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📜 Mission Finished Events · Part 2 · I–[

274 events549 in category

← 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.

In The Eyes of Mission Finished · Divorce Event
Every 40 turns Leader UsSpouse Of Leader UsReligionUs Or Them Religion
  • No, my decision is made!
    The marriage is dissolvedRemembered: Divorced spouse of our Religion (-40 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_IN_THE_EYES_DIVORCE
    iDivorcedBySubject 0
    BONUS_EVENTOPTION_IN_THE_EYES_NEG
    Memory MEMORYRELIGION_DIVORCED_SPOUSE
    ◇ grants a memory no event currently keys off
  • Very well, we shall remain wed.
    Leader relationship: Influenced By
    grants
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY

✎ Josh Unsworth

In Your Honor Mission Finished · Family Gift Event
Every 0 turns UsFamily UsCity UsLeader Us
Always Remembered: Received gift from ruler (+20 opinion for 40 turns)(no event currently keys off this)
  • A formal exhibition of [rival] arts and Cultureculture.
    +40–400 Culture (by city tier)
    grants
    BONUS_CULTURE_GAIN_LARGE
    aaiCultureYield: CULTURE_WEAK[YIELD_CULTURE=40], CULTURE_DEVELOPING[YIELD_CULTURE=80], CULTURE_STRONG[YIELD_CULTURE=160], CULTURE_LEGENDARY[YIELD_CULTURE=400]
  • A binge of Winewine, song, and social merrymaking.
    +120Happinesseach city↗ turn
    grants
    BONUS_HAPPINESS_GAIN_LARGE
    aiCityYields: YIELD_HAPPINESS=120
  • No celebration is required. The gift speaks for itself.
    Gain trait: Humble
    grants
    BONUS_GIVE_TRAIT_HUMBLE
    aeAddTraits: TRAIT_HUMBLE

✎ Andy Auseon

In the Balance Mission Finished · Pacify City Event
Once per game UsCity UsUsLeader Us Low WisdomGovernorHealthy
  • Remove the Governor. He will be replaced.
    +120Happinesseach city↗ turn
    grants
    BONUS_HAPPINESS_GAIN_LARGE
    aiCityYields: YIELD_HAPPINESS=120
    BONUS_RELEASE_GOVERNOR
    bReleaseGovernor 1
  • Refuse their demands.
    Gain trait: DoomedGain trait: Ruthless
    grants
    BONUS_GIVE_TRAIT_DOOMED
    aeAddTraits: TRAIT_DOOMED
    BONUS_GIVE_TRAIT_RUTHLESS
    aeAddTraits: TRAIT_RUTHLESS
  • Establish a new guard to restore Ordersorder.
    +60Happinesseach city↗ turn-80Training-20/city↗ turn
    gated by
    LeaderSubject SUBJECT_CHARACTER_DILIGENT
    grants
    BONUS_EVENTOPTION_PACIFY_IN_THE_BALANCE_OPTION_2
    aeBonuses: BONUS_HAPPINESS_GAIN_SMALL, BONUS_TRAINING_LOSS_AVERAGE

✎ Andy Auseon

In the Field Mission Finished · Rally Troops Event
50% to appear Once per game Leader UsPlayer UsCity UsUnit UsUnit Us High DisciplineUnit Melee
Always +60Training+15/city↗ turn
  • Sadly, I do not have the time, but good luck.
    grants
    BONUS_EVENTOPTION_RALLY_IN_THE_FIELD_OPTION_0_UNIT_0
    aeEffectUnits: EFFECTUNIT_TRACKER
    BONUS_EVENTOPTION_RALLY_IN_THE_FIELD_OPTION_0_UNIT_1
    aeEffectUnits: EFFECTUNIT_RANGER
  • Of course, I will join you in the wilds of [rival].
    -4Orders↗ turn+20 XP to the character
    grants
    BONUS_EVENTOPTION_RALLY_IN_THE_FIELD_OPTION_1_CHARACTER
    aeBonuses: BONUS_ORDERS_LOSS_SMALL, BONUS_XP_CHARACTER_SMALL
    BONUS_EVENTOPTION_RALLY_IN_THE_FIELD_OPTION_1_UNIT_0
    aeEffectUnits: EFFECTUNIT_TRACKER
    BONUS_EVENTOPTION_RALLY_IN_THE_FIELD_OPTION_1_UNIT_1
    aeEffectUnits: EFFECTUNIT_RANGER

✎ Andy Auseon

Influence Inflicted Mission Finished · Influence Event
Every 10 turns UsPlayer UsLeader Us Archetype MartialMax Upset
  • Fighting is the only language he will understand.
    Leader relationship: Influenced By
    gated by
    LeaderSubject SUBJECT_CHARACTER_ARCHETYPE_MARTIAL
    grants
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
  • Guards, seize this man for attacking me!
    Gain trait: ImprisonedGain trait: Timid
    grants
    BONUS_GIVE_TRAIT_IMPRISONED
    aeAddTraits: TRAIT_IMPRISONED
    BONUS_GIVE_TRAIT_TIMID
    aeAddTraits: TRAIT_TIMID
  • If it’s a fight he wants…
    Gain trait: WoundedGain trait: Wounded
    grants
    BONUS_CHARACTER_WOUNDED
    aeAddTraits: TRAIT_WOUNDED
    BONUS_CHARACTER_WOUNDED
    aeAddTraits: TRAIT_WOUNDED

✎ Josh Unsworth

Influence in Court Mission Finished · Treachery Event
Once per game UsCity ThemPlayer ThemPlayer UsHeir ThemThem AgentTeenager Or AdultCouncil
Always -10 HP to the city
  • Ruin the [rival] Heir's reputation.
    Gain a random trait
    grants
    BONUS_EVENTOPTION_TREACHERY_INFLUENCE_IN_COURT_OPTION_0_CHARACTER_1
    aeRandomTraitDelay: TRAIT_BASTARD, TRAIT_SLIGHTED, TRAIT_EXILED
  • Slow and complicate the governing process.
    Gain trait: Slighted
    grants
    BONUS_EVENTOPTION_INFLUENCE_IN_COURT_1_COUNCIL
    aeBonuses: BONUS_GIVE_TRAIT_SLIGHTED, BONUS_MISSIONRESULT_LEAVE_COUNCIL

✎ Andy Auseon

Influence of Council Mission Finished · Influence Event
Every 40 turns Leader UsUsUs AmbassadorAdultNot Council
  • We can accommodate this request.
    Gain trait: RuthlessLeader relationship: Estranged From
    grants
    BONUS_GIVE_TRAIT_RUTHLESS
    aeAddTraits: TRAIT_RUTHLESS
    BONUS_MAKE_AMBASSADOR
    Council COUNCIL_AMBASSADOR
    BONUS_LEADER_ESTRANGED_FROM
    AddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
  • It is not in our best interest to remove [character]
    Gain trait: LoyalLeader relationship: Vengeful AgainstLeader relationship: Endeared To
    grants
    BONUS_GIVE_TRAIT_LOYAL
    aeAddTraits: TRAIT_LOYAL
    BONUS_LEADER_VENGEFUL_AGAINST
    AddLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINST
    BONUS_LEADER_ENDEARED_TO
    AddLeaderRelationship RELATIONSHIP_ENDEARED_TO
  • Let us talk about other possibilities.
    Gain trait: CunningLeader relationship: Conspiring With
    gated by
    LeaderSubject SUBJECT_CHARACTER_COVERT
    grants
    BONUS_GIVE_TRAIT_CUNNING
    aeAddTraits: TRAIT_CUNNING
    BONUS_LEADER_CONSPIRING_WITH
    AddLeaderRelationship RELATIONSHIP_CONSPIRING_WITH

✎ Zorbaz

Influence of Council Mission Finished · Influence Event
Every 40 turns Leader UsUsUs ChancellorAdultNot Council
  • We can accommodate this request.
    Gain trait: RuthlessLeader relationship: Estranged From
    grants
    BONUS_GIVE_TRAIT_RUTHLESS
    aeAddTraits: TRAIT_RUTHLESS
    BONUS_MAKE_CHANCELLOR
    Council COUNCIL_CHANCELLOR
    BONUS_LEADER_ESTRANGED_FROM
    AddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
  • It is not in our best interest to remove [character]
    Gain trait: LoyalLeader relationship: Vengeful AgainstLeader relationship: Endeared To
    grants
    BONUS_GIVE_TRAIT_LOYAL
    aeAddTraits: TRAIT_LOYAL
    BONUS_LEADER_VENGEFUL_AGAINST
    AddLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINST
    BONUS_LEADER_ENDEARED_TO
    AddLeaderRelationship RELATIONSHIP_ENDEARED_TO
  • Let us talk about other possibilities.
    Gain trait: CunningLeader relationship: Conspiring With
    gated by
    LeaderSubject SUBJECT_CHARACTER_COVERT
    grants
    BONUS_GIVE_TRAIT_CUNNING
    aeAddTraits: TRAIT_CUNNING
    BONUS_LEADER_CONSPIRING_WITH
    AddLeaderRelationship RELATIONSHIP_CONSPIRING_WITH

✎ Zorbaz

Influence of Council Mission Finished · Influence Event
Every 40 turns Leader UsUsUs SpymasterAdultNot Council
  • We can accommodate this request.
    Gain trait: RuthlessLeader relationship: Estranged From
    grants
    BONUS_GIVE_TRAIT_RUTHLESS
    aeAddTraits: TRAIT_RUTHLESS
    BONUS_MAKE_SPYMASTER
    Council COUNCIL_SPYMASTER
    BONUS_LEADER_ESTRANGED_FROM
    AddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
  • It is not in our best interest to remove [character]
    Gain trait: LoyalLeader relationship: Vengeful AgainstLeader relationship: Endeared To
    grants
    BONUS_GIVE_TRAIT_LOYAL
    aeAddTraits: TRAIT_LOYAL
    BONUS_LEADER_VENGEFUL_AGAINST
    AddLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINST
    BONUS_LEADER_ENDEARED_TO
    AddLeaderRelationship RELATIONSHIP_ENDEARED_TO
  • Let us talk about other possibilities.
    Gain trait: CunningLeader relationship: Conspiring With
    gated by
    LeaderSubject SUBJECT_CHARACTER_COVERT
    grants
    BONUS_GIVE_TRAIT_CUNNING
    aeAddTraits: TRAIT_CUNNING
    BONUS_LEADER_CONSPIRING_WITH
    AddLeaderRelationship RELATIONSHIP_CONSPIRING_WITH

✎ Zorbaz

Influence of God's Consort Mission Finished · Influence Event ⛓ follow-up
Part of the God's Consort chain — 3 events , 1 branch point view map →

⛓ Follows from: God's Consort

Every 40 turns Spouse Of Leader UsUsLeader Us Gods Consort
Always Leader relationship: Interceded For
  • [character] is proving worthy of the title!
    +40 XP to the character
    grants
    BONUS_XP_CHARACTER_AVERAGE
    iXPCharacter 40

✎ Josh Unsworth

Influence of Governors Mission Finished · Influence Event
Every 40 turns Non Leader UsCity UsUsLeader Us No JobGovernorHealthy
  • We can accommodate this request.
    Gain trait: SlightedLeader relationship: Influenced By
    grants
    BONUS_GIVE_TRAIT_SLIGHTED
    aeAddTraits: TRAIT_SLIGHTED
    BONUS_EVENTOPTION_INFLUENCE_OF_GOVERNORS_OPTION_0_CHARACTER_1
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
    iGovernorOfSubject 1
  • Regretfully, we cannot accept this request.
    Leader relationship: Disappointed With
    grants
    BONUS_LEADER_DISAPPOINTED_WITH
    AddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
  • Ha! Never talk business when I'm drinking! Come join me!
    Leader relationship: Endeared ToGain trait: Affable
    gated by
    LeaderSubject SUBJECT_DRUNK
    grants
    BONUS_LEADER_ENDEARED_TO
    AddLeaderRelationship RELATIONSHIP_ENDEARED_TO
    BONUS_GIVE_TRAIT_AFFABLE
    aeAddTraits: TRAIT_AFFABLE

✎ Zorbaz

Influence of Money Mission Finished · Influence Event
Every 40 turns Leader UsUs AdultNot Spouse Of Leader UsNot Any Descendant Of Leader UsNot Sibling Of Leader UsNot Ancestor Of Leader Us
  • We can come to an arrangement.
    -160Money-40/city↗ turnLeader relationship: Endeared To
    gated by
    LeaderSubject SUBJECT_NOT_RIGHTEOUS
    grants
    BONUS_MONEY_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=-160
    aiGlobalYieldsPer: YIELD_MONEY=-40
    BONUS_LEADER_ENDEARED_TO
    AddLeaderRelationship RELATIONSHIP_ENDEARED_TO
  • Sadly, [character], you ask too much.
    Leader relationship: Suspicious Of
    gated by
    LeaderSubject SUBJECT_NOT_RIGHTEOUS
    grants
    BONUS_LEADER_SUSPICIOUS_OF
    AddLeaderRelationship RELATIONSHIP_SUSPICIOUS_OF
  • I will not be tainted by your foul schemes!
    Gain trait: FrugalLeader relationship: Vengeful Against
    gated by
    LeaderSubject SUBJECT_RIGHTEOUS
    grants
    BONUS_GIVE_TRAIT_FRUGAL
    aeAddTraits: TRAIT_FRUGAL
    BONUS_LEADER_VENGEFUL_AGAINST
    AddLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINST

✎ Zorbaz

Influence of Religion Mission Finished · Influence Event
Once per game UsReligion StatePlayer UsLeader Us Religion No
  • Inspire him with your fervor.
    Leader relationship: Influenced ByConverts to the target religion
    gated by
    LeaderSubject SUBJECT_ZEALOT
    grants
    BONUS_EVENTOPTION_INFLUENCE_OF_RELIGION_0
    aeBonuses: BONUS_LEADER_INFLUENCED_BY, BONUS_SET_ZEALOT_ARCHETYPE
    BONUS_EVENTOPTION_CONVERT_S0
    iConvertReligionSubject 0
  • Inspire him with your piety.
    Leader relationship: Influenced ByGain trait: PiousConverts to the target religion
    gated by
    LeaderSubject SUBJECT_PIOUS
    grants
    BONUS_EVENTOPTION_INFLUENCE_OF_RELIGION_1
    aeBonuses: BONUS_LEADER_INFLUENCED_BY, BONUS_GIVE_TRAIT_PIOUS
    BONUS_EVENTOPTION_CONVERT_S0
    iConvertReligionSubject 0
  • Pressure him into accepting [religion].
    Leader relationship: Influenced ByConverts to the target religion
    grants
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
    BONUS_EVENTOPTION_CONVERT_S0
    iConvertReligionSubject 0

✎ Josh Unsworth

Influence of Terror Mission Finished · Influence Event
Every 40 turns Leader UsUs Terrifying
  • Yes, [character] must fear me.
    Leader relationship: Terrified Of
    grants
    BONUS_LEADER_TERRIFIED_OF
    AddLeaderRelationship RELATIONSHIP_TERRIFIED_OF
  • No, this is not the way.
    Leader relationship: Influenced By
    gated by
    LeaderSubject SUBJECT_CHARACTER_SEVEN_VIRTUES
    grants
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
  • This conversation is yet salvageable!
    Leader relationship: Influenced By
    gated by
    LeaderSubject SUBJECT_CHARACTER_ARCHETYPE_REGAL
    grants
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY

✎ Zorbaz

Influence of Weakness Mission Finished · Influence Event
Every 40 turns Important UsLeader UsTrait Weakness Leader Is Not Trait
  • Take hold of yourself!
    Leader relationship: Influenced By
    gated by
    LeaderSubject SUBJECT_HIGH_DISCIPLINE
    grants
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
  • Just a little while longer...
    Leader relationship: Endeared To
    grants
    BONUS_LEADER_ENDEARED_TO
    AddLeaderRelationship RELATIONSHIP_ENDEARED_TO
    BONUS_EVENTOPTION_INFLUENCE_OF_WEAKNESS_OPTION_1_TRAIT
    iAddTraitSubject 1
  • Abandon this pursuit.
    +60 XP to the character
    grants
    BONUS_XP_CHARACTER_LARGE
    iXPCharacter 60

✎ Josh Unsworth

Influence of Wine Mission Finished · Influence Event
50% to appear Every 40 turns Leader UsSpouse Of Leader UsUs AdultMutual Attraction Leader
  • Yes, I accept your offer.
    Leader relationship: Jealous AboutLeader relationship: Lover Of
    gated by
    LeaderSubject SUBJECT_NOT_PIOUS
    grants
    BONUS_LEADER_JEALOUS_ABOUT
    AddLeaderRelationship RELATIONSHIP_JEALOUS_ABOUT
    BONUS_LEADER_LOVER_OF
    AddLeaderRelationship RELATIONSHIP_LOVER_OF
  • No, I will not defile my marriage.
    Leader relationship: In Love WithLeader relationship: Vengeful Against
    gated by
    LeaderSubject SUBJECT_NOT_WANTON
    grants
    BONUS_LEADER_IN_LOVE_WITH
    AddLeaderRelationship RELATIONSHIP_IN_LOVE_WITH
    BONUS_LEADER_VENGEFUL_AGAINST
    AddLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINST
  • Guards! Throw [character] in jail!
    Gain trait: Imprisoned
    grants
    BONUS_GIVE_TRAIT_IMPRISONED
    aeAddTraits: TRAIT_IMPRISONED
  • It is not your body I want, but your blood.
    The character is killedLeader relationship: Assassinated ByRemembered: Assassination exposed (-80 opinion for 40 turns)(no event currently keys off this)
    gated by
    LeaderSubject SUBJECT_BLOODTHIRSTY
    grants
    BONUS_KILL_CHARACTER_MURDERED
    AddLeaderRelationship RELATIONSHIP_ASSASSINATED_BY
    bKillCharacter 1
    aeBonuses: BONUS_ASSASSINATION_EXPOSED
    ◇ grants a memory no event currently keys off

✎ Zorbaz

Influence of the Religion Head Mission Finished · Influence Event
Every 0 turns UsReligion StatePlayer UsUs Or ThemLeader Us Religion No
  • Introduce him to [character].
    Leader relationship: Influenced ByConverts to the target religionLeader relationship: Holds Favor From
    grants
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
    BONUS_EVENTOPTION_CONVERT_S0
    iConvertReligionSubject 0
    BONUS_LEADER_HOLDS_FAVOR_FROM
    AddLeaderRelationship RELATIONSHIP_HOLDS_FAVOR_FROM
  • Encourage his faith through other priests.
    Leader relationship: Influenced ByConverts to the target religionLeader relationship: Disappointed With
    grants
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
    BONUS_EVENTOPTION_CONVERT_S0
    iConvertReligionSubject 0
    BONUS_LEADER_DISAPPOINTED_WITH
    AddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
  • This is not worth it.
    Leader relationship: Disappointed With
    grants
    BONUS_LEADER_DISAPPOINTED_WITH
    AddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH

✎ Josh Unsworth

Influential Ideas Mission Finished · Influence Event
Once per game Player ThemPlayer UsTechNon Leader UsLeader Us Adult
  • Mistake or not, a punishment is necessary.
    Gain trait: Imprisoned
    grants
    BONUS_GIVE_TRAIT_IMPRISONED
    aeAddTraits: TRAIT_IMPRISONED
  • Brand [character] a traitor to [rival].
    +1 DisciplineGain trait: Fugitive
    grants
    BONUS_GAIN_DISCIPLINE_1
    aiRatings: RATING_DISCIPLINE=1
    BONUS_GIVE_TRAIT_FUGITIVE
    aeAddTraits: TRAIT_FUGITIVE
  • Offer forgiveness for the mistake.
    -1 DisciplineLeader relationship: Influenced By
    grants
    BONUS_LOSE_DISCIPLINE_1
    aiRatings: RATING_DISCIPLINE=-1
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY

✎ Josh Unsworth

Intercessional Bond Mission Finished · Intercession Religion Event
Part of the Intercessional Bond chain — 2 events view map →
Once per game Child Of Leader UsUs Or ThemUs Or ThemReligion PlayerReligion Head UsLeader Us ChildReligion
  • Allow [character] to visit whenever possible.
    Leader relationship: Endeared To-2 Legitimacy
    grants
    BONUS_LEADER_ENDEARED_TO
    AddLeaderRelationship RELATIONSHIP_ENDEARED_TO
    BONUS_EVENTOPTION_INTERCESSION_YOUNG_BOND
    iLegitimacy -2
    ↳ may trigger: Childhood Friends
  • Allow it this once.
    Leader relationship: Interceded For
    grants
    BONUS_LEADER_INTERCEDED_FOR
    AddLeaderRelationship RELATIONSHIP_INTERCEDED_FOR
  • Do not compare my child to [character]’s.
    Leader relationship: Estranged FromGain trait: Proud
    grants
    BONUS_LEADER_ESTRANGED_FROM
    AddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
    BONUS_GIVE_TRAIT_PROUD
    aeAddTraits: TRAIT_PROUD

✎ Josh Unsworth

Intercessional Compulsion Mission Finished · Intercession Religion Event
Every 0 turns Us Or ThemReligion PlayerReligion Head UsPlayer Us Religion
Always Leader relationship: Interceded For
  • [character] went too far.
    Remembered: Censored extreme Religion Head (+40 opinion for 40 turns)(no event currently keys off this)Leader relationship: Estranged From
    grants
    BONUS_EVENTOPTION_INTERCESSION_COMPULSION_POS
    Memory MEMORYRELIGION_CENSORED_HEAD_YES
    BONUS_LEADER_ESTRANGED_FROM
    AddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
    ◇ grants a memory no event currently keys off
  • Praise him for getting the desired results.
    Remembered: Praised extreme Religion Head (-40 opinion for 40 turns)(no event currently keys off this)Leader relationship: Influenced By
    grants
    BONUS_EVENTOPTION_INTERCESSION_COMPULSION_NEG
    Memory MEMORYRELIGION_CENSORED_HEAD_NO
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
    ◇ grants a memory no event currently keys off
  • Smooth things over with the clergy.
    Remembered: Kept the peace (+40 opinion for 40 turns)(no event currently keys off this)Leader relationship: Influenced By
    gated by
    LeaderSubject SUBJECT_CHARACTER_RELIGIOUS
    grants
    BONUS_EVENTOPTION_INTERCESSION_COMPULSION_POS_ALT
    Memory MEMORYRELIGION_KEPT_THE_PEACE
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
    ◇ grants a memory no event currently keys off

✎ Josh Unsworth

Intercessional Confusion Mission Finished · Intercession Family Event
Every 0 turns Family UsFamily UsFamily Head UsPlayer Us InsaneFoolish
Always Leader relationship: Interceded For
  • You are wasting my time.
    Leader relationship: Estranged From+1 Discipline
    grants
    BONUS_LEADER_ESTRANGED_FROM
    AddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
    BONUS_GAIN_DISCIPLINE_1
    aiRatings: RATING_DISCIPLINE=1
  • Thank him for trying.
    Leader relationship: Influenced By
    grants
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
  • Do it properly this time, or else.
    Leader relationship: Interceded ForLeader relationship: Terrified Of
    gated by
    LeaderSubject SUBJECT_CHARACTER_VILLAINOUS
    grants
    BONUS_LEADER_INTERCEDED_FOR
    AddLeaderRelationship RELATIONSHIP_INTERCEDED_FOR
    BONUS_LEADER_TERRIFIED_OF
    AddLeaderRelationship RELATIONSHIP_TERRIFIED_OF

✎ Josh Unsworth

Intercessional Conversion Mission Finished · Intercession Religion Event
Every 0 turns Us Or ThemReligion PlayerReligion Head UsReligion WorldPlayer Us Religion
  • Mediate between the two of them. Diplomat / Judge / High Charisma
    Leader relationship: Influenced ByLeader relationship: Influenced By
    gated by
    LeaderSubjectAny SUBJECT_DIPLOMAT / SUBJECT_JUDGE / SUBJECT_HIGH_CHARISMA
    grants
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
  • Force [character] to apologize.
    Leader relationship: Interceded ForLeader relationship: Estranged From
    grants
    BONUS_LEADER_INTERCEDED_FOR
    AddLeaderRelationship RELATIONSHIP_INTERCEDED_FOR
    BONUS_LEADER_ESTRANGED_FROM
    AddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
  • The damage is already done.
    Leader relationship: Influenced ByConverts to the target religion
    grants
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
    BONUS_EVENTSTORY_CONVERT_PERSONAL_RELIGION
    iConvertReligionSubject 0

✎ Josh Unsworth

Intercessional Debate Mission Finished · Intercession Religion Event
Every 0 turns Us Or ThemReligion PlayerReligion Head UsPlayer Us InquisitiveReligion
  • There’s always another way, pressure [character] instead.
    Leader relationship: Interceded For-80Training-20/city↗ turn
    gated by
    LeaderSubject SUBJECT_CHARACTER_COVERT
    grants
    BONUS_LEADER_INTERCEDED_FOR
    AddLeaderRelationship RELATIONSHIP_INTERCEDED_FOR
    BONUS_TRAINING_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_TRAINING=-80
    aiGlobalYieldsPer: YIELD_TRAINING=-20
  • [religion] can’t afford to lose face, buy [character]’s silence about this meeting.
    Leader relationship: Influenced By-120Money-30/city↗ turn
    grants
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
    BONUS_MONEY_LOSS_SMALL
    aiGlobalYieldsBase: YIELD_MONEY=-120
    aiGlobalYieldsPer: YIELD_MONEY=-30
  • He’s right, you’ve shown yourself as a fool.
    Leader relationship: Endeared ToLeader relationship: Vengeful Against
    grants
    BONUS_LEADER_ENDEARED_TO
    AddLeaderRelationship RELATIONSHIP_ENDEARED_TO
    BONUS_LEADER_VENGEFUL_AGAINST
    AddLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINST

✎ Josh Unsworth

Intercessional Deception Mission Finished · Intercession Family Event
Every 0 turns Family UsFamily Head UsUsPlayer UsFamily Us Spymaster
  • Remind [character] of my terrible power.
    Leader relationship: Terrified Of-2 Legitimacy
    gated by
    LeaderSubject SUBJECT_CHARACTER_VILLAINOUS
    grants
    BONUS_LEADER_TERRIFIED_OF
    AddLeaderRelationship RELATIONSHIP_TERRIFIED_OF
    BONUS_EVENTOPTION_INTERCESSION_FAMILY_UNITED_LEG_NEG
    iLegitimacy -2
  • Remind [character] of my generous love.
    Leader relationship: Endeared To-2 Legitimacy
    gated by
    LeaderSubject SUBJECT_CHARACTER_HONORABLE
    grants
    BONUS_LEADER_ENDEARED_TO
    AddLeaderRelationship RELATIONSHIP_ENDEARED_TO
    BONUS_EVENTOPTION_INTERCESSION_FAMILY_UNITED_LEG_NEG
    iLegitimacy -2
  • They are not worth my time.
    +2 LegitimacyRemembered: United against leader (-40 opinion for 80 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_INTERCESSION_FAMILY_UNITED_LEG_POS
    iLegitimacy 2
    BONUS_EVENTOPTION_INTERCESSION_FAMILY_UNITED_MEM
    Memory MEMORYFAMILY_UNITED_AGAINST_LEADER
    ◇ grants a memory no event currently keys off

✎ Josh Unsworth

Intercessional Donation Mission Finished · Intercession Religion Event
Every 0 turns Us Or ThemReligion PlayerReligion Head UsCapital UsPlayer Us Religion
  • Humbly decline the offer.
    Leader relationship: Endeared To
    grants
    BONUS_LEADER_ENDEARED_TO
    AddLeaderRelationship RELATIONSHIP_ENDEARED_TO
  • Ask for him to fund a disciple.
    Leader relationship: Interceded For
    grants
    BONUS_LEADER_INTERCEDED_FOR
    AddLeaderRelationship RELATIONSHIP_INTERCEDED_FOR
    BONUS_EVENTOPTION_INTERCESSION_DONATION
    iSpreadUnits 1
  • We need Moneymoney to aid. Lots of Moneymoney.
    Leader relationship: Suspicious Of+240Money+60/city↗ turn
    grants
    BONUS_LEADER_SUSPICIOUS_OF
    AddLeaderRelationship RELATIONSHIP_SUSPICIOUS_OF
    BONUS_MONEY_GAIN_LARGE
    aiGlobalYieldsBase: YIELD_MONEY=240
    aiGlobalYieldsPer: YIELD_MONEY=60

✎ Josh Unsworth

Intercessional Duel Mission Finished · Intercession Family Event
Once per game Family UsFamily Head UsFamily UsPlayer Us VillainousMax Upset
Always Gain trait: Wounded
  • Family fighting family is a crime worthy of death.
    The character is killedRemembered (all families): Executed kin-slayer (+80 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_KILL_CHARACTER
    bKillCharacter 1
    BONUS_EVENTOPTION_INTERCESSION_DUEL_DEATH
    MemoryAllFamilies MEMORYFAMILY_DUEL_EXECUTION
    ◇ grants a memory no event currently keys off
  • Banish [character] from our lands.
    Gain trait: ExiledRemembered (all families): Exiled kin-slayer (+40 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_GIVE_TRAIT_EXILED
    aeAddTraits: TRAIT_EXILED
    BONUS_EVENTOPTION_INTERCESSION_DUEL_EXILE
    MemoryAllFamilies MEMORYFAMILY_DUEL_EXILE
    ◇ grants a memory no event currently keys off
  • [character] is free to go.
    Leader relationship: Influenced ByRemembered (all families): Released kin-slayer (-20 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
    BONUS_EVENTOPTION_INTERCESSION_DUEL_PARDON
    MemoryAllFamilies MEMORYFAMILY_DUEL_PARDON
    ◇ grants a memory no event currently keys off

✎ Josh Unsworth

Intercessional Elopement Mission Finished · Intercession Religion Event
Every 0 turns Us Or ThemReligion PlayerChild Of Leader UsLeader UsReligion Head Us Adult Under 30Can MarryNon SuccessorReligion
  • They will be met with guards, accusing [character] of kidnapping [character].
    Gain trait: ImprisonedLeader relationship: Vengeful Against
    grants
    BONUS_GIVE_TRAIT_IMPRISONED
    aeAddTraits: TRAIT_IMPRISONED
    BONUS_LEADER_VENGEFUL_AGAINST
    AddLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINST
  • Meet them with open arms. [character] is a surprising addition to the family, but a welcome one.
    Leader relationship: Endeared ToLeader relationship: Endeared To-3 Legitimacy
    grants
    BONUS_LEADER_ENDEARED_TO
    AddLeaderRelationship RELATIONSHIP_ENDEARED_TO
    BONUS_EVENTOPTION_INTERCESSION_ELOPEMENT_MARRIAGE
    iMarrySubject 0
    aeBonuses: BONUS_LEADER_ENDEARED_TO
    BONUS_EVENTOPTION_INTERCESSION_ELOPEMENT_LEGITIMACY
    iLegitimacy -3
  • [character] is free to leave but they will not marry. I have not been keeping a watchful enough eye on [character].
    Leader relationship: Estranged FromGain trait: Strict
    grants
    BONUS_LEADER_ESTRANGED_FROM
    AddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
    BONUS_GIVE_TRAIT_STRICT
    aeAddTraits: TRAIT_STRICT

✎ Josh Unsworth

Intercessional Exile Mission Finished · Intercession Family Event
Every 0 turns Family UsFamily Head UsPlayer Us
  • Get him back. Now.
    Leader relationship: Interceded ForLeader relationship: Estranged From
    grants
    BONUS_LEADER_INTERCEDED_FOR
    AddLeaderRelationship RELATIONSHIP_INTERCEDED_FOR
    BONUS_LEADER_ESTRANGED_FROM
    AddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
  • You did what was right.
    Gain trait: ExiledLeader relationship: Influenced By
    grants
    BONUS_GIVE_TRAIT_EXILED
    aeAddTraits: TRAIT_EXILED
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY

✎ Josh Unsworth

Intercessional Feast Mission Finished · Intercession Family Event
Every 0 turns Family UsFamily Head UsPlayer UsLeader Us
  • Have him disciplined for his words.
    Leader relationship: Disappointed WithGain trait: Strict
    grants
    BONUS_LEADER_DISAPPOINTED_WITH
    AddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
    BONUS_GIVE_TRAIT_STRICT
    aeAddTraits: TRAIT_STRICT
  • Let it pass.
    Leader relationship: Interceded For-2 Legitimacy
    grants
    BONUS_LEADER_INTERCEDED_FOR
    AddLeaderRelationship RELATIONSHIP_INTERCEDED_FOR
    BONUS_EVENTOPTION_INTERCESSION_FEAST_IGNORE
    iLegitimacy -2
  • Graciously accept the apology.
    -4 LegitimacyGain trait: Gracious
    grants
    BONUS_EVENTOPTION_INTERCESSION_FEAST_ACCEPT
    iLegitimacy -4
    BONUS_GIVE_TRAIT_GRACIOUS
    aeAddTraits: TRAIT_GRACIOUS

✎ Josh Unsworth

Intercessional Greed Mission Finished · Intercession Family Event
Every 0 turns Family UsFamily Head UsPlayer Us GreedyCorrupt
Always Leader relationship: Interceded For
  • Agree, his services were worth it.
    -80Money-20/city↗ turn
    grants
    BONUS_MONEY_LOSS_TINY
    aiGlobalYieldsBase: YIELD_MONEY=-80
    aiGlobalYieldsPer: YIELD_MONEY=-20
  • Refuse, he has already been paid enough.
    Leader relationship: Estranged From
    grants
    BONUS_LEADER_ESTRANGED_FROM
    AddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
  • Demand back what he was paid before.
    Leader relationship: Vengeful Against+160Money+40/city↗ turn
    grants
    BONUS_LEADER_VENGEFUL_AGAINST
    AddLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINST
    BONUS_MONEY_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=160
    aiGlobalYieldsPer: YIELD_MONEY=40

✎ Josh Unsworth

Intercessional Loyalty Mission Finished · Intercession Family Event
Every 0 turns Law: Epics Family UsFamily Head UsLeader Us
Always Leader relationship: Interceded For
  • A tale of the wisdom of the tricksters.
    +1 Wisdom
    grants
    BONUS_GAIN_WISDOM_1
    aiRatings: RATING_WISDOM=1
  • An epic of heroes and their cunning.
    +1 Courage
    grants
    BONUS_GAIN_COURAGE_1
    aiRatings: RATING_COURAGE=1
  • This collection would better aid the court.
    Leader relationship: Disappointed With+60–600 Culture (by city tier)
    grants
    BONUS_LEADER_DISAPPOINTED_WITH
    AddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
    BONUS_CULTURE_GAIN_HUGE
    aaiCultureYield: CULTURE_WEAK[YIELD_CULTURE=60], CULTURE_DEVELOPING[YIELD_CULTURE=120], CULTURE_STRONG[YIELD_CULTURE=240], CULTURE_LEGENDARY[YIELD_CULTURE=600]

✎ Josh Unsworth

Intercessional Parricide Mission Finished · Intercession Family Event
Every 0 turns UsFamily Head UsUsPlayer UsFamily Us SpymasterFamily Us
  • Very well, you have a deal.
    Leader relationship: Influenced By
    grants
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
    BONUS_EVENTOPTION_INTERCESSION_PARRICIDE
    Mission MISSION_ASSASSINATE
    iMissionSubject 1
  • Don’t try and use me for your games.
    Leader relationship: Estranged From+2 Legitimacy
    grants
    BONUS_LEADER_ESTRANGED_FROM
    AddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
    BONUS_EVENTOPTION_INTERCESSION_FAMILY_UNITED_LEG_POS
    iLegitimacy 2
  • Imprison [character] for his plot against [character].
    Gain trait: ImprisonedLeader relationship: Influenced By-2Orders↗ turn
    grants
    BONUS_GIVE_TRAIT_IMPRISONED
    aeAddTraits: TRAIT_IMPRISONED
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
    BONUS_ORDERS_LOSS_MINIMAL
    aiGlobalYieldsBase: YIELD_ORDERS=-2

✎ Josh Unsworth

Intercessional Replacement Mission Finished · Intercession Religion Event
Every 0 turns Us Or ThemReligion PlayerUsReligion Head UsPlayer Us SpymasterReligion
  • Offer [character] support in his plan.
    Leader relationship: Influenced ByThe character is killedLeader relationship: Assassinated ByRemembered: Assassination exposed (-80 opinion for 40 turns)(no event currently keys off this)-5Orders↗ turn
    grants
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
    BONUS_EVENTOPTION_INTERCESSION_REPLACEMENT
    iHeadReligionSubject 0
    BONUS_KILL_CHARACTER_MURDERED
    AddLeaderRelationship RELATIONSHIP_ASSASSINATED_BY
    bKillCharacter 1
    aeBonuses: BONUS_ASSASSINATION_EXPOSED
    BONUS_ORDERS_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_ORDERS=-5
    ◇ grants a memory no event currently keys off
  • Send a warning to [character].
    Leader relationship: Vengeful AgainstLeader relationship: Influenced By
    grants
    BONUS_LEADER_VENGEFUL_AGAINST
    AddLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINST
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
  • [character] is too dangerous, have [character] ‘remove’ the problem.
    grants
    BONUS_EVENTOPTION_INTERCESSION_REPLACEMENT_ASSASSIN
    Mission MISSION_ASSASSINATE
    iMissionSubject 0

✎ Josh Unsworth

Intercessional Rivals Mission Finished · Intercession Religion Event
Every 0 turns Us Or ThemReligion PlayerReligion Head UsLeader Us Archetype Dislike LeaderReligion
  • This can be saved with a bit of charm.
    Leader relationship: Interceded For
    gated by
    LeaderSubject SUBJECT_HIGH_CHARISMA
    grants
    BONUS_LEADER_INTERCEDED_FOR
    AddLeaderRelationship RELATIONSHIP_INTERCEDED_FOR
  • You are obviously not trying hard enough.
    Leader relationship: Interceded ForLeader relationship: Estranged From
    grants
    BONUS_LEADER_INTERCEDED_FOR
    AddLeaderRelationship RELATIONSHIP_INTERCEDED_FOR
    BONUS_LEADER_ESTRANGED_FROM
    AddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
  • Very well, a rivalry it is.
    Leader relationship: Vengeful Against+1 Courage
    grants
    BONUS_LEADER_VENGEFUL_AGAINST
    AddLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINST
    BONUS_GAIN_COURAGE_1
    aiRatings: RATING_COURAGE=1

✎ Josh Unsworth

Intercessional Romance Mission Finished · Intercession Family Event
Every 0 turns Family UsFamily Head UsLeader Us AdultMutual Attraction Leader
Always Leader relationship: Interceded ForLeader relationship: In Love With
  • Admit that you feel the same.
    grants
    BONUS_EVENTOPTION_INTERCESSION_NEW_LOVE
    AddRelationshipSubjects: RELATIONSHIP_IN_LOVE_WITH=1
  • Refuse, he is out of line.
    Leader relationship: Estranged From+1 Discipline
    grants
    BONUS_LEADER_ESTRANGED_FROM
    AddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
    BONUS_GAIN_DISCIPLINE_1
    aiRatings: RATING_DISCIPLINE=1

✎ Josh Unsworth

Intercessional Sacrifice Mission Finished · Intercession Religion Event
Every 0 turns Us Or ThemReligion PlayerReligion Head UsPlayer Us Religion
  • Impress [character] with your piety.
    Leader relationship: Endeared To
    gated by
    LeaderSubject SUBJECT_PIOUS
    grants
    BONUS_LEADER_ENDEARED_TO
    AddLeaderRelationship RELATIONSHIP_ENDEARED_TO
  • Have your scribes write him a treatise on [religion].
    Leader relationship: Endeared To-60Civics-15/city↗ turn
    grants
    BONUS_LEADER_ENDEARED_TO
    AddLeaderRelationship RELATIONSHIP_ENDEARED_TO
    BONUS_CIVICS_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_CIVICS=-60
    aiGlobalYieldsPer: YIELD_CIVICS=-15
  • Pay for dedications to in his name.
    Leader relationship: Endeared To-160Money-40/city↗ turn
    grants
    BONUS_LEADER_ENDEARED_TO
    AddLeaderRelationship RELATIONSHIP_ENDEARED_TO
    BONUS_MONEY_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=-160
    aiGlobalYieldsPer: YIELD_MONEY=-40
  • [character]’s word should be enough.
    Leader relationship: Interceded For
    grants
    BONUS_LEADER_INTERCEDED_FOR
    AddLeaderRelationship RELATIONSHIP_INTERCEDED_FOR

✎ Josh Unsworth

Intercessional Suspicion Mission Finished · Intercession Religion Event
Part of the Intercessional Suspicion chain — 5 events view map →
Every 20 turns Us Or ThemReligion PlayerReligion Head UsUsPlayer Us SpymasterMax CautiousReligionNot Influenced By LeaderNot Endeared To LeaderNot Friendly

✎ Josh Unsworth

Intercessional Truce Mission Finished · Intercession Religion Event
Every 0 turns Leader ThemReligion PlayerReligion Head UsFamily UsPlayer Us Religion
  • Agree to peace.
    Remembered: Player Offer (5 turns)Remembered: Accepted a foreign truce (-80 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_PLAYER_PEACE
    DiplomacyPlayerFrom DIPLOMACY_PEACE
    aeBonuses: BONUS_PLAYER_OFFER
    BONUS_EVENTOPTION_INTERCESSION_TRUCE_YES
    Memory MEMORYFAMILY_ACCEPTED_TRUCE
    ◇ grants a memory no event currently keys off
  • No, that is enough.
    Leader relationship: Estranged FromRemembered: Refused a foreign truce (+80 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_LEADER_ESTRANGED_FROM
    AddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
    BONUS_EVENTOPTION_INTERCESSION_TRUCE_NO
    Memory MEMORYFAMILY_REFUSED_TRUCE
    ◇ grants a memory no event currently keys off

✎ Josh Unsworth

Is This All There Is to Life? Mission Finished · Revelry Event Behind the Throne
Every 0 turns Leader Us
  • And yet, the sheer distraction becomes more essential by the day.
    -1 Discipline
    grants
    BONUS_LOSE_DISCIPLINE_1
    aiRatings: RATING_DISCIPLINE=-1

✎ Jeri Roys

Laches Mission Finished · Tutor Event
Every 40 turns UsCourtier UsCourtier UsLeader Us Study TacticsMax 2 StrengthsCourtier Soldier
  • [character] will learn to fight without armor.
    Gain trait: Brave
    grants
    BONUS_GIVE_TRAIT_BRAVE
    aeAddTraits: TRAIT_BRAVE
  • [character] will learn to fight with armor.
    Gain trait: Shieldbearer
    grants
    BONUS_GIVE_TRAIT_SHIELDBEARER
    aeAddTraits: TRAIT_SHIELDBEARER
  • Bravery is but one part of virtue.
    +1 Wisdom+1 Wisdom
    gated by
    LeaderSubject SUBJECT_CHARACTER_INQUISITIVE
    grants
    BONUS_GAIN_WISDOM_1
    aiRatings: RATING_WISDOM=1
    BONUS_GAIN_WISDOM_1
    aiRatings: RATING_WISDOM=1
  • Actually, we should all go back to Trainingtraining.
    +1 Courage+1 Courage
    gated by
    LeaderSubject SUBJECT_HUMBLE
    grants
    BONUS_GAIN_COURAGE_1
    aiRatings: RATING_COURAGE=1
    BONUS_GAIN_COURAGE_1
    aiRatings: RATING_COURAGE=1

✎ Solver Background reading ↗

Land Grab Mission Finished · Infiltrate Event
Once per game UsPlayer UsPlayer ThemCity Us High Wisdom
  • This is an excellent development.
    Reveals the target player's territory
    grants
    BONUS_REVEAL_TERRITORY
    bRevealTerritory 1
    BONUS_EVENTOPTION_INFILITRATION_LAND_GRAB_OPTION_0_CITY
    iBorderGrowth 3

✎ Andy Auseon

Last Kiss Mission Finished · Assassination Event
Once per game UsFamily UsLeader UsFamily Us Adult
Always The character is killedGain trait: Exiled
  • The whole [family] family is responsible for this treachery.
    +2 LegitimacyRemembered: Accused us of plotting murder (-20 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_LAST_KISS_OPTION_0_CHARACTER_2
    iLegitimacy 2
    BONUS_EVENTOPTION_LAST_KISS_OPTION_0_FAMILY
    Memory MEMORYFAMILY_ACCUSED_OF_MURDER
    ◇ grants a memory no event currently keys off
  • [rival] is better off without him.
    Gain trait: Foolish+12Orders↗ turn
    grants
    BONUS_EVENTOPTION_LAST_KISS_OPTION_1_CHARACTER_2
    aeAddTraits: TRAIT_FOOLISH
    aeBonuses: BONUS_ORDERS_GAIN_HUGE
  • This is none of my concern.
    (no gates or payload in XML)

✎ Andy Auseon

Last Stand Mission Finished · Assassination Event
Every 80 turns UsPlayer ThemLeader Us Player Peace Or Truce
Always The character is killed
  • Let this be a lesson to my enemies.
    +20 XP to the character
    grants
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20

✎ Andy Auseon

Lifestyles of the Rich Mission Finished · Hold Court Event
Once per game UsLeader UsFamily Us Courtier Merchant
Always Law-based opinion shift
  • Send the cheats and plotters away!
    Leader relationship: Endeared ToRemembered: Denied request for noble merchant guild (-40 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_LEADER_ENDEARED_TO
    AddLeaderRelationship RELATIONSHIP_ENDEARED_TO
    BONUS_EVENTOPTION_GP_LIFESTYLES_OF_THE_RICH_OPTION_0_FAMILY
    Memory MEMORYFAMILY_DENIED_MERCHANT_GUILD
    ◇ grants a memory no event currently keys off
  • A noble trading guild is a sound idea.
    Free law: Guilds-160Money-40/city↗ turn
    grants
    BONUS_EVENTOPTION_GP_LIFESTYLES_OF_THE_RICH_OPTION_2_CHARACTER_1
    FreeLaw LAW_GUILDS
    aeBonuses: BONUS_MONEY_LOSS_AVERAGE
  • They have approval, but they must fund it themselves.
    Free law: Guilds
    gated by
    LeaderSubject SUBJECT_FRUGAL
    grants
    BONUS_EVENTOPTION_GP_LIFESTYLES_OF_THE_RICH_OPTION_1_CHARACTER_1
    FreeLaw LAW_GUILDS

✎ Andy Auseon

Living in the Moment Mission Finished · Revelry Event Behind the Throne
Every 1 turns Leader UsPlayer Us Unpopular
  • Just don't think about the future.
    -1 WisdomLoses trait: Stressed
    grants
    BONUS_LOSE_WISDOM_1
    aiRatings: RATING_WISDOM=-1
    BONUS_REMOVE_TRAIT_STRESSED
    aeRemoveTraits: TRAIT_STRESSED

✎ Jeri Roys

Local Authority Mission Finished · Influence Event
Once per game UsLeader UsCity Us GovernorHealthyNot Charming character
Always Leader relationship: Plotting Against+60Discontenteach city↗ turn
  • This was an unexpected failure.
    +40 XP to the character
    grants
    BONUS_XP_CHARACTER_AVERAGE
    iXPCharacter 40

✎ Andy Auseon

Local Corruption Mission Finished · Pacify City Event
Once per game City UsUsUsLeader Us GovernorHealthy
  • Those responsible must be purged and punished.
    +120Happinesseach city↗ turn+1 Discipline
    grants
    BONUS_HAPPINESS_GAIN_LARGE
    aiCityYields: YIELD_HAPPINESS=120
    BONUS_GAIN_DISCIPLINE_1
    aiRatings: RATING_DISCIPLINE=1
  • Allow [character] to choose how to handle this matter.
    +40Happinesseach city↗ turnLeader relationship: Influenced By
    grants
    BONUS_HAPPINESS_GAIN_TINY
    aiCityYields: YIELD_HAPPINESS=40
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
  • Punish some for show, and send all future Goldgold to the throne.
    +60Happinesseach city↗ turn+160Money+40/city↗ turn
    gated by
    LeaderSubject SUBJECT_CORRUPT
    grants
    BONUS_HAPPINESS_GAIN_SMALL
    aiCityYields: YIELD_HAPPINESS=60
    BONUS_MONEY_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=160
    aiGlobalYieldsPer: YIELD_MONEY=40

✎ Andy Auseon

Lover and Husband Mission Finished · Divorce Event
Once per game Leader UsSpouse Of Leader UsUs Lover Of LeaderCovert
  • Yes, yes, that sounds wonderful! Just put the knife away!
    grants
    BONUS_EVENTOPTION_MARRIAGE_POLY_YES
    iPolyMarrySubject 0
  • No. I will not bow to your wishes.
    The character is killed
    grants
    BONUS_KILL_CHARACTER
    bKillCharacter 1
  • Ah my loves, you can't stop me.
    The marriage is dissolvedLeader relationship: Vengeful Against
    gated by
    LeaderSubject SUBJECT_CHARACTER_ARCHETYPE_MARTIAL
    grants
    BONUS_EVENTOPTION_DIVORCE_LOVER_AND_SPOUSE_OPTION_2
    AddLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINST
    iDivorcedBySubject 0

✎ Zorbaz

Luxurious Trade Mission Finished · Trade Mission Event
Every 40 turns UsPlayer Min PleasedCity Us Ambassador
  • Resolve
    10%
    -160Money-40/city↗ turnAdds Salt
    10%
    -160Money-40/city↗ turnAdds Gems
    10%
    -160Money-40/city↗ turnAdds Fur
    10%
    -160Money-40/city↗ turnAdds Honey
    10%
    -160Money-40/city↗ turnAdds Incense
    10%
    -160Money-40/city↗ turnAdds Lavender
    10%
    -160Money-40/city↗ turnAdds Olives
    10%
    -160Money-40/city↗ turnAdds Wine
    10%
    -160Money-40/city↗ turnAdds Dyes
    10%
    -160Money-40/city↗ turnAdds Pearls
    grants
    10% BONUS_MONEY_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=-160
    aiGlobalYieldsPer: YIELD_MONEY=-40
    10% BONUS_CITY_ADD_RESOURCE_SALT
    AddResource RESOURCE_SALT
    10% BONUS_MONEY_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=-160
    aiGlobalYieldsPer: YIELD_MONEY=-40
    10% BONUS_CITY_ADD_RESOURCE_GEM
    AddResource RESOURCE_GEM
    10% BONUS_MONEY_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=-160
    aiGlobalYieldsPer: YIELD_MONEY=-40
    10% BONUS_CITY_ADD_RESOURCE_FUR
    AddResource RESOURCE_FUR
    10% BONUS_MONEY_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=-160
    aiGlobalYieldsPer: YIELD_MONEY=-40
    10% BONUS_CITY_ADD_RESOURCE_HONEY
    AddResource RESOURCE_HONEY
    10% BONUS_MONEY_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=-160
    aiGlobalYieldsPer: YIELD_MONEY=-40
    10% BONUS_CITY_ADD_RESOURCE_INCENSE
    AddResource RESOURCE_INCENSE
    10% BONUS_MONEY_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=-160
    aiGlobalYieldsPer: YIELD_MONEY=-40
    10% BONUS_CITY_ADD_RESOURCE_LAVENDER
    AddResource RESOURCE_LAVENDER
    10% BONUS_MONEY_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=-160
    aiGlobalYieldsPer: YIELD_MONEY=-40
    10% BONUS_CITY_ADD_RESOURCE_OLIVE
    AddResource RESOURCE_OLIVE
    10% BONUS_MONEY_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=-160
    aiGlobalYieldsPer: YIELD_MONEY=-40
    10% BONUS_CITY_ADD_RESOURCE_WINE
    AddResource RESOURCE_WINE
    10% BONUS_MONEY_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=-160
    aiGlobalYieldsPer: YIELD_MONEY=-40
    10% BONUS_CITY_ADD_RESOURCE_DYE
    AddResource RESOURCE_DYE
    10% BONUS_MONEY_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=-160
    aiGlobalYieldsPer: YIELD_MONEY=-40
    10% BONUS_CITY_ADD_RESOURCE_PEARL
    AddResource RESOURCE_PEARL
  • Resolve
    10%
    -160Money-40/city↗ turnAdds Salt
    10%
    -160Money-40/city↗ turnAdds Gems
    10%
    -160Money-40/city↗ turnAdds Fur
    10%
    -160Money-40/city↗ turnAdds Honey
    10%
    -160Money-40/city↗ turnAdds Incense
    10%
    -160Money-40/city↗ turnAdds Lavender
    10%
    -160Money-40/city↗ turnAdds Olives
    10%
    -160Money-40/city↗ turnAdds Wine
    10%
    -160Money-40/city↗ turnAdds Dyes
    10%
    -160Money-40/city↗ turnAdds Pearls
    grants
    10% BONUS_MONEY_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=-160
    aiGlobalYieldsPer: YIELD_MONEY=-40
    10% BONUS_CITY_ADD_RESOURCE_SALT
    AddResource RESOURCE_SALT
    10% BONUS_MONEY_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=-160
    aiGlobalYieldsPer: YIELD_MONEY=-40
    10% BONUS_CITY_ADD_RESOURCE_GEM
    AddResource RESOURCE_GEM
    10% BONUS_MONEY_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=-160
    aiGlobalYieldsPer: YIELD_MONEY=-40
    10% BONUS_CITY_ADD_RESOURCE_FUR
    AddResource RESOURCE_FUR
    10% BONUS_MONEY_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=-160
    aiGlobalYieldsPer: YIELD_MONEY=-40
    10% BONUS_CITY_ADD_RESOURCE_HONEY
    AddResource RESOURCE_HONEY
    10% BONUS_MONEY_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=-160
    aiGlobalYieldsPer: YIELD_MONEY=-40
    10% BONUS_CITY_ADD_RESOURCE_INCENSE
    AddResource RESOURCE_INCENSE
    10% BONUS_MONEY_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=-160
    aiGlobalYieldsPer: YIELD_MONEY=-40
    10% BONUS_CITY_ADD_RESOURCE_LAVENDER
    AddResource RESOURCE_LAVENDER
    10% BONUS_MONEY_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=-160
    aiGlobalYieldsPer: YIELD_MONEY=-40
    10% BONUS_CITY_ADD_RESOURCE_OLIVE
    AddResource RESOURCE_OLIVE
    10% BONUS_MONEY_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=-160
    aiGlobalYieldsPer: YIELD_MONEY=-40
    10% BONUS_CITY_ADD_RESOURCE_WINE
    AddResource RESOURCE_WINE
    10% BONUS_MONEY_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=-160
    aiGlobalYieldsPer: YIELD_MONEY=-40
    10% BONUS_CITY_ADD_RESOURCE_DYE
    AddResource RESOURCE_DYE
    10% BONUS_MONEY_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=-160
    aiGlobalYieldsPer: YIELD_MONEY=-40
    10% BONUS_CITY_ADD_RESOURCE_PEARL
    AddResource RESOURCE_PEARL
  • We are not interested in anything except trade.
    (no gates or payload in XML)

✎ Zorbaz

Luxurious Tribute Mission Finished · Demand Tribute Event
Every 60 turns Player ThemUsCapital Us Player Max WeakerAmbassador
Always Remembered: Demanded Tribute (-40 opinion for 10 turns)(no event currently keys off this)
  • Resolve
    10%
    +160Money+40/city↗ turnAdds Salt
    10%
    +160Money+40/city↗ turnAdds Gems
    10%
    +160Money+40/city↗ turnAdds Fur
    10%
    +160Money+40/city↗ turnAdds Honey
    10%
    +160Money+40/city↗ turnAdds Incense
    10%
    +160Money+40/city↗ turnAdds Lavender
    10%
    +160Money+40/city↗ turnAdds Olives
    10%
    +160Money+40/city↗ turnAdds Wine
    10%
    +160Money+40/city↗ turnAdds Dyes
    10%
    +160Money+40/city↗ turnAdds Pearls
    grants
    10% BONUS_MONEY_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=160
    aiGlobalYieldsPer: YIELD_MONEY=40
    10% BONUS_CITY_ADD_RESOURCE_SALT
    AddResource RESOURCE_SALT
    10% BONUS_MONEY_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=160
    aiGlobalYieldsPer: YIELD_MONEY=40
    10% BONUS_CITY_ADD_RESOURCE_GEM
    AddResource RESOURCE_GEM
    10% BONUS_MONEY_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=160
    aiGlobalYieldsPer: YIELD_MONEY=40
    10% BONUS_CITY_ADD_RESOURCE_FUR
    AddResource RESOURCE_FUR
    10% BONUS_MONEY_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=160
    aiGlobalYieldsPer: YIELD_MONEY=40
    10% BONUS_CITY_ADD_RESOURCE_HONEY
    AddResource RESOURCE_HONEY
    10% BONUS_MONEY_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=160
    aiGlobalYieldsPer: YIELD_MONEY=40
    10% BONUS_CITY_ADD_RESOURCE_INCENSE
    AddResource RESOURCE_INCENSE
    10% BONUS_MONEY_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=160
    aiGlobalYieldsPer: YIELD_MONEY=40
    10% BONUS_CITY_ADD_RESOURCE_LAVENDER
    AddResource RESOURCE_LAVENDER
    10% BONUS_MONEY_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=160
    aiGlobalYieldsPer: YIELD_MONEY=40
    10% BONUS_CITY_ADD_RESOURCE_OLIVE
    AddResource RESOURCE_OLIVE
    10% BONUS_MONEY_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=160
    aiGlobalYieldsPer: YIELD_MONEY=40
    10% BONUS_CITY_ADD_RESOURCE_WINE
    AddResource RESOURCE_WINE
    10% BONUS_MONEY_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=160
    aiGlobalYieldsPer: YIELD_MONEY=40
    10% BONUS_CITY_ADD_RESOURCE_DYE
    AddResource RESOURCE_DYE
    10% BONUS_MONEY_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=160
    aiGlobalYieldsPer: YIELD_MONEY=40
    10% BONUS_CITY_ADD_RESOURCE_PEARL
    AddResource RESOURCE_PEARL
  • Resolve
    10%
    +160Money+40/city↗ turnAdds Salt
    10%
    +160Money+40/city↗ turnAdds Gems
    10%
    +160Money+40/city↗ turnAdds Fur
    10%
    +160Money+40/city↗ turnAdds Honey
    10%
    +160Money+40/city↗ turnAdds Incense
    10%
    +160Money+40/city↗ turnAdds Lavender
    10%
    +160Money+40/city↗ turnAdds Olives
    10%
    +160Money+40/city↗ turnAdds Wine
    10%
    +160Money+40/city↗ turnAdds Dyes
    10%
    +160Money+40/city↗ turnAdds Pearls
    grants
    10% BONUS_MONEY_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=160
    aiGlobalYieldsPer: YIELD_MONEY=40
    10% BONUS_CITY_ADD_RESOURCE_SALT
    AddResource RESOURCE_SALT
    10% BONUS_MONEY_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=160
    aiGlobalYieldsPer: YIELD_MONEY=40
    10% BONUS_CITY_ADD_RESOURCE_GEM
    AddResource RESOURCE_GEM
    10% BONUS_MONEY_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=160
    aiGlobalYieldsPer: YIELD_MONEY=40
    10% BONUS_CITY_ADD_RESOURCE_FUR
    AddResource RESOURCE_FUR
    10% BONUS_MONEY_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=160
    aiGlobalYieldsPer: YIELD_MONEY=40
    10% BONUS_CITY_ADD_RESOURCE_HONEY
    AddResource RESOURCE_HONEY
    10% BONUS_MONEY_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=160
    aiGlobalYieldsPer: YIELD_MONEY=40
    10% BONUS_CITY_ADD_RESOURCE_INCENSE
    AddResource RESOURCE_INCENSE
    10% BONUS_MONEY_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=160
    aiGlobalYieldsPer: YIELD_MONEY=40
    10% BONUS_CITY_ADD_RESOURCE_LAVENDER
    AddResource RESOURCE_LAVENDER
    10% BONUS_MONEY_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=160
    aiGlobalYieldsPer: YIELD_MONEY=40
    10% BONUS_CITY_ADD_RESOURCE_OLIVE
    AddResource RESOURCE_OLIVE
    10% BONUS_MONEY_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=160
    aiGlobalYieldsPer: YIELD_MONEY=40
    10% BONUS_CITY_ADD_RESOURCE_WINE
    AddResource RESOURCE_WINE
    10% BONUS_MONEY_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=160
    aiGlobalYieldsPer: YIELD_MONEY=40
    10% BONUS_CITY_ADD_RESOURCE_DYE
    AddResource RESOURCE_DYE
    10% BONUS_MONEY_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=160
    aiGlobalYieldsPer: YIELD_MONEY=40
    10% BONUS_CITY_ADD_RESOURCE_PEARL
    AddResource RESOURCE_PEARL

✎ Zorbaz

Making Marriage Work Mission Finished · Influence Event
Every 0 turns Leader UsSpouse Of Leader Us Min Cautious
  • I love you too!
    Leader relationship: In Love With
    grants
    BONUS_LEADER_IN_LOVE_WITH
    AddLeaderRelationship RELATIONSHIP_IN_LOVE_WITH

✎ David Ballantyne

Making Marriage Work Mission Finished · Influence Event
Every 0 turns Leader UsSpouse Of Leader Us Max CautiousNot In Love With Leader
  • I will do my best to keep this in mind.
    Remembered: My spouse cares about my interests (+40 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_ADD_MEMORY_CARES_ABOUT_INTERESTS
    Memory MEMORYCHARACTER_CARES_ABOUT_INTERESTS
    ◇ grants a memory no event currently keys off

✎ David Ballantyne

Market Unrest Mission Finished · Pacify City Event
Every 80 turns Law: Elites Leader UsCity UsFamily Us
  • Establish organized guilds across [rival].
    Free law: Guilds
    grants
    BONUS_EVENTOPTION_MARKET_UNREST_OPTION_0_CHARACTER
    FreeLaw LAW_GUILDS
  • Invest in trade reform in [city].
    -160Money-40/city↗ turn
    grants
    BONUS_MONEY_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=-160
    aiGlobalYieldsPer: YIELD_MONEY=-40
  • Assemble a council to review monetary laws.
    +60Happinesseach city↗ turnLaw-based opinion shift
    gated by
    LeaderSubject SUBJECT_FRUGAL
    grants
    BONUS_HAPPINESS_GAIN_SMALL
    aiCityYields: YIELD_HAPPINESS=60
    BONUS_EVENTOPTION_MARKET_UNREST_OPTION_2_FAMILY
    aiLawOpinion: LAW_ELITES=40
  • There is nothing we can do right now.
    Remembered: Refused to change Law (-40 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_MARKET_UNREST_OPTION_3_FAMILY
    Memory MEMORYFAMILY_REFUSED_LAW
    ◇ grants a memory no event currently keys off

✎ Andy Auseon

Mercantile Metal Mission Finished · Trade Mission Event Empires of the Indus
100% to appear Once per game
  • Instruct them to make the deal.
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    grants
    BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_ORDERS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=100, YIELD_ORDERS=-20
    BONUS_IMPORT_WOOTZ
    aeImportResources: RESOURCE_WOOTZ_STEEL=1
  • Push for more of the simple IronIron instead.
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    grants
    BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_ORDERS_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=100, YIELD_ORDERS=-10
  • For now, we prefer not to trade.
    (no gates or payload in XML)

✎ Josh Unsworth Background reading ↗

Misinformation Mission Finished · Treachery Event
Once per game UsCity ThemPlayer ThemPlayer UsLeader ThemUs AgentSpymaster
Always -10 HP to the city
  • Undermine the local and national leadership.
    grants
    BONUS_EVENTOPTION_TREACHERY_MISINFORMATION_OPTION_0_CHARACTER_1
    Mission MISSION_SLANDER_ANY
    iMissionSubject 2
  • Cause confusion and discord among the people.
    -1 Happiness level
    grants
    BONUS_HAPPINESS_DOWN
    iHappinessLevels -1

✎ Andy Auseon

Missing the Mark Mission Finished · Assassination Event
Every 10 turns ThemPlayer ThemUsPlayer Us Spymaster
  • Perhaps Goldgold can buy peace?
    grants
    BONUS_TRIBUTE_GIVE_MONEY_GIGANTIC
    aiYieldsTributeBase: YIELD_MONEY=-500
    aiYieldsTributePerUs: YIELD_MONEY=-100
  • We will not be threatened.
    +6 LegitimacyRemembered: Player Offer (5 turns)
    grants
    BONUS_PLAYER_WAR_LEGITIMACY
    DiplomacyPlayerTo DIPLOMACY_WAR
    iLegitimacy 6
    aeBonuses: BONUS_PLAYER_OFFER

✎ Josh Unsworth

Money Management Mission Finished · Tutor Event
Every 50 turns UsUs Courtier Merchant
  • To haggle with merchants to bring prices down.
    +1 Charisma
    grants
    BONUS_GAIN_CHARISMA_1
    aiRatings: RATING_CHARISMA=1
  • To search carefully for the very lowest prices.
    +1 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_1
    aiRatings: RATING_DISCIPLINE=1

✎ Andy Auseon

Monkey Assassin Mission Finished · Assassination Event
Every 40 turns Leader UsUs Or Them Monkey Assassin
Always 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
  • That went surprisingly well!
    (no gates or payload in XML)

✎ Josh Unsworth

Monkey Assassin Mission Finished · Assassination Event
Every 40 turns Leader UsUs Or Them Monkey Assassin
Always Loses trait: Monkey Assassin OwnerGain trait: Scarred
  • I should have seen that coming...
    +40 XP to the character
    grants
    BONUS_XP_CHARACTER_AVERAGE
    iXPCharacter 40

✎ Josh Unsworth

Monkey of Truce Mission Finished · Ask for Truce Event
Every 80 turns Player ThemLeader UsLeader Them Pet MonkeyWeak
  • I’ll be glad to be rid of the thing.
    Remembered: Player Offer (5 turns)Loses trait: Pet Monkey OwnerGain trait: Pet Monkey Owner
    grants
    BONUS_PLAYER_TRUCE
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
    aeBonuses: BONUS_PLAYER_OFFER
    BONUS_REMOVE_TRAIT_PET_MONKEY
    aeRemoveTraits: TRAIT_PET_MONKEY
    BONUS_GIVE_TRAIT_PET_MONKEY
    aeAddTraits: TRAIT_PET_MONKEY
  • “Creature”? That monkey is family!
    Leader relationship: Estranged From
    grants
    BONUS_LEADER_ESTRANGED_FROM
    AddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM

✎ Brodie Frehlich

Monkey of Truce Mission Finished · Offer Tribute for Truce Event
Every 80 turns Player ThemLeader UsLeader Them Pet MonkeyWeak
  • I’ll be glad to be rid of the thing.
    Remembered: Player Offer (5 turns)Loses trait: Pet Monkey OwnerGain trait: Pet Monkey Owner
    grants
    BONUS_PLAYER_TRUCE
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
    aeBonuses: BONUS_PLAYER_OFFER
    BONUS_REMOVE_TRAIT_PET_MONKEY
    aeRemoveTraits: TRAIT_PET_MONKEY
    BONUS_GIVE_TRAIT_PET_MONKEY
    aeAddTraits: TRAIT_PET_MONKEY
  • “Creature”? That monkey is family!
    Leader relationship: Estranged From
    grants
    BONUS_LEADER_ESTRANGED_FROM
    AddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM

✎ Brodie Frehlich

Naming and Necessity Mission Finished · Adopted Event
Once per game Leader UsUs Not AdultNot BabyNot Toddler
Always The target is adoptedRemembered: Excited about place in court (+20 opinion, permanent)(no event currently keys off this)
  • Sure thing.
    -1 Legitimacy
    grants
    BONUS_RENAME_SHADOWLIGHTNING_EFFECT
    iLegitimacy -1
    BONUS_RENAME_SHADOWLIGHTNING
    CharacterName NAME_SHADOWLIGHTNING
  • Your name is [character], come along now.
    Leader relationship: Disappointed With
    grants
    BONUS_LEADER_DISAPPOINTED_WITH
    AddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH

✎ Jeri Roys

National Treasure Mission Finished · Move Agent Network Event
Once per game Agent UsCity ThemPlayer ThemLeader Us
  • This armor will be Minemine. Do what you must.
    Gain trait: Hero Armour
    grants
    BONUS_RELEASE_AGENT
    bReleaseAgent 1
    BONUS_GIVE_TRAIT_HERO_ARMOR
    aeAddTraits: TRAIT_HERO_ARMOUR
  • Your mission is too important, [character]. Stay true to your task.
    +60 XP to the characterYour agent network moves to the target city
    grants
    BONUS_XP_CHARACTER_LARGE
    iXPCharacter 60
    BONUS_MISSIONRESULT_MOVE_NETWORK_SUCCESS
    iMoveNetworkCitySubject 0

✎ Josh Unsworth

Nero Escapes Mission Finished · Assassination Event Wonders and Dynasties Wonders & Dynasties
Once per game UsLeader UsUs NeroAgrippinaSpymaster
Always Leader relationship: Suspicious Of
  • Bid [character] to try again. [character] must be stopped.
    grants
    BONUS_EVENTOPTION_NERO_ESCAPES_OPTION_0_CHARACTER_2
    Mission MISSION_ASSASSINATE
    iMissionSubject 0
    bMissionFree 1
  • Enough, we have failed.
    (no gates or payload in XML)

✎ Josh Unsworth

Never Enough Mission Finished · Family Gift Event
Once per game Family Head UsFamily UsPlayer UsLeader Us GreedyExtravagant
Always Remembered: Sent us gifts (+40 opinion for 40 turns)(no event currently keys off this)
  • We should start production in [rival].
    Begin project: Perfume-240Money-60/city↗ turn-4Orders↗ turn
    grants
    BONUS_EVENTOPTION_NEVER_ENOUGH_LUXURY
    aeAddProjects: PROJECT_GIVE_PERFUME
    aeBonuses: BONUS_MONEY_LOSS_LARGE, BONUS_ORDERS_LOSS_SMALL
  • It is better to continue importing such comforts.
    -120Money-30/city↗ turn
    grants
    BONUS_MONEY_LOSS_SMALL
    aiGlobalYieldsBase: YIELD_MONEY=-120
    aiGlobalYieldsPer: YIELD_MONEY=-30
  • I will no longer pay for the [family] bad habits.
    Leader relationship: Disappointed With
    grants
    BONUS_LEADER_DISAPPOINTED_WITH
    AddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH

✎ Andy Auseon

No More Secrets Mission Finished · Slander Event
Once per game UsPlayer UsPlayer Them
  • The throne is responsible for this failure.
    -1 Legitimacy-40Civics-10/city↗ turn
    grants
    BONUS_EVENTOPTION_SLANDER_NO_MORE_SECRETS_OPTION_0_PLAYER_0
    iLegitimacy -1
    aeBonuses: BONUS_CIVICS_LOSS_SMALL
  • Clearly, the agent was not up to the task.
    Gain trait: Slighted
    grants
    BONUS_GIVE_TRAIT_SLIGHTED
    aeAddTraits: TRAIT_SLIGHTED

✎ Andy Auseon

No Time Wasted Mission Finished · Heir Chosen Event
Every 5 turns UsLeader Us
Always Becomes the chosen heirGain trait: Bold
  • "From here on"? You do know that I have no intention of stepping aside any time soon?
    Leader relationship: Estranged From
    grants
    BONUS_LEADER_ESTRANGED_FROM
    AddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
  • You know what, let's get to work on planning that coronation.
    grants
    BONUS_ABDICATE_MISSION
    Mission MISSION_ABDICATE
    bMissionFree 1

✎ Jeri Roys

No Truce Mission Finished · Ask for Truce Event
Every 0 turns Player No Truce
  • Perhaps they are not as naive as we thought.
    (no gates or payload in XML)

✎ Soren Johnson

No Truce Mission Finished · Demand Tribute for Truce Event
Every 0 turns Player No Truce
  • Perhaps they are not as naive as we thought.
    (no gates or payload in XML)

✎ Soren Johnson

No Truce Mission Finished · Offer Tribute for Truce Event
Every 0 turns Player No Truce
  • Perhaps they are not as naive as we thought.
    (no gates or payload in XML)

✎ Soren Johnson

No War Declaration Mission Finished · Ask a Nation to join your War against another Nation
Every 0 turns Player Them Human Or AiLeader Peace Or Truce
  • Oh, how generous of them to prioritize their own needs over ours!
    (no gates or payload in XML)

✎ Solver

No War Declaration Mission Finished · Ask a Nation to join your War against another Nation
Every 0 turns Player Them Human Or AiLeader Peace Or TrucePlayer Us Player Play To Win Vs
  • Oh, how generous of them to prioritize their own needs over ours!
    (no gates or payload in XML)

✎ Solver

No War Declaration Mission Finished · Ask a Nation to Declare War on another Nation
Every 0 turns Player Them Human Or AiLeader Peace Or Truce
  • Oh, how generous of them to prioritize their own needs over ours!
    (no gates or payload in XML)

✎ Soren Johnson

No War Declaration Mission Finished · Ask a Nation to Declare War on another Nation
Every 0 turns Player Them Human Or AiLeader Peace Or TrucePlayer Us Player Play To Win Vs 25
  • Oh, how generous of them to prioritize their own needs over ours!
    (no gates or payload in XML)

✎ Solver

No War Declaration Mission Finished · Ask a Nation to Declare War on a Tribe
Every 0 turns TribeLeader Peace Or TrucePlayer Us Player Play To Win Vs
  • We can only rely on ourselves now.
    (no gates or payload in XML)

✎ Soren Johnson

No Zealot Like the Convert Mission Finished · Convert Target to State Religion Event
Every 0 turns Us Or ThemCity UsReligion StatePlayer Us
Always Converts to the target religion
  • Help to fund his efforts.
    -160Money-40/city↗ turn
    grants
    BONUS_EVENTOPTION_CONVERT_SPREAD_0
    iSpreadToSubject 1
    BONUS_MONEY_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=-160
    aiGlobalYieldsPer: YIELD_MONEY=-40
  • Thank him for trying.
    +20 XP to the character
    grants
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20
  • How foolish, that Moneymoney can be better spent for the people of [city].
    Leader relationship: Estranged From+80Happinesseach city↗ turn
    grants
    BONUS_LEADER_ESTRANGED_FROM
    AddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
    BONUS_HAPPINESS_GAIN_AVERAGE
    aiCityYields: YIELD_HAPPINESS=80

✎ Josh Unsworth

Noble Concerns Mission Finished · Legitimized Event
Every 40 turns UsUsFamily Ordered UsFamily Ordered UsFamily Ordered Us Council
Always -2 LegitimacyGain trait: LegitimizedLoses trait: Bastard
  • We should support the [family] Family as they support our actions.
    Remembered: Sent us gifts (+40 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_LEGITIMIZE_THREE_FAMILIES_CONCERN
    Memory MEMORYFAMILY_FAMILY_GIFTS
    ◇ grants a memory no event currently keys off
  • Arrange for the [family] Family to receive a large shipment of Foodfood.
    -30Food-10/city↗ turnRemembered: Sent us gifts (+40 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_FOOD_LOSS_SMALL
    aiGlobalYieldsBase: YIELD_FOOD=-30
    aiGlobalYieldsPer: YIELD_FOOD=-10
    BONUS_EVENTOPTION_LEGITIMIZE_THREE_FAMILIES_CONCERN
    Memory MEMORYFAMILY_FAMILY_GIFTS
    ◇ grants a memory no event currently keys off
  • A gift of Ironiron for the [family] Family would bring those daggers to our side.
    -30Iron-10/city↗ turnRemembered: Sent us gifts (+40 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_IRON_LOSS_SMALL
    aiGlobalYieldsBase: YIELD_IRON=-30
    aiGlobalYieldsPer: YIELD_IRON=-10
    BONUS_EVENTOPTION_LEGITIMIZE_THREE_FAMILIES_CONCERN
    Memory MEMORYFAMILY_FAMILY_GIFTS
    ◇ grants a memory no event currently keys off

✎ Zorbaz

Nobles Abroad Mission Finished · Infiltrate Event
Once per game UsLeader UsPlayer ThemFamily Head UsFamily Us High Discipline
Always Reveals the target player's territoryLeader relationship: Plotting Against
  • We must keep a close eye on the [family].
    +20 XP to the character
    grants
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20

✎ Andy Auseon

Of Dogs and Daggers Mission Finished · Assassination Event
Once per game Leader UsUs Dog Owner
Always Loses trait: Dog Owner
  • What kind of monster would do such a thing!
    (no gates or payload in XML)

✎ Zorbaz

On War Mission Finished · Declare War Empires of the Indus
100% to appear Every 0 turns
  • We are ready for this.
    Remembered: Declared War on us (-80 opinion for 40 turns)Remembered: Player Offer (5 turns)
    grants
    BONUS_DECLARE_WAR_PLAYER
    Memory MEMORYPLAYER_DECLARED_WAR
    DiplomacyPlayerFrom DIPLOMACY_WAR
    aeBonuses: BONUS_PLAYER_OFFER
    ◇ may enable: The Sword of Damocles
  • There are more preparations to be made.
    (no gates or payload in XML)

✎ Josh Unsworth Background reading ↗

Only the Best Mission Finished · Family Marriage
Every 40 turns Leader UsFamily UsUsSuitor Temp GoodSuitor Temp Good CunningDiplomat
  • [character] will marry [character].
    Arranges a marriage
    grants
    BONUS_EVENTOPTION_MISSION_MARRIAGE_DIPLOMAT_NATION_YES_1_CHARACTER_2
    iMarrySubject 2
  • [character] is the right choice.
    Arranges a marriage
    grants
    BONUS_EVENTOPTION_MISSION_MARRIAGE_DIPLOMAT_NATION_YES_1_CHARACTER_2
    iMarrySubject 2
  • Neither of these options are good enough.
    (no gates or payload in XML)

✎ Josh Unsworth

Only the Best Mission Finished · Foreign Marriage
Every 40 turns Leader UsPlayer ThemUsSuitor Temp GoodSuitor Temp Good CunningDiplomat
  • [character] will marry [character].
    Arranges a marriage
    grants
    BONUS_EVENTOPTION_MISSION_MARRIAGE_DIPLOMAT_NATION_YES_1_CHARACTER_2
    iMarrySubject 2
  • [character] is the right choice.
    Arranges a marriage
    grants
    BONUS_EVENTOPTION_MISSION_MARRIAGE_DIPLOMAT_NATION_YES_1_CHARACTER_2
    iMarrySubject 2
  • Neither of these options are good enough.
    Remembered: Refused to marry into our royal succession (-40 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_PLAYER_DIPLO_MARRIAGE_NO
    Memory MEMORYPLAYER_EVENTOPTION_PLAYER_DIPLO_MARRIAGE_NO
    ◇ grants a memory no event currently keys off

✎ Josh Unsworth

Only the Best Mission Finished · Tribal Marriage
Every 40 turns Leader UsTribeUsSuitor Temp GoodSuitor Temp Good CunningDiplomat
  • [character] will marry [character].
    Arranges a marriage
    grants
    BONUS_EVENTOPTION_MISSION_MARRIAGE_DIPLOMAT_NATION_YES_1_CHARACTER_2
    iMarrySubject 2
  • [character] is the right choice.
    Arranges a marriage
    grants
    BONUS_EVENTOPTION_MISSION_MARRIAGE_DIPLOMAT_NATION_YES_1_CHARACTER_2
    iMarrySubject 2
  • Neither of these options are good enough.
    (no gates or payload in XML)

✎ Josh Unsworth

Ostracized Mission Finished · Hold Court Event
Once per game Family Non Leader UsFamily Non Leader UsLeader UsFamily UsCity Us Family Max CautiousAdultCourtierCapital Us
  • There is no compelling evidence against [character].
    Remembered: Defied our accusation (-40 opinion for 20 turns)(no event currently keys off this)Leader relationship: Influenced By+80Discontenteach city↗ turn
    grants
    BONUS_EVENTOPTION_FAMILY_OSTRACIZED_OPTION_0_FAMILY_0
    Memory MEMORY_DEFIED_ACCUSATION
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
    BONUS_DISCONTENT_GAIN_AVERAGE
    aiCityYields: YIELD_DISCONTENT=80
    ◇ grants a memory no event currently keys off
  • We have no choice but to cast out the villain!
    Remembered: Ostracized family member (-40 opinion for 20 turns)(no event currently keys off this)Gain trait: ExiledLeader relationship: Estranged From+20Happinesseach city↗ turn
    grants
    BONUS_EVENTOPTION_FAMILY_OSTRACIZED_OPTION_1_FAMILY_1
    Memory MEMORY_BELIEVED_ACCUSATION
    BONUS_EVENTOPTION_FAMILY_OSTRACIZED_OPTION_1_CHARACTER_1
    AddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
    aeAddTraits: TRAIT_EXILED
    BONUS_HAPPINESS_GAIN_MINIMAL
    aiCityYields: YIELD_HAPPINESS=20
    ◇ grants a memory no event currently keys off
  • Refute the charges against [character].
    Remembered: Defied our accusation (-40 opinion for 20 turns)(no event currently keys off this)Remembered: Proved family member's innocence (+20 opinion for 20 turns)(no event currently keys off this)Leader relationship: Influenced By
    gated by
    LeaderSubject SUBJECT_INTELLIGENT
    grants
    BONUS_EVENTOPTION_FAMILY_OSTRACIZED_OPTION_0_FAMILY_0
    Memory MEMORY_DEFIED_ACCUSATION
    BONUS_EVENTOPTION_FAMILY_OSTRACIZED_OPTION_2_FAMILY_1
    Memory MEMORYFAMILY_SAVED_ACCUSED
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
    ◇ grants a memory no event currently keys off

✎ Andy Auseon Background reading ↗

Our Allegiance Mission Finished · Rally Troops Event
Once per game Religion PlayerLeader UsCity Us Zoroastrianism
  • All serve Ahura Mazda in the battle against evil.
    -60Training-15/city↗ turn
    grants
    BONUS_STATE_RELIGION
    bStateReligion 1
    BONUS_TRAINING_LOSS_SMALL
    aiGlobalYieldsBase: YIELD_TRAINING=-60
    aiGlobalYieldsPer: YIELD_TRAINING=-15
  • They fight for the good of [rival] and its ruler.
    Remembered: Our soldiers spurn Ahura Mazda (-20 opinion for 40 turns)(no event currently keys off this)+3 Legitimacy
    grants
    BONUS_EVENTOPTION_RELIGION_OUR_ALLEGIANCE_OPTION_1_RELIGION
    Memory MEMORYRELIGION_SOLDIERS_FOR_RULER
    BONUS_EVENTOPTION_RELIGION_OUR_ALLEGIANCE_OPTION_1_CHARACTER
    iLegitimacy 3
    ◇ grants a memory no event currently keys off
  • We are done following the whims of faith.
    +60Training+15/city↗ turn
    grants
    BONUS_TRAINING_GAIN_SMALL
    aiGlobalYieldsBase: YIELD_TRAINING=60
    aiGlobalYieldsPer: YIELD_TRAINING=15

✎ Andy Auseon

Our City Mission Finished · Family Gift Event
Once per game Family UsFamily UsCity UsLeader Us Family Max CautiousCity Family Seat No
  • The [family] may have [city].
    Remembered: Gave us a City (+80 opinion for 80 turns)(no event currently keys off this)Remembered: Gave away our City (-80 opinion for 80 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_DEMAND_CITY_YES_FAMILY_0
    Memory MEMORYFAMILY_GIVEN_CITY
    BONUS_EVENTOPTION_DEMAND_CITY_YES_FAMILY_1
    Memory MEMORYFAMILY_GAVE_AWAY_CITY
    BONUS_EVENTOPTION_DEMAND_CITY_YES_CITY
    iTradeCitySubject 0
    ◇ grants a memory no event currently keys off
  • They ask too much!
    Remembered: Refused to give us a City (-40 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_DEMAND_CITY_NO_FAMILY_0
    Memory MEMORYFAMILY_REFUSED_US_CITY
    ◇ grants a memory no event currently keys off
  • Convince them that [city] is a joyless burden.
    +40 XP to the character
    gated by
    LeaderSubject SUBJECT_CHARACTER_CHARMING
    grants
    BONUS_XP_CHARACTER_AVERAGE
    iXPCharacter 40

✎ Leyla Johnson

Out of Touch Mission Finished · Insurrection Event
Once per game City ThemUsPlayer Them Agent
  • He is dead to us.
    +60Discontenteach city↗ turn
    grants
    BONUS_EVENTOPTION_INSURRECTION_OUT_OF_TOUCH
    iJoinReverse 1
    aeBonuses: BONUS_DISCONTENT_GAIN_SMALL

✎ Andy Auseon

Outdoor Lesson Mission Finished · Tutor Event
Every 50 turns UsUsCity Us Child Or TeenagerMax 2 StrengthsCourtier SoldierCapital Us
  • Learning to identify and track wildlife.
    Gain trait: Tracker
    grants
    BONUS_GIVE_TRAIT_TRACKER
    aeAddTraits: TRAIT_TRACKER
  • Mastering the art of horseback riding.
    Gain trait: Equestrian
    grants
    BONUS_GIVE_TRAIT_EQUESTRIAN
    aeAddTraits: TRAIT_EQUESTRIAN

✎ Andy Auseon

Overlooked Innovators Mission Finished · Rally Troops Event
50% to appear Once per game Before turn 40 Leader UsCity Us High Wisdom
Always +60Training+15/city↗ turn
  • Promote this man above his superiors.
    Gain a Officer
    grants
    BONUS_EVENTOPTION_RALLY_OVERLOOKED_INNOVATORS_OPTION_0_CITY
    aeAddSpecialistClasses: SPECIALISTCLASS_OFFICER
  • I will take the time to listen.
    -5Orders↗ turn
    grants
    BONUS_EVENTOPTION_RALLY_OVERLOOKED_INNOVATORS_OPTION_1_CHARACTER
    bRandomTech 1
    aeBonuses: BONUS_ORDERS_LOSS_AVERAGE

✎ Andy Auseon

Pacifism Mission Finished · Declare War Empires of the Indus
100% to appear Every 0 turns
  • No, I must find another way.
    (no gates or payload in XML)
  • I will no longer hold myself to such ideals.
    Remembered: Declared War on us (-80 opinion for 40 turns)Remembered: Player Offer (5 turns)Loses trait: PacifistGain trait: Bitter
    grants
    BONUS_DECLARE_WAR_PLAYER
    Memory MEMORYPLAYER_DECLARED_WAR
    DiplomacyPlayerFrom DIPLOMACY_WAR
    aeBonuses: BONUS_PLAYER_OFFER
    BONUS_REMOVE_TRAIT_PACIFIST
    aeRemoveTraits: TRAIT_PACIFIST
    BONUS_GIVE_TRAIT_BITTER
    aeAddTraits: TRAIT_BITTER
    ◇ may enable: The Sword of Damocles

✎ Josh Unsworth

Pacifism Mission Finished · Player Declare War Human Event Empires of the Indus
100% to appear Every 0 turns
  • No, I must find another way.
    (no gates or payload in XML)
  • I will no longer hold myself to such ideals.
    Remembered: Declared War on us (-80 opinion for 40 turns)Remembered: Player Offer (5 turns)Loses trait: PacifistGain trait: Bitter
    grants
    BONUS_DECLARE_WAR_PLAYER
    Memory MEMORYPLAYER_DECLARED_WAR
    DiplomacyPlayerFrom DIPLOMACY_WAR
    aeBonuses: BONUS_PLAYER_OFFER
    BONUS_REMOVE_TRAIT_PACIFIST
    aeRemoveTraits: TRAIT_PACIFIST
    BONUS_GIVE_TRAIT_BITTER
    aeAddTraits: TRAIT_BITTER
    ◇ may enable: The Sword of Damocles

✎ Josh Unsworth

Pacifism Mission Finished · Declare War Empires of the Indus
100% to appear Every 0 turns
  • No, I must find another way.
    (no gates or payload in XML)
  • I will no longer hold myself to such ideals.
    Remembered: Declared War on us (-80 opinion for 40 turns)(no event currently keys off this)Remembered: Tribe Offer (5 turns)Loses trait: PacifistGain trait: Bitter
    grants
    BONUS_DECLARE_WAR_TRIBE
    Memory MEMORYTRIBE_DECLARED_WAR
    DiplomacyTribe DIPLOMACY_WAR
    aeBonuses: BONUS_TRIBE_OFFER
    BONUS_REMOVE_TRAIT_PACIFIST
    aeRemoveTraits: TRAIT_PACIFIST
    BONUS_GIVE_TRAIT_BITTER
    aeAddTraits: TRAIT_BITTER
    ◇ grants a memory no event currently keys off

✎ Josh Unsworth

Parted by Death Mission Finished · Assassination Event
Every 15 turns Us Or ThemUs Or ThemPlayer Us
Always 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 LeaderLeader relationship: Plotting Against
  • Close up the loose end.
    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-4Orders↗ turn
    grants
    BONUS_MISSIONRESULT_ASSASSINATE_KILL
    AchievementIfHeir ACHIEVEMENT_ASSASSINATED_HEIR
    AchievementIfOtherLeader ACHIEVEMENT_ASSASSINATED_ANOTHER_LEADER
    AddLeaderRelationship RELATIONSHIP_ASSASSINATED_BY
    bKillCharacter 1
    BONUS_ORDERS_LOSS_SMALL
    aiGlobalYieldsBase: YIELD_ORDERS=-4
  • There has been enough death already.
    (no gates or payload in XML)

✎ Josh Unsworth

Paternal Custody Mission Finished · Divorce Event
Once per game Leader UsSpouse Of Leader UsChild Of Leader UsChild Of Leader UsCity Us FamilyDifferent Family To LeaderChild Or Teenager
Always The marriage is dissolved
  • OrdersOrder soldiers to take by children by force.
    -5Orders↗ turnGain trait: ImprisonedLeader relationship: Estranged FromLeader relationship: Estranged From
    grants
    BONUS_ORDERS_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_ORDERS=-5
    BONUS_GIVE_TRAIT_IMPRISONED
    aeAddTraits: TRAIT_IMPRISONED
    BONUS_LEADER_ESTRANGED_FROM
    AddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
    BONUS_LEADER_ESTRANGED_FROM
    AddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
  • Declare [character] and [character] to be illegitimate.
    Leader relationship: Vengeful AgainstGain trait: BastardGain trait: Bastard
    grants
    BONUS_LEADER_VENGEFUL_AGAINST
    AddLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINST
    BONUS_GIVE_TRAIT_BASTARD
    aeAddTraits: TRAIT_BASTARD
    BONUS_GIVE_TRAIT_BASTARD
    aeAddTraits: TRAIT_BASTARD
  • Identify loopholes in the law that deny him custody.
    +1 WisdomLeader relationship: Vengeful Against
    gated by
    LeaderSubject SUBJECT_JUDGE
    grants
    BONUS_GAIN_WISDOM_1
    aiRatings: RATING_WISDOM=1
    BONUS_LEADER_VENGEFUL_AGAINST
    AddLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINST

✎ Andy Auseon

Patriarch vs. Oligarch Mission Finished · Convert Target to Religion Event
Once per game Leader UsFamily Head UsUsReligion StateReligionFamily Us
  • [character] is right, [character] ought to convert.
    Remembered: Did not take my side in theological dispute (-40 opinion for 20 turns)(no event currently keys off this)Remembered: Took my side in theological dispute (+40 opinion for 20 turns)(no event currently keys off this)Converts to the target religion
    grants
    BONUS_EVENTOPTION_CHARACTER_DISAGREEMENT_PATRIARCH_OLIGARCH_OPTION_0_LEADER
    BONUS_EVENTOPTION_CHARACTER_DISAGREEMENT_PATRIARCH_OLIGARCH_OPTION_0_FAMILYHEAD
    Memory MEMORYCHARACTER_PATRIARCH_OLIGARCH_NEG
    BONUS_EVENTOPTION_CHARACTER_DISAGREEMENT_PATRIARCH_OLIGARCH_OPTION_0_RELIGIONHEAD
    Memory MEMORYCHARACTER_PATRIARCH_OLIGARCH_POS
    BONUS_EVENTOPTION_CHARACTER_DISAGREEMENT_PATRIARCH_OLIGARCH_OPTION_0_STATE_RELIGION
    iConvertReligionSubject 1
    BONUS_EVENTOPTION_CHARACTER_DISAGREEMENT_PATRIARCH_OLIGARCH_OPTION_0_NONSTATERELIGION
    BONUS_EVENTOPTION_CHARACTER_DISAGREEMENT_PATRIARCH_OLIGARCH_OPTION_0_FAMILY
    ◇ grants a memory no event currently keys off
  • [character] may keep his [religion] faith.
    Remembered: Took my side in theological dispute (+40 opinion for 20 turns)(no event currently keys off this)Remembered: Did not take my side in theological dispute (-40 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_CHARACTER_DISAGREEMENT_PATRIARCH_OLIGARCH_OPTION_1_LEADER
    BONUS_EVENTOPTION_CHARACTER_DISAGREEMENT_PATRIARCH_OLIGARCH_OPTION_1_FAMILYHEAD
    Memory MEMORYCHARACTER_PATRIARCH_OLIGARCH_POS
    BONUS_EVENTOPTION_CHARACTER_DISAGREEMENT_PATRIARCH_OLIGARCH_OPTION_1_RELIGIONHEAD
    Memory MEMORYCHARACTER_PATRIARCH_OLIGARCH_NEG
    BONUS_EVENTOPTION_CHARACTER_DISAGREEMENT_PATRIARCH_OLIGARCH_OPTION_1_STATE_RELIGION
    BONUS_EVENTOPTION_CHARACTER_DISAGREEMENT_PATRIARCH_OLIGARCH_OPTION_1_NONSTATERELIGION
    BONUS_EVENTOPTION_CHARACTER_DISAGREEMENT_PATRIARCH_OLIGARCH_OPTION_1_FAMILY
    ◇ grants a memory no event currently keys off

✎ Gabe Campbell

Pay to Play Mission Finished · Influence Event
Once per game Courtier UsLeader Us Non Leader UsGreedy
  • He will do his duty... as a public service.
    Remembered: Ignored my request (-20 opinion for 20 turns)(no event currently keys off this)+2 Legitimacy
    grants
    BONUS_EVENTOPTION_PAY_TO_PLAY_OPTION_0_CHARACTER_0
    Memory MEMORYCHARACTER_GP_IGNORED_MY_REQUEST
    BONUS_EVENTOPTION_PAY_TO_PLAY_OPTION_0_CHARACTER_1
    iLegitimacy 2
    ◇ grants a memory no event currently keys off
  • A small dispensation cannot hurt.
    -40Money-10/city↗ turn
    grants
    BONUS_EVENTOPTION_PAY_TO_PLAY_OPTION_1_CHARACTER_1
    aeBonuses: BONUS_MONEY_LOSS_MINIMAL
  • Agree, but he is now my agent.
    Leader relationship: Influenced By-120Money-30/city↗ turn
    grants
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
    BONUS_EVENTOPTION_PAY_TO_PLAY_OPTION_2_CHARACTER_1
    aeBonuses: BONUS_MONEY_LOSS_SMALL

✎ Andy Auseon Background reading ↗

Payout Mission Finished · Gambling Event Behind the Throne
Once per game Leader UsPlayer Us
Always Steam achievement: Behind The Throne Jackpot+320Money+80/city↗ turn
  • Luck never holds, in the long run. There is no better time to stop.
    +1 WisdomLoses trait: Bone Dice
    grants
    BONUS_GAIN_WISDOM_1
    aiRatings: RATING_WISDOM=1
    BONUS_REMOVE_TRAIT_BONE_DICE
    aeRemoveTraits: TRAIT_BONE_DICE
  • Nothing can stop me, now that I'm on a roll.
    -1 Wisdom
    grants
    BONUS_LOSE_WISDOM_1
    aiRatings: RATING_WISDOM=-1

✎ Jeri Roys

Peace Among The Faithful Mission Finished · High Synod Event
50% to appear Once per game Religion WorldPlayer TruceUsPlayer UsLeader Us Ambassador
  • We will seek better relations with the [rival].
    Remembered: Honored our beliefs (+40 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_RELIGION_OPINION_GOOD
    Memory MEMORYRELIGION_RELIGION_OPINION_GOOD
    BONUS_EVENTOPTION_HIGH_SYNOD_PEACE_MISSION
    Mission MISSION_PLAYER_PEACE
    iMissionSubject 1
    ◇ grants a memory no event currently keys off
  • We have no desire to change our diplomatic relationship with the [rival].
    +20 XP to the character
    grants
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20

✎ Gabe Campbell

Peace Proposal Mission Finished · Peace Event
Every 0 turns Player TruceUs
  • Let a gift of tribute show our goodwill.
    grants
    BONUS_EVENTOPTION_PEACE_PROPOSAL_OFFER_TRIBUTE
  • Peace is desirable.
    grants
    BONUS_EVENTOPTION_PEACE_PROPOSAL_NO_TRIBUTE
  • We demand a tribute before any peace.
    grants
    BONUS_EVENTOPTION_PEACE_PROPOSAL_DEMAND_TRIBUTE
  • Maybe later.
    (no gates or payload in XML)

✎ Soren Johnson

Peace Proposal Mission Finished · Player Peace Human Event
Every 0 turns Player Truce Human
  • Yes.
    grants
    BONUS_EVENTOPTION_PEACE_PROPOSAL_HUMAN_YES
    DiplomacyPlayerFrom DIPLOMACY_PEACE
  • No.
    (no gates or payload in XML)

✎ Soren Johnson

Peace Response Mission Finished · Peace Event
Every 0 turns Player Min Similar
  • We leave [rival] to its fate.
    (no gates or payload in XML)

✎ Soren Johnson

Peace Response Mission Finished · Peace Event
Every 0 turns Player Max Weaker
  • This is an acceptable agreement.
    Remembered: Player Offer (5 turns)
    grants
    BONUS_EVENTOPTION_PEACE_RESPONSE_DEMAND_TRIBUTE_WEAKER
    aeBonuses: BONUS_PLAYER_PEACE, BONUS_TRIBUTE_RECEIVE_MONEY_SMALL
  • It is not enough.
    (no gates or payload in XML)

✎ Soren Johnson

Peace Response Mission Finished · Peace Event
Every 0 turns Player Max Similar
  • Peace will do.
    Remembered: Player Offer (5 turns)
    grants
    BONUS_PLAYER_PEACE
    DiplomacyPlayerFrom DIPLOMACY_PEACE
    aeBonuses: BONUS_PLAYER_OFFER
  • This is not the time.
    (no gates or payload in XML)

✎ Soren Johnson

Peace Response Mission Finished · Peace Event
Every 0 turns Player Min Stronger
  • We leave [rival] to its fate.
    (no gates or payload in XML)

✎ Soren Johnson

Peace Response Mission Finished · Peace Event
Every 0 turns Player Max Angry
  • We leave [rival] to its fate.
    (no gates or payload in XML)

✎ Soren Johnson/Jeri Roys

Peace Response Mission Finished · Peace Event
Every 0 turns Player Max Upset
  • We leave [rival] to its fate.
    (no gates or payload in XML)

✎ Soren Johnson/Jeri Roys

Peace Response Mission Finished · Peace Event
Every 0 turns Player Max Similar
  • We will offer them tribute.
    Remembered: Player Offer (5 turns)
    grants
    BONUS_EVENTOPTION_PEACE_RESPONSE_OFFER_TRIBUTE_SIMILAR
    aeBonuses: BONUS_PLAYER_PEACE, BONUS_TRIBUTE_GIVE_MONEY_AVERAGE
  • This is unacceptable.
    (no gates or payload in XML)

✎ Soren Johnson

Peace Response Mission Finished · Peace Event
Every 0 turns Player Min Stronger
  • We will offer them tribute.
    Remembered: Player Offer (5 turns)
    grants
    BONUS_EVENTOPTION_PEACE_RESPONSE_OFFER_TRIBUTE_STRONGER
    aeBonuses: BONUS_PLAYER_PEACE, BONUS_TRIBUTE_GIVE_MONEY_LARGE
  • This is unacceptable.
    (no gates or payload in XML)

✎ Soren Johnson

Planetary Influence Mission Finished · Influence Event Empires of the Indus
100% to appear Once per game
Always Leader relationship: Influenced By
  • We will use this to predict the seasonal effects on our crops.
    +30Growtheach city↗ turn
    grants
    BONUS_GROWTH_GAIN_SMALL_ALL
    aeAllCityBonuses: BONUS_GROWTH_GAIN_SMALL
  • Alignment with the stars will bring Ordersorder to our construction.
    +60Civics+15/city↗ turn
    grants
    BONUS_CIVICS_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_CIVICS=60
    aiGlobalYieldsPer: YIELD_CIVICS=15
  • With this we can divine the proper times to commune with the gods.
    Remembered: Star-aligned festivals (+40 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_MEMORY_STAR_ALIGNED_FESTIVALS
    Memory MEMORY_STAR_ALIGNED_FESTIVALS
    ◇ grants a memory no event currently keys off

✎ Josh Unsworth

Poisoned Mission Finished · Assassination Event
Every 40 turns Leader UsFamily Head UsUsUs Plotting Against LeaderChancellor
Always Gain trait: Poisoned
  • It doesn't matter who did it, but rather where it happened.
    Leader relationship: Terrified Of
    grants
    BONUS_LEADER_TERRIFIED_OF
    AddLeaderRelationship RELATIONSHIP_TERRIFIED_OF
  • I've heard rumors that [character] might wish my death.
    grants
    BONUS_EVENTOPTION_ASSASSINATE_BACKFIRED_POISONED_LITIGATE
    Mission MISSION_IMPRISON
    iMissionSubject 2
  • No. I don't know who it could be.
    Leader relationship: Owes Favor To
    gated by
    LeaderSubject SUBJECT_CHARACTER_COVERT
    grants
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
    BONUS_LEADER_PLOTTING_AGAINST_REMOVE
    RemoveLeaderRelationship RELATIONSHIP_PLOTTING_AGAINST

✎ Zorbaz

Pretty Persuasion Mission Finished · Imprison Event
Once per game Family Head UsUsFamily UsLeader UsPlayer Us ChancellorFamily Different From Leader
  • I have received the [family] message. Release [character].
    Gain trait: Corrupt+240Money+60/city↗ turn
    grants
    BONUS_EVENTOPTION_PRETTY_PERSUASION_OPTION_0_CHARACTER_2
    aeAddTraits: TRAIT_CORRUPT
    aeBonuses: BONUS_MONEY_GAIN_LARGE
  • Justice in court will not be bought and sold.
    Gain trait: ImprisonedLeader relationship: Vengeful AgainstGain trait: Righteous
    grants
    BONUS_EVENTOPTION_PRETTY_PERSUASION_OPTION_1_CHARACTER_0
    AddLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINST
    aeAddTraits: TRAIT_IMPRISONED
    BONUS_GIVE_TRAIT_RIGHTEOUS
    aeAddTraits: TRAIT_RIGHTEOUS
  • Keep the riches and uphold the arrest. The [family] are fools.
    Gain trait: ImprisonedLeader relationship: Plotting Against-1 Legitimacy+240Money+60/city↗ turn
    gated by
    LeaderSubject SUBJECT_CHARACTER_VILLAINOUS
    grants
    BONUS_EVENTOPTION_PRETTY_PERSUASION_OPTION_2_CHARACTER_0
    AddLeaderRelationship RELATIONSHIP_PLOTTING_AGAINST
    aeAddTraits: TRAIT_IMPRISONED
    BONUS_EVENTOPTION_PRETTY_PERSUASION_OPTION_2_CHARACTER_2
    iLegitimacy -1
    aeBonuses: BONUS_MONEY_GAIN_LARGE

✎ Andy Auseon

Progress and Prosperity Mission Finished · Influence Event
Every 80 turns Leader Tribe Peace Or TruceTribe Peace Or TrucePlayer UsLeader Us Tribe Min Cautious
  • Help the [tribe] fund a caravan and share in the profits.
    +1 Caravan-240Money-60/city↗ turn
    grants
    BONUS_UNIT_CARAVAN
    aiUnits: UNIT_CARAVAN=1
    BONUS_MONEY_LOSS_LARGE
    aiGlobalYieldsBase: YIELD_MONEY=-240
    aiGlobalYieldsPer: YIELD_MONEY=-60
  • Make a sizeable donation to the coffers of the [tribe].
    Leader relationship: Owes Favor To-160Money-40/city↗ turn
    grants
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
    BONUS_MONEY_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=-160
    aiGlobalYieldsPer: YIELD_MONEY=-40
  • Gift [character] with access to your military planners and civil engineers.
    Leader relationship: Endeared To-80Training-20/city↗ turn-60Civics-15/city↗ turn
    grants
    BONUS_LEADER_ENDEARED_TO
    AddLeaderRelationship RELATIONSHIP_ENDEARED_TO
    BONUS_TRAINING_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_TRAINING=-80
    aiGlobalYieldsPer: YIELD_TRAINING=-20
    BONUS_CIVICS_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_CIVICS=-60
    aiGlobalYieldsPer: YIELD_CIVICS=-15
  • Sadly, at present, we are not in a position to take advantage of any other opportunities.
    +40 XP to the character
    grants
    BONUS_XP_CHARACTER_AVERAGE
    iXPCharacter 40

✎ Velociryx

Protected by the People Mission Finished · Insurrection Event
Once per game ThemCity UsPlayer UsUs Spymaster
  • Throw a huge celebration to thank of the people of [city].
    The character is killed+120Happinesseach city↗ turn
    grants
    BONUS_KILL_CHARACTER
    bKillCharacter 1
    BONUS_HAPPINESS_GAIN_LARGE
    aiCityYields: YIELD_HAPPINESS=120
  • Have the execution take place in front of the gathered mob.
    +4 LegitimacyThe character is killed
    grants
    BONUS_KILL_CHARACTER_AGENT
    iLegitimacy 4
    bKillCharacter 1

✎ Josh Unsworth

Proud Throngs Mission Finished · Rally Troops Event
50% to appear Once per game Leader UsPlayer UsCity UsCity Us High Charisma
Always +60Training+15/city↗ turn
  • We should always celebrate our brave soldiers.
    +40Happinesseach city↗ turn+40Happinesseach city↗ turn
    grants
    BONUS_HAPPINESS_GAIN_TINY
    aiCityYields: YIELD_HAPPINESS=40
    BONUS_HAPPINESS_GAIN_TINY
    aiCityYields: YIELD_HAPPINESS=40

✎ Andy Auseon

Quality Time Mission Finished · Influence Event
Every 5 turns Leader UsSpouse Of Leader Us FemaleIn Love With Leader
  • The night is young.
    Gain trait: Pregnant
    grants
    100% BONUS_GIVE_TRAIT_PREGNANT
    aeAddTraits: TRAIT_PREGNANT

✎ David Ballantyne

Quality Time Mission Finished · Influence Event
Every 5 turns Leader UsSpouse Of Leader Us MaleIn Love With Leader
  • The night is young.
    Gain trait: Pregnant
    grants
    100% BONUS_GIVE_TRAIT_PREGNANT
    aeAddTraits: TRAIT_PREGNANT

✎ David Ballantyne

Rapid Disposal Mission Finished · Assassination Event Wrath of Gods
Once per game FloodFamily UsUsLeader Us Occurrence Active
Always The character is killed
  • A tragedy, to be sure.
    +20 XP to the character
    grants
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20
  • Offer condolences to the [family].
    Remembered: Offered condolences following a tragic death (+20 opinion for 20 turns)(no event currently keys off this)+20 XP to the character
    gated by
    LeaderSubject SUBJECT_CHARACTER_COVERT
    grants
    BONUS_EVENTOPTION_CALAMITIES_FLOOD_ASSASSINATE_COVERT_FAMILY
    Memory MEMORYFAMILY_FLOOD_ASSASSINATE_CONDOLENCES
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20
    ◇ grants a memory no event currently keys off

✎ Brodie Frehlich

Recognition of Lover Mission Finished · Divorce Event
Every 40 turns UsLeader UsSpouse Of Leader Us Lover Of Leader
  • This offer has merit, and we shall accept it.
    Leader relationship: Influenced By
    grants
    BONUS_EVENTOPTION_MARRIAGE_POLY_YES
    iPolyMarrySubject 0
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
  • No. The last embers of my love faded years ago.
    The marriage is dissolvedLeader relationship: Estranged From
    grants
    BONUS_EVENTOPTION_DIVORCE_RECOGNITION_OF_LOVER_OPTION_1
    AddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
    iDivorcedBySubject 1
  • I've only ever wanted you, my love.
    Leader relationship: In Love With
    grants
    BONUS_LEADER_IN_LOVE_WITH
    AddLeaderRelationship RELATIONSHIP_IN_LOVE_WITH

✎ Zorbaz Background reading ↗

Rejection of Influence Mission Finished · Influence Event
Every 40 turns Leader UsUs Or Them Vengeful Against Leader
  • To arms! Kill the intruders!
    The character is killedLeader relationship: Assassinated ByRemembered: Assassination exposed (-80 opinion for 40 turns)(no event currently keys off this)
    gated by
    LeaderSubject SUBJECT_HIGH_COURAGE
    grants
    BONUS_KILL_CHARACTER_MURDERED
    AddLeaderRelationship RELATIONSHIP_ASSASSINATED_BY
    bKillCharacter 1
    aeBonuses: BONUS_ASSASSINATION_EXPOSED
    ◇ grants a memory no event currently keys off
  • Allow [character] to leave. He has made his point.
    Leader relationship: Suspicious Of
    grants
    BONUS_LEADER_SUSPICIOUS_OF
    AddLeaderRelationship RELATIONSHIP_SUSPICIOUS_OF
  • I hear you, and I apologize for my part in it.
    Gain trait: CunningLeader relationship: Influenced By
    gated by
    LeaderSubject SUBJECT_PLAYER_DIPLOMAT
    grants
    BONUS_GIVE_TRAIT_CUNNING
    aeAddTraits: TRAIT_CUNNING
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY

✎ Zorbaz

Religious Teachings Mission Finished · Convert Your Religion Event
Every 0 turns Leader UsReligionPlayer Us
  • Do not rest until you understand the deepest ideas of [religion].
    +1 WisdomConverts to the target religion-240Money-60/city↗ turn
    grants
    BONUS_GAIN_WISDOM_1
    aiRatings: RATING_WISDOM=1
    BONUS_EVENTOPTION_CONVERT_S0
    iConvertReligionSubject 0
    BONUS_MONEY_LOSS_LARGE
    aiGlobalYieldsBase: YIELD_MONEY=-240
    aiGlobalYieldsPer: YIELD_MONEY=-60
  • Ask them to teach you enough for daily practice.
    Converts to the target religion-120Money-30/city↗ turn
    grants
    BONUS_EVENTOPTION_CONVERT_S0
    iConvertReligionSubject 0
    BONUS_MONEY_LOSS_SMALL
    aiGlobalYieldsBase: YIELD_MONEY=-120
    aiGlobalYieldsPer: YIELD_MONEY=-30
  • Refuse to pay the priests.
    (no gates or payload in XML)

✎ Josh Unsworth

Rule of Law Mission Finished · Tutor Event
Once per game UsUsLeader UsCity Us
  • The ruler is the final judge of what is right.
    Gain trait: Loyal+2 Legitimacy
    grants
    BONUS_GIVE_TRAIT_LOYAL
    aeAddTraits: TRAIT_LOYAL
    BONUS_EVENTOPTION_TUTOR_RULE_OF_LAW_OPTION_0_CHARACTER_2
    iLegitimacy 2
  • Authority rests with the consensus of the court.
    Gain trait: Humble+60Civics+15/city↗ turn
    grants
    BONUS_GIVE_TRAIT_HUMBLE
    aeAddTraits: TRAIT_HUMBLE
    BONUS_CIVICS_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_CIVICS=60
    aiGlobalYieldsPer: YIELD_CIVICS=15
  • Judges and orators speak for the people.
    grants
    BONUS_EVENTOPTION_TUTOR_RULE_OF_LAW_OPTION_2_CITY
    AddImprovement IMPROVEMENT_COURTHOUSE_1

✎ Andy Auseon

Ruler of All Mission Finished · Vassalize Tribe Event Empires of the Indus
100% to appear Once per game
Always -2 LegitimacyRemembered: Tribe Offer (5 turns)
  • I am equal to the Emperors of the east.
    +5 Legitimacy
    grants
    BONUS_TITLE_SON_OF_HEAVEN
    SetTitle TITLE_SON_OF_HEAVEN
    iLegitimacy 5
  • All Kings shall bow before me.
    +5 Legitimacy
    grants
    BONUS_TITLE_KING_OF_KINGS
    SetTitle TITLE_KING_OF_KINGS
    iLegitimacy 5
  • I need no more titles to show my prowess.
    +1 Courage
    grants
    BONUS_GAIN_COURAGE_1
    aiRatings: RATING_COURAGE=1

✎ Josh Unsworth

Sage Counsel Mission Finished · Hold Court Event
Once per game Leader UsPlayer Us Player Legal Code
  • Reduce the backlog of legal cases.
    +120Happinesseach city↗ turn
    grants
    BONUS_HAPPINESS_GAIN_LARGE
    aiCityYields: YIELD_HAPPINESS=120
  • Train additional advocates.
    +40Civics+10/city↗ turn
    grants
    BONUS_CIVICS_GAIN_SMALL
    aiGlobalYieldsBase: YIELD_CIVICS=40
    aiGlobalYieldsPer: YIELD_CIVICS=10
  • Find ways to improve efficiency.
    +8Orders↗ turn
    grants
    BONUS_ORDERS_GAIN_LARGE
    aiGlobalYieldsBase: YIELD_ORDERS=8

✎ Andy Auseon

Schemes Exposed Mission Finished · Scheme Foiled Event Behind the Throne
Once per game Player UsUs Not Special Ambassador
  • I suppose all that matters now is victory.
    Gain trait: The Uncrowned
    grants
    BONUS_START_CIVIL_WAR
    OccurrenceStartPlayer OCCURRENCE_CIVIL_WAR
    BONUS_GIVE_TRAIT_THE_UNCROWNED
    aeAddTraits: TRAIT_THE_UNCROWNED

✎ Jeri Roys

Secret Lovers Mission Finished · Insurrection Event
Once per game City ThemUsPlayer ThemHeir ThemFamily Head Us AgentAdult Under 30Adult Under 40
Always +60Discontenteach city↗ turn
  • Reveal this scandalous affair to agitate the rebels.
    2 rebel units appearLeader relationship: Vengeful Against
    grants
    BONUS_REBEL_UNITS_2
    iRebelUnits 2
    BONUS_LEADER_VENGEFUL_AGAINST
    AddLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINST
  • I will help the young lovers keep their secret.
    Leader relationship: Influenced ByLeader relationship: Influenced By
    grants
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY

✎ Andy Auseon

Seditious Meetings Mission Finished · Pacify City Event
Once per game UsLeader UsCity Us Plotting Against LeaderCapital Us
  • Arrest [character] on charges of treason against [rival].
    Gain trait: Imprisoned
    grants
    BONUS_GIVE_TRAIT_IMPRISONED
    aeAddTraits: TRAIT_IMPRISONED
  • The court should investigate political reform in [city].
    -1 LegitimacyBegin project: Corruption Reform
    grants
    BONUS_EVENTOPTION_SEDITIOUS_MEETINGS_OPTION_2_CHARACTER_1
    iLegitimacy -1
    aeAddProjects: PROJECT_CORRUPTION_REFORM
  • I will speak to these gatherings in person. Charming character / Inspiring / Blessed
    +60Happinesseach city↗ turn
    gated by
    LeaderSubjectAny SUBJECT_CHARACTER_CHARMING / SUBJECT_INSPIRING / SUBJECT_BLESSED
    grants
    BONUS_LEADER_PLOTTING_AGAINST_REMOVE
    RemoveLeaderRelationship RELATIONSHIP_PLOTTING_AGAINST
    BONUS_HAPPINESS_GAIN_SMALL
    aiCityYields: YIELD_HAPPINESS=60

✎ Andy Auseon

Seeking Help Mission Finished · Steal Research Event
Once per game UsPlayer UsPlayer ThemLeader Them TerrifyingCovert
Always +40Science+10/city↗ turn
  • I wish him a speedy recovery.
    Gain trait: Incubated
    grants
    BONUS_GIVE_TRAIT_INCUBATED
    aeAddTraits: TRAIT_INCUBATED

✎ Andy Auseon

Selling Secrets Mission Finished · Steal Research Event
Once per game UsPlayer UsPlayer Them Max UpsetVillainous
Always Gain trait: Fugitive
  • You never can trust a spy.
    grants
    BONUS_EVENTOPTION_STEAL_SELLING_SECRETS_OPTION_0_PLAYER_1
    bRandomTech 1

✎ Andy Auseon

Selling Stirrups Mission Finished · Trade Mission Event Empires of the Indus
100% to appear Once per game
  • We can not miss this golden opportunity.
    Gain tech: StirrupsRemembered: New Trade Deal (+40 opinion for 20 turns)
    grants
    BONUS_TECH_STIRRUPS
    aeTechs: TECH_STIRRUPS
    BONUS_STIRRUPS_TRADE
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=500
  • Push [rival] for a better deal.
    Gain tech: StirrupsRemembered: New Trade Deal (+40 opinion for 20 turns)
    gated by
    LeaderSubject SUBJECT_CUNNING
    grants
    BONUS_TECH_STIRRUPS
    aeTechs: TECH_STIRRUPS
    BONUS_STIRRUPS_TRADE_EXTRA
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=800
  • The military advantage is too great to pass up.
    +160Training+40/city↗ turn
    grants
    BONUS_TRAINING_GAIN_HUGE
    aiGlobalYieldsBase: YIELD_TRAINING=160
    aiGlobalYieldsPer: YIELD_TRAINING=40

✎ Josh Unsworth Background reading ↗

Send Him Out! Mission Finished · Pacify City Event
Once per game UsCity UsPlayer Us WeakLow Discipline
  • We will give them [character].
    Gain trait: Doomed+40Happinesseach city↗ turn
    grants
    BONUS_GIVE_TRAIT_DOOMED
    aeAddTraits: TRAIT_DOOMED
    BONUS_HAPPINESS_GAIN_TINY
    aiCityYields: YIELD_HAPPINESS=40
    BONUS_EVENTOPTION_PACIFY_SEND_HIM_OUT_OPTION_0_PLAYER
  • They ask for too much. Teach them obedience.
    +1 Heavy Infantry unit1 rebel unit appear
    grants
    BONUS_EVENTOPTION_PACIFY_SEND_HIM_OUT_OPTION_1_CITY
    iRebelUnits 1
    aiBonusUnits: BONUSUNITCLASS_HEAVY_INFANTRY=1
  • I will meet with leaders of the rebellion.
    +80Happinesseach city↗ turn-1 Legitimacy
    gated by
    LeaderSubject SUBJECT_CHARACTER_CHARMING
    grants
    BONUS_HAPPINESS_GAIN_AVERAGE
    aiCityYields: YIELD_HAPPINESS=80
    BONUS_EVENTOPTION_PACIFY_SEND_HIM_OUT_OPTION_2_PLAYER
    iLegitimacy -1

✎ Andy Auseon

Setting an Example Mission Finished · Gambling Event Behind the Throne
Once per game Leader UsCapital Us
Always Begin project: Den of Vice
  • This kind of idleness in the people is unacceptable. Conscript every able bodied [rival] you can find in the gambling halls.
    +1 Levy unit+80Discontenteach city↗ turn
    grants
    BONUS_RECRUIT_AND_DISCONTENT
    aeBonuses: BONUS_UNITCLASS_LEVY, BONUS_DISCONTENT_GAIN_AVERAGE
  • Perhaps the laws among the common folk should be relaxed. It is only fair.
    -40Civics-10/city↗ turn+1 Happiness level
    grants
    BONUS_CIVICS_LOSS_SMALL
    aiGlobalYieldsBase: YIELD_CIVICS=-40
    aiGlobalYieldsPer: YIELD_CIVICS=-10
    BONUS_HAPPINESS_UP
    iHappinessLevels 1
  • A lack of enforcement has benefits.
    Gain trait: Corrupt+160Money+40/city↗ turn
    grants
    BONUS_GIVE_TRAIT_CORRUPT
    aeAddTraits: TRAIT_CORRUPT
    BONUS_MONEY_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=160
    aiGlobalYieldsPer: YIELD_MONEY=40

✎ Jeri Roys

Settlement Demand Mission Finished · Divorce Event
Once per game Leader UsFamily UsFamily Head UsUsFamily Us FemaleSpouse Of Leader UsDifferent Family To LeaderSpymaster
  • I will pay the settlement for [character].
    -120Money-30/city↗ turnThe marriage is dissolved
    grants
    BONUS_MONEY_LOSS_SMALL
    aiGlobalYieldsBase: YIELD_MONEY=-120
    aiGlobalYieldsPer: YIELD_MONEY=-30
    BONUS_EVENTOPTION_DIVORCE_DOWRY_DEMAND_OPTION_0_CHARACTER_1
    iDivorcedBySubject 0
  • I withdraw my request for a divorce.
    Leader relationship: Estranged From
    grants
    BONUS_LEADER_ESTRANGED_FROM
    AddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
  • I will rid myself of [character] one way or another.
    gated by
    LeaderSubject SUBJECT_CHARACTER_COVERT
    grants
    BONUS_EVENTOPTION_DIVORCE_DOWRY_DEMAND_OPTION_2_CHARACTER_2
    Mission MISSION_ASSASSINATE_ANY
    iMissionSubject 1

✎ Andy Auseon

Sharing the Blessing Mission Finished · Convert Your Religion Event
Every 0 turns Leader UsCity UsReligion
Always Converts to the target religion
  • Dedicate yourself to convincing the elders to welcome [religion].
    -60Civics-15/city↗ turn
    grants
    BONUS_CIVICS_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_CIVICS=-60
    aiGlobalYieldsPer: YIELD_CIVICS=-15
    BONUS_EVENTOPTION_CONVERT_SPREAD_0
    iSpreadToSubject 1
  • Let the elders decide what is good for their city.
    +80Happinesseach city↗ turn
    grants
    BONUS_HAPPINESS_GAIN_AVERAGE
    aiCityYields: YIELD_HAPPINESS=80
  • Call on the laws of tolerance to allow [religion] to spread.
    gated by
    PlayerSubject SUBJECT_PLAYER_TOLERANCE
    grants
    BONUS_EVENTOPTION_CONVERT_SPREAD_0
    iSpreadToSubject 1

✎ Josh Unsworth

Silver Linings Mission Finished · Infiltrate Event
Once per game UsPlayer UsPlayer Them
  • Something is better than nothing.
    Remembered (all families): Brought us foreign delicasies (+20 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_INFILTRATION_SILVER_LININGS
    MemoryAllFamilies MEMORYFAMILY_FOREIGN_DELICASIES
    ◇ grants a memory no event currently keys off

✎ Andy Auseon

Small Gestures and Time Mission Finished · Influence Event
25% to appear Every 0 turns UsLeader Us Disappointed With LeaderTeenager Or Adult
  • I promise!
    grants
    BONUS_LEADER_DISAPPOINTED_WITH_REMOVE
    RemoveLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH

✎ David Ballantyne

Spreading the Faith Mission Finished · High Synod Event
Part of the Spreading the Faith chain — 2 events view map →
Every 0 turns Player UsReligion WorldUsTribe No Religion
  • We will consider sending Disciple to convert the [tribe] to [religion].
    Remembered: Honored our beliefs (+40 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_RELIGION_OPINION_GOOD
    Memory MEMORYRELIGION_RELIGION_OPINION_GOOD
    ↳ may trigger: Tribal Conversion
    ◇ grants a memory no event currently keys off

✎ Gabe Campbell

Spy vs. Spy Mission Finished · Influence Event
Part of the Spy vs. Spy chain — 3 events , 1 branch point view map →
Once per game Leader ThemUsPlayer ThemHeir ThemLeader Us Adult Under 40
  • I have already invested too much in this mission.
    +20 XP to the character
    grants
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20
  • Direct our agents to befriend the young Heir.
    -4Orders↗ turn-120Money-30/city↗ turn
    grants
    BONUS_EVENTOPTION_INFLUENCE_SPY_VS_SPY_OPTION_1_CHARACTER_1
    aeBonuses: BONUS_ORDERS_LOSS_SMALL, BONUS_MONEY_LOSS_SMALL
  • We may need to remove [character], if it comes to that.
    grants
    BONUS_EVENTOPTION_INFLUENCE_SPY_VS_SPY_OPTION_2_CHARACTER_3
    Mission MISSION_ASSASSINATE_ANY
    iMissionSubject 3

✎ Andy Auseon

Standing Armies Mission Finished · Rally Troops Event
Once per game Leader UsPlayer UsCity UsCity Us No active wars
Always +40Training+10/city↗ turn
  • Resolve
    83%
    Progress ambition: Four RepairedRemembered: Recent Ambition (7 turns)+1 Worker
    8%
    Begin project: Repair DamageBegin project: Repair Damage
    8%
    Progress ambition: Eight RepairedRemembered: Recent Ambition (7 turns)+1 Worker
    grants
    83% BONUS_AMBITION_FOUR_REPAIRED
    Ambition GOAL_FOUR_REPAIRED
    aeBonuses: BONUS_RECENT_AMBITION
    83% BONUS_UNIT_WORKER
    aiUnits: UNIT_WORKER=1
    8% BONUS_EVENTOPTION_RALLY_STANDING_ARMIES_OPTION_0_CITY_0
    aeAddProjects: PROJECT_REPAIR
    8% BONUS_EVENTOPTION_RALLY_STANDING_ARMIES_OPTION_0_CITY_1
    aeAddProjects: PROJECT_REPAIR
    8% BONUS_AMBITION_EIGHT_REPAIRED
    Ambition GOAL_EIGHT_REPAIRED
    aeBonuses: BONUS_RECENT_AMBITION
    8% BONUS_UNIT_WORKER
    aiUnits: UNIT_WORKER=1
  • They will join laborers in the procurement of materials.
    +30Stone+10/city↗ turn+30Iron+10/city↗ turn
    grants
    BONUS_STONE_GAIN_SMALL
    aiGlobalYieldsBase: YIELD_STONE=30
    aiGlobalYieldsPer: YIELD_STONE=10
    BONUS_IRON_GAIN_SMALL
    aiGlobalYieldsBase: YIELD_IRON=30
    aiGlobalYieldsPer: YIELD_IRON=10
  • We need more troops to enforce the peace.
    +1 Levy unit+1 Levy unit
    grants
    BONUS_UNITCLASS_LEVY
    aiBonusUnits: BONUSUNITCLASS_LEVY=1
    BONUS_UNITCLASS_LEVY
    aiBonusUnits: BONUSUNITCLASS_LEVY=1
  • Cities need more defensive fortifications.
    -5Orders↗ turnBegin project: WallsBegin project: Walls
    gated by
    LeaderSubject SUBJECT_CHARACTER_URBAN
    grants
    BONUS_ORDERS_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_ORDERS=-5
    BONUS_ADD_WALLS
    aeAddProjects: PROJECT_WALLS
    BONUS_ADD_WALLS
    aeAddProjects: PROJECT_WALLS

✎ Andy Auseon

Steal Away Mission Finished · Treachery Event
Once per game UsCity ThemPlayer ThemCity UsLeader UsForeign Tactician
  • Kill the hostage. Our message should be clear.
    Remembered: Killed a noble hostage (-80 opinion for 40 turns)(no event currently keys off this)Gain trait: Ruthless
    grants
    BONUS_EVENTOPTION_TREACHERY_STEAL_AWAY_OPTION_KILL_PLAYER
    Memory MEMORYPLAYER_KILLED_NOBLE_HOSTAGE
    BONUS_GIVE_TRAIT_RUTHLESS
    aeAddTraits: TRAIT_RUTHLESS
    ◇ grants a memory no event currently keys off
  • That is a less subtle approach than I expected, but the hostage may prove valuable.
    Remembered: Held a noble hostage (+20 opinion for 40 turns)
    gated by
    LeaderSubjectNotAny SUBJECT_CHARACTER_VILLAINOUS
    bHidePrereqs prereqs hidden in-game
    grants
    BONUS_EVENTOPTION_CAPTURED_NOBLE_HOLD
    Memory MEMORYPLAYER_HOLD_HOSTAGE
  • [character] is a fool. Return the hostage before more damage is done.
    Leader relationship: Estranged From
    gated by
    LeaderSubjectNotAny SUBJECT_CHARACTER_VILLAINOUS
    bHidePrereqs prereqs hidden in-game
    grants
    BONUS_LEADER_ESTRANGED_FROM
    AddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
    BONUS_SET_DIPLOMAT_ARCHETYPE
    SetArchetype TRAIT_DIPLOMAT_ARCHETYPE
  • Bring our guest to me. We may yet have a place for them.
    Remembered: Convinced a noble to defect (-40 opinion for 20 turns)(no event currently keys off this)Gain a Court Minister
    gated by
    LeaderSubject SUBJECT_CHARACTER_CHARMING
    grants
    BONUS_EVENTOPTION_TREACHERY_STEAL_AWAY_OPTION_GUEST_DEFECT
    Memory MEMORYPLAYER_NOBLE_DEFECT
    BONUS_MAKE_GREAT_MINISTER
    MakeCourtier COURTIER_MINISTER
    ◇ grants a memory no event currently keys off

✎ Brodie Frehlich

Strangled! Mission Finished · Assassination Event
Once per game UsUsUsLeader Us Adult
Always The character is killed
  • Indulge [character]'s suspicions.
    Leader relationship: Conspiring WithLeader relationship: Estranged From
    grants
    BONUS_LEADER_CONSPIRING_WITH
    AddLeaderRelationship RELATIONSHIP_CONSPIRING_WITH
    BONUS_LEADER_ESTRANGED_FROM
    AddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
  • Give [character] your vote of confidence.
    Leader relationship: Suspicious OfLeader relationship: Influenced By
    grants
    BONUS_LEADER_SUSPICIOUS_OF
    AddLeaderRelationship RELATIONSHIP_SUSPICIOUS_OF
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY

✎ Andy Auseon

Strike at the Heart Mission Finished · Treachery Event
Once per game UsCity ThemPlayer Them Agent
Always -10 HP to the city
  • Attack those in line at recruitment centers.
    -80Training-20/city↗ turn
    grants
    BONUS_TRAINING_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_TRAINING=-80
    aiGlobalYieldsPer: YIELD_TRAINING=-20
  • Set fire to military buildings and Barracksbarracks.
    grants
    BONUS_EVENTOPTION_TREACHERY_STRIKE_AT_THE_HEART_OPTION_1_CITY
    iDestroyImprovements 1

✎ Andy Auseon

Stubborn as a Mule Mission Finished · Intercession Family Event
Once per game Family UsFamily Head UsLeader UsFamily Us
  • Encourage the whole family to apply pressure.
    Leader relationship: Interceded For+1 Discipline
    gated by
    IndexSubject
    grants
    BONUS_LEADER_INTERCEDED_FOR
    AddLeaderRelationship RELATIONSHIP_INTERCEDED_FOR
    BONUS_GAIN_DISCIPLINE_1
    aiRatings: RATING_DISCIPLINE=1
  • A simple application of charm always works.
    Leader relationship: Interceded For+1 Charisma
    gated by
    IndexSubject
    grants
    BONUS_LEADER_INTERCEDED_FOR
    AddLeaderRelationship RELATIONSHIP_INTERCEDED_FOR
    BONUS_GAIN_CHARISMA_1
    aiRatings: RATING_CHARISMA=1
  • Advise the use of fear and threats to break down his walls.
    Leader relationship: Interceded For+1 Courage
    gated by
    IndexSubject
    grants
    BONUS_LEADER_INTERCEDED_FOR
    AddLeaderRelationship RELATIONSHIP_INTERCEDED_FOR
    BONUS_GAIN_COURAGE_1
    aiRatings: RATING_COURAGE=1
  • Abandon the effort.
    +60 XP to the character+60 XP to the character
    grants
    BONUS_XP_CHARACTER_LARGE
    iXPCharacter 60
    BONUS_XP_CHARACTER_LARGE
    iXPCharacter 60

✎ Josh Unsworth

Successful Mission Mission Finished · Slander Event
Once per game UsPlayer UsPlayer ThemFamily UsFamily Us Max UpsetFamily Head Us
Always Remembered (all rivals): Publicly Slandered (-40 opinion for 40 turns)
  • It is about time he came around.
    Remembered: Earned confidence of a critic (+40 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_SLANDER_SUCCESSFUL_MISSION_OPTION_0_CHARACTER_1
    Memory MEMORYCHARACTER_EARNED_CONFIDENCE
    ◇ grants a memory no event currently keys off

✎ Andy Auseon

Surprise Benefactor Mission Finished · Influence Event
Once per game UsLeader UsHeir Us High WisdomMax UpsetStudy Any
Always Leader relationship: Influenced By
  • Equipment and materials would be appreciated.
    +40 XP to the character
    grants
    BONUS_XP_CHARACTER_AVERAGE
    iXPCharacter 40
  • He could use some political connections.
    Gain a random trait
    grants
    BONUS_EVENTOPTION_INFLUENCE_SURPRISE_BENEFACTOR_OPTION_1
    aeRandomTraitDelay: TRAIT_CUNNING, TRAIT_CORRUPT
  • The cost of private tutors continues to rise...
    +120Money+30/city↗ turn
    grants
    BONUS_MONEY_GAIN_SMALL
    aiGlobalYieldsBase: YIELD_MONEY=120
    aiGlobalYieldsPer: YIELD_MONEY=30

✎ Andy Auseon

Suspicions Confirmed Mission Finished · Assassination Event
Every 80 turns UsLeader Us Suspicious Of Leader
Always Gain trait: Scarred
  • Welcome him back to court with a speech.
    +40Civics+10/city↗ turn
    grants
    BONUS_CIVICS_GAIN_SMALL
    aiGlobalYieldsBase: YIELD_CIVICS=40
    aiGlobalYieldsPer: YIELD_CIVICS=10
  • Investigate rumors of corruption in the military.
    +60Training+15/city↗ turn
    grants
    BONUS_TRAINING_GAIN_SMALL
    aiGlobalYieldsBase: YIELD_TRAINING=60
    aiGlobalYieldsPer: YIELD_TRAINING=15
  • Convince [character] that I am not involved.
    Gain trait: Cunning
    gated by
    LeaderSubject SUBJECT_CHARACTER_COVERT
    grants
    BONUS_LEADER_SUSPICIOUS_OF_REMOVE
    RemoveLeaderRelationship RELATIONSHIP_SUSPICIOUS_OF
    BONUS_GIVE_TRAIT_CUNNING
    aeAddTraits: TRAIT_CUNNING

✎ Andy Auseon

Tables Turn Mission Finished · Scheme Foiled Event Behind the Throne
Every 1 turns Leader UsUs Not RoyalNot Spouse Of Leader Us
  • And somehow, none of that tells you when the knives will come out.
    Leader relationship: Plotting Against
    grants
    BONUS_LEADER_PLOTTING_AGAINST
    AddLeaderRelationship RELATIONSHIP_PLOTTING_AGAINST

✎ Jeri Roys

Taking it Personally Mission Finished · Divorce Event
Once per game Leader UsSpouse Of Leader UsTribeCapital Us Tribe UsTribe Peace Or Truce
Always The marriage is dissolved
  • Raise the alarms! Prepare the troops!
    Gain trait: FugitiveRemembered: Tribe Offer (5 turns)
    grants
    BONUS_GIVE_TRAIT_FUGITIVE
    aeAddTraits: TRAIT_FUGITIVE
    BONUS_TRIBAL_INVASION
    bTribeInvade 1
    aeBonuses: BONUS_TRIBE_OFFER

✎ Andy Auseon

Technological Tribute Mission Finished · Demand Tribute Event
Every 20 turns Player ThemPlayer UsUsTech Player Max Weaker
Always Remembered: Demanded Tribute (-40 opinion for 10 turns)(no event currently keys off this)
  • Accept this gift of knowledge.
    grants
    BONUS_ACQUIRE_TECH_S1
    iAcquireTechSubject 1
  • Then we will take it by force!
    Remembered: Declared War on us (-80 opinion for 40 turns)Remembered: Player Offer (5 turns)
    grants
    BONUS_DECLARE_WAR_PLAYER
    Memory MEMORYPLAYER_DECLARED_WAR
    DiplomacyPlayerFrom DIPLOMACY_WAR
    aeBonuses: BONUS_PLAYER_OFFER
    ◇ may enable: The Sword of Damocles

✎ Josh Unsworth

The Bastard's Body Mission Finished · Legitimized Event
Part of the The Bastard's Body chain — 4 events view map →
Once per game Turn 40+ Leader UsUsSuitor TempUs Max Angry
Always The character is killed
  • We must launch an investigation into the murder.
    gated by
    LeaderSubject SUBJECT_NOT_INSANE
  • Leave the matter alone. Further investigation will only bring heartache.
    gated by
    LeaderSubject SUBJECT_NOT_INSANE
    grants
    BONUS_MAYBE_FOOLISH
    aiTraitProbDelay: TRAIT_FOOLISH=50
  • It is plain to see. [character] is the vile murderer!
    The character is killedLeader relationship: Assassinated ByRemembered: Assassination exposed (-80 opinion for 40 turns)(no event currently keys off this)
    gated by
    LeaderSubject SUBJECT_INSANE
    grants
    BONUS_KILL_CHARACTER_MURDERED
    AddLeaderRelationship RELATIONSHIP_ASSASSINATED_BY
    bKillCharacter 1
    aeBonuses: BONUS_ASSASSINATION_EXPOSED
    ◇ grants a memory no event currently keys off

✎ Zorbaz

The Cadaver Synod Mission Finished · High Synod Event The Sacred and the Profane Religion event pack
Once per game Religion StateUs Or ThemDead UsLeader UsUs Religion Head CadaverAmbassador
  • [character] must be struck from the records.
    Remembered: Condemned the cadaver (+20 opinion for 80 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_THE_CADAVER_SYNOD_GUILTY_RELIGION
    Memory MEMORYRELIGION_CONDEMNED_CADAVER
    BONUS_EVENTOPTION_THE_CADAVER_SYNOD_GUILTY_CHARACTER_1
    SetTitle TITLE_FALSE_LEADER
    ◇ grants a memory no event currently keys off
  • Side with the dissenting voice.
    Remembered: Pardoned the cadaver (-40 opinion for 80 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_THE_CADAVER_SYNOD_INNOCENT_RELIGION
    Memory MEMORYRELIGION_PARDONED_CADAVER
    BONUS_EVENTOPTION_THE_CADAVER_SYNOD_INNOCENT_PLAYER
    FreeTheology THEOLOGY_REDEMPTION
    ◇ grants a memory no event currently keys off

✎ Josh Unsworth Background reading ↗

The Captured Agent Mission Finished · Expose Agent Network Event
Once per game City UsUsThemPlayer ThemLeader Us City Any AgentSpymasterAgent
Always Exposes a foreign agent network in the city
  • Give him freedom in return for [rival] secrets.
    +40Science+10/city↗ turn-4Orders↗ turn
    grants
    BONUS_SCIENCE_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_SCIENCE=40
    aiGlobalYieldsPer: YIELD_SCIENCE=10
    BONUS_ORDERS_LOSS_SMALL
    aiGlobalYieldsBase: YIELD_ORDERS=-4
  • Spare [character] in return for his loyalty.
    Remembered: Swayed our agent (-80 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_CAPTURED_AGENT_OPTION_1_PLAYER
    Memory MEMORYPLAYER_SWAYED_OUR_AGENT
    BONUS_EVENTOPTION_CAPTURED_AGENT_OPTION_1_CHARACTER_2
    iJoinReverse 2
    ◇ grants a memory no event currently keys off
  • There is no mercy for agents and spies.
    The character is killedRemembered: Executed our diplomatic agent (-40 opinion for 40 turns)(no event currently keys off this)Gain trait: Ruthless
    grants
    BONUS_KILL_CHARACTER
    bKillCharacter 1
    BONUS_EVENTOPTION_CAPTURED_AGENT_OPTION_2_PLAYER
    Memory MEMORYPLAYER_EXECUTED_OUR_AGENT
    BONUS_GIVE_TRAIT_RUTHLESS
    aeAddTraits: TRAIT_RUTHLESS
    ◇ grants a memory no event currently keys off

✎ Josh Unsworth

The City Steps Mission Finished · Pacify City Event
Once per game City Family UsUsLeader Us Non Leader UsAdult Under 40OratorNo JobNot City With Governor
  • He would make a good governor.
    +80Happinesseach city↗ turn
    grants
    BONUS_HAPPINESS_GAIN_AVERAGE
    aiCityYields: YIELD_HAPPINESS=80
    BONUS_EVENTOPTION_THE_CITY_STEPS_OPTION_0_CHARACTER_0
    iGovernorOfSubject 0
  • We will keep an eye on this man of the people.
    Gain trait: Humble+40 XP to the character
    grants
    BONUS_GIVE_TRAIT_HUMBLE
    aeAddTraits: TRAIT_HUMBLE
    BONUS_XP_CHARACTER_AVERAGE
    iXPCharacter 40
  • The royal Treasurytreasury will invest in [city]'s ongoing debate.
    Begin project: Forum I+80Happinesseach city↗ turn-120Money-30/city↗ turn
    grants
    BONUS_EVENTOPTION_THE_CITY_STEPS_OPTION_2_CITY
    aeAddProjects: PROJECT_FORUM_1
    aeBonuses: BONUS_HAPPINESS_GAIN_AVERAGE
    BONUS_MONEY_LOSS_SMALL
    aiGlobalYieldsBase: YIELD_MONEY=-120
    aiGlobalYieldsPer: YIELD_MONEY=-30

✎ Andy Auseon

The Cost of Loyalty Mission Finished · Vassalize Tribe Event Empires of the Indus
100% to appear Once per game
Always -2 LegitimacyRemembered: Tribe Offer (5 turns)
  • If you will not serve, your successor will.
    Leader relationship: Conspiring With2 rebel units appear
    grants
    BONUS_EVENTOPTION_UPSTART_DRUID_OPTION_0_CHARACTER_1
    AddLeaderRelationship RELATIONSHIP_CONSPIRING_WITH
    iSeizeThroneSubject 0
    BONUS_REBEL_UNITS_2
    iRebelUnits 2
  • We will pay the price.
    grants
    BONUS_TRIBUTE_GIVE_MONEY_AVERAGE
    aiYieldsTributeBase: YIELD_MONEY=-200
    aiYieldsTributePerUs: YIELD_MONEY=-40

✎ Josh Unsworth

The Cycle Continues Mission Finished · Assassination Event
Every 10 turns Us Or ThemUs Or ThemHeir UsLeader Us Child Or Teenager
Always 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 LeaderLeader relationship: Vengeful AgainstGain trait: Wounded
  • We must be vigilant in the days ahead.
    (no gates or payload in XML)

✎ Josh Unsworth

The Dance of Diplomacy Mission Finished · Influence Event
Every 80 turns Leader Tribe Peace Or TruceTribe Peace Or TrucePlayer UsLeader Us Tribe Min Cautious
  • Give [character] Foodfood to distribute to his people.
    Leader relationship: Owes Favor To-100Food-35/city↗ turn
    grants
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
    BONUS_FOOD_LOSS_HUGE
    aiGlobalYieldsBase: YIELD_FOOD=-100
    aiGlobalYieldsPer: YIELD_FOOD=-35
  • Offer to provide engineering expertise to [character]
    Leader relationship: Owes Favor To-80Civics-20/city↗ turn
    grants
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
    BONUS_CIVICS_LOSS_LARGE
    aiGlobalYieldsBase: YIELD_CIVICS=-80
    aiGlobalYieldsPer: YIELD_CIVICS=-20
  • Make a show of negotiating a settlement that will solve both problems while providing a gain to your own Realm as well, then reverse course and make a gift of our resources.
    Leader relationship: Endeared To-80Civics-20/city↗ turn-100Food-35/city↗ turn
    grants
    BONUS_LEADER_ENDEARED_TO
    AddLeaderRelationship RELATIONSHIP_ENDEARED_TO
    BONUS_THE_DANCE_OF_DIPLOMACY_GIFT
    aeBonuses: BONUS_CIVICS_LOSS_LARGE, BONUS_FOOD_LOSS_HUGE
    BONUS_SET_DIPLOMAT_ARCHETYPE
    SetArchetype TRAIT_DIPLOMAT_ARCHETYPE
  • Alas, at present we are not in a position to take advantage of these intelligences.
    +40 XP to the character
    grants
    BONUS_XP_CHARACTER_AVERAGE
    iXPCharacter 40

✎ Velociryx

The Drunken Army Mission Finished · Rally Troops Event
Once per game Leader UsUsUnit Us GeneralSeven SinsLow Discipline
Always +60Training+15/city↗ turn
  • I should be more careful with my Winewine.
    Gain trait: DrunkGain trait: Ill
    grants
    BONUS_EVENTOPTION_RALLY_THE_DRUNKEN_ARMY_OPTION_0_CHARACTER_1
    aeAddTraits: TRAIT_DRUNK, TRAIT_ILL
    BONUS_EVENTOPTION_RALLY_THE_DRUNKEN_ARMY_OPTION_0_UNIT
    iHPUnit -10

✎ Andy Auseon

The Favored Family Mission Finished · High Synod Event
50% to appear Once per game Religion State NoUsFamily Religion UsLeader Family Us Leader No Religion
Always Remembered: Showed devotion to the faith (+20 opinion for 20 turns)(no event currently keys off this)
  • The court will do all it can for the [family] family in the name of [religion]
    Remembered: Showed devotion to the faith (+20 opinion for 20 turns)(no event currently keys off this)Remembered: Received gift from ruler (+20 opinion for 40 turns)(no event currently keys off this)-240Money-60/city↗ turn
    grants
    BONUS_EVENTOPTION_DEVOTED_FAMILY_OPTION_0_RELIGION
    Memory MEMORYRELIGION_SHOWED_DEVOTION
    BONUS_EVENTOPTION_DEVOTED_FAMILY_OPTION_0_FAMILY
    Memory MEMORYFAMILY_RECEIVED_GIFT
    BONUS_MONEY_LOSS_LARGE
    aiGlobalYieldsBase: YIELD_MONEY=-240
    aiGlobalYieldsPer: YIELD_MONEY=-60
    ◇ grants a memory no event currently keys off
  • We cannot lend our support right now.
    (no gates or payload in XML)

✎ Gabe Campbell

The Fighting Class Mission Finished · Hold Court Event
Once per game Leader UsCapital Us
  • Permit the fighting class to form an assembly.
    Begin project: Consular Tribunes
    grants
    BONUS_EVENTOPTION_THE_FIGHTING_CLASS_OPTION_0_CITY
    aeAddProjects: PROJECT_CONSULAR_TRIBUNES
  • Reevaluate our laws for better representation.
    Progress ambition: Professional Army+40Civics+10/city↗ turn
    grants
    BONUS_EVENTOPTION_THE_FIGHTING_CLASS_OPTION_1_CHARACTER
    Ambition GOAL_PROFESSIONAL_ARMY
    aeBonuses: BONUS_CIVICS_GAIN_SMALL
  • Provide the masses with a short-lived distraction.
    -120Money-30/city↗ turnBegin project: Festival II
    grants
    BONUS_MONEY_LOSS_SMALL
    aiGlobalYieldsBase: YIELD_MONEY=-120
    aiGlobalYieldsPer: YIELD_MONEY=-30
    BONUS_EVENTOPTION_THE_FIGHTING_CLASS_OPTION_2_CITY
    aeAddProjects: PROJECT_FESTIVAL_2

✎ Andy Auseon

The Finger Mission Finished · Insurrection Event
Once per game City ThemUsPlayer ThemLeader Us Agent
Always The character is killed
  • Return the finger to his family.
    -1 Courage
    grants
    BONUS_LOSE_COURAGE_1
    aiRatings: RATING_COURAGE=-1
  • Resolve
    50%
    Progress ambition: Six AgentsRemembered: Recent Ambition (7 turns)+20 XP to the character
    50%
    Progress ambition: Four Agent NetworksRemembered: Recent Ambition (7 turns)+20 XP to the character
    grants
    50% BONUS_EVENTOPTION_THE_FINGER_AMBITION_SIX_AGENTS
    aeBonuses: BONUS_AMBITION_SIX_AGENTS, BONUS_XP_CHARACTER_SMALL
    50% BONUS_EVENTOPTION_THE_FINGER_FOUR_AGENT_NETWORKS
    aeBonuses: BONUS_AMBITION_FOUR_AGENT_NETWORKS, BONUS_XP_CHARACTER_SMALL

✎ Andy Auseon

The Forgotten Prophet Mission Finished · Convert Your Religion Event The Sacred and the Profane Religion event pack
Part of the The Forgotten Prophet chain — 5 events view map →
Once per game Leader UsPlayer ThemReligion WorldReligion World Player Peace Or Truce
Always Converts to the target religion
  • Try to find other texts that mention the prophet.
    +1 Wisdom
    grants
    BONUS_GAIN_WISDOM_1
    aiRatings: RATING_WISDOM=1
    ↳ may trigger: The Forgotten Prophet
  • Ignore the strange phrase.
    +20 XP to the character
    grants
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20

✎ Josh Unsworth

The Gifted of Mani Mission Finished · Convert Target to Religion Event The Sacred and the Profane Religion event pack
Every 50 turns UsUs Or ThemManichaeism
Always Converts to the target religion
  • Urge [character] to do such things in moderation.
    +1 Wisdom-1 Charisma+1 DisciplineRemembered: Discouraged religious practice (-40 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_THE_GIFTED_OF_MANI_REFUSE_CHARACTER_0
    aiRatings: RATING_WISDOM=1, RATING_CHARISMA=-1, RATING_DISCIPLINE=1
    BONUS_EVENTOPTION_THE_GIFTED_OF_MANI_REFUSE_RELIGION
    Memory MEMORYRELIGION_DISCOURAGED_RELIGIOUS_PRACTICE
    ◇ grants a memory no event currently keys off
  • Ignore the court’s concerns and allow him to continue on this path.
    Gain trait: AsceticRemembered: Encouraged religious practice (+80 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_THE_GIFTED_OF_MANI_ACCEPT_CHARACTER_0
    aeAddTraits: TRAIT_ASCETIC
    BONUS_EVENTOPTION_THE_GIFTED_OF_MANI_ACCEPT_RELIGION
    Memory MEMORYRELIGION_ENCOURAGED_RELIGIOUS_PRACTICE
    ◇ grants a memory no event currently keys off

✎ Josh Unsworth

The Great Divide Mission Finished · Convert Target to State Religion Event
Part of the River Revelation chain — 12 events , 9 branch points view map →
Every 0 turns UsReligion StateUs Or ThemPlayer Us
  • Accept [character]’s decision.
    Leader relationship: Influenced By
    grants
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
  • Tell him to get over it.
    Leader relationship: Disappointed WithConverts to the target religion
    grants
    BONUS_LEADER_DISAPPOINTED_WITH
    AddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
    BONUS_EVENTOPTION_CONVERT_S0
    iConvertReligionSubject 0
  • Start planning to install [character] as the head of [religion].
    Converts to the target religion
    gated by
    LeaderSubject SUBJECT_CHARACTER_COVERT
    grants
    BONUS_EVENTOPTION_CONVERT_S0
    iConvertReligionSubject 0

✎ Josh Unsworth

The Happy Couple Mission Finished · Wedding Event Behind the Throne
Every 0 turns Leader Family UsFamily Us Lover Of Leader HiddenDifferent Family To Leader
Always Remembered: Grand Vizier (88 turns)
  • Love may always win, but few win this decisively.
    (no gates or payload in XML)

✎ Jeri Roys

The Happy Couple Mission Finished · Wedding Event Behind the Throne
Every 0 turns Leader Family UsFamily UsUs Lover Of Leader HiddenDifferent Family To LeaderAbdicatedVengeful Against Leader Hidden
Always Remembered: Grand Vizier (88 turns)
  • Love may always win, but few win this decisively.
    Leader relationship: Plotting Against
    grants
    BONUS_MASTER_OF_CEREMONIES_AND_PLOTTING
    aeBonuses: BONUS_MASTER_OF_CEREMONIES, BONUS_LEADER_PLOTTING_AGAINST

✎ Jeri Roys

The Heart Grows Fonder Mission Finished · Influence Event
25% to appear Every 0 turns UsLeader Us Estranged From LeaderTeenager Or Adult
  • It’s good to have you back.
    grants
    BONUS_LEADER_ESTRANGED_FROM_REMOVE
    RemoveLeaderRelationship RELATIONSHIP_ESTRANGED_FROM

✎ David Ballantyne

The Help of Another Mission Finished · Convert Target to Religion Event The Sacred and the Profane Religion event pack
Every 40 turns UsReligion Head UsReligionLeader UsChristian Clergy TempPlayer Us ChristianityMax 1 Clergy
Always Converts to the target religion
  • Offer to pay [character] to release the to work at your court.
    -160Money-40/city↗ turnGain a Court Scholar
    grants
    BONUS_MONEY_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=-160
    aiGlobalYieldsPer: YIELD_MONEY=-40
    BONUS_EVENTOPTION_THE_HELP_OF_ANOTHER_PAY_CHARACTER_3
    MakeCourtier COURTIER_SCIENTIST
  • Promise that you will return the favor for the's services.
    Leader relationship: Holds Favor FromGain a Court Scholar
    grants
    BONUS_LEADER_HOLDS_FAVOR_FROM
    AddLeaderRelationship RELATIONSHIP_HOLDS_FAVOR_FROM
    BONUS_EVENTOPTION_THE_HELP_OF_ANOTHER_PAY_CHARACTER_3
    MakeCourtier COURTIER_SCIENTIST
  • The court cannot spare such expenses right now.
    +20 XP to the character
    grants
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20

✎ Josh Unsworth

The Help of Another Mission Finished · Convert Target to Religion Event The Sacred and the Profane Religion event pack
Every 40 turns UsReligion Head UsReligionLeader UsJewish Clergy TempPlayer Us JudaismMax 1 Clergy
Always Converts to the target religion
  • Offer to pay [character] to release the to work at your court.
    -160Money-40/city↗ turnGain a Court Scholar
    grants
    BONUS_MONEY_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=-160
    aiGlobalYieldsPer: YIELD_MONEY=-40
    BONUS_EVENTOPTION_THE_HELP_OF_ANOTHER_PAY_CHARACTER_3
    MakeCourtier COURTIER_SCIENTIST
  • Promise that you will return the favor for the's services.
    Leader relationship: Holds Favor FromGain a Court Scholar
    grants
    BONUS_LEADER_HOLDS_FAVOR_FROM
    AddLeaderRelationship RELATIONSHIP_HOLDS_FAVOR_FROM
    BONUS_EVENTOPTION_THE_HELP_OF_ANOTHER_PAY_CHARACTER_3
    MakeCourtier COURTIER_SCIENTIST
  • The court cannot spare such expenses right now.
    +20 XP to the character
    grants
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20

✎ Josh Unsworth

The Help of Another Mission Finished · Convert Target to Religion Event The Sacred and the Profane Religion event pack
Every 40 turns UsReligion Head UsReligionLeader UsManichaean Clergy TempPlayer Us ManichaeismMax 1 Clergy
Always Converts to the target religion
  • Offer to pay [character] to release the to work at your court.
    -160Money-40/city↗ turnGain a Court Scholar
    grants
    BONUS_MONEY_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=-160
    aiGlobalYieldsPer: YIELD_MONEY=-40
    BONUS_EVENTOPTION_THE_HELP_OF_ANOTHER_PAY_CHARACTER_3
    MakeCourtier COURTIER_SCIENTIST
  • Promise that you will return the favor for the's services.
    Leader relationship: Holds Favor FromGain a Court Scholar
    grants
    BONUS_LEADER_HOLDS_FAVOR_FROM
    AddLeaderRelationship RELATIONSHIP_HOLDS_FAVOR_FROM
    BONUS_EVENTOPTION_THE_HELP_OF_ANOTHER_PAY_CHARACTER_3
    MakeCourtier COURTIER_SCIENTIST
  • The court cannot spare such expenses right now.
    +20 XP to the character
    grants
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20

✎ Josh Unsworth

The Help of Another Mission Finished · Convert Target to Religion Event The Sacred and the Profane Religion event pack
Every 40 turns UsReligion Head UsReligionLeader UsZoroastrian Clergy TempPlayer Us ZoroastrianismMax 1 Clergy
Always Converts to the target religion
  • Offer to pay [character] to release the to work at your court.
    -160Money-40/city↗ turnGain a Court Scholar
    grants
    BONUS_MONEY_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=-160
    aiGlobalYieldsPer: YIELD_MONEY=-40
    BONUS_EVENTOPTION_THE_HELP_OF_ANOTHER_PAY_CHARACTER_3
    MakeCourtier COURTIER_SCIENTIST
  • Promise that you will return the favor for the's services.
    Leader relationship: Holds Favor FromGain a Court Scholar
    grants
    BONUS_LEADER_HOLDS_FAVOR_FROM
    AddLeaderRelationship RELATIONSHIP_HOLDS_FAVOR_FROM
    BONUS_EVENTOPTION_THE_HELP_OF_ANOTHER_PAY_CHARACTER_3
    MakeCourtier COURTIER_SCIENTIST
  • The court cannot spare such expenses right now.
    +20 XP to the character
    grants
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20

✎ Josh Unsworth

The High Synod Mission Finished · High Synod Event
Every 0 turns Religion WorldUsLeader Us
  • We will further intertwine our fate with the [religion].
    Remembered: Honored our beliefs (+40 opinion for 40 turns)(no event currently keys off this)-2 Legitimacy
    grants
    BONUS_EVENTOPTION_RELIGION_OPINION_GOOD
    Memory MEMORYRELIGION_RELIGION_OPINION_GOOD
    BONUS_HIGH_SYNOD
    iLegitimacy -2
    ◇ grants a memory no event currently keys off
  • Our initial gesture is sufficient for now.
    +20 XP to the character
    grants
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20

✎ Gabe Campbell

The Hunt Continues Mission Finished · Expose Agent Network Event
Every 20 turns City UsNon Leader UsCity UsCity Us City Any AgentSpymasterNot City Any Agent
Always Exposes a foreign agent network in the city
  • The hunt is on!
    +40Civics+10/city↗ turn+60 XP to the character
    grants
    BONUS_CIVICS_GAIN_SMALL
    aiGlobalYieldsBase: YIELD_CIVICS=40
    aiGlobalYieldsPer: YIELD_CIVICS=10
    BONUS_XP_CHARACTER_LARGE
    iXPCharacter 60

✎ Josh Unsworth

The Laws of our God Mission Finished · Convert Target to Religion Event The Sacred and the Profane Religion event pack
Every 50 turns UsUs Or ThemJudaism
Always Converts to the target religion
  • Promise to seek the truth of [religion] together.
    Remembered: Accepted my ambition (+40 opinion for 80 turns)(no event currently keys off this)Progress ambition: Establish TheologyRemembered: Recent Ambition (7 turns)
    grants
    BONUS_CHARACTER_PURSUED_AMBITION
    Memory MEMORYCHARACTER_ACCEPTED_AMBITION
    BONUS_AMBITION_ESTABLISH_THEOLOGY
    Ambition GOAL_ESTABLISH_THEOLOGY
    aeBonuses: BONUS_RECENT_AMBITION
    ◇ grants a memory no event currently keys off
  • Send some of your finest scribes to tutor [character].
    Gain trait: Educated
    grants
    BONUS_GIVE_TRAIT_EDUCATED
    aeAddTraits: TRAIT_EDUCATED
  • Pay a learned scholar to join the court.
    -320Money-80/city↗ turnGain a Court Scholar
    grants
    BONUS_EVENTOPTION_COURTIER_B2_SCIENTIST
    aeBonuses: BONUS_MONEY_LOSS_HUGE, BONUS_ADD_GREAT_SCIENTIST

✎ Josh Unsworth

The Lion Mission Finished · Tutor Event
Every 50 turns UsUs Child Or TeenagerCourtier Scientist
  • Allow him to learn about lions from scholarly reports.
    Gain trait: Timid+1 Wisdom
    grants
    BONUS_EVENTOPTION_TUTOR_THE_LION_OPTION_0_CHARACTER_0
    aeAddTraits: TRAIT_TIMID
    aeBonuses: BONUS_GAIN_WISDOM_1
  • Command him to examine the lion personally.
    Gain trait: Foolish+1 Courage
    grants
    BONUS_EVENTOPTION_TUTOR_THE_LION_OPTION_1_CHARACTER_0
    aeAddTraits: TRAIT_FOOLISH
    aeBonuses: BONUS_GAIN_COURAGE_1

✎ Andy Auseon

The Lute Player Mission Finished · Assassination Event
Once per game Family UsFamily UsResource GemLeader Family Us
Always The character is killed
  • We will commission a song honoring [character].
    +30–300 Culture (by city tier)
    grants
    BONUS_CULTURE_GAIN_AVERAGE
    aaiCultureYield: CULTURE_WEAK[YIELD_CULTURE=30], CULTURE_DEVELOPING[YIELD_CULTURE=60], CULTURE_STRONG[YIELD_CULTURE=120], CULTURE_LEGENDARY[YIELD_CULTURE=300]
  • The [family] have our deepest sympathies.
    Remembered: Sent your condolences (+20 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_THE_LUTE_PLAYER_OPTION_1_FAMILY
    Memory MEMORYFAMILY_THE_LUTE_PLAYER
    BONUS_EVENTOPTION_THE_LUTE_PLAYER_OPTION_1_RESOURCE
    iTradeResourceToSubject 1
    ◇ grants a memory no event currently keys off

✎ Andy Auseon Background reading ↗

The Queen's Claim Mission Finished · Divorce Event
Part of the The Queen's Claim chain — 4 events , 1 branch point view map →
Once per game Leader UsSpouse Of Leader UsFamily Us FemaleFertile AgeFamily UsDifferent Family To LeaderMale
  • I don't care what she claims. It is not my child.
    The marriage is dissolved
    grants
    BONUS_EVENTOPTION_DIVORCE_THE_QUEENS_CLAIMS_OPTION_0_CHARACTER_1
    iDivorcedBySubject 0
    bHaveBastard 1
  • Tell the doctors to consult the calendars.
    -4Orders↗ turnLeader relationship: Suspicious Of
    grants
    BONUS_ORDERS_LOSS_SMALL
    aiGlobalYieldsBase: YIELD_ORDERS=-4
    BONUS_LEADER_SUSPICIOUS_OF
    AddLeaderRelationship RELATIONSHIP_SUSPICIOUS_OF
    ↳ may trigger: A Surprise, Unviable, Unviable
  • Give [character] some Goldgold to change his story.
    -160Money-40/city↗ turnThe marriage is dissolvedLeader relationship: Endeared To
    gated by
    LeaderSubject SUBJECT_CHARACTER_COVERT
    grants
    BONUS_MONEY_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=-160
    aiGlobalYieldsPer: YIELD_MONEY=-40
    BONUS_EVENTOPTION_DIVORCE_THE_QUEENS_CLAIMS_OPTION_2_CHARACTER_1
    AddLeaderRelationship RELATIONSHIP_ENDEARED_TO
    iDivorcedBySubject 0

✎ Andy Auseon

The Schism of Marriage Mission Finished · Divorce Event The Sacred and the Profane Religion event pack
Every 80 turns Leader UsSpouse Of Leader UsReligionUs Or Them Religion
  • Continue, no matter the cost.
    The marriage is dissolvedRemembered: Divorced religious spouse (-80 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_THE_SCHISM_OF_MARRIAGE_CONTINUE_CHARACTER_0
    iDivorcedBySubject 0
    BONUS_EVENTOPTION_THE_SCHISM_OF_MARRIAGE_CONTINUE_RELIGION
    Memory MEMORYRELIGION_DIVORCED_SPOUSE_RELIGIOUS
    ◇ grants a memory no event currently keys off
  • Recant your request for a divorce.
    Leader relationship: Suspicious OfRemembered: Stayed with spouse (+20 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_LEADER_SUSPICIOUS_OF
    AddLeaderRelationship RELATIONSHIP_SUSPICIOUS_OF
    BONUS_EVENTOPTION_THE_SCHISM_OF_MARRIAGE_RECANT_RELIGION
    Memory MEMORYRELIGION_STAYED_WITH_SPOUSE
    ◇ grants a memory no event currently keys off

✎ Josh Unsworth

The Seer's Teachings Mission Finished · Tutor Event
Once per game UsUs Child Or TeenagerThe Seer
  • I'm sure [character] knows what he is doing.
    Gain a random trait
    grants
    BONUS_EVENTOPTION_SEERS_TEACHING
    aeRandomTraitDelay: TRAIT_RIGHTEOUS, TRAIT_DIVINE, TRAIT_SUPERSTITIOUS
  • Take a closer look at this troublesome quack.
    Gain a random trait
    grants
    BONUS_EVENTOPTION_RUINS_PROPHECY_OPTION_1_CHARACTER
    aeRandomTraitDelay: TRAIT_BLESSED, TRAIT_INSPIRING, TRAIT_CURSED
    aeRandomTraitText: TEXT_BONUS_EVENTOPTION_RUINS_PROPHECY_BLESSED, TEXT_BONUS_EVENTOPTION_RUINS_PROPHECY_INSPIRING, TEXT_BONUS_EVENTOPTION_RUINS_PROPHECY_CURSED

✎ Andy Auseon

The Slave King Mission Finished · Insurrection Event
Once per game City ThemUsPlayer ThemLaw Slavery Agent
Always The character is killed
  • Let [city] burn.
    2 rebel units appear+60Discontenteach city↗ turn
    grants
    BONUS_EVENTOPTION_INSURRECTION_THE_SLAVE_KING_OPTION_0_CITY
    iRebelUnits 2
    aeBonuses: BONUS_DISCONTENT_GAIN_SMALL

✎ Andy Auseon

The Temptation of Marriage Mission Finished · Marriage The Sacred and the Profane Religion event pack
Every 60 turns Courtier UsLeader UsReligionReligion ReligionReligiousNot Religion LeaderReligion LeaderNot Religious
  • Agree to convert to [religion].
    Converts to the target religion
    grants
    BONUS_MARRY_S0
    iMarrySubject 0
    BONUS_EVENTOPTION_CONVERT_S1
    iConvertReligionSubject 1
  • Go ahead with the wedding, but refuse to convert.
    Leader relationship: Disappointed WithRemembered: Refused temptation (+80 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_LEADER_DISAPPOINTED_WITH
    AddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
    BONUS_MARRY_S0
    iMarrySubject 0
    BONUS_EVENTOPTION_THE_TEMPTATION_OF_MARRIAGE_NO_RELIGION_1
    Memory MEMORYRELIGION_REFUSED_TEMPTATION
    ◇ grants a memory no event currently keys off
  • Rethink the marriage plans.
    Remembered: Refused temptation (+80 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_THE_TEMPTATION_OF_MARRIAGE_NO_RELIGION_1
    Memory MEMORYRELIGION_REFUSED_TEMPTATION
    ◇ grants a memory no event currently keys off

✎ Josh Unsworth

The Things We Do Mission Finished · Assassination Event
Every 10 turns Us Or ThemChild Of Leader UsUs Compassionate characterSpymaster
Always 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
  • This is what it takes to rule.
    Loses trait: CompassionateGain a random trait
    grants
    BONUS_EVENTOPTION_WHAT_LENGTHS_0
    aeRandomTraitDelay: TRAIT_BITTER, TRAIT_RUTHLESS
    aeRemoveTraits: TRAIT_COMPASSIONATE
  • I do what I must, even if I do not like it.
    Leader relationship: Estranged From
    grants
    BONUS_LEADER_ESTRANGED_FROM
    AddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM

✎ Josh Unsworth

The Third Man Mission Finished · Move Agent Network Event
Once per game Agent UsCity ThemPlayer ThemTechForeign AgentPlayer UsPlayer Them Player Peace Or Truce
  • Make an offer to provide [rival] with the technology yourself.
    Your agent network moves to the target cityRemembered: Gave us new technology (+40 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_MISSIONRESULT_MOVE_NETWORK_SUCCESS
    iMoveNetworkCitySubject 0
    BONUS_EVENTOPTION_THE_THIRD_MAN_OPTION_0_PLAYER
    Memory MEMORYPLAYER_GIFTED_TECH
    BONUS_EVENTOPTION_THE_THIRD_MAN_OPTION_0_TECH
    iAcquireTechSubject 2
    ◇ grants a memory no event currently keys off
  • Withdraw [character] in exchange for information.
    +40Science+10/city↗ turn
    grants
    BONUS_SCIENCE_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_SCIENCE=40
    aiGlobalYieldsPer: YIELD_SCIENCE=10
  • Refuse to change your plans based on the [rival] spy.
    Your agent network moves to the target cityRemembered: Warned us against meddling (-20 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_MISSIONRESULT_MOVE_NETWORK_SUCCESS
    iMoveNetworkCitySubject 0
    BONUS_EVENTOPTION_THE_THIRD_MAN_OPTION_2_PLAYER
    Memory MEMORYPLAYER_WARNED_AGAINST_MEDDLING
    ◇ grants a memory no event currently keys off

✎ Josh Unsworth

The Weakness of Strength Mission Finished · Influence Event
Once per game Player UsLeader UsUs High CourageArchetype MartialMax Upset
Always Remembered: Accepted my challenge (+20 opinion for 20 turns)(no event currently keys off this)
  • I will not back down. We fight!
    +2 Courage-1 Discipline
    grants
    BONUS_EVENTOPTION_THE_WEAKNESS_OF_STRENGTH_OPTION_0_CHARACTER
    aiRatings: RATING_COURAGE=2, RATING_DISCIPLINE=-1
  • This was a bad idea. Let's never do it again.
    Gain trait: Fierce-1 Discipline
    grants
    BONUS_EVENTOPTION_THE_WEAKNESS_OF_STRENGTH_OPTION_1_CHARACTER
    aeBonuses: BONUS_GIVE_TRAIT_FIERCE, BONUS_LOSE_DISCIPLINE_1
  • I've got [character] right where I want him. Tactician / Swift
    +40 XP to the characterGain trait: Humble
    gated by
    LeaderSubjectAny SUBJECT_TACTICIAN / SUBJECT_SWIFT
    grants
    BONUS_XP_CHARACTER_AVERAGE
    iXPCharacter 40
    BONUS_GIVE_TRAIT_HUMBLE
    aeAddTraits: TRAIT_HUMBLE

✎ Zorbaz

The Will of the Profit Mission Finished · Peace Event
Every 0 turns Player TradingLeader UsLeader Them
  • The world moves on the back of trade.
    Remembered: Player Offer (5 turns)Gain trait: ProsperousGain trait: Prosperous
    grants
    BONUS_PLAYER_PEACE
    DiplomacyPlayerFrom DIPLOMACY_PEACE
    aeBonuses: BONUS_PLAYER_OFFER
    BONUS_GIVE_TRAIT_PROSPEROUS
    aeAddTraits: TRAIT_PROSPEROUS
    BONUS_GIVE_TRAIT_PROSPEROUS
    aeAddTraits: TRAIT_PROSPEROUS

✎ Jeri Roys

The Witness Mission Finished · Divorce Event
Once per game Leader UsSpouse Of Leader UsFamily Us Family Different From LeaderVengeful Against Leader Hidden
Always The marriage is dissolved
  • Divorce is not good enough for [character].
    Gain trait: RuthlessThe character is killedLeader relationship: Assassinated ByRemembered: Assassination exposed (-80 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_GIVE_TRAIT_RUTHLESS
    aeAddTraits: TRAIT_RUTHLESS
    BONUS_KILL_CHARACTER_MURDERED
    AddLeaderRelationship RELATIONSHIP_ASSASSINATED_BY
    bKillCharacter 1
    aeBonuses: BONUS_ASSASSINATION_EXPOSED
    ◇ grants a memory no event currently keys off
  • Once I have signed, execute all the servants.
    Gain trait: Bloodthirsty
    grants
    BONUS_GIVE_TRAIT_BLOODTHIRSTY
    aeAddTraits: TRAIT_BLOODTHIRSTY
  • Leave him on an island to live his remaining days alone.
    Gain trait: RomanticGain trait: MiserableGain trait: Exiled
    grants
    BONUS_GIVE_TRAIT_ROMANTIC
    aeAddTraits: TRAIT_ROMANTIC
    BONUS_EVENTOPTION_TRAIT_THE_WITNESS_OPTION_2_CHARACTER_1
    aeAddTraits: TRAIT_MISERABLE, TRAIT_EXILED
  • I will do nothing, rather than stoop to his level.
    Gain trait: GraciousLeader relationship: Plotting Against
    grants
    BONUS_GIVE_TRAIT_GRACIOUS
    aeAddTraits: TRAIT_GRACIOUS
    BONUS_LEADER_PLOTTING_AGAINST
    AddLeaderRelationship RELATIONSHIP_PLOTTING_AGAINST

✎ Andy Auseon

The [tribe], Unleashed Mission Finished · Influence Event
50% to appear Once per game Leader TribeLeader UsTribe
  • We must pay Tribute to the [tribe].
    grants
    BONUS_TRIBUTE_GIVE_IRON_SMALL
    aiYieldsTributeBase: YIELD_IRON=-50
    aiYieldsTributePerUs: YIELD_IRON=-10
  • This was bound to happen eventually.
    +6Orders↗ turnRemembered: Tribe Offer (5 turns)
    grants
    BONUS_ORDERS_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_ORDERS=6
    BONUS_TRIBAL_INVASION
    bTribeInvade 1
    aeBonuses: BONUS_TRIBE_OFFER
  • We will hold an emergency summit with [character].
    Leader relationship: Influenced By-20Civics-5/city↗ turn
    gated by
    LeaderSubject SUBJECT_DIPLOMAT
    grants
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
    BONUS_CIVICS_LOSS_TINY
    aiGlobalYieldsBase: YIELD_CIVICS=-20
    aiGlobalYieldsPer: YIELD_CIVICS=-5

✎ Andy Auseon

Theological Letters Mission Finished · Convert Target to State Religion Event
Once per game ThemReligion StateLeader Us
Always Converts to the target religion
  • Yes, [character] is a good friend.
    Leader relationship: Endeared To-40Civics-10/city↗ turn
    grants
    BONUS_LEADER_ENDEARED_TO
    AddLeaderRelationship RELATIONSHIP_ENDEARED_TO
    BONUS_CIVICS_LOSS_SMALL
    aiGlobalYieldsBase: YIELD_CIVICS=-40
    aiGlobalYieldsPer: YIELD_CIVICS=-10
  • Maintain a light correspondence.
    Leader relationship: Influenced By-20Civics-5/city↗ turn
    grants
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
    BONUS_CIVICS_LOSS_TINY
    aiGlobalYieldsBase: YIELD_CIVICS=-20
    aiGlobalYieldsPer: YIELD_CIVICS=-5
  • His acceptance of [religion] is enough.
    Leader relationship: Estranged From
    grants
    BONUS_LEADER_ESTRANGED_FROM
    AddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM

✎ Josh Unsworth

Thrown Roses Mission Finished · Rally Troops Event
Once per game Leader UsPlayer Us General
Always +80Training+20/city↗ turn
  • Our forces are ready for anything.
    Gain trait: Inspiring
    grants
    BONUS_GIVE_TRAIT_INSPIRING
    aeAddTraits: TRAIT_INSPIRING
  • Allow my admirers to approach and touch me.
    Gain a random trait
    gated by
    LeaderSubject SUBJECT_CHARACTER_VAIN
    grants
    BONUS_EVENTOPTION_RALLY_ROSES_OPTION_1_CHARACTER
    aeRandomTraitDelay: TRAIT_FAMOUS, TRAIT_DIVINE

✎ Andy Auseon

Thus Spoke Zoroaster Mission Finished · Intercession Religion Event
Once per game Religion WorldUs Or ThemUsPlayer Us ZoroastrianismArchetype Thoughtful
  • The Avesta should be written down.
    Leader relationship: Disappointed WithFree law: Calligraphy
    grants
    BONUS_LEADER_DISAPPOINTED_WITH
    AddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
    BONUS_EVENTOPTION_THUS_SPOKE_ZOROASTER
    FreeLaw LAW_CALLIGRAPHY
  • Keep the oral tradition alive.
    Leader relationship: Endeared To+30–300 Culture (by city tier)
    grants
    BONUS_LEADER_ENDEARED_TO
    AddLeaderRelationship RELATIONSHIP_ENDEARED_TO
    BONUS_CULTURE_GAIN_AVERAGE
    aaiCultureYield: CULTURE_WEAK[YIELD_CULTURE=30], CULTURE_DEVELOPING[YIELD_CULTURE=60], CULTURE_STRONG[YIELD_CULTURE=120], CULTURE_LEGENDARY[YIELD_CULTURE=300]

✎ Josh Unsworth

Too Much Attention Mission Finished · Influence Event
Once per game Family Head UsLeader UsSpouse Of Leader Us Max CautiousAdultMutual Attraction Leader
Always Leader relationship: Influenced By
  • I must refuse. He misunderstood by intentions.
    Leader relationship: Disappointed WithLeader relationship: Endeared To
    grants
    BONUS_LEADER_DISAPPOINTED_WITH
    AddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
    BONUS_LEADER_ENDEARED_TO
    AddLeaderRelationship RELATIONSHIP_ENDEARED_TO
  • If it will win over his Family, then I will do it.
    Leader relationship: Lover OfLeader relationship: Suspicious Of
    grants
    BONUS_LEADER_LOVER_OF
    AddLeaderRelationship RELATIONSHIP_LOVER_OF
    BONUS_LEADER_SUSPICIOUS_OF
    AddLeaderRelationship RELATIONSHIP_SUSPICIOUS_OF
  • Of course, but it will be our little secret.
    Leader relationship: Lover OfGain trait: Bold
    gated by
    LeaderSubject SUBJECT_ROMANTIC
    grants
    BONUS_LEADER_LOVER_OF
    AddLeaderRelationship RELATIONSHIP_LOVER_OF
    BONUS_GIVE_TRAIT_BOLD
    aeAddTraits: TRAIT_BOLD

✎ Andy Auseon

Tortured Assassin Mission Finished · Assassination Event
Every 10 turns Us Or ThemUsPlayer Us CovertSpymaster
Always Leader relationship: Plotting Against
  • We will try as many times as needed.
    grants
    BONUS_EVENTOPTION_TORTURED_ASSASSIN_OPTION_1_ASSASSINATE
    Mission MISSION_ASSASSINATE
    iMissionSubject 0
    bMissionFree 1
  • Get the assassin to tell you everything he learned about [character]'s defences.
    +80Training+20/city↗ turn
    grants
    BONUS_TRAINING_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_TRAINING=80
    aiGlobalYieldsPer: YIELD_TRAINING=20
  • Chastise [character] for allowing such a mistake.
    +1 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_1
    aiRatings: RATING_DISCIPLINE=1

✎ Josh Unsworth

Trade Mission Mission Finished · Trade Mission Event
Every 0 turns Player Peace Or TrucePlayer UsUs Player Angry
  • Resolve
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    grants
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_ORDERS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=500, YIELD_ORDERS=-20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_CIVICS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=500, YIELD_CIVICS=-80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_ORDERS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=100, YIELD_ORDERS=-20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_CIVICS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=100, YIELD_CIVICS=-80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_ORDERS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=100, YIELD_ORDERS=-20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_CIVICS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=100, YIELD_CIVICS=-80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_ORDERS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=100, YIELD_ORDERS=-20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_CIVICS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=100, YIELD_CIVICS=-80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_ORDERS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=100, YIELD_ORDERS=-20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_CIVICS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=100, YIELD_CIVICS=-80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_TRAINING
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=500, YIELD_TRAINING=-160
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_SCIENCE
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=500, YIELD_SCIENCE=-40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_TRAINING
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=100, YIELD_TRAINING=-160
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_SCIENCE
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=100, YIELD_SCIENCE=-40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_TRAINING
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=100, YIELD_TRAINING=-160
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_SCIENCE
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=100, YIELD_SCIENCE=-40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_TRAINING
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=100, YIELD_TRAINING=-160
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_SCIENCE
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=100, YIELD_SCIENCE=-40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_TRAINING
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=100, YIELD_TRAINING=-160
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_SCIENCE
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=100, YIELD_SCIENCE=-40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_MONEY
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=-1000, YIELD_ORDERS=10
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_MONEY
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=-1000, YIELD_CIVICS=40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_FOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=-200, YIELD_ORDERS=10
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_FOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=-200, YIELD_CIVICS=40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_IRON
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=-200, YIELD_ORDERS=10
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_IRON
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=-200, YIELD_CIVICS=40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_WOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=-200, YIELD_ORDERS=10
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_WOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=-200, YIELD_CIVICS=40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_STONE
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=-200, YIELD_ORDERS=10
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_STONE
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=-200, YIELD_CIVICS=40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_MONEY
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=-1000, YIELD_TRAINING=80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_MONEY
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=-1000, YIELD_SCIENCE=20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_FOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=-200, YIELD_TRAINING=80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_FOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=-200, YIELD_SCIENCE=20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_IRON
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=-200, YIELD_TRAINING=80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_IRON
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=-200, YIELD_SCIENCE=20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_WOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=-200, YIELD_TRAINING=80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_WOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=-200, YIELD_SCIENCE=20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_STONE
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=-200, YIELD_TRAINING=80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_STONE
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=-200, YIELD_SCIENCE=20
  • Resolve
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    grants
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_ORDERS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=500, YIELD_ORDERS=-20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_CIVICS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=500, YIELD_CIVICS=-80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_ORDERS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=100, YIELD_ORDERS=-20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_CIVICS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=100, YIELD_CIVICS=-80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_ORDERS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=100, YIELD_ORDERS=-20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_CIVICS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=100, YIELD_CIVICS=-80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_ORDERS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=100, YIELD_ORDERS=-20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_CIVICS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=100, YIELD_CIVICS=-80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_ORDERS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=100, YIELD_ORDERS=-20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_CIVICS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=100, YIELD_CIVICS=-80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_TRAINING
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=500, YIELD_TRAINING=-160
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_SCIENCE
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=500, YIELD_SCIENCE=-40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_TRAINING
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=100, YIELD_TRAINING=-160
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_SCIENCE
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=100, YIELD_SCIENCE=-40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_TRAINING
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=100, YIELD_TRAINING=-160
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_SCIENCE
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=100, YIELD_SCIENCE=-40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_TRAINING
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=100, YIELD_TRAINING=-160
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_SCIENCE
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=100, YIELD_SCIENCE=-40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_TRAINING
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=100, YIELD_TRAINING=-160
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_SCIENCE
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=100, YIELD_SCIENCE=-40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_MONEY
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=-1000, YIELD_ORDERS=10
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_MONEY
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=-1000, YIELD_CIVICS=40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_FOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=-200, YIELD_ORDERS=10
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_FOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=-200, YIELD_CIVICS=40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_IRON
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=-200, YIELD_ORDERS=10
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_IRON
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=-200, YIELD_CIVICS=40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_WOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=-200, YIELD_ORDERS=10
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_WOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=-200, YIELD_CIVICS=40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_STONE
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=-200, YIELD_ORDERS=10
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_STONE
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=-200, YIELD_CIVICS=40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_MONEY
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=-1000, YIELD_TRAINING=80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_MONEY
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=-1000, YIELD_SCIENCE=20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_FOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=-200, YIELD_TRAINING=80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_FOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=-200, YIELD_SCIENCE=20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_IRON
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=-200, YIELD_TRAINING=80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_IRON
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=-200, YIELD_SCIENCE=20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_WOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=-200, YIELD_TRAINING=80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_WOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=-200, YIELD_SCIENCE=20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_STONE
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=-200, YIELD_TRAINING=80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_STONE
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=-200, YIELD_SCIENCE=20
  • For now, we prefer not to trade.
    (no gates or payload in XML)

✎ Soren Johnson

Trade Mission Mission Finished · Trade Mission Event
Every 0 turns Player Peace Or TrucePlayer UsUs Player Angry
  • Very well, we hope you will open trade in the future.
    Remembered: Gave us a gift to improve relations (+40 opinion for 40 turns)(no event currently keys off this)-240Money-60/city↗ turn
    grants
    BONUS_EVENTOPTION_TRADE_MISSION_YES_FAIL
    Memory MEMORYPLAYER_EVENTOPTION_TRADE_MISSION_YES_FAIL
    BONUS_MONEY_LOSS_LARGE
    aiGlobalYieldsBase: YIELD_MONEY=-240
    aiGlobalYieldsPer: YIELD_MONEY=-60
    ◇ grants a memory no event currently keys off
  • We will not be extorted!
    +20 XP to the character
    grants
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20

✎ Soren Johnson

Trade Mission Mission Finished · Trade Mission Event
Every 0 turns Player Peace Or TrucePlayer UsUs Player Cautious
  • Resolve
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    grants
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_ORDERS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=500, YIELD_ORDERS=-20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_CIVICS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=500, YIELD_CIVICS=-80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_ORDERS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=100, YIELD_ORDERS=-20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_CIVICS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=100, YIELD_CIVICS=-80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_ORDERS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=100, YIELD_ORDERS=-20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_CIVICS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=100, YIELD_CIVICS=-80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_ORDERS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=100, YIELD_ORDERS=-20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_CIVICS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=100, YIELD_CIVICS=-80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_ORDERS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=100, YIELD_ORDERS=-20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_CIVICS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=100, YIELD_CIVICS=-80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_TRAINING
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=500, YIELD_TRAINING=-160
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_SCIENCE
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=500, YIELD_SCIENCE=-40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_TRAINING
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=100, YIELD_TRAINING=-160
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_SCIENCE
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=100, YIELD_SCIENCE=-40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_TRAINING
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=100, YIELD_TRAINING=-160
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_SCIENCE
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=100, YIELD_SCIENCE=-40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_TRAINING
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=100, YIELD_TRAINING=-160
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_SCIENCE
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=100, YIELD_SCIENCE=-40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_TRAINING
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=100, YIELD_TRAINING=-160
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_SCIENCE
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=100, YIELD_SCIENCE=-40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_MONEY
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=-1000, YIELD_ORDERS=10
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_MONEY
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=-1000, YIELD_CIVICS=40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_FOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=-200, YIELD_ORDERS=10
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_FOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=-200, YIELD_CIVICS=40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_IRON
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=-200, YIELD_ORDERS=10
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_IRON
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=-200, YIELD_CIVICS=40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_WOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=-200, YIELD_ORDERS=10
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_WOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=-200, YIELD_CIVICS=40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_STONE
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=-200, YIELD_ORDERS=10
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_STONE
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=-200, YIELD_CIVICS=40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_MONEY
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=-1000, YIELD_TRAINING=80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_MONEY
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=-1000, YIELD_SCIENCE=20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_FOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=-200, YIELD_TRAINING=80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_FOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=-200, YIELD_SCIENCE=20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_IRON
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=-200, YIELD_TRAINING=80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_IRON
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=-200, YIELD_SCIENCE=20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_WOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=-200, YIELD_TRAINING=80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_WOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=-200, YIELD_SCIENCE=20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_STONE
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=-200, YIELD_TRAINING=80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_STONE
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=-200, YIELD_SCIENCE=20
  • Resolve
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    grants
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_ORDERS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=500, YIELD_ORDERS=-20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_CIVICS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=500, YIELD_CIVICS=-80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_ORDERS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=100, YIELD_ORDERS=-20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_CIVICS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=100, YIELD_CIVICS=-80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_ORDERS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=100, YIELD_ORDERS=-20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_CIVICS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=100, YIELD_CIVICS=-80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_ORDERS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=100, YIELD_ORDERS=-20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_CIVICS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=100, YIELD_CIVICS=-80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_ORDERS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=100, YIELD_ORDERS=-20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_CIVICS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=100, YIELD_CIVICS=-80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_TRAINING
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=500, YIELD_TRAINING=-160
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_SCIENCE
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=500, YIELD_SCIENCE=-40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_TRAINING
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=100, YIELD_TRAINING=-160
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_SCIENCE
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=100, YIELD_SCIENCE=-40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_TRAINING
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=100, YIELD_TRAINING=-160
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_SCIENCE
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=100, YIELD_SCIENCE=-40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_TRAINING
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=100, YIELD_TRAINING=-160
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_SCIENCE
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=100, YIELD_SCIENCE=-40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_TRAINING
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=100, YIELD_TRAINING=-160
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_SCIENCE
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=100, YIELD_SCIENCE=-40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_MONEY
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=-1000, YIELD_ORDERS=10
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_MONEY
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=-1000, YIELD_CIVICS=40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_FOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=-200, YIELD_ORDERS=10
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_FOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=-200, YIELD_CIVICS=40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_IRON
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=-200, YIELD_ORDERS=10
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_IRON
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=-200, YIELD_CIVICS=40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_WOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=-200, YIELD_ORDERS=10
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_WOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=-200, YIELD_CIVICS=40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_STONE
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=-200, YIELD_ORDERS=10
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_STONE
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=-200, YIELD_CIVICS=40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_MONEY
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=-1000, YIELD_TRAINING=80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_MONEY
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=-1000, YIELD_SCIENCE=20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_FOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=-200, YIELD_TRAINING=80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_FOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=-200, YIELD_SCIENCE=20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_IRON
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=-200, YIELD_TRAINING=80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_IRON
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=-200, YIELD_SCIENCE=20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_WOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=-200, YIELD_TRAINING=80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_WOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=-200, YIELD_SCIENCE=20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_STONE
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=-200, YIELD_TRAINING=80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_STONE
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=-200, YIELD_SCIENCE=20
  • Resolve
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    grants
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_ORDERS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=500, YIELD_ORDERS=-20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_CIVICS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=500, YIELD_CIVICS=-80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_ORDERS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=100, YIELD_ORDERS=-20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_CIVICS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=100, YIELD_CIVICS=-80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_ORDERS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=100, YIELD_ORDERS=-20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_CIVICS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=100, YIELD_CIVICS=-80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_ORDERS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=100, YIELD_ORDERS=-20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_CIVICS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=100, YIELD_CIVICS=-80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_ORDERS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=100, YIELD_ORDERS=-20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_CIVICS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=100, YIELD_CIVICS=-80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_TRAINING
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=500, YIELD_TRAINING=-160
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_SCIENCE
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=500, YIELD_SCIENCE=-40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_TRAINING
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=100, YIELD_TRAINING=-160
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_SCIENCE
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=100, YIELD_SCIENCE=-40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_TRAINING
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=100, YIELD_TRAINING=-160
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_SCIENCE
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=100, YIELD_SCIENCE=-40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_TRAINING
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=100, YIELD_TRAINING=-160
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_SCIENCE
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=100, YIELD_SCIENCE=-40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_TRAINING
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=100, YIELD_TRAINING=-160
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_SCIENCE
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=100, YIELD_SCIENCE=-40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_MONEY
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=-1000, YIELD_ORDERS=10
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_MONEY
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=-1000, YIELD_CIVICS=40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_FOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=-200, YIELD_ORDERS=10
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_FOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=-200, YIELD_CIVICS=40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_IRON
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=-200, YIELD_ORDERS=10
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_IRON
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=-200, YIELD_CIVICS=40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_WOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=-200, YIELD_ORDERS=10
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_WOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=-200, YIELD_CIVICS=40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_STONE
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=-200, YIELD_ORDERS=10
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_STONE
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=-200, YIELD_CIVICS=40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_MONEY
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=-1000, YIELD_TRAINING=80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_MONEY
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=-1000, YIELD_SCIENCE=20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_FOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=-200, YIELD_TRAINING=80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_FOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=-200, YIELD_SCIENCE=20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_IRON
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=-200, YIELD_TRAINING=80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_IRON
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=-200, YIELD_SCIENCE=20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_WOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=-200, YIELD_TRAINING=80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_WOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=-200, YIELD_SCIENCE=20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_STONE
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=-200, YIELD_TRAINING=80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_STONE
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=-200, YIELD_SCIENCE=20
  • For now, we prefer not to trade.
    (no gates or payload in XML)

✎ Soren Johnson

Trade Mission Mission Finished · Trade Mission Event
Every 0 turns Player Peace Or TrucePlayer UsUs Player Friendly
  • Resolve
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    grants
    10% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_MONEY_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=-500, YIELD_ORDERS=10
    10% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_FOOD_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=-100, YIELD_ORDERS=10
    10% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_IRON_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=-100, YIELD_ORDERS=10
    10% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_WOOD_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=-100, YIELD_ORDERS=10
    10% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_STONE_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=-100, YIELD_ORDERS=10
    10% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_ORDERS_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=500, YIELD_ORDERS=-10
    10% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_ORDERS_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=100, YIELD_ORDERS=-10
    10% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_ORDERS_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=100, YIELD_ORDERS=-10
    10% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_ORDERS_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=100, YIELD_ORDERS=-10
    10% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_ORDERS_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=100, YIELD_ORDERS=-10
  • Resolve
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    grants
    10% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_MONEY_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=-500, YIELD_SCIENCE=20
    10% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_FOOD_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=-100, YIELD_SCIENCE=20
    10% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_IRON_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=-100, YIELD_SCIENCE=20
    10% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_WOOD_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=-100, YIELD_SCIENCE=20
    10% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_STONE_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=-100, YIELD_SCIENCE=20
    10% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_SCIENCE_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=500, YIELD_SCIENCE=-20
    10% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_SCIENCE_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=100, YIELD_SCIENCE=-20
    10% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_SCIENCE_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=100, YIELD_SCIENCE=-20
    10% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_SCIENCE_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=100, YIELD_SCIENCE=-20
    10% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_SCIENCE_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=100, YIELD_SCIENCE=-20
  • Resolve
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    grants
    10% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_MONEY_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=-500, YIELD_CIVICS=40
    10% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_FOOD_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=-100, YIELD_CIVICS=40
    10% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_IRON_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=-100, YIELD_CIVICS=40
    10% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_WOOD_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=-100, YIELD_CIVICS=40
    10% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_STONE_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=-100, YIELD_CIVICS=40
    10% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_CIVICS_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=500, YIELD_CIVICS=-40
    10% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_CIVICS_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=100, YIELD_CIVICS=-40
    10% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_CIVICS_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=100, YIELD_CIVICS=-40
    10% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_CIVICS_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=100, YIELD_CIVICS=-40
    10% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_CIVICS_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=100, YIELD_CIVICS=-40
  • Resolve
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    grants
    10% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_MONEY_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=-500, YIELD_TRAINING=80
    10% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_FOOD_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=-100, YIELD_TRAINING=80
    10% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_IRON_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=-100, YIELD_TRAINING=80
    10% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_WOOD_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=-100, YIELD_TRAINING=80
    10% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_STONE_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=-100, YIELD_TRAINING=80
    10% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_TRAINING_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=500, YIELD_TRAINING=-80
    10% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_TRAINING_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=100, YIELD_TRAINING=-80
    10% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_TRAINING_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=100, YIELD_TRAINING=-80
    10% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_TRAINING_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=100, YIELD_TRAINING=-80
    10% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_TRAINING_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=100, YIELD_TRAINING=-80
  • For now, we prefer not to trade.
    (no gates or payload in XML)

✎ Soren Johnson

Trade Mission Mission Finished · Trade Mission Event
Every 0 turns Player Peace Or TrucePlayer UsUs Player Furious
  • Very well, we hope you will open trade in the future.
    Remembered: Gave us a gift to improve relations (+40 opinion for 40 turns)(no event currently keys off this)-240Money-60/city↗ turn
    grants
    BONUS_EVENTOPTION_TRADE_MISSION_YES_FAIL
    Memory MEMORYPLAYER_EVENTOPTION_TRADE_MISSION_YES_FAIL
    BONUS_MONEY_LOSS_LARGE
    aiGlobalYieldsBase: YIELD_MONEY=-240
    aiGlobalYieldsPer: YIELD_MONEY=-60
    ◇ grants a memory no event currently keys off
  • We will not be extorted!
    +20 XP to the character
    grants
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20

✎ Soren Johnson

Trade Mission Mission Finished · Trade Mission Event
Every 0 turns Player Broke PeacePlayer UsUs Player Peace Or Truce
  • Very well, we hope you will open trade in the future.
    Remembered: Gave us a gift to improve relations (+40 opinion for 40 turns)(no event currently keys off this)-240Money-60/city↗ turn
    grants
    BONUS_EVENTOPTION_TRADE_MISSION_YES_FAIL
    Memory MEMORYPLAYER_EVENTOPTION_TRADE_MISSION_YES_FAIL
    BONUS_MONEY_LOSS_LARGE
    aiGlobalYieldsBase: YIELD_MONEY=-240
    aiGlobalYieldsPer: YIELD_MONEY=-60
    ◇ grants a memory no event currently keys off
  • We will not be extorted!
    +20 XP to the character
    grants
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20

✎ Soren Johnson/ Jeri Roys

Trade Mission Mission Finished · Trade Mission Event
Every 0 turns Player Peace Or TrucePlayer UsUs Player Pleased
  • Resolve
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    grants
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_ORDERS_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=500, YIELD_ORDERS=-10
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_CIVICS_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=500, YIELD_CIVICS=-40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_ORDERS_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=100, YIELD_ORDERS=-10
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_CIVICS_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=100, YIELD_CIVICS=-40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_ORDERS_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=100, YIELD_ORDERS=-10
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_CIVICS_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=100, YIELD_CIVICS=-40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_ORDERS_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=100, YIELD_ORDERS=-10
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_CIVICS_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=100, YIELD_CIVICS=-40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_ORDERS_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=100, YIELD_ORDERS=-10
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_CIVICS_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=100, YIELD_CIVICS=-40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_TRAINING_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=500, YIELD_TRAINING=-80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_SCIENCE_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=500, YIELD_SCIENCE=-20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_TRAINING_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=100, YIELD_TRAINING=-80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_SCIENCE_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=100, YIELD_SCIENCE=-20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_TRAINING_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=100, YIELD_TRAINING=-80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_SCIENCE_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=100, YIELD_SCIENCE=-20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_TRAINING_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=100, YIELD_TRAINING=-80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_SCIENCE_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=100, YIELD_SCIENCE=-20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_TRAINING_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=100, YIELD_TRAINING=-80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_SCIENCE_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=100, YIELD_SCIENCE=-20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_MONEY_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=-500, YIELD_ORDERS=10
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_MONEY_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=-500, YIELD_CIVICS=40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_FOOD_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=-100, YIELD_ORDERS=10
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_FOOD_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=-100, YIELD_CIVICS=40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_IRON_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=-100, YIELD_ORDERS=10
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_IRON_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=-100, YIELD_CIVICS=40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_WOOD_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=-100, YIELD_ORDERS=10
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_WOOD_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=-100, YIELD_CIVICS=40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_STONE_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=-100, YIELD_ORDERS=10
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_STONE_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=-100, YIELD_CIVICS=40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_MONEY_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=-500, YIELD_TRAINING=80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_MONEY_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=-500, YIELD_SCIENCE=20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_FOOD_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=-100, YIELD_TRAINING=80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_FOOD_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=-100, YIELD_SCIENCE=20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_IRON_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=-100, YIELD_TRAINING=80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_IRON_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=-100, YIELD_SCIENCE=20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_WOOD_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=-100, YIELD_TRAINING=80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_WOOD_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=-100, YIELD_SCIENCE=20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_STONE_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=-100, YIELD_TRAINING=80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_STONE_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=-100, YIELD_SCIENCE=20
  • Resolve
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    grants
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_ORDERS_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=500, YIELD_ORDERS=-10
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_CIVICS_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=500, YIELD_CIVICS=-40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_ORDERS_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=100, YIELD_ORDERS=-10
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_CIVICS_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=100, YIELD_CIVICS=-40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_ORDERS_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=100, YIELD_ORDERS=-10
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_CIVICS_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=100, YIELD_CIVICS=-40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_ORDERS_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=100, YIELD_ORDERS=-10
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_CIVICS_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=100, YIELD_CIVICS=-40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_ORDERS_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=100, YIELD_ORDERS=-10
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_CIVICS_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=100, YIELD_CIVICS=-40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_TRAINING_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=500, YIELD_TRAINING=-80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_SCIENCE_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=500, YIELD_SCIENCE=-20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_TRAINING_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=100, YIELD_TRAINING=-80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_SCIENCE_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=100, YIELD_SCIENCE=-20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_TRAINING_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=100, YIELD_TRAINING=-80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_SCIENCE_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=100, YIELD_SCIENCE=-20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_TRAINING_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=100, YIELD_TRAINING=-80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_SCIENCE_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=100, YIELD_SCIENCE=-20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_TRAINING_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=100, YIELD_TRAINING=-80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_SCIENCE_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=100, YIELD_SCIENCE=-20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_MONEY_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=-500, YIELD_ORDERS=10
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_MONEY_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=-500, YIELD_CIVICS=40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_FOOD_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=-100, YIELD_ORDERS=10
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_FOOD_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=-100, YIELD_CIVICS=40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_IRON_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=-100, YIELD_ORDERS=10
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_IRON_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=-100, YIELD_CIVICS=40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_WOOD_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=-100, YIELD_ORDERS=10
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_WOOD_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=-100, YIELD_CIVICS=40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_STONE_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=-100, YIELD_ORDERS=10
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_STONE_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=-100, YIELD_CIVICS=40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_MONEY_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=-500, YIELD_TRAINING=80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_MONEY_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=-500, YIELD_SCIENCE=20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_FOOD_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=-100, YIELD_TRAINING=80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_FOOD_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=-100, YIELD_SCIENCE=20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_IRON_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=-100, YIELD_TRAINING=80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_IRON_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=-100, YIELD_SCIENCE=20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_WOOD_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=-100, YIELD_TRAINING=80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_WOOD_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=-100, YIELD_SCIENCE=20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_STONE_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=-100, YIELD_TRAINING=80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_STONE_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=-100, YIELD_SCIENCE=20
  • Resolve
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    grants
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_ORDERS_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=500, YIELD_ORDERS=-10
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_CIVICS_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=500, YIELD_CIVICS=-40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_ORDERS_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=100, YIELD_ORDERS=-10
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_CIVICS_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=100, YIELD_CIVICS=-40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_ORDERS_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=100, YIELD_ORDERS=-10
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_CIVICS_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=100, YIELD_CIVICS=-40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_ORDERS_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=100, YIELD_ORDERS=-10
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_CIVICS_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=100, YIELD_CIVICS=-40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_ORDERS_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=100, YIELD_ORDERS=-10
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_CIVICS_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=100, YIELD_CIVICS=-40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_TRAINING_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=500, YIELD_TRAINING=-80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_SCIENCE_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=500, YIELD_SCIENCE=-20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_TRAINING_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=100, YIELD_TRAINING=-80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_SCIENCE_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=100, YIELD_SCIENCE=-20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_TRAINING_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=100, YIELD_TRAINING=-80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_SCIENCE_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=100, YIELD_SCIENCE=-20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_TRAINING_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=100, YIELD_TRAINING=-80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_SCIENCE_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=100, YIELD_SCIENCE=-20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_TRAINING_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=100, YIELD_TRAINING=-80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_SCIENCE_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=100, YIELD_SCIENCE=-20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_MONEY_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=-500, YIELD_ORDERS=10
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_MONEY_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=-500, YIELD_CIVICS=40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_FOOD_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=-100, YIELD_ORDERS=10
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_FOOD_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=-100, YIELD_CIVICS=40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_IRON_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=-100, YIELD_ORDERS=10
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_IRON_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=-100, YIELD_CIVICS=40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_WOOD_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=-100, YIELD_ORDERS=10
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_WOOD_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=-100, YIELD_CIVICS=40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_STONE_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=-100, YIELD_ORDERS=10
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_STONE_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=-100, YIELD_CIVICS=40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_MONEY_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=-500, YIELD_TRAINING=80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_MONEY_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=-500, YIELD_SCIENCE=20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_FOOD_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=-100, YIELD_TRAINING=80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_FOOD_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=-100, YIELD_SCIENCE=20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_IRON_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=-100, YIELD_TRAINING=80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_IRON_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=-100, YIELD_SCIENCE=20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_WOOD_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=-100, YIELD_TRAINING=80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_WOOD_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=-100, YIELD_SCIENCE=20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_STONE_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=-100, YIELD_TRAINING=80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_STONE_GOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=-100, YIELD_SCIENCE=20
  • For now, we prefer not to trade.
    (no gates or payload in XML)

✎ Soren Johnson

Trade Mission Mission Finished · Trade Mission Event
Every 0 turns Player Peace Or TrucePlayer UsUs Player Upset
  • Resolve
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    grants
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_ORDERS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=500, YIELD_ORDERS=-20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_CIVICS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=500, YIELD_CIVICS=-80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_ORDERS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=100, YIELD_ORDERS=-20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_CIVICS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=100, YIELD_CIVICS=-80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_ORDERS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=100, YIELD_ORDERS=-20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_CIVICS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=100, YIELD_CIVICS=-80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_ORDERS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=100, YIELD_ORDERS=-20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_CIVICS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=100, YIELD_CIVICS=-80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_ORDERS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=100, YIELD_ORDERS=-20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_CIVICS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=100, YIELD_CIVICS=-80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_TRAINING
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=500, YIELD_TRAINING=-160
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_SCIENCE
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=500, YIELD_SCIENCE=-40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_TRAINING
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=100, YIELD_TRAINING=-160
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_SCIENCE
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=100, YIELD_SCIENCE=-40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_TRAINING
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=100, YIELD_TRAINING=-160
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_SCIENCE
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=100, YIELD_SCIENCE=-40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_TRAINING
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=100, YIELD_TRAINING=-160
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_SCIENCE
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=100, YIELD_SCIENCE=-40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_TRAINING
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=100, YIELD_TRAINING=-160
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_SCIENCE
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=100, YIELD_SCIENCE=-40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_MONEY
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=-1000, YIELD_ORDERS=10
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_MONEY
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=-1000, YIELD_CIVICS=40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_FOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=-200, YIELD_ORDERS=10
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_FOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=-200, YIELD_CIVICS=40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_IRON
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=-200, YIELD_ORDERS=10
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_IRON
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=-200, YIELD_CIVICS=40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_WOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=-200, YIELD_ORDERS=10
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_WOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=-200, YIELD_CIVICS=40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_STONE
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=-200, YIELD_ORDERS=10
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_STONE
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=-200, YIELD_CIVICS=40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_MONEY
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=-1000, YIELD_TRAINING=80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_MONEY
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=-1000, YIELD_SCIENCE=20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_FOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=-200, YIELD_TRAINING=80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_FOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=-200, YIELD_SCIENCE=20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_IRON
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=-200, YIELD_TRAINING=80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_IRON
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=-200, YIELD_SCIENCE=20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_WOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=-200, YIELD_TRAINING=80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_WOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=-200, YIELD_SCIENCE=20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_STONE
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=-200, YIELD_TRAINING=80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_STONE
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=-200, YIELD_SCIENCE=20
  • Resolve
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)
    grants
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_ORDERS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=500, YIELD_ORDERS=-20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_CIVICS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=500, YIELD_CIVICS=-80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_ORDERS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=100, YIELD_ORDERS=-20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_CIVICS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=100, YIELD_CIVICS=-80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_ORDERS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=100, YIELD_ORDERS=-20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_CIVICS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=100, YIELD_CIVICS=-80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_ORDERS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=100, YIELD_ORDERS=-20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_CIVICS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=100, YIELD_CIVICS=-80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_ORDERS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=100, YIELD_ORDERS=-20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_CIVICS
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=100, YIELD_CIVICS=-80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_TRAINING
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=500, YIELD_TRAINING=-160
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_SCIENCE
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=500, YIELD_SCIENCE=-40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_TRAINING
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=100, YIELD_TRAINING=-160
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_SCIENCE
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=100, YIELD_SCIENCE=-40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_TRAINING
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=100, YIELD_TRAINING=-160
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_SCIENCE
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=100, YIELD_SCIENCE=-40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_TRAINING
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=100, YIELD_TRAINING=-160
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_SCIENCE
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=100, YIELD_SCIENCE=-40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_TRAINING
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=100, YIELD_TRAINING=-160
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_SCIENCE
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=100, YIELD_SCIENCE=-40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_MONEY
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=-1000, YIELD_ORDERS=10
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_MONEY
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=-1000, YIELD_CIVICS=40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_FOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=-200, YIELD_ORDERS=10
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_FOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=-200, YIELD_CIVICS=40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_IRON
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=-200, YIELD_ORDERS=10
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_IRON
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=-200, YIELD_CIVICS=40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_WOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=-200, YIELD_ORDERS=10
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_WOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=-200, YIELD_CIVICS=40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_STONE
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=-200, YIELD_ORDERS=10
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_STONE
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=-200, YIELD_CIVICS=40
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_MONEY
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=-1000, YIELD_TRAINING=80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_MONEY
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_MONEY=-1000, YIELD_SCIENCE=20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_FOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=-200, YIELD_TRAINING=80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_FOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_FOOD=-200, YIELD_SCIENCE=20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_IRON
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=-200, YIELD_TRAINING=80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_IRON
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_IRON=-200, YIELD_SCIENCE=20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_WOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=-200, YIELD_TRAINING=80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_WOOD
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_WOOD=-200, YIELD_SCIENCE=20
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_STONE
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=-200, YIELD_TRAINING=80
    3% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_STONE
    Memory MEMORYPLAYER_TRADE_DEAL
    aiYieldsTradeBase: YIELD_STONE=-200, YIELD_SCIENCE=20
  • For now, we prefer not to trade.
    (no gates or payload in XML)

✎ Soren Johnson

Trade Mission Mission Finished · Trade Mission Event
Every 0 turns Player Peace Or TrucePlayer UsUs Player Upset
  • Very well, we hope you will open trade in the future.
    Remembered: Gave us a gift to improve relations (+40 opinion for 40 turns)(no event currently keys off this)-240Money-60/city↗ turn
    grants
    BONUS_EVENTOPTION_TRADE_MISSION_YES_FAIL
    Memory MEMORYPLAYER_EVENTOPTION_TRADE_MISSION_YES_FAIL
    BONUS_MONEY_LOSS_LARGE
    aiGlobalYieldsBase: YIELD_MONEY=-240
    aiGlobalYieldsPer: YIELD_MONEY=-60
    ◇ grants a memory no event currently keys off
  • We will not be extorted!
    +20 XP to the character
    grants
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20

✎ Soren Johnson

Trade Negotiations Mission Finished · Tutor Event
Every 50 turns UsUsPlayer Them Courtier MerchantPlayer Peace Or Truce
Always Remembered: Impressed by young student (+20 opinion for 20 turns)(no event currently keys off this)
  • Either the deal meets all my demands, or I walk away.
    Gain trait: Prosperous+1 Discipline
    grants
    BONUS_EVENTOPTION_TUTOR_NEGOTIATIONS
    aeAddTraits: TRAIT_PROSPEROUS
    aeBonuses: BONUS_GAIN_DISCIPLINE_1
  • I will compromise for the sake of good relations.
    Gain trait: Gracious
    grants
    BONUS_GIVE_TRAIT_GRACIOUS
    aeAddTraits: TRAIT_GRACIOUS

✎ Andy Auseon

Treason in [city] Mission Finished · Pacify City Event
Once per game City UsUsFamily UsFamily Us Max Angry
Always +80Happinesseach city↗ turn
  • [character] has done me a great service.
    Gain trait: ImprisonedRemembered (all families): Curried favor to win approval (+20 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_GIVE_TRAIT_IMPRISONED
    aeAddTraits: TRAIT_IMPRISONED
    BONUS_EVENTOPTION_PACIFY_TREASON_IN_CITY_OPTION_0_FAMILY
    MemoryAllFamilies MEMORYFAMILY_CURRY_FAVOR
    ◇ grants a memory no event currently keys off

✎ Andy Auseon

Trendsetter Mission Finished · Revelry Event Behind the Throne
Every 10 turns City UsLeader Us
Always Loses trait: Stressed
  • It's good to be [title].
    Begin project: Lavish Lifestyle
    grants
    BONUS_LUXURY_LIFESTYLE
    aeAddProjects: PROJECT_LAVISH_LIFESTYLE
  • Flattering. But this could get expensive, fast.
    (no gates or payload in XML)

✎ Jeri Roys

Tribal Alliance Mission Finished · Alliance Event
Once per game TribeLeader TribeSpouse Of Leader UsChild Of Leader UsLeader Us Teenager Or Adult
Always Remembered: Tribe Offer (5 turns)Gain trait: ExoticGain trait: Exotic
  • I will ignore their petty concerns.
    Leader relationship: Endeared ToLeader relationship: Endeared ToRemembered (all families): Accepted barbarian gifts (-40 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_LEADER_ENDEARED_TO
    AddLeaderRelationship RELATIONSHIP_ENDEARED_TO
    BONUS_LEADER_ENDEARED_TO
    AddLeaderRelationship RELATIONSHIP_ENDEARED_TO
    BONUS_EVENTOPTION_RELATIONSHIP_LAVISH_TROVE_OPTION_0_CHARACTER_3
    MemoryAllFamilies MEMORYFAMILY_ACCEPTED_BARBARIAN_GIFTS
    ◇ grants a memory no event currently keys off
  • They are right, we must not allow ourselves to be bought.
    Leader relationship: Estranged FromRemembered (all families): Rejected barbarian gifts (+40 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_LEADER_ESTRANGED_FROM
    AddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
    BONUS_EVENTOPTION_RELATIONSHIP_LAVISH_TROVE_OPTION_1_CHARACTER_3
    MemoryAllFamilies MEMORYFAMILY_REJECTED_BARBARIAN_GIFTS
    ◇ grants a memory no event currently keys off
  • Promise to return the gifts, but then keep them. Covert
    Leader relationship: Endeared ToLeader relationship: Endeared To
    gated by
    LeaderSubjectAny SUBJECT_CHARACTER_COVERT
    grants
    BONUS_LEADER_ENDEARED_TO
    AddLeaderRelationship RELATIONSHIP_ENDEARED_TO
    BONUS_LEADER_ENDEARED_TO
    AddLeaderRelationship RELATIONSHIP_ENDEARED_TO

✎ Andy Auseon

Tribal Alliance Mission Finished · Alliance Event
Every 80 turns Tribe PeaceLeader Us High Charisma
  • We welcome an alliance with the [tribe].
    -2 LegitimacyRemembered: Tribe Offer (5 turns)-320Money-80/city↗ turn
    grants
    BONUS_EVENTOPTION_TRIBE_ALLIANCE_WELCOME
    aeBonuses: BONUS_TRIBE_ALLIANCE, BONUS_MONEY_LOSS_HUGE
  • This is not the time.
    +20 XP to the character
    grants
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20

✎ Soren Johnson

Tribal Alliance Offer Mission Finished · Alliance Event
Every 0 turns Tribe
  • Resolve
    20%
    -2 LegitimacyRemembered: Tribe Offer (5 turns)-320Money-80/city↗ turn
    20%
    -2 LegitimacyRemembered: Tribe Offer (5 turns)-100Food-35/city↗ turn
    20%
    -2 LegitimacyRemembered: Tribe Offer (5 turns)-100Wood-35/city↗ turn
    20%
    -2 LegitimacyRemembered: Tribe Offer (5 turns)-100Iron-35/city↗ turn
    20%
    -2 LegitimacyRemembered: Tribe Offer (5 turns)-100Stone-35/city↗ turn
    grants
    20% BONUS_EVENTOPTION_TRIBE_ALLIANCE_OFFER_YES_MONEY
    aeBonuses: BONUS_TRIBE_ALLIANCE, BONUS_MONEY_LOSS_HUGE
    20% BONUS_EVENTOPTION_TRIBE_ALLIANCE_OFFER_YES_FOOD
    aeBonuses: BONUS_TRIBE_ALLIANCE, BONUS_FOOD_LOSS_HUGE
    20% BONUS_EVENTOPTION_TRIBE_ALLIANCE_OFFER_YES_WOOD
    aeBonuses: BONUS_TRIBE_ALLIANCE, BONUS_WOOD_LOSS_HUGE
    20% BONUS_EVENTOPTION_TRIBE_ALLIANCE_OFFER_YES_IRON
    aeBonuses: BONUS_TRIBE_ALLIANCE, BONUS_IRON_LOSS_HUGE
    20% BONUS_EVENTOPTION_TRIBE_ALLIANCE_OFFER_YES_STONE
    aeBonuses: BONUS_TRIBE_ALLIANCE, BONUS_STONE_LOSS_HUGE
  • Resolve
    20%
    -2 LegitimacyRemembered: Tribe Offer (5 turns)
    20%
    -2 LegitimacyRemembered: Tribe Offer (5 turns)
    20%
    -2 LegitimacyRemembered: Tribe Offer (5 turns)
    20%
    -2 LegitimacyRemembered: Tribe Offer (5 turns)
    20%
    -2 LegitimacyRemembered: Tribe Offer (5 turns)
    grants
    20% BONUS_EVENTOPTION_TRIBE_ALLIANCE_OFFER_TRIBUTE_MONEY
    aeBonuses: BONUS_TRIBE_ALLIANCE, BONUS_TRIBUTE_GIVE_MONEY_LARGE
    20% BONUS_EVENTOPTION_TRIBE_ALLIANCE_OFFER_TRIBUTE_FOOD
    aeBonuses: BONUS_TRIBE_ALLIANCE, BONUS_TRIBUTE_GIVE_FOOD_LARGE
    20% BONUS_EVENTOPTION_TRIBE_ALLIANCE_OFFER_TRIBUTE_WOOD
    aeBonuses: BONUS_TRIBE_ALLIANCE, BONUS_TRIBUTE_GIVE_WOOD_LARGE
    20% BONUS_EVENTOPTION_TRIBE_ALLIANCE_OFFER_TRIBUTE_IRON
    aeBonuses: BONUS_TRIBE_ALLIANCE, BONUS_TRIBUTE_GIVE_IRON_LARGE
    20% BONUS_EVENTOPTION_TRIBE_ALLIANCE_OFFER_TRIBUTE_STONE
    aeBonuses: BONUS_TRIBE_ALLIANCE, BONUS_TRIBUTE_GIVE_STONE_LARGE
  • No, the cost is too high.
    (no gates or payload in XML)

✎ Soren Johnson

Tribal Alliance Offer Mission Finished · Tribe Alliance Hanno Navigator Wonders and Dynasties Wonders & Dynasties
Every 0 turns Tribe
  • Resolve
    20%
    -2 LegitimacyRemembered: Tribe Offer (5 turns)-320Money-80/city↗ turn
    20%
    -2 LegitimacyRemembered: Tribe Offer (5 turns)-100Food-35/city↗ turn
    20%
    -2 LegitimacyRemembered: Tribe Offer (5 turns)-100Wood-35/city↗ turn
    20%
    -2 LegitimacyRemembered: Tribe Offer (5 turns)-100Iron-35/city↗ turn
    20%
    -2 LegitimacyRemembered: Tribe Offer (5 turns)-100Stone-35/city↗ turn
    grants
    20% BONUS_EVENTOPTION_TRIBE_ALLIANCE_OFFER_YES_MONEY
    aeBonuses: BONUS_TRIBE_ALLIANCE, BONUS_MONEY_LOSS_HUGE
    20% BONUS_EVENTOPTION_TRIBE_ALLIANCE_OFFER_YES_FOOD
    aeBonuses: BONUS_TRIBE_ALLIANCE, BONUS_FOOD_LOSS_HUGE
    20% BONUS_EVENTOPTION_TRIBE_ALLIANCE_OFFER_YES_WOOD
    aeBonuses: BONUS_TRIBE_ALLIANCE, BONUS_WOOD_LOSS_HUGE
    20% BONUS_EVENTOPTION_TRIBE_ALLIANCE_OFFER_YES_IRON
    aeBonuses: BONUS_TRIBE_ALLIANCE, BONUS_IRON_LOSS_HUGE
    20% BONUS_EVENTOPTION_TRIBE_ALLIANCE_OFFER_YES_STONE
    aeBonuses: BONUS_TRIBE_ALLIANCE, BONUS_STONE_LOSS_HUGE
  • Resolve
    20%
    -2 LegitimacyRemembered: Tribe Offer (5 turns)
    20%
    -2 LegitimacyRemembered: Tribe Offer (5 turns)
    20%
    -2 LegitimacyRemembered: Tribe Offer (5 turns)
    20%
    -2 LegitimacyRemembered: Tribe Offer (5 turns)
    20%
    -2 LegitimacyRemembered: Tribe Offer (5 turns)
    grants
    20% BONUS_EVENTOPTION_TRIBE_ALLIANCE_OFFER_TRIBUTE_MONEY
    aeBonuses: BONUS_TRIBE_ALLIANCE, BONUS_TRIBUTE_GIVE_MONEY_LARGE
    20% BONUS_EVENTOPTION_TRIBE_ALLIANCE_OFFER_TRIBUTE_FOOD
    aeBonuses: BONUS_TRIBE_ALLIANCE, BONUS_TRIBUTE_GIVE_FOOD_LARGE
    20% BONUS_EVENTOPTION_TRIBE_ALLIANCE_OFFER_TRIBUTE_WOOD
    aeBonuses: BONUS_TRIBE_ALLIANCE, BONUS_TRIBUTE_GIVE_WOOD_LARGE
    20% BONUS_EVENTOPTION_TRIBE_ALLIANCE_OFFER_TRIBUTE_IRON
    aeBonuses: BONUS_TRIBE_ALLIANCE, BONUS_TRIBUTE_GIVE_IRON_LARGE
    20% BONUS_EVENTOPTION_TRIBE_ALLIANCE_OFFER_TRIBUTE_STONE
    aeBonuses: BONUS_TRIBE_ALLIANCE, BONUS_TRIBUTE_GIVE_STONE_LARGE
  • No, the cost is too high.
    (no gates or payload in XML)

✎ Solver

Tribal Factions Mission Finished · Influence Event
Every 40 turns Tribe ThemPlayer UsCapital UsTribeLeader Us Tribe Max Cautious
Always 2 rebel units appear
  • Continue to see the mission through.
    Leader relationship: Influenced By
    grants
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
  • We will return to [city] and prepare.
    +1 Heavy Infantry unit
    grants
    BONUS_UNITCLASS_HEAVY_INFANTRY
    aiBonusUnits: BONUSUNITCLASS_HEAVY_INFANTRY=1

✎ Josh Unsworth

Tribal Marriage Offer Mission Finished · Tribal Marriage
Every 0 turns Tribe Peace Or TruceUsTribe Them Archetype
  • Ring the bells.
    Arranges a marriage
    grants
    BONUS_EVENTOPTION_MISSION_MARRIAGE_TRIBE_YES
    iMarrySubject 1
  • No, not this time.
    (no gates or payload in XML)

✎ Soren Johnson

Tribal Marriage Offer Mission Finished · Tribal Marriage
Every 0 turns Tribe Peace Or TruceUsSuitor Temp
  • Ring the bells.
    Arranges a marriage
    grants
    BONUS_EVENTOPTION_MISSION_MARRIAGE_TRIBE_YES
    iMarrySubject 1
  • No, not this time.
    (no gates or payload in XML)

✎ Soren Johnson

Truce Proposal Mission Finished · Truce Event
Every 0 turns Player WarUs
  • Accept our gift to end the war.
    grants
    BONUS_EVENTOPTION_TRUCE_PROPOSAL_OFFER_TRIBUTE
    Mission MISSION_PLAYER_TRUCE_OFFER_TRIBUTE
    iMissionSubject 0
  • No hard feelings; let's call it off.
    grants
    BONUS_EVENTOPTION_TRUCE_PROPOSAL_NO_TRIBUTE
    Mission MISSION_PLAYER_TRUCE_NO_TRIBUTE
    iMissionSubject 0
  • We are the superior power and demand tribute.
    grants
    BONUS_EVENTOPTION_TRUCE_PROPOSAL_DEMAND_TRIBUTE
    Mission MISSION_PLAYER_TRUCE_DEMAND_TRIBUTE
    iMissionSubject 0
  • Maybe later.
    (no gates or payload in XML)

✎ Soren Johnson

Truce Proposal Mission Finished · Player Truce Human Event
Every 0 turns Player War Human
  • Yes.
    grants
    BONUS_EVENTOPTION_TRUCE_PROPOSAL_HUMAN_YES
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
  • No.
    (no gates or payload in XML)

✎ Soren Johnson

Truce Response Mission Finished · Demand Tribute for Truce Event
Every 0 turns Player Losing
  • We accept your proposal.
    Remembered: Player Offer (5 turns)
    grants
    BONUS_EVENTOPTION_PLAYER_TRUCE_RECEIVE_AVERAGE
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_RECEIVE_MONEY_AVERAGE
  • That is not enough.
    (no gates or payload in XML)

✎ Soren Johnson

Truce Response Mission Finished · Demand Tribute for Truce Event
Every 0 turns Player ThemPlayer Us Player Play To Win Vs
  • That is very unfortunate.
    (no gates or payload in XML)

✎ Soren Johnson

Truce Response Mission Finished · Demand Tribute for Truce Event
Every 0 turns Player Min Neutral
  • That is very unfortunate.
    (no gates or payload in XML)

✎ Soren Johnson

Truce Response Mission Finished · Demand Tribute for Truce Event
Every 0 turns Player Routed
  • We accept your proposal.
    Remembered: Player Offer (5 turns)
    grants
    BONUS_EVENTOPTION_PLAYER_TRUCE_RECEIVE_LARGE
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_RECEIVE_MONEY_LARGE
  • That is not enough.
    (no gates or payload in XML)

✎ Soren Johnson

Truce Response Mission Finished · Ask for Truce Event
Every 0 turns Player Them
  • We accept the truce.
    Remembered: Player Offer (5 turns)
    grants
    BONUS_PLAYER_TRUCE
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
    aeBonuses: BONUS_PLAYER_OFFER
  • No, the war will continue.
    (no gates or payload in XML)

✎ Soren Johnson

Truce Response Mission Finished · Ask for Truce Event
Every 0 turns Player ThemPlayer Us Player Play To Win Vs
  • That is very unfortunate.
    (no gates or payload in XML)

✎ Soren Johnson

Truce Response Mission Finished · Ask for Truce Event
Every 0 turns Player Neutral Player Much Stronger
  • That is very unfortunate.
    (no gates or payload in XML)

✎ Soren Johnson

Truce Response Mission Finished · Ask for Truce Event
Every 0 turns Player Min Winning
  • That is very unfortunate.
    (no gates or payload in XML)

✎ Soren Johnson

Truce Response Mission Finished · Offer Tribute for Truce Event
Every 0 turns Player Max Neutral Player Much Stronger
  • Resolve
    20%
    Remembered: Player Offer (5 turns)
    20%
    Remembered: Player Offer (5 turns)
    20%
    Remembered: Player Offer (5 turns)
    20%
    Remembered: Player Offer (5 turns)
    20%
    Remembered: Player Offer (5 turns)
    grants
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_CIVICS_HUGE
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_CIVICS_HUGE
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_TRAINING_HUGE
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_TRAINING_HUGE
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_SCIENCE_HUGE
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_SCIENCE_HUGE
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_MONEY_HUGE
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_MONEY_HUGE
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_ORDERS_HUGE
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_ORDERS_HUGE
  • That is too much for us.
    (no gates or payload in XML)

✎ Soren Johnson

Truce Response Mission Finished · Offer Tribute for Truce Event
Every 0 turns Player Max Neutral Player Similar
  • Resolve
    20%
    Remembered: Player Offer (5 turns)
    20%
    Remembered: Player Offer (5 turns)
    20%
    Remembered: Player Offer (5 turns)
    20%
    Remembered: Player Offer (5 turns)
    20%
    Remembered: Player Offer (5 turns)
    grants
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_CIVICS_AVERAGE
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_CIVICS_AVERAGE
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_TRAINING_AVERAGE
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_TRAINING_AVERAGE
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_SCIENCE_AVERAGE
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_SCIENCE_AVERAGE
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_MONEY_AVERAGE
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_MONEY_AVERAGE
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_ORDERS_AVERAGE
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_ORDERS_AVERAGE
  • That is too much for us.
    (no gates or payload in XML)

✎ Soren Johnson

Truce Response Mission Finished · Offer Tribute for Truce Event
Every 0 turns Player Max Neutral Player Stronger
  • Resolve
    20%
    Remembered: Player Offer (5 turns)
    20%
    Remembered: Player Offer (5 turns)
    20%
    Remembered: Player Offer (5 turns)
    20%
    Remembered: Player Offer (5 turns)
    20%
    Remembered: Player Offer (5 turns)
    grants
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_CIVICS_LARGE
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_CIVICS_LARGE
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_TRAINING_LARGE
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_TRAINING_LARGE
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_SCIENCE_LARGE
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_SCIENCE_LARGE
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_MONEY_LARGE
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_MONEY_LARGE
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_ORDERS_LARGE
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_ORDERS_LARGE
  • That is too much for us.
    (no gates or payload in XML)

✎ Soren Johnson

Truce Response Mission Finished · Offer Tribute for Truce Event
Every 0 turns Player Max Neutral Player Max Weaker
  • Resolve
    20%
    Remembered: Player Offer (5 turns)
    20%
    Remembered: Player Offer (5 turns)
    20%
    Remembered: Player Offer (5 turns)
    20%
    Remembered: Player Offer (5 turns)
    20%
    Remembered: Player Offer (5 turns)
    grants
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_CIVICS_SMALL
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_CIVICS_SMALL
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_TRAINING_SMALL
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_TRAINING_SMALL
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_SCIENCE_SMALL
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_SCIENCE_SMALL
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_MONEY_SMALL
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_MONEY_SMALL
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_ORDERS_SMALL
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_ORDERS_SMALL
  • That is too much for us.
    (no gates or payload in XML)

✎ Soren Johnson

Truce Response Mission Finished · Offer Tribute for Truce Event
Every 0 turns Player ThemPlayer Us Player Play To Win Vs
  • That is very unfortunate.
    (no gates or payload in XML)

✎ Soren Johnson

Truce Response Mission Finished · Offer Tribute for Truce Event
Every 0 turns Competitive+ Player TriumphantPlayer Us Player Min Stronger
  • That is very unfortunate.
    (no gates or payload in XML)

✎ Soren Johnson

Truce Response Mission Finished · Offer Tribute for Truce Event
Every 0 turns Player TriumphantPlayer Us Player Much Stronger
  • That is very unfortunate.
    (no gates or payload in XML)

✎ Soren Johnson

Truce Response Mission Finished · Offer Tribute for Truce Event
Every 0 turns Player Triumphant Player Similar
  • Resolve
    20%
    Remembered: Player Offer (5 turns)
    20%
    Remembered: Player Offer (5 turns)
    20%
    Remembered: Player Offer (5 turns)
    20%
    Remembered: Player Offer (5 turns)
    20%
    Remembered: Player Offer (5 turns)
    grants
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_CIVICS_HUGE
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_CIVICS_HUGE
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_TRAINING_HUGE
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_TRAINING_HUGE
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_SCIENCE_HUGE
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_SCIENCE_HUGE
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_MONEY_HUGE
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_MONEY_HUGE
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_ORDERS_HUGE
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_ORDERS_HUGE
  • That is too much for us.
    (no gates or payload in XML)

✎ Soren Johnson

Truce Response Mission Finished · Offer Tribute for Truce Event
Every 0 turns Player Triumphant Player Stronger
  • Resolve
    20%
    Remembered: Player Offer (5 turns)
    20%
    Remembered: Player Offer (5 turns)
    20%
    Remembered: Player Offer (5 turns)
    20%
    Remembered: Player Offer (5 turns)
    20%
    Remembered: Player Offer (5 turns)
    grants
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_CIVICS_GIGANTIC
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_CIVICS_GIGANTIC
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_TRAINING_GIGANTIC
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_TRAINING_GIGANTIC
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_SCIENCE_GIGANTIC
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_SCIENCE_GIGANTIC
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_MONEY_GIGANTIC
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_MONEY_GIGANTIC
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_ORDERS_GIGANTIC
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_ORDERS_GIGANTIC
  • That is too much for us.
    (no gates or payload in XML)

✎ Soren Johnson

Truce Response Mission Finished · Offer Tribute for Truce Event
Every 0 turns Player Triumphant Player Max Weaker
  • Resolve
    20%
    Remembered: Player Offer (5 turns)
    20%
    Remembered: Player Offer (5 turns)
    20%
    Remembered: Player Offer (5 turns)
    20%
    Remembered: Player Offer (5 turns)
    20%
    Remembered: Player Offer (5 turns)
    grants
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_CIVICS_LARGE
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_CIVICS_LARGE
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_TRAINING_LARGE
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_TRAINING_LARGE
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_SCIENCE_LARGE
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_SCIENCE_LARGE
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_MONEY_LARGE
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_MONEY_LARGE
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_ORDERS_LARGE
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_ORDERS_LARGE
  • That is too much for us.
    (no gates or payload in XML)

✎ Soren Johnson

Truce Response Mission Finished · Offer Tribute for Truce Event
Every 0 turns Player Winning Player Much Stronger
  • Resolve
    20%
    Remembered: Player Offer (5 turns)
    20%
    Remembered: Player Offer (5 turns)
    20%
    Remembered: Player Offer (5 turns)
    20%
    Remembered: Player Offer (5 turns)
    20%
    Remembered: Player Offer (5 turns)
    grants
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_CIVICS_GIGANTIC
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_CIVICS_GIGANTIC
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_TRAINING_GIGANTIC
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_TRAINING_GIGANTIC
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_SCIENCE_GIGANTIC
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_SCIENCE_GIGANTIC
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_MONEY_GIGANTIC
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_MONEY_GIGANTIC
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_ORDERS_GIGANTIC
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_ORDERS_GIGANTIC
  • That is too much for us.
    (no gates or payload in XML)

✎ Soren Johnson

Truce Response Mission Finished · Offer Tribute for Truce Event
Every 0 turns Player Winning Player Similar
  • Resolve
    20%
    Remembered: Player Offer (5 turns)
    20%
    Remembered: Player Offer (5 turns)
    20%
    Remembered: Player Offer (5 turns)
    20%
    Remembered: Player Offer (5 turns)
    20%
    Remembered: Player Offer (5 turns)
    grants
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_CIVICS_LARGE
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_CIVICS_LARGE
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_TRAINING_LARGE
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_TRAINING_LARGE
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_SCIENCE_LARGE
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_SCIENCE_LARGE
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_MONEY_LARGE
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_MONEY_LARGE
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_ORDERS_LARGE
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_ORDERS_LARGE
  • That is too much for us.
    (no gates or payload in XML)

✎ Soren Johnson

Truce Response Mission Finished · Offer Tribute for Truce Event
Every 0 turns Player Winning Player Stronger
  • Resolve
    20%
    Remembered: Player Offer (5 turns)
    20%
    Remembered: Player Offer (5 turns)
    20%
    Remembered: Player Offer (5 turns)
    20%
    Remembered: Player Offer (5 turns)
    20%
    Remembered: Player Offer (5 turns)
    grants
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_CIVICS_HUGE
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_CIVICS_HUGE
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_TRAINING_HUGE
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_TRAINING_HUGE
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_SCIENCE_HUGE
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_SCIENCE_HUGE
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_MONEY_HUGE
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_MONEY_HUGE
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_ORDERS_HUGE
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_ORDERS_HUGE
  • That is too much for us.
    (no gates or payload in XML)

✎ Soren Johnson

Truce Response Mission Finished · Offer Tribute for Truce Event
Every 0 turns Player Winning Player Max Weaker
  • Resolve
    20%
    Remembered: Player Offer (5 turns)
    20%
    Remembered: Player Offer (5 turns)
    20%
    Remembered: Player Offer (5 turns)
    20%
    Remembered: Player Offer (5 turns)
    20%
    Remembered: Player Offer (5 turns)
    grants
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_CIVICS_AVERAGE
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_CIVICS_AVERAGE
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_TRAINING_AVERAGE
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_TRAINING_AVERAGE
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_SCIENCE_AVERAGE
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_SCIENCE_AVERAGE
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_MONEY_AVERAGE
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_MONEY_AVERAGE
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_ORDERS_AVERAGE
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_ORDERS_AVERAGE
  • That is too much for us.
    (no gates or payload in XML)

✎ Soren Johnson

Turning Mani Mission Finished · Convert Target to Religion Event The Sacred and the Profane Religion event pack
Every 0 turns UsLeader UsManichaeism Mani
  • [character] makes some compelling arguments!
    Converts to the target religion
    grants
    BONUS_EVENTOPTION_CONVERT_S1
    iConvertReligionSubject 1
  • This is a fruitless endeavor.
    +20 XP to the character
    grants
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20

✎ Josh Unsworth

Turning Mani Mission Finished · Convert Target to State Religion Event The Sacred and the Profane Religion event pack
Every 0 turns UsLeader UsManichaeism Mani
  • [character] makes some compelling arguments!
    Converts to the target religion
    grants
    BONUS_EVENTOPTION_CONVERT_S1
    iConvertReligionSubject 1
  • This is a fruitless endeavor.
    +20 XP to the character
    grants
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20

✎ Josh Unsworth

Twilight Years Mission Finished · Influence Event
Once per game Leader UsSpouse Of Leader UsChild Of Leader Us OldLeader Us Reigned 20Heir UsAdult
  • I will follow [character] into retirement.
    +2 LegitimacyGain trait: Loyal
    grants
    BONUS_EVENTOPTION_LEADER_TWILIGHT_YEARS_OPTION_0
    bAbdicate 1
    BONUS_EVENTOPTION_LEADER_TWILIGHT_YEARS_OPTION_0_CHARACTER_2
    iLegitimacy 2
    aeAddTraits: TRAIT_LOYAL
  • There are many years left in me.
    Remembered: Spouse would not step down (-40 opinion for 20 turns)(no event currently keys off this)Remembered: Ruler would not abdicate (-20 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_LEADER_TWILIGHT_YEARS_OPTION_1_CHARACTER_1
    Memory MEMORYCHARACTER_SPOUSE_NO_ABDICATE
    BONUS_EVENTOPTION_LEADER_TWILIGHT_YEARS_OPTION_1_CHARACTER_2
    Memory MEMORYCHARACTER_PARENT_NO_ABDICATE
    ◇ grants a memory no event currently keys off

✎ Andy Auseon

Two Birds Mission Finished · Expose Agent Network Event
50% to appear Once per game City UsCity UsUs City Any AgentSpymaster
Always Exposes a foreign agent network in the cityExposes a foreign agent network in the city
  • If only all my subjects were as effective!
    +60 XP to the character
    grants
    BONUS_XP_CHARACTER_LARGE
    iXPCharacter 60

✎ Josh Unsworth

Two Mothers One Child Mission Finished · Hold Court Event
Once per game Family UsFamily Us Family Non Leader
  • The [family] are known for their pale hair.
    Remembered: You ruled in our favor in a dispute between two mothers (+20 opinion for 20 turns)(no event currently keys off this)Remembered: You ruled against us in a dispute between two mothers (-20 opinion for 20 turns)(no event currently keys off this)
    gated by
    LeaderSubjectNotAny SUBJECT_CHARACTER_TERRIFYING
    grants
    BONUS_EVENTOPTION_TWO_MOTHERS_ONE_CHILD_VICTORY
    Memory MEMORYFAMILY_TWO_MOTHERS_VICTORY
    BONUS_EVENTOPTION_TWO_MOTHERS_ONE_CHILD_DEFEAT
    Memory MEMORYFAMILY_TWO_MOTHERS_DEFEAT
    ◇ grants a memory no event currently keys off
  • I recognize the classic [family] nose.
    Remembered: You ruled against us in a dispute between two mothers (-20 opinion for 20 turns)(no event currently keys off this)Remembered: You ruled in our favor in a dispute between two mothers (+20 opinion for 20 turns)(no event currently keys off this)
    gated by
    LeaderSubjectNotAny SUBJECT_CHARACTER_TERRIFYING
    grants
    BONUS_EVENTOPTION_TWO_MOTHERS_ONE_CHILD_DEFEAT
    Memory MEMORYFAMILY_TWO_MOTHERS_DEFEAT
    BONUS_EVENTOPTION_TWO_MOTHERS_ONE_CHILD_VICTORY
    Memory MEMORYFAMILY_TWO_MOTHERS_VICTORY
    ◇ grants a memory no event currently keys off
  • They can each have half of the child.
    +4 LegitimacyRemembered (all families): You murdered a child in a dispute between two mothers (-40 opinion for 20 turns)(no event currently keys off this)
    gated by
    LeaderSubject SUBJECT_CHARACTER_TERRIFYING
    grants
    BONUS_EVENTOPTION_TWO_MOTHERS_ONE_CHILD_2
    MemoryAllFamilies MEMORYFAMILY_TWO_MOTHERS_MURDER
    iLegitimacy 4
    ◇ grants a memory no event currently keys off
  • The mother is the one who would rather give up the child than see it die.
    Remembered (all families): You judged justly and wisely in a dispute between two mothers (+40 opinion for 20 turns)(no event currently keys off this)
    gated by
    LeaderSubject SUBJECT_HIGH_WISDOM
    grants
    BONUS_EVENTOPTION_TWO_MOTHERS_ONE_CHILD_3
    MemoryAllFamilies MEMORYFAMILY_TWO_MOTHERS_WISELY
    ◇ grants a memory no event currently keys off

✎ Zorbaz Background reading ↗

Under the Table Mission Finished · Gambling Event Behind the Throne
Every 0 turns Leader Us Bone Dice
  • If that's not a message from the fates, I don't know what is.
    Loses trait: Bone Dice
    grants
    BONUS_REMOVE_TRAIT_BONE_DICE
    aeRemoveTraits: TRAIT_BONE_DICE

✎ Jeri Roys

Unearthed Mission Finished · Influence Event
50% to appear Once per game Heir ThemLeader UsUs AdultSpymaster
Always Leader relationship: Plotting Against
  • This has gone too far already.
    (no gates or payload in XML)
  • I need to know [character] will not be a threat.
    -4Orders↗ turn
    grants
    BONUS_ORDERS_LOSS_SMALL
    aiGlobalYieldsBase: YIELD_ORDERS=-4
    BONUS_EVENTOPTION_INFLUENCE_UNEARTHED_OPTION_1_CHARACTER_2
    Mission MISSION_ASSASSINATE
    iMissionSubject 0

✎ Andy Auseon

Unexpected Feelings Mission Finished · Family Gift Event
Once per game UsFamily UsLeader UsFamily Us AdultTeenager Or AdultMutual Attraction Leader
  • I am flattered, but no thank you.
    Leader relationship: Disappointed With
    gated by
    LeaderSubjectNotAny SUBJECT_CHARACTER_CARNAL
    grants
    BONUS_LEADER_DISAPPOINTED_WITH
    AddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
  • We should explore this possibility.
    Leader relationship: Lover Of
    grants
    BONUS_LEADER_LOVER_OF
    AddLeaderRelationship RELATIONSHIP_LOVER_OF

✎ Andy Auseon

Unexpected Revelation Mission Finished · Convert Target to Religion Event The Sacred and the Profane Religion event pack
Once per game UsUs Or ThemReligion StateTheology
Always Converts to the target religion
  • Agree to adopt this new way of thinking.
    grants
    BONUS_FREE_THEOLOGY
    bFreeTheology 1
  • Refuse to accept this line of thought.
    +60 XP to the character
    grants
    BONUS_XP_CHARACTER_LARGE
    iXPCharacter 60

✎ Josh Unsworth

Unhealthy Interests Mission Finished · Tutor Event
Part of the Unhealthy Interests chain — 2 events view map →
Once per game UsUsLeader Us Child Or TeenagerCourtierCursed
  • I will take [character] under my wing.
    Leader relationship: Endeared ToRemembered: Watching me closely (-20 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_LEADER_ENDEARED_TO
    AddLeaderRelationship RELATIONSHIP_ENDEARED_TO
    BONUS_EVENTOPTION_TUTOR_UNHEALTHY_INTERESTS_OPTION_0_CHARACTER_1
    Memory MEMORYCHARACTER_WATCH_CLOSELY
    ↳ may trigger: A Funny Feeling
    ◇ grants a memory no event currently keys off
  • Agree with [character] to keep an eye on [character].
    Leader relationship: Suspicious OfRemembered: Agreed to keep an eye on a dangerous student (+20 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_LEADER_SUSPICIOUS_OF
    AddLeaderRelationship RELATIONSHIP_SUSPICIOUS_OF
    BONUS_EVENTOPTION_TUTOR_UNHEALTHY_INTERESTS_OPTION_1_CHARACTER_1
    Memory MEMORYCHARACTER_AGREED_TO_KEEP_EYE
    ↳ may trigger: A Funny Feeling
    ◇ grants a memory no event currently keys off
  • We should let children be children.
    (no gates or payload in XML)
    ↳ may trigger: A Funny Feeling
  • Convince [character] to find other interests.
    Remembered: Convinced to give up questionable interests (+40 opinion for 20 turns)(no event currently keys off this)Remembered: Convinced to give up questionable interests (+40 opinion for 20 turns)(no event currently keys off this)
    gated by
    LeaderSubject SUBJECT_CHARACTER_SEVEN_VIRTUES
    grants
    BONUS_EVENTOPTION_TUTOR_UNHEALTHY_INTERESTS_OPTION_3_CHARACTER_0
    Memory MEMORYCHARACTER_CONVINCE_TO_CHANGE
    BONUS_EVENTOPTION_TUTOR_UNHEALTHY_INTERESTS_OPTION_3_CHARACTER_1
    Memory MEMORYCHARACTER_CONVINCE_TO_CHANGE
    ◇ grants a memory no event currently keys off

✎ Andy Auseon

Unlikely Allies Mission Finished · Imprison Event
Once per game Player ThemUsUsLeader ThemLeader Us ChancellorPlayer Peace Or Truce
  • Release them. I do not wish to race into war with [rival].
    -4 Legitimacy
    grants
    BONUS_EVENTOPTION_THE_PRETENDER
    iJoinSubject 0
    BONUS_EVENTOPTION_UNLIKELY_ALLIES_OPTION_0_CHARACTER_3
    iLegitimacy -4
  • We will not tolerate ultimatums. [rival] must learn its place.
    Remembered: Declared War on us (-80 opinion for 40 turns)Remembered: Player Offer (5 turns)Gain trait: Imprisoned
    grants
    BONUS_DECLARE_WAR_PLAYER
    Memory MEMORYPLAYER_DECLARED_WAR
    DiplomacyPlayerFrom DIPLOMACY_WAR
    aeBonuses: BONUS_PLAYER_OFFER
    BONUS_GIVE_TRAIT_IMPRISONED
    aeAddTraits: TRAIT_IMPRISONED
    ◇ may enable: The Sword of Damocles

✎ Andy Auseon

Unreadable Mission Finished · Gambling Event Behind the Throne
Part of the Unreadable chain — 5 events , 1 branch point view map →
Once per game Leader UsTribe Peace Or TruceUsLeader Tribe GeneralNot RoyalNot Spouse Of Leader Us

✎ Jeri Roys

Unsafe Mission Finished · Scheme Foiled Event Behind the Throne
Once per game Leader UsUs
  • Sleep poorly.
    Gain trait: Paranoid
    grants
    BONUS_GIVE_TRAIT_PARANOID
    aeAddTraits: TRAIT_PARANOID

✎ Jeri Roys

Untimely Mission Finished · Heir Chosen Event
Every 5 turns UsLeader Us
Always The character is killed
  • Had I not chosen [character], he would probably still be breathing...
    Gain trait: Mourning
    grants
    BONUS_GIVE_TRAIT_MOURNING
    aeAddTraits: TRAIT_MOURNING

✎ Jeri Roys

Unwelcome Meeting Mission Finished · Infiltrate Event
Once per game Player UsUsPlayer ThemPlayer Them Player Max Upset
Always Reveals the target player's territory
  • We will have to pay to keep this a secret.
    -240Money-60/city↗ turn
    grants
    BONUS_MONEY_LOSS_LARGE
    aiGlobalYieldsBase: YIELD_MONEY=-240
    aiGlobalYieldsPer: YIELD_MONEY=-60
  • Now [rival] will find out, all because [character]'s men weren't careful.
    Leader relationship: Disappointed WithRemembered: Infiltrated us (-40 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_LEADER_DISAPPOINTED_WITH
    AddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
    BONUS_EVENTOPTION_INFILTRATION_UNWELCOME_MEETING_REFUSE_PLAYER_1
    Memory MEMORYPLAYER_INFILTRATED_US
    ◇ grants a memory no event currently keys off
  • Let [rival] know we caught [rival] spies sneaking past the border.
    Remembered: Helped expose foreign infiltrators (+20 opinion for 20 turns)(no event currently keys off this)
    gated by
    LeaderSubject SUBJECT_LEADER_SCHEMER
    grants
    BONUS_EVENTOPTION_INFILTRATION_UNWELCOME_MEETING_FRAME_PLAYER_1
    Memory MEMORYPLAYER_EXPOSED_INFILTRATORS
    ◇ grants a memory no event currently keys off

✎ Solver

Utmost Contempt Mission Finished · They may choose shame or War Behind the Throne
Every 0 turns Player Them HumanPlayer Us
  • If [rival] wishes our ire, they have it.
    grants
    BONUS_SIMPLE_WAR
    DiplomacyPlayerFrom DIPLOMACY_WAR
  • Resolve
    91%
    Gain trait: Stressed
    9%
    Gain trait: Unpopular
    0%
    -1 Courage
    grants
    91% BONUS_GIVE_TRAIT_STRESSED
    aeAddTraits: TRAIT_STRESSED
    9% BONUS_GIVE_TRAIT_UNPOPULAR
    aeAddTraits: TRAIT_UNPOPULAR
    0% BONUS_LOSE_COURAGE_1
    aiRatings: RATING_COURAGE=-1

✎ Jeri Roys

Vassal Tribe Mission Finished · Vassalize Tribe Event Empires of the Indus
Every 0 turns TribePlayer Us
  • We welcome an alliance with the [tribe].
    -2 LegitimacyRemembered: Tribe Offer (5 turns)
    grants
    BONUS_TRIBE_ALLIANCE
    iLegitimacy -2
    bTribeAlliance 1
    aeBonuses: BONUS_TRIBE_OFFER

✎ Josh Unsworth

Vengeance abated Mission Finished · Influence Event
25% to appear Every 0 turns UsLeader Us Vengeful Against LeaderTeenager Or Adult
  • Revenge against me is a dish best not served at all!
    grants
    BONUS_LEADER_VENGEFUL_AGAINST_REMOVE
    RemoveLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINST

✎ David Ballantyne

Veteran Agent Mission Finished · Infiltrate Event
Once per game UsPlayer UsPlayer ThemRoyal UsLeader Us High CourageAdult Under 40
Always Reveals the target player's territory
  • You must learn through experience.
    Gain a random trait
    grants
    BONUS_EVENTOPTION_INFILTRATION_VETERAN_AGENT_OPTION_0_CHARACTER_1
    aeRandomTraitDelay: TRAIT_TRACKER, TRAIT_TOUGH, TRAIT_CUNNING

✎ Andy Auseon

War Among Friends Mission Finished · Offer Tribute for Truce Event
Every 80 turns Player ThemPlayer UsLeader ThemLeader Us Min PleasedAffable
  • In the name of friendship!
    Remembered: Player Offer (5 turns)
    grants
    BONUS_PLAYER_TRUCE
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
    aeBonuses: BONUS_PLAYER_OFFER
  • Let’s never fight again. Charming character / High Charisma
    Remembered: Player Offer (5 turns)
    gated by
    LeaderSubjectAny SUBJECT_CHARACTER_CHARMING / SUBJECT_HIGH_CHARISMA
    grants
    BONUS_PLAYER_PEACE
    DiplomacyPlayerFrom DIPLOMACY_PEACE
    aeBonuses: BONUS_PLAYER_OFFER
  • Actually, I’ve changed my mind.
    Leader relationship: Disappointed With
    grants
    BONUS_LEADER_DISAPPOINTED_WITH
    AddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH

✎ Brodie Frehlich

War Council Mission Finished · Hold Court Event
Once per game Leader UsPlayer UsFamily UsFamily Head UsPlayer WarCity Us Family ChampionsCity Family Seat
  • You honor me, [character]! Your bodyguard will fight bravely against the [rival].
    -120Money-30/city↗ turnRemembered: Accepted our offer to provide a retinue at court (+40 opinion for 20 turns)(no event currently keys off this)+1 Heavy Infantry unit
    grants
    BONUS_MONEY_LOSS_SMALL
    aiGlobalYieldsBase: YIELD_MONEY=-120
    aiGlobalYieldsPer: YIELD_MONEY=-30
    BONUS_EVENTOPTION_HOLD_COURT_OF_WAR_OPTION_FAMILY
    Memory MEMORYFAMILY_WAR_COUNCIL_POS
    BONUS_UNITCLASS_HEAVY_INFANTRY
    aiBonusUnits: BONUSUNITCLASS_HEAVY_INFANTRY=1
    ◇ grants a memory no event currently keys off
  • That is a noble offer, [character], but we don't require such a sacrifice at this time.
    +20 XP to the characterRemembered: Declined our offer to provide a retinue at court (-40 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20
    BONUS_EVENTOPTION_HOLD_COURT_OF_WAR_OPTION_FAMILY_NEG
    Memory MEMORYFAMILY_WAR_COUNCIL_NEG
    ◇ grants a memory no event currently keys off

✎ Gabe Campbell

Watch Your Head Mission Finished · Assassination Event
Once per game UsLeader Us Not LoyalNot Gay
Always The character is killed
  • Let this be a lesson to my enemies.
    +20 XP to the character
    grants
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20

✎ Andy Auseon

Well Connected Mission Finished · Pacify City Event
Once per game City UsUsUsLeader UsFamily Us AdultHigh Charisma
Always +80Happinesseach city↗ turn
  • Bring him into my confidence.
    Leader relationship: Conspiring With
    grants
    BONUS_LEADER_CONSPIRING_WITH
    AddLeaderRelationship RELATIONSHIP_CONSPIRING_WITH
  • The court will recognize his achievement.
    Gain trait: Humble
    grants
    BONUS_GIVE_TRAIT_HUMBLE
    aeAddTraits: TRAIT_HUMBLE
  • It is wise to honor the whole family.
    Remembered: Honored for one member's service (+20 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_PACIFY_WELL_CONNECTED_OPTION_2_FAMILY
    Memory MEMORYFAMILY_HONORED_FOR_INDIVIDUALS_ACT
    ◇ grants a memory no event currently keys off

✎ Andy Auseon

What Have We Learned Mission Finished · Tutor Event Behind the Throne
Once per game Heir UsUs Child Or Teenager
Always +60 XP to the character
  • Rebuke [character] disobedience.
    Leader relationship: Estranged FromLeader relationship: Influenced By
    grants
    BONUS_LEADER_ESTRANGED_FROM
    AddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
  • Rebuke [character] incompetence.
    Leader relationship: Influenced ByLeader relationship: Estranged From
    grants
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
    BONUS_LEADER_ESTRANGED_FROM
    AddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
  • Shrug. Slothful / Compassionate character
    gated by
    LeaderSubjectAny SUBJECT_SLOTHFUL / SUBJECT_COMPASSIONATE

✎ Jeri Roys

What is Art? Mission Finished · Family Gift Event
Once per game UsFamily UsLeader Us
Always Remembered: Received gift from ruler (+20 opinion for 40 turns)(no event currently keys off this)
  • Bring it out only when the [family] visit.
    Remembered: Ruler displayed our statue (+20 opinion for 20 turns)(no event currently keys off this)-1 Charisma
    grants
    BONUS_EVENTOPTION_WHAT_IS_ART_OPTION_1_FAMILY
    Memory MEMORYFAMILY_STATUE_DISPLAYED
    BONUS_LOSE_CHARISMA_1
    aiRatings: RATING_CHARISMA=-1
    ◇ grants a memory no event currently keys off
  • Salvage it for needed Stonestone.
    Gain trait: Uncouth+75Stone+25/city↗ turn
    grants
    BONUS_EVENTOPTION_WHAT_IS_ART_OPTION_2_CHARACTER_1
    aeAddTraits: TRAIT_UNCOUTH
    aeBonuses: BONUS_STONE_GAIN_LARGE
  • This is beyond compare! A Masterpiece!
    Leader relationship: Endeared ToGain trait: Deceitful
    grants
    BONUS_LEADER_ENDEARED_TO
    AddLeaderRelationship RELATIONSHIP_ENDEARED_TO
    BONUS_GIVE_TRAIT_DECEITFUL
    aeAddTraits: TRAIT_DECEITFUL
  • Display it outside the court as a show of gratitude.
    +20Discontenteach city↗ turn+1 Discipline
    gated by
    LeaderSubject SUBJECT_CHARACTER_HONORABLE
    grants
    BONUS_EVENTOPTION_WHAT_IS_ART_OPTION_0_CHARACTER_1
    aeBonuses: BONUS_DISCONTENT_GAIN_MINIMAL, BONUS_GAIN_DISCIPLINE_1

✎ Andy Auseon

You Owe Me Mission Finished · Intercession Family Event
Every 20 turns Leader UsUsUs
Always Leader relationship: Interceded For
  • You are right, I do owe you.
    Leader relationship: Holds Favor From
    grants
    BONUS_LEADER_HOLDS_FAVOR_FROM
    AddLeaderRelationship RELATIONSHIP_HOLDS_FAVOR_FROM
  • No. I am the [title]. I owe no one.
    +40 XP to the characterLeader relationship: Disappointed With
    grants
    BONUS_XP_CHARACTER_AVERAGE
    iXPCharacter 40
    BONUS_LEADER_DISAPPOINTED_WITH
    AddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
  • Would it help if you found a few bags of Moneymoney outside your villa?
    -160Money-40/city↗ turnLeader relationship: Owes Favor To
    gated by
    LeaderSubject SUBJECT_CHARACTER_VILLAINOUS
    grants
    BONUS_MONEY_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=-160
    aiGlobalYieldsPer: YIELD_MONEY=-40
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO

✎ Zorbaz

You Owe Me Mission Finished · Intercession Religion Event
Every 20 turns Leader UsUsUs
Always Leader relationship: Interceded For
  • I have always been in the debt of the servants of god.
    Leader relationship: Holds Favor From
    grants
    BONUS_LEADER_HOLDS_FAVOR_FROM
    AddLeaderRelationship RELATIONSHIP_HOLDS_FAVOR_FROM
  • No. I am the [title]. I owe no one.
    Leader relationship: Vengeful Against
    grants
    BONUS_LEADER_VENGEFUL_AGAINST
    AddLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINST
  • Would it help if you found a few bags of Moneymoney outside the Templetemple?
    Leader relationship: Owes Favor To-160Money-40/city↗ turn
    gated by
    LeaderSubject SUBJECT_CHARACTER_VILLAINOUS
    grants
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
    BONUS_MONEY_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=-160
    aiGlobalYieldsPer: YIELD_MONEY=-40

✎ Zorbaz

[character] Mission Finished · Recruit Scholar Event
Once per game Player UsEuclid
  • With royal funding, maybe he can discover that easier road.
    Gain a Court Scholar
    grants
    BONUS_MAKE_GREAT_SCIENTIST
    MakeCourtier COURTIER_SCIENTIST

✎ Solver

[character] Questions Mission Finished · Convert Your Religion Event Empires of the Indus
100% to appear Once per game
Always Converts to the target religion
  • How can I trust [character] after this?
    Leader relationship: Estranged FromGain trait: Proud
    grants
    BONUS_LEADER_ESTRANGED_FROM
    AddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
    BONUS_GIVE_TRAIT_PROUD
    aeAddTraits: TRAIT_PROUD
  • There is no shame in seeking to learn.
    Gain trait: Humble
    grants
    BONUS_GIVE_TRAIT_HUMBLE
    aeAddTraits: TRAIT_HUMBLE
  • Actually, this portrayal of me is rather flattering.
    Gain trait: Famous
    grants
    BONUS_GIVE_TRAIT_FAMOUS
    aeAddTraits: TRAIT_FAMOUS

✎ Josh Unsworth Background reading ↗

[family] needs Mission Finished · Adopted Event
Every 5 turns Leader UsUsFamily Us Not Adult
  • Fine, see to whatever they demand.
    -40Civics-10/city↗ turnThe target is adoptedRemembered: Showed us favor (+40 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_CIVICS_LOSS_SMALL
    aiGlobalYieldsBase: YIELD_CIVICS=-40
    aiGlobalYieldsPer: YIELD_CIVICS=-10
    BONUS_ADOPT_SUBJECT_0
    iAdoptedBySubject 0
    BONUS_SHOWED_FAVOR_MEMORY
    Memory MEMORYFAMILY_SHOWED_FAVOR
    ◇ grants a memory no event currently keys off
  • I will not be extorted. [character] is not so special.
    +20 XP to the character
    grants
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20

✎ Jeri Roys

[religion] Mercenaries Mission Finished · Rally Troops Event
Once per game Player UsReligion Religion World
  • We welcome them to fight for [rival], and for [religion].
    +1 Polearm Infantry unit-200Money↗ turn
    grants
    BONUS_EVENTOPTION_RELIGIOUS_MERCENARIES_YES_PLAYER
    bMercenaryUnit 1
    aiBonusUnits: BONUSUNITCLASS_POLEARM_INFANTRY=1
    aeBonuses: BONUS_MONEY_LOSS_TINY_FLAT
  • We will not hire them.
    (no gates or payload in XML)

✎ Solver

[religion] Zeal Mission Finished · Convert Target to State Religion Event
Every 0 turns Us Or ThemReligion State
Always Converts to the target religion
  • Through military service.
    grants
    BONUS_SET_ZEALOT_ARCHETYPE
    SetArchetype TRAIT_ZEALOT_ARCHETYPE
  • With piety and dedication.
    Gain trait: Pious
    grants
    BONUS_GIVE_TRAIT_PIOUS
    aeAddTraits: TRAIT_PIOUS
  • By the rejection of worldly pleasures.
    Gain trait: Ascetic
    grants
    BONUS_GIVE_TRAIT_ASCETIC
    aeAddTraits: TRAIT_ASCETIC

✎ Josh Unsworth

[resource] of [rival] Mission Finished · Trade Mission Event
Every 20 turns UsPlayer Min PleasedResource Ambassador
  • Resolve
    20%
    20%
    20%
    20%
    20%
    grants
    20% BONUS_EVENTOPTION_LUXURY_DEAL_ORDERS
    aiYieldsTradeBase: YIELD_ORDERS=-20
    20% BONUS_EVENTOPTION_LUXURY_DEAL_RESOURCE
    iTradeResourceFromSubject 1
    20% BONUS_EVENTOPTION_LUXURY_DEAL_CIVICS
    aiYieldsTradeBase: YIELD_CIVICS=-80
    20% BONUS_EVENTOPTION_LUXURY_DEAL_RESOURCE
    iTradeResourceFromSubject 1
    20% BONUS_EVENTOPTION_LUXURY_DEAL_TRAINING
    aiYieldsTradeBase: YIELD_TRAINING=-160
    20% BONUS_EVENTOPTION_LUXURY_DEAL_RESOURCE
    iTradeResourceFromSubject 1
    20% BONUS_EVENTOPTION_LUXURY_DEAL_SCIENCE
    aiYieldsTradeBase: YIELD_SCIENCE=-40
    20% BONUS_EVENTOPTION_LUXURY_DEAL_RESOURCE
    iTradeResourceFromSubject 1
    20% BONUS_EVENTOPTION_LUXURY_DEAL_MONEY
    aiYieldsTradeBase: YIELD_MONEY=-500
    20% BONUS_EVENTOPTION_LUXURY_DEAL_RESOURCE
    iTradeResourceFromSubject 1
  • Resolve
    20%
    20%
    20%
    20%
    20%
    grants
    20% BONUS_EVENTOPTION_LUXURY_DEAL_ORDERS
    aiYieldsTradeBase: YIELD_ORDERS=-20
    20% BONUS_EVENTOPTION_LUXURY_DEAL_RESOURCE
    iTradeResourceFromSubject 1
    20% BONUS_EVENTOPTION_LUXURY_DEAL_CIVICS
    aiYieldsTradeBase: YIELD_CIVICS=-80
    20% BONUS_EVENTOPTION_LUXURY_DEAL_RESOURCE
    iTradeResourceFromSubject 1
    20% BONUS_EVENTOPTION_LUXURY_DEAL_TRAINING
    aiYieldsTradeBase: YIELD_TRAINING=-160
    20% BONUS_EVENTOPTION_LUXURY_DEAL_RESOURCE
    iTradeResourceFromSubject 1
    20% BONUS_EVENTOPTION_LUXURY_DEAL_SCIENCE
    aiYieldsTradeBase: YIELD_SCIENCE=-40
    20% BONUS_EVENTOPTION_LUXURY_DEAL_RESOURCE
    iTradeResourceFromSubject 1
    20% BONUS_EVENTOPTION_LUXURY_DEAL_MONEY
    aiYieldsTradeBase: YIELD_MONEY=-500
    20% BONUS_EVENTOPTION_LUXURY_DEAL_RESOURCE
    iTradeResourceFromSubject 1
  • We don't need this Luxury.
    (no gates or payload in XML)

✎ Soren Johnson

[rival] Discovery Mission Finished · Steal Research Event
Once per game UsPlayer UsPlayer Them High Wisdom
  • We can always use a fresh voice in court.
    Gain a Court Minister
    grants
    BONUS_EVENTOPTION_STEAL_PLAYER_DISCOVERY_OPTION_0_PLAYER_0
    AddCourtier: COURTIER_MINISTER=GENDER_FEMALE
  • She must focus on understanding this discovery.
    +40Science+10/city↗ turn
    grants
    BONUS_SCIENCE_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_SCIENCE=40
    aiGlobalYieldsPer: YIELD_SCIENCE=10

✎ Andy Auseon

[rival] Exiles Mission Finished · Infiltrate Event
Once per game UsPlayer UsPlayer ThemCity Us High Charisma
Always Reveals the target player's territory
  • Let them come.
    Gain trait: Gracious
    grants
    BONUS_GIVE_TRAIT_GRACIOUS
    aeAddTraits: TRAIT_GRACIOUS

✎ Andy Auseon

[rival] Interference Mission Finished · Scheme Foiled Event Behind the Throne
Every 40 turns Player ThemCity UsUsPlayer Us Player Max NearNot Player Them HumanNot City GarrisonNot City Family SeatNot Special Ambassador
  • I suppose [character] means to provoke a war. He has.
    +6 LegitimacyRemembered: Player Offer (5 turns)
    grants
    BONUS_PLAYER_WAR_LEGITIMACY
    DiplomacyPlayerTo DIPLOMACY_WAR
    iLegitimacy 6
    aeBonuses: BONUS_PLAYER_OFFER
  • Not the price I wished to pay, but at least [rival] is at last rid of our dear [character].
    (no gates or payload in XML)

✎ Jeri Roys

[rival] Plotters Mission Finished · Treachery Event
Once per game UsCity ThemPlayer ThemCity UsPlayer UsThemLeader UsUs AgentSpymaster
Always -10 HP to the city
  • Storm the hideout and attempt to slay the plotters.
    Gain a random trait-5 HP to the city
    grants
    BONUS_EVENTOPTION_TREACHERY_PLAYER_PLOTTERS_OPTION_0_CHARACTER
    aeRandomTraitDelay: TRAIT_TOUGH, TRAIT_SCARRED, TRAIT_WOUNDED
    BONUS_EVENTOPTION_TREACHERY_PLAYER_PLOTTERS_OPTION_0_CITY_0
    iHPCity -5
  • Befriend them, and lead them into a trap.
    +60 XP to the character
    gated by
    LeaderSubject SUBJECT_CHARACTER_COVERT
    grants
    BONUS_XP_CHARACTER_LARGE
    iXPCharacter 60
    BONUS_EVENTOPTION_TREACHERY_PLAYER_PLOTTERS_OPTION_1_KILL
    Mission MISSION_ASSASSINATE_ANY
    iMissionSubject 5
  • Ignore them. We will handle them here in [rival].
    grants
    BONUS_EVENTOPTION_TREACHERY_PLAYER_PLOTTERS_OPTION_2_RALLY
    Mission MISSION_RALLY_TROOPS
    bMissionFree 1

✎ Andy Auseon

[rival] Pride Mission Finished · Pacify City Event
Once per game UsCity UsLeader Us Seven Virtues
Always +120Happinesseach city↗ turn
  • We will add one of their number to the court.
    Gain a Court Minister+20Civics+5/city↗ turn
    grants
    BONUS_EVENTOPTION_PACIFY_PLAYER_PRIDE_OPTION_0_PLAYER
    aeBonuses: BONUS_CIVICS_GAIN_TINY
    AddCourtier: COURTIER_MINISTER=GENDER_FEMALE
  • Form militias of those willing to fight.
    +2 Militia+120Training+30/city↗ turn
    grants
    BONUS_EVENTOPTION_PACIFY_PLAYER_PRIDE_OPTION_1_CITY
    aiUnits: UNIT_MILITIA=2
    aeBonuses: BONUS_TRAINING_GAIN_LARGE
  • Host national celebrations in [city].
    Begin project: Triumph+1 Charisma
    grants
    BONUS_EVENTOPTION_PACIFY_PLAYER_PRIDE_OPTION_2_CITY
    aeAddProjects: PROJECT_TRIUMPH
    BONUS_GAIN_CHARISMA_1
    aiRatings: RATING_CHARISMA=1

✎ Andy Auseon

[rival]'s Best Friend Mission Finished · Peace Event
Every 0 turns Player Min FriendlyLeader UsLeader Them
  • Wonderful.
    Remembered: Player Offer (5 turns)Gain trait: Dog Owner
    grants
    BONUS_PLAYER_PEACE
    DiplomacyPlayerFrom DIPLOMACY_PEACE
    aeBonuses: BONUS_PLAYER_OFFER
    BONUS_GIVE_TRAIT_DOG_OWNER
    aeAddTraits: TRAIT_DOG_OWNER
  • Accept the treaty but politely return the gift.
    Remembered: Player Offer (5 turns)Leader relationship: Disappointed With
    grants
    BONUS_PLAYER_PEACE
    DiplomacyPlayerFrom DIPLOMACY_PEACE
    aeBonuses: BONUS_PLAYER_OFFER
    BONUS_LEADER_DISAPPOINTED_WITH
    AddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH

✎ Jeri Roys

[title] On Trial Mission Finished · High Synod Event The Sacred and the Profane Religion event pack
Once per game Religion StateUs Or ThemUsLeader Us Clergy AnyReligion Max Cautious
  • Apologize for any wrong-doings and humbly promise to do better.
    Remembered: Organized a successful High Synod (+40 opinion for 40 turns)(no event currently keys off this)-2 Legitimacy
    gated by
    LeaderSubjectNotAny SUBJECT_PROUD
    grants
    BONUS_MISSIONRESULT_HIGH_SYNOD_SUCCESS
    Memory MEMORYFAMILY_HIGH_SYNOD_SUCCESS
    BONUS_EVENTOPTION_LEADER_ON_TRIAL_APOLOGIZE_CHARACTER_2
    iLegitimacy -2
    ◇ grants a memory no event currently keys off
  • Blame any and all mistakes on [character].
    Remembered: Shifted the blame (+80 opinion for 40 turns)(no event currently keys off this)Leader relationship: Vengeful Against
    grants
    BONUS_EVENTOPTION_LEADER_ON_TRIAL_AVOID_BLAME_RELIGION
    Memory MEMORYRELIGION_SHIFTED_BLAME
    BONUS_LEADER_VENGEFUL_AGAINST
    AddLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINST
    ◇ grants a memory no event currently keys off
  • Argue that any failure to follow Doctrinedoctrine reflects their own religious guidance.
    Remembered: Organized a successful High Synod (+40 opinion for 40 turns)(no event currently keys off this)
    gated by
    LeaderSubject SUBJECT_ORATOR
    grants
    BONUS_MISSIONRESULT_HIGH_SYNOD_SUCCESS
    Memory MEMORYFAMILY_HIGH_SYNOD_SUCCESS
    ◇ grants a memory no event currently keys off
  • Leave this charade of a council.
    +3 Legitimacy
    grants
    BONUS_EVENTOPTION_LEADER_ON_TRIAL_REFUSE_CHARACTER_2
    iLegitimacy 3

✎ Josh Unsworth