Old World Reference
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📜 Story Events

4953 events135 categories350 on dedicated pages

Every narrative event story in the game's XML (5303 across the base game and DLC), browsable by the game's own taxonomy: the event class pools that roll each turn (eventClass.xml) and the triggers that fire the rest (eventTrigger.xml). Each category page shows the full card — gating conditions, every option with requirements, raw XML payloads, and chain links. The story prose itself is left for you to discover in game. 350 stories already covered by the dedicated pages below are linked there instead of duplicated here — but the search box above spans every event on the site, including those dedicated pages, and jumps you straight to the card.

Event Chains Events that link into one another — see every chain as a flow diagram, with branches and follow-ups drawn out. browse →

Dedicated pages

🏚️ Ruin Events Exploring a Ruins tile (incl. chain follow-ups) 87 🧭 Expedition Events The "send a character exploring distant lands" chains 26 🌾 Harvest Events Harvesting a resource, grouped by resource 71 🎓 Study Events Royal education — also as the per-course Tutor Events view 166

Event classes pools that roll each turn — 37 classes

Aksum Stele every 1+ 9 Ambition turn 5+ · every 5+ 55 Ambition Stress 30%/turn · turn 25+ · every 15+ 9 Calamities 100%/turn · every 1+ 79 Captured 5%/turn · every 4+ 2 Civil War 100%/turn 7 Courtier 5%/turn · turn 30+ · every 40+ 21 Exiled 5%/turn · every 4+ 14 Family Supremacy every 5+ 5 Fugitive 5%/turn · every 4+ 8 General Duel every 5+ 6 Household 10%/turn · turn 10+ · every 10+ 98 Hun Events 25%/turn · turn 10+ · every 10+ 6 Imprisoned 5%/turn · every 4+ 13 Incubated 5%/turn · every 4+ 6 Iron Sharpens every 20+ 21 Law 100%/turn · every 5+ 17 Lifespan every 10+ 55 Lost City every 50+ 7 Map Reveal every 1+ 21 Mercenary turn 20+ · every 20+ 29 Missing 5%/turn · every 4+ 5 Mission 50%/turn · every 7+ 27 Pets And Oddities 40%/turn · every 2+ 44 Pilgrimage 100%/turn · every 1+ 9 Rare Events 10%/turn · turn 10+ · every 15+ 152 Religion (Event Pack) 5%/turn · every 10+ 129 Religious Persecutions 100%/turn · every 1+ 5 Romance 2%/turn · turn 5+ · every 10+ 59 Scandal 50%/turn · turn 5+ 96 Slighted 5%/turn · every 4+ 5 Special Traits 10%/turn · every 10+ 29 Succession Them every 10+ 17 Sudden Death 3%/turn · turn 20+ · every 60+ 15 Trait Inheritance every 2+ 46 Trait Stress 25%/turn · turn 5+ · every 12+ 13 Young Ruler 50%/char · every 3+ 18

Triggered events fire on a game moment — 96 triggers

Adulthood 2 Ai Forfeit City Site 1 Ambition Finished 20 Attacked City 6 Birth 3 Choose Ambition 151 City Attacked 13 City Breached 17 City Captured 6 City Culture 174 City Distant Raid 10 City Founded 71 City Lost 6 Cognomen 9 Courtier 5 Death 34 Divorce 1 General Attack 6 General Critical 6 General Critical Water 1 General Duel 3 General Injury Melee 6 General Injury Ranged 11 General Kill 28 General Unit Killed Melee 28 General Unit Killed Ranged 7 Goal Failed 2 Improvement Finished 111 Improvement Pillaged Enemy 4 Improvement Pillaged Tribe 8 Improvement Pillaged Us 5 Lose Game 2 Lose Trait 14 Marriage 7 Marriage Offer 51 Mission Finished 2 pages 549 New Turn 2 pages 583 New Turn Character 26 New Year Character 4 Occurrence End 27 Occurrence Ready 10 Occurrence Start 2 Occurrence Start Them 7 Player Ally Declared War 1 Player Contact 43 Player Diplomacy Offer 179 Player Eliminated 17 Player End Alliance 4 Player Peace Offer 12 Player Poached City 4 Player Stole City Site 4 Player Truce Offer 46 Player War Declare 20 Player War Offer 98 Production Project 30 Production Specialist 7 Production Unit 21 Religion Founded Them 14 Religion Founded Tie Lost 4 Religion Founded Us 16 Religion Spread 135 Resource Harvested 1 Set Tile 4 Start Game 69 Stat Incremented 2 Succession Fail 3 Succession Them 24 Succession Tribe 7 Succession Us 46 Technology 16 Theology Established 1 Threshold Goal Offer 1 Tribe Cleared 26 Tribe Contact 38 Tribe Eliminated 16 Tribe End Alliance 1 Tribe Peace Offer 4 Tribe Raid 4 Tribe Truce Offer 12 Tribe War Offer 38 Tutorial Unit Attack Weak 13 Unit Attack Cooldown 1 Unit Combat 20 Unit Combat Water 1 Unit Is Fatigued 2 Unit Kill 2 Unit Move Cooldown 1 Unit No Orders 1 Unit Promotion 3 Unit Rout 1 Unit Seen 1 Unit Selected 13 Upgrade Character 74 Vegetation Cut 2 Victory Completed 9 Win Game 22

Special

Chain Follow-ups Stories with no class or trigger of their own — they only fire as the next link of an event chain (EventLinkPrereq), set up by an earlier story's choice. 253 Scripted & Special Stories with no class, trigger, or chain link in the XML — invoked directly by game systems (tribe diplomacy, scenario scripts, traits, and other engine hooks). 372