← 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
- ▸ 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 religiongrantsBONUS_EVENTOPTION_FUGITIVE_FROM_GOD_OPTION_0_RELIGIONMemory MEMORYRELIGION_ACCEPTED_HEADiHeadReligionSubject 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 religiongrantsBONUS_EVENTOPTION_FUGITIVE_FROM_GOD_OPTION_1_RELIGIONMemory MEMORYRELIGION_REJECTED_OUR_HEADiHeadReligionSubject 1◇ grants a memory no event uses
- ▸ Refuse to become involved in the dealings of the religion's leadership.
+4Orders↗ turn grantsBONUS_ORDERS_GAIN_SMALLaiGlobalYieldsBase: YIELD_ORDERS=4
Plea for Forgiveness
- ▸ [character] is forgiven.grantsBONUS_EVENTOPTION_PLEA_FOR_FORGIVENESS_2aeBonuses: BONUS_LEADER_OWES_FAVOR_TO, BONUS_REMOVE_TRAIT_FUGITIVEBONUS_EVENTOPTION_PLEA_FOR_FORGIVENESS_0iLegitimacy -3
- ▸ I shall not yield.Leader relationship: Plotting Against+3 LegitimacygrantsBONUS_LEADER_PLOTTING_AGAINSTAddLeaderRelationship RELATIONSHIP_PLOTTING_AGAINSTBONUS_EVENTOPTION_PLEA_FOR_FORGIVENESS_1iLegitimacy 3
Stalwart Spouse
- ▸ Rescind [character] exile.Loses trait: FugitiveLeader relationship: Endeared TograntsBONUS_REMOVE_TRAIT_FUGITIVEaeRemoveTraits: TRAIT_FUGITIVEBONUS_LEADER_ENDEARED_TOAddLeaderRelationship 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 leadergrantsBONUS_REMOVE_TRAIT_FUGITIVEaeRemoveTraits: TRAIT_FUGITIVEBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TOBONUS_EVENTOPTION_STALWART_SPOUSE_EXILED_OPTION_1_CHARACTER_2RemoveRelationshipReverseOption: RELATIONSHIP_ESTRANGED_FROM=0, RELATIONSHIP_VENGEFUL_AGAINST=0, RELATIONSHIP_PLOTTING_AGAINST=0
- ▸ [character] will never return to [rival].+2 DisciplineLeader relationship: Disappointed WithgrantsBONUS_EVENTOPTION_STALWART_SPOUSE_EXILED_OPTION_2_CHARACTER_1AddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITHaiRatings: RATING_DISCIPLINE=2
The Freedom of Divorce
- ▸ Use your power to nullify the bonds of marriage.The marriage is dissolvedLeader relationship: Endeared To
-60Civics-15/city↗ turn grantsBONUS_EVENTOPTION_FREEDOM_OF_DIVORCE_EXILED_OPTION_0_CHARACTER_1AddLeaderRelationship RELATIONSHIP_ENDEARED_TOiDivorcedBySubject 0BONUS_CIVICS_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_CIVICS=-60aiGlobalYieldsPer: YIELD_CIVICS=-15 - ▸ Perhaps a more permanent solution is in
order… Leader relationship: Conspiring WithCarries out Assassinate on your leader (free)gated byLeaderSubject SUBJECT_CHARACTER_VILLAINOUSgrantsBONUS_LEADER_CONSPIRING_WITHAddLeaderRelationship RELATIONSHIP_CONSPIRING_WITHBONUS_EVENTOPTION_FREEDOM_OF_DIVORCE_EXILED_OPTION_1_CHARACTER_3Mission MISSION_ASSASSINATEiMissionSubject 0bMissionFree 1 - ▸ [character] may be gone, but the marriage stands.Leader relationship: Disappointed WithGain trait: StrictgrantsBONUS_LEADER_DISAPPOINTED_WITHAddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITHBONUS_GIVE_TRAIT_STRICTaeAddTraits: TRAIT_STRICT
The Pretender
- ▸ 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 nationgrantsBONUS_PLAYER_WAR_LEGITIMACYDiplomacyPlayerTo DIPLOMACY_WARiLegitimacy 6aeBonuses: BONUS_PLAYER_OFFERBONUS_EVENTOPTION_THE_PRETENDERiJoinSubject 0
- ▸ A bribe will test how loyal [rival] really is to [character].Gain trait: Imprisoned
-400Money-100/city↗ turn grantsBONUS_GIVE_TRAIT_IMPRISONEDaeAddTraits: TRAIT_IMPRISONEDBONUS_MONEY_LOSS_GIGANTICaiGlobalYieldsBase: YIELD_MONEY=-400aiGlobalYieldsPer: YIELD_MONEY=-100 - ▸ Even together, they are no threat.Your character joins the nation of the rival nation+40 XP to the charactergrantsBONUS_EVENTOPTION_THE_PRETENDERiJoinSubject 0BONUS_XP_CHARACTER_AVERAGEiXPCharacter 40
The Traitor
- ▸ Have [character] put an end to [character].Carries out Assassinate on your leadergrantsBONUS_EVENTOPTION_TURN_COATMission MISSION_ASSASSINATEiMissionSubject 1
- ▸ Offer to pay for the capture of [character].Gain trait: ImprisonedLoses trait: Fugitive
-160Money-40/city↗ turn grantsBONUS_EVENTOPTION_TURN_COAT_FUGITIVEaeBonuses: BONUS_GIVE_TRAIT_IMPRISONED, BONUS_REMOVE_TRAIT_FUGITIVEBONUS_MONEY_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=-160aiGlobalYieldsPer: YIELD_MONEY=-40 - ▸ [character] is nothing to us.Your leader joins the nation of the rival nation+40 XP to the charactergrantsBONUS_EVENTOPTION_THE_PRETENDERiJoinSubject 0BONUS_XP_CHARACTER_AVERAGEiXPCharacter 40
Traitor in the Temple
- ▸ I will not desecrate a temple.Your leader joins the nation of the rival nationgrantsBONUS_EVENTOPTION_TRAITOR_IN_THE_TEMPLE_0iJoinSubject 0
- ▸ Take him alive.Gain trait: ImprisonedRemembered: Broke into our temple (-40 opinion for 20 turns)(no event currently keys off this)grantsBONUS_GIVE_TRAIT_IMPRISONEDaeAddTraits: TRAIT_IMPRISONEDBONUS_EVENTOPTION_TRAITOR_IN_THE_TEMPLE_1Memory 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)grantsBONUS_KILL_CHARACTER_MURDEREDAchievementIfHeir ACHIEVEMENT_ASSASSINATED_HEIRAchievementIfOtherLeader ACHIEVEMENT_ASSASSINATED_ANOTHER_LEADERAddLeaderRelationship RELATIONSHIP_ASSASSINATED_BYbKillCharacter 1aeBonuses: BONUS_ASSASSINATION_EXPOSEDBONUS_EVENTOPTION_TRAITOR_IN_THE_TEMPLE_2Memory MEMORYRELIGION_DEFILED_TEMPLE_KILL◇ grants a memory no event uses
Unexpected Reunion
- ▸ If [character] swears an oath of lifelong loyalty, he can be forgiven.grantsBONUS_EVENTOPTION_UNEXPECTED_REUNION_REINSTATE_CHARACTER_0aeBonuses: BONUS_GAIN_DISCIPLINE_1, BONUS_LEADER_INFLUENCED_BYBONUS_EVENTOPTION_UNEXPECTED_REUNION_REINSTATE_CHARACTER_1iLegitimacy -4aeBonuses: BONUS_GIVE_TRAIT_GRACIOUS
- ▸ A deserter can never be trusted. Haul him off to the dungeon.grantsBONUS_GIVE_TRAIT_IMPRISONEDaeAddTraits: TRAIT_IMPRISONEDBONUS_EVENTOPTION_UNEXPECTED_REUNION_IMPRISON_CHARACTER_1iLegitimacy 2aeBonuses: BONUS_GAIN_DISCIPLINE_1
- ▸ [character] betrayed [rival], and the penalty for that is death.The character is killedGain trait: StrictgrantsBONUS_KILL_CHARACTERbKillCharacter 1BONUS_GIVE_TRAIT_STRICTaeAddTraits: TRAIT_STRICT