SSHIM Guide

Traits

Every trait that changes a character attribute: its levels, effects, and what earns or removes it.

Abbasid Relations

family
Abbasid Relations1 pt -1 Loyalty+1 Authority+1 Local popularity

This man is related to al-Mansur. His peers are in awe of such a noble descent. Unfortunately, it also produces some strange, rebellious thoughts in his mind.

How it's gained (2)
How it's lost (1)

Adopted Son

family
Adopted Son1 pt +1 Loyalty-1 Authority

This man was adopted into the family, something that makes his peers likely to ignore him in social life. However, he is nevertheless grateful for being given the chance to move up the social ladder - this adds to his loyalty.

How it's gained (2)
  • When he is offered for adoption +1 pt
  • When he is offered for adoption (as a captain) +1 pt

Adored By Pope

family
Respected by Pope1 pt +1 Piety+1 Command vs Muslims

Lords who have no qualms about travelling to far off lands for noble, spiritual causes serve as a great example to their men.

Adored by the Pope2 pts +2 Piety+2 Command vs Muslims

Some show their devotion through prayer, but this man shows it through battling in God's name.

Exalted by Pope3 pts +3 Piety+3 Command vs Muslims

To devote one's life to the Crusades is above and beyond the call, and sets this man apart from his peers.

How it's gained (4)
  • After completing a council mission: a special condition+1 pt
  • After completing a council mission: a special condition+1 pt, 5%
  • After completing a council mission: a special condition+1 pt, 8%
  • After completing a council mission: a special condition+1 pt, 15%
How it's lost (1)
  • After failing a council mission: a special condition-1 pt

Aesthetic

family
An Eye for Beauty2 pts -1 Command

This man's eyes tend to be drawn toward all things beautiful.

Admirer of Beauty4 pts -2 Command-1 Bribe resistance-1 Squalor

Actively seeks to gaze upon things of true beauty, and possess them if possible.

Aesthete8 pts -3 Command-2 Bribe resistance-2 Squalor

Seeks a paradise where nothing is displeasing to the eye. In love with beauty itself.

How it's gained (15)
  • When he comes of age: is a general·he is Catholic·Father: has Has a teacher for his children+1 pt, 10%
  • When he comes of age: is a general·he is Muslim·Father: has Has a teacher for his children+1 pt, 10%
  • When he comes of age: is a general·he is Orthodox·Father: has Has a teacher for his children+1 pt, 10%
  • When he comes of age: is a general·he is pagan·Father: has Has a teacher for his children+1 pt, 10%
  • When he comes of age: has Intelligent (level 4+)+1 pt, 2%
  • When he comes of age: Father: has Austere+1 pt, 20%
  • When he comes of age: Father: has Aesthetic+1 pt, 15%
  • When he comes of age: faction is Byzantium+1 pt, 6%
  • At the end of a turn spent in a settlement: didn't move this turn·settlement has Coaching House or better·not has Upright·not has Prim+1 pt, 3%
  • At the end of a turn spent in a settlement: didn't move this turn·settlement has Theatre or better+1 pt, 3%
  • At the end of a turn spent in a settlement: didn't move this turn·settlement has Sewerage System or better+1 pt, 3%
  • At the end of a turn spent in a settlement: didn't move this turn·settlement has Pleasure Palace·not has Upright·not has Prim+1 pt, 5%
  • At the end of a turn spent in a settlement: didn't move this turn·settlement has Merchants Quarter or better+1 pt, 5%
  • At the end of each turn: has Aesthetic+1 pt, 2%
  • At the end of each turn: has Senile (level 2+)·has Aesthetic+1 pt, 10%
How it's lost (2)
  • At the end of each turn: has Aesthetic (level 2+)·has Generous (level 2+)-2 pts
  • At the end of each turn: has Aesthetic·has Generous-1 pt

Cancels out: Austere

Afflicted with Pneumonia

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Afflicted with Pneumonia1 pt -1 Command-2 Troop morale-4 Movement-2 Hit points-1 Piety

If only bloody coughing was the worst of it. High fevers, chills, chest pains, and troubled breathing characterize this man's sufferings.

How it's gained (14)
  • At the end of each turn: ended next to an enemy army·player's faction·doesn't have Hidden·has Hale And Hearty (level 1)·not has SHOULD NOT BE VISIBLE: REPORT TO DEV TEAM IF YOU EVER SEE THIS!!! (level 1)+1 pt, 9%
  • At the end of each turn: ended next to an enemy army·not: player's faction·doesn't have Hidden·has Hale And Hearty (level 1)·not has SHOULD NOT BE VISIBLE: REPORT TO DEV TEAM IF YOU EVER SEE THIS!!! (level 1)+1 pt, 7%
  • At the end of each turn: ended next to an enemy army·player's faction·doesn't have Hidden·has Hale And Hearty (level 2)·not has SHOULD NOT BE VISIBLE: REPORT TO DEV TEAM IF YOU EVER SEE THIS!!! (level 1)+1 pt, 8%
  • At the end of each turn: ended next to an enemy army·not: player's faction·doesn't have Hidden·has Hale And Hearty (level 2)·not has SHOULD NOT BE VISIBLE: REPORT TO DEV TEAM IF YOU EVER SEE THIS!!! (level 1)+1 pt, 4%
  • At the end of each turn: ended next to an enemy army·player's faction·doesn't have Hidden·has Hale And Hearty (level 3)·not has SHOULD NOT BE VISIBLE: REPORT TO DEV TEAM IF YOU EVER SEE THIS!!! (level 1)+1 pt, 6%
  • At the end of each turn: ended next to an enemy army·not: player's faction·doesn't have Hidden·has Hale And Hearty (level 3)·not has SHOULD NOT BE VISIBLE: REPORT TO DEV TEAM IF YOU EVER SEE THIS!!! (level 1)+1 pt, 3%
  • At the end of each turn: ended next to an enemy army·player's faction·doesn't have Hidden·has Hale And Hearty (level 4)·not has SHOULD NOT BE VISIBLE: REPORT TO DEV TEAM IF YOU EVER SEE THIS!!! (level 1)+1 pt, 5%
  • At the end of each turn: ended next to an enemy army·not: player's faction·doesn't have Hidden·has Hale And Hearty (level 4)·not has SHOULD NOT BE VISIBLE: REPORT TO DEV TEAM IF YOU EVER SEE THIS!!! (level 1)+1 pt, 3%
  • At the end of each turn: ended next to an enemy army·player's faction·turns in the region 1+·doesn't have Hidden·has Hale And Hearty (level 5)·not has SHOULD NOT BE VISIBLE: REPORT TO DEV TEAM IF YOU EVER SEE THIS!!! (level 1)+1 pt, 4%
  • At the end of each turn: ended next to an enemy army·not: player's faction·doesn't have Hidden·has Hale And Hearty (level 5)·not has SHOULD NOT BE VISIBLE: REPORT TO DEV TEAM IF YOU EVER SEE THIS!!! (level 1)+1 pt, 2%
  • At the end of each turn: ended next to an enemy army·player's faction·doesn't have Hidden·has Hale And Hearty (level 6)·not has SHOULD NOT BE VISIBLE: REPORT TO DEV TEAM IF YOU EVER SEE THIS!!! (level 1)+1 pt, 2%
  • At the end of each turn: ended next to an enemy army·50% chance·not: player's faction·doesn't have Hidden·has Hale And Hearty (level 6)·not has SHOULD NOT BE VISIBLE: REPORT TO DEV TEAM IF YOU EVER SEE THIS!!! (level 1)+1 pt, 2%
  • At the end of each turn: ended next to an enemy army·player's faction·50% chance·doesn't have Hidden·has Hale And Hearty (level 7)·not has SHOULD NOT BE VISIBLE: REPORT TO DEV TEAM IF YOU EVER SEE THIS!!! (level 1)+1 pt, 2%
  • At the end of each turn: ended next to an enemy army·50% chance·not: player's faction·doesn't have Hidden·has Hale And Hearty (level 7)·not has SHOULD NOT BE VISIBLE: REPORT TO DEV TEAM IF YOU EVER SEE THIS!!! (level 1)+1 pt, 2%

Cancels out: Miraculously Cured

Afflicted with Scurvy

family
Afflicted with Scurvy1 pt -1 Command-1 Chivalry-1 Authority-1 Piety-2 Movement-1 Hit points

This is the bane of the travelling soldier. He finds his joints stiff, his skin bruised, and his wounds slow to heal.

How it's gained (30)
  • At the end of each turn: ended next to an enemy army·player's faction·turns in the region below 2·doesn't have Hidden·has Hale And Hearty (level 1)·not has SHOULD NOT BE VISIBLE: REPORT TO DEV TEAM IF YOU EVER SEE THIS!!! (level 1)+1 pt, 4%
  • At the end of each turn: ended next to an enemy army·not: player's faction·turns in the region below 2·doesn't have Hidden·has Hale And Hearty (level 1)·not has SHOULD NOT BE VISIBLE: REPORT TO DEV TEAM IF YOU EVER SEE THIS!!! (level 1)+1 pt, 2%
  • At the end of each turn: ended next to an enemy army·player's faction·turns in the region below 2·doesn't have Hidden·has Hale And Hearty (level 2)·not has SHOULD NOT BE VISIBLE: REPORT TO DEV TEAM IF YOU EVER SEE THIS!!! (level 1)+1 pt, 3%
  • At the end of each turn: ended next to an enemy army·not: player's faction·turns in the region below 2·doesn't have Hidden·has Hale And Hearty (level 2)·not has SHOULD NOT BE VISIBLE: REPORT TO DEV TEAM IF YOU EVER SEE THIS!!! (level 1)+1 pt, 2%
  • At the end of each turn: ended next to an enemy army·player's faction·turns in the region below 2·doesn't have Hidden·has Hale And Hearty (level 3)·not has SHOULD NOT BE VISIBLE: REPORT TO DEV TEAM IF YOU EVER SEE THIS!!! (level 1)+1 pt, 3%
  • At the end of each turn: ended next to an enemy army·not: player's faction·turns in the region below 2·doesn't have Hidden·has Hale And Hearty (level 3)·not has SHOULD NOT BE VISIBLE: REPORT TO DEV TEAM IF YOU EVER SEE THIS!!! (level 1)+1 pt, 2%
  • At the end of each turn: ended next to an enemy army·player's faction·turns in the region below 2·doesn't have Hidden·has Hale And Hearty (level 4)·not has SHOULD NOT BE VISIBLE: REPORT TO DEV TEAM IF YOU EVER SEE THIS!!! (level 1)+1 pt, 2%
  • At the end of each turn: ended next to an enemy army·not: player's faction·turns in the region below 2·doesn't have Hidden·has Hale And Hearty (level 4)·not has SHOULD NOT BE VISIBLE: REPORT TO DEV TEAM IF YOU EVER SEE THIS!!! (level 1)+1 pt, 2%
  • At the end of each turn: ended next to an enemy army·player's faction·turns in the region below 2·doesn't have Hidden·has Hale And Hearty (level 5)·not has SHOULD NOT BE VISIBLE: REPORT TO DEV TEAM IF YOU EVER SEE THIS!!! (level 1)+1 pt, 2%
  • At the end of each turn: ended next to an enemy army·not: player's faction·turns in the region below 2·doesn't have Hidden·has Hale And Hearty (level 5)·not has SHOULD NOT BE VISIBLE: REPORT TO DEV TEAM IF YOU EVER SEE THIS!!! (level 1)+1 pt, 2%
  • At the end of each turn: ended next to an enemy army·player's faction·turns in the region below 2·doesn't have Hidden·has Hale And Hearty (level 6)·not has SHOULD NOT BE VISIBLE: REPORT TO DEV TEAM IF YOU EVER SEE THIS!!! (level 1)+1 pt, 2%
  • At the end of each turn: ended next to an enemy army·not: player's faction·turns in the region below 2·doesn't have Hidden·has Hale And Hearty (level 6)·not has SHOULD NOT BE VISIBLE: REPORT TO DEV TEAM IF YOU EVER SEE THIS!!! (level 1)+1 pt, 2%
  • At the end of each turn: ended next to an enemy army·player's faction·turns in the region below 2·doesn't have Hidden·has Hale And Hearty (level 7+)·not has SHOULD NOT BE VISIBLE: REPORT TO DEV TEAM IF YOU EVER SEE THIS!!! (level 1)+1 pt, 2%
  • At the end of each turn: ended next to an enemy army·50% chance·not: player's faction·turns in the region below 2·doesn't have Hidden·has Hale And Hearty (level 7+)·not has SHOULD NOT BE VISIBLE: REPORT TO DEV TEAM IF YOU EVER SEE THIS!!! (level 1)+1 pt, 2%
  • At the end of each turn: ended next to an enemy army·turns in the region 2+·player's faction·doesn't have Hidden·has Hale And Hearty (level 1)·not has SHOULD NOT BE VISIBLE: REPORT TO DEV TEAM IF YOU EVER SEE THIS!!! (level 1)+1 pt, 5%
  • At the end of each turn: ended next to an enemy army·turns in the region 2+·not: player's faction·doesn't have Hidden·has Hale And Hearty (level 1)·not has SHOULD NOT BE VISIBLE: REPORT TO DEV TEAM IF YOU EVER SEE THIS!!! (level 1)+1 pt, 2%
  • At the end of each turn: ended next to an enemy army·player's faction·turns in the region 2+·doesn't have Hidden·has Hale And Hearty (level 2)·not has SHOULD NOT BE VISIBLE: REPORT TO DEV TEAM IF YOU EVER SEE THIS!!! (level 1)+1 pt, 4%
  • At the end of each turn: ended next to an enemy army·not: player's faction·turns in the region 2+·doesn't have Hidden·has Hale And Hearty (level 2)·not has SHOULD NOT BE VISIBLE: REPORT TO DEV TEAM IF YOU EVER SEE THIS!!! (level 1)+1 pt, 2%
  • At the end of each turn: ended next to an enemy army·player's faction·turns in the region 2+·doesn't have Hidden·has Hale And Hearty (level 3)·not has SHOULD NOT BE VISIBLE: REPORT TO DEV TEAM IF YOU EVER SEE THIS!!! (level 1)+1 pt, 3%
  • At the end of each turn: ended next to an enemy army·not: player's faction·turns in the region 2+·doesn't have Hidden·has Hale And Hearty (level 3)·not has SHOULD NOT BE VISIBLE: REPORT TO DEV TEAM IF YOU EVER SEE THIS!!! (level 1)+1 pt, 2%
  • At the end of each turn: ended next to an enemy army·player's faction·turns in the region 2+·doesn't have Hidden·has Hale And Hearty (level 4)·not has SHOULD NOT BE VISIBLE: REPORT TO DEV TEAM IF YOU EVER SEE THIS!!! (level 1)+1 pt, 2%
  • At the end of each turn: ended next to an enemy army·not: player's faction·turns in the region 2+·doesn't have Hidden·has Hale And Hearty (level 4)·not has SHOULD NOT BE VISIBLE: REPORT TO DEV TEAM IF YOU EVER SEE THIS!!! (level 1)+1 pt, 2%
  • At the end of each turn: ended next to an enemy army·player's faction·turns in the region 2+·doesn't have Hidden·has Hale And Hearty (level 5)·not has SHOULD NOT BE VISIBLE: REPORT TO DEV TEAM IF YOU EVER SEE THIS!!! (level 1)+1 pt, 2%
  • At the end of each turn: ended next to an enemy army·not: player's faction·turns in the region 2+·doesn't have Hidden·has Hale And Hearty (level 5)·not has SHOULD NOT BE VISIBLE: REPORT TO DEV TEAM IF YOU EVER SEE THIS!!! (level 1)+1 pt, 2%
  • At the end of each turn: ended next to an enemy army·player's faction·turns in the region 2+·doesn't have Hidden·has Hale And Hearty (level 6)·not has SHOULD NOT BE VISIBLE: REPORT TO DEV TEAM IF YOU EVER SEE THIS!!! (level 1)+1 pt, 2%
  • At the end of each turn: ended next to an enemy army·not: player's faction·turns in the region 2+·doesn't have Hidden·has Hale And Hearty (level 6)·not has SHOULD NOT BE VISIBLE: REPORT TO DEV TEAM IF YOU EVER SEE THIS!!! (level 1)+1 pt, 2%
  • At the end of each turn: ended next to an enemy army·player's faction·turns in the region 2+·doesn't have Hidden·has Hale And Hearty (level 7)·not has SHOULD NOT BE VISIBLE: REPORT TO DEV TEAM IF YOU EVER SEE THIS!!! (level 1)+1 pt, 2%
  • At the end of each turn: ended next to an enemy army·not: player's faction·turns in the region 2+·doesn't have Hidden·has Hale And Hearty (level 7)·not has SHOULD NOT BE VISIBLE: REPORT TO DEV TEAM IF YOU EVER SEE THIS!!! (level 1)+1 pt, 2%
  • At the end of each turn: is at sea·player's faction·turns in the region 2+·doesn't have Afflicted with Scurvy+1 pt, 5%
  • At the end of each turn: is at sea·not: player's faction·turns in the region 2+·doesn't have Afflicted with Scurvy+1 pt, 2%

Cancels out: Miraculously Cured

AgentPiety

hiddenprincess, merchant, spy, assassin, diplomat
AgentPiety1 pt +10 Piety-2 Line of sight-2 Movement

DO NOT TRANSLATE - Hidden trait for agents

How it's gained (10)
  • At the start of each turn: is a princess·doesn't have AgentPiety+1 pt
  • When he comes of age: is a princess+1 pt
  • At the start of each turn: is a diplomat·doesn't have AgentPiety+1 pt
  • When the agent is recruited: is a diplomat+1 pt
  • At the start of each turn: is a spy·doesn't have AgentPiety+1 pt
  • When the agent is recruited: is a spy+1 pt
  • At the start of each turn: is a assassin·doesn't have AgentPiety+1 pt
  • When the agent is recruited: is a assassin+1 pt
  • At the start of each turn: is a merchant·doesn't have AgentPiety+1 pt
  • When the agent is recruited: is a merchant+1 pt

AI Boost Difficulty

hiddenfamily
SHOULD NOT BE VISIBLE: REPORT TO DEV TEAM IF YOU EVER SEE THIS!!!1 pt +1 Command+1 Piety+1 Loyalty+1 Troop morale+2 Movement+10 Line of sight+20 Siege engineering+2 Local popularity+6 Agent training

SHOULD NOT BE VISIBLE: REPORT TO DEV TEAM IF YOU EVER SEE THIS!!!

AI Boost Hard2 pts +1 Command+2 Piety+2 Loyalty+2 Troop morale+4 Movement+12 Line of sight+40 Siege engineering+4 Local popularity+8 Agent training

SHOULD NOT BE VISIBLE: REPORT TO DEV TEAM IF YOU EVER SEE THIS!!!

AI Boost Hard3 pts +1 Command+2 Piety+2 Loyalty+3 Troop morale+6 Movement+14 Line of sight+60 Siege engineering+6 Local popularity+12 Agent training

SHOULD NOT BE VISIBLE: REPORT TO DEV TEAM IF YOU EVER SEE THIS!!!

How it's gained (3)
  • At the start of each turn: doesn't have AI Boost Difficulty·is a general·not: player's faction·on Medium+1 pt
  • At the start of each turn: doesn't have AI Boost Difficulty·is a general·not: player's faction·on Hard+2 pts
  • At the start of each turn: doesn't have AI Boost Difficulty·is a general·not: player's faction·on Very Hard+3 pts
How it's lost (1)

Anger

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Easily Riled1 pt -1 Chivalry

This man's temples will begin throbbing at the mere mention of the wrong people or belief.

Seethes with Anger2 pts -2 Chivalry

Fists clenched, nostrils flared, somebody would say something if anyone dared.

Driven by Rage4 pts -3 Chivalry-1 Hit points

Rage is not an emotion for this man, it is a mantra and way of life.

How it's gained (22)
  • When he comes of age +1 pt, 2%
  • When he comes of age: Father: has Anger+1 pt, 20%
  • When he comes of age: Father: has Xenophobia (level 3+)+1 pt, 2%
  • When he comes of age: Father: has Drink (level 4+)+1 pt, 15%
  • When he comes of age: Father: has Disciplinarian (level 2+)+1 pt, 2%
  • When he comes of age: Father: has Disciplinarian (level 3+)+1 pt, 2%
  • When he comes of age: faction is Hungary+1 pt, 5%
  • When he comes of age: faction is Spain+1 pt, 4%
  • Brotheradopted +1 pt, 5%
  • At the end of each turn: 20% chance·has Anger·doesn't have Wantschool·doesn't have Prim·on Very Hard+1 pt, 10%
  • At the end of each turn: 20% chance·has Anger·doesn't have Wantschool·has Drink (level 3+)·on Very Hard+1 pt, 10%
  • When his city riots +1 pt, 2%
  • When his city rebels +1 pt, 2%
  • Sufferdenouncementattempt: is a general+1 pt, 2%
  • At the end of each turn: has Officeholder·50% chance+1 pt, 2%
  • After a battle: is a general·not: won the battle·battle odds more than 1.0+1 pt, 5%
  • After a battle: is a general·% of bodyguard lost 41+·% of enemy killed 51+·doesn't have Humane+1 pt, 5%
  • After a battle: is a general·not: won the battle·kills by his bodyguard 1+·% of bodyguard lost 26+·doesn't have Humane+1 pt, 5%
  • After a battle: has Severely Wounded·has Hale And Hearty (level 4+)·battle odds 5 or less·age 31++1 pt, 2%
  • After a battle: has Severely Wounded·has Hale And Hearty (level 4+)·battle odds 5 or less·age 51++1 pt, 2%
  • At the end of each turn: has Disciplinarian·doesn't have Coward·20% chance+1 pt, 2%
  • At the end of each turn: has Berserker·not has Coward·50% chance+1 pt, 2%
How it's lost (2)
  • When he becomes a father -1 pt, 20%
  • When a building he governs is finished: just finished Small Church (for Catholic factions)·has Intelligent (level 4+)·has Fit For Office (level 2+)-1 pt, 2%

Army Campaign Morale

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Army Bent On Glory1 pt -2 Loyalty+3 Troop morale

This general inspires his troops through great victories. They will follow him anywhere, even on the longest, hardest adventures. Yet, his glory hunting is causing suspicion and resentment at home, and brings dangerous and ambitious thoughts to his mind.

Troops Eager To Fight5 pts +2 Troop morale

His troops are eager to fight for him. If he's a good commander or good disciplinarian, they'll fight for a very long time without losing morale.

Troops Ready For Action9 pts +1 Troop morale

His troops are ready to fight for him in a campaign. If he's a good commander or good disciplinarian, they'll fight for long time without losing morale.

Troops Weary13 pts -1 Troop morale-1 Movement

The troops need to recuperate their strength by resting in home lands, among friendly people, and preferably in a settlement. A great victory though, would do much to improve their morale.

Troops Despondent17 pts -2 Troop morale-2 Movement

The army needs to rest in home lands, among friendly people, and preferably in a settlement. A great victory though, would do much to improve their morale.

Troops Undisciplined21 pts -3 Troop morale-3 Movement-1 Command-1 Loyalty

Years on active service has taken it's toll. The army needs to rest in home lands, among friendly people, and preferably in a settlement. If the general is a good commander or Vanquisher, recovery will be swift. A great victory would work miracles for their morale, though.

Troops Desperate25 pts -4 Troop morale-4 Movement-2 Command-2 Loyalty

Many years away from home have eroded this army's native values and discipline to a severe extent. It needs to rest in home lands, among friendly people, and with the comforts of a settlement. If the general is a good commander or Vanquisher, recovery will be swift. A battle won may also help to recover morale.

Troops Mutinous29 pts -5 Troop morale-5 Movement-3 Command-3 Loyalty

This army has not returned home for many years. It needs to rest in home lands, among friendly people, and preferably in a settlement. If the general is a good commander or Vanquisher, recovery will be swift. A victory would also help them recover morale.

Too Many Years Away33 pts -5 Troop morale-5 Movement-3 Command-3 Loyalty

This army has not returned home for many years. It needs to rest in friendly lands, among friendly people, and with some of the comforts of a settlement. If the general is a good commander or Vanquisher, the soldiers' recovery will be swift. A battle won may also help to recover morale.

How it's gained (18)
  • When he comes of age: on Very Hard·is a general+9 pts
  • When he comes of age: on Hard·is a general+9 pts
  • When he is offered for adoption: on Very Hard+9 pts
  • When he is offered for adoption: on Hard+9 pts
  • When he is offered for marriage: on Very Hard+9 pts
  • When he is offered for marriage: on Hard+9 pts
  • When he is offered for adoption (as a captain): on Very Hard+9 pts
  • When he is offered for adoption (as a captain): on Hard+9 pts
  • At the start of each turn: on Very Hard·is a general·doesn't have Army Campaign Morale+9 pts
  • At the start of each turn: on Hard·is a general·doesn't have Army Campaign Morale+9 pts
  • At the end of each turn: has Army Campaign Morale (level below 6)·movement left below 80%·player's faction·on Very Hard+1 pt, 66%
  • At the end of each turn: has Army Campaign Morale (level below 6)·movement left below 80%·player's faction·doesn't have Disciplinarian·on Very Hard+1 pt, 33%
  • At the end of each turn: has Army Campaign Morale (level below 6)·movement left below 80%·player's faction·has Bad Disciplinarian·on Very Hard+1 pt, 33%
  • At the end of each turn: has Army Campaign Morale (level below 8)·is in enemy lands·on Very Hard+1 pt, 50%
  • At the end of each turn: has Army Campaign Morale (level below 8)·is in enemy lands·doesn't have Natural Military Skill·has Bad Commander·on Very Hard+1 pt, 50%
  • At the end of each turn: has Army Campaign Morale (level below 8)·is in enemy lands·ended next to an enemy army·on Very Hard+1 pt, 50%
  • After a battle: is a general·not: won the battle·has Army Campaign Morale (level below 8)·player's character·on Very Hard+2 pts
  • After a battle: is a general·not: won the battle·battle odds more than 1.2·has Army Campaign Morale (level below 8)·player's character·on Very Hard+2 pts
How it's lost (17)
  • At the start of each turn: has Army Campaign Morale (level 9+)-4 pts
  • At the end of each turn: has Army Campaign Morale (level 6+)·has Army Is Camping·has Army Is Camping (level below 2)-1 pt
  • At the end of each turn: has Army Campaign Morale (level 6+)·not: is in enemy lands·not: ended next to an enemy army-1 pt
  • At the end of each turn: has Army Campaign Morale (level 6+)·not: is in enemy lands·not: ended next to an enemy army·% of population of his religion 51+-1 pt
  • At the end of each turn: has Army Campaign Morale (level 4+)·has Army Is Camping-1 pt
  • At the end of each turn: has Army Campaign Morale (level 4+)·has Army Is Camping·has Army Is Camping (level below 2)-1 pt
  • At the end of a turn spent in a settlement: not: settlement is under siege·settlement mood more than disillusioned·treasury 1+·has Army Campaign Morale (level 4+)-1 pt
  • At the end of a turn spent in a settlement: not: settlement is under siege·didn't move this turn·settlement mood more than disillusioned·has Army Campaign Morale (level 4+)-1 pt
  • At the end of each turn: not: is in enemy lands·not: settlement is under siege·has Army Campaign Morale (level 3+)·has Good Commander·has Fit For Office (level 2+)-1 pt, 50%
  • At the end of each turn: not: is in enemy lands·not: settlement is under siege·has Army Campaign Morale (level 3+)·has Victor Virtue (level 2+)·has Fit For Office (level 2+)-1 pt, 50%
  • At the end of each turn: not: is in enemy lands·not: settlement is under siege·Authority 6+·has Army Campaign Morale (level 3+)·has Army Campaign Morale (level below 3)·has Fit For Office (level 2+)-1 pt, 50%
  • At the end of each turn: not: is in enemy lands·not: settlement is under siege·has Army Campaign Morale (level 3+)·has Army Campaign Morale (level below 3)·has Inspiring Speaker (level 2+)·has Fit For Office (level 2+)-1 pt, 50%
  • After a battle: is a general·won the battle·battle odds less than 1.0·battle result at least clear·% of enemy killed 41+·has Army Campaign Morale (level 2+)·player's character-2 pts
  • After a battle: is a general·won the battle·battle odds less than 1.0·battle result at least average·% of enemy killed 41+·has Army Campaign Morale (level 2+)·player's character-2 pts
  • After a battle: is a general·won the battle·battle odds less than 1.4·% of enemy killed 41+·has Army Campaign Morale (level 2+)·player's character-1 pt
  • After a battle: is a general·won the battle·% of enemy killed 41+·has Army Campaign Morale (level 2+)·player's character-1 pt
  • When he captures a settlement: player's character·has Army Campaign Morale (level 2+)-2 pts

Assassin Catcher

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Survivor2 pts +1 Chivalry+2 Personal security

This man had the strength of character to learn from the attempt on his life rather than fear impending doom.

Blessed Survivor4 pts +1 Chivalry+3 Personal security

Has survived enough assassination attempts to be able to claim either divine protection, or a sixth sense.

Instinctive Survivor8 pts +2 Chivalry+1 Line of sight+4 Personal security

Although clearly fortunate to be alive, this man is now genuinely adept at avoiding attempts on his life.

How it's gained (1)
  • Executesanassassinonamission +1 pt

Assassin Master

family
Open to Murder5 pts -1 Chivalry+2 Agent training

Willing to turn to hired blades to take out targets that armies would struggle to reach.

Mixes with Killers10 pts -2 Chivalry+1 Personal security+4 Agent training

Regularly employs assassins to see the interests of the people done, without them knowing who did it.

Master of Assassins15 pts -3 Chivalry+2 Personal security+5 Agent training

Has recruited enough killers in his time to know the measure of a man almost immediately.

How it's gained (2)
  • Leaderorderedassassination: is faction leader·a special condition+1 pt, 33%
  • Leaderorderedassassination: is faction leader·a special condition+1 pt, 5%

Austere

family
Severe1 pt +10 Bribe resistance+2 Tax collection

This man's basic manner and lifestyle lean towards being severe and unforgiving.

Austere2 pts +1 Loyalty+20 Bribe resistance+5 Tax collection

This man is not interested in luxuries or beautification. Restraint is the path to perfection!

Severely Austere4 pts +2 Loyalty+30 Bribe resistance+10 Tax collection

This man is a bastion of self restraint and purity, in a manner that is overbearing and boorish.

How it's gained (5)
  • When he comes of age: has Intelligent (level 4+)+1 pt, 2%
  • When he comes of age: Father: has Austere+1 pt, 5%
  • When he comes of age: Father: has Aesthetic+1 pt, 15%
  • At the end of each turn: has Austere+1 pt, 2%
  • At the end of each turn: has Senile (level 2+)·has Austere+1 pt, 10%

Cancels out: Expensive Tastes, Aesthetic

Authoritarian

family
Firm Ruler1 pt +1 Unrest+2 Law

This man believes that authority is the cornerstone of maintaining good order.

Strict Ruler3 pts +1 Authority+2 Unrest+4 Law

This man will not tolerate excuses: it is the people's duty to respect the authority of the rules laid out before them.

Total Authoritarian8 pts +2 Authority+3 Unrest+6 Law

Believes that rigid law and order are both an absolute necessity, oppressively so.

How it's gained (5)
  • When he comes of age +1 pt, 2%
  • At the end of each turn: has Authoritarian+1 pt, 4%
  • When his city riots +1 pt, 20%
  • When his city rebels +1 pt, 33%
  • At the end of each turn: has Strategy Dread·has Battle Dread+1 pt, 3%

Cancels out: Non Authoritarian

Bad Commander

family
Unproven Commander2 pts -1 Command

This man is yet little to show signs of ever being effective or confident in command.

Incompetent Commander4 pts -2 Command-1 Movement-1 Troop morale

This man has a knack for making a meal of things when attempting to take command.

Pathetic Commander8 pts -3 Command-2 Movement-1 Troop morale-1 Loyalty-1 Authority

This man could clutch defeat from the jaws of victory.

Useless Commander16 pts -5 Command-3 Movement-2 Troop morale-2 Loyalty-2 Authority

This man's troops say at least two prayers before entering battle - he seems destined to command his armies to their doom.

How it's gained (6)
  • When he comes of age +1 pt, 2%
  • After a battle: is a general·not: won the battle·battle odds more than 1.0+1 pt, 33%
  • After a battle: is a general·not: won the battle·% of his army lost below 50·battle odds more than 2.0+2 pts, 75%
  • After a battle: is a general·not: won the battle·battle result more than average·siege battle·battle odds more than 0.8+1 pt, 85%
  • When he withdraws before battle: was the attacker+1 pt, 85%
  • When he withdraws before battle: is a general·a special condition·battle odds more than 0.5·battle odds less than 1.75+1 pt, 33%
How it's lost (5)

Bad Denouncer

inquisitor, priest
Poor Prosecutor1 pt -1 Piety

Still regarded as an authority on heresy, but a failed prosecution suggests his conclusions are fallible.

Dubious Denouncer2 pts -2 Piety

Although his desire to eradicate heresy is not in question, his ability to do so is.

Pathetic Prosecutor4 pts -3 Piety

Has developed a reputation for casting wild accusations over the innocent that a common serf could disprove.

How it's gained (6)
  • When the agent is recruited: is a inquisitor·on Medium·before The Papal Inquisition Begins+1 pt, 20%
  • When the agent is recruited: is a inquisitor·on Hard+1 pt, 20%
  • When the agent is recruited: is a inquisitor·on Hard·after The Papal Inquisition Begins+1 pt, 20%
  • When the agent is recruited: is a inquisitor·on Very Hard+1 pt, 20%
  • When the agent is recruited: is a inquisitor·on Very Hard·after The Episcopal Inquisition+1 pt, 20%
  • When the agent is recruited: is a inquisitor·on Very Hard·after The Papal Inquisition Begins+1 pt, 20%
How it's lost (3)
  • Denouncementmission: mission succeeded·has Bad Denouncer-1 pt
  • Denouncementmission: mission succeeded·has Bad Denouncer-1 pt, 50%
  • Denouncementmission: not: mission succeeded·doesn't have Good Denouncer-1 pt, 85%

Bad Disciplinarian

family
Poor Disciplinarian4 pts -1 Movement+1 Local popularity

Lacks either the heart or the stomach to push his troops.

Easy on the Men8 pts -1 Command-2 Movement+1 Local popularity-1 Squalor

More concerned with whether or not the men like him than whether or not they are truly prepared for battle. He is seeking popularity, not efficiency or order. But this behaviour also has its bright sides, as commoners are more likely to come and settle in the city he governs.

Far Too Lenient12 pts -1 Command-1 Authority-3 Movement+1 Local popularity-1 Law

This man does nothing to keep his subordinates in check, and as a result his soldiers and subjects do as they please. This makes him popular in the city he governs, but mainly due to the fact that corrupt officials are left to their own designs.

How it's gained (53)
  • When he comes of age: Father: has Considered a Poulain (level 2+)+1 pt, 50%
  • When he comes of age +2 pts, 30%
  • When he comes of age: Father: has Bad Disciplinarian+1 pt
  • When he comes of age: Father: has Bad Disciplinarian+1 pt, 50%
  • When he comes of age: Father: has Bad Disciplinarian+1 pt, 30%
  • When he comes of age: Father: has Bad Disciplinarian (level 2+)+1 pt, 50%
  • When he comes of age: Father: has Bad Disciplinarian (level 2+)+1 pt, 30%
  • When he comes of age: Father: has Bad Disciplinarian (level 3+)+1 pt, 50%
  • When he comes of age: Father: has Bad Disciplinarian (level 3+)+1 pt, 30%
  • When he comes of age: Father's Chivalry 6++1 pt, 30%
  • When he comes of age: Father's Chivalry 10++1 pt, 30%
  • At the end of a turn spent in a settlement: didn't move this turn·settlement has Coaching House or better·not has Upright·not has Prim+1 pt, 50%
  • At the end of a turn spent in a settlement: didn't move this turn·settlement has Pleasure Palace·not has Upright·not has Prim+1 pt, 50%
  • At the end of a turn spent in a settlement: didn't move this turn·settlement has Merchants Quarter or better+1 pt, 50%
  • When he accepts a bribe: is a general+2 pts, 50%
  • At the end of a turn spent in a settlement: tax rate less than normal·settlement mood exactly happy·Piety below 6·has Military Minded·not has an ancillary of type greatacademic·not has an ancillary of type academic+1 pt, 20%
  • At the end of a turn spent in a settlement: tax rate less than normal·not: player's faction+1 pt, 20%
  • When a building he governs is finished: just finished Brothel+1 pt, 50%
  • When a building he governs is finished: just finished brothel+1 pt, 50%
  • When a building he governs is finished: just finished Inn+1 pt, 50%
  • When a building he governs is finished: just finished Tavern+1 pt, 50%
  • When a building he governs is finished: just finished Coaching House+1 pt, 50%
  • When a building he governs is finished: just finished Pleasure Palace+1 pt, 50%
  • When a building he governs is finished: just finished Artist Studio or better+1 pt, 50%
  • When a building he governs is finished: just finished Theatre or better+1 pt, 50%
  • When a building he governs is finished: just finished Plaza de toros+1 pt, 30%
  • When a building he governs is finished: just finished Jousting Lists or better+1 pt, 30%
  • When a building he governs is finished: just finished Racing Track or better+1 pt, 30%
  • When a building he governs is finished: just finished Library or better·doesn't have Wantschool·has Intelligent (level 6+)·has Sane·has Fit For Office (level 2+)+1 pt, 50%
  • When a building he governs is finished: just finished Thieves Guild+1 pt, 50%
  • When a building he governs is finished: just finished Thieves Guild or better+1 pt, 50%
  • When a building he governs is finished: just finished Assassins Guild+1 pt, 50%
  • When a building he governs is finished: just finished Assassins Guild or better+1 pt, 50%
  • When a building he governs is finished: just finished Merchants Guild+1 pt, 50%
  • When a building he governs is finished: just finished Merchants Guild or better+1 pt, 50%
  • When a building he governs is finished: just finished Baltic Trade or better+1 pt, 50%
  • When a building he governs is finished: just finished Explorers Guild+1 pt, 50%
  • When a building he governs is finished: just finished Explorers Guild or better+1 pt, 50%
  • Occupysettlement +1 pt, 50%
  • When he sacks a settlement: % of population of his religion 51++2 pts, 50%
  • When he sacks a settlement: is a general·% of population of his religion 76++1 pt, 50%
  • When he exterminates a settlement: % of population of his religion 51++2 pts, 30%
  • When he exterminates a settlement: % of population of his religion 51++2 pts, 50%
  • When he exterminates a settlement: is a general·% of population of his religion 76++1 pt, 50%
  • When he sacks a settlement: in Jerusalem+2 pts, 50%
  • When he sacks a settlement: in Marmara (Kōnstantinoúpolis)+2 pts, 50%
  • When he sacks a settlement: in Sauad al-Irak (Baghdad)+2 pts, 50%
  • When he sacks a settlement: in Lazio (Roma)+2 pts, 50%
  • When he sacks a settlement: in Al-Heġāz (Makkah)+2 pts, 50%
  • At the end of each turn: is a general·tax rate exactly low·settlement mood exactly happy·turns in the region 5++1 pt, 50%
  • After a battle: is a general·not: won the battle·a special condition·player's faction+1 pt, 80%
  • After a battle: is a general·not: won the battle·a special condition·player's faction+1 pt, 50%
  • At the end of each turn: has Bad Disciplinarian+1 pt, 5%
How it's lost (1)

Bastard Heir

family
Bastard Heir1 pt -1 Personal security+1 Authority

Despite his lineage (or lack thereof), this man will take the reins upon the death of the current leader.

How it's gained (1)
How it's lost (4)
  • When he becomes faction leader: has Bastard Heir (level 1)·Chivalry below 0·not Authority 3+-1 pt
  • When he becomes faction leader: has Bastard Heir (level 1)·Chivalry below 0·Authority 3+·Authority below 6-1 pt
  • When he becomes faction leader: has Bastard Heir (level 1)·Chivalry below 0·Authority 6+-1 pt
  • When he becomes faction leader: has Bastard Heir (level 1)·Chivalry 0+-1 pt

Battle Chivalry

family
Fair Fighter1 pt +1 Chivalry

Has shown that he can abstain from lowly acts on the field of battle.

Noble in Battle3 pts +2 Chivalry

Never let it be said that this man will resort to cheap tactics to win a battle, it is beneath him now.

Bastion of Chivalry6 pts +3 Chivalry

Is becoming known for making selfless acts of sacrifice and courage in battle.

Champion of Honour9 pts +4 Chivalry+1 Authority

So chivalrous is this man that his opponents consider it an honour to die upon the sword of such a worthy foe.

Saint of Battle12 pts +5 Chivalry+2 Authority

Spoken off throughout the known world as a walking embodiment of knightly virtues that all warriors should aspire to emulate.

How it's gained (13)
  • When he is offered for adoption: has Military Minded (level 1)+1 pt, 25%
  • When he is offered for adoption: has Battle Chivalry+2 pts, 33%
  • When he is offered for marriage: has Military Minded (level 1)+1 pt, 33%
  • When he is offered for adoption (as a captain) +1 pt, 33%
  • When he is offered for adoption (as a captain): has Battle Chivalry+2 pts, 33%
  • After a battle: kills by his bodyguard 11+·not has Battle Dread·is a general·battle odds 5 or less+1 pt, 8%
  • After a battle: not: was the attacker·won the battle·is a general·battle odds at most 0.5·not has Battle Dread·friendly soldiers in battle 501++1 pt, 75%
  • After a battle: won the battle·% of enemy killed below 80·is a general·battle odds less than 2.5·friendly soldiers in battle 501+·player's faction+1 pt, 30%
  • After a battle: won the battle·is a general·battle odds more than 0.65·battle odds less than 1.35·friendly soldiers in battle 751+·player's faction+1 pt, 25%
  • After a battle where he took prisoners: you chose to release them·prisoners 201++1 pt, 50%
  • After a battle where he took prisoners: you chose to release them·prisoners 401++1 pt, 75%
  • After a battle where his men were taken prisoner: you paid their ransom·prisoners 201+·player's faction+1 pt, 25%
  • After a battle where his men were taken prisoner: you paid their ransom·prisoners 201+·not: player's faction·not has Battle Dread+1 pt, 25%
How it's lost (6)
  • After a battle: not: won the battle·% of enemy killed below 10·player's faction·is a general-1 pt, 55%
  • After a battle: not: won the battle·% of enemy killed below 10·not: player's faction·is a general-1 pt, 25%
  • After a battle: his army routed·% of enemy killed below 33·kills by his bodyguard below 8·is a general-2 pts, 85%
  • After a battle: his army routed·% of enemy killed 24+·% of enemy killed 66 or less·kills by his bodyguard below 8·battle odds more than 0.75·is a general-1 pt, 85%
  • At the end of each turn: has Battle Dread·has Battle Chivalry-1 pt
  • At the end of each turn: has Battle Dread·has Battle Chivalry-1 pt

Battle Dread

family
Winning First1 pt -1 Chivalry

His actions in battle suggest he cares about winning much more so than doing it honourably.

Cruel and Cunning3 pts -2 Chivalry

It's not a mistake when this man subjects his foes to cruel and unusual deaths; he's taken a liking to it.

Merciless Mauler6 pts -3 Chivalry

This man is not beneath mutilating a fallen foe to make his next enemy lose his nerve.

Field Tyrant9 pts -4 Chivalry+1 Authority

The ingenuity and joy he shows when devising malevolent plans for his enemies has led some to question whether he is perhaps entirely devoid of conscience.

Warlord of Terror12 pts -5 Chivalry+2 Authority

Even the bravest of knights and kings would admit to fearing to face this infamous monster in battle.

How it's gained (14)
  • When he is offered for adoption: doesn't have Battle Chivalry+1 pt, 33%
  • When he is offered for adoption: has Battle Dread+2 pts, 33%
  • When he is offered for adoption (as a captain): doesn't have Battle Chivalry+1 pt, 33%
  • When he is offered for adoption (as a captain): has Battle Dread+2 pts, 33%
  • After a battle: kills by his bodyguard 11+·not has Battle Chivalry·is a general·battle odds 5 or less+1 pt, 8%
  • After a battle: not: was the attacker·won the battle·is a general·battle odds at most 0.5·has Battle Dread·friendly soldiers in battle 351++1 pt, 75%
  • After a battle: won the battle·% of enemy killed 81+·is a general·battle odds less than 2.5·friendly soldiers in battle 501+·player's faction+1 pt, 30%
  • After a battle: won the battle·is a general·battle odds more than 1.35·friendly soldiers in battle 501+·player's faction+1 pt, 25%
  • After a battle: was the attacker·night battle·is a general·battle odds less than 2.5·friendly soldiers in battle 751+·player's faction+1 pt, 15%
  • After a battle: won the battle·battle result at least crushing·% of enemy killed 91+·is a general·battle odds less than 0.95·not has Battle Chivalry·friendly soldiers in battle 751++2 pts, 50%
  • After a battle where his men were taken prisoner: you couldn't pay their ransom·prisoners 201+·player's faction+1 pt, 25%
  • After a battle where his men were taken prisoner: you couldn't pay their ransom·prisoners 201+·not: player's faction·not has Battle Chivalry+1 pt, 25%
  • After a battle where he took prisoners: you chose to execute them·prisoners 201++1 pt, 50%
  • After a battle where he took prisoners: you chose to execute them·prisoners 401++1 pt
How it's lost (6)
  • After a battle: not: won the battle·% of enemy killed below 10·player's faction·is a general-1 pt, 40%
  • After a battle: not: won the battle·% of enemy killed below 10·not: player's faction·is a general-1 pt, 20%
  • After a battle: his army routed·% of enemy killed below 33·kills by his bodyguard below 8·is a general-2 pts, 85%
  • After a battle: his army routed·% of enemy killed 24+·% of enemy killed 66 or less·kills by his bodyguard below 8·battle odds more than 0.75·is a general-1 pt, 85%
  • At the end of each turn: has Battle Dread·has Battle Chivalry-1 pt
  • At the end of each turn: has Battle Dread·has Battle Chivalry-1 pt

Battle Scarred

family
Marks of War1 pt +1 Hit points

He’s got a scar to prove he's been in a proper fight, where his life was at risk.

Noble Scars3 pts +2 Hit points+1 Authority

Bears a few scars, a sign of both courage and endurance in battle.

Terrible Scars5 pts +3 Hit points+1 Authority+1 Troop morale-1 Chivalry

Some of this man's war wounds are difficult to look what rouses both respect and dread in people’s souls. His soldiers know that his ability to continue battling through such injuries is astounding and they trust his cry of war.

Hideous Battlescars7 pts +4 Hit points+1 Authority+1 Troop morale-2 Chivalry+1 Law

So brutally scarred that people do not know which way to look when addressing him. Can any mortal blow fell him?

How it's gained (6)
  • When he is offered for adoption: has Military Minded (level 1)+1 pt, 17%
  • When he is offered for marriage: has Military Minded (level 1)+1 pt, 17%
  • When he is offered for adoption (as a captain) +1 pt, 17%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·50% chance·settlement has Jousting Lists or better·has Fit For Office (level 2+)·has Tourney Knight+1 pt, 2%
  • After a battle: % of bodyguard lost 31+·is a general+1 pt, 30%
  • After a battle: is a general·has Severely Wounded+1 pt, 50%

Berserker

family
Fierce in Battle1 pt -1 Chivalry+1 Troop morale+1 Attack-1 Defence

Goes into a frenzy when battle commences, making him both reckless and frightening.

Crazy in Battle3 pts -2 Chivalry+2 Troop morale+2 Attack-2 Defence

When in battle, he enters a rage so fierce that he loses all sense of danger and direction.

Berserker5 pts -4 Chivalry+3 Troop morale+3 Attack-3 Defence

When this man enters battle, friend and foe alike part before him. He is a notorious and dangerous berserker!

How it's gained (11)
  • When he comes of age: faction is Scotland+1 pt, 5%
  • When he comes of age: faction is Denmark+1 pt, 5%
  • When he comes of age: faction is Norway+1 pt, 5%
  • When he comes of age: faction is Hungary+1 pt, 5%
  • When he comes of age: faction is Lithuania+1 pt, 5%
  • When he comes of age: faction is Mongols+1 pt, 5%
  • After a battle: % of bodyguard lost 71+·is a general·has Berserker (level below 2)·not has Hypochondriac·not has Coward·has Anger+1 pt, 10%
  • After a battle: % of bodyguard lost 61+·faction is Denmark·is a general·not has Hypochondriac·not has Coward+1 pt, 25%
  • After a battle: % of bodyguard lost 61+·faction is Norway·is a general·not has Hypochondriac·not has Coward+1 pt, 25%
  • After a battle: % of bodyguard lost 61+·faction is Lithuania·is a general·not has Hypochondriac·not has Coward+1 pt, 10%
  • After a battle: % of bodyguard lost 61+·faction is Scotland·is a general·not has Hypochondriac·not has Coward+1 pt, 10%

Beyond Battle

family
Beyond Battle1 pt -4 Hit points-3 Movement-1 Troop morale-1 Command-2 Authority

This man is no longer physically capable of taking the field of battle. He is also likely to forget things he learned during his military career.

How it's gained (10)
  • At the end of each turn: is a general·age 62+·has Naturally Frail·doesn't have Beyond Battle+1 pt, 25%
  • At the end of each turn: is a general·age 62+·doesn't have Naturally Frail·doesn't have Naturally Robust·doesn't have Beyond Battle+1 pt, 15%
  • At the end of each turn: is a general·age 62+·has Naturally Robust·doesn't have Beyond Battle+1 pt, 7%
  • At the end of each turn: is a general·has Senile (level 2+)·doesn't have Beyond Battle+1 pt, 15%
  • At the end of each turn: is a general·age 51+·has Severely Wounded+1 pt, 10%
  • At the end of each turn: is a general·age 55+·has Severely Wounded+1 pt, 10%
  • At the end of each turn: is a general·age 55+·has Hidden+1 pt, 3%
  • At the end of each turn: is a general·age 55+·has Drink (level 7+)+1 pt, 3%
  • At the end of a turn spent in a settlement: is a general·age 55+·settlement has plague+1 pt, 3%
  • At the end of each turn: is a general·age 55+·has Naturally Frail+1 pt, 3%

Bloodthirsty

family
Fine with Blood1 pt -1 Chivalry+1 Command

Is untroubled at the sight of blood, particularly if it belongs to the enemy.

Sanguinary2 pts

Cannot wait to see his foe's blood stain his own tabard in battle.

Sanguinary3 pts -2 Chivalry

Cannot wait to see his foe's blood stain his own tabard in battle.

Bloodthirsty13 pts -3 Chivalry-1 Command

This man's insatiable lust for blood is known to lead to gruesome madness.

How it's gained (17)
  • When he comes of age +1 pt, 2%
  • When he comes of age: Father: has Wife Is Horrid+1 pt, 2%
  • When he comes of age: Father: has Wife Is Bitch+1 pt, 2%
  • When he comes of age: Father: doesn't have Sane·50% chance+1 pt, 2%
  • When he comes of age: Father's Chivalry below -5+1 pt, 2%
  • When he comes of age: Father: has Bloodthirsty+1 pt, 10%
  • After a battle: kills by his bodyguard 11+·not has Battle Chivalry·not has Battle Dread·is a general·battle odds 5 or less+1 pt, 10%
  • After a battle: kills by his bodyguard 11+·not has Battle Chivalry·is a general·battle odds 5 or less+1 pt, 10%
  • When he exterminates a settlement: % of population of his religion below 30+1 pt, 10%
  • When he exterminates a settlement: % of population of his religion 51++1 pt, 20%
  • When he exterminates a settlement: is a general·% of population of his religion 76++1 pt, 30%
  • When he exterminates a settlement: in Jerusalem+1 pt, 20%
  • When he exterminates a settlement: in Marmara (Kōnstantinoúpolis)+1 pt, 20%
  • When he exterminates a settlement: in Sauad al-Irak (Baghdad)+1 pt, 20%
  • When he exterminates a settlement: in Lazio (Roma)+1 pt, 20%
  • When he exterminates a settlement: in Al-Heġāz (Makkah)+1 pt, 20%
  • At the end of each turn: has Bloodthirsty (level below 3)·has Bloodthirsty (level 2+)+10 pts
How it's lost (3)

Boring Speaker

family
Poor Speaker1 pt -1 Local popularity

Lacks any sort of flair or conviction when delivering a speech.

Awkward Speaker2 pts -1 Local popularity-1 Troop morale

This man is not graceful with words, and his speeches are more likely to be ordeals than inspirations.

Incredibly Boring4 pts -2 Local popularity-2 Troop morale-1 Command

This man couldn't excite a prisoner with a tale of freedom - he is simply incredibly dull to talk to.

How it's gained (5)
  • When he comes of age +1 pt, 2%
  • At the end of each turn: has Boring Speaker+1 pt, 3%
  • At the end of a turn spent in a settlement: he is Catholic·didn't move this turn·has Wantschool·has Fit For Office (level 2+)·has Western Edu·settlement has School or better+1 pt, 5%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·settlement has School or better·has Wantschool·has Eastern Edu+1 pt, 5%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·settlement has School or better·has Wantschool·has Greek Edu+1 pt, 5%

Cancels out: Inspiring Speaker, Rabblerouser

Brave

family
Signs of Bravery1 pt +1 Troop morale

This man does not balk at the sight of danger - he has shown he can overcome fear when need be.

Brave3 pts +2 Troop morale+1 Hit points

Fear is not something that troubles this man. He and his men will bravely accept grim odds without complaint.

Inspiringly Brave6 pts +3 Troop morale+2 Hit points

Known to embrace the act of taking on dangers as both an example to others, and as a personal test of character. Soldiers follow him enthusiastically.

Dauntless10 pts +1 Authority+4 Troop morale+2 Hit points+1 Local popularity

A truly fearless warrior that has been through too much to fear any one man or moment. He can brave any battle difficulty out with his high-spirited soldiers.

Valiant15 pts +3 Authority+2 Troop morale+1 Hit points+2 Local popularity-1 Personal security

Somewhere there is a line between bravery and foolishness, but this man does not seem to care in the least where it might lie. Such boldness makes soldiers and civilians alike enthusiastic, and makes this man more dangerous on the field of battle.

How it's gained (41)
  • When he comes of age +1 pt, 2%
  • When he comes of age: Father: has Coward·doesn't have Haemophobic+1 pt, 20%
  • When he comes of age: Father: has Coward·doesn't have Haemophobic+1 pt, 20%
  • When he comes of age: Father's Chivalry below -5+1 pt, 2%
  • When he comes of age: Father: has Bloodthirsty+1 pt, 2%
  • When he comes of age: faction is England+1 pt, 4%
  • When he comes of age: faction is France+1 pt, 4%
  • When he is offered for adoption: has Military Minded (level 1)+3 pts, 15%
  • When he is offered for marriage: has Military Minded (level 1)+1 pt, 15%
  • When he is offered for adoption (as a captain) +3 pts, 15%
  • At the end of each turn: is a general·is at sea·doesn't have Marital Ties·50% chance+1 pt, 4%
  • At the end of each turn: is a general·is at sea·has Marital Ties·50% chance+1 pt, 3%
  • At the end of each turn: not: ended the turn in a settlement·not: is at sea·not: is in enemy lands·doesn't have Marital Ties·50% chance+1 pt, 4%
  • At the end of each turn: not: ended the turn in a settlement·not: is at sea·not: is in enemy lands·has Marital Ties·50% chance+1 pt, 3%
  • At the end of each turn: not: ended the turn in a settlement·not: is at sea·is in enemy lands·doesn't have Marital Ties·50% chance+1 pt, 4%
  • At the end of each turn: not: ended the turn in a settlement·not: is at sea·is in enemy lands·has Marital Ties·50% chance+1 pt, 3%
  • At the end of each turn: not: ended the turn in a settlement·didn't move this turn·not: is at sea·not: is in enemy lands·doesn't have Marital Ties·50% chance+1 pt, 4%
  • At the end of each turn: not: ended the turn in a settlement·didn't move this turn·not: is at sea·not: is in enemy lands·has Marital Ties·50% chance+1 pt, 3%
  • At the end of each turn: not: ended the turn in a settlement·didn't move this turn·not: is at sea·is in enemy lands·doesn't have Marital Ties·50% chance+1 pt, 4%
  • At the end of each turn: not: ended the turn in a settlement·didn't move this turn·not: is at sea·is in enemy lands·has Marital Ties·50% chance+1 pt, 3%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·settlement has Wooden Castle or better·has Wantschool·has Pagan Edu+1 pt, 5%
  • At the end of a turn spent in a settlement: is a general·settlement has Wooden Castle or better·has Wantschool·has Fit For Office (level 2+)·has Military Edu+1 pt, 5%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·50% chance·settlement has Assassins Guild or better·has Wantschool+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·50% chance·settlement has Assassins Guild or better·has Wantschool+1 pt, 2%
  • After a battle: won the battle·battle result exactly crushing·% of enemy killed 51+·friendly soldiers in battle 1201+·battle odds less than 1.0+1 pt, 15%
  • When he joins a crusade: it's a crusade·doesn't have Crusader History+1 pt, 30%
  • Generalarrivescrusadetargetregion: it's a crusade+1 pt, 30%
  • Generalassaultsresidence: is on crusade·region is a crusade target+1 pt, 30%
  • When he takes a crusade target: it's a crusade+1 pt
  • When he joins a crusade: it's a jihad·doesn't have Jihad History+1 pt, 30%
  • Generalarrivescrusadetargetregion: it's a jihad+1 pt, 30%
  • Generalassaultsresidence: is on jihad·region is a jihad target+1 pt, 30%
  • When he takes a crusade target: it's a jihad+1 pt
  • When he captures a settlement: doesn't have Haemophobic+1 pt, 50%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·50% chance·settlement has Jousting Lists or better·has Fit For Office (level 2+)·has Tourney Knight+1 pt, 2%
  • After a battle: is a general·battle odds 3 or less·kills by his bodyguard 11+·doesn't have Haemophobic·has Coward+1 pt, 15%
  • After a battle: is a general·battle odds 3 or less·kills by his bodyguard 96+·doesn't have Haemophobic·has Coward+1 pt, 15%
  • After a battle: is a general·battle odds 3 or less·% of bodyguard lost 41+·doesn't have Haemophobic·has Coward+1 pt, 15%
  • After a battle: is a general·battle odds 3 or less·a special condition·% of bodyguard lost 11+·doesn't have Haemophobic·has Coward+1 pt, 15%
  • At the end of each turn: has Brave (level 3+)·has Senile·doesn't have Haemophobic+1 pt, 10%
  • At the end of each turn: not: player's faction·has Brave+1 pt, 10%
How it's lost (3)
  • At the end of each turn: not: player's faction·has Brave-1 pt, 5%
  • At the end of each turn: has Brave·has Coward-1 pt
  • At the end of each turn: has Brave·has Haemophobic-1 pt

Building his own Empire

family
Building his own Empire1 pt -5 Loyalty-10 Law+10 Unrest-10 Local popularity-250 Movement

This man has declared the town he governs to be the capital of his new empire.

How it's gained (2)
  • At the end of a turn spent in a settlement: Faction leader: has Offensive To Nobles (level 2)·is a general·has Far Loyalty (level 2+)·doesn't have Building his own Empire·not has Obedient (level 1)·Loyalty below 5·not: is faction leader+1 pt, 5%
  • At the end of a turn spent in a settlement: Faction leader: has Offensive To Nobles (level 2)·is a general·has Far Loyalty (level 3+)·doesn't have Building his own Empire·not has Obedient (level 1)·Loyalty below 5·not: is faction leader+1 pt, 10%
How it's lost (1)

Cancels out: Obedient

Candidate for heir

family
Candidate for heir1 pt +8 Authority+2 Personal security

It’s one of the main candidates in the line of succession to the throne.

Only given by special events or at the start of the campaign.

How it's lost (2)

Catholic

family
Catholic1 pt -8 Piety-5 Loyalty-2 Local popularity-2 Command vs Catholics-2 Bribe resistance

This man is rumoured to serve another faith in privacy. Lords wonder if they can trust him any more.

How it's gained (17)
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Of Castilian Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Catholic+1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Of Portuguese Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Catholic+1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Of Aragonese Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Catholic+1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Of French Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Catholic+1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Of English Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Catholic+1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Of Scottish Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Catholic+1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Of Danish Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Catholic+1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Of Germanic Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Catholic+1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Of Norwegian Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Catholic+1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Pisan Patrician (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Catholic+1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Of Sicilian Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Catholic+1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Of Hungarian Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Catholic+1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Of Piast Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Catholic+1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Of Crusader Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Catholic+1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Princess Is Catholic (level 1)·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Catholic+1 pt
  • When he comes of age: Father: has Catholic (level 1)+1 pt, 80%
  • When he comes of age: Father: has Wife Is Catholic (level 1)+1 pt, 20%
How it's lost (15)
  • When he marries a princess: he is not Muslim·Wife's Charm 6+·Wife: has Of Moorish Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Catholic·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Muslim-1 pt
  • When he marries a princess: he is not Muslim·Wife's Charm 6+·Wife: has Of Zengid Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Catholic·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Muslim-1 pt
  • When he marries a princess: he is not Muslim·Wife's Charm 6+·Wife: has Of Seljuk Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Catholic·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Muslim-1 pt
  • When he marries a princess: he is not Muslim·Wife's Charm 6+·Wife: has Of Rum Seljuk Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Catholic·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Muslim-1 pt
  • When he marries a princess: he is not Muslim·Wife's Charm 6+·Wife: has Of Fatimid Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Catholic·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Muslim-1 pt
  • When he marries a princess: he is not Muslim·Wife's Charm 6+·Wife: has Princess Is Muslim (level 1)·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Muslim-1 pt
  • When he marries a princess: he is not Muslim·Wife's Charm 6+·Wife: has Of Abbasid Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Catholic·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Catholic-1 pt
  • When he marries a princess: he is not Orthodox·Wife's Charm 6+·Wife: has Of Greek Blood (level 1)·Wife: doesn't have Princess Is Catholic·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Orthodox-1 pt
  • When he marries a princess: he is not Orthodox·Wife's Charm 6+·Wife: has Of Georgian Blood (level 1)·Wife: doesn't have Princess Is Catholic·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Orthodox-1 pt
  • When he marries a princess: he is not Orthodox·Wife's Charm 6+·Wife: has Of Kievan Blood (level 1)·Wife: doesn't have Princess Is Catholic·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Orthodox-1 pt
  • When he marries a princess: he is not Orthodox·Wife's Charm 6+·Wife: has Of Novgorodian Blood (level 1)·Wife: doesn't have Princess Is Catholic·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Orthodox-1 pt
  • When he marries a princess: he is not Orthodox·Wife's Charm 6+·Wife: has Of Serbian Blood (level 1)·Wife: doesn't have Princess Is Catholic·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Orthodox-1 pt
  • When he marries a princess: he is not Orthodox·Wife's Charm 6+·Wife: has Princess Is Orthodox (level 1)·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Orthodox-1 pt
  • When he marries a princess: he is not pagan·Wife's Charm 6+·Wife: has Princess Is Pagan (level 1)·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Pagan-1 pt
  • At the end of each turn: is a general·has Catholic (level 1)·faction is Catholic-1 pt

Chivalry Legacy

family
Chivalrous Father1 pt +1 Chivalry

This man learned much from his father's sense of honour and chivalry.

Legacy of Chivalry2 pts +2 Chivalry

Thanks to his noble father's influence, this man shows a very strong sense of honour.

How it's gained (2)
  • When he comes of age: Father's Chivalry 6++1 pt
  • When he comes of age: Father's Chivalry 10++1 pt

Conqueror of Antioch

family
Conqueror of Antioch1 pt +1 Authority+1 Local popularity-1 Loyalty

This general has seized control of Antioch, gateway to Syria. This is a great victory, and will surely usher in a new age of prosperity for our people!

How it's gained (1)
  • When he captures a settlement: in Antioch+1 pt

Conqueror of Baghdad

family
Conqueror of Baghdad1 pt +2 Authority+1 Local popularity+1 Troop morale-2 Loyalty

This general has seized control of the city of Baghdad, jewel of Mesopotamia! In his daydreaming he doesn't hesitate compare himself to ibn Walid, the great conqueror!

How it's gained (1)
  • When he captures a settlement: in Sauad al-Irak (Baghdad)+1 pt

Conqueror of Baghdad

family
Conqueror of Baghdad1 pt +1 Authority+1 Local popularity-1 Loyalty

This general has seized control of the Muslim city of Baghdad. The nobles and common folk are in awe, and they all wonder what victories await their new hero.

How it's gained (1)
  • When he captures a settlement: in Sauad al-Irak (Baghdad)+1 pt

Conqueror of Constantinople

family
Conqueror of Constantinople1 pt +1 Command+1 Authority

This general has seized control of Constantinople, the jewel of the East, the wealthiest prize on Earth. He's proven to be both a great commander and adept student of war. In his daydreaming, he doesn't hesitate to compare himself to Julius Caesar and other great conquerors!

How it's gained (1)
  • When he captures a settlement: in Marmara (Kōnstantinoúpolis)·faction is Catholic+1 pt

Conqueror of Iconium

family
Conqueror of Iconium1 pt +1 Authority+1 Local popularity-1 Loyalty

This general has seized control of Iconium, the capital of the Anatolian plateau. From here, our armies may now march east to Antioch, or west to Constantinople.

How it's gained (1)
  • When he captures a settlement: in Lykaonia (Konya)+1 pt

Conqueror of Kiev

family
Conqueror of Kiev1 pt +1 Authority+1 Local popularity+1 Troop morale-1 Loyalty

This general has seized control of our magnificent capital, Kiev. The nobles and common folk are in awe, already beginning to liken him to Volodymyr, the great conqueror!

How it's gained (1)
  • When he captures a settlement: in Kyev·faction is Orthodox+1 pt

Conqueror of Kiev

family
Conqueror of Kiev1 pt +1 Authority+1 Local popularity-1 Loyalty

This general has seized control of Kiev, the golden city of the Rus. It is now only a matter of time before he has conquered everything from the Black Sea to the Baltic.

How it's gained (1)
  • When he captures a settlement: in Kyev·faction is not Russia·faction is not Kievan Rus+1 pt

Conqueror of Qustantiniyya

family
Conqueror of Qustantiniyya1 pt +1 Command+2 Authority-1 Loyalty

This general has seized control of Qustantiniyya (Constantinople), the eternal enemy of the worshippers of God! Few would protest to the claim that it was the wealthiest prize on Earth. He's proven to be both a great commander and adept student of war, and in his daydreaming he doesn't hesitate to compare himself to Amr ibn al-As, the Sword of Islam!

How it's gained (1)
  • When he captures a settlement: in Marmara (Kōnstantinoúpolis)·faction is Muslim+1 pt

Conqueror of Tsargorod

family
Conqueror of Tsargorod1 pt +1 Command+2 Authority-1 Loyalty+1 Law

This general has seized control of Tsargorod (Constantinople), the mythical city of the true faith worshipper. Few would protest to the claim that it was the wealthiest prize on Earth. He's proven to be both a great commander and adept student of war, and in his daydreaming he doesn't hesitate to compare himself to Volodymyr the Conqueror!

How it's gained (1)
  • When he captures a settlement: in Marmara (Kōnstantinoúpolis)·faction is Orthodox+1 pt

Considered a Poulain

family
Considered a Poulain1 pt -1 Loyalty+1 Chivalry

His European cousins have difficulty believing he is one of their own. The man dresses in Eastern attire, converses in Arabic and is tolerant of Pagan ritual! Can he be trusted?

How it's gained (9)
  • When he comes of age: in Jerusalem·faction is not Lithuania·faction is not Cumans+1 pt
  • When he comes of age: in Galilee (Acre)·faction is not Lithuania·faction is not Cumans+1 pt
  • When he comes of age: in Antioch·faction is not Lithuania·faction is not Cumans+1 pt
  • When he comes of age: in Aš-Šām (Dimašqu)·faction is not Lithuania·faction is not Cumans+1 pt
  • When he comes of age: in Halab·faction is not Lithuania·faction is not Cumans+1 pt
  • When he comes of age: in Asqalān·faction is not Lithuania·faction is not Cumans+1 pt
  • When he comes of age: in Sauad al-Irak (Baghdad)·faction is not Lithuania·faction is not Cumans+1 pt
  • When he comes of age: in Diyar Mudar (Édessa)·faction is not Lithuania·faction is not Cumans+1 pt
  • When he comes of age: in Al-Heġāz (Makkah)·faction is not Lithuania·faction is not Cumans+1 pt

Content General

family
Feels Appreciated1 pt +1 Loyalty

Feels that his efforts are appropriately appreciated by those whom he serves.

Feels Respected4 pts +3 Loyalty

Feels that he is treated with respect by his ruler.

Feels Honoured8 pts +5 Loyalty

Has been made to feel like a truly valued and honoured member of his people.

How it's gained (7)
  • When he becomes a father: not: is faction leader+1 pt
  • When he marries: not: is faction leader+1 pt
  • After a battle: won the battle·not: is faction leader·normal battle·battle odds less than 1.75+1 pt, 75%
  • At the end of a turn spent in a settlement: not: is faction leader·his settlement has Large Stone Wall or better·Command below 6·not has Far Loyalty+1 pt, 15%
  • At the end of a turn spent in a settlement: not: is faction leader·his settlement has Fortress or better·Command below 6·not has Far Loyalty+1 pt, 15%
  • At the end of each turn: is a general·not: is faction leader·Chivalry 3+·Faction leader's Chivalry 3+·not has Far Loyalty+1 pt, 5%
  • At the end of each turn: player's character·is a general·not: is faction leader·distance from capital 50 or less·after Great Tourney True·not has Far Loyalty+1 pt
How it's lost (2)

Cancels out: Discontent General

Corrupt

family
Dubious1 pt -10 Tax collection-1 Law-2 Bribe resistance

The difference between money owed to his liege and money owed to himself is not as clear as one might hope. His attitude may worsen if he lacks Piety or Loyalty, or he visits either centres of power or of moral decay.

Underhanded3 pts -1 Loyalty-20 Tax collection-2 Law-3 Bribe resistance

Unafraid of lowly acts of stealing liege’s money to realise his financial ambitions. It may get even worse if he is not very Pious and Loyal, or he visits centres of power and sleaze.

Corrupt5 pts -2 Loyalty-30 Tax collection-3 Law-4 Bribe resistance

Devoid of conscience, this man is only interested in what is possible, unconcerned about what is deemed proper.

How it's gained (21)
  • When he comes of age: Father: has Bad Builder (level 2+)·has Intelligent (level 3+)+1 pt, 2%
  • When he comes of age: Father: has Bad Administrator (level 2+)·has Intelligent (level 3+)+1 pt, 2%
  • When he comes of age: Father: has Corrupt (level 2+)·has Intelligent (level 4+)+1 pt, 15%
  • When he comes of age: faction is Byzantium+1 pt, 8%
  • When he is offered for adoption: has Administratively-Minded (level 1)+1 pt, 10%
  • Brotheradopted: not: is faction leader+1 pt, 5%
  • When he accepts a bribe: is a general+1 pt, 33%
  • When he accepts a bribe: is a general·Piety below 6·has Corrupt (level 2+)+1 pt, 50%
  • At the end of a turn spent in a settlement: treasury 30001+·player's faction·turn below 200·50% chance+1 pt, 2%
  • At the end of a turn spent in a settlement: treasury 60001+·player's faction·turn 201+·50% chance+1 pt, 2%
  • At the end of a turn spent in a settlement: not: is faction leader·turns in the region 4+·has Fit For Office (level 2+)·doesn't have Upright·Faction leader: has Crownholder (level below 3)·distance from capital 81+·50% chance+1 pt, 2%
  • At the end of a turn spent in a settlement: not: is faction leader·turns in the region 4+·has Fit For Office (level 2+)·has Upright (level below 2)·distance from capital 121+·50% chance+1 pt, 2%
  • At the end of a turn spent in a settlement: not: is faction leader·turns in the region 3+·doesn't have Wantschool·has Fit For Office (level 2+)·settlement has Tavern·50% chance+1 pt, 2%
  • At the end of a turn spent in a settlement: not: is faction leader·turns in the region 3+·doesn't have Wantschool·has Fit For Office (level 2+)·settlement has Coaching House·50% chance+1 pt, 3%
  • At the end of a turn spent in a settlement: not: is faction leader·turns in the region 3+·doesn't have Wantschool·has Fit For Office (level 2+)·settlement has Pleasure Palace·50% chance+1 pt, 4%
  • At the end of a turn spent in a settlement: not: is faction leader·turns in the region 4+·doesn't have Wantschool·has Fit For Office (level 2+)·Faction leader: has Crownholder (level below 3)·settlement has Opencast Pits·50% chance+1 pt, 2%
  • At the end of a turn spent in a settlement: not: is faction leader·turns in the region 4+·doesn't have Wantschool·has Fit For Office (level 2+)·Faction leader: has Crownholder (level below 3)·settlement has Shaft Mines·50% chance+1 pt, 2%
  • At the end of a turn spent in a settlement: has Corrupt·Piety below 3·doesn't have Upright·has Fit For Office (level 2+)·50% chance+1 pt, 2%
  • At the end of a turn spent in a settlement: has Corrupt·Loyalty below 3·doesn't have Upright·has Fit For Office (level 2+)·Faction leader: has Crownholder (level below 3)·50% chance+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·50% chance·settlement has Masons Guild or better·has Wantschool+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·50% chance·settlement has Masons Guild or better·has Wantschool+1 pt, 2%
How it's lost (7)
  • When he comes of age: Father: has Good Administrator (level 2+)·has Intelligent (level 4+)-1 pt, 2%
  • When a building he governs is finished: just finished Small Church (for Catholic factions)·has Intelligent (level 4+)·has Fit For Office (level 2+)·not has Public Atheism (level 2+)-1 pt, 10%
  • At the end of a turn spent in a settlement: has Senile (level 2+)-1 pt, 10%
  • At the end of each turn: has Corrupt (level 2+)·has Upright (level 2+)-2 pts
  • At the end of each turn: has Corrupt·has Upright-1 pt
  • At the end of each turn: is on crusade-1 pt, 2%
  • At the end of each turn: is on jihad-1 pt, 2%

Corrupted

priest
Questionable1 pt -1 Purity

It is sometimes wondered why father does not swiftly chastise those who would sin around him.

Very Questionable2 pts -2 Purity

Though he has committed no crime against the laws of the land, his self-indulgent ways are criminal for a priest.

Utterly Corrupt3 pts -3 Purity-1 Piety

Presumed to be off committing acts of profanity most heinous and debauched once he steps away from the altar.

How it's gained (4)
  • At the end of each turn: is a priest·not: is at sea·he is not pagan·not: is in enemy lands·% of population of his religion 81+·turns in the region 4+·treasury 30001+·has Open Minded·doesn't have Righteous·has Corrupted (level below 3)+1 pt, 10%
  • When he becomes a cardinal +1 pt, 20%
  • When he becomes a cardinal +1 pt, 20%
  • When he becomes a cardinal: has Corrupted (level 2+)·doesn't have Dogmatic+1 pt, 50%
How it's lost (1)
  • At the end of each turn: is a priest·not: is at sea·he is not pagan·not: is in enemy lands·% of population of his religion below 50·turns in the region 4+·treasury below 5000·has Strong Faith·has Peaceful·has Corrupted-1 pt, 15%

Counter Of Battles

family
Commanded army in 1 battle1 pt

He has commanded an army in 1 battle.

Commanded army in 2 battles2 pts

He has commanded an army in 2 battles.

Commanded army in 3 battles3 pts

He has commanded an army in 3 battles.

Commanded army in 4 battles4 pts

He has commanded an army in 4 battles.

Commanded army in 5 battles5 pts +1 Authority

He has commanded an army in 5 battles.

Commanded army in 6 battles6 pts +1 Authority

He has commanded an army in 6 battles.

Commanded army in 7 battles7 pts +1 Authority

He has commanded an army in 7 battles.

Commanded army in 8 battles8 pts +1 Authority

He has commanded an army in 8 battles.

Commanded army in 9 battles9 pts +1 Authority

He has commanded an army in 9 battles.

How it's gained (1)
How it's lost (1)

Counter Of Battles Many

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Commanded army in 9 battles1 pt +2 Authority

He has commanded an army in 9 battles.

Commanded army in 10 battles2 pts +2 Authority

He has commanded an army in 10 battles.

Commanded army in 11 battles3 pts +2 Authority

He has commanded an army in 11 battles.

Commanded army in 12 battles4 pts +2 Authority

He has commanded an army in 12 battles.

Commanded army in 13 battles5 pts +2 Authority

He has commanded an army in 13 battles.

Commanded army in 14 battles6 pts +2 Authority

He has commanded an army in 14 battles.

Commanded army in 15 battles7 pts +3 Authority

He has commanded an army in 15 battles.

Commanded army in 16 battles8 pts +3 Authority

He has commanded an army in 16 battles.

Commanded army in 17 battles9 pts +3 Authority

He has commanded an army in 17 battles.

How it's gained (2)
How it's lost (1)

Counter Of Battles Many More

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Commanded army in 17 battles1 pt +3 Authority

He has commanded an army in 17 battles.

Commanded army in 18 battles2 pts +3 Authority

He has commanded an army in 18 battles.

Commanded army in 19 battles3 pts +3 Authority

He has commanded an army in 19 battles.

Commanded army in 20 battles4 pts +4 Authority

He has commanded an army in 20 battles.

Commanded army in 21 battles5 pts +4 Authority

He has commanded an army in 21 battles.

Commanded army in 22 battles6 pts +4 Authority

He has commanded an army in 22 battles.

Commanded army in 23 battles7 pts +4 Authority

He has commanded an army in 23 battles.

Commanded army in 24 battles8 pts +4 Authority

He has commanded an army in 24 battles.

Commanded army in 25 battles9 pts +5 Authority

He has commanded an army in 25 battles.

How it's gained (2)

Counter Spy

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Counter-Spy2 pts +2 Public security

Having successfully located and dealt with a foreign spy, this man has shown that he is definitely capable of overseeing a security force.

Counter-Espionage4 pts +3 Public security

This man is not paranoid, he simply knows exactly when there is need to be concerned of watching eyes.

Spycatcher6 pts +1 Chivalry+1 Line of sight+4 Public security

This man has an almost disturbingly innate ability to sense when he is being watched, by whom, and even why.

How it's gained (1)
  • Executesaspyonamission +1 pt

Courtier

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Courtier1 pt

This man's proximity to the nation's capital lets him present his grievances at court, provided someone is around to hear them.

Eminent Courtier5 pts +1 Authority

A significant player in matters of courtly intrigue, this man's extended stay near the capital has boosted his political profile.

How it's gained (2)
  • At the end of each turn: is a general·not: is faction leader·distance from capital below 30·doesn't have Courtier+1 pt
  • At the end of each turn: is a general·distance from capital below 30·has Courtier·has Courtier (level below 2)·has Sane+1 pt, 60%
How it's lost (4)
  • At the end of each turn: is a general·distance from capital 21+·has Courtier (level 1)-1 pt
  • At the end of each turn: is a general·distance from capital 21+·has Courtier (level 2+)-1 pt
  • When he becomes faction leader: has Courtier (level 2+)-5 pts
  • When he becomes faction leader: has Courtier-1 pt

Coward

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Faltering Courage2 pts -1 Troop morale

In battle, he shows more concern for his own safety than is acceptable in a man of noble blood. (Be aware that cowardice may self-perpetuate! Let this general fight to wash away this stain!)

Fainthearted3 pts -2 Troop morale-1 Authority

A man who fears being hurt should not be leading men into battle. (Be aware that cowardice may self-perpetuate! He's likely to gain more pronounced Fear traits unless he fights frequently)

Coward4 pts -3 Troop morale-2 Authority-1 Local popularity

Known to run as soon as there is a threat to his person, this man is now openly called a coward.

Slave to Fear6 pts -4 Troop morale-3 Authority-2 Local popularity+1 Personal security

Even the meekest of men jeer at this man's lack of spine. He belongs in a nursery, not on a battlefield.

Slave to Fear8 pts -4 Troop morale-3 Authority-2 Local popularity+1 Personal security

Even the meekest of men jeer at this man's lack of spine. He belongs in a nursery, not on a battlefield.

How it's gained (28)
  • When he comes of age +1 pt, 2%
  • When he comes of age: Father: has hidden+1 pt, 2%
  • When he comes of age: Father: has Haemophobic+1 pt, 2%
  • When he accepts a bribe: is a general+1 pt, 50%
  • When he accepts a bribe: is a general·Piety below 6·has Corrupt (level 2+)+1 pt, 50%
  • After an assassination attempt on him +1 pt, 50%
  • Executesanassassinonamission +1 pt, 20%
  • At the end of each turn: settlement is under siege·is a general·doesn't have Counter Of Battles Many·doesn't have Counter Of Battles Many More+1 pt, 10%
  • At the end of each turn: settlement is under siege·is a general·doesn't have Counter Of Battles·doesn't have Counter Of Battles Many·doesn't have Counter Of Battles Many More+1 pt, 10%
  • When he abandons a crusade +1 pt
  • When he withdraws before battle: is on crusade·region is a crusade target+1 pt, 50%
  • When he abandons a crusade: it's a jihad+1 pt
  • When he withdraws before battle: is on jihad·region is a jihad target+1 pt, 50%
  • After a battle: has Severely Wounded·has Hale And Hearty (level 4+)·battle odds 5 or less·not has Military Minded+1 pt, 2%
  • After a battle: has Severely Wounded·has Hale And Hearty (level 4+)·battle odds 5 or less·age 31++1 pt, 2%
  • After a battle: has Severely Wounded·has Hale And Hearty (level 4+)·battle odds 5 or less·age 51++1 pt, 2%
  • After a battle: is a general·battle odds less than 2.0·kills by his bodyguard below 2·on Very Hard·has Brave+1 pt, 15%
  • After a battle: is a general·battle odds less than 1.2·% of bodyguard lost below 20·on Very Hard·has Brave+1 pt, 33%
  • After a battle: is a general·not: won the battle·battle odds less than 2.0·% of bodyguard lost below 50·has Counter Of Battles (level below 6)·on Very Hard·has Brave+1 pt, 33%
  • When he routs in battle: is a general·has Counter Of Battles (level below 6)·has Good Commander (level below 2)·doesn't have Brave+1 pt, 66%
  • When he routs in battle: is a general·has Counter Of Battles (level below 6)·has Good Commander (level below 2)·doesn't have Brave+1 pt, 33%
  • When he routs in battle: is a general·has Wantschool·has Brave+1 pt, 66%
  • When he withdraws before battle: is a general·a special condition·battle odds more than 0.7·battle odds less than 1.7·has Brave+1 pt, 33%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·settlement has Wooden Wall or better·doesn't have Wantschool·50% chance·has Brave+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·doesn't have Wantschool·doesn't have Counter Of Battles·50% chance+1 pt, 2%
  • At the end of each turn: has Coward·doesn't have Wantschool+1 pt, 2%
  • At the end of each turn: is a general·has Coward (level below 5)·has Coward (level 4+)+10 pts
  • At the end of each turn: not: player's faction·has Coward+1 pt, 3%
How it's lost (4)
  • After a battle: is a general·won the battle·has Coward·has Counter Of Battles (level 2+)-1 pt, 50%
  • After a battle: is a general·won the battle·has Coward·has Vanquisher-1 pt, 50%
  • At the end of each turn: not: player's faction·has Coward-1 pt, 10%
  • At the end of each turn: has Brave·has Coward-1 pt

Crusader History

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Crusader3 pts +1 Chivalry+1 Piety+1 Command vs Muslims

A Lord who will gladly travel to far-off lands in the name of God and country serves as a great example to his men.

Great Crusader9 pts +2 Chivalry+2 Piety+2 Command vs Muslims

Some show their devotion through prayer, but this man shows it through battling in God's name.

Grand Crusader15 pts +3 Chivalry+3 Piety+3 Command vs Muslims

To devote one's life to the Crusades is the sort of thing even most knights would deem to be above and beyond the call.

How it's gained (4)
  • When he joins a crusade: it's a crusade·doesn't have Crusader History+1 pt
  • Generalarrivescrusadetargetregion: it's a crusade+1 pt
  • Generalassaultsresidence: is on crusade·region is a crusade target+1 pt
  • When he takes a crusade target: it's a crusade+3 pts
How it's lost (2)
  • When he abandons a crusade -3 pts
  • When he withdraws before battle: is on crusade·region is a crusade target-1 pt

Cuckold

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Trouble at Home2 pts -1 Authority

Though nobody speaks to him of it, plenty of people whisper rumours of his wife having a secret love.

Cuckold3 pts -2 Authority

This man's wife shows an alarming degree of affection to the men of her household staff, and people have begun to talk...

Laughing Stock4 pts -3 Authority

This man's inability to do much about his wife's open conquests of other men makes him the butt of many a joke.

Lacks Manhood5 pts -4 Authority

So short on self respect is this man that those who bed his wife openly laugh about it to his face... Just before passing water on his shoes.

How it's gained (6)
  • When he marries a princess: Wife: has Unchaste Woman+2 pts, 85%
  • At the end of each turn: is a general·is at sea·has Marital Ties·50% chance+1 pt, 4%
  • At the end of each turn: not: ended the turn in a settlement·not: is at sea·not: is in enemy lands·has Marital Ties·50% chance+1 pt, 4%
  • At the end of each turn: not: ended the turn in a settlement·not: is at sea·is in enemy lands·has Marital Ties·50% chance+1 pt, 4%
  • At the end of each turn: not: ended the turn in a settlement·didn't move this turn·not: is at sea·not: is in enemy lands·has Marital Ties·50% chance+1 pt, 4%
  • At the end of each turn: not: ended the turn in a settlement·didn't move this turn·not: is at sea·is in enemy lands·has Marital Ties·50% chance+1 pt, 4%

Cursed

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Hexed1 pt -1 Command-1 Troop morale

The rumours say that this man is currently under a minor hex cast by an annoying, wretched witch.

Cursed2 pts -2 Command-2 Troop morale

This man has been cursed by a practitioner of foul and evil arts. As a result, the slightest of omens will cause him to lose heart.

Blighted3 pts -1 Piety-3 Command-1 Authority-3 Troop morale

His encounter with a crone most foul has left this man blighted, something he fixates upon sadly.

Damned4 pts -3 Piety-4 Command-2 Authority-4 Troop morale

This poor man is convinced that he will be taken by pagan demons, that he has been damned to a heathen's fate!

How it's gained (2)
  • At the start of each turn: a special condition·a special condition+1 pt, 10%
  • At the start of each turn: a special condition+1 pt, 15%

Deceiver Virtue

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Convincing2 pts -1 Loyalty+1 Authority

Understands the basic principles of how to craft a lie.

Deceptive4 pts -2 Loyalty+2 Authority

Some say this man's wit is so sharp, he could use it to slay his enemies. Others say he is simply not to be trusted.

Total Deceiver8 pts -3 Loyalty+3 Authority

Creates a myriad of half-truths and plausible tales to mislead others, and is exceptional at doing so.

How it's gained (9)
  • When he comes of age +1 pt, 4%
  • When he comes of age +1 pt, 2%
  • When he is offered for adoption: has Military Minded (level 1)+1 pt, 8%
  • When he is offered for adoption: has Administratively-Minded (level 1)+1 pt, 8%
  • Leaderorderedbribery +1 pt, 10%
  • Leaderorderedspyingmission: is faction leader·a special condition+1 pt, 2%
  • Leaderorderedassassination: is faction leader·a special condition+1 pt, 5%
  • Leaderorderedassassination: is faction leader·a special condition+1 pt, 10%
  • Leaderorderedsabotage: is faction leader+1 pt, 5%

Deranged

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Skewed View1 pt -1 Command-1 Authority-1 Law

Has developed an odd and sometimes disturbing view of things.

Deranged2 pts -2 Command-1 Hit points-2 Authority-2 Law

He is clearly dealing with things only he can see or understand. Not that he seems to understand a lot of late.

Deranged12 pts -2 Command-1 Hit points-2 Authority-2 Law

He is clearly dealing with things only he can see or understand. Not that he seems to understand a lot of late.

Dangerously Deranged13 pts -3 Command-2 Hit points-3 Authority-3 Law

His mind is no longer his own, and he acts without rationale or reason. This man has become a danger to himself and others.

Dangerously Deranged23 pts -3 Command-2 Hit points-3 Authority-3 Law

His mind is no longer his own, and he acts without rationale or reason. This man has become a danger to himself and others.

How it's gained (25)
  • When he comes of age: Father: has Drink (level 5+)+1 pt, 15%
  • When he comes of age +1 pt, 2%
  • When he comes of age: Father: has Wife Is Bitch+1 pt, 2%
  • When he comes of age: Father: doesn't have Sane·50% chance+1 pt, 2%
  • When he is offered for adoption +1 pt, 3%
  • When he is offered for marriage +1 pt, 2%
  • After a battle: is a general·% of bodyguard lost 41+·% of enemy killed 51+·doesn't have Humane+1 pt, 10%
  • After a battle: is a general·not: won the battle·kills by his bodyguard 1+·% of bodyguard lost 26+·doesn't have Humane+1 pt, 10%
  • After an assassination attempt on him: doesn't have Paranoia·is a general+1 pt, 3%
  • After an assassination attempt on him: has Paranoia+1 pt, 15%
  • At the end of each turn: is a general·not: is at sea·% of population of his religion below 10·50% chance·not: player's faction+1 pt, 2%
  • When his city riots: has Intelligent (level below 6)·is a general·50% chance+1 pt, 2%
  • When his city rebels: has Intelligent (level below 6)·is a general·50% chance+1 pt, 2%
  • At the end of each turn: has Hardened (level 2+)·has Intelligent (level below 7)+1 pt, 2%
  • At the end of each turn: has Hardened (level 2+)·has Intelligent (level below 5)+1 pt, 2%
  • At the end of each turn: has Berserker (level 2+)·50% chance+1 pt, 2%
  • At the end of each turn: has Coward·has Army Cost·50% chance+1 pt, 4%
  • At the end of each turn: has Deranged (level 2+)·has Intelligent (level below 5)+1 pt, 3%
  • At the end of each turn: has Beyond Battle·50% chance+1 pt, 2%
  • At the end of each turn: has Deranged (level below 3)·has Deranged (level 2+)+10 pts
  • At the end of each turn: has Deranged (level below 4)·has Deranged (level 3+)+10 pts
  • At the end of each turn: has Hidden·50% chance+1 pt, 2%
  • At the end of each turn: has Severely Wounded·50% chance+1 pt, 2%
  • At the end of each turn: has Battle Scarred (level 2+)·50% chance+1 pt, 2%
  • After an assassination attempt on him: not: is a general+1 pt, 3%
How it's lost (2)
  • At the end of each turn: has Deranged·has Sane-1 pt
  • At the end of each turn: has Deranged·has Sane-1 pt

Despoiler

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Looter2 pts +10 Looting

Has learned how to sack a conquered place effectively rather than mindlessly.

Pillager5 pts +20 Looting

Actually drills his men on how to pillage a place effectively once the enemy lies defeated.

Sacker of Cities9 pts +30 Looting-1 Chivalry

Has made an art of ransacking the homes of the terrified folk he has just conquered.

How it's gained (15)
  • Leaderorderedsabotage: is faction leader+1 pt, 85%
  • Generaldevastatestile +1 pt, 4%
  • When he sacks a settlement: % of population of his religion below 30+1 pt, 40%
  • When he sacks a settlement: % of population of his religion 51++1 pt, 40%
  • When he exterminates a settlement: % of population of his religion below 30+1 pt, 85%
  • When he sacks a settlement: in Jerusalem+1 pt, 40%
  • When he exterminates a settlement: in Jerusalem+1 pt, 85%
  • When he sacks a settlement: in Marmara (Kōnstantinoúpolis)+1 pt, 40%
  • When he exterminates a settlement: in Marmara (Kōnstantinoúpolis)+1 pt, 85%
  • When he sacks a settlement: in Sauad al-Irak (Baghdad)+1 pt, 40%
  • When he exterminates a settlement: in Sauad al-Irak (Baghdad)+1 pt, 85%
  • When he sacks a settlement: in Lazio (Roma)+1 pt, 40%
  • When he exterminates a settlement: in Lazio (Roma)+1 pt, 85%
  • When he sacks a settlement: in Al-Heġāz (Makkah)+1 pt, 40%
  • When he exterminates a settlement: in Al-Heġāz (Makkah)+1 pt, 85%

Disciplinarian

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Conscientious Trainer4 pts +1 Troop morale+2 Movement+1 Law

A strong believer in the philosophy that "a pint of sweat now will save a gallon of blood later."

Drillmaster8 pts -1 Troop morale+3 Movement+2 Law+1 Squalor

This man drills his troops very hard, enough to both harden them, and instil a little resentment. Moreover, he governs in the very same fashion.

Harsh Taskmaster12 pts +1 Authority-2 Troop morale+4 Movement+3 Law+2 Squalor

This man mercilessly drives his troops to breaking point. As a result, many of them despise him, but they cannot deny that he makes them better warriors. These same methods applied to governance lead to greater public order, but at the cost of deterring people from immigrating to the city.

How it's gained (100)
  • When he comes of age: Father: has Natural Military Skill (level 3+)+1 pt, 50%
  • When he comes of age: Father: has Counter Of Battles (level 4+)+1 pt, 50%
  • When he comes of age: Father: has Counter Of Battles Many+1 pt, 50%
  • When he comes of age: Father: has Victor Virtue (level 2+)+1 pt, 50%
  • When he comes of age: Father: has Vanquisher (level 5+)+1 pt, 50%
  • When he comes of age: Father: has Military Edu (level 3+)+1 pt, 50%
  • When he comes of age: Father: has Military Edu (level 3+)+1 pt, 50%
  • When he comes of age: has Natural Military Skill (level 2+)·has Military Minded·doesn't have Bad Commander·doesn't have Coward+1 pt, 50%
  • When he comes of age +2 pts, 30%
  • When he comes of age: Father: has Logistical Skill (level 2+)+1 pt, 50%
  • When he comes of age: Father: has Logistical Skill (level 3+)+1 pt, 50%
  • When he comes of age: Father: has Disciplinarian+1 pt
  • When he comes of age: Father: has Disciplinarian+1 pt, 50%
  • When he comes of age: Father: has Disciplinarian+1 pt, 30%
  • When he comes of age: Father: has Disciplinarian (level 2+)+1 pt, 50%
  • When he comes of age: Father: has Disciplinarian (level 2+)+1 pt, 30%
  • When he comes of age: Father: has Disciplinarian (level 3+)+1 pt, 50%
  • When he comes of age: Father: has Disciplinarian (level 3+)+1 pt, 30%
  • When he comes of age: Father: has Wife Is Wise+1 pt, 20%
  • When he comes of age: Father: has Wife Is Wise (level 4+)+1 pt, 20%
  • When he comes of age: Father: has Wife Is Domineering+1 pt, 20%
  • When he comes of age: Father's Command 10++1 pt, 30%
  • When he comes of age: Father's Piety 10++1 pt, 30%
  • When he comes of age: Father's Chivalry below -5+1 pt, 30%
  • When he comes of age: Father's Chivalry below -9+1 pt, 30%
  • When he is offered for adoption: has Military Minded (level 1)+2 pts, 17%
  • When he is offered for marriage +2 pts, 17%
  • When he is offered for marriage +2 pts, 17%
  • When he is offered for adoption (as a captain) +2 pts, 17%
  • When his city riots +2 pts, 50%
  • When his city rebels +2 pts, 50%
  • At the end of each turn: not: ended the turn in a settlement·not: is at sea·not: is in enemy lands·doesn't have Marital Ties·50% chance+2 pts, 50%
  • At the end of each turn: not: ended the turn in a settlement·not: is at sea·not: is in enemy lands·has Marital Ties·50% chance+2 pts, 50%
  • At the end of each turn: not: ended the turn in a settlement·not: is at sea·is in enemy lands·doesn't have Marital Ties·50% chance+2 pts, 50%
  • At the end of each turn: not: ended the turn in a settlement·not: is at sea·is in enemy lands·has Marital Ties·50% chance+2 pts, 50%
  • At the end of each turn: not: ended the turn in a settlement·didn't move this turn·not: is at sea·not: is in enemy lands·doesn't have Marital Ties·50% chance+2 pts, 50%
  • At the end of each turn: not: ended the turn in a settlement·didn't move this turn·not: is at sea·not: is in enemy lands·has Marital Ties·50% chance+2 pts, 50%
  • At the end of each turn: not: ended the turn in a settlement·didn't move this turn·not: is at sea·is in enemy lands·doesn't have Marital Ties·50% chance+2 pts, 50%
  • At the end of each turn: not: ended the turn in a settlement·didn't move this turn·not: is at sea·is in enemy lands·has Marital Ties·50% chance+2 pts, 50%
  • At the end of a turn spent in a settlement: tax rate at least high·turns in the region 2+·Chivalry below 6·Loyalty 3+·Piety 3+·Authority 1+·doesn't have Senile·doesn't have Military Minded·not: player's faction+1 pt, 20%
  • At the end of a turn spent in a settlement: tax rate more than normal·settlement mood at most disillusioned+1 pt, 20%
  • When a building he governs is finished: just finished Public Gallows or better+1 pt, 50%
  • When a building he governs is finished: just finished Public Gallows or better+1 pt, 50%
  • When a building he governs is finished: just finished School or better·doesn't have Wantschool·has Intelligent (level 6+)·has Sane·has Fit For Office (level 2+)+1 pt, 50%
  • When a building he governs is finished: just finished School or better·doesn't have Wantschool·has Intelligent (level 6+)·has Sane·has Fit For Office (level 2+)+1 pt, 50%
  • When a building he governs is finished: just finished University or better·doesn't have Wantschool·has Intelligent (level below 6)·has Sane·has Fit For Office (level 2+)+1 pt, 50%
  • When a building he governs is finished: just finished Naval Academy or better·doesn't have Wantschool·has Intelligent (level below 6)·has Sane·has Fit For Office (level 2+)+1 pt, 50%
  • When a building he governs is finished: just finished Naval Academy or better·doesn't have Wantschool·has Intelligent (level 6+)·has Sane·has Fit For Office (level 2+)+1 pt, 50%
  • When a building he governs is finished: just finished Small Church (for Catholic factions)·has Intelligent (level 4+)·has Fit For Office (level 2+)+1 pt, 50%
  • When a building he governs is finished: just finished Church (for Catholic factions)+1 pt, 50%
  • When a building he governs is finished: just finished Collegiate Church (for Catholic factions)+1 pt, 50%
  • When a building he governs is finished: just finished Huge Cathedral (for Catholic factions)+1 pt, 50%
  • When a building he governs is finished: just finished Small Chapel (for Catholic factions)+1 pt, 50%
  • When a building he governs is finished: just finished Chapel (for Catholic factions)+1 pt, 50%
  • When a building he governs is finished: just finished Small Orthodox Church (for Orthodox factions)+1 pt, 50%
  • When a building he governs is finished: just finished Orthodox Church (for Orthodox factions)+1 pt, 50%
  • When a building he governs is finished: just finished Katholikon (for Orthodox factions)+1 pt, 50%
  • When a building he governs is finished: just finished Orthodox Cathedral (for Orthodox factions)+1 pt, 50%
  • When a building he governs is finished: just finished Huge Orthodox Cathedral (for Orthodox factions)+1 pt, 50%
  • When a building he governs is finished: just finished Small Orthodox Chapel (for Orthodox factions)+1 pt, 50%
  • When a building he governs is finished: just finished Orthodox Chapel (for Orthodox factions)+1 pt, 50%
  • When a building he governs is finished: just finished Small Masjid (for Muslim factions)+1 pt, 50%
  • When a building he governs is finished: just finished Masjid (for Muslim factions)+1 pt, 50%
  • When a building he governs is finished: just finished Minareted Masjid (for Muslim factions)+1 pt, 50%
  • When a building he governs is finished: just finished Jama (for Muslim factions)+1 pt, 50%
  • When a building he governs is finished: just finished Jama Kabir (for Muslim factions)+1 pt, 50%
  • When a building he governs is finished: just finished Small Masjid (for Muslim factions)+1 pt, 50%
  • When a building he governs is finished: just finished Masjid (for Muslim factions)+1 pt, 50%
  • When a building he governs is finished: just finished Dievas Altar+1 pt, 50%
  • When a building he governs is finished: just finished Dievas Sanctuary+1 pt, 50%
  • When a building he governs is finished: just finished Dievas Temple+1 pt, 50%
  • When a building he governs is finished: just finished C Dievas Altar+1 pt, 50%
  • When a building he governs is finished: just finished Perkunas Altar+1 pt, 50%
  • When a building he governs is finished: just finished Perkunas Sanctuary+1 pt, 50%
  • When a building he governs is finished: just finished Perkunas Temple+1 pt, 50%
  • When a building he governs is finished: just finished C Perkunas Altar+1 pt, 50%
  • When a building he governs is finished: just finished Giltine Altar+1 pt, 50%
  • When a building he governs is finished: just finished Giltine Sanctuary+1 pt, 50%
  • When a building he governs is finished: just finished Giltine Temple+1 pt, 50%
  • When a building he governs is finished: just finished C Giltine Altar+1 pt, 50%
  • When a building he governs is finished: just finished Tengir Altar+1 pt, 50%
  • When a building he governs is finished: just finished Tengir Sanctuary+1 pt, 50%
  • When a building he governs is finished: just finished Tengir Temple+1 pt, 50%
  • When a building he governs is finished: just finished C Tengir Altar+1 pt, 50%
  • When a building he governs is finished: just finished Theologians Guild+1 pt, 50%
  • When a building he governs is finished: just finished Theologians Guild or better+1 pt, 50%
  • When a building he governs is finished: just finished Masons Guild+1 pt, 50%
  • When a building he governs is finished: just finished Masons Guild or better+1 pt, 50%
  • When a building he governs is finished: just finished Swordsmiths Guild+1 pt, 50%
  • When a building he governs is finished: just finished Swordsmiths Guild or better+1 pt, 50%
  • When a building he governs is finished: just finished Archers' Guild+1 pt, 50%
  • When a building he governs is finished: just finished Archers' Guild or better+1 pt, 50%
  • When a building he governs is finished: just finished Horse Breeders Guild or better+1 pt, 50%
  • When a building he governs is finished: just finished Horse Breeders Guild or better+1 pt, 50%
  • When a building he governs is finished: is a general·just finished Military Orders' Outposts or better·50% chance+1 pt, 30%
  • When a building he governs is finished: is a general·just finished Military Orders' Chapter Houses or better·50% chance+1 pt, 30%
  • At the end of each turn: settlement is under siege·has Disciplinarian+1 pt, 50%
  • At the end of each turn: is a general·tax rate exactly extortionate·settlement mood less than happy·treasury 5001+·turns in the region 5++1 pt, 50%
  • At the start of each turn: movement left below 10%+1 pt, 5%
  • At the end of each turn: has Disciplinarian+1 pt, 5%
How it's lost (1)

Discontent General

family
Feels Unappreciated1 pt -1 Loyalty

Is somewhat disgruntled about the tasks and treatment he has been given of late.

Feels Disrespected4 pts -3 Loyalty

Is sure that his talents could be better used by his rulers, if only they would give him more meaningful tasks.

Feels Dishonoured8 pts -5 Loyalty

Whether or not it is true, this man has become certain that he is intentionally being treated poorly by his master.

How it's gained (9)
  • Brotheradopted: not: is faction leader+1 pt, 8%
  • After a battle: is a general·not: is faction leader·not: won the battle·battle result at least average·normal battle·battle odds more than 0.75·not has Near Loyalty+1 pt, 50%
  • After a battle where he took prisoners: you chose to execute them·not: is faction leader·prisoners 51+·Chivalry 4+·not has Near Loyalty+1 pt, 33%
  • When he exterminates a settlement: Chivalry 4+·not: is faction leader·not has Near Loyalty+1 pt, 50%
  • At the end of each turn: faction is excommunicated·not: is faction leader·is a general·Piety 4+·not has Near Loyalty+1 pt, 50%
  • At the end of a turn spent in a settlement: not: is faction leader·not: his settlement has Stone Wall or better·not: his settlement has Castle or better·Command 5+·distance from capital 76+·not has Near Loyalty+1 pt, 5%
  • Brotheradopted: not: is faction heir·not has Near Loyalty+1 pt, 33%
  • At the end of each turn: is a general·not: is faction leader·Chivalry 3+·Faction leader's Chivalry -3 or less·not has Near Loyalty+1 pt, 5%
  • At the end of each turn: player's character·is a general·not: is faction leader·Chivalry 4+·after Great Tourney False·not has Near Loyalty+1 pt, 50%
How it's lost (1)

Cancels out: Content General

Disillusioned Pilgrim

family
Disillusioned Pilgrim1 pt -1 Piety-1 Loyalty

This man's pilgrimage to Jerusalem ended in disillusionment in his faith - the money lenders, the trinkets sold to tourists... All of it has made him question his faith.

How it's gained (2)

Disloyal

family
Speaks of Loyalty1 pt -1 Loyalty

Loyalty is a quality this man often speaks of, but rarely displays.

Mixed Loyalties2 pts -2 Loyalty

Wrestles with the problems of trying to serve his own interests, as well as that of his superiors.

Disloyal3 pts -1 Chivalry-3 Loyalty

It is clear that this man takes orders to be suggestions, at best.

Actively Disloyal4 pts -2 Chivalry-4 Loyalty

This man utterly resents notions of loyalty and servitude, to the point that his betrayals are almost an inevitability.

How it's gained (7)
  • When he comes of age +1 pt, 2%
  • When he is offered for marriage: doesn't have Loyal+1 pt, 25%
  • When he is offered for marriage: has Disloyal+1 pt, 33%
  • When he is offered for marriage: has Disloyal (level 2+)+2 pts, 33%
  • When he is offered for marriage: has Disloyal (level 3+)+2 pts, 25%
  • Brotheradopted: not: is faction leader+1 pt, 8%
  • When he accepts a bribe: not: is a general+1 pt, 33%
How it's lost (1)
  • At the start of each turn: has Disloyal·is faction leader-10 pts

Cancels out: Loyal

Divine Protection

priest
Blessedly Lucky1 pt +1 Violence

Suspects that his faith alone has kept him safe from mortal danger.

Divine Protection3 pts +1 Piety+1 Violence

Quite certain that the Lord is watching over him, keeping him safe no matter what the adversity.

The Chosen One6 pts +2 Piety+2 Violence

God himself turns the assassin's blade from my back. I am Chosen!

How it's gained (3)
  • At the start of each turn: is a priest·not: player's faction·doesn't have Natural Priest Skill·he is not pagan+1 pt, 45%
  • After an assassination attempt on him: is a priest·doesn't have Doomsayer·he is not pagan+1 pt, 50%
  • Executesanassassinonamission: is a priest·doesn't have Doomsayer·he is not pagan+1 pt, 85%

Divine Protection Pagan

priest
Blessed by the Gods1 pt +1 Piety+1 Violence

Suspects that his faith alone has kept him safe from mortal danger.

Protected by the Gods3 pts +2 Piety+2 Violence

Quite certain that the gods are watching over him, keeping him safe no matter what the adversity.

Chosen by the Gods6 pts +3 Piety+3 Violence

The gods themselves turn the assassin's blade from my back. I am Chosen!

How it's gained (22)
  • When the agent is recruited: is a priest·player's faction·he is pagan·on Medium·turn below 200+1 pt, 50%
  • When the agent is recruited: is a priest·not: player's faction·he is pagan·on Hard+1 pt, 33%
  • When the agent is recruited: is a priest·not: player's faction·he is pagan·on Very Hard+1 pt, 50%
  • When the agent is recruited: is a priest·not: player's faction·he is pagan·on Very Hard·turn 101++1 pt, 50%
  • When the agent is recruited: is a priest·not: player's faction·he is pagan·on Very Hard·turn 301++1 pt, 50%
  • At the end of each turn: is a priest·not: player's faction·he is pagan+1 pt, 10%
  • When the agent is recruited: is a priest·he is pagan·faction is Lithuania·settlement has Dievas Sanctuary or better+1 pt, 10%
  • When the agent is recruited: is a priest·he is pagan·faction is Lithuania·settlement has Dievas Sanctuary or better+1 pt, 10%
  • When the agent is recruited: is a priest·he is pagan·faction is Lithuania·settlement has Perkunas Sanctuary or better+1 pt, 50%
  • When the agent is recruited: is a priest·he is pagan·faction is Lithuania·settlement has Perkunas Sanctuary or better+1 pt, 50%
  • When the agent is recruited: is a priest·he is pagan·faction is Lithuania·settlement has Giltine Sanctuary or better+1 pt, 33%
  • When the agent is recruited: is a priest·he is pagan·faction is Lithuania·settlement has Giltine Sanctuary or better+1 pt, 33%
  • When the agent is recruited: is a priest·he is pagan·faction is Cumans·settlement has Tengir Sanctuary or better+1 pt, 20%
  • When the agent is recruited: is a priest·he is pagan·faction is Cumans·settlement has Tengir Sanctuary or better+1 pt, 50%
  • When the agent is recruited: is a priest·he is pagan·settlement has Tengir Sanctuary or better·faction is Mongols+1 pt, 20%
  • When the agent is recruited: is a priest·he is pagan·settlement has Tengir Sanctuary or better·faction is Mongols·not has Pagan Priest+1 pt, 50%
  • At the end of each turn: is a priest·not: ended the turn in a settlement·not: is at sea·he is pagan·turns in the region 4+·doesn't have Agent Health+1 pt, 10%
  • At the end of each turn: is a priest·not: ended the turn in a settlement·not: is at sea·turns in the region 9+·he is pagan·doesn't have Agent Health+1 pt, 10%
  • After an assassination attempt on him: is a priest·he is pagan·doesn't have Agent Health+1 pt, 50%
  • After an assassination attempt on him: is a priest·he is pagan·doesn't have Agent Health+1 pt, 33%
  • Executesanassassinonamission: is a priest·he is pagan·doesn't have Divine Protection Pagan+1 pt, 80%
  • Executesanassassinonamission: is a priest·he is pagan·doesn't have Doomsayer+1 pt, 33%

Dogmatic

priest
Orthodox1 pt -1 Unorthodoxy

When the presence of the faith is prominent, it is easier to stay true to the flock.

Dogmatic3 pts -2 Unorthodoxy+1 Piety

Has spent much time in places where his faith is already dominant. As a result, adhering to doctrine comes easily to him.

Utterly Dogmatic6 pts -3 Unorthodoxy+1 Piety+1 Heresy immunity

When one never leaves the lands where one's faith is strong, falling to heresy is most unlikely.

How it's gained (18)
  • When the agent is recruited: is a priest·player's faction·he is not pagan·on Medium·turn below 200+1 pt, 20%
  • When the agent is recruited: is a priest·not: player's faction·he is not pagan·on Hard+1 pt, 20%
  • When the agent is recruited: is a priest·not: player's faction·he is not pagan·on Very Hard+1 pt, 20%
  • When the agent is recruited: is a priest·not: player's faction·he is not pagan·on Very Hard·turn 101++1 pt, 20%
  • When the agent is recruited: is a priest·not: player's faction·he is not pagan·on Very Hard·turn 301++1 pt, 20%
  • At the start of each turn: is a priest·not: player's faction·doesn't have Natural Priest Skill·he is not pagan+1 pt, 85%
  • At the end of each turn: is a priest·not: player's faction·he is not pagan·doesn't have Open Minded+1 pt, 5%
  • When the agent is recruited: is a priest·settlement has Cathedral (for Catholic factions) or better·he is not pagan+1 pt, 20%
  • When the agent is recruited: is a priest·settlement has Orthodox Cathedral (for Orthodox factions) or better·he is not pagan+1 pt, 20%
  • When the agent is recruited: is a priest·settlement has Jama (for Muslim factions) or better·he is not pagan+1 pt, 20%
  • When the agent is recruited: is a priest·settlement has Library or better·he is not pagan+1 pt, 10%
  • When the agent is recruited: is a priest·settlement has Castle Library or better·he is not pagan+1 pt, 10%
  • At the end of a turn spent in a settlement: is a priest·he is not pagan·settlement has Cathedral (for Catholic factions) or better·doesn't have Open Minded·doesn't have Agent Health·50% chance+1 pt, 10%
  • At the end of a turn spent in a settlement: is a priest·he is not pagan·settlement has Orthodox Cathedral (for Orthodox factions) or better·doesn't have Open Minded·doesn't have Agent Health·50% chance+1 pt, 10%
  • At the end of a turn spent in a settlement: is a priest·he is not pagan·settlement has Jama (for Muslim factions) or better·doesn't have Open Minded·doesn't have Agent Health·50% chance+1 pt, 10%
  • At the end of each turn: is a priest·not: is at sea·he is not pagan·% of population of his religion 86+·turns in the region 4+·doesn't have Agent Health·doesn't have Open Minded·has Dogmatic (level below 3)+1 pt, 5%
  • At the start of each turn: is a priest·age 51+·not has Open Minded+1 pt, 5%
  • At the end of each turn: player's character·is a priest·distance from capital 60 or less·after Great Council True+1 pt
How it's lost (4)
  • When the agent is recruited: is a priest·settlement has Port or better·he is not pagan·has Dogmatic-1 pt, 10%
  • At the end of each turn: is a priest·not: ended the turn in a settlement·not: is at sea·turns in the region 3+·he is not pagan·has Dogmatic·doesn't have Agent Health·50% chance-1 pt, 10%
  • At the end of each turn: is a priest·not: is at sea·he is not pagan·% of population of his religion 40 or less·turns in the region 4+·doesn't have Agent Health·has Dogmatic-1 pt, 5%
  • Characternearheretic: is a priest·he is not pagan·has Dogmatic-1 pt, 30%

Dread Legacy

family
Dreaded Father1 pt -1 Chivalry

This man's father inspired fear in all he met, causing people to act with a degree of deference toward the son.

Legacy of Dread2 pts -2 Chivalry

The tyrant that sired this man has clearly passed on his dreaded nature.

How it's gained (2)
  • When he comes of age: Father's Chivalry below -5+1 pt
  • When he comes of age: Father's Chivalry below -9+1 pt

Drink

family
Social Drinker1 pt +1 Troop morale+1 Local popularity

Not at all opposed to toasting to a victory, a good cause, or good company.

Gets Merry2 pts +1 Local popularity

His face may be a mask of sternness when he is at court, but at day's end he will drink and sing with nobles and commoners alike. A true student of the ancient Bacchanalian ways!

Steady Drinker4 pts -1 Local popularity

Will happily accept a drink at any time, and often pursue one if it is not at hand.

Drunken Heathen8 pts -1 Command-1 Authority-1 Local popularity

This man's drinking has become a problem, and he now regularly makes a royal arse of himself.

Alcoholic16 pts -2 Command-3 Authority-2 Local popularity

Drinking is no longer about celebration for this man, yet still he searches for all his answers in the bottom of a bottle.

Paralytic32 pts -3 Command-5 Authority-3 Local popularity

This man's vice of drink has rendered him all but dead, incapable of standing much of the time.

Paralytic40 pts -3 Command-5 Authority-3 Local popularity

This man's vice of drink has rendered him all but dead, incapable of standing much of the time.

How it's gained (38)
  • When he comes of age: Father: has Drink (level 3+)+1 pt, 15%
  • When he comes of age: Father: has Drink (level 4+)+1 pt, 15%
  • When he comes of age: Father: has Drink (level 5+)+1 pt, 15%
  • When he comes of age: faction is France+1 pt, 4%
  • When he comes of age: faction is Denmark+1 pt, 4%
  • When he comes of age: faction is Norway+1 pt, 4%
  • When he is offered for adoption: has Military Minded (level 1)+1 pt, 10%
  • When he is offered for adoption: faction is Catholic·has Administratively-Minded (level 1)+1 pt, 10%
  • When he is offered for adoption: faction is Orthodox·has Administratively-Minded (level 1)+1 pt, 5%
  • When he is offered for marriage +1 pt, 10%
  • When he is offered for marriage +1 pt, 4%
  • When he is offered for adoption (as a captain) +1 pt, 10%
  • When he becomes a father +1 pt, 5%
  • When he marries +1 pt, 5%
  • At the start of each turn: has Drink (level below 6)·has Drink (level 5+)+10 pts
  • At the end of a turn spent in a settlement: didn't move this turn·settlement has Coaching House or better·not has Upright·not has Prim+1 pt, 3%
  • At the end of a turn spent in a settlement: has an ancillary of type entertain·20% chance·movement left 51+%+1 pt, 10%
  • At the end of each turn: is a general·is at sea·doesn't have Marital Ties·50% chance+1 pt, 8%
  • At the end of each turn: is a general·is at sea·has Marital Ties·50% chance+1 pt, 6%
  • After an assassination attempt on him +1 pt, 20%
  • At the end of a turn spent in a settlement: is a general·building queue idle despite money·turns in the region 6+·didn't move this turn·doesn't have Wantschool·20% chance+1 pt, 2%
  • When a building he governs is finished: just finished Brothel+1 pt, 50%
  • When a building he governs is finished: just finished brothel+1 pt, 50%
  • When a building he governs is finished: just finished Inn+1 pt, 50%
  • When a building he governs is finished: just finished Tavern+1 pt, 50%
  • When a building he governs is finished: just finished Coaching House+1 pt, 50%
  • When a building he governs is finished: just finished Pleasure Palace+1 pt, 50%
  • When a building he governs is finished: just finished Artist Studio or better+1 pt, 20%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·settlement has Wooden Castle or better·has Wantschool·has Pagan Edu+1 pt, 10%
  • At the end of a turn spent in a settlement: is a general·settlement has Castle or better·has Wantschool·has Fit For Office (level 2+)·has Military Edu+1 pt, 3%
  • At the end of a turn spent in a settlement: he is Catholic·didn't move this turn·has Wantschool·has Fit For Office (level 2+)·has Western Edu·settlement has School or better+1 pt, 8%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·settlement has School or better·has Wantschool·has Eastern Edu+1 pt, 8%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·settlement has School or better·has Wantschool·has Greek Edu+1 pt, 8%
  • At the end of each turn: has Officeholder·50% chance+1 pt, 3%
  • At the end of each turn: has Officeholder·has Drink (level 3+)·50% chance+1 pt, 3%
  • At the end of each turn: doesn't have Officeholder·has Drink (level 3+)·50% chance+1 pt, 3%
  • At the end of each turn: settlement is under siege·is a general·doesn't have Counter Of Battles Many·doesn't have Counter Of Battles Many More+1 pt, 5%
  • At the end of each turn: settlement is under siege·is a general·doesn't have Counter Of Battles·doesn't have Counter Of Battles Many·doesn't have Counter Of Battles Many More+1 pt, 5%
How it's lost (10)
  • When he becomes a father: has Drink (level 4+)-8 pts, 50%
  • When he becomes a father: has Drink (level 3+)-4 pts, 50%
  • When he marries: has Drink (level 4+)-8 pts, 40%
  • When he marries: has Drink (level 3+)-4 pts, 30%
  • At the end of each turn: has Drink (level 3+)·has Sobriety (level 3+)-4 pts
  • At the end of each turn: has Drink (level 2+)·has Sobriety (level 2+)-2 pts
  • At the end of each turn: has Drink·has Sobriety-1 pt
  • When a building he governs is finished: just finished Ikoner Studio or better-1 pt, 50%
  • When a building he governs is finished: just finished Opencast Pits or better-1 pt, 50%
  • When a building he governs is finished: just finished Shaft Mines or better-1 pt, 50%

Eastern Edu

family
Schooled1 pt +5 Tax collection+5 Trading

He has spent some time at school and learned to read and write.

Hafiz3 pts +10 Tax collection+10 Trading+1 Piety+1 Local popularity+1 Law

He has learned at a maktab school and learned Qu'aran by heart, getting pious but also grasping the basic ideas of management.

Faqih6 pts +20 Tax collection+10 Trading+1 Law+1 Piety-1 Squalor-1 Loyalty

After years of learning, he became an expert in fiqh: Islamic jurisprudence and law. He gained a deep understanding of both secular and religious matters. As an outstanding jurist, he can manage the provinces efficiently. However, this comes at a price: his wisdom sometimes leads him to think he is better able to rule than his own king.

Mujtahid10 pts +20 Tax collection+20 Trading+10 Construction+2 Law+2 Piety-1 Squalor-2 Loyalty

After years of studying has was granted the "ijāzah al-tadrīs wa al-iftā'"("license to teach and issue legal opinions"). This means he gained an in-depth understanding of both secular and religious matters. He can manage provinces very efficiently. However, his obsession with the legal matters may lead him to the defiance to his ruler.

How it's gained (38)
  • When he comes of age: is a general·he is Muslim·Father: has Has a teacher for his children+1 pt, 80%
  • When he comes of age: faction is Mongols+1 pt
  • When he is offered for adoption: he is Muslim·has Administratively-Minded·age 16+·faction has School or better+1 pt, 50%
  • When he is offered for adoption: he is Muslim·has Administratively-Minded·age 16+·faction has School or better+2 pts, 33%
  • When he is offered for adoption: he is Muslim·has Administratively-Minded·age 20+·faction has University or better+2 pts, 50%
  • When he is offered for marriage: he is Muslim·has Administratively-Minded·age 16+·faction has School or better+1 pt, 50%
  • When he is offered for marriage: he is Muslim·has Administratively-Minded·age 16+·faction has School or better+2 pts, 33%
  • When he is offered for marriage: he is Muslim·has Administratively-Minded·age 20+·faction has University or better+2 pts, 50%
  • At the end of a turn spent in a settlement: is a general·he is Muslim·didn't move this turn·settlement has School·has Wantschool·doesn't have Military Minded·doesn't have Eastern Edu+1 pt, 10%
  • At the end of a turn spent in a settlement: is a general·he is Muslim·didn't move this turn·settlement has Library or better·has Wantschool·has Eastern Edu (level below 4)·doesn't have Military Minded+1 pt, 10%
  • At the end of a turn spent in a settlement: is a general·he is Muslim·didn't move this turn·settlement has University·has Wantschool·has Eastern Edu (level below 4)·doesn't have Military Minded+1 pt, 20%
  • At the end of a turn spent in a settlement: is a general·he is Muslim·didn't move this turn·settlement has University or better·has Wantschool·has Eastern Edu (level below 4)·doesn't have Military Minded+1 pt, 20%
  • At the end of a turn spent in a settlement: is a general·he is Muslim·didn't move this turn·settlement has Library or better·has Wantschool·has Eastern Edu (level below 4)·doesn't have Military Minded+1 pt, 10%
  • At the end of a turn spent in a settlement: is a general·he is Muslim·didn't move this turn·settlement has School·has Wantschool·doesn't have Military Minded·has Intelligent (level 6+)·doesn't have Eastern Edu+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·he is Muslim·didn't move this turn·settlement has Library or better·has Wantschool·doesn't have Military Minded·has Intelligent (level 6+)·has Eastern Edu (level below 4)+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·he is Muslim·didn't move this turn·settlement has University·has Wantschool·doesn't have Military Minded·has Intelligent (level 6+)·has Eastern Edu (level below 4)+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·he is Muslim·didn't move this turn·settlement has University or better·has Wantschool·doesn't have Military Minded·has Intelligent (level 6+)·has Eastern Edu (level below 4)+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·he is Muslim·didn't move this turn·settlement has Library or better·has Wantschool·doesn't have Military Minded·has Intelligent (level 6+)·has Eastern Edu (level below 4)+1 pt, 2%
  • At the end of a turn spent in a settlement: he is Muslim·didn't move this turn·has Wantschool·doesn't have Military Minded·doesn't have Eastern Edu·has an ancillary of type education+1 pt, 10%
  • At the end of a turn spent in a settlement: is a general·he is Muslim·didn't move this turn·has Wantschool·doesn't have Military Minded·has Intelligent (level below 6)·has an ancillary of type education·has Eastern Edu (level below 4)·settlement has Library or better+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·he is Muslim·didn't move this turn·has Wantschool·has an ancillary of type education·has Eastern Edu (level below 4)·settlement has University+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·he is Muslim·didn't move this turn·has Wantschool·doesn't have Military Minded·has Intelligent (level below 6)·has an ancillary of type education·has Eastern Edu (level below 4)·settlement has University or better+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·he is Muslim·didn't move this turn·has Wantschool·doesn't have Military Minded·has Intelligent (level below 6)·has an ancillary of type education·has Eastern Edu (level below 4)·settlement has Library or better+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·he is Muslim·didn't move this turn·has Wantschool·has Military Minded·has Intelligent (level 6+)·doesn't have Eastern Edu·settlement has School+1 pt, 10%
  • At the end of a turn spent in a settlement: is a general·he is Muslim·didn't move this turn·has Wantschool·has Military Minded·has Intelligent (level 6+)·has Eastern Edu (level below 3)·settlement has Library or better+1 pt, 10%
  • At the end of a turn spent in a settlement: is a general·he is Muslim·didn't move this turn·has Wantschool·has Military Minded·has Intelligent (level 6+)·has Eastern Edu (level below 3)·settlement has University+1 pt, 10%
  • At the end of a turn spent in a settlement: is a general·he is Muslim·didn't move this turn·has Wantschool·has Military Minded·has Intelligent (level 6+)·has Eastern Edu (level below 3)·settlement has University or better+1 pt, 10%
  • At the end of a turn spent in a settlement: is a general·he is Muslim·didn't move this turn·has Wantschool·has Military Minded·has Intelligent (level 6+)·has Eastern Edu (level below 3)·settlement has Library or better+1 pt, 10%
  • At the end of a turn spent in a settlement: settlement mood at least happy·he is Muslim·didn't move this turn·turns in the region 4+·doesn't have Wantschool·has Intelligent (level 6+)·doesn't have Eastern Edu·age below 50·doesn't have Western Edu·50% chance+1 pt, 2%
  • At the end of a turn spent in a settlement: settlement mood at least happy·he is Muslim·didn't move this turn·turns in the region 4+·doesn't have Wantschool·has Intelligent (level 6+)·has Eastern Edu (level below 2)·age below 50·settlement has University or better·50% chance+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·he is Muslim·didn't move this turn·doesn't have Wantschool·has Scholar·doesn't have Eastern Edu·age below 60·settlement has School+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·he is Muslim·didn't move this turn·doesn't have Wantschool·has Scholar·has Eastern Edu (level below 4)·age below 60·settlement has Library or better+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·he is Muslim·didn't move this turn·doesn't have Wantschool·has Scholar·has Eastern Edu (level below 4)·age below 60·settlement has University+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·he is Muslim·didn't move this turn·doesn't have Wantschool·has Scholar·has Eastern Edu (level below 4)·age below 60·settlement has University or better+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·he is Muslim·didn't move this turn·doesn't have Wantschool·has Scholar·has Eastern Edu (level below 4)·age below 60·settlement has Library or better+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·he is Muslim·didn't move this turn·settlement has School or better·has Wantschool·doesn't have Military Minded·has Intelligent (level 6+)·has Sane·has an ancillary of type legalbook+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·he is Muslim·didn't move this turn·settlement has School or better·doesn't have Wantschool·doesn't have Military Minded·has Intelligent (level 6+)·has Sane·has Eastern Edu (level below 3)·has an ancillary of type legalbook·50% chance+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·he is Muslim·didn't move this turn·settlement has School or better·doesn't have Wantschool·has Scholar·doesn't have Military Minded·has Intelligent (level 6+)·has Sane·has an ancillary of type legalbook·50% chance+1 pt, 2%
How it's lost (6)
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·settlement has School or better·has Wantschool·has Eastern Edu·has Deranged (level 2+)-1 pt, 3%
  • After a battle: is a general·has Severely Wounded-2 pts, 30%
  • At the end of each turn: is a general·has Hidden (level 2+)-1 pt, 2%
  • At the end of each turn: is a general·has Insane (level 2+)·50% chance-1 pt, 2%
  • At the end of each turn: is a general·has Senile (level 2+)-1 pt, 5%
  • At the end of each turn: is a general·doesn't have Officeholder·has Senile (level 2+)-1 pt, 5%

Eastern Roman Relations

family
Eastern Roman Relations1 pt -1 Loyalty+1 Authority+1 Local popularity+1 Command vs Byzantium

This man is related to Basileus Alexius I Komnenus. He believes, at times, that this blood-link entitles him to the Roman throne. His peers are in awe of such a noble descent. Unfortunately, it also produces some other strange, rebellious thoughts in his mind.

How it's gained (2)
  • When he comes of age: Father: has Eastern Roman Relations+1 pt
  • When he comes of age: Father: has Wife Is Greek (level 1)·Father: doesn't have Of Greek Princely Blood·faction is not Byzantium+1 pt
How it's lost (1)

Energetic

family
Eager1 pt +1 Movement

This man prefers activity to idleness.

Energetic2 pts +2 Movement

This man is never at a loss for something to do.

Driven4 pts +1 Authority+3 Movement

This man does not let petty concerns or self indulgence get in the way of realizing his ambitions.

Blessed With Vigour8 pts +2 Authority+4 Movement

Has insatiable energy and drive to achieve his goals, but finds it somewhat difficult to relax.

How it's gained (18)
  • When he comes of age +1 pt, 4%
  • When he comes of age: faction is Cumans+1 pt, 10%
  • At the end of each turn: has Energetic+1 pt, 4%
  • When a building he governs is finished: just finished Pastoral Farming or better+1 pt, 2%
  • When a building he governs is finished: just finished Farms and Estates or better+1 pt, 2%
  • When a building he governs is finished: just finished Water Mills or better+1 pt, 2%
  • When a building he governs is finished: just finished Public Ovens or better+1 pt, 2%
  • When a building he governs is finished: just finished Wells or better+1 pt, 2%
  • When a building he governs is finished: just finished Orphanage or better+1 pt, 2%
  • When a building he governs is finished: just finished Bimaristan or better+1 pt, 2%
  • When a building he governs is finished: just finished Thieves Guild or better+1 pt, 2%
  • When a building he governs is finished: just finished Swordsmiths Guild or better+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·settlement has Wooden Castle or better·has Wantschool·has Pagan Edu+1 pt, 10%
  • At the end of a turn spent in a settlement: is a general·settlement has Wooden Castle or better·has Wantschool·has Fit For Office (level 2+)·has Military Edu+1 pt, 5%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·50% chance·settlement has Explorers Guild or better·has Wantschool+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·50% chance·settlement has Explorers Guild or better·has Wantschool+1 pt, 2%
  • At the end of each turn: player's character·is faction leader·after Great Tourney True+1 pt, 25%
  • At the end of each turn: player's character·is a general·not: is faction leader·distance from capital 50 or less·after Great Tourney True·not has Far Loyalty+1 pt, 50%

Cancels out: Slothful

Envies the Heir

family
Envies the Heir1 pt -1 Loyalty

His relation with the current heir is strained, to say the least.

How it's gained (2)
  • At the end of each turn: Father: has Factionleader (level 3)·not: is faction heir·not: is faction leader·Loyalty 4 or less·doesn't have Envies the Heir+1 pt, 10%
  • At the end of each turn: Father: has Faction Regent (level 2)·not: is faction heir·not: is faction leader·Loyalty 4 or less·doesn't have Envies the Heir+1 pt, 10%
How it's lost (3)

Ex Rebel

family
Rebelled1 pt -1 Loyalty

This man's loyalties have changed at least once in his lifetime.

Rebellious2 pts -2 Loyalty

Has changed masters more than once. Perhaps he cannot settle on one?

Turncoat3 pts -3 Loyalty

Known for his habit of abandoning one lord for another, with dubious reasons.

How it's gained (1)
  • When he accepts a bribe: not: is a general+1 pt

Excommunicated

family
Excommunicated1 pt -2 Authority-2 Piety-3 Local popularity

Excommunication has brought this man to question his faith and his character. He is in a considerably weak position for a Christian ruler.

How it's gained (1)

Cancels out: Reconciled, Foolishly Excommunicated

Faction Killer

family
Conqueror10 pts +1 Authority+1 Command-1 Chivalry

This man has lead his people to victory over a former world power.

Great Conqueror20 pts +2 Authority+2 Command-2 Chivalry

By this man's actions, empires have fallen, and this is only the beginning of his legacy!

Legendary Conqueror30 pts +3 Authority+3 Command-3 Chivalry

Having swept aside his third rival during his reign, he commands the respect and admiration of his people.

All Conquering50 pts +4 Authority+3 Command-4 Chivalry

This man is the greatest conqueror of his time, unable to find a foe capable of stopping his conquests.

How it's gained (29)
  • At the end of each turn: is faction leader·after Ceased Venice+10 pts
  • At the end of each turn: is faction leader·after Ceased Sicily+10 pts
  • At the end of each turn: is faction leader·after Ceased Abbasid+10 pts
  • At the end of each turn: is faction leader·after Ceased Papal States+10 pts
  • At the end of each turn: is faction leader·after Ceased Denmark+10 pts
  • At the end of each turn: is faction leader·after Ceased Egypt+10 pts
  • At the end of each turn: is faction leader·after Ceased Scotland+10 pts
  • At the end of each turn: is faction leader·after Ceased Cumans+10 pts
  • At the end of each turn: is faction leader·after Ceased Mongols+10 pts
  • At the end of each turn: is faction leader·after Ceased Turks+10 pts
  • At the end of each turn: is faction leader·after Ceased Rum+10 pts
  • At the end of each turn: is faction leader·after Ceased France+10 pts
  • At the end of each turn: is faction leader·after Ceased Hre+10 pts
  • At the end of each turn: is faction leader·after Ceased England+10 pts
  • At the end of each turn: is faction leader·after Ceased Portugal+10 pts
  • At the end of each turn: is faction leader·after Ceased Poland+10 pts
  • At the end of each turn: is faction leader·after Ceased Byzantium+10 pts
  • At the end of each turn: is faction leader·after Ceased Moors+10 pts
  • At the end of each turn: is faction leader·after Ceased Russia+10 pts
  • At the end of each turn: is faction leader·after Ceased Spain+10 pts
  • At the end of each turn: is faction leader·after Ceased Hungary+10 pts
  • At the end of each turn: is faction leader·after Ceased Aragon+10 pts
  • At the end of each turn: is faction leader·after Ceased Lithuania+10 pts
  • At the end of each turn: is faction leader·after Ceased Kievan Rus+10 pts
  • At the end of each turn: is faction leader·after Ceased Serbia+10 pts
  • At the end of each turn: is faction leader·after Ceased Georgia+10 pts
  • At the end of each turn: is faction leader·after Ceased Norway+10 pts
  • At the end of each turn: is faction leader·after Ceased Jerusalem+10 pts
  • At the end of each turn: is faction leader·after Ceased Zengid+10 pts

Faction Regent

family
Heir Presumptive1 pt +1 Personal security+1 Authority+1 Level

The current king has failed to raise a son, and as a result, this man will become regent of the realm when the current king passes onto the next world.

Regent2 pts +1 Command+2 Personal security+2 Level

This man acts as regent, while the true heirs of the faction are raised and educated. If the previous royal line has been extinguished, the regent's son will be recognised as the next legitimate ruler.

How it's gained (5)
How it's lost (7)
  • When he becomes faction leader: has Faction Regent (level 1)·Chivalry below -3·not Authority 4+-1 pt
  • When he becomes faction leader: has Faction Regent (level 1)·Chivalry below -3·Authority 4+-1 pt
  • At the start of each turn: has Faction Regent (level 1)·Father: has Usurper (level 3+)·Faction leader: has Usurper (level 3+)·doesn't have Usurper·faction is not Slave·faction is not Papal States-1 pt
  • At the start of each turn: has Faction Regent (level 1)·Father: has Usurper (level 3+)·Faction leader: has Usurper (level 3+)·has Usurper (level 1)·faction is not Slave·faction is not Papal States-1 pt
  • At the start of each turn: has Faction Regent (level 1)·Father: has Usurper (level 3+)·Faction leader: has Usurper (level 3+)·has Usurper (level 2)·faction is not Slave·faction is not Papal States-1 pt
  • At the start of each turn: has Faction Regent (level 1)·has Factionleader (level 1)·is faction heir·faction is not Slave·faction is not Papal States-1 pt
  • At the start of each turn: has Faction Regent (level 2)·has Usurper (level 3+)·is faction leader-2 pts

Factionleader

family
Claimant1 pt +5 Authority

Whether by law, custom or sentiment, this man is considered an eligible candidate for the highest office of state.

Heir Apparent2 pts +3 Authority+2 Loyalty+2 Personal security+1 Local popularity+1 Fertility+1 Level

As the future leader of his people, this man is already an individual of immense importance.

Faction Leader3 pts +3 Personal security+2 Local popularity+2 Fertility+2 Level

This man is the leader of one of the world's major powers, and commands respect and obedience as a result.

How it's gained (55)
  • When he becomes faction leader: has Factionleader (level 2)·faction is not Slave·faction is not Papal States+1 pt
  • When he becomes faction leader: doesn't have Usurper·has Factionleader (level 1)·faction is not Slave·faction is not Papal States+2 pts
  • At the start of each turn: is faction leader·has Usurper (level 3+)·after New House Spain·faction is Spain+3 pts
  • At the start of each turn: is faction leader·has Usurper (level 3+)·after New House France·faction is France+3 pts
  • At the start of each turn: is faction leader·has Usurper (level 3+)·after New House Aragon·faction is Aragon+3 pts
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is Portugal+3 pts
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is England+3 pts
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is Scotland+3 pts
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is Hre+3 pts
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is Denmark+3 pts
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is Norway+3 pts
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is Poland+3 pts
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is Hungary+3 pts
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is Venice+3 pts
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is Pisa+3 pts
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is Abbasid+3 pts
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is Sicily+3 pts
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is Jerusalem+3 pts
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is Serbia+3 pts
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is Byzantium+3 pts
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is Georgia+3 pts
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is Kievan Rus+3 pts
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is Russia+3 pts
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is Cumans+3 pts
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is Lithuania+3 pts
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is Moors+3 pts
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is Turks+3 pts
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is Rum+3 pts
  • At the start of each turn: is faction leader·has Usurper (level 3+)·after New House Egypt·faction is Egypt+3 pts
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is Zengid+3 pts
  • At the start of each turn: is faction heir·has Usurper (level 2)·Father: has Factionleader (level 3)·Faction leader: has Factionleader (level 3)·doesn't have Factionleader·faction is not Slave·faction is not Papal States+2 pts
  • At the start of each turn: has Faction Regent (level 1)·has Factionleader (level 1)·is faction heir·faction is not Slave·faction is not Papal States+1 pt
  • At the start of each turn: Father: has Factionleader (level 3)·has Biological Son (level 1)·doesn't have Factionleader·faction is not Slave·faction is not Papal States·faction is not Venice·faction is not Pisa+1 pt
  • At the start of each turn: Father: has Factionleader (level 2)·has Biological Son (level 1)·doesn't have Factionleader·faction is not Slave·faction is not Papal States·faction is not Venice·faction is not Pisa+1 pt
  • At the start of each turn: Father: has Factionleader (level 1)·has Biological Son (level 1)·doesn't have Factionleader·faction is not Slave·faction is not Papal States·faction is not Venice·faction is not Pisa+1 pt
  • At the start of each turn: Father: has Factionleader (level 1)·has Illegitimate Son (level 1)·doesn't have Factionleader·Chivalry 3+·Command 3+·faction is not Slave·faction is not Papal States·faction is not Venice·faction is not Pisa+1 pt
  • At the end of each turn: has Possible Candidate·doesn't have Factionleader·50% chance+1 pt, 2%
  • At the end of each turn: has Possible Candidate·doesn't have Factionleader·has Intelligent (level 6+)·50% chance+1 pt, 2%
  • At the end of each turn: has Possible Candidate·doesn't have Factionleader·has Victor Virtue·50% chance+1 pt, 2%
  • At the end of each turn: has Possible Candidate·doesn't have Factionleader·has Deceiver Virtue·50% chance+1 pt, 2%
  • At the end of each turn: has Possible Candidate·doesn't have Factionleader·has Just·50% chance+1 pt, 2%
  • At the end of each turn: has Possible Candidate·doesn't have Factionleader·has Handsome (level 6+)·50% chance+1 pt, 2%
  • At the end of each turn: has Possible Candidate·doesn't have Factionleader·has Pragmatic·50% chance+1 pt, 2%
  • At the end of each turn: has Possible Candidate·doesn't have Factionleader·has Inspiring Speaker·50% chance+1 pt, 2%
  • At the end of each turn: has Possible Candidate·doesn't have Factionleader·has Non Authoritarian·50% chance+1 pt, 2%
  • At the end of each turn: has Possible Candidate·doesn't have Factionleader·has Good Administrator·50% chance+1 pt, 2%
  • At the end of each turn: has Possible Candidate·doesn't have Factionleader·has Good Trader·50% chance+1 pt, 2%
  • At the end of each turn: has Possible Candidate·doesn't have Factionleader·has Western Edu (level 2+)·50% chance+1 pt, 2%
  • When he becomes heir: has Weak Claimant·doesn't have Usurper·doesn't have Factionleader+2 pts
  • When he becomes heir: has Weak Claimant·doesn't have Usurper·has Factionleader (level 1)+1 pt
  • When he becomes faction leader: has Weak Claimant·doesn't have Usurper·doesn't have Factionleader+3 pts
  • When he becomes faction leader: has Weak Claimant·doesn't have Usurper·has Factionleader (level 1)+2 pts
  • When he becomes heir: has Factionleader (level 1)·doesn't have Illegitimate Son+1 pt
  • When he becomes heir: has Illegitimate Son (level 1)·has Factionleader (level 1)+1 pt
  • When he becomes faction leader: has Illegitimate Son (level 1)·has Factionleader (level 1)+2 pts
How it's lost (17)
  • When he stops being faction leader: has Factionleader (level 3)-2 pts
  • Ceasedfactionheir: has Factionleader (level 2)-1 pt
  • At the end of each turn: has Possible Candidate·has Factionleader (level 1)·faction is not Venice·faction is not Pisa-1 pt
  • At the end of each turn: has Possible Candidate·has Factionleader (level 1)·doesn't have Insane-1 pt
  • At the end of each turn: has Possible Candidate·has Factionleader (level 1)·has Deranged (level 2+)-1 pt
  • At the end of each turn: has Possible Candidate·has Factionleader (level 1)·has Drink (level 3+)·50% chance-1 pt, 2%
  • At the end of each turn: has Possible Candidate·has Factionleader (level 1)·has Feck (level 2+)·50% chance-1 pt, 2%
  • At the end of each turn: has Possible Candidate·has Factionleader (level 1)·has Intelligent (level below 5)·50% chance-1 pt, 2%
  • At the end of each turn: has Possible Candidate·has Factionleader (level 1)·has Authoritarian·50% chance-1 pt, 2%
  • At the end of each turn: has Possible Candidate·has Factionleader (level 1)·has Handsome (level below 4)·50% chance-1 pt, 2%
  • At the end of each turn: has Possible Candidate·has Factionleader (level 1)·has Lewd·50% chance-1 pt, 2%
  • At the end of each turn: has Possible Candidate·has Factionleader (level 1)·has Perverted (level 2+)·50% chance-1 pt, 2%
  • At the end of each turn: has Possible Candidate·has Factionleader (level 1)·has Liar (level 2+)·50% chance-1 pt, 2%
  • At the end of each turn: has Possible Candidate·has Factionleader (level 1)·has Bad Administrator·50% chance-1 pt, 2%
  • At the end of each turn: has Possible Candidate·has Factionleader (level 1)·has Bad Trader·50% chance-1 pt, 2%
  • At the end of each turn: has Possible Candidate·has Factionleader (level 1)·has Harsh Ruler (level 2+)·50% chance-1 pt, 2%
  • At the end of each turn: has Possible Candidate·has Factionleader (level 1)·has Public Atheism (level 3+)·50% chance-1 pt, 2%

Fair Prosecutor

inquisitor
Somewhat Fair1 pt +1 Piety

With the Papacy presently cracking down on corruption within the church, it lends itself to fairer trials.

Fair and Just2 pts +2 Piety

At present the Catholic church is championing ideals of fair play and justice, making this man's job much harder than usual, but also more rewarding.

How it's gained (8)
  • When the agent is recruited: is a inquisitor·on Medium·before The Papal Inquisition Begins+1 pt, 33%
  • When the agent is recruited: is a inquisitor·on Hard+1 pt, 33%
  • When the agent is recruited: is a inquisitor·on Hard·after The Papal Inquisition Begins+1 pt, 33%
  • When the agent is recruited: is a inquisitor·on Very Hard+1 pt, 33%
  • When the agent is recruited: is a inquisitor·on Very Hard·after The Episcopal Inquisition+1 pt, 33%
  • When the agent is recruited: is a inquisitor·on Very Hard·after The Papal Inquisition Begins+1 pt, 33%
  • When the agent is recruited: is a inquisitor·Faction leader's Purity 1++1 pt
  • When the agent is recruited: is a inquisitor·Faction leader's Violence 1++1 pt

Family Was Traitorous

family
Family Was Traitorous1 pt -1 Command-1 Troop morale+3 Unrest

This man's father was a traitor to the realm... such bad blood will need to be overcome if loyalty is again to be proven.

How it's gained (1)

Famous Pirate

admiral
Dangerous Captain1 pt -1 Loyalty+1 Naval command

An experienced cut-throat, accustomed to boarding the ships of more noble captains.

Famous Pirate2 pts -2 Loyalty+2 Naval command

A pirate captain of some infamy, feared up and down the coasts of many realms.

Notorious Pirate3 pts -3 Loyalty+3 Naval command

A menace of the seas, this lawless captain is not to be underestimated.

How it's gained (7)
  • When the agent is recruited: is a admiral·faction is Slave+1 pt, 33%
  • When the agent is recruited: is a admiral·faction is Slave+1 pt, 33%
  • When the agent is recruited: is a admiral·faction is Slave+1 pt, 33%
  • When the agent is recruited: is a admiral·faction is Slave·turn 201++1 pt, 33%
  • When the agent is recruited: is a admiral·faction is Slave·turn 201++1 pt, 33%
  • After a battle: is a admiral·won the battle·battle odds less than 2.25+1 pt, 33%
  • After a battle: is a admiral·won the battle·battle odds less than 2.25+1 pt, 33%
How it's lost (2)
  • After a battle: is a admiral·not: won the battle·battle odds more than 0.7-1 pt, 33%
  • After a battle: is a admiral·not: won the battle·battle odds more than 0.7-1 pt, 33%

Far Loyalty

family
Feels Unwatched2 pts -1 Loyalty-5 Tax collection

This man has come to realise that a true distance separates him from his overlord... Perhaps he should return to the capital to get sense of loyalty again.

Works for his Own Good6 pts -2 Loyalty-10 Tax collection

This man has been far away from faction’s capital for a long time. He is starting to set and achieve his own goals rather than for the good of his homeland... He should be sent back before he becomes openly rebellious.

Openly Rebellious10 pts -4 Loyalty-25 Tax collection-5 Movement

This man has been away from the capital for so long that he has severed his ties to his overlord, now primarily working for his own interests.

How it's gained (3)
  • At the end of each turn: is a general·distance from capital 61+·has Far Loyalty (level below 2)·player's faction·not: is in enemy lands·doesn't have Officeholder+1 pt, 10%
  • At the end of each turn: is a general·distance from capital 71+·has Far Loyalty (level below 2)·player's faction·not: is in enemy lands·not has Upright·not has Prim·not has Stoic·not has Wife Is Noble+1 pt, 10%
  • At the end of each turn: is a general·distance from capital 81+·has Far Loyalty (level below 2)·not: is in enemy lands+1 pt, 10%
How it's lost (5)
  • At the start of each turn: is faction leader·has Far Loyalty-10 pts
  • At the end of each turn: is a general·has Far Loyalty·has Xenophilia (level 2+)·% of population of his religion below 50·not: is at sea·not has Discontent General·not: is in enemy lands-1 pt, 10%
  • At the end of each turn: is a general·distance from capital below 50·has Far Loyalty·is married-1 pt, 10%
  • At the end of each turn: is a general·distance from capital below 50·has Far Loyalty·not has Discontent General-1 pt, 10%
  • At the end of each turn: is a general·distance from capital below 50·has Far Loyalty·not has Coward-1 pt, 10%

Cancels out: Near Loyalty

Fathers Legacy

family
Proud Legacy1 pt +1 Authority

He has gained some respect as a result of his father's influence.

Strong Legacy2 pts +2 Authority

Like his father before him, this man is expected to achieve great things.

Mighty Legacy3 pts +3 Authority

As a son of a truly respected leader, this noble is somebody others listen to and take seriously. Greatness is in his blood, after all.

How it's gained (13)
  • When he comes of age: Father: has Faction Killer+2 pts
  • When he comes of age: Father's Command 10++1 pt
  • When he comes of age: Father's Piety 10++1 pt
  • When he comes of age: Father's Authority 10++1 pt
  • When he comes of age: Father: has Vanquisher (level 3+)+1 pt
  • When he comes of age: Father: has Vanquisher (level 7+)+1 pt
  • When he comes of age: Father: has Crusader History (level 3+)+1 pt
  • When he comes of age: Father: has Jihad History (level 3+)+1 pt
  • When he comes of age: Father: has Crownholder (level 4+)+2 pts
  • At the end of each turn: Father: has Crownholder (level 4+)·doesn't have Fathers Legacy+2 pts
  • At the end of each turn: Father: has Crownholder (level 4+)·has Fathers Legacy (level below 2)+1 pt
  • At the end of each turn: Father: has Faction Killer·doesn't have Fathers Legacy+2 pts
  • At the end of each turn: Father: has Faction Killer·has Fathers Legacy (level below 2)+1 pt
How it's lost (1)

Feck

family
Strong Language2 pts -1 Piety+1 Command+1 Troop morale

Not afraid to mutter a curse to get the point across with some character.

Foul Mouthed4 pts -1 Chivalry-2 Piety+1 Command+2 Troop morale

Dresses his sentences in obscenities, endearing him to the unwashed rabble, but not to those of more class and substance.

Spits Venom6 pts -2 Chivalry-3 Piety-1 Loyalty-1 Authority+3 Troop morale

Not only swears and curses regularly, but does so with frightening force and conviction.

Utterly Profane8 pts -4 Chivalry-4 Piety-2 Loyalty-2 Authority+4 Troop morale

So offensive is this man's dialogue, that nobody truly takes anything he says seriously at all. They are desperate to leave his company.

How it's gained (18)
  • When he comes of age: Father: has Drink (level 4+)+1 pt, 15%
  • When he comes of age: faction is Scotland+1 pt, 4%
  • When he comes of age +1 pt, 2%
  • When he comes of age: Father: has Prim+1 pt, 10%
  • When he is offered for adoption: has Military Minded (level 1)+1 pt, 8%
  • At the end of each turn: has Feck+1 pt, 4%
  • At the end of each turn: not: ended the turn in a settlement·not: is at sea·not: is in enemy lands·doesn't have Marital Ties·50% chance+1 pt, 4%
  • At the end of each turn: not: ended the turn in a settlement·not: is at sea·not: is in enemy lands·has Marital Ties·50% chance+1 pt, 3%
  • At the end of each turn: not: ended the turn in a settlement·not: is at sea·is in enemy lands·doesn't have Marital Ties·50% chance+1 pt, 4%
  • At the end of each turn: not: ended the turn in a settlement·not: is at sea·is in enemy lands·has Marital Ties·50% chance+1 pt, 3%
  • At the end of each turn: not: ended the turn in a settlement·didn't move this turn·not: is at sea·not: is in enemy lands·doesn't have Marital Ties·50% chance+1 pt, 4%
  • At the end of each turn: not: ended the turn in a settlement·didn't move this turn·not: is at sea·not: is in enemy lands·has Marital Ties·50% chance+1 pt, 3%
  • At the end of each turn: not: ended the turn in a settlement·didn't move this turn·not: is at sea·is in enemy lands·doesn't have Marital Ties·50% chance+1 pt, 4%
  • At the end of each turn: not: ended the turn in a settlement·didn't move this turn·not: is at sea·is in enemy lands·has Marital Ties·50% chance+1 pt, 3%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·settlement has Wooden Castle or better·has Wantschool·has Pagan Edu+1 pt, 10%
  • At the end of a turn spent in a settlement: is a general·settlement has Castle or better·has Wantschool·has Fit For Office (level 2+)·has Military Edu+1 pt, 3%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·50% chance·settlement has Swordsmiths Guild or better·has Military Edu (level below 3)·has Wantschool+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·50% chance·settlement has Swordsmiths Guild or better·has Wantschool·has Military Edu (level below 3)+1 pt, 2%

Cancels out: Prim

FLNear Capital

hiddenfamily
Flnear1 pt +1 Loyalty
How it's gained (2)
How it's lost (3)
  • At the end of each turn: is a general·not: is faction leader·doesn't have Officeholder·distance from capital 21+·has FLNear Capital-1 pt
  • At the end of each turn: is a general·not: is faction leader·Faction leader: not has Near Capital·has FLNear Capital-1 pt
  • At the end of each turn: is a general·not: is faction leader·distance from capital 50+·has FLNear Capital·has Officeholder-1 pt

Foolishly Excommunicated

family
Foolishly Excommunicated1 pt +1 Command vs Papal States-2 Piety-2 Local popularity

The Pope was unwise to sever this man from the Church. If his men will continue to follow him, Roma will fall, along with the robed fool!

How it's gained (1)

Cancels out: Reconciled, Excommunicated

Forced Religious

family
Conforming1 pt +1 Piety

Having been tried for heresy, this man is now more careful to follow mandate properly.

Reverent2 pts +2 Piety

Suspecting the church is out to get him, he has taken steps to ensure he is genuinely pious.

God-fearing3 pts +3 Piety-1 Troop morale

This man has diligently reformed his spiritual ways, an act that has made him more pious than nearly all his peers, but more unbearable as well!

How it's gained (1)
  • Sufferdenouncementattempt: is a general+1 pt, 50%

Founder of a Royal Dynasty

family
Founder of a Royal Dynasty1 pt +1 Fertility+1 Authority

The Lord willing, this man will found a dynasty to rule into the ages. At times he feels the need to 'ensure' the viability of his royal line.

How it's gained (29)
  • At the start of each turn: is faction leader·turn 0·faction is not Papal States+1 pt
  • At the start of each turn: is faction leader·has Usurper (level 3+)·after New House Spain·faction is Spain+1 pt
  • At the start of each turn: is faction leader·has Usurper (level 3+)·after New House France·faction is France+1 pt
  • At the start of each turn: is faction leader·has Usurper (level 3+)·after New House Aragon·faction is Aragon+1 pt
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is Portugal+1 pt
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is England+1 pt
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is Scotland+1 pt
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is Hre+1 pt
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is Denmark+1 pt
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is Norway+1 pt
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is Poland+1 pt
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is Hungary+1 pt
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is Venice+1 pt
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is Pisa+1 pt
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is Abbasid+1 pt
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is Sicily+1 pt
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is Jerusalem+1 pt
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is Serbia+1 pt
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is Byzantium+1 pt
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is Georgia+1 pt
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is Kievan Rus+1 pt
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is Russia+1 pt
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is Cumans+1 pt
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is Lithuania+1 pt
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is Moors+1 pt
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is Turks+1 pt
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is Rum+1 pt
  • At the start of each turn: is faction leader·has Usurper (level 3+)·after New House Egypt·faction is Egypt+1 pt
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is Zengid+1 pt

Genocide

family
Brutal Conqueror2 pts -1 Chivalry-1 Piety+20 Looting

It takes a certain kind of man to execute peasants and innocents, even if it is in times of war.

Exterminator5 pts -2 Chivalry-2 Piety+1 Unrest+30 Looting

"This is total war; blood and death is the best you can hope for!"

Butcher9 pts -3 Chivalry-3 Piety+2 Unrest+40 Looting

The sort of man ready to hack an endless number of people limb from limb - or at least see it done by his men.

How it's gained (1)
  • When he exterminates a settlement: % of population of his religion 51++1 pt, 85%

Germanic Relations

family
Germanic Relations1 pt -1 Loyalty+1 Authority+1 Local popularity

This man is related to the Holy Roman Emperor Henry IV. His peers are in awe of such a noble descent. Unfortunately, it also produces some strange, rebellious thoughts in his mind.

How it's gained (2)
How it's lost (1)

Girls

family
Red Blooded2 pts +2 Troop morale

This man has let his passions get the better of him, when he knows they should not have.

Womanizer4 pts +1 Troop morale

Faithfulness is not one of this man's virtues. He is an easy target for a pretty lady.

Adulterer8 pts

This man avidly pursues various women. He commits acts of infidelity without remorse.

Lecherous Fiend16 pts -1 Chivalry-1 Troop morale

This man is no longer even concerned whether or not the women he pursues desire him or not. It is shameful!

Sexual Predator36 pts -2 Chivalry-2 Troop morale

This misogynist thinks of women as mere sexual conquests. He has no honour in this regard at all.

How it's gained (26)
  • When he comes of age +1 pt, 2%
  • When he comes of age: Father: has Girls+1 pt, 10%
  • When he is offered for adoption: has Military Minded (level 1)+1 pt, 17%
  • When he is offered for adoption: faction is Catholic·has Administratively-Minded (level 1)+1 pt, 10%
  • When he becomes a father +1 pt, 2%
  • Brotheradopted: not: is faction leader+1 pt, 5%
  • When he marries +1 pt, 2%
  • At the end of each turn: has Girls+1 pt, 4%
  • At the end of a turn spent in a settlement: didn't move this turn·settlement has Coaching House or better·not has Upright·not has Prim+1 pt, 2%
  • At the end of a turn spent in a settlement: didn't move this turn·settlement has Pleasure Palace·not has Upright·not has Prim+1 pt, 10%
  • At the end of a turn spent in a settlement: didn't move this turn·settlement has Sewerage System or better+1 pt, 3%
  • At the end of a turn spent in a settlement: has an ancillary of type entertain·20% chance·movement left 51+%+1 pt, 10%
  • After an assassination attempt on him +1 pt, 20%
  • When a building he governs is finished: just finished Brothel+1 pt, 50%
  • When a building he governs is finished: just finished brothel+1 pt, 50%
  • When a building he governs is finished: just finished Inn+1 pt, 50%
  • When a building he governs is finished: just finished Tavern+1 pt, 50%
  • When a building he governs is finished: just finished Coaching House+1 pt, 50%
  • When a building he governs is finished: just finished Pleasure Palace+1 pt, 50%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·settlement has Wooden Castle or better·has Wantschool·has Pagan Edu+1 pt, 5%
  • At the end of a turn spent in a settlement: is a general·settlement has Castle or better·has Wantschool·has Fit For Office (level 2+)·has Military Edu+1 pt, 3%
  • At the end of a turn spent in a settlement: he is Catholic·didn't move this turn·has Wantschool·has Fit For Office (level 2+)·has Western Edu·settlement has School or better+1 pt, 5%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·settlement has School or better·has Wantschool·has Eastern Edu+1 pt, 5%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·settlement has School or better·has Wantschool·has Greek Edu+1 pt, 5%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·50% chance·settlement has Explorers Guild or better·has Wantschool+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·50% chance·settlement has Explorers Guild or better·has Wantschool+1 pt, 2%

Cancels out: Prim, Upright

Good Commander

family
Promising Commander1 pt +1 Command

This man has shown a basic grasp of field tactics. If he gets some more experience, he'll be able further his education studying at a castle.

Aspiring Commander3 pts +2 Command+2 Movement

This man has shown he has a sound set of battle tactics, and the ability to command men. With this experience, he can now further his education by studying at a castle.

Proven Commander6 pts +3 Command+2 Movement+2 Line of sight

This man has proven himself to be able to command men in battle very effectively. With this experience, he can further his education studying at a castle.

Great Commander12 pts +4 Command+1 Authority+1 Troop morale+3 Line of sight

This man boasts a proud legacy of decisive command in battle. He is reliable and effective, and his troops know it!

Legendary Commander24 pts +5 Command+2 Authority+2 Troop morale+5 Line of sight

Countless victories have made this man is a legendary commander, respected by both his own troops and those that oppose him.

How it's gained (38)
  • When he comes of age +1 pt, 2%
  • When he is offered for adoption: has Military Minded (level 1)+1 pt, 50%
  • When he is offered for adoption: has Military Minded (level 1)+1 pt, 25%
  • When he is offered for marriage: has Military Minded (level 1)+3 pts, 33%
  • When he is offered for marriage: has Administratively-Minded (level 1)+1 pt, 33%
  • When he is offered for adoption (as a captain) +1 pt, 85%
  • When he is offered for adoption (as a captain) +1 pt, 40%
  • When he is offered for adoption (as a captain) +1 pt, 33%
  • After a battle: won the battle·battle odds less than 2.1·has Military Minded (level 1)+1 pt, 40%
  • After a battle: won the battle·battle odds less than 2.1·doesn't have Military Minded+1 pt, 20%
  • After a battle: won the battle·battle result exactly clear·normal battle·battle odds less than 1.75·faction is not pagan+1 pt, 50%
  • After a battle: won the battle·battle result exactly clear·normal battle·battle odds less than 1.75·faction is pagan+1 pt, 50%
  • After a battle: won the battle·battle result exactly crushing·normal battle·battle odds less than 1.51·faction is not pagan+1 pt, 85%
  • After a battle: won the battle·battle result exactly crushing·normal battle·battle odds less than 1.51·faction is pagan+1 pt, 85%
  • After a battle: won the battle·% of enemy killed 26+·battle odds less than 0.51·faction is not pagan+1 pt
  • After a battle: won the battle·% of enemy killed 26+·battle odds less than 0.51·faction is not pagan+1 pt, 75%
  • After a battle: won the battle·% of enemy killed 26+·battle odds less than 0.51·faction is pagan+1 pt
  • After a battle: won the battle·% of enemy killed 26+·battle odds less than 0.51·faction is pagan+1 pt, 75%
  • After a battle: won the battle·successfulambush battle·battle odds less than 1.51·faction is not pagan+1 pt, 25%
  • After a battle: won the battle·successfulambush battle·battle odds less than 1.51·faction is pagan+1 pt, 25%
  • After a battle: won the battle·battle result more than close·battle odds less than 0.70·% of his army lost below 20·faction is not pagan+1 pt, 60%
  • After a battle: won the battle·battle result more than close·battle odds less than 0.70·% of his army lost below 20·faction is pagan+1 pt, 60%
  • After a battle: won the battle·battle result more than average·siege battle·battle odds less than 1.75·has Military Minded (level 1)+1 pt, 40%
  • After a battle: won the battle·battle result more than average·siege battle·battle odds less than 1.75·doesn't have Military Minded+1 pt, 20%
  • At the end of each turn: has Victor Virtue·has Good Commander (level below 2)+1 pt
  • When a building he governs is finished: just finished City Watch or better·has Military Minded (level 1)·has Intelligent (level below 4)·faction is not pagan+1 pt, 25%
  • When a building he governs is finished: just finished City Watch or better·has Military Minded (level 1)·has Intelligent (level below 4)·faction is pagan+1 pt, 25%
  • When a building he governs is finished: just finished Armourer or better+1 pt, 5%
  • When a building he governs is finished: just finished Mustering Hall or better·has Military Minded (level 1)·faction is not pagan+1 pt, 25%
  • When a building he governs is finished: just finished Mustering Hall or better·has Military Minded (level 1)·faction is pagan+1 pt, 25%
  • When a building he governs is finished: just finished Drill Square or better·has Military Minded (level 1)·faction is not pagan+1 pt, 25%
  • When a building he governs is finished: just finished Drill Square or better·has Military Minded (level 1)·faction is pagan+1 pt, 25%
  • When a building he governs is finished: just finished Armoury·has Military Minded (level 1)·faction is not pagan+1 pt, 25%
  • When a building he governs is finished: just finished Armoury·has Military Minded (level 1)·faction is pagan+1 pt, 25%
  • When a building he governs is finished: just finished Bowyer or better·has Military Minded (level 1)·faction is not pagan+1 pt, 20%
  • When a building he governs is finished: just finished Stables or better·has Military Minded (level 1)·faction is not pagan+1 pt, 20%
  • When a building he governs is finished: just finished C Armourer or better·has Military Minded (level 1)·faction is not pagan+1 pt, 10%
  • When a building he governs is finished: is a general·just finished Military Orders' Chapter Houses or better+1 pt, 10%
How it's lost (3)

Good Denouncer

inquisitor, priest
Servant of God1 pt +1 Piety

Has some minor experience at bringing heretics back into the light.

Enemy of Heretics2 pts +2 Piety

Has a reputation for exposing acts of heresy where few suspected that any lurked.

Purger of Heretics4 pts +3 Piety

Boasts an impressive record of driving heretics from the lands of more pious people.

Conqueror of Heretics8 pts +4 Piety

This man is famed for defeating heresy wherever it might be found.

Grand Inquisitor12 pts +5 Piety+1 Eligibility

Known far and wide as an absolute authority on spiritual purity, he is unafraid to denounce commoners and royalty alike. Such fame makes him more likely to be elected to an important ecclesiastical position.

How it's gained (11)
  • When the agent is recruited: is a priest·player's faction·he is not pagan·on Medium·turn below 200+1 pt, 20%
  • When the agent is recruited: is a priest·not: player's faction·he is not pagan·on Hard+1 pt, 20%
  • When the agent is recruited: is a priest·not: player's faction·he is not pagan·on Very Hard+1 pt, 20%
  • When the agent is recruited: is a priest·not: player's faction·he is not pagan·on Very Hard·turn 101++1 pt, 20%
  • When the agent is recruited: is a priest·not: player's faction·he is not pagan·on Very Hard·turn 301++1 pt, 20%
  • Denouncementmission: mission succeeded·doesn't have Bad Denouncer·doesn't have Agent Health+1 pt
  • Denouncementmission: mission succeeded·doesn't have Bad Denouncer·doesn't have Agent Health+1 pt, 50%
  • When the agent is recruited: is a heretic·on Hard+1 pt, 30%
  • When the agent is recruited: is a heretic·on Very Hard+1 pt, 30%
  • When the agent is recruited: is a heretic·on Very Hard·turn 101++1 pt, 30%
  • When the agent is recruited: is a heretic·on Very Hard·turn 301++1 pt, 30%
How it's lost (5)
  • At the start of each turn: is a priest·age 56+-1 pt, 10%
  • At the start of each turn: is a priest·age 51+·not has Open Minded-1 pt, 5%
  • Denouncementmission: not: mission succeeded·has Good Denouncer-1 pt, 85%
  • When the agent is recruited: is a heretic·on Medium·turn below 200-1 pt, 50%
  • Priestbecomesheretic: has Good Denouncer-200 pts

Governor Experience

family
10 years governor experience20 pts +1 Authority

He has spent over 10 years governing a province.

20 years governor experience40 pts +1 Authority

He has spent over 10 years governing a province.

30 years governor experience60 pts +2 Authority

He has spent over 10 years governing a province.

40 years governor experience80 pts +2 Authority

He has spent over 10 years governing a province.

40 years governor experience99 pts +2 Authority

He has spent over 10 years governing a province.

How it's gained (1)
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·not: is at sea·not has Wantschool+1 pt

Greedy Ruler

family
Greedy Ruler3 pts +2 Authority-3 Local popularity+35 Tax collection-2 Chivalry-2 Piety

Money is the only God this man ever believed in. It is all he ever wanted, and all he's ever needed.

How it's gained (3)
  • At the end of a turn spent in a settlement: is faction leader·doesn't have SHOULD NOT BE VISIBLE: REPORT TO DEV TEAM IF YOU EVER SEE THIS!!!·has Strategy Chivalry (level below 2)·Chivalry below 3·Piety below 5·tax rate more than normal·settlement mood less than happy+1 pt, 10%
  • At the end of a turn spent in a settlement: is faction leader·doesn't have SHOULD NOT BE VISIBLE: REPORT TO DEV TEAM IF YOU EVER SEE THIS!!!·has Strategy Chivalry (level below 2)·Chivalry below 3·Piety below 5·has Corrupt (level 2+)·tax rate more than normal+1 pt, 5%
  • At the end of each turn: is faction leader·doesn't have SHOULD NOT BE VISIBLE: REPORT TO DEV TEAM IF YOU EVER SEE THIS!!!·has Strategy Chivalry (level below 2)·Chivalry below 3·Piety below 5·has Embezzler (level 2+)·tax rate more than normal+1 pt, 5%
How it's lost (3)
  • At the start of each turn: is faction leader·player's faction·last turn you let your troops keep the loot after 1-2 victories-1 pt, 5%
  • At the start of each turn: is faction leader·player's faction·last turn you let your troops keep the loot after 3-4 victories-1 pt, 5%
  • At the start of each turn: is faction leader·player's faction·last turn you let your troops keep the loot after 5+ victories-1 pt, 10%

Greedy Ruler

family
Greedy Ruler1 pt -2 Local popularity+30 Tax collection-1 Chivalry

How can one make his people happy, if he takes away all that they possess?

How it's gained (1)
  • At the end of each turn: is a general·not: is faction leader·Faction leader: has Greedy Ruler (level 1)·doesn't have Greedy Ruler+1 pt
How it's lost (1)

Greek Edu

family
Schooled1 pt +5 Tax collection+5 Trading

He has spent some time at school and learned to read and write.

Apophoitos3 pts +10 Tax collection+10 Trading+1 Law-1 Squalor+1 Piety

He has spent some time at school, read Holy Bible and was told many things by the teachers. He knows that thinking about consequences should go before any action. With this hindsight, he can manage the provinces better.

Maistor6 pts +10 Tax collection+20 Trading+1 Law-1 Squalor+1 Piety-1 Loyalty

Has studied at a university and gained an understanding of the liberal arts, arithmetic, geometry, astronomy, music theory, grammar, logic, and rhetoric. He sees the world differently now, and is more efficient at managing an economy.

Didaskalos10 pts +20 Tax collection+20 Trading+10 Construction+1 Law+2 Piety-2 Loyalty-1 Squalor

Has spent years studying at various schools and monasteries, meeting wise men and saint monks. He's gained deep knowledge of law, medicine and philosophy. It makes him a brilliant, pious governor, even though he looks down on his superiors.

How it's gained (38)
  • When he comes of age: is a general·he is Orthodox·Father: has Has a teacher for his children+1 pt, 80%
  • When he is offered for adoption: he is Orthodox·has Administratively-Minded·age 16+·faction has School or better+1 pt, 50%
  • When he is offered for adoption: he is Orthodox·has Administratively-Minded·age 16+·faction has School or better+2 pts, 33%
  • When he is offered for adoption: he is Orthodox·has Administratively-Minded·age 20+·faction has University or better+2 pts, 50%
  • When he is offered for marriage: he is Orthodox·has Administratively-Minded·age 16+·faction has School or better+1 pt, 50%
  • When he is offered for marriage: he is Orthodox·has Administratively-Minded·age 16+·faction has School or better+2 pts, 33%
  • When he is offered for marriage: he is Orthodox·has Administratively-Minded·age 20+·faction has University or better+2 pts, 50%
  • At the end of a turn spent in a settlement: is a general·he is Orthodox·didn't move this turn·settlement has School·has Wantschool·doesn't have Military Minded·doesn't have Greek Edu+1 pt, 10%
  • At the end of a turn spent in a settlement: is a general·he is Orthodox·didn't move this turn·has Wantschool·has Greek Edu (level below 4)·doesn't have Military Minded·settlement has Library or better+1 pt, 10%
  • At the end of a turn spent in a settlement: is a general·he is Orthodox·didn't move this turn·has Wantschool·has Greek Edu (level below 4)·doesn't have Military Minded·settlement has University+1 pt, 20%
  • At the end of a turn spent in a settlement: is a general·he is Orthodox·didn't move this turn·has Wantschool·has Greek Edu (level below 4)·doesn't have Military Minded·settlement has University or better+1 pt, 20%
  • At the end of a turn spent in a settlement: is a general·he is Orthodox·didn't move this turn·has Wantschool·has Greek Edu (level below 4)·doesn't have Military Minded·settlement has Library or better+1 pt, 10%
  • At the end of a turn spent in a settlement: is a general·he is Orthodox·didn't move this turn·settlement has School·has Wantschool·doesn't have Military Minded·has Intelligent (level 6+)·doesn't have Greek Edu+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·he is Orthodox·didn't move this turn·settlement has Library or better·has Wantschool·doesn't have Military Minded·has Intelligent (level 6+)·has Greek Edu (level below 4)+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·he is Orthodox·didn't move this turn·has Wantschool·doesn't have Military Minded·has Intelligent (level 6+)·has Greek Edu (level below 4)+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·he is Orthodox·didn't move this turn·settlement has University or better·has Wantschool·doesn't have Military Minded·has Intelligent (level 6+)·has Greek Edu (level below 4)+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·he is Orthodox·didn't move this turn·settlement has Library or better·has Wantschool·doesn't have Military Minded·has Intelligent (level 6+)·has Greek Edu (level below 4)+1 pt, 2%
  • At the end of a turn spent in a settlement: he is Orthodox·didn't move this turn·has an ancillary of type education·has Wantschool·doesn't have Military Minded·doesn't have Greek Edu+1 pt, 10%
  • At the end of a turn spent in a settlement: is a general·he is Orthodox·didn't move this turn·has an ancillary of type education·settlement has Library or better·has Wantschool·doesn't have Military Minded·has Intelligent (level below 6)·has Greek Edu (level below 4)+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·he is Orthodox·didn't move this turn·has an ancillary of type education·settlement has University·has Wantschool·has Greek Edu (level below 4)+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·he is Orthodox·didn't move this turn·has an ancillary of type education·settlement has University or better·has Wantschool·doesn't have Military Minded·has Intelligent (level below 6)·has Greek Edu (level below 4)+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·he is Orthodox·didn't move this turn·has an ancillary of type education·settlement has Library or better·has Wantschool·doesn't have Military Minded·has Intelligent (level below 6)·has Greek Edu (level below 4)+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·he is Orthodox·didn't move this turn·has an ancillary of type education·settlement has University·has Wantschool·has Greek Edu (level below 4)+1 pt, 3%
  • At the end of a turn spent in a settlement: is a general·he is Orthodox·didn't move this turn·settlement has School·has Wantschool·has Military Minded·has Intelligent (level 6+)·doesn't have Greek Edu+1 pt, 10%
  • At the end of a turn spent in a settlement: is a general·he is Orthodox·didn't move this turn·settlement has Library or better·has Wantschool·has Military Minded·has Intelligent (level 6+)·has Greek Edu (level below 3)+1 pt, 10%
  • At the end of a turn spent in a settlement: is a general·he is Orthodox·didn't move this turn·settlement has University·has Wantschool·has Military Minded·has Intelligent (level 6+)·has Greek Edu (level below 3)+1 pt, 10%
  • At the end of a turn spent in a settlement: is a general·he is Orthodox·didn't move this turn·settlement has University or better·has Wantschool·has Military Minded·has Intelligent (level 6+)·has Greek Edu (level below 3)+1 pt, 10%
  • At the end of a turn spent in a settlement: is a general·he is Orthodox·didn't move this turn·settlement has Library or better·has Wantschool·has Military Minded·has Intelligent (level 6+)·has Greek Edu (level below 3)+1 pt, 10%
  • At the end of a turn spent in a settlement: settlement mood at least happy·he is Orthodox·didn't move this turn·50% chance·turns in the region 4+·age below 50·doesn't have Wantschool·has Intelligent (level 6+)·doesn't have Greek Edu·doesn't have Western Edu+1 pt, 2%
  • At the end of a turn spent in a settlement: settlement mood at least happy·he is Orthodox·50% chance·didn't move this turn·turns in the region 4+·age below 50·settlement has University or better·doesn't have Wantschool·has Intelligent (level 6+)·has Greek Edu (level below 2)+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·he is Orthodox·didn't move this turn·age below 60·settlement has School·doesn't have Wantschool·has Scholar·doesn't have Greek Edu+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·he is Orthodox·didn't move this turn·settlement has Library or better·age below 60·doesn't have Wantschool·has Scholar·has Greek Edu (level below 4)+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·he is Orthodox·didn't move this turn·age below 60·settlement has University·doesn't have Wantschool·has Scholar·has Greek Edu (level below 4)+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·he is Orthodox·didn't move this turn·age below 60·settlement has University or better·doesn't have Wantschool·has Scholar·has Greek Edu (level below 4)+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·he is Orthodox·didn't move this turn·age below 60·settlement has Library or better·doesn't have Wantschool·has Scholar·has Greek Edu (level below 4)+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·he is Orthodox·didn't move this turn·has an ancillary of type legalbook·settlement has School or better·has Wantschool·doesn't have Military Minded·has Intelligent (level 6+)·has Sane+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·50% chance·he is Orthodox·didn't move this turn·has an ancillary of type legalbook·settlement has School or better·doesn't have Wantschool·doesn't have Military Minded·has Intelligent (level 6+)·has Greek Edu (level below 3)·has Sane+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·he is Orthodox·didn't move this turn·50% chance·has an ancillary of type legalbook·settlement has School or better·doesn't have Wantschool·has Scholar·doesn't have Military Minded·has Intelligent (level 6+)·has Sane+1 pt, 2%
How it's lost (6)
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·settlement has School or better·has Wantschool·has Greek Edu·has Deranged (level 2+)-1 pt, 3%
  • After a battle: is a general·has Severely Wounded-2 pts, 30%
  • At the end of each turn: is a general·has Hidden (level 2+)-1 pt, 2%
  • At the end of each turn: is a general·has Insane (level 2+)·50% chance-1 pt, 2%
  • At the end of each turn: is a general·has Senile (level 2+)-1 pt, 5%
  • At the end of each turn: is a general·doesn't have Officeholder·has Senile (level 2+)-1 pt, 5%

Growing Conviction

heretic, inquisitor
Growing Conviction1 pt +1 Piety

Surviving an attempt on his life has instilled this man with a little more confidence than he had before.

Strengthened Resolve2 pts +2 Piety

Several close calls have led this man to start believing he's a bit more of a man than most of those he has to deal with.

Feeling Invulnerable4 pts +3 Piety

After surviving so many attempts on his life, he thinks himself to be protected by divine grace.

How it's gained (12)
  • When the agent is recruited: is a inquisitor·on Hard+1 pt, 20%
  • When the agent is recruited: is a inquisitor·on Hard·after The Papal Inquisition Begins+1 pt, 20%
  • When the agent is recruited: is a inquisitor·on Very Hard+1 pt, 20%
  • When the agent is recruited: is a inquisitor·on Very Hard·after The Episcopal Inquisition+1 pt, 20%
  • When the agent is recruited: is a inquisitor·on Very Hard·after The Papal Inquisition Begins+1 pt, 20%
  • Executesanassassinonamission: is a inquisitor·doesn't have Waning Conviction+1 pt, 50%
  • At the end of each turn: is a inquisitor·has Growing Conviction (level 0+)+1 pt, 5%
  • When the agent is recruited: is a heretic·on Hard+1 pt, 30%
  • When the agent is recruited: is a heretic·on Very Hard+1 pt, 30%
  • When the agent is recruited: is a heretic·on Very Hard·turn 101++1 pt, 30%
  • When the agent is recruited: is a heretic·on Very Hard·turn 301++1 pt, 30%
  • Executesanassassinonamission: is a heretic·doesn't have Waning Conviction+1 pt, 75%
How it's lost (3)
  • After an assassination attempt on him: is a inquisitor·has Growing Conviction-1 pt, 50%
  • When the agent is recruited: is a heretic·on Medium·turn below 200-1 pt, 50%
  • After an assassination attempt on him: is a heretic·has Growing Conviction-1 pt, 50%

Haemophobic

family
Un-Manly1 pt -1 Authority-1 Troop morale

Goes pale at the sight of blood, a weakness unbefitting of a true man

Disgusted by Blood2 pts -2 Authority-2 Troop morale

Would beg and plead for an administrative role just to avoid the sight of blood. Given such weakness, it would be wisest to grant his wish.

Disgusted by Blood3 pts -2 Authority-2 Troop morale

Would beg and plead for an administrative role just to avoid the sight of blood. Given such weakness, it would be wisest to grant his wish.

Fears Blood13 pts -3 Authority-3 Troop morale

The mere thought of blood is enough to turn him green, and seeing it usually leaves him covered in his own sick.

How it's gained (5)
  • When he comes of age +1 pt, 2%
  • When he comes of age: Father: has hidden+1 pt, 10%
  • When he comes of age: Father's Chivalry 6++1 pt, 2%
  • When he comes of age: Father: has Haemophobic+1 pt, 10%
  • At the end of each turn: has Haemophobic (level below 3)·has Haemophobic (level 2+)+10 pts
How it's lost (3)

Hajj to Mecca

family
Hajj to Mecca1 pt +2 Piety

Having visited a site holy to the Prophet Mohamed, this man has found new humility.

How it's gained (2)
  • At the end of a turn spent in a settlement: in Al-Heġāz (Makkah)·is a general·he is Muslim·not has Hajj to Mecca+1 pt
  • At the end of each turn: in Al-Heġāz (Makkah)·is a general·not: ended next to an enemy army·he is Muslim·not has Hajj to Mecca+1 pt, 50%

Handsome

family
Cruelly Deformed1 pt -4 Local popularity-3 Fertility

This man's features are consider by most to be either deformed or inhuman. It is frightening and sad.

Repulsive to Behold2 pts -3 Local popularity-2 Fertility

This man's visage is not just ugly, it is difficult to look him in the eye.

Ugly3 pts -2 Local popularity-1 Fertility

Well, at least he's got two eyes... albeit way too close together.

A Bit Rough4 pts +1 Troop morale-1 Local popularity

Though he could be loved, no woman's fantasy looks anything like he does.

Plain5 pts

This man looks normal in every feature of his face or body.

Handsome6 pts +1 Local popularity

When he walks down the streets of his city, more than a few heads turn to watch him pass.

Physically Attractive7 pts +2 Local popularity

Boasts looks that most men would kill to have when courting ladies.

Striking to Behold9 pts +1 Authority+3 Local popularity

Women commonly lose their words when first addressing this beautiful man.

Physically Flawless11 pts -1 Troop morale+1 Authority+4 Local popularity

There is no chance this man's portrait will be flattering, no matter how deft the artist.

How it's gained (69)
  • When he comes of age: on Very Hard·is a general+5 pts
  • When he comes of age: on Hard·is a general+5 pts
  • When he comes of age: on Medium·is a general+5 pts
  • When he comes of age: on Easy·is a general+5 pts
  • When he is offered for adoption: on Very Hard+5 pts
  • When he is offered for adoption: on Hard+5 pts
  • When he is offered for adoption: on Medium+5 pts
  • When he is offered for adoption: on Easy+5 pts
  • When he is offered for marriage: on Very Hard+5 pts
  • When he is offered for marriage: on Hard+5 pts
  • When he is offered for marriage: on Medium+5 pts
  • When he is offered for marriage: on Easy+5 pts
  • When he is offered for adoption (as a captain): on Very Hard+5 pts
  • When he is offered for adoption (as a captain): on Hard+5 pts
  • When he is offered for adoption (as a captain): on Medium+5 pts
  • When he is offered for adoption (as a captain): on Easy+5 pts
  • When he comes of age +2 pts, 50%
  • When he comes of age +1 pt, 50%
  • When he comes of age: Father: has Handsome (level 6+)·has Biological Son+1 pt, 50%
  • When he comes of age: Father: has Handsome (level 8+)·has Biological Son+1 pt, 50%
  • When he comes of age: Father: has Wife Is Charming+2 pts, 50%
  • When he comes of age: Father: has Wife Is Charming (level 2+)+2 pts, 50%
  • When he comes of age: Father: has Wife Is Charming (level 3+)+2 pts, 50%
  • When he comes of age: Father: has Wife Has Converted·has Handsome (level 6+)+1 pt, 50%
  • When he comes of age: Father: has Wife Has Converted·has Handsome (level 6+)+1 pt, 50%
  • When he comes of age: Father: has Well Groomed (level 2+)·has Biological Son+1 pt, 50%
  • When he comes of age: has Illegitimate Son+1 pt, 50%
  • When he comes of age: has Illegitimate Son+1 pt, 33%
  • When he comes of age: Father: has Abbasid Relations (level 2+)·Father: not has Moorish Relations (level 2+)·Father: not has Zengid Relations (level 2+)·Father: not has Fatimid Relations (level 2+)·Father: not has Rum Seljuk Relations (level 2+)·Father: not has Seljuk Relations (level 2+)·has Biological Son+1 pt, 33%
  • When he comes of age: Father: has Aragonese Relations (level 2+)·Father: not has Pisan Relations (level 2+)·Father: not has Sicilian Relations (level 2+)·Father: not has Castilian Relations (level 2+)·Father: not has Portuguese Relations (level 2+)·has Biological Son+1 pt, 33%
  • When he comes of age: Father: has Qipchaq Relations (level 2+)·Father: not has Georgian Relations (level 2+)·Father: not has Kievan Relations (level 2+)·Father: not has Novgorodian Relations (level 2+)·Father: not has Eastern Roman Relations (level 2+)·Father: not has Polish Relations (level 2+)·Father: not has Hungarian Relations (level 2+)·Father: not has Serbian Relations (level 2+)·has Biological Son+1 pt, 33%
  • When he comes of age: Father: has Danish Relations (level 2+)·Father: not has Norwegian Relations (level 2+)·Father: not has Scottish Relations (level 2+)·Father: not has English Relations (level 2+)·Father: not has Germanic Relations (level 2+)·Father: not has French Relations (level 2+)·has Biological Son+1 pt, 33%
  • When he comes of age: Father: has Fatimid Relations (level 2+)·Father: not has Abbasid Relations (level 2+)·Father: not has Moorish Relations (level 2+)·Father: not has Zengid Relations (level 2+)·Father: not has Rum Seljuk Relations (level 2+)·Father: not has Seljuk Relations (level 2+)·has Biological Son+1 pt, 33%
  • When he comes of age: Father: has English Relations (level 2+)·Father: not has Norwegian Relations (level 2+)·Father: not has Scottish Relations (level 2+)·Father: not has Germanic Relations (level 2+)·Father: not has French Relations (level 2+)·Father: not has Danish Relations (level 2+)·has Biological Son+1 pt, 33%
  • When he comes of age: Father: has French Relations (level 2+)·Father: not has Norwegian Relations (level 2+)·Father: not has Scottish Relations (level 2+)·Father: not has English Relations (level 2+)·Father: not has Germanic Relations (level 2+)·Father: not has Danish Relations (level 2+)·has Biological Son+1 pt, 33%
  • When he comes of age: Father: has Georgian Relations (level 2+)·Father: not has Kievan Relations (level 2+)·Father: not has Novgorodian Relations (level 2+)·Father: not has Eastern Roman Relations (level 2+)·Father: not has Qipchaq Relations (level 2+)·Father: not has Polish Relations (level 2+)·Father: not has Hungarian Relations (level 2+)·Father: not has Serbian Relations (level 2+)·has Biological Son+1 pt, 33%
  • When he comes of age: Father: has Eastern Roman Relations (level 2+)·Father: not has Georgian Relations (level 2+)·Father: not has Kievan Relations (level 2+)·Father: not has Novgorodian Relations (level 2+)·Father: not has Qipchaq Relations (level 2+)·Father: not has Polish Relations (level 2+)·Father: not has Hungarian Relations (level 2+)·Father: not has Serbian Relations (level 2+)·has Biological Son+1 pt, 33%
  • When he comes of age: Father: has Germanic Relations (level 2+)·Father: not has Norwegian Relations (level 2+)·Father: not has Scottish Relations (level 2+)·Father: not has French Relations (level 2+)·Father: not has Danish Relations (level 2+)·has Biological Son+1 pt, 33%
  • When he comes of age: Father: has Hungarian Relations (level 2+)·Father: not has Georgian Relations (level 2+)·Father: not has Kievan Relations (level 2+)·Father: not has Novgorodian Relations (level 2+)·Father: not has Eastern Roman Relations (level 2+)·Father: not has Qipchaq Relations (level 2+)·Father: not has Polish Relations (level 2+)·Father: not has Serbian Relations (level 2+)·has Biological Son+1 pt, 33%
  • When he comes of age: Father: has Crusader States Relations (level 2+)·Father: not has English Relations (level 2+)·Father: not has Germanic Relations (level 2+)·Father: not has French Relations (level 2+)·Father: not has Danish Relations (level 2+)·has Biological Son+1 pt, 33%
  • When he comes of age: Father: has Kievan Relations (level 2+)·Father: not has Georgian Relations (level 2+)·Father: not has Kievan Relations (level 2+)·Father: not has Novgorodian Relations (level 2+)·Father: not has Eastern Roman Relations (level 2+)·Father: not has Polish Relations (level 2+)·Father: not has Hungarian Relations (level 2+)·Father: not has Serbian Relations (level 2+)·has Biological Son+1 pt, 33%
  • When he comes of age: Father: has Lithuanian Relations (level 2+)·Father: not has Georgian Relations (level 2+)·Father: not has Kievan Relations (level 2+)·Father: not has Novgorodian Relations (level 2+)·Father: not has Eastern Roman Relations (level 2+)·Father: not has Qipchaq Relations (level 2+)·Father: not has Polish Relations (level 2+)·Father: not has Hungarian Relations (level 2+)·Father: not has Serbian Relations (level 2+)·has Biological Son+1 pt, 33%
  • When he comes of age: Father: has Moorish Relations (level 2+)·Father: not has Abbasid Relations (level 2+)·Father: not has Zengid Relations (level 2+)·Father: not has Fatimid Relations (level 2+)·Father: not has Rum Seljuk Relations (level 2+)·Father: not has Seljuk Relations (level 2+)·has Biological Son+1 pt, 33%
  • When he comes of age: Father: has Norwegian Relations (level 2+)·Father: not has Scottish Relations (level 2+)·Father: not has Germanic Relations (level 2+)·Father: not has French Relations (level 2+)·Father: not has Danish Relations (level 2+)·has Biological Son+1 pt, 33%
  • When he comes of age: Father: has Pisan Relations (level 2+)·Father: not has Sicilian Relations (level 2+)·Father: not has Aragonese Relations (level 2+)·Father: not has Castilian Relations (level 2+)·Father: not has Portuguese Relations (level 2+)+1 pt, 33%
  • When he comes of age: Father: has Polish Relations (level 2+)·Father: not has Georgian Relations (level 2+)·Father: not has Kievan Relations (level 2+)·Father: not has Novgorodian Relations (level 2+)·Father: not has Eastern Roman Relations (level 2+)·Father: not has Qipchaq Relations (level 2+)·Father: not has Hungarian Relations (level 2+)·Father: not has Serbian Relations (level 2+)·has Biological Son+1 pt, 33%
  • When he comes of age: Father: has Portuguese Relations (level 2+)·Father: not has Pisan Relations (level 2+)·Father: not has Sicilian Relations (level 2+)·Father: not has Aragonese Relations (level 2+)·Father: not has Castilian Relations (level 2+)+1 pt, 33%
  • When he comes of age: Father: has Rum Seljuk Relations (level 2+)·Father: not has Abbasid Relations (level 2+)·Father: not has Moorish Relations (level 2+)·Father: not has Zengid Relations (level 2+)·Father: not has Fatimid Relations (level 2+)·Father: not has Seljuk Relations (level 2+)·has Biological Son+1 pt, 33%
  • When he comes of age: Father: has Novgorodian Relations (level 2+)·Father: not has Georgian Relations (level 2+)·Father: not has Kievan Relations (level 2+)·Father: not has Eastern Roman Relations (level 2+)·Father: not has Qipchaq Relations (level 2+)·Father: not has Polish Relations (level 2+)·Father: not has Hungarian Relations (level 2+)·Father: not has Serbian Relations (level 2+)·has Biological Son+1 pt, 33%
  • When he comes of age: Father: has Scottish Relations (level 2+)·Father: not has Norwegian Relations (level 2+)·Father: not has Germanic Relations (level 2+)·Father: not has French Relations (level 2+)·Father: not has Danish Relations (level 2+)·has Biological Son+1 pt, 33%
  • When he comes of age: Father: has Serbian Relations (level 2+)·Father: not has Georgian Relations (level 2+)·Father: not has Kievan Relations (level 2+)·Father: not has Novgorodian Relations (level 2+)·Father: not has Eastern Roman Relations (level 2+)·Father: not has Qipchaq Relations (level 2+)·Father: not has Polish Relations (level 2+)·Father: not has Hungarian Relations (level 2+)·has Biological Son+1 pt, 33%
  • When he comes of age: Father: has Sicilian Relations (level 2+)·Father: not has Pisan Relations (level 2+)·Father: not has Aragonese Relations (level 2+)·Father: not has Castilian Relations (level 2+)·Father: not has Portuguese Relations (level 2+)+1 pt, 33%
  • When he comes of age: Father: has Castilian Relations (level 2+)·Father: not has Pisan Relations (level 2+)·Father: not has Sicilian Relations (level 2+)·Father: not has Aragonese Relations (level 2+)·Father: not has Portuguese Relations (level 2+)+1 pt, 33%
  • When he comes of age: Father: has Seljuk Relations (level 2+)·Father: not has Abbasid Relations (level 2+)·Father: not has Moorish Relations (level 2+)·Father: not has Zengid Relations (level 2+)·Father: not has Fatimid Relations (level 2+)·Father: not has Rum Seljuk Relations (level 2+)·has Biological Son+1 pt, 33%
  • When he comes of age: Father: has Venetian Relations (level 2+)·Father: not has Pisan Relations (level 2+)·Father: not has Sicilian Relations (level 2+)·Father: not has Aragonese Relations (level 2+)·Father: not has Castilian Relations (level 2+)·Father: not has Portuguese Relations (level 2+)·has Biological Son+1 pt, 33%
  • When he comes of age: Father: has Zengid Relations (level 2+)·Father: not has Abbasid Relations (level 2+)·Father: not has Moorish Relations (level 2+)·Father: not has Fatimid Relations (level 2+)·Father: not has Rum Seljuk Relations (level 2+)·Father: not has Seljuk Relations (level 2+)·has Biological Son+1 pt, 33%
  • When he is offered for adoption +1 pt, 50%
  • When he is offered for adoption +1 pt, 50%
  • When he is offered for marriage +2 pts, 10%
  • When he is offered for marriage +1 pt, 50%
  • When he is offered for adoption (as a captain) +1 pt, 40%
  • When he is offered for adoption (as a captain) +1 pt, 10%
  • When he is offered for adoption (as a captain) +1 pt, 10%
  • At the end of a turn spent in a settlement: has Wantschool·has Handsome (level 4+)·50% chance+1 pt, 20%
  • At the end of a turn spent in a settlement: has Handsome (level 4+)·has Handsome (level below 8)·has Well Groomed·age below 40·settlement has Artist Studio or better+1 pt, 5%
  • At the end of a turn spent in a settlement: has Handsome (level 4+)·has Handsome (level below 8)·has Well Groomed·age below 40·settlement has Theatre or better+1 pt, 5%
  • At the end of a turn spent in a settlement: has Well Groomed (level 2+)·has Handsome (level 4+)·has Handsome (level below 7)·has Fit For Office (level 2+)+1 pt, 5%
  • At the start of each turn: is a general·doesn't have Handsome+5 pts
  • At the end of each turn: doesn't have Handsome·is a general+5 pts
How it's lost (25)
  • When he comes of age -2 pts, 50%
  • When he comes of age -1 pt, 50%
  • When he comes of age: Father: has Handsome (level below 3)·has Biological Son-1 pt, 50%
  • When he comes of age: Father: has Handsome (level below 5)·has Biological Son-1 pt, 50%
  • When he comes of age: Father: has Wife Is Horrid·has Handsome (level 2+)-1 pt, 50%
  • When he comes of age: Father: has Wife Is Horrid (level 2+)·has Handsome (level 2+)-1 pt, 50%
  • When he comes of age: Father: has Wife Is Horrid (level 3+)·has Handsome (level 2+)-1 pt, 50%
  • When he comes of age: Father: has Wife Has Converted·has Handsome (level below 5)·has Handsome (level 2+)-1 pt, 50%
  • When he comes of age: Father: has Inbred·has Biological Son·has Handsome (level 3+)-2 pts, 50%
  • When he comes of age: Father: has Inbred·has Biological Son·has Handsome (level 3+)-2 pts, 50%
  • When he comes of age: faction is England-1 pt, 4%
  • When he is offered for adoption -1 pt, 50%
  • When he is offered for adoption -1 pt, 50%
  • When he is offered for marriage -2 pts, 50%
  • At the start of each turn: a special condition·a special condition-1 pt, 5%
  • At the start of each turn: a special condition·a special condition-1 pt, 5%
  • At the start of each turn: a special condition-1 pt, 5%
  • At the end of each turn: has Severely Wounded·has Handsome (level 4+)·50% chance-1 pt, 20%
  • At the end of each turn: has Hidden·has Handsome (level 2+)·50% chance-1 pt, 20%
  • At the end of a turn spent in a settlement: has Handsome (level 2+)·settlement has plague·50% chance-1 pt, 20%
  • At the end of a turn spent in a settlement: has Drink (level 3+)·has Handsome (level 4+)·settlement has plague·50% chance-1 pt, 20%
  • At the end of each turn: has Drink (level 5+)·has Handsome (level 4+)·50% chance-1 pt, 20%
  • At the start of each turn: doesn't have Well Groomed·has Handsome (level 8+)-1 pt
  • At the start of each turn: has Battle Scarred (level 2+)·has Handsome (level 6+)-1 pt
  • At the start of each turn: has Battle Scarred (level 3+)·has Handsome (level 4+)-1 pt

Hardened

family
Hardened to Battle1 pt +1 Hit points

This man has lost friends in battle, but he has hardened himself to the realities of war. He is resolved, sure, and committed.

Tempered by Violence4 pts

"I have watched dear friends die in the mud. I have been washed by the blood of my bodyguards when the enemy charged down upon us. And I have by my own hands sent more men than I count to meet the Almighty. But these things have not darkened my soul. No. They have merely taught me to be wary of the hardships of war, and to do my best to make wars brief."

Tempered by Violence14 pts +1 Command+1 Hit points-1 Piety

"I have watched dear friends die in the mud. I have been washed by the blood of my bodyguards when the enemy charged down upon us. And I have by my own hands sent more men than I count to meet the Almighty. But these things have not darkened my soul. No. They have merely taught me to be wary of the hardships of war, and to do my best to make wars brief."

Twisted by Violence18 pts +2 Hit points-2 Troop morale-2 Piety-1 Chivalry

Too many friends have been lost, too many enemies slain, and the ghosts of all have begun to haunt his waking life. With such terrors for his constant companions, the only course left to him is to drive madly into battle and drown the wraiths' calls in the shrieking fury of fresh death. To arms!

How it's gained (4)
  • After a battle: is a general·% of bodyguard lost 41+·% of enemy killed 51+·doesn't have Humane+1 pt, 10%
  • After a battle: is a general·not: won the battle·kills by his bodyguard 1+·% of bodyguard lost 26+·doesn't have Humane+1 pt, 10%
  • At the end of each turn: has Hardened (level below 3)·has Hardened (level 2+)+10 pts
  • At the end of each turn: has Hardened·20% chance+1 pt, 10%
How it's lost (2)
  • When he becomes a father -1 pt, 50%
  • At the end of each turn: is a general·has Hardened·has Humane-1 pt

Harsh Ruler

family
Iron-fisted1 pt -1 Chivalry+1 Law

Rules with an iron fist - it is the lot of the common people to serve him. He enjoys reminding them of this.

Harsh Ruler3 pts -2 Chivalry+2 Law

Makes the lives of the people less bearable, often humiliating peasants simply out of spite.

Cruel Ruler6 pts -3 Chivalry+3 Law+1 Unrest

Actively enjoys making those under his dominion suffer, and finds excuses to do so whenever possible. As a result, they both fear and respect their master.

How it's gained (5)
How it's lost (2)

Cancels out: Kind Ruler

Hates Father

family
Disrespects His Father1 pt -1 Loyalty

This ruler's son has little respect for his father. Such disaffection toward his family also makes one question his feelings toward his fatherland.

Scorns His Father3 pts -2 Loyalty

This ruler's son openly mocks his father. He cares nothing for family, and little for fatherland!

Hates His Father6 pts -3 Loyalty

This man knows that while you cannot choose a new father, you very well can choose to get rid of the old one. And while you're at it, get rid of your mother, brother, and anyone else stained by your father's touch!

How it's gained (24)
  • When he comes of age: Father: has Factionleader (level 3+)·has Illegitimate Son+1 pt, 20%
  • When he comes of age: Father: has Factionleader (level 3+)·Father: has Wife Is Horrid+1 pt, 5%
  • When he comes of age: Father: has Factionleader (level 3+)·Father: has Wife Is Bitch+1 pt, 5%
  • When he comes of age: Father: has Factionleader (level 3+)·Father: has Wife Is Domineering+1 pt, 10%
  • When he comes of age: Father: has Factionleader (level 3+)·Father: has Wife Is Domineering (level 2+)+1 pt, 20%
  • When he comes of age: Father: has Factionleader (level 3+)·Father: has Girls+1 pt, 5%
  • When he comes of age: Father: has Factionleader (level 3+)·Father: has Sobriety (level 2+)+1 pt, 5%
  • When he comes of age: Father: has Factionleader (level 3+)·Father: has Drink (level 3+)+1 pt, 5%
  • When he comes of age: Father: has Factionleader (level 3+)·Father: has Drink (level 5+)+1 pt, 50%
  • When he comes of age: Father: has Factionleader (level 3+)·Father: has Coward+1 pt, 20%
  • When he comes of age: Father: has Factionleader (level 3+)·Father: has Disciplinarian (level 2+)·Father: has Liar+1 pt, 50%
  • When he comes of age: Father: has Factionleader (level 3+)·Father: has Bad Disciplinarian (level 2+)·Father: has Anger+1 pt, 50%
  • When he comes of age: Father: has Factionleader (level 3+)·Father: has Slothful+1 pt, 5%
  • When he comes of age: Father: has Factionleader (level 3+)·Father: has Perverted+1 pt, 5%
  • When he comes of age: Father: has Factionleader (level 3+)·Father: has Paranoia+1 pt, 5%
  • When he comes of age: Father: has Factionleader (level 3+)·Father: has Cuckold+1 pt, 5%
  • When he comes of age: Father: has Factionleader (level 3+)·Father: has Corrupt+1 pt, 5%
  • When he comes of age: Father: has Factionleader (level 3+)·Father: has Embezzler+1 pt, 5%
  • When he comes of age: Father: has Factionleader (level 3+)·Father: has Authoritarian+1 pt, 5%
  • When he comes of age: Father: has Factionleader (level 3+)·Father: has Prim+1 pt, 5%
  • When he comes of age: Father: has Factionleader (level 3+)·Father: has Austere+1 pt, 5%
  • When he comes of age: Father: has Factionleader (level 3+)·Father: has Miserly+1 pt, 10%
  • At the end of each turn: Father: has Factionleader (level 3+)·Father: has Xenophobia (level 4+)·has Xenophilia·has Wantschool+1 pt, 5%
  • At the end of each turn: Father: has Factionleader (level 3+)·Father: has Xenophilia (level 4+)·has Xenophobia·has Wantschool+1 pt, 5%
How it's lost (4)

Heretic Persuasion

heretic
Mind Reader1 pt +1 Piety

So convincing are his words that people rumour of black arts behind him.

Understands the Heart2 pts +2 Piety

No doubt this man understands the hearts of those who come to him.

False Prophet3 pts +5 Piety+1 Level

People gather around this man and listen to his every word without any doubt... Could he be a prophet?

How it's gained (11)
  • When the agent is recruited: is a heretic·on Hard+1 pt, 30%
  • When the agent is recruited: is a heretic·on Very Hard+1 pt, 30%
  • When the agent is recruited: is a heretic·on Very Hard·turn 101++1 pt, 30%
  • When the agent is recruited: is a heretic·on Very Hard·turn 301++1 pt, 30%
  • Priestbecomesheretic: doesn't have Natural Heretic Skill+1 pt, 50%
  • Priestbecomesheretic: doesn't have Natural Heretic Skill+1 pt, 30%
  • Priestbecomesheretic: doesn't have Natural Heretic Skill+1 pt, 10%
  • When the agent is recruited: is a heretic+1 pt, 50%
  • When the agent is recruited: is a heretic+1 pt, 30%
  • When the agent is recruited: is a heretic+1 pt, 10%
  • At the end of each turn: is a heretic+1 pt, 4%
How it's lost (3)
  • When the agent is recruited: is a heretic·on Medium·turn below 200-1 pt, 50%
  • At the end of each turn: is a heretic-1 pt, 2%
  • At the start of each turn: is a heretic·age 56+·has Natural Heretic Skill-1 pt, 5%

Hero of Scotland

family
Hero of Scotland1 pt +1 Command+3 Troop morale+3 Level+3 Command vs England

Wallace is not the most polished of characters, but that does not prevent him from being one of the most inspirational leaders of all the Scots.

Only given by special events or at the start of the campaign.

Holds a Provincial Title

family
Holds a Provincial Title1 pt +1 Loyalty+1 Law-1 Personal security-5 Tax collection

He has been granted fiefs in one of the provinces of the faction realm. His peers look on in awe of his position at the court, making him more loyal to his liege. However, this privilege comes at a price: he is more susceptible to assassination attempts, and there are special expenses he must cover from the taxes collected from the people."

How it's gained (1)
  • At the start of each turn: has an ancillary of type dearmad her·not: is faction leader·doesn't have Holds a Provincial Title+1 pt
How it's lost (2)

Horse Racer

family
Good Racer1 pt +1 Movement

Some use horses for work. Some use horses for war. This man uses them to bolt around tracks as fast as he can!

Great Racer3 pts +2 Movement+1 Cavalry command

This man has become a true master in the saddle, able to drive any animal further, and faster.

Famous Racer6 pts +1 Authority+3 Movement+1 Cavalry command

On the back of horse or camel, this man is known as one of the best riders of all Islam.

How it's gained (11)
  • When he comes of age: Father: has Horse Racer (level 2+)·has Military Minded+1 pt, 30%
  • When he comes of age: Father: has Good Cavalry General (level 2+)·has Military Minded·he is Muslim+1 pt, 10%
  • When he is offered for adoption (as a captain) +1 pt, 10%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·settlement has Racing Track or better·has Fit For Office (level 2+)·doesn't have Coward·has Hale And Hearty (level 5+)+1 pt, 5%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·settlement has Racing Track or better·has Military Minded (level 1)·has Fit For Office (level 2+)·doesn't have Coward·has Hale And Hearty (level 5+)+1 pt, 5%
  • At the end of a turn spent in a settlement: is a general·settlement has Racing Track or better·settlement has Castle or better·has Military Minded (level 1)·Authority 1+·not Chivalry below 0·age below 40·has Fit For Office (level 2+)·doesn't have Coward·has Hale And Hearty (level 5+)+1 pt, 5%
  • When a building he governs is finished: just finished Landowners' Guards or better·settlement has Racing Track or better+1 pt, 50%
  • At the end of a turn spent in a settlement: has Horse Racer·not: player's faction+1 pt, 5%
  • When a building he governs is finished: just finished Racing Track or better+1 pt
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·50% chance·settlement has Horse Breeders Guild or better·has Wantschool·has Military Edu (level below 3)+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·50% chance·settlement has Horse Breeders Guild or better·has Wantschool·has Military Edu (level below 3)+1 pt, 2%

Humane

family
Personal Loss1 pt +1 Piety-1 Command

This man has lost friends and family due to the calamities of war, and he is beginning to doubt whether that esteemed human enterprise is really worth all the trouble.

Doubts War's Point4 pts

This man is aware of the commonality between all human beings, and it softens him. While he may still make a great diplomat or administrator, his understanding of the pain he inflicts on his enemies has made him an indecisive commander.

Doubts War's Point14 pts +2 Piety-1 Command-1 Loyalty

This man is aware of the commonality between all human beings, and it softens him. While he may still make a great diplomat or administrator, his understanding of the pain he inflicts on his enemies has made him an indecisive commander.

War Is Hell18 pts +2 Piety-2 Command-2 Loyalty

"Too many friends have been lost, too many sons slain. And what have we won by it all? A stripe of land where we may plant the dead, who will never rise again? I am a dutiful man, my Lord, and I will do what I can for our people, but never again will I raise a hand in violence against my fellow man!"

How it's gained (4)
  • After a battle: is a general·% of bodyguard lost 41+·doesn't have Hardened+1 pt, 5%
  • After a battle: is a general·not: won the battle·kills by his bodyguard 1+·% of bodyguard lost 26+·doesn't have Hardened+1 pt, 10%
  • At the end of each turn: has Humane (level below 3)·has Humane (level 2+)+10 pts
  • At the end of each turn: has Humane·20% chance+1 pt, 10%
How it's lost (1)
  • At the end of each turn: is a general·has Hardened·has Humane-1 pt

Illegitimate Son

family
Illegitimate Son1 pt -1 Local popularity-1 Authority

A child born out of wedlock is rarely acceptable. It is rumoured that his mother is one of his father's concubines, or worse: a common courtesan!

How it's gained (13)
  • When he comes of age: Father: has Wife Is Horrid (level 1)·faction is not Papal States·is a general+1 pt, 20%
  • When he comes of age: Father: has Wife Is Horrid (level 2)·faction is not Papal States·is a general+1 pt, 40%
  • When he comes of age: Father: has Wife Is Horrid (level 3)·faction is not Papal States·is a general+1 pt, 60%
  • When he comes of age: Father: has Wife Is Bitch (level 1)·faction is not Papal States·is a general+1 pt, 15%
  • When he comes of age: Father: has Wife Is Bitch (level 2)·faction is not Papal States·is a general+1 pt, 30%
  • When he comes of age: Father: has Wife Is Bitch (level 3)·faction is not Papal States·is a general+1 pt, 45%
  • When he comes of age: Father: has Wife Is Barren (level 1)·faction is not Papal States·is a general+1 pt, 30%
  • When he comes of age: Father: has Wife Is Barren (level 2)·faction is not Papal States·is a general+1 pt, 40%
  • When he comes of age: Father: has Wife Is Barren (level 3)·faction is not Papal States·is a general+1 pt, 66%
  • When he comes of age: Father: has Girls·faction is not Papal States·is a general+1 pt, 10%
  • When he comes of age: Father: has Girls (level 3+)·faction is not Papal States·is a general+1 pt, 33%
  • When he comes of age: Father: has Epicurean·faction is not Papal States·is a general+1 pt, 10%
  • When he comes of age: Father: has Cultured·faction is not Papal States·is a general+1 pt, 10%
How it's lost (6)

Inbred

family
A Bit Odd1 pt -1 Fertility

There's something not entirely right about this man.

Of Dubious Lineage2 pts -2 Fertility

Displays some lameness that suggests his lineage may not be as noble as one would expect.

Inbred3 pts -1 Command-2 Tax collection-3 Fertility

Men like this bring into question if there are enough noble families for proper courting any more.

Woefully Inbred4 pts -1 Command-1 Authority-5 Tax collection-4 Fertility

Sadly inbred men like this bring into question if there are enough noble families for proper courting any more...

Spawn of Incest5 pts -2 Command-2 Authority-10 Tax collection-5 Fertility

Was told to be happier when mother and father's marriage transformed them into husband and wife from brother and sister.

Betrothed to Mother6 pts -3 Command-3 Authority-15 Tax collection

Likely to sire children with his mother, and maybe with one of them once they're of breeding age.

How it's gained (11)
  • When he comes of age: Father: has Inbred+1 pt, 33%
  • When he comes of age: Father: has Inbred+1 pt, 25%
  • When he comes of age: Father: has Inbred (level 2+)+1 pt, 33%
  • When he comes of age: Father: has Inbred (level 2+)+1 pt, 25%
  • When he comes of age: Father: has Inbred (level 3+)+1 pt, 33%
  • When he comes of age: Father: has Inbred (level 3+)+1 pt, 25%
  • When he comes of age: Father: has Inbred (level 4+)+1 pt, 33%
  • When he comes of age: Father: has Inbred (level 4+)+1 pt, 25%
  • When he comes of age: Father: has Inbred (level 5+)+1 pt, 33%
  • When he comes of age: Father: has Inbred (level 5+)+1 pt, 25%
  • When he comes of age +1 pt, 2%

Insane

family
Dysfunctional1 pt -1 Authority-1 Command-10 Tax collection

This man has odd spells which prevent him from dealing with important matters at hand.

Quite Mad2 pts -2 Authority-2 Command-10 Trading-10 Tax collection

Not making sense most of the time, often launching into tirades of utter nonsense. The decisions taken are similarly wrong.

Quite Mad12 pts -2 Authority-2 Command-10 Trading-10 Tax collection

Not making sense most of the time, often launching into tirades of utter nonsense. The decisions taken are similarly wrong.

Utterly Insane13 pts -3 Authority-3 Command-20 Trading-20 Tax collection

Barely knows when he is spoken to, nor what he says. There is no cause or reason left in this poor man's mind at all. He is beyond salvation.

Utterly Insane23 pts -3 Authority-3 Command-20 Trading-20 Tax collection

Barely knows when he is spoken to, nor what he says. There is no cause or reason left in this poor man's mind at all. He is beyond salvation.

How it's gained (24)
  • When he comes of age +1 pt, 2%
  • When he comes of age: Father: has Wife Is Horrid+1 pt, 2%
  • When he comes of age: Father: has Wife Is Domineering+1 pt, 2%
  • When he comes of age: Father: has Wife Is Bitch+1 pt, 2%
  • When he comes of age: Father: doesn't have Sane·50% chance+1 pt, 2%
  • When he comes of age: has Illegitimate Son+1 pt, 2%
  • When he comes of age: Father: has Illegitimate Son·doesn't have Illegitimate Son+1 pt, 2%
  • When he comes of age: Father's Chivalry below -5+1 pt, 2%
  • When he comes of age: Father: has Bloodthirsty+1 pt, 2%
  • When he is offered for adoption +1 pt, 3%
  • When he is offered for marriage +1 pt, 2%
  • At the end of each turn: is a general·is at sea·doesn't have Marital Ties·50% chance+1 pt, 4%
  • At the end of each turn: is a general·is at sea·has Marital Ties·50% chance+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·50% chance·settlement has Theologians Guild or better·has Wantschool+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·50% chance·settlement has Theologians Guild or better·has Wantschool+1 pt, 2%
  • At the end of each turn: settlement is under siege·is a general·doesn't have Military Edu+1 pt, 5%
  • When his city riots: has Intelligent (level below 6)·is a general·50% chance+1 pt, 2%
  • When his city rebels: has Intelligent (level below 6)·is a general·50% chance+1 pt, 2%
  • At the end of each turn: has Beyond Battle·50% chance+1 pt, 2%
  • At the end of each turn: has Insane·has Intelligent (level below 5)+1 pt, 3%
  • At the end of each turn: has Insane (level below 3)·has Insane (level 2+)+10 pts
  • At the end of each turn: has Insane (level below 4)·has Insane (level 3+)+10 pts
  • After a battle: was the attacker·is a general·not: won the battle·battle result at least clear·battle odds at least 0.5·battle odds less than 1.5·night battle+1 pt, 10%
  • After a battle: not: was the attacker·is a general·not: won the battle·battle result at least clear·battle odds at least 0.5·battle odds less than 1.5·night battle+1 pt, 10%
How it's lost (1)
  • At the end of each turn: has Insane·has Sane-1 pt

Intelligent

family
Idiot3 pts -2 Authority-1 Command

It is a wonder that such an idiot is a nobleman.

Idiot10 pts -2 Authority-1 Command

It is a wonder that such an idiot is a nobleman.

Stupid13 pts -1 Authority-1 Command

Frustratingly unaware of how things work, more so for those that must answer to him than others.

Unintelligent16 pts -1 Authority

Doesn't get new knowledge easily.

Normal intelligence19 pts

He doesn't stand out with ideas, comments or wits. He's just normal.

Intelligent23 pts +1 Authority

Has a natural intelligence, one that is apparent to others.

Smart27 pts +1 Authority+1 Command

Understands things others can't without having to try many times.

Genius30 pts +1 Command+2 Authority

Blessed with a superior intellect, this man's genius is an asset that he can apply to all aspects of his life.

Genius35 pts +1 Command+2 Authority

Blessed with a superior intellect, this man's genius is an asset that he can apply to all aspects of his life.

How it's gained (190)
  • When he comes of age: on Very Hard·is a general+20 pts
  • When he comes of age: on Hard·is a general+20 pts
  • When he comes of age: on Medium·is a general+20 pts
  • When he comes of age: on Easy·is a general+20 pts
  • When he is offered for adoption: on Very Hard+20 pts
  • When he is offered for adoption: on Hard+20 pts
  • When he is offered for adoption: on Medium+20 pts
  • When he is offered for adoption: on Easy+20 pts
  • When he is offered for marriage: on Very Hard+20 pts
  • When he is offered for marriage: on Hard+20 pts
  • When he is offered for marriage: on Medium+20 pts
  • When he is offered for marriage: on Easy+20 pts
  • When he is offered for adoption (as a captain): on Very Hard+20 pts
  • When he is offered for adoption (as a captain): on Hard+20 pts
  • When he is offered for adoption (as a captain): on Medium+20 pts
  • When he is offered for adoption (as a captain): on Easy+20 pts
  • When he comes of age +7 pts, 10%
  • When he comes of age +3 pts, 50%
  • When he comes of age: Father: has Intelligent (level 6+)+1 pt, 50%
  • When he comes of age: Father: has Intelligent (level 7+)+1 pt, 50%
  • When he comes of age: Father: has Intelligent (level 8+)+1 pt, 50%
  • When he comes of age: Father's Command 6++1 pt, 50%
  • When he comes of age: Father's Authority 6++1 pt, 50%
  • When he comes of age: Father's Chivalry 6++1 pt, 50%
  • When he comes of age: Father: has Western Edu (level 2+)+1 pt, 50%
  • When he comes of age: Father: has Eastern Edu (level 2+)+1 pt, 50%
  • When he comes of age: Father: has Greek Edu (level 2+)+1 pt, 50%
  • When he comes of age: Father: has Pagan Edu (level 2+)+1 pt, 50%
  • When he comes of age: Father: has Military Edu (level 2+)+1 pt, 50%
  • When he comes of age: Father: has Scholar+1 pt, 50%
  • When he comes of age: Father: has Aptitude for Mathematics+1 pt, 50%
  • When he comes of age: Father: has Poet+1 pt, 50%
  • When he comes of age: Father: has Xenophilia+1 pt, 50%
  • When he comes of age: Father: has Xenophilia (level 3+)+1 pt, 50%
  • When he comes of age: Father: has Victor Virtue+1 pt, 30%
  • When he comes of age: Father: has Vanquisher (level 4+)+1 pt, 30%
  • When he comes of age: Father: has Wife Is Wise+1 pt, 20%
  • When he comes of age: Father: has Wife Is Wise (level 4+)+1 pt, 10%
  • When he comes of age: Father: has Wife Is Domineering+2 pts, 5%
  • When he comes of age: Father: has Wife Is Charming+1 pt, 15%
  • When he comes of age: Father: has Tourney Knight (level 2+)+1 pt, 15%
  • When he comes of age: Father: has Considered a Poulain (level 2+)+1 pt, 15%
  • When he comes of age: is a general·has Intelligent (level below 5)·has Scholar+2 pts
  • When he comes of age: is a general·faction has Barons Stables or better+1 pt, 10%
  • When he comes of age: is a general·faction has Military Academy or better+1 pt, 10%
  • When he comes of age: is a general·faction has Royal Arsenal or better+1 pt, 10%
  • When he comes of age: is a general·faction has Cannon Towers or better+1 pt, 10%
  • When he comes of age: is a general·faction has Alchemists Lab+1 pt, 10%
  • When he comes of age: is a general·faction has Alchemy School+1 pt, 10%
  • When he comes of age: is a general·faction has Castle Library or better+1 pt, 10%
  • When he comes of age: is a general·faction has Library or better+1 pt, 10%
  • When he comes of age: is a general·faction has University+1 pt, 10%
  • When he comes of age: is a general·faction has University or better+1 pt, 10%
  • When he comes of age: on Medium+2 pts
  • When he comes of age: on Hard+1 pt
  • When he comes of age: on Hard·has Natural Military Skill (level below 2)·not: player's faction+2 pts
  • When he comes of age: on Very Hard·not: player's faction+3 pts
  • When he is offered for adoption +3 pts, 50%
  • When he is offered for adoption +4 pts, 10%
  • When he is offered for marriage +3 pts, 50%
  • When he is offered for marriage +4 pts, 10%
  • When he is offered for adoption (as a captain): faction is not pagan+4 pts, 33%
  • When he is offered for adoption (as a captain): faction is not pagan+4 pts, 33%
  • At the end of each turn: has Intelligent (level below 6)·has Energetic (level 3+)·50% chance+1 pt, 2%
  • At the end of each turn: has Intelligent (level below 6)·has Xenophilia (level 2+)·50% chance+1 pt, 2%
  • At the end of each turn: has Intelligent (level below 6)·has an ancillary of type greatacademic·50% chance+1 pt, 2%
  • At the end of each turn: has Intelligent (level below 6)·has an ancillary of type academic·50% chance+1 pt, 2%
  • At the start of each turn: is a general·doesn't have Intelligent+20 pts
  • When a building he governs is finished: just finished Small Church (for Catholic factions)+1 pt, 10%
  • When a building he governs is finished: just finished Church (for Catholic factions)+1 pt, 10%
  • When a building he governs is finished: just finished Collegiate Church (for Catholic factions)+1 pt, 10%
  • When a building he governs is finished: just finished Cathedral (for Catholic factions)+1 pt, 10%
  • When a building he governs is finished: just finished Huge Cathedral (for Catholic factions)+1 pt, 10%
  • When a building he governs is finished: just finished Small Chapel (for Catholic factions)+1 pt, 10%
  • When a building he governs is finished: just finished Chapel (for Catholic factions)+1 pt, 10%
  • When a building he governs is finished: just finished Small Orthodox Church (for Orthodox factions)+1 pt, 10%
  • When a building he governs is finished: just finished Orthodox Church (for Orthodox factions)+1 pt, 10%
  • When a building he governs is finished: just finished Katholikon (for Orthodox factions)+1 pt, 10%
  • When a building he governs is finished: just finished Orthodox Cathedral (for Orthodox factions)+1 pt, 10%
  • When a building he governs is finished: just finished Huge Orthodox Cathedral (for Orthodox factions)+1 pt, 10%
  • When a building he governs is finished: just finished Small Orthodox Chapel (for Orthodox factions)+1 pt, 10%
  • When a building he governs is finished: just finished Orthodox Chapel (for Orthodox factions)+1 pt, 10%
  • When a building he governs is finished: just finished Small Masjid (for Muslim factions)+1 pt, 10%
  • When a building he governs is finished: just finished Masjid (for Muslim factions)+1 pt, 10%
  • When a building he governs is finished: just finished Minareted Masjid (for Muslim factions)+1 pt, 10%
  • When a building he governs is finished: just finished Jama (for Muslim factions)+1 pt, 10%
  • When a building he governs is finished: just finished Jama Kabir (for Muslim factions)+1 pt, 10%
  • When a building he governs is finished: just finished Small Masjid (for Muslim factions)+1 pt, 10%
  • When a building he governs is finished: just finished Masjid (for Muslim factions)+1 pt, 10%
  • When a building he governs is finished: just finished Dievas Altar+1 pt, 10%
  • When a building he governs is finished: just finished Dievas Sanctuary+1 pt, 10%
  • When a building he governs is finished: just finished Dievas Temple+1 pt, 10%
  • When a building he governs is finished: just finished C Dievas Altar+1 pt, 10%
  • When a building he governs is finished: just finished Perkunas Altar+1 pt, 10%
  • When a building he governs is finished: just finished Perkunas Sanctuary+1 pt, 10%
  • When a building he governs is finished: just finished Perkunas Temple+1 pt, 10%
  • When a building he governs is finished: just finished C Perkunas Altar+1 pt, 10%
  • When a building he governs is finished: just finished Giltine Altar+1 pt, 10%
  • When a building he governs is finished: just finished Giltine Sanctuary+1 pt, 10%
  • When a building he governs is finished: just finished Giltine Temple+1 pt, 10%
  • When a building he governs is finished: just finished C Giltine Altar+1 pt, 10%
  • When a building he governs is finished: just finished Tengir Altar+1 pt, 10%
  • When a building he governs is finished: just finished Tengir Sanctuary+1 pt, 10%
  • When a building he governs is finished: just finished Tengir Temple+1 pt, 10%
  • When a building he governs is finished: just finished C Tengir Altar+1 pt, 10%
  • When a building he governs is finished: just finished School or better·doesn't have Wantschool·has Intelligent (level below 6)·has Sane·has Fit For Office (level 2+)+1 pt
  • When a building he governs is finished: just finished School or better·doesn't have Wantschool·has Intelligent (level 6+)·has Sane·has Fit For Office (level 2+)+1 pt, 50%
  • When a building he governs is finished: just finished School or better·doesn't have Wantschool·has Intelligent (level below 6)·has Sane·has Fit For Office (level 2+)+1 pt
  • When a building he governs is finished: just finished School or better·doesn't have Wantschool·has Intelligent (level 6+)·has Sane·has Fit For Office (level 2+)+1 pt, 50%
  • When a building he governs is finished: just finished University or better·doesn't have Wantschool·has Intelligent (level below 6)·has Sane·has Fit For Office (level 2+)+1 pt
  • When a building he governs is finished: just finished University or better·doesn't have Wantschool·has Intelligent (level 6+)·has Sane·has Fit For Office (level 2+)+1 pt, 50%
  • When a building he governs is finished: just finished Library or better·doesn't have Wantschool·has Intelligent (level below 6)·has Sane·has Fit For Office (level 2+)+1 pt
  • When a building he governs is finished: just finished Library or better·doesn't have Wantschool·has Intelligent (level 6+)·has Sane·has Fit For Office (level 2+)+1 pt, 50%
  • When a building he governs is finished: just finished Library or better·doesn't have Wantschool·has Intelligent (level below 6)·has Sane·has Fit For Office (level 2+)+1 pt
  • When a building he governs is finished: just finished Library or better·doesn't have Wantschool·has Intelligent (level 6+)·has Sane·has Fit For Office (level 2+)+1 pt, 50%
  • When a building he governs is finished: just finished Castle Library or better·doesn't have Wantschool·has Intelligent (level below 6)·has Sane·has Fit For Office (level 2+)+1 pt
  • When a building he governs is finished: just finished Castle Library or better·doesn't have Wantschool·has Intelligent (level 6+)·has Sane·has Fit For Office (level 2+)+1 pt, 50%
  • When a building he governs is finished: just finished Castle Library or better·doesn't have Wantschool·has Intelligent (level below 6)·has Sane·has Fit For Office (level 2+)+1 pt
  • When a building he governs is finished: just finished Castle Library or better·doesn't have Wantschool·has Intelligent (level 6+)·has Sane·has Fit For Office (level 2+)+1 pt, 50%
  • When a building he governs is finished: just finished Alchemists Lab or better·doesn't have Wantschool·has Intelligent (level below 6)·has Sane·has Fit For Office (level 2+)+1 pt
  • When a building he governs is finished: just finished Alchemists Lab or better·doesn't have Wantschool·has Intelligent (level 7+)·has Sane·has Fit For Office (level 2+)+1 pt, 50%
  • When a building he governs is finished: just finished Alchemists Lab or better·doesn't have Wantschool·has Intelligent (level below 6)·has Sane·has Fit For Office (level 2+)+1 pt
  • When a building he governs is finished: just finished Alchemists Lab or better·doesn't have Wantschool·has Intelligent (level 7+)·has Sane·has Fit For Office (level 2+)+1 pt, 50%
  • When a building he governs is finished: just finished Naval Academy or better·doesn't have Wantschool·has Intelligent (level below 6)·has Sane·has Fit For Office (level 2+)+1 pt
  • When a building he governs is finished: just finished Naval Academy or better·doesn't have Wantschool·has Intelligent (level 6+)·has Sane·has Fit For Office (level 2+)+1 pt, 50%
  • When a building he governs is finished: just finished Naval Academy or better·doesn't have Wantschool·has Intelligent (level below 6)·has Sane·has Fit For Office (level 2+)+1 pt
  • When a building he governs is finished: just finished Naval Academy or better·doesn't have Wantschool·has Intelligent (level 6+)·has Sane·has Fit For Office (level 2+)+1 pt, 50%
  • When a building he governs is finished: just finished Parchment Workshop or better·doesn't have Wantschool·has Intelligent (level below 6)·has Sane·has Fit For Office (level 2+)+1 pt
  • When a building he governs is finished: just finished Parchment Workshop or better·doesn't have Wantschool·has Intelligent (level 6+)·has Sane·has Fit For Office (level 2+)+1 pt, 50%
  • When a building he governs is finished: just finished Parchment Workshop or better·doesn't have Wantschool·has Intelligent (level below 6)·has Sane·has Fit For Office (level 2+)+1 pt
  • When a building he governs is finished: just finished Parchment Workshop or better·doesn't have Wantschool·has Intelligent (level 6+)·has Sane·has Fit For Office (level 2+)+1 pt, 50%
  • At the end of a turn spent in a settlement: he is Catholic·didn't move this turn·has Wantschool·has Fit For Office (level 2+)·has Western Edu·settlement has School or better+1 pt, 5%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·settlement has School or better·has Wantschool·has Eastern Edu+1 pt, 5%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·settlement has School or better·has Wantschool·has Greek Edu+1 pt, 5%
  • At the end of a turn spent in a settlement: didn't move this turn·settlement has School or better·doesn't have Wantschool·has Intelligent (level below 6)·50% chance+1 pt, 2%
  • At the end of a turn spent in a settlement: didn't move this turn·settlement has School or better·doesn't have Wantschool·has Intelligent (level 6+)·has Intelligent (level below 8)·50% chance+1 pt, 2%
  • At the end of a turn spent in a settlement: didn't move this turn·settlement has Library or better·doesn't have Wantschool·50% chance+1 pt, 2%
  • At the end of a turn spent in a settlement: didn't move this turn·settlement has Castle Library or better·doesn't have Wantschool·has Intelligent (level below 7)·50% chance+1 pt, 2%
  • At the end of a turn spent in a settlement: didn't move this turn·settlement has Alchemists Lab or better·doesn't have Wantschool·has Intelligent (level below 7)·50% chance+1 pt, 2%
  • At the end of a turn spent in a settlement: didn't move this turn·settlement has Naval Academy or better·doesn't have Wantschool·has Intelligent (level below 7)·50% chance+1 pt, 2%
  • At the end of a turn spent in a settlement: didn't move this turn·settlement has Parchment Workshop or better·doesn't have Wantschool·has Intelligent (level below 7)·50% chance+1 pt, 2%
  • At the end of a turn spent in a settlement: didn't move this turn·settlement has Bimaristan or better·has Intelligent (level 6+)·has Sane+1 pt, 2%
  • At the end of a turn spent in a settlement: didn't move this turn·has Poet·has Intelligent (level below 7)·has Sane·20% chance+1 pt, 5%
  • At the end of a turn spent in a settlement: in Jerusalem·is a general·he is Catholic·not has Pilgrim to Jerusalem·not has Disillusioned Pilgrim+1 pt, 2%
  • At the end of a turn spent in a settlement: in Jerusalem·is a general·he is Catholic·not has Pilgrim to Jerusalem·not has Disillusioned Pilgrim+1 pt, 2%
  • At the end of a turn spent in a settlement: in Jerusalem·is a general·he is Orthodox·not has Pilgrim to Jerusalem+1 pt, 2%
  • At the end of a turn spent in a settlement: in Jerusalem·is a general·he is Muslim·not has Pilgrim to Jerusalem+1 pt, 2%
  • At the end of a turn spent in a settlement: in Lazio (Roma)·is a general·he is Catholic·not has Pilgrim to Rome+1 pt, 2%
  • At the end of a turn spent in a settlement: in Galicia (Santiago de Compostela)·is a general·he is Catholic·not has Pilgrim to El Camino de Santiago+1 pt, 2%
  • At the end of a turn spent in a settlement: in Marmara (Kōnstantinoúpolis)·is a general·he is Orthodox·not has Made a prayer at Hagia Sophia+1 pt, 2%
  • At the end of a turn spent in a settlement: in Al-Heġāz (Makkah)·is a general·he is Muslim·not has Hajj to Mecca+1 pt, 2%
  • At the end of a turn spent in a settlement: in Medina·is a general·he is Muslim·not has Pilgrim to Medina+1 pt, 2%
  • After a battle: won the battle·is a general·battle odds more than 0.65·battle odds less than 1.35·friendly soldiers in battle 751+·player's faction+1 pt, 2%
  • After a battle: won the battle·battle result at least clear·has Intelligent (level 6+)+1 pt, 2%
  • After a battle: was the attacker·is a general·won the battle·battle result at least clear·battle odds at least 0.5·battle odds below 2·night battle+1 pt, 2%
  • After a battle: not: was the attacker·is a general·won the battle·battle result at least clear·battle odds at least 0.5·battle odds below 2·night battle+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·50% chance·settlement has Barracks·doesn't have Wantschool·has Natural Military Skill·has Intelligent (level 5+)·has Fit For Office (level 2+)+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·50% chance·settlement has Stables or better·doesn't have Wantschool·has Intelligent (level below 7)+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·50% chance·settlement has Practice Range or better·doesn't have Wantschool·has Intelligent (level below 7)+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·50% chance·settlement has C Blacksmith or better·doesn't have Wantschool·has Intelligent (level below 7)+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·50% chance·settlement has Military Academy or better·doesn't have Wantschool·has Intelligent (level below 7)+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·50% chance·settlement has C Siege Works or better·doesn't have Wantschool·has Intelligent (level below 7)+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·50% chance·settlement has C Ballista Towers or better·doesn't have Wantschool·has Intelligent (level below 7)+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·settlement has C Gunsmith or better·50% chance·doesn't have Wantschool·has Intelligent (level below 7)+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·50% chance·settlement has City Watch·doesn't have Wantschool·has Military Minded (level 1)·has Intelligent (level below 7)+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·50% chance·settlement has Landowners' Guards or better·doesn't have Wantschool·has Military Minded (level 1)·has Intelligent (level below 7)+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·50% chance·settlement has Blacksmith or better·doesn't have Wantschool·has Military Minded (level 1)·has Intelligent (level below 7)+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·50% chance·settlement has Siege Works or better·doesn't have Wantschool·has Military Minded (level 1)·has Intelligent (level below 7)+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·50% chance·settlement has Ballista Towers or better·doesn't have Wantschool·has Military Minded (level 1)·has Intelligent (level below 7)+1 pt, 2%
  • When a building he governs is finished: just finished City Watch or better·has Military Minded (level 1)·has Intelligent (level below 4)·faction is not pagan+1 pt, 10%
  • When a building he governs is finished: just finished City Watch or better·has Military Minded (level 1)·has Intelligent (level below 4)·faction is pagan+1 pt, 10%
  • When a building he governs is finished: just finished Armourer or better+1 pt, 10%
  • When a building he governs is finished: just finished Mustering Hall or better·has Military Minded (level 1)·faction is not pagan+1 pt, 10%
  • When a building he governs is finished: just finished Mustering Hall or better·has Military Minded (level 1)·faction is pagan+1 pt, 10%
  • When a building he governs is finished: just finished Drill Square or better·has Military Minded (level 1)·faction is not pagan+1 pt, 10%
  • When a building he governs is finished: just finished Drill Square or better·has Military Minded (level 1)·faction is pagan+1 pt, 10%
  • When a building he governs is finished: just finished Armoury·has Military Minded (level 1)·faction is not pagan+1 pt, 10%
  • When a building he governs is finished: just finished Armoury·has Military Minded (level 1)·faction is pagan+1 pt, 10%
  • When a building he governs is finished: just finished Bowyer or better·has Military Minded (level 1)·faction is not pagan+1 pt, 10%
  • When a building he governs is finished: just finished Stables or better·has Military Minded (level 1)·faction is not pagan+1 pt, 10%
  • When a building he governs is finished: just finished C Armourer or better·has Military Minded (level 1)·faction is not pagan+1 pt, 10%
  • When a building he governs is finished: just finished Barons Stables or better·has Military Minded (level 1)·faction is not pagan+1 pt, 10%
  • When a building he governs is finished: just finished Drill Square or better·has Military Minded (level 1)·faction is not pagan+1 pt, 10%
  • When a building he governs is finished: just finished C Siege Works·has Military Minded (level 1)·faction is not pagan+1 pt, 10%
  • When a building he governs is finished: just finished Siege Works·has Military Minded (level 1)·faction is not pagan+1 pt, 10%
  • When a building he governs is finished: just finished C Cannon Foundry or better·has Military Minded (level 1)·faction is not pagan+1 pt, 10%
  • When a building he governs is finished: just finished Cannon Foundry or better·has Military Minded (level 1)·faction is not pagan+1 pt, 10%
  • When a building he governs is finished: just finished Military Academy or better·has Military Minded (level 1)·faction is not pagan+1 pt, 10%
  • When a building he governs is finished: is a general·just finished Military Orders' Chapter Houses or better+1 pt, 10%
  • Diplomacymission: not: mission succeeded·doesn't have Good Diplomat+1 pt, 4%
How it's lost (25)
  • When he comes of age -3 pts, 50%
  • When he comes of age -7 pts, 10%
  • When he comes of age: Father: has Intelligent (level below 3)-1 pt, 50%
  • When he comes of age: Father: has Intelligent (level below 4)-1 pt, 50%
  • When he comes of age: Father: has Intelligent (level below 5)-1 pt, 50%
  • When he comes of age: Father's Chivalry below -5-1 pt, 50%
  • When he comes of age: Father's Piety 6+-1 pt, 50%
  • When he comes of age: Father: has Superstitious-1 pt, 50%
  • When he comes of age: Father: has Inbred-1 pt, 50%
  • When he comes of age: Father: has Slothful-1 pt, 50%
  • When he comes of age: Father: has Insane-1 pt, 50%
  • When he comes of age: Father: has Deranged-1 pt, 50%
  • When he comes of age: Father: has Xenophobia-1 pt, 50%
  • When he comes of age: Father: has Xenophobia (level 3+)-1 pt, 50%
  • When he comes of age: Father: has Wife Is Domineering-2 pts, 5%
  • When he is offered for adoption -3 pts, 50%
  • When he is offered for marriage -3 pts, 50%
  • At the end of each turn: has Intelligent (level 6+)·has Hypochondriac (level 3+)·50% chance-1 pt, 2%
  • At the end of each turn: has Intelligent (level 6+)·has Superstitious (level 3+)·50% chance-1 pt, 2%
  • At the end of each turn: has Intelligent (level below 7)·has Inbred (level 3+)·50% chance-1 pt, 2%
  • At the end of each turn: has Intelligent (level below 7)·has Drink (level 4+)·50% chance-1 pt, 2%
  • At the end of each turn: has Intelligent (level below 7)·has Drink (level 5+)·50% chance-1 pt, 2%
  • At the end of each turn: has Intelligent (level 9+)-3 pts
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·50% chance·settlement has Archers' Guild or better·has Wantschool·has Military Edu (level below 3)-1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·50% chance·settlement has Archers' Guild or better·has Wantschool·has Military Edu (level below 3)-1 pt, 2%

Jihad History

family
Holy Soldier3 pts +1 Chivalry+1 Piety+1 Command vs Catholics

Lords who will travel to far off lands to fight for Allah serve as great examples to their men.

Holy Defender9 pts +2 Chivalry+2 Piety+2 Command vs Catholics

Some show their devotion through prayer, but this man shows it by battling in Allah's name.

Holy Warrior15 pts +3 Chivalry+3 Piety+3 Command vs Catholics

To devote one's soldiering life to the Holy Will of Allah is above and beyond the call. However, that has not stopped this man from doing just that!

How it's gained (4)
  • When he joins a crusade: it's a jihad·doesn't have Jihad History+1 pt
  • Generalarrivescrusadetargetregion: it's a jihad+1 pt
  • Generalassaultsresidence: is on jihad·region is a jihad target+1 pt
  • When he takes a crusade target: it's a jihad+3 pts
How it's lost (2)
  • When he abandons a crusade: it's a jihad-3 pts
  • When he withdraws before battle: is on jihad·region is a jihad target-2 pts

Just

family
A Sense of Justice1 pt +1 Law

This man's sense of justice is evident when he speaks on matters both legal and moral.

Just3 pts +1 Authority+2 Law

A genuinely just man, fair and even handed in judgment.

Serves Justice5 pts +1 Authority+3 Law

Known far and wide as a man that will do everything in his power to see justice done.

How it's gained (17)
  • When he comes of age +1 pt, 2%
  • When he comes of age: Father: has Just+1 pt, 20%
  • When he comes of age: Father's Chivalry 10++1 pt, 5%
  • When he becomes a father +1 pt, 20%
  • At the end of each turn: doesn't have Girls·doesn't have Corrupt·doesn't have Embezzler·Authority 3+·Chivalry 3+·Piety 3+·Loyalty 3++1 pt, 3%
  • Executesaspyonamission +1 pt, 20%
  • Executesanassassinonamission +1 pt, 20%
  • When a building he governs is finished: just finished Public Gallows or better+1 pt, 50%
  • When a building he governs is finished: just finished Public Gallows or better+1 pt, 50%
  • When a building he governs is finished: just finished Town Hall+1 pt, 50%
  • When a building he governs is finished: just finished Council Chambers+1 pt, 50%
  • When a building he governs is finished: just finished City Hall+1 pt, 50%
  • When a building he governs is finished: just finished Mayors Palace+1 pt, 50%
  • When he joins a crusade: it's a crusade·doesn't have Crusader History+1 pt, 10%
  • When he takes a crusade target: it's a crusade+1 pt, 50%
  • When he joins a crusade: it's a jihad·doesn't have Jihad History+1 pt, 10%
  • When he takes a crusade target: it's a jihad+1 pt, 50%
How it's lost (10)
  • When his city riots -1 pt, 2%
  • When his city rebels -1 pt, 2%
  • When he accepts a bribe: is a general-1 pt, 20%
  • When he accepts a bribe: is a general·Piety below 6·has Corrupt (level 2+)-1 pt, 20%
  • Sufferdenouncementattempt: is a general-1 pt, 20%
  • At the end of each turn: faction is excommunicated·is a general·he is Catholic·player's faction-1 pt, 5%
  • Generaldevastatestile -1 pt, 4%
  • When he abandons a crusade -1 pt, 10%
  • When he abandons a crusade: it's a jihad-1 pt, 10%
  • At the end of each turn: faction is excommunicated-1 pt, 4%

Kind Ruler

family
Reasonable Ruler1 pt +1 Chivalry-1 Unrest

Understood to wish prosperity for all of his people, and be a very reasonable leader.

Kind Ruler3 pts +2 Chivalry-2 Unrest

Has developed a reputation as a kind-hearted ruler, with the people's interests in mind.

Benevolent Ruler6 pts +3 Chivalry-3 Unrest-5 Tax collection

Devoted to improving the quality of his subjects' lives. If anything, a servant to his people.

How it's gained (7)
  • When he comes of age: Father: has Authoritarian+1 pt, 20%
  • When he comes of age: Father: has Kind Ruler+1 pt, 33%
  • At the end of each turn: has Trusting+1 pt, 4%
  • At the start of each turn: is faction leader·player's faction·last turn you let your troops keep the loot after 3-4 victories+1 pt, 5%
  • At the start of each turn: is faction leader·player's faction·last turn you let your troops keep the loot after 5+ victories+1 pt, 10%
  • At the end of each turn: has Strategy Chivalry·has Battle Chivalry+1 pt, 3%
  • At the end of each turn: has Non Authoritarian+1 pt, 4%
How it's lost (2)

Cancels out: Harsh Ruler

Kings Authority

hiddenfamily
Kings Authority1 pt +1 Authority

This trait controls the kings authority.

Kings Authority2 pts +2 Authority

This trait controls the kings authority.

Kings Authority3 pts +3 Authority

This trait controls the kings authority.

Kings Authority4 pts +4 Authority

This trait controls the kings authority.

Kings Authority5 pts +5 Authority

This trait controls the kings authority.

Kings Authority6 pts +6 Authority

This trait controls the kings authority.

Kings Authority7 pts +7 Authority

This trait controls the kings authority.

Kings Authority8 pts +8 Authority

This trait controls the kings authority.

Kings Authority9 pts +9 Authority

This trait controls the kings authority.

How it's gained (36)
  • When he becomes faction leader: Chivalry 6++1 pt
  • When he becomes faction leader: Chivalry below -5+1 pt
  • When he becomes faction leader: has an ancillary of type relic+1 pt
  • When he becomes faction leader: faction has Cathedral (for Catholic factions) or better+1 pt, 25%
  • When he becomes faction leader: faction has Orthodox Cathedral (for Orthodox factions) or better+1 pt, 25%
  • When he becomes faction leader: faction has Jama (for Muslim factions) or better+1 pt, 25%
  • When an agent is trained in his city: is faction leader·is a diplomat·Authority below 5+1 pt, 3%
  • When he marries a princess: is faction leader+1 pt
  • When he becomes a father: is faction leader+1 pt, 25%
  • Leaderorderedbribery +1 pt, 20%
  • Leaderorderedspyingmission: is faction leader·a special condition+1 pt, 3%
  • Leaderorderedassassination: is faction leader·a special condition+1 pt, 20%
  • Leaderorderedsabotage: is faction leader+1 pt, 4%
  • Leaderordereddiplomacy: is faction leader·Authority below 5+1 pt, 20%
  • After completing a council mission: is faction leader+1 pt, 20%
  • After completing a council mission: a special condition+1 pt
  • After completing a council mission: a special condition+1 pt, 4%
  • After completing a council mission: a special condition+1 pt, 8%
  • After completing a council mission: a special condition+1 pt, 16%
  • At the end of each turn: is faction leader·distance from capital below 10+1 pt, 3%
  • When he captures a settlement: is faction leader·in Jerusalem+1 pt
  • When he captures a settlement: is faction leader·in Central Andalusia (Qurtubah)+1 pt
  • When he captures a settlement: is faction leader·in Lazio (Roma)·he is not Catholic+1 pt
  • After a battle: is faction leader·won the battle·battle result exactly crushing·normal battle·battle odds less than 1.0+1 pt
  • When a building he governs is finished: is faction leader·just finished Church (for Catholic factions) or better+1 pt, 50%
  • When a building he governs is finished: is faction leader·just finished Orthodox Church (for Orthodox factions) or better+1 pt, 50%
  • When a building he governs is finished: is faction leader·just finished Masjid (for Muslim factions) or better+1 pt, 50%
  • At the end of each turn: is faction leader·has Military Edu (level 3+)·doesn't have Educated Authority+1 pt
  • At the end of each turn: is faction leader·has Pagan Edu (level 3+)·doesn't have Educated Authority+1 pt
  • At the end of each turn: is faction leader·has Western Edu (level 3+)·doesn't have Educated Authority+1 pt
  • At the end of each turn: is faction leader·has Western Edu (level 3+)·has Military Edu (level 3+)·has Educated Authority (level 1)+1 pt
  • At the end of each turn: is faction leader·has Eastern Edu (level 3+)·doesn't have Educated Authority+1 pt
  • At the end of each turn: is faction leader·has Eastern Edu (level 3+)·has Military Edu (level 3+)·has Educated Authority (level 1)+1 pt
  • At the end of each turn: is faction leader·has Greek Edu (level 3+)·doesn't have Educated Authority+1 pt
  • At the end of each turn: is faction leader·has Greek Edu (level 3+)·has Military Edu (level 3+)·has Educated Authority (level 1)+1 pt
  • At the end of a turn spent in a settlement: is faction leader·didn't move this turn·settlement has School or better·settlement has Library or better·doesn't have Wantschool+1 pt, 3%
How it's lost (19)
  • When he becomes faction leader: has Wife Is Domineering (level 1)-1 pt
  • When he becomes faction leader: has Wife Is Domineering (level 2)-2 pts
  • When he becomes faction leader: has Illegitimate Son (level 1)-1 pt
  • When he marries a princess: is faction leader·has Wife Is Domineering (level 1)-1 pt
  • When he marries a princess: is faction leader·has Wife Is Domineering (level 2)-2 pts
  • Leaderorderedspyingmission: is faction leader·a special condition-1 pt, 10%
  • Leaderorderedassassination: is faction leader·a special condition-1 pt, 33%
  • After failing a council mission: is faction leader-1 pt, 25%
  • After failing a council mission: a special condition-2 pts
  • At the end of each turn: is faction leader·distance from capital 60+-1 pt, 10%
  • At the end of each turn: is faction leader·player's faction·faction is excommunicated·Piety below 5-1 pt, 10%
  • At the start of each turn: is faction leader·player's faction·last turn you let your troops keep the loot after 5+ victories-1 pt, 5%
  • After a battle: is faction leader·not: won the battle·battle odds more than 1.0-1 pt
  • After a battle: is faction leader·his army routed-1 pt
  • When his city riots: is faction leader-1 pt
  • When his city rebels: is faction leader-2 pts
  • At the end of each turn: is faction leader·player's faction·treasury below 0-1 pt, 33%
  • At the end of each turn: is faction leader·has Hidden (level 1)-1 pt, 5%
  • At the end of each turn: is faction leader·has Offensive To Nobles (level 2+)·Authority 2+-1 pt, 5%

Lacks a Legitimate Heir

family
Lacks a Legitimate Heir1 pt -2 Authority-1 Local popularity

If this man feels for any concern for his familial dynasty, he will produce an heir of royal blood! Until then, he will be met with scepticism and disapproval.

How it's gained (24)
  • At the end of each turn: is faction leader·faction is England·England has below 1 heirs+1 pt, 10%
  • At the end of each turn: is faction leader·faction is France·France has below 1 heirs+1 pt, 10%
  • At the end of each turn: is faction leader·faction is Hre·Hre has below 1 heirs+1 pt, 10%
  • At the end of each turn: is faction leader·faction is Spain·Spain has below 1 heirs+1 pt, 10%
  • At the end of each turn: is faction leader·faction is Sicily·Sicily has below 1 heirs+1 pt, 10%
  • At the end of each turn: is faction leader·faction is Venice·Venice has below 1 heirs+1 pt, 10%
  • At the end of each turn: is faction leader·faction is Abbasid·Abbasid has below 1 heirs+1 pt, 10%
  • At the end of each turn: is faction leader·faction is Pisa·Pisa has below 1 heirs+1 pt, 10%
  • At the end of each turn: is faction leader·faction is Byzantium·Byzantium has below 1 heirs+1 pt, 10%
  • At the end of each turn: is faction leader·faction is Russia·Russia has below 1 heirs+1 pt, 10%
  • At the end of each turn: is faction leader·faction is Moors·Moors has below 1 heirs+1 pt, 10%
  • At the end of each turn: is faction leader·faction is Turks·Turks has below 1 heirs+1 pt, 10%
  • At the end of each turn: is faction leader·faction is Rum·Rum has below 1 heirs+1 pt, 10%
  • At the end of each turn: is faction leader·faction is Egypt·Egypt has below 1 heirs+1 pt, 10%
  • At the end of each turn: is faction leader·faction is Denmark·Denmark has below 1 heirs+1 pt, 10%
  • At the end of each turn: is faction leader·faction is Portugal·Portugal has below 1 heirs+1 pt, 10%
  • At the end of each turn: is faction leader·faction is Poland·Poland has below 1 heirs+1 pt, 10%
  • At the end of each turn: is faction leader·faction is Hungary·Hungary has below 1 heirs+1 pt, 10%
  • At the end of each turn: is faction leader·faction is Serbia·Serbia has below 1 heirs+1 pt, 10%
  • At the end of each turn: is faction leader·faction is Kievan Rus·Kievan Rus has below 1 heirs+1 pt, 10%
  • At the end of each turn: is faction leader·faction is Aragon·Aragon has below 1 heirs+1 pt, 10%
  • At the end of each turn: is faction leader·faction is Georgia·Georgia has below 1 heirs+1 pt, 10%
  • At the end of each turn: is faction leader·faction is Norway·Norway has below 1 heirs+1 pt, 10%
  • At the end of each turn: is faction leader·faction is Zengid·Zengid has below 1 heirs+1 pt, 10%
How it's lost (23)
  • At the end of each turn: is faction leader·faction is England·England has 1+ heirs·has Lacks a Legitimate Heir (level 1)-1 pt
  • At the end of each turn: is faction leader·faction is France·France has 1+ heirs·has Lacks a Legitimate Heir (level 1)-1 pt
  • At the end of each turn: is faction leader·faction is Hre·Hre has 1+ heirs·has Lacks a Legitimate Heir (level 1)-1 pt
  • At the end of each turn: is faction leader·faction is Spain·Spain has 1+ heirs·has Lacks a Legitimate Heir (level 1)-1 pt
  • At the end of each turn: is faction leader·faction is Venice·Venice has 1+ heirs·has Lacks a Legitimate Heir (level 1)-1 pt
  • At the end of each turn: is faction leader·faction is Abbasid·Abbasid has 1+ heirs·has Lacks a Legitimate Heir (level 1)-1 pt
  • At the end of each turn: is faction leader·faction is Pisa·Pisa has 1+ heirs·has Lacks a Legitimate Heir (level 1)-1 pt
  • At the end of each turn: is faction leader·faction is Byzantium·Byzantium has 1+ heirs·has Lacks a Legitimate Heir (level 1)-1 pt
  • At the end of each turn: is faction leader·faction is Russia·Russia has 1+ heirs·has Lacks a Legitimate Heir (level 1)-1 pt
  • At the end of each turn: is faction leader·faction is Moors·Moors has 1+ heirs·has Lacks a Legitimate Heir (level 1)-1 pt
  • At the end of each turn: is faction leader·faction is Turks·Turks has 1+ heirs·has Lacks a Legitimate Heir (level 1)-1 pt
  • At the end of each turn: is faction leader·faction is Rum·Rum has 1+ heirs·has Lacks a Legitimate Heir (level 1)-1 pt
  • At the end of each turn: is faction leader·faction is Egypt·Egypt has 1+ heirs·has Lacks a Legitimate Heir (level 1)-1 pt
  • At the end of each turn: is faction leader·faction is Denmark·Denmark has 1+ heirs·has Lacks a Legitimate Heir (level 1)-1 pt
  • At the end of each turn: is faction leader·faction is Portugal·Portugal has 1+ heirs·has Lacks a Legitimate Heir (level 1)-1 pt
  • At the end of each turn: is faction leader·faction is Poland·Poland has 1+ heirs·has Lacks a Legitimate Heir (level 1)-1 pt
  • At the end of each turn: is faction leader·faction is Hungary·Hungary has 1+ heirs·has Lacks a Legitimate Heir (level 1)-1 pt
  • At the end of each turn: is faction leader·faction is Serbia·Serbia has 1+ heirs·has Lacks a Legitimate Heir (level 1)-1 pt
  • At the end of each turn: is faction leader·faction is Kievan Rus·Kievan Rus has 1+ heirs·has Lacks a Legitimate Heir (level 1)-1 pt
  • At the end of each turn: is faction leader·faction is Aragon·Aragon has 1+ heirs·has Lacks a Legitimate Heir (level 1)-1 pt
  • At the end of each turn: is faction leader·faction is Georgia·Georgia has 1+ heirs·has Lacks a Legitimate Heir (level 1)-1 pt
  • At the end of each turn: is faction leader·faction is Norway·Norway has 1+ heirs·has Lacks a Legitimate Heir (level 1)-1 pt
  • At the end of each turn: is faction leader·faction is Zengid·Zengid has 1+ heirs·has Lacks a Legitimate Heir (level 1)-1 pt

Leader Pays No Attention

family
Leader Pays No Attention1 pt -1 Loyalty

Being loyal to someone who treats you like air is no easy task.

How it's gained (1)
How it's lost (1)

Leader's Faith Is Different

family
Leader's Faith Is Different1 pt -5 Loyalty

This man can't consent to his Lord's new faith.

How it's gained (8)
How it's lost (1)

Lewd

family
Crude1 pt -1 Authority-1 Piety

Prone to outbursts of base humour that noble folk tend to find less than amusing.

Lewd2 pts -2 Authority-2 Piety

A purveyor of smutty antics, and ungodly behaviour.

Shamelessly Lewd3 pts -3 Authority-3 Piety

His utterly crass and puerile humour is not a bad habit, but an annoying constant.

How it's gained (3)
  • When he comes of age +1 pt, 2%
  • When he comes of age: Father: has Prim+1 pt, 10%
  • At the end of each turn: has Lewd+1 pt, 4%

Cancels out: Prim

Liar

family
Avoids the Truth1 pt +1 Authority

Certainly not an incorrigible liar, but commonly avoids telling the necessary truths.

Bends the Truth2 pts -1 Authority

Prepared to add a little poetic license to his tales, so long as gets his message across.

Liar4 pts -2 Authority

The truth is often ugly, and this man means to hide it - especially if it involves his own antics.

Pathological Liar8 pts -3 Authority

Simply cannot resist the urge to embellish or mislead others. He even lies to himself about the nature of this problem.

How it's gained (6)
  • When he comes of age +1 pt, 3%
  • At the end of each turn: has Liar+1 pt, 4%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·50% chance·settlement has Thieves Guild or better·has Wantschool+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·50% chance·settlement has Thieves Guild or better·has Wantschool+1 pt, 2%
  • At the end of each turn: has Officeholder·50% chance+1 pt, 3%
  • At the end of each turn: has Officeholder·has Drink (level 3+)·50% chance+1 pt, 3%

Cancels out: Upright

Listens Teachings

hiddeninquisitor
More Faith1 pt -2 Piety

Having listened to the teachings of great priests, this man has doubts about whether it is right to burn people at the stake.

Protects the Sheep2 pts -5 Piety

Even if this man is one to judge that someone is a heretic, he will do everything in his power to convert them to the true faith, instead of burning them at the stake.

How it's gained (6)
  • At the start of each turn: is a inquisitor·a special condition+1 pt, 20%
  • At the start of each turn: is a inquisitor·a special condition+1 pt, 50%
  • At the start of each turn: is a inquisitor·a special condition+1 pt, 20%
  • At the start of each turn: is a inquisitor·a special condition+1 pt, 70%
  • At the start of each turn: is a inquisitor·a special condition+1 pt, 20%
  • At the start of each turn: is a inquisitor·a special condition+1 pt, 60%

Loves Father

family
Respects His Father1 pt +1 Loyalty

The acorn falls not far from the tree. This noble man thinks much like his father. Loyalty is an important virtue to him.

Honours His Father3 pts +2 Loyalty

The acorn falls not far from the tree. This noble man thinks much like his father and respects his ideas of how to rule the land. Loyalty is essential to him.

Loves His Father6 pts +3 Loyalty

The acorn falls not far from the tree. This prince idolises his father and will preserve family honour even unto his own death. Loyalty is essential to him throughout whole life.

How it's gained (31)
  • When he comes of age: Father: has Factionleader (level 3+)·has Biological Son+1 pt, 20%
  • When he comes of age: Father: has Factionleader (level 3+)·has Illegitimate Son+1 pt, 5%
  • When he comes of age: Father: has Factionleader (level 3+)·Father: has Wife Is Wise+1 pt, 5%
  • When he comes of age: Father: has Factionleader (level 3+)·Father: has Wife Is Noble+1 pt, 5%
  • When he comes of age: Father: has Factionleader (level 3+)·Father: has Crusader History (level 3+)+1 pt, 50%
  • When he comes of age: Father: has Factionleader (level 3+)·Father: has Jihad History (level 3+)+1 pt, 50%
  • When he comes of age: Father: has Factionleader (level 3+)·Father: has Sobriety·Father: has Sobriety (level below 2)+1 pt, 5%
  • When he comes of age: Father: has Factionleader (level 3+)·Father: has Drink·Father: has Drink (level below 3)+1 pt, 5%
  • When he comes of age: Father: has Factionleader (level 3+)·Father: has Brave+1 pt, 5%
  • When he comes of age: Father: has Factionleader (level 3+)·Father: has Brave (level 4+)+1 pt, 15%
  • When he comes of age: Father: has Factionleader (level 3+)·Father: has Disciplinarian (level 2+)·Father: has Just+1 pt, 50%
  • When he comes of age: Father: has Factionleader (level 3+)·Father: has Bad Disciplinarian (level 2+)·Father: has Upright+1 pt, 50%
  • When he comes of age: Father: has Factionleader (level 3+)·Father: has Just+1 pt, 5%
  • When he comes of age: Father: has Factionleader (level 3+)·Father: has Upright+1 pt, 5%
  • When he comes of age: Father: has Factionleader (level 3+)·Father: has Upright (level 3+)+1 pt, 5%
  • When he comes of age: Father: has Factionleader (level 3+)·Father: has Cultured+1 pt, 5%
  • When he comes of age: Father: has Factionleader (level 3+)·Father: has Aesthetic+1 pt, 5%
  • When he comes of age: Father: has Factionleader (level 3+)·Father: has Inspiring Speaker+1 pt, 5%
  • When he comes of age: Father: has Factionleader (level 3+)·Father: has Generous+1 pt, 10%
  • When he comes of age: Father: has Factionleader (level 3+)·Father: has Epicurean+1 pt, 10%
  • When he comes of age: Father: has Factionleader (level 3+)·Father: has Expensive Tastes+1 pt, 10%
  • When he comes of age: Father: has Factionleader (level 3+)·Father: has Intelligent (level 6+)+1 pt, 10%
  • When he comes of age: Father: has Factionleader (level 3+)·Father: has Intelligent (level 8+)+1 pt, 10%
  • At the end of a turn spent in a settlement: Father: has Factionleader (level 3+)·settlement has Castle or better·has Wantschool·has Military Minded (level 1)+1 pt, 5%
  • At the end of a turn spent in a settlement: Father: has Factionleader (level 3+)·didn't move this turn·settlement has School or better·has Wantschool·doesn't have Military Minded+1 pt, 5%
  • At the end of each turn: Father: has Factionleader (level 3+)·Father: has Xenophilia (level 4+)·has Xenophilia·has Wantschool+1 pt, 5%
  • At the end of each turn: Father: has Factionleader (level 3+)·Father: has Xenophobia (level 4+)·has Xenophobia·has Wantschool+1 pt, 5%
  • At the end of each turn: Father: has Factionleader (level 3+)·has Wantschool·Father's Authority 6++1 pt, 3%
  • At the end of each turn: Father: has Factionleader (level 3+)·has Wantschool·Father's Piety 6++1 pt, 3%
  • At the end of each turn: Father: has Factionleader (level 3+)·has Wantschool·Chivalry 1+·Father's Chivalry 6++1 pt, 3%
  • At the end of each turn: Father: has Factionleader (level 3+)·has Wantschool·Chivalry below 0·Father's Chivalry below -5+1 pt, 3%
How it's lost (4)

Loyal

family
Generally Loyal1 pt +1 Loyalty

Typically does right by his superiors, making him worthy of their trust.

Loyal2 pts +1 Chivalry+2 Loyalty

Only the most difficult of situations would make this man forsake his master.

Very Loyal4 pts +2 Chivalry+3 Loyalty

This man prides himself upon being unquestioningly loyal, looking down at those who cannot live so honourably.

Loyal Beyond Question6 pts +3 Chivalry+4 Loyalty

Thoughts of betrayal do not enter this man's mind, it is not something he is capable of.

How it's gained (19)
  • When he comes of age +1 pt, 4%
  • When he is offered for adoption +1 pt, 33%
  • When he is offered for adoption: has Loyal+1 pt, 10%
  • When he is offered for adoption: has Loyal (level 2+)+2 pts, 15%
  • When he is offered for adoption: has Loyal (level 3+)+2 pts, 10%
  • When he is offered for adoption: has Military Minded (level 1)+1 pt, 25%
  • When he is offered for adoption: has Administratively-Minded (level 1)+1 pt, 15%
  • When he is offered for marriage: has Administratively-Minded (level 1)+1 pt, 33%
  • When he is offered for marriage +1 pt, 20%
  • When he is offered for marriage: has Loyal+1 pt, 25%
  • When he is offered for marriage: has Loyal (level 2+)+2 pts, 25%
  • When he is offered for marriage: has Loyal (level 3+)+2 pts, 20%
  • When he is offered for adoption (as a captain) +3 pts, 5%
  • When he is offered for adoption (as a captain) +1 pt, 20%
  • When he is offered for adoption (as a captain): has Loyal+1 pt, 20%
  • When he is offered for adoption (as a captain): has Loyal (level 2+)+2 pts, 15%
  • When he is offered for adoption (as a captain): has Loyal (level 3+)+2 pts, 10%
  • When he becomes a father: not: is faction leader+1 pt
  • When he marries: not: is faction leader+1 pt
How it's lost (1)
  • At the start of each turn: has Loyal·is faction leader-10 pts

Cancels out: Disloyal

Loyalty Starter

hiddenfamily
Loyalty Starter Veryhard1 pt +2 Loyalty

Sets starting loyalty value.

Loyalty Starter Hard2 pts +3 Loyalty

Sets starting loyalty value.

Loyalty Starter Normal3 pts +4 Loyalty

Sets starting loyalty value.

How it's gained (16)
  • When he comes of age: on Very Hard·is a general+1 pt
  • When he comes of age: on Hard·is a general+2 pts
  • When he comes of age: on Medium·is a general+3 pts
  • When he comes of age: on Easy·is a general+3 pts
  • When he is offered for adoption: on Very Hard+1 pt
  • When he is offered for adoption: on Hard+2 pts
  • When he is offered for adoption: on Medium+3 pts
  • When he is offered for adoption: on Easy+3 pts
  • When he is offered for marriage: on Very Hard+1 pt
  • When he is offered for marriage: on Hard+2 pts
  • When he is offered for marriage: on Medium+3 pts
  • When he is offered for marriage: on Easy+3 pts
  • When he is offered for adoption (as a captain): on Very Hard+1 pt
  • When he is offered for adoption (as a captain): on Hard+2 pts
  • When he is offered for adoption (as a captain): on Medium+3 pts
  • When he is offered for adoption (as a captain): on Easy+3 pts

Made a prayer at Hagia Sophia

family
Made a prayer at Hagia Sophia1 pt +1 Piety

This man has visited the great city of Constantinople and has made a prayer at the Hagia Sophia, the great cathedral where many holy relics are displayed. He has been transformed by this experience.

How it's gained (2)
  • At the end of a turn spent in a settlement: in Marmara (Kōnstantinoúpolis)·is a general·he is Orthodox·not has Made a prayer at Hagia Sophia+1 pt
  • At the end of each turn: in Marmara (Kōnstantinoúpolis)·is a general·not: ended next to an enemy army·he is Orthodox·not has Made a prayer at Hagia Sophia+1 pt, 50%

Magic Tricks

witch
Simple Tricks1 pt +1 Piety

This woman is not yet a great witch, but she has managed to master some of the simpler magic tricks.

Unexplainable Tricks2 pts +2 Piety

So mysterious are her tricks, that even the most gifted wise man have trouble deducting their true nature.

Eyes Can't Believe3 pts +4 Piety

It is said that this woman was pierced with a sword by a Saint... and yet she still walks the Earth!

How it's gained (8)
  • When the agent is recruited: is a witch·on Hard+1 pt, 30%
  • When the agent is recruited: is a witch·on Very Hard+1 pt, 30%
  • When the agent is recruited: is a witch·on Very Hard·turn 101++1 pt, 30%
  • When the agent is recruited: is a witch·on Very Hard·turn 301++1 pt, 30%
  • When the agent is recruited: is a witch+1 pt, 70%
  • When the agent is recruited: is a witch+1 pt, 50%
  • When the agent is recruited: is a witch+1 pt, 30%
  • At the end of each turn: is a witch+1 pt, 2%
How it's lost (2)
  • When the agent is recruited: is a witch·on Medium·turn below 200-1 pt, 30%
  • At the end of each turn: is a witch-1 pt, 2%

Marriage Ties

family
Marriage Ties1 pt +2 Loyalty

This man's marriage into the ruling family has given extra reason to remain loyal to the people he now serves.

How it's gained (1)
  • When he marries a princess: not: is faction leader+1 pt

Married Into the Family

family
Married Into the Family1 pt -1 Authority

Has married into the family what prompts his new cousins to ignore him at times.

How it's gained (1)
  • When he is offered for marriage +1 pt

Member of a Royal House

family
Member of a Royal House1 pt +1 Loyalty

Thousands of royal houses have risen and fallen throughout history. The truly great ones, those worth remembering, are led by men of limitless ambition and ability.

How it's gained (5)
  • At the start of each turn: faction is Slave·turn 0+1 pt
  • When he comes of age: Father: has Founder of a Royal House+1 pt
  • When he comes of age: Father: has Member of a Royal House+1 pt
  • At the end of each turn: Father: has Founder of a Royal House·doesn't have Member of a Royal House·has Biological Son+1 pt
  • At the end of each turn: Father: has Founder of a Royal House·doesn't have Member of a Royal House·has Illegitimate Son+1 pt

Military Career In Byzantium

family
Comes1 pt +1 Line of sight

In the name of the God, I give you the rank of Comes. For the glory of the Empire and the Emperor!

Hiliarches5 pts +1 Hit points+1 Line of sight

After years of service to the Empire, this man has been promoted to Hiliarches. One day he might even rise to the rank of Megas Domestikos!

Taxiarches10 pts +1 Command+1 Hit points+1 Line of sight

This man has proven his worth in the eyes of God and the Emperor. He is hereby promoted to the rank of Taxiarches.

Droungarios20 pts +1 Loyalty+1 Command+1 Hit points+1 Line of sight

The Emperor found this man worthy of the rank of Droungarios. May God lead him to glory!

Merarches30 pts +2 Loyalty+1 Command+10 Siege engineering+1 Troop morale

A new Merarches! Soldiers are waiting orders.

Tourmarches40 pts +2 Loyalty+1 Command+1 Personal security+20 Siege engineering+1 Troop morale

Come closer, my good Tourmarches. What do you think about the new campaign...

Strategos50 pts +2 Loyalty+2 Command+2 Personal security+30 Siege engineering+2 Troop morale+1 Local popularity

This man's last battle was a major victory. He has won this promotion with his own sword!

Sevastos60 pts +3 Loyalty+2 Command+2 Personal security+30 Siege engineering+2 Troop morale+1 Local popularity

After many years of service in the army, this man has been promoted to the rank of Sevastos.

Magistrus70 pts +3 Loyalty+2 Command+3 Personal security+30 Siege engineering+3 Troop morale+2 Local popularity

In the name of God, Jesus Christ, and the Holy Spirit, I give you the highest military rank of the Empire for your devotion to the Emperor and to the army. May you lead the Imperial army to glory and add new pages to the golden history of our glorious Empire!

How it's gained (9)
How it's lost (1)

Military Edu

family
Soldier Training1 pt +2 Movement+2 Line of sight+1 Loyalty

He has served as a squire and gained a basic understanding of military matters. He also has gained more confidence in his superiors.

Officer Training3 pts +3 Movement+3 Line of sight+1 Command+1 Hit points+10 Siege engineering

He's gained a firm understanding of military matters and can command soldiers much better.

General Training6 pts +4 Movement+4 Line of sight+2 Command+1 Hit points+1 Ambush+20 Siege engineering+1 Law-1 Loyalty

He has received advanced training on military tactics and strategy. He can now lead armies in a more professional manner. This, however, also provokes a more sober view of his rulers' decisions.

Commander-in-Chief Experience10 pts +5 Movement+6 Line of sight+3 Command+1 Hit points+2 Ambush+30 Siege engineering+1 Law-2 Loyalty

This general has both fought heavy battles and studied books on tactics, strategy and history. He has understood and practised all what is important in the art of war. He is qualified to command any factions' army - but may have his own views on legitimacy of the ruler.

How it's gained (68)
  • When he comes of age: faction is Serbia+1 pt
  • When he is offered for adoption: has Military Minded·faction is not pagan·age 16++1 pt, 50%
  • When he is offered for adoption: has Military Minded·faction is not pagan·age 16++1 pt, 25%
  • When he is offered for adoption: has Military Minded·faction is not pagan·age 20++2 pts, 33%
  • When he is offered for marriage: has Military Minded·faction is not pagan·age 16++1 pt, 50%
  • When he is offered for marriage: has Military Minded·faction is not pagan·age 16++1 pt, 25%
  • When he is offered for marriage: has Military Minded·faction is not pagan·age 20++2 pts, 33%
  • When he is offered for adoption (as a captain): faction is not pagan+1 pt, 75%
  • When he is offered for adoption (as a captain): faction is not pagan+2 pts, 50%
  • When he is offered for adoption (as a captain): age 20+·faction is not pagan+2 pts, 50%
  • At the end of each turn: is a general·has an ancillary of type education·faction is not pagan·has Wantschool·has Military Minded·has Military Edu (level below 3)+1 pt, 5%
  • At the end of a turn spent in a settlement: didn't move this turn·settlement has Wooden Castle·faction is not pagan·has Wantschool·has Military Edu (level below 3)·has Military Minded·has Fit For Office (level 2+)+1 pt, 10%
  • At the end of a turn spent in a settlement: didn't move this turn·settlement has Castle or better·faction is not pagan·has Wantschool·has Military Edu (level below 3)·has Military Minded·has Fit For Office (level 2+)+1 pt, 10%
  • At the end of a turn spent in a settlement: didn't move this turn·settlement has Fortress or better·faction is not pagan·has Wantschool·has Military Edu (level below 4)·has Military Minded·has Fit For Office (level 2+)+1 pt, 10%
  • At the end of a turn spent in a settlement: didn't move this turn·settlement has Fortress or better·faction is not pagan·has Wantschool·has Military Edu (level below 4)·has Military Minded·has Fit For Office (level 2+)+1 pt, 10%
  • At the end of a turn spent in a settlement: didn't move this turn·settlement has Wooden Castle·faction is not pagan·has Wantschool·has Military Edu (level below 3)·has Natural Military Skill·has Military Minded·has Fit For Office (level 2+)+1 pt, 3%
  • At the end of a turn spent in a settlement: didn't move this turn·settlement has Castle or better·faction is not pagan·has Wantschool·has Military Edu (level below 3)·has Military Minded·has Natural Military Skill·has Fit For Office (level 2+)+1 pt, 3%
  • At the end of a turn spent in a settlement: didn't move this turn·settlement has Fortress or better·faction is not pagan·has Wantschool·has Military Edu (level below 4)·has Military Minded·has Natural Military Skill·has Fit For Office (level 2+)+1 pt, 3%
  • At the end of a turn spent in a settlement: didn't move this turn·settlement has Fortress or better·faction is not pagan·has Wantschool·has Military Minded·has Natural Military Skill·has Fit For Office (level 2+)+1 pt, 3%
  • At the end of a turn spent in a settlement: didn't move this turn·settlement has Wooden Castle·has an ancillary of type education·faction is not pagan·has Wantschool·has Military Edu (level below 3)·doesn't have Natural Military Skill·has Military Minded·has Fit For Office (level 2+)+1 pt, 3%
  • At the end of a turn spent in a settlement: didn't move this turn·settlement has Castle or better·has an ancillary of type education·faction is not pagan·has Wantschool·has Military Edu (level below 4)·has Military Minded·doesn't have Natural Military Skill·has Fit For Office (level 2+)+1 pt, 3%
  • At the end of a turn spent in a settlement: didn't move this turn·settlement has Fortress or better·has an ancillary of type education·faction is not pagan·has Wantschool·has Military Edu (level below 4)·has Military Minded·doesn't have Natural Military Skill·has Fit For Office (level 2+)+1 pt, 3%
  • At the end of a turn spent in a settlement: didn't move this turn·settlement has Fortress or better·has an ancillary of type education·faction is not pagan·has Wantschool·has Military Minded·doesn't have Natural Military Skill·has Fit For Office (level 2+)+1 pt, 3%
  • At the end of a turn spent in a settlement: didn't move this turn·settlement has Castle or better·has an ancillary of type education·faction is not pagan·has Wantschool·has Military Edu (level below 4)·has Military Minded·has Fit For Office (level 2+)+1 pt, 3%
  • At the end of a turn spent in a settlement: didn't move this turn·settlement has Wooden Castle·faction is not pagan·has Wantschool·has Military Edu (level below 4)·has Natural Military Skill (level 3+)·has Military Minded·has Fit For Office (level 2+)+1 pt, 3%
  • At the end of a turn spent in a settlement: didn't move this turn·settlement has Castle or better·faction is not pagan·has Wantschool·has Military Edu (level below 4)·has Natural Military Skill (level 3+)·has Military Minded·has Fit For Office (level 2+)+1 pt, 3%
  • At the end of a turn spent in a settlement: didn't move this turn·settlement has Fortress or better·faction is not pagan·has Wantschool·has Military Edu (level below 4)·has Natural Military Skill (level 3+)·has Military Minded·has Fit For Office (level 2+)+1 pt, 3%
  • At the end of a turn spent in a settlement: didn't move this turn·settlement has Fortress or better·faction is not pagan·has Wantschool·has Natural Military Skill (level 3+)·has Military Minded·has Fit For Office (level 2+)+1 pt, 3%
  • At the end of a turn spent in a settlement: didn't move this turn·age below 50·settlement has Castle or better·faction is not pagan·doesn't have Wantschool·has Military Minded·has Natural Military Skill·has Fit For Office (level 2+)·has Good Commander (level 2+)+1 pt, 33%
  • At the end of a turn spent in a settlement: didn't move this turn·age below 50·settlement has Castle or better·faction is not pagan·doesn't have Wantschool·has Natural Military Skill·has Fit For Office (level 2+)·has Victor Virtue+1 pt, 33%
  • At the end of a turn spent in a settlement: age below 50·settlement has Castle or better·faction is not pagan·doesn't have Wantschool·has Natural Military Skill·has Fit For Office (level 2+)·has Vanquisher+1 pt, 33%
  • At the end of a turn spent in a settlement: didn't move this turn·age below 50·settlement has Castle or better·faction is not pagan·doesn't have Wantschool·has Military Minded·has Fit For Office (level 2+)·has Good Commander (level 2+)·has Natural Military Skill (level 3+)+1 pt, 10%
  • At the end of a turn spent in a settlement: didn't move this turn·age below 50·settlement has Castle or better·faction is not pagan·has Victor Virtue·doesn't have Wantschool·has Military Minded·has Natural Military Skill (level 3+)·has Fit For Office (level 2+)+1 pt, 10%
  • At the end of a turn spent in a settlement: age below 50·settlement has Castle or better·faction is not pagan·doesn't have Wantschool·has Military Minded·has Natural Military Skill (level 3+)·has Fit For Office (level 2+)·has Vanquisher+1 pt, 10%
  • At the end of a turn spent in a settlement: didn't move this turn·settlement has Wooden Castle·faction is not pagan·has Wantschool·doesn't have Military Minded·has Fit For Office (level 2+)·has Military Edu (level below 3)+1 pt, 7%
  • At the end of a turn spent in a settlement: didn't move this turn·settlement has Castle or better·faction is not pagan·has Wantschool·doesn't have Military Minded·has Fit For Office (level 2+)·has Military Edu (level below 3)+1 pt, 7%
  • At the end of a turn spent in a settlement: didn't move this turn·settlement has Fortress or better·faction is not pagan·has Wantschool·has Military Edu (level below 3)·doesn't have Military Minded+1 pt, 7%
  • At the end of a turn spent in a settlement: didn't move this turn·settlement has Fortress or better·faction is not pagan·has Wantschool·has Military Edu (level below 3)·doesn't have Military Minded+1 pt, 7%
  • At the end of a turn spent in a settlement: didn't move this turn·age below 50·settlement has Castle or better·faction is not pagan·doesn't have Wantschool·has Good Commander (level 2+)·has Military Edu (level below 4)·has Fit For Office (level 2+)·doesn't have Military Minded+1 pt, 5%
  • At the end of a turn spent in a settlement: didn't move this turn·age below 50·settlement has Castle or better·faction is not pagan·doesn't have Wantschool·has Victor Virtue·has Military Edu (level below 4)·has Fit For Office (level 2+)·doesn't have Military Minded+1 pt, 10%
  • At the end of a turn spent in a settlement: didn't move this turn·age below 50·settlement has Castle or better·faction is not pagan·doesn't have Wantschool·has Vanquisher·has Military Edu (level below 4)·doesn't have Military Minded·has Fit For Office (level 2+)+1 pt, 10%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·faction is not pagan·has an ancillary of type militarybook·doesn't have Wantschool·has Military Edu (level below 4)·has Sane+1 pt, 3%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·faction is not pagan·has an ancillary of type militarybook·doesn't have Wantschool·has Military Edu (level below 4)·has Sane·has Scholar+1 pt, 3%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·faction is not pagan·has an ancillary of type militarybook·doesn't have Wantschool·has Natural Military Skill·has Military Edu (level below 4)·has Sane+1 pt, 3%
  • At the end of each turn: is a general·is at sea·has Fit For Office (level 2+)·has Intelligent (level 5+)·faction is not pagan+1 pt, 5%
  • At the end of each turn: not: ended the turn in a settlement·movement left below 50%·has Fit For Office (level 2+)·has Intelligent (level 5+)·faction is not pagan+1 pt, 5%
  • At the end of each turn: not: ended the turn in a settlement·movement left below 50%·is in enemy lands·has Fit For Office (level 2+)·has Intelligent (level 5+)·faction is not pagan+1 pt, 5%
  • At the end of each turn: is a general·is at sea·has Fit For Office (level 2+)·has Natural Military Skill·faction is not pagan+1 pt, 5%
  • At the end of each turn: not: ended the turn in a settlement·movement left below 50%·has Fit For Office (level 2+)·has Natural Military Skill·faction is not pagan+1 pt, 5%
  • At the end of each turn: not: ended the turn in a settlement·movement left below 50%·is in enemy lands·has Fit For Office (level 2+)·has Natural Military Skill·faction is not pagan+1 pt, 10%
  • After a battle: won the battle·battle result exactly clear·normal battle·battle odds less than 1.75·faction is not pagan+1 pt, 5%
  • After a battle: won the battle·battle result exactly crushing·normal battle·battle odds less than 1.51·faction is not pagan+1 pt, 15%
  • After a battle: won the battle·% of enemy killed 26+·battle odds less than 0.51·faction is not pagan+1 pt, 20%
  • After a battle: won the battle·successfulambush battle·battle odds less than 1.51·faction is not pagan+1 pt, 50%
  • After a battle: won the battle·battle result more than close·battle odds more than 0.70·battle odds less than 1.50·% of his army lost below 20·faction is not pagan+1 pt, 80%
  • After a battle: won the battle·battle result more than close·battle odds less than 0.70·% of his army lost below 20·faction is not pagan+1 pt, 80%
  • When a building he governs is finished: just finished City Watch or better·has Military Minded (level 1)·has Intelligent (level below 4)·faction is not pagan+1 pt, 10%
  • When a building he governs is finished: just finished Mustering Hall or better·has Military Minded (level 1)·faction is not pagan+1 pt, 10%
  • When a building he governs is finished: just finished Drill Square or better·has Military Minded (level 1)·faction is not pagan+1 pt, 10%
  • When a building he governs is finished: just finished Armoury·has Military Minded (level 1)·faction is not pagan+1 pt, 10%
  • When a building he governs is finished: just finished Bowyer or better·has Military Minded (level 1)·faction is not pagan+1 pt, 8%
  • When a building he governs is finished: just finished Stables or better·has Military Minded (level 1)·faction is not pagan+1 pt, 8%
  • When a building he governs is finished: just finished C Siege Works·has Military Minded (level 1)·faction is not pagan+1 pt, 20%
  • When a building he governs is finished: just finished Siege Works·has Military Minded (level 1)·faction is not pagan+1 pt, 10%
  • When a building he governs is finished: just finished C Cannon Foundry or better·has Military Minded (level 1)·faction is not pagan+1 pt, 20%
  • When a building he governs is finished: just finished Cannon Foundry or better·has Military Minded (level 1)·faction is not pagan+1 pt, 10%
  • When a building he governs is finished: just finished Military Academy or better·has Military Minded (level 1)·faction is not pagan+1 pt
  • When a building he governs is finished: is a general·just finished Military Orders' Chapter Houses or better+1 pt, 20%
How it's lost (11)
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·settlement has Wooden Castle or better·has Wantschool·has Military Edu·has Deranged (level 2+)-1 pt, 3%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·settlement has Wooden Castle or better·has Wantschool·has Military Edu·has Slothful (level 2+)-1 pt, 2%
  • At the end of a turn spent in a settlement: he is Catholic·didn't move this turn·has Wantschool·has Western Edu·has Slothful (level 2+)-1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·settlement has School or better·has Wantschool·has Eastern Edu·has Slothful (level 2+)-1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·settlement has School or better·has Wantschool·has Greek Edu·has Slothful (level 2+)-1 pt, 2%
  • After a battle: is a general·has Severely Wounded-1 pt, 30%
  • At the end of each turn: is a general·has Hidden (level 2+)-1 pt, 2%
  • At the end of each turn: is a general·has Insane (level 2+)·50% chance-1 pt, 2%
  • At the end of each turn: is a general·has Senile (level 2+)-1 pt, 5%
  • At the end of each turn: is a general·doesn't have Officeholder·has Senile (level 2+)-1 pt, 5%
  • At the end of each turn: is a general·has Beyond Battle-1 pt, 10%

Miraculously Cured

hiddenfamily
Miraculously Cured1 pt +1 Piety

Having miraculously recovered from the brink of death, this man has grown in both spirituality and humility.

How it's gained (16)
  • At the end of a turn spent in a settlement: player's faction·has Afflicted with Scurvy (level 1)·doesn't have Naturally Robust+2 pts, 20%
  • At the end of each turn: player's faction·not: ended the turn in a settlement·has Afflicted with Scurvy (level 1)·has Naturally Robust (level 1)+2 pts, 50%
  • At the end of a turn spent in a settlement: not: player's faction·has Afflicted with Scurvy (level 1)·doesn't have Naturally Robust+2 pts, 30%
  • At the end of each turn: not: ended the turn in a settlement·not: player's faction·has Naturally Robust (level 1)·has Afflicted with Scurvy (level 1)+2 pts, 80%
  • At the end of a turn spent in a settlement: player's faction·has Afflicted with Scurvy (level 1)·doesn't have Naturally Robust+2 pts, 75%
  • At the end of a turn spent in a settlement: player's faction·has Naturally Robust (level 1)·has Afflicted with Scurvy (level 1)+2 pts, 90%
  • At the end of a turn spent in a settlement: not: player's faction·has Afflicted with Scurvy (level 1)·doesn't have Naturally Robust+2 pts, 90%
  • At the end of each turn: not: player's faction·has Afflicted with Scurvy (level 1)·has Naturally Robust (level 1)+2 pts
  • At the end of a turn spent in a settlement: player's faction·has Afflicted with Pneumonia (level 1)·doesn't have Naturally Robust+2 pts, 20%
  • At the end of a turn spent in a settlement: player's faction·has Naturally Robust (level 1)·has Afflicted with Pneumonia (level 1)+2 pts, 40%
  • At the end of a turn spent in a settlement: not: player's faction·has Afflicted with Pneumonia (level 1)·doesn't have Naturally Robust+2 pts, 30%
  • At the end of a turn spent in a settlement: not: player's faction·has Afflicted with Pneumonia (level 1)·has Naturally Robust (level 1)+2 pts, 50%
  • At the end of a turn spent in a settlement: player's faction·has Afflicted with Pneumonia (level 1)·doesn't have Naturally Robust+2 pts, 33%
  • At the end of each turn: player's faction·has Afflicted with Pneumonia (level 1)·has Naturally Robust (level 1)+2 pts, 66%
  • At the end of a turn spent in a settlement: not: player's faction·doesn't have Naturally Robust·has Afflicted with Pneumonia (level 1)+2 pts, 75%
  • At the end of a turn spent in a settlement: not: player's faction·has Afflicted with Pneumonia (level 1)·has Naturally Robust (level 1)+2 pts, 90%

Cancels out: Afflicted with Pneumonia, Afflicted with Scurvy, Hidden

Missionary

priest
Missionary1 pt +1 Piety+1 Eligibility+1 Purity-1 Violence

Bringing the entire flock into the one true faith is an admirable achievement. His achievements make him more likely to be chosen to an important ecclesiastical job.

Spreader of Faith3 pts +2 Piety+1 Eligibility+2 Purity-2 Violence

Has ensured his own religion is dominant on more than one occasion. His fame makes him more likely to be elected to an important ecclesiastical job.

Beacon of Faith6 pts +3 Piety+2 Eligibility+3 Purity-2 Violence

A true champion of spreading the faith. He always leaves a trail of believers in his wake. His fame makes him much more likely to be elected to important ecclesiastical positions.

How it's gained (17)
  • When the agent is recruited: is a priest·player's faction·he is not pagan·on Medium·turn below 200+1 pt, 10%
  • When the agent is recruited: is a priest·not: player's faction·he is not pagan·on Hard+1 pt, 10%
  • When the agent is recruited: is a priest·not: player's faction·he is not pagan·on Very Hard+1 pt, 10%
  • When the agent is recruited: is a priest·not: player's faction·he is not pagan·on Very Hard·turn 101++1 pt, 10%
  • When the agent is recruited: is a priest·not: player's faction·he is not pagan·on Very Hard·turn 301++1 pt, 10%
  • When the agent is recruited: is a priest·he is not pagan·has Natural Priest Skill (level 2+)+1 pt, 5%
  • At the end of each turn: is a priest·not: ended the turn in a settlement·not: is at sea·turns in the region 2+·he is not pagan·has Dogmatic (level below 2)·doesn't have Agent Health·50% chance+1 pt, 4%
  • At the end of each turn: is a priest·not: ended the turn in a settlement·not: is at sea·turns in the region 3+·he is not pagan·has Dogmatic·doesn't have Agent Health·50% chance+1 pt, 4%
  • At the end of a turn spent in a settlement: is a priest·he is not pagan·settlement has Theologians Guild or better·doesn't have Theologians Guild Member·50% chance+1 pt, 4%
  • At the end of a turn spent in a settlement: is a priest·he is not pagan·settlement has M Theologians Guild or better·doesn't have Agent Health+1 pt, 2%
  • At the end of a turn spent in a settlement: is a priest·he is not pagan·settlement has M Theologians Guild or better·doesn't have Agent Health+1 pt, 2%
  • At the end of each turn: is a priest·not: is at sea·he is not pagan·turns in the region below 12·turns in the region 6+·a special condition·% of population of his religion 96+·religion shift % 11+·doesn't have Agent Health·has Missionary (level below 3)+1 pt, 66%
  • At the end of each turn: is a priest·not: is at sea·he is not pagan·turns in the region below 12·turns in the region 6+·a special condition·% of population of his religion 86+·religion shift % 11+·doesn't have Agent Health·has Missionary (level below 3)+1 pt, 66%
  • At the end of each turn: is a priest·not: is at sea·he is not pagan·turns in the region below 12·turns in the region 7+·a special condition·% of population of his religion 96+·religion shift % 21+·doesn't have Agent Health·has Missionary (level below 3)+1 pt, 66%
  • At the end of each turn: is a priest·not: is at sea·he is not pagan·turns in the region below 12·turns in the region 6+·a special condition·% of population of his religion 71+·religion shift % 11+·doesn't have Agent Health·is in enemy lands·has Missionary (level below 3)+1 pt, 66%
  • At the end of each turn: is a priest·not: is at sea·he is not pagan·turns in the region below 12·turns in the region 6+·a special condition·% of population of his religion 61+·religion shift % 11+·doesn't have Agent Health·is in enemy lands·has Missionary (level below 3)+1 pt, 66%
  • At the end of each turn: is a priest·not: is at sea·he is not pagan·turns in the region below 12·turns in the region 7+·a special condition·% of population of his religion 61+·religion shift % 16+·doesn't have Agent Health·is in enemy lands·has Missionary (level below 3)+1 pt, 85%
How it's lost (4)
  • At the end of each turn: is a priest·not: player's faction·he is not pagan·doesn't have Open Minded-1 pt, 2%
  • At the end of each turn: is a priest·not: player's faction·he is not pagan·has Open Minded-1 pt, 2%
  • At the start of each turn: is a priest·age 56+-1 pt, 10%
  • At the start of each turn: is a priest·age 51+·not has Open Minded-1 pt, 5%

Muslim

family
Muslim1 pt -8 Piety-5 Loyalty-2 Local popularity-2 Command vs Muslims-2 Bribe resistance

This man is rumoured to serve another faith in privacy. Lords wonder if they can trust him any more.

How it's gained (9)
  • When he marries a princess: he is not Muslim·Wife's Charm 6+·Wife: has Of Moorish Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Catholic·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Muslim+1 pt
  • When he marries a princess: he is not Muslim·Wife's Charm 6+·Wife: has Of Zengid Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Catholic·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Muslim+1 pt
  • When he marries a princess: he is not Muslim·Wife's Charm 6+·Wife: has Of Seljuk Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Catholic·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Muslim+1 pt
  • When he marries a princess: he is not Muslim·Wife's Charm 6+·Wife: has Of Rum Seljuk Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Catholic·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Muslim+1 pt
  • When he marries a princess: he is not Muslim·Wife's Charm 6+·Wife: has Of Fatimid Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Catholic·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Muslim+1 pt
  • When he marries a princess: he is not Muslim·Wife's Charm 6+·Wife: has Princess Is Muslim (level 1)·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Muslim+1 pt
  • When he marries a princess: he is not Muslim·Wife's Charm 6+·Wife: has Of Abbasid Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Catholic·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Catholic+1 pt
  • When he comes of age: Father: has Muslim (level 1)+1 pt, 80%
  • When he comes of age: Father: has Wife Is Muslim (level 1)+1 pt, 20%
How it's lost (24)
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Of Castilian Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Catholic-1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Of Portuguese Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Catholic-1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Of Aragonese Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Catholic-1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Of French Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Catholic-1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Of English Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Catholic-1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Of Scottish Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Catholic-1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Of Danish Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Catholic-1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Of Germanic Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Catholic-1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Of Norwegian Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Catholic-1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Pisan Patrician (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Catholic-1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Of Sicilian Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Catholic-1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Of Hungarian Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Catholic-1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Of Piast Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Catholic-1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Of Crusader Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Catholic-1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Princess Is Catholic (level 1)·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Catholic-1 pt
  • When he marries a princess: he is not Orthodox·Wife's Charm 6+·Wife: has Of Greek Blood (level 1)·Wife: doesn't have Princess Is Catholic·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Orthodox-1 pt
  • When he marries a princess: he is not Orthodox·Wife's Charm 6+·Wife: has Of Georgian Blood (level 1)·Wife: doesn't have Princess Is Catholic·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Orthodox-1 pt
  • When he marries a princess: he is not Orthodox·Wife's Charm 6+·Wife: has Of Kievan Blood (level 1)·Wife: doesn't have Princess Is Catholic·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Orthodox-1 pt
  • When he marries a princess: he is not Orthodox·Wife's Charm 6+·Wife: has Of Novgorodian Blood (level 1)·Wife: doesn't have Princess Is Catholic·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Orthodox-1 pt
  • When he marries a princess: he is not Orthodox·Wife's Charm 6+·Wife: has Of Serbian Blood (level 1)·Wife: doesn't have Princess Is Catholic·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Orthodox-1 pt
  • When he marries a princess: he is not Orthodox·Wife's Charm 6+·Wife: has Princess Is Orthodox (level 1)·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Orthodox-1 pt
  • When he marries a princess: he is not pagan·Wife's Charm 6+·Wife: has Of Lithuanian Blood (level 1)·Wife: doesn't have Princess Is Catholic·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Orthodox·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Pagan-1 pt
  • When he marries a princess: he is not pagan·Wife's Charm 6+·Wife: has Princess Is Pagan (level 1)·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Pagan-1 pt
  • At the end of each turn: is a general·has Muslim (level 1)·faction is Muslim-1 pt

Natural Ai Boost

hiddenfamily
Ai Boost General1 pt +1 Hit points+1 Authority

SHOULD NOT BE VISIBLE: REPORT TO DEV TEAM IF YOU EVER SEE THIS!!!

Ai_Boost_Heir2 pts +1 Troop morale+2 Hit points+2 Fertility+1 Authority

SHOULD NOT BE VISIBLE: REPORT TO DEV TEAM IF YOU EVER SEE THIS!!!

Ai_Boost_FLeader3 pts +2 Troop morale+3 Hit points+1 Fertility+1 Authority

SHOULD NOT BE VISIBLE: REPORT TO DEV TEAM IF YOU EVER SEE THIS!!!

How it's gained (3)
How it's lost (1)
  • At the start of each turn: player's character·has Natural Ai Boost (level 2+)-3 pts

Natural Heretic Skill

heretic
New Faith1 pt +1 Piety

A new take on spirituality has given this man a little more faith than he has had in the past.

New Conviction2 pts +2 Piety

A pure belief that he now has a true understanding of the divine has made this man all the more pious.

Spiritually Reborn3 pts +3 Piety

Gripped by a new religious fervour, this man follows his new set of mandates with amazing conviction.

How it's gained (10)
  • When the agent is recruited: is a heretic·on Hard+1 pt, 30%
  • When the agent is recruited: is a heretic·on Very Hard+1 pt, 30%
  • When the agent is recruited: is a heretic·on Very Hard·turn 101++1 pt, 30%
  • When the agent is recruited: is a heretic·on Very Hard·turn 301++1 pt, 30%
  • Priestbecomesheretic: doesn't have Natural Heretic Skill+1 pt, 80%
  • Priestbecomesheretic: doesn't have Natural Heretic Skill+1 pt, 50%
  • Priestbecomesheretic: doesn't have Natural Heretic Skill+1 pt, 20%
  • When the agent is recruited: is a heretic+1 pt, 60%
  • When the agent is recruited: is a heretic+1 pt, 35%
  • When the agent is recruited: is a heretic+1 pt, 10%
How it's lost (2)
  • When the agent is recruited: is a heretic·on Medium·turn below 200-1 pt, 50%
  • At the start of each turn: is a heretic·age 56+·has Natural Heretic Skill-1 pt, 5%

Natural Inquisitor Skill

inquisitor
Intuitive Inquisitor1 pt +2 Piety

Even if he can't prove it at first, this man has a knack for being able to tell if someone has sins that need forgiving.

Hunter of Heretics2 pts +4 Piety

Not only does this man have the ability to sense and expose heinous acts of heresy, he also appears to enjoy doing so.

Born Inquisitor3 pts +6 Piety

Pursues heretics with a passion and fervour that is in itself somewhat disturbing, albeit effective.

How it's gained (8)
  • When the agent is recruited: is a inquisitor·on Hard+1 pt, 33%
  • When the agent is recruited: is a inquisitor·on Hard·after The Papal Inquisition Begins+1 pt, 33%
  • When the agent is recruited: is a inquisitor·on Very Hard+1 pt, 33%
  • When the agent is recruited: is a inquisitor·on Very Hard·after The Episcopal Inquisition+1 pt, 33%
  • When the agent is recruited: is a inquisitor·on Very Hard·after The Papal Inquisition Begins+1 pt, 33%
  • When the agent is recruited: is a inquisitor+1 pt
  • When the agent is recruited: is a inquisitor+1 pt, 70%
  • When the agent is recruited: is a inquisitor+1 pt, 30%
How it's lost (2)
  • When the agent is recruited: is a inquisitor·on Medium·before The Papal Inquisition Begins-1 pt, 33%
  • At the start of each turn: is a inquisitor·age 56+·has Natural Inquisitor Skill-1 pt, 5%

Natural Military Skill

family
Talent for Command1 pt +1 Command

Always showed a natural understanding for military tactics.

Natural Commander2 pts +2 Command

A natural leader of men, well suited to military command.

Born to Command3 pts +3 Command

Born with both the will and ability to lead other men decisively in battle.

Born Conqueror4 pts +4 Command

A military savant, blessed with a mind that pioneers winning battle tactics.

How it's gained (38)
  • When he comes of age: doesn't have Natural Military Skill+1 pt, 10%
  • When he comes of age: has Military Minded+1 pt, 20%
  • When he comes of age: Father: has Natural Military Skill (level 3+)+1 pt, 15%
  • When he comes of age: Father: has Counter Of Battles (level 4+)+1 pt, 15%
  • When he comes of age: Father: has Counter Of Battles Many+1 pt, 15%
  • When he comes of age: Father: has Victor Virtue (level 2+)+1 pt, 15%
  • When he comes of age: Father: has Vanquisher (level 5+)+1 pt, 15%
  • When he comes of age: Father: has Military Edu (level 3+)+1 pt, 15%
  • When he comes of age: Father's Command 6++1 pt, 15%
  • When he comes of age: Father: has Tourney Knight (level 2+)+1 pt, 15%
  • When he comes of age: Father: has Considered a Poulain (level 2+)+1 pt, 15%
  • When he comes of age: has Natural Military Skill (level 2+)·has Military Minded·doesn't have Bad Commander·doesn't have Coward+1 pt, 33%
  • When he comes of age: has Natural Military Skill (level 3+)·has Military Minded·doesn't have Bad Commander·doesn't have Coward+1 pt, 20%
  • When he comes of age: Father: has Logistical Skill·Father: has Vanquisher+1 pt, 2%
  • When he comes of age: Father: has Logistical Skill (level 2+)+1 pt, 2%
  • When he comes of age: Father: has Logistical Skill (level 3+)+1 pt, 2%
  • When he comes of age: is a general·faction has Barons Stables or better+1 pt, 10%
  • When he comes of age: is a general·faction has Military Academy or better+1 pt, 10%
  • When he comes of age: is a general·faction has Royal Arsenal or better+1 pt, 10%
  • When he comes of age: is a general·faction has Cannon Towers or better+1 pt, 10%
  • When he comes of age: is a general·faction has Alchemists Lab+1 pt, 10%
  • When he comes of age: is a general·faction has Alchemy School+1 pt, 10%
  • When he comes of age: is a general·faction has Military Orders' Outposts or better·50% chance+1 pt, 2%
  • When he comes of age: is a general·faction has Military Orders' Chapter Houses or better·50% chance+1 pt, 2%
  • When he comes of age: is a general·faction has Military Orders' Provincial Houses or better·50% chance+1 pt, 2%
  • When he comes of age: is a general·faction has Seat of the Great Masters or better·50% chance+1 pt, 2%
  • When he comes of age: on Medium+1 pt
  • When he comes of age: on Hard+1 pt, 50%
  • When he comes of age: on Hard·has Natural Military Skill (level below 2)·not: player's faction+1 pt, 50%
  • When he comes of age: on Very Hard·not: player's faction+1 pt, 50%
  • When he comes of age: on Very Hard·not: player's faction+1 pt, 50%
  • When he is offered for adoption: has Military Minded+1 pt, 8%
  • When he is offered for adoption: has Military Minded+1 pt, 5%
  • When he is offered for marriage: has Military Minded+1 pt, 8%
  • When he is offered for marriage: has Military Minded+1 pt, 5%
  • When he is offered for adoption (as a captain): faction is not pagan+1 pt
  • When he is offered for adoption (as a captain): faction is not pagan+1 pt, 33%
  • When he is offered for adoption (as a captain): faction is not pagan+1 pt, 33%
How it's lost (4)

Natural Priest Skill

priest
Blessed1 pt +1 Piety-3 Line of sight

Appears to be somewhat more in touch with God and his spirituality than most.

Divine Connection2 pts +2 Piety-2 Line of sight

There is no doubt in this man's mind that God speaks to him directly, and that he must heed his call.

Chosen One4 pts +3 Piety-1 Line of sight

So strong and unyielding is his connection with God that some speculate he could later be recognised as a prophet.

How it's gained (23)
  • When the agent is recruited: is a priest·player's faction·he is not pagan·on Medium·turn below 200+1 pt, 40%
  • When the agent is recruited: is a priest·not: player's faction·he is not pagan·on Hard+1 pt, 20%
  • When the agent is recruited: is a priest·not: player's faction·he is not pagan·on Very Hard+1 pt, 20%
  • When the agent is recruited: is a priest·not: player's faction·he is not pagan·on Very Hard·turn 101++1 pt, 20%
  • When the agent is recruited: is a priest·not: player's faction·he is not pagan·on Very Hard·turn 301++1 pt, 20%
  • At the start of each turn: is a priest·not: player's faction·doesn't have Natural Priest Skill·he is not pagan+1 pt
  • At the start of each turn: is a priest·not: player's faction·doesn't have Natural Priest Skill·he is not pagan+1 pt, 70%
  • At the start of each turn: is a priest·not: player's faction·doesn't have Natural Priest Skill·he is not pagan+1 pt, 20%
  • When the agent is recruited: is a priest·he is not pagan+1 pt, 50%
  • When the agent is recruited: is a priest·he is not pagan·has Natural Priest Skill (level 2+)+1 pt, 33%
  • When the agent is recruited: is a priest·settlement has Theologians Guild or better·he is not pagan+1 pt, 3%
  • When the agent is recruited: is a priest·settlement has M Theologians Guild or better·he is not pagan+1 pt, 3%
  • When the agent is recruited: is a priest·settlement has M Theologians Guild or better·he is not pagan+1 pt, 3%
  • When the agent is recruited: is a priest·faction has M Theologians Guild or better·he is not pagan·doesn't have Theologians Guild Member+1 pt, 3%
  • When the agent is recruited: is a priest·faction has Gm Theologians Guild·he is not pagan·has Theologians Guild Member (level below 2)·has Theologians Guild Member+1 pt, 3%
  • When the agent is recruited: is a priest·settlement has Cathedral (for Catholic factions) or better·he is not pagan+1 pt, 10%
  • When the agent is recruited: is a priest·settlement has Orthodox Cathedral (for Orthodox factions) or better·he is not pagan+1 pt, 10%
  • When the agent is recruited: is a priest·settlement has Jama (for Muslim factions) or better·he is not pagan+1 pt, 10%
  • When the agent is recruited: is a priest·settlement has Library or better·he is not pagan+1 pt, 10%
  • When the agent is recruited: is a priest·settlement has Castle Library or better·he is not pagan+1 pt, 10%
  • When the agent is recruited: is a priest·settlement has Port or better·he is not pagan·has Dogmatic+1 pt, 10%
  • At the end of each turn: is a priest·not: ended the turn in a settlement·not: is at sea·turns in the region 2+·he is not pagan·has Dogmatic (level below 2)·doesn't have Agent Health·50% chance+1 pt, 4%
  • At the end of each turn: is a priest·not: ended the turn in a settlement·not: is at sea·turns in the region 3+·he is not pagan·has Dogmatic·doesn't have Agent Health·50% chance+1 pt, 4%
How it's lost (2)
  • At the start of each turn: is a priest·age 56+-1 pt, 10%
  • At the start of each turn: is a priest·age 51+·not has Open Minded-1 pt, 5%

Near Capital

family
Attending Court1 pt +1 Authority

This man is near the capital, allowing him to attend to his subjects' concerns at court.

Allies at Court2 pts +1 Authority

This man has a trusted ally at court, one upon whom he can rely to keep matters under control in his absence.

How it's gained (5)
  • At the end of each turn: is faction leader·distance from capital below 50·doesn't have Near Capital·has Crownholder (level 4+)+1 pt
  • At the end of each turn: is faction leader·distance from capital below 30·doesn't have Near Capital·has Crownholder (level below 4)+1 pt
  • At the end of each turn: is faction leader·after Trusted Ally·doesn't have Near Capital+2 pts
  • At the end of each turn: is faction leader·after Trusted Ally·has Near Capital (level 1)+1 pt
  • At the end of each turn: is faction leader·after Trusted Ally·doesn't have Near Capital+2 pts
How it's lost (6)
  • At the end of each turn: is faction leader·distance from capital 50+·has Near Capital·has Crownholder (level 4+)-1 pt
  • At the end of each turn: is faction leader·distance from capital 21+·has Near Capital (level 1)·has Crownholder (level below 4)-1 pt
  • At the end of each turn: is faction leader·has Near Capital (level 2)·distance from capital below 30·has Crownholder (level below 4)·before Trusted Ally-1 pt
  • At the end of each turn: is faction leader·has Near Capital (level 2)·distance from capital 21+·has Crownholder (level below 4)·before Trusted Ally-2 pts
  • At the end of each turn: is faction leader·has Near Capital (level 2)·distance from capital below 50·has Crownholder (level 4+)·before Trusted Ally-1 pt
  • At the end of each turn: is faction leader·has Near Capital (level 2)·distance from capital 50+·has Crownholder (level 4+)·before Trusted Ally-1 pt

Near Loyalty

family
Has the King's Eye2 pts +1 Loyalty

This man is not unnoticed by the King, and aware of this attention, he strives to behave accordingly.

King's Right Hand10 pts +3 Loyalty+1 Law

This man is a trusted ally of his sovereign lord and fulfils his orders without hesitation. He expects the same from his subordinates.

How it's gained (4)
How it's lost (6)
  • At the start of each turn: is faction leader·has Near Loyalty-10 pts
  • At the end of each turn: is a general·doesn't have FLNear Capital·has Near Loyalty·player's faction-1 pt, 5%
  • At the end of each turn: is a general·has Near Loyalty·Faction leader: has Liar·Faction leader: doesn't have Deceiver Virtue-1 pt, 5%
  • At the end of each turn: is a general·player's faction·has Near Loyalty·Faction leader: has Absent-Minded-1 pt, 20%
  • When he stops being faction leader: is a general·player's faction·has Near Loyalty (level 2+)-2 pts
  • When he stops being faction leader: is a general·player's faction·has Near Loyalty-1 pt

Cancels out: Far Loyalty

Non Authoritarian

family
Accommodating Ruler3 pts -2 Unrest-1 Law

This man is more likely to be forgiving than most. This makes his subjects pleased, but also gives rise to a degree of corruption.

Lenient Ruler4 pts -1 Authority-4 Unrest-2 Law

Heavy-handed treatment can lead to discontent and unrest, a fact this man knows well. However, leniency breeds corruption, something which he ought to learn!

Liberal Leader6 pts -2 Authority-6 Unrest-3 Law

This man knows that "fairness, justice, and freedom are more than words; they are perspectives." Unfortunately, he does not seem to grasp that such liberal attitudes may also lead to disrespect for the law and a general increase in corruption.

How it's gained (6)
  • When he comes of age: Father: has Authoritarian+1 pt, 33%
  • At the start of each turn: is faction leader·player's faction·last turn you let your troops keep the loot after 1-2 victories+1 pt, 5%
  • At the start of each turn: is faction leader·player's faction·last turn you let your troops keep the loot after 3-4 victories+1 pt, 10%
  • At the start of each turn: is faction leader·player's faction·last turn you let your troops keep the loot after 5+ victories+1 pt, 10%
  • At the end of each turn: has Strategy Chivalry·has Battle Chivalry+1 pt, 3%
  • At the end of each turn: has Non Authoritarian+1 pt, 4%

Cancels out: Authoritarian

Obedient

family
Obedient to His Liege1 pt +2 Loyalty

This man appears to have chosen to side with the current king, while recognising that others appear to be hinting that another man should be king.

Royalist2 pts +4 Loyalty

This man has thrown his measure in for the King! He has pledged his life to his liege unto the end.

How it's gained (3)
  • At the end of each turn: Faction leader: has Offensive To Nobles (level 2)·is a general·doesn't have Building his own Empire·doesn't have Obedient·Loyalty 5+·not: is faction leader+1 pt, 50%
  • At the end of each turn: Faction leader: has Offensive To Nobles (level 2)·is a general·doesn't have Building his own Empire·doesn't have Obedient·Loyalty below 5·not: is faction leader+1 pt, 3%
  • At the end of each turn: is a general·has Building his own Empire·faction is Slave+1 pt
How it's lost (1)
  • At the start of each turn: is faction leader·has Obedient-10 pts

Cancels out: Building his own Empire

Of Abbasid Princely Blood

family
Of Abbasid Princely Blood1 pt +1 Piety+5 Tax collection+1 Authority-1 Hit points

This man is a descendant of al-Mansur, 2nd Abbasid Caliph and real founder of the Abbasid Caliphate. His pride is quite understandable, and is said to be reflected in his devotion to the dynasty.

How it's gained (4)
How it's lost (1)
  • At the start of each turn: has Old Blood-1 pt

Of Aragonese Princely Blood

family
Of Aragonese Princely Blood1 pt +1 Command vs Moors+1 Command+1 Piety-1 Fertility

This man is a descendant of Sancho Ramirez, the Aragonese King who united Aragon. His pride is quite understandable, and is said to be reflected in his devotion to the dynasty.

How it's gained (4)
How it's lost (1)
  • At the start of each turn: has Old Blood-1 pt

Of Crusader Princely Blood

family
Of Crusader Princely Blood1 pt +1 Piety+1 Law+1 Loyalty-1 Local popularity

This man is a descendant of Baldwin de Boulogne, a French nobleman who took the Jerusalemite throne by marriage. His pride is quite understandable, and is said to be reflected in his devotion to the dynasty.

How it's gained (3)
How it's lost (1)
  • At the start of each turn: has Old Blood-1 pt

Of Danish Princely Blood

family
Of Danish Princely Blood1 pt +1 Infantry command+3 Trading+1 Hit points-1 Chivalry

This man is a descendant of Harald III, a characteristically benevolent King of Denmark. His pride is quite understandable, and is said to be reflected in his devotion to the dynasty.

How it's gained (4)
How it's lost (1)
  • At the start of each turn: has Old Blood-1 pt

Of Fatimid Princely Blood

family
Of Fatimid Princely Blood1 pt +1 Loyalty+1 Local popularity+5 Tax collection-1 Authority

This man is a descendant of Al-Mustansir, a great Caliph of the Fatimids. His pride is quite understandable, and is said to be reflected in his devotion to the dynasty.

How it's gained (2)
How it's lost (1)
  • At the start of each turn: has Old Blood-1 pt

Of Georgian Princely Blood

family
Of Georgian Princely Blood1 pt +1 Troop morale+5 Construction+1 Piety-1 Defence

This man is a descendant of Bagrat III, the first king of Georgia. His pride is quite understandable, and is said to be reflected in his devotion to the dynasty.

How it's gained (4)
How it's lost (1)
  • At the start of each turn: has Old Blood-1 pt

Of Germanic Princely Blood

family
Of Germanic Princely Blood1 pt +1 Authority+1 Law+5 Construction-1 Loyalty

This man is a descendant of Henry IV, the Holy Roman Emperor who consolidated German power in the duchies and restored Imperial influence over Italy. His pride is quite understandable, and is said to be reflected in his devotion to the dynasty.

How it's gained (4)
How it's lost (1)
  • At the start of each turn: has Old Blood-1 pt

Of Hungarian Princely Blood

family
Of Hungarian Princely Blood1 pt +1 Local popularity+2 Line of sight+1 Law-1 Loyalty

This man is a descendant of Ladislaus I, the Hungarian King who nationalized Christianity. His pride is quite understandable, and is said to be reflected in his devotion to the dynasty.

How it's gained (4)
How it's lost (1)
  • At the start of each turn: has Old Blood-1 pt

Of Kievan Princely Blood

family
Of Kievan Princely Blood1 pt +1 Infantry command+1 Law+1 Authority-5 Construction

This man is a descendant of Vsevolod Yaroslavich, a very powerful Kievan monarch. His pride is quite understandable, and is said to be reflected in his devotion to the dynasty.

How it's gained (3)
How it's lost (1)
  • At the start of each turn: has Old Blood-1 pt

Of Lithuanian Princely Blood

family
Of Lithuanian Princely Blood1 pt +1 Piety+1 Infantry command+1 Hit points-5 Construction

This man is a descendant of Mindaugas, the great defender of pagan beliefs. His pride is quite understandable, and is said to be reflected in his devotion to the dynasty.

How it's gained (4)
How it's lost (1)
  • At the start of each turn: has Old Blood-1 pt

Of Mamluk Princely Blood

family
Of Mamluk Princely Blood1 pt -2 Loyalty-1 Chivalry+2 Command+1 Authority

This man is a member of a powerful military caste in various Islamic societies. Particularly in Egypt, but also in the Levant, Mesopotamia, and India, mamluks held political and military power. They might even rise to Sultans...

How it's gained (2)
  • When he is offered for adoption: after Fatimid Evolution·faction is Egypt+1 pt, 33%
  • When he is offered for adoption: after Zengid Evolution·faction is Zengid+1 pt, 33%
How it's lost (1)
  • At the start of each turn: has Old Blood-1 pt

Of Moorish Princely Blood

family
Of Moorish Princely Blood1 pt +1 Piety+1 Law+1 Defence-5 Tax collection

This man is a descendant of Yusuf bin Tashfin, a Moorish ruler and founder of the city of Marrakesh. His pride is quite understandable, and is said to be reflected in his devotion to the dynasty.

How it's gained (2)
How it's lost (1)
  • At the start of each turn: has Old Blood-1 pt

Of Norwegian Princely Blood

family
Of Norwegian Princely Blood1 pt +1 Attack+1 Hit points+1 Local popularity-1 Loyalty

This man is a descendant of Haakon Haakonsson, a powerful Norwegian king. His pride is quite understandable, and is said to be reflected in his devotion to the dynasty.

How it's gained (4)
How it's lost (1)
  • At the start of each turn: has Old Blood-1 pt

Of Piast Princely Blood

family
Of Piast Princely Blood1 pt +1 Piety+1 Authority-1 Chivalry

This man is a descendant of Mieszko I, a great conqueror and the builder of the state that evolved into Poland. Ferrocious in battles and godly in church, members of this family enjoy high authority.

How it's gained (4)
How it's lost (1)
  • At the start of each turn: has Old Blood-1 pt

Of Rum Seljuk Princely Blood

family
Of Rum Seljuk Princely Blood1 pt +1 Cavalry command+5 Tax collection+1 Law-1 Loyalty

This man is a descendant of Kilij Arslan, the first Rum Seljuk Sultan. His pride is quite understandable, and is said to be reflected in his devotion to the dynasty.

How it's gained (2)
How it's lost (1)
  • At the start of each turn: has Old Blood-1 pt

Of Scottish Princely Blood

family
Of Scottish Princely Blood1 pt +1 Troop morale+1 Piety+1 Farming-1 Command

This man is a descendant of Malcolm III, a persistent Scottish King recognised for invading Norman-England five times. His pride is quite understandable, and is said to be reflected in his devotion to the dynasty.

How it's gained (4)
How it's lost (1)
  • At the start of each turn: has Old Blood-1 pt

Of Seljuk Princely Blood

family
Of Seljuk Princely Blood1 pt +1 Cavalry command+1 Local popularity+3 Trading-1 Loyalty

This man is a descendant of Jalal ad-Dawlah, the first Seljuk Sultan to cast the Eastern Romans out of Anatolia. His pride is quite understandable, and is said to be reflected in his devotion to the dynasty.

How it's gained (2)
How it's lost (1)
  • At the start of each turn: has Old Blood-1 pt

Of Serbian Princely Blood

family
Of Serbian Princely Blood1 pt +1 Loyalty+1 Local popularity+1 Command vs Byzantium-5 Construction

This man is a descendant of Vukan I, the first Serbian Grand Prince. His pride is quite understandable, and is said to be reflected in his devotion to the dynasty.

How it's gained (4)
How it's lost (1)
  • At the start of each turn: has Old Blood-1 pt

Of Zengid Princely Blood

family
Of Zengid Princely Blood1 pt +5 Tax collection+1 Personal security+1 Law-1 Chivalry

This man is a descendant of Imad ad-Din Zengi. His pride is quite understandable, and is said to be reflected in his devotion to the dynasty.

How it's gained (2)
How it's lost (1)
  • At the start of each turn: has Old Blood-1 pt

Officeholder

family
High Official1 pt +1 Loyalty+1 Authority-1 Personal security

Having been granted a ministerial office by the ruler, this man now has increased political clout- something which he recognises now depends on the favour of the ruler.

Officemonger2 pts -1 Loyalty-1 Authority-1 Personal security

This ruler has a position of high office to grant, and yet has not given it to any noble. Such oversight has begun to anger those of the court who covet such a position, and their vassals as well. It would be both wise and prudent to heed his nobles' wishes.

Office Granter3 pts

This ruler can create offices and grant them to his generals. In order to create an office, he must reside in a settlement with the right infrastructure, and be of sound mind. The offices (and required infrastructure) are as follows: Marshall (requires Drill Square), Master of Horse (requires Barons' Stables), High Treasurer (requires Library), Keeper of the Privy Seal (requires Council Chambers), Chamberlain (requires Coaching House, after 1156), Steward (requires University, after 1181), Chancellor (requires University, after 1206), Seneschal (requires Great Market and a University, after 1231).

How it's gained (6)
  • At the end of each turn: has an ancillary of type office·not: is faction leader·doesn't have Wantschool·has Fit For Office (level 2+)·doesn't have Officeholder+1 pt
  • At the end of each turn: has an ancillary of type office 01·not: is faction leader·doesn't have Wantschool·has Fit For Office (level 2+)·doesn't have Officeholder+1 pt
  • At the end of each turn: has an ancillary of type byzantine seal·not: is faction leader·doesn't have Wantschool·has Fit For Office (level 2+)·doesn't have Officeholder+1 pt
  • At the end of each turn: not has an ancillary of type office·is faction leader·player's faction·doesn't have Officeholder·turn below 200+3 pts
  • At the end of each turn: has an ancillary of type office·is faction leader·player's faction·doesn't have Officeholder·turn below 200+2 pts
  • At the end of each turn: not has an ancillary of type office·is faction leader·player's faction·has Officeholder (level 2+)·has Officeholder (level below 3)·turn below 200+1 pt
How it's lost (3)
  • At the end of each turn: not has an ancillary of type office·not has an ancillary of type office 01·not has an ancillary of type byzantine seal·not: is faction leader·has Officeholder-1 pt
  • At the end of each turn: has an ancillary of type office·is faction leader·player's faction·has Officeholder (level 3+)-1 pt
  • At the end of each turn: not has an ancillary of type office·is faction leader·player's faction·has Officeholder (level 2+)·has Officeholder (level below 3)·turn 200+-2 pts

Old Blood

family
Bloodline of the Past1 pt -1 Loyalty+1 Authority

This general is a descendant of the family that used to rule the country. Unfortunately, it has been sidelined some time ago. This lowers loyalty of the general to the new dynasty but gives some authority among his peers.

Bloodline of the Past2 pts -1 Charm

This noble lady is a descendant of the family that used to rule the country. Unfortunately, it has been sidelined some time ago. This obviously lowers her appeal in the eyes of potential suitors.

How it's gained (2)
  • At the start of each turn: is a general·faction is Spain·has Of Castilian Princely Blood·Father: doesn't have Founder of a Royal Dynasty·Faction leader: doesn't have Usurper·after New House Spain+1 pt
  • At the start of each turn: is a princess·faction is Spain·has Of Castilian Princely Blood·Father: doesn't have Founder of a Royal Dynasty·Faction leader: doesn't have Usurper·after New House Spain+2 pts

Orthodox

family
Orthodox1 pt -8 Piety-5 Loyalty-2 Local popularity-2 Command vs Orthodox-2 Bribe resistance

This man is rumoured to serve another faith in privacy. Lords wonder if they can trust him any more.

How it's gained (8)
  • When he marries a princess: he is not Orthodox·Wife's Charm 6+·Wife: has Of Greek Blood (level 1)·Wife: doesn't have Princess Is Catholic·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Orthodox+1 pt
  • When he marries a princess: he is not Orthodox·Wife's Charm 6+·Wife: has Of Georgian Blood (level 1)·Wife: doesn't have Princess Is Catholic·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Orthodox+1 pt
  • When he marries a princess: he is not Orthodox·Wife's Charm 6+·Wife: has Of Kievan Blood (level 1)·Wife: doesn't have Princess Is Catholic·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Orthodox+1 pt
  • When he marries a princess: he is not Orthodox·Wife's Charm 6+·Wife: has Of Novgorodian Blood (level 1)·Wife: doesn't have Princess Is Catholic·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Orthodox+1 pt
  • When he marries a princess: he is not Orthodox·Wife's Charm 6+·Wife: has Of Serbian Blood (level 1)·Wife: doesn't have Princess Is Catholic·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Orthodox+1 pt
  • When he marries a princess: he is not Orthodox·Wife's Charm 6+·Wife: has Princess Is Orthodox (level 1)·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Orthodox+1 pt
  • When he comes of age: Father: has Orthodox (level 1)+1 pt, 80%
  • When he comes of age: Father: has Wife Is Christian Orthodox (level 1)+1 pt, 20%
How it's lost (25)
  • When he marries a princess: he is not Muslim·Wife's Charm 6+·Wife: has Of Moorish Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Catholic·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Muslim-1 pt
  • When he marries a princess: he is not Muslim·Wife's Charm 6+·Wife: has Of Zengid Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Catholic·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Muslim-1 pt
  • When he marries a princess: he is not Muslim·Wife's Charm 6+·Wife: has Of Seljuk Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Catholic·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Muslim-1 pt
  • When he marries a princess: he is not Muslim·Wife's Charm 6+·Wife: has Of Rum Seljuk Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Catholic·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Muslim-1 pt
  • When he marries a princess: he is not Muslim·Wife's Charm 6+·Wife: has Of Fatimid Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Catholic·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Muslim-1 pt
  • When he marries a princess: he is not Muslim·Wife's Charm 6+·Wife: has Princess Is Muslim (level 1)·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Muslim-1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Of Castilian Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Catholic-1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Of Portuguese Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Catholic-1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Of Aragonese Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Catholic-1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Of French Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Catholic-1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Of English Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Catholic-1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Of Scottish Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Catholic-1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Of Danish Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Catholic-1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Of Germanic Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Catholic-1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Of Norwegian Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Catholic-1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Pisan Patrician (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Catholic-1 pt
  • When he marries a princess: he is not Muslim·Wife's Charm 6+·Wife: has Of Abbasid Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Catholic·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Catholic-1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Of Sicilian Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Catholic-1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Of Hungarian Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Catholic-1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Of Piast Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Catholic-1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Of Crusader Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Catholic-1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Princess Is Catholic (level 1)·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Catholic-1 pt
  • When he marries a princess: he is not pagan·Wife's Charm 6+·Wife: has Of Lithuanian Blood (level 1)·Wife: doesn't have Princess Is Catholic·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Orthodox·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Pagan-1 pt
  • When he marries a princess: he is not pagan·Wife's Charm 6+·Wife: has Princess Is Pagan (level 1)·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Pagan-1 pt
  • At the end of each turn: is a general·has Orthodox (level 1)·faction is Orthodox-1 pt

Orthodox Instruction

priest
Orthodox Instruction1 pt +1 Piety

The influence of the local Theologian's guild house has only served to make this priest more pious.

How it's gained (7)
  • When the agent is recruited: is a priest·not: player's faction·he is not pagan·on Hard+1 pt, 20%
  • When the agent is recruited: is a priest·not: player's faction·he is not pagan·on Very Hard+1 pt, 20%
  • When the agent is recruited: is a priest·not: player's faction·he is not pagan·on Very Hard·turn 101++1 pt, 20%
  • When the agent is recruited: is a priest·not: player's faction·he is not pagan·on Very Hard·turn 301++1 pt, 20%
  • At the end of each turn: is a priest·not: player's faction·he is not pagan·doesn't have Open Minded+1 pt, 2%
  • At the end of each turn: is a priest·not: player's faction·he is not pagan·has Open Minded+1 pt, 2%
  • When the agent is recruited: is a priest·settlement has Theologians Guild or better·he is not pagan+1 pt

Pagan

family
Pagan1 pt -8 Piety-5 Loyalty-2 Local popularity-2 Command vs pagans-2 Bribe resistance

This man is rumoured to serve another faith in privacy. Lords wonder if they can trust him any more.

How it's gained (4)
  • When he marries a princess: he is not pagan·Wife's Charm 6+·Wife: has Of Lithuanian Blood (level 1)·Wife: doesn't have Princess Is Catholic·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Orthodox·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Pagan+1 pt
  • When he marries a princess: he is not pagan·Wife's Charm 6+·Wife: has Princess Is Pagan (level 1)·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Pagan+1 pt
  • When he comes of age: Father: has Pagan (level 1)+1 pt, 80%
  • When he comes of age: Father: has Wife Is Pagan (level 1)+1 pt, 20%
How it's lost (30)
  • When he marries a princess: he is not Muslim·Wife's Charm 6+·Wife: has Of Moorish Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Catholic·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Muslim-1 pt
  • When he marries a princess: he is not Muslim·Wife's Charm 6+·Wife: has Of Zengid Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Catholic·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Muslim-1 pt
  • When he marries a princess: he is not Muslim·Wife's Charm 6+·Wife: has Of Seljuk Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Catholic·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Muslim-1 pt
  • When he marries a princess: he is not Muslim·Wife's Charm 6+·Wife: has Of Rum Seljuk Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Catholic·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Muslim-1 pt
  • When he marries a princess: he is not Muslim·Wife's Charm 6+·Wife: has Of Fatimid Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Catholic·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Muslim-1 pt
  • When he marries a princess: he is not Muslim·Wife's Charm 6+·Wife: has Princess Is Muslim (level 1)·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Muslim-1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Of Castilian Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Catholic-1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Of Portuguese Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Catholic-1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Of Aragonese Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Catholic-1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Of French Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Catholic-1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Of English Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Catholic-1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Of Scottish Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Catholic-1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Of Danish Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Catholic-1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Of Germanic Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Catholic-1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Of Norwegian Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Catholic-1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Pisan Patrician (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Catholic-1 pt
  • When he marries a princess: he is not Muslim·Wife's Charm 6+·Wife: has Of Abbasid Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Catholic·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Catholic-1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Of Sicilian Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Catholic-1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Of Hungarian Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Catholic-1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Of Piast Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Catholic-1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Of Crusader Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Catholic-1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Princess Is Catholic (level 1)·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Catholic-1 pt
  • When he marries a princess: he is not Orthodox·Wife's Charm 6+·Wife: has Of Greek Blood (level 1)·Wife: doesn't have Princess Is Catholic·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Orthodox-1 pt
  • When he marries a princess: he is not Orthodox·Wife's Charm 6+·Wife: has Of Georgian Blood (level 1)·Wife: doesn't have Princess Is Catholic·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Orthodox-1 pt
  • When he marries a princess: he is not Orthodox·Wife's Charm 6+·Wife: has Of Kievan Blood (level 1)·Wife: doesn't have Princess Is Catholic·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Orthodox-1 pt
  • When he marries a princess: he is not Orthodox·Wife's Charm 6+·Wife: has Of Novgorodian Blood (level 1)·Wife: doesn't have Princess Is Catholic·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Orthodox-1 pt
  • When he marries a princess: he is not Orthodox·Wife's Charm 6+·Wife: has Of Serbian Blood (level 1)·Wife: doesn't have Princess Is Catholic·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Orthodox-1 pt
  • When he marries a princess: he is not Orthodox·Wife's Charm 6+·Wife: has Princess Is Orthodox (level 1)·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Orthodox-1 pt
  • When he marries a princess: he is not pagan·Wife's Charm 6+·Wife: has Of Lithuanian Blood (level 1)·Wife: doesn't have Princess Is Catholic·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Orthodox·Piety 5 or less·has Public Atheism (level 1 or less)·doesn't have Pagan-1 pt
  • At the end of each turn: is a general·has Pagan (level 1)·faction is pagan-1 pt

Pagan Edu

family
Basic Pagan Education1 pt +2 Movement+1 Line of sight+1 Hit points+1 Ambush+1 Loyalty

He has served as a warrior and undergone certain rites of initiation, gaining him a basic understanding of Pagan matters.

Standard Pagan Education3 pts +4 Movement+2 Line of sight+1 Hit points+1 Ambush+1 Command+1 Troop morale+10 Trading

This person has been gained a firm understanding of Pagan military matters. He also understands some administrative matters.

Advanced Pagan Education6 pts +6 Movement+3 Line of sight+1 Hit points+2 Ambush+2 Command-1 Loyalty+1 Troop morale+1 Law+20 Trading

He has received advanced training on Pagan tactics and strategy. He also understands some administrative matters and discerns some political intricacies.

Master Pagan Education10 pts +8 Movement+5 Line of sight+2 Hit points+3 Ambush+3 Command-2 Loyalty+2 Troop morale+1 Law+30 Trading

Having studied Pagan troops for years, this man has grasped all the knowledge needed to use them most effectively. He also became an administrative and political operator.

How it's gained (56)
  • When he comes of age: is a general·he is pagan·Father: has Has a teacher for his children+1 pt, 80%
  • When he is offered for adoption: has Military Minded·faction is pagan+2 pts, 50%
  • When he is offered for adoption: has Military Minded·faction is pagan+1 pt, 50%
  • When he is offered for adoption: has Military Minded·faction is pagan·age 20++2 pts, 50%
  • When he is offered for marriage: has Military Minded·faction is pagan+2 pts, 50%
  • When he is offered for marriage: has Military Minded·faction is pagan+1 pt, 50%
  • When he is offered for marriage: has Military Minded·faction is pagan·age 20++2 pts, 50%
  • When he is offered for adoption (as a captain): faction is pagan+1 pt, 75%
  • When he is offered for adoption (as a captain): faction is pagan+2 pts, 50%
  • When he is offered for adoption (as a captain): age 20+·faction is pagan+2 pts, 50%
  • At the end of each turn: is a general·has Wantschool·has Fit For Office (level 2+)·has Pagan Edu (level below 3)·has an ancillary of type education·faction is pagan+1 pt, 5%
  • At the end of each turn: is a general·has Army Is Camping·has Army Is Camping (level below 2)·has Wantschool·has Fit For Office (level 2+)·has an ancillary of type education·faction is pagan+1 pt, 15%
  • At the end of a turn spent in a settlement: is a general·faction is Lithuania·didn't move this turn·settlement has C Perkunas Altar·has Wantschool·has Fit For Office (level 2+)+1 pt, 15%
  • At the end of a turn spent in a settlement: is a general·faction is Lithuania·didn't move this turn·settlement has Perkunas Altar or better·has Wantschool·has Fit For Office (level 2+)+1 pt, 15%
  • At the end of a turn spent in a settlement: is a general·faction is Lithuania·didn't move this turn·settlement has Perkunas Sanctuary or better·has Wantschool·has Fit For Office (level 2+)+1 pt, 15%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·faction is Lithuania·has an ancillary of type education·settlement has Perkunas Sanctuary or better·has Wantschool·has Fit For Office (level 2+)+1 pt, 15%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·faction is Lithuania·settlement has Perkunas Sanctuary or better·has Wantschool·has Fit For Office (level 2+)·has Administratively-Minded+1 pt, 15%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·faction is Lithuania·settlement has Perkunas Sanctuary or better·has Wantschool·has Fit For Office (level 2+)·has Natural Military Skill (level 2+)+1 pt, 15%
  • At the end of a turn spent in a settlement: is a general·faction is Lithuania·didn't move this turn·has Wantschool·has Fit For Office (level 2+)·settlement has C Giltine Altar+1 pt, 15%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·faction is Lithuania·settlement has Giltine Altar or better·has Wantschool·has Fit For Office (level 2+)+1 pt, 15%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·faction is Lithuania·settlement has Giltine Sanctuary or better·has Fit For Office (level 2+)·has Wantschool+1 pt, 15%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·faction is Lithuania·has an ancillary of type education·settlement has Giltine Sanctuary or better·has Wantschool·has Fit For Office (level 2+)+1 pt, 15%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·faction is Lithuania·settlement has Giltine Sanctuary or better·has Wantschool·has Fit For Office (level 2+)·has Administratively-Minded+1 pt, 15%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·faction is Lithuania·settlement has Giltine Sanctuary or better·has Wantschool·has Fit For Office (level 2+)·has Natural Military Skill (level 2+)+1 pt, 15%
  • At the end of a turn spent in a settlement: is a general·faction is Lithuania·didn't move this turn·settlement has C Dievas Altar·has Wantschool·has Fit For Office (level 2+)+1 pt, 15%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·faction is Lithuania·has Wantschool·has Fit For Office (level 2+)·settlement has Dievas Altar or better+1 pt, 15%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·faction is Lithuania·has Wantschool·has Fit For Office (level 2+)·settlement has Dievas Sanctuary or better+1 pt, 15%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·has Wantschool·has Fit For Office (level 2+)·has an ancillary of type education·faction is Lithuania·settlement has Dievas Sanctuary or better+1 pt, 15%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·faction is Lithuania·settlement has Dievas Sanctuary or better·has Wantschool·has Fit For Office (level 2+)·has Administratively-Minded+1 pt, 15%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·faction is Lithuania·settlement has Dievas Sanctuary or better·has Wantschool·has Fit For Office (level 2+)·has Natural Military Skill (level 2+)+1 pt, 15%
  • At the end of each turn: is a general·faction is Lithuania·has Army Is Camping·has Army Is Camping (level below 2)·has Wantschool·doesn't have Administratively-Minded+1 pt, 15%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·faction is Lithuania·settlement has Perkunas Sanctuary or better·doesn't have Wantschool·has Fit For Office (level 2+)·has Administratively-Minded+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·faction is Lithuania·settlement has Perkunas Sanctuary or better·doesn't have Wantschool·has Fit For Office (level 2+)·has Administratively-Minded+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·faction is Lithuania·settlement has Perkunas Sanctuary or better·doesn't have Wantschool·has Fit For Office (level 2+)·has Natural Military Skill (level 2+)+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·faction is Lithuania·settlement has Perkunas Sanctuary or better·doesn't have Wantschool·has Fit For Office (level 2+)·has Natural Military Skill (level 2+)+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·faction is Cumans·has Wantschool·has Fit For Office (level 2+)·settlement has C Tengir Altar+1 pt, 15%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·faction is Cumans·has Wantschool·has Fit For Office (level 2+)·settlement has Tengir Altar or better+1 pt, 15%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·faction is Cumans·has Wantschool·has Fit For Office (level 2+)·settlement has Tengir Sanctuary or better+1 pt, 10%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·faction is Cumans·has an ancillary of type education·has Wantschool·has Fit For Office (level 2+)·settlement has Tengir Sanctuary or better+1 pt, 10%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·faction is Cumans·has Wantschool·has Fit For Office (level 2+)·has Administratively-Minded·settlement has Tengir Sanctuary or better+1 pt, 10%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·faction is Cumans·has Wantschool·has Fit For Office (level 2+)·has Natural Military Skill (level 2+)·settlement has Tengir Sanctuary or better+1 pt, 10%
  • At the end of each turn: is a general·faction is Cumans·has Army Is Camping·has Army Is Camping (level below 2)·has Wantschool·has Fit For Office (level 2+)+1 pt, 15%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·faction is Cumans·doesn't have Wantschool·has Administratively-Minded·settlement has Tengir Sanctuary or better+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·faction is Cumans·doesn't have Wantschool·has Administratively-Minded·settlement has Tengir Sanctuary or better+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·faction is Cumans·doesn't have Wantschool·has Natural Military Skill (level 2+)·settlement has Tengir Sanctuary or better+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·faction is Cumans·doesn't have Wantschool·has Natural Military Skill (level 2+)·settlement has Tengir Sanctuary or better+1 pt, 2%
  • After a battle: won the battle·battle result exactly clear·normal battle·battle odds less than 1.75·faction is pagan+1 pt, 5%
  • After a battle: won the battle·battle result exactly crushing·normal battle·battle odds less than 1.51·faction is pagan+1 pt, 15%
  • After a battle: won the battle·% of enemy killed 26+·battle odds less than 0.51·faction is pagan+1 pt, 20%
  • After a battle: won the battle·successfulambush battle·battle odds less than 1.51·faction is pagan+1 pt, 80%
  • After a battle: won the battle·battle result more than close·battle odds more than 0.70·battle odds less than 1.50·% of his army lost below 20·faction is pagan+1 pt, 80%
  • After a battle: won the battle·battle result more than close·battle odds less than 0.70·% of his army lost below 20·faction is pagan+1 pt, 80%
  • When a building he governs is finished: just finished City Watch or better·has Military Minded (level 1)·has Intelligent (level below 4)·faction is pagan+1 pt, 10%
  • When a building he governs is finished: just finished Mustering Hall or better·has Military Minded (level 1)·faction is pagan+1 pt, 10%
  • When a building he governs is finished: just finished Drill Square or better·has Military Minded (level 1)·faction is pagan+1 pt, 10%
  • When a building he governs is finished: just finished Armoury·has Military Minded (level 1)·faction is pagan+1 pt, 10%
How it's lost (5)
  • After a battle: is a general·has Severely Wounded-2 pts, 30%
  • At the end of each turn: is a general·has Hidden (level 2+)-1 pt, 2%
  • At the end of each turn: is a general·has Insane (level 2+)·50% chance-1 pt, 2%
  • At the end of each turn: is a general·has Senile (level 2+)-1 pt, 5%
  • At the end of each turn: is a general·doesn't have Officeholder·has Senile (level 2+)-1 pt, 5%

Pagan Priest

priest
Pagan Priest1 pt +4 Level+1 Piety+3 Movement+2 Line of sight

Having lived in the woods only with gods of the nature, this man knows the paths through the forests and can discern the gods' requests.

Pagan High Priest4 pts +4 Level+3 Piety+5 Movement+3 Line of sight

Having lived with the gods in the woods, this man knows all the hidden paths through lands and is a true oracle on the matters of religion.

How it's gained (13)
  • When the agent is recruited: is a priest·faction is Lithuania·he is pagan+1 pt
  • When the agent is recruited: is a priest·he is pagan·faction is Lithuania·settlement has Dievas Sanctuary or better+1 pt, 10%
  • When the agent is recruited: is a priest·he is pagan·faction is Lithuania·settlement has Dievas Sanctuary or better+1 pt, 33%
  • When the agent is recruited: is a priest·he is pagan·faction is Lithuania·settlement has Perkunas Sanctuary or better+1 pt, 10%
  • When the agent is recruited: is a priest·he is pagan·faction is Lithuania·settlement has Perkunas Sanctuary or better+1 pt, 33%
  • When the agent is recruited: is a priest·he is pagan·faction is Lithuania·settlement has Giltine Sanctuary or better+1 pt, 10%
  • When the agent is recruited: is a priest·he is pagan·faction is Lithuania·settlement has Giltine Sanctuary or better+1 pt, 33%
  • At the end of a turn spent in a settlement: is a priest·settlement has Perkunas Sanctuary or better·he is pagan·faction is Lithuania·doesn't have Agent Health+1 pt, 5%
  • At the end of a turn spent in a settlement: is a priest·settlement has Perkunas Sanctuary or better·he is pagan·faction is Lithuania·doesn't have Agent Health+1 pt, 5%
  • At the end of a turn spent in a settlement: is a priest·settlement has Giltine Sanctuary or better·he is pagan·faction is Lithuania·doesn't have Agent Health+1 pt, 5%
  • At the end of a turn spent in a settlement: is a priest·settlement has Giltine Sanctuary or better·he is pagan·faction is Lithuania·doesn't have Agent Health+1 pt, 5%
  • At the end of a turn spent in a settlement: is a priest·settlement has Dievas Sanctuary or better·he is pagan·faction is Lithuania·doesn't have Agent Health+1 pt, 5%
  • At the end of a turn spent in a settlement: is a priest·settlement has Dievas Sanctuary or better·he is pagan·faction is Lithuania·doesn't have Agent Health+1 pt, 5%

Pagan Priest Mongols

hiddenpriest
Pagan Priest1 pt +1 Level+1 Piety+5 Movement+2 Line of sight

He has lived long in the steppes, accompanied only by Tengir in the sky. He knows the paths of the horses well.

Pagan High Priest4 pts +1 Level+3 Piety+7 Movement+3 Line of sight

Having lived in the steppes, accompanied only by Tengir in the sky, this man is a true oracle.

How it's gained (11)
  • When the agent is recruited: is a priest·faction is Mongols·he is pagan+1 pt
  • At the start of each turn: is a priest·faction is Mongols·doesn't have Pagan Priest Mongols·doesn't have Pagan Priest+1 pt
  • When the agent is recruited: is a priest·faction is Cumans·he is pagan+1 pt
  • When the agent is recruited: is a priest·he is pagan·faction is Cumans·settlement has Tengir Sanctuary or better+1 pt, 10%
  • When the agent is recruited: is a priest·he is pagan·faction is Cumans·settlement has Tengir Sanctuary or better+1 pt, 33%
  • When the agent is recruited: is a priest·he is pagan·settlement has Tengir Sanctuary or better·faction is Mongols+1 pt, 10%
  • When the agent is recruited: is a priest·he is pagan·settlement has Tengir Sanctuary or better·faction is Mongols·not has Pagan Priest+1 pt, 33%
  • At the end of a turn spent in a settlement: is a priest·settlement has Tengir Sanctuary or better·he is pagan·faction is Cumans·doesn't have Agent Health+1 pt, 5%
  • At the end of a turn spent in a settlement: is a priest·settlement has Tengir Sanctuary or better·he is pagan·faction is Cumans·doesn't have Agent Health+1 pt, 5%
  • At the end of a turn spent in a settlement: is a priest·settlement has Tengir Sanctuary or better·he is pagan·faction is Mongols·doesn't have Agent Health+1 pt, 5%
  • At the end of a turn spent in a settlement: is a priest·settlement has Tengir Sanctuary or better·he is pagan·faction is Mongols·doesn't have Agent Health+1 pt, 5%

Paranoia

family
Slow to Trust1 pt +1 Personal security

Takes considerable time with someone before believing their intentions to be as they claim.

Overly Suspicious2 pts +2 Personal security

Suspicious of unseen plots and dreaded fates, many of which are obviously untrue.

Paranoid4 pts -1 Command-1 Authority+3 Personal security

Typically afraid of the intentions others have towards him, believes that others are out to get him - they must be dastardly!

Completely Paranoid8 pts -2 Command-2 Authority+4 Personal security

Utterly unable to relax or trust anyone, this man is a total wreck, afraid of the mere possibility of danger.

How it's gained (9)
  • When he comes of age: Father: has Paranoia (level 2+)+1 pt, 20%
  • Brotheradopted +1 pt, 5%
  • At the end of each turn: has Paranoia+1 pt, 4%
  • After an assassination attempt on him +1 pt, 33%
  • At the start of each turn: a special condition·a special condition+1 pt, 5%
  • At the start of each turn: a special condition·a special condition+1 pt, 5%
  • At the start of each turn: a special condition+1 pt, 5%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·50% chance·settlement has Assassins Guild or better·has Wantschool+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·50% chance·settlement has Assassins Guild or better·has Wantschool+1 pt, 2%

Cancels out: Trusting, Lax Personal Security

Perverted

family
Sexually Liberated2 pts +1 Local popularity

Unfussed with what others think of his bedroom antics; it is not their business in the first place.

Sexually Eccentric4 pts -1 Local popularity

This man's tastes for carnal pleasures are outlandish and irregular, and not something to let others known of.

Sexually Debauched7 pts -1 Piety-2 Local popularity

The pleasures found in the depths of depravity have left unpleasant stains on this man's character.

Sexually Perverse8 pts -2 Piety-3 Local popularity

There are no depths to which this man will not sink in his quest for physical satisfaction.

Sexually Corrupt9 pts -3 Piety-1 Authority-4 Local popularity

It is common knowledge that this man indulges in carnal pleasures that any decent person would deem an affront to God.

Diabolically Degenerate10 pts -4 Piety-2 Authority-5 Local popularity

Caligula was famed for his debauchery and depravity, but even he would blush if he could see this man's actions.

How it's gained (2)
  • When he comes of age: Father: has Perverted (level 2+)+1 pt, 20%
  • At the end of each turn: has Perverted+1 pt, 4%

Cancels out: Prim

Pilgrim to El Camino de Santiago

family
Pilgrim to El Camino de Santiago1 pt +1 Piety

This man has made a pilgrimage to El Camino de Santiago to the Cathedral of Santiago de Compostela in Galicia, north-western Spain, where the remains of the apostle, Saint James the Great, are buried. He has been transformed by his experience.

How it's gained (2)
  • At the end of a turn spent in a settlement: in Galicia (Santiago de Compostela)·is a general·he is Catholic·not has Pilgrim to El Camino de Santiago+1 pt
  • At the end of each turn: in Galicia (Santiago de Compostela)·is a general·not: ended next to an enemy army·he is Catholic·not has Pilgrim to El Camino de Santiago+1 pt, 50%

Pilgrim to Jerusalem

family
Pilgrim to Jerusalem1 pt +2 Piety

This man has made a pilgrimage to Jerusalem and the Holy Sepulchre. He has been transformed by his experience in the Holy Land.

How it's gained (2)

Pilgrim to Jerusalem

family
Pilgrim to Jerusalem1 pt +1 Piety

This man has made a pilgrimage to Jerusalem and the Church of the Resurrection. He has been transformed by his experience in the Holy Land.

How it's gained (1)
  • At the end of a turn spent in a settlement: in Jerusalem·is a general·he is Orthodox·not has Pilgrim to Jerusalem+1 pt

Pilgrim to Jerusalem

family
Pilgrim to Jerusalem1 pt +1 Piety

This man has made a pilgrimage to Jerusalem and the Dome of the Rock. He has been transformed by his experience in the Holy Land.

How it's gained (1)
  • At the end of a turn spent in a settlement: in Jerusalem·is a general·he is Muslim·not has Pilgrim to Jerusalem+1 pt

Pilgrim to Medina

family
Pilgrim to Medina1 pt +1 Piety

Having visited a site holy to the Prophet Mohamed, this man has found new humility.

How it's gained (1)
  • At the end of a turn spent in a settlement: in Medina·is a general·he is Muslim·not has Pilgrim to Medina+1 pt

Pilgrim to Rome

family
Pilgrim to Rome1 pt +1 Piety

This man has made a pilgrimage to the holy city of Rome and Vatican City. He has been transformed by his experience.

How it's gained (2)
  • At the end of a turn spent in a settlement: in Lazio (Roma)·is a general·he is Catholic·not has Pilgrim to Rome+1 pt
  • At the end of each turn: in Lazio (Roma)·is a general·not: ended next to an enemy army·he is Catholic·not has Pilgrim to Rome+1 pt, 50%

Pisan Patrician

family
Pisan Patrician1 pt +5 Trading+1 Bribe resistance-1 Command

This man is a member of one of the illustrious patrician families of Pisa. His pride is quite understandable, and is said to be reflected in his devotion to the dynasty.

How it's gained (6)
  • When he comes of age: Father: has Pisan Patrician+1 pt
  • When he comes of age: Father: has Wife Is Pisan Patrician (level 1)·Father: doesn't have Pisan Patrician·faction is Pisa+1 pt
  • At the start of each turn: faction is Pisa·is a general·not: player's faction·doesn't have Pisan Patrician+1 pt, 5%
  • At the start of each turn: Father: has Founder of a Royal Dynasty·faction is Pisa·doesn't have Pisan Patrician·original faction is Pisa·has Biological Son+1 pt
  • When he is offered for adoption: faction is Pisa+1 pt
  • When he is offered for adoption (as a captain): faction is Pisa+1 pt
How it's lost (1)
  • At the start of each turn: has Old Blood-1 pt

Political Differences

family
Political Differences1 pt +1 Authority-1 Troop morale

This man represents and stands for different values than our king. He thinks the realm would benefit from his tutelage.

How it's gained (3)
How it's lost (4)

Poor Logistician

family
Poor Logistician1 pt -1 Command-2 Line of sight-2 Movement

This general has little grasp of the complexities of supplying an army in the field.

How it's gained (21)
  • When he comes of age: Father: has Intelligent (level below 3)+1 pt, 2%
  • When he comes of age: Father: has Intelligent (level below 4)+1 pt, 2%
  • When he comes of age: Father's Piety 6++1 pt, 2%
  • When he comes of age: Father: has Superstitious+1 pt, 2%
  • When he comes of age: Father: has Slothful+1 pt, 2%
  • When he comes of age: Father: has Insane+1 pt, 2%
  • When he comes of age: Father: has Xenophobia+1 pt, 2%
  • When he comes of age: Father: has Xenophobia (level 3+)+1 pt, 5%
  • When he comes of age: Father: has Wife Is Domineering+1 pt, 2%
  • When he comes of age: Father: doesn't have Sane·50% chance+1 pt, 2%
  • When he comes of age: Father's Chivalry 6++1 pt, 5%
  • When he comes of age: Father's Chivalry 10++1 pt, 5%
  • When he is offered for adoption: has Military Minded (level 1)+1 pt, 2%
  • When he is offered for marriage: has Military Minded+1 pt, 2%
  • When he is offered for adoption (as a captain): faction is not pagan+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·settlement has Wooden Castle or better·has Wantschool·has Military Edu·has Deranged (level 2+)+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·settlement has Wooden Castle or better·has Wantschool·has Military Edu·has Slothful (level 2+)+1 pt, 2%
  • At the end of each turn: is a general·player's character·not: is besieging·is in enemy lands·turns in the region 4+·doesn't have Natural Military Skill+1 pt, 10%
  • At the end of each turn: is a general·player's character·didn't move this turn·turns in the region 11+·has Natural Military Skill (level below 2)+1 pt, 2%
  • When he abandons a crusade +1 pt, 10%
  • When he abandons a crusade: it's a jihad+1 pt, 10%

Popes Enforcer

family
Pope's Enforcer1 pt -1 Chivalry+1 Command vs Muslims

Lords who have no qualms about travelling to far off lands for noble, spiritual causes serve as a great example to their men.

Pope's Executioner3 pts -2 Chivalry+2 Command vs Muslims

Some show their devotion through prayer, but this man shows it through battling in God's name.

How it's gained (1)
  • After completing a council mission: a special condition+1 pt

Pragmatic

family
Mostly Rational1 pt +1 Authority

More of this man's beliefs are based on his own common sense than what others would preach to him.

No Nonsense2 pts +2 Authority+1 Troop morale

Not open to hearing talk of divine and mystical perils that may befall us. Why have these things not happened then?

Utterly Pragmatic4 pts +3 Authority+2 Troop morale

There is little romance or imagination in this man's mind, making him most expedient, but very dry.

How it's gained (7)
  • When he comes of age: Father: has Pragmatic+1 pt, 20%
  • At the end of each turn: not: ended the turn in a settlement·not: is at sea·is in enemy lands·doesn't have Marital Ties·50% chance+1 pt, 4%
  • At the end of each turn: not: ended the turn in a settlement·not: is at sea·is in enemy lands·has Marital Ties·50% chance+1 pt, 4%
  • At the end of each turn: not: ended the turn in a settlement·didn't move this turn·not: is at sea·not: is in enemy lands·doesn't have Marital Ties·50% chance+1 pt, 4%
  • At the end of each turn: not: ended the turn in a settlement·didn't move this turn·not: is at sea·not: is in enemy lands·has Marital Ties·50% chance+1 pt, 4%
  • At the end of each turn: not: ended the turn in a settlement·didn't move this turn·not: is at sea·is in enemy lands·doesn't have Marital Ties·50% chance+1 pt, 4%
  • At the end of each turn: not: ended the turn in a settlement·didn't move this turn·not: is at sea·is in enemy lands·has Marital Ties·50% chance+1 pt, 4%

Cancels out: Superstitious

Priest Level

priest
Bishop1 pt +1 Piety+1 Level

This priest was granted the title of Bishop and now commands one of the local dioceses. Should his diocese be lost, he will be stripped of his title.

Cardinal2 pts +1 Piety+2 Level+1 Heresy immunity

This man has ascended to the rank of Cardinal, a position granted by the Pope himself.

Patriarch3 pts +1 Heresy immunity+4 Piety+3 Level+10 Movement

This priest has ascended to the highest holy office within his church. He is truly a selfless and wise spiritual counsellor to his Highness.

The Antipope4 pts +1 Heresy immunity+4 Piety+3 Level+20 Movement

This man has openly claimed that he is the true Pope!

How it's gained (8)
  • When he becomes a cardinal: has Priest Level·has Priest Level (level below 2)+1 pt
  • When he becomes a cardinal: doesn't have Priest Level+2 pts
  • At the end of each turn: is a priest·Piety 5+·before Patriarch·doesn't have Priest Level·faction is Orthodox+3 pts
  • At the end of each turn: is a priest·Piety 5+·before Patriarch·has Priest Level (level 1)·faction is Orthodox+2 pts
  • At the end of each turn: is a priest·Piety 5+·before Antipope·doesn't have Priest Level·faction is Catholic+4 pts
  • At the end of each turn: is a priest·Piety 5+·before Antipope·has Priest Level (level 1)·faction is Catholic+3 pts
  • At the end of each turn: is a priest·Piety 5+·before Antipope·has Priest Level (level 2)·faction is Catholic+2 pts
  • At the end of each turn: is a priest·after Appointbishop·doesn't have Priest Level·faction is not Muslim·faction is not pagan+1 pt
How it's lost (3)
  • At the start of each turn: has Priest Level (level 4)·not: faction is excommunicated·doesn't have SHOULD NOT BE VISIBLE: REPORT TO DEV TEAM IF YOU EVER SEE THIS!!!-4 pts
  • At the start of each turn: has Priest Level (level 4)·not: faction is excommunicated·has SHOULD NOT BE VISIBLE: REPORT TO DEV TEAM IF YOU EVER SEE THIS!!! (level 1)-2 pts
  • At the end of each turn: is a priest·after Stripbishop·has Priest Level (level 1)·faction is not Muslim·faction is not pagan-1 pt

Priest Pagan Doctrine

priest
Versed in Pagan Doctrine1 pt -2 Unorthodoxy+1 Piety

Gods rule our world.

Versed in Pagan Doctrine2 pts -3 Unorthodoxy+2 Piety

Gods rule our world.

Versed in Pagan Doctrine4 pts -4 Unorthodoxy+3 Piety

Gods rule our world.

How it's gained (28)
  • When the agent is recruited: is a priest·player's faction·he is pagan·on Medium·turn below 200+1 pt, 50%
  • When the agent is recruited: is a priest·not: player's faction·he is pagan·on Hard+1 pt, 33%
  • When the agent is recruited: is a priest·not: player's faction·he is pagan·on Very Hard+1 pt, 50%
  • When the agent is recruited: is a priest·not: player's faction·he is pagan·on Very Hard·turn 101++1 pt, 50%
  • When the agent is recruited: is a priest·not: player's faction·he is pagan·on Very Hard·turn 301++1 pt, 50%
  • At the end of each turn: is a priest·not: player's faction·he is pagan+1 pt, 10%
  • When the agent is recruited: is a priest·he is pagan·faction is Lithuania·settlement has Dievas Sanctuary or better+1 pt, 50%
  • When the agent is recruited: is a priest·he is pagan·faction is Lithuania·settlement has Dievas Sanctuary or better+1 pt, 50%
  • When the agent is recruited: is a priest·he is pagan·faction is Lithuania·settlement has Perkunas Sanctuary or better+1 pt, 10%
  • When the agent is recruited: is a priest·he is pagan·faction is Lithuania·settlement has Perkunas Sanctuary or better+1 pt, 10%
  • When the agent is recruited: is a priest·he is pagan·faction is Lithuania·settlement has Giltine Sanctuary or better+1 pt, 33%
  • When the agent is recruited: is a priest·he is pagan·faction is Lithuania·settlement has Giltine Sanctuary or better+1 pt, 33%
  • When the agent is recruited: is a priest·he is pagan·faction is Cumans·settlement has Tengir Sanctuary or better+1 pt, 20%
  • When the agent is recruited: is a priest·he is pagan·faction is Cumans·settlement has Tengir Sanctuary or better+1 pt, 50%
  • When the agent is recruited: is a priest·he is pagan·settlement has Tengir Sanctuary or better·faction is Mongols+1 pt, 20%
  • When the agent is recruited: is a priest·he is pagan·settlement has Tengir Sanctuary or better·faction is Mongols·not has Pagan Priest+1 pt, 50%
  • At the end of a turn spent in a settlement: is a priest·settlement has Perkunas Sanctuary or better·he is pagan·faction is Lithuania·doesn't have Agent Health+1 pt, 5%
  • At the end of a turn spent in a settlement: is a priest·settlement has Perkunas Sanctuary or better·he is pagan·faction is Lithuania·doesn't have Agent Health+1 pt, 5%
  • At the end of a turn spent in a settlement: is a priest·settlement has Giltine Sanctuary or better·he is pagan·faction is Lithuania·doesn't have Agent Health+1 pt, 5%
  • At the end of a turn spent in a settlement: is a priest·settlement has Giltine Sanctuary or better·he is pagan·faction is Lithuania·doesn't have Agent Health+1 pt, 5%
  • At the end of a turn spent in a settlement: is a priest·settlement has Dievas Sanctuary or better·he is pagan·faction is Lithuania·doesn't have Agent Health+1 pt, 5%
  • At the end of a turn spent in a settlement: is a priest·settlement has Dievas Sanctuary or better·he is pagan·faction is Lithuania·doesn't have Agent Health+1 pt, 5%
  • At the end of a turn spent in a settlement: is a priest·settlement has Tengir Sanctuary or better·he is pagan·faction is Cumans·doesn't have Agent Health+1 pt, 5%
  • At the end of a turn spent in a settlement: is a priest·settlement has Tengir Sanctuary or better·he is pagan·faction is Cumans·doesn't have Agent Health+1 pt, 5%
  • At the end of a turn spent in a settlement: is a priest·settlement has Tengir Sanctuary or better·he is pagan·faction is Mongols·doesn't have Agent Health+1 pt, 5%
  • At the end of a turn spent in a settlement: is a priest·settlement has Tengir Sanctuary or better·he is pagan·faction is Mongols·doesn't have Agent Health+1 pt, 5%
  • At the end of each turn: is a priest·he is pagan·in 21·turns in the region 3++1 pt, 33%
  • At the end of each turn: in 30·is a priest·turns in the region 3+·he is pagan+1 pt, 33%

Prim

family
Proper Morals2 pts +1 Authority+2 Bribe resistance+1 Unrest+1 Law

Behaves in a noble and proper way without prompting.

Prim4 pts +2 Authority+3 Bribe resistance+2 Unrest+2 Law

Prim and proper, this man's righteousness make him rather humourless.

Holier than Thou6 pts -1 Command+2 Authority+4 Bribe resistance-1 Squalor+3 Unrest+3 Law

Aspiring to follow the divine is all well in theory, and can indeed lead to better behaviours in general, but flouting such an attitude will do little to endear a noble to his troops or his subjects.

How it's gained (19)
  • When he comes of age: Father: has Sobriety+1 pt, 15%
  • When he comes of age: faction is Serbia+1 pt, 10%
  • When he comes of age +1 pt, 2%
  • When he comes of age: Father: has Cuckold+1 pt, 20%
  • When he comes of age: Father: has Prim+1 pt, 20%
  • When he is offered for adoption: faction is Muslim·has Administratively-Minded (level 1)+1 pt, 33%
  • When he becomes a father: has Girls (level 5+)+16 pts, 20%
  • When he becomes a father: has Girls (level 3+)+8 pts, 40%
  • When he becomes a father: has Girls (level 2+)+4 pts, 30%
  • When he becomes a father: has Girls (level 2+)+2 pts, 40%
  • When he becomes a father +1 pt, 5%
  • When he marries: has Girls (level 5+)+16 pts, 20%
  • When he marries: has Girls (level 3+)+8 pts, 40%
  • When he marries: has Girls (level 3+)+4 pts, 30%
  • When he marries: has Girls (level 2+)+2 pts, 40%
  • When he marries +1 pt, 5%
  • At the end of each turn: has Prim+1 pt, 4%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·50% chance·settlement has Theologians Guild or better·has Wantschool+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·50% chance·settlement has Theologians Guild or better·has Wantschool+1 pt, 2%

Cancels out: Lewd, Feck, Perverted

Protector of His People

family
Protector of His People4 pts +1 Authority

This man knows how to convince townspeople to finance city garrisons.

How it's gained (3)
  • At the end of a turn spent in a settlement: is faction leader·doesn't have SHOULD NOT BE VISIBLE: REPORT TO DEV TEAM IF YOU EVER SEE THIS!!!·Chivalry 2+·Authority 4+·has Strategy Chivalry (level 2+)+1 pt, 5%
  • At the end of a turn spent in a settlement: is faction leader·doesn't have SHOULD NOT BE VISIBLE: REPORT TO DEV TEAM IF YOU EVER SEE THIS!!!·Chivalry 2+·Authority 4+·has Vanquisher+1 pt, 5%
  • At the end of a turn spent in a settlement: is faction leader·doesn't have SHOULD NOT BE VISIBLE: REPORT TO DEV TEAM IF YOU EVER SEE THIS!!!·Chivalry 2+·Authority 4+·has Brave+1 pt, 5%

Public Atheism

family
Religiously Improper2 pts -1 Piety+1 Unrest

He has become somewhat doubtful about divine matters, making him lax in his observation of religious ceremony.

Openly Agnostic4 pts -2 Piety+4 Unrest

Rising doubt regarding religion has lead this man to make openly agnostic comments. Such impiety is doing little to endear him to the common man!

Atheist8 pts -3 Piety+6 Unrest

Not ashamed of the fact that he does not believe in a God. It is a theory few others believe, and even fewer are so foolish to admit to living by.

Despises Religion12 pts -5 Piety+8 Unrest

It is one thing to think that religion is a sham, used to control the masses under threat of eternal spiritual suffering. It is quite another to be foolish enough to voice such thoughts aloud!

How it's gained (10)
  • When he comes of age +1 pt, 2%
  • When he comes of age: Father: has Public Atheism+1 pt, 20%
  • At the end of each turn: has Public Atheism (level 2+)·20% chance+1 pt, 5%
  • At the end of each turn: has Public Atheism·has Senile+1 pt, 10%
  • At the end of each turn: faction is excommunicated·is a general·he is Catholic·player's faction+1 pt, 10%
  • At the end of each turn: faction is excommunicated·is a general·he is Catholic·not: player's faction+1 pt, 5%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·50% chance·settlement has Theologians Guild or better·has Wantschool+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·50% chance·settlement has Theologians Guild or better·has Wantschool+1 pt, 2%
  • When he sacks a settlement: is a general·% of population of his religion 76++1 pt, 70%
  • When he exterminates a settlement: is a general·% of population of his religion 76++2 pts, 90%

Cancels out: Public Faith

Public Faith

family
Religiously Proper1 pt +1 Piety

Follows the basic mandates, goes to pray often enough.

Religiously Minded2 pts +2 Piety+1 Local popularity

Shows consideration for matters of religion in both his professional and personal lives.

Religiously Devout3 pts +3 Piety+2 Local popularity

Pious enough to be considered a true supporter of the faith.

Pious Ruler6 pts +5 Piety+2 Local popularity+1 Authority

As pious as one can ever be expected to be, this man is a champion of the faith.

How it's gained (92)
  • When he comes of age: he is Muslim+1 pt
  • When he comes of age: he is Catholic+1 pt, 50%
  • When he comes of age: faction is Hre+1 pt, 25%
  • When he comes of age: faction is Poland+1 pt, 20%
  • When he comes of age: faction is Sicily+1 pt, 25%
  • When he comes of age: faction is Spain+1 pt, 25%
  • When he comes of age: he is Orthodox+1 pt, 50%
  • When he comes of age: faction is Serbia+1 pt, 20%
  • When he comes of age: he is pagan+1 pt, 50%
  • When he comes of age: is a general·faction has Cathedral (for Catholic factions) or better+1 pt, 25%
  • When he comes of age: is a general·faction has Huge Cathedral (for Catholic factions)+1 pt, 30%
  • When he comes of age: is a general·faction has Orthodox Cathedral (for Orthodox factions) or better+1 pt, 25%
  • When he comes of age: is a general·faction has Huge Orthodox Cathedral (for Orthodox factions)+1 pt, 30%
  • When he comes of age: is a general·faction has Jama (for Muslim factions)+1 pt, 25%
  • When he comes of age: is a general·faction has Jama Kabir (for Muslim factions)+1 pt, 30%
  • When he comes of age +1 pt, 5%
  • When he comes of age: Father: has Public Faith+1 pt, 20%
  • At the end of each turn: is a general·is at sea·doesn't have Marital Ties·50% chance+1 pt, 4%
  • At the end of each turn: is a general·is at sea·has Marital Ties·50% chance+1 pt, 6%
  • At the end of each turn: not: ended the turn in a settlement·not: is at sea·not: is in enemy lands·doesn't have Marital Ties·50% chance+1 pt, 3%
  • At the end of each turn: not: ended the turn in a settlement·not: is at sea·not: is in enemy lands·has Marital Ties·50% chance+1 pt, 6%
  • At the end of each turn: not: ended the turn in a settlement·not: is at sea·is in enemy lands·doesn't have Marital Ties·50% chance+1 pt, 4%
  • At the end of each turn: not: ended the turn in a settlement·not: is at sea·is in enemy lands·has Marital Ties·50% chance+1 pt, 6%
  • At the end of each turn: not: ended the turn in a settlement·didn't move this turn·not: is at sea·not: is in enemy lands·doesn't have Marital Ties·50% chance+1 pt, 4%
  • At the end of each turn: not: ended the turn in a settlement·didn't move this turn·not: is at sea·not: is in enemy lands·has Marital Ties·50% chance+1 pt, 6%
  • At the end of each turn: not: ended the turn in a settlement·didn't move this turn·not: is at sea·is in enemy lands·doesn't have Marital Ties·50% chance+1 pt, 4%
  • At the end of each turn: not: ended the turn in a settlement·didn't move this turn·not: is at sea·is in enemy lands·has Marital Ties·50% chance+1 pt, 6%
  • When an agent is trained in his city: is a priest+1 pt, 15%
  • At the end of a turn spent in a settlement: settlement has Church (for Catholic factions) or better·turns in the region 3+·didn't move this turn·has Pragmatic (level below 2)·has Intelligent (level below 8)·has Counter Of Battles (level below 5)·doesn't have Officeholder·not: faction is excommunicated·50% chance+1 pt, 5%
  • At the end of a turn spent in a settlement: settlement has Small Church (for Catholic factions) or better·% of population of his religion below 50·turns in the region 3+·didn't move this turn·doesn't have Xenophilia·has Pragmatic (level below 2)·has Intelligent (level below 8)·has Counter Of Battles (level below 5)·doesn't have Officeholder·not: faction is excommunicated·50% chance+1 pt, 5%
  • At the end of a turn spent in a settlement: settlement has Chapel (for Catholic factions) or better·turns in the region 3+·didn't move this turn·has Pragmatic (level below 2)·has Intelligent (level below 8)·has Counter Of Battles (level below 5)·doesn't have Officeholder·not: faction is excommunicated·50% chance+1 pt, 5%
  • At the end of a turn spent in a settlement: settlement has Small Chapel (for Catholic factions) or better·% of population of his religion below 50·turns in the region 3+·didn't move this turn·doesn't have Xenophilia·has Pragmatic (level below 2)·has Intelligent (level below 8)·has Counter Of Battles (level below 5)·doesn't have Officeholder·not: faction is excommunicated·50% chance+1 pt, 5%
  • At the end of a turn spent in a settlement: settlement has Orthodox Church (for Orthodox factions) or better·turns in the region 3+·didn't move this turn·has Pragmatic (level below 2)·has Intelligent (level below 8)·has Counter Of Battles (level below 5)·doesn't have Officeholder·50% chance+1 pt, 5%
  • At the end of a turn spent in a settlement: settlement has Small Orthodox Church (for Orthodox factions) or better·% of population of his religion below 50·turns in the region 3+·didn't move this turn·doesn't have Xenophilia·has Pragmatic (level below 2)·has Intelligent (level below 8)·has Counter Of Battles (level below 5)·doesn't have Officeholder·50% chance+1 pt, 5%
  • At the end of a turn spent in a settlement: settlement has Orthodox Chapel (for Orthodox factions) or better·turns in the region 3+·didn't move this turn·has Pragmatic (level below 2)·has Intelligent (level below 8)·has Counter Of Battles (level below 5)·doesn't have Officeholder·50% chance+1 pt, 5%
  • At the end of a turn spent in a settlement: settlement has Small Orthodox Chapel (for Orthodox factions) or better·% of population of his religion below 50·turns in the region 3+·didn't move this turn·doesn't have Xenophilia·has Pragmatic (level below 2)·has Intelligent (level below 8)·has Counter Of Battles (level below 5)·doesn't have Officeholder·50% chance+1 pt, 5%
  • At the end of a turn spent in a settlement: settlement has Masjid (for Muslim factions) or better·turns in the region 3+·didn't move this turn·has Pragmatic (level below 2)·has Intelligent (level below 8)·has Counter Of Battles (level below 5)·doesn't have Officeholder·50% chance+1 pt, 5%
  • At the end of a turn spent in a settlement: settlement has Small Masjid (for Muslim factions) or better·% of population of his religion below 50·turns in the region 3+·didn't move this turn·doesn't have Xenophilia·has Pragmatic (level below 2)·has Intelligent (level below 8)·has Counter Of Battles (level below 5)·doesn't have Officeholder·50% chance+1 pt, 5%
  • At the end of a turn spent in a settlement: settlement has Masjid (for Muslim factions) or better·turns in the region 3+·didn't move this turn·has Pragmatic (level below 2)·has Intelligent (level below 8)·has Counter Of Battles (level below 5)·doesn't have Officeholder·50% chance+1 pt, 5%
  • At the end of a turn spent in a settlement: settlement has Small Masjid (for Muslim factions) or better·% of population of his religion below 50·turns in the region 3+·didn't move this turn·doesn't have Xenophilia·has Pragmatic (level below 2)·has Intelligent (level below 8)·has Counter Of Battles (level below 5)·doesn't have Officeholder·50% chance+1 pt, 5%
  • At the end of each turn: has Public Faith (level 2+)·20% chance+1 pt, 5%
  • At the end of each turn: doesn't have Public Atheism·has Senile+1 pt, 5%
  • At the end of each turn: has Public Atheism·has Senile+1 pt, 5%
  • When a building he governs is finished: just finished Small Church (for Catholic factions)+1 pt, 50%
  • When a building he governs is finished: just finished Small Church (for Catholic factions)+1 pt, 50%
  • When a building he governs is finished: just finished Church (for Catholic factions)+1 pt, 50%
  • When a building he governs is finished: just finished Church (for Catholic factions)+1 pt, 50%
  • When a building he governs is finished: just finished Collegiate Church (for Catholic factions)+1 pt, 50%
  • When a building he governs is finished: just finished Collegiate Church (for Catholic factions)+1 pt, 50%
  • When a building he governs is finished: just finished Cathedral (for Catholic factions)+1 pt, 50%
  • When a building he governs is finished: just finished Cathedral (for Catholic factions)+1 pt, 50%
  • When a building he governs is finished: just finished Huge Cathedral (for Catholic factions)+1 pt, 50%
  • When a building he governs is finished: just finished Huge Cathedral (for Catholic factions)+1 pt, 50%
  • When a building he governs is finished: just finished Small Chapel (for Catholic factions)+1 pt, 50%
  • When a building he governs is finished: just finished Small Chapel (for Catholic factions)+1 pt, 50%
  • When a building he governs is finished: just finished Chapel (for Catholic factions)+1 pt, 50%
  • When a building he governs is finished: just finished Chapel (for Catholic factions)+1 pt, 50%
  • When a building he governs is finished: just finished Small Orthodox Church (for Orthodox factions)+1 pt, 50%
  • When a building he governs is finished: just finished Small Orthodox Church (for Orthodox factions)+1 pt, 50%
  • When a building he governs is finished: just finished Orthodox Church (for Orthodox factions)+1 pt, 50%
  • When a building he governs is finished: just finished Orthodox Church (for Orthodox factions)+1 pt, 50%
  • When a building he governs is finished: just finished Katholikon (for Orthodox factions)+1 pt, 50%
  • When a building he governs is finished: just finished Katholikon (for Orthodox factions)+1 pt, 50%
  • When a building he governs is finished: just finished Orthodox Cathedral (for Orthodox factions)+1 pt, 50%
  • When a building he governs is finished: just finished Orthodox Cathedral (for Orthodox factions)+1 pt, 50%
  • When a building he governs is finished: just finished Huge Orthodox Cathedral (for Orthodox factions)+1 pt, 50%
  • When a building he governs is finished: just finished Huge Orthodox Cathedral (for Orthodox factions)+1 pt, 50%
  • When a building he governs is finished: just finished Small Orthodox Chapel (for Orthodox factions)+1 pt, 50%
  • When a building he governs is finished: just finished Small Orthodox Chapel (for Orthodox factions)+1 pt, 50%
  • When a building he governs is finished: just finished Orthodox Chapel (for Orthodox factions)+1 pt, 50%
  • When a building he governs is finished: just finished Orthodox Chapel (for Orthodox factions)+1 pt, 50%
  • When a building he governs is finished: just finished Small Masjid (for Muslim factions)+1 pt, 50%
  • When a building he governs is finished: just finished Small Masjid (for Muslim factions)+1 pt, 50%
  • When a building he governs is finished: just finished Masjid (for Muslim factions)+1 pt, 50%
  • When a building he governs is finished: just finished Masjid (for Muslim factions)+1 pt, 50%
  • When a building he governs is finished: just finished Minareted Masjid (for Muslim factions)+1 pt, 50%
  • When a building he governs is finished: just finished Minareted Masjid (for Muslim factions)+1 pt, 50%
  • When a building he governs is finished: just finished Jama (for Muslim factions)+1 pt, 50%
  • When a building he governs is finished: just finished Jama (for Muslim factions)+1 pt, 50%
  • When a building he governs is finished: just finished Jama Kabir (for Muslim factions)+1 pt, 50%
  • When a building he governs is finished: just finished Jama Kabir (for Muslim factions)+1 pt, 50%
  • When a building he governs is finished: just finished Small Masjid (for Muslim factions)+1 pt, 50%
  • When a building he governs is finished: just finished Small Masjid (for Muslim factions)+1 pt, 50%
  • When a building he governs is finished: just finished Masjid (for Muslim factions)+1 pt, 50%
  • When a building he governs is finished: just finished Masjid (for Muslim factions)+1 pt, 50%
  • When a building he governs is finished: just finished Ikoner Studio or better+1 pt, 15%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·50% chance·settlement has Theologians Guild or better·has Wantschool+1 pt, 4%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·50% chance·settlement has Theologians Guild or better·has Wantschool+1 pt, 4%
  • When a building he governs is finished: is faction leader·just finished Church (for Catholic factions) or better+1 pt, 33%
  • When a building he governs is finished: is faction leader·just finished Orthodox Church (for Orthodox factions) or better+1 pt, 33%
  • When a building he governs is finished: is faction leader·just finished Masjid (for Muslim factions) or better+1 pt, 33%
  • At the end of each turn: has an ancillary of type religion·is a general+1 pt, 5%

Cancels out: Public Atheism

Purifier

priest
Battler of Heresy1 pt +1 Piety+1 Eligibility+1 Purity+1 Violence

Has managed to drive heresy from a place that was once rife with it. His fame makes him a likely candidate for whatever important ecclesiastical jobs might arise.

Enemy of Heresy3 pts +2 Piety+1 Eligibility+2 Purity+2 Violence

His record of eradicating heresy is most impressive. Such fame makes him more likely to be chosen for important ecclesiastical positions.

Purger of Heresy6 pts +3 Piety+2 Eligibility+3 Purity+2 Violence

Where this man walks, heresy dies. A champion of eradicating all traces of religious impurity. Every faithful would like him to be given an important ecclesiastical job.

How it's gained (13)
  • When the agent is recruited: is a priest·player's faction·he is not pagan·on Medium·turn below 200+1 pt, 10%
  • When the agent is recruited: is a priest·not: player's faction·he is not pagan·on Hard+1 pt, 10%
  • When the agent is recruited: is a priest·not: player's faction·he is not pagan·on Very Hard+1 pt, 10%
  • When the agent is recruited: is a priest·not: player's faction·he is not pagan·on Very Hard·turn 101++1 pt, 10%
  • When the agent is recruited: is a priest·not: player's faction·he is not pagan·on Very Hard·turn 301++1 pt, 10%
  • At the end of each turn: is a priest·not: ended the turn in a settlement·not: is at sea·turns in the region 2+·he is not pagan·has Dogmatic (level below 2)·doesn't have Agent Health·50% chance+1 pt, 2%
  • At the end of each turn: is a priest·not: ended the turn in a settlement·not: is at sea·turns in the region 3+·he is not pagan·has Dogmatic·doesn't have Agent Health·50% chance+1 pt, 2%
  • At the end of a turn spent in a settlement: is a priest·he is not pagan·settlement has Cathedral (for Catholic factions) or better·doesn't have Open Minded·doesn't have Agent Health·50% chance+1 pt, 4%
  • At the end of a turn spent in a settlement: is a priest·he is not pagan·settlement has Orthodox Cathedral (for Orthodox factions) or better·doesn't have Open Minded·doesn't have Agent Health·50% chance+1 pt, 4%
  • At the end of a turn spent in a settlement: is a priest·he is not pagan·settlement has Jama (for Muslim factions) or better·doesn't have Open Minded·doesn't have Agent Health·50% chance+1 pt, 4%
  • At the end of each turn: is a priest·not: is at sea·he is not pagan·turns in the region below 12·turns in the region 6+·a special condition·% heretics below 5·religion shift % 11+·doesn't have Agent Health+1 pt, 66%
  • At the end of each turn: is a priest·not: is at sea·he is not pagan·turns in the region below 12·turns in the region 7+·a special condition·% heretics below 10·religion shift % 11+·doesn't have Agent Health·not has Purifier (level 3+)+1 pt, 50%
  • At the end of each turn: is a priest·not: is at sea·he is not pagan·turns in the region below 12·turns in the region 7+·a special condition·% heretics below 10·religion shift % 21+·doesn't have Agent Health+1 pt, 66%
How it's lost (2)
  • At the start of each turn: is a priest·age 56+-1 pt, 10%
  • Priestbecomesheretic: has Purifier-20 pts

Reconqueror of Antiokheia

family
Reconqueror of Antiokheia1 pt +1 Authority+1 Local popularity-1 Loyalty

This general has reconquered Antiokheia, returning the Emperor’s control to Syria and ushering another great victory for the last true Romans!

How it's gained (1)
  • When he captures a settlement: in Antioch·faction is Byzantium+1 pt

Reconqueror of Ikonion

family
Reconqueror of Ikonion1 pt +1 Authority+1 Local popularity-1 Loyalty

This general has reconquered Ikonion, helping to restore our control of Anatolia. If victories like this continue, it will not be long before we have restored the old borders of the Roman Empire!

How it's gained (1)
  • When he captures a settlement: in Lykaonia (Konya)·faction is Byzantium+1 pt

Religion Starter

hiddenfamily
Religionstarter Difficulty Veryhard1 pt +2 Piety

DO NOT TRANSLATE - Hidden trait

Religionstarter Difficulty Hard2 pts +3 Piety

DO NOT TRANSLATE - Hidden trait

Religionstarter Difficulty Normal3 pts +4 Piety

DO NOT TRANSLATE - Hidden trait

How it's gained (18)
  • When he comes of age: on Very Hard·is a general+1 pt
  • When he comes of age: on Hard·is a general+2 pts
  • When he comes of age: on Medium·is a general+3 pts
  • When he comes of age: on Easy·is a general+3 pts
  • When he is offered for adoption: on Very Hard+1 pt
  • When he is offered for adoption: on Hard+2 pts
  • When he is offered for adoption: on Medium+3 pts
  • When he is offered for adoption: on Easy+3 pts
  • When he is offered for marriage: on Very Hard+1 pt
  • When he is offered for marriage: on Hard+2 pts
  • When he is offered for marriage: on Medium+3 pts
  • When he is offered for marriage: on Easy+3 pts
  • When he is offered for adoption (as a captain): on Very Hard+1 pt
  • When he is offered for adoption (as a captain): on Hard+2 pts
  • When he is offered for adoption (as a captain): on Medium+3 pts
  • When he is offered for adoption (as a captain): on Easy+3 pts
  • When he becomes faction leader: on Very Hard+2 pts
  • When he becomes faction leader: on Hard+1 pt

Religious Activity

family
Religious1 pt +1 Piety

This man has had some involvement with religious matters in his time.

Dutifully Religious3 pts +2 Piety

Has spent considerable time dealing with men of faith, and is more pious for it.

Religiously Active6 pts +1 Chivalry+3 Piety

This man addresses religious matters with the importance they demand.

Devoutly Religious12 pts +2 Chivalry+4 Piety

By words and deeds, this man shows his faith at every chance he can get.

How it's gained (54)
  • When he comes of age: he is Muslim+1 pt, 8%
  • When he comes of age: faction is Hungary+1 pt, 5%
  • When he is offered for adoption +1 pt, 33%
  • When he is offered for adoption: has Religious Activity+3 pts, 33%
  • When he is offered for adoption: has Religious Activity (level 2+)+4 pts, 33%
  • When he is offered for adoption: faction is Catholic·has Administratively-Minded (level 1)+1 pt, 10%
  • When he is offered for adoption: faction is Orthodox·has Administratively-Minded (level 1)+1 pt, 15%
  • When he is offered for adoption: faction is Muslim·has Administratively-Minded (level 1)+1 pt, 33%
  • When he is offered for marriage +1 pt, 33%
  • When he is offered for marriage: has Religious Activity+3 pts, 33%
  • When he is offered for marriage: has Religious Activity (level 2+)+4 pts, 33%
  • When he is offered for adoption (as a captain) +1 pt, 33%
  • When he is offered for adoption (as a captain): has Religious Activity+3 pts, 33%
  • When he is offered for adoption (as a captain): has Religious Activity (level 2+)+4 pts, 33%
  • When an agent is trained in his city: is a priest+1 pt, 17%
  • When a building he governs is finished: just finished Small Church (for Catholic factions)+1 pt, 20%
  • When a building he governs is finished: just finished Church (for Catholic factions)+1 pt, 20%
  • When a building he governs is finished: just finished Collegiate Church (for Catholic factions)+1 pt, 20%
  • When a building he governs is finished: just finished Cathedral (for Catholic factions)+1 pt, 20%
  • When a building he governs is finished: just finished Huge Cathedral (for Catholic factions)+1 pt, 20%
  • When a building he governs is finished: just finished Small Chapel (for Catholic factions)+1 pt, 20%
  • When a building he governs is finished: just finished Chapel (for Catholic factions)+1 pt, 20%
  • When a building he governs is finished: just finished Small Orthodox Church (for Orthodox factions)+1 pt, 20%
  • When a building he governs is finished: just finished Orthodox Church (for Orthodox factions)+1 pt, 20%
  • When a building he governs is finished: just finished Katholikon (for Orthodox factions)+1 pt, 20%
  • When a building he governs is finished: just finished Orthodox Cathedral (for Orthodox factions)+1 pt, 20%
  • When a building he governs is finished: just finished Huge Orthodox Cathedral (for Orthodox factions)+1 pt, 20%
  • When a building he governs is finished: just finished Small Orthodox Chapel (for Orthodox factions)+1 pt, 20%
  • When a building he governs is finished: just finished Orthodox Chapel (for Orthodox factions)+1 pt, 20%
  • When a building he governs is finished: just finished Small Masjid (for Muslim factions)+1 pt, 20%
  • When a building he governs is finished: just finished Masjid (for Muslim factions)+1 pt, 20%
  • When a building he governs is finished: just finished Minareted Masjid (for Muslim factions)+1 pt, 20%
  • When a building he governs is finished: just finished Jama (for Muslim factions)+1 pt, 20%
  • When a building he governs is finished: just finished Jama Kabir (for Muslim factions)+1 pt, 20%
  • When a building he governs is finished: just finished Small Masjid (for Muslim factions)+1 pt, 20%
  • When a building he governs is finished: just finished Masjid (for Muslim factions)+1 pt, 20%
  • When a building he governs is finished: just finished Dievas Altar+1 pt, 17%
  • When a building he governs is finished: just finished Dievas Sanctuary+1 pt, 17%
  • When a building he governs is finished: just finished Dievas Temple+1 pt, 17%
  • When a building he governs is finished: just finished C Dievas Altar+1 pt, 17%
  • When a building he governs is finished: just finished Perkunas Altar+1 pt, 17%
  • When a building he governs is finished: just finished Perkunas Sanctuary+1 pt, 17%
  • When a building he governs is finished: just finished Perkunas Temple+1 pt, 17%
  • When a building he governs is finished: just finished C Perkunas Altar+1 pt, 17%
  • When a building he governs is finished: just finished Giltine Altar+1 pt, 17%
  • When a building he governs is finished: just finished Giltine Sanctuary+1 pt, 17%
  • When a building he governs is finished: just finished Giltine Temple+1 pt, 17%
  • When a building he governs is finished: just finished C Giltine Altar+1 pt, 17%
  • When a building he governs is finished: just finished Tengir Altar+1 pt, 17%
  • When a building he governs is finished: just finished Tengir Sanctuary+1 pt, 17%
  • When a building he governs is finished: just finished Tengir Temple+1 pt, 17%
  • When a building he governs is finished: just finished C Tengir Altar+1 pt, 17%
  • When a building he governs is finished: is a general·just finished Military Orders' Chapter Houses or better+1 pt, 20%
  • At the end of each turn: player's character·is faction leader·after Great Council True+1 pt, 50%

Cancels out: Religious Inactivity

Religious Inactivity

family
Neglects Religion2 pts -1 Piety

Has failed to notice religious issues at hand when he could do something about them.

Religiously Ignorant5 pts -2 Piety

Does not pay attention to religious matters with the seriousness that a leader of men should.

How it's gained (6)

Cancels out: Religious Activity

Rex Siciliae

family
Rex Siciliae1 pt +1 Command

Caesars and Caliphs once called this isle their own. Rule firmly and your people will be immortalized in Sicilian tradition as well.

How it's gained (29)
  • At the end of each turn: faction is Venice·is faction leader·Venice holds Trinacria (Balermus)·Venice holds Campania (Napoli)+1 pt
  • At the end of each turn: faction is Sicily·is faction leader·Sicily holds Trinacria (Balermus)·Sicily holds Campania (Napoli)+1 pt
  • At the end of each turn: faction is Abbasid·is faction leader·Abbasid holds Trinacria (Balermus)·Abbasid holds Campania (Napoli)+1 pt
  • At the end of each turn: faction is Papal States·is faction leader·Papal States holds Trinacria (Balermus)·Papal States holds Campania (Napoli)+1 pt
  • At the end of each turn: faction is Denmark·is faction leader·Denmark holds Trinacria (Balermus)·Denmark holds Campania (Napoli)+1 pt
  • At the end of each turn: faction is Egypt·is faction leader·Egypt holds Trinacria (Balermus)·Egypt holds Campania (Napoli)+1 pt
  • At the end of each turn: faction is Scotland·is faction leader·Scotland holds Trinacria (Balermus)·Scotland holds Campania (Napoli)+1 pt
  • At the end of each turn: faction is Cumans·is faction leader·Cumans holds Trinacria (Balermus)·Cumans holds Campania (Napoli)+1 pt
  • At the end of each turn: faction is Mongols·is faction leader·Mongols holds Trinacria (Balermus)·Mongols holds Campania (Napoli)+1 pt
  • At the end of each turn: faction is Turks·is faction leader·Turks holds Trinacria (Balermus)·Turks holds Campania (Napoli)+1 pt
  • At the end of each turn: faction is Rum·is faction leader·Rum holds Trinacria (Balermus)·Rum holds Campania (Napoli)+1 pt
  • At the end of each turn: faction is France·is faction leader·France holds Trinacria (Balermus)·France holds Campania (Napoli)+1 pt
  • At the end of each turn: faction is Hre·is faction leader·Hre holds Trinacria (Balermus)·Hre holds Campania (Napoli)+1 pt
  • At the end of each turn: faction is England·is faction leader·England holds Trinacria (Balermus)·England holds Campania (Napoli)+1 pt
  • At the end of each turn: faction is Portugal·is faction leader·Portugal holds Trinacria (Balermus)·Portugal holds Campania (Napoli)+1 pt
  • At the end of each turn: faction is Poland·is faction leader·Poland holds Trinacria (Balermus)·Poland holds Campania (Napoli)+1 pt
  • At the end of each turn: faction is Byzantium·is faction leader·Byzantium holds Trinacria (Balermus)·Byzantium holds Campania (Napoli)+1 pt
  • At the end of each turn: faction is Moors·is faction leader·Moors holds Trinacria (Balermus)·Moors holds Campania (Napoli)+1 pt
  • At the end of each turn: faction is Russia·is faction leader·Russia holds Trinacria (Balermus)·Russia holds Campania (Napoli)+1 pt
  • At the end of each turn: faction is Spain·is faction leader·Spain holds Trinacria (Balermus)·Spain holds Campania (Napoli)+1 pt
  • At the end of each turn: faction is Hungary·is faction leader·Hungary holds Trinacria (Balermus)·Hungary holds Campania (Napoli)+1 pt
  • At the end of each turn: faction is Aragon·is faction leader·Aragon holds Trinacria (Balermus)·Aragon holds Campania (Napoli)+1 pt
  • At the end of each turn: faction is Lithuania·is faction leader·Lithuania holds Trinacria (Balermus)·Lithuania holds Campania (Napoli)+1 pt
  • At the end of each turn: faction is Kievan Rus·is faction leader·Kievan Rus holds Trinacria (Balermus)·Kievan Rus holds Campania (Napoli)+1 pt
  • At the end of each turn: faction is Serbia·is faction leader·Serbia holds Trinacria (Balermus)·Serbia holds Campania (Napoli)+1 pt
  • At the end of each turn: faction is Georgia·is faction leader·Georgia holds Trinacria (Balermus)·Georgia holds Campania (Napoli)+1 pt
  • At the end of each turn: faction is Norway·is faction leader·Norway holds Trinacria (Balermus)·Norway holds Campania (Napoli)+1 pt
  • At the end of each turn: faction is Jerusalem·is faction leader·Jerusalem holds Trinacria (Balermus)·Jerusalem holds Campania (Napoli)+1 pt
  • At the end of each turn: faction is Zengid·is faction leader·Zengid holds Trinacria (Balermus)·Zengid holds Campania (Napoli)+1 pt
How it's lost (58)
  • At the end of each turn: faction is Venice·is faction leader·has Rex Siciliae (level 1)·Venice does not hold Trinacria (Balermus)-1 pt
  • At the end of each turn: faction is Venice·is faction leader·has Rex Siciliae (level 1)·Venice does not hold Campania (Napoli)-1 pt
  • At the end of each turn: faction is Sicily·is faction leader·has Rex Siciliae (level 1)·Sicily does not hold Trinacria (Balermus)-1 pt
  • At the end of each turn: faction is Sicily·is faction leader·has Rex Siciliae (level 1)·Sicily does not hold Campania (Napoli)-1 pt
  • At the end of each turn: faction is Abbasid·is faction leader·has Rex Siciliae (level 1)·Abbasid does not hold Trinacria (Balermus)-1 pt
  • At the end of each turn: faction is Abbasid·is faction leader·has Rex Siciliae (level 1)·Abbasid does not hold Campania (Napoli)-1 pt
  • At the end of each turn: faction is Papal States·is faction leader·has Rex Siciliae (level 1)·Papal States does not hold Trinacria (Balermus)-1 pt
  • At the end of each turn: faction is Papal States·is faction leader·has Rex Siciliae (level 1)·Papal States does not hold Campania (Napoli)-1 pt
  • At the end of each turn: faction is Denmark·is faction leader·has Rex Siciliae (level 1)·Denmark does not hold Trinacria (Balermus)-1 pt
  • At the end of each turn: faction is Denmark·is faction leader·has Rex Siciliae (level 1)·Denmark does not hold Campania (Napoli)-1 pt
  • At the end of each turn: faction is Egypt·is faction leader·has Rex Siciliae (level 1)·Egypt does not hold Trinacria (Balermus)-1 pt
  • At the end of each turn: faction is Egypt·is faction leader·has Rex Siciliae (level 1)·Egypt does not hold Campania (Napoli)-1 pt
  • At the end of each turn: faction is Scotland·is faction leader·has Rex Siciliae (level 1)·Scotland does not hold Trinacria (Balermus)-1 pt
  • At the end of each turn: faction is Scotland·is faction leader·has Rex Siciliae (level 1)·Scotland does not hold Campania (Napoli)-1 pt
  • At the end of each turn: faction is Cumans·is faction leader·has Rex Siciliae (level 1)·Cumans does not hold Trinacria (Balermus)-1 pt
  • At the end of each turn: faction is Cumans·is faction leader·has Rex Siciliae (level 1)·Cumans does not hold Campania (Napoli)-1 pt
  • At the end of each turn: faction is Mongols·is faction leader·has Rex Siciliae (level 1)·Mongols does not hold Trinacria (Balermus)-1 pt
  • At the end of each turn: faction is Mongols·is faction leader·has Rex Siciliae (level 1)·Mongols does not hold Campania (Napoli)-1 pt
  • At the end of each turn: faction is Turks·is faction leader·has Rex Siciliae (level 1)·Turks does not hold Trinacria (Balermus)-1 pt
  • At the end of each turn: faction is Rum·is faction leader·has Rex Siciliae (level 1)·Rum does not hold Trinacria (Balermus)-1 pt
  • At the end of each turn: faction is Turks·is faction leader·has Rex Siciliae (level 1)·Turks does not hold Campania (Napoli)-1 pt
  • At the end of each turn: faction is Rum·is faction leader·has Rex Siciliae (level 1)·Rum does not hold Campania (Napoli)-1 pt
  • At the end of each turn: faction is France·is faction leader·has Rex Siciliae (level 1)·France does not hold Trinacria (Balermus)-1 pt
  • At the end of each turn: faction is France·is faction leader·has Rex Siciliae (level 1)·France does not hold Campania (Napoli)-1 pt
  • At the end of each turn: faction is Hre·is faction leader·has Rex Siciliae (level 1)·Hre does not hold Trinacria (Balermus)-1 pt
  • At the end of each turn: faction is Hre·is faction leader·has Rex Siciliae (level 1)·Hre does not hold Campania (Napoli)-1 pt
  • At the end of each turn: faction is England·is faction leader·has Rex Siciliae (level 1)·England does not hold Trinacria (Balermus)-1 pt
  • At the end of each turn: faction is England·is faction leader·has Rex Siciliae (level 1)·England does not hold Campania (Napoli)-1 pt
  • At the end of each turn: faction is Portugal·is faction leader·has Rex Siciliae (level 1)·Portugal does not hold Trinacria (Balermus)-1 pt
  • At the end of each turn: faction is Portugal·is faction leader·has Rex Siciliae (level 1)·Portugal does not hold Campania (Napoli)-1 pt
  • At the end of each turn: faction is Poland·is faction leader·has Rex Siciliae (level 1)·Poland does not hold Trinacria (Balermus)-1 pt
  • At the end of each turn: faction is Poland·is faction leader·has Rex Siciliae (level 1)·Poland does not hold Campania (Napoli)-1 pt
  • At the end of each turn: faction is Byzantium·is faction leader·has Rex Siciliae (level 1)·Byzantium does not hold Trinacria (Balermus)-1 pt
  • At the end of each turn: faction is Byzantium·is faction leader·has Rex Siciliae (level 1)·Byzantium does not hold Campania (Napoli)-1 pt
  • At the end of each turn: faction is Moors·is faction leader·has Rex Siciliae (level 1)·Moors does not hold Trinacria (Balermus)-1 pt
  • At the end of each turn: faction is Moors·is faction leader·has Rex Siciliae (level 1)·Moors does not hold Campania (Napoli)-1 pt
  • At the end of each turn: faction is Russia·is faction leader·has Rex Siciliae (level 1)·Russia does not hold Trinacria (Balermus)-1 pt
  • At the end of each turn: faction is Russia·is faction leader·has Rex Siciliae (level 1)·Russia does not hold Campania (Napoli)-1 pt
  • At the end of each turn: faction is Spain·is faction leader·has Rex Siciliae (level 1)·Spain does not hold Trinacria (Balermus)-1 pt
  • At the end of each turn: faction is Spain·is faction leader·has Rex Siciliae (level 1)·Spain does not hold Campania (Napoli)-1 pt
  • At the end of each turn: faction is Hungary·is faction leader·has Rex Siciliae (level 1)·Hungary does not hold Trinacria (Balermus)-1 pt
  • At the end of each turn: faction is Hungary·is faction leader·has Rex Siciliae (level 1)·Hungary does not hold Campania (Napoli)-1 pt
  • At the end of each turn: faction is Aragon·is faction leader·has Rex Siciliae (level 1)·Aragon does not hold Trinacria (Balermus)-1 pt
  • At the end of each turn: faction is Aragon·is faction leader·has Rex Siciliae (level 1)·Aragon does not hold Campania (Napoli)-1 pt
  • At the end of each turn: faction is Lithuania·is faction leader·has Rex Siciliae (level 1)·Lithuania does not hold Trinacria (Balermus)-1 pt
  • At the end of each turn: faction is Lithuania·is faction leader·has Rex Siciliae (level 1)·Lithuania does not hold Campania (Napoli)-1 pt
  • At the end of each turn: faction is Kievan Rus·is faction leader·has Rex Siciliae (level 1)·Kievan Rus does not hold Trinacria (Balermus)-1 pt
  • At the end of each turn: faction is Kievan Rus·is faction leader·has Rex Siciliae (level 1)·Kievan Rus does not hold Campania (Napoli)-1 pt
  • At the end of each turn: faction is Serbia·is faction leader·has Rex Siciliae (level 1)·Serbia does not hold Trinacria (Balermus)-1 pt
  • At the end of each turn: faction is Serbia·is faction leader·has Rex Siciliae (level 1)·Serbia does not hold Campania (Napoli)-1 pt
  • At the end of each turn: faction is Georgia·is faction leader·has Rex Siciliae (level 1)·Georgia does not hold Trinacria (Balermus)-1 pt
  • At the end of each turn: faction is Georgia·is faction leader·has Rex Siciliae (level 1)·Georgia does not hold Campania (Napoli)-1 pt
  • At the end of each turn: faction is Norway·is faction leader·has Rex Siciliae (level 1)·Norway does not hold Trinacria (Balermus)-1 pt
  • At the end of each turn: faction is Norway·is faction leader·has Rex Siciliae (level 1)·Norway does not hold Campania (Napoli)-1 pt
  • At the end of each turn: faction is Jerusalem·is faction leader·has Rex Siciliae (level 1)·Jerusalem does not hold Trinacria (Balermus)-1 pt
  • At the end of each turn: faction is Jerusalem·is faction leader·has Rex Siciliae (level 1)·Jerusalem does not hold Campania (Napoli)-1 pt
  • At the end of each turn: faction is Zengid·is faction leader·has Rex Siciliae (level 1)·Zengid does not hold Trinacria (Balermus)-1 pt
  • At the end of each turn: faction is Zengid·is faction leader·has Rex Siciliae (level 1)·Zengid does not hold Campania (Napoli)-1 pt

Saviour of Konstantinoupolis

family
Saviour of Konstantinoupolis1 pt +1 Command+1 Troop morale+2 Authority+1 Law-1 Loyalty

This man's name is cheered in the streets, and races are held in his honour. Let it be remembered that he reclaimed the great city of Konstantinoupolis, the Roma Nova! He's quite taken it all to heart...

How it's gained (1)
  • When he captures a settlement: in Marmara (Kōnstantinoúpolis)·faction is Orthodox+1 pt

Secretly Female

priest
Secretly Female1 pt +1 Piety-1 Eligibility+1 Purity-1 Violence

Her devotion to God is strong enough to risk severe punishment for posing as a man.

How it's gained (1)
  • When the agent is recruited: is a priest·culture is not Middle Eastern·faction is not pagan+1 pt, 3%

Senile

family
Somewhat Senile1 pt -1 Command-1 Authority-1 Chivalry-2 Movement-1 Law-5 Tax collection

This man's mind is showing signs of ageing. He is not as sharp as he once was.

Senile2 pts -3 Command-2 Authority-2 Chivalry-4 Movement-2 Law-10 Tax collection

This man has clearly become senile. He is often incapable of keeping his mind on matters at hand and may also forget things he learned in his youth.

Totally Senile3 pts -6 Command-3 Authority-3 Chivalry-6 Movement-4 Law-15 Tax collection

This man's mental degeneration is complete. His moments of coherency are fleeting and he forgets things he learned in his youth.

How it's gained (11)
  • At the end of each turn: is a general·doesn't have Officeholder·age 60++1 pt, 2%
  • At the end of each turn: is a general·doesn't have Holds a Provincial Title·age 60++1 pt, 2%
  • At the end of each turn: is a general·has Stripped·has Stripped (level below 3)·age 58++1 pt, 2%
  • At the end of each turn: is a general·age 62++1 pt, 3%
  • At the end of each turn: is a general·age 66++1 pt, 5%
  • At the end of each turn: has Senile+1 pt, 3%
  • At the end of each turn: is a general·age 55+·has Severely Wounded+1 pt, 5%
  • At the end of each turn: is a general·age 55+·has Hidden+1 pt, 3%
  • At the end of each turn: is a general·age 55+·has Drink (level 7+)+1 pt, 3%
  • At the end of a turn spent in a settlement: is a general·age 55+·settlement has plague+1 pt, 3%
  • At the end of each turn: is a general·age 55+·has Naturally Frail+1 pt, 3%

SHOULD NOT BE VISIBLE: REPORT TO DEV TEAM IF YOU EVER SEE THIS!!!

hiddenpriest
SHOULD NOT BE VISIBLE: REPORT TO DEV TEAM IF YOU EVER SEE THIS!!!1 pt +3 Piety

SHOULD NOT BE VISIBLE: REPORT TO DEV TEAM IF YOU EVER SEE THIS!!!

How it's gained (1)
How it's lost (2)

Slothful

family
Lazy1 pt -1 Movement-2 Tax collection

Inactivity would be this man's favourite pastime, if he could find the energy.

Too Comfortable2 pts -2 Movement-5 Tax collection

Has become too accustomed to having others do things for him.

Slothful5 pts -1 Authority-3 Movement-10 Tax collection

Sleeps way too much, and does little that anyone could call work.

Indolent Lump8 pts -2 Authority-5 Movement-15 Tax collection

A self indulgent, tubby lump of inactivity. Lacks any sense of life or ambition.

How it's gained (8)
  • When he comes of age +1 pt, 2%
  • When he comes of age: Father: has Slothful+1 pt, 20%
  • Brotheradopted: not: is faction leader+1 pt, 4%
  • At the end of each turn: has Slothful+1 pt, 3%
  • At the end of a turn spent in a settlement: is a general·building queue idle despite money·turns in the region 6+·didn't move this turn·doesn't have Wantschool·20% chance+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·building queue idle despite money·turns in the region 6+·didn't move this turn·has Slothful·20% chance+1 pt, 2%
  • At the end of each turn: doesn't have Officeholder·has Drink (level 3+)·50% chance+1 pt, 3%
  • At the end of each turn: player's character·is faction leader·after Great Tourney False+1 pt, 50%

Cancels out: Energetic

Sobriety

family
Sensible Drinker2 pts +1 Command

Not one to let drink ever get the better of him at all.

Sober4 pts +1 Command-1 Troop morale+1 Personal security-1 Local popularity

Has made a point of not drinking alcohol. Making him clear headed, but aloof at festival.

Abhors Drink8 pts +1 Command-2 Troop morale+2 Personal security-2 Local popularity

This man has a tedious and overbearing grudge against alcohol. It does little to endear him to others.

How it's gained (11)
  • When he comes of age: Father: has Drink (level 3+)+1 pt, 30%
  • When he comes of age: Father: has Drink (level 4+)+1 pt, 30%
  • When he comes of age: Father: has Drink (level 5+)+1 pt, 30%
  • When he comes of age: Father: has Sobriety+1 pt, 30%
  • When he is offered for adoption: faction is Catholic·has Administratively-Minded (level 1)+1 pt, 10%
  • When he is offered for adoption: faction is Orthodox·has Administratively-Minded (level 1)+1 pt, 10%
  • When he is offered for marriage +1 pt, 10%
  • When he is offered for marriage +1 pt, 12%
  • When he becomes a father +1 pt, 5%
  • When he marries +1 pt, 5%
  • When a building he governs is finished: just finished Small Church (for Catholic factions)·has Intelligent (level 4+)·has Fit For Office (level 2+)+1 pt, 20%
How it's lost (3)
  • At the end of each turn: has Drink (level 3+)·has Sobriety (level 3+)-4 pts
  • At the end of each turn: has Drink (level 2+)·has Sobriety (level 2+)-2 pts
  • At the end of each turn: has Drink·has Sobriety-1 pt

Spy Master

family
Patron of Espionage8 pts +2 Agent training

Has taken an interest in the field of espionage, having recruited numerous spies and agents.

Espionage Expert16 pts +1 Public security+4 Agent training

Maintains an effective network of agents to assist him in his strategies.

Master of Espionage24 pts -1 Chivalry+2 Public security+6 Agent training

This man can feel out plots and schemes before they have even begun to unfold - nothing escapes his eye for espionage.

How it's gained (1)
  • Leaderorderedspyingmission: is faction leader·a special condition+1 pt, 25%
How it's lost (1)
  • Leaderorderedspyingmission: is faction leader·a special condition-1 pt, 25%

Stoic

family
Reserved1 pt +10 Bribe resistance

Doesn't let his emotions show, making him at least appear calm in crisis.

Stone Faced2 pts +1 Loyalty+20 Bribe resistance

Cold and hard enough never to blink in the face of adversity. A little grim and imposing to face.

Utterly Stoic4 pts +2 Loyalty+30 Bribe resistance

His manner of utter self control gives him great strength as leader, but stifles his sense of compassion.

How it's gained (11)
  • When he comes of age: faction is Hre+1 pt, 10%
  • When he comes of age +1 pt, 2%
  • When he comes of age: Father: has Epicurean+1 pt, 10%
  • When he comes of age: Father: has Stoic+1 pt, 20%
  • At the end of each turn: has Stoic+1 pt, 4%
  • At the end of each turn: not: ended the turn in a settlement·not: is at sea·is in enemy lands·doesn't have Marital Ties·50% chance+1 pt, 4%
  • At the end of each turn: not: ended the turn in a settlement·not: is at sea·is in enemy lands·has Marital Ties·50% chance+1 pt, 4%
  • At the end of each turn: not: ended the turn in a settlement·didn't move this turn·not: is at sea·not: is in enemy lands·doesn't have Marital Ties·50% chance+1 pt, 4%
  • At the end of each turn: not: ended the turn in a settlement·didn't move this turn·not: is at sea·not: is in enemy lands·has Marital Ties·50% chance+1 pt, 4%
  • At the end of each turn: not: ended the turn in a settlement·didn't move this turn·not: is at sea·is in enemy lands·doesn't have Marital Ties·50% chance+1 pt, 4%
  • At the end of each turn: not: ended the turn in a settlement·didn't move this turn·not: is at sea·is in enemy lands·has Marital Ties·50% chance+1 pt, 4%

Cancels out: Epicurean

Strategy Chivalry

family
Fair in Rule1 pt +1 Chivalry

Does his very best to follow a path of fairness when taking important decisions.

Noble in Rule2 pts +2 Chivalry

The people smile upon a man who put his support behind noble projects and tasks.

Chivalrous in Rule4 pts +3 Chivalry+1 Authority

People under the eye of this man feel as if led by a knight, driven to a higher set of ideals.

Honourable Ruler8 pts +4 Chivalry+2 Authority

Not even his enemies would declare this man to be anything short of honourable in his intentions.

Saintly Ruler14 pts +5 Chivalry+3 Authority

This man has become a champion of virtues through his righteous path of improving the lives of all under his authority.

How it's gained (67)
  • When he comes of age: faction is France+1 pt, 4%
  • When an agent is trained in his city: is a diplomat+1 pt, 5%
  • When a building he governs is finished: just finished Small Church (for Catholic factions)+1 pt, 10%
  • When a building he governs is finished: just finished Church (for Catholic factions)+1 pt, 10%
  • When a building he governs is finished: just finished Collegiate Church (for Catholic factions)+1 pt, 10%
  • When a building he governs is finished: just finished Cathedral (for Catholic factions)+1 pt, 10%
  • When a building he governs is finished: just finished Huge Cathedral (for Catholic factions)+1 pt, 10%
  • When a building he governs is finished: just finished Small Chapel (for Catholic factions)+1 pt, 10%
  • When a building he governs is finished: just finished Chapel (for Catholic factions)+1 pt, 10%
  • When a building he governs is finished: just finished Small Orthodox Church (for Orthodox factions)+1 pt, 10%
  • When a building he governs is finished: just finished Orthodox Church (for Orthodox factions)+1 pt, 10%
  • When a building he governs is finished: just finished Katholikon (for Orthodox factions)+1 pt, 10%
  • When a building he governs is finished: just finished Orthodox Cathedral (for Orthodox factions)+1 pt, 10%
  • When a building he governs is finished: just finished Huge Orthodox Cathedral (for Orthodox factions)+1 pt, 10%
  • When a building he governs is finished: just finished Small Orthodox Chapel (for Orthodox factions)+1 pt, 10%
  • When a building he governs is finished: just finished Orthodox Chapel (for Orthodox factions)+1 pt, 10%
  • When a building he governs is finished: just finished Small Masjid (for Muslim factions)+1 pt, 10%
  • When a building he governs is finished: just finished Masjid (for Muslim factions)+1 pt, 10%
  • When a building he governs is finished: just finished Minareted Masjid (for Muslim factions)+1 pt, 10%
  • When a building he governs is finished: just finished Jama (for Muslim factions)+1 pt, 10%
  • When a building he governs is finished: just finished Jama Kabir (for Muslim factions)+1 pt, 10%
  • When a building he governs is finished: just finished Small Masjid (for Muslim factions)+1 pt, 10%
  • When a building he governs is finished: just finished Masjid (for Muslim factions)+1 pt, 10%
  • When a building he governs is finished: just finished Dievas Altar+1 pt, 10%
  • When a building he governs is finished: just finished Dievas Sanctuary+1 pt, 10%
  • When a building he governs is finished: just finished Dievas Temple+1 pt, 10%
  • When a building he governs is finished: just finished Giltine Altar+1 pt, 10%
  • When a building he governs is finished: just finished Giltine Sanctuary+1 pt, 10%
  • When a building he governs is finished: just finished Giltine Temple+1 pt, 10%
  • When a building he governs is finished: just finished Wooden Pallisade+1 pt
  • When a building he governs is finished: just finished Wooden Wall+1 pt
  • When a building he governs is finished: just finished Stone Wall+1 pt
  • When a building he governs is finished: just finished Large Stone Wall+1 pt
  • When a building he governs is finished: just finished Huge Stone Wall+1 pt
  • When a building he governs is finished: just finished Motte And Bailey+1 pt
  • When a building he governs is finished: just finished Wooden Castle+1 pt
  • When a building he governs is finished: just finished Castle+1 pt
  • When a building he governs is finished: just finished Fortress+1 pt
  • When a building he governs is finished: just finished Citadel+1 pt
  • When a building he governs is finished: just finished Dirt Tracks+1 pt
  • When a building he governs is finished: just finished Roads+1 pt
  • When a building he governs is finished: just finished Paved Roads+1 pt
  • When a building he governs is finished: just finished Castle Dirt Tracks+1 pt
  • When a building he governs is finished: just finished Castle Roads+1 pt
  • When a building he governs is finished: just finished Castle Paved Roads+1 pt
  • When a building he governs is finished: just finished Logging Camps+1 pt
  • When a building he governs is finished: just finished Carpenters' Workshops+1 pt
  • When a building he governs is finished: just finished Quarries+1 pt
  • When a building he governs is finished: just finished Stonemasons+1 pt
  • When a building he governs is finished: just finished Town Hall+1 pt, 50%
  • When a building he governs is finished: just finished Council Chambers+1 pt, 50%
  • When a building he governs is finished: just finished City Hall+1 pt, 50%
  • When a building he governs is finished: just finished Mayors Palace+1 pt, 50%
  • When a building he governs is finished: just finished Artist Studio or better+1 pt, 50%
  • When a building he governs is finished: just finished Ikoner Studio or better+1 pt, 50%
  • When a building he governs is finished: just finished Plaza de toros+1 pt, 50%
  • When a building he governs is finished: just finished Jousting Lists or better+1 pt, 50%
  • When a building he governs is finished: just finished Racing Track or better+1 pt, 50%
  • At the start of each turn: is faction leader·player's faction·last turn you let your troops keep the loot after 5+ victories+1 pt, 10%
  • Generalarrivescrusadetargetregion: it's a crusade+1 pt
  • When he takes a crusade target: it's a crusade+2 pts
  • Occupysettlement +1 pt, 75%
  • At the end of each turn: is a general·tax rate exactly low·settlement mood exactly happy·turns in the region 5++1 pt, 6%
  • At the end of each turn: is a general·tax rate exactly low·settlement mood more than disillusioned·treasury below 5000·turns in the region 5++1 pt, 3%
  • When a building he governs is finished: is a general·just finished Military Orders' Chapter Houses or better+1 pt, 20%
  • At the end of each turn: player's character·is faction leader·after Great Tourney True+1 pt, 50%
  • At the end of each turn: player's character·is faction leader·after Troubadours Event True+1 pt, 10%
How it's lost (2)

Strategy Dread

family
Mean Leader1 pt -1 Chivalry

Has not shown too much concern for the plight of the peasants lately.

Cruel Leader2 pts -2 Chivalry

This man is prone to have his soldiers and subjects flogged for insubordination, and sometimes simply for his amusement.

Merciless Leader4 pts -3 Chivalry+1 Authority

The people are not this man's concern, they are there to serve, and not ask for better.

Malevolent Leader8 pts -4 Chivalry+2 Authority

As likely to skewer his own guards on spikes to ward off an enemy siege as the corpses of his foes.

Tyrannical Leader14 pts -5 Chivalry+3 Authority

Rules with an iron fist that none question, for fear of the consequences.

How it's gained (38)
  • When he accepts a bribe: has Strategy Chivalry (level 4+)+4 pts, 50%
  • When he accepts a bribe: has Strategy Chivalry (level 2+)+2 pts, 50%
  • When an agent is trained in his city: is a assassin+1 pt, 25%
  • When an agent is trained in his city: is a spy+1 pt, 5%
  • When a building he governs is finished: just finished C Dievas Altar+1 pt, 10%
  • When a building he governs is finished: just finished Perkunas Altar+1 pt, 10%
  • When a building he governs is finished: just finished Perkunas Sanctuary+1 pt, 10%
  • When a building he governs is finished: just finished Perkunas Temple+1 pt, 10%
  • When a building he governs is finished: just finished C Perkunas Altar+1 pt, 10%
  • When a building he governs is finished: just finished C Giltine Altar+1 pt, 10%
  • When a building he governs is finished: just finished Tengir Altar+1 pt, 10%
  • When a building he governs is finished: just finished Tengir Sanctuary+1 pt, 10%
  • When a building he governs is finished: just finished Tengir Temple+1 pt, 10%
  • When a building he governs is finished: just finished C Tengir Altar+1 pt, 10%
  • When a building he governs is finished: just finished Public Gallows or better+1 pt
  • When a building he governs is finished: just finished Public Gallows or better+1 pt
  • When a building he governs is finished: just finished Opencast Pits or better+1 pt, 50%
  • When a building he governs is finished: just finished Shaft Mines or better+1 pt, 50%
  • Leaderorderedbribery +1 pt, 25%
  • Leaderorderedspyingmission: is faction leader·a special condition+1 pt, 5%
  • Leaderorderedassassination: is faction leader·a special condition+1 pt, 33%
  • Leaderorderedassassination: is faction leader·a special condition+1 pt, 25%
  • When he sacks a settlement: % of population of his religion below 30+1 pt, 15%
  • When he sacks a settlement: % of population of his religion 51++1 pt, 85%
  • When he exterminates a settlement: % of population of his religion below 30+1 pt, 85%
  • When he exterminates a settlement: % of population of his religion 51++1 pt, 85%
  • When he sacks a settlement: in Jerusalem+1 pt, 30%
  • When he exterminates a settlement: in Jerusalem+1 pt, 85%
  • When he sacks a settlement: in Marmara (Kōnstantinoúpolis)+1 pt, 30%
  • When he exterminates a settlement: in Marmara (Kōnstantinoúpolis)+1 pt, 85%
  • When he sacks a settlement: in Sauad al-Irak (Baghdad)+1 pt, 30%
  • When he exterminates a settlement: in Sauad al-Irak (Baghdad)+1 pt, 85%
  • When he sacks a settlement: in Lazio (Roma)+1 pt, 30%
  • When he exterminates a settlement: in Lazio (Roma)+1 pt, 85%
  • When he sacks a settlement: in Al-Heġāz (Makkah)+1 pt, 30%
  • When he exterminates a settlement: in Al-Heġāz (Makkah)+1 pt, 85%
  • At the end of each turn: is a general·tax rate exactly extortionate·settlement mood less than happy·treasury 5001+·turns in the region 5++1 pt, 10%
  • At the end of each turn: player's character·is faction leader·after Troubadours Event False+1 pt, 5%
How it's lost (2)

Stricken Serious

family
Racking Cough1 pt -1 Piety-1 Command-1 Troop morale

Has a nasty racking cough left over from a vile illness cursed upon this man by a witch.

Evil Illness2 pts -2 Command-2 Troop morale

Ever since encountering a witch, he has been haunted by an illness that he cannot seem to fully shake.

Stricken Down3 pts +1 Piety-3 Command-1 Authority-3 Troop morale

This man's life is all but over, his health stolen by dark sorcerous arts!

How it's gained (2)
  • At the end of each turn: has Stricken Serious+1 pt, 4%
  • At the start of each turn: a special condition+1 pt, 10%

Stricken Silly

family
Warts1 pt -1 Command-1 Troop morale

Not so proudly wearing a cluster of warts on his face, no doubt the work of a vile witch.

Flatulent2 pts -2 Command-1 Authority-2 Troop morale

Ever since encountering a horrid pagan crone, this man's stomach has been turning endlessly.

Boil-Ridden3 pts +1 Piety-3 Command-2 Authority-3 Troop morale

The impure magicks worked upon this man have manifested themselves in weeping boils. Ghastly stuff.

How it's gained (3)
  • At the start of each turn: a special condition·a special condition+1 pt, 8%
  • At the start of each turn: a special condition·a special condition+1 pt, 5%
  • At the start of each turn: a special condition+1 pt, 2%

Strictly Religious

family
Strictly Religious4 pts +1 Piety+1 Chivalry

Only by strictly following the holy rules can we avoid eternal damnation. Everyone needs to understand this!

How it's gained (4)
  • At the end of each turn: is faction leader·doesn't have SHOULD NOT BE VISIBLE: REPORT TO DEV TEAM IF YOU EVER SEE THIS!!!·doesn't have Genocide·doesn't have Feck·doesn't have Perverted·faction is not pagan·Piety 4++1 pt, 2%
  • At the end of each turn: is faction leader·doesn't have SHOULD NOT BE VISIBLE: REPORT TO DEV TEAM IF YOU EVER SEE THIS!!!·doesn't have Genocide·doesn't have Feck·doesn't have Perverted·faction is not pagan·Piety 4+·has Religious Activity+1 pt, 4%
  • At the end of each turn: is faction leader·doesn't have SHOULD NOT BE VISIBLE: REPORT TO DEV TEAM IF YOU EVER SEE THIS!!!·doesn't have Genocide·doesn't have Feck·doesn't have Perverted·faction is not pagan·Piety 4+·has Religious Activity+1 pt, 4%
  • At the end of each turn: is faction leader·doesn't have SHOULD NOT BE VISIBLE: REPORT TO DEV TEAM IF YOU EVER SEE THIS!!!·doesn't have Genocide·doesn't have Feck·doesn't have Perverted·faction is not pagan·Piety 4+·has Austere (level 2+)+1 pt, 4%

Strictly Religious

family
Strictly Religious1 pt +1 Piety+1 Chivalry

At least he knows which way is the right one to avoid damnation...

How it's gained (1)
How it's lost (1)

Strictly Religious

priest
Strictly Religious1 pt +2 Piety

"Serving under such a truly magnificent leader is a sign from God himself!"

How it's gained (1)
How it's lost (1)

StrikeThree

hiddeninquisitor
StrikeThree5 pts -10 Piety

DO NOT TRANSLATE - Hidden trait for inquisitors

How it's gained (1)
  • Denouncementmission: not: mission succeeded·is a inquisitor·has Bad Denouncer (level 2+)+1 pt

Stripped

family
Stripped of Title1 pt -2 Loyalty-2 Authority-2 Troop morale

This man has been unjustly stripped of titles, deeds, and lands (or so he thinks)! It will take some time for him to overcome resentments and regain the respect of his peers and subjects.

Seethes for Revenge!2 pts -4 Loyalty-4 Authority-2 Piety-2 Chivalry-4 Troop morale-40 Tax collection+2 Unrest

Gods above! What curse lays on this family? Titled, stripped of rights, titled again, and stripped of rights... again!? This man has sworn to avenge his good name at the expense of his King... one day...

Stripped of Title in the Past3 pts -1 Authority-1 Troop morale

Before ascending to the throne, this ruler has been stripped of titles. This belittles him in the eyes of his subjects.

How it's gained (2)
  • At the end of each turn: not has an ancillary of type dearmad her·has Holds a Provincial Title+1 pt
  • At the start of each turn: is faction leader·has Stripped+1 pt
How it's lost (1)
  • At the start of each turn: doesn't have Stripped Counter·has Stripped·has Stripped (level below 2)-1 pt

Strong Faith

priest, heretic
Growing Faith1 pt +1 Piety

Seeing that his preaching has made a difference has helped this priest's faith to grow.

Strong Faith4 pts +2 Piety

Though there has been much heresy about him, his tangible results against it has only fuelled his faith.

Shining Faith8 pts +3 Piety

Years of missionary work have only reaffirmed his belief and conviction.

Unquestionable Faith12 pts +4 Piety+1 Eligibility

Has converted more souls than the almighty himself could fathom, resulting in an iron clad faith. His fame among the clergy makes him more likely to be chosen to an important ecclesiastical job.

How it's gained (26)
  • When the agent is recruited: is a priest·player's faction·he is not pagan·on Medium·turn below 200+1 pt, 20%
  • When the agent is recruited: is a priest·not: player's faction·he is not pagan·on Hard+1 pt, 20%
  • When the agent is recruited: is a priest·not: player's faction·he is not pagan·on Very Hard+1 pt, 20%
  • When the agent is recruited: is a priest·not: player's faction·he is not pagan·on Very Hard·turn 101++1 pt, 20%
  • When the agent is recruited: is a priest·not: player's faction·he is not pagan·on Very Hard·turn 301++1 pt, 20%
  • At the start of each turn: is a priest·not: player's faction·doesn't have Natural Priest Skill·he is not pagan+1 pt, 65%
  • When the agent is recruited: is a priest·he is not pagan·has Natural Priest Skill (level 2+)+1 pt, 10%
  • When the agent is recruited: is a priest·settlement has Theologians Guild or better·he is not pagan+1 pt, 2%
  • When the agent is recruited: is a priest·settlement has M Theologians Guild or better·he is not pagan+1 pt, 2%
  • When the agent is recruited: is a priest·settlement has M Theologians Guild or better·he is not pagan+1 pt, 2%
  • When the agent is recruited: is a priest·faction has M Theologians Guild or better·he is not pagan·doesn't have Theologians Guild Member+1 pt, 2%
  • When the agent is recruited: is a priest·faction has Gm Theologians Guild·he is not pagan·has Theologians Guild Member (level below 2)·has Theologians Guild Member+1 pt, 2%
  • When the agent is recruited: is a priest·settlement has Cathedral (for Catholic factions) or better·he is not pagan+1 pt, 10%
  • When the agent is recruited: is a priest·settlement has Orthodox Cathedral (for Orthodox factions) or better·he is not pagan+1 pt, 10%
  • When the agent is recruited: is a priest·settlement has Jama (for Muslim factions) or better·he is not pagan+1 pt, 10%
  • At the end of each turn: is a priest·not: is at sea·he is not pagan·religion shift % 6+·turns in the region below 5·doesn't have Agent Health·doesn't have Wavering Faith·has Strong Faith (level below 2)+1 pt, 20%
  • At the end of each turn: is a priest·not: is at sea·he is not pagan·religion shift % 11+·turns in the region below 5·doesn't have Agent Health·doesn't have Wavering Faith·has Strong Faith (level below 3)+1 pt, 20%
  • At the end of each turn: is a priest·not: is at sea·he is not pagan·religion shift % 16+·turns in the region below 5·doesn't have Agent Health·doesn't have Wavering Faith·has Strong Faith (level below 3)+1 pt, 20%
  • At the end of each turn: is a priest·not: is at sea·he is not pagan·is in enemy lands·religion shift % 11+·turns in the region below 5·doesn't have Agent Health·doesn't have Wavering Faith·has Strong Faith (level below 4)+1 pt, 50%
  • At the end of each turn: is a priest·not: is at sea·he is not pagan·is in enemy lands·religion shift % 16+·turns in the region below 5·doesn't have Agent Health·doesn't have Wavering Faith·has Strong Faith (level below 4)+1 pt, 50%
  • At the end of each turn: he is Catholic·is a priest·in 114·turns in the region 2+·not: player's faction·doesn't have Versed in Catholic Doctrine+1 pt, 66%
  • At the end of each turn: in 190·is a priest·he is not pagan·turns in the region 2+·has Strong Faith (level below 3)·has Agent Health (level below 2)+1 pt, 33%
  • At the end of each turn: in 190·is a priest·he is Catholic·not: player's faction·turns in the region 2+·has Strong Faith (level 4 or less)+1 pt, 50%
  • At the end of each turn: in 30·is a priest·he is pagan·turns in the region 4+·has Strong Faith (level below 3)·has Agent Health (level below 2)+1 pt, 40%
  • At the end of each turn: in 199·is a priest·he is Muslim·turns in the region 4+·has Strong Faith (level below 3)·has Agent Health (level below 2)+1 pt, 50%
  • At the end of each turn: player's character·is a priest·distance from capital 60 or less·after Great Council True+1 pt, 25%
How it's lost (4)
  • At the end of each turn: is a priest·not: is at sea·he is not pagan·% of population of his religion below 60·religion shift % below 8·turns in the region 6+·doesn't have Agent Health·has Strong Faith-1 pt, 33%
  • At the end of each turn: is a priest·not: is at sea·he is not pagan·is in enemy lands·% of population of his religion below 50·religion shift % below 8·turns in the region 6+·doesn't have Agent Health·has Strong Faith-1 pt, 20%
  • Characternearwitch: is a priest·he is not pagan·has Strong Faith-1 pt, 40%
  • Priestbecomesheretic: has Strong Faith-100 pts

Superstitious

family
Silly Beliefs1 pt -1 Piety

Still prone to a few silly superstitious beliefs that he should probably have outgrown.

Superstitious2 pts -1 Piety-1 Troop morale

Pays heed to mystic beliefs, some of which make other men raise an eyebrow.

Slave to Superstition4 pts -2 Piety-1 Authority-2 Troop morale

Almost incapacitated by his zealous avoidance of the curses and ill fates that befall... Well, everyone.

How it's gained (4)
  • When he comes of age +1 pt, 2%
  • When he comes of age: Father: has Superstitious+1 pt, 20%
  • At the end of each turn: has Superstitious+1 pt, 2%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·settlement has Wooden Castle or better·has Wantschool·has Pagan Edu+1 pt, 3%

Cancels out: Pragmatic

Theologians Guild Member

priest
Theologians' Guild Apprentice1 pt +1 Piety

The presence of a Master Theologian's Guild has had a positive influence on this priest's skills.

Theologians' Guild Journeyman2 pts +2 Piety+1 Eligibility

The presence of Theologian's Guild Headquarters has had a positive influence on this priest's skills. His connections make him more likely to be chosen to an important ecclesiastical job.

How it's gained (13)
  • When the agent is recruited: is a priest·not: player's faction·he is not pagan·on Hard+1 pt, 20%
  • When the agent is recruited: is a priest·not: player's faction·he is not pagan·on Very Hard+1 pt, 20%
  • When the agent is recruited: is a priest·not: player's faction·he is not pagan·on Very Hard·turn 101++1 pt, 20%
  • When the agent is recruited: is a priest·not: player's faction·he is not pagan·on Very Hard·turn 301++1 pt, 20%
  • At the end of each turn: is a priest·not: player's faction·he is not pagan·doesn't have Open Minded+1 pt, 2%
  • At the end of each turn: is a priest·not: player's faction·he is not pagan·has Open Minded+1 pt, 2%
  • When the agent is recruited: is a priest·settlement has M Theologians Guild or better·he is not pagan+1 pt, 50%
  • When the agent is recruited: is a priest·settlement has M Theologians Guild or better·he is not pagan+1 pt, 50%
  • When the agent is recruited: is a priest·faction has M Theologians Guild or better·he is not pagan·doesn't have Theologians Guild Member+1 pt, 33%
  • When the agent is recruited: is a priest·faction has Gm Theologians Guild·he is not pagan·has Theologians Guild Member (level below 2)·has Theologians Guild Member+1 pt, 33%
  • At the end of a turn spent in a settlement: is a priest·he is not pagan·settlement has Theologians Guild or better·doesn't have Theologians Guild Member·50% chance+1 pt, 10%
  • At the end of a turn spent in a settlement: is a priest·he is not pagan·settlement has M Theologians Guild or better·doesn't have Agent Health+1 pt, 5%
  • At the end of a turn spent in a settlement: is a priest·he is not pagan·settlement has M Theologians Guild or better·doesn't have Agent Health+1 pt, 5%

Touched By The Gods

family
Servant of Heaven1 pt +1 Piety

Believes that the almighty has a plan that he is meant to be a part of.

Dramatic Visions2 pts +2 Piety

Waving his arms about and swooning like a besotted girl might make him look foolish, but the faithful know these are signs of this man's purity!

Vision of Prophecy3 pts +3 Piety

Unshakable in his belief the almighty has spoken to him directly in his dreams, fuelling him with religious conviction.

How it's gained (3)
  • When he comes of age: faction is Serbia+1 pt, 8%
  • When he comes of age +1 pt, 2%
  • At the end of each turn: has Touched By The Gods+1 pt, 4%

Cancels out: Public Atheism

Tourney Knight

family
Tourney Entrant1 pt +1 Local popularity

This man has been bold enough to try his hand and horse in the tourney fields.

Fair Jouster3 pts +1 Chivalry

Knows the value of jousting with honour.

Good Jouster6 pts +2 Chivalry

This man has unhorsed many an opponent, but he always remembers to help the poor fellows up afterward.

Knight of Renown12 pts +2 Chivalry+1 Authority+1 Cavalry command

Now a tournament veteran, this man has become famous for his dashing skill at the lists.

Tourney Champion18 pts +3 Chivalry+2 Authority+1 Cavalry command

Renowned for his proud legacy at the tourney, few can now best him with a lance.

How it's gained (16)
  • When he comes of age: Father: has Tourney Knight (level 3+)·has Military Minded+1 pt, 20%
  • When he comes of age: Father: has Good Cavalry General (level 3+)·has Military Minded·he is Catholic+1 pt, 10%
  • When he is offered for adoption (as a captain) +1 pt, 10%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·settlement has Jousting Lists or better·has Fit For Office (level 2+)·doesn't have Coward·has Hale And Hearty (level 5+)·he is Catholic+1 pt, 5%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·settlement has Jousting Lists or better·has Military Minded·has Fit For Office (level 2+)·doesn't have Coward·has Hale And Hearty (level 5+)·he is Catholic+1 pt, 5%
  • At the end of a turn spent in a settlement: is a general·settlement has Jousting Lists or better·settlement has Castle or better·has Military Minded (level 1)·Authority 1+·Chivalry 1+·age below 40·has Fit For Office (level 2+)·doesn't have Coward·has Hale And Hearty (level 5+)·he is Catholic+1 pt, 5%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·settlement has Jousting Lists or better·Command 3+·Authority 1+·not Chivalry below 0·age below 40·has Fit For Office (level 2+)·doesn't have Coward·has Hale And Hearty (level 5+)+1 pt, 10%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·settlement has Jousting Lists or better·has Good Cavalry General (level 2+)·Authority 1+·not Chivalry below 0·age below 40·has Fit For Office (level 2+)·doesn't have Coward·has Hale And Hearty (level 5+)+1 pt, 10%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·settlement has Jousting Lists or better·has Victor Virtue·not Chivalry below 0·has Fit For Office (level 2+)·doesn't have Coward·has Hale And Hearty (level 5+)+1 pt, 10%
  • At the end of a turn spent in a settlement: is a general·didn't move this turn·settlement has Jousting Lists or better·not Chivalry below 0·has Vanquisher (level 3+)·has Fit For Office (level 2+)·doesn't have Coward·has Hale And Hearty (level 5+)+1 pt, 10%
  • At the end of a turn spent in a settlement: is faction leader·didn't move this turn·settlement has Jousting Lists or better·not Chivalry below 0·has Crownholder (level 4+)·has Fit For Office (level 2+)·doesn't have Coward·has Hale And Hearty (level 5+)+1 pt, 10%
  • When a building he governs is finished: just finished Landowners' Guards or better·settlement has Jousting Lists or better·not Chivalry below 0+1 pt, 50%
  • When a building he governs is finished: just finished Castle or better·settlement has Jousting Lists or better·not Chivalry below 0+1 pt, 50%
  • When a building he governs is finished: just finished Stables or better·settlement has Jousting Lists or better·not Chivalry below 0+1 pt, 50%
  • At the end of a turn spent in a settlement: has Tourney Knight·Chivalry 1+·not: player's faction+1 pt, 5%
  • When a building he governs is finished: just finished Jousting Lists or better+1 pt

Unfair Prosecutor

inquisitor
Somewhat Unjust1 pt +1 Piety

The present Pope's heavy handed ways are quite evident at trials for heresy these days...

Unfair and Unjust2 pts +2 Piety

With his penchant for suffering, the Pope has instructed the Inquisitors to show no mercy at trial.

How it's gained (2)
  • When the agent is recruited: is a inquisitor·Faction leader's Purity below 1+1 pt
  • When the agent is recruited: is a inquisitor·Faction leader's Violence below 1+1 pt

Upright

family
Honest1 pt +1 Loyalty+10 Bribe resistance+1 Law

To his credit, this man has chosen the path of honesty and righteousness.

Trustworthy3 pts +2 Loyalty+15 Bribe resistance+2 Law

He follows path of honesty and righteousness and he can be trusted in any situation.

Utterly Immaculate6 pts +3 Loyalty+20 Bribe resistance+3 Law

Doing the right thing is core to this man's beliefs - he is too proud of his character to succumb to worldly vices.

Utterly Immaculate11 pts +3 Loyalty+20 Bribe resistance+3 Law

Doing the right thing is core to this man's beliefs - he is too proud of his character to succumb to worldly vices.

How it's gained (42)
  • When he comes of age: Father's Command 6++1 pt, 10%
  • When he comes of age: Father's Authority 6++1 pt, 10%
  • When he comes of age: Father's Chivalry 6++1 pt, 50%
  • When he comes of age: Father's Piety 6++1 pt, 50%
  • When he comes of age: Father: has Western Edu (level 2+)+1 pt, 33%
  • When he comes of age: Father: has Eastern Edu (level 2+)+1 pt, 33%
  • When he comes of age: Father: has Greek Edu (level 2+)+1 pt, 33%
  • When he comes of age: Father: has Pagan Edu (level 2+)+1 pt, 50%
  • When he comes of age: Father: has Military Edu (level 2+)+1 pt, 50%
  • When he comes of age: Father: has Aptitude for Mathematics+1 pt, 50%
  • When he comes of age: Father: has Xenophilia+1 pt, 10%
  • When he comes of age: Father: has Xenophilia (level 3+)+1 pt, 10%
  • When he comes of age: Father: has Wife Is Wise+1 pt, 20%
  • When he comes of age: Father: has Wife Is Wise (level 4+)+1 pt
  • When he comes of age: Father: has Wife Is Charming+1 pt, 10%
  • When he comes of age: is a general·he is Catholic·Father: has Has a teacher for his children+1 pt, 10%
  • When he comes of age: is a general·he is Muslim·Father: has Has a teacher for his children+1 pt, 10%
  • When he comes of age: is a general·he is Orthodox·Father: has Has a teacher for his children+1 pt, 10%
  • When he comes of age: is a general·he is pagan·Father: has Has a teacher for his children+1 pt, 10%
  • When he comes of age: has Intelligent (level 4+)+1 pt, 50%
  • When he comes of age: has Intelligent (level 3+)+1 pt, 50%
  • When he comes of age: Father: has Good Farmer (level 2+)·has Intelligent (level 3+)+1 pt, 2%
  • When he comes of age: Father: has Good Miner (level 3+)·has Intelligent (level 4+)+1 pt, 2%
  • When he comes of age: Father: has Good Taxman (level 2+)·has Intelligent (level 4+)+1 pt, 2%
  • When he comes of age: Father: has Good Trader (level 2+)·has Intelligent (level 4+)+1 pt, 2%
  • When he comes of age: Father: has Good Builder (level 2+)·has Intelligent (level 4+)+1 pt, 2%
  • When he comes of age: Father: has Good Administrator (level 2+)·has Intelligent (level 4+)+1 pt, 2%
  • When he comes of age: Father: has Upright+1 pt, 50%
  • When he comes of age: Father: has Upright (level 2+)+1 pt, 75%
  • When he comes of age: Father: has Upright (level 3+)+1 pt
  • When he comes of age: Father: has Embezzler (level 2+)·has Intelligent (level 4+)+1 pt, 15%
  • When he comes of age: Father: has Corrupt (level 2+)·has Intelligent (level 4+)+1 pt, 15%
  • When he comes of age: Father: has Generous (level 2+)·has Intelligent (level 3+)·50% chance+1 pt, 10%
  • When he comes of age: Father: has Miserly (level 2+)·has Intelligent (level 3+)·50% chance+1 pt, 10%
  • When he comes of age: Father: has Sobriety+1 pt, 15%
  • When he is offered for adoption: faction is Catholic·has Administratively-Minded (level 1)+1 pt, 25%
  • When he is offered for adoption: faction is Orthodox·has Administratively-Minded (level 1)+1 pt, 20%
  • When he is offered for adoption: faction is Muslim·has Administratively-Minded (level 1)+1 pt, 15%
  • When he is offered for marriage +1 pt, 8%
  • When a building he governs is finished: just finished Small Church (for Catholic factions)·has Intelligent (level 4+)·has Fit For Office (level 2+)·not has Public Atheism (level 2+)+1 pt, 2%
  • At the end of a turn spent in a settlement: has Senile (level 2+)+1 pt, 3%
  • At the end of each turn: has Upright (level below 4)·has Upright (level 3+)+10 pts
How it's lost (18)
  • When he comes of age: Father: has Superstitious-1 pt, 10%
  • When he comes of age: Father: has Inbred-1 pt, 10%
  • When he comes of age: Father: has Slothful-1 pt, 10%
  • When he comes of age: Father: has Insane-1 pt, 10%
  • When he comes of age: Father: has Deranged-1 pt, 10%
  • When he comes of age: Father: has Xenophobia-1 pt, 10%
  • When he comes of age: Father: has Xenophobia (level 3+)-1 pt, 10%
  • When he comes of age: Father: has Wife Is Domineering-1 pt, 33%
  • When he comes of age: Father: has Considered a Poulain (level 2+)-1 pt, 10%
  • When he comes of age: Father: has Bad Taxman (level 2+)·has Intelligent (level 3+)-1 pt, 2%
  • When he comes of age: Father: has Bad Trader (level 2+)·has Intelligent (level 3+)-1 pt, 2%
  • When he comes of age: Father: has Bad Administrator (level 2+)·has Intelligent (level 3+)-1 pt, 2%
  • When he accepts a bribe: is a general·Piety below 6·has Corrupt (level 2+)-1 pt, 85%
  • At the end of each turn: has Embezzler (level 2+)·has Upright (level 2+)-2 pts
  • At the end of each turn: has Embezzler·has Upright-1 pt
  • At the end of each turn: has Corrupt (level 2+)·has Upright (level 2+)-2 pts
  • At the end of each turn: has Corrupt·has Upright-1 pt
  • At the end of each turn: has Officeholder·50% chance-1 pt, 3%

Usurper

family
Conspirator1 pt +3 Authority-2 Loyalty-1 Troop morale-5 Tax collection-5 Movement-1 Local popularity

This man is not happy with the current political situation and his exclusion from the leadership. He is moving to overthrow the ruling family.

Heir Effective2 pts +1 Level+2 Authority-1 Troop morale-5 Tax collection+1 Loyalty-2 Local popularity

Whoever the true heir is, this man can and will seize their throne for himself upon the current leader's demise.

Usurper3 pts +2 Level-2 Troop morale-10 Tax collection

This man has crowned himself ruler, in defiance of the lawful succession and general sentiment.

Usurper4 pts +2 Level-1 Troop morale-5 Tax collection-1 Chivalry

This man has crowned himself ruler, in defiance of the lawful succession and general sentiment.

Usurper5 pts +2 Level+1 Troop morale-2 Chivalry

This man has crowned himself ruler, in defiance of the lawful succession, though it seems not to matter.

How it's gained (32)
  • When he becomes faction leader: has Usurper (level 2)·not has Weak Claimant (level 1)·Authority below 4+1 pt
  • When he becomes faction leader: has Usurper (level 2)·not has Weak Claimant (level 1)·Authority 4+·Authority below 7+2 pts
  • When he becomes faction leader: has Usurper (level 2)·Authority 7+·not has Weak Claimant (level 1)+3 pts
  • When he becomes faction leader: has Usurper (level 2)·has Weak Claimant (level 1)·Authority below 3+1 pt
  • When he becomes faction leader: has Usurper (level 2)·has Weak Claimant (level 1)·Authority 3+·Authority below 6+2 pts
  • When he becomes faction leader: has Usurper (level 2)·has Weak Claimant (level 1)·Authority 6++3 pts
  • When he becomes faction leader: has Usurper (level 1)·not has Illegitimate Son (level 1)+2 pts
  • When he becomes faction leader: has Usurper (level 1)·has Weak Claimant (level 1)+3 pts
  • When he becomes faction leader: has Bastard Heir (level 1)·Chivalry below 0·not Authority 3++3 pts
  • When he becomes faction leader: has Bastard Heir (level 1)·Chivalry below 0·Authority 3+·Authority below 6+4 pts
  • When he becomes faction leader: has Bastard Heir (level 1)·Chivalry below 0·Authority 6++5 pts
  • When he becomes faction leader: has Faction Regent (level 1)·Chivalry below -3·not Authority 4++4 pts
  • When he becomes faction leader: has Faction Regent (level 1)·Chivalry below -3·Authority 4++5 pts
  • At the start of each turn: has Faction Regent (level 1)·Father: has Usurper (level 3+)·Faction leader: has Usurper (level 3+)·doesn't have Usurper·faction is not Slave·faction is not Papal States+2 pts
  • At the start of each turn: has Faction Regent (level 1)·Father: has Usurper (level 3+)·Faction leader: has Usurper (level 3+)·has Usurper (level 1)·faction is not Slave·faction is not Papal States+1 pt
  • At the start of each turn: has Political Differences (level 1)·Loyalty below 5·doesn't have Usurper·not has Factionleader·not: is faction heir·not: is faction leader+1 pt, 5%
  • At the start of each turn: not has Factionleader·Loyalty below 5·doesn't have Usurper·Faction leader: has Offensive To Nobles·not: is faction heir·not: is faction leader+1 pt, 5%
  • At the start of each turn: is a general·doesn't have Factionleader·Loyalty below 3·doesn't have Usurper·not: is faction heir·not: is faction leader+1 pt, 5%
  • At the start of each turn: Chivalry below 0·Chivalry -3+·has Faction Regent (level 2)·is faction leader+3 pts, 2%
  • At the start of each turn: Chivalry below -3·Chivalry -6+·has Faction Regent (level 2)·is faction leader+4 pts, 5%
  • At the start of each turn: Chivalry below -3·has Faction Regent (level 2)·is faction leader·faction is not Byzantium+5 pts, 10%
  • At the start of each turn: Chivalry below 3·has Faction Regent (level 2)·is faction leader·faction is Byzantium+5 pts, 10%
  • At the start of each turn: Father: has Usurper (level 3+)·doesn't have Usurper·not: is faction leader·not: is faction heir+1 pt, 25%
  • At the start of each turn: Father: has Usurper·doesn't have Usurper·not: is faction leader·not: is faction heir+1 pt, 5%
  • At the start of each turn: Faction leader: has Faction Regent (level 2+)·Father: not has Faction Regent (level 2+)·doesn't have Usurper·Chivalry below 1·Loyalty below 5·doesn't have Factionleader·not: is faction leader·not: is faction heir·50% chance+1 pt, 2%
  • At the start of each turn: Faction leader: has Faction Regent (level 2+)·Father: not has Faction Regent (level 2+)·doesn't have Usurper·Chivalry below -1·Loyalty below 7·doesn't have Factionleader·not: is faction leader·not: is faction heir·50% chance+1 pt, 2%
  • At the start of each turn: Faction leader: has Faction Regent (level 2+)·Father: not has Faction Regent (level 2+)·doesn't have Usurper·Chivalry below 6·Loyalty below 3·doesn't have Factionleader·not: is faction leader·not: is faction heir·50% chance+1 pt, 2%
  • When he becomes heir: has Illegitimate Son (level 1)·doesn't have Factionleader·has Usurper (level 1)+1 pt
  • When he becomes faction leader: has Illegitimate Son (level 1)·doesn't have Factionleader·has Usurper (level 1)+2 pts
  • When he becomes heir: has Usurper (level 1)·doesn't have Factionleader+1 pt
  • When he becomes heir: Father: has Usurper (level 3+)·doesn't have Usurper·doesn't have Factionleader+2 pts
  • When he becomes heir: Father: has Usurper (level 3+)·has Usurper (level 1)·doesn't have Factionleader+1 pt
How it's lost (62)
  • At the start of each turn: is faction leader·has Usurper (level 3+)·after New House Spain·faction is Spain-5 pts
  • At the start of each turn: not: is faction leader·has Usurper (level 1)·after New House Spain·faction is Spain-1 pt
  • At the start of each turn: is faction leader·has Usurper (level 3+)·after New House France·faction is France-5 pts
  • At the start of each turn: not: is faction leader·has Usurper (level 1)·after New House France·faction is France-1 pt
  • At the start of each turn: is faction leader·has Usurper (level 3+)·after New House Aragon·faction is Aragon-5 pts
  • At the start of each turn: not: is faction leader·has Usurper (level 1)·after New House Aragon·faction is Aragon-1 pt
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is Portugal-5 pts
  • At the start of each turn: not: is faction leader·has Usurper (level 1)·after New House Portugal·faction is Portugal-1 pt
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is England-5 pts
  • At the start of each turn: not: is faction leader·has Usurper (level 1)·after New House England·faction is England-1 pt
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is Scotland-5 pts
  • At the start of each turn: not: is faction leader·has Usurper (level 1)·after New House Scotland·faction is Scotland-1 pt
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is Hre-5 pts
  • At the start of each turn: not: is faction leader·has Usurper (level 1)·after New House Hre·faction is Hre-1 pt
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is Denmark-5 pts
  • At the start of each turn: not: is faction leader·has Usurper (level 1)·after New House Denmark·faction is Denmark-1 pt
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is Norway-5 pts
  • At the start of each turn: not: is faction leader·has Usurper (level 1)·after New House Norway·faction is Norway-1 pt
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is Poland-5 pts
  • At the start of each turn: not: is faction leader·has Usurper (level 1)·after New House Poland·faction is Poland-1 pt
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is Hungary-5 pts
  • At the start of each turn: not: is faction leader·has Usurper (level 1)·after New House Hungary·faction is Hungary-1 pt
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is Venice-5 pts
  • At the start of each turn: not: is faction leader·has Usurper (level 1)·after New House Venice·faction is Venice-1 pt
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is Pisa-5 pts
  • At the start of each turn: not: is faction leader·has Usurper (level 1)·after New House Pisa·faction is Pisa-1 pt
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is Abbasid-5 pts
  • At the start of each turn: not: is faction leader·has Usurper (level 1)·after New House Abbasid·faction is Abbasid-1 pt
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is Sicily-5 pts
  • At the start of each turn: not: is faction leader·has Usurper (level 1)·after New House Sicily·faction is Sicily-1 pt
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is Jerusalem-5 pts
  • At the start of each turn: not: is faction leader·has Usurper (level 1)·after New House Jerusalem·faction is Jerusalem-1 pt
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is Serbia-5 pts
  • At the start of each turn: not: is faction leader·has Usurper (level 1)·after New House Serbia·faction is Serbia-1 pt
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is Byzantium-5 pts
  • At the start of each turn: not: is faction leader·has Usurper (level 1)·after New House Byzantium·faction is Byzantium-1 pt
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is Georgia-5 pts
  • At the start of each turn: not: is faction leader·has Usurper (level 1)·after New House Georgia·faction is Georgia-1 pt
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is Kievan Rus-5 pts
  • At the start of each turn: not: is faction leader·has Usurper (level 1)·after New House Kievan Rus·faction is Kievan Rus-1 pt
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is Russia-5 pts
  • At the start of each turn: not: is faction leader·has Usurper (level 1)·after New House Russia·faction is Russia-1 pt
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is Cumans-5 pts
  • At the start of each turn: not: is faction leader·has Usurper (level 1)·after New House Cumans·faction is Cumans-1 pt
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is Lithuania-5 pts
  • At the start of each turn: not: is faction leader·has Usurper (level 1)·after New House Lithuania·faction is Lithuania-1 pt
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is Moors-5 pts
  • At the start of each turn: not: is faction leader·has Usurper (level 1)·after New House Moors·faction is Moors-1 pt
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is Turks-5 pts
  • At the start of each turn: not: is faction leader·has Usurper (level 1)·after New House Turks·faction is Turks-1 pt
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is Rum-5 pts
  • At the start of each turn: not: is faction leader·has Usurper (level 1)·after New House Rum·faction is Rum-1 pt
  • At the start of each turn: is faction leader·has Usurper (level 3+)·after New House Egypt·faction is Egypt-5 pts
  • At the start of each turn: not: is faction leader·has Usurper (level 1)·after New House Egypt·faction is Egypt-1 pt
  • At the start of each turn: is faction leader·has Usurper (level 3+)·a special condition·faction is Zengid-5 pts
  • At the start of each turn: not: is faction leader·has Usurper (level 1)·after New House Zengid·faction is Zengid-1 pt
  • At the start of each turn: is faction heir·has Usurper (level 2)·Father: has Factionleader (level 3)·Faction leader: has Factionleader (level 3)·doesn't have Factionleader·faction is not Slave·faction is not Papal States-2 pts
  • At the start of each turn: not has Factionleader·Loyalty 6+·has Usurper (level 1)·not: is faction heir·not: is faction leader-1 pt, 10%
  • At the start of each turn: not has Factionleader·Faction leader's Authority 7+·Faction leader: has Factionleader (level 3)·has Usurper (level 1)·not: is faction heir·not: is faction leader-1 pt, 10%
  • At the start of each turn: not has Factionleader·has Near Loyalty·Faction leader: has Factionleader (level 3)·has Usurper (level 1)·not: is faction heir·not: is faction leader-1 pt, 20%
  • At the start of each turn: has Usurper (level 1)·has Factionleader-1 pt
  • At the start of each turn: has Usurper (level 2)·has Factionleader-2 pts

Usurper In Court

family
Despises Usurper1 pt -6 Loyalty

Honour has made this man an outspoken opponent of the usurper – he outright refuses to obey their orders.

Undermines Usurper2 pts -1 Personal security-4 Loyalty

This man has serious misgivings about the legitimacy of the current ruler, and goes out of his way to fail in the execution of their orders.

Opposes Usurper3 pts -2 Personal security-3 Loyalty

In this man's eyes, the current ruler is a usurper who ought be opposed when possible. In keeping with this, he makes things more difficult than they need to be for the regime.

Dislikes Usurper4 pts -3 Personal security-2 Loyalty

Unenthusiastic as he may be about the current ruler and the means by which they came to power, this man has few means to oppose him – and fewer hiding places.

How it's gained (4)
  • At the start of each turn: Faction leader: has Usurper (level 3+)·Chivalry 4+·doesn't have Usurper·doesn't have Usurper In Court+1 pt
  • At the start of each turn: Faction leader: has Usurper (level 3)·Chivalry below 4·Chivalry 0+·doesn't have Usurper·doesn't have Usurper In Court+2 pts
  • At the start of each turn: Faction leader: has Usurper (level 4)·Chivalry below 4·Chivalry 0+·doesn't have Usurper·doesn't have Usurper In Court+3 pts
  • At the start of each turn: Faction leader: has Usurper (level 5)·Chivalry below 4·Chivalry 0+·doesn't have Usurper·doesn't have Usurper In Court+4 pts
How it's lost (14)

Vanquisher

family
Vanquisher (I)1 pt

This general has won a major victory, crushing a superior enemy force. This is an excellent starting point for his military education; with this experience, he can advance his knowledge by serving and studying at a castle.

Vanquisher (II)2 pts +1 Local popularity

This general has won two major victories, both times crushing a superior enemy force. With this experience, he can further his education by serving and studying at a castle.

Vanquisher (III)3 pts +1 Local popularity+1 Authority

This general has won more than three major victories, each time crushing superior enemy forces. With this experience, he can further his education by serving at a castle.

Vanquisher (IV)4 pts +1 Local popularity+1 Authority+1 Command

With more than four major victories, each time crushing superior enemy forces, this general has developed the habit of pre-battle prayers.

Vanquisher (V)5 pts +1 Local popularity+1 Authority+1 Command+1 Piety

With more than five major victories, each time crushing superior enemy forces, this general has developed the habit of pre-battle prayers.

Vanquisher (VI)6 pts +2 Local popularity+1 Authority+1 Command+1 Piety

This general has won five major victories, each time crushing superior enemy forces. His men see him as one of the most gifted leaders.

Vanquisher (VII)7 pts +2 Local popularity+2 Authority+2 Command+1 Piety

This general has won six major victories, each time crushing superior enemy forces. His men see him as one of the most gifted leaders.

Vanquisher (VIII)8 pts +2 Local popularity+2 Authority+2 Command+2 Piety

This general has won eight major victories, each time crushing superior enemy forces. His flag on the battlefield is a terrible sight for his enemies.

Vanquisher (IX)9 pts +1 Local popularity+1 Authority+1 Command+1 Piety

This general has won nine major victories, each time crushing superior enemy forces. His flag on the battlefield is a terrible sight for his enemies.

How it's gained (26)
  • When he captures a settlement: in Marmara (Kōnstantinoúpolis)·faction is Muslim+1 pt
  • When he captures a settlement: in Marmara (Kōnstantinoúpolis)·faction is Orthodox+1 pt
  • When he captures a settlement: in Marmara (Kōnstantinoúpolis)·faction is Catholic+1 pt
  • When he captures a settlement: in Marmara (Kōnstantinoúpolis)·faction is Orthodox+1 pt
  • When he captures a settlement: in Kyev·faction is Orthodox+1 pt
  • When he captures a settlement: in Kyev·faction is not Russia·faction is not Kievan Rus+1 pt
  • When he captures a settlement: in Sauad al-Irak (Baghdad)+1 pt
  • When he captures a settlement: in Sauad al-Irak (Baghdad)+1 pt
  • When he captures a settlement: in Lykaonia (Konya)+1 pt
  • When he captures a settlement: in Lykaonia (Konya)·faction is Byzantium+1 pt
  • When he captures a settlement: in Essex (London)+1 pt
  • When he captures a settlement: in Île-de-France (Paris)+1 pt
  • When he captures a settlement: in Coellen+1 pt
  • When he captures a settlement: in Lombardy (Milan)+1 pt
  • When he captures a settlement: in Veneto (Venèzsia)+1 pt
  • When he captures a settlement: in Lazio (Roma)+1 pt
  • When he captures a settlement: in Trinacria (Balermus)+1 pt
  • When he captures a settlement: in Corduba+1 pt
  • When he captures a settlement: in Šemāl Maġreb al-Aksa (Fās)+1 pt
  • When he captures a settlement: in Northern Ifriqiya (Tūnis)+1 pt
  • When he captures a settlement: in Asāfil Ard Misr (Al-Qāhira)+1 pt
  • When he captures a settlement: in Jerusalem+1 pt
  • When he captures a settlement: in Aš-Šām (Dimašqu)+1 pt
  • When he captures a settlement: in Esfahān+1 pt
  • When he captures a settlement: in Merv+1 pt
  • After a battle: won the battle·battle result exactly crushing·% of enemy killed 51+·friendly soldiers in battle 1201+·battle odds less than 1.0+1 pt

Venetian Patrician

family
Venetian Patrician1 pt +5 Trading+1 Bribe resistance-1 Command

This man is a member of one of the illustrious patrician families of Venice. His pride is quite understandable, and is said to be reflected in his devotion to the dynasty.

How it's gained (6)
How it's lost (1)
  • At the start of each turn: has Old Blood-1 pt

Versed in Catholic Doctrine

priest
Versed in Catholic Doctrine1 pt +1 Purity+1 Piety

The nature of God is contained within the Trinity; the Church carries out God's judgment on Earth -- these are the beliefs of a proper Roman Catholic.

How it's gained (2)
  • At the end of each turn: he is Catholic·is a priest·in 114·turns in the region 2+·player's faction·doesn't have Versed in Catholic Doctrine·has Agent Health (level below 2)+1 pt, 66%
  • At the end of each turn: he is Catholic·is a priest·in 114·turns in the region 2+·not: player's faction·doesn't have Versed in Catholic Doctrine+1 pt, 66%

Versed in Islamic Doctrine

priest
Versed in Islamic Doctrine1 pt +1 Purity+1 Piety

This dutiful Imam recognises the 'Christians' for what they are--polytheists! 'Talil, Takbir!' There is but one God, God is great!

How it's gained (1)
  • At the end of each turn: in 199·is a priest·he is Muslim·turns in the region 2+·doesn't have Versed in Islamic Doctrine·has Agent Health (level below 2)+1 pt, 66%

Versed in Orthodox Doctrine

priest
Versed in Orthodox Doctrine1 pt +1 Purity+1 Piety

'Right worship' is to be directed towards Christ, the true founder of the Church. 'Right thought' is to be apophatic, for the Truth can never be exhausted...

How it's gained (1)
  • At the end of each turn: he is Orthodox·is a priest·in 123·turns in the region 2+·doesn't have Versed in Orthodox Doctrine·has Agent Health (level below 2)+1 pt, 66%

Victor Virtue

family
Renowned Victor6 pts +1 Authority-1 Personal security+1 Local popularity

Popularity is something this man's victories are forcing him to become accustomed to. With this experience, he can further his education studying at a castle.

Famous Victor12 pts +2 Authority-1 Personal security+2 Local popularity

This man has broken armies and reduced cities to ash. With such experience under his belt, he can now further his education by studying at a castle.

Glorious Victor18 pts +3 Authority-2 Personal security+3 Local popularity

This man's name is a mantra of pride for his people, who adore him utterly for his glorious achievements in war.

How it's gained (35)
  • When he captures a settlement: in Marmara (Kōnstantinoúpolis)·faction is Muslim+2 pts
  • When he captures a settlement: in Marmara (Kōnstantinoúpolis)·faction is Orthodox+2 pts
  • When he captures a settlement: in Marmara (Kōnstantinoúpolis)·faction is Catholic+1 pt
  • When he captures a settlement: in Marmara (Kōnstantinoúpolis)·faction is Orthodox+2 pts
  • When he captures a settlement: in Kyev·faction is Orthodox+2 pts
  • When he captures a settlement: in Kyev·faction is not Russia·faction is not Kievan Rus+1 pt
  • When he captures a settlement: in Sauad al-Irak (Baghdad)+2 pts
  • When he captures a settlement: in Sauad al-Irak (Baghdad)+1 pt
  • When he captures a settlement: in Lykaonia (Konya)+1 pt
  • When he captures a settlement: in Lykaonia (Konya)·faction is Byzantium+1 pt
  • When he captures a settlement: in Antioch+1 pt
  • When he captures a settlement: in Antioch·faction is Byzantium+1 pt
  • When he captures a settlement: in Essex (London)+1 pt
  • When he captures a settlement: in Île-de-France (Paris)+1 pt
  • When he captures a settlement: in Coellen+1 pt
  • When he captures a settlement: in Lombardy (Milan)+1 pt
  • When he captures a settlement: in Veneto (Venèzsia)+1 pt
  • When he captures a settlement: in Lazio (Roma)+1 pt
  • When he captures a settlement: in Trinacria (Balermus)+1 pt
  • When he captures a settlement: in Corduba+1 pt
  • When he captures a settlement: in Šemāl Maġreb al-Aksa (Fās)+1 pt
  • When he captures a settlement: in Northern Ifriqiya (Tūnis)+1 pt
  • When he captures a settlement: in Asāfil Ard Misr (Al-Qāhira)+1 pt
  • When he captures a settlement: in Jerusalem+2 pts
  • When he captures a settlement: in Aš-Šām (Dimašqu)+1 pt
  • When he captures a settlement: in Esfahān+1 pt
  • When he captures a settlement: in Merv+1 pt
  • After a battle: won the battle·battle result less than clear·battle odds less than 2.0·friendly soldiers in battle 751++1 pt
  • After a battle: won the battle·battle result less than clear·battle odds less than 0.8·friendly soldiers in battle 751++1 pt
  • After a battle: won the battle·battle result exactly clear·battle odds less than 2.0·friendly soldiers in battle 751++2 pts
  • After a battle: won the battle·battle result exactly clear·battle odds less than 0.8·friendly soldiers in battle 751++2 pts
  • After a battle: won the battle·battle result more than clear·battle odds less than 2.0·friendly soldiers in battle 751++3 pts
  • After a battle: won the battle·battle result more than clear·battle odds less than 0.8·friendly soldiers in battle 751++3 pts
  • After a battle: won the battle·battle result at least clear·siege battle·kills by his bodyguard 7+·battle odds at most 0.9·friendly soldiers in battle 501++1 pt
  • After a battle: won the battle·siege battle+1 pt

Waning Conviction

heretic, inquisitor
Waning Conviction1 pt -1 Piety

An attempt on this dignitary's life has shaken him enough to affect the way he holds himself.

Questioning Cause2 pts -2 Piety

Concerned for his safety, this diplomatic has taken to keeping a guard with himself, even during 'private' audiences.

Feeling Vulnerable4 pts -3 Piety

So worried about attempts on his life that he has very nearly lost the ability to trust anyone.

How it's gained (4)
  • When the agent is recruited: is a inquisitor·on Medium·before The Papal Inquisition Begins+1 pt, 20%
  • After an assassination attempt on him: is a inquisitor·doesn't have Growing Conviction+1 pt, 50%
  • At the end of each turn: is a inquisitor·has Waning Conviction (level 0+)+1 pt, 5%
  • After an assassination attempt on him: is a heretic·doesn't have Growing Conviction+1 pt, 50%
How it's lost (2)

Wantschool

family
Teenager1 pt -2 Hit points-1 Command+2 Movement+1 Piety+1 Loyalty

This young man is ready to get educated. Send him to a settlement with a school or university for administrative skills, or to a castle for a military path (or a shrine for pagan factions). He should study diligently, spending all his time in the settlement. The better the education buildings, the faster he'll learn.

Teenager3 pts -2 Hit points-1 Command+2 Movement+1 Piety+1 Loyalty

This young man is ready to get educated. Send him to a settlement with a school or university for administrative skills, or to a castle for a military path (or a shrine for pagan factions). He should study diligently, spending all his time in the settlement. The better the education buildings, the faster he'll learn.

Teenager5 pts -2 Hit points-1 Command+2 Movement+1 Piety+1 Loyalty

This young man is ready to get educated. Send him to a settlement with a school or university for administrative skills, or to a castle for a military path (or a shrine for pagan factions). He should study diligently, spending all his time in the settlement. The better the education buildings, the faster he'll learn.

Teenager7 pts -2 Hit points-1 Command+2 Movement+1 Piety+1 Loyalty

This young man is ready to get educated. Send him to a settlement with a school or university for administrative skills, or to a castle for a military path (or a shrine for pagan factions). He should study diligently, spending all his time in the settlement. The better the education buildings, the faster he'll learn.

Teenager9 pts -2 Hit points-1 Command+2 Movement+1 Piety+1 Loyalty

This young man is ready to get educated. Send him to a settlement with a school or university for administrative skills, or to a castle for a military path (or a shrine for pagan factions). He should study diligently, spending all his time in the settlement. The better the education buildings, the faster he'll learn.

Teenager11 pts -2 Hit points-1 Command+2 Movement+1 Piety+1 Loyalty

This young man is ready to get educated. Send him to a settlement with a school or university for administrative skills, or to a castle for a military path (or a shrine for pagan factions). He should study diligently, spending all his time in the settlement. The better the education buildings, the faster he'll learn.

How it's gained (10)
  • When he comes of age: on Very Hard·is a general+13 pts
  • When he comes of age: on Hard·is a general+13 pts
  • When he comes of age: on Medium·is a general+13 pts
  • When he comes of age: on Easy·is a general+13 pts
  • At the start of each turn: is a general·age below 15·doesn't have Wantschool+13 pts
  • At the start of each turn: is a general·age 15+·age below 16·doesn't have Wantschool+11 pts
  • At the start of each turn: is a general·age 16+·age below 17·doesn't have Wantschool+9 pts
  • At the start of each turn: is a general·age 17+·age below 18·doesn't have Wantschool+7 pts
  • At the start of each turn: is a general·age 18+·age below 19·doesn't have Wantschool+5 pts
  • At the start of each turn: is a general·age 19+·age below 20·doesn't have Wantschool+3 pts
How it's lost (2)
  • At the start of each turn: is a general·age 20+·has Wantschool-13 pts
  • At the start of each turn: has Wantschool-1 pt

Wavering Faith

priest
Waning Faith1 pt -1 Piety

Has seen the church's effort come to naught in the past, and does not know what to think of it.

Wavering Faith2 pts -2 Piety

Is uncertain whether faith itself is flawed, or if it's been lacking in the people he has met.

Damaged Faith3 pts -3 Piety

Seeing so much variety of belief around him is making this man question his own.

Lost Faith4 pts -4 Piety

Has seen the efforts of the church bear little fruit over the years, shattering his faith and drive.

How it's gained (2)
  • At the end of each turn: is a priest·not: is at sea·he is not pagan·% of population of his religion below 60·religion shift % below 8·turns in the region 6+·doesn't have Agent Health·doesn't have Strong Faith·has Wavering Faith (level below 4)+1 pt, 20%
  • At the end of each turn: is a priest·not: is at sea·he is not pagan·is in enemy lands·% of population of his religion below 50·religion shift % below 8·turns in the region 6+·doesn't have Agent Health·doesn't have Strong Faith·has Wavering Faith (level below 4)+1 pt, 10%
How it's lost (7)
  • At the end of each turn: is a priest·not: player's faction·he is not pagan·has Wavering Faith-1 pt, 2%
  • At the end of each turn: is a priest·not: is at sea·he is not pagan·religion shift % 6+·turns in the region below 5·doesn't have Agent Health·has Wavering Faith-1 pt, 10%
  • At the end of each turn: is a priest·not: is at sea·he is not pagan·religion shift % 11+·turns in the region below 5·doesn't have Agent Health·has Wavering Faith-1 pt, 33%
  • At the end of each turn: is a priest·not: is at sea·he is not pagan·religion shift % 16+·turns in the region below 5·doesn't have Agent Health·has Wavering Faith-1 pt, 33%
  • At the end of each turn: is a priest·not: is at sea·he is not pagan·is in enemy lands·religion shift % 11+·turns in the region below 5·doesn't have Agent Health·has Wavering Faith-1 pt, 66%
  • At the end of each turn: is a priest·not: is at sea·he is not pagan·is in enemy lands·religion shift % 16+·turns in the region below 5·doesn't have Agent Health·has Wavering Faith-1 pt, 66%
  • Characternearwitch: is a priest·he is not pagan·doesn't have Strong Faith-1 pt, 50%

Weak Claimant

family
Weak Claimant1 pt +2 Authority

This individual has inherited a claim that has passed through at least one woman — better than nothing, but hardly the nobility's first choice.

How it's gained (2)
How it's lost (6)

Well Groomed

family
Tidy and Clean1 pt

Cares a lot of his face, palms and body, cleaning them with water and soap. He's even brushing his teeth!

Shameless4 pts -1 Authority

Openly cares much for his hair, face and body using water and perfumes. He doesn't pay attention to the jokes made by the others.

Too Well Groomed6 pts -2 Authority

Pretty and polished, and trying to be even more. Barber is his best friend as are the most luxurious perfume sellers in the city.

How it's gained (44)
  • When he comes of age: is a general·he is Catholic·Father: has Has a teacher for his children+1 pt, 10%
  • When he comes of age: is a general·he is Muslim·Father: has Has a teacher for his children+1 pt, 10%
  • When he comes of age: is a general·he is Orthodox·Father: has Has a teacher for his children+1 pt, 10%
  • When he comes of age: is a general·he is pagan·Father: has Has a teacher for his children+1 pt, 10%
  • When he comes of age +1 pt, 5%
  • When he comes of age: Father: has Handsome (level 8+)·has Biological Son+1 pt, 5%
  • When he comes of age: Father: has Wife Is Charming+1 pt, 5%
  • When he comes of age: Father: has Wife Is Charming (level 2+)+1 pt, 5%
  • When he comes of age: Father: has Wife Is Charming (level 3+)+1 pt, 5%
  • When he comes of age: Father: has Wife Has Converted·has Handsome (level 6+)+1 pt, 10%
  • When he comes of age: Father: has Well Groomed (level 2+)·has Biological Son+1 pt, 5%
  • When he comes of age: he is Muslim+1 pt, 33%
  • When he is offered for adoption +1 pt, 5%
  • When he is offered for marriage +1 pt, 10%
  • When he is offered for adoption (as a captain) +1 pt, 10%
  • When a building he governs is finished: just finished Wells or better+1 pt, 50%
  • When a building he governs is finished: just finished Bimaristan or better+1 pt, 10%
  • At the end of a turn spent in a settlement: has Handsome (level 4+)·settlement has Sewerage System or better·Chivalry 1++1 pt, 5%
  • At the end of a turn spent in a settlement: has Well Groomed (level below 2)·has Tourney Knight (level 3+)·has Fit For Office (level 2+)+1 pt, 5%
  • At the end of a turn spent in a settlement: has Well Groomed (level below 3)·has Cultured (level 3+)·has Fit For Office (level 2+)+1 pt, 5%
  • At the end of a turn spent in a settlement: has Expensive Tastes (level 2+)·has Fit For Office (level 2+)+1 pt, 5%
  • At the end of a turn spent in a settlement: is a general·settlement has Castle or better·has Wantschool·has Fit For Office (level 2+)·has Military Edu+1 pt, 5%
  • At the end of a turn spent in a settlement: he is Catholic·didn't move this turn·has Wantschool·has Fit For Office (level 2+)·has Western Edu (level below 4)·doesn't have Military Minded·settlement has University+1 pt, 5%
  • At the end of a turn spent in a settlement: he is Catholic·didn't move this turn·has Wantschool·has Fit For Office (level 2+)·has Western Edu (level below 4)·doesn't have Military Minded·settlement has University or better+1 pt, 5%
  • At the end of a turn spent in a settlement: he is Catholic·didn't move this turn·has Wantschool·has Fit For Office (level 2+)·doesn't have Military Minded·has Intelligent (level 6+)·has Western Edu (level below 4)·settlement has University+1 pt, 5%
  • At the end of a turn spent in a settlement: he is Catholic·didn't move this turn·has Wantschool·has Fit For Office (level 2+)·doesn't have Military Minded·has Intelligent (level 6+)·has Western Edu (level below 4)·settlement has University or better+1 pt, 5%
  • At the end of a turn spent in a settlement: he is Catholic·didn't move this turn·has Wantschool·has Fit For Office (level 2+)·has an ancillary of type education·has Western Edu (level below 4)·settlement has University+1 pt, 5%
  • At the end of a turn spent in a settlement: he is Catholic·didn't move this turn·has Wantschool·has Fit For Office (level 2+)·doesn't have Military Minded·has Intelligent (level below 6)·has an ancillary of type education·has Western Edu (level below 4)·settlement has University or better+1 pt, 5%
  • At the end of a turn spent in a settlement: he is Catholic·didn't move this turn·has Wantschool·has Fit For Office (level 2+)·has Military Minded·has Intelligent (level 6+)·has Western Edu (level below 3)·settlement has University+1 pt, 5%
  • At the end of a turn spent in a settlement: he is Catholic·didn't move this turn·has Wantschool·has Fit For Office (level 2+)·has Military Minded·has Intelligent (level 6+)·has Western Edu (level below 3)·settlement has University or better+1 pt, 5%
  • At the end of a turn spent in a settlement: is a general·he is Muslim·didn't move this turn·settlement has University·has Wantschool·has Eastern Edu (level below 4)·doesn't have Military Minded+1 pt, 10%
  • At the end of a turn spent in a settlement: is a general·he is Muslim·didn't move this turn·settlement has University or better·has Wantschool·has Eastern Edu (level below 4)·doesn't have Military Minded+1 pt, 10%
  • At the end of a turn spent in a settlement: is a general·he is Muslim·didn't move this turn·settlement has University·has Wantschool·doesn't have Military Minded·has Intelligent (level 6+)·has Eastern Edu (level below 4)+1 pt, 5%
  • At the end of a turn spent in a settlement: is a general·he is Muslim·didn't move this turn·settlement has University or better·has Wantschool·doesn't have Military Minded·has Intelligent (level 6+)·has Eastern Edu (level below 4)+1 pt, 5%
  • At the end of a turn spent in a settlement: is a general·he is Muslim·didn't move this turn·has Wantschool·doesn't have Military Minded·has Intelligent (level below 6)·has an ancillary of type education·has Eastern Edu (level below 4)·settlement has University or better+1 pt, 5%
  • At the end of a turn spent in a settlement: is a general·he is Muslim·didn't move this turn·has Wantschool·has Military Minded·has Intelligent (level 6+)·has Eastern Edu (level below 3)·settlement has University+1 pt, 5%
  • At the end of a turn spent in a settlement: is a general·he is Muslim·didn't move this turn·has Wantschool·has Military Minded·has Intelligent (level 6+)·has Eastern Edu (level below 3)·settlement has University or better+1 pt, 5%
  • At the end of a turn spent in a settlement: is a general·he is Orthodox·didn't move this turn·has Wantschool·has Greek Edu (level below 4)·doesn't have Military Minded·settlement has University+1 pt, 5%
  • At the end of a turn spent in a settlement: is a general·he is Orthodox·didn't move this turn·has Wantschool·has Greek Edu (level below 4)·doesn't have Military Minded·settlement has University or better+1 pt, 5%
  • At the end of a turn spent in a settlement: is a general·he is Orthodox·didn't move this turn·has Wantschool·doesn't have Military Minded·has Intelligent (level 6+)·has Greek Edu (level below 4)+1 pt, 5%
  • At the end of a turn spent in a settlement: is a general·he is Orthodox·didn't move this turn·settlement has University or better·has Wantschool·doesn't have Military Minded·has Intelligent (level 6+)·has Greek Edu (level below 4)+1 pt, 5%
  • At the end of a turn spent in a settlement: is a general·he is Orthodox·didn't move this turn·has an ancillary of type education·settlement has University or better·has Wantschool·doesn't have Military Minded·has Intelligent (level below 6)·has Greek Edu (level below 4)+1 pt, 5%
  • At the end of a turn spent in a settlement: is a general·he is Orthodox·didn't move this turn·settlement has University·has Wantschool·has Military Minded·has Intelligent (level 6+)·has Greek Edu (level below 3)+1 pt, 5%
  • At the end of a turn spent in a settlement: is a general·he is Orthodox·didn't move this turn·settlement has University or better·has Wantschool·has Military Minded·has Intelligent (level 6+)·has Greek Edu (level below 3)+1 pt, 5%
How it's lost (2)
  • At the end of a turn spent in a settlement: has Drink (level 5+)·settlement has plague·50% chance-1 pt, 20%
  • At the end of a turn spent in a settlement: has Gambling (level 4+)·settlement has plague·50% chance-1 pt, 20%

Western Edu

family
Schooled1 pt +5 Tax collection+5 Trading

He has spent some time at school and learned to read and write.

Baccalaureus Artium3 pts +10 Tax collection+10 Trading+1 Law+1 Piety

He has spent some time at school, read Holy Bible and was told many things by the teachers. He knows that thinking about consequences should go before any action. With this hindsight, he can manage the provinces better.

Magister Artium6 pts +20 Tax collection+10 Trading+1 Law+1 Piety-1 Squalor-1 Loyalty

He has studied at university and learned the liberal arts: arithmetic, geometry, astronomy, music theory, grammar, logic, and rhetoric. He sees the world differently now, and is more efficient at managing an economy, even if his wisdom has made him slightly less loyal to his ruler.

Doctor Philosophiae10 pts +20 Tax collection+20 Trading+10 Construction+1 Law+1 Piety-2 Squalor-2 Loyalty

He has spent many years studying at university, listening to the professors and sitting at the library. In addition to the artes liberales he gained knowledge of law, medicine and theology. It makes him a brilliant, pious governor, even though he looks down on his superiors.

How it's gained (37)
  • When he comes of age: is a general·he is Catholic·Father: has Has a teacher for his children+1 pt, 80%
  • When he is offered for adoption: he is Catholic·has Administratively-Minded·age 16+·faction has School or better+1 pt, 50%
  • When he is offered for adoption: he is Catholic·has Administratively-Minded·age 16+·faction has School or better+2 pts, 33%
  • When he is offered for adoption: he is Catholic·has Administratively-Minded·age 20+·faction has University or better+2 pts, 50%
  • When he is offered for marriage: he is Catholic·has Administratively-Minded·age 16+·faction has School or better+1 pt, 50%
  • When he is offered for marriage: he is Catholic·has Administratively-Minded·age 16+·faction has School or better+2 pts, 33%
  • When he is offered for marriage: he is Catholic·has Administratively-Minded·age 20+·faction has University or better+2 pts, 50%
  • At the end of a turn spent in a settlement: he is Catholic·didn't move this turn·has Wantschool·has Fit For Office (level 2+)·doesn't have Western Edu·doesn't have Military Minded·settlement has School+1 pt, 10%
  • At the end of a turn spent in a settlement: he is Catholic·didn't move this turn·has Wantschool·has Fit For Office (level 2+)·has Western Edu (level below 4)·doesn't have Military Minded·settlement has Library or better+1 pt, 10%
  • At the end of a turn spent in a settlement: he is Catholic·didn't move this turn·has Wantschool·has Fit For Office (level 2+)·has Western Edu (level below 4)·doesn't have Military Minded·settlement has University+1 pt, 20%
  • At the end of a turn spent in a settlement: he is Catholic·didn't move this turn·has Wantschool·has Fit For Office (level 2+)·has Western Edu (level below 4)·doesn't have Military Minded·settlement has University or better+1 pt, 20%
  • At the end of a turn spent in a settlement: he is Catholic·didn't move this turn·has Wantschool·has Fit For Office (level 2+)·has Western Edu (level below 4)·doesn't have Military Minded·settlement has Library or better+1 pt, 10%
  • At the end of a turn spent in a settlement: he is Catholic·didn't move this turn·has Wantschool·has Fit For Office (level 2+)·doesn't have Military Minded·has Intelligent (level 6+)·doesn't have Western Edu·settlement has School+1 pt, 2%
  • At the end of a turn spent in a settlement: he is Catholic·didn't move this turn·has Wantschool·has Fit For Office (level 2+)·doesn't have Military Minded·has Intelligent (level 6+)·has Western Edu (level below 4)·settlement has Library or better+1 pt, 2%
  • At the end of a turn spent in a settlement: he is Catholic·didn't move this turn·has Wantschool·has Fit For Office (level 2+)·doesn't have Military Minded·has Intelligent (level 6+)·has Western Edu (level below 4)·settlement has University+1 pt, 2%
  • At the end of a turn spent in a settlement: he is Catholic·didn't move this turn·has Wantschool·has Fit For Office (level 2+)·doesn't have Military Minded·has Intelligent (level 6+)·has Western Edu (level below 4)·settlement has University or better+1 pt, 2%
  • At the end of a turn spent in a settlement: he is Catholic·didn't move this turn·has Wantschool·has Fit For Office (level 2+)·doesn't have Military Minded·has Intelligent (level 6+)·has Western Edu (level below 4)·settlement has Library or better+1 pt, 2%
  • At the end of a turn spent in a settlement: he is Catholic·didn't move this turn·has Wantschool·doesn't have Military Minded·doesn't have Western Edu·has an ancillary of type education+1 pt, 10%
  • At the end of a turn spent in a settlement: he is Catholic·didn't move this turn·has Wantschool·has Fit For Office (level 2+)·doesn't have Military Minded·has Intelligent (level below 6)·has an ancillary of type education·has Western Edu (level below 4)·settlement has Library or better+1 pt, 2%
  • At the end of a turn spent in a settlement: he is Catholic·didn't move this turn·has Wantschool·has Fit For Office (level 2+)·has an ancillary of type education·has Western Edu (level below 4)·settlement has University+1 pt, 2%
  • At the end of a turn spent in a settlement: he is Catholic·didn't move this turn·has Wantschool·has Fit For Office (level 2+)·doesn't have Military Minded·has Intelligent (level below 6)·has an ancillary of type education·has Western Edu (level below 4)·settlement has University or better+1 pt, 2%
  • At the end of a turn spent in a settlement: he is Catholic·didn't move this turn·has Wantschool·has Fit For Office (level 2+)·doesn't have Military Minded·has Intelligent (level below 6)·has an ancillary of type education·has Western Edu (level below 4)·settlement has Library or better+1 pt, 2%
  • At the end of a turn spent in a settlement: he is Catholic·didn't move this turn·has Wantschool·has Fit For Office (level 2+)·has Military Minded·has Intelligent (level 6+)·doesn't have Western Edu·settlement has School+1 pt, 10%
  • At the end of a turn spent in a settlement: he is Catholic·didn't move this turn·has Wantschool·has Fit For Office (level 2+)·has Military Minded·has Intelligent (level 6+)·has Western Edu (level below 3)·settlement has Library or better+1 pt, 10%
  • At the end of a turn spent in a settlement: he is Catholic·didn't move this turn·has Wantschool·has Fit For Office (level 2+)·has Military Minded·has Intelligent (level 6+)·has Western Edu (level below 3)·settlement has University+1 pt, 10%
  • At the end of a turn spent in a settlement: he is Catholic·didn't move this turn·has Wantschool·has Fit For Office (level 2+)·has Military Minded·has Intelligent (level 6+)·has Western Edu (level below 3)·settlement has University or better+1 pt, 10%
  • At the end of a turn spent in a settlement: he is Catholic·didn't move this turn·has Wantschool·has Fit For Office (level 2+)·has Military Minded·has Intelligent (level 6+)·has Western Edu (level below 3)·settlement has Library or better+1 pt, 10%
  • At the end of a turn spent in a settlement: settlement mood at least happy·he is Catholic·didn't move this turn·turns in the region 4+·doesn't have Wantschool·has Fit For Office (level 2+)·has Intelligent (level 6+)·doesn't have Western Edu·age below 50·settlement has School or better·50% chance+1 pt, 2%
  • At the end of a turn spent in a settlement: settlement mood at least happy·he is Catholic·didn't move this turn·turns in the region 4+·doesn't have Wantschool·has Fit For Office (level 2+)·has Intelligent (level 6+)·has Western Edu (level below 2)·age below 50·settlement has University or better·50% chance+1 pt, 2%
  • At the end of a turn spent in a settlement: he is Catholic·didn't move this turn·doesn't have Wantschool·has Fit For Office (level 2+)·has Scholar·doesn't have Western Edu·age below 60·settlement has School+1 pt, 2%
  • At the end of a turn spent in a settlement: he is Catholic·didn't move this turn·doesn't have Wantschool·has Fit For Office (level 2+)·has Scholar·has Western Edu (level below 4)·age below 60·settlement has Library or better+1 pt, 2%
  • At the end of a turn spent in a settlement: he is Catholic·didn't move this turn·doesn't have Wantschool·has Fit For Office (level 2+)·has Scholar·has Western Edu (level below 4)·age below 60·settlement has University+1 pt, 2%
  • At the end of a turn spent in a settlement: he is Catholic·didn't move this turn·doesn't have Wantschool·has Fit For Office (level 2+)·has Scholar·has Western Edu (level below 4)·age below 60·settlement has University or better+1 pt, 2%
  • At the end of a turn spent in a settlement: he is Catholic·didn't move this turn·doesn't have Wantschool·has Fit For Office (level 2+)·has Scholar·has Western Edu (level below 4)·age below 60·settlement has Library or better+1 pt, 2%
  • At the end of a turn spent in a settlement: he is Catholic·didn't move this turn·settlement has School or better·has Wantschool·has Fit For Office (level 2+)·doesn't have Military Minded·has Intelligent (level 6+)·has Sane·has an ancillary of type legalbook+1 pt, 2%
  • At the end of a turn spent in a settlement: he is Catholic·didn't move this turn·settlement has School or better·doesn't have Wantschool·has Fit For Office (level 2+)·doesn't have Military Minded·has Intelligent (level 6+)·has Western Edu (level below 3)·has Sane·has an ancillary of type legalbook·50% chance+1 pt, 2%
  • At the end of a turn spent in a settlement: he is Catholic·didn't move this turn·settlement has School or better·doesn't have Wantschool·has Fit For Office (level 2+)·has Scholar·doesn't have Military Minded·has Intelligent (level 6+)·has Sane·has an ancillary of type legalbook·50% chance+1 pt, 2%
How it's lost (6)
  • At the end of a turn spent in a settlement: he is Catholic·didn't move this turn·has Wantschool·has Western Edu·has Deranged (level 2+)-1 pt, 3%
  • After a battle: is a general·has Severely Wounded-2 pts, 30%
  • At the end of each turn: is a general·has Hidden (level 2+)-1 pt, 2%
  • At the end of each turn: is a general·has Insane (level 2+)·50% chance-1 pt, 2%
  • At the end of each turn: is a general·has Senile (level 2+)-1 pt, 5%
  • At the end of each turn: is a general·doesn't have Officeholder·has Senile (level 2+)-1 pt, 5%

Wife Is Abbasid

family
Wife Is Abbasid1 pt +1 Local popularity+1 Authority

This man's wife is a descendant of al-Mansur, 2nd Abbasid Caliph and real founder of the Abbasid Caliphate. As a result, he wields more power at home and abroad.

How it's gained (1)
  • When he marries a princess: Wife: has Of Abbasid Blood+1 pt

Wife Is Aragonese

family
Wife Is Aragonese1 pt +1 Local popularity+1 Authority

This man's wife is a descendant of Sancho Ramirez. As a result, he wields more power at home and abroad.

How it's gained (1)
  • When he marries a princess: Wife: has Of Aragonese Blood+1 pt

Wife Is Castilian

family
Wife Is Castilian1 pt +1 Local popularity+1 Authority

This man's wife is a descendant of King Alfonso VI. As a result, he wields more power at home and abroad.

How it's gained (1)
  • When he marries a princess: Wife: has Of Castilian Blood+1 pt

Wife Is Catholic

family
Wife Is Catholic1 pt -2 Piety

This man's wife is a Catholic Christian. As a result, a lack of faith is seen in him for such tolerance.

How it's gained (15)
  • When he marries a princess: he is not Catholic·Wife: has Of Castilian Blood (level 1)·Wife's Charm 6+·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan+1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Of Portuguese Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan+1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Of Aragonese Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan+1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Of French Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan+1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Of English Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan+1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Of Scottish Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan+1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Of Danish Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan+1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Of Germanic Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan+1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Of Norwegian Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan+1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Pisan Patrician (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan+1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Of Sicilian Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan+1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Of Hungarian Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan+1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Of Piast Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan+1 pt
  • When he marries a princess: he is not Catholic·Wife's Charm 6+·Wife: has Of Crusader Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan+1 pt
  • When he marries a princess: he is not Catholic·Wife: has Princess Is Catholic (level 1)·Wife's Charm 6++1 pt

Wife Is Christian Orthodox

family
Wife Is Christian Orthodox1 pt -2 Piety

This man's wife is an Orthodox Christian. As a result, a lack of faith is seen in him for such tolerance.

How it's gained (6)
  • When he marries a princess: he is not Orthodox·Wife's Charm 6+·Wife: has Of Greek Blood (level 1)·Wife: doesn't have Princess Is Catholic·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan+1 pt
  • When he marries a princess: he is not Orthodox·Wife's Charm 6+·Wife: has Of Georgian Blood (level 1)·Wife: doesn't have Princess Is Catholic·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan+1 pt
  • When he marries a princess: he is not Orthodox·Wife's Charm 6+·Wife: has Of Kievan Blood (level 1)·Wife: doesn't have Princess Is Catholic·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan+1 pt
  • When he marries a princess: he is not Orthodox·Wife's Charm 6+·Wife: has Of Novgorodian Blood (level 1)·Wife: doesn't have Princess Is Catholic·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan+1 pt
  • When he marries a princess: he is not Orthodox·Wife's Charm 6+·Wife: has Of Serbian Blood (level 1)·Wife: doesn't have Princess Is Catholic·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Pagan+1 pt
  • When he marries a princess: he is not Orthodox·Wife's Charm 6+·Wife: has Princess Is Orthodox (level 1)+1 pt

Wife Is Danish

family
Wife Is Danish1 pt +1 Local popularity+1 Authority

This man's wife is a descendant of King Harald III. As a result, he wields more power at home and abroad.

How it's gained (1)
  • When he marries a princess: Wife: has Of Danish Blood+1 pt

Wife Is Egyptian

family
Wife Is Egyptian1 pt +1 Local popularity+1 Authority

This man's wife is a descendant of Sultan Al-Mustansir. As a result, he wields more power at home and abroad.

How it's gained (1)
  • When he marries a princess: Wife: has Of Fatimid Blood+1 pt

Wife Is English

family
Wife Is English1 pt +1 Local popularity+1 Authority

This man's wife is a descendant of William the Conqueror. As a result, he wields more power at home and abroad.

How it's gained (1)
  • When he marries a princess: Wife: has Of English Blood+1 pt

Wife Is French

family
Wife Is French1 pt +1 Local popularity+1 Authority

This man's wife is a descendant of King Phillip I. As a result, he wields more power at home and abroad.

How it's gained (1)
  • When he marries a princess: Wife: has Of French Blood+1 pt

Wife Is Georgian

family
Wife Is Georgian1 pt +1 Local popularity+1 Authority

This man's wife is a descendant of Bagrat III. As a result, he wields more power at home and abroad.

How it's gained (1)
  • When he marries a princess: Wife: has Of Georgian Blood+1 pt

Wife Is German

family
Wife Is German1 pt +1 Local popularity+1 Authority

This man's wife is a descendant of Emperor Henry IV. As a result, he wields more power at home and abroad.

How it's gained (1)
  • When he marries a princess: Wife: has Of Germanic Blood+1 pt

Wife Is Greek

family
Wife Is Greek1 pt +1 Local popularity+1 Authority

This man's wife is a descendant of Basileus Alexios I Komnenos. As a result, he wields more power at home and abroad.

How it's gained (1)
  • When he marries a princess: Wife: has Of Greek Blood+1 pt

Wife Is Hungarian

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Wife Is Hungarian1 pt +1 Local popularity+1 Authority

This man's wife is a descendant of King Ladislaus I. As a result, he wields more power at home and abroad.

How it's gained (1)
  • When he marries a princess: Wife: has Of Hungarian Blood+1 pt

Wife Is Kievan

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Wife Is Kievan1 pt +1 Local popularity+1 Authority

This man's wife is a descendant of Vsevolod Yaroslavich. As a result, he wields more power at home and abroad.

How it's gained (1)
  • When he marries a princess: Wife: has Of Kievan Blood+1 pt

Wife Is Lithuanian

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Wife Is Lithuanian1 pt +1 Local popularity+1 Authority

This man's wife is a descendant of Mindaugas. As a result, he wields more power at home and abroad.

How it's gained (1)
  • When he marries a princess: Wife: has Of Lithuanian Blood+1 pt

Wife Is Moorish

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Wife Is Moorish1 pt +1 Local popularity+1 Authority

This man's wife is a descendant of Yusuf bin Tashfin. As a result, he wields more power at home and abroad.

How it's gained (1)
  • When he marries a princess: Wife: has Of Moorish Blood+1 pt

Wife Is Muslim

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Wife Is Muslim1 pt -2 Piety

This man's wife is a Muslim. As a result, a lack of faith is seen in him for such tolerance.

How it's gained (7)
  • When he marries a princess: he is not Muslim·Wife: has Of Moorish Blood (level 1)·Wife's Charm 6+·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Catholic·Wife: doesn't have Princess Is Pagan+1 pt
  • When he marries a princess: he is not Muslim·Wife: has Of Zengid Blood (level 1)·Wife's Charm 6+·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Catholic·Wife: doesn't have Princess Is Pagan+1 pt
  • When he marries a princess: he is not Muslim·Wife: has Of Seljuk Blood (level 1)·Wife's Charm 6+·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Catholic·Wife: doesn't have Princess Is Pagan+1 pt
  • When he marries a princess: he is not Muslim·Wife: has Of Rum Seljuk Blood (level 1)·Wife's Charm 6+·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Catholic·Wife: doesn't have Princess Is Pagan+1 pt
  • When he marries a princess: he is not Muslim·Wife: has Of Fatimid Blood (level 1)·Wife's Charm 6+·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Catholic·Wife: doesn't have Princess Is Pagan+1 pt
  • When he marries a princess: he is not Muslim·Wife: has Princess Is Muslim (level 1)·Wife's Charm 6++1 pt
  • When he marries a princess: he is not Muslim·Wife's Charm 6+·Wife: has Of Abbasid Blood (level 1)·Wife: doesn't have Princess Is Orthodox·Wife: doesn't have Princess Is Catholic·Wife: doesn't have Princess Is Pagan+1 pt

Wife Is Norwegian

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Wife Is Norwegian1 pt +1 Local popularity+1 Authority

This man's wife is a descendant of Haakon Haakonsson. As a result, he wields more power at home and abroad.

How it's gained (1)
  • When he marries a princess: Wife: has Of Norwegian Blood+1 pt

Wife Is Novgorodian

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Wife Is Novgorodian1 pt +1 Local popularity+1 Authority

This man's wife is a descendant of Knyaz Ysevolod I. As a result, he wields more power at home and abroad.

How it's gained (1)
  • When he marries a princess: Wife: has Of Novgorodian Blood+1 pt

Wife Is of Crusader States

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Wife Is of Crusader States1 pt +1 Local popularity+1 Authority

This man's wife is a descendant of Baldwin de Boulogne. As a result, he wields more power at home and abroad.

How it's gained (1)
  • When he marries a princess: Wife: has Of Crusader Blood+1 pt

Wife Is Pagan

family
Wife Is Pagan1 pt -2 Piety

This man's wife is a Pagan. As a result, a lack of faith is seen in him for such tolerance.

How it's gained (2)
  • When he marries a princess: he is not pagan·Wife: has Princess Is Pagan (level 1)·Wife's Charm 6++1 pt
  • When he marries a princess: he is not pagan·Wife's Charm 6+·Wife: has Of Lithuanian Blood (level 1)·Wife: doesn't have Princess Is Catholic·Wife: doesn't have Princess Is Muslim·Wife: doesn't have Princess Is Orthodox+1 pt

Wife Is Pisan Patrician

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Wife Is Pisan Patrician1 pt +1 Local popularity+1 Authority

This man's wife is a member of a powerful family from the Republic of Pisa. As a result, he wields more power at home and abroad.

How it's gained (1)
  • When he marries a princess: Wife: has Pisan Patrician+1 pt

Wife Is Polish

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Wife Is Polish1 pt +1 Local popularity+1 Authority

This man's wife is a descendant of Duke Wladyslaw Herman. As a result, he wields more power at home and abroad.

How it's gained (1)
  • When he marries a princess: Wife: has Of Piast Blood+1 pt

Wife Is Portuguese

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Wife Is Portuguese1 pt +1 Local popularity+1 Authority

This man's wife is a descendant of King Henrique de Burgandy. As a result, he wields more power at home and abroad.

How it's gained (1)
  • When he marries a princess: Wife: has Of Portuguese Blood+1 pt

Wife Is Qipchaq

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Wife Is Qipchaq1 pt +1 Local popularity+1 Authority

This man's wife is a descendant of Asim Ozbek. As a result, he wields more power at home and abroad.

How it's gained (1)
  • When he marries a princess: Wife: has Of Qipchaq Blood+1 pt

Wife Is Rum Seljuk

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Wife Is Rum Seljuk1 pt +1 Local popularity+1 Authority

This man's wife is a descendant of Sultan Kilij Arslan. As a result, he wields more power at home and abroad.

How it's gained (1)
  • When he marries a princess: Wife: has Of Rum Seljuk Blood+1 pt

Wife Is Scottish

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Wife Is Scottish1 pt +1 Local popularity+1 Authority

This man's wife is a descendant of King Malcom III. As a result, he wields more power at home and abroad.

How it's gained (1)
  • When he marries a princess: Wife: has Of Scottish Blood+1 pt

Wife Is Seljuk

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Wife Is Seljuk1 pt +1 Local popularity+1 Authority

This man's wife is a descendant of Sultan Jalal ad-Dawlah. As a result, he wields more power at home and abroad.

How it's gained (1)
  • When he marries a princess: Wife: has Of Seljuk Blood+1 pt

Wife Is Serbian

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Wife Is Serbian1 pt +1 Local popularity+1 Authority

This man's wife is a descendant of Grand Prince Vukan I. As a result, he wields more power at home and abroad.

How it's gained (1)
  • When he marries a princess: Wife: has Of Serbian Blood+1 pt

Wife Is Sicilian

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Wife Is Sicilian1 pt +1 Local popularity+1 Authority

This man's wife is a descendant of King Roger. As a result, he wields more power at home and abroad.

How it's gained (1)
  • When he marries a princess: Wife: has Of Sicilian Blood+1 pt

Wife Is Venetian Patrician

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Wife Is Venetian Patrician1 pt +1 Local popularity+1 Authority

This man's wife is a member of a powerful patrician family from the Most Serene Republic of Venice. As a result, he wields more power at home and abroad.

How it's gained (1)
  • When he marries a princess: Wife: has Venetian Patrician+1 pt

Wife Is Zengid

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Wife Is Zengid1 pt +1 Local popularity+1 Authority

This man's wife is a descendant of Aq Sunqur al-Hajib. As a result, he wields more power at home and abroad.

How it's gained (1)
  • When he marries a princess: Wife: has Of Zengid Blood+1 pt