More Professoins/Ect
Manslayer- increased morale for troops, increased HitPoints for Sov, Diplomatic Penalties for Peaceful NPCs, Diplomatic Bonuses for Warlike and Malicious NPCs.
Vengeful- Sovereign's stats increase as his Hitpoints decrease. Additionally, if the Sovereign is leading an Army, as his soldiers start dying half of the casualties' HP is redistributed among the rest of his army, weighted towards elite units and champions. (or weighted towards the cannon fodder, if the previous weighting proves OP). Diplo bonuses towards nations that have been kind, peaceful, and rewarding (both ways), Diplo penalties for those that have been a Negative Experience (both ways) -> going to war with a Vengeful Sov is not going to net you any friend points. In fact, he will mostly try to war with you the entire game ... at the intervals he has enough power to challenge you (never forgets, never forgives). Perhaps losing cities to player X will give your troops certain bonuses for invading player X (like free supply routes, faster movement, higher morale, ect)
Wrathful- If in a Tactical Battle with someone who you don't like (diplo Modifier-wise, generally an arch enemy you have fought many times) ... your attack and magical attack are increased, and your defense is decreased. Increase and Decrease are more extreme the more you "hate" this faction. Soft cap is doubling attack, increasing magic attack 50%, and decreasing defense 50%. If enemy Sov is also present, Damage and Hitpoints are affected. (Hitpoints reduced 20%, Damage increased 50% as hard or soft caps)
Envious- Diplo penalties (reverse) for factions with a stronger economy, Diplo bonuses (both ways) for factions weaker than you. (This goes for an envious AI only ... if your better than an envious AI, they won't like you). Even without being an AI, however, you still have an Envy meter. The affect of the envy meter is to try and alleviate an unfair economic advantage, by your nation cheating them out (similar in some ways to the swindler profession). Trade routes with a Nation you are envious of will always net you more income than it will for that nation. The higher your envy, the more youll make and the less they will make. The reverse effect takes place for nations less than you. They will make more on trade routes with you than you will of them, however in THIS aspect, your trade routes will never dip *below* basic profits ... they will simply get more *gifts and favors* since your envy works reverse on their poor economies, and it feeds your Envious Ego. Also, your armies in a Nation you are highly envious of will not have supply route penalties, will move faster, and will have lower maintanence costs. The reverse works for your armies in negative envy lands (lands much worse economically than you). An interesting thing to see would be Two nations with Envious Sovereigns of disproportionate wealth at war with each other (or even conducting normal trade). The lesser would get trade bonuses and invasion bonuses, while the stronger would get trade tarriffs and invasion penalties. It would be the stronger Envy's job to simply defend his lands as he goes after the throat of those stronger than himself, not feeling "low enough" to bother with destroying the annoying fly at his heels. He would feel that all nations should be annoying flys biting at his heels, so he might even take it as a compliment (if he doesn't lose any cities of course
... losing a city changes alot, if its an important one)... not to mention that it would re-align the economic disparity. When/If they are equals, there will have been enough conquest for the Envious one to be rightly mad and take his cities back without any remorse.
an Envious + Vengeful Sovereign would be *quite* the interesting character ... especially if he was an AI (but also fun for humans).
alas, these are traits and not professions!!!
Scout/Spotter .... more likely to notice hidden armies/units/monsters waiting for Ambush. Can alternately surround such an army, and slaughter those that would suprise/surround and slaughter him.
Trapper/Trapmaker .... much better at setting ambushes and hiding with your army
Baker -> bakeries give prestige and more food. Can open the Sub-trait "cannibal" through questing decisions/morality choices. Markets and trade routes give extra commerce.
Shoemaker -> markets and trade routes give extra commerce, Sov starts with an Item-Crafting Skill of "Advanced" for magical Footwear items.
Clothier -> markets and trade routes give extra commerce, Sov starts with Item-Crafting skill "Advanced" for leather armors.
Seamstress -> markets and trade routes give extra commerce, Sov starts with Item-Crafting skill "Advanced" for magical robes
Master Seamstriss -> markets and trade routes give extra commerce, Sov starts with Item-Crafting skill "Expert" for magical robes
Market Vendor -> markets and trade routes give extra commerce, Sov starts with Item Crafting skill "Moderate" for magical trinkets, jewelry, and potions
Alchemists -> markets and trade routes give extra commerce, Sov starts with Item Crafting skill "Expert" for potions
Jeweler -> markets and trade routes give extra commerce, Sov starts with Item Crafting skill "Expert" for magical jewelry
Baker thru Jewler express, what I believe is a common idea, of choosing Career Path separate from specific "profession" .... or semantically different: choosing a Field of Work, and then choosing a specific career
So a Sovereign could choose "Artisan" as his class/field of work, which gives markets and trade routes extra commerce.
Next he needs to choose a specific job/career ... like Alchemist, or Jeweler for instance.