Retinue: F
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21 retinue members whose name begins with F. A · B · C · D · E · F · G · H · I · J · K · L · M · N · O · P · Q · R · S · T · U · V · W · X · Y · Z
Fabius Pictor
unique (one in the world at a time) · never for 19 of the cultures.
Effects: +1 Influence
Rome's first annalist of note and grandson of the famous Caius Fabius Pictor who painted the Temple of Salus in Rome. Quintus is well connected with many eminent Roman Senators.
Acquisition is tied to the trait: Firm Personal Morality.
Cultures that never receive it (19)
Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Phoenician · Libyan · Caucasian · Anatolian · Iranian · Arab · Indian · Egyptian · Ethiopian · Greek · Western Hellenistic · Eastern Hellenistic · Illyrian
How it is gained: at the end of the character's turn
| When | Chance | Conditions | When | Chance | Conditions | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| at the end of the character's turn | 20% | ended the turn in a settlement · over 90% of his movement left · the settlement has Small School (Civic) or better · is a general · from turn 182 on · before turn 444 · has Firm Personal Morality | at the end of the character's turn | 20% | ended the turn in a settlement · over 90% of his movement left · the settlement has Small School (Civic) or better · is a general · from turn 182 on · before turn 444 · has Firm Personal Morality |
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Fable Weaver
never alongside Lore Keeper, Corrupt Lawyer, Lawyer · never for 3 of the cultures.
Effects: +1 Management
This storyteller has a tale for every occasion. Need a moral lesson? He’s got one, though the lesson often seems suspiciously tailored to favour whoever’s paying him. Still, his fables have a way of inspiring, or at least keeping people entertained.
Acquisition is tied to traits: Eligible For Feasting, Fluent Speaker.
Cultures that never receive it (3)
Phoenician · Libyan · Roman
How it is gained: ending a turn in a settlement
| When | Chance | Conditions | When | Chance | Conditions | ||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| ending a turn in a settlement | 2% | over 90% of his movement left · the settlement has Large Forum or better · has Fluent Speaker | ending a turn in a settlement | 1% | over 90% of his movement left · the settlement has Large Forum or better · has Eligible For Feasting at level 2 or higher · of Gallic, Celtiberian, Brittonic, Germanic, Dacian or Thracian culture |
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Falernian Wine Merchant
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Effects: +1 Influence, -1 Unrest, -1 Command
Grown on the volcanic slopes of northern Campania, Falernian wine is the most prestigious, expensive, and intoxicating vintage in the known world, so strong that it can catch fire. This man oversees the general's personal supply, ensuring every amphora is in perfect condition. A glass of white Falernian makes every meal more enjoyable, though it gives you a terrible headache the morning after a party.
Acquisition is tied to traits: Social Drinker, Green, Wealthy.
How it is gained: ending a turn in a settlement
| When | Chance | Conditions | When | Chance | Conditions | When | Chance | Conditions | When | Chance | Conditions |
|---|---|---|---|---|---|---|---|---|---|---|---|
| ending a turn in a settlement | 1% | has Wealthy · 40% chance (plus hidden conditions) | ending a turn in a settlement | 2% | in Capua (plus hidden conditions) | ending a turn in a settlement | 5% | has Social Drinker · in Capua | ending a turn in a settlement | 2% | has Green at level 3 or higher (plus hidden conditions) |
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Famed Champion
unique (one in the world at a time) · never alongside Beggar, Guide · never for 7 of the cultures.
Effects: +1 Subterfuge
While others hide behind their shields, this champion challenges his enemies for duels, finding excitment in killing his rivals in plain sight.
Acquisition is tied to the trait: Cutthroat.
Cultures that never receive it (7)
Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Scythian
How it is gained: on surviving an assassination attempt
| When | Chance | Conditions | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| on surviving an assassination attempt | 5% | over 90% of his movement left · has Cutthroat at level 3 or higher · is an assassin |
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Famous Athlete
never for 14 of the cultures.
Effects: +1 Influence
He can run faster than the wind, jump higher than a horse, and throw a javelin farther than most can dream! He’s famous, he’s fit, and he brings you glory just by standing next to you, until he finds a better patron, of course.
Cultures that never receive it (14)
Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Phoenician · Libyan · Scythian · Caucasian · Anatolian · Iranian · Arab · Indian
How it is gained: ending a turn in a settlement
| When | Chance | Conditions | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| ending a turn in a settlement | 1% | is a general · the settlement has Wooden Arena (Leisure) or better · 6% chance |
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Famous Charioteer
never for 20 of the cultures.
Effects: +1 Influence, +1 Training Animal Units
Master of horses and wheels, he speeds through the arenas like Mercury himself. The people cheer for him, the women want him, and the horses… well, they just try to keep up.
Acquisition is tied to the trait: Race Goer.
Cultures that never receive it (20)
Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Scythian · Phoenician · Libyan · Caucasian · Anatolian · Iranian · Arab · Indian · Egyptian · Ethiopian · Greek · Western Hellenistic · Eastern Hellenistic · Illyrian
How it is gained: ending a turn in a settlement
| When | Chance | Conditions | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| ending a turn in a settlement | 3% | has Race Goer · over 90% of his movement left · the settlement has Huge Hippodrome (Leisure) |
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Famous Warrior
never alongside Decorated Hero · never for 13 of the cultures.
Effects: +1 Troop Morale, +2 Training Units
The leader who can attract great warriors to his cause increases his own stature in the eyes of the people. His presence certainly boosts your prestige.
Acquisition is tied to traits: Lone Wolf, War Chief.
Cultures that never receive it (13)
Phoenician · Libyan · Caucasian · Anatolian · Iranian · Arab · Indian · Egyptian · Ethiopian · Greek · Western Hellenistic · Eastern Hellenistic · Roman
How it is gained: after a battle, ending a turn in a settlement
| When | Chance | Conditions | When | Chance | Conditions | When | Chance | Conditions | |||
|---|---|---|---|---|---|---|---|---|---|---|---|
| after a battle | 4% | won the battle · killed at least 50% of the enemy · has War Chief at level 2 or higher · is a general | ending a turn in a settlement | 1% | has Lone Wolf at level 5 or higher · over 90% of his movement left | ending a turn in a settlement | 2% | over 90% of his movement left · the settlement has Barracks and Armoury or better · 10% chance · is a general |
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Fanatic
never alongside Apocalyptic Preacher, Zealot, Aramaic Ascetic · never for 14 of the cultures.
Effects: -2 Management, +1 Troop Morale, +2 Unrest
Some people willingly purge this world in order to prepare for the next one.
Acquisition is tied to the trait: Favour of the Gods.
Cultures that never receive it (14)
Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Egyptian · Ethiopian · Greek · Western Hellenistic · Eastern Hellenistic · Roman · Phoenician · Libyan
How it is gained: ending a turn in a settlement
| When | Chance | Conditions | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| ending a turn in a settlement | 1% | has Favour of the Gods at level 2 or higher · over 90% of his movement left · the settlement has Awesome Temple or better |
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Father Helmet
never alongside Royal Bendis Greave · never for 8 of the cultures.
Effects: +1 Influence
After coming of age, this man has received his old father helmet as a gift. He shall wear it with pride!
Cultures that never receive it (8)
Caucasian · Anatolian · Iranian · Arab · Indian · Phoenician · Libyan · Roman
How it is gained: on coming of age
| When | Chance | Conditions | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| on coming of age | 10% | is a general · of Thracian culture |
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Finely Bred Horse
never alongside Trusty Steed, Senatorial Horse, Blood-Sweating Horse.
Effects: +1 Cavalry Command, +1 Influence, +2 Movement Points
This is a horse of superior qualities that will make his master proud and that his master's peers will regard with knowing appreciation. It will offer great speed and stamina when required, helping his owner in travel and battle and maybe making him even more adept at the use of cavalry in war.
Acquisition is tied to the trait: Skilled Cavalry Commander.
How it is gained: ending a turn in a settlement
| When | Chance | Conditions | When | Chance | Conditions | When | Chance | Conditions | |||
|---|---|---|---|---|---|---|---|---|---|---|---|
| ending a turn in a settlement | 2% | is a general · over 90% of his movement left · the settlement has Racing Course (Leisure) or better · the settlement has Forum or better · has Skilled Cavalry Commander | ending a turn in a settlement | 2% | Command above 3 · over 90% of his movement left · has Skilled Cavalry Commander at level 2 or higher (plus hidden conditions) | ending a turn in a settlement | 2% | Command above 5 · over 90% of his movement left · the settlement has Forum or better · Command above 5 |
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Firekindler of the Sacred Flames
never alongside Pyrotechnician, Pyromaniac · never for 11 of the cultures.
Effects: -2 Unrest, +5 Bribe Resistance
Taking care of the fires of purification is their sacred duty.
Cultures that never receive it (11)
Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Phoenician · Libyan · Egyptian · Ethiopian · Roman
Granted by events.
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Fisherman
never alongside Animal Trader, Beastmaster, Veterinarian.
Effects: -1 Influence, +5 Trading, -1 Squalor
He brings in fresh seafood to feed the masses and brings a distinct smell that drives off dignitaries. Perfect for when you want trade profits but not foreign visitors.
Acquisition is tied to the trait: Considerate Governor.
How it is gained: ending a turn in a settlement, at the end of the character's turn
| When | Chance | Conditions | When | Chance | Conditions | When | Chance | Conditions | |||
|---|---|---|---|---|---|---|---|---|---|---|---|
| ending a turn in a settlement | 2% | over 90% of his movement left · the settlement has Trade Port or better · has Considerate Governor · of Gallic, Celtiberian, Brittonic, Germanic, Dacian or Thracian culture | ending a turn in a settlement | 2% | over 90% of his movement left · the settlement has Fish Salter (Urban) or better · is a general · of Gallic, Celtiberian, Brittonic, Germanic, Dacian or Thracian culture | at the end of the character's turn | 2% | ended the turn in a settlement · over 90% of his movement left · the settlement has Awesome Temple or better · has Considerate Governor · is a general |
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Floozy
never alongside Wailing Woman, Pet Sheep, Concubine · never for 13 of the cultures.
Effects: +1 Troop Morale, -2 Personal Security
Every truly great man deserves the companionship of a cheap floozy at some point in his career!
Acquisition is tied to traits: Untouched By Fear, Casual Adulterer.
Cultures that never receive it (13)
Phoenician · Libyan · Caucasian · Anatolian · Iranian · Arab · Indian · Egyptian · Ethiopian · Greek · Western Hellenistic · Eastern Hellenistic · Roman
How it is gained: after a battle
| When | Chance | Conditions | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| after a battle | 15% | won the battle · has Casual Adulterer · has Untouched By Fear · is a general |
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Foodtaster
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Effects: +1 Personal Security
Death can come in many forms, and even the dining table requires a guardsman of sorts.
Acquisition is tied to the trait: Scant Trust.
How it is gained: on surviving an assassination attempt, ending a turn in a settlement, at the end of the character's turn
| When | Chance | Conditions | When | Chance | Conditions | When | Chance | Conditions | |||
|---|---|---|---|---|---|---|---|---|---|---|---|
| on surviving an assassination attempt | 3% | has Scant Trust · is a general | ending a turn in a settlement | 2% | has Scant Trust · over 90% of his movement left | at the end of the character's turn | 2% | ended the turn in a settlement · over 90% of his movement left · the settlement has Barracks and Armoury or better · has Scant Trust · is a general |
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Foreign Affairs Scholar
never alongside Scholar Apprentice, Astronomy Scholar, Geography Scholar · never for 9 of the cultures.
Effects: +1 Influence, +2 Line of Sight
Knowledge of foreign people lies in empathy with those people, and this scholar has dedicated himself to this type of knowledge.
Acquisition is tied to traits: Educated in Carthage, Administrator, Welcoming To Foreigners.
Cultures that never receive it (9)
Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Phoenician · Libyan · Roman
How it is gained: ending a turn in a settlement, on coming of age
| When | Chance | Conditions | When | Chance | Conditions | When | Chance | Conditions | When | Chance | Conditions |
|---|---|---|---|---|---|---|---|---|---|---|---|
| ending a turn in a settlement | 1% | over 90% of his movement left · the settlement has Awesome Temple · has Administrator · belongs to Parni · is a general | ending a turn in a settlement | 1% | over 90% of his movement left · the settlement has Awesome Temple or better · has Administrator · belongs to Armenia · is a general | ending a turn in a settlement | 1% | over 90% of his movement left · the settlement has Great Academy (Civic) · from a Eastern-group faction · has Welcoming To Foreigners · is a general | ending a turn in a settlement | 1% | over 90% of his movement left · the settlement has Mouseion and the Great Library · has Administrator · is a general |
| on coming of age | 10% | has Educated in Carthage at level 1 · 10% chance |
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Foreign Affairs Scholar (Foreign Affair Scholar2)
never for 9 of the cultures.
Effects: +2 Negotiation, +2 Line of Sight, +1 Influence
This scholar has studied the ways of foreign cultures, and his wisdom in dealing with them has saved many a negotiation. He’ll make friends with the barbarians, the Persians, and maybe even the Greeks, if that’s your thing.
Cultures that never receive it (9)
Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Phoenician · Libyan · Roman
How it is gained: ending a turn in a settlement
| When | Chance | Conditions | When | Chance | Conditions | When | Chance | Conditions | When | Chance | Conditions |
|---|---|---|---|---|---|---|---|---|---|---|---|
| ending a turn in a settlement | 1% | over 90% of his movement left · the settlement has Awesome Temple · belongs to Parni · is a diplomat | ending a turn in a settlement | 1% | over 90% of his movement left · the settlement has Awesome Temple or better · belongs to Armenia · is a diplomat | ending a turn in a settlement | 1% | over 90% of his movement left · the settlement has Great Academy (Civic) · belongs to Ptolemaic Empire · is a diplomat | ending a turn in a settlement | 2% | over 90% of his movement left · the settlement has Mouseion and the Great Library · is a diplomat |
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Foreign Dignitary
never alongside Foreign Hostage.
Effects: +1 Negotiation
Foreigners can be trusted, mostly, to do the right thing, but for their own people. They do have a great understanding of foreign customs and protocols, though.
How it is gained: at the end of the character's turn, ending a turn in a settlement
| When | Chance | Conditions | When | Chance | Conditions | When | Chance | Conditions | |||
|---|---|---|---|---|---|---|---|---|---|---|---|
| at the end of the character's turn | 1% | in enemy lands · is a diplomat | ending a turn in a settlement | 2% | over 90% of his movement left · the settlement has Mouseion and the Great Library or better · is a diplomat | ending a turn in a settlement | 2% | over 90% of his movement left · the settlement has Small School (Civic) or better · is a diplomat |
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Foreign Hostage
never alongside Foreign Dignitary.
Effects: +1 Negotiation
This man is hostage to another's good behaviour, but favoured thanks to his own skills and good conduct.
How it is gained: at the end of the character's turn
| When | Chance | Conditions | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| at the end of the character's turn | 1% | in enemy lands · is a diplomat |
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Former Makedonian Soldier
never alongside Makedonian Noble, Wolf Warrior.
Effects: +1 Command
When the Gauls marched their force through Thrace, after having killed the Macedonian king, most soldiers withdrew from their posts, but some remained, selling their expertise to the petty Thracian warlords that emerged after the fall of Macedonian rule over the Thracian interior.
Acquisition is tied to traits: Lone Wolf, Green.
How it is gained: ending a turn in a settlement
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Freeman Clerk
never alongside Scribe Steward.
Effects: +1 Management, +10 Trading
While you command armies, this clerk ensures you have the funds to keep the soldiers loyal to you.
Acquisition is tied to the trait: Administrator.
How it is gained: ending a turn in a settlement, at the end of the character's turn
| When | Chance | Conditions | When | Chance | Conditions | When | Chance | Conditions | |||
|---|---|---|---|---|---|---|---|---|---|---|---|
| ending a turn in a settlement | 4% | is a general · over 90% of his movement left · the settlement has Small School (Civic) or better | ending a turn in a settlement | 3% | has Administrator · over 90% of his movement left · the settlement has State Mint (Civic) | at the end of the character's turn | 2% | ended the turn in a settlement · over 90% of his movement left · the settlement has Awesome Temple or better · the settlement has Forum or better · 10% chance · is a general |
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Fugitivi Romani
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Effects: +1 Combat vs Roman
After a crushing victory over Roman forces, this general has convinced some of the enemy’s deserters to switch sides. Knowing that returning to Rome means certain death, these deserters will fight with desperate determination, if only because they’ve run out of options.
How it is gained: after a battle
| When | Chance | Conditions | When | Chance | Conditions | When | Chance | Conditions | |||
|---|---|---|---|---|---|---|---|---|---|---|---|
| after a battle | 5% | won the battle · killed at least 60% of the enemy · fought Rome · is a general · does not belong to Roman Rebels · does not belong to Roman Rebels | after a battle | 5% | won the battle · killed at least 60% of the enemy · fought Roman Rebels · is a general · does not belong to Rome · does not belong to Roman Rebels | after a battle | 5% | won the battle · killed at least 60% of the enemy · fought Roman Rebels · is a general · does not belong to Rome · does not belong to Roman Rebels |
