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18 retinue members whose name begins with N. A · B · C · D · E · F · G · H · I · J · K · L · M · N · O · P · Q · R · S · T · U · V · W · X · Y · Z
never for 14 of the cultures.
Effects: +1 Management, +10 Construction, -1 Command
Natural curiosity about how the world works can often be of great use to a patron.
Acquisition is tied to traits: Understands Natural Philosophy, Cultured.
Cultures that never receive it (14)
Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Scythian · Caucasian · Anatolian · Iranian · Arab · Indian · Egyptian · Ethiopian
How it is gained: ending a turn in a settlement
| When | Chance | Conditions |
|---|---|---|
| ending a turn in a settlement | 3% | is a general · over 90% of his movement left · the settlement has Great Academy (Civic) · has Understands Natural Philosophy |
| ending a turn in a settlement | 3% | is a general · over 90% of his movement left · the settlement has Great Academy (Civic) · has Cultured at level 3 or higher |
never alongside Seamaster.
Effects: +1 Command
This man is considered an expert in blockading ports and keeping cities out of food. The local fishermen and merchants have grown to hate the sight of his fleet just as much.
Acquisition is tied to the trait: Junior Admiral.
How it is gained: at the end of the character's turn
| When | Chance | Conditions |
|---|---|---|
| at the end of the character's turn | 2% | is an admiral · has Junior Admiral at level 4 or higher · ended the turn in an enemy's zone of control |
never alongside Crew Specialist.
Effects: +1 Command
The professional in charge of the naval infantry in this fleet. He coordinates and personally leads boarding actions against key enemy vessels.
Acquisition is tied to the trait: Junior Admiral.
How it is gained: after a battle
| When | Chance | Conditions |
|---|---|---|
| after a battle | 5% | is an admiral · won the battle · has Junior Admiral at level 3 or higher |
never alongside Navigator, Crew Specialist · never for 7 of the cultures.
Effects: +1 Command, +1 Line of Sight
To know the seas, the tides and the stars takes years. To know them well can take a lifetime.
Acquisition is tied to the trait: Junior Admiral.
Cultures that never receive it (7)
Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Scythian
How it is gained: at the end of the character's turn, when the admiral is appointed
| When | Chance | Conditions |
|---|---|---|
| at the end of the character's turn | 5% | under 40% of his movement left · has Junior Admiral at level 4 or higher · is an admiral |
| when the admiral is appointed | 1% | the settlement has Awesome Temple or better |
never alongside Navigator, Crew Specialist · never for 7 of the cultures.
Effects: +1 Command, +1 Line of Sight
This navigator scouts far horizons before others even notice the waves, he knows every rock, cove, and beach as if he'd spent his youth mapping them. In truth, he probably has.
Acquisition is tied to the trait: Junior Admiral.
Cultures that never receive it (7)
Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Scythian
How it is gained: at the end of the character's turn
| When | Chance | Conditions |
|---|---|---|
| at the end of the character's turn | 5% | under 40% of his movement left · has Junior Admiral at level 4 or higher · is an admiral |
never alongside Master of Assassins, Mysterious “Physician” · never for 3 of the cultures.
Effects: +4 Unrest, +2 Personal Security, +2 Public Security, -1 Loyalty
This man is a black magic user who has contacted and forced lost souls to work for his unscrupulous plans. Perhaps he may serve a purpose.
Cultures that never receive it (3)
Phoenician · Libyan · Roman
Granted by events.
never alongside Senior Envoy, Civilized Emissary · never for 9 of the cultures.
Effects: +10 Trading
This skilled negotiator can turn a bad deal into a good one and a good deal into an excellent one. With him at your side, you’ll never leave the negotiation table empty-handed.
Cultures that never receive it (9)
Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Egyptian · Ethiopian · Roman
How it is gained: ending a turn in a settlement
| When | Chance | Conditions |
|---|---|---|
| ending a turn in a settlement | 2% | over 90% of his movement left · the settlement has Forum or better · does not belong to Antigonid Kingdom · does not belong to Greek City States · does not belong to Sparta · does not belong to Pergamon |
never for 7 of the cultures.
Effects: +1 Subterfuge
"Who would suspect such a man...!"
Cultures that never receive it (7)
Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Scythian
How it is gained: on an assassination mission
| When | Chance | Conditions |
|---|---|---|
| on an assassination mission | 9% | the mission succeeded · is an assassin |
unique (one in the world at a time) · never for 16 of the cultures.
Effects: +2 Fertility, +2 Health, +20 Battle Surgery
A 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.
Acquisition is tied to traits: Healthy, Rational Beliefs, Faithless, Irreverent.
Cultures that never receive it (16)
Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Phoenician · Libyan · Caucasian · Anatolian · Iranian · Arab · Indian · Egyptian · Ethiopian · Roman
How it is gained: at the end of the character's turn
| When | Chance | Conditions |
|---|---|---|
| at the end of the character's turn | 20% | ended the turn in a settlement · over 90% of his movement left · the settlement has Physician's Clinics (Healing) or better · from turn 442 on · before turn 644 · has Healthy · does not have Faithless · has less than level 2 of Rational Beliefs · does not have Irreverent |
| at the end of the character's turn | 20% | ended the turn in a settlement · over 90% of his movement left · the settlement has Physician's Clinics (Healing) or better · from turn 442 on · before turn 644 · has Healthy · does not have Faithless · has less than level 2 of Rational Beliefs · does not have Irreverent |
never alongside Trusty Steed, Senatorial Horse, Eqvvs Pvblicvs.
Effects: +1 Cavalry Command, -1 Infantry Command, +1 Influence
"Did you hear that? He called me a noble steed! I'm a steed!" Such a noble mount is an inspiration!
Acquisition is tied to the trait: Skilled Cavalry Commander.
How it is gained: ending a turn in a settlement
| When | Chance | Conditions |
|---|---|---|
| ending a turn in a settlement | 1% | is a general · over 90% of his movement left · has Skilled Cavalry Commander at level 2 or higher |
never for 1 of the cultures.
Effects: +1 Combat vs Scythian
Some men are willing to turn against their own kind for all sorts of reasons.
Cultures that never receive it (1)
How it is gained: after a battle
| When | Chance | Conditions |
|---|---|---|
| after a battle | 8% | won the battle · killed at least 40% of the enemy · fought a faction of Scythian culture · is a general |
never alongside Nomarch, Nomarch, Nomarch · never for 17 of the cultures.
Effects: +1 Management, +1 Negotiation
Nomarch is an appointed governor who holds authority over the administrative division called the "Nome" in Ptolemaic Egypt.
Acquisition is tied to the trait: Rebellious.
Cultures that never receive it (17)
Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Phoenician · Libyan · Caucasian · Anatolian · Iranian · Arab · Indian · Roman · Greek · Western Hellenistic · Eastern Hellenistic
How it is gained: at the end of the character's turn
| When | Chance | Conditions |
|---|---|---|
| at the end of the character's turn | 10% | belongs to Ptolemaic Empire · is a general · is not the faction heir · is not the faction leader · Management above 2 · Ptolemaic Empire holds above 15 settlements · no one in his faction has Nomarch · has Rebellious at level 6 or higher |
never alongside Nomarch, Nomarch, Nomarch · never for 17 of the cultures.
Effects: +1 Management, +1 Negotiation
Nomarch is an appointed governor who holds authority over the administrative division called the "Nome" in Ptolemaic Egypt.
Acquisition is tied to the trait: Rebellious.
Cultures that never receive it (17)
Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Phoenician · Libyan · Caucasian · Anatolian · Iranian · Arab · Indian · Roman · Greek · Western Hellenistic · Eastern Hellenistic
How it is gained: at the end of the character's turn
| When | Chance | Conditions |
|---|---|---|
| at the end of the character's turn | 40% | belongs to Ptolemaic Empire · is a general · is not the faction heir · is not the faction leader · Management above 2 · Ptolemaic Empire holds above 30 settlements · no one in his faction has Nomarch · has Rebellious at level 6 or higher |
never alongside Nomarch, Nomarch, Nomarch · never for 17 of the cultures.
Effects: +1 Management, +1 Negotiation
Nomarch is an appointed governor who holds authority over the administrative division called the "Nome" in Ptolemaic Egypt.
Acquisition is tied to the trait: Rebellious.
Cultures that never receive it (17)
Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Phoenician · Libyan · Caucasian · Anatolian · Iranian · Arab · Indian · Roman · Greek · Western Hellenistic · Eastern Hellenistic
How it is gained: at the end of the character's turn
| When | Chance | Conditions |
|---|---|---|
| at the end of the character's turn | 10% | belongs to Ptolemaic Empire · is a general · is not the faction heir · is not the faction leader · Management above 2 · Ptolemaic Empire holds above 45 settlements · no one in his faction has Nomarch · has Rebellious at level 6 or higher |
never alongside Nomarch, Nomarch, Nomarch · never for 17 of the cultures.
Effects: +1 Management, +1 Negotiation
Nomarch is an appointed governor who holds authority over the administrative division called the "Nome" in Ptolemaic Egypt.
Acquisition is tied to the trait: Rebellious.
Cultures that never receive it (17)
Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Phoenician · Libyan · Caucasian · Anatolian · Iranian · Arab · Indian · Roman · Greek · Western Hellenistic · Eastern Hellenistic
How it is gained: at the end of the character's turn
| When | Chance | Conditions |
|---|---|---|
| at the end of the character's turn | 10% | belongs to Ptolemaic Empire · is a general · is not the faction heir · is not the faction leader · Management above 2 · Ptolemaic Empire holds above 60 settlements · no one in his faction has Nomarch · has Rebellious at level 6 or higher |
never alongside Overbearing Mother, Elderly Spinster "Aunt" · never for 15 of the cultures.
Effects: -1 Influence
When there's a spy in the household, it's hard to keep any secrets. Especially when that spy is Mother.
Acquisition is tied to the trait: Strict Governor.
Cultures that never receive it (15)
Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Scythian · Libyan · Caucasian · Anatolian · Iranian · Arab · Indian · Egyptian · Ethiopian
How it is gained: on coming of age
| When | Chance | Conditions |
|---|---|---|
| on coming of age | 3% | his father has Strict Governor |
never alongside Massaesylian Noble, Sacred Band Captain, Massylian Noble · never for 18 of the cultures.
Effects: +1 Cavalry Command, +1 Influence
This Numidian prince has arrived with his cavalry, a force that can defeat almost anything. He’s spent his life commanding men on horseback and is exactly who you need on your side.
Acquisition is tied to traits: Libyan Culture, Skilled Cavalry Commander.
Cultures that never receive it (18)
Gallic · Germanic · Dacian · Celtiberian · Brittonic · Thracian · Greek · Western Hellenistic · Eastern Hellenistic · Caucasian · Anatolian · Iranian · Arab · Indian · Egyptian · Ethiopian · Roman · Illyrian
How it is gained: when a unit is trained in the governed city
| When | Chance | Conditions |
|---|---|---|
| when a unit is trained in the governed city | 1% | the unit trained is cavalry · has Libyan Culture · from a Carthaginian-group faction · is a general |
| when a unit is trained in the governed city | 2% | the unit trained is cavalry · has Skilled Cavalry Commander · from a Carthaginian-group faction · is a general |
never for 5 of the cultures.
Effects: +10 Trading
Coinage carries the symbols and the names of the powerful. No man can buy or sell without realising who his overlord is.
Acquisition is tied to traits: Mints New Coins, Educated in Carthage, Apprentice Trader.
Cultures that never receive it (5)
Gallic · Germanic · Celtiberian · Brittonic · Scythian
How it is gained: ending a turn in a settlement, on coming of age
| When | Chance | Conditions |
|---|---|---|
| ending a turn in a settlement | 1% | over 90% of his movement left · the settlement has Large Forum or better · has Apprentice Trader at level 2 or higher (plus hidden conditions) |
| ending a turn in a settlement | 1% | has Mints New Coins · over 90% of his movement left · the settlement has Large Forum or better (plus hidden conditions) |
| ending a turn in a settlement | 1% | over 90% of his movement left · the settlement has Treasury or better (plus hidden conditions) |
| ending a turn in a settlement | 1% | over 90% of his movement left · the settlement has State Mint (Civic) (plus hidden conditions) |
| ending a turn in a settlement | 2% | is a general · over 90% of his movement left · the settlement has Treasury or better · the settlement has Forum or better · 10% chance |
| on coming of age | 10% | has Educated in Carthage at level 1 · 10% chance |