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The Italian Wars - Ultimate (Battle Beta)

Lun 14 Nov 2016 - 16:30 por Miguel80tp

The Italian Wars - Ultimate (Battle Beta)



Lanzada la beta del futuro Italian Wars - Ultimate. Se han añadido varias facciones nuevas, junto con una revisión completa de todas las estadísticas de las unidades. También se han agregado nuevos sonidos y música que proporcionan una sensación completamente nueva y un ambiente renacentista.

Más información // Fuente original



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Guia de Ancillaries

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Werety
Pontífice Máximo
Pontífice Máximo

Nombre : Ernest
Ubicación : en Tierra Santa
Edad : 921
Fecha de inscripción : 09/01/2009
Cantidad de envíos : 5515
Reputación : 636

Guia de Ancillaries

Mensaje por Werety el Vie 5 Jul 2013 - 2:15

Guia de Ancillaries


PERSONAJES:

NAME (specials)
transfer status
Possible exclusions
Effects
How to acquire.
;------------------------------------------
E.g >= abbey means an Abbey OR any upgrade to that structure.


SKILLED ACCOMPLICE (Assassin only)
Move between characters:: YES
+1 to agent's skill
20% chance when created and >=Assassins Guild exist in settlement.
;------------------------------------------
ACADEMIC ADVISOR
Move between characters:: YES
5% bonus on all trade income
5% bonus on tax income
33% chance after constructing >=library in settlement.
33% chance after constructing university in settlement.
;------------------------------------------
ACTOR
Move between characters: NO
+1 to popularity (improves public order)
5% chance when spending a full turn in a settlement with >=theatre.
;------------------------------------------
ADULTRESS (N/A for middle eastern)
Move between characters: NO
+1 Dread
-1 Piety
-1 Morale for all troops on the battlefield
Decreases the chance of having children
5% chance when spending a full turn in a settlement with >=brothel and general's
wife has <6 Charm.
;------------------------------------------
OUTLANDER ADULTRESS (N/A for middle eastern)
Move between characters: NO
+1 Dread
-1 Piety
-2 Morale for all troops on the battlefield
-1 from popularity (has a negative effect on public order)
Decreases the chance of having children
10% chance when in enemy lands more than 3 turns and has < 0 points of Trait: Loyal.
;------------------------------------------
FOREIGN FRUITCAKE (N/A for middle eastern)
Move between characters: NO
+1 Dread
-1 Piety
-3 Morale for all troops on the battlefield
-1 from popularity (has a negative effect on public order)
Decreases the chance of having children
5% chance every turn if >=1 point of Trait: Arse and married.
;------------------------------------------
ALCHEMIST
Move between characters: YES
Excluded ancillaries: Apothecary, Astrologer
+2 to your general's hitpoints (how many hits your general can take before dying
)
+1 Command when commanding gunpowder troops
5% chance when spending a full turn in a settlement with >=alchemists lab.
33% chance after constructing alchemist lab.
;------------------------------------------
;trigger "apocethary_vnv_trigger_" gives alchemist instead...
APOTHECARY
Move between characters: YES
Excluded ancillaries: Alchemist, Astrologer
Increases the chance of having children
+4 to your general's hitpoints (how many hits your general can take before dying)
;------------------------------------------
ARCHITECT (N/A for northern european)
Move between characters: NO
10% discount on construction costs
-2 from squalor (increases public order and population growth)
3% chance after a building is constructed.
;------------------------------------------
ARTIST (N/A for northern european)
Move between characters: NO
+1 to popularity (improves public order)
10% decrease to cost to bribe
-1 from squalor (increases public order and population growth)
5% chance when spending a full turn in a settlement with >=artist studio.
33% chance after constructing artist studio.
;------------------------------------------
YOUNG APPRENTICE (Assassin only)
Move between characters: YES
Excluded ancillaries: Catamite
+1 Assassination
5% chance after every successful assassination mission.
;------------------------------------------
ASTROLOGER (N/A for northern european)
Move between characters: NO
Excluded ancillaries: Apothecary, Alchemist
-1 Piety
+1 Command
5% chance after spending a full turn in a settlement without >=small church, >=s
mall chapel or >=small masjid.
;------------------------------------------
BARD (N/A for middle eastern)
Move between characters: YES
+1 Morale for all troops on the battlefield,
+1 to popularity (improves public order)
5% chance after spending a full turn in a settlement with >=tavern.
;------------------------------------------
BEGUILING BARD (Spy only - N/A for middle eastern)
Move between characters: NO
+1 to agent's skill
+1 to personal security (improves the chances of detecting and foiling assassina
tion attempts)
5% chance after spending a full turn in a settlement with >=brothel.
;------------------------------------------
BIOGRAPHER
Move between characters: NO
+1 Authority
5% chance after spending a full turn in a settlement and > 3 turns in region and
>=2 points of Trait:
GoodCommander.
;------------------------------------------
;No trigger exists
BODYGUARD
Move between characters: YES
+2 to personal security (improves the chances of detecting and foiling assassination attempts),
-1 from popularity (has a negative effect on public order)
;------------------------------------------
INVENTOR
Move between characters: NO
+30 Build Points (required for the construction of siege equipment)
+1 to farming output
20% bonus on mining income
3% chance after spending a full turn in a settlement with >=alchemists lab and not > 0 point of Trait: Ignorance.
;------------------------------------------
CARAVAN DRIVER (Merchant only)
Move between characters: YES
+25% to Movement Points (gives armies the ability to forced march)
+1 to line of sight (increases the range at which enemies are spotted)
50% chance when created and >=caravan stop exists in settlement.
10% chance when ending turn in a settlement and >=caravan stop exists.
;------------------------------------------
CATAMITE (Assassin only)
Move between characters: NO
Excluded ancillaries: Young Apprentice
+1 to agent's skill
5% chance after successful assassination mission.
;------------------------------------------
CHOIR BOY (Catholic Priest only)
Move between characters: NO
Excluded ancillaries: Royal Seminarian
+1 Piety
+1 Unorthodoxy
-1 Purity
20% chance when created and >=abbey exists in settlement.
;------------------------------------------
COUNTERFEITER (Merchant only)
Move between characters: NO
+1 Finance
15% chance when created and alchemist lab exists in settlement.
;------------------------------------------
COURTESAN (Assassin only)
Move between characters: NO
Excluded ancillaries: Catamite
+1 to agent's skill
20% chance when created and >=coaching house exists in settlement.
 
;------------------------------------------
JUDGE
Move between characters: NO
+1 to unrest (has a negative effect on public order)
+2 to law (improves public order)
20% chance when governor and city riots and >=Town Hall exists and not > 0 point
of Trait: StrategyChivalry orJust.
;------------------------------------------
DANCER (Spy only)
Move between characters: NO
+2 to agent's skill
5% chance after spending a full turn in a settlement with >=brothel.
;------------------------------------------
DARK APPRENTICE (Witch only)
Move between characters: NO
+1 Magic
+1 to personal security (improves the chances of detecting and foiling assassination attempts)
25% chance when created.
;------------------------------------------
DEACON (Catholic and orthodox priests only)
Move between characters: NO
+1 Piety
50% chance when created and >=catholic cathedral exists in settlement.
25% chance when created and >=orthodox cathedral exists in settlement.
;------------------------------------------
DIPLOMATIC ESCORT (Diplomat only)
Move between characters: NO
+1 to line of sight (increases the range at which enemies are spotted)
+1 to personal security (improves the chances of detecting and foiling assassination attempts)
66% chance when created and >=castle exists in settlement.
;------------------------------------------
DOCTOR
Move between characters: NO
Increases the chance of having children
Improves the chances of casualties recovering from their wounds
15% chance after spending a full turn in settlement and >=bimaristan exists and
general has command > 3.
3% chance after spending a full turn in settlement and >=alchemy school exists and general has command > 3.
;------------------------------------------
DRILLMASTER
Move between characters: NO
+25% to Movement Points (gives armies the ability to forced march)
10% discount on unit training costs
3% chance when training infantry and command >=4.
;------------------------------------------
;No trigger exists.
EUNUCH (N/A for northern european, eastern european, greek)
Move between characters: NO
+1 Authority
+1 to personal security (improves the chances of detecting and foiling assassination attempts)
;------------------------------------------
MOTHER-IN-LAW
Transfere: NO
-1 Authority
-1 Morale for all troops on the battlefield
50% chance when general marries and has >=1 point of Trait: Gambling and >=2 poi
nts of Trait: Drink.
;------------------------------------------
EXECUTIONER (Inquisitor only)
Move between characters: NO
+1 Piety
33% chance each time a successful denouncment mission occurs.
;------------------------------------------
;No trigger exists.
FAITHFUL SERVANT
Move between characters: NO
+1 Charm
;------------------------------------------
SKILLED COURTESAN (Assassin only)
Move between characters: NO
+2 to agent's skill
10% chance after successful assassination mission.
;------------------------------------------
FOODTASTER
Move between characters: NO
+1 to personal security (improves the chances of detecting and foiling assassina
tion attempts)  
20% chance after surviving an assassination attempt and has >= 1 point of Trait:
Paranoia.
;------------------------------------------
BRILLIANT FOOL (N/A for middle eastern, greek, southern european)
Move between characters: NO
+1 to personal security (improves the chances of detecting and foiling assassination attempts)
5% bonus on all trade income
50% chance after constructing >=castle and command > 4.
;------------------------------------------
FOOL (N/A for middle eastern, greek)
Move between characters: NO
+1 Morale for all troops on the battlefield
50% chance after constructing >=castle and command < 5.
;------------------------------------------
FOREIGN DIGNITARY (Diplomat only)
Move between characters: NO
+1 Influence
3% chance every turn in enemy lands and distance to capital is > 30.
;------------------------------------------
HARSH JUDGE
Move between characters: NO
-1 from popularity (has a negative effect on public order)
10% chance when in settlement and >=city hall exists and > 0 points of Trait: St
rategyDread.
;------------------------------------------
HERALD
Move between characters: NO
+1 Authority
33% chance after constructing a citadel and command > 3.
;------------------------------------------
INTREPID EXPLORER
Move between characters: NO
+15% to Movement Points (gives armies the ability to forced march)
+1 to line of sight (increases the range at which enemies are spotted)
5% chance when in settlement and >=explorers guild exists.
;------------------------------------------
NOTORIOUS BERSERKER
Move between characters: NO
+1 Command
+1 Morale for all troops on the battlefield
15% chance after successful battle where general fought and battle odds were >=0
.5 < 1.5 and > 0 points of
Trait: Battledread.
;------------------------------------------
CHIVALROUS KNIGHT
Move between characters: NO
+2 Chivalry
+1 Command
100% chance when taking jihad target and on jihad.
25% chance after succesful battle where general fought and battle odds were < 1.
2 and general does not
have > 0 points of Trait: BattleDread or StrategyDread.
;------------------------------------------
KNIGHT OF THE CRUSADES (Catholic Priest only)
Move between characters: NO
+2 to personal security (improves the chances of detecting and foiling assassina
tion attempts)
+1 Violence
33% chance when spending more than 1 turn in a region designated as crusade targ
et.
;------------------------------------------
DREAD KNIGHT
Move between characters: NO
+2 Dread
+1 Command
25% chance after successful battle as attacker where general fought and battle o
dds were < 1.2 and > 66%
of enemy was killed and general does not have > 0 points of Trait: BattleChivalr
y or StrategyChivalry.
;------------------------------------------
KNIGHT OF SANTIAGO (Spain & Portugal only)
Move between characters: NO
+1 Chivalry
+1 Command
100% when taking crusade target and on crusade.
50% chance after successful battle as attacker on crusade where general fought a
nd battle odds were >=0.5 < 1.5.
;------------------------------------------
HOSPITALLER KNIGHT (N/A for Portugal, Spain, HRE)
Move between characters: NO
+1 Chivalry
+1 Command
100% when taking crusade target and on crusade.
50% chance after successful battle as attacker on crusade where general fought and battle odds were >=0.5 < 1.5.
;------------------------------------------
TEMPLAR KNIGHT (N/A for Portugal, Spain, HRE)
Move between characters: NO
+1 Chivalry
+1 Command
100% when taking crusade target and on crusade.
50% chance after successful battle as attacker on crusade where general fought a
nd battle odds were >=0.5 < 1.5.
;------------------------------------------
TEUTONIC KNIGHT (HRE only)
Move between characters: NO
+1 Chivalry
+1 Command
100% chance when taking crusade target and on crusade.
50% chance after successful battle as attacker on crusade where general fought a
nd battle odds were >=0.5 < 1.5.
;------------------------------------------
LANCEBEARER
Move between characters: NO
+1 Command when commanding cavalry
10% chance after spending a full turn in settlement with >=jousting_lists and co
mmand > 3.
;------------------------------------------
LIBRARIAN
Move between characters: NO
+1 Piety
5% chance after spending a full turn in settlement with >=library.
;------------------------------------------
MAGICIAN (N/A for middle eastern)
Move between characters: NO
Excluded ancillaries: Pagan Magician
+1 Morale for all troops on the battlefield
+1 to popularity (improves public order)
15% chance after spending a full turn in settlement with >=alchemists lab and >=
fairground and has >=1 point of
Trait: Superstitious.
;------------------------------------------
PAGAN MAGICIAN
Move between characters: NO
Excluded ancillaries: Magician
-2 Piety
2% chance every turn when in a region with < 90% of own religion and does not ha
 
ve > 0 points of Trait:
Superstitious.
;------------------------------------------
MASTER MASON
Move between characters: NO
Excluded ancillaries: Stablemaster, Master Smith
10% discount on construction costs
33% chance after constructing a >=master mason guild.
;------------------------------------------
MASTER ARCHER
Move between characters: NO
Excluded ancillaries: Master of Assassins
+1 Command
5% chance after spending a full turn in settlement with >=archery range.
33% chance after constructing marksmans range.
;------------------------------------------
MASTER OF ASSASSINS
Move between characters: NO
Excluded ancillaries: Master Archer
+1 to personal security (improves the chances of detecting and foiling assassina
tion attempts)
20% discount on agent training costs
5% chance for Faction Leader for every assassination attempt.
33% chance after constructing a >= master assassins guild.
;------------------------------------------
STABLEMASTER
Move between characters: NO
Excluded ancillaries: Master Smith, Master Mason
+1 Command when commanding cavalry
20% chance when training cavalary and > knights stables exist.
;------------------------------------------
MASTER SMITH
Move between characters: NO
Excluded ancillaries: Stablemaster, Master Mason
10% discount on unit training costs
20% chance after constructing >= swordsmith's guild.
20% chance after constructing >= armourer.
;------------------------------------------
MATHEMATICIAN (N/A for northern european)
Move between characters: NO
Excluded ancillaries: Tutor
5% bonus on all trade income
 
5% bonus on tax income
+1 Command when commanding artillery
5% chance after spending a full turn in settlement with = academy.
5% chance after spending a full turn in settlement with = university.
;------------------------------------------
MENTOR
Move between characters: NO
+1 Command
15% chance when coming of age and father has authority >= 2.
;------------------------------------------
MERCENARY CAPTAIN
Move between characters: NO
10% discount on unit training costs
10% bonus to cash gained from looting
8% chance when hiring a mercenary unit.
;------------------------------------------
MERCHANT CLERK (Merchant only)
Move between characters: NO
+1 Finance
50% when created and >=Alchemy school exists in settlement.
;------------------------------------------
MILITARY ENGINEER
Move between characters: NO
+2 Command when assaulting walls
+50 Build Points (required for the construction of siege equipment)
5% chance after spending a full turn in settlement with >= city watch and >= cat
apult range.
8% chance after spending a full turn in castle with >= drill square and >= catap
ult range.
;------------------------------------------
MONEY COUNTER (N/A for middle eastern)
Move between characters: NO
5% bonus on all trade income
10% bonus on tax income
8% chance after spending a full turn in settlement with >= fairground and factio
n treasury is > 50000.
;------------------------------------------
MONK (Priest only)
Move between characters: NO
Excluded ancillaries: Royal Seminiarian, Choir Boy
+1 Piety
-1 Purity
 
100% chance when in a region for >=4 turns, own religion >=70 and there is a <=1
0 shift in religion.
;------------------------------------------
MUSICIAN
Move between characters: NO
+1 Morale for all troops on the battlefield
+2 to popularity (improves public order)
10% chance after spending a full turn in a settlement with >= theatre.
;------------------------------------------
;bugged - trigger tests "agent created" instead of "NewAdmiralCreated"
GUNNER (Admiral only)
Move between characters: NO
+2 Command at sea
33% chance when created and >= naval academy exists.
;------------------------------------------
;bugged - see gunner
RELIABLE NAVIGATOR (Admiral only)
Move between characters: NO
+1 Command at sea
+10% to Movement Points (gives armies the ability to forced march)
+1 to line of sight (increases the range at which enemies are spotted)
33% chance when created and >= explorer's guild exists.
;------------------------------------------
NAIVE KNIGHT (Heretic only - N/A for middle eastern)
Move between characters: NO
Excluded ancillaries: Zealous Disciple
+2 to personal security (improves the chances of detecting and foiling assassina
tion attempts)
10% chance when priest turns heretic.
;------------------------------------------
NOSY MOTHER
Move between characters: NO
-1 Authority
+1 to personal security (improves the chances of detecting and foiling assassina
tion attempts)
50% chance when general marries and has >= 1 point of Trait: Girls.
;------------------------------------------
;No trigger exists.
NUN (N/A for greek, eastern european, middle eastern)
Move between characters: NO
+1 Piety
-1 Violence
 
;------------------------------------------
OBSESSED SUITOR (Princess only)
Move between characters: NO
-1 Charm
-2 from personal security (increases the chances of falling victim to assassinat
ion)
4% chance after diplomacy and charm > 4.
;------------------------------------------
ORDINANCE MASTER
Move between characters: NO
+1 Command when commanding gunpowder troops
+1 Command when commanding artillery
10% chance after spending a full turn in settlement with >= military academy.
;------------------------------------------
OVERSEER
Move between characters: NO
1% discount on construction costs
+1 to farming output
1% bonus on mining income
10% chance after spending a full turn in settlement with >= crop rotation.
;------------------------------------------
PALADIN (Priest only - N/A for middle eastern)
Move between characters: NO
+1 to personal security (improves the chances of detecting and foiling assassina
tion attempts)
+1 Purity
+1 Violence
20% chance when created and >=Militia Drill Square exists in settlement.
;------------------------------------------
PHYSICIAN
Move between characters: NO
Increases the chance of having children
Improves the chances of casualties recovering from their wounds
10% chance for non-muslims after successful battle losing > 50% of own army and
faction building = university
exists.
30% chance after successful battle losing > 50% of own army and faction building
= bimaristan exists.
 
12% chance when created and >= market exists.
;------------------------------------------
POISONER (Assassin only - N/A for northern european)
Move between characters: NO
+2 to agent's skill
10% chance after successful assassination mission.
;------------------------------------------
PRIEST (Non-muslims only)
Move between characters: NO
+1 Piety
3% chance for non-muslims when ending turn in settlement and >= theologians guil
d exists.
;------------------------------------------
QUARTERMASTER (N/A for northern european)
Move between characters: NO
+15% to Movement Points (gives armies the ability to forced march)
5% bonus to cash gained from looting
20% chance after spending a full turn in settlement with >= army barracks and co
mmand > 3.
;------------------------------------------
;No trigger exists.
ROYAL ESCORT
Move between characters: NO
+1 to personal security (improves the chances of detecting and foiling assassina
tion attempts)
;------------------------------------------
ROYAL SEMINIARIAN (Priest only)
Move between characters: NO
Excluded ancillaries: Monk, Choir Boy
+1 Piety
+1 Unorthodoxy
20% when created and >=Mayor's Palace exists in settlement.
20% when created in >=Castle.
;------------------------------------------
RELIABLE RUNNER (N/A for northern european, middle eastern)
Move between characters: NO
+1 Command
10% chance after successful battle = crushing where general did not rout and did
not fight.
;------------------------------------------
KEEN SCOUT
 
Move between characters: NO
+1 Command when ambushing
+2 to line of sight (increases the range at which enemies are spotted)
8% chance after successful ambush in enemy lands.
;------------------------------------------
BRILLIANT SCRIBE
Move between characters: NO
+1 Authority
10% bonus on all trade income
10% chance after spending a full turn in settlement with >=town hall and >= alch
emist lab.
;------------------------------------------
SECRET LOVE (Princess only - N/A for middle eastern)
Move between characters: NO
Excluded ancillaries: Smothering bodyguard
-1 Charm
5% chance every turn.
;------------------------------------------
SHIELDBEARER (N/A for southern european)
Move between characters: NO
Excluded ancillaries: Swordbearer
-1 Morale for all troops on the battlefield
+2 to your general's hitpoints (how many hits your general can take before dying
)
15% chance after successul battle where general did not rout AND lost <= 80% of
HP and killed > 5.
;------------------------------------------
SHIPWRIGHT (Admiral only)
Move between characters: NO
+1 Command at sea
8% chance when created and >= merchant's wharf exists.
;------------------------------------------
SIEGE ENGINEER
Move between characters: NO
+1 Command when assaulting walls
+60 Build Points (required for the construction of siege equipment)
3% chance after spending a full turn in settlement with >= catapult range.
33% chance after constructing >= siege works.
;------------------------------------------
;No trigger exists.
SLAVER
Move between characters: NO
 
15% bonus on all trade income
;------------------------------------------
;No trigger exists.
SMOTHERING GUARDS
Move between characters: NO
Excluded ancillaries: Secret love
-1 Charm
+3 to personal security (improves the chances of detecting and foiling assassina
tion attempts)
;------------------------------------------
SOOTHSAYER
Move between characters: NO
+2 Morale for all troops on the battlefield
2% chance after losing a battle.
;------------------------------------------
SPYMASTER (N/A for northern european)
Move between characters: NO
+1 Command
+1 to public security (improves the chances of detecting and capturing enemy age
nts)
20% discount on agent training costs
3% chance for faction leader for every spying mission.
20% chance after constructing >=thieves guild.
;------------------------------------------
STUNNING HANDMAIDEN (Princess only - N/A for middle eastern)
Move between characters: NO
-1 Charm
50% chance when coming of age if dad had >=1 point of Trait: Girls.
50% chance when coming of age if dad has >=1 point of Trait: Perverted.
;------------------------------------------
SWISS GUARD (Inquisitor only)
Move between characters: NO
+1 to personal security (improves the chances of detecting and foiling assassina
tion attempts)
25% chance every time the inquisitor survives an assassination attempt.
25% chance if the inquisitor kills the assassin.
;------------------------------------------
SWORDBEARER
Move between characters: NO
Excluded ancillaries: Shieldbearer
+1 to personal security (improves the chances of detecting and foiling assassina
tion attempts)
+1 to your general's hitpoints (how many hits your general can take before dying
)
 
10% chance after successful battle where general did not rout and killed > 5.
;------------------------------------------
TAX FARMER
Move between characters: NO
Excluded ancillaries: Treasurer
-1 from popularity (has a negative effect on public order)
10% bonus on tax income
8% chance after constructing a building and Trait: BadTaxman >= 1.
;------------------------------------------
TORTURER
Move between characters: NO
+3 Dread
+1 Authority
+2 to public security (improves the chances of detecting and capturing enemy age
nts)
+1 to unrest (has a negative effect on public order)
+3 to law (improves public order)
10% chance after exterminating a city and chivalry < -4 (= 5 points in dread or
more)
;------------------------------------------
TRANSLATOR (Diplomat only)
Move between characters: YES
+2 Influence
15% chance when ending turn in settlement with >= market.
;------------------------------------------
TREASURER (N/A for northern european)
Move between characters: YES
Excluded ancillaries: Tax farmer
5% bonus on all trade income
5% bonus on tax income
10% chance after spending a full turn in settlement with = great market.
;------------------------------------------
TUTOR
Move between characters: YES
Excluded ancillaries: Mathematician
+1 Piety
5% bonus on all trade income
33% chance when coming of age and <= 1 point of Trait: Ignorance.
;------------------------------------------
VETERAN WARRIOR
Move between characters: NO
+1 to personal security (improves the chances of detecting and foiling assassination attempts)
+1 Command when commanding infantry
50% chance after successful battle where general did not rout and killed > 5 and
lost <= 50% of HP.
;------------------------------------------
Witch Hunter (Priest only - N/A for middle eastern)
Move between characters: NO
+1 Piety
-1 Unorthodoxy
20% when ending turn in region with > 15% heretics and stayed 3 turns in region.
10% chance when created and Faction Leader has > 1 point of Trait: ReligiousActivity.
;------------------------------------------
ZEALOUS DISCIPLE(Heretic only)
Move between characters: NO
Excluded ancillaries: Naive Knight
+1 Piety
+1 to personal security (improves the chances of detecting and foiling assassina
tion attempts)
10% chance when a priest turns heretic.
;------------------------------------------


ITEMS / ARTEFACTOS:

10% chance when capturing Jerusalem and Piety > 3.
10% chance when capturing Paris and Piety > 3.
30% chance when capturing Jerusalem and on crusade and Piety > 3.
30% chance when capturing Paris and on crusade and Piety > 3.
5% chance for faction leader as major reward from the pope.


;------------------------------------------
HOLY SHROUD (N/A for middle eastern)
+1 Piety
+1 Command when defending walls
+1 to personal security (improves the chances of detecting and foiling assassina
tion attempts)
10% chance when capturing Constantinople and Piety > 3.
30% chance when capturing Constantinople and on crusade and Piety > 3.
5% chance for faction leader as major reward from the pope.
;------------------------------------------
ARK OF THE COVENANT
+2 Dread
+1 Command
10% chance when capturing Cairo and Piety > 3.
30% chance when capturing Cairo and on crusade and Piety > 3.
30% chance when capturing Cairo and on jihad and Piety > 3.
;------------------------------------------
SEAL OF SOLOMON
+1 Dread
-1 Piety
+2 Command when commanding cavalry
10% chance when capturing Jerusalem and Piety > 3.
30% chance when capturing Jerusalem and on crusade and Piety > 3.
30% chance when capturing Jerusalem and on jihad and Piety > 3.
;------------------------------------------
HAIR FROM MOHAMMED'S BEARD (Middle-eastern only)
+1 Piety
10% chance when capturing Acre and Piety > 3.
30% chance when capturing Acre and on jihad and Piety > 3.
;------------------------------------------
MOHAMMED'S FOOTPRINT (Middle-eastern only)
+1 Piety
10% chance when capturing Damascus and Piety > 3.
30% chance when capturing Damascus and on jihad and Piety > 3.
;------------------------------------------
HOLY MANTLE (Middle-eastern only)
+2 Piety
10% chance when capturing Antioch and Piety > 3.
30% chance when capturing Antioch and on jihad and Piety > 3.
;------------------------------------------
TOOTH OF MOHAMMED (Middle-eastern only)
+1 Piety
10% chance when capturing Aleppo and Piety > 3.
30% chance when capturing Aleppo and on jihad and Piety > 3.
;------------------------------------------
KEY TO HOLY KAABA (Middle-eastern only)
+1 Piety
10% chance when capturing Edessa and Piety > 3.
30% chance when capturing Edessa and on jihad and Piety > 3.
;------------------------------------------
LOCK OF KAABA (Middle-eastern only)
+1 Piety
10% chance when capturing Adana and Piety > 3.
30% chance when capturing Adana and on jihad and Piety > 3.
;------------------------------------------
SWORD OF MOHAMMED (Middle-eastern only)
+1 Piety
+2 Command
10% chance when capturing Baghdad and Piety > 3.
30% chance when capturing Baghdad and on jihad and Piety > 3.
;------------------------------------------
FRAGMENT OF THE BLACK STONE (Middle-eastern only)
+3 Piety
10% chance when capturing Iconium and Piety > 3.
30% chance when capturing Iconium and on jihad and Piety > 3.
;------------------------------------------
HOLY QUR'AN (Middle-eastern only)
+2 Piety
10% chance when capturing Mosul and Piety > 3.
30% chance when capturing Mosul and on jihad and Piety > 3.
;------------------------------------------
SOIL FROM MOHAMMED'S GRAVE (Middle-eastern only)
+1 Piety
10% chance when capturing Gaza and Piety > 3.
30% chance when capturing Gaza and on jihad and Piety > 3.
;------------------------------------------
STANDARD OF MOHAMMED (Middle-eastern only)  
+1 Piety
+1 Command
10% chance when capturing Nicaea and Piety > 3.
30% chance when capturing Nicaea and on jihad and Piety > 3.
;------------------------------------------
 
;Marco Polo can pop up for everyone, agents and generals alike. Grr.
MARCO POLO (N/A for middle eastern)
+15% to Movement Points (gives armies the ability to forced march)
10% bonus on all trade income
5% chance every turn with faction building >= explorers guild and distance to ca
pital is > 60 and between turns 102
- 122.
;------------------------------------------
DONATELLO
Excluded ancillaries: Michaelangelo, Raphael
+2 to popularity (improves public order)
-3 from squalor (increases public order and population growth)
Constructing >= artist studio between turns 162 - 193.
;------------------------------------------
RAPHAEL
Excluded ancillaries: Michaelangelo, Donatello
+2 to popularity (improves public order)
-3 from squalor (increases public order and population growth)
Constructing >= artist studio between turns 210 - 220.
;------------------------------------------
MICHAELANGELO
Excluded ancillaries: Donatello, Raphael
+2 to popularity (improves public order)
-3 from squalor (increases public order and population growth)
Constructing >= artist studio between turns 209 - 242.
;------------------------------------------
NICOLLO MACHIAVELLI (N/A for Byzantium, eastern european and middle eastern)
+1 Command
+1 Authority
-1 from squalor (increases public order and population growth)
-1 from unrest (improves public order)
25% chance when ending turn in settlement with = university and > 0 points of Tr
ait: StrategyDread and between
turns 204 - 224.
;------------------------------------------
GEORGE OF ANTIOCH (Sicily only)
+1 Piety
+2 Command
+2 to popularity (improves public order)
Winning a battle with battle odds < 1 and between turns 21 - 36.
;------------------------------------------
FRANCIS OF ASSISI (Southern European only - N/A for Byzantium)  
+2 Piety
-2 from squalor (increases public order and population growth)
+2 to unrest (has a negative effect on public order)
Joining a crusade between turns 60 - 73.
Constructing a >=church between turns 60 - 73.
;------------------------------------------
VASCO DE GAMA
+15% to Movement Points (gives armies the ability to forced march)
10% bonus on all trade income
33% chance when ending a turn in a settlement and faction building >= explorer's
guild exists and distance to
capital is > 40 and between turns 205 - 225.
;------------------------------------------
ANTHONY OF PADUA Southern European only)
+2 Piety
-2 from squalor (increases public order and population growth)
+2 to unrest (has a negative effect on public order)
75% chance when constructing >= abbey and between turns 69 - 76.
;------------------------------------------
;No trigger exists. Byzantine faction leader starts with him.
TATICIUS
+2 Command
;------------------------------------------
NICOLAU COPERNICUS Poland only)
+1 to agent's skill
+2 to line of sight (increases the range at which enemies are spotted)
Constructing >= library and between turns 200 - 232.
;------------------------------------------
IBN KHALDUN (Middle-eastern only)
+2 Piety
+2 Authority
15% bonus on all trade income
Constructing >= alchemist lab and between turns 135 - 160.
Constructing >= bimaristan and between 135 - 160.
;------------------------------------------
ALBERTUS MAGNUS (HRE only)
+2 to law (improves public order)
10% chance when ending turn in settlement with >= church and >= alchemist lab an
d between turn 70 - 100.
;------------------------------------------
 
JAN ZIZKA (Poland only)
+2 Command
+1 Authority
+2 Command when defending
+50 Build Points (required for the construction of siege equipment)
Winning a battle with battle odds < 1 and between turns 150 - 172.
;------------------------------------------
ROGER DE MOULINS (Catholic only - N/A for HRE, Spain, Portugal)
Excluded ancillaries: Gerard de Ridefort
+2 Command
+1 Authority
Joining a crusade between turns 45 - 60.
;------------------------------------------
GERARD DE RIDEFORT (Catholic only - N/A for HRE, Spain, Portugal)
Excluded ancillaries: Roger de Moulins
+1 Command
+1 Authority
+1 Morale for all troops on the battlefield
+2 Command when attacking
Joining a crusade between turns 30 - 52.
;------------------------------------------


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    Fecha y hora actual: Sáb 22 Jul 2017 - 20:38