← All story events Trigger Stories that fire on the City Attacked 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.
Anarchy in [city]
- ▸ Distract the citizens with lavish games.-2 Legitimacy
-160Money-40/city↗ turn grantsBONUS_EVENTOPTION_CITY_ANARCHY_DISTRACTiLegitimacy -2aeBonuses: BONUS_MONEY_LOSS_AVERAGE - ▸ Burn the council's building down while they're in it.1 rebel unit appearGain trait: RuthlessgrantsBONUS_EVENTOPTION_CITY_ANARCHY_BURNiRebelUnits 1BONUS_GIVE_TRAIT_RUTHLESSaeAddTraits: TRAIT_RUTHLESS
- ▸ Invite the council to dinner to win them over.+20 XP to the charactergated byLeaderSubject SUBJECT_CHARACTER_CHARMINGgrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20
City Ablaze
- ▸ Retrieve all of the finest treasures and works of art.+20–200 Culture (by city tier)grantsBONUS_CULTURE_GAIN_SMALLaaiCultureYield: CULTURE_WEAK[YIELD_CULTURE=20], CULTURE_DEVELOPING[YIELD_CULTURE=40], CULTURE_STRONG[YIELD_CULTURE=80], CULTURE_LEGENDARY[YIELD_CULTURE=200]
- ▸ Rescue nobles from their baths and estates.Remembered (all families): Tried to rescue fleeing nobles (+20 opinion for 20 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_CITY_ABLAZE_OPTION_1_PLAYERMemoryAllFamilies MEMORYFAMILY_SAVED_TREASURES◇ grants a memory no event currently keys off
- ▸ Shelter and care for the lowliest citizens.
+60Happinesseach city↗ turn grantsBONUS_HAPPINESS_GAIN_SMALLaiCityYields: YIELD_HAPPINESS=60
Defiance
- ▸ We stand with [city]! We stand with [rival]!
+6Orders↗ turn grantsBONUS_ORDERS_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_ORDERS=6 - ▸ Dying for your [title] is the highest honor!+2 LegitimacygrantsBONUS_EVENTOPTION_DEFIANCE_OPTION_1_CHARACTERiLegitimacy 2
Fifth Column
- ▸ Execute [character] as an example to all [family].+4 Legitimacy+1 Happiness levelRemembered: Executed bath-house plotters (-20 opinion for 20 turns)(no event currently keys off this)The character is killedgrantsBONUS_EVENTOPTION_FIFTH_COLUMN_EXECUTE_CITYiLegitimacy 4aeBonuses: BONUS_HAPPINESS_UPBONUS_EVENTOPTION_FIFTH_COLUMN_EXECUTE_FAMILYMemory MEMORYFAMILY_EXECUTED_PLOTTERSBONUS_EVENTOPTION_FIFTH_COLUMN_EXECUTE_CHARACTERbKillCharacter 1◇ grants a memory no event currently keys off
- ▸ [family] may disapprove of me, but they would never work with [rival].-2 Legitimacy
+40Civics+10/city↗ turn grantsBONUS_EVENTOPTION_FIFTH_COLUMN_DENY_CITYiLegitimacy -2aeBonuses: BONUS_CIVICS_GAIN_SMALL - ▸ Call upon the citizens of [city] to defend, nobles be damned.+2 Militia
+20Happinesseach city↗ turn grantsBONUS_EVENTOPTION_FIFTH_COLUMN_CITIZENS_CITYaiUnits: UNIT_MILITIA=2aeBonuses: BONUS_HAPPINESS_GAIN_MINIMAL - ▸ If [rival] troops encounter a [family] patrol, that would buy time for repairs.gated byLeaderSubject SUBJECT_CHARACTER_COVERTgrantsBONUS_EVENTOPTION_FIFTH_COLUMN_TRICK_CITYiHPCityPercent 100
In Defense of the Holy City
- ▸ Rally the faithful to take up arms in defense of [city].grantsBONUS_EVENTOPTION_PROTECT_THE_HOLY_LAND_US_OPTION_0_RELIGIONaeReligionBonuses: BONUS_EVENTOPTION_BATTLE_IN_THE_SKIES_MILITIA_CITY
- ▸ Hire mercenaries to defend the walls.+2 Heavy Infantry unit
-240Money-60/city↗ turn grantsBONUS_EVENTOPTION_PROTECT_THE_HOLY_LAND_US_OPTION_1_CITYbMercenaryUnit 1aiBonusUnits: BONUSUNITCLASS_HEAVY_INFANTRY=2BONUS_MONEY_LOSS_LARGEaiGlobalYieldsBase: YIELD_MONEY=-240aiGlobalYieldsPer: YIELD_MONEY=-60 - ▸ Divert your armies to defend the holy city.+1 Polearm Infantry unit
+8Orders↗ turn
+120Training+30/city↗ turn gated byIndexSubjectgrantsBONUS_EVENTOPTION_PROTECT_THE_HOLY_LAND_US_OPTION_2_CITYaiBonusUnits: BONUSUNITCLASS_POLEARM_INFANTRY=1aeNewUnitNames: TEXT_NAMED_UNIT_HOLY_CITYBONUS_EVENTOPTION_PROTECT_THE_HOLY_LAND_US_OPTION_2_CHARACTER_1aeBonuses: BONUS_ORDERS_GAIN_LARGE, BONUS_TRAINING_GAIN_LARGE
No Way Out
- ▸ Clearly, he was not a leader.(no gates or payload in XML)
Oathbound
- ▸ [rival] will pay. This I swear.Gain trait: Avenger Oath+1 CouragegrantsBONUS_EVENTOPTION_CALAMITIES_CITY_ATTACKED_OATHBOUND_AVENGER_LEADERaeBonuses: BONUS_GIVE_TRAIT_AVENGER_OATH, BONUS_GAIN_COURAGE_1
- ▸ I will see [city] rebuilt immediately.Gain trait: Rebuilder Oath+1 DisciplinegrantsBONUS_EVENTOPTION_CALAMITIES_CITY_ATTACKED_OATHBOUND_REBUILDER_LEADERaeBonuses: BONUS_GIVE_TRAIT_REBUILDER_OATH, BONUS_GAIN_DISCIPLINE_1
- ▸ A rigid path will only lead us astray in this changing world.Remembered: Refused to swear an oath in our honor (-20 opinion for 40 turns)(no event currently keys off this)+1 WisdomgrantsBONUS_EVENTOPTION_CALAMITIES_CITY_ATTACKED_OATHBOUND_NO_FAMILYMemory MEMORYFAMILY_OATHBOUND_NOBONUS_GAIN_WISDOM_1aiRatings: RATING_WISDOM=1◇ grants a memory no event currently keys off
Prison Conscripts
- ▸ We will conscript the prisoners.+2 Levy unitgrantsBONUS_EVENTOPTION_PRISON_CONSCRIPTSaiBonusUnits: BONUSUNITCLASS_LEVY=2↳ may trigger: Conscripts Resettled, Prison Conscripts
- ▸ No, I will not risk the trouble.(no gates or payload in XML)
Recruitment Drive
- ▸ Prepare to fight the invaders in every street.
+60Training+15/city↗ turn grantsBONUS_TRAINING_GAIN_SMALLaiGlobalYieldsBase: YIELD_TRAINING=60aiGlobalYieldsPer: YIELD_TRAINING=15 - ▸ We need all the fighters we can get right now.+2 Levy unitgrantsBONUS_EVENTOPTION_RECRUITMENT_DRIVE_MILITIA_CITYaiBonusUnits: BONUSUNITCLASS_LEVY=2
Safe Houses
- ▸ Defend the innocents and all those in harm's way.
+80Happinesseach city↗ turn grantsBONUS_HAPPINESS_GAIN_AVERAGEaiCityYields: YIELD_HAPPINESS=80 - ▸ Keep the enemy from our storehouses at all costs.
+80Training+20/city↗ turn grantsBONUS_TRAINING_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_TRAINING=80aiGlobalYieldsPer: YIELD_TRAINING=20 - ▸ Evacuate the nobles and save their possessions.
+6Orders↗ turn grantsBONUS_ORDERS_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_ORDERS=6
The End of a Siege
- ▸ Bring the horse inside. Let us celebrate our victory.+40–400 Culture (by city tier)grantsBONUS_CULTURE_GAIN_LARGEaaiCultureYield: CULTURE_WEAK[YIELD_CULTURE=40], CULTURE_DEVELOPING[YIELD_CULTURE=80], CULTURE_STRONG[YIELD_CULTURE=160], CULTURE_LEGENDARY[YIELD_CULTURE=400]↳ may trigger: The Case of the Horse, The Case of the Horse
- ▸ Burn it down - it's a trap!Leader relationship: Vengeful AgainstgrantsBONUS_LEADER_VENGEFUL_AGAINSTAddLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINST
The Three Crowned Kings
- ▸ We stand together.Remembered (all families): Standing United (+80 opinion for 20 turns)(no event currently keys off this)grantsBONUS_MEMORY_UNITED_FAMILIES_ALLMemoryAllFamilies MEMORY_UNITED_FAMILIES◇ grants a memory no event currently keys off
- ▸ I need your armies, not your words.+1 Levy unit+1 Levy unit+1 Levy unitgrantsBONUS_LEVY_UNIT_1aiBonusUnits: BONUSUNITCLASS_LEVY=1BONUS_LEVY_UNIT_1aiBonusUnits: BONUSUNITCLASS_LEVY=1BONUS_LEVY_UNIT_1aiBonusUnits: BONUSUNITCLASS_LEVY=1
To Arms
- ▸ More fighters are desperately needed.+1 Levy unitgrantsBONUS_UNITCLASS_LEVYaiBonusUnits: BONUSUNITCLASS_LEVY=1
- ▸ Provide intelligence and support for soldiers.
+6Orders↗ turn grantsBONUS_ORDERS_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_ORDERS=6 - ▸ Help calm and reassure their fellow citizens.Begin project: Repair DamagegrantsBONUS_EVENTOPTION_TO_ARMS_OPTION_2iCitizens 1aeAddProjects: PROJECT_REPAIR