← All story events Trigger Stories that fire on the Mission Finished trigger.
How yield rewards scale ↗ turn
A yield reward like +40 Science +10/city ↗turn is not a flat number. The amount you actually receive is:
(base + per-city × your cities) × turn multiplier
- Per-city adds that much for every city you own (the rival's cities for Steal-Research-style effects).
- Turn multiplier is ×1 up through turn 60, then ×(turn ÷ 60) after — ×1.5 at turn 90, ×2 at turn 120, ×3.3 at turn 200.
The number on each chip is the ×1 (base) value. Hover a yield chip for a cities × turn table of the real reward. Example — +40 Science +10/city with 4 cities: 80 early game → 120 at turn 90 → 160 at turn 120. The mission pages also have a live calculator. ("Tiny / Small / Average / Large" in the game are just preset base/per tiers — shown here as their real numbers.)
⚠ Weights are not in-game odds. Each story is gated by character/empire conditions (some hidden in-game), so its real frequency is filtered in ways the XML can't predict — community analytics differ a lot from raw weights. Treat the weight as the XML knob, not a probability.
A Bastard's Love
- ▸ We shall support you. May your marriage be blessed.-4 LegitimacyGain trait: RomanticArranges a marriagegrantsBONUS_EVENTOPTION_CHILD_COMMON_LOVE_OPTION_1_CHARACTER_0iLegitimacy -4BONUS_GIVE_TRAIT_ROMANTICaeAddTraits: TRAIT_ROMANTICBONUS_EVENTOPTION_CHILD_COMMON_LOVE_OPTION_1_CHARACTER_2iMarrySubject 1
- ▸ I cannot accept this. You will be married to another.Leader relationship: Estranged FromgrantsBONUS_LEADER_ESTRANGED_FROMAddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
A Broken Crown
- ▸ Energize your troops and generals.
+80Training+20/city↗ turn grantsBONUS_TRAINING_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_TRAINING=80aiGlobalYieldsPer: YIELD_TRAINING=20 - ▸ Honor him with a heartfelt speech.Gain trait: Compassionategated byLeaderSubject SUBJECT_HIGH_CHARISMAgrantsBONUS_GIVE_TRAIT_COMPASSIONATEaeAddTraits: TRAIT_COMPASSIONATE
- ▸ Keep the assassination a secret... for now.Gain trait: Cunninggated byLeaderSubject SUBJECT_HIGH_WISDOMgrantsBONUS_GIVE_TRAIT_CUNNINGaeAddTraits: TRAIT_CUNNING
A Capable Hand
- ▸ Grant [character] full authority over
administration. Loses trait: UnpopularRemembered: Grand Vizier (88 turns)grantsBONUS_REMOVE_TRAIT_UNPOPULARaeRemoveTraits: TRAIT_UNPOPULARBONUS_MAKE_GRAND_VIZIERMemory MEMORYCHARACTER_GRAND_VIZIERCouncil COUNCIL_GRAND_VIZIER - ▸ Politely decline the assistance.(no gates or payload in XML)
A Convert for Aten
⛓ Follows from: Sign from Aten
- ▸ Spend your time teaching [character] the ways of the sun god.Leader relationship: Influenced BygrantsBONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
- ▸ Give praise to Aten for his blessings.+1 Wisdom+1 WisdomgrantsBONUS_GAIN_WISDOM_1aiRatings: RATING_WISDOM=1BONUS_GAIN_WISDOM_1aiRatings: RATING_WISDOM=1
A Crowd of Admirers
- ▸ I will take a moment to reflect on the glory of [rival], and my well earned respect as her leader.Gain trait: FamousgrantsBONUS_GIVE_TRAIT_FAMOUSaeAddTraits: TRAIT_FAMOUS
A Deadly Request
- ▸ I would rather die than give in to your threats.Gain trait: FugitiveThe character is killedgrantsBONUS_GIVE_TRAIT_FUGITIVEaeAddTraits: TRAIT_FUGITIVEBONUS_KILL_CHARACTERbKillCharacter 1
- ▸ Fine, I will elevate the [family] to a place of power.gated byLeaderSubjectNotAny SUBJECT_PROUDgrantsBONUS_EVENTOPTION_INFLUENCE_A_DEADLY_REQUEST_OPTION_1_CHARACTER_0Council COUNCIL_CHANCELLORBONUS_EVENTOPTION_INFLUENCE_A_DEADLY_REQUEST_OPTION_1_CHARACTER_1Council COUNCIL_AMBASSADOR
- ▸ Disarming [character] will be easy.Gain trait: Imprisoned+4 Legitimacy+20 XP to the charactergated byLeaderSubject SUBJECT_CHARACTER_ARCHETYPE_MARTIALgrantsBONUS_GIVE_TRAIT_IMPRISONEDaeAddTraits: TRAIT_IMPRISONEDBONUS_EVENTOPTION_INFLUENCE_A_DEADLY_REQUEST_OPTION_2_CHARACTER_2iLegitimacy 4aeBonuses: BONUS_XP_CHARACTER_SMALL
A Dream From the Gods
- ▸ A spirit of wisdom is trying to guide [character].+1 WisdomgrantsBONUS_GAIN_WISDOM_1aiRatings: RATING_WISDOM=1
- ▸ The gods of war are calling him to battle.+1 CouragegrantsBONUS_GAIN_COURAGE_1aiRatings: RATING_COURAGE=1
- ▸ A god of love must be playing coy.+1 CharismagrantsBONUS_GAIN_CHARISMA_1aiRatings: RATING_CHARISMA=1
- ▸ The king of the gods is withholding his true form to protect [character].+1 DisciplinegrantsBONUS_GAIN_DISCIPLINE_1aiRatings: RATING_DISCIPLINE=1
A Faith Divided
- ▸ Resolve25%Remembered: Stood up to rebellious clergy (+80 opinion for 40 turns)(no event currently keys off this)Begin project: Zoroastrian DissentBegin project: Zoroastrian Dissent25%Remembered: Stood up to rebellious clergy (+80 opinion for 40 turns)(no event currently keys off this)Begin project: Jewish DissentBegin project: Jewish Dissent25%Remembered: Stood up to rebellious clergy (+80 opinion for 40 turns)(no event currently keys off this)Begin project: Christian DissentBegin project: Christian Dissent25%Remembered: Stood up to rebellious clergy (+80 opinion for 40 turns)(no event currently keys off this)Begin project: Manichaean DissentBegin project: Manichaean Dissentgrants25% BONUS_EVENTOPTION_SCHISM_OF_FAITH_OPTION_0_RELIGIONMemory MEMORYRELIGION_REBELLIOUS_CLERGY25% BONUS_EVENTSTORY_ZOROASTRIAN_DISSENT_CITYaeAddProjects: PROJECT_DISSENT_ZOROASTRIANISM25% BONUS_EVENTSTORY_ZOROASTRIAN_DISSENT_CITYaeAddProjects: PROJECT_DISSENT_ZOROASTRIANISM25% BONUS_EVENTOPTION_SCHISM_OF_FAITH_OPTION_0_RELIGIONMemory MEMORYRELIGION_REBELLIOUS_CLERGY25% BONUS_EVENTSTORY_JEWISH_DISSENT_CITYaeAddProjects: PROJECT_DISSENT_JUDAISM25% BONUS_EVENTSTORY_JEWISH_DISSENT_CITYaeAddProjects: PROJECT_DISSENT_JUDAISM25% BONUS_EVENTOPTION_SCHISM_OF_FAITH_OPTION_0_RELIGIONMemory MEMORYRELIGION_REBELLIOUS_CLERGY25% BONUS_EVENTSTORY_CHRISTIAN_DISSENT_CITYaeAddProjects: PROJECT_DISSENT_CHRISTIANITY25% BONUS_EVENTSTORY_CHRISTIAN_DISSENT_CITYaeAddProjects: PROJECT_DISSENT_CHRISTIANITY25% BONUS_EVENTOPTION_SCHISM_OF_FAITH_OPTION_0_RELIGIONMemory MEMORYRELIGION_REBELLIOUS_CLERGY25% BONUS_EVENTSTORY_MANICHAEISM_DISSENT_CITYaeAddProjects: PROJECT_DISSENT_MANICHAEISM25% BONUS_EVENTSTORY_MANICHAEISM_DISSENT_CITYaeAddProjects: PROJECT_DISSENT_MANICHAEISM◇ grants a memory no event currently keys off
- ▸ Agree to the demands of the [religion] faction.grantsBONUS_EVENTOPTION_A_FAITH_DIVIDED_OPTION_1_RELIGIONaeReligionBonuses: BONUS_DISCONTENT_GAIN_TINYBONUS_EVENTOPTION_A_FAITH_DIVIDED_OPTION_1_THEOLOGYbFreeTheology 1
A Fine Roast
- ▸ Oh, no, I didn't mean it like that [character]! It's the height of flattery! Oh, sorry...Gain trait: HecklerLeader relationship: Vengeful AgainstgrantsBONUS_GIVE_TRAIT_HECKLERaeAddTraits: TRAIT_HECKLERBONUS_LEADER_VENGEFUL_AGAINSTAddLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINST
A Flower Out of the Dirt
- ▸ Appoint [character] to the position of Minister right away. Spare no expense!+1 Wisdom
-240Money-60/city↗ turnGain a Court Minister grantsBONUS_GAIN_WISDOM_1aiRatings: RATING_WISDOM=1BONUS_MONEY_LOSS_LARGEaiGlobalYieldsBase: YIELD_MONEY=-240aiGlobalYieldsPer: YIELD_MONEY=-60BONUS_EVENTOPTION_HOLD_COURT_MAKE_COURTIERMakeCourtier COURTIER_MINISTER - ▸ We've no place for him at this time.+20 XP to the charactergrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20
A Gracious Welcome
- ▸ Accept the welcome and do what you can from the
palace.
-40Civics-10/city↗ turnYour agent network moves to the target city grantsBONUS_CIVICS_LOSS_SMALLaiGlobalYieldsBase: YIELD_CIVICS=-40aiGlobalYieldsPer: YIELD_CIVICS=-10BONUS_MISSIONRESULT_MOVE_NETWORK_SUCCESSiMoveNetworkCitySubject 0 - ▸ Write and appeal to the Governor.Your agent network moves to the target cityLeader relationship: Influenced Bygated byIndexSubjectgrantsBONUS_MISSIONRESULT_MOVE_NETWORK_SUCCESSiMoveNetworkCitySubject 0BONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
- ▸
Order [character] to remove this meddling governor. Your agent network moves to the target cityThe character is killedLeader relationship: Suspicious OfgrantsBONUS_MISSIONRESULT_MOVE_NETWORK_SUCCESSiMoveNetworkCitySubject 0BONUS_EVENTOPTION_A_GRACIOUS_WELCOME_OPTION_2_CHARACTER_1bKillCharacter 1AddRelationshipSubjects: RELATIONSHIP_ASSASSINATED_BY=0BONUS_LEADER_SUSPICIOUS_OFAddLeaderRelationship RELATIONSHIP_SUSPICIOUS_OF
A Greater Calling Just Called
- ▸ Can it really be such a bad life?+1 WisdomgrantsBONUS_CONSIDERINGaiTraitProbDelay: TRAIT_MISERABLE=25aeBonuses: BONUS_GAIN_WISDOM_1
- ▸ You do not refuse your King.Gain trait: ImprisonedGain trait: StrictgrantsBONUS_GIVE_TRAIT_IMPRISONEDaeAddTraits: TRAIT_IMPRISONEDBONUS_GIVE_TRAIT_STRICTaeAddTraits: TRAIT_STRICT
A Hero's Flight
- ▸ We must keep a careful watch for [character].Gain trait: FugitiveLeader relationship: Plotting AgainstgrantsBONUS_EVENTOPTION_A_HEROS_FLIGHT_OPTION_0_CHARACTER_0AddLeaderRelationship RELATIONSHIP_PLOTTING_AGAINSTaeAddTraits: TRAIT_FUGITIVE
A Kind Gesture
- ▸ 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 grantsBONUS_EVENTOPTION_FAMILY_GIFT_YESMemory MEMORYFAMILY_FAMILY_GIFT_YESBONUS_MONEY_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=-160aiGlobalYieldsPer: YIELD_MONEY=-40◇ grants a memory no event currently keys off - ▸ Perhaps another time.+20 XP to the charactergrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20
A Little Advice
- ▸ Alright, alright, fine.gated byLeaderSubjectNotAny SUBJECT_PROUD↳ may trigger: No Sign, The Barley Sprouts
- ▸ I'm not going to pee on a bundle of
barley, [character]. Leader relationship: Disappointed WithgrantsBONUS_LEADER_DISAPPOINTED_WITHAddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH↳ may trigger: A Child
A Little More Time
- ▸ Send your personal scribes and agents to assist the Spymaster.Exposes a foreign agent network in the city
-40Civics-10/city↗ turn grantsBONUS_MISSIONRESULT_EXPOSE_AGENT_SUCCESSbExposeAgentNetwork 1BONUS_CIVICS_LOSS_SMALLaiGlobalYieldsBase: YIELD_CIVICS=-40aiGlobalYieldsPer: 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 grantsBONUS_MISSIONRESULT_EXPOSE_AGENT_SUCCESSbExposeAgentNetwork 1BONUS_TRAINING_LOSS_SMALLaiGlobalYieldsBase: YIELD_TRAINING=-60aiGlobalYieldsPer: YIELD_TRAINING=-15 - ▸ Call off the hunt and scavenge what you can of the mission’s resources.
+20Civics+5/city↗ turn grantsBONUS_CIVICS_GAIN_TINYaiGlobalYieldsBase: YIELD_CIVICS=20aiGlobalYieldsPer: YIELD_CIVICS=5
A Lost Friend
- ▸ Of course I will. Go, be with his family.
-2Orders↗ turnLeader relationship: Owes Favor To grantsBONUS_ORDERS_LOSS_MINIMALaiGlobalYieldsBase: YIELD_ORDERS=-2BONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship 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)grantsBONUS_LEADER_DISAPPOINTED_WITHAddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITHBONUS_AMBITION_LAW_TYRANNYAmbition GOAL_TYRANNYaeBonuses: BONUS_RECENT_AMBITION
A Man Without a Past
- ▸ I will take what allies I can.Gain a Court MinistergrantsBONUS_MAKE_GREAT_MINISTERMakeCourtier COURTIER_MINISTER
- ▸ Such confidence is not always a positive sign.+40 XP to the charactergrantsBONUS_XP_CHARACTER_AVERAGEiXPCharacter 40
A Measured Voice
- ▸ [character] is right, we must spare [character].Gains a random leader relationshipgated byLeaderSubjectNotAny SUBJECT_CHARACTER_TERRIFYINGgrantsBONUS_EVENTOPTION_MEASURED_VOICEaeRandomLeaderRelationshipDelay: 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 grantsBONUS_GIVE_TRAIT_IMPRISONEDaeAddTraits: TRAIT_IMPRISONEDBONUS_DISCONTENT_GAIN_TINYaiCityYields: YIELD_DISCONTENT=40
A Messy Affair
- ▸ 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 grantsBONUS_EVENTOPTION_A_MESSY_AFFAIR_OPTION_0_FAMILYMemory MEMORYFAMILY_FAMILY_GIFT_YESBONUS_EVENTOPTION_A_MESSY_AFFAIR_OPTION_0_CHARACTER_1aeAddTraits: TRAIT_COMPASSIONATEaeBonuses: BONUS_MONEY_LOSS_SMALL◇ grants a memory no event currently keys off - ▸ Launch a full investigation... but do nothing.+2 Legitimacy
-4Orders↗ turn grantsBONUS_EVENTOPTION_A_MESSY_AFFAIR_OPTION_1_CHARACTER_1iLegitimacy 2aeBonuses: BONUS_ORDERS_LOSS_SMALL - ▸ Make filthy jokes at [character]'s expense.+20 XP to the charactergated byLeaderSubject SUBJECT_CHARACTER_TERRIFYINGgrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20
- ▸ Mourn with all of [rival].Gain trait: MourninggrantsBONUS_GIVE_TRAIT_MOURNINGaeAddTraits: TRAIT_MOURNING
A Narrow Escape
- ▸ Agent? What agent?Your agent network moves to the target cityLeader relationship: Suspicious OfgrantsBONUS_MISSIONRESULT_MOVE_NETWORK_SUCCESSiMoveNetworkCitySubject 0BONUS_LEADER_SUSPICIOUS_OFAddLeaderRelationship RELATIONSHIP_SUSPICIOUS_OF
- ▸ Set up a scapegoat to take the fall.
-20Civics-5/city↗ turn
-3Orders↗ turnYour agent network moves to the target city grantsBONUS_EVENTOPTION_A_NARROW_ESCAPE_OPTION_1_CHARACTERaeBonuses: BONUS_CIVICS_LOSS_TINY, BONUS_ORDERS_LOSS_TINYBONUS_MISSIONRESULT_MOVE_NETWORK_SUCCESSiMoveNetworkCitySubject 0 - ▸ Instruct [character] to retreat as soon as he has set up a new network.grantsBONUS_RELEASE_AGENTbReleaseAgent 1BONUS_ADD_AGENT_NETWORKbAddAgentNetwork 1
A Race of Pride
- ▸ I will ride for you myself.Leader relationship: Endeared ToLeader relationship: Conspiring Withgated byLeaderSubject SUBJECT_EQUESTRIANgrantsBONUS_LEADER_ENDEARED_TOAddLeaderRelationship RELATIONSHIP_ENDEARED_TOBONUS_LEADER_CONSPIRING_WITHAddLeaderRelationship RELATIONSHIP_CONSPIRING_WITH
- ▸ I am sure we can hire a skilled rider.
-160Money-40/city↗ turnLeader relationship: Owes Favor To grantsBONUS_MONEY_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=-160aiGlobalYieldsPer: YIELD_MONEY=-40BONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO - ▸ No, this is your own problem.Leader relationship: Disappointed WithgrantsBONUS_LEADER_DISAPPOINTED_WITHAddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
A Royal Suspect
- ▸ 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)grantsBONUS_MISSIONRESULT_EXPOSE_AGENT_SUCCESSbExposeAgentNetwork 1BONUS_GAIN_COURAGE_1aiRatings: RATING_COURAGE=1BONUS_EVENTOPTION_A_ROYAL_SUSPECT_OPTION_0_PLAYERMemory MEMORYPLAYER_HOLD_HOSTAGEAddLeaderRelationship 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 OfgrantsBONUS_MISSIONRESULT_EXPOSE_AGENT_SUCCESSbExposeAgentNetwork 1BONUS_LEADER_SUSPICIOUS_OFAddLeaderRelationship RELATIONSHIP_SUSPICIOUS_OF
- ▸ Tell [character] to stand down.+20 XP to the characterLeader relationship: Owes Favor TograntsBONUS_XP_CHARACTER_SMALLiXPCharacter 20BONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
A Spouse's Honors
- ▸ 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) grantsBONUS_FOOD_GAIN_SMALLaiGlobalYieldsBase: YIELD_FOOD=30aiGlobalYieldsPer: YIELD_FOOD=10BONUS_EVENTOPTION_GP_A_PROMOTION_OPTION_0Memory MEMORYCHARACTER_GP_PROMOTIONSetTitle TITLE_OVERSEER_OF_THE_FIELDS◇ grants a memory no event currently keys off - ▸ 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) grantsBONUS_EVENTOPTION_GP_A_PROMOTION_OPTION_1_CHARACTER_1aeBonuses: BONUS_CIVICS_GAIN_SMALLBONUS_EVENTOPTION_GP_A_PROMOTION_OPTION_1Memory MEMORYCHARACTER_GP_PROMOTIONSetTitle TITLE_POSSESSOR_OF_VENERATION◇ grants a memory no event currently keys off - ▸ 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)grantsBONUS_EVENTOPTION_GP_A_PROMOTION_OPTION_2_CHARACTER_1iLegitimacy 2BONUS_EVENTOPTION_GP_A_PROMOTION_OPTION_2Memory MEMORYCHARACTER_GP_PROMOTIONSetTitle TITLE_STEWARD_OF_THE_CHAMBER◇ grants a memory no event currently keys off
A Stone of Fire
- ▸ 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 killedgrantsBONUS_EVENTOPTION_A_STONE_OF_FIRE_OPTION_0_RELIGIONMemory MEMORYRELIGION_IMPIOUS_PHILOSOPHER_KILLBONUS_KILL_CHARACTERbKillCharacter 1◇ grants a memory no event currently keys off
- ▸ 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 TograntsBONUS_EVENTOPTION_A_STONE_OF_FIRE_OPTION_1_RELIGIONMemory MEMORYRELIGION_IMPIOUS_PHIOLOSOPHER_EXILEBONUS_EVENTOPTION_A_STONE_OF_FIRE_OPTION_1_CHARACTER_0AddLeaderRelationship RELATIONSHIP_ENDEARED_TOaeAddTraits: TRAIT_EXILED◇ grants a memory no event currently keys off
- ▸ Recruit the philosopher to your court.Gain a Court ScholarLeader relationship: Vengeful AgainstgrantsBONUS_MAKE_GREAT_SCIENTISTMakeCourtier COURTIER_SCIENTISTBONUS_LEADER_VENGEFUL_AGAINSTAddLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINST
A Viper in the Nest
- ▸ Clearly, there are traitors in our midst.Gain trait: FugitivegrantsBONUS_GIVE_TRAIT_FUGITIVEaeAddTraits: TRAIT_FUGITIVE
A War Declaration
- ▸ 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)grantsBONUS_EVENTOPTION_PLAYER_PLAYER_WAR_MEMORYMemory MEMORYPLAYER_PLAYER_PLAYER_WARBONUS_EVENTOPTION_PLAYER_PLAYER_WAR_MONEYaeBonuses: BONUS_MONEY_SEND_HUGEDiplomacySubjects: DIPLOMACY_WAR=0◇ grants a memory no event currently keys off - ▸ 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)grantsBONUS_EVENTOPTION_PLAYER_PLAYER_WAR_MEMORYMemory MEMORYPLAYER_PLAYER_PLAYER_WARBONUS_EVENTOPTION_PLAYER_PLAYER_WAR_TRAININGaeBonuses: BONUS_TRAINING_SEND_HUGEDiplomacySubjects: DIPLOMACY_WAR=0◇ grants a memory no event currently keys off
- ▸ Maybe another day.(no gates or payload in XML)
A War Declaration
- ▸ 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)grantsBONUS_EVENTOPTION_PLAYER_PLAYER_WAR_MEMORYMemory MEMORYPLAYER_PLAYER_PLAYER_WARBONUS_EVENTOPTION_PLAYER_PLAYER_WAR_MONEYaeBonuses: BONUS_MONEY_SEND_HUGEDiplomacySubjects: DIPLOMACY_WAR=0◇ grants a memory no event currently keys off - ▸ 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)grantsBONUS_EVENTOPTION_PLAYER_PLAYER_WAR_MEMORYMemory MEMORYPLAYER_PLAYER_PLAYER_WARBONUS_EVENTOPTION_PLAYER_PLAYER_WAR_TRAININGaeBonuses: BONUS_TRAINING_SEND_HUGEDiplomacySubjects: DIPLOMACY_WAR=0◇ grants a memory no event currently keys off
- ▸ Maybe another day.(no gates or payload in XML)
A War Declaration
- ▸ 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)grantsBONUS_EVENTOPTION_PLAYER_TRIBE_WAR_MEMORYMemory MEMORYTRIBE_PLAYER_TRIBE_WARBONUS_EVENTOPTION_PLAYER_TRIBE_WAR_MONEYaeBonuses: BONUS_MONEY_SEND_AVERAGEDiplomacySubjects: DIPLOMACY_WAR=0◇ grants a memory no event currently keys off - ▸ 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)grantsBONUS_EVENTOPTION_PLAYER_TRIBE_WAR_MEMORYMemory MEMORYTRIBE_PLAYER_TRIBE_WARBONUS_EVENTOPTION_PLAYER_TRIBE_WAR_TRAININGaeBonuses: BONUS_TRAINING_SEND_AVERAGEDiplomacySubjects: DIPLOMACY_WAR=0◇ grants a memory no event currently keys off
- ▸ Maybe another day.(no gates or payload in XML)
A War Declaration
- ▸ 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↗ turn grantsBONUS_EVENTOPTION_TRIBE_PLAYER_WAR_MEMORYMemory MEMORYPLAYER_TRIBE_PLAYER_WARBONUS_EVENTOPTION_TRIBE_PLAYER_WAR_MONEYaeBonuses: BONUS_MONEY_LOSS_LARGEDiplomacySubjects: DIPLOMACY_WAR=0◇ grants a memory no event currently keys off - ▸ A tribute to the [tribe] is in
order. Remembered: Convinced a Tribe to declare war on us (-40 opinion for 80 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_TRIBE_PLAYER_WAR_MEMORYMemory MEMORYPLAYER_TRIBE_PLAYER_WARBONUS_EVENTOPTION_TRIBE_PLAYER_WAR_TRIBUTEaeBonuses: BONUS_TRIBUTE_GIVE_MONEY_LARGEDiplomacySubjects: DIPLOMACY_WAR=0◇ grants a memory no event currently keys off - ▸ Maybe another day.(no gates or payload in XML)
A Warm Bed
- ▸ Only I will decide who shares my bed.Gain trait: LoyalgrantsBONUS_LEADER_ESTRANGED_FROM_REMOVERemoveLeaderRelationship RELATIONSHIP_ESTRANGED_FROMBONUS_GIVE_TRAIT_LOYALaeAddTraits: TRAIT_LOYAL
- ▸ He asks too much.Gain trait: Debauched+2 CharismagrantsBONUS_EVENTOPTION_INFLUENCE_A_WARM_BED_OPTION_1_CHARACTER_1aeAddTraits: TRAIT_DEBAUCHEDaeBonuses: BONUS_GAIN_CHARISMA_2
- ▸ Promises are easy to make, if you never intend to keep them.Leader relationship: In Love WithGain trait: Romanticgated byLeaderSubject SUBJECT_CORRUPTgrantsBONUS_LEADER_IN_LOVE_WITHAddLeaderRelationship RELATIONSHIP_IN_LOVE_WITHBONUS_GIVE_TRAIT_ROMANTICaeAddTraits: TRAIT_ROMANTIC
A Way In
- ▸ Tell him to proceed with caution.+20 XP to the characterLeader relationship: Endeared TograntsBONUS_XP_CHARACTER_SMALLiXPCharacter 20BONUS_LEADER_ENDEARED_TOAddLeaderRelationship RELATIONSHIP_ENDEARED_TO
Abuse and Ridicule
- ▸ I have confidence that [character] will weather this storm.Gain a random traitGain trait: ScarredgrantsBONUS_EVENTOPTION_INFLUENCE_ABUSE_AND_RIDICULE_OPTION_0_CHARACTER_2aeRandomTraitDelay: TRAIT_TOUGH, TRAIT_BITTERaeBonuses: BONUS_GIVE_TRAIT_SCARRED
- ▸ Bring the Heir home from school at once.Loses trait: Philosophy StudentGain a random traitGain trait: ScarredgrantsBONUS_EVENTOPTION_INFLUENCE_ABUSE_AND_RIDICULE_OPTION_1_CHARACTER_2aeRandomTraitDelay: TRAIT_CUNNING, TRAIT_TIMIDaeRemoveTraits: TRAIT_STUDY_PHILOSOPHYaeBonuses: BONUS_GIVE_TRAIT_SCARRED
Accidents Happen
- ▸ Send the [family] gifts to ease their sorrow.+20 XP to the charactergrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20BONUS_EVENTOPTION_TECH_WINDLASS_ACCIDENTS_HAPPEN_OPTION_0_RESOURCEiTradeResourceToSubject 1
- ▸ Remove [character] from the court.Remembered: Sacked irresponsible scientist (+40 opinion for 20 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_TECH_WINDLASS_ACCIDENTS_HAPPEN_OPTION_2_FAMILYMemory MEMORYFAMILY_SACKED_SCIENTISTBONUS_EVENTOPTION_TECH_WINDLASS_ACCIDENTS_HAPPEN_OPTION_2_CHARACTER_1bNoCourtier 1◇ grants a memory no event currently keys off
Accused
- ▸ There is nothing for it, I suppose. Leave them to their whispers.-5 LegitimacyGain trait: StressedgrantsBONUS_ACCUSED_OF_USURPATIONiLegitimacy -5aeBonuses: 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.grantsBONUS_ABDICATE_FREEbAbdicate 1
Achievement
- ▸ Achievement.(no gates or payload in XML)
Achievement
- ▸ Achievement.(no gates or payload in XML)
Achievement
- ▸ Achievement.(no gates or payload in XML)
Achievement
- ▸ Achievement.(no gates or payload in XML)
Achievement
- ▸ Achievement.(no gates or payload in XML)
Achievement
- ▸ Achievement.(no gates or payload in XML)
Achievement
- ▸ Achievement.(no gates or payload in XML)
Achievement
- ▸ Achievement.(no gates or payload in XML)
Acidic
- ▸ There is only so much one can take.Gain trait: StressedgrantsBONUS_GIVE_TRAIT_STRESSEDaeAddTraits: TRAIT_STRESSED
Acts of Charity
- ▸ Encourage him to support charitable government policies.Gain trait: HumblegrantsBONUS_GIVE_TRAIT_HUMBLEaeAddTraits: TRAIT_HUMBLE
- ▸ Suggest that he continue working directly with the poor.Gain trait: CompassionategrantsBONUS_GIVE_TRAIT_COMPASSIONATEaeAddTraits: TRAIT_COMPASSIONATE
Adopt State Religion?
- ▸ Adopt [religion].grantsBONUS_ADOPT_RELIGIONbAdoptReligion 1
- ▸ Not right now.(no gates or payload in XML)
Adopt State Religion?
- ▸ Adopt [religion].Remembered: Chose a different State Religion (-20 opinion for 20 turns)(no event currently keys off this)grantsBONUS_ADOPT_RELIGIONbAdoptReligion 1BONUS_EVENTOPTION_ADOPT_RELIGION_YES_OTHERMemory MEMORYRELIGION_ADOPT_RELIGION_OTHER◇ grants a memory no event currently keys off
- ▸ Not right now.(no gates or payload in XML)
Adroit Diplomacy
- ▸ We will add [character] to Court.Gain a Court MerchantgrantsBONUS_MERCHANT_HIREMakeCourtier COURTIER_MERCHANT
- ▸ Let us add [character] to the Court.Gain a Court SoldiergrantsBONUS_SOLDIER_OF_FORTUNE_HIREMakeCourtier 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 charactergrantsBONUS_LEADER_ENDEARED_TOAddLeaderRelationship RELATIONSHIP_ENDEARED_TOBONUS_XP_CHARACTER_SMALLiXPCharacter 20
Affairs of Influence
- ▸ Return the next night.Leader relationship: Lover OfgrantsBONUS_LEADER_LOVER_OFAddLeaderRelationship RELATIONSHIP_LOVER_OF
- ▸ Ignore his advances.Leader relationship: Estranged From+1 DisciplinegrantsBONUS_LEADER_ESTRANGED_FROMAddLeaderRelationship RELATIONSHIP_ESTRANGED_FROMBONUS_GAIN_DISCIPLINE_1aiRatings: RATING_DISCIPLINE=1
Agent Bribe
- ▸ Thank [character] and keep the
money for yourself.
+240Money+60/city↗ turn grantsBONUS_MONEY_GAIN_LARGEaiGlobalYieldsBase: YIELD_MONEY=240aiGlobalYieldsPer: YIELD_MONEY=60 - ▸ Offer the wealth to [character] if he is willing to join your court.grantsBONUS_EVENTOPTION_TREACHERY_THEM_AGENT_CAUGHT_RECRUITiJoinReverse 0
- ▸ Let [character] keep it for protecting you against these schemes.Gain trait: LoyalgrantsBONUS_GIVE_TRAIT_LOYALaeAddTraits: TRAIT_LOYAL
Agent Caught
- ▸ Make an example of him to deter any other agents.+4 LegitimacyThe character is killedgrantsBONUS_KILL_CHARACTER_AGENTiLegitimacy 4bKillCharacter 1
- ▸ Recruit him to serve you and [rival].grantsBONUS_EVENTOPTION_TREACHERY_THEM_AGENT_CAUGHT_RECRUITiJoinReverse 0
- ▸ Convince him to share the secrets of those who left him to rot.
+40Science+10/city↗ turn gated byLeaderSubject SUBJECT_CHARACTER_CHARMINGgrantsBONUS_EVENTOPTION_TREACHERY_THEM_AGENT_CAUGHT_CHARMiJoinReverse 0aeBonuses: BONUS_SCIENCE_GAIN_AVERAGE
Agent Discovered
- ▸ Capture and kill him as soon as possible.+4 LegitimacyThe character is killedgrantsBONUS_KILL_CHARACTER_AGENTiLegitimacy 4bKillCharacter 1
- ▸ Send agents to follow [character] and discover the enemies' plans.
+6Orders↗ turn grantsBONUS_ORDERS_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_ORDERS=6 - ▸ Have [character] make contact, pretending to be a traitor.gated byLeaderSubject SUBJECT_CHARACTER_COVERTgrantsBONUS_EVENTOPTION_TREACHERY_THEM_AGENT_DISCOVERED_SUBTERFUGE_CHARACTER_2iAgentCitySubject 4
Agent Offer
- ▸ Refuse to listen to the lies.+4 LegitimacyThe character is killedgrantsBONUS_KILL_CHARACTER_AGENTiLegitimacy 4bKillCharacter 1
- ▸ Execute [character] as a traitor.The character is killedgrantsBONUS_EVENTOPTION_TREACHERY_THEM_AGENT_CAUGHT_RECRUITiJoinReverse 0BONUS_KILL_CHARACTERbKillCharacter 1
- ▸ Set both free, but let them know that you are watching every movement.Leader relationship: Terrified Ofgated byLeaderSubject SUBJECT_HIGH_DISCIPLINEgrantsBONUS_EVENTOPTION_TREACHERY_THEM_AGENT_CAUGHT_RECRUITiJoinReverse 0BONUS_LEADER_TERRIFIED_OFAddLeaderRelationship RELATIONSHIP_TERRIFIED_OF
Agent Recognized
- ▸ "Ah, this is my old family friend. We've not seen each other in years!"Leader relationship: Influenced Bygated byLeaderSubject SUBJECT_HIGH_CHARISMAgrantsBONUS_MISSIONRESULT_INFLUENCEaeBonuses: BONUS_LEADER_INFLUENCED_BY
- ▸ Attempt to explain it away.Leader relationship: Suspicious OfgrantsBONUS_LEADER_SUSPICIOUS_OFAddLeaderRelationship RELATIONSHIP_SUSPICIOUS_OF
- ▸ Own up to it immediately.Leader relationship: Disappointed With+1 DisciplinegrantsBONUS_LEADER_DISAPPOINTED_WITHAddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITHBONUS_GAIN_DISCIPLINE_1aiRatings: RATING_DISCIPLINE=1
Agent Secrets
- ▸ See if your Spymaster [character] can learn the secrets of these devices.
+40Science+10/city↗ turn grantsBONUS_SCIENCE_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_SCIENCE=40aiGlobalYieldsPer: YIELD_SCIENCE=10 - ▸ Break the failed contraptions down for their components.
+30Iron+10/city↗ turn
+30Wood+10/city↗ turn grantsBONUS_EVENTOPTION_TREACHERY_THEM_AGENT_SECRETS_BREAK_PLAYERaeBonuses: 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)grantsBONUS_EVENTOPTION_TREACHERY_THEM_AGENT_SECRETS_RETURN_PLAYERiLegitimacy 3BONUS_EVENTOPTION_TREACHERY_THEM_AGENT_SECRETS_RETURN_CHARACTER_0Memory MEMORYPLAYE_AGENT_TOOLS_RETURNED◇ grants a memory no event currently keys off
All Things
- ▸ He is not ready. Devote your time to studying alone.+2 WisdomLeader relationship: Disappointed WithgrantsBONUS_GAIN_WISDOM_2aiRatings: RATING_WISDOM=2BONUS_LEADER_DISAPPOINTED_WITHAddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
- ▸ Explain that you believe it comes from a unique connection with.Gain trait: PiousLeader relationship: Disappointed WithgrantsBONUS_GIVE_TRAIT_PIOUSaeAddTraits: TRAIT_PIOUSBONUS_LEADER_DISAPPOINTED_WITHAddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
- ▸ Discuss your new ideas together.+60 XP to the charactergrantsBONUS_XP_CHARACTER_LARGEiXPCharacter 60
All too Quick
- ▸ Excellent.Remembered: Player Offer (5 turns)grantsBONUS_PLAYER_PEACEDiplomacyPlayerFrom DIPLOMACY_PEACEaeBonuses: BONUS_PLAYER_OFFER
Alliance Player Proposal
- ▸ Yes.grantsBONUS_EVENTOPTION_ALLIANCE_PROPOSAL_HUMAN_YESbTeamAlliance 1
- ▸ No.(no gates or payload in XML)
Alliance Proposal
- ▸ Let us forge an alliance.Remembered: Player Offer (5 turns)grantsBONUS_EVENTOPTION_ALLIANCE_PROPOSAL_YESaeBonuses: BONUS_PLAYER_ALLIANCE, BONUS_MONEY_SEND_GIGANTIC
- ▸ We are fine with peace.(no gates or payload in XML)
Allies Above
- ▸ Perhaps it is time to trust the old ways.Converts to the target religiongrantsBONUS_MAYBE_BLESSEDaiTraitProbDelay: TRAIT_BLESSED=50BONUS_CONVERT_SUBJECT_0iConvertReligionSubject 0
- ▸ I'll... think about it.(no gates or payload in XML)
An Admirer
- ▸ Well, don't you look delectable.Gain trait: ImpulsiveLeader relationship: Lover Of-2 LegitimacyRemembered: Tribe Offer (5 turns)gated byLeaderSubjectNotAny SUBJECT_LOW_CHARISMAgrantsBONUS_GIVE_TRAIT_IMPULSIVEaeAddTraits: TRAIT_IMPULSIVEBONUS_LEADER_LOVER_OFAddLeaderRelationship RELATIONSHIP_LOVER_OFBONUS_TRIBE_ALLIANCEiLegitimacy -2bTribeAlliance 1aeBonuses: BONUS_TRIBE_OFFER
- ▸ Ah, you must be the entertainment.+3 LegitimacyLeader relationship: Vengeful AgainstgrantsBONUS_CATTYiLegitimacy 3BONUS_LEADER_VENGEFUL_AGAINSTAddLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINST
An Advance on a Retreat
- ▸ As it so happens, I know just the spot to develop!Begin project: Bucolic Reputation
-20Stone-5/city↗ turn
-20Wood-5/city↗ turnLoses trait: Unpopular grantsBONUS_COUNTRYSIDE_ESTATEaeBonuses: BONUS_ADD_PALACE, BONUS_BUCOLIC_REPUTATIONBONUS_STONE_AND_WOOD_LOSS_TINYaeBonuses: BONUS_STONE_LOSS_TINY, BONUS_WOOD_LOSS_TINYBONUS_REMOVE_TRAIT_UNPOPULARaeRemoveTraits: TRAIT_UNPOPULAR - ▸ Nod wistfully.Gain trait: FrugalgrantsBONUS_GIVE_TRAIT_FRUGALaeAddTraits: TRAIT_FRUGAL
An Embassy
- ▸ Very well, let us secure peace.Remembered: Player Offer (5 turns)grantsBONUS_PLAYER_PEACEDiplomacyPlayerFrom DIPLOMACY_PEACEaeBonuses: BONUS_PLAYER_OFFERBONUS_AMBASSADOR_REASSIGNMENTiJoinSubject 0
- ▸ No, [character] is too important here.(no gates or payload in XML)
An Exhausting Ordeal
- ▸ I am so relieved to be done with this. At least I have learned something from the ordeal.+60 XP to the charactergrantsBONUS_XP_CHARACTER_LARGEiXPCharacter 60
An Ivory Box
- ▸ Such a grisly business.(no gates or payload in XML)
Ancient Lessons
- ▸ The past is beyond us, and we must look to the future.Gain trait: InspiringgrantsBONUS_GIVE_TRAIT_INSPIRINGaeAddTraits: TRAIT_INSPIRING
- ▸ Clearly, these ancient peoples were inferior to us.Gain trait: BoldgrantsBONUS_GIVE_TRAIT_BOLDaeAddTraits: TRAIT_BOLD
- ▸ We must do all we can to learn from their mistakes.Gain trait: EducatedgrantsBONUS_GIVE_TRAIT_EDUCATEDaeAddTraits: TRAIT_EDUCATED
Angry Soldiers
- ▸ I need to try again. The soldiers must trust me.
-5Orders↗ turn
+60Training+15/city↗ turn grantsBONUS_EVENTOPTION_RALLY_ANGRY_SOLDIERS_OPTION_0_CHARACTERaeBonuses: BONUS_ORDERS_LOSS_AVERAGE, BONUS_TRAINING_GAIN_SMALL - ▸ There is no more time for these speeches.+40 XP to the character1 rebel unit appeargrantsBONUS_XP_CHARACTER_AVERAGEiXPCharacter 40BONUS_REBEL_UNITS_1iRebelUnits 1
Ante Depressant
- ▸ Fortunately [character] has always been gracious about beginners' losses.Leader relationship: Holds Favor FromgrantsBONUS_LEADER_HOLDS_FAVOR_FROMAddLeaderRelationship RELATIONSHIP_HOLDS_FAVOR_FROM
- ▸ The [title] does not require gracious indulgence.
-120Money-30/city↗ turn grantsBONUS_MONEY_LOSS_SMALLaiGlobalYieldsBase: YIELD_MONEY=-120aiGlobalYieldsPer: YIELD_MONEY=-30
Art of War
- ▸ He should study the leadership of great generals.+1 CouragegrantsBONUS_GAIN_COURAGE_1aiRatings: RATING_COURAGE=1
- ▸ He should memorize combat drills and tactics.+1 DisciplinegrantsBONUS_GAIN_DISCIPLINE_1aiRatings: RATING_DISCIPLINE=1
Assassination Betrayal
- ▸ Admit your involvement and make amends.-4 LegitimacygrantsBONUS_EVENTOPTION_ASSASSINATION_BETRAYAL_ADMITiLegitimacy -4
- ▸ Deny that you knew anything of a plot.(no gates or payload in XML)↳ may trigger: Assassination Revenge
Bad Omens
- ▸ We must weather disfavor.Remembered: Bad Omens from Sacrifices (-20 opinion for 40 turns)(no event currently keys off this)grantsBONUS_MISSIONRESULT_PAGAN_SACRIFICES_FAILMemory MEMORYRELIGION_BAD_OMENS◇ grants a memory no event currently keys off
Baptized Before God
- ▸ No, this is [character] role.Remembered: Refused baptism (-40 opinion for 40 turns)(no event currently keys off this)Leader relationship: Influenced BygrantsBONUS_EVENTOPTION_BAPTIZED_BEFORE_GOD_REFUSE_CHARACTER_0Memory MEMORYCHARACTER_REFUSED_BAPTISMBONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BY◇ grants a memory no event currently keys off
- ▸ 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)grantsBONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BYBONUS_EVENTOPTION_BAPTIZED_BEFORE_GOD_REFUSE_CHARACTER_0Memory MEMORYCHARACTER_REFUSED_BAPTISM◇ grants a memory no event currently keys off
- ▸ Offer to act as a spiritual mentor to [character].Leader relationship: Influenced Bygated byLeaderSubject SUBJECT_HUMBLEgrantsBONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
Before
- ▸ Demand that [character] meet you at the
palace or not at all. +3 LegitimacyLeader relationship: Disappointed WithgrantsBONUS_EVENTOPTION_CONVERT_SELF_BEFORE_GOD_0iLegitimacy 3BONUS_LEADER_DISAPPOINTED_WITHAddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH - ▸ Meet at the gates and do as he asks.-3 LegitimacyLeader relationship: Endeared TograntsBONUS_EVENTOPTION_CONVERT_SELF_BEFORE_GOD_1iLegitimacy -3BONUS_LEADER_ENDEARED_TOAddLeaderRelationship RELATIONSHIP_ENDEARED_TO
- ▸ "We are all the same before."Leader relationship: Endeared Togated byLeaderSubject SUBJECT_HUMBLEgrantsBONUS_LEADER_ENDEARED_TOAddLeaderRelationship RELATIONSHIP_ENDEARED_TO
Betrayal of the Faith
- ▸ Well, I didn't see that coming.The character is killedThe character is killedgrantsBONUS_KILL_CHARACTERbKillCharacter 1BONUS_KILL_CHARACTERbKillCharacter 1
- ▸ Let's see if I can sweat this one out.Gain trait: PoisonedThe character is killedgated byLeaderSubject SUBJECT_CHARACTER_STRONGgrantsBONUS_GIVE_TRAIT_POISONEDaeAddTraits: TRAIT_POISONEDBONUS_KILL_CHARACTERbKillCharacter 1
- ▸ Bring my herbal satchel, quickly!The character is killedgated byLeaderSubject SUBJECT_HERBALISTgrantsBONUS_KILL_CHARACTERbKillCharacter 1
Bleak Light of Day
- ▸ You will teach me to master my will, my prohairesis, [character].Loses trait: StressedGain a Court MinistergrantsBONUS_REMOVE_STRESSED_MAKE_ZEALOTaeBonuses: BONUS_REMOVE_TRAIT_STRESSED, BONUS_SET_ZEALOT_ARCHETYPEBONUS_MAKE_GREAT_MINISTERMakeCourtier 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: MiserablegrantsBONUS_REMOVE_STRESSED_MAKE_MISERABLEaeBonuses: 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 byLeaderSubject SUBJECT_CHARACTER_SEVEN_SINS
Blessed Trade
- ▸ Remarkable!(no gates or payload in XML)
Blessed Truce
- ▸ I’ll not question the fates on this one.Remembered: Player Offer (5 turns)+20 XP to the charactergrantsBONUS_PLAYER_TRUCEDiplomacyPlayerFrom DIPLOMACY_TRUCEaeBonuses: BONUS_PLAYER_OFFERBONUS_XP_CHARACTER_SMALLiXPCharacter 20
Blessed by Fire
- ▸ [character] should dedicate himself with unrelenting zeal.grantsBONUS_SET_ZEALOT_ARCHETYPESetArchetype TRAIT_ZEALOT_ARCHETYPE
- ▸ Encourage him to hold others accountable to the rules of [religion].grantsBONUS_SET_JUDGE_ARCHETYPESetArchetype TRAIT_JUDGE_ARCHETYPE
- ▸ It is enough to draw courage from his new faith.+1 CouragegrantsBONUS_GAIN_COURAGE_1aiRatings: RATING_COURAGE=1
Blood for Blood
- ▸ They want blood, they will have it.Remembered: Tribe Offer (5 turns)grantsBONUS_TRIBAL_INVASIONbTribeInvade 1aeBonuses: BONUS_TRIBE_OFFER
Borrowing a Tunic
- ▸ I am sure we can find something in [character]'s things!
-2Orders↗ turnLeader relationship: Influenced By grantsBONUS_ORDERS_LOSS_MINIMALaiGlobalYieldsBase: YIELD_ORDERS=-2BONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BY - ▸ Regretfully, I don't have a spare dress either.Leader relationship: Disappointed WithgrantsBONUS_LEADER_DISAPPOINTED_WITHAddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
- ▸ Come and see my collection, I have something for every fancy.Leader relationship: Endeared Togated byLeaderSubject SUBJECT_CHARACTER_CARNALgrantsBONUS_LEADER_ENDEARED_TOAddLeaderRelationship RELATIONSHIP_ENDEARED_TO
Break Peace
- ▸ End the Peace.Remembered: Player Offer (5 turns)-2 LegitimacyRemembered (all rivals): Broke a Peace Treaty (-20 opinion for 20 turns)grantsBONUS_PLAYER_TRUCEDiplomacyPlayerFrom DIPLOMACY_TRUCEaeBonuses: BONUS_PLAYER_OFFERBONUS_BREAK_PEACEMemoryAllPlayers MEMORYPLAYER_BROKE_PEACEMemoryAllTribes MEMORYTRIBE_BROKE_PEACEiLegitimacy -2
- ▸ It is not time.(no gates or payload in XML)
Break Peace
- ▸ End the Peace.grantsBONUS_EVENTOPTION_PLAYER_BREAK_PEACE_HUMAN_YESDiplomacyPlayerFrom DIPLOMACY_TRUCE
- ▸ It is not time.(no gates or payload in XML)
Break Peace
- ▸ End the Peace.Remembered: Tribe Offer (5 turns)-2 LegitimacyRemembered (all rivals): Broke a Peace Treaty (-20 opinion for 20 turns)grantsBONUS_TRIBE_TRUCEDiplomacyTribe DIPLOMACY_TRUCEaeBonuses: BONUS_TRIBE_OFFERBONUS_BREAK_PEACEMemoryAllPlayers MEMORYPLAYER_BROKE_PEACEMemoryAllTribes MEMORYTRIBE_BROKE_PEACEiLegitimacy -2
- ▸ It is not time.(no gates or payload in XML)
Bright Minds
- ▸ Welcome to the court!Gain a Court ScholargrantsBONUS_ADD_GREAT_SCIENTISTAddCourtier: COURTIER_SCIENTIST
Brutal Heir
- ▸ We will compensate those who have suffered.
-240Money-60/city↗ turn
+40Happinesseach city↗ turn grantsBONUS_EVENTOPTION_TRAIT_BRUTAL_HEIR_OPTION_0aeBonuses: 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 grantsBONUS_EVENTOPTION_TRAIT_BRUTAL_HEIR_OPTION_1iRebelUnits 1iLegitimacy 4aeBonuses: BONUS_DISCONTENT_GAIN_SMALL - ▸ [character] must be taught compassion.+1 Happiness levelGain trait: Excluded from SuccessionGain trait: Slightedgated byLeaderSubject SUBJECT_HIGH_WISDOMgrantsBONUS_HAPPINESS_UPiHappinessLevels 1BONUS_EVENTOPTION_TRAIT_BRUTAL_HEIR_OPTION_2_CHARACTER_1aeAddTraits: TRAIT_EXCLUDED, TRAIT_SLIGHTED
Bystander
- ▸ Attack the boys and drive them away.+1 CouragegrantsBONUS_GAIN_COURAGE_1aiRatings: RATING_COURAGE=1
- ▸ Distract the boys with a humorous story.+1 CharismagrantsBONUS_GAIN_CHARISMA_1aiRatings: RATING_CHARISMA=1
- ▸ Wait until it's safe and nurse the cat back to health.+1 DisciplinegrantsBONUS_GAIN_DISCIPLINE_1aiRatings: RATING_DISCIPLINE=1
- ▸ Do nothing. Urchins will always chase cats.+1 WisdomgrantsBONUS_GAIN_WISDOM_1aiRatings: RATING_WISDOM=1
Cancel Trade
- ▸ End all trade with [rival].Remembered: Cancelled Trade (-40 opinion for 20 turns)grantsBONUS_CANCEL_TRADEMemory MEMORYPLAYER_CANCELLED_TRADEbCancelTrade 1◇ may enable: The Sword of Damocles
- ▸ It is not time.(no gates or payload in XML)
Captured by Tribe
- ▸ May the gods be merciful.-1 CouragegrantsBONUS_LOSE_COURAGE_1aiRatings: RATING_COURAGE=-1
Caught in the Act
- ▸ One setback will not discourage us.Gain trait: WoundedLeader relationship: Suspicious OfgrantsBONUS_CHARACTER_WOUNDEDaeAddTraits: TRAIT_WOUNDEDBONUS_LEADER_SUSPICIOUS_OFAddLeaderRelationship RELATIONSHIP_SUSPICIOUS_OF
Champions of the Guard
- ▸ Take the time you need to set up a network.Your agent network moves to the target city
-3Orders↗ turn grantsBONUS_MISSIONRESULT_MOVE_NETWORK_SUCCESSiMoveNetworkCitySubject 0BONUS_ORDERS_LOSS_TINYaiGlobalYieldsBase: 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 grantsBONUS_EVENTOPTION_CHAMPIONS_OF_THE_GUARD_OPTION_1_CITYiRebelUnits 1iMoveNetworkCitySubject 0BONUS_MONEY_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=-160aiGlobalYieldsPer: 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 byIndexSubjectgrantsBONUS_MISSIONRESULT_MOVE_NETWORK_SUCCESSiMoveNetworkCitySubject 0BONUS_EVENTOPTION_CHAMPIONS_OF_THE_GUARD_OPTION_2_PLAYERMemory MEMORYPLAYER_DAZZLING_DIPLOMATBONUS_CIVICS_LOSS_SMALLaiGlobalYieldsBase: YIELD_CIVICS=-40aiGlobalYieldsPer: YIELD_CIVICS=-10◇ grants a memory no event currently keys off - ▸ The danger is not worth the risk. Have [character] return to his previous position.+40 XP to the charactergrantsBONUS_XP_CHARACTER_AVERAGEiXPCharacter 40
Chastened
- ▸ No [rival] noble family can resist fine luxuries.Remembered: Received gift from ruler (+20 opinion for 40 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_CHASTENED_OPTION_0_FAMILY_0Memory MEMORYFAMILY_RECEIVED_GIFTBONUS_EVENTOPTION_CHASTENED_OPTION_0_RESOURCEiTradeResourceToSubject 1◇ grants a memory no event currently keys off
- ▸ 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)grantsBONUS_EVENTOPTION_CHASTENED_OPTION_1_FAMILY_1Memory MEMORYFAMILY_RECEIVED_GIFT◇ grants a memory no event currently keys off
- ▸ Recover as much of the lost
money as we can.
+240Money+60/city↗ turn grantsBONUS_MONEY_GAIN_LARGEaiGlobalYieldsBase: YIELD_MONEY=240aiGlobalYieldsPer: YIELD_MONEY=60
Close to Power
- ▸ 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 Togated byIndexSubjectgrantsBONUS_LEADER_ENDEARED_TOAddLeaderRelationship RELATIONSHIP_ENDEARED_TO
- ▸ Our spy should slip something into [character]'s drink. Covert / HerbalistGain trait: Poisonedgated byLeaderSubjectAny SUBJECT_CHARACTER_COVERT / SUBJECT_HERBALISTgrantsBONUS_GIVE_TRAIT_POISONEDaeAddTraits: TRAIT_POISONED
Combat Training
- ▸ Attacking your opponent relentlessly until he submits.Gain trait: ToughgrantsBONUS_GIVE_TRAIT_TOUGHaeAddTraits: TRAIT_TOUGH
- ▸ Carefully picking apart your opponent's weaknesses.Gain trait: VigilantgrantsBONUS_GIVE_TRAIT_VIGILANTaeAddTraits: TRAIT_VIGILANT
Common Goals
- ▸ This is excellent news.Remembered: Worked together to slander rival Nation (+40 opinion for 40 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_SLANDER_COMMON_GOALS_OPTION_0_PLAYER_2Memory MEMORYPLAYER_WORKED_TOGETHER◇ grants a memory no event currently keys off
Common Interests
- ▸ A great time!Remembered: My spouse cares about my interests (+40 opinion for 20 turns)(no event currently keys off this)grantsBONUS_ADD_MEMORY_CARES_ABOUT_INTERESTSMemory MEMORYCHARACTER_CARES_ABOUT_INTERESTS◇ grants a memory no event currently keys off
Companionship
- ▸ I shall bind [character] to me and become affable.Gain trait: AffableLeader relationship: Owes Favor TograntsBONUS_GIVE_TRAIT_AFFABLEaeAddTraits: TRAIT_AFFABLEBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
- ▸ I will not do this. I will not let [character]
influence me! +2 DisciplinegrantsBONUS_GAIN_DISCIPLINE_2aiRatings: RATING_DISCIPLINE=2
Companionship
- ▸ I shall bind [character] to me and knock down kingdoms.Gain trait: BesiegerLeader relationship: Owes Favor TograntsBONUS_GIVE_TRAIT_BESIEGERaeAddTraits: TRAIT_BESIEGERBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
- ▸ I will not do this. I will not let [character]
influence me! +2 DisciplinegrantsBONUS_GAIN_DISCIPLINE_2aiRatings: RATING_DISCIPLINE=2
Companionship
- ▸ I shall bind [character] to me and realize love is an illusion.Gain trait: BitterLeader relationship: Owes Favor TograntsBONUS_GIVE_TRAIT_BITTERaeAddTraits: TRAIT_BITTERBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
- ▸ I will not do this. I will not let [character]
influence me! +2 DisciplinegrantsBONUS_GAIN_DISCIPLINE_2aiRatings: RATING_DISCIPLINE=2
Companionship
- ▸ I shall bind [character] to me and learn to paint in blood.Gain trait: BloodthirstyLeader relationship: Owes Favor TograntsBONUS_GIVE_TRAIT_BLOODTHIRSTYaeAddTraits: TRAIT_BLOODTHIRSTYBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
- ▸ I will not do this. I will not let [character]
influence me! +2 DisciplinegrantsBONUS_GAIN_DISCIPLINE_2aiRatings: RATING_DISCIPLINE=2
Companionship
- ▸ I shall bind [character] to me and never hold back.Gain trait: BoldLeader relationship: Owes Favor TograntsBONUS_GIVE_TRAIT_BOLDaeAddTraits: TRAIT_BOLDBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
- ▸ I will not do this. I will not let [character]
influence me! +2 DisciplinegrantsBONUS_GAIN_DISCIPLINE_2aiRatings: RATING_DISCIPLINE=2
Companionship
- ▸ I shall bind [character] to me and never complain.Gain trait: BraveLeader relationship: Owes Favor TograntsBONUS_GIVE_TRAIT_BRAVEaeAddTraits: TRAIT_BRAVEBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
- ▸ I will not do this. I will not let [character]
influence me! +2 DisciplinegrantsBONUS_GAIN_DISCIPLINE_2aiRatings: RATING_DISCIPLINE=2
Companionship
- ▸ I shall bind [character] to me and find peace in
wood. Gain trait: CarpenterLeader relationship: Owes Favor TograntsBONUS_GIVE_TRAIT_CARPENTERaeAddTraits: TRAIT_CARPENTERBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO - ▸ I will not do this. I will not let [character]
influence me! +2 DisciplinegrantsBONUS_GAIN_DISCIPLINE_2aiRatings: RATING_DISCIPLINE=2
Companionship
- ▸ I shall bind [character] to me and always be kind to others.Gain trait: CompassionateLeader relationship: Owes Favor TograntsBONUS_GIVE_TRAIT_COMPASSIONATEaeAddTraits: TRAIT_COMPASSIONATEBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
- ▸ I will not do this. I will not let [character]
influence me! +2 DisciplinegrantsBONUS_GAIN_DISCIPLINE_2aiRatings: RATING_DISCIPLINE=2
Companionship
- ▸ I shall bind [character] to me and spend it like I stole it.Gain trait: CorruptLeader relationship: Owes Favor TograntsBONUS_GIVE_TRAIT_CORRUPTaeAddTraits: TRAIT_CORRUPTBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
- ▸ I will not do this. I will not let [character]
influence me! +2 DisciplinegrantsBONUS_GAIN_DISCIPLINE_2aiRatings: RATING_DISCIPLINE=2
Companionship
- ▸ I shall bind [character] to me and never fight when I can run.Gain trait: TimidLeader relationship: Owes Favor TograntsBONUS_GIVE_TRAIT_TIMIDaeAddTraits: TRAIT_TIMIDBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
- ▸ I will not do this. I will not let [character]
influence me! +2 DisciplinegrantsBONUS_GAIN_DISCIPLINE_2aiRatings: RATING_DISCIPLINE=2
Companionship
- ▸ I shall bind [character] to me and become heartless.Gain trait: CruelLeader relationship: Owes Favor TograntsBONUS_GIVE_TRAIT_CRUELaeAddTraits: TRAIT_CRUELBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
- ▸ I will not do this. I will not let [character]
influence me! +2 DisciplinegrantsBONUS_GAIN_DISCIPLINE_2aiRatings: RATING_DISCIPLINE=2
Companionship
- ▸ I shall bind [character] to me and care for my land.Gain trait: CultivatorLeader relationship: Owes Favor TograntsBONUS_GIVE_TRAIT_CULTIVATORaeAddTraits: TRAIT_CULTIVATORBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
- ▸ I will not do this. I will not let [character]
influence me! +2 DisciplinegrantsBONUS_GAIN_DISCIPLINE_2aiRatings: RATING_DISCIPLINE=2
Companionship
- ▸ I shall bind [character] to me and make the best of every deal.Gain trait: CunningLeader relationship: Owes Favor TograntsBONUS_GIVE_TRAIT_CUNNINGaeAddTraits: TRAIT_CUNNINGBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
- ▸ I will not do this. I will not let [character]
influence me! +2 DisciplinegrantsBONUS_GAIN_DISCIPLINE_2aiRatings: RATING_DISCIPLINE=2
Companionship
- ▸ I shall bind [character] to me and enjoy the pleasures of life.Gain trait: DebauchedLeader relationship: Owes Favor TograntsBONUS_GIVE_TRAIT_DEBAUCHEDaeAddTraits: TRAIT_DEBAUCHEDBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
- ▸ I will not do this. I will not let [character]
influence me! +2 DisciplinegrantsBONUS_GAIN_DISCIPLINE_2aiRatings: RATING_DISCIPLINE=2
Companionship
- ▸ I shall bind [character] to me and extract the earth's riches.Gain trait: DelverLeader relationship: Owes Favor TograntsBONUS_GIVE_TRAIT_DELVERaeAddTraits: TRAIT_DELVERBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
- ▸ I will not do this. I will not let [character]
influence me! +2 DisciplinegrantsBONUS_GAIN_DISCIPLINE_2aiRatings: RATING_DISCIPLINE=2
Companionship
- ▸ I shall bind [character] to me and never turn down another free drink.Gain trait: DrunkLeader relationship: Owes Favor TograntsBONUS_GIVE_TRAIT_DRUNKaeAddTraits: TRAIT_DRUNKBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
- ▸ I will not do this. I will not let [character]
influence me! +2 DisciplinegrantsBONUS_GAIN_DISCIPLINE_2aiRatings: RATING_DISCIPLINE=2
Companionship
- ▸ I shall bind [character] to me and learn from the classical masters.Gain trait: EducatedLeader relationship: Owes Favor TograntsBONUS_GIVE_TRAIT_EDUCATEDaeAddTraits: TRAIT_EDUCATEDBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
- ▸ I will not do this. I will not let [character]
influence me! +2 DisciplinegrantsBONUS_GAIN_DISCIPLINE_2aiRatings: RATING_DISCIPLINE=2
Companionship
- ▸ I shall bind [character] to me and become eloquent.Gain trait: EloquentLeader relationship: Owes Favor TograntsBONUS_GIVE_TRAIT_ELOQUENTaeAddTraits: TRAIT_ELOQUENTBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
- ▸ I will not do this. I will not let [character]
influence me! +2 DisciplinegrantsBONUS_GAIN_DISCIPLINE_2aiRatings: RATING_DISCIPLINE=2
Companionship
- ▸ I shall bind [character] to me and use mathematics for good.Gain trait: EngineerLeader relationship: Owes Favor TograntsBONUS_GIVE_TRAIT_ENGINEERaeAddTraits: TRAIT_ENGINEERBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
- ▸ I will not do this. I will not let [character]
influence me! +2 DisciplinegrantsBONUS_GAIN_DISCIPLINE_2aiRatings: RATING_DISCIPLINE=2
Companionship
- ▸ I shall bind [character] to me and ride like the wind.Gain trait: EquestrianLeader relationship: Owes Favor TograntsBONUS_GIVE_TRAIT_EQUESTRIANaeAddTraits: TRAIT_EQUESTRIANBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
- ▸ I will not do this. I will not let [character]
influence me! +2 DisciplinegrantsBONUS_GAIN_DISCIPLINE_2aiRatings: RATING_DISCIPLINE=2
Companionship
- ▸ I shall bind [character] to me and dazzle everyone with my mystique.Gain trait: ExoticLeader relationship: Owes Favor TograntsBONUS_GIVE_TRAIT_EXOTICaeAddTraits: TRAIT_EXOTICBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
- ▸ I will not do this. I will not let [character]
influence me! +2 DisciplinegrantsBONUS_GAIN_DISCIPLINE_2aiRatings: RATING_DISCIPLINE=2
Companionship
- ▸ I shall bind [character] to me and spend it like I stole it.Gain trait: ExtravagantLeader relationship: Owes Favor TograntsBONUS_GIVE_TRAIT_EXTRAVAGANTaeAddTraits: TRAIT_EXTRAVAGANTBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
- ▸ I will not do this. I will not let [character]
influence me! +2 DisciplinegrantsBONUS_GAIN_DISCIPLINE_2aiRatings: RATING_DISCIPLINE=2
Companionship
- ▸ I shall bind [character] to me and live without regrets.Gain trait: FierceLeader relationship: Owes Favor TograntsBONUS_GIVE_TRAIT_FIERCEaeAddTraits: TRAIT_FIERCEBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
- ▸ I will not do this. I will not let [character]
influence me! +2 DisciplinegrantsBONUS_GAIN_DISCIPLINE_2aiRatings: RATING_DISCIPLINE=2
Companionship
- ▸ I shall bind [character] to me and enjoy every minute.Gain trait: FoolishLeader relationship: Owes Favor TograntsBONUS_GIVE_TRAIT_FOOLISHaeAddTraits: TRAIT_FOOLISHBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
- ▸ I will not do this. I will not let [character]
influence me! +2 DisciplinegrantsBONUS_GAIN_DISCIPLINE_2aiRatings: RATING_DISCIPLINE=2
Companionship
- ▸ I shall bind [character] to me and become frugal.Gain trait: FrugalLeader relationship: Owes Favor TograntsBONUS_GIVE_TRAIT_FRUGALaeAddTraits: TRAIT_FRUGALBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
- ▸ I will not do this. I will not let [character]
influence me! +2 DisciplinegrantsBONUS_GAIN_DISCIPLINE_2aiRatings: RATING_DISCIPLINE=2
Companionship
- ▸ I shall bind [character] to me and always be kind.Gain trait: GraciousLeader relationship: Owes Favor TograntsBONUS_GIVE_TRAIT_GRACIOUSaeAddTraits: TRAIT_GRACIOUSBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
- ▸ I will not do this. I will not let [character]
influence me! +2 DisciplinegrantsBONUS_GAIN_DISCIPLINE_2aiRatings: RATING_DISCIPLINE=2
Companionship
- ▸ I shall bind [character] to me and always make my
money. Gain trait: GreedyLeader relationship: Owes Favor TograntsBONUS_GIVE_TRAIT_GREEDYaeAddTraits: TRAIT_GREEDYBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO - ▸ I will not do this. I will not let [character]
influence me! +2 DisciplinegrantsBONUS_GAIN_DISCIPLINE_2aiRatings: RATING_DISCIPLINE=2
Companionship
- ▸ I shall bind [character] to me and curse like a commoner.Gain trait: HecklerLeader relationship: Owes Favor TograntsBONUS_GIVE_TRAIT_HECKLERaeAddTraits: TRAIT_HECKLERBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
- ▸ I will not do this. I will not let [character]
influence me! +2 DisciplinegrantsBONUS_GAIN_DISCIPLINE_2aiRatings: RATING_DISCIPLINE=2
Companionship
- ▸ I shall bind [character] to me and learn of herbs and potions.Gain trait: HerbalistLeader relationship: Owes Favor TograntsBONUS_GIVE_TRAIT_HERBALISTaeAddTraits: TRAIT_HERBALISTBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
- ▸ I will not do this. I will not let [character]
influence me! +2 DisciplinegrantsBONUS_GAIN_DISCIPLINE_2aiRatings: RATING_DISCIPLINE=2
Companionship
- ▸ I shall bind [character] to me and travel the hills.Gain trait: HighlanderLeader relationship: Owes Favor TograntsBONUS_GIVE_TRAIT_HIGHLANDERaeAddTraits: TRAIT_HIGHLANDERBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
- ▸ I will not do this. I will not let [character]
influence me! +2 DisciplinegrantsBONUS_GAIN_DISCIPLINE_2aiRatings: RATING_DISCIPLINE=2
Companionship
- ▸ I shall bind [character] to me and one day I will kill a dragon.Gain trait: HorsebaneLeader relationship: Owes Favor TograntsBONUS_GIVE_TRAIT_HORSEBANEaeAddTraits: TRAIT_HORSEBANEBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
- ▸ I will not do this. I will not let [character]
influence me! +2 DisciplinegrantsBONUS_GAIN_DISCIPLINE_2aiRatings: RATING_DISCIPLINE=2
Companionship
- ▸ I shall bind [character] to me and never seek my own fame.Gain trait: HumbleLeader relationship: Owes Favor TograntsBONUS_GIVE_TRAIT_HUMBLEaeAddTraits: TRAIT_HUMBLEBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
- ▸ I will not do this. I will not let [character]
influence me! +2 DisciplinegrantsBONUS_GAIN_DISCIPLINE_2aiRatings: RATING_DISCIPLINE=2
Companionship
- ▸ I do think I've gone quite mad writing all these things.Gain trait: InsaneLeader relationship: Owes Favor TograntsBONUS_GIVE_TRAIT_INSANEaeAddTraits: TRAIT_INSANEBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
- ▸ I will not do this. I will not let [character]
influence me! +2 DisciplinegrantsBONUS_GAIN_DISCIPLINE_2aiRatings: RATING_DISCIPLINE=2
Companionship
- ▸ I shall bind [character] to me and become inspiring.Gain trait: InspiringLeader relationship: Owes Favor TograntsBONUS_GIVE_TRAIT_INSPIRINGaeAddTraits: TRAIT_INSPIRINGBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
- ▸ I will not do this. I will not let [character]
influence me! +2 DisciplinegrantsBONUS_GAIN_DISCIPLINE_2aiRatings: RATING_DISCIPLINE=2
Companionship
- ▸ I shall bind [character] to me and become intelligent.Gain trait: IntelligentLeader relationship: Owes Favor TograntsBONUS_GIVE_TRAIT_INTELLIGENTaeAddTraits: TRAIT_INTELLIGENTBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
- ▸ I will not do this. I will not let [character]
influence me! +2 DisciplinegrantsBONUS_GAIN_DISCIPLINE_2aiRatings: RATING_DISCIPLINE=2
Companionship
- ▸ I shall bind [character] to me and become protective.Gain trait: IntolerantLeader relationship: Owes Favor TograntsBONUS_GIVE_TRAIT_INTOLERANTaeAddTraits: TRAIT_INTOLERANTBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
- ▸ I will not do this. I will not let [character]
influence me! +2 DisciplinegrantsBONUS_GAIN_DISCIPLINE_2aiRatings: RATING_DISCIPLINE=2
Companionship
- ▸ I shall bind [character] to me and never betray a companion.Gain trait: LoyalLeader relationship: Owes Favor TograntsBONUS_GIVE_TRAIT_LOYALaeAddTraits: TRAIT_LOYALBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
- ▸ I will not do this. I will not let [character]
influence me! +2 DisciplinegrantsBONUS_GAIN_DISCIPLINE_2aiRatings: RATING_DISCIPLINE=2
Companionship
- ▸ I shall bind [character] to me and study the earth.Gain trait: NaturalistLeader relationship: Owes Favor TograntsBONUS_GIVE_TRAIT_NATURALISTaeAddTraits: TRAIT_NATURALISTBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
- ▸ I will not do this. I will not let [character]
influence me! +2 DisciplinegrantsBONUS_GAIN_DISCIPLINE_2aiRatings: RATING_DISCIPLINE=2
Companionship
- ▸ I shall bind [character] to me and travel the hidden paths.Gain trait: PathfinderLeader relationship: Owes Favor TograntsBONUS_GIVE_TRAIT_PATHFINDERaeAddTraits: TRAIT_PATHFINDERBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
- ▸ I will not do this. I will not let [character]
influence me! +2 DisciplinegrantsBONUS_GAIN_DISCIPLINE_2aiRatings: RATING_DISCIPLINE=2
Companionship
- ▸ I shall bind [character] to me and always love god.Gain trait: PiousLeader relationship: Owes Favor TograntsBONUS_GIVE_TRAIT_PIOUSaeAddTraits: TRAIT_PIOUSBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
- ▸ I will not do this. I will not let [character]
influence me! +2 DisciplinegrantsBONUS_GAIN_DISCIPLINE_2aiRatings: RATING_DISCIPLINE=2
Companionship
- ▸ I shall bind [character] to me and become wealthy.Gain trait: ProsperousLeader relationship: Owes Favor TograntsBONUS_GIVE_TRAIT_PROSPEROUSaeAddTraits: TRAIT_PROSPEROUSBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
- ▸ I will not do this. I will not let [character]
influence me! +2 DisciplinegrantsBONUS_GAIN_DISCIPLINE_2aiRatings: RATING_DISCIPLINE=2
Companionship
- ▸ I shall bind [character] to me and always seek my own interests.Gain trait: ProudLeader relationship: Owes Favor TograntsBONUS_GIVE_TRAIT_PROUDaeAddTraits: TRAIT_PROUDBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
- ▸ I will not do this. I will not let [character]
influence me! +2 DisciplinegrantsBONUS_GAIN_DISCIPLINE_2aiRatings: RATING_DISCIPLINE=2
Companionship
- ▸ I shall bind [character] to me and travel the
forests. Gain trait: RangerLeader relationship: Owes Favor TograntsBONUS_GIVE_TRAIT_RANGERaeAddTraits: TRAIT_RANGERBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO - ▸ I will not do this. I will not let [character]
influence me! +2 DisciplinegrantsBONUS_GAIN_DISCIPLINE_2aiRatings: RATING_DISCIPLINE=2
Companionship
- ▸ I shall bind [character] to me and become upright.Gain trait: RighteousLeader relationship: Owes Favor TograntsBONUS_GIVE_TRAIT_RIGHTEOUSaeAddTraits: TRAIT_RIGHTEOUSBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
- ▸ I will not do this. I will not let [character]
influence me! +2 DisciplinegrantsBONUS_GAIN_DISCIPLINE_2aiRatings: RATING_DISCIPLINE=2
Companionship
- ▸ I shall bind [character] to me and work from dawn to dusk.Gain trait: RobustLeader relationship: Owes Favor TograntsBONUS_GIVE_TRAIT_ROBUSTaeAddTraits: TRAIT_ROBUSTBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
- ▸ I will not do this. I will not let [character]
influence me! +2 DisciplinegrantsBONUS_GAIN_DISCIPLINE_2aiRatings: RATING_DISCIPLINE=2
Companionship
- ▸ I shall bind [character] to me and find true love.Gain trait: RomanticLeader relationship: Owes Favor TograntsBONUS_GIVE_TRAIT_ROMANTICaeAddTraits: TRAIT_ROMANTICBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
- ▸ I will not do this. I will not let [character]
influence me! +2 DisciplinegrantsBONUS_GAIN_DISCIPLINE_2aiRatings: RATING_DISCIPLINE=2
Companionship
- ▸ I shall bind [character] to me and never show weakness.Gain trait: RuthlessLeader relationship: Owes Favor TograntsBONUS_GIVE_TRAIT_RUTHLESSaeAddTraits: TRAIT_RUTHLESSBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
- ▸ I will not do this. I will not let [character]
influence me! +2 DisciplinegrantsBONUS_GAIN_DISCIPLINE_2aiRatings: RATING_DISCIPLINE=2
Companionship
- ▸ I shall speak softly and carry a big shield.Gain trait: ShieldbearerLeader relationship: Owes Favor TograntsBONUS_GIVE_TRAIT_SHIELDBEARERaeAddTraits: TRAIT_SHIELDBEARERBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
- ▸ I will not do this. I will not let [character]
influence me! +2 DisciplinegrantsBONUS_GAIN_DISCIPLINE_2aiRatings: RATING_DISCIPLINE=2
Companionship
- ▸ I shall bind [character] to me and enjoy life.Gain trait: SlothfulLeader relationship: Owes Favor TograntsBONUS_GIVE_TRAIT_SLOTHFULaeAddTraits: TRAIT_SLOTHFULBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
- ▸ I will not do this. I will not let [character]
influence me! +2 DisciplinegrantsBONUS_GAIN_DISCIPLINE_2aiRatings: RATING_DISCIPLINE=2
Companionship
- ▸ I shall bind [character] to me and never not get what I want.Gain trait: SpoiledLeader relationship: Owes Favor TograntsBONUS_GIVE_TRAIT_SPOILEDaeAddTraits: TRAIT_SPOILEDBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
- ▸ I will not do this. I will not let [character]
influence me! +2 DisciplinegrantsBONUS_GAIN_DISCIPLINE_2aiRatings: RATING_DISCIPLINE=2
Companionship
- ▸ I shall bind [character] to me and never complain.Gain trait: SteadfastLeader relationship: Owes Favor TograntsBONUS_GIVE_TRAIT_STEADFASTaeAddTraits: TRAIT_STEADFASTBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
- ▸ I will not do this. I will not let [character]
influence me! +2 DisciplinegrantsBONUS_GAIN_DISCIPLINE_2aiRatings: RATING_DISCIPLINE=2
Companionship
- ▸ I shall bind [character] to me and never waver.Gain trait: StrictLeader relationship: Owes Favor TograntsBONUS_GIVE_TRAIT_STRICTaeAddTraits: TRAIT_STRICTBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
- ▸ I will not do this. I will not let [character]
influence me! +2 DisciplinegrantsBONUS_GAIN_DISCIPLINE_2aiRatings: RATING_DISCIPLINE=2
Companionship
- ▸ I shall bind [character] to me and learn the signs of the times.Gain trait: SuperstitiousLeader relationship: Owes Favor TograntsBONUS_GIVE_TRAIT_SUPERSTITIOUSaeAddTraits: TRAIT_SUPERSTITIOUSBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
- ▸ I will not do this. I will not let [character]
influence me! +2 DisciplinegrantsBONUS_GAIN_DISCIPLINE_2aiRatings: RATING_DISCIPLINE=2
Companionship
- ▸ I shall bind [character] to me and run like the wind.Gain trait: SwiftLeader relationship: Owes Favor TograntsBONUS_GIVE_TRAIT_SWIFTaeAddTraits: TRAIT_SWIFTBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
- ▸ I will not do this. I will not let [character]
influence me! +2 DisciplinegrantsBONUS_GAIN_DISCIPLINE_2aiRatings: RATING_DISCIPLINE=2
Companionship
- ▸ I shall bind [character] to me and never complain.Gain trait: ToughLeader relationship: Owes Favor TograntsBONUS_GIVE_TRAIT_TOUGHaeAddTraits: TRAIT_TOUGHBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
- ▸ I will not do this. I will not let [character]
influence me! +2 DisciplinegrantsBONUS_GAIN_DISCIPLINE_2aiRatings: RATING_DISCIPLINE=2
Companionship
- ▸ I shall bind [character] to me and learn the signs of man and beast.Gain trait: TrackerLeader relationship: Owes Favor TograntsBONUS_GIVE_TRAIT_TRACKERaeAddTraits: TRAIT_TRACKERBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
- ▸ I will not do this. I will not let [character]
influence me! +2 DisciplinegrantsBONUS_GAIN_DISCIPLINE_2aiRatings: RATING_DISCIPLINE=2
Companionship
- ▸ I shall bind [character] to me and call it as I see it.Gain trait: UncouthLeader relationship: Owes Favor TograntsBONUS_GIVE_TRAIT_UNCOUTHaeAddTraits: TRAIT_UNCOUTHBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
- ▸ I will not do this. I will not let [character]
influence me! +2 DisciplinegrantsBONUS_GAIN_DISCIPLINE_2aiRatings: RATING_DISCIPLINE=2
Companionship
- ▸ I shall bind [character] to me and remain on guard.Gain trait: VigilantLeader relationship: Owes Favor TograntsBONUS_GIVE_TRAIT_VIGILANTaeAddTraits: TRAIT_VIGILANTBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
- ▸ I will not do this. I will not let [character]
influence me! +2 DisciplinegrantsBONUS_GAIN_DISCIPLINE_2aiRatings: RATING_DISCIPLINE=2
Companionship
- ▸ I shall bind [character] to me and never turn him down.Gain trait: WantonLeader relationship: Owes Favor TograntsBONUS_GIVE_TRAIT_WANTONaeAddTraits: TRAIT_WANTONBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
- ▸ I will not do this. I will not let [character]
influence me! +2 DisciplinegrantsBONUS_GAIN_DISCIPLINE_2aiRatings: RATING_DISCIPLINE=2
Companionship
- ▸ I shall bind [character] to me and become warlike.Gain trait: WarlikeLeader relationship: Owes Favor TograntsBONUS_GIVE_TRAIT_WARLIKEaeAddTraits: TRAIT_WARLIKEBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
- ▸ I will not do this. I will not let [character]
influence me! +2 DisciplinegrantsBONUS_GAIN_DISCIPLINE_2aiRatings: RATING_DISCIPLINE=2
Companionship
- ▸ I shall bind [character] to me and have the perfect quip ready.Gain trait: WittyLeader relationship: Owes Favor TograntsBONUS_GIVE_TRAIT_WITTYaeAddTraits: TRAIT_WITTYBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
- ▸ I will not do this. I will not let [character]
influence me! +2 DisciplinegrantsBONUS_GAIN_DISCIPLINE_2aiRatings: RATING_DISCIPLINE=2
Conflicting Interests
- ▸ 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)grantsBONUS_ADD_MEMORY_TRYING_THEIR_BESTMemory MEMORYCHARACTER_OVERCOMING_NATURE◇ grants a memory no event currently keys off
Connections
- ▸ Approve [character] deal, and invite him back to court to present it.Remembered: New Trade Deal (+40 opinion for 20 turns)Remembered: Block Rising Star (2 turns)Gain trait: ReturninggrantsBONUS_EVENTOPTION_TRADE_MISSION_GREAT_DEALMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=-500, YIELD_SCIENCE=40BONUS_MEMORY_BLOCK_NEW_RISING_STARMemory MEMORYPLAYER_BLOCK_RISING_STARBONUS_GIVE_TRAIT_RETURNINGaeAddTraits: TRAIT_RETURNING↳ may trigger: Homecoming Fervor
- ▸ Approve [character] deal, but downplay his involvement.Remembered: New Trade Deal (+40 opinion for 20 turns)Leader relationship: Disappointed WithgrantsBONUS_EVENTOPTION_TRADE_MISSION_GREAT_DEALMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=-500, YIELD_SCIENCE=40BONUS_LEADER_DISAPPOINTED_WITHAddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
- ▸ Reject [character] deal.Leader relationship: Disappointed WithgrantsBONUS_LEADER_DISAPPOINTED_WITHAddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
Conversion Refused
- ▸ 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)grantsBONUS_LEADER_DISAPPOINTED_WITHAddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITHBONUS_EVENTOPTION_CONVERT_S0iConvertReligionSubject 0BONUS_SUPPORTED_FAITH_NOMemory MEMORYRELIGION_REFUSED_SUPPORT◇ grants a memory no event currently keys off
- ▸ Apologize and make amends with the [religion].-2 LegitimacyRemembered: Gave support (+40 opinion for 40 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_FOUNDING_FAITH_THEM_YESiLegitimacy -2BONUS_SUPPORTED_FAITH_YESMemory MEMORYRELIGION_SUPPORTED_FAITH◇ grants a memory no event currently keys off
- ▸ Don’t force [character], but refuse to apologize.+2 LegitimacyRemembered: Refused support (-40 opinion for 40 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_SUPPORTING_THE_FAITH_OPTION_REFUSEiLegitimacy 2BONUS_SUPPORTED_FAITH_NOMemory MEMORYRELIGION_REFUSED_SUPPORT◇ grants a memory no event currently keys off
Conversion Rejected
- ▸ Your [title] demands it.Leader relationship: Estranged FromConverts to the target religiongrantsBONUS_LEADER_ESTRANGED_FROMAddLeaderRelationship RELATIONSHIP_ESTRANGED_FROMBONUS_EVENTOPTION_CONVERT_S0iConvertReligionSubject 0
- ▸ It is a matter of state, not personal belief.Converts to the target religiongated byLeaderSubject SUBJECT_HIGH_DISCIPLINEgrantsBONUS_EVENTOPTION_CONVERT_S0iConvertReligionSubject 0
- ▸ You are right! But please do it as a favor to me.Converts to the target religiongated byLeaderSubject SUBJECT_HIGH_CHARISMAgrantsBONUS_EVENTOPTION_CONVERT_S0iConvertReligionSubject 0
- ▸ This is not worth it.+20 XP to the charactergrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20
Court of the Hunnic Kings
- ▸ We will honor them and send [character].Gain trait: Envoy To The HunsgrantsBONUS_GIVE_TRAIT_ENVOY_TO_THE_HUNSaeAddTraits: TRAIT_ENVOY_TO_THE_HUNS
- ▸ Well volunteered, [character].Gain trait: Envoy To The HunsgrantsBONUS_GIVE_TRAIT_ENVOY_TO_THE_HUNSaeAddTraits: TRAIT_ENVOY_TO_THE_HUNS
- ▸ Ask [character] to pick someone out.Gain trait: Envoy To The HunsgrantsBONUS_GIVE_TRAIT_ENVOY_TO_THE_HUNSaeAddTraits: TRAIT_ENVOY_TO_THE_HUNS
Courtier Defection
- ▸ He is [rival]’s problem now.grantsBONUS_EVENTOPTION_THE_PRETENDERiJoinSubject 0
- ▸ No one walks away from me.The character is killed
-4Orders↗ turn grantsBONUS_KILL_CHARACTERbKillCharacter 1BONUS_ORDERS_LOSS_SMALLaiGlobalYieldsBase: YIELD_ORDERS=-4 - ▸ Make a deal that if he stays, you will owe a favor.Leader relationship: Holds Favor Fromgated byLeaderSubject SUBJECT_CUNNINGgrantsBONUS_LEADER_HOLDS_FAVOR_FROMAddLeaderRelationship RELATIONSHIP_HOLDS_FAVOR_FROM
Courtly Love
- ▸ The crown finds in favor of [character] of family [family].-1 LegitimacyLeader relationship: Influenced BygrantsBONUS_UNCONVINCING_VERDICTiLegitimacy -1BONUS_LEADER_INFLUENCED_BYAddLeaderRelationship 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 BygrantsBONUS_DID_NOT_PRESIDE_OVER_CASEMemory MEMORYFAMILY_DID_NOT_PRESIDE_OVER_CASEBONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BY◇ grants a memory no event currently keys off
Cultivating Interest
- ▸ We must nourish fertile minds.Gain trait: CultivatorgrantsBONUS_GIVE_TRAIT_CULTIVATORaeAddTraits: TRAIT_CULTIVATOR
- ▸ No. [character] should stay focused.+1 DisciplinegrantsBONUS_GAIN_DISCIPLINE_1aiRatings: RATING_DISCIPLINE=1
- ▸ I will teach [character] myself. Cultivator / ScholarGain trait: CultivatorLeader relationship: Endeared To+20 XP to the charactergated byLeaderSubjectAny SUBJECT_CULTIVATOR / SUBJECT_SCHOLARgrantsBONUS_EVENTOPTION_CALAMITIES_DROUGHT_TUTOR_CULTIVATOR_CHARACTERaeBonuses: BONUS_GIVE_TRAIT_CULTIVATOR, BONUS_LEADER_ENDEARED_TOBONUS_XP_CHARACTER_SMALLiXPCharacter 20
Dancing Bears
- ▸ Throw another festival to help them forget.Begin project: Festival IIgrantsBONUS_EVENTOPTION_DANCING_BEARS_OPTION_0_CITYaeAddProjects: PROJECT_FESTIVAL_2
- ▸ Slaughter the remaining bears as reassurance.
+30Food+10/city↗ turn grantsBONUS_FOOD_GAIN_SMALLaiGlobalYieldsBase: YIELD_FOOD=30aiGlobalYieldsPer: YIELD_FOOD=10 - ▸ Do nothing. I do not want the attention.+20 XP to the charactergrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20
Day in Court
- ▸ Observing the dynamics of families and power.+60 XP to the charactergrantsBONUS_XP_CHARACTER_LARGEiXPCharacter 60
- ▸ Establishing a personal relationship with the heir.grantsBONUS_EVENTOPTION_TUTOR_DAY_IN_COURT_OPTION_1_CHARACTER_2AddRelationshipReverse: RELATIONSHIP_ENDEARED_TO=0
- ▸ Watching courtiers debate and compromise.Gain trait: CunninggrantsBONUS_GIVE_TRAIT_CUNNINGaeAddTraits: TRAIT_CUNNING
Deadly Revels
- ▸ Toss our Spymaster in a cell and throw away the key.+20 XP to the characterGain trait: ImprisonedgrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20BONUS_GIVE_TRAIT_IMPRISONEDaeAddTraits: TRAIT_IMPRISONED
- ▸ Abdicate the throne in shame.+40 XP to the charactergrantsBONUS_EVENTOPTION_DEADLY_REVELS_OPTION_1_CHARACTER_2bAbdicate 1BONUS_XP_CHARACTER_AVERAGEiXPCharacter 40
- ▸ Confess to the murder and accidental death.Gain trait: InfamousgrantsBONUS_GIVE_TRAIT_INFAMOUSaeAddTraits: TRAIT_INFAMOUS
Death Investigated
- ▸ 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 grantsBONUS_MISSIONRESULT_ASSASSINATE_KILLAchievementIfHeir ACHIEVEMENT_ASSASSINATED_HEIRAchievementIfOtherLeader ACHIEVEMENT_ASSASSINATED_ANOTHER_LEADERAddLeaderRelationship RELATIONSHIP_ASSASSINATED_BYbKillCharacter 1BONUS_MONEY_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=-160aiGlobalYieldsPer: 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 LeadergrantsBONUS_MISSIONRESULT_ASSASSINATE_KILL_EXPOSEDAchievementIfHeir ACHIEVEMENT_ASSASSINATED_HEIRAchievementIfOtherLeader ACHIEVEMENT_ASSASSINATED_ANOTHER_LEADERAddLeaderRelationship RELATIONSHIP_ASSASSINATED_BYiLegitimacy -2bKillCharacter 1
Death to Spies
- ▸ [rival] will pay for this!The character is killedLeader relationship: Vengeful AgainstgrantsBONUS_KILL_CHARACTERbKillCharacter 1BONUS_LEADER_VENGEFUL_AGAINSTAddLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINST
Declare War
- ▸ Proceed with war preparations.Remembered: Declared War on us (-80 opinion for 40 turns)Remembered: Player Offer (5 turns)grantsBONUS_DECLARE_WAR_PLAYERMemory MEMORYPLAYER_DECLARED_WARDiplomacyPlayerFrom DIPLOMACY_WARaeBonuses: BONUS_PLAYER_OFFER◇ may enable: The Sword of Damocles
- ▸ It is not time.(no gates or payload in XML)
Declare War
- ▸ It was only a joke, of course.(no gates or payload in XML)
Declare War
- ▸ Proceed with war preparations.grantsBONUS_EVENTOPTION_PLAYER_DECLARE_WAR_HUMAN_YESDiplomacyPlayerFrom DIPLOMACY_WAR
- ▸ It is not time.(no gates or payload in XML)
Declare War
- ▸ Proceed with war preparations!Remembered: Declared War on us (-80 opinion for 40 turns)Remembered: Player Offer (5 turns)Steam achievement: Behind The Throne Whats The Worst That Happensgated byLeaderSubject SUBJECT_IMPULSIVEgrantsBONUS_DECLARE_WAR_PLAYERMemory MEMORYPLAYER_DECLARED_WARDiplomacyPlayerFrom DIPLOMACY_WARaeBonuses: BONUS_PLAYER_OFFERBONUS_ACHIEVEMENT_BEHIND_THE_THRONE_WHATS_THE_WORST_THAT_HAPPENSAchievement ACHIEVEMENT_BEHIND_THE_THRONE_WHATS_THE_WORST_THAT_HAPPENS◇ may enable: The Sword of Damocles
- ▸ Maybe another day.gated byLeaderSubjectNotAny SUBJECT_IMPULSIVE
Declare War
- ▸ 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)grantsBONUS_DECLARE_WAR_TRIBEMemory MEMORYTRIBE_DECLARED_WARDiplomacyTribe DIPLOMACY_WARaeBonuses: BONUS_TRIBE_OFFER◇ grants a memory no event currently keys off
- ▸ It is not time.(no gates or payload in XML)
Declare War on [character] People
- ▸ Ensure [character] does not get in the way.Remembered: Declared War on us (-80 opinion for 40 turns)Remembered: Player Offer (5 turns)Gain trait: ImprisonedgrantsBONUS_DECLARE_WAR_PLAYERMemory MEMORYPLAYER_DECLARED_WARDiplomacyPlayerFrom DIPLOMACY_WARaeBonuses: BONUS_PLAYER_OFFERBONUS_GIVE_TRAIT_IMPRISONEDaeAddTraits: 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)gated byIndexSubjectgrantsBONUS_DECLARE_WAR_PLAYERMemory MEMORYPLAYER_DECLARED_WARDiplomacyPlayerFrom DIPLOMACY_WARaeBonuses: BONUS_PLAYER_OFFERBONUS_LEADER_IN_LOVE_WITH_REMOVERemoveLeaderRelationship RELATIONSHIP_IN_LOVE_WITH◇ may enable: The Sword of Damocles
- ▸ Let the matter rest.(no gates or payload in XML)
Declare War on [character] People
- ▸ 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)Gain trait: ImprisonedgrantsBONUS_DECLARE_WAR_TRIBEMemory MEMORYTRIBE_DECLARED_WARDiplomacyTribe DIPLOMACY_WARaeBonuses: BONUS_TRIBE_OFFERBONUS_GIVE_TRAIT_IMPRISONEDaeAddTraits: TRAIT_IMPRISONED◇ grants a memory no event currently keys off
- ▸ 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)gated byIndexSubjectgrantsBONUS_DECLARE_WAR_TRIBEMemory MEMORYTRIBE_DECLARED_WARDiplomacyTribe DIPLOMACY_WARaeBonuses: BONUS_TRIBE_OFFERBONUS_LEADER_IN_LOVE_WITH_REMOVERemoveLeaderRelationship RELATIONSHIP_IN_LOVE_WITH◇ grants a memory no event currently keys off
- ▸ Let the matter rest.(no gates or payload in XML)
Defecting Scientists
- ▸ We will provide whatever they need.grantsBONUS_EVENTOPTION_STEAL_DEFECTING_SCIENTISTS_OPTION_0AddImprovement IMPROVEMENT_LIBRARY_1
Defectors
- ▸ Welcome them to [rival]!
+40Training+10/city↗ turn grantsBONUS_TRAINING_GAIN_TINYaiGlobalYieldsBase: YIELD_TRAINING=40aiGlobalYieldsPer: YIELD_TRAINING=10
Delayed by the Divine
- ▸ Respect their wishes.Remembered: Respected our traditions (+40 opinion for 40 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_DELAYED_BY_THE_DIVINE_OPTION_0_CHARACTERMemory MEMORYPLAYER_RESPECTED_OUR_TRADITIONS↳ may trigger: For Your Faith◇ grants a memory no event currently keys off
- ▸ We can’t wait for your foolish piety!
+6Orders↗ turn
+80Training+20/city↗ turn grantsBONUS_EVENTOPTION_DELAYED_BY_THE_DIVINE_OPTION_1_PLAYER_1aeBonuses: BONUS_ORDERS_GAIN_AVERAGE, BONUS_TRAINING_GAIN_AVERAGE
Delivery Mistake
- ▸ 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 grantsBONUS_EVENTOPTION_DELIVERY_MISTAKE_OPTION_0_FAMILY_0Memory MEMORYFAMILY_RECEIVED_GIFTBONUS_MONEY_LOSS_LARGEaiGlobalYieldsBase: YIELD_MONEY=-240aiGlobalYieldsPer: YIELD_MONEY=-60◇ grants a memory no event currently keys off - ▸ 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 traitgrantsBONUS_EVENTOPTION_DELIVERY_MISTAKE_OPTION_1_FAMILY_1Memory MEMORYFAMILY_RECEIVED_GIFTBONUS_EVENTOPTION_DELIVERY_MISTAKE_OPTION_2_LEADERaeRandomTraitDelay: TRAIT_WITTY, TRAIT_FOOLISH◇ grants a memory no event currently keys off
- ▸ Remove [character] for this terrible mistake.Gain trait: SlightedGain trait: StrictgrantsBONUS_LEAVE_COUNCILbLeaveCouncil 1aeAddTraits: TRAIT_SLIGHTEDBONUS_GIVE_TRAIT_STRICTaeAddTraits: TRAIT_STRICT
Demand Tribute
- ▸ Berate [character] for being so easily fooled.Leader relationship: Estranged From+1 DisciplinegrantsBONUS_LEADER_ESTRANGED_FROMAddLeaderRelationship RELATIONSHIP_ESTRANGED_FROMBONUS_GAIN_DISCIPLINE_1aiRatings: RATING_DISCIPLINE=1
- ▸ Teaching [character] our ways could be useful in the future.The target is adoptedGain trait: Excluded from SuccessiongrantsBONUS_EVENTOPTION_DEMAND_TRIBUTE_CHILDiAdoptedBySubject 3aeBonuses: BONUS_GIVE_TRAIT_EXCLUDED
Demand Tribute
- ▸ We accept this offer.Loses trait: CapturedgrantsBONUS_REMOVE_TRAIT_CAPTUREDaeRemoveTraits: TRAIT_CAPTURED
- ▸ Resolve11%11%11%11%11%11%11%11%11%grants11% BONUS_TRIBUTE_RECEIVE_CIVICS_AVERAGEaiYieldsTributeBase: YIELD_CIVICS=75aiYieldsTributePerThem: YIELD_CIVICS=1511% BONUS_TRIBUTE_RECEIVE_TRAINING_AVERAGEaiYieldsTributeBase: YIELD_TRAINING=100aiYieldsTributePerThem: YIELD_TRAINING=2011% BONUS_TRIBUTE_RECEIVE_SCIENCE_AVERAGEaiYieldsTributeBase: YIELD_SCIENCE=50aiYieldsTributePerThem: YIELD_SCIENCE=1011% BONUS_TRIBUTE_RECEIVE_MONEY_AVERAGEaiYieldsTributeBase: YIELD_MONEY=200aiYieldsTributePerThem: YIELD_MONEY=4011% BONUS_TRIBUTE_RECEIVE_ORDERS_AVERAGEaiYieldsTributeBase: YIELD_ORDERS=15aiYieldsTributePerThem: YIELD_ORDERS=411% BONUS_TRIBUTE_RECEIVE_FOOD_AVERAGEaiYieldsTributeBase: YIELD_FOOD=100aiYieldsTributePerThem: YIELD_FOOD=2011% BONUS_TRIBUTE_RECEIVE_IRON_AVERAGEaiYieldsTributeBase: YIELD_IRON=100aiYieldsTributePerThem: YIELD_IRON=2011% BONUS_TRIBUTE_RECEIVE_STONE_AVERAGEaiYieldsTributeBase: YIELD_STONE=100aiYieldsTributePerThem: YIELD_STONE=2011% BONUS_TRIBUTE_RECEIVE_WOOD_AVERAGEaiYieldsTributeBase: YIELD_WOOD=100aiYieldsTributePerThem: YIELD_WOOD=20
- ▸ Resolve11%11%11%11%11%11%11%11%11%grants11% BONUS_TRIBUTE_RECEIVE_CIVICS_AVERAGEaiYieldsTributeBase: YIELD_CIVICS=75aiYieldsTributePerThem: YIELD_CIVICS=1511% BONUS_TRIBUTE_RECEIVE_TRAINING_AVERAGEaiYieldsTributeBase: YIELD_TRAINING=100aiYieldsTributePerThem: YIELD_TRAINING=2011% BONUS_TRIBUTE_RECEIVE_SCIENCE_AVERAGEaiYieldsTributeBase: YIELD_SCIENCE=50aiYieldsTributePerThem: YIELD_SCIENCE=1011% BONUS_TRIBUTE_RECEIVE_MONEY_AVERAGEaiYieldsTributeBase: YIELD_MONEY=200aiYieldsTributePerThem: YIELD_MONEY=4011% BONUS_TRIBUTE_RECEIVE_ORDERS_AVERAGEaiYieldsTributeBase: YIELD_ORDERS=15aiYieldsTributePerThem: YIELD_ORDERS=411% BONUS_TRIBUTE_RECEIVE_FOOD_AVERAGEaiYieldsTributeBase: YIELD_FOOD=100aiYieldsTributePerThem: YIELD_FOOD=2011% BONUS_TRIBUTE_RECEIVE_IRON_AVERAGEaiYieldsTributeBase: YIELD_IRON=100aiYieldsTributePerThem: YIELD_IRON=2011% BONUS_TRIBUTE_RECEIVE_STONE_AVERAGEaiYieldsTributeBase: YIELD_STONE=100aiYieldsTributePerThem: YIELD_STONE=2011% BONUS_TRIBUTE_RECEIVE_WOOD_AVERAGEaiYieldsTributeBase: YIELD_WOOD=100aiYieldsTributePerThem: YIELD_WOOD=20
Demand Tribute
- ▸ It makes no difference to me.-2 LegitimacyLeader relationship: Owes Favor TograntsBONUS_EVENTOPTION_DEMAND_TRIBUTE_CUT_0iLegitimacy -2BONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
- ▸ This is not a matter of personal gain.+2 LegitimacyLeader relationship: Estranged FromgrantsBONUS_EVENTOPTION_DEMAND_TRIBUTE_CUT_1iLegitimacy 2BONUS_LEADER_ESTRANGED_FROMAddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
Demand Tribute
- ▸ We concede, for now.-10 LegitimacygrantsBONUS_EVENTOPTION_DEMAND_TRIBUTE_REFUSE_LEGITIMACYiLegitimacy -10
- ▸ [character] has failed as the head of [religion].Remembered: Declared War on us (-80 opinion for 40 turns)Remembered: Player Offer (5 turns)+4 LegitimacyThe character is killedLeader relationship: Assassinated ByRemembered: Assassination exposed (-80 opinion for 40 turns)(no event currently keys off this)grantsBONUS_DECLARE_WAR_PLAYERMemory MEMORYPLAYER_DECLARED_WARDiplomacyPlayerFrom DIPLOMACY_WARaeBonuses: BONUS_PLAYER_OFFERBONUS_EVENTOPTION_DEMAND_TRIBUTE_DEPOSED_RDiLegitimacy 4BONUS_EVENTOPTION_DEMAND_TRIBUTE_NEW_RHiHeadReligionSubject 2BONUS_KILL_CHARACTER_MURDEREDAddLeaderRelationship RELATIONSHIP_ASSASSINATED_BYbKillCharacter 1aeBonuses: 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)+8 LegitimacygrantsBONUS_DECLARE_WAR_PLAYERMemory MEMORYPLAYER_DECLARED_WARDiplomacyPlayerFrom DIPLOMACY_WARaeBonuses: BONUS_PLAYER_OFFERBONUS_EVENTOPTION_DEMAND_TRIBUTE_DENOUNCEDiLegitimacy 8bStateReligionEnd 1◇ may enable: The Sword of Damocles
- ▸ Threaten [character] to get the tribute.Leader relationship: Terrified Ofgated byLeaderSubject SUBJECT_CHARACTER_VILLAINOUSgrantsBONUS_TRIBUTE_RECEIVE_STONE_AVERAGEaiYieldsTributeBase: YIELD_STONE=100aiYieldsTributePerThem: YIELD_STONE=20BONUS_LEADER_TERRIFIED_OFAddLeaderRelationship RELATIONSHIP_TERRIFIED_OF
Demand Tribute
- ▸ Very well, you will be rewarded later.Leader relationship: Holds Favor FromgrantsBONUS_TRIBUTE_RECEIVE_STONE_AVERAGEaiYieldsTributeBase: YIELD_STONE=100aiYieldsTributePerThem: YIELD_STONE=20BONUS_LEADER_HOLDS_FAVOR_FROMAddLeaderRelationship RELATIONSHIP_HOLDS_FAVOR_FROM
- ▸ Do not make demands of your leader.Leader relationship: Estranged FromgrantsBONUS_TRIBUTE_RECEIVE_STONE_AVERAGEaiYieldsTributeBase: YIELD_STONE=100aiYieldsTributePerThem: YIELD_STONE=20BONUS_LEADER_ESTRANGED_FROMAddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
Demand Tribute
- ▸ Then we will take it by force!Remembered: Declared War on us (-80 opinion for 40 turns)Remembered: Player Offer (5 turns)grantsBONUS_DECLARE_WAR_PLAYERMemory MEMORYPLAYER_DECLARED_WARDiplomacyPlayerFrom DIPLOMACY_WARaeBonuses: BONUS_PLAYER_OFFER◇ may enable: The Sword of Damocles
- ▸ That seems fair.-4 LegitimacygrantsBONUS_EVENTOPTION_DEMAND_TRIBUTE_THE_FAITHFUL_LEGiLegitimacy -4BONUS_LEADER_HOLDS_FAVOR_FROM_REMOVERemoveLeaderRelationship RELATIONSHIP_HOLDS_FAVOR_FROM
Demand Tribute
- ▸ Resolve11%11%11%11%11%11%11%11%11%grants11% BONUS_TRIBUTE_RECEIVE_CIVICS_AVERAGEaiYieldsTributeBase: YIELD_CIVICS=75aiYieldsTributePerThem: YIELD_CIVICS=1511% BONUS_TRIBUTE_RECEIVE_TRAINING_AVERAGEaiYieldsTributeBase: YIELD_TRAINING=100aiYieldsTributePerThem: YIELD_TRAINING=2011% BONUS_TRIBUTE_RECEIVE_SCIENCE_AVERAGEaiYieldsTributeBase: YIELD_SCIENCE=50aiYieldsTributePerThem: YIELD_SCIENCE=1011% BONUS_TRIBUTE_RECEIVE_MONEY_AVERAGEaiYieldsTributeBase: YIELD_MONEY=200aiYieldsTributePerThem: YIELD_MONEY=4011% BONUS_TRIBUTE_RECEIVE_ORDERS_AVERAGEaiYieldsTributeBase: YIELD_ORDERS=15aiYieldsTributePerThem: YIELD_ORDERS=411% BONUS_TRIBUTE_RECEIVE_FOOD_AVERAGEaiYieldsTributeBase: YIELD_FOOD=100aiYieldsTributePerThem: YIELD_FOOD=2011% BONUS_TRIBUTE_RECEIVE_IRON_AVERAGEaiYieldsTributeBase: YIELD_IRON=100aiYieldsTributePerThem: YIELD_IRON=2011% BONUS_TRIBUTE_RECEIVE_STONE_AVERAGEaiYieldsTributeBase: YIELD_STONE=100aiYieldsTributePerThem: YIELD_STONE=2011% BONUS_TRIBUTE_RECEIVE_WOOD_AVERAGEaiYieldsTributeBase: YIELD_WOOD=100aiYieldsTributePerThem: YIELD_WOOD=20
- ▸ Resolve11%11%11%11%11%11%11%11%11%grants11% BONUS_TRIBUTE_RECEIVE_CIVICS_AVERAGEaiYieldsTributeBase: YIELD_CIVICS=75aiYieldsTributePerThem: YIELD_CIVICS=1511% BONUS_TRIBUTE_RECEIVE_TRAINING_AVERAGEaiYieldsTributeBase: YIELD_TRAINING=100aiYieldsTributePerThem: YIELD_TRAINING=2011% BONUS_TRIBUTE_RECEIVE_SCIENCE_AVERAGEaiYieldsTributeBase: YIELD_SCIENCE=50aiYieldsTributePerThem: YIELD_SCIENCE=1011% BONUS_TRIBUTE_RECEIVE_MONEY_AVERAGEaiYieldsTributeBase: YIELD_MONEY=200aiYieldsTributePerThem: YIELD_MONEY=4011% BONUS_TRIBUTE_RECEIVE_ORDERS_AVERAGEaiYieldsTributeBase: YIELD_ORDERS=15aiYieldsTributePerThem: YIELD_ORDERS=411% BONUS_TRIBUTE_RECEIVE_FOOD_AVERAGEaiYieldsTributeBase: YIELD_FOOD=100aiYieldsTributePerThem: YIELD_FOOD=2011% BONUS_TRIBUTE_RECEIVE_IRON_AVERAGEaiYieldsTributeBase: YIELD_IRON=100aiYieldsTributePerThem: YIELD_IRON=2011% BONUS_TRIBUTE_RECEIVE_STONE_AVERAGEaiYieldsTributeBase: YIELD_STONE=100aiYieldsTributePerThem: YIELD_STONE=2011% BONUS_TRIBUTE_RECEIVE_WOOD_AVERAGEaiYieldsTributeBase: YIELD_WOOD=100aiYieldsTributePerThem: YIELD_WOOD=20
Demand Tribute
- ▸ Then we will take it by force!Remembered: Declared War on us (-80 opinion for 40 turns)Remembered: Player Offer (5 turns)grantsBONUS_DECLARE_WAR_PLAYERMemory MEMORYPLAYER_DECLARED_WARDiplomacyPlayerFrom DIPLOMACY_WARaeBonuses: BONUS_PLAYER_OFFER◇ may enable: The Sword of Damocles
- ▸ We will not press this further.-10 LegitimacygrantsBONUS_EVENTOPTION_DEMAND_TRIBUTE_REFUSE_LEGITIMACYiLegitimacy -10
Demand Tribute
- ▸ Resolve11%11%11%11%11%11%11%11%11%grants11% BONUS_TRIBUTE_RECEIVE_CIVICS_AVERAGEaiYieldsTributeBase: YIELD_CIVICS=75aiYieldsTributePerThem: YIELD_CIVICS=1511% BONUS_TRIBUTE_RECEIVE_TRAINING_AVERAGEaiYieldsTributeBase: YIELD_TRAINING=100aiYieldsTributePerThem: YIELD_TRAINING=2011% BONUS_TRIBUTE_RECEIVE_SCIENCE_AVERAGEaiYieldsTributeBase: YIELD_SCIENCE=50aiYieldsTributePerThem: YIELD_SCIENCE=1011% BONUS_TRIBUTE_RECEIVE_MONEY_AVERAGEaiYieldsTributeBase: YIELD_MONEY=200aiYieldsTributePerThem: YIELD_MONEY=4011% BONUS_TRIBUTE_RECEIVE_ORDERS_AVERAGEaiYieldsTributeBase: YIELD_ORDERS=15aiYieldsTributePerThem: YIELD_ORDERS=411% BONUS_TRIBUTE_RECEIVE_FOOD_AVERAGEaiYieldsTributeBase: YIELD_FOOD=100aiYieldsTributePerThem: YIELD_FOOD=2011% BONUS_TRIBUTE_RECEIVE_IRON_AVERAGEaiYieldsTributeBase: YIELD_IRON=100aiYieldsTributePerThem: YIELD_IRON=2011% BONUS_TRIBUTE_RECEIVE_STONE_AVERAGEaiYieldsTributeBase: YIELD_STONE=100aiYieldsTributePerThem: YIELD_STONE=2011% BONUS_TRIBUTE_RECEIVE_WOOD_AVERAGEaiYieldsTributeBase: YIELD_WOOD=100aiYieldsTributePerThem: YIELD_WOOD=20
- ▸ Resolve11%11%11%11%11%11%11%11%11%grants11% BONUS_TRIBUTE_RECEIVE_CIVICS_AVERAGEaiYieldsTributeBase: YIELD_CIVICS=75aiYieldsTributePerThem: YIELD_CIVICS=1511% BONUS_TRIBUTE_RECEIVE_TRAINING_AVERAGEaiYieldsTributeBase: YIELD_TRAINING=100aiYieldsTributePerThem: YIELD_TRAINING=2011% BONUS_TRIBUTE_RECEIVE_SCIENCE_AVERAGEaiYieldsTributeBase: YIELD_SCIENCE=50aiYieldsTributePerThem: YIELD_SCIENCE=1011% BONUS_TRIBUTE_RECEIVE_MONEY_AVERAGEaiYieldsTributeBase: YIELD_MONEY=200aiYieldsTributePerThem: YIELD_MONEY=4011% BONUS_TRIBUTE_RECEIVE_ORDERS_AVERAGEaiYieldsTributeBase: YIELD_ORDERS=15aiYieldsTributePerThem: YIELD_ORDERS=411% BONUS_TRIBUTE_RECEIVE_FOOD_AVERAGEaiYieldsTributeBase: YIELD_FOOD=100aiYieldsTributePerThem: YIELD_FOOD=2011% BONUS_TRIBUTE_RECEIVE_IRON_AVERAGEaiYieldsTributeBase: YIELD_IRON=100aiYieldsTributePerThem: YIELD_IRON=2011% BONUS_TRIBUTE_RECEIVE_STONE_AVERAGEaiYieldsTributeBase: YIELD_STONE=100aiYieldsTributePerThem: YIELD_STONE=2011% BONUS_TRIBUTE_RECEIVE_WOOD_AVERAGEaiYieldsTributeBase: YIELD_WOOD=100aiYieldsTributePerThem: YIELD_WOOD=20
Demand Tribute
- ▸ Resolve11%11%11%11%11%11%11%11%11%grants11% BONUS_TRIBUTE_RECEIVE_CIVICS_AVERAGEaiYieldsTributeBase: YIELD_CIVICS=75aiYieldsTributePerThem: YIELD_CIVICS=1511% BONUS_TRIBUTE_RECEIVE_TRAINING_AVERAGEaiYieldsTributeBase: YIELD_TRAINING=100aiYieldsTributePerThem: YIELD_TRAINING=2011% BONUS_TRIBUTE_RECEIVE_SCIENCE_AVERAGEaiYieldsTributeBase: YIELD_SCIENCE=50aiYieldsTributePerThem: YIELD_SCIENCE=1011% BONUS_TRIBUTE_RECEIVE_MONEY_AVERAGEaiYieldsTributeBase: YIELD_MONEY=200aiYieldsTributePerThem: YIELD_MONEY=4011% BONUS_TRIBUTE_RECEIVE_ORDERS_AVERAGEaiYieldsTributeBase: YIELD_ORDERS=15aiYieldsTributePerThem: YIELD_ORDERS=411% BONUS_TRIBUTE_RECEIVE_FOOD_AVERAGEaiYieldsTributeBase: YIELD_FOOD=100aiYieldsTributePerThem: YIELD_FOOD=2011% BONUS_TRIBUTE_RECEIVE_IRON_AVERAGEaiYieldsTributeBase: YIELD_IRON=100aiYieldsTributePerThem: YIELD_IRON=2011% BONUS_TRIBUTE_RECEIVE_STONE_AVERAGEaiYieldsTributeBase: YIELD_STONE=100aiYieldsTributePerThem: YIELD_STONE=2011% BONUS_TRIBUTE_RECEIVE_WOOD_AVERAGEaiYieldsTributeBase: YIELD_WOOD=100aiYieldsTributePerThem: YIELD_WOOD=20
- ▸ Resolve11%11%11%11%11%11%11%11%11%grants11% BONUS_TRIBUTE_RECEIVE_CIVICS_AVERAGEaiYieldsTributeBase: YIELD_CIVICS=75aiYieldsTributePerThem: YIELD_CIVICS=1511% BONUS_TRIBUTE_RECEIVE_TRAINING_AVERAGEaiYieldsTributeBase: YIELD_TRAINING=100aiYieldsTributePerThem: YIELD_TRAINING=2011% BONUS_TRIBUTE_RECEIVE_SCIENCE_AVERAGEaiYieldsTributeBase: YIELD_SCIENCE=50aiYieldsTributePerThem: YIELD_SCIENCE=1011% BONUS_TRIBUTE_RECEIVE_MONEY_AVERAGEaiYieldsTributeBase: YIELD_MONEY=200aiYieldsTributePerThem: YIELD_MONEY=4011% BONUS_TRIBUTE_RECEIVE_ORDERS_AVERAGEaiYieldsTributeBase: YIELD_ORDERS=15aiYieldsTributePerThem: YIELD_ORDERS=411% BONUS_TRIBUTE_RECEIVE_FOOD_AVERAGEaiYieldsTributeBase: YIELD_FOOD=100aiYieldsTributePerThem: YIELD_FOOD=2011% BONUS_TRIBUTE_RECEIVE_IRON_AVERAGEaiYieldsTributeBase: YIELD_IRON=100aiYieldsTributePerThem: YIELD_IRON=2011% BONUS_TRIBUTE_RECEIVE_STONE_AVERAGEaiYieldsTributeBase: YIELD_STONE=100aiYieldsTributePerThem: YIELD_STONE=2011% BONUS_TRIBUTE_RECEIVE_WOOD_AVERAGEaiYieldsTributeBase: YIELD_WOOD=100aiYieldsTributePerThem: YIELD_WOOD=20
Demand Tribute
- ▸ Then we will take it by force!Remembered: Declared War on us (-80 opinion for 40 turns)Remembered: Player Offer (5 turns)grantsBONUS_DECLARE_WAR_PLAYERMemory MEMORYPLAYER_DECLARED_WARDiplomacyPlayerFrom DIPLOMACY_WARaeBonuses: BONUS_PLAYER_OFFER◇ may enable: The Sword of Damocles
- ▸ We will not press this further.-10 LegitimacygrantsBONUS_EVENTOPTION_DEMAND_TRIBUTE_REFUSE_LEGITIMACYiLegitimacy -10
- ▸ [religion] shall stand triumphant.Remembered: Player Offer (5 turns)Remembered: Declared holy war (+40 opinion for 80 turns)(no event currently keys off this)gated byPlayerSubject SUBJECT_PLAYER_HOLY_WARgrantsBONUS_PLAYER_WARDiplomacyPlayerTo DIPLOMACY_WARaeBonuses: BONUS_PLAYER_OFFERBONUS_EVENTOPTION_DEMAND_TRIBUTE_HEATHENSMemory MEMORYRELIGION_DECLARED_HOLY_WAR◇ grants a memory no event currently keys off
Demand Tribute
- ▸ Then we will take it by force!Remembered: Declared War on us (-80 opinion for 40 turns)Remembered: Player Offer (5 turns)grantsBONUS_DECLARE_WAR_PLAYERMemory MEMORYPLAYER_DECLARED_WARDiplomacyPlayerFrom DIPLOMACY_WARaeBonuses: BONUS_PLAYER_OFFER◇ may enable: The Sword of Damocles
- ▸ We will not press this further.-10 LegitimacygrantsBONUS_EVENTOPTION_DEMAND_TRIBUTE_REFUSE_LEGITIMACYiLegitimacy -10
Demand Tribute
- ▸ We will take what is ours!Remembered: Declared War on us (-80 opinion for 40 turns)Remembered: Player Offer (5 turns)Remembered: You seem to be preparing for War (-80 opinion for 20 turns)(no event currently keys off this)grantsBONUS_DECLARE_WAR_PLAYERMemory MEMORYPLAYER_DECLARED_WARDiplomacyPlayerFrom DIPLOMACY_WARaeBonuses: BONUS_PLAYER_OFFERBONUS_EVENTOPTION_DEMAND_TRIBUTE_INTERMEDIARYMemory MEMORYPLAYER_PLAYER_WAR_OFFER_TRAIT_BUILDER_CAUTIOUS_LEADER4_PREPARE◇ may enable: The Sword of Damocles
- ▸ You have no power here, [character]!Remembered: Declared War on us (-80 opinion for 40 turns)Remembered: Player Offer (5 turns)grantsBONUS_TRIBUTE_RECEIVE_IRON_LARGEaiYieldsTributeBase: YIELD_IRON=150aiYieldsTributePerThem: YIELD_IRON=50BONUS_DECLARE_WAR_PLAYERMemory MEMORYPLAYER_DECLARED_WARDiplomacyPlayerFrom DIPLOMACY_WARaeBonuses: BONUS_PLAYER_OFFER◇ may enable: The Sword of Damocles
- ▸ We will not press this further.-10 LegitimacygrantsBONUS_EVENTOPTION_DEMAND_TRIBUTE_REFUSE_LEGITIMACYiLegitimacy -10
Demand Tribute
- ▸ I will wed [character].grantsBONUS_EVENTOPTION_DEMAND_TRIBUTE_MARRIAGE_0iPolyMarrySubject 1
- ▸ Don’t stop until you get the
gold I asked for. Remembered: Demanded Tribute (-40 opinion for 10 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_DEMAND_TRIBUTE_MARRIAGE_1aeBonuses: BONUS_TRIBUTE_RECEIVE_MONEY_AVERAGE, BONUS_PLAYER_DEMAND_TRIBUTE◇ grants a memory no event currently keys off - ▸ We will not press this further.-2 LegitimacygrantsBONUS_EVENTOPTION_DEMAND_TRIBUTE_REFUSE_LEGITIMACY_SOFTiLegitimacy -2
Demand Tribute
- ▸ Very well, let them off.Remembered: Gave us mercy (+40 opinion for 20 turns)(no event currently keys off this)-5 LegitimacyGain trait: GraciousgrantsBONUS_EVENTOPTION_DEMAND_TRIBUTE_MERCY_AGREE_PLAYERMemory MEMORYPLAYER_HAD_MERCYBONUS_EVENTOPTION_DEMAND_TRIBUTE_MERCY_AGREEiLegitimacy -5aeAddTraits: TRAIT_GRACIOUS◇ grants a memory no event currently keys off
- ▸ Resolve11%11%11%11%11%11%11%11%11%grants11% BONUS_TRIBUTE_RECEIVE_CIVICS_AVERAGEaiYieldsTributeBase: YIELD_CIVICS=75aiYieldsTributePerThem: YIELD_CIVICS=1511% BONUS_TRIBUTE_RECEIVE_TRAINING_AVERAGEaiYieldsTributeBase: YIELD_TRAINING=100aiYieldsTributePerThem: YIELD_TRAINING=2011% BONUS_TRIBUTE_RECEIVE_SCIENCE_AVERAGEaiYieldsTributeBase: YIELD_SCIENCE=50aiYieldsTributePerThem: YIELD_SCIENCE=1011% BONUS_TRIBUTE_RECEIVE_MONEY_AVERAGEaiYieldsTributeBase: YIELD_MONEY=200aiYieldsTributePerThem: YIELD_MONEY=4011% BONUS_TRIBUTE_RECEIVE_ORDERS_AVERAGEaiYieldsTributeBase: YIELD_ORDERS=15aiYieldsTributePerThem: YIELD_ORDERS=411% BONUS_TRIBUTE_RECEIVE_FOOD_AVERAGEaiYieldsTributeBase: YIELD_FOOD=100aiYieldsTributePerThem: YIELD_FOOD=2011% BONUS_TRIBUTE_RECEIVE_IRON_AVERAGEaiYieldsTributeBase: YIELD_IRON=100aiYieldsTributePerThem: YIELD_IRON=2011% BONUS_TRIBUTE_RECEIVE_STONE_AVERAGEaiYieldsTributeBase: YIELD_STONE=100aiYieldsTributePerThem: YIELD_STONE=2011% BONUS_TRIBUTE_RECEIVE_WOOD_AVERAGEaiYieldsTributeBase: YIELD_WOOD=100aiYieldsTributePerThem: YIELD_WOOD=20
- ▸ Resolve11%11%11%11%11%11%11%11%11%grants11% BONUS_TRIBUTE_RECEIVE_CIVICS_AVERAGEaiYieldsTributeBase: YIELD_CIVICS=75aiYieldsTributePerThem: YIELD_CIVICS=1511% BONUS_TRIBUTE_RECEIVE_TRAINING_AVERAGEaiYieldsTributeBase: YIELD_TRAINING=100aiYieldsTributePerThem: YIELD_TRAINING=2011% BONUS_TRIBUTE_RECEIVE_SCIENCE_AVERAGEaiYieldsTributeBase: YIELD_SCIENCE=50aiYieldsTributePerThem: YIELD_SCIENCE=1011% BONUS_TRIBUTE_RECEIVE_MONEY_AVERAGEaiYieldsTributeBase: YIELD_MONEY=200aiYieldsTributePerThem: YIELD_MONEY=4011% BONUS_TRIBUTE_RECEIVE_ORDERS_AVERAGEaiYieldsTributeBase: YIELD_ORDERS=15aiYieldsTributePerThem: YIELD_ORDERS=411% BONUS_TRIBUTE_RECEIVE_FOOD_AVERAGEaiYieldsTributeBase: YIELD_FOOD=100aiYieldsTributePerThem: YIELD_FOOD=2011% BONUS_TRIBUTE_RECEIVE_IRON_AVERAGEaiYieldsTributeBase: YIELD_IRON=100aiYieldsTributePerThem: YIELD_IRON=2011% BONUS_TRIBUTE_RECEIVE_STONE_AVERAGEaiYieldsTributeBase: YIELD_STONE=100aiYieldsTributePerThem: YIELD_STONE=2011% BONUS_TRIBUTE_RECEIVE_WOOD_AVERAGEaiYieldsTributeBase: YIELD_WOOD=100aiYieldsTributePerThem: YIELD_WOOD=20
Demand Tribute
- ▸ 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)Remembered (all families): Stood up to foreign subterfuge (+40 opinion for 40 turns)(no event currently keys off this)grantsBONUS_DECLARE_WAR_PLAYERMemory MEMORYPLAYER_DECLARED_WARDiplomacyPlayerFrom DIPLOMACY_WARaeBonuses: BONUS_PLAYER_OFFERBONUS_EVENTOPTION_DEMAND_TRIBUTE_MISSING_AMBASSADOR_0MemoryAllFamilies 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)grantsBONUS_EVENTOPTION_DEMAND_TRIBUTE_MISSING_AMBASSADOR_1Memory MEMORYPLAYER_SLANDERBONUS_EVENTOPTION_DEMAND_TRIBUTE_MISSING_AMBASSADOR_2MemoryAllFamilies MEMORYFAMILY_DISAPPEARED_AMBASSADOR◇ may enable: The Sword of Damocles
- ▸ Refuse to accuse [rival], but increase road patrols.+3 Legitimacy
-80Training-20/city↗ turn grantsBONUS_EVENTOPTION_DEMAND_TRIBUTE_MISSING_AMBASSADOR_3iLegitimacy 3aeBonuses: BONUS_TRAINING_LOSS_AVERAGE
Demand Tribute
- ▸ Very well, accept the offering.
+120Money+30/city↗ turn grantsBONUS_MONEY_GAIN_SMALLaiGlobalYieldsBase: YIELD_MONEY=120aiGlobalYieldsPer: YIELD_MONEY=30 - ▸ They still have
food and will pay it, unless they want war on two fronts. grantsBONUS_TRIBUTE_RECEIVE_FOOD_AVERAGEaiYieldsTributeBase: YIELD_FOOD=100aiYieldsTributePerThem: YIELD_FOOD=20
Demand Tribute
- ▸ Get the servant to lead our agents into the [rival]
palace. gated byLeaderSubject SUBJECT_HIGH_WISDOMgrantsBONUS_RANDOM_TECHbRandomTech 1 - ▸ We will be watching, waiting for any attack.Gain trait: VigilantgrantsBONUS_GIVE_TRAIT_VIGILANTaeAddTraits: TRAIT_VIGILANT
- ▸ We must prepare for war.
+120Training+30/city↗ turn grantsBONUS_TRAINING_GAIN_LARGEaiGlobalYieldsBase: YIELD_TRAINING=120aiGlobalYieldsPer: YIELD_TRAINING=30
Demand Tribute
- ▸ Resolve11%11%11%11%11%11%11%11%11%grants11% BONUS_TRIBUTE_RECEIVE_CIVICS_AVERAGEaiYieldsTributeBase: YIELD_CIVICS=75aiYieldsTributePerThem: YIELD_CIVICS=1511% BONUS_TRIBUTE_RECEIVE_TRAINING_AVERAGEaiYieldsTributeBase: YIELD_TRAINING=100aiYieldsTributePerThem: YIELD_TRAINING=2011% BONUS_TRIBUTE_RECEIVE_SCIENCE_AVERAGEaiYieldsTributeBase: YIELD_SCIENCE=50aiYieldsTributePerThem: YIELD_SCIENCE=1011% BONUS_TRIBUTE_RECEIVE_MONEY_AVERAGEaiYieldsTributeBase: YIELD_MONEY=200aiYieldsTributePerThem: YIELD_MONEY=4011% BONUS_TRIBUTE_RECEIVE_ORDERS_AVERAGEaiYieldsTributeBase: YIELD_ORDERS=15aiYieldsTributePerThem: YIELD_ORDERS=411% BONUS_TRIBUTE_RECEIVE_FOOD_AVERAGEaiYieldsTributeBase: YIELD_FOOD=100aiYieldsTributePerThem: YIELD_FOOD=2011% BONUS_TRIBUTE_RECEIVE_IRON_AVERAGEaiYieldsTributeBase: YIELD_IRON=100aiYieldsTributePerThem: YIELD_IRON=2011% BONUS_TRIBUTE_RECEIVE_STONE_AVERAGEaiYieldsTributeBase: YIELD_STONE=100aiYieldsTributePerThem: YIELD_STONE=2011% BONUS_TRIBUTE_RECEIVE_WOOD_AVERAGEaiYieldsTributeBase: YIELD_WOOD=100aiYieldsTributePerThem: YIELD_WOOD=20
- ▸ Resolve11%11%11%11%11%11%11%11%11%grants11% BONUS_TRIBUTE_RECEIVE_CIVICS_AVERAGEaiYieldsTributeBase: YIELD_CIVICS=75aiYieldsTributePerThem: YIELD_CIVICS=1511% BONUS_TRIBUTE_RECEIVE_TRAINING_AVERAGEaiYieldsTributeBase: YIELD_TRAINING=100aiYieldsTributePerThem: YIELD_TRAINING=2011% BONUS_TRIBUTE_RECEIVE_SCIENCE_AVERAGEaiYieldsTributeBase: YIELD_SCIENCE=50aiYieldsTributePerThem: YIELD_SCIENCE=1011% BONUS_TRIBUTE_RECEIVE_MONEY_AVERAGEaiYieldsTributeBase: YIELD_MONEY=200aiYieldsTributePerThem: YIELD_MONEY=4011% BONUS_TRIBUTE_RECEIVE_ORDERS_AVERAGEaiYieldsTributeBase: YIELD_ORDERS=15aiYieldsTributePerThem: YIELD_ORDERS=411% BONUS_TRIBUTE_RECEIVE_FOOD_AVERAGEaiYieldsTributeBase: YIELD_FOOD=100aiYieldsTributePerThem: YIELD_FOOD=2011% BONUS_TRIBUTE_RECEIVE_IRON_AVERAGEaiYieldsTributeBase: YIELD_IRON=100aiYieldsTributePerThem: YIELD_IRON=2011% BONUS_TRIBUTE_RECEIVE_STONE_AVERAGEaiYieldsTributeBase: YIELD_STONE=100aiYieldsTributePerThem: YIELD_STONE=2011% BONUS_TRIBUTE_RECEIVE_WOOD_AVERAGEaiYieldsTributeBase: YIELD_WOOD=100aiYieldsTributePerThem: YIELD_WOOD=20
Demand Tribute
- ▸ Then we will take it by force!Remembered: Declared War on us (-80 opinion for 40 turns)Remembered: Player Offer (5 turns)grantsBONUS_DECLARE_WAR_PLAYERMemory MEMORYPLAYER_DECLARED_WARDiplomacyPlayerFrom DIPLOMACY_WARaeBonuses: BONUS_PLAYER_OFFER◇ may enable: The Sword of Damocles
- ▸ We will not press this further.-10 LegitimacygrantsBONUS_EVENTOPTION_DEMAND_TRIBUTE_REFUSE_LEGITIMACYiLegitimacy -10
Demand Tribute
- ▸ Resolve11%11%11%11%11%11%11%11%11%grants11% BONUS_TRIBUTE_RECEIVE_CIVICS_AVERAGEaiYieldsTributeBase: YIELD_CIVICS=75aiYieldsTributePerThem: YIELD_CIVICS=1511% BONUS_TRIBUTE_RECEIVE_TRAINING_AVERAGEaiYieldsTributeBase: YIELD_TRAINING=100aiYieldsTributePerThem: YIELD_TRAINING=2011% BONUS_TRIBUTE_RECEIVE_SCIENCE_AVERAGEaiYieldsTributeBase: YIELD_SCIENCE=50aiYieldsTributePerThem: YIELD_SCIENCE=1011% BONUS_TRIBUTE_RECEIVE_MONEY_AVERAGEaiYieldsTributeBase: YIELD_MONEY=200aiYieldsTributePerThem: YIELD_MONEY=4011% BONUS_TRIBUTE_RECEIVE_ORDERS_AVERAGEaiYieldsTributeBase: YIELD_ORDERS=15aiYieldsTributePerThem: YIELD_ORDERS=411% BONUS_TRIBUTE_RECEIVE_FOOD_AVERAGEaiYieldsTributeBase: YIELD_FOOD=100aiYieldsTributePerThem: YIELD_FOOD=2011% BONUS_TRIBUTE_RECEIVE_IRON_AVERAGEaiYieldsTributeBase: YIELD_IRON=100aiYieldsTributePerThem: YIELD_IRON=2011% BONUS_TRIBUTE_RECEIVE_STONE_AVERAGEaiYieldsTributeBase: YIELD_STONE=100aiYieldsTributePerThem: YIELD_STONE=2011% BONUS_TRIBUTE_RECEIVE_WOOD_AVERAGEaiYieldsTributeBase: YIELD_WOOD=100aiYieldsTributePerThem: YIELD_WOOD=20
- ▸ Resolve11%11%11%11%11%11%11%11%11%grants11% BONUS_TRIBUTE_RECEIVE_CIVICS_AVERAGEaiYieldsTributeBase: YIELD_CIVICS=75aiYieldsTributePerThem: YIELD_CIVICS=1511% BONUS_TRIBUTE_RECEIVE_TRAINING_AVERAGEaiYieldsTributeBase: YIELD_TRAINING=100aiYieldsTributePerThem: YIELD_TRAINING=2011% BONUS_TRIBUTE_RECEIVE_SCIENCE_AVERAGEaiYieldsTributeBase: YIELD_SCIENCE=50aiYieldsTributePerThem: YIELD_SCIENCE=1011% BONUS_TRIBUTE_RECEIVE_MONEY_AVERAGEaiYieldsTributeBase: YIELD_MONEY=200aiYieldsTributePerThem: YIELD_MONEY=4011% BONUS_TRIBUTE_RECEIVE_ORDERS_AVERAGEaiYieldsTributeBase: YIELD_ORDERS=15aiYieldsTributePerThem: YIELD_ORDERS=411% BONUS_TRIBUTE_RECEIVE_FOOD_AVERAGEaiYieldsTributeBase: YIELD_FOOD=100aiYieldsTributePerThem: YIELD_FOOD=2011% BONUS_TRIBUTE_RECEIVE_IRON_AVERAGEaiYieldsTributeBase: YIELD_IRON=100aiYieldsTributePerThem: YIELD_IRON=2011% BONUS_TRIBUTE_RECEIVE_STONE_AVERAGEaiYieldsTributeBase: YIELD_STONE=100aiYieldsTributePerThem: YIELD_STONE=2011% BONUS_TRIBUTE_RECEIVE_WOOD_AVERAGEaiYieldsTributeBase: YIELD_WOOD=100aiYieldsTributePerThem: YIELD_WOOD=20
- ▸ Resolve11%11%11%11%11%11%11%11%11%grants11% BONUS_TRIBUTE_RECEIVE_CIVICS_AVERAGEaiYieldsTributeBase: YIELD_CIVICS=75aiYieldsTributePerThem: YIELD_CIVICS=1511% BONUS_TRIBUTE_RECEIVE_TRAINING_AVERAGEaiYieldsTributeBase: YIELD_TRAINING=100aiYieldsTributePerThem: YIELD_TRAINING=2011% BONUS_TRIBUTE_RECEIVE_SCIENCE_AVERAGEaiYieldsTributeBase: YIELD_SCIENCE=50aiYieldsTributePerThem: YIELD_SCIENCE=1011% BONUS_TRIBUTE_RECEIVE_MONEY_AVERAGEaiYieldsTributeBase: YIELD_MONEY=200aiYieldsTributePerThem: YIELD_MONEY=4011% BONUS_TRIBUTE_RECEIVE_ORDERS_AVERAGEaiYieldsTributeBase: YIELD_ORDERS=15aiYieldsTributePerThem: YIELD_ORDERS=411% BONUS_TRIBUTE_RECEIVE_FOOD_AVERAGEaiYieldsTributeBase: YIELD_FOOD=100aiYieldsTributePerThem: YIELD_FOOD=2011% BONUS_TRIBUTE_RECEIVE_IRON_AVERAGEaiYieldsTributeBase: YIELD_IRON=100aiYieldsTributePerThem: YIELD_IRON=2011% BONUS_TRIBUTE_RECEIVE_STONE_AVERAGEaiYieldsTributeBase: YIELD_STONE=100aiYieldsTributePerThem: YIELD_STONE=2011% BONUS_TRIBUTE_RECEIVE_WOOD_AVERAGEaiYieldsTributeBase: YIELD_WOOD=100aiYieldsTributePerThem: YIELD_WOOD=20
Demand Tribute
- ▸ We will pay what you ask.grantsBONUS_TRIBUTE_GIVE_MONEY_LARGEaiYieldsTributeBase: YIELD_MONEY=-300aiYieldsTributePerUs: YIELD_MONEY=-60
- ▸ Then it is war.Remembered: Player Offer (5 turns)grantsBONUS_PLAYER_WARDiplomacyPlayerTo DIPLOMACY_WARaeBonuses: BONUS_PLAYER_OFFER
Demand Tribute
- ▸ Resolve11%11%11%11%11%11%11%11%11%grants11% BONUS_TRIBUTE_RECEIVE_CIVICS_AVERAGEaiYieldsTributeBase: YIELD_CIVICS=75aiYieldsTributePerThem: YIELD_CIVICS=1511% BONUS_TRIBUTE_RECEIVE_TRAINING_AVERAGEaiYieldsTributeBase: YIELD_TRAINING=100aiYieldsTributePerThem: YIELD_TRAINING=2011% BONUS_TRIBUTE_RECEIVE_SCIENCE_AVERAGEaiYieldsTributeBase: YIELD_SCIENCE=50aiYieldsTributePerThem: YIELD_SCIENCE=1011% BONUS_TRIBUTE_RECEIVE_MONEY_AVERAGEaiYieldsTributeBase: YIELD_MONEY=200aiYieldsTributePerThem: YIELD_MONEY=4011% BONUS_TRIBUTE_RECEIVE_ORDERS_AVERAGEaiYieldsTributeBase: YIELD_ORDERS=15aiYieldsTributePerThem: YIELD_ORDERS=411% BONUS_TRIBUTE_RECEIVE_FOOD_AVERAGEaiYieldsTributeBase: YIELD_FOOD=100aiYieldsTributePerThem: YIELD_FOOD=2011% BONUS_TRIBUTE_RECEIVE_IRON_AVERAGEaiYieldsTributeBase: YIELD_IRON=100aiYieldsTributePerThem: YIELD_IRON=2011% BONUS_TRIBUTE_RECEIVE_STONE_AVERAGEaiYieldsTributeBase: YIELD_STONE=100aiYieldsTributePerThem: YIELD_STONE=2011% BONUS_TRIBUTE_RECEIVE_WOOD_AVERAGEaiYieldsTributeBase: YIELD_WOOD=100aiYieldsTributePerThem: YIELD_WOOD=20
- ▸ Resolve11%11%11%11%11%11%11%11%11%grants11% BONUS_TRIBUTE_RECEIVE_CIVICS_AVERAGEaiYieldsTributeBase: YIELD_CIVICS=75aiYieldsTributePerThem: YIELD_CIVICS=1511% BONUS_TRIBUTE_RECEIVE_TRAINING_AVERAGEaiYieldsTributeBase: YIELD_TRAINING=100aiYieldsTributePerThem: YIELD_TRAINING=2011% BONUS_TRIBUTE_RECEIVE_SCIENCE_AVERAGEaiYieldsTributeBase: YIELD_SCIENCE=50aiYieldsTributePerThem: YIELD_SCIENCE=1011% BONUS_TRIBUTE_RECEIVE_MONEY_AVERAGEaiYieldsTributeBase: YIELD_MONEY=200aiYieldsTributePerThem: YIELD_MONEY=4011% BONUS_TRIBUTE_RECEIVE_ORDERS_AVERAGEaiYieldsTributeBase: YIELD_ORDERS=15aiYieldsTributePerThem: YIELD_ORDERS=411% BONUS_TRIBUTE_RECEIVE_FOOD_AVERAGEaiYieldsTributeBase: YIELD_FOOD=100aiYieldsTributePerThem: YIELD_FOOD=2011% BONUS_TRIBUTE_RECEIVE_IRON_AVERAGEaiYieldsTributeBase: YIELD_IRON=100aiYieldsTributePerThem: YIELD_IRON=2011% BONUS_TRIBUTE_RECEIVE_STONE_AVERAGEaiYieldsTributeBase: YIELD_STONE=100aiYieldsTributePerThem: YIELD_STONE=2011% BONUS_TRIBUTE_RECEIVE_WOOD_AVERAGEaiYieldsTributeBase: YIELD_WOOD=100aiYieldsTributePerThem: 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)grantsBONUS_EVENTOPTION_DEMAND_TRIBUTE_THE_FAITHFUL_LEGiLegitimacy -4BONUS_EVENTOPTION_DEMAND_TRIBUTE_THE_FAITHFUL_RELIGIONMemory MEMORYRELIGION_NO_TRIBUTE◇ grants a memory no event currently keys off
Demand Tribute
- ▸ Put out a call for troops to defend our home.+1 Ranged Infantry unitgrantsBONUS_UNITCLASS_RANGED_INFANTRYaiBonusUnits: BONUSUNITCLASS_RANGED_INFANTRY=1
- ▸ We will make a preemptive strike before they have time to gather.
+6Orders↗ turn grantsBONUS_ORDERS_GAIN_AVERAGEaiGlobalYieldsBase: 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)grantsBONUS_EVENTOPTION_DEMAND_TRIBUTE_WARMemory MEMORYPLAYER_EVENTOPTION_TRADE_MISSION_YES_FAIL◇ grants a memory no event currently keys off
Demand Tribute
- ▸ Put out a call for troops to defend our home.+1 Ranged Infantry unitgrantsBONUS_UNITCLASS_RANGED_INFANTRYaiBonusUnits: BONUSUNITCLASS_RANGED_INFANTRY=1
- ▸ We will make a preemptive strike before they have time to gather.
+6Orders↗ turn grantsBONUS_ORDERS_GAIN_AVERAGEaiGlobalYieldsBase: 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)grantsBONUS_EVENTOPTION_DEMAND_TRIBUTE_WARMemory MEMORYPLAYER_EVENTOPTION_TRADE_MISSION_YES_FAIL◇ grants a memory no event currently keys off
Devoted Followers
- ▸ 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 grantsBONUS_EVENTOPTION_DEVOTED_FOLLOWERS_OPTION_0_FAMILYMemory MEMORYPLAYER_GAVE_DONATIONBONUS_MONEY_LOSS_LARGEaiGlobalYieldsBase: YIELD_MONEY=-240aiGlobalYieldsPer: YIELD_MONEY=-60◇ grants a memory no event currently keys off - ▸ 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 byLeaderSubject SUBJECT_CHARACTER_RELIGIOUSgrantsBONUS_EVENTOPTION_DEVOTED_FOLLOWERS_OPTION_2_RELIGIONMemory MEMORYRELIGION_SHOWED_DEVOTION◇ grants a memory no event currently keys off
Devotion to the Divine
- ▸ Hire him as a minister for your court.Gain a Court MinistergrantsBONUS_EVENTOPTION_CONVERT_SELF_DEVOTION_TO_THE_DIVINE_0AddCourtier: 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)grantsBONUS_SUPPORTED_FAITH_YESMemory MEMORYRELIGION_SUPPORTED_FAITH◇ grants a memory no event currently keys off
- ▸ Ask to learn about his way of devotion.Gain trait: AsceticgrantsBONUS_GIVE_TRAIT_ASCETICaeAddTraits: TRAIT_ASCETIC
Diplomatic Disaster
- ▸ 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)grantsBONUS_GIVE_TRAIT_IMPRISONEDaeAddTraits: TRAIT_IMPRISONEDBONUS_EVENTOPTION_SLANDER_DIPLOMATIC_DISASTER_OPTION_0_PLAYER_0MemoryAllFamilies MEMORYFAMILY_IMPRISONED_SPYMASTER◇ grants a memory no event currently keys off
- ▸ 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)grantsBONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BYBONUS_EVENTOPTION_SLANDER_DIPLOMATIC_DISASTER_OPTION_1_PLAYER_0MemoryAllFamilies MEMORYFAMILY_DID_NOT_PUNISH_SPYMASTER◇ grants a memory no event currently keys off
Distasteful
- ▸ He is right. I made a mistake.Leader relationship: Estranged FromGain trait: HumblegrantsBONUS_LEADER_ESTRANGED_FROMAddLeaderRelationship RELATIONSHIP_ESTRANGED_FROMBONUS_GIVE_TRAIT_HUMBLEaeAddTraits: TRAIT_HUMBLE
- ▸ Appeal to the [religion] with a gift.Leader relationship: Endeared ToGain a Priest
-5Orders↗ turn grantsBONUS_LEADER_ENDEARED_TOAddLeaderRelationship RELATIONSHIP_ENDEARED_TOBONUS_EVENTOPTION_INFLUENCE_DISTASTEFUL_OPTION_1_CHARACTER_1aeAddSpecialistClasses: SPECIALISTCLASS_PRIESTaeBonuses: BONUS_ORDERS_LOSS_AVERAGE - ▸ I will pray with [character] for guidance.gated byLeaderSubject SUBJECT_CHARACTER_RELIGIOUSgrantsBONUS_FREE_THEOLOGYbFreeTheology 1
Divine Intervention
- ▸ May [city] continue to grow and thrive.grantsBONUS_EVENTOPTION_PACIFY_DIVINE_INTERVENTION_OPTION_0_CITYbHolyCityAgents 1bFreeTheology 1
Double Agent
- ▸ [character] should have been more thorough.Leader relationship: Estranged FromgrantsBONUS_LEADER_ESTRANGED_FROMAddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
Eager [rival]
- ▸ They should be encouraged to win back their homeland.
+120Discontenteach city↗ turn grantsBONUS_DISCONTENT_GAIN_LARGEaiCityYields: YIELD_DISCONTENT=120 - ▸ We will settle for eager immigrants to [rival].grantsBONUS_ADD_CITIZEN_2iCitizens 2
- ▸ Send additional Agent to support both options.1 rebel unit appear
-3Orders↗ turn gated byLeaderSubject SUBJECT_VIGILANTgrantsBONUS_REBEL_UNITS_1iRebelUnits 1BONUS_EVENTOPTION_INSURRECTION_EAGER_PLAYER_OPTION_2_PLAYER_1iCitizens 1aeBonuses: BONUS_ORDERS_LOSS_TINY
Embracing Irreverence
- ▸ 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 grantsBONUS_MONEY_LOSS_SMALLaiGlobalYieldsBase: YIELD_MONEY=-120aiGlobalYieldsPer: YIELD_MONEY=-30BONUS_LEADER_ENDEARED_TOAddLeaderRelationship RELATIONSHIP_ENDEARED_TOBONUS_CRUEL_SUMMER_COMMON_INTERESTSMemory MEMORYTRIBE_BONUS_CRUEL_SUMMER_COMMON_INTERESTSBONUS_HAPPINESS_GAIN_SMALLaiCityYields: YIELD_HAPPINESS=60◇ grants a memory no event currently keys off - ▸ 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)grantsBONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BYBONUS_CRUEL_SUMMER_COMMON_INTERESTSMemory MEMORYTRIBE_BONUS_CRUEL_SUMMER_COMMON_INTERESTS◇ grants a memory no event currently keys off
End Alliance
- ▸ We should end the Alliance Player.Remembered: Player Offer (5 turns)-2 LegitimacygrantsBONUS_PLAYER_ALLIANCE_ENDbTeamAllianceEnd 1aeBonuses: BONUS_PLAYER_OFFERBONUS_END_ALLIANCEiLegitimacy -2
- ▸ It is not time.(no gates or payload in XML)
End Alliance
- ▸ We should end the Alliance Player.grantsBONUS_EVENTOPTION_PLAYER_END_ALLIANCE_HUMAN_YESbTeamAllianceEnd 1
- ▸ It is not time.(no gates or payload in XML)
End Alliance
- ▸ We should end the Alliance Tribe.Remembered: Tribe Offer (5 turns)grantsBONUS_TRIBE_ALLIANCE_ENDbTribeAllianceEnd 1aeBonuses: BONUS_TRIBE_OFFER
- ▸ It is not time.(no gates or payload in XML)
Enough
- ▸ Meet his gaze.Gain a random traitGain a random traitgrantsBONUS_BITTER_MISERABLE_OR_COMPASSIONATEaeRandomTraitDelay: TRAIT_BITTER, TRAIT_MISERABLE, TRAIT_COMPASSIONATEBONUS_BITTER_MISERABLE_OR_COMPASSIONATEaeRandomTraitDelay: TRAIT_BITTER, TRAIT_MISERABLE, TRAIT_COMPASSIONATE
- ▸ [character] deserves a better life.grantsBONUS_DIVORCE_MISSIONMission MISSION_DIVORCEiMissionSubject 0bMissionFree 1
Epiphany
- ▸ Rulership will destroy me if I let it.Loses trait: StressedgrantsBONUS_STRESS_FREE_ABDICATEbAbdicate 1aeBonuses: BONUS_REMOVE_TRAIT_STRESSED
- ▸ I suppose the trick is just to not think about it.(no gates or payload in XML)
Era of Decadence
- ▸ How fitting.Loses trait: StressedGain trait: InfamousgrantsBONUS_REMOVE_TRAIT_STRESSEDaeRemoveTraits: TRAIT_STRESSEDBONUS_GIVE_TRAIT_INFAMOUSaeAddTraits: TRAIT_INFAMOUS
Everyone Wants a Peace
- ▸ Very well. Let peace reign.Remembered: Player Offer (5 turns)Remembered: Tribe Offer (5 turns)grantsBONUS_PLAYER_PEACEDiplomacyPlayerFrom DIPLOMACY_PEACEaeBonuses: BONUS_PLAYER_OFFERBONUS_TRIBE_TRUCEDiplomacyTribe DIPLOMACY_TRUCEaeBonuses: BONUS_TRIBE_OFFER
- ▸ It is too high a price. Our forces are committed against the [tribe].(no gates or payload in XML)
Exacting Union
- ▸ Very well. Make the arrangements.Remembered: Player Offer (5 turns)grantsBONUS_EVENTOPTION_PEACE_RESPONSE_NO_TRIBUTE_UNION_0aeBonuses: BONUS_PLAYER_PEACE, BONUS_TRIBUTE_GIVE_CIVICS_SMALL
- ▸ No. National
sovereignty comes first. (no gates or payload in XML)
Failed Assassination
- ▸ Slip the sentries
gold to kill the assassins. Gain trait: Cunning
-120Money-30/city↗ turn grantsBONUS_EVENTOPTION_FAILED_ASSASSINATION_OPTION_0_CHARACTER_1aeAddTraits: TRAIT_CUNNINGaeBonuses: 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)grantsBONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BYBONUS_EVENTOPTION_FAILED_ASSASSINATION_OPTION_1_FAMILY_1Memory MEMORYFAMILY_ACCUSED_OF_MURDER◇ grants a memory no event currently keys off
- ▸ Do nothing.Leader relationship: Suspicious OfgrantsBONUS_LEADER_SUSPICIOUS_OFAddLeaderRelationship RELATIONSHIP_SUSPICIOUS_OF
Faith at Ransom
- ▸ Very well.Converts to the target religionRemembered: Undermined religious standing (-40 opinion for 40 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_CONVERT_S0iConvertReligionSubject 0BONUS_EVENTOPTION_CONVERT_SELF_DEMANDS_OF_FAITH_0Memory MEMORYFAMILY_DENOUNCED_FAITH◇ grants a memory no event currently keys off
- ▸ No, they have every right to their beliefs.+4 LegitimacyLeader relationship: Vengeful AgainstgrantsBONUS_EVENTOPTION_CONVERT_SELF_DEMANDS_OF_FAITH_1iLegitimacy 4BONUS_LEADER_VENGEFUL_AGAINSTAddLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINST
Fallen Spymaster
- ▸ I must speak with [character], discretely. We leave at once.+1 CouragegrantsBONUS_GAIN_COURAGE_1aiRatings: RATING_COURAGE=1↳ may trigger: Fallen Spymaster: Safe House, Fallen Spymaster: Street Ambush
- ▸ I will not cower before these scoundrels. You may leave.+3 LegitimacygrantsBONUS_EVENTOPTION_FALLEN_SPYMASTER_OPTION_1_CHARACTER_0iLegitimacy 3
- ▸ Lock the gates at once and send out an army to retrieve the spymaster!-2 Legitimacygated byLeaderSubject SUBJECT_CHARACTER_WEAKgrantsBONUS_EVENTOPTION_FALLEN_SPYMASTER_OPTION_2_CHARACTER_0iLegitimacy -2
False Charges
- ▸ Let this be a lesson to my enemies.+20 XP to the charactergrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20
Familial Revenge
- ▸ What a mess...(no gates or payload in XML)
Family Court Drama
- ▸ I wish to make amends however I might. Please, allow me to finance the occasion.
-160Money-40/city↗ turn grantsBONUS_MONEY_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=-160aiGlobalYieldsPer: 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)grantsBONUS_EVENTOPTION_HOLD_COURT_SLIGHTED_FAMILYMemory MEMORYFAMILY_SLIGHTED_AT_COURT◇ grants a memory no event currently keys off
Family Favor
- ▸ Nothing will come of it.Gains a random leader relationshipGain trait: GraciousgrantsBONUS_EVENTOPTION_WINNING_FAVOR_OPTION_0_CHARACTER_0aeRandomLeaderRelationshipDelay: RELATIONSHIP_PLOTTING_AGAINST, RELATIONSHIP_INFLUENCED_BYaeBonuses: BONUS_GIVE_TRAIT_GRACIOUS
- ▸ Forbid [character] from further visits.+1 DisciplineLeader relationship: Disappointed WithgrantsBONUS_EVENTOPTION_WINNING_FAVOR_OPTION_1_CHARACTER_0aeBonuses: 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)grantsBONUS_EVENTOPTION_WINNING_FAVOR_OPTION_2_CHARACTER_0aeBonuses: BONUS_GAIN_COURAGE_1BONUS_EVENTOPTION_WINNING_FAVOR_OPTION_2_FAMILYMemory MEMORYFAMILY_FORCED_END_TO_HOSTING◇ grants a memory no event currently keys off
Family Marriage Offer
- ▸ [character] is the best option.Arranges a marriagegrantsBONUS_EVENTOPTION_MISSION_MARRIAGE_FAMILY_YESiMarrySubject 1
- ▸ [character] is the best option.Arranges a marriagegrantsBONUS_EVENTOPTION_MISSION_MARRIAGE_FAMILY_YESiMarrySubject 1
- ▸ No, not this time.(no gates or payload in XML)
Family Marriage Offer
- ▸ [character] is the best option.Arranges a marriagegrantsBONUS_EVENTOPTION_MISSION_MARRIAGE_FAMILY_YESiMarrySubject 1
- ▸ [character] is the best option.Arranges a marriagegrantsBONUS_EVENTOPTION_MISSION_MARRIAGE_FAMILY_YESiMarrySubject 1
- ▸ No, not this time.(no gates or payload in XML)
Family Marriage Offer
- ▸ [character] is the best option.Arranges a marriagegrantsBONUS_EVENTOPTION_MISSION_MARRIAGE_FAMILY_YESiMarrySubject 1
- ▸ [character] is the best option.Arranges a marriagegrantsBONUS_EVENTOPTION_MISSION_MARRIAGE_FAMILY_YESiMarrySubject 1
- ▸ No, not this time.(no gates or payload in XML)
Family Politics
- ▸ Ignore [character]'s warnings.Gains a random leader relationshipgrantsBONUS_EVENTOPTION_FAMILY_POLITICS_IGNOREaeRandomLeaderRelationshipDelay: RELATIONSHIP_PLOTTING_AGAINST, RELATIONSHIP_OWES_FAVOR_TO
- ▸ Reduce [character]'s
influence on the court. Gain trait: SlightedgrantsBONUS_GIVE_TRAIT_SLIGHTEDaeAddTraits: TRAIT_SLIGHTED - ▸ Attempt to win [character]'s trust.Leader relationship: Influenced Bygated byLeaderSubject SUBJECT_CHARACTER_CHARMINGgrantsBONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
Family Scuffle
- ▸ 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)grantsBONUS_EVENTOPTION_HOLD_COURT_FAMILY_SCUFFLE_OPTION_0_FAMILY_0Memory MEMORYFAMILY_FAMILY_SCUFFLE_FAVOREDBONUS_EVENTOPTION_HOLD_COURT_FAMILY_SCUFFLE_OPTION_0_FAMILY_1Memory MEMORYFAMILY_FAMILY_SCUFFLE_UNFAVORED◇ grants a memory no event currently keys off
- ▸ 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)grantsBONUS_EVENTOPTION_HOLD_COURT_FAMILY_SCUFFLE_OPTION_0_FAMILY_1Memory MEMORYFAMILY_FAMILY_SCUFFLE_UNFAVOREDBONUS_EVENTOPTION_HOLD_COURT_FAMILY_SCUFFLE_OPTION_0_FAMILY_0Memory MEMORYFAMILY_FAMILY_SCUFFLE_FAVORED◇ grants a memory no event currently keys off
- ▸ Come now, let us end this needless quarrel without any mutual hostilities.gated byLeaderSubject SUBJECT_CHARACTER_CHARMINGbHidePrereqs prereqs hidden in-game
Festering Vengeance
- ▸ So be it. [character] had his chance.+40 XP to the charactergrantsBONUS_XP_CHARACTER_AVERAGEiXPCharacter 40
- ▸ Apologize to [character], begging him for forgiveness.-4 LegitimacygrantsBONUS_LEADER_VENGEFUL_AGAINST_REMOVERemoveLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINSTBONUS_EVENTOPTION_PLAYER_TRUCE_RESPONSE_FESTERING_VENGEANCE_OPTION_APOLOGY_CHARACTER_1iLegitimacy -4
- ▸ Appeal to [character]’s vanity with compliments and gifts.
+120Money+30/city↗ turn
-120Money-30/city↗ turn gated byIndexSubjectgrantsBONUS_MONEY_GAIN_SMALLaiGlobalYieldsBase: YIELD_MONEY=120aiGlobalYieldsPer: YIELD_MONEY=30BONUS_MONEY_LOSS_SMALLaiGlobalYieldsBase: YIELD_MONEY=-120aiGlobalYieldsPer: YIELD_MONEY=-30BONUS_LEADER_VENGEFUL_AGAINST_REMOVERemoveLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINST - ▸ Surely there must be some way to reason with [character].Remembered: Player Offer (5 turns)gated byLeaderSubject SUBJECT_CHARACTER_ARCHETYPE_THOUGHTFULIndexSubjectgrantsBONUS_PLAYER_TRUCEDiplomacyPlayerFrom DIPLOMACY_TRUCEaeBonuses: BONUS_PLAYER_OFFER
Festering Vengeance
- ▸ So be it. [character] had his chance.+40 XP to the charactergrantsBONUS_XP_CHARACTER_AVERAGEiXPCharacter 40
- ▸ Apologize to [character], begging him for forgiveness.-4 LegitimacygrantsBONUS_LEADER_VENGEFUL_AGAINST_REMOVERemoveLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINSTBONUS_EVENTOPTION_PLAYER_TRUCE_RESPONSE_FESTERING_VENGEANCE_OPTION_APOLOGY_CHARACTER_1iLegitimacy -4
- ▸ Appeal to [character]’s vanity with compliments and gifts.
+120Money+30/city↗ turn
-120Money-30/city↗ turn gated byIndexSubjectgrantsBONUS_MONEY_GAIN_SMALLaiGlobalYieldsBase: YIELD_MONEY=120aiGlobalYieldsPer: YIELD_MONEY=30BONUS_MONEY_LOSS_SMALLaiGlobalYieldsBase: YIELD_MONEY=-120aiGlobalYieldsPer: YIELD_MONEY=-30BONUS_LEADER_VENGEFUL_AGAINST_REMOVERemoveLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINST - ▸ Surely there must be some way to reason with [character].Remembered: Player Offer (5 turns)gated byLeaderSubject SUBJECT_CHARACTER_ARCHETYPE_THOUGHTFULIndexSubjectgrantsBONUS_PLAYER_TRUCEDiplomacyPlayerFrom DIPLOMACY_TRUCEaeBonuses: BONUS_PLAYER_OFFER
Festering Vengeance
- ▸ So be it. [character] had his chance.+40 XP to the charactergrantsBONUS_XP_CHARACTER_AVERAGEiXPCharacter 40
- ▸ Apologize to [character], begging him for forgiveness.-4 LegitimacygrantsBONUS_LEADER_VENGEFUL_AGAINST_REMOVERemoveLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINSTBONUS_EVENTOPTION_PLAYER_TRUCE_RESPONSE_FESTERING_VENGEANCE_OPTION_APOLOGY_CHARACTER_1iLegitimacy -4
- ▸ Appeal to [character]’s vanity with compliments and gifts.
+120Money+30/city↗ turn
-120Money-30/city↗ turn gated byIndexSubjectgrantsBONUS_MONEY_GAIN_SMALLaiGlobalYieldsBase: YIELD_MONEY=120aiGlobalYieldsPer: YIELD_MONEY=30BONUS_MONEY_LOSS_SMALLaiGlobalYieldsBase: YIELD_MONEY=-120aiGlobalYieldsPer: YIELD_MONEY=-30BONUS_LEADER_VENGEFUL_AGAINST_REMOVERemoveLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINST - ▸ Surely there must be some way to reason with [character].Remembered: Player Offer (5 turns)gated byLeaderSubject SUBJECT_CHARACTER_ARCHETYPE_THOUGHTFULIndexSubjectgrantsBONUS_PLAYER_TRUCEDiplomacyPlayerFrom DIPLOMACY_TRUCEaeBonuses: BONUS_PLAYER_OFFER
Fingers
- ▸ 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 byLeaderSubjectNotAny SUBJECT_COMPASSIONATEgrantsBONUS_EVENTOPTION_STEAL_FINGERS_OPTION_0_PLAYER_1Memory MEMORYPLAYER_DENIED_RANSOM◇ grants a memory no event currently keys off
- ▸ I refuse to have this blood on my hands.
+60Science+15/city↗ turn grantsBONUS_SCIENCE_GAIN_LARGEaiGlobalYieldsBase: YIELD_SCIENCE=60aiGlobalYieldsPer: YIELD_SCIENCE=15
First Temptation
- ▸ I am convinced, [religion] is the better path.Converts to the target religionLeader relationship: Endeared TograntsBONUS_EVENTOPTION_CONVERT_S0iConvertReligionSubject 0BONUS_LEADER_ENDEARED_TOAddLeaderRelationship RELATIONSHIP_ENDEARED_TO
- ▸ Don't tempt me from the righteous path, [character]!Converts to the target religionLeader relationship: Estranged FromgrantsBONUS_EVENTOPTION_CONVERT_S0iConvertReligionSubject 0BONUS_LEADER_ESTRANGED_FROMAddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
Flight from [rival]
- ▸ They are dead to me. We must choose a new heir.+2 LegitimacyGain trait: BastardgrantsBONUS_EVENTOPTION_DIVORCE_FLIGHT_FROM_NATION_OPTION_0_CHARACTER_0iLegitimacy 2BONUS_GIVE_TRAIT_BASTARDaeAddTraits: 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) grantsBONUS_ORDERS_GAIN_LARGEaiGlobalYieldsBase: YIELD_ORDERS=8BONUS_DECLARE_WAR_PLAYERMemory MEMORYPLAYER_DECLARED_WARDiplomacyPlayerFrom DIPLOMACY_WARaeBonuses: BONUS_PLAYER_OFFER◇ may enable: The Sword of Damocles
Food for The Faithful
- ▸ We will make a donation of
food to the [religion]. Remembered: Honored our beliefs (+40 opinion for 40 turns)(no event currently keys off this)
-100Food-35/city↗ turn grantsBONUS_EVENTOPTION_RELIGION_OPINION_GOODMemory MEMORYRELIGION_RELIGION_OPINION_GOODBONUS_FOOD_LOSS_HUGEaiGlobalYieldsBase: YIELD_FOOD=-100aiGlobalYieldsPer: YIELD_FOOD=-35◇ grants a memory no event currently keys off - ▸ We have no resources to spare.Gain trait: CruelgrantsBONUS_GIVE_TRAIT_CRUELaeAddTraits: TRAIT_CRUEL
Fool of the Faith
- ▸ Have [character] executed for his wayward teachings.Remembered: Gave support (+40 opinion for 40 turns)(no event currently keys off this)The character is killedgrantsBONUS_SUPPORTED_FAITH_YESMemory MEMORYRELIGION_SUPPORTED_FAITHBONUS_KILL_CHARACTERbKillCharacter 1◇ grants a memory no event currently keys off
- ▸ 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 TograntsBONUS_SUPPORTED_FAITH_NOMemory MEMORYRELIGION_REFUSED_SUPPORTBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO◇ grants a memory no event currently keys off
- ▸ Pass it off as a jest.Leader relationship: Owes Favor ToLeader relationship: Influenced Bygated byLeaderSubject SUBJECT_HIGH_CHARISMAgrantsBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TOBONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
Fools and Madmen
- ▸ Excellent, and much more entertaining than a spelling bee!
+60Happinesseach city↗ turnLeader relationship: Endeared To grantsBONUS_HAPPINESS_GAIN_SMALLaiCityYields: YIELD_HAPPINESS=60BONUS_LEADER_ENDEARED_TOAddLeaderRelationship RELATIONSHIP_ENDEARED_TO
Foreign Marriage Offer
- ▸ [character] is the best option.Arranges a marriagegrantsBONUS_EVENTOPTION_MISSION_MARRIAGE_FOREIGN_YESiMarrySubject 1
- ▸ [character] is the best option.Arranges a marriagegrantsBONUS_EVENTOPTION_MISSION_MARRIAGE_FOREIGN_YESiMarrySubject 1
- ▸ No, not this time.(no gates or payload in XML)
Foreign Marriage Offer
- ▸ [character] is the best option.Arranges a marriagegrantsBONUS_EVENTOPTION_MISSION_MARRIAGE_FOREIGN_YESiMarrySubject 1
- ▸ [character] is the best option.Arranges a marriagegrantsBONUS_EVENTOPTION_MISSION_MARRIAGE_FOREIGN_YESiMarrySubject 1
- ▸ No, not this time.(no gates or payload in XML)
Foreign Marriage Offer
- ▸ [character] is the best option.Arranges a marriagegrantsBONUS_EVENTOPTION_MISSION_MARRIAGE_FOREIGN_YESiMarrySubject 1
- ▸ [character] is the best option.Arranges a marriagegrantsBONUS_EVENTOPTION_MISSION_MARRIAGE_FOREIGN_YESiMarrySubject 1
- ▸ No, not this time.(no gates or payload in XML)
Fortune Favors
- ▸ Water under the bridge, [character].Leader relationship: Owes Favor TograntsBONUS_MAYBE_AFFABLEaiTraitProbDelay: TRAIT_AFFABLE=25BONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship 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 grantsBONUS_GIVE_TRAIT_CORRUPTaeAddTraits: TRAIT_CORRUPTBONUS_BLACKMAILED_BY_LEADERAddLeaderRelationship RELATIONSHIP_BLACKMAILED_BYBONUS_MONEY_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=160aiGlobalYieldsPer: YIELD_MONEY=40
Free of Sin
- ▸ Resolve0%+1 Discipline14%Loses trait: Cruel14%Loses trait: Intolerant14%Loses trait: Slothful14%Loses trait: Uncouth14%Loses trait: Foolish14%Loses trait: Extravagant14%Loses trait: Debauchedgrants0% BONUS_GAIN_DISCIPLINE_1aiRatings: RATING_DISCIPLINE=114% BONUS_REMOVE_TRAIT_CRUELaeRemoveTraits: TRAIT_CRUEL14% BONUS_REMOVE_TRAIT_INTOLERANTaeRemoveTraits: TRAIT_INTOLERANT14% BONUS_REMOVE_TRAIT_SLOTHFULaeRemoveTraits: TRAIT_SLOTHFUL14% BONUS_REMOVE_TRAIT_UNCOUTHaeRemoveTraits: TRAIT_UNCOUTH14% BONUS_REMOVE_TRAIT_FOOLISHaeRemoveTraits: TRAIT_FOOLISH14% BONUS_REMOVE_TRAIT_EXTRAVAGANTaeRemoveTraits: TRAIT_EXTRAVAGANT14% BONUS_REMOVE_TRAIT_DEBAUCHEDaeRemoveTraits: TRAIT_DEBAUCHED
Friends in Faith
- ▸ Gift [character] with a generous offer of jewels.
-160Money-40/city↗ turnLeader relationship: Endeared To grantsBONUS_MONEY_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=-160aiGlobalYieldsPer: YIELD_MONEY=-40BONUS_LEADER_ENDEARED_TOAddLeaderRelationship 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)grantsBONUS_LEADER_HOLDS_FAVOR_FROMAddLeaderRelationship RELATIONSHIP_HOLDS_FAVOR_FROMBONUS_SUPPORTED_FAITH_YESMemory MEMORYRELIGION_SUPPORTED_FAITH◇ grants a memory no event currently keys off
- ▸ He should not expect repayment.Leader relationship: Disappointed WithgrantsBONUS_LEADER_DISAPPOINTED_WITHAddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
From Afar
- ▸ Well, I suppose we have more important matters closer to home.+20 XP to the charactergrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20
- ▸ [character] will regret this.Progress ambition: Kill 10 EnemiesRemembered: Recent Ambition (7 turns)
+60Training+15/city↗ turn grantsBONUS_AMBITION_KILL_10_ENEMIESAmbition GOAL_KILL_10_ENEMIESaeBonuses: BONUS_RECENT_AMBITIONBONUS_TRAINING_GAIN_SMALLaiGlobalYieldsBase: YIELD_TRAINING=60aiGlobalYieldsPer: YIELD_TRAINING=15
Funding the Faith
- ▸ Resolve25%
-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) grants25% BONUS_WOOD_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_WOOD=-50aiGlobalYieldsPer: YIELD_WOOD=-1525% BONUS_SUPPORTED_FAITH_YESMemory MEMORYRELIGION_SUPPORTED_FAITH25% BONUS_MONEY_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=-160aiGlobalYieldsPer: YIELD_MONEY=-4025% BONUS_SUPPORTED_FAITH_YESMemory MEMORYRELIGION_SUPPORTED_FAITH25% BONUS_IRON_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_IRON=-50aiGlobalYieldsPer: YIELD_IRON=-1525% BONUS_SUPPORTED_FAITH_YESMemory MEMORYRELIGION_SUPPORTED_FAITH25% BONUS_STONE_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_STONE=-50aiGlobalYieldsPer: YIELD_STONE=-1525% BONUS_SUPPORTED_FAITH_YESMemory MEMORYRELIGION_SUPPORTED_FAITH◇ grants a memory no event currently keys off - ▸ Resolve25%
-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) grants25% BONUS_WOOD_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_WOOD=-50aiGlobalYieldsPer: YIELD_WOOD=-1525% BONUS_SUPPORTED_FAITH_YESMemory MEMORYRELIGION_SUPPORTED_FAITH25% BONUS_MONEY_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=-160aiGlobalYieldsPer: YIELD_MONEY=-4025% BONUS_SUPPORTED_FAITH_YESMemory MEMORYRELIGION_SUPPORTED_FAITH25% BONUS_IRON_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_IRON=-50aiGlobalYieldsPer: YIELD_IRON=-1525% BONUS_SUPPORTED_FAITH_YESMemory MEMORYRELIGION_SUPPORTED_FAITH25% BONUS_STONE_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_STONE=-50aiGlobalYieldsPer: YIELD_STONE=-1525% BONUS_SUPPORTED_FAITH_YESMemory MEMORYRELIGION_SUPPORTED_FAITH◇ grants a memory no event currently keys off - ▸ No, this is better used elsewhere.+1 DisciplineRemembered: Refused support (-40 opinion for 40 turns)(no event currently keys off this)grantsBONUS_GAIN_DISCIPLINE_1aiRatings: RATING_DISCIPLINE=1BONUS_SUPPORTED_FAITH_NOMemory MEMORYRELIGION_REFUSED_SUPPORT◇ grants a memory no event currently keys off
Funds for The High Synod
- ▸ 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 grantsBONUS_EVENTOPTION_RELIGION_OPINION_GOODMemory MEMORYRELIGION_RELIGION_OPINION_GOODBONUS_MONEY_LOSS_HUGEaiGlobalYieldsBase: YIELD_MONEY=-320aiGlobalYieldsPer: YIELD_MONEY=-80◇ grants a memory no event currently keys off - ▸ Our initial gesture is sufficient for now.+20 XP to the charactergrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20
Goodbye, [rival]
- ▸ Give them a proper welcome.grantsBONUS_EVENTOPTION_SLANDER_GOODBYE_NATION_OPTION_0_CITYiCitizens 2
Growing Influence
- ▸ This agent has proven resourceful.Remembered: Influenced by a foreign spy (+40 opinion for 40 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_SLANDER_GROWING_INFLUENCE_OPTION_0_CHARACTER_1Memory MEMORYCHARACTER_INFLUENCED_BY_SPY◇ grants a memory no event currently keys off
Hands Dirty
- ▸ Sowing seeds and growing plants.Gain trait: CultivatorgrantsBONUS_GIVE_TRAIT_CULTIVATORaeAddTraits: TRAIT_CULTIVATOR
- ▸ Identifying rocks and minerals.Gain trait: DelvergrantsBONUS_GIVE_TRAIT_DELVERaeAddTraits: TRAIT_DELVER
- ▸ Managing trees and
forests. Gain trait: NaturalistgrantsBONUS_GIVE_TRAIT_NATURALISTaeAddTraits: TRAIT_NATURALIST
High Priest of Assyrian Paganism
- ▸ Yes, [city] can spare the land.Gain a Acolyte
+40Civics+10/city↗ turn grantsBONUS_EVENTOPTION_PRIESTLY_DWELLING_LANDaeAddSpecialistClasses: SPECIALISTCLASS_ACOLYTEaeBonuses: BONUS_CIVICS_GAIN_SMALL - ▸ Spare no expense in honoring the divine. Religious / RighteousGain a Acolyte
-120Money-30/city↗ turn+40–400 Culture (by city tier)
+40Civics+10/city↗ turn gated byLeaderSubjectAny SUBJECT_CHARACTER_RELIGIOUS / SUBJECT_RIGHTEOUSgrantsBONUS_EVENTOPTION_PRIESTLY_DWELLING_RESIDENCEaeAddSpecialistClasses: SPECIALISTCLASS_ACOLYTEaeBonuses: BONUS_MONEY_LOSS_SMALL, BONUS_CULTURE_GAIN_LARGE, BONUS_CIVICS_GAIN_SMALL - ▸ No, that land is for the people.+1 Happiness levelgrantsBONUS_HAPPINESS_UPiHappinessLevels 1
High Priest of Babylonian Paganism
- ▸ Yes, [city] can spare the land.Gain a Acolyte
+40Civics+10/city↗ turn grantsBONUS_EVENTOPTION_PRIESTLY_DWELLING_LANDaeAddSpecialistClasses: SPECIALISTCLASS_ACOLYTEaeBonuses: BONUS_CIVICS_GAIN_SMALL - ▸ Spare no expense in honoring the divine. Religious / RighteousGain a Acolyte
-120Money-30/city↗ turn+40–400 Culture (by city tier)
+40Civics+10/city↗ turn gated byLeaderSubjectAny SUBJECT_CHARACTER_RELIGIOUS / SUBJECT_RIGHTEOUSgrantsBONUS_EVENTOPTION_PRIESTLY_DWELLING_RESIDENCEaeAddSpecialistClasses: SPECIALISTCLASS_ACOLYTEaeBonuses: BONUS_MONEY_LOSS_SMALL, BONUS_CULTURE_GAIN_LARGE, BONUS_CIVICS_GAIN_SMALL - ▸ No, that land is for the people.+1 Happiness levelgrantsBONUS_HAPPINESS_UPiHappinessLevels 1
High Priest of Carthaginian Paganism
- ▸ Yes, [city] can spare the land.Gain a Acolyte
+40Civics+10/city↗ turn grantsBONUS_EVENTOPTION_PRIESTLY_DWELLING_LANDaeAddSpecialistClasses: SPECIALISTCLASS_ACOLYTEaeBonuses: BONUS_CIVICS_GAIN_SMALL - ▸ Spare no expense in honoring the divine. Religious / RighteousGain a Acolyte
-120Money-30/city↗ turn+40–400 Culture (by city tier)
+40Civics+10/city↗ turn gated byLeaderSubjectAny SUBJECT_CHARACTER_RELIGIOUS / SUBJECT_RIGHTEOUSgrantsBONUS_EVENTOPTION_PRIESTLY_DWELLING_RESIDENCEaeAddSpecialistClasses: SPECIALISTCLASS_ACOLYTEaeBonuses: BONUS_MONEY_LOSS_SMALL, BONUS_CULTURE_GAIN_LARGE, BONUS_CIVICS_GAIN_SMALL - ▸ No, that land is for the people.+1 Happiness levelgrantsBONUS_HAPPINESS_UPiHappinessLevels 1
High Priest of Egyptian Paganism
- ▸ Yes, [city] can spare the land.Gain a Acolyte
+40Civics+10/city↗ turn grantsBONUS_EVENTOPTION_PRIESTLY_DWELLING_LANDaeAddSpecialistClasses: SPECIALISTCLASS_ACOLYTEaeBonuses: BONUS_CIVICS_GAIN_SMALL - ▸ Spare no expense in honoring the divine. Religious / RighteousGain a Acolyte
-120Money-30/city↗ turn+40–400 Culture (by city tier)
+40Civics+10/city↗ turn gated byLeaderSubjectAny SUBJECT_CHARACTER_RELIGIOUS / SUBJECT_RIGHTEOUSgrantsBONUS_EVENTOPTION_PRIESTLY_DWELLING_RESIDENCEaeAddSpecialistClasses: SPECIALISTCLASS_ACOLYTEaeBonuses: BONUS_MONEY_LOSS_SMALL, BONUS_CULTURE_GAIN_LARGE, BONUS_CIVICS_GAIN_SMALL - ▸ No, that land is for the people.+1 Happiness levelgrantsBONUS_HAPPINESS_UPiHappinessLevels 1
High Priest of Greek Paganism
- ▸ Yes, [city] can spare the land.Gain a Acolyte
+40Civics+10/city↗ turn grantsBONUS_EVENTOPTION_PRIESTLY_DWELLING_LANDaeAddSpecialistClasses: SPECIALISTCLASS_ACOLYTEaeBonuses: BONUS_CIVICS_GAIN_SMALL - ▸ Spare no expense in honoring the divine. Religious / RighteousGain a Acolyte
-120Money-30/city↗ turn+40–400 Culture (by city tier)
+40Civics+10/city↗ turn gated byLeaderSubjectAny SUBJECT_CHARACTER_RELIGIOUS / SUBJECT_RIGHTEOUSgrantsBONUS_EVENTOPTION_PRIESTLY_DWELLING_RESIDENCEaeAddSpecialistClasses: SPECIALISTCLASS_ACOLYTEaeBonuses: BONUS_MONEY_LOSS_SMALL, BONUS_CULTURE_GAIN_LARGE, BONUS_CIVICS_GAIN_SMALL - ▸ No, that land is for the people.+1 Happiness levelgrantsBONUS_HAPPINESS_UPiHappinessLevels 1
High Priest of Persian Paganism
- ▸ Yes, [city] can spare the land.Gain a Acolyte
+40Civics+10/city↗ turn grantsBONUS_EVENTOPTION_PRIESTLY_DWELLING_LANDaeAddSpecialistClasses: SPECIALISTCLASS_ACOLYTEaeBonuses: BONUS_CIVICS_GAIN_SMALL - ▸ Spare no expense in honoring the divine. Religious / RighteousGain a Acolyte
-120Money-30/city↗ turn+40–400 Culture (by city tier)
+40Civics+10/city↗ turn gated byLeaderSubjectAny SUBJECT_CHARACTER_RELIGIOUS / SUBJECT_RIGHTEOUSgrantsBONUS_EVENTOPTION_PRIESTLY_DWELLING_RESIDENCEaeAddSpecialistClasses: SPECIALISTCLASS_ACOLYTEaeBonuses: BONUS_MONEY_LOSS_SMALL, BONUS_CULTURE_GAIN_LARGE, BONUS_CIVICS_GAIN_SMALL - ▸ No, that land is for the people.+1 Happiness levelgrantsBONUS_HAPPINESS_UPiHappinessLevels 1
High Priest of Roman Paganism
- ▸ Yes, [city] can spare the land.Gain a Acolyte
+40Civics+10/city↗ turn grantsBONUS_EVENTOPTION_PRIESTLY_DWELLING_LANDaeAddSpecialistClasses: SPECIALISTCLASS_ACOLYTEaeBonuses: BONUS_CIVICS_GAIN_SMALL - ▸ Spare no expense in honoring the divine. Religious / RighteousGain a Acolyte
-120Money-30/city↗ turn+40–400 Culture (by city tier)
+40Civics+10/city↗ turn gated byLeaderSubjectAny SUBJECT_CHARACTER_RELIGIOUS / SUBJECT_RIGHTEOUSgrantsBONUS_EVENTOPTION_PRIESTLY_DWELLING_RESIDENCEaeAddSpecialistClasses: SPECIALISTCLASS_ACOLYTEaeBonuses: BONUS_MONEY_LOSS_SMALL, BONUS_CULTURE_GAIN_LARGE, BONUS_CIVICS_GAIN_SMALL - ▸ No, that land is for the people.+1 Happiness levelgrantsBONUS_HAPPINESS_UPiHappinessLevels 1
Higher Expectations
- ▸ I have seen the light! [religion] will become our State Religion.grantsBONUS_STATE_RELIGIONbStateReligion 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 charactergrantsBONUS_EVENTOPTION_RELIGION_OPINION_BADMemory MEMORYRELIGION_RELIGION_OPINION_BADBONUS_XP_CHARACTER_SMALLiXPCharacter 20◇ grants a memory no event currently keys off
Hired Killers
- ▸ 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)grantsBONUS_EVENTOPTION_HIRED_KILLERS_OPTION_0_PLAYERMemory MEMORYPLAYER_DISMISSED_RUMORSBONUS_EVENTOPTION_HIRED_KILLERS_OPTION_0_CHARACTER_1MemoryAllFamilies MEMORYFAMILY_REFUSED_RUMORS◇ grants a memory no event currently keys off
- ▸ It is important than we do not act rashly.+1 Discipline
+20Discontenteach city↗ turn grantsBONUS_EVENTOPTION_HIRED_KILLERS_OPTION_1_CHARACTER_1aeBonuses: BONUS_GAIN_DISCIPLINE_1, BONUS_DISCONTENT_GAIN_MINIMAL - ▸ The court will root out all conspirators.+1 LegitimacyGain a Officer
-40Training-10/city↗ turn gated byLeaderSubject SUBJECT_CHARACTER_COVERTgrantsBONUS_EVENTOPTION_HIRED_KILLERS_OPTION_2_CHARACTER_0iLegitimacy 1aeAddSpecialistClasses: SPECIALISTCLASS_OFFICERaeBonuses: BONUS_TRAINING_LOSS_TINY
Hollow Rhetoric
- ▸ I will not stand for such insubordination.Gain trait: SlightedgrantsBONUS_POSSIBLY_STRICTaiTraitProbDelay: TRAIT_STRICT=25BONUS_EVENTOPTION_RALLY_HOLLOW_RHETORIC_OPTION_0_CHARACTER_1bReleaseGeneral 1aeBonuses: BONUS_GIVE_TRAIT_SLIGHTED
- ▸ It is an officer's duty to question his
orders. Gains a random leader relationshipgrantsBONUS_EVENTOPTION_RALLY_HOLLOW_RHETORIC_OPTION_1_CHARACTER_1aeRandomLeaderRelationshipDelay: 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 byLeaderSubjectAny SUBJECT_COGNOMEN_WARRIOR / SUBJECT_COGNOMEN_BRAVE / SUBJECT_COGNOMEN_VALIANTgrantsBONUS_TRAINING_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_TRAINING=80aiGlobalYieldsPer: YIELD_TRAINING=20BONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
Holy Stone
- ▸ 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 grantsBONUS_EVENTOPTION_RELIGION_OPINION_GOODMemory MEMORYRELIGION_RELIGION_OPINION_GOODBONUS_STONE_LOSS_HUGEaiGlobalYieldsBase: YIELD_STONE=-100aiGlobalYieldsPer: YIELD_STONE=-35◇ grants a memory no event currently keys off - ▸ We have no
stone to spare. Remembered: Disrespected our beliefs (-20 opinion for 40 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_RELIGION_OPINION_BADMemory MEMORYRELIGION_RELIGION_OPINION_BAD◇ grants a memory no event currently keys off
Homes for The Faithful
- ▸ 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 grantsBONUS_EVENTOPTION_RELIGION_OPINION_GOODMemory MEMORYRELIGION_RELIGION_OPINION_GOODBONUS_WOOD_LOSS_HUGEaiGlobalYieldsBase: YIELD_WOOD=-100aiGlobalYieldsPer: YIELD_WOOD=-35◇ grants a memory no event currently keys off - ▸ We have no
wood to spare. Gain trait: CruelgrantsBONUS_GIVE_TRAIT_CRUELaeAddTraits: TRAIT_CRUEL
Hostage Situation
- ▸ Guards! Guards! Kill this assassin!Gain trait: MourningThe character is killedThe character is killedgrantsBONUS_GIVE_TRAIT_MOURNINGaeAddTraits: TRAIT_MOURNINGBONUS_KILL_CHARACTERbKillCharacter 1BONUS_KILL_CHARACTERbKillCharacter 1
- ▸ Attack [character] yourself.gated byLeaderSubject SUBJECT_HIGH_COURAGE↳ may trigger: Hostage Death, Hostage Rescue
- ▸ Wait, we can talk this out.gated byLeaderSubject SUBJECT_HIGH_CHARISMA↳ may trigger: Hostage Negotiation, Hostage Suicide
Hunger in [city]
- ▸ Hire additional physicians to treat those in [city].
-160Money-40/city↗ turnGain a Doctor
+60Happinesseach city↗ turn grantsBONUS_MONEY_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=-160aiGlobalYieldsPer: YIELD_MONEY=-40BONUS_EVENTOPTION_TRAIT_HUNGER_IN_CITY_OPTION_0_CITYaeAddSpecialistClasses: SPECIALISTCLASS_DOCTORaeBonuses: BONUS_HAPPINESS_GAIN_SMALL - ▸ Buy
food from other nations to feed the hungry.
-160Money-40/city↗ turn
+50Food+15/city↗ turn
+60Happinesseach city↗ turn grantsBONUS_MONEY_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=-160aiGlobalYieldsPer: YIELD_MONEY=-40BONUS_FOOD_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_FOOD=50aiGlobalYieldsPer: YIELD_FOOD=15BONUS_HAPPINESS_GAIN_SMALLaiCityYields: YIELD_HAPPINESS=60 - ▸ We will not take action.Loses trait: Compassionate+40 XP to the charactergrantsBONUS_REMOVE_TRAIT_COMPASSIONATEaeRemoveTraits: TRAIT_COMPASSIONATEBONUS_XP_CHARACTER_AVERAGEiXPCharacter 40
Husband and Manservant
- ▸ My Love, he's perfect.Leader relationship: Lover OfgrantsBONUS_EVENTOPTION_BARREN_SPOUSE_AND_SERVANT_OPTION_0AddLeaderRelationship RELATIONSHIP_LOVER_OFiPolyMarrySubject 0
- ▸ I've changed my mind. I only need you, my love!Leader relationship: In Love WithLeader relationship: Jealous AboutgrantsBONUS_LEADER_IN_LOVE_WITHAddLeaderRelationship RELATIONSHIP_IN_LOVE_WITHBONUS_LEADER_JEALOUS_ABOUTAddLeaderRelationship RELATIONSHIP_JEALOUS_ABOUT
- ▸ No, I cannot accept this offer. The divorce is final.The marriage is dissolvedLeader relationship: Estranged FromgrantsBONUS_EVENTOPTION_BARREN_SPOUSE_AND_SERVANT_OPTION_2AddLeaderRelationship RELATIONSHIP_ESTRANGED_FROMiDivorcedBySubject 0
Husband and Manservant
- ▸ My Love, he's perfect.Leader relationship: Lover OfgrantsBONUS_EVENTOPTION_BARREN_SPOUSE_AND_SERVANT_OPTION_0AddLeaderRelationship RELATIONSHIP_LOVER_OFiPolyMarrySubject 0
- ▸ I've changed my mind. I only need you, my love!Leader relationship: In Love WithLeader relationship: Jealous AboutgrantsBONUS_LEADER_IN_LOVE_WITHAddLeaderRelationship RELATIONSHIP_IN_LOVE_WITHBONUS_LEADER_JEALOUS_ABOUTAddLeaderRelationship RELATIONSHIP_JEALOUS_ABOUT
- ▸ No, I cannot accept this offer. The divorce is final.The marriage is dissolvedLeader relationship: Estranged FromgrantsBONUS_EVENTOPTION_BARREN_SPOUSE_AND_SERVANT_OPTION_2AddLeaderRelationship RELATIONSHIP_ESTRANGED_FROMiDivorcedBySubject 0
I Did What Now?
- ▸ Uh, of course I did. Let [rival] quake before our righteous armies!+6 LegitimacygrantsBONUS_LEGITIMACY_FROM_WARiLegitimacy 6
- ▸ That's not- that can't... there has a been a misunderstanding.(no gates or payload in XML)
If Stairs Could Kill
- ▸ Scream.-2 LegitimacygrantsBONUS_HORRIFIEDiLegitimacy -2
- ▸ Contemplate the agony in silence.Gain a random traitgated byLeaderSubject SUBJECT_HIGH_DISCIPLINEgrantsBONUS_INSANE_OR_PIOUSaeRandomTraitDelay: TRAIT_PIOUS, TRAIT_INSANE
In Heaven, as on Earth
- ▸ Use this newfound fervor to recruit disciples.grantsBONUS_EVENTOPTION_IN_HEAVEN_AS_ON_EARTH_OPTION_0_RELIGIONiSpreadUnits 1
- ▸ Offer your aid to spread the city of God on earth.Leader relationship: Endeared TograntsBONUS_LEADER_ENDEARED_TOAddLeaderRelationship RELATIONSHIP_ENDEARED_TOBONUS_EVENTOPTION_IN_HEAVEN_AS_ON_EARTH_OPTION_1_RELIGIONAmbitionReligion GOAL_EIGHT_RELIGION_SPREAD_SPECIFIC
In Private
- ▸ It is true, only one sits atop the throne.Leader relationship: Influenced ByGain trait: ProudgrantsBONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BYBONUS_GIVE_TRAIT_PROUDaeAddTraits: 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)grantsBONUS_LEADER_DISAPPOINTED_WITHAddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITHBONUS_EVENTOPTION_RELATIONSHIP_IN_PRIVATE_OPTION_1_CHARACTER_1MemoryAllFamilies MEMORYFAMILY_DEFIED_BARBARIAN◇ grants a memory no event currently keys off
- ▸ [character] is not worthy of my time.Leader relationship: Estranged From+2 LegitimacygrantsBONUS_LEADER_ESTRANGED_FROMAddLeaderRelationship RELATIONSHIP_ESTRANGED_FROMBONUS_EVENTOPTION_RELATIONSHIP_IN_PRIVATE_OPTION_2_CHARACTER_1iLegitimacy 2
In Remembrance
- ▸ It is right to honor the great [family] rulers.
-40Civics-10/city↗ turnBegin project: National Holiday grantsBONUS_CIVICS_LOSS_SMALLaiGlobalYieldsBase: YIELD_CIVICS=-40aiGlobalYieldsPer: YIELD_CIVICS=-10BONUS_EVENTOPTION_IN_REMEMBRANCE_OPTION_0_CHARACTER_2aeAddProjects: PROJECT_NATIONAL_HOLIDAY - ▸ No, not unless all past rulers receive this honor.Leader relationship: Vengeful Against+4 LegitimacygrantsBONUS_LEADER_VENGEFUL_AGAINSTAddLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINSTBONUS_EVENTOPTION_IN_REMEMBRANCE_OPTION_1_CHARACTER_2iLegitimacy 4
- ▸ A day for all past rulers of [rival] will be established.Gain trait: InspiringBegin project: National Holidaygated byPlayerSubject SUBJECT_PLAYER_DIVINE_RULEgrantsBONUS_EVENTOPTION_IN_REMEMBRANCE_OPTION_2_CHARACTER_2aeAddProjects: PROJECT_NATIONAL_HOLIDAYaeAddTraits: TRAIT_INSPIRING