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📜 Fugitive Events

8 events

← All story events Event class Events drawn from the Fugitive 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.

Fugitive from CM ✓ The Sacred and the Profane
Every 40 turns Religion Head UsNon Leader UsNon Leader UsReligionLeader Us FugitiveReligionMin PleasedNot Important Us
  • ▸ Agree to support the appointment of [character].
    Remembered: Accepted our candidate for Religion Head (+40 opinion for 20 turns)(no event currently keys off this)Your leader becomes head of the religion
    grants
    BONUS_EVENTOPTION_FUGITIVE_FROM_GOD_OPTION_0_RELIGION
    Memory MEMORYRELIGION_ACCEPTED_HEAD
    iHeadReligionSubject 2
    ◇ grants a memory no event uses
  • ▸ Use your leverage to get the amenable [character] appointed instead.
    Remembered: Appointed an alternate candidate as Religion Head (-20 opinion for 80 turns)(no event currently keys off this)Your leader becomes head of the religion
    grants
    BONUS_EVENTOPTION_FUGITIVE_FROM_GOD_OPTION_1_RELIGION
    Memory MEMORYRELIGION_REJECTED_OUR_HEAD
    iHeadReligionSubject 1
    ◇ grants a memory no event uses
  • ▸ Refuse to become involved in the dealings of the religion's leadership.
    +4Orders↗ turn
    grants
    BONUS_ORDERS_GAIN_SMALL
    aiGlobalYieldsBase: YIELD_ORDERS=4

✎ Josh Unsworth

Plea for Forgiveness CM ✓
Every 10 turns Non Leader UsPlayer Us Fugitive
  • ▸ [character] is forgiven.
    Leader relationship: Owes Favor ToLoses trait: Fugitive-3 Legitimacy
    grants
    BONUS_EVENTOPTION_PLEA_FOR_FORGIVENESS_2
    aeBonuses: BONUS_LEADER_OWES_FAVOR_TO, BONUS_REMOVE_TRAIT_FUGITIVE
    BONUS_EVENTOPTION_PLEA_FOR_FORGIVENESS_0
    iLegitimacy -3
  • ▸ I shall not yield.
    Leader relationship: Plotting Against+3 Legitimacy
    grants
    BONUS_LEADER_PLOTTING_AGAINST
    AddLeaderRelationship RELATIONSHIP_PLOTTING_AGAINST
    BONUS_EVENTOPTION_PLEA_FOR_FORGIVENESS_1
    iLegitimacy 3

✎ Josh Unsworth

Stalwart Spouse CM ✓
Every 40 turns Non Leader UsNon Leader UsLeader Us Fugitive
  • ▸ Rescind [character] exile.
    Loses trait: FugitiveLeader relationship: Endeared To
    grants
    BONUS_REMOVE_TRAIT_FUGITIVE
    aeRemoveTraits: TRAIT_FUGITIVE
    BONUS_LEADER_ENDEARED_TO
    AddLeaderRelationship RELATIONSHIP_ENDEARED_TO
  • ▸ Agree to consider it, if [character] shows true repentance.
    Loses trait: FugitiveLeader relationship: Owes Favor ToYour leader: no longer Estranged From your leaderYour leader: no longer Vengeful Against your leaderYour leader: no longer Plotting Against your leader
    grants
    BONUS_REMOVE_TRAIT_FUGITIVE
    aeRemoveTraits: TRAIT_FUGITIVE
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
    BONUS_EVENTOPTION_STALWART_SPOUSE_EXILED_OPTION_1_CHARACTER_2
    RemoveRelationshipReverseOption: RELATIONSHIP_ESTRANGED_FROM=0, RELATIONSHIP_VENGEFUL_AGAINST=0, RELATIONSHIP_PLOTTING_AGAINST=0
  • ▸ [character] will never return to [rival].
    +2 DisciplineLeader relationship: Disappointed With
    grants
    BONUS_EVENTOPTION_STALWART_SPOUSE_EXILED_OPTION_2_CHARACTER_1
    AddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
    aiRatings: RATING_DISCIPLINE=2

✎ Josh Unsworth

The Freedom of Divorce CM ✓
Every 40 turns Non Leader UsNon Leader UsLeader UsUs FugitiveSpymaster
  • ▸ Use your power to nullify the bonds of marriage.
    The marriage is dissolvedLeader relationship: Endeared To-60Civics-15/city↗ turn
    grants
    BONUS_EVENTOPTION_FREEDOM_OF_DIVORCE_EXILED_OPTION_0_CHARACTER_1
    AddLeaderRelationship RELATIONSHIP_ENDEARED_TO
    iDivorcedBySubject 0
    BONUS_CIVICS_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_CIVICS=-60
    aiGlobalYieldsPer: YIELD_CIVICS=-15
  • ▸ Perhaps a more permanent solution is in Ordersorder…
    Leader relationship: Conspiring WithCarries out Assassinate on your leader (free)
    gated by
    LeaderSubject SUBJECT_CHARACTER_VILLAINOUS
    grants
    BONUS_LEADER_CONSPIRING_WITH
    AddLeaderRelationship RELATIONSHIP_CONSPIRING_WITH
    BONUS_EVENTOPTION_FREEDOM_OF_DIVORCE_EXILED_OPTION_1_CHARACTER_3
    Mission MISSION_ASSASSINATE
    iMissionSubject 0
    bMissionFree 1
  • ▸ [character] may be gone, but the marriage stands.
    Leader relationship: Disappointed WithGain trait: Strict
    grants
    BONUS_LEADER_DISAPPOINTED_WITH
    AddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
    BONUS_GIVE_TRAIT_STRICT
    aeAddTraits: TRAIT_STRICT

✎ Josh Unsworth

The Pretender one choice: The rival nation declares war on you CM ✓
Every 30 turns Player ThemUsPlayer Us Royal UsFugitive
As it opens, before you choose Loses trait: Fugitive
  • ▸ War is the only answer!
    +6 LegitimacyRemembered: Player Offer (5 turns)The rival nation declares war on youYour character joins the nation of the rival nation
    grants
    BONUS_PLAYER_WAR_LEGITIMACY
    DiplomacyPlayerTo DIPLOMACY_WAR
    iLegitimacy 6
    aeBonuses: BONUS_PLAYER_OFFER
    BONUS_EVENTOPTION_THE_PRETENDER
    iJoinSubject 0
  • ▸ A bribe will test how loyal [rival] really is to [character].
    Gain trait: Imprisoned-400Money-100/city↗ turn
    grants
    BONUS_GIVE_TRAIT_IMPRISONED
    aeAddTraits: TRAIT_IMPRISONED
    BONUS_MONEY_LOSS_GIGANTIC
    aiGlobalYieldsBase: YIELD_MONEY=-400
    aiGlobalYieldsPer: YIELD_MONEY=-100
  • ▸ Even together, they are no threat.
    Your character joins the nation of the rival nation+40 XP to the character
    grants
    BONUS_EVENTOPTION_THE_PRETENDER
    iJoinSubject 0
    BONUS_XP_CHARACTER_AVERAGE
    iXPCharacter 40

✎ Josh Unsworth

The Traitor CM ✓ Turn 20+
Every 20 turns Player ThemNon Leader UsNon Leader UsPlayer Us SpymasterFugitive
  • ▸ Have [character] put an end to [character].
    Carries out Assassinate on your leader
    grants
    BONUS_EVENTOPTION_TURN_COAT
    Mission MISSION_ASSASSINATE
    iMissionSubject 1
  • ▸ Offer to pay for the capture of [character].
    Gain trait: ImprisonedLoses trait: Fugitive-160Money-40/city↗ turn
    grants
    BONUS_EVENTOPTION_TURN_COAT_FUGITIVE
    aeBonuses: BONUS_GIVE_TRAIT_IMPRISONED, BONUS_REMOVE_TRAIT_FUGITIVE
    BONUS_MONEY_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=-160
    aiGlobalYieldsPer: YIELD_MONEY=-40
  • ▸ [character] is nothing to us.
    Your leader joins the nation of the rival nation+40 XP to the character
    grants
    BONUS_EVENTOPTION_THE_PRETENDER
    iJoinSubject 0
    BONUS_XP_CHARACTER_AVERAGE
    iXPCharacter 40

✎ Josh Unsworth

Traitor in the Temple CM ✓
Every 80 turns Player ThemNon Leader UsReligion PlayerPlayer Us Fugitive
As it opens, before you choose Loses trait: Fugitive
  • ▸ I will not desecrate a temple.
    Your leader joins the nation of the rival nation
    grants
    BONUS_EVENTOPTION_TRAITOR_IN_THE_TEMPLE_0
    iJoinSubject 0
  • ▸ Take him alive.
    Gain trait: ImprisonedRemembered: Broke into our temple (-40 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_GIVE_TRAIT_IMPRISONED
    aeAddTraits: TRAIT_IMPRISONED
    BONUS_EVENTOPTION_TRAITOR_IN_THE_TEMPLE_1
    Memory MEMORYRELIGION_DEFILED_TEMPLE
    ◇ grants a memory no event uses
  • ▸ This ends now.
    The character is killedLeader relationship: Assassinated BySteam achievement (if the target is an heir): Assassinated HeirSteam achievement (if the target leads a rival nation): Assassinated Another LeaderRemembered: Assassination exposed (-80 opinion for 40 turns)(no event currently keys off this)Remembered: Shed blood in our temple (-80 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_KILL_CHARACTER_MURDERED
    AchievementIfHeir ACHIEVEMENT_ASSASSINATED_HEIR
    AchievementIfOtherLeader ACHIEVEMENT_ASSASSINATED_ANOTHER_LEADER
    AddLeaderRelationship RELATIONSHIP_ASSASSINATED_BY
    bKillCharacter 1
    aeBonuses: BONUS_ASSASSINATION_EXPOSED
    BONUS_EVENTOPTION_TRAITOR_IN_THE_TEMPLE_2
    Memory MEMORYRELIGION_DEFILED_TEMPLE_KILL
    ◇ grants a memory no event uses

✎ Josh Unsworth

Unexpected Reunion CM ✓
Every 40 turns UsLeader Us FugitiveDeserter
As it opens, before you choose Loses trait: Fugitive
  • ▸ If [character] swears an oath of lifelong loyalty, he can be forgiven.
    +1 DisciplineLeader relationship: Influenced By-4 LegitimacyGain trait: Gracious
    grants
    BONUS_EVENTOPTION_UNEXPECTED_REUNION_REINSTATE_CHARACTER_0
    aeBonuses: BONUS_GAIN_DISCIPLINE_1, BONUS_LEADER_INFLUENCED_BY
    BONUS_EVENTOPTION_UNEXPECTED_REUNION_REINSTATE_CHARACTER_1
    iLegitimacy -4
    aeBonuses: BONUS_GIVE_TRAIT_GRACIOUS
  • ▸ A deserter can never be trusted. Haul him off to the dungeon.
    Gain trait: Imprisoned+2 Legitimacy+1 Discipline
    grants
    BONUS_GIVE_TRAIT_IMPRISONED
    aeAddTraits: TRAIT_IMPRISONED
    BONUS_EVENTOPTION_UNEXPECTED_REUNION_IMPRISON_CHARACTER_1
    iLegitimacy 2
    aeBonuses: BONUS_GAIN_DISCIPLINE_1
  • ▸ [character] betrayed [rival], and the penalty for that is death.
    The character is killedGain trait: Strict
    grants
    BONUS_KILL_CHARACTER
    bKillCharacter 1
    BONUS_GIVE_TRAIT_STRICT
    aeAddTraits: TRAIT_STRICT

✎ Solver