← All story events Event class Events drawn from the Captured pool. How often: 5% chance per turn, scaled by the Event Level option · at most one every 4 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.
A Great Escape
- ▸ Tend to him the best we can.+40 XP to the charactergrantsBONUS_XP_CHARACTER_AVERAGEiXPCharacter 40
Free for a Favor
- ▸ Ask for [character] to be returned.Loses trait: CapturedYour leader: no longer Owes Favor To their leadergrantsBONUS_REMOVE_TRAIT_CAPTUREDaeRemoveTraits: TRAIT_CAPTUREDBONUS_LEADER_OWES_FAVOR_TO_REMOVERemoveLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
- ▸ Keep [character] in your debt.(no gates or payload in XML)