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🧱 Building Events

37 events

The choices that can appear when a city finishes an ordinary building or improvement, such as a Barracks, Library, Market, Temple, Quarry or Grove. As with wonder and project events, each building has its own weighted pool: finishing a Quarry might roll Ancient Statue, a Dinosaur Bones story, or Disturbed Rest.

How yield rewards scale ↗ turn

A yield reward like +40 Science +10/city ↗turn grows with your cities and the turn. You receive:

(base + per-city × your cities) × turn multiplier

  • Per-city adds that much for every city you own (the rival's cities for Steal-Research-style effects).
  • Turn multiplier is ×1 up to turn 60, then turn ÷ 60: ×1.5 at turn 90, ×2 at turn 120, ×3.3 at turn 200.

Each chip shows the ×1 (base) value. Hover a yield chip for a cities × turn table of the real reward. For example, +40 Science +10/city with 4 cities pays 80 in the early game, 120 at turn 90 and 160 at turn 120. The mission pages also have a live calculator. The game's "Tiny", "Small", "Average" and "Large" rewards are shown here as their real numbers.

⚠ Weights are not in-game odds. Each event also needs its character and empire conditions to hold, and some of those are hidden in game, so how often it really fires can differ a lot from its weight. Community tracking bears this out.

Gladiator Games Completing the Amphitheater CM ✓
25% to appear Once per game Family Champions
  • ▸ Yes, fund a cohort of combatants.
    Begin project: Gladiators-240Money-60/city↗ turn
    grants
    BONUS_EVENTOPTION_GLADIATOR_GAMES_YES
    aeAddProjects: PROJECT_GLADIATORS
    aeBonuses: BONUS_MONEY_LOSS_LARGE
  • ▸ Blood should not be sport.
    Leader relationship: Disappointed WithGain trait: Compassionate
    grants
    BONUS_LEADER_DISAPPOINTED_WITH
    AddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
    BONUS_GIVE_TRAIT_COMPASSIONATE
    aeAddTraits: TRAIT_COMPASSIONATE
  • ▸ I will train them myself! Soldier / Warlike / Fierce
    +2 LegitimacyBegin project: Gladiators
    gated by
    LeaderSubjectAny SUBJECT_SOLDIER / SUBJECT_WARLIKE / SUBJECT_FIERCE
    grants
    BONUS_EVENTOPTION_GLADIATOR_GAMES_SOLDIER
    iLegitimacy 2
    aeAddProjects: PROJECT_GLADIATORS
Background reading ↗
The Colosseum Completing the Amphitheater CM ✓
25% to appear Every 40 turns
  • ▸ A natural tableau with wild flora and fauna.
    Gain tech: Forestry
    grants
    BONUS_EVENTOPTION_WONDER_PUBLIC_SPECTACLE_OPTION_0
    aeTechs: TECH_FORESTRY
  • ▸ An artificial flooding for naval reenactments.
    Gain tech: Navigation
    grants
    BONUS_EVENTOPTION_WONDER_PUBLIC_SPECTACLE_OPTION_1
    aeTechs: TECH_NAVIGATION
  • ▸ The executions of political prisoners.
    +1 Heavy Infantry unit+200Happinesseach city↗ turn
    grants
    BONUS_EVENTOPTION_WONDER_PUBLIC_SPECTACLE_OPTION_2
    aiBonusUnits: BONUSUNITCLASS_HEAVY_INFANTRY=1
    aeBonuses: BONUS_HAPPINESS_GAIN_GIGANTIC
Warriors of Truth Completing the Barracks CM ✓ Wonders and Dynasties
Once per game Shapur Leader
  • ▸ Our most experienced fighters should be in charge of the Trainingtraining.
    Gain a Officer
    grants
    BONUS_GAIN_OFFICER
    aeAddSpecialistClasses: SPECIALISTCLASS_OFFICER
  • ▸ The key is day after day of long Trainingtraining so they are always prepared.
    +80Training+20/city↗ turn
    grants
    BONUS_TRAINING_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_TRAINING=80
    aiGlobalYieldsPer: YIELD_TRAINING=20
Where Old Bones Lie Completing the Barracks CM ✓ The Sacred and the Profane
50% to appear Once per game JudaismChristianity
  • ▸ OrdersOrder parts of the site be reconstructed to protect the holy ground.
    Pillage Improvement on Tile
    grants
    BONUS_EVENTOPTION_WHERE_OLD_BONES_LIE_OPTION_0_TILE
    bPillageImprovement 1
  • ▸ Allow the building to stand but only allow building on [religion] ground with permits.
    -60Civics-15/city↗ turnRemembered: Protected the holy ground (+40 opinion for 80 turns)(no event currently keys off this)
    grants
    BONUS_CIVICS_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_CIVICS=-60
    aiGlobalYieldsPer: YIELD_CIVICS=-15
    BONUS_EVENTOPTION_WHERE_OLD_BONES_LIE_OPTION_1_RELIGION
    Memory MEMORYRELIGION_PROTECTED_HOLY_GROUND
    ◇ grants a memory no event uses
  • ▸ Refuse the request for more regulation.
    Leader relationship: Disappointed With+30Growtheach city↗ turn
    grants
    BONUS_LEADER_DISAPPOINTED_WITH
    AddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
    BONUS_EVENTOPTION_WHERE_OLD_BONES_LIE_OPTION_2_FAMILY
    aeFamilyBonuses: BONUS_GROWTH_GAIN_SMALL
The Sport of Kings Completing the Camp CM ✓
15% to appear Once per game
  • ▸ Indeed, I believe the laws can be improved.
    Progress ambition: SerfdomRemembered: Promised to put peasants in their place (+40 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_THE_SPORT_OF_KINGS_AGREE_SERFDOM
    Ambition GOAL_SERFDOM
    BONUS_EVENTOPTION_THE_SPORT_OF_KINGS_FAVOR
    Memory MEMORYFAMILY_PROMISED_SERFDOM
    ◇ grants a memory no event uses
  • ▸ Done? Those hunters have made [city] prosperous, they set an example.
    Progress ambition: Six CampsArchetype becomes BuilderRemembered: Supported peasant hunters over nobles (-20 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_THE_SPORT_OF_KINGS_DISAGREE_CAMPS
    Ambition GOAL_SIX_CAMPS
    aeBonuses: BONUS_SET_BUILDER_ARCHETYPE
    BONUS_EVENTOPTION_THE_SPORT_OF_KINGS_DISFAVOR
    Memory MEMORYFAMILY_SUPPORTED_PEASANTS
    ◇ grants a memory no event uses
  • ▸ Alas, you have my sympathies. More wine?
    Gain a random trait
    grants
    BONUS_EVENTOPTION_THE_SPORT_OF_KINGS_WAFFLE
    aeRandomTraitDelay: TRAIT_AFFABLE, TRAIT_DRUNK, TRAIT_GRACIOUS
Epigraphic Reform Completing the Christian Temple CM ✓ The Sacred and the Profane
50% to appear Once per game Christianity
  • ▸ Ensure that all inscriptions are updated.
    -50Stone-15/city↗ turn
    grants
    BONUS_STONE_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_STONE=-50
    aiGlobalYieldsPer: YIELD_STONE=-15
    BONUS_EVENTOPTION_EPIGRAPHY_REFORM_OPTION_0_RELIGION
    aeReligionBonuses: BONUS_CIVICS_GAIN_TINY
  • ▸ Argue that communication between the clergy results in enough of the rules being followed.
    -60Civics-15/city↗ turn
    grants
    BONUS_CIVICS_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_CIVICS=-60
    aiGlobalYieldsPer: YIELD_CIVICS=-15
    BONUS_EVENTOPTION_EPIGRAPHY_REFORM_OPTION_1_RELIGION
    aeReligionBonuses: BONUS_HAPPINESS_GAIN_SMALL
Inscriptions to Ahura Mazda Completing the Courthouse CM ✓
80% to appear Once per game ZoroastrianismCourtier Minister
  • ▸ Praise to Ahura Mazda.
    Leader relationship: Disappointed WithLeader relationship: Endeared ToGain trait: Humble
    grants
    BONUS_LEADER_DISAPPOINTED_WITH
    AddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
    BONUS_LEADER_ENDEARED_TO
    AddLeaderRelationship RELATIONSHIP_ENDEARED_TO
    BONUS_GIVE_TRAIT_HUMBLE
    aeAddTraits: TRAIT_HUMBLE
  • ▸ My family and deeds.
    Leader relationship: Endeared ToLeader relationship: Disappointed With+2 Legitimacy
    grants
    BONUS_LEADER_ENDEARED_TO
    AddLeaderRelationship RELATIONSHIP_ENDEARED_TO
    BONUS_LEADER_DISAPPOINTED_WITH
    AddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
    BONUS_EVENTOPTION_INSCRIPTIONS_TO_AHURA_MAZDA_0
    iLegitimacy 2
  • ▸ The laws that rule us all.
    +2 Discipline
    gated by
    PlayerSubject SUBJECT_PLAYER_LEGAL_CODE
    grants
    BONUS_GAIN_DISCIPLINE_2
    aiRatings: RATING_DISCIPLINE=2
  • ▸ Ahura Mazda rules through me. Combine the two versions.
    Leader relationship: Endeared ToLeader relationship: Endeared To
    gated by
    PlayerSubject SUBJECT_PLAYER_DIVINE_RULE
    grants
    BONUS_LEADER_ENDEARED_TO
    AddLeaderRelationship RELATIONSHIP_ENDEARED_TO
    BONUS_LEADER_ENDEARED_TO
    AddLeaderRelationship RELATIONSHIP_ENDEARED_TO
Sacred Land Completing the Farm CM ✓
50% to appear Every 35 turns City Oracle
  • ▸ We will pay the fine.
    Remembered: Gave support (+40 opinion for 40 turns)(no event currently keys off this)-120Money-30/city↗ turn
    grants
    BONUS_SUPPORTED_FAITH_YES
    Memory MEMORYRELIGION_SUPPORTED_FAITH
    BONUS_MONEY_LOSS_SMALL
    aiGlobalYieldsBase: YIELD_MONEY=-120
    aiGlobalYieldsPer: YIELD_MONEY=-30
    ◇ grants a memory no event uses
  • ▸ The Oracle is but a relic of the old ways, we shall not pay.
    Remembered: Refused support (-40 opinion for 40 turns)(no event currently keys off this)+2 Legitimacy
    grants
    BONUS_SUPPORTED_FAITH_NO
    Memory MEMORYRELIGION_REFUSED_SUPPORT
    BONUS_EVENTOPTION_SUPPORTING_THE_FAITH_OPTION_REFUSE
    iLegitimacy 2
    ◇ grants a memory no event uses
Protector of the Borderlands Completing the Fort CM ✓
10% to appear Once per game Teenager Or AdultNon SuccessorArchetype Martial
  • ▸ A good idea, but let's promote from within our own family. We'll give [character] a title to keep his mind off of matters of succession.
    -80Civics-20/city↗ turnGain trait: Commander of the BorderLandsLeader relationship: Endeared To
    grants
    BONUS_CIVICS_LOSS_LARGE
    aiGlobalYieldsBase: YIELD_CIVICS=-80
    aiGlobalYieldsPer: YIELD_CIVICS=-20
    BONUS_EVENTOPTION_PROTECTOR_OF_THE_BORDERLANDS_NEPOTISM
    AddLeaderRelationship RELATIONSHIP_ENDEARED_TO
    aeAddTraits: TRAIT_COMMANDER_BORDER_FORTS
  • ▸ Resolve
    33%
    -60Civics-15/city↗ turnRemembered: Gave a member of our family an honorific title (+40 opinion for 40 turns)(no event currently keys off this)Remembered: Did not give our family an honoric title (-20 opinion for 40 turns)(no event currently keys off this)Remembered: Did not give our family an honoric title (-20 opinion for 40 turns)(no event currently keys off this)
    33%
    -60Civics-15/city↗ turnRemembered: Did not give our family an honoric title (-20 opinion for 40 turns)(no event currently keys off this)Remembered: Gave a member of our family an honorific title (+40 opinion for 40 turns)(no event currently keys off this)Remembered: Did not give our family an honoric title (-20 opinion for 40 turns)(no event currently keys off this)
    33%
    -60Civics-15/city↗ turnRemembered: Did not give our family an honoric title (-20 opinion for 40 turns)(no event currently keys off this)Remembered: Did not give our family an honoric title (-20 opinion for 40 turns)(no event currently keys off this)Remembered: Gave a member of our family an honorific title (+40 opinion for 40 turns)(no event currently keys off this)
    grants
    33% BONUS_CIVICS_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_CIVICS=-60
    aiGlobalYieldsPer: YIELD_CIVICS=-15
    33% BONUS_EVENTOPTION_PROTECTOR_OF_THE_BORDERLANDS_FAMILY
    Memory MEMORYFAMILY_HONORIFIC_TITLE
    33% BONUS_EVENTOPTION_PROTECTOR_OF_THE_BORDERLANDS_PASSED_OVER
    Memory MEMORYFAMILY_PASSED_OVER_FOR_HONORIFIC_TITLE
    33% BONUS_EVENTOPTION_PROTECTOR_OF_THE_BORDERLANDS_PASSED_OVER
    Memory MEMORYFAMILY_PASSED_OVER_FOR_HONORIFIC_TITLE
    33% BONUS_CIVICS_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_CIVICS=-60
    aiGlobalYieldsPer: YIELD_CIVICS=-15
    33% BONUS_EVENTOPTION_PROTECTOR_OF_THE_BORDERLANDS_PASSED_OVER
    Memory MEMORYFAMILY_PASSED_OVER_FOR_HONORIFIC_TITLE
    33% BONUS_EVENTOPTION_PROTECTOR_OF_THE_BORDERLANDS_FAMILY
    Memory MEMORYFAMILY_HONORIFIC_TITLE
    33% BONUS_EVENTOPTION_PROTECTOR_OF_THE_BORDERLANDS_PASSED_OVER
    Memory MEMORYFAMILY_PASSED_OVER_FOR_HONORIFIC_TITLE
    33% BONUS_CIVICS_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_CIVICS=-60
    aiGlobalYieldsPer: YIELD_CIVICS=-15
    33% BONUS_EVENTOPTION_PROTECTOR_OF_THE_BORDERLANDS_PASSED_OVER
    Memory MEMORYFAMILY_PASSED_OVER_FOR_HONORIFIC_TITLE
    33% BONUS_EVENTOPTION_PROTECTOR_OF_THE_BORDERLANDS_PASSED_OVER
    Memory MEMORYFAMILY_PASSED_OVER_FOR_HONORIFIC_TITLE
    33% BONUS_EVENTOPTION_PROTECTOR_OF_THE_BORDERLANDS_FAMILY
    Memory MEMORYFAMILY_HONORIFIC_TITLE
    ◇ grants a memory no event uses
  • ▸ I see no reason to create a new title at this time. Enough with this foolishness.
    +20 XP to the character
    grants
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20
A Green Dedication Completing the Grove CM ✓
Once per game Min Pleased
  • ▸ It is my great honor to rule cities as beautiful as [city] and have governors as wise as [character].
    +2 Legitimacy+60Civics+15/city↗ turn
    grants
    BONUS_EVENTOPTION_A_GREEN_DEDICATION_SELF_CHARACTER_1
    iLegitimacy 2
    aeBonuses: BONUS_CIVICS_GAIN_AVERAGE
  • ▸ The people of [city] are its beauty, and the new grove will flourish thanks to their spirit.
    +80Happinesseach city↗ turn+30–300 Culture (by city tier)
    grants
    BONUS_EVENTOPTION_A_GREEN_DEDICATION_CITY_CITY
    aeBonuses: BONUS_HAPPINESS_GAIN_AVERAGE, BONUS_CULTURE_GAIN_AVERAGE
The Works of [character] Completing the Grove CM ✓ Behind the Throne
Once per game Player No Rising Star
As it opens, before you choose Gain trait: Rising Star
  • ▸ North, of course. [character], would you like to advise on the further agricultural development of [city]?
    Begin project: Bucolic ReputationLeader relationship: Influenced By
    grants
    BONUS_BUCOLIC_REPUTATION
    aeAddProjects: PROJECT_BUCOLIC_REPUTATION
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
  • ▸ I think you will find I am more than capable of managing [rival] GroveGrove and plantations.
    Progress ambition: Six GrovesRemembered: Recent Ambition (7 turns)+20 XP to the character
    grants
    BONUS_AMBITION_SIX_GROVES
    Ambition GOAL_SIX_GROVES
    aeBonuses: BONUS_RECENT_AMBITION
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20
Background reading ↗
Cottage Decor Completing the Hamlet CM ✓
5% to appear Once per game High Discipline
  • ▸ Fill them with lavish works of art.
    -120Money-30/city↗ turn+30–300 Culture (by city tier)
    grants
    BONUS_EVENTOPTION_COTTAGE_DECOR_ARTWORKS
    aeBonuses: BONUS_MONEY_LOSS_SMALL, BONUS_CULTURE_GAIN_AVERAGE
  • ▸ Install busts of [family] ancestors.
    Remembered: Installed ancestral busts (+40 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_COTTAGE_DECOR_BUSTS
    Memory MEMORYFAMILY_COTTAGE_DECOR_BUSTS
    ◇ grants a memory no event uses
  • ▸ Keep them austere for government use.
    +60Civics+15/city↗ turn
    gated by
    LeaderSubject SUBJECT_FRUGAL
    grants
    BONUS_CIVICS_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_CIVICS=60
    aiGlobalYieldsPer: YIELD_CIVICS=15
Warm Relations Completing the Heated Baths CM ✓
Every 40 turns
  • ▸ The [family].
    Remembered: Invited us to the new baths (+20 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_WONDER_WARM_RELATIONS_OPTION_0_FAMILY_0
    Memory MEMORYFAMILY_WONDER_INVITED_BATHS
    ◇ grants a memory no event uses
  • ▸ The [family].
    Remembered: Invited us to the new baths (+20 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_WONDER_WARM_RELATIONS_OPTION_1_FAMILY_1
    Memory MEMORYFAMILY_WONDER_INVITED_BATHS
    ◇ grants a memory no event uses
  • ▸ The [family].
    Remembered: Invited us to the new baths (+20 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_WONDER_WARM_RELATIONS_OPTION_2_FAMILY_2
    Memory MEMORYFAMILY_WONDER_INVITED_BATHS
    ◇ grants a memory no event uses
Conclusion to the Veda Completing the Hindu Monastery CM ✓ Empires of the Indus
100% to appear Once per game
  • ▸ This is a new age of [religion] thought.
    +80Civics+20/city↗ turn
    gated by
    IndexSubject
    grants
    BONUS_CIVICS_GAIN_LARGE
    aiGlobalYieldsBase: YIELD_CIVICS=80
    aiGlobalYieldsPer: YIELD_CIVICS=20
  • ▸ Convene a gathering of the greatest minds of [religion].
    Carries out High Synod on the religion (free)
    grants
    BONUS_START_MISSION_HIGH_SYNOD_S1
    Mission MISSION_HIGH_SYNOD
    iMissionSubject 1
    bMissionFree 1
  • ▸ Determine to shape the religion's future to your own ideas.
    Starts an ambition for the religionStarts the event's ambition
    grants
    BONUS_RELIGION_AMBITION_S1
    iAmbitionReligionSubject 1
    bAddAmbition 1
Background reading ↗
All in Unity Completing the Hindu Temple CM ✗ Empires of the Indus
100% to appear Once per game
  • ▸ There may be many gods, but there is one supreme being above all.
    Free law: Monotheism+120Discontenteach city↗ turn
    grants
    BONUS_FREE_LAW_MONOTHEISM
    FreeLaw LAW_MONOTHEISM
    BONUS_DISCONTENT_GAIN_LARGE
    aiCityYields: YIELD_DISCONTENT=120
  • ▸ The worship of multiple gods is to be preserved.
    Free law: PolytheismLeader relationship: Disappointed With
    grants
    BONUS_FREE_LAW_POLYTHEISM
    FreeLaw LAW_POLYTHEISM
    BONUS_LEADER_DISAPPOINTED_WITH
    AddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
  • ▸ [religion] has space for different schools of thought. Let the people worship how they please.
    Gain trait: Affable
    grants
    BONUS_GIVE_TRAIT_AFFABLE
    aeAddTraits: TRAIT_AFFABLE
Background reading ↗
Epigraphic Reform Completing the Jewish Temple CM ✓ The Sacred and the Profane
50% to appear Once per game Judaism
  • ▸ Ensure that all inscriptions are updated.
    -50Stone-15/city↗ turn
    grants
    BONUS_STONE_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_STONE=-50
    aiGlobalYieldsPer: YIELD_STONE=-15
    BONUS_EVENTOPTION_EPIGRAPHY_REFORM_OPTION_0_RELIGION
    aeReligionBonuses: BONUS_CIVICS_GAIN_TINY
  • ▸ Argue that communication between the clergy results in enough of the rules being followed.
    -60Civics-15/city↗ turn
    grants
    BONUS_CIVICS_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_CIVICS=-60
    aiGlobalYieldsPer: YIELD_CIVICS=-15
    BONUS_EVENTOPTION_EPIGRAPHY_REFORM_OPTION_1_RELIGION
    aeReligionBonuses: BONUS_HAPPINESS_GAIN_SMALL
Statue of God Completing the Jewish Temple CM ✓
Once per game Judaism
  • ▸ Find and punish those that created the statue.
    +120Discontenteach city↗ turnLeader relationship: Influenced By+1 Discipline
    grants
    BONUS_DISCONTENT_GAIN_LARGE
    aiCityYields: YIELD_DISCONTENT=120
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
    BONUS_GAIN_DISCIPLINE_1
    aiRatings: RATING_DISCIPLINE=1
  • ▸ Assure [character] that it won’t happen again.
    Leader relationship: Suspicious Of
    grants
    BONUS_LEADER_SUSPICIOUS_OF
    AddLeaderRelationship RELATIONSHIP_SUSPICIOUS_OF
  • ▸ Place the statue in the temple.
    Leader relationship: Vengeful AgainstFree law: Iconography
    grants
    BONUS_LEADER_VENGEFUL_AGAINST
    AddLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINST
    BONUS_EVENTOPTION_STATUE_OF_GOD
    FreeLaw LAW_ICONOGRAPHY
Public Scrolls Completing the Library CM ✓
50% to appear Once per game Player Scholar
  • ▸ The works of our playwrights are inspiring.
    +20–200 Culture (by city tier)
    grants
    BONUS_CULTURE_GAIN_SMALL
    aaiCultureYield: CULTURE_WEAK[YIELD_CULTURE=20], CULTURE_DEVELOPING[YIELD_CULTURE=40], CULTURE_STRONG[YIELD_CULTURE=80], CULTURE_LEGENDARY[YIELD_CULTURE=200]
  • ▸ Scrolls that describe the motions of stars and planets belong in the library.
    +20Science+5/city↗ turn
    grants
    BONUS_SCIENCE_GAIN_SMALL
    aiGlobalYieldsBase: YIELD_SCIENCE=20
    aiGlobalYieldsPer: YIELD_SCIENCE=5
  • ▸ Accounts of past wars and battles fought can teach about the fights to come.
    +60Training+15/city↗ turn
    grants
    BONUS_TRAINING_GAIN_SMALL
    aiGlobalYieldsBase: YIELD_TRAINING=60
    aiGlobalYieldsPer: YIELD_TRAINING=15
Epigraphic Reform Completing the Manichaean Temple CM ✓ The Sacred and the Profane
50% to appear Once per game Manichaeism
  • ▸ Ensure that all inscriptions are updated.
    -50Stone-15/city↗ turn
    grants
    BONUS_STONE_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_STONE=-50
    aiGlobalYieldsPer: YIELD_STONE=-15
    BONUS_EVENTOPTION_EPIGRAPHY_REFORM_OPTION_0_RELIGION
    aeReligionBonuses: BONUS_CIVICS_GAIN_TINY
  • ▸ Argue that communication between the clergy results in enough of the rules being followed.
    -60Civics-15/city↗ turn
    grants
    BONUS_CIVICS_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_CIVICS=-60
    aiGlobalYieldsPer: YIELD_CIVICS=-15
    BONUS_EVENTOPTION_EPIGRAPHY_REFORM_OPTION_1_RELIGION
    aeReligionBonuses: BONUS_HAPPINESS_GAIN_SMALL
Jade Empires Completing the Market CM ✗ Empires of the Indus
5% to appear Once per game
  • ▸ Trade for their royal seals and other items of the court.
    Gain trait: Royal Seal
    grants
    BONUS_GIVE_TRAIT_ROYAL_SEAL
    aeAddTraits: TRAIT_ITEM_ROYAL_SEAL
  • ▸ Trade for ceremonial artifacts.
    +60Civics+15/city↗ turn
    grants
    BONUS_CIVICS_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_CIVICS=60
    aiGlobalYieldsPer: YIELD_CIVICS=15
  • ▸ Learn their methods for uncovering the precious material.
    Adds Jade
    gated by
    LeaderSubject SUBJECT_DELVER
    grants
    BONUS_ADD_RESOURCE_JADE
    AddResource RESOURCE_JADE
Precious Metals Completing the Mine CM ✓
1% to appear Once per game
  • ▸ Add it to the treasury.
    +160Money+40/city↗ turn
    grants
    BONUS_MONEY_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=160
    aiGlobalYieldsPer: YIELD_MONEY=40
  • ▸ Beautify the city.
    +30–300 Culture (by city tier)
    grants
    BONUS_CULTURE_GAIN_AVERAGE
    aaiCultureYield: CULTURE_WEAK[YIELD_CULTURE=30], CULTURE_DEVELOPING[YIELD_CULTURE=60], CULTURE_STRONG[YIELD_CULTURE=120], CULTURE_LEGENDARY[YIELD_CULTURE=300]
Fisher Expertise Completing the Nets CM ✓ Turn 20+
50% to appear Every 40 turns City CoastalTeenager Or Adult
As it opens, before you choose Remembered: Utilized professional expertise of our elder (+20 opinion for 20 turns)(no event currently keys off this)
  • ▸ Let the Fisherman teach [character] how to manage a fishing operation.
    Gain trait: Pathfinder
    grants
    BONUS_GIVE_TRAIT_PATHFINDER
    aeAddTraits: TRAIT_PATHFINDER
  • ▸ Put the Fisherman in charge of Trainingtraining Fisher Specialists at [city].
    Set Specialist: Fisher
    grants
    BONUS_EVENTOPTION_HEIR_EXPERTISE_PATHFINDER_OPTION_1_TILE
    SetSpecialist SPECIALIST_FISHER
Tragedy, oh Tragedy Completing the Odeon CM ✓ The Sacred and the Profane
25% to appear Once per game Religion Pagan
  • ▸ Hire the poet for our court.
    -20Civics-5/city↗ turnGain a Court Minister
    grants
    BONUS_CIVICS_LOSS_TINY
    aiGlobalYieldsBase: YIELD_CIVICS=-20
    aiGlobalYieldsPer: YIELD_CIVICS=-5
    BONUS_MAKE_GREAT_MINISTER
    MakeCourtier COURTIER_MINISTER
  • ▸ Personally commission the next play yourself.
    +30–300 Culture (by city tier)-80Money-20/city↗ turn
    grants
    BONUS_CULTURE_GAIN_AVERAGE
    aaiCultureYield: CULTURE_WEAK[YIELD_CULTURE=30], CULTURE_DEVELOPING[YIELD_CULTURE=60], CULTURE_STRONG[YIELD_CULTURE=120], CULTURE_LEGENDARY[YIELD_CULTURE=300]
    BONUS_MONEY_LOSS_TINY
    aiGlobalYieldsBase: YIELD_MONEY=-80
    aiGlobalYieldsPer: YIELD_MONEY=-20
  • ▸ Stop the play from being shown.
    Remembered: Barred an impious play (+40 opinion for 20 turns)(no event currently keys off this)+20Discontenteach city↗ turn
    grants
    BONUS_EVENTOPTION_TRAGEDY_OH_TRAGEDY_OPTION_2_RELIGION
    Memory MEMORYRELIGION_BARRED_PLAY
    BONUS_DISCONTENT_GAIN_MINIMAL
    aiCityYields: YIELD_DISCONTENT=20
    ◇ grants a memory no event uses
The Open Air Completing the Pasture CM ✓
25% to appear Once per game
  • ▸ The open air is exactly what I need.
    Gain trait: Robust
    grants
    BONUS_GIVE_TRAIT_ROBUST
    aeAddTraits: TRAIT_ROBUST
  • ▸ Let us speak of the future.
    Begin project: Athletic Tradition: EquestrianGain trait: ProsperousProgress ambition: Six Pastures
    grants
    BONUS_EVENTOPTION_THE_OPEN_AIR_PROJECT
    aeAddProjects: PROJECT_ATHLETICS_EQUESTRIAN
    BONUS_EVENTOPTION_THE_OPEN_AIR_PLAN
    Ambition GOAL_SIX_PASTURES
    aeAddTraits: TRAIT_PROSPEROUS
Ancient Statue Completing the Quarry CM ✓
⛓ Part of the Ancient Statue chain, 3 events view map →
1% to appear Once per game
  • ▸ Put it on public display.
    +20–200 Culture (by city tier)
    grants
    BONUS_CULTURE_GAIN_SMALL
    aaiCultureYield: CULTURE_WEAK[YIELD_CULTURE=20], CULTURE_DEVELOPING[YIELD_CULTURE=40], CULTURE_STRONG[YIELD_CULTURE=80], CULTURE_LEGENDARY[YIELD_CULTURE=200]
    ↳ may trigger: Stolen Statue
  • ▸ Disassemble it for Stonestone.
    +30Stone+10/city↗ turn
    grants
    BONUS_STONE_GAIN_SMALL
    aiGlobalYieldsBase: YIELD_STONE=30
    aiGlobalYieldsPer: YIELD_STONE=10
Dragon Bones Completing the Quarry CM ✓
5% to appear Once per game Law: Slavery
  • ▸ Make an example of the older slaves until the rest return.
    Gain trait: Cruel+50Stone+15/city↗ turn
    grants
    BONUS_EVENTOPTION_DINOSAUR_BONES_SLAVERY_VERSION_OPTION_0
    aeAddTraits: TRAIT_CRUEL
    aeBonuses: BONUS_STONE_GAIN_AVERAGE
  • ▸ Sacrifice Foodfood to the gods in an appeal for safety.
    +1 Wisdom-50Food-15/city↗ turn
    grants
    BONUS_EVENTOPTION_DINOSAUR_BONES_SLAVERY_VERSION_OPTION_1
    aiRatings: RATING_WISDOM=1
    aeBonuses: BONUS_FOOD_LOSS_AVERAGE
  • ▸ Destroy the bones to free their evil spirits.
    +2 Legitimacy+1 Charisma
    gated by
    LeaderSubject SUBJECT_CHARACTER_TRADITIONAL
    grants
    BONUS_EVENTOPTION_DINOSAUR_BONES_SLAVERY_VERSION_OPTION_2
    iLegitimacy 2
    aiRatings: RATING_CHARISMA=1
  • ▸ Give the bones to our wise men to study.
    +60Discontenteach city↗ turn+20Science+5/city↗ turn
    grants
    BONUS_DISCONTENT_GAIN_SMALL
    aiCityYields: YIELD_DISCONTENT=60
    BONUS_SCIENCE_GAIN_SMALL
    aiGlobalYieldsBase: YIELD_SCIENCE=20
    aiGlobalYieldsPer: YIELD_SCIENCE=5
Dragon Bones Completing the Quarry CM ✓
5% to appear Once per game Law: Freedom
  • ▸ The bones have no value and should be destroyed.
    +50Stone+15/city↗ turn
    grants
    BONUS_STONE_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_STONE=50
    aiGlobalYieldsPer: YIELD_STONE=15
  • ▸ Transport the bones to the city for further study.
    +20Science+5/city↗ turn-120Money-30/city↗ turn
    grants
    BONUS_EVENTOPTION_DINOSAUR_BONES_FREEDOM_VERSION_OPTION_1
    aeBonuses: BONUS_SCIENCE_GAIN_SMALL, BONUS_MONEY_LOSS_SMALL
  • ▸ Commission scribes to write epic dragon poetry.
    +4 LegitimacyGain trait: Extravagant+80Training+20/city↗ turn
    gated by
    LeaderSubjectNotAny SUBJECT_CHARACTER_WEAK
    bHidePrereqs prereqs hidden in-game
    grants
    BONUS_EVENTOPTION_DINOSAUR_BONES_FREEDOM_VERSION_OPTION_2
    iLegitimacy 4
    aeAddTraits: TRAIT_EXTRAVAGANT
    aeBonuses: BONUS_TRAINING_GAIN_AVERAGE
Dragon Bones Completing the Quarry CM ✓
5% to appear Once per game Law: Exploration
  • ▸ Dispatch a scout to search for similar bones.
    +1 Scout+4Orders↗ turn
    grants
    BONUS_EVENTOPTION_DINOSAUR_BONES_EXPLORATION_VERSION_OPTION_0
    aiUnits: UNIT_SCOUT=1
    aeBonuses: BONUS_ORDERS_GAIN_SMALL
  • ▸ Send wise men to investigate.
    +20Science+5/city↗ turn
    grants
    BONUS_SCIENCE_GAIN_SMALL
    aiGlobalYieldsBase: YIELD_SCIENCE=20
    aiGlobalYieldsPer: YIELD_SCIENCE=5
  • ▸ Send soldiers to protect the site from dragons.
    +1 Heavy Infantry unit-30Iron-10/city↗ turn-60Training-15/city↗ turn
    grants
    BONUS_EVENTOPTION_DINOSAUR_BONES_EXPLORATION_VERSION_OPTION_2
    aeBonuses: BONUS_UNITCLASS_HEAVY_INFANTRY, BONUS_IRON_LOSS_SMALL, BONUS_TRAINING_LOSS_SMALL
Dragon Bones Completing the Quarry CM ✓
5% to appear Once per game Law: Epics
  • ▸ Dragon, which inspires new recruits to join the army.
    +1 Heavy Infantry unit+1 Ranged Infantry unit-30Food-10/city↗ turn-30Iron-10/city↗ turn
    grants
    BONUS_EVENTOPTION_DINOSAUR_BONES_LITERATURE_VERSION_OPTION_0
    aiBonusUnits: BONUSUNITCLASS_HEAVY_INFANTRY=1, BONUSUNITCLASS_RANGED_INFANTRY=1
    aeBonuses: BONUS_FOOD_LOSS_SMALL, BONUS_IRON_LOSS_SMALL
  • ▸ Cloud serpent, and you Ordersorder chariots to escort its spirit home.
    +1 Melee Cavalry unit+20–200 Culture (by city tier)
    grants
    BONUS_EVENTOPTION_DINOSAUR_BONES_LITERATURE_VERSION_OPTION_1
    aiBonusUnits: BONUSUNITCLASS_MELEE_CAVALRY=1
    aeBonuses: BONUS_CULTURE_GAIN_SMALL
  • ▸ Lizard of unknown origins, so the bones must be preserved.
    +2 Legitimacy+20Science+5/city↗ turn
    gated by
    LeaderSubject SUBJECT_CHARACTER_INQUISITIVE
    bHidePrereqs prereqs hidden in-game
    grants
    BONUS_EVENTOPTION_DINOSAUR_BONES_LITERATURE_VERSION_OPTION_2
    iLegitimacy 2
    aeBonuses: BONUS_SCIENCE_GAIN_SMALL
No Place to Rest Completing the Quarry CM ✓ The Sacred and the Profane
50% to appear Once per game Courtier Merchant
  • ▸ Pay for the rest of the land to be returned to the [family].
    -240Money-60/city↗ turnRemembered: Returned our burial sites (+40 opinion for 80 turns)(no event currently keys off this)
    grants
    BONUS_MONEY_LOSS_LARGE
    aiGlobalYieldsBase: YIELD_MONEY=-240
    aiGlobalYieldsPer: YIELD_MONEY=-60
    BONUS_EVENTOPTION_DISTURBED_REST_OPTION_0_FAMILY
    Memory MEMORYFAMILY_RETURNED_OUR_BURIAL_SITES
    ◇ grants a memory no event uses
  • ▸ Retort that the [family] willingly sold the ground.
    +80Discontenteach city↗ turnLeader relationship: Endeared To
    grants
    BONUS_DISCONTENT_GAIN_AVERAGE
    aiCityYields: YIELD_DISCONTENT=80
    BONUS_LEADER_ENDEARED_TO
    AddLeaderRelationship RELATIONSHIP_ENDEARED_TO
  • ▸ Appeal to [character] sense of duty.
    Leader relationship: Estranged FromRemembered: Returned our burial sites (+40 opinion for 80 turns)(no event currently keys off this)
    grants
    BONUS_LEADER_ESTRANGED_FROM
    AddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
    BONUS_EVENTOPTION_DISTURBED_REST_OPTION_0_FAMILY
    Memory MEMORYFAMILY_RETURNED_OUR_BURIAL_SITES
    ◇ grants a memory no event uses
Tanit Completing the Shrine of Tanit CM ✓ The Sacred and the Profane
Once per game Player Carthage
  • ▸ Sacrifice to TanitTanit, mother goddess and Face of Ba'al.
    +30Growtheach city↗ turn+60Training+15/city↗ turn
    grants
    BONUS_EVENTOPTION_TANIT_OPTION_0_CITY
    aeBonuses: BONUS_GROWTH_GAIN_SMALL, BONUS_TRAINING_GAIN_SMALL
  • ▸ Sacrifice to MelqartMelqart, the Lord of Tyre and Protector of the Universe.
    +40Civics+10/city↗ turnRemembered: Sacrificed to Melqart (+20 opinion for 80 turns)(no event currently keys off this)
    grants
    BONUS_CIVICS_GAIN_SMALL
    aiGlobalYieldsBase: YIELD_CIVICS=40
    aiGlobalYieldsPer: YIELD_CIVICS=10
    BONUS_EVENTOPTION_TANIT_OPTION_1_FAMILY
    Memory MEMORYFAMILY_SACRIFICE_MELQART
    ◇ grants a memory no event uses
  • ▸ Sacrifice to Ba'al Hammon, consort of TanitTanit and Lord of the Two Horns.
    +50Food+15/city↗ turn
    grants
    BONUS_FOOD_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_FOOD=50
    aiGlobalYieldsPer: YIELD_FOOD=15
Background reading ↗
Religious Tithes Completing the Stronghold CM ✓
50% to appear Once per game
  • ▸ Give them what they ask.
    Remembered: Gave support (+40 opinion for 40 turns)(no event currently keys off this)-120Money-30/city↗ turn
    grants
    BONUS_SUPPORTED_FAITH_YES
    Memory MEMORYRELIGION_SUPPORTED_FAITH
    BONUS_MONEY_LOSS_SMALL
    aiGlobalYieldsBase: YIELD_MONEY=-120
    aiGlobalYieldsPer: YIELD_MONEY=-30
    ◇ grants a memory no event uses
  • ▸ Give extra as thanks for their support.
    Remembered: Made holy offerings (+40 opinion for 80 turns)(no event currently keys off this)-320Money-80/city↗ turn
    grants
    BONUS_EVENTOPTION_RELIGIOUS_TITHES_PAID_EXTRA
    Memory MEMORYRELIGION_MADE_OFFERINGS
    BONUS_MONEY_LOSS_HUGE
    aiGlobalYieldsBase: YIELD_MONEY=-320
    aiGlobalYieldsPer: YIELD_MONEY=-80
    ◇ grants a memory no event uses
  • ▸ Refuse to pay.
    Remembered: Refused support (-40 opinion for 40 turns)(no event currently keys off this)+2 Legitimacy
    grants
    BONUS_SUPPORTED_FAITH_NO
    Memory MEMORYRELIGION_REFUSED_SUPPORT
    BONUS_EVENTOPTION_SUPPORTING_THE_FAITH_OPTION_REFUSE
    iLegitimacy 2
    ◇ grants a memory no event uses
Background reading ↗
Overflowing with Hate Completing the Warm Baths CM ✓ The Sacred and the Profane
Once per game
  • ▸ Stop the pagans from using the bath area.
    Remembered: Banned us from the baths (-20 opinion for 80 turns)(no event currently keys off this)Set Specialist: Master Doctor
    grants
    BONUS_EVENTOPTION_OVERFLOWING_WITH_HATE_OPTION_0_RELIGION
    Memory MEMORYRELIGION_BANNED_FROM_BATHS
    BONUS_EVENTOPTION_OVERFLOWING_WITH_HATE_OPTION_0_TILE
    SetSpecialist SPECIALIST_DOCTOR_2
    ◇ grants a memory no event uses
  • ▸ Allow free entry to all.
    +30Growtheach city↗ turnRemembered: Allowed pagan access to the baths (-40 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_GROWTH_GAIN_SMALL
    aiCityYields: YIELD_GROWTH=30
    BONUS_EVENTOPTION_OVERFLOWING_WITH_HATE_OPTION_1_CHARACTER
    Memory MEMORYCHARACTER_ALLOWED_BATHS_ACCESS
    ◇ grants a memory no event uses
  • ▸ Build a new pool and temple complex, specifically for the curses.
    -30Stone-10/city↗ turn+20–200 Culture (by city tier)+30Growtheach city↗ turn
    grants
    BONUS_EVENTOPTION_OVERFLOWING_WITH_HATE_OPTION_2_CITY
    aeBonuses: BONUS_STONE_LOSS_SMALL, BONUS_CULTURE_GAIN_SMALL, BONUS_GROWTH_GAIN_SMALL
Fire of Verethraghna Completing the Zoroastrian Cathedral CM ✓
Once per game Zoroastrianism
  • ▸ Keep them, Zoroaster only worshipped before the flame.
    Remembered: Kept the sacred fires burning (+40 opinion for 40 turns)(no event currently keys off this)+40Civics+10/city↗ turn
    grants
    BONUS_EVENTOPTION_FIRE_OF_VERETHRAGHNA_FIRE
    Memory MEMORYRELIGION_SACRED_FIRE
    BONUS_CIVICS_GAIN_SMALL
    aiGlobalYieldsBase: YIELD_CIVICS=40
    aiGlobalYieldsPer: YIELD_CIVICS=10
    ◇ grants a memory no event uses
  • ▸ The fires ensure our victory, Verethraghna fights for us against the dark.
    Remembered: Kept the sacred fires burning (+40 opinion for 40 turns)(no event currently keys off this)+60Training+15/city↗ turn
    grants
    BONUS_EVENTOPTION_FIRE_OF_VERETHRAGHNA_FIRE
    Memory MEMORYRELIGION_SACRED_FIRE
    BONUS_TRAINING_GAIN_SMALL
    aiGlobalYieldsBase: YIELD_TRAINING=60
    aiGlobalYieldsPer: YIELD_TRAINING=15
    ◇ grants a memory no event uses
  • ▸ A statue would let the faithful see Ahura Mazda.
    Free law: Iconography
    grants
    BONUS_EVENTOPTION_FIRE_OF_VERETHRAGHNA_ICONS
    FreeLaw LAW_ICONOGRAPHY
Background reading ↗
Developing Traditions Completing the Zoroastrian Monastery CM ✓ Wonders and Dynasties
Once per game Shapur Leader
  • ▸ Our courtiers will participate in a [religion] ceremony to forge a link between the religion and the royal court.
    +60Civics+15/city↗ turn
    grants
    BONUS_CIVICS_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_CIVICS=60
    aiGlobalYieldsPer: YIELD_CIVICS=15
  • ▸ A full week of celebrations in [city] will be held to honor [religion].
    +1 Happiness level
    grants
    BONUS_HAPPINESS_UP
    iHappinessLevels 1
  • ▸ I will hold a personal audience with the [religion] leaders of [city].
    +2 Charisma
    grants
    BONUS_GAIN_CHARISMA_2
    aiRatings: RATING_CHARISMA=2
Fire of Fires Completing the Zoroastrian Temple CM ✓
Once per game Zoroastrianism
  • ▸ Donate your hearth embers.
    Leader relationship: Endeared To-2 Legitimacy
    grants
    BONUS_LEADER_ENDEARED_TO
    AddLeaderRelationship RELATIONSHIP_ENDEARED_TO
    BONUS_EVENTOPTION_FIRE_OF_FIRES_YES
    iLegitimacy -2
  • ▸ Refuse.
    Leader relationship: Disappointed With+2 Legitimacy
    grants
    BONUS_LEADER_DISAPPOINTED_WITH
    AddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
    BONUS_EVENTOPTION_FIRE_OF_FIRES_NO
    iLegitimacy 2
Background reading ↗
Epigraphic Reform Completing the Zoroastrian Temple CM ✓ The Sacred and the Profane
50% to appear Once per game Zoroastrianism
  • ▸ Ensure that all inscriptions are updated.
    -50Stone-15/city↗ turn
    grants
    BONUS_STONE_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_STONE=-50
    aiGlobalYieldsPer: YIELD_STONE=-15
    BONUS_EVENTOPTION_EPIGRAPHY_REFORM_OPTION_0_RELIGION
    aeReligionBonuses: BONUS_CIVICS_GAIN_TINY
  • ▸ Argue that communication between the clergy results in enough of the rules being followed.
    -60Civics-15/city↗ turn
    grants
    BONUS_CIVICS_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_CIVICS=-60
    aiGlobalYieldsPer: YIELD_CIVICS=-15
    BONUS_EVENTOPTION_EPIGRAPHY_REFORM_OPTION_1_RELIGION
    aeReligionBonuses: BONUS_HAPPINESS_GAIN_SMALL