← 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
- ▸ The price is high. But if [character] is willing to pay...Gain trait: StressedRemembered: Player Offer (5 turns)grantsBONUS_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.-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.Gain trait: Stressed+1 Settler
+80Discontenteach city↗ turn 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.-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.grantsBONUS_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.-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)-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 currently keys off - ▸ There has to be another way.Gain trait: StressedgrantsBONUS_GIVE_TRAIT_STRESSEDaeAddTraits: TRAIT_STRESSED
- ▸ A wise king is one capable of changing his mind.-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.-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: Stressed 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.-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.-5 LegitimacygrantsBONUS_FAIL_GOAL_TRIBE_PEACEFailGoal GOAL_TRIBE_PEACEBONUS_ABANDONED_AMBITIONiLegitimacy -5
What would I do without you, [character]
- ▸ Why, what a wonderful idea!Gain trait: StressedLeader relationship: Holds Favor FromgrantsBONUS_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.-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.Free law: Slavery
+120Discontenteach city↗ turn+1 Worker 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.-5 LegitimacygrantsBONUS_FAIL_GOAL_FIVE_WORKERSFailGoal GOAL_FIVE_WORKERSBONUS_ABANDONED_AMBITIONiLegitimacy -5