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📜 Lost City Events

7 events

← All story events Event class Events drawn from the Lost City pool. How often: at most one every 50 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.

Divine Punishment City Lost CM ✓
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 uses
  • ▸ 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 uses
  • ▸ 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 uses

✎ Josh Unsworth

From the Remnants City Lost CM ✓
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+1 Citizen
    grants
    BONUS_DISCONTENT_GAIN_TINY
    aiCityYields: YIELD_DISCONTENT=40
    BONUS_ADD_CITIZEN_1
    iCitizens 1

✎ Josh Unsworth

Lamentations City Lost CM ✓
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 CM ✓
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 uses
  • ▸ 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 CM ✓
Once per game City TribeUsCity UsPlayer UsPlayer Them Capital UsTimidHas JobCourtierRoyal Non Leader Or Heir
As it opens, before you choose 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 CM ✓
70% to appear Every 80 turns City TribePlayer ThemPlayer UsCity UsCity Us
  • ▸ Have the refugees settle in [city].
    +2 Citizens
    grants
    BONUS_EVENTOPTION_THE_LOST_OF_CITY_OPTION_0_CITY_1
    iCitizens 2
  • ▸ Have the refugees settle in [city].
    +2 Citizens
    grants
    BONUS_EVENTOPTION_THE_LOST_OF_CITY_OPTION_1_CITY_2
    iCitizens 2

✎ Andy Auseon

Walk Away one choice: Your leader abdicates the throne City Lost CM ✓
Once per game Heir UsCity TribeLeader UsPlayer UsPlayer Them Max CautiousAdultArchetype Martial
  • ▸ I will step down, as [character] wishes.
    Gain trait: Fierce+2 CourageYour leader abdicates the throne
    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