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📜 Mission Finished Events · Part 1 · A–I

274 events547 in category

← All story events Trigger Events that fire on the Mission Finished trigger.

How yield rewards scale ↗ turn

A yield reward like +40 Science +10/city ↗turn grows with your cities and the turn. You receive:

(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 to turn 60, then turn ÷ 60: ×1.5 at turn 90, ×2 at turn 120, ×3.3 at turn 200.

Each chip shows the ×1 (base) value. Hover a yield chip for a cities × turn table of the real reward. For example, +40 Science +10/city with 4 cities pays 80 in the early game, 120 at turn 90 and 160 at turn 120. The mission pages also have a live calculator. The game's "Tiny", "Small", "Average" and "Large" rewards are shown here as their real numbers.

⚠ Weights are not in-game odds. Each event also needs its character and empire conditions to hold, and some of those are hidden in game, so how often it really fires can differ a lot from its weight. Community tracking bears this out.

A Bastard's Love Mission Finished · Legitimized Event CM ✓
Once per game Leader UsUsSuitor Pregnant Adult Under 30
As it opens, before you choose -2 LegitimacyGain trait: LegitimizedLoses trait: Bastard
  • ▸ We shall support you. May your marriage be blessed.
    -4 LegitimacyGain trait: RomanticArranges a marriage
    grants
    BONUS_EVENTOPTION_CHILD_COMMON_LOVE_OPTION_1_CHARACTER_0
    iLegitimacy -4
    BONUS_GIVE_TRAIT_ROMANTIC
    aeAddTraits: TRAIT_ROMANTIC
    BONUS_EVENTOPTION_CHILD_COMMON_LOVE_OPTION_1_CHARACTER_2
    iMarrySubject 1
  • ▸ I cannot accept this. You will be married to another.
    Leader relationship: Estranged From
    grants
    BONUS_LEADER_ESTRANGED_FROM
    AddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM

✎ Zorbaz

A Broken Crown Mission Finished · Infiltrate Event CM ✓
Once per game Leader UsPlayer ThemLeader Them Max 2 Strengths
As it opens, before you choose Gain trait: Doomed
  • ▸ Energize your troops and generals.
    +80Training+20/city↗ turn
    grants
    BONUS_TRAINING_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_TRAINING=80
    aiGlobalYieldsPer: YIELD_TRAINING=20
  • ▸ Honor him with a heartfelt speech.
    Gain trait: Compassionate
    gated by
    LeaderSubject SUBJECT_HIGH_CHARISMA
    grants
    BONUS_GIVE_TRAIT_COMPASSIONATE
    aeAddTraits: TRAIT_COMPASSIONATE
  • ▸ Keep the assassination a secret... for now.
    Gain trait: Cunning
    gated by
    LeaderSubject SUBJECT_HIGH_WISDOM
    grants
    BONUS_GIVE_TRAIT_CUNNING
    aeAddTraits: TRAIT_CUNNING

✎ Andy Auseon Background reading ↗

A Capable Hand Mission Finished · Seek Political Allies Event CM ✓ Behind the Throne
Once per game Leader UsFamily Non Leader UsA Capable HandCity Us Not Family Min CautiousNot City With Governor
  • ▸ Grant [character] full authority over administration.
    Loses trait: UnpopularRemembered: Grand Vizier (88 turns)The character joins the council as Grand Vizier
    grants
    BONUS_REMOVE_TRAIT_UNPOPULAR
    aeRemoveTraits: TRAIT_UNPOPULAR
    BONUS_MAKE_GRAND_VIZIER
    Memory MEMORYCHARACTER_GRAND_VIZIER
    Council COUNCIL_GRAND_VIZIER
  • ▸ Politely decline the assistance.
    (no gates or payload in XML)

✎ Jeri Roys

A Convert for Aten Mission Finished · Convert Target to Religion Event CM ✓ ⛓ follow-up
⛓ Part of the Sign from Aten chain, 8 events , 2 branch points view map →

⛓ Follows from: Sign from Aten

Every 60 turns Leader UsUsReligion State Amarna ReformerNot Religion Native Pagan
As it opens, before you choose Converts to the target religion
  • ▸ Spend your time teaching [character] the ways of the sun god.
    Leader relationship: Influenced By
    grants
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
  • ▸ Give praise to Aten for his blessings.
    +1 Wisdom+1 Wisdom
    grants
    BONUS_GAIN_WISDOM_1
    aiRatings: RATING_WISDOM=1
    BONUS_GAIN_WISDOM_1
    aiRatings: RATING_WISDOM=1

✎ Josh Unsworth

A Crowd of Admirers Mission Finished · Hold Court Event CM ✓
Once per game Leader UsPlayer UsFamily UsFamily UsFamily Us No active warsFamily Min Cautious
As it opens, before you choose +1 Legitimacy
  • ▸ I will take a moment to reflect on the glory of [rival], and my well earned respect as her leader.
    Gain trait: Famous
    grants
    BONUS_GIVE_TRAIT_FAMOUS
    aeAddTraits: TRAIT_FAMOUS

✎ Gabe Campbell

A Deadly Request Mission Finished · Influence Event CM ✓
Once per game Family Head UsFamily UsFamily UsLeader Us Max UpsetCursedDifferent Family To Leader
  • ▸ I would rather die than give in to your threats.
    Gain trait: FugitiveThe character is killed
    grants
    BONUS_GIVE_TRAIT_FUGITIVE
    aeAddTraits: TRAIT_FUGITIVE
    BONUS_KILL_CHARACTER
    bKillCharacter 1
  • ▸ Fine, I will elevate the [family] to a place of power.
    Your family head joins the council as ChancellorYour character joins the council as Ambassador
    gated by
    LeaderSubjectNotAny SUBJECT_PROUD
    grants
    BONUS_EVENTOPTION_INFLUENCE_A_DEADLY_REQUEST_OPTION_1_CHARACTER_0
    Council COUNCIL_CHANCELLOR
    BONUS_EVENTOPTION_INFLUENCE_A_DEADLY_REQUEST_OPTION_1_CHARACTER_1
    Council COUNCIL_AMBASSADOR
  • ▸ Disarming [character] will be easy.
    Gain trait: Imprisoned+4 Legitimacy+20 XP to the character
    gated by
    LeaderSubject SUBJECT_CHARACTER_ARCHETYPE_MARTIAL
    grants
    BONUS_GIVE_TRAIT_IMPRISONED
    aeAddTraits: TRAIT_IMPRISONED
    BONUS_EVENTOPTION_INFLUENCE_A_DEADLY_REQUEST_OPTION_2_CHARACTER_2
    iLegitimacy 4
    aeBonuses: BONUS_XP_CHARACTER_SMALL

✎ Andy Auseon

A Dream From the Gods Mission Finished · Convert Target to Religion Event CM ✓ The Sacred and the Profane
Every 50 turns UsUs Or ThemReligion Pagan
As it opens, before you choose Converts to the target religion
  • ▸ A spirit of wisdom is trying to guide [character].
    +1 Wisdom
    grants
    BONUS_GAIN_WISDOM_1
    aiRatings: RATING_WISDOM=1
  • ▸ The gods of war are calling him to battle.
    +1 Courage
    grants
    BONUS_GAIN_COURAGE_1
    aiRatings: RATING_COURAGE=1
  • ▸ A god of love must be playing coy.
    +1 Charisma
    grants
    BONUS_GAIN_CHARISMA_1
    aiRatings: RATING_CHARISMA=1
  • ▸ The king of the gods is withholding his true form to protect [character].
    +1 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_1
    aiRatings: RATING_DISCIPLINE=1

✎ Josh Unsworth

A Faith Divided Mission Finished · High Synod Event CM ✓ The Sacred and the Profane
Once per game Us Or ThemReligion PlayerCity UsCity UsTheology
  • ▸ Resolve
    25%
    Remembered: Stood up to rebellious clergy (+80 opinion for 40 turns)(no event currently keys off this)Begin project: Zoroastrian DissentBegin project: Zoroastrian Dissent
    25%
    Remembered: Stood up to rebellious clergy (+80 opinion for 40 turns)(no event currently keys off this)Begin project: Jewish DissentBegin project: Jewish Dissent
    25%
    Remembered: Stood up to rebellious clergy (+80 opinion for 40 turns)(no event currently keys off this)Begin project: Christian DissentBegin project: Christian Dissent
    25%
    Remembered: Stood up to rebellious clergy (+80 opinion for 40 turns)(no event currently keys off this)Begin project: Manichaean DissentBegin project: Manichaean Dissent
    grants
    25% BONUS_EVENTOPTION_SCHISM_OF_FAITH_OPTION_0_RELIGION
    Memory MEMORYRELIGION_REBELLIOUS_CLERGY
    25% BONUS_EVENTSTORY_ZOROASTRIAN_DISSENT_CITY
    aeAddProjects: PROJECT_DISSENT_ZOROASTRIANISM
    25% BONUS_EVENTSTORY_ZOROASTRIAN_DISSENT_CITY
    aeAddProjects: PROJECT_DISSENT_ZOROASTRIANISM
    25% BONUS_EVENTOPTION_SCHISM_OF_FAITH_OPTION_0_RELIGION
    Memory MEMORYRELIGION_REBELLIOUS_CLERGY
    25% BONUS_EVENTSTORY_JEWISH_DISSENT_CITY
    aeAddProjects: PROJECT_DISSENT_JUDAISM
    25% BONUS_EVENTSTORY_JEWISH_DISSENT_CITY
    aeAddProjects: PROJECT_DISSENT_JUDAISM
    25% BONUS_EVENTOPTION_SCHISM_OF_FAITH_OPTION_0_RELIGION
    Memory MEMORYRELIGION_REBELLIOUS_CLERGY
    25% BONUS_EVENTSTORY_CHRISTIAN_DISSENT_CITY
    aeAddProjects: PROJECT_DISSENT_CHRISTIANITY
    25% BONUS_EVENTSTORY_CHRISTIAN_DISSENT_CITY
    aeAddProjects: PROJECT_DISSENT_CHRISTIANITY
    25% BONUS_EVENTOPTION_SCHISM_OF_FAITH_OPTION_0_RELIGION
    Memory MEMORYRELIGION_REBELLIOUS_CLERGY
    25% BONUS_EVENTSTORY_MANICHAEISM_DISSENT_CITY
    aeAddProjects: PROJECT_DISSENT_MANICHAEISM
    25% BONUS_EVENTSTORY_MANICHAEISM_DISSENT_CITY
    aeAddProjects: PROJECT_DISSENT_MANICHAEISM
    ◇ grants a memory no event uses
  • ▸ Agree to the demands of the [religion] faction.
    Free theology: the event's theology
    grants
    BONUS_EVENTOPTION_A_FAITH_DIVIDED_OPTION_1_RELIGION
    aeReligionBonuses: BONUS_DISCONTENT_GAIN_TINY
    BONUS_EVENTOPTION_A_FAITH_DIVIDED_OPTION_1_THEOLOGY
    bFreeTheology 1

✎ Josh Unsworth

A Fine Roast Mission Finished · Revelry Event CM ✓ Behind the Throne
Once per game Leader UsUs Max 2 StrengthsMax UpsetNot Spouse Of Leader UsNot Child Of Leader Us
As it opens, before you choose Loses trait: Stressed
  • ▸ Oh, no, I didn't mean it like that [character]! It's the height of flattery! Oh, sorry...
    Gain trait: HecklerLeader relationship: Vengeful Against
    grants
    BONUS_GIVE_TRAIT_HECKLER
    aeAddTraits: TRAIT_HECKLER
    BONUS_LEADER_VENGEFUL_AGAINST
    AddLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINST

✎ Jeri Roys

A Flower Out of the Dirt Mission Finished · Hold Court Event CM ✓
Once per game Leader UsPlayer UsUs Non CourtierNon SuccessorHigh WisdomHigh Charisma
  • ▸ Appoint [character] to the position of Minister right away. Spare no expense!
    +1 Wisdom-240Money-60/city↗ turnGain a Court Minister
    grants
    BONUS_GAIN_WISDOM_1
    aiRatings: RATING_WISDOM=1
    BONUS_MONEY_LOSS_LARGE
    aiGlobalYieldsBase: YIELD_MONEY=-240
    aiGlobalYieldsPer: YIELD_MONEY=-60
    BONUS_EVENTOPTION_HOLD_COURT_MAKE_COURTIER
    MakeCourtier COURTIER_MINISTER
  • ▸ We've no place for him at this time.
    +20 XP to the character
    grants
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20

✎ Gabe Campbell

A Gracious Welcome Mission Finished · Expose Agent Network Event CM ✓
Once per game Agent UsCity ThemThemPlayer Them City With GovernorGovernor
  • ▸ Accept the welcome and do what you can from the palace.
    -40Civics-10/city↗ turnYour agent network moves to the target city
    grants
    BONUS_CIVICS_LOSS_SMALL
    aiGlobalYieldsBase: YIELD_CIVICS=-40
    aiGlobalYieldsPer: YIELD_CIVICS=-10
    BONUS_MISSIONRESULT_MOVE_NETWORK_SUCCESS
    iMoveNetworkCitySubject 0
  • ▸ Write and appeal to the Governor.
    Your agent network moves to the target cityLeader relationship: Influenced By
    gated by
    IndexSubject
    grants
    BONUS_MISSIONRESULT_MOVE_NETWORK_SUCCESS
    iMoveNetworkCitySubject 0
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
  • ▸ OrdersOrder [character] to remove this meddling governor.
    Your agent network moves to the target cityThe character is killedTheir character: Assassinated By your agentLeader relationship: Suspicious Of
    grants
    BONUS_MISSIONRESULT_MOVE_NETWORK_SUCCESS
    iMoveNetworkCitySubject 0
    BONUS_EVENTOPTION_A_GRACIOUS_WELCOME_OPTION_2_CHARACTER_1
    bKillCharacter 1
    AddRelationshipSubjects: RELATIONSHIP_ASSASSINATED_BY=0
    BONUS_LEADER_SUSPICIOUS_OF
    AddLeaderRelationship RELATIONSHIP_SUSPICIOUS_OF

✎ Josh Unsworth

A Greater Calling Just Called Mission Finished · Heir Chosen Event CM ✓
Every 5 turns UsLeader Us Max 2 Strengths
As it opens, before you choose Gain trait: Ascetic
  • ▸ Can it really be such a bad life?
    +1 Wisdom25% chance next turn: becomes Miserable
    grants
    BONUS_CONSIDERING
    aiTraitProbDelay: TRAIT_MISERABLE=25
    aeBonuses: BONUS_GAIN_WISDOM_1
  • ▸ You do not refuse your King.
    Gain trait: ImprisonedGain trait: Strict
    grants
    BONUS_GIVE_TRAIT_IMPRISONED
    aeAddTraits: TRAIT_IMPRISONED
    BONUS_GIVE_TRAIT_STRICT
    aeAddTraits: TRAIT_STRICT

✎ Jeri Roys

A Hero's Flight Mission Finished · Imprison Event CM ✓
Once per game UsLeader Us HeroStrong characterFamous
  • ▸ We must keep a careful watch for [character].
    Gain trait: FugitiveLeader relationship: Plotting Against
    grants
    BONUS_EVENTOPTION_A_HEROS_FLIGHT_OPTION_0_CHARACTER_0
    AddLeaderRelationship RELATIONSHIP_PLOTTING_AGAINST
    aeAddTraits: TRAIT_FUGITIVE

✎ Andy Auseon

A Kind Gesture Mission Finished · Family Gift Event CM ✓
Every 0 turns Family UsUs
  • ▸ If they are willing to play this game, then so am I.
    Remembered: Sent us extra gifts (+80 opinion for 40 turns)(no event currently keys off this)-160Money-40/city↗ turn
    grants
    BONUS_EVENTOPTION_FAMILY_GIFT_YES
    Memory MEMORYFAMILY_FAMILY_GIFT_YES
    BONUS_MONEY_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=-160
    aiGlobalYieldsPer: YIELD_MONEY=-40
    ◇ grants a memory no event uses
  • ▸ Perhaps another time.
    +20 XP to the character
    grants
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20

✎ Leyla Johnson

A Little Advice Mission Finished · Revelry Event CM ✓ Behind the Throne
⛓ Part of the A Little Advice chain, 8 events , 2 branch points view map →
Once per game Leader UsImportant Us FemaleAdult Under 40OldMin Cautious HiddenNon Royal
As it opens, before you choose Loses trait: Stressed
  • ▸ Alright, alright, fine.
    gated by
    LeaderSubjectNotAny SUBJECT_PROUD
    ↳ may trigger: No Sign, The Barley Sprouts
  • ▸ I'm not going to pee on a bundle of barley, [character].
    Leader relationship: Disappointed With
    grants
    BONUS_LEADER_DISAPPOINTED_WITH
    AddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
    ↳ may trigger: A Child

✎ Jeri Roys Background reading ↗

A Little More Time Mission Finished · Expose Agent Network Event CM ✓
Every 20 turns City UsUsPlayer Us Spymaster
  • ▸ Send your personal scribes and agents to assist the Spymaster.
    Exposes a foreign agent network in the city-40Civics-10/city↗ turn
    grants
    BONUS_MISSIONRESULT_EXPOSE_AGENT_SUCCESS
    bExposeAgentNetwork 1
    BONUS_CIVICS_LOSS_SMALL
    aiGlobalYieldsBase: YIELD_CIVICS=-40
    aiGlobalYieldsPer: YIELD_CIVICS=-10
  • ▸ Direct all local guards and army patrols to aid in the hunt.
    Exposes a foreign agent network in the city-60Training-15/city↗ turn
    grants
    BONUS_MISSIONRESULT_EXPOSE_AGENT_SUCCESS
    bExposeAgentNetwork 1
    BONUS_TRAINING_LOSS_SMALL
    aiGlobalYieldsBase: YIELD_TRAINING=-60
    aiGlobalYieldsPer: YIELD_TRAINING=-15
  • ▸ Call off the hunt and scavenge what you can of the mission’s resources.
    +20Civics+5/city↗ turn
    grants
    BONUS_CIVICS_GAIN_TINY
    aiGlobalYieldsBase: YIELD_CIVICS=20
    aiGlobalYieldsPer: YIELD_CIVICS=5

✎ Josh Unsworth

A Lost Friend Mission Finished · Intercession Family Event CM ✓
Every 40 turns Leader UsUsFamily Head UsPlayer Us
  • ▸ Of course I will. Go, be with his family.
    -2Orders↗ turnLeader relationship: Owes Favor To
    grants
    BONUS_ORDERS_LOSS_MINIMAL
    aiGlobalYieldsBase: YIELD_ORDERS=-2
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
  • ▸ You may not leave. I do not care that someone died, everyone dies!
    Leader relationship: Disappointed WithProgress ambition: TyrannyRemembered: Recent Ambition (7 turns)
    grants
    BONUS_LEADER_DISAPPOINTED_WITH
    AddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
    BONUS_AMBITION_LAW_TYRANNY
    Ambition GOAL_TYRANNY
    aeBonuses: BONUS_RECENT_AMBITION

✎ Zorbaz

A Man Without a Past Mission Finished · Seek Political Allies Event CM ✓ Behind the Throne
Once per game Leader UsThe Blackmailer
  • ▸ I will take what allies I can.
    Gain a Court Minister
    grants
    BONUS_MAKE_GREAT_MINISTER
    MakeCourtier COURTIER_MINISTER
  • ▸ Such confidence is not always a positive sign.
    +40 XP to the character
    grants
    BONUS_XP_CHARACTER_AVERAGE
    iXPCharacter 40

✎ Jeri Roys

A Measured Voice Mission Finished · Imprison Event CM ✓
Once per game UsUsSpouse Of Leader UsLeader Us High WisdomSeven VirtuesHigh Charisma
  • ▸ [character] is right, we must spare [character].
    Gains a random leader relationship
    gated by
    LeaderSubjectNotAny SUBJECT_CHARACTER_TERRIFYING
    grants
    BONUS_EVENTOPTION_MEASURED_VOICE
    aeRandomLeaderRelationshipDelay: RELATIONSHIP_PLOTTING_AGAINST, RELATIONSHIP_CONSPIRING_WITH
  • ▸ I must show resolve in the face of uncertainty, and he must be punished.
    Gain trait: Imprisoned+40Discontenteach city↗ turn
    grants
    BONUS_GIVE_TRAIT_IMPRISONED
    aeAddTraits: TRAIT_IMPRISONED
    BONUS_DISCONTENT_GAIN_TINY
    aiCityYields: YIELD_DISCONTENT=40

✎ Andy Auseon

A Messy Affair Mission Finished · Assassination Event CM ✓
Once per game Family UsFamily UsLeader Us
As it opens, before you choose The character is killed
  • ▸ Comfort the [family] with a gift.
    Remembered: Sent us extra gifts (+80 opinion for 40 turns)(no event currently keys off this)Gain trait: Compassionate-120Money-30/city↗ turn
    grants
    BONUS_EVENTOPTION_A_MESSY_AFFAIR_OPTION_0_FAMILY
    Memory MEMORYFAMILY_FAMILY_GIFT_YES
    BONUS_EVENTOPTION_A_MESSY_AFFAIR_OPTION_0_CHARACTER_1
    aeAddTraits: TRAIT_COMPASSIONATE
    aeBonuses: BONUS_MONEY_LOSS_SMALL
    ◇ grants a memory no event uses
  • ▸ Launch a full investigation... but do nothing.
    +2 Legitimacy-4Orders↗ turn
    grants
    BONUS_EVENTOPTION_A_MESSY_AFFAIR_OPTION_1_CHARACTER_1
    iLegitimacy 2
    aeBonuses: BONUS_ORDERS_LOSS_SMALL
  • ▸ Make filthy jokes at [character]'s expense.
    +20 XP to the character
    gated by
    LeaderSubject SUBJECT_CHARACTER_TERRIFYING
    grants
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20
  • ▸ Mourn with all of [rival].
    Gain trait: Mourning
    grants
    BONUS_GIVE_TRAIT_MOURNING
    aeAddTraits: TRAIT_MOURNING

✎ Andy Auseon Background reading ↗

A Narrow Escape Mission Finished · Move Agent Network Event CM ✓
Once per game Agent UsCity ThemPlayer Them
As it opens, before you choose Gain trait: Wounded
  • ▸ Agent? What agent?
    Your agent network moves to the target cityLeader relationship: Suspicious Of
    grants
    BONUS_MISSIONRESULT_MOVE_NETWORK_SUCCESS
    iMoveNetworkCitySubject 0
    BONUS_LEADER_SUSPICIOUS_OF
    AddLeaderRelationship RELATIONSHIP_SUSPICIOUS_OF
  • ▸ Set up a scapegoat to take the fall.
    -20Civics-5/city↗ turn-3Orders↗ turnYour agent network moves to the target city
    grants
    BONUS_EVENTOPTION_A_NARROW_ESCAPE_OPTION_1_CHARACTER
    aeBonuses: BONUS_CIVICS_LOSS_TINY, BONUS_ORDERS_LOSS_TINY
    BONUS_MISSIONRESULT_MOVE_NETWORK_SUCCESS
    iMoveNetworkCitySubject 0
  • ▸ Instruct [character] to retreat as soon as he has set up a new network.
    Leave role of Agent in CityAdd Agent Network
    grants
    BONUS_RELEASE_AGENT
    bReleaseAgent 1
    BONUS_ADD_AGENT_NETWORK
    bAddAgentNetwork 1

✎ Josh Unsworth

A Race of Pride Mission Finished · Intercession Family Event CM ✓
Every 40 turns Leader UsFamily Head UsUs Vain characterWeak
As it opens, before you choose Leader relationship: Estranged From
  • ▸ I will ride for you myself.
    Leader relationship: Endeared ToLeader relationship: Conspiring With
    gated by
    LeaderSubject SUBJECT_EQUESTRIAN
    grants
    BONUS_LEADER_ENDEARED_TO
    AddLeaderRelationship RELATIONSHIP_ENDEARED_TO
    BONUS_LEADER_CONSPIRING_WITH
    AddLeaderRelationship RELATIONSHIP_CONSPIRING_WITH
  • ▸ I am sure we can hire a skilled rider.
    -160Money-40/city↗ turnLeader relationship: Owes Favor To
    grants
    BONUS_MONEY_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=-160
    aiGlobalYieldsPer: YIELD_MONEY=-40
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
  • ▸ No, this is your own problem.
    Leader relationship: Disappointed With
    grants
    BONUS_LEADER_DISAPPOINTED_WITH
    AddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH

✎ Zorbaz

A Royal Suspect Mission Finished · Expose Agent Network Event CM ✓
Once per game City UsUsThemPlayer Them City Any AgentSpymasterAgent
  • ▸ Take no chances and imprison the dignitary as a hostage.
    Exposes a foreign agent network in the city+1 CourageLeader relationship: Estranged FromRemembered: Held a noble hostage (+20 opinion for 40 turns)
    grants
    BONUS_MISSIONRESULT_EXPOSE_AGENT_SUCCESS
    bExposeAgentNetwork 1
    BONUS_GAIN_COURAGE_1
    aiRatings: RATING_COURAGE=1
    BONUS_EVENTOPTION_A_ROYAL_SUSPECT_OPTION_0_PLAYER
    Memory MEMORYPLAYER_HOLD_HOSTAGE
    AddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
  • ▸ It would be a shame if this dignitary went missing after leaving the city…
    Exposes a foreign agent network in the cityLeader relationship: Suspicious Of
    grants
    BONUS_MISSIONRESULT_EXPOSE_AGENT_SUCCESS
    bExposeAgentNetwork 1
    BONUS_LEADER_SUSPICIOUS_OF
    AddLeaderRelationship RELATIONSHIP_SUSPICIOUS_OF
  • ▸ Tell [character] to stand down.
    +20 XP to the characterLeader relationship: Owes Favor To
    grants
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO

✎ Josh Unsworth

A Spouse's Honors Mission Finished · Legitimized Event CM ✓
Every 50 turns UsLeader UsSpouse Of Leader Us Bastard
As it opens, before you choose -2 LegitimacyGain trait: LegitimizedLoses trait: Bastard
  • ▸ We could use an Overseer of the Fields.
    +30Food+10/city↗ turnRemembered: Promoted to a higher title (+40 opinion for 80 turns)(no event currently keys off this)Your leader's spouse is granted the title Overseer
    grants
    BONUS_FOOD_GAIN_SMALL
    aiGlobalYieldsBase: YIELD_FOOD=30
    aiGlobalYieldsPer: YIELD_FOOD=10
    BONUS_EVENTOPTION_GP_A_PROMOTION_OPTION_0
    Memory MEMORYCHARACTER_GP_PROMOTION
    SetTitle TITLE_OVERSEER_OF_THE_FIELDS
    ◇ grants a memory no event uses
  • ▸ I shall grant the title of Possessor of Veneration.
    +40Civics+10/city↗ turnRemembered: Promoted to a higher title (+40 opinion for 80 turns)(no event currently keys off this)Your leader's spouse is granted the title Venerated
    grants
    BONUS_EVENTOPTION_GP_A_PROMOTION_OPTION_1_CHARACTER_1
    aeBonuses: BONUS_CIVICS_GAIN_SMALL
    BONUS_EVENTOPTION_GP_A_PROMOTION_OPTION_1
    Memory MEMORYCHARACTER_GP_PROMOTION
    SetTitle TITLE_POSSESSOR_OF_VENERATION
    ◇ grants a memory no event uses
  • ▸ How does Steward of the Chamber sound?
    +2 LegitimacyRemembered: Promoted to a higher title (+40 opinion for 80 turns)(no event currently keys off this)Your leader's spouse is granted the title Steward
    grants
    BONUS_EVENTOPTION_GP_A_PROMOTION_OPTION_2_CHARACTER_1
    iLegitimacy 2
    BONUS_EVENTOPTION_GP_A_PROMOTION_OPTION_2
    Memory MEMORYCHARACTER_GP_PROMOTION
    SetTitle TITLE_STEWARD_OF_THE_CHAMBER
    ◇ grants a memory no event uses

✎ Zorbaz

A Stone of Fire Mission Finished · High Synod Event CM ✓ The Sacred and the Profane
Every 40 turns Religion PlayerImpious PhilosopherUs Or ThemPlayer Us
  • ▸ Leave the philosopher to his fate.
    Remembered: Executed the impious philosopher (+80 opinion for 20 turns)(no event currently keys off this)The character is killed
    grants
    BONUS_EVENTOPTION_A_STONE_OF_FIRE_OPTION_0_RELIGION
    Memory MEMORYRELIGION_IMPIOUS_PHILOSOPHER_KILL
    BONUS_KILL_CHARACTER
    bKillCharacter 1
    ◇ grants a memory no event uses
  • ▸ Encourage the sentence to be exile instead.
    Remembered: Exiled the impious philosopher (+20 opinion for 40 turns)(no event currently keys off this)Gain trait: ExiledLeader relationship: Endeared To
    grants
    BONUS_EVENTOPTION_A_STONE_OF_FIRE_OPTION_1_RELIGION
    Memory MEMORYRELIGION_IMPIOUS_PHIOLOSOPHER_EXILE
    BONUS_EVENTOPTION_A_STONE_OF_FIRE_OPTION_1_CHARACTER_0
    AddLeaderRelationship RELATIONSHIP_ENDEARED_TO
    aeAddTraits: TRAIT_EXILED
    ◇ grants a memory no event uses
  • ▸ Recruit the philosopher to your court.
    Gain a Court ScholarLeader relationship: Vengeful Against
    grants
    BONUS_MAKE_GREAT_SCIENTIST
    MakeCourtier COURTIER_SCIENTIST
    BONUS_LEADER_VENGEFUL_AGAINST
    AddLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINST

✎ Josh Unsworth Background reading ↗

A Viper in the Nest Mission Finished · Imprison Event CM ✓
Once per game UsUsLeader UsRoyal Us ChancellorMax Upset
  • ▸ Clearly, there are traitors in our midst.
    Gain trait: Fugitive
    grants
    BONUS_GIVE_TRAIT_FUGITIVE
    aeAddTraits: TRAIT_FUGITIVE

✎ Andy Auseon

A War Declaration one choice: The rival nation goes to war with another rival nation Mission Finished · Ask a Nation to join your War against another Nation CM ✓
Every 0 turns Player Them Human Or AiLeader Peace Or Truce
  • ▸ We will offer gold from the treasury.
    Remembered: Convinced a Nation to declare war on us (-80 opinion for 80 turns)(no event currently keys off this)Send to the leader: +320 Money, +80 Money per our cityThe rival nation goes to war with another rival nation
    grants
    BONUS_EVENTOPTION_PLAYER_PLAYER_WAR_MEMORY
    Memory MEMORYPLAYER_PLAYER_PLAYER_WAR
    BONUS_EVENTOPTION_PLAYER_PLAYER_WAR_MONEY
    aeBonuses: BONUS_MONEY_SEND_HUGE
    DiplomacySubjects: DIPLOMACY_WAR=0
    ◇ grants a memory no event uses
  • ▸ We can offer military aid.
    Remembered: Convinced a Nation to declare war on us (-80 opinion for 80 turns)(no event currently keys off this)Send to the leader: +160 Training, +40 Training per our cityThe rival nation goes to war with another rival nation
    grants
    BONUS_EVENTOPTION_PLAYER_PLAYER_WAR_MEMORY
    Memory MEMORYPLAYER_PLAYER_PLAYER_WAR
    BONUS_EVENTOPTION_PLAYER_PLAYER_WAR_TRAINING
    aeBonuses: BONUS_TRAINING_SEND_HUGE
    DiplomacySubjects: DIPLOMACY_WAR=0
    ◇ grants a memory no event uses
  • ▸ Maybe another day.
    (no gates or payload in XML)

✎ Solver

A War Declaration one choice: The rival nation goes to war with another rival nation Mission Finished · Ask a Nation to Declare War on another Nation CM ✓
Every 0 turns Player Them Human Or AiLeader Peace Or Truce
  • ▸ We will offer gold from the treasury.
    Remembered: Convinced a Nation to declare war on us (-80 opinion for 80 turns)(no event currently keys off this)Send to the leader: +320 Money, +80 Money per our cityThe rival nation goes to war with another rival nation
    grants
    BONUS_EVENTOPTION_PLAYER_PLAYER_WAR_MEMORY
    Memory MEMORYPLAYER_PLAYER_PLAYER_WAR
    BONUS_EVENTOPTION_PLAYER_PLAYER_WAR_MONEY
    aeBonuses: BONUS_MONEY_SEND_HUGE
    DiplomacySubjects: DIPLOMACY_WAR=0
    ◇ grants a memory no event uses
  • ▸ We can offer military aid.
    Remembered: Convinced a Nation to declare war on us (-80 opinion for 80 turns)(no event currently keys off this)Send to the leader: +160 Training, +40 Training per our cityThe rival nation goes to war with another rival nation
    grants
    BONUS_EVENTOPTION_PLAYER_PLAYER_WAR_MEMORY
    Memory MEMORYPLAYER_PLAYER_PLAYER_WAR
    BONUS_EVENTOPTION_PLAYER_PLAYER_WAR_TRAINING
    aeBonuses: BONUS_TRAINING_SEND_HUGE
    DiplomacySubjects: DIPLOMACY_WAR=0
    ◇ grants a memory no event uses
  • ▸ Maybe another day.
    (no gates or payload in XML)

✎ Soren Johnson

A War Declaration one choice: The rival nation goes to war with the tribe Mission Finished · Ask a Nation to Declare War on a Tribe CM ✓
Every 0 turns TribeLeader Peace Or Truce
  • ▸ We will offer gold from the treasury.
    Remembered: Convinced a Nation to declare war on us (-80 opinion for 80 turns)(no event currently keys off this)Send to the leader: +160 Money, +40 Money per our cityThe rival nation goes to war with the tribe
    grants
    BONUS_EVENTOPTION_PLAYER_TRIBE_WAR_MEMORY
    Memory MEMORYTRIBE_PLAYER_TRIBE_WAR
    BONUS_EVENTOPTION_PLAYER_TRIBE_WAR_MONEY
    aeBonuses: BONUS_MONEY_SEND_AVERAGE
    DiplomacySubjects: DIPLOMACY_WAR=0
    ◇ grants a memory no event uses
  • ▸ We can offer military aid.
    Remembered: Convinced a Nation to declare war on us (-80 opinion for 80 turns)(no event currently keys off this)Send to the leader: +80 Training, +20 Training per our cityThe rival nation goes to war with the tribe
    grants
    BONUS_EVENTOPTION_PLAYER_TRIBE_WAR_MEMORY
    Memory MEMORYTRIBE_PLAYER_TRIBE_WAR
    BONUS_EVENTOPTION_PLAYER_TRIBE_WAR_TRAINING
    aeBonuses: BONUS_TRAINING_SEND_AVERAGE
    DiplomacySubjects: DIPLOMACY_WAR=0
    ◇ grants a memory no event uses
  • ▸ Maybe another day.
    (no gates or payload in XML)

✎ Soren Johnson

A War Declaration one choice: The tribe goes to war with the rival nation Mission Finished · Ask a Tribe to Declare War on a Nation CM ✓
Every 0 turns Player Them Human Or AiLeader Tribe Peace Or Truce
  • ▸ We will offer gold from the treasury.
    Remembered: Convinced a Tribe to declare war on us (-40 opinion for 80 turns)(no event currently keys off this)-240Money-60/city↗ turnThe tribe goes to war with the rival nation
    grants
    BONUS_EVENTOPTION_TRIBE_PLAYER_WAR_MEMORY
    Memory MEMORYPLAYER_TRIBE_PLAYER_WAR
    BONUS_EVENTOPTION_TRIBE_PLAYER_WAR_MONEY
    aeBonuses: BONUS_MONEY_LOSS_LARGE
    DiplomacySubjects: DIPLOMACY_WAR=0
    ◇ grants a memory no event uses
  • ▸ A tribute to the [tribe] is in Ordersorder.
    Remembered: Convinced a Tribe to declare war on us (-40 opinion for 80 turns)(no event currently keys off this)Tribute to the tribe's leader: 300 Money, 60 Money per our cityThe tribe goes to war with the rival nation
    grants
    BONUS_EVENTOPTION_TRIBE_PLAYER_WAR_MEMORY
    Memory MEMORYPLAYER_TRIBE_PLAYER_WAR
    BONUS_EVENTOPTION_TRIBE_PLAYER_WAR_TRIBUTE
    aeBonuses: BONUS_TRIBUTE_GIVE_MONEY_LARGE
    DiplomacySubjects: DIPLOMACY_WAR=0
    ◇ grants a memory no event uses
  • ▸ Maybe another day.
    (no gates or payload in XML)

✎ Soren Johnson

A Warm Bed Mission Finished · Influence Event CM ✓
Once per game Spouse Of Leader UsLeader Us Estranged From LeaderNot Loyal
As it opens, before you choose Leader relationship: Influenced By
  • ▸ Only I will decide who shares my bed.
    Your leader: no longer Estranged From your leader's spouseGain trait: Loyal
    grants
    BONUS_LEADER_ESTRANGED_FROM_REMOVE
    RemoveLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
    BONUS_GIVE_TRAIT_LOYAL
    aeAddTraits: TRAIT_LOYAL
  • ▸ He asks too much.
    Gain trait: Debauched+2 Charisma
    grants
    BONUS_EVENTOPTION_INFLUENCE_A_WARM_BED_OPTION_1_CHARACTER_1
    aeAddTraits: TRAIT_DEBAUCHED
    aeBonuses: BONUS_GAIN_CHARISMA_2
  • ▸ Promises are easy to make, if you never intend to keep them.
    Leader relationship: In Love WithGain trait: Romantic
    gated by
    LeaderSubject SUBJECT_CORRUPT
    grants
    BONUS_LEADER_IN_LOVE_WITH
    AddLeaderRelationship RELATIONSHIP_IN_LOVE_WITH
    BONUS_GIVE_TRAIT_ROMANTIC
    aeAddTraits: TRAIT_ROMANTIC

✎ Andy Auseon

A Way In Mission Finished · Treachery Event CM ✓
Once per game UsCity ThemHeir ThemPlayer Them AgentTeenager Or Adult
As it opens, before you choose -10 HP to the city
  • ▸ Tell him to proceed with caution.
    +20 XP to the characterLeader relationship: Endeared To
    grants
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20
    BONUS_LEADER_ENDEARED_TO
    AddLeaderRelationship RELATIONSHIP_ENDEARED_TO

✎ Andy Auseon

Abuse and Ridicule Mission Finished · Influence Event CM ✓
Once per game Family Head UsFamily UsHeir UsLeader Us VillainousMax UpsetStudy Any
  • ▸ I have confidence that [character] will weather this storm.
    Gain a random traitGain trait: Scarred
    grants
    BONUS_EVENTOPTION_INFLUENCE_ABUSE_AND_RIDICULE_OPTION_0_CHARACTER_2
    aeRandomTraitDelay: TRAIT_TOUGH, TRAIT_BITTER
    aeBonuses: BONUS_GIVE_TRAIT_SCARRED
  • ▸ Bring the Heir home from school at once.
    Loses trait: Philosophy StudentGain a random traitGain trait: Scarred
    grants
    BONUS_EVENTOPTION_INFLUENCE_ABUSE_AND_RIDICULE_OPTION_1_CHARACTER_2
    aeRandomTraitDelay: TRAIT_CUNNING, TRAIT_TIMID
    aeRemoveTraits: TRAIT_STUDY_PHILOSOPHY
    aeBonuses: BONUS_GIVE_TRAIT_SCARRED

✎ Andy Auseon

Accidents Happen Mission Finished · Hold Court Event CM ✓
Once per game Leader UsFamily UsUsHas IncenseTech Windlass Discovered Us Courtier Scientist
  • ▸ Send the [family] gifts to ease their sorrow.
    +20 XP to the characterSend the resource to your family as a luxury
    grants
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20
    BONUS_EVENTOPTION_TECH_WINDLASS_ACCIDENTS_HAPPEN_OPTION_0_RESOURCE
    iTradeResourceToSubject 1
  • ▸ Remove [character] from the court.
    Remembered: Sacked irresponsible scientist (+40 opinion for 20 turns)(no event currently keys off this)Leaves Court
    grants
    BONUS_EVENTOPTION_TECH_WINDLASS_ACCIDENTS_HAPPEN_OPTION_2_FAMILY
    Memory MEMORYFAMILY_SACKED_SCIENTIST
    BONUS_EVENTOPTION_TECH_WINDLASS_ACCIDENTS_HAPPEN_OPTION_2_CHARACTER_1
    bNoCourtier 1
    ◇ grants a memory no event uses

✎ Andy Auseon

Accused one choice: Your leader abdicates the throne Mission Finished · Scheme Foiled Event CM ✓ Behind the Throne
Every 80 turns Leader UsUsFormer Leader And Parent Dead UsHeir Us
  • ▸ There is nothing for it, I suppose. Leave them to their whispers.
    -5 LegitimacyGain trait: Stressed
    grants
    BONUS_ACCUSED_OF_USURPATION
    iLegitimacy -5
    aeBonuses: BONUS_GIVE_TRAIT_STRESSED
  • ▸ Enough. A nest of vipers I can handle, or a court of the feebleminded. But Gods help any King when those are one and the same.
    Your leader abdicates the throne
    grants
    BONUS_ABDICATE_FREE
    bAbdicate 1

✎ Jeri Roys

Achievement Mission Finished · Vassalize Tribe Event CM ✓ Empires of the Indus
Once per game
As it opens, before you choose Steam achievement: Allies With Benefits
  • ▸ Achievement.
    (no gates or payload in XML)

✎ Josh Unsworth

Achievement Mission Finished · Assassination Event CM ✓
Once per game Leader Them
As it opens, before you choose Steam achievement: Assassinated Another Leader
  • ▸ Achievement.
    (no gates or payload in XML)

✎ Dale Kent

Achievement Mission Finished · Assassination Event CM ✓
Once per game Heir Us
As it opens, before you choose Steam achievement: Assassinated Heir
  • ▸ Achievement.
    (no gates or payload in XML)

✎ Dale Kent

Achievement Mission Finished · Improve Charisma CM ✓ The Sacred and the Profane
Once per game UsUs Hypatia
As it opens, before you choose Steam achievement: Sacred Profane Tutor Hypatia
  • ▸ Achievement.
    (no gates or payload in XML)

✎ Dale Kent

Achievement Mission Finished · Improve Courage CM ✓ The Sacred and the Profane
Once per game UsUs Hypatia
As it opens, before you choose Steam achievement: Sacred Profane Tutor Hypatia
  • ▸ Achievement.
    (no gates or payload in XML)

✎ Dale Kent

Achievement Mission Finished · Improve Discipline CM ✓ The Sacred and the Profane
Once per game UsUs Hypatia
As it opens, before you choose Steam achievement: Sacred Profane Tutor Hypatia
  • ▸ Achievement.
    (no gates or payload in XML)

✎ Dale Kent

Achievement Mission Finished · Tutor Event CM ✓ The Sacred and the Profane
Once per game UsUs Hypatia
As it opens, before you choose Steam achievement: Sacred Profane Tutor Hypatia
  • ▸ Achievement.
    (no gates or payload in XML)

✎ Dale Kent

Achievement Mission Finished · Improve Wisdom CM ✓ The Sacred and the Profane
Once per game UsUs Hypatia
As it opens, before you choose Steam achievement: Sacred Profane Tutor Hypatia
  • ▸ Achievement.
    (no gates or payload in XML)

✎ Dale Kent

Acts of Charity Mission Finished · Tutor Event CM ✓
50% to appear Every 50 turns UsUsCity Us CourtierCapital Us
As it opens, before you choose +60Happinesseach city↗ turn
  • ▸ Encourage him to support charitable government policies.
    Gain trait: Humble
    grants
    BONUS_GIVE_TRAIT_HUMBLE
    aeAddTraits: TRAIT_HUMBLE
  • ▸ Suggest that he continue working directly with the poor.
    Gain trait: Compassionate
    grants
    BONUS_GIVE_TRAIT_COMPASSIONATE
    aeAddTraits: TRAIT_COMPASSIONATE

✎ Andy Auseon

Adopt State Religion? one choice: Adopts the event's religion as state religion Mission Finished · Adopt State Religion CM ✓
Every 0 turns Religion ReligionReligion Atenism
  • ▸ Adopt [religion].
    Adopts the event's religion as state religion
    grants
    BONUS_ADOPT_RELIGION
    bAdoptReligion 1
  • ▸ Not right now.
    (no gates or payload in XML)

✎ Soren Johnson

Adopt State Religion? one choice: Adopts the event's religion as state religion Mission Finished · Adopt State Religion CM ✓
Every 0 turns ReligionReligion State ReligionReligion Atenism
  • ▸ Adopt [religion].
    Adopts the event's religion as state religionRemembered: Chose a different State Religion (-20 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_ADOPT_RELIGION
    bAdoptReligion 1
    BONUS_EVENTOPTION_ADOPT_RELIGION_YES_OTHER
    Memory MEMORYRELIGION_ADOPT_RELIGION_OTHER
    ◇ grants a memory no event uses
  • ▸ Not right now.
    (no gates or payload in XML)

✎ Soren Johnson

Adroit Diplomacy Mission Finished · Influence Event CM ✓
Every 80 turns City UsCity UsLeader Tribe Peace Or TrucePlayer UsLeader UsTribal CourtierTribal Courtier
  • ▸ We will add [character] to Court.
    Gain a Court Merchant
    grants
    BONUS_MERCHANT_HIRE
    MakeCourtier COURTIER_MERCHANT
  • ▸ Let us add [character] to the Court.
    Gain a Court Soldier
    grants
    BONUS_SOLDIER_OF_FORTUNE_HIRE
    MakeCourtier COURTIER_SOLDIER
  • ▸ While we appreciate the gesture, your friendship is sufficient. We would not rob you of your own talent.
    Leader relationship: Endeared To+20 XP to the character
    grants
    BONUS_LEADER_ENDEARED_TO
    AddLeaderRelationship RELATIONSHIP_ENDEARED_TO
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20

✎ Velociryx

Affairs of Influence Mission Finished · Influence Event CM ✓
Every 0 turns UsFamily UsLeader Us Mutual Attraction Leader
  • ▸ Return the next night.
    Leader relationship: Lover Of
    grants
    BONUS_LEADER_LOVER_OF
    AddLeaderRelationship RELATIONSHIP_LOVER_OF
  • ▸ Ignore his advances.
    Leader relationship: Estranged From+1 Discipline
    grants
    BONUS_LEADER_ESTRANGED_FROM
    AddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
    BONUS_GAIN_DISCIPLINE_1
    aiRatings: RATING_DISCIPLINE=1

✎ Josh Unsworth

Agent Bribe Mission Finished · Insurrection Event CM ✓
Once per game ThemCity UsPlayer UsUsUs SpymasterMin CautiousAdult
  • ▸ Thank [character] and keep the Moneymoney for yourself.
    +240Money+60/city↗ turn
    grants
    BONUS_MONEY_GAIN_LARGE
    aiGlobalYieldsBase: YIELD_MONEY=240
    aiGlobalYieldsPer: YIELD_MONEY=60
  • ▸ Offer the wealth to [character] if he is willing to join your court.
    Their character joins the nation of you
    grants
    BONUS_EVENTOPTION_TREACHERY_THEM_AGENT_CAUGHT_RECRUIT
    iJoinReverse 0
  • ▸ Let [character] keep it for protecting you against these schemes.
    Gain trait: Loyal
    grants
    BONUS_GIVE_TRAIT_LOYAL
    aeAddTraits: TRAIT_LOYAL

✎ Josh Unsworth

Agent Caught Mission Finished · Treachery Event CM ✓
Once per game ThemCity UsPlayer UsUs Spymaster
  • ▸ Make an example of him to deter any other agents.
    +4 LegitimacyThe character is killed
    grants
    BONUS_KILL_CHARACTER_AGENT
    iLegitimacy 4
    bKillCharacter 1
  • ▸ Recruit him to serve you and [rival].
    Their character joins the nation of you
    grants
    BONUS_EVENTOPTION_TREACHERY_THEM_AGENT_CAUGHT_RECRUIT
    iJoinReverse 0
  • ▸ Convince him to share the secrets of those who left him to rot.
    +40Science+10/city↗ turnTheir character joins the nation of you
    gated by
    LeaderSubject SUBJECT_CHARACTER_CHARMING
    grants
    BONUS_EVENTOPTION_TREACHERY_THEM_AGENT_CAUGHT_CHARM
    iJoinReverse 0
    aeBonuses: BONUS_SCIENCE_GAIN_AVERAGE

✎ Soren Johnson

Agent Discovered Mission Finished · Treachery Event CM ✓
Once per game ThemCity UsPlayer UsUsUsCity Them SpymasterNo JobCity Agent NetworkHeroSchemer
  • ▸ Capture and kill him as soon as possible.
    +4 LegitimacyThe character is killed
    grants
    BONUS_KILL_CHARACTER_AGENT
    iLegitimacy 4
    bKillCharacter 1
  • ▸ Send agents to follow [character] and discover the enemies' plans.
    +6Orders↗ turn
    grants
    BONUS_ORDERS_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_ORDERS=6
  • ▸ Have [character] make contact, pretending to be a traitor.
    Your character becomes agent in their city
    gated by
    LeaderSubject SUBJECT_CHARACTER_COVERT
    grants
    BONUS_EVENTOPTION_TREACHERY_THEM_AGENT_DISCOVERED_SUBTERFUGE_CHARACTER_2
    iAgentCitySubject 4

✎ Josh Unsworth

Agent Offer Mission Finished · Insurrection Event CM ✓
Once per game ThemCity UsPlayer UsUsUs SpymasterMax CautiousAdult
  • ▸ Refuse to listen to the lies.
    +4 LegitimacyThe character is killed
    grants
    BONUS_KILL_CHARACTER_AGENT
    iLegitimacy 4
    bKillCharacter 1
  • ▸ Execute [character] as a traitor.
    Their character joins the nation of youThe character is killed
    grants
    BONUS_EVENTOPTION_TREACHERY_THEM_AGENT_CAUGHT_RECRUIT
    iJoinReverse 0
    BONUS_KILL_CHARACTER
    bKillCharacter 1
  • ▸ Set both free, but let them know that you are watching every movement.
    Their character joins the nation of youLeader relationship: Terrified Of
    gated by
    LeaderSubject SUBJECT_HIGH_DISCIPLINE
    grants
    BONUS_EVENTOPTION_TREACHERY_THEM_AGENT_CAUGHT_RECRUIT
    iJoinReverse 0
    BONUS_LEADER_TERRIFIED_OF
    AddLeaderRelationship RELATIONSHIP_TERRIFIED_OF

✎ Josh Unsworth

Agent Recognized Mission Finished · Influence Event CM ✓
Once per game UsThemCity ThemPlayer ThemLeader Us AgentPlayer Peace Or Truce
  • ▸ "Ah, this is my old family friend. We've not seen each other in years!"
    Leader relationship: Influenced By
    gated by
    LeaderSubject SUBJECT_SOME_CHARISMA
    grants
    BONUS_MISSIONRESULT_INFLUENCE
    aeBonuses: BONUS_LEADER_INFLUENCED_BY
  • ▸ Attempt to explain it away.
    Leader relationship: Suspicious Of+40 XP to the character
    grants
    BONUS_LEADER_SUSPICIOUS_OF
    AddLeaderRelationship RELATIONSHIP_SUSPICIOUS_OF
    BONUS_XP_CHARACTER_AVERAGE
    iXPCharacter 40
  • ▸ Own up to it immediately.
    Leader relationship: Disappointed With+1 Discipline
    grants
    BONUS_LEADER_DISAPPOINTED_WITH
    AddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
    BONUS_GAIN_DISCIPLINE_1
    aiRatings: RATING_DISCIPLINE=1

✎ Josh Unsworth

Agent Secrets Mission Finished · Treachery Event CM ✓
Once per game ThemCity UsPlayer UsUsPlayer Them Spymaster
  • ▸ See if your Spymaster [character] can learn the secrets of these devices.
    +40Science+10/city↗ turn
    grants
    BONUS_SCIENCE_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_SCIENCE=40
    aiGlobalYieldsPer: YIELD_SCIENCE=10
  • ▸ Break the failed contraptions down for their components.
    +30Iron+10/city↗ turn+30Wood+10/city↗ turn
    grants
    BONUS_EVENTOPTION_TREACHERY_THEM_AGENT_SECRETS_BREAK_PLAYER
    aeBonuses: BONUS_IRON_GAIN_SMALL, BONUS_WOOD_GAIN_SMALL
  • ▸ Send the devices with an ambassador to be returned to [rival].
    +3 LegitimacyRemembered: Humiliated our agents (-40 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_TREACHERY_THEM_AGENT_SECRETS_RETURN_PLAYER
    iLegitimacy 3
    BONUS_EVENTOPTION_TREACHERY_THEM_AGENT_SECRETS_RETURN_CHARACTER_0
    Memory MEMORYPLAYE_AGENT_TOOLS_RETURNED
    ◇ grants a memory no event uses

✎ Josh Unsworth

All Things Mission Finished · Convert Your Religion Event CM ✓
Every 0 turns Leader UsUsReligion Religion
As it opens, before you choose Converts to the target religion
  • ▸ He is not ready. Devote your time to studying alone.
    +2 WisdomLeader relationship: Disappointed With
    grants
    BONUS_GAIN_WISDOM_2
    aiRatings: RATING_WISDOM=2
    BONUS_LEADER_DISAPPOINTED_WITH
    AddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
  • ▸ Explain that you believe it comes from a unique connection with.
    Gain trait: PiousLeader relationship: Disappointed With
    grants
    BONUS_GIVE_TRAIT_PIOUS
    aeAddTraits: TRAIT_PIOUS
    BONUS_LEADER_DISAPPOINTED_WITH
    AddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
  • ▸ Discuss your new ideas together.
    +60 XP to the character
    grants
    BONUS_XP_CHARACTER_LARGE
    iXPCharacter 60

✎ Josh Unsworth

All too Quick one choice: Peace with the rival nation Mission Finished · Peace Event CM ✓
Every 0 turns Player Them Player Max DistantPlayer Min One Wars
  • ▸ Excellent.
    Remembered: Player Offer (5 turns)Peace with the rival nation
    grants
    BONUS_PLAYER_PEACE
    DiplomacyPlayerFrom DIPLOMACY_PEACE
    aeBonuses: BONUS_PLAYER_OFFER

✎ Jeri Roys

Alliance Player Proposal one choice: Alliance with the rival nation Mission Finished · Alliance Player Event CM ✓
Every 0 turns Player Peace Human
  • ▸ Yes.
    Alliance with the rival nation
    grants
    BONUS_EVENTOPTION_ALLIANCE_PROPOSAL_HUMAN_YES
    bTeamAlliance 1
  • ▸ No.
    (no gates or payload in XML)

✎ Soren Johnson

Alliance Proposal one choice: Alliance with the rival nation Mission Finished · Alliance Player Event CM ✓
Every 0 turns Player Peace
  • ▸ Let us forge an alliance.
    Remembered: Player Offer (5 turns)Alliance with the rival nationSend to the rival nation: +400 Money, +100 Money per our city
    grants
    BONUS_EVENTOPTION_ALLIANCE_PROPOSAL_YES
    aeBonuses: BONUS_PLAYER_ALLIANCE, BONUS_MONEY_SEND_GIGANTIC
  • ▸ We are fine with peace.
    (no gates or payload in XML)

✎ Soren Johnson

Allies Above Mission Finished · Seek Political Allies Event CM ✓ Behind the Throne
Once per game Leader UsReligion Player PaganReligion Head Us Religion State No
  • ▸ Perhaps it is time to trust the old ways.
    50% chance next turn: becomes BlessedConverts to the target religion
    grants
    BONUS_MAYBE_BLESSED
    aiTraitProbDelay: TRAIT_BLESSED=50
    BONUS_CONVERT_SUBJECT_0
    iConvertReligionSubject 0
  • ▸ I'll... think about it.
    (no gates or payload in XML)

✎ Jeri Roys

An Admirer one choice: Alliance with the tribe Mission Finished · Revelry Event CM ✗ Behind the Throne
Once per game Leader UsLeader Tribe Peace Or TruceTribe Mutual Attraction Leader
  • ▸ Well, don't you look delectable.
    Gain trait: ImpulsiveLeader relationship: Lover Of-2 LegitimacyRemembered: Tribe Offer (5 turns)Alliance with the tribe
    gated by
    LeaderSubjectNotAny SUBJECT_LOW_CHARISMA
    grants
    BONUS_GIVE_TRAIT_IMPULSIVE
    aeAddTraits: TRAIT_IMPULSIVE
    BONUS_LEADER_LOVER_OF
    AddLeaderRelationship RELATIONSHIP_LOVER_OF
    BONUS_TRIBE_ALLIANCE
    iLegitimacy -2
    bTribeAlliance 1
    aeBonuses: BONUS_TRIBE_OFFER
  • ▸ Ah, you must be the entertainment.
    +3 LegitimacyLeader relationship: Vengeful Against
    grants
    BONUS_CATTY
    iLegitimacy 3
    BONUS_LEADER_VENGEFUL_AGAINST
    AddLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINST

✎ Jeri Roys

An Advance on a Retreat Mission Finished · Seek Political Allies Event CM ✓ Behind the Throne
Once per game City UsFamily Head UsLeader Us City Family Seat
  • ▸ As it so happens, I know just the spot to develop!
    Add Improvement: EstatesBegin project: Bucolic Reputation-20Stone-5/city↗ turn-20Wood-5/city↗ turnLoses trait: Unpopular
    grants
    BONUS_COUNTRYSIDE_ESTATE
    aeBonuses: BONUS_ADD_PALACE, BONUS_BUCOLIC_REPUTATION
    BONUS_STONE_AND_WOOD_LOSS_TINY
    aeBonuses: BONUS_STONE_LOSS_TINY, BONUS_WOOD_LOSS_TINY
    BONUS_REMOVE_TRAIT_UNPOPULAR
    aeRemoveTraits: TRAIT_UNPOPULAR
  • ▸ Nod wistfully.
    Gain trait: Frugal
    grants
    BONUS_GIVE_TRAIT_FRUGAL
    aeAddTraits: TRAIT_FRUGAL

✎ Jeri Roys

An Embassy one choice: Peace with the rival nation Mission Finished · Peace Event CM ✓
Every 0 turns Player Max SimilarUs Ambassador
  • ▸ Very well, let us secure peace.
    Remembered: Player Offer (5 turns)Peace with the rival nationYour character joins the nation of the rival nation
    grants
    BONUS_PLAYER_PEACE
    DiplomacyPlayerFrom DIPLOMACY_PEACE
    aeBonuses: BONUS_PLAYER_OFFER
    BONUS_AMBASSADOR_REASSIGNMENT
    iJoinSubject 0
  • ▸ No, [character] is too important here.
    (no gates or payload in XML)

✎ Jeri Roys

An Exhausting Ordeal Mission Finished · Hold Court Event CM ✓
Once per game Leader UsPlayer UsFamily UsFamily UsFamily UsCapital Us
As it opens, before you choose +1 Legitimacy
  • ▸ I am so relieved to be done with this. At least I have learned something from the ordeal.
    +60 XP to the character
    grants
    BONUS_XP_CHARACTER_LARGE
    iXPCharacter 60

✎ Gabe Campbell

An Ivory Box Mission Finished · Assassination Event CM ✓
Every 40 turns Leader UsUsUs Or Them Spymaster
As it opens, before you choose Leader relationship: Plotting Against
  • ▸ Such a grisly business.
    (no gates or payload in XML)

✎ Zorbaz

Ancient Lessons Mission Finished · Tutor Event CM ✓
50% to appear Once per game UsUs Child Or Teenager
  • ▸ The past is beyond us, and we must look to the future.
    Gain trait: Inspiring
    grants
    BONUS_GIVE_TRAIT_INSPIRING
    aeAddTraits: TRAIT_INSPIRING
  • ▸ Clearly, these ancient peoples were inferior to us.
    Gain trait: Bold
    grants
    BONUS_GIVE_TRAIT_BOLD
    aeAddTraits: TRAIT_BOLD
  • ▸ We must do all we can to learn from their mistakes.
    Gain trait: Educated
    grants
    BONUS_GIVE_TRAIT_EDUCATED
    aeAddTraits: TRAIT_EDUCATED

✎ Andy Auseon

Angry Soldiers Mission Finished · Rally Troops Event CM ✓
Once per game Leader UsCapital Us Low Courage
  • ▸ I need to try again. The soldiers must trust me.
    -5Orders↗ turn+60Training+15/city↗ turn
    grants
    BONUS_EVENTOPTION_RALLY_ANGRY_SOLDIERS_OPTION_0_CHARACTER
    aeBonuses: BONUS_ORDERS_LOSS_AVERAGE, BONUS_TRAINING_GAIN_SMALL
  • ▸ There is no more time for these speeches.
    +40 XP to the character1 rebel unit appear
    grants
    BONUS_XP_CHARACTER_AVERAGE
    iXPCharacter 40
    BONUS_REBEL_UNITS_1
    iRebelUnits 1

✎ Andy Auseon

Ante Depressant Mission Finished · Revelry Event CM ✓ Behind the Throne
Once per game Leader UsImportant Us Seven SinsMin Cautious Hidden
As it opens, before you choose Loses trait: StressedGain trait: Bone Dice
  • ▸ Fortunately [character] has always been gracious about beginners' losses.
    Leader relationship: Holds Favor From
    grants
    BONUS_LEADER_HOLDS_FAVOR_FROM
    AddLeaderRelationship RELATIONSHIP_HOLDS_FAVOR_FROM
  • ▸ The [title] does not require gracious indulgence.
    -120Money-30/city↗ turn
    grants
    BONUS_MONEY_LOSS_SMALL
    aiGlobalYieldsBase: YIELD_MONEY=-120
    aiGlobalYieldsPer: YIELD_MONEY=-30

✎ Jeri Roys

Art of War Mission Finished · Tutor Event CM ✓
Every 50 turns UsUs Courtier Soldier
  • ▸ He should study the leadership of great generals.
    +1 Courage
    grants
    BONUS_GAIN_COURAGE_1
    aiRatings: RATING_COURAGE=1
  • ▸ He should memorize combat drills and tactics.
    +1 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_1
    aiRatings: RATING_DISCIPLINE=1

✎ Andy Auseon

Assassination Betrayal Mission Finished · Assassination Event CM ✓
⛓ Part of the Assassination Betrayal chain, 2 events view map →
Every 0 turns UsLeader Us Adult
As it opens, before you choose Leader relationship: Vengeful Against
  • ▸ Admit your involvement and make amends.
    grants
    BONUS_EVENTOPTION_ASSASSINATION_BETRAYAL_ADMIT
    iLegitimacy -4
  • ▸ Deny that you knew anything of a plot.
    (no gates or payload in XML)
    ↳ may trigger: Assassination Revenge

✎ Leyla Johnson

Bad Omens Mission Finished · Bad Omens CM ✓
Every 0 turns UsReligion PaganCity Us Religion
  • ▸ We must weather disfavor.
    Remembered: Bad Omens from Sacrifices (-20 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_MISSIONRESULT_PAGAN_SACRIFICES_FAIL
    Memory MEMORYRELIGION_BAD_OMENS
    ◇ grants a memory no event uses

✎ Josh Unsworth

Baptized Before God Mission Finished · Convert Target to Religion Event CM ✓ The Sacred and the Profane
Every 50 turns UsUs Or ThemChristianity
As it opens, before you choose Converts to the target religion
  • ▸ No, this is [character] role.
    Remembered: Refused baptism (-40 opinion for 40 turns)(no event currently keys off this)Leader relationship: Influenced By
    grants
    BONUS_EVENTOPTION_BAPTIZED_BEFORE_GOD_REFUSE_CHARACTER_0
    Memory MEMORYCHARACTER_REFUSED_BAPTISM
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
    ◇ grants a memory no event uses
  • ▸ It is an honor to bring someone into the faith!
    Leader relationship: Influenced ByRemembered: Refused baptism (-40 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
    BONUS_EVENTOPTION_BAPTIZED_BEFORE_GOD_REFUSE_CHARACTER_0
    Memory MEMORYCHARACTER_REFUSED_BAPTISM
    ◇ grants a memory no event uses
  • ▸ Offer to act as a spiritual mentor to [character].
    Leader relationship: Influenced By
    gated by
    LeaderSubject SUBJECT_HUMBLE
    grants
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY

✎ Josh Unsworth

Before Mission Finished · Convert Your Religion Event CM ✓
Every 0 turns Leader UsUs Or ThemReligion
As it opens, before you choose Converts to the target religion
  • ▸ Demand that [character] meet you at the palace or not at all.
    +3 LegitimacyLeader relationship: Disappointed With
    grants
    BONUS_EVENTOPTION_CONVERT_SELF_BEFORE_GOD_0
    iLegitimacy 3
    BONUS_LEADER_DISAPPOINTED_WITH
    AddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
  • ▸ Meet at the gates and do as he asks.
    -3 LegitimacyLeader relationship: Endeared To
    grants
    BONUS_EVENTOPTION_CONVERT_SELF_BEFORE_GOD_1
    iLegitimacy -3
    BONUS_LEADER_ENDEARED_TO
    AddLeaderRelationship RELATIONSHIP_ENDEARED_TO
  • ▸ "We are all the same before."
    Leader relationship: Endeared To
    gated by
    LeaderSubject SUBJECT_HUMBLE
    grants
    BONUS_LEADER_ENDEARED_TO
    AddLeaderRelationship RELATIONSHIP_ENDEARED_TO

✎ Josh Unsworth

Betrayal of the Faith Mission Finished · Assassination Event CM ✓
Every 40 turns Leader UsReligion Head UsReligion Plotting Against LeaderVengeful Against Leader
  • ▸ Well, I didn't see that coming.
    The character is killedThe character is killed
    grants
    BONUS_KILL_CHARACTER
    bKillCharacter 1
    BONUS_KILL_CHARACTER
    bKillCharacter 1
  • ▸ Let's see if I can sweat this one out.
    Gain trait: PoisonedThe character is killed
    gated by
    LeaderSubject SUBJECT_CHARACTER_STRONG
    grants
    BONUS_GIVE_TRAIT_POISONED
    aeAddTraits: TRAIT_POISONED
    BONUS_KILL_CHARACTER
    bKillCharacter 1
  • ▸ Bring my herbal satchel, quickly!
    The character is killed
    gated by
    LeaderSubject SUBJECT_HERBALIST
    grants
    BONUS_KILL_CHARACTER
    bKillCharacter 1

✎ Zorbaz

Bleak Light of Day Mission Finished · Revelry Event CM ✓ Behind the Throne
Once per game Leader UsEpictetusFamily Head Us Not Player Character
  • ▸ You will teach me to master my will, my prohairesis, [character].
    Loses trait: StressedArchetype becomes ZealotGain a Court Minister
    grants
    BONUS_REMOVE_STRESSED_MAKE_ZEALOT
    aeBonuses: BONUS_REMOVE_TRAIT_STRESSED, BONUS_SET_ZEALOT_ARCHETYPE
    BONUS_MAKE_GREAT_MINISTER
    MakeCourtier COURTIER_MINISTER
  • ▸ I know, deep down, you are correct. No matter how we struggle, the world will do as it wishes, and we may only watch.
    Loses trait: StressedGain trait: Miserable
    grants
    BONUS_REMOVE_STRESSED_MAKE_MISERABLE
    aeBonuses: BONUS_REMOVE_TRAIT_STRESSED, BONUS_GIVE_TRAIT_MISERABLE
  • ▸ ... I would say it is too early for this, but, honestly, refrain from spouting drivel at any hour.
    gated by
    LeaderSubject SUBJECT_CHARACTER_SEVEN_SINS

✎ Jeri Roys Background reading ↗

Blessed Trade Mission Finished · Trade Mission Event CM ✓
Once per game Leader UsPlayer Peace Or TruceUs BlessedAmbassador
As it opens, before you choose +50Wood+15/city↗ turn+50Stone+15/city↗ turn+50Iron+15/city↗ turn
  • ▸ Remarkable!
    (no gates or payload in XML)

✎ Josh Unsworth

Blessed Truce one choice: Truce with the rival nation Mission Finished · Ask for Truce Event CM ✓
Every 80 turns Player Min NeutralLeader Us Player Min SimilarBlessed
  • ▸ I’ll not question the fates on this one.
    Remembered: Player Offer (5 turns)Truce with the rival nation+20 XP to the character
    grants
    BONUS_PLAYER_TRUCE
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
    aeBonuses: BONUS_PLAYER_OFFER
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20

✎ Brodie Frehlich

Blessed by Fire Mission Finished · Convert Target to Religion Event CM ✓ The Sacred and the Profane
Every 50 turns UsUs Or ThemZoroastrianism
As it opens, before you choose Converts to the target religion
  • ▸ [character] should dedicate himself with unrelenting zeal.
    Archetype becomes Zealot
    grants
    BONUS_SET_ZEALOT_ARCHETYPE
    SetArchetype TRAIT_ZEALOT_ARCHETYPE
  • ▸ Encourage him to hold others accountable to the rules of [religion].
    Archetype becomes Judge
    grants
    BONUS_SET_JUDGE_ARCHETYPE
    SetArchetype TRAIT_JUDGE_ARCHETYPE
  • ▸ It is enough to draw courage from his new faith.
    +1 Courage
    grants
    BONUS_GAIN_COURAGE_1
    aiRatings: RATING_COURAGE=1

✎ Josh Unsworth

Blood for Blood one choice: The tribe invade Mission Finished · Rally Troops Event CM ✓
Once per game Leader UsTribe Tribe nearbyNot DiligentNot Tribe AllianceNot Tribe Peace
As it opens, before you choose +60Training+15/city↗ turn
  • ▸ They want blood, they will have it.
    Remembered: Tribe Offer (5 turns)The tribe invade
    grants
    BONUS_TRIBAL_INVASION
    bTribeInvade 1
    aeBonuses: BONUS_TRIBE_OFFER

✎ Andy Auseon

Borrowing a Tunic Mission Finished · Influence Event CM ✓
⛓ Part of the Borrowing a Tunic chain, 4 events view map →
Once per game Leader UsSpouse Of Leader UsUs AdultGender Same As LeaderNot Owes Favor To Leader
  • ▸ I am sure we can find something in [character]'s things!
    -2Orders↗ turnLeader relationship: Influenced By
    grants
    BONUS_ORDERS_LOSS_MINIMAL
    aiGlobalYieldsBase: YIELD_ORDERS=-2
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
  • ▸ Regretfully, I don't have a spare dress either.
    Leader relationship: Disappointed With
    grants
    BONUS_LEADER_DISAPPOINTED_WITH
    AddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
  • ▸ Come and see my collection, I have something for every fancy.
    Leader relationship: Endeared To
    gated by
    LeaderSubject SUBJECT_CHARACTER_CARNAL
    grants
    BONUS_LEADER_ENDEARED_TO
    AddLeaderRelationship RELATIONSHIP_ENDEARED_TO

✎ Zorbaz

Break Peace one choice: Truce with the rival nation Mission Finished · Break Peace CM ✓
Every 0 turns Player PeacePlayer Us
  • ▸ End the Peace.
    Remembered: Player Offer (5 turns)Truce with the rival nation-2 LegitimacyRemembered (all rivals): Broke a Peace Treaty (-20 opinion for 20 turns)Memory All Tribes: Broke a Peace Treaty
    grants
    BONUS_PLAYER_TRUCE
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
    aeBonuses: BONUS_PLAYER_OFFER
    BONUS_BREAK_PEACE
    MemoryAllPlayers MEMORYPLAYER_BROKE_PEACE
    MemoryAllTribes MEMORYTRIBE_BROKE_PEACE
    iLegitimacy -2
  • ▸ It is not time.
    (no gates or payload in XML)

✎ Soren Johnson

Break Peace one choice: Truce with the rival nation Mission Finished · Player Break Peace Human Event CM ✓
Every 0 turns Player Peace HumanPlayer Us
  • ▸ End the Peace.
    Truce with the rival nation
    grants
    BONUS_EVENTOPTION_PLAYER_BREAK_PEACE_HUMAN_YES
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
  • ▸ It is not time.
    (no gates or payload in XML)

✎ Soren Johnson

Break Peace one choice: Truce with the tribe Mission Finished · Break Peace CM ✓
Every 0 turns Tribe PeacePlayer Us
  • ▸ End the Peace.
    Remembered: Tribe Offer (5 turns)Truce with the tribe-2 LegitimacyRemembered (all rivals): Broke a Peace Treaty (-20 opinion for 20 turns)Memory All Tribes: Broke a Peace Treaty
    grants
    BONUS_TRIBE_TRUCE
    DiplomacyTribe DIPLOMACY_TRUCE
    aeBonuses: BONUS_TRIBE_OFFER
    BONUS_BREAK_PEACE
    MemoryAllPlayers MEMORYPLAYER_BROKE_PEACE
    MemoryAllTribes MEMORYTRIBE_BROKE_PEACE
    iLegitimacy -2
  • ▸ It is not time.
    (no gates or payload in XML)

✎ Soren Johnson

Bright Minds Mission Finished · Recruit Scholar Event CM ✓
Every 0 turns Player Us
As it opens, before you choose Leader stat Scholars Recruited: +1
  • ▸ Welcome to the court!
    Gain a Court Scholar
    grants
    BONUS_ADD_GREAT_SCIENTIST
    AddCourtier: COURTIER_SCIENTIST

✎ Solver

Brutal Heir Mission Finished · Hold Court Event CM ✓
Once per game Leader UsHeir Us Cruel
  • ▸ We will compensate those who have suffered.
    -240Money-60/city↗ turn+40Happinesseach city↗ turn
    grants
    BONUS_EVENTOPTION_TRAIT_BRUTAL_HEIR_OPTION_0
    aeBonuses: BONUS_MONEY_LOSS_LARGE, BONUS_HAPPINESS_GAIN_TINY
  • ▸ It is an heir's right to punish the weak.
    +4 Legitimacy1 rebel unit appear+60Discontenteach city↗ turn
    grants
    BONUS_EVENTOPTION_TRAIT_BRUTAL_HEIR_OPTION_1
    iRebelUnits 1
    iLegitimacy 4
    aeBonuses: BONUS_DISCONTENT_GAIN_SMALL
  • ▸ [character] must be taught compassion.
    +1 Happiness levelGain trait: Excluded from SuccessionGain trait: Slighted
    gated by
    LeaderSubject SUBJECT_HIGH_WISDOM
    grants
    BONUS_HAPPINESS_UP
    iHappinessLevels 1
    BONUS_EVENTOPTION_TRAIT_BRUTAL_HEIR_OPTION_2_CHARACTER_1
    aeAddTraits: TRAIT_EXCLUDED, TRAIT_SLIGHTED

✎ Andy Auseon

Bystander Mission Finished · Tutor Event CM ✓
Once per game UsUs Courtier
  • ▸ Attack the boys and drive them away.
    +1 Courage
    grants
    BONUS_GAIN_COURAGE_1
    aiRatings: RATING_COURAGE=1
  • ▸ Distract the boys with a humorous story.
    +1 Charisma
    grants
    BONUS_GAIN_CHARISMA_1
    aiRatings: RATING_CHARISMA=1
  • ▸ Wait until it's safe and nurse the cat back to health.
    +1 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_1
    aiRatings: RATING_DISCIPLINE=1
  • ▸ Do nothing. Urchins will always chase cats.
    +1 Wisdom
    grants
    BONUS_GAIN_WISDOM_1
    aiRatings: RATING_WISDOM=1

✎ Andy Auseon

Cancel Trade one choice: Trade with the rival nation is cancelled Mission Finished · Cancel Trade CM ✓
Every 0 turns Player TradingLeader Us
  • ▸ End all trade with [rival].
    Remembered: Cancelled Trade (-40 opinion for 20 turns)Trade with the rival nation is cancelled
    grants
    BONUS_CANCEL_TRADE
    Memory MEMORYPLAYER_CANCELLED_TRADE
    bCancelTrade 1
    ◇ may enable: The Sword of Damocles
  • ▸ It is not time.
    (no gates or payload in XML)

✎ Soren Johnson

Captured by Tribe Mission Finished · Infiltrate Event CM ✓
Once per game UsPlayer UsPlayer ThemTribe Max Cautious Not Sylvan
  • ▸ May the gods be merciful.
    -1 Courage
    grants
    BONUS_LOSE_COURAGE_1
    aiRatings: RATING_COURAGE=-1

✎ Andy Auseon

Caught in the Act Mission Finished · Treachery Event CM ✓
Once per game UsCity ThemLeader Them Agent
  • ▸ One setback will not discourage us.
    Gain trait: WoundedLeader relationship: Suspicious Of
    grants
    BONUS_CHARACTER_WOUNDED
    aeAddTraits: TRAIT_WOUNDED
    BONUS_LEADER_SUSPICIOUS_OF
    AddLeaderRelationship RELATIONSHIP_SUSPICIOUS_OF

✎ Andy Auseon

Champions of the Guard Mission Finished · Move Agent Network Event CM ✓
Once per game Agent UsCity ThemPlayer ThemPlayer Us City Champions
  • ▸ Take the time you need to set up a network.
    Your agent network moves to the target city-3Orders↗ turn
    grants
    BONUS_MISSIONRESULT_MOVE_NETWORK_SUCCESS
    iMoveNetworkCitySubject 0
    BONUS_ORDERS_LOSS_TINY
    aiGlobalYieldsBase: YIELD_ORDERS=-3
  • ▸ Pay mercenaries to attack the city, distracting the guards.
    Your agent network moves to the target city1 rebel unit appear-160Money-40/city↗ turn
    grants
    BONUS_EVENTOPTION_CHAMPIONS_OF_THE_GUARD_OPTION_1_CITY
    iRebelUnits 1
    iMoveNetworkCitySubject 0
    BONUS_MONEY_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=-160
    aiGlobalYieldsPer: YIELD_MONEY=-40
  • ▸ Send a diplomat to dazzle and distract the local leaders.
    Your agent network moves to the target cityRemembered: Dazzled us with a diplomat (+40 opinion for 20 turns)(no event currently keys off this)-40Civics-10/city↗ turn
    gated by
    IndexSubject
    grants
    BONUS_MISSIONRESULT_MOVE_NETWORK_SUCCESS
    iMoveNetworkCitySubject 0
    BONUS_EVENTOPTION_CHAMPIONS_OF_THE_GUARD_OPTION_2_PLAYER
    Memory MEMORYPLAYER_DAZZLING_DIPLOMAT
    BONUS_CIVICS_LOSS_SMALL
    aiGlobalYieldsBase: YIELD_CIVICS=-40
    aiGlobalYieldsPer: YIELD_CIVICS=-10
    ◇ grants a memory no event uses
  • ▸ The danger is not worth the risk. Have [character] return to his previous position.
    +40 XP to the character
    grants
    BONUS_XP_CHARACTER_AVERAGE
    iXPCharacter 40

✎ Josh Unsworth

Chastened Mission Finished · Family Gift Event CM ✓
Every 0 turns UsFamily UsResource FurLeader UsFamily Us
As it opens, before you choose Remembered: Accuse the throne of bribes (-20 opinion for 20 turns)(no event currently keys off this)
  • ▸ No [rival] noble family can resist fine luxuries.
    Remembered: Received gift from ruler (+20 opinion for 40 turns)(no event currently keys off this)Send the resource to your family as a luxury
    grants
    BONUS_EVENTOPTION_CHASTENED_OPTION_0_FAMILY_0
    Memory MEMORYFAMILY_RECEIVED_GIFT
    BONUS_EVENTOPTION_CHASTENED_OPTION_0_RESOURCE
    iTradeResourceToSubject 1
    ◇ grants a memory no event uses
  • ▸ Send the gift to the [family]. They will appreciate it.
    Remembered: Received gift from ruler (+20 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_CHASTENED_OPTION_1_FAMILY_1
    Memory MEMORYFAMILY_RECEIVED_GIFT
    ◇ grants a memory no event uses
  • ▸ Recover as much of the lost Moneymoney as we can.
    +240Money+60/city↗ turn
    grants
    BONUS_MONEY_GAIN_LARGE
    aiGlobalYieldsBase: YIELD_MONEY=240
    aiGlobalYieldsPer: YIELD_MONEY=60

✎ Andy Auseon

Close to Power Mission Finished · Slander Event CM ✓
Once per game UsPlayer UsPlayer ThemLeader Them
As it opens, before you choose Remembered (all rivals): Publicly Slandered (-40 opinion for 40 turns)
  • ▸ The mission is to slander [rival], not to harm its ruler.
    (no gates or payload in XML)
  • ▸ Instruct her to improve [character]'s view of us.
    Leader relationship: Endeared To
    gated by
    IndexSubject
    grants
    BONUS_LEADER_ENDEARED_TO
    AddLeaderRelationship RELATIONSHIP_ENDEARED_TO
  • ▸ Our spy should slip something into [character]'s drink. Covert / Herbalist
    Gain trait: Poisoned
    gated by
    LeaderSubjectAny SUBJECT_CHARACTER_COVERT / SUBJECT_HERBALIST
    grants
    BONUS_GIVE_TRAIT_POISONED
    aeAddTraits: TRAIT_POISONED

✎ Andy Auseon

Combat Training Mission Finished · Tutor Event CM ✓
Every 50 turns UsUs Child Or TeenagerCourtier Soldier
  • ▸ Attacking your opponent relentlessly until he submits.
    Gain trait: Tough
    grants
    BONUS_GIVE_TRAIT_TOUGH
    aeAddTraits: TRAIT_TOUGH
  • ▸ Carefully picking apart your opponent's weaknesses.
    Gain trait: Vigilant
    grants
    BONUS_GIVE_TRAIT_VIGILANT
    aeAddTraits: TRAIT_VIGILANT

✎ Andy Auseon

Common Goals Mission Finished · Slander Event CM ✓
Once per game UsPlayer UsPlayer ThemPlayer Them Player Min Cautious
As it opens, before you choose Remembered (all rivals): Publicly Slandered (-40 opinion for 40 turns)
  • ▸ This is excellent news.
    Remembered: Worked together to slander rival Nation (+40 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_SLANDER_COMMON_GOALS_OPTION_0_PLAYER_2
    Memory MEMORYPLAYER_WORKED_TOGETHER
    ◇ grants a memory no event uses

✎ Andy Auseon

Common Interests Mission Finished · Influence Event CM ✓
Every 0 turns Leader UsSpouse Of Leader Us Max CautiousNot In Love With LeaderNot Archetype Dislike Leader
  • ▸ A great time!
    Remembered: My spouse cares about my interests (+40 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_ADD_MEMORY_CARES_ABOUT_INTERESTS
    Memory MEMORYCHARACTER_CARES_ABOUT_INTERESTS
    ◇ grants a memory no event uses

✎ David Ballantyne

Companionship Mission Finished · Influence Event CM ✓
Once per game Leader UsUs Or Them AffableLeader ThemReligion Head UsFamily Head Us
  • ▸ I shall bind [character] to me and become affable.
    Gain trait: AffableLeader relationship: Owes Favor To
    grants
    BONUS_GIVE_TRAIT_AFFABLE
    aeAddTraits: TRAIT_AFFABLE
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
  • ▸ I will not do this. I will not let [character] Influenceinfluence me!
    +2 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_2
    aiRatings: RATING_DISCIPLINE=2

✎ Zorbaz

Companionship Mission Finished · Influence Event CM ✓
Once per game Leader UsUs Or Them BesiegerLeader ThemReligion Head UsFamily Head Us
  • ▸ I shall bind [character] to me and knock down kingdoms.
    Gain trait: BesiegerLeader relationship: Owes Favor To
    grants
    BONUS_GIVE_TRAIT_BESIEGER
    aeAddTraits: TRAIT_BESIEGER
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
  • ▸ I will not do this. I will not let [character] Influenceinfluence me!
    +2 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_2
    aiRatings: RATING_DISCIPLINE=2

✎ Zorbaz

Companionship Mission Finished · Influence Event CM ✓
Once per game Leader UsUs Or Them BitterLeader ThemReligion Head UsFamily Head Us
  • ▸ I shall bind [character] to me and realize love is an illusion.
    Gain trait: BitterLeader relationship: Owes Favor To
    grants
    BONUS_GIVE_TRAIT_BITTER
    aeAddTraits: TRAIT_BITTER
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
  • ▸ I will not do this. I will not let [character] Influenceinfluence me!
    +2 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_2
    aiRatings: RATING_DISCIPLINE=2

✎ Zorbaz

Companionship Mission Finished · Influence Event CM ✓
Once per game Leader UsUs Or Them BloodthirstyLeader ThemReligion Head UsFamily Head Us
  • ▸ I shall bind [character] to me and learn to paint in blood.
    Gain trait: BloodthirstyLeader relationship: Owes Favor To
    grants
    BONUS_GIVE_TRAIT_BLOODTHIRSTY
    aeAddTraits: TRAIT_BLOODTHIRSTY
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
  • ▸ I will not do this. I will not let [character] Influenceinfluence me!
    +2 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_2
    aiRatings: RATING_DISCIPLINE=2

✎ Zorbaz

Companionship Mission Finished · Influence Event CM ✓
Once per game Leader UsUs Or Them BoldLeader ThemReligion Head UsFamily Head Us
  • ▸ I shall bind [character] to me and never hold back.
    Gain trait: BoldLeader relationship: Owes Favor To
    grants
    BONUS_GIVE_TRAIT_BOLD
    aeAddTraits: TRAIT_BOLD
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
  • ▸ I will not do this. I will not let [character] Influenceinfluence me!
    +2 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_2
    aiRatings: RATING_DISCIPLINE=2

✎ Zorbaz

Companionship Mission Finished · Influence Event CM ✓
Once per game Leader UsUs Or Them BraveLeader ThemReligion Head UsFamily Head Us
  • ▸ I shall bind [character] to me and never complain.
    Gain trait: BraveLeader relationship: Owes Favor To
    grants
    BONUS_GIVE_TRAIT_BRAVE
    aeAddTraits: TRAIT_BRAVE
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
  • ▸ I will not do this. I will not let [character] Influenceinfluence me!
    +2 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_2
    aiRatings: RATING_DISCIPLINE=2

✎ Zorbaz

Companionship Mission Finished · Influence Event CM ✓
Once per game Leader UsUs Or Them CarpenterLeader ThemReligion Head UsFamily Head Us
  • ▸ I shall bind [character] to me and find peace in Woodwood.
    Gain trait: CarpenterLeader relationship: Owes Favor To
    grants
    BONUS_GIVE_TRAIT_CARPENTER
    aeAddTraits: TRAIT_CARPENTER
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
  • ▸ I will not do this. I will not let [character] Influenceinfluence me!
    +2 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_2
    aiRatings: RATING_DISCIPLINE=2

✎ Zorbaz

Companionship Mission Finished · Influence Event CM ✓
Once per game Leader UsUs Or Them Compassionate characterLeader ThemReligion Head UsFamily Head Us
  • ▸ I shall bind [character] to me and always be kind to others.
    Gain trait: CompassionateLeader relationship: Owes Favor To
    grants
    BONUS_GIVE_TRAIT_COMPASSIONATE
    aeAddTraits: TRAIT_COMPASSIONATE
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
  • ▸ I will not do this. I will not let [character] Influenceinfluence me!
    +2 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_2
    aiRatings: RATING_DISCIPLINE=2

✎ Zorbaz

Companionship Mission Finished · Influence Event CM ✓
Once per game Leader UsUs Or Them CorruptLeader ThemReligion Head UsFamily Head Us
  • ▸ I shall bind [character] to me and spend it like I stole it.
    Gain trait: CorruptLeader relationship: Owes Favor To
    grants
    BONUS_GIVE_TRAIT_CORRUPT
    aeAddTraits: TRAIT_CORRUPT
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
  • ▸ I will not do this. I will not let [character] Influenceinfluence me!
    +2 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_2
    aiRatings: RATING_DISCIPLINE=2

✎ Zorbaz

Companionship Mission Finished · Influence Event CM ✓
Once per game Leader UsUs Or Them TimidLeader ThemReligion Head UsFamily Head Us
  • ▸ I shall bind [character] to me and never fight when I can run.
    Gain trait: TimidLeader relationship: Owes Favor To
    grants
    BONUS_GIVE_TRAIT_TIMID
    aeAddTraits: TRAIT_TIMID
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
  • ▸ I will not do this. I will not let [character] Influenceinfluence me!
    +2 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_2
    aiRatings: RATING_DISCIPLINE=2

✎ Zorbaz

Companionship Mission Finished · Influence Event CM ✓
Once per game Leader UsUs Or Them CruelLeader ThemReligion Head UsFamily Head Us
  • ▸ I shall bind [character] to me and become heartless.
    Gain trait: CruelLeader relationship: Owes Favor To
    grants
    BONUS_GIVE_TRAIT_CRUEL
    aeAddTraits: TRAIT_CRUEL
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
  • ▸ I will not do this. I will not let [character] Influenceinfluence me!
    +2 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_2
    aiRatings: RATING_DISCIPLINE=2

✎ Zorbaz

Companionship Mission Finished · Influence Event CM ✓
Once per game Leader UsUs Or Them CultivatorLeader ThemReligion Head UsFamily Head Us
  • ▸ I shall bind [character] to me and care for my land.
    Gain trait: CultivatorLeader relationship: Owes Favor To
    grants
    BONUS_GIVE_TRAIT_CULTIVATOR
    aeAddTraits: TRAIT_CULTIVATOR
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
  • ▸ I will not do this. I will not let [character] Influenceinfluence me!
    +2 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_2
    aiRatings: RATING_DISCIPLINE=2

✎ Zorbaz

Companionship Mission Finished · Influence Event CM ✓
Once per game Leader UsUs Or Them CunningLeader ThemReligion Head UsFamily Head Us
  • ▸ I shall bind [character] to me and make the best of every deal.
    Gain trait: CunningLeader relationship: Owes Favor To
    grants
    BONUS_GIVE_TRAIT_CUNNING
    aeAddTraits: TRAIT_CUNNING
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
  • ▸ I will not do this. I will not let [character] Influenceinfluence me!
    +2 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_2
    aiRatings: RATING_DISCIPLINE=2

✎ Zorbaz

Companionship Mission Finished · Influence Event CM ✓
Once per game Leader UsUs Or Them DebauchedAdultLeader ThemReligion Head UsFamily Head Us
  • ▸ I shall bind [character] to me and enjoy the pleasures of life.
    Gain trait: DebauchedLeader relationship: Owes Favor To
    grants
    BONUS_GIVE_TRAIT_DEBAUCHED
    aeAddTraits: TRAIT_DEBAUCHED
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
  • ▸ I will not do this. I will not let [character] Influenceinfluence me!
    +2 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_2
    aiRatings: RATING_DISCIPLINE=2

✎ Zorbaz

Companionship Mission Finished · Influence Event CM ✓
Once per game Leader UsUs Or Them DelverLeader ThemReligion Head UsFamily Head Us
  • ▸ I shall bind [character] to me and extract the earth's riches.
    Gain trait: DelverLeader relationship: Owes Favor To
    grants
    BONUS_GIVE_TRAIT_DELVER
    aeAddTraits: TRAIT_DELVER
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
  • ▸ I will not do this. I will not let [character] Influenceinfluence me!
    +2 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_2
    aiRatings: RATING_DISCIPLINE=2

✎ Zorbaz

Companionship Mission Finished · Influence Event CM ✓
Once per game Leader UsUs Or Them DrunkLeader ThemReligion Head UsFamily Head Us
  • ▸ I shall bind [character] to me and never turn down another free drink.
    Gain trait: DrunkLeader relationship: Owes Favor To
    grants
    BONUS_GIVE_TRAIT_DRUNK
    aeAddTraits: TRAIT_DRUNK
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
  • ▸ I will not do this. I will not let [character] Influenceinfluence me!
    +2 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_2
    aiRatings: RATING_DISCIPLINE=2

✎ Zorbaz

Companionship Mission Finished · Influence Event CM ✓
Once per game Leader UsUs Or Them EducatedLeader ThemReligion Head UsFamily Head Us
  • ▸ I shall bind [character] to me and learn from the classical masters.
    Gain trait: EducatedLeader relationship: Owes Favor To
    grants
    BONUS_GIVE_TRAIT_EDUCATED
    aeAddTraits: TRAIT_EDUCATED
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
  • ▸ I will not do this. I will not let [character] Influenceinfluence me!
    +2 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_2
    aiRatings: RATING_DISCIPLINE=2

✎ Zorbaz

Companionship Mission Finished · Influence Event CM ✓
Once per game Leader UsUs Or Them EloquentLeader ThemReligion Head UsFamily Head Us
  • ▸ I shall bind [character] to me and become eloquent.
    Gain trait: EloquentLeader relationship: Owes Favor To
    grants
    BONUS_GIVE_TRAIT_ELOQUENT
    aeAddTraits: TRAIT_ELOQUENT
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
  • ▸ I will not do this. I will not let [character] Influenceinfluence me!
    +2 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_2
    aiRatings: RATING_DISCIPLINE=2

✎ Zorbaz

Companionship Mission Finished · Influence Event CM ✓
Once per game Leader UsUs Or Them EngineerLeader ThemReligion Head UsFamily Head Us
  • ▸ I shall bind [character] to me and use mathematics for good.
    Gain trait: EngineerLeader relationship: Owes Favor To
    grants
    BONUS_GIVE_TRAIT_ENGINEER
    aeAddTraits: TRAIT_ENGINEER
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
  • ▸ I will not do this. I will not let [character] Influenceinfluence me!
    +2 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_2
    aiRatings: RATING_DISCIPLINE=2

✎ Zorbaz

Companionship Mission Finished · Influence Event CM ✓
Once per game Leader UsUs Or Them EquestrianLeader ThemReligion Head UsFamily Head Us
  • ▸ I shall bind [character] to me and ride like the wind.
    Gain trait: EquestrianLeader relationship: Owes Favor To
    grants
    BONUS_GIVE_TRAIT_EQUESTRIAN
    aeAddTraits: TRAIT_EQUESTRIAN
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
  • ▸ I will not do this. I will not let [character] Influenceinfluence me!
    +2 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_2
    aiRatings: RATING_DISCIPLINE=2

✎ Zorbaz

Companionship Mission Finished · Influence Event CM ✓
Once per game Leader UsUs Or Them ExoticLeader ThemReligion Head UsFamily Head Us
  • ▸ I shall bind [character] to me and dazzle everyone with my mystique.
    Gain trait: ExoticLeader relationship: Owes Favor To
    grants
    BONUS_GIVE_TRAIT_EXOTIC
    aeAddTraits: TRAIT_EXOTIC
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
  • ▸ I will not do this. I will not let [character] Influenceinfluence me!
    +2 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_2
    aiRatings: RATING_DISCIPLINE=2

✎ Zorbaz

Companionship Mission Finished · Influence Event CM ✓
Once per game Leader UsUs Or Them ExtravagantLeader ThemReligion Head UsFamily Head Us
  • ▸ I shall bind [character] to me and spend it like I stole it.
    Gain trait: ExtravagantLeader relationship: Owes Favor To
    grants
    BONUS_GIVE_TRAIT_EXTRAVAGANT
    aeAddTraits: TRAIT_EXTRAVAGANT
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
  • ▸ I will not do this. I will not let [character] Influenceinfluence me!
    +2 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_2
    aiRatings: RATING_DISCIPLINE=2

✎ Zorbaz

Companionship Mission Finished · Influence Event CM ✓
Once per game Leader UsUs Or Them FierceLeader ThemReligion Head UsFamily Head Us
  • ▸ I shall bind [character] to me and live without regrets.
    Gain trait: FierceLeader relationship: Owes Favor To
    grants
    BONUS_GIVE_TRAIT_FIERCE
    aeAddTraits: TRAIT_FIERCE
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
  • ▸ I will not do this. I will not let [character] Influenceinfluence me!
    +2 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_2
    aiRatings: RATING_DISCIPLINE=2

✎ Zorbaz

Companionship Mission Finished · Influence Event CM ✓
Once per game Leader UsUs Or Them FoolishLeader ThemReligion Head UsFamily Head Us
  • ▸ I shall bind [character] to me and enjoy every minute.
    Gain trait: FoolishLeader relationship: Owes Favor To
    grants
    BONUS_GIVE_TRAIT_FOOLISH
    aeAddTraits: TRAIT_FOOLISH
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
  • ▸ I will not do this. I will not let [character] Influenceinfluence me!
    +2 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_2
    aiRatings: RATING_DISCIPLINE=2

✎ Zorbaz

Companionship Mission Finished · Influence Event CM ✓
Once per game Leader UsUs Or Them FrugalLeader ThemReligion Head UsFamily Head Us
  • ▸ I shall bind [character] to me and become frugal.
    Gain trait: FrugalLeader relationship: Owes Favor To
    grants
    BONUS_GIVE_TRAIT_FRUGAL
    aeAddTraits: TRAIT_FRUGAL
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
  • ▸ I will not do this. I will not let [character] Influenceinfluence me!
    +2 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_2
    aiRatings: RATING_DISCIPLINE=2

✎ Zorbaz

Companionship Mission Finished · Influence Event CM ✓
Once per game Leader UsUs Or Them GraciousLeader ThemReligion Head UsFamily Head Us
  • ▸ I shall bind [character] to me and always be kind.
    Gain trait: GraciousLeader relationship: Owes Favor To
    grants
    BONUS_GIVE_TRAIT_GRACIOUS
    aeAddTraits: TRAIT_GRACIOUS
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
  • ▸ I will not do this. I will not let [character] Influenceinfluence me!
    +2 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_2
    aiRatings: RATING_DISCIPLINE=2

✎ Zorbaz

Companionship Mission Finished · Influence Event CM ✓
Once per game Leader UsUs Or Them GreedyLeader ThemReligion Head UsFamily Head Us
  • ▸ I shall bind [character] to me and always make my Moneymoney.
    Gain trait: GreedyLeader relationship: Owes Favor To
    grants
    BONUS_GIVE_TRAIT_GREEDY
    aeAddTraits: TRAIT_GREEDY
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
  • ▸ I will not do this. I will not let [character] Influenceinfluence me!
    +2 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_2
    aiRatings: RATING_DISCIPLINE=2

✎ Zorbaz

Companionship Mission Finished · Influence Event CM ✓
Once per game Leader UsUs Or Them HecklerLeader ThemReligion Head UsFamily Head Us
  • ▸ I shall bind [character] to me and curse like a commoner.
    Gain trait: HecklerLeader relationship: Owes Favor To
    grants
    BONUS_GIVE_TRAIT_HECKLER
    aeAddTraits: TRAIT_HECKLER
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
  • ▸ I will not do this. I will not let [character] Influenceinfluence me!
    +2 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_2
    aiRatings: RATING_DISCIPLINE=2

✎ Zorbaz

Companionship Mission Finished · Influence Event CM ✓
Once per game Leader UsUs Or Them HerbalistLeader ThemReligion Head UsFamily Head Us
  • ▸ I shall bind [character] to me and learn of herbs and potions.
    Gain trait: HerbalistLeader relationship: Owes Favor To
    grants
    BONUS_GIVE_TRAIT_HERBALIST
    aeAddTraits: TRAIT_HERBALIST
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
  • ▸ I will not do this. I will not let [character] Influenceinfluence me!
    +2 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_2
    aiRatings: RATING_DISCIPLINE=2

✎ Zorbaz

Companionship Mission Finished · Influence Event CM ✓
Once per game Leader UsUs Or Them HighlanderLeader ThemReligion Head UsFamily Head Us
  • ▸ I shall bind [character] to me and travel the hills.
    Gain trait: HighlanderLeader relationship: Owes Favor To
    grants
    BONUS_GIVE_TRAIT_HIGHLANDER
    aeAddTraits: TRAIT_HIGHLANDER
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
  • ▸ I will not do this. I will not let [character] Influenceinfluence me!
    +2 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_2
    aiRatings: RATING_DISCIPLINE=2

✎ Zorbaz

Companionship Mission Finished · Influence Event CM ✓
Once per game Leader UsUs Or Them HorsebaneLeader ThemReligion Head UsFamily Head Us
  • ▸ I shall bind [character] to me and one day I will kill a dragon.
    Gain trait: HorsebaneLeader relationship: Owes Favor To
    grants
    BONUS_GIVE_TRAIT_HORSEBANE
    aeAddTraits: TRAIT_HORSEBANE
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
  • ▸ I will not do this. I will not let [character] Influenceinfluence me!
    +2 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_2
    aiRatings: RATING_DISCIPLINE=2

✎ Zorbaz

Companionship Mission Finished · Influence Event CM ✓
Once per game Leader UsUs Or Them HumbleLeader ThemReligion Head UsFamily Head Us
  • ▸ I shall bind [character] to me and never seek my own fame.
    Gain trait: HumbleLeader relationship: Owes Favor To
    grants
    BONUS_GIVE_TRAIT_HUMBLE
    aeAddTraits: TRAIT_HUMBLE
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
  • ▸ I will not do this. I will not let [character] Influenceinfluence me!
    +2 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_2
    aiRatings: RATING_DISCIPLINE=2

✎ Zorbaz

Companionship Mission Finished · Influence Event CM ✓
Once per game Leader UsUs Or Them InsaneLeader ThemReligion Head UsFamily Head Us
  • ▸ I do think I've gone quite mad writing all these things.
    Gain trait: InsaneLeader relationship: Owes Favor To
    grants
    BONUS_GIVE_TRAIT_INSANE
    aeAddTraits: TRAIT_INSANE
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
  • ▸ I will not do this. I will not let [character] Influenceinfluence me!
    +2 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_2
    aiRatings: RATING_DISCIPLINE=2

✎ Zorbaz

Companionship Mission Finished · Influence Event CM ✓
Once per game Leader UsUs Or Them InspiringLeader ThemReligion Head UsFamily Head Us
  • ▸ I shall bind [character] to me and become inspiring.
    Gain trait: InspiringLeader relationship: Owes Favor To
    grants
    BONUS_GIVE_TRAIT_INSPIRING
    aeAddTraits: TRAIT_INSPIRING
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
  • ▸ I will not do this. I will not let [character] Influenceinfluence me!
    +2 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_2
    aiRatings: RATING_DISCIPLINE=2

✎ Zorbaz

Companionship Mission Finished · Influence Event CM ✓
Once per game Leader UsUs Or Them IntelligentLeader ThemReligion Head UsFamily Head Us
  • ▸ I shall bind [character] to me and become intelligent.
    Gain trait: IntelligentLeader relationship: Owes Favor To
    grants
    BONUS_GIVE_TRAIT_INTELLIGENT
    aeAddTraits: TRAIT_INTELLIGENT
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
  • ▸ I will not do this. I will not let [character] Influenceinfluence me!
    +2 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_2
    aiRatings: RATING_DISCIPLINE=2

✎ Zorbaz

Companionship Mission Finished · Influence Event CM ✓
Once per game Leader UsUs Or Them IntolerantLeader ThemReligion Head UsFamily Head Us
  • ▸ I shall bind [character] to me and become protective.
    Gain trait: IntolerantLeader relationship: Owes Favor To
    grants
    BONUS_GIVE_TRAIT_INTOLERANT
    aeAddTraits: TRAIT_INTOLERANT
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
  • ▸ I will not do this. I will not let [character] Influenceinfluence me!
    +2 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_2
    aiRatings: RATING_DISCIPLINE=2

✎ Zorbaz

Companionship Mission Finished · Influence Event CM ✓
Once per game Leader UsUs Or Them LoyalLeader ThemReligion Head UsFamily Head Us
  • ▸ I shall bind [character] to me and never betray a companion.
    Gain trait: LoyalLeader relationship: Owes Favor To
    grants
    BONUS_GIVE_TRAIT_LOYAL
    aeAddTraits: TRAIT_LOYAL
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
  • ▸ I will not do this. I will not let [character] Influenceinfluence me!
    +2 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_2
    aiRatings: RATING_DISCIPLINE=2

✎ Zorbaz

Companionship Mission Finished · Influence Event CM ✓
Once per game Leader UsUs Or Them NaturalistLeader ThemReligion Head UsFamily Head Us
  • ▸ I shall bind [character] to me and study the earth.
    Gain trait: NaturalistLeader relationship: Owes Favor To
    grants
    BONUS_GIVE_TRAIT_NATURALIST
    aeAddTraits: TRAIT_NATURALIST
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
  • ▸ I will not do this. I will not let [character] Influenceinfluence me!
    +2 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_2
    aiRatings: RATING_DISCIPLINE=2

✎ Zorbaz

Companionship Mission Finished · Influence Event CM ✓
Once per game Leader UsUs Or Them PathfinderLeader ThemReligion Head UsFamily Head Us
  • ▸ I shall bind [character] to me and travel the hidden paths.
    Gain trait: PathfinderLeader relationship: Owes Favor To
    grants
    BONUS_GIVE_TRAIT_PATHFINDER
    aeAddTraits: TRAIT_PATHFINDER
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
  • ▸ I will not do this. I will not let [character] Influenceinfluence me!
    +2 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_2
    aiRatings: RATING_DISCIPLINE=2

✎ Zorbaz

Companionship Mission Finished · Influence Event CM ✓
Once per game Leader UsUs Or Them PiousLeader ThemReligion Head UsFamily Head Us
  • ▸ I shall bind [character] to me and always love god.
    Gain trait: PiousLeader relationship: Owes Favor To
    grants
    BONUS_GIVE_TRAIT_PIOUS
    aeAddTraits: TRAIT_PIOUS
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
  • ▸ I will not do this. I will not let [character] Influenceinfluence me!
    +2 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_2
    aiRatings: RATING_DISCIPLINE=2

✎ Zorbaz

Companionship Mission Finished · Influence Event CM ✓
Once per game Leader UsUs Or Them ProsperousLeader ThemReligion Head UsFamily Head Us
  • ▸ I shall bind [character] to me and become wealthy.
    Gain trait: ProsperousLeader relationship: Owes Favor To
    grants
    BONUS_GIVE_TRAIT_PROSPEROUS
    aeAddTraits: TRAIT_PROSPEROUS
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
  • ▸ I will not do this. I will not let [character] Influenceinfluence me!
    +2 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_2
    aiRatings: RATING_DISCIPLINE=2

✎ Zorbaz

Companionship Mission Finished · Influence Event CM ✓
Once per game Leader UsUs Or Them ProudLeader ThemReligion Head UsFamily Head Us
  • ▸ I shall bind [character] to me and always seek my own interests.
    Gain trait: ProudLeader relationship: Owes Favor To
    grants
    BONUS_GIVE_TRAIT_PROUD
    aeAddTraits: TRAIT_PROUD
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
  • ▸ I will not do this. I will not let [character] Influenceinfluence me!
    +2 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_2
    aiRatings: RATING_DISCIPLINE=2

✎ Zorbaz

Companionship Mission Finished · Influence Event CM ✓
Once per game Leader UsUs Or Them RangerLeader ThemReligion Head UsFamily Head Us
  • ▸ I shall bind [character] to me and travel the Woodforests.
    Gain trait: RangerLeader relationship: Owes Favor To
    grants
    BONUS_GIVE_TRAIT_RANGER
    aeAddTraits: TRAIT_RANGER
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
  • ▸ I will not do this. I will not let [character] Influenceinfluence me!
    +2 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_2
    aiRatings: RATING_DISCIPLINE=2

✎ Zorbaz

Companionship Mission Finished · Influence Event CM ✓
Once per game Leader UsUs Or Them RighteousLeader ThemReligion Head UsFamily Head Us
  • ▸ I shall bind [character] to me and become upright.
    Gain trait: RighteousLeader relationship: Owes Favor To
    grants
    BONUS_GIVE_TRAIT_RIGHTEOUS
    aeAddTraits: TRAIT_RIGHTEOUS
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
  • ▸ I will not do this. I will not let [character] Influenceinfluence me!
    +2 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_2
    aiRatings: RATING_DISCIPLINE=2

✎ Zorbaz

Companionship Mission Finished · Influence Event CM ✓
Once per game Leader UsUs Or Them RobustLeader ThemReligion Head UsFamily Head Us
  • ▸ I shall bind [character] to me and work from dawn to dusk.
    Gain trait: RobustLeader relationship: Owes Favor To
    grants
    BONUS_GIVE_TRAIT_ROBUST
    aeAddTraits: TRAIT_ROBUST
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
  • ▸ I will not do this. I will not let [character] Influenceinfluence me!
    +2 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_2
    aiRatings: RATING_DISCIPLINE=2

✎ Zorbaz

Companionship Mission Finished · Influence Event CM ✓
Once per game Leader UsUs Or Them RomanticLeader ThemReligion Head UsFamily Head Us
  • ▸ I shall bind [character] to me and find true love.
    Gain trait: RomanticLeader relationship: Owes Favor To
    grants
    BONUS_GIVE_TRAIT_ROMANTIC
    aeAddTraits: TRAIT_ROMANTIC
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
  • ▸ I will not do this. I will not let [character] Influenceinfluence me!
    +2 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_2
    aiRatings: RATING_DISCIPLINE=2

✎ Zorbaz

Companionship Mission Finished · Influence Event CM ✓
Once per game Leader UsUs Or Them RuthlessLeader ThemReligion Head UsFamily Head Us
  • ▸ I shall bind [character] to me and never show weakness.
    Gain trait: RuthlessLeader relationship: Owes Favor To
    grants
    BONUS_GIVE_TRAIT_RUTHLESS
    aeAddTraits: TRAIT_RUTHLESS
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
  • ▸ I will not do this. I will not let [character] Influenceinfluence me!
    +2 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_2
    aiRatings: RATING_DISCIPLINE=2

✎ Zorbaz

Companionship Mission Finished · Influence Event CM ✓
Once per game Leader UsUs Or Them ShieldbearerLeader ThemReligion Head UsFamily Head Us
  • ▸ I shall speak softly and carry a big shield.
    Gain trait: ShieldbearerLeader relationship: Owes Favor To
    grants
    BONUS_GIVE_TRAIT_SHIELDBEARER
    aeAddTraits: TRAIT_SHIELDBEARER
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
  • ▸ I will not do this. I will not let [character] Influenceinfluence me!
    +2 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_2
    aiRatings: RATING_DISCIPLINE=2

✎ Zorbaz

Companionship Mission Finished · Influence Event CM ✓
Once per game Leader UsUs Or Them SlothfulLeader ThemReligion Head UsFamily Head Us
  • ▸ I shall bind [character] to me and enjoy life.
    Gain trait: SlothfulLeader relationship: Owes Favor To
    grants
    BONUS_GIVE_TRAIT_SLOTHFUL
    aeAddTraits: TRAIT_SLOTHFUL
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
  • ▸ I will not do this. I will not let [character] Influenceinfluence me!
    +2 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_2
    aiRatings: RATING_DISCIPLINE=2

✎ Zorbaz

Companionship Mission Finished · Influence Event CM ✓
Once per game Leader UsUs Or Them SpoiledLeader ThemReligion Head UsFamily Head Us
  • ▸ I shall bind [character] to me and never not get what I want.
    Gain trait: SpoiledLeader relationship: Owes Favor To
    grants
    BONUS_GIVE_TRAIT_SPOILED
    aeAddTraits: TRAIT_SPOILED
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
  • ▸ I will not do this. I will not let [character] Influenceinfluence me!
    +2 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_2
    aiRatings: RATING_DISCIPLINE=2

✎ Zorbaz

Companionship Mission Finished · Influence Event CM ✓
Once per game Leader UsUs Or Them SteadfastLeader ThemReligion Head UsFamily Head Us
  • ▸ I shall bind [character] to me and never complain.
    Gain trait: SteadfastLeader relationship: Owes Favor To
    grants
    BONUS_GIVE_TRAIT_STEADFAST
    aeAddTraits: TRAIT_STEADFAST
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
  • ▸ I will not do this. I will not let [character] Influenceinfluence me!
    +2 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_2
    aiRatings: RATING_DISCIPLINE=2

✎ Zorbaz

Companionship Mission Finished · Influence Event CM ✓
Once per game Leader UsUs Or Them StrictLeader ThemReligion Head UsFamily Head Us
  • ▸ I shall bind [character] to me and never waver.
    Gain trait: StrictLeader relationship: Owes Favor To
    grants
    BONUS_GIVE_TRAIT_STRICT
    aeAddTraits: TRAIT_STRICT
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
  • ▸ I will not do this. I will not let [character] Influenceinfluence me!
    +2 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_2
    aiRatings: RATING_DISCIPLINE=2

✎ Zorbaz

Companionship Mission Finished · Influence Event CM ✓
Once per game Leader UsUs Or Them SuperstitiousLeader ThemReligion Head UsFamily Head Us
  • ▸ I shall bind [character] to me and learn the signs of the times.
    Gain trait: SuperstitiousLeader relationship: Owes Favor To
    grants
    BONUS_GIVE_TRAIT_SUPERSTITIOUS
    aeAddTraits: TRAIT_SUPERSTITIOUS
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
  • ▸ I will not do this. I will not let [character] Influenceinfluence me!
    +2 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_2
    aiRatings: RATING_DISCIPLINE=2

✎ Zorbaz

Companionship Mission Finished · Influence Event CM ✓
Once per game Leader UsUs Or Them SwiftLeader ThemReligion Head UsFamily Head Us
  • ▸ I shall bind [character] to me and run like the wind.
    Gain trait: SwiftLeader relationship: Owes Favor To
    grants
    BONUS_GIVE_TRAIT_SWIFT
    aeAddTraits: TRAIT_SWIFT
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
  • ▸ I will not do this. I will not let [character] Influenceinfluence me!
    +2 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_2
    aiRatings: RATING_DISCIPLINE=2

✎ Zorbaz

Companionship Mission Finished · Influence Event CM ✓
Once per game Leader UsUs Or Them ToughLeader ThemReligion Head UsFamily Head Us
  • ▸ I shall bind [character] to me and never complain.
    Gain trait: ToughLeader relationship: Owes Favor To
    grants
    BONUS_GIVE_TRAIT_TOUGH
    aeAddTraits: TRAIT_TOUGH
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
  • ▸ I will not do this. I will not let [character] Influenceinfluence me!
    +2 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_2
    aiRatings: RATING_DISCIPLINE=2

✎ Zorbaz

Companionship Mission Finished · Influence Event CM ✓
Once per game Leader UsUs Or Them TrackerLeader ThemReligion Head UsFamily Head Us
  • ▸ I shall bind [character] to me and learn the signs of man and beast.
    Gain trait: TrackerLeader relationship: Owes Favor To
    grants
    BONUS_GIVE_TRAIT_TRACKER
    aeAddTraits: TRAIT_TRACKER
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
  • ▸ I will not do this. I will not let [character] Influenceinfluence me!
    +2 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_2
    aiRatings: RATING_DISCIPLINE=2

✎ Zorbaz

Companionship Mission Finished · Influence Event CM ✓
Once per game Leader UsUs Or Them UncouthLeader ThemReligion Head UsFamily Head Us
  • ▸ I shall bind [character] to me and call it as I see it.
    Gain trait: UncouthLeader relationship: Owes Favor To
    grants
    BONUS_GIVE_TRAIT_UNCOUTH
    aeAddTraits: TRAIT_UNCOUTH
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
  • ▸ I will not do this. I will not let [character] Influenceinfluence me!
    +2 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_2
    aiRatings: RATING_DISCIPLINE=2

✎ Zorbaz

Companionship Mission Finished · Influence Event CM ✓
Once per game Leader UsUs Or Them VigilantLeader ThemReligion Head UsFamily Head Us
  • ▸ I shall bind [character] to me and remain on guard.
    Gain trait: VigilantLeader relationship: Owes Favor To
    grants
    BONUS_GIVE_TRAIT_VIGILANT
    aeAddTraits: TRAIT_VIGILANT
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
  • ▸ I will not do this. I will not let [character] Influenceinfluence me!
    +2 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_2
    aiRatings: RATING_DISCIPLINE=2

✎ Zorbaz

Companionship Mission Finished · Influence Event CM ✓
Once per game Leader UsUs Or Them WantonAdultLeader ThemReligion Head UsFamily Head Us
  • ▸ I shall bind [character] to me and never turn him down.
    Gain trait: WantonLeader relationship: Owes Favor To
    grants
    BONUS_GIVE_TRAIT_WANTON
    aeAddTraits: TRAIT_WANTON
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
  • ▸ I will not do this. I will not let [character] Influenceinfluence me!
    +2 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_2
    aiRatings: RATING_DISCIPLINE=2

✎ Zorbaz

Companionship Mission Finished · Influence Event CM ✓
Once per game Leader UsUs Or Them WarlikeLeader ThemReligion Head UsFamily Head Us
  • ▸ I shall bind [character] to me and become warlike.
    Gain trait: WarlikeLeader relationship: Owes Favor To
    grants
    BONUS_GIVE_TRAIT_WARLIKE
    aeAddTraits: TRAIT_WARLIKE
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
  • ▸ I will not do this. I will not let [character] Influenceinfluence me!
    +2 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_2
    aiRatings: RATING_DISCIPLINE=2

✎ Zorbaz

Companionship Mission Finished · Influence Event CM ✓
Once per game Leader UsUs Or Them WittyLeader ThemReligion Head UsFamily Head Us
  • ▸ I shall bind [character] to me and have the perfect quip ready.
    Gain trait: WittyLeader relationship: Owes Favor To
    grants
    BONUS_GIVE_TRAIT_WITTY
    aeAddTraits: TRAIT_WITTY
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
  • ▸ I will not do this. I will not let [character] Influenceinfluence me!
    +2 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_2
    aiRatings: RATING_DISCIPLINE=2

✎ Zorbaz

Conflicting Interests Mission Finished · Influence Event CM ✓
Every 0 turns Leader UsSpouse Of Leader Us Max CautiousArchetype Dislike LeaderNot In Love With Leader
  • ▸ I’ll try to be less around you.
    Remembered: My spouse is trying their best (+25 opinion for 15 turns)(no event currently keys off this)
    grants
    BONUS_ADD_MEMORY_TRYING_THEIR_BEST
    Memory MEMORYCHARACTER_OVERCOMING_NATURE
    ◇ grants a memory no event uses

✎ David Ballantyne

Connections Mission Finished · Trade Mission Event CM ✓ Behind the Throne
⛓ Part of the Connections chain, 2 events view map →
Once per game Player Peace Or TrucePlayer UsUsUs Player Min DistantPlayer No Rising StarExploringSome CharismaNot OldNot Succession UsNot Teenager
  • ▸ Approve [character] deal, and invite him back to court to present it.
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -500 Money, +40 ScienceRemembered: Block Rising Star (2 turns)Gain trait: Returning
    grants
    BONUS_EVENTOPTION_TRADE_MISSION_GREAT_DEAL
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=-500, YIELD_SCIENCE=40
    BONUS_MEMORY_BLOCK_NEW_RISING_STAR
    Memory MEMORYPLAYER_BLOCK_RISING_STAR
    BONUS_GIVE_TRAIT_RETURNING
    aeAddTraits: TRAIT_RETURNING
    ↳ may trigger: Homecoming Fervor
  • ▸ Approve [character] deal, but downplay his involvement.
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -500 Money, +40 ScienceLeader relationship: Disappointed With
    grants
    BONUS_EVENTOPTION_TRADE_MISSION_GREAT_DEAL
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=-500, YIELD_SCIENCE=40
    BONUS_LEADER_DISAPPOINTED_WITH
    AddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
  • ▸ Reject [character] deal.
    Leader relationship: Disappointed With
    grants
    BONUS_LEADER_DISAPPOINTED_WITH
    AddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH

✎ Jeri Roys

Conversion Refused Mission Finished · Convert Target to State Religion Event CM ✓
Every 0 turns UsReligion StatePlayer UsReligion World Religion
  • ▸ Pressure him to convert. It is his duty to [rival].
    Leader relationship: Disappointed WithConverts to the target religionRemembered: Refused support (-40 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_LEADER_DISAPPOINTED_WITH
    AddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
    BONUS_EVENTOPTION_CONVERT_S0
    iConvertReligionSubject 0
    BONUS_SUPPORTED_FAITH_NO
    Memory MEMORYRELIGION_REFUSED_SUPPORT
    ◇ grants a memory no event uses
  • ▸ Apologize and make amends with the [religion].
    -2 LegitimacyRemembered: Gave support (+40 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_FOUNDING_FAITH_THEM_YES
    iLegitimacy -2
    BONUS_SUPPORTED_FAITH_YES
    Memory MEMORYRELIGION_SUPPORTED_FAITH
    ◇ grants a memory no event uses
  • ▸ Don’t force [character], but refuse to apologize.
    +2 LegitimacyRemembered: Refused support (-40 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_SUPPORTING_THE_FAITH_OPTION_REFUSE
    iLegitimacy 2
    BONUS_SUPPORTED_FAITH_NO
    Memory MEMORYRELIGION_REFUSED_SUPPORT
    ◇ grants a memory no event uses

✎ Josh Unsworth

Conversion Rejected Mission Finished · Convert Target to State Religion Event CM ✓
Every 0 turns Us Or ThemReligion StateLeader Us Not Of State Religion
  • ▸ Your [title] demands it.
    Leader relationship: Estranged FromConverts to the target religion
    grants
    BONUS_LEADER_ESTRANGED_FROM
    AddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
    BONUS_EVENTOPTION_CONVERT_S0
    iConvertReligionSubject 0
  • ▸ It is a matter of state, not personal belief.
    Converts to the target religion
    gated by
    LeaderSubject SUBJECT_HIGH_DISCIPLINE
    grants
    BONUS_EVENTOPTION_CONVERT_S0
    iConvertReligionSubject 0
  • ▸ You are right! But please do it as a favor to me.
    Converts to the target religion
    gated by
    LeaderSubject SUBJECT_HIGH_CHARISMA
    grants
    BONUS_EVENTOPTION_CONVERT_S0
    iConvertReligionSubject 0
  • ▸ This is not worth it.
    +20 XP to the character
    grants
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20

✎ Josh Unsworth

Court of the Hunnic Kings Mission Finished · Influence Event CM ✓ Empires of the Indus
100% to appear Once per game
  • ▸ We will honor them and send [character].
    Gain trait: Envoy To The Huns
    grants
    BONUS_GIVE_TRAIT_ENVOY_TO_THE_HUNS
    aeAddTraits: TRAIT_ENVOY_TO_THE_HUNS
  • ▸ Well volunteered, [character].
    Gain trait: Envoy To The Huns
    grants
    BONUS_GIVE_TRAIT_ENVOY_TO_THE_HUNS
    aeAddTraits: TRAIT_ENVOY_TO_THE_HUNS
  • ▸ Ask [character] to pick someone out.
    Gain trait: Envoy To The Huns
    grants
    BONUS_GIVE_TRAIT_ENVOY_TO_THE_HUNS
    aeAddTraits: TRAIT_ENVOY_TO_THE_HUNS

✎ Josh Unsworth

Courtier Defection Mission Finished · Influence Event CM ✓
Every 10 turns Player ThemCourtier UsPlayer UsLeader Us No JobMax Upset
  • ▸ He is [rival]’s problem now.
    Your courtier joins the nation of the rival nation
    grants
    BONUS_EVENTOPTION_THE_PRETENDER
    iJoinSubject 0
  • ▸ No one walks away from me.
    The character is killed-4Orders↗ turn
    grants
    BONUS_KILL_CHARACTER
    bKillCharacter 1
    BONUS_ORDERS_LOSS_SMALL
    aiGlobalYieldsBase: YIELD_ORDERS=-4
  • ▸ Make a deal that if he stays, you will owe a favor.
    Leader relationship: Holds Favor From
    gated by
    LeaderSubject SUBJECT_CUNNING
    grants
    BONUS_LEADER_HOLDS_FAVOR_FROM
    AddLeaderRelationship RELATIONSHIP_HOLDS_FAVOR_FROM

✎ Josh Unsworth

Courtly Love Mission Finished · Hold Court Event CM ✓ Behind the Throne
⛓ Part of the Courtly Love chain, 2 events view map →
Once per game Leader UsFamily UsFamily UsUs Mutual Attraction LeaderDifferent Family To LeaderJudgeMin Cautious
  • ▸ The crown finds in favor of [character] of family [family].
    -1 LegitimacyLeader relationship: Influenced By
    grants
    BONUS_UNCONVINCING_VERDICT
    iLegitimacy -1
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
    ↳ may trigger: Appeal Process
  • ▸ Due to, ah, considerations of time, [character] shall see to this case and issue a ruling.
    Remembered: Did not preside over our family's legal case (-20 opinion for 20 turns)(no event currently keys off this)Leader relationship: Influenced By
    grants
    BONUS_DID_NOT_PRESIDE_OVER_CASE
    Memory MEMORYFAMILY_DID_NOT_PRESIDE_OVER_CASE
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
    ◇ grants a memory no event uses

✎ Jeri Roys

Cultivating Interest Mission Finished · Tutor Event CM ✓ Wrath of Gods
Once per game DroughtUsCourtier UsLeader Us Occurrence ActiveChild Or TeenagerNon Leader
  • ▸ We must nourish fertile minds.
    Gain trait: Cultivator
    grants
    BONUS_GIVE_TRAIT_CULTIVATOR
    aeAddTraits: TRAIT_CULTIVATOR
  • ▸ No. [character] should stay focused.
    +1 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_1
    aiRatings: RATING_DISCIPLINE=1
  • ▸ I will teach [character] myself. Cultivator / Scholar
    Gain trait: CultivatorLeader relationship: Endeared To+20 XP to the character
    gated by
    LeaderSubjectAny SUBJECT_CULTIVATOR / SUBJECT_SCHOLAR
    grants
    BONUS_EVENTOPTION_CALAMITIES_DROUGHT_TUTOR_CULTIVATOR_CHARACTER
    aeBonuses: BONUS_GIVE_TRAIT_CULTIVATOR, BONUS_LEADER_ENDEARED_TO
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20

✎ Brodie Frehlich

Dancing Bears Mission Finished · Assassination Event CM ✓
Once per game UsLeader UsCapital Us
As it opens, before you choose Leader relationship: Suspicious Of+20Discontenteach city↗ turn
  • ▸ Throw another festival to help them forget.
    Begin project: Festival II
    grants
    BONUS_EVENTOPTION_DANCING_BEARS_OPTION_0_CITY
    aeAddProjects: PROJECT_FESTIVAL_2
  • ▸ Slaughter the remaining bears as reassurance.
    +30Food+10/city↗ turn
    grants
    BONUS_FOOD_GAIN_SMALL
    aiGlobalYieldsBase: YIELD_FOOD=30
    aiGlobalYieldsPer: YIELD_FOOD=10
  • ▸ Do nothing. I do not want the attention.
    +20 XP to the character
    grants
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20

✎ Andy Auseon Background reading ↗

Day in Court Mission Finished · Tutor Event CM ✓
Every 50 turns UsUsUs Child Or TeenagerCourtierHeir UsAdult
As it opens, before you choose +40Civics+10/city↗ turn
  • ▸ Observing the dynamics of families and power.
    +60 XP to the character
    grants
    BONUS_XP_CHARACTER_LARGE
    iXPCharacter 60
  • ▸ Establishing a personal relationship with the heir.
    Your character: Endeared To your character
    grants
    BONUS_EVENTOPTION_TUTOR_DAY_IN_COURT_OPTION_1_CHARACTER_2
    AddRelationshipReverse: RELATIONSHIP_ENDEARED_TO=0
  • ▸ Watching courtiers debate and compromise.
    Gain trait: Cunning
    grants
    BONUS_GIVE_TRAIT_CUNNING
    aeAddTraits: TRAIT_CUNNING

✎ Andy Auseon

Deadly Revels one choice: Your leader abdicates the throne Mission Finished · Assassination Event CM ✓
Once per game UsUsLeader UsUsHeir Us AdultSpymaster
As it opens, before you choose The character is killedThe character is killed
  • ▸ Toss our Spymaster in a cell and throw away the key.
    +20 XP to the characterGain trait: Imprisoned
    grants
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20
    BONUS_GIVE_TRAIT_IMPRISONED
    aeAddTraits: TRAIT_IMPRISONED
  • ▸ Abdicate the throne in shame.
    Your leader abdicates the throne+40 XP to the character
    grants
    BONUS_EVENTOPTION_DEADLY_REVELS_OPTION_1_CHARACTER_2
    bAbdicate 1
    BONUS_XP_CHARACTER_AVERAGE
    iXPCharacter 40
  • ▸ Confess to the murder and accidental death.
    Gain trait: Infamous
    grants
    BONUS_GIVE_TRAIT_INFAMOUS
    aeAddTraits: TRAIT_INFAMOUS

✎ Andy Auseon

Death Investigated Mission Finished · Assassination Event CM ✓
Every 15 turns Us Or ThemUs Or ThemPlayer Us Non Leader
  • ▸ Send the payment to keep your involvement secret.
    The character is killedLeader relationship: Assassinated BySteam achievement (if the target is an heir): Assassinated HeirSteam achievement (if the target leads a rival nation): Assassinated Another Leader-160Money-40/city↗ turn
    grants
    BONUS_MISSIONRESULT_ASSASSINATE_KILL
    AchievementIfHeir ACHIEVEMENT_ASSASSINATED_HEIR
    AchievementIfOtherLeader ACHIEVEMENT_ASSASSINATED_ANOTHER_LEADER
    AddLeaderRelationship RELATIONSHIP_ASSASSINATED_BY
    bKillCharacter 1
    BONUS_MONEY_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=-160
    aiGlobalYieldsPer: YIELD_MONEY=-40
  • ▸ Ignore the threat.
    -2 LegitimacyThe character is killedLeader relationship: Assassinated BySteam achievement (if the target is an heir): Assassinated HeirSteam achievement (if the target leads a rival nation): Assassinated Another Leader
    grants
    BONUS_MISSIONRESULT_ASSASSINATE_KILL_EXPOSED
    AchievementIfHeir ACHIEVEMENT_ASSASSINATED_HEIR
    AchievementIfOtherLeader ACHIEVEMENT_ASSASSINATED_ANOTHER_LEADER
    AddLeaderRelationship RELATIONSHIP_ASSASSINATED_BY
    iLegitimacy -2
    bKillCharacter 1

✎ Josh Unsworth

Death to Spies Mission Finished · Treachery Event CM ✓
Once per game UsCity ThemPlayer ThemLeader Them Agent
As it opens, before you choose -10 HP to the city
  • ▸ [rival] will pay for this!
    The character is killedLeader relationship: Vengeful Against
    grants
    BONUS_KILL_CHARACTER
    bKillCharacter 1
    BONUS_LEADER_VENGEFUL_AGAINST
    AddLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINST

✎ Andy Auseon

Declare War one choice: You declare war on the rival nation Mission Finished · Declare War CM ✓
Every 0 turns Player Peace Or Truce
  • ▸ Proceed with war preparations.
    Remembered: Declared War on us (-80 opinion for 40 turns)Remembered: Player Offer (5 turns)You declare war on the rival nation
    grants
    BONUS_DECLARE_WAR_PLAYER
    Memory MEMORYPLAYER_DECLARED_WAR
    DiplomacyPlayerFrom DIPLOMACY_WAR
    aeBonuses: BONUS_PLAYER_OFFER
    ◇ may enable: The Sword of Damocles
  • ▸ It is not time.
    (no gates or payload in XML)

✎ Soren Johnson

Declare War Mission Finished · Declare War CM ✓ Behind the Throne
Every 0 turns Player Peace Or TruceUs Player Gave Vizier (100 turns)Grand Vizier
  • ▸ It was only a joke, of course.
    (no gates or payload in XML)

✎ Jeri Roys

Declare War one choice: You declare war on the rival nation Mission Finished · Player Declare War Human Event CM ✓
Every 0 turns Player Peace Or Truce Human
  • ▸ Proceed with war preparations.
    You declare war on the rival nation
    grants
    BONUS_EVENTOPTION_PLAYER_DECLARE_WAR_HUMAN_YES
    DiplomacyPlayerFrom DIPLOMACY_WAR
  • ▸ It is not time.
    (no gates or payload in XML)

✎ Soren Johnson

Declare War one choice: You declare war on the rival nation Mission Finished · Declare War CM ✗ Behind the Throne
Every 0 turns Player Peace Or TruceLeader Us Impulsive
  • ▸ Proceed with war preparations!
    Remembered: Declared War on us (-80 opinion for 40 turns)Remembered: Player Offer (5 turns)You declare war on the rival nationSteam achievement: Behind The Throne Whats The Worst That Happens
    gated by
    LeaderSubject SUBJECT_IMPULSIVE
    grants
    BONUS_DECLARE_WAR_PLAYER
    Memory MEMORYPLAYER_DECLARED_WAR
    DiplomacyPlayerFrom DIPLOMACY_WAR
    aeBonuses: BONUS_PLAYER_OFFER
    BONUS_ACHIEVEMENT_BEHIND_THE_THRONE_WHATS_THE_WORST_THAT_HAPPENS
    Achievement ACHIEVEMENT_BEHIND_THE_THRONE_WHATS_THE_WORST_THAT_HAPPENS
    ◇ may enable: The Sword of Damocles
  • ▸ Maybe another day.
    gated by
    LeaderSubjectNotAny SUBJECT_IMPULSIVE

✎ Soren Johnson/Jeri Roys

Declare War one choice: The tribe declare war on you Mission Finished · Declare War CM ✓
Every 0 turns Tribe Truce
  • ▸ Proceed with war preparations.
    Remembered: Declared War on us (-80 opinion for 40 turns)(no event currently keys off this)Remembered: Tribe Offer (5 turns)The tribe declare war on you
    grants
    BONUS_DECLARE_WAR_TRIBE
    Memory MEMORYTRIBE_DECLARED_WAR
    DiplomacyTribe DIPLOMACY_WAR
    aeBonuses: BONUS_TRIBE_OFFER
    ◇ grants a memory no event uses
  • ▸ It is not time.
    (no gates or payload in XML)

✎ Soren Johnson

Declare War on [character] People one choice: You declare war on the rival nation Mission Finished · Declare War CM ✓ Behind the Throne
Every 0 turns Player Peace Or TruceSpouse Of Leader Us
  • ▸ Ensure [character] does not get in the way.
    Remembered: Declared War on us (-80 opinion for 40 turns)Remembered: Player Offer (5 turns)You declare war on the rival nationGain trait: Imprisoned
    grants
    BONUS_DECLARE_WAR_PLAYER
    Memory MEMORYPLAYER_DECLARED_WAR
    DiplomacyPlayerFrom DIPLOMACY_WAR
    aeBonuses: BONUS_PLAYER_OFFER
    BONUS_GIVE_TRAIT_IMPRISONED
    aeAddTraits: TRAIT_IMPRISONED
    ◇ may enable: The Sword of Damocles
  • ▸ You can choose me or [rival], [character].
    Remembered: Declared War on us (-80 opinion for 40 turns)Remembered: Player Offer (5 turns)You declare war on the rival nationYour leader: no longer In Love With your leader's spouse
    gated by
    IndexSubject
    grants
    BONUS_DECLARE_WAR_PLAYER
    Memory MEMORYPLAYER_DECLARED_WAR
    DiplomacyPlayerFrom DIPLOMACY_WAR
    aeBonuses: BONUS_PLAYER_OFFER
    BONUS_LEADER_IN_LOVE_WITH_REMOVE
    RemoveLeaderRelationship RELATIONSHIP_IN_LOVE_WITH
    ◇ may enable: The Sword of Damocles
  • ▸ Let the matter rest.
    (no gates or payload in XML)

✎ Jeri Roys

Declare War on [character] People one choice: The tribe declare war on you Mission Finished · Declare War CM ✓ Behind the Throne
Every 0 turns Tribe Peace Or TruceSpouse Of Leader Us
  • ▸ Ensure [character] does not get in the way.
    Remembered: Declared War on us (-80 opinion for 40 turns)(no event currently keys off this)Remembered: Tribe Offer (5 turns)The tribe declare war on youGain trait: Imprisoned
    grants
    BONUS_DECLARE_WAR_TRIBE
    Memory MEMORYTRIBE_DECLARED_WAR
    DiplomacyTribe DIPLOMACY_WAR
    aeBonuses: BONUS_TRIBE_OFFER
    BONUS_GIVE_TRAIT_IMPRISONED
    aeAddTraits: TRAIT_IMPRISONED
    ◇ grants a memory no event uses
  • ▸ You can choose me, or your kinsmen, [character].
    Remembered: Declared War on us (-80 opinion for 40 turns)(no event currently keys off this)Remembered: Tribe Offer (5 turns)The tribe declare war on youYour leader: no longer In Love With your leader's spouse
    gated by
    IndexSubject
    grants
    BONUS_DECLARE_WAR_TRIBE
    Memory MEMORYTRIBE_DECLARED_WAR
    DiplomacyTribe DIPLOMACY_WAR
    aeBonuses: BONUS_TRIBE_OFFER
    BONUS_LEADER_IN_LOVE_WITH_REMOVE
    RemoveLeaderRelationship RELATIONSHIP_IN_LOVE_WITH
    ◇ grants a memory no event uses
  • ▸ Let the matter rest.
    (no gates or payload in XML)

✎ Jeri Roys

Defecting Scientists Mission Finished · Steal Research Event CM ✓
Once per game UsPlayer UsPlayer ThemCity Us Freedom-leaning empire
As it opens, before you choose +40Science+10/city↗ turn
  • ▸ We will provide whatever they need.
    Add Improvement: Library
    grants
    BONUS_EVENTOPTION_STEAL_DEFECTING_SCIENTISTS_OPTION_0
    AddImprovement IMPROVEMENT_LIBRARY_1

✎ Andy Auseon

Defectors Mission Finished · Infiltrate Event CM ✓
Once per game UsPlayer UsPlayer ThemCity Us High Charisma
As it opens, before you choose +2 Polearm Infantry unit
  • ▸ Welcome them to [rival]!
    +40Training+10/city↗ turn
    grants
    BONUS_TRAINING_GAIN_TINY
    aiGlobalYieldsBase: YIELD_TRAINING=40
    aiGlobalYieldsPer: YIELD_TRAINING=10

✎ Andy Auseon

Delayed by the Divine Mission Finished · Ask a Nation to Declare War on another Nation CM ✓ The Sacred and the Profane
⛓ Part of the Delayed by the Divine chain, 2 events view map →
Once per game Leader ThemPlayer ThemReligionPlayer Us ReligionPlayer War
  • ▸ Respect their wishes.
    Remembered: Respected our traditions (+40 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_DELAYED_BY_THE_DIVINE_OPTION_0_CHARACTER
    Memory MEMORYPLAYER_RESPECTED_OUR_TRADITIONS
    ↳ may trigger: For Your Faith
    ◇ grants a memory no event uses
  • ▸ We can’t wait for your foolish piety!
    +6Orders↗ turn+80Training+20/city↗ turn
    grants
    BONUS_EVENTOPTION_DELAYED_BY_THE_DIVINE_OPTION_1_PLAYER_1
    aeBonuses: BONUS_ORDERS_GAIN_AVERAGE, BONUS_TRAINING_GAIN_AVERAGE

✎ Josh Unsworth

Delivery Mistake Mission Finished · Family Gift Event CM ✓
Once per game UsFamily UsFamily UsLeader Us Council
  • ▸ Make amends to the [family] with another gift.
    Remembered: Received gift from ruler (+20 opinion for 40 turns)(no event currently keys off this)-240Money-60/city↗ turn
    grants
    BONUS_EVENTOPTION_DELIVERY_MISTAKE_OPTION_0_FAMILY_0
    Memory MEMORYFAMILY_RECEIVED_GIFT
    BONUS_MONEY_LOSS_LARGE
    aiGlobalYieldsBase: YIELD_MONEY=-240
    aiGlobalYieldsPer: YIELD_MONEY=-60
    ◇ grants a memory no event uses
  • ▸ Claim that the gift was for the [family] all along.
    Remembered: Received gift from ruler (+20 opinion for 40 turns)(no event currently keys off this)Gain a random trait
    grants
    BONUS_EVENTOPTION_DELIVERY_MISTAKE_OPTION_1_FAMILY_1
    Memory MEMORYFAMILY_RECEIVED_GIFT
    BONUS_EVENTOPTION_DELIVERY_MISTAKE_OPTION_2_LEADER
    aeRandomTraitDelay: TRAIT_WITTY, TRAIT_FOOLISH
    ◇ grants a memory no event uses
  • ▸ Remove [character] for this terrible mistake.
    Gain trait: SlightedResign as CouncilGain trait: Strict
    grants
    BONUS_LEAVE_COUNCIL
    bLeaveCouncil 1
    aeAddTraits: TRAIT_SLIGHTED
    BONUS_GIVE_TRAIT_STRICT
    aeAddTraits: TRAIT_STRICT

✎ Andy Auseon

Demand Tribute Mission Finished · Demand Tribute Event CM ✓
Every 0 turns Player ThemLeader ThemUsLeader UsThem Player Max WeakerPlayer Max NearChild Or Teenager
As it opens, before you choose Remembered: Demanded Tribute (-40 opinion for 10 turns)(no event currently keys off this)
  • ▸ Berate [character] for being so easily fooled.
    Leader relationship: Estranged From+1 Discipline
    grants
    BONUS_LEADER_ESTRANGED_FROM
    AddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
    BONUS_GAIN_DISCIPLINE_1
    aiRatings: RATING_DISCIPLINE=1
  • ▸ Teaching [character] our ways could be useful in the future.
    The target is adoptedGain trait: Excluded from Succession
    grants
    BONUS_EVENTOPTION_DEMAND_TRIBUTE_CHILD
    iAdoptedBySubject 3
    aeBonuses: BONUS_GIVE_TRAIT_EXCLUDED

✎ Josh Unsworth

Demand Tribute Mission Finished · Demand Tribute Event CM ✓
Every 0 turns Player ThemUs Player Max SimilarPlayer Max NearCaptured
As it opens, before you choose Remembered: Demanded Tribute (-40 opinion for 10 turns)(no event currently keys off this)
  • ▸ We accept this offer.
    Loses trait: Captured
    grants
    BONUS_REMOVE_TRAIT_CAPTURED
    aeRemoveTraits: TRAIT_CAPTURED
  • ▸ Resolve
    11%
    Tribute from the rival nation: +75 Civics, +15 Civics per their city
    11%
    Tribute from the rival nation: +100 Training, +20 Training per their city
    11%
    Tribute from the rival nation: +50 Science, +10 Science per their city
    11%
    Tribute from the rival nation: +200 Money, +40 Money per their city
    11%
    Tribute from the rival nation: +15 Orders, +4 Orders per their city
    11%
    Tribute from the rival nation: +100 Food, +20 Food per their city
    11%
    Tribute from the rival nation: +100 Iron, +20 Iron per their city
    11%
    Tribute from the rival nation: +100 Stone, +20 Stone per their city
    11%
    Tribute from the rival nation: +100 Wood, +20 Wood per their city
    grants
    11% BONUS_TRIBUTE_RECEIVE_CIVICS_AVERAGE
    aiYieldsTributeBase: YIELD_CIVICS=75
    aiYieldsTributePerThem: YIELD_CIVICS=15
    11% BONUS_TRIBUTE_RECEIVE_TRAINING_AVERAGE
    aiYieldsTributeBase: YIELD_TRAINING=100
    aiYieldsTributePerThem: YIELD_TRAINING=20
    11% BONUS_TRIBUTE_RECEIVE_SCIENCE_AVERAGE
    aiYieldsTributeBase: YIELD_SCIENCE=50
    aiYieldsTributePerThem: YIELD_SCIENCE=10
    11% BONUS_TRIBUTE_RECEIVE_MONEY_AVERAGE
    aiYieldsTributeBase: YIELD_MONEY=200
    aiYieldsTributePerThem: YIELD_MONEY=40
    11% BONUS_TRIBUTE_RECEIVE_ORDERS_AVERAGE
    aiYieldsTributeBase: YIELD_ORDERS=15
    aiYieldsTributePerThem: YIELD_ORDERS=4
    11% BONUS_TRIBUTE_RECEIVE_FOOD_AVERAGE
    aiYieldsTributeBase: YIELD_FOOD=100
    aiYieldsTributePerThem: YIELD_FOOD=20
    11% BONUS_TRIBUTE_RECEIVE_IRON_AVERAGE
    aiYieldsTributeBase: YIELD_IRON=100
    aiYieldsTributePerThem: YIELD_IRON=20
    11% BONUS_TRIBUTE_RECEIVE_STONE_AVERAGE
    aiYieldsTributeBase: YIELD_STONE=100
    aiYieldsTributePerThem: YIELD_STONE=20
    11% BONUS_TRIBUTE_RECEIVE_WOOD_AVERAGE
    aiYieldsTributeBase: YIELD_WOOD=100
    aiYieldsTributePerThem: YIELD_WOOD=20
  • ▸ Resolve
    11%
    Tribute from the rival nation: +75 Civics, +15 Civics per their city
    11%
    Tribute from the rival nation: +100 Training, +20 Training per their city
    11%
    Tribute from the rival nation: +50 Science, +10 Science per their city
    11%
    Tribute from the rival nation: +200 Money, +40 Money per their city
    11%
    Tribute from the rival nation: +15 Orders, +4 Orders per their city
    11%
    Tribute from the rival nation: +100 Food, +20 Food per their city
    11%
    Tribute from the rival nation: +100 Iron, +20 Iron per their city
    11%
    Tribute from the rival nation: +100 Stone, +20 Stone per their city
    11%
    Tribute from the rival nation: +100 Wood, +20 Wood per their city
    grants
    11% BONUS_TRIBUTE_RECEIVE_CIVICS_AVERAGE
    aiYieldsTributeBase: YIELD_CIVICS=75
    aiYieldsTributePerThem: YIELD_CIVICS=15
    11% BONUS_TRIBUTE_RECEIVE_TRAINING_AVERAGE
    aiYieldsTributeBase: YIELD_TRAINING=100
    aiYieldsTributePerThem: YIELD_TRAINING=20
    11% BONUS_TRIBUTE_RECEIVE_SCIENCE_AVERAGE
    aiYieldsTributeBase: YIELD_SCIENCE=50
    aiYieldsTributePerThem: YIELD_SCIENCE=10
    11% BONUS_TRIBUTE_RECEIVE_MONEY_AVERAGE
    aiYieldsTributeBase: YIELD_MONEY=200
    aiYieldsTributePerThem: YIELD_MONEY=40
    11% BONUS_TRIBUTE_RECEIVE_ORDERS_AVERAGE
    aiYieldsTributeBase: YIELD_ORDERS=15
    aiYieldsTributePerThem: YIELD_ORDERS=4
    11% BONUS_TRIBUTE_RECEIVE_FOOD_AVERAGE
    aiYieldsTributeBase: YIELD_FOOD=100
    aiYieldsTributePerThem: YIELD_FOOD=20
    11% BONUS_TRIBUTE_RECEIVE_IRON_AVERAGE
    aiYieldsTributeBase: YIELD_IRON=100
    aiYieldsTributePerThem: YIELD_IRON=20
    11% BONUS_TRIBUTE_RECEIVE_STONE_AVERAGE
    aiYieldsTributeBase: YIELD_STONE=100
    aiYieldsTributePerThem: YIELD_STONE=20
    11% BONUS_TRIBUTE_RECEIVE_WOOD_AVERAGE
    aiYieldsTributeBase: YIELD_WOOD=100
    aiYieldsTributePerThem: YIELD_WOOD=20

✎ Josh Unsworth

Demand Tribute Mission Finished · Demand Tribute Event CM ✓
Every 30 turns Player ThemPlayer UsUs Player Max NearPlayer Max SimilarCovert
As it opens, before you choose Remembered: Demanded Tribute (-40 opinion for 10 turns)(no event currently keys off this)Tribute from the rival nation: +150 Wood, +50 Wood per their city
  • ▸ It makes no difference to me.
    -2 LegitimacyLeader relationship: Owes Favor To
    grants
    BONUS_EVENTOPTION_DEMAND_TRIBUTE_CUT_0
    iLegitimacy -2
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
  • ▸ This is not a matter of personal gain.
    +2 LegitimacyLeader relationship: Estranged From
    grants
    BONUS_EVENTOPTION_DEMAND_TRIBUTE_CUT_1
    iLegitimacy 2
    BONUS_LEADER_ESTRANGED_FROM
    AddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM

✎ Josh Unsworth

Demand Tribute one choice: You declare war on the rival nation (+1) Mission Finished · Demand Tribute Event CM ✓
Every 0 turns Player ThemPlayer UsUsReligion StateUs Or Them Player State ReligionReligionMax Upset
As it opens, before you choose Remembered: Demanded Tribute (-40 opinion for 10 turns)(no event currently keys off this)
  • ▸ We concede, for now.
    grants
    BONUS_EVENTOPTION_DEMAND_TRIBUTE_REFUSE_LEGITIMACY
    iLegitimacy -10
  • ▸ [character] has failed as the head of [religion].
    Remembered: Declared War on us (-80 opinion for 40 turns)Remembered: Player Offer (5 turns)You declare war on the rival nation+4 LegitimacyYour character becomes head of your state religionThe character is killedLeader relationship: Assassinated BySteam achievement (if the target is an heir): Assassinated HeirSteam achievement (if the target leads a rival nation): Assassinated Another LeaderRemembered: Assassination exposed (-80 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_DECLARE_WAR_PLAYER
    Memory MEMORYPLAYER_DECLARED_WAR
    DiplomacyPlayerFrom DIPLOMACY_WAR
    aeBonuses: BONUS_PLAYER_OFFER
    BONUS_EVENTOPTION_DEMAND_TRIBUTE_DEPOSED_RD
    iLegitimacy 4
    BONUS_EVENTOPTION_DEMAND_TRIBUTE_NEW_RH
    iHeadReligionSubject 2
    BONUS_KILL_CHARACTER_MURDERED
    AchievementIfHeir ACHIEVEMENT_ASSASSINATED_HEIR
    AchievementIfOtherLeader ACHIEVEMENT_ASSASSINATED_ANOTHER_LEADER
    AddLeaderRelationship RELATIONSHIP_ASSASSINATED_BY
    bKillCharacter 1
    aeBonuses: BONUS_ASSASSINATION_EXPOSED
    ◇ may enable: The Sword of Damocles
  • ▸ We will no longer support [religion].
    Remembered: Declared War on us (-80 opinion for 40 turns)Remembered: Player Offer (5 turns)You declare war on the rival nation+8 LegitimacyState religion ends
    grants
    BONUS_DECLARE_WAR_PLAYER
    Memory MEMORYPLAYER_DECLARED_WAR
    DiplomacyPlayerFrom DIPLOMACY_WAR
    aeBonuses: BONUS_PLAYER_OFFER
    BONUS_EVENTOPTION_DEMAND_TRIBUTE_DENOUNCED
    iLegitimacy 8
    bStateReligionEnd 1
    ◇ may enable: The Sword of Damocles
  • ▸ Threaten [character] to get the tribute.
    Tribute from the rival nation: +100 Stone, +20 Stone per their cityLeader relationship: Terrified Of
    gated by
    LeaderSubject SUBJECT_CHARACTER_VILLAINOUS
    grants
    BONUS_TRIBUTE_RECEIVE_STONE_AVERAGE
    aiYieldsTributeBase: YIELD_STONE=100
    aiYieldsTributePerThem: YIELD_STONE=20
    BONUS_LEADER_TERRIFIED_OF
    AddLeaderRelationship RELATIONSHIP_TERRIFIED_OF

✎ Josh Unsworth

Demand Tribute Mission Finished · Demand Tribute Event CM ✓
Once per game Player ThemPlayer UsUs Player Max SimilarPlayer Max NearSome Courage
As it opens, before you choose Remembered: Demanded Tribute (-40 opinion for 10 turns)(no event currently keys off this)
  • ▸ Very well, you will be rewarded later.
    Tribute from the rival nation: +100 Stone, +20 Stone per their cityLeader relationship: Holds Favor From
    grants
    BONUS_TRIBUTE_RECEIVE_STONE_AVERAGE
    aiYieldsTributeBase: YIELD_STONE=100
    aiYieldsTributePerThem: YIELD_STONE=20
    BONUS_LEADER_HOLDS_FAVOR_FROM
    AddLeaderRelationship RELATIONSHIP_HOLDS_FAVOR_FROM
  • ▸ Do not make demands of your leader.
    Tribute from the rival nation: +100 Stone, +20 Stone per their cityLeader relationship: Estranged From
    grants
    BONUS_TRIBUTE_RECEIVE_STONE_AVERAGE
    aiYieldsTributeBase: YIELD_STONE=100
    aiYieldsTributePerThem: YIELD_STONE=20
    BONUS_LEADER_ESTRANGED_FROM
    AddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM

✎ Josh Unsworth

Demand Tribute one choice: You declare war on the rival nation Mission Finished · Demand Tribute Event CM ✓
Every 0 turns Player ThemPlayer UsUsLeader Them Player Min SimilarHolds Favor From Leader
As it opens, before you choose Remembered: Demanded Tribute (-40 opinion for 10 turns)(no event currently keys off this)
  • ▸ Then we will take it by force!
    Remembered: Declared War on us (-80 opinion for 40 turns)Remembered: Player Offer (5 turns)You declare war on the rival nation
    grants
    BONUS_DECLARE_WAR_PLAYER
    Memory MEMORYPLAYER_DECLARED_WAR
    DiplomacyPlayerFrom DIPLOMACY_WAR
    aeBonuses: BONUS_PLAYER_OFFER
    ◇ may enable: The Sword of Damocles
  • ▸ That seems fair.
    -4 LegitimacyYour leader: no longer Holds Favor From their leader
    grants
    BONUS_EVENTOPTION_DEMAND_TRIBUTE_THE_FAITHFUL_LEG
    iLegitimacy -4
    BONUS_LEADER_HOLDS_FAVOR_FROM_REMOVE
    RemoveLeaderRelationship RELATIONSHIP_HOLDS_FAVOR_FROM

✎ Josh Unsworth

Demand Tribute Mission Finished · Demand Tribute Event CM ✓
Every 0 turns Player ThemPlayer UsUsLeader Them Player Max SimilarOwes Favor To Leader
As it opens, before you choose Remembered: Demanded Tribute (-40 opinion for 10 turns)(no event currently keys off this)Your leader: no longer Owes Favor To their leader
  • ▸ Resolve
    11%
    Tribute from the rival nation: +75 Civics, +15 Civics per their city
    11%
    Tribute from the rival nation: +100 Training, +20 Training per their city
    11%
    Tribute from the rival nation: +50 Science, +10 Science per their city
    11%
    Tribute from the rival nation: +200 Money, +40 Money per their city
    11%
    Tribute from the rival nation: +15 Orders, +4 Orders per their city
    11%
    Tribute from the rival nation: +100 Food, +20 Food per their city
    11%
    Tribute from the rival nation: +100 Iron, +20 Iron per their city
    11%
    Tribute from the rival nation: +100 Stone, +20 Stone per their city
    11%
    Tribute from the rival nation: +100 Wood, +20 Wood per their city
    grants
    11% BONUS_TRIBUTE_RECEIVE_CIVICS_AVERAGE
    aiYieldsTributeBase: YIELD_CIVICS=75
    aiYieldsTributePerThem: YIELD_CIVICS=15
    11% BONUS_TRIBUTE_RECEIVE_TRAINING_AVERAGE
    aiYieldsTributeBase: YIELD_TRAINING=100
    aiYieldsTributePerThem: YIELD_TRAINING=20
    11% BONUS_TRIBUTE_RECEIVE_SCIENCE_AVERAGE
    aiYieldsTributeBase: YIELD_SCIENCE=50
    aiYieldsTributePerThem: YIELD_SCIENCE=10
    11% BONUS_TRIBUTE_RECEIVE_MONEY_AVERAGE
    aiYieldsTributeBase: YIELD_MONEY=200
    aiYieldsTributePerThem: YIELD_MONEY=40
    11% BONUS_TRIBUTE_RECEIVE_ORDERS_AVERAGE
    aiYieldsTributeBase: YIELD_ORDERS=15
    aiYieldsTributePerThem: YIELD_ORDERS=4
    11% BONUS_TRIBUTE_RECEIVE_FOOD_AVERAGE
    aiYieldsTributeBase: YIELD_FOOD=100
    aiYieldsTributePerThem: YIELD_FOOD=20
    11% BONUS_TRIBUTE_RECEIVE_IRON_AVERAGE
    aiYieldsTributeBase: YIELD_IRON=100
    aiYieldsTributePerThem: YIELD_IRON=20
    11% BONUS_TRIBUTE_RECEIVE_STONE_AVERAGE
    aiYieldsTributeBase: YIELD_STONE=100
    aiYieldsTributePerThem: YIELD_STONE=20
    11% BONUS_TRIBUTE_RECEIVE_WOOD_AVERAGE
    aiYieldsTributeBase: YIELD_WOOD=100
    aiYieldsTributePerThem: YIELD_WOOD=20
  • ▸ Resolve
    11%
    Tribute from the rival nation: +75 Civics, +15 Civics per their city
    11%
    Tribute from the rival nation: +100 Training, +20 Training per their city
    11%
    Tribute from the rival nation: +50 Science, +10 Science per their city
    11%
    Tribute from the rival nation: +200 Money, +40 Money per their city
    11%
    Tribute from the rival nation: +15 Orders, +4 Orders per their city
    11%
    Tribute from the rival nation: +100 Food, +20 Food per their city
    11%
    Tribute from the rival nation: +100 Iron, +20 Iron per their city
    11%
    Tribute from the rival nation: +100 Stone, +20 Stone per their city
    11%
    Tribute from the rival nation: +100 Wood, +20 Wood per their city
    grants
    11% BONUS_TRIBUTE_RECEIVE_CIVICS_AVERAGE
    aiYieldsTributeBase: YIELD_CIVICS=75
    aiYieldsTributePerThem: YIELD_CIVICS=15
    11% BONUS_TRIBUTE_RECEIVE_TRAINING_AVERAGE
    aiYieldsTributeBase: YIELD_TRAINING=100
    aiYieldsTributePerThem: YIELD_TRAINING=20
    11% BONUS_TRIBUTE_RECEIVE_SCIENCE_AVERAGE
    aiYieldsTributeBase: YIELD_SCIENCE=50
    aiYieldsTributePerThem: YIELD_SCIENCE=10
    11% BONUS_TRIBUTE_RECEIVE_MONEY_AVERAGE
    aiYieldsTributeBase: YIELD_MONEY=200
    aiYieldsTributePerThem: YIELD_MONEY=40
    11% BONUS_TRIBUTE_RECEIVE_ORDERS_AVERAGE
    aiYieldsTributeBase: YIELD_ORDERS=15
    aiYieldsTributePerThem: YIELD_ORDERS=4
    11% BONUS_TRIBUTE_RECEIVE_FOOD_AVERAGE
    aiYieldsTributeBase: YIELD_FOOD=100
    aiYieldsTributePerThem: YIELD_FOOD=20
    11% BONUS_TRIBUTE_RECEIVE_IRON_AVERAGE
    aiYieldsTributeBase: YIELD_IRON=100
    aiYieldsTributePerThem: YIELD_IRON=20
    11% BONUS_TRIBUTE_RECEIVE_STONE_AVERAGE
    aiYieldsTributeBase: YIELD_STONE=100
    aiYieldsTributePerThem: YIELD_STONE=20
    11% BONUS_TRIBUTE_RECEIVE_WOOD_AVERAGE
    aiYieldsTributeBase: YIELD_WOOD=100
    aiYieldsTributePerThem: YIELD_WOOD=20

✎ Josh Unsworth

Demand Tribute one choice: You declare war on the rival nation Mission Finished · Demand Tribute Event CM ✓
Every 0 turns Player ThemPlayer UsUs Player Min Stronger
As it opens, before you choose Remembered: Demanded Tribute (-40 opinion for 10 turns)(no event currently keys off this)
  • ▸ Then we will take it by force!
    Remembered: Declared War on us (-80 opinion for 40 turns)Remembered: Player Offer (5 turns)You declare war on the rival nation
    grants
    BONUS_DECLARE_WAR_PLAYER
    Memory MEMORYPLAYER_DECLARED_WAR
    DiplomacyPlayerFrom DIPLOMACY_WAR
    aeBonuses: BONUS_PLAYER_OFFER
    ◇ may enable: The Sword of Damocles
  • ▸ We will not press this further.
    grants
    BONUS_EVENTOPTION_DEMAND_TRIBUTE_REFUSE_LEGITIMACY
    iLegitimacy -10

✎ Josh Unsworth

Demand Tribute Mission Finished · Demand Tribute Event CM ✓
Every 0 turns Player ThemPlayer UsUs Player Max SimilarPlayer Max Near
As it opens, before you choose Remembered: Demanded Tribute (-40 opinion for 10 turns)(no event currently keys off this)
  • ▸ Resolve
    11%
    Tribute from the rival nation: +75 Civics, +15 Civics per their city
    11%
    Tribute from the rival nation: +100 Training, +20 Training per their city
    11%
    Tribute from the rival nation: +50 Science, +10 Science per their city
    11%
    Tribute from the rival nation: +200 Money, +40 Money per their city
    11%
    Tribute from the rival nation: +15 Orders, +4 Orders per their city
    11%
    Tribute from the rival nation: +100 Food, +20 Food per their city
    11%
    Tribute from the rival nation: +100 Iron, +20 Iron per their city
    11%
    Tribute from the rival nation: +100 Stone, +20 Stone per their city
    11%
    Tribute from the rival nation: +100 Wood, +20 Wood per their city
    grants
    11% BONUS_TRIBUTE_RECEIVE_CIVICS_AVERAGE
    aiYieldsTributeBase: YIELD_CIVICS=75
    aiYieldsTributePerThem: YIELD_CIVICS=15
    11% BONUS_TRIBUTE_RECEIVE_TRAINING_AVERAGE
    aiYieldsTributeBase: YIELD_TRAINING=100
    aiYieldsTributePerThem: YIELD_TRAINING=20
    11% BONUS_TRIBUTE_RECEIVE_SCIENCE_AVERAGE
    aiYieldsTributeBase: YIELD_SCIENCE=50
    aiYieldsTributePerThem: YIELD_SCIENCE=10
    11% BONUS_TRIBUTE_RECEIVE_MONEY_AVERAGE
    aiYieldsTributeBase: YIELD_MONEY=200
    aiYieldsTributePerThem: YIELD_MONEY=40
    11% BONUS_TRIBUTE_RECEIVE_ORDERS_AVERAGE
    aiYieldsTributeBase: YIELD_ORDERS=15
    aiYieldsTributePerThem: YIELD_ORDERS=4
    11% BONUS_TRIBUTE_RECEIVE_FOOD_AVERAGE
    aiYieldsTributeBase: YIELD_FOOD=100
    aiYieldsTributePerThem: YIELD_FOOD=20
    11% BONUS_TRIBUTE_RECEIVE_IRON_AVERAGE
    aiYieldsTributeBase: YIELD_IRON=100
    aiYieldsTributePerThem: YIELD_IRON=20
    11% BONUS_TRIBUTE_RECEIVE_STONE_AVERAGE
    aiYieldsTributeBase: YIELD_STONE=100
    aiYieldsTributePerThem: YIELD_STONE=20
    11% BONUS_TRIBUTE_RECEIVE_WOOD_AVERAGE
    aiYieldsTributeBase: YIELD_WOOD=100
    aiYieldsTributePerThem: YIELD_WOOD=20
  • ▸ Resolve
    11%
    Tribute from the rival nation: +75 Civics, +15 Civics per their city
    11%
    Tribute from the rival nation: +100 Training, +20 Training per their city
    11%
    Tribute from the rival nation: +50 Science, +10 Science per their city
    11%
    Tribute from the rival nation: +200 Money, +40 Money per their city
    11%
    Tribute from the rival nation: +15 Orders, +4 Orders per their city
    11%
    Tribute from the rival nation: +100 Food, +20 Food per their city
    11%
    Tribute from the rival nation: +100 Iron, +20 Iron per their city
    11%
    Tribute from the rival nation: +100 Stone, +20 Stone per their city
    11%
    Tribute from the rival nation: +100 Wood, +20 Wood per their city
    grants
    11% BONUS_TRIBUTE_RECEIVE_CIVICS_AVERAGE
    aiYieldsTributeBase: YIELD_CIVICS=75
    aiYieldsTributePerThem: YIELD_CIVICS=15
    11% BONUS_TRIBUTE_RECEIVE_TRAINING_AVERAGE
    aiYieldsTributeBase: YIELD_TRAINING=100
    aiYieldsTributePerThem: YIELD_TRAINING=20
    11% BONUS_TRIBUTE_RECEIVE_SCIENCE_AVERAGE
    aiYieldsTributeBase: YIELD_SCIENCE=50
    aiYieldsTributePerThem: YIELD_SCIENCE=10
    11% BONUS_TRIBUTE_RECEIVE_MONEY_AVERAGE
    aiYieldsTributeBase: YIELD_MONEY=200
    aiYieldsTributePerThem: YIELD_MONEY=40
    11% BONUS_TRIBUTE_RECEIVE_ORDERS_AVERAGE
    aiYieldsTributeBase: YIELD_ORDERS=15
    aiYieldsTributePerThem: YIELD_ORDERS=4
    11% BONUS_TRIBUTE_RECEIVE_FOOD_AVERAGE
    aiYieldsTributeBase: YIELD_FOOD=100
    aiYieldsTributePerThem: YIELD_FOOD=20
    11% BONUS_TRIBUTE_RECEIVE_IRON_AVERAGE
    aiYieldsTributeBase: YIELD_IRON=100
    aiYieldsTributePerThem: YIELD_IRON=20
    11% BONUS_TRIBUTE_RECEIVE_STONE_AVERAGE
    aiYieldsTributeBase: YIELD_STONE=100
    aiYieldsTributePerThem: YIELD_STONE=20
    11% BONUS_TRIBUTE_RECEIVE_WOOD_AVERAGE
    aiYieldsTributeBase: YIELD_WOOD=100
    aiYieldsTributePerThem: YIELD_WOOD=20

✎ Soren Johnson

Demand Tribute Mission Finished · Demand Tribute Event CM ✓
50% to appear Every 5 turns Player ThemPlayer UsUs Player Max Similar
As it opens, before you choose Remembered: Demanded Tribute (-40 opinion for 10 turns)(no event currently keys off this)
  • ▸ Resolve
    11%
    Tribute from the rival nation: +75 Civics, +15 Civics per their city
    11%
    Tribute from the rival nation: +100 Training, +20 Training per their city
    11%
    Tribute from the rival nation: +50 Science, +10 Science per their city
    11%
    Tribute from the rival nation: +200 Money, +40 Money per their city
    11%
    Tribute from the rival nation: +15 Orders, +4 Orders per their city
    11%
    Tribute from the rival nation: +100 Food, +20 Food per their city
    11%
    Tribute from the rival nation: +100 Iron, +20 Iron per their city
    11%
    Tribute from the rival nation: +100 Stone, +20 Stone per their city
    11%
    Tribute from the rival nation: +100 Wood, +20 Wood per their city
    grants
    11% BONUS_TRIBUTE_RECEIVE_CIVICS_AVERAGE
    aiYieldsTributeBase: YIELD_CIVICS=75
    aiYieldsTributePerThem: YIELD_CIVICS=15
    11% BONUS_TRIBUTE_RECEIVE_TRAINING_AVERAGE
    aiYieldsTributeBase: YIELD_TRAINING=100
    aiYieldsTributePerThem: YIELD_TRAINING=20
    11% BONUS_TRIBUTE_RECEIVE_SCIENCE_AVERAGE
    aiYieldsTributeBase: YIELD_SCIENCE=50
    aiYieldsTributePerThem: YIELD_SCIENCE=10
    11% BONUS_TRIBUTE_RECEIVE_MONEY_AVERAGE
    aiYieldsTributeBase: YIELD_MONEY=200
    aiYieldsTributePerThem: YIELD_MONEY=40
    11% BONUS_TRIBUTE_RECEIVE_ORDERS_AVERAGE
    aiYieldsTributeBase: YIELD_ORDERS=15
    aiYieldsTributePerThem: YIELD_ORDERS=4
    11% BONUS_TRIBUTE_RECEIVE_FOOD_AVERAGE
    aiYieldsTributeBase: YIELD_FOOD=100
    aiYieldsTributePerThem: YIELD_FOOD=20
    11% BONUS_TRIBUTE_RECEIVE_IRON_AVERAGE
    aiYieldsTributeBase: YIELD_IRON=100
    aiYieldsTributePerThem: YIELD_IRON=20
    11% BONUS_TRIBUTE_RECEIVE_STONE_AVERAGE
    aiYieldsTributeBase: YIELD_STONE=100
    aiYieldsTributePerThem: YIELD_STONE=20
    11% BONUS_TRIBUTE_RECEIVE_WOOD_AVERAGE
    aiYieldsTributeBase: YIELD_WOOD=100
    aiYieldsTributePerThem: YIELD_WOOD=20
  • ▸ Resolve
    11%
    Tribute from the rival nation: +75 Civics, +15 Civics per their city
    11%
    Tribute from the rival nation: +100 Training, +20 Training per their city
    11%
    Tribute from the rival nation: +50 Science, +10 Science per their city
    11%
    Tribute from the rival nation: +200 Money, +40 Money per their city
    11%
    Tribute from the rival nation: +15 Orders, +4 Orders per their city
    11%
    Tribute from the rival nation: +100 Food, +20 Food per their city
    11%
    Tribute from the rival nation: +100 Iron, +20 Iron per their city
    11%
    Tribute from the rival nation: +100 Stone, +20 Stone per their city
    11%
    Tribute from the rival nation: +100 Wood, +20 Wood per their city
    grants
    11% BONUS_TRIBUTE_RECEIVE_CIVICS_AVERAGE
    aiYieldsTributeBase: YIELD_CIVICS=75
    aiYieldsTributePerThem: YIELD_CIVICS=15
    11% BONUS_TRIBUTE_RECEIVE_TRAINING_AVERAGE
    aiYieldsTributeBase: YIELD_TRAINING=100
    aiYieldsTributePerThem: YIELD_TRAINING=20
    11% BONUS_TRIBUTE_RECEIVE_SCIENCE_AVERAGE
    aiYieldsTributeBase: YIELD_SCIENCE=50
    aiYieldsTributePerThem: YIELD_SCIENCE=10
    11% BONUS_TRIBUTE_RECEIVE_MONEY_AVERAGE
    aiYieldsTributeBase: YIELD_MONEY=200
    aiYieldsTributePerThem: YIELD_MONEY=40
    11% BONUS_TRIBUTE_RECEIVE_ORDERS_AVERAGE
    aiYieldsTributeBase: YIELD_ORDERS=15
    aiYieldsTributePerThem: YIELD_ORDERS=4
    11% BONUS_TRIBUTE_RECEIVE_FOOD_AVERAGE
    aiYieldsTributeBase: YIELD_FOOD=100
    aiYieldsTributePerThem: YIELD_FOOD=20
    11% BONUS_TRIBUTE_RECEIVE_IRON_AVERAGE
    aiYieldsTributeBase: YIELD_IRON=100
    aiYieldsTributePerThem: YIELD_IRON=20
    11% BONUS_TRIBUTE_RECEIVE_STONE_AVERAGE
    aiYieldsTributeBase: YIELD_STONE=100
    aiYieldsTributePerThem: YIELD_STONE=20
    11% BONUS_TRIBUTE_RECEIVE_WOOD_AVERAGE
    aiYieldsTributeBase: YIELD_WOOD=100
    aiYieldsTributePerThem: YIELD_WOOD=20

✎ Soren Johnson/ Jeri Roys

Demand Tribute one choice: You declare war on the rival nation (+1) Mission Finished · Demand Tribute Event CM ✓
Every 0 turns Player ThemPlayer UsUsReligion State Player State Religion
As it opens, before you choose Remembered: Demanded Tribute (-40 opinion for 10 turns)(no event currently keys off this)
  • ▸ Then we will take it by force!
    Remembered: Declared War on us (-80 opinion for 40 turns)Remembered: Player Offer (5 turns)You declare war on the rival nation
    grants
    BONUS_DECLARE_WAR_PLAYER
    Memory MEMORYPLAYER_DECLARED_WAR
    DiplomacyPlayerFrom DIPLOMACY_WAR
    aeBonuses: BONUS_PLAYER_OFFER
    ◇ may enable: The Sword of Damocles
  • ▸ We will not press this further.
    grants
    BONUS_EVENTOPTION_DEMAND_TRIBUTE_REFUSE_LEGITIMACY
    iLegitimacy -10
  • ▸ [religion] shall stand triumphant.
    Remembered: Player Offer (5 turns)The rival nation declares war on youRemembered: Declared holy war (+40 opinion for 80 turns)(no event currently keys off this)
    gated by
    PlayerSubject SUBJECT_PLAYER_HOLY_WAR
    grants
    BONUS_PLAYER_WAR
    DiplomacyPlayerTo DIPLOMACY_WAR
    aeBonuses: BONUS_PLAYER_OFFER
    BONUS_EVENTOPTION_DEMAND_TRIBUTE_HEATHENS
    Memory MEMORYRELIGION_DECLARED_HOLY_WAR
    ◇ grants a memory no event uses

✎ Josh Unsworth

Demand Tribute one choice: You declare war on the rival nation Mission Finished · Demand Tribute Event CM ✓
Every 0 turns Player ThemPlayer UsUs Player Min Distant
As it opens, before you choose Remembered: Demanded Tribute (-40 opinion for 10 turns)(no event currently keys off this)
  • ▸ Then we will take it by force!
    Remembered: Declared War on us (-80 opinion for 40 turns)Remembered: Player Offer (5 turns)You declare war on the rival nation
    grants
    BONUS_DECLARE_WAR_PLAYER
    Memory MEMORYPLAYER_DECLARED_WAR
    DiplomacyPlayerFrom DIPLOMACY_WAR
    aeBonuses: BONUS_PLAYER_OFFER
    ◇ may enable: The Sword of Damocles
  • ▸ We will not press this further.
    grants
    BONUS_EVENTOPTION_DEMAND_TRIBUTE_REFUSE_LEGITIMACY
    iLegitimacy -10

✎ Josh Unsworth

Demand Tribute one choice: You declare war on the rival nation Mission Finished · Demand Tribute Event CM ✓
Every 0 turns Player ThemPlayer UsUsPlayer Them Player Max SimilarPlayer Max NearPlayer Min Stronger
As it opens, before you choose Remembered: Demanded Tribute (-40 opinion for 10 turns)(no event currently keys off this)
  • ▸ We will take what is ours!
    Remembered: Declared War on us (-80 opinion for 40 turns)Remembered: Player Offer (5 turns)You declare war on the rival nationRemembered: You seem to be preparing for War (-80 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_DECLARE_WAR_PLAYER
    Memory MEMORYPLAYER_DECLARED_WAR
    DiplomacyPlayerFrom DIPLOMACY_WAR
    aeBonuses: BONUS_PLAYER_OFFER
    BONUS_EVENTOPTION_DEMAND_TRIBUTE_INTERMEDIARY
    Memory MEMORYPLAYER_PLAYER_WAR_OFFER_TRAIT_BUILDER_CAUTIOUS_LEADER4_PREPARE
    ◇ may enable: The Sword of Damocles
  • ▸ You have no power here, [character]!
    Tribute from the rival nation: +150 Iron, +50 Iron per their cityRemembered: Declared War on us (-80 opinion for 40 turns)Remembered: Player Offer (5 turns)You declare war on the rival nation
    grants
    BONUS_TRIBUTE_RECEIVE_IRON_LARGE
    aiYieldsTributeBase: YIELD_IRON=150
    aiYieldsTributePerThem: YIELD_IRON=50
    BONUS_DECLARE_WAR_PLAYER
    Memory MEMORYPLAYER_DECLARED_WAR
    DiplomacyPlayerFrom DIPLOMACY_WAR
    aeBonuses: BONUS_PLAYER_OFFER
    ◇ may enable: The Sword of Damocles
  • ▸ We will not press this further.
    grants
    BONUS_EVENTOPTION_DEMAND_TRIBUTE_REFUSE_LEGITIMACY
    iLegitimacy -10

✎ Josh Unsworth

Demand Tribute Mission Finished · Demand Tribute Event CM ✓
Once per game Leader ThemLeader UsUsThemPlayer Them Player Max SimilarAdult Under 30
As it opens, before you choose Remembered: Demanded Tribute (-40 opinion for 10 turns)(no event currently keys off this)
  • ▸ I will wed [character].
    Their character marries your leader
    grants
    BONUS_EVENTOPTION_DEMAND_TRIBUTE_MARRIAGE_0
    iPolyMarrySubject 1
  • ▸ Don’t stop until you get the gold I asked for.
    Tribute from their leader: +200 Money, +40 Money per their cityRemembered: Demanded Tribute (-40 opinion for 10 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_DEMAND_TRIBUTE_MARRIAGE_1
    aeBonuses: BONUS_TRIBUTE_RECEIVE_MONEY_AVERAGE, BONUS_PLAYER_DEMAND_TRIBUTE
    ◇ grants a memory no event uses
  • ▸ We will not press this further.
    grants
    BONUS_EVENTOPTION_DEMAND_TRIBUTE_REFUSE_LEGITIMACY_SOFT
    iLegitimacy -2

✎ Josh Unsworth

Demand Tribute Mission Finished · Demand Tribute Event CM ✓
Every 0 turns Player ThemPlayer UsUs Player Max Weaker
As it opens, before you choose Remembered: Demanded Tribute (-40 opinion for 10 turns)(no event currently keys off this)
  • ▸ Very well, let them off.
    Remembered: Gave us mercy (+40 opinion for 20 turns)(no event currently keys off this)-5 LegitimacyGain trait: Gracious
    grants
    BONUS_EVENTOPTION_DEMAND_TRIBUTE_MERCY_AGREE_PLAYER
    Memory MEMORYPLAYER_HAD_MERCY
    BONUS_EVENTOPTION_DEMAND_TRIBUTE_MERCY_AGREE
    iLegitimacy -5
    aeAddTraits: TRAIT_GRACIOUS
    ◇ grants a memory no event uses
  • ▸ Resolve
    11%
    Tribute from the rival nation: +75 Civics, +15 Civics per their city
    11%
    Tribute from the rival nation: +100 Training, +20 Training per their city
    11%
    Tribute from the rival nation: +50 Science, +10 Science per their city
    11%
    Tribute from the rival nation: +200 Money, +40 Money per their city
    11%
    Tribute from the rival nation: +15 Orders, +4 Orders per their city
    11%
    Tribute from the rival nation: +100 Food, +20 Food per their city
    11%
    Tribute from the rival nation: +100 Iron, +20 Iron per their city
    11%
    Tribute from the rival nation: +100 Stone, +20 Stone per their city
    11%
    Tribute from the rival nation: +100 Wood, +20 Wood per their city
    grants
    11% BONUS_TRIBUTE_RECEIVE_CIVICS_AVERAGE
    aiYieldsTributeBase: YIELD_CIVICS=75
    aiYieldsTributePerThem: YIELD_CIVICS=15
    11% BONUS_TRIBUTE_RECEIVE_TRAINING_AVERAGE
    aiYieldsTributeBase: YIELD_TRAINING=100
    aiYieldsTributePerThem: YIELD_TRAINING=20
    11% BONUS_TRIBUTE_RECEIVE_SCIENCE_AVERAGE
    aiYieldsTributeBase: YIELD_SCIENCE=50
    aiYieldsTributePerThem: YIELD_SCIENCE=10
    11% BONUS_TRIBUTE_RECEIVE_MONEY_AVERAGE
    aiYieldsTributeBase: YIELD_MONEY=200
    aiYieldsTributePerThem: YIELD_MONEY=40
    11% BONUS_TRIBUTE_RECEIVE_ORDERS_AVERAGE
    aiYieldsTributeBase: YIELD_ORDERS=15
    aiYieldsTributePerThem: YIELD_ORDERS=4
    11% BONUS_TRIBUTE_RECEIVE_FOOD_AVERAGE
    aiYieldsTributeBase: YIELD_FOOD=100
    aiYieldsTributePerThem: YIELD_FOOD=20
    11% BONUS_TRIBUTE_RECEIVE_IRON_AVERAGE
    aiYieldsTributeBase: YIELD_IRON=100
    aiYieldsTributePerThem: YIELD_IRON=20
    11% BONUS_TRIBUTE_RECEIVE_STONE_AVERAGE
    aiYieldsTributeBase: YIELD_STONE=100
    aiYieldsTributePerThem: YIELD_STONE=20
    11% BONUS_TRIBUTE_RECEIVE_WOOD_AVERAGE
    aiYieldsTributeBase: YIELD_WOOD=100
    aiYieldsTributePerThem: YIELD_WOOD=20
  • ▸ Resolve
    11%
    Tribute from the rival nation: +75 Civics, +15 Civics per their city
    11%
    Tribute from the rival nation: +100 Training, +20 Training per their city
    11%
    Tribute from the rival nation: +50 Science, +10 Science per their city
    11%
    Tribute from the rival nation: +200 Money, +40 Money per their city
    11%
    Tribute from the rival nation: +15 Orders, +4 Orders per their city
    11%
    Tribute from the rival nation: +100 Food, +20 Food per their city
    11%
    Tribute from the rival nation: +100 Iron, +20 Iron per their city
    11%
    Tribute from the rival nation: +100 Stone, +20 Stone per their city
    11%
    Tribute from the rival nation: +100 Wood, +20 Wood per their city
    grants
    11% BONUS_TRIBUTE_RECEIVE_CIVICS_AVERAGE
    aiYieldsTributeBase: YIELD_CIVICS=75
    aiYieldsTributePerThem: YIELD_CIVICS=15
    11% BONUS_TRIBUTE_RECEIVE_TRAINING_AVERAGE
    aiYieldsTributeBase: YIELD_TRAINING=100
    aiYieldsTributePerThem: YIELD_TRAINING=20
    11% BONUS_TRIBUTE_RECEIVE_SCIENCE_AVERAGE
    aiYieldsTributeBase: YIELD_SCIENCE=50
    aiYieldsTributePerThem: YIELD_SCIENCE=10
    11% BONUS_TRIBUTE_RECEIVE_MONEY_AVERAGE
    aiYieldsTributeBase: YIELD_MONEY=200
    aiYieldsTributePerThem: YIELD_MONEY=40
    11% BONUS_TRIBUTE_RECEIVE_ORDERS_AVERAGE
    aiYieldsTributeBase: YIELD_ORDERS=15
    aiYieldsTributePerThem: YIELD_ORDERS=4
    11% BONUS_TRIBUTE_RECEIVE_FOOD_AVERAGE
    aiYieldsTributeBase: YIELD_FOOD=100
    aiYieldsTributePerThem: YIELD_FOOD=20
    11% BONUS_TRIBUTE_RECEIVE_IRON_AVERAGE
    aiYieldsTributeBase: YIELD_IRON=100
    aiYieldsTributePerThem: YIELD_IRON=20
    11% BONUS_TRIBUTE_RECEIVE_STONE_AVERAGE
    aiYieldsTributeBase: YIELD_STONE=100
    aiYieldsTributePerThem: YIELD_STONE=20
    11% BONUS_TRIBUTE_RECEIVE_WOOD_AVERAGE
    aiYieldsTributeBase: YIELD_WOOD=100
    aiYieldsTributePerThem: YIELD_WOOD=20

✎ Josh Unsworth

Demand Tribute one choice: You declare war on the rival nation Mission Finished · Demand Tribute Event CM ✓
Once per game Player ThemPlayer UsUs Low Wisdom
As it opens, before you choose Gain trait: Missing
  • ▸ An attack on our dignitaries will be met with war.
    Remembered: Declared War on us (-80 opinion for 40 turns)Remembered: Player Offer (5 turns)You declare war on the rival nationRemembered (all families): Stood up to foreign subterfuge (+40 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_DECLARE_WAR_PLAYER
    Memory MEMORYPLAYER_DECLARED_WAR
    DiplomacyPlayerFrom DIPLOMACY_WAR
    aeBonuses: BONUS_PLAYER_OFFER
    BONUS_EVENTOPTION_DEMAND_TRIBUTE_MISSING_AMBASSADOR_0
    MemoryAllFamilies MEMORYFAMILY_DISAPPEARED_AMBASSADOR_WAR
    ◇ may enable: The Sword of Damocles
  • ▸ Publicly condemn [rival] for their attack.
    Remembered: Publicly Slandered (-40 opinion for 40 turns)Remembered (all families): Stood up to foreign subterfuge (+20 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_DEMAND_TRIBUTE_MISSING_AMBASSADOR_1
    Memory MEMORYPLAYER_SLANDER
    BONUS_EVENTOPTION_DEMAND_TRIBUTE_MISSING_AMBASSADOR_2
    MemoryAllFamilies MEMORYFAMILY_DISAPPEARED_AMBASSADOR
    ◇ may enable: The Sword of Damocles
  • ▸ Refuse to accuse [rival], but increase road patrols.
    +3 Legitimacy-80Training-20/city↗ turn
    grants
    BONUS_EVENTOPTION_DEMAND_TRIBUTE_MISSING_AMBASSADOR_3
    iLegitimacy 3
    aeBonuses: BONUS_TRAINING_LOSS_AVERAGE

✎ Josh Unsworth

Demand Tribute Mission Finished · Demand Tribute Event CM ✓
Every 0 turns Player ThemPlayer UsUsPlayer Them Player Max Similar
As it opens, before you choose Remembered: Demanded Tribute (-40 opinion for 10 turns)(no event currently keys off this)
  • ▸ Very well, accept the offering.
    +120Money+30/city↗ turn
    grants
    BONUS_MONEY_GAIN_SMALL
    aiGlobalYieldsBase: YIELD_MONEY=120
    aiGlobalYieldsPer: YIELD_MONEY=30
  • ▸ They still have Foodfood and will pay it, unless they want war on two fronts.
    Tribute from the rival nation: +100 Food, +20 Food per their city
    grants
    BONUS_TRIBUTE_RECEIVE_FOOD_AVERAGE
    aiYieldsTributeBase: YIELD_FOOD=100
    aiYieldsTributePerThem: YIELD_FOOD=20

✎ Josh Unsworth

Demand Tribute Mission Finished · Demand Tribute Event CM ✓
Every 0 turns Player ThemLeader ThemUsUsPlayer Us Spymaster
As it opens, before you choose Remembered: Demanded Tribute (-40 opinion for 10 turns)(no event currently keys off this)Tribute from the rival nation: +100 Food, +20 Food per their cityLeader relationship: Plotting Against
  • ▸ Get the servant to lead our agents into the [rival] palace.
    Acquire random Technology
    gated by
    LeaderSubject SUBJECT_HIGH_WISDOM
    grants
    BONUS_RANDOM_TECH
    bRandomTech 1
  • ▸ We will be watching, waiting for any attack.
    Gain trait: Vigilant
    grants
    BONUS_GIVE_TRAIT_VIGILANT
    aeAddTraits: TRAIT_VIGILANT
  • ▸ We must prepare for war.
    +120Training+30/city↗ turn
    grants
    BONUS_TRAINING_GAIN_LARGE
    aiGlobalYieldsBase: YIELD_TRAINING=120
    aiGlobalYieldsPer: YIELD_TRAINING=30

✎ Josh Unsworth

Demand Tribute Mission Finished · Demand Tribute Event CM ✓
Every 0 turns Player ThemPlayer UsUsLaw Volunteers Player Max SimilarPlayer Max Near
As it opens, before you choose +2 Polearm Infantry unitRemembered: Demanded Tribute (-40 opinion for 10 turns)(no event currently keys off this)
  • ▸ Resolve
    11%
    Tribute from the rival nation: +75 Civics, +15 Civics per their city
    11%
    Tribute from the rival nation: +100 Training, +20 Training per their city
    11%
    Tribute from the rival nation: +50 Science, +10 Science per their city
    11%
    Tribute from the rival nation: +200 Money, +40 Money per their city
    11%
    Tribute from the rival nation: +15 Orders, +4 Orders per their city
    11%
    Tribute from the rival nation: +100 Food, +20 Food per their city
    11%
    Tribute from the rival nation: +100 Iron, +20 Iron per their city
    11%
    Tribute from the rival nation: +100 Stone, +20 Stone per their city
    11%
    Tribute from the rival nation: +100 Wood, +20 Wood per their city
    grants
    11% BONUS_TRIBUTE_RECEIVE_CIVICS_AVERAGE
    aiYieldsTributeBase: YIELD_CIVICS=75
    aiYieldsTributePerThem: YIELD_CIVICS=15
    11% BONUS_TRIBUTE_RECEIVE_TRAINING_AVERAGE
    aiYieldsTributeBase: YIELD_TRAINING=100
    aiYieldsTributePerThem: YIELD_TRAINING=20
    11% BONUS_TRIBUTE_RECEIVE_SCIENCE_AVERAGE
    aiYieldsTributeBase: YIELD_SCIENCE=50
    aiYieldsTributePerThem: YIELD_SCIENCE=10
    11% BONUS_TRIBUTE_RECEIVE_MONEY_AVERAGE
    aiYieldsTributeBase: YIELD_MONEY=200
    aiYieldsTributePerThem: YIELD_MONEY=40
    11% BONUS_TRIBUTE_RECEIVE_ORDERS_AVERAGE
    aiYieldsTributeBase: YIELD_ORDERS=15
    aiYieldsTributePerThem: YIELD_ORDERS=4
    11% BONUS_TRIBUTE_RECEIVE_FOOD_AVERAGE
    aiYieldsTributeBase: YIELD_FOOD=100
    aiYieldsTributePerThem: YIELD_FOOD=20
    11% BONUS_TRIBUTE_RECEIVE_IRON_AVERAGE
    aiYieldsTributeBase: YIELD_IRON=100
    aiYieldsTributePerThem: YIELD_IRON=20
    11% BONUS_TRIBUTE_RECEIVE_STONE_AVERAGE
    aiYieldsTributeBase: YIELD_STONE=100
    aiYieldsTributePerThem: YIELD_STONE=20
    11% BONUS_TRIBUTE_RECEIVE_WOOD_AVERAGE
    aiYieldsTributeBase: YIELD_WOOD=100
    aiYieldsTributePerThem: YIELD_WOOD=20
  • ▸ Resolve
    11%
    Tribute from the rival nation: +75 Civics, +15 Civics per their city
    11%
    Tribute from the rival nation: +100 Training, +20 Training per their city
    11%
    Tribute from the rival nation: +50 Science, +10 Science per their city
    11%
    Tribute from the rival nation: +200 Money, +40 Money per their city
    11%
    Tribute from the rival nation: +15 Orders, +4 Orders per their city
    11%
    Tribute from the rival nation: +100 Food, +20 Food per their city
    11%
    Tribute from the rival nation: +100 Iron, +20 Iron per their city
    11%
    Tribute from the rival nation: +100 Stone, +20 Stone per their city
    11%
    Tribute from the rival nation: +100 Wood, +20 Wood per their city
    grants
    11% BONUS_TRIBUTE_RECEIVE_CIVICS_AVERAGE
    aiYieldsTributeBase: YIELD_CIVICS=75
    aiYieldsTributePerThem: YIELD_CIVICS=15
    11% BONUS_TRIBUTE_RECEIVE_TRAINING_AVERAGE
    aiYieldsTributeBase: YIELD_TRAINING=100
    aiYieldsTributePerThem: YIELD_TRAINING=20
    11% BONUS_TRIBUTE_RECEIVE_SCIENCE_AVERAGE
    aiYieldsTributeBase: YIELD_SCIENCE=50
    aiYieldsTributePerThem: YIELD_SCIENCE=10
    11% BONUS_TRIBUTE_RECEIVE_MONEY_AVERAGE
    aiYieldsTributeBase: YIELD_MONEY=200
    aiYieldsTributePerThem: YIELD_MONEY=40
    11% BONUS_TRIBUTE_RECEIVE_ORDERS_AVERAGE
    aiYieldsTributeBase: YIELD_ORDERS=15
    aiYieldsTributePerThem: YIELD_ORDERS=4
    11% BONUS_TRIBUTE_RECEIVE_FOOD_AVERAGE
    aiYieldsTributeBase: YIELD_FOOD=100
    aiYieldsTributePerThem: YIELD_FOOD=20
    11% BONUS_TRIBUTE_RECEIVE_IRON_AVERAGE
    aiYieldsTributeBase: YIELD_IRON=100
    aiYieldsTributePerThem: YIELD_IRON=20
    11% BONUS_TRIBUTE_RECEIVE_STONE_AVERAGE
    aiYieldsTributeBase: YIELD_STONE=100
    aiYieldsTributePerThem: YIELD_STONE=20
    11% BONUS_TRIBUTE_RECEIVE_WOOD_AVERAGE
    aiYieldsTributeBase: YIELD_WOOD=100
    aiYieldsTributePerThem: YIELD_WOOD=20

✎ Josh Unsworth

Demand Tribute one choice: You declare war on the rival nation Mission Finished · Demand Tribute Event CM ✓
Every 0 turns Player ThemPlayer UsUs Player Min StrongerPlayer Min Distant
As it opens, before you choose Remembered: Demanded Tribute (-40 opinion for 10 turns)(no event currently keys off this)
  • ▸ Then we will take it by force!
    Remembered: Declared War on us (-80 opinion for 40 turns)Remembered: Player Offer (5 turns)You declare war on the rival nation
    grants
    BONUS_DECLARE_WAR_PLAYER
    Memory MEMORYPLAYER_DECLARED_WAR
    DiplomacyPlayerFrom DIPLOMACY_WAR
    aeBonuses: BONUS_PLAYER_OFFER
    ◇ may enable: The Sword of Damocles
  • ▸ We will not press this further.
    grants
    BONUS_EVENTOPTION_DEMAND_TRIBUTE_REFUSE_LEGITIMACY
    iLegitimacy -10

✎ Soren Johnson

Demand Tribute Mission Finished · Demand Tribute Event CM ✓
Every 0 turns Player ThemPlayer UsUsLeader Them Min Pleased
As it opens, before you choose Leader relationship: Disappointed With
  • ▸ Resolve
    11%
    Tribute from the rival nation: +75 Civics, +15 Civics per their city
    11%
    Tribute from the rival nation: +100 Training, +20 Training per their city
    11%
    Tribute from the rival nation: +50 Science, +10 Science per their city
    11%
    Tribute from the rival nation: +200 Money, +40 Money per their city
    11%
    Tribute from the rival nation: +15 Orders, +4 Orders per their city
    11%
    Tribute from the rival nation: +100 Food, +20 Food per their city
    11%
    Tribute from the rival nation: +100 Iron, +20 Iron per their city
    11%
    Tribute from the rival nation: +100 Stone, +20 Stone per their city
    11%
    Tribute from the rival nation: +100 Wood, +20 Wood per their city
    grants
    11% BONUS_TRIBUTE_RECEIVE_CIVICS_AVERAGE
    aiYieldsTributeBase: YIELD_CIVICS=75
    aiYieldsTributePerThem: YIELD_CIVICS=15
    11% BONUS_TRIBUTE_RECEIVE_TRAINING_AVERAGE
    aiYieldsTributeBase: YIELD_TRAINING=100
    aiYieldsTributePerThem: YIELD_TRAINING=20
    11% BONUS_TRIBUTE_RECEIVE_SCIENCE_AVERAGE
    aiYieldsTributeBase: YIELD_SCIENCE=50
    aiYieldsTributePerThem: YIELD_SCIENCE=10
    11% BONUS_TRIBUTE_RECEIVE_MONEY_AVERAGE
    aiYieldsTributeBase: YIELD_MONEY=200
    aiYieldsTributePerThem: YIELD_MONEY=40
    11% BONUS_TRIBUTE_RECEIVE_ORDERS_AVERAGE
    aiYieldsTributeBase: YIELD_ORDERS=15
    aiYieldsTributePerThem: YIELD_ORDERS=4
    11% BONUS_TRIBUTE_RECEIVE_FOOD_AVERAGE
    aiYieldsTributeBase: YIELD_FOOD=100
    aiYieldsTributePerThem: YIELD_FOOD=20
    11% BONUS_TRIBUTE_RECEIVE_IRON_AVERAGE
    aiYieldsTributeBase: YIELD_IRON=100
    aiYieldsTributePerThem: YIELD_IRON=20
    11% BONUS_TRIBUTE_RECEIVE_STONE_AVERAGE
    aiYieldsTributeBase: YIELD_STONE=100
    aiYieldsTributePerThem: YIELD_STONE=20
    11% BONUS_TRIBUTE_RECEIVE_WOOD_AVERAGE
    aiYieldsTributeBase: YIELD_WOOD=100
    aiYieldsTributePerThem: YIELD_WOOD=20
  • ▸ Resolve
    11%
    Tribute from the rival nation: +75 Civics, +15 Civics per their city
    11%
    Tribute from the rival nation: +100 Training, +20 Training per their city
    11%
    Tribute from the rival nation: +50 Science, +10 Science per their city
    11%
    Tribute from the rival nation: +200 Money, +40 Money per their city
    11%
    Tribute from the rival nation: +15 Orders, +4 Orders per their city
    11%
    Tribute from the rival nation: +100 Food, +20 Food per their city
    11%
    Tribute from the rival nation: +100 Iron, +20 Iron per their city
    11%
    Tribute from the rival nation: +100 Stone, +20 Stone per their city
    11%
    Tribute from the rival nation: +100 Wood, +20 Wood per their city
    grants
    11% BONUS_TRIBUTE_RECEIVE_CIVICS_AVERAGE
    aiYieldsTributeBase: YIELD_CIVICS=75
    aiYieldsTributePerThem: YIELD_CIVICS=15
    11% BONUS_TRIBUTE_RECEIVE_TRAINING_AVERAGE
    aiYieldsTributeBase: YIELD_TRAINING=100
    aiYieldsTributePerThem: YIELD_TRAINING=20
    11% BONUS_TRIBUTE_RECEIVE_SCIENCE_AVERAGE
    aiYieldsTributeBase: YIELD_SCIENCE=50
    aiYieldsTributePerThem: YIELD_SCIENCE=10
    11% BONUS_TRIBUTE_RECEIVE_MONEY_AVERAGE
    aiYieldsTributeBase: YIELD_MONEY=200
    aiYieldsTributePerThem: YIELD_MONEY=40
    11% BONUS_TRIBUTE_RECEIVE_ORDERS_AVERAGE
    aiYieldsTributeBase: YIELD_ORDERS=15
    aiYieldsTributePerThem: YIELD_ORDERS=4
    11% BONUS_TRIBUTE_RECEIVE_FOOD_AVERAGE
    aiYieldsTributeBase: YIELD_FOOD=100
    aiYieldsTributePerThem: YIELD_FOOD=20
    11% BONUS_TRIBUTE_RECEIVE_IRON_AVERAGE
    aiYieldsTributeBase: YIELD_IRON=100
    aiYieldsTributePerThem: YIELD_IRON=20
    11% BONUS_TRIBUTE_RECEIVE_STONE_AVERAGE
    aiYieldsTributeBase: YIELD_STONE=100
    aiYieldsTributePerThem: YIELD_STONE=20
    11% BONUS_TRIBUTE_RECEIVE_WOOD_AVERAGE
    aiYieldsTributeBase: YIELD_WOOD=100
    aiYieldsTributePerThem: YIELD_WOOD=20
  • ▸ Resolve
    11%
    Tribute from the rival nation: +75 Civics, +15 Civics per their city
    11%
    Tribute from the rival nation: +100 Training, +20 Training per their city
    11%
    Tribute from the rival nation: +50 Science, +10 Science per their city
    11%
    Tribute from the rival nation: +200 Money, +40 Money per their city
    11%
    Tribute from the rival nation: +15 Orders, +4 Orders per their city
    11%
    Tribute from the rival nation: +100 Food, +20 Food per their city
    11%
    Tribute from the rival nation: +100 Iron, +20 Iron per their city
    11%
    Tribute from the rival nation: +100 Stone, +20 Stone per their city
    11%
    Tribute from the rival nation: +100 Wood, +20 Wood per their city
    grants
    11% BONUS_TRIBUTE_RECEIVE_CIVICS_AVERAGE
    aiYieldsTributeBase: YIELD_CIVICS=75
    aiYieldsTributePerThem: YIELD_CIVICS=15
    11% BONUS_TRIBUTE_RECEIVE_TRAINING_AVERAGE
    aiYieldsTributeBase: YIELD_TRAINING=100
    aiYieldsTributePerThem: YIELD_TRAINING=20
    11% BONUS_TRIBUTE_RECEIVE_SCIENCE_AVERAGE
    aiYieldsTributeBase: YIELD_SCIENCE=50
    aiYieldsTributePerThem: YIELD_SCIENCE=10
    11% BONUS_TRIBUTE_RECEIVE_MONEY_AVERAGE
    aiYieldsTributeBase: YIELD_MONEY=200
    aiYieldsTributePerThem: YIELD_MONEY=40
    11% BONUS_TRIBUTE_RECEIVE_ORDERS_AVERAGE
    aiYieldsTributeBase: YIELD_ORDERS=15
    aiYieldsTributePerThem: YIELD_ORDERS=4
    11% BONUS_TRIBUTE_RECEIVE_FOOD_AVERAGE
    aiYieldsTributeBase: YIELD_FOOD=100
    aiYieldsTributePerThem: YIELD_FOOD=20
    11% BONUS_TRIBUTE_RECEIVE_IRON_AVERAGE
    aiYieldsTributeBase: YIELD_IRON=100
    aiYieldsTributePerThem: YIELD_IRON=20
    11% BONUS_TRIBUTE_RECEIVE_STONE_AVERAGE
    aiYieldsTributeBase: YIELD_STONE=100
    aiYieldsTributePerThem: YIELD_STONE=20
    11% BONUS_TRIBUTE_RECEIVE_WOOD_AVERAGE
    aiYieldsTributeBase: YIELD_WOOD=100
    aiYieldsTributePerThem: YIELD_WOOD=20

✎ Josh Unsworth

Demand Tribute one choice: The rival nation declares war on you Mission Finished · Demand Tribute Event CM ✓
Every 0 turns Player ThemPlayer UsUs Player Min Stronger
As it opens, before you choose Remembered: Demanded Tribute (-40 opinion for 10 turns)(no event currently keys off this)
  • ▸ We will pay what you ask.
    Tribute to the rival nation: 300 Money, 60 Money per our city
    grants
    BONUS_TRIBUTE_GIVE_MONEY_LARGE
    aiYieldsTributeBase: YIELD_MONEY=-300
    aiYieldsTributePerUs: YIELD_MONEY=-60
  • ▸ Then it is war.
    Remembered: Player Offer (5 turns)The rival nation declares war on you
    grants
    BONUS_PLAYER_WAR
    DiplomacyPlayerTo DIPLOMACY_WAR
    aeBonuses: BONUS_PLAYER_OFFER

✎ Josh Unsworth

Demand Tribute Mission Finished · Demand Tribute Event CM ✓
Every 0 turns Player ThemPlayer UsUsReligion StateUs Or Them Player State ReligionMin Pleased
As it opens, before you choose Leader relationship: Interceded For
  • ▸ Resolve
    11%
    Tribute from the rival nation: +75 Civics, +15 Civics per their city
    11%
    Tribute from the rival nation: +100 Training, +20 Training per their city
    11%
    Tribute from the rival nation: +50 Science, +10 Science per their city
    11%
    Tribute from the rival nation: +200 Money, +40 Money per their city
    11%
    Tribute from the rival nation: +15 Orders, +4 Orders per their city
    11%
    Tribute from the rival nation: +100 Food, +20 Food per their city
    11%
    Tribute from the rival nation: +100 Iron, +20 Iron per their city
    11%
    Tribute from the rival nation: +100 Stone, +20 Stone per their city
    11%
    Tribute from the rival nation: +100 Wood, +20 Wood per their city
    grants
    11% BONUS_TRIBUTE_RECEIVE_CIVICS_AVERAGE
    aiYieldsTributeBase: YIELD_CIVICS=75
    aiYieldsTributePerThem: YIELD_CIVICS=15
    11% BONUS_TRIBUTE_RECEIVE_TRAINING_AVERAGE
    aiYieldsTributeBase: YIELD_TRAINING=100
    aiYieldsTributePerThem: YIELD_TRAINING=20
    11% BONUS_TRIBUTE_RECEIVE_SCIENCE_AVERAGE
    aiYieldsTributeBase: YIELD_SCIENCE=50
    aiYieldsTributePerThem: YIELD_SCIENCE=10
    11% BONUS_TRIBUTE_RECEIVE_MONEY_AVERAGE
    aiYieldsTributeBase: YIELD_MONEY=200
    aiYieldsTributePerThem: YIELD_MONEY=40
    11% BONUS_TRIBUTE_RECEIVE_ORDERS_AVERAGE
    aiYieldsTributeBase: YIELD_ORDERS=15
    aiYieldsTributePerThem: YIELD_ORDERS=4
    11% BONUS_TRIBUTE_RECEIVE_FOOD_AVERAGE
    aiYieldsTributeBase: YIELD_FOOD=100
    aiYieldsTributePerThem: YIELD_FOOD=20
    11% BONUS_TRIBUTE_RECEIVE_IRON_AVERAGE
    aiYieldsTributeBase: YIELD_IRON=100
    aiYieldsTributePerThem: YIELD_IRON=20
    11% BONUS_TRIBUTE_RECEIVE_STONE_AVERAGE
    aiYieldsTributeBase: YIELD_STONE=100
    aiYieldsTributePerThem: YIELD_STONE=20
    11% BONUS_TRIBUTE_RECEIVE_WOOD_AVERAGE
    aiYieldsTributeBase: YIELD_WOOD=100
    aiYieldsTributePerThem: YIELD_WOOD=20
  • ▸ Resolve
    11%
    Tribute from the rival nation: +75 Civics, +15 Civics per their city
    11%
    Tribute from the rival nation: +100 Training, +20 Training per their city
    11%
    Tribute from the rival nation: +50 Science, +10 Science per their city
    11%
    Tribute from the rival nation: +200 Money, +40 Money per their city
    11%
    Tribute from the rival nation: +15 Orders, +4 Orders per their city
    11%
    Tribute from the rival nation: +100 Food, +20 Food per their city
    11%
    Tribute from the rival nation: +100 Iron, +20 Iron per their city
    11%
    Tribute from the rival nation: +100 Stone, +20 Stone per their city
    11%
    Tribute from the rival nation: +100 Wood, +20 Wood per their city
    grants
    11% BONUS_TRIBUTE_RECEIVE_CIVICS_AVERAGE
    aiYieldsTributeBase: YIELD_CIVICS=75
    aiYieldsTributePerThem: YIELD_CIVICS=15
    11% BONUS_TRIBUTE_RECEIVE_TRAINING_AVERAGE
    aiYieldsTributeBase: YIELD_TRAINING=100
    aiYieldsTributePerThem: YIELD_TRAINING=20
    11% BONUS_TRIBUTE_RECEIVE_SCIENCE_AVERAGE
    aiYieldsTributeBase: YIELD_SCIENCE=50
    aiYieldsTributePerThem: YIELD_SCIENCE=10
    11% BONUS_TRIBUTE_RECEIVE_MONEY_AVERAGE
    aiYieldsTributeBase: YIELD_MONEY=200
    aiYieldsTributePerThem: YIELD_MONEY=40
    11% BONUS_TRIBUTE_RECEIVE_ORDERS_AVERAGE
    aiYieldsTributeBase: YIELD_ORDERS=15
    aiYieldsTributePerThem: YIELD_ORDERS=4
    11% BONUS_TRIBUTE_RECEIVE_FOOD_AVERAGE
    aiYieldsTributeBase: YIELD_FOOD=100
    aiYieldsTributePerThem: YIELD_FOOD=20
    11% BONUS_TRIBUTE_RECEIVE_IRON_AVERAGE
    aiYieldsTributeBase: YIELD_IRON=100
    aiYieldsTributePerThem: YIELD_IRON=20
    11% BONUS_TRIBUTE_RECEIVE_STONE_AVERAGE
    aiYieldsTributeBase: YIELD_STONE=100
    aiYieldsTributePerThem: YIELD_STONE=20
    11% BONUS_TRIBUTE_RECEIVE_WOOD_AVERAGE
    aiYieldsTributeBase: YIELD_WOOD=100
    aiYieldsTributePerThem: YIELD_WOOD=20
  • ▸ We will not take from our fellow [religion].
    -4 LegitimacyRemembered: Didn’t demand faithful for tribute (+40 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_DEMAND_TRIBUTE_THE_FAITHFUL_LEG
    iLegitimacy -4
    BONUS_EVENTOPTION_DEMAND_TRIBUTE_THE_FAITHFUL_RELIGION
    Memory MEMORYRELIGION_NO_TRIBUTE
    ◇ grants a memory no event uses

✎ Josh Unsworth

Demand Tribute The rival nation declares war on you Mission Finished · Demand Tribute Event CM ✓
Every 0 turns Player ThemPlayer UsUsPlayer Them Player Min StrongerPlayer Max NearPlayer Min CautiousPlayer Max Cautious
As it opens, before you choose Remembered: Player Offer (5 turns)The rival nation declares war on you
  • ▸ Put out a call for troops to defend our home.
    +1 Ranged Infantry unit
    grants
    BONUS_UNITCLASS_RANGED_INFANTRY
    aiBonusUnits: BONUSUNITCLASS_RANGED_INFANTRY=1
  • ▸ We will make a preemptive strike before they have time to gather.
    +6Orders↗ turn
    grants
    BONUS_ORDERS_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_ORDERS=6
  • ▸ Send diplomats to [rival]. We need all the allies we can get.
    Remembered: Gave us a gift to improve relations (+40 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_DEMAND_TRIBUTE_WAR
    Memory MEMORYPLAYER_EVENTOPTION_TRADE_MISSION_YES_FAIL
    ◇ grants a memory no event uses

✎ Josh Unsworth

Demand Tribute The rival nation declares war on you Mission Finished · Demand Tribute Event CM ✓
Every 0 turns Player ThemPlayer UsUsPlayer ThemLeader Them Player Min CautiousPlayer Max NearVillainous
As it opens, before you choose Remembered: Player Offer (5 turns)The rival nation declares war on youThe character is killed
  • ▸ Put out a call for troops to defend our home.
    +1 Ranged Infantry unit
    grants
    BONUS_UNITCLASS_RANGED_INFANTRY
    aiBonusUnits: BONUSUNITCLASS_RANGED_INFANTRY=1
  • ▸ We will make a preemptive strike before they have time to gather.
    +6Orders↗ turn
    grants
    BONUS_ORDERS_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_ORDERS=6
  • ▸ Send diplomats to [rival]. We need all the allies we can get.
    Remembered: Gave us a gift to improve relations (+40 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_DEMAND_TRIBUTE_WAR
    Memory MEMORYPLAYER_EVENTOPTION_TRADE_MISSION_YES_FAIL
    ◇ grants a memory no event uses

✎ Josh Unsworth

Devoted Followers Mission Finished · Family Gift Event CM ✓
Every 0 turns UsFamily Religion UsReligion State NoLeader Us Different Family To Leader
As it opens, before you choose Remembered: Received gift from ruler (+20 opinion for 40 turns)(no event currently keys off this)
  • ▸ The court will do all it can for [religion].
    Remembered: Gave donation to a worthy cause (+20 opinion for 20 turns)(no event currently keys off this)-240Money-60/city↗ turn
    grants
    BONUS_EVENTOPTION_DEVOTED_FOLLOWERS_OPTION_0_FAMILY
    Memory MEMORYPLAYER_GAVE_DONATION
    BONUS_MONEY_LOSS_LARGE
    aiGlobalYieldsBase: YIELD_MONEY=-240
    aiGlobalYieldsPer: YIELD_MONEY=-60
    ◇ grants a memory no event uses
  • ▸ We cannot lend our support right now.
    (no gates or payload in XML)
  • ▸ My faith is between me and the divine.
    Remembered: Showed devotion to the faith (+20 opinion for 20 turns)(no event currently keys off this)
    gated by
    LeaderSubject SUBJECT_CHARACTER_RELIGIOUS
    grants
    BONUS_EVENTOPTION_DEVOTED_FOLLOWERS_OPTION_2_RELIGION
    Memory MEMORYRELIGION_SHOWED_DEVOTION
    ◇ grants a memory no event uses

✎ Andy Auseon

Devotion to the Divine Mission Finished · Convert Your Religion Event CM ✓
Every 0 turns Leader UsReligion
As it opens, before you choose Converts to the target religion
  • ▸ Hire him as a minister for your court.
    Gain a Court Minister
    grants
    BONUS_EVENTOPTION_CONVERT_SELF_DEVOTION_TO_THE_DIVINE_0
    AddCourtier: COURTIER_MINISTER=GENDER_MALE
  • ▸ Have him improve relations with the leaders of [religion].
    Remembered: Gave support (+40 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_SUPPORTED_FAITH_YES
    Memory MEMORYRELIGION_SUPPORTED_FAITH
    ◇ grants a memory no event uses
  • ▸ Ask to learn about his way of devotion.
    Gain trait: Ascetic
    grants
    BONUS_GIVE_TRAIT_ASCETIC
    aeAddTraits: TRAIT_ASCETIC

✎ Josh Unsworth

Diplomatic Disaster Mission Finished · Slander Event CM ✓
Once per game UsPlayer UsPlayer Them
As it opens, before you choose Remembered (all rivals): Publicly Slandered (-40 opinion for 40 turns)
  • ▸ Someone must pay for these mistakes.
    Gain trait: ImprisonedRemembered (all families): Imprisoned ineffective spymaster (+20 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_GIVE_TRAIT_IMPRISONED
    aeAddTraits: TRAIT_IMPRISONED
    BONUS_EVENTOPTION_SLANDER_DIPLOMATIC_DISASTER_OPTION_0_PLAYER_0
    MemoryAllFamilies MEMORYFAMILY_IMPRISONED_SPYMASTER
    ◇ grants a memory no event uses
  • ▸ This betrayal was unforeseen and regrettable.
    Leader relationship: Influenced ByRemembered (all families): Refused to punish ineffective spymaster (-20 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
    BONUS_EVENTOPTION_SLANDER_DIPLOMATIC_DISASTER_OPTION_1_PLAYER_0
    MemoryAllFamilies MEMORYFAMILY_DID_NOT_PUNISH_SPYMASTER
    ◇ grants a memory no event uses

✎ Andy Auseon

Distasteful Mission Finished · Influence Event CM ✓
Once per game Religion Head UsReligionLeader Us Honorable
  • ▸ He is right. I made a mistake.
    Leader relationship: Estranged FromGain trait: Humble
    grants
    BONUS_LEADER_ESTRANGED_FROM
    AddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
    BONUS_GIVE_TRAIT_HUMBLE
    aeAddTraits: TRAIT_HUMBLE
  • ▸ Appeal to the [religion] with a gift.
    Gains a random leader relationship-5Orders↗ turn
    grants
    BONUS_INFLUENCED_OR_ESTRANGED
    aeRandomLeaderRelationshipDelay: RELATIONSHIP_ESTRANGED_FROM, RELATIONSHIP_INFLUENCED_BY
    BONUS_EVENTOPTION_INFLUENCE_DISTASTEFUL_OPTION_1_CHARACTER_1
    aeBonuses: BONUS_ORDERS_LOSS_AVERAGE
  • ▸ I will pray with [character] for guidance.
    Free theology: the event's theology
    gated by
    LeaderSubject SUBJECT_CHARACTER_RELIGIOUS
    grants
    BONUS_FREE_THEOLOGY
    bFreeTheology 1

✎ Andy Auseon

Divine Intervention Mission Finished · Pacify City Event CM ✓
Once per game City UsUsReligion World High Wisdom
As it opens, before you choose +120Happinesseach city↗ turn
  • ▸ May [city] continue to grow and thrive.
    Free theology: the event's theologyFree Agent Network in all Holy Cities
    grants
    BONUS_EVENTOPTION_PACIFY_DIVINE_INTERVENTION_OPTION_0_CITY
    bHolyCityAgents 1
    bFreeTheology 1

✎ Andy Auseon

Double Agent Mission Finished · Infiltrate Event CM ✓
Once per game UsPlayer UsPlayer ThemCity Them Low WisdomPlayer Very Close
As it opens, before you choose +8 border tiles
  • ▸ [character] should have been more thorough.
    Leader relationship: Estranged From
    grants
    BONUS_LEADER_ESTRANGED_FROM
    AddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM

✎ Andy Auseon

Eager [rival] Mission Finished · Insurrection Event CM ✓
Once per game City ThemUsPlayer ThemPlayer Us Agent
  • ▸ They should be encouraged to win back their homeland.
    +120Discontenteach city↗ turn
    grants
    BONUS_DISCONTENT_GAIN_LARGE
    aiCityYields: YIELD_DISCONTENT=120
  • ▸ We will settle for eager immigrants to [rival].
    +2 Citizens
    grants
    BONUS_ADD_CITIZEN_2
    iCitizens 2
  • ▸ Send additional Agent to support both options.
    1 rebel unit appear+1 Citizen-3Orders↗ turn
    gated by
    LeaderSubject SUBJECT_VIGILANT
    grants
    BONUS_REBEL_UNITS_1
    iRebelUnits 1
    BONUS_EVENTOPTION_INSURRECTION_EAGER_PLAYER_OPTION_2_PLAYER_1
    iCitizens 1
    aeBonuses: BONUS_ORDERS_LOSS_TINY

✎ Andy Auseon

Embracing Irreverence Mission Finished · Influence Event CM ✓
Once per game Leader UsPlayer UsLeader Tribe Peace Or TruceTribe Peace Or TruceCity Us Heckler
  • ▸ Sure! Let's turn it into a party!
    -120Money-30/city↗ turnLeader relationship: Endeared ToRemembered: Our friendship is built on common interests (+20 opinion for 20 turns)(no event currently keys off this)+60Happinesseach city↗ turn
    grants
    BONUS_MONEY_LOSS_SMALL
    aiGlobalYieldsBase: YIELD_MONEY=-120
    aiGlobalYieldsPer: YIELD_MONEY=-30
    BONUS_LEADER_ENDEARED_TO
    AddLeaderRelationship RELATIONSHIP_ENDEARED_TO
    BONUS_CRUEL_SUMMER_COMMON_INTERESTS
    Memory MEMORYTRIBE_BONUS_CRUEL_SUMMER_COMMON_INTERESTS
    BONUS_HAPPINESS_GAIN_SMALL
    aiCityYields: YIELD_HAPPINESS=60
    ◇ grants a memory no event uses
  • ▸ Perhaps it's best if we keep our biting wit between us, unless we're on the field of battle.
    Leader relationship: Influenced ByRemembered: Our friendship is built on common interests (+20 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
    BONUS_CRUEL_SUMMER_COMMON_INTERESTS
    Memory MEMORYTRIBE_BONUS_CRUEL_SUMMER_COMMON_INTERESTS
    ◇ grants a memory no event uses

✎ Velociryx

End Alliance one choice: Alliance with the rival nation ends Mission Finished · End Alliance Player CM ✓
Every 0 turns Player AlliancePlayer Us
  • ▸ We should end the Alliance Player.
    Remembered: Player Offer (5 turns)Alliance with the rival nation ends-2 Legitimacy
    grants
    BONUS_PLAYER_ALLIANCE_END
    bTeamAllianceEnd 1
    aeBonuses: BONUS_PLAYER_OFFER
    BONUS_END_ALLIANCE
    iLegitimacy -2
  • ▸ It is not time.
    (no gates or payload in XML)

✎ Soren Johnson

End Alliance one choice: Alliance with the rival nation ends Mission Finished · Player End Alliance Human Event CM ✓
Every 0 turns Player Alliance HumanPlayer Us
  • ▸ We should end the Alliance Player.
    Alliance with the rival nation ends
    grants
    BONUS_EVENTOPTION_PLAYER_END_ALLIANCE_HUMAN_YES
    bTeamAllianceEnd 1
  • ▸ It is not time.
    (no gates or payload in XML)

✎ Soren Johnson

End Alliance one choice: Alliance with the tribe ends Mission Finished · End Alliance Tribe CM ✓
Every 0 turns Tribe Alliance
  • ▸ We should end the Alliance Tribe.
    Remembered: Tribe Offer (5 turns)Alliance with the tribe ends
    grants
    BONUS_TRIBE_ALLIANCE_END
    bTribeAllianceEnd 1
    aeBonuses: BONUS_TRIBE_OFFER
  • ▸ It is not time.
    (no gates or payload in XML)

✎ Soren Johnson

Enough Mission Finished · Revelry Event CM ✓ Behind the Throne
Once per game UsLeader Us Spouse Of Leader UsNot Carnal
  • ▸ Meet his gaze.
    Gain a random traitGain a random trait
    grants
    BONUS_BITTER_MISERABLE_OR_COMPASSIONATE
    aeRandomTraitDelay: TRAIT_BITTER, TRAIT_MISERABLE, TRAIT_COMPASSIONATE
    BONUS_BITTER_MISERABLE_OR_COMPASSIONATE
    aeRandomTraitDelay: TRAIT_BITTER, TRAIT_MISERABLE, TRAIT_COMPASSIONATE
  • ▸ [character] deserves a better life.
    Carries out Divorce Spouse on your character (free)
    grants
    BONUS_DIVORCE_MISSION
    Mission MISSION_DIVORCE
    iMissionSubject 0
    bMissionFree 1

✎ Jeri Roys

Epiphany one choice: Your leader abdicates the throne Mission Finished · Revelry Event CM ✓ Behind the Throne
Every 60 turns Leader UsUs Spouse Of Leader Us
  • ▸ Rulership will destroy me if I let it.
    Loses trait: StressedYour leader abdicates the throne
    grants
    BONUS_STRESS_FREE_ABDICATE
    bAbdicate 1
    aeBonuses: BONUS_REMOVE_TRAIT_STRESSED
  • ▸ I suppose the trick is just to not think about it.
    (no gates or payload in XML)

✎ Jeri Roys

Era of Decadence Starts Era of Decadence for you Mission Finished · Revelry Event CM ✓ Behind the Throne
Once per game Player UsLeader Us Debauched
As it opens, before you choose Starts Era of Decadence for you
  • ▸ How fitting.
    Loses trait: StressedGain trait: Infamous
    grants
    BONUS_REMOVE_TRAIT_STRESSED
    aeRemoveTraits: TRAIT_STRESSED
    BONUS_GIVE_TRAIT_INFAMOUS
    aeAddTraits: TRAIT_INFAMOUS

✎ Jeri Roys

Everyone Wants a Peace one choice: Peace with the rival nation (+1) Mission Finished · Peace Event CM ✓
Every 0 turns Player ThemTribe WarPlayer Us
  • ▸ Very well. Let peace reign.
    Remembered: Player Offer (5 turns)Peace with the rival nationRemembered: Tribe Offer (5 turns)Truce with the tribe
    grants
    BONUS_PLAYER_PEACE
    DiplomacyPlayerFrom DIPLOMACY_PEACE
    aeBonuses: BONUS_PLAYER_OFFER
    BONUS_TRIBE_TRUCE
    DiplomacyTribe DIPLOMACY_TRUCE
    aeBonuses: BONUS_TRIBE_OFFER
  • ▸ It is too high a price. Our forces are committed against the [tribe].
    (no gates or payload in XML)

✎ Jeri Roys

Exacting Union one choice: Peace with the rival nation Mission Finished · Peace Event CM ✓
Every 0 turns Player Max DistantPlayer Us
  • ▸ Very well. Make the arrangements.
    Remembered: Player Offer (5 turns)Peace with the rival nationTribute to the rival nation: 50 Civics, 10 Civics per our city
    grants
    BONUS_EVENTOPTION_PEACE_RESPONSE_NO_TRIBUTE_UNION_0
    aeBonuses: BONUS_PLAYER_PEACE, BONUS_TRIBUTE_GIVE_CIVICS_SMALL
  • ▸ No. National sovereignty comes first.
    (no gates or payload in XML)

✎ Jeri Roys

Failed Assassination Mission Finished · Assassination Event CM ✓
Once per game Family UsLeader UsFamily UsFamily UsFamily Us
As it opens, before you choose Gain trait: Robust
  • ▸ Slip the sentries gold to kill the assassins.
    Gain trait: Cunning-120Money-30/city↗ turn
    grants
    BONUS_EVENTOPTION_FAILED_ASSASSINATION_OPTION_0_CHARACTER_1
    aeAddTraits: TRAIT_CUNNING
    aeBonuses: BONUS_MONEY_LOSS_SMALL
  • ▸ Blame the [family] family for the attempted murder.
    Leader relationship: Influenced ByRemembered: Accused us of plotting murder (-20 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
    BONUS_EVENTOPTION_FAILED_ASSASSINATION_OPTION_1_FAMILY_1
    Memory MEMORYFAMILY_ACCUSED_OF_MURDER
    ◇ grants a memory no event uses
  • ▸ Do nothing.
    Leader relationship: Suspicious Of
    grants
    BONUS_LEADER_SUSPICIOUS_OF
    AddLeaderRelationship RELATIONSHIP_SUSPICIOUS_OF

✎ Andy Auseon Background reading ↗

Faith at Ransom Mission Finished · Convert Your Religion Event CM ✓
Every 0 turns Leader UsReligionUsFamily Religion Us
  • ▸ Very well.
    Converts to the target religionRemembered: Undermined religious standing (-40 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_CONVERT_S0
    iConvertReligionSubject 0
    BONUS_EVENTOPTION_CONVERT_SELF_DEMANDS_OF_FAITH_0
    Memory MEMORYFAMILY_DENOUNCED_FAITH
    ◇ grants a memory no event uses
  • ▸ No, they have every right to their beliefs.
    +4 LegitimacyLeader relationship: Vengeful Against
    grants
    BONUS_EVENTOPTION_CONVERT_SELF_DEMANDS_OF_FAITH_1
    iLegitimacy 4
    BONUS_LEADER_VENGEFUL_AGAINST
    AddLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINST

✎ Josh Unsworth

Fallen Spymaster Mission Finished · Assassination Event CM ✓
⛓ Part of the Fallen Spymaster chain, 5 events , 1 branch point view map →
Every 40 turns Leader UsUsUs Spymaster
As it opens, before you choose Gain trait: Severely Wounded

✎ Zorbaz

False Charges Mission Finished · Assassination Event CM ✓
Once per game UsUsLeader Us Spymaster
As it opens, before you choose The character is killed
  • ▸ Let this be a lesson to my enemies.
    +20 XP to the character
    grants
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20

✎ Andy Auseon

Familial Revenge Mission Finished · Assassination Event CM ✓
Every 10 turns Us Or ThemUs Or Them Family
As it opens, before you choose Leader relationship: Plotting Against-2 LegitimacyThe character is killedLeader relationship: Assassinated BySteam achievement (if the target is an heir): Assassinated HeirSteam achievement (if the target leads a rival nation): Assassinated Another Leader
  • ▸ What a mess...
    (no gates or payload in XML)

✎ Josh Unsworth

Family Court Drama Mission Finished · Hold Court Event CM ✓
Once per game Leader UsCity UsFamily UsFamily Head Us City Family SeatCity Different Family To LeaderNot Charming character
  • ▸ I wish to make amends however I might. Please, allow me to finance the occasion.
    -160Money-40/city↗ turn
    grants
    BONUS_MONEY_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=-160
    aiGlobalYieldsPer: YIELD_MONEY=-40
  • ▸ I haven't got any time for this sniveling.
    Remembered: Slighted at Hold Court (-40 opinion for 80 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_HOLD_COURT_SLIGHTED_FAMILY
    Memory MEMORYFAMILY_SLIGHTED_AT_COURT
    ◇ grants a memory no event uses

✎ Gabe Campbell

Family Favor Mission Finished · Tutor Event CM ✓
Once per game UsUsFamily UsLeader Us CourtierFamily Max UpsetFamily Different From Leader
  • ▸ Nothing will come of it.
    Gains a random leader relationshipGain trait: Gracious
    grants
    BONUS_EVENTOPTION_WINNING_FAVOR_OPTION_0_CHARACTER_0
    aeRandomLeaderRelationshipDelay: RELATIONSHIP_PLOTTING_AGAINST, RELATIONSHIP_INFLUENCED_BY
    aeBonuses: BONUS_GIVE_TRAIT_GRACIOUS
  • ▸ Forbid [character] from further visits.
    +1 DisciplineLeader relationship: Disappointed With
    grants
    BONUS_EVENTOPTION_WINNING_FAVOR_OPTION_1_CHARACTER_0
    aeBonuses: BONUS_GAIN_DISCIPLINE_1, BONUS_LEADER_DISAPPOINTED_WITH
  • ▸ Threaten the [family] with repercussions.
    +1 CourageRemembered: Forced to stop hosting successors (-40 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_WINNING_FAVOR_OPTION_2_CHARACTER_0
    aeBonuses: BONUS_GAIN_COURAGE_1
    BONUS_EVENTOPTION_WINNING_FAVOR_OPTION_2_FAMILY
    Memory MEMORYFAMILY_FORCED_END_TO_HOSTING
    ◇ grants a memory no event uses

✎ Andy Auseon

Family Marriage Offer Mission Finished · Family Marriage CM ✓
Every 1 turns Family UsUsFamily UsFamily Us Archetype
  • ▸ [character] is the best option.
    Arranges a marriage
    grants
    BONUS_EVENTOPTION_MISSION_MARRIAGE_FAMILY_YES
    iMarrySubject 1
  • ▸ [character] is the best option.
    Arranges a marriage
    grants
    BONUS_EVENTOPTION_MISSION_MARRIAGE_FAMILY_YES
    iMarrySubject 1
  • ▸ No, not this time.
    (no gates or payload in XML)

✎ Soren Johnson

Family Marriage Offer Mission Finished · Family Marriage CM ✓
Every 1 turns Family UsUsFamily UsSuitor Temp Archetype
  • ▸ [character] is the best option.
    Arranges a marriage
    grants
    BONUS_EVENTOPTION_MISSION_MARRIAGE_FAMILY_YES
    iMarrySubject 1
  • ▸ [character] is the best option.
    Arranges a marriage
    grants
    BONUS_EVENTOPTION_MISSION_MARRIAGE_FAMILY_YES
    iMarrySubject 1
  • ▸ No, not this time.
    (no gates or payload in XML)

✎ Soren Johnson

Family Marriage Offer Mission Finished · Family Marriage CM ✓
Every 0 turns Family UsUsSuitor TempSuitor Temp
  • ▸ [character] is the best option.
    Arranges a marriage
    grants
    BONUS_EVENTOPTION_MISSION_MARRIAGE_FAMILY_YES
    iMarrySubject 1
  • ▸ [character] is the best option.
    Arranges a marriage
    grants
    BONUS_EVENTOPTION_MISSION_MARRIAGE_FAMILY_YES
    iMarrySubject 1
  • ▸ No, not this time.
    (no gates or payload in XML)

✎ Soren Johnson

Family Politics Mission Finished · Family Gift Event CM ✓
Once per game UsFamily UsLeader UsFamily UsFamily Us Max UpsetCourtierHas Job
As it opens, before you choose Remembered: Received gift from ruler (+20 opinion for 40 turns)(no event currently keys off this)
  • ▸ Ignore [character]'s warnings.
    Gains a random leader relationship
    grants
    BONUS_EVENTOPTION_FAMILY_POLITICS_IGNORE
    aeRandomLeaderRelationshipDelay: RELATIONSHIP_PLOTTING_AGAINST, RELATIONSHIP_OWES_FAVOR_TO
  • ▸ Reduce [character]'s Influenceinfluence on the court.
    Gain trait: Slighted
    grants
    BONUS_GIVE_TRAIT_SLIGHTED
    aeAddTraits: TRAIT_SLIGHTED
  • ▸ Attempt to win [character]'s trust.
    Leader relationship: Influenced By
    gated by
    LeaderSubject SUBJECT_CHARACTER_CHARMING
    grants
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY

✎ Andy Auseon

Family Scuffle Mission Finished · Hold Court Event CM ✓
Once per game Leader UsPlayer UsFamily UsFamily UsFamily Head UsUsFamily Head UsUs
  • ▸ I will reluctantly take the side of the [family] in this dispute.
    Remembered: Did not take our side in a family scuffle at court (+40 opinion for 20 turns)(no event currently keys off this)Remembered: Did not take our side in a family scuffle at court (-40 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_HOLD_COURT_FAMILY_SCUFFLE_OPTION_0_FAMILY_0
    Memory MEMORYFAMILY_FAMILY_SCUFFLE_FAVORED
    BONUS_EVENTOPTION_HOLD_COURT_FAMILY_SCUFFLE_OPTION_0_FAMILY_1
    Memory MEMORYFAMILY_FAMILY_SCUFFLE_UNFAVORED
    ◇ grants a memory no event uses
  • ▸ I will reluctantly take the side of the [family] in this dispute.
    Remembered: Did not take our side in a family scuffle at court (-40 opinion for 20 turns)(no event currently keys off this)Remembered: Did not take our side in a family scuffle at court (+40 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_HOLD_COURT_FAMILY_SCUFFLE_OPTION_0_FAMILY_1
    Memory MEMORYFAMILY_FAMILY_SCUFFLE_UNFAVORED
    BONUS_EVENTOPTION_HOLD_COURT_FAMILY_SCUFFLE_OPTION_0_FAMILY_0
    Memory MEMORYFAMILY_FAMILY_SCUFFLE_FAVORED
    ◇ grants a memory no event uses
  • ▸ Come now, let us end this needless quarrel without any mutual hostilities.
    gated by
    LeaderSubject SUBJECT_CHARACTER_CHARMING
    bHidePrereqs prereqs hidden in-game

✎ Gabe Campbell

Festering Vengeance one choice: Truce with the rival nation Mission Finished · Ask for Truce Event CM ✓
Every 80 turns Normal+ Player ThemPlayer UsLeader ThemLeader Us Vengeful Against Leader
  • ▸ So be it. [character] had his chance.
    +40 XP to the character
    grants
    BONUS_XP_CHARACTER_AVERAGE
    iXPCharacter 40
  • ▸ Apologize to [character], begging him for forgiveness.
    Your leader: no longer Vengeful Against their leader-4 Legitimacy
    grants
    BONUS_LEADER_VENGEFUL_AGAINST_REMOVE
    RemoveLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINST
    BONUS_EVENTOPTION_PLAYER_TRUCE_RESPONSE_FESTERING_VENGEANCE_OPTION_APOLOGY_CHARACTER_1
    iLegitimacy -4
  • ▸ Appeal to [character]’s vanity with compliments and gifts.
    +120Money+30/city↗ turn-120Money-30/city↗ turnYour leader: no longer Vengeful Against their leader
    gated by
    IndexSubject
    grants
    BONUS_MONEY_GAIN_SMALL
    aiGlobalYieldsBase: YIELD_MONEY=120
    aiGlobalYieldsPer: YIELD_MONEY=30
    BONUS_MONEY_LOSS_SMALL
    aiGlobalYieldsBase: YIELD_MONEY=-120
    aiGlobalYieldsPer: YIELD_MONEY=-30
    BONUS_LEADER_VENGEFUL_AGAINST_REMOVE
    RemoveLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINST
  • ▸ Surely there must be some way to reason with [character].
    Remembered: Player Offer (5 turns)Truce with the rival nation
    gated by
    LeaderSubject SUBJECT_CHARACTER_ARCHETYPE_THOUGHTFUL
    IndexSubject
    grants
    BONUS_PLAYER_TRUCE
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
    aeBonuses: BONUS_PLAYER_OFFER

✎ Brodie Frehlich

Festering Vengeance one choice: Truce with the rival nation Mission Finished · Demand Tribute for Truce Event CM ✓
Every 80 turns Normal+ Player ThemPlayer UsLeader ThemLeader Us Vengeful Against Leader
  • ▸ So be it. [character] had his chance.
    +40 XP to the character
    grants
    BONUS_XP_CHARACTER_AVERAGE
    iXPCharacter 40
  • ▸ Apologize to [character], begging him for forgiveness.
    Your leader: no longer Vengeful Against their leader-4 Legitimacy
    grants
    BONUS_LEADER_VENGEFUL_AGAINST_REMOVE
    RemoveLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINST
    BONUS_EVENTOPTION_PLAYER_TRUCE_RESPONSE_FESTERING_VENGEANCE_OPTION_APOLOGY_CHARACTER_1
    iLegitimacy -4
  • ▸ Appeal to [character]’s vanity with compliments and gifts.
    +120Money+30/city↗ turn-120Money-30/city↗ turnYour leader: no longer Vengeful Against their leader
    gated by
    IndexSubject
    grants
    BONUS_MONEY_GAIN_SMALL
    aiGlobalYieldsBase: YIELD_MONEY=120
    aiGlobalYieldsPer: YIELD_MONEY=30
    BONUS_MONEY_LOSS_SMALL
    aiGlobalYieldsBase: YIELD_MONEY=-120
    aiGlobalYieldsPer: YIELD_MONEY=-30
    BONUS_LEADER_VENGEFUL_AGAINST_REMOVE
    RemoveLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINST
  • ▸ Surely there must be some way to reason with [character].
    Remembered: Player Offer (5 turns)Truce with the rival nation
    gated by
    LeaderSubject SUBJECT_CHARACTER_ARCHETYPE_THOUGHTFUL
    IndexSubject
    grants
    BONUS_PLAYER_TRUCE
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
    aeBonuses: BONUS_PLAYER_OFFER

✎ Brodie Frehlich

Festering Vengeance one choice: Truce with the rival nation Mission Finished · Offer Tribute for Truce Event CM ✓
Every 80 turns Aggressive+ Player ThemPlayer UsLeader ThemLeader Us Vengeful Against Leader
  • ▸ So be it. [character] had his chance.
    +40 XP to the character
    grants
    BONUS_XP_CHARACTER_AVERAGE
    iXPCharacter 40
  • ▸ Apologize to [character], begging him for forgiveness.
    Your leader: no longer Vengeful Against their leader-4 Legitimacy
    grants
    BONUS_LEADER_VENGEFUL_AGAINST_REMOVE
    RemoveLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINST
    BONUS_EVENTOPTION_PLAYER_TRUCE_RESPONSE_FESTERING_VENGEANCE_OPTION_APOLOGY_CHARACTER_1
    iLegitimacy -4
  • ▸ Appeal to [character]’s vanity with compliments and gifts.
    +120Money+30/city↗ turn-120Money-30/city↗ turnYour leader: no longer Vengeful Against their leader
    gated by
    IndexSubject
    grants
    BONUS_MONEY_GAIN_SMALL
    aiGlobalYieldsBase: YIELD_MONEY=120
    aiGlobalYieldsPer: YIELD_MONEY=30
    BONUS_MONEY_LOSS_SMALL
    aiGlobalYieldsBase: YIELD_MONEY=-120
    aiGlobalYieldsPer: YIELD_MONEY=-30
    BONUS_LEADER_VENGEFUL_AGAINST_REMOVE
    RemoveLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINST
  • ▸ Surely there must be some way to reason with [character].
    Remembered: Player Offer (5 turns)Truce with the rival nation
    gated by
    LeaderSubject SUBJECT_CHARACTER_ARCHETYPE_THOUGHTFUL
    IndexSubject
    grants
    BONUS_PLAYER_TRUCE
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
    aeBonuses: BONUS_PLAYER_OFFER

✎ Brodie Frehlich

Fingers Mission Finished · Steal Research Event CM ✓
Once per game UsPlayer UsPlayer ThemLeader Them
As it opens, before you choose Leader relationship: Vengeful Against
  • ▸ We will not give in to threats.
    Remembered: Denied ransom for captured spies (-20 opinion for 20 turns)(no event currently keys off this)
    gated by
    LeaderSubjectNotAny SUBJECT_COMPASSIONATE
    grants
    BONUS_EVENTOPTION_STEAL_FINGERS_OPTION_0_PLAYER_1
    Memory MEMORYPLAYER_DENIED_RANSOM
    ◇ grants a memory no event uses
  • ▸ I refuse to have this blood on my hands.
    +60Science+15/city↗ turn
    grants
    BONUS_SCIENCE_GAIN_LARGE
    aiGlobalYieldsBase: YIELD_SCIENCE=60
    aiGlobalYieldsPer: YIELD_SCIENCE=15

✎ Andy Auseon

First Temptation Mission Finished · Convert Your Religion Event CM ✓
Every 0 turns Leader UsReligionReligionUs Religion
  • ▸ I am convinced, [religion] is the better path.
    Converts to the target religionLeader relationship: Endeared To
    grants
    BONUS_EVENTOPTION_CONVERT_S0
    iConvertReligionSubject 0
    BONUS_LEADER_ENDEARED_TO
    AddLeaderRelationship RELATIONSHIP_ENDEARED_TO
  • ▸ Don't tempt me from the righteous path, [character]!
    Converts to the target religionLeader relationship: Estranged From
    grants
    BONUS_EVENTOPTION_CONVERT_S0
    iConvertReligionSubject 0
    BONUS_LEADER_ESTRANGED_FROM
    AddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM

✎ Josh Unsworth

Flight from [rival] one choice: You declare war on the rival nation Mission Finished · Divorce Event CM ✓
Once per game Leader UsSpouse Of Leader UsPlayer ThemHeir Us Child Or Teenager
As it opens, before you choose Gain trait: FugitiveThe marriage is dissolvedGain trait: Fugitive
  • ▸ They are dead to me. We must choose a new heir.
    +2 LegitimacyGain trait: Bastard
    grants
    BONUS_EVENTOPTION_DIVORCE_FLIGHT_FROM_NATION_OPTION_0_CHARACTER_0
    iLegitimacy 2
    BONUS_GIVE_TRAIT_BASTARD
    aeAddTraits: TRAIT_BASTARD
  • ▸ We will dispatch soldiers to find and recover the Heir.
    (no gates or payload in XML)
  • ▸ [rival] will regret its meddling.
    +8Orders↗ turnRemembered: Declared War on us (-80 opinion for 40 turns)Remembered: Player Offer (5 turns)You declare war on the rival nation
    grants
    BONUS_ORDERS_GAIN_LARGE
    aiGlobalYieldsBase: YIELD_ORDERS=8
    BONUS_DECLARE_WAR_PLAYER
    Memory MEMORYPLAYER_DECLARED_WAR
    DiplomacyPlayerFrom DIPLOMACY_WAR
    aeBonuses: BONUS_PLAYER_OFFER
    ◇ may enable: The Sword of Damocles

✎ Andy Auseon

Food for The Faithful Mission Finished · High Synod Event CM ✓
Every 0 turns Religion WorldUsLeader Us
  • ▸ We will make a donation of Foodfood to the [religion].
    Remembered: Honored our beliefs (+40 opinion for 40 turns)(no event currently keys off this)-100Food-35/city↗ turn
    grants
    BONUS_EVENTOPTION_RELIGION_OPINION_GOOD
    Memory MEMORYRELIGION_RELIGION_OPINION_GOOD
    BONUS_FOOD_LOSS_HUGE
    aiGlobalYieldsBase: YIELD_FOOD=-100
    aiGlobalYieldsPer: YIELD_FOOD=-35
    ◇ grants a memory no event uses
  • ▸ We have no resources to spare.
    Gain trait: Cruel
    grants
    BONUS_GIVE_TRAIT_CRUEL
    aeAddTraits: TRAIT_CRUEL

✎ Gabe Campbell

Fool of the Faith Mission Finished · Convert Your Religion Event CM ✓
Every 0 turns Leader UsReligionUsUs Or Them Religion
As it opens, before you choose Converts to the target religion
  • ▸ Have [character] executed for his wayward teachings.
    Remembered: Gave support (+40 opinion for 40 turns)(no event currently keys off this)The character is killed
    grants
    BONUS_SUPPORTED_FAITH_YES
    Memory MEMORYRELIGION_SUPPORTED_FAITH
    BONUS_KILL_CHARACTER
    bKillCharacter 1
    ◇ grants a memory no event uses
  • ▸ Cover for [character], but later remind him that he now owes you for this blunder.
    Remembered: Refused support (-40 opinion for 40 turns)(no event currently keys off this)Leader relationship: Owes Favor To
    grants
    BONUS_SUPPORTED_FAITH_NO
    Memory MEMORYRELIGION_REFUSED_SUPPORT
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
    ◇ grants a memory no event uses
  • ▸ Pass it off as a jest.
    Leader relationship: Owes Favor ToLeader relationship: Influenced By
    gated by
    LeaderSubject SUBJECT_HIGH_CHARISMA
    grants
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY

✎ Josh Unsworth

Fools and Madmen Mission Finished · Influence Event CM ✓
Once per game Leader UsPlayer UsCity UsUs Or Them Insane
  • ▸ Excellent, and much more entertaining than a spelling bee!
    +60Happinesseach city↗ turnLeader relationship: Endeared To
    grants
    BONUS_HAPPINESS_GAIN_SMALL
    aiCityYields: YIELD_HAPPINESS=60
    BONUS_LEADER_ENDEARED_TO
    AddLeaderRelationship RELATIONSHIP_ENDEARED_TO

✎ Velociryx

Foreign Marriage Offer Mission Finished · Foreign Marriage CM ✓
Every 0 turns Player Peace Or TruceUsPlayer ThemPlayer Them ArchetypeNo JobNon Courtier
  • ▸ [character] is the best option.
    Arranges a marriage
    grants
    BONUS_EVENTOPTION_MISSION_MARRIAGE_FOREIGN_YES
    iMarrySubject 1
  • ▸ [character] is the best option.
    Arranges a marriage
    grants
    BONUS_EVENTOPTION_MISSION_MARRIAGE_FOREIGN_YES
    iMarrySubject 1
  • ▸ No, not this time.
    (no gates or payload in XML)

✎ Soren Johnson

Foreign Marriage Offer Mission Finished · Foreign Marriage CM ✓
Every 0 turns Player Peace Or TruceUsPlayer ThemSuitor Temp ArchetypeNo JobNon Courtier
  • ▸ [character] is the best option.
    Arranges a marriage
    grants
    BONUS_EVENTOPTION_MISSION_MARRIAGE_FOREIGN_YES
    iMarrySubject 1
  • ▸ [character] is the best option.
    Arranges a marriage
    grants
    BONUS_EVENTOPTION_MISSION_MARRIAGE_FOREIGN_YES
    iMarrySubject 1
  • ▸ No, not this time.
    (no gates or payload in XML)

✎ Soren Johnson

Foreign Marriage Offer Mission Finished · Foreign Marriage CM ✓
Every 0 turns Player Peace Or TruceUsSuitor TempSuitor Temp
  • ▸ [character] is the best option.
    Arranges a marriage
    grants
    BONUS_EVENTOPTION_MISSION_MARRIAGE_FOREIGN_YES
    iMarrySubject 1
  • ▸ [character] is the best option.
    Arranges a marriage
    grants
    BONUS_EVENTOPTION_MISSION_MARRIAGE_FOREIGN_YES
    iMarrySubject 1
  • ▸ No, not this time.
    (no gates or payload in XML)

✎ Soren Johnson

Fortune Favors Mission Finished · Gambling Event CM ✓ Behind the Throne
Every 40 turns Leader UsImportant UsPlayer Us AdultNot RoyalNot Spouse Of Leader Us
As it opens, before you choose Gain trait: Bold
  • ▸ Water under the bridge, [character].
    25% chance next turn: becomes AffableLeader relationship: Owes Favor To
    grants
    BONUS_MAYBE_AFFABLE
    aiTraitProbDelay: TRAIT_AFFABLE=25
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
  • ▸ Not to worry, [character]. I can offer ample opportunities to settle the score.
    Gain trait: CorruptLeader relationship: Blackmailed By+160Money+40/city↗ turn
    grants
    BONUS_GIVE_TRAIT_CORRUPT
    aeAddTraits: TRAIT_CORRUPT
    BONUS_BLACKMAILED_BY_LEADER
    AddLeaderRelationship RELATIONSHIP_BLACKMAILED_BY
    BONUS_MONEY_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=160
    aiGlobalYieldsPer: YIELD_MONEY=40

✎ Jeri Roys

Free of Sin Mission Finished · Convert Target to Religion Event CM ✓ The Sacred and the Profane
Once per game UsUs Or ThemReligionLeader Us Seven SinsReligion Head
As it opens, before you choose Converts to the target religion
  • ▸ Resolve
    0%
    +1 Discipline
    14%
    Loses trait: Cruel
    14%
    Loses trait: Intolerant
    14%
    Loses trait: Slothful
    14%
    Loses trait: Uncouth
    14%
    Loses trait: Foolish
    14%
    Loses trait: Extravagant
    14%
    Loses trait: Debauched
    grants
    0% BONUS_GAIN_DISCIPLINE_1
    aiRatings: RATING_DISCIPLINE=1
    14% BONUS_REMOVE_TRAIT_CRUEL
    aeRemoveTraits: TRAIT_CRUEL
    14% BONUS_REMOVE_TRAIT_INTOLERANT
    aeRemoveTraits: TRAIT_INTOLERANT
    14% BONUS_REMOVE_TRAIT_SLOTHFUL
    aeRemoveTraits: TRAIT_SLOTHFUL
    14% BONUS_REMOVE_TRAIT_UNCOUTH
    aeRemoveTraits: TRAIT_UNCOUTH
    14% BONUS_REMOVE_TRAIT_FOOLISH
    aeRemoveTraits: TRAIT_FOOLISH
    14% BONUS_REMOVE_TRAIT_EXTRAVAGANT
    aeRemoveTraits: TRAIT_EXTRAVAGANT
    14% BONUS_REMOVE_TRAIT_DEBAUCHED
    aeRemoveTraits: TRAIT_DEBAUCHED

✎ Josh Unsworth

Friends in Faith Mission Finished · Convert Your Religion Event CM ✓
Every 0 turns Leader UsUsReligion Religion
As it opens, before you choose Converts to the target religion
  • ▸ Gift [character] with a generous offer of jewels.
    -160Money-40/city↗ turnLeader relationship: Endeared To
    grants
    BONUS_MONEY_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=-160
    aiGlobalYieldsPer: YIELD_MONEY=-40
    BONUS_LEADER_ENDEARED_TO
    AddLeaderRelationship RELATIONSHIP_ENDEARED_TO
  • ▸ Promise to pay him back for this service, personally and by supporting the faith.
    Leader relationship: Holds Favor FromRemembered: Gave support (+40 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_LEADER_HOLDS_FAVOR_FROM
    AddLeaderRelationship RELATIONSHIP_HOLDS_FAVOR_FROM
    BONUS_SUPPORTED_FAITH_YES
    Memory MEMORYRELIGION_SUPPORTED_FAITH
    ◇ grants a memory no event uses
  • ▸ He should not expect repayment.
    Leader relationship: Disappointed With
    grants
    BONUS_LEADER_DISAPPOINTED_WITH
    AddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH

✎ Josh Unsworth

From Afar Mission Finished · Demand Tribute for Truce Event CM ✓
Every 80 turns Normal+ Player Min DistantPlayer UsLeader Them
  • ▸ Well, I suppose we have more important matters closer to home.
    +20 XP to the character
    grants
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20
  • ▸ [character] will regret this.
    Progress ambition: Kill 10 EnemiesRemembered: Recent Ambition (7 turns)+60Training+15/city↗ turn
    grants
    BONUS_AMBITION_KILL_10_ENEMIES
    Ambition GOAL_KILL_10_ENEMIES
    aeBonuses: BONUS_RECENT_AMBITION
    BONUS_TRAINING_GAIN_SMALL
    aiGlobalYieldsBase: YIELD_TRAINING=60
    aiGlobalYieldsPer: YIELD_TRAINING=15

✎ Brodie Frehlich

Funding the Faith Mission Finished · Convert Your Religion Event CM ✓
Every 0 turns Leader UsReligion
As it opens, before you choose Converts to the target religion
  • ▸ Resolve
    25%
    -50Wood-15/city↗ turnRemembered: Gave support (+40 opinion for 40 turns)(no event currently keys off this)
    25%
    -160Money-40/city↗ turnRemembered: Gave support (+40 opinion for 40 turns)(no event currently keys off this)
    25%
    -50Iron-15/city↗ turnRemembered: Gave support (+40 opinion for 40 turns)(no event currently keys off this)
    25%
    -50Stone-15/city↗ turnRemembered: Gave support (+40 opinion for 40 turns)(no event currently keys off this)
    grants
    25% BONUS_WOOD_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_WOOD=-50
    aiGlobalYieldsPer: YIELD_WOOD=-15
    25% BONUS_SUPPORTED_FAITH_YES
    Memory MEMORYRELIGION_SUPPORTED_FAITH
    25% BONUS_MONEY_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=-160
    aiGlobalYieldsPer: YIELD_MONEY=-40
    25% BONUS_SUPPORTED_FAITH_YES
    Memory MEMORYRELIGION_SUPPORTED_FAITH
    25% BONUS_IRON_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_IRON=-50
    aiGlobalYieldsPer: YIELD_IRON=-15
    25% BONUS_SUPPORTED_FAITH_YES
    Memory MEMORYRELIGION_SUPPORTED_FAITH
    25% BONUS_STONE_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_STONE=-50
    aiGlobalYieldsPer: YIELD_STONE=-15
    25% BONUS_SUPPORTED_FAITH_YES
    Memory MEMORYRELIGION_SUPPORTED_FAITH
    ◇ grants a memory no event uses
  • ▸ Resolve
    25%
    -50Wood-15/city↗ turnRemembered: Gave support (+40 opinion for 40 turns)(no event currently keys off this)
    25%
    -160Money-40/city↗ turnRemembered: Gave support (+40 opinion for 40 turns)(no event currently keys off this)
    25%
    -50Iron-15/city↗ turnRemembered: Gave support (+40 opinion for 40 turns)(no event currently keys off this)
    25%
    -50Stone-15/city↗ turnRemembered: Gave support (+40 opinion for 40 turns)(no event currently keys off this)
    grants
    25% BONUS_WOOD_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_WOOD=-50
    aiGlobalYieldsPer: YIELD_WOOD=-15
    25% BONUS_SUPPORTED_FAITH_YES
    Memory MEMORYRELIGION_SUPPORTED_FAITH
    25% BONUS_MONEY_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=-160
    aiGlobalYieldsPer: YIELD_MONEY=-40
    25% BONUS_SUPPORTED_FAITH_YES
    Memory MEMORYRELIGION_SUPPORTED_FAITH
    25% BONUS_IRON_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_IRON=-50
    aiGlobalYieldsPer: YIELD_IRON=-15
    25% BONUS_SUPPORTED_FAITH_YES
    Memory MEMORYRELIGION_SUPPORTED_FAITH
    25% BONUS_STONE_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_STONE=-50
    aiGlobalYieldsPer: YIELD_STONE=-15
    25% BONUS_SUPPORTED_FAITH_YES
    Memory MEMORYRELIGION_SUPPORTED_FAITH
    ◇ grants a memory no event uses
  • ▸ No, this is better used elsewhere.
    +1 DisciplineRemembered: Refused support (-40 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_GAIN_DISCIPLINE_1
    aiRatings: RATING_DISCIPLINE=1
    BONUS_SUPPORTED_FAITH_NO
    Memory MEMORYRELIGION_REFUSED_SUPPORT
    ◇ grants a memory no event uses

✎ Josh Unsworth

Funds for The High Synod Mission Finished · High Synod Event CM ✓
Every 0 turns Religion WorldUsLeader Us
  • ▸ We will make a donation to the [religion].
    Remembered: Honored our beliefs (+40 opinion for 40 turns)(no event currently keys off this)-320Money-80/city↗ turn
    grants
    BONUS_EVENTOPTION_RELIGION_OPINION_GOOD
    Memory MEMORYRELIGION_RELIGION_OPINION_GOOD
    BONUS_MONEY_LOSS_HUGE
    aiGlobalYieldsBase: YIELD_MONEY=-320
    aiGlobalYieldsPer: YIELD_MONEY=-80
    ◇ grants a memory no event uses
  • ▸ Our initial gesture is sufficient for now.
    +20 XP to the character
    grants
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20

✎ Gabe Campbell

Goodbye, [rival] Mission Finished · Slander Event CM ✓
Once per game UsPlayer UsPlayer ThemCity Us InspiringHigh Charisma
As it opens, before you choose Remembered (all rivals): Publicly Slandered (-40 opinion for 40 turns)
  • ▸ Give them a proper welcome.
    +2 Citizens
    grants
    BONUS_EVENTOPTION_SLANDER_GOODBYE_NATION_OPTION_0_CITY
    iCitizens 2

✎ Andy Auseon

Growing Influence Mission Finished · Slander Event CM ✓
Once per game UsPlayer UsPlayer ThemHeir ThemLeader Them
As it opens, before you choose Remembered (all rivals): Publicly Slandered (-40 opinion for 40 turns)
  • ▸ This agent has proven resourceful.
    Remembered: Influenced by a foreign spy (+40 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_SLANDER_GROWING_INFLUENCE_OPTION_0_CHARACTER_1
    Memory MEMORYCHARACTER_INFLUENCED_BY_SPY
    ◇ grants a memory no event uses

✎ Andy Auseon

Hands Dirty Mission Finished · Tutor Event CM ✓
Every 50 turns UsUs Child Or TeenagerCourtier ScientistMax 2 Strengths
  • ▸ Sowing seeds and growing plants.
    Gain trait: Cultivator
    grants
    BONUS_GIVE_TRAIT_CULTIVATOR
    aeAddTraits: TRAIT_CULTIVATOR
  • ▸ Identifying rocks and minerals.
    Gain trait: Delver
    grants
    BONUS_GIVE_TRAIT_DELVER
    aeAddTraits: TRAIT_DELVER
  • ▸ Managing trees and Woodforests.
    Gain trait: Naturalist
    grants
    BONUS_GIVE_TRAIT_NATURALIST
    aeAddTraits: TRAIT_NATURALIST

✎ Andy Auseon

High Priest of Assyrian Paganism Mission Finished · Hold Court Event CM ✓
Once per game City UsReligion AssyriaReligion Head UsLeader Us City Shrine ShamashCity Shrine NuskaCity Shrine NinurtaCity Shrine Ashur
  • ▸ Yes, [city] can spare the land.
    Gain a Acolyte+40Civics+10/city↗ turn
    grants
    BONUS_EVENTOPTION_PRIESTLY_DWELLING_LAND
    aeAddSpecialistClasses: SPECIALISTCLASS_ACOLYTE
    aeBonuses: BONUS_CIVICS_GAIN_SMALL
  • ▸ Spare no expense in honoring the divine. Religious / Righteous
    Gain a Acolyte-120Money-30/city↗ turn+40–400 Culture (by city tier)+40Civics+10/city↗ turn
    gated by
    LeaderSubjectAny SUBJECT_CHARACTER_RELIGIOUS / SUBJECT_RIGHTEOUS
    grants
    BONUS_EVENTOPTION_PRIESTLY_DWELLING_RESIDENCE
    aeAddSpecialistClasses: SPECIALISTCLASS_ACOLYTE
    aeBonuses: BONUS_MONEY_LOSS_SMALL, BONUS_CULTURE_GAIN_LARGE, BONUS_CIVICS_GAIN_SMALL
  • ▸ No, that land is for the people.
    +1 Happiness level
    grants
    BONUS_HAPPINESS_UP
    iHappinessLevels 1

✎ Gabe Campbell

High Priest of Babylonian Paganism Mission Finished · Hold Court Event CM ✓
Once per game City UsReligion BabyloniaReligion Head UsLeader Us City Shrine NabuCity Shrine MardukCity Shrine IshtarCity Shrine Ereshkigal
  • ▸ Yes, [city] can spare the land.
    Gain a Acolyte+40Civics+10/city↗ turn
    grants
    BONUS_EVENTOPTION_PRIESTLY_DWELLING_LAND
    aeAddSpecialistClasses: SPECIALISTCLASS_ACOLYTE
    aeBonuses: BONUS_CIVICS_GAIN_SMALL
  • ▸ Spare no expense in honoring the divine. Religious / Righteous
    Gain a Acolyte-120Money-30/city↗ turn+40–400 Culture (by city tier)+40Civics+10/city↗ turn
    gated by
    LeaderSubjectAny SUBJECT_CHARACTER_RELIGIOUS / SUBJECT_RIGHTEOUS
    grants
    BONUS_EVENTOPTION_PRIESTLY_DWELLING_RESIDENCE
    aeAddSpecialistClasses: SPECIALISTCLASS_ACOLYTE
    aeBonuses: BONUS_MONEY_LOSS_SMALL, BONUS_CULTURE_GAIN_LARGE, BONUS_CIVICS_GAIN_SMALL
  • ▸ No, that land is for the people.
    +1 Happiness level
    grants
    BONUS_HAPPINESS_UP
    iHappinessLevels 1

✎ Gabe Campbell

High Priest of Carthaginian Paganism Mission Finished · Hold Court Event CM ✓
Once per game City UsReligion CarthageReligion Head UsLeader Us City Shrine TanitCity Shrine MelqartCity Shrine EshmunCity Shrine Baal Hammon
  • ▸ Yes, [city] can spare the land.
    Gain a Acolyte+40Civics+10/city↗ turn
    grants
    BONUS_EVENTOPTION_PRIESTLY_DWELLING_LAND
    aeAddSpecialistClasses: SPECIALISTCLASS_ACOLYTE
    aeBonuses: BONUS_CIVICS_GAIN_SMALL
  • ▸ Spare no expense in honoring the divine. Religious / Righteous
    Gain a Acolyte-120Money-30/city↗ turn+40–400 Culture (by city tier)+40Civics+10/city↗ turn
    gated by
    LeaderSubjectAny SUBJECT_CHARACTER_RELIGIOUS / SUBJECT_RIGHTEOUS
    grants
    BONUS_EVENTOPTION_PRIESTLY_DWELLING_RESIDENCE
    aeAddSpecialistClasses: SPECIALISTCLASS_ACOLYTE
    aeBonuses: BONUS_MONEY_LOSS_SMALL, BONUS_CULTURE_GAIN_LARGE, BONUS_CIVICS_GAIN_SMALL
  • ▸ No, that land is for the people.
    +1 Happiness level
    grants
    BONUS_HAPPINESS_UP
    iHappinessLevels 1

✎ Gabe Campbell

High Priest of Egyptian Paganism Mission Finished · Hold Court Event CM ✓
Once per game City UsReligion EgyptReligion Head UsLeader Us City Shrine RaCity Shrine OsirisCity Shrine NeithCity Shrine Isis
  • ▸ Yes, [city] can spare the land.
    Gain a Acolyte+40Civics+10/city↗ turn
    grants
    BONUS_EVENTOPTION_PRIESTLY_DWELLING_LAND
    aeAddSpecialistClasses: SPECIALISTCLASS_ACOLYTE
    aeBonuses: BONUS_CIVICS_GAIN_SMALL
  • ▸ Spare no expense in honoring the divine. Religious / Righteous
    Gain a Acolyte-120Money-30/city↗ turn+40–400 Culture (by city tier)+40Civics+10/city↗ turn
    gated by
    LeaderSubjectAny SUBJECT_CHARACTER_RELIGIOUS / SUBJECT_RIGHTEOUS
    grants
    BONUS_EVENTOPTION_PRIESTLY_DWELLING_RESIDENCE
    aeAddSpecialistClasses: SPECIALISTCLASS_ACOLYTE
    aeBonuses: BONUS_MONEY_LOSS_SMALL, BONUS_CULTURE_GAIN_LARGE, BONUS_CIVICS_GAIN_SMALL
  • ▸ No, that land is for the people.
    +1 Happiness level
    grants
    BONUS_HAPPINESS_UP
    iHappinessLevels 1

✎ Gabe Campbell

High Priest of Greek Paganism Mission Finished · Hold Court Event CM ✓
Once per game City UsReligion GreeceReligion Head UsLeader Us City Shrine AthenaCity Shrine HadesCity Shrine PoseidonCity Shrine Zeus
  • ▸ Yes, [city] can spare the land.
    Gain a Acolyte+40Civics+10/city↗ turn
    grants
    BONUS_EVENTOPTION_PRIESTLY_DWELLING_LAND
    aeAddSpecialistClasses: SPECIALISTCLASS_ACOLYTE
    aeBonuses: BONUS_CIVICS_GAIN_SMALL
  • ▸ Spare no expense in honoring the divine. Religious / Righteous
    Gain a Acolyte-120Money-30/city↗ turn+40–400 Culture (by city tier)+40Civics+10/city↗ turn
    gated by
    LeaderSubjectAny SUBJECT_CHARACTER_RELIGIOUS / SUBJECT_RIGHTEOUS
    grants
    BONUS_EVENTOPTION_PRIESTLY_DWELLING_RESIDENCE
    aeAddSpecialistClasses: SPECIALISTCLASS_ACOLYTE
    aeBonuses: BONUS_MONEY_LOSS_SMALL, BONUS_CULTURE_GAIN_LARGE, BONUS_CIVICS_GAIN_SMALL
  • ▸ No, that land is for the people.
    +1 Happiness level
    grants
    BONUS_HAPPINESS_UP
    iHappinessLevels 1

✎ Gabe Campbell

High Priest of Persian Paganism Mission Finished · Hold Court Event CM ✓
Once per game City UsReligion PersiaReligion Head UsLeader Us City Shrine MithraCity Shrine Hvar KhshaitaCity Shrine AtarCity Shrine Anahita
  • ▸ Yes, [city] can spare the land.
    Gain a Acolyte+40Civics+10/city↗ turn
    grants
    BONUS_EVENTOPTION_PRIESTLY_DWELLING_LAND
    aeAddSpecialistClasses: SPECIALISTCLASS_ACOLYTE
    aeBonuses: BONUS_CIVICS_GAIN_SMALL
  • ▸ Spare no expense in honoring the divine. Religious / Righteous
    Gain a Acolyte-120Money-30/city↗ turn+40–400 Culture (by city tier)+40Civics+10/city↗ turn
    gated by
    LeaderSubjectAny SUBJECT_CHARACTER_RELIGIOUS / SUBJECT_RIGHTEOUS
    grants
    BONUS_EVENTOPTION_PRIESTLY_DWELLING_RESIDENCE
    aeAddSpecialistClasses: SPECIALISTCLASS_ACOLYTE
    aeBonuses: BONUS_MONEY_LOSS_SMALL, BONUS_CULTURE_GAIN_LARGE, BONUS_CIVICS_GAIN_SMALL
  • ▸ No, that land is for the people.
    +1 Happiness level
    grants
    BONUS_HAPPINESS_UP
    iHappinessLevels 1

✎ Gabe Campbell

High Priest of Roman Paganism Mission Finished · Hold Court Event CM ✓
Once per game City UsReligion RomeReligion Head UsLeader Us City Shrine SolCity Shrine CeresCity Shrine FeroniaCity Shrine Bellona
  • ▸ Yes, [city] can spare the land.
    Gain a Acolyte+40Civics+10/city↗ turn
    grants
    BONUS_EVENTOPTION_PRIESTLY_DWELLING_LAND
    aeAddSpecialistClasses: SPECIALISTCLASS_ACOLYTE
    aeBonuses: BONUS_CIVICS_GAIN_SMALL
  • ▸ Spare no expense in honoring the divine. Religious / Righteous
    Gain a Acolyte-120Money-30/city↗ turn+40–400 Culture (by city tier)+40Civics+10/city↗ turn
    gated by
    LeaderSubjectAny SUBJECT_CHARACTER_RELIGIOUS / SUBJECT_RIGHTEOUS
    grants
    BONUS_EVENTOPTION_PRIESTLY_DWELLING_RESIDENCE
    aeAddSpecialistClasses: SPECIALISTCLASS_ACOLYTE
    aeBonuses: BONUS_MONEY_LOSS_SMALL, BONUS_CULTURE_GAIN_LARGE, BONUS_CIVICS_GAIN_SMALL
  • ▸ No, that land is for the people.
    +1 Happiness level
    grants
    BONUS_HAPPINESS_UP
    iHappinessLevels 1

✎ Gabe Campbell

Higher Expectations one choice: Adopts the event's religion as state religion Mission Finished · High Synod Event CM ✓
Every 0 turns Religion WorldUsLeader Us
  • ▸ I have seen the light! [religion] will become our State Religion.
    Adopts the event's religion as state religion
    grants
    BONUS_STATE_RELIGION
    bStateReligion 1
  • ▸ Our initial gesture is sufficient for now.
    Remembered: Disrespected our beliefs (-20 opinion for 40 turns)(no event currently keys off this)+20 XP to the character
    grants
    BONUS_EVENTOPTION_RELIGION_OPINION_BAD
    Memory MEMORYRELIGION_RELIGION_OPINION_BAD
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20
    ◇ grants a memory no event uses

✎ Gabe Campbell

Hired Killers Mission Finished · Assassination Event CM ✓
Once per game UsCity UsPlayer ThemLeader Us
As it opens, before you choose The character is killed
  • ▸ I shall dismiss these rumors with a speech.
    Remembered: Dismissed link to assassination (+20 opinion for 40 turns)(no event currently keys off this)Remembered (all families): Refused to heed rumors (-20 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_HIRED_KILLERS_OPTION_0_PLAYER
    Memory MEMORYPLAYER_DISMISSED_RUMORS
    BONUS_EVENTOPTION_HIRED_KILLERS_OPTION_0_CHARACTER_1
    MemoryAllFamilies MEMORYFAMILY_REFUSED_RUMORS
    ◇ grants a memory no event uses
  • ▸ It is important than we do not act rashly.
    +1 Discipline+20Discontenteach city↗ turn
    grants
    BONUS_EVENTOPTION_HIRED_KILLERS_OPTION_1_CHARACTER_1
    aeBonuses: BONUS_GAIN_DISCIPLINE_1, BONUS_DISCONTENT_GAIN_MINIMAL
  • ▸ The court will root out all conspirators.
    +1 LegitimacyGain a Officer-40Training-10/city↗ turn
    gated by
    LeaderSubject SUBJECT_CHARACTER_COVERT
    grants
    BONUS_EVENTOPTION_HIRED_KILLERS_OPTION_2_CHARACTER_0
    iLegitimacy 1
    aeAddSpecialistClasses: SPECIALISTCLASS_OFFICER
    aeBonuses: BONUS_TRAINING_LOSS_TINY

✎ Andy Auseon Background reading ↗

Hollow Rhetoric Mission Finished · Rally Troops Event CM ✓
Once per game Leader UsPlayer UsUs GeneralNot Strong character
  • ▸ I will not stand for such insubordination.
    25% chance next turn: becomes StrictGain trait: SlightedLeave Unit
    grants
    BONUS_POSSIBLY_STRICT
    aiTraitProbDelay: TRAIT_STRICT=25
    BONUS_EVENTOPTION_RALLY_HOLLOW_RHETORIC_OPTION_0_CHARACTER_1
    bReleaseGeneral 1
    aeBonuses: BONUS_GIVE_TRAIT_SLIGHTED
  • ▸ It is an officer's duty to question his Ordersorders.
    Gains a random leader relationship
    grants
    BONUS_EVENTOPTION_RALLY_HOLLOW_RHETORIC_OPTION_1_CHARACTER_1
    aeRandomLeaderRelationshipDelay: RELATIONSHIP_DISAPPOINTED_WITH, RELATIONSHIP_SUSPICIOUS_OF, RELATIONSHIP_INFLUENCED_BY
  • ▸ [character] must be reminded of my military experience. Warrior / Brave / Valiant
    +80Training+20/city↗ turnLeader relationship: Influenced By
    gated by
    LeaderSubjectAny SUBJECT_COGNOMEN_WARRIOR / SUBJECT_COGNOMEN_BRAVE / SUBJECT_COGNOMEN_VALIANT
    grants
    BONUS_TRAINING_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_TRAINING=80
    aiGlobalYieldsPer: YIELD_TRAINING=20
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY

✎ Andy Auseon

Holy Stone Mission Finished · High Synod Event CM ✓
Every 0 turns Religion WorldUsLeader Us
  • ▸ We will finance repairs for the [religion] High Synod.
    Remembered: Honored our beliefs (+40 opinion for 40 turns)(no event currently keys off this)-100Stone-35/city↗ turn
    grants
    BONUS_EVENTOPTION_RELIGION_OPINION_GOOD
    Memory MEMORYRELIGION_RELIGION_OPINION_GOOD
    BONUS_STONE_LOSS_HUGE
    aiGlobalYieldsBase: YIELD_STONE=-100
    aiGlobalYieldsPer: YIELD_STONE=-35
    ◇ grants a memory no event uses
  • ▸ We have no Stonestone to spare.
    Remembered: Disrespected our beliefs (-20 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_RELIGION_OPINION_BAD
    Memory MEMORYRELIGION_RELIGION_OPINION_BAD
    ◇ grants a memory no event uses

✎ Gabe Campbell

Homes for The Faithful Mission Finished · High Synod Event CM ✓
Every 0 turns Religion WorldUsLeader Us
  • ▸ We will make a donation of building supplies to the [religion].
    Remembered: Honored our beliefs (+40 opinion for 40 turns)(no event currently keys off this)-100Wood-35/city↗ turn
    grants
    BONUS_EVENTOPTION_RELIGION_OPINION_GOOD
    Memory MEMORYRELIGION_RELIGION_OPINION_GOOD
    BONUS_WOOD_LOSS_HUGE
    aiGlobalYieldsBase: YIELD_WOOD=-100
    aiGlobalYieldsPer: YIELD_WOOD=-35
    ◇ grants a memory no event uses
  • ▸ We have no Woodwood to spare.
    Gain trait: Cruel
    grants
    BONUS_GIVE_TRAIT_CRUEL
    aeAddTraits: TRAIT_CRUEL

✎ Gabe Campbell

Hostage Situation Mission Finished · Assassination Event CM ✓
⛓ Part of the Hostage Situation chain, 5 events , 1 branch point view map →
Every 40 turns Leader UsUsUs Spouse Of Leader UsCourtierLover Of LeaderHeir Us
  • ▸ Guards! Guards! Kill this assassin!
    Gain trait: MourningThe character is killedThe character is killed
    grants
    BONUS_GIVE_TRAIT_MOURNING
    aeAddTraits: TRAIT_MOURNING
    BONUS_KILL_CHARACTER
    bKillCharacter 1
    BONUS_KILL_CHARACTER
    bKillCharacter 1
  • ▸ Attack [character] yourself.
    gated by
    LeaderSubject SUBJECT_HIGH_COURAGE
    ↳ may trigger: Hostage Death, Hostage Rescue
  • ▸ Wait, we can talk this out.
    gated by
    LeaderSubject SUBJECT_HIGH_CHARISMA

✎ Zorbaz

Hunger in [city] Mission Finished · Pacify City Event CM ✓
Once per game Leader UsCity UsPlayer Us Compassionate characterPlayer Negative Food
  • ▸ Hire additional physicians to treat those in [city].
    -160Money-40/city↗ turnGain a Doctor+60Happinesseach city↗ turn
    grants
    BONUS_MONEY_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=-160
    aiGlobalYieldsPer: YIELD_MONEY=-40
    BONUS_EVENTOPTION_TRAIT_HUNGER_IN_CITY_OPTION_0_CITY
    aeAddSpecialistClasses: SPECIALISTCLASS_DOCTOR
    aeBonuses: BONUS_HAPPINESS_GAIN_SMALL
  • ▸ Buy Foodfood from other nations to feed the hungry.
    -160Money-40/city↗ turn+50Food+15/city↗ turn+60Happinesseach city↗ turn
    grants
    BONUS_MONEY_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=-160
    aiGlobalYieldsPer: YIELD_MONEY=-40
    BONUS_FOOD_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_FOOD=50
    aiGlobalYieldsPer: YIELD_FOOD=15
    BONUS_HAPPINESS_GAIN_SMALL
    aiCityYields: YIELD_HAPPINESS=60
  • ▸ We will not take action.
    Loses trait: Compassionate+40 XP to the character
    grants
    BONUS_REMOVE_TRAIT_COMPASSIONATE
    aeRemoveTraits: TRAIT_COMPASSIONATE
    BONUS_XP_CHARACTER_AVERAGE
    iXPCharacter 40

✎ Andy Auseon

Husband and Manservant Mission Finished · Divorce Event CM ✓
Every 40 turns Leader UsSpouse Of Leader UsManservant No ChildrenGender Different To Leader
  • ▸ My Love, he's perfect.
    Leader relationship: Lover OfThe character marries your leader
    grants
    BONUS_EVENTOPTION_BARREN_SPOUSE_AND_SERVANT_OPTION_0
    AddLeaderRelationship RELATIONSHIP_LOVER_OF
    iPolyMarrySubject 0
  • ▸ I've changed my mind. I only need you, my love!
    Leader relationship: In Love WithLeader relationship: Jealous About
    grants
    BONUS_LEADER_IN_LOVE_WITH
    AddLeaderRelationship RELATIONSHIP_IN_LOVE_WITH
    BONUS_LEADER_JEALOUS_ABOUT
    AddLeaderRelationship RELATIONSHIP_JEALOUS_ABOUT
  • ▸ No, I cannot accept this offer. The divorce is final.
    The marriage is dissolvedLeader relationship: Estranged From
    grants
    BONUS_EVENTOPTION_BARREN_SPOUSE_AND_SERVANT_OPTION_2
    AddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
    iDivorcedBySubject 0

✎ Zorbaz Background reading ↗

Husband and Manservant Mission Finished · Divorce Event CM ✓
Every 40 turns Leader UsSpouse Of Leader UsHandmaid No ChildrenGender Different To Leader
  • ▸ My Love, he's perfect.
    Leader relationship: Lover OfThe character marries your leader
    grants
    BONUS_EVENTOPTION_BARREN_SPOUSE_AND_SERVANT_OPTION_0
    AddLeaderRelationship RELATIONSHIP_LOVER_OF
    iPolyMarrySubject 0
  • ▸ I've changed my mind. I only need you, my love!
    Leader relationship: In Love WithLeader relationship: Jealous About
    grants
    BONUS_LEADER_IN_LOVE_WITH
    AddLeaderRelationship RELATIONSHIP_IN_LOVE_WITH
    BONUS_LEADER_JEALOUS_ABOUT
    AddLeaderRelationship RELATIONSHIP_JEALOUS_ABOUT
  • ▸ No, I cannot accept this offer. The divorce is final.
    The marriage is dissolvedLeader relationship: Estranged From
    grants
    BONUS_EVENTOPTION_BARREN_SPOUSE_AND_SERVANT_OPTION_2
    AddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
    iDivorcedBySubject 0

✎ Zorbaz Background reading ↗

I Did What Now? You declare war on the rival nation Mission Finished · Revelry Event CM ✓ Behind the Throne
⛓ Part of the I Did What Now? chain, 4 events , 1 branch point view map →
Once per game Player TruceLeader Us Player Max NearPlayer Max CautiousNot Player Alliance
As it opens, before you choose Remembered: Declared War on us (-80 opinion for 40 turns)Remembered: Player Offer (5 turns)You declare war on the rival nationSteam achievement: Behind The Throne Whats The Worst That Happens
  • ▸ Uh, of course I did. Let [rival] quake before our righteous armies!
    grants
    BONUS_LEGITIMACY_FROM_WAR
    iLegitimacy 6
  • ▸ That's not- that can't... there has a been a misunderstanding.
    (no gates or payload in XML)

✎ Jeri Roys

If Stairs Could Kill Mission Finished · Revelry Event CM ✓ Behind the Throne
Once per game Leader Us
As it opens, before you choose Gain trait: Crippled
  • ▸ Scream.
    grants
    BONUS_HORRIFIED
    iLegitimacy -2
  • ▸ Contemplate the agony in silence.
    Gain a random trait
    gated by
    LeaderSubject SUBJECT_HIGH_DISCIPLINE
    grants
    BONUS_INSANE_OR_PIOUS
    aeRandomTraitDelay: TRAIT_PIOUS, TRAIT_INSANE

✎ Jeri Roys

In Heaven, as on Earth Mission Finished · High Synod Event CM ✓ The Sacred and the Profane
Once per game UsReligion PlayerPlayer Us AugustineChristianity
As it opens, before you choose Remembered: Organized a successful High Synod (+40 opinion for 40 turns)(no event currently keys off this)
  • ▸ Use this newfound fervor to recruit disciples.
    +1 Disciples of the religion
    grants
    BONUS_EVENTOPTION_IN_HEAVEN_AS_ON_EARTH_OPTION_0_RELIGION
    iSpreadUnits 1
  • ▸ Offer your aid to spread the city of God on earth.
    Leader relationship: Endeared ToStarts ambition: Spread Religion Religion (x8)
    grants
    BONUS_LEADER_ENDEARED_TO
    AddLeaderRelationship RELATIONSHIP_ENDEARED_TO
    BONUS_EVENTOPTION_IN_HEAVEN_AS_ON_EARTH_OPTION_1_RELIGION
    AmbitionReligion GOAL_EIGHT_RELIGION_SPREAD_SPECIFIC

✎ Josh Unsworth Background reading ↗

In Private Mission Finished · Influence Event CM ✓
Once per game Leader TribeTribeLeader Us Max 2 Weakness
  • ▸ It is true, only one sits atop the throne.
    Leader relationship: Influenced ByGain trait: Proud
    grants
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
    BONUS_GIVE_TRAIT_PROUD
    aeAddTraits: TRAIT_PROUD
  • ▸ [rival] is not ruled by one, but many.
    Leader relationship: Disappointed WithRemembered (all families): Defied barbarian ruler (+20 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_LEADER_DISAPPOINTED_WITH
    AddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
    BONUS_EVENTOPTION_RELATIONSHIP_IN_PRIVATE_OPTION_1_CHARACTER_1
    MemoryAllFamilies MEMORYFAMILY_DEFIED_BARBARIAN
    ◇ grants a memory no event uses
  • ▸ [character] is not worthy of my time.
    Leader relationship: Estranged From+2 Legitimacy
    grants
    BONUS_LEADER_ESTRANGED_FROM
    AddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
    BONUS_EVENTOPTION_RELATIONSHIP_IN_PRIVATE_OPTION_2_CHARACTER_1
    iLegitimacy 2

✎ Andy Auseon

In Remembrance Mission Finished · Hold Court Event CM ✓
Once per game Family UsFamily Head UsWas Leader Dead UsLeader Us Family Max UpsetFamily Different From Leader
  • ▸ It is right to honor the great [family] rulers.
    -40Civics-10/city↗ turnBegin project: National Holiday
    grants
    BONUS_CIVICS_LOSS_SMALL
    aiGlobalYieldsBase: YIELD_CIVICS=-40
    aiGlobalYieldsPer: YIELD_CIVICS=-10
    BONUS_EVENTOPTION_IN_REMEMBRANCE_OPTION_0_CHARACTER_2
    aeAddProjects: PROJECT_NATIONAL_HOLIDAY
  • ▸ No, not unless all past rulers receive this honor.
    Leader relationship: Vengeful Against+4 Legitimacy
    grants
    BONUS_LEADER_VENGEFUL_AGAINST
    AddLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINST
    BONUS_EVENTOPTION_IN_REMEMBRANCE_OPTION_1_CHARACTER_2
    iLegitimacy 4
  • ▸ A day for all past rulers of [rival] will be established.
    Gain trait: InspiringBegin project: National Holiday
    gated by
    PlayerSubject SUBJECT_PLAYER_DIVINE_RULE
    grants
    BONUS_EVENTOPTION_IN_REMEMBRANCE_OPTION_2_CHARACTER_2
    aeAddProjects: PROJECT_NATIONAL_HOLIDAY
    aeAddTraits: TRAIT_INSPIRING

✎ Andy Auseon