########ba      ,ad####ba,     ##b           d##   ###########
      ##      "#b    d#"'    `"#b    ###b         d###   ##
      ##      ,#P   d#'        `#b   ##`#b       d#'##   ##
      ##aaaaaa#P'   ##          ##   ## `#b     d#' ##   ##aaaaa
      ##""""##'     ##          ##   ##  `#b   d#'  ##   ##"""""
      ##    `#b     Y#,        ,#P   ##   `#b d#'   ##   ##
      ##     `#b     Y#a.    .a#P    ##    `###'    ##   ##
      ##      `#b     `"Y####Y"'     ##     `#'     ##   ###########
                  _____    _        _  __      __
        _______  |_   _|__| |_ __ _| | \ \    / /_ _ _ _   _______
       |_______|   | |/ _ \  _/ _` | |  \ \/\/ / _` | '_| |_______|
                   |_|\___/\__\__,_|_|   \_/\_/\__,_|_|


                 Rome: Total War FAQ/Strategy Guide (PC)
                           Written by TestaALT
                    Version 1.0 - Last Updated 7/17/05

_____________________________________________________________________________

Table of Contents
-----------------
  1. What's New?
  2. Introduction
  3. Controls
  4. Factions
  5. Running a City
  6. Economy
  7. Unit Fundamentals
  8. Battle Basics
  9. Battle Strategies
 10. Sieges
 11. Agents
 12. Faction Family
 13. Diplomacy
 14. The Senate
 15. Campaign Strategies
 16. Historical Battles
 17. Units List
 18. Buildings List
 19. Traits List
 20. Trait Triggers
 21. Retinue List
 22. Quotes
 23. Useful Links
 24. MODDING and Cheats
 25. Credits
 26. Legal Disclaimer
 27. Contact Info


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                             1. What's New?

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v1.1  (7/18/05): Corrected a big mistake in spelling, added user strategy.
v1.0  (7/17/05): Initial version of guide - everything is done!

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                             2. Introduction

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Rome: Total War is one of those revolutionary games. Not only does it have a
campaign mode, but you also get to fight all of your battles in the beautiful
3D worlds. What's more, you actually see your troops fighting the enemy;
needless to say, it is breathtaking. It is almost like playing a war scene in
the movie "Troy"! Rome: Total War boasts literally a ton of modes, including
Imperial Campaign, Historical Battles, Custom Battle, and Quick Battle. It's
almost like four games for the price of one! I daresay that it will be quite
a few generations before we experience the quality of Rome: Total War in
other games.

It has been truly a "fun" time writing and compiling this guide. When I first
played Rome: Total War, I was lost. I built farms everywhere and basically
built my way into debt. I didn't know anything about the civil war and became
mice meat to The Senate. Hopefully, with this guide at hand, you won't suffer
a similar fate.

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                               3. Controls

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-- Campaign Map --

Option Menu: Escape
Toggle settlement labels: Ctrl + T
Toggle character labels: Ctrl + N
Zoom to capital: Home
Stop character walking: Backspace
AI speed up: Space
Quick save game: Ctrl + S
Quick load game: Ctrl + L
Show help window: F1
Select all units: Ctrl + A


-- Battle Map --

Option menu: Escape
Pause: P
Toggle unit run: R
Stop current orders: Backspace
Toggle special unit ability: F
Toggle guard mode: D
Toggle skirmish: S
Toggle fire at will: A
Toggle unit formation (tight/loose): C
Alternative attack: Alt + right mouse button
Rotate unit clockwise: , or <
Rotate unit counter-clockwise: . or >
Increase formation width: =
Decrease formation width: -
Select waypoint: Shift + right mouse button
Show unit destination: Space
Group select units: G
Ungroup select units: G
Select all units: Ctrl + A
Deselect all units: Enter
Select all artillery units: Ctrl + B
Select all infantry units: Ctrl + I
Select all Cavalry units: Ctrl + C
Select all melee units: Ctrl + H
Select all missile firing units: Ctrl + M
Send message in multiplayer: T
Zoom to general: Home
Show help window: F1

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                               4. Factions

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-- The House of Julii --

Rome is a place where tradition and history count for much. The legends of
the city’s founding are important, and the powerful patrician families are
directly descended from the first followers of Romulus. These heroic times
demanded harsh, decisive action, and this is a tradition that the often-
conservative Romans have maintained to this day. The Romans, including the
Julii family, are people for whom politics and war are all or nothing
affairs.

The Fates have not always been kind to the Julii. They are a patrician family
but one whose star has not always been in the ascendant. The family’s
fortunes have declined and then risen over the centuries, so much so that
they may almost be considered vaguely parvenu: upstarts newly arrived to
wealth, power and authority. With the loss of position and status in the
past, the other powerful factions of Rome look down (if only ever so
slightly) on these ‘new men’ of Rome. The Julii have had to adjust to the
realities of politics and power, and have cultivated their popularity with
the common people. The rule of Rome may lie with the Senate for now, but the
Julii know that the people also have a say in government. The Senate and the
patrician classes need the plebeians to at least go along with their actions.

This populist attitude to the common people puts the Julii at odds with the
other great families. Which approach will lead to great power within Rome has
still to be decided. The Julii have a commanding position in northern Italy
that means they will be in vanguard of any struggle against barbarians.
Success there can be translated into political power in Rome itself, as the
mob always loves winners...


-- The House of Brutii --

The founding of Rome is shrouded in legend. Legend has it, for example, that
the Romans can trace their ancestry back to Aeneas, the hero who escaped from
the sack of Troy. The founding of Rome also involves violence and murder.
Viewed in a certain light, much of subsequent Roman history can be seen as a
continuation of these aggressive ways. Since this time, the Romans have kept
fine traditions of warfare and high-stakes (or even murderous) politics.

The Brutii know all about Roman politics. The founding of the Republic of
Rome involves them closely, as they have been at the heart of the Republic
for centuries and can even claim to have the ‘Father of the Republic’ in
their family. Lucius Junius Brutus pretended to be an idiot for years to
avoid being killed by Lucius Tarquinius Superbus (Tarquin), the last king of
Rome, and then managed to lead his people in expelling the hated king after
the rape of Lucrece. Casting aside his idiot persona, he became one of the
first praetors, a ruling office of the patrician class established before the
consulship. Lucius Junius Brutus even had his own sons executed for plotting
to restore the Tarquins to power... that’s power politics played out to the
bitter end.

Membership of the patrician class is what sets the Brutii apart from the
other Roman factions. They are counted among the old families of Rome, those
related by blood, marriage or adoption to the founders. These are people who
have always been important within the social hierarchy, people who would
expect to have authority as a matter of course. This is why they now have
control of southern Italy. The Brutii would not have expectations of power,
however, if they had not been able to deliver the political and military
skills that Rome requires. But now, perhaps, with Rome surrounded by enemies
within and without, there is a chance to secure ultimate power, to become the
new Imperators of a Roman Republic that extends throughout the known world...


-- The House of Scipii --

The city of Rome had a violent foundation, one that mirrors much of the
political and military infighting that happens between the great families of
Rome. Romulus murdered Remus for jumping over the walls of the city, and then
named himself King and renamed the city in his own honour. The patrician
families of Rome claim descent from the adventurers, exiles and warriors
Romulus recruited to help establish his city. The Scipii should be numbered
among these ancient bloodlines.

They are not, perhaps, of quite the first rank, although this in itself means
that they are keen to prove themselves the equal of any other Romans, but
they are certainly among the optimates, the aristocracy of the city, and have
been for many generations. They are important people, used to the privileges
of rank and the usages of power, both to further Rome’s ambitions and that of
their own family. They have also produced able politicians and generals - the
two go hand-in-hand in Rome, as political success rarely comes without
success on the battlefield.

They are, however, unusual in a couple of respects for a Roman family of the
old ways. Firstly, they are extravagantly wealthy. Wealth is one thing, and
this always brings power with it, but their use of wealth has sometimes
surprised more conservative Romans (and Romans are nothing if not
conservative). The Scipii also have a taste for Greek learning and culture,
again something that surprises and concerns the conservative elements.
Nevertheless, despite these un-Roman ways, the Scipii have the political
skills and military competence to make their family greatest in Rome, and
possibly the rulers of the known world. They may only directly control a
couple of provinces in Italy and Sicily, but their ambitions are boundless...
and realistic.


-- Macedonians --

After the death of Alexander the Great the empire he had created tottered and
fell into disarray with remarkable speed. His empire was the largest ever
seen, and the generals struggled against each other for the ultimate prize of
being the new Alexander. Something that none of them was quite strong enough
to attain. The Diadochi, or Successors, were only strong enough to hold
together fragments of Alexanders empire.

Macedonia was the original home of Alexander, now ruled by the descendants of
general Antigonus Cyclops or Antigonus the One-Eyed. The Macedonians are the
proud inheritors of Alexander’s original kingdom. Macedonia itself, with
parts of Greece as dependencies, has the potential to be a strong power once
more.

Although the empire may have slipped away from the Macedonians, they are
still deadly warriors and fierce opponents. The Antigonid dynasty commands
the respect of their people and has a strong military tradition. Macedonia
has spent many long years struggling against the other Diadochi or
‘Successor’ states. This military might could equally be turned against other
powers for domination of the eastern Mediterranean, Asia Minor and then,
perhaps, the whole of the known world. A new Greek empire could arise and
equal the achievements of Alexander...


-- Egyptians --

After the death of Alexander the Great the empire he had created tottered and
fell into disarray with remarkable speed. His empire was the largest ever
seen, and the generals struggled against each other for the ultimate prize
that none of them was quite strong enough to gain. The Diadochi, or
Successors, were only strong enough to hold together fragments of Alexander’s
empire.

Egypt was one part of that empire and by anyone’s standards it is an ancient
land. It is now ruled by Greek Pharaohs, the descendants of Ptolemy I, one of
Alexander’s able generals. The Ptolemaic dynasty adjusted rapidly to Egyptian
ways and adopted the royal ways of the Pharaohs - including divine status and
marriage between the Pharaoh and his sister in each generation. All the
succeeding Pharaohs have been called Ptolemy, and their sisters (more often
than not) Cleopatra in the Egyptian fashion.

Egypt, therefore, is a rich land under the new Pharaohs and a centre of
learning for the Greek world. The Ptolemaic Pharaohs hold together a
formidable kingdom and must be seen as a major power in the Eastern
Mediterranean. Their potential in warfare against the other successor states
is also impressive, and an aggressive Pharaoh could well expand Egypt’s
boundaries far beyond the Nile valley...


-- Seleucids --

The death of Alexander the Great brought dissolution to his empire almost
before his corpse was cold. It may have been the largest empire the world had
ever seen, but it proved fragile once the man himself was gone. His generals
fought for control of what remained, but none of these Diadochi, or
successors, was strong enough to be a new Alexander. The empire fragmented,
and Seleucia was one of the splinter kingdoms, held together by the
descendants of Seleucus, one of Alexander’s able lieutenants. Seleucus I came
close to seizing the throne of Macedonia too, but was murdered before he
could achieve this ambition. There have been tensions with Macedonia and
Egypt ever since despite occasional marriages between the ruling houses of
these states.

The Seleucids hold the former Babylonian provinces of Alexander’s empire, an
area of ancient cities and rich farmlands along the Tigris. (As an historical
aside, the later Seleucid capital city of Ctesiphon is now under a suburb of
Baghdad in Iraq; the earlier capital, Seleucia, was on the other river bank).
This region also sits on the trade routs to the mysterious east, something
that generates large revenues for the Seleucid kingdom. This, combined with
the manpower and military expertise that are available, could make the
Seleucids into masters of much of the known world. A Greek-Persian empire,
combining the best of both systems as Seleucus tried to do, could be
formidable indeed, and perhaps unstoppable.


-- Carthigians --

By tradition, Carthage was founded by Queen Dido who had fled from the city
of Tyre in Phoenicia after her husband was killed by her brother. Even in the
days of legend there was a link with Rome, because Aeneas of Troy, the father
to the Romans, was the lover of Dido and then abandoned her. In her grief she
killed herself, cursing Aeneas and his descendants as she died.

Carthage - the name means ‘new town’ - continued to flourish, a Phoenician
colony that outgrew and survived its parent land. The Phoenicians - and their
successors the Carthaginians - must be credited with the invention of glass,
the bireme galley and with being expert traders thanks to their superb
navigational skills. Even before the Greeks reached the Western
Mediterranean, Carthage was a superbly wealthy city, thanks to its mastery of
the seas. Carthaginian colonies - colonies of the original Phoenician colony
- now ring the sea (modern Barcelona is named after the famous Barca family).
Carthage is a maritime power, with only a relatively small landowning class
to provide military land power. This, however, does not matter as long as
Carthage continues to be wealthy. Its coffers pay for mercenaries in
abundance when the city needs to go to war.

And it is this wealth, mastery of trade and expansion along the Mediterranean
coast towards Italy that brings Carthage into direct confrontation with the
newly rising power of Rome. Now, perhaps, it is time for Dido’s curse to have
its full effects on the children of Aeneas...


-- Parthians --

The Parthians are a nomadic people who conquered and settled in the area near
the Caspian Sea in the 4th century BC as part of the Dahae confederation.
Since that time the Parthians, under their Arsacid rulers (named after King
Arsaces I), have fiercely maintained their independence. The Seleucids have,
from time to time, claimed to be the overlords of Parthia and, from time to
time, have actually been strong enough to try and enforce their claim. This
is not something that endears the Seleucid Empire to the Parthian kings.

The Parthians have the potential to be a great power - perhaps a great Empire
- as they sit close to or astride the main trade routes from the east to the
Mediterranean. The wealth of the world flows through these lands: a fortune
that could pay for any army that an ambitious king could imagine. This wealth
is there for the taking, for the people with the will to stretch out their
hands and grasp it. Historically, the Parthians managed to become a great
power, and fight off the advance of Rome into their heartlands.

To the north are the barbarian steppes, peopled by fierce tribes who require
watching. To the west, though, lie the Seleucid Empire and the lands of
Alexander’s successors. These too are ruled by ambitious men. And beyond
them, the rising power of Rome, and the traders of Carthage. Perhaps common
cause could be made with them, for a while...


-- Kingdom of Pontus --

After the death of Alexander the Great the empire he had created tottered and
fell into disarray with remarkable speed. His empire was the largest ever
seen, and the generals struggled against each other for the ultimate prize
that none of them was quite strong enough to attain. The Diadochi, or
Successors, were only strong enough to hold together fragments of Alexander’s
empire. Mithradates I, the son of Prince Mithradates of Cius, took advantage
of this situation to establish a new kingdom of Pontus. He was not one of the
Diadochi, but a freebooter who saw his chance and took it. In the confusion
Mithradates rode to Pontus with six horsemen and made himself king.
Mithradates was an able man, to say the least.

Since then, Pontus has managed to maintain its independence from both Greek
and Persian influences, even though the royal family have Persian roots. The
kingdom has a good position on the Black Sea coast and the potential to
expand into much of Asia Minor. Nearby lie the great trade routes from the
east, a significant source of revenue. It is also home to many warlike
peoples, a fact that could be exploited by expansionist rulers.


-- Gauls --

The Gauls are a confederation of many tribes who have successfully expanded
their territorial range over centuries of migration. Their culture is
vibrant, aggressive and proud, valuing courage in both their leaders and
warriors.

Do not mistake the Gallic people for simple barbarians. They are far from a
simple people. Their culture is ancient. They have kings, coinage and
developed trade. Their metal working skills are superb, easily the equal of
their so-called civilized neighbours. Their towns are well organised and
prosperous. Their culture is rich and they have Gods aplenty to keep them
from harm. They have warriors aplenty to do harm unto others. They may lack
the writing of the Greeks or Romans, but this does not make them savages.

They are from the same robust Celtic stock as the Britons and indeed many of
the same tribes can be found in both Northern Gaul and Britannia. The sea has
been no barrier to their expansion. Like the Britons, the Gauls have a proud
warrior tradition and are not people to lightly accept conquest or setbacks.
They will fight, and fight hard, to preserve what is rightfully theirs, and
to take new lands that could be rightfully theirs. A certain degree of
bloody-mindedness also colours their druidic religion and warfare which many
outsiders find deeply intimidating - headhunting does that to other people!

The Gauls are a people with a great future, if they can find the space to
expand successfully. They face many threats, from both ‘civilized’ people and
other ‘barbarians’, but these threats can equally be seen as opportunities
for greatness and glory.


-- Germans --

The forests of Germania are dark and deep, and home to many brooding gods and
malign forces. Some of this darkness, this menace, can be found in the people
of the forests, men not easily tamed or turned to gentle pursuits. They are
born to war, savage in battle, unforgiving of insults, implacable when
feuding, and cruel in victory. Their gods are terrible and demand hideous
sacrifices of men, women and children. This much, at least, the scribes of
civilized lands believe to be true.

The Germans are much like their Celtic neighbours, but with their own
distinctive styles of dress, their own language and their own ways. They are
a confederation of people who speak the same tongue and honour the same
warlike and harsh gods rather than a nation. Their constant feuding amongst
themselves make them distrusting of strangers and difficult allies. Warlords
rise and fall among them almost continuously, and the difficult conditions in
their homeland make sure that they have few large towns. Peace is almost
unknown to them, except when won with an axe or sword.

All of this has produced a race of warriors second to none. The Germans may
not be sophisticated fighters, but they are cunning, clever, and do not know
the meaning of fear. Ambush and treachery they understand in full, along with
vengeance and the importance of leaving no enemy alive. They are a vigorous
people, a people who could be great across the whole of the world. All they
need is leadership, and the chance to fight!


-- Britons --

The Britons are very similar to the Gauls - they come from the same robust
Celtic stock after all, and many tribes can be found in Northern Gaul and in
Britannia. The sea is no barrier. The Britons have their own sophisticated
culture, within which trade and kingship flourish, and they have well-
organised towns, a small but growing merchant class and age-old trading links
to the world. The Phoenicians, for example, came to these islands for tin and
lead.

They also have a proud tradition as warriors. Britons are fierce fighters,
and present a terrifying appearance to their foes. They dye themselves blue
with woad, think nothing of danger, and often lime their hair into
fantastical spikes, making them appear truly horrific. Perhaps a later Roman
description of Britons as ‘Brittunculi’, wretched little Britons, is only
partly contemptuous: it might equally be intended to make them less terrible.
For the Britons can be terrible: their spirits are rarely broken by defeat or
enslavement. They plot revenge, and then take it as brutally as possible.
Their druidic religion can be savage to outsiders, demanding human sacrifice
as a matter of course. Their traditional method of warfare involving fighting
from light, highly manoeuvrable chariots can also put fear into many enemies.
The noise alone is enough to scare many into flight.

All in all, from their island home the Britons have much to feel confident
about. They are a vibrant people, with a tradition of bravery in warfare and
Gods who will aid and protect them. Protected by the moat of the sea from
invasion, they can gaze out towards the mainland, and plan their conquests...


-- Greeks --

The Greeks have a right to be proud. They are the fathers of democracy and
reason, bringers of civilization and culture to the lands around the
Mediterranean. There are few corners of the known world that have not felt
the tread of a Greek army, or been graced by the magnificence of Greek
architecture. The world is only the way it is because Greeks fought off the
despots of Persia, and because Alexander led Greeks to the ends of the earth!
Now, however, the Greeks are reduced in power, and largely confined to their
original homelands. A loose confederation of city-states and petty kingdoms,
held together by a need for mutual protection, is what remains. But there
could still be greatness within Greece. The same blood that once defied
Xerxes still runs in the veins of Athenians, Thebans, Spartans and the rest.
The men of Greece still value their independence and civilization, and could
still take this back to every corner of the world.

Perhaps now is the time for the Greeks to be great again. Alexander’s heirs
still fight amongst themselves for the spoils of empire. The rising power of
Rome has yet to break out of the confines of Italy - they face the
Carthaginians as rivals. To the north, the semi-civilized Dacians and other
barbarians are surely no threat to civilized men, and Greeks have never bowed
the knee to Eastern despots!


The following factions, although playable by mods, have no description:
* Armenians
* Dacians
* Numidans
* Scythians
* Spanish
* Thracians

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                            5. Running a City

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It is hard to win battles if the infrastructure of your empire is screwed up.
Bringing a few hundred more men to the fight that have better equipment and
more uses will make battles a cinch. To do this, one needs to be good at
running their empire.

At first, you only start off with a handful of provinces. These might already
be developed somewhat, but let's look over them and figure out how to manage
them. Every settlement has four "details" - income, public order, population,
and population growth. In addition, every settlement can construct buildings
and train units. Constructing better buildings means better units, but you
need a certain level of population before you can construct a new slew of
buildings.

So, the consensus is that you want to get population as fast as possible,
right? This is totally wrong. If you're population is at, say, a 5% increase
per turn when you have 2,000 people, that's all nice and dandy. But what
happens when you reach 24,000 people? You'd be getting a boatload of people a
turn - too many that squalor would rise and everyone would revolt.

With that in mind, you don't want to the biggest percentage of population
ever. You want population to have a screeching halt at just above 24,000, so
you can get all the last good buildings and not have the city rioting. Public
order is directly connected to squalor - the percentage indicates how happy
people are in the city. The higher, the better. If the percentage is
extremely, they will riot and killing will commence.

To keep public order in a good range, buildings and garrisons apply. For
garrisons, it doesn't matter the quality of the troops, but how many you have
stationed. So, you should always stick with peasants in towns - they have the
largest numbers, cost nothing, and will keep public order high because of
their numbers. Buildings also raise public order - especially temples.

Income tells us how much money that city is making. All cities make money, so
even if it's in the negative amount, all it means is that the city isn't
performing as well as your top cities. If the income is in the negatives,
you'll need to build more stuff that makes money. More information on that in
the next section, economy.

Usually players make a settlement a "military" or "economy" settlement. That
is, they make buildings that only have to do with one of them. This is a good
idea at first, but I would build economy (money-making) buildings in every
settlements. Having a ton of money is always a good thing, unless you're
flirting with the fifty thousand denarii range. At fifty big ones, you'll
start to get the "corrupt" expenditure, which will leave your family members
susceptible to bad traits. Unless you're way other the fifty thousand range,
try to stay below it.

But, back to the point: choose a settlement as "military" or "economy" and
try to build almost exclusively on that. When you're done with that, it's
nice to put economy into the military, as having oogles of money is good. You
also *might* want economy settlements to focus on one type of unit, but it's
optional.

Raising and lowering the tax rates for a city is your friend. It makes
population growth slower and gives you more money. Public order is lowered,
but stopping population growth will be key for some settlements. For military
settlements, it is obviously a bad idea to jack up the tax rate to very high,
considering you'll just suck away at the population. Toy with the tax rate
until you find a good level for all your settlements. For some, you'll
probably just want to stick it at "very high" and reap the rewards of the
settlement with worry of too much population.

All cities also have health. If a plague drops by, it could desolate your
city. To stop this, build things like sewers to raise public health. But that
raises population growth, so don't go overboard on building health-related
buildings. The Plague lasts around five turns, and it takes quite a few more
until they are ridden of it. Quarantine cities who have plagues so it doesn't
spread.

If you recruit a hundred men from a city, a hundred will be taken away from
the total population. Makes sense, right? If you dismiss a unit in a city,
the population will go to that city. So, if you want, you can make peasants
and ship them to cities that need more people.

When taking over other factions, you'll always have a lower public order.
This is due to the fact that all cultures are different, and people like
their current cultures. To boost public order, destroy any temples of the
other faction and build your own in their place.

If you press the little round button at the bottom right-hand corner of the
screen (it will have your faction's symble and colors on it) you can view how
much money you are making in the "Financial" tab. This shows you exactly what
you are making/losing, it even includes what it actually is. It is good to
reference back to this every now and then to see what you can improve upon.

The turns are six months, alternating between the hot, sun-drenching summer
and cold as ice winter. To end a turn, press the hourglass button at the
bottom right-hand corner of the screen.

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                                6. Economy

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So you learned about running a city, and now you want to make the big bucks?
Well, it isn't entirely simple; it's not like you flip a switch and the game
does everything for you. You have to work for it, or build, depending on how
you look at it. Most economical buildings raise your income, so it is
imperative that you build them.

But which buildings jack up your income? And when do you build what? Here's
the list, in order of when you should build them:

1. Without roads, your city will have very little trade, and on top of that
it will be hard to move with your army. Roads are the number one thing you
should construct, as they jack up income. Always build roads first when you
capture a settlement/are starting out. It will be very hard to make a good
income if you can't get much trade.

2. If you've captured a settlement, destroy any temples or shrines that
settlement has. It will make the cultural unrest less. If you're not on the
blue face or riots, head to step three. If you are, immediately build your
own public order bonus shrine.

3. Farms are the second item you should construct. ONLY BUILD THE FIRST level
of farms, which is called "Land Clearance." If you build any more, it will up
the population growth and you'll have a big problem later in the game when
you're getting 5% of 24,000 and have big unrest. The first farm, however, has
many good qualities in income.

4. The next step is to build ports if you can. Obviously, you can build a
port if you touch water. Ports raise your trade income, and it's always nice
to have a ship or two in the ocean.

5. After that, there is mines. Only some provinces are able to create mines -
if you can, then do it right away. Mines have a constant income that doesn't
change, so you'll be profiting off of them for quite a while.

6. Either build a market or a military barrack of your choice, depending on
what your plans are for the province.

7. After this, build the lesser buildings like blacksmiths, academies, and
other troop barracks. If the province was military, build a market after you
build your first barrack - income never hurt anyone.

8. Walls can go first or last, depending on how much of a threat you think
your city is to attack. If it's clear, then build them last. If a band of a
million Gauls is parked right next to the city, definitely build walls first.
Screw economy, you need to hold onto the city!

9. You can build sewers and other public health buildings, if you desire.
They raise population, but couldn't you just destroy them when you reach
24,000 people?

Well, that pretty much covers what to build. Everything else falls in place
once you have all the buildings layed down. You'll be rolling in the dough on
your province.

Tax rates affect a lot of your income, also. But how high is too high?
Really, the skies the limit if you don't have any military plans for the
settlement; just keep it as high as possible and you won't ever have to worry
about squalor or too big of a population.

But what about military settlements? Well, in the beginning of the game, I
suggest that you raise the taxes high if you don't have much money and a
pretty decent population - money is going to be needed in your early
campaign. If you have money, just stick it at normal so it raises to the next
level this millennia.

Tribute
-------
If you give another faction something favorable, you can sometimes get
"tribute" in the form of money. This can add up to a ton of bucks if you play
your cards right. Map information is the most basic thing to trade that
really doesn't do much to the game - you can get a few turns of thousands of
gold if you haggle right and have seen some of the map.

In some cases, you can get an inane amount for map information, but that's
only if you've seen a majority of the map. Trading map information for
tribute is essential early in the game, mostly because money is scarce early
and you need all you can get.

Trade Agreements
----------------
Also with diplomacy, having trade agreements with other factions is a good
thing. It will boost the income (obviously) of your trade. Sometimes, you can
also get a tribute out of them, if you are pesky enough!

Fifty Thousand
--------------
Once you reach 50,000 denarii, you get an expenditure labelled "corruption."
The more over 50,000 you are, the more this will cost you. Faction members
generally get greedy after this amount and take a little for themselves. This
may seem harmless enough, but it can lead to bad traits and retinue. If
you're flirting with 50,000, build something so you're lower than it or bribe
a great general.

Quick way to look at things:

Roads: Essential to any province, bring in trade income.
Mines: Slow but steady income, only some provinces have it.
Farms: Only build the first level so you're population doesn't spurt out of
      control.
Ports: Sea income is pretty good, also.
Markets: More trade income, yay!
Taxes: High if not a military settlement and don't want growth, medium to low
      if you're recruiting inanely.

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                          7. Unit Fundamentals

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Infantry Units
==============
The backbone of all armies, infantry units serve as "meat shields" or
"walls" for the enemy attack. They are very well equipped defensively and
offensively, making them perfect protectors that can harass enemy troops.
Infantry's main purpose is to fight the other infantry - distract the enemy,
more or less - while other units charge or fire in (literally) for the kill.
Infantry units include the very defensive Pikeman to the well-rounded Roman
infantry.

Infantry is more than just a meat shield, though. In addition, most infantry
can kill pretty effectively, if given the opportunity. Infantry typically
don't pick the fight (unless going up against other infantry, of course)
mostly because of their slow to mediocre speed. Missile units skirmish away
and Cavalry can outrun infantry by a mile. Still, infantry is needed in all
armies, if only to keep a good line.

Light Infantry
--------------
Yes, I just ranted about the slow to mediocre speed of infantry, but light
infantry is actually pretty quick. They are severely less armored than heavy
infantry, but if you ever need a diversion, flank attacks, pesty missile unit
charges, and rout killing, light infantry might serve you well. Usually,
though, you'll only be using them in the earlier parts of your campaign. If
you're really early in a campaign, these guys might even be your main
protectors.

They serve many decent purposes - really a jack of all trades, but they
aren't masters of anything besides good diversion. It's especially nice to
pull off a heavy infantry unit and turn the battle in your favor because you
have a nice opening. Light infantry, however, sort of become obsolete when
you're mass producing Cavalry, considering Cavalry are the experts at light
infantry's job, and light infantry can't hold a line like heavy infantry can.

Heavy Infantry
--------------
Meat shields! All generals and missile units need them, why not get heavier
infantry? Not only can they hold the line, but they can also dish out some
respectable damage. Heavy infantry usually have good morale, meaning it will
take some time before they rout. The only drawback is that heavy infantry
are slower than other units and, because of that, they usually will only find
themselves fighting other heavy infantry and the occasional flank attacks by
Cavalry.

Still, heavy infantry aren't as good defenders as Spearmen, thanks to the
fact that they don't get Phalanx formation, but Testudo formation. Testudo
makes enemy arrows go away, but it leaves the infantry vulnerable to hand-to-
hand attacks and tires them out quickly. Testudo is good for sieging but not
much else. I'd rather use Spearmen as defenders, personally.

Spearmen
--------
Spearmen might be slow, but they can take a big beating. These units really
are walls - face them head on and you will find yourself dead as a doornail.
Spearmen are pretty darn slow, though, so they are very susceptible to flank
attacks and archers. They kill Cavalry like shish kabob head on, but they'll
really find themselves in trouble if they get hit from the flanks by those
same ponies.

The Phalanx formation, although trash-compacting movement, is effectively a
wall that can kill. Face a unit head on in Phalanx formation and you probably
won't kill one unit. Spearmen are superb in bottleneck situations, where the
only place an enemy CAN go is into their spears. However, Spearmen move
slowly, and, in combination with the fact that they are only decent killers,
you won't find Spearmen racking up the kills unless the enemy likes spears.


Missile Units
=============
Missile units are designed to pepper down the enemy numbers before the hand-
to-hand fighting starts. They are skirmishers, most always running away from
the enemy enough to get another volley into the gut of the enemy. But don't
let them skirmish into a position where they can potentially shoot your own
men! If ever put in hand-to-hand combat, most missile units are demolished
within ten seconds of the engagement - literally torn to shreds thanks to the
no armor and small, weak-looking dagger clause.

Cavalry feast at the opportunity to charge in and desolate'em, mostly because
all enemies fear Missile units. Though they only have a limited amount of
ammo, they can seriously destroy the enemy if they are not left alone. Being
fired on at will isn't very fun. Fire arrows make bow-wielding missile units
even more needed in a fight - they take care of the chariot and elephant
"problems."

Archers
-------
Bow-and-arrow at their best, cloak-and-dagger at their worst, Archers are the
game's most basic Missile unit. They have a good shooting distance, decent
kill rate, and are pretty fast - what's not to like about them. Their
weakness, though, for the most part, is hand-to-hand, mano-y-mano fighting.
Archers are glass cannons. Fire from a distance and hope you don't get poked
at!

Fire arrows are particularly fun because they ruin the enemy's morale. I
mean, c'mon, would you like to see a man burn until his little green uniform
was all black? Fire arrows wreak more havoc on the enemy's morale than them
regular wood sticks, but have a worse kill rate than regular arrows. Fire
arrows have more ups, however, as they spook elephants and annihilate
chariots.

Skirmishers
-----------
Mostly including the Roman Velites, skirmishers are pretty decent, all-around
soldiers. Their main purpose is to pepper down the enemy at the flanks, maybe
distract an infantry or two. And then, *gasps* they skirmish away and throw
more spears at the enemy. One obviously can't throw spears too far, making
them almost obsolete when archers come around. Additionally, skirmishers
don't come with the best amount of ammo.

What gives skirmishers somewhat of an edge, though, is the fact that they CAN
fight hand-to-hand combat. Most archers will just fall to the ground with
their paper armor, but skirmishers usually come equipped with a shield and
sword, making them borderline close-combat fighters. When they run out of
ammo, just have them charge the enemy's flanks or give'em enemy archers a
tough time.

Cavalry Units
=============
The completing piece of any army, Cavalry units are more valuable than they
seem at first. Although mowing down Missile units and other no armored foes
seems like their only purpose, Cavalry serve as the unit that "paints the
bigger picture" in this game. So far, we've got infantry on infantry with
archers pelting arrows down, but a heroic charge into the flank - that is,
the side or rear of an enemy - can desolate most enemies.

Cavalry are fast, so they CAN get to the flank, unlike other units. They also
have good charge bonuses. In addition to these uses, Cavalry are also
excellent at hunting down routd units and have a ton of stamina - you'd have
to run (or gallop) all the way across the battlemap before they get tired.
With all this in mind, Cavalry are a great fit to any army.

Light Cavalry
-------------
As the name states, these Cavalry are "light" - they don't have much defense
and only wield spears. Light Cavalry are excellent for quick strikes at the
flanks of infantry - just don't let them get torn to pieces after the charge.
These Cavalry will mainly be your "extra" unit, ready to take down any
weakness you see in the enemy's army.

If archers, or even skirmishers, aren't being protected well enough, it's the
light Cavalry's duty to slice them in half. Just don't charge into the front
of heavy Cavalry or infantry, because light Cavalry gets manhandled by units
that have more defense and hand-to-hand power. Although light Cavalry's main
purpose is to take out Missile units, they can also be the deciding punch in
overpowering any unit that is already engaged - use them wisely to see the
enemy routing out.

Heavy Cavalry
-------------
Heavy Cavalry will serve mainly as your flankers and, in some occasions,
protectors. The power of a heavy Cavalry's charge is one that few enemies can
survive and, if they do make it passed the charge, the enemy knows that
you'll either bash into them again with a heavy charge, or force them to
fight a losing two front war.

Heavy Cavalry really make it so we don't just have boring infantry on
infantry. While the infantry is going blob on blob, the heavy Cavalry are
suppose to turn the tables in a fight by charging into the infantry's flanks.
Since the enemy also wants to do this, heavy Cavalry also have the job of
protecting flanks. Heavy Cavalry aren't any different in their weakness,
however. Even though they can fight better in hand-to-hand than light
Cavalry, Spearmen still make shish kabob out of'em.

Elephants
---------
Good thing the AI isn't smart enough to spook the elephants with fire arrows.
Elephants mow down infantry, a fact that even the developers admitted when
they released patch 1.1 of this game. They are designed to rush threw enemy
infantry and destroy lines. Elephant, really, are a forced to be reckoned
with, they kill tons and scare tons.

Even though elephants are fearmachines, they spoke real real easy. Fire
arrows can make them run amok (that phrase is almost cliche now) and pound on
their OWN troops. Nothing is more satisfying than watching the enemy
destroying itself. Spearmen also take care of elephants.

Chariots
--------
Yes, chariots are good at breaking infantry. Yes, chariots are fast and
powerful. And yes, chariots are tough little punks. They take a few units to
take out effectively. Really, you need to pincer them - that is, attack them
from both flanks - and make sure they don't move. Chariots don't have much
defense, so they will die pretty quickly if they can't move at all. Heavy
Cavalry and infantry work wel against them if you pincer them effectively.

Another way to destroy chariots is fire arrows, though this isn't extremely
effectively. If you play a faction that has chariots, you'll find yourself
using them to break lines and flank infantry. They are, overall, pretty good
units. Archer chariots are even worse to pincer, but if you lead them to the
end of the map it should be easier because they'll have no place to run.

Peasants
--------
Every civilization has peasants. They come a dime a dozen - you get more
units and it costs less than, say, Hastati. However, they really aren't
designed for combat. Pitchforks are the worst weapon in the game, and
peasants usually wear paper armor. They also have horrible morale and will
break quickly.

Never put peasants in your armies. Instead, stick a unit or two in a city -
cities count the number of units you have stationed, not the quality, in
terms of riots and happiness. This is there only real use. If you ever face
peasants, firing with arrows usually downs their numbers pretty quick.

Horse Archers
-------------
Practically invulnerable against infantry, horse archers are as quick as most
Cavalry and can kill from a distance - what's not to like about them? An army
of horse archers could desolate another army, albeit slowly, without losing a
single unit. It's all in the run-away-and-fire-backwards strategy that's sort
of self-explanatory.

Facing against horse archers is somewhat of a pain - this is where light
Cavalry really shines. They can catch up and liquor, or him, so to speak.
Though it will be a bloody battle, you'll take care of the problem.
Obviously, the pincer strategy of double flanking them and boxing them in
works. And, of course, pursuing them to the end of the battle line never
hurt.

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                             8. Battle Basics

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Now it's time to discuss the basics of battle. In this section, you'll find
some strategy, but it will mostly cover all the basics and how to use them to
your advantage.

Knowing the Troops
==================
All units have their strengths and weaknesses. If you exploit the enemy's
weaknesses, you have a very good chance of winning the battle. All weaknesses
can be protected, but the AI always tends to make bad blunders.

Infantry
--------
Infantry are your best (and almost always _only_) close-combat fighters.
Lined up, they effectively make a wall to protect your missile units. They
are great killers when the enemy stays still for them to slaughter. Infantry
can take Cavalry head on and, if they can catch up, kill missile units
efficiently.

But, that brings me to the weakness of Infantry. They have good overall
defense and attack ability, but very poor speed. Cavalry can quickly get out
of a jam with infantry if they have an opening to run. Missile units can </pre><pre id="faqspan-2">
usually out-skirmish them. Infantry, basically, only get a chance to duke it
out against enemy infantry or the occasional moment when the AI makes a
mistake.

To make up for the lack of speed, a player needs to make sure that, when in
close-combat range, the enemy does not move. If you have two infantry units
near an enemy Cavalry, try to attack from different sides and effectively
block the Cavalry in. That's really the only way you can take out faster
units; when you don't block them in, they will run away.

Spearmen
--------
Oh, you have to love Spearmen! They are very tough defenders that, in the
dreaded (by enemies) phalanx formation, make a real wall! If you're in a
bottleneck situation, meaning you need to block off a bridge or wall, just
tell a Spearmen unit to get into Phalanx once they're in position. Any stupid
enemy that tries to charge in will be treated by your Spearmen's, well,
spears. Sometimes you can take out hundreds of men with just a unit of
Spearmen in this situation.

Spearmen are also pretty mediocre attackers. They have slower speed, so they
definitely can't catch up to missile units. But they do have a very good
advantage against Cavalry because, if faced head on, horses will get busted
in by spears.

Disadvantages, obviously, are that they are slow and vulnerable to enemy
fire. Cavalry can manhandle them if they attack the flanks. Phalanx
formation, besides making you a wall, also has the trait that you can't move
(almost). Perfect for bottleneck situations and decent in open ground, just
as long as you guard the flanks.

Missile Units
-------------
Attacking from a distance was never... tougher? Missile units have a few
distinct advantage, like they can attack from a distance. This is imperative
when going infantry on infantry, because Missile units can destroy if the
enemy is in big blobs. Missile units also have fire arrows for help against
those special units like elephants or chariots.

Missile units are a key component in sieges. On the offensive, they can take
out the enemy's number at the town square without fear of reprisal. On the
defense, they can attack from the inside while a Spearmen unit is patching up
the walls. With this, you don't have to completely rely on the Spearmen's
kills.

The bad part about Missile units is that they need to be far, far away from
enemy units or they'll get sliced in half. They last a few seconds with their
paper armor. This effectively makes Missile units the "Paper," while Cavalry
are the "Scissors." Cavalry are meant for Missile units - they are quicker
and better at close combat.

Missile units also have to worry about friendly fire. Nothing is worse than
killing your own troops. Mostly, though, they're only disadvantage is their
weakness at close combat, which is a rather huge disadvantage when you have
faster Cavalry.

Cavalry
-------
Light Cavalry, heavy Cavalry, it's almost the same. The only difference is
that Heavy Cavalry can take a beating and dish more damage. Cavalry are some
of the fastest units in the game. They can outrun just about any unit and
have unbelievable stamina. I mean, they're on a frickin' horse, for cryin'
out loud.

Cavalry has a few jobs. They can attack the flanks of infantry, repeatedly
bashing into them and killing enemies while lowering morale simultaneously.
In addition, Cavalry are used to hunt down Missile Units. If you ever see an
open Missile Unit, that is they aren't in the near protection of Infantry or
other Cavalry, take them out. Missile Units get torn to pieces in close
combat.

The disadvantage of Cavalry? They aren't very good at hand-to-hand fighting
against infantry. If they get boxed in, Cavalry WILL drop fairly quickly.
Cavalry are made to always be running. When they aren't, things go downhill.
Cavalry also get creamed by Spearmen head on. Shish kabob, I tell ya.

Chariots
--------
Oh my, these things are almost unbeatable. They're almost like better
versions of Cavalry specifically used for flanking infantry and breaking the
line. And that's exactly what you should use them for - break the enemy
infantry's line. Bad part - if they can't move, their two HPs will deplete
and they _will_ bite the dust. Keep them from moving if your trying to
destroy chariots.

Elephants
---------
Practically unbeatable, the only good way to beat Elephants is to scare them.
Though some say Spearmen are effective against Elephants, I've done many
simulations and Spearmen get _owned_ by Elephants. Elephants are used to run
through lines and scare everything around them. The scare tactic is good, but
it can be used against them. If you use fire arrows, fire pigs, or anything
that scares, the Elephants will "run amok."

Artillery
---------
The obvious: Artillery are great for sieges because they can destroy walls.
But are they good in normal combat? Well, it really depends on luck.
Artillery fire rather randomly in the air - they never really hit their
target, so it's all about luck. Sometimes, you can kill a ton of enemies if
you hit them dead-on or they're in a blob. Other times, you'll miss or even
hit your own troops!

FLANKS!
=======
One of the best ways to play is definitely to attack from the flanks.
Attacking from the sides or the rear will give the enemy's something else to
worry about. Two front wars aren't particularly good. On top of that, the
enemy is facing ahead, so if you do attack from the flanks you should be able
to kill the first few lines of enemies without taking a blow!

Cavalry are especially useful for this job because of their speed, charge
bonuses, and high fatigue. Regular infantry is also a pretty decent
distraction to give you enough time to attack from the flanks. Attacking from
the flanks not only kills tons of enemies, but also lowers morale and
sometimes makes the enemy rout.

Remember to protect your own flanks! The AI generally goes crazy with Cavalry
flank attacks. Protect them with your own Cavalry or a batch of Spearmen
ready to get into position.

Morale
======
That brings me to my next point: morale. All enemies have morale. The higher
it is, the better they will perform in battle. A unit with particular high
morale will be able to overpower a unit with lower morale, if both units are
formidable against each. That is, even if some Archers have full morale, they
can still be sliced by Cavalry that have been beaten thoroughly throughout
the entire battle.

So, you want the best morale possible, right?

Generals
--------
Generals of an army have a lot to do with morale. If your General gets
slaughter by a band of Spearmen, how do you think that would make the regular
unit of Nile Spearmen feel? They'd feel like if the General can't win, how
could we? It's that type of attitude that loses battles. To destroy morale,
make plans to kill the enemy general. Whether it be a fast Cavalry charge or
some sneaky Spearmen, killing the General can turn things around in a fight.

Units perform better when a General is close by. I always position my General
right behind my infantry. That way, they have almost no chance of getting
hurt, but at the same time are inspiring the Infantry, who'll be duking it
out for the entire fight. A General fighting alongside for a couple kills
also tends to strengthen morale; importantly, though, it will give your
General better traits.

To conclude, try all you can to kill the enemy General. Protect your own
General by keeping him right behind your infantry. Don't overuse your General
as Cavalry because a dead General kills morale.

Fatigue
-------
Fatigue also affects morale. If a unit is dead tired, they probably won't
perform well and just want to run away. Always let the enemy come to you if
you can help it. If you do have to move, always stick to walking. Of course,
charge in when you're about to fight, but march the rest of the time. The
weather has something to do with this, also. In the hot summer, fatigue will
drain faster.

Always march and let the enemy come to you, unless, of course, you see that
perfect spot to fight.

Mindset
-------
Troops have an idea of how a battle will turn out. Merely put your cursor
over them to find out. If they think that they're going to be defeated, they
will probably rout when the going gets a little tougher. If they think
they're the victors to be, they will fight astonishingly better. This really
just has to do with how many troops you bring and how you utilize them two on
one.

Flank Attacks
-------------
Getting bashed in at the side or rear by the enemy can wreak havoc on a units
morale. Imagine: you are faithfully fighting the enemy Infantry and it
actually looks like you could win. All of a sudden, Cavalry comes out of the
fog and takes out your last three lines. How do you feel now?

I'd probably feel like I was going to die. Yes, I would rout. And in some
cases, the enemy would. Always always always flank the enemy. Routing is a
good thing. Protect your own flanks so this doesn't happen to you, also. ;)

Units
-----
Some units - such as elephants, war dogs, and onagers - can and will make
troops scared out of their minds. If an elephant is wreaking havoc on the
line, throwing people up and down and everywhere, that unit would probably be
shaking in their flying bodies. Of course, war dogs eat you, and onagers make
a big fire bang and burn troops. Not good for morale. There's also the good
ol' fire arrows.

Terrain and Weather
===================
Some other basics that inspire strategy...

Weather & Terrain
-----------------
Getting stuck in the desert sucks, especially when you have heavy armor. Some
units perform better in the summer/winter/desert/grass/forest while others
don't get any bonuses in those situations at all. Summer/Winter is
fatigue/morale draining, while the terrain type can be used as an advantage
if your troops are better in something.

Hills
-----
Fighting up isn't a good thing. You always want to fight heading down and not
up. If you're defending, pick a good position on a hill so the enemy doesn't
only have to fight on the low ground, but also needs to run up and drain more
fatigue. This should all be while your Archers are absolutely PELTING them,
too. Hills drain more fatigue and it's better to fight higher, so always
position on the high ground if possible.

Forests
-------
Most units can hide in the forest. If the enemy is chasing after an enemy
Cavalry and, suddenly, five legions of skilled Principes come out of nowhere,
they'll be exposed to flanks and a surprise attack. Use forest to your
advantage, if at all possibly. Remember that Archers cannot fire through
trees and you can't hide ponies, though.

Whenever going through or near a forest, always be ready for an enemy to pop
up. Pause the game and get everyone in position - at least get you Infantry
in front to protect your General and Missile Units. Don't speed up the time
while in the forest - that's just asking for it.

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                          9. Battle Strategies

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All of the other strategies (unit versus unit, hills, etc.) have been covered
in the above section.

Notes: upper units are the enemy. Abbreviations: I = Infantry, C = Cavalry,
M = Missile, G = General, Ch = Chariot, CA = Cavalry Archer,  S = Spearmen.

Ambushes
--------
Use forests to ambush the enemy! Give them some bait, such as a Cavalry Unit,
and watch them run over. When you're hidden troops are facing their flanks,
charge in at them. If they enemy continues to follow the Cavalry, have them
run away while bring a few units with him. If they go directly at the
surprise attack, the Cavalry unit can charge in for another flank attack!

Confusion
---------
Nothing is better than confusing the enemy. Get a Light Infantry unit and
have it peel off some Heavy Infantry. Switch up your formation completely so
Archer are attacking from the sides with Cavalry protecting them. Mix it up!

Sacrifice
---------
If you can, sacrifice a unit for the victory. Say, if you put a Missile troop
out unprotected and a few Infantry run after it, that might open up a hole
for your Cavalry to bumrush through and take the General and their Missile
units.

Use Your General
----------------
Have him kill a few people if you can. He's your optional flank attacker.

Routing
-------
When the enemy routs, have Cavalry slaughter them if they're not occupied.
Running away is about the worse thing units can do if you have free Cavalry -
it is free kills. Don't let the enemy regroup and attack after being routd!

Your Army
---------
The best army, I find, is four Cavalry, four Missiles, your General, and the
rest Infantry. This can be tinkered around, but I consider this the "basic"
dominant army.

-----------------------------------------------------------------------------
Basic Pre-Battle Formation:

+---+   +---+ +---+ +---+ +---+ +---+ +---+   +---+
| C |   | I | | I | | I | | I | | I | | I |   | C |
+---+   +---+ +---+ +---+ +---+ +---+ +---+   +---+
                   +---------+
       +---------+ |    M    | +---------+
       |    M    | +---------+ |    M    |
       +---------+    +---+    +---------+
                      | G |
                      +---+

This is the most basic pre-battle formation. If you don't know which
formation to go with, this formation is solid in most situations. The
infantry are lined up, protecting the Missile units and General. Notice how
the Missile Units and General are close to the Infantry - this is key so you
don't shoot your own troops or lose morale. The Cavalry are guarding the
sides, ready to flank.


-----------------------------------------------------------------------------
Exaggerated Pre-Battle Formation:

+---+           +---+ +---+ +---+ +---+ +---+ +---+           +---+
| C |           | I | | I | | I | | I | | I | | I |           | C |
+---+           +---+ +---+ +---+ +---+ +---+ +---+           +---+
                           +---------+
               +---------+ |    M    | +---------+
               |    M    | +---------+ |    M    |
               +---------+    +---+    +---------+
                              | G |
                              +---+

This is the same thing as the basic pre-battle formation, only the Cavalry is
stuck way out there. Why, might you ask? Of course, this is so you can attack
flanks/missile units easier. Your own flanks are exposed, but the Cavalry is
in a position so they can cut enemy Cavalry off and give Infantry enough time
to form up. This is better used with more Cavalry units for better
effectiveness.


-----------------------------------------------------------------------------
Pre-Battle Execution:

       +---+ +---+ +---+ +---+ +---+ +---+
 +---->| I | | I | | I | | I | | I | | I |<----+
 |     +---+ +---+ +---+ +---+ +---+ +---+     |
+---+   +---+ +---+ +---+ +---+ +---+ +---+   +---+
| C |   | I | | I | | I | | I | | I | | I |   | C |
+---+   +---+ +---+ +---+ +---+ +---+ +---+   +---+
                   +---------+
       +---------+ |    M    | +---------+
       |    M    | +---------+ |    M    |
       +---------+    +---+    +---------+
                      | G |
                      +---+

Basically, Infantry dukes it out, Missile Units fire from behind, and Cavalry
swarm in on the sides if they aren't tied up by enemy Cavalry. This is the
way things will go if the AI doesn't do anything weird. If Cavalry swarm in
on your sides take an Infantry unit out and have him attack. Alternatively,
you can have your General fight them or bring an extra Triarii unit.


-----------------------------------------------------------------------------
Missile Formation:

                   +---------+
       +---------+ |    M    | +---------+
       |    M    | +---------+ |    M    |
       +---------+    +---+    +---------+
                      | G |
                      +---+
+---+   +---+ +---+ +---+ +---+ +---+ +---+   +---+
| C |   | I | | I | | I | | I | | I | | I |   | C |
+---+   +---+ +---+ +---+ +---+ +---+ +---+   +---+

If you know that the enemy is going to be marching towards you, try this
formation. The Missile Units will have free shooting at the enemy. The
General is up front to give more inspiration to the Missile Units. Set the
Missile Units to Skirmisher so they run back, or just do it manually. In
addition, obviously put Infantry ahead of the General. ;)


-----------------------------------------------------------------------------
Flank Attacking:

         +---+
         | I |
         +---+
+---+     +---+
| C | --> | I |
+---+     +---+

The way we flank. Infantry on Infantry, looks like a pretty even match, until
Cavalry smashes into the enemy. Repeatedly bash into them, too, with those
good charge bonuses. Getting to the side might be tough. Don't get too close
as to attract the enemy Infantry - make sure they're tied up with your
Infantry.


-----------------------------------------------------------------------------
Pincer Strategy:

+---+     +---+     +---+
| C | --> | I | <-- | C |
+---+     +---+     +---+

    +---++---++---+
    | C || I || C |
    +---++---++---+

The diagram is two steps, first off. This is basically an insta-rout if your
Infantry in on the enemy Infantry, too. If you happen to find yourself with
an extra Cavalry or any other unit, have him flank the enemy. Double flanking
makes the pincer strategy, which attacks the enemy from both sides and stops
them from moving. Use it for fast moving units or stationary Infantry.


-----------------------------------------------------------------------------
Elephants:

 X     X     X
 |     |     |
+---+ +---+ +---+
| I | | I | | I |
+---+ +---+ +---+
 |     |     |
+---+ +---+ +---+
| E | | E | | E |
+---+ +---+ +---+

Elephants are designed to run THROUGH lines, so have them do that. Maybe they
can even hurt the Archers after, say?


-----------------------------------------------------------------------------
Cavalry Archer Strategy:

   +----+      +---+      +----+
   | CA |->    | I |-->   | CA |---->
   +----+      +---+      +----+

Attack from both sides of the Infantry so they don't block everything.
Cavalry Archers can attack while running, so they can volley while running
away. With this, the Infantry runs after one Camel Archer (useless with low
speed), while the other attackers from the rear. Awesome strategy for
factions with Mounted Archers.

-----------------------------------------------------------------------------
User Strategy by DerMetzgermeister

"Also, cavalry is not pivotal to a battle. My armies are usually made up of
3-5 archers, 1-2 generals, 3-4 cavalry units (the heaviest I can get), and
all the rst of infantry. I start battles in a formation like this:


                                     A   A   A

                                I    I    I    I    I
                                  I    I    I   I
                                       GENERAL
                                     C  C  C  C

The archers can give the enemy some casualties before falling back behind
the general, and the cavalry is in the middle of the back so that you can
respond to flanks from either direction. Also, making a double line of
infantry allows the second line to charge forward if the **** hits the fan,
or they can wheel left and righ to respond to a flank attack. This works
extremely well, as long as you keep the formation and you don't have any
elephants or chariots (I hate those damned things) rampaging through your
men. Velites and light auxilia work quite well against these, as do any
other javelin or pilum throwing unit. If you use this, please give the
credit to me, DerMetzgermeister."

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                               10. Sieges

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/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \

In this chapter I'll discuss how to take over enemy cities. To start, make
sure you have a formidable force. Try to bring more troops than the enemy's
garrison - a lot more. Having a few extra units to bumrush from the back
could make the difference between a victory and a defeat.

But how do you see what units are garrisoned at an enemy's city? Merely click
on it and you'll see how many units are garrisoned through the question
marks. If you want to know exacty, have a Spy infiltrate the base and he'll
tell you exactly what's there.

When you are ready, click on the army you want to Siege and attack by left
clicking on the settlement. It might take more than one move, depending on
where your army is located. When you attack a settlement, the Siege Details
Scroll will pop up.

Now, if you brung (yes, brung) Onagers, or any other wall penetrating force
(usually artillery), you can siege right away. This is not always the case,
however. If you don't have any siege equipment, you can make it on this
screen. Merely click on the equipment you want and it will tell you how many
turns it will take to complete. Building siege equipment depletes points from
your Build Points, so you can't make twenty Siege Towers a turn.

It's recommended, for the Wooden Walls or less, to make Battering Rams. This
type of equipment destroys gates fairly quickly and easily. Just remember
that one of your units will actually have to hold the Battering Ram - units
don't come out of nowhere to man it. Select the Battering Ram unit and left
click on the gate to bash it open.

Most of the time, though, the AI is stupid enough to walk outside, so it's
always a good idea to hold your ground and see what the enemy is going to do.
If they come out, just attack them like usual, but be mindful of the
Watchtowers at the walls that spit out arrows and churn them out just as
fast.

To win in a siege, you have to rout/kill all of the enemies or hold the
Central Plaza for three minutes. The latter seems easier, and it is, in most
cases. However, once you break out the walls and march inside, the enemy will
usually scurry to the middle to protect the Central Plaza. The Central Plaza,
besides being the flag in a "Capture the Flag" game, also pumps up defender's
morale and ability when near it. A defender can't rout when on the square.

March your troops up the roads to the Central Plaza. It's always good to
split up troops here so you're attacking from the flanks. Before you march
your infantry and Cavalry in, pepper down the enemy with missile fire. The
enemy will be in a big blob, guarding the plaza, probably overlapping each
other, so this is a great idea to turn the tides of battle in your favor by
whittling down the enemy. Don't use fire arrows, because they'll have great
morale anyway, because of the plaza. They shouldn't rush you, but if they do,
back up the archers and fight like you were going to.

After your Missile units don't have any ammo, it's time to charge in and
attack. Your infantry should charge in first. Try to attack from two sides,
and not just one. Once the enemy are all facing your infantry, rush in your
Cavalry from the opposite side. They'll absolutely pulverize the enemy.
Repeatedly bash into them with your Cavalry until they're dead. Charge back
out and back into the thick of things.

With this strategy, you should always win sieges. Missile units, attacking
the enemy at the plaza, will really turn the tides in your favor. Then it's a
simple infantry run and Cavalry flank attacks for the win. In addition, you
have a open side for the enemy to run away, if they rout. This can only
happen if they step out of the Plaza Square, though.

That's one of the most basic ways to take a settlement. With Stone Walls and
above, you need to have Siege Towers and powerful hand-to-hand troops. Once
they're on the walls, have them take over the gate and open it. After that is
accomplished, it's the same game as before, only you'll have to worry about
the Watchtowers on the walls firing at you. To get rid of this problem, march
in and don't stop at the gates.

Waiting'em out
--------------
Another way to take a settlement is to keep the siege up until the enemy's
food supply runs out. Sometimes, they might just give you the settlement.
Other times, they'll attack when they only have one turn of food left. This
would be a great way to take cities - without losing any troops - but most of
the time you're just giving the enemy enough time to bring reinforcements
over.

Reinforcements
--------------
If enemy troops are near the settlement under attack, near enough so they're
in the square of battle, they will also fight. Fighting against
reinforcements while attacking a settlement is fun - the AI marches there
troops outside to attack you. Just kill the city garrison quickly and hold
the square for three minutes. If reinforcements are far away - which the
usually are - it will take them quite a little while marching to reach the
city.

The key when fighting reinforcements on a city map is _not_ to fight them.
Take the city, throw a unit in the town square to start the countdown, and
guard the gate they're going to go through with phalanxes or heavy infantry.

Starvation
----------
You _can_ wait the enemy out until starvation. You won't lose any troops that
way. However, usually this gives the enemy enough time to bring
reinforcements. If the city is isolated, then by all means try it. Sometimes
it works, and other times the enemy will attack you at the very last turn.

Artillery
---------
Some units, like Onagers, can destroy walls. This means that you don't have
to wait any turns before you can assault the settlement. This is key when
cities are close together and the enemy can muster reinforcements up fast.
Try to bring artillery with you when sieging, but it's definitely not a
prerequisite. It just helps things go by fast and somewhat smoother.

Spies
-----
When a Spy infiltrates a base, they have a CHANCE to open the gates for you.
This, after a CHANCE of actually infiltrating the base. If the Spy is good
enough, he'll do his job. But don't completely rely on Spies. The better the
Spy, the better the chance. When a Spy opens the gates, he'll open all of
them, automatically moving the enemy to the central plaza at the beginning of
the battle. Spies also tell you how many troops are garrisoned, which is very
useful.

Aftermath
---------
After you take a city you can occupy, enslave, or exterminate the population.
If the city is small and you're just starting out, occupying is good. When
enslaving, the population will go to your other cities in your empire that
have a general. Population growth isn't really a good thing at later parts of
the game. Lastly, we have exterminate. Obviously, this massacres the
population. Though it may seem brutal, this is key so the city doesn't riot.
Keeping population down means it is easier to keep them happy.

Defense
-------
I lied. I'll also tell you how to defend an attack on your city. If they got
through your diplomatic force, and you don't have any reinforcements nearby,
you're going to have to fight. This is actually easier than it seems - it
depends on how many troops are stationed and how many troops the enemy
brought. In most cases, you'll have a diplomat stationed to bribe the big
armies.

But what if the ratio is almost even? Yes, you could fight. If you don't have
the "classic" peasant garrison, you could win! A phalanx at the gates (or
heavy, very heavy, infantry) and missile units firing at the enemy could win
it. A unit that can phalanx gives you a new wall - so long as the enemy
doesn't sick it's own missile units on ya. If that happens, do missile units
versus missile units and hope you win it out.

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                               11. Agents

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Diplomats
---------
Diplomacy is the bread and butter of any empire with a ton of money! With a
diplomat at your side, you can throw money at big armies to make them disband
- very useful when it looks like they are going to take over a town. Just
"Bribe" the enemy force and they'll say their price.

Diplomats have many other uses, as well. They are used to form alliances,
ceasefire, etc. with another faction. This will prove invaluable in your
campaign; make an alliance with as many people as you can and backstab them
before they backstab you!

They also make you more income, too. Diplomats can ask for trade rights with
other factions, which will raise your income. They can also net bigtime enemy
Generals via bribing. Diplomats can accomplish feats that no one else in the
game can; you should always have one when taking over regions so you can
bribe big armies to disband.

Trading Map Information for tribute is the best action a diplomat can do
early in the game, as it nets much needed money. Just offer the other faction
your Map Information and try to make a big tribute. The more land you have,
the more they will want for it. In addition, if you've taken over all of the
desert and trade Map Information with, say, Germania, they will pay a big
price for it.

A diplomat's skill can be raised by how many times they have good
negotiations. The more influence that your diplomat has, the better deal you
will get. Diplomats have retinue, which can up your influence a small bit.
Remember to pass retinue on to younger diplomats when older diplomats die, or
else it is gone forever.

In short: bring diplomats with your armies to get trade agreements and
tribute from other factions. Keep Diplomats around cities to bribe big armies
off. Diplomats are trained in the level two government building.

Spies
-----
When you think of a Spy, you might be mistaken with an Assassin. Spies aren't
killers, but scouts. With a Spy, your best plan of action is to scout around
ahead of your army and see if danger lurks ahead. The best part about a Spy
is that they can infiltrate enemy cities. Inside a city, they can see how
many troops the city has garrisoned, what type of walls, etc, which will aid
your army if they want to take the city over.

Don't think any plain old city is up for grabs, though. Spies have a CHANCE
to get into the base. If a city has another Spy in it, infiltrating the city
will be tough business. Your Spy can die while trying to infiltrate a city.
If he does, note the city and don't let any more Spies take a crack at it.

If you do successfully infiltrate a base, it doesn't only mean seeing
everything about the city. A Spy also has a chance to open the enemy gates
for an army! This is extremely useful, it skips the siege equipment and goes
straight to the fight. When he opens the gates, all the gates are open!

All of these "chance" actions have to do with a Spies' subterfuge skill. The
higher the skill, the better chance he has of performing. Spies, just like
the other agents, have Retinues. Keep hold of them and pass them down through
the generations!

For new spies, infiltrate cities that have wooden walls or less, as these
cities are usually pretty simple to infiltrate. If you do this enough, you'll
gain more subterfuge. That's always a good thing. ;)

In short: train Spies with small cities, use them to scout ahead of your
army, have them infiltrate cities and open gates for your army. Spies are
trained in the level two trade building.

Assassins
---------
Oh yeah, now we're killing! Assassins are great for taking out enemy leaders
and absolutely desolating an army. Just imagine: right before battle your
heroic commander dies! Now you're fighting with low morale and no commander!
Assassins are even more pivotal than Spies, in some situations. But worth
work together for Sabotage.

That's right, Assassin's can sabotage enemy buildings. This is very useful
later in the game when the Roman factions make a full-scale army of troops in
a few turns. A Spy first has to infiltrate the base and see what's there,
then the Assassin comes in and damaged whatever he wants. Damage useful
buildings, even if a city isn't popping out troops destroy there income by
destroying the roads or markets.

Like I said earlier, Assassins are about killing. In the beginning, you'll
have to kill low level diplomats to raise youe level. Then you graduate to
Captains and finally Generals. It's all about the Assassin's skill, though;
sometimes it is impossible to kill a great commander because your Assassin's
skill just isn't high enough. To get it higher, just keep hitting those
Diplomats and Captains.

In short: raise Assassins by killing Diplomats and Captains, use them on
enemy Generals before a fight, and stop income/troop flow with Sabotage.

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                           12. Faction Family

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Every faction has family members that control your, well, faction. Without
faction members, you wouldn't have positions like general and governors,
making the game a lot less interesting. Good generals can turn the tides in
battles, just as good governor can make units at a better cost and get more
income from taxes.

Family members have three statistics - Command, Management, and Influence.
The more yellow stars, white blocks, and green leafs they have, the better
they will do in that area. It's good to have as many as you possibly can; to
get them, you need to perform certain activities, listed in the "Retinue
List" and "Traits List" sections.

Basically, if you repeatedly win battles and your general actually fights a
little in them, he'll become a better and better commander. If a family
member stuck inside a city manages the place decently, he'll get better
management skills. And so on. If you want good traits, you have to do good
things to get them.

Retinue is also an important factor to your statistics. Retinues can higher
or lower your statistics pretty severely, if you use up all eight slots. To
get retinues, again, you have to do good stuff. Yep, good stuff. Or bad
stuff, but that will give you bad, very bad, retinue. Each family member has
eight slots of retinue, and retinue can be traded off at will, so as the two
members are in the same army/city. Retinues disappear when a person dies, so
it's a good idea to strip an old man of all his retinue before he's pushing
up daisies.

The fifty thousand range, again, gives you worse traits/retinue, as it leads
to corruption. Bad traits means bad family members.

Women
-----
Sadly, women play a pretty small role in Rome: Total War. You can _never_
control women, but they serve as a pivotal part to getting more family
members, for obvious reasons. Married men usually have a few kids, but never
ten or twelve children - the game tends to stay afloat with how many
provinces you have under control. If you suddenly take over fifteen Gaul
provinces, you might find that you're having a couple kids a turn. Lastly,
when a women's spouse dies, they never have another husband. The next pop up
message you'll see of her is her death. V_V

Daughters
---------
Even more special than men, with daughters you get to CHOOSE what men you
want. At around twelve, daughters will start to pick suitors. Don't pick the
first fifty year old around, it's fine to reject them and wait for someone
better to come by. Daughters usually bring in another every few years. Try to
get a man with good traits, as his genetics will make up your new generation.

Bribing
-------
Diplomats can actually bribe enemies into becoming family members. If you
ever see an exceptional, or even borderline, enemy general, do not hesitate
to bribe him and use him to death. It's a lot less random than hoping Titus
Junior doesn't have a -4 in command and makes up speeches like "I want a
hotdog" before battle. Bribing is a good way to get valuable family members.

Captains
--------
You're Captain is, in essence, your General when you don't have a General in
a fight. If you have a few successful battles with a Captain, you will be
able to adopt him. This is a pretty good idea if you ever need the extra
family member.

Children
--------
Lastly, we have children. The game tends to keep the province-to-family
member ratio around the same, so don't be mad if a couple never has children.
Most of the time, however, married folk tend to have at least one child.
Fertility and infertility traits can affect having children, also. Finally,
being out fighting affects how many children you'll have. If you're always in
the Alps fighting the Gauls, you might never have children. However, if
you're nestled at the heart of Rome managing a city, you could have a few
children.

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                              13. Diplomacy

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Alliances: Make alliances with everyone; you can break them anytime you like.

Trade Rights: Getting trade rights with other factions means more income.

Bribe: Bribe big armies so they don't attack you.

Map Information: Trade map information for a ton of tribute.

Tribute: Try to get tribute for the above listed.

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                              14. The Senate

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/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \

If you're the Julii, Brutii, or Scipii (generally anything ending with two
"I"'s and in Italy), you have to worry about The Senate. Yes, I said worry.
The Senate (notice how I always captilise "T" and "S") will send you on
missions to take over territory, do diplomatic stuff, and block ports. This
seems like a good thing, but sometimes they lead you in a direction that you
don't really want to be heading.

It's important to complete these missions or The Senate will get mad at you
and The Senate might attack you. This will happen inevitably when the civil
war breaks out, but if you repeatedly ignore The Senate at the beginning of
the game, The Senate might sick it's full legion of troops - located
beautifully and centrally just outside Rome - at you.

Try to complete their missions at the early parts of the game, if at all
possible. Sometimes, you can make a small, second army just to do The
Senate's war biddings. Don't get me wrong, you can slack off on a couple
missions if they're just out of reach, but don't completely ignore them.

The Senate also gives good rewards for your duties. This includes money and
special units. Sometimes The Senate will notice that you're heading south, to
Greece, to the desert, et cetera, and throw missions that way, but don't
count on it. When you have eighteen to twenty provinces, The Senate will give
you impossible missions. Just ignore them.

After you have taken about twenty-five (isn't it?) provinces, The Senate will
see that you have become a powerful figure. Too powerful to keep around, the
old men think. The Senate will ask for the suicide of your Faction Leader.
Time for the civil war against The Senate and the other two Roman factions.

But what about that big ugly army near Rome? Your army is in the desert, you
say? You're going to die next turn? You just got taken over? Don't let this
happen, just bribe the damned huge Roman army and send a force to take out
Rome. You should have a ton of money by now. I know I did.

The other two factions are making units as fast as people are going on the
SouthBeach diet, you say? Your friend, again, is the good ol' diplomat. The
older, the better, too, because usually they are more influence. Bribe the
armies away. Sometimes, you can even become allies with one of the Roman
factions, giving you a little time to prepare for your attack. Once you've
taken out the other two Roman factions, the world is yours. Just don't get
caught in the desert against Camel Archers, Chariots, and Elephants. O_O

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                         15. Campaign Strategies

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/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \

I'll do my best to list all the strategies of world dominance for all the
factions. If you have anything to add, please do not hesitate to email me at
[email protected]. These campaigns are open-ended, so I'll add mostly anything
you throw at me that seems useful. New strategies are more than welcome. ;)

*****************************************************************************
[ The House of Julii ]-------------------------------------------------------

The red roman faction starts in northern Italy, bordering the barbarian
Gauls. The first mission The Senate gives you will be to take Segesta, the
small city north of your capital. You should have two armies; take the
smaller one, which is actually closer to Segesta, and attack. It's only one
turn away, so you can take over the settlement in one turn.

Segesta doesn't have any walls and a small garrison. Believe it or not, the
computer usually does a better job in this battle. If you want to fight,
though, bring infantry units on opposite sides of the central plaza, Cavalry
on the third, and have your Missile Units pepper down the enemy. Once they're
out, have your hastati throw their spears until they run out of ammo. Then
rush in with everyone and bulldoze them.

Remember to keep economy going while taking over places. Look at the economy
section for more details. After the fight, start developing Segesta and build
two peasant units as soon as possible. Once done, take all of the troops in
Segesta besides the peasants into the better Roman army. Remember to build
lots and lots of troops, too, and add them to the army. Your two starting
cities should focus on economy. After that, have one focus on stables and the
other focus on archer ranges so you can pump out Cavalry and missile units.

The Senate will give you a mission after taking over Segesta. Usually, they
want you to take over another province. It will either be Caralis,
Mediolanium, Patavium, or Massilia. Just ignore The Senate and take over
Patavium. It's north of Ariminum. This will be your foothole to the rich
Greek cities.

Before sieging, send a diplomat to the Gauls and get an alliane, trade
rights, and give them map information for tributes. About this time, the
first suitor for one of your daughters will come along. If he's not good
enough, reject him.

Consolidate the four cities and jack up the taxes on Segesta and Patavium so
you get more money. Segesta won't grow at all, while Patavium will shoot up
super fast. Very high tax rates will give you more money, which will keep
Segesta a money making province, and Patavium under control. By the way,
destroy any shrines in Patavium and replace them with your own public order
shrines. Jupiter or Bacchus will do - just don't build the same one for all
of your provinces because they give you valuable retinues. Make two units of
peasants for Patavium.

If the Gauls attack you at Patavium, use a diplomat to bribe them off or have
your army crush them at the siege. If at Segesta, bring all your new troops
you were manufactoring in Arretium to Segesta's city (it will only take one
turn to get there) and they will either go away or fight a losing battle.
Take the troops that captured Patavium and have them lay siege on Salona or
Segestica, depending on how fast the Brutii and you moved. Most of the time,
you're stuck with just taking over Segestica.

The new army you were churning out in Arretium and Ariminum is ready for
battle. Take them out (make sure you have a unit or two of peasants left for
public order) and have them take Mediolanium, west of Patavium. If
reinforcements come use diplomats to bribe them off. Now develop Mediolanium.

The above is the basic way to gain dominance. You have a jump into the Gauls
territory and the Greeks/Macedonians territory. If The Senate told you take
over things in a different order, don't sweat it and do it.

Once you have those territories, ship some troops off to Caralis and take it
over. Usually, The Senate will tell you to take it over anyway. Afterward
taking it, destroy any shrines, build your own, and do the economic stuff.
Leave after you have a garrison of two peasants and ship the army over to
Sicily only if Scipii hasn't taken over any provinces there. When I played,
they hadn't taken over Lilybaeum so I captured it. Do the same stuff as you
did in Caralis and ship your men home.

Meanwhile, you should be making Cavalry, missile units, and infantry. Take,
I'd say four units of Cavalry, missile, and two of infantry, depending on how
good you were before, to Segestica along with a young general. Your faction
leader will be on his last leg, so trade retinue with the new general and
leave him in Segestica with two peasants. With this force, head west and take
all of Macedonia - Bylazora, Thessalonica, Larissa, and any other non-Brutii
province around there. Then take the Greek settlements Corinth and Sparta.

Bring a skilled diplomat for bribing big armies, or you won't make it that
far. A full army should be able to take all those provinces over. These
provinces will bring you the big bucks, so bring them up economically.

Now, while you are on the Macedonian/Greek campaign, your general that took
over Carals and Lilybaeum (hopefully) should be back. Give him, also, a few
units of Cavalry, archers, and infantry. When he's at a good sized army, have
him head west into Gaul land. Take over Massila, Narbo Martius, Lemonum, and
any other Gaul settlement. Make two units of peasants and build a public
order shrine. Queue all the economic stuff and move your city to another Gaul
province.

As always, BRING A DIPLOMAT to bribe the big, huge, humungous Gaul armies.
Have that diplomat also become allies with the Spanish. After you have the
Gauls, Greeks, and Macedonians, it will be about time for the civil war.
Always, always, always churn out troops every turn for this! Keep a diplomat
near the border to Rome. When the civil war DOES happen, bribe the big Roman
army that's always at the side of Rome. You should have a TON of money by now
if you did all the economical stuff for every city and put the taxes at high
to very high for the Gaul ones.

Once you've bribed the army, combine all of the newly churned out units and
take Rome! This will be a very fun battle, indeed. After that, head down
Italy and take all the provinces away from the Brutii and Scipii. This will
be easier if you have Lilybaeum, because you can have one army head down and
one march up. As always, use diplomats if you see a full flag army. In
addition to this, wipe out any other Brutii territories that are near
Segestica or Macedonia. The Roman factions become a huge pain if you let them
evolve.

With the Gaul territory, all of Italy, Greece, and Macedonia, you should have
enough money for total world dominance. Especially when you consider you'll
have superior troops with the Marius Reform. At this point in the game, you
can conquer anything you like. Just go for what you think would be the most
enjoyable. ;)


*****************************************************************************
[ The House of Brutii ]------------------------------------------------------

The Brutii game, in my opinion, is a tad more enjoyable than the Julii
campaign mostly because you don't have to fight Gauls. We start out with two
provinces in the lower part of Italy. Remember to always, always, always
advance economy and such for all civilizations. Train two units of peasants
immediately when you take over a place - you won't be there for long.

To start off, The Senate will tell you to take Appolonia, just east of
Tarentum across the sea. Muster all the units you can without starting a riot
and ship over to Apollonia. It's also a good idea to train a diplomat so he
can get over on he next ship. Once you get there with your military, take
over Apollonia. I tend to make this one a military province because it will
be near the action for a little while.

Once you've taken that over, ignore whatever The Senate asks and take Salona
to the north. Bring your diplomat over and make an alliance with the
Macedonians. They are east of Apollonia. Bring your army back down to </pre><pre id="faqspan-3">
Apollonia, ship any troops you made in Italy, combine all your troops into
one army, and attack Thermon to the south.

Thermon is a Greek city, so finish the circuit by taking Athens, Corinth, and
Sparta. With these cities, start building up a force to attack the
Macedonians. Sparta already has pretty good barracks, so make them your
Infantry producer. Also, you might want to move your capital over here so
your family members will be in the thick of action.

Once you have a good force, head north and attack Macedonia. Larissa,
Thessalonica, and Bylazora should all be in your hands. Bribe with a diplomat
if a particularly gruesome army finds its way close to you. With these
cities, make a force to ship to Kydonia (island south of Crete) and Rhodes
(island east of Crete). After that, land on the cities north of Rhodes and
take them all.

Make a new army to take out the Dacians and possibly the Scythians. Take
Segestica (north of Salona) if you haven't already and head into Dacian land.
Bribe any huge armies to avoid bloody battles. Keep moving through Dacian
provinces and you'll soon find yourself at Dacia. After taking that, you
might want to take the Scythians adjacent to you.

Meanwhile, you should take all the cities north of Rhodes. After you have
secured those, head east and take over the Kingdom of Pontus and the Seleucid
Empire. The civil war should break out around now; bribing is your best
friend. Make a big army with all your Greek/Italy provinces and have them
take over all of Italy.

Anyway, back to the Pontus/Seleucid front. After taking them over, you can
either ally with Egypt (recommended) or take them over. Taking them over is
pretty tough because they have a ton of archers and Cavalry, not to mention
phalanxes. If you allied with them, just take some other barbarian provinces
near Italy and you'll have the fifty.


*****************************************************************************
[ The House of Scipii ]------------------------------------------------------

Scipii can have a few different strategies. For both of the other Roman
factions, the key was to take over Greece and Macedonia. For the Scipii,
though, you could either do that or stay in the desert. At the start, take
the Sicily provinces from the Carthigians. Mount Etna will erupt around this
time, so make sure they aren't on top of the mountain.

With Sicily, build up a good sized army, hop on a boat, and head to Carthage.
Move slowly so you don't run into their big navy. Once you reach Carthage,
take it over. ;) I know, it is a lot harder than it sounds. Carthage will be
stocked with troops, and elephants to boot, but if you took enough troops,
you shouldn't find this much of a problem. For elephants, use Velites to
skirmish away and tire them out. After that, have your Archers pelt them with
fire arrows and make them run amok. After taking Carthage, head south and
conquer Thapsus.

This is where the real fun begins because you have so many options. You can
either head to Greece/Macedonia and take those provinces, like a normal Roman
game, or stay in the desert. Taking Greece and Macedonia has been done the
last two times; just follow those strategies and after you take them, head to
Asia Minor.

If you want a new game, stay in the dersert and take all the desert provinces
from the Egyptian Empire (make allies with it) to the end of the map.
Meanwhile, you'll want to make an army to take out Caralis, Palma, and any
other Carthigian cities in Spain.

Speaking of Spain, once you have taken the desert head to spain. Take all of
it and head up to the Gauls territory. From Narbo Martius, head east until
you hit the Julii. Now encompass the Julii's territory so they don't expand
into the Gauls any. The civil war should start up now. Head down into the
Julii and take all of Italy. Bribing is your friend, and you should have
plenty of troops/money from the Spanish/Gaul campaigns.

After Italy is down, take all the remaining Gaul territory. Start a campaign
against the Britons and Germania. Once they're toast, you've reached fifty
cities.


*****************************************************************************
[ Macedonians ]--------------------------------------------------------------

The Macedonians start out in, what seems to be, a pretty bad situation. From
the start, change your Macedonian capital because a plague will always occur
in it at the beginning of the game. Even worse, though, Macedonia has to
worry about the Dacians and Thracians to the north, and the Brutii from the
west. If it's not enough, Macedonia is mixed and matched with the Greeks.

Send a diplomat north to ally/trade rights/map information the Thracians and
Dacians.

First things first, get all your units together and take Athens before the
Greek forces do. Make a two unit peasant garrison, leave, and head to
Thermon. After taking that, immediately take Sparta from the Greeks. This
series of events just unifies everything; it doesn't get you out of the
Brutii jam.

Now use all your provinces to amass a big army. It shouldn't take long with
all the provinces you have. After that, attack the Brutii at Apollonia and
Salona. You shouln't have much trouble with Light Lancers and phalanxes.
After taking those places, make a 20-unit army and head over to Italy! Take
Tarentuym and Croton from the Brutii to wipe them out.

The key here is to garrison phalanxes and archers so Rome cannot take the
provinces in Italy back. Phalanxes will block the entrance/kill people
charging while Archers will fire at will. A cheap trick is to keep the gates
broken so that all the enemy units try to run in.

While doing all of this, always pump out troops. You'll need to bring an army
north to take care of the Dacians/Thracians and an army to Italy. Remember,
Phalanxes and Light Lancers kill. Light Lancer spamming is good with their
great charge bonus. For Italy, just go up the gut - hit all enemies hard in
the flanks with Light Lancers while your Phalanxes are holding them off.

In the Thracian/Dacian campaign, do the same thing. Phalanxes and your fast
Cavalry will be godly against them.

Once you have all of these places, you can do whatever you like. Heading
north of Italy and taking out the Gauls and Spanish seems like the easiest.
If you want a harder game, head to Asia Minor and face off against Egypt and
the Seleucids.


*****************************************************************************
[ Egyptians ]----------------------------------------------------------------

Possibly the easiest faction to play, Egypt not only has great units, but
tons and tons of money to make them. To start, make roads so your troops can
travel. Next, get all your troops together and take Damascus, Antioch, and
Tarsus to the north. This will cripple the Seleucid Empire. From here, make a
medium-sized army and take the Island Crete.

Afterwards, create another medium-sized force to take Petra, Bostra, and
Palmyra. Now you're basically set. You can do a number of different campaigns
from here. First, you can take Asia Minor, Greece, and Macedonia, then attack
Italy. This campaign flares things up with the Brutii, and leads to even
_more_ money.

Or, you can take the desert. I find this a much more enjoyable, original
game. Head straight for Carthage first; after that, you can take all the
remaining provinces. If you want to kill more, head to Spain and up to Gaul
territory. Afterwards, head down on the Julii and make your way down Italy.
If you're playing the Greece campaign, take the two Brutii provinces first
and make your way up to Rome.

Post-Marius troops will be tough. Hold the line with your Pharaoh's Guards,
have your Pharaoh's Bowmen rain arrows on them, and let chariots charge into
the flanks. Egypt really has superior troops to anyone, even Post-Marius
troops, though they will be a tough challenge.


*****************************************************************************
[ Seleucids ]----------------------------------------------------------------

The Seleucids start with five provinces that can make a ton of money. Raise
them economically and you'll find yourself with almost too much money. You'll
need to use this money, however, because you are located between five
potentially enemy factions.

Make alliances with all the factions around you besides Egypt. Churn out
those diplomats and get them working. We'll be using them throughout the
game. Try to get money out of the factions with map information, along with
an alliance. Keep a diplomat at their border - if they try to get smart, just
bribe their army off.

With those factions out of the way, build up your army as fast as possible.
Seleucids don't have much at the beginning of the game, so getting as many
mercenaries as you can is a good idea. When you have those troops, bring them
over to Jerusalem and take it.

The battle should be particularly bloody, so take some time to rest and build
another army of mercenaries and your best recruits. The key here is to
always, always, always, bribe the other factions so they don't take you over.
You need to focus on Egypt at the time, because they will become powerful in
the mid to late game if you let them.

When you have another army, take Sidon and head down to Alexandria. It should
be quite a walk. Remember to bring a diplomat to bribe any big armies and go
down the line - Alexandria, Memphis, and Thebes. By now, Egypt will be
crushed and broken. What's more, you'll also have Egypts great income now!

Well, that's basically all she wrote. With Egypt out of the picture and a ton
of money, you can go wherever you like. If Egypt took over any other
provinces, remember to take those. After that, it's all up to you. I like to
tak Petra, Bostra, and Palmyra and then turn on all those alliances I made.
They won't hold up forever. Bribing and mercenaries are your friend!

Meanwhile, bring an army over to Kydonia, Rhodes, and Salamis to get all the
pivotal islands. Now you're income will be astonishing. Just head up, taking
the Pontus, Greeks, Parthians, and any other civilization close to home.
After that, take the Greek provinces and head into Rome. Now all you're
cities at the start should be the best of the best, so you'll be able to
create the best of the best and defeat the best of the best, Rome. Bribing
should help, too. ;)


*****************************************************************************
[ Carthigians ]--------------------------------------------------------------

The Carthigians are in a pretty rough spot from the get-go; all of Rome wants
you eliminated. Luckily, with some super armies to guard some key provinces,
the threat of Rome should be lowered immensely. First off, you're going to
want to either put your army at Sicily inside your city, or make an attack of
the Scipii army.

Either way, once the Scipii army is down move over to Messana (north Sicily
province) and take it over. Use elephants to mow down infantry for the win.
With Messana, you'll get a ton of attacks by the Scipii and Brutii. Make a
big army just so you can keep the province.

While doing this, build up Corduba in Spain. Sure, it will get attacked often
by the Spanish, but do whatever you can to keep it. Cavalry are the key,
along with mercenaries. Just make a good sized army (it will take a small
while since it is isolated) and slowly take over parts of Spain, if you think
you can.

On the Carthage front, you'll want to supply troops for Messana and Caralis.
Messana is a no brainer; the Romans will come pounding on that province for a
long while. But why Caralis? Well, soon the Julii will get the bright idea to
take it over. Basically, Caralis will almost constantly be under siege. So,
you'll need to fend off the Julii.

Palma is also a good place to supply troops for both Caralis and Corduba. I
find that it doesn't get attacked often.

When you have fortified your fronts, take over Syracuse. This is a Greek
province, so now you'll have to worry about the Greeks. Try to get them off
your backs with an alliance, but don't be surprised if a few Greek armies
make it to Sicily.

Well, now we're in pretty decent shape, besides the constant attacking.
First, I would take over Cirta and Tingi, both west of Carthage. This will
connect (sort of) you with your province in Spain. After this, you'll
probably want to make an army to take Spain. The barbarians should be no
match for your elephants and Cavalry!

After taking Spain, cut right into the Gauls and eliminate them just like you
did Spain. Now you'll be knocking on Julii's door! Make an army and bring it
over to Sicily. Attack and conquer both Brutii provinces. Bribe if necessary
- these are going to be some bloody battles. Next, make your way up to Rome.
In the meantime, you could also have another strikeforce on the Julii.

With Italy gone, make your way to Greece and take over the remaining Brutii.
They should have more than a few provinces in that area. After this, it's
basically whatever you feel like. It's mainly barbarians to the north, so
that would be the easiest way to win. Or, you could head through the desert
and battle the Egyptians, which is obviously the hardest choice. Lastly, you
could take Asia Minor, another tough choice.


*****************************************************************************
[ Parthians ]----------------------------------------------------------------

Parthia's campaign is particularly ugly. They don't start with money and have
Egypt down their throats once they have some semblance of an empire. To
start, build up your army/economy and send diplomats off to all the other
provinces in Asia Minor. Make trade/map information/alliances with them for
tribute to get some money to fund your campaign.

The unit of choice early in the game is definitely the Horse Archers. You are
basically invincible in the early game with them, considering not many units
can catch up to them. Take over Armenia first. This could easily happen in
the first few turns.

Once you have Armenia, head west to Pontus. Again, Horse Archers are godly
against their infantry. Take over both of Pontus' provinces and then we're
golden. Well, not really. Egyptians versus Seleucids should be starting up.
Instead of taking Seleucid from the backside, I'd much rather head west of
Pontus even more and take all those great non Egypt/Seleucid provinces. They
have a juicy income. Remember to make an alliance with Greece after taking
them over!

That takes care of the money problem, but we still need to face the
Egyptians. From here, make a full army and head south, taking over all the
provinces, until you're at Jerusalem. This is harder than it sounds,
considering you'll be fighting either the Egyptians or the Seleucids.
Speaking of Seleucids, fund another army and take their backside. Continue
riding this army south, taking the rebel provinces.

Back to the Jerusalem campaign. The Egyptians are extremely tough opponents,
not only are their units godly, but they also can make them very quickly. And
they don't have any money problems. It will be tough, but take over all of
Egypt. By now, they'll probably have extended into the Rebel provinces, but
your main concern will be taking out Alexandria, Memphis, and Thebes. Use
whatever tricks you can; namely, bribery, to get those provinces.

Once you have those (this will take a long while), conquer any remaining
Egyptian provinces and you'll have the game. Most of your starting cities
will be at the top tier, enabling heavy Cavalry and elephants. Paired with
mercenaries, you can easily take over Greece. Rome, though, is going to be
very tough.

Romans can tear your Cavalry a new one head on, so keep them occupied with
infantry/elephants while you ram them in their rear. Although you _will_ take
big losses, this is a sure fire way to defeat the Romans. After taking Italy,
it's nice to expand in the desert a small ways and take care of any Scipii
cities.


*****************************************************************************
[ Kingdom of Pontus ]--------------------------------------------------------

Pontus is just a small, lonely empire above Seleucia. The powerhouses of this
region is, obviouly, Seleucia and Egypt. So it is only natural that the two
have a slugfest in the beginning of the game. Stupid Seleucia, though, will
leave Tarsus open for attack at the beginning of the game.

After taking it, make a good-sized army and conquer any rebel provinces to
the west. Try to, at least, take Halicarnassus and Nicomedia. Your main
competition will be the Greeks, so do this fast. Meanwhile, make an alliance
with Armenia. From here, it is a good idea to take the rest of Asia Minor and
ally with Greece thereafter. This will supply the money.

Meanwhile, it is a good idea to sneak in the back of Seleucia and take any of
their provinces. Egypt should now be attacking you, but a good garrison
should fend them off. After the Asia Minor campaign, make a super army and
take over all the Egyptian provinces. This will dispose of a huge nuisance
later in the game.

I'm not saying that this will be especially easy, but you should be able to
pull it off. When not making armies to take over Egypt, make another army to
take over Armenia and Parthia. Both of these factions shouldn't be much of a
problem. Use this army to also take out the remaining Seleucia provinces and
to head south into rebel land.

After taking all of Egypt, head into the desert to Carthage. At Carthage,
defeat the Scipii. Now, it is a good idea to make two armies. One should take
over all of Sicily and defend Messana while the other should conquer the
remaining parts of the desert and Spain. After Spain, conquer the Gauls and
you'll have the Romans at a two-front war.

Hit the Romans hard and fast to ensure that they won't get all their super
armies to Rome. Once you take Rome, finish up with some Greek/Barbarian
provinces to complete the campaign.


*****************************************************************************
[ Gauls ]--------------------------------------------------------------------

The Gaul campaign is rather enjoyable because you get to duke it out with
Rome pre-marius. This is a godsend if you've ever faced them post-marius.
From the start, make an alliance with Germania and get all the money you can
out of them. Make an army and move it down, taking all the rebel provinces
along the way.

Simply put, your first goal is to connect your provinces together.
Mediolanium and Patavium are isolated, so take Massilia and Lugdunum to
connect all of your provinces. Keep a steady garrison on the Spanish front so
they don't give you any trouble. Make an army in Patavium and conquer the
three Julii provinces. This shouldn't be extremely tough considering they
aren't very advanced as of yet.

Meanwhile, Britannia should be attacking you now. Make a medium-sized army
and bring it over to Londinium. After capturing it, take over the other two
provinces on the island. This will basically conclude the backstabbing by
Britannia.

Now that you've taken the Julii, use the same army and siege Rome. But wait,
you say that the huge army is just outside. If you have money, you can bribe
the army off. If not, you're going to need to fight it. This will be a tough
battle, but you should prevail thanks to numbers.

Bring a spy over and infiltrate Rome. Keep restarting if this doesn't work.
After that, bring another supersized army to Rome and keep restarting until
the Spy opens the doors for you. Or, you could make siege equipment and lose
a ton of men - The Spy way just seems cleaner. Either way, bumrush to the
square and take Rome!

From here, it's time to take the rest of Italy. The Scipii and Brutii should
be off on their own campaigns, so these provinces shouldn't be as heavily
guarded as Rome. Remember to take the three provinces in Sicily, also. Next,
make your way over to Greece and take over any remaining Brutii provinces.

After that, do whatever you feel like. Some people like to kill
Macedonia/Greece/Asia Minor while others wants to massacre Spain. The easier
choice, in my opinion, is Spain. But, I think that killing Greeks and
Macedonians is a better experience, since you're going to be doing that in a
ton of campaigns.


*****************************************************************************
[ Germans ]------------------------------------------------------------------

Germania begins rather poor, but we can change that. Bring an army west to
Alesia quickly so you can take it before the Gauls. After that, make another
army that takes over Lugdunum (south of Alesia), Batavodurum (north of
Trier), and Bordesholm (north of Batavorudum). This will take a little while,
but considering your level one troops are pretty good, it shouldn't be much
of a problem.

After this, it is a good idea to make alliances/map information (for money)
with any civilizations to the east. Speaking of east, occupy Vicus Gothi,
east of Bordesholm, as well. With all these provinces, the little "money
problem" will be at an end.

Now it is a good idea to take out the Gauls around Alesia. They shouldn't be
very tough, and you've severely hampered their expansion by taking Alesia.
After they're done for, ferry over to the Britons and take the three
provinces on the big island.

With the backside out of the way, continue south, taking France. Stop at
Spain and scurry east to the remaining Gauls/Italy. At the head of Italy,
make your way down and use the same tactics as the Gaul campaign to take over
all of Italy. Now you'll basically want to continue the Gaul campaign more
and finish off the Brutii in Greece. From here, take Greece and Macedonia and
expand north to the Dacians and Scythians.

After you conquer them, take on Spain and you should have enough provinces
for the win. An optional strategy to the Greek mayhem is to take Spain first
and advance into the desert, but that leaves the Brutii free to make massive
armies and attack you at Italy.


*****************************************************************************
[ Britons ]------------------------------------------------------------------

A rather interesting faction, the Britons are located near the Germans and
Gauls. Naturally, the first action you'd want to do is to get an alliance
with Germania. They are pretty loyal and won't attack you until you turn on
them. Brittania has barbarian fighters, which means you get good chosen
swordsmen, druids, chariots, and slingers.

In addition to getting an alliance with Germania, take all the money you can
from them with map information and trade. Send your army to Alesia and
conquer the city. Consolidate and destroy any Gauls that attack. Meanwhile,
bring your diplomat around the world, trading map information for tribute.

Make another army and take Tara, on the island west of your island. After
this, build up an army big enough to take all the Gaul provinces in France
and do so. It is actually pretty simple - you should have money to bribe any
threatening armies. Once you have France and you're bordering the Julii, make
another army and attack Germania.

Once you have cleaned Germania out, if you are advanced enough, you can take
on Rome. It will be tough, but it is more than doable. Have the Roman
infantry smash into your own while your Chariots and Mercenary Cavalry bash
into the flanks and kill the General and Archers. It's pretty simple if you
have enough Chosen Swordsmen to hold them off.

After taking Italy, I like to finish off the Gauls in Spain and also take the
Spanish while I'm there. It isn't very tough. From here, you can take over a
number of places. I like to head to Greece and take over that bunch of places
to get my fifty provinces.


*****************************************************************************
[ Armenians ]----------------------------------------------------------------

Armenia is located between quite a few factions. Luckily, none of these
factions are what I would consider "powerhouses." Armenians are quite weak,
and you'll have the work with Horse Archers throughout your entire campaign.
They truly do a great job and, if worked correctly, are invincible.

To work them, just shoot from far away and skirmish away when the enemy gets
close. This works wonders for most slow units. For faster units, your Heavy
Cavalry General is good to use on Light Cavalry. Against Archers, you'll want
to use your General also. Although this may seem risky, it is the only way in
the early-mid game. If you run out of arrows, merely withdraw and attack
again.

You can go in whatever direction you want, but ideally you want to take over
the Seleucid Empire while they are fighting the Egyptians. This will make the
money flow in. Be sure to make alliances with the Pontus and Parthians, too.
Once you have the Seleucid Empire, you'll be in good shape money-wise. From
here, it basically plays like a Seleucid game - take over Egypt as quickly as
possible with money.

Bribing and mercenaries are your friends. Bribe all the bad armies and
conquer all of Egypt. After this, take a few rebel provinces to the east just
to make a bigger empire. Next, turn on your Parthian and Pontus alliances.
After you have their land, head into and take all of Asia Minor. From here,
you can either head into the desert, take Carthage, and conquer Rome with
Sicily as your foothole. Or, you can take the Greeks, Macedonians, and
Brutii. Of course, either way leads to Rome.

Romans are pretty tough. Use Horse Archers, any heavy Cavalry you have, your
Spearmen, and your Archers to defeat them. Just wait for them to make a
mistake while you pepper them down with arrows.


*****************************************************************************
[ Dacians ]------------------------------------------------------------------

This faction starts out terribly financially - possibly the worst in the
game. You won't have ANY money to do anything. This must be why they made the
faction unlockable, though you can unlock the faction by altering the text
files a little. ;)

At first, the Dacians seem like a hopeless cause. But they definitely are
not! I'll start with diplomatic stuff. Your diplomat will be your big money
maker at the beginning of the game. Bring him around the world and have him
trade his map information for money with everyone. Always get a single
payment instead of tribute, and always use this payment the first turn so you
can use the money before you go back into the red. You'll want your diplomat
to first get alliances/sell map information with Scythia, Macedonia, and
Thracia.

Now, get your best General and all of your troops together. When I say all, I
basically mean all you can until the city starts to riot. The army should be
1/2 to 3/4 full. Bring it down to Macedonia/Greece and take Bylazora,
Thessalonica, Larissa, Athens, Corinth, Sparta, and Thermon. I know, that is
QUITE a list of places to take over!

The first few Macedonian places should be simple enough. When you get to the
Greek cities, things start to get a little tougher. Maybe more than a little,
but once you take Sparta you'll be able to train your best troops right away.
And you'll finally have an income! How great is that!

With the new cities, build them economically and start to build a super army.
It's actually time to face the Roman factions! This may seem a tad bit
rushed, but you're in a great position. Most of your top tier troops can be
created once you take Sparta, so you are very formidable against Rome.

Dacia's bread and butter are their infantry and archers. Chosen Swordsmen and
Chosen Archers are great. Add that with decent Cavalry and you have a pretty
damn good army. This is the easiest barbarian faction to take the Romans
with, considering you'll be equal in troop quality. After taking Italy,
conquer Thracia, Scythia, the rebel provinces to the west of Dacia, and the
Gauls. All easy to defeat.


*****************************************************************************
[ Greeks ]-------------------------------------------------------------------

The Greeks have provinces in a few key areas. First of all, it would be a
good idea to get out of Sicily. This might seem weird, but you'll be wasting
all your money on just Sicily, and it is not worth it. Build a port, boat,
and move all your troops back to Greece.

Meanwhile, you should take over all of the Macedonian Empire. Just go up the
gut and take all of their provinces over. You will need a pretty big army,
but it shouldn't be that extremely tough. Make alliances with the Thracians
and Dacians. After that, build another army and take the rebel provinces in
Asia Minor and the islands south of Greece.

With all of this income, build a sizable army and defend against the Brutii.
They are destined to come and attack you. After killing them, take over
Apollonia and Salona, both Brutii provinces. This shouldn't be extremely
tough. Now, make a full army and take both of the Brutii provinces. Bribing
is your friend, remember. After taking those, head up and take Rome. Bribe
the big army outside Rome if you can.

At the Julii border, you can either conquer them or take Sicily. Both ways
are fairly tough - I like getting Sicily first. Just send a powerful army
over and take the three provinces. After taking Julii thereafter, the board
is yours for the taking. For an easy game, take over all the barbarians. For
a tough game, head to the Egyptians.


*****************************************************************************
[ Numidians ]----------------------------------------------------------------

A tad bit less challenging than the Dacians, a Numidia campaign is still
tough. First, you are seperated and Egypt is right next to one of your
provinces. Make sure that Siwa has walls and a good garrison - you will be
fighting the Egyptians sometimes.

As for your other provinces, make an army and take Carthage. This should be
especially easy if you do it early because all of Carthage's army will be in
Sicily. Taking Carthage is a good idea because you'll have a better income.
In addition to taking Carthage and making it your capital, conquer Thapsus
south of it.

It's always a good idea to be on the attack, so advance a big army to Sicily
and take the Carthage province. From here, I like to make an alliance with
the Greeks so they don't send ships and attack me. Take the Scipii province
in Sicily and head up the Italy gut. You'll need an especially great army and
diplomat, but it is more than possible.

With Italy's income, you'll be able to fight Egypt. Connect your provinces
(if you haven't already) and send a super army and diplomat over. Take
Alexandria, Memphis, and Thebes quickly for fear of reprisal. Once you have
those, Egypt is crippled without its big provinces, but it still has
Jerusalem. Take the rebel provinces that Egypt might have taken and head for
Jerusalem.

After taking it, you might want to finish off any other Egyptian provinces.
Also, make another army and take the islands.

With your super army, push forward and take what used to be the Seleucid
Empire. It has probably been destroyed by the Egyptians. These provinces have
FANTASTIC income. Once you have these, the world is in your grasp. I like to
take over Asia Minor and the Desert.


*****************************************************************************
[ Scythians ]----------------------------------------------------------------

A rather simple campaign once you take over Macedonia and Greece. The main
advantage that Scythia has over the rest is arrows. Almost ever unit you can
create can fire arrows at the opponents. With Horse Archers, you can kill
slow units without losing one troop. Now that's what I call thorough!

To start, take your men and attack Campus Getae, just south of Scythia. You
can take the province in one turn flat - use your Spy to infiltrate the city.
After doing this, advance every city (we need roads!) and bring your diplomat
over to the Parthians in the back. Get them to sign a no-backstabbing clause
and we're done with the first turn.

Continue down and take Thrace if you think you have enough men. At this
point, it is a good idea to make a temporary alliance with the Dacians so
they don't attack you. Once done, make a good-sized army and take all of
Macedonia's provinces. This should be fairly easy - camel archers destroy
mostly all of their units. For Light Lancers, face them against your own
Cavalry.

With Macedonia, the income will start to pour in. To finish it off, take the
Greek settlements near your new provinces. This includes Sparta, which will
make you a ton of money. Now that you have all of these provinces, you have a
good income. Make your super army and manhandle the Dacians quickly. While
taking out the Dacians, make another army to take care of the Brutii at
Salona and Apollonia.

Now that the Romans are mad at you, it is time to attack Italy pre-marius.
Send all of your best troops and take both Brutii provinces first. From here,
send one army north to take Rome and the Julii, while another army should
venture south to secure Sicily. With Italy, your income will be astounding
and you will have no trouble venturing conquering whatever land you desire.


*****************************************************************************
[ Spanish ]------------------------------------------------------------------

The only direction that the Spanish can head is into France. First, though,
we need to get Spain back. That means taking two provinces - Numatia from the
Gauls and Corduba from Carthage. Just get the garrison from the eastern and
western provinces to take them over. Once you have them, consolidate your
gains and make another army to take over all the provinces in France.

The Julii might make a couple trips to Spain, but you should be able to fend
them off. In France, expand up until you reach the Britons, then expand east.
Once you reach the Germans, fight them and the Britons - you can even take
the three Briton provinces on the island if you want. Just keep expanding
east over Italy until you are good financially and can build your best units.
Once that happens, head to Italy for the kill.

Or, you could just head straight to Italy and take them pre-marius. This
might be a better idea for some people. Italy has quite an income that would
make taking over the rest of the world easy.


*****************************************************************************
[ Thracians ]----------------------------------------------------------------

I particularly like this strategy, found at the totalwar.org forums. It was
written by a user called "Tzar Kaloyan" and he did a famous job writing it.
Here it is:

"There are some excellent guides on how to succeed in RTW in general. You
would do well to read them! There is no point of repeating any of them here;
instead, let me tell you what I did to succeed for Thrace in the short
campaign on very hard/very hard - I advise you to always play on very hard as
anything else will be a tremendous waste of time. The AI is hardly
challenging!

As Thrace, you start in little corner on the Balkan peninsula, south of
Scythia, east of Dacia and Macedonia. Since I have already played for Dacia
(and shared my thoughts in the guide there), the region was very familiar to
me. So, first order of military business was capturing Byzantium from the
rebels - it is a very profitable city. To do that, move your spy to reveal
where the city is, take the Auxiliary Cavalry from your capital, merge it
with the army of your heir and move to Byzantium.

In your two cities, raise taxes to max and set roads in the building queue.
Your diplomat should move to Dacia (north-west) to sign an alliance and sell
maps and get trade rights. I did not want war with Dacia at the moment. You
are done for turn One.

Turn Two: move your Spy in Byzantium. He will reveal the presence of 2
Hoplites and 1 Peltasts. Most importantly, he will give you a 32% chance to
open the gate when you attack, this same turn! In my case, it worked and I
saved a turn of siege.

The battle for Byzantium is of medium difficulty. The Peltasts were at the
gate and were quickly over-run by my general’s cavalry without any loss of
life on my side. Then move the Auxiliary Cavalry to irritate the two phalanx
units. My missile troops managed to reduce the enemy count. Use your falxmen
to finish the job. I am sure somebody on the web has written at length about
fighting with and against phalanxes in RTW. I haven’t looked for it, so I had
to invent my own way through experience. Here is my approach:

Use the two units of falxmen to attack the phalanx from two opposite sides.
The unit that is facing the phalanx will face a very tough time, so make sure
you pull it back a little just as they engage it. The unit attacking from
behind will do most of the killing. Don’t waste your time charging with your
general - I did that and even attacking in the rear cost me immediately 3
dead horsemen. The phalanx is really tough on cavalry.

All in all, if you lose more than 50 men in capturing Byzantium, you probably
didn’t manage the battle right. Normal losses should be about 35-40. Upon
capturing the city, you don’t need to enslave or kill the population as there
are only 2,000 or so of them and they wont give you much trouble.

For the next couple of turns, move your diplomat to talk to the Dacians and
your spy towards the Macedonians. Build a second diplomat. Money should start
flowing quickly, as I am sure by now you have built roads, mines or land
clearance in various of your cities.

I offered a packaged deal to the Dacians - alliance, trade rights and map
information. After some haggling, they agreed on 4-turn tribute at 750 per
turn. Not rich, but accomplished the goal of an alliance.

Use your faction leader to put a couple of towers, particularly on the border
with Macedonia. Putting towers on the boarder and on ‘blind’ spots in your
territory is always a good move - it prevents surprises from enemies and it
also allows you to spot if rebels are disrupting your trade routes.

Since we are talking about family members, let me also offer this advice -
manage their retinues well! If you have a management-improving retinue on a
family member you are planning to use as your conquering general, then the
retinue won’t be helping you most of the time! Instead, transfer it to a
governor you plan to keep inside a city. Second, give your young family
members some chance to sit in a city and get married. The last thing you want
is to have no heirs!!! Ensure the future.

On the other hand, if you have enough children already, it may be a good idea
to start working on a young general early, if that particular family member
has no good management characteristics. I got a youngster, Ziles in 268 BC,
that had bad management vices, so I decided to turn him into a general and
use my aging leader as a governor!

My plan was to concentrate at first on the easy targets - the rebel-
controlled cities in the Mediterranean. This will allow me to get the
buildings to produce quality troops, as well as to give my enemies a chance
to produce quality troops as well! After all, what fun is there to win easy
victories!!! For this plan to work, I needed a port in Byzantium.

Just as I made that plan, a large Pontus army disembarked right next to
Byzantium. I sold them maps and trade rights, hired mercenaries right there,
moved an army from the capital and prepared for their obvious attack. Pontus
signed even an alliance with me, but I was not fooled! A diplomat was sent to
sign a hasty treaty with the Macedonians and to hire a rebel army in their
territory. Macedonians agreed to an alliance and paid 4,000 for maps and
trade rights. Scythians paid 5,000 for maps and trade rights. Thus, fairly
early, I had a huge war chest, but very little in terms of hirable troops.

Next turn the Pontus besieged Byzantium. You already knew it, so, I am
assuming you are prepared for it. I bribed two more armies from Macedonian
territory (note: it is much cheaper to bribe rebel armies than it is to build
the same army or to hire mercenaries!) and took them home.

Over the next 3 turns I stalled with Pontus, bribed a couple of rebel armies
every turn (got lucky with the rebels) and managed to convince Pontus to
accept ceasefire. The following turn I see Pontus went to war with the
Seleucids. One would think they will need their strongest army and the
faction heir for that war, but he continued to stand right next to Byzantium!
After giving him 2 more turns to reconsider, I attacked.

Why wait so long you will ask? Well, try attacking that Pontus army and you
will understand. He had 2 units of heavy cavalry in addition to the general’s
bodyguard, there was also a unit of light cavalry, archers, peltests and a 5
units of spearmen, if I recall correctly. All this force was lead by an able
general. When I finally attacked, I had 4 militia hoplites, 3 units of
Thracian mercenaries, 4 units of peltests, 2 illirians, and 5 units of
various cavalry. The odds were 4:3, but with Pontus on the defense (and sure
to take a hill), I felt they had the better force. The battle started hard
(AI on the hill), but the AI showed no initiative! My missiles ran supreme,
routed 3 spearmen before the fight even started, my 3 cavalry units ganged on
the unprotected general and killed him and once the hoplites finally showed
up on top of the hill, it was all over. Man, does the AI do a poor job
fighting: it lost over 600 men while only inflicting 122. So, don’t be afraid
of the AI! Attack!

From here on, you should be strong enough to build up. The Thrace economy is
excellent and Nicomedia and Crete are easy picking. Keep the war away from
your money-making cities and decide who will go after next. Overall, of the
three factions (other than the Romans) I have played in campaigns with,
Thrace is second in terms of starting difficulty (Dacia was easier, Spain was
quite hard). Enjoy."

To add, you can either venture into Asia Minor or take Macedonia/Greece. I
find both strategies to be very enjoyable and profittable. However, taking
Macedonia/Greece will have to happen sometime, and it leads you closer to
Italy, so it seems like the better strategy. Heading into Asia Minor turns
bad when you meet Egypt.

\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /
\/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/

                         16. Historical Battles

/\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\
/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \

In this section, I'll cover all the battles in the "Historical Battle" menu
of Rome: Total War. The descriptions and strategies will be listed.

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>> The Battle of Lake Trasimene
  ----------------------------
    The rise of Rome was far from inevitable. As the Romans moved to secure
    their control over the Italian peninsular, another people, the
    Carthaginians, were busily establishing their own empire in Spain and
    North Africa. It was inevitable, however, that the two rising powers in
    the region would clash violently at some point: there simply wasn't room
    around the shores of the Western Mediterranean for the two empires to
    co-exist.

    Fortunately, the Carthaginians were blessed with a great general in
    Hannibal, who can only be described as a military genius. In 218 BC he
    lead a force from Spain, over the Alps and into Northern Italy to
    directly challenge Roman power. He defeated the Romans at Trebia in 218
    BC and forced them onto the strategic defensive.

    Hannibal continued to push hard, and caught a Roman army at Lake
    Trasimene. Now he would have another chance to prove his worth, this
    time against the full might of a Roman consular army under C. Flaminius.
    He had already demonstrated tactical finesse in commanding many
    different types of soldiers against the relatively brute force approach
    of the Roman commander at Trebia. Now Hannibal intended to teach the
    Romans another hard lesson. It was not to be the last lesson in
    generalship he would hand out.

Strategy: At the start of the battle, meet the Carthigian Cavalry with your
         Triarii. They should make shish kabob out of them, so make sure
         that you face them head on. It is a big mistake that they send in
         the Cavalry first; once you take care of them, it is a prett simple
         battle. Meet your infantry with their infantry. Your Velites should
         work on the infantry, either pepper them down or peel an infantry
         unit off of the assault. Once the Velites are out of ammo, have
         them charge the rear of the Infantry. Your Cavalry should charge
         the enemy Missile units. As for your Triarii, have them hold the
         infantry line and also kill the enemy general, who seems to get
         gutsy.

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+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=
>> The Battle of Raphia
  --------------------
    More than a century after the death of Alexander the Great, and his
    successors were still struggling for dominance over his fragmented
    empire. Antiochus III of the Seleucids had designs on regaining control
    of Coele-Syria which had been recently annexed by Egypt. Antiochus could
    do little about the situation immediately, but his opportunity came when
    the new king of Egypt, Ptolemy IV came to the throne. As he was not an
    attractive character, there were defections to the Seleucids among
    Egyptian generals and governors, and war loomed.

    By Spring 217BC both sides had completed their preparations. Egyptian
    diplomacy had delayed the fighting for long enough. The two armies
    advanced, and clashed near the small town of Raphia, with the sea
    protecting one flank of each army. Both kings chose to make this flank
    their strongest, and lead the battle from there...

Strategy: March forward and charge with your infantry after the first volley
         from the enemy Missile units. While doing this, send your Peltasts
         over to either harass the Infantry or Archers. The Cavalry should
         take out the enemy Cavalry, destroy the Archers, or flank the
         Infantry. Just make sure that the enemy Cavalry doesn't flank you.
         The Elephants, obviously, should head through the Infantry lines
         and possibly wreak havoc on the Archers.

+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=

+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=
>> The Battle of Telamon
  ---------------------
    After the end of the 1st Punic War, the Romans had every right to feel
    pleased with their results. There had been unrest in northern Italy, but
    the mere appearance of an army had quashed any opposition. However, in
    225BC an alliance of Gallic tribes and mercenaries from Transalpine Gaul
    moved into Etruria through an unguarded pass in the Apennines. To meet
    this invasion, the Romans called on the resources and manpower of all of
    middle and southern Italy, who rapidly mobilised defensive forces. As a
    result, they succeeded in outmanoeuvring the Gauls, and forced the
    invaders towards the coast of Tuscany, while another army made an
    unopposed landing at Pisae and prevented them from a line of retreat.
    The Gauls were surrounded, trapped.

    After Telamon the Romans decided that enough was enough. Northern Italy
    would have to be secured and the Gauls defeated, a task that would
    virtually double the area under Rome's direct control. By 220BC nearly
    all the Gallic tribes had submitted and Carthage was severely weakened
    by the loss of one of its main sources of mercenaries. The peace won
    would not be long lasting.

Strategy: Two armies against one, luckily we don't face them at the same
         time. Have your Chosen Swordsmen take on the enemy Hastati,
         Triarii, and Velites. Once the enemy Spearmen is occupied by your
         Swordsmen, send your Cavalry units over to crush the Roman General
         and Cavalry. The Missile units should be behind the Chosen
         Swordsmen, taking out the enemy Infantry. Your Chosen Swordsmen can
         make fast work of Hastati and Velites, so this battle shouldn't be
         extremely tough. If people start to rout, or you find your Cavalry
         outnumbered, send a warhound unit out to play. Once that army is
         taken care of, reverse and meet the second army. This time, you can
         use your warhound units first, preferably on Cavalry/weaker units.
         Again, Chosen Swordsmen make quick work of Hastati and Principes -
         they just aren't a huge competition. If you have any Cavalry left,
         have them charge the flanks or take on the enemy Cavalry/General.

+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=

+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=
>> The Siege of Gergovia
  ---------------------
    Julius Caesar was appointed proconsul for the combined provinces of </pre><pre id="faqspan-4">
    Illyricum, Cisalpine and Transalpine Gaul - a vast territory for him to
    rule, but still not quite enough. Fortunately, he commanded one of the
    best armies of the day, tough veteran legionaries with good military
    engineering skills.

    All was going well until 54 BC when a revolt broke out lead by
    Vercingetorix, an Avernian aristocrat. Thrown temporarily onto the back
    foot, Caesar was forced to react to the Gaul and his attacks, rather
    than the other way around. The Gauls annihilated one of his legions in
    the winter of 54-53 BC, and disaster never seemed far away. The
    rebellious Gauls were proving to be a huge problem.

    In 52 BC, the Gauls and Romans met at Gergovia, a fortified hilltop
    fort. Fearing that the Gauls were bringing forward reinforcments, Caesar
    ordered a legion to march to the rear of the fort. Spotting this,
    Vercingetorix moved the entire Gallic army to watch, leaving the path to
    the fort clear for Caesar. The Roman General ordered his forces forward,
    but the Gauls returned just in time to counter the offensive and
    surround the Roman army.

Strategy: The Gauls might have numbers, but you have superior troops. At the
         start, use Archers and Legionary Cohort to take on the Cavalry.
         Fire arrows rock their world. After that, it's superior infantry on
         weaker infantry. Your Cavalry should either mop up any Missile
         units or attack the rears. You should be able to make quick work of
         the first group. The second group is more of the same thing - your
         units are just too superior to have any close matches.

+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=

+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=
>> Battle of the River Trebia
  --------------------------
    As Rome secured control of the Italian peninsular, Carthage was
    establishing an empire in Spain and North Africa. It was inevitable that
    these two rising powers would clash violently for control of the Western
    Mediterranean. Carthage needed space for its trade and maritime empire,
    and the Romans simply saw Carthage as another threat. War was bound to
    come, sooner or later.

    Fortunately for the Carthaginians, they had the services of Hannibal
    Barca, one of the greatest generals of all time. Marching from Spain, he
    slipped past one Roman army and into northern Italy over the Alps, even
    managing to bring a contingent of elephants with the army. His bold
    strategy was to march on Rome and break Roman power at its heart. He
    also hoped to gain allies as he advanced, among peoples disenchanted
    with the domination of Rome.

    After two months of campaigning he was met by a Roman force at the River
    Trebia. Hannibal used a feigned cavalry retreat to lure the Romans
    across the freezing river. True to form, and despite the winter floods,
    the Romans crossed the river and made straight for Hannibal's army.
    Historically, Hannibal was ready and crushed the Roman army. The few
    Romans who escaped were the ones who broke through the Carthaginian line
    as it closed around them and then kept running!

Strategy: Use Fire Arrows on the Velites to make them rout. After that, fire
         at the Hastati. When the Julii army clears the trees with the
         hidden Cavalry, send in your infantry to face their infantry and
         make them stop. While they are fighting, send your Cavalry out to
         kill the enemy General and attack the flanks. This battle is all
         set up for you from the beginning.

+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=

+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=
>> The Battle of Asculum
  ---------------------
    Pyrrhus, the King of Epirus, had a long career as a soldier, pretty much
    from the age of 12. He was related to Alexander the Great through his
    mother, and was drawn into the Wars of the Successors after Alexander's
    death. In the process, he managed to get himself deposed and reinstated
    as King of Epirus and proclaimed the King of Macedonia, and then
    promptly dethroned in Macedonia. Pyrrhus consciously modelled himself on
    Alexander and even claimed that Alexander talked to him in dreams. Even
    after losing the Macedonian throne, he kept looking for something to
    conquer, like his hero...

    It was at this point that ambassadors from Tarentum arrived to ask for
    help against some western 'barbarians' who called themselves 'Romans'.
    Pyrrhus needed little further encouragement and, in 280BC landed in
    Italy. His first overtures to the Romans offering mediation between them
    and the citizens of Tarentum were rejected. His victory at Heraclea was
    not enough to win the war, however, even when he marched on Rome.
    Incidentally, his opponent at Heraclea, Appius Claudius, was responsible
    for giving the Roman army its first taste of new punishment: decimation.
    Pyrrhus had hoped to win over Rome's allies and client cities to his
    banner, but every one of them shut the gates against him, and he was
    forced to winter in Campania, even though he had been close enough to
    Rome to see the smoke of the city on the horizon.

    In 279, Pyrrhus advanced again. This time he moved up the Adriatic
    coast, methodically reducing the Roman colonies there. Perhaps he hoped
    that the locals would rise and follow him, but the Romans moved too and
    sent an army to confront him under the command of P Sulpicius Saverrio
    and P. Decimus Mus. The two armies confronted each other near the River
    Aufidus, upstream from the spot were the equally bloody Battle of Cannae
    would be fought some 63 years later...

    Asculum was to give the world the concept of the pyrrhic victory: a
    victory won at so great a cost that it was almost a defeat. As Pyrrhus
    himself remarked 'If we are victorious in one more battle with the
    Romans, we shall be utterly ruined.'

Strategy: Let the enemy march to you. When the Cavalry/Elephants are within
         range of your Missile units, fire away. In addition, let your
         Infantry also throw their spears at the Cavalry/Elephants. If you
         are lucky, they will rout pretty quickly. If not, have Triarii mop
         them up. When the meat of the enemy army meets you now, they'll be
         at a severe disadvantage without Cavalry. Match your heavy infantry
         with their heavy infantry, while you send your light infantry to
         flank their line. Your Missile units should be firing at the line
         or, more importantly, the enemy General, if they can. Send your
         Equites around to either charge the flanks or match the General. If
         the General isn't dead yet, while he is occupied by the Equites
         send some Light Infantry over to finish him off. After that, use
         the Light Infantry to flank the enemy Heavy Infantry.

+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=

+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=
>> The Battle of Carrhae
  ---------------------
    Carrhae was a battle that need not have happened.

    It was the success of Julius Caesar in Gaul that led Licinius Crassus, a
    rival for power, to move against the Parthians: Caesar was doing rather
    too well. Crassus had been a member of the First Triumvirate with Caesar
    and Pompey, and then a consul with Pompey. His achievements were in
    danger of being overshadowed.

    In 55 BC Crassus went to Syria - a province he had been given when the
    spoils of the Empire were divided up - with war on his mind. The
    Parthian Empire to the east was an opportunity for glory and even
    greater wealth, although his desire for a war was completely unnecessary
    and probably beyond his skills to manage. To be fair to Crassus, he was
    an adequate general, rather than a great commander like Caesar or
    Pompey. He probably knew that he owed his place in the Triumvirate to
    his enormous wealth. There also have to be some doubts as to Julius
    Caesar's true motives in writing to Crassus urging him to go to war.

    In 53, he got his war but foolishly rejected local advice and marched
    directly towards the Parthian heartland; he had been advised to attack
    through the mountains of Armenia. The legions cross the Euphrates at
    Zeugma, pressed eastwards but, on hearing that the Parthians were near,
    Crassus reformed the army into a massive marching square. An army of
    horse archers and cavalry under the inspiring commander Surenas then
    confronted him. As the Roman infantry stood firm, the Parthians began
    the battle with a cacophony of beating drums to dishearten their
    enemies. Then the arrow storm started...

    Although it's not usual to tell you about the aftermath of a battle
    you're about to refight, the fate of Crassus is worth knowing. The
    Parthians captured and executed him. Crassus was probably the wealthiest
    man in the Roman world, and the Parthians poured molten gold down his
    throat. They also slaughtered the Roman wounded and took the survivors
    into captivity. The final insult was that they captured many standards,
    including legionary eagles.

Strategy: I've never beaten this one on Very Hard, but I saw a post of
someone who did. This post is by "Aildiin." Here it is:

"Just beat Carrahae in very hard difficulty yesterday.

I used my remaining cavalry unit to rout 2 of the persian cavalry units on my
left flank and then sent it to chase away the persian cavalry on my right.
Then just before the cataphracts charged into my legions I broke testudo and
had them ready themselves for the charge.
I then sent my commander to my left flank.
Thanks to this no more archers were firing in my back during the charge and I
was able to withstand it.
My commander then charged the catapracts in the back and routed 2 of their
units.

The enemy general tried to charge my pinned commander but I had just told him
to ride through my troups and he ended up in the middle of my army.
Then it was a matter of my legionnaries to kill the enemy commander.
My chasing cavalry unit got slaughtered by a routed cataphract unit that had
regrouped but by then the moral of the enemy was low.

I baited one more persian cavalry unit to charge me by having one of my
remaining units to reform testudo ( have to admit it was a bit of luck there,
I didn't expect them to charge, was just trying to protect myself from the
arrows...). They charged me, routed that unit but before the unit routed my
commander countercharged them in the back and destroyed them.

By then I had very few legionnaries left but my commander unit was still 16
men strong and was now at 2 golden chevron and the parthians were totall
demoralized.
It was just a matter of letting my commander chase all remaining persian
cavalry of the field and for me to claim victory...."

+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=

+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=
>> The Battle of Cynocephalae
  --------------------------
    With Carthage defeated at Zama and the Second Punic War brought to a
    successful conclusion, Rome turned its attention to other matters.

    In Greece, the former ally of Carthage, Philip of Macedon provoked Roman
    hostility just by his continued existence. Romans never forgive or
    forget those who oppose them, even when this is done ineffectually. It
    didn't take a lot of effort for Titus Quinctius Flamininus to persuade
    the Senate that a settling of accounts with Philip was now needed.

    In 200 BC a Roman army landed in Thessaly. After some tentative
    manoeuvering by both sides, they camped on either side of a series of
    ridges and hillocks called "The Dogs' Heads" (for their shapes) and
    prepared for battle. The fight that followed was characterised by
    changing fortunes for each side but it was the Romans who eventually
    gained the upper hand.

    Philip's influence in Greece was broken, and a series of small campaigns
    by Flamininus resulted in the Greek cities being largely independent of
    Macedonian power by 196. By carefully not taking control for Rome,
    Flaminius was hailed as a liberator, but in practical terms none of the
    Greek cities were powerful enough to oppose Rome's will.

Strategy: The key in this battle is to take out the Macedonian Army's weak
         left side. Bring a few Infantry, your elephant, and Cavalry over to
         the left side. Once Infantry is on Infantry, bring your Cavalry
         around to the backside and flank them. In addition, use your
         elephant to fire arrows and run over the infantry. With the left
         side crushed, it should be a fairly simple victory. Use more of the
         same tactics for the rest of the fight. Don't let any men run after
         others, and always put your units against units they are stronger
         against. Triarii versus the Light Lancer is a good idea. Have all
         of your Infantry tak the Phalanx Pikeman while your Missile units
         shoot at them. Cavalry can either ram the rear or take the General.

+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=

+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=
>> The Battle of Teutoburg Forest
  ------------------------------
    By 9 AD the frontier of the Rome world lay along the natural moat of the
    Rhine. To the north, the barbarians lurked in their dark forests
    (according to the Romans) and plotted the destruction of all things
    civilized.

    The Emperor Augustus was, however, absolutely convinced that the
    comforts of civilized living could be brought to the German tribes, and
    pushed for full provincial development of the German interior. However,
    there seemed to be faint prospect of ever bringing civilization and its
    comforts to the awkward Germans. This may have been behind the decision
    to appoint Quinctilius Varus as governor of the province. The man was an
    able administrator, but not a very good soldier. He was a civilian, with
    a civilian's mission of collecting taxes, conscripting soldiers, and
    establishing Roman law. Perhaps Roman efficiency would win over the
    Germans.

    The German tribes, on the other hand, were equally convinced that the
    comforts of Rome were probably very nice, but not the Roman government
    and taxes that seemed to go with them. There was little money to pay
    taxes (barter economies don't need money), free warriors saw
    conscription as slavery, and Roman law was completely barbaric - why was
    it right to go around imprisoning people and flogging them when a blood
    feud settled a dispute properly? Varus established his main camp
    somewhere on the Weser (best guesses place it somewhere near modern
    Minden), but as winter approached, Varus, his army and the camp
    followers pulled back towards winter quarters to the south. This was the
    opportunity that the Germans had been waiting for. Arminius, their
    hidden leader, had spent time in Varus' camp but once the Romans were on
    the march and the rout they were to take was established, he
    disappeared - and the attacks by the wild men of the German forests
    began...

Strategy: After taking out the first army you're up against, march your men
         down the road. Germans will attack from the trees, but if they
         don't come running at you, ignore them and keep marching. If they
         do, just engage as usual. Keep going until you reach the third
         army. From here, if you're pressed for time you can quickly bring
         one-hundred to the town. If you aren't, just engage and destroy.

+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=

+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=
>> The Siege of Sparta
  -------------------
    King Pyrrhus of Epirus liked to believe he was the last of a long line
    of kings, a great warrior in the tradition of Alexander the Great and
    worthy enough to be from the heroic age of Greece.

    The truth was different.

    After his early successes against his Greek and Macedonian neighbours,
    his luck changed when matched against the Romans at Asculum in 279 BC.
    Although he won the battle, the cost was so high in men that "pyrrhic
    victory" is still used to describe a triumph bought at terrible cost.

    Bloodied by his campaigns in Italy and Sicily, Pyrrhus returned to
    Epirus and raised a new army to conquer Greece and Macedonia. He managed
    quick victories against the Macedonian king, Antigonus, and then turned
    his attention south to Greece itself, and a great prize beckoned him on:
    Sparta.

    The city-state was only a shadow of what it once had been. The great
    days of Spartan warriors were long gone, but the lands of Sparta were
    still well worth conquering. More importantly, Sparta had always relied
    on its elite hoplites for defence, men trained from infancy to do
    nothing but fight. As a result, the city had no walls - it had never
    needed them!

    With most of the Spartan army away on campaign with King Areus, the city
    looked terribly vulnerable...

Strategy: Have your Onagers fire at the troops inside with fire. When the
         garrison decides to engage outside the city, meet them with your
         own troops. When they retreat, pelt them some more with your
         Onagers. Finally, when your Onager are out of ammo, head into the
         city. Spearmen should be in the front - slowly head up to the town
         square. Here, pepper down the enemies with arrows and then engage
         from as many sides as you can. It is a good idea to encompass the
         enemy in a circle, as they can't rout at the square.

+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=-+=

\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /
\/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/

                              17. Units List

/\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\
/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \

Instead of compiling a massive list for units, just head to this site:

http://www.totalwar.co.kr/rome/


\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /
\/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/

                           18. Buildings List

/\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\
/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \

Listed by faction in alphabetical order.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
----------------------------[ Julii Buildings ]------------------------------

Government-Class Buildings
--------------------------

Governor's House
 * Enables training of Peasants
 * Enables construction of "First Tier" buildings

Governor's Villa
 * Enables training of Peasants
 * Enables recruitment of diplomats
 * Enables construction of "Second Tier" buildings

Governor's Palace
 * Enables training of Peasants
 * Enables recruitment of diplomats
 * Enables construction of "Third Tier" buildings

Pro-Consul's Palace
 * Enables training of Peasants
 * Enables recruitment of diplomats
 * Enables construction of "Fourth Tier" buildings

Imperial Palace
 * Improves Generals' bodyguards
 * Enables training of Peasants
 * Enables training of Praetorian Cohort
 * Enables recruitment of diplomats
 * Enables construction of "Fifth Tier" buildings

Wall-Class Buildings
--------------------

Wooden Palisade (First Tier)
 * Extra wall defenses

Wooden Wall (Second Tier)
 * Extra wall defenses
 * Reinforced gates

Stone Wall (Third Tier)
 * Extra wall defenses
 * Reinforced gates
 * Boiling Oil

Large Stone Wall (Fourth Tier)
 * Extra wall defenses
 * Boiling Oil
 * Iron Gates

Epic Stone Wall (Fifth Tier)
 * Extra wall defenses
 * Boiling Oil
 * Iron Gates

Barrack-Class Buildings
-----------------------

Barracks (First Tier)
 * Enables training of Town Watch

Militia Barracks (Second Tier)
 * Enables training of Town Watch
 * Enables training of Hastati

Legion Barracks (Third Tier)
 * Enables training of Town Watch
 * Enables training of Hastati
 * Enables training of Principes

Army Barracks (Fourth Tier)
 * Enables training of Town Watch
 * Enables training of Hastati
 * Enables training of Principes
 * Enables training of Triarii

Urban Barracks (Fifth Tier)
 * Enables training of Town Watch
 * Enables training of Hastati
 * Enables training of Principes
 * Enables training of Triarii
 * Enables training of Urban Cohort

Stable-Class Buildings
----------------------

Stables (Second Tier)
 * Enables training of Equites
 * Enables training of War Dogs

Cavalry Stables (Third Tier)
 * Enables training of Equites
 * Enables training of War Dogs
 * Enables training of Cavalry Auxilia

Hippodrome (Fourth Tier)
 * Enables training of Equites
 * Enables training of War Dogs
 * Enables training of Cavalry Auxilia
 * Enables training of Legionary Cavalry
 * Enables training of Incendiary Pigs
 * Allows races to be held

Circus Maximus (Fifth Tier)
 * Enables training of Equites
 * Enables training of War Dogs
 * Enables training of Cavalry Auxilia
 * Enables training of Legionary Cavalry
 * Enables training of Incendiary Pigs
 * Allows races to be held
 * Enables training of Praetorian Cavalry

Range-Class Buildings
---------------------

Practice Range (Second Tier)
 * Enables training of Velites

Archery Range (Third Tier)
 * Enables training of Velites
 * Enables training of Roman Archer
 * Enables training of Ballistae

Catapult Range (Fourth Tier)
 * Enables training of Velites
 * Enables training of Roman Archer
 * Enables training of Ballistae
 * Enables training of Scorpions
 * Enables training of Onagers

Siege Engineer (Fifth Tier)
 * Enables training of Velites
 * Enables training of Roman Archer
 * Enables training of Ballistae
 * Enables training of Scorpions
 * Enables training of Onagers
 * Enables training of Heavy Onagers
 * Enables training of Repeating Ballistae

Trader-Class Buildings
----------------------

Trader (First Tier)
 * Increase in tradable goods
 * Population growth bonus: 0.5%

Market (Second Tier)
 * Increase in tradable goods
 * Population growth bonus: 0.5%
 * Enables recruitment of Spies

Forum (Third Tier)
 * Increase in tradable goods
 * Population growth bonus: 0.5%
 * Enables recruitment of Spies
 * Enables recruitment of Assassins

Great Forum (Fourth Tier)
 * Increase in tradable goods
 * Population growth bonus: 1%
 * Enables recruitment of Spies
 * Enables recruitment of Assassins

Curia (Fifth Tier)
 * Increase in tradable goods
 * Population growth bonus: 1%
 * Enables recruitment of Spies
 * Enables recruitment of Assassins
 * Public Order bonus due to happiness: 10%

Smith-Class Buildings
---------------------

Blacksmith (Second Tier)
 * SPECIAL REQUIREMENT: Trader Building
 * Upgrades light weapons +1
 * Upgrades heavy weapons +1

Armourer (Third Tier)
 * SPECIAL REQUIREMENT: Market Building
 * Upgrades light weapons +1
 * Upgrades heavy weapons +1
 * Upgrades missile weapons +1
 * Upgrades armor +1

Foundry (Fifth Tier)
 * SPECIAL REQUIREMENT: Great Forum Building
 * Upgrades light weapons +2
 * Upgrades heavy weapons +2
 * Upgrades missile weapons +2
 * Upgrades armor +2

Port-Class Buildings
--------------------

Port (Second Tier)
 * Grants one sea-trade fleets for extra income
 * Enables training of Biremes

Shipwright (Third Tier)
 * Grants two sea-trade fleets for extra income
 * Enables training of Biremes
 * Enables training of Triremes

Dockyard (Fourth Tier)
 * Grants three sea-trade fleets for extra income
 * Enables training of Biremes
 * Enables training of Triremes
 * Enables training of Quinquiremes

Water Supply-Class Buildings
----------------------------

Sewers (Second Tier)
 * SPECIAL REQUIREMENT: Trader Building
 * Public health bonus: 5%

Public Baths (Third Tier)
 * SPECIAL REQUIREMENT: Market Building
 * Public health bonus: 10%

Aqueduct (Fourth Tier)
 * SPECIAL REQUIREMENT: Forum Building
 * Public health bonus: 15%

City Plumping (Fifth Tier)
 * SPECIAL REQUIREMENT: Great Forum Building
 * Public health bonus: 20%

Farm-Class Buildings
--------------------

Land Clearance (First Tier)
 * Improved farms and food production: +1

Communal Farming (Second Tier)
 * Improved farms and food production: +2

Crop Rotation (Third Tier)
 * Improved farms and food production: +3

Irrigation (Fourth Tier)
 * Improved farms and food production: +4

Latifundia (Fifth Tier)
 * Improved farms and food production: +5

Roads
-----

Roads (First Tier)
 * Improved roads and trade

Paved Roads (Second Tier)
 * Improved roads and trade

Highways (Third Tier)
 * Improved roads and trade

Academy-Class Buildings
-----------------------

Academy (Third Tier)
 * SPECIAL REQUIREMENT: Market Building
 * Governors gain skills and knowledge

Sciptorium (Fourth Tier)
 * SPECIAL REQUIREMENT: Forum Building
 * Governors gain skills and knowledge

Ludus Magna (Fifth Tier)
 * SPECIAL REQUIREMENT: Great Forum Building
 * Governors gain skills and knowledge

Amphitheater-Class Buildings
----------------------------

Arena (Third Tier)
 * SPECIAL REQUIREMENT: Market Building
 * Allows Gladiatorial games to be held
 * Public Order bonus due to happiness: 5%

Amphitheater (Fourth Tier)
 * SPECIAL REQUIREMENT: Forum Building
 * Allows Gladiatorial games to be held
 * Public Order bonus due to happiness: 10%
 * Enables training of Samnite Gladiators

Coliseum (Fifth Tier)
 * SPECIAL REQUIREMENT: Great Forum Building
 * Allows Gladiatorial games to be held
 * Public Order bonus due to happiness: 15%
 * Enables training of Samnite Gladiators

Temple-Class Buildings
----------------------

Shrine of Ceres (First Tier)
 * Public Order bonus due to happiness: 5%
 * Population growth bonus: 0.5%

Temple of Ceres (Second Tier)
 * Public Order bonus due to happiness: 10%
 * Population growth bonus: 1%

Large Temple of Ceres (Third Tier)
 * Public Order bonus due to happiness: 15%
 * Population growth bonus: 1.5%

Awesome Temple of Ceres (Fourth Tier)
 * Public Order bonus due to happiness: 20%
 * Population growth bonus: 2%

Pantheon (Ceres, Fifth Tier)
 * Public Order bonus due to happiness: 25%
 * Population growth bonus: 2.5%

Shrine of Bacchus (First Tier)
 * Public Order bonus due to happiness: 10%

Temple of Bacchus (Second Tier)
 * Public Order bonus due to happiness: 20%

Large Temple of Bacchus (Third Tier)
 * Public Order bonus due to happiness: 30%

Awesome Temple of Bacchus (Fourth Tier)
 * Public Order bonus due to happiness: 40%

Pantheon (Bacchus, Fifth Tier)
 * Public Order bonus due to happiness: 50%
 * Population Growth bonus: 1%
 * Public Order bonus due to law: 10%

Shrine of Jupiter (First Tier)
 * Public Order bonus due to happiness: 5%
 * Public Order bonus due to law: 5%

Temple of Jupiter (Second Tier)
 * Public Order bonus due to happiness: 10%
 * Public Order bonus due to law: 10%

Large Temple of Jupiter (Third Tier)
 * Public Order bonus due to happiness: 15%
 * Public Order bonus due to law: 15%

Awesome Temple of Jupiter (Fourth Tier)
 * Public Order bonus due to happiness: 20%
 * Public Order bonus due to law: 20%
 * Enables training of Arcani

Pantheon (Jupiter, Fifth Tier)
 * Public Order bonus due to happiness: 35%
 * Public Order bonus due to law: 20%
 * Enables training of Arcani

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
----------------------------[ Brutii Buildings ]-----------------------------

Government-Class Buildings
--------------------------

Governor's House
 * Enables training of Peasants
 * Enables construction of "First Tier" buildings

Governor's Villa
 * Enables training of Peasants
 * Enables recruitment of diplomats
 * Enables construction of "Second Tier" buildings

Governor's Palace
 * Enables training of Peasants
 * Enables recruitment of diplomats
 * Enables construction of "Third Tier" buildings

Pro-Consul's Palace
 * Enables training of Peasants
 * Enables recruitment of diplomats
 * Enables construction of "Fourth Tier" buildings

Imperial Palace
 * Improves Generals' bodyguards
 * Enables training of Peasants
 * Enables training of Praetorian Cohort
 * Enables recruitment of diplomats
 * Enables construction of "Fifth Tier" buildings

Wall-Class Buildings
--------------------

Wooden Palisade (First Tier)
 * Extra wall defenses

Wooden Wall (Second Tier)
 * Extra wall defenses
 * Reinforced gates

Stone Wall (Third Tier)
 * Extra wall defenses
 * Reinforced gates
 * Boiling Oil

Large Stone Wall (Fourth Tier)
 * Extra wall defenses
 * Boiling Oil
 * Iron Gates

Epic Stone Wall (Fifth Tier)
 * Extra wall defenses
 * Boiling Oil
 * Iron Gates

Barrack-Class Buildings
-----------------------

Barracks (First Tier)
 * Enables training of Town Watch

Militia Barracks (Second Tier)
 * Enables training of Town Watch
 * Enables training of Hastati

Legion Barracks (Third Tier)
 * Enables training of Town Watch
 * Enables training of Hastati
 * Enables training of Principes

Army Barracks (Fourth Tier)
 * Enables training of Town Watch
 * Enables training of Hastati
 * Enables training of Principes
 * Enables training of Triarii

Urban Barracks (Fifth Tier)
 * Enables training of Town Watch
 * Enables training of Hastati
 * Enables training of Principes
 * Enables training of Triarii
 * Enables training of Urban Cohort

Stable-Class Buildings
----------------------

Stables (Second Tier)
 * Enables training of Equites
 * Enables training of War Dogs

Cavalry Stables (Third Tier)
 * Enables training of Equites
 * Enables training of War Dogs
 * Enables training of Cavalry Auxilia

Hippodrome (Fourth Tier)
 * Enables training of Equites
 * Enables training of War Dogs
 * Enables training of Cavalry Auxilia
 * Enables training of Legionary Cavalry
 * Enables training of Incendiary Pigs
 * Allows races to be held

Circus Maximus (Fifth Tier)
 * Enables training of Equites
 * Enables training of War Dogs
 * Enables training of Cavalry Auxilia
 * Enables training of Legionary Cavalry
 * Enables training of Incendiary Pigs
 * Allows races to be held
 * Enables training of Praetorian Cavalry

Range-Class Buildings
---------------------

Practice Range (Second Tier)
 * Enables training of Velites

Archery Range (Third Tier)
 * Enables training of Velites
 * Enables training of Roman Archer
 * Enables training of Ballistae

Catapult Range (Fourth Tier)
 * Enables training of Velites
 * Enables training of Roman Archer
 * Enables training of Ballistae
 * Enables training of Scorpions
 * Enables training of Onagers

Siege Engineer (Fifth Tier)
 * Enables training of Velites
 * Enables training of Roman Archer
 * Enables training of Ballistae
 * Enables training of Scorpions
 * Enables training of Onagers
 * Enables training of Heavy Onagers
 * Enables training of Repeating Ballistae

Trader-Class Buildings
----------------------

Trader (First Tier)
 * Increase in tradable goods
 * Population growth bonus: 0.5%

Market (Second Tier)
 * Increase in tradable goods
 * Population growth bonus: 0.5%
 * Enables recruitment of Spies

Forum (Third Tier)
 * Increase in tradable goods
 * Population growth bonus: 0.5%
 * Enables recruitment of Spies
 * Enables recruitment of Assassins

Great Forum (Fourth Tier)
 * Increase in tradable goods
 * Population growth bonus: 1%
 * Enables recruitment of Spies
 * Enables recruitment of Assassins

Curia (Fifth Tier)
 * Increase in tradable goods
 * Population growth bonus: 1%
 * Enables recruitment of Spies
 * Enables recruitment of Assassins
 * Public Order bonus due to happiness: 10%

Smith-Class Buildings
---------------------

Blacksmith (Second Tier)
 * SPECIAL REQUIREMENT: Trader Building
 * Upgrades light weapons +1
 * Upgrades heavy weapons +1

Armourer (Third Tier)
 * SPECIAL REQUIREMENT: Market Building
 * Upgrades light weapons +1
 * Upgrades heavy weapons +1
 * Upgrades missile weapons +1
 * Upgrades armor +1

Foundry (Fifth Tier)
 * SPECIAL REQUIREMENT: Great Forum Building
 * Upgrades light weapons +2
 * Upgrades heavy weapons +2
 * Upgrades missile weapons +2
 * Upgrades armor +2

Port-Class Buildings
--------------------

Port (Second Tier)
 * Grants one sea-trade fleets for extra income
 * Enables training of Biremes

Shipwright (Third Tier)
 * Grants two sea-trade fleets for extra income
 * Enables training of Biremes
 * Enables training of Triremes

Dockyard (Fourth Tier)
 * Grants three sea-trade fleets for extra income
 * Enables training of Biremes
 * Enables training of Triremes
 * Enables training of Quinquiremes

Water Supply-Class Buildings
----------------------------

Sewers (Second Tier)
 * SPECIAL REQUIREMENT: Trader Building
 * Public health bonus: 5%

Public Baths (Third Tier)
 * SPECIAL REQUIREMENT: Market Building
 * Public health bonus: 10%

Aqueduct (Fourth Tier)
 * SPECIAL REQUIREMENT: Forum Building
 * Public health bonus: 15%

City Plumping (Fifth Tier)
 * SPECIAL REQUIREMENT: Great Forum Building
 * Public health bonus: 20%

Farm-Class Buildings
--------------------

Land Clearance (First Tier)
 * Improved farms and food production: +1

Communal Farming (Second Tier)
 * Improved farms and food production: +2

Crop Rotation (Third Tier)
 * Improved farms and food production: +3

Irrigation (Fourth Tier)
 * Improved farms and food production: +4

Latifundia (Fifth Tier)
 * Improved farms and food production: +5

Roads
-----

Roads (First Tier)
 * Improved roads and trade

Paved Roads (Second Tier)
 * Improved roads and trade

Highways (Third Tier)
 * Improved roads and trade

Academy-Class Buildings
-----------------------

Academy (Third Tier)
 * SPECIAL REQUIREMENT: Market Building
 * Governors gain skills and knowledge

Sciptorium (Fourth Tier)
 * SPECIAL REQUIREMENT: Forum Building
 * Governors gain skills and knowledge

Ludus Magna (Fifth Tier)
 * SPECIAL REQUIREMENT: Great Forum Building
 * Governors gain skills and knowledge

Amphitheater-Class Buildings
----------------------------

Arena (Third Tier)
 * SPECIAL REQUIREMENT: Market Building
 * Allows Gladiatorial games to be held
 * Public Order bonus due to happiness: 5%

Amphitheater (Fourth Tier)
 * SPECIAL REQUIREMENT: Forum Building
 * Allows Gladiatorial games to be held
 * Public Order bonus due to happiness: 10%
 * Enables training of Samnite Gladiators

Coliseum (Fifth Tier)
 * SPECIAL REQUIREMENT: Great Forum Building
 * Allows Gladiatorial games to be held
 * Public Order bonus due to happiness: 15%
 * Enables training of Samnite Gladiators

Temple-Class Buildings
----------------------

Shrine of Juno (First Tier)
 * Public Order bonus due to happiness: 5%
 * Public health bonus: 5%

Temple of Juno (Second Tier)
 * Public Order bonus due to happiness: 10%
 * Public health bonus: 10%

Large Temple of Juno (Third Tier)
 * Public Order bonus due to happiness: 15%
 * Public health bonus: 15%

Awesome Temple of Juno (Fourth Tier)
 * Public Order bonus due to happiness: 20%
 * Public health bonus: 20%

Pantheon (Juno, Fifth Tier)
 * Public Order bonus due to happiness: 25%
 * Public health bonus: 25%
 * Experience bonus to troops trained here: +2

Shrine of Mercury (First Tier)
 * Public Order bonus due to happiness: 5%
 * Increase in tradable goods

Temple of Mercury (Second Tier)
 * Public Order bonus due to happiness: 10%
 * Increase in tradable goods

Large Temple of Mercury (Third Tier)
 * Public Order bonus due to happiness: 15%
 * Increase in tradable goods

Awesome Temple of Mercury (Fourth Tier)
 * Public Order bonus due to happiness: 20%
 * Increase in tradable goods

Pantheon (Mercury, Fifth Tier)
 * Public Order bonus due to happiness: 25%
 * Increase in tradable goods
 * Public health bonus: 10%
 * Experience bonus to troops trained here: +1

Shrine of Mars (First Tier)
 * Public order bonus due to happines: 5%

Temple of Mars (Second Tier)
 * Public order bonus due to happines: 10%
 * Experience bonus to troops trained here: +1

Large Temple of Mars (Third Tier)
 * Public order bonus due to happines: 15%
 * Experience bonus to troops trained here: +2

Awesome Temple of Mars (Fourth Tier)
 * Public order bonus due to happines: 20%
 * Experience bonus to troops trained here: +3
 * Enables training of Arcani

Pantheon (Mars, Fifth Tier)
 * Public order bonus due to happines: 10%
 * Experience bonus to troops trained here: +3
 * Enables training of Arcani
 * Morale bonus to troops trained here: +1
 * Increase in tradable goods
 * Public health bonus: 10%

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
----------------------------[ Scipii Buildings ]-----------------------------

Government-Class Buildings
--------------------------

Governor's House
 * Enables training of Peasants
 * Enables construction of "First Tier" buildings

Governor's Villa
 * Enables training of Peasants
 * Enables recruitment of diplomats
 * Enables construction of "Second Tier" buildings

Governor's Palace
 * Enables training of Peasants
 * Enables recruitment of diplomats
 * Enables construction of "Third Tier" buildings

Pro-Consul's Palace
 * Enables training of Peasants
 * Enables recruitment of diplomats
 * Enables construction of "Fourth Tier" buildings

Imperial Palace
 * Improves Generals' bodyguards
 * Enables training of Peasants
 * Enables training of Praetorian Cohort
 * Enables recruitment of diplomats
 * Enables construction of "Fifth Tier" buildings

Wall-Class Buildings
--------------------

Wooden Palisade (First Tier)
 * Extra wall defenses

Wooden Wall (Second Tier)
 * Extra wall defenses
 * Reinforced gates

Stone Wall (Third Tier)
 * Extra wall defenses
 * Reinforced gates
 * Boiling Oil

Large Stone Wall (Fourth Tier)
 * Extra wall defenses
 * Boiling Oil
 * Iron Gates

Epic Stone Wall (Fifth Tier)
 * Extra wall defenses
 * Boiling Oil
 * Iron Gates

Barrack-Class Buildings
-----------------------

Barracks (First Tier)
 * Enables training of Town Watch

Militia Barracks (Second Tier)
 * Enables training of Town Watch
 * Enables training of Hastati

Legion Barracks (Third Tier)
 * Enables training of Town Watch
 * Enables training of Hastati
 * Enables training of Principes

Army Barracks (Fourth Tier)
 * Enables training of Town Watch
 * Enables training of Hastati
 * Enables training of Principes
 * Enables training of Triarii

Urban Barracks (Fifth Tier)
 * Enables training of Town Watch
 * Enables training of Hastati
 * Enables training of Principes
 * Enables training of Triarii
 * Enables training of Urban Cohort

Stable-Class Buildings
----------------------

Stables (Second Tier)
 * Enables training of Equites
 * Enables training of War Dogs

Cavalry Stables (Third Tier)
 * Enables training of Equites
 * Enables training of War Dogs
 * Enables training of Cavalry Auxilia

Hippodrome (Fourth Tier)
 * Enables training of Equites
 * Enables training of War Dogs
 * Enables training of Cavalry Auxilia
 * Enables training of Legionary Cavalry
 * Enables training of Incendiary Pigs
 * Allows races to be held

Circus Maximus (Fifth Tier)
 * Enables training of Equites
 * Enables training of War Dogs
 * Enables training of Cavalry Auxilia
 * Enables training of Legionary Cavalry
 * Enables training of Incendiary Pigs
 * Allows races to be held
 * Enables training of Praetorian Cavalry

Range-Class Buildings
---------------------

Practice Range (Second Tier)
 * Enables training of Velites

Archery Range (Third Tier)
 * Enables training of Velites
 * Enables training of Roman Archer
 * Enables training of Ballistae

Catapult Range (Fourth Tier)
 * Enables training of Velites
 * Enables training of Roman Archer
 * Enables training of Ballistae
 * Enables training of Scorpions
 * Enables training of Onagers

Siege Engineer (Fifth Tier)
 * Enables training of Velites
 * Enables training of Roman Archer
 * Enables training of Ballistae
 * Enables training of Scorpions
 * Enables training of Onagers
 * Enables training of Heavy Onagers
 * Enables training of Repeating Ballistae

Trader-Class Buildings
----------------------

Trader (First Tier)
 * Increase in tradable goods
 * Population growth bonus: 0.5%

Market (Second Tier)
 * Increase in tradable goods
 * Population growth bonus: 0.5%
 * Enables recruitment of Spies

Forum (Third Tier)
 * Increase in tradable goods
 * Population growth bonus: 0.5%
 * Enables recruitment of Spies
 * Enables recruitment of Assassins

Great Forum (Fourth Tier)
 * Increase in tradable goods
 * Population growth bonus: 1%
 * Enables recruitment of Spies
 * Enables recruitment of Assassins

Curia (Fifth Tier)
 * Increase in tradable goods
 * Population growth bonus: 1%
 * Enables recruitment of Spies
 * Enables recruitment of Assassins
 * Public Order bonus due to happiness: 10%

Smith-Class Buildings
---------------------

Blacksmith (Second Tier)
 * SPECIAL REQUIREMENT: Trader Building
 * Upgrades light weapons +1
 * Upgrades heavy weapons +1

Armourer (Third Tier)
 * SPECIAL REQUIREMENT: Market Building
 * Upgrades light weapons +1
 * Upgrades heavy weapons +1
 * Upgrades missile weapons +1
 * Upgrades armor +1

Foundry (Fifth Tier)
 * SPECIAL REQUIREMENT: Great Forum Building
 * Upgrades light weapons +2
 * Upgrades heavy weapons +2
 * Upgrades missile weapons +2
 * Upgrades armor +2

Port-Class Buildings
--------------------

Port (Second Tier)
 * Grants one sea-trade fleets for extra income
 * Enables training of Biremes

Shipwright (Third Tier)
 * Grants two sea-trade fleets for extra income
 * Enables training of Biremes
 * Enables training of Triremes

Dockyard (Fourth Tier)
 * Grants three sea-trade fleets for extra income
 * Enables training of Biremes
 * Enables training of Triremes
 * Enables training of Quinquiremes

Water Supply-Class Buildings
----------------------------

Sewers (Second Tier)
 * SPECIAL REQUIREMENT: Trader Building
 * Public health bonus: 5%

Public Baths (Third Tier)
 * SPECIAL REQUIREMENT: Market Building
 * Public health bonus: 10%

Aqueduct (Fourth Tier)
 * SPECIAL REQUIREMENT: Forum Building
 * Public health bonus: 15%

City Plumping (Fifth Tier)
 * SPECIAL REQUIREMENT: Great Forum Building
 * Public health bonus: 20%

Farm-Class Buildings
--------------------

Land Clearance (First Tier)
 * Improved farms and food production: +1

Communal Farming (Second Tier)
 * Improved farms and food production: +2

Crop Rotation (Third Tier)
 * Improved farms and food production: +3

Irrigation (Fourth Tier)
 * Improved farms and food production: +4

Latifundia (Fifth Tier)
 * Improved farms and food production: +5

Roads
-----

Roads (First Tier)
 * Improved roads and trade

Paved Roads (Second Tier)
 * Improved roads and trade

Highways (Third Tier)
 * Improved roads and trade

Academy-Class Buildings
-----------------------

Academy (Third Tier)
 * SPECIAL REQUIREMENT: Market Building
 * Governors gain skills and knowledge

Sciptorium (Fourth Tier)
 * SPECIAL REQUIREMENT: Forum Building
 * Governors gain skills and knowledge

Ludus Magna (Fifth Tier)
 * SPECIAL REQUIREMENT: Great Forum Building
 * Governors gain skills and knowledge

Amphitheater-Class Buildings
----------------------------

Arena (Third Tier)
 * SPECIAL REQUIREMENT: Market Building
 * Allows Gladiatorial games to be held
 * Public Order bonus due to happiness: 5%

Amphitheater (Fourth Tier)
 * SPECIAL REQUIREMENT: Forum Building
 * Allows Gladiatorial games to be held
 * Public Order bonus due to happiness: 10%
 * Enables training of Samnite Gladiators

Coliseum (Fifth Tier)
 * SPECIAL REQUIREMENT: Great Forum Building
 * Allows Gladiatorial games to be held
 * Public Order bonus due to happiness: 15%
 * Enables training of Samnite Gladiators

Temple-Class Buildings
----------------------

Shrine to Vulcan (First Tier)
 * Public Order bonus due to happiness: 5%
 * Upgraded light weapons: +1

Temple of Vulcan (Second Tier)
 * Public Order bonus due to happiness: 10%
 * Upgraded light weapons: +1
 * Upgraded heavy weapons: +1

Large Temple of Vulcan (Third Tier)
 * Public Order bonus due to happiness: 15%
 * Upgraded light weapons: +1
 * Upgraded heavy weapons: +1
 * Upgraded Armor: +1

Awesome Temple of Vulcan (Fourth Tier)
 * Public Order bonus due to happiness: 5%
 * Upgraded light weapons: +1
 * Upgraded heavy weapons: +1
 * Upgraded Armor: +1
 * Experience bonus to troops trained here: +1

Pantheon (Vulcan, Fifth Tier)
 * Public Order bonus due to happiness: 5%
 * Upgraded light weapons: +1
 * Upgraded heavy weapons: +1
 * Upgraded Armor: +1
 * Experience bonus to troops trained here: +2
 * Public Order bonus due to law: 10%

Shrine to Saturn (First Tier)
 * Public Order bonus due to happiness: 5%
 * Public Order bonus due to law: 5%

Temple of Saturn (Second Tier)
 * Public Order bonus due to happiness: 10%
 * Public Order bonus due to law: 10%

Large Temple of Saturn (Third Tier)
 * Public Order bonus due to happiness: 15%
 * Public Order bonus due to law: 15%

Awesome Temple of Saturn (Fourth Tier)
 * Public Order bonus due to happiness: 20%
 * Public Order bonus due to law: 20%
 * Enables training of Arcani

Pantheon (Saturn, Fifth Tier)
 * Public Order bonus due to happiness: 25%
 * Public Order bonus due to law: 25%
 * Upgraded light weapons: +1
 * Upgraded heavy weapons: +1
 * Upgraded Armor: +1
 * Enables training of Arcani

Shrine to Neptune (First Tier)
 * Public Order bonus due to happiness: 5%

Temple of Neptune (Second Tier)
 * Public Order bonus due to happiness: 10%

Large Temple of Neptune (Third Tier)
 * Public Order bonus due to happiness: 15%

Awesome Temple of Neptune (Fourth Tier)
 * Public Order bonus due to happiness: 20%
 * Enables training of Corvus Quinquireme

Pantheon (Neptune, Fifth Tier)
 * Public Order bonus due to happiness: 20%
 * Public Order bonus due to law: 10%
 * Upgraded light weapons: +1
 * Upgraded heavy weapons: +1
 * Upgraded Armor: +1
 * Enables training of Decere
 * Enables training of Corvus Quinquireme

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
---------------------------[ Armenian Buildings ]----------------------------

Government-Class Buildings
--------------------------

Governor's House
 * Enables training of Peasants
 * Enables construction of "First Tier" buildings

Governor's Villa
 * Enables training of Peasants
 * Enables recruitment of diplomats
 * Enables construction of "Second Tier" buildings

Governor's Palace
 * Enables training of Peasants
 * Enables recruitment of diplomats
 * Enables construction of "Third Tier" buildings

Councilor's Chamber
 * Enables training of Peasants
 * Enables recruitment of diplomats
 * Enables construction of "Fourth Tier" buildings

Royal Palace
 * Improves Generals' bodyguards
 * Enables training of Peasants
 * Enables recruitment of diplomats
 * Enables construction of "Fifth Tier" buildings

Wall-Class Buildings
--------------------

Wooden Palisade (First Tier)
 * Extra wall defenses

Wooden Wall (Second Tier)
 * Extra wall defenses
 * Reinforced gates

Stone Wall (Third Tier)
 * Extra wall defenses
 * Reinforced gates
 * Boiling Oil

Large Stone Wall (Fourth Tier)
 * Extra wall defenses
 * Boiling Oil
 * Iron Gates

Epic Stone Wall (Fifth Tier)
 * Extra wall defenses
 * Boiling Oil
 * Iron Gates

Barrack-Class Buildings
-----------------------

Barracks (First Tier)
 * Enables training of Eastern Infantry

Militia Barracks (Second Tier)
 * Enables training of Eastern Infantry
 * Enables training of Hillmen

Stable-Class Buildings
----------------------

Stables (Second Tier)
 * Enables training of Horse Archers

Cavalry Stables (Third Tier)
 * Enables training of Horse Archers
 * Enables training of Persian Cavalry

Elite Clavary (Fourth Tier)
 * Enables training of Horse Archers</pre><pre id="faqspan-5">
 * Enables training of Persian Cavalry
 * Enables training of Cataphracts
 * Enables training of War Elephants

Royal Cavalry Stables (Fifth Tier)
 * Enables training of Horse Archers
 * Enables training of Persian Cavalry
 * Enables training of Cataphracts
 * Enables training of War Elephants
 * Enables training of Incendiary Pigs
 * Enables training of Cataphract Camels

Range-Class Buildings
---------------------

Practice Range (Second Tier)
 * Enables training of Slingers

Archery Range (Third Tier)
 * Enables training of Slingers
 * Enables training of Archers

Catapult Range (Fourth Tier)
 * Enables training of Slingers
 * Enables training of Archers
 * Enables training of Onagers

Trader-Class Buildings
----------------------

Trader (First Tier)
 * Increase in tradable goods
 * Population growth bonus: 0.5%

Market (Second Tier)
 * Increase in tradable goods
 * Population growth bonus: 0.5%
 * Enables recruitment of Spies

Bazaar (Third Tier)
 * Increase in tradable goods
 * Population growth bonus: 0.5%
 * Enables recruitment of Spies
 * Enables recruitment of Assassins

Grand Bazaar (Fourth Tier)
 * Increase in tradable goods
 * Population growth bonus: 1%
 * Enables recruitment of Spies
 * Enables recruitment of Assassins

Merchants' Quarters (Fifth Tier)
 * Increase in tradable goods
 * Population growth bonus: 1%
 * Enables recruitment of Spies
 * Enables recruitment of Assassins
 * Public Order bonus due to happiness: 10%

Smith-Class Buildings
---------------------

Blacksmith (Second Tier)
 * SPECIAL REQUIREMENT: Trader Building
 * Upgrades light weapons +1
 * Upgrades heavy weapons +1

Armourer (Third Tier)
 * SPECIAL REQUIREMENT: Market Building
 * Upgrades light weapons +1
 * Upgrades heavy weapons +1
 * Upgrades missile weapons +1
 * Upgrades armor +1

Foundry (Fifth Tier)
 * SPECIAL REQUIREMENT: Grand Bazaar Building
 * Upgrades light weapons +2
 * Upgrades heavy weapons +2
 * Upgrades missile weapons +2
 * Upgrades armor +2

Port-Class Buildings
--------------------

Port (Second Tier)
 * Grants one sea-trade fleets for extra income
 * Enables training of Biremes

Shipwright (Third Tier)
 * Grants two sea-trade fleets for extra income
 * Enables training of Biremes
 * Enables training of Triremes

Dockyard (Fourth Tier)
 * Grants three sea-trade fleets for extra income
 * Enables training of Biremes
 * Enables training of Triremes
 * Enables training of Quinquiremes

Farm-Class Buildings
--------------------

Land Clearance (First Tier)
 * Improved farms and food production: +1

Communal Farming (Second Tier)
 * Improved farms and food production: +2

Crop Rotation (Third Tier)
 * Improved farms and food production: +3

Irrigation (Fourth Tier)
 * Improved farms and food production: +4

Roads
-----

Roads (First Tier)
 * Improved roads and trade

Academy-Class Buildings
-----------------------

Academy (Third Tier)
 * SPECIAL REQUIREMENT: Market Building
 * Governors gain skills and knowledge

Sciptorium (Fourth Tier)
 * SPECIAL REQUIREMENT: Forum Building
 * Governors gain skills and knowledge

Ludus Magna (Fifth Tier)
 * SPECIAL REQUIREMENT: Great Forum Building
 * Governors gain skills and knowledge

Caravan-Class Buildings
-----------------------

Trade Caravan (Third Tier)
 * Increase in tradable goods

Spice Road (Fourth Tier)
 * Increase in tradable goods

Silk Road (Fifth Tier)
 * Increase in tradable goods

Temple-Class Buildings
----------------------

Shrine of Zoroastra (First Tier)
 * Public Order bonus due to happiness: 5%
 * Public Order bonus due to law: 5%

Temple of Zoroastra (Second Tier)
 * Public Order bonus due to happiness: 10%
 * Public Order bonus due to law: 10%

Large Temple of Zoroastra (Third Tier)
 * Public Order bonus due to happiness: 15%
 * Public Order bonus due to law: 15%

Awesome Temple of Zoroastra (Fourth Tier)
 * Public Order bonus due to happiness: 20%
 * Public Order bonus due to law: 20%

Temple Complex of Zoroastra (Fifth Tier)
 * Public Order bonus due to happiness: 25%
 * Public Order bonus due to law: 25%

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
---------------------------[ British Buildings ]-----------------------------

Government-Class Buildings
--------------------------

Warrior's Hold
 * Enables training of Barbarian Peasants
 * Enables construction of "First Tier" buildings

Warlord's Hold
 * Enables training of Barbarian Peasants
 * Enables recruitment of diplomats
 * Enables construction of "Second Tier" buildings

High King's Hall
 * Improves Generals' Bodyguard
 * Enables training of Barbarian Peasants
 * Enables recruitment of diplomats
 * Enables construction of "Third Tier" buildings

Wall-Class Buildings
--------------------

Wooden Palisade (First Tier)
 * Extra wall defenses

Stockade (Second Tier)
 * Extra wall defenses
 * Reinforced gates

Barrack-Class Buildings
-----------------------

Muster Field (First Tier)
 * Enables training of Warband

Meeting Hall (Second Tier)
 * Enables training of Warband
 * Enables training of Swordsmen

Hall of Heroes (Third Tier)
 * Enables training of Warband
 * Enables training of Swordsmen
 * Enables training of Chosen Swordsmen

Stable-Class Buildings
----------------------

Stables (Second Tier)
 * Enables training of War Hounds

Range-Class Buildings
---------------------

Practice Range (Second Tier)
 * Enables training of Slingers

Trader-Class Buildings
----------------------

Trader (First Tier)
 * Increase in tradable goods
 * Population growth bonus: 0.5%

Market (Second Tier)
 * Increase in tradable goods
 * Population growth bonus: 0.5%
 * Enables recruitment of Spies

Great Market (Third Tier)
 * Increase in tradable goods
 * Population growth bonus: 0.5%
 * Enables recruitment of Spies
 * Enables recruitment of Assassins

Smith-Class Buildings
---------------------

Blacksmith (Second Tier)
 * SPECIAL REQUIREMENT: Trader Building
 * Upgrades light weapons +1
 * Upgrades heavy weapons +1
 * Enables training of British Light Chariots

Weaponsmith (Third Tier)
 * SPECIAL REQUIREMENT: Market Building
 * Upgrades light weapons +1
 * Upgrades heavy weapons +1
 * Upgrades missile weapons +1
 * Upgrades armor +1
 * Enables training of British Light Chariots
 * Enables training of British Heavy Chariots

Port-Class Buildings
--------------------

Port (Second Tier)
 * Grants one sea-trade fleets for extra income
 * Enables training of Boats

Shipwright (Third Tier)
 * Grants two sea-trade fleets for extra income
 * Enables training of Boats
 * Enables training of Large Boats

Farm-Class Buildings
--------------------

Land Clearance (First Tier)
 * Improved farms and food production: +1

Communal Farming (Second Tier)
 * Improved farms and food production: +2

Roads
-----

Roads (First Tier)
 * Improved roads and trade

Tavern-Class Buildings
----------------------

Tavern (Second Tier)
 * Public Order bonus due to happiness: 5%

Bardic Circle (Third Tier)
 * Public Order bonus due to happiness: 10%

Temple-Class Buildings
----------------------

Shrine to Brigantia (First Tier)
 * Public Order bonus due to happiness: 5%
 * Public health bonus: 5%

Sacred Grove of Brigantia (Second Tier)
 * Public Order bonus due to happiness: 10%
 * Public health bonus: 10%

Sacred Circle of Brigantia (Third Tier)
 * Public Order bonus due to happiness: 15%
 * Public health bonus: 15%
 * Population growth bonus: 1.5%

Shrine to Britannia (First Tier)
 * Public Order bonus due to happiness: 5%
 * Increase in tradable goods

Sacred Grove of Britannia (Second Tier)
 * Public Order bonus due to happiness: 10%
 * Increase in tradable goods

Sacred Circle of Britannia (Third Tier)
 * Public Order bonus due to happiness: 15%
 * Increase in tradable goods

Shrine to Andrasta (First Tier)
 * Public Order bonus due to happiness: 5%
 * Enables training of Woad Warriors

Sacred Grove of Andrasta (Second Tier)
 * Public Order bonus due to happiness: 10%
 * Experience bonus to troops trained here: +1
 * Enables training of Woad Warriors
 * Enables training of Head Hurlers

Sacred Circle of Andrasta (Third Tier)
 * Public Order bonus due to happiness: 15%
 * Experience bonus to troops trained here: +2
 * Enables training of Woad Warriors (+1 Experience)
 * Enables training of Head Hurlers (+1 Experience)

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
--------------------------[ Carthigian Buildings ]---------------------------

Government-Class Buildings
--------------------------

Governor's House
 * Enables training of Peasants
 * Enables construction of "First Tier" buildings

Governor's Villa
 * Enables training of Peasants
 * Enables recruitment of diplomats
 * Enables construction of "Second Tier" buildings

Governor's Palace
 * Enables training of Peasants
 * Enables recruitment of diplomats
 * Enables construction of "Third Tier" buildings

Councilor's Chamber
 * Enables training of Peasants
 * Enables recruitment of diplomats
 * Enables construction of "Fourth Tier" buildings

Royal Palace
 * Improves Generals' bodyguards
 * Enables training of Peasants
 * Enables recruitment of diplomats
 * Enables construction of "Fifth Tier" buildings

Wall-Class Buildings
--------------------

Wooden Palisade (First Tier)
 * Extra wall defenses

Wooden Wall (Second Tier)
 * Extra wall defenses
 * Reinforced gates

Stone Wall (Third Tier)
 * Extra wall defenses
 * Reinforced gates
 * Boiling Oil

Large Stone Wall (Fourth Tier)
 * Extra wall defenses
 * Boiling Oil
 * Iron Gates

Epic Stone Wall (Fifth Tier)
 * Extra wall defenses
 * Boiling Oil
 * Iron Gates

Barrack-Class Buildings
-----------------------

Barracks (First Tier)
 * Enables training of Town Watch

Militia Barracks (Second Tier)
 * Enables training of Town Watch
 * Enables training of Iberian Infantry

City Barracks (Third Tier)
 * Enables training of Town Watch
 * Enables training of Iberian Infantry
 * Enables training of Libyan Spearmen

Army Barracks (Fourth Tier)
 * Enables training of Town Watch
 * Enables training of Iberian Infantry
 * Enables training of Libyan Spearmen
 * Enables training of Poeni Infantry

Stable-Class Buildings
----------------------

Stables (Second Tier)
 * Enables training of Round Shield Cavalry

Cavalry Stables (Third Tier)
 * Enables training of Round Shield Cavalry
 * Enables training of Long Shield Cavalry
 * Enables training of Elephants

Elite Clavary (Fourth Tier)
 * Enables training of Round Shield Cavalry
 * Enables training of Long Shield Cavalry
 * Enables training of Elephants
 * Enables training of War Elephants

Royal Cavalry Stables (Fifth Tier)
 * Enables training of Round Shield Cavalry
 * Enables training of Long Shield Cavalry
 * Enables training of Elephants
 * Enables training of War Elephants
 * Enables training of Armored Elephants
 * Enables training of Sacred Band Cavalry

Range-Class Buildings
---------------------

Practice Range (Second Tier)
 * Enables training of Skirmishers

Archery Range (Third Tier)
 * Enables training of Skirmishers
 * Enables training of Slingers

Catapult Range (Fourth Tier)
 * Enables training of Skirmishers
 * Enables training of Slingers
 * Enables training of Onagers

Siege Engineer (Fifth Tier)
 * Enables training of Skirmishers
 * Enables training of Slingers
 * Enables training of Onagers
 * Enables training of Heavy Onagers

Trader-Class Buildings
----------------------

Trader (First Tier)
 * Increase in tradable goods
 * Population growth bonus: 0.5%

Market (Second Tier)
 * Increase in tradable goods
 * Population growth bonus: 0.5%
 * Enables recruitment of Spies

Bazaar (Third Tier)
 * Increase in tradable goods
 * Population growth bonus: 0.5%
 * Enables recruitment of Spies
 * Enables recruitment of Assassins

Grand Bazaar (Fourth Tier)
 * Increase in tradable goods
 * Population growth bonus: 1%
 * Enables recruitment of Spies
 * Enables recruitment of Assassins

Merchants' Quarters (Fifth Tier)
 * Increase in tradable goods
 * Population growth bonus: 1%
 * Enables recruitment of Spies
 * Enables recruitment of Assassins
 * Public Order bonus due to happiness: 10%

Smith-Class Buildings
---------------------

Blacksmith (Second Tier)
 * SPECIAL REQUIREMENT: Trader Building
 * Upgrades light weapons +1
 * Upgrades heavy weapons +1

Armourer (Third Tier)
 * SPECIAL REQUIREMENT: Market Building
 * Upgrades light weapons +1
 * Upgrades heavy weapons +1
 * Upgrades missile weapons +1
 * Upgrades armor +1

Foundry (Fifth Tier)
 * SPECIAL REQUIREMENT: Grand Bazaar Building
 * Upgrades light weapons +2
 * Upgrades heavy weapons +2
 * Upgrades missile weapons +2
 * Upgrades armor +2

Port-Class Buildings
--------------------

Port (Second Tier)
 * Grants one sea-trade fleets for extra income
 * Enables training of Biremes

Shipwright (Third Tier)
 * Grants two sea-trade fleets for extra income
 * Enables training of Biremes
 * Enables training of Triremes

Dockyard (Fourth Tier)
 * Grants three sea-trade fleets for extra income
 * Enables training of Biremes
 * Enables training of Triremes
 * Enables training of Quinquiremes

Water Supply-Class Buildings
----------------------------

Sewers (Second Tier)
 * SPECIAL REQUIREMENT: Trader Building
 * Public health bonus: 5%

Public Baths (Third Tier)
 * SPECIAL REQUIREMENT: Market Building
 * Public health bonus: 10%

Farm-Class Buildings
--------------------

Land Clearance (First Tier)
 * Improved farms and food production: +1

Communal Farming (Second Tier)
 * Improved farms and food production: +2

Crop Rotation (Third Tier)
 * Improved farms and food production: +3

Irrigation (Fourth Tier)
 * Improved farms and food production: +4

Great Estates (Fifth Tier)
 * Improved farms and food production: +5

Roads
-----

Roads (First Tier)
 * Improved roads and trade

Paved Roads (Second Tier)
 * Improved roads and trade

Academy-Class Buildings
-----------------------

Academy (Third Tier)
 * SPECIAL REQUIREMENT: Market Building
 * Governors gain skills and knowledge

Sciptorium (Fourth Tier)
 * SPECIAL REQUIREMENT: Forum Building
 * Governors gain skills and knowledge

Ludus Magna (Fifth Tier)
 * SPECIAL REQUIREMENT: Great Forum Building
 * Governors gain skills and knowledge

Temple-Class Buildings
----------------------

Shrine of Baal (First Tier)
 * Public Order bonus due to happiness: 5%
 * Public Order bonus due to law: 5%

Temple of Baal (Second Tier)
 * Public Order bonus due to happiness: 10%
 * Public Order bonus due to law: 10%

Large Temple of Baal (Third Tier)
 * Public Order bonus due to happiness: 15%
 * Public Order bonus due to law: 15%

Awesome Temple of Baal (Fourth Tier)
 * Public Order bonus due to happiness: 20%
 * Public Order bonus due to law: 20%
 * Enables training of Sacred Band

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
----------------------------[ Dacian Buildings ]-----------------------------

Government-Class Buildings
--------------------------

Warrior's Hold
 * Enables training of Barbarian Peasants
 * Enables construction of "First Tier" buildings

Warlord's Hold
 * Enables training of Barbarian Peasants
 * Enables recruitment of diplomats
 * Enables construction of "Second Tier" buildings

High King's Hall
 * Improves Generals' Bodyguard
 * Enables training of Barbarian Peasants
 * Enables recruitment of diplomats
 * Enables construction of "Third Tier" buildings

Wall-Class Buildings
--------------------

Wooden Palisade (First Tier)
 * Extra wall defenses

Stockade (Second Tier)
 * Extra wall defenses
 * Reinforced gates

Barrack-Class Buildings
-----------------------

Muster Field (First Tier)
 * Enables training of Warband

Meeting Hall (Second Tier)
 * Enables training of Warband
 * Enables training of Swordsmen

Hall of Heroes (Third Tier)
 * Enables training of Warband
 * Enables training of Swordsmen
 * Enables training of Chosen Swordsmen

Stable-Class Buildings
----------------------

Stables (Second Tier)
 * Enables training of Barbarian Cavalry
 * Enables training of War Hounds

Warlord's Stables (Third Tier)
 * Enables training of Barbarian Cavalry
 * Enables training of War Hounds
 * Enables training of Barbarian Noble Cavalry

Range-Class Buildings
---------------------

Practice Range (Second Tier)
 * Enables training of Skirmisher Warband

Archery Range (Third Tier)
 * Enables training of Skirmisher Warband
 * Enables training of Forester Warband

Trader-Class Buildings
----------------------

Trader (First Tier)
 * Increase in tradable goods
 * Population growth bonus: 0.5%

Market (Second Tier)
 * Increase in tradable goods
 * Population growth bonus: 0.5%
 * Enables recruitment of Spies

Great Market (Third Tier)
 * Increase in tradable goods
 * Population growth bonus: 0.5%
 * Enables recruitment of Spies
 * Enables recruitment of Assassins

Smith-Class Buildings
---------------------

Blacksmith (Second Tier)
 * SPECIAL REQUIREMENT: Trader Building
 * Upgrades light weapons +1
 * Upgrades heavy weapons +1

Weaponsmith (Third Tier)
 * SPECIAL REQUIREMENT: Market Building
 * Upgrades light weapons +1
 * Upgrades heavy weapons +1
 * Upgrades missile weapons +1
 * Upgrades armor +1

Port-Class Buildings
--------------------

Port (Second Tier)
 * Grants one sea-trade fleets for extra income
 * Enables training of Boats

Shipwright (Third Tier)
 * Grants two sea-trade fleets for extra income
 * Enables training of Boats
 * Enables training of Large Boats

Farm-Class Buildings
--------------------

Land Clearance (First Tier)
 * Improved farms and food production: +1

Communal Farming (Second Tier)
 * Improved farms and food production: +2

Roads
-----

Roads (First Tier)
 * Improved roads and trade

Tavern-Class Buildings
----------------------

Tavern (Second Tier)
 * Public Order bonus due to happiness: 5%

Bardic Circle (Third Tier)
 * Public Order bonus due to happiness: 10%

Temple-Class Buildings
----------------------

Shrine to Teutatis (First Tier)
 * Public Order bonus due to happiness: 5%
 * Experience bonus to troops trained here: +1

Sacred Grove of Teutatis (Second Tier)
 * Public Order bonus due to happiness: 10%
 * Experience bonus to troops trained here: +1
 * Upgrades light weapons: +1
 * Enables training of Naked Fanatics

Sacred Circle of Teutatis (Third Tier)
 * Public Order bonus due to happiness: 15%
 * Experience bonus to troops trained here: +2
 * Upgrades light weapons: +1
 * Enables training of Naked Fanatics (+1 Experience)

Shrine to Epona (First Tier)
 * Public Order bonus due to happiness: 5%
 * Experience bonus to troops trained here: +1

Sacred Grove of Epona (Second Tier)
 * Public Order bonus due to happiness: 10%
 * Experience bonus to troops trained here: +2

Sacred Circle of Epona (Third Tier)
 * Public Order bonus due to happiness: 15%
 * Experience bonus to troops trained here: +3

Shrine to Abnoba (First Tier)
 * Public Order bonus due to happiness: 5%
 * Upgrades missile weapons: +1

Sacred Grove of Abnoba (Second Tier)
 * Public Order bonus due to happiness: 10%
 * Upgrades missile weapons: +2

Sacred Circle of Abnoba (Third Tier)
 * Public Order bonus due to happiness: 15%
 * Upgrades missile weapons: +3

Shrine to Esus (First Tier)
 * Public Order bonus due to happiness: 5%
 * Public Order bonus due to law: 5%

Sacred Grove of Esus (Second Tier)
 * Public Order bonus due to happiness: 10%
 * Public Order bonus due to law: 10%

Sacred Circle of Esus (Third Tier)
 * Public Order bonus due to happiness: 15%
 * Public Order bonus due to law: 15%
 * Enables training of Druids

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
---------------------------[ Egyptian Buildings ]----------------------------

Government-Class Buildings
--------------------------

Governor's House
 * Enables training of Peasants
 * Enables construction of "First Tier" buildings

Governor's Villa
 * Enables training of Peasants
 * Enables recruitment of diplomats
 * Enables construction of "Second Tier" buildings

Governor's Palace
 * Enables training of Peasants
 * Enables recruitment of diplomats
 * Enables construction of "Third Tier" buildings

Councilor's Chamber
 * Enables training of Peasants
 * Enables recruitment of diplomats
 * Enables construction of "Fourth Tier" buildings

Pharaoh's Palace
 * Improves Generals' bodyguards
 * Enables training of Peasants
 * Enables recruitment of diplomats
 * Enables construction of "Fifth Tier" buildings

Wall-Class Buildings
--------------------

Wooden Palisade (First Tier)
 * Extra wall defenses

Wooden Wall (Second Tier)
 * Extra wall defenses
 * Reinforced gates

Stone Wall (Third Tier)
 * Extra wall defenses
 * Reinforced gates
 * Boiling Oil

Large Stone Wall (Fourth Tier)
 * Extra wall defenses
 * Boiling Oil
 * Iron Gates

Epic Stone Wall (Fifth Tier)
 * Extra wall defenses
 * Boiling Oil
 * Iron Gates

Barrack-Class Buildings
-----------------------

Barracks (First Tier)
 * Enables training of Nubian Spearmen

Militia Barracks (Second Tier)
 * Enables training of Nubian Spearmen
 * Enables training of Nile Spearmen

City Barracks (Third Tier)
 * Enables training of Nubian Spearmen
 * Enables training of Nile Spearmen
 * Enables training of Desert Axeman

Army Barracks (Fourth Tier)
 * Enables training of Nubian Spearmen
 * Enables training of Nile Spearmen
 * Enables training of Desert Axeman
 * Enables training of Pharaoh's Guards

Stable-Class Buildings
----------------------

Stables (Second Tier)
 * Enables training of Desert Cavalry

Cavalry Stables (Third Tier)
 * Enables training of Desert Cavalry
 * Enables training of Nubian Cavalry

Elite Clavary (Fourth Tier)
 * Enables training of Desert Cavalry
 * Enables training of Nubian Cavalry
 * Enables training of Nile Clavary
 * Enables training of Camel Archers

Range-Class Buildings
---------------------

Practice Range (Second Tier)
 * Enables training of Skirmishers

Archery Range (Third Tier)
 * Enables training of Skirmishers
 * Enables training of Slingers
 * Enables training of Bowmen

Catapult Range (Fourth Tier)
 * Enables training of Skirmishers
 * Enables training of Slingers
 * Enables training of Bowmen
 * Enables training of Pharaoh's Bowmen
 * Enables training of Onagers

Siege Engineer (Fifth Tier)
 * Enables training of Skirmishers
 * Enables training of Slingers
 * Enables training of Bowmen
 * Enables training of Pharaoh's Bowmen
 * Enables training of Onagers
 * Enables training of Heavy Onagers

Trader-Class Buildings
----------------------

Trader (First Tier)
 * Increase in tradable goods
 * Population growth bonus: 0.5%

Market (Second Tier)
 * Increase in tradable goods
 * Population growth bonus: 0.5%
 * Enables recruitment of Spies

Bazaar (Third Tier)
 * Increase in tradable goods
 * Population growth bonus: 0.5%
 * Enables recruitment of Spies
 * Enables recruitment of Assassins

Grand Bazaar (Fourth Tier)
 * Increase in tradable goods
 * Population growth bonus: 1%
 * Enables recruitment of Spies
 * Enables recruitment of Assassins

Merchants' Quarters (Fifth Tier)
 * Increase in tradable goods
 * Population growth bonus: 1%
 * Enables recruitment of Spies
 * Enables recruitment of Assassins
 * Public Order bonus due to happiness: 10%

Smith-Class Buildings
---------------------

Blacksmith (Second Tier)
 * SPECIAL REQUIREMENT: Trader Building
 * Upgrades light weapons +1
 * Upgrades heavy weapons +1
 * Enables training of Egyptian Chariots

Armourer (Third Tier)
 * SPECIAL REQUIREMENT: Market Building
 * Upgrades light weapons +1
 * Upgrades heavy weapons +1
 * Upgrades missile weapons +1
 * Upgrades armor +1
 * Enables training of Egyptian Chariots
 * Enables training of Egyptian Chariot Archers

Foundry (Fifth Tier)
 * SPECIAL REQUIREMENT: Grand Bazaar Building
 * Upgrades light weapons +2
 * Upgrades heavy weapons +2
 * Upgrades missile weapons +2
 * Upgrades armor +2
 * Enables training of Egyptian Chariots
 * Enables training of Egyptian Chariot Archers

Port-Class Buildings
--------------------

Port (Second Tier)
 * Grants one sea-trade fleets for extra income
 * Enables training of Biremes

Shipwright (Third Tier)
 * Grants two sea-trade fleets for extra income
 * Enables training of Biremes
 * Enables training of Triremes

Water Supply-Class Buildings
----------------------------

Sewers (Second Tier)
 * SPECIAL REQUIREMENT: Trader Building
 * Public health bonus: 5%

Public Baths (Third Tier)
 * SPECIAL REQUIREMENT: Market Building
 * Public health bonus: 10%

Farm-Class Buildings
--------------------

Land Clearance (First Tier)
 * Improved farms and food production: +1

Communal Farming (Second Tier)
 * Improved farms and food production: +2

Crop Rotation (Third Tier)
 * Improved farms and food production: +3

Irrigation (Fourth Tier)
 * Improved farms and food production: +4

Great Estates (Fifth Tier)
 * Improved farms and food production: +5

Roads
-----

Roads (First Tier)
 * Improved roads and trade

Paved Roads (Second Tier)
 * Improved roads and trade

Academy-Class Buildings
-----------------------

Academy (Third Tier)
 * SPECIAL REQUIREMENT: Market Building
 * Governors gain skills and knowledge

Sciptorium (Fourth Tier)
 * SPECIAL REQUIREMENT: Forum Building
 * Governors gain skills and knowledge

Ludus Magna (Fifth Tier)
 * SPECIAL REQUIREMENT: Great Forum Building
 * Governors gain skills and knowledge

Temple-Class Buildings
----------------------

Shrine of Horus (First Tier)
 * Public Order bonus due to happiness: 5%
 * Public Order bonus due to law: 5%

Temple of Horus (Second Tier)
 * Public Order bonus due to happiness: 10%
 * Public Order bonus due to law: 10%

Large Temple of Horus (Third Tier)
 * Public Order bonus due to happiness: 15%
 * Public Order bonus due to law: 15%

Awesome Temple of Horus (Fourth Tier)
 * Public Order bonus due to happiness: 20%
 * Public Order bonus due to law: 20%

Temple City (Horus, Fifth Tier)
 * Public Order bonus due to happiness: 25%
 * Public Order bonus due to law: 25%
 * Upgrades light weapons: +1
 * Upgrades heavy weapons: +1
 * Upgrades Armor: +1

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
---------------------------[ Gaulish Buildings ]-----------------------------

Government-Class Buildings
--------------------------

Warrior's Hold
 * Enables training of Barbarian Peasants
 * Enables construction of "First Tier" buildings

Warlord's Hold
 * Enables training of Barbarian Peasants
 * Enables recruitment of diplomats
 * Enables construction of "Second Tier" buildings

High King's Hall
 * Improves Generals' Bodyguard
 * Enables training of Barbarian Peasants
 * Enables recruitment of diplomats
 * Enables construction of "Third Tier" buildings

Wall-Class Buildings
--------------------

Wooden Palisade (First Tier)
 * Extra wall defenses

Stockade (Second Tier)
 * Extra wall defenses
 * Reinforced gates

Barrack-Class Buildings
-----------------------

Muster Field (First Tier)
 * Enables training of Warband

Meeting Hall (Second Tier)
 * Enables training of Warband
 * Enables training of Swordsmen

Hall of Heroes (Third Tier)
 * Enables training of Warband
 * Enables training of Swordsmen
 * Enables training of Chosen Swordsmen

Stable-Class Buildings
----------------------

Stables (Second Tier)
 * Enables training of Barbarian Cavalry
 * Enables training of War Hounds

Warlord's Stables (Third Tier)
 * Enables training of Barbarian Cavalry
 * Enables training of War Hounds
 * Enables training of Barbarian Noble Cavalry

Range-Class Buildings
---------------------

Practice Range (Second Tier)
 * Enables training of Skirmisher Warband

Archery Range (Third Tier)
 * Enables training of Skirmisher Warband
 * Enables training of Forester Warband

Trader-Class Buildings
----------------------

Trader (First Tier)
 * Increase in tradable goods
 * Population growth bonus: 0.5%

Market (Second Tier)
 * Increase in tradable goods
 * Population growth bonus: 0.5%
 * Enables recruitment of Spies

Great Market (Third Tier)
 * Increase in tradable goods
 * Population growth bonus: 0.5%
 * Enables recruitment of Spies
 * Enables recruitment of Assassins

Smith-Class Buildings
---------------------

Blacksmith (Second Tier)
 * SPECIAL REQUIREMENT: Trader Building
 * Upgrades light weapons +1
 * Upgrades heavy weapons +1

Weaponsmith (Third Tier)
 * SPECIAL REQUIREMENT: Market Building
 * Upgrades light weapons +1
 * Upgrades heavy weapons +1
 * Upgrades missile weapons +1
 * Upgrades armor +1

Port-Class Buildings
--------------------

Port (Second Tier)
 * Grants one sea-trade fleets for extra income
 * Enables training of Boats

Shipwright (Third Tier)
 * Grants two sea-trade fleets for extra income
 * Enables training of Boats
 * Enables training of Large Boats

Farm-Class Buildings
--------------------

Land Clearance (First Tier)
 * Improved farms and food production: +1

Communal Farming (Second Tier)
 * Improved farms and food production: +2

Roads
-----

Roads (First Tier)
 * Improved roads and trade

Tavern-Class Buildings
----------------------

Tavern (Second Tier)
 * Public Order bonus due to happiness: 5%

Bardic Circle (Third Tier)
 * Public Order bonus due to happiness: 10%

Temple-Class Buildings
----------------------

Shrine to Teutatis (First Tier)
 * Public Order bonus due to happiness: 5%
 * Experience bonus to troops trained here: +1

Sacred Grove of Teutatis (Second Tier)
 * Public Order bonus due to happiness: 10%
 * Experience bonus to troops trained here: +1
 * Upgrades light weapons: +1
 * Enables training of Naked Fanatics

Sacred Circle of Teutatis (Third Tier)
 * Public Order bonus due to happiness: 15%
 * Experience bonus to troops trained here: +2
 * Upgrades light weapons: +1
 * Enables training of Naked Fanatics (+1 Experience)

Shrine to Epona (First Tier)
 * Public Order bonus due to happiness: 5%
 * Experience bonus to troops trained here: +1

Sacred Grove of Epona (Second Tier)
 * Public Order bonus due to happiness: 10%
 * Experience bonus to troops trained here: +2

Sacred Circle of Epona (Third Tier)
 * Public Order bonus due to happiness: 15%
 * Experience bonus to troops trained here: +3

Shrine to Abnoba (First Tier)
 * Public Order bonus due to happiness: 5%
 * Upgrades missile weapons: +1

Sacred Grove of Abnoba (Second Tier)
 * Public Order bonus due to happiness: 10%
 * Upgrades missile weapons: +2

Sacred Circle of Abnoba (Third Tier)
 * Public Order bonus due to happiness: 15%
 * Upgrades missile weapons: +3

Shrine to Esus (First Tier)
 * Public Order bonus due to happiness: 5%
 * Public Order bonus due to law: 5%

Sacred Grove of Esus (Second Tier)
 * Public Order bonus due to happiness: 10%
 * Public Order bonus due to law: 10%

Sacred Circle of Esus (Third Tier)
 * Public Order bonus due to happiness: 15%
 * Public Order bonus due to law: 15%
 * Enables training of Druids

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
----------------------------[ German Buildings ]-----------------------------

Government-Class Buildings
--------------------------

Warrior's Hold
 * Enables training of Barbarian Peasants
 * Enables construction of "First Tier" buildings

Warlord's Hold
 * Enables training of Barbarian Peasants
 * Enables recruitment of diplomats
 * Enables construction of "Second Tier" buildings

High King's Hall
 * Improves Generals' Bodyguard
 * Enables training of Barbarian Peasants
 * Enables recruitment of diplomats
 * Enables construction of "Third Tier" buildings

Wall-Class Buildings
--------------------

Wooden Palisade (First Tier)
 * Extra wall defenses

Stockade (Second Tier)
 * Extra wall defenses
 * Reinforced gates

Barrack-Class Buildings
-----------------------

Muster Field (First Tier)
 * Enables training of Spear Warband

Meeting Hall (Second Tier)
 * Enables training of Spear Warband
 * Enables training of Axemen

Hall of Heroes (Third Tier)
 * Enables training of Spear Warband
 * Enables training of Axemen
 * Enables training of Chosen Axemen

Stable-Class Buildings
----------------------

Stables (Second Tier)
 * Enables training of Barbarian Cavalry
 * Enables training of Warhounds

Warlord's Stables (Third Tier)
 * Enables training of Barbarian Cavalry
 * Enables training of Warhounds
 * Enables training of Barbarian Noble Cavalry

Range-Class Buildings
---------------------

Practice Range (Second Tier)
 * Enables training of Skirmisher Warband

Archery Range (Third Tier)
 * Enables training of Skirmisher Warband
 * Enables training of Chosen Archer Warband

Trader-Class Buildings
----------------------

Trader (First Tier)
 * Increase in tradable goods
 * Population growth bonus: 0.5%

Market (Second Tier)
 * Increase in tradable goods
 * Population growth bonus: 0.5%
 * Enables recruitment of Spies

Great Market (Third Tier)
 * Increase in tradable goods
 * Population growth bonus: 0.5%
 * Enables recruitment of Spies
 * Enables recruitment of Assassins

Smith-Class Buildings
---------------------

Blacksmith (Second Tier)
 * SPECIAL REQUIREMENT: Trader Building
 * Upgrades light weapons +1
 * Upgrades heavy weapons +1

Weaponsmith (Third Tier)
 * SPECIAL REQUIREMENT: Market Building
 * Upgrades light weapons +1
 * Upgrades heavy weapons +1
 * Upgrades missile weapons +1
 * Upgrades armor +1

Port-Class Buildings
--------------------

Port (Second Tier)
 * Grants one sea-trade fleets for extra income
 * Enables training of Boats

Shipwright (Third Tier)
 * Grants two sea-trade fleets for extra income
 * Enables training of Boats
 * Enables training of Large Boats

Farm-Class Buildings
--------------------

Land Clearance (First Tier)
 * Improved farms and food production: +1

Communal Farming (Second Tier)
 * Improved farms and food production: +2

Roads
-----

Roads (First Tier)
 * Improved roads and trade

Tavern-Class Buildings
----------------------

Tavern (Second Tier)
 * Public Order bonus due to happiness: 5%

Bardic Circle (Third Tier)
 * Public Order bonus due to happiness: 10%

Temple-Class Buildings
----------------------

Shrine to Freyja (First Tier)
 * Public Order bonus due to happiness: 5%
 * Population Growth Bonus: 0.5%
 * Enables training of Screeching Women

Sacred Grove of Freyja (Second Tier)
 * Public Order bonus due to happiness: 10%
 * Population Growth Bonus: 1%
 * Enables training of Screeching Women

Sacred Circle of Freyja (Third Tier)
 * Public Order bonus due to happiness: 15%
 * Population Growth Bonus: 1.5%
 * Enables training of Screeching Women

Shrine to Donar (First Tier)
 * Public Order bonus due to happiness: 5%

Sacred Grove of Donar (Second Tier)
 * Public Order bonus due to happiness: 10%
 * Experience bonus to troops trained here: +1

Sacred Circle of Donar (Third Tier)
 * Public Order bonus due to happiness: 15%
 * Experience bonus to troops trained here: +2
 * Enables training of Berserkers

Shrine to Woden (First Tier)
 * Public Order bonus due to happiness: 5%
 * Experience bonus to troops trained here: +1

Sacred Grove of Woden (Second Tier)
 * Public Order bonus due to happiness: 10%
 * Experience bonus to troops trained here: +2
 * Enables training of Naked Fanatics

Sacred Circle of Woden (Third Tier)
 * Public Order bonus due to happiness: 15%
 * Experience bonus to troops trained here: +3
 * Enables training of Naked Fanatics
 * Enables training of Gothic Cavalry

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
----------------------------[ Greek Buildings ]------------------------------

Government-Class Buildings
--------------------------

Governor's House
 * Enables training of Peasants
 * Enables construction of "First Tier" buildings

Governor's Villa
 * Enables training of Peasants
 * Enables recruitment of diplomats
 * Enables construction of "Second Tier" buildings

Governor's Palace
 * Enables training of Peasants
 * Enables recruitment of diplomats
 * Enables construction of "Third Tier" buildings

Councilor's Chamber
 * Enables training of Peasants
 * Enables recruitment of diplomats
 * Enables construction of "Fourth Tier" buildings

Royal Palace
 * Improves Generals' bodyguards
 * Enables training of Peasants
 * Enables recruitment of diplomats
 * Enables construction of "Fifth Tier" buildings

Wall-Class Buildings
--------------------

Wooden Palisade (First Tier)
 * Extra wall defenses

Wooden Wall (Second Tier)
 * Extra wall defenses
 * Reinforced gates

Stone Wall (Third Tier)
 * Extra wall defenses
 * Reinforced gates
 * Boiling Oil

Large Stone Wall (Fourth Tier)
 * Extra wall defenses
 * Boiling Oil
 * Iron Gates

Epic Stone Wall (Fifth Tier)
 * Extra wall defenses
 * Boiling Oil
 * Iron Gates

Barrack-Class Buildings
-----------------------

Barracks (First Tier)
 * Enables training of Militia Hoplites

Militia Barracks (Second Tier)
 * Enables training of Militia Hoplites
 * Enables training of Hoplites

City Barracks (Third Tier)
 * Enables training of Militia Hoplites
 * Enables training of Hoplites
 * Enables training of Armored Hoplites

Army Barracks (Fourth Tier)
 * Enables training of Militia Hoplites
 * Enables training of Hoplites
 * Enables training of Armored Hoplites
 * Enables training of Spartan Hoplites

Stable-Class Buildings
----------------------

Stables (Second Tier)
 * Enables training of Militia Cavalry

Cavalry Stables (Third Tier)
 * Enables training of Militia Cavalry
 * Enables training of Greek Cavalry

Elite Cavalry (Fourth Tier)
 * Enables training of Militia Cavalry
 * Enables training of Greek Cavalry
 * Enables training of Incendiary Pigs

Range-Class Buildings
---------------------

Practice Range (Second Tier)
 * Enables training of Peltasts

Archery Range (Third Tier)
 * Enables training of Peltasts
 * Enables training of Archers
 * Enables training of Ballistae

Catapult Range (Fourth Tier)
 * Enables training of Peltasts
 * Enables training of Archers
 * Enables training of Ballistae
 * Enables training of Heavy Peltasts
 * Enables training of Onagers

Siege Engineer (Fifth Tier)
 * Enables training of Peltasts
 * Enables training of Archers
 * Enables training of Ballistae
 * Enables training of Heavy Peltasts
 * Enables training of Onagers
 * Enables training of Heavy Onagers

Trader-Class Buildings
----------------------

Trader (First Tier)
 * Increase in tradable goods
 * Population growth bonus: 0.5%

Market (Second Tier)
 * Increase in tradable goods
 * Population growth bonus: 0.5%
 * Enables recruitment of Spies

Agora (Third Tier)
 * Increase in tradable goods
 * Population growth bonus: 0.5%
 * Enables recruitment of Spies
 * Enables recruitment of Assassins

Grear Agora (Fourth Tier)
 * Increase in tradable goods
 * Population growth bonus: 1%
 * Enables recruitment of Spies
 * Enables recruitment of Assassins

Merchants' Quarters (Fifth Tier)
 * Increase in tradable goods
 * Population growth bonus: 1%
 * Enables recruitment of Spies
 * Enables recruitment of Assassins
 * Public Order bonus due to happiness: 10%

Smith-Class Buildings
---------------------

Blacksmith (Second Tier)
 * SPECIAL REQUIREMENT: Trader Building
 * Upgrades light weapons +1
 * Upgrades heavy weapons +1

Armourer (Third Tier)
 * SPECIAL REQUIREMENT: Market Building
 * Upgrades light weapons +1
 * Upgrades heavy weapons +1
 * Upgrades missile weapons +1
 * Upgrades armor +1

Foundry (Fifth Tier)
 * SPECIAL REQUIREMENT: Grear Agora Building
 * Upgrades light weapons +2
 * Upgrades heavy weapons +2
 * Upgrades missile weapons +2
 * Upgrades armor +2

Port-Class Buildings
--------------------

Port (Second Tier)
 * Grants one sea-trade fleets for extra income
 * Enables training of Biremes

Shipwright (Third Tier)
 * Grants two sea-trade fleets for extra income
 * Enables training of Biremes
 * Enables training of Triremes

Dockyard (Fourth Tier)
 * Grants three sea-trade fleets for extra income
 * Enables training of Biremes
 * Enables training of Triremes
 * Enables training of Quinquiremes

Water Supply-Class Buildings
----------------------------

Sewers (Second Tier)
 * SPECIAL REQUIREMENT: Trader Building
 * Public health bonus: 5%

Public Baths (Third Tier)
 * SPECIAL REQUIREMENT: Market Building
 * Public health bonus: 10%

Aqueduct (Fourth Tier)
 * SPECIAL REQUIREMENT: Forum Building
 * Public health bonus: 15%

Farm-Class Buildings
--------------------

Land Clearance (First Tier)
 * Improved farms and food production: +1

Communal Farming (Second Tier)
 * Improved farms and food production: +2

Crop Rotation (Third Tier)
 * Improved farms and food production: +3

Irrigation (Fourth Tier)
 * Improved farms and food production: +4

Roads
-----

Roads (First Tier)
 * Improved roads and trade

Paved Roads (Second Tier)
 * Improved roads and trade

Academy-Class Buildings
-----------------------

Academy (Third Tier)
 * SPECIAL REQUIREMENT: Market Building
 * Governors gain skills and knowledge

Sciptorium (Fourth Tier)
 * SPECIAL REQUIREMENT: Forum Building
 * Governors gain skills and knowledge

Ludus Magna (Fifth Tier)
 * SPECIAL REQUIREMENT: Great Forum Building
 * Governors gain skills and knowledge

Theater-Class Buildings
-----------------------

Odeon (Third Tier)
 * Public Order bonus due to happiness: 5%

Lyceum (Fourth Tier)
 * Public Order bonus due to happiness: 10%

Theater (Fifth Tier)
 * Public Order bonus due to happiness: 15%

Temple-Class Buildings
----------------------

Shrine of Nike (First Tier)
 * Public Order bonus due to happiness: 5%

Temple of Nike (Second Tier)
 * Public Order bonus due to happiness: 10%
 * Experience bonus to troops trained here: +1

Large Temple of Nike (Third Tier)
 * Public Order bonus due to happiness: 15%
 * Experience bonus to troops trained here: +2

Awesome Temple of Nike (Fourth Tier)
 * Public Order bonus due to happiness: 20%
 * Experience bonus to troops trained here: +3

Pantheon of Nike (Fifth Tier)
 * Public Order bonus due to happiness: 20%
 * Experience bonus to troops trained here: +3
 * Population Growth Bonus: 1%
 * Public Order Bonus due to law: 10%
 * Increase in tradable goods

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
--------------------------[ Macedonian Buildings ]---------------------------

Government-Class Buildings
--------------------------

Governor's House
 * Enables training of Peasants
 * Enables construction of "First Tier" buildings

Governor's Villa
 * Enables training of Peasants
 * Enables recruitment of diplomats
 * Enables construction of "Second Tier" buildings

Governor's Palace
 * Enables training of Peasants
 * Enables recruitment of diplomats
 * Enables construction of "Third Tier" buildings

Councilor's Chamber
 * Enables training of Peasants
 * Enables recruitment of diplomats
 * Enables construction of "Fourth Tier" buildings

Royal Palace
 * Improves Generals' bodyguards
 * Enables training of Peasants
 * Enables recruitment of diplomats
 * Enables construction of "Fifth Tier" buildings

Wall-Class Buildings
--------------------

Wooden Palisade (First Tier)
 * Extra wall defenses

Wooden Wall (Second Tier)
 * Extra wall defenses
 * Reinforced gates

Stone Wall (Third Tier)
 * Extra wall defenses
 * Reinforced gates
 * Boiling Oil

Large Stone Wall (Fourth Tier)
 * Extra wall defenses
 * Boiling Oil
 * Iron Gates

Epic Stone Wall (Fifth Tier)
 * Extra wall defenses
 * Boiling Oil
 * Iron Gates

Barrack-Class Buildings
-----------------------

Barracks (First Tier)
 * Enables training of Militia Hoplites

Militia Barracks (Second Tier)
 * Enables training of Militia Hoplites
 * Enables training of Hoplites

City Barracks (Third Tier)
 * Enables training of Militia Hoplites
 * Enables training of Hoplites
 * Enables training of Armored Hoplites

Army Barracks (Fourth Tier)
 * Enables training of Militia Hoplites
 * Enables training of Hoplites
 * Enables training of Armored Hoplites
 * Enables training of Spartan Hoplites

Stable-Class Buildings
----------------------

Stables (Second Tier)
 * Enables training of Militia Cavalry

Cavalry Stables (Third Tier)
 * Enables training of Militia Cavalry
 * Enables training of Greek Cavalry

Elite Cavalry (Fourth Tier)
 * Enables training of Militia Cavalry
 * Enables training of Greek Cavalry
 * Enables training of Incendiary Pigs

Range-Class Buildings
---------------------

Practice Range (Second Tier)
 * Enables training of Peltasts

Archery Range (Third Tier)
 * Enables training of Peltasts
 * Enables training of Archers
 * Enables training of Ballistae

Catapult Range (Fourth Tier)
 * Enables training of Peltasts
 * Enables training of Archers
 * Enables training of Ballistae
 * Enables training of Heavy Peltasts
 * Enables training of Onagers

Siege Engineer (Fifth Tier)
 * Enables training of Peltasts
 * Enables training of Archers
 * Enables training of Ballistae
 * Enables training of Heavy Peltasts
 * Enables training of Onagers
 * Enables training of Heavy Onagers

Trader-Class Buildings
----------------------

Trader (First Tier)
 * Increase in tradable goods
 * Population growth bonus: 0.5%

Market (Second Tier)
 * Increase in tradable goods
 * Population growth bonus: 0.5%
 * Enables recruitment of Spies

Agora (Third Tier)
 * Increase in tradable goods
 * Population growth bonus: 0.5%
 * Enables recruitment of Spies
 * Enables recruitment of Assassins

Grear Agora (Fourth Tier)
 * Increase in tradable goods
 * Population growth bonus: 1%
 * Enables recruitment of Spies
 * Enables recruitment of Assassins

Merchants' Quarters (Fifth Tier)
 * Increase in tradable goods
 * Population growth bonus: 1%
 * Enables recruitment of Spies
 * Enables recruitment of Assassins
 * Public Order bonus due to happiness: 10%

Smith-Class Buildings
---------------------

Blacksmith (Second Tier)
 * SPECIAL REQUIREMENT: Trader Building
 * Upgrades light weapons +1
 * Upgrades heavy weapons +1

Armourer (Third Tier)
 * SPECIAL REQUIREMENT: Market Building
 * Upgrades light weapons +1
 * Upgrades heavy weapons +1
 * Upgrades missile weapons +1
 * Upgrades armor +1

Foundry (Fifth Tier)
 * SPECIAL REQUIREMENT: Grear Agora Building
 * Upgrades light weapons +2
 * Upgrades heavy weapons +2
 * Upgrades missile weapons +2
 * Upgrades armor +2

Port-Class Buildings
--------------------

Port (Second Tier)
 * Grants one sea-trade fleets for extra income
 * Enables training of Biremes

Shipwright (Third Tier)
 * Grants two sea-trade fleets for extra income
 * Enables training of Biremes
 * Enables training of Triremes

Dockyard (Fourth Tier)
 * Grants three sea-trade fleets for extra income
 * Enables training of Biremes
 * Enables training of Triremes
 * Enables training of Quinquiremes

Water Supply-Class Buildings
----------------------------

Sewers (Second Tier)
 * SPECIAL REQUIREMENT: Trader Building
 * Public health bonus: 5%

Public Baths (Third Tier)
 * SPECIAL REQUIREMENT: Market Building
 * Public health bonus: 10%

Aqueduct (Fourth Tier)
 * SPECIAL REQUIREMENT: Forum Building
 * Public health bonus: 15%

Farm-Class Buildings
--------------------

Land Clearance (First Tier)
 * Improved farms and food production: +1

Communal Farming (Second Tier)
 * Improved farms and food production: +2

Crop Rotation (Third Tier)
 * Improved farms and food production: +3

Irrigation (Fourth Tier)
 * Improved farms and food production: +4

Roads
-----

Roads (First Tier)
 * Improved roads and trade

Paved Roads (Second Tier)
 * Improved roads and trade

Academy-Class Buildings
-----------------------

Academy (Third Tier)
 * SPECIAL REQUIREMENT: Market Building
 * Governors gain skills and knowledge

Sciptorium (Fourth Tier)
 * SPECIAL REQUIREMENT: Forum Building
 * Governors gain skills and knowledge

Ludus Magna (Fifth Tier)
 * SPECIAL REQUIREMENT: Great Forum Building
 * Governors gain skills and knowledge

Theater-Class Buildings
-----------------------

Odeon (Third Tier)
 * Public Order bonus due to happiness: 5%

Lyceum (Fourth Tier)
 * Public Order bonus due to happiness: 10%

Theater (Fifth Tier)</pre><pre id="faqspan-6">
 * Public Order bonus due to happiness: 15%

Temple-Class Buildings
----------------------

Shrine of Nike (First Tier)
 * Public Order bonus due to happiness: 5%

Temple of Nike (Second Tier)
 * Public Order bonus due to happiness: 10%
 * Experience bonus to troops trained here: +1

Large Temple of Nike (Third Tier)
 * Public Order bonus due to happiness: 15%
 * Experience bonus to troops trained here: +2

Awesome Temple of Nike (Fourth Tier)
 * Public Order bonus due to happiness: 20%
 * Experience bonus to troops trained here: +3

Pantheon of Nike (Fifth Tier)
 * Public Order bonus due to happiness: 20%
 * Experience bonus to troops trained here: +3
 * Population Growth Bonus: 1%
 * Public Order Bonus due to law: 10%
 * Increase in tradable goods

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
---------------------------[ Numidan Buildings ]-----------------------------

Government-Class Buildings
--------------------------

Governor's House
 * Enables training of Peasants
 * Enables construction of "First Tier" buildings

Governor's Villa
 * Enables training of Peasants
 * Enables recruitment of diplomats
 * Enables construction of "Second Tier" buildings

Governor's Palace
 * Enables training of Peasants
 * Enables recruitment of diplomats
 * Enables construction of "Third Tier" buildings

Councilor's Chamber
 * Enables training of Peasants
 * Enables recruitment of diplomats
 * Enables construction of "Fourth Tier" buildings

Royal Palace
 * Improves Generals' bodyguards
 * Enables training of Peasants
 * Enables recruitment of diplomats
 * Enables construction of "Fifth Tier" buildings

Wall-Class Buildings
--------------------

Wooden Palisade (First Tier)
 * Extra wall defenses

Wooden Wall (Second Tier)
 * Extra wall defenses
 * Reinforced gates

Stone Wall (Third Tier)
 * Extra wall defenses
 * Reinforced gates
 * Boiling Oil

Large Stone Wall (Fourth Tier)
 * Extra wall defenses
 * Boiling Oil
 * Iron Gates

Epic Stone Wall (Fifth Tier)
 * Extra wall defenses
 * Boiling Oil
 * Iron Gates

Barrack-Class Buildings
-----------------------

Barracks (First Tier)
 * Enables training of Militia Hoplites

Militia Barracks (Second Tier)
 * Enables training of Militia Hoplites
 * Enables training of Levy Pikemen

City Barracks (Third Tier)
 * Enables training of Militia Hoplites
 * Enables training of Levy Pikemen
 * Enables training of Phalanx Pikeman

Army Barracks (Fourth Tier)
 * Enables training of Militia Hoplites
 * Enables training of Levy Pikemen
 * Enables training of Phalanx Pikeman
 * Enables training of Silver Shield Pikemen

Royal Barracks (Fifth Tier)
 * Enables training of Militia Hoplites
 * Enables training of Levy Pikemen
 * Enables training of Phalanx Pikeman
 * Enables training of Silver Shield Pikemen
 * Enables training of Silver Shield Legionaries

Stable-Class Buildings
----------------------

Stables (Second Tier)
 * Enables training of Militia Cavalry

Cavalry Stables (Third Tier)
 * Enables training of Militia Cavalry
 * Enables training of Greek Cavalry
 * Enables training of Elephants

Elite Cavalry (Fourth Tier)
 * Enables training of Militia Cavalry
 * Enables training of Greek Cavalry
 * Enables training of Elephants
 * Enables training of Cataphracts
 * Enables training of War Elephants

Circus Maximus (Fifth Tier)
 * Enables training of Militia Cavalry
 * Enables training of Greek Cavalry
 * Enables training of Elephants
 * Enables training of Cataphracts
 * Enables training of War Elephants
 * Enables training of Companion Cavalry
 * Enables training of Armored Elephants

Range-Class Buildings
---------------------

Practice Range (Second Tier)
 * Enables training of Peltasts

Archery Range (Third Tier)
 * Enables training of Peltasts
 * Enables training of Archers

Catapult Range (Fourth Tier)
 * Enables training of Peltasts
 * Enables training of Archers
 * Enables training of Onagers

Trader-Class Buildings
----------------------

Trader (First Tier)
 * Increase in tradable goods
 * Population growth bonus: 0.5%

Market (Second Tier)
 * Increase in tradable goods
 * Population growth bonus: 0.5%
 * Enables recruitment of Spies

Agora (Third Tier)
 * Increase in tradable goods
 * Population growth bonus: 0.5%
 * Enables recruitment of Spies
 * Enables recruitment of Assassins

Grear Agora (Fourth Tier)
 * Increase in tradable goods
 * Population growth bonus: 1%
 * Enables recruitment of Spies
 * Enables recruitment of Assassins

Merchants' Quarters (Fifth Tier)
 * Increase in tradable goods
 * Population growth bonus: 1%
 * Enables recruitment of Spies
 * Enables recruitment of Assassins
 * Public Order bonus due to happiness: 10%

Smith-Class Buildings
---------------------

Blacksmith (Second Tier)
 * SPECIAL REQUIREMENT: Trader Building
 * Upgrades light weapons +1
 * Upgrades heavy weapons +1

Armourer (Third Tier)
 * SPECIAL REQUIREMENT: Market Building
 * Upgrades light weapons +1
 * Upgrades heavy weapons +1
 * Upgrades missile weapons +1
 * Upgrades armor +1

Foundry (Fifth Tier)
 * SPECIAL REQUIREMENT: Grear Agora Building
 * Upgrades light weapons +2
 * Upgrades heavy weapons +2
 * Upgrades missile weapons +2
 * Upgrades armor +2

Port-Class Buildings
--------------------

Port (Second Tier)
 * Grants one sea-trade fleets for extra income
 * Enables training of Biremes

Shipwright (Third Tier)
 * Grants two sea-trade fleets for extra income
 * Enables training of Biremes
 * Enables training of Triremes

Dockyard (Fourth Tier)
 * Grants three sea-trade fleets for extra income
 * Enables training of Biremes
 * Enables training of Triremes
 * Enables training of Quinquiremes

Water Supply-Class Buildings
----------------------------

Sewers (Second Tier)
 * SPECIAL REQUIREMENT: Trader Building
 * Public health bonus: 5%

Public Baths (Third Tier)
 * SPECIAL REQUIREMENT: Market Building
 * Public health bonus: 10%

Aqueduct (Fourth Tier)
 * SPECIAL REQUIREMENT: Forum Building
 * Public health bonus: 15%

Farm-Class Buildings
--------------------

Land Clearance (First Tier)
 * Improved farms and food production: +1

Communal Farming (Second Tier)
 * Improved farms and food production: +2

Crop Rotation (Third Tier)
 * Improved farms and food production: +3

Irrigation (Fourth Tier)
 * Improved farms and food production: +4

Roads
-----

Roads (First Tier)
 * Improved roads and trade

Paved Roads (Second Tier)
 * Improved roads and trade

Academy-Class Buildings
-----------------------

Academy (Third Tier)
 * SPECIAL REQUIREMENT: Market Building
 * Governors gain skills and knowledge

Sciptorium (Fourth Tier)
 * SPECIAL REQUIREMENT: Forum Building
 * Governors gain skills and knowledge

Ludus Magna (Fifth Tier)
 * SPECIAL REQUIREMENT: Great Forum Building
 * Governors gain skills and knowledge

Theater-Class Buildings
-----------------------

Odeon (Third Tier)
 * Public Order bonus due to happiness: 5%

Lyceum (Fourth Tier)
 * Public Order bonus due to happiness: 10%

Theater (Fifth Tier)
 * Public Order bonus due to happiness: 15%

Temple-Class Buildings
----------------------

Shrine of Hemphaestus (First Tier)
 * Public Order bonus due to happiness: 5%
 * Upgraded light weapons: +1

Temple of Hemphaestus (Second Tier)
 * Public Order bonus due to happiness: 10%
 * Upgraded light weapons: +1
 * Upgraded heavy weapons: +1

Large Temple of Hemphaestus (Third Tier)
 * Public Order bonus due to happiness: 15%
 * Upgraded light weapons: +1
 * Upgraded heavy weapons: +1
 * Upgraded armor: +1

Awesome Temple of Hemphaestus (Fourth Tier)
 * Public Order bonus due to happiness: 20%
 * Upgraded light weapons: +1
 * Upgraded heavy weapons: +1
 * Upgraded armor: +1
 * Experience bonus to troops trained here: +1

Pantheon of Hemphaestus (Fifth Tier)
 * Public Order bonus due to happiness: 25%
 * Upgraded light weapons: +1
 * Upgraded heavy weapons: +1
 * Upgraded armor: +1
 * Experience bonus to troops trained here: +2
 * Public Order Bonus due to law: 10%

Shrine of Dionysus (First Tier)
 * Public Order bonus due to happiness: 10%

Temple of Dionysus (Second Tier)
 * Public Order bonus due to happiness: 20%

Large Temple of Dionysus (Third Tier)
 * Public Order bonus due to happiness: 30%

Awesome Temple of Dionysus (Fourth Tier)
 * Public Order bonus due to happiness: 40%

Pantheon of Dionysus (Fifth Tier)
 * Public Order bonus due to happiness: 50%
 * Population Growth Bonus: 1%
 * Public health bonus: 10%

Shrine of Asklepios (First Tier)
 * Public Order bonus due to happiness: 5%
 * Public health bonus: 5%

Temple of Asklepios (Second Tier)
 * Public Order bonus due to happiness: 10%
 * Public health bonus: 10%

Large Temple of Asklepios (Third Tier)
 * Public Order bonus due to happiness: 15%
 * Public health bonus: 15%

Awesome Temple of Asklepios (Fourth Tier)
 * Public Order bonus due to happiness: 20%
 * Public health bonus: 20%

Pantheon of Asklepios (Fifth Tier)
 * Public Order bonus due to happiness: 25%
 * Public health bonus: 25%
 * Increase in tradable goods
 * Experience bonus to troops trained here: +2

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
---------------------------[ Parthian Buildings ]----------------------------

Government-Class Buildings
--------------------------

Governor's House
 * Enables training of Peasants
 * Enables construction of "First Tier" buildings

Governor's Villa
 * Enables training of Peasants
 * Enables recruitment of diplomats
 * Enables construction of "Second Tier" buildings

Governor's Palace
 * Enables training of Peasants
 * Enables recruitment of diplomats
 * Enables construction of "Third Tier" buildings

Councilor's Chamber
 * Enables training of Peasants
 * Enables recruitment of diplomats
 * Enables construction of "Fourth Tier" buildings

Royal Palace
 * Improves Generals' bodyguards
 * Enables training of Peasants
 * Enables recruitment of diplomats
 * Enables construction of "Fifth Tier" buildings

Wall-Class Buildings
--------------------

Wooden Palisade (First Tier)
 * Extra wall defenses

Wooden Wall (Second Tier)
 * Extra wall defenses
 * Reinforced gates

Stone Wall (Third Tier)
 * Extra wall defenses
 * Reinforced gates
 * Boiling Oil

Large Stone Wall (Fourth Tier)
 * Extra wall defenses
 * Boiling Oil
 * Iron Gates

Epic Stone Wall (Fifth Tier)
 * Extra wall defenses
 * Boiling Oil
 * Iron Gates

Barrack-Class Buildings
-----------------------

Barracks (First Tier)
 * Enables training of Eastern Infantry

Militia Barracks (Second Tier)
 * Enables training of Eastern Infantry
 * Enables training of Hillmen

Stable-Class Buildings
----------------------

Stables (Second Tier)
 * Enables training of Horse Archers

Cavalry Stables (Third Tier)
 * Enables training of Horse Archers
 * Enables training of Persian Cavalry

Elite Clavary (Fourth Tier)
 * Enables training of Horse Archers
 * Enables training of Persian Cavalry
 * Enables training of Cataphracts
 * Enables training of War Elephants

Royal Cavalry Stables (Fifth Tier)
 * Enables training of Horse Archers
 * Enables training of Persian Cavalry
 * Enables training of Cataphracts
 * Enables training of War Elephants
 * Enables training of Incendiary Pigs
 * Enables training of Cataphract Camels

Range-Class Buildings
---------------------

Practice Range (Second Tier)
 * Enables training of Slingers

Archery Range (Third Tier)
 * Enables training of Slingers
 * Enables training of Archers

Catapult Range (Fourth Tier)
 * Enables training of Slingers
 * Enables training of Archers
 * Enables training of Onagers

Trader-Class Buildings
----------------------

Trader (First Tier)
 * Increase in tradable goods
 * Population growth bonus: 0.5%

Market (Second Tier)
 * Increase in tradable goods
 * Population growth bonus: 0.5%
 * Enables recruitment of Spies

Bazaar (Third Tier)
 * Increase in tradable goods
 * Population growth bonus: 0.5%
 * Enables recruitment of Spies
 * Enables recruitment of Assassins

Grand Bazaar (Fourth Tier)
 * Increase in tradable goods
 * Population growth bonus: 1%
 * Enables recruitment of Spies
 * Enables recruitment of Assassins

Merchants' Quarters (Fifth Tier)
 * Increase in tradable goods
 * Population growth bonus: 1%
 * Enables recruitment of Spies
 * Enables recruitment of Assassins
 * Public Order bonus due to happiness: 10%

Smith-Class Buildings
---------------------

Blacksmith (Second Tier)
 * SPECIAL REQUIREMENT: Trader Building
 * Upgrades light weapons +1
 * Upgrades heavy weapons +1

Armourer (Third Tier)
 * SPECIAL REQUIREMENT: Market Building
 * Upgrades light weapons +1
 * Upgrades heavy weapons +1
 * Upgrades missile weapons +1
 * Upgrades armor +1

Foundry (Fifth Tier)
 * SPECIAL REQUIREMENT: Grand Bazaar Building
 * Upgrades light weapons +2
 * Upgrades heavy weapons +2
 * Upgrades missile weapons +2
 * Upgrades armor +2

Port-Class Buildings
--------------------

Port (Second Tier)
 * Grants one sea-trade fleets for extra income
 * Enables training of Biremes

Shipwright (Third Tier)
 * Grants two sea-trade fleets for extra income
 * Enables training of Biremes
 * Enables training of Triremes

Dockyard (Fourth Tier)
 * Grants three sea-trade fleets for extra income
 * Enables training of Biremes
 * Enables training of Triremes
 * Enables training of Quinquiremes

Farm-Class Buildings
--------------------

Land Clearance (First Tier)
 * Improved farms and food production: +1

Communal Farming (Second Tier)
 * Improved farms and food production: +2

Crop Rotation (Third Tier)
 * Improved farms and food production: +3

Irrigation (Fourth Tier)
 * Improved farms and food production: +4

Roads
-----

Roads (First Tier)
 * Improved roads and trade

Academy-Class Buildings
-----------------------

Academy (Third Tier)
 * SPECIAL REQUIREMENT: Market Building
 * Governors gain skills and knowledge

Sciptorium (Fourth Tier)
 * SPECIAL REQUIREMENT: Forum Building
 * Governors gain skills and knowledge

Ludus Magna (Fifth Tier)
 * SPECIAL REQUIREMENT: Great Forum Building
 * Governors gain skills and knowledge

Caravan-Class Buildings
-----------------------

Trade Caravan (Third Tier)
 * Increase in tradable goods

Spice Road (Fourth Tier)
 * Increase in tradable goods

Silk Road (Fifth Tier)
 * Increase in tradable goods

Temple-Class Buildings
----------------------

Shrine of Zoroastra (First Tier)
 * Public Order bonus due to happiness: 5%
 * Public Order bonus due to law: 5%

Temple of Zoroastra (Second Tier)
 * Public Order bonus due to happiness: 10%
 * Public Order bonus due to law: 10%

Large Temple of Zoroastra (Third Tier)
 * Public Order bonus due to happiness: 15%
 * Public Order bonus due to law: 15%

Awesome Temple of Zoroastra (Fourth Tier)
 * Public Order bonus due to happiness: 20%
 * Public Order bonus due to law: 20%

Temple Complex of Zoroastra (Fifth Tier)
 * Public Order bonus due to happiness: 25%
 * Public Order bonus due to law: 25%

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
----------------------------[ Pontic Buildings ]-----------------------------

Government-Class Buildings
--------------------------

Warrior's Hold
 * Enables training of Barbarian Peasants
 * Enables construction of "First Tier" buildings

Warlord's Hold
 * Enables training of Barbarian Peasants
 * Enables recruitment of diplomats
 * Enables construction of "Second Tier" buildings

High King's Hall
 * Improves Generals' Bodyguard
 * Enables training of Barbarian Peasants
 * Enables recruitment of diplomats
 * Enables construction of "Third Tier" buildings

Wall-Class Buildings
--------------------

Wooden Palisade (First Tier)
 * Extra wall defenses

Stockade (Second Tier)
 * Extra wall defenses
 * Reinforced gates

Barrack-Class Buildings
-----------------------

Muster Field (First Tier)
 * Enables training of Warband

Meeting Hall (Second Tier)
 * Enables training of Warband
 * Enables training of Swordsmen

Hall of Heroes (Third Tier)
 * Enables training of Warband
 * Enables training of Swordsmen
 * Enables training of Chosen Swordsmen

Stable-Class Buildings
----------------------

Stables (Second Tier)
 * Enables training of War Hounds

Range-Class Buildings
---------------------

Practice Range (Second Tier)
 * Enables training of Slingers

Trader-Class Buildings
----------------------

Trader (First Tier)
 * Increase in tradable goods
 * Population growth bonus: 0.5%

Market (Second Tier)
 * Increase in tradable goods
 * Population growth bonus: 0.5%
 * Enables recruitment of Spies

Great Market (Third Tier)
 * Increase in tradable goods
 * Population growth bonus: 0.5%
 * Enables recruitment of Spies
 * Enables recruitment of Assassins

Smith-Class Buildings
---------------------

Blacksmith (Second Tier)
 * SPECIAL REQUIREMENT: Trader Building
 * Upgrades light weapons +1
 * Upgrades heavy weapons +1
 * Enables training of British Light Chariots

Weaponsmith (Third Tier)
 * SPECIAL REQUIREMENT: Market Building
 * Upgrades light weapons +1
 * Upgrades heavy weapons +1
 * Upgrades missile weapons +1
 * Upgrades armor +1
 * Enables training of British Light Chariots
 * Enables training of British Heavy Chariots

Port-Class Buildings
--------------------

Port (Second Tier)
 * Grants one sea-trade fleets for extra income
 * Enables training of Boats

Shipwright (Third Tier)
 * Grants two sea-trade fleets for extra income
 * Enables training of Boats
 * Enables training of Large Boats

Farm-Class Buildings
--------------------

Land Clearance (First Tier)
 * Improved farms and food production: +1

Communal Farming (Second Tier)
 * Improved farms and food production: +2

Roads
-----

Roads (First Tier)
 * Improved roads and trade

Tavern-Class Buildings
----------------------

Tavern (Second Tier)
 * Public Order bonus due to happiness: 5%

Bardic Circle (Third Tier)
 * Public Order bonus due to happiness: 10%

Temple-Class Buildings
----------------------

Shrine to Brigantia (First Tier)
 * Public Order bonus due to happiness: 5%
 * Public health bonus: 5%

Sacred Grove of Brigantia (Second Tier)
 * Public Order bonus due to happiness: 10%
 * Public health bonus: 10%

Sacred Circle of Brigantia (Third Tier)
 * Public Order bonus due to happiness: 15%
 * Public health bonus: 15%
 * Population growth bonus: 1.5%

Shrine to Britannia (First Tier)
 * Public Order bonus due to happiness: 5%
 * Increase in tradable goods

Sacred Grove of Britannia (Second Tier)
 * Public Order bonus due to happiness: 10%
 * Increase in tradable goods

Sacred Circle of Britannia (Third Tier)
 * Public Order bonus due to happiness: 15%
 * Increase in tradable goods

Shrine to Andrasta (First Tier)
 * Public Order bonus due to happiness: 5%
 * Enables training of Woad Warriors

Sacred Grove of Andrasta (Second Tier)
 * Public Order bonus due to happiness: 10%
 * Experience bonus to troops trained here: +1
 * Enables training of Woad Warriors
 * Enables training of Head Hurlers

Sacred Circle of Andrasta (Third Tier)
 * Public Order bonus due to happiness: 15%
 * Experience bonus to troops trained here: +2
 * Enables training of Woad Warriors (+1 Experience)
 * Enables training of Head Hurlers (+1 Experience)

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
---------------------------[ Scythian Buildings ]----------------------------

Government-Class Buildings
--------------------------

Governor's House
 * Enables training of Peasants
 * Enables construction of "First Tier" buildings

Governor's Villa
 * Enables training of Peasants
 * Enables recruitment of diplomats
 * Enables construction of "Second Tier" buildings

Governor's Palace
 * Enables training of Peasants
 * Enables recruitment of diplomats
 * Enables construction of "Third Tier" buildings

Councilor's Chamber
 * Enables training of Peasants
 * Enables recruitment of diplomats
 * Enables construction of "Fourth Tier" buildings

Royal Palace
 * Improves Generals' bodyguards
 * Enables training of Peasants
 * Enables recruitment of diplomats
 * Enables construction of "Fifth Tier" buildings

Wall-Class Buildings
--------------------

Wooden Palisade (First Tier)
 * Extra wall defenses

Wooden Wall (Second Tier)
 * Extra wall defenses
 * Reinforced gates

Stone Wall (Third Tier)
 * Extra wall defenses
 * Reinforced gates
 * Boiling Oil

Large Stone Wall (Fourth Tier)
 * Extra wall defenses
 * Boiling Oil
 * Iron Gates

Epic Stone Wall (Fifth Tier)
 * Extra wall defenses
 * Boiling Oil
 * Iron Gates

Barrack-Class Buildings
-----------------------

Barracks (First Tier)
 * Enables training of Eastern Infantry

Militia Barracks (Second Tier)
 * Enables training of Eastern Infantry
 * Enables training of Hillmen

Stable-Class Buildings
----------------------

Stables (Second Tier)
 * Enables training of Horse Archers

Cavalry Stables (Third Tier)
 * Enables training of Horse Archers
 * Enables training of Persian Cavalry

Elite Clavary (Fourth Tier)
 * Enables training of Horse Archers
 * Enables training of Persian Cavalry
 * Enables training of Cataphracts
 * Enables training of War Elephants

Royal Cavalry Stables (Fifth Tier)
 * Enables training of Horse Archers
 * Enables training of Persian Cavalry
 * Enables training of Cataphracts
 * Enables training of War Elephants
 * Enables training of Incendiary Pigs
 * Enables training of Cataphract Camels

Range-Class Buildings
---------------------

Practice Range (Second Tier)
 * Enables training of Slingers

Archery Range (Third Tier)
 * Enables training of Slingers
 * Enables training of Archers

Catapult Range (Fourth Tier)
 * Enables training of Slingers
 * Enables training of Archers
 * Enables training of Onagers

Trader-Class Buildings
----------------------

Trader (First Tier)
 * Increase in tradable goods
 * Population growth bonus: 0.5%

Market (Second Tier)
 * Increase in tradable goods
 * Population growth bonus: 0.5%
 * Enables recruitment of Spies

Bazaar (Third Tier)
 * Increase in tradable goods
 * Population growth bonus: 0.5%
 * Enables recruitment of Spies
 * Enables recruitment of Assassins

Grand Bazaar (Fourth Tier)
 * Increase in tradable goods
 * Population growth bonus: 1%
 * Enables recruitment of Spies
 * Enables recruitment of Assassins

Merchants' Quarters (Fifth Tier)
 * Increase in tradable goods
 * Population growth bonus: 1%
 * Enables recruitment of Spies
 * Enables recruitment of Assassins
 * Public Order bonus due to happiness: 10%

Smith-Class Buildings
---------------------

Blacksmith (Second Tier)
 * SPECIAL REQUIREMENT: Trader Building
 * Upgrades light weapons +1
 * Upgrades heavy weapons +1

Armourer (Third Tier)
 * SPECIAL REQUIREMENT: Market Building
 * Upgrades light weapons +1
 * Upgrades heavy weapons +1
 * Upgrades missile weapons +1
 * Upgrades armor +1

Foundry (Fifth Tier)
 * SPECIAL REQUIREMENT: Grand Bazaar Building
 * Upgrades light weapons +2
 * Upgrades heavy weapons +2
 * Upgrades missile weapons +2
 * Upgrades armor +2

Port-Class Buildings
--------------------

Port (Second Tier)
 * Grants one sea-trade fleets for extra income
 * Enables training of Biremes

Shipwright (Third Tier)
 * Grants two sea-trade fleets for extra income
 * Enables training of Biremes
 * Enables training of Triremes

Dockyard (Fourth Tier)
 * Grants three sea-trade fleets for extra income
 * Enables training of Biremes
 * Enables training of Triremes
 * Enables training of Quinquiremes

Farm-Class Buildings
--------------------

Land Clearance (First Tier)
 * Improved farms and food production: +1

Communal Farming (Second Tier)
 * Improved farms and food production: +2

Crop Rotation (Third Tier)
 * Improved farms and food production: +3

Irrigation (Fourth Tier)
 * Improved farms and food production: +4

Roads
-----

Roads (First Tier)
 * Improved roads and trade

Academy-Class Buildings
-----------------------

Academy (Third Tier)
 * SPECIAL REQUIREMENT: Market Building
 * Governors gain skills and knowledge

Sciptorium (Fourth Tier)
 * SPECIAL REQUIREMENT: Forum Building
 * Governors gain skills and knowledge

Ludus Magna (Fifth Tier)
 * SPECIAL REQUIREMENT: Great Forum Building
 * Governors gain skills and knowledge

Caravan-Class Buildings
-----------------------

Trade Caravan (Third Tier)
 * Increase in tradable goods

Spice Road (Fourth Tier)
 * Increase in tradable goods

Silk Road (Fifth Tier)
 * Increase in tradable goods

Temple-Class Buildings
----------------------

Shrine of Zoroastra (First Tier)
 * Public Order bonus due to happiness: 5%
 * Public Order bonus due to law: 5%

Temple of Zoroastra (Second Tier)
 * Public Order bonus due to happiness: 10%
 * Public Order bonus due to law: 10%

Large Temple of Zoroastra (Third Tier)
 * Public Order bonus due to happiness: 15%
 * Public Order bonus due to law: 15%

Awesome Temple of Zoroastra (Fourth Tier)
 * Public Order bonus due to happiness: 20%
 * Public Order bonus due to law: 20%

Temple Complex of Zoroastra (Fifth Tier)
 * Public Order bonus due to happiness: 25%
 * Public Order bonus due to law: 25%

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
---------------------------[ Seleucid Buildings ]----------------------------

Government-Class Buildings
--------------------------

Governor's House
 * Enables training of Peasants
 * Enables construction of "First Tier" buildings

Governor's Villa
 * Enables training of Peasants
 * Enables recruitment of diplomats
 * Enables construction of "Second Tier" buildings

Governor's Palace
 * Enables training of Peasants
 * Enables recruitment of diplomats
 * Enables construction of "Third Tier" buildings

Councilor's Chamber
 * Enables training of Peasants
 * Enables recruitment of diplomats
 * Enables construction of "Fourth Tier" buildings

Royal Palace
 * Improves Generals' bodyguards
 * Enables training of Peasants
 * Enables recruitment of diplomats
 * Enables construction of "Fifth Tier" buildings

Wall-Class Buildings
--------------------

Wooden Palisade (First Tier)
 * Extra wall defenses

Wooden Wall (Second Tier)
 * Extra wall defenses
 * Reinforced gates

Stone Wall (Third Tier)
 * Extra wall defenses
 * Reinforced gates
 * Boiling Oil

Large Stone Wall (Fourth Tier)
 * Extra wall defenses
 * Boiling Oil
 * Iron Gates

Epic Stone Wall (Fifth Tier)
 * Extra wall defenses
 * Boiling Oil
 * Iron Gates

Barrack-Class Buildings
-----------------------

Barracks (First Tier)
 * Enables training of Militia Hoplites

Militia Barracks (Second Tier)
 * Enables training of Militia Hoplites
 * Enables training of Levy Pikemen

City Barracks (Third Tier)
 * Enables training of Militia Hoplites
 * Enables training of Levy Pikemen
 * Enables training of Phalanx Pikeman

Army Barracks (Fourth Tier)
 * Enables training of Militia Hoplites
 * Enables training of Levy Pikemen
 * Enables training of Phalanx Pikeman
 * Enables training of Silver Shield Pikemen

Royal Barracks (Fifth Tier)
 * Enables training of Militia Hoplites
 * Enables training of Levy Pikemen
 * Enables training of Phalanx Pikeman
 * Enables training of Silver Shield Pikemen
 * Enables training of Silver Shield Legionaries

Stable-Class Buildings
----------------------

Stables (Second Tier)
 * Enables training of Militia Cavalry

Cavalry Stables (Third Tier)
 * Enables training of Militia Cavalry
 * Enables training of Greek Cavalry
 * Enables training of Elephants

Elite Cavalry (Fourth Tier)
 * Enables training of Militia Cavalry
 * Enables training of Greek Cavalry
 * Enables training of Elephants
 * Enables training of Cataphracts
 * Enables training of War Elephants

Circus Maximus (Fifth Tier)
 * Enables training of Militia Cavalry
 * Enables training of Greek Cavalry
 * Enables training of Elephants
 * Enables training of Cataphracts
 * Enables training of War Elephants
 * Enables training of Companion Cavalry
 * Enables training of Armored Elephants

Range-Class Buildings
---------------------

Practice Range (Second Tier)
 * Enables training of Peltasts

Archery Range (Third Tier)
 * Enables training of Peltasts
 * Enables training of Archers

Catapult Range (Fourth Tier)
 * Enables training of Peltasts
 * Enables training of Archers
 * Enables training of Onagers

Trader-Class Buildings
----------------------

Trader (First Tier)
 * Increase in tradable goods
 * Population growth bonus: 0.5%

Market (Second Tier)
 * Increase in tradable goods
 * Population growth bonus: 0.5%
 * Enables recruitment of Spies

Agora (Third Tier)
 * Increase in tradable goods
 * Population growth bonus: 0.5%
 * Enables recruitment of Spies
 * Enables recruitment of Assassins

Grear Agora (Fourth Tier)
 * Increase in tradable goods
 * Population growth bonus: 1%
 * Enables recruitment of Spies
 * Enables recruitment of Assassins

Merchants' Quarters (Fifth Tier)
 * Increase in tradable goods
 * Population growth bonus: 1%
 * Enables recruitment of Spies
 * Enables recruitment of Assassins
 * Public Order bonus due to happiness: 10%

Smith-Class Buildings
---------------------

Blacksmith (Second Tier)
 * SPECIAL REQUIREMENT: Trader Building
 * Upgrades light weapons +1
 * Upgrades heavy weapons +1

Armourer (Third Tier)
 * SPECIAL REQUIREMENT: Market Building
 * Upgrades light weapons +1
 * Upgrades heavy weapons +1
 * Upgrades missile weapons +1
 * Upgrades armor +1

Foundry (Fifth Tier)
 * SPECIAL REQUIREMENT: Grear Agora Building
 * Upgrades light weapons +2
 * Upgrades heavy weapons +2
 * Upgrades missile weapons +2
 * Upgrades armor +2

Port-Class Buildings
--------------------

Port (Second Tier)
 * Grants one sea-trade fleets for extra income
 * Enables training of Biremes

Shipwright (Third Tier)
 * Grants two sea-trade fleets for extra income
 * Enables training of Biremes
 * Enables training of Triremes

Dockyard (Fourth Tier)
 * Grants three sea-trade fleets for extra income
 * Enables training of Biremes
 * Enables training of Triremes
 * Enables training of Quinquiremes

Water Supply-Class Buildings
----------------------------

Sewers (Second Tier)
 * SPECIAL REQUIREMENT: Trader Building
 * Public health bonus: 5%

Public Baths (Third Tier)
 * SPECIAL REQUIREMENT: Market Building
 * Public health bonus: 10%

Aqueduct (Fourth Tier)
 * SPECIAL REQUIREMENT: Forum Building
 * Public health bonus: 15%

Farm-Class Buildings
--------------------

Land Clearance (First Tier)
 * Improved farms and food production: +1

Communal Farming (Second Tier)
 * Improved farms and food production: +2

Crop Rotation (Third Tier)
 * Improved farms and food production: +3

Irrigation (Fourth Tier)
 * Improved farms and food production: +4

Roads
-----

Roads (First Tier)
 * Improved roads and trade

Paved Roads (Second Tier)
 * Improved roads and trade

Academy-Class Buildings
-----------------------

Academy (Third Tier)
 * SPECIAL REQUIREMENT: Market Building
 * Governors gain skills and knowledge

Sciptorium (Fourth Tier)
 * SPECIAL REQUIREMENT: Forum Building
 * Governors gain skills and knowledge

Ludus Magna (Fifth Tier)
 * SPECIAL REQUIREMENT: Great Forum Building
 * Governors gain skills and knowledge

Theater-Class Buildings
-----------------------

Odeon (Third Tier)
 * Public Order bonus due to happiness: 5%

Lyceum (Fourth Tier)
 * Public Order bonus due to happiness: 10%

Theater (Fifth Tier)
 * Public Order bonus due to happiness: 15%

Temple-Class Buildings
----------------------

Shrine of Hemphaestus (First Tier)
 * Public Order bonus due to happiness: 5%
 * Upgraded light weapons: +1

Temple of Hemphaestus (Second Tier)
 * Public Order bonus due to happiness: 10%
 * Upgraded light weapons: +1
 * Upgraded heavy weapons: +1

Large Temple of Hemphaestus (Third Tier)
 * Public Order bonus due to happiness: 15%
 * Upgraded light weapons: +1
 * Upgraded heavy weapons: +1
 * Upgraded armor: +1

Awesome Temple of Hemphaestus (Fourth Tier)
 * Public Order bonus due to happiness: 20%
 * Upgraded light weapons: +1
 * Upgraded heavy weapons: +1
 * Upgraded armor: +1
 * Experience bonus to troops trained here: +1

Pantheon of Hemphaestus (Fifth Tier)
 * Public Order bonus due to happiness: 25%
 * Upgraded light weapons: +1
 * Upgraded heavy weapons: +1
 * Upgraded armor: +1
 * Experience bonus to troops trained here: +2
 * Public Order Bonus due to law: 10%

Shrine of Dionysus (First Tier)
 * Public Order bonus due to happiness: 10%

Temple of Dionysus (Second Tier)
 * Public Order bonus due to happiness: 20%

Large Temple of Dionysus (Third Tier)
 * Public Order bonus due to happiness: 30%

Awesome Temple of Dionysus (Fourth Tier)
 * Public Order bonus due to happiness: 40%

Pantheon of Dionysus (Fifth Tier)
 * Public Order bonus due to happiness: 50%
 * Population Growth Bonus: 1%
 * Public health bonus: 10%

Shrine of Asklepios (First Tier)
 * Public Order bonus due to happiness: 5%
 * Public health bonus: 5%

Temple of Asklepios (Second Tier)
 * Public Order bonus due to happiness: 10%
 * Public health bonus: 10%

Large Temple of Asklepios (Third Tier)
 * Public Order bonus due to happiness: 15%
 * Public health bonus: 15%

Awesome Temple of Asklepios (Fourth Tier)
 * Public Order bonus due to happiness: 20%
 * Public health bonus: 20%

Pantheon of Asklepios (Fifth Tier)
 * Public Order bonus due to happiness: 25%
 * Public health bonus: 25%
 * Increase in tradable goods
 * Experience bonus to troops trained here: +2

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
----------------------------[ Spanish Buildings ]----------------------------

Government-Class Buildings
--------------------------

Warrior's Hold
 * Enables training of Barbarian Peasants
 * Enables construction of "First Tier" buildings

Warlord's Hold
 * Enables training of Barbarian Peasants
 * Enables recruitment of diplomats
 * Enables construction of "Second Tier" buildings

High King's Hall
 * Improves Generals' Bodyguard
 * Enables training of Barbarian Peasants
 * Enables recruitment of diplomats
 * Enables construction of "Third Tier" buildings

Wall-Class Buildings
--------------------

Wooden Palisade (First Tier)
 * Extra wall defenses

Stockade (Second Tier)
 * Extra wall defenses
 * Reinforced gates

Barrack-Class Buildings
-----------------------

Muster Field (First Tier)
 * Enables training of Warband

Meeting Hall (Second Tier)
 * Enables training of Warband
 * Enables training of Swordsmen

Hall of Heroes (Third Tier)
 * Enables training of Warband
 * Enables training of Swordsmen
 * Enables training of Chosen Swordsmen

Stable-Class Buildings
----------------------

Stables (Second Tier)
 * Enables training of Barbarian Cavalry
 * Enables training of War Hounds

Warlord's Stables (Third Tier)
 * Enables training of Barbarian Cavalry
 * Enables training of War Hounds
 * Enables training of Barbarian Noble Cavalry

Range-Class Buildings
---------------------

Practice Range (Second Tier)
 * Enables training of Skirmisher Warband

Archery Range (Third Tier)
 * Enables training of Skirmisher Warband
 * Enables training of Forester Warband

Trader-Class Buildings
----------------------

Trader (First Tier)
 * Increase in tradable goods
 * Population growth bonus: 0.5%

Market (Second Tier)
 * Increase in tradable goods
 * Population growth bonus: 0.5%
 * Enables recruitment of Spies

Great Market (Third Tier)
 * Increase in tradable goods
 * Population growth bonus: 0.5%
 * Enables recruitment of Spies
 * Enables recruitment of Assassins

Smith-Class Buildings
---------------------

Blacksmith (Second Tier)
 * SPECIAL REQUIREMENT: Trader Building
 * Upgrades light weapons +1
 * Upgrades heavy weapons +1

Weaponsmith (Third Tier)
 * SPECIAL REQUIREMENT: Market Building
 * Upgrades light weapons +1
 * Upgrades heavy weapons +1
 * Upgrades missile weapons +1
 * Upgrades armor +1

Port-Class Buildings
--------------------

Port (Second Tier)
 * Grants one sea-trade fleets for extra income
 * Enables training of Boats

Shipwright (Third Tier)
 * Grants two sea-trade fleets for extra income
 * Enables training of Boats
 * Enables training of Large Boats

Farm-Class Buildings
--------------------

Land Clearance (First Tier)
 * Improved farms and food production: +1

Communal Farming (Second Tier)
 * Improved farms and food production: +2

Roads
-----

Roads (First Tier)
 * Improved roads and trade

Tavern-Class Buildings
----------------------

Tavern (Second Tier)
 * Public Order bonus due to happiness: 5%

Bardic Circle (Third Tier)
 * Public Order bonus due to happiness: 10%

Temple-Class Buildings
----------------------

Shrine to Teutatis (First Tier)
 * Public Order bonus due to happiness: 5%
 * Experience bonus to troops trained here: +1

Sacred Grove of Teutatis (Second Tier)
 * Public Order bonus due to happiness: 10%
 * Experience bonus to troops trained here: +1
 * Upgrades light weapons: +1
 * Enables training of Naked Fanatics

Sacred Circle of Teutatis (Third Tier)
 * Public Order bonus due to happiness: 15%
 * Experience bonus to troops trained here: +2
 * Upgrades light weapons: +1
 * Enables training of Naked Fanatics (+1 Experience)

Shrine to Epona (First Tier)
 * Public Order bonus due to happiness: 5%
 * Experience bonus to troops trained here: +1

Sacred Grove of Epona (Second Tier)
 * Public Order bonus due to happiness: 10%
 * Experience bonus to troops trained here: +2

Sacred Circle of Epona (Third Tier)
 * Public Order bonus due to happiness: 15%
 * Experience bonus to troops trained here: +3

Shrine to Abnoba (First Tier)
 * Public Order bonus due to happiness: 5%
 * Upgrades missile weapons: +1

Sacred Grove of Abnoba (Second Tier)
 * Public Order bonus due to happiness: 10%
 * Upgrades missile weapons: +2

Sacred Circle of Abnoba (Third Tier)
 * Public Order bonus due to happiness: 15%
 * Upgrades missile weapons: +3

Shrine to Esus (First Tier)
 * Public Order bonus due to happiness: 5%
 * Public Order bonus due to law: 5%

Sacred Grove of Esus (Second Tier)
 * Public Order bonus due to happiness: 10%
 * Public Order bonus due to law: 10%

Sacred Circle of Esus (Third Tier)
 * Public Order bonus due to happiness: 15%
 * Public Order bonus due to law: 15%
 * Enables training of Druids

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
---------------------------[ Thracian Buildings ]----------------------------

Government-Class Buildings
--------------------------

Governor's House
 * Enables training of Peasants
 * Enables construction of "First Tier" buildings

Governor's Villa
 * Enables training of Peasants
 * Enables recruitment of diplomats
 * Enables construction of "Second Tier" buildings

Governor's Palace
 * Enables training of Peasants
 * Enables recruitment of diplomats
 * Enables construction of "Third Tier" buildings

Wall-Class Buildings
--------------------

Wooden Palisade (First Tier)
 * Extra wall defenses

Wooden Wall (Second Tier)
 * Extra wall defenses
 * Reinforced gates

Stone Wall (Third Tier)
 * Extra wall defenses
 * Reinforced gates
 * Boiling Oil

Barrack-Class Buildings
-----------------------

Barracks (First Tier)
 * Enables training of Militia Hoplites

Militia Barracks (Second Tier)
 * Enables training of Militia Hoplites
 * Enables training of Levy Pikemen

City Barracks (Third Tier)
 * Enables training of Militia Hoplites
 * Enables training of Levy Pikemen
 * Enables training of Phalanx Pikeman

Stable-Class Buildings
----------------------

Stables (Second Tier)
 * Enables training of Militia Cavalry

Cavalry Stables (Third Tier)
 * Enables training of Militia Cavalry
 * Enables training of Greek Cavalry

Range-Class Buildings
---------------------

Practice Range (Second Tier)
 * Enables training of Peltasts

Archery Range (Third Tier)
 * Enables training of Peltasts
 * Enables training of Archers

Catapult Range (Fourth Tier)
 * Enables training of Peltasts
 * Enables training of Archers
 * Enables training of Onagers

Trader-Class Buildings
----------------------

Trader (First Tier)
 * Increase in tradable goods
 * Population growth bonus: 0.5%

Market (Second Tier)
 * Increase in tradable goods
 * Population growth bonus: 0.5%
 * Enables recruitment of Spies

Agora (Third Tier)
 * Increase in tradable goods
 * Population growth bonus: 0.5%
 * Enables recruitment of Spies
 * Enables recruitment of Assassins

Grear Agora (Fourth Tier)
 * Increase in tradable goods
 * Population growth bonus: 1%
 * Enables recruitment of Spies
 * Enables recruitment of Assassins

Smith-Class Buildings
---------------------

Blacksmith (Second Tier)
 * SPECIAL REQUIREMENT: Trader Building
 * Upgrades light weapons +1
 * Upgrades heavy weapons +1

Armourer (Third Tier)
 * SPECIAL REQUIREMENT: Market Building
 * Upgrades light weapons +1
 * Upgrades heavy weapons +1
 * Upgrades missile weapons +1
 * Upgrades armor +1

Port-Class Buildings
--------------------

Port (Second Tier)
 * Grants one sea-trade fleets for extra income
 * Enables training of Biremes

Shipwright (Third Tier)
 * Grants two sea-trade fleets for extra income
 * Enables training of Biremes
 * Enables training of Triremes

Dockyard (Fourth Tier)
 * Grants three sea-trade fleets for extra income
 * Enables training of Biremes
 * Enables training of Triremes
 * Enables training of Quinquiremes

Water Supply-Class Buildings
----------------------------

Sewers (Second Tier)
 * SPECIAL REQUIREMENT: Trader Building
 * Public health bonus: 5%

Public Baths (Third Tier)
 * SPECIAL REQUIREMENT: Market Building
 * Public health bonus: 10%

Farm-Class Buildings
--------------------

Land Clearance (First Tier)
 * Improved farms and food production: +1

Communal Farming (Second Tier)
 * Improved farms and food production: +2

Crop Rotation (Third Tier)
 * Improved farms and food production: +3

Irrigation (Fourth Tier)
 * Improved farms and food production: +4

Roads
-----

Roads (First Tier)
 * Improved roads and trade

Temple-Class Buildings
----------------------

Shrine of Hemphaestus (First Tier)
 * Public Order bonus due to happiness: 5%
 * Upgraded light weapons: +1

Temple of Hemphaestus (Second Tier)
 * Public Order bonus due to happiness: 10%
 * Upgraded light weapons: +1
 * Upgraded heavy weapons: +1

Large Temple of Hemphaestus (Third Tier)
 * Public Order bonus due to happiness: 15%
 * Upgraded light weapons: +1
 * Upgraded heavy weapons: +1
 * Upgraded armor: +1

Awesome Temple of Hemphaestus (Fourth Tier)
 * Public Order bonus due to happiness: 20%
 * Upgraded light weapons: +1
 * Upgraded heavy weapons: +1
 * Upgraded armor: +1
 * Experience bonus to troops trained here: +1

Pantheon of Hemphaestus (Fifth Tier)
 * Public Order bonus due to happiness: 25%
 * Upgraded light weapons: +1
 * Upgraded heavy weapons: +1
 * Upgraded armor: +1
 * Experience bonus to troops trained here: +2
 * Public Order Bonus due to law: 10%


\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /
\/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/

                             19. Traits List

/\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\
/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \

*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: GoodCommander
   Characters family
   AntiTraits: BadCommander

   Level Confident_Commander
       Effect Command  1

   Level Good_Commander
       Effect Command  2

   Level Superior_Commander
       Effect Command  3

   Level Great_Commander
       Effect Command  4

   Level Legendary_Commander
       Effect Command  5


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Trait: BadCommander
   Characters family
   AntiTraits: GoodCommander

   Level Indifferent_Commander
       Effect Command -1

   Level Incompetent_Commander
       Effect Command -2

   Level Poor_Commander
       Effect Command -3

   Level Pathetic_Commander
       Effect Command -5


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: GoodAttacker
   Characters family
   AntiTraits: BadAttacker

   Level Confident_Attacker
       Effect Attack  1

   Level Good_Attacker
       Effect Attack  2

   Level Superior_Attacker
       Effect Attack  3

   Level Great_Attacker
       Effect Attack  4

   Level Heroic_Attacker
       Effect Attack  5



*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: BadAttacker
   Characters family
   AntiTraits: GoodAttacker

   Level Indifferent_Attacker
       Effect Attack -1

   Level Incompetent_Attacker
       Effect Attack -2

   Level Poor_Attacker
       Effect Attack -3

   Level Pathetic_Attacker
       Effect Attack -4


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: GoodDefender
   Characters family
   AntiTraits: BadDefender

   Level Confident_in_Defence
       Effect Defence  1

   Level Good_Defender
       Effect Defence  2

   Level Superior_Defender
       Effect Defence  3

   Level Great_Defender
       Effect Defence  4

   Level Heroic_Defender
       Effect Defence  5


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: BadDefender
   Characters family
   AntiTraits: GoodDefender

   Level Indifferent_Defender
       Effect Defence -1

   Level Incompetent_Defender
       Effect Defence -2

   Level Poor_Defender
       Effect Defence -3

   Level Pathetic_Defender
       Effect Defence -4


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Drink
   Characters family
   NoGoingBackLevel  5
   AntiTraits: Sobriety

   Level Social_Drinker
       Effect Command  1

   Level Likes_a_Drink
       Effect Management -1

   Level Drunkard
       Effect Influence -1
       Effect Command -1
       Effect Management -1

   Level Drunken_Lout
       Effect Influence -1
       Effect Command -2
       Effect Management -2

   Level Sot
       Effect Influence -2
       Effect Command -3
       Effect Management -3

   Level Paralytic
       Effect Influence -4
       Effect Command -5
       Effect Management -5


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Feck
   Characters family
   NoGoingBackLevel  2
   AntiTraits: SmoothTalker, RhetoricSkill

   Level Strong_Language
       Effect TroopMorale  1
       Effect SenateStanding -5
       Effect PopularStanding  5

   Level Foul_Mouthed
       Effect TroopMorale  2
       Effect SenateStanding -10
       Effect PopularStanding  10

   Level Swears_Like_A_Trooper
       Effect TroopMorale  4
       Effect SenateStanding -15
       Effect PopularStanding  15

   Level Irredeemably_Foul-mouthed
       Effect TroopMorale  6
       Effect SenateStanding -20
       Effect PopularStanding  20


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Arse
   Characters family
   NoGoingBackLevel  2

   Level Minion
       Effect Influence -1

   Level Catamite
       Effect Influence -2

   Level Aggressively_Perverse
       Effect Influence -3

   Level Grotesquely_Perverse
       Effect Influence -4


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Girls
   Characters family
   AntiTraits: Prim, Upright

   Level Casual_Adulterer
       Effect TroopMorale  2

   Level Blatant_Adulterer
       Effect Influence -1
       Effect TroopMorale  1

   Level Womaniser
       Effect Influence -1

   Level Won't_Take_No_For_An_Answer
       Effect Influence -1
       Effect TroopMorale -1

   Level Sexual_Predator
       Effect Influence -2
       Effect TroopMorale -2


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Sobriety
   Characters family
   ExcludeCultures barbarian
   AntiTraits: Drink

   Level Sober
       Effect Management  1
       Effect PopularStanding -5

   Level Abstemious
       Effect Management  2
       Effect PopularStanding -10

   Level Teetotal</pre><pre id="faqspan-7">
       Effect Management  3
       Effect PopularStanding -15


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: GoodAmbusher
   Characters family
   AntiTraits: BadAmbusher

   Level Good_Ambusher
       Effect Ambush  1

   Level Sneaky_Ambusher
       Effect Ambush  2

   Level Exceptional_Ambusher
       Effect Ambush  3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: BadAmbusher
   Characters family
   AntiTraits: GoodAmbusher

   Level Poor_Ambusher
       Effect Ambush -1

   Level Rotten_Ambusher
       Effect Ambush -2

   Level Pathetic_Ambusher
       Effect Ambush -3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Disciplinarian
   Characters family
   ExcludeCultures barbarian, eastern, egyptian, carthaginian
   NoGoingBackLevel  2
   AntiTraits: BadDisciplinarian

   Level Obsessional_Trainer
       Effect TroopMorale  1
       Effect MovementPoints  2

   Level Drillmaster
       Effect TroopMorale -2
       Effect MovementPoints  3
       Effect Law  1

   Level Martinet
       Effect Command  1
       Effect TroopMorale -3
       Effect MovementPoints  4
       Effect Law  2


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: BadDisciplinarian
   Characters family
   ExcludeCultures barbarian, eastern, egyptian, carthaginian
   NoGoingBackLevel  2
   AntiTraits: Disciplinarian

   Level Poor_Disciplinarian
       Effect TroopMorale  1
       Effect MovementPoints -2

   Level Too_Considerate
       Effect TroopMorale  3
       Effect MovementPoints -3

   Level Kills_With_Kindness
       Effect Command -1
       Effect TroopMorale  2
       Effect MovementPoints -4


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: GoodSiegeAttacker
   Characters family
   AntiTraits: BadSiegeAttacker

   Level Gate_Breaker
       Effect SiegeAttack  1

   Level Wall_Breaker
       Effect SiegeAttack  2

   Level Into_The_Breach!
       Effect SiegeAttack  3

   Level Legendary_Siege_Expert
       Effect SiegeAttack  4


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: BadSiegeAttacker
   Characters family
   AntiTraits: GoodSiegeAttacker

   Level Dislikes_Attacking_Walls
       Effect SiegeAttack -1

   Level Useless_Besieger
       Effect SiegeAttack -2

   Level Pathetic_Besieger
       Effect SiegeAttack -3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: GoodSiegeDefender
   Characters family
   AntiTraits: BadSiegeDefender

   Level Gate_Keeper
       Effect SiegeDefence  1

   Level Strong_As_Stone
       Effect SiegeDefence  2

   Level None_Shall_Pass!
       Effect SiegeDefence  3

   Level Legendary_City_Defender
       Effect SiegeDefence  4


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: BadSiegeDefender
   Characters family
   AntiTraits: GoodSiegeDefender

   Level Cowers_Behind_Walls
       Effect SiegeDefence -1

   Level Pathetic_Defender_of_Cities
       Effect SiegeDefence -2

   Level Liability_In_Defence
       Effect SiegeDefence -3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Brave
   Characters family
   ExcludeCultures roman
   NoGoingBackLevel  3
   AntiTraits: Coward

   Level Untouched_By_Fear
       Effect TroopMorale  1

   Level Brave
       Effect TroopMorale  2
       Effect PopularStanding  5

   Level Famously_Courageous
       Effect TroopMorale  3
       Effect PopularStanding  5

   Level Utterly_Fearless
       Effect TroopMorale  4
       Effect PopularStanding  10

   Level Insanely_Brave
       Effect TroopMorale  2
       Effect PopularStanding  10


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Coward
   Characters family
   NoGoingBackLevel  2
   AntiTraits: Brave, RomanHero

   Level Doubtful_Courage
       Effect TroopMorale -1
       Effect PopularStanding -5

   Level Morbidly_Fearful
       Effect TroopMorale -2
       Effect PopularStanding -10

   Level Craven_Coward
       Effect TroopMorale -3
       Effect PopularStanding -15

   Level Ruled_By_Fear
       Effect TroopMorale -4
       Effect PopularStanding -20


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Slothful
   Characters family
   AntiTraits: Energetic

   Level Rather_Lazy
       Effect Management -1

   Level Lazy
       Effect Management -2

   Level Indolent
       Effect Management -3

   Level Indolent_Lardy_Arse
       Effect Management -4


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Energetic
   Characters family
   AntiTraits: Slothful

   Level Lively
       Effect Management  1
       Effect MovementPoints  2
       Effect Construction  5

   Level Very_Lively
       Effect Management  2
       Effect MovementPoints  4
       Effect Construction  10

   Level Energetic
       Effect Management  3
       Effect MovementPoints  2
       Effect Construction  15

   Level Blessed_With_Vitality
       Effect Management  2
       Effect MovementPoints  2
       Effect Construction  20


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Berserker
   Characters family
   ExcludeCultures carthaginian, eastern, egyptian, greek, roman
   NoGoingBackLevel  1

   Level Axebitten
       Effect TroopMorale  1
       Effect Attack  1
       Effect Defence -1

   Level Shieldbiter
       Effect TroopMorale  2
       Effect Attack  2
       Effect Defence -2

   Level Berserker
       Effect TroopMorale -4
       Effect Attack  3
       Effect Defence -3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Xenophobia
   Characters family
   NoGoingBackLevel  3
   AntiTraits: Xenophilia

   Level Distrusts_Outsiders
       Effect PublicSecurity  1

   Level Hates_Strangers
       Effect PublicSecurity  2

   Level Loathes_Foreigners
           Effect PublicSecurity  3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Xenophilia
   Characters family
   NoGoingBackLevel  3
   AntiTraits: Xenophobia

   Level Welcoming_To_Foreigners
       Effect PublicSecurity -1

   Level Likes_Strangers
       Effect PublicSecurity -2

   Level Fascinated_By_Outsiders
       Effect PublicSecurity -3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: PublicAtheism
   Characters family
   ExcludeCultures barbarian
   NoGoingBackLevel  2
   AntiTraits: PublicFaith

   Level Faithless
       Effect Unrest  1

   Level Atheist
       Effect Unrest  2

   Level Despises_The_Gods
       Effect Unrest  3

   Level Hates_The_Gods
       Effect Unrest  4


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: PublicFaith
   Characters family
   NoGoingBackLevel  2
   AntiTraits: PublicAtheism

   Level Devout
       Effect Influence  1

   Level Religious
       Effect Influence  2

   Level Honours_The_Gods
       Effect Influence  3

   Level Venerates_The_Gods
       Effect Influence  4
       Effect LineOfSight -2


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Warlord
   Characters family
   ExcludeCultures carthaginian, eastern, egyptian, greek, roman
   NoGoingBackLevel  1

   Level War_Chief
       Effect Command  1
       Effect Law  1

   Level Mighty_War_Chief
       Effect Command  2
       Effect Law  2

   Level Warlord
       Effect Command  3
       Effect Law  3

   Level Legendary_Warlord
       Effect Command  4
       Effect Law  4


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: GoodAdministrator
   Characters family
   ExcludeCultures barbarian
   NoGoingBackLevel  3
   AntiTraits: BadAdministrator

   Level Bureaucrat
       Effect Management  1
       Effect Law  1

   Level Skilled_Bureaucrat
       Effect Management  2
       Effect Law  2

   Level Superb_Administrator
       Effect Management  3
       Effect Law  3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: BadAdministrator
   Characters family
   ExcludeCultures barbarian
   AntiTraits: GoodAdministrator

   Level Jobsworth
       Effect Management -1

   Level Administratively_Inept
       Effect Management -2

   Level Stunningly_Incompetent
       Effect Management -3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: InspiringSpeaker
   Characters family
   ExcludeCultures carthaginian, eastern, egyptian, greek, barbarian
   NoGoingBackLevel  2
   AntiTraits: BoringSpeaker

   Level Outstanding_Speaker
       Effect Influence  1
       Effect PopularStanding  5

   Level Famous_Orator
       Effect Influence  2
       Effect PopularStanding  10

   Level Great_Orator
       Effect Influence  3
       Effect PopularStanding  15


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: BoringSpeaker
   Characters family
   ExcludeCultures carthaginian, eastern, egyptian, greek, barbarian
   NoGoingBackLevel  3
   AntiTraits: InspiringSpeaker, RhetoricSkill, PoeticSkill

   Level Tedious_Speaker
       Effect Influence -1
       Effect PopularStanding -5

   Level Boring_Speaker
       Effect Influence -2
       Effect PopularStanding -5

   Level Boring_Beyond_Belief
       Effect Influence -3
       Effect PopularStanding -10

   Level Boring_Little_Tit
       Effect Influence -4
       Effect PopularStanding -15


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: RhetoricSkill
   Characters family
   ExcludeCultures carthaginian, eastern, egyptian, greek, barbarian
   NoGoingBackLevel  1
   AntiTraits: Ignorance, BoringSpeaker

   Level Fluent_Speaker
       Effect Management  1
       Effect Electability  3
       Effect SenateStanding  5

   Level Skilled_Debater
       Effect Influence  1
       Effect Management  1
       Effect Electability  3
       Effect SenateStanding  10

   Level Rhetorical_Expert
       Effect Influence  2
       Effect Management  1
       Effect Electability  3
       Effect SenateStanding  15


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: PoeticSkill
   Characters family
   ExcludeCultures barbarian
   NoGoingBackLevel  1
   AntiTraits: Ignorance, BoringSpeaker

   Level Fond_of_Ribald_Rhymes
       Effect Influence  1

   Level Poet
       Effect Influence  2

   Level Epic_Poet
       Effect Influence -1


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: StrategicSkill
   Characters family
   ExcludeCultures barbarian
   NoGoingBackLevel  1
   AntiTraits: Ignorance

   Level Understanding_of_Strategy
       Effect Command  1

   Level Strategic_Expert
       Effect Command  2

   Level Strategist
       Effect Command  3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: TacticalSkill
   Characters family
   ExcludeCultures barbarian
   NoGoingBackLevel  1
   AntiTraits: Ignorance

   Level Understanding_of_Tactics
       Effect Ambush  2
       Effect LineOfSight  1

   Level Tactical_Expert
       Effect Ambush  3
       Effect LineOfSight  2

   Level Tactician
       Effect Ambush  4
       Effect LineOfSight  3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: MathematicsSkill
   Characters family
   ExcludeCultures barbarian
   NoGoingBackLevel  1
   AntiTraits: Ignorance

   Level Understanding_of_Mathematics
       Effect Management  1
       Effect Trading  5

   Level Mathematics_Expert
       Effect Management  2
       Effect Trading  10

   Level Mathematician
       Effect Management  3
       Effect Trading  15


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: NaturalPhilosophySkill
   Characters family
   ExcludeCultures eastern, carthaginian, barbarian
   NoGoingBackLevel  1
   AntiTraits: Ignorance

   Level Understanding_of_Natural_Philosophy
       Effect Management  1
       Effect Squalor -1

   Level Expert_on_Natural_Philosophy
       Effect Management  2
       Effect Squalor -2

   Level Natural_Philosopher
       Effect Management  3
       Effect Squalor -3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: PoliticsSkill
   Characters family
   ExcludeCultures carthaginian, eastern, egyptian, greek, barbarian
   NoGoingBackLevel  1

   Level Political_Animal
       Effect Influence  1
       Effect Electability  3
       Effect SenateStanding  5

   Level Politician
       Effect Influence  2
       Effect Electability  6
       Effect SenateStanding  10

   Level Consummate_Politician
       Effect Influence  3
       Effect Electability  9
       Effect SenateStanding  15


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: LogisticalSkill
   Characters family
   ExcludeCultures barbarian
   NoGoingBackLevel  1
   AntiTraits: Ignorance

   Level Understanding_of_Logistics
       Effect TroopMorale  1
       Effect MovementPoints  2

   Level Logistics_Expert
       Effect TroopMorale  2
       Effect MovementPoints  3

   Level Logistician
       Effect TroopMorale  3
       Effect MovementPoints  4


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: PhilosophySkill
   Characters family
   ExcludeCultures barbarian
   NoGoingBackLevel  1
   AntiTraits: Ignorance

   Level Philosophically_Inclined
       Effect Management  1
       Effect BribeResistance  10

   Level Philosopher
       Effect Management  2
       Effect BribeResistance  15

   Level Abstruse_Philosopher
       Effect Management  3
       Effect BribeResistance  20


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Rabblerouser
   Characters family
   ExcludeCultures barbarian, greek, eastern, egyptian, carthaginian
   NoGoingBackLevel  1

   Level Agitator
       Effect Influence  1
       Effect PopularStanding  5

   Level Tub-Thumper
       Effect Influence  2
       Effect PopularStanding  10

   Level Rabblerouser
       Effect Influence  3
       Effect PopularStanding  15

   Level Demagogue
       Effect Influence  4
       Effect PopularStanding  20


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: ArchitectSkill
   Characters family
   ExcludeCultures barbarian
   NoGoingBackLevel  1
   AntiTraits: Ignorance

   Level Draughtsman
       Effect Construction  10

   Level Architect
       Effect Construction  20

   Level Great_Architect
       Effect Construction  30


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: VictorRomanVirtue
   Characters family
   ExcludeCultures barbarian, greek, eastern, egyptian, carthaginian

   Level Vanquisher
       Effect SenateStanding -5
       Effect PopularStanding  10

   Level Great_Vanquisher
       Effect SenateStanding -10
       Effect PopularStanding  20

   Level Conqueror
       Effect SenateStanding -15
       Effect PopularStanding  30


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: VictorOthersVirtue
   Characters family
   ExcludeCultures roman

   Level Victor
       Effect Influence  2
       Effect PersonalSecurity -1

   Level Famous_Victor
       Effect Influence  4
       Effect PersonalSecurity -1

   Level Conquering_Hero
       Effect Influence  6
       Effect PersonalSecurity -2


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Epicurean
   Characters family
   ExcludeCultures barbarian
   NoGoingBackLevel  2
   AntiTraits: Stoic

   Level Gourmet_of_Life
       Effect Trading  5
       Effect BribeResistance -1

   Level Refined_Tastes
       Effect Trading  10
       Effect BribeResistance -2

   Level Rarified_Tastes
       Effect Trading  15
       Effect BribeResistance -3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Stoic
   Characters family
   ExcludeCultures eastern, egyptian
   NoGoingBackLevel  2
   AntiTraits: Epicurean

   Level Restrained
       Effect Influence -1
       Effect BribeResistance  10

   Level Cold_Manner
       Effect Influence -2
       Effect BribeResistance  20

   Level Stoic
       Effect Influence -3
       Effect BribeResistance  30


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Austere
   Characters family
   ExcludeCultures eastern, egyptian
   NoGoingBackLevel  2
   AntiTraits: ExpensiveTastes, Aesthetic

   Level Stern
       Effect Management  1
       Effect BribeResistance  10

   Level Spartan
       Effect Management  2
       Effect BribeResistance  20

   Level Austere
       Effect Management  3
       Effect BribeResistance  30


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Aesthetic
   Characters family
   ExcludeCultures barbarian
   NoGoingBackLevel  2
   AntiTraits: Austere

   Level Lover_of_Beauty
       Effect Influence  1
       Effect Command -1

   Level Connoisseur
       Effect Influence  2
       Effect Command -2

   Level Aesthete
       Effect Influence  3
       Effect Command -3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: ApicianRomanVice
   Characters family
   ExcludeCultures barbarian, eastern, egyptian, carthaginian
   NoGoingBackLevel  2

   Level Gourmand
       Effect Trading -10

   Level Glutton
       Effect Trading -15

   Level Apician_Glutton
       Effect Trading -20


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Ignorance
   Characters family
   NoGoingBackLevel  2
   AntiTraits: RhetoricSkill, PoeticSkill, StrategicSkill, TacticalSkill,
               MathematicsSkill, NaturalPhilosophySkill, LogisticalSkill,
               PhilosophySkill, ArchitectSkill

   Level Ignorant
       Effect Influence -1
       Effect Management -1

   Level Pig_Ignorant
       Effect Influence -2
       Effect Management -2

   Level Willfully_Ignorant
       Effect Influence -3
       Effect Management -3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Gambling
   Characters family

   Level Likes_a_Flutter
       Effect Trading -5
       Effect BribeResistance -1

   Level Gambler
       Effect Trading -10
       Effect BribeResistance -2

   Level Inveterate_Gambler
       Effect Trading -15
       Effect BribeResistance -3

   Level Ruled_by_Luck
       Effect Trading -20
       Effect BribeResistance -4


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: IanR
   Characters family
   ExcludeCultures barbarian, egyptian

   Level Self_Publicist
       Effect Influence  1
       Effect PersonalSecurity -10

   Level Spin_Doctor
       Effect Influence  2
       Effect PersonalSecurity -20

   Level Narcissist
       Effect Influence  3
       Effect PersonalSecurity -30


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: SpyMaster
   Characters family

   Level Espionage
       Effect TrainingAgents  2

   Level Espionage_Expert
       Effect TrainingAgents  4

   Level Spy_Master
       Effect TrainingAgents  6


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: AssassinMaster
   Characters family

   Level Clean_Hands
       Effect TrainingAgents  2

   Level Killer_From_Necessity
       Effect PersonalSecurity  1
       Effect TrainingAgents  4

   Level Master_of_Assassins
       Effect Influence  1
       Effect PersonalSecurity  2
       Effect TrainingAgents  5


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: CounterSpy
   Characters family

   Level Counter-Spy
       Effect PublicSecurity  2

   Level Counter-Espionage
       Effect PublicSecurity  3

   Level Spycatcher
       Effect PublicSecurity  4



*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: AssassinCatcher
   Characters family

   Level Survivor
       Effect PersonalSecurity  2

   Level Expert_Survivor
       Effect PersonalSecurity  3

   Level Immune_to_Death?
       Effect PersonalSecurity  4


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: GoodSpy
   Characters spy
   AntiTraits: BadSpy

   Level Sneaky
       Effect Subterfuge  1
       Effect LineOfSight  1

   Level Spy
       Effect Subterfuge  2
       Effect LineOfSight  2

   Level Superior_Spy
       Effect Subterfuge  3
       Effect LineOfSight  3

   Level Expert_Spy
       Effect Subterfuge  4
       Effect LineOfSight  4

   Level Master_Spy
       Effect Subterfuge  5
       Effect LineOfSight  5


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: BadSpy
   Characters spy
   AntiTraits: GoodSpy

   Level Poor_Spy
       Effect Subterfuge -1

   Level Inferior_Spy
       Effect Subterfuge -2

   Level Useless_Spy
       Effect Subterfuge -3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: GoodAssassin
   Characters assassin
   AntiTraits: BadAssassin

   Level Cutthroat
       Effect Subterfuge  1

   Level Murderer
       Effect Subterfuge  2

   Level Superior_Assassin
       Effect Subterfuge  3

   Level Expert_Assassin
       Effect Subterfuge  4

   Level Master_Assassin
       Effect Subterfuge  5


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: BadAssassin
   Characters assassin
   AntiTraits: GoodAssassin

   Level Inept_Poisoner
       Effect Subterfuge -1

   Level Ham-fisted_Murderer
       Effect Subterfuge -2

   Level Useless_Assassin
       Effect Subterfuge -3



*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: LaxPersonalSecuity
   Characters family
   NoGoingBackLevel  3
   AntiTraits: HighPersonalSecurity, Paranoia

   Level Careless
       Effect PersonalSecurity -1

   Level Careless_of_Security
       Effect PersonalSecurity -2

   Level Trusting_Fool
       Effect PersonalSecurity -4



*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: HighPersonalSecurity
   Characters family
   NoGoingBackLevel  2
   AntiTraits: LaxPersonalSecuity

   Level Watchful
       Effect PersonalSecurity  1

   Level Security_Conscious
       Effect PersonalSecurity  2

   Level Obsessed_by_Security
       Effect PersonalSecurity  4


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Trusting
   Characters family
   AntiTraits: Paranoia

   Level No_Enemies
       Effect Influence  1
       Effect PersonalSecurity -1

   Level Ingenuous
       Effect Influence  2
       Effect PersonalSecurity -2

   Level Trusting

       Effect Influence -1
       Effect PersonalSecurity -3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Paranoia
   Characters family
   AntiTraits: Trusting, LaxPersonalSecuity

   Level Scant_Trust
       Effect PersonalSecurity  1

   Level Suspicious
       Effect Influence -1
       Effect PersonalSecurity  2

   Level A_Bit_Paranoid
       Effect Influence -2
       Effect PersonalSecurity  3

   Level Paranoid
       Effect Influence -2
       Effect Command -1
       Effect PersonalSecurity  4


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: GoodDiplomat
   Characters diplomat
   AntiTraits: BadDiplomat

   Level Tactful
       Effect Negotiation  1

   Level Courteous
       Effect Negotiation  2

   Level Diplomatic
       Effect Negotiation  3

   Level Polished_Diplomat
       Effect Negotiation  4

   Level Expert_Diplomat
       Effect Negotiation  5


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: BadDiplomat
   Characters diplomat
   AntiTraits: GoodDiplomat

   Level Tactless
       Effect Negotiation -1

   Level Discourteous
       Effect Negotiation -2

   Level Undiplomatic
       Effect Negotiation -3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Liar
   Characters family
   AntiTraits: Upright

   Level Untruthful
       Effect Influence  1

   Level Economical_with_the_Truth
       Effect Influence  2

   Level Liar
       Effect Influence  3

   Level Pathological_Liar
       Effect Influence -3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Embezzler
   Characters family
   ExcludeCultures barbarian
   AntiTraits: Upright

   Level Financially_Irregular
       Effect Management -1

   Level Fiscally_Flexible
       Effect Management -2

   Level Embezzler
       Effect Management -3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: DeceiverVirtue
   Characters family
   ExcludeCultures carthaginian, eastern, egyptian, greek, barbarian

   Level Sly
       Effect Electability  3
       Effect SenateStanding  5

   Level Deceiver
       Effect Electability  6
       Effect SenateStanding  10

   Level Great_Deceiver
       Effect Influence  1
       Effect Command  1
       Effect Electability  9
       Effect SenateStanding  15


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Upright
   Characters family
   NoGoingBackLevel  2
   AntiTraits: Corrupt, Embezzler, Liar, Girls

   Level Trusty
       Effect BribeResistance  10
       Effect Law  2

   Level Honest
       Effect BribeResistance  20
       Effect Law  4

   Level Upright
       Effect BribeResistance  30
       Effect Law  6


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Corrupt
   Characters family
   NoGoingBackLevel  2
   AntiTraits: Upright

   Level Flexible
       Effect BribeResistance -2
       Effect Law -1

   Level Dubious
       Effect BribeResistance -4
       Effect Law -2

   Level Corrupt
       Effect BribeResistance -6
       Effect Law -3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: AuthoritarianRomanVirtue
   Characters family
   ExcludeCultures barbarian, greek, eastern, egyptian, carthaginian
   NoGoingBackLevel  1
   AntiTraits: NonAuthoritarian

   Level Strict
       Effect Unrest  1
       Effect Law  2
       Effect SenateStanding  5

   Level Authoritarian
       Effect Unrest  2
       Effect Law  4
       Effect SenateStanding  10

   Level Rods-And-Axes
       Effect Unrest  3
       Effect Law  6
       Effect SenateStanding  15


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Authoritarian
   Characters family
   ExcludeCultures roman
   NoGoingBackLevel  1
   AntiTraits: NonAuthoritarian

   Level Strict_Governor
       Effect Unrest  1
       Effect Law  2

   Level Harsh_Governor
       Effect Unrest  2
       Effect Law  4

   Level Authoritarian_Governor
       Effect Unrest  3
       Effect Law  6


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: NonAuthoritarian
   Characters family
   NoGoingBackLevel  1
   AntiTraits: Authoritarian, AuthoritarianRomanVirtue

   Level Considerate_Governor
       Effect Unrest -2
       Effect Law -1

   Level Benevolent_Governor
       Effect Unrest -4
       Effect Law -2

   Level Liberal_Governor
       Effect Unrest -6
       Effect Law -3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Disloyal
   Characters family
   NoGoingBackLevel  2
   AntiTraits: Loyal

   Level Apparently_Loyal
       Effect BribeResistance -2

   Level Doubtful_Loyalties
       Effect BribeResistance -4

   Level Disloyal
       Effect BribeResistance -6


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Loyal
   Characters family
   NoGoingBackLevel  2
   AntiTraits: Disloyal

   Level Publicly_Loyal
       Effect BribeResistance  10

   Level Proven_Loyalties
       Effect BribeResistance  20

   Level Loyal
       Effect BribeResistance  30

   Level Fanatically_Loyal
       Effect BribeResistance  40


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: SmoothTalker
   Characters family
   AntiTraits: Feck

   Level Plausible
       Effect Bribery  10

   Level Slick
       Effect Bribery  20

   Level Smooth_Talker
       Effect Bribery  30


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Cuckold
   Characters family
   NoGoingBackLevel  1
   AntiTraits: FaithfulWife

   Level Subject_of_Rumours
       Effect Influence -1

   Level Cuckold
       Effect Influence -2

   Level Cuckold's_Cuckold
       Effect Influence -3

   Level Outraged_Husband
       Effect Influence -4


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: FaithfulWife
   Characters family
   NoGoingBackLevel  1
   AntiTraits: Cuckold

   Level Wife_Above_Reproach
       Effect Influence  1


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: GoodFarmer
   Characters family
   NoGoingBackLevel  3
   AntiTraits: BadFarmer

   Level Grower
       Effect Farming  1

   Level Farmer
       Effect Farming  2

   Level Agriculturalist
       Effect Farming  3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: BadFarmer
   Characters family
   NoGoingBackLevel  3
   AntiTraits: GoodFarmer

   Level Poor_Farmer
       Effect Farming -1

   Level Dislikes_Farming
       Effect Farming -2

   Level Loathes_Farmers
       Effect Farming -3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: GoodMiner
   Characters family
   NoGoingBackLevel  2
   AntiTraits: BadMiner

   Level Miner
       Effect Mining  10

   Level Superior_Miner
       Effect Mining  20

   Level Expert_Miner
       Effect Mining  30


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: BadMiner
   Characters family
   NoGoingBackLevel  2
   AntiTraits: GoodMiner

   Level Indifferent_Miner
       Effect Mining -10

   Level Poor_Miner
       Effect Mining -20

   Level Bad_Mine_Manager
       Effect Mining -30


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: GoodEngineer
   Characters family
   ExcludeCultures barbarian
   NoGoingBackLevel  2
   AntiTraits: BadEngineer

   Level Engineer
       Effect SiegeEngineering  20

   Level Superior_Engineer
       Effect SiegeAttack  1
       Effect SiegeEngineering  40

   Level Master_Engineer
       Effect SiegeAttack  2
       Effect SiegeEngineering  60


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: BadEngineer
   Characters family
   ExcludeCultures barbarian
   NoGoingBackLevel  2
   AntiTraits: GoodEngineer

   Level Inferior_Engineer
       Effect SiegeAttack -1

   Level Bad_Engineer
       Effect SiegeAttack -2

   Level Appalling_Engineer
       Effect SiegeAttack -3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: GoodTrader
   Characters family
   NoGoingBackLevel  2
   AntiTraits: BadTrader

   Level Trader
       Effect Trading  10

   Level Superior_Trader
       Effect Trading  20

   Level Master_Trader
       Effect Trading  30


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: BadTrader
   Characters family
   NoGoingBackLevel  2
   AntiTraits: GoodTrader

   Level Poor_Trader
       Effect Trading -10

   Level Inferior_Trader
       Effect Trading -20

   Level Appalling_Trader
       Effect Trading -30


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Just
   Characters family
   NoGoingBackLevel  2
   AntiTraits: Unjust, HarshJustice, LenientJustice

   Level Even-handed
       Effect Law  1

   Level Just
       Effect Law  2

   Level Absolutely_Just
       Effect Law  3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Unjust
   Characters family
   NoGoingBackLevel  2
   AntiTraits: Just, LenientJustice

   Level Judgemental
       Effect PublicSecurity  1
       Effect Unrest  1

   Level Wrong-headed
       Effect PublicSecurity  2
       Effect Unrest  2

   Level Unjust
       Effect PublicSecurity  3
       Effect Unrest  3



*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: HarshJustice
   Characters family
   NoGoingBackLevel  1
   AntiTraits: LenientJustice, Just

   Level Punisher
       Effect Unrest  1
       Effect Law  2

   Level Severe
       Effect Unrest  2
       Effect Law  4

   Level Harsh_Judge
       Effect Unrest  3
       Effect Law  6


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: LenientJustice
   Characters family
   NoGoingBackLevel  3
   AntiTraits: HarshJustice, Just, Unjust

   Level Lenient
       Effect Law -1

   Level Merciful_Judge
       Effect Law -2

   Level Kind_Judge
       Effect Law -3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: HarshRuler
   Characters family
   NoGoingBackLevel  1
   AntiTraits: KindRuler, NonAuthoritarian

   Level Heartless_Ruler
       Effect Influence  1

   Level Harsh_Ruler
       Effect Influence -1
       Effect PersonalSecurity -1

   Level Cruel_Ruler
       Effect Influence -2
       Effect PersonalSecurity -2


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: KindRuler
   Characters family
   NoGoingBackLevel  3
   AntiTraits: HarshRuler, AuthoritarianRomanVirtue, Authoritarian

   Level Benevolent_Ruler
       Effect Influence  1
       Effect Squalor -1

   Level Benign_Ruler
       Effect Influence  2
       Effect Squalor -2

   Level Humane_Ruler
       Effect Influence  3
       Effect Squalor -3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: GoodBuilder
   Characters family
   NoGoingBackLevel  2
   AntiTraits: BadBuilder

   Level Superior_Builder
       Effect Construction  5
       Effect Squalor -1

   Level Excellent_Builder
       Effect Construction  10
       Effect Squalor -2

   Level Great_Builder
       Effect Influence  1
       Effect Construction  15
       Effect Squalor -3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: BadBuilder
   Characters family
   NoGoingBackLevel  2
   AntiTraits: GoodBuilder

   Level Indifferent_Builder
       Effect Construction -5
       Effect Squalor  1

   Level Inferior_Builder
       Effect Construction -10
       Effect Squalor  2

   Level Appalling_Builder
       Effect Construction -15
       Effect Squalor  3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: BloodHumour
   Characters family
   NoGoingBackLevel  2
   AntiTraits: PhlegmHumour, BlackBileHumour, YellowBileHumour, Anger

   Level Positive
       Effect Influence  1
       Effect TroopMorale  1

   Level Optimistic
       Effect Influence  2
       Effect TroopMorale  2

   Level Sanguine
       Effect Influence  3
       Effect TroopMorale -1


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: PhlegmHumour
   Characters family
   NoGoingBackLevel  2
   AntiTraits: BloodHumour, BlackBileHumour, YellowBileHumour, Anger

   Level Calm
       Effect Influence  1
       Effect Management  1

   Level Composed
       Effect Influence -1
       Effect Management  2

   Level Phlegmatic
       Effect Influence -1
       Effect Management  3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: BlackBileHumour
   Characters family
   NoGoingBackLevel  2
   AntiTraits: BloodHumour, PhlegmHumour, YellowBileHumour

   Level Gloomy
       Effect Influence -1
       Effect TroopMorale -1

   Level Morose
       Effect Influence -2
       Effect TroopMorale -2

   Level Melancholic
       Effect Influence -3
       Effect TroopMorale -4


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: YellowBileHumour
   Characters family
   NoGoingBackLevel  2
   AntiTraits: BloodHumour, PhlegmHumour, BlackBileHumour

   Level Testy
       Effect Influence -1
       Effect Command  1

   Level Cantankerous
       Effect Influence -2
       Effect Command  1

   Level Choleric
       Effect Influence -3
       Effect Command -1


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: GamesFanRomanVice
   Characters family
   ExcludeCultures barbarian, greek, eastern, egyptian, carthaginian
   NoGoingBackLevel  1
   AntiTraits: GamesHaterRomanVice

   Level Gladiatorial_Fan
       Effect Unrest -1
       Effect PopularStanding  10

   Level Gladiator_Obsessed
       Effect Unrest -2
       Effect PopularStanding  15

   Level Hero-Worships_Gladiators
       Effect Unrest -3
       Effect SenateStanding -20
       Effect PopularStanding  20


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: GamesHaterRomanVice
   Characters family
   ExcludeCultures barbarian, greek, eastern, egyptian, carthaginian
   NoGoingBackLevel  1
   AntiTraits: GamesFanRomanVice, Bloodthirsty

   Level No_Taste_for_Blood
       Effect Unrest  1
       Effect SenateStanding  5
       Effect PopularStanding -5

   Level Quietly_Dislikes_the_Games
       Effect Unrest  2
       Effect SenateStanding  10
       Effect PopularStanding -10

   Level Publicly_Despises_the_Games
       Effect Unrest  3
       Effect SenateStanding  15
       Effect PopularStanding -15


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: RacesFanRomanVice
   Characters family
   ExcludeCultures barbarian, greek, eastern, egyptian, carthaginian
   NoGoingBackLevel  1
   AntiTraits: RacesHaterRomanVice

   Level Race_Goer
       Effect PopularStanding  5

   Level Charioteer
       Effect Electability -3
       Effect PopularStanding  10

   Level Fanatical_Chariot_Racer
       Effect Management -1
       Effect Electability -6
       Effect PopularStanding  15


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: RacesHaterRomanVice
   Characters family
   ExcludeCultures barbarian, greek, eastern, egyptian, carthaginian
   NoGoingBackLevel  1
   AntiTraits: RacesFanRomanVice

   Level Bored_by_Races
       Effect Unrest  1
       Effect PopularStanding -5

   Level Reads_During_Races
       Effect Unrest  2
       Effect PopularStanding -10

   Level Works_During_Races
       Effect Management  1
       Effect Unrest  3
       Effect PopularStanding -15


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Generous
   Characters family
   NoGoingBackLevel  2
   AntiTraits: Miserly

   Level Open-handed
       Effect Influence  1
       Effect Management -1

   Level Unstinting
       Effect Influence  2
       Effect Management -2

   Level Generous
       Effect Influence  2
       Effect Management -3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Miserly
   Characters family
   NoGoingBackLevel  2
   AntiTraits: Generous

   Level Careful_With_Money
       Effect Management  2
       Effect Squalor  1

   Level Tight-fisted
       Effect Management  3
       Effect Squalor  2

   Level Miserly
       Effect Management  4
       Effect Squalor  3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: ForeignTastesRomanVice
   Characters diplomat
   ExcludeCultures barbarian, greek, eastern, egyptian, carthaginian

   Level Foreign_Interests
       Effect Negotiation  1
       Effect PopularStanding -5

   Level Dresses_Like_A_Foreigner
       Effect Negotiation  2
       Effect PopularStanding -10

   Level Vulgar_Foreign_Tastes
       Effect Negotiation  3
       Effect PopularStanding -15

   Level Awful_Foreign_Affectation
       Effect Negotiation  4
       Effect PopularStanding -20


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: PlainRomanVirtue
   Characters family
   ExcludeCultures barbarian, greek, eastern, egyptian, carthaginian

   Level True_Roman
       Effect Influence  1
       Effect Electability  3
       Effect SenateStanding  5

   Level Good_Honest_Roman
       Effect Influence  2
       Effect Electability  6
       Effect SenateStanding  10

   Level Virtus
       Effect Influence  3
       Effect Electability  9
       Effect SenateStanding  15


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Noctophobia
   Characters family
   AntiTraits: Noctophilia

   Level Alone_in_the_Dark
       Effect NightBattle -1

   Level Night_Terrors
       Effect NightBattle -2
       Effect PersonalSecurity  1

   Level Noctophobic
       Effect NightBattle -3
       Effect PersonalSecurity  2


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Noctophilia
   Characters family
   AntiTraits: Noctophobia

   Level Likes_the_Dark
       Effect NightBattle  1

   Level Night_Owl
       Effect NightBattle  2

   Level Noctophilic
       Effect NightBattle  3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Perverted
   Characters family
   AntiTraits: Prim

   Level Immoral
       Effect Influence -1

   Level Degenerate
       Effect Influence -2

   Level Foul_Practices
       Effect Influence -3

   Level Debauched
       Effect Influence -4

   Level Perverse
       Effect Influence -5

   Level Not_Safe_with_Man_or_Beast
       Effect Influence -6


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Scout
   Characters family

   Level Scout
       Effect LineOfSight  1

   Level Expert_Scout
       Effect LineOfSight  2

   Level Reconnaissance_Specialist
       Effect LineOfSight  3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Sailor
   Characters family
   NoGoingBackLevel  2
   AntiTraits: Landlubber

   Level Good_Sailor
       Effect NavalCommand  1

   Level Nautical_Expert
       Effect NavalCommand  2

   Level Old_Sea_Dog
       Effect NavalCommand  3

   Level Great_Admiral
       Effect NavalCommand  4

   Level Legendary_Admiral
       Effect NavalCommand  5


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Landlubber
   Characters family
   AntiTraits: Sailor

   Level Seasickness
       Effect NavalCommand -1

   Level Poor_Sailor
       Effect NavalCommand -2

   Level Wretched_Landlubber
       Effect NavalCommand -3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: BattleScarred
   Characters family

   Level Been_in_the_Wars
       Effect HitPoints  2

   Level Scarred
       Effect HitPoints  4

   Level Horribly_Scarred
       Effect Influence -1
       Effect HitPoints  6

   Level Cruelly_Scarred
       Effect Influence -2
       Effect HitPoints  8


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: GoodConspirator
   Characters spy
   AntiTraits: BadConspirator

   Level Plotter
       Effect Subterfuge  1

   Level Schemer
       Effect Subterfuge  2

   Level Conspirator
       Effect Subterfuge  3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: BadConspirator
   Characters spy
   AntiTraits: GoodConspirator

   Level Foolish_Conspirator
       Effect Subterfuge -1

   Level Inept_Plotter
       Effect Subterfuge -2

   Level Pathetic_Schemer
       Effect Subterfuge -3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Talkative
   Characters family
   ExcludeCultures barbarian, greek, eastern, egyptian, carthaginian
   AntiTraits: Secretive

   Level Loose-lipped
       Effect Influence -1
       Effect Electability -2

   Level Talkative
       Effect Influence -2
       Effect Electability -4

   Level Foolishy_Indiscreet
       Effect Influence -3
       Effect Electability -6


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Secretive
   Characters family
   ExcludeCultures barbarian, greek, eastern, egyptian, carthaginian
   AntiTraits: Talkative

   Level Discreet
       Effect Electability  2

   Level Close-mouthed
       Effect Electability  4

   Level Secretive
       Effect Electability  6


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: GoodInfantryGeneral
   Characters family
   ExcludeCultures barbarian
   AntiTraits: BadInfantryGeneral

   Level Skilled_Infantry_Commander
       Effect InfantryCommand  1

   Level Expert_Infantry_Commander
       Effect InfantryCommand  2

   Level Infantry_Commander_of_Genius
       Effect InfantryCommand  3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: BadInfantryGeneral
   Characters family
   ExcludeCultures barbarian
   AntiTraits: GoodInfantryGeneral

   Level Poor_Infantry_Commander
       Effect InfantryCommand -1

   Level Inferior_Infantry_Commander
       Effect InfantryCommand -2

   Level Useless_Infantry_Commander
       Effect InfantryCommand -3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: GoodCavalryGeneral
   Characters family
   ExcludeCultures roman, barbarian
   AntiTraits: BadCavalryGeneral

   Level Skilled_Cavalry_Commander
       Effect CavalryCommand  1

   Level Expert_Cavalry_Commander
       Effect CavalryCommand  2

   Level Cavalry_Commander_of_Genius
       Effect CavalryCommand  3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: BadCavalryGeneral
   Characters family
   ExcludeCultures roman, barbarian
   AntiTraits: GoodCavalryGeneral

   Level Poor_Cavalry_Commander
       Effect CavalryCommand -1

   Level Inferior_Cavalry_Commander
       Effect CavalryCommand -2

   Level Useless_Cavalry_Commander
       Effect CavalryCommand -3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: FearsRomans
   Characters family
   ExcludeCultures roman
   AntiTraits: HatesRomans

   Level Uncomfortable_Near_Romans
       Effect Combat_V_Romans -1

   Level Fears_Romans
       Effect Combat_V_Romans -2

   Level Terrified_by_Roman_Ways
       Effect Combat_V_Romans -3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: HatesRomans
   Characters family
   ExcludeCultures roman
   AntiTraits: FearsRomans

   Level Despises_Roman_Ways
       Effect Combat_V_Romans  1

   Level Hates_Romans
       Effect Combat_V_Romans  2

   Level Loathes_Vile_Romans
       Effect Combat_V_Romans  3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: FearsBarbarians
   Characters family
   ExcludeCultures barbarian
   AntiTraits: HatesBarbarians

   Level Uncomfortable_Near_Barbarians
       Effect Combat_V_Barbarians -1

   Level Fears_Barbarians
       Effect TroopMorale -1
       Effect Combat_V_Barbarians -2

   Level Terrified_by_Barbarians
       Effect TroopMorale -1
       Effect Combat_V_Barbarians -3

</pre><pre id="faqspan-8">
*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: HatesBarbarians
   Characters family
   ExcludeCultures barbarian
   AntiTraits: FearsBarbarians

   Level Despises_Trouser-wearers
       Effect Combat_V_Barbarians  1

   Level Hates_Smelly_Barbarians
       Effect TroopMorale  1
       Effect Combat_V_Barbarians  2

   Level Loathes_Disgusting_Barbarians
           Effect Combat_V_Barbarians  3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: FearsCarthaginians
   Characters family
   ExcludeCultures carthaginian
   AntiTraits: HatesCarthaginians

   Level Uncomfortable_Near_Carthaginians
       Effect Combat_V_Cathaginians -1

   Level Fears_Carthaginians
       Effect TroopMorale -1
       Effect Combat_V_Cathaginians -2

   Level Terrified_by_Carthaginians
       Effect TroopMorale -1
       Effect Combat_V_Cathaginians -3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: HatesCarthaginians
   Characters family
   ExcludeCultures carthaginian
   AntiTraits: FearsCarthaginians

   Level Despises_Carthaginians
       Effect Combat_V_Cathaginians  1

   Level Hates_Grasping_Carthaginians
       Effect TroopMorale  1
       Effect Combat_V_Cathaginians  2

   Level Loathes_Avaricious_Carthaginians
       Effect Combat_V_Cathaginians  3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: FearsGreeks
   Characters family
   ExcludeCultures greek
   AntiTraits: HatesGreeks

   Level Uncomfortable_Around_Greeks
       Effect Combat_V_Greeks -1

   Level Fears_Greeks
       Effect TroopMorale -1
       Effect Combat_V_Greeks -2

   Level Terrified_by_Greeks
       Effect TroopMorale -1
       Effect Combat_V_Greeks -3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: HatesGreeks
   Characters family
   ExcludeCultures greek
   AntiTraits: FearsGreeks

   Level Despises_Greeks
       Effect Combat_V_Greeks  1

   Level Hates_Clever-clever_Greeks
       Effect TroopMorale  1
       Effect Combat_V_Greeks  2

   Level Loathes_Conniving_Greeks
       Effect Combat_V_Greeks  3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: FearsEgyptians
   Characters family
   ExcludeCultures egyptian
   AntiTraits: HatesEgyptians

   Level Nervous_About_Egyptians
       Effect Combat_V_Egyptians -1

   Level Fears_Egyptians
       Effect TroopMorale -1
       Effect Combat_V_Egyptians -2

   Level Terrified_by_Egyptians
       Effect TroopMorale -1
       Effect Combat_V_Egyptians -3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: HatesEgyptians
   Characters family
   ExcludeCultures egyptian
   AntiTraits: FearsEgyptians

   Level Despises_Egyptians
       Effect Combat_V_Egyptians  1

   Level Hates_Egyptians
       Effect TroopMorale  1
       Effect Combat_V_Egyptians  2

   Level Loathes_Egyptians
       Effect Combat_V_Egyptians  3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: FearsEasterners
   Characters family
   ExcludeCultures eastern
   AntiTraits: HatesEasterners

   Level Uncomfortable_Near_Easterners
       Effect Combat_V_Easterners -1

   Level Fears_Easterners
       Effect TroopMorale -1
       Effect Combat_V_Easterners -2

   Level Terrified_by_Easterners
       Effect TroopMorale -1
       Effect Combat_V_Easterners -3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: HatesEasterners
   Characters family
   ExcludeCultures eastern
   AntiTraits: FearsEasterners

   Level Despises_Easterners
       Effect Combat_V_Easterners  1

   Level Hates_Easterners
       Effect TroopMorale  1
       Effect Combat_V_Easterners  2

   Level Loathes_Easterners
       Effect Combat_V_Easterners  3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: FearsSlaves
   Characters family
   AntiTraits: HatesSlaves

   Level Nervous_Near_Slaves
       Effect PersonalSecurity  1
       Effect Combat_V_Slaves -1

   Level Fears_Slaves
       Effect TroopMorale -1
       Effect PersonalSecurity  1
       Effect Combat_V_Slaves -2

   Level Terrified_by_Slaves
       Effect TroopMorale -2
       Effect PersonalSecurity  2
       Effect Combat_V_Slaves -3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: HatesSlaves
   Characters family
   AntiTraits: FearsSlaves

   Level Despises_Slaves
       Effect PersonalSecurity -1
       Effect Combat_V_Slaves  1

   Level Hates_Revolting_Slaves
       Effect PersonalSecurity  1
       Effect Combat_V_Slaves  2

   Level Loathes_Rebellious_Slaves
       Effect TroopMorale -1
       Effect PersonalSecurity  2
       Effect Combat_V_Slaves  3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Inbred
   Characters family
   ExcludeCultures barbarian
   NoGoingBackLevel  1

   Level Weak-chinned
       Effect Influence -1

   Level Swivel-Eyed
       Effect Influence -2

   Level Feeble_of_Brain
       Effect Influence -1
       Effect Command -1
       Effect Management -1

   Level Thin-Skulled
       Effect Influence -2
       Effect Command -1
       Effect Management -2

   Level Bad_Bloodline
       Effect Influence -2
       Effect Command -2
       Effect Management -2

   Level Drooling_Inbred_Idiot
       Effect Influence -3
       Effect Command -3
       Effect Management -3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Handsome
   Characters family
   NoGoingBackLevel  1
   AntiTraits: Ugly

   Level Good_Looking
       Effect Influence  1

   Level Handsome
       Effect Influence  2

   Level Noble_Aspect
       Effect Influence  3

   Level Godlike_Perfection
       Effect Influence  3
       Effect PersonalSecurity -1


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Ugly
   Characters family
   NoGoingBackLevel  1
   AntiTraits: Handsome

   Level Plain
       Effect Influence -1

   Level Homely
       Effect Influence -2
       Effect Command  1

   Level Ugly
       Effect Influence -3
       Effect Command  1

   Level Repellent
       Effect Influence -4
       Effect Command  2

   Level Scares_Small_Children
       Effect Influence -5
       Effect Command  2


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Fertile
   Characters family
   NoGoingBackLevel  2
   AntiTraits: Inbred, Infertile

   Level Fruitful
       Effect Fertility  1

   Level Fertile
       Effect Fertility  2

   Level Prolific
       Effect Fertility  3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Infertile
   Characters family
   NoGoingBackLevel  2
   AntiTraits: Fertile

   Level Flaccid
       Effect Fertility -1

   Level Infertile
       Effect Fertility -2

   Level Barren
       Effect Fertility -3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: WellConnectedWife
   Characters family
   ExcludeCultures barbarian, greek, eastern, egyptian, carthaginian
   AntiTraits: Cuckold, Girls

   Level Astute_Wife
       Effect Electability  3
       Effect SenateStanding  5

   Level Well_Mannered_Wife
       Effect Electability  6
       Effect SenateStanding  10

   Level Motivated_Wife
       Effect Electability  9
       Effect SenateStanding  15


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: GoodTaxman
   Characters family
   ExcludeCultures barbarian
   AntiTraits: BadTaxman

   Level Tax_Assessor
       Effect TaxCollection  10

   Level Efficient_Taxman
       Effect TaxCollection  20
       Effect Unrest  1

   Level Cruelly_Efficient_Taxman
       Effect TaxCollection  30
       Effect Unrest  2


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: BadTaxman
   Characters family
   ExcludeCultures barbarian
   AntiTraits: GoodTaxman

   Level Useless_Assessor
       Effect TaxCollection -10

   Level Inefficient_Taxman
       Effect TaxCollection -20

   Level Tax_Farmer
       Effect TaxCollection -30


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Divorced
   Characters family
   Hidden
   AntiTraits: WellConnectedWife, Cuckold, FaithfulWife

   Level Divorced
       Threshold  1


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: GoodRiskyAttacker
   Characters family
   AntiTraits: BadRiskyAttacker

   Level Chancer
       Effect Attack  1

   Level Intelligent_Risk_Taker
       Effect Attack  2

   Level Victory_from_the_Jaws_of_Defeat
       Effect Attack  3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: BadRiskyAttacker
   Characters family
   AntiTraits: GoodRiskyAttacker

   Level Risk_Taker
       Effect Attack -1

   Level Stupid_Risk_Taker
       Effect Attack -2

   Level Over-Optimistic
       Effect Attack -3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: GoodRiskyDefender
   Characters family
   AntiTraits: BadRiskyDefender

   Level Good_When_Outnumbered
       Effect Defence  1

   Level Great_When_Outnumbered
       Effect Defence  2

   Level Stonewall
       Effect Defence  3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: BadRiskyDefender
   Characters family
   AntiTraits: GoodRiskyDefender

   Level Mediocre_When_Outnumbered
       Effect Defence -1

   Level Poor_When_Outnumbered
       Effect Defence -2

   Level To_the_Last_Gasp
       Effect Defence -3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Superstitious
   Characters family
   NoGoingBackLevel  3
   AntiTraits: Pragmatic

   Level Rational_Concerns
       Effect TroopMorale  1

   Level Superstitious
       Effect Management -1
       Effect TroopMorale  1

   Level Hugely_Superstitious
       Effect Management -2
       Effect TroopMorale -2


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Pragmatic
   Characters family
   NoGoingBackLevel  3
   AntiTraits: Superstitious

   Level Rational_Beliefs
       Effect Management  1

   Level Pragmatic
       Effect Management  1

   Level Utterly_Pragmatic
       Effect Influence -1
       Effect Management  2


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: ExpensiveTastes
   Characters family
   NoGoingBackLevel  2
   AntiTraits: Cheapskate, Austere

   Level Mildly_Extravagant
       Effect Management -1

   Level Extravagant
       Effect Management -2

   Level Wildly_Extravagant
       Effect Management -3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Cheapskate
   Characters family
   NoGoingBackLevel  2
   AntiTraits: ExpensiveTastes, Aesthetic

   Level Frugal
       Effect Construction  5
       Effect TaxCollection  5
       Effect Squalor  1

   Level Downright_Miserly
       Effect Construction  10
       Effect TaxCollection  10
       Effect Squalor  2

   Level Cheapskate
       Effect Construction  15
       Effect TaxCollection  15
       Effect Squalor  3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Hypochondriac
   Characters family
   NoGoingBackLevel  3
   AntiTraits: HaleAndHearty

   Level Feeling_Poorly
       Effect Attack -1
       Effect HitPoints -2

   Level Given_to_Ill-Health
       Effect Attack -1
       Effect HitPoints -4

   Level Hypochondriac
       Effect Attack -1
       Effect HitPoints -6


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: HaleAndHearty
   Characters family
   NoGoingBackLevel  3
   AntiTraits: Hypochondriac

   Level In_The_Pink
       Effect HitPoints  2

   Level In_Rude_Health
       Effect HitPoints  4

   Level Hale_and_Hearty
       Effect HitPoints  6


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: TouchedByTheGods
   Characters family
   NoGoingBackLevel  2
   AntiTraits: Sane

   Level Pawn_of_the_Gods
       Effect Influence -1

   Level Falling_Sickness
       Effect Influence -2

   Level Touched_by_the_Gods
       Effect Influence -3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Sane
   Characters family
   Hidden
   AntiTraits: TouchedByTheGods, Insane, Deranged, ReligiousMania

   Level Sane
       Threshold  1


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Insane
   Characters family
   NoGoingBackLevel  2
   AntiTraits: Sane

   Level Hooting
       Effect Influence -1
       Effect TroopMorale -1

   Level Hiding_From_the_World
       Effect Influence -2
       Effect TroopMorale -2

   Level Unhinged_Loon
       Effect Influence -3
       Effect TroopMorale -3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Deranged
   Characters family
   NoGoingBackLevel  2
   AntiTraits: Sane

   Level Unusual
       Effect Influence  1
       Effect Command -1
       Effect Management -1

   Level Deranged
       Effect Influence -1
       Effect Command -2
       Effect Management -2

   Level Dangerously_Mad
       Effect Influence -2
       Effect Command -3
       Effect Management -3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: ReligiousMania
   Characters family
   NoGoingBackLevel  2
   AntiTraits: Sane, Sacrilegious

   Level Favour_of_the_Gods
       Effect Influence  1
       Effect PersonalSecurity -1

   Level Love_of_the_Gods
       Effect Influence  2
       Effect PersonalSecurity -1

   Level One_of_the_Gods
       Effect Influence -1
       Effect PersonalSecurity -2


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Bloodthirsty
   Characters family
   NoGoingBackLevel  2
   AntiTraits: Sane, Haemophobic, GamesHaterRomanVice

   Level Bloody
       Effect Command  1
       Effect TroopMorale  1

   Level Sanguinary
       Effect Command  1
       Effect TroopMorale -1

   Level Bloodthirsty
       Effect Command -1
       Effect TroopMorale -3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Haemophobic
   Characters family
   NoGoingBackLevel  2
   AntiTraits: Bloodthirsty

   Level Lily-Livered
       Effect TroopMorale -1

   Level Hates_Blood
       Effect TroopMorale -2

   Level Terrified_by_Blood
       Effect TroopMorale -3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: GloriousFool
   Characters family
   NoGoingBackLevel  2
   AntiTraits: GoodAttacker, GoodDefender, GoodRiskyAttacker,
               GoodRiskyDefender

   Level Unlucky_Leader
       Effect Command -1
       Effect TroopMorale  2

   Level Glory_Hunter
       Effect Command -2
       Effect TroopMorale  4

   Level Glorious_Fool
       Effect Command -3
       Effect TroopMorale  6


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Anger
   Characters family
   AntiTraits: BloodHumour, PhlegmHumour

   Level Anger
       Effect Influence -1

   Level Unquenched_Anger
       Effect Influence -1

   Level Uncontrollable_Rage
       Effect Influence -2


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Pious
   Characters family
   ExcludeCultures eastern
   NoGoingBackLevel  2
   AntiTraits: Sacrilegious

   Level Reverent
       Effect Influence  1
       Effect TroopMorale  1

   Level Respectful_of_the_Gods
       Effect Influence  2

   Level Pious
       Effect Influence  3
       Effect TroopMorale -1


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Sacrilegious
   Characters family
   NoGoingBackLevel  2
   AntiTraits: Pious, ReligiousMania

   Level Irreverent
       Effect Unrest  1

   Level Contemptuous_of_the_Gods
       Effect Unrest  2

   Level Sacrilegious
       Effect Unrest  3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Lewd
   Characters family
   NoGoingBackLevel  3
   AntiTraits: Prim

   Level Filthy_Minded
       Effect Influence -1
       Effect BribeResistance -2

   Level Licentious
       Effect Influence -2
       Effect BribeResistance -3

   Level Lewd
       Effect Influence -3
       Effect BribeResistance -5


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Prim
   Characters family
   NoGoingBackLevel  2
   AntiTraits: Lewd, Feck, Perverted

   Level Firm_Personal_Morality
       Effect Influence  1
       Effect Unrest  1
       Effect Law  1

   Level Prim
       Effect Influence -1
       Effect Unrest  2
       Effect Law  2

   Level Prim_and_Proper
       Effect Influence -2
       Effect Squalor -1
       Effect Unrest  3
       Effect Law  3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: IndecisiveAttacker
   Characters family
   ExcludeCultures barbarian
   AntiTraits: GoodCommander, GoodAttacker

   Level Hesitant_Attacker
       Effect Attack -1

   Level Over-Cautious_Attacker
       Effect Attack -2

   Level Indecisive_Attacker
       Effect Attack -3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Aedile
   Characters family
   AntiTraits: notAedile

   Level Office_of_Aedile
       Effect Management  1
       Effect Law  1


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Censor
   Characters family
   AntiTraits: notCensor

   Level Office_of_Censor
       Effect Influence  3
       Effect Management  2


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Consul
   Characters family
   AntiTraits: notConsul

   Level Office_of_Consul
       Effect Influence  2
       Effect Command  2


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: PontifexMaximus
   Characters family
   AntiTraits: notPontifexMaximus

   Level Office_of_Pontifex_Maximus
       Effect Influence  5


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Praetor
   Characters family
   AntiTraits: notPraetor

   Level Office_of_Praetor
       Effect Management  1
       Effect Law  2


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Quaestor
   Characters family
   AntiTraits: notQuaestor

   Level Office_of_Quaestor
       Effect Management  1


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: notAedile
   Characters family
   AntiTraits: Aedile

   Level Ex_Aedile
       Effect Law  1


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: notCensor
   Characters family
   AntiTraits: Censor

   Level Ex_Censor
       Effect Influence  2


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: notConsul
   Characters family
   AntiTraits: Consul

   Level Ex_Consul
       Effect Command  1


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: notPontifexMaximus
   Characters family
   AntiTraits: PontifexMaximus

   Level Ex_Pontifex_Maximus
       Effect Influence  3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: notPraetor
   Characters family
   AntiTraits: Praetor

   Level Ex_Praetor
       Effect Law  1


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: notQuaestor
   Characters family
   AntiTraits: Quaestor

   Level Ex_Quaestor
       Effect Influence  1


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: RomanHero
   Characters family
   ExcludeCultures barbarian, greek, eastern, egyptian, carthaginian
   NoGoingBackLevel  3
   AntiTraits: Coward

   Level Local_Hero
       Effect TroopMorale  1
       Effect PopularStanding  5

   Level Popular_Hero
       Effect TroopMorale  2
       Effect PopularStanding  10

   Level Roman_Hero
       Effect TroopMorale  3
       Effect PopularStanding  15

   Level National_Hero
       Effect TroopMorale  4
       Effect PopularStanding  20

   Level Legendary_Hero
       Effect TroopMorale  2
       Effect PopularStanding  25


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Intelligent
   Characters family

   Level Sharp
       Effect Influence  1
       Effect Command  1
       Effect Management  1

   Level Intellligent
       Effect Influence  2
       Effect Command  2
       Effect Management  2

   Level Genius
       Effect Influence  3
       Effect Command  3
       Effect Management  3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: LostEagle
   Characters family
   ExcludeCultures barbarian, greek, eastern, egyptian, carthaginian
   AntiTraits: RegainedEagle

   Level Disgraced
       Effect Influence -4
       Effect PopularStanding -10

   Level Utterly_Disgraced
       Effect Influence -8
       Effect PopularStanding -20


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: RegainedEagle
   Characters family
   ExcludeCultures barbarian, greek, eastern, egyptian, carthaginian
   AntiTraits: LostEagle

   Level Partly_Redeemed
       Effect Influence  2
       Effect PopularStanding  5

   Level Mostly_Redeemed
       Effect Influence  4
       Effect PopularStanding  10


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: CapturedEagle
   Characters family

   Level Eagle_Taker
       Effect Command  1

   Level Two_Eagles
       Effect Command  2

   Level Eagle_Collector
       Effect Command  3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Despoiler
   Characters family

   Level Pillager
       Effect Looting   10

   Level Plunderer
       Effect Looting   20

   Level Despoiler
       Effect Looting   30


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Genocide
   Characters family

   Level Butcher
       Effect Looting   10

   Level Destroyer
       Effect Looting   20

   Level Exterminator
       Effect Looting   30


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: NaturalMilitarySkill
   Characters family

   Level Command_Talent
       Effect Command  1

   Level Natural_Born_Leader
       Effect Command  2

   Level Natural_Born_General
       Effect Command  3

   Level Military_Genius
       Effect Command  4


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: NaturalSpySkill
   Characters spy

   Level Spying_Talent
       Effect Subterfuge  1

   Level Natural_Born_Spy
       Effect Subterfuge  2

   Level Subterfuge_Genius
       Effect Subterfuge  3



*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: NaturalDiplomatSkill
   Characters diplomat

   Level Diplomatic_Talent
       Effect Negotiation  1

   Level Natural_Born_Diplomat
       Effect Negotiation  2

   Level Diplomatic_Genius
       Effect Negotiation  3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: NaturalAssassinSkill
   Characters assassin

   Level Talent_for_Assassination
       Effect Subterfuge  1

   Level Natural_Born_Assassin
       Effect Subterfuge  2

   Level Assassination_Genius
       Effect Subterfuge  3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Factionleader
   Characters family
   AntiTraits: Factionheir

   Level Faction_Leader
       Effect Influence  2
       Effect Command  1
       Effect PersonalSecurity  3


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Factionheir
   Characters family
   AntiTraits: Exheir

   Level Faction_Heir
       Effect Influence  1
       Effect PersonalSecurity  2


*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Trait: Exheir
   Characters family
   AntiTraits: Factionheir

   Level Disinherited
       Effect Influence -1



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\/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/

                           20. Trait Triggers

/\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\
/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \

If you want to get a certain trait, this is the section for you. This section
states what you need to do to get a certain trait, also listing the chances
of getting it. Best way to navigate is to type in, say, "GoodAttacker" in the
Find Feature (Control + F) and see where it leads.

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger V0010_Standard_Battle_Attacker_Crushing_Victory_VnV_Trigger
   WhenToTest PostBattle

   Condition WasAttacker
         and IsGeneral
         and WonBattle
         and BattleSuccess = crushing
         and I_ConflictType Normal
         and BattleOdds >= 0.5
         and BattleOdds < 1.5

   Affects GoodAttacker  2  Chance  100
   Affects TacticalSkill  1  Chance  5

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger V0020_Standard_Battle_Attacker_Crushing_Loss_VnV_Trigger
   WhenToTest PostBattle

   Condition WasAttacker
         and IsGeneral
         and not WonBattle
         and BattleSuccess = crushing
         and I_ConflictType Normal
         and BattleOdds >= 0.5
         and BattleOdds < 1.5

   Affects BadAttacker  2  Chance  50

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger V0030_Standard_Battle_Defender_Crushing_Victory_VnV_Trigger
   WhenToTest PostBattle

   Condition not WasAttacker
         and IsGeneral
         and WonBattle
         and BattleSuccess = crushing
         and I_ConflictType Normal
         and BattleOdds >= 0.5
         and BattleOdds < 1.5

   Affects GoodDefender  2  Chance  100
   Affects TacticalSkill  1  Chance  5

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger V0040_Standard_Battle_Defender_Crushing_Loss_VnV_Trigger
   WhenToTest PostBattle

   Condition not WasAttacker
         and IsGeneral
         and not WonBattle
         and BattleSuccess = crushing
         and I_ConflictType Normal
         and BattleOdds >= 0.5
         and BattleOdds < 1.5

   Affects BadDefender  2  Chance  50

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger V0050_Standard_Battle_Attacker_Clear_Victory_VnV_Trigger
   WhenToTest PostBattle

   Condition WasAttacker
         and IsGeneral
         and WonBattle
         and BattleSuccess = clear
         and I_ConflictType Normal
         and BattleOdds >= 0.5
         and BattleOdds < 1.5

   Affects GoodAttacker  1  Chance  100

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger V0060_Standard_Battle_Attacker_Clear_Loss_VnV_Trigger
   WhenToTest PostBattle

   Condition WasAttacker
         and IsGeneral
         and not WonBattle
         and BattleSuccess = clear
         and I_ConflictType Normal
         and BattleOdds >= 0.5
         and BattleOdds < 1.5

   Affects BadAttacker  1  Chance  50

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger V0070_Standard_Battle_Defender_Clear_Victory_VnV_Trigger
   WhenToTest PostBattle

   Condition not WasAttacker
         and IsGeneral
         and WonBattle
         and BattleSuccess = clear
         and I_ConflictType Normal
         and BattleOdds >= 0.5
         and BattleOdds < 1.5

   Affects GoodDefender  1  Chance  100

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger V0080_Standard_Battle_Defender_Clear_Loss_VnV_Trigger
   WhenToTest PostBattle

   Condition not WasAttacker
         and IsGeneral
         and not WonBattle
         and BattleSuccess = clear
         and I_ConflictType Normal
         and BattleOdds >= 0.5
         and BattleOdds < 1.5

   Affects BadDefender  1  Chance  50

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger V0090_Standard_Battle_Any_Victory_VnV_Trigger
   WhenToTest PostBattle

   Condition IsGeneral
         and WonBattle

   Affects GoodCommander  1  Chance  100

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger V0100_Standard_Battle_Any_Loss_VnV_Trigger
   WhenToTest PostBattle

   Condition IsGeneral
         and not WonBattle

   Affects BadCommander  1  Chance  50

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger V0110_Standard_Risky_Battle_Attacker_Clear_Victory_VnV_Trigger
   WhenToTest PostBattle

   Condition WasAttacker
         and IsGeneral
         and WonBattle
         and BattleSuccess = crushing
         and I_ConflictType Normal
         and BattleOdds < 0.5
         and BattleOdds > 0.16

   Affects GoodRiskyAttacker  1  Chance  100

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger V0120_Standard_Risky_Battle_Attacker_Clear_Loss_VnV_Trigger
   WhenToTest PostBattle

   Condition WasAttacker
         and IsGeneral
         and not WonBattle
         and BattleSuccess = crushing
         and I_ConflictType Normal
         and BattleOdds < 0.5
         and BattleOdds > 0.16

   Affects BadRiskyAttacker  1  Chance  50

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger V0130_Standard_Risky_Battle_Defender_Clear_Victory_VnV_Trigger
   WhenToTest PostBattle

   Condition not WasAttacker
         and IsGeneral
         and WonBattle
         and BattleSuccess = crushing
         and I_ConflictType Normal
         and BattleOdds < 0.5
         and BattleOdds > 0.16

   Affects GoodRiskyDefender  1  Chance  100

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger V0140_Standard_Risky_Battle_Defender_Clear_Loss_VnV_Trigger
   WhenToTest PostBattle

   Condition not WasAttacker
         and IsGeneral
         and not WonBattle
         and BattleSuccess = crushing
         and I_ConflictType Normal
         and BattleOdds < 0.5
         and BattleOdds > 0.16

   Affects BadRiskyDefender  1  Chance  50

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger V0150_Standard_Risky_Battle_Attacker_Crushing_Victory_VnV_Trigger
   WhenToTest PostBattle

   Condition WasAttacker
         and IsGeneral
         and not WonBattle
         and BattleSuccess = crushing
         and I_ConflictType Normal
         and BattleOdds <= 0.16

   Affects GoodRiskyAttacker  2  Chance  100
   Affects TacticalSkill  1  Chance  5

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger V0160_Standard_Risky_Battle_Attacker_Crushing_Victory_VnV_Trigger
   WhenToTest PostBattle

   Condition WasAttacker
         and IsGeneral
         and not WonBattle
         and BattleSuccess = crushing
         and I_ConflictType Normal
         and BattleOdds <= 0.16

   Affects BadRiskyAttacker  1  Chance  50

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger V0170_Standard_Risky_Battle_Defender_Crushing_Victory_VnV_Trigger
   WhenToTest PostBattle

   Condition not WasAttacker
         and IsGeneral
         and WonBattle
         and BattleSuccess = crushing
         and I_ConflictType Normal
         and BattleOdds <= 0.16

   Affects GoodRiskyDefender  2  Chance  100
   Affects TacticalSkill  1  Chance  5

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger V0180_Standard_Risky_Battle_Defender_Crushing_Loss_VnV_Trigger
   WhenToTest PostBattle

   Condition not WasAttacker
         and IsGeneral
         and not WonBattle
         and BattleSuccess = crushing
         and I_ConflictType Normal
         and BattleOdds <= 0.16

   Affects BadRiskyDefender  1  Chance  50

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger V0190_Withdraw_Before_Battle_Even_Odds_VnV_Trigger
   WhenToTest PreBattleWithdrawal

   Condition IsGeneral
         and I_WithdrawsBeforeBattle
         and BattleOdds > 0.8
         and BattleOdds < 1.5

   Affects IndecisiveAttacker  1  Chance  50

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger V0200_Withdraw_Before_Battle_Good_Odds_VnV_Trigger
   WhenToTest PreBattleWithdrawal

   Condition IsGeneral
         and I_WithdrawsBeforeBattle
         and BattleOdds > 3

   Affects IndecisiveAttacker  2  Chance  50

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger V0210_Standard_Battle_Crushing_Victory_Infantry_Commander_VnV_Trigger
   WhenToTest PostBattle

   Condition IsGeneral
         and WonBattle
         and BattleSuccess = crushing
         and PercentageUnitCategory infantry > 80

   Affects GoodInfantryGeneral  1  Chance  100

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger V0220_Standard_Battle_Crushing_Defeat_Infantry_Commander_VnV_Trigger
   WhenToTest PostBattle

   Condition IsGeneral
         and not WonBattle
         and BattleSuccess = crushing
         and PercentageUnitCategory infantry > 80

   Affects BadInfantryGeneral  1  Chance  50

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger V0230_Standard_Battle_Crushing_Victory_Cavalry_Commander_VnV_Trigger
   WhenToTest PostBattle

   Condition IsGeneral
         and WonBattle
         and BattleSuccess = crushing
         and PercentageUnitCategory cavalry > 50

   Affects GoodCavalryGeneral  1  Chance  100

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger V0240_Standard_Battle_Crushing_Defeat_Cavalry_Commander_VnV_Trigger
   WhenToTest PostBattle

   Condition IsGeneral
         and not WonBattle
         and BattleSuccess = crushing
         and PercentageUnitCategory cavalry > 50

   Affects BadCavalryGeneral  1  Chance  50

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger V0250_Worthy_Of_Adoption_1_VnV_Trigger
   WhenToTest OfferedForAdoption


   Affects GoodCommander  3  Chance  33
   Affects GoodAttacker  2  Chance  17
   Affects GoodDefender  2  Chance  17
   Affects GoodSiegeAttacker  2  Chance  17
   Affects Brave  3  Chance  17

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger V0250a_Worthy_Of_Adoption_2_VnV_Trigger
   WhenToTest OfferedForAdoption


   Affects Drink  1  Chance  8
   Affects Sobriety  1  Chance  12
   Affects Disciplinarian  2  Chance  17
   Affects GoodAdministrator  6  Chance  17
   Affects PlainRomanVirtue  1  Chance  17

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger V0250b_Worthy_Of_Adoption_3_VnV_Trigger
   WhenToTest OfferedForAdoption


   Affects BattleScarred  1  Chance  17
   Affects Loyal  1  Chance  17
   Affects Intelligent  1  Chance  8
   Affects NaturalMilitarySkill  1  Chance  8
   Affects GoodCommander  1  Chance  80

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger V0260_Worthy_Of_Marriage_1_VnV_Trigger
   WhenToTest OfferedForMarriage


   Affects GoodCommander  3  Chance  33
   Affects GoodAttacker  2  Chance  17
   Affects GoodDefender  2  Chance  17
   Affects Brave  1  Chance  17
   Affects PlainRomanVirtue  1  Chance  17

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger V0260a_Worthy_Of_Marriage_2_VnV_Trigger
   WhenToTest OfferedForMarriage


   Affects Drink  1  Chance  4
   Affects Sobriety  1  Chance  12
   Affects Disciplinarian  2  Chance  17
   Affects GoodAdministrator  6  Chance  17
   Affects PoliticsSkill  1  Chance  17

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger V0260b_Worthy_Of_Marriage_3_VnV_Trigger
   WhenToTest OfferedForMarriage


   Affects BattleScarred  1  Chance  17
   Affects Loyal  1  Chance  17
   Affects Intelligent  1  Chance  8
   Affects NaturalMilitarySkill  1  Chance  8
   Affects GoodCommander  1  Chance  50

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger temple_of_fun_vnv_trigger
   WhenToTest CharacterTurnEnd

   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_fun_temple

   Affects Drink  1  Chance  10
   Affects Gambling  1  Chance  10
   Affects Arse  1  Chance  2
   Affects Girls  1  Chance  5
   Affects Perverted  1  Chance  5

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger drink2_vnv_trigger
   WhenToTest CharacterTurnEnd

   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= tavern

   Affects Drink  1  Chance  5
   Affects Gambling  1  Chance  5

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger sitting_around_town_vnv_trigger
   WhenToTest CharacterTurnEnd

   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and RandomPercent > 90

   Affects Drink  1  Chance  1
   Affects Gambling  1  Chance  1
   Affects Arse  1  Chance  1
   Affects Girls  1  Chance  1

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger sitting_around_camo_vnv_trigger
   WhenToTest CharacterTurnEnd

   Condition not EndedInSettlement
         and RemainingMPPercentage = 100
         and RandomPercent > 60

   Affects Feck  1  Chance  1
   Affects HaleAndHearty  1  Chance  1
   Affects Scout  1  Chance  1

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger temple_of_love_vnv_trigger
   WhenToTest CharacterTurnEnd

   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_love_temple

   Affects Girls  1  Chance  5

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger dads_a_bit_drunk_vnv_trigger
   WhenToTest CharacterComesOfAge

   Condition FatherTrait Drink >= 1
         and FatherTrait Drink <= 2

   Affects Sobriety  3  Chance  50
   Affects PhlegmHumour  1  Chance  20
   Affects Drink  1  Chance  30

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger dads_more_drunk_vnv_trigger
   WhenToTest CharacterComesOfAge

   Condition FatherTrait Drink >= 3
         and FatherTrait Drink <= 4

   Affects Sobriety  9  Chance  75
   Affects BlackBileHumour  1  Chance  20
   Affects Drink  1  Chance  30

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger dads_totally_drunk_vnv_trigger
   WhenToTest CharacterComesOfAge

   Condition FatherTrait Drink >= 5
         and FatherTrait Drink <= 6

   Affects Sobriety  18  Chance  90
   Affects YellowBileHumour  1  Chance  20
   Affects Drink  1  Chance  30

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger temple_of_law_vnv_trigger
   WhenToTest CharacterTurnEnd

   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_law_temple

   Affects Sobriety  1  Chance  15
   Affects HarshJustice  1  Chance  6
   Affects Austere  1  Chance  6

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger temple_of_battle_vnv_trigger
   WhenToTest CharacterTurnEnd

   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_battle_temple

   Affects Berserker  1  Chance  15
   Affects TacticalSkill  1  Chance  6

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger temple_of_battleforge_vnv_trigger
   WhenToTest CharacterTurnEnd

   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_battleforge_temple

   Affects Brave  1  Chance  15

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger temple_of_farming_vnv_trigger
   WhenToTest CharacterTurnEnd

   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_farming_temple

   Affects GoodFarmer  6  Chance  10

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger temple_of_fertility_vnv_trigger
   WhenToTest CharacterTurnEnd

   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_fertility_temple

   Affects Fertile  1  Chance  10

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger temple_of_forge_vnv_trigger
   WhenToTest CharacterTurnEnd

   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_forge_temple

   Affects GoodEngineer  1  Chance  10
   Affects GoodMiner  1  Chance  10

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger temple_of_governors_vnv_trigger
   WhenToTest CharacterTurnEnd

   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_governors_temple

   Affects Authoritarian  1  Chance  10
   Affects AuthoritarianRomanVirtue  1  Chance  10

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger temple_of_healing_vnv_trigger
   WhenToTest CharacterTurnEnd

   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_healing_temple

   Affects HaleAndHearty  1  Chance  10
   Affects Hypochondriac  1  Chance  10

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger temple_of_horse_vnv_trigger
   WhenToTest CharacterTurnEnd

   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_horse_temple

   Affects GoodCavalryGeneral  1  Chance  10
   Affects BadInfantryGeneral  1  Chance  10

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger temple_of_hunting_vnv_trigger
   WhenToTest CharacterTurnEnd

   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_hunting_temple

   Affects GoodAmbusher  1  Chance  10
   Affects BadSiegeDefender  1  Chance  10

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger temple_of_justice_vnv_trigger
   WhenToTest CharacterTurnEnd

   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_justice_temple

   Affects Just  1  Chance  10
   Affects HarshJustice  1  Chance  10

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger temple_of_leadership_vnv_trigger
   WhenToTest CharacterTurnEnd

   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_leadership_temple

   Affects StrategicSkill  1  Chance  10
   Affects Trusting  1  Chance  10

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger temple_of_one_god_vnv_trigger
   WhenToTest CharacterTurnEnd

   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_one_god_temple

   Affects Pious  1  Chance  10
   Affects GoodAdministrator  6  Chance  10

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger temple_of_trade_vnv_trigger
   WhenToTest CharacterTurnEnd

   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_trade_temple

   Affects GoodTrader  12  Chance  10
   Affects Cheapskate  1  Chance  8
   Affects Embezzler  1  Chance  3
   Affects DeceiverVirtue  1  Chance  10

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger temple_of_victory_vnv_trigger
   WhenToTest CharacterTurnEnd

   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_victory_temple

   Affects GoodRiskyAttacker  1  Chance  10
   Affects Warlord  1  Chance  10
   Affects Pragmatic  1  Chance  10

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger temple_of_violence_vnv_trigger
   WhenToTest CharacterTurnEnd

   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_violence_temple

   Affects Anger  1  Chance  10
   Affects Bloodthirsty  1  Chance  10
   Affects Energetic  1  Chance  15

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger temple_of_viking_vnv_trigger
   WhenToTest CharacterTurnEnd

   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_viking_temple

   Affects Berserker  1  Chance  16

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger temple_of_horse_2_vnv_trigger
   WhenToTest CharacterTurnEnd

   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_horse_2_temple

   Affects GoodCavalryGeneral  1  Chance  10
   Affects BadInfantryGeneral  1  Chance  10

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger dads_blood_humour
   WhenToTest CharacterComesOfAge

   Condition FatherTrait BloodHumour >= 1

   Affects YellowBileHumour  1  Chance  20
   Affects BloodHumour  1  Chance  5

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger dads_yellow_humour
   WhenToTest CharacterComesOfAge

   Condition FatherTrait YellowBileHumour >= 1

   Affects PhlegmHumour  1  Chance  20
   Affects YellowBileHumour  1  Chance  5

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger dads_phlegm_humour
   WhenToTest CharacterComesOfAge

   Condition FatherTrait PhlegmHumour >= 1

   Affects BlackBileHumour  1  Chance  20
   Affects PhlegmHumour  1  Chance  5

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger dads_blackbile_humour
   WhenToTest CharacterComesOfAge

   Condition FatherTrait BlackBileHumour >= 1

   Affects BloodHumour  1  Chance  20
   Affects BlackBileHumour  1  Chance  5

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger dads_austere
   WhenToTest CharacterComesOfAge

   Condition FatherTrait Austere >= 1

   Affects Aesthetic  1  Chance  20
   Affects Austere  1  Chance  5

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger dads_aesthetic
   WhenToTest CharacterComesOfAge

   Condition FatherTrait Aesthetic >= 1

   Affects Austere  1  Chance  15
   Affects Aesthetic  1  Chance  15

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger dads_corrupt
   WhenToTest CharacterComesOfAge

   Condition FatherTrait Corrupt >= 1

   Affects Upright  1  Chance  15
   Affects Corrupt  1  Chance  15
</pre><pre id="faqspan-9">
*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger dads_upright
   WhenToTest CharacterComesOfAge

   Condition FatherTrait Upright >= 1

   Affects Upright  1  Chance  20

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger dads_coward
   WhenToTest CharacterComesOfAge

   Condition FatherTrait Coward >= 1

   Affects Brave  1  Chance  20

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger dads_cuckold
   WhenToTest CharacterComesOfAge

   Condition FatherTrait Cuckold >= 1

   Affects Prim  1  Chance  20

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger dads_prim
   WhenToTest CharacterComesOfAge

   Condition FatherTrait Prim >= 1

   Affects Lewd  1  Chance  10
   Affects Feck  1  Chance  10

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger dads_epicurean
   WhenToTest CharacterComesOfAge

   Condition FatherTrait Epicurean >= 1

   Affects Epicurean  1  Chance  25
   Affects Stoic  1  Chance  10

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger dads_expensive_tastes
   WhenToTest CharacterComesOfAge

   Condition FatherTrait ExpensiveTastes >= 1

   Affects ExpensiveTastes  1  Chance  25
   Affects Cheapskate  1  Chance  10

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger dad_FearsBarbarians
   WhenToTest CharacterComesOfAge

   Condition FatherTrait FearsBarbarians >= 1

   Affects HatesBarbarians  1  Chance  25

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger dad_FearsCarthaginians
   WhenToTest CharacterComesOfAge

   Condition FatherTrait FearsCarthaginians >= 1

   Affects HatesCarthaginians  1  Chance  25

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger dad_FearsEasterners
   WhenToTest CharacterComesOfAge

   Condition FatherTrait FearsEasterners >= 1

   Affects HatesEasterners  1  Chance  25

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger dad_FearsEgyptians
   WhenToTest CharacterComesOfAge

   Condition FatherTrait FearsEgyptians >= 1

   Affects HatesEgyptians  1  Chance  25

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger dad_FearsGreeks
   WhenToTest CharacterComesOfAge

   Condition FatherTrait FearsGreeks >= 1

   Affects HatesGreeks  1  Chance  25

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger dad_FearsRomans
   WhenToTest CharacterComesOfAge

   Condition FatherTrait FearsRomans >= 1

   Affects HatesRomans  1  Chance  25

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger dad_FearsSlaves
   WhenToTest CharacterComesOfAge

   Condition FatherTrait FearsSlaves >= 1

   Affects HatesSlaves  1  Chance  25

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger dad_HatesBarbarians
   WhenToTest CharacterComesOfAge

   Condition FatherTrait HatesBarbarians >= 1

   Affects HatesBarbarians  1  Chance  25

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger dad_HatesCarthaginians
   WhenToTest CharacterComesOfAge

   Condition FatherTrait HatesCarthaginians >= 1

   Affects HatesCarthaginians  1  Chance  25

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger dad_HatesEasterners
   WhenToTest CharacterComesOfAge

   Condition FatherTrait HatesEasterners >= 1

   Affects HatesEasterners  1  Chance  25

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger dad_HatesEgyptians
   WhenToTest CharacterComesOfAge

   Condition FatherTrait HatesEgyptians >= 1

   Affects HatesEgyptians  1  Chance  25

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger dad_HatesGreeks
   WhenToTest CharacterComesOfAge

   Condition FatherTrait HatesGreeks >= 1

   Affects HatesGreeks  1  Chance  25

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger dad_HatesRomans
   WhenToTest CharacterComesOfAge

   Condition FatherTrait HatesRomans >= 1

   Affects HatesRomans  1  Chance  25

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger dad_HatesSlaves
   WhenToTest CharacterComesOfAge

   Condition FatherTrait HatesSlaves >= 1

   Affects HatesSlaves  1  Chance  25

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger dad_generous
   WhenToTest CharacterComesOfAge

   Condition FatherTrait Generous >= 1

   Affects Miserly  1  Chance  50
   Affects Generous  1  Chance  10

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger dad_mean
   WhenToTest CharacterComesOfAge

   Condition FatherTrait Miserly >= 1

   Affects Generous  1  Chance  15
   Affects Miserly  1  Chance  25

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger dad_loves_games
   WhenToTest CharacterComesOfAge

   Condition FatherTrait GamesFanRomanVice >= 1

   Affects GamesFanRomanVice  1  Chance  25
   Affects GamesHaterRomanVice  1  Chance  50

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger dad_loves_races
   WhenToTest CharacterComesOfAge

   Condition FatherTrait RacesFanRomanVice >= 1

   Affects RacesFanRomanVice  1  Chance  25
   Affects RacesHaterRomanVice  1  Chance  50

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger dad_hates_games
   WhenToTest CharacterComesOfAge

   Condition FatherTrait GamesHaterRomanVice >= 1

   Affects GamesFanRomanVice  1  Chance  10
   Affects GamesHaterRomanVice  1  Chance  10

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger dad_likes_girls
   WhenToTest CharacterComesOfAge

   Condition FatherTrait Girls >= 1

   Affects Girls  1  Chance  20

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger dads_haemophobic
   WhenToTest CharacterComesOfAge

   Condition FatherTrait Haemophobic >= 1

   Affects Bloodthirsty  1  Chance  20

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger dads_handsome
   WhenToTest CharacterComesOfAge

   Condition FatherTrait Handsome >= 1

   Affects Handsome  1  Chance  50
   Affects Handsome  1  Chance  25

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger dads_handsome2
   WhenToTest CharacterComesOfAge

   Condition FatherTrait Handsome >= 2

   Affects Handsome  1  Chance  50
   Affects Handsome  1  Chance  25

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger dads_handsome3
   WhenToTest CharacterComesOfAge

   Condition FatherTrait Handsome >= 3

   Affects Handsome  1  Chance  50
   Affects Handsome  1  Chance  25

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger dads_Ugly
   WhenToTest CharacterComesOfAge

   Condition FatherTrait Ugly >= 1

   Affects Ugly  1  Chance  50
   Affects Ugly  1  Chance  25

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger dads_Ugly2
   WhenToTest CharacterComesOfAge

   Condition FatherTrait Ugly >= 2

   Affects Ugly  1  Chance  50
   Affects Ugly  1  Chance  25

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger dads_Ugly3
   WhenToTest CharacterComesOfAge

   Condition FatherTrait Ugly >= 3

   Affects Ugly  1  Chance  50
   Affects Ugly  1  Chance  25

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger dads_Inbred
   WhenToTest CharacterComesOfAge

   Condition FatherTrait Inbred >= 1

   Affects Inbred  1  Chance  50
   Affects Inbred  1  Chance  25

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger dads_Inbred2
   WhenToTest CharacterComesOfAge

   Condition FatherTrait Inbred >= 2

   Affects Inbred  1  Chance  50
   Affects Inbred  1  Chance  25

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger dads_Inbred3
   WhenToTest CharacterComesOfAge

   Condition FatherTrait Inbred >= 3

   Affects Inbred  1  Chance  50
   Affects Inbred  1  Chance  25

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger dads_Inbred4
   WhenToTest CharacterComesOfAge

   Condition FatherTrait Inbred >= 4

   Affects Inbred  1  Chance  50
   Affects Inbred  1  Chance  25

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger dads_Inbred5
   WhenToTest CharacterComesOfAge

   Condition FatherTrait Inbred >= 5

   Affects Inbred  1  Chance  50
   Affects Inbred  1  Chance  25

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger dads_infertile
   WhenToTest CharacterComesOfAge

   Condition FatherTrait Infertile >= 1

   Affects Infertile  1  Chance  75

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger dads_infertile2
   WhenToTest CharacterComesOfAge

   Condition FatherTrait Infertile >= 2

   Affects Infertile  1  Chance  50

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger dads_paranoid
   WhenToTest CharacterComesOfAge

   Condition FatherTrait Paranoia >= 2

   Affects Paranoia  1  Chance  20

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger dads_perverted
   WhenToTest CharacterComesOfAge

   Condition FatherTrait Perverted >= 2

   Affects Perverted  1  Chance  20

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger dads_politics_skilled
   WhenToTest CharacterComesOfAge

   Condition FatherTrait PoliticsSkill >= 2

   Affects PoliticsSkill  5  Chance  20
   Affects DeceiverVirtue  1  Chance  5

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger dads_Prim
   WhenToTest CharacterComesOfAge

   Condition FatherTrait Prim >= 1

   Affects Prim  1  Chance  20

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger dads_PublicAtheism
   WhenToTest CharacterComesOfAge

   Condition FatherTrait PublicAtheism >= 1

   Affects PublicAtheism  1  Chance  20

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger dads_PublicFaith
   WhenToTest CharacterComesOfAge

   Condition FatherTrait PublicFaith >= 1

   Affects PublicFaith  1  Chance  20

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger dads_RhetoricSkill
   WhenToTest CharacterComesOfAge

   Condition FatherTrait RhetoricSkill >= 1

   Affects RhetoricSkill  1  Chance  20
   Affects InspiringSpeaker  1  Chance  20

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger dads_Slothful
   WhenToTest CharacterComesOfAge

   Condition FatherTrait Slothful >= 1

   Affects Slothful  1  Chance  20

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger dads_SmoothTalker
   WhenToTest CharacterComesOfAge

   Condition FatherTrait SmoothTalker >= 1

   Affects SmoothTalker  1  Chance  20
   Affects InspiringSpeaker  1  Chance  20

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger dads_Stoic
   WhenToTest CharacterComesOfAge

   Condition FatherTrait Stoic >= 1

   Affects Stoic  1  Chance  20

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger dads_StrategicSkill
   WhenToTest CharacterComesOfAge

   Condition FatherTrait StrategicSkill >= 1

   Affects StrategicSkill  1  Chance  20

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger dads_Superstitious
   WhenToTest CharacterComesOfAge

   Condition FatherTrait Superstitious >= 1

   Affects Superstitious  1  Chance  20

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger dads_TacticalSkill
   WhenToTest CharacterComesOfAge

   Condition FatherTrait TacticalSkill >= 1

   Affects TacticalSkill  1  Chance  20

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger dads_Pragmatic
   WhenToTest CharacterComesOfAge

   Condition FatherTrait Pragmatic >= 1

   Affects Pragmatic  1  Chance  20

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger dads_Xenophilia
   WhenToTest CharacterComesOfAge

   Condition FatherTrait Xenophilia >= 1

   Affects Xenophilia  1  Chance  20

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger dads_Xenophobia
   WhenToTest CharacterComesOfAge

   Condition FatherTrait Xenophobia >= 1

   Affects Xenophobia  1  Chance  20

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger dads_NaturalMilitaryTalent
   WhenToTest CharacterComesOfAge

   Condition FatherTrait NaturalMilitarySkill >= 1

   Affects NaturalMilitarySkill  1  Chance  30

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger dads_authoritarian
   WhenToTest CharacterComesOfAge

   Condition FatherTrait Authoritarian >= 1

   Affects NonAuthoritarian  1  Chance  50
   Affects KindRuler  1  Chance  20

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger dads_romanauthoritarian
   WhenToTest CharacterComesOfAge

   Condition FatherTrait AuthoritarianRomanVirtue >= 1

   Affects NonAuthoritarian  1  Chance  50
   Affects KindRuler  1  Chance  20

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger dads_kindruler
   WhenToTest CharacterComesOfAge

   Condition FatherTrait KindRuler >= 1

   Affects KindRuler  1  Chance  50
   Affects HarshRuler  1  Chance  50

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger random_birth1
   WhenToTest CharacterComesOfAge


   Affects Aesthetic  1  Chance  2
   Affects Coward  2  Chance  2
   Affects GoodSiegeAttacker  1  Chance  2

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger random_birth2
   WhenToTest CharacterComesOfAge


   Affects Anger  1  Chance  2
   Affects Hypochondriac  1  Chance  2
   Affects GoodSiegeDefender  1  Chance  2

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger random_birth3
   WhenToTest CharacterComesOfAge


   Affects GoodTaxman  1  Chance  2
   Affects DeceiverVirtue  1  Chance  4
   Affects TouchedByTheGods  1  Chance  2

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger random_birth4
   WhenToTest CharacterComesOfAge


   Affects ArchitectSkill  1  Chance  2
   Affects Deranged  1  Chance  2
   Affects GoodTrader  12  Chance  2

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger random_birth5
   WhenToTest CharacterComesOfAge


   Affects Arse  1  Chance  1
   Affects Disciplinarian  1  Chance  4
   Affects Haemophobic  1  Chance  2

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger random_birth6
   WhenToTest CharacterComesOfAge


   Affects Austere  1  Chance  2
   Affects Disloyal  1  Chance  2
   Affects HaleAndHearty  1  Chance  2

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger random_birth7
   WhenToTest CharacterComesOfAge


   Affects Authoritarian  1  Chance  2
   Affects Drink  1  Chance  2
   Affects Handsome  1  Chance  2

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger random_birth8
   WhenToTest CharacterComesOfAge


   Affects Liar  1  Chance  4
   Affects Embezzler  1  Chance  2
   Affects HarshJustice  1  Chance  2

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger random_birth9
   WhenToTest CharacterComesOfAge


   Affects BadAdministrator  1  Chance  2
   Affects Energetic  1  Chance  4
   Affects HarshRuler  1  Chance  2

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger random_birth10
   WhenToTest CharacterComesOfAge


   Affects BadAmbusher  1  Chance  2
   Affects Epicurean  1  Chance  2
   Affects Pious  1  Chance  2

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger random_birth11
   WhenToTest CharacterComesOfAge


   Affects BadAttacker  1  Chance  2
   Affects ExpensiveTastes  1  Chance  2
   Affects Prim  1  Chance  2

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger random_birth12
   WhenToTest CharacterComesOfAge


   Affects BadBuilder  2  Chance  2
   Affects Feck  1  Chance  2
   Affects SmoothTalker  1  Chance  2

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger random_birth13
   WhenToTest CharacterComesOfAge


   Affects BadCavalryGeneral  1  Chance  2
   Affects Fertile  1  Chance  2
   Affects Ugly  1  Chance  2

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger random_birth14
   WhenToTest CharacterComesOfAge


   Affects BadCommander  1  Chance  2
   Affects LogisticalSkill  1  Chance  6
   Affects MathematicsSkill  1  Chance  2

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger random_birth15
   WhenToTest CharacterComesOfAge


   Affects Intelligent  1  Chance  3
   Affects Gambling  1  Chance  2
   Affects NaturalPhilosophySkill  1  Chance  4

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger random_birth16
   WhenToTest CharacterComesOfAge


   Affects BadDefender  1  Chance  2
   Affects Corrupt  1  Chance  2
   Affects PublicAtheism  1  Chance  2

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger random_birth17
   WhenToTest CharacterComesOfAge


   Affects BadDisciplinarian  1  Chance  2
   Affects Loyal  1  Chance  2
   Affects PublicFaith  1  Chance  4

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger random_birth18
   WhenToTest CharacterComesOfAge


   Affects BadEngineer  1  Chance  2
   Affects Generous  1  Chance  2
   Affects InspiringSpeaker  1  Chance  4

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger random_birth19
   WhenToTest CharacterComesOfAge


   Affects BadFarmer  1  Chance  2
   Affects Girls  1  Chance  2
   Affects RhetoricSkill  1  Chance  6

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger random_birth20
   WhenToTest CharacterComesOfAge


   Affects BadInfantryGeneral  1  Chance  2
   Affects GloriousFool  1  Chance  2
   Affects Slothful  1  Chance  2

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger random_birth21
   WhenToTest CharacterComesOfAge


   Affects BadMiner  1  Chance  2
   Affects GoodAdministrator  1  Chance  4
   Affects Stoic  1  Chance  2

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger random_birth22
   WhenToTest CharacterComesOfAge


   Affects BadRiskyAttacker  1  Chance  2
   Affects GoodAmbusher  1  Chance  2
   Affects StrategicSkill  1  Chance  6

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger random_birth23
   WhenToTest CharacterComesOfAge


   Affects BadRiskyDefender  1  Chance  2
   Affects GoodAttacker  1  Chance  4
   Affects Superstitious  1  Chance  2

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger random_birth24
   WhenToTest CharacterComesOfAge


   Affects BadSiegeAttacker  1  Chance  2
   Affects GoodBuilder  12  Chance  4
   Affects TacticalSkill  1  Chance  4

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger random_birth25
   WhenToTest CharacterComesOfAge


   Affects BadSiegeDefender  1  Chance  2
   Affects GoodCavalryGeneral  1  Chance  2
   Affects Xenophilia  1  Chance  2

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger random_birth26
   WhenToTest CharacterComesOfAge


   Affects BadTaxman  1  Chance  2
   Affects GoodCommander  1  Chance  4
   Affects Xenophobia  1  Chance  2

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger random_birth27
   WhenToTest CharacterComesOfAge


   Affects BadTrader  1  Chance  2
   Affects GoodConspirator  1  Chance  2
   Affects Ignorance  1  Chance  1
   Affects Miserly  1  Chance  3

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger random_birth28
   WhenToTest CharacterComesOfAge


   Affects BlackBileHumour  1  Chance  1
   Affects GoodDefender  1  Chance  4
   Affects Inbred  1  Chance  1
   Affects YellowBileHumour  1  Chance  4

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger random_birth29
   WhenToTest CharacterComesOfAge


   Affects BloodHumour  1  Chance  6
   Affects GoodEngineer  1  Chance  2
   Affects IndecisiveAttacker  1  Chance  2
   Affects PhlegmHumour  1  Chance  4

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger random_birth30
   WhenToTest CharacterComesOfAge


   Affects Bloodthirsty  1  Chance  2
   Affects GoodFarmer  6  Chance  2
   Affects Infertile  1  Chance  2
   Affects DeceiverVirtue  1  Chance  2

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger random_birth31
   WhenToTest CharacterComesOfAge


   Affects BoringSpeaker  1  Chance  2
   Affects GoodInfantryGeneral  1  Chance  2
   Affects Insane  1  Chance  2
   Affects Secretive  1  Chance  4

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger random_birth32
   WhenToTest CharacterComesOfAge


   Affects Brave  1  Chance  8
   Affects GoodMiner  1  Chance  2
   Affects Just  1  Chance  2
   Affects Unjust  1  Chance  2

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger random_birth33
   WhenToTest CharacterComesOfAge


   Affects Cheapskate  1  Chance  2
   Affects GoodRiskyAttacker  1  Chance  2
   Affects LenientJustice  1  Chance  2
   Affects Upright  1  Chance  2

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger random_birth34
   WhenToTest CharacterComesOfAge


   Affects Lewd  1  Chance  2
   Affects GoodRiskyDefender  1  Chance  2
   Affects Trusting  1  Chance  4
   Affects Talkative  1  Chance  4

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger random_birth35
   WhenToTest CharacterComesOfAge

   Condition CultureType roman

   Affects ForeignTastesRomanVice  1  Chance  4
   Affects GamesHaterRomanVice  1  Chance  4
   Affects GamesFanRomanVice  1  Chance  2
   Affects ApicianRomanVice  1  Chance  4
   Affects AuthoritarianRomanVirtue  1  Chance  2

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger random_birth36
   WhenToTest CharacterComesOfAge

   Condition CultureType roman

   Affects HatesCarthaginians  1  Chance  4
   Affects GoodCommander  1  Chance  4
   Affects PoliticsSkill  5  Chance  4
   Affects RacesHaterRomanVice  1  Chance  4
   Affects Disciplinarian  1  Chance  8

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger random_birth37
   WhenToTest CharacterComesOfAge

   Condition CultureType greek

   Affects Arse  1  Chance  4
   Affects PhilosophySkill  1  Chance  8
   Affects MathematicsSkill  1  Chance  4
   Affects PoeticSkill  1  Chance  6
   Affects PoeticSkill  1  Chance  4

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger random_birth38
   WhenToTest CharacterComesOfAge

   Condition CultureType egyptian

   Affects PublicFaith  1  Chance  4
   Affects Pious  1  Chance  4
   Affects Corrupt  1  Chance  2
   Affects Generous  1  Chance  5
   Affects HarshJustice  1  Chance  4

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger random_birth39
   WhenToTest CharacterComesOfAge

   Condition CultureType eastern

   Affects NaturalPhilosophySkill  1  Chance  4
   Affects Authoritarian  1  Chance  4
   Affects MathematicsSkill  1  Chance  4
   Affects DeceiverVirtue  1  Chance  4
   Affects AssassinMaster  1  Chance  4

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger random_birth40
   WhenToTest CharacterComesOfAge

   Condition CultureType carthaginian

   Affects HatesRomans  1  Chance  4
   Affects GoodTrader  12  Chance  4
   Affects PublicFaith  1  Chance  4
   Affects ReligiousMania  1  Chance  4
   Affects Pious  1  Chance  4

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger random_birth41
   WhenToTest CharacterComesOfAge

   Condition CultureType barbarian

   Affects Anger  1  Chance  4
   Affects Berserker  1  Chance  6
   Affects HaleAndHearty  1  Chance  4
   Affects Scout  2  Chance  4
   Affects Warlord  1  Chance  4

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger random_birth42
   WhenToTest CharacterComesOfAge


   Affects NaturalMilitarySkill  1  Chance  6

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger random_birth43
   WhenToTest CharacterComesOfAge

   Condition Trait NaturalMilitarySkill >= 1

   Affects NaturalMilitarySkill  1  Chance  50

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger random_birth44
   WhenToTest CharacterComesOfAge

   Condition Trait NaturalMilitarySkill >= 2

   Affects NaturalMilitarySkill  1  Chance  50

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger random_birth45
   WhenToTest CharacterComesOfAge

   Condition Trait NaturalMilitarySkill >= 3

   Affects NaturalMilitarySkill  1  Chance  50

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger random_birth46
   WhenToTest CharacterComesOfAge

   Condition Trait Infertile >= 1

   Affects Infertile  1  Chance  50

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger random_birth47
   WhenToTest CharacterComesOfAge

   Condition Trait Infertile >= 2

   Affects Infertile  1  Chance  50

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger random_birth48
   WhenToTest CharacterComesOfAge

   Condition Trait Fertile >= 1

   Affects Fertile  1  Chance  50

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger random_birth49
   WhenToTest CharacterComesOfAge

   Condition Trait Fertile >= 2

   Affects Fertile  1  Chance  50

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger random_birth50
   WhenToTest CharacterComesOfAge

   Condition Trait Ugly >= 1

   Affects Ugly  1  Chance  50

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger random_birth51
   WhenToTest CharacterComesOfAge

   Condition Trait Ugly >= 2

   Affects Ugly  1  Chance  50

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger random_birth52
   WhenToTest CharacterComesOfAge

   Condition Trait Ugly >= 3

   Affects Ugly  1  Chance  50

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger random_birth53
   WhenToTest CharacterComesOfAge

   Condition Trait Ugly >= 4

   Affects Ugly  1  Chance  50

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger random_birth54
   WhenToTest CharacterComesOfAge

   Condition Trait Handsome >= 1

   Affects Handsome  1  Chance  50

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger random_birth55
   WhenToTest CharacterComesOfAge

   Condition Trait Handsome >= 2

   Affects Handsome  1  Chance  50

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger random_birth56
   WhenToTest CharacterComesOfAge

   Condition Trait Handsome >= 3

   Affects Handsome  1  Chance  50

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger luxurious_lifestyle1
   WhenToTest CharacterTurnEnd

   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_love_awesome_temple

   Affects Aesthetic  1  Chance  5
   Affects Epicurean  1  Chance  5
   Affects ExpensiveTastes  1  Chance  5
   Affects Gambling  1  Chance  3
   Affects Girls  1  Chance  3

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger luxurious_lifestyle2
   WhenToTest CharacterTurnEnd

   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_trade_awesome_temple

   Affects Aesthetic  1  Chance  5
   Affects Epicurean  1  Chance  5
   Affects ExpensiveTastes  1  Chance  5
   Affects Gambling  1  Chance  3
   Affects Girls  1  Chance  3

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger luxurious_lifestyle3
   WhenToTest CharacterTurnEnd

   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= city_plumbing

   Affects Aesthetic  1  Chance  5
   Affects Epicurean  1  Chance  5
   Affects ExpensiveTastes  1  Chance  5
   Affects Gambling  1  Chance  3
   Affects Girls  1  Chance  3

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger luxurious_lifestyle4
   WhenToTest CharacterTurnEnd

   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= theatre

   Affects Aesthetic  1  Chance  5
   Affects Epicurean  1  Chance  5
   Affects ExpensiveTastes  1  Chance  5
   Affects Gambling  1  Chance  3
   Affects Girls  1  Chance  3

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger luxurious_lifestyle5
   WhenToTest CharacterTurnEnd

   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= silk_rd

   Affects Aesthetic  1  Chance  5
   Affects Epicurean  1  Chance  5
   Affects ExpensiveTastes  1  Chance  5
   Affects Gambling  1  Chance  3
   Affects Girls  1  Chance  3

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger luxurious_lifestyle6
   WhenToTest CharacterTurnEnd

   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= silk_rd

   Affects Aesthetic  1  Chance  5
   Affects Epicurean  1  Chance  5
   Affects ExpensiveTastes  1  Chance  5
   Affects Gambling  1  Chance  3
   Affects Girls  1  Chance  3

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger harsh_lifestyle1
   WhenToTest CharacterTurnEnd

   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists = governors_house
         and RandomPercent > 50

   Affects Austere  1  Chance  2
   Affects Cuckold  1  Chance  2
   Affects Ignorance  1  Chance  1
   Affects Pragmatic  1  Chance  2
   Affects Stoic  1  Chance  1

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger harsh_lifestyle2
   WhenToTest CharacterTurnEnd

   Condition not EndedInSettlement
         and RemainingMPPercentage = 100
         and InBarbarianLands
         and RandomPercent > 90

   Affects Austere  1  Chance  2
   Affects Cuckold  1  Chance  2
   Affects Ignorance  1  Chance  1
   Affects Pragmatic  1  Chance  2
   Affects Stoic  1  Chance  1

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger harsh_lifestyle3
   WhenToTest CharacterTurnEnd

   Condition not EndedInSettlement
         and RemainingMPPercentage = 0
         and Attribute Management >= 3

   Affects LogisticalSkill  1  Chance  10

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger goveror_not_building
   WhenToTest SettlementTurnEnd

   Condition GovernorInResidence
         and BuildingQueueIdleDespiteCash

   Affects BadBuilder  1  Chance  3

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger governor_building
   WhenToTest GovernorBuildingCompleted

   Condition GovernorInResidence

   Affects GoodBuilder  1  Chance  20

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger hate_n_fear1
   WhenToTest PostBattle

   Condition IsGeneral
         and not WonBattle
         and BattleSuccess = crushing
         and I_ConflictType Normal
         and BattleOdds >= 0.5
         and BattleOdds < 1.5
         and GeneralFoughtCulture roman

   Affects HatesRomans  1  Chance  40

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger hate_n_fear2
   WhenToTest PostBattle

   Condition IsGeneral
         and not WonBattle
         and BattleSuccess = crushing
         and I_ConflictType Normal
         and BattleOdds >= 0.5
         and BattleOdds < 1.5
         and GeneralFoughtCulture greek

   Affects HatesGreeks  1  Chance  40

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger hate_n_fear3
   WhenToTest PostBattle

   Condition IsGeneral
         and not WonBattle
         and BattleSuccess = crushing
         and I_ConflictType Normal
         and BattleOdds >= 0.5
         and BattleOdds < 1.5
         and GeneralFoughtCulture egyptian

   Affects HatesEgyptians  1  Chance  40

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger hate_n_fear4
   WhenToTest PostBattle

   Condition IsGeneral
         and not WonBattle
         and BattleSuccess = crushing
         and I_ConflictType Normal
         and BattleOdds >= 0.5
         and BattleOdds < 1.5
         and GeneralFoughtCulture eastern

   Affects HatesEasterners  1  Chance  40

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger hate_n_fear5
   WhenToTest PostBattle

   Condition IsGeneral
         and not WonBattle
         and BattleSuccess = crushing
         and I_ConflictType Normal
         and BattleOdds >= 0.5
         and BattleOdds < 1.5
         and GeneralFoughtCulture carthaginian

   Affects HatesCarthaginians  1  Chance  40

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger hate_n_fear6
   WhenToTest PostBattle

   Condition IsGeneral
         and not WonBattle
         and BattleSuccess = crushing
         and I_ConflictType Normal
         and BattleOdds >= 0.5
         and BattleOdds < 1.5
         and GeneralFoughtCulture barbarian

   Affects HatesBarbarians  1  Chance  40

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger hate_n_fear7
   WhenToTest PostBattle

   Condition IsGeneral
         and not WonBattle
         and BattleSuccess = crushing
         and I_ConflictType Normal
         and BattleOdds >= 1.5
         and GeneralFoughtCulture roman
         and not CultureType roman

   Affects FearsRomans  1  Chance  20

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger hate_n_fear8
   WhenToTest PostBattle

   Condition IsGeneral
         and not WonBattle
         and BattleSuccess = crushing
         and I_ConflictType Normal
         and BattleOdds >= 1.5
         and GeneralFoughtCulture greek
         and not CultureType greek

   Affects FearsGreeks  1  Chance  20

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger hate_n_fear9
   WhenToTest PostBattle

   Condition IsGeneral
         and not WonBattle
         and BattleSuccess = crushing
         and I_ConflictType Normal
         and BattleOdds >= 1.5
         and GeneralFoughtCulture egyptian
         and not CultureType egyptian

   Affects FearsEgyptians  1  Chance  20

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger hate_n_fear10
   WhenToTest PostBattle

   Condition IsGeneral
         and not WonBattle
         and BattleSuccess = crushing
         and I_ConflictType Normal
         and BattleOdds >= 1.5
         and GeneralFoughtCulture eastern
         and not CultureType eastern

   Affects FearsEasterners  1  Chance  20

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger hate_n_fear11
   WhenToTest PostBattle

   Condition IsGeneral
         and not WonBattle
         and BattleSuccess = crushing
         and I_ConflictType Normal
         and BattleOdds >= 1.5
         and GeneralFoughtCulture carthaginian
         and not CultureType carthaginian

   Affects FearsCarthaginians  1  Chance  20

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger hate_n_fear12
   WhenToTest PostBattle

   Condition IsGeneral
         and not WonBattle
         and BattleSuccess = crushing
         and I_ConflictType Normal
         and BattleOdds >= 1.5
         and GeneralFoughtCulture barbarian
         and not CultureType barbarian

   Affects FearsBarbarians  1  Chance  20

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger failed_to_attack
   WhenToTest CharacterTurnEnd

   Condition EndedInEnemyZOC

   Affects IndecisiveAttacker  1  Chance  10

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger battle1
   WhenToTest PostBattle

   Condition GeneralHPLostRatioinBattle > 30

   Affects BattleScarred  1  Chance  30
   Affects Brave  1  Chance  15

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger battle1b
   WhenToTest PostBattle

   Condition GeneralHPLostRatioinBattle > 30
         and Trait Berserker >= 1

   Affects Berserker  1  Chance  30

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger battle1R
   WhenToTest PostBattle

   Condition GeneralHPLostRatioinBattle > 30
         and CultureType roman

   Affects BattleScarred  1  Chance  30
   Affects RomanHero  1  Chance  15

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger battle2
   WhenToTest PostBattle

   Condition GeneralNumKillsInBattle > 6

   Affects Brave  1  Chance  20

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger battle2R
   WhenToTest PostBattle

   Condition GeneralNumKillsInBattle > 6
         and CultureType roman

   Affects RomanHero  1  Chance  20

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger battle3
   WhenToTest PostBattle

   Condition GeneralNumKillsInBattle > 8
         and CultureType roman

   Affects Brave  1  Chance  20
   Affects Bloodthirsty  1  Chance  10

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger battle3R
   WhenToTest PostBattle

   Condition GeneralNumKillsInBattle > 8
         and CultureType roman

   Affects RomanHero  1  Chance  20
   Affects Bloodthirsty  1  Chance  10

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger battle4
   WhenToTest PostBattle

   Condition not GeneralFoughtInCombat

   Affects Coward  1  Chance  10

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger battle5
   WhenToTest PostBattle

   Condition IsGeneral
         and WonBattle
         and CultureType roman

   Affects VictorRomanVirtue  1  Chance  100
   Affects InspiringSpeaker  1  Chance  4

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger battle6
   WhenToTest PostBattle

   Condition IsGeneral
         and WonBattle
         and not CultureType roman

   Affects VictorOthersVirtue  1  Chance  100
   Affects InspiringSpeaker  1  Chance  4

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger battle7
   WhenToTest BattleGeneralRouted


   Affects Coward  1  Chance  25

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger AedileFirstTime
   WhenToTest BecomeAedile


   Affects Aedile  1  Chance  100

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger CensorFirstTime
   WhenToTest BecomeCensor


   Affects Censor  1  Chance  100

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger ConsulFirstTime
   WhenToTest BecomeConsul


   Affects Consul  1  Chance  100

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger PontifexMaximusFirstTime
   WhenToTest BecomePontifexMaximus


   Affects PontifexMaximus  1  Chance  100

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger PraetorFirstTime
   WhenToTest BecomePraetor


   Affects Praetor  1  Chance  100

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger QuaestorFirstTime
   WhenToTest BecomeQuaestor


   Affects Quaestor  1  Chance  100

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger notAedile
   WhenToTest CeasedAedile


   Affects notAedile  2  Chance  100

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger notCensor
   WhenToTest CeasedCensor


   Affects notCensor  2  Chance  100

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger notConsul
   WhenToTest CeasedConsul


   Affects notConsul  2  Chance  100

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger notPontifexMaximus
   WhenToTest CeasedPontifexMaximus


   Affects notPontifexMaximus  2  Chance  100

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger notPraetor
   WhenToTest CeasedPraetor


   Affects notPraetor  2  Chance  100

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger notQuaestor
   WhenToTest CeasedQuaestor


   Affects notQuaestor  2  Chance  100

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger AedileAgain
   WhenToTest BecomeAedile

   Condition Trait notAedile >= 1

   Affects Aedile  2  Chance  100

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger CensorAgain
   WhenToTest BecomeCensor

   Condition Trait notCensor >= 1

   Affects Censor  2  Chance  100

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger ConsulAgain
   WhenToTest BecomeConsul

   Condition Trait notConsul >= 1

   Affects Consul  2  Chance  100

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger PontifexMaxumusAgain
   WhenToTest BecomePontifexMaximus

   Condition Trait notPontifexMaximus >= 1

   Affects PontifexMaximus  2  Chance  100

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger PraetorAgain
   WhenToTest BecomePraetor

   Condition Trait notPraetor >= 1

   Affects Praetor  2  Chance  100

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger QuaestorAgain
   WhenToTest BecomeQuaestor

   Condition Trait notQuaestor >= 1

   Affects Quaestor  2  Chance  100

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger withdraws
   WhenToTest PreBattleWithdrawal


   Affects IndecisiveAttacker  1  Chance  100

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger undersiege
   WhenToTest CharacterTurnEnd

   Condition IsUnderSiege

   Affects Austere  1  Chance  20

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger triumphs1
   WhenToTest GeneralCaptureSettlement

   Condition not CultureType roman

   Affects VictorOthersVirtue  1  Chance  100

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger triumphs2
   WhenToTest GeneralCaptureSettlement

   Condition CultureType roman

   Affects VictorRomanVirtue  1  Chance  100

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger triumphs3
   WhenToTest GeneralCaptureWonder

   Condition not CultureType roman

   Affects VictorOthersVirtue  5  Chance  100

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger triumphs4
   WhenToTest GeneralCaptureWonder

   Condition CultureType roman

   Affects VictorRomanVirtue  5  Chance  100

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger triumphs5
   WhenToTest LeaderDestroyedFaction

   Condition not CultureType roman

   Affects VictorOthersVirtue  10  Chance  100

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger triumphs6
   WhenToTest LeaderDestroyedFaction

   Condition CultureType roman

   Affects VictorRomanVirtue  10  Chance  100

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger disaster
   WhenToTest CharacterDamagedByDisaster

   Condition RandomPercent > 96

   Affects Pious  1  Chance  4
   Affects Superstitious  1  Chance  2
   Affects ReligiousMania  1  Chance  4
   Affects Sacrilegious  1  Chance  1

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger family1
   WhenToTest BrotherAdopted


   Affects Anger  1  Chance  5
   Affects Arse  1  Chance  1
   Affects Corrupt  1  Chance  5
   Affects Slothful  1  Chance  4

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger family2
   WhenToTest BrotherAdopted


   Affects Girls  1  Chance  5
   Affects Gambling  1  Chance  5
   Affects ExpensiveTastes  1  Chance  5
   Affects Disloyal  1  Chance  8
   Affects Unjust  1  Chance  10

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger family3
   WhenToTest BrotherAdopted


   Affects YellowBileHumour  1  Chance  5
   Affects PhlegmHumour  1  Chance  5
   Affects IanR  1  Chance  8
   Affects Paranoia  1  Chance  5
   Affects HarshRuler  1  Chance  10

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger triumphs7
   WhenToTest LostLegionaryEagle


   Affects LostEagle  1  Chance  100

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger triumphs8
   WhenToTest CapturedLegionaryEagle


   Affects CapturedEagle  1  Chance  100

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger triumphs9
   WhenToTest RecapturedLegionaryEagle


   Affects RegainedEagle  1  Chance  100

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger senate1
   WhenToTest SenateExposure


   Affects Perverted  7  Chance  20
   Affects Arse  8  Chance  20
   Affects Girls  6  Chance  20
   Affects Lewd  3  Chance  20
   Affects Sacrilegious  2  Chance  20

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger senate2
   WhenToTest QuaestorInvestigationMinor


   Affects Corrupt  1  Chance  50

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger senate3
   WhenToTest QuaestorInvestigation


   Affects Corrupt  3  Chance  50

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger senate4
   WhenToTest QuaestorInvestigationMajor


   Affects Corrupt  6  Chance  50

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger family4</pre><pre id="faqspan-10">
   WhenToTest CharacterMarries

   Condition Trait Girls >= 1

   Affects Prim  1  Chance  40

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger family5
   WhenToTest CharacterMarries

   Condition Trait Girls >= 2

   Affects Prim  3  Chance  60

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger family6
   WhenToTest CharacterMarries

   Condition Trait Girls >= 3

   Affects Prim  6  Chance  40

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger family7
   WhenToTest CharacterMarries

   Condition Trait Girls >= 4

   Affects Prim  12  Chance  20

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger family8
   WhenToTest CharacterMarries


   Affects Cuckold  2  Chance  3
   Affects FaithfulWife  1  Chance  8
   Affects Fertile  1  Chance  4
   Affects Infertile  1  Chance  4
   Affects WellConnectedWife  1  Chance  5

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger family9
   WhenToTest CharacterMarries

   Condition Trait WellConnectedWife >= 1

   Affects WellConnectedWife  1  Chance  50

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger family10
   WhenToTest CharacterMarries

   Condition Trait WellConnectedWife >= 2

   Affects WellConnectedWife  1  Chance  50

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger family11
   WhenToTest CharacterMarries

   Condition Trait Drink >= 2

   Affects Sobriety  1  Chance  80

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger family12
   WhenToTest CharacterMarries

   Condition Trait Drink >= 3

   Affects Sobriety  2  Chance  60

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger family13
   WhenToTest CharacterMarries

   Condition Trait Drink >= 4

   Affects Sobriety  4  Chance  40

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger family14
   WhenToTest CharacterMarries

   Condition Trait Drink >= 5

   Affects Sobriety  8  Chance  20

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger family15
   WhenToTest CharacterMarries


   Affects Sobriety  1  Chance  5
   Affects Prim  1  Chance  5
   Affects Drink  1  Chance  5
   Affects Girls  1  Chance  2
   Affects Sane  1  Chance  10

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger family16
   WhenToTest CharacterBecomesAFather

   Condition Trait Girls >= 1

   Affects Prim  1  Chance  40

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger family17
   WhenToTest CharacterBecomesAFather

   Condition Trait Girls >= 2

   Affects Prim  3  Chance  60

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger family18
   WhenToTest CharacterBecomesAFather

   Condition Trait Girls >= 3

   Affects Prim  6  Chance  40

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger family19
   WhenToTest CharacterBecomesAFather

   Condition Trait Girls >= 4

   Affects Prim  12  Chance  20

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger family20
   WhenToTest CharacterBecomesAFather

   Condition Trait Drink >= 2

   Affects Sobriety  1  Chance  80

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger family21
   WhenToTest CharacterBecomesAFather

   Condition Trait Drink >= 3

   Affects Sobriety  2  Chance  60

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger family22
   WhenToTest CharacterBecomesAFather

   Condition Trait Drink >= 4

   Affects Sobriety  4  Chance  40

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger family23
   WhenToTest CharacterBecomesAFather

   Condition Trait Drink >= 5

   Affects Sobriety  8  Chance  20

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger family24
   WhenToTest CharacterBecomesAFather


   Affects Sobriety  1  Chance  5
   Affects Prim  1  Chance  5
   Affects Drink  1  Chance  5
   Affects Girls  1  Chance  5
   Affects Sane  1  Chance  10

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger agents1
   WhenToTest SpyMission

   Condition MissionSuccessLevel = not_successful

   Affects BadSpy  1  Chance  35

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger agents2
   WhenToTest SpyMission

   Condition MissionSuccessLevel = slightly_successful
         and Trait GoodSpy = 1

   Affects GoodSpy  1  Chance  10

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger agents3
   WhenToTest SpyMission

   Condition MissionSuccessLevel = partly_successful

   Affects GoodSpy  1  Chance  80

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger agents4
   WhenToTest SpyMission

   Condition MissionSuccessLevel = highly_successful

   Affects GoodSpy  1  Chance  100
   Affects GoodConspirator  1  Chance  50

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger agents5
   WhenToTest LeaderOrderedSpyingMission


   Affects SpyMaster  1  Chance  100
   Affects DeceiverVirtue  1  Chance  2

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger agents6
   WhenToTest AssassinationMission

   Condition MissionSucceeded

   Affects GoodAssassin  1  Chance  100

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger agents7
   WhenToTest AssassinationMission

   Condition not MissionSucceeded

   Affects BadAssassin  1  Chance  50

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger agents8
   WhenToTest LeaderOrderedAssassination


   Affects AssassinMaster  1  Chance  100
   Affects DeceiverVirtue  1  Chance  5

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger agents9
   WhenToTest SufferAssassinationAttempt


   Affects Paranoia  1  Chance  50
   Affects HighPersonalSecurity  1  Chance  100
   Affects Gambling  1  Chance  20
   Affects Girls  1  Chance  20
   Affects Drink  1  Chance  20

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger agents10
   WhenToTest SufferAssassinationAttempt

   Condition Trait Paranoia >= 3

   Affects Insane  1  Chance  30
   Affects Deranged  1  Chance  10

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger agents11
   WhenToTest SufferAssassinationAttempt


   Affects Xenophobia  1  Chance  2
   Affects Pious  1  Chance  5
   Affects ReligiousMania  1  Chance  5
   Affects Sacrilegious  1  Chance  5
   Affects PublicAtheism  1  Chance  3

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger agents13
   WhenToTest SabotageMission

   Condition not MissionSucceeded

   Affects BadConspirator  1  Chance  100

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger agents14
   WhenToTest SabotageMission

   Condition MissionSucceeded

   Affects GoodConspirator  1  Chance  100

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger agents15
   WhenToTest SabotageMission

   Condition MissionSucceeded

   Affects GoodConspirator  2  Chance  50

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger agents16
   WhenToTest SabotageMission

   Condition MissionSucceeded

   Affects GoodConspirator  3  Chance  25

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger agents17
   WhenToTest LeaderOrderedSabotage


   Affects Despoiler  1  Chance  100
   Affects DeceiverVirtue  1  Chance  5

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger agents18
   WhenToTest BriberyMission

   Condition MissionSucceeded

   Affects GoodDiplomat  1  Chance  100
   Affects SmoothTalker  1  Chance  100

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger agents19
   WhenToTest BriberyMission

   Condition not MissionSucceeded

   Affects BadDiplomat  1  Chance  100

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger agents20
   WhenToTest LeaderOrderedBribery


   Affects PoliticsSkill  5  Chance  50
   Affects PlainRomanVirtue  1  Chance  10
   Affects DeceiverVirtue  1  Chance  10

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger agents21
   WhenToTest AcceptBribe


   Affects Disloyal  1  Chance  100

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger agents22
   WhenToTest RefuseBribe


   Affects Loyal  1  Chance  100
   Affects PlainRomanVirtue  1  Chance  20
   Affects Upright  1  Chance  50

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger agents26
   WhenToTest Insurrection


   Affects GoodSpy  1  Chance  20
   Affects GoodConspirator  1  Chance  5

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger agents27
   WhenToTest DiplomacyMission

   Condition MissionSucceeded

   Affects GoodDiplomat  1  Chance  100

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger agents28
   WhenToTest DiplomacyMission

   Condition not MissionSucceeded

   Affects BadDiplomat  1  Chance  100

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger agents29
   WhenToTest LeaderOrderedDiplomacy


   Affects PoliticsSkill  1  Chance  20

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger senate5
   WhenToTest LeaderSenateMissionSuccess


   Affects PlainRomanVirtue  1  Chance  10

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger governing1
   WhenToTest GovernorBuildingDestroyed


   Affects Despoiler  1  Chance  10

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger governing2
   WhenToTest GovernorUnitTrained

   Condition GovernorTaxLevel > tax_high

   Affects GoodAdministrator  1  Chance  3

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger governing3
   WhenToTest GovernorBuildingCompleted


   Affects GoodBuilder  1  Chance  20
   Affects ArchitectSkill  1  Chance  5

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger governing4
   WhenToTest GovernorBuildingCompleted

   Condition GovernorTaxLevel > tax_high

   Affects GoodAdministrator  1  Chance  7

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger governing5
   WhenToTest GovernorBuildingCompleted

   Condition SettlementBuildingFinished >= farms

   Affects GoodFarmer  1  Chance  100

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger governing6
   WhenToTest GovernorBuildingCompleted

   Condition not SettlementBuildingFinished >= farms

   Affects BadFarmer  1  Chance  8

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger governing7
   WhenToTest GovernorBuildingCompleted

   Condition SettlementBuildingFinished >= mines

   Affects GoodMiner  1  Chance  100

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger governing8
   WhenToTest GovernorBuildingCompleted

   Condition not SettlementBuildingFinished = mines
         and AdviseBuild = mines

   Affects BadMiner  1  Chance  100

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger governing9
   WhenToTest GovernorBuildingCompleted

   Condition not SettlementBuildingFinished = mines+1
         and AdviseBuild = mines+1

   Affects BadMiner  1  Chance  100

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger governing10
   WhenToTest GovernorBuildingCompleted

   Condition not SettlementBuildingFinished >= trader

   Affects BadTrader  1  Chance  1

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger governing11
   WhenToTest GovernorBuildingCompleted

   Condition SettlementBuildingFinished >= trader

   Affects GoodTrader  1  Chance  50

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger governing11b
   WhenToTest GovernorBuildingCompleted

   Condition SettlementBuildingFinished >= port

   Affects GoodTrader  1  Chance  80

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger governing11c
   WhenToTest GovernorBuildingCompleted

   Condition SettlementBuildingFinished >= roads

   Affects GoodTrader  1  Chance  80

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger governing12
   WhenToTest GovernorCityRiots

   Condition CultureType roman

   Affects AuthoritarianRomanVirtue  1  Chance  20
   Affects Disciplinarian  1  Chance  10
   Affects HarshJustice  1  Chance  5
   Affects Rabblerouser  1  Chance  10

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger governing13
   WhenToTest GovernorCityRebels

   Condition CultureType roman

   Affects AuthoritarianRomanVirtue  1  Chance  50
   Affects Disciplinarian  1  Chance  15
   Affects HarshJustice  1  Chance  10
   Affects Rabblerouser  1  Chance  20

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger governing14
   WhenToTest GovernorCityRiots

   Condition not CultureType roman

   Affects Authoritarian  1  Chance  20
   Affects Disciplinarian  1  Chance  5
   Affects HarshJustice  1  Chance  5

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger governing15
   WhenToTest GovernorCityRebels

   Condition not CultureType roman

   Affects Authoritarian  1  Chance  50
   Affects Disciplinarian  1  Chance  15
   Affects HarshJustice  1  Chance  10

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger governing16
   WhenToTest GovernorCityRiots

   Condition GovernorTaxLevel > tax_low

   Affects BadAdministrator  1  Chance  50

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger governing17
   WhenToTest GovernorCityRebels

   Condition GovernorTaxLevel > tax_low

   Affects BadAdministrator  1  Chance  100

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger governing18
   WhenToTest GovernorBuildingCompleted

   Condition GovernorLoyaltyLevel = loyalty_disillusioned
         and GovernorTaxLevel > tax_high

   Affects GoodTaxman  1  Chance  75

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger governing19
   WhenToTest GovernorBuildingCompleted

   Condition GovernorLoyaltyLevel > loyalty_disillusioned
         and GovernorTaxLevel < tax_high

   Affects BadTaxman  1  Chance  15

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger governing20
   WhenToTest GovernorBuildingCompleted

   Condition SettlementBuildingFinished >= stone_amphitheatre

   Affects GamesFanRomanVice  1  Chance  100

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger governing21
   WhenToTest GovernorBuildingCompleted

   Condition CultureType roman
         and SettlementBuildingFinished >= hippodrome

   Affects RacesFanRomanVice  1  Chance  100

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger extermination1
   WhenToTest EnslavePopulation


   Affects Despoiler  1  Chance  20

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger extermination2
   WhenToTest ExterminatePopulation


   Affects Genocide  1  Chance  100
   Affects Bloodthirsty  1  Chance  10

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger selfperpetuating1
   WhenToTest CharacterTurnEnd

   Condition Trait Aesthetic >= 1

   Affects Aesthetic  1  Chance  4

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger selfperpetuating2
   WhenToTest CharacterTurnEnd

   Condition Trait Anger >= 1

   Affects Anger  1  Chance  4

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger selfperpetuating3
   WhenToTest CharacterTurnEnd

   Condition Trait ApicianRomanVice >= 1

   Affects ApicianRomanVice  1  Chance  4

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger selfperpetuating4
   WhenToTest CharacterTurnEnd

   Condition Trait Arse >= 1

   Affects Arse  1  Chance  4

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger selfperpetuating5
   WhenToTest CharacterTurnEnd

   Condition Trait Austere >= 1

   Affects Austere  1  Chance  4

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger selfperpetuating6
   WhenToTest CharacterTurnEnd

   Condition Trait Authoritarian >= 1

   Affects Authoritarian  1  Chance  4

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger selfperpetuating7
   WhenToTest CharacterTurnEnd

   Condition Trait AuthoritarianRomanVirtue >= 1

   Affects AuthoritarianRomanVirtue  1  Chance  4

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger selfperpetuating8
   WhenToTest CharacterTurnEnd

   Condition Trait BlackBileHumour >= 1

   Affects BlackBileHumour  1  Chance  4
   Affects BoringSpeaker  1  Chance  4

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger selfperpetuating9
   WhenToTest CharacterTurnEnd

   Condition Trait BloodHumour >= 1

   Affects BloodHumour  1  Chance  4
   Affects LaxPersonalSecuity  1  Chance  4

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger selfperpetuating10
   WhenToTest CharacterTurnEnd

   Condition Trait BoringSpeaker >= 1

   Affects BoringSpeaker  1  Chance  4

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger selfperpetuating11
   WhenToTest CharacterTurnEnd

   Condition Trait Cheapskate >= 1

   Affects Cheapskate  1  Chance  4

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger selfperpetuating12
   WhenToTest CharacterTurnEnd

   Condition Trait Deranged >= 1

   Affects Deranged  1  Chance  4

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger selfperpetuating13
   WhenToTest CharacterTurnEnd

   Condition Trait Drink >= 1

   Affects Drink  1  Chance  4

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger selfperpetuating14
   WhenToTest CharacterTurnEnd

   Condition Trait Energetic >= 1

   Affects Energetic  1  Chance  4

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger selfperpetuating15
   WhenToTest CharacterTurnEnd

   Condition Trait Epicurean >= 1

   Affects Epicurean  1  Chance  4

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger selfperpetuating16
   WhenToTest CharacterTurnEnd

   Condition Trait ExpensiveTastes >= 1

   Affects ExpensiveTastes  1  Chance  4

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger selfperpetuating17
   WhenToTest CharacterTurnEnd

   Condition Trait Feck >= 1

   Affects Feck  1  Chance  4

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger selfperpetuating18
   WhenToTest CharacterTurnEnd

   Condition Trait Gambling >= 1

   Affects Gambling  1  Chance  4

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger selfperpetuating19
   WhenToTest CharacterTurnEnd

   Condition Trait Generous >= 1

   Affects Generous  1  Chance  4

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger selfperpetuating20
   WhenToTest CharacterTurnEnd

   Condition Trait Girls >= 1

   Affects Girls  1  Chance  4

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger selfperpetuating21
   WhenToTest CharacterTurnEnd

   Condition Trait Hypochondriac >= 1

   Affects Hypochondriac  1  Chance  4

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger selfperpetuating22
   WhenToTest CharacterTurnEnd

   Condition Trait Ignorance >= 1

   Affects Ignorance  1  Chance  4

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger selfperpetuating23
   WhenToTest CharacterTurnEnd

   Condition Trait Insane >= 1

   Affects Insane  1  Chance  4

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger selfperpetuating24
   WhenToTest CharacterTurnEnd

   Condition Trait Lewd >= 1

   Affects Lewd  1  Chance  4

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger selfperpetuating25
   WhenToTest CharacterTurnEnd

   Condition Trait Liar >= 1

   Affects Liar  1  Chance  4

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger selfperpetuating26
   WhenToTest CharacterTurnEnd

   Condition Trait Miserly >= 1

   Affects Miserly  1  Chance  4

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger selfperpetuating27
   WhenToTest CharacterTurnEnd

   Condition Trait Paranoia >= 1

   Affects Paranoia  1  Chance  4

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger selfperpetuating28
   WhenToTest CharacterTurnEnd

   Condition Trait Perverted >= 1

   Affects Perverted  1  Chance  4

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger selfperpetuating29
   WhenToTest CharacterTurnEnd

   Condition Trait PhlegmHumour >= 1

   Affects PhlegmHumour  1  Chance  4
   Affects BoringSpeaker  1  Chance  4

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger selfperpetuating30
   WhenToTest CharacterTurnEnd

   Condition Trait PoeticSkill >= 1

   Affects PoeticSkill  1  Chance  4

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger selfperpetuating31
   WhenToTest CharacterTurnEnd

   Condition Trait Secretive >= 1

   Affects Secretive  1  Chance  4

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger selfperpetuating32
   WhenToTest CharacterTurnEnd

   Condition Trait Slothful >= 1

   Affects Slothful  1  Chance  4
   Affects LaxPersonalSecuity  1  Chance  4

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger selfperpetuating33
   WhenToTest CharacterTurnEnd

   Condition Trait Sobriety >= 1

   Affects Sobriety  1  Chance  4

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger selfperpetuating34
   WhenToTest CharacterTurnEnd

   Condition Trait Stoic >= 1

   Affects Stoic  1  Chance  4

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger selfperpetuating35
   WhenToTest CharacterTurnEnd

   Condition Trait Superstitious >= 1

   Affects Superstitious  1  Chance  4

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger selfperpetuating36
   WhenToTest CharacterTurnEnd

   Condition Trait Talkative >= 1

   Affects Talkative  1  Chance  4

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger selfperpetuating37
   WhenToTest CharacterTurnEnd

   Condition Trait TouchedByTheGods >= 1

   Affects TouchedByTheGods  1  Chance  4

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger selfperpetuating38
   WhenToTest CharacterTurnEnd

   Condition Trait Trusting >= 1

   Affects Trusting  1  Chance  4
   Affects LaxPersonalSecuity  1  Chance  4
   Affects KindRuler  1  Chance  4

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger selfperpetuating39
   WhenToTest CharacterTurnEnd

   Condition Trait Xenophilia >= 1

   Affects Xenophilia  1  Chance  4

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger selfperpetuating40
   WhenToTest CharacterTurnEnd

   Condition Trait Xenophobia >= 1

   Affects Xenophobia  1  Chance  4

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger selfperpetuating41
   WhenToTest CharacterTurnEnd

   Condition Trait YellowBileHumour >= 1

   Affects YellowBileHumour  1  Chance  4

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger selfperpetuating42
   WhenToTest CharacterTurnEnd

   Condition Trait RacesHaterRomanVice >= 1

   Affects RacesHaterRomanVice  1  Chance  4

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger selfperpetuating43
   WhenToTest CharacterTurnEnd

   Condition Trait GamesHaterRomanVice >= 1

   Affects GamesHaterRomanVice  1  Chance  4

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger selfperpetuating44
   WhenToTest CharacterTurnEnd

   Condition Trait NonAuthoritarian >= 1

   Affects NonAuthoritarian  1  Chance  4
   Affects KindRuler  1  Chance  4

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger selfperpetuating45
   WhenToTest CharacterTurnEnd

   Condition Trait Prim >= 1

   Affects Prim  1  Chance  4

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger selfperpetuating46
   WhenToTest CharacterTurnEnd

   Condition Trait Unjust >= 1

   Affects Unjust  1  Chance  4

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger selfperpetuating47
   WhenToTest CharacterTurnEnd

   Condition Trait HarshRuler >= 1

   Affects HarshRuler  1  Chance  4

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger selfperpetuating48
   WhenToTest CharacterTurnEnd

   Condition Trait Corrupt >= 1

   Affects Corrupt  1  Chance  4

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger spyinit1
   WhenToTest AgentCreated

   Condition AgentType = spy

   Affects NaturalSpySkill  1  Chance  100
   Affects GoodConspirator  1  Chance  20

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger spyinit2
   WhenToTest AgentCreated

   Condition AgentType = spy
         and Trait NaturalSpySkill = 1

   Affects NaturalSpySkill  1  Chance  33

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger spyinit3
   WhenToTest AgentCreated

   Condition AgentType = spy
         and Trait NaturalSpySkill = 2

   Affects NaturalSpySkill  1  Chance  20

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger diplomatinit1
   WhenToTest AgentCreated

   Condition AgentType = diplomat

   Affects NaturalDiplomatSkill  1  Chance  100

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger diplomatinit2
   WhenToTest AgentCreated

   Condition AgentType = diplomat
         and Trait NaturalDiplomatSkill = 1

   Affects NaturalDiplomatSkill  1  Chance  33

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger diplomatinit3
   WhenToTest AgentCreated

   Condition AgentType = diplomat
         and Trait NaturalDiplomatSkill = 2

   Affects NaturalDiplomatSkill  1  Chance  33

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger assassininit1
   WhenToTest AgentCreated

   Condition AgentType = assassin

   Affects NaturalAssassinSkill  1  Chance  100

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger assassininit2
   WhenToTest AgentCreated

   Condition AgentType = assassin
         and Trait NaturalAssassinSkill = 1

   Affects NaturalAssassinSkill  1  Chance  33

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger assassininit3
   WhenToTest AgentCreated

   Condition AgentType = assassin
         and Trait NaturalAssassinSkill = 2

   Affects NaturalAssassinSkill  1  Chance  33

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger devastation
   WhenToTest GeneralDevastatesTile


   Affects Despoiler  1  Chance  4

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger LesserGeneralOfferedForAdoption
   WhenToTest LesserGeneralOfferedForAdoption


   Affects GoodCommander  1  Chance  100
   Affects GoodCommander  1  Chance  50
   Affects NaturalMilitarySkill  1  Chance  30
   Affects NaturalMilitarySkill  1  Chance  30
   Affects StrategicSkill  1  Chance  10

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger LesserGeneralOfferedForAdoption2
   WhenToTest LesserGeneralOfferedForAdoption


   Affects GoodCommander  1  Chance  50
   Affects Sobriety  1  Chance  12
   Affects Disciplinarian  2  Chance  17
   Affects GoodAdministrator  6  Chance  31
   Affects Intelligent  1  Chance  8

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger LesserGeneralOfferedForAdoption3
   WhenToTest LesserGeneralOfferedForAdoption


   Affects GoodCommander  1  Chance  50
   Affects Drink  1  Chance  8
   Affects BattleScarred  1  Chance  17
   Affects Loyal  1  Chance  17
   Affects InspiringSpeaker  1  Chance  9

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger admiral1
   WhenToTest PostBattle

   Condition AgentType = admiral
         and WonBattle

   Affects Sailor  1  Chance  100

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger admiral2
   WhenToTest PostBattle

   Condition AgentType = admiral
         and not WonBattle

   Affects Landlubber  1  Chance  100

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger corruption1
   WhenToTest CharacterTurnEnd

   Condition EndedInSettlement
         and Treasury > 50000

   Affects Corrupt  1  Chance  3
   Affects Aesthetic  1  Chance  3
   Affects ExpensiveTastes  1  Chance  3
   Affects Epicurean  1  Chance  3
   Affects BadAdministrator  1  Chance  3

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger corruption2
   WhenToTest CharacterTurnEnd

   Condition EndedInSettlement
         and Treasury > 100000

   Affects Corrupt  1  Chance  3
   Affects Aesthetic  1  Chance  3
   Affects ExpensiveTastes  1  Chance  3
   Affects Epicurean  1  Chance  3
   Affects Embezzler  1  Chance  3

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger corruption4
   WhenToTest CharacterTurnEnd

   Condition EndedInSettlement
         and Treasury > 150000

   Affects Corrupt  1  Chance  3
   Affects Aesthetic  1  Chance  3
   Affects ExpensiveTastes  1  Chance  3
   Affects Epicurean  1  Chance  3
   Affects Embezzler  1  Chance  3

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger corruption3
   WhenToTest CharacterTurnEnd

   Condition EndedInSettlement
         and Treasury > 50000
         and CultureType roman

   Affects ApicianRomanVice  1  Chance  3

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger factionleader
   WhenToTest BecomesFactionLeader


   Affects Factionleader  1  Chance  100

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger reinherited
   WhenToTest BecomesFactionHeir

   Condition Trait Exheir = 1

   Affects Factionheir  1  Chance  100

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger disinherited
   WhenToTest CeasedFactionHeir

   Condition not Trait Exheir = 1
         and not IsFactionLeader

   Affects Exheir  2  Chance  100

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger inherited
   WhenToTest CeasedFactionHeir

   Condition IsFactionLeader

   Affects Exheir  1  Chance  100

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
Trigger becomesheir
   WhenToTest BecomesFactionHeir


   Affects Factionheir  1  Chance  100



\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /
\/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/

                             21. Retinue List

/\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\
/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \

All the retinues, their code name, game description, effect, and how they are
triggered. All very important information for what retinue to get and how to
get them. Definitely come back to this list if you want to know what temple
will give what - all temple retinue is located on the very bottom.

-----------------------------------------------------------------------------
>> Actor {actor_desc}

 "An Actor?! An Actor? I, sir, am a thespian! I bestride the stage in a
  manner - nay a fashion, sir, a fashion - like unto Colossus himself!"
     Effect: +1 Influence

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= odeon
         and IsGeneral

   AcquireAncillary actor chance: 6%


-----------------------------------------------------------------------------
>> Aged Retainer {aged_retainer_desc}

 Loyalty cannot be bought in some men, but when earned must be treasured and
 respected.
     Effect: +1 Management, +1 to personal security (improves the chances of
             detecting and foiling assassination attempts)

  WhenToTest CharacterComesOfAge
   Condition FatherTrait Loyal >= 1

   AcquireAncillary aged_retainer chance: 50%


-----------------------------------------------------------------------------
>> Agriculturalist {agriculturalist_desc}

  Good land, worked well, is the root of much wealth.
     Effect: +1 to farming output

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_farming_temple
         and IsGeneral

   AcquireAncillary agriculturalist chance: 5%


-----------------------------------------------------------------------------
>> Animal Trader {animal_trader_desc}

 The Games demand a constant supply of new animals, and a man who controls
 such a supply will gain friends...
     Effect: +1 Influence

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= stone_amphitheatre
         and Trait GamesFanRomanVice >= 1
         and IsGeneral

   AcquireAncillary animal_trader chance: 10%


-----------------------------------------------------------------------------
>> Architect {architect_desc}

 Great architecture can be a statement of power and prestige, designed to
 awe a subject people into obedience.
     Effect: 10% discount on construction costs, -1 from squalor (increases
             public order and population growth)

  WhenToTest GovernorBuildingCompleted
   Condition SettlementBuildingExists >= proconsuls_palace
         and IsGeneral

   AcquireAncillary architect chance: 5%

-----------------------------------------------------------------------------
>> Armourer {armourer_desc}

 A skilled craftsman, able to oversee repairs and refurbishment of armour.
     Effect: +1 Morale for all troops on the battlefield

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= foundry
         and IsGeneral

   AcquireAncillary armourer chance: 10%


-----------------------------------------------------------------------------
>> Artist {artist_desc}

 The images of the mighty need to be captured for posterity. Repeatedly.
     Effect: 1 Influence, 10% decrease to cost to bribe

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= governors_villa
         and Trait ExpensiveTastes >= 1
         and Trait BattleScarred <= 1
         and IsGeneral

   AcquireAncillary artist chance: 15%


-----------------------------------------------------------------------------
>> Astrologer {astrologer_desc}

 "The stars are most auspicious for this new venture..."
     Effect: +1 Command, -1 Management

Trigger trigger_astrologer
  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_law_shrine
         and Trait Superstitious >= 1
         and IsGeneral

   AcquireAncillary astrologer chance: 15%


-----------------------------------------------------------------------------
>> Barbarian Turncoat {barbarian_turncoat_desc}

 Some men are willing to turn against their own kind for all sorts of
 reasons.
     Effect: +1 Command when fighting against Barbarians

  WhenToTest EnslavePopulation
   Condition TargetFactionCultureType barbarian

   AcquireAncillary barbarian_slave chance: 20%


-----------------------------------------------------------------------------
>> Bard {bard_desc}

 A great man's great deeds need to be properly celebrated in epic poetry!
     Effect: +1 Influence

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= bardic_circle
         and IsGeneral

   AcquireAncillary bard chance: 10%


-----------------------------------------------------------------------------
>> Beastmaster {beastmaster_desc}

 A servant who can handle any animal may be useful on campaign.
     Effect: +1 Command when commanding cavalry, 15% discount on animal unit
             training costs

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_hunting_temple
         and IsGeneral

   AcquireAncillary beastmaster chance: 6%


-----------------------------------------------------------------------------
>> Biographer {biographer_desc}

 A great man's great deeds need to be properly celebrated!
     Effect: +1 Influence

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and Trait GoodAttacker >= 2
         and IsGeneral

   AcquireAncillary biographer chance: 4%


-----------------------------------------------------------------------------
>> Bodyguard {bodyguard_desc}

 Personal security never has too high a price.
     Effect: +2 to personal security (improves the chances of detecting and
             foiling assassination attempts), +2 to the valour of your
             general's bodyguards

  WhenToTest SufferAssassinationAttempt
   Condition Trait HighPersonalSecurity >= 1
         and Attribute Command >= 3
         and IsGeneral

   AcquireAncillary bodyguard chance: 50%


-----------------------------------------------------------------------------
>> Inventor {brilliant_inventor_desc}

 Invention is a delicate art, and rushing ahead will only result in a failed
 idea. Thought is needed.
     Effect: +30 Build Points (required for the construction of siege
             equipment), +1 to farming output, 20% bonus on mining income

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_forge_temple
         and IsGeneral

   AcquireAncillary brilliant_inventor chance: 8%


-----------------------------------------------------------------------------
>> Cackling Crone {cackling_crone_desc}

 "The bones hold many secrets... of the past... of the future!
     Effect: +1 Influence, -1 Morale for all troops on the battlefield

  WhenToTest CharacterTurnEnd
   Condition not EndedInSettlement
         and Trait Superstitious >= 2
         and RemainingMPPercentage = 100
         and IsGeneral

   AcquireAncillary cackling_crone chance: 15%


-----------------------------------------------------------------------------
>> Carnifex {carnifex_desc}

 Law requires punishment, sometimes severe punishment, lest anarchy
 overwhelm the state.
     Effect: +2 to public security (improves the chances of detecting and
             capturing enemy agents), +2 to law (improves public order)

  WhenToTest GovernorCityRebels
   Condition SettlementBuildingExists >= governors_palace
         and IsGeneral

   AcquireAncillary carnifex chance: 20%


-----------------------------------------------------------------------------
>> Carthaginian Turncoat {carthaginian_turncoat_desc}

 Some men are willing to turn against their own kind for all sorts of
 reasons.
     Effect: +1 Command when fighting against Carthaginians

  WhenToTest PostBattle
   Condition WonBattle
         and PercentageEnemyKilled >= 50
         and GeneralFoughtCulture carthaginian
         and IsGeneral

   AcquireAncillary carthaginian_turncoat chance: 8%


-----------------------------------------------------------------------------
>> Charioteer {charioteer_desc}

 A popular hero can be a useful friend to those in public life, for fame
 tends to rub off
     Effect: 10% bonus to your popularity with the People

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists = circus_maximus
         and Trait RacesFanRomanVice >= 1
         and IsGeneral

   AcquireAncillary charioteer chance: 15%


-----------------------------------------------------------------------------
>> Chief Eunuch {chief_eunuch_desc}

 The safety of one's person must be guaranteed by every means to hand.
     Effect: +2 to personal security (improves the chances of detecting and
             foiling assassination attempts), +1 to the valour of your
             general's bodyguards

  WhenToTest SufferAssassinationAttempt
   Condition Trait HighPersonalSecurity >= 1
         and IsGeneral

   AcquireAncillary chief_eunuch chance: 50%


-----------------------------------------------------------------------------
>> Chirugeon {chirugeon_desc}

 Good field surgery can save many a life after a battle.
     Effect: Improves the chances of casualties recovering from their wounds

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= academy
         and IsGeneral

   AcquireAncillary chirugeon chance: 15%


-----------------------------------------------------------------------------
>> Civilized Slave {civilized_slave_desc}

 "Just a little something I bought to remind me of those decadent fools..."
     Effect: +1 Management

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists = forum
         and IsGeneral

   AcquireAncillary civilized_slave chance: 10%


-----------------------------------------------------------------------------
>> Comedian {comedian_desc}

 "Nay, nay and thrice nay! No, mistress, no, listen... oooh, titter ye not,
  oh no... Oooh! Where was I? The prologue..."
     Effect: +1 Morale for all troops on the battlefield

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_fun_temple
         and IsGeneral

   AcquireAncillary comedian chance: 8%


-----------------------------------------------------------------------------
>> Cook {cook_desc}

 Good food is a civilized accomplishment.
     Effect: +1 to personal security (improves the chances of detecting and
             foiling assassination attempts)

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_fun_shrine
         and IsGeneral

   AcquireAncillary cook chance: 10%


-----------------------------------------------------------------------------
>> Courtesan {courtesan_desc}

 The attentions of a courtesan who has skill and refinement are a welcome
 relief at the end of hard day's brutal conquering.
     Effect: +1 to agent's skill

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_fun_temple
         and not IsGeneral
         and not AgentType = family
         and not AgentType = diplomat
         and not AgentType = admiral

   AcquireAncillary courtesan chance: 15%


-----------------------------------------------------------------------------
>> Judge {crooked_judge_desc}

 Justice, however flawed, can help create an empire, as long as the right
 palms are greased along the way.
     Effect: 20% discount on agent training costs, +1 to unrest (decreases
             public order), +2 to law (improves public order)

  WhenToTest GovernorCityRiots
   Condition SettlementBuildingExists >= temple_of_law_temple
         and IsGeneral

   AcquireAncillary crooked_judge chance: 20%


-----------------------------------------------------------------------------
>> Judge {crooked_judge2_desc}

 Justice, however flawed, can help create an empire, as long as the right
 palms are greased along the way.
     Effect: 20% discount on agent training costs, +1 to unrest (decreases
             public order), +2 to law (improves public order)

  WhenToTest GovernorCityRiots
   Condition SettlementBuildingExists >= temple_of_justice_temple
         and IsGeneral

   AcquireAncillary crooked_judge2 chance: 20%


-----------------------------------------------------------------------------
>> Dancer {dancer_desc}

 Lavish and stimulating amusement after work is important, even for the most
 dedicated of men.
     Effect: +2 to agent's skill

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_fun_temple
         and not IsGeneral
         and not AgentType = family
         and not AgentType = diplomat
         and not AgentType = admiral

   AcquireAncillary dancer chance: 15%


-----------------------------------------------------------------------------
>> Dancer {dancer2_desc}

 Lavish and stimulating amusement after work is important, even for the most
 dedicated of men.
     Effect: +2 to agent's skill

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists = bardic_circle
         and not IsGeneral
         and not AgentType = family
         and not AgentType = diplomat
         and not AgentType = admiral

   AcquireAncillary dancer2 chance: 25%


-----------------------------------------------------------------------------
>> Decorated Hero {decorated_hero_desc}

 A clever leader knows how to use the fame and bravery of others to his own
 best advantage.
     Effect: 20% discount on unit training costs

  WhenToTest PostBattle
   Condition WonBattle
         and PercentageOfArmyKilled > 30
         and PercentageEnemyKilled > 35
         and IsGeneral

   AcquireAncillary decorated_hero chance: 20%

</pre><pre id="faqspan-11">
-----------------------------------------------------------------------------
>> Desert Scout {desert_scout_desc}

 Reading any ground for signs of the enemy is an art learned only by
 experience.
     Effect: +1 Command when ambushing, +1 to line of sight (increases the
             range at which enemies are spotted)

  WhenToTest GovernorUnitTrained
   Condition TrainedUnitCategory cavalry
         and SettlementBuildingExists >= cavalry_barracks
         and IsGeneral

   AcquireAncillary desert_scout chance: 10%


-----------------------------------------------------------------------------
>> Doctor {doctor_desc}

 Medical care is always a sound investment, at least until the patient
 dies...
     Effect: Increases the chance of having children,  Improves the chances
             of casualties recovering from their wounds

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= academy
         and IsGeneral

   AcquireAncillary doctor chance: 10%


-----------------------------------------------------------------------------
>> Drillmaster {drillmaster_desc}

 Battles are less frightening for new soldiers if they have been cowed by
 learning drill from a fierce taskmaster.
     Effect: +25% to Movement Points (gives armies the ability to forced
             march), 10% discount on unit training costs

  WhenToTest GovernorUnitTrained
   Condition TrainedUnitCategory infantry
         and Attribute Command >= 4
         and IsGeneral

   AcquireAncillary drillmaster chance: 3%


-----------------------------------------------------------------------------
>> Drinking Companion {drinking_companion_desc}

 Eat, drink and be merry, for tomorrow we'll do it all over again!
     Effect: +1 Influence, -1 Command

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and SettlementBuildingExists = temple_of_fun_temple
         and Trait Drink >= 2
         and IsGeneral

   AcquireAncillary drinking_companion chance: 15%

-----------------------------------------------------------------------------
>> Druid {druid_desc}

 The gods must be appeased or the sky will fall on our heads!
     Effect: +1 Influence,  Improves the chances of casualties recovering
             from their wounds

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_healing_shrine
         and Trait PublicFaith >= 1
         and IsGeneral

   AcquireAncillary druid chance: 15%


-----------------------------------------------------------------------------
>> Druid {druid2_desc}

 The gods must be appeased or the sky will fall on our heads!
     Effect: +1 Morale for all troops on the battlefield, +1 Command when
             attacking

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_battle_shrine
         and Trait PublicFaith >= 1
         and IsGeneral

   AcquireAncillary druid2 chance: 15%


-----------------------------------------------------------------------------
>> Drunken "Uncle" {drunken_uncle_desc}

 Even in the greatest family, there is always someone who specialises in
 causing embarrassment.
     Effect: -1 Influence

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and Trait Drink >= 3
         and IsGeneral

   AcquireAncillary drunken_uncle chance: 2%


-----------------------------------------------------------------------------
>> Easterner Turncoat {easterner_turncoat_desc}


 Some men are willing to turn against their own kind for all sorts of
 reasons.
     Effect: +1 Command when fighting against eastern enemies

  WhenToTest PostBattle
   Condition WonBattle
         and PercentageEnemyKilled >= 40
         and GeneralFoughtCulture eastern
         and IsGeneral

   AcquireAncillary easterner_turncoat chance: 8%


-----------------------------------------------------------------------------
>> Editor {editor_desc}

 The skilled individual who can organise bread and circuses is not one to be
 lightly cast aside.
     Effect: +2 Influence

  WhenToTest GovernorThrowGames
   Condition EndedInSettlement
         and SettlementBuildingExists >= stone_amphitheatre
         and IsGeneral
         and Trait GamesFanRomanVice >= 1

   AcquireAncillary editor chance: 20%


-----------------------------------------------------------------------------
>> Egyptian Turncoat {egyptian_turncoat_desc}

 Some men are willing to turn against their own kind for all sorts of
 reasons.
     Effect: +1 Command when fighting against Egyptians

  WhenToTest PostBattle
   Condition WonBattle
         and PercentageEnemyKilled >= 40
         and GeneralFoughtCulture egyptian
         and IsGeneral

   AcquireAncillary egyptian_turncoat chance: 8%


-----------------------------------------------------------------------------
>> Elder Senator {elder_senator_desc}

 Political connections to the supremely powerful are more than useful - they
 can be vital!
     Effect: +1 Influence, +1 Management, Improves the chances of getting
             elected to senatorial offices, 15% bonus to your popularity
             with the Senate

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and IsFactionLeader
         and SettlementBuildingExists >= curia
         and RemainingMPPercentage = 100
         and IsGeneral

   AcquireAncillary elder_senator chance: 20%


-----------------------------------------------------------------------------
>> Elderly Spinster "Aunt" {elderly_spinster_aunt_desc}

 "Now, dear, I am sure your mother wouldn't like that..."
     Effect: -1 Influence, +1 Management

  WhenToTest CharacterTurnEnd
   Condition IsFactionHeir
         and EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists > proconsuls_palace
         and IsGeneral

   AcquireAncillary elderly_spinster_aunt chance: 5%


-----------------------------------------------------------------------------
>> Equestrian {equestrian_desc}

 Political connections to the powerful and wealthy are always useful.
     Effect: 10% bonus on all trade income

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and IsFactionLeader
         and RemainingMPPercentage > 50
         and SettlementBuildingExists >= baths
         and SettlementBuildingExists >= governors_palace
         and IsGeneral

   AcquireAncillary equestrian chance: 10%


-----------------------------------------------------------------------------
>> Evil Mother-in-Law {evil_mother-in-law_desc}

 "And look at the state of you! A disgrace, that's what you are! To think
  that my daughter ever took up with the likes..."
     Effect: -1 Influence, -1 Morale for all troops on the battlefield

  WhenToTest CharacterMarries
   Condition Trait Girls >= 1
         and Trait Gambling >= 1
         and Trait Drink >= 1
         and IsGeneral

   AcquireAncillary evil_mother-in-law chance: 50%


-----------------------------------------------------------------------------
>> Exotic Slave {exotic_slave_desc}

 Slaves don't have to be useful. Sometimes they are for show.
     Effect: +1 Influence

  WhenToTest EnslavePopulation

   AcquireAncillary exotic_slave chance: 10%


-----------------------------------------------------------------------------
>> Famous Courtesan {famous_courtesan_desc}

 To retain the services of a famous - or notorious - courtesan brings its
 own social distinction.
     Effect: 25% discount on agent training costs

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and Trait Girls >= 2
         and SettlementBuildingExists >= proconsuls_palace
         and RemainingMPPercentage = 100
         and IsGeneral

   AcquireAncillary famous_courtesan chance: 20%


-----------------------------------------------------------------------------
>> Famous Warrior {famous_warrior_desc}

 The leader who can attract great warriors to his cause increases his own
 stature in the eyes of the people.
     Effect: +1 Command, +1 Morale for all troops on the battlefield, 10%
             discount on unit training costs

Trigger trigger_famous_warrior
  WhenToTest PostBattle
   Condition WonBattle
         and PercentageEnemyKilled >= 50
         and IsGeneral

   AcquireAncillary famous_warrior chance: 25%


-----------------------------------------------------------------------------
>> Lictor {fasces_desc}

 Law and order are two sides of the same coin. Without one, the other would
 fail.
     Effect: ?


-----------------------------------------------------------------------------
>> Floozy {floozy_desc}

 Every truly great man deserves the companionship of a cheap floozy at some
 point in his career!
     Effect: -2 from personal security (increases the chances of falling
             victim to assassination)

  WhenToTest PostBattle
   Condition WonBattle
         and Trait Girls >= 1
         and Trait Brave >= 1
         and IsGeneral

   AcquireAncillary floozy chance: 25%


-----------------------------------------------------------------------------
>> Foodtaster {foodtaster_desc}

 Death can come in many forms, and even the dining table requires a
 guardsman of sorts.
     Effect: +1 to personal security (improves the chances of detecting and
             foiling assassination attempts)

  WhenToTest SufferAssassinationAttempt
   Condition Trait Paranoia >= 1
         and IsGeneral

   AcquireAncillary foodtaster chance: 20%


-----------------------------------------------------------------------------
>> Freeman Clerk {freeman_clerk_desc}

 An able and loyal assistant in the day-to-day business of government.
     Effect: +1 Management, 10% bonus on tax income

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_governors_temple
         and SettlementBuildingExists >= academy
         and IsGeneral

   AcquireAncillary freeman_clerk chance: 15%


-----------------------------------------------------------------------------
>> Freeman Clerk {freeman_clerk2_desc}

 An able and loyal assistant in the day-to-day business of government.
     Effect: +1 Management, 10% bonus on all trade income

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_trade_temple
         and SettlementBuildingExists >= academy
         and IsGeneral

   AcquireAncillary freeman_clerk2 chance: 15%


-----------------------------------------------------------------------------
>> Galloper {galloper_desc}

 Command and control on the battlefield relies on orders getting through.
     Effect: +1 Command when attacking

  WhenToTest PostBattle
   Condition not Routs
         and WonBattle
         and IsGeneral

   AcquireAncillary galloper chance: 3%


-----------------------------------------------------------------------------
>> Geographer {geographer_desc}

 Maps are a key to all great military campaigns, and jolly useful when
 collecting land taxes!
     Effect: +15% to Movement Points (gives armies the ability to forced
             march), 10% bonus on tax income

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= scriptorium
         and IsGeneral

   AcquireAncillary geographer chance: 15%


-----------------------------------------------------------------------------
>> Geomancer {geomancer_desc}

 The auspicious positioning of new buildings is a thing that no governor
 should ignore.
     Effect: 10% discount on construction costs, 10% bonus on mining income,
             +1 to squalor (decreases population growth and public order)

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= academy
         and SettlementBuildingExists >= mines
         and IsGeneral

   AcquireAncillary geomancer chance: 15%


-----------------------------------------------------------------------------
>> Geometer {geometer_desc}

 An expert in the accurate measurement of distances and angles, and a boon
 to any construction work.
     Effect: +1 Command when defending walls, 10% discount on construction
             costs
  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= academy
         and SettlementBuildingExists >= temple_of_forge_temple
         and IsGeneral

   AcquireAncillary geometer chance: 15%


-----------------------------------------------------------------------------
>> Gladiator {gladiator_desc}

 Life and death in the arena prepares a man for many surprises and dangers.
     Effect: +1 to personal security (improves the chances of detecting and
             foiling assassination attempts), +1 to the valour of your
             general's bodyguards

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= urban_amphitheatre
         and IsGeneral

   AcquireAncillary gladiator chance: 15%


-----------------------------------------------------------------------------
>> Goldsmith {goldsmith_desc}

 Foreign tastes in goldwork can be so crass, so it's useful to have someone
 on hand to melt down captured gold and then make something pretty...
     Effect: 10% bonus on all trade income, 10% decrease to cost to bribe

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= forum
         and Trait Miserly >= 1
         and IsGeneral

   AcquireAncillary goldsmith chance: 20%


-----------------------------------------------------------------------------
>> Gourmand's Chef {gourmands_chef_desc}

 Good food is a civilized accomplishment. Very good food is even better!
     Effect: +1 Influence

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_fun_temple
         and IsGeneral

   AcquireAncillary gourmands_chef chance: 10%


-----------------------------------------------------------------------------
>> Greek Turncoat {greek_turncoat_desc}

 Some men are willing to turn against their own kind for all sorts of
 reasons.
     Effect: +1 Command when fighting against Greeks

  WhenToTest PostBattle
   Condition WonBattle
         and PercentageEnemyKilled >= 40
         and GeneralFoughtCulture greek
         and IsGeneral

   AcquireAncillary greek_turncoat chance: 8%


-----------------------------------------------------------------------------
>> Herbalist {herbalist_desc}

 Potions, poultices and preparations for all ailments may be needed at any
 time.
     Effect: Increases the chance of having children,  Improves the chances
             of casualties recovering from their wounds

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_farming_temple
         and IsGeneral

   AcquireAncillary herbalist chance: 15%


-----------------------------------------------------------------------------
>> Heroic Saviour {heroic_saviour_desc}

 A true man remembers one who saves his life in battle and favours him with
 friendship.
     Effect: +1 to personal security (improves the chances of detecting and
             foiling assassination attempts), +1 to the valour of your
             general's bodyguards

  WhenToTest PostBattle
   Condition GeneralHPLostRatioinBattle >= 80
         and not Routs
         and WonBattle
         and GeneralFoughtInCombat
         and IsGeneral

   AcquireAncillary heroic_saviour chance: 50%


-----------------------------------------------------------------------------
>> Historian {historian_desc}

 If history is to be written, perhaps it should be done under the watchful
 eyes of those making it
     Effect: +1 Command

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= scriptorium
         and IsGeneral

   AcquireAncillary historian chance: 15%


-----------------------------------------------------------------------------
>> Honest Man {honest_man_desc}

 It's a remarkable thing to find an honest man: remarkable, and sometimes
 uncomfortable too.
     Effect: 200% increase to cost to bribe, +1 to law (improves public
             order)

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and Trait Just >= 2
         and IsGeneral

   AcquireAncillary honest_man chance: 15%

-----------------------------------------------------------------------------
>> Herald {Herald_desc}

 Having someone else blow one's trumpet is infinitely more pleasurable!
     Effect: +2 Influence

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and SettlementBuildingExists = great_amphitheatre
         and SettlementBuildingExists = circus_maximus
         and IsFactionLeader
         and IsGeneral

   AcquireAncillary Herald chance: 30%


-----------------------------------------------------------------------------
>>      Pet Idiot {idiot_desc}

 Dribbling can be very unattractive but funny - well, when it's not a
 relative!
     Effect: -2 Influence, -1 from personal security (increases the chances
             of falling victim to assassination)

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and SettlementBuildingExists = governors_house
         and RemainingMPPercentage = 100
         and IsGeneral
         and RandomPercent > 80

   AcquireAncillary idiot chance: 1%


-----------------------------------------------------------------------------
>> Idiot Savant {idiot_savant_desc}

 Supreme talent in one small area comes at a cost in other abilities.
     Effect: +1 Management, 10% bonus on tax income

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= governors_palace
         and SettlementBuildingExists >= temple_of_trade_temple
         and IsGeneral

   AcquireAncillary idiot_savant chance: 5%


-----------------------------------------------------------------------------
>> Pet Sheep {inflatable_sheep_desc}

 Being away from home and loved ones can be a lonely life.
     Effect: -2 Morale for all troops on the battlefield, +2 Command when
             fighting against Barbarians

  WhenToTest CharacterTurnEnd
   Condition not EndedInSettlement
         and InBarbarianLands
         and Trait Insane >= 1
         and IsGeneral
         and RandomPercent > 95

   AcquireAncillary inflatable_sheep chance: 2%


-----------------------------------------------------------------------------
>> Intrepid Explorer {intrepid_explorer_desc}

 A man who knows what's over the next ridge or across the next stream is
 always useful.
     Effect: +15% to Movement Points (gives armies the ability to forced
             march), +1 to line of sight (increases the range at which
             enemies are spotted)

  WhenToTest CharacterTurnEnd
   Condition not EndedInSettlement
         and RemainingMPPercentage <= 15
         and InBarbarianLands
         and IsGeneral

   AcquireAncillary intrepid_explorer chance: 8%


-----------------------------------------------------------------------------
>> Jeweller {jeweller_desc}

 Plunder needs to be properly valued! These people will rob you blind,
 otherwise...!
     Effect: 10% bonus on all trade income, 10% decrease to cost to bribe

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= curia
         and Trait Miserly >= 1
         and IsGeneral

   AcquireAncillary jeweller chance: 9%


-----------------------------------------------------------------------------
>> Judge {judge_desc}

 Justice, while never absolute or perfect, helps mould diverse people into a
 single empire.
     Effect: +1 to public security (improves the chances of detecting and
             capturing enemy agents), +2 to law (improves public order)

  WhenToTest GovernorCityRiots
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= governors_palace
         and SettlementBuildingExists >= temple_of_justice_temple
         and IsGeneral

   AcquireAncillary judge chance: 15%


-----------------------------------------------------------------------------
>> Lanista {lanista_desc}

 Slaves and prisoners of war are always needed for the Games.
     Effect: 10% discount on unit training costs, +2 Command when fighting
             against rebels

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and Trait GamesFanRomanVice >= 1
         and RemainingMPPercentage = 100
         and SettlementBuildingExists = great_amphitheatre
         and IsGeneral

   AcquireAncillary lanista chance: 20%


-----------------------------------------------------------------------------
>> Librarian {librarian_desc}

 Knowledge is power, and finding the correct knowledge is the key to that
 power.
     Effect: +1 Influence, +1 Management

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= academy
         and IsGeneral

   AcquireAncillary librarian chance: 4%


-----------------------------------------------------------------------------
>> Magician {magician_desc}

 "All the world, all of the afterlife to come, all can be yours! But only
  through me!"
     Effect: +2 Influence

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and Trait Superstitious >= 1
         and SettlementBuildingExists >= temple_of_law_temple
         and IsGeneral

   AcquireAncillary magician chance: 15%


-----------------------------------------------------------------------------
>> Magistrate {magistrate_desc}

 Justice, however flawed, helps mould a people into an empire.
     Effect: +1 to public security (improves the chances of detecting and
             capturing enemy agents), +1 to law (improves public order)

  WhenToTest GovernorCityRiots
   Condition SettlementBuildingExists >= governors_palace
         and IsGeneral

   AcquireAncillary magistrate chance: 20%


-----------------------------------------------------------------------------
>> Master Embalmer {master_embalmer_desc}

 "Correct preparation for the afterlife is a wise investment. And now, about
  the right casket..."
     Effect: +1 Morale for all troops on the battlefield, +1 Command when
             attacking

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists = temple_of_healing_temple
         and IsGeneral

   AcquireAncillary master_embalmer chance: 15%


-----------------------------------------------------------------------------
>> Master Hunter {master_hunter_desc}

 The man who can track, find his way across rough country, and bring down
 his prey can do the same to other men.
     Effect: +1 Command when ambushing, +1 to line of sight (increases the
             range at which enemies are spotted)

  WhenToTest CharacterTurnEnd
   Condition not EndedInSettlement
         and RemainingMPPercentage = 100
         and InBarbarianLands
         and IsGeneral

   AcquireAncillary master_hunter chance: 1%


-----------------------------------------------------------------------------
>> Master of Archers {master_of_archers_desc}

 An expert in training and leading archers.
     Effect: +1 Command

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= catapult_range
         and IsGeneral

   AcquireAncillary master_of_archers chance: 5%


-----------------------------------------------------------------------------
>> Master of Assassins {master_of_assassins_desc}

 This man has a knack for spotting talent: the talent to commit murder.
     Effect: +1 to personal security (improves the chances of detecting and
             foiling assassination attempts), 20% discount on agent training
             costs

  WhenToTest LeaderOrderedAssassination

   AcquireAncillary master_of_assassins chance: 5%


-----------------------------------------------------------------------------
>> Master of Horse {master_of_horse_desc}

 An expert in all aspects of training and leading cavalry.
     Effect: +1 Command when commanding cavalry

-----------------------------------------------------------------------------
>> Master Smith {master_smith_desc}

 A highly skilled man, able to look after all the weapons of an army with
 his assistants.
     Effect: 10% discount on unit training costs

  WhenToTest GovernorUnitTrained
   Condition TrainedUnitCategory cavalry
         and SettlementBuildingExists > cavalry_barracks
         and IsGeneral

   AcquireAncillary master_of_horse chance: 20%


-----------------------------------------------------------------------------
>> Mathematician {mathematician_desc}

 The esoteric art of mathematics brings practical benefits to the business
 of government.
     Effect: +1 Management

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= academy
         and IsGeneral

   AcquireAncillary mathematician chance: 5%


-----------------------------------------------------------------------------
>> Menhir Carver {menhir_carver_desc}

 The Gods need to be honoured and sacred sites properly marked.
     Effect: +1 Influence, 10% discount on construction costs

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and Trait PublicFaith >= 1
         and SettlementBuildingExists >= temple_of_battle_temple
         and IsGeneral

   AcquireAncillary menhir_carver chance: 10%


-----------------------------------------------------------------------------
>> Mentor {mentor_desc}

 An older, wiser man can be a useful guide, and a sounding board in times of
 trouble.
     Effect: +1 Command, +1 Management

  WhenToTest CharacterComesOfAge
   Condition FatherTrait Ignorance <= 2

   AcquireAncillary mentor chance: 3%


-----------------------------------------------------------------------------
>> Merchant {merchant_desc}

 Trade is a sure road to wealth, even for the already powerful, as long as
 trade routes are kept open and safe.
     Effect: 10% bonus on all trade income

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= great_forum
         and SettlementBuildingExists >= port
         and IsGeneral

   AcquireAncillary merchant chance: 3%


-----------------------------------------------------------------------------
>> Military Engineer {military_engineer_desc}

 Any and all military construction tasks - siege engines, roads,
 fortifications, benefit from the oversight of an expert.
     Effect: +2 Command when assaulting walls, +50 Build Points (required
             for the construction of siege equipment)

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= academy
         and SettlementBuildingExists >= smiths_workshop
         and SettlementBuildingExists >= catapult_range
         and IsGeneral

   AcquireAncillary military_engineer chance: 20%


-----------------------------------------------------------------------------
>> Military Tribune {military_tribune_desc}

 Military experience is a key to political advancement for friends and
 oneself.
     Effect: +1 Command when defending, Improves the chances of getting
             elected to senatorial offices, 10% bonus to your popularity
             with the Senate

  WhenToTest PostBattle
   Condition Trait VictorRomanVirtue >= 1
         and Attribute Command >= 4
         and IsGeneral
         and WonBattle

   AcquireAncillary military_tribune chance: 20%


-----------------------------------------------------------------------------
>> Mining Engineer {mining_engineer_desc}

 Muscle may dig out the ore, but without skill mining is just digging holes.
     Effect: 25% bonus on mining income

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= mines
         and SettlementBuildingExists >= academy
         and IsGeneral

   AcquireAncillary mining_engineer chance: 8%


-----------------------------------------------------------------------------
>> Mistress {mistress_desc}

 A man with a mistress is one who has all the appetites of a man - and in
 abundance!
     Effect: +1 Management

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= governors_villa
         and Trait Girls >= 1
         and IsGeneral

   AcquireAncillary mistress chance: 5%


-----------------------------------------------------------------------------
>> Musician {musician_desc}

 Entertainment at the end of a day's labours is important, even for the
 busiest general or governor.
     Effect: +1 Influence

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= theatre
         and IsGeneral

   AcquireAncillary musician chance: 15%


-----------------------------------------------------------------------------
>>      Natural Philosopher {Natural_philosopher_desc}

 Natural curiosity about the world can often be of great use to a patron.
     Effect: +1 Management, 10% discount on construction costs

-----------------------------------------------------------------------------
>> Numismatist {Numismatist_desc}

 Coinage carries the symbols and the names of the powerful. No man can buy
 or sell without realising who is his overlord.
     Effect: 10% bonus on all trade income

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= great_forum
         and SettlementBuildingExists >= temple_of_trade_large_temple
         and IsGeneral

   AcquireAncillary Natural_philosopher chance: 15%


-----------------------------------------------------------------------------
>> Oracle {oracle_desc}

 "Hear, then, the words of the Oracle..."
     Effect: +1 Influence, +1 Command, +1 Management

  WhenToTest CharacterTurnEnd
   Condition not EndedInSettlement
         and RemainingMPPercentage >= 35
         and RemainingMPPercentage <= 45
         and IsGeneral

   AcquireAncillary oracle chance: 1%


-----------------------------------------------------------------------------
>> Orator {orator_desc}

 Oratory can be defined as the skill of getting people to listen in spite of
 themselves. The message can be whatever the paymaster requires...
     Effect: +2 Influence, +1 Command

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= odeon
         and IsGeneral

   AcquireAncillary orator chance: 10%


-----------------------------------------------------------------------------
>> Over-Protective Nanny {over_protective_nanny_desc}

 "Nanny knows best..."
     Effect: -1 Influence, +1 Management

  WhenToTest CharacterComesOfAge
   Condition FatherTrait Paranoia >= 2

   AcquireAncillary over_protective_nanny chance: 35%


-----------------------------------------------------------------------------
>> Overseer {overseer_desc}

 Strong backs are useful in working the fields, but proper 'encouragement'
 is also needed.
     Effect: -1 Influence, +1 to farming output

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= farms+3
         and IsGeneral

   AcquireAncillary overseer chance: 10%


-----------------------------------------------------------------------------
>> Pet Hunting Dog {pet_hunting_dog_desc}

 "Woof!"
     Effect: +1 to line of sight (increases the range at which enemies are
             spotted)

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_hunting_temple
         and IsGeneral

   AcquireAncillary pet_hunting_dog chance: 15%


-----------------------------------------------------------------------------
>> Pet Lion {pet_lion_desc}

 Many a happy hour can be spent in teaching a lion to enjoy the pleasures of
 human flesh...
     Effect: +1 to personal security (improves the chances of detecting and
             foiling assassination attempts), +1 Command when fighting
             against rebels

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= urban_amphitheatre
         and IsGeneral

   AcquireAncillary pet_lion chance: 15%


-----------------------------------------------------------------------------
>> Philosopher {philosopher_desc}

 Regular exercise of the reasoning powers aids any man in good governance.
     Effect: +1 Management

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= academy
         and IsGeneral

   AcquireAncillary philosopher chance: 10%


-----------------------------------------------------------------------------
>> Physician {physician_desc}

 "Prayers, three times a day, and then a thorough examination for elf-shot.
  All disease is caused by elf-shot..."
     Effect: Increases the chance of having children,  Improves the chances
             of casualties recovering from their wounds

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_healing_temple
         and IsGeneral

   AcquireAncillary physician chance: 15%


-----------------------------------------------------------------------------
>> Playwright {playwright_desc}

 Plundering the classics for good stories is one route for a playwright. The
 other is to use the life of a great man...
     Effect: +1 Influence

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists = theatre
         and IsGeneral

   AcquireAncillary playwright chance: 15%


-----------------------------------------------------------------------------
>> Poet {poet_desc}

 The deeds of the great are surely worthy of an epic poem or two...
     Effect: +1 Influence

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= odeon
         and IsGeneral

   AcquireAncillary poet chance: 10%


-----------------------------------------------------------------------------
>> Poisoner {poisoner_desc}

 The wise ruler knows that no resource should be squandered, and that dinner
 guests should always be left wondering about the fish course...
     Effect: +2 to agent's skill

  WhenToTest SufferAssassinationAttempt
   Condition Trait Paranoia >= 2
         and Trait DeceiverVirtue >= 1
         and AgentType = assassin

   AcquireAncillary poisoner chance: 10%


-----------------------------------------------------------------------------
>> Pontifex {pontifex_desc}

 By Jupiter, asking for the help of the Gods is better when it is done with
 the voice of authority.
     Effect: +1 Influence, +1 Command, 10% bonus to your popularity with the
             People

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_leadership_awesome_temple
         and IsGeneral

   AcquireAncillary pontifex chance: 15%


-----------------------------------------------------------------------------
>> Praetorian Guardsman {praetorian_guardsman_desc}

 A visible symbol of Roman authority, and a sign that the one guarded is
 constantly in the thoughts of the Senate and people of Rome.
     Effect: +1 Influence, +1 Command, 20% bonus to your popularity with the
             People

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists = royal_barracks
         and Trait Disloyal >= 1
         and IsGeneral

   AcquireAncillary praetorian_guardsman chance: 15%


-----------------------------------------------------------------------------
>> Problem Mother {problem_mother_desc}

 "Mother isn't quite... Herself... Today."
     Effect: -1 Influence, +1 Management, Reduces the chances of being
             elected to senatorial offices

  WhenToTest CharacterComesOfAge
   Condition FatherTrait AuthoritarianRomanVirtue >= 1

   AcquireAncillary problem_mother chance: 10%


-----------------------------------------------------------------------------
>> Procurator {procurator_desc}

 Money and legal ways to separate individuals from their money are always of
 service to the state.
     Effect: 10% bonus on tax income

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_trade_awesome_temple
         and IsGeneral

   AcquireAncillary procurator chance: 20%


-----------------------------------------------------------------------------
>> Quartermaster {quartermaster_desc}

 No soldier can march or fight for long when his belly is empty.
     Effect: +15% to Movement Points (gives armies the ability to forced
             march), 2% bonus to cash gained from looting

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= army_barracks
         and IsGeneral

   AcquireAncillary quartermaster chance: 15%


-----------------------------------------------------------------------------
>> Roman Turncoat {roman_turncoat_desc}

 Some men are willing to turn against their own kind for all sorts of
 reasons.
     Effect: +1 Command when fighting against Romans

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= ludus_magnus
         and AgentType = diplomat

   AcquireAncillary rhetorician chance: 15%


-----------------------------------------------------------------------------
>> Runner {runner_desc}

 Command and control on the battlefield relies on orders getting through.
     Effect: +1 Command

  WhenToTest PostBattle
   Condition not Routs
         and WonBattle
         and IsGeneral

   AcquireAncillary runner chance: 8%


-----------------------------------------------------------------------------
>> Satirist {satirist_desc}

 Mockery, as a rule, is best employed to humble one's rivals rather than
 make oneself look like a great man.
     Effect: +2 Influence

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= lyceum
         and IsGeneral

   AcquireAncillary satirist chance: 15%


-----------------------------------------------------------------------------
>> Sculptor {sculptor_desc}

 Glory is pointless without a record of the one who achieved it.
     Effect: +1 Influence, 10% discount on construction costs

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= proconsuls_palace
         and Trait GoodBuilder >= 2
         and IsGeneral

   AcquireAncillary sculptor chance: 15%


-----------------------------------------------------------------------------
>> Seamaster {seamaster_desc}

An expert in shiphandling and in reading the sky, the wind and the water.
     Effect: +2 Command at sea

  WhenToTest NewAdmiralCreated
   Condition SettlementBuildingExists >= dockyard

   AcquireAncillary seamaster chance: 20%


-----------------------------------------------------------------------------
>> Senatorial Horse {senatorial_horse_desc}

 And why can't my horse be a senator? You'll hurt his feelings denying him
 the chance to better himself!
     Effect: Reduces the chances of being elected to senatorial offices, 10%
             penalty to your popularity with the Senate, 10% bonus to your
             popularity with the People

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists = circus_maximus
         and Trait Insane >= 2
         and IsGeneral

   AcquireAncillary senatorial_horse chance: 15%


-----------------------------------------------------------------------------
>>      Shieldbearer {shieldbearer_desc}

 A great general needs supporters and aides on the battlefield.
     Effect: +1 to the valour of your general's bodyguards

  WhenToTest PostBattle
   Condition GeneralHPLostRatioinBattle <= 80
         and GeneralNumKillsInBattle > 5
         and WonBattle
         and not Routs
         and IsGeneral

   AcquireAncillary shieldbearer chance: 30%


-----------------------------------------------------------------------------
>> Siege Engineer {siege_engineer_desc}

 Sieges are a tricky business, and demand patience and a good eye for ground
 - and for the weaknesses of a defender's walls!
     Effect: +1 Command when assaulting walls, +60 Build Points (required
             for the construction of siege equipment)

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= siege_engineer
         and IsGeneral

   AcquireAncillary siege_engineer chance: 20%


-----------------------------------------------------------------------------
>> Silk Merchant {silk_merchant_desc}

 Silks from the east are always profitable, no matter what the market. And
 power always follows profit.
     Effect: 10% bonus on all trade income

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= governors_palace
         and SettlementBuildingExists >= forum
         and SettlementBuildingExists >= port
         and IsGeneral

   AcquireAncillary silk_merchant chance: 1%


-----------------------------------------------------------------------------
>> Slave Trader {slave_trader_desc}

 Slaves are a vital trade, for who else will do the work that is needed?
     Effect: Increases the rate of population growth in regions where slaves
             are plentiful

  WhenToTest EnslavePopulation

   AcquireAncillary slave_trader chance: 20%


-----------------------------------------------------------------------------
>> Slubberdegullion {slubberdegullion_desc}

 Some people just can't hold their drink, but rarely know when to leave -
 possibly because they are too far gone to find a door!
     Effect: -1 Influence, -1 from personal security (increases the chances
             of falling victim to assassination)

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and SettlementBuildingExists >= tavern
         and IsGeneral

   AcquireAncillary slubberdegullion chance: 3%


-----------------------------------------------------------------------------
>> Spice Merchant {spice_merchant_desc}

 Trade in exotic spices requires long years of experience if it is to turn a
 profit.
     Effect: 10% bonus on all trade income

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= governors_palace
         and SettlementBuildingExists >= forum
         and SettlementBuildingExists >= port
         and IsGeneral

   AcquireAncillary spice_merchant chance: 1%


-----------------------------------------------------------------------------
>> Spymaster {spymaster_desc}

 This man is an expert at collating information and persuading others to spy
 for his superiors.
     Effect: +1 Command, 20% discount on agent training costs

  WhenToTest LeaderOrderedSpyingMission
   Condition IsFactionLeader
         and IsGeneral

   AcquireAncillary spymaster chance: 1%


-----------------------------------------------------------------------------
>> Surveyor {surveyor_desc}

 The accurate laying out of ground plans, roads and even whole towns saves
 money, time and effort.
     Effect: 20% discount on construction costs, +1 to public health

  WhenToTest GovernorBuildingCompleted
   Condition Trait GoodBuilder >= 2
         and IsGeneral

   AcquireAncillary surveyor chance: 10%


-----------------------------------------------------------------------------
>> Swordbearer {swordbearer_desc}

 A true warrior needs aides and guards on the battlefield.
     Effect: +1 to personal security (improves the chances of detecting and
             foiling assassination attempts), +1 to the valour of your
             general's bodyguards

  WhenToTest PostBattle
   Condition GeneralNumKillsInBattle > 5
         and WonBattle
         and not Routs
         and IsGeneral

   AcquireAncillary swordbearer chance: 20%


-----------------------------------------------------------------------------
>> Tax Farmer {tax_farmer_desc}

 An expert in the enforced separation of people and their money, but perhaps
 not so skilled at passing the gains to a government.
     Effect: -1 Influence, 5% bonus on tax income

  WhenToTest GovernorBuildingCompleted
   Condition Trait BadTaxman >= 1
         and IsGeneral

   AcquireAncillary tax_farmer chance: 8%


-----------------------------------------------------------------------------
>> Tender of the Royal Backside {tender_of_the_arse_desc}

 It's a dirty job, but somebody has to do it.
     Effect: +1 Influence, -1 from personal security (increases the chances
             of falling victim to assassination)

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and IsFactionLeader
         and SettlementBuildingExists >= proconsuls_palace
         and IsGeneral

   AcquireAncillary tender_of_the_arse chance: 5%


-----------------------------------------------------------------------------
>> Torturer {torturer_desc}

 A little light torture is often enough to loosen the stubborn tongue, and
 thereby ease the path to justice.
     Effect: +2 to public security (improves the chances of detecting and
             capturing enemy agents), +1 to unrest (decreases public order),
             +3 to law (improves public order)

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100</pre><pre id="faqspan-12">
         and SettlementBuildingExists >= secret_police_hq
         and IsGeneral

   AcquireAncillary torturer chance: 15%


-----------------------------------------------------------------------------
>> Treasurer {treasurer_desc}

 For some, the pleasure of counting money can be enough...
     Effect: +2 Management

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= great_forum
         and IsGeneral

   AcquireAncillary treasurer chance: 10%


-----------------------------------------------------------------------------
>> Tribune of the Plebs {tribune_of_the_plebs_desc}

 Political power must be used whatever the source and wherever it is found.
     Effect: +1 Influence, 20% bonus to your popularity with the People

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and IsFactionLeader
         and SettlementBuildingExists >= proconsuls_palace
         and RemainingMPPercentage = 100
         and IsGeneral

   AcquireAncillary tribune_of_the_plebs chance: 8%


-----------------------------------------------------------------------------
>> Trusty Steed {trusty_steed_desc}

 Such a fine animal makes one never want to plod around on foot again...
     Effect: +1 Command when commanding cavalry, -1 Command when commanding
             infantry

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and SettlementBuildingExists >= hippodrome
         and Trait GoodCavalryGeneral >= 1
         and IsGeneral

   AcquireAncillary trusty_steed chance: 15%


-----------------------------------------------------------------------------
>> Tutor {tutor_desc}

 Learning to learn can only be of benefit to a statesman.
     Effect: +1 Management

  WhenToTest CharacterComesOfAge
   Condition Trait Ignorance <= 1
         and FatherTrait Ignorance <= 1

   AcquireAncillary tutor chance: 12%


-----------------------------------------------------------------------------
>> Veteran Centurion {veteran_centurion_desc}

 A grizzled veteran of many campaigns, loyal and true, constantly alert to
 dangers around his general...
     Effect: +1 to personal security (improves the chances of detecting and
             foiling assassination attempts), +1 Command when commanding
             infantry

  WhenToTest PostBattle
   Condition PercentageOfArmyKilled <= 20
         and GeneralNumKillsInBattle > 5
         and WonBattle
         and not Routs
         and Attribute Command >= 4
         and IsGeneral

   AcquireAncillary veteran_centurion chance: 20%


-----------------------------------------------------------------------------
>> Veteran Warrior {veteran_warrior_desc}

 A grizzled veteran of many campaigns, loyal and true, constantly alert to
 dangers around his warlord...
     Effect: +1 to personal security (improves the chances of detecting and
             foiling assassination attempts), +1 Command when commanding
             infantry

  WhenToTest PostBattle
   Condition PercentageOfArmyKilled <= 20
         and GeneralNumKillsInBattle > 5
         and WonBattle
         and not Routs
         and Attribute Command >= 4
         and IsGeneral

   AcquireAncillary veteran_warrior chance: 20%


-----------------------------------------------------------------------------
>> Wilderness Prophet {wilderness_prophet_desc}

 In a wilderness there is no place to hide from your Gods, but afterwards
 getting others to listen is the real test.
     Effect: +1 Influence

  WhenToTest CharacterTurnEnd
   Condition not EndedInSettlement
         and RemainingMPPercentage >= 35
         and RemainingMPPercentage <= 50
         and IsGeneral

   AcquireAncillary wilderness_prophet chance: 8%


-----------------------------------------------------------------------------
>>      Wine Steward {wine_steward_desc}

 "Hmmm. Fruity, yielding, with just a hint of oak... from the southern
  valley I think..."
     Effect: +1 Influence

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists = city_plumbing
         and IsGeneral

   AcquireAncillary wine_steward chance: 8%


-----------------------------------------------------------------------------
>> Wise Man {wise_man_desc}

 "Wisdom is knowing when to shut up and listen carefully, young man..."
     Effect: +1 Management

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists <= governors_villa
         and SettlementBuildingExists >= temple_of_trade_shrine
         and IsGeneral

   AcquireAncillary wise_man chance: 4%


-----------------------------------------------------------------------------
>> Wise Woman {wise_woman_desc}

 "Slap that poultice on and you'll feel better in no time. And yes, it's
  supposed to smell like that!"
     Effect: Increases the chance of having children,  Improves the chances
             of casualties recovering from their wounds

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists <= governors_villa
         and SettlementBuildingExists >= temple_of_trade_shrine
         and IsGeneral

   AcquireAncillary wise_man chance: 4%


-----------------------------------------------------------------------------
>> Witch {witch_desc}

 "The bones hold many secrets... of the past... of the future!"
     Effect: Increases the chance of having children

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_healing_shrine
         and IsGeneral

   AcquireAncillary witch chance: 15%


-----------------------------------------------------------------------------
>> Wrestler {wrestler_desc}

 A man who can tear arms off is useful, from time to time.
     Effect: +1 Influence, +1 to personal security (improves the chances of
             detecting and foiling assassination attempts)

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists <= governors_palace
         and SettlementBuildingExists >= temple_of_violence_shrine
         and IsGeneral

   AcquireAncillary wrestler chance: 12%


-----------------------------------------------------------------------------
>> Priest of Vahagan {priest_of_Vahagan_desc}

 A priest spends half a lifetime studying subjects related to his god. He
 can spend the other half putting it to good use...
     Effect: +1 Influence, +1 Management

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_battleforge_temple
         and FactionType armenia
         and IsGeneral

   AcquireAncillary priest_of_Vahagan chance: 15%


-----------------------------------------------------------------------------
>> Priest of Anahit {priest_of_Anahit_desc}

 A priest spends half a lifetime studying subjects related to his god. He
 can spend the other half putting it to good use...
     Effect: +1 Influence, +1 Command

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_fun_temple
         and FactionType armenia
         and IsGeneral

   AcquireAncillary priest_of_Anahit chance: 15%


-----------------------------------------------------------------------------
>> Priest of Armazd {priest_of_Armazd_desc}

 A priest spends half a lifetime studying subjects related to his god. He
 can spend the other half putting it to good use...
     Effect: +1 Influence, +1 Command

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_leadership_temple
         and FactionType armenia
         and IsGeneral

   AcquireAncillary priest_of_Armazd chance: 15%


-----------------------------------------------------------------------------
>> Priestess of Brigantia {priest_of_Brigantia_desc}

 A priestess spends half a lifetime studying subjects related to her god.
 She can spend the other half putting it to good use...
     Effect: +1 Management,  Improves the chances of casualties recovering
             from their wounds

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_healing_temple
         and FactionType britons
         and IsGeneral

   AcquireAncillary priest_of_Brigantia chance: 15%


-----------------------------------------------------------------------------
>> Priestess of Britannia {priest_of_Britannia2_desc}

 A priestess spends half a lifetime studying subjects related to her god.
 She can spend the other half putting it to good use...
     Effect: +1 Management, 10% bonus on all trade income

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_trade_temple
         and FactionType britons
         and IsGeneral

   AcquireAncillary priest_of_Britannia2 chance: 15%


-----------------------------------------------------------------------------
>> Priest of Andrasta {priest_of_Andrasta_desc}

 A priest spends half a lifetime studying subjects related to his god. He
 can spend the other half putting it to good use...
     Effect: +1 Command, +15% to Movement Points (gives armies the ability
             to forced march)

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_victory_temple
         and FactionType britons
         and IsGeneral

   AcquireAncillary priest_of_Andrasta chance: 15%


-----------------------------------------------------------------------------
>> Priestess of Tanit {priest_of_Tanit_desc}

 A priestess spends half a lifetime studying subjects related to her god.
 She can spend the other half putting it to good use...
     Effect: +1 Management, +1 to farming output

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_farming_temple
         and FactionType carthage
         and IsGeneral

   AcquireAncillary priest_of_Tanit chance: 15%


-----------------------------------------------------------------------------
>> Priest of Baal {priest_of_Baal_desc}

 A priest spends half a lifetime studying subjects related to his god. He
 can spend the other half putting it to good use...
     Effect: 20% discount on agent training costs, +1 to law (improves
             public order)

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_justice_temple
         and FactionType carthage
         and IsGeneral

   AcquireAncillary priest_of_Baal chance: 15%


-----------------------------------------------------------------------------
>> Priest of Milqart {priest_of_Milqart_desc}

 A priest spends half a lifetime studying subjects related to his god. He
 can spend the other half putting it to good use...
     Effect: +1 Management, 10% bonus on all trade income

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_trade_temple
         and FactionType carthage
         and IsGeneral

   AcquireAncillary priest_of_Milqart chance: 15%


-----------------------------------------------------------------------------
>> Priest of Hebeleysis {priest_of_Hebeleysis_desc}

 A priest spends half a lifetime studying subjects related to his god. He
 can spend the other half putting it to good use...
     Effect: +2 Command when attacking

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_battle_temple
         and FactionType dacia
         and IsGeneral

   AcquireAncillary priest_of_Hebeleysis chance: 15%


-----------------------------------------------------------------------------
>> Priestess of Bendis {priest_of_Bendis_desc}

 A priestess spends half a lifetime studying subjects related to her god.
 She can spend the other half putting it to good use...
     Effect: +1 to public health, Improves the chances of casualties
             recovering from their wounds

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_farming_temple
         and FactionType dacia
         and IsGeneral

   AcquireAncillary priest_of_Bendis chance: 15%


-----------------------------------------------------------------------------
>> Priest of Zalmoxis {priest_of_Zalmoxis_desc}

 A priest spends half a lifetime studying subjects related to his god. He
 can spend the other half putting it to good use...
     Effect: +1 Management, 10% discount on unit training costs, 20% bonus
             on mining income

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_forge_temple
         and FactionType dacia
         and IsGeneral

   AcquireAncillary priest_of_Zalmoxis chance: 15%


-----------------------------------------------------------------------------
>> Priestess of Isis {priest_of_Isis_desc}

 A priestess spends half a lifetime studying subjects related to her god.
 She can spend the other half putting it to good use...
     Effect: +1 Management, Increases the chance of having children, +1 to
             public health

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_fertility_temple
         and FactionType egypt
         and IsGeneral

   AcquireAncillary priest_of_Isis chance: 15%


-----------------------------------------------------------------------------
>> Priest of Osiris {priest_of_Osiris_desc}

 A priest spends half a lifetime studying subjects related to his god. He
 can spend the other half putting it to good use...
     Effect: +1 Influence, +1 Management

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_fun_temple
         and FactionType egypt
         and IsGeneral

   AcquireAncillary priest_of_Osiris chance: 15%


-----------------------------------------------------------------------------
>> Priest of Imhotep {priest_of_Imhotep_desc}

 A priest spends half a lifetime studying subjects related to his god. He
 can spend the other half putting it to good use...
     Effect: +1 Management, Improves the chances of casualties recovering
             from their wounds

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_healing_temple
         and FactionType egypt
         and IsGeneral

   AcquireAncillary priest_of_Imhotep chance: 15%


-----------------------------------------------------------------------------
>> Priest of Set {priest_of_Set_desc}

 A priest spends half a lifetime studying subjects related to his god. He
 can spend the other half putting it to good use...
     Effect: +1 Management, 20% discount on agent training costs

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_justice_temple
         and FactionType egypt
         and IsGeneral

   AcquireAncillary priest_of_Set chance: 15%


-----------------------------------------------------------------------------
>> Priest of Horus {priest_of_Horus_desc}

 A priest spends half a lifetime studying subjects related to his god. He
 can spend the other half putting it to good use...
     Effect: +1 Management, +1 to law (improves public order)

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_law_temple
         and FactionType egypt
         and IsGeneral

   AcquireAncillary priest_of_Horus chance: 15%


-----------------------------------------------------------------------------
>> Priest of Teutatis {priest_of_Teutatis_desc}

 A priest spends half a lifetime studying subjects related to his god. He
 can spend the other half putting it to good use...
     Effect: +1 Command, 10% discount on unit training costs

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_battleforge_temple
         and FactionType gauls
         and IsGeneral

   AcquireAncillary priest_of_Teutatis chance: 15%


-----------------------------------------------------------------------------
>> Priest of Epona {priest_of_Epona_desc}

 A priest spends half a lifetime studying subjects related to his god. He
 can spend the other half putting it to good use...
     Effect: +2 Command when commanding cavalry

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_horse_temple
         and FactionType gauls
         and IsGeneral

   AcquireAncillary priest_of_Epona chance: 15%


-----------------------------------------------------------------------------
>> Priest of Abnoba {priest_of_Abnoba_desc}

 A priest spends half a lifetime studying subjects related to his god. He
 can spend the other half putting it to good use...
     Effect: +1 Management, +2 Command when ambushing, +1 to line of sight
             (increases the range at which enemies are spotted)

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_hunting_temple
         and FactionType gauls
         and IsGeneral

   AcquireAncillary priest_of_Abnoba chance: 15%


-----------------------------------------------------------------------------
>> Priest of Esus {priest_of_Esus_desc}

 A priest spends half a lifetime studying subjects related to his god. He
 can spend the other half putting it to good use...
     Effect: +1 Management, 10% discount on agent training costs, +1 to law
             (improves public order)

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_justice_temple
         and FactionType gauls
         and IsGeneral

   AcquireAncillary priest_of_Esus chance: 15%


-----------------------------------------------------------------------------
>> Priestess of Freyja {priest_of_Freyja_desc}

 A priestess spends half a lifetime studying subjects related to her god.
 She can spend the other half putting it to good use...
     Effect: +1 Management, Increases the chance of having children, +1 to
             public health

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_fertility_temple
         and FactionType germans
         and IsGeneral

   AcquireAncillary priest_of_Freyja chance: 15%


-----------------------------------------------------------------------------
>> Priest of Donar {priest_of_Donar_desc}

 A priest spends half a lifetime studying subjects related to his god. He
 can spend the other half putting it to good use...
     Effect: +2 Command when attacking

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_violence_temple
         and FactionType germans
         and IsGeneral

   AcquireAncillary priest_of_Donar chance: 15%


-----------------------------------------------------------------------------
>> Priest of Woden {priest_of_Woden_desc}

 A priest spends half a lifetime studying subjects related to his god. He
 can spend the other half putting it to good use...
     Effect: +2 Command when commanding infantry,  Improves the chances of
             casualties recovering from their wounds

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_viking_temple
         and FactionType germans
         and IsGeneral

   AcquireAncillary priest_of_Woden chance: 15%


-----------------------------------------------------------------------------
>> Priestess of Athena {priest_of_Athena_desc}

 A priestess spends half a lifetime studying subjects related to her god.
 She can spend the other half putting it to good use...
     Effect: +1 Command, +1 Management

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_leadership_temple
         and FactionType greek_cities
         and IsGeneral

   AcquireAncillary priest_of_Athena chance: 15%


-----------------------------------------------------------------------------
>> Priestess of Aphrodite {priest_of_Aphrodite_desc}

 A priestess spends half a lifetime studying subjects related to her god.
 She can spend the other half putting it to good use...
     Effect: +1 Management, 20% discount on agent training costs, +1 to
             public health

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_love_temple
         and FactionType greek_cities
         and IsGeneral

   AcquireAncillary priest_of_Aphrodite chance: 15%


-----------------------------------------------------------------------------
>> Priest of Hermes {priest_of_Hermes_desc}

 A priest spends half a lifetime studying subjects related to his god. He
 can spend the other half putting it to good use...
     Effect: +1 Management, 10% bonus on all trade income

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_trade_temple
         and FactionType greek_cities
         and IsGeneral

   AcquireAncillary priest_of_Hermes chance: 15%


-----------------------------------------------------------------------------
>> Priest of Nike {priest_of_Nike_desc}

 A priest spends half a lifetime studying subjects related to his god. He
 can spend the other half putting it to good use...
     Effect: +1 Command, +1 Management

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_victory_temple
         and FactionType greek_cities
         and IsGeneral

   AcquireAncillary priest_of_Nike chance: 15%


-----------------------------------------------------------------------------
>> Priest of Ceres {priest_of_Ceres_desc}

 A priest spends half a lifetime studying subjects related to his god. He
 can spend the other half putting it to good use...
     Effect: +1 Management, +1 to farming output

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_fertility_temple
         and FactionType romans_julii
         and IsGeneral

   AcquireAncillary priest_of_Ceres chance: 15%


-----------------------------------------------------------------------------
>> Priest of Bacchus {priest_of_Bacchus_desc}

 A priest spends half a lifetime studying subjects related to his god. He
 can spend the other half putting it to good use...
     Effect: +2 Influence, +1 Management

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_fun_temple
         and FactionType romans_julii
         and IsGeneral

   AcquireAncillary priest_of_Bacchus chance: 15%


-----------------------------------------------------------------------------
>> Priest of Jupiter {priest_of_Jupiter_desc}

 A priest spends half a lifetime studying subjects related to his god. He
 can spend the other half putting it to good use...
     Effect: +1 Influence, +1 Command, +1 Management

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_leadership_temple
         and FactionType romans_julii
         and IsGeneral

   AcquireAncillary priest_of_Jupiter chance: 15%


-----------------------------------------------------------------------------
>> Priestess of Demeter {priest_of_Demeter_desc}

 A priestess spends half a lifetime studying subjects related to her god.
 She can spend the other half putting it to good use...
     Effect: +1 Management, +1 to farming output

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_farming_temple
         and FactionType macedon
         and IsGeneral

   AcquireAncillary priest_of_Demeter chance: 15%


-----------------------------------------------------------------------------
>> Priest of Zeus {priest_of_Zeus_desc}

 A priest spends half a lifetime studying subjects related to his god. He
 can spend the other half putting it to good use...
     Effect: +1 Influence, +1 Management, +1 Command when defending walls

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_governors_temple
         and FactionType macedon
         and IsGeneral

   AcquireAncillary priest_of_Zeus chance: 15%


-----------------------------------------------------------------------------
>> Priestess of Artemis {priest_of_Artemis_desc}

 A priestess spends half a lifetime studying subjects related to her god.
 She can spend the other half putting it to good use...
     Effect: +1 Management, +2 Command when ambushing, +1 to line of sight
             (increases the range at which enemies are spotted), 20%
             discount on animal unit training costs

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_hunting_temple
         and FactionType macedon
         and IsGeneral

   AcquireAncillary priest_of_Artemis chance: 15%


-----------------------------------------------------------------------------
>> Priest of Ares {priest_of_Ares_desc}

 A priest spends half a lifetime studying subjects related to his god. He
 can spend the other half putting it to good use...
     Effect: +2 Command when attacking

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_violence_temple
         and FactionType macedon
         and IsGeneral

   AcquireAncillary priest_of_Ares chance: 15%


-----------------------------------------------------------------------------
>> Priest of Zoroastra {priest_of_Zoroastra_desc}

 A priest spends half a lifetime studying subjects related to his god. He
 can spend the other half putting it to good use...
     Effect: +1 Influence, +1 Command, +1 Management

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_one_god_temple
         and FactionType parthia
         and IsGeneral

   AcquireAncillary priest_of_Zoroastra chance: 15%


-----------------------------------------------------------------------------
>> Priest of Zeus {priest_of_Zeus2_desc}

 A priest spends half a lifetime studying subjects related to his god. He
 can spend the other half putting it to good use...
     Effect: +1 Influence, +1 Management, +1 Command when defending walls

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_governors_temple
         and FactionType pontus
         and IsGeneral

   AcquireAncillary priest_of_Zeus2 chance: 15%


-----------------------------------------------------------------------------
>> Priestess of Aphrodite {priest_of_Aphrodite2_desc}

 A priestess spends half a lifetime studying subjects related to her god.
 She can spend the other half putting it to good use...
     Effect: +1 Management, 10% discount on agent training costs, +1 to
             public health

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_love_temple
         and FactionType pontus
         and IsGeneral

   AcquireAncillary priest_of_Aphrodite2 chance: 15%


-----------------------------------------------------------------------------
>> Priest of Hercules {priest_of_Hercules_desc}

 A priest spends half a lifetime studying subjects related to his god. He
 can spend the other half putting it to good use...
     Effect: +2 Command when attacking

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_violence_temple
         and FactionType pontus
         and IsGeneral

   AcquireAncillary priest_of_Hercules chance: 15%


-----------------------------------------------------------------------------
>> Priestess of Juno {priest_of_Juno_desc}

 A priestess spends half a lifetime studying subjects related to her god.
 She can spend the other half putting it to good use...
     Effect: +1 Management, +1 to public health,  Improves the chances of
             casualties recovering from their wounds

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_healing_temple
         and FactionType romans_brutii
         and IsGeneral

   AcquireAncillary priest_of_Juno chance: 15%


-----------------------------------------------------------------------------
>> Priest of Mercury {priest_of_Mercury_desc}

 A priest spends half a lifetime studying subjects related to his god. He
 can spend the other half putting it to good use...
     Effect: +1 Management, 10% bonus on all trade income

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_trade_temple
         and FactionType romans_brutii
         and IsGeneral

   AcquireAncillary priest_of_Mercury chance: 15%


-----------------------------------------------------------------------------
>> Priest of Mars {priest_of_Mars_desc}

 A priest spends half a lifetime studying subjects related to his god. He
 can spend the other half putting it to good use...
     Effect: +2 Command when attacking

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_violence_temple
         and FactionType romans_brutii
         and IsGeneral

   AcquireAncillary priest_of_Mars chance: 15%


-----------------------------------------------------------------------------
>> Priest of Vulcan {priest_of_Vulcan_desc}

 A priest spends half a lifetime studying subjects related to his god. He
 can spend the other half putting it to good use...
     Effect: +1 Management, 10% discount on unit training costs, 20% bonus
             on mining income

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_forge_temple
         and FactionType romans_scipii
         and IsGeneral

   AcquireAncillary priest_of_Vulcan chance: 15%


-----------------------------------------------------------------------------
>> Priest of Saturn {priest_of_Saturn_desc}

 A priest spends half a lifetime studying subjects related to his god. He
 can spend the other half putting it to good use...
     Effect: +1 Influence, +1 Management, +2 to public security (improves
             the chances of detecting and capturing enemy agents)

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_law_temple
         and FactionType romans_scipii
         and IsGeneral

   AcquireAncillary priest_of_Saturn chance: 15%


-----------------------------------------------------------------------------
>>      Priest of Neptune {priest_of_Neptune_desc}

 A priest spends half a lifetime studying subjects related to his god. He
 can spend the other half putting it to good use...
     Effect: +2 Command at sea

  WhenToTest NewAdmiralCreated
   Condition SettlementBuildingExists >= temple_of_naval_temple

   AcquireAncillary priest_of_Neptune chance: 15%


-----------------------------------------------------------------------------
>> Priest of Papay {priest_of_Papay_desc}

 A priest spends half a lifetime studying subjects related to his god. He
 can spend the other half putting it to good use...
     Effect: +1 Management, +2 to public security (improves the chances of
             detecting and capturing enemy agents), +1 to law (improves
             public order)

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_law_temple
         and FactionType scythia
         and IsGeneral

   AcquireAncillary priest_of_Papay chance: 15%


-----------------------------------------------------------------------------
>> Priest of Api {priest_of_Api_desc}

 A priest spends half a lifetime studying subjects related to his god. He
 can spend the other half putting it to good use...
     Effect: +1 Management, Increases the chance of having children, +1 to
             public health

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_love_temple
         and FactionType scythia
         and IsGeneral

   AcquireAncillary priest_of_Api chance: 15%


-----------------------------------------------------------------------------
>> Priest of Kolaksay {priest_of_Kolaksay_desc}

 A priest spends half a lifetime studying subjects related to his god. He
 can spend the other half putting it to good use...
     Effect: +2 Command when commanding cavalry

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_horse_2_temple
         and FactionType scythia
         and IsGeneral

   AcquireAncillary priest_of_Kolaksay chance: 15%


-----------------------------------------------------------------------------
>> Priest of Hephaestus {priest_of_Haphaestus_desc}

 A priest spends half a lifetime studying subjects related to his god. He
 can spend the other half putting it to good use...
     Effect: +1 Management, 10% discount on unit training costs, 20% bonus
             on mining income

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_forge_temple
         and FactionType seleucid
         and IsGeneral

   AcquireAncillary priest_of_Haphaestus chance: 15%


-----------------------------------------------------------------------------
>> Priest of Asklepios {priest_of_Asklepios_desc}

 A priest spends half a lifetime studying subjects related to his god. He
 can spend the other half putting it to good use...
     Effect: Increases the chance of having children, +1 to public health,
             Improves the chances of casualties recovering from their wounds

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_healing_temple
         and FactionType seleucid
         and IsGeneral

   AcquireAncillary priest_of_Asklepios chance: 15%


-----------------------------------------------------------------------------
>> Priest of Dionysus {priest_of_Dionysus_desc}

 A priest spends half a lifetime studying subjects related to his god. He
 can spend the other half putting it to good use...
     Effect: +2 Influence, +1 Management

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_fun_temple
         and FactionType seleucid
         and IsGeneral

   AcquireAncillary priest_of_Dionysus chance: 15%


-----------------------------------------------------------------------------
>> Priest of Dionysus {priest_of_Dionysus2_desc}

 A priest spends half a lifetime studying subjects related to his god. He
 can spend the other half putting it to good use...
     Effect: +2 Influence, +1 Management

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_fun_temple
         and FactionType thrace
         and IsGeneral

   AcquireAncillary priest_of_Dionysus2 chance: 15%


-----------------------------------------------------------------------------
>> Priest of Ares {priest_of_Ares2_desc}

 A priest spends half a lifetime studying subjects related to his god. He
 can spend the other half putting it to good use...
     Effect: +2 Command when attacking

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_battle_temple
         and FactionType thrace
         and IsGeneral

   AcquireAncillary priest_of_Ares2 chance: 15%


-----------------------------------------------------------------------------
>> Appolonius of Perge {appolonius_of_perge_desc}

 An eccentric mathematician and astrologer who believes the planets revolve
 in epicycles and eccentric orbits around us. Loony.
     Effect: +1 Management

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= scriptorium
         and IsGeneral
         and I_TurnNumber >=  50
         and I_TurnNumber <=  160

   AcquireAncillary appolonius_of_perge chance: 80%


-----------------------------------------------------------------------------
>> Appolonius of Rhodes {appolonius_of_rhodes_desc}

 Writer of the great epic "The Argonautica".  Use of this man's skills in
 writing will help increase your profile.
     Effect: +1 Influence

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= scriptorium
         and IsGeneral
         and I_TurnNumber >=  0
         and I_TurnNumber <=  110

   AcquireAncillary appolonius_of_rhodes chance: 80%


-----------------------------------------------------------------------------
>> Archimedes {archimedes_desc}

 Some say "the greatest mind alive". An outstanding mathematician, inventor
 of siege weaponry and devices for everyday use. It's a shame he's so
 argumentative.
     Effect: +2 Command when assaulting walls, +1 Command when defending
             walls, +100 Build Points (required for the construction of
             siege equipment)

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= scriptorium
         and IsGeneral
         and I_TurnNumber >=  6
         and I_TurnNumber <=  116

   AcquireAncillary archimedes chance: 80%


-----------------------------------------------------------------------------
>> Aristarchus {aristarchus_of_samos_desc}

 An astronomer and mathematician who thinks the Earth revolves around the
 sun! However mad he is, he can provide accurate measurements of distance
 and perform complex calculations.
     Effect: +1 Command at sea, 10% bonus on all trade income

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= academy
         and IsGeneral
         and I_TurnNumber >=  160
         and I_TurnNumber <=  254

   AcquireAncillary aristarchus_of_samos chance: 80%


-----------------------------------------------------------------------------
>> Ariston {ariston_of_cyrene_desc}

 Peripatetic Philosopher and Poet. The deeds of the great are surely worthy
 of critical examination and, perhaps, a poem or an epigram?
     Effect: +1 Influence

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= academy
         and IsGeneral
         and I_TurnNumber >=  140
         and I_TurnNumber <=  240

   AcquireAncillary ariston_of_cyrene chance: 80%


-----------------------------------------------------------------------------
>> Agatharchides {agatharchides_of_cnidus_desc}

 Peripatetic philosopher, geographer, historian, traveller and naturalist.
 This restless individual is working on several books describing the world
 and all that lives in it. A useful man on campaign.
     Effect: +20% to Movement Points (gives armies the ability to forced
             march), +1 Command when fighting against Barbarians

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= scriptorium
         and IsGeneral
         and I_TurnNumber >=  220
         and I_TurnNumber <=  300

   AcquireAncillary agatharchides_of_cnidus chance: 80%


-----------------------------------------------------------------------------
>> Callimachus of Cyrene {callimachus_of_cyrene_desc}

 Librarian, Poet and Scholar. A learned man can always be of use to a man of
 power.
     Effect: +1 Management

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= academy
         and IsGeneral
         and I_TurnNumber >=  12
         and I_TurnNumber <=  60

   AcquireAncillary callimachus_of_cyrene chance: 80%


-----------------------------------------------------------------------------
>> Carneades {carneades_the_academic_desc}

 "The Academic" can argue the hind legs of a donkey, persuade it to run and
  then convince onlookers that the donkey did this without encouragement. A
  useful man to have on your side.
     Effect: +1 Command

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= scriptorium
         and IsGeneral
         and I_TurnNumber >=  160
         and I_TurnNumber <=  280

   AcquireAncillary carneades_the_academic chance: 80%


-----------------------------------------------------------------------------
>> Lutatius Catulus {quintus_lutatius_catulus_desc}

 Roman writer, philosopher and tactician.
     Effect: +2 Command

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and SettlementBuildingExists >= scriptorium
         and FactionType romans_julii
         and IsGeneral
         and I_TurnNumber >=  290
         and I_TurnNumber <=  380

   AcquireAncillary quintus_lutatius_catulus chance: 80%


-----------------------------------------------------------------------------
>> Valerius Catullus {gaius_valerius_catullus_desc}

 Romantic latin poet and writer, of the elite patrician classes, with many
 powerful connections.
     Effect: +1 Influence, Improves the chances of getting elected to
             senatorial offices, 10% bonus to your popularity with the
             Senate

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and SettlementBuildingExists >= scriptorium
         and FactionType romans_julii
         and IsGeneral
         and I_TurnNumber >=  412
         and I_TurnNumber <=  432

   AcquireAncillary gaius_valerius_catullus chance: 80%


-----------------------------------------------------------------------------
>> Chrysippus {chrysippus_desc}

 Tutor and Stoic philosopher. This man teaches that a knowledge of Physics
 and Logic are required for a person to know the difference between good and
 evil.
     Effect: ??

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= academy
         and IsGeneral
         and I_TurnNumber >=  20
         and I_TurnNumber <=  128

   AcquireAncillary chrysippus chance: 80%


-----------------------------------------------------------------------------
>> Ctesibius {ctesibius_desc}

 Inventor, mathematician and engineer. Responsible for such contraptions as
 the Water Clock and "Hydraulis" musical device. Perhaps his knowledge of
 hydraulic hoists, seige engines and suction pumps may be of some use.
     Effect: +30 Build Points (required for the construction of siege
             equipment), +1 to public health

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= academy
         and IsGeneral
         and I_TurnNumber >=  10
         and I_TurnNumber <=  96

   AcquireAncillary ctesibius chance: 80%


-----------------------------------------------------------------------------
>> Erasistratus {erasistratus_of_ceos_desc}

 Greek anatomist and physician. Known for his studies of the circulatory and
 nervous systems. Make sure he has a steady supply of condemned men to
 practice on.
     Effect: -1 Morale for all troops on the battlefield, +1 to public
             health,  Improves the chances of casualties recovering from
             their wounds

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= academy
         and IsGeneral
         and I_TurnNumber >=  68
         and I_TurnNumber <=  180

   AcquireAncillary erasistratus_of_ceos chance: 80%


-----------------------------------------------------------------------------
>> Eratosthenes {eratosthenes_of_cyrene_desc}

 Gifted Philosopher and Polymath. A man with broad knowledge that can be
 applied to many subjects.
     Effect: +1 Command, +1 Management

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= scriptorium
         and IsGeneral
         and I_TurnNumber >=  28
         and I_TurnNumber <=  152

   AcquireAncillary eratosthenes_of_cyrene chance: 80%


-----------------------------------------------------------------------------
>> Fabius Pictor {fabius_pictor_desc}

 Rome's first annalist of note and grandson of the famous Caius Fabius
 Pictor who painted the Temple of Salus, in Rome. Quintus is well connected
 with many eminent Roman Senators.
     Effect: +1 Influence, Improves the chances of getting elected to
             senatorial offices, 10% bonus to your popularity with the
             Senate

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100</pre><pre id="faqspan-13">
         and SettlementBuildingExists >= academy
         and IsGeneral
         and I_TurnNumber >=  90
         and I_TurnNumber <=  200

   AcquireAncillary fabius_pictor chance: 80%


-----------------------------------------------------------------------------
>> Herodas {herodas_desc}

 Poet and author of Mimes. Herodas has a knack of using the language of the
 common man to liven up his bawdy comedy. A useful skill when writing
 speeches that appeal to the masses.
     Effect: +1 Influence, +1 Morale for all troops on the battlefield

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= academy
         and IsGeneral
         and I_TurnNumber >=  0
         and I_TurnNumber <=  60

   AcquireAncillary herodas chance: 80%


-----------------------------------------------------------------------------
>> Iunius Pennus {iunius_pennus_desc}

 "I dont mind if they fight and die for us. Just dont allow the foreigners
  a vote" A true Roman who wishes to keep the citizenship exclusive.
     Effect: +1 Management, -2 Morale for all troops on the battlefield,
             Improves the chances of getting elected to senatorial offices

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= scriptorium
         and IsGeneral
         and I_TurnNumber >=  340
         and I_TurnNumber <=  440

   AcquireAncillary iunius_pennus chance: 80%


-----------------------------------------------------------------------------
>> Lucilius {lucilius_desc}

 The founder of Roman Satire. An unusual literary artist as he is both rich
 and of high rank. A friend and a foe of some of the greatest men of our
 time, Lucilius issues scathing opinions on even the more humble members of
 Roman society.
     Effect: +2 Influence, 10% penalty to your popularity with the Senate,
             10% penalty to your popularity with the People

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= academy
         and IsGeneral
         and I_TurnNumber >=  220
         and I_TurnNumber <=  336

   AcquireAncillary lucilius chance: 80%


-----------------------------------------------------------------------------
>> Porcius Cato {m_porcius_cato_desc}

 Tribune. Publicly austere, humorless, puritanical, incapable of compromise,
 a fanatic in defense of liberty and the Republic.  A bitter foe of the
 Julii. Known to be a legendary drinker with some peculiar habits.
     Effect: +1 Management, +1 to unrest (decreases public order), +3 to law
             (improves public order)

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists = ludus_magnus
         and FactionType romans_scipii
         and IsGeneral
         and I_TurnNumber >=  406
         and I_TurnNumber <=  480

   AcquireAncillary m_porcius_cato chance: 80%


-----------------------------------------------------------------------------
>> M.Tullius Cicero {m_tullius_cicero_desc}

 Philosopher, Orator and Rhetor. Marcus Tullius Cicero's main abilities are
 his powers of persuasion and political nous. He thinks himself a protector
 of liberty and of Rome. He believes you may help save Rome from the
 "Populares".
     Effect: +2 Influence, Improves the chances of getting elected to
             senatorial offices

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= scriptorium
         and FactionType romans_brutii
         and IsGeneral
         and I_TurnNumber >=  368
         and I_TurnNumber <=  480

   AcquireAncillary m_tullius_cicero chance: 80%


-----------------------------------------------------------------------------
>> Gnaeus Naevius {gnaeus_naevius_desc}

 This latin dramatist and satirist is well known for his translations of
 Greek plays in to Latin. He seems to have some talent of his own, perhaps
 he will develop some original plays in his native Latin?
     Effect: +1 Influence, 10% bonus to your popularity with the People

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= academy
         and IsGeneral
         and I_TurnNumber >=  44
         and I_TurnNumber <=  132

   AcquireAncillary gnaeus_naevius chance: 80%


-----------------------------------------------------------------------------
>> Nicander {nicander_desc}

 A most learned Physician and wise Priest of Apollo. He has great knowledge
 of the body, poisons and much of the world we inhabit. His poem on
 "Antidotes to the Bites of Wild Creatures" is rather dull though.
     Effect: Increases the chance of having children, +2 to public health,
             Improves the chances of casualties recovering from their wounds

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_healing_awesome_temple
         and IsGeneral
         and I_TurnNumber >=  200
         and I_TurnNumber <=  300

   AcquireAncillary nicander chance: 80%


-----------------------------------------------------------------------------
>>      Panaetius {panaetius_desc}

 Stoic philosopher and Tutor. His thoughts on ethics are interesting. Very
 interesting. ZZZZzzzzzzzz. Sorry, where were we?
     Effect: +2 Management

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= academy
         and IsGeneral
         and I_TurnNumber >=  210
         and I_TurnNumber <=  324

   AcquireAncillary panaetius chance: 80%


-----------------------------------------------------------------------------
>> Titus Maccius Plautus {titus_maccius_plautus_desc}

 Comic playwright, soldier and travelling miller. Titus the 'splay-footed
 clown' is a comic genius. Even the miserable old Senate think he's funny.
 Mostly. And they've even given him the right to use three names, like a
 noble Roman.
     Effect: +2 Morale for all troops on the battlefield, 10% bonus to your
             popularity with the People

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= temple_of_fun_awesome_temple
         and IsGeneral
         and I_TurnNumber >=  90
         and I_TurnNumber <=  172

   AcquireAncillary titus_maccius_plautus chance: 80%


-----------------------------------------------------------------------------
>> Polybius {polybius_of_megalopolis_desc}

 A biographer and historian of outstanding ability blessed with great
insight
 and a disarming ability to ingratiate himself with anyone.
     Effect: +1 Influence, +1 Management




-----------------------------------------------------------------------------
>> Posidonius of Rhodes {posidonius_of_rhodes_desc}

 Gifted Politician, Stoic, Geographer, Astronomer and Geologist. Always
 useful to have around.
     Effect: +1 Influence, +1 Management, 20% bonus on mining income

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and SettlementBuildingExists = scriptorium
         and SettlementBuildingExists = academy
         and FactionType romans_scipii
         and IsGeneral
         and I_TurnNumber >=  180
         and I_TurnNumber <=  304

   AcquireAncillary polybius_of_megalopolis chance: 80%


-----------------------------------------------------------------------------
>> Publius Clodius {publius_clodius_desc}

 This cross dressing pretty boy has many political connections. Just keep an
 eye on him, and your wife, during the festivals of Bona Dea.
     Effect: Improves the chances of getting elected to senatorial offices

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= academy
         and Trait Arse >= 1
         and Trait PublicAtheism >= 1
         and IsGeneral
         and I_TurnNumber >=  396
         and I_TurnNumber <=  436

   AcquireAncillary publius_clodius chance: 80%


-----------------------------------------------------------------------------
>> Strato {strato_desc}

 Tutor, physicist and philosopher. Knowledge is power and the tool by which
 men rule.
     Effect: +1 Command, +1 Management, +10% to Movement Points (gives
             armies the ability to forced march)




-----------------------------------------------------------------------------
>> Terrence {terrence_desc}

 Comic dramatist. Making the masses laugh is a good way to divert them from
 their problems and ease the flow of money from their purse.
     Effect: +1 Management

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= scriptorium
         and IsGeneral
         and I_TurnNumber >=  0
         and I_TurnNumber <=  80

   AcquireAncillary strato chance: 80%


-----------------------------------------------------------------------------
>> Theocritus of Syracuse {theocritus_of_syracuse_desc}

 A most talented poet whose prose can ease the worries of the most troubled
 mind.
     Effect: +1 Management

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= lyceum
         and IsGeneral
         and I_TurnNumber >= -20
         and I_TurnNumber <=  40

   AcquireAncillary theocritus_of_syracuse chance: 80%


-----------------------------------------------------------------------------
>> Sempronius Gracchus {ti_sempronius_gracchus_desc}

 Tribune of the Plebs. This popular young firebrand has the makings of a
 demagogue. Many conservatives in the Senate feel this young man needs to be
 taught a lesson. Permanently.
     Effect: Reduces the chances of being elected to senatorial offices, 20%
             bonus to your popularity with the People

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= scriptorium
         and IsGeneral
         and I_TurnNumber >=  260
         and I_TurnNumber <=  274

   AcquireAncillary ti_sempronius_gracchus chance: 80%


-----------------------------------------------------------------------------
>> Caius Gracchus {caius_gracchus_desc}

 Tribune Of the Plebs. This young man wants to change the way the Republic
 is run. For ever! Many "Optimates" in the Senate feel he needs to be
 persuaded otherwise.
     Effect: +2 Influence, Reduces the chances of being elected to
             senatorial offices, 20% penalty to your popularity with the
             Senate, 20% bonus to your popularity with the People

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and SettlementBuildingExists >= scriptorium
         and FactionType romans_julii
         and IsGeneral
         and I_TurnNumber >=  274
         and I_TurnNumber <=  296

   AcquireAncillary caius_gracchus chance: 80%


-----------------------------------------------------------------------------
>> Tiberius Gracchus {ti_sempronius_gracchus_the_elder_desc}

 A patrician with some liberal values. A rare bird indeed. Many watch his
 sons with interest.
     Effect: +1 Influence, 10% bonus to your popularity with the Senate

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= academy
         and FactionType romans_scipii
         and IsGeneral
         and I_TurnNumber >=  170
         and I_TurnNumber <=  238

   AcquireAncillary ti_sempronius_gracchus_the_elder chance: 80%


-----------------------------------------------------------------------------
>> Timaeus {timaeus_of_tauromenium_desc}

 If history is to be written, perhaps it should be done under the watchful
 eyes of those making it. Especially when some are likely to distort the
 facts.
     Effect: +1 Influence, +1 Management

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= scriptorium
         and IsGeneral
         and I_TurnNumber >= -120
         and I_TurnNumber <=  40

   AcquireAncillary timaeus_of_tauromenium chance: 80%


-----------------------------------------------------------------------------
>> Titus Livius {livy_desc}

 This scholar is well versed in the history of Rome and warns us of the
 dangers of avarice and complacency. He may have a point.
     Effect: +2 Management, 50% increase to cost to bribe, 25% bonus to your
             popularity with the People

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= scriptorium
         and Trait PlainRomanVirtue >= 1
         and IsGeneral
         and I_TurnNumber >=  452
         and I_TurnNumber <=  506

   AcquireAncillary livy chance: 80%


-----------------------------------------------------------------------------
>> Virgilius {virgilius_desc}

 "Love conquers all things. Let us surrender unto love" Eclogues.
     Effect: Increases the chance of having children, +1 to public health

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= scriptorium
         and IsGeneral
         and I_TurnNumber >=  440
         and I_TurnNumber <=  502

   AcquireAncillary virgilius chance: 80%


-----------------------------------------------------------------------------
>> Zeno {zeno_of_cittium_desc}

 An honest and upright man can always be trusted to give sound advice. As
 long as he gets a steady supply of figs and red wine, in this case.
     Effect: +2 Management

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= academy
         and IsGeneral
         and I_TurnNumber >= -60
         and I_TurnNumber <=  40

   AcquireAncillary zeno_of_cittium chance: 80%


-----------------------------------------------------------------------------
>> Lucretius Carus {t_lucretius_carus_desc}

 A knowledge of nature and its forms as well as a skill with verse make this
 Epicurean a likeable companion to the thinking man
     Effect: +1 to farming output, 20% bonus on mining income

  WhenToTest CharacterTurnEnd
   Condition EndedInSettlement
         and RemainingMPPercentage = 100
         and SettlementBuildingExists >= scriptorium
         and IsGeneral
         and I_TurnNumber >=  382
         and I_TurnNumber <=  430

   AcquireAncillary t_lucretius_carus chance: 80%


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                                22. Quotes

/\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\  /\
/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \/  \

Really, who cares about filler? These quotes pop up randomly (or maybe not
so randomly) whenever the game needs to resort to the load screen. Some of
these quotes are very interesting, and I thought it would be a good idea to
add them in.

I think the slain care little if they sleep or rise again
   -  Aeschylus

A people's voice is dangerous when charged with wrath
   -  Aeschylus

Victory loves prudence
   -  Latin proverb

Against danger it pays to be prepared
   -  Aesop

Brave men are a city's strongest tower of defence
   -  Alcaeus

It is the noblest and safest thing for a great army to be visibly animated by
one spirit
   -  Archidamus of Sparta

Ah! The generals! They are numerous but not good for much!
   -  Aristophanes

War, as the saying goes, is full of false alarms
   -  Aristotle

War gives the right of the conquerors to impose any conditions they please
upon the vanquished
   -  Julius Caesar

Varus, give me back my legions
   -  Augustus Caesar : After the defeat and annihilation of Varus' column
      in Teutoberg Forest

Let them hate us as long as they fear us
   -  Caligula

The sinews of war are infinite money
   -  Cicero

Armed forces abroad are of little value unless there is prudent counsel at
home
   -  Cicero

Only the brave enjoy noble and glorious deaths
   -  Dionysius

To an imperial city nothing is inconsistent which is expedient
   -  Euphemus of Athens

The true contempt of an invader is shown by deeds of valour in the field
   -  Hermocrates of Syracuse

When there is mutual fear men think twice before they make aggression upon
one another
   -  Hermocrates of Syracuse

They have an abundance of gold and silver, and these make war, like other
things, go smoothly
   -  Hermocrates of Syracuse

Nobody is driven in to war by ignorance, and no one who thinks he will gain
anything from it is deterred by fear
   -  Hermocrates of Syracuse

In peace, sons bury their fathers; in war, fathers bury their sons
   -  Herodotus

Far better it is to have a stout heart always and suffer one's share of
evils, than to be ever fearing what may happen
   -  Herodotus

Men of Athens, there is not much time for exhortation, but to the brave a few
words are as good as many
   -  Hippocrates

War is the only proper school of the surgeon
   -  Hippocrates

Even the bravest cannot fight beyond his strength
   -  Homer

Ye gods, what dastards would our host command? Swept to the war, the lumber
of the land.
   -  Homer

Noble and manly music invigorates the spirit, strengthens the wavering man,
and incites him to great and worthy deeds
   -  Homer

He serves me most, who serves his country best
   -  Homer

To those that flee comes neither power nor glory
   -  Homer

Adversity reveals the genius of a general; good fortune conceals it
   -  Horace

A wise man in times of peace prepares for war
   -  Horace

To a good general luck is important
   -  Livy

The outcome corresponds less to expectations in war than in any other case
whatsoever
   -  Livy

It is pleasant, when the sea is high and the winds are dashing the waves
about, to watch from the shores the struggles of another
   -  Lucretius

To brave men, the prizes that war offers are liberty and fame
   -  Lycurgus of Sparta

The man who runs away will fight again
   -  Menander

A small country cannot contend with a great; the few cannot contend with the
many; the weak cannot contend with the strong
   -  Mencius

Soldiers do not like being under the command of one who is not of noble birth
   -  Onosander

To blunder twice is not allowed in war
   -  Latin proverb

I am more afraid of our own mistakes than of our enemies' designs
   -  Pericles

He conquers who endures
   -  Persius

After the war is over, make alliances
   -  Greek proverb

An alliance with the powerful is never to be trusted
   -  Phaedrus

In the moment of action remember the value of silence and order
   -  Phormio of Athens

A large army is always disorderly
   -  Euripides

The rulers of the States are the only ones who should have the privilege of
lying
   -  Plato

Every care must be taken that our auxiliaries, being stronger than our
citizens, may not grow too much for them and become savage beasts
   -  Plato

Conquered, we conquer
   -  Plautus

Ah, yes, mere infantry - poor beggars...
   -  Plautus

The valiant profit more their country than the finest, cleverest speakers
   -  Plautus

Hannibal knew how to gain a victory, but not how to use it
   -  Maharbal

Extraordinary rains pretty generally fall after great battles
   -  Plutarch

A good general not only sees the way to victory, he also knows when victory
is impossible
   -  Polybius

In war we must always leave room for strokes of fortune, and accidents that
cannot be foreseen
   -  Polybius

Pardon one offence and you encourage the commission of many
   -  Publius Syrus

We should provide in peace what we need in war
   -  Publius Syrus

Necessity knows no law except to conquer
   -  Publius Syrus

It is a bad plan that cannot be altered
   -  Publius Syrus

He is best secure from dangers who is on his guard even when he seems safe
   -  Publius Syrus

If a man does not know to what port he is sailing, no wind is favourable
   -  Seneca

In war we must be speedy
   -  Silius Italicus

A disorderly mob is no more an army than a heap of building materials is a
house
   -  Socrates

Quick decisions are unsafe decisions
   -  Sophacles

The cruelty of war makes for peace
   -  Publius Statius

Great empires are not maintained by timidity
   -  Tacitus

Even the bravest are frightened by sudden terrors
   -  Tacitus

The proper arts of a general are judgement and prudence
   -  Tacitus

A bad peace is even worse than war
   -  Tacitus

The desire for safety stands against every great and noble enterprise
   -  Tacitus

War is not so much a matter of weapons as of money
   -  Thucydides

An ambush, if discovered and promptly surrounded, will repay the intended
mischief with interest
   -  Vegetius

Few men are born brave; many become so through training and force of
discipline
   -  Vegetius

A general is not easily overcome who can form a true judgement of his own and
the enemy's forces
   -  Vegetius

What can a soldier do who charges when out of breath?
   -  Vegetius

Victory loves prudence
   -  Latin proverb

A dead enemy always smells good
   -  Alus Vitellus

When one side goes against the enemy with the gods' gift of stronger morale,
then their adversaries, as a rule, cannot withstand them
   -  Xenophon

Only the dead have seen the end of the war
   -  Plato

Veni, vidi, vici (I came, I saw, I conquered)
   -  Gaius Julius Caesar

Silent enim leges inter arma (Laws are silent in times of war)
   -  Cicero

We make war that we may live in peace
   -  Aristotle

Men grow tired of sleep, love, singing and dancing sooner than war
   -  Homer

War spares not the brave but the cowardly
   -  Anacreon

War is sweet to those who have never experienced it
   -  Pindar

In war important events result from trivial causes
   -  Gaius Julius Caesar

Bella detesta matribus (Wars are the dread of mothers)
   -  Horace

Bella, horida bella (Wars, horrid wars!)
   -  Virgil

Willing obedience always beats forced obedience
   -  Xenophon

The fortunes of war are always doubtful
   -  Seneca

The Spartans do not ask how many but where they are
   -  Agis II of Sparta

Come home with this shield or upon it
   -  A Spartan woman equips her son

Valour is superior to numbers
   -  Vegetius

Valour is the contempt of death and pain
   -  Tacitus

To lead untrained people to war is to throw them away
   -  Confucius

In war, truth is the first casualty
   -  Aeschylus

Dulce et decorum est pro patria mori (It is a sweet and seemly thing to die
   -  Horace                         for one's country)
Qui desiderat pacem praeparet bellum (Let him who desires peace prepare for
   -  Vegetius                       war)

An ambuscade, if discovered and promptly surrounded, will repay the intended
mischief with interest
   -  Vegetius

The blade itself incites to violence
   -  Homer

Who was the first that forged the deadly blade? Of rugged steel his savage
soul was made
   -  Tibullus

So ends the bloody business of the day
   -  Homer

Quae caret ora cruore nostro? (What coast knows not our blood?)
   -  Horace

Arms keep peace
   -  Latin proverb

The gods favour the bold
   -  Ovid

Great empires are not maintained by timidity
   -  Tacitus

Fortes fortuna adiuvat (Fortune favours the brave)
   -  Terence

Only the brave enjoy noble and glorious deaths
   -  Dionysius of Halicarnassus

Few men are born brave; many become so through training and force of
discipline
   -  Vegetius

Fortis cadere, cedere non potest (A brave man may fall, but he cannot yield)
   -  Latin proverb

In peace, sons bury their fathers; in war, fathers bury their sons
   -  Herodotus

How are the mighty fallen in the midst of battle!
   -  II Samuel, I, 25

The walls shall shake at the noise of the horsemen, and of the wheels, and of
the chariots
   -  Ezekiel, XXVI, 10

Alta sedent civilis vulnera dextrae (Deep are the wounds that civil strife
   -  Lucan                         inflicts)

A collision at sea can ruin your entire day
   -  Thucydides

Fas est et ab hoste doceri (It is right to learn, even from the enemy)
   -  Ovid

Learn to obey before you command
   -  Solon of Athens

March divided and fight concentrated
   -  Military maxim

Divide and conquer
   -  Military maxim

Victi vincimus (Conquered, we conquer)
   -  Plautus

Flet victus, victor interiit (The conquered mourns, the conqueror is undone)
   -  Latin proverb

Courage may be taught as a child is taught to speak
   -  Euripides

Timidi mater non flet (A coward's mother does not weep)
   -  Latin proverb

Danger gleams like sunshine to a brave man's eyes
   -  Euripides

Constant exposure to dangers will breed contempt for them
   -  Seneca

A glorious death is his who for his country falls
   -  Homer

All warfare is based on deception
   -  Sun Tzu

The god of war hates those who hesitate
   -  Euripides

Alea iacta est (The die is cast)
   -  Gaius Julius Caesar

Vae victus (Woe to the vanquished)
   -  Livy

Let all be present and expect the palm, the prize of victory
   -  Virgil

Brave men are a city's strongest tower of defence
   -  Alcaeus

The true contempt of an invader is shown by deeds of valour in the field
   -  Hermocrates of Syracuse

An adversary is more hurt by desertion than by slaughter
   -  Vegetius

Self-control is the chief element in self-respect, and self-respect is the
chief element in courage
   -  Thucydides

Cry "Havoc!" and let slip the dogs of war
   -  Shakespeare: Julius Caesar, III, 1

The strong did what they could, and the weak suffered what they must
   -  Thucydides

The sinews of war are infinite money
   -  Cicero

He who knows when he can fight and when he cannot will be victorious
   -  Sun Tzu

The proper arts of a general are judgement and prudence
   -  Tacitus

It is the brave man's part to live with glory, or with glory die
   -  Sophocles

We should provide in peace what we need in war
   -  Publilius Syrus

Generally management of the many is the same as management of the few. It is
a matter of organization
   -  Sun Tzu

If a man does not strike first, he will be the first struck
   -  Athenogoras of Syracuse

A wise man in times of peace prepares for war
   -  Horace

In war, numbers alone confer no advantage. Do not advance relying on sheer
military power
   -  Sun Tzu

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                             23. Useful Links

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All of these links are valuable resources that I've come across. Read over
them for an extension of what was written in this guide. All of these links
are credited for helping me in RTW. I read over them before I wrote this
guide and, as such, some of their information might be mixed and mashed into
mine. If you have anything to add, send me a line. TestaALT at aol dot com.

http://www.totalwar.com/

http://pc.gamespy.com/pc/rome-total-war/551582p1.html

http://rtw.heavengames.com/

http://www.totalwar.co.kr/rome/

http://www.twcenter.net/

http://forums.totalwar.org/vb/showthread.php?t=38382&page=1&pp=30

http://www.stratcommandcenter.com/rtw/strategy/index.php

http://www.kanwei.com/romewiki/


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                         24. MODDING and Cheats

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So you want to mod the game so you can play all the factions? Good!

Open up a folder and go to the C drive. This is where you'll want to head:

C Drive -> Program Files -> Activision -> Rome: Total War -> Data -> World
 -> Maps -> Campaign -> Imperial Campaign

Once there, click on the text file "descr_strat". At the very beginning, it
will tell you all the playable, unlockable, and nonplayable factions. This is
what you want it to look like:

campaign                imperial_campaign
playable
       romans_julii
       romans_brutii
       romans_scipii
       egypt
       seleucid
       carthage
       parthia
       gauls
       germans
       greek_cities
       romans_senate
       macedon
       pontus
       armenia
       dacia
       scythia
       spain
       thrace
       numidia
       britons
end
unlockable

end
nonplayable

       slave
end

---

Just copy and paste all the factions sans Slave under the "playable" section
just like that. Make a copy of this file if you want and then save it. Now
you should be able to play with all he factions, besides the Senate. You
can't play with them. If the game screws up in any way after this, reinstall
and try again. That's what I did. ;)

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                               25. Credits

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 * Prima's guide for the building lists.
 * Aildiin for posting how to beat a historical battle.
 * Tzar Kaloyanfo for his write-up on the Thracian strategy.
 * DerMetzgermeister for spelling corrections and a user strategy.

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                           26. Legal Disclaimer

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This document is Copyright (c) 2005 Andrew "TestaALT" Testa. All Rights
Reserved. This document may not be reproduced or retransmitted in any form
and under any circumstances without the complete consent of the author. It
may not be sold, altered, or published in any way without the advanced
permission of the author. All sources, which have contributed to this
document, are cited and/or credited in some form. The only sites I allow this
document to be viewed at are:

GameFAQs <http://www.gamefaqs.com>
IGN <http://www.ign.com>

If you see this document at any other site please email me as I do not allow
this document to be published at any other sources. Please do not ask me if
you want this document on your website, as the answer will most likely be no.
These terms have become binding once the recipient (or reader) opened this
document. Violation of these terms are strictly prohibited and will result in
a lawsuit. Please do not take these terms as threats and/or not read them as
they are all very much true. I can sue you for an act of plagiarism and will
not hesitate to do so. Thank you for reading this legal disclaimer and have a
nice day! =)

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                             27. Contact Info

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Contact me via email ([email protected]) or AIM (TestaALT) if you have any
questions, comments, or suggestions about this guide. Just make sure that you
put the game name in the subject line. If you don't, I'll probably delete
you're email thinking it's spam. Also, make sure that the question isn't
answered in the latest version of the document, which can be found at
GameFAQs. Try to ask me legibly, as I can't decipher chickenscratch. For AIM,
just beep me whenever you like. Thanks for reading, and check some of my
other work at:

        -> http://gamefaqs.com/features/recognition/23249.html <-

                             << -- EOF -- >>