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📜 Ambition Finished Events

20 events2 follow-ups

← All story events Trigger Stories that fire on the Ambition Finished trigger.

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.

Age of Expansion Ambition Finished · Control Seven Cities
Once per game Law: Colonies Leader UsPlayer UsCapital UsCity UsCity Us Max 2 StrengthsCity Coastal
  • We must expand our cities and their lands for our citizens.
    Gain trait: Prosperous+1 Happiness level+1 Happiness level+1 Happiness level
    grants
    BONUS_GIVE_TRAIT_PROSPEROUS
    aeAddTraits: TRAIT_PROSPEROUS
    BONUS_EVENTOPTION_AGE_OF_EXPANSION_OPTION_0_CITY_0
    iCitizens -1
    iBorderGrowth 5
    iHappinessLevels 1
    BONUS_EVENTOPTION_AGE_OF_EXPANSION_OPTION_0_CITY_1
    iCitizens -1
    iBorderGrowth 5
    iHappinessLevels 1
    BONUS_EVENTOPTION_AGE_OF_EXPANSION_OPTION_0_CITY_2
    iCitizens -1
    iBorderGrowth 5
    iHappinessLevels 1
  • We must arm this multitude, and wage war for more land.
    Gain trait: Warlike-80Training-20/city↗ turn+1 Heavy Infantry unit+1 Ship unit+1 Ship unit
    grants
    BONUS_GIVE_TRAIT_WARLIKE
    aeAddTraits: TRAIT_WARLIKE
    BONUS_TRAINING_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_TRAINING=-80
    aiGlobalYieldsPer: YIELD_TRAINING=-20
    BONUS_EVENTOPTION_AGE_OF_EXPANSION_OPTION_1_CITY_0
    iCitizens -1
    aiBonusUnits: BONUSUNITCLASS_HEAVY_INFANTRY=1
    BONUS_EVENTOPTION_AGE_OF_EXPANSION_OPTION_1_CITY_1
    iCitizens -1
    aiBonusUnits: BONUSUNITCLASS_SHIP=1
    BONUS_EVENTOPTION_AGE_OF_EXPANSION_OPTION_1_CITY_2
    iCitizens -1
    aiBonusUnits: BONUSUNITCLASS_SHIP=1
  • We must discover new advancements and dedicate ourselves to improving lives.
    Free law: Engineering
    gated by
    LeaderSubject SUBJECT_ENGINEER
    grants
    BONUS_FREE_LAW_ENGINEERING
    FreeLaw LAW_ENGINEERING

✎ Zorbaz

Age of Inflation Ambition Finished · Enact Coin Debasement
Once per game Leader UsPlayer UsCity UsCity UsCity Us City Family SeatNot Seven Virtues
  • We shall issue a new currency to reset the Marketmarkets.
    +1 Wisdom-320Money-80/city↗ turn+1 Happiness level+1 Happiness level+1 Happiness level
    gated by
    LeaderSubject SUBJECT_NOT_SLOTHFUL
    grants
    BONUS_GAIN_WISDOM_1
    aiRatings: RATING_WISDOM=1
    BONUS_MONEY_LOSS_HUGE
    aiGlobalYieldsBase: YIELD_MONEY=-320
    aiGlobalYieldsPer: YIELD_MONEY=-80
    BONUS_HAPPINESS_UP
    iHappinessLevels 1
    BONUS_HAPPINESS_UP
    iHappinessLevels 1
    BONUS_HAPPINESS_UP
    iHappinessLevels 1
  • Seize the lands of the wealthy. They must do their part to fund the state.
    +2 CourageRemembered (all families): Seized family estates to cover debasement induced inflation (-80 opinion for 20 turns)(no event currently keys off this)+1 Happiness level+1 Happiness level+1 Happiness level
    gated by
    LeaderSubject SUBJECT_NOT_SLOTHFUL
    grants
    BONUS_GAIN_COURAGE_2
    aiRatings: RATING_COURAGE=2
    BONUS_EVENTOPTION_AGE_OF_INFLATION_OPTION_1
    MemoryAllFamilies MEMORYFAMILY_SEIZED_ESTATES_INFLATION
    BONUS_HAPPINESS_UP
    iHappinessLevels 1
    BONUS_HAPPINESS_UP
    iHappinessLevels 1
    BONUS_HAPPINESS_UP
    iHappinessLevels 1
    ◇ grants a memory no event currently keys off
  • What does it matter if the poor are poor? Just make more Moneymoney.
    +320Money+80/city↗ turn-1 Happiness level-1 Happiness level-1 Happiness level
    grants
    BONUS_MONEY_GAIN_HUGE
    aiGlobalYieldsBase: YIELD_MONEY=320
    aiGlobalYieldsPer: YIELD_MONEY=80
    BONUS_HAPPINESS_DOWN
    iHappinessLevels -1
    BONUS_HAPPINESS_DOWN
    iHappinessLevels -1
    BONUS_HAPPINESS_DOWN
    iHappinessLevels -1

✎ Zorbaz

All Roads Lead to [city] Ambition Finished · Control Six Connected Cities
90% to appear Once per game UsCapital UsPlayer Us Courtier
  • A marvelous idea!
    +30–300 Culture (by city tier)-30Stone-10/city↗ turn
    grants
    BONUS_CULTURE_GAIN_AVERAGE
    aaiCultureYield: CULTURE_WEAK[YIELD_CULTURE=30], CULTURE_DEVELOPING[YIELD_CULTURE=60], CULTURE_STRONG[YIELD_CULTURE=120], CULTURE_LEGENDARY[YIELD_CULTURE=300]
    BONUS_STONE_LOSS_SMALL
    aiGlobalYieldsBase: YIELD_STONE=-30
    aiGlobalYieldsPer: YIELD_STONE=-10
  • The resources can be best used elsewhere.
    Leader relationship: Estranged From+60Happinesseach city↗ turn
    grants
    BONUS_LEADER_ESTRANGED_FROM
    AddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
    BONUS_HAPPINESS_GAIN_SMALL
    aiCityYields: YIELD_HAPPINESS=60

✎ Josh Unsworth Background reading ↗

Assassination of Monarch Ambition Finished · Kill 10 Enemy Nation Units ⛓ follow-up
Part of the Assassination of Monarch chain — 6 events , 2 branch points view map →

⛓ Follows from: Assassination of Monarch

Every 0 turns Player ThemPlayer ThemDead UsUsUs
  • Revenge is sweet.
    +4 Legitimacy
    grants
    BONUS_EVENTOPTION_ASSASSINATION_OF_MONARCH_SUCCESS
    iLegitimacy 4

✎ Leyla Johnson Background reading ↗

Brothers and Sisters of the Faith Ambition Finished · Establish a State Religion
Once per game Leader UsPlayer UsTribe War No War AllianceReligion StateReligion Head Us Tribe Diplomacy Five Turns
  • We will honor the wishes of [character] and make a truce... grudgingly.
    Remembered: Tribe Offer (5 turns)Remembered: Heeded our advice (+20 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_TRIBE_TRUCE
    DiplomacyTribe DIPLOMACY_TRUCE
    aeBonuses: BONUS_TRIBE_OFFER
    BONUS_OF_THE_FAITH_HAPPY_RELIGIOUS_LEADER
    Memory MEMORYCHARACTER_OF_THE_FAITH_HAPPY_RELIGIOUS_LEADER
    ◇ grants a memory no event currently keys off
  • I am the ruler of this Realm, not [character]. There will be no peace.
    +40 XP to the characterRemembered: Refused to heed our advice (-40 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_XP_CHARACTER_AVERAGE
    iXPCharacter 40
    BONUS_DISSATISFIED_LEADER
    Memory MEMORYCHARACTER_DISSATISFIED_LEADER
    ◇ grants a memory no event currently keys off

✎ Velociryx

Cooperation Ambition Finished · Make Peace Tribe with a Tribe
Once per game Leader UsPlayer UsLeader Tribe PeaceTribe Peace Or Truce Leader Orator
  • By all means! Collaboration serves us both well.
    +3Orders↗ turn-320Money-80/city↗ turn
    grants
    BONUS_ORDERS_GAIN_TINY
    aiGlobalYieldsBase: YIELD_ORDERS=3
    BONUS_MONEY_LOSS_HUGE
    aiGlobalYieldsBase: YIELD_MONEY=-320
    aiGlobalYieldsPer: YIELD_MONEY=-80
  • Sadly, we must decline this offer.
    Remembered: Refused to collaborate with us (-20 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_TRIBAL_DISAPPOINTMENT_NO_COLLABORATION
    Memory MEMORYTRIBE_TRIBAL_DISAPPOINTMENT_NO_COLLABORATION
    ◇ grants a memory no event currently keys off

✎ Velociryx

Counting Coins Ambition Finished · Stockpile 2,000 Money
Once per game Leader Us
  • Resolve
    83%
    Progress ambition: GuildsRemembered: Recent Ambition (7 turns)
    8%
    Progress ambition: Trade LeagueRemembered: Recent Ambition (7 turns)
    8%
    Progress ambition: Monetary ReformRemembered: Recent Ambition (7 turns)
    grants
    83% BONUS_AMBITION_LAW_GUILDS
    Ambition GOAL_GUILDS
    aeBonuses: BONUS_RECENT_AMBITION
    8% BONUS_AMBITION_LAW_TRADE_LEAGUE
    Ambition GOAL_TRADE_LEAGUE
    aeBonuses: BONUS_RECENT_AMBITION
    8% BONUS_AMBITION_LAW_MONETARY_REFORM
    Ambition GOAL_MONETARY_REFORM
    aeBonuses: BONUS_RECENT_AMBITION
  • Resolve
    91%
    Gain trait: GreedyProgress ambition: Money 5000
    9%
    Gain trait: GreedyProgress ambition: Money 10000
    grants
    91% BONUS_EVENTOPTION_AMBITION_FINISHED_MONEY_2000_OPTION_MONEY_5000
    Ambition GOAL_MONEY_5000
    aeAddTraits: TRAIT_GREEDY
    9% BONUS_EVENTOPTION_AMBITION_FINISHED_MONEY_2000_OPTION_MONEY_10000
    Ambition GOAL_MONEY_10000
    aeAddTraits: TRAIT_GREEDY
  • Resolve
    48%
    +1 CharismaProgress ambition: Four Caravans
    48%
    +1 CharismaProgress ambition: Six Convoys
    5%
    +1 WisdomProgress ambition: Doctrine Fiscal Policy
    grants
    48% BONUS_EVENTOPTION_AMBITION_FINISHED_MONEY_2000_OPTION_FOUR_CARAVANS
    Ambition GOAL_FOUR_CARAVANS
    aiRatings: RATING_CHARISMA=1
    48% BONUS_EVENTOPTION_AMBITION_FINISHED_MONEY_2000_OPTION_SIX_CONVOYS
    Ambition GOAL_SIX_CONVOYS
    aiRatings: RATING_CHARISMA=1
    5% BONUS_EVENTOPTION_AMBITION_FINISHED_MONEY_2000_OPTION_DOCTRINE_FISCAL_POLICY
    Ambition GOAL_DOCTRINE_FISCAL_POLICY
    aiRatings: RATING_WISDOM=1
  • [rival] is prosperous enough already.
    Gain trait: Prosperous
    grants
    BONUS_GIVE_TRAIT_PROSPEROUS
    aeAddTraits: TRAIT_PROSPEROUS

✎ Brodie Frehlich

Era of Prosperity Ambition Finished · Enact Monetary Reform
Once per game Leader UsFamily UsCity Family UsCapital Us Not Seven Sins
  • We shall continue to mint high quality coins.
    +400Money+100/city↗ turn
    grants
    BONUS_MONEY_GAIN_GIGANTIC
    aiGlobalYieldsBase: YIELD_MONEY=400
    aiGlobalYieldsPer: YIELD_MONEY=100
  • We shall invest in additional work forces.
    -160Money-40/city↗ turn+1 Worker+1 Worker
    grants
    BONUS_MONEY_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=-160
    aiGlobalYieldsPer: YIELD_MONEY=-40
    BONUS_UNIT_WORKER
    aiUnits: UNIT_WORKER=1
    BONUS_UNIT_WORKER
    aiUnits: UNIT_WORKER=1
  • We must spend the Moneymoney to raise new armies.
    -240Money-60/city↗ turn+1 Melee Cavalry unit+1 Melee Cavalry unit
    grants
    BONUS_MONEY_LOSS_LARGE
    aiGlobalYieldsBase: YIELD_MONEY=-240
    aiGlobalYieldsPer: YIELD_MONEY=-60
    BONUS_UNITCLASS_MELEE_CAVALRY
    aiBonusUnits: BONUSUNITCLASS_MELEE_CAVALRY=1
    BONUS_UNITCLASS_MELEE_CAVALRY
    aiBonusUnits: BONUSUNITCLASS_MELEE_CAVALRY=1

✎ Zorbaz Background reading ↗

Exotic Pets Ambition Finished · Enact Exploration
Part of the Exotic Pets chain — 6 events , 1 branch point view map →
Once per game Leader Us
  • Monkeys are pretty cute.
    Gain trait: Pet Monkey Owner
    grants
    BONUS_GIVE_TRAIT_PET_MONKEY
    aeAddTraits: TRAIT_PET_MONKEY
    ↳ may trigger: Monkey at Rest
  • Tropical Fishfish are beautiful.
    Gain trait: Pet Fish Owner
    grants
    BONUS_EVENTOPTION_EXOTIC_PETS_FISH
    aeAddTraits: TRAIT_PET_FISH
    ↳ may trigger: Fish at Rest
  • Our menagerie is full enough.
    (no gates or payload in XML)

✎ Leyla Johnson

Founding Signs Ambition Finished · Found Two Cities
Every 0 turns City Us City Newest
  • May their good fortune continue.
    +40–400 Culture (by city tier)
    grants
    BONUS_CULTURE_GAIN_LARGE
    aaiCultureYield: CULTURE_WEAK[YIELD_CULTURE=40], CULTURE_DEVELOPING[YIELD_CULTURE=80], CULTURE_STRONG[YIELD_CULTURE=160], CULTURE_LEGENDARY[YIELD_CULTURE=400]

✎ Leyla Johnson

Friend of the Faith Ambition Finished · Enact Pilgrimage
Once per game Family UsLeader Us Not Family Clerics
  • All are welcome to worship here.
    Law-based opinion shift
    grants
    BONUS_EVENTOPTION_LAW_FRIEND_OF_THE_FAITH_OPTION_0
    aiLawOpinion: LAW_PILGRIMAGE=-40
    BONUS_EVENTOPTION_LAW_FRIEND_OF_THE_FAITH_OPTION_0_CHARACTER
  • Impose restrictions on visiting pilgrims.
    -40Civics-10/city↗ turn-60Training-15/city↗ turn
    grants
    BONUS_EVENTOPTION_LAW_FRIEND_OF_THE_FAITH_OPTION_1
    aeBonuses: BONUS_CIVICS_LOSS_SMALL, BONUS_TRAINING_LOSS_SMALL

✎ Andy Auseon

Growing Military Might Ambition Finished · Discover Cohorts and Martial Code
Once per game Law: Professional Army Non Leader UsNon Leader Us General
  • Search outside our Kingdom for a suitable commander.
    -400Money-100/city↗ turnGain a Court Soldier
    grants
    BONUS_MONEY_LOSS_GIGANTIC
    aiGlobalYieldsBase: YIELD_MONEY=-400
    aiGlobalYieldsPer: YIELD_MONEY=-100
    BONUS_GROWING_MILITARY_MIGHT_HIRE_OUTSIDER
    AddCourtier: COURTIER_SOLDIER=GENDER_MALE
  • Let us promote General [character] to the post of Commander of the Royal Guard.
    Gain trait: Commander of the Royal Guard
    grants
    BONUS_GROWING_MILITARY_MIGHT_PROMOTE_GENERAL0
    aeAddTraits: TRAIT_COMMANDER_ROYAL_GUARD
  • We should make General [character] the Commander of our Royal Guard.
    Gain trait: Commander of the Royal Guard
    grants
    BONUS_GROWING_MILITARY_MIGHT_PROMOTE_GENERAL1
    aeAddTraits: TRAIT_COMMANDER_ROYAL_GUARD
  • Have our elite squad compete for the leadership position and promote from within.
    +2 Legitimacy
    gated by
    LeaderSubject SUBJECT_CHARACTER_DILIGENT
    grants
    BONUS_GROWING_MILITARY_MIGHT_PROMOTE_FROM_WITHIN
    iLegitimacy 2

✎ Velociryx

Heaven's Chosen Ambition Finished · Establish Revelation
Every 0 turns Family UsFamily UsLeader Us
  • It must be clear to all that I am no god.
    Remembered: Denied Divine Rule (+20 opinion for 20 turns)(no event currently keys off this)Remembered: Denied Divine Rule (+20 opinion for 20 turns)(no event currently keys off this)-4 LegitimacyGain trait: Humble
    grants
    BONUS_EVENTOPTION_LAW_HEAVENS_CHOSEN_OPTION_0
    Memory MEMORYFAMILY_LAW_DENIED_DIVINITY
    BONUS_EVENTOPTION_LAW_HEAVENS_CHOSEN_OPTION_0_FAMILY_1
    Memory MEMORYFAMILY_LAW_DENIED_DIVINITY
    BONUS_EVENTOPTION_LAW_HEAVENS_CHOSEN_OPTION_0_CHARACTER
    iLegitimacy -4
    aeBonuses: BONUS_GIVE_TRAIT_HUMBLE
    ◇ grants a memory no event currently keys off
  • The divine has no place in our politics.
    Law-based opinion shiftLaw-based opinion shiftFree law: Legal Code
    grants
    BONUS_EVENTOPTION_LAW_HEAVENS_CHOSEN_OPTION_1
    aiLawOpinion: LAW_LEGAL_CODE=20
    BONUS_EVENTOPTION_LAW_HEAVENS_CHOSEN_OPTION_1_FAMILY_1
    aiLawOpinion: LAW_LEGAL_CODE=20
    BONUS_EVENTOPTION_LAW_HEAVENS_CHOSEN_OPTION_1_CHARACTER
    FreeLaw LAW_LEGAL_CODE
  • It is true. The heavens guide my hand.
    Remembered: Established Divine Rule (-40 opinion for 20 turns)(no event currently keys off this)Remembered: Established Divine Rule (-40 opinion for 20 turns)(no event currently keys off this)Free law: Divine Rule
    grants
    BONUS_EVENTOPTION_LAW_HEAVENS_CHOSEN_OPTION_2
    Memory MEMORYFAMILY_LAW_ADOPTED_DIVINE_RULE
    BONUS_EVENTOPTION_LAW_HEAVENS_CHOSEN_OPTION_2_FAMILY_1
    Memory MEMORYFAMILY_LAW_ADOPTED_DIVINE_RULE
    BONUS_EVENTOPTION_LAW_HEAVENS_CHOSEN_OPTION_2_CHARACTER
    FreeLaw LAW_DIVINE_RULE
    ◇ grants a memory no event currently keys off

✎ Andy Auseon

Idle Hands Ambition Finished · Control 10 Population
Once per game UsFamily UsLeader Us Family Champions UsFamily Hunters UsFamily Riders Us
  • We must not interfere with our steady Growthgrowth.
    Law-based opinion shift
    grants
    BONUS_EVENTOPTION_LAW_IDLE_HANDS_OPTION_0
    aiLawOpinion: LAW_VASSALAGE=20
  • Professional soldiers will be a high priority.
    Law-based opinion shift
    grants
    BONUS_EVENTOPTION_LAW_IDLE_HANDS_OPTION_1
    aiLawOpinion: LAW_PROFESSIONAL_ARMY=20
  • I wish to avoid other Nations as much as possible.
    Law-based opinion shift
    grants
    BONUS_EVENTOPTION_LAW_IDLE_HANDS_OPTION_2
    aiLawOpinion: LAW_AUTARKY=20

✎ Andy Auseon

Inquiring Minds Ambition Finished · Complete Three Inquiries
Every 0 turns City Us City Family SeatCity Sages
  • We are all better for it.
    grants
    BONUS_EVENTOPTION_INQUIRING_MINDS_SUCCESS_OK
    bRandomTech 1

✎ Leyla Johnson

Might of Mursili Ambition Finished · Clear Three Tribal Sites Wonders and Dynasties Wonders & Dynasties
Once per game Leader Us Mursili Ii Leader
Always Loses trait: Inexperienced
  • I have proved wrong those who doubted me.
    +25 Legitimacy
    grants
    BONUS_EVENTOPTION_HATTI_MURSILI_II_AMBITION_OK
    iLegitimacy 25
  • I will not stop until all of [rival]’s enemies are silenced.
    +30 LegitimacyProgress ambition: 10 KillsRemembered: Recent Ambition (7 turns)
    grants
    BONUS_EVENTOPTION_HATTI_MURSILI_II_CLEAR_TRIBES_10_KILLS
    iLegitimacy 30
    aeBonuses: BONUS_AMBITION_10_KILLS

✎ Brodie Frehlich

Mursili's Worth Ambition Finished · Control Four Cities Wonders and Dynasties Wonders & Dynasties
Once per game Leader UsCapital Us Mursili Ii Leader
Always Loses trait: Inexperienced
  • I have proved wrong those who doubted me.
    +25 Legitimacy
    grants
    BONUS_EVENTOPTION_HATTI_MURSILI_II_AMBITION_OK
    iLegitimacy 25
  • [rival] must continue to grow.
    +30 LegitimacyProgress ambition: Seven CitiesRemembered: Recent Ambition (7 turns)
    grants
    BONUS_EVENTOPTION_HATTI_MURSILI_II_FOUND_CITIES_SEVEN_CITIES
    iLegitimacy 30
    aeBonuses: BONUS_AMBITION_CITIES_SEVEN

✎ Brodie Frehlich

National Workforce Ambition Finished · Control Five Worker
Once per game Leader Us
  • Have our workers tame these wild lands.
    Progress ambition: Eight Resource ImprovementsRemembered: Recent Ambition (7 turns)
    grants
    BONUS_AMBITION_EIGHT_RESOURCE_IMPROVEMENTS
    Ambition GOAL_EIGHT_RESOURCE_IMPROVEMENTS
    aeBonuses: BONUS_RECENT_AMBITION
  • Resolve
    91%
    Progress ambition: Six Urban ImprovementsRemembered: Recent Ambition (7 turns)
    9%
    Progress ambition: 20 Urban ImprovementsRemembered: Recent Ambition (7 turns)
    grants
    91% BONUS_AMBITION_SIX_URBAN_IMPROVEMENTS
    Ambition GOAL_SIX_URBAN_IMPROVEMENTS
    aeBonuses: BONUS_RECENT_AMBITION
    9% BONUS_AMBITION_20_URBAN_IMPROVEMENTS
    Ambition GOAL_20_URBAN_IMPROVEMENTS
    aeBonuses: BONUS_RECENT_AMBITION
  • Resolve
    31%
    Progress ambition: Four Garrison 1Remembered: Recent Ambition (7 turns)
    3%
    Progress ambition: Four Garrison 2Remembered: Recent Ambition (7 turns)
    31%
    Progress ambition: Four Theater 1Remembered: Recent Ambition (7 turns)
    3%
    Progress ambition: Four Theater 2Remembered: Recent Ambition (7 turns)
    31%
    Progress ambition: Six Barracks RangesRemembered: Recent Ambition (7 turns)
    grants
    31% BONUS_AMBITION_FOUR_GARRISON_1
    Ambition GOAL_FOUR_GARRISON_1
    aeBonuses: BONUS_RECENT_AMBITION
    3% BONUS_AMBITION_FOUR_GARRISON_2
    Ambition GOAL_FOUR_GARRISON_2
    aeBonuses: BONUS_RECENT_AMBITION
    31% BONUS_AMBITION_FOUR_THEATER_1
    Ambition GOAL_FOUR_THEATER_1
    aeBonuses: BONUS_RECENT_AMBITION
    3% BONUS_AMBITION_FOUR_THEATER_2
    Ambition GOAL_FOUR_THEATER_2
    aeBonuses: BONUS_RECENT_AMBITION
    31% BONUS_AMBITION_SIX_BARRACKS_RANGES
    Ambition GOAL_SIX_BARRACKS_RANGES
    aeBonuses: BONUS_RECENT_AMBITION
  • I have something else in mind.
    +2 Legitimacy
    grants
    BONUS_EVENTOPTION_AMBITION_FINISHED_OPTION_NO
    iLegitimacy 2

✎ Brodie Frehlich

Sweet Revenge Ambition Finished · Kill Five Tribal Enemies ⛓ follow-up
Part of the Pillaging Tribe chain — 2 events view map →

⛓ Follows from: Pillaging Tribe

Every 0 turns Player UsTribe
  • They brought this on themselves.
    +4 Legitimacy
    grants
    BONUS_EVENTOPTION_PILLAGING_TRIBE_SUCCESS
    iLegitimacy 4

✎ Leyla Johnson

The Ghost Raiders Ambition Finished · Kill Five Tribal Enemies
50% to appear Once per game Leader UsPlayer UsCity Us Player Max Three Courtiers
  • With resignation. Periodic raids are a fact of life. Our existing forces will deal with them.
    +20 XP to the character
    grants
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20
    BONUS_EVENTOPTION_DISTANT_RAID
    bDistantRaid 1
  • Let's give them Moneymoney to just go away.
    -120Money-30/city↗ turn
    grants
    BONUS_MONEY_LOSS_SMALL
    aiGlobalYieldsBase: YIELD_MONEY=-120
    aiGlobalYieldsPer: YIELD_MONEY=-30
  • Enough! Let's find this leader and hire her. We'll add her to the Court and she can help us deal with such problems in the future.
    Gain a Court Soldier
    gated by
    LeaderSubject SUBJECT_CHARACTER_SYLVAN
    grants
    BONUS_GHOST_RAIDER_HIRED
    AddCourtier: COURTIER_SOLDIER=GENDER_FEMALE

✎ Velociryx