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Retinue: R

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16 retinue members whose name begins with R. 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

Renowned Archer

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

Effects: +1 Personal Security, +1 Line of Sight, +1 Command

This warrior’s skill with a bow is almost legen... wait for it... dary. With a perfect eyesight, he can shoot the wings off a fly at fifty paces. Or so he claims, repeatedly, to anyone who’ll listen.

Acquisition is tied to traits: Pillager, Dedicated Trainer.

Cultures that never receive it (1)

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 · has Dedicated Trainer at level 2 or higher · belongs to Trinovantes · is a general
ending a turn in a settlement 2% over 90% of his movement left · has Dedicated Trainer at level 2 or higher · belongs to Trinovantes
ending a turn in a settlement 2% over 90% of his movement left · has Pillager
ending a turn in a settlement 2% has Pillager · over 90% of his movement left · the settlement has Stadion (Leisure) or better

Renowned Courtesan

never for 7 of the cultures.

Effects: +5 Training Agents, +1 Influence

To retain the services of a famous courtesan is to buy not just pleasure, but influence. Her company brings both social distinction and the favor of those in high places.

Acquisition is tied to the trait: Casual Adulterer.

Cultures that never receive it (7)

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

How it is gained: ending a turn in a settlement
When Chance Conditions
ending a turn in a settlement 4% has Casual Adulterer at level 2 or higher · the settlement has Pro-Consul's Palace or better · the settlement has Public Baths (Sanitation) or better · over 90% of his movement left
ending a turn in a settlement 4% has Casual Adulterer · the settlement has Pro-Consul's Palace or better · over 90% of his movement left · from turn 1502 on · belongs to Rome or Roman Rebels
ending a turn in a settlement 4% has Casual Adulterer · the settlement has Pro-Consul's Palace or better · over 90% of his movement left · from turn 1502 on · belongs to Rome or Roman Rebels

Rescued Phoenician Merchant

unique (one in the world at a time) · never alongside Rescued Phoenician Merchant, Rescued Phoenician Merchant.

Effects: +1 Management, +15 Tax Collection

Taken prisoner by pirates who attacked his ship, you paid a ransom for him partially out of your own pocket. But his gratitude remains great after many years. He is extremely helpful in obtaining information for you and in negotiating prices and fees.

Acquisition is tied to traits: Benevolent Ruler, Wealthy.

How it is gained: ending a turn in a settlement
When Chance Conditions
ending a turn in a settlement 1% does not belong to Carthage · in Tyre · Management above 3 · has Benevolent Ruler · has Wealthy · the settlement has Forum or better
ending a turn in a settlement 1% does not belong to Carthage · in Philadelpheia · Management above 3 · has Benevolent Ruler · has Wealthy · the settlement has Forum or better
ending a turn in a settlement 1% does not belong to Carthage · in Jerusalem · Management above 3 · has Benevolent Ruler · has Wealthy · the settlement has Forum or better
ending a turn in a settlement 1% does not belong to Carthage · in Antioch · Management above 3 · has Benevolent Ruler · has Wealthy · the settlement has Forum or better
ending a turn in a settlement 1% does not belong to Carthage · in Sidon · Management above 3 · has Benevolent Ruler · has Wealthy · the settlement has Forum or better

Rescued Phoenician Merchant (phoenician merchant2)

unique (one in the world at a time) · never alongside Rescued Phoenician Merchant, Rescued Phoenician Merchant.

Effects: +1 Management, +15 Tax Collection

Taken prisoner by pirates who attacked his ship, you paid a ransom for him partially out of your own pocket. But his gratitude remains great after many years. He is extremely helpful in obtaining information for you and in negotiating prices and fees.

Acquisition is tied to traits: Benevolent Ruler, Wealthy.

How it is gained: ending a turn in a settlement
When Chance Conditions
ending a turn in a settlement 1% does not belong to Carthage · in Tyre · Management above 3 · has Benevolent Ruler · has Wealthy · the settlement has Forum or better
ending a turn in a settlement 1% does not belong to Carthage · in Philadelpheia · Management above 3 · has Benevolent Ruler · has Wealthy · the settlement has Forum or better
ending a turn in a settlement 1% does not belong to Carthage · in Jerusalem · Management above 3 · has Benevolent Ruler · has Wealthy · the settlement has Forum or better
ending a turn in a settlement 1% does not belong to Carthage · in Antioch · Management above 3 · has Benevolent Ruler · has Wealthy · the settlement has Forum or better
ending a turn in a settlement 1% does not belong to Carthage · in Sidon · Management above 3 · has Benevolent Ruler · has Wealthy · the settlement has Forum or better

Rescued Phoenician Merchant (phoenician merchant3)

unique (one in the world at a time) · never alongside Rescued Phoenician Merchant, Rescued Phoenician Merchant.

Effects: +1 Management, +15 Tax Collection

Taken prisoner by pirates who attacked his ship, you paid a ransom for him partially out of your own pocket. But his gratitude remains great after many years. He is extremely helpful in obtaining information for you and in negotiating prices and fees.

Acquisition is tied to traits: Benevolent Ruler, Wealthy.

How it is gained: ending a turn in a settlement
When Chance Conditions
ending a turn in a settlement 1% does not belong to Carthage · in Tyre · Management above 3 · has Benevolent Ruler · has Wealthy · the settlement has Forum or better
ending a turn in a settlement 1% does not belong to Carthage · in Philadelpheia · Management above 3 · has Benevolent Ruler · has Wealthy · the settlement has Forum or better
ending a turn in a settlement 1% does not belong to Carthage · in Jerusalem · Management above 3 · has Benevolent Ruler · has Wealthy · the settlement has Forum or better
ending a turn in a settlement 1% does not belong to Carthage · in Antioch · Management above 3 · has Benevolent Ruler · has Wealthy · the settlement has Forum or better
ending a turn in a settlement 1% does not belong to Carthage · in Sidon · Management above 3 · has Benevolent Ruler · has Wealthy · the settlement has Forum or better

Rhetogenes Caraunios

unique (one in the world at a time) · never alongside Berber Turncoat · never for 13 of the cultures.

Effects: +1 Influence, +2 Bodyguard Valour, +2 Training Units

During the siege of Numantia, Caraunius, a man of great bravery, persuaded five of his friends to take an equal number of servants and horses, and secretly crossed the Roman siege lines on a cloudy night, carrying a folding bridge. Arriving at the wall, he and his friends crossed it, killed the guards on each side, sent the servants away, mounted their horses on the bridge, and headed towards the cities of the Arevaci, with olive branches, begging them, since they were of the same blood, to help the Numantians.

Cultures that never receive it (13)

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

How it is gained: after a battle
When Chance Conditions
after a battle 40% won the battle · a battle against a sally from a besieged town · belongs to Arevaci · is a general · from turn 562 on · before turn 664

Rhetorician

never alongside Athenian Rhetorician · never for 8 of the cultures.

Effects: +1 Negotiation

"The point, sir, is not simply to argue, but to make your case with logic and - dare I say it? - a certain panache…"

Cultures that never receive it (8)

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

How it is gained: ending a turn in a settlement
When Chance Conditions
ending a turn in a settlement 4% is a diplomat · over 90% of his movement left · the settlement has Great Academy (Civic) or better
ending a turn in a settlement 2% over 90% of his movement left · the settlement has Small School (Civic) or better · is a diplomat

Rhodian Cartographer

never alongside Naval Infantry Officer, Syracusan Shipwright, Navigator.

Effects: +2 Movement Points

Maps are his life, and every coastline, no matter how remote, is an old friend. This Rhodian helps you navigate across the treacherous sea.

Acquisition is tied to the trait: Junior Admiral.

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 2% is an admiral · has Junior Admiral at level 3 or higher · of Greek or Western Hellenistic culture · ended the turn in an enemy's zone of control
when the admiral is appointed 2% the settlement has Shipwright or better · of Greek or Western Hellenistic culture

Rider Cup

unique (one in the world at a time) · never alongside Horsemen Royal Gift · never for 8 of the cultures.

Effects: +1 Influence

As the governor of a rich city, this man has managed to obtain a beautiful cup that will surely be admired by his people!

Acquisition is tied to the trait: Wealthy.

Cultures that never receive it (8)

Caucasian · Anatolian · Iranian · Arab · Indian · Phoenician · Libyan · Roman

How it is gained: ending a turn in a settlement
When Chance Conditions
ending a turn in a settlement 1% is a general · has Wealthy · over 90% of his movement left (plus hidden conditions)

Rival

never for 13 of the cultures.

Effects: +1 Troop Morale, -2 Personal Security

A great man deserves a worthy opponent, or perhaps just a distracting fling. Yet, let it not be known to the wife, for such knowledge could make this rivalry far more dangerous than it already is.

Acquisition is tied to traits: Untouched By Fear, Casual Adulterer.

Cultures that never receive it (13)

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

How it is gained: after a battle
When Chance Conditions
after a battle 5% won the battle · has Casual Adulterer · has Untouched By Fear · is a general

Roman Slave

never alongside Roman Turncoat · never for 1 of the cultures.

Effects: +1 Combat vs Roman

"Just a little something I brought back with me after enslaving their cities".

Cultures that never receive it (1)

Roman

How it is gained: on enslaving a captured city
When Chance Conditions
on enslaving a captured city 10% the target faction is of Roman culture · the target faction is not Free Peoples · not of Roman culture

Roman Turncoat

never alongside Fugitivi Romani · never for 1 of the cultures.

Effects: +1 Combat vs Roman

Some Romans are willing to turn against their own kind for all sorts of reasons. Still, it's a terrible thing when a man turns against his own people, even for a Roman.

Cultures that never receive it (1)

Roman

How it is gained: after a battle
When Chance Conditions
after a battle 5% won the battle · killed at least 60% of the enemy · fought a faction of Roman culture · Influence 4 or more · is a general

Royal Bendis Greave

unique (one in the world at a time) · never for 8 of the cultures.

Effects: +1 Influence, +1 Hit Points

As the King, this man has adquired a beautifully adorned greave that will surely be admired by his people.

Acquisition is tied to the trait: Wealthy.

Cultures that never receive it (8)

Caucasian · Anatolian · Iranian · Arab · Indian · Phoenician · Libyan · Roman

How it is gained: ending a turn in a settlement
When Chance Conditions
ending a turn in a settlement 1% is a general · of Thracian culture · over 90% of his movement left · is the faction leader · Influence above 2 · has Wealthy at level 2 or higher (plus hidden conditions)

Royal Coin Minter

unique (one in the world at a time) · never for 8 of the cultures.

Effects: +10 Trading

To this royal numismatist, the profile of the most noble of kings should be displayed on coins. His face shall be known on every market and by every trader.

Acquisition is tied to the trait: Wealthy.

Cultures that never receive it (8)

Caucasian · Anatolian · Iranian · Arab · Indian · Phoenician · Libyan · Roman

How it is gained: ending a turn in a settlement
When Chance Conditions
ending a turn in a settlement 1% is a general · of Thracian culture · over 90% of his movement left · is the faction leader · Influence above 5 · has Wealthy

Rune Engraver

never alongside Armourer, Weaponsmith, Blacksmith · never for 3 of the cultures.

Effects: +1 Troop Morale, +1 Bodyguard Valour, +1 Hit Points, -1 Personal Security

Armed with hammer, chisel, and mystic runes, this man turns ordinary weapons into legendary ones.

Acquisition is tied to traits: Rational Concerns, Renowned.

Cultures that never receive it (3)

Roman · Phoenician · Libyan

How it is gained: ending a turn in a settlement
When Chance Conditions
ending a turn in a settlement 1% over 90% of his movement left · the settlement has Awesome Temple or better · the settlement has Armourer (Industry) or better · does not belong to Sparta · does not belong to Pergamon · does not belong to Greek City States · does not belong to Seleucid Empire · does not belong to Antigonid Kingdom · has Renowned · has Rational Concerns at level 2 or higher

Runner

never alongside Galloper · never for 16 of the cultures.

Effects: +1 Command

During battle, the difference between victory and defeat often depends on the legs of a fast courier. This man ensures orders are delivered with the speed needed.

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: after a battle, at the end of the character's turn, ending a turn in a settlement
When Chance Conditions
after a battle 3% did not rout · won the battle · is a general
at the end of the character's turn 2% ended the turn in a settlement · over 90% of his movement left · the settlement has Awesome Temple or better · the settlement has Public Baths (Sanitation) or better · 10% chance · is a general
ending a turn in a settlement 2% is a general · over 90% of his movement left · the settlement has Stadion (Leisure) or better · 10% chance
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