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📜 Lost City Events

7 events

← All story events Event class Stories drawn from the Lost City event pool. Scheduling (eventClass.xml): at most one event of this class every 50 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.

Divine Punishment City Lost
Every 30 turns City TribePlayer ThemReligion StatePlayer Us
  • This was the [rival] and no one else.
    Remembered: Ignored divine anger (-20 opinion for 40 turns)(no event currently keys off this)+40Happinesseach city↗ turn
    grants
    BONUS_EVENTOPTION_DIVINE_PUNISHMENT_IGNORED
    Memory MEMORYRELIGION_IGNORED_DIVINE_ANGER
    BONUS_HAPPINESS_GAIN_TINY
    aiCityYields: YIELD_HAPPINESS=40
    ◇ grants a memory no event currently keys off
  • OrdersOrder extra worship to appease.
    Remembered: Accepted divine anger (+20 opinion for 40 turns)(no event currently keys off this)
    gated by
    LeaderSubject SUBJECT_CHARACTER_RELIGIOUS
    grants
    BONUS_EVENTOPTION_DIVINE_PUNISHMENT_ACCEPTED
    Memory MEMORYRELIGION_ACCEPTED_DIVINE_ANGER
    ◇ grants a memory no event currently keys off
  • We're all doomed.
    Remembered: Accepted divine anger (+20 opinion for 40 turns)(no event currently keys off this)Gain trait: Superstitious
    grants
    BONUS_EVENTOPTION_DIVINE_PUNISHMENT_ACCEPTED
    Memory MEMORYRELIGION_ACCEPTED_DIVINE_ANGER
    BONUS_GIVE_TRAIT_SUPERSTITIOUS
    aeAddTraits: TRAIT_SUPERSTITIOUS
    ◇ grants a memory no event currently keys off

✎ Josh Unsworth

From the Remnants City Lost
70% to appear Every 20 turns City TribeCapital UsPlayer ThemPlayer Us
  • Have them form a new regiment.
    +1 Heavy Infantry unit-80Training-20/city↗ turn
    grants
    BONUS_UNITCLASS_HEAVY_INFANTRY
    aiBonusUnits: BONUSUNITCLASS_HEAVY_INFANTRY=1
    BONUS_TRAINING_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_TRAINING=-80
    aiGlobalYieldsPer: YIELD_TRAINING=-20
  • Build defenses for the city.
    Begin project: Walls-50Stone-15/city↗ turn
    grants
    BONUS_ADD_WALLS
    aeAddProjects: PROJECT_WALLS
    BONUS_STONE_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_STONE=-50
    aiGlobalYieldsPer: YIELD_STONE=-15
  • Use their experience to train new recruits.
    +80Training+20/city↗ turn
    grants
    BONUS_TRAINING_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_TRAINING=80
    aiGlobalYieldsPer: YIELD_TRAINING=20
  • Refuse and give them land to work instead.
    +40Discontenteach city↗ turn
    grants
    BONUS_DISCONTENT_GAIN_TINY
    aiCityYields: YIELD_DISCONTENT=40
    BONUS_ADD_CITIZEN_1
    iCitizens 1

✎ Josh Unsworth

Lamentations City Lost
Every 0 turns City TribeReligion StatePlayer ThemPlayer Us Judaism
  • We will strike back swiftly.
    +6Orders↗ turn
    grants
    BONUS_ORDERS_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_ORDERS=6
  • We must be patient.
    +80Training+20/city↗ turn
    grants
    BONUS_TRAINING_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_TRAINING=80
    aiGlobalYieldsPer: YIELD_TRAINING=20
  • God must be punishing us for our sins.
    Gain a random trait
    grants
    BONUS_EVENTOPTION_LAMENTATIONS
    aeRandomTraitDelay: TRAIT_PIOUS, TRAIT_SUPERSTITIOUS

✎ Josh Unsworth

Military Grievances City Lost
Once per game City TribeUsUsPlayer ThemLeader Us Archetype MartialMax Upset
  • Remind [character] and [character] of their place.
    Leader relationship: Estranged FromLeader relationship: Estranged From+2 Legitimacy
    grants
    BONUS_LEADER_ESTRANGED_FROM
    AddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
    BONUS_LEADER_ESTRANGED_FROM
    AddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
    BONUS_EVENTOPTION_MILITARY_GRIEVANCES_OPTION_0_CHARACTER_2
    iLegitimacy 2
  • The court must remedy this glaring imbalance.
    Begin project: Consular TribunesRemembered (all families): Granted military power on court (-20 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_MILITARY_GRIEVANCES_OPTION_1_CHARACTER_2
    MemoryAllFamilies MEMORYFAMILY_CONSULAR_TRIBUNES
    aeAddProjects: PROJECT_CONSULAR_TRIBUNES
    ◇ grants a memory no event currently keys off
  • I will appeal to them via our shared battlefield experiences.
    Leader relationship: Endeared ToLeader relationship: Endeared To+1 Charisma
    gated by
    LeaderSubject SUBJECT_COMMANDER
    grants
    BONUS_LEADER_ENDEARED_TO
    AddLeaderRelationship RELATIONSHIP_ENDEARED_TO
    BONUS_LEADER_ENDEARED_TO
    AddLeaderRelationship RELATIONSHIP_ENDEARED_TO
    BONUS_GAIN_CHARISMA_1
    aiRatings: RATING_CHARISMA=1

✎ Andy Auseon

The Coward City Lost
Once per game City TribeUsCity UsPlayer UsPlayer Them Capital UsTimidHas JobCourtierRoyal Non Leader Or Heir
Always Gain trait: Exiled
  • Good riddance. Cowards are not welcome in [city].
    (no gates or payload in XML)

✎ Andy Auseon

The Lost of [city] City Lost
70% to appear Every 80 turns City TribePlayer ThemPlayer UsCity UsCity Us
  • Have the refugees settle in [city].
    grants
    BONUS_EVENTOPTION_THE_LOST_OF_CITY_OPTION_0_CITY_1
    iCitizens 2
  • Have the refugees settle in [city].
    grants
    BONUS_EVENTOPTION_THE_LOST_OF_CITY_OPTION_1_CITY_2
    iCitizens 2

✎ Andy Auseon

Walk Away City Lost
Once per game Heir UsCity TribeLeader UsPlayer UsPlayer Them Max CautiousAdultArchetype Martial
  • I will step down, as [character] wishes.
    Gain trait: Fierce+2 Courage
    grants
    BONUS_EVENTOPTION_WALK_AWAY_OPTION_0_CHARACTER_0
    aeAddTraits: TRAIT_FIERCE
    aeBonuses: BONUS_GAIN_COURAGE_2
    BONUS_EVENTOPTION_WALK_AWAY_OPTION_0_CHARACTER_1
    bAbdicate 1
  • This is treason! Find [character]!
    Gain trait: Fugitive+6Orders↗ turn
    grants
    BONUS_GIVE_TRAIT_FUGITIVE
    aeAddTraits: TRAIT_FUGITIVE
    BONUS_ORDERS_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_ORDERS=6
  • This has no bearing on the current conflict.
    gated by
    LeaderSubject SUBJECT_HIGH_DISCIPLINE

✎ Andy Auseon