← All story events Trigger Stories that fire on the General Kill 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.
Abandoned Supplies
- ▸ Grab their weapons and armor.
+30Iron+10/city↗ turn grantsBONUS_IRON_GAIN_SMALLaiGlobalYieldsBase: YIELD_IRON=30aiGlobalYieldsPer: YIELD_IRON=10 - ▸ Take any
food they left behind.
+30Food+10/city↗ turn grantsBONUS_FOOD_GAIN_SMALLaiGlobalYieldsBase: YIELD_FOOD=30aiGlobalYieldsPer: YIELD_FOOD=10
Among the Dead
- ▸ These things happen in wartime.(no gates or payload in XML)
Barracks Heir
- ▸ Accept their demands.Becomes the chosen heir
+120Training+30/city↗ turn grantsBONUS_EVENTOPTION_BARRACKS_HEIR_0bChosenHeir 1BONUS_XP_UNIT_LARGEiXPUnit 60BONUS_TRAINING_GAIN_LARGEaiGlobalYieldsBase: YIELD_TRAINING=120aiGlobalYieldsPer: YIELD_TRAINING=30 - ▸ Refuse to treat with this mutinous force.Gain trait: Fugitive+5 Legitimacy3 rebel units appeargrantsBONUS_GIVE_TRAIT_FUGITIVEaeAddTraits: TRAIT_FUGITIVEBONUS_EVENTOPTION_BARRACKS_HEIR_1iLegitimacy 5aeBonuses: BONUS_REBEL_UNITS_3
- ▸ Ask that they trust your strength to chose an heir.+40 XP to the charactergated byLeaderSubject SUBJECT_CHARACTER_STRONGgrantsBONUS_XP_UNIT_AVERAGEiXPUnit 40BONUS_XP_CHARACTER_AVERAGEiXPCharacter 40
Battlefield Promotion
- ▸ Grant the [unit] extra experience.
-80Money-20/city↗ turn grantsBONUS_EVENTOPTION_BATTLEFIELD_PROMOTION_PROMOTEiXPUnit 200aeBonuses: BONUS_MONEY_LOSS_TINY - ▸ Hold a celebration in [city]!Begin project: Triumph
-160Money-40/city↗ turn grantsBONUS_EVENTOPTION_BATTLEFIELD_PROMOTION_TRIUMPHaeAddProjects: PROJECT_TRIUMPHaeBonuses: BONUS_MONEY_LOSS_AVERAGE - ▸ We cannot afford such extravagance.
+20Discontenteach city↗ turn grantsBONUS_DISCONTENT_GAIN_MINIMALaiCityYields: YIELD_DISCONTENT=20
Be Victorious in This
- ▸ Accept [character] tale.Law-based opinion shiftConverts to the target religiongrantsBONUS_EVENTOPTION_BE_VICTORIOUS_IN_THIS_OPTION_0_CHARACTERaiLawOpinion: LAW_TOLERANCE=20BONUS_EVENTOPTION_CONVERT_S0iConvertReligionSubject 0↳ may trigger: A Shield of Flame
- ▸ Encourage [character] to find strength from this new God.Converts to the target religiongated byIndexSubjectgrantsBONUS_EVENTOPTION_BE_VICTORIOUS_IN_THIS_OPTION_1_CHARACTERSetArchetype TRAIT_ZEALOT_ARCHETYPEBONUS_EVENTOPTION_CONVERT_S0iConvertReligionSubject 0↳ may trigger: A Shield of Flame
- ▸ Stop this [religion] nonsense.+60 XP to the charactergated byPlayerSubject SUBJECT_PLAYER_ORTHODOXYgrantsBONUS_XP_CHARACTER_LARGEiXPCharacter 60
Birth of a Legend
- ▸ My scribes shall carve the tales of my exploits on the walls of the
palace to inspire all.
+60Civics+15/city↗ turn grantsBONUS_CIVICS_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_CIVICS=60aiGlobalYieldsPer: YIELD_CIVICS=15
Brave Deeds
- ▸ Publicly praise [character] for his courage.+1 CouragegrantsBONUS_GAIN_COURAGE_1aiRatings: RATING_COURAGE=1
- ▸ Commission a poem to celebrate the duel.
-80Money-20/city↗ turn+30–300 Culture (by city tier) grantsBONUS_EVENTOPTION_SLAIN_CHAMPION_COMMISSIONaeBonuses: BONUS_MONEY_LOSS_TINY, BONUS_CULTURE_GAIN_AVERAGE - ▸ Urge [character] to be more careful.+1 DisciplineLoses trait: BravegrantsBONUS_EVENTOPTION_SLAIN_CHAMPION_ADMONISHaiRatings: RATING_DISCIPLINE=1aeRemoveTraits: TRAIT_BRAVE
Captured Noble
- ▸ Ransom the prisoner.
+240Money+60/city↗ turn grantsBONUS_MONEY_GAIN_LARGEaiGlobalYieldsBase: YIELD_MONEY=240aiGlobalYieldsPer: YIELD_MONEY=60 - ▸ Execute him and send the head as a message.+4 LegitimacyGain trait: CruelgrantsBONUS_EVENTOPTION_CAPTURED_NOBLE_EXECUTEiLegitimacy 4aeAddTraits: TRAIT_CRUEL
- ▸ Keep him as a hostage.Remembered: Held a noble hostage (+20 opinion for 40 turns)Gain trait: BoldgrantsBONUS_EVENTOPTION_CAPTURED_NOBLE_HOLDMemory MEMORYPLAYER_HOLD_HOSTAGEBONUS_GIVE_TRAIT_BOLDaeAddTraits: TRAIT_BOLD
Captured Prisoners
- ▸ Ransom them back to their families.
+120Money+30/city↗ turn grantsBONUS_MONEY_GAIN_SMALLaiGlobalYieldsBase: YIELD_MONEY=120aiGlobalYieldsPer: YIELD_MONEY=30 - ▸ Execute them to send a message.Gain trait: Warlikegated byLeaderSubjectNotAny SUBJECT_CHARACTER_HONORABLEbHidePrereqs prereqs hidden in-gamegrantsBONUS_EVENTOPTION_CAPTURED_PRISONERS_EXECUTEaeAddTraits: TRAIT_WARLIKE
- ▸ Resettle them in our cities.grantsBONUS_ADD_CITIZEN_1iCitizens 1
Captured Supplies
- ▸ A general mix of weapons and supplies.grantsBONUS_EVENTOPTION_CAPTURED_SUPPLIES_WEAPONS_UNITaeEffectUnits: EFFECTUNIT_COMBAT1
- ▸ Shields to protect against enemy arrows.grantsBONUS_EVENTOPTION_CAPTURED_SUPPLIES_SHIELDS_UNITaeEffectUnits: EFFECTUNIT_SHIELDBEARER
Enemy General Killed
- ▸ Invite the officer to your court.Gain a Court Soldiergated byLeaderSubject SUBJECT_CHARACTER_ARCHETYPE_MARTIALgrantsBONUS_ADD_GREAT_SOLDIERAddCourtier: COURTIER_SOLDIER
- ▸ We will honor the fallen.Remembered: Honored slain General (+40 opinion for 80 turns)(no event currently keys off this)gated byLeaderSubjectNotAny SUBJECT_CHARACTER_SEVEN_SINSgrantsBONUS_EVENTOPTION_ENEMY_GENERAL_KILLEDMemory MEMORYPLAYER_HONORED_GENERAL◇ grants a memory no event currently keys off
- ▸ Praise the soldiers for their success.grantsBONUS_UNIT_PROMOTION_HECKLERaeEffectUnits: EFFECTUNIT_HECKLER
Famous Victor
- ▸ He has earned a reward.
-120Money-30/city↗ turn grantsBONUS_MONEY_LOSS_SMALLaiGlobalYieldsBase: YIELD_MONEY=-120aiGlobalYieldsPer: YIELD_MONEY=-30 - ▸ Let's not overdo it.Leader relationship: Disappointed WithgrantsBONUS_LEADER_DISAPPOINTED_WITHAddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
Feats of Valor
- ▸ Promote him on the battlefield.+100 XP to the charactergrantsBONUS_EVENTOPTION_CHILD_FEATS_OF_VALOR_OPTION_0_CHARACTER_1iXPCharacter 100
- ▸ Make him an advisor in my court.Gain a Court SoldiergrantsBONUS_EVENTOPTION_CHILD_FEATS_OF_VALOR_OPTION_1_CHARACTER_1MakeCourtier COURTIER_SOLDIER
- ▸ Return him to the front lines.Gain trait: HumblegrantsBONUS_GIVE_TRAIT_HUMBLEaeAddTraits: TRAIT_HUMBLE
Honor and Glory
- ▸ Hold military celebrations in his honor.
-320Money-80/city↗ turnBegin project: Triumph grantsBONUS_MONEY_LOSS_HUGEaiGlobalYieldsBase: YIELD_MONEY=-320aiGlobalYieldsPer: YIELD_MONEY=-80BONUS_EVENTOPTION_HONOR_AND_GLORY_TRIUMPH_FAMILYaeAddProjects: PROJECT_TRIUMPH - ▸ Revels and feasting in [city] for a week!
-320Money-80/city↗ turn+1 Happiness levelRemembered: Honored our General (+20 opinion for 20 turns)(no event currently keys off this) grantsBONUS_MONEY_LOSS_HUGEaiGlobalYieldsBase: YIELD_MONEY=-320aiGlobalYieldsPer: YIELD_MONEY=-80BONUS_EVENTOPTION_HONOR_AND_GLORY_HAPPY_PEOPLE_FAMILYMemory MEMORYFAMILY_HONOR_AND_GLORYiHappinessLevels 1◇ grants a memory no event currently keys off - ▸ Their glory is simply a reflection of my own.Gain trait: SlightedGain trait: BoldgrantsBONUS_GIVE_TRAIT_SLIGHTEDaeAddTraits: TRAIT_SLIGHTEDBONUS_GIVE_TRAIT_BOLDaeAddTraits: TRAIT_BOLD
Inaccurate Troops
- ▸ Make them hunt for their own suppers.
-20Food-5/city↗ turn grantsBONUS_EVENTOPTION_INACCURATE_TROOPS_SHOOTaeEffectUnits: EFFECTUNIT_EAGLE_EYEaeBonuses: BONUS_FOOD_LOSS_TINY - ▸ Drill them relentlessly until they improve.
+60Training+15/city↗ turn grantsBONUS_TRAINING_GAIN_SMALLaiGlobalYieldsBase: YIELD_TRAINING=60aiGlobalYieldsPer: YIELD_TRAINING=15
Insolent General
- ▸ Hold a celebration in [city] in honor of [character].Gain trait: ProudRemembered: Honored our General (+40 opinion for 20 turns)(no event currently keys off this)
+60Happinesseach city↗ turn
-120Money-30/city↗ turn grantsBONUS_GIVE_TRAIT_PROUDaeAddTraits: TRAIT_PROUDBONUS_EVENTOPTION_INSOLENT_GENERAL_OPTION_0_FAMILYMemory MEMORYFAMILY_HONORED_GENERALBONUS_HAPPINESS_GAIN_SMALLaiCityYields: YIELD_HAPPINESS=60BONUS_MONEY_LOSS_SMALLaiGlobalYieldsBase: YIELD_MONEY=-120aiGlobalYieldsPer: YIELD_MONEY=-30◇ grants a memory no event currently keys off - ▸ My generals serve me. [character] doesn't get to make demands.+1 Discipline+2 LegitimacygrantsBONUS_EVENTOPTION_INSOLENT_GENERAL_OPTION_1_CHARACTERaeBonuses: BONUS_GAIN_DISCIPLINE_1BONUS_EVENTOPTION_INSOLENT_GENERAL_OPTION_1_PLAYERiLegitimacy 2
Professional and Proficient
- ▸ [character] can conduct additional field
training to refine those ideas.
+120Training+30/city↗ turn
+2Orders↗ turn grantsBONUS_EVENTOPTION_PROFESSIONAL_AND_PROFICIENT_FIELD_DRILLS_CHARACTERaeBonuses: BONUS_TRAINING_GAIN_LARGE, BONUS_ORDERS_GAIN_MINIMAL - ▸ We should apply those ideas when
training recruits in [city]. Gain a OfficergrantsBONUS_EVENTOPTION_PROFESSIONAL_AND_PROFICIENT_CITY_INSTRUCTOR_CITYaeAddSpecialistClasses: SPECIALISTCLASS_OFFICER
Proud Demeanor
- ▸ [character] did naught but follow my
orders. The celebration shall be of my victory. Leader relationship: Disappointed WithgrantsBONUS_LEADER_DISAPPOINTED_WITHAddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH - ▸ [character] performed, I suppose, admirably. It is not as if the world shall forget my works, is it?Gain trait: StressedLoses trait: ProudLeader relationship: Influenced ByLeader relationship: Influenced BygrantsBONUS_STRESSED_NOT_PROUDaeBonuses: BONUS_GIVE_TRAIT_STRESSED, BONUS_REMOVE_TRAIT_PROUDBONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BYBONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
Rising Star
- ▸ Effective units should stay together.grantsBONUS_EVENTOPTION_RISING_STAR_OPTION_0_UNITaeEffectUnits: EFFECTUNIT_COMBAT2
- ▸ We need more military minds in court.Gain a Court SoldiergrantsBONUS_EVENTOPTION_RISING_STAR_OPTION_1_CHARACTERAddCourtier: COURTIER_SOLDIER=GENDER_MALE
Ruthless Slaughter
- ▸ Let this victory by [character] be the last battle of the war.+10 XP to the characterRemembered: Player Offer (5 turns)grantsBONUS_EVENTOPTION_RUTHLESS_SLAUGHTER_TRUCE_CHARACTERiXPCharacter 10BONUS_EVENTOPTION_RUTHLESS_SLAUGHTER_TRUCE_PLAYERaeBonuses: BONUS_PLAYER_TRUCE
- ▸ This is what we needed to press on against [rival].Remembered: Commended our battlefield leadership (+40 opinion, permanent)(no event currently keys off this)Gain trait: RuthlessgrantsBONUS_EVENTOPTION_RUTHLESS_SLAUGHTER_COMMEND_CHARACTERMemory MEMORYCHARACTER_COMMENDED_FIELD_LEADERSHIPBONUS_GIVE_TRAIT_RUTHLESSaeAddTraits: TRAIT_RUTHLESS◇ grants a memory no event currently keys off
- ▸ We can have honor even in war. My troops will not act like barbarians.Leader relationship: Estranged From+20 XP to the charactergrantsBONUS_EVENTOPTION_RUTHLESS_SLAUGHTER_REMOVE_CHARACTER_0bReleaseGeneral 1aeBonuses: BONUS_LEADER_ESTRANGED_FROMBONUS_EVENTOPTION_RUTHLESS_SLAUGHTER_REMOVE_CHARACTER_1iXPCharacter 20
Sword of the Fallen
- ▸ It is not my place to accept such a gift.Gain trait: HumblegrantsBONUS_GIVE_TRAIT_HUMBLEaeAddTraits: TRAIT_HUMBLE
- ▸ I will bear the sword proudly.Gain trait: Mysterious SwordgrantsBONUS_GIVE_TRAIT_MYSTERIOUS_SWORDaeAddTraits: TRAIT_MYSTERIOUS_SWORD
- ▸ That sword is cursed, and I will not take it.+1 Wisdomgated byLeaderSubject SUBJECT_CHARACTER_RELIGIOUSgrantsBONUS_GAIN_WISDOM_1aiRatings: RATING_WISDOM=1
Test of Metal
- ▸ I know my strengths. It is my Generals who are really winning this war.Gain trait: HumblegrantsBONUS_GIVE_TRAIT_HUMBLEaeAddTraits: TRAIT_HUMBLE
- ▸ My people now know they have a [title] who will fight for them when needed.+1 CouragegrantsBONUS_GAIN_COURAGE_1aiRatings: RATING_COURAGE=1
- ▸ This feels right. I will lead [rival] to victory on the field of battle.Progress ambition: 5 Kills GeneralgrantsBONUS_EVENTOPTION_TEST_OF_METAL_OPTION_2_CHARACTER_0Ambition GOAL_5_KILLS_GENERALBONUS_EVENTOPTION_TEST_OF_METAL_OPTION_2_TRAITiAddTraitSubject 1
The Court's Men
- ▸ Deadlier shots.grantsBONUS_EVENTOPTION_TECH_BODKIN_THE_COURTS_MEN_OPTION_0_UNITaeEffectUnits: EFFECTUNIT_SENTINEL
- ▸ Greater range.grantsBONUS_EVENTOPTION_TECH_BODKIN_THE_COURTS_MEN_OPTION_1_UNITaeEffectUnits: EFFECTUNIT_MARKSMAN
- ▸ Ignore distance.grantsBONUS_EVENTOPTION_TECH_BODKIN_THE_COURTS_MEN_OPTION_2_UNITaeEffectUnits: EFFECTUNIT_EAGLE_EYE
- ▸ They are worthy of every promotion.gated byLeaderSubject SUBJECT_COMMANDERgrantsBONUS_EVENTOPTION_TECH_BODKIN_THE_COURTS_MEN_OPTION_3_UNITaeEffectUnits: EFFECTUNIT_SENTINEL, EFFECTUNIT_MARKSMAN, EFFECTUNIT_EAGLE_EYE
The Fluffy Bunny
- ▸ Looks are deceiving - the bunny is very brave if it is here.Gain trait: BravegrantsBONUS_GIVE_TRAIT_BRAVEaeAddTraits: TRAIT_BRAVE
- ▸ It is certainly afraid, but even an animal can overcome its fear with discipline.+1 DisciplinegrantsBONUS_GAIN_DISCIPLINE_1aiRatings: RATING_DISCIPLINE=1
- ▸ Fluffy or not, the bunny will surely not hesitate to feast on the corpses.Gain trait: RuthlessgrantsBONUS_GIVE_TRAIT_RUTHLESSaeAddTraits: TRAIT_RUTHLESS
- ▸ This must be a sign from the heavens! We must celebrate our victory with our [religion] citizens.Remembered: Held a victory festival (+40 opinion for 20 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_FLUFFY_BUNNY_RELIGIONMemory MEMORYRELIGION_FLUFFY_BUNNY◇ grants a memory no event currently keys off
The People's General
- ▸ Resolve100%Gain trait: Rising Star0%Gain trait: Famousgrants100% BONUS_GIVE_TRAIT_RISING_STARaeAddTraits: TRAIT_RISING_STAR0% BONUS_GIVE_TRAIT_FAMOUSaeAddTraits: TRAIT_FAMOUS
Victory for the King
- ▸ The victory is a testament to the army's trust in [character].+1 CharismagrantsBONUS_EVENTOPTION_VICTORY_FOR_THE_LEADER_GENERAL_CHARACTER_1aeBonuses: BONUS_GAIN_CHARISMA_1
- ▸ The troops serve [character] well, just as he serves me well.+2 LegitimacygrantsBONUS_EVENTOPTION_VICTORY_FOR_THE_LEADER_SELF_CHARACTER_0iLegitimacy 2
Victory for the King
- ▸
Gold can buy success on the battlefield. Let's spend some more of it.
-160Money-40/city↗ turn+1 Discipline grantsBONUS_EVENTOPTION_VICTORY_FOR_THE_LEADER_PROFESSIONAL_ARMY_MONEY_CHARACTER_1aeBonuses: BONUS_MONEY_LOSS_AVERAGE, BONUS_GAIN_DISCIPLINE_1BONUS_EVENTOPTION_VICTORY_FOR_THE_LEADER_PROFESSIONAL_ARMY_MONEY_UNITiXPUnit 50 - ▸ The victory is a testament to the army's trust in [character].+1 CharismagrantsBONUS_EVENTOPTION_VICTORY_FOR_THE_LEADER_GENERAL_CHARACTER_1aeBonuses: BONUS_GAIN_CHARISMA_1
- ▸ The troops serve [character] well, just as he serves me well.+2 LegitimacygrantsBONUS_EVENTOPTION_VICTORY_FOR_THE_LEADER_SELF_CHARACTER_0iLegitimacy 2
Warrior of [rival]
- ▸ Such a bargaining chip could prove useful.Remembered: Held a noble hostage (+20 opinion for 40 turns)grantsBONUS_EVENTOPTION_WARRIOR_OF_NATION_HOSTAGEMemory MEMORYPLAYER_HOLD_HOSTAGE
- ▸ We take no prisoners.Gain trait: BloodthirstyProgress ambition: 5 Kills GeneralRemembered: Killed wounded noble (-80 opinion for 40 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_WARRIOR_OF_NATION_BLOODTHIRSTYAmbition GOAL_5_KILLS_GENERALaeAddTraits: TRAIT_BLOODTHIRSTYBONUS_EVENTOPTION_WARRIOR_OF_NATION_KILLMemory MEMORYPLAYER_WARRIOR_OF_NATION_KILL◇ grants a memory no event currently keys off