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Governor Retinue

To add or remove a member of a character's retinue, use give_ancillary character retinue or remove_ancillary character retinue. You can use the identifier this, in place of a character's name, by selecting the character on the world map (not in a town), as in give_trait this trait. The cheat can be used on characters belonging to other factions. The cheat is case-sensitive.

Governor Retinue
academic_advisor
Transferable
Academic AdvisorYou don't need to know everything if someone else at hand does.33% chance whenever Governor of a settlement that has completed building Library or University.5% bonus on all trade income, 5% bonus on tax income
actorActorAny lord who brings the dramatic arts with him is generally well received by the people.5% chance whenever a Governor spends a turn without moving in a settlement with a Theatre.+1 to popularity (improves public order)
alchemist
Transferable
AlchemistVery few people manage to become experts at mixing dangerous compounds, making the few that exist valuable assets.5% chance whenever a Governor spends a turn without moving in a settlement with an Alchemists Lab.
Excludes apothecary and astrologer.
+2 to your general's hitpoints (how many hits your general can take before dying), +1 Command when commanding gunpowder troops
apothecary
Transferable
ApothecaryDangerous toxins can be used as powerful tonics by those who understand their secrets.Excludes alchemist and astrologer.Increases the chance of having children, +4 to your general's hitpoints (how many hits your general can take before dying)
astrologer
(Except Northern Europe)
AstrologerThough the most pious may denounce the art of Astrology as heretical nonsense, it is still extremely popular.5% chance whenever a Governor spends a turn without moving in a settlement without any religious buildings.
Excludes apothecary and alchemist.
-1 Piety, +1 Command
biographerBiographerWhen one is forging a great legacy, it must be recorded properly.5% chance whenever a Governor with GoodCommander 2+ spends a turn without moving in a settlement after 4+ turns in region.+1 Authority
brilliant_inventorInventorTo have such a pioneer of wondrous technology by one's side helps keep a contemporary take on the world.3% chance whenever a Governor without Ignorance spends a turn without moving in a settlement with an Alchemists Lab.+30 Build Points (required for the construction of siege equipment), +1 to farming output, 20% bonus on mining income
crooked_judgeJudgeIt's much easier to place trust in the laws of the land when you have men that control the trials themselves.20% chance whenever Governor without StrategyChivalry or Just of a settlement that riots and has a Town Hall.+1 to unrest (has a negative effect on public order), +2 to law (improves public order)
doctorDoctorAlways better to have a physician close at hand to prod and poke one's body after the enemy has done so.When a Governor with Command 4+ spends a turn without moving in a settlement with a Bimaristan (15% chance) or Alchemy School (3%).Increases the chance of having children, Improves the chances of casualties recovering from their wounds
drillmasterDrillmasterKeeps a diligent officer handy to keep his troops vigilant and well-prepared.3% chance whenever a Governor ends his turn in a settlement that has completed training Infantry.+25% to Movement Points (gives armies the ability to forced march), 10% discount on unit training costs
foodtasterFoodtasterAn expedient servant to have around to avoid sudden death, as well as a disgusting meal.20% chance whenever a General with Paranoia survives an Assassination attempt.+1 to personal security (improves the chances of detecting and foiling assassination attempts)
harsh_judgeHarsh Judge"When I need to ensure that justice is done without any compromise at all, I can rely upon this man to see it done!"10% chance whenever a Governor with StrategyDread ends his turn in a settlement with a City Hall.-1 from popularity (has a negative effect on public order)
heraldHeraldNothing helps emphasise authority and importance than a booming voice to herald one's decisions and wishes.33% chance whenever Governor with Command 4+ of a settlement that has completed building Citadel.+1 Authority
intrepid_explorerIntrepid ExplorerAn expert of blazing new trails through unfamiliar lands, and showing his master how to do the same.5% chance whenever a Governor ends his turn in a settlement with an Explorers' Guild.+15% to Movement Points (gives armies the ability to forced march), +1 to line of sight (increases the range at which enemies are spotted)
lancebearerLancebearerGreat lords can do even greater things in battle when they have a brave servant ready to keep the right weapon at hand.10% chance whenever a Governor with Command 4+ spends a turn without moving in a settlement with Jousting Lists.+1 Command when commanding cavalry
librarianLibrarianThere is much knowledge to be found in books, provided you know somebody that knows where to look.5% chance whenever a Governor spends a turn without moving in a settlement with a Library.+1 Piety
musicianMusicianLoves the art of music enough to make sure that he can bring it with him, or at least those than can make it.10% chance whenever a Governor spends a turn without moving in a settlement with a Theatre.+1 Morale for all troops on the battlefield, +2 to popularity (improves public order)
master_of_archersMaster ArcherAccompanied by a truly experienced marksman, able to help assist when best to give the order to fire.33% chance whenever Governor of a settlement that has completed building Marksmans Range.
Excludes master_of_assassins.
+1 Command
master_masonMaster MasonHas found a civil master that he can entrust to ensure that his building projects are completed without fuss.33% chance whenever Governor of a settlement that has completed building Master Mason's Guild.
Excludes master_of_horse and master_smith.
10% discount on construction costs
master_of_horseStablemasterMost warriors know how to ride a horse, but few truly understand how to maintain their mounts properly, or to train them for war.20% chance whenever a Governor ends his turn in a settlement with Knight's Stables that has completed training Cavalry.
Excludes master_smith and master_mason.
+1 Command when commanding cavalry
master_smithMaster SmithHas befriended a truly gifted and renowned smith, who ensures his noble friend is always well armed and armoured.2% chance whenever a Governor spends a turn without moving in a settlement with an Armourer.
20% chance whenever Governor of a settlement that has completed building Swordsmiths' Guild or Armourer.
Excludes master_of_horse and master_mason.
10% discount on unit training costs
mentorMentorHas always been by his young master's side - wise and trustworthy enough to help raise royalty.15% chance whenever a General comes of age and father's Authority 2+.+1 Command
mercenary_captainMercenary CaptainHaving run a company of mercenaries himself, this man makes maintaining an army of sell-swords a more efficient process.8% chance whenever Hiring Mercenaries.10% discount on unit training costs, 10% bonus to cash gained from looting
military_engineerMilitary EngineerWise commanders keep a mechanical expert at hand when relying upon siege artillery to conquer castle walls.5% chance whenever a Governor spends a turn without moving in a settlement with a City Watch and Catapult Range.
8% chance whenever a Governor spends a turn without moving in a settlement with a Drill Square and Catapult Range.
+2 Command when assaulting walls, +50 Build Points (required for the construction of siege equipment)
ordinance_masterOrdinance MasterOne of the few experts on handling the dangerous but powerful new weapons of war that use gunpowder.10% chance whenever a Governor spends a turn without moving in a settlement with a Military Academy.+1 Command when commanding gunpowder troops, +1 Command when commanding artillery
overseerOverseerWhen one can entrust another to oversee the workers, much more can be accomplished.10% chance whenever a Governor spends a turn without moving in a settlement with Crop Rotation.1% discount on construction costs, +1 to farming output, 1% bonus on mining income
pet_guarddogGuard DogMore vigilant, intimidating and loyal than even the most cunning of watchmen.8% chance whenever a Governor spends a turn without moving in a settlement with a Castle, after 5+ turns in region.+2 to personal security (improves the chances of detecting and foiling assassination attempts)
scribe_ancillaryBrilliant ScribeBeing able to have written works produced or translated within one's castle opens a wealth of knowledge unto the family.10% chance whenever a Governor spends a turn without moving in a settlement with a Town Hall and an Alchemists Lab.+1 Authority, 10% bonus on all trade income
siege_engineerSiege EngineerAn expert in how to deconstruct heavy structures and defences is always welcome when approaching towering walls.3% chance whenever a Governor spends a turn without moving in a settlement with a Catapult Range.
33% chance whenever a Governor spends a turn without moving in a settlement with a Siege Works.
+1 Command when assaulting walls, +60 Build Points (required for the construction of siege equipment)
trusty_steed
Transferable
Trusty SteedNoble warriors need a noble and trusty mount such as this fine animal.15% chance whenever a Governor with GoodCavalryGeneral ends his turn in a settlement with Earl's Stables.+5% to Movement Points (gives armies the ability to forced march), +1 Command when commanding cavalry
tutor
Transferable
TutorA lord humble enough to admit he still has much to learn is typically one of the smarter ones.33% chance whenever a General comes of age without Ignorance.
Excludes mathematician.
+1 Piety, 5% bonus on all trade income
mathematician
(Except Northern Europe)
MathematicianHas found cause and justification to employ a scholar well versed in complex calculations.5% chance whenever a Governor spends a turn without moving in a settlement with an Academy or University.
Excludes tutor.
5% bonus on all trade income, 5% bonus on tax income, +1 Command when commanding artillery
architect
(Except Northern Europe)
ArchitectHaving a master of civil construction at hand can make realising a lord's visions of grandeur more affordable.3% chance whenever Governor of a settlement that has completed building anything.10% discount on construction costs, -2 from squalor (increases public order and population growth)
artist
(Except Northern Europe)
ArtistHaving a fine artist at hand always leads to having a much finer view.5% chance whenever a Governor spends a turn without moving in a settlement with an Artist Studio.
33% chance whenever Governor of a settlement that has completed building Artist Studio.
+1 to popularity (improves public order), 10% decrease to cost to bribe, -1 from squalor (increases public order and population growth)
quartermaster
(Except Northern Europe)
QuartermasterKeeping a military force well maintained is a job that this man excels at, sparing his master time to dwell upon tactics and strategies instead.20% chance whenever a Governor with Command 4+ spends a turn without moving in a settlement with an Army Barracks.+15% to Movement Points (gives armies the ability to forced march), 5% bonus to cash gained from looting
treasurer
Transferable
(Except Northern Europe)
TreasurerA man who has mastered the art of managing royal sums of money can help avoid wasting it, something royalty often does.10% chance whenever a Governor spends a turn without moving in a settlement with a Great Market.
Excludes tax_farmer.
5% bonus on all trade income, 5% bonus on tax income
tax_farmerTax FarmerIf you are going to bleed the people dry, get someone else to be the face of your oppression.8% chance whenever Governor with BadTaxman of a settlement that has completed building anything.
Excludes treasurer.
-1 from popularity (has a negative effect on public order), 10% bonus on tax income
bard
(Except Middle East)
Bard
Transferable
Minstrel, poet, and chronicler - A fitting companion for a patron of the arts.5% chance whenever a Governor spends a turn without moving in a settlement with a Tavern.+1 Morale for all troops on the battlefield, +1 to popularity (improves public order)
priest
(Except Middle East)
PriestThere are few better ways to keep the faith than to keep a man of the cloth at hand to ensure you are on the correct path.3% chance whenever a Governor ends his turn in a settlement with a Theologians' Guild.+1 Piety
money_counter
(Except Middle East)
Money CounterAs much as counting one's wealth is a pleasure, when you're this wealthy, you may need some help.8% chance whenever a Governor spends a turn without moving in a settlement with a Fairground and Treasury has 50001+.5% bonus on all trade income, 10% bonus on tax income
magician
(Except Middle East)
MagicianSleight of hand, wondrous tricks, and some clever pyrotechnics make for fine entertainment.15% chance whenever a General with Superstitious spends a turn without moving in a settlement with an Alchemists' Lab and a Fairground.
Excludes magician_pagan.
+1 Morale for all troops on the battlefield, +1 to popularity (improves public order)
magician_paganPagan MagicianRegardless how fascinating the arcane arts may seem, consorting with one who actually practises them is not something a noble should be seen to do.2% chance whenever a General without Superstitious ends his turn in a region with 90%- own faith.
Excludes magician.
-2 Piety
fool_usual
(Except Middle East, Greece)
FoolActually amused by a colourful buffoon prepared to say or do things upon command.50% chance whenever Governor with Command 4- of a settlement that has completed building Castle.+1 Morale for all troops on the battlefield
fool_brilliantBrilliant Fool
(Northern Europe, Eastern Europe)
He may look like an idiot, but this man is able say the things his monarch needs to hear whether he wants to or not.50% chance whenever Governor with Command 5+ of a settlement that has completed building Castle.+1 to personal security (improves the chances of detecting and foiling assassination attempts), 5% bonus on all trade income
armour_customFine ArmourAn impressive suit of armour, custom fitted to it's owner's frame.Excludes armour_ornate.+4 to your general's hitpoints (how many hits your general can take before dying)
armour_ornateOrnamental ArmourThough his lordship thinks he looks dashing in this ornate piece of foppery, he is a fool to wear it in battle.Excludes armour_custom.+1 Authority, -2 from your general's hitpoints (how many hits your general can take before dying)
black_stallionBlack Stallion
Transferable
A dark swift menacing steed makes light of the tyranny of distance. +25% to Movement Points (gives armies the ability to forced march)
bodyguardBodyguard
Transferable
Even the most able sword-arm can use someone to cover his back. +2 to personal security (improves the chances of detecting and foiling assassination attempts), -1 from popularity (has a negative effect on public order)
eunuchEunuch
(Middle East, Southern Europe)
Some men take drastic measures to ensure that the men of their household can be trusted. +1 Authority, +1 to personal security (improves the chances of detecting and foiling assassination attempts)
slaverSlaverEnsures that his lord and master is only ever served by the most capable and obedient of slaves. 15% bonus on all trade income

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