RTR: Imperium Surrectum
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MaduatenoiMaezaeiMagnesianMagonnidMagonnid FavourMaidoiMakedonianMakedonian AmbitionMakedonian CultureMalianManioiManipulative WifeManvmitorMariandynoiMaroneianMasdyeniansMassalianMassalioteMaster of the ForumMausoleum BuilderMeasures by MeritMeddix TutecusMeddix Tutecus (Meddix Tutecus Capua)Meddix Tutecus (Meddix Tutecus Lucanians)Meddix Tutecus (Meddix Tutecus Mamertines)Meddix Tutecus (Meddix Tutecus Samnites)Mediocre When OutnumberedMegalopoliteMegarianMegasMelainokorkyranMelanditaiMercatores - Local MerchantMercenary ChieftainMercenary ConnectionsMerciful VictorMesembrianMesopotamian CultureMessanianMessenianMetapontianMethymnanMetronomoiMicromanagerMighty HunterMigrated to New LandsMildly ExtravagantMilesianMinerMinor Countryside RaidMints New CoinsMisguided by Local GuidesMishelleneMithridatidMizrehimMocked by the LocalsModerate DrinkerModest Herd OwnerMoisoiMolossianMonophtalmosMygdonesMysianMysian CultureMytilenian
RIS wiki › Four Romans › traits

Traits: M

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65 traits whose display 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 · Y · Z

Maduatenoi

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

Effects: no stat effects · grants the epithet the Maduatensian

This man hails from the Maduateni, a small tribe of south-eastern Thrace, near the Astoi. As a smaller tribe they rely on ambushes and cooperation with other tribes in their attacks.

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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Maezaei

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

Effects: no stat effects · grants the epithet the Maezaean

This man hails from the Maezaei, a Pannonian tribe settled on the Dalmatian-Pannonian border, in the Sanus river basin, east of the Iapodes.

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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Magnesian

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

Effects: no stat effects · grants the epithet the Magnesian

This man is Magnesian.

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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Magonnid

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

Effects: +1 Influence

The ancient line of Magon, older and wiser than most. This dynasty was first established under Mago I, under whom Carthage became pre-eminent among the Phoenician colonies in the western Mediterranean. The Carthaginians had a healthy respect for genealogy and political leaders were often recorded with not only their own names but also those of several previous generations. As so, this man is a very rich landowner who is also one of Mago successors and he is proud of his past inheritance.

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+115%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+120%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+130%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 Magonnid

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Magonnid Favour

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

Effects: +1 Farming, +5 Tax Collection, +1 Influence

The rich and powerful Magonnids dominate the politics at the Carthaginian senate and as one of the key members of this political group, this man career profits immensely from that reality, enjoying a great amount of stability and opportunities for his future development, something that his rivals won't certainly have.

How it is gained: at the end of the character's turn
WhenPointsChanceConditions
at the end of the character's turn+1100%is a general · belongs to Carthage · is not the faction leader · the faction leader has Magonnid · has Magonnid · does not have Neutral Stance · does not have Hannonid · does not have Magonnid Favour · does not have Barcid

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Maidoi

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

Effects: no stat effects · grants the epithet the Maidian

This man hails from the Maidoi, a bellicose tribe settled around the middle reaches of the Strymon. For a long time, the Maidoi have been in conflict with their neighbour, the Macedonians, a relationship that resulted in repeated conflict, raids, and conquest.

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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Makedonian

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

Effects: no stat effects · grants the epithet the Makedonian

This man is Makedonian.

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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Makedonian Ambition

Appears on family members (generals, governors, leaders) · pulls against Hegemon of Hellas.

Effects: no stat effects

This king walks in the footsteps of Philip II, dreaming of uniting the Hellenes under the Makedonian leadership. With the Peloponnese divided and Aetolia once more unruly, war must once again bring peace to Greece. His armies shall succeed where diplomacy has failed.

How it is gained: at the start of the character's turn
WhenPointsChanceConditions
at the start of the character's turn+1100%belongs to Antigonid Kingdom · is the faction leader · does not have Makedonian Ambition · does not have Hegemon of Hellas

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Makedonian Culture

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

This man is Makedonian by birth, from the land of the man who conquered the once great Persian empire. He’ll tell you, without a trace of irony, that his people once ruled the known world. Never mind that it fell apart after Alexander's early death.

How it is gained: when the agent is trained, when offered for adoption, when offered for adoption as a man of the hour, when offered for marriage
WhenPointsChanceConditionsWhenPointsChanceConditionsWhenPointsChanceConditions
when the agent is trained+1100%is a diplomat · belongs to Seleucid Empire (plus hidden conditions)when the agent is trained+1100%is an assassin · belongs to Seleucid Empire (plus hidden conditions)when the agent is trained+1100%is a spy · belongs to Seleucid Empire (plus hidden conditions)
when offered for adoption+180%the faction leader has Makedonian Culture · belongs to Seleucid Empirewhen offered for adoption+1100%the faction leader has Makedonian Culture · does not have Mesopotamian Culture · does not have Iranian Culture · does not have Makedonian Culture · belongs to Seleucid Empirewhen offered for adoption+120%the faction leader has Mesopotamian Culture · belongs to Seleucid Empire
when offered for adoption+117%the faction leader has Mesopotamian Culture · belongs to Seleucid Empirewhen offered for adoption+120%the faction leader has Iranian Culture · belongs to Seleucid Empirewhen offered for adoption+117%the faction leader has Iranian Culture · belongs to Seleucid Empire
when offered for adoption as a man of the hour+180%belongs to Seleucid Empirewhen offered for adoption as a man of the hour+117%belongs to Seleucid Empirewhen offered for adoption as a man of the hour+1100%does not have Mesopotamian Culture · does not have Makedonian Culture · belongs to Seleucid Empire
when offered for marriage+175%the faction leader has Makedonian Culture · belongs to Seleucid Empirewhen offered for marriage+117%the faction leader has Makedonian Culture · belongs to Seleucid Empirewhen offered for marriage+120%the faction leader has Mesopotamian Culture · belongs to Seleucid Empire
when offered for marriage+117%the faction leader has Mesopotamian Culture · belongs to Seleucid Empirewhen offered for marriage+120%the faction leader has Iranian Culture · belongs to Seleucid Empirewhen offered for marriage+117%the faction leader has Iranian Culture · belongs to Seleucid Empire
when offered for marriage+160%the faction leader does not have Makedonian Culture · the faction leader does not have Mesopotamian Culture · the faction leader does not have Iranian Culture · belongs to Seleucid Empirewhen offered for marriage+117%the faction leader does not have Makedonian Culture · the faction leader does not have Mesopotamian Culture · the faction leader does not have Iranian Culture · belongs to Seleucid Empirewhen offered for marriage+1100%does not have Mesopotamian Culture · does not have Makedonian Culture · belongs to Seleucid Empire (plus hidden conditions)
when the agent is trained+1100%is a diplomat · belongs to Pergamon, Ptolemaic Empire, Antigonid Kingdom, Cyrene, Seleucid Rebels, Ptolemaic Rebels, Lysiad Kingdom or Hellenistic Rebels (plus hidden conditions)when the agent is trained+1100%is an assassin · belongs to Pergamon, Ptolemaic Empire, Antigonid Kingdom, Cyrene, Seleucid Rebels, Ptolemaic Rebels, Lysiad Kingdom or Hellenistic Rebels (plus hidden conditions)when the agent is trained+1100%is a spy · belongs to Pergamon, Ptolemaic Empire, Antigonid Kingdom, Cyrene, Seleucid Rebels, Ptolemaic Rebels, Lysiad Kingdom or Hellenistic Rebels (plus hidden conditions)
when offered for adoption+1100%belongs to Pergamon, Ptolemaic Empire, Antigonid Kingdom, Cyrene, Seleucid Rebels, Ptolemaic Rebels, Lysiad Kingdom or Hellenistic Rebels · does not have Makedonian Culture · does not have Dorian Culture · does not have Ionian Culture · does not have Aeolian Culture · does not have Northwest Greek Culture · does not have Epirote Culture · does not have Bosporan Culture · does not have Arcadian Culture (plus hidden conditions)when offered for adoption as a man of the hour+1100%belongs to Pergamon, Ptolemaic Empire, Antigonid Kingdom, Cyrene, Seleucid Rebels, Ptolemaic Rebels, Lysiad Kingdom or Hellenistic Rebels · does not have Makedonian Culture · does not have Dorian Culture · does not have Ionian Culture · does not have Aeolian Culture · does not have Northwest Greek Culture · does not have Epirote Culture · does not have Bosporan Culture · does not have Arcadian Culture (plus hidden conditions)when offered for marriage+1100%belongs to Pergamon, Ptolemaic Empire, Antigonid Kingdom, Cyrene, Seleucid Rebels, Ptolemaic Rebels, Lysiad Kingdom or Hellenistic Rebels · does not have Makedonian Culture · does not have Dorian Culture · does not have Ionian Culture · does not have Aeolian Culture · does not have Northwest Greek Culture · does not have Epirote Culture · does not have Bosporan Culture · does not have Arcadian Culture (plus hidden conditions)
on coming of age+1100%belongs to Pergamon, Ptolemaic Empire, Antigonid Kingdom, Cyrene, Seleucid Rebels, Ptolemaic Rebels, Lysiad Kingdom or Hellenistic Rebels · does not have Makedonian Culture · does not have Dorian Culture · does not have Ionian Culture · does not have Aeolian Culture · does not have Northwest Greek Culture · does not have Epirote Culture · does not have Bosporan Culture · does not have Arcadian Culture (plus hidden conditions)at the start of the character's turn+1100%belongs to Pergamon, Ptolemaic Empire, Antigonid Kingdom, Cyrene, Seleucid Rebels, Ptolemaic Rebels, Lysiad Kingdom or Hellenistic Rebels · does not have Makedonian Culture · does not have Dorian Culture · does not have Ionian Culture · does not have Aeolian Culture · does not have Northwest Greek Culture · does not have Epirote Culture · does not have Bosporan Culture · does not have Arcadian Culture (plus hidden conditions)when offered for adoption+190%the faction leader has Makedonian Culture · belongs to Ptolemaic Empire
when offered for adoption+117%the faction leader has Makedonian Culture · belongs to Ptolemaic Empirewhen offered for adoption+155%the faction leader has Egyptian Culture · belongs to Ptolemaic Empirewhen offered for adoption+170%the faction leader has Judaean Roots · belongs to Ptolemaic Empire
when offered for adoption+1100%the faction leader has Makedonian Culture · does not have Makedonian Culture · does not have Egyptian Culture · does not have Ethiopian Roots · does not have Judaean Roots · belongs to Ptolemaic Empirewhen offered for adoption as a man of the hour+195%the faction leader has Makedonian Culture · belongs to Ptolemaic Empirewhen offered for adoption as a man of the hour+217%the faction leader has Makedonian Culture · belongs to Ptolemaic Empire
when offered for adoption as a man of the hour+110%the faction leader has Egyptian Culture · belongs to Ptolemaic Empirewhen offered for adoption as a man of the hour+1100%the faction leader does not have Makedonian Culture · the faction leader does not have Ethiopian Roots · the faction leader does not have Egyptian Culture · the faction leader does not have Judaean Roots · belongs to Ptolemaic Empirewhen offered for adoption as a man of the hour+117%the faction leader does not have Makedonian Culture · the faction leader does not have Ethiopian Roots · the faction leader does not have Egyptian Culture · the faction leader does not have Judaean Roots · belongs to Ptolemaic Empire
when offered for adoption as a man of the hour+1100%the faction leader does not have Makedonian Culture · the faction leader does not have Ethiopian Roots · the faction leader does not have Egyptian Culture · the faction leader does not have Judaean Roots · belongs to Egyptianswhen offered for adoption as a man of the hour+117%the faction leader does not have Makedonian Culture · the faction leader does not have Ethiopian Roots · the faction leader does not have Egyptian Culture · the faction leader does not have Judaean Roots · belongs to Egyptianswhen offered for adoption as a man of the hour+1100%the faction leader has Makedonian Culture · does not have Makedonian Culture · does not have Egyptian Culture · does not have Ethiopian Roots · does not have Judaean Roots · belongs to Ptolemaic Empire
when offered for marriage+185%the faction leader has Makedonian Culture · belongs to Ptolemaic Empirewhen offered for marriage+117%the faction leader has Makedonian Culture · belongs to Ptolemaic Empirewhen offered for marriage+110%the faction leader has Egyptian Culture · belongs to Ptolemaic Empire
when offered for marriage+140%the faction leader has Ethiopian Roots · belongs to Ptolemaic Empirewhen offered for marriage+140%the faction leader has Judaean Roots · belongs to Ptolemaic Empirewhen offered for marriage+1100%the faction leader has Makedonian Culture · does not have Makedonian Culture · does not have Egyptian Culture · does not have Ethiopian Roots · does not have Judaean Roots · belongs to Ptolemaic Empire
at the start of the character's turn+1100%belongs to Ptolemaic Empire (plus hidden conditions)

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Malian

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

Effects: no stat effects · grants the epithet the Malian

This man is Malian.

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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Manioi

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

Effects: no stat effects · grants the epithet the Manian

This man hails from the Manioi, a notable tribe on the main land opposite Melaina Korkyra. The Manios gulf is named after them.

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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Manipulative Wife

Appears on family members (generals, governors, leaders) · at most 15 characters may hold it.

Effects: -1 Influence, +1 Management

This man’s wife is as beautiful as she is manipulative, but her constant interference in his affairs is starting to raise concerns among his peers. Being under her thumb isn’t exactly helping this man reputation, and people are beginning to talk.

How it is gained: on marriage, when offered for adoption, when offered for marriage, when offered for adoption as a man of the hour
WhenPointsChanceConditionsWhenPointsChanceConditionsWhenPointsChanceConditions
on marriage+13%does not have Ugly, Ignorant Wife (plus hidden conditions)on marriage+18%does not have Ugly, Ignorant Wife (plus hidden conditions)when offered for adoption+13%does not have Ugly, Ignorant Wife (plus hidden conditions)
when offered for adoption+13%does not have Ugly, Ignorant Wife (plus hidden conditions)when offered for adoption+15%does not have Ugly, Ignorant Wife (plus hidden conditions)when offered for marriage+110%does not have Ugly, Ignorant Wife (plus hidden conditions)
when offered for adoption as a man of the hour+14%does not have Ugly, Ignorant Wife (plus hidden conditions)when offered for adoption as a man of the hour+14%does not have Ugly, Ignorant Wife (plus hidden conditions)when offered for adoption as a man of the hour+14%does not have Ugly, Ignorant Wife (plus hidden conditions)

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Manvmitor

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

Effects: -1 Unrest

This man has freed one or more of his slaves. The newly freed slaves have been endowed with Roman citizenship, taking the last name of their benefactor, and are now greatly in his debt, becoming clients for life and enhancing his reputation amongst the rabble.

How it is gained: ending a turn in a settlement
WhenPointsChanceConditions
ending a turn in a settlement+12%has Open-handed at level 2 or higher · belongs to The House of Claudii, The House of Aemilii or The House of Cornelii · does not have Manvmitor (plus hidden conditions)

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Mariandynoi

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

Effects: no stat effects · grants the epithet the Mariandynian

This man hails from the Mariandynoi, which are located in northern Anatolia, close to the Bithynians. They may have initially been Thracians who migrated into Asia. They were subjugated and made into perioikoi or helots by the Milesians who founded Herakleia.

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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Maroneian

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

Effects: no stat effects · grants the epithet of Maroneia

This man is from Maroneia, founded by Maron, son of Dionysos. Odysseus plundered the city, but spared Maron himself who "gifted" Odysseus wine, gold, and silver.

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 Seleucid Empire · Maroneia is held by Seleucid Empire · 3% chance (plus hidden conditions)when offered for adoption+1100%belongs to Seleucid Empire · Maroneia 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 · Maroneia is held by Seleucid Empire · 3% chance (plus hidden conditions)
when offered for marriage+1100%belongs to Ptolemaic Empire · Maroneia is held by Ptolemaic Empire · 3% chance (plus hidden conditions)when offered for adoption+1100%belongs to Ptolemaic Empire · Maroneia 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 · Maroneia is held by Ptolemaic Empire · 3% chance (plus hidden conditions)
when offered for marriage+1100%belongs to Antigonid Kingdom · Maroneia is held by Antigonid Kingdom · 3% chance (plus hidden conditions)when offered for adoption+1100%belongs to Antigonid Kingdom · Maroneia 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 · Maroneia is held by Antigonid Kingdom · 3% chance (plus hidden conditions)

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Masdyenians

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

Effects: no stat effects · grants the epithet the Masdyenian

This man hails from the Masdyenians, a Paphlagonian tribe that contributed troops to Pergamon but did not hold citizenship. They are sought after for their abilities in combat.

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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Massalian

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

Effects: +5 Trading · grants the epithet of Massalia

This man is a citizen of Massalia. This city is the largest Greek colony in the western Mediterranean, which thrives as the commercial link between the Gallic interior and Roman lands.

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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Massaliote

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

Effects: no stat effects · grants the epithet of Massalia

This man is from Massalia, the oldest recorded settlement in Southern Gaul, known for its successful merchants, trade expeditions and good sailors.

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 · Massalia is held by Athens · 3% chance (plus hidden conditions)when offered for adoption+1100%belongs to Athens · Massalia is held by Athens · 3% chance (plus hidden conditions)when offered for adoption as a man of the hour+1100%belongs to Athens · Massalia is held by Athens · 3% chance (plus hidden conditions)
when offered for marriage+1100%belongs to Athens · Massalia is held by Athens · 3% chance (plus hidden conditions)when offered for adoption+1100%belongs to Athens · Massalia is held by Athens · 3% chance (plus hidden conditions)when offered for adoption as a man of the hour+1100%belongs to Athens · Massalia is held by Athens · 3% chance (plus hidden conditions)
when offered for marriage+1100%belongs to Seleucid Empire · Massalia is held by Seleucid Empire · 3% chance (plus hidden conditions)when offered for adoption+1100%belongs to Seleucid Empire · Massalia 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 · Massalia is held by Seleucid Empire · 3% chance (plus hidden conditions)
when offered for marriage+1100%belongs to Seleucid Empire · Massalia is held by Seleucid Empire · 3% chance (plus hidden conditions)when offered for adoption+1100%belongs to Seleucid Empire · Massalia 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 · Massalia is held by Seleucid Empire · 3% chance (plus hidden conditions)
when offered for marriage+1100%belongs to Ptolemaic Empire · Massalia is held by Ptolemaic Empire · 3% chance (plus hidden conditions)when offered for adoption+1100%belongs to Ptolemaic Empire · Massalia 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 · Massalia is held by Ptolemaic Empire · 3% chance (plus hidden conditions)
when offered for marriage+1100%belongs to Ptolemaic Empire · Massalia is held by Ptolemaic Empire · 3% chance (plus hidden conditions)when offered for adoption+1100%belongs to Ptolemaic Empire · Massalia 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 · Massalia is held by Ptolemaic Empire · 3% chance (plus hidden conditions)
when offered for marriage+1100%belongs to Antigonid Kingdom · Massalia is held by Antigonid Kingdom · 3% chance (plus hidden conditions)when offered for adoption+1100%belongs to Antigonid Kingdom · Massalia 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 · Massalia is held by Antigonid Kingdom · 3% chance (plus hidden conditions)
when offered for marriage+1100%belongs to Antigonid Kingdom · Massalia is held by Antigonid Kingdom · 3% chance (plus hidden conditions)when offered for adoption+1100%belongs to Antigonid Kingdom · Massalia 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 · Massalia is held by Antigonid Kingdom · 3% chance (plus hidden conditions)
when offered for marriage+1100%belongs to Antigonid Kingdom · Massalia is held by Antigonid Kingdom · 3% chance (plus hidden conditions)when offered for adoption+1100%belongs to Antigonid Kingdom · Massalia 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 · Massalia is held by Antigonid Kingdom · 3% chance (plus hidden conditions)
when offered for marriage+1100%belongs to Massalia · 40% chance (plus hidden conditions)when offered for adoption+1100%belongs to Massalia · 40% chance (plus hidden conditions)when offered for adoption as a man of the hour+1100%belongs to Massalia · 40% chance (plus hidden conditions)

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Master of the Forum

Appears on family members (generals, governors, leaders) · at most 2 characters may hold it · never on 21 of the cultures.

Effects: +1 Influence

A master of public spectacle, this man knows that nothing wins the favor of the Roman mob like a well-timed gladiator match here and a few baskets of free bread there. Whether it’s sponsoring a chariot race or tossing a few denarii into the crowd, he’s always one step ahead in the game of popularity.

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: on holding games, on holding races
WhenPointsChanceConditionsWhenPointsChanceConditions
on holding games+11%has less than level 3 of Gladiatorial Fan · belongs to The House of Claudii, The House of Aemilii or The House of Corneliion holding races+11%has less than level 3 of Race Goer · belongs to The House of Claudii, The House of Aemilii or The House of Cornelii

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Mausoleum Builder

Appears on family members (generals, governors, leaders) · at most 10 characters may hold it.

Effects: -10 Construction, +1 Influence

This man has found a fascination with mausoleums and is building one for himself. After all what good are deeds done living, if no one are to awe at them after death? Just need a bit more gold to build the decorated entrance...and an ornate ceiling...

How it is gained: ending a turn in a settlement
WhenPointsChanceConditionsWhenPointsChanceConditions
ending a turn in a settlement+12%has Wealthy at level 2 or higher · of Greek, Western Hellenistic or Eastern Hellenistic culture · not under siege · has Cultured · Influence 6 or more · the settlement has Imperial Palace (plus hidden conditions)ending a turn in a settlement+12%has Wealthy at level 2 or higher · of Greek, Western Hellenistic or Eastern Hellenistic culture · not under siege · has Determined at level 2 or higher · Influence 6 or more · the settlement has Imperial Palace (plus hidden conditions)

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Measures by Merit

Appears on family members (generals, governors, leaders) · pulls against Notorious Nepotist, Surrounded by His Inner Circle, Scandalous Favoritism, Bad Army Connections.

Effects: -2 Influence, +1 Management, +1 Command, +2 Training Units

This general measures men by their abilities, not the circumstance of their birth or connections. While his meritocratic approach creates a more effective officer corps, the nobles are less impressed, complaining about old traditions and heritage.

Retinue whose arrival is tied to this trait: Veteran Officer.

How it is gained: at the end of the character's turn
WhenPointsChanceConditionsWhenPointsChanceConditionsWhenPointsChanceConditions
at the end of the character's turn+15%has Just Despoilerat the end of the character's turn+14%has Generous Despoilerat the end of the character's turn+15%has Incorruptible Despoiler
at the end of the character's turn+11%has Administrator at level 2 or higher · does not have Measures by Merit · 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+12%does not have Measures by Merit · does not have Surrounded by His Inner Circle · does not have Scandalous Favoritism · does not have Notorious Nepotist · has Firm Personal Morality (plus hidden conditions)at the end of the character's turn+15%does not have Measures by Merit · does not have Surrounded by His Inner Circle · does not have Scandalous Favoritism · does not have Notorious Nepotist · has Trustworthy at level 2 or higher (plus hidden conditions)

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Meddix Tutecus

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

Effects: +1 Influence, +1 Command, +1 Law

Anually elected, this man wields supreme authority over the Bruttians. While being in this office, he supervises the workings of the law, state finances, presides over meetings of council and acts as the military and religious leader of the state.

How it is gained and lost: at the end of the character's turn
WhenPointsChanceConditionsWhenPointsChanceConditions
at the end of the character's turnloses 1100%has Meddix Tutecus · plus a condition listed under Technicalat the end of the character's turn+1100%belongs to Bruttians · does not have Meddix Tutecus · Influence 2 or more · plus a condition listed under Technical
Technical
  • at the end of the character's turn: MajorEventActive "winter", bruttians
  • at the end of the character's turn: MajorEventActive "winter", bruttians

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Meddix Tutecus (Meddix Tutecus Capua)

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

Effects: +1 Influence, +1 Command, +1 Law

Anually elected, this man wields supreme authority over Capua and the Campanians. While being in this office, he supervises the workings of the law, state finances, presides over meetings of council and acts as the military and religious leader of the state.

How it is gained and lost: at the end of the character's turn
WhenPointsChanceConditionsWhenPointsChanceConditions
at the end of the character's turnloses 1100%has Meddix Tutecus · plus a condition listed under Technicalat the end of the character's turn+1100%belongs to Capua · does not have Meddix Tutecus · Influence 2 or more · plus a condition listed under Technical
Technical
  • at the end of the character's turn: MajorEventActive "winter", capua
  • at the end of the character's turn: MajorEventActive "winter", capua

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Meddix Tutecus (Meddix Tutecus Lucanians)

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

Effects: +1 Influence, +1 Command, +1 Law

Anually elected, this man wields supreme authority over the Lucanian people. While being in this office, he supervises the workings of the law, state finances, presides over meetings of council and acts as the military and religious leader of the state.

How it is gained and lost: at the end of the character's turn
WhenPointsChanceConditionsWhenPointsChanceConditions
at the end of the character's turnloses 1100%has Meddix Tutecus · plus a condition listed under Technicalat the end of the character's turn+1100%belongs to Lucanians · does not have Meddix Tutecus · Influence 2 or more · plus a condition listed under Technical
Technical
  • at the end of the character's turn: MajorEventActive "winter", lucanians
  • at the end of the character's turn: MajorEventActive "winter", lucanians

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Meddix Tutecus (Meddix Tutecus Mamertines)

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

Effects: +1 Influence, +1 Command, +1 Law

Anually elected, this man wields supreme authority over the Mamertines. While being in this office, he supervises the workings of the law, state finances, presides over meetings of council and acts as the military and religious leader of the state.

How it is gained and lost: at the end of the character's turn
WhenPointsChanceConditionsWhenPointsChanceConditions
at the end of the character's turnloses 1100%has Meddix Tutecus · plus a condition listed under Technicalat the end of the character's turn+1100%belongs to Mamertines · does not have Meddix Tutecus · Influence 2 or more · plus a condition listed under Technical
Technical
  • at the end of the character's turn: MajorEventActive "winter", mamertines
  • at the end of the character's turn: MajorEventActive "winter", mamertines

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Meddix Tutecus (Meddix Tutecus Samnites)

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

Effects: +1 Influence, +1 Command, +1 Law

Anually elected, this man wields supreme authority over the Samnite people. While being in this office, he supervises the workings of the law, state finances, presides over meetings of council and acts as the military and religious leader of the state.

How it is gained and lost: at the end of the character's turn
WhenPointsChanceConditionsWhenPointsChanceConditions
at the end of the character's turnloses 1100%has Meddix Tutecus · plus a condition listed under Technicalat the end of the character's turn+1100%belongs to Samnites · does not have Meddix Tutecus · Influence 2 or more · plus a condition listed under Technical
Technical
  • at the end of the character's turn: MajorEventActive "winter", samnites
  • at the end of the character's turn: MajorEventActive "winter", samnites

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Mediocre When Outnumbered

Appears on family members (generals, governors, leaders) · 3 levels · pulls against Good When Outnumbered, Confident in Defence.

LevelAt pointsEffectsLevelAt pointsEffectsLevelAt pointsEffects
Mediocre When Outnumbered2-1 DefencePoor When Outnumbered4-2 DefenceTo the Last Gasp8-3 Defence
What the game says at each level

Mediocre When Outnumbered: This man shows little defensive sense, and when outnumbered is something of a liability.

Poor When Outnumbered: When faced with superior numbers, this man's strategic genius extends to suggesting his troops "fight twice as hard and hope for the best." His defensive formations look like abstract art, and not the good kind. Even the camp dogs know to hide when he starts planning a "tactical withdrawal."

To the Last Gasp: This man has a self-belief in his defensive talents that could not be further removed from reality. When facing overwhelming odds, he would be less dangerous fighting for the enemy!

How it is gained and lost: after a battle, on coming of age
WhenPointsChanceConditionsWhenPointsChanceConditionsWhenPointsChanceConditions
after a battleloses 125%was the defender · is a general · won the battle · the outcome was crushing · battle odds below 0.5 (his strength against the enemy's) · battle odds above 0.16 (his strength against the enemy's) · with the "gradual trait loss" setting on · has Mediocre When Outnumberedafter a battle+125%was the defender · is a general · did not win the battle · the outcome was crushing · battle odds below 0.5 (his strength against the enemy's) · battle odds above 0.16 (his strength against the enemy's) · with the "gradual trait loss" setting offafter a battle+140%was the defender · is a general · did not win the battle · the outcome was crushing · battle odds below 0.5 (his strength against the enemy's) · battle odds above 0.16 (his strength against the enemy's) · with the "gradual trait loss" setting on · does not have Good When Outnumbered
after a battleloses 1100%was the defender · is a general · won the battle · the outcome was crushing · battle odds 0.16 or less (his strength against the enemy's) · with the "gradual trait loss" setting on · has Mediocre When Outnumberedafter a battle+130%was the defender · is a general · did not win the battle · the outcome was crushing · battle odds 0.16 or less (his strength against the enemy's) · with the "gradual trait loss" setting offafter a battle+125%was the defender · is a general · did not win the battle · the outcome was crushing · battle odds 0.16 or less (his strength against the enemy's) · with the "gradual trait loss" setting on · does not have Good When Outnumbered
on coming of age+12%always

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Megalopolite

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

Effects: +1 Influence · grants the epithet of Megalopolis

This man is a citizen of Megalopolis. This city was founded to form a political counterweight to Sparta, and later became the seat of power of the Arcadian League, soon to morph into the Achaean League! Megalopolis was one of about 20,000 places that had an ancient theatre. It was the first major urban centre of the otherwise rustic and primitive Arcadia.

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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Megarian

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

Effects: no stat effects · grants the epithet the Megarian

This man is Megarian.

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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Megas

Appears on family members (generals, governors, leaders) · at most 1 character may hold it · never on 17 of the cultures.

Effects: +1 Influence, +2 Law, +1 Troop Morale · grants the epithet Megas

Greatness is not given, it is claimed, carved, and sometimes exaggerated. Having recovered most or even more of Alexander empire, this man has received the epithet of Megas, meaning 'the Great'. Those who bear it often preside over resplendent courts, great monuments, and endless propaganda feats reminding everyone 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
WhenPointsChanceConditionsWhenPointsChanceConditionsWhenPointsChanceConditions
at the end of the character's turn+110%is the faction leader · belongs to Ptolemaic Empire · has Renowned at level 3 or higher · Pella is held by Ptolemaic Empire · Antioch is held by Ptolemaic Empire · Seleucia is held by Ptolemaic Empire · Babylon is held by Ptolemaic Empire · Rhodes is held by Ptolemaic Empire · Alexandria is held by Ptolemaic Empire · does not have Megasat the end of the character's turn+110%is the faction leader · belongs to Seleucid Empire · has Renowned at level 3 or higher · Pella is held by Seleucid Empire · Antioch is held by Seleucid Empire · Seleucia is held by Seleucid Empire · Babylon is held by Seleucid Empire · Rhodes is held by Seleucid Empire · Alexandria is held by Seleucid Empire · does not have Megasat the end of the character's turn+110%is the faction leader · belongs to Antigonid Kingdom · has Renowned at level 3 or higher · Pella is held by Antigonid Kingdom · Antioch is held by Antigonid Kingdom · Seleucia is held by Antigonid Kingdom · Babylon is held by Antigonid Kingdom · Rhodes is held by Antigonid Kingdom · Alexandria is held by Antigonid Kingdom · does not have Megas
at the end of the character's turn+110%is the faction leader · belongs to Epirus · has Renowned at level 3 or higher · Pella is held by Epirus · Antioch is held by Epirus · Seleucia is held by Epirus · Babylon is held by Epirus · Rhodes is held by Epirus · Alexandria is held by Epirus · does not have Megas

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Melainokorkyran

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

Effects: no stat effects · grants the epithet of Melaina Korkyra

This man is from Melaina Korkyra, "Black Korkyra". According to one legend this city was founded by the Trojan hero Aeneas.

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

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Melanditai

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

Effects: no stat effects · grants the epithet the Melanditaian

This man hails from the Melanditai, a small tribe north of Perinthos. They were integrated into the Odrysian kingdom along with the Thynoi and Tranispai a long time 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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Mercatores - Local Merchant

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

LevelAt pointsEffectsLevelAt pointsEffectsLevelAt pointsEffects
Mercatores - Local Merchant1+4 TradingMercatores - Distributor4+8 TradingMercatores - Ship Merchant8+12 Trading, +1 Management
What the game says at each level

Mercatores - Local Merchant: Mercatores was the name given to merchants, no matter how small or successful. Either a freedman or plebeian, a mercatores would make money by buying and selling goods, usually in the many open air markets of settlements.

Mercatores - Distributor: Having grown beyond a mere stall or shop owner, this man is now a major importer of goods. He makes a healthy income but would struggle to be able to fund his election for a magisterial position.

Mercatores - Ship Merchant: Although plebeian, this man has managed to acquire great wealth. He owns merchant ships which carry his goods far and wide, bringing back luxury items to sell amongst the rich men of Rome.

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+15%of Roman culture · has Plebeian · does not have Negotiatores - Local Lender · does not have Mercatores - Local Merchant · belongs to The House of Claudii, The House of Aemilii or The House of Corneliiat 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 The House of Claudii, The House of Aemilii or The House of Corneliiat 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 The House of Claudii, The House of Aemilii or The House of Cornelii
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 The House of Claudii, The House of Aemilii or The House of Corneliion coming of age+150%of Roman culture · has Plebeian · does not have Negotiatores - Local Lender · belongs to The House of Claudii, The House of Aemilii or The House of Corneliiwhen offered for marriage+150%of Roman culture · has Plebeian · does not have Negotiatores - Local Lender · belongs to The House of Claudii, The House of Aemilii or The House of Cornelii
ending a turn in a settlement+12%has Mercatores - Local Merchant at level 1 · the settlement has Local Marketending a turn in a settlement+15%has Mercatores - Local Merchant at level 2 · the settlement has Forumending a turn in a settlement+15%has Mercatores - Local Merchant at level 2 · the settlement has Forum
ending a turn in a settlement+110%has Mercatores - Local Merchant at level 2 · the settlement has Great Academy (Civic)

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Mercenary Chieftain

Appears on family members (generals, governors, leaders) · 3 levels.

LevelAt pointsEffectsLevelAt pointsEffectsLevelAt pointsEffects
Mercenary Chieftain3+5 LootingFamous Mercenary Chieftain6+15 Looting, +2 Personal Security, +1 CommandGreat Mercenary Chieftain10+30 Looting, +1 Squalor, +4 Personal Security, +2 Command, -1 Troop Morale
What the game says at each level

Mercenary Chieftain: Having employed multiple bands of foreign warriors into his band and learned enough of their tongues to curse and feast alongside them, this Chieftain has proven himself a worthy war-leader of mercenaries.

Famous Mercenary Chieftain: Landless warriors, dispossessed nobles, and adventurous rogues seek this man war-band, knowing his raids always bring rich plunder and his feasts never lack for roasted meat and strong drink. These outsiders have seen him fight, witnessed his generosity with plunder, and now consider him blood-brother.

Great Mercenary Chieftain: This Chieftain has become a servant to those he thought to command. His hall is full of foreign warriors who consume his provisions and drain his coffers with endless appetites, demanding the finest weapons, the best cattle, first pick of captives, and enough plunder to ransom kings. He dares not refuse, for these warriors are now his only true strength, enraging many of his kinsmen.

How it is gained: on hiring mercenaries
WhenPointsChanceConditionsWhenPointsChanceConditions
on hiring mercenaries+150%is a general · has less than level 3 of Mercenary Chieftain · does not have Frugal · has less than level 2 of Trustworthy · of Celtiberian, Germanic, Brittonic, Dacian or Gallic cultureon hiring mercenaries+150%is a general · has less than level 3 of Mercenary Connections · does not have Firm Personal Morality · has less than level 2 of Trustworthy · has Open-handed at level 2 or higher · of Celtiberian, Germanic, Brittonic, Dacian or Gallic culture (plus hidden conditions)

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Mercenary Connections

Appears on family members (generals, governors, leaders) · 3 levels · never on 5 of the cultures.

LevelAt pointsEffectsLevelAt pointsEffectsLevelAt pointsEffects
Mercenary Connections3+5 LootingPatron of Mercenaries6-10 Tax Collection, +15 Looting, -1 Management, +4 Personal Security, +1 CommandPawn of the Mercenaries15-15 Tax Collection, +30 Looting, +2 Squalor, -2 Management, +5 Personal Security, -1 Command
What the game says at each level

Mercenary Connections: Having employed multiple bands of foreign warriors into his army and earned their trust, he is now accustomed with their ways, even forming several bonds of friendship with them.

Patron of Mercenaries: This General has commanded enough foreign warriors to learn their tongues, respect their customs, and slowly earn their trust. He has become a trusted ally of several bands of hired warriors who pay him the rare courtesy of loyalty.

Pawn of the Mercenaries: Having hired so many mercenaries, this man has become captive to those he employs. His camps is filled with foreign warriors who drain the treasury with endless demands, better rations, finer wine, exotic women, advance payments for battles not yet fought. He cannot refuse them, for they are now his true power base. His own citizens watch this with disgust, and when he enters a city, the people see not a protector but a warlord surrounded by hired thugs.

Cultures that never receive it (5)

Gallic · Dacian · Brittonic · Germanic · Celtiberian

How it is gained and lost: on hiring mercenaries, ending a turn in a settlement
WhenPointsChanceConditionsWhenPointsChanceConditionsWhenPointsChanceConditions
on hiring mercenaries+150%is a general · has less than level 3 of Mercenary Connections · does not have Frugal · has less than level 2 of Trustworthyon hiring mercenaries+150%is a general · has less than level 3 of Mercenary Connections · does not have Firm Personal Morality · has less than level 2 of Trustworthy · has Open-handed at level 2 or higher · does not have Frugal (plus hidden conditions)ending a turn in a settlementloses 120%has Mercenary Connections · has Burdened with Debt at level 2 or higher

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Merciful Victor

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

Effects: +1 Local Popularity, +1 Influence

Renowned for his honour and respect towards his enemies, this general often returns captured nobles unharmed and grants honorable terms to vanquished enemies, making his name well spoken among his friends and enemies alike.

Granted by events, at birth or by inheritance.

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Mesembrian

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

Effects: no stat effects · grants the epithet of Mesembria

This man is from Mesembria, an affluent port city of the Pontic Pentapolis nestled at the foot of Mount Haimos on the coast of the Euxine.

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 Seleucid Empire · Mesembria is held by Seleucid Empire · 3% chance (plus hidden conditions)when offered for adoption+1100%belongs to Seleucid Empire · Mesembria 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 · Mesembria is held by Seleucid Empire · 3% chance (plus hidden conditions)
when offered for marriage+1100%belongs to Ptolemaic Empire · Mesembria is held by Ptolemaic Empire · 3% chance (plus hidden conditions)when offered for adoption+1100%belongs to Ptolemaic Empire · Mesembria 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 · Mesembria is held by Ptolemaic Empire · 3% chance (plus hidden conditions)
when offered for marriage+1100%belongs to Antigonid Kingdom · Mesembria is held by Antigonid Kingdom · 3% chance (plus hidden conditions)when offered for adoption+1100%belongs to Antigonid Kingdom · Mesembria 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 · Mesembria is held by Antigonid Kingdom · 3% chance (plus hidden conditions)

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Mesopotamian Culture

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

LevelAt pointsEffectsLevelAt pointsEffectsLevelAt pointsEffects
Mesopotamian Culture1+1 Mesopotamian beliefTrue Mesopotamian5+1 Farming, +1 Mesopotamian beliefRespected Mesopotamian12+1 Law, +1 Farming, +1 Mesopotamian belief
What the game says at each level

Mesopotamian Culture: This man is Mesopotamian, from the land where civilization itself was born. Whether it’s farming, writing, or inventing taxes, his people have been there, done that.

True Mesopotamian: This man is a true Mesopotamian, wise in the ways of canals, crops, and clever deals. He can manage a farm like he’s been tilling the fields since the dawn of time, because he has.

Respected Mesopotamian: This man is Mesopotamian, honored among his people. Whether it’s irrigating land or commanding men, his leadership flows as smoothly as the Euphrates.

How it is gained: on coming of age, when offered for adoption, when offered for adoption as a man of the hour, when offered for marriage
WhenPointsChanceConditionsWhenPointsChanceConditionsWhenPointsChanceConditions
on coming of age+1100%his father has Mesopotamian Cultureon coming of age+217%his father has Mesopotamian Culturewhen offered for adoption+110%the faction leader has Makedonian Culture · belongs to Seleucid Empire
when offered for adoption+217%the faction leader has Makedonian Culture · belongs to Seleucid Empirewhen offered for adoption+160%the faction leader has Mesopotamian Culture · belongs to Seleucid Empirewhen offered for adoption+217%the faction leader has Mesopotamian Culture · belongs to Seleucid Empire
when offered for adoption+1100%the faction leader has Mesopotamian Culture · does not have Mesopotamian Culture · does not have Iranian Culture · does not have Makedonian Culture · belongs to Seleucid Empirewhen offered for adoption+120%the faction leader has Iranian Culture · belongs to Seleucid Empirewhen offered for adoption+217%the faction leader has Iranian Culture · belongs to Seleucid Empire
when offered for adoption as a man of the hour+15%belongs to Seleucid Empirewhen offered for adoption as a man of the hour+217%belongs to Seleucid Empirewhen offered for marriage+110%the faction leader has Makedonian Culture · belongs to Seleucid Empire
when offered for marriage+217%the faction leader has Makedonian Culture · belongs to Seleucid Empirewhen offered for marriage+150%the faction leader has Mesopotamian Culture · belongs to Seleucid Empirewhen offered for marriage+217%the faction leader has Mesopotamian Culture · belongs to Seleucid Empire
when offered for marriage+130%the faction leader has Iranian Culture · belongs to Seleucid Empirewhen offered for marriage+217%the faction leader has Iranian Culture · belongs to Seleucid Empirewhen offered for marriage+120%the faction leader does not have Makedonian Culture · the faction leader does not have Mesopotamian Culture · the faction leader does not have Iranian Culture · belongs to Seleucid Empire
when offered for marriage+217%the faction leader does not have Makedonian Culture · the faction leader does not have Mesopotamian Culture · the faction leader does not have Iranian Culture · belongs to Seleucid Empireon accepting a bribe+1100%belongs to Seleucid Empire (plus hidden conditions)when ordered to bribe+23%has Mesopotamian Culture · is a general
on refusing a bribe+320%has Mesopotamian Culture · is a generalafter a battle+110%is a general · won the battle · has Mesopotamian Cultureon capturing a settlement+120%has Mesopotamian Culture
when his faction destroys another+2100%has Mesopotamian Cultureat the end of the character's turn+13%has Mesopotamian Culture · has Gate Keeper at level 3 or higherat the end of the character's turn+13%has Mesopotamian Culture · has Devout at level 2 or higher
at the end of the character's turn+13%has Mesopotamian Culture · has Administrator at level 2 or higherat the end of the character's turn+13%has Mesopotamian Culture · has Fond of Ribald Rhymes at level 2 or higherat the end of the character's turn+13%has Mesopotamian Culture · has Understands Mathematics at level 2 or higher
at the end of the character's turn+13%has Mesopotamian Culture · has Understanding of Logistics at level 2 or higherat the end of the character's turn+13%has Mesopotamian Culture · has Philosophically Inclined at level 2 or higherat the end of the character's turn+13%has Mesopotamian Culture · has Renowned at level 2 or higher
at the end of the character's turn+13%has Mesopotamian Culture · has Gourmet of Life at level 2 or higherat the end of the character's turn+13%has Mesopotamian Culture · has Lover of Beauty at level 2 or higherat the end of the character's turn+13%has Mesopotamian Culture · has Counter-Spy at level 2 or higher
at the end of the character's turn+13%has Mesopotamian Culture · has Counter-Spy at level 3at the end of the character's turn+13%has Mesopotamian Culture · has Strict Governor at level 2 or higherat the end of the character's turn+13%has Mesopotamian Culture · has Grower at level 2 or higher
at the end of the character's turn+13%has Mesopotamian Culture · has Punisher Judge at level 2 or higherat the end of the character's turn+11%has Mesopotamian Culture · has Insensitive Ruler at level 1at the end of the character's turn+13%has Mesopotamian Culture · has Superior Builder at level 2 or higher
at the end of the character's turn+13%has Mesopotamian Culture · has Skilled Infantry Commander at level 2 or higherat the end of the character's turn+13%has Mesopotamian Culture · has Skilled Tax Collector at level 2 or higherat the end of the character's turn+13%has Mesopotamian Culture · has Rational Concerns at level 2 or higher
at the end of the character's turn+13%has Mesopotamian Culture · has Eagle Taker at level 2 or higher

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Messanian

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

Effects: no stat effects · grants the epithet of Messana

This man is from Messana, founded by other colonists from Megale Hellas.

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 · Messana is held by Athens · 3% chance (plus hidden conditions)when offered for adoption+1100%belongs to Athens · Messana is held by Athens · 3% chance (plus hidden conditions)when offered for adoption as a man of the hour+1100%belongs to Athens · Messana is held by Athens · 3% chance (plus hidden conditions)
when offered for marriage+1100%belongs to Syracuse · Messana is held by Syracuse · 5% chance (plus hidden conditions)when offered for adoption+1100%belongs to Syracuse · Messana is held by Syracuse · 5% chance (plus hidden conditions)when offered for adoption as a man of the hour+1100%belongs to Syracuse · Messana is held by Syracuse · 5% chance (plus hidden conditions)
when offered for marriage+1100%belongs to Seleucid Empire · Messana is held by Seleucid Empire · 3% chance (plus hidden conditions)when offered for adoption+1100%belongs to Seleucid Empire · Messana 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 · Messana is held by Seleucid Empire · 3% chance (plus hidden conditions)
when offered for marriage+1100%belongs to Ptolemaic Empire · Messana is held by Ptolemaic Empire · 3% chance (plus hidden conditions)when offered for adoption+1100%belongs to Ptolemaic Empire · Messana 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 · Messana is held by Ptolemaic Empire · 3% chance (plus hidden conditions)
when offered for marriage+1100%belongs to Antigonid Kingdom · Messana is held by Antigonid Kingdom · 3% chance (plus hidden conditions)when offered for adoption+1100%belongs to Antigonid Kingdom · Messana 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 · Messana is held by Antigonid Kingdom · 3% chance (plus hidden conditions)

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Messenian

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

Effects: no stat effects · grants the epithet the Messenian

This man is Messenian.

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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Metapontian

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

Effects: no stat effects · grants the epithet of Metapontion

This man is from Metapontum, allegedly founded by Epeios, the man who constructed the Trojan Horse.

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

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Methymnan

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

Effects: no stat effects · grants the epithet of Methymna

This man is from Methymna on Lesbos, which had a long-standing rivalry with Mytilene. It sided with Athens during the Mytilenaean revolt, and when the Athenians put down the rebellion the following year, only Methymna was spared and remained independent.

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

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Metronomoi

Appears on family members (generals, governors, leaders) · 2 levels · never on 16 of the cultures.

LevelAt pointsEffectsLevelAt pointsEffects
Metronomoi2+1 Law, +1 UnrestSitophylax4+2 Law, +2 Unrest
What the game says at each level

Metronomoi: This character has hired a city official responsible for inspection of the measurements that the grain merchants and all merchants use. They inspect all weights to make sure they comply with the official "weights" that the city of Athens sanctioned. Many merchants try to steal by weighing the produce they sell using (in a contemporary example) 3/4 of a kg marked as "1 kg". Metronomoi are to make sure they don't get away with that.\nThis official works for the Agoranomos.

Sitophylax: This character has hired a secondary archon whose responsibility is to enforce laws that stipulate that grain of all sorts should be sold at affordable prices for the people. Also responsible for making sure that grain merchants cannot own more than 50 units of grain storage, ensuring that no individual grain merchant can "corner" the market. In Athens of Classical times and most certainly later on, there would be 5 in the main city and 5 in its port.\nHe will also have two followers: (both of which are city officials under the directions of the sitophylax):\nAgertes Sitou, responsible for acquiring grain, and epimeletes tou emporiou, responsible for all transactions in the entire region. Their primary functions are to ensure adequate grain supply at all times.

Cultures that never receive it (16)

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

How it is gained: ending a turn in a settlement
WhenPointsChanceConditions
ending a turn in a settlement+215%of Greek culture · is not the faction leader · is not the faction heir · has Agoranomos · does not have Metronomoi (plus hidden conditions)

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Micromanager

Appears on family members (generals, governors, leaders) · 3 levels · pulls against Lenient Supervisor, Happy Supervisor, Considerate Governor.

LevelAt pointsEffectsLevelAt pointsEffectsLevelAt pointsEffects
Micromanager3-1 Squalor, -1 InfluenceSlightly Overbearing6-1 Squalor, -1 Influence, +1 UnrestDomineer18-1 Squalor, -2 Influence, +2 Unrest, +1 Public Security
What the game says at each level

Micromanager: This man is fairly skilled at managing settlements, but his very particular method of management makes him slightly unpopular with his peers and subjects.

Slightly Overbearing: This man's controlling style of behaviour and governance makes him rather unpleasant to be around, despite whatever talent in management he has. His subjects in particular are starting to get tired of his rule.

Domineer: This man can't help but try to dominate others in whatever situation he finds himself in; whether he's in a conversation with his 'peers' or barking commands at his subjects. There are even whispers which suppose he thinks himself more fit to rule than the current leader. He rules his territory with an iron fist, with no one entering or leaving it without his expressed knowledge. His subjects wish every day for his rule to end, but dare not whisper such an idea aloud on pain of death.

How it is gained: ending a turn in a settlement
WhenPointsChanceConditionsWhenPointsChanceConditionsWhenPointsChanceConditions
ending a turn in a settlement+13%has Attuned Governor · does not have Lenient Supervisor · does not have Bad Administrator · is not the faction leader · is not the faction heir · over 85% of his movement left · has Perfectionist · has less than level 3 of Micromanager (plus hidden conditions)ending a turn in a settlement+13%has Attuned Governor · does not have Lenient Supervisor · does not have Bad Administrator · is not the faction leader · is not the faction heir · over 85% of his movement left · has Strict Governor · has less than level 3 of Micromanager (plus hidden conditions)ending a turn in a settlement+13%has Attuned Governor · does not have Lenient Supervisor · does not have Bad Administrator · is not the faction leader · is not the faction heir · over 85% of his movement left · has Insensitive Ruler · has less than level 3 of Micromanager (plus hidden conditions)

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Mighty Hunter

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

Effects: +2 Local Popularity, +2 Line of Sight, +1 Ambush, +1 Influence, -1 Management

This man doesn’t just hunt, he excels at it. Boars, lions, even the odd bear, all fall before his spear like wheat to the scythe. His hunting aptitude is almost legendary, and the people of the province celebrate his victories as if they were battles. Some say he’s a better hunter than a governor, but who needs laws when you can take down a boar the size of a chariot?

How it is gained: ending a turn in a settlement
WhenPointsChanceConditionsWhenPointsChanceConditionsWhenPointsChanceConditions
ending a turn in a settlement+11%has Lively at level 2 or higher · has Governor-Hunter · does not have Hunting Disaster · does not have Mighty Hunter · does not have Calm · does not have Feeling Poorly · does not have Wounded While Hunting · does not have Heroic Huntsmanending a turn in a settlement+11%has Healthy at level 2 or higher · has Governor-Hunter · does not have Resolute Governor · does not have Mighty Hunter · does not have Calm · does not have Feeling Poorly · does not have Administrator · does not have Heroic Huntsmanending a turn in a settlement+11%has Troubled Mind at level 2 or higher · has Governor-Hunter · does not have Resolute Governor · does not have Mighty Hunter · does not have Calm · does not have Feeling Poorly · does not have Administrator · does not have Heroic Huntsman
ending a turn in a settlement+11%has Untouched By Fear at level 2 or higher · has Governor-Hunter · does not have Resolute Governor · does not have Mighty Hunter · does not have Passionate Hunter · does not have Feeling Poorly · does not have Administrator · does not have Hunting Disaster · does not have Wounded While Hunting

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Migrated to New Lands

Appears on family members (generals, governors, leaders) · pulls against Adopted Local Culture, Refuses Local Culture, Embraced Local Culture, Embraced Local Culture, Resists Local Culture, Resists Local Culture · never on 13 of the cultures.

Effects: +1 Command, -1 Influence

This man has led a migration far from his homeland, settling in a foreign territory. Whether driven by a need for resources, a desire for wealth, or internal disputes, he and his band have carved out a place as an elite group among the local population.

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 and lost: ending a turn in a settlement
WhenPointsChanceConditionsWhenPointsChanceConditionsWhenPointsChanceConditions
ending a turn in a settlementloses 1100%has Migrated to New Lands · either has Resists Local Culture or has Embraced Local Culture or has Resists Local Culture or has Embraced Local Culture or has Refuses Local Culture or has Adopted Local Cultureending a turn in a settlement+1100%does not have Migrated to New Lands · does not have Semi-Native Conqueror · does not have Native Grandson · does not have Son of Two Worlds · is a general · the settlement does not have Homeland · of Gallic, Celtiberian, Brittonic, Germanic, Dacian, Thracian, Scythian or Illyrian culture (plus hidden conditions)ending a turn in a settlement+1100%does not have Migrated to New Lands · does not have Semi-Native Conqueror · does not have Native Grandson · does not have Son of Two Worlds · is a general · in the Greek area of recruitment · the settlement does not have Homeland · of Gallic, Celtiberian, Brittonic, Germanic, Dacian, Thracian, Scythian or Illyrian culture (plus hidden conditions)
ending a turn in a settlement+1100%does not have Migrated to New Lands · does not have Semi-Native Conqueror · does not have Native Grandson · does not have Son of Two Worlds · is a general · in the Bosporan area of recruitment · of Gallic, Celtiberian, Brittonic, Germanic, Dacian, Thracian, Scythian or Illyrian culture (plus hidden conditions)ending a turn in a settlement+1100%does not have Migrated to New Lands · does not have Semi-Native Conqueror · does not have Native Grandson · does not have Son of Two Worlds · is a general · in the Cretan area of recruitment · of Gallic, Celtiberian, Brittonic, Germanic, Dacian, Thracian, Scythian or Illyrian culture (plus hidden conditions)ending a turn in a settlement+1100%does not have Migrated to New Lands · does not have Semi-Native Conqueror · does not have Native Grandson · does not have Son of Two Worlds · is a general · of Gallic, Celtiberian, Brittonic, Germanic, Dacian, Thracian, Scythian or Illyrian culture (plus hidden conditions)
ending a turn in a settlement+1100%does not have Migrated to New Lands · does not have Semi-Native Conqueror · does not have Native Grandson · does not have Son of Two Worlds · is a general · in the Libyan area of recruitment · of Gallic, Celtiberian, Brittonic, Germanic, Dacian, Thracian, Scythian or Illyrian culture (plus hidden conditions)ending a turn in a settlement+1100%does not have Migrated to New Lands · does not have Semi-Native Conqueror · does not have Native Grandson · does not have Son of Two Worlds · is a general · in the Macedonian area of recruitment · of Gallic, Celtiberian, Brittonic, Germanic, Dacian, Thracian, Scythian or Illyrian culture (plus hidden conditions)ending a turn in a settlement+1100%does not have Migrated to New Lands · does not have Semi-Native Conqueror · does not have Native Grandson · does not have Son of Two Worlds · is a general · in a Ptolemaic region · of Gallic, Celtiberian, Brittonic, Germanic, Dacian, Thracian, Scythian or Illyrian culture (plus hidden conditions)
ending a turn in a settlement+1100%does not have Migrated to New Lands · does not have Semi-Native Conqueror · does not have Native Grandson · does not have Son of Two Worlds · is a general · in the Pergamene area of recruitment · of Gallic, Celtiberian, Brittonic, Germanic, Dacian, Thracian, Scythian or Illyrian culture (plus hidden conditions)ending a turn in a settlement+1100%does not have Migrated to New Lands · does not have Semi-Native Conqueror · does not have Native Grandson · does not have Son of Two Worlds · is a general · the settlement does not have Homeland · of Gallic, Celtiberian, Brittonic, Germanic, Dacian, Thracian, Scythian or Illyrian culture (plus hidden conditions)ending a turn in a settlement+1100%does not have Migrated to New Lands · does not have Semi-Native Conqueror · does not have Native Grandson · does not have Son of Two Worlds · is a general · in a Epirote region · the settlement does not have Homeland · of Gallic, Celtiberian, Brittonic, Germanic, Dacian, Thracian, Scythian or Illyrian culture (plus hidden conditions)
ending a turn in a settlement+1100%does not have Migrated to New Lands · does not have Semi-Native Conqueror · does not have Native Grandson · does not have Son of Two Worlds · is a general · of Gallic, Celtiberian, Brittonic, Germanic, Dacian, Thracian, Scythian or Illyrian culture (plus hidden conditions)

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Mildly Extravagant

Appears on family members (generals, governors, leaders) · 3 levels · pulls against Frugal, Stern. Once it reaches Extravagant it cannot drop back.

LevelAt pointsEffectsLevelAt pointsEffectsLevelAt pointsEffects
Mildly Extravagant2-1 Management, -5 Tax Collection, +1 InfluenceExtravagant4-2 Management, -10 Tax Collection, +2 InfluenceWildly Extravagant8-3 Management, -15 Tax Collection, +3 Influence
What the game says at each level

Mildly Extravagant: For this man, money’s true worth is in how quickly it can be spent on something shiny. Why hoard it when you can trade it for things that catch the eye?

Extravagant: This man spends money like a river bursts its banks, fast and unstoppable. But at least when it’s gone, you can admire the gold-plated shields and marble fountains he left behind.

Wildly Extravagant: To this man, money is merely an obstacle between him and the next grandiose purchase. Palaces, armor, or statues of himself, none of it comes cheap, but he’s determined to be remembered as either the wealthiest or the most in debt, whichever comes first.

Retinue whose arrival is tied to this trait: Artist, Carpet Weaver, Gardener, Lakonian Hounds, Pet Lion, Silk Merchant.

How it is gained: on coming of age, ending a turn in a settlement, when a brother is adopted, at the end of the character's turn
WhenPointsChanceConditionsWhenPointsChanceConditionsWhenPointsChanceConditions
on coming of age+125%his father has Mildly Extravaganton coming of age+12%alwaysending a turn in a settlement+11%over 90% of his movement left · the settlement has Awesome Temple or better · does not have Humble · 10% chance (plus hidden conditions)
ending a turn in a settlement+13%over 90% of his movement left · the settlement has Awesome Temple or better · does not have Humble · 10% chance (plus hidden conditions)ending a turn in a settlement+13%over 90% of his movement left · the settlement has Great Bathhouse (Sanitation) or better · does not have Humble · 10% chance (plus hidden conditions)ending a turn in a settlement+13%over 90% of his movement left · the settlement has Theatre (Leisure) or better · does not have Humble · 10% chance (plus hidden conditions)
ending a turn in a settlement+13%over 90% of his movement left · the settlement has Silk Caravan (Urban) or better · does not have Humble · 10% chance (plus hidden conditions)ending a turn in a settlement+13%over 90% of his movement left · the settlement has Silk Caravan (Urban) or better · does not have Humble · 10% chance (plus hidden conditions)ending a turn in a settlement+13%does not have Ignorant · has at most level 1 of Troubled Mind · the settlement has State Mint (Civic) · has less than level 5 of Youthful · 10% chance (plus hidden conditions)
ending a turn in a settlement+13%does not have Ignorant · has at most level 1 of Troubled Mind · the settlement has Local Mint (Civic) · has less than level 5 of Youthful · 10% chance (plus hidden conditions)when a brother is adopted+13%alwaysat the end of the character's turn+11%has Mildly Extravagant · has less than level 3 of Mildly Extravagant
ending a turn in a settlement+11%treasury above 105,000 · does not have Stern · has less than level 2 of Trustworthy · has less than level 2 of Impartial Judge · Management below 6 · 10% chance (plus hidden conditions)ending a turn in a settlement+11%treasury above 150,000 · has less than level 2 of Stern · has less than level 2 of Trustworthy · has less than level 2 of Impartial Judge · Management below 6 · 10% chance (plus hidden conditions)ending a turn in a settlement+11%treasury above 200,000 · has less than level 3 of Stern · has less than level 3 of Trustworthy · Management below 8 · 10% chance (plus hidden conditions)
ending a turn in a settlement+11%in his own faction's lands · treasury above 200,000 · has less than level 3 of Stern · has less than level 3 of Trustworthy · Management below 8 · has Determined at level 2 or higher · 5% chance (plus hidden conditions)ending a turn in a settlement+11%in his own faction's lands · treasury above 100,000 · taxes above High · 5% chanceon holding games+15%not of Roman culture
ending a turn in a settlement+11%has less than level 2 of Seduced by Campanian Luxuries · has less than level 2 of Dedicated Trainer · does not have Restrained · does not have Stern · does not belong to Capua · in Capuaending a turn in a settlement+11%has Wealthy at level 3 or higher · 5% chanceending a turn in a settlement+11%has Wealthy Chieftain at level 3 or higher · 5% chance

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Milesian

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

Effects: no stat effects · grants the epithet of Miletos

This man is from Miletos, first of the cities of Ionia. Famously rich, oligarchic and hedonistic (the Milesians even had a genre of erotica named after themselves), it was built in a grid plan after a design by Hippodamos, a pattern later re-invented and widespread in a large land named America, whatever that is.

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

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Miner

Appears on family members (generals, governors, leaders) · 3 levels · pulls against Indifferent Miner. Once it reaches Superior Miner it cannot drop back.

LevelAt pointsEffectsLevelAt pointsEffectsLevelAt pointsEffects
Miner2+10 MiningSuperior Miner4+20 MiningExpert Miner8+30 Mining
What the game says at each level

Miner: This man takes an active interest in mining operations, and has a 'feel' for the business.

Superior Miner: This man has a natural aptitude for mining works, and can increase the profits made as a result.

Expert Miner: This man has a passion for mines, deep dark holes and pits. Even more, though, he loves the wealth that they produce.

How it is gained: ending a turn in a settlement, on coming of age
WhenPointsChanceConditionsWhenPointsChanceConditionsWhenPointsChanceConditions
ending a turn in a settlement+13%over 90% of his movement left · the settlement has Mines (Industry) or better · 40% chanceon coming of age+16%alwaysending a turn in a settlement+11%in a region with Gold · has less than level 3 of Miner (plus hidden conditions)

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Minor Countryside Raid

Appears on family members (generals, governors, leaders) · 5 levels.

LevelAt pointsEffectsLevelAt pointsEffectsLevelAt pointsEffectsLevelAt pointsEffects
Minor Countryside Raid1no stat effectsCountryside Raid2no stat effectsLarge Countryside Raid3no stat effectsGreat Countryside Raid4no stat effects
Huge Countryside Raid5no stat effects
What the game says at each level

Minor Countryside Raid: This man forces raided the surrounding enemy countryside, burning fields and seizing livestock wherever resistance was light. Several farms and small villages were destroyed in the process.

Countryside Raid: This man's army moved through enemy territory largely unopposed, plundering farms and villages across the region. Crops were burned, livestock driven off, and the population either fled or was captured.

Large Countryside Raid: Our forces conducted extensive raids throughout the enemy countryside, meeting little to no resistance. Numerous villages were put to the torch, their granaries emptied and livestock taken. The local population was killed or enslaved, and anything of value was loaded onto wagons.

Great Countryside Raid: Our army swept through the enemy territory like a scourge, laying waste to all before them. The countryside fell to devastation, with their villages and farms put to the torch and reduced to ash. The populace was cut down or dragged away in chains, their livestock driven off in great herds. Their granaries were emptied and put to flame, treasuries ransacked, and every item of value seized by our troops.

Huge Countryside Raid: In a prolonged series of plundering expeditions throughout the region, our army swept through the enemy territory like a scourge, laying waste to all before them. The countryside fell to devastation, with their villages and farms put to the torch and reduced to ash. The populace was cut down or dragged away in chains by the thousands, their livestock stolen and driven off in great herds.

How it is gained and lost: on devastating land, when selected
WhenPointsChanceConditionsWhenPointsChanceConditionsWhenPointsChanceConditions
on devastating land+19%does not have Minor Countryside Raid · either has Promising Raider at level 2 or higher or has Pillager at level 2 or higher or has Butcher at level 2 or higher or has Pirate at level 2 or higher or has Chancer at level 2 or higher or has Dedicated Trainer at level 2 or higher or has Promising Commander at level 3 or higher or has Covetous at level 2 or higher or has Green at level 4 or higher or has Bloody at level 2 or higher · not besiegingon devastating land+212%does not have Minor Countryside Raid · either has Promising Raider at level 2 or higher or has Pillager at level 2 or higher or has Butcher at level 2 or higher or has Pirate at level 2 or higher or has Chancer at level 2 or higher or has Dedicated Trainer at level 2 or higher or has Promising Commander at level 3 or higher or has Covetous at level 2 or higher or has Green at level 4 or higher or has Bloody at level 2 or higher · not besiegingon devastating land+315%does not have Minor Countryside Raid · either has Promising Raider at level 2 or higher or has Pillager at level 2 or higher or has Butcher at level 2 or higher or has Pirate at level 2 or higher or has Chancer at level 2 or higher or has Dedicated Trainer at level 2 or higher or has Promising Commander at level 3 or higher or has Covetous at level 2 or higher or has Green at level 4 or higher or has Bloody at level 2 or higher · not besieging
on devastating land+418%does not have Minor Countryside Raid · either has Promising Raider at level 2 or higher or has Pillager at level 2 or higher or has Butcher at level 2 or higher or has Pirate at level 2 or higher or has Chancer at level 2 or higher or has Dedicated Trainer at level 2 or higher or has Promising Commander at level 3 or higher or has Covetous at level 2 or higher or has Green at level 4 or higher or has Bloody at level 2 or higher · not besiegingon devastating land+524%does not have Minor Countryside Raid · either has Promising Raider at level 2 or higher or has Pillager at level 2 or higher or has Butcher at level 2 or higher or has Pirate at level 2 or higher or has Chancer at level 2 or higher or has Dedicated Trainer at level 2 or higher or has Promising Commander at level 3 or higher or has Covetous at level 2 or higher or has Green at level 4 or higher or has Bloody at level 2 or higher · not besiegingwhen selectedloses 1100%has Minor Countryside Raid at level 1
when selectedloses 2100%has Minor Countryside Raid at level 2when selectedloses 3100%has Minor Countryside Raid at level 3when selectedloses 4100%has Minor Countryside Raid at level 4
when selectedloses 5100%has Minor Countryside Raid at level 5

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Mints New Coins

Appears on family members (generals, governors, leaders) · pulls against Local Raider · at most 4 characters may hold it · never on 13 of the cultures.

Effects: +1 Influence, +10 Trading

In an ambitious move to solidify his rule, this man has minted his own coinage, adopting the local style but proudly displaying the name of his tribe. His coinage circulates among his followers, and while the locals view it as a strange oddity, they still recognize its value.

Cultures that never receive it (13)

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

Retinue whose arrival is tied to this trait: Numismatist.

How it is gained: ending a turn in a settlement
WhenPointsChanceConditions
ending a turn in a settlement+15%is a general · either has Resists Local Culture or has Embraced Local Culture or has Resists Local Culture or has Embraced Local Culture · the settlement has Governor's Palace or better · does not have Local Raider · does not have Mints New Coins · does not have Mocked by the Locals · does not have Enjoys Urban Life · does not have Prefers the Countryside

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Misguided by Local Guides

Appears on family members (generals, governors, leaders) · pulls against Betrayed by Guides · at most 1 character may hold it · never on 4 of the cultures.

Effects: -95 Movement Points, -1 Line of Sight

The army is lost due to bad guidance from local scouts. While the general contemplates whether to find new guides, or use the current ones as offerings to the gods, the army is forced to stop for now.

Cultures that never receive it (4)

Gallic · Dacian · Brittonic · Germanic

How it is gained and lost: at the end of the character's turn
WhenPointsChanceConditionsWhenPointsChanceConditions
at the end of the character's turnloses 1100%has Misguided by Local Guidesat the end of the character's turn+1100%in enemy lands · does not have Misguided by Local Guides · does not have Betrayed by Guides · does not have Stalled by Weather · 2% chance · under 80% of his movement left · not besieging · in his own faction's lands · either has Inferior Commander or has Bad Scout or has less than level 3 of Green or has Hasty Commander at level 2 or higher or has Oblivious about Geography or has Poor Ambusher or has Poor Disciplinarian or has No Enemies

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Mishellene

Appears on family members (generals, governors, leaders) · pulls against Philhellenos. Once it reaches Mishellene it cannot drop back.

Effects: +1 Combat vs Greek

Hater of Hellenes: This man sees very little reason to disguise his distrust and abuse of the Hellenes. Were 'they' the ones who conquered half the known world, after all? He drives his men, who trust him more for it, to excel in battle and more harshly punish any Hellenic forces they encounter, but often has a hard time controlling Hellenic populations.

How it is gained: after a battle, on coming of age
WhenPointsChanceConditionsWhenPointsChanceConditions
after a battle+110%the target faction is of Greek culture · does not have Mishellene · belongs to Antigonid Kingdomon coming of age+120%belongs to Antigonid Kingdom · does not have Mishellene · has Distrusts Outsiders

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Mithridatid

Appears on family members (generals, governors, leaders) · sons inherit it 1% of the time · never on 9 of the cultures. Once it reaches Mithridatid it cannot drop back.

Effects: +1 Influence, +1 Fertility

This man claims descent from Mithradates, founder of the Pontic royal line and descendant of Persian satraps. His family has lived in Anatolia for many generations, alongside Hellenes and Asians of every sort, winning the respect of the highest-ranking of the Persians and Medes and being tested many times over in battle and politics.

Cultures that never receive it (9)

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

Granted by events, at birth or by inheritance.

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Mizrehim

Appears on family members (generals, governors, leaders) · 3 levels · pulls against Disgraced · never on 17 of the cultures. Once it reaches Mizrehim it cannot drop back.

LevelAt pointsEffectsLevelAt pointsEffectsLevelAt pointsEffects
Mizrehim1no stat effectsMember of an important Mizrehim14+1 InfluenceRenowned Carthaginian24+2 Influence
What the game says at each level

Mizrehim: This man is a member of one important association in Carthage, a social custom based in the context of communal meals, and where middle class citizens or higher meet and exchange knowledge about business or political opportunities, as well as share support and connections with other members.

Member of an important Mizrehim: This man is a member of one of the most important associations in Carthage, a social custom based in the context of communal meals, and where middle class citizens or higher meet and exchange knowledge about business or political opportunities, as well as share support and connections with other members for mutual success.

Renowned Carthaginian: This man is now well known among the high-society of Carthage and is invited to most parties and dinners that are thrown in Carthage by other upper class citizens. Being well known has many advantages such as more people recognizing your name and better opportunities or connections to access higher political offices. But being famous is still far from holding true power, as this is just another step further to go.

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, when offered for adoption, when offered for adoption as a man of the hour
WhenPointsChanceConditionsWhenPointsChanceConditionsWhenPointsChanceConditions
at the end of the character's turn+2100%belongs to Carthage · is a general · has Carthaginian Aristocrat · does not have Mizrehimat the end of the character's turn+1100%belongs to Carthage · has Carthaginian Citizen · does not have The People's Assemblyon coming of age+1100%belongs to Carthage · his father has Carthaginian Aristocrat
when offered for adoption+1100%belongs to Carthage · his father has Carthaginian Aristocratwhen offered for adoption+425%belongs to Carthage · his father has Carthaginian Aristocratwhen offered for adoption+225%belongs to Carthage · his father has Carthaginian Aristocrat
when offered for adoption+225%belongs to Carthage · his father has Carthaginian Aristocratwhen offered for adoption as a man of the hour+1100%belongs to Carthage · his father has Carthaginian Aristocratwhen offered for adoption as a man of the hour+450%belongs to Carthage · his father has Carthaginian Aristocrat
when offered for adoption as a man of the hour+225%belongs to Carthage · his father has Carthaginian Aristocratwhen offered for adoption as a man of the hour+225%belongs to Carthage · his father has Carthaginian Aristocratwhen offered for marriage+1100%belongs to Carthage · does not have Carthaginian Aristocrat · does not have Cannanite · does not have Puno-Numidian
when offered for marriage+420%belongs to Carthage · does not have Carthaginian Aristocrat · does not have Cannanite · does not have Puno-Numidianwhen offered for marriage+220%belongs to Carthage · does not have Carthaginian Aristocrat · does not have Cannanite · does not have Puno-Numidianwhen offered for marriage+210%belongs to Carthage · does not have Carthaginian Aristocrat · does not have Cannanite · does not have Puno-Numidian
at the end of the character's turn+110%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+22%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+21%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+110%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+22%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+21%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+110%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+22%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+21%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+15%belongs to Carthage · Command 3 or more · has Mizrehim · has No Support in Carthage at level 3 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+15%belongs to Carthage · has Dull/Uncharismatic/Languorous at level 5 or higher · has Mizrehim · has No Support in Carthage at level 3 or higher · has Estate Owner at level 2 or higher · does not have Disgracedat the end of the character's turn+110%belongs to Carthage · Influence 4 or more · has Mizrehim · has No Support in Carthage at level 3 or higher · has Estate Owner at level 2 or higher · does not have Disgraced · has Dull/Uncharismatic/Languorous at level 3 or higher

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Mocked by the Locals

Appears on family members (generals, governors, leaders) · pulls against Enjoys Urban Life, Local Raider · at most 1 character may hold it · never on 13 of the cultures.

Effects: -2 Influence, +1 Command

Despite his best efforts to adapt, this man’s attempts to fit into the society often lead to failure. The last straw was when he hosted a great feast, showing off his silver goblets… filled with beer instead of fine wine. The locals politely held back laughter, but the bards are still singing about it.

Cultures that never receive it (13)

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

How it is gained: ending a turn in a settlement
WhenPointsChanceConditions
ending a turn in a settlement+15%is a general · either has Embraced Local Culture or has Embraced Local Culture · the settlement has Governor's Palace or better · does not have Local Raider · does not have Mints New Coins · does not have Mocked by the Locals · does not have Enjoys Urban Life · does not have Prefers the Countryside

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Moderate Drinker

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

LevelAt pointsEffectsLevelAt pointsEffectsLevelAt pointsEffectsLevelAt pointsEffects
Moderate Drinker2+1 Management, -15 Popular StandingSober4+2 Management, -30 Popular Standing, -1 InfluenceForceful Abstainer8+2 Management, -45 Popular Standing, -2 Influence, -1 Troop MoraleTeetotal14+3 Management, -45 Popular Standing, -3 Influence, -2 Troop Morale
What the game says at each level

Moderate Drinker: This man realises that all things are best in moderation, approaching wine with a discerning eye and a cautious hand, and never allowing it to get in the way of work.

Sober: Choosing not to indulge in even the smallest of alcoholic pleasures, this man stands out like a sore thumb among his peers. Yet, every move he makes is sober and considered. His restraint is commendable, though it leaves him somewhat out of touch with the more fun aspects of social life.

Forceful Abstainer: Never giving oneself over to good wine does hardly any good, and this man’s strict avoidance of wine has earned him a reputation for being austere, if not a little tiresome. This has caused many of his fellow officers to think he is something less than a true man.

Teetotal: This man’s disdain of both strong drink and drinkers makes him a tedious and dull figure at any gathering. His rigid principles are respected, but his company is often avoided by those who prefer more festive company..

Cultures that never receive it (1)

Gallic

How it is gained: when offered for adoption, when offered for marriage, on coming of age, ending a turn in a settlement
WhenPointsChanceConditionsWhenPointsChanceConditionsWhenPointsChanceConditions
when offered for adoption+112%alwayswhen offered for marriage+112%alwayson coming of age+350%his father has Social Drinker · his father has at most level 2 of Social Drinker
on coming of age+955%his father has Social Drinker at level 3 or higher · his father has at most level 4 of Social Drinkeron coming of age+1890%his father has Social Drinker at level 5 or higher · his father has at most level 6 of Social Drinkerending a turn in a settlement+15%over 90% of his movement left · the settlement has Magistrates' Court (Civic) or better (plus hidden conditions)
ending a turn in a settlement+15%over 90% of his movement left · the settlement has Magistrates' Court (Civic) or better (plus hidden conditions)ending a turn in a settlement+15%over 90% of his movement left · the settlement has Magistrates' Court (Civic) or better (plus hidden conditions)on coming of age+15%his father has Trustworthy
on marriage+180%has Social Drinker at level 2 or higheron marriage+260%has Social Drinker at level 3 or higheron marriage+440%has Social Drinker at level 4 or higher
on marriage+825%has Social Drinker at level 5 or higheron marriage+15%alwayson becoming a father+180%has Social Drinker at level 2 or higher
on becoming a father+260%has Social Drinker at level 3 or higheron becoming a father+440%has Social Drinker at level 4 or higheron becoming a father+825%has Social Drinker at level 5 or higher
on becoming a father+15%alwaysat the end of the character's turn+11%has Moderate Drinkerwhen offered for adoption as a man of the hour+112%is a general (plus hidden conditions)
at the end of the character's turn+15%does not have Likes a Flutter · 5% chance (plus hidden conditions)at the end of the character's turn+120%is a general · the faction leader has Frugal Patronat the end of the character's turn+11%has Social Drinker · has less than level 4 of Starving to Death

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Modest Herd Owner

Appears on family members (generals, governors, leaders) · 2 levels · pulls against Respectable Herds · never on 13 of the cultures.

LevelAt pointsEffectsLevelAt pointsEffects
Modest Herd Owner1-1 Influence, +5 Movement PointsSimple Herd Owner15+6 Movement Points, -2 Influence, +1 Attack
What the game says at each level

Modest Herd Owner: This man owns a modest herd of livestock. Surely, it provides for him and his clan, but he is not envied for owning a herd this size, and he has much less influence as an aristocrat because of his relatively small herd. His small herd is not as difficult to manage as the great herds of more important aristocrats however, and as such he does not have to spend as much time managing his herd, freeing up more of his time to go cattle raiding; an activity which small herd owners often depend upon. Expanding his herd requires either feats of military prowess, upgrades to his farmlands, or spending winters in friendly territory.

Simple Herd Owner: This man’s livestock collection is so meager that even the goats look down on him. His small herd, consisting of a few animals, demands little attention, leaving him plenty of time for cattle raids. However, his tiny flock earns him little respect among the more prosperous aristocrats. If he hopes to expand his herd and influence, he’ll need to focus on military victories, farm buildings improvements, or simply finding some richer pastures in friendly territory during winter.

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: when offered for adoption, when offered for adoption as a man of the hour, when offered for marriage, on coming of age
WhenPointsChanceConditionsWhenPointsChanceConditionsWhenPointsChanceConditions
when offered for adoption+230%does not have Respectable Herds · does not have Modest Herd Owner · of Celtiberian or Illyrian culturewhen offered for adoption as a man of the hour+230%does not have Respectable Herds · does not have Modest Herd Owner · of Celtiberian or Illyrian culturewhen offered for marriage+230%does not have Respectable Herds · does not have Modest Herd Owner · of Celtiberian or Illyrian culture
on coming of age+230%does not have Respectable Herds · does not have Modest Herd Owner · of Celtiberian or Illyrian cultureat the end of the character's turn+1100%is a general · has less than level 2 of Modest Herd Owner · has Winter · in enemy lands · of Celtiberian or Illyrian cultureat the end of the character's turn+125%is a general · has less than level 2 of Modest Herd Owner · has Winter · in enemy lands · of Celtiberian or Illyrian culture
at the end of the character's turn+110%is a general · has less than level 2 of Modest Herd Owner · has Winter · in enemy lands · of Celtiberian or Illyrian cultureat the end of the character's turn+1100%is a general · has less than level 2 of Modest Herd Owner · in enemy lands · ended the turn outside a settlement · of Celtiberian or Illyrian cultureat the end of the character's turn+120%is a general · has less than level 2 of Modest Herd Owner · in enemy lands · ended the turn outside a settlement · of Celtiberian or Illyrian culture
after a battle+8100%did not win the battle · has Respectable Herds · of Celtiberian or Illyrian cultureafter a battle+325%did not win the battle · has Respectable Herds · of Celtiberian or Illyrian cultureon devastating land+1100%is a general · has less than level 2 of Modest Herd Owner · has Poor Raider · ended the turn outside a settlement · of Celtiberian or Illyrian culture
on devastating land+120%is a general · has less than level 2 of Modest Herd Owner · has Poor Raider · ended the turn outside a settlement · of Celtiberian or Illyrian cultureat the end of the character's turn+1100%is a general · has less than level 2 of Modest Herd Owner · has Poor Raider · in enemy lands · ended the turn outside a settlement · of Celtiberian or Illyrian cultureat the end of the character's turn+225%is a general · has less than level 2 of Modest Herd Owner · has Poor Raider · in enemy lands · ended the turn outside a settlement · of Celtiberian or Illyrian culture
at the end of the character's turn+150%is a general · has less than level 2 of Modest Herd Owner · has Winter · ended the turn outside a settlement · of Celtiberian or Illyrian culture (plus hidden conditions)at the end of the character's turn+240%is a general · has less than level 2 of Modest Herd Owner · has Winter · ended the turn outside a settlement · of Celtiberian or Illyrian culture (plus hidden conditions)at the end of the character's turn+150%has Winter · has less than level 2 of Modest Herd Owner · has less than level 3 of Green · ended the turn outside a settlement · of Celtiberian or Illyrian culture (plus hidden conditions)
at the end of the character's turn+210%has Winter · has less than level 2 of Modest Herd Owner · has less than level 3 of Green · ended the turn outside a settlement · of Celtiberian or Illyrian culture (plus hidden conditions)ending a turn in a settlement+120%is a general · has less than level 4 of Modest Herd Owner · either in a Farm level 5 region or in a Farm level 4 region or in a Farm level 3 region or in a Farm level 2 region or in a Farm level 1 region · of Celtiberian or Illyrian culture

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Moisoi

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

Effects: no stat effects · grants the epithet the Moisian

This man hails from the Moisoi (Moesi), a tribe that was perhaps related to the Mysi of Asia Minor. They are located somewhere close to the Dardanoi, Triballoi, and Skordiskoi, though lot of legends surround their originins and history.

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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Molossian

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

Effects: no stat effects · grants the epithet the Molossian

This man is a member of the Molossoi, one of the three chief tribes of the Apeirotai. He, and his fellow tribesmen, claim direct descent from Achilleus himself, through his son Neoptolemos. As a Molossian, he has more Hellenic influence than some of his Apeirote countrymen, but he is still prone to some acts the Hellenes might refer to as 'barbaric'. He is used to a form of rule with a proper king, and he is accustomed to his tribe having some dominance over the other Apeirotai as well.

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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Monophtalmos

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

Effects: +1 Line of Sight · grants the epithet Monophtalmos

This man's grizzled, scarred and one-eyed visage has earned him the nickname 'one eyed'. He's now a man whose look alone strikes fear into enemies and inspires devotion in his troops. Tales of his battles abound: how he charged through a hail of arrows, glaring down his foes with his remaining eye burning like a vengeful star, and how he once declared he needed only one eye to spot a fool.

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 Proudly Scarred at level 3 · of Greek, Western Hellenistic or Eastern Hellenistic culture · Command above 4 · does not have Aniketos · does not have Monophtalmos · does not have Kalos · does not have Poliorketes · does not have Pogon

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Mygdones

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

Effects: no stat effects · grants the epithet the Mygdone

This man is a member of the Mygdones Tribe

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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Mysian

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

Effects: no stat effects · grants the epithet the Mysian

This man is Mysian.

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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Mysian Culture

Appears on every character, agents included · pulls against Italic Culture, Egyptian 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, 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, Makedonian Culture · sons inherit it 1% of the time.

Effects: +1 Mysian belief

This man is Mysian through and through. He hails from the hills, where tradition runs as deep as the valleys.

How it is gained: when offered for adoption, when offered for adoption as a man of the hour, when offered for marriage
WhenPointsChanceConditionsWhenPointsChanceConditionsWhenPointsChanceConditions
when offered for adoption+15%belongs to Pontus · does not have Mysian Culture (plus hidden conditions)when offered for adoption as a man of the hour+15%belongs to Pontus · does not have Mysian Culture (plus hidden conditions)when offered for marriage+15%belongs to Pontus · does not have Mysian Culture (plus hidden conditions)

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Mytilenian

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

Effects: no stat effects · grants the epithet of Mytilene

This man is from Mytilene or Mitylene, an ancient and well fortified Aiolian colony, home of the illustrious Sappho. Mytilene had a long-standing rivalry with Methmna for the domination of Lesbos and thanks to its large territory, it remains one of the foremost poleis of Greece.

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