RTR: Imperium Surrectum
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NarensioiNaronanNasicaNasica (Nasica Dynasty)Native GrandsonNatural Command TalentNaturally FunnyNaukratianNaxianNeapolitanNeglected Border DefencesNeglects City DefencesNegotiatores - Local LenderNemeonikesNemeonikes StatueNeodamodeisNervous GeneralNestaioiNeutral StanceNicomedianNight FighterNikatorNikephorosNikesas AlexandreiasNikesas Alexandreias (Alexandria Captured Seleucids)Nikesas AmmoniouNikesas AthenonNikesas KarchedonNikesas PellesNikesas Pelles (Pella Captured Ptolemaics)Nikesas Pelles (Pella Captured Seleucids)Nikesas RhodouNikesas SyrakousonNikonianNipsaioiNo EnemiesNo Support in CarthageNo Taste for BloodNo WatchwordsNo Watchwords (No Watchwords Cart)Northwest GreekNorthwest Greek CultureNostalgic GovernorNot in his DomainsNotorious NepotistNumidian Princes Ransomed

Traits: N

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46 traits whose display name begins with N. 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

Narensioi

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

Effects: no stat effects · grants the epithet the Narensian

This man hails from the Narensioi, a large Illyrian tribe guarding the Narona river upstream. Rich salt springs are located in their territory which have led to conflicts between the Ardiaei and Autariatai in the past.

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.

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Naronan

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

Effects: no stat effects · grants the epithet of Narona

This man is from Narona, originally an Illyrian village that was colonised by Greeks in the 4th century BC.

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
WhenPointsChanceConditionsWhenPointsChanceConditionsWhenPointsChanceConditions
when offered for marriage+1100%belongs to Athens · Narona is held by Athens · 3% chance (plus hidden conditions)when offered for adoption+1100%belongs to Athens · Narona is held by Athens · 3% chance (plus hidden conditions)when offered for adoption as a man of the hour+1100%belongs to Athens · Narona is held by Athens · 3% chance (plus hidden conditions)
when offered for marriage+1100%belongs to Syracuse · Narona is held by Syracuse · 4% chance (plus hidden conditions)when offered for adoption+1100%belongs to Syracuse · Narona is held by Syracuse · 4% chance (plus hidden conditions)when offered for adoption as a man of the hour+1100%belongs to Syracuse · Narona is held by Syracuse · 4% chance (plus hidden conditions)
when offered for marriage+1100%belongs to Seleucid Empire · Narona is held by Seleucid Empire · 3% chance (plus hidden conditions)when offered for adoption+1100%belongs to Seleucid Empire · Narona is held by Seleucid Empire · 3% chance (plus hidden conditions)when offered for adoption as a man of the hour+1100%belongs to Seleucid Empire · Narona is held by Seleucid Empire · 3% chance (plus hidden conditions)
when offered for marriage+1100%belongs to Ptolemaic Empire · Narona is held by Ptolemaic Empire · 3% chance (plus hidden conditions)when offered for adoption+1100%belongs to Ptolemaic Empire · Narona is held by Ptolemaic Empire · 3% chance (plus hidden conditions)when offered for adoption as a man of the hour+1100%belongs to Ptolemaic Empire · Narona is held by Ptolemaic Empire · 3% chance (plus hidden conditions)
when offered for marriage+1100%belongs to Antigonid Kingdom · Narona is held by Antigonid Kingdom · 3% chance (plus hidden conditions)when offered for adoption+1100%belongs to Antigonid Kingdom · Narona is held by Antigonid Kingdom · 3% chance (plus hidden conditions)when offered for adoption as a man of the hour+1100%belongs to Antigonid Kingdom · Narona is held by Antigonid Kingdom · 3% chance (plus hidden conditions)

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Nasica

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

Effects: no stat effects · grants the epithet Nasica

To better distinguish him from another influential Roman under the same name, this man has been nicknamed Nasica for his pointed nose.

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: at the end of the character's turn
WhenPointsChanceConditions
at the end of the character's turn+110%has Plain · belongs to Rome or Roman Rebels · does not have Nasica · from turn 102 on · before turn 562

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Nasica (Nasica Dynasty)

Appears on family members (generals, governors, leaders) · sons inherit it 1% of the time · never on 21 of the cultures.

Effects: no stat effects · grants the epithet Nasica

This man is descended from an influential Roman who was nicknamed Nasica for his pointed nose. Now the name is part of the family's name.

Cultures that never receive it (21)

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

How it is gained: on coming of age
WhenPointsChanceConditionsWhenPointsChanceConditions
on coming of age+1100%his father has Nasica · does not have Nasicaon coming of age+1100%his father has Nasica · does not have Nasica

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Native Grandson

Appears on family members (generals, governors, leaders) · never on 13 of the cultures.

Effects: -1 Unrest

As the grandson of those warriors who once conquered this land, this man has no memory of the armed struggle that brought his family here, only the fields, festivals, and fiery debates of a land that is now is native country. While he still honours the traditions of his forebears, his voice now carries the accent of the locals, and his heart beats in time with the rhythms of the land he calls home. To the locals, he is both a memory of their past struggles and a promise of a shared future, where war has given way to friendship.

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: on coming of age
WhenPointsChanceConditions
on coming of age+1100%his father has Semi-Native Conqueror · does not have Native Grandson

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Natural Command Talent

Appears on family members (generals, governors, leaders) · 4 levels · pulls against Disappointment to his Father's Legacy · at most 60 characters may hold it.

LevelAt pointsEffectsLevelAt pointsEffectsLevelAt pointsEffectsLevelAt pointsEffects
Natural Command Talent1+2 CommandNatural Born Leader2+3 CommandGifted Leader4+3 CommandMilitary Genius4+5 Command
What the game says at each level

Natural Command Talent: Ever since he could hold a sword, this man seemed destined for the battlefield. With an innate talent for command, his natural leadership abilities shine through even in the thick of war. Fellow officers and soldiers alike recognize his talents, often seeking his advice and strategic insight in planning battles.

Natural Born Leader: This man carries within him the rare gift of leadership, with his presence on the battlefield being a source of inspiration to all. Troops follow him not just out of duty, but with the fervor of true believers in his cause.

Gifted Leader: Blessed with a natural proficiency for strategy and tactics, this man's potential as a great commander is evident to all. Fellow officers hang on his every word, eager to learn from his tactical brilliance before charging into battle. Even his casual comments about the weather are transcribed by junior officers as potential battle tactics.

Military Genius: This man is blessed with a true genius for battlefield command, understanding how individual battles and actions fit into greater strategic goals. If ever there was a man destined for greatness, it is him, so long as the ego in his head doesn’t grow too large to fit beneath his helmet.

Retinue whose arrival is tied to this trait: Strategist, Tactician.

How it is gained: when offered for adoption, when offered for marriage, on coming of age, when offered for adoption as a man of the hour
WhenPointsChanceConditionsWhenPointsChanceConditionsWhenPointsChanceConditions
when offered for adoption+15%alwayswhen offered for adoption+15%hidden conditions onlywhen offered for adoption+22%hidden conditions only
when offered for adoption+31%hidden conditions onlywhen offered for adoption+41%hidden conditions onlywhen offered for marriage+15%always
when offered for marriage+15%hidden conditions onlywhen offered for marriage+23%hidden conditions onlywhen offered for marriage+32%hidden conditions only
when offered for marriage+41%hidden conditions onlyon coming of age+135%his father has Natural Command Talenton coming of age+215%his father has Natural Command Talent
on coming of age+310%his father has Natural Command Talenton coming of age+310%his father has Natural Command Talenton coming of age+135%his father has Green at level 5 or higher · has Heir to his Father's Legacy
on coming of age+220%his father has Green at level 5 or higher · has Heir to his Father's Legacyon coming of age+310%his father has Green at level 5 or higher · has Heir to his Father's Legacyon coming of age+35%his father has Green at level 5 or higher · has Heir to his Father's Legacy
on coming of age+130%his father has Army Connections at level 4 or higher (plus hidden conditions)on coming of age+215%his father has Army Connections at level 4 or higher (plus hidden conditions)on coming of age+35%his father has Army Connections at level 4 or higher (plus hidden conditions)
on coming of age+35%his father has Army Connections at level 4 or higher (plus hidden conditions)on coming of age+120%alwayson coming of age+160%has Natural Command Talent
on coming of age+155%has Natural Command Talent at level 2 or higheron coming of age+160%has Natural Command Talent at level 3 or higherwhen offered for adoption as a man of the hour+15%always
when offered for adoption as a man of the hour+23%always

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Naturally Funny

Appears on family members (generals, governors, leaders) · 4 levels. Once it reaches Naturally Funny it cannot drop back.

LevelAt pointsEffectsLevelAt pointsEffectsLevelAt pointsEffectsLevelAt pointsEffects
Naturally Funny3+1 InfluencePlayful Troublemaker6+2 InfluenceIncorrigible Prankster9-1 Influence, -1 Troop MoraleIntransigent Clown · epithet the Clown18-3 Influence, -2 Troop Morale, -2 Unrest, -1 Law
What the game says at each level

Naturally Funny: This man’s wit is as sharp as his sword, with a reputation as someone who likes telling funny stories or doing stupid things in order to make people laugh. His humor lightens the mood, though some question whether his antics are always appropriate.

Playful Troublemaker: This man's has developed quite a reputation as a fun-loving prankster, often at the expense of his subordinates. While his jests bring laughter, they sometimes blur the line between amusement and annoyance.

Incorrigible Prankster: This man’s mischievous streak knows no bounds. His insatiable appetite for practical jokes has earned him a reputation as a master of mischief.

Intransigent Clown: This man has turned into one big joker, constantly doing pranks and making jokes for the amusement of his audience. He has become a clown in the eyes of his peers and very little of what he actually says is taken seriously.

Retinue whose arrival is tied to this trait: Comedian, Publius Clodius, Tender of the Royal Backside.

How it is gained: ending a turn in a settlement, on coming of age, when a brother is adopted, senate exposure
WhenPointsChanceConditionsWhenPointsChanceConditionsWhenPointsChanceConditions
ending a turn in a settlement+11%over 90% of his movement left · the settlement has Arena (Leisure) or betterending a turn in a settlement+11%over 90% of his movement left · the settlement has Odeon (Leisure) or betterending a turn in a settlement+11%over 90% of his movement left · the settlement has Tavern (Leisure) or better
ending a turn in a settlement+11%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% chanceon coming of age+11%alwayson coming of age+14%of Greek culture
when a brother is adopted+11%alwayssenate exposure+820%alwaysat the end of the character's turn+11%has Naturally Funny · 45% chance

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Naukratian

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

Effects: no stat effects · grants the epithet of Naukratis

This man is from Naukratis in the Nile Delta. It was founded as an emporion for trade between Egypt and Greece, probably in the time of pharaoh Psammetichos I, and is governed by the representatives of nine Poleis, though the Milesians claim it is their own colony. It has now become a Polis of its own, with a great temenos that was sponsored by King Ptolemaios Philadelphos.

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
WhenPointsChanceConditionsWhenPointsChanceConditionsWhenPointsChanceConditions
when offered for marriage+1100%belongs to Athens · Naukratis is held by Athens · 3% chance (plus hidden conditions)when offered for adoption+1100%belongs to Athens · Naukratis is held by Athens · 3% chance (plus hidden conditions)when offered for adoption as a man of the hour+1100%belongs to Athens · Naukratis is held by Athens · 3% chance (plus hidden conditions)
when offered for marriage+1100%belongs to Seleucid Empire · Naukratis is held by Seleucid Empire · 3% chance (plus hidden conditions)when offered for adoption+1100%belongs to Seleucid Empire · Naukratis is held by Seleucid Empire · 3% chance (plus hidden conditions)when offered for adoption as a man of the hour+1100%belongs to Seleucid Empire · Naukratis is held by Seleucid Empire · 3% chance (plus hidden conditions)
when offered for marriage+1100%belongs to Ptolemaic Empire · Naukratis is held by Ptolemaic Empire · 3% chance (plus hidden conditions)when offered for adoption+1100%belongs to Ptolemaic Empire · Naukratis is held by Ptolemaic Empire · 3% chance (plus hidden conditions)when offered for adoption as a man of the hour+1100%belongs to Ptolemaic Empire · Naukratis is held by Ptolemaic Empire · 3% chance (plus hidden conditions)
when offered for marriage+1100%belongs to Antigonid Kingdom · Naukratis is held by Antigonid Kingdom · 3% chance (plus hidden conditions)when offered for adoption+1100%belongs to Antigonid Kingdom · Naukratis is held by Antigonid Kingdom · 3% chance (plus hidden conditions)when offered for adoption as a man of the hour+1100%belongs to Antigonid Kingdom · Naukratis is held by Antigonid Kingdom · 3% chance (plus hidden conditions)

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Naxian

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

Effects: no stat effects · grants the epithet of Naxos

This man is from Naxos in the Cyclades, the island upon which Zeus was allegedly raised in a cave and where Theseus dumped Ariadne, who later married Dionysos here. It is a rich source of marble.

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
WhenPointsChanceConditionsWhenPointsChanceConditionsWhenPointsChanceConditions
when offered for marriage+1100%belongs to Athens · Naxos is held by Athens · 3% chance (plus hidden conditions)when offered for adoption+1100%belongs to Athens · Naxos is held by Athens · 3% chance (plus hidden conditions)when offered for adoption as a man of the hour+1100%belongs to Athens · Naxos is held by Athens · 3% chance (plus hidden conditions)
when offered for marriage+1100%belongs to Syracuse · Naxos is held by Syracuse · 4% chance (plus hidden conditions)when offered for adoption+1100%belongs to Syracuse · Naxos is held by Syracuse · 4% chance (plus hidden conditions)when offered for adoption as a man of the hour+1100%belongs to Syracuse · Naxos is held by Syracuse · 4% chance (plus hidden conditions)
when offered for marriage+1100%belongs to Seleucid Empire · Naxos is held by Seleucid Empire · 3% chance (plus hidden conditions)when offered for adoption+1100%belongs to Seleucid Empire · Naxos is held by Seleucid Empire · 3% chance (plus hidden conditions)when offered for adoption as a man of the hour+1100%belongs to Seleucid Empire · Naxos is held by Seleucid Empire · 3% chance (plus hidden conditions)
when offered for marriage+1100%belongs to Ptolemaic Empire · Naxos is held by Ptolemaic Empire · 3% chance (plus hidden conditions)when offered for adoption+1100%belongs to Ptolemaic Empire · Naxos is held by Ptolemaic Empire · 3% chance (plus hidden conditions)when offered for adoption as a man of the hour+1100%belongs to Ptolemaic Empire · Naxos is held by Ptolemaic Empire · 3% chance (plus hidden conditions)
when offered for marriage+1100%belongs to Antigonid Kingdom · Naxos is held by Antigonid Kingdom · 3% chance (plus hidden conditions)when offered for adoption+1100%belongs to Antigonid Kingdom · Naxos is held by Antigonid Kingdom · 3% chance (plus hidden conditions)when offered for adoption as a man of the hour+1100%belongs to Antigonid Kingdom · Naxos is held by Antigonid Kingdom · 3% chance (plus hidden conditions)

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Neapolitan

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

Effects: no stat effects · grants the epithet of Neapolis

This man is from Neapolis, first founded as Parthenope by the people of Kyme, who jealously destroyed it at a later point and refounded it as Neapolis, "the new city".

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
WhenPointsChanceConditionsWhenPointsChanceConditionsWhenPointsChanceConditions
when offered for marriage+1100%belongs to Athens · Neapolis is held by Athens · 3% chance (plus hidden conditions)when offered for adoption+1100%belongs to Athens · Neapolis is held by Athens · 3% chance (plus hidden conditions)when offered for adoption as a man of the hour+1100%belongs to Athens · Neapolis is held by Athens · 3% chance (plus hidden conditions)
when offered for marriage+1100%belongs to Syracuse · Neapolis is held by Syracuse · 4% chance (plus hidden conditions)when offered for adoption+1100%belongs to Syracuse · Neapolis is held by Syracuse · 4% chance (plus hidden conditions)when offered for adoption as a man of the hour+1100%belongs to Syracuse · Neapolis is held by Syracuse · 4% chance (plus hidden conditions)
when offered for marriage+1100%belongs to Seleucid Empire · Neapolis is held by Seleucid Empire · 3% chance (plus hidden conditions)when offered for adoption+1100%belongs to Seleucid Empire · Neapolis is held by Seleucid Empire · 3% chance (plus hidden conditions)when offered for adoption as a man of the hour+1100%belongs to Seleucid Empire · Neapolis is held by Seleucid Empire · 3% chance (plus hidden conditions)
when offered for marriage+1100%belongs to Ptolemaic Empire · Neapolis is held by Ptolemaic Empire · 3% chance (plus hidden conditions)when offered for adoption+1100%belongs to Ptolemaic Empire · Neapolis is held by Ptolemaic Empire · 3% chance (plus hidden conditions)when offered for adoption as a man of the hour+1100%belongs to Ptolemaic Empire · Neapolis is held by Ptolemaic Empire · 3% chance (plus hidden conditions)
when offered for marriage+1100%belongs to Antigonid Kingdom · Neapolis is held by Antigonid Kingdom · 3% chance (plus hidden conditions)when offered for adoption+1100%belongs to Antigonid Kingdom · Neapolis is held by Antigonid Kingdom · 3% chance (plus hidden conditions)when offered for adoption as a man of the hour+1100%belongs to Antigonid Kingdom · Neapolis is held by Antigonid Kingdom · 3% chance (plus hidden conditions)

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Neglected Border Defences

Appears on family members (generals, governors, leaders) · 2 levels.

LevelAt pointsEffectsLevelAt pointsEffects
Neglected Border Defences1-1 Troop MoraleCompletely Negligent3-1 Defence, -1 Troop Morale, +1 Unrest
What the game says at each level

Neglected Border Defences: This general seems to think that secure borders are not his responsibility. Now, he is being accused by his officers and political enemies of allowing himself to be besieged. Rather than intercepting the enemy before they crossed the border, he let them walk in our territory and camp outside the walls, causing panic among the population.

Completely Negligent: If there was an award for the most negligent commander, this man would get it. Not only did he fail to fortify the borders, but he also refused to ask for help when the enemy appeared at the gates. Maybe it’s pride, or maybe it’s just foolishness.

How it is gained and lost: after a battle, at the start of the character's turn
WhenPointsChanceConditionsWhenPointsChanceConditionsWhenPointsChanceConditions
after a battleloses 1100%has Neglected Border Defences at level 1 · won the battle · a battle against a sally from a besieged town · was the attackerafter a battleloses 3100%has Neglected Border Defences at level 2 · won the battle · a battle against a sally from a besieged town · was the attackerat the start of the character's turn+11%in his own faction's lands · is a general · under siege · has less than level 2 of Neglected Border Defences · Command below 4 · has less than level 5 of Green · has less than level 4 of No Support in Carthage
at the start of the character's turn+11%in his own faction's lands · is a general · under siege · has less than level 2 of Neglected Border Defences · Command below 5 · has Bad Army Connections at level 2 or higher · has less than level 4 of No Support in Carthageat the start of the character's turn+11%in his own faction's lands · is a general · under siege · has less than level 2 of Neglected Border Defences · has Inept Politician at level 3 or higher · has less than level 6 of No Support in Carthageat the start of the character's turn+11%in his own faction's lands · is a general · under siege · has less than level 2 of Neglected Border Defences · has Ignored by the People at level 3 or higher
at the start of the character's turnloses 1100%is a general · not under siege · has Neglected Border Defences at level 1at the start of the character's turnloses 3100%is a general · not under siege · has Neglected Border Defences at level 2

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Neglects City Defences

Appears on family members (generals, governors, leaders) · 2 levels · pulls against Overworked Barracks, Dissatisfied Garrison, Struggling City, Heavy-Handed Governor · at most 8 characters may hold it · never on 10 of the cultures.

LevelAt pointsEffectsLevelAt pointsEffects
Neglects City Defences1-1 Law, +1 UnrestUnconcerned Defender2-2 Law, +2 Unrest
What the game says at each level

Neglects City Defences: This governor has neglected his duties regarding the defence of the city, allowing garrison numbers to fall dangerously low. His careless attitude towards security is seen as gross negligence and leaves the populace vulnerable to external threats.

Unconcerned Defender: The governor’s negligence has resulted in a complete lack of military presence within the city. This absence of defense has left the citizens feeling exposed and unprotected, with fear of an attack growing daily.

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
WhenPointsChanceConditionsWhenPointsChanceConditionsWhenPointsChanceConditions
ending a turn in a settlement+11%in his own faction's lands · distance to the capital above 120 · has less than level 2 of Neglects City Defences · has less than level 2 of Renowned · has Attuned Governor · 10% chance · over 85% of his movement left · public order from garrison 3 or lessending a turn in a settlement+11%in his own faction's lands · distance to the capital above 160 · over 85% of his movement left · has less than level 2 of Renowned · has less than level 2 of Neglects City Defences · has Attuned Governor · 10% chance · public order from garrison 4 or lessending a turn in a settlement+11%in his own faction's lands · distance to the capital above 160 · has less than level 2 of Neglects City Defences · over 85% of his movement left · has less than level 2 of Renowned · has Attuned Governor · has Lenient Supervisor · 10% chance · public order from garrison 4 or less
ending a turn in a settlementloses 1100%has Neglects City Defences · public order from garrison above 4at the end of the character's turnloses 1100%ended the turn outside a settlement · has Neglects City Defences at level 1at the end of the character's turnloses 2100%ended the turn outside a settlement · has Neglects City Defences at level 2

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Negotiatores - Local Lender

Appears on family members (generals, governors, leaders) · 3 levels · pulls against Mercatores - Local Merchant · never on 21 of the cultures.

LevelAt pointsEffectsLevelAt pointsEffectsLevelAt pointsEffects
Negotiatores - Local Lender1+1 ManagementNegotiatores - Wholesale Importer4+2 ManagementNegotiatores - Powerful Lender8+3 Management
What the game says at each level

Negotiatores - Local Lender: This man lends money out on interest on a small scale. He is not employed by the state for this and uses his own money for it. He cannot yet aspire for a magisterial position.\nAlthough this is their chief business, they can also sometimes buy and sell staple foods in bulk like corn which can be bought on speculation and sent to large cities.

Negotiatores - Wholesale Importer: Making quite a lot of money with lending means this man is now involved with buying large quantities of staples and selling them for a profit. He is wealthy enough to make a run for magisterial office, but failure could bankrupt him.

Negotiatores - Powerful Lender: This man is renowned in the provinces for having a vast reserve of money to lend out, giving him more and more important clients. This influence could bode well in a magisterial election.

Cultures that never receive it (21)

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

How it is gained: at the end of the character's turn, on coming of age, when offered for marriage, ending a turn in a settlement
WhenPointsChanceConditionsWhenPointsChanceConditionsWhenPointsChanceConditions
at the end of the character's turn+115%of Roman culture · has Plebeian · does not have Negotiatores - Local Lender · does not have Mercatores - Local Merchant · belongs to Rome or Roman Rebelsat the end of the character's turn+15%of Roman culture · has Plebeian · does not have Negotiatores - Local Lender · does not have Mercatores - Local Merchant · belongs to Rome or Roman Rebelsat the end of the character's turn+15%of Roman culture · has Plebeian · does not have Negotiatores - Local Lender · does not have Mercatores - Local Merchant · belongs to Rome or Roman Rebels
at the end of the character's turn+120%of Roman culture · has Plebeian · does not have Negotiatores - Local Lender · does not have Mercatores - Local Merchant · belongs to Rome or Roman Rebelson coming of age+1100%of Roman culture · has Plebeian · does not have Mercatores - Local Merchant · belongs to Rome or Roman Rebelswhen offered for marriage+1100%of Roman culture · has Plebeian · does not have Mercatores - Local Merchant · belongs to Rome or Roman Rebels
ending a turn in a settlement+12%has Negotiatores - Local Lender at level 1 · the settlement has Small School (Civic)ending a turn in a settlement+15%has Negotiatores - Local Lender at level 2 · the settlement has Silk Trader (Urban) or better · the settlement has Small School (Civic)ending a turn in a settlement+12%has Negotiatores - Local Lender at level 2 · the settlement has Mines (Industry) or better
ending a turn in a settlement+15%has Negotiatores - Local Lender at level 2 · the settlement has Huge Grain Import Network (Food trade)ending a turn in a settlement+15%has Negotiatores - Local Lender at level 2 · the settlement has Large Grain Imports (Food trade)

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Nemeonikes

Appears on family members (generals, governors, leaders) · pulls against Attended the Panathenaia, Winter · at most 5 characters may hold it · never on 17 of the cultures.

Effects: -1 Unrest, +1 Influence

Nemeiois Nikesas!\nThis man has brought great honor and fame to himself and his people. It is not a common occurrence to stand before the crowds in Argos and be given a crown of wild celery leaves, but he has done it, and won a great victory in the Nemean Games!

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: ending a turn in a settlement
WhenPointsChanceConditions
ending a turn in a settlement+115%either on turn 8 or 9 or on turn 24 or 25 or on turn 40 or 41 or on turn 56 or 57 or on turn 72 or 73 or on turn 88 or 89 or on turn 104 or 105 or on turn 120 or 121 or on turn 136 or 137 or on turn 152 or 153 or on turn 168 or 169 or on turn 184 or 185 or on turn 200 or 201 or on turn 216 or 217 or on turn 232 or 233 or on turn 248 or 249 or on turn 264 or 265 or on turn 280 or 281 or on turn 296 or 297 or on turn 312 or 313 or on turn 328 or 329 or on turn 344 or 345 or on turn 360 or 361 or on turn 376 or 377 or on turn 392 or 393 or on turn 408 or 409 or on turn 424 or 425 or on turn 440 or 441 or on turn 456 or 457 or on turn 472 or 473 or on turn 488 or 489 or on turn 504 or 505 or on turn 520 or 521 or on turn 536 or 537 or on turn 552 or 553 or on turn 568 or 569 or on turn 584 or 585 or on turn 600 or 601 or on turn 616 or 617 or on turn 632 or 633 or on turn 648 or 649 or on turn 664 or 665 or on turn 680 or 681 or on turn 696 or 697 or on turn 712 or 713 or on turn 728 or 729 or on turn 744 or 745 or on turn 760 or 761 or on turn 776 or 777 or on turn 792 or 793 or on turn 808 or 809 or on turn 824 or 825 or on turn 840 or 841 or on turn 856 or 857 or on turn 872 or 873 or on turn 888 or 889 or on turn 904 or 905 or on turn 920 or 921 or on turn 936 or 937 or on turn 952 or 953 or on turn 968 or 969 or on turn 984 or 985 or on turn 1000 or 1001 or on turn 1016 or 1017 or on turn 1032 or 1033 or on turn 1048 or 1049 or on turn 1064 or 1065 or on turn 1080 or 1081 or on turn 1096 or 1097 or on turn 1112 or 1113 or on turn 1128 or 1129 or on turn 1144 or 1145 or on turn 1160 or 1161 or on turn 1176 or 1177 or on turn 1192 or 1193 or on turn 1208 or 1209 · not under siege · has less than level 4 of Youthful (plus hidden conditions)

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Nemeonikes Statue

Appears on family members (generals, governors, leaders) · at most 15 characters may hold it · never on 17 of the cultures.

Effects: +1 Influence

Having triumphed at the Nemean Games, this man’s valour and skill have been immortalized in a Parian marble statue in the Agora. For his efforts, he also has privileged seating at every theater and game. Because who wouldn’t want to sit next to the famous Nemeonikes.

Cultures that never receive it (17)

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

How it is gained: at the start of the character's turn
WhenPointsChanceConditions
at the start of the character's turn+15%has Nemeonikes · does not have Nemeonikes Statue

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Neodamodeis

Appears on every character, agents included · pulls against Spartiates, Perioikos · never on 17 of the cultures.

Effects: +1 Attack, -5 Influence

Neodamodeis - "new citizens"; helots awarded their freedom in exchange for military service or as reward for meritorious actions. They were not, however, considered true Spartiates and did not share in their political rights. Neodamodeis were created after the Peloponnesian War and the existence of the Spartan Empire, and their freedom was valuable because heilotai acquired it through their military service. But it was far from the freedom that most men would have in terms of earning a living. Reforms of the 3rd century BC gave these people greater freedom, but still no political rights.

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 the agent is trained
WhenPointsChanceConditionsWhenPointsChanceConditions
when the agent is trained+1100%is a spy · belongs to Spartawhen the agent is trained+1100%is an assassin · belongs to Sparta

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Nervous General

Appears on family members (generals, governors, leaders) · 2 levels · pulls against Confident of Victory, Untouched By Fear, Inspiring Presence, Prudent Commander · at most 10 characters may hold it.

LevelAt pointsEffectsLevelAt pointsEffects
Nervous General2-1 Troop Morale, -1 Command, -2 Training UnitsParalyzed by Anxiety4-2 Command, -2 Troop Morale, -4 Training Units
What the game says at each level

Nervous General: After a streak of bad luck on the battlefield, this man has become quite nervous about the outcome of the future battles.

Paralyzed by Anxiety: This man’s anxiety has reached new heights, causing sleepless nights, cold sweats, and the occasional cries of panic.

How it is gained: on withdrawing before battle, after a battle, at the end of the character's turn, at the start of the character's turn
WhenPointsChanceConditionsWhenPointsChanceConditionsWhenPointsChanceConditions
on withdrawing before battle+13%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+13%is a general · withdrew before battle · battle odds above 1.5 (his strength against the enemy's)after a battle+110%is a general · lost over 30% of his army · did not win the battle · in his own faction's lands
at the end of the character's turn+11%in his own faction's lands · ended the turn in an enemy's zone of controlon withdrawing before battle+13%was the attackerat the end of the character's turn+11%under siege
at the end of the character's turn+11%under siege · has less than level 3 of Greenafter a battle+215%was the attacker · is a general · did not win the battle · has less than level 5 of Renowned · in his own faction's landsat the end of the character's turn+11%is a general · 10% chance · Command below 4 (plus hidden conditions)
at the end of the character's turn+11%in his own faction's lands · has Army Morale: Very High at level 6 or higher · ended the turn outside a settlementat the end of the character's turn+15%in his own faction's lands · has Betrayal Attemptat the start of the character's turn+11%has Anxious under Siege · under siege · has less than level 2 of Nervous General · has Under Siege at level 4 or higher
after a battle+130%has Confident of Victory · did not win the battle · in his own faction's landsafter a battle+125%has Confident of Victory · did not win the battle · in his own faction's landsafter a battle+110%has Confident of Victory · did not win the battle · in his own faction's lands
at the start of the character's turn+11%in his own faction's lands · is a general · has less than level 3 of Green · Command below 4 · 10% chance · does not have Confident of Victory · does not have Hasty Commander · in enemy landsending a turn in a settlement+11%has Starving to Death at level 2 or higher · under siege · has less than level 2 of Understanding of Logistics · has less than level 2 of Resourceful · has less than level 5 of Green

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Nestaioi

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

Effects: no stat effects · grants the epithet the Nestaian

This man hails from the Nestaioi, a minor Illyrian tribe located on the Nestos river.

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.

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Neutral Stance

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

Effects: no stat effects

Carthaginian history is marked by struggles between those who desire subjugation of Africa and its fertile land, versus those who desire expansion across the Mediterranean. This man belongs to a neutral but independent faction outside the sphere of influence of the other main ones.

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, on coming of age
WhenPointsChanceConditionsWhenPointsChanceConditionsWhenPointsChanceConditions
at the end of the character's turn+145%is a general · belongs to Carthage · does not have Neutral Stance · does not have Barcid · does not have Hannonid · does not have Magonnid · does not have Gisconat the end of the character's turn+140%is a diplomat · belongs to Carthage · does not have Neutral Stance · does not have Barcid · does not have Hannonid · does not have Magonnid · does not have Gisconat the end of the character's turn+140%is an admiral · belongs to Carthage · 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+1100%belongs to Carthage · his father has Neutral Stance

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Nicomedian

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

Effects: no stat effects · grants the epithet of Nicomedia

This man is a citizen of Nicomedia, one of the most important cities in northwestern Asia Minor. Its people are influenced by both Greek and Thracian culture.

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.

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Night Fighter

Appears on family members (generals, governors, leaders) · pulls against Alone in the Dark. Once it reaches Night Fighter it cannot drop back.

Effects: 0 Night Battle, +1 Night Battle

We shall use the moon and the stars to guide us at night!

How it is gained: at the start of the character's turn, after a battle
WhenPointsChanceConditionsWhenPointsChanceConditionsWhenPointsChanceConditions
at the start of the character's turn+625%does not have Night Fighter · is a general · Command 3 or more · with night battles enabledafter a battle+6100%is a general · Command 1 or more · a night battle · does not have Night Fighter · won the battle · with night battles enabledat the start of the character's turn+1100%has Night Fighter · with night battles disabled

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Nikator

Appears on family members (generals, governors, leaders) · at most 2 characters may hold it · never on 17 of the cultures.

Effects: +1 Influence, +1 Law · grants the epithet Nikator

This man has earned the esteemed epithet Nikator (Victorious), bestowed upon those who triumph in battle or politics. Whether it was a grateful city honouring its liberator, a king immortalizing his ancestors, or a ruler commemorating his own exploits, the name carries weight. Its association with Nike, goddess of victory, lends the bearer an air of divine approval. Some rulers wield the title with humility, to inspire loyalty; others, however, wield it as a reminder of their greatness.

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: at the end of the character's turn
WhenPointsChanceConditionsWhenPointsChanceConditions
at the end of the character's turn+11%has Renowned at level 4 or higher · is the faction leader · belongs to Ptolemaic Empire · does not have Soter · does not have Megas · does not have Kallinikos · does not have Nikephoros · does not have Aniketosat the end of the character's turn+11%has Renowned at level 4 or higher · is the faction leader · of Greek culture · does not belong to Greek City States · does not have Soter · does not have Megas · does not have Kallinikos · does not have Nikephoros · does not have Aniketos

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Nikephoros

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

Effects: +1 Command · grants the epithet Nikephoros

The title Nikephoros (Bringer of Victory) marks this man as a harbinger of triumph. Wherever he goes, battles are won, enemies flee, and poets find new inspiration for songs of glory. His success may come from divine favour, clever tactics, or the simple fact that he always seems to attack the weaker side. Cities hail him as their champion, and statues bearing his likeness are raised in squares.

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: at the end of the character's turn
WhenPointsChanceConditions
at the end of the character's turn+11%has Green at level 3 or higher · of Greek, Western Hellenistic or Eastern Hellenistic culture · Command 5 or more · has Natural Command Talent at level 3 or higher · does not have Aniketos · does not have Kalos · does not have Soter · does not have Keraunos · does not have Epiphanes · does not have Nikephoros

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Nikesas Alexandreias

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

Effects: +1 Influence

Alexandros began his conquests in our homeland of Makedonia and spread Makedonian rule across the Mediterranean. Even in Aigyptos, the ancient land of the Nielos did Alexandros spread his conquests and they worshipped him as their Pharaoh. He so favoured these peoples who welcomed him warmly into their lands that he built the marvellous city of Alexandreia in this land. He had it filled with Hellenic culture and architecture of wonder and for years it served as the capital of the Ptolemaic Empire. Today the great city of Alexandros is returned to the possession of the true heirs to his Empire, the Makedones!

How it is gained: on capturing a settlement
WhenPointsChanceConditions
on capturing a settlement+1100%in Alexandria · does not have Nikesas Alexandreias · belongs to Antigonid Kingdom

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Nikesas Alexandreias (Alexandria Captured Seleucids)

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

Effects: +1 Influence

Strategos, you have achieved what few ever could, the capture of Alexandreia, the crown jewel of Aigyptos! This city, built by Megas Alexandros himself, is a marvel of the ancient world, home to the Pharos and the Great Library. Most importantly, the remains of Alexandros have been secured. With Alexandreia in our hands, we draw ever closer to realizing the dream of Seleukos Nikator, reclaiming the full glory of Megas Alexandros’ empire!

How it is gained: on capturing a settlement
WhenPointsChanceConditions
on capturing a settlement+1100%in Alexandria · does not have Nikesas Alexandreias · belongs to Seleucid Empire or Seleucid Rebels

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Nikesas Ammoniou

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

Effects: +1 Influence

Strategos, your name will echo through the annals of history! Following in the sacred footsteps of Alexandros, you have claimed the oasis of Ammonion, the very site where Zeus Ammon himself once acknowledged Alexandros as the son of a god. The gods guided Alexandros through desert storms and ravens to this hallowed place, and now, it is your turn to ponder the wisdom of the oracle. Perhaps you too shall be deemed worthy of ruling the world!

How it is gained: on capturing a settlement
WhenPointsChanceConditions
on capturing a settlement+1100%in Ammonion · does not have Nikesas Ammoniou · of Eastern Hellenistic, Western Hellenistic or Greek culture

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Nikesas Athenon

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

Effects: +1 Influence

The city of Theseus has bowed before your might! By capturing Athenai, the centre of Hellenic culture and civilization is now at your fingertips. With the wisdom of the ages and the favour of Pallas Athena and Nike, our armies are set to bring victory to every corner of the known world!

How it is gained: on capturing a settlement
WhenPointsChanceConditions
on capturing a settlement+1100%in Athens · does not have Nikesas Athenon · of Eastern Hellenistic, Western Hellenistic or Greek culture

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Nikesas Karchedon

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

Effects: +1 Influence, +1 Command

Strategos, the mighty city of Karchedon has fallen to your might! \nLong has this Phoenician city stood as the greatest rival to the Hellenes, but now its walls are breached and its people yours to rule. Word of your triumph has spread to every city across the Mediterranean, and the iteams that were pillaged by Carthage from the Sicilian cities and temples over the centuries have been returned to their rightful owners.

Cultures that never receive it (18)

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

How it is gained: on capturing a settlement
WhenPointsChanceConditions
on capturing a settlement+1100%in Carthage · does not have Nikesas Karchedon · of Eastern Hellenistic, Western Hellenistic or Greek culture

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Nikesas Pelles

Appears on family members (generals, governors, leaders) · never on 19 of the cultures.

Effects: +1 Influence

This valorous Hellene has snatched Pella from the clutches of the Makedonians! With their reign now in the dust, the Hellenes can bask in the sweet, sweet freedom of autonomia. The tyranny of Makedonia is no more, and the homeland breathes easier, free from their grasping hands!

Cultures that never receive it (19)

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

How it is gained: on capturing a settlement
WhenPointsChanceConditions
on capturing a settlement+1100%in Pella · does not have Nikesas Pelles · of Eastern Hellenistic, Western Hellenistic or Greek culture

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Nikesas Pelles (Pella Captured Ptolemaics)

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

Effects: +1 Influence

The Kingdom of the Ptolemaics truly is dominant over all others. When Alexandros willed his empire "to the greatest," it was clear that Ptolemaios Soter and his descendants were destined to reign above all. From the ancient banks of the Nielos to the heart of Makedonia, our empire now stretches, encompassing the very city where Alexandros and his father Phillipos once ruled. To reclaim Pella is to declare: the Successor is no longer a pretender, but a Makedonian Basileus in full right.

How it is gained: on capturing a settlement
WhenPointsChanceConditions
on capturing a settlement+1100%in Pella · does not have Nikesas Pelles · belongs to Ptolemaic Empire

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Nikesas Pelles (Pella Captured Seleucids)

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

Effects: +1 Influence

The Seleucid Empire truly is dominant over all other kingdoms! When Alexandros willed his empire "to the greatest," it was clear that Seleucus I Nicator and his descendants were destined to reign above all. From the gates of Babylonia to the heart of Makedonia, our empire now stretches far, encompassing the very city where Alexandros and his father Phillipos once ruled. To reclaim Pella is to declare: the Successor is no longer a pretender, but a Makedonian Basileus in full right.

How it is gained: on capturing a settlement
WhenPointsChanceConditions
on capturing a settlement+1100%in Pella · does not have Nikesas Pelles · belongs to Seleucid Empire

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Nikesas Rhodou

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

Effects: +1 Influence

This general truly is a great strategos and a besieger with no equal! Many moons ago, Basileus Demetrios Poliorketes, son of Antigonos, failed to capture the city of Rhodes. His effort drove him to invent new siege weaponry in an attempt to capture the city, but alas, he could not break the city's stalwart defenses and after a year was forced to retreat. He and his army abandoned a huge military stockpile, which the Rhodians then sold to construct the famed statue dedicated to Helios. But you, noble Strategos, have done what your forebears could not, Rhodes is ours!

Cultures that never receive it (17)

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

How it is gained: on capturing a settlement
WhenPointsChanceConditions
on capturing a settlement+1100%in Rhodes · does not have Nikesas Rhodou · of Eastern Hellenistic, Western Hellenistic or Greek culture

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Nikesas Syrakouson

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

Effects: +1 Influence, +1 Command

Strategos, we have finally taken the city of Syrakousai! \nThe Syrakousioi, the most powerful of the Hellenic peoples settled on Sikelia, should be proud to be brought into our union of the most powerful cities in all of Hellenism. From this great city, we can first secure Sikelia, then stage campaigns north into Italia and south into Libye!

How it is gained: on capturing a settlement
WhenPointsChanceConditions
on capturing a settlement+1100%in Syracuse · does not have Nikesas Syrakouson · of Eastern Hellenistic, Western Hellenistic or Greek culture

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Nikonian

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

Effects: no stat effects · grants the epithet of Nikonion

This man is from Nikonion, a city founded by colonists from Miletos on the opposite bank of the river Tyras was founded on.

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
WhenPointsChanceConditionsWhenPointsChanceConditionsWhenPointsChanceConditions
when offered for marriage+1100%belongs to Athens · Nikonion is held by Athens · 3% chance (plus hidden conditions)when offered for adoption+1100%belongs to Athens · Nikonion is held by Athens · 3% chance (plus hidden conditions)when offered for adoption as a man of the hour+1100%belongs to Athens · Nikonion is held by Athens · 3% chance (plus hidden conditions)
when offered for marriage+1100%belongs to Seleucid Empire · Nikonion is held by Seleucid Empire · 3% chance (plus hidden conditions)when offered for adoption+1100%belongs to Seleucid Empire · Nikonion is held by Seleucid Empire · 3% chance (plus hidden conditions)when offered for adoption as a man of the hour+1100%belongs to Seleucid Empire · Nikonion is held by Seleucid Empire · 3% chance (plus hidden conditions)
when offered for marriage+1100%belongs to Ptolemaic Empire · Nikonion is held by Ptolemaic Empire · 3% chance (plus hidden conditions)when offered for adoption+1100%belongs to Ptolemaic Empire · Nikonion is held by Ptolemaic Empire · 3% chance (plus hidden conditions)when offered for adoption as a man of the hour+1100%belongs to Ptolemaic Empire · Nikonion is held by Ptolemaic Empire · 3% chance (plus hidden conditions)

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Nipsaioi

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

Effects: no stat effects · grants the epithet the Nipsaian

This man hails from the Nipsaioi, a tribe lying west of Mesambria. They might be connected to the Tranipsai, and thus integrated into the Odrysian Kingdom long ago.

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.

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No Enemies

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

LevelAt pointsEffectsLevelAt pointsEffectsLevelAt pointsEffects
No Enemies1-1 Personal SecurityIngenuous3+1 Influence, -2 Personal SecurityTrusting8+1 Influence, -3 Personal Security
What the game says at each level

No Enemies: This man firmly believes that he has no enemies. Whether that’s wisdom or wishful thinking depends on who’s lurking in the shadows

Ingenuous: A trusting soul with a heart of gold, this man sees the best in everyone, which may explain why he's always a step away from being stabbed in the back.

Trusting: This man couldn’t imagine anyone holding a grudge against him. The assassin hiding behind the statue might disagree.

Retinue whose arrival is tied to this trait: Ex-Rebel Captain, Powerful Adviser, Trusted Drinking Companion, Veteran Officer, Warrior Slave.

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
WhenPointsChanceConditionsWhenPointsChanceConditionsWhenPointsChanceConditions
on coming of age+130%does not have Selfish/Pessimistic (plus hidden conditions)when offered for marriage+120%does not have Selfish/Pessimistic (plus hidden conditions)when offered for adoption+120%does not have Selfish/Pessimistic (plus hidden conditions)
when offered for adoption as a man of the hour+120%does not have Selfish/Pessimistic (plus hidden conditions)at the start of the character's turn+140%does not have Selfish/Pessimistic · is a family member (plus hidden conditions)on coming of age+18%always
at the end of the character's turn+11%has No Enemiesat the end of the character's turn+12%has Considerate Governorat the end of the character's turn+12%has Firm Personal Morality

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No Support in Carthage

Appears on family members (generals, governors, leaders) · 8 levels · never on 17 of the cultures.

LevelAt pointsEffectsLevelAt pointsEffectsLevelAt pointsEffectsLevelAt pointsEffects
No Support in Carthage1-2 Influence, -1 Command, -2 Troop Morale, -5 Bribe Resistance, -5 Personal SecurityMinor Support in Carthage6-1 Troop Morale, -3 Bribe Resistance, -1 Influence, -3 Personal SecurityReasonable Support in Carthage15no stat effectsRespectable Support in Carthage30+1 Influence
Good Support in Carthage45+1 InfluenceLargely Supported in Carthage60+2 Influence, +2 Bribe Resistance, +4 Personal SecurityGreat Support in Carthage75+2 Influence, -1 Unrest, +5 Bribe Resistance, +1 Management, +6 Personal SecurityMassively Supported in Carthage99+3 Influence, -2 Unrest, +10 Bribe Resistance, +2 Management, +10 Personal Security
What the game says at each level

No Support in Carthage: This General is suffering the consequences of the political speeches of his enemies at the Carthaginian Senate. This lack of support not only affects the resources and reinforcements he is able to receive during the campaign, but also puts fear in his heart, that he may be judged by the Council if he fails or is found guilty of great incompetence. Consequently, he moves cautiously, especially when commanding forces in foreign territories, wary of the consequences of defeat.

Minor Support in Carthage: This General is suffering the consequences of the political speeches of his enemies at the Carthaginian Senate and although some allied Senators raise their voice in his support, it is still not enough to convince the majority. As a consequence, the senators see to his concerns with certain apathy. This lack of support not only affects the resources and reinforcements he is able to receive, but also puts fear in his heart, that he may be judged by the Council if he fails or is found guilty of great incompetence. Due to the lack of support, this General is more cautious with his movements, especially when commanding an army in foreign lands.

Reasonable Support in Carthage: Be it because of his own merits, political skills, military victories or some very large sums of money passed between pockets, this man is followed by an important faction of the Carthaginian senate. Consequently, some of his commons know and respect him enough to support him.

Respectable Support in Carthage: Through a combination of personal charisma, political skills, and extensive military victories, this man has gathered a decent number of supporters who nod approvingly when he speaks, which is more than can be said for most. His name is well-spoken and respected in the political deliberations that concern his military campaigns, and his requests are sometimes heard.

Good Support in Carthage: This General has acquired much influence in the senate and is now considered as somewhat important in the Carthaginian political sphere, enjoying strong support from other citizens and aristocrats, especially when the political speeches which concern his campaign are delivered by both his allies and enemies, being often accepted.

Largely Supported in Carthage: This General is recognized as a very important man in the Carthaginian political sphere and is largely supported by many powerful families and aristocrats in the senate. Still, some have started to doubt about the character of his political ambitions...

Great Support in Carthage: Being considered one of the most important men in Carthage, this General is supported by a great majority of the most distinct families and aristocrats in the senate, whom he calls many as friends. Still, he is distrusted by some of the rival aristocratic families because of his "unhealthy and dangerous political ambitions".

Massively Supported in Carthage: This General is praised as one of the most influential men in Carthage, being massively supported by most of the citizens and aristocrats in the senate, but even then, his military requests cannot always be supported by a united senate, especially due to those who are afraid of his personal ambitions and its implications for the Republic, with many fearing that it may fall into the claws of Tyranny.

Cultures that never receive it (17)

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

Retinue whose arrival is tied to this trait: Leader of the Popular Assembly, Plutocrat.

How it is gained: when offered for adoption, on coming of age, when offered for adoption as a man of the hour, when offered for marriage
WhenPointsChanceConditionsWhenPointsChanceConditionsWhenPointsChanceConditions
when offered for adoption+3100%belongs to Carthage · does not have Cannanite · does not have Puno-Numidianwhen offered for adoption+545%belongs to Carthage · does not have Cannanite · does not have Puno-Numidianwhen offered for adoption+540%belongs to Carthage · does not have Cannanite · does not have Puno-Numidian
when offered for adoption+435%belongs to Carthage · does not have Cannanite · does not have Puno-Numidianwhen offered for adoption+540%belongs to Carthage · does not have Cannanite · does not have Puno-Numidianon coming of age+5100%belongs to Carthage · his father has Carthaginian Aristocrat
when offered for adoption+8100%belongs to Carthage · his father has Carthaginian Aristocratwhen offered for adoption+535%belongs to Carthage · his father has Carthaginian Aristocratwhen offered for adoption+540%belongs to Carthage · his father has Carthaginian Aristocrat
when offered for adoption+430%belongs to Carthage · his father has Carthaginian Aristocratwhen offered for adoption as a man of the hour+8100%belongs to Carthage · his father has Carthaginian Aristocratwhen offered for adoption as a man of the hour+525%belongs to Carthage · his father has Carthaginian Aristocrat
when offered for adoption as a man of the hour+420%belongs to Carthage · his father has Carthaginian Aristocratwhen offered for marriage+8100%belongs to Carthage · does not have Carthaginian Aristocrat · does not have Cannanite · does not have Puno-Numidianwhen offered for marriage+525%belongs to Carthage · does not have Carthaginian Aristocrat · does not have Cannanite · does not have Puno-Numidian
when offered for marriage+525%belongs to Carthage · does not have Carthaginian Aristocrat · does not have Cannanite · does not have Puno-Numidianwhen offered for marriage+420%belongs to Carthage · does not have Carthaginian Aristocrat · does not have Cannanite · does not have Puno-Numidianat the end of the character's turn+52%belongs to Carthage · has Carthaginian Citizen · Command 4 or more · has Estate Owner at level 2 or higher · does not have Disgraced
at the end of the character's turn+52%belongs to Carthage · has Carthaginian Citizen · Command 4 or more · has Estate Owner at level 2 or higher · does not have Disgracedat the end of the character's turn+42%belongs to Carthage · has Carthaginian Citizen · Command 4 or more · has Estate Owner at level 2 or higher · does not have Disgracedat the end of the character's turn+52%belongs to Carthage · has Carthaginian Citizen · has Dull/Uncharismatic/Languorous at level 4 or higher · has Estate Owner at level 2 or higher · does not have Disgraced · does not have Inept Politician
at the end of the character's turn+52%belongs to Carthage · has Carthaginian Citizen · has Dull/Uncharismatic/Languorous at level 4 or higher · has Estate Owner at level 2 or higher · does not have Disgraced · does not have Inept Politicianat the end of the character's turn+42%belongs to Carthage · has Carthaginian Citizen · has Dull/Uncharismatic/Languorous at level 4 or higher · has Estate Owner at level 2 or higher · does not have Disgraced · does not have Inept Politicianat the end of the character's turn+52%belongs to Carthage · has Carthaginian Citizen · has Administrator at level 2 or higher · does not have Carthaginian Aristocrat · has Estate Owner at level 2 or higher · does not have Disgraced · has less than level 2 of Inept Politician
at the end of the character's turn+52%belongs to Carthage · has Carthaginian Citizen · has Administrator at level 2 or higher · does not have Carthaginian Aristocrat · has Estate Owner at level 2 or higher · does not have Disgraced · has less than level 2 of Inept Politicianat the end of the character's turn+42%belongs to Carthage · has Carthaginian Citizen · has Administrator at level 2 or higher · does not have Carthaginian Aristocrat · has Estate Owner at level 2 or higher · does not have Disgraced · has less than level 2 of Inept Politicianon becoming faction leader+420%belongs to Carthage
on becoming faction leader+420%belongs to Carthageon becoming faction leader+420%belongs to Carthageon becoming faction heir+5100%belongs to Carthage
on becoming faction heir+415%belongs to Carthageon becoming faction heir+410%belongs to Carthageon capturing a settlement+5100%in Mastia · belongs to Carthage · does not have Founder of New Carthage
on capturing a settlement+5100%in Syracuse · belongs to Carthage · does not have Conqueror of Syrakousaion capturing a settlement+5100%in Capua · belongs to Carthage · does not have Conqueror of Capuaon capturing a settlement+5100%in Tarentum · belongs to Carthage · does not have Conqueror of Tarentum
on capturing a settlement+5100%in Massalia · belongs to Carthage · does not have Conqueror of Massaliaon capturing a settlement+5100%in Arse · belongs to Carthage · does not have Conqueror of Arseon capturing a settlement+5100%in Cirta · belongs to Carthage · does not have Conqueror of Cirta
on capturing a settlement+5100%in Thugga · belongs to Carthage · does not have Conqueror of Thuggaon capturing a settlement+5100%in Rome · belongs to Carthage · does not have Conqueror of Romeon capturing a settlement+5100%in Rome · belongs to Carthage · does not have Conqueror of Rome
on capturing a settlement+5100%in Athens · belongs to Carthage · does not have Conqueror of Athenson capturing a settlement+5100%in Tyre · belongs to Carthage · does not have Liberator of Canaanon capturing a settlement+2100%in Hermandica · belongs to Carthage · does not have Conqueror of Hermandica
on capturing a settlement+2100%in Salacia · belongs to Carthage · does not have Conqueror of Salaciaon capturing a settlement+2100%in Asta · belongs to Carthage · does not have Conqueror of Astaon capturing a settlement+2100%in Carmo · belongs to Carthage · does not have Conqueror of Carmo
on capturing a settlement+2100%in Nertobriga Celticorum · belongs to Carthage · does not have Conqueror of Nertobriga of the Celticion capturing a settlement+2100%in Gades · belongs to Carthage · does not have Conqueror of Gadeswhen selected+5100%is a general · has Right to celebrate in Carthage! · distance to the capital below 3
when selected+5100%is a general · has Right to celebrate in Carthage! · distance to the capital below 3ending a turn in a settlement+135%belongs to Carthage · in Carthage · has less than level 6 of No Support in Carthage · Influence 2 or more · has Estate Owner at level 3 or higher · does not have Disgraced · has Dull/Uncharismatic/Languorous at level 5 or higher · does not have Inept Politician · has Carthaginian Aristocratafter a battle+5100%belongs to Carthage · won the battle · the outcome was crushing · has less than level 9 of No Support in Carthage · has Carthaginian Aristocrat · does not have Disgraced
after a battle+350%belongs to Carthage · won the battle · the outcome was crushing · has less than level 9 of No Support in Carthage · has Carthaginian Aristocrat · does not have Disgracedafter a battle+220%belongs to Carthage · won the battle · the outcome was crushing · has less than level 9 of No Support in Carthage · has Carthaginian Aristocrat · does not have Disgracedafter a battle+215%belongs to Carthage · won the battle · the outcome was crushing · has less than level 9 of No Support in Carthage · has Carthaginian Aristocrat · does not have Disgraced
after a battle+110%belongs to Carthage · won the battle · the outcome was crushing · has less than level 9 of No Support in Carthage · has Carthaginian Aristocrat · does not have Disgracedafter a battle+110%belongs to Carthage · won the battle · the outcome was crushing · has less than level 9 of No Support in Carthage · has Carthaginian Aristocrat · does not have Disgracedafter a battle+110%belongs to Carthage · won the battle · the outcome was crushing · has less than level 9 of No Support in Carthage · has Carthaginian Aristocrat · does not have Disgraced
…and 54 more ways

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No Taste for Blood

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

LevelAt pointsEffectsLevelAt pointsEffectsLevelAt pointsEffects
No Taste for Blood1+1 Unrest, +5 Senate Standing, -5 Popular StandingQuietly Dislikes the Games2+2 Unrest, +10 Senate Standing, -10 Popular StandingPublicly Despises the Games4+3 Unrest, +15 Senate Standing, -15 Popular Standing
What the game says at each level

No Taste for Blood: This man apparently has little interest in proper Roman traditions, like the Games. While real Romans cheer for blood and glory, he’s off somewhere sipping watered wine and wondering why people enjoy such a thing.

Quietly Dislikes the Games: This man has shown a marked aversion to wasting his time at the Games, hardly the behaviour of a true Roman!

Publicly Despises the Games: This man has publicly condemned the Games as wasteful and unnecessary, earning him the contempt of the plebs!

Cultures that never receive it (6)

Gallic · Greek · Caucasian · Egyptian · Ethiopian · Phoenician

How it is gained: on coming of age, at the end of the character's turn
WhenPointsChanceConditionsWhenPointsChanceConditionsWhenPointsChanceConditions
on coming of age+150%his father has Gladiatorial Fanon coming of age+115%his father has No Taste for Bloodon coming of age+14%of Roman culture
at the end of the character's turn+11%has No Taste for Blood

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No Watchwords

Appears on family members (generals, governors, leaders) · pulls against Uses Strong Watchwords, Uses Good Watchwords, Uses Weak Watchwords, Forgets Watchwords · at most 10 characters may hold it.

Effects: -2 Public Security, -1 Troop Morale

This man's troops do not use watchwords when out on patrols or encountering other bands of soldiers, relying only on colours, standards, and other such devices. A disguised enemy could easily sneak into camp and cause mayhem. This seems to not be a strong enough issue for this man to be stricter on his troop's behaviour.

How it is gained: at the end of the character's turn
WhenPointsChanceConditions
at the end of the character's turn+12%has Green at level 2 or higher · ended the turn outside a settlement · does not have No Watchwords · of Greek, Western Hellenistic or Eastern Hellenistic culture (plus hidden conditions)

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No Watchwords (No Watchwords Cart)

Appears on family members (generals, governors, leaders) · pulls against Uses Strong Watchwords, Uses Good Watchwords, Uses Weak Watchwords, Forgets Watchwords · at most 10 characters may hold it.

Effects: -2 Public Security, -1 Troop Morale

This man's troops do not use watchwords when out on patrols or encountering other bands of soldiers, relying only on colours, standards, and other such devices. A disguised enemy could easily sneak into camp and cause mayhem. This seems to not be a strong enough issue for this man to be stricter on his troop's behaviour.

How it is gained: at the end of the character's turn
WhenPointsChanceConditions
at the end of the character's turn+12%has Green at level 2 or higher · ended the turn outside a settlement · does not have No Watchwords · does not have Uses Strong Watchwords · does not have Forgets Watchwords · does not have Uses Weak Watchwords · of Phoenician culture (plus hidden conditions)

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Northwest Greek

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

Effects: no stat effects · grants the epithet the Northwest Greek

This man is Northwest Greek.

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.

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Northwest Greek Culture

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

This man is from Northwest Greece. His people are known for living in rugged mountains and being even harder to deal with than the landscape. You’d better not ask him to smile.

How it is gained: on coming of age, when the agent is trained, when offered for adoption, when offered for adoption as a man of the hour
WhenPointsChanceConditionsWhenPointsChanceConditionsWhenPointsChanceConditions
on coming of age+1100%his father has Northwest Greek Culture · does not have Northwest Greek Culture · belongs to Aetolian League or Elis (plus hidden conditions)when the agent is trained+1100%is a diplomat · belongs to Aetolian League or Elis (plus hidden conditions)when the agent is trained+1100%is an assassin · belongs to Aetolian League or Elis (plus hidden conditions)
when the agent is trained+1100%is a spy · belongs to Aetolian League or Elis (plus hidden conditions)when offered for adoption+1100%of Greek culture · does not have Northwest Greek Culture · belongs to Aetolian League or Elis (plus hidden conditions)when offered for adoption as a man of the hour+1100%of Greek culture · does not have Northwest Greek Culture · belongs to Aetolian League or Elis (plus hidden conditions)
when offered for marriage+1100%is a general · does not have Northwest Greek Culture · belongs to Aetolian League or Elis (plus hidden conditions)

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Nostalgic Governor

Appears on family members (generals, governors, leaders) · at most 3 characters may hold it · never on 10 of the cultures.

Effects: -10 Construction, -5 Tax Collection

Far from the capital and unable to bear the harsh life of a frontier province, this governor spends the state’s funds into recreating the splendors of the capital. Temples, baths, even statues of himself. Meanwhile, the locals wonder if their new roads will ever get built.

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
WhenPointsChanceConditionsWhenPointsChanceConditionsWhenPointsChanceConditions
ending a turn in a settlement+11%has Rebellious at level 5 or higher · distance to the capital above 160 · is not the faction leader · is not the faction heir · does not have Nostalgic Governor · does not have Weary Governor · does not have Testy · has Reserved · 10% chanceending a turn in a settlement+11%has Rebellious at level 5 or higher · distance to the capital above 160 · is not the faction leader · is not the faction heir · does not have Nostalgic Governor · does not have Weary Governor · does not have Testy · has Gloomy at level 2 or higher · 10% chanceending a turn in a settlementloses 1100%has Nostalgic Governor · distance to the capital below 150

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Not in his Domains

Appears on family members (generals, governors, leaders) · 2 levels · pulls against Disinherited, Faction Leader · never on 17 of the cultures.

LevelAt pointsEffectsLevelAt pointsEffects
Not in his Domains6+1 UnrestNeglecting Duties16+4 Unrest, -2 Influence
What the game says at each level

Not in his Domains: As ruler of the Upper Satrapies, this man should remain around Seleucia. But no, he’s off on some fool’s errand in the west. Meanwhile, unrest brews back home. Absentee leadership has a price, usually paid in bloody revolts...

Neglecting Duties: As the administrator of the Uppper Satrapies, this man has been accused of neglecting his duties and as such, famine, unrest, and general chaos await unless he returns to Seleucia as soon as possible. But, you know, no rush…

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 and lost: at the end of the character's turn, ending a turn in a settlement
WhenPointsChanceConditionsWhenPointsChanceConditions
at the end of the character's turn+1100%in his own faction's lands · is a general · belongs to Seleucid Empire · has Administering the Upper Satrapies · ended the turn outside a settlement · has less than level 2 of Not in his Domainsending a turn in a settlementloses 2100%in his own faction's lands · belongs to Seleucid Empire · in Seleucia · has Not in his Domains

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Notorious Nepotist

Appears on family members (generals, governors, leaders) · pulls against Firm Personal Morality, Trustworthy, Measures by Merit.

Effects: -1 Command, -2 Troop Morale, +2 Influence, -1 Law, -2 Training Units

Family connections are what determines your position in this general's army. His relatives hold all the important positions in the army, even if they are the most incompetent bastards, while the more capable officers can only watch frustrated.

How it is gained: at the end of the character's turn
WhenPointsChanceConditionsWhenPointsChanceConditionsWhenPointsChanceConditions
at the end of the character's turn+15%has Shameless Despoilerat the end of the character's turn+15%has Populist Despoilerat the end of the character's turn+15%has Corrupt Despoiler
at the end of the character's turn+11%is a general · Influence 5 or more · has less than level 2 of Trustworthy · does not have Firm Personal Morality · does not have Surrounded by His Inner Circle · does not have Scandalous Favoritism · does not have Notorious Nepotist (plus hidden conditions)at the end of the character's turn+11%Command 5 or more · has less than level 2 of Trustworthy · does not have Firm Personal Morality · does not have Surrounded by His Inner Circle · does not have Scandalous Favoritism · does not have Notorious Nepotist (plus hidden conditions)at the end of the character's turn+11%is a general · Influence 5 or more · has less than level 2 of Trustworthy · does not have Firm Personal Morality · has Flexible · does not have Surrounded by His Inner Circle · does not have Scandalous Favoritism · does not have Notorious Nepotist (plus hidden conditions)

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Numidian Princes Ransomed

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

Effects: no stat effects

Our conquest of a Numidian stronghold allowed us to capture high-born princes of the Massylii tribe. Anxious to preserve their royal line, the Numidian chieftains dispatched a train of their finest steeds, ivory and gold to purchase their freedom.

How it is gained and lost: on enslaving a captured city, when selected
WhenPointsChanceConditionsWhenPointsChanceConditions
on enslaving a captured city+115%the target faction is Massylii · does not have Numidian Princes Ransomedwhen selectedloses 1100%has Numidian Princes Ransomed