← All story events Event class Stories drawn from the Calamities event pool. Scheduling (eventClass.xml): 100% chance per turn (scaled by the Event Level game option) · at most one event of this class every 1 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.
A Deadly Toll
⛓ Follows from: Ill Tidings
- ▸ Send additional aid to the cities.
-160Money-40/city↗ turn grantsBONUS_MONEY_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=-160aiGlobalYieldsPer: YIELD_MONEY=-40 - ▸ Assure the populace that all is well.Gain trait: DeceitfulgrantsBONUS_GIVE_TRAIT_DECEITFULaeAddTraits: TRAIT_DECEITFUL
A Plague Upon Us
⛓ Follows from: At the Festival
- ▸ [character] must be Incubated at once!Loses trait: InfectedGain trait: IncubatedgrantsBONUS_PLAGUE_CHARACTER_INCUBATEaeBonuses: BONUS_REMOVE_TRAIT_INFECTED, BONUS_GIVE_TRAIT_INCUBATED
- ▸ I cannot give [character] special treatment while all of [rival] suffers.+1 Disciplinegated byLeaderSubjectNotAny SUBJECT_CHARACTER_HONORABLEgrantsBONUS_GAIN_DISCIPLINE_1aiRatings: RATING_DISCIPLINE=1
- ▸ Only by appeasing the gods shall we be saved.Progress ambition: Eight ShrinesRemembered: Recent Ambition (7 turns)grantsBONUS_AMBITION_EIGHT_SHRINESAmbition GOAL_EIGHT_SHRINESaeBonuses: BONUS_RECENT_AMBITION
A Ship of One’s Own
- ▸ Very well. Be careful out there.Gain a random trait+1 CouragegrantsBONUS_EVENTOPTION_CALAMITIES_HURRICANE_SHIP_OF_ONES_OWN_YES_CHARACTERiGeneralOfSubject 1aeRandomTraitDelay: TRAIT_SWIFT, TRAIT_TRACKER, TRAIT_MISSINGaeRandomTraitText: TEXT_BONUS_EVENTOPTION_CALAMITIES_HURRICANE_SHIP_OF_ONES_OWN_YES_SWIFT, TEXT_BONUS_EVENTOPTION_CALAMITIES_HURRICANE_SHIP_OF_ONES_OWN_YES_TRACKER, TEXT_BONUS_EVENTOPTION_CALAMITIES_HURRICANE_SHIP_OF_ONES_OWN_YES_MISSINGaeBonuses: BONUS_GAIN_COURAGE_1
- ▸ Now is not the time for sailing!+1 WisdomLeader relationship: Disappointed WithgrantsBONUS_GAIN_WISDOM_1aiRatings: RATING_WISDOM=1BONUS_LEADER_DISAPPOINTED_WITHAddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
A Test of Engineering
⛓ Follows from: Shaken Confidence
- ▸ Structures across [rival] can benefit from the lessons of [city].grantsBONUS_START_LAWbStartLaw 1
- ▸ [city] shall rise stronger than ever.
+40Civics+10/city↗ turn grantsBONUS_CIVICS_GAIN_SMALLaiGlobalYieldsBase: YIELD_CIVICS=40aiGlobalYieldsPer: YIELD_CIVICS=10
Ablaze
⛓ Follows from: Tinderbox
- ▸ [city] will recover.+4 LegitimacygrantsBONUS_WILDFIRE_PREPAREDiLegitimacy 4
An Uncanny Echo
⛓ Follows from: Omens Swirl
- ▸ I cannot delude myself that they do.+1 WisdomgrantsBONUS_GAIN_WISDOM_1aiRatings: RATING_WISDOM=1
- ▸ I cannot delude myself that they do not.Gain trait: SuperstitiousGain trait: DivinegrantsBONUS_GIVE_TRAIT_SUPERSTITIOUSaeAddTraits: TRAIT_SUPERSTITIOUSBONUS_GIVE_TRAIT_DIVINEaeAddTraits: TRAIT_DIVINE
Anger from the Underworld
- ▸ [character] is right. We must remove all traces of the shrine at once!Leader relationship: Conspiring WithGain trait: SuperstitiousgrantsBONUS_TILE_CLEAR_IMPROVEMENTbClearImprovement 1BONUS_LEADER_CONSPIRING_WITHAddLeaderRelationship RELATIONSHIP_CONSPIRING_WITHBONUS_GIVE_TRAIT_SUPERSTITIOUSaeAddTraits: TRAIT_SUPERSTITIOUS
- ▸ No, I’m pretty sure it’s the volcano.Leader relationship: Estranged From+1 WisdomgrantsBONUS_LEADER_ESTRANGED_FROMAddLeaderRelationship RELATIONSHIP_ESTRANGED_FROMBONUS_GAIN_WISDOM_1aiRatings: RATING_WISDOM=1
- ▸ Convince [character] that the gods are not angry with us.+1 Wisdomgated byLeaderSubject SUBJECT_CHARACTER_CHARMINGgrantsBONUS_GAIN_WISDOM_1aiRatings: RATING_WISDOM=1
Ashen Descent
- ▸ [character] knew there was little to be done but to flee.+1 Wisdom-1 CouragegrantsBONUS_EVENTOPTION_CALAMITIES_ERUPTION_STUDENT_FLEE_CHARACTERaiRatings: RATING_WISDOM=1, RATING_COURAGE=-1
- ▸ His tutor reports that [character] searched for his friend until all hope was lost.+1 Courage+1 CharismaGain trait: WoundedgrantsBONUS_EVENTOPTION_CALAMITIES_ERUPTION_STUDENT_SEARCH_CHARACTERaiRatings: RATING_COURAGE=1, RATING_CHARISMA=1aeAddTraits: TRAIT_WOUNDED
- ▸ [character] learned much about the [event] firsthand but developed a rasping cough from his slow descent.Gain trait: Sickly
+40Science+10/city↗ turn grantsBONUS_EVENTOPTION_CALAMITIES_ERUPTION_STUDENT_STUDY_CHARACTERaeAddTraits: TRAIT_SICKLYaeBonuses: BONUS_SCIENCE_GAIN_AVERAGE
Ashfall
- ▸ Dump it in the river?Begin project: Contaminated Water SupplygrantsBONUS_PROJECT_CONTAMINATED_WATERaeAddProjects: PROJECT_CONTAMINATED_WATER
- ▸ Gather it all into a pile somewhere, I suppose.
-3Orders↗ turn
-120Money-30/city↗ turn grantsBONUS_EVENTOPTION_CALAMITIES_ERUPTION_CITY_ASH_HILL_PLAYERaeBonuses: BONUS_ORDERS_LOSS_TINY, BONUS_MONEY_LOSS_SMALLBONUS_EVENTOPTION_CALAMITIES_ERUPTION_CITY_ASH_HILL_TILESetHeight HEIGHT_HILL - ▸ Add the ash to the mix for our city’s fortifications.Begin project: Wallsgated byLeaderSubject SUBJECT_BUILDERgrantsBONUS_ADD_WALLSaeAddProjects: PROJECT_WALLS
- ▸ Use the ash to fertilize our soils. Cultivator / Steward Of The LandBegin project: Volcanic Fertilizergated byLeaderSubjectAny SUBJECT_CULTIVATOR / SUBJECT_CHARACTER_STEWARD_OF_THE_LANDgrantsBONUS_PROJECT_VOLCANIC_FERTILIZERaeAddProjects: PROJECT_VOLCANIC_FERTILIZER
At the Festival
- ▸ Convince [character] to take care immediately.Gain trait: Incubatedgated byIndexSubjectgrantsBONUS_GIVE_TRAIT_INCUBATEDaeAddTraits: TRAIT_INCUBATED
- ▸ Enforce strict Quarantine measures to limit the spread of the disease.Begin project: QuarantineGain trait: InfectedgrantsBONUS_PROJECT_QUARANTINEaeAddProjects: PROJECT_QUARANTINEBONUS_GIVE_TRAIT_INFECTEDaeAddTraits: TRAIT_INFECTED↳ may trigger: Plague-Ridden, A Plague Upon Us
- ▸ Punish the [family] for their role in this calamity.Gain trait: InfectedRemembered: Blamed us for a plague outbreak (-40 opinion for 20 turns)(no event currently keys off this)Remembered: Blamed those responsible for a plague outbreak (+40 opinion for 20 turns)(no event currently keys off this)Remembered: Blamed those responsible for a plague outbreak (+40 opinion for 20 turns)(no event currently keys off this)gated byLeaderSubject SUBJECT_CHARACTER_SEVEN_SINSgrantsBONUS_GIVE_TRAIT_INFECTEDaeAddTraits: TRAIT_INFECTEDBONUS_EVENTOPTION_CALAMITIES_PLAGUE_FESTIVAL_SIN_FAMILY_NEGMemory MEMORYFAMILY_PLAGUE_FESTIVAL_SIN_NEGBONUS_EVENTOPTION_CALAMITIES_PLAGUE_FESTIVAL_SIN_FAMILY_POSMemory MEMORYFAMILY_PLAGUE_FESTIVAL_SIN_POSBONUS_EVENTOPTION_CALAMITIES_PLAGUE_FESTIVAL_SIN_FAMILY_POSMemory MEMORYFAMILY_PLAGUE_FESTIVAL_SIN_POS↳ may trigger: Plague-Ridden, A Plague Upon Us◇ grants a memory no event currently keys off
- ▸ [rival] must remain united while we deal with this tragedy.Remembered (all families): Focused on solutions in handling a plague (+20 opinion for 20 turns)(no event currently keys off this)Gain trait: Infectedgated byLeaderSubject SUBJECT_CHARACTER_SEVEN_VIRTUESgrantsBONUS_EVENTOPTION_CALAMITIES_PLAGUE_FESTIVAL_VIRTUE_LEADERMemoryAllFamilies MEMORYFAMILY_PLAGUE_FESTIVAL_VIRTUE_POSBONUS_GIVE_TRAIT_INFECTEDaeAddTraits: TRAIT_INFECTED↳ may trigger: Plague-Ridden, A Plague Upon Us◇ grants a memory no event currently keys off
Before the Dark Wall
- ▸
Order the farmers to work through the storm to save what
food they can.
+30Food+10/city↗ turn grantsBONUS_LOSE_CITIZEN_1iCitizens -1BONUS_FOOD_GAIN_SMALLaiGlobalYieldsBase: YIELD_FOOD=30aiGlobalYieldsPer: YIELD_FOOD=10 - ▸ The people should take shelter.
+60Happinesseach city↗ turn grantsBONUS_PILLAGE_IMPROVEMENTbPillageImprovement 1BONUS_HAPPINESS_GAIN_SMALLaiCityYields: YIELD_HAPPINESS=60
Blindness
- ▸ This is a terrible inconvenience.Gain trait: BlindedLeader relationship: Estranged FromgrantsBONUS_EVENTOPTION_CALAMITIES_SANDSTORM_BLINDNESS_INCONVENIENCE_CHARACTERaeBonuses: BONUS_GIVE_TRAIT_BLINDED, BONUS_LEADER_ESTRANGED_FROM
- ▸ See that [character] is compensated for his sacrifice.
-120Money-30/city↗ turnRemembered: Provided care following my injury from a sandstormGain trait: BlindedLeader relationship: Influenced By grantsBONUS_MONEY_LOSS_SMALLaiGlobalYieldsBase: YIELD_MONEY=-120aiGlobalYieldsPer: YIELD_MONEY=-30BONUS_EVENTOPTION_CALAMITIES_SANDSTORM_BLINDNESS_COMPENSATE_CHARACTERMemory MEMORYCHARACTER_SANDSTORM_BLINDNESS_CAREaeBonuses: BONUS_GIVE_TRAIT_BLINDED, BONUS_LEADER_INFLUENCED_BY◇ may enable: [event] Ready - ▸ Gather [rival]’s most skilled healers. [character] must recover from this.Remembered: Provided care following my injury from a sandstorm
-240Money-60/city↗ turn+40 XP to the character
-3Orders↗ turnGain a random traitLeader relationship: Endeared To grantsBONUS_EVENTOPTION_CALAMITIES_SANDSTORM_BLINDNESS_HEAL_LEADERMemory MEMORYCHARACTER_SANDSTORM_BLINDNESS_CAREaeBonuses: BONUS_MONEY_LOSS_LARGE, BONUS_XP_CHARACTER_AVERAGE, BONUS_ORDERS_LOSS_TINYBONUS_EVENTOPTION_CALAMITIES_SANDSTORM_BLINDNESS_HEAL_CHARACTERaeRandomTraitDelay: TRAIT_TOUGH, TRAIT_SCARRED, TRAIT_BLINDEDaeRandomTraitText: TEXT_BONUS_EVENTOPTION_CALAMITIES_SANDSTORM_BLINDNESS_HEAL_TOUGH, TEXT_BONUS_EVENTOPTION_CALAMITIES_SANDSTORM_BLINDNESS_HEAL_SCARRED, TEXT_BONUS_EVENTOPTION_CALAMITIES_SANDSTORM_BLINDNESS_HEAL_BLINDEDaeBonuses: BONUS_LEADER_ENDEARED_TO◇ may enable: [event] Ready
Brush Fire
- ▸ Ready the land for farming.
-4Orders↗ turn grantsBONUS_EVENTOPTION_CALAMITIES_WILDFIRE_SCRUB_SORGHUM_TILESetResource RESOURCE_SORGHUMBONUS_ORDERS_LOSS_SMALLaiGlobalYieldsBase: YIELD_ORDERS=-4 - ▸ Import Camel to graze once the seasons bring life back to the burned land.
-160Money-40/city↗ turn grantsBONUS_EVENTOPTION_CALAMITIES_WILDFIRE_SCRUB_CAMEL_TILESetResource RESOURCE_CAMELBONUS_MONEY_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=-160aiGlobalYieldsPer: YIELD_MONEY=-40 - ▸ Leave the area as it is, that the
forest might reclaim it. grantsBONUS_EVENTOPTION_CALAMITIES_WILDFIRE_SCRUB_TREES_TILESetVegetation VEGETATION_TREES_CUT
Buried
- ▸ Offer condolences to the [family].-1 CourageRemembered: Offered condolences following a tragic death (+20 opinion for 20 turns)(no event currently keys off this)grantsBONUS_LOSE_COURAGE_1aiRatings: RATING_COURAGE=-1BONUS_EVENTOPTION_CALAMITIES_EARTHQUAKE_IMPRISONED_CONDOLENCES_FAMILYMemory MEMORYFAMILY_EARTHQUAKE_PRISONER_CONDOLENCES◇ grants a memory no event currently keys off
- ▸ Divine forces are beyond my control.+1 DisciplineRemembered: Denied responsibility following a tragic death (-20 opinion for 40 turns)(no event currently keys off this)gated byPlayerSubject SUBJECT_PLAYER_NO_STATE_RELIGIONgrantsBONUS_GAIN_DISCIPLINE_1aiRatings: RATING_DISCIPLINE=1BONUS_EVENTOPTION_CALAMITIES_EARTHQUAKE_IMPRISONED_NOFAULT_FAMILYMemory MEMORYFAMILY_EARTHQUAKE_PRISONER_NOFAULT◇ grants a memory no event currently keys off
- ▸ Pay them off to keep them quiet.
-160Money-40/city↗ turn grantsBONUS_MONEY_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=-160aiGlobalYieldsPer: YIELD_MONEY=-40 - ▸ Make known your plan to rebuild the prison with room for many [family].
+3Orders↗ turn gated byLeaderSubject SUBJECT_CHARACTER_TERRIFYINGgrantsBONUS_ORDERS_GAIN_TINYaiGlobalYieldsBase: YIELD_ORDERS=3
Carried Away
⛓ Follows from: High Water
- ▸ Spare no effort in searching for the missing.
-60Training-15/city↗ turn
-120Money-30/city↗ turn grantsBONUS_TRAINING_LOSS_SMALLaiGlobalYieldsBase: YIELD_TRAINING=-60aiGlobalYieldsPer: YIELD_TRAINING=-15BONUS_MONEY_LOSS_SMALLaiGlobalYieldsBase: YIELD_MONEY=-120aiGlobalYieldsPer: YIELD_MONEY=-30 - ▸ [city] must handle its own affairs.
+120Discontenteach city↗ turn grantsBONUS_DISCONTENT_GAIN_LARGEaiCityYields: YIELD_DISCONTENT=120
Caught in the Flames
- ▸ [character] should have been better prepared.-1 CharismaGain trait: Severely WoundedgrantsBONUS_LOSE_CHARISMA_1aiRatings: RATING_CHARISMA=-1BONUS_CHARACTER_SEVERELY_WOUNDEDaeAddTraits: TRAIT_SEVERELY_WOUNDED
- ▸ Request that he receive adequate care.
-120Money-30/city↗ turnGain trait: WoundedLeader relationship: Influenced By grantsBONUS_MONEY_LOSS_SMALLaiGlobalYieldsBase: YIELD_MONEY=-120aiGlobalYieldsPer: YIELD_MONEY=-30BONUS_EVENTOPTION_CALAMITIES_WILDFIRE_BURNED_WOUNDED_CHARACTERaeBonuses: BONUS_CHARACTER_WOUNDED, BONUS_LEADER_INFLUENCED_BY - ▸ Task our finest healers with [character]’s recovery.
-4Orders↗ turn
-160Money-40/city↗ turnGain trait: CompassionateGain trait: ScarredLeader relationship: Endeared To grantsBONUS_EVENTOPTION_CALAMITIES_WILDFIRE_BURNED_SCARRED_LEADERaeBonuses: BONUS_ORDERS_LOSS_SMALL, BONUS_MONEY_LOSS_AVERAGE, BONUS_GIVE_TRAIT_COMPASSIONATEBONUS_EVENTOPTION_CALAMITIES_WILDFIRE_BURNED_SCARRED_CHARACTERaeBonuses: BONUS_GIVE_TRAIT_SCARRED, BONUS_LEADER_ENDEARED_TO
Cruel Gods
⛓ Follows from: There is Yet Time
- ▸ You shall have the authority to root out those that the gods cannot abide.Leader relationship: Conspiring With-4 Legitimacy
+40Discontenteach city↗ turn grantsBONUS_LEADER_CONSPIRING_WITHAddLeaderRelationship RELATIONSHIP_CONSPIRING_WITHBONUS_HUNT_FOR_HERETICSiLegitimacy -4BONUS_HUNT_FOR_HERETICS_DISCONTENTaeAllCityBonuses: BONUS_DISCONTENT_GAIN_TINY - ▸ Go back to your crumbling shrines, [character]. I will not be taking your council in future.Gain trait: SlightedgrantsBONUS_GIVE_TRAIT_SLIGHTEDaeAddTraits: TRAIT_SLIGHTED
Dark Ash
- ▸ Send building supplies to help with repairs.Remembered: Sent aid following a Volcanic Eruption (+20 opinion for 40 turns)(no event currently keys off this)
-20Wood-5/city↗ turn
-30Stone-10/city↗ turn grantsBONUS_EVENTOPTION_CALAMITIES_ERUPTION_AID_FAMILYMemory MEMORYFAMILY_ERUPTION_AIDBONUS_EVENTOPTION_CALAMITIES_ERUPTION_AID_SUPPLIES_LEADERaeBonuses: BONUS_WOOD_LOSS_TINY, BONUS_STONE_LOSS_SMALL◇ grants a memory no event currently keys off - ▸ Deliver
food to get the [family] through the coming winter. Remembered: Sent aid following a Volcanic Eruption (+20 opinion for 40 turns)(no event currently keys off this)
-50Food-15/city↗ turn grantsBONUS_EVENTOPTION_CALAMITIES_ERUPTION_AID_FAMILYMemory MEMORYFAMILY_ERUPTION_AIDBONUS_FOOD_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_FOOD=-50aiGlobalYieldsPer: YIELD_FOOD=-15◇ grants a memory no event currently keys off - ▸ We have nothing to spare, but invite displaced citizens to resettle in the capital.grantsBONUS_LOSE_CITIZEN_1iCitizens -1BONUS_ADD_CITIZEN_1iCitizens 1
Death Sentence
- ▸
Order, above all, must be maintained. Free law: Tyranny
+60Discontenteach city↗ turn1 rebel unit appear grantsBONUS_FREE_LAW_TYRANNYFreeLaw LAW_TYRANNYBONUS_EVENTOPTION_CALAMITIES_PLAGUE_REBELS_TYRANNY_CITYaeBonuses: BONUS_DISCONTENT_GAIN_SMALL, BONUS_REBEL_UNITS_1 - ▸ Raise a guard to deal with the miscreants.
-40Training-10/city↗ turn+1 Levy unit1 rebel unit appear grantsBONUS_TRAINING_LOSS_TINYaiGlobalYieldsBase: YIELD_TRAINING=-40aiGlobalYieldsPer: YIELD_TRAINING=-10BONUS_EVENTOPTION_CALAMITIES_PLAGUE_REBELS_MILITIA_CITYaeBonuses: BONUS_UNITCLASS_LEVY, BONUS_REBEL_UNITS_1 - ▸ I haven’t the time for such affairs.
+4Orders↗ turn1 rebel unit appearRemembered: Ignored the lawlessness in our City during a Plague (-20 opinion for 20 turns)(no event currently keys off this) grantsBONUS_ORDERS_GAIN_SMALLaiGlobalYieldsBase: YIELD_ORDERS=4BONUS_REBEL_UNITS_1iRebelUnits 1BONUS_EVENTOPTION_EVENTOPTION_CALAMITIES_PLAGUE_REBELS_IGNORE_FAMILYMemory MEMORYFAMILY_PLAGUE_REBELS_IGNORE◇ grants a memory no event currently keys off
Desperation
- ▸ Perhaps we can appease the raiders with an offer of
Food.
-30Food-10/city↗ turn grantsBONUS_FOOD_LOSS_SMALLaiGlobalYieldsBase: YIELD_FOOD=-30aiGlobalYieldsPer: YIELD_FOOD=-10 - ▸ To arms. They will not take what is ours!+1 Levy unitgrantsBONUS_EVENTOPTION_CALAMITIES_DROUGHT_START_DISTANT_RAID_LEVY_CITYbDistantRaid 1aeBonuses: BONUS_UNITCLASS_LEVY
- ▸ It seems we are not the only ones suffering from the [event].Gain trait: CompassionategrantsBONUS_EVENTOPTION_DISTANT_RAIDbDistantRaid 1BONUS_GIVE_TRAIT_COMPASSIONATEaeAddTraits: TRAIT_COMPASSIONATE
Devastation
⛓ Follows from: Peak Paranoia
- ▸ Resolve50%
-120Money-30/city↗ turn 50%
-120Money-30/city↗ turn grants50% BONUS_ADD_SLUMSAddImprovement IMPROVEMENT_SLUMS50% BONUS_MONEY_LOSS_SMALLaiGlobalYieldsBase: YIELD_MONEY=-120aiGlobalYieldsPer: YIELD_MONEY=-3050% BONUS_MONEY_LOSS_SMALLaiGlobalYieldsBase: YIELD_MONEY=-120aiGlobalYieldsPer: YIELD_MONEY=-30 - ▸ Overcrowding is the least of the issues in [city].grantsBONUS_LOSE_CITIZEN_1iCitizens -1
Distant Storm
- ▸ Send [character] to learn more about this phenomenon.
+40Science+10/city↗ turnGain trait: ExploringRemembered: Started Explore Recently (2 turns) grantsBONUS_SCIENCE_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_SCIENCE=40aiGlobalYieldsPer: YIELD_SCIENCE=10BONUS_GIVE_TRAIT_EXPLORINGMemory MEMORYCHARACTER_STARTED_EXPLORE_RECENTLYaeAddTraits: TRAIT_EXPLORING - ▸ This does not affect us.+1 DisciplinegrantsBONUS_GAIN_DISCIPLINE_1aiRatings: RATING_DISCIPLINE=1
- ▸ Give a speech to reassure the people of our safety.Remembered (all families): Reassured us that we are safe from the elements (+20 opinion for 20 turns)(no event currently keys off this)gated byLeaderSubject SUBJECT_HIGH_CHARISMAgrantsBONUS_EVENTOPTION_CALAMITIES_SANDSTORM_DISTANT_SPEECH_PLAYERMemoryAllFamilies MEMORYFAMILY_SANDSTORM_DISTANT◇ grants a memory no event currently keys off
- ▸ Maybe we should be afraid! Call an emergency meeting.
+40Civics+10/city↗ turn
-3Orders↗ turn gated byLeaderSubject SUBJECT_CHARACTER_WEAKgrantsBONUS_CIVICS_GAIN_SMALLaiGlobalYieldsBase: YIELD_CIVICS=40aiGlobalYieldsPer: YIELD_CIVICS=10BONUS_ORDERS_LOSS_TINYaiGlobalYieldsBase: YIELD_ORDERS=-3
Distant Waves
- ▸ Agree to provide the resources if [character] will give us military aid.+1 Elite Marauder
-20Wood-5/city↗ turn
-30Stone-10/city↗ turn grantsBONUS_EVENTOPTION_CALAMITIES_TSUNAMI_NEIGHBOUR_TRIBE_MILITARY_PLAYERbMercenaryUnit 1aiUnits: UNIT_MARAUDER_2=1aeBonuses: BONUS_WOOD_LOSS_TINY, BONUS_STONE_LOSS_SMALL - ▸ We can provide assistance in exchange for a tribute of
Food.
-20Wood-5/city↗ turn
-30Stone-10/city↗ turn grantsBONUS_TRIBUTE_RECEIVE_FOOD_SMALLaiYieldsTributeBase: YIELD_FOOD=50aiYieldsTributePerThem: YIELD_FOOD=10BONUS_EVENTOPTION_CALAMITIES_TSUNAMI_NEIGHBOUR_TRIBE_TRIBUTE_PLAYERaeBonuses: BONUS_WOOD_LOSS_TINY, BONUS_STONE_LOSS_SMALL - ▸ [character] need only ask.Leader relationship: Endeared To
-20Wood-5/city↗ turn
-30Stone-10/city↗ turn grantsBONUS_LEADER_ENDEARED_TOAddLeaderRelationship RELATIONSHIP_ENDEARED_TOBONUS_EVENTOPTION_CALAMITIES_TSUNAMI_NEIGHBOUR_TRIBE_GIFT_PLAYERaeBonuses: BONUS_WOOD_LOSS_TINY, BONUS_STONE_LOSS_SMALL - ▸ We are in no position to offer help.Leader relationship: Disappointed With+1 DisciplinegrantsBONUS_LEADER_DISAPPOINTED_WITHAddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITHBONUS_GAIN_DISCIPLINE_1aiRatings: RATING_DISCIPLINE=1
Down River
- ▸ Send the needed supplies to rebuild once the flood has subsided.
-8Wood-2/city↗ turn grantsBONUS_WOOD_LOSS_MINIMALaiGlobalYieldsBase: YIELD_WOOD=-8aiGlobalYieldsPer: YIELD_WOOD=-2 - ▸ Perhaps that land should be repurposed.
+30Wood+10/city↗ turn grantsBONUS_TILE_CLEAR_IMPROVEMENTbClearImprovement 1BONUS_WOOD_GAIN_SMALLaiGlobalYieldsBase: YIELD_WOOD=30aiGlobalYieldsPer: YIELD_WOOD=10 - ▸ Now is a good time to build it back stronger.Begin project: Improved Hydraulics+20 XP to the charactergated byLeaderSubject SUBJECT_CHARACTER_URBANgrantsBONUS_EVENTOPTION_CALAMITIES_FLOOD_START_WATERMILL_URBAN_CITYaeAddProjects: PROJECT_IMPROVED_HYDRAULICSBONUS_XP_CHARACTER_SMALLiXPCharacter 20
Drought Adept
⛓ Follows from: Iron Signs
- ▸ Very well. Let’s see what [character] can do.Begin project: Drought Acclimation
-60Training-15/city↗ turn grantsBONUS_EVENTOPTION_CALAMITIES_DROUGHT_TRAINING_OK_CITYaeAddProjects: PROJECT_DROUGHT_TRAININGBONUS_TRAINING_LOSS_SMALLaiGlobalYieldsBase: YIELD_TRAINING=-60aiGlobalYieldsPer: YIELD_TRAINING=-15 - ▸ There are better ways to prepare for a drought.Leader relationship: Disappointed WithBegin project: Grain SilograntsBONUS_LEADER_DISAPPOINTED_WITHAddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITHBONUS_PROJECT_GRAIN_SILOaeAddProjects: PROJECT_GRAIN_SILO
- ▸ Our armies would see greater benefit from conventional
training. Gain a Officer
-60Training-15/city↗ turn gated byLeaderSubject SUBJECT_CHARACTER_ARCHETYPE_MARTIALgrantsBONUS_EVENTOPTION_CALAMITIES_DROUGHT_TRAINING_MARTIAL_CITYaeAddSpecialistClasses: SPECIALISTCLASS_OFFICERBONUS_TRAINING_LOSS_SMALLaiGlobalYieldsBase: YIELD_TRAINING=-60aiGlobalYieldsPer: YIELD_TRAINING=-15
Fire Rages
⛓ Follows from: Tinderbox
- ▸ Resolve50%
-120Money-30/city↗ turn 50%
-120Money-30/city↗ turn grants50% BONUS_ADD_SLUMSAddImprovement IMPROVEMENT_SLUMS50% BONUS_MONEY_LOSS_SMALLaiGlobalYieldsBase: YIELD_MONEY=-120aiGlobalYieldsPer: YIELD_MONEY=-3050% BONUS_MONEY_LOSS_SMALLaiGlobalYieldsBase: YIELD_MONEY=-120aiGlobalYieldsPer: YIELD_MONEY=-30 - ▸ Let them go where they can.grantsBONUS_LOSE_CITIZEN_1iCitizens -1
Flood Work
- ▸ Push forward and finish the job quickly.grantsBONUS_TILE_BUILD_TURNS_REMOVE_1iBuildTurns -1BONUS_DAMAGE_UNIT_MEDIUMiHPUnit -7
- ▸ Stop work for now and return when it’s safe.
+20Happinesseach city↗ turn grantsBONUS_TILE_BUILD_TURNS_ADD_1iBuildTurns 1BONUS_HAPPINESS_GAIN_MINIMALaiCityYields: YIELD_HAPPINESS=20 - ▸ Dispatch more workers to get the job done safely and on time.
-160Money-40/city↗ turn+1 Worker gated byLeaderSubject SUBJECT_CHARACTER_URBANgrantsBONUS_EVENTOPTION_CALAMITIES_FLOOD_START_WORKER_URBAN_CITYaeBonuses: BONUS_MONEY_LOSS_AVERAGE, BONUS_UNIT_WORKER
Food Rations
- ▸ We may yet face another [event]. It is best to conserve
Food stores.
+80Discontenteach city↗ turn+1 Discipline grantsBONUS_DISCONTENT_GAIN_AVERAGEaiCityYields: YIELD_DISCONTENT=80BONUS_GAIN_DISCIPLINE_1aiRatings: RATING_DISCIPLINE=1 - ▸ The [event] has passed. Let the people eat.
+80Happinesseach city↗ turn grantsBONUS_EVENTOPTION_CALAMITIES_DROUGHT_FOOD_RATIONS_END_CITYaeRemoveProjects: PROJECT_FOOD_RATIONSaeBonuses: BONUS_HAPPINESS_GAIN_AVERAGE - ▸ Let’s join the citizens and celebrate [city]’s return to prosperity!
-30Food-10/city↗ turn gated byLeaderSubject SUBJECT_CHARACTER_CARNALgrantsBONUS_EVENTOPTION_CALAMITIES_DROUGHT_FOOD_RATIONS_FESTIVAL_CITYaeRemoveProjects: PROJECT_FOOD_RATIONSaeCultureProject: CULTURE_WEAK, CULTURE_DEVELOPING, CULTURE_STRONG, CULTURE_LEGENDARYBONUS_FOOD_LOSS_SMALLaiGlobalYieldsBase: YIELD_FOOD=-30aiGlobalYieldsPer: YIELD_FOOD=-10 - ▸ Arrest the beggars and cut their rations for a month.
+80Discontenteach city↗ turn+2 Legitimacy
+50Food+15/city↗ turn gated byIndexSubjectgrantsBONUS_DISCONTENT_GAIN_AVERAGEaiCityYields: YIELD_DISCONTENT=80BONUS_EVENTOPTION_CALAMITIES_DROUGHT_FOOD_RATIONS_TYRANNY_PLAYERiLegitimacy 2aeBonuses: BONUS_FOOD_GAIN_AVERAGE
Fortified
- ▸ Not all military experience is born in battle.grantsBONUS_XP_UNIT_AVERAGEiXPUnit 40
- ▸ See that they have some time to recover.grantsBONUS_HEAL_UNIT_LOWiHPUnit 5
From the Sands
- ▸ Dig in. Defense is the only option here.grantsBONUS_UNIT_PROMOTION_GUARD1aeEffectUnits: EFFECTUNIT_GUARD1
- ▸ Strike first, before they can surround us.grantsBONUS_UNIT_PROMOTION_STRIKE1aeEffectUnits: EFFECTUNIT_STRIKE1
Guard’s Quarry
- ▸
Order the guards to chase down and capture the escaped slaves.
+60Discontenteach city↗ turn+1 Discipline grantsBONUS_DISCONTENT_GAIN_SMALLaiCityYields: YIELD_DISCONTENT=60BONUS_GAIN_DISCIPLINE_1aiRatings: RATING_DISCIPLINE=1 - ▸ Send additional aid to help rescue those trapped.
+60Happinesseach city↗ turn
-3Orders↗ turn grantsBONUS_HAPPINESS_GAIN_SMALLaiCityYields: YIELD_HAPPINESS=60BONUS_ORDERS_LOSS_TINYaiGlobalYieldsBase: YIELD_ORDERS=-3 - ▸ I’m sure we can find new volunteers.Begin project: Forced Laborgated byLeaderSubject SUBJECT_CHARACTER_VILLAINOUSgrantsBONUS_PROJECT_FORCED_LABORaeAddProjects: PROJECT_FORCED_LABOR
Misanchored
- ▸
Order [character] to take some time off for sailing lessons. +1 Charisma+1 WisdomgrantsBONUS_GAIN_CHARISMA_1aiRatings: RATING_CHARISMA=1BONUS_EVENTOPTION_CALAMITIES_HURRICANE_START_ANCHOR_TRAIN_CHARACTERaeBonuses: BONUS_GAIN_WISDOM_1, BONUS_RELEASE_GENERAL - ▸ Replace [character] at once with a more competent general.+1 DisciplineLeader relationship: Disappointed WithgrantsBONUS_GAIN_DISCIPLINE_1aiRatings: RATING_DISCIPLINE=1BONUS_LEADER_DISAPPOINTED_WITHAddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITHBONUS_EVENTOPTION_CALAMITIES_HURRICANE_START_ANCHOR_REPLACE_CHARACTERiGeneralOfSubject 1
- ▸ It might have happened to anyone.-2 LegitimacygrantsBONUS_EVENTOPTION_CALAMITIES_HURRICANE_START_ANCHOR_OK_LEADERiLegitimacy -2
People of [city]
- ▸ Very well. Send [religion] to [city].
-120Money-30/city↗ turn grantsBONUS_MONEY_LOSS_SMALLaiGlobalYieldsBase: YIELD_MONEY=-120aiGlobalYieldsPer: YIELD_MONEY=-30BONUS_EVENTOPTION_CALAMITIES_SANDSTORM_AD_SPREAD_RELIGIONiSpreadToSubject 2 - ▸ This is a tragedy, to be sure, but not due to lack of faith.Leader relationship: Disappointed With+1 WisdomgrantsBONUS_LEADER_DISAPPOINTED_WITHAddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITHBONUS_GAIN_WISDOM_1aiRatings: RATING_WISDOM=1
- ▸ I saw this coming. Join [character] in [city] at once.Leader relationship: Endeared To
-2Orders↗ turn gated byLeaderSubject SUBJECT_CHARACTER_RELIGIOUSgrantsBONUS_EVENTOPTION_CALAMITIES_SANDSTORM_AD_SPREAD_RELIGIONiSpreadToSubject 2BONUS_LEADER_ENDEARED_TOAddLeaderRelationship RELATIONSHIP_ENDEARED_TOBONUS_ORDERS_LOSS_MINIMALaiGlobalYieldsBase: YIELD_ORDERS=-2
Recovery Efforts
- ▸ Enlist a workforce to help rebuild.+1 WorkergrantsBONUS_UNIT_WORKERaiUnits: UNIT_WORKER=1
- ▸ Salvage what we can from the rubble.
+50Stone+15/city↗ turn
+20Wood+5/city↗ turn grantsBONUS_STONE_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_STONE=50aiGlobalYieldsPer: YIELD_STONE=15BONUS_WOOD_GAIN_TINYaiGlobalYieldsBase: YIELD_WOOD=20aiGlobalYieldsPer: YIELD_WOOD=5 - ▸ All efforts must be focused on restoring [city].+1 HP to the citygrantsBONUS_PROJECT_REPAIRSiHPCity 1iHPCityPercent 10
- ▸ Reach out to our neighbors to see if they require assistance.Remembered (all families): Prioritized foreign aid during recovery efforts (-20 opinion for 20 turns)(no event currently keys off this)Remembered (all rivals): Provided aid following a natural disaster (+20 opinion for 20 turns)(no event currently keys off this)Gain trait: Compassionate
-3Orders↗ turn grantsBONUS_EVENTOPTION_CALAMITIES_EARTHQUAKE_RECOVERY_EFFORTS_NEIGHBOURSMemoryAllPlayers MEMORYPLAYER_RECOVERY_EFFORTSMemoryAllFamilies MEMORYFAMILY_RECOVERY_EFFORTSaeBonuses: BONUS_GIVE_TRAIT_COMPASSIONATE, BONUS_ORDERS_LOSS_TINY◇ grants a memory no event currently keys off
River Surge
- ▸ Ensure the safety of the common folk.
+80Happinesseach city↗ turnRemembered: Prioritized commoners during a flood (-40 opinion for 20 turns)(no event currently keys off this) grantsBONUS_HAPPINESS_GAIN_AVERAGEaiCityYields: YIELD_HAPPINESS=80BONUS_EVENTOPTION_CALAMITIES_FLOOD_START_WALLS_COMMON_FAMILYMemory MEMORYFAMILY_FLOOD_WALLS_COMMON◇ grants a memory no event currently keys off - ▸ See that our nobles and their possessions are safe.
+80Discontenteach city↗ turnRemembered: Prioritized us during a flood (+40 opinion for 20 turns)(no event currently keys off this) grantsBONUS_DISCONTENT_GAIN_AVERAGEaiCityYields: YIELD_DISCONTENT=80BONUS_EVENTOPTION_CALAMITIES_FLOOD_START_WALLS_NOBLE_FAMILYMemory MEMORYFAMILY_FLOOD_WALLS_NOBLE◇ grants a memory no event currently keys off - ▸ No need. The city’s Walls will protect all.
+40Happinesseach city↗ turnRemembered: Walls protected our City during a Flood (+20 opinion for 20 turns)(no event currently keys off this) gated byIndexSubjectgrantsBONUS_HAPPINESS_GAIN_TINYaiCityYields: YIELD_HAPPINESS=40BONUS_EVENTOPTION_CALAMITIES_FLOOD_START_WALLS_WALLS_FAMILYMemory MEMORYFAMILY_FLOOD_WALLS_WALLS◇ grants a memory no event currently keys off
Roaring Darkness
⛓ Follows from: A Feeling On the Wind
- ▸ We must brave the storm, to find those trapped without shelter.
-60Training-15/city↗ turn grantsBONUS_TRAINING_LOSS_SMALLaiGlobalYieldsBase: YIELD_TRAINING=-60aiGlobalYieldsPer: YIELD_TRAINING=-15 - ▸ Resolve100%0%
+120Discontenteach city↗ turn grants100% BONUS_LOSE_CITIZEN_1iCitizens -1100% BONUS_BALK_AT_SANDSTORMaiTraitProbDelay: TRAIT_TIMID=250% BONUS_DISCONTENT_GAIN_LARGEaiCityYields: YIELD_DISCONTENT=1200% BONUS_BALK_AT_SANDSTORMaiTraitProbDelay: TRAIT_TIMID=25
Sandborn
- ▸ Honor the [unit] with a fitting name.grantsBONUS_EVENTOPTION_CALAMITIES_SANDSTORM_SANDBORN_NAME_UNITUnitName TEXT_BONUS_EVENTOPTION_CALAMITIES_SANDSTORM_SANDBORN_NAME_UNITaeEffectUnits: EFFECTUNIT_NOMAD
- ▸ Have these desert warriors lead military drills with our other troops.
+80Training+20/city↗ turn grantsBONUS_TRAINING_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_TRAINING=80aiGlobalYieldsPer: YIELD_TRAINING=20
Sheep on the Run
- ▸ Corral the beasts where they are to keep them in place.
-20Wood-5/city↗ turn grantsBONUS_WOOD_LOSS_TINYaiGlobalYieldsBase: YIELD_WOOD=-20aiGlobalYieldsPer: YIELD_WOOD=-5 - ▸
Sheep? Why are you bothering me with this?
+2Orders↗ turn grantsBONUS_ORDERS_GAIN_MINIMALaiGlobalYieldsBase: YIELD_ORDERS=2 - ▸ Spread out the herd so as not to overwork the land.gated byLeaderSubject SUBJECT_CHARACTER_STEWARD_OF_THE_LANDgrantsBONUS_EVENTOPTION_CALAMITIES_FLOOD_START_SET_SHEEPSetResource RESOURCE_SHEEP
Snakes on a Plain
- ▸ The [family] are being paranoid. The snakes are just looking for moisture and shade.+1 WisdomRemembered: Ignored our warning that snakes are a bad omen (-40 opinion for 20 turns)(no event currently keys off this)grantsBONUS_GAIN_WISDOM_1aiRatings: RATING_WISDOM=1BONUS_EVENTOPTION_CALAMITIES_DROUGHT_SNAKES_SKEPTIC_FAMILYMemory MEMORYFAMILY_DENIED_SNAKE_OMEN◇ grants a memory no event currently keys off
- ▸ Offer sacrifices to in the hopes that this scourge is cleansed from the land.
-30Food-10/city↗ turnRemembered: Offered sacrifice to ward off snakes (+40 opinion for 20 turns)(no event currently keys off this) grantsBONUS_FOOD_LOSS_SMALLaiGlobalYieldsBase: YIELD_FOOD=-30aiGlobalYieldsPer: YIELD_FOOD=-10BONUS_EVENTOPTION_CALAMITIES_DROUGHT_SNAKES_OMEN_FAMILYMemory MEMORYFAMILY_ACCEPTED_SNAKE_OMEN◇ grants a memory no event currently keys off - ▸ It is clear that the snakes worship me as their King!-1 Charisma+1 Couragegated byLeaderSubject SUBJECT_CHARACTER_WEAKgrantsBONUS_EVENTOPTION_CALAMITIES_DROUGHT_SNAKES_LEADERSetTitle TITLE_SNAKE_RULERaeBonuses: BONUS_LOSE_CHARISMA_1, BONUS_GAIN_COURAGE_1
Stewards of the Land
- ▸ Offer to trade
Wood in return for
Food. Remembered: Offered trade in return for our assistance (+20 opinion for 20 turns)(no event currently keys off this)
-30Wood-10/city↗ turn
+50Food+15/city↗ turn grantsBONUS_EVENTOPTION_CALAMITIES_DROUGHT_STEWARDS_TRADE_TRIBEMemory MEMORYTRIBE_OFFERED_TRADEBONUS_EVENTOPTION_CALAMITIES_DROUGHT_STEWARDS_TRADE_PLAYERaeBonuses: BONUS_WOOD_LOSS_SMALL, BONUS_FOOD_GAIN_AVERAGE◇ grants a memory no event currently keys off - ▸ We have nothing to offer, but thank the [tribe] for their help.
+20Food+5/city↗ turn grantsBONUS_FOOD_GAIN_TINYaiGlobalYieldsBase: YIELD_FOOD=20aiGlobalYieldsPer: YIELD_FOOD=5 - ▸ Invite a [tribe] Steward Of The Land to live among us so that we might learn their ways.Gain a Court Ministergated byIndexSubjectgrantsBONUS_MAKE_GREAT_MINISTERMakeCourtier COURTIER_MINISTER
- ▸ Detain the representatives and find out the location of their
food caches. Remembered: Detained our people and stole our food (-80 opinion for 40 turns)(no event currently keys off this)
+100Food+35/city↗ turn gated byLeaderSubject SUBJECT_CHARACTER_VILLAINOUSgrantsBONUS_EVENTOPTION_CALAMITIES_DROUGHT_STEWARDS_DETAIN_PLAYERMemory MEMORYTRIBE_STOLE_FOOD_CACHEBONUS_FOOD_GAIN_HUGEaiGlobalYieldsBase: YIELD_FOOD=100aiGlobalYieldsPer: YIELD_FOOD=35◇ grants a memory no event currently keys off
Stormbound
- ▸ I will bring the fool back myself.Remembered: Hurricane Rescue CouragegrantsBONUS_EVENTOPTION_CALAMITIES_HURRICANE_START_HEIR_COURAGE_LEADERMemory MEMORYCHARACTER_HURRICANE_RESCUE_COURAGE◇ may enable: [character] Lost, Dark Waves
- ▸ Find a way to signal for the errant ship’s return.Remembered: Hurricane Rescue WisdomRemembered: Hurricane Missing Heir FriendgrantsBONUS_EVENTOPTION_CALAMITIES_HURRICANE_START_HEIR_WISDOM_LEADERMemory MEMORYCHARACTER_HURRICANE_RESCUE_WISDOMBONUS_HURRICANE_MISSING_HEIR_FRIENDMemory MEMORYCHARACTER_HURRICANE_MISSING_HEIR_FRIEND◇ may enable: [character] Lost, Glow in the Dark
- ▸ [character] is on his own.+1 Discipline-1 CharismagrantsBONUS_EVENTOPTION_CALAMITIES_HURRICANE_START_HEIR_NO_LEADERaeBonuses: BONUS_GAIN_DISCIPLINE_1, BONUS_LOSE_CHARISMA_1
Taken by the Sea
- ▸ We must learn from this tragedy.+20 XP to the charactergrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20
- ▸ Set aside a day to honor those lost.
-3Orders↗ turnRemembered: Honored our general who was swept out to sea (+20 opinion for 40 turns)(no event currently keys off this) gated byLeaderSubject SUBJECT_CHARACTER_HONORABLEgrantsBONUS_ORDERS_LOSS_TINYaiGlobalYieldsBase: YIELD_ORDERS=-3BONUS_EVENTOPTION_CALAMITIES_TSUNAMI_MISSING_HONOR_FAMILYMemory MEMORYFAMILY_TSUNAMI_MISSING_HONOR◇ grants a memory no event currently keys off - ▸ Though unfortunate, this is a very timely distraction.
+160Money+40/city↗ turn gated byLeaderSubject SUBJECT_CHARACTER_VILLAINOUSgrantsBONUS_MONEY_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=160aiGlobalYieldsPer: YIELD_MONEY=40 - ▸ We must do better lest we face further punishment.
+3Orders↗ turnProgress ambition: Four MonasteryRemembered: Recent Ambition (7 turns) gated byLeaderSubject SUBJECT_CHARACTER_RELIGIOUSgrantsBONUS_EVENTOPTION_CALAMITIES_TSUNAMI_MISSING_MONASTERY_LEADERaeBonuses: BONUS_ORDERS_GAIN_TINY, BONUS_AMBITION_FOUR_MONASTERY - ▸ We must do better lest we face further punishment.
+3Orders↗ turnProgress ambition: Four TempleRemembered: Recent Ambition (7 turns) gated byLeaderSubject SUBJECT_CHARACTER_RELIGIOUSgrantsBONUS_EVENTOPTION_CALAMITIES_TSUNAMI_MISSING_TEMPLE_LEADERaeBonuses: BONUS_ORDERS_GAIN_TINY, BONUS_AMBITION_FOUR_TEMPLE - ▸ We must do better lest we face further punishment.
+3Orders↗ turnProgress ambition: Three CathedralRemembered: Recent Ambition (7 turns) gated byLeaderSubject SUBJECT_CHARACTER_RELIGIOUSgrantsBONUS_EVENTOPTION_CALAMITIES_TSUNAMI_MISSING_CATHEDRAL_LEADERaeBonuses: BONUS_ORDERS_GAIN_TINY, BONUS_AMBITION_THREE_CATHEDRAL
Taking Shelter
⛓ Follows from: A Feeling On the Wind
- ▸ With people and valuable goods safe, [city] will rebuild.+4 LegitimacygrantsBONUS_AVERTED_GREATER_DISASTERiLegitimacy 4
The Awaited Storm
⛓ Follows from: The Next Storm
- ▸ [city] will recover.+4 LegitimacygrantsBONUS_AVERTED_GREATER_DISASTERiLegitimacy 4
The Baths of [city]
- ▸ Close the baths. They will be of no use when the people have starved.
+80Discontenteach city↗ turn+1 Discipline grantsBONUS_DISCONTENT_GAIN_AVERAGEaiCityYields: YIELD_DISCONTENT=80BONUS_GAIN_DISCIPLINE_1aiRatings: RATING_DISCIPLINE=1 - ▸ [city]’s citizens are on edge as it is. I dare not sow further
discontent.
+80Happinesseach city↗ turn-1 Courage grantsBONUS_HAPPINESS_GAIN_AVERAGEaiCityYields: YIELD_HAPPINESS=80BONUS_LOSE_COURAGE_1aiRatings: RATING_COURAGE=-1 - ▸ I will meet with the farmers. Surely we can work out a compromise.
+60Happinesseach city↗ turn+2 Legitimacy+20 XP to the character gated byLeaderSubject SUBJECT_CHARACTER_CHARMINGgrantsBONUS_HAPPINESS_GAIN_SMALLaiCityYields: YIELD_HAPPINESS=60BONUS_EVENTOPTION_CALAMITIES_DROUGHT_BATHS_CHARMING_PLAYERiLegitimacy 2aeBonuses: BONUS_XP_CHARACTER_SMALL - ▸ Close the baths for “
maintenance”. Nobles and those with sufficient coin may still attend. Begin project: Private BathsRemembered (all families): Granted us exclusive access to City Baths (+20 opinion for 20 turns)(no event currently keys off this)gated byLeaderSubject SUBJECT_CHARACTER_COVERTgrantsBONUS_EVENTOPTION_CALAMITIES_DROUGHT_BATHS_COVERT_CITYaeAddProjects: PROJECT_PRIVATE_BATHSBONUS_EVENTOPTION_CALAMITIES_DROUGHT_BATHS_COVERT_PLAYERMemoryAllFamilies MEMORYFAMILY_BATH_PRIVILEGES◇ grants a memory no event currently keys off
The Colossus Falls
- ▸ Accept help from [character].Leader relationship: Disappointed WithLeader relationship: Holds Favor FromgrantsBONUS_LEADER_DISAPPOINTED_WITHAddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITHBONUS_LEADER_HOLDS_FAVOR_FROMAddLeaderRelationship RELATIONSHIP_HOLDS_FAVOR_FROM
- ▸ Heed the warnings of [character].Leader relationship: Endeared TograntsBONUS_EVENTOPTION_CALAMITIES_EARTHQUAKE_COLOSSUS_NO_TILEbPillageImprovement 1BONUS_LEADER_ENDEARED_TOAddLeaderRelationship RELATIONSHIP_ENDEARED_TO
- ▸ I think I can fix this.+4 LegitimacyLeader relationship: Disappointed Withgated byLeaderSubject SUBJECT_BUILDERgrantsBONUS_EVENTOPTION_CALAMITIES_EARTHQUAKE_COLOSSUS_BUILDER_LEADERiLegitimacy 4BONUS_LEADER_DISAPPOINTED_WITHAddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
The Cracked Earth
- ▸ Secure what
food imports we can.
-240Money-60/city↗ turn
+75Food+25/city↗ turn grantsBONUS_EVENTOPTION_CALAMITIES_DROUGHT_CRACKED_EARTH_IMPORTaeBonuses: BONUS_MONEY_LOSS_LARGE, BONUS_FOOD_GAIN_LARGE - ▸ Begin rationing
food supplies. Begin project: Food RationsgrantsBONUS_EVENTOPTION_CALAMITIES_DROUGHT_CRACKED_EARTH_RATIONaeAddProjects: PROJECT_FOOD_RATIONS - ▸ Store all excess
food at once. Begin project: Grain Silogated byLeaderSubject SUBJECT_CHARACTER_PRODUCTIVEgrantsBONUS_PROJECT_GRAIN_SILOaeAddProjects: PROJECT_GRAIN_SILO - ▸ The gods will watch over [rival].
+60Happinesseach city↗ turn gated byLeaderSubject SUBJECT_CHARACTER_RELIGIOUSgrantsBONUS_HAPPINESS_GAIN_SMALLaiCityYields: YIELD_HAPPINESS=60
The Dust Settles
- ▸ That’s unfortunate.(no gates or payload in XML)
- ▸ Recruit more hands to work the land.+1 Worker
-120Money-30/city↗ turn grantsBONUS_UNIT_WORKERaiUnits: UNIT_WORKER=1BONUS_MONEY_LOSS_SMALLaiGlobalYieldsBase: YIELD_MONEY=-120aiGlobalYieldsPer: YIELD_MONEY=-30 - ▸ Ensure specialized
training for the farmers. Gain a Farmer
-60Civics-15/city↗ turn grantsBONUS_EVENTOPTION_CALAMITIES_SANDSTORM_FARM_FARMER_CITYaeAddSpecialistClasses: SPECIALISTCLASS_FARMERBONUS_CIVICS_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_CIVICS=-60aiGlobalYieldsPer: YIELD_CIVICS=-15 - ▸ See to the matter personally.+20 XP to the character
-3Orders↗ turn
+50Food+15/city↗ turn gated byLeaderSubject SUBJECT_CULTIVATORgrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20BONUS_EVENTOPTION_CALAMITIES_SANDSTORM_FARM_FOOD_PLAYERaeBonuses: BONUS_ORDERS_LOSS_TINY, BONUS_FOOD_GAIN_AVERAGE
The Earth Moves
⛓ Follows from: Shaken Confidence
- ▸ Send supplies, and troops to manage the crisis.
-60Training-15/city↗ turn
-30Food-10/city↗ turn grantsBONUS_TRAINING_LOSS_SMALLaiGlobalYieldsBase: YIELD_TRAINING=-60aiGlobalYieldsPer: YIELD_TRAINING=-15BONUS_FOOD_LOSS_SMALLaiGlobalYieldsBase: YIELD_FOOD=-30aiGlobalYieldsPer: YIELD_FOOD=-10 - ▸ Focus on repairs.
+120Discontenteach city↗ turnGain trait: Engineer grantsBONUS_DISCONTENT_GAIN_LARGEaiCityYields: YIELD_DISCONTENT=120BONUS_GIVE_TRAIT_ENGINEERaeAddTraits: TRAIT_ENGINEER
The Hunger of the Sea
⛓ Follows from: Riding High
- ▸ Resolve100%
-20Stone-5/city↗ turn 0%Gain trait: Engineer
-20Stone-5/city↗ turn grants100% BONUS_SET_BUILDER_ARCHETYPESetArchetype TRAIT_BUILDER_ARCHETYPE100% BONUS_STONE_LOSS_TINYaiGlobalYieldsBase: YIELD_STONE=-20aiGlobalYieldsPer: YIELD_STONE=-50% BONUS_GIVE_TRAIT_ENGINEERaeAddTraits: TRAIT_ENGINEER0% BONUS_STONE_LOSS_TINYaiGlobalYieldsBase: YIELD_STONE=-20aiGlobalYieldsPer: YIELD_STONE=-5 - ▸ What's done is done.
+120Discontenteach city↗ turn grantsBONUS_DISCONTENT_GAIN_LARGEaiCityYields: YIELD_DISCONTENT=120
The Mountain Wakes
⛓ Follows from: Peak Paranoia
- ▸ At least the mountain itself had only scattered inhabitants. Already, [city] prepares to rebuild.+1 Worker+4 LegitimacygrantsBONUS_UNIT_WORKERaiUnits: UNIT_WORKER=1BONUS_WARNED_OF_THE_SLEEPING_MOUNTAINiLegitimacy 4
The Mourning After
- ▸ I shall mourn with the people.Gain trait: MourninggrantsBONUS_GIVE_TRAIT_MOURNINGaeAddTraits: TRAIT_MOURNING
- ▸ Now is no time for rest.+1 Discipline-1 Charisma
+2Orders↗ turn grantsBONUS_EVENTOPTION_CALAMITIES_EARTHQUAKE_MOURNING_NO_LEADERaeBonuses: BONUS_GAIN_DISCIPLINE_1, BONUS_LOSE_CHARISMA_1, BONUS_ORDERS_GAIN_MINIMAL - ▸ Pledge an oath to rebuild [rival].Gain trait: Rebuilder OathgrantsBONUS_GIVE_TRAIT_REBUILDER_OATHaeAddTraits: TRAIT_REBUILDER_OATH
- ▸ I will deal with this tragedy in my own way.+20 XP to the charactergated byLeaderSubject SUBJECT_CHARACTER_CARNALgrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20
The Sea Grows Dark
⛓ Follows from: The Next Storm
- ▸ We shall replace what we can.
-120Money-30/city↗ turn grantsBONUS_MONEY_LOSS_SMALLaiGlobalYieldsBase: YIELD_MONEY=-120aiGlobalYieldsPer: YIELD_MONEY=-30 - ▸ We must recognize, this storm shall not be the last. [city] cannot be rebuilt as it was.
+120Discontenteach city↗ turn+1 Discipline grantsBONUS_DISCONTENT_GAIN_LARGEaiCityYields: YIELD_DISCONTENT=120BONUS_GAIN_DISCIPLINE_1aiRatings: RATING_DISCIPLINE=1
The Undiscovered World
- ▸ So shall begin an era of Exploration for [rival]!Free law: ExplorationgrantsBONUS_FREE_LAW_EXPLORATIONFreeLaw LAW_EXPLORATION
- ▸ Resolve33%Progress ambition: Reveal 40Remembered: Recent Ambition (7 turns)Gain trait: Swift33%Progress ambition: Reveal 60Remembered: Recent Ambition (7 turns)Gain trait: Swift33%Progress ambition: Reveal 80Remembered: Recent Ambition (7 turns)Gain trait: Swiftgrants33% BONUS_AMBITION_REVEAL_40Ambition GOAL_REVEAL_40aeBonuses: BONUS_RECENT_AMBITION33% BONUS_GIVE_TRAIT_SWIFTaeAddTraits: TRAIT_SWIFT33% BONUS_AMBITION_REVEAL_60Ambition GOAL_REVEAL_60aeBonuses: BONUS_RECENT_AMBITION33% BONUS_GIVE_TRAIT_SWIFTaeAddTraits: TRAIT_SWIFT33% BONUS_AMBITION_REVEAL_80Ambition GOAL_REVEAL_80aeBonuses: BONUS_RECENT_AMBITION33% BONUS_GIVE_TRAIT_SWIFTaeAddTraits: TRAIT_SWIFT
- ▸ Resolve50%Progress ambition: Six TechsRemembered: Recent Ambition (7 turns)Gain trait: Educated50%Progress ambition: Eight TechsRemembered: Recent Ambition (7 turns)Gain trait: Educatedgrants50% BONUS_AMBITION_SIX_TECHSAmbition GOAL_SIX_TECHSaeBonuses: BONUS_RECENT_AMBITION50% BONUS_GIVE_TRAIT_EDUCATEDaeAddTraits: TRAIT_EDUCATED50% BONUS_AMBITION_EIGHT_TECHSAmbition GOAL_EIGHT_TECHSaeBonuses: BONUS_RECENT_AMBITION50% BONUS_GIVE_TRAIT_EDUCATEDaeAddTraits: TRAIT_EDUCATED
- ▸ Resolve25%Progress ambition: Eight ShrinesRemembered: Recent Ambition (7 turns)Gain trait: Pious25%Progress ambition: Four MonasteryRemembered: Recent Ambition (7 turns)Gain trait: Pious25%Progress ambition: Four TempleRemembered: Recent Ambition (7 turns)Gain trait: Pious25%Progress ambition: Three CathedralRemembered: Recent Ambition (7 turns)Gain trait: Piousgrants25% BONUS_AMBITION_EIGHT_SHRINESAmbition GOAL_EIGHT_SHRINESaeBonuses: BONUS_RECENT_AMBITION25% BONUS_GIVE_TRAIT_PIOUSaeAddTraits: TRAIT_PIOUS25% BONUS_AMBITION_FOUR_MONASTERYAmbition GOAL_FOUR_MONASTERYaeBonuses: BONUS_RECENT_AMBITION25% BONUS_GIVE_TRAIT_PIOUSaeAddTraits: TRAIT_PIOUS25% BONUS_AMBITION_FOUR_TEMPLEAmbition GOAL_FOUR_TEMPLEaeBonuses: BONUS_RECENT_AMBITION25% BONUS_GIVE_TRAIT_PIOUSaeAddTraits: TRAIT_PIOUS25% BONUS_AMBITION_THREE_CATHEDRALAmbition GOAL_THREE_CATHEDRALaeBonuses: BONUS_RECENT_AMBITION25% BONUS_GIVE_TRAIT_PIOUSaeAddTraits: TRAIT_PIOUS
- ▸ I’d rather forget about the whole thing.-1 Wisdom+1 DisciplinegrantsBONUS_EVENTOPTION_CALAMITIES_TSUNAMI_EXPLORE_NO_LEADERaeBonuses: BONUS_LOSE_WISDOM_1, BONUS_GAIN_DISCIPLINE_1
The Visions
- ▸ Well, they will doubt me no more.Gain trait: ProphetgrantsBONUS_GIVE_TRAIT_PROPHETaeAddTraits: TRAIT_PROPHET
- ▸ I must discover the extent of my powers out in the world.Gain trait: ExploringRemembered: Started Explore Recently (2 turns)grantsBONUS_EVENTOPTION_CALAMITIES_START_VISIONS_EXPLORINGbAbdicate 1aeBonuses: BONUS_GIVE_TRAIT_EXPLORING
The Wash
- ▸ Call on [city]’s citizens to strike at our disordered enemy.A unit is killed+1 Levy unitgrantsBONUS_KILL_UNITbKillUnit 1BONUS_UNITCLASS_LEVYaiBonusUnits: BONUSUNITCLASS_LEVY=1
- ▸ Though our enemies, I will not exploit [rival]’s ill fate.
Order the [family] to help in the rescue and recovery. Gain trait: CompassionateRemembered: Helped recover soldiers who were taken by the flood (+20 opinion for 20 turns)(no event currently keys off this)Remembered: Ordered us to help our City's attackers (-40 opinion for 20 turns)(no event currently keys off this)grantsBONUS_GIVE_TRAIT_COMPASSIONATEaeAddTraits: TRAIT_COMPASSIONATEBONUS_EVENTOPTION_CALAMITIES_FLOOD_START_WASH_HELP_PLAYERMemory MEMORYPLAYER_WASH_HELPBONUS_DAMAGE_UNIT_MEDIUMiHPUnit -7BONUS_EVENTOPTION_CALAMITIES_FLOOD_START_WASH_HELP_FAMILYMemory MEMORYFAMILY_WASH_HELP◇ grants a memory no event currently keys off - ▸ Establish a yearly festival to commemorate this fateful moment!A unit is killedBegin project: Festival: The WashRemembered: Composed an epic about the siege of our flooded City (+40 opinion for 20 turns)(no event currently keys off this)gated byIndexSubjectgrantsBONUS_KILL_UNITbKillUnit 1BONUS_EVENTOPTION_CALAMITIES_FLOOD_START_WASH_EPIC_CITYaeAddProjects: PROJECT_EPIC_THE_WASHBONUS_EVENTOPTION_CALAMITIES_FLOOD_START_WASH_EPIC_FAMILYMemory MEMORYFAMILY_WASH_EPIC◇ grants a memory no event currently keys off
The Wave Breaks
⛓ Follows from: Riding High
- ▸ As the waters recede, we shall build anew.+4 LegitimacygrantsBONUS_AVERTED_GREATER_DISASTERiLegitimacy 4
The World Ends?
⛓ Follows from: Omens Swirl
- ▸ I must accept that it is.+1 DisciplinegrantsBONUS_GAIN_DISCIPLINE_1aiRatings: RATING_DISCIPLINE=1
- ▸ I cannot accept that it is.+1 CharismagrantsBONUS_GAIN_CHARISMA_1aiRatings: RATING_CHARISMA=1
To Waver
- ▸ Berate [character] for his impiety.Gain trait: RighteousLeader relationship: Disappointed WithgrantsBONUS_GIVE_TRAIT_RIGHTEOUSaeAddTraits: TRAIT_RIGHTEOUSBONUS_LEADER_DISAPPOINTED_WITHAddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
- ▸ Help [character] restore his faith in.
-4Orders↗ turnLeader relationship: Endeared To gated byLeaderSubject SUBJECT_CHARACTER_RELIGIOUSgrantsBONUS_ORDERS_LOSS_SMALLaiGlobalYieldsBase: YIELD_ORDERS=-4BONUS_LEADER_ENDEARED_TOAddLeaderRelationship RELATIONSHIP_ENDEARED_TO - ▸ [character] is right. abandoned us!Remembered: Lost faith during a Plague (-40 opinion for 20 turns)(no event currently keys off this)gated byLeaderSubjectNotAny SUBJECT_CHARACTER_RELIGIOUSgrantsBONUS_CHARACTER_REMOVE_RELIGIONbRemoveReligion 1BONUS_EVENTOPTION_CALAMITIES_PLAGUE_RELIGION_ABANDON_RELIGIONMemory MEMORYRELIGION_PLAGUE_ABANDONBONUS_CHARACTER_REMOVE_RELIGIONbRemoveReligion 1◇ grants a memory no event currently keys off
To the Sea
- ▸ The bounty of the sea should meet our needs.Progress ambition: Six NetsRemembered: Recent Ambition (7 turns)grantsBONUS_AMBITION_SIX_NETSAmbition GOAL_SIX_NETSaeBonuses: BONUS_RECENT_AMBITION
- ▸ [rival] will be fine.+2 LegitimacygrantsBONUS_EVENTOPTION_AMBITION_FINISHED_OPTION_NOiLegitimacy 2
Tsunami Timber
- ▸ [rival] badly needs that
Wood.
+40Discontenteach city↗ turn
+30Wood+10/city↗ turn grantsBONUS_DISCONTENT_GAIN_TINYaiCityYields: YIELD_DISCONTENT=40BONUS_WOOD_GAIN_SMALLaiGlobalYieldsBase: YIELD_WOOD=30aiGlobalYieldsPer: YIELD_WOOD=10 - ▸ The recovery of [city] must come first.
+60Happinesseach city↗ turn grantsBONUS_HAPPINESS_GAIN_SMALLaiCityYields: YIELD_HAPPINESS=60 - ▸ Help with recovery efforts, but establish a program to salvage the timber in the future.Begin project: Timber Salvagegated byLeaderSubject SUBJECT_CHARACTER_URBANgrantsBONUS_EVENTOPTION_CALAMITIES_TSUNAMI_TIMBER_SALVAGE_CITYaeAddProjects: PROJECT_TIMBER_SALVAGE
Tyranny vs. Tyranny
- ▸ Resolve100%0%grants100% BONUS_REMOVE_ALL_QUARANTINEaeAllCityBonuses: BONUS_REMOVE_PROJECT_QUARANTINE0% BONUS_REMOVE_PROJECT_QUARANTINEaeRemoveProjects: PROJECT_QUARANTINE
- ▸ Well, if they already see me as a tyrant...Free law: Tyranny1 rebel unit appeargrantsBONUS_FREE_LAW_TYRANNYFreeLaw LAW_TYRANNYBONUS_REBEL_UNITS_1iRebelUnits 1
Unnatural Threat
- ▸ We must defend against any who aim to take advantage of the [event].
+80Training+20/city↗ turn gated byLeaderSubject SUBJECT_CHARACTER_ARCHETYPE_MARTIALgrantsBONUS_TRAINING_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_TRAINING=80aiGlobalYieldsPer: YIELD_TRAINING=20 - ▸ Perhaps we can broaden our understanding of this phenomenon.
+40Science+10/city↗ turn gated byLeaderSubject SUBJECT_CHARACTER_ARCHETYPE_THOUGHTFULgrantsBONUS_SCIENCE_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_SCIENCE=40aiGlobalYieldsPer: YIELD_SCIENCE=10 - ▸ Let’s refine our policies that most closely relate to the [event].
+60Civics+15/city↗ turn gated byLeaderSubject SUBJECT_CHARACTER_ARCHETYPE_REGALgrantsBONUS_CIVICS_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_CIVICS=60aiGlobalYieldsPer: YIELD_CIVICS=15 - ▸ Resolve33%
-160Money-40/city↗ turnGain a Court Soldier 33%
-160Money-40/city↗ turnGain a Court Scholar 33%
-160Money-40/city↗ turnGain a Court Minister grants33% BONUS_MONEY_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=-160aiGlobalYieldsPer: YIELD_MONEY=-4033% BONUS_ADD_GREAT_SOLDIERAddCourtier: COURTIER_SOLDIER33% BONUS_MONEY_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=-160aiGlobalYieldsPer: YIELD_MONEY=-4033% BONUS_ADD_GREAT_SCIENTISTAddCourtier: COURTIER_SCIENTIST33% BONUS_MONEY_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=-160aiGlobalYieldsPer: YIELD_MONEY=-4033% BONUS_ADD_GREAT_MINISTERAddCourtier: COURTIER_MINISTER - ▸ I will handle this in my own way.+20 XP to the charactergrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20
Unsettled
- ▸ [rival] is not afraid. Maintain focus on recovery efforts for now.+1 DisciplinegrantsBONUS_GAIN_DISCIPLINE_1aiRatings: RATING_DISCIPLINE=1
- ▸ Our workforce must take up arms to meet the new threat!
-20Iron-5/city↗ turn
-60Training-15/city↗ turn+1 Heavy Infantry unit grantsBONUS_EVENTOPTION_CALAMITIES_EARTHQUAKE_INVASION_UNITaeBonuses: BONUS_IRON_LOSS_TINY, BONUS_TRAINING_LOSS_SMALLBONUS_UNITCLASS_HEAVY_INFANTRYaiBonusUnits: BONUSUNITCLASS_HEAVY_INFANTRY=1 - ▸ I will take to the field and meet them head-on!+1 CourageProgress ambition: 5 Kills GeneralRemembered: Recent Ambition (7 turns)grantsBONUS_EVENTOPTION_CALAMITIES_EARTHQUAKE_INVASION_AMBITION_5aeBonuses: BONUS_GAIN_COURAGE_1, BONUS_AMBITION_5_KILLS_GENERAL
- ▸ I will take to the field and meet them head-on!+1 CourageProgress ambition: 10 Kills GeneralRemembered: Recent Ambition (7 turns)grantsBONUS_EVENTOPTION_CALAMITIES_EARTHQUAKE_INVASION_AMBITION_10aeBonuses: BONUS_GAIN_COURAGE_1, BONUS_AMBITION_10_KILLS_GENERAL
Untimely Phenomenon
- ▸ Let’s make detailed records of the Sandstorm’s behavior.Begin project: Scientific Method
-4Orders↗ turn grantsBONUS_CALAMITIES_SANDSTORM_INQUISITIVE_STUDY_CITYaeAddProjects: PROJECT_SCIENTIFIC_METHODBONUS_ORDERS_LOSS_SMALLaiGlobalYieldsBase: YIELD_ORDERS=-4 - ▸ Alas, military
training must take priority at this time.
+60Training+15/city↗ turn grantsBONUS_TRAINING_GAIN_SMALLaiGlobalYieldsBase: YIELD_TRAINING=60aiGlobalYieldsPer: YIELD_TRAINING=15
Untouched
- ▸ Very well. Commission a [religion] disciple in [city].
-120Money-30/city↗ turn+1 Christianity Disciple gated byLeaderSubjectNotAny SUBJECT_CURSEDIndexSubjectgrantsBONUS_MONEY_LOSS_SMALLaiGlobalYieldsBase: YIELD_MONEY=-120aiGlobalYieldsPer: YIELD_MONEY=-30BONUS_CHRISTIANITY_DISCIPLEaiUnits: UNIT_CHRISTIANITY_DISCIPLE=1 - ▸ We cannot afford it.Remembered: Refused to support us after a Wildfire (-20 opinion for 20 turns)(no event currently keys off this)gated byLeaderSubjectNotAny SUBJECT_CURSEDgrantsBONUS_EVENTOPTION_CALAMITIES_WILDFIRE_UNTOUCHED_NO_RELIGIONMemory MEMORYRELIGION_WILDFIRE_NO◇ grants a memory no event currently keys off
- ▸ It was no mercy of that spared [rival].Remembered: Denied the mercy of our deity (-40 opinion for 20 turns)(no event currently keys off this)+4 Legitimacygated byLeaderSubjectNotAny SUBJECT_CURSEDgrantsBONUS_EVENTOPTION_CALAMITIES_WILDFIRE_UNTOUCHED_REJECT_RELIGIONMemory MEMORYRELIGION_WILDFIRE_REJECTBONUS_EVENTOPTION_CALAMITIES_WILDFIRE_UNTOUCHED_REJECT_LEADERiLegitimacy 4◇ grants a memory no event currently keys off
- ▸ Though our
forests are untouched, a fire has broken out in [city]! gated byLeaderSubject SUBJECT_CURSEDgrantsBONUS_EVENTOPTION_CALAMITIES_WILDFIRE_UNTOUCHED_CURSED_CITYiDestroyImprovements 1
Untouched
- ▸ Very well. Commission a [religion] disciple in [city].
-120Money-30/city↗ turn+1 Judaism Disciple gated byLeaderSubjectNotAny SUBJECT_CURSEDIndexSubjectgrantsBONUS_MONEY_LOSS_SMALLaiGlobalYieldsBase: YIELD_MONEY=-120aiGlobalYieldsPer: YIELD_MONEY=-30BONUS_JUDAISM_DISCIPLEaiUnits: UNIT_JUDAISM_DISCIPLE=1 - ▸ We cannot afford it.Remembered: Refused to support us after a Wildfire (-20 opinion for 20 turns)(no event currently keys off this)gated byLeaderSubjectNotAny SUBJECT_CURSEDgrantsBONUS_EVENTOPTION_CALAMITIES_WILDFIRE_UNTOUCHED_NO_RELIGIONMemory MEMORYRELIGION_WILDFIRE_NO◇ grants a memory no event currently keys off
- ▸ It was no mercy of that spared [rival].Remembered: Denied the mercy of our deity (-40 opinion for 20 turns)(no event currently keys off this)+4 Legitimacygated byLeaderSubjectNotAny SUBJECT_CURSEDgrantsBONUS_EVENTOPTION_CALAMITIES_WILDFIRE_UNTOUCHED_REJECT_RELIGIONMemory MEMORYRELIGION_WILDFIRE_REJECTBONUS_EVENTOPTION_CALAMITIES_WILDFIRE_UNTOUCHED_REJECT_LEADERiLegitimacy 4◇ grants a memory no event currently keys off
- ▸ Though our
forests are untouched, a fire has broken out in [city]! gated byLeaderSubject SUBJECT_CURSEDgrantsBONUS_EVENTOPTION_CALAMITIES_WILDFIRE_UNTOUCHED_CURSED_CITYiDestroyImprovements 1
Untouched
- ▸ Very well. Commission a [religion] disciple in [city].
-120Money-30/city↗ turn+1 Manichaeism Disciple gated byLeaderSubjectNotAny SUBJECT_CURSEDIndexSubjectgrantsBONUS_MONEY_LOSS_SMALLaiGlobalYieldsBase: YIELD_MONEY=-120aiGlobalYieldsPer: YIELD_MONEY=-30BONUS_MANICHAEISM_DISCIPLEaiUnits: UNIT_MANICHAEISM_DISCIPLE=1 - ▸ We cannot afford it.Remembered: Refused to support us after a Wildfire (-20 opinion for 20 turns)(no event currently keys off this)gated byLeaderSubjectNotAny SUBJECT_CURSEDgrantsBONUS_EVENTOPTION_CALAMITIES_WILDFIRE_UNTOUCHED_NO_RELIGIONMemory MEMORYRELIGION_WILDFIRE_NO◇ grants a memory no event currently keys off
- ▸ It was no mercy of that spared [rival].Remembered: Denied the mercy of our deity (-40 opinion for 20 turns)(no event currently keys off this)+4 Legitimacygated byLeaderSubjectNotAny SUBJECT_CURSEDgrantsBONUS_EVENTOPTION_CALAMITIES_WILDFIRE_UNTOUCHED_REJECT_RELIGIONMemory MEMORYRELIGION_WILDFIRE_REJECTBONUS_EVENTOPTION_CALAMITIES_WILDFIRE_UNTOUCHED_REJECT_LEADERiLegitimacy 4◇ grants a memory no event currently keys off
- ▸ Though our
forests are untouched, a fire has broken out in [city]! gated byLeaderSubject SUBJECT_CURSEDgrantsBONUS_EVENTOPTION_CALAMITIES_WILDFIRE_UNTOUCHED_CURSED_CITYiDestroyImprovements 1
Untouched
- ▸ Very well. Commission a [religion] disciple in [city].
-120Money-30/city↗ turn+1 Zoroastrianism Disciple gated byLeaderSubjectNotAny SUBJECT_CURSEDIndexSubjectgrantsBONUS_MONEY_LOSS_SMALLaiGlobalYieldsBase: YIELD_MONEY=-120aiGlobalYieldsPer: YIELD_MONEY=-30BONUS_ZOROASTRIANISM_DISCIPLEaiUnits: UNIT_ZOROASTRIANISM_DISCIPLE=1 - ▸ We cannot afford it.Remembered: Refused to support us after a Wildfire (-20 opinion for 20 turns)(no event currently keys off this)gated byLeaderSubjectNotAny SUBJECT_CURSEDgrantsBONUS_EVENTOPTION_CALAMITIES_WILDFIRE_UNTOUCHED_NO_RELIGIONMemory MEMORYRELIGION_WILDFIRE_NO◇ grants a memory no event currently keys off
- ▸ It was no mercy of that spared [rival].Remembered: Denied the mercy of our deity (-40 opinion for 20 turns)(no event currently keys off this)+4 Legitimacygated byLeaderSubjectNotAny SUBJECT_CURSEDgrantsBONUS_EVENTOPTION_CALAMITIES_WILDFIRE_UNTOUCHED_REJECT_RELIGIONMemory MEMORYRELIGION_WILDFIRE_REJECTBONUS_EVENTOPTION_CALAMITIES_WILDFIRE_UNTOUCHED_REJECT_LEADERiLegitimacy 4◇ grants a memory no event currently keys off
- ▸ Though our
forests are untouched, a fire has broken out in [city]! gated byLeaderSubject SUBJECT_CURSEDgrantsBONUS_EVENTOPTION_CALAMITIES_WILDFIRE_UNTOUCHED_CURSED_CITYiDestroyImprovements 1
Waters Rise Higher Yet
⛓ Follows from: High Water
- ▸ As the waters recede, we shall build anew.+4 LegitimacygrantsBONUS_AVERTED_GREATER_DISASTERiLegitimacy 4
White Waters
- ▸ Provide [character] with the needed supplies.Begin project: Walls
-30Stone-10/city↗ turnLeader relationship: Influenced By grantsBONUS_ADD_WALLSaeAddProjects: PROJECT_WALLSBONUS_STONE_LOSS_SMALLaiGlobalYieldsBase: YIELD_STONE=-30aiGlobalYieldsPer: YIELD_STONE=-10BONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BY - ▸ Unfortunately we lack the resources for such a project.Leader relationship: Disappointed WithgrantsBONUS_LEADER_DISAPPOINTED_WITHAddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
- ▸ We will build your walls, [character], as soon as we are able.+20 XP to the charactergated byLeaderSubject SUBJECT_DECEITFULgrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20
- ▸ Work with [character] to fortify and repair [city].Begin project: WallsBegin project: Repair Damage
-50Stone-15/city↗ turnLeader relationship: Endeared To gated byLeaderSubject SUBJECT_CHARACTER_URBANgrantsBONUS_EVENTOPTION_CALAMITIES_TSUNAMI_WALLS_REPAIRaeAddProjects: PROJECT_WALLS, PROJECT_REPAIRBONUS_STONE_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_STONE=-50aiGlobalYieldsPer: YIELD_STONE=-15BONUS_LEADER_ENDEARED_TOAddLeaderRelationship RELATIONSHIP_ENDEARED_TO
Woe-speaker
⛓ Follows from: There is Yet Time
- ▸ Every god, every shrine, shall be entreated. If there is forgiveness to be found, [rival] shall find it.
-4Orders↗ turn
-160Money-40/city↗ turn grantsBONUS_ORDERS_LOSS_SMALLaiGlobalYieldsBase: YIELD_ORDERS=-4BONUS_MONEY_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=-160aiGlobalYieldsPer: YIELD_MONEY=-40 - ▸ You do not wish to test my patience, either, [character].Leader relationship: Estranged FromgrantsBONUS_LEADER_ESTRANGED_FROMAddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
Wrath of
- ▸ We should use this time to deal with the [event].Remembered: Player Offer (5 turns)grantsBONUS_PLAYER_TRUCEDiplomacyPlayerFrom DIPLOMACY_TRUCEaeBonuses: BONUS_PLAYER_OFFER
- ▸ With the
wrath of on our side, now is no time to let up! A unit is killed+4 LegitimacygrantsBONUS_KILL_UNITbKillUnit 1BONUS_EVENTOPTION_CALAMITIES_TSUNAMI_RETREAT_NO_LEADERiLegitimacy 4
[character] in Trouble
- ▸ Give [character] what protection he needs.+1 Heavy Infantry unit1 rebel unit appear
-240Money-60/city↗ turnLeader relationship: Endeared To grantsBONUS_EVENTOPTION_CALAMITIES_PLAGUE_START_SHRINE_HELP_CITYaeBonuses: BONUS_UNITCLASS_HEAVY_INFANTRY, BONUS_REBEL_UNITS_1BONUS_MONEY_LOSS_LARGEaiGlobalYieldsBase: YIELD_MONEY=-240aiGlobalYieldsPer: YIELD_MONEY=-60BONUS_LEADER_ENDEARED_TOAddLeaderRelationship RELATIONSHIP_ENDEARED_TO - ▸ Matters of the divine are not for me to interfere with.Gain trait: PiousLeader relationship: Estranged FromgrantsBONUS_GIVE_TRAIT_PIOUSaeAddTraits: TRAIT_PIOUSBONUS_LEADER_ESTRANGED_FROMAddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
- ▸ I fear it is already too late for [character].
+4Orders↗ turnLeader relationship: Estranged From grantsBONUS_ORDERS_GAIN_SMALLaiGlobalYieldsBase: YIELD_ORDERS=4BONUS_LEADER_ESTRANGED_FROMAddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
[character] of [city]
- ▸ [character] is merely doing his job.+20 XP to the charactergrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20
- ▸ Host a feast in his honor.
-120Money-30/city↗ turnLeader relationship: Influenced By grantsBONUS_MONEY_LOSS_SMALLaiGlobalYieldsBase: YIELD_MONEY=-120aiGlobalYieldsPer: YIELD_MONEY=-30BONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BY - ▸ Invite [character] to join the court.Gain a Court MinistergrantsBONUS_MAKE_GREAT_MINISTERMakeCourtier COURTIER_MINISTER
- ▸ I will learn all that I can from [character].grantsBONUS_SET_BUILDER_ARCHETYPESetArchetype TRAIT_BUILDER_ARCHETYPE
[event] Ready
- ▸ These [event] seem a regular occurrence. We had best adapt to them.Begin project: Sandstorm DrillsgrantsBONUS_EVENTOPTION_CALAMITIES_SANDSTORM_TRAINING_OK_CITYaeAddProjects: PROJECT_SANDSTORM_TRAINING
- ▸ [character] has done enough already for [rival].+1 CharismagrantsBONUS_GAIN_CHARISMA_1aiRatings: RATING_CHARISMA=1
[event] of [city]
- ▸ Fell trees near the blaze to starve the fires out.
+8Wood+2/city↗ turn
-2Orders↗ turn
+60Happinesseach city↗ turn grantsBONUS_EVENTOPTION_CALAMITIES_WILDFIRE_PILLAGE_PROTECT_PLAYERaeBonuses: BONUS_WOOD_GAIN_MINIMAL, BONUS_ORDERS_LOSS_MINIMALBONUS_EVENTOPTION_CALAMITIES_WILDFIRE_PILLAGE_PROTECT_TILESetVegetation VEGETATION_TREES_CUTBONUS_HAPPINESS_GAIN_SMALLaiCityYields: YIELD_HAPPINESS=60 - ▸ Hasten repairs of the damaged [improvement] as soon as the fires subside.
-8Wood-2/city↗ turn
-2Orders↗ turn grantsBONUS_EVENTOPTION_CALAMITIES_WILDFIRE_PILLAGE_REPAIR_PLAYERaeBonuses: BONUS_WOOD_LOSS_MINIMAL, BONUS_ORDERS_LOSS_MINIMALBONUS_EVENTOPTION_CALAMITIES_WILDFIRE_PILLAGE_REPAIR_TILEbRepairImprovement 1 - ▸ Salvage what materials we can from the burned out [improvement].
+8Wood+2/city↗ turn
+8Stone+2/city↗ turn grantsBONUS_EVENTOPTION_CALAMITIES_WILDFIRE_PILLAGE_SALVAGE_PLAYERaeBonuses: BONUS_WOOD_GAIN_MINIMAL, BONUS_STONE_GAIN_MINIMALBONUS_EVENTOPTION_CALAMITIES_WILDFIRE_PILLAGE_SALVAGE_TILEbClearImprovement VEGETATION_TREES_CUT
[event]!
- ▸ [nation] shall prevail.(no gates or payload in XML)
[rival] Pox
⛓ Follows from: Ill Tidings
- ▸ In the meantime, studies shall continue.
+20Science+5/city↗ turn grantsBONUS_SCIENCE_GAIN_SMALLaiGlobalYieldsBase: YIELD_SCIENCE=20aiGlobalYieldsPer: YIELD_SCIENCE=5