RTR: Imperium Surrectum
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Magian TutorMagicianMagistrateMago - De AgriculturaMago, The Father of AgricultureMago's Agricultural TreatiseMagusMaharbalMakedonian NobleMan of SidonMan of Sidon (sidon man2)Man of Sidon (sidon man3)Man-HunterMandoniManethoMarch DriverMarcus PacuviusMarcus Porcius Cato - De Re RusticaMarcus Porcius Cato CensoriusMarcus Terentius VarroMarcus Terentius Varro - Rerum rusticarumMarcus Tullius CiceroMarcus Vitruvius PollioMarian Legion InstructorMarket InspectorMarsi WarriorMarsian Snake CharmerMassaesylian NobleMassylian NobleMaster EmbalmerMaster HunterMaster MetallurgistMaster of ArchersMaster of ArmsMaster of AssassinsMaster of HorseMaster of the QuarryMaster SmithMathematicianMegaravicusMenippus of GadaraMercenary CaptainMercenary SpartiateMerchantMessianic ProphetMetrobiusMilitary EngineerMilitary Governor of SyrakousaiMilitary TreatiseMilitary TribuneMining EngineerMinstrelMistressMonarchistMusicianMysterious “Physician”Mystic
RIS wiki › Four Romans › ancillaries

Retinue: M

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57 retinue members whose name begins with M. 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

Magian Tutor

never alongside Magus, Sage from the East, Zurvanist Priest · never for 11 of the cultures.

Effects: +1 Management, +1 Law, +5 Bribe Resistance

An expert in the 'Circle of Justice' and 'Mirror for Princes', a wise mentor to teach young leaders about morality, ethics and acumen in statecraft.

Acquisition is tied to the trait: Ignorant.

Cultures that never receive it (11)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Phoenician · Libyan · Egyptian · Ethiopian · Roman

How it is gained: on coming of age
WhenChanceConditions
on coming of age2%has less than level 2 of Ignorant · his father has less than level 2 of Ignorant · does not belong to Antigonid Kingdom · does not belong to Greek City States · does not belong to Sparta · does not belong to Pergamon

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Magician

never for 14 of the cultures.

Effects: +1 Influence

"All the world, all of the afterlife to come, all can be yours! But only through me…"

Acquisition is tied to the trait: Rational Concerns.

Cultures that never receive it (14)

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

How it is gained: ending a turn in a settlement
WhenChanceConditions
ending a turn in a settlement3%has Rational Concerns · over 90% of his movement left · the settlement has Magistrates' Court (Civic) or better · is a general

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Magistrate

never alongside Dubious Judge · never for 19 of the cultures.

Effects: +1 Public Security, +1 Law

Justice, however flawed, helps mould a people into an empire.

Cultures that never receive it (19)

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

How it is gained: when the governed city riots
WhenChanceConditions
when the governed city riots4%the settlement has Governor's Palace or better · is a general

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Mago - De Agricultura

Effects: +1 Management, +1 Farming

Mago was a Carthaginian writer, author of an agricultural manual in Punic which was a record of the farming knowledge of Carthage. The Punic text has been lost, but some fragments of Greek and Latin translations survive. Mago's long work (it was divided into 28 books) was partly based on earlier Greek agricultural writings but no doubt incorporated local north African and Phoenician traditional practices, Carthage being a Phoenician colony. It began with general advice which is thus summarized by Columella.

Acquisition is tied to the trait: Curious about Humanities.

How it is gained: ending a turn in a settlement
WhenChanceConditions
ending a turn in a settlement1%has Curious about Humanities · over 90% of his movement left · the settlement has Small School (Civic) or better · of Roman culture · no one in his faction has Mago - De Agricultura · from turn 802 on · is a general

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Mago, The Father of Agriculture

unique (one in the world at a time) · never for 17 of the cultures.

Effects: +2 Farming, +10 Trading

A Carthaginian scholars who wrote an important 28 books of treatises on agriculture in Punic language which was one of the sources the most important sources on the subject during several centuries. Argriculture is the backbone of all economy which should not be neglect anyway…

Acquisition is tied to the trait: Grower.

Cultures that never receive it (17)

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

How it is gained: ending a turn in a settlement
WhenChanceConditions
ending a turn in a settlement40%over 90% of his movement left · the settlement has Small School (Civic) or better · belongs to Carthage · from turn 202 on · before turn 404 · has Grower

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Mago's Agricultural Treatise

never alongside Military Treatise, Agriculture Treatise.

Effects: +1 Farming, +1 Management

This is the masterly treatise written by Magon, the Father of Agriculture who recorded all of his knowledge on the subject in twenty-eight books. This encyclopaedia offers invaluable technical and practical advice in regard to soil types and to the cultivation of cereals, olive trees, vines, and fruit trees. Magon's commentaries on pruning, irrigation techniques, grafting techniques, the maintenance of orchards, and the production of wine and oil also stand out among the advice this treatise offers.

Acquisition is tied to traits: Grower, Cultured.

How it is gained: ending a turn in a settlement
WhenChanceConditions
ending a turn in a settlement1%belongs to Carthage · in Carthage · no one in his faction has Mago's Agricultural Treatise · has Grower · has Cultured at level 2 or higher

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Magus

never alongside Sage from the East, Zurvanist Priest, Magian Tutor · never for 11 of the cultures.

Effects: +1 Management, -1 Influence, +1 Fertility

This general has in his retinue a member of the old Median and Persian clergy. They weren't well accepted in court, but had many followers among the people.

Cultures that never receive it (11)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Phoenician · Libyan · Egyptian · Ethiopian · Roman

How it is gained: at the end of the character's turn
WhenChanceConditions
at the end of the character's turn2%ended the turn in a settlement · over 90% of his movement left · the settlement has Large Temple or better · 10% chance · is a general

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Maharbal

unique (one in the world at a time) · never alongside Master of Horse, Sacred Band Captain · never for 17 of the cultures.

Effects: +2 Cavalry Command

Hannibal's cavalry commander during the Second Punic War who was often critical to the success of the side of Carthage over Rome as he could use cavalry superiority very well which he give to his commader a sizeable edge. If only his master could know won to use a victory and not just how to win it.

Cultures that never receive it (17)

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

How it is gained: when a unit is trained in the governed city
WhenChanceConditions
when a unit is trained in the governed city40%Command 3 or more · belongs to Carthage · is a general · from turn 402 on · before turn 804

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Makedonian Noble

never alongside Hellenic Noble, Former Makedonian Soldier.

Effects: +1 Influence, +1 Cavalry Command, +1 Combat vs Greek

This man has agreed a marriage between a woman from his family and this Makedonian noble. The new alliance, which has been signed through marriage and other productive pacts, will allow this man to gain influence and maintain good relations between our faction and a powerful section of the Makedonian aristocracy. Also, he gets a kick out of fighting Greeks.

How it is gained: ending a turn in a settlement, after a battle
WhenChanceConditionsWhenChanceConditions
ending a turn in a settlement1%is a general · in Pella, Larissa, Corinth, Amphipolis or Thessalonike · over 90% of his movement left · Influence above 2 · 10% chanceafter a battle10%won the battle · is a general · fought Antigonid Kingdom · Influence above 2

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Man of Sidon

unique (one in the world at a time) · never alongside Man of Sidon, Man of Sidon.

Effects: +1 Management

Set free by this man, this former slave has obtained a new political status and is considered a Man of Sidon. This means that in spite of the fact that he is now a freeman, he is also this man's servant to which he is attached by a tie of clientship.

Acquisition is tied to the trait: Estate Owner.

How it is gained: ending a turn in a settlement
WhenChanceConditions
ending a turn in a settlement1%belongs to Carthage · the settlement has Forum or better · has Estate Owner at level 2 or higher · 10% chance (plus hidden conditions)

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Man of Sidon (sidon man2)

unique (one in the world at a time) · never alongside Man of Sidon, Man of Sidon.

Effects: +1 Management

Set free by this man, this former slave has obtained a new political status and is considered a Man of Sidon. This means that in spite of the fact that he is now a freeman, he is also this man's servant to which he is attached by a tie of clientship.

Acquisition is tied to the trait: Estate Owner.

How it is gained: ending a turn in a settlement
WhenChanceConditions
ending a turn in a settlement1%belongs to Carthage · the settlement has Forum or better · has Estate Owner at level 2 or higher · has Estate Owner at level 2 or higher · 10% chance (plus hidden conditions)

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Man of Sidon (sidon man3)

unique (one in the world at a time) · never alongside Man of Sidon, Man of Sidon.

Effects: +1 Management

Set free by this man, this former slave has obtained a new political status and is considered a Man of Sidon. This means that in spite of the fact that he is now a freeman, he is also this man's servant to which he is attached by a tie of clientship.

Acquisition is tied to the trait: Estate Owner.

How it is gained: ending a turn in a settlement
WhenChanceConditions
ending a turn in a settlement1%belongs to Carthage · the settlement has Forum or better · has Estate Owner at level 2 or higher · has Estate Owner at level 2 or higher · 10% chance (plus hidden conditions)

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Man-Hunter

never alongside Procurator, Tax Farmer, Slave Trader · never for 13 of the cultures.

Effects: +3 Looting, +2 Slave Trading, +1 Unrest

This ruthless man leads an organized system of man-hunting that supplies the slave markets through various methods, including raids and tribal wars. Slave-dealers were often part of the ordinary retinue of an army. In the ancient times man-hunting was seen as a sub-category of warfare. Sometimes Barbarian tribes sold slaves to buy much wanted luxury items.

Acquisition is tied to traits: Insensitive Ruler, Rather Lazy, War Chief.

Cultures that never receive it (13)

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

How it is gained: on enslaving a captured city
WhenChanceConditionsWhenChanceConditionsWhenChanceConditions
on enslaving a captured city2%of Gallic, Celtiberian, Brittonic, Germanic, Dacian or Thracian culture · has Rather Lazyon enslaving a captured city2%of Gallic, Celtiberian, Brittonic, Germanic, Dacian or Thracian culture · has Insensitive Ruleron enslaving a captured city2%of Gallic, Celtiberian, Brittonic, Germanic, Dacian or Thracian culture · has War Chief at level 3 or higher

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Mandoni

unique (one in the world at a time) · never alongside Veteran Officer, Barbarian Hostage · never for 13 of the cultures.

Effects: +1 Combat vs Roman, +1 Combat vs Phoenician, +2 Training Units

Chief of the tribe of Ausetani, at first he fought for Carthage and later Rome after he became disillusioned with Carthage. After the Second Punic War, he and Indibil, his close allied, and gathered a large amount of warriors to fight against Rome. Thanks to his experience with Carthage and Rome, this man will serve you well.

Cultures that never receive it (13)

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

Granted by events.

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Manetho

unique (one in the world at a time) · never alongside Priest of Thot, Historian · never for 17 of the cultures.

Effects: +2 Management, -2 Unrest, +2 Line of Sight, +1 Naval Command

An Egyptian historian and priest of Thoth or Neith from Sebennytos-Bousiris. Manetho recorded Aegyptiaca (History of Egypt). His work is of great interest to Egyptologists, and is often used as evidence for the chronology of the reigns of pharaohs.

Acquisition is tied to traits: Egyptian Culture, Rational Beliefs, Faithless, Irreverent.

Cultures that never receive it (17)

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

How it is gained: at the end of the character's turn
WhenChanceConditionsWhenChanceConditions
at the end of the character's turn40%ended the turn in a settlement · over 90% of his movement left · has Egyptian Culture · belongs to Ptolemaic Empire · is a general · from turn 4 on · before turn 164 · does not have Faithless · has less than level 2 of Rational Beliefs · does not have Irreverentat the end of the character's turn20%ended the turn in a settlement · over 90% of his movement left · the settlement has Awesome Temple or better · belongs to Ptolemaic Empire · is a general · from turn 4 on · before turn 164 · does not have Faithless · has less than level 2 of Rational Beliefs · does not have Irreverent

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March Driver

never alongside Decorated Hero, Famous Warrior, Mercenary Captain · never for 13 of the cultures.

Effects: +3 Movement Points, +1 Troop Morale

The warrior who is able to encourage his fellows to march and fight is always helpful when working with tough men.

Cultures that never receive it (13)

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

How it is gained: when a unit is trained in the governed city
WhenChanceConditions
when a unit is trained in the governed city2%the unit trained is infantry · Command 4 or more · is a general

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Marcus Pacuvius

unique (one in the world at a time) · never alongside Poet, Playwright · never for 18 of the cultures.

Effects: +1 Influence

A great of the tragic poets of Rome who put Roman tragedy to the first raised to a position of influence and dignity. He was the nephew and pupil of Ennius. Pacuvius alone maintained the continuity of the serious drama, and perpetuated the character first imparted to it by Ennius.

Acquisition is tied to the trait: Fond of Ribald Rhymes.

Cultures that never receive it (18)

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

How it is gained: at the end of the character's turn
WhenChanceConditions
at the end of the character's turn40%ended the turn in a settlement · over 90% of his movement left · the settlement has Academy (Civic) or better · is a general · from turn 522 on · before turn 804 · has Fond of Ribald Rhymes

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Marcus Porcius Cato - De Re Rustica

never alongside Lucius Livius Andronicus - Odussia, Marcus Terentius Varro - Rerum rusticarum.

Effects: +1 Management, +1 Farming

Marcus Porcius Cato was a Roman statesman. De Agri Cultura (On Farming or On Agriculture), written by Cato the Elder, is the oldest surviving work of Latin prose. Essay's composition to about 160 BC and noted that "for all of its lack of form, its details of old custom and superstition, and its archaic tone, it was an up-to-date directed from his own knowledge and experience to the new capitalistic farming.

Acquisition is tied to traits: Likes Sciences, Cultured.

How it is gained: ending a turn in a settlement
WhenChanceConditions
ending a turn in a settlement1%has Likes Sciences · over 90% of his movement left · the settlement has Small School (Civic) or better · of Roman culture · no one in his faction has Marcus Porcius Cato - De Re Rustica · has Cultured at level 2 or higher · from turn 962 on

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Marcus Porcius Cato Censorius

unique (one in the world at a time) · never alongside Dubious Judge · never for 18 of the cultures.

Effects: +1 Management, +1 Influence, +1 Unrest, +2 Law, +3 Naval Command

A true Roman, great orator and writer, an ideal Censor, and a frugal man who believed in the old republican principles. Stern in both thought and deed, swift to vengeance against his enemies, austere, rustic, and untactful, Cato is the epitome of a Roman untainted by the ways of the Hellenes. Equally able with pen, podium, purse, or army, Cato is an excellent man to accompany your general.

Acquisition is tied to the trait: Trustworthy.

Cultures that never receive it (18)

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

How it is gained: at the end of the character's turn
WhenChanceConditions
at the end of the character's turn40%ended the turn in a settlement · over 90% of his movement left · the settlement has Pro-Consul's Palace or better · is a general · from turn 266 on · before turn 528 · has Trustworthy

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Marcus Terentius Varro

unique (one in the world at a time) · never alongside Architect, Natural Philosopher · never for 18 of the cultures.

Effects: +1 Management, -1 Squalor, +2 Health

A Roman scholar and writer. Called "the most learned of the Romans" by Quintilian and have been as credit with a book on architecture. Varro warned his contemporaries to avoid swamps and marshland, since such areas "breed certain minute creatures which cannot be seen by the eyes, but which float in the air and enter the body through the mouth and nose and cause serious diseases.

Acquisition is tied to the trait: Understands Natural Philosophy.

Cultures that never receive it (18)

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

How it is gained: at the end of the character's turn
WhenChanceConditions
at the end of the character's turn40%ended the turn in a settlement · over 90% of his movement left · the settlement has Great Academy (Civic) or better · the settlement has Great Bathhouse (Sanitation) or better · is a general · from turn 738 on · before turn 1016 · has Understands Natural Philosophy

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Marcus Terentius Varro - Rerum rusticarum

never alongside Marcus Porcius Cato - De Re Rustica.

Effects: +1 Farming

Marcus Terentius Varro was a Roman scholar and writer. He is sometimes called Varro Reatinus. His only complete work extant, Rerum Rusticarum Libri Tres, has been described as the well digested system of an experienced and successful farmer who has seen and practised all that he records. One noteworthy aspect of the work is his anticipation of microbiology and epidemiology. Varro warned his contemporaries to avoid swamps and marshland, since such areas "breed certain minute creatures which cannot be seen by the eyes, but which float in the air and enter the body through the mouth and nose and cause serious diseases".

Acquisition is tied to the trait: Curious about Humanities.

How it is gained: ending a turn in a settlement
WhenChanceConditions
ending a turn in a settlement1%has Curious about Humanities · over 90% of his movement left · the settlement has Small School (Civic) or better · of Roman culture · no one in his faction has Marcus Terentius Varro - Rerum rusticarum · is a general · from turn 1786 on · before turn 1844

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Marcus Tullius Cicero

unique (one in the world at a time) · never for 19 of the cultures.

Effects: +1 Influence

Philosopher, Orator and Rhetor. Marcus Tullius Cicero's main abilities are his powers of persuasion and political nous. He thinks himself a protector of liberty and of Rome. He believes you may help save Rome from the "Populares".

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
WhenChanceConditionsWhenChanceConditions
at the end of the character's turn40%ended the turn in a settlement · over 90% of his movement left · the settlement has Academy (Civic) or better · of Roman culture · is a general · from turn 778 on · before turn 1004 · Influence above 6at the end of the character's turn40%ended the turn in a settlement · over 90% of his movement left · the settlement has Academy (Civic) or better · of Roman culture · is a general · from turn 778 on · before turn 1004 · Influence above 6

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Marcus Vitruvius Pollio

unique (one in the world at a time) · never alongside Architect, Military Engineer · never for 18 of the cultures.

Effects: +1 Siege Attack, +10 Construction, +30 Siege Engineering, +1 Naval Command

A Roman writer, architect and engineer, he served as a Ballista, the third class of arms in the military offices. He likely served as chief of the ballista in charge of doctores ballistarum and libratores who actually operated the machines.

Acquisition is tied to the trait: Gate Breaker.

Cultures that never receive it (18)

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

How it is gained: at the end of the character's turn
WhenChanceConditions
at the end of the character's turn40%ended the turn in a settlement · over 90% of his movement left · the settlement has Basic Armoury or better · is a general · from turn 882 on · before turn 1064 · has Gate Breaker

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Marian Legion Instructor

never alongside Drillmaster, Quartermaster, Gaius Marius · never for 18 of the cultures.

Effects: +1 Local Popularity, +5 Movement Points, +2 Training Units, +2 Naval Command

This man can turn the clueless lowest of the low into a professional Roman military machine. At least his efforts make them much more worth their salary.

Cultures that never receive it (18)

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

How it is gained: at the end of the character's turn
WhenChanceConditionsWhenChanceConditionsWhenChanceConditionsWhenChanceConditions
at the end of the character's turn100%ended the turn in a settlement · in Arretium · the settlement has Imperial Palace · Arretium is held by The House of Claudii · no one in his faction has Gaius Marius · is a general · belongs to The House of Claudii, The House of Aemilii or The House of Corneliiat the end of the character's turn100%ended the turn in a settlement · in Ankon · the settlement has Imperial Palace · Ankon is held by The House of Claudii · no one in his faction has Gaius Marius · is a general · belongs to The House of Claudii, The House of Aemilii or The House of Corneliiat the end of the character's turn100%ended the turn in a settlement · in Tarentum · the settlement has Imperial Palace · Tarentum is held by The House of Claudii · no one in his faction has Gaius Marius · is a general · belongs to The House of Claudii, The House of Aemilii or The House of Corneliiat the end of the character's turn100%ended the turn in a settlement · in Capua · the settlement has Imperial Palace · Capua is held by The House of Claudii · no one in his faction has Gaius Marius · is a general · belongs to The House of Claudii, The House of Aemilii or The House of Cornelii
at the end of the character's turn100%ended the turn in a settlement · in Petelia · the settlement has Imperial Palace · Petelia is held by The House of Claudii · no one in his faction has Gaius Marius · is a general · belongs to The House of Claudii, The House of Aemilii or The House of Corneliiat the end of the character's turn100%ended the turn in a settlement · in Maleventum · the settlement has Imperial Palace · Maleventum is held by The House of Claudii · no one in his faction has Gaius Marius · belongs to The House of Claudii · is a generalat the end of the character's turn3%ended the turn in a settlement · in Arretium · the settlement has Imperial Palace · Arretium is held by The House of Claudii · belongs to The House of Claudii · is a generalat the end of the character's turn3%ended the turn in a settlement · in Ankon · the settlement has Imperial Palace · Ankon is held by The House of Claudii · belongs to The House of Claudii · is a general
at the end of the character's turn3%ended the turn in a settlement · in Tarentum · the settlement has Imperial Palace · Tarentum is held by The House of Claudii · belongs to The House of Claudii · is a generalat the end of the character's turn3%ended the turn in a settlement · in Capua · the settlement has Imperial Palace · Capua is held by The House of Claudii · belongs to The House of Claudii · is a generalat the end of the character's turn3%ended the turn in a settlement · in Petelia · the settlement has Imperial Palace · Petelia is held by The House of Claudii · belongs to The House of Claudii · is a generalat the end of the character's turn3%ended the turn in a settlement · in Maleventum · the settlement has Imperial Palace · Maleventum is held by The House of Claudii · belongs to The House of Claudii · is a general

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Market Inspector

Effects: +5 Trading, +1 Law

This man has achieved the civic office of mahaz and now is responsible for the maintenance and regulation of the city markets as well as for ensuring compliance with the local arrangements that regulate the prices and the equivalences of the goods.

Acquisition is tied to traits: Estate Owner, Wealthy.

How it is gained: ending a turn in a settlement
WhenChanceConditions
ending a turn in a settlement1%belongs to Carthage · the settlement has Forum or better · Management above 3 · has Estate Owner · has Wealthy · 10% chance

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Marsi Warrior

Effects: +1 Command

From the highlands of the Appenines, this veteran is a fierce warrior with the combat tradition of the Sabellian mountain tribes. Considered by observers to be "quite as warlike as the Samnites", he has served extensively in major campaigns and serves you well now, giving advice when needed.

Granted by events.

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Marsian Snake Charmer

Effects: +1 Fertility, +10 Battle Surgery, +1 Hit Points

This man serves as a camp healer and spiritual guardian, using his knowledge of herbs, charms and serpent-taming to treat battlefield wounds, neutralize venoms, and save you from disease.

Acquisition is tied to the trait: Wealthy.

How it is gained: ending a turn in a settlement
WhenChanceConditions
ending a turn in a settlement1%has Wealthy · 29% chance (plus hidden conditions)

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Massaesylian Noble

never alongside Massylian Noble, Libyan Noble, Lybo-Phoenician Officer.

Effects: +1 Cavalry Command, +1 Influence

This man has agreed a marriage between a woman from his family and this noble scion of the Massaesylian royal family. This shall be done to maintain good relations between Carthage and a section of the Western Numidian nobility. Now, the alliance has been signed through marriage and other productive pacts.

How it is gained: ending a turn in a settlement
WhenChanceConditions
ending a turn in a settlement1%belongs to Carthage · is a general · in the Libyan area of recruitment · over 90% of his movement left · Influence above 2 · Command 2 or more · 5% chance

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Massylian Noble

never alongside Massaesylian Noble, Libyan Noble, Lybo-Phoenician Officer.

Effects: +1 Cavalry Command, +1 Influence

This man has agreed a marriage between a woman from his family and this noble scion of the Massylian royal family. This shall be done to maintain good relations between Carthage and a section of the Eastern Numidian nobility. Now, the alliance has been signed through marriage and other productive pacts.

How it is gained: ending a turn in a settlement
WhenChanceConditions
ending a turn in a settlement1%belongs to Carthage · is a general · in the Libyan area of recruitment · over 90% of his movement left · Influence above 2 · Command 2 or more · 5% chance

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Master Embalmer

never for 14 of the cultures.

Effects: +1 Troop Morale, +1 Attack

"Correct preparation for the afterlife is a wise investment. And now, about the right casket…"

Acquisition is tied to the trait: Devout.

Cultures that never receive it (14)

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

How it is gained: ending a turn in a settlement
WhenChanceConditions
ending a turn in a settlement3%has Devout · over 90% of his movement left · the settlement has Physician's Clinics (Healing) · is a general

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Master Hunter

Effects: +2 Ambush, +2 Line of Sight

The man who can track, find his way across rough country, and bring down his prey can do the same to other men.

Acquisition is tied to the trait: Good Ambusher.

How it is gained: at the end of the character's turn
WhenChanceConditionsWhenChanceConditions
at the end of the character's turn1%ended the turn outside a settlement · over 90% of his movement left · in barbarian lands · has Good Ambusher · is a generalat the end of the character's turn2%ended the turn in a settlement · over 90% of his movement left · the settlement has Hunting Grounds (Rural) or better · 10% chance · is a general

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Master Metallurgist

never alongside Master Smith, Iberian Master Smith, Celtic Master Smith · never for 11 of the cultures.

Effects: +1 Command, +3 Training Units, +1 Bodyguard Valour, +2 Squalor

This Indian is a master in the art of all metals; one of his skills is to make the iron he works with unable to corrode, or even to turn them into something that all warriors dream of.

Cultures that never receive it (11)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Phoenician · Libyan · Egyptian · Ethiopian · Roman

Granted by events.

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Master of Archers

never for 8 of the cultures.

Effects: +1 Command

An expert in training and leading archers. He hits his targets so often that some believe he has made a deal with Apollo.

Acquisition is tied to traits: Pillager, Skilled Infantry Commander.

Cultures that never receive it (8)

Roman · Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Scythian

How it is gained: ending a turn in a settlement, when a unit is trained in the governed city, at the end of the character's turn
WhenChanceConditionsWhenChanceConditionsWhenChanceConditionsWhenChanceConditions
ending a turn in a settlement1%is a general · over 90% of his movement left · the settlement has Basic Armoury or betterwhen a unit is trained in the governed city1%has Skilled Infantry Commander · is a generalending a turn in a settlement2%has Pillager · over 90% of his movement left · the settlement has Barracks and Armoury or betterending a turn in a settlement1%is a general · over 90% of his movement left · has Pillager
at the end of the character's turn2%ended the turn in a settlement · over 90% of his movement left · the settlement has Barracks and Armoury or better · has Pillager · is a general

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Master of Arms

never alongside Master Hunter, Master of Archers, Renowned Archer · never for 1 of the cultures.

Effects: +2 Training Units, +1 Bodyguard Valour

This man can wield any weapon you give him. Soldiers under his training can barely lift their arms after a day with him, but they learn to fight well.

Acquisition is tied to traits: Dedicated Trainer, Green.

Cultures that never receive it (1)

Roman

How it is gained: ending a turn in a settlement
WhenChanceConditions
ending a turn in a settlement2%over 90% of his movement left · has Green at level 3 or higher · has Dedicated Trainer

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Master of Assassins

never for 15 of the cultures.

Effects: +2 Personal Security, +4 Training Agents

This man has a knack for spotting talent: the talent to commit murder.

Acquisition is tied to traits: Clean Hands, Educated in Carthage.

Cultures that never receive it (15)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Scythian · Phoenician · Libyan · Egyptian · Ethiopian · Greek · Western Hellenistic · Eastern Hellenistic · Roman

How it is gained: when ordered to assassinate, on coming of age
WhenChanceConditionsWhenChanceConditions
when ordered to assassinate1%does not have Clean Handson coming of age2%has Educated in Carthage at level 1 · 10% chance

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Master of Horse

never for 7 of the cultures.

Effects: +1 Cavalry Command

This man knows horses like others know the back of their hand. He is an expert in all aspects of training and leading cavalry.

Acquisition is tied to the trait: Skilled Cavalry Commander.

Cultures that never receive it (7)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Scythian

How it is gained: when a unit is trained in the governed city, at the end of the character's turn
WhenChanceConditionsWhenChanceConditionsWhenChanceConditions
when a unit is trained in the governed city7%the unit trained is cavalry · has Skilled Cavalry Commander · is a generalat the end of the character's turn2%ended the turn in a settlement · over 90% of his movement left · the settlement has Racing Course (Leisure) or better · has Skilled Cavalry Commander · is a generalat the end of the character's turn2%ended the turn in a settlement · over 90% of his movement left · the settlement has Barracks and Armoury or better · has Skilled Cavalry Commander · is a general

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Master of the Quarry

Effects: +10 Construction

This man supervises the quarries of Syracuse. This is not just a place to cut stones, but also a prison: The tyrants commonly sent their captives into the quarries to work for them. Most famous is the case of the Athenians captured after the failed Sicilian Expedition. A large rock structure here is known as the "Ear of Dionysios" and allegedly allowed the tyrants to eavesdrop on his captives.

Acquisition is tied to the trait: Wealthy.

How it is gained: ending a turn in a settlement
WhenChanceConditions
ending a turn in a settlement1%belongs to Syracuse · in Syracuse · Influence above 3 · 5% chance · has Wealthy

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Master Smith

Effects: +2 Training Units

A highly skilled man, able to look after all the weapons of an army with his assistants.

How it is gained: ending a turn in a settlement
WhenChanceConditionsWhenChanceConditions
ending a turn in a settlement1%is a general · over 90% of his movement left · the settlement has Armourer (Industry) or betterending a turn in a settlement2%over 90% of his movement left · the settlement has Library of Pergamum · the settlement has Armourer (Industry) or better · 10% chance · is a general

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Mathematician

never for 7 of the cultures.

Effects: +1 Management

The esoteric art of mathematics brings practical benefits to the business of government.

Acquisition is tied to the trait: Understands Mathematics.

Cultures that never receive it (7)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Scythian

How it is gained: ending a turn in a settlement
WhenChanceConditionsWhenChanceConditionsWhenChanceConditions
ending a turn in a settlement1%has Understands Mathematics · over 90% of his movement left · the settlement has Small School (Civic) or better · is a generalending a turn in a settlement2%over 90% of his movement left · the settlement has Mouseion and the Great Library · has Understands Mathematics · is a generalending a turn in a settlement2%over 90% of his movement left · the settlement has Plato's Academy or better · has Understands Mathematics

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Megaravicus

unique (one in the world at a time) · never alongside Famous Warrior, Watchman · never for 13 of the cultures.

Effects: +2 Siege Defence, +1 Troop Morale

Garrison commander from Numantia. Those who want to take his city by force need to think at least twice…

Cultures that never receive it (13)

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

How it is gained: at the end of the character's turn
WhenChanceConditions
at the end of the character's turn40%ended the turn in a settlement · over 90% of his movement left · under siege · belongs to Arevaci · is a general · from turn 502 on · before turn 604

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Menippus of Gadara

unique (one in the world at a time) · never alongside Philosopher, Talented Slave · never for 13 of the cultures.

Effects: +1 Management, +1 Influence

Originally a slave, this Cynic philosopher amassed a fortune as a money-lender. He discussed serious subjects in a spirit of raillery, and especially delighted in attacking the Epicureans and Stoics. His writings exercised considerable influence upon later literature. Strabo and Stephanus call him the "earnest-jester" and the Menippean satire genre is named after him.

Cultures that never receive it (13)

Caucasian · Anatolian · Iranian · Arab · Indian · Dacian · Celtiberian · Brittonic · Thracian · Scythian · Phoenician · Egyptian · Libyan

Granted by events.

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Mercenary Captain

never alongside Greek Mercenary Commander.

Effects: +10 Looting, +3 Training Units, -5 Tax Collection

Years of hard times dealing with hard men make a mercenary captain a wily advisor on tactics, recruitment and pillage, but his loyalty comes with a high price.

How it is gained: on hiring mercenaries
WhenChanceConditions
on hiring mercenaries2%always

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Mercenary Spartiate

Effects: +1 Personal Security, +2 Infantry Command, -5 Tax Collection

With the troubles Sparta has faced since the loss of their helots (Messenian slave laborers), many have hired themselves out to bring in more financial support to their families and to themselves. This man is a Spartiate, or Spartan citizen-peer. He has his mannerisms, but his military knowledge and training make him an excellent addition to your staff, provided he is well compensated for his loyalty.

How it is gained: when a unit is trained in the governed city
WhenChanceConditions
when a unit is trained in the governed city1%belongs to Carthage · 12% chance

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Merchant

Effects: +10 Trading

Trade is a sure road to wealth, even for the already powerful, as long as trade routes are kept open and safe.

Acquisition is tied to the trait: Educated in Carthage.

How it is gained: ending a turn in a settlement, at the end of the character's turn, on coming of age
WhenChanceConditionsWhenChanceConditionsWhenChanceConditions
ending a turn in a settlement1%is a general · over 90% of his movement left · the settlement has Large Forum or better · the settlement has Trade Port or betterat the end of the character's turn2%ended the turn in a settlement · over 90% of his movement left · the settlement has Forum or better · 10% chance · is a generalon coming of age10%has Educated in Carthage at level 1 · 10% chance

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Messianic Prophet

never alongside Apocalyptic Prophet, Wilderness Prophet, Prophet · never for 14 of the cultures.

Effects: -1 Management, +1 Influence, -1 Law, +2 Troop Morale, -1 Unrest

"Behold the man! Our messiah will soon appear to us and bring us to our ultimate day of glory."

Cultures that never receive it (14)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Egyptian · Ethiopian · Greek · Western Hellenistic · Eastern Hellenistic · Roman · Phoenician · Libyan

Granted by events.

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Metrobius

unique (one in the world at a time) · never alongside Actor, Greek Turncoat · never for 18 of the cultures.

Effects: +1 Influence, -2 Unrest, +5 Bribe Resistance

A widely known Roman tragic actor of Greek birth. But more than his acting skill is loyalty to someone who he would call friends, he is willingly to give up everything for them no matter how much the burden is…

Acquisition is tied to the trait: Open-handed.

Cultures that never receive it (18)

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

How it is gained: ending a turn in a settlement
WhenChanceConditions
ending a turn in a settlement40%is a general · over 90% of his movement left · the settlement has Odeon (Leisure) or better · from turn 722 on · before turn 884 · has Open-handed

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Military Engineer

never for 18 of the cultures.

Effects: +2 Siege Attack, +50 Siege Engineering

Any and all military construction tasks - siege engines, roads, fortifications, benefit from the oversight of an expert. Under his advice, the greatest walls shall fall before us.

Cultures that never receive it (18)

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

How it is gained: ending a turn in a settlement
WhenChanceConditionsWhenChanceConditions
ending a turn in a settlement4%is a general · over 90% of his movement left · the settlement has Academy (Civic) or better · the settlement has Armourer (Industry) or better · the settlement has Basic Armoury or betterending a turn in a settlement2%over 90% of his movement left · the settlement has Mouseion and the Great Library · the settlement has Armourer (Industry) or better · 10% chance · is a general

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Military Governor of Syrakousai

Effects: +1 Command, +1 Influence

This man has been appointed military governor of the powerful city of Syrakousai! He has administrative control of the region and can organize local garrisons. He has limited, yet quite autonomous power in times of peace as long as he follows the orders from the Elders.

How it is gained: ending a turn in a settlement
WhenChanceConditions
ending a turn in a settlement100%belongs to Carthage · in Syracuse · no one in his faction has Military Governor of Syrakousai · Influence above 1

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Military Treatise

never alongside Agriculture Treatise, Political Treatise, Mago's Agricultural Treatise.

Effects: +1 Command, +2 Line of Sight

This masterly treatise has been written by an experienced Carthaginian military commander. Using technical concepts, it delves into the implementation of effective tactics, the benefits of using certain weapons, and the proper establishment of military camps, among other matters. This treatise also stresses the correct use and roles of citizen, allied, subject, and mercenary troops, as well as the importance of counting on professional officers, establishing complex logistics and payment systems, and the development of an effective poliorcetic, or siege expert.

Acquisition is tied to traits: Interested in Military Arts, Cultured.

How it is gained: ending a turn in a settlement
WhenChanceConditionsWhenChanceConditions
ending a turn in a settlement1%belongs to Carthage · has Cultured at level 2 or higher · the settlement has Small School (Civic) or better · Command 2 or moreending a turn in a settlement1%belongs to Carthage · has Interested in Military Arts · the settlement has Small School (Civic) or better · Command 2 or more · has Cultured at level 2 or higher

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Military Tribune

never for 19 of the cultures.

Effects: +1 Defence

Military experience is a key to political advancement for friends and oneself.

Acquisition is tied to the trait: Vanquisher.

Cultures that never receive it (19)

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

How it is gained: after a battle
WhenChanceConditions
after a battle4%has Vanquisher · Command 4 or more · is a general · won the battle

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Mining Engineer

never for 7 of the cultures.

Effects: +25 Mining

Muscle may dig out the ore, but without skill mining is just digging holes.

Acquisition is tied to the trait: Likes Sciences.

Cultures that never receive it (7)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Scythian

How it is gained: ending a turn in a settlement
WhenChanceConditionsWhenChanceConditionsWhenChanceConditionsWhenChanceConditions
ending a turn in a settlement2%is a general · over 90% of his movement left · the settlement has Mines (Industry) or better · the settlement has Academy (Civic) or betterending a turn in a settlement2%has Likes Sciences · over 90% of his movement left · the settlement has Mines (Industry) or better · the settlement has Academy (Civic) or betterending a turn in a settlement2%has Likes Sciences at level 2 or higher · over 90% of his movement left · the settlement has Iron Exports (Special exports) · the settlement has Academy (Civic) or betterending a turn in a settlement2%over 90% of his movement left · the settlement has Small School (Civic) or better · 10% chance · is a general
ending a turn in a settlement2%over 90% of his movement left · the settlement has Library of Pergamum · 10% chance · is a general

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Minstrel

never alongside Musician, Lur Players · never for 14 of the cultures.

Effects: -1 Unrest, +1 Troop Morale

The Parthian Gosan is a minstrel, spinner of tales, performer of myths and legends without fail, and the poems he tells will soon be your heroic tales.

Cultures that never receive it (14)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Phoenician · Libyan · Egyptian · Ethiopian · Greek · Western Hellenistic · Eastern Hellenistic · Roman

How it is gained: at the end of the character's turn
WhenChanceConditions
at the end of the character's turn2%ended the turn in a settlement · belongs to Parni · over 90% of his movement left · the settlement has Local Market or better · belongs to Parni · is a general

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Mistress

never for 7 of the cultures.

Effects: +1 Management, +1 Influence

This man indulges in life’s pleasures, particularly in the company of his mistress. Such relationships may be frowned upon, but they bring a certain refinement to his life.

Acquisition is tied to traits: Casual Adulterer, Reverent, Ugly, Ignorant Wife.

Cultures that never receive it (7)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Scythian

How it is gained: ending a turn in a settlement
WhenChanceConditionsWhenChanceConditionsWhenChanceConditions
ending a turn in a settlement1%has Casual Adulterer · over 90% of his movement left · the settlement has Governor's Palace or betterending a turn in a settlement1%has Ugly, Ignorant Wife at level 2 · over 90% of his movement left · the settlement has Governor's Palace or betterending a turn in a settlement2%has Reverent · over 90% of his movement left · the settlement has Barracks and Armoury or better · has Casual Adulterer · is a general

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Monarchist

never alongside Loyal Retainer, Over-Protective Nanny, Powerful Adviser · never for 18 of the cultures.

Effects: +1 Influence, +2 Unrest, -2 Personal Security

This man says "the Roman Republic is now corrupt and needs a strong hand, and a champion of the people, to save it". He may be right, but how can we be sure that this savior will not be just another tyrant?

Cultures that never receive it (18)

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

How it is gained: at the end of the character's turn
WhenChanceConditions
at the end of the character's turn100%is a general · no one in his faction has Monarchist · someone in his faction already has Marian Legion Instructor · the faction leader does not have Imperator Caesar

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Musician

Effects: +1 Influence, +1 Troop Morale

Entertainment at the end of a day's labours is important, even for the busiest general or governor.

How it is gained: ending a turn in a settlement
WhenChanceConditionsWhenChanceConditions
ending a turn in a settlement3%over 90% of his movement left · the settlement has Great Theatre (Leisure) or better (plus hidden conditions)ending a turn in a settlement2%is a general · over 90% of his movement left · the settlement has Brewing Quarter (Urban) or better · 10% chance

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Mysterious “Physician”

never alongside Master of Assassins, Necromancer · never for 7 of the cultures.

Effects: +3 Training Agents, +1 Influence, +1 Personal Security

Rumor has it that this doctor’s prescriptions sometimes result in the... permanent curing of ailments. He’s an expert with herbs and potions, but no one’s quite sure if he’s healing or hastening the inevitable. Those who knew are no longer around to tell.

Acquisition is tied to the trait: Clean Hands.

Cultures that never receive it (7)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Roman

How it is gained: ending a turn in a settlement
WhenChanceConditionsWhenChanceConditionsWhenChanceConditions
ending a turn in a settlement1%over 90% of his movement left · belongs to Trinovantes · has Clean Handsending a turn in a settlement1%over 90% of his movement left · has Clean Handsending a turn in a settlement1%is a general · over 90% of his movement left · the settlement has Local Healer (Healing) or better · has Clean Hands

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Mystic

never alongside Magician, Soothsayer, Pontifex · never for 7 of the cultures.

Effects: -2 Unrest, +1 Troop Morale

An initiate into the ancient mysteries. This man can see the dreams and interpret with insight the hidden wisdom.

Acquisition is tied to the trait: Rational Concerns.

Cultures that never receive it (7)

Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Roman

How it is gained: ending a turn in a settlement
WhenChanceConditions
ending a turn in a settlement2%is a general · over 90% of his movement left · the settlement has Public Baths (Sanitation) or better · has Rational Concerns