← All story events Trigger Stories that fire on the General Unit Killed Melee 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.
Ambushed General
- ▸ This is his own fault. [character], bring me back my army!Gain trait: Captured+1 DisciplinegrantsBONUS_GIVE_TRAIT_CAPTUREDaeAddTraits: TRAIT_CAPTUREDBONUS_GAIN_DISCIPLINE_1aiRatings: RATING_DISCIPLINE=1
- ▸ No one can be trusted.Gain trait: CapturedGain trait: VigilantgrantsBONUS_GIVE_TRAIT_CAPTUREDaeAddTraits: TRAIT_CAPTUREDBONUS_GIVE_TRAIT_VIGILANTaeAddTraits: TRAIT_VIGILANT
- ▸ Warn the [rival] of untold horrors if they do not return [character].Leader relationship: Endeared Togated byLeaderSubject SUBJECT_CHARACTER_TERRIFYINGgrantsBONUS_LEADER_ENDEARED_TOAddLeaderRelationship RELATIONSHIP_ENDEARED_TOEVENTOPTION_AMBUSHED_GENERAL_THREATEN
Bitter Rivals
⛓ Follows from: Calling for War, Fire and Dust, United Front
- ▸ Bring more generals to the field.+1 CourageGain trait: WoundedProgress ambition: Eight GeneralsRemembered: Recent Ambition (7 turns)grantsBONUS_EVENTOPTION_RIVALS3_BITTER_RIVALS_GENERALS_CHARACTERaiRatings: RATING_COURAGE=1aeAddTraits: TRAIT_WOUNDEDBONUS_AMBITION_EIGHT_GENERALSAmbition GOAL_EIGHT_GENERALSaeBonuses: BONUS_RECENT_AMBITION↳ may trigger: No Surrender, Out of the Ashes
- ▸ Focus on treating [character].+2 Courage
-240Money-60/city↗ turn
+80Happinesseach city↗ turn grantsBONUS_GAIN_COURAGE_2aiRatings: RATING_COURAGE=2BONUS_EVENTOPTION_RIVALS3_BITTER_RIVALS_OPTION_1_PLAYER_1aeBonuses: BONUS_MONEY_LOSS_LARGE, BONUS_HAPPINESS_GAIN_AVERAGE↳ may trigger: No Surrender, Out of the Ashes - ▸ Promise to have vengeance against [rival].Progress ambition: Two Cities ForeignRemembered: Recent Ambition (7 turns)Gain trait: Wounded
+160Training+40/city↗ turn grantsBONUS_AMBITION_TWO_CITIES_FOREIGNAmbition GOAL_TWO_CITIES_FOREIGNaeBonuses: BONUS_RECENT_AMBITIONBONUS_CHARACTER_WOUNDEDaeAddTraits: TRAIT_WOUNDEDBONUS_TRAINING_GAIN_HUGEaiGlobalYieldsBase: YIELD_TRAINING=160aiGlobalYieldsPer: YIELD_TRAINING=40↳ may trigger: No Surrender, Out of the Ashes
Bleeding for [rival]
- ▸ Talk to the officers. Move the [family] away from the action.Leader relationship: Influenced By
-160Money-40/city↗ turn grantsBONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BYBONUS_MONEY_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=-160aiGlobalYieldsPer: YIELD_MONEY=-40 - ▸ I am not on the throne to play favorites.Gain trait: BitterLeader relationship: Disappointed With
+80Civics+20/city↗ turn grantsBONUS_EVENTOPTION_BLEEDING_FOR_NATION_OPTION_1_CHARACTER_0AddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITHaeAddTraits: TRAIT_BITTERBONUS_CIVICS_GAIN_LARGEaiGlobalYieldsBase: YIELD_CIVICS=80aiGlobalYieldsPer: YIELD_CIVICS=20 - ▸ We will work harder to to prevent such loss in one family.Leader relationship: Endeared To+20 XP to the charactergated byLeaderSubject SUBJECT_COMPASSIONATEgrantsBONUS_EVENTOPTION_BLEEDING_FOR_NATION_OPTION_2_CHARACTER_0AddLeaderRelationship RELATIONSHIP_ENDEARED_TOaeBonuses: BONUS_XP_CHARACTER_SMALL
By His own Sword
- ▸ He should have lived to make amends.Leader relationship: Disappointed WithLeader relationship: Endeared TograntsBONUS_LEADER_DISAPPOINTED_WITHAddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITHBONUS_LEADER_ENDEARED_TOAddLeaderRelationship RELATIONSHIP_ENDEARED_TO
- ▸ It was a noble end.Leader relationship: Endeared ToLeader relationship: Disappointed WithgrantsBONUS_LEADER_ENDEARED_TOAddLeaderRelationship RELATIONSHIP_ENDEARED_TOBONUS_LEADER_DISAPPOINTED_WITHAddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
Call to Action
- ▸ Allocate more
gold for our war efforts.
-120Money-30/city↗ turn grantsBONUS_MONEY_LOSS_SMALLaiGlobalYieldsBase: YIELD_MONEY=-120aiGlobalYieldsPer: YIELD_MONEY=-30 - ▸ We cannot afford more funds.Remembered: Refused to provide military funds (-40 opinion for 40 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_CALL_TO_ACTION_OPTION_1_CHARACTERMemory MEMORYCHARACTER_REFUSED_FUNDS◇ grants a memory no event currently keys off
- ▸ I will find other ways to support our troops.+1 Heavy Infantry unitgated byLeaderSubject SUBJECT_CHARACTER_ARCHETYPE_MARTIALgrantsBONUS_UNITCLASS_HEAVY_INFANTRYaiBonusUnits: BONUSUNITCLASS_HEAVY_INFANTRY=1
Captured General
- ▸ We will pay the ransom.
-160Money-40/city↗ turn grantsBONUS_MONEY_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=-160aiGlobalYieldsPer: YIELD_MONEY=-40 - ▸ We do not bend to demands.Gain trait: CapturedgrantsBONUS_GIVE_TRAIT_CAPTUREDaeAddTraits: TRAIT_CAPTURED
Captured and Wounded
- ▸ We will try to gather the ransom
money. (no gates or payload in XML)
Cease Fire Tragedy
- ▸ [character] was a fool for trusting them.Remembered: Sided against us after General's death (-40 opinion for 20 turns)(no event currently keys off this)Remembered: Supported us after General's death (+40 opinion for 20 turns)(no event currently keys off this)grantsEVENTOPTION_CEASE_FIRE_TRAGEDY_NEGMemory MEMORYFAMILY_FAMILY_GENERAL_TRAGEDY_OPPOSEDEVENTOPTION_CEASE_FIRE_TRAGEDY_POSMemory MEMORYFAMILY_FAMILY_GENERAL_TRAGEDY_SUPPORTED◇ grants a memory no event currently keys off
- ▸ There would have been no fight if the boy remained calm.Remembered: Supported us after General's death (+40 opinion for 20 turns)(no event currently keys off this)Remembered: Sided against us after General's death (-40 opinion for 20 turns)(no event currently keys off this)grantsEVENTOPTION_CEASE_FIRE_TRAGEDY_POSMemory MEMORYFAMILY_FAMILY_GENERAL_TRAGEDY_SUPPORTEDEVENTOPTION_CEASE_FIRE_TRAGEDY_NEGMemory MEMORYFAMILY_FAMILY_GENERAL_TRAGEDY_OPPOSED◇ grants a memory no event currently keys off
- ▸ Remember our true enemy, the [rival] killed them both.Remembered: Supported us after General's death (+40 opinion for 20 turns)(no event currently keys off this)Remembered: Supported us after General's death (+40 opinion for 20 turns)(no event currently keys off this)gated byLeaderSubject SUBJECT_CHARACTER_ARCHETYPE_REGALgrantsEVENTOPTION_CEASE_FIRE_TRAGEDY_POSMemory MEMORYFAMILY_FAMILY_GENERAL_TRAGEDY_SUPPORTEDEVENTOPTION_CEASE_FIRE_TRAGEDY_POSMemory MEMORYFAMILY_FAMILY_GENERAL_TRAGEDY_SUPPORTED◇ grants a memory no event currently keys off
Desertion
- ▸ Perhaps we will be better off without him.(no gates or payload in XML)
Family of the Dead
- ▸ A grand festival in his name.Remembered: Honoured our dead (+40 opinion for 40 turns)(no event currently keys off this)
-30Food-10/city↗ turn grantsBONUS_EVENTOPTION_FAMILY_OF_THE_DEADMemory MEMORYFAMILY_HONORED_OUR_DEADBONUS_FOOD_LOSS_SMALLaiGlobalYieldsBase: YIELD_FOOD=-30aiGlobalYieldsPer: YIELD_FOOD=-10◇ grants a memory no event currently keys off - ▸ Inscriptions commemorating his heroic deeds.Remembered: Honoured our dead (+40 opinion for 40 turns)(no event currently keys off this)
-30Stone-10/city↗ turn grantsBONUS_EVENTOPTION_FAMILY_OF_THE_DEADMemory MEMORYFAMILY_HONORED_OUR_DEADBONUS_STONE_LOSS_SMALLaiGlobalYieldsBase: YIELD_STONE=-30aiGlobalYieldsPer: YIELD_STONE=-10◇ grants a memory no event currently keys off - ▸ The time and resources are best used elsewhere.Remembered: Dishonoured our dead (-20 opinion for 40 turns)(no event currently keys off this)+40 XP to the charactergrantsBONUS_EVENTOPTION_FAMILY_OF_THE_DEAD_0Memory MEMORYFAMILY_DISHONORED_OUR_DEADBONUS_XP_CHARACTER_AVERAGEiXPCharacter 40◇ grants a memory no event currently keys off
Flee the Field
- ▸ Flee the field.Remembered (all families): Fled the field of battle (-20 opinion for 40 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_FLREE_THE_FIELD_FLEEMemoryAllFamilies MEMORYFAMILY_FLED_BATTLE◇ grants a memory no event currently keys off
- ▸ Go down with your men.The character is killed+10 Legitimacygated byLeaderSubject SUBJECT_HIGH_COURAGEgrantsBONUS_KILL_CHARACTERbKillCharacter 1BONUS_EVENTOPTION_THE_TIDE_OF_BATTLE_OPTION_2_PLAYER_1iLegitimacy 10
Hero Stone
- ▸ [character] deserves the grandest of stones.
-30Stone-10/city↗ turn+20–200 Culture (by city tier) grantsBONUS_STONE_LOSS_SMALLaiGlobalYieldsBase: YIELD_STONE=-30aiGlobalYieldsPer: YIELD_STONE=-10BONUS_CULTURE_GAIN_SMALLaaiCultureYield: CULTURE_WEAK[YIELD_CULTURE=20], CULTURE_DEVELOPING[YIELD_CULTURE=40], CULTURE_STRONG[YIELD_CULTURE=80], CULTURE_LEGENDARY[YIELD_CULTURE=200] - ▸ Get poets to recite tales of his prowess by the
stone.
-40Civics-10/city↗ turnRemembered: Honored our General (+40 opinion for 20 turns)(no event currently keys off this) grantsBONUS_CIVICS_LOSS_SMALLaiGlobalYieldsBase: YIELD_CIVICS=-40aiGlobalYieldsPer: YIELD_CIVICS=-10BONUS_EVENTOPTION_FELLED_BY_ARROWS_OPTION_0_FAMILYMemory MEMORYFAMILY_HONORED_GENERAL◇ grants a memory no event currently keys off - ▸ Make a speech about his bravery.+40 XP to the charactergrantsBONUS_XP_CHARACTER_AVERAGEiXPCharacter 40
Heroic Stand
- ▸ With a public funeral and games.
+80Happinesseach city↗ turn grantsBONUS_HAPPINESS_GAIN_AVERAGEaiCityYields: YIELD_HAPPINESS=80 - ▸ Publicly swear to avenge him.Progress ambition: 15 KillsRemembered: Recent Ambition (7 turns)grantsBONUS_AMBITION_15_KILLSAmbition GOAL_15_KILLSaeBonuses: BONUS_RECENT_AMBITION
- ▸ He did a soldier’s duty, that is all.
+60Discontenteach city↗ turn+2 Courage grantsBONUS_DISCONTENT_GAIN_SMALLaiCityYields: YIELD_DISCONTENT=60BONUS_GAIN_COURAGE_2aiRatings: RATING_COURAGE=2
Honored Enemy
- ▸ We should all follow [character]’s example.Remembered: Complimented our General (+80 opinion for 80 turns)(no event currently keys off this)-3 LegitimacygrantsBONUS_EVENTOPTION_HONORED_ENEMY_MEM_POSMemory MEMORYPLAYER_COMPLIMENTED_GENERALBONUS_EVENTOPTION_HONORED_ENEMY_LEG_NEGiLegitimacy -3◇ grants a memory no event currently keys off
- ▸ [character] was weak.Remembered: Insulted our General (-40 opinion for 40 turns)(no event currently keys off this)+3 LegitimacygrantsBONUS_EVENTOPTION_HONORED_ENEMY_MEM_NEGMemory MEMORYPLAYER_DENIED_OUR_GENERALBONUS_EVENTOPTION_HONORED_ENEMY_LEG_POSiLegitimacy 3◇ grants a memory no event currently keys off
Into the Mist
- ▸ Encourage the hero myth.grantsBONUS_EVENTOPTION_INTO_THE_MIST_RELIGIONFreeTheology THEOLOGY_MYTHOLOGY
- ▸ Have his deeds written down in an epic.
-60Civics-15/city↗ turn+30–300 Culture (by city tier) grantsBONUS_EVENTOPTION_INTO_THE_MIST_PLAYERaeBonuses: BONUS_CIVICS_LOSS_AVERAGE, BONUS_CULTURE_GAIN_AVERAGE - ▸ Praise his family, the [family].Remembered: Supported us after General's death (+40 opinion for 20 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_INTO_THE_MIST_FAMILYMemory MEMORYFAMILY_FAMILY_GENERAL_TRAGEDY_SUPPORTED◇ grants a memory no event currently keys off
Killed in Action
- ▸ A private gathering for friends and family.Gain trait: Mourning
+20Civics+5/city↗ turn grantsBONUS_EVENTOPTION_CHILD_KILLED_IN_ACTION_OPTION_0aeAddTraits: TRAIT_MOURNINGaeBonuses: BONUS_CIVICS_GAIN_TINY - ▸ Parades through the streets of the capital.Gain trait: Mourning
+40Happinesseach city↗ turn grantsBONUS_EVENTOPTION_CHILD_KILLED_IN_ACTION_OPTION_1aeAddTraits: TRAIT_MOURNINGaeBonuses: BONUS_HAPPINESS_GAIN_TINY - ▸ Days of rest for the military.Gain trait: Mourning
+120Training+30/city↗ turn gated byLeaderSubject SUBJECT_COMMANDERgrantsBONUS_EVENTOPTION_CHILD_KILLED_IN_ACTION_OPTION_2aeAddTraits: TRAIT_MOURNINGaeBonuses: BONUS_TRAINING_GAIN_LARGE
Like a [title]
- ▸ A city is a small price for your life.grantsBONUS_GIVE_CITY_S1iTradeCitySubject 1
- ▸ Die as you lived, as a [title].The character is killedgrantsBONUS_KILL_CHARACTERbKillCharacter 1
Lover Lost
- ▸ Resolve48%Progress ambition: Kill 10 EnemiesRemembered: Recent Ambition (7 turns)48%Progress ambition: 10 Kills GeneralRemembered: Recent Ambition (7 turns)5%Progress ambition: Four Cities ForeignRemembered: Recent Ambition (7 turns)grants48% BONUS_AMBITION_KILL_10_ENEMIESAmbition GOAL_KILL_10_ENEMIESaeBonuses: BONUS_RECENT_AMBITION48% BONUS_AMBITION_10_KILLS_GENERALAmbition GOAL_10_KILLS_GENERALaeBonuses: BONUS_RECENT_AMBITION5% BONUS_AMBITION_FOUR_CITIES_FOREIGNAmbition GOAL_FOUR_CITIES_FOREIGNaeBonuses: BONUS_RECENT_AMBITION
- ▸ I will embrace my grief.Gain trait: MourninggrantsBONUS_GIVE_TRAIT_MOURNINGaeAddTraits: TRAIT_MOURNING
- ▸ I must remain strong for my people.+1 Disciplinegated byLeaderSubject SUBJECT_CHARACTER_ARCHETYPE_REGALgrantsBONUS_GAIN_DISCIPLINE_1aiRatings: RATING_DISCIPLINE=1
Needless Bloodshed
- ▸ We will continue our current strategy.Remembered: Ignored military advice (-20 opinion for 20 turns)(no event currently keys off this)
+60Training+15/city↗ turn grantsBONUS_EVENTOPTION_CHARACTER_NEEDLESS_BLOODSHED_OPTION_0_CHARACTER_0Memory MEMORYCHARACTER_IGNORED_MILITARY_ADVICEBONUS_TRAINING_GAIN_SMALLaiGlobalYieldsBase: YIELD_TRAINING=60aiGlobalYieldsPer: YIELD_TRAINING=15◇ grants a memory no event currently keys off - ▸
Order troops in the field to stand down.
-4Orders↗ turn
+80Happinesseach city↗ turn grantsBONUS_EVENTOPTION_CHARACTER_NEEDLESS_BLOODSHED_OPTION_1_CHARACTER_1aeBonuses: BONUS_ORDERS_LOSS_SMALL, BONUS_HAPPINESS_GAIN_AVERAGE - ▸ Send a veteran officer to improve
training. Gain a Officer+1 Heavy Infantry unitgated byLeaderSubject SUBJECT_COMMANDERgrantsBONUS_EVENTOPTION_CHARACTER_NEEDLESS_BLOODSHED_OPTION_2_CHARACTER_1aiBonusUnits: BONUSUNITCLASS_HEAVY_INFANTRY=1aeAddSpecialistClasses: SPECIALISTCLASS_OFFICER
Restless General
- ▸ Take time to rest and read.-1 Courage+1 WisdomgrantsBONUS_EVENTOPTION_ARROW_TO_THE_LEG_0aeBonuses: BONUS_LOSE_COURAGE_1, BONUS_GAIN_WISDOM_1
- ▸ Encourage [character] to return to duty as soon as possible.+1 Courage-1 WisdomgrantsBONUS_EVENTOPTION_ARROW_TO_THE_LEG_1aeBonuses: BONUS_GAIN_COURAGE_1, BONUS_LOSE_WISDOM_1
Stories of Glory
- ▸ Our national stories should be celebrated.Free law: EpicsgrantsBONUS_EVENTOPTION_STORIES_OF_GLORY_OPTION_0_CHARACTER_0FreeLaw LAW_EPICS
- ▸ The outside world holds [rival]'s future.Remembered: Refused to change Law (-40 opinion for 20 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_STORIES_OF_GLORY_OPTION_1_FAMILYMemory MEMORYFAMILY_REFUSED_LAW◇ grants a memory no event currently keys off
- ▸ Regale [character] with tales of foreign lands.Leader relationship: Endeared ToLaw-based opinion shiftgated byLeaderSubject SUBJECT_CHARACTER_VAINgrantsBONUS_LEADER_ENDEARED_TOAddLeaderRelationship RELATIONSHIP_ENDEARED_TOBONUS_EVENTOPTION_STORIES_OF_GLORY_OPTION_2_FAMILYaiLawOpinion: LAW_EXPLORATION=40
Sudden Savior
- ▸ Reward them with a position in your court.Gain a Court SoldiergrantsBONUS_ADD_GREAT_SOLDIERAddCourtier: COURTIER_SOLDIER
- ▸ Thank the troops with paid leave.
+80Happinesseach city↗ turn grantsBONUS_HAPPINESS_GAIN_AVERAGEaiCityYields: YIELD_HAPPINESS=80
The Fallen Banner
- ▸ Berate [character] for allowing the banner to fall.-1 Courage+1 DisciplinegrantsBONUS_LOSE_COURAGE_1aiRatings: RATING_COURAGE=-1BONUS_GAIN_DISCIPLINE_1aiRatings: RATING_DISCIPLINE=1↳ may trigger: Avenging the Banner
- ▸ Encourage [character] that he will have a chance to redeem himself.+1 CourageLeader relationship: Disappointed WithgrantsBONUS_GAIN_COURAGE_1aiRatings: RATING_COURAGE=1BONUS_LEADER_DISAPPOINTED_WITHAddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH↳ may trigger: Avenging the Banner
The Furies
- ▸ Pursue those that would wrong us!grantsBONUS_EVENTOPTION_NAMED_UNIT_FURIESUnitName TEXT_BONUS_EVENTOPTION_NAMED_UNIT_FURIESaeEffectUnits: EFFECTUNIT_BLOODTHIRSTYBONUS_EVENTOPTION_NAMED_UNIT_FURIES_GENERALiGeneralOfSubject 0
- ▸ No, such titles will distract from their
training. grantsBONUS_EVENTOPTION_NAMED_UNIT_BLANKiXPUnit 80
Trapped General
- ▸ We move immediately.Leader relationship: Owes Favor To
-4Orders↗ turn grantsBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TOBONUS_ORDERS_LOSS_SMALLaiGlobalYieldsBase: YIELD_ORDERS=-4 - ▸ [character] is lost.The character is killedgrantsBONUS_KILL_CHARACTERbKillCharacter 1
War Blunders
- ▸ Throw a private feast in honor of myself.-1 CharismagrantsBONUS_LOSE_CHARISMA_1aiRatings: RATING_CHARISMA=-1
- ▸ I will buy their loyalty with
gold.
-240Money-60/city↗ turn grantsBONUS_MONEY_LOSS_LARGEaiGlobalYieldsBase: YIELD_MONEY=-240aiGlobalYieldsPer: YIELD_MONEY=-60
Wounded General
- ▸ Let him rest.The character is killedgrantsBONUS_KILL_CHARACTERbKillCharacter 1
- ▸ Pay for the finest medics.Gain trait: Severely Wounded
-160Money-40/city↗ turn grantsBONUS_CHARACTER_SEVERELY_WOUNDEDaeAddTraits: TRAIT_SEVERELY_WOUNDEDBONUS_MONEY_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=-160aiGlobalYieldsPer: YIELD_MONEY=-40 - ▸ Ask for divine intervention.Gain trait: Severely Woundedgated byLeaderSubject SUBJECT_CHARACTER_RELIGIOUSgrantsBONUS_CHARACTER_SEVERELY_WOUNDEDaeAddTraits: TRAIT_SEVERELY_WOUNDED
- ▸ Put your best knowledge to use.Gain trait: Severely Woundedgated byLeaderSubject SUBJECT_HERBALISTgrantsBONUS_CHARACTER_SEVERELY_WOUNDEDaeAddTraits: TRAIT_SEVERELY_WOUNDED
[character] Wounded
- ▸ Hopefully he shall return to the fight soon.(no gates or payload in XML)