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📜 Ambition Stress Events

9 events

← All story events Event class Stories drawn from the Ambition Stress event pool. Scheduling (eventClass.xml): 30% chance per turn (scaled by the Event Level game option) · not before turn 25 · at most one event of this class every 15 turns.

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.

Assurances Behind the Throne
Once per game Player UsLeader UsPlayer TruceHeir Us Player Goal Three PeaceChild Of Leader UsChild Or AdultNot Player Recent Ambition
  • The price is high. But if [character] is willing to pay...
    Gain trait: StressedRemembered: Player Offer (5 turns)
    grants
    BONUS_GIVE_TRAIT_STRESSED
    aeAddTraits: TRAIT_STRESSED
    BONUS_PLAYER_PEACE
    DiplomacyPlayerFrom DIPLOMACY_PEACE
    aeBonuses: BONUS_PLAYER_OFFER
    BONUS_SEND_CHARACTER_TO_SUBJECT_2
    iJoinSubject 2
  • We don't need the [rival]. We don't need any of them.
    -5 Legitimacy
    grants
    BONUS_FAIL_GOAL_THREE_PEACE
    FailGoal GOAL_THREE_PEACE
    BONUS_ABANDONED_AMBITION
    iLegitimacy -5

✎ Jeri Roys

Faltering Ambition Behind the Throne
Once per game Player UsLeader UsCapital Us Player Goal Four CitiesNot Player Recent AmbitionNot Player At Least 3 Cities FoundedNot Recent Revelry
  • If the people will not choose to leave for new frontiers, I will have to give them no other choice.
    Gain trait: Stressed+1 Settler+80Discontenteach city↗ turn
    grants
    BONUS_GIVE_TRAIT_STRESSED
    aeAddTraits: TRAIT_STRESSED
    BONUS_DISPLACE_POPULATION
    aeBonuses: BONUS_UNIT_SETTLER, BONUS_LOSE_CITIZEN_1, BONUS_DISCONTENT_GAIN_AVERAGE
  • Anyone may have a foolish idea, but only a fool remains committed to it.
    -5 Legitimacy
    grants
    BONUS_FAIL_GOAL_FOUR_CITIES
    FailGoal GOAL_FOUR_CITIES
    BONUS_ABANDONED_AMBITION
    iLegitimacy -5

✎ Jeri Roys

Faltering Ambition Behind the Throne
Part of the Faltering Ambition chain — 2 events view map →
Once per game Player UsLeader UsUnit UsYoung TacticianUs Player Goal Four GeneralsUnit Needs GeneralGeneralNot Player Recent Ambition
  • If his tactical brilliance lives up to the reputation, nothing else matters.
    grants
    BONUS_GENERAL_OF_SUBJECT_2
    iGeneralOfSubject 2
    ↳ may trigger: First Strike
  • Wait, [character], the one that was drunkenly swearing at the baggage caravan just now? No, enough, [rival] will make do with the generals it has.
    -5 Legitimacy
    grants
    BONUS_FAIL_GOAL_FOUR_GENERALS
    FailGoal GOAL_FOUR_GENERALS
    BONUS_ABANDONED_AMBITION
    iLegitimacy -5

✎ Jeri Roys

Faltering Ambition Behind the Throne
Once per game Player UsLeader UsTribe Peace Or TruceCity Us Player Goal Ten PopulationTribe nearbyNot Player Recent AmbitionNot Recent Revelry
  • Glory demands risk and sacrifice.
    -20Training-5/city↗ turnRemembered: Declared War on us (-80 opinion for 40 turns)(no event currently keys off this)Remembered: Tribe Offer (5 turns)-1 Happiness level
    gated by
    LeaderSubjectNotAny SUBJECT_TIMID / SUBJECT_COMPASSIONATE / SUBJECT_GRACIOUS
    grants
    BONUS_TRAINING_LOSS_MINIMAL
    aiGlobalYieldsBase: YIELD_TRAINING=-20
    aiGlobalYieldsPer: YIELD_TRAINING=-5
    BONUS_DECLARE_WAR_TRIBE
    Memory MEMORYTRIBE_DECLARED_WAR
    DiplomacyTribe DIPLOMACY_WAR
    aeBonuses: BONUS_TRIBE_OFFER
    BONUS_CAPTURED_POPULATION
    aeBonuses: BONUS_ADD_CITIZEN_2, BONUS_HAPPINESS_DOWN
    ◇ grants a memory no event currently keys off
  • There has to be another way.
    Gain trait: Stressed
    grants
    BONUS_GIVE_TRAIT_STRESSED
    aeAddTraits: TRAIT_STRESSED
  • A wise king is one capable of changing his mind.
    -5 Legitimacy
    grants
    BONUS_FAIL_GOAL_TEN_POPULATION
    FailGoal GOAL_TEN_POPULATION
    BONUS_ABANDONED_AMBITION
    iLegitimacy -5

✎ Jeri Roys

Faltering Ambition Behind the Throne
Once per game Player UsLeader Us Player Goal Six TechsNot Player Chose Ambition Within 15 TurnsNot Recent Revelry
  • If we want to advance [rival] into a glorious new age, something has to change.
    Free law: CentralizationGain trait: Unpopular
    grants
    BONUS_FREE_LAW_CENTRALIZATION
    FreeLaw LAW_CENTRALIZATION
    BONUS_GIVE_TRAIT_UNPOPULAR
    aeAddTraits: TRAIT_UNPOPULAR
  • Anyone may have a foolish idea, but only a fool remains committed to it.
    -5 Legitimacy
    grants
    BONUS_FAIL_GOAL_SIX_TECHS
    FailGoal GOAL_SIX_TECHS
    BONUS_ABANDONED_AMBITION
    iLegitimacy -5

✎ Jeri Roys

Faltering Ambition Behind the Throne
Once per game Player UsLeader UsTech Land ConsolidationUs Player Goal VolunteersScholarNot Player Recent AmbitionNot Recent Revelry
  • This will cause upheaval and no end of administrative challenges, but it might be worth it.
    +60Discontenteach city↗ turnGain trait: Stressed
    grants
    BONUS_THE_BENEVOLENT_UNREST
    aeAllCityBonuses: BONUS_DISCONTENT_GAIN_SMALL
    BONUS_GIVE_TRAIT_STRESSED
    aeAddTraits: TRAIT_STRESSED
    BONUS_GIVE_SUBJECT_0_TECH
    iAcquireTechSubject 0
  • [character] has convinced me... that we must rethink exactly what it is [rival] needs.
    -5 Legitimacy
    grants
    BONUS_FAIL_GOAL_VOLUNTEERS
    FailGoal GOAL_VOLUNTEERS
    BONUS_ABANDONED_AMBITION
    iLegitimacy -5

✎ Jeri Roys

Politeness Comes First Behind the Throne
Once per game Player UsLeader UsTribe Truce Player Goal Tribe PeaceMax 2 WeaknessNot Player Recent AmbitionNot Recent Revelry
  • It is time to send [character] a discreet message.
    Gain trait: StressedGain trait: DeceitfulLeader relationship: Blackmailed By
    grants
    BONUS_GIVE_TRAIT_STRESSED
    aeAddTraits: TRAIT_STRESSED
    BONUS_GIVE_TRAIT_DECEITFUL
    aeAddTraits: TRAIT_DECEITFUL
    BONUS_BLACKMAILED_BY_LEADER
    AddLeaderRelationship RELATIONSHIP_BLACKMAILED_BY
  • Enough. If the Tribe want nothing to do with us, so be it.
    -5 Legitimacy
    grants
    BONUS_FAIL_GOAL_TRIBE_PEACE
    FailGoal GOAL_TRIBE_PEACE
    BONUS_ABANDONED_AMBITION
    iLegitimacy -5

✎ Jeri Roys

What would I do without you, [character] Behind the Throne
Once per game Player UsLeader UsCity UsFamily Head Us Player Goal Six Urban ImprovementsCity Family SeatNot Player Recent AmbitionNot Recent Revelry
  • Why, what a wonderful idea!
    Gain trait: StressedLeader relationship: Holds Favor From
    grants
    BONUS_GIVE_TRAIT_STRESSED
    aeAddTraits: TRAIT_STRESSED
    BONUS_ADD_THEATER
    AddImprovement IMPROVEMENT_THEATER_1
    BONUS_LEADER_HOLDS_FAVOR_FROM
    AddLeaderRelationship RELATIONSHIP_HOLDS_FAVOR_FROM
  • Do you know what, the more I think about it, [rival] really needs to put its priorities elsewhere.
    -5 Legitimacy
    grants
    BONUS_FAIL_GOAL_SIX_URBAN_IMPROVEMENTS
    FailGoal GOAL_SIX_URBAN_IMPROVEMENTS
    BONUS_ABANDONED_AMBITION
    iLegitimacy -5

✎ Jeri Roys

Work Ethic Behind the Throne
Once per game Player UsLeader UsCapital Us Player Goal Five WorkersNot Player Recent AmbitionNot Recent Revelry
  • Whatever it takes to build our future, we shall do it.
    Free law: Slavery+120Discontenteach city↗ turn+1 Worker
    gated by
    LeaderSubjectNotAny SUBJECT_COMPASSIONATE
    grants
    BONUS_FREE_LAW_SLAVERY
    FreeLaw LAW_SLAVERY
    BONUS_ENSLAVEMENT_DISCONTENT
    aeAllCityBonuses: BONUS_DISCONTENT_GAIN_LARGE
    BONUS_UNIT_WORKER
    aiUnits: UNIT_WORKER=1
  • There has to be another way.
    Gain trait: Stressed
    grants
    BONUS_GIVE_TRAIT_STRESSED
    aeAddTraits: TRAIT_STRESSED
  • We must rethink what it is [rival] needs.
    -5 Legitimacy
    grants
    BONUS_FAIL_GOAL_FIVE_WORKERS
    FailGoal GOAL_FIVE_WORKERS
    BONUS_ABANDONED_AMBITION
    iLegitimacy -5

✎ Jeri Roys