Everything the Cursed trait touches — and there is more of it than there is Blessing. The first group requires it: crop failures, fires, earthquakes, poor iron and royal tragedies that can only befall a character already Cursed. Others grant it. A few do both, and those are the ones to look for — Altruism, Asceticism, Carnivorism and Come to Collect can remove the curse from the character who is suffering it. Cursed and Blessed replace one another, so gaining one clears the other. This is a cross-cut view: each story also appears under its own event class or trigger on Story Events. Weights are the XML knob, not real in-game odds.
How yield rewards scale ↗ turn
A yield reward like +40 Science +10/city ↗turn is not a flat number. The amount you actually receive is:
(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 through turn 60, then ×(turn ÷ 60) after — ×1.5 at turn 90, ×2 at turn 120, ×3.3 at turn 200.
The number on each chip is the ×1 (base) value. Hover a yield chip for a cities × turn table of the real reward. Example — +40 Science +10/city with 4 cities: 80 early game → 120 at turn 90 → 160 at turn 120. The mission pages also have a live calculator. ("Tiny / Small / Average / Large" in the game are just preset base/per tiers — shown here as their real numbers.)
⚠ Weights are not in-game odds. Each story is gated by character/empire conditions (some hidden in-game), so its real frequency is filtered in ways the XML can't predict — community analytics differ a lot from raw weights. Treat the weight as the XML knob, not a probability.
A Deadly Request
- ▸ I would rather die than give in to your threats.Gain trait: FugitiveThe character is killedgrantsBONUS_GIVE_TRAIT_FUGITIVEaeAddTraits: TRAIT_FUGITIVEBONUS_KILL_CHARACTERbKillCharacter 1
- ▸ Fine, I will elevate the [family] to a place of power.gated byLeaderSubjectNotAny SUBJECT_PROUDgrantsBONUS_EVENTOPTION_INFLUENCE_A_DEADLY_REQUEST_OPTION_1_CHARACTER_0Council COUNCIL_CHANCELLORBONUS_EVENTOPTION_INFLUENCE_A_DEADLY_REQUEST_OPTION_1_CHARACTER_1Council COUNCIL_AMBASSADOR
- ▸ Disarming [character] will be easy.gated byLeaderSubject SUBJECT_CHARACTER_ARCHETYPE_MARTIALgrantsBONUS_GIVE_TRAIT_IMPRISONEDaeAddTraits: TRAIT_IMPRISONEDBONUS_EVENTOPTION_INFLUENCE_A_DEADLY_REQUEST_OPTION_2_CHARACTER_2iLegitimacy 4aeBonuses: BONUS_XP_CHARACTER_SMALL
Local Authority
- ▸ This was an unexpected failure.+40 XP to the charactergrantsBONUS_XP_CHARACTER_AVERAGEiXPCharacter 40
Rejection of Influence
- ▸ To arms! Kill the intruders!The character is killedLeader relationship: Assassinated ByRemembered: Assassination exposed (-80 opinion for 40 turns)(no event currently keys off this)gated byLeaderSubject SUBJECT_HIGH_COURAGEgrantsBONUS_KILL_CHARACTER_MURDEREDAddLeaderRelationship RELATIONSHIP_ASSASSINATED_BYbKillCharacter 1aeBonuses: BONUS_ASSASSINATION_EXPOSED◇ grants a memory no event currently keys off
- ▸ Allow [character] to leave. He has made his point.Leader relationship: Suspicious OfgrantsBONUS_LEADER_SUSPICIOUS_OFAddLeaderRelationship RELATIONSHIP_SUSPICIOUS_OF
- ▸ I hear you, and I apologize for my part in it.Gain trait: CunningLeader relationship: Influenced Bygated byLeaderSubject SUBJECT_PLAYER_DIPLOMATgrantsBONUS_GIVE_TRAIT_CUNNINGaeAddTraits: TRAIT_CUNNINGBONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
Asceticism
- ▸ It is good to be the [title].Gain trait: InsaneGain trait: AsceticgrantsBONUS_GIVE_TRAIT_INSANEaeAddTraits: TRAIT_INSANEBONUS_GIVE_TRAIT_ASCETICaeAddTraits: TRAIT_ASCETIC
- ▸ No. I'm not allowed to go crazy. Stop it.Loses trait: Cursedgated byLeaderSubject SUBJECT_HIGH_COURAGEgrantsBONUS_REMOVE_TRAIT_CURSEDaeRemoveTraits: TRAIT_CURSED
Pushed Too Far
- ▸ Resolve33%-2 LegitimacyLoses trait: Bitter33%-2 LegitimacyLoses trait: Cruel33%-2 LegitimacyLoses trait: Intolerantgrants33% BONUS_EVENTOPTION_TRAIT_PUSHED_TOO_FAR_OPTION_0_CHARACTER_0iLegitimacy -233% BONUS_REMOVE_TRAIT_BITTERaeRemoveTraits: TRAIT_BITTER33% BONUS_EVENTOPTION_TRAIT_PUSHED_TOO_FAR_OPTION_0_CHARACTER_0iLegitimacy -233% BONUS_REMOVE_TRAIT_CRUELaeRemoveTraits: TRAIT_CRUEL33% BONUS_EVENTOPTION_TRAIT_PUSHED_TOO_FAR_OPTION_0_CHARACTER_0iLegitimacy -233% BONUS_REMOVE_TRAIT_INTOLERANTaeRemoveTraits: TRAIT_INTOLERANT
- ▸ We cannot tolerate such nefarious actions.+2 LegitimacyGain trait: ImprisonedgrantsBONUS_EVENTOPTION_TRAIT_PUSHED_TOO_FAR_OPTION_1_CHARACTER_0iLegitimacy 2BONUS_EVENTOPTION_TRAIT_PUSHED_TOO_FAR_OPTION_1_CHARACTER_1aeAddTraits: TRAIT_IMPRISONED
Unhealthy Interests
- ▸ I will take [character] under my wing.Leader relationship: Endeared ToRemembered: Watching me closely (-20 opinion for 20 turns)(no event currently keys off this)grantsBONUS_LEADER_ENDEARED_TOAddLeaderRelationship RELATIONSHIP_ENDEARED_TOBONUS_EVENTOPTION_TUTOR_UNHEALTHY_INTERESTS_OPTION_0_CHARACTER_1Memory MEMORYCHARACTER_WATCH_CLOSELY↳ may trigger: A Funny Feeling◇ grants a memory no event currently keys off
- ▸ Agree with [character] to keep an eye on [character].Leader relationship: Suspicious OfRemembered: Agreed to keep an eye on a dangerous student (+20 opinion for 20 turns)(no event currently keys off this)grantsBONUS_LEADER_SUSPICIOUS_OFAddLeaderRelationship RELATIONSHIP_SUSPICIOUS_OFBONUS_EVENTOPTION_TUTOR_UNHEALTHY_INTERESTS_OPTION_1_CHARACTER_1Memory MEMORYCHARACTER_AGREED_TO_KEEP_EYE↳ may trigger: A Funny Feeling◇ grants a memory no event currently keys off
- ▸ We should let children be children.(no gates or payload in XML)↳ may trigger: A Funny Feeling
- ▸ Convince [character] to find other interests.Remembered: Convinced to give up questionable interests (+40 opinion for 20 turns)(no event currently keys off this)Remembered: Convinced to give up questionable interests (+40 opinion for 20 turns)(no event currently keys off this)gated byLeaderSubject SUBJECT_CHARACTER_SEVEN_VIRTUESgrantsBONUS_EVENTOPTION_TUTOR_UNHEALTHY_INTERESTS_OPTION_3_CHARACTER_0Memory MEMORYCHARACTER_CONVINCE_TO_CHANGEBONUS_EVENTOPTION_TUTOR_UNHEALTHY_INTERESTS_OPTION_3_CHARACTER_1Memory MEMORYCHARACTER_CONVINCE_TO_CHANGE◇ grants a memory no event currently keys off
Up in Smoke
- ▸ Rebuild the
library in its original state.
-120Money-30/city↗ turn grantsBONUS_EVENTOPTION_TRAIT_BURNED_LIBRARY_OPTION_0aeBonuses: BONUS_MONEY_LOSS_SMALL - ▸ Enlist scribes to replace the lost scrolls.
-40Civics-10/city↗ turn grantsBONUS_EVENTOPTION_TRAIT_BURNED_LIBRARY_OPTION_1aeBonuses: BONUS_CIVICS_LOSS_SMALL - ▸ Give the sage permission to rebuild however he desires.Gain trait: SlothfulgrantsBONUS_EVENTOPTION_TRAIT_BURNED_LIBRARY_OPTION_2aeBonuses: BONUS_GIVE_TRAIT_SLOTHFUL
Carnivorism
- ▸ This is the life! Bow before me, mortals!Gain trait: InsaneGain trait: BloodthirstygrantsBONUS_GIVE_TRAIT_INSANEaeAddTraits: TRAIT_INSANEBONUS_GIVE_TRAIT_BLOODTHIRSTYaeAddTraits: TRAIT_BLOODTHIRSTY
- ▸ Just think about how all that meat comes out during latrine visits.Loses trait: Cursedgated byLeaderSubject SUBJECT_HIGH_WISDOMgrantsBONUS_REMOVE_TRAIT_CURSEDaeRemoveTraits: TRAIT_CURSED
Come to Collect
- ▸ Lament your role in this tragedy.Gain trait: DoomedgrantsBONUS_GIVE_TRAIT_DOOMEDaeAddTraits: TRAIT_DOOMED
- ▸ It must be a trick of the light.Loses trait: Cursedgated byLeaderSubject SUBJECT_IMPIOUSgrantsBONUS_REMOVE_TRAIT_CURSEDaeRemoveTraits: TRAIT_CURSED
- ▸ Throw yourself at the feet of.-1 CourageGain trait: HumbleLoses trait: CursedgrantsBONUS_EVENTOPTION_COME_TO_COLLECT_OPTION_2aiRatings: RATING_COURAGE=-1aeAddTraits: TRAIT_HUMBLEaeRemoveTraits: TRAIT_CURSED
Hedonism
- ▸ Everybody just have a good time!Gain trait: WantonGain trait: DebauchedgrantsBONUS_GIVE_TRAIT_WANTONaeAddTraits: TRAIT_WANTONBONUS_GIVE_TRAIT_DEBAUCHEDaeAddTraits: TRAIT_DEBAUCHED
- ▸ Stop and consider this - hangovers.gated byLeaderSubject SUBJECT_HIGH_DISCIPLINE
Poor Quality Iron
- ▸ The soldiers will need to train harder to compensate.
-80Training-20/city↗ turn grantsBONUS_TRAINING_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_TRAINING=-80aiGlobalYieldsPer: YIELD_TRAINING=-20↳ may trigger: A Sharp Reprimand - ▸ Commission new weapons.
-75Iron-25/city↗ turn grantsBONUS_IRON_LOSS_LARGEaiGlobalYieldsBase: YIELD_IRON=-75aiGlobalYieldsPer: YIELD_IRON=-25↳ may trigger: A Piercing Insight - ▸ I cannot help.-5 LegitimacygrantsBONUS_LEGITIMACY_LOSS_FIVEiLegitimacy -5
A Piercing Insight
⛓ Follows from: Poor Quality Iron
- ▸ Argh!Gain trait: WoundedgrantsBONUS_CHARACTER_WOUNDEDaeAddTraits: TRAIT_WOUNDED
A Poor Investment
- ▸ He may lack honor, but I do not.
-160Money-40/city↗ turn grantsBONUS_MONEY_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=-160aiGlobalYieldsPer: YIELD_MONEY=-40 - ▸ I cannot afford that!-2 LegitimacygrantsBONUS_LOSE_LEGITIMACY_DEBTiLegitimacy -2
A Sharp Reprimand
⛓ Follows from: Poor Quality Iron
- ▸ Argh!Gain trait: WoundedgrantsBONUS_CHARACTER_WOUNDEDaeAddTraits: TRAIT_WOUNDED
Altruism
- ▸ Yes, we must save everyone.Gain trait: FoolishgrantsBONUS_GIVE_TRAIT_FOOLISHaeAddTraits: TRAIT_FOOLISH
- ▸ Are you mad? We can't save them all.Loses trait: Cursedgated byLeaderSubject SUBJECT_HIGH_DISCIPLINEgrantsBONUS_REMOVE_TRAIT_CURSEDaeRemoveTraits: TRAIT_CURSED
Crop Failure
- ▸ Hand out the grain!
-150Food-50/city↗ turn grantsBONUS_FOOD_LOSS_GIGANTICaiGlobalYieldsBase: YIELD_FOOD=-150aiGlobalYieldsPer: YIELD_FOOD=-50 - ▸ I cannot help.-5 LegitimacygrantsBONUS_LEGITIMACY_LOSS_FIVEiLegitimacy -5
Earthquake!
- ▸ Provide
stone to help with the repairs.
-150Stone-50/city↗ turn grantsBONUS_STONE_LOSS_GIGANTICaiGlobalYieldsBase: YIELD_STONE=-150aiGlobalYieldsPer: YIELD_STONE=-50 - ▸ I cannot help.-5 LegitimacygrantsBONUS_LEGITIMACY_LOSS_FIVEiLegitimacy -5
Royal Tragedies
- ▸ We must pursue practical solutions.
+40Science+10/city↗ turn grantsBONUS_SCIENCE_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_SCIENCE=40aiGlobalYieldsPer: YIELD_SCIENCE=10 - ▸ Truly, we are cursed. Prayer for us.Gain trait: PiousgrantsBONUS_GIVE_TRAIT_PIOUSaeAddTraits: TRAIT_PIOUS
Snake Charmer
- ▸ Resolve100%Remembered: Tribe Offer (5 turns)-2 Legitimacy0%Remembered: Tribe Offer (5 turns)-2 Legitimacygrants100% BONUS_TRIBE_TRUCEDiplomacyTribe DIPLOMACY_TRUCEaeBonuses: BONUS_TRIBE_OFFER100% BONUS_EVENTOPTION_SNAKE_CHARMER_OPTION_0_CHARACTER_1iLegitimacy -20% BONUS_TRIBE_PEACEDiplomacyTribe DIPLOMACY_PEACEaeBonuses: BONUS_TRIBE_OFFER0% BONUS_EVENTOPTION_SNAKE_CHARMER_OPTION_0_CHARACTER_1iLegitimacy -2
- ▸ A life for a life. Bring me the head of [character].grantsBONUS_EVENTOPTION_SNAKE_CHARMER_OPTION_1_CHARACTER_2Mission MISSION_ASSASSINATE_ANYiMissionSubject 0aeBonuses: BONUS_SET_SCHEMER_ARCHETYPE
- ▸ Revenge is not enough. All the [tribe] must pay.Remembered: Tribe Offer (5 turns)grantsBONUS_TRIBAL_INVASIONbTribeInvade 1aeBonuses: BONUS_TRIBE_OFFER
The Great Fire of [city]
- ▸ Provide
wood to rebuild with!
-100Wood-35/city↗ turn grantsBONUS_WOOD_LOSS_HUGEaiGlobalYieldsBase: YIELD_WOOD=-100aiGlobalYieldsPer: YIELD_WOOD=-35 - ▸ Perhaps
stone is a better choice.
-150Stone-50/city↗ turn grantsBONUS_STONE_LOSS_GIGANTICaiGlobalYieldsBase: YIELD_STONE=-150aiGlobalYieldsPer: YIELD_STONE=-50 - ▸ I cannot help.-5 LegitimacygrantsBONUS_LEGITIMACY_LOSS_FIVEiLegitimacy -5
The Letter of the Law
- ▸ I must close this loophole!
-160Civics-40/city↗ turn grantsBONUS_CIVICS_LOSS_GIGANTICaiGlobalYieldsBase: YIELD_CIVICS=-160aiGlobalYieldsPer: YIELD_CIVICS=-40 - ▸ I cannot help.-5 LegitimacygrantsBONUS_LEGITIMACY_LOSS_FIVEiLegitimacy -5
The Map and the Dagger
- ▸ Attempt to evade his blows.(no gates or payload in XML)
- ▸ Rely on your loyal guards.(no gates or payload in XML)↳ may trigger: Forsaken, Loyalty Rewarded
Cursed
- ▸ All is lost!Gain trait: CursedgrantsBONUS_GIVE_TRAIT_CURSEDaeAddTraits: TRAIT_CURSED
- ▸ Ignore the ‘curse’.Gain trait: Impiousgated byLeaderSubjectNotAny SUBJECT_SUPERSTITIOUSgrantsBONUS_EVENTOPTION_CURSED_OPTION_1_CHARACTER_1aeAddTraits: TRAIT_IMPIOUS
- ▸ Resolve50%-6 Legitimacy50%-6 Legitimacygrants50% BONUS_LEADER_VENGEFUL_AGAINST_REMOVERemoveLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINST50% BONUS_EVENTOPTION_CURSED_OPTION_2_CHARACTER_1iLegitimacy -650% BONUS_LEADER_PLOTTING_AGAINST_REMOVERemoveLeaderRelationship RELATIONSHIP_PLOTTING_AGAINST50% BONUS_EVENTOPTION_CURSED_OPTION_2_CHARACTER_1iLegitimacy -6
From on High
- ▸ [character] is right. I have been blinded by power.Free law: Legal CodegrantsBONUS_EVENTOPTION_FROM_ON_HIGH_OPTION_0_CHARACTER_0FreeLaw LAW_LEGAL_CODE
- ▸ You have angered me, and so, the gods.Gain trait: CursedLeader relationship: Vengeful AgainstgrantsBONUS_EVENTOPTION_FROM_ON_HIGH_OPTION_1_CHARACTER_1AddLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINSTaeAddTraits: TRAIT_CURSED
- ▸ I will teach him how to rule from on high.Leader relationship: Endeared ToLaw-based opinion shiftgated byLeaderSubject SUBJECT_GRACIOUSgrantsBONUS_EVENTOPTION_FROM_ON_HIGH_OPTION_2_CHARACTER_1AddLeaderRelationship RELATIONSHIP_ENDEARED_TOaiLawOpinion: LAW_DIVINE_RULE=40
A Classic Tragedy
- ▸ The final wishes of my husband shall be respected.The character is killedLeader relationship: Assassinated ByRemembered: Assassination exposed (-80 opinion for 40 turns)(no event currently keys off this)grantsBONUS_KILL_CHARACTER_MURDEREDAddLeaderRelationship RELATIONSHIP_ASSASSINATED_BYbKillCharacter 1aeBonuses: BONUS_ASSASSINATION_EXPOSED◇ grants a memory no event currently keys off
- ▸ [character] shall be cursed for defiling [character].Gain trait: CursedgrantsBONUS_GIVE_TRAIT_CURSEDaeAddTraits: TRAIT_CURSED
- ▸ We must investigate this matter before acting.gated byLeaderSubject SUBJECT_HIGH_WISDOM↳ may trigger: Investigation of a Tragedy
Curious Artifact
- ▸ Return it at once.
-4Orders↗ turn
-120Money-30/city↗ turn grantsBONUS_EVENTOPTION_STRANGE_ENCOUNTER_CURIOUS_ARTIFACT_RETURN_CHARACTERaeBonuses: BONUS_ORDERS_LOSS_SMALL, BONUS_MONEY_LOSS_SMALL - ▸ We shall not be swayed by superstition.Gain trait: CursedgrantsBONUS_GIVE_TRAIT_CURSEDaeAddTraits: TRAIT_CURSED
Legacy of the Paw
- ▸ Curse that monkey's paw.Gain trait: Severely IllGain trait: CrippledLoses trait: Monkey PawGain trait: CursedgrantsBONUS_EVENTOPTION_LEGACY_OF_THE_PAW_OPTION_0_CHARACTER_0bAbdicate 1aeAddTraits: TRAIT_SEVERELY_ILL, TRAIT_CRIPPLEDaeRemoveTraits: TRAIT_MONKEY_PAWBONUS_GIVE_TRAIT_CURSEDaeAddTraits: TRAIT_CURSED
Mad Priestess
⛓ Follows from: Elderly Couple
- ▸ Sacrifice whatever is necessary to appease the fears of the people and to please the gods!Gain trait: Superstitious
-50Food-15/city↗ turn grantsBONUS_EVENTOPTION_RUINS_ELDERLY_COUPLE_WITCH_SACRIFICE_CHARACTERaeAddTraits: TRAIT_SUPERSTITIOUSaeBonuses: BONUS_FOOD_LOSS_AVERAGE - ▸ I reject her words. She was a mad woman, and I never was a fan of theatrics.Gain trait: CursedgrantsBONUS_GIVE_TRAIT_CURSEDaeAddTraits: TRAIT_CURSED
Poisoned!
- ▸ Revenge will not save me.Remembered: Poisoned my predecessor(no event currently keys off this)grantsBONUS_EVENTOPTION_LEADER_THE_HEIRS_CUP_POISONED_OPTION_0Memory MEMORYCHARACTER_POISONED_MY_PREDECESSOR↳ may trigger: The Heir's Cup: Payoff◇ grants a memory no event currently keys off
- ▸ Regicide is not acceptable.Gain trait: CursedgrantsBONUS_GIVE_TRAIT_CURSEDaeAddTraits: TRAIT_CURSED
Some Time Later
- ▸ Worrisome.Gain trait: CursedgrantsBONUS_GIVE_TRAIT_CURSEDaeAddTraits: TRAIT_CURSED