← 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
- ▸ 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 grantsBONUS_EVENTOPTION_DIVINE_PUNISHMENT_IGNOREDMemory MEMORYRELIGION_IGNORED_DIVINE_ANGERBONUS_HAPPINESS_GAIN_TINYaiCityYields: YIELD_HAPPINESS=40◇ grants a memory no event uses - ▸
Order extra worship to appease. Remembered: Accepted divine anger (+20 opinion for 40 turns)(no event currently keys off this)gated byLeaderSubject SUBJECT_CHARACTER_RELIGIOUSgrantsBONUS_EVENTOPTION_DIVINE_PUNISHMENT_ACCEPTEDMemory 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: SuperstitiousgrantsBONUS_EVENTOPTION_DIVINE_PUNISHMENT_ACCEPTEDMemory MEMORYRELIGION_ACCEPTED_DIVINE_ANGERBONUS_GIVE_TRAIT_SUPERSTITIOUSaeAddTraits: TRAIT_SUPERSTITIOUS◇ grants a memory no event uses
From the Remnants
- ▸ Have them form a new regiment.+1 Heavy Infantry unit
-80Training-20/city↗ turn grantsBONUS_UNITCLASS_HEAVY_INFANTRYaiBonusUnits: BONUSUNITCLASS_HEAVY_INFANTRY=1BONUS_TRAINING_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_TRAINING=-80aiGlobalYieldsPer: YIELD_TRAINING=-20 - ▸ Build defenses for the city.Begin project: Walls
-50Stone-15/city↗ turn grantsBONUS_ADD_WALLSaeAddProjects: PROJECT_WALLSBONUS_STONE_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_STONE=-50aiGlobalYieldsPer: YIELD_STONE=-15 - ▸ Use their experience to train new recruits.
+80Training+20/city↗ turn grantsBONUS_TRAINING_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_TRAINING=80aiGlobalYieldsPer: YIELD_TRAINING=20 - ▸ Refuse and give them land to work instead.
+40Discontenteach city↗ turn+1 Citizen grantsBONUS_DISCONTENT_GAIN_TINYaiCityYields: YIELD_DISCONTENT=40BONUS_ADD_CITIZEN_1iCitizens 1
Lamentations
- ▸ We will strike back swiftly.
+6Orders↗ turn grantsBONUS_ORDERS_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_ORDERS=6 - ▸ We must be patient.
+80Training+20/city↗ turn grantsBONUS_TRAINING_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_TRAINING=80aiGlobalYieldsPer: YIELD_TRAINING=20 - ▸ God must be punishing us for our sins.Gain a random traitgrantsBONUS_EVENTOPTION_LAMENTATIONSaeRandomTraitDelay: TRAIT_PIOUS, TRAIT_SUPERSTITIOUS
Military Grievances
- ▸ Remind [character] and [character] of their place.grantsBONUS_LEADER_ESTRANGED_FROMAddLeaderRelationship RELATIONSHIP_ESTRANGED_FROMBONUS_LEADER_ESTRANGED_FROMAddLeaderRelationship RELATIONSHIP_ESTRANGED_FROMBONUS_EVENTOPTION_MILITARY_GRIEVANCES_OPTION_0_CHARACTER_2iLegitimacy 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)grantsBONUS_EVENTOPTION_MILITARY_GRIEVANCES_OPTION_1_CHARACTER_2MemoryAllFamilies MEMORYFAMILY_CONSULAR_TRIBUNESaeAddProjects: 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 Charismagated byLeaderSubject SUBJECT_COMMANDERgrantsBONUS_LEADER_ENDEARED_TOAddLeaderRelationship RELATIONSHIP_ENDEARED_TOBONUS_LEADER_ENDEARED_TOAddLeaderRelationship RELATIONSHIP_ENDEARED_TOBONUS_GAIN_CHARISMA_1aiRatings: RATING_CHARISMA=1
The Coward
- ▸ Good riddance. Cowards are not welcome in [city].(no gates or payload in XML)
The Lost of [city]
- ▸ Have the refugees settle in [city].+2 CitizensgrantsBONUS_EVENTOPTION_THE_LOST_OF_CITY_OPTION_0_CITY_1iCitizens 2
- ▸ Have the refugees settle in [city].+2 CitizensgrantsBONUS_EVENTOPTION_THE_LOST_OF_CITY_OPTION_1_CITY_2iCitizens 2
Walk Away
- ▸ I will step down, as [character] wishes.Gain trait: Fierce+2 CourageYour leader abdicates the thronegrantsBONUS_EVENTOPTION_WALK_AWAY_OPTION_0_CHARACTER_0aeAddTraits: TRAIT_FIERCEaeBonuses: BONUS_GAIN_COURAGE_2BONUS_EVENTOPTION_WALK_AWAY_OPTION_0_CHARACTER_1bAbdicate 1
- ▸ This is treason! Find [character]!Gain trait: Fugitive
+6Orders↗ turn grantsBONUS_GIVE_TRAIT_FUGITIVEaeAddTraits: TRAIT_FUGITIVEBONUS_ORDERS_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_ORDERS=6 - ▸ This has no bearing on the current conflict.gated byLeaderSubject SUBJECT_HIGH_DISCIPLINE