← All story events Trigger Stories that fire on the City Distant Raid 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.
Early Warning
- ▸ Send gifts of thanks for the warning.Remembered: Appreciated our warning (+20 opinion for 40 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_RAID_EARLY_WARNINGMemory MEMORYPLAYER_RAID_EARLY_WARNING↳ may trigger: The Forewarned Hour◇ grants a memory no event currently keys off
- ▸ Prepare the defenses.
+80Training+20/city↗ turn grantsBONUS_TRAINING_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_TRAINING=80aiGlobalYieldsPer: YIELD_TRAINING=20↳ may trigger: The Forewarned Hour - ▸ Raise a force of trained volunteers to defend the city.+1 Heavy Infantry unitgated byPlayerSubject SUBJECT_PLAYER_VOLUNTEERSgrantsBONUS_UNITCLASS_HEAVY_INFANTRYaiBonusUnits: BONUSUNITCLASS_HEAVY_INFANTRY=1↳ may trigger: The Forewarned Hour
- ▸ Why wait?
+6Orders↗ turn gated byLeaderSubject SUBJECT_WARLIKEgrantsBONUS_EVENTOPTION_DISTANT_RAIDbDistantRaid 1BONUS_ORDERS_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_ORDERS=6
Family Fury
- ▸ Promise to defend [city] to the last.
+80Happinesseach city↗ turn grantsBONUS_HAPPINESS_GAIN_AVERAGEaiCityYields: YIELD_HAPPINESS=80 - ▸ Focus your attention on attacking the [tribe].
+80Training+20/city↗ turn grantsBONUS_TRAINING_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_TRAINING=80aiGlobalYieldsPer: YIELD_TRAINING=20 - ▸ Rally the people to take up arms!+2 Levy unitgated byLeaderSubject SUBJECT_INSPIRINGgrantsBONUS_EVENTOPTION_RECRUITMENT_DRIVE_MILITIA_CITYaiBonusUnits: BONUSUNITCLASS_LEVY=2
Far Off Nation
- ▸ Give them the
money.
+80Happinesseach city↗ turn
-320Money-80/city↗ turn grantsBONUS_HAPPINESS_GAIN_AVERAGEaiCityYields: YIELD_HAPPINESS=80BONUS_MONEY_LOSS_HUGEaiGlobalYieldsBase: YIELD_MONEY=-320aiGlobalYieldsPer: YIELD_MONEY=-80 - ▸ Prepare our defences!
+80Training+20/city↗ turn grantsBONUS_EVENTOPTION_DISTANT_RAIDbDistantRaid 1BONUS_TRAINING_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_TRAINING=80aiGlobalYieldsPer: YIELD_TRAINING=20
Friends in Far Places
- ▸ [character] is under the protection of [rival].Leader relationship: Endeared To+2 LegitimacygrantsBONUS_EVENTOPTION_DISTANT_RAIDbDistantRaid 1BONUS_LEADER_ENDEARED_TOAddLeaderRelationship RELATIONSHIP_ENDEARED_TOBONUS_EVENTOPTION_RAID_FRIENDS_IN_FAR_PLACESiLegitimacy 2
- ▸ Very well, take [character] and be gone.grantsBONUS_NO_COURTIERbNoCourtier 1
Mercenary Raid
- ▸ We need archers to defend the city.+1 Horse Archer
-600Money↗ turn grantsBONUS_EVENTOPTION_MERCENARY_HORSE_ARCHERbMercenaryUnit 1aiUnits: UNIT_HORSE_ARCHER=1aeBonuses: BONUS_MONEY_LOSS_LARGE_FLAT - ▸ Hire their finest riders.+1 Horseman
-600Money↗ turn grantsBONUS_EVENTOPTION_MERCENARY_HORSEMANbMercenaryUnit 1aiUnits: UNIT_HORSEMAN=1aeBonuses: BONUS_MONEY_LOSS_LARGE_FLAT - ▸ We should not make deals with those who can be bought so easily.
+120Training+30/city↗ turn grantsBONUS_TRAINING_GAIN_LARGEaiGlobalYieldsBase: YIELD_TRAINING=120aiGlobalYieldsPer: YIELD_TRAINING=30
Raid Redirected
- ▸ Pay whatever they ask.
-320Money-80/city↗ turn
-50Wood-15/city↗ turn
-50Stone-15/city↗ turn grantsBONUS_EVENTOPTION_RAID_REDIRECTED_PAYaeBonuses: BONUS_MONEY_LOSS_HUGE, BONUS_WOOD_LOSS_AVERAGE, BONUS_STONE_LOSS_AVERAGEBONUS_EVENTOPTION_DISTANT_RAIDbDistantRaid 1 - ▸ We will not accept these terms.grantsBONUS_EVENTOPTION_DISTANT_RAIDbDistantRaid 1
Support for the Wicked
- ▸ Spare no expense in hunting the traitor down.Loses trait: ExiledGain trait: Imprisoned
-7Orders↗ turn grantsBONUS_EVENTOPTION_RAID_SUPPORT_FOR_THE_WICKED_0aeBonuses: BONUS_REMOVE_TRAIT_EXILED, BONUS_GIVE_TRAIT_IMPRISONEDBONUS_ORDERS_LOSS_LARGEaiGlobalYieldsBase: YIELD_ORDERS=-7 - ▸ The hunt must wait, we should focus on preparing our defenses.
+80Training+20/city↗ turn grantsBONUS_TRAINING_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_TRAINING=80aiGlobalYieldsPer: YIELD_TRAINING=20
Support for the Wicked
- ▸ Spare no expense in hunting the traitor down.Loses trait: FugitiveGain trait: Imprisoned
-7Orders↗ turn grantsBONUS_EVENTOPTION_RAID_SUPPORT_FOR_THE_WICKED_0_FUGITIVEaeBonuses: BONUS_REMOVE_TRAIT_FUGITIVE, BONUS_GIVE_TRAIT_IMPRISONEDBONUS_ORDERS_LOSS_LARGEaiGlobalYieldsBase: YIELD_ORDERS=-7 - ▸ The hunt must wait, we should focus on preparing our defenses.
+80Training+20/city↗ turn grantsBONUS_TRAINING_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_TRAINING=80aiGlobalYieldsPer: YIELD_TRAINING=20
The Monkey Reclaimed
- ▸ Return the monkey.Loses trait: Pet Monkey OwnergrantsBONUS_REMOVE_TRAIT_PET_MONKEYaeRemoveTraits: TRAIT_PET_MONKEY
- ▸ Refuse and take up arms.grantsBONUS_EVENTOPTION_DISTANT_RAIDbDistantRaid 1
- ▸ The monkey can be returned... for a price.Loses trait: Pet Monkey Owner
+50Iron+15/city↗ turn gated byLeaderSubject SUBJECT_CUNNINGgrantsBONUS_REMOVE_TRAIT_PET_MONKEYaeRemoveTraits: TRAIT_PET_MONKEYBONUS_IRON_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_IRON=50aiGlobalYieldsPer: YIELD_IRON=15
The Plight of [city]
- ▸ Give them
wood for barricades. Remembered: Sent aid to our City (+40 opinion for 40 turns)(no event currently keys off this)
-50Wood-15/city↗ turn grantsBONUS_EVENTOPTION_RAID_DEFAULT_POSMemory MEMORYFAMILY_RAID_DEFAULT_POSBONUS_WOOD_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_WOOD=-50aiGlobalYieldsPer: YIELD_WOOD=-15◇ grants a memory no event currently keys off - ▸ Give them
food in case of a siege. Remembered: Sent aid to our City (+40 opinion for 40 turns)(no event currently keys off this)
-50Food-15/city↗ turn grantsBONUS_EVENTOPTION_RAID_DEFAULT_POSMemory MEMORYFAMILY_RAID_DEFAULT_POSBONUS_FOOD_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_FOOD=-50aiGlobalYieldsPer: YIELD_FOOD=-15◇ grants a memory no event currently keys off - ▸ [city] needs no further support.
+80Discontenteach city↗ turn grantsBONUS_DISCONTENT_GAIN_AVERAGEaiCityYields: YIELD_DISCONTENT=80