← All story events Event class Stories drawn from the Incubated 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.
Armed and Incubated
- ▸ [character], prepare your assassins. I have a mission for you.Gain trait: FugitivegrantsBONUS_GIVE_TRAIT_FUGITIVEaeAddTraits: TRAIT_FUGITIVEBONUS_EVENTOPTION_ARMED_AND_INCUBATED_OPTION_0_CHARACTER_1Mission MISSION_ASSASSINATEiMissionSubject 0
- ▸ I'm sure it's nothing.(no gates or payload in XML)
- ▸ I'm insane too!Leader relationship: Endeared Togated byLeaderSubject SUBJECT_INSANEgrantsBONUS_LEADER_ENDEARED_TOAddLeaderRelationship RELATIONSHIP_ENDEARED_TO
Beware
- ▸ Add more guards to patrol the
palace. Gain trait: VigilantgrantsBONUS_GIVE_TRAIT_VIGILANTaeAddTraits: TRAIT_VIGILANT - ▸ Increase the size of the city watch.+1 MilitiagrantsBONUS_EVENTOPTION_BEWARE_OPTION_1_CHARACTER_2aiUnits: UNIT_MILITIA=1
- ▸ Send my Spymaster to deal with him.grantsBONUS_EVENTOPTION_BEWARE_OPTION_2_CHARACTER_1Mission MISSION_ASSASSINATEiMissionSubject 0
- ▸ I will not show any fear.+20 XP to the charactergrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20
Cured of their Demons
- ▸ The priests have earned their pay.Gain a random trait
-40Money-10/city↗ turn grantsBONUS_EVENTOPTION_CURED_OF_THEIR_DEMONS_OPTION_0_PLAYERaeRandomTraitDelay: TRAIT_SUPERSTITIOUS, TRAIT_RIGHTEOUS, TRAIT_DEBAUCHED, TRAIT_PIOUS, TRAIT_WANTONBONUS_MONEY_LOSS_MINIMALaiGlobalYieldsBase: YIELD_MONEY=-40aiGlobalYieldsPer: YIELD_MONEY=-10 - ▸ Begone, you wretched quacks!Gain a random traitRemembered: Disrespected our beliefs (-20 opinion for 40 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_CURED_OF_THEIR_DEMONS_OPTION_1_PLAYERaeRandomTraitDelay: TRAIT_INSANE, TRAIT_BLOODTHIRSTY, TRAIT_HERBALISTBONUS_EVENTOPTION_RELIGION_OPINION_BADMemory MEMORYRELIGION_RELIGION_OPINION_BAD◇ grants a memory no event currently keys off
- ▸ There's only one foolproof way to get those demons out...The character is killedLeader relationship: Assassinated ByRemembered: Assassination exposed (-80 opinion for 40 turns)(no event currently keys off this)Remembered: Honored our beliefs (+40 opinion for 40 turns)(no event currently keys off this)gated byLeaderSubject SUBJECT_CHARACTER_COVERTgrantsBONUS_KILL_CHARACTER_MURDEREDAddLeaderRelationship RELATIONSHIP_ASSASSINATED_BYbKillCharacter 1aeBonuses: BONUS_ASSASSINATION_EXPOSEDBONUS_EVENTOPTION_RELIGION_OPINION_GOODMemory MEMORYRELIGION_RELIGION_OPINION_GOOD◇ grants a memory no event currently keys off
Disheartening News
- ▸ We will pray for him and make sacrifices.Gain trait: Severely IllgrantsBONUS_GIVE_TRAIT_SEVERELY_ILLaeAddTraits: TRAIT_SEVERELY_ILL
Dream Rituals
- ▸ We are pleased that he has recovered.Loses trait: Incubated+20 XP to the charactergrantsBONUS_EVENTOPTION_DREAM_RITUALS_OPTION_0aeRemoveTraits: TRAIT_INCUBATEDaeBonuses: BONUS_XP_CHARACTER_SMALL
Restful Meditation
- ▸ A commander on the front lines.Gain trait: SoldiergrantsBONUS_GIVE_TRAIT_SOLDIERaeAddTraits: TRAIT_SOLDIER
- ▸ Spiritual pursuits would be best.Gain trait: PiousgrantsBONUS_GIVE_TRAIT_PIOUSaeAddTraits: TRAIT_PIOUS
- ▸ Let us see how he adjusts first.+1 WisdomgrantsBONUS_GAIN_WISDOM_1aiRatings: RATING_WISDOM=1