has Estate Owner at level 2 or higher · does not have Inept Politician · has Elder
at the end of the character's turn +1 2% does not belong to Free Peoples · belongs to Carthage · has Carthaginian Aristocrat · has No Support in Carthage at level 3 or higher · does not have Shophet · does not have Council of the One Hundred and Four · has Determined · has Wealthy at level 2 or higher · does not have Inept Politician · has Elder
at the end of the character's turn +1 2% does not belong to Free Peoples · belongs to Carthage · has Carthaginian Aristocrat · has No Support in Carthage at level 3 or higher · does not have Shophet · does not have Council of the One Hundred and Four · has Wealthy at level 2 or higher · has Aspiring Politician at level 3 or higher · has Elder

Counter-Spy

Appears on family members (generals, governors, leaders) · 3 levels.

Level At points Effects
Counter-Spy 2 +2 Public Security
Counter-Espionage 4 +3 Public Security
Spycatcher 6 +4 Public Security
What the game says at each level

Counter-Spy: This man has had some success in unmasking spies and ending their nefarious networks.

Counter-Espionage: This man is adept at spotting enemy agents and terminating their activities.

Spycatcher: This man is an expert at spotting the small details that betray the true loyalties of an enemy spy.

How it is gained: on executing a captured spy
When Points Chance Conditions
on executing a captured spy +1 100% always

Covetous

Appears on family members (generals, governors, leaders) · 3 levels · pulls against Stern, Open-handed, Firm Personal Morality, Trustworthy, Humble. Once it reaches Covetous it cannot drop back.

Level At points Effects
Covetous 1 +1 Management, -2 Bribe Resistance
Greedy 3 +2 Management, -4 Bribe Resistance, -10 Tax Collection
Rapacious · epithet the Greedy 8 +2 Management, -6 Bribe Resistance, -30 Tax Collection
What the game says at each level

Covetous: He desires much, but mostly what isn’t his. A little bribe here, a little tax dodge there... it all adds up. Desire and craving can be both good motivations and the doom of man at the same time.

Greedy: This man's motto is "Greed is good...always good". He conveniently ignores that it's only good for him.

Rapacious: He consumes wealth like a wildfire consumes a forest, quickly, and without mercy. No coin is safe.

Retinue whose arrival is tied to this trait: Treasurer.

How it is gained: when offered for adoption, when offered for marriage, ending a turn in a settlement, on enslaving a captured city
When Points Chance Conditions
when offered for adoption +1 3% always
when offered for marriage +1 5% always
ending a turn in a settlement +1 2% does not belong to Free Peoples · over 90% of his movement left · the settlement has Awesome Temple or better · does not have Humble · 10% chance (plus hidden conditions)
ending a turn in a settlement +1 2% does not belong to Free Peoples · over 90% of his movement left · the settlement has Silk Caravan (Urban) or better · does not have Humble · 10% chance (plus hidden conditions)
ending a turn in a settlement +1 2% does not belong to Free Peoples · over 90% of his movement left · the settlement has Silk Caravan (Urban) or better · does not have Humble · 10% chance (plus hidden conditions)
ending a turn in a settlement +1 1% in his own faction's lands · has less than level 6 of Rebellious · distance to the capital above 160 · is not the faction leader · is not the faction heir · does not have Humble · has Far from the Capital at level 2 or higher · 30% chance
on enslaving a captured city +1 5% always
on exterminating a captured city +1 10% always
at the end of the character's turn +1 1% does not belong to Free Peoples · has Flexible · not of Gallic culture · not of Dacian culture · not of Brittonic culture · not of Germanic culture · not of Celtiberian culture
at the end of the character's turn +1 1% has Flexible · of Gallic, Dacian, Brittonic, Germanic or Celtiberian culture
when offered for adoption as a man of the hour +1 3% always
when offered for adoption as a man of the hour +1 8% is a general (plus hidden conditions)
ending a turn in a settlement +1 1% in his own faction's lands · treasury above 200,000 · has less than level 3 of Stern · has less than level 3 of Trustworthy · Management below 8 · has Determined at level 2 or higher · 5% chance (plus hidden conditions)
ending a turn in a settlement +1 1% in his own faction's lands · treasury above 100,000 · taxes above High · 5% chance
on coming of age +1 10% his father has Jealous
on coming of age +1 15% his father has Determined
ending a turn in a settlement +1 1% does not belong to Free Peoples · over 85% of his movement left · does not have Ignorant · has Determined at level 2 or higher · has Attuned Governor · Influence above 5 · 10% chance (plus hidden conditions)
at the end of the character's turn +1 5% does not belong to Free Peoples · has Shameless Despoiler
at the end of the character's turn +1 5% does not belong to Free Peoples · has Populist Despoiler
at the end of the character's turn +1 10% does not belong to Free Peoples · has Corrupt Despoiler

Cowers Behind Walls

Appears on family members (generals, governors, leaders) · 3 levels · pulls against Gate Keeper.

Level At points Effects
Cowers Behind Walls 4 -1 Siege Defence, -1 Troop Morale
Pathetic Defender of Cities 6 -2 Siege Defence, -2 Troop Morale
Liability In Defence 10 -3 Siege Defence, -3 Troop Morale
What the game says at each level

Cowers Behind Walls: There are few signs this man understands how to defend even a small settlement.

Pathetic Defender of Cities: Woe betide any settlement left in this man's care! His defensive skills are sadly lacking.

Liability In Defence: This man's incompetence when defending a town is well known, and disheartens the whole garrison.

How it is gained: on coming of age, at the end of the character's turn, at the start of the character's turn
When Points Chance Conditions
on coming of age +1 4% always
at the end of the character's turn +1 2% does not belong to Free Peoples · under siege · Command below 5
at the end of the character's turn +1 3% does not belong to Free Peoples · under siege · Command below 3
at the end of the character's turn +1 3% does not belong to Free Peoples · under siege · has less than level 3 of Green
at the start of the character's turn +1 1% does not belong to Free Peoples · has Anxious under Siege · under siege · has less than level 2 of Nervous General · has Under Siege at level 4 or higher

Crucified Enemy Leaders

Appears on family members (generals, governors, leaders) · never on 17 of the cultures. Once it reaches Crucified Enemy Leaders it cannot drop back.

Effects: -1 Personal Security, +1 Law

After a hard fought battle, this general has ordered the crucifixion of the captured enemy chieftains along the major roads. Their bodies are now displayed as a warning to any who would challenge Carthage in these lands. This act shall be reminded by the local population and both his allies and enemies.

Cultures that never receive it (17)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Greek · Caucasian · Anatolian · Iranian · Arab · Indian · Egyptian · Ethiopian · Roman · Libyan · Scythian

How it is gained: after a battle
When Points Chance Conditions
after a battle +1 5% is a general · belongs to Carthage · won the battle · the outcome was crushing · does not have Crucified Enemy Leaders · fought Free Peoples (plus hidden conditions)

Cultured

Appears on family members (generals, governors, leaders) · 4 levels · pulls against Unwilling to Learn, Ignorant. Once it reaches Cultured it cannot drop back.

Level At points Effects
Cultured 4 +1 Influence, +1 Management
Erudite 12 +5 Tax Collection, +5 Trading, +1 Management, +1 Influence
Scholastic 22 -1 Influence, -1 Hit Points, +2 Management
Pedantic 30 -2 Influence, -1 Hit Points, -1 Command, +2 Management
What the game says at each level

Cultured: This man paid just enough attention to his education to appear, at least in social settings, smart enough to earn the respect of society. Whether or not there is a true scholar beneath the surface is debatable, and the odds do not appear to be in his favour.

Erudite: While still an amateur in the scholarly field, this man is widely recognized to posses both true knowledge and a flare for learning. This has garnered him both respect, and a useful pool of knowledge to employ, hopefully in your service.

Scholastic: Bookish is perhaps the best way to describe this man, he spends much of his time reading and writing and tends to neglect the other necessities of a well-rounded life. While this has certainly helped him in his quest for knowledge, it has not been such an obvious success in terms of his health or his social standing.

Pedantic: This man has been educated to a fault; while he is certainly well read and quite knowledgeable he is also rather obnoxious and a bit boring. He should be careful lest his superior manner lead to a Socratic fate.

Retinue whose arrival is tied to this trait: Accountant, Agriculture Treatise, Aristophanes - Comedies of Demosthenes, Cathbad, Chrysippus - Logika, Chrysippus - Peri Tykhes, Cleitarchus - Histories, Demosthene - Discourses of Aristophanes, Doctor, Euripides - Tragedies, Herodotus - Histories, Hieronymos of Kardia - Historiai, and 29 more.

How it is gained: when offered for adoption, when offered for marriage, on coming of age, ending a turn in a settlement
When Points Chance Conditions
when offered for adoption +4 20% hidden conditions only
when offered for marriage +4 20% hidden conditions only
on coming of age +4 35% of Phoenician culture · does not have Ignorant · does not have Cultured · does not have Unwilling to Learn (plus hidden conditions)
on coming of age +4 20% of Greek culture · does not have Ignorant · does not have Cultured · does not have Unwilling to Learn (plus hidden conditions)
on coming of age +4 8% of Greek culture · does not have Ignorant · does not have Cultured · does not have Unwilling to Learn (plus hidden conditions)
on coming of age +4 25% of Greek culture · does not have Ignorant · does not have Cultured · does not have Unwilling to Learn (plus hidden conditions)
when offered for adoption +4 20% of Greek culture · does not have Ignorant · does not have Cultured · does not have Unwilling to Learn (plus hidden conditions)
ending a turn in a settlement +1 1% does not belong to Free Peoples · 10% chance · the settlement has Small School (Civic) or better · does not have Ignorant · has at most level 1 of Troubled Mind · with the Remastered education setting off · has less than level 4 of Youthful (plus hidden conditions)
ending a turn in a settlement +1 2% does not belong to Free Peoples · 40% chance · the settlement has Small School (Civic) or better · does not have Ignorant · has at most level 1 of Troubled Mind · with the Remastered education setting on · has less than level 4 of Youthful (plus hidden conditions)
ending a turn in a settlement +1 3% does not belong to Free Peoples · 40% chance · the settlement has Academy (Civic) or better · does not have Ignorant · has at most level 1 of Troubled Mind · with the Remastered education setting off · has less than level 5 of Youthful (plus hidden conditions)
ending a turn in a settlement +1 3% does not belong to Free Peoples · 40% chance · the settlement has Academy (Civic) or better · does not have Ignorant · has at most level 1 of Troubled Mind · with the Remastered education setting on · has less than level 5 of Youthful (plus hidden conditions)
ending a turn in a settlement +1 2% does not belong to Free Peoples · does not have Ignorant · has at most level 1 of Troubled Mind · the settlement has Great Academy (Civic) · with the Remastered education setting off · has less than level 5 of Youthful (plus hidden conditions)
ending a turn in a settlement +1 2% does not belong to Free Peoples · does not have Ignorant · has at most level 1 of Troubled Mind · in Alexandria · has less than level 3 of Youthful (plus hidden conditions)
ending a turn in a settlement +1 2% does not belong to Free Peoples · does not have Ignorant · has at most level 1 of Troubled Mind · in Syracuse · has less than level 3 of Youthful (plus hidden conditions)
ending a turn in a settlement +1 2% does not belong to Free Peoples · does not have Ignorant · has at most level 1 of Troubled Mind · in Carthage · has less than level 3 of Youthful (plus hidden conditions)
ending a turn in a settlement +1 2% does not belong to Free Peoples · does not have Ignorant · has at most level 1 of Troubled Mind · in Pergamon · has less than level 3 of Youthful (plus hidden conditions)
ending a turn in a settlement +1 2% does not belong to Free Peoples · does not have Ignorant · has at most level 1 of Troubled Mind · in Athens · has less than level 3 of Youthful (plus hidden conditions)
ending a turn in a settlement +1 2% does not belong to Free Peoples · does not have Ignorant · has at most level 1 of Troubled Mind · the settlement has Great Academy (Civic) · of Roman culture · with the Remastered education setting on · has less than level 5 of Youthful (plus hidden conditions)
ending a turn in a settlement +1 3% does not belong to Free Peoples · does not have Ignorant · has at most level 1 of Troubled Mind · the settlement has Great Academy (Civic) · with the Remastered education setting on · has less than level 4 of Youthful (plus hidden conditions)
ending a turn in a settlement +1 3% does not belong to Free Peoples · is a general · does not have Ignorant · has at most level 1 of Troubled Mind · the settlement has Great Academy (Civic) · has Scholarly Upbringing · has less than level 5 of Youthful · 10% chance
ending a turn in a settlement +1 3% does not belong to Free Peoples · does not have Ignorant · has at most level 1 of Troubled Mind · the settlement has State Mint (Civic) · has less than level 5 of Youthful · 10% chance (plus hidden conditions)
ending a turn in a settlement +1 3% does not belong to Free Peoples · does not have Ignorant · has at most level 1 of Troubled Mind · the settlement has Local Mint (Civic) · has less than level 5 of Youthful · 10% chance (plus hidden conditions)
when offered for adoption +4 30% belongs to Carthage · does not have Cannanite · does not have Puno-Numidian
on coming of age +4 70% belongs to Carthage · his father has Carthaginian Aristocrat

Curious about Humanities

Appears on family members (generals, governors, leaders) · 3 levels · pulls against Dislikes Humanities · never on 9 of the cultures. Once it reaches Scholar of Humanities it cannot drop back.

Level At points Effects
Curious about Humanities 2 +2 Trading
Student of Humanities 4 +5 Trading, +1 Management
Scholar of Humanities 8 +2 Management, +5 Tax Collection, +10 Trading, -1 Influence
What the game says at each level

Curious about Humanities: This man is dipping his toes into the deep waters of history and philosophy. He’s not quite ready to dive in headfirst, but he’s eager to learn and perhaps one day leave his mark on the intellectual world, if only he could remember which Greek philosopher said what.

Student of Humanities: This man has undertaken a serious study of classical texts about history, philosophy, and classical literature, beginning to appreciate the wisdom of ancient scholars. His growing cultural knowledge improves his ability to connect with educated merchants and administrators, proving beneficial in commercial negotiations and administrative matters.

Scholar of Humanities: This man lives and breathes the humanities, having become well-versed in philosophy, history, rhetoric, and literature. Though his social life is as dead as the philosophers he studies, his dedication makes him exceptionally capable in administrative and commercial affairs.

Cultures that never receive it (9)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Scythian · Egyptian · Ethiopian · Libyan

Retinue whose arrival is tied to this trait: Aiskhylos - Tragedies, Appolonius of Rhodes - Argonautika, Aristophanes - Comedies of Demosthenes, Aristotle - Nicomachic, Aristotle - Organon, Chrysippus - Peri Tykhes, Demosthene - Discourses of Aristophanes, Discourses by Isocrates, Euripides - Tragedies, Gorgias - Discourses, Hesiod - Works and Days, Homer - Iliad, and 15 more.

How it is gained: at the end of the character's turn, on coming of age, ending a turn in a settlement, when offered for adoption
When Points Chance Conditions
at the end of the character's turn +1 1% does not belong to Free Peoples · outside his own faction's lands · is a general · in enemy lands · 30% chance (plus hidden conditions)
on coming of age +2 10% has Cultured · does not have Ignorant · his father has Cultured at level 2 or higher · does not have Unwilling to Learn (plus hidden conditions)
ending a turn in a settlement +1 1% either has less than level 2 of Likes Sciences or has less than level 2 of Curious about Humanities or has less than level 2 of Fond of Linguistics or has less than level 2 of Interested in Military Arts · does not have Ignorant · has Cultured · the settlement has Small School (Civic) or better · has less than level 4 of Youthful (plus hidden conditions)
ending a turn in a settlement +1 3% does not belong to Free Peoples · has Curious about Humanities at level 2 or higher · has less than level 3 of Curious about Humanities · the settlement has Small School (Civic) or better · has less than level 5 of Youthful (plus hidden conditions)
ending a turn in a settlement +1 2% does not belong to Free Peoples · has Curious about Humanities at level 2 or higher · has less than level 3 of Curious about Humanities · the settlement has Small School (Civic) or better · has Determined · has less than level 5 of Youthful (plus hidden conditions)
ending a turn in a settlement +1 2% does not belong to Free Peoples · has Curious about Humanities at level 2 or higher · has less than level 3 of Curious about Humanities · the settlement has Small School (Civic) or better · has Scholarly Upbringing · has less than level 5 of Youthful (plus hidden conditions)
ending a turn in a settlement +1 1% does not belong to Free Peoples · has Fond of Linguistics at level 2 or higher · has less than level 3 of Curious about Humanities · has Cultured at level 2 or higher (plus hidden conditions)
on coming of age +2 10% hidden conditions only
on coming of age +3 20% hidden conditions only
on coming of age +3 30% hidden conditions only
when offered for adoption +2 15% hidden conditions only
when offered for adoption +3 20% hidden conditions only
when offered for adoption +3 25% hidden conditions only
when offered for marriage +2 10% hidden conditions only
when offered for marriage +2 20% hidden conditions only
when offered for marriage +2 25% hidden conditions only
when offered for adoption as a man of the hour +3 10% hidden conditions only
when offered for adoption as a man of the hour +3 20% hidden conditions only
when offered for adoption as a man of the hour +3 30% hidden conditions only

Curious Cartographer

Appears on family members (generals, governors, leaders) · 3 levels · pulls against Oblivious about Geography, Bad Scout · never on 10 of the cultures. Once it reaches Geography Scholar it cannot drop back.

Level At points Effects
Curious Cartographer 2 +1 Line of Sight, +1 Movement Points
Student of Geography 4 +2 Line of Sight, +1 Ambush, +2 Movement Points
Geography Scholar 8 +3 Line of Sight, +2 Ambush, +2 Trading, +4 Movement Points, +10 Construction
What the game says at each level

Curious Cartographer: This man has developed an interest in geography and cartography, dedicating time to study maps and walk around the countryside to figure out where the mountains and rivers are. His growing knowledge of regional topography improves his ability to navigate efficiently and identify strategic positions, proving valuable for both military and administrative purposes.

Student of Geography: This man has become quite obsessed with his geographical studies, often boasting about knowing every river and hill in the region. It’s mildly impressive, though it does make him a bit of a bore at dinner parties. His geography expertise significantly improves his strategic awareness and ability to exploit terrain advantages in military operations.

Geography Scholar: This man is a walking, talking atlas. He knows every hill, river, and path, and he’ll let you know it. Whether you need to build a canal, road or just march an army through unknown lands, his knowledge of the terrain will lead you to victory, or at least avoid getting lost.

Cultures that never receive it (10)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Scythian · Egyptian · Ethiopian · Libyan · Iranian

Retinue whose arrival is tied to this trait: Appolonius of Rhodes - Argonautika, Geographer, Geography Scholar, Geomancer, Surveyor.

How it is gained: at the end of the character's turn, ending a turn in a settlement
When Points Chance Conditions
at the end of the character's turn +1 4% does not belong to Free Peoples · outside his own faction's lands · is a general · in enemy lands · 30% chance (plus hidden conditions)
ending a turn in a settlement +1 1% either has less than level 2 of Likes Sciences or has less than level 2 of Curious about Humanities or has less than level 2 of Fond of Linguistics or has less than level 2 of Interested in Military Arts · does not have Ignorant · has Cultured · the settlement has Small School (Civic) or better · has less than level 4 of Youthful (plus hidden conditions)
ending a turn in a settlement +1 3% does not belong to Free Peoples · has Curious Cartographer at level 2 or higher · has less than level 3 of Curious Cartographer · the settlement has Small School (Civic) or better · has less than level 5 of Youthful (plus hidden conditions)
ending a turn in a settlement +1 2% does not belong to Free Peoples · has Curious Cartographer at level 2 or higher · has less than level 3 of Curious Cartographer · the settlement has Small School (Civic) or better · has Determined · has less than level 5 of Youthful (plus hidden conditions)
ending a turn in a settlement +1 2% does not belong to Free Peoples · has Curious Cartographer at level 2 or higher · has less than level 3 of Curious Cartographer · the settlement has Small School (Civic) or better · has Scholarly Upbringing · has less than level 5 of Youthful (plus hidden conditions)
ending a turn in a settlement +1 1% does not belong to Free Peoples · has Interested in Military Arts at level 2 or higher · has less than level 3 of Curious Cartographer · 10% chance · has Cultured at level 2 or higher (plus hidden conditions)

Curule Aedile

Appears on family members (generals, governors, leaders) · pulls against Former Curule Aedile, Imperator Caesar · at most 2 characters may hold it · never on 21 of the cultures.

Effects: +1 Influence, +1 Management

Based in Rome, the Aediles are responsible for maintenance of public buildings, regulation of public festivals, and enforcing public order. There are two pairs of aediles. Two from the ranks of plebeians and the other are called aediles curules. The office of the curule aedile is open to plebeians and patricians, and they are considered curule magistrates.\nThe office is generally held by young men intending to follow the cursus honorum to a high political office, traditionally after their quaestorship, but before their praetorship. It's not a compulsory part of the cursus, however, it's an advantageous position to hold, demonstrating the aspiring politician's commitment to public service, as well as giving him the opportunity to hold public festivals and games.

Cultures that never receive it (21)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Greek · Caucasian · Anatolian · Iranian · Arab · Indian · Egyptian · Ethiopian · Phoenician · Libyan · Scythian · Western Hellenistic · Eastern Hellenistic · Iberian · Illyrian

How it is gained: at the start of the character's turn
When Points Chance Conditions
at the start of the character's turn +2 30% does not belong to Free Peoples · has Senatorial Class · has Patrician · does not have Quaestor · has Former Quaestor · does not have Aedile · does not have Former Aedile · does not have Curule Aedile · does not have Former Curule Aedile · does not have Praetor · does not have Propraetor · does not have Consul · does not have Proconsul · does not have Censor · does not have Former Censor · does not have Princeps Senatus · does not have Former Princeps Senatus · does not have Tribune of the Plebs · does not have Imperator Caesar · has at most level 2 of Light Senatorial Fine (plus hidden conditions)
at the start of the character's turn +2 40% does not belong to Free Peoples · has Senatorial Class · has Patrician · does not have Quaestor · does not have Former Quaestor · does not have Aedile · does not have Former Aedile · does not have Curule Aedile · has Former Curule Aedile · does not have Praetor · does not have Propraetor · does not have Consul · does not have Proconsul · does not have Censor · does not have Former Censor · does not have Princeps Senatus · does not have Former Princeps Senatus · does not have Tribune of the Plebs · does not have Imperator Caesar · has at most level 2 of Light Senatorial Fine (plus hidden conditions)
at the start of the character's turn +2 100% does not belong to Free Peoples · is a general (plus hidden conditions)

Cypriot Greek Culture

Appears on every character, agents included · pulls against Dorian Culture, Ionian Culture, Arcadian Culture, Aeolian Culture, Northwest Greek Culture, Epirote Culture, Greco-Bactrian Culture, Indo-Greek Culture, Makedonian Culture, Bosporan Culture, Pamphylian Greek Culture, Italic Culture, Egyptian Culture, Anatolian Culture, Mesopotamian Culture, Germanic Culture, Celtic Culture, Iberian Culture, Scythian Culture, Thracian Culture, Illyrian Culture, Phoenician Culture, Libyan Culture, Indian, Iranian Culture, Armenian Roots, Arab Roots, Judaean Roots, Ethiopian Roots, Baltic Roots, Assyrian Roots, Caucasian Roots, Mysian Culture, Lydian Culture, Carian Culture, Lycian Culture, Pamphylian Culture, Pisidian Culture, Phrygian Culture, Paphlagonian Culture, Lycaonian Culture, Isaurian Culture, Cilician, Cappadocian Culture, Bithynian Culture, Paeonian Culture, Triballian Culture, Venetic Roots, Delmato-Pannonian Roots, Dardanian Roots, Liburnian Roots · sons inherit it 1% of the time.

Effects: +1 Cypriot Greek belief

This man is a Cypriot Greek. He comes from an island where they debate under olive trees and party under the sun.

How it is gained: on coming of age, ending a turn in a settlement
When Points Chance Conditions
on coming of age +1 100% his father has Cypriot Greek Culture · does not have Cypriot Greek Culture · belongs to Greek City States (plus hidden conditions)
ending a turn in a settlement +1 100% does not belong to Free Peoples · of Greek culture · does not have Cypriot Greek Culture · in Salamis · belongs to Greek City States (plus hidden conditions)

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