← All story events Trigger Stories that fire on the General Critical 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.
Battlefield Brilliance
- ▸ "We make war that we may live in peace."-1 LegitimacyRemembered: Tribe Offer (5 turns)grantsBONUS_TRIBE_PEACE_LEGITIMACYDiplomacyTribe DIPLOMACY_PEACEiLegitimacy -1aeBonuses: BONUS_TRIBE_OFFER
- ▸ The cowardice of the [tribe] amuses me.+2 Legitimacygated byLeaderSubjectNotAny SUBJECT_CHARACTER_WEAKbHidePrereqs prereqs hidden in-gamegrantsBONUS_EVENTOPTION_TRIBE_BATTLEFIELD_BRILLIANCE_AMUSEiLegitimacy 2
Crushing Blow
- ▸
Order [character] to teach the officers his tactics. Gain trait: SteadfastgrantsBONUS_GIVE_TRAIT_STEADFASTaeAddTraits: TRAIT_STEADFAST - ▸ Inspire the people with news of this victory.+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]
Honor and Fidelity
- ▸ Promote [character] immediately.+100 XP to the charactergrantsBONUS_EVENTOPTION_HONOR_AND_FIDELITY_PROMOTION_CHARACTERiXPCharacter 100BONUS_EVENTOPTION_HONOR_AND_FIDELITY_PROMOTION_UNITiXPUnit 100
- ▸ Celebrations are better for morale.Begin project: Triumph
-160Money-40/city↗ turn
+80Happinesseach city↗ turn grantsBONUS_EVENTOPTION_HONOR_AND_FIDELITY_TRIUMPH_CITYaeAddProjects: PROJECT_TRIUMPHaeBonuses: BONUS_MONEY_LOSS_AVERAGE, BONUS_HAPPINESS_GAIN_AVERAGE
Monumental Gate
- ▸ Agreed, it is well deserved.Begin project: Monumental Gate
-50Stone-15/city↗ turn grantsBONUS_EVENTOPTION_MONUMENTAL_GATE_YESaeAddProjects: PROJECT_MONUMENTAL_GATEaeBonuses: BONUS_STONE_LOSS_AVERAGE - ▸ We cannot afford it.+20 XP to the charactergrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20
Order of Business
- ▸ The birth of my son and heir, of course!+2 Legitimacy
-160Money-40/city↗ turn grantsBONUS_EVENTOPTION_ORDER_OF_BUSINESS_HEIR_FIRST_CHARACTER_1iLegitimacy 2aeBonuses: BONUS_MONEY_LOSS_AVERAGE - ▸ Celebrate our general's triumph!Remembered: Triumph for our General (+40 opinion for 20 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_ORDER_OF_BUSINESS_GENERAL_FIRST_CHARACTER_0Memory MEMORYFAMILY_GENERAL_TRIUMPH◇ grants a memory no event currently keys off
- ▸ Forge a coin bearing my horse's likeness!+1 Melee Cavalry unitGain trait: FoolishgrantsBONUS_UNITCLASS_MELEE_CAVALRYaiBonusUnits: BONUSUNITCLASS_MELEE_CAVALRY=1BONUS_GIVE_TRAIT_FOOLISHaeAddTraits: TRAIT_FOOLISH
Smiting Foes
- ▸ Erect a statue in the capital.+2 Legitimacy
-50Stone-15/city↗ turn grantsBONUS_EVENTOPTION_LEADER_SMITING_FOES_STATUEiLegitimacy 2aeBonuses: BONUS_STONE_LOSS_AVERAGE - ▸ Draw inspiration from my people.+1 CouragegrantsBONUS_GAIN_COURAGE_1aiRatings: RATING_COURAGE=1