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traits w

Viktor Tarnholm edited this page Oct 16, 2026 · 14 revisions

Traits: W

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20 traits whose display name begins with W. 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

Wants to conquer Mastia

Appears on family members (generals, governors, leaders) · pulls against Founder of New Carthage · never on 18 of the cultures.

Effects: no stat effects

From Tingis to Gades, our colonies stretch across the edge of the world. Now, this general wants to extend it, seeking to expand Carthaginian influence in Ispanya. Mastia, rich in silver and strategically located on the coast, is the next step if we want to expand further our control over this land.

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 and lost: at the start of the character's turn
When Points Chance Conditions
at the start of the character's turn +1 5% does not belong to Free Peoples · belongs to Carthage · is the faction leader · has Barcid · does not have Wants to conquer Mastia · Mastia is not held by Carthage · from turn 102 on
at the start of the character's turn +1 2% does not belong to Free Peoples · belongs to Carthage · has Favours Expansion in Ispanya · does not have Wants to conquer Mastia · Mastia is not held by Carthage · from turn 102 on
at the start of the character's turn loses 1 100% does not belong to Free Peoples · belongs to Carthage · has Wants to conquer Mastia · Mastia is held by Carthage

War Chief

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

Level At points Effects
War Chief 3 +1 Command, +1 Law
Mighty War Chief 6 +2 Command, +2 Law
Warlord 9 +3 Command, +3 Law
Legendary Warlord · epithet the Great 12 +4 Command, +4 Law
What the game says at each level

War Chief: Beyond brave, this man has the ability to inspire similar virtue in his followers.

Mighty War Chief: A formidable warrior and leader, this man is respected by his people and feared by his enemies.

Warlord: A fearsome enemy, this man can lead others to their deaths, to glory, and to victory!

Legendary Warlord: Recognized as one of the greatest warriors in history, this man can lead others to their deaths, to glory, and to victory!

Cultures that never receive it (4)

Caucasian · Egyptian · Ethiopian · Roman

Retinue whose arrival is tied to this trait: Audax, Ditalcus & Minurus, Civilized Emissary, Deceneus, Epic Composer, Ex Auxillia Commander, Famous Warrior, Lur Players, Man-Hunter.

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 5% of Gallic culture
on coming of age +3 8% of Scythian culture
when offered for marriage +3 5% does not have Eligible For Feasting · of Gallic, Dacian, Brittonic or Germanic culture
when offered for adoption +3 5% does not have Eligible For Feasting · of Gallic, Dacian, Brittonic or Germanic culture
when offered for adoption as a man of the hour +3 5% does not have Eligible For Feasting · of Gallic, Dacian, Brittonic or Germanic culture
at the end of the character's turn +3 5% does not have Eligible For Feasting · of Gallic, Dacian, Brittonic or Germanic culture · has Youthful at level 2 or higher
at the end of the character's turn +1 5% has Green at level 4 or higher · has Youthful at level 2 or higher · has Lone Wolf at level 3 or higher · has Untouched By Fear at level 2 or higher · has less than level 4 of War Chief · has Eligible For Feasting at level 3 or higher · does not have Ignored by the People · does not have Reserved · of Gallic, Dacian, Brittonic, Germanic or Celtiberian culture
at the end of the character's turn +1 50% has Green at level 4 or higher · has Youthful at level 2 or higher · has less than level 4 of War Chief · has Eligible For Feasting at level 3 or higher · does not have Ignored by the People · has Untouched By Fear at level 2 or higher · of Gallic, Dacian, Brittonic, Germanic or Celtiberian culture (plus hidden conditions)
after a battle +1 30% won the battle · killed at least 50% of the enemy · has less than level 4 of War Chief · has Green at level 2 or higher · has Youthful at level 2 or higher · fought in person · of Gallic, Dacian, Brittonic, Germanic or Celtiberian culture · Command 2 or more (plus hidden conditions)
after a battle +1 100% won the battle · killed at least 50% of the enemy · has less than level 4 of War Chief · outside his own faction's lands · fought in person · of Gallic, Dacian, Brittonic, Germanic or Celtiberian culture (plus hidden conditions)

War with Rome

Appears on family members (generals, governors, leaders) · 8 levels.

Level At points Effects
War with Rome 1 no stat effects
Peace with Rome 2 no stat effects
Second War with Rome 3 no stat effects
Post-Second Roman War Era 4 no stat effects
Third War with Rome 5 no stat effects
Post-Third Roman War Era 6 no stat effects
Fourth War with Rome 7 no stat effects
Lasting Peace with Rome 8 no stat effects
What the game says at each level

War with Rome: Rome has taken up arms against Carthage. This general commands our forces in a struggle that will decide who rules the western sea. May the Gods allow us to be victorious.

Peace with Rome: Peace has been made with Rome. Our leaders turn their focus from the battlefield and back to expanding trade and rebuilding what the war has cost.

Second War with Rome: The peace has broken. Rome and Carthage take up arms once more, and this general leads our armies in the struggle against the Roman Republic.

Post-Second Roman War Era: With peace restored, Carthage rebuilds its trade and sends its forces across the territories newly brought under its rule.

Third War with Rome: For a third time, Rome and Carthage go to war. Two generations have already been spent on this struggle. This general leads our armies against the Roman Republic once more.

Post-Third Roman War Era: Peace has come again, though the cost is heavier each time. What war has broken, Carthage must now rebuild, and what has been won, it must now hold.

Fourth War with Rome: Three wars have not been enough to settle the matter between Carthage and Rome. This general leads a final campaign to crush the Roman Republic for good.

Lasting Peace with Rome: Rome has fallen, and with it, a war that spanned generations. Carthage stands victorious, and new lands fall under its sphere.

How it is gained: at the start of the character's turn, at the end of the character's turn
When Points Chance Conditions
at the start of the character's turn +1 100% does not belong to Free Peoples · belongs to Carthage · his faction is at war with Rome · does not have War with Rome · is the faction leader · Rome holds 1 or more settlements
at the start of the character's turn +1 100% does not belong to Free Peoples · belongs to Carthage · his faction is not at war with Rome · has War with Rome at level 1 · is the faction leader
at the start of the character's turn +1 100% does not belong to Free Peoples · belongs to Carthage · his faction is at war with Rome · has War with Rome at level 2 · Rome holds 1 or more settlements · is the faction leader
at the start of the character's turn +1 100% does not belong to Free Peoples · belongs to Carthage · his faction is not at war with Rome · has War with Rome at level 3 · Rome holds 1 or more settlements · is the faction leader
at the start of the character's turn +1 100% does not belong to Free Peoples · belongs to Carthage · his faction is at war with Rome · has War with Rome at level 4 · Rome holds 1 or more settlements · is the faction leader
at the start of the character's turn +1 100% does not belong to Free Peoples · belongs to Carthage · his faction is at war with Rome · has War with Rome at level 5 · Rome holds 1 or more settlements · is the faction leader
at the start of the character's turn +1 100% does not belong to Free Peoples · belongs to Carthage · his faction is at war with Rome · has War with Rome at level 6 · Rome holds 1 or more settlements · is the faction leader
at the start of the character's turn +1 100% does not belong to Free Peoples · belongs to Carthage · his faction is at war with Rome · has War with Rome at level 7 · Rome holds 1 or more settlements · is the faction leader
at the end of the character's turn +1 100% does not belong to Free Peoples · belongs to Carthage · the faction leader has War with Rome at level 1 · does not have War with Rome
at the end of the character's turn +2 100% does not belong to Free Peoples · belongs to Carthage · the faction leader has War with Rome at level 2 · does not have War with Rome
at the end of the character's turn +3 100% does not belong to Free Peoples · belongs to Carthage · the faction leader has War with Rome at level 3 · does not have War with Rome
at the end of the character's turn +4 100% does not belong to Free Peoples · belongs to Carthage · the faction leader has War with Rome at level 4 · does not have War with Rome
at the end of the character's turn +5 100% does not belong to Free Peoples · belongs to Carthage · the faction leader has War with Rome at level 5 · does not have War with Rome
at the end of the character's turn +6 100% does not belong to Free Peoples · belongs to Carthage · the faction leader has War with Rome at level 6 · does not have War with Rome
at the end of the character's turn +7 100% does not belong to Free Peoples · belongs to Carthage · the faction leader has War with Rome at level 7 · does not have War with Rome
at the end of the character's turn +8 100% does not belong to Free Peoples · belongs to Carthage · the faction leader has War with Rome at level 8 · does not have War with Rome
at the end of the character's turn +1 100% does not belong to Free Peoples · belongs to Carthage · the faction leader has War with Rome at level 2 · has War with Rome at level 1
at the end of the character's turn +1 100% does not belong to Free Peoples · belongs to Carthage · the faction leader has War with Rome at level 3 · has War with Rome at level 2
at the end of the character's turn +1 100% does not belong to Free Peoples · belongs to Carthage · the faction leader has War with Rome at level 4 · has War with Rome at level 3
at the end of the character's turn +1 100% does not belong to Free Peoples · belongs to Carthage · the faction leader has War with Rome at level 5 · has War with Rome at level 4
at the end of the character's turn +1 100% does not belong to Free Peoples · belongs to Carthage · the faction leader has War with Rome at level 6 · has War with Rome at level 5
at the end of the character's turn +1 100% does not belong to Free Peoples · belongs to Carthage · the faction leader has War with Rome at level 7 · has War with Rome at level 6
at the end of the character's turn +1 100% does not belong to Free Peoples · belongs to Carthage · the faction leader has War with Rome at level 8 · has War with Rome at level 7

Watchful

Appears on every character, agents included · 3 levels · pulls against Careless. Once it reaches Security Conscious it cannot drop back.

Level At points Effects
Watchful 1 +1 Personal Security
Security Conscious 2 +2 Personal Security
Obsessed with Security 3 +4 Personal Security
What the game says at each level

Watchful: Eyes like a hawk and ears like a fox, this man is ever-vigilant. Assassins should know they’re being watched… even while he’s sleeping.

Security Conscious: After a few close encounters with death, this man has become exceptionally cautious. Now he jumps at shadows, and probably hires them for extra protection.

Obsessed with Security: This man has seen the sharp end of an assassin’s blade a few too many times, and now he treats every door, corner, and fruit basket with deep suspicion.

Retinue whose arrival is tied to this trait: "The Companion" Instructor, Aristonicus, Bodyguard, Chief Eunuch, Ganymedes, Lakonian Hounds.

How it is gained: on surviving an assassination attempt, ending a turn in a settlement
When Points Chance Conditions
on surviving an assassination attempt +1 50% always
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

Weak-chinned

Appears on family members (generals, governors, leaders) · 6 levels · never on 1 of the cultures. Once it reaches Weak-chinned it cannot drop back.

Level At points Effects
Weak-chinned 1 -1 Influence
Swivel-Eyed 2 -2 Influence
Feeble of Brain 3 -2 Influence, -1 Command, -1 Management
Thin-Skulled 4 -3 Influence, -1 Command, -2 Management
Bad Bloodline 5 -4 Influence, -2 Command, -2 Management
Infamously Inbred · epithet the Idiot 6 -5 Influence, -3 Command, -3 Management
What the game says at each level

Weak-chinned: This man is cursed with a weakling's countenance.

Swivel-Eyed: This man's eyes are given to random twitching and sometimes wander in different directions. Many find this disturbing.

Feeble of Brain: This man is cursed with an inherited weakness of the intellect that goes beyond simple stupidity.

Thin-Skulled: The Gods have looked upon this man's ancestors and found them wanting... and too closely related.

Bad Bloodline: Cursed by the Gods and the seed of his feeble ancestors, this man is walking proof that exposure at birth is a good idea.

Infamously Inbred: The Gods dealt this man a cruel blow at birth. All the sins of his family have been visited upon him, and a few more besides.

Cultures that never receive it (1)

Gallic

How it is gained: when offered for marriage, 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 marriage +1 5% has Rebellious at level 6 or higher (plus hidden conditions)
when offered for marriage +1 5% does not have Selfish/Pessimistic (plus hidden 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 5% has less than level 5 of Rebellious (plus hidden conditions)
on coming of age +1 50% his father has Weak-chinned
on coming of age +1 25% his father has Weak-chinned
on coming of age +1 50% his father has Weak-chinned at level 2 or higher
on coming of age +1 25% his father has Weak-chinned at level 2 or higher
on coming of age +1 50% his father has Weak-chinned at level 3 or higher
on coming of age +1 25% his father has Weak-chinned at level 3 or higher
on coming of age +1 50% his father has Weak-chinned at level 4 or higher
on coming of age +1 25% his father has Weak-chinned at level 4 or higher
on coming of age +1 50% his father has Weak-chinned at level 5 or higher
on coming of age +1 25% his father has Weak-chinned at level 5 or higher
on coming of age +1 3% always

Wealthy

Appears on family members (generals, governors, leaders) · 4 levels · pulls against Burdened with Debt · never on 6 of the cultures.

Level At points Effects
Wealthy 5 +1 Personal Security, +1 Influence
Very Wealthy 15 -3 Tax Collection, +2 Influence, +2 Personal Security, -1 Law, +1 Foot In The Door
Extremely Wealthy 30 +3 Influence, -5 Tax Collection, +3 Personal Security, -2 Law, -5 Trading, +1 Foot In The Door
Rich as Croesus 50 +4 Influence, -4 Law, -10 Tax Collection, -10 Trading, +4 Personal Security, +1 Foot In The Door
What the game says at each level

Wealthy: This man has managed to fill dozens of coffers with gold and silver through a mix of hard work, conquest, and maybe just a little bit of luck. With all that wealth comes a lot of perks, like people actually pretending to laugh at his jokes. But it also means that he’s got to keep an eye out for those envious folks who might just want to redistribute his wealth... to themselves.

Very Wealthy: A significant player in the political scene, this man’s wealth flows through the coffers of the city, but mostly to fund personal extravagance, leaving commoners resentful as his luxury drains public resources. Whether it’s through sheer determination, strategic victories, or the magical touch of a golden goose, he’s got more money than he knows what to do with. Of course, with great wealth comes many privileges and opportunites... and a small army of people plotting to relieve him of both.

Extremely Wealthy: This man is now swimming in silver, gold, and possibly even a few gemstones for good measure. His huge wealth grants him power, prestige, and the dubious pleasure of being the favorite target of everyone who’s ever dreamed of getting rich quick. His vast resources and influence are unquestionable, but they come at a great cost to the populace, as the lower classes resent his massive wealth as they suffer with poverty.

Rich as Croesus: This man’s has reached the pinnacle of wealth and power, but his insatiable greed has corrupted most aspects of the local economy. Like the mythical King Croesus of Lydia, he’s got enough riches to fill a dozen treasuries and then some. His immense fortune has brought him great power and prestige. But with all that shines comes the constant threat of someone trying to cash in on his success, literally.

Cultures that never receive it (6)

Gallic · Germanic · Dacian · Brittonic · Illyrian · Celtiberian

Retinue whose arrival is tied to this trait: Aristocrat Merchant, Aristocrat Merchant, Aristocrat Merchant, Barber of the Gods, Capuan Lanista, Carthaginian Flautist, Carthaginian High Priest, Carthaginian High Priestess, Carthaginian Priestess, Chief of Estimated Costs, Chief of the Scribes, Chief of the Trade Agents, and 76 more.

How it is gained: after a battle, when selected, on coming of age, on capturing a settlement
When Points Chance Conditions
after a battle +1 20% is a general · won the battle · with the "gradual trait loss" setting off
after a battle +1 20% is a general · won the battle · with the "gradual trait loss" setting on · does not have Inferior Commander
when selected +1 25% has Pontic Princes Ransomed
when selected +1 25% has Aeacid Princes Ransomed
when selected +1 25% has Odrysian Chieftains Ransomed
when selected +1 25% has Capuan Nobles Ransomed
when selected +1 25% has Laconian Princes Ransomed
when selected +1 25% has Galatian Chieftains Ransomed
when selected +1 25% has Turdetanian Elders Liberated
when selected +1 25% has Numidian Princes Ransomed
when selected +1 25% has Syracusan Nobles Liberated
when selected +1 25% has Boii Nobles Liberated
when selected +1 25% has Attalid Royal Ransomed
when selected +1 25% has Ariarathid Hostages Returned
when selected +1 25% has Carthaginian Nobles Released
on coming of age +2 80% his father has Wealthy at level 2 or higher
on coming of age +1 40% his father has Wealthy at level 2 or higher
on coming of age +1 20% his father has Wealthy at level 2 or higher
on coming of age +1 5% his father has Stern
on coming of age +1 20% his father has Flexible
on coming of age +1 4% hidden conditions only
on coming of age +1 3% hidden conditions only
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 80% of Roman culture
ending a turn in a settlement +1 2% does not belong to Free Peoples · has less than level 4 of Wealthy · has less than level 2 of Stern · has Apprentice Trader · in a region with Incense
ending a turn in a settlement +1 2% does not belong to Free Peoples · has less than level 4 of Wealthy · has less than level 2 of Stern · has Miner · in a region with Gold
ending a turn in a settlement +1 2% does not belong to Free Peoples · has less than level 4 of Wealthy · has less than level 2 of Stern · has Apprentice Trader · in a region with Purple Dye
ending a turn in a settlement +1 2% does not belong to Free Peoples · has less than level 4 of Wealthy · has less than level 2 of Stern · has Apprentice Trader · in a region with Spices
ending a turn in a settlement +1 2% does not belong to Free Peoples · has less than level 4 of Wealthy · has less than level 2 of Stern · has Apprentice Trader · in a region with Perfumes & Medicinal Herbs
ending a turn in a settlement +1 1% does not belong to Free Peoples · has Governs for Himself · distance to the capital above 150 · has Administrator · has less than level 4 of Wealthy · is not the faction leader · is not the faction heir · not of Gallic culture · not of Celtiberian culture · 10% chance
at the end of the character's turn +1 2% 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
on devastating land +1 40% has less than level 4 of Wealthy · not of Gallic culture · not of Dacian culture · not of Brittonic culture · not of Germanic culture · not of Celtiberian culture
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 exterminating a captured city +2 70% not of Gallic culture · not of Dacian culture · not of Brittonic culture · not of Germanic culture · not of Celtiberian culture
on exterminating a captured city +2 45% not of Gallic culture · not of Dacian culture · not of Brittonic culture · not of Germanic culture · not of Celtiberian culture
on enslaving a captured city +3 70% not of Gallic culture · not of Dacian culture · not of Brittonic culture · not of Germanic culture · not of Celtiberian culture
on enslaving a captured city +2 20% not of Gallic culture · not of Dacian culture · not of Brittonic culture · not of Germanic culture · not of Celtiberian culture
ending a turn in a settlement +1 5% does not belong to Free Peoples · has Frugal · has less than level 3 of Wealthy · has Careful With Money · 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 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 start of the character's turn +1 1% does not belong to Free Peoples · has Olympionikes · does not have Olympionikes Statue
at the start of the character's turn +1 5% does not belong to Free Peoples · has Panathenaionikes · does not have Panathenaionikes Statue
at the start of the character's turn +1 5% does not belong to Free Peoples · has Pythionikes · does not have Pythionikes Statue
at the start of the character's turn +1 5% does not belong to Free Peoples · has Isthmionikes · does not have Isthmionikes Statue
at the start of the character's turn +1 5% does not belong to Free Peoples · has Nemeonikes · does not have Nemeonikes Statue
at the end of the character's turn +1 25% does not belong to Free Peoples · has Prudent Despoiler
at the end of the character's turn +1 50% does not belong to Free Peoples · has Shameless Despoiler
at the end of the character's turn +1 20% does not belong to Free Peoples · has Populist Despoiler
at the end of the character's turn +1 50% does not belong to Free Peoples · has Corrupt Despoiler
at the end of the character's turn +1 25% does not belong to Free Peoples · has Enemy Camp Captured · has less than level 4 of Wealthy · not of Gallic culture · not of Dacian culture · not of Brittonic culture · not of Germanic culture · not of Celtiberian culture
at the start of the character's turn +1 25% does not belong to Free Peoples · has Enemy Camp Captured · has less than level 4 of Wealthy · not of Gallic culture · not of Dacian culture · not of Brittonic culture · not of Germanic culture · not of Celtiberian culture
ending a turn in a settlement +1 1% does not belong to Free Peoples · belongs to Carthage · has Disgraced Family at level 6 · does not have Disgraced
on capturing a settlement +1 100% in Mastia · belongs to Carthage · does not have Founder of New Carthage
on capturing a settlement +2 100% in Syracuse · belongs to Carthage · does not have Conqueror of Syrakousai
on capturing a settlement +2 100% in Capua · belongs to Carthage · does not have Conqueror of Capua
on capturing a settlement +2 100% in Capua · does not belong to Carthage · does not have Conqueror of Capua
on capturing a settlement +2 100% in Tarentum · belongs to Carthage · does not have Conqueror of Tarentum
on capturing a settlement +2 100% in Tarentum · does not belong to Carthage · does not have Conqueror of Tarentum
…and 112 more ways

Wealthy Chieftain

Appears on family members (generals, governors, leaders) · 4 levels · pulls against Broke · never on 16 of the cultures.

Level At points Effects
Wealthy Chieftain 5 +2 Personal Security
Very Wealthy Chieftain 10 +1 Influence, +4 Personal Security, +1 Unrest, -2 Tax Collection
Extremely Wealthy Chieftain 20 +2 Influence, +6 Personal Security, +2 Unrest
Legendary Wealthy Chieftain 35 +3 Influence, +8 Personal Security, +3 Unrest, -1 Law
What the game says at each level

Wealthy Chieftain: Once a mere raider, now a man of wealth and influence. He has gathered enough wealth to be considered rich by the standards of his tribe. His warriors drink from his golden cups, and his home is filled with spoils of war and goods from distant lands.

Very Wealthy Chieftain: This man’s halls echo with laughter as he enjoys the spoils of his fortune. Whether by plunder or trade, his coffers overflow with the finest plunder and traded goods from distant lands, and his influence grows. He now commands the loyalty of not just warriors, but craftsmen, traders, and even druids, all eager to share in his prosperity.

Extremely Wealthy Chieftain: This chieftain now commands immense wealth, enough to buy the loyalty of entire villages. His influence stretches beyond his tribe with entire communities bowing to his power, as merchants and emissaries from neighboring lands seek his favour, yet with each chest of gold he hoards, his people grow more restless, knowing their hard-earned goods go to his halls while they struggle to survive.

Legendary Wealthy Chieftain: Rich beyond measure, this man’s wealth is now legendary, surpassing that of any other chieftain in the known lands. His influence over the tribe is near total, but with such riches comes great risk. Many of his warriors and subjects feel he has grown too distant, consumed by his insatiable desire for more wealth, while his rivals plot his downfall.

Cultures that never receive it (16)

Phoenician · Scythian · Roman · Egyptian · Ethiopian · Libyan · Caucasian · Anatolian · Iranian · Arab · Indian · Greek · Western Hellenistic · Eastern Hellenistic · Iberian · Thracian

Retinue whose arrival is tied to this trait: Gold Torc, Hispano-Celtic Antennae Sword, Trader of Emporion, Turdetanian Noble Wife, Turdetanian Noble Wife, Turdetanian Noble Wife.

How it is gained: on coming of age, on capturing a settlement, ending a turn in a settlement, at the end of the character's turn
When Points Chance Conditions
on coming of age +2 80% his father has Wealthy Chieftain at level 2 or higher
on coming of age +1 40% his father has Wealthy Chieftain at level 2 or higher
on coming of age +1 20% his father has Wealthy Chieftain at level 2 or higher
on coming of age +1 5% his father has Wealthy Chieftain
on coming of age +1 5% his father has Wealthy Chieftain
on coming of age +1 15% his father has Flexible · of Gallic, Dacian, Brittonic, Germanic or Celtiberian culture
on capturing a settlement +1 80% is a general · of Gallic, Dacian, Brittonic, Germanic or Celtiberian culture
ending a turn in a settlement +1 2% has less than level 4 of Wealthy Chieftain · has less than level 2 of Stern · has Apprentice Trader · in a region with Incense · of Gallic, Dacian, Brittonic, Germanic or Celtiberian culture
ending a turn in a settlement +1 2% has less than level 4 of Wealthy Chieftain · has less than level 2 of Stern · has Miner · in a region with Gold · of Gallic, Dacian, Brittonic, Germanic or Celtiberian culture
ending a turn in a settlement +1 2% has less than level 4 of Wealthy Chieftain · has less than level 2 of Stern · has Apprentice Trader · in a region with Purple Dye · of Gallic, Dacian, Brittonic, Germanic or Celtiberian culture
ending a turn in a settlement +1 1% has Governs for Himself · distance to the capital above 150 · has Administrator · has less than level 4 of Wealthy Chieftain · is not the faction leader · is not the faction heir · of Gallic, Dacian, Brittonic, Germanic or Celtiberian culture · 10% chance
at the end of the character's turn +1 2% has Flexible · of Gallic, Dacian, Brittonic, Germanic or Celtiberian culture
on devastating land +1 30% has less than level 4 of Wealthy Chieftain · of Gallic, Dacian, Brittonic, Germanic or Celtiberian culture
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)
on exterminating a captured city +2 70% is a general · of Gallic, Dacian, Brittonic, Germanic or Celtiberian culture
on exterminating a captured city +2 45% is a general · of Gallic, Dacian, Brittonic, Germanic or Celtiberian culture
on enslaving a captured city +2 45% is a general · of Gallic, Dacian, Brittonic, Germanic or Celtiberian culture
on enslaving a captured city +2 20% is a general · of Gallic, Dacian, Brittonic, Germanic or Celtiberian culture
ending a turn in a settlement +1 5% has Frugal · has less than level 3 of Wealthy Chieftain · has Careful With Money · of Gallic, Dacian, Brittonic, Germanic or Celtiberian culture
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 25% has Enemy Camp Captured · has less than level 4 of Wealthy Chieftain · of Gallic, Dacian, Brittonic, Germanic or Celtiberian culture
at the start of the character's turn +1 25% has Enemy Camp Captured · has less than level 4 of Wealthy Chieftain · of Gallic, Dacian, Brittonic, Germanic or Celtiberian culture
on marriage +1 100% has Disgraced Family at level 5 or higher · of Gallic, Dacian, Brittonic, Germanic or Celtiberian culture
when offered for marriage +1 100% has Disgraced Family at level 5 or higher · of Gallic, Dacian, Brittonic, Germanic or Celtiberian culture
when offered for adoption +1 100% has Disgraced Family at level 5 or higher · of Gallic, Dacian, Brittonic, Germanic or Celtiberian culture
when offered for adoption as a man of the hour +1 100% has Disgraced Family at level 5 or higher · of Gallic, Dacian, Brittonic, Germanic or Celtiberian culture
after a battle +1 10% won the battle · killed at least 50% of the enemy · has less than level 3 of Axebitten · has Troubled Mind · fought in person · of Gallic, Dacian, Brittonic or Germanic culture (plus hidden conditions)
on capturing a settlement +2 100% in Ankyra · does not have King of the Gauls · of Gallic culture
on capturing a settlement +2 100% in Delphoi · does not have Delphaeneitha · of Gallic culture
on capturing a settlement +2 100% in Rome · does not have Conqueror of Rome · of Gallic culture
on capturing a settlement +2 100% in Pergamon · does not have Conqueror of Pergamon · of Gallic culture

Weary Governor

Appears on family members (generals, governors, leaders) · 2 levels · pulls against Resolute Governor, Lively, Focused, Determined · at most 40 characters may hold it.

Level At points Effects
Weary Governor 2 -1 Management
Indifferent Governor 4 -2 Management, -1 Law
What the game says at each level

Weary Governor: The spirit is willing, but the flesh is weak. The burden of leadership weighs heavily on this man, and his once-vigorous spirit now appears worn. His decisions are increasingly marked by fatigue, though he still clings to his responsibilities out of sheer duty.

Indifferent Governor: This man governs with the enthusiasm of a statue. His relaxed, laid-back approach towards the city’s affairs is noticed by all, leading to a gradual decline of the city. Truly nothing seems to happen under his supervision.

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% 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
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)

Weatherbound

Appears on family members (generals, governors, leaders) · pulls against Effect Removed.

Effects: -1 Troop Morale, -1 Line of Sight

Caught in unexpected, miserable weather, this army is trying to cross through mud, rain, and worse. Morale has decreased, as the troops curse their luck and wish for sunnier skies.

How it is gained and lost: at the end of the character's turn
When Points Chance Conditions
at the end of the character's turn loses 1 100% does not belong to Free Peoples · is a general · has Weatherbound
at the end of the character's turn +1 1% does not have Stalled by Weather · in enemy lands · in his own faction's lands · does not have Weatherbound · either has Inferior Commander or has Bad Scout or has less than level 3 of Green or has Hasty Commander at level 2 or higher or has Oblivious about Geography at level 2 or higher or has Poor Ambusher or has Poor Disciplinarian

Welcoming To Foreigners

Appears on family members (generals, governors, leaders) · 3 levels · pulls against Distrusts Outsiders. Once it reaches Fascinated By Outsiders it cannot drop back.

Level At points Effects
Welcoming To Foreigners 2 -2 Public Security
Likes Strangers 6 -4 Public Security
Fascinated By Outsiders 12 -6 Public Security, -1 Influence
What the game says at each level

Welcoming To Foreigners: Friendly and open to all that is new, this man welcomes strangers to his home with open arms.

Likes Strangers: This man loves to be regaled with tales of foreign lands and strange customers. Outlanders are warmly welcomed at his table.

Fascinated By Outsiders: This man is fascinated by the strange and exotic ways of other lands and people, sometimes to the detriment of his own people, his duties and true loyalties!

Retinue whose arrival is tied to this trait: Antigonus of Sokho, Celtic Master Smith, Exotic Slave, Foreign Affairs Scholar, Hillel the Elder, Iberian Master Smith, Sage from the East, Yose ben Yoezer.

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 +2 20% his father has Welcoming To Foreigners
on coming of age +2 4% always
ending a turn in a settlement +1 1% does not belong to Free Peoples · has less than level 3 of Welcoming To Foreigners · distance to the capital above 160 · is not the faction leader · is not the faction heir · does not have Feels Neglected · has Trustworthy · 10% chance (plus hidden conditions)
at the end of the character's turn +1 1% does not belong to Free Peoples · has Welcoming To Foreigners

Well-fed

Appears on family members (generals, governors, leaders) · 4 levels · pulls against Athletic, In Shape.

Level At points Effects
Well-fed 1 +1 Hit Points
Corpulent 8 +1 Influence, -1 Hit Points
Obese 14 -1 Influence, -1 Fertility, -2 Hit Points
Morbidly Obese 20 -2 Influence, -3 Fertility, -3 Hit Points
What the game says at each level

Well-fed: Too many victory feasts and governorship duties have taken their toll, his armour fits tighter than it once did, and his breathing comes heavier after marching.

Corpulent: This man shows his affluence partially through his own body weight, and is envied by the common folk for only by being well-fed could someone reach his size.

Obese: This man's weight is starting to get out of control. He is no longer envied by his peers or the common folk for his size. His tired breathing and difficulty mounting horses are noticed by all. Perhaps he should try to get out more...

Morbidly Obese: This man is a slave to food, and grows furious whenever his meals are even one moment late. Neither his legs nor can any horse carry him anymore. Instead he is wheeled or carried about by a group of unlucky servants...

How it is gained: when selected, ending a turn in a settlement, at the end of the character's turn, on coming of age
When Points Chance Conditions
when selected +2 20% does not have In Shape · does not have Well-fed · does not have Athletic · has Youthful at level 5 or higher
when selected +2 20% does not have In Shape · does not have Well-fed · does not have Athletic · is a general
ending a turn in a settlement +2 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
ending a turn in a settlement +2 1% does not belong to Free Peoples · over 90% of his movement left · has less than level 4 of Well-fed (plus hidden conditions)
ending a turn in a settlement +2 1% does not belong to Free Peoples · over 90% of his movement left · the settlement has Forum or better · 20% chance
ending a turn in a settlement +2 5% 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
at the end of the character's turn +2 3% does not belong to Free Peoples · has Social Drinker · 45% chance
at the end of the character's turn +2 1% does not belong to Free Peoples · 10% chance (plus hidden conditions)
at the end of the character's turn +2 3% does not belong to Free Peoples · has Rather Lazy (plus hidden conditions)
ending a turn in a settlement +2 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 +2 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 +2 1% in his own faction's lands · does not have Moderate Drinker · has Gourmet of Life · does not have Lover of Feasts · does not have Stern · does not have Restrained · has Wealthy at level 2 or higher · Influence 4 or more (plus hidden conditions)
ending a turn in a settlement +2 1% in his own faction's lands · does not have Moderate Drinker · has Gourmet of Life · does not have Lover of Feasts · does not have Stern · does not have Restrained · has Wealthy at level 2 or higher · Influence 4 or more (plus hidden conditions)
ending a turn in a settlement +2 1% in his own faction's lands · has Social Drinker at level 2 or higher · does not have Lover of Feasts · does not have Stern · does not have Restrained · has Wealthy at level 2 or higher · Influence 4 or more (plus hidden conditions)
ending a turn in a settlement +2 1% does not belong to Free Peoples · does not have Moderate Drinker · has Gourmet of Life · does not have Lover of Feasts · belongs to Antigonid Kingdom · does not have Stern · does not have Restrained · has Wealthy at level 2 or higher · Influence below 6 (plus hidden conditions)
ending a turn in a settlement +2 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
ending a turn in a settlement +2 1% does not belong to Free Peoples · has less than level 4 of Well-fed · has Attuned Governor (plus hidden conditions)
ending a turn in a settlement +2 1% does not belong to Free Peoples · has Lover of Feasts · has less than level 4 of Well-fed · has Attuned Governor
ending a turn in a settlement +2 1% does not belong to Free Peoples · has Loves Tuna Fish · does not have Lover of Feasts · has less than level 4 of Well-fed · does not have Restrained · has Wealthy at level 2 or higher (plus hidden conditions)
on coming of age +2 20% always
when offered for marriage +2 20% always
when offered for adoption +2 20% always

Well-Integrated with Locals

Appears on family members (generals, governors, leaders) · at most 10 characters may hold it · never on 13 of the cultures.

Effects: -1 Unrest, +1 Influence

Over time, this warlord and his men have merged with the local population, creating a unique mix of barbarians with local customs. They’ve even started looking like the locals, albeit bigger, hairier, and slightly more prone to drunk fights at festivals. The locals now refer to them fondly as “semi-natives” or “those strange cousins from the north.”

Cultures that never receive it (13)

Phoenician · Libyan · Roman · Caucasian · Anatolian · Greek · Western Hellenistic · Eastern Hellenistic · Egyptian · Ethiopian · Iranian · Arab · Indian

How it is gained: ending a turn in a settlement
When Points Chance Conditions
ending a turn in a settlement +1 10% is a general · either has Adopted Local Culture or has Embraced Local Culture or has Embraced Local Culture · of Germanic culture · does not have Well-Integrated with Locals · does not have Native Grandson · does not have Semi-Native Conqueror · does not have Son of Two Worlds · does not have The People’s Champion (plus hidden conditions)

Wife Above Reproach

Appears on family members (generals, governors, leaders) · pulls against Subject of Rumours · at most 15 characters may hold it. Once it reaches Wife Above Reproach it cannot drop back.

Effects: +1 Influence

This man is blessed with a faithful wife who is an ornament to his family and home.

How it is gained: on marriage, when offered for adoption, when offered for marriage, when offered for adoption as a man of the hour
When Points Chance Conditions
on marriage +1 5% always
on marriage +1 5% does not have Ugly, Ignorant Wife (plus hidden conditions)
on marriage +1 5% does not have Ugly, Ignorant Wife (plus hidden conditions)
on marriage +1 5% does not have Ugly, Ignorant Wife (plus hidden conditions)
on marriage +1 8% does not have Ugly, Ignorant Wife (plus hidden conditions)
on marriage +1 5% does not have Ugly, Ignorant Wife (plus hidden conditions)
when offered for adoption +1 5% does not have Ugly, Ignorant Wife (plus hidden conditions)
when offered for adoption +1 5% does not have Ugly, Ignorant Wife (plus hidden conditions)
when offered for adoption +1 5% does not have Ugly, Ignorant Wife (plus hidden conditions)
when offered for adoption +1 5% does not have Ugly, Ignorant Wife (plus hidden conditions)
when offered for adoption +1 5% does not have Ugly, Ignorant Wife (plus hidden conditions)
when offered for adoption +1 5% does not have Ugly, Ignorant Wife (plus hidden conditions)
when offered for marriage +1 5% does not have Ugly, Ignorant Wife (plus hidden conditions)
when offered for marriage +1 5% does not have Ugly, Ignorant Wife (plus hidden conditions)
when offered for marriage +1 5% does not have Ugly, Ignorant Wife (plus hidden conditions)
when offered for marriage +1 5% does not have Ugly, Ignorant Wife (plus hidden conditions)
when offered for marriage +1 5% does not have Ugly, Ignorant Wife (plus hidden conditions)
when offered for marriage +1 5% does not have Ugly, Ignorant Wife (plus hidden conditions)
when offered for marriage +1 5% does not have Ugly, Ignorant Wife (plus hidden conditions)
when offered for marriage +1 5% does not have Ugly, Ignorant Wife (plus hidden conditions)
when offered for adoption as a man of the hour +1 5% does not have Ugly, Ignorant Wife (plus hidden conditions)
when offered for adoption as a man of the hour +1 5% does not have Ugly, Ignorant Wife (plus hidden conditions)
when offered for adoption as a man of the hour +1 5% does not have Ugly, Ignorant Wife (plus hidden conditions)
when offered for adoption as a man of the hour +1 5% does not have Ugly, Ignorant Wife (plus hidden conditions)
when offered for adoption as a man of the hour +1 5% does not have Ugly, Ignorant Wife (plus hidden conditions)
when offered for adoption as a man of the hour +1 5% does not have Ugly, Ignorant Wife (plus hidden conditions)

Wife was Nikesas Heraion

Appears on family members (generals, governors, leaders) · at most 10 characters may hold it · never on 17 of the cultures.

Effects: +1 Influence

This man’s pride and joy isn’t just his own accomplishments, it’s his wife’s. Before she was busy managing the household, she was busy winning the Heraean Games at Olympia, outpacing every other young woman to claim her crown of olive leaves. Now, he proudly brags about how she even got to keep a portion of a sacrificial cow, because nothing says “I love you” like a hunk of beef sacrificed to Hera.

Cultures that never receive it (17)

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

How it is gained: on marriage, when offered for adoption, when offered for marriage, when offered for adoption as a man of the hour
When Points Chance Conditions
on marriage +1 6% of Greek, Western Hellenistic or Eastern Hellenistic culture (plus hidden conditions)
when offered for adoption +1 4% of Greek, Western Hellenistic or Eastern Hellenistic culture (plus hidden conditions)
when offered for marriage +1 4% of Greek, Western Hellenistic or Eastern Hellenistic culture (plus hidden conditions)
when offered for adoption as a man of the hour +1 4% of Greek, Western Hellenistic or Eastern Hellenistic culture (plus hidden conditions)

Winter

Appears on family members (generals, governors, leaders) · pulls against Summer, Autumn, Spring.

Effects: -4 Movement Points

A season characterized by relentless rains and the growth of winter grain, with storms raging more frequently, and travel becoming perilously restricted. Roads turn to mud, forage disappears, ships are drawn up onto the shores and packed to keep the rot away.

How it is gained: at the end of the character's turn, on coming of age
When Points Chance Conditions
at the end of the character's turn +2 100% does not belong to Free Peoples · is not an admiral · on turn 6 or 7
at the end of the character's turn +2 100% is not an admiral · either on turn 14 or 15 or on turn 22 or 23 or on turn 30 or 31 or on turn 38 or 39 or on turn 46 or 47 or on turn 54 or 55 or on turn 62 or 63 or on turn 70 or 71 or on turn 78 or 79 or on turn 86 or 87 or on turn 94 or 95 or on turn 102 or 103 or on turn 110 or 111 or on turn 118 or 119 or on turn 126 or 127 or on turn 134 or 135 or on turn 142 or 143 or on turn 150 or 151 or on turn 158 or 159 or on turn 166 or 167 or on turn 174 or 175 or on turn 182 or 183 or on turn 190 or 191 or on turn 198 or 199 or on turn 206 or 207 or on turn 214 or 215 or on turn 222 or 223 or on turn 230 or 231 or on turn 238 or 239 or on turn 246 or 247 or on turn 254 or 255 or on turn 262 or 263 or on turn 270 or 271 or on turn 278 or 279 or on turn 286 or 287 or on turn 294 or 295 or on turn 302 or 303 or on turn 310 or 311 or on turn 318 or 319 or on turn 326 or 327 or on turn 334 or 335 or on turn 342 or 343 or on turn 350 or 351 or on turn 358 or 359 or on turn 366 or 367 or on turn 374 or 375 or on turn 382 or 383 or on turn 390 or 391 or on turn 398 or 399 or on turn 406 or 407 or on turn 414 or 415 or on turn 422 or 423 or on turn 430 or 431 or on turn 438 or 439 or on turn 446 or 447 or on turn 454 or 455 or on turn 462 or 463 or on turn 470 or 471 or on turn 478 or 479 or on turn 486 or 487 or on turn 494 or 495 or on turn 502 or 503 or on turn 510 or 511 or on turn 518 or 519 or on turn 526 or 527 or on turn 534 or 535 or on turn 542 or 543 or on turn 550 or 551 or on turn 558 or 559 or on turn 566 or 567 or on turn 574 or 575 or on turn 582 or 583 or on turn 590 or 591 or on turn 598 or 599 or on turn 606 or 607 or on turn 614 or 615 or on turn 622 or 623 or on turn 630 or 631 or on turn 638 or 639 or on turn 646 or 647 or on turn 654 or 655 or on turn 662 or 663 or on turn 670 or 671 or on turn 678 or 679 or on turn 686 or 687 or on turn 694 or 695 or on turn 702 or 703 or on turn 710 or 711 or on turn 718 or 719 or on turn 726 or 727 or on turn 734 or 735 or on turn 742 or 743 or on turn 750 or 751 or on turn 758 or 759 or on turn 766 or 767 or on turn 774 or 775 or on turn 782 or 783 or on turn 790 or 791 or on turn 798 or 799 or on turn 806 or 807 or on turn 814 or 815 or on turn 822 or 823 or on turn 830 or 831 or on turn 838 or 839 or on turn 846 or 847 or on turn 854 or 855 or on turn 862 or 863 or on turn 870 or 871 or on turn 878 or 879 or on turn 886 or 887 or on turn 894 or 895 or on turn 902 or 903 or on turn 910 or 911 or on turn 918 or 919 or on turn 926 or 927 or on turn 934 or 935 or on turn 942 or 943 or on turn 950 or 951 or on turn 958 or 959 or on turn 966 or 967 or on turn 974 or 975 or on turn 982 or 983 or on turn 990 or 991 or on turn 998 or 999 or on turn 1006 or 1007 or on turn 1014 or 1015 or on turn 1022 or 1023 or on turn 1030 or 1031 or on turn 1038 or 1039 or on turn 1046 or 1047 or on turn 1054 or 1055 or on turn 1062 or 1063 or on turn 1070 or 1071 or on turn 1078 or 1079 or on turn 1086 or 1087 or on turn 1094 or 1095 or on turn 1102 or 1103 or on turn 1110 or 1111 or on turn 1118 or 1119 or on turn 1126 or 1127 or on turn 1134 or 1135 or on turn 1142 or 1143 or on turn 1150 or 1151 or on turn 1158 or 1159 or on turn 1166 or 1167 or on turn 1174 or 1175 or on turn 1182 or 1183 or on turn 1190 or 1191 or on turn 1198 or 1199 or on turn 1206 or 1207 or on turn 1214 or 1215 or on turn 1222 or 1223 or on turn 1230 or 1231 or on turn 1238 or 1239 or on turn 1246 or 1247 or on turn 1254 or 1255 or on turn 1262 or 1263 or on turn 1270 or 1271 or on turn 1278 or 1279 or on turn 1286 or 1287 or on turn 1294 or 1295 or on turn 1302 or 1303 or on turn 1310 or 1311 or on turn 1318 or 1319 or on turn 1326 or 1327 or on turn 1334 or 1335 or on turn 1342 or 1343 or on turn 1350 or 1351 or on turn 1358 or 1359 or on turn 1366 or 1367 or on turn 1374 or 1375 or on turn 1382 or 1383 or on turn 1390 or 1391 or on turn 1398 or 1399 or on turn 1406 or 1407 or on turn 1414 or 1415 or on turn 1422 or 1423 or on turn 1430 or 1431 or on turn 1438 or 1439 or on turn 1446 or 1447 or on turn 1454 or 1455 or on turn 1462 or 1463 or on turn 1470 or 1471 or on turn 1478 or 1479 or on turn 1486 or 1487 or on turn 1494 or 1495 or on turn 1502 or 1503 or on turn 1510 or 1511 or on turn 1518 or 1519 or on turn 1526 or 1527 or on turn 1534 or 1535 or on turn 1542 or 1543 or on turn 1550 or 1551 or on turn 1558 or 1559 or on turn 1566 or 1567 or on turn 1574 or 1575 or on turn 1582 or 1583 or on turn 1590 or 1591 or on turn 1598 or 1599 or on turn 1606 or 1607 or on turn 1614 or 1615 or on turn 1622 or 1623 or on turn 1630 or 1631 or on turn 1638 or 1639 or on turn 1646 or 1647 or on turn 1654 or 1655 or on turn 1662 or 1663 or on turn 1670 or 1671 or on turn 1678 or 1679 or on turn 1686 or 1687 or on turn 1694 or 1695 or on turn 1702 or 1703 or on turn 1710 or 1711 or on turn 1718 or 1719 or on turn 1726 or 1727 or on turn 1734 or 1735 or on turn 1742 or 1743 or on turn 1750 or 1751 or on turn 1758 or 1759 or on turn 1766 or 1767 or on turn 1774 or 1775 or on turn 1782 or 1783 or on turn 1790 or 1791 or on turn 1798 or 1799 or on turn 1806 or 1807 or on turn 1814 or 1815 or on turn 1822 or 1823 or on turn 1830 or 1831 or on turn 1838 or 1839 or on turn 1846 or 1847 or on turn 1854 or 1855 or on turn 1862 or 1863 or on turn 1870 or 1871 or on turn 1878 or 1879 or on turn 1886 or 1887 or on turn 1894 or 1895 or on turn 1902 or 1903 or on turn 1910 or 1911 or on turn 1918 or 1919 or on turn 1926 or 1927 or on turn 1934 or 1935 or on turn 1942 or 1943 or on turn 1950 or 1951 or on turn 1958 or 1959 or on turn 1966 or 1967 or on turn 1974 or 1975 or on turn 1982 or 1983 or on turn 1990 or 1991 or on turn 1998 or 1999 or on turn 2006 or 2007 or on turn 2014 or 2015 or on turn 2022 or 2023 or on turn 2030 or 2031 or on turn 2038 or 2039 or on turn 2046 or 2047 or on turn 2054 or 2055 or on turn 2062 or 2063 or on turn 2070 or 2071 or on turn 2078 or 2079 or on turn 2086 or 2087 or on turn 2094 or 2095 or on turn 2102 or 2103 or on turn 2110 or 2111 or on turn 2118 or 2119 or on turn 2126 or 2127 or on turn 2134 or 2135 or on turn 2142 or 2143 or on turn 2150 or 2151 or on turn 2158 or 2159 or on turn 2166 or 2167 or on turn 2174 or 2175 or on turn 2182 or 2183 or on turn 2190 or 2191 or on turn 2198 or 2199 or on turn 2206 or 2207 or on turn 2214 or 2215 or on turn 2222 or 2223 or on turn 2230 or 2231 or on turn 2238 or 2239 or on turn 2246 or 2247 or on turn 2254 or 2255 or on turn 2262 or 2263 or on turn 2270 or 2271 or on turn 2278 or 2279 or on turn 2286 or 2287 or on turn 2294 or 2295 or on turn 2302 or 2303 or on turn 2310 or 2311 or on turn 2318 or 2319 or on turn 2326 or 2327 or on turn 2334 or 2335 or on turn 2342 or 2343 or on turn 2350 or 2351 or on turn 2358 or 2359 or on turn 2366 or 2367 or on turn 2374 or 2375 or on turn 2382 or 2383 or on turn 2390 or 2391 or on turn 2398 or 2399 or on turn 2406 or 2407 or on turn 2414 or 2415 or on turn 2422 or 2423 or on turn 2430 or 2431 or on turn 2438 or 2439 or on turn 2446 or 2447 or on turn 2454 or 2455 or on turn 2462 or 2463 or on turn 2470 or 2471 or on turn 2478 or 2479 or on turn 2486 or 2487 or on turn 2494 or 2495 or on turn 2502 or 2503 or on turn 2510 or 2511 or on turn 2518 or 2519 or on turn 2526 or 2527 or on turn 2534 or 2535 or on turn 2542 or 2543 or on turn 2550 or 2551 or on turn 2558 or 2559 or on turn 2566 or 2567 or on turn 2574 or 2575 or on turn 2582 or 2583 or on turn 2590 or 2591 or on turn 2598 or 2599 or on turn 2606 or 2607 or on turn 2614 or 2615 or on turn 2622 or 2623 or on turn 2630 or 2631 or on turn 2638 or 2639 or on turn 2646 or 2647 or on turn 2654 or 2655 or on turn 2662 or 2663 or on turn 2670 or 2671 or on turn 2678 or 2679 or on turn 2686 or 2687 or on turn 2694 or 2695 or on turn 2702 or 2703 or on turn 2710 or 2711 or on turn 2718 or 2719 or on turn 2726 or 2727 or on turn 2734 or 2735 or on turn 2742 or 2743 or on turn 2750 or 2751 or on turn 2758 or 2759 or on turn 2766 or 2767 or on turn 2774 or 2775 or on turn 2782 or 2783 or on turn 2790 or 2791 or on turn 2798 or 2799 or on turn 2806 or 2807
on coming of age +1 100% his father has Winter

Wise

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

Effects: +2 Influence, +1 Management · grants the epithet the Wise

This man has proved that he has the experience, knowledge, and good judgement to convince others to join his path. People seek his counsel, though whether they follow it is another story.

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 · does not have Ignorant · does not have Unwilling to Learn · has Youthful at level 5 or higher · has Cultured at level 2 or higher · does not have Constant Cough · does not have Highly Educated · does not have Wise · does not have Unlucky · does not have Descendant of Herakles · does not have Sophos · has Annoying Intellect at level 4 or higher (plus hidden conditions)

Wolf Warrior

Appears on family members (generals, governors, leaders) · 5 levels · at most 20 characters may hold it.

Level At points Effects
Wolf Warrior 4 +1 Influence
Gifted Killer 8 +1 Influence, +1 Training Units
Zealot of Zalmoxis 12 +2 Influence, +1 Training Units
Undefeated · epithet the Indomitable 16 +2 Influence, +1 Command, +2 Training Units
Lives for War · epithet osdos Areos 24 +2 Influence, +2 Command, +4 Training Units
What the game says at each level

Wolf Warrior: Eager to prove himself, he is an untamed man for whom the smell of blood acts as a stimulant on the battlefield.

Gifted Killer: Insane courage was seen as a virtue by the Getae, and practising it with good results encourages his men to become virtuous as well.

Zealot of Zalmoxis: Believing ardently in the immortality of his spirit and an honourable after-life at the side of Zalmoxes, this warrior's ferocity is unmatched.

Undefeated: Proving his disdain for death on countless occasions, he is a warrior that makes men think that not only his spirit, but his entire person is immortal. Getae flock to his banner, no matter the odds.

Lives for War: Vergilius noted: "Regarding Mars, the Getae gained his goodwill through a savage cult [...] and there existed a deep religious feeling in comparison to the other gods, as it seemed that invoking him was similar to invoking a parent". It is warriors like this man that provided the reasons for this belief.

How it is gained: after a battle
When Points Chance Conditions
after a battle +1 10% did not rout · won the battle · is a general · belongs to Getae
after a battle +1 100% the general's hit-point loss ratio 0.5 or more · won the battle · is a general · does not have Doubtful Courage · has less than level 5 of Wolf Warrior · killed at least 50% of the enemy · belongs to Getae

Worshipper of Voltumna

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

Effects: -1 Unrest

This man has sworn sacred oaths to Voltumna, the ancient god of the Etruscan people and protector of their confederation. The bond of the twelve Etruscan populi was renewed annually at the sacred grove of Fanum Voltumnae, the sanctuary of Voltumnus sited near Volsinii. To him, Rome's gods are foreign usurpers, while Voltumna remains the true divine authority over the Italian lands.

Cultures that never receive it (18)

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

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 · has Reverent · does not have Worshipper of Voltumna · belongs to Volsinii

Worthless Taxman

Appears on family members (generals, governors, leaders) · 4 levels · pulls against Skilled Tax Collector · never on 1 of the cultures.

Level At points Effects
Worthless Taxman 1 -10 Tax Collection
Inefficient Taxman 3 -20 Tax Collection, -1 Influence
Useless Taxman 7 -30 Tax Collection, -2 Influence
Catastrophic Tax Collector 10 -40 Tax Collection, -2 Influence
What the game says at each level

Worthless Taxman: This man is sadly lacking when it comes to collecting taxes, preferring to believe every sob story of hardship rather than just take the money…

Inefficient Taxman: Whether it's simple incompetence or diversion of funds to his own purse, this man lacks the talent to gather taxes.

Useless Taxman: This man has no talent for collecting taxes, and those he does collect have a nasty habit of ending up in the wrong (well, his) strongbox!

Catastrophic Tax Collector: Between this man incompetence and suspicions of corruption, he manages to cost more than he collects. Citizens hide their wealth, flee to neighboring territories, or simply refuse to pay someone so obviously pocketing the proceeds.

Cultures that never receive it (1)

Gallic

Retinue whose arrival is tied to this trait: Tax Farmer.

How it is gained: on coming of age, when a building completes in the governed city, at the end of the character's turn, ending a turn in a settlement
When Points Chance Conditions
on coming of age +1 10% his father has Benevolent Ruler
on coming of age +4 5% his father has Benevolent Ruler
on coming of age +1 5% always
when a building completes in the governed city +1 5% public order from law 11 or more · 11% chance · taxes below High
at the end of the character's turn +1 1% does not belong to Free Peoples · has Social Drinker · 45% chance
at the end of the character's turn +1 1% does not belong to Free Peoples · has Likes a Flutter
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 Considerate Governor
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% does not belong to Free Peoples · has Unwilling to Learn · has less than level 3 of Unwilling to Learn
at the end of the character's turn +1 1% in his own faction's lands · 10% chance (plus hidden conditions)
at the end of the character's turn +1 1% in his own faction's lands · not in enemy lands · ended the turn outside a settlement · 10% chance · over 90% of his movement left (plus hidden conditions)
at the end of the character's turn +1 1% has Flexible · of Gallic, Dacian, Brittonic, Germanic or Celtiberian culture
ending a turn in a settlement +1 1% in his own faction's lands · treasury above 100,000 · taxes above High · 5% chance
ending a turn in a settlement +1 1% in his own faction's lands · has Scandalous Favoritism · 5% chance · does not have Determined
ending a turn in a settlement +1 1% in his own faction's lands · has Surrounded by His Inner Circle · 5% chance
ending a turn in a settlement +1 1% in his own faction's lands · has Notorious Nepotist · 5% chance
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)
at the end of the character's turn +1 1% does not belong to Free Peoples · has Bad Administrator at level 2 or higher

Wounded While Hunting

Appears on family members (generals, governors, leaders) · pulls against Mighty Hunter, Heroic Huntsman, Hunting Disaster, Passionate Hunter, Administrator, Feeling Poorly, Lily-Livered, Firm Personal Morality, Calm, Gloomy, Doubtful Courage, Rather Lazy, Socially Awkward, Resolute Governor, Focused · at most 2 characters may hold it.

Effects: +1 Local Popularity, -1 Influence, -1 Command

Hunting may be this man’s favorite pastime, but the animals have decided to fight back. After a rather embarrassing incident involving a boar, a spear, and an uncooperative horse, he’s now nursing a few injuries. Though his pride is hurt more than his body, the locals are starting to wonder if their governor should stick to governing and leave the boar-hunting to the professionals.

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 Lively at level 2 or higher · has Governor-Hunter · does not have Hunting Disaster · does not have Mighty Hunter · does not have Calm · does not have Feeling Poorly · does not have Wounded While Hunting · does not have Heroic Huntsman
ending a turn in a settlement +1 1% does not belong to Free Peoples · has Untouched By Fear at level 2 or higher · has Governor-Hunter · does not have Resolute Governor · does not have Mighty Hunter · does not have Passionate Hunter · does not have Feeling Poorly · does not have Administrator · does not have Hunting Disaster · does not have Wounded While Hunting
ending a turn in a settlement +1 1% does not belong to Free Peoples · has Untouched By Fear at level 2 or higher · has Governor-Hunter · does not have Resolute Governor · does not have Heroic Huntsman · does not have Passionate Hunter · does not have Feeling Poorly · does not have Hunting Disaster · does not have Wounded While Hunting (plus hidden conditions)
ending a turn in a settlement +1 1% does not belong to Free Peoples · has Healthy at level 2 or higher · has Governor-Hunter · does not have Resolute Governor · does not have Heroic Huntsman · does not have Passionate Hunter · does not have Feeling Poorly · does not have Hunting Disaster · does not have Wounded While Hunting (plus hidden conditions)

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