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📜 Captured Events

2 events

← All story events Event class Stories drawn from the Captured event pool. Scheduling (eventClass.xml): 5% chance per turn (scaled by the Event Level game option) · at most one event of this class every 4 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 Great Escape
Every 10 turns Non Leader UsPlayer Us Captured
Always Loses trait: Captured+1 CourageGain trait: Wounded
  • Tend to him the best we can.
    +40 XP to the character
    grants
    BONUS_XP_CHARACTER_AVERAGE
    iXPCharacter 40

✎ Josh Unsworth

Free for a Favor
Every 15 turns Non Leader UsLeader ThemPlayer Us CapturedOwes Favor To Leader
  • Ask for [character] to be returned.
    Loses trait: Captured
    grants
    BONUS_REMOVE_TRAIT_CAPTURED
    aeRemoveTraits: TRAIT_CAPTURED
    BONUS_LEADER_OWES_FAVOR_TO_REMOVE
    RemoveLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
  • Keep [character] in your debt.
    (no gates or payload in XML)

✎ Josh Unsworth