← All story events Event class Events drawn from the Ambition Stress pool. How often: 30% chance per turn, scaled by the Event Level option · not before turn 25 · at most one every 15 turns.
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.
Assurances
- ▸ The price is high. But if [character] is willing to pay...Gain trait: StressedRemembered: Player Offer (5 turns)Peace with the rival nationYour heir joins the nation of the rival nationgrantsBONUS_GIVE_TRAIT_STRESSEDaeAddTraits: TRAIT_STRESSEDBONUS_PLAYER_PEACEDiplomacyPlayerFrom DIPLOMACY_PEACEaeBonuses: BONUS_PLAYER_OFFERBONUS_SEND_CHARACTER_TO_SUBJECT_2iJoinSubject 2
- ▸ We don't need the [rival]. We don't need any of them.Fails goal: Make Peace with Three Tribes or Nations-5 LegitimacygrantsBONUS_FAIL_GOAL_THREE_PEACEFailGoal GOAL_THREE_PEACEBONUS_ABANDONED_AMBITIONiLegitimacy -5
Faltering Ambition
- ▸ If the people will not choose to leave for new frontiers, I will have to give them no other choice.grantsBONUS_GIVE_TRAIT_STRESSEDaeAddTraits: TRAIT_STRESSEDBONUS_DISPLACE_POPULATIONaeBonuses: 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.Fails goal: Control Four Cities-5 LegitimacygrantsBONUS_FAIL_GOAL_FOUR_CITIESFailGoal GOAL_FOUR_CITIESBONUS_ABANDONED_AMBITIONiLegitimacy -5
Faltering Ambition
- ▸ If his tactical brilliance lives up to the reputation, nothing else matters.The character becomes general of your unitgrantsBONUS_GENERAL_OF_SUBJECT_2iGeneralOfSubject 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.Fails goal: Field Four General-5 LegitimacygrantsBONUS_FAIL_GOAL_FOUR_GENERALSFailGoal GOAL_FOUR_GENERALSBONUS_ABANDONED_AMBITIONiLegitimacy -5
Faltering Ambition
- ▸ 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)The tribe declare war on you+2 Citizens-1 Happiness level gated byLeaderSubjectNotAny SUBJECT_TIMID / SUBJECT_COMPASSIONATE / SUBJECT_GRACIOUSgrantsBONUS_TRAINING_LOSS_MINIMALaiGlobalYieldsBase: YIELD_TRAINING=-20aiGlobalYieldsPer: YIELD_TRAINING=-5BONUS_DECLARE_WAR_TRIBEMemory MEMORYTRIBE_DECLARED_WARDiplomacyTribe DIPLOMACY_WARaeBonuses: BONUS_TRIBE_OFFERBONUS_CAPTURED_POPULATIONaeBonuses: BONUS_ADD_CITIZEN_2, BONUS_HAPPINESS_DOWN◇ grants a memory no event uses - ▸ There has to be another way.Gain trait: StressedgrantsBONUS_GIVE_TRAIT_STRESSEDaeAddTraits: TRAIT_STRESSED
- ▸ A wise king is one capable of changing his mind.Fails goal: Control 10 Population-5 LegitimacygrantsBONUS_FAIL_GOAL_TEN_POPULATIONFailGoal GOAL_TEN_POPULATIONBONUS_ABANDONED_AMBITIONiLegitimacy -5
Faltering Ambition
- ▸ If we want to advance [rival] into a glorious new age, something has to change.Free law: CentralizationGain trait: UnpopulargrantsBONUS_FREE_LAW_CENTRALIZATIONFreeLaw LAW_CENTRALIZATIONBONUS_GIVE_TRAIT_UNPOPULARaeAddTraits: TRAIT_UNPOPULAR
- ▸ Anyone may have a foolish idea, but only a fool remains committed to it.Fails goal: Discover Six Technologies-5 LegitimacygrantsBONUS_FAIL_GOAL_SIX_TECHSFailGoal GOAL_SIX_TECHSBONUS_ABANDONED_AMBITIONiLegitimacy -5
Faltering Ambition
- ▸ This will cause upheaval and no end of administrative challenges, but it might be worth it.
+60Discontenteach city↗ turnGain trait: StressedYou acquire the tech grantsBONUS_THE_BENEVOLENT_UNRESTaeAllCityBonuses: BONUS_DISCONTENT_GAIN_SMALLBONUS_GIVE_TRAIT_STRESSEDaeAddTraits: TRAIT_STRESSEDBONUS_GIVE_SUBJECT_0_TECHiAcquireTechSubject 0 - ▸ [character] has convinced me... that we must rethink exactly what it is [rival] needs.Fails goal: Enact Volunteers-5 LegitimacygrantsBONUS_FAIL_GOAL_VOLUNTEERSFailGoal GOAL_VOLUNTEERSBONUS_ABANDONED_AMBITIONiLegitimacy -5
Politeness Comes First
- ▸ It is time to send [character] a discreet message.Gain trait: StressedGain trait: DeceitfulLeader relationship: Blackmailed BygrantsBONUS_GIVE_TRAIT_STRESSEDaeAddTraits: TRAIT_STRESSEDBONUS_GIVE_TRAIT_DECEITFULaeAddTraits: TRAIT_DECEITFULBONUS_BLACKMAILED_BY_LEADERAddLeaderRelationship RELATIONSHIP_BLACKMAILED_BY
- ▸ Enough. If the Tribe want nothing to do with us, so be it.Fails goal: Make Peace Tribe with a Tribe-5 LegitimacygrantsBONUS_FAIL_GOAL_TRIBE_PEACEFailGoal GOAL_TRIBE_PEACEBONUS_ABANDONED_AMBITIONiLegitimacy -5
What would I do without you, [character]
- ▸ Why, what a wonderful idea!grantsBONUS_GIVE_TRAIT_STRESSEDaeAddTraits: TRAIT_STRESSEDBONUS_ADD_THEATERAddImprovement IMPROVEMENT_THEATER_1BONUS_LEADER_HOLDS_FAVOR_FROMAddLeaderRelationship RELATIONSHIP_HOLDS_FAVOR_FROM
- ▸ Do you know what, the more I think about it, [rival] really needs to put its priorities elsewhere.Fails goal: Control Six Urban Improvement-5 LegitimacygrantsBONUS_FAIL_GOAL_SIX_URBAN_IMPROVEMENTSFailGoal GOAL_SIX_URBAN_IMPROVEMENTSBONUS_ABANDONED_AMBITIONiLegitimacy -5
Work Ethic
- ▸ Whatever it takes to build our future, we shall do it.gated byLeaderSubjectNotAny SUBJECT_COMPASSIONATEgrantsBONUS_FREE_LAW_SLAVERYFreeLaw LAW_SLAVERYBONUS_ENSLAVEMENT_DISCONTENTaeAllCityBonuses: BONUS_DISCONTENT_GAIN_LARGEBONUS_UNIT_WORKERaiUnits: UNIT_WORKER=1
- ▸ There has to be another way.Gain trait: StressedgrantsBONUS_GIVE_TRAIT_STRESSEDaeAddTraits: TRAIT_STRESSED
- ▸ We must rethink what it is [rival] needs.Fails goal: Control Five Worker-5 LegitimacygrantsBONUS_FAIL_GOAL_FIVE_WORKERSFailGoal GOAL_FIVE_WORKERSBONUS_ABANDONED_AMBITIONiLegitimacy -5