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📜 City Breached Events

17 events1 follow-ups

← All story events Trigger Stories that fire on the City Breached 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.

Acquired Tastes City Breached
Once per game Player ThemCity TribeLeader UsChild Of Leader Us City Culture Strong
  • Bring them home for us to translate.
    +1 Wisdom+1 Wisdom
    gated by
    LeaderSubjectNotAny SUBJECT_CHARACTER_SEVEN_SINS
    grants
    BONUS_GAIN_WISDOM_1
    aiRatings: RATING_WISDOM=1
    BONUS_GAIN_WISDOM_1
    aiRatings: RATING_WISDOM=1
  • We shall not expand the fame of other nations.
    +2 Legitimacy
    gated by
    LeaderSubjectNotAny SUBJECT_CHARACTER_WEAK
    grants
    BONUS_EVENTOPTION_ACQUIRED_TASTES_DESTROY
    iLegitimacy 2
  • Burn them to warm our fiery spirits.
    Leader relationship: Disappointed With
    gated by
    LeaderSubject SUBJECT_CHARACTER_WEAK
    grants
    BONUS_LEADER_DISAPPOINTED_WITH
    AddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH

✎ Leyla Johnson

Battered City Breached
Once per game Player ThemCity TribePlayer Peace Or TrucePlayer UsTech Machinery Discovered Us
  • We will keep our military advantage to ourselves.
    Remembered: Refused to share technology (-20 opinion for 40 turns)(no event currently keys off this)+80Training+20/city↗ turn
    grants
    BONUS_EVENTOPTION_BATTERED_OPTION_0_PLAYER_1
    Memory MEMORYPLAYER_REFUSED_TECH
    BONUS_TRAINING_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_TRAINING=80
    aiGlobalYieldsPer: YIELD_TRAINING=20
    ◇ grants a memory no event currently keys off
  • This deal must benefit both our nations.
    Gain tech: Machinery
    grants
    BONUS_EVENTOPTION_BATTERED_OPTION_1_PLAYER_1
    aeTechs: TECH_MACHINERY
    BONUS_RANDOM_TECH
    bRandomTech 1
  • Give us troops for our army.
    Gain tech: Machinery+2 Heavy Infantry unit
    gated by
    LeaderSubject SUBJECT_CHARACTER_STRONG
    grants
    BONUS_EVENTOPTION_BATTERED_OPTION_2_PLAYER_1
    aeTechs: TECH_MACHINERY
    BONUS_EVENTOPTION_BATTERED_OPTION_2_PLAYER_2
    aiBonusUnits: BONUSUNITCLASS_HEAVY_INFANTRY=2

✎ Andy Auseon

Citadel of Death City Breached
30% to appear Once per game Player ThemCity TribeReligion State NoPlayer Us Religion Max UpsetReligion World
  • Make an offering to honor their bravery.
    Remembered: Made holy offerings (+40 opinion for 80 turns)(no event currently keys off this)-75Food-25/city↗ turn
    grants
    BONUS_EVENTOPTION_CITADEL_OF_DEATH_OPTION_0_RELIGION
    Memory MEMORYRELIGION_MADE_OFFERINGS
    BONUS_FOOD_LOSS_LARGE
    aiGlobalYieldsBase: YIELD_FOOD=-75
    aiGlobalYieldsPer: YIELD_FOOD=-25
    ◇ grants a memory no event currently keys off
  • Nobody left to complain if we loot their Templetemples, then.
    +240Money+60/city↗ turn+30Food+10/city↗ turn
    grants
    BONUS_EVENTOPTION_CITADEL_OF_DEATH_OPTION_1_PLAYER
    aeBonuses: BONUS_MONEY_GAIN_LARGE, BONUS_FOOD_GAIN_SMALL

✎ Leyla Johnson Background reading ↗

Companions and Captives City Breached
Part of the Companions and Captives chain — 5 events , 1 branch point view map →
50% to appear Once per game City TribeUnit UsFamily UsDear CompanionLeader UsPlayer Them Unit Needs GeneralLate Teen Or Adult
  • These people are beneath contempt. Instead, I shall reward my valiant companion, [character].
    grants
    BONUS_EVENTOPTION_COMPANIONS_AND_CAPTIVES_OPTION_0_CHARACTER_0
    iGeneralOfSubject 1
    ↳ may trigger: Troubled Companion
  • We must prepare a celebration for our people. Military matters can wait.
    Remembered: Celebrated the survival of our citizens (+40 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_COMPANIONS_AND_CAPTIVES_OPTION_1_FAMILY
    Memory MEMORYFAMILY_CELEBRATED_SURVIVORS
    ◇ grants a memory no event currently keys off
  • Nonsense. I'm sure we can manage both!
    Remembered: Celebrated the survival of our citizens (+40 opinion for 40 turns)(no event currently keys off this)
    gated by
    LeaderSubject SUBJECT_CHARACTER_SEVEN_VIRTUES
    grants
    BONUS_EVENTOPTION_COMPANIONS_AND_CAPTIVES_OPTION_1_FAMILY
    Memory MEMORYFAMILY_CELEBRATED_SURVIVORS
    BONUS_EVENTOPTION_COMPANIONS_AND_CAPTIVES_OPTION_0_CHARACTER_0
    iGeneralOfSubject 1
    ◇ grants a memory no event currently keys off

✎ Zorbaz

Enemy Blacksmiths City Breached
Once per game City TribePlayer ThemLeader Us
  • Soldiers must stay on the march, looting as they go.
    +20Iron+5/city↗ turn+40Training+10/city↗ turn
    grants
    BONUS_EVENTOPTION_ENEMY_BLACKSMITHS_OPTION_0_CHARACTER
    aeBonuses: BONUS_IRON_GAIN_TINY, BONUS_TRAINING_GAIN_TINY
  • Slow the advance so the blacksmiths may investigate.
    Begin project: Case-Hardening
    grants
    BONUS_EVENTOPTION_ENEMY_BLACKSMITHS_OPTION_1_CHARACTER
    aeAddProjects: PROJECT_CASE_HARDENING

✎ Andy Auseon

Enemy Counsel City Breached
80% to appear Once per game Player ThemUsLeader UsCity Tribe FugitiveAdult
  • Throw him into prison where he belongs.
    Gain trait: ImprisonedLoses trait: Fugitive
    grants
    BONUS_EVENTOPTION_CHARACTER_ENEMY_COUNSEL_OPTION_0_CHARACTER_0
    aeAddTraits: TRAIT_IMPRISONED
    aeRemoveTraits: TRAIT_FUGITIVE
  • Execute the treasonous cur.
    The character is killed
    grants
    BONUS_KILL_CHARACTER
    bKillCharacter 1
  • Release him to an uncertain destiny.
    Gain trait: Miserable
    grants
    BONUS_GIVE_TRAIT_MISERABLE
    aeAddTraits: TRAIT_MISERABLE

✎ Andy Auseon

Gladiator Army City Breached
Once per game Player ThemCity TribePlayer UsTile Claimed Tile Urban
  • Reinforcements will be called up from reserves.
    1 rebel unit appear+1 Heavy Infantry unit
    grants
    BONUS_EVENTOPTION_CITY_GLADIATOR_ARMY_OPTION_0_CITY
    iRebelUnits 1
    BONUS_UNITCLASS_HEAVY_INFANTRY
    aiBonusUnits: BONUSUNITCLASS_HEAVY_INFANTRY=1
  • Supplies will be freed up for the front.
    1 rebel unit appear+160Training+40/city↗ turn
    grants
    BONUS_EVENTOPTION_CITY_GLADIATOR_ARMY_OPTION_1_CITY
    iRebelUnits 1
    BONUS_TRAINING_GAIN_HUGE
    aiGlobalYieldsBase: YIELD_TRAINING=160
    aiGlobalYieldsPer: YIELD_TRAINING=40
  • We will pay the gladiators to fight alongside us.
    -240Money-60/city↗ turn+1 Polearm Infantry unit
    gated by
    LeaderSubject SUBJECT_CHARACTER_INQUISITIVE
    grants
    BONUS_MONEY_LOSS_LARGE
    aiGlobalYieldsBase: YIELD_MONEY=-240
    aiGlobalYieldsPer: YIELD_MONEY=-60
    BONUS_UNITCLASS_POLEARM_INFANTRY
    aiBonusUnits: BONUSUNITCLASS_POLEARM_INFANTRY=1

✎ Andy Auseon

Holy War City Breached
50% to appear Once per game Player ThemReligion StateLeader UsReligion WorldCity Tribe
  • It is true, this is a war of civilizations.
    Remembered: Declared holy war (+40 opinion for 80 turns)(no event currently keys off this)Progress ambition: Holy WarRemembered: Recent Ambition (7 turns)
    grants
    BONUS_EVENTOPTION_RELIGION_HOLY_WAR_OPTION_0_RELIGION_0
    Memory MEMORYRELIGION_DECLARED_HOLY_WAR
    BONUS_AMBITION_LAW_HOLY_WAR
    Ambition GOAL_HOLY_WAR
    aeBonuses: BONUS_RECENT_AMBITION
    ◇ grants a memory no event currently keys off
  • We will not make this a religious matter.
    +120Civics+30/city↗ turnRemembered: Kept the peace (+40 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_CIVICS_GAIN_HUGE
    aiGlobalYieldsBase: YIELD_CIVICS=120
    aiGlobalYieldsPer: YIELD_CIVICS=30
    BONUS_EVENTOPTION_RELIGION_HOLY_WAR_OPTION_1_RELIGION_1
    Memory MEMORYRELIGION_KEPT_THE_PEACE
    ◇ grants a memory no event currently keys off
  • [religion] must take up the sword.
    +2 Heavy Infantry unit+80Training+20/city↗ turn
    gated by
    LeaderSubject SUBJECT_RIGHTEOUS
    grants
    BONUS_EVENTOPTION_RELIGION_HOLY_WAR_OPTION_2_CHARACTER
    aiBonusUnits: BONUSUNITCLASS_HEAVY_INFANTRY=2
    aeBonuses: BONUS_TRAINING_GAIN_AVERAGE

✎ Andy Auseon

Let the Land Burn City Breached ⛓ follow-up
Part of the Vying for Favor chain — 14 events , 10 branch points view map →

⛓ Follows from: Calling for War, Fire and Dust, United Front

Once per game Player ThemCity TribePlayer UsCapital Us Player War
  • Raze the city until nothing stands.
    Leader relationship: Terrified Of
    gated by
    LeaderSubject SUBJECT_CHARACTER_TERRIFYING
    grants
    BONUS_LEADER_TERRIFIED_OF
    AddLeaderRelationship RELATIONSHIP_TERRIFIED_OF
    BONUS_EVENTOPTION_RIVALS3_LET_THE_LAND_BURN_RAZE_CITY_0
    bRazeCity 1
    ↳ may trigger: No Surrender, Out of the Ashes
  • Waste no time, get you armies ready for the next assault.
    Progress ambition: Three Cities ForeignRemembered: Recent Ambition (7 turns)+8Orders↗ turn
    grants
    BONUS_AMBITION_THREE_CITIES_FOREIGN
    Ambition GOAL_THREE_CITIES_FOREIGN
    aeBonuses: BONUS_RECENT_AMBITION
    BONUS_ORDERS_GAIN_LARGE
    aiGlobalYieldsBase: YIELD_ORDERS=8
    ↳ may trigger: No Surrender, Out of the Ashes
  • Loot the city, taking the centerpiece back to [city] in triumph.
    Remembered: Bitter rivals (-40 opinion, permanent)(no event currently keys off this)+30–300 Culture (by city tier)
    grants
    BONUS_EVENTOPTION_RIVALS3_LET_THE_LAND_BURN_CELEBRATE_PLAYER_0
    Memory MEMORYPLAYER_BITTER_RIVALS
    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]
    ↳ may trigger: No Surrender, Out of the Ashes
    ◇ grants a memory no event currently keys off

✎ Josh Unsworth

Mercy in [city]? City Breached
Once per game City TribePlayer ThemPlayer Us
  • Execute them to set an example.
    Remembered: Executed our conquered City's leadership (-20 opinion for 20 turns)(no event currently keys off this)+2 Legitimacy
    grants
    BONUS_EVENTOPTION_MERCY_IN_CITY_OPTION_0_PLAYER_0
    Memory MEMORYPLAYER_EXECUTED_GOVERNORS
    BONUS_EVENTOPTION_MERCY_IN_CITY_OPTION_0_PLAYER_1
    iLegitimacy 2
    ◇ grants a memory no event currently keys off
  • They will serve [rival] now.
    Remembered (all families): Added enemy leadership to court (-20 opinion for 20 turns)(no event currently keys off this)+60Civics+15/city↗ turn
    grants
    BONUS_EVENTOPTION_MERCY_IN_CITY_OPTION_1_PLAYER_1
    MemoryAllFamilies MEMORYFAMILY_RAISED_ENEMY_LEADERSHIP
    aeBonuses: BONUS_CIVICS_GAIN_AVERAGE
    ◇ grants a memory no event currently keys off
  • Leave them be.
    (no gates or payload in XML)

✎ Andy Auseon

Neighbors City Breached
80% to appear Once per game Player Neighbors Rome PridePlayer UsCity Tribe
Always Remembered: Player Offer (5 turns)
  • "Oderint dum metuant!" ("You may hate us so long as you fear us.")
    Remembered (leader of you): You proved your strength! (+20 opinion, permanent)(no event currently keys off this)Remembered: Player Offer (5 turns)+1 Discipline
    grants
    BONUS_EVENTOPTION_NEIGHBORS_CAPTURED_ROMAN_CITY_OPTION_0_PLAYER_0
    MemoryLeader MEMORYCHARACTER_NEIGHBORS_ROME_VICTORY
    aiYieldsTributeBase: YIELD_SCIENCE=50, YIELD_IRON=100
    aiYieldsTributePerThem: YIELD_SCIENCE=10
    aeBonuses: BONUS_PLAYER_PEACE
    BONUS_GAIN_DISCIPLINE_1
    aiRatings: RATING_DISCIPLINE=1
    ◇ grants a memory no event currently keys off
  • "Roma delenda est." ("RomeRome must be destroyed.")
    Remembered (leader of you): Only one of our cultures will survive this war! (-100 opinion, permanent)(no event currently keys off this)+6 Legitimacy+2 Courage
    grants
    BONUS_EVENTOPTION_NEIGHBORS_CAPTURED_ROMAN_CITY_OPTION_1_PLAYER_0
    MemoryLeader MEMORYCHARACTER_NEIGHBORS_ROME_VENDETTA
    BONUS_EVENTOPTION_NEIGHBORS_CAPTURED_ROMAN_CITY_OPTION_1_PLAYER_1
    iLegitimacy 6
    aiRatings: RATING_COURAGE=2
    ◇ grants a memory no event currently keys off

✎ Bob Thomas Background reading ↗

Prophet in Chains City Breached
Once per game JudaismLeader UsThe ProphetPlayer ThemCity Tribe Not Player Character
  • To foretell the future is not a gift to be wasted in some backwater.
    +20Discontenteach city↗ turnGain a Court Minister
    grants
    BONUS_EVENTOPTION_UNPOPULAR_PROPHESY
    aeAllCityBonuses: BONUS_DISCONTENT_GAIN_MINIMAL
    BONUS_MAKE_GREAT_MINISTER
    MakeCourtier COURTIER_MINISTER
  • Return to your people, and write your prophecies.
    Remembered: Honored our beliefs (+40 opinion for 40 turns)(no event currently keys off this)
    gated by
    LeaderSubjectNotAny SUBJECT_CHARACTER_TERRIFYING
    grants
    BONUS_EVENTOPTION_RELIGION_OPINION_GOOD
    Memory MEMORYRELIGION_RELIGION_OPINION_GOOD
    ◇ grants a memory no event currently keys off
  • Throw him back in the dungeons. These are the ravings of a mad man.
    Remembered: Disrespected our beliefs (-20 opinion for 40 turns)(no event currently keys off this)
    gated by
    LeaderSubject SUBJECT_CHARACTER_TERRIFYING
    grants
    BONUS_EVENTOPTION_RELIGION_OPINION_BAD
    Memory MEMORYRELIGION_RELIGION_OPINION_BAD
    ◇ grants a memory no event currently keys off

✎ Zorbaz Background reading ↗

Ruthless Conduct City Breached Behind the Throne
Once per game Leader UsImportant UsPlayer ThemCity Tribe RuthlessNot Recent RevelryNot Spouse Of Leader UsNot RoyalNot Villainous
  • I will stay my hand... but I fear the consequences, and so should you.
    Gain trait: StressedLoses trait: RuthlessLeader relationship: Owes Favor To
    grants
    BONUS_STRESSED_NOT_RUTHLESS
    aeBonuses: BONUS_GIVE_TRAIT_STRESSED, BONUS_REMOVE_TRAIT_RUTHLESS
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
  • We promised a reckoning if the gates were not opened. That promise must be fulfilled or our word is nothing.
    Leader relationship: Estranged FromRemembered: Ransacked our City (-40 opinion for 80 turns)(no event currently keys off this)
    grants
    BONUS_LEADER_ESTRANGED_FROM
    AddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
    BONUS_MEMORYPLAYER_RANSACKED_CITY
    Memory MEMORYPLAYER_RANSACKED_CITY
    BONUS_LOSE_CITIZEN_2
    iCitizens -2
    ◇ grants a memory no event currently keys off

✎ Jeri Roys

Secret Laboratory City Breached
Once per game Player ThemCity TribeUnit UsPlayer Us City Culture Strong
  • Search for the most valuable research.
    gated by
    LeaderSubject SUBJECT_CHARACTER_INQUISITIVE
    grants
    BONUS_EVENTOPTION_HIDDEN_LABORATORY_OPTION_0_PLAYER_1
    bRandomTech 1
  • Seize anything of value and move on.
    +120Money+30/city↗ turn+20Science+5/city↗ turn
    grants
    BONUS_EVENTOPTION_HIDDEN_LABORATORY_OPTION_1_PLAYER_1
    aeBonuses: BONUS_MONEY_GAIN_SMALL, BONUS_SCIENCE_GAIN_SMALL

✎ Andy Auseon

The Greatest City Breached Wonders and Dynasties Wonders & Dynasties
Once per game Leader UsPlayer ThemLeader Them Scipio AfricanusPlayer CarthageHannibal LeaderPlayer Max Losing
  • No flattery will save him now.
    Remembered: Killed our General (-20 opinion for 40 turns)(no event currently keys off this)The character is killed
    grants
    BONUS_EVENTOPTION_THE_GREATEST_COMMANDER_OPTION_0_PLAYER
    Memory MEMORYPLAYER_KILLED_GENERAL
    BONUS_KILL_CHARACTER
    bKillCharacter 1
    ◇ grants a memory no event currently keys off
  • Our fight is over, let [character] return home.
    +4 Legitimacy
    grants
    BONUS_EVENTOPTION_THE_GREATEST_COMMANDER_OPTION_1_CHARACTER_0
    iLegitimacy 4

✎ Josh Unsworth Background reading ↗

Troops Ransack [city] City Breached
Part of the Troops Ransack [city] chain — 3 events , 1 branch point view map →
50% to appear Every 80 turns Player ThemCity TribeLeader UsUnit UsNon Leader Us General
  • Let the troops take their spoils. They've earned it.
    Remembered: Ransacked our City (-40 opinion for 40 turns)(no event currently keys off this)+160Money+40/city↗ turn
    grants
    BONUS_EVENTOPTION_TROOPS_RANSACK_PLAYER
    Memory MEMORYPLAYER_TROOPS_RANSACK
    BONUS_EVENTOPTION_TROOPS_RANSACK_OPTION_0_CITY
    iDestroyImprovements 2
    aeBonuses: BONUS_LOSE_CITIZEN_1
    BONUS_MONEY_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=160
    aiGlobalYieldsPer: YIELD_MONEY=40
    ◇ grants a memory no event currently keys off
  • Let their General, [character], join them in gathering loot.
    Remembered: Ransacked our City (-40 opinion for 40 turns)(no event currently keys off this)+2 LegitimacyLeader relationship: Influenced By
    grants
    BONUS_EVENTOPTION_TROOPS_RANSACK_PLAYER
    Memory MEMORYPLAYER_TROOPS_RANSACK
    BONUS_EVENTOPTION_TROOPS_RANSACK_OPTION_1_LEADER
    iLegitimacy 2
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
    ◇ grants a memory no event currently keys off
  • Stop this atrocity; we shall preserve the city.
    (no gates or payload in XML)

✎ Leyla Johnson

Tutorial: City Captured City Breached
Once per game Player ThemCity Tribe
  • I'll keep Units in defeated Cities in Ordersorder to take control of them!
    (no gates or payload in XML)

✎ Soren Johnson