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📜 Ambition Stress Events

9 events

← 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 one choice: Peace with the rival nation CM ✓ Turn 25+ Behind the Throne
Once per game Player UsLeader UsPlayer TruceHeir Us Player Goal Three PeaceChild Of Leader UsChild Or AdultNot Player Recent Ambition (7 turns)
  • ▸ 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 nation
    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.
    Fails goal: Make Peace with Three Tribes or Nations-5 Legitimacy
    grants
    BONUS_FAIL_GOAL_THREE_PEACE
    FailGoal GOAL_THREE_PEACE
    BONUS_ABANDONED_AMBITION
    iLegitimacy -5

✎ Jeri Roys

Faltering Ambition CM ✓ Turn 25+ Behind the Throne
Once per game Player UsLeader UsCapital Us Player Goal Four CitiesNot Player Recent Ambition (7 turns)Not Player At Least 3 Cities FoundedNot Recent Revelry (4 turns)
  • ▸ 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-1 Citizen+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.
    Fails goal: Control Four Cities-5 Legitimacy
    grants
    BONUS_FAIL_GOAL_FOUR_CITIES
    FailGoal GOAL_FOUR_CITIES
    BONUS_ABANDONED_AMBITION
    iLegitimacy -5

✎ Jeri Roys

Faltering Ambition CM ✓ Turn 25+ 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 (7 turns)
  • ▸ If his tactical brilliance lives up to the reputation, nothing else matters.
    The character becomes general of your unit
    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.
    Fails goal: Field Four General-5 Legitimacy
    grants
    BONUS_FAIL_GOAL_FOUR_GENERALS
    FailGoal GOAL_FOUR_GENERALS
    BONUS_ABANDONED_AMBITION
    iLegitimacy -5

✎ Jeri Roys

Faltering Ambition one choice: The tribe declare war on you CM ✓ Turn 25+ Behind the Throne
Once per game Player UsLeader UsTribe Peace Or TruceCity Us Player Goal Ten PopulationTribe nearbyNot Player Recent Ambition (7 turns)Not Recent Revelry (4 turns)
  • ▸ 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 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 uses
  • ▸ 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.
    Fails goal: Control 10 Population-5 Legitimacy
    grants
    BONUS_FAIL_GOAL_TEN_POPULATION
    FailGoal GOAL_TEN_POPULATION
    BONUS_ABANDONED_AMBITION
    iLegitimacy -5

✎ Jeri Roys

Faltering Ambition CM ✓ Turn 25+ Behind the Throne
Once per game Player UsLeader Us Player Goal Six TechsNot Player Chose Ambition Within 15 Turns (15 turns)Not Recent Revelry (4 turns)
  • ▸ 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.
    Fails goal: Discover Six Technologies-5 Legitimacy
    grants
    BONUS_FAIL_GOAL_SIX_TECHS
    FailGoal GOAL_SIX_TECHS
    BONUS_ABANDONED_AMBITION
    iLegitimacy -5

✎ Jeri Roys

Faltering Ambition CM ✓ Turn 25+ Behind the Throne
Once per game Player UsLeader UsTech Land ConsolidationUs Player Goal VolunteersScholarNot Player Recent Ambition (7 turns)Not Recent Revelry (4 turns)
  • ▸ This will cause upheaval and no end of administrative challenges, but it might be worth it.
    +60Discontenteach city↗ turnGain trait: StressedYou acquire the tech
    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.
    Fails goal: Enact Volunteers-5 Legitimacy
    grants
    BONUS_FAIL_GOAL_VOLUNTEERS
    FailGoal GOAL_VOLUNTEERS
    BONUS_ABANDONED_AMBITION
    iLegitimacy -5

✎ Jeri Roys

Politeness Comes First CM ✓ Turn 25+ Behind the Throne
Once per game Player UsLeader UsTribe Truce Player Goal Tribe PeaceMax 2 WeaknessNot Player Recent Ambition (7 turns)Not Recent Revelry (4 turns)
  • ▸ 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.
    Fails goal: Make Peace Tribe with a Tribe-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] CM ✓ Turn 25+ Behind the Throne
Once per game Player UsLeader UsCity UsFamily Head Us Player Goal Six Urban ImprovementsCity Family SeatNot Player Recent Ambition (7 turns)Not Recent Revelry (4 turns)
  • ▸ Why, what a wonderful idea!
    Gain trait: StressedAdd Improvement: OdeonLeader 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.
    Fails goal: Control Six Urban Improvement-5 Legitimacy
    grants
    BONUS_FAIL_GOAL_SIX_URBAN_IMPROVEMENTS
    FailGoal GOAL_SIX_URBAN_IMPROVEMENTS
    BONUS_ABANDONED_AMBITION
    iLegitimacy -5

✎ Jeri Roys

Work Ethic CM ✓ Turn 25+ Behind the Throne
Once per game Player UsLeader UsCapital Us Player Goal Five WorkersNot Player Recent Ambition (7 turns)Not Recent Revelry (4 turns)
  • ▸ 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.
    Fails goal: Control Five Worker-5 Legitimacy
    grants
    BONUS_FAIL_GOAL_FIVE_WORKERS
    FailGoal GOAL_FIVE_WORKERS
    BONUS_ABANDONED_AMBITION
    iLegitimacy -5

✎ Jeri Roys