A general leads one army or commands your home defense. Each general has flat traits, such as Aggressive or Strategist, and applies them to the battles it's in.
Every new house starts with 1 general, free, with the random traits a general raised without renown gets.
Raising a general
- Retire 100 elites at home. Some races need a different number; see each race's page.
- Pay 50 amber for each trait, times your general cost modifier.
- A house keeps at most 5 generals.
Traits and renown
Your renown decides how many traits a new general can have. Renown gives up to 3 traits; the renown needed for each, in turn, is 0, 200, 500.
Two things add a trait slot on top of what your renown gives: an Ancestral Hall, and the last tier of your state's Statesmanship project in the Colloquium.
Below 300 renown, the traits are drawn at random. From 300 renown, you choose them.
Example. With 250 renown you have 2 trait slots but can't choose yet: the general gets 2 random traits and costs twice 50 amber.
More armies
Each general you have lets you send 1 more army at once, beyond the 2 every house has (see Military).
In battle
- One general per army. It goes with the army and comes home with it.
- Name one general your main general: it commands your defense while it's at home. Sending it on an attack ends that command until you name it again.
- A general leading a failed attack is killed 5% of the time.
Service record
Every general keeps a record for as long as it lives: attacks led, victories and defeats, land taken, renown earned, defenses commanded and held as your main general, and every trade in the Hall of Deeds. You see your generals' records on your house page.