← 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
- ▸ Bring them home for us to translate.+1 Wisdom+1 Wisdomgated byLeaderSubjectNotAny SUBJECT_CHARACTER_SEVEN_SINSgrantsBONUS_GAIN_WISDOM_1aiRatings: RATING_WISDOM=1BONUS_GAIN_WISDOM_1aiRatings: RATING_WISDOM=1
- ▸ We shall not expand the fame of other nations.+2 Legitimacygated byLeaderSubjectNotAny SUBJECT_CHARACTER_WEAKgrantsBONUS_EVENTOPTION_ACQUIRED_TASTES_DESTROYiLegitimacy 2
- ▸ Burn them to warm our fiery spirits.Leader relationship: Disappointed Withgated byLeaderSubject SUBJECT_CHARACTER_WEAKgrantsBONUS_LEADER_DISAPPOINTED_WITHAddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
Battered
- ▸ 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 grantsBONUS_EVENTOPTION_BATTERED_OPTION_0_PLAYER_1Memory MEMORYPLAYER_REFUSED_TECHBONUS_TRAINING_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_TRAINING=80aiGlobalYieldsPer: YIELD_TRAINING=20◇ grants a memory no event currently keys off - ▸ This deal must benefit both our nations.Gain tech: MachinerygrantsBONUS_EVENTOPTION_BATTERED_OPTION_1_PLAYER_1aeTechs: TECH_MACHINERYBONUS_RANDOM_TECHbRandomTech 1
- ▸ Give us troops for our army.Gain tech: Machinery+2 Heavy Infantry unitgated byLeaderSubject SUBJECT_CHARACTER_STRONGgrantsBONUS_EVENTOPTION_BATTERED_OPTION_2_PLAYER_1aeTechs: TECH_MACHINERYBONUS_EVENTOPTION_BATTERED_OPTION_2_PLAYER_2aiBonusUnits: BONUSUNITCLASS_HEAVY_INFANTRY=2
Citadel of Death
- ▸ 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 grantsBONUS_EVENTOPTION_CITADEL_OF_DEATH_OPTION_0_RELIGIONMemory MEMORYRELIGION_MADE_OFFERINGSBONUS_FOOD_LOSS_LARGEaiGlobalYieldsBase: YIELD_FOOD=-75aiGlobalYieldsPer: YIELD_FOOD=-25◇ grants a memory no event currently keys off - ▸ Nobody left to complain if we loot their
temples, then.
+240Money+60/city↗ turn
+30Food+10/city↗ turn grantsBONUS_EVENTOPTION_CITADEL_OF_DEATH_OPTION_1_PLAYERaeBonuses: BONUS_MONEY_GAIN_LARGE, BONUS_FOOD_GAIN_SMALL
Companions and Captives
- ▸ These people are beneath contempt. Instead, I shall reward my valiant companion, [character].grantsBONUS_EVENTOPTION_COMPANIONS_AND_CAPTIVES_OPTION_0_CHARACTER_0iGeneralOfSubject 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)grantsBONUS_EVENTOPTION_COMPANIONS_AND_CAPTIVES_OPTION_1_FAMILYMemory 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 byLeaderSubject SUBJECT_CHARACTER_SEVEN_VIRTUESgrantsBONUS_EVENTOPTION_COMPANIONS_AND_CAPTIVES_OPTION_1_FAMILYMemory MEMORYFAMILY_CELEBRATED_SURVIVORSBONUS_EVENTOPTION_COMPANIONS_AND_CAPTIVES_OPTION_0_CHARACTER_0iGeneralOfSubject 1↳ may trigger: Festival for the Freed, Festival for the Freed, Festival for the Freed, Troubled Companion◇ grants a memory no event currently keys off
Enemy Blacksmiths
- ▸ Soldiers must stay on the march, looting as they go.
+20Iron+5/city↗ turn
+40Training+10/city↗ turn grantsBONUS_EVENTOPTION_ENEMY_BLACKSMITHS_OPTION_0_CHARACTERaeBonuses: BONUS_IRON_GAIN_TINY, BONUS_TRAINING_GAIN_TINY - ▸ Slow the advance so the blacksmiths may investigate.Begin project: Case-HardeninggrantsBONUS_EVENTOPTION_ENEMY_BLACKSMITHS_OPTION_1_CHARACTERaeAddProjects: PROJECT_CASE_HARDENING
Enemy Counsel
- ▸ Throw him into prison where he belongs.Gain trait: ImprisonedLoses trait: FugitivegrantsBONUS_EVENTOPTION_CHARACTER_ENEMY_COUNSEL_OPTION_0_CHARACTER_0aeAddTraits: TRAIT_IMPRISONEDaeRemoveTraits: TRAIT_FUGITIVE
- ▸ Execute the treasonous cur.The character is killedgrantsBONUS_KILL_CHARACTERbKillCharacter 1
- ▸ Release him to an uncertain destiny.Gain trait: MiserablegrantsBONUS_GIVE_TRAIT_MISERABLEaeAddTraits: TRAIT_MISERABLE
Gladiator Army
- ▸ Reinforcements will be called up from reserves.1 rebel unit appear+1 Heavy Infantry unitgrantsBONUS_EVENTOPTION_CITY_GLADIATOR_ARMY_OPTION_0_CITYiRebelUnits 1BONUS_UNITCLASS_HEAVY_INFANTRYaiBonusUnits: BONUSUNITCLASS_HEAVY_INFANTRY=1
- ▸ Supplies will be freed up for the front.1 rebel unit appear
+160Training+40/city↗ turn grantsBONUS_EVENTOPTION_CITY_GLADIATOR_ARMY_OPTION_1_CITYiRebelUnits 1BONUS_TRAINING_GAIN_HUGEaiGlobalYieldsBase: YIELD_TRAINING=160aiGlobalYieldsPer: YIELD_TRAINING=40 - ▸ We will pay the gladiators to fight alongside us.
-240Money-60/city↗ turn+1 Polearm Infantry unit gated byLeaderSubject SUBJECT_CHARACTER_INQUISITIVEgrantsBONUS_MONEY_LOSS_LARGEaiGlobalYieldsBase: YIELD_MONEY=-240aiGlobalYieldsPer: YIELD_MONEY=-60BONUS_UNITCLASS_POLEARM_INFANTRYaiBonusUnits: BONUSUNITCLASS_POLEARM_INFANTRY=1
Holy War
- ▸ 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)grantsBONUS_EVENTOPTION_RELIGION_HOLY_WAR_OPTION_0_RELIGION_0Memory MEMORYRELIGION_DECLARED_HOLY_WARBONUS_AMBITION_LAW_HOLY_WARAmbition GOAL_HOLY_WARaeBonuses: 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) grantsBONUS_CIVICS_GAIN_HUGEaiGlobalYieldsBase: YIELD_CIVICS=120aiGlobalYieldsPer: YIELD_CIVICS=30BONUS_EVENTOPTION_RELIGION_HOLY_WAR_OPTION_1_RELIGION_1Memory 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 byLeaderSubject SUBJECT_RIGHTEOUSgrantsBONUS_EVENTOPTION_RELIGION_HOLY_WAR_OPTION_2_CHARACTERaiBonusUnits: BONUSUNITCLASS_HEAVY_INFANTRY=2aeBonuses: BONUS_TRAINING_GAIN_AVERAGE
Let the Land Burn
⛓ Follows from: Calling for War, Fire and Dust, United Front
- ▸ Raze the city until nothing stands.Leader relationship: Terrified Ofgated byLeaderSubject SUBJECT_CHARACTER_TERRIFYINGgrantsBONUS_LEADER_TERRIFIED_OFAddLeaderRelationship RELATIONSHIP_TERRIFIED_OFBONUS_EVENTOPTION_RIVALS3_LET_THE_LAND_BURN_RAZE_CITY_0bRazeCity 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 grantsBONUS_AMBITION_THREE_CITIES_FOREIGNAmbition GOAL_THREE_CITIES_FOREIGNaeBonuses: BONUS_RECENT_AMBITIONBONUS_ORDERS_GAIN_LARGEaiGlobalYieldsBase: 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)grantsBONUS_EVENTOPTION_RIVALS3_LET_THE_LAND_BURN_CELEBRATE_PLAYER_0Memory MEMORYPLAYER_BITTER_RIVALSBONUS_CULTURE_GAIN_AVERAGEaaiCultureYield: 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
Mercy in [city]?
- ▸ 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 LegitimacygrantsBONUS_EVENTOPTION_MERCY_IN_CITY_OPTION_0_PLAYER_0Memory MEMORYPLAYER_EXECUTED_GOVERNORSBONUS_EVENTOPTION_MERCY_IN_CITY_OPTION_0_PLAYER_1iLegitimacy 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 grantsBONUS_EVENTOPTION_MERCY_IN_CITY_OPTION_1_PLAYER_1MemoryAllFamilies MEMORYFAMILY_RAISED_ENEMY_LEADERSHIPaeBonuses: BONUS_CIVICS_GAIN_AVERAGE◇ grants a memory no event currently keys off - ▸ Leave them be.(no gates or payload in XML)
Neighbors
- ▸ "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 DisciplinegrantsBONUS_EVENTOPTION_NEIGHBORS_CAPTURED_ROMAN_CITY_OPTION_0_PLAYER_0MemoryLeader MEMORYCHARACTER_NEIGHBORS_ROME_VICTORYaiYieldsTributeBase: YIELD_SCIENCE=50, YIELD_IRON=100aiYieldsTributePerThem: YIELD_SCIENCE=10aeBonuses: BONUS_PLAYER_PEACEBONUS_GAIN_DISCIPLINE_1aiRatings: RATING_DISCIPLINE=1◇ grants a memory no event currently keys off
- ▸ "Roma delenda est." ("
Rome 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 CouragegrantsBONUS_EVENTOPTION_NEIGHBORS_CAPTURED_ROMAN_CITY_OPTION_1_PLAYER_0MemoryLeader MEMORYCHARACTER_NEIGHBORS_ROME_VENDETTABONUS_EVENTOPTION_NEIGHBORS_CAPTURED_ROMAN_CITY_OPTION_1_PLAYER_1iLegitimacy 6aiRatings: RATING_COURAGE=2◇ grants a memory no event currently keys off
Prophet in Chains
- ▸ To foretell the future is not a gift to be wasted in some backwater.
+20Discontenteach city↗ turnGain a Court Minister grantsBONUS_EVENTOPTION_UNPOPULAR_PROPHESYaeAllCityBonuses: BONUS_DISCONTENT_GAIN_MINIMALBONUS_MAKE_GREAT_MINISTERMakeCourtier 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 byLeaderSubjectNotAny SUBJECT_CHARACTER_TERRIFYINGgrantsBONUS_EVENTOPTION_RELIGION_OPINION_GOODMemory 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 byLeaderSubject SUBJECT_CHARACTER_TERRIFYINGgrantsBONUS_EVENTOPTION_RELIGION_OPINION_BADMemory MEMORYRELIGION_RELIGION_OPINION_BAD◇ grants a memory no event currently keys off
Ruthless Conduct
- ▸ I will stay my hand... but I fear the consequences, and so should you.Gain trait: StressedLoses trait: RuthlessLeader relationship: Owes Favor TograntsBONUS_STRESSED_NOT_RUTHLESSaeBonuses: BONUS_GIVE_TRAIT_STRESSED, BONUS_REMOVE_TRAIT_RUTHLESSBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship 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)grantsBONUS_LEADER_ESTRANGED_FROMAddLeaderRelationship RELATIONSHIP_ESTRANGED_FROMBONUS_MEMORYPLAYER_RANSACKED_CITYMemory MEMORYPLAYER_RANSACKED_CITYBONUS_LOSE_CITIZEN_2iCitizens -2◇ grants a memory no event currently keys off
Secret Laboratory
- ▸ Search for the most valuable research.gated byLeaderSubject SUBJECT_CHARACTER_INQUISITIVEgrantsBONUS_EVENTOPTION_HIDDEN_LABORATORY_OPTION_0_PLAYER_1bRandomTech 1
- ▸ Seize anything of value and move on.
+120Money+30/city↗ turn
+20Science+5/city↗ turn grantsBONUS_EVENTOPTION_HIDDEN_LABORATORY_OPTION_1_PLAYER_1aeBonuses: BONUS_MONEY_GAIN_SMALL, BONUS_SCIENCE_GAIN_SMALL
The Greatest
- ▸ No flattery will save him now.Remembered: Killed our General (-20 opinion for 40 turns)(no event currently keys off this)The character is killedgrantsBONUS_EVENTOPTION_THE_GREATEST_COMMANDER_OPTION_0_PLAYERMemory MEMORYPLAYER_KILLED_GENERALBONUS_KILL_CHARACTERbKillCharacter 1◇ grants a memory no event currently keys off
- ▸ Our fight is over, let [character] return home.+4 LegitimacygrantsBONUS_EVENTOPTION_THE_GREATEST_COMMANDER_OPTION_1_CHARACTER_0iLegitimacy 4
Troops Ransack [city]
- ▸ 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 grantsBONUS_EVENTOPTION_TROOPS_RANSACK_PLAYERMemory MEMORYPLAYER_TROOPS_RANSACKBONUS_EVENTOPTION_TROOPS_RANSACK_OPTION_0_CITYiDestroyImprovements 2aeBonuses: BONUS_LOSE_CITIZEN_1BONUS_MONEY_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=160aiGlobalYieldsPer: 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 BygrantsBONUS_EVENTOPTION_TROOPS_RANSACK_PLAYERMemory MEMORYPLAYER_TROOPS_RANSACKBONUS_EVENTOPTION_TROOPS_RANSACK_OPTION_1_LEADERiLegitimacy 2BONUS_LEADER_INFLUENCED_BYAddLeaderRelationship 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)↳ may trigger: New Slaves from [city], The Treasures of [city]
Tutorial: City Captured
- ▸ I'll keep Units in defeated Cities in
order to take control of them! (no gates or payload in XML)