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traits g

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

Traits: G

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41 traits whose display name begins with G. 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

Galabrioi

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

Effects: no stat effects · grants the epithet the Galabrian

This man hails from the Galabrioi, a Dardanian subtribe who live around an ancient polis.

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.


Galatian Chieftains Ransomed

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

Effects: no stat effects

Following the fall of the Galatian settlement, high-born chieftains and wives of the Tectosages and Tolistobogii tribes were brought before our general in chains. Desperate to reclaim their war-leaders, the Galatian tribal council gathered a large amount of silver as a ransom price.

How it is gained and lost: on enslaving a captured city, when selected
When Points Chance Conditions
on enslaving a captured city +1 15% the target faction is Galatians · does not have Galatian Chieftains Ransomed
when selected loses 1 100% has Galatian Chieftains Ransomed

Gallaeci Chieftain

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

Effects: +1 Influence, +1 Law, +1 Hit Points, +3 Personal Security, +2 Fertility, +4 Movement Points

This warlike aristocrat is the military chief of the Gallaeci. Its people have entrusted to him with the mission of protecting the community. Thanks to his band of warriors, this man is able to fight against his neighbours in order to obtain cattle, the main source of wealth in this region.

How it is gained: on becoming faction leader
When Points Chance Conditions
on becoming faction leader +2 100% belongs to Gallaeci

Gate Breaker

Appears on family members (generals, governors, leaders) · 4 levels · pulls against Dislikes Attacking Walls.

Level At points Effects
Gate Breaker 6 +1 Siege Attack, +10 Siege Engineering
Wall Breaker 9 +2 Siege Attack, +20 Siege Engineering
Into The Breach! 12 +3 Siege Attack, +30 Siege Engineering
Legendary Siege Expert · epithet the Wallbreaker 18 +4 Siege Attack, +50 Siege Engineering
What the game says at each level

Gate Breaker: This man has an eye for weakness when he looks at an enemy city wall, and a talent for exploiting it in ways that only a few can see.

Wall Breaker: His remarkable skills when judging how and where to assault a city, make this man an expert in siege warfare.

Into The Breach!: This man's skills in the art of siege warfare are exceptional, and inspire confidence in his troops.

Legendary Siege Expert: Never has a man been so excited by the sight of walls! He studies fortifications with such passion that his wife once caught him measuring the dimensions of their own house at midnight.

Retinue whose arrival is tied to this trait: Epimachus of Athens, Marcus Vitruvius Pollio, Siege Engineer.

How it is gained: at the end of the character's turn, when offered for adoption, on coming of age, on capturing a settlement
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
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 1% does not belong to Free Peoples · outside his own faction's lands · is a general · of Roman culture · 5% chance
when offered for adoption +6 15% always
on coming of age +6 4% always
at the end of the character's turn +1 1% does not belong to Free Peoples · has Understanding of Strategy at level 2 or higher · Command above 3 · has Green at level 3 or higher · has less than level 3 of Interested in Military Arts (plus hidden conditions)
on capturing a settlement +1 30% is a general (plus hidden conditions)
on capturing a settlement +1 80% is a general (plus hidden conditions)
on capturing a settlement +1 80% not of Roman culture · not of Gallic culture · not of Dacian culture · not of Brittonic culture · not of Germanic culture · not of Celtiberian culture
on capturing a settlement +1 60% of Roman culture
on capturing a settlement +1 80% is a general · of Gallic, Dacian, Brittonic, Germanic or Celtiberian culture
on capturing a settlement +2 100% in Mastia · belongs to Carthage · does not have Founder of New Carthage
on capturing a settlement +3 100% in Syracuse · belongs to Carthage · does not have Conqueror of Syrakousai
on capturing a settlement +3 100% in Capua · belongs to Carthage · does not have Conqueror of Capua
on capturing a settlement +3 100% in Capua · does not belong to Carthage · does not have Conqueror of Capua
on capturing a settlement +3 100% 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
on capturing a settlement +3 100% in Massalia · belongs to Carthage · does not have Conqueror of Massalia
on capturing a settlement +3 100% in Arse · belongs to Carthage · does not have Conqueror of Arse
on capturing a settlement +3 100% in Cirta · belongs to Carthage · does not have Conqueror of Cirta
on capturing a settlement +3 100% in Thugga · belongs to Carthage · does not have Conqueror of Thugga
on capturing a settlement +3 100% in Rome · belongs to Carthage · does not have Conqueror of Rome
on capturing a settlement +3 100% in Athens · belongs to Carthage · does not have Conqueror of Athens
on capturing a settlement +2 100% in Tyre · belongs to Carthage · does not have Liberator of Canaan
on capturing a settlement +1 100% in Hermandica · belongs to Carthage · does not have Conqueror of Hermandica
on capturing a settlement +1 100% in Salacia · belongs to Carthage · does not have Conqueror of Salacia
on capturing a settlement +1 100% in Asta · belongs to Carthage · does not have Conqueror of Asta
on capturing a settlement +1 100% in Carmo · belongs to Carthage · does not have Conqueror of Carmo
on capturing a settlement +1 100% in Nertobriga Celticorum · belongs to Carthage · does not have Conqueror of Nertobriga of the Celtici
on capturing a settlement +1 100% in Gades · belongs to Carthage · does not have Conqueror of Gades
on capturing a settlement +2 100% in Pella · does not have Nikesas Pelles · of Eastern Hellenistic, Western Hellenistic or Greek culture
on capturing a settlement +3 100% in Rhodes · does not have Nikesas Rhodou · of Eastern Hellenistic, Western Hellenistic or Greek culture
on capturing a settlement +2 100% in Athens · does not have Vanquisher of Athenae · belongs to Rome or Roman Rebels
on capturing a settlement +2 100% in Babylon · does not have Conqueror of Babylon! · does not belong to Antigonid Kingdom
on capturing a settlement +2 100% in Babylon · does not have Supreme Master of Asia · belongs to Antigonid Kingdom
on capturing a settlement +2 100% in Olympia · does not have Conqueror of Olympia!
on capturing a settlement +2 100% in Delos · does not have Conqueror of Delos!
on capturing a settlement +2 100% in Kyrene · does not have Conqueror of Kyrene!
on capturing a settlement +2 100% in Sardis · does not have Conqueror of Sardis!
on capturing a settlement +2 100% in Byzantium · does not have Conqueror of Byzantium!
on capturing a settlement +2 100% in Demetrias · does not have Conqueror of Demetrias!
on capturing a settlement +1 100% in Chalkis · does not have Conqueror of Chalkis!
on capturing a settlement +2 100% in Herakleia-Pontos · does not have Conqueror of Herakleia-Pontos!
on capturing a settlement +2 100% in Sinope · does not have Conqueror of Sinope!
on capturing a settlement +2 100% in Amaseia · does not have Conqueror of Amaseia!
on capturing a settlement +1 100% in Kios · does not have Conqueror of Kios!
on capturing a settlement +1 100% in Tyre · does not have Conqueror of Tyre! · does not belong to Carthage
on capturing a settlement +1 100% in Sidon · does not have Conqueror of Sidon!
on capturing a settlement +1 100% in Apameia-Syria · does not have Conqueror of Apameia!
on capturing a settlement +1 100% in Gaza · does not have Conqueror of Gaza!
on capturing a settlement +1 100% in Ekbatana · does not have Conqueror of Ekbatana!
on capturing a settlement +1 100% in Samos · does not have Conqueror of Samos!
on capturing a settlement +2 100% in Dodona · does not have Conqueror of Dodona!
on capturing a settlement +2 100% in Miletos · does not have Conqueror of Miletos
on capturing a settlement +2 100% in Damascus · does not have Conqueror of Damascus!
on capturing a settlement +2 100% in Marakanda · does not have Conqueror of Marakanda!
on capturing a settlement +2 100% in Baktra-Zariaspa · does not have Conqueror of Baktra-Zariaspa!
on capturing a settlement +2 100% in Messene · does not have Conqueror of Messene!
on capturing a settlement +2 100% in Mesembria · does not have Conqueror of Mesembria!
on capturing a settlement +2 100% in Pantikapaion · does not have Conqueror of Pantikapaion!
…and 46 more ways

Gate Keeper

Appears on family members (generals, governors, leaders) · 4 levels · pulls against Cowers Behind Walls.

Level At points Effects
Gate Keeper 4 +1 Siege Defence
Strong As Stone 8 +2 Siege Defence
None Shall Pass! 12 +3 Siege Defence
Legendary City Defender · epithet the Unyielding 16 +4 Siege Defence
What the game says at each level

Gate Keeper: This man has a basic understanding of how to hold a town against an enemy.

Strong As Stone: This man has a good understanding of how to defend a settlement.

None Shall Pass!: This man's defensive skills when commanding a garrison is worth an epic poem or two!

Legendary City Defender: This man is known throughout the world as a valiant and unsurpassed defensive genius. Give him a wall and he will hold it against the Gods!

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 2% hidden conditions only
on coming of age +1 3% hidden conditions only
at the end of the character's turn +1 2% does not belong to Free Peoples · under siege · Command above 2
at the end of the character's turn +1 3% does not belong to Free Peoples · under siege · Command above 2 (plus hidden conditions)
at the end of the character's turn +1 2% does not belong to Free Peoples · under siege · has Green at level 4 or higher · Command above 2

General of the Army

Appears on family members (generals, governors, leaders) · pulls against Disgraced · at most 3 characters may hold it · never on 17 of the cultures.

Effects: +1 Command, +2 Influence, +10 Bribe Resistance, +4 Personal Security, +10 Training Units

This man has been elected as one of the main Generals of Carthage by the army and then confirmed by the Citizens' Assembly. He will serve as General until until he is dismissed due to peace or his own incompetence. While holding this office he has a lot of autonomy in his decisions allowing for swift and decisive action.

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 · does not have Second General of the Army · has No Support in Carthage at level 3 or higher · Influence 4 or more · has Estate Owner at level 2 or higher · does not have Disgraced · does not have General of the Army · has Carthaginian Aristocrat · Command above 1 · has less than level 2 of Inept Politician
at the end of the character's turn +1 3% does not belong to Free Peoples · does not have Second General of the Army · has No Support in Carthage at level 3 or higher · Influence 3 or more · has Estate Owner at level 2 or higher · does not have Disgraced · does not have General of the Army · the faction leader has Giscon · has Giscon · Command above 1
at the end of the character's turn +1 3% does not belong to Free Peoples · does not have Second General of the Army · has No Support in Carthage at level 3 or higher · Influence 3 or more · has Estate Owner at level 2 or higher · does not have Disgraced · does not have General of the Army · the faction leader has Neutral Stance · has Neutral Stance · Command above 1
at the end of the character's turn +1 3% does not belong to Free Peoples · does not have Second General of the Army · has No Support in Carthage at level 3 or higher · Influence 3 or more · has Estate Owner at level 2 or higher · does not have Disgraced · does not have General of the Army · the faction leader has Barcid · has Barcid · Command above 1
at the end of the character's turn +1 3% does not belong to Free Peoples · does not have Second General of the Army · has No Support in Carthage at level 3 or higher · Influence 3 or more · has Estate Owner at level 2 or higher · does not have Disgraced · does not have General of the Army · the faction leader has Hannonid · has Hannonid · Command above 1
at the end of the character's turn +1 3% does not belong to Free Peoples · does not have Second General of the Army · has No Support in Carthage at level 3 or higher · Influence 3 or more · has Estate Owner at level 2 or higher · does not have Disgraced · does not have General of the Army · the faction leader has Magonnid · has Magonnid · Command above 1
at the end of the character's turn +1 3% does not belong to Free Peoples · does not have Second General of the Army · has No Support in Carthage at level 3 or higher · Influence 3 or more · has Estate Owner at level 2 or higher · does not have Disgraced · does not have General of the Army · has Determined · Command above 1

Generous Despoiler

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

Effects: +4 Training Units, +1 Troop Morale, -30 Looting

This man does not keep a single coin of plunder for himself. Every piece of gold, every herd of livestock, and every captive is divided equally among his men, down to the lowest soldier. His men would follow him into the very gates of the underworld.

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 Generous 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)

Germanic Culture

Appears on every character, agents included · 3 levels · pulls against Italic Culture, Egyptian Culture, Anatolian Culture, Mesopotamian 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, Epirote Culture, Makedonian Culture. Once it reaches True German it cannot drop back.

Level At points Effects
Germanic Culture 1 +1 Germanic belief
True German 5 +1 Law, +1 Germanic belief
Respected German 12 +1 Law, +2 Bodyguard Valour, +5 Bribe Resistance, +1 Germanic belief
What the game says at each level

Germanic Culture: This man is Germanic, from the deep forests where the foreign invaders tread lightly. His people are as wild as the woods, and twice as hard to find in a fight.

True German: This man is a true Germanic, fierce and proud. Law is respected, but only when it’s enforced by the biggest axe.

Respected German: This man is a respected Germanic warrior, famed for his courage and ability to turn bribes into firewood. His bodyguards would follow him through the darkest woods, and they often do.

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 Germanic culture (plus hidden conditions)
when the agent is trained +1 100% is an assassin · of Germanic culture (plus hidden conditions)
when the agent is trained +1 100% is a spy · of Germanic culture (plus hidden conditions)
on coming of age +1 100% his father has Germanic Culture
when offered for adoption +1 100% of Germanic culture
when offered for adoption as a man of the hour +1 100% of Germanic culture
when offered for marriage +1 100% of Germanic culture
on accepting a bribe +1 100% of Germanic culture (plus hidden conditions)
on coming of age +1 100% belongs to Semnones
at the start of the character's turn +1 100% does not belong to Free Peoples · belongs to Semnones (plus hidden conditions)
on refusing a bribe +3 30% has Germanic Culture
after a battle +1 2% is a general · won the battle · has Germanic Culture
on capturing a settlement +1 30% has Germanic Culture
when his faction destroys another +2 100% has Germanic Culture
at the end of the character's turn +1 3% does not belong to Free Peoples · has Germanic Culture · has Confident Attacker at level 3 or higher
at the end of the character's turn +1 3% does not belong to Free Peoples · has Germanic Culture · has Good Ambusher at level 2 or higher
at the end of the character's turn +1 3% does not belong to Free Peoples · has Germanic Culture · has Untouched By Fear at level 3 or higher
at the end of the character's turn +1 3% does not belong to Free Peoples · has Germanic Culture · has Axebitten at level 2 or higher
at the end of the character's turn +1 3% does not belong to Free Peoples · has Germanic Culture · has Distrusts Outsiders at level 2 or higher
at the end of the character's turn +1 5% does not belong to Free Peoples · has Germanic 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 Germanic 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 Germanic Culture · has Open-handed at level 2 or higher
at the end of the character's turn +1 3% does not belong to Free Peoples · has Germanic Culture · has Proudly Scarred at level 3 or higher
at the end of the character's turn +2 3% does not belong to Free Peoples · has Germanic Culture · has Chancer at level 2 or higher
at the end of the character's turn +1 4% does not belong to Free Peoples · has Germanic Culture · has Bloody
at the end of the character's turn +1 3% does not belong to Free Peoples · has Germanic 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 Germanic Culture · has Eagle Taker at level 2 or higher

Gerontes

Appears on family members (generals, governors, leaders) · at most 28 characters may hold it · never on 14 of the cultures.

Effects: +1 Influence

This man has become one of the "Old Men": 28 Spartiates supposedly beyond the age for military service, plus the two kings (regardless of their age). The Gerontes were elected by the Assembly of Spartiates for life. In fact they controlled much of the public business and decided what the Assembly could discuss (the Probouleutic function). they could also veto actions taken by the Assembly.

Cultures that never receive it (14)

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

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 4% does not belong to Free Peoples · is a general · has Spartiates · has Krypteia · has Ephor at level 3 or higher

Getting Senile

Appears on family members (generals, governors, leaders) · 3 levels · at most 4 characters may hold it.

Level At points Effects
Getting Senile 2 -2 Command, -1 Management, -1 Influence
Senile 3 -4 Command, -2 Management, -2 Influence
Completely Senile 4 -6 Command, -3 Management, -3 Influence
What the game says at each level

Getting Senile: This man’s mind, once sharp and quick, now resembles a dull blade, struggling to cut through even the simplest matters. Occasionally, he forgets why he walked into a room, but his battle strategies mostly remain intact... for now.

Senile: Age has taken its toll on this man’s mind. It is not what it once was. He struggles to focus, often mistaking soldiers for servants, and his orders are more confusing than the Sibylline prophecies. His advisers have learned to smile and nod, knowing full well that this man’s greatest battles are with his own memory.

Completely Senile: This man’s mind has completely slipped into the mists of time. His brief moments of clarity are celebrated like festivals, but they are few and far between. His mind now drifts through memories of long-gone battles, while his advisers manage affairs in silence, hoping no one notices that the man in charge is more interested in recounting stories of his youth than leading armies.

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 Youthful at level 6 or higher · has less than level 3 of Getting Senile · 20% chance
at the end of the character's turn +1 1% does not belong to Free Peoples · has Youthful at level 7 or higher · has less than level 3 of Getting Senile

Giscon

Appears on every character, agents included · never on 17 of the cultures. Once it reaches Giscon it cannot drop back.

Effects: no stat effects

Emerging after Giscon's rise to prominence during the First Punic War, the Giscon faction asserts its independence from the Barcids, challenging their dominance in the Carthaginian politics. Led by Hasdrubal following Giscon's demise, this faction aimed to break the Barcid stronghold in Ispanya to become the leading faction in Carthage.

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: on coming of age, at the end of the character's turn
When Points Chance Conditions
on coming of age +1 100% belongs to Carthage · his father has Giscon · does not have Giscon · does not have Neutral Stance · does not have Barcid · does not have Hannonid · does not have Magonnid
at the end of the character's turn +1 5% does not belong to Free Peoples · is a general · belongs to Carthage · the faction leader has Giscon · does not have Neutral Stance · does not have Barcid · does not have Hannonid · does not have Magonnid · does not have Giscon
at the end of the character's turn +1 5% does not belong to Free Peoples · is a diplomat · belongs to Carthage · the faction leader has Giscon · does not have Neutral Stance · does not have Barcid · does not have Hannonid · does not have Magonnid · does not have Giscon
at the end of the character's turn +1 5% does not belong to Free Peoples · is an admiral · belongs to Carthage · the faction leader has Giscon · does not have Neutral Stance · does not have Barcid · does not have Hannonid · does not have Magonnid · does not have Giscon
on coming of age +1 100% belongs to Carthage · his father has Giscon

Gisqo Descendant

Appears on family members (generals, governors, leaders) · sons inherit it 1% of the time · never on 17 of the cultures.

Effects: +1 Influence, +1 Fertility · grants the epithet of Gisqo

This man is identified a descendant of Gisqo, a famous Carthaginian general, who started an independent and strong political party that is now pursued by his heirs. He will do everything he can to honour and improve on what his ancestors did.

Cultures that never receive it (17)

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

Granted by events, at birth or by inheritance.


Gisqo Favour

Appears on family members (generals, governors, leaders) · pulls against Leading Noble, Aligned with Gisqo, Opposes Gisqon Rule, Opposes Magonnid Rule, Aligned with Magonnids, Magonnid Favour, Opposes Faction in Power, Aligned with Neutral Faction, Favoured by the Faction in Power, Opposes Barcid Rule, Allied with the Barcids, Barcid Favour, Opposes Hannonid Rule, Aligned with Hannonids, Hannonid Favour.

Effects: -1 Unrest, +1 Influence

What could be defined as the underdog of the political power in Carthage, has managed to assert its power and influence among the Carthaginian senate and this man, as one of the key members of this political group, profits immensely from this reality, enjoying a great amount of stability and opportunities for his career development that his rivals will not have.

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 · is a general · belongs to Carthage · is not the faction leader · the faction leader has Giscon · has Giscon · does not have Neutral Stance · does not have Barcid · does not have Magonnid · does not have Gisqo Favour

Gladiatorial Fan

Appears on family members (generals, governors, leaders) · 3 levels · pulls against No Taste for Blood · never on 6 of the cultures. Once it reaches Gladiatorial Fan it cannot drop back.

Level At points Effects
Gladiatorial Fan 2 -1 Unrest, -10 Senate Standing, +10 Popular Standing
Gladiator Obsessed · epithet the "Editor" 5 -2 Unrest, -20 Senate Standing, +20 Popular Standing
Hero-Worships Gladiators · epithet the "Editor" 9 -3 Unrest, -30 Senate Standing, +30 Popular Standing
What the game says at each level

Gladiatorial Fan: This man's fondness for the Games makes him a popular figure among the plebs.

Gladiator Obsessed: This man's love of the Games and Gladiators makes him a well-loved figure among the common folk.

Hero-Worships Gladiators: This man's excessive interest in gladiators and bloodsports is widely regarded as unhealthy, as is his habit of dressing as a gladiator.

Cultures that never receive it (6)

Gallic · Greek · Caucasian · Egyptian · Ethiopian · Phoenician

Retinue whose arrival is tied to this trait: Animal Trader, Editor, Gladiator, Lanista.

How it is gained: on coming of age, when a building completes in the governed city, on holding games
When Points Chance Conditions
on coming of age +1 25% his father has Gladiatorial Fan
on coming of age +1 10% his father has No Taste for Blood
on coming of age +1 2% of Roman culture
when a building completes in the governed city +1 100% the building completed is Wooden Arena (Leisure) or a higher level
on holding games +1 5% has less than level 3 of Gladiatorial Fan · belongs to Rome or Roman Rebels

Glintidiones

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

Effects: no stat effects · grants the epithet the Glintidionian

This man hails from the Glintidiones, a tribe situated in the conflict zone between the Ardiaei and Autariatai. Their territory is defined by large valleys, suitable for livestock-raising.

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.


Gloomy

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

Level At points Effects
Gloomy 1 +1 Command, -1 Troop Morale, +1 Law
Morose 3 -2 Influence, -2 Troop Morale, -1 Command
Melancholic · epithet the Morbid 6 -3 Influence, -4 Troop Morale, -2 Command
What the game says at each level

Gloomy: This man has never had a joyous outburst in his life, he approaches each day with the certainty that disaster is just around the corner. A smile would hurt his face, but at least he's always prepared for the worst...

Morose: This man's main thought on waking each morning is: what is the point? Without motivation, everything else fails.

Melancholic: This man is given to fits of depression so deep and hopeless that he can barely concentrate on his duty.

Retinue whose arrival is tied to this trait: Leech.

How it is gained: on coming of age, ending a turn in a settlement, at the end of the character's turn
When Points Chance Conditions
on coming of age +1 10% his father has Social Drinker at level 3 or higher · his father has at most level 4 of Social Drinker
on coming of age +1 15% his father has Calm
on coming of age +1 5% his father has Gloomy
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 · has Far from the Capital at level 2 or higher · does not have Humble · 10% chance
ending a turn in a settlement +1 1% in his own faction's lands · has Nostalgic Governor · has less than level 3 of Gloomy · 10% chance
at the end of the character's turn +1 1% does not belong to Free Peoples · has Gloomy
at the end of the character's turn +1 1% does not belong to Free Peoples · has Scant Trust

Good Ambusher

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

Level At points Effects
Good Ambusher 2 +1 Ambush
Sneaky Ambusher 5 +2 Ambush
Exceptional Ambusher · epithet the Ambusher 8 +3 Ambush
What the game says at each level

Good Ambusher: This man has a natural gift for the surprise attack. His men strike hard and fast leaving few to tell of the defeat.

Sneaky Ambusher: This man is a cunning attacker. The first (and last) thing his enemies know of his plans is that they are dead!

Exceptional Ambusher: The noble art of the surprise attack is almost personified in this man. He is adept at striking when and where his enemy least expects.

Retinue whose arrival is tied to this trait: Master Hunter, Priest of Anahita, Priest of Aram, Priestess of Artemis, Priestess of Bast, Priestess of Diana, Priestess of Neith.

How it is gained: at the end of the character's turn, after a battle, on coming of age, 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 · outside his own faction's lands · is a general · in enemy lands
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 · 40% chance (plus hidden 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 · of Roman culture · 5% chance
after a battle +1 5% is a general · won the battle · battle odds 1.6 or more (his strength against the enemy's) · battle odds below 2.4 (his strength against the enemy's) · the outcome was clear or more decisive · with the "gradual trait loss" setting off
after a battle +1 5% is a general · won the battle · battle odds 1.2 or more (his strength against the enemy's) · battle odds below 2.4 (his strength against the enemy's) · the outcome was clear or more decisive · with the "gradual trait loss" setting on · does not have Inferior Commander
after a battle +1 100% was the attacker · won the battle · a successful ambush
on coming of age +2 30% his father has Good Ambusher
on coming of age +3 5% always
ending a turn in a settlement +1 2% does not belong to Free Peoples · has Interested in Military Arts · has less than level 3 of Interested in Military Arts · 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 1% 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 1% does not belong to Free Peoples · has Interested in Military Arts · has less than level 3 of Interested in Military Arts · 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 1% 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 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)
ending a turn in a settlement +1 1% does not belong to Free Peoples · has Curious Cartographer at level 2 or higher · Command above 3 · has Green at level 4 or higher · has less than level 3 of Interested in Military Arts · 20% chance
at the end of the character's turn +1 1% does not belong to Free Peoples · has Interested in Military Arts at level 2 or higher · Command above 2 · has Green at level 3 or higher · has Determined (plus hidden conditions)
at the end of the character's turn +1 1% does not belong to Free Peoples · has Promising Commander at level 2 or higher · Command above 3 · has Green at level 3 or higher · has less than level 3 of Interested in Military Arts (plus hidden conditions)

Good Looking

Appears on family members (generals, governors, leaders) · 4 levels · pulls against Plain. Once it reaches Good Looking it cannot drop back.

Level At points Effects
Good Looking 1 +1 Influence
Handsome 2 +2 Influence
Noble Aspect 3 +3 Influence
Godlike Perfection · epithet the Fair 4 +4 Influence, -1 Unrest, +1 Foot In The Door, -1 Personal Security
What the game says at each level

Good Looking: The gods must have had a bit of fun while shaping this one. Blessed with looks that could charm even an angry barbarian, this man turns heads wherever he goes. While his true abilities may vary, his striking looks win him favour everywhere he goes.

Handsome: He’s not just easy on the eyes, he knows it. Be it at court or in the marketplace, he’s quick to exploit the opportunities his handsome features provide. After all, when you’ve got a smile like his, who needs great plans?

Noble Aspect: With a profile that belongs on the side of a gold coin and a presence that could calm a riot, this man gathers admiration without even opening his mouth. While many envy him, most people simply adore him, and it’s hard to argue against someone with a face like that.

Godlike Perfection: Adonis himself would look upon this man with jealousy. His looks are so impressive that even enemies hesitate to damage his perfection in battle. However, beauty of such magnitude also brings attention from more dangerous admirers, as even envious blades may be drawn in the shadows.

How it is gained: when offered for adoption, when offered for adoption as a man of the hour, on coming of age
When Points Chance Conditions
when offered for adoption +1 5% has less than level 5 of Rebellious (plus hidden conditions)
when offered for adoption as a man of the hour +1 10% has less than level 5 of Rebellious (plus hidden conditions)
on coming of age +1 50% his father has Good Looking
on coming of age +1 25% his father has Good Looking
on coming of age +1 100% his father has Good Looking at level 2 or higher
on coming of age +1 45% his father has Good Looking at level 2 or higher
on coming of age +1 45% his father has Good Looking at level 2 or higher
on coming of age +1 100% his father has Good Looking at level 3 or higher
on coming of age +1 45% his father has Good Looking at level 3 or higher
on coming of age +1 45% his father has Good Looking at level 3 or higher
on coming of age +1 45% his father has Good Looking at level 3 or higher
on coming of age +1 10% hidden conditions only
on coming of age +2 5% hidden conditions only
on coming of age +1 1% hidden conditions only
on coming of age +1 60% has Good Looking
on coming of age +1 60% has Good Looking at level 2 or higher
on coming of age +1 60% has Good Looking at level 3 or higher

Good Patron

Appears on family members (generals, governors, leaders) · 2 levels · at most 60 characters may hold it.

Level At points Effects
Good Patron 1 -1 Unrest
Excellent Patron 2 -2 Unrest
What the game says at each level

Good Patron: This man showed great generosity in summoning and funding artisans to increase the prestige of his Polis: now the results of his expenses are admired and envied by whoever visits the sacred places of his city, and the inscriptions celebrate his name.

Excellent Patron: This man actively searched for the most talented artisans and poets of the Hellenistic world, and showed no restrain in spending as much money as needed for them to craft the best pieces of art of their time, being them statues and paintings on the Akropolis or theatrical pieces to celebrate the ancestors and present deeds of the Polis. Everyone is aware of the great contribution this man gave to the prestige of his Polis.

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 Administrator at level 2 or higher · of Greek culture · has Open-handed at level 2 or higher · has Wealthy · has less than level 2 of Good Patron · has Attuned Governor · 10% chance (plus hidden conditions)

Good Scout

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

Level At points Effects
Good Scout 2 +1 Line of Sight
Expert Scout 4 +2 Line of Sight
Reconnaissance Specialist 6 +4 Line of Sight, +1 Ambush, +1 Night Battle
What the game says at each level

Good Scout: This man is adept at 'reading the ground' and finding the enemy.

Expert Scout: Few enemies can hide from the keen gaze and expertise of this man.

Reconnaissance Specialist: This man has a true talent for organising military scouts and finding the enemy.

Retinue whose arrival is tied to this trait: Expert Scout, Isidore of Charax, Pet Falcon.

How it is gained: at the end of the character's turn, after a battle, on withdrawing before battle, on coming of age
When Points Chance 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 · in enemy lands · 50% chance
after a battle +1 10% 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 +1 5% was the defender · is a general · won 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 off
after a battle +1 5% was the defender · is a general · won 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 · does not have Mediocre When Outnumbered
after a battle +1 15% was the defender · is a general · won 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 Mediocre When Outnumbered
on withdrawing before battle +1 2% is a general · withdrew before battle · battle odds above 0.8 (his strength against the enemy's) · battle odds below 3 (his strength against the enemy's)
on withdrawing before battle +1 3% is a general · withdrew before battle · battle odds above 1.5 (his strength against the enemy's)
at the end of the character's turn +1 4% does not belong to Free Peoples · ended the turn outside a settlement · over 90% of his movement left · does not have Firm Personal Morality · has Green at level 3 or higher · 10% chance
at the end of the character's turn +1 1% does not belong to Free Peoples · ended the turn outside a settlement · under 50% of his movement left · has less than level 3 of Good Scout · 10% chance (plus hidden conditions)
after a battle +1 60% was the attacker · won the battle · a successful ambush
on coming of age +2 10% always
on coming of age +2 4% of Gallic culture
on coming of age +1 10% has Natural Command Talent
on coming of age +1 10% has Natural Command Talent at level 2 or higher
on coming of age +1 25% has Natural Command Talent at level 3 or higher
on coming of age +2 8% of Scythian culture
ending a turn in a settlement +1 1% 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 1% 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 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)
ending a turn in a settlement +1 1% does not belong to Free Peoples · has Curious Cartographer at level 2 or higher · Command above 3 · has Green at level 4 or higher · has less than level 3 of Interested in Military Arts · 20% chance

Good When Outnumbered

Appears on family members (generals, governors, leaders) · 3 levels · pulls against Mediocre When Outnumbered, Indifferent Defender.

Level At points Effects
Good When Outnumbered 2 +1 Defence
Great When Outnumbered 4 +2 Defence
Stonewall · epithet the Steadfast 6 +3 Defence
What the game says at each level

Good When Outnumbered: Blessed with a good sense of the defensive possibilities of a position, this man can usually hold out against determined assaults.

Great When Outnumbered: Being outnumbered just increases the chances of fame for this man.

Stonewall: This man has an eye for a defensive position that almost guarantees him victory, no matter what the odds or the cost. He is so immovable that birds mistake him for part of the landscape and build nests in his helmet. They say he once held a pass for so long that moss grew on his shield.

How it is gained and lost: at the end of the character's turn, after a battle, on coming of age
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
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)
after a battle +1 100% was the defender · is a general · won 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 off
after a battle +1 100% was the defender · is a general · won 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 · does not have Mediocre When Outnumbered
after a battle +1 40% was the defender · is a general · won 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 · does not have Mediocre When Outnumbered
after a battle loses 1 50% was the defender · 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 Good When Outnumbered
after a battle +2 100% was the defender · is a general · won the battle · the outcome was crushing · battle odds 0.16 or less (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 · battle odds 0.16 or less (his strength against the enemy's) · with the "gradual trait loss" setting on · does not have Mediocre When Outnumbered
after a battle loses 1 50% was the defender · 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 Good When Outnumbered
on coming of age +1 2% always

Gorgippian

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

Effects: no stat effects · grants the epithet of Gorgippia

This man is from Gorgippia, a colony of Miletos once called Sindike after the local people. In the time of Macedon's ascent, it was conquered by the Bosporan strongman Gorgippos, who renamed it after himself.

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.


Gourmand

Appears on family members (generals, governors, leaders) · 3 levels · never on 4 of the cultures. Once it reaches Glutton it cannot drop back.

Level At points Effects
Gourmand 2 -5 Trading
Glutton 5 -10 Trading
Apician Glutton · epithet Corpulentus 10 -15 Trading
What the game says at each level

Gourmand: When the question is asked, "Who ate all the pies?", this man has just enough decency left to look guilty.

Glutton: When the question is asked, "Who ordered the elephant pies?", this man has no decency and devours them all! The cost can be met from any convenient purse.

Apician Glutton: When asked, "Who ate all the lark's tongue pies?", this man merely digs deep into the state purse and orders some more! He eats like a king and spends like one too.

Cultures that never receive it (4)

Gallic · Caucasian · Egyptian · Ethiopian

Retinue whose arrival is tied to this trait: Gourmand's Chef.

How it is gained: on coming of age, at the end of the character's turn, ending a turn in a settlement
When Points Chance Conditions
on coming of age +2 4% always
on coming of age +2 4% of Roman culture
at the end of the character's turn +1 1% does not belong to Free Peoples · has Gourmand
ending a turn in a settlement +1 2% does not belong to Free Peoples · treasury above 90,000 (plus hidden conditions)

Gourmet of Life

Appears on family members (generals, governors, leaders) · 3 levels · pulls against Restrained · never on 1 of the cultures. Once it reaches Refined Tastes it cannot drop back.

Level At points Effects
Gourmet of Life 1 +5 Trading, -1 Bribe Resistance
Refined Tastes 2 +10 Trading, -2 Bribe Resistance
Rarified Tastes 4 +15 Trading, -3 Bribe Resistance
What the game says at each level

Gourmet of Life: This man appreciates the better things in life, like wine, women, and a full treasury.

Refined Tastes: This man's tastes are honed to a fine pitch and often very expensive to satisfy.

Rarified Tastes: Good taste in all things has become an end in itself for this man.

Cultures that never receive it (1)

Gallic

Retinue whose arrival is tied to this trait: Colotes of Lampsacus, Comedian, Hermarchus of Mytilene, Lucretius Carus, Philodemus of Gadara, Zeno of Sidon.

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 25% his father has Gourmet of Life
on coming of age +1 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 3% 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 3% 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 3% 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 3% 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 3% 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)
at the end of the character's turn +1 1% does not belong to Free Peoples · has Gourmet of Life
ending a turn in a settlement +1 1% does not belong to Free Peoples · treasury above 105,000 · does not have Stern · has less than level 2 of Trustworthy · has less than level 2 of Impartial Judge · Management below 6 · 10% chance (plus hidden conditions)
ending a turn in a settlement +1 1% does not belong to Free Peoples · treasury above 150,000 · has less than level 2 of Stern · has less than level 2 of Trustworthy · has less than level 2 of Impartial Judge · Management below 6 · 10% chance (plus hidden conditions)
ending a turn in a settlement +1 1% does not belong to Free Peoples · treasury above 200,000 · has less than level 3 of Stern · has less than level 3 of Trustworthy · Management below 8 · 10% chance (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)
on holding games +1 1% not of Roman culture
on holding games +1 1% has less than level 3 of Gladiatorial Fan · belongs to Rome or Roman Rebels
ending a turn in a settlement +1 1% does not belong to Free Peoples · has less than level 2 of Seduced by Campanian Luxuries · has less than level 2 of Dedicated Trainer · does not have Restrained · does not have Stern · does not belong to Capua · in Capua
ending a turn in a settlement +1 2% does not belong to Free Peoples · has Wealthy at level 3 or higher · 5% chance
ending a turn in a settlement +1 2% does not belong to Free Peoples · has Wealthy Chieftain at level 3 or higher · 5% chance
at the end of the character's turn +1 5% does not belong to Free Peoples · has Incompetent Despoiler

Governor-Hunter

Appears on family members (generals, governors, leaders) · pulls against Hobbled, Cultured, Lover of Beauty, Restrained, Philosophically Inclined, Taste for Government, Administrator, Feeling Poorly, Lily-Livered, Firm Personal Morality, Calm, Gloomy, Doubtful Courage, Rather Lazy, Determined, Socially Awkward, Resolute Governor, Focused · at most 10 characters may hold it.

Effects: +1 Line of Sight, -1 Management

This man has taken up hunting as both a pastime and an excuse to avoid actual governance. When not issuing decrees, he's busy stalking deer, boar, and the occasional rabbit. Though his administrative skills may suffer while he's chasing game, his tales of the hunt have made him a local legend.

Retinue whose arrival is tied to this trait: Hunting Dog.

How it is gained: 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% does not belong to Free Peoples · does not have Gloomy · does not have Governor-Hunter · does not have Resolute Governor · does not have Determined · does not have Doubtful Courage · does not have Rather Lazy · has Unwilling to Learn · does not have Taste for Government (plus hidden conditions)
ending a turn in a settlement +1 1% does not belong to Free Peoples · has Homesick Administrator · does not have Governor-Hunter · does not have Resolute Governor · does not have Determined · does not have Doubtful Courage · does not have Rather Lazy · has Unwilling to Learn · does not have Taste for Government (plus hidden conditions)
ending a turn in a settlement +1 1% does not belong to Free Peoples · has Gourmet of Life at level 2 or higher · does not have Governor-Hunter · does not have Resolute Governor · does not have Determined · does not have Doubtful Courage · does not have Rather Lazy · has Unwilling to Learn · does not have Taste for Government (plus hidden conditions)
at the end of the character's turn +1 1% does not belong to Free Peoples · has Attuned Governor · over 75% of his movement left (plus hidden conditions)

Governs for Himself

Appears on family members (generals, governors, leaders) · at most 2 characters may hold it · never on 10 of the cultures.

Effects: -2 Law, -20 Tax Collection

Far from the watchful eye of the capital and with no one to answer to but his own ego, this man begins to view himself as an independent governor, ruling with increasingly tyrannical authority, creating laws and collecting taxes as he pleases.

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% does not belong to Free Peoples · 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 Governs for Himself · has Strict Governor at level 2 or higher · 10% chance (plus hidden conditions)
ending a turn in a settlement +1 1% does not belong to Free Peoples · 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 Governs for Himself · has Judgemental at level 2 or higher · 10% chance (plus hidden conditions)
ending a turn in a settlement +1 1% does not belong to Free Peoples · 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 Governs for Himself · has Punisher Judge · 10% chance (plus hidden conditions)
at the end of the character's turn loses 1 100% does not belong to Free Peoples · has Governs for Himself · distance to the capital below 150 · is not the faction leader · is not the faction heir

Grain Crisis in Rome

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

Effects: no stat effects

Disrupted grain shipments from Sicily have created shortages and panic in the markets as the people starve. Greedy merchant guilds and speculators have locked their warehouses, hoarding wheat to drive bread prices to exorbitant levels.

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% in his own faction's lands · 3% chance · belongs to Rome or Roman Rebels · has Consul · does not have Grain Crisis in Rome · does not have Grain Patron · does not have Favours Monopolies · has Winter · while the event "The Gracchan Reforms" is active · treasury above 50,000

Grain Extorter

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

Effects: +15 Tax Collection, +1 Influence, +2 Unrest

This man has accomplished his duties before the Carthaginian elders and collected half of the local Libyan harvest, as was expected from him. He's now seen positively in Carthage and praised for his competence, but the locals aren't happy about the extortion done to them...

Granted by events, at birth or by inheritance.


Grain Patron

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

Effects: +2 Local Popularity

This man has taken a personal interest in the grain supply of the settlements under his care and, by seizing grain stockpiles and enforcing price caps during times of famine, he has proved his willingness to champion the plebeian cause over the profits of wealthy merchant guilds.

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.


Grandfather Conquered Carthage

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

Effects: +1 Influence

His grandfather conquered Carthage, a deed so great it's still remembered. The soldiers who fought in that battle are now old or dead. The people who cheered and saw the spoils obtained from it have been replaced by men who only heard of it as children. What remains is a name, still recognised, still capable of opening certain doors, but a fame that decreases with each generation.

How it is gained: on coming of age
When Points Chance Conditions
on coming of age +1 100% his father has Father Conquered Carthage · does not have Grandfather Conquered Carthage

Grandfather Conquered Messana

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

Effects: +1 Influence · grants the epithet Messalla

His grandfather conquered Messana and established the Roman armies out of Sicily for the first time in history, a deed so great it's still remembered today. The soldiers who fought in that battle are now old or dead. The people who cheered and saw the spoils obtained from it have been replaced by men who only heard of it as children. What remains is a name, still recognised, still capable of opening certain doors, but that fame decreases with each passing generation.

How it is gained: on coming of age
When Points Chance Conditions
on coming of age +1 100% his father has Father Conquered Messana · does not have Grandfather Conquered Messana

Grandfather Conquered Rome

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

Effects: +1 Influence

His grandfather conquered Rome and liberated Italy, a deed so great it's still remembered. The soldiers who fought in that battle are now old or dead. The people who cheered and saw the spoils obtained from it have been replaced by men who only heard of it as children. What remains is a name, still recognised, still capable of opening certain doors, but a fame that decreases with each generation.

How it is gained: on coming of age
When Points Chance Conditions
on coming of age +1 100% his father has Father Conquered Rome · does not have Grandfather Conquered Rome

Grandfather Conquered Syrakousai

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

Effects: +1 Influence

This man's grandfather conquered Syrakousai and secured all of Sicily, a deed so great it's still remembered today. The soldiers who fought in that battle are now old or dead. The people who cheered and saw the spoils obtained from it have been replaced by men who only heard of it as children. What remains is a name, still recognised, still capable of opening certain doors, but that fame decreases with each passing generation.

How it is gained: on coming of age
When Points Chance Conditions
on coming of age +1 100% his father has Father Conquered Syrakousai · does not have Grandfather Conquered Syrakousai

Granted Ovation

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

Effects: no stat effects

The Senate, in their wisdom, deemed this man victory worthy of honour, though not of the full triumph reserved for our greatest conquests. He has been granted an Ovation, a lesser triumph, usually for victory against inferior opponents such as slaves or rebels, but it can also be given to generals who are denied Triumph, and must now make his way to Rome.

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 and lost: on capturing a settlement, at the end of the character's turn, ending a turn in a settlement, when selected
When Points Chance Conditions
on capturing a settlement +1 25% has Youthful at level 3 or higher · belongs to Rome or Roman Rebels · does not have Granted Ovation · has less than level 3 of Ovation · has less than level 3 of Senatorial Suspicion · the target faction is Free Peoples
at the end of the character's turn +2 15% does not belong to Free Peoples · has Imperator · Influence below 5 · does not have Granted Ovation · has less than level 3 of Ovation
at the end of the character's turn +1 100% does not belong to Free Peoples · has Imperator · has Vanquisher at level 2 or higher · 20% chance
ending a turn in a settlement loses 1 100% does not belong to Free Peoples · in Rome · has Granted Ovation · has less than level 3 of Ovation
when selected loses 1 100% has Granted Ovation · distance to the capital below 3 · has less than level 3 of Ovation

Great Conqueror of Seleukeia

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

Effects: +1 Influence

Great Strategos! Once more, you have expanded our mighty empire, reclaiming Seleukeia from those who dared to steal it. Ptolemaios Soter generously allowed Seleukos to keep Babylon, but he grew too greedy, seizing more than he was owed. Now, the tables have turned. The riches of Seleukeia shall be the first of many reparations, paid in full to the rightful heirs of Alexandros’ legacy!

How it is gained: on capturing a settlement
When Points Chance Conditions
on capturing a settlement +1 100% in Seleucia · does not have Great Conqueror of Seleukeia · belongs to Ptolemaic Empire

Greco-Bactrian Culture

Appears on every character, agents included · pulls against Dorian Culture, Ionian Culture, Arcadian Culture, Aeolian Culture, Northwest Greek Culture, Epirote Culture, Indo-Greek Culture, Makedonian Culture, Bosporan Culture, Cypriot Greek 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 Greco-Bactrian belief

This man is Greco-Bactrian, from the farthest reaches of Greek culture, where they mix philosophy with the art of surviving in deserts. He can navigate the Silk Road with ease, though he’ll remind you of Alexander the Great at least twice before lunch.

How it is gained: when the agent is trained, when offered for adoption, when offered for adoption as a man of the hour, when offered for marriage
When Points Chance Conditions
when the agent is trained +1 100% is a diplomat · belongs to Bactria (plus hidden conditions)
when the agent is trained +1 100% is an assassin · belongs to Bactria (plus hidden conditions)
when the agent is trained +1 100% is a spy · belongs to Bactria (plus hidden conditions)
when offered for adoption +1 90% the faction leader has Greco-Bactrian Culture · belongs to Bactria
when offered for adoption +1 25% the faction leader has Greco-Bactrian Culture · belongs to Bactria
when offered for adoption +1 15% the faction leader has Indian · belongs to Bactria
when offered for adoption +1 10% the faction leader has Iranian Culture · belongs to Bactria
when offered for adoption +1 5% the faction leader has Scythian Culture · belongs to Bactria
when offered for adoption +1 60% the faction leader does not have Greco-Bactrian Culture · the faction leader does not have Indian · the faction leader does not have Iranian Culture · the faction leader does not have Scythian Culture · belongs to Bactria
when offered for adoption +1 100% the faction leader has Greco-Bactrian Culture · does not have Greco-Bactrian Culture · does not have Indian · does not have Iranian Culture · does not have Scythian Culture · belongs to Bactria
when offered for adoption as a man of the hour +1 40% the faction leader has Greco-Bactrian Culture · belongs to Bactria
when offered for adoption as a man of the hour +1 20% the faction leader has Indian · belongs to Bactria
when offered for adoption as a man of the hour +1 10% the faction leader has Iranian Culture · belongs to Bactria
when offered for adoption as a man of the hour +1 10% the faction leader has Scythian Culture · belongs to Bactria
when offered for adoption as a man of the hour +1 30% the faction leader does not have Greco-Bactrian Culture · the faction leader does not have Indian · the faction leader does not have Iranian Culture · the faction leader does not have Scythian Culture · belongs to Bactria
when offered for adoption as a man of the hour +1 100% the faction leader has Greco-Bactrian Culture · does not have Greco-Bactrian Culture · does not have Indian · does not have Iranian Culture · does not have Scythian Culture · belongs to Bactria
when offered for marriage +1 50% the faction leader has Greco-Bactrian Culture · belongs to Bactria
when offered for marriage +1 10% the faction leader has Indian · belongs to Bactria
when offered for marriage +1 20% the faction leader has Iranian Culture · belongs to Bactria
when offered for marriage +1 10% the faction leader has Scythian Culture · belongs to Bactria
when offered for marriage +1 30% belongs to Bactria · the faction leader does not have Greco-Bactrian Culture · the faction leader does not have Indian · the faction leader does not have Iranian Culture · the faction leader does not have Scythian Culture
when offered for marriage +1 100% belongs to Bactria · the faction leader has Greco-Bactrian Culture · does not have Greco-Bactrian Culture · does not have Indian · does not have Iranian Culture · does not have Scythian Culture
on coming of age +1 100% belongs to Bactria · does not have Iranian Culture
at the start of the character's turn +1 100% does not belong to Free Peoples · belongs to Bactria (plus hidden conditions)

Green

Appears on family members (generals, governors, leaders) · 6 levels. Once it reaches Seen The Elephant it cannot drop back.

Level At points Effects
Green 1 -1 Troop Morale, -2 Line of Sight
Blooded 2 -1 Line of Sight
Hardened 3 +1 Bodyguard Valour
Veteran 15 +2 Bodyguard Valour, +1 Movement Points, +2 Battle Surgery
Old Veteran 30 +1 Command, +3 Bodyguard Valour, +2 Movement Points, +4 Battle Surgery
Seen The Elephant 50 +2 Command, +1 Influence, +4 Bodyguard Valour, +3 Movement Points, +6 Battle Surgery
What the game says at each level

Green: This commander is as green as a spring leaf, having never led an army into battle. He approaches the battlefield with the kind of nervous excitement one feels before jumping into a cold river, hoping for the best, but secretly fearing it might be his undoing.

Blooded: This General has commanded an army for the first time, leading the troops in battle or in raiding enemy territory, thus having his first taste of command and is now familiar with giving orders, but is still lacking the experience to lead his troops with confidence.

Hardened: Having commanded in several battles, this man is well-accustomed to war and has gained enough knowledge to understand the nature of war. He has seen the dead left in the battlefield and heard the wounded speak of the fearful tale of sacrifice.

Veteran: Having led his men through more battles than he can count, this general has seen it all. He knows the price of victories and the cries of the dying no longer haunt him; they’re just another sound on the battlefield. His soldiers follow him without question, confident that if anyone can lead them to victory, it’s their commander.

Old Veteran: This General life experience is so strongly connected to the conduct of war in general that nothing else seems fit for him. For war is a violent teacher and he is a devoted student. \nWith over thirty battles behind him, his men trust him completely, after all, if he hasn’t gotten them killed by now, he’s probably doing something right.

Seen The Elephant: This man has been fighting his whole life. Having commanded in so many battles, he already lost the count of how many. He has seen it all, marched in arid landscapes, rough river crossings, experienced boredom in camp, fatigue, privations, sickness, and the fury of military combat. \nWith over fifty battles behind him, he knows that war is only sweet to those who haven't experienced it and only the dead see the end of it.

Retinue whose arrival is tied to this trait: Celtiberian Horse, Falernian Wine Merchant, Former Makedonian Soldier, Horse Breeder, Hypaspist, Hypaspist, Master of Arms, Old Battle Companion, Sacred Band Captain, Styrax Javelin Maker, Veteran Centurion, Veteran Legionary, and 3 more.

How it is gained: when selected, at the end of the character's turn, when offered for adoption, when offered for marriage
When Points Chance Conditions
when selected +1 100% does not have Green · is a general
at the end of the character's turn +1 30% does not belong to Free Peoples · outside his own faction's lands · is a general · in enemy lands · 50% chance
when offered for adoption +1 100% always
when offered for adoption +1 25% always
when offered for adoption +2 20% always
when offered for adoption +4 5% always
when offered for adoption +4 5% always
when offered for marriage +1 100% always
when offered for marriage +2 25% always
when offered for marriage +3 15% always
when offered for marriage +5 5% always
after a battle +1 100% is a general · has less than level 6 of Green
at the end of the character's turn +1 100% does not belong to Free Peoples · is a general · does not have Green
on devastating land +1 100% is a general · has less than level 2 of Green
on coming of age +1 100% always
when offered for adoption +1 100% always
when offered for adoption as a man of the hour +2 100% always

Grower

Appears on family members (generals, governors, leaders) · 3 levels · pulls against Bad Farmer. Once it reaches Agriculturalist it cannot drop back.

Level At points Effects
Grower 1 +1 Farming
Good Farmer 4 +2 Farming
Agriculturalist 8 +3 Farming, -1 Influence
What the game says at each level

Grower: This man has a fondness for the simple life of a gentleman farmer, and some good understanding of what to plant as well as when to harvest it.

Good Farmer: This man takes an active interest in farming and rural matters. He has a good understanding of what he needs to do when it comes to growing, harvesting, and selling his crop as well as producing feed for his livestock.

Agriculturalist: This man spends many hours happily engaged in matters to do with farming, even at cost to his other duties like politics.

Retinue whose arrival is tied to this trait: Agricultural Expert, Agriculture Treatise, Cassius Dionysius of Utica, Diophanes of Nicaea, Mago, The Father of Agriculture, Mago's Agricultural Treatise, Olive Grower, Priest of Ameretat, Priest of Ara Geghetsik, Priest of Argimpasa, Priest of Cybele, Priest of Rosmerta, and 7 more.

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 +1 4% hidden conditions only
when offered for marriage +1 3% hidden conditions only
when offered for marriage +1 3% hidden conditions only
when offered for marriage +1 3% hidden conditions only
when offered for adoption +1 8% hidden conditions only
when offered for adoption +1 3% hidden conditions only
when offered for adoption +1 3% hidden conditions only
when offered for adoption +1 5% hidden conditions only
when offered for adoption as a man of the hour +2 5% hidden conditions only
when offered for adoption as a man of the hour +1 6% hidden conditions only
when offered for adoption as a man of the hour +1 3% hidden conditions only
ending a turn in a settlement +1 3% does not belong to Free Peoples · over 90% of his movement left · the settlement has Extensive Sulphur Mine (Industry) or better
on coming of age +1 6% always
ending a turn in a settlement +1 1% does not belong to Free Peoples · in a region with Grain · has less than level 3 of Grower (plus hidden conditions)
when a building completes in the governed city +1 100% the building completed is Irrigation Ditches (Crops) or a higher level · has less than level 3 of Grower
when a building completes in the governed city +1 100% the building completed is Assart Clearings (Crops) or a higher level · has less than level 3 of Grower
when a building completes in the governed city +1 100% the building completed is Marsh Drainage Channels (Crops) or a higher level · has less than level 3 of Grower
when a building completes in the governed city +1 100% the building completed is Land Clearance (Crops) or a higher level · has less than level 3 of Grower
when a building completes in the governed city +1 50% the building completed is Olive Grove (Rural) or a higher level
when a building completes in the governed city +1 50% the building completed is Date Palm Plantation (Rural) or a higher level
ending a turn in a settlement +1 1% does not belong to Free Peoples · has Phoenician Culture · has Grower · has Carthaginian Citizen (plus hidden conditions)
ending a turn in a settlement +1 5% does not belong to Free Peoples · belongs to Carthage · has Investing in the Countryside · does not have Disgraced

Guardian of Taras

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

Effects: +1 Command

The banners of Epirus now proudly fly over the city of Taras. The Basileus has not come as a conqueror, but as a liberator, a shield to the Hellenes of Magna Graecia against the Romans. His presence brings stability, order, and hope to its people. With the city secure, he is hailed as a guardian of Hellenic civilization in a land threatened by barbarians. Some hope he remains only as a guardian and not as a Tyrant…

How it is gained: at the start of the character's turn, on becoming faction leader
When Points Chance Conditions
at the start of the character's turn +2 100% does not belong to Free Peoples · belongs to Epirus · does not have Guardian of Taras · is the faction leader · Tarentum is held by Epirus
on becoming faction leader +1 100% belongs to Epirus · does not have Guardian of Taras · Tarentum is held by Epirus

Gyenian

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

Effects: no stat effects · grants the epithet of Gyenos

This man is from Gyenos, an obscure town on the east coast of the Pontos Euxeinos, the "friendly Sea".

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 · Selymbria is held by Athens · 3% chance (plus hidden conditions)
when offered for adoption +1 100% belongs to Athens · Selymbria is held by Athens · 3% chance (plus hidden conditions)
when offered for adoption as a man of the hour +1 100% belongs to Athens · Selymbria is held by Athens · 3% chance (plus hidden conditions)
when offered for marriage +1 100% belongs to Seleucid Empire · Phasis is held by Seleucid Empire · 3% chance (plus hidden conditions)
when offered for adoption +1 100% belongs to Seleucid Empire · Phasis 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 · Phasis is held by Seleucid Empire · 3% chance (plus hidden conditions)
when offered for marriage +1 100% belongs to Ptolemaic Empire · Phasis is held by Ptolemaic Empire · 3% chance (plus hidden conditions)
when offered for adoption +1 100% belongs to Ptolemaic Empire · Phasis 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 · Phasis is held by Ptolemaic Empire · 3% chance (plus hidden conditions)
when offered for marriage +1 100% belongs to Antigonid Kingdom · Phasis is held by Antigonid Kingdom · 3% chance (plus hidden conditions)
when offered for adoption +1 100% belongs to Antigonid Kingdom · Phasis 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 · Phasis is held by Antigonid Kingdom · 3% chance (plus hidden conditions)

Gymnasiarches

Appears on family members (generals, governors, leaders) · at most 40 characters may hold it · never on 16 of the cultures.

Effects: -1 Unrest

Leader of Gymnasium: Honorary position involved with organizing and running the city’s gymnasia and palestrai. It keeps its citizens in fit shape, in times of peace, but it interferes with military training in times of war. Hence why Pyrrhos’ once given command of Taras and its army, shut down the City’s Gymnasia and Palestrai. It has been suggested, however, that this had more to do with keeping people out of crowded places, where conspiracies could form, rather than any actual interference from the Gymansia and Palestrai.\nThis man also has a "Veteran trainer" who is responsible for "Pezon taksies" (training infantry in marching) and for "Eutaksian" (proper battle arrangement of infantry men while excercising battle drills with mock weapons and their "thureoi" shields).

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 2% does not belong to Free Peoples · Management 3 or more · does not have Gymnasiarches · the settlement has Small School (Civic) · the settlement has Arena (Leisure) (plus hidden conditions)

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