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📜 Mission Finished Events · Part 2 · I–[

273 events547 in category

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

How yield rewards scale ↗ turn

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

(base + per-city × your cities) × turn multiplier

  • Per-city adds that much for every city you own (the rival's cities for Steal-Research-style effects).
  • Turn multiplier is ×1 up to turn 60, then turn ÷ 60: ×1.5 at turn 90, ×2 at turn 120, ×3.3 at turn 200.

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

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

In The Eyes of Mission Finished · Divorce Event CM ✓
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 uses
  • ▸ 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 CM ✓
Every 0 turns UsFamily UsCity UsLeader Us
As it opens, before you choose 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 wine, 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 CM ✓
Once per game UsCity UsUsLeader Us Low WisdomGovernorHealthy
  • ▸ Remove the Governor. He will be replaced.
    +120Happinesseach city↗ turnLeave Governorship of City
    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 CM ✓
50% to appear Once per game Leader UsPlayer UsCity UsUnit UsUnit Us High DisciplineUnit Melee
As it opens, before you choose +60Training+15/city↗ turn
  • ▸ Sadly, I do not have the time, but good luck.
    The unit gains TrackerThe unit gains Ranger
    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 characterThe unit gains TrackerThe unit gains Ranger
    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 CM ✓
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 CM ✓
Once per game UsCity ThemPlayer ThemPlayer UsHeir ThemThem AgentTeenager Or AdultCouncil
As it opens, before you choose -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: SlightedResign as Council
    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 CM ✓
Every 40 turns Leader UsUsUs AmbassadorAdultNot Council
  • ▸ We can accommodate this request.
    Gain trait: RuthlessYour character joins the council as AmbassadorLeader relationship: Influenced ByLeader relationship: Estranged From
    grants
    BONUS_GIVE_TRAIT_RUTHLESS
    aeAddTraits: TRAIT_RUTHLESS
    BONUS_AMBASSADOR_AND_INFLUENCE
    aeBonuses: BONUS_MAKE_AMBASSADOR, BONUS_LEADER_INFLUENCED_BY
    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 CM ✓
Every 40 turns Leader UsUsUs ChancellorAdultNot Council
  • ▸ We can accommodate this request.
    Gain trait: RuthlessYour character joins the council as ChancellorLeader relationship: Influenced ByLeader relationship: Estranged From
    grants
    BONUS_GIVE_TRAIT_RUTHLESS
    aeAddTraits: TRAIT_RUTHLESS
    BONUS_CHANCELLOR_AND_INFLUENCE
    aeBonuses: BONUS_MAKE_CHANCELLOR, BONUS_LEADER_INFLUENCED_BY
    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 CM ✓
Every 40 turns Leader UsUsUs SpymasterAdultNot Council
  • ▸ We can accommodate this request.
    Gain trait: RuthlessYour character joins the council as AmbassadorLeader relationship: Influenced ByLeader relationship: Estranged From
    grants
    BONUS_GIVE_TRAIT_RUTHLESS
    aeAddTraits: TRAIT_RUTHLESS
    BONUS_SPYMASTER_AND_INFLUENCE
    aeBonuses: BONUS_MAKE_AMBASSADOR, BONUS_LEADER_INFLUENCED_BY
    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 CM ✓ ⛓ 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
As it opens, before you choose 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 CM ✓
Every 40 turns Non Leader UsCity UsUsLeader Us No JobGovernorHealthy
  • ▸ We can accommodate this request.
    Gain trait: SlightedLeader relationship: Influenced ByYour character becomes governor of your city
    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 CM ✓
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 CM ✓
Once per game UsReligion StatePlayer UsLeader Us Religion No
  • ▸ Inspire him with your fervor.
    Leader relationship: Influenced ByArchetype becomes ZealotConverts 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 CM ✓
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 CM ✓
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 ToYour leader gains the trait
    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 CM ✓
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 BySteam achievement (if the target is an heir): Assassinated HeirSteam achievement (if the target leads a rival nation): Assassinated Another LeaderRemembered: Assassination exposed (-80 opinion for 40 turns)(no event currently keys off this)
    gated by
    LeaderSubject SUBJECT_BLOODTHIRSTY
    grants
    BONUS_KILL_CHARACTER_MURDERED
    AchievementIfHeir ACHIEVEMENT_ASSASSINATED_HEIR
    AchievementIfOtherLeader ACHIEVEMENT_ASSASSINATED_ANOTHER_LEADER
    AddLeaderRelationship RELATIONSHIP_ASSASSINATED_BY
    bKillCharacter 1
    aeBonuses: BONUS_ASSASSINATION_EXPOSED
    ◇ grants a memory no event uses

✎ Zorbaz

Influence of the Religion Head Mission Finished · Influence Event CM ✓
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 CM ✓
Once per game Player ThemPlayer UsTechNon Leader UsLeader Us Adult
As it opens, before you choose The rival nation acquires the tech
  • ▸ 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 CM ✓
⛓ 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 CM ✓
Every 0 turns Us Or ThemReligion PlayerReligion Head UsPlayer Us Religion
As it opens, before you choose 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 uses
  • ▸ 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 uses
  • ▸ 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 uses

✎ Josh Unsworth

Intercessional Confusion Mission Finished · Intercession Family Event CM ✓
Every 30 turns Family UsFamily UsFamily Head UsPlayer Us InsaneFoolish
As it opens, before you choose 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 CM ✓
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 CM ✓
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 CM ✓
Every 30 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 uses

✎ Josh Unsworth

Intercessional Donation Mission Finished · Intercession Religion Event CM ✓
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+1 Disciples of the religion
    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 CM ✓
Once per game Family UsFamily Head UsFamily UsPlayer Us VillainousMax Upset
As it opens, before you choose 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 uses
  • ▸ 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 uses
  • ▸ [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 uses

✎ Josh Unsworth

Intercessional Elopement Mission Finished · Intercession Religion Event CM ✓
Every 0 turns Us Or ThemReligion PlayerChild Of Leader UsLeader UsReligion Head Us Adult Under 30Can MarryNon SuccessorReligion
As it opens, before you choose Your leader's child: In Love With the characterThe character: In Love With your leader's child
  • ▸ 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 CM ✓
Every 30 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 CM ✓
Every 30 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 CM ✓
Every 30 turns Family UsFamily Head UsPlayer Us GreedyCorrupt
As it opens, before you choose 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 CM ✓
Every 0 turns Law: Epics Family UsFamily Head UsLeader Us
As it opens, before you choose 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 CM ✓
Every 30 turns UsFamily Head UsUsPlayer UsFamily Us SpymasterFamily Us
  • ▸ Very well, you have a deal.
    Leader relationship: Influenced ByCarries out Assassinate on your family head
    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 CM ✓
Every 0 turns Us Or ThemReligion PlayerUsReligion Head UsPlayer Us SpymasterReligion
  • ▸ Offer [character] support in his plan.
    Leader relationship: Influenced ByThe character becomes head of the religionThe character is killedLeader relationship: Assassinated BySteam achievement (if the target is an heir): Assassinated HeirSteam achievement (if the target leads a rival nation): Assassinated Another LeaderRemembered: Assassination exposed (-80 opinion for 40 turns)(no event currently keys off this)-5Orders↗ turn
    grants
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
    BONUS_EVENTOPTION_INTERCESSION_REPLACEMENT
    iHeadReligionSubject 0
    BONUS_KILL_CHARACTER_MURDERED
    AchievementIfHeir ACHIEVEMENT_ASSASSINATED_HEIR
    AchievementIfOtherLeader ACHIEVEMENT_ASSASSINATED_ANOTHER_LEADER
    AddLeaderRelationship RELATIONSHIP_ASSASSINATED_BY
    bKillCharacter 1
    aeBonuses: BONUS_ASSASSINATION_EXPOSED
    BONUS_ORDERS_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_ORDERS=-5
    ◇ grants a memory no event uses
  • ▸ 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.
    Carries out Assassinate on the character
    grants
    BONUS_EVENTOPTION_INTERCESSION_REPLACEMENT_ASSASSIN
    Mission MISSION_ASSASSINATE
    iMissionSubject 0

✎ Josh Unsworth

Intercessional Rivals Mission Finished · Intercession Religion Event CM ✓
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 CM ✓
Every 30 turns Family UsFamily Head UsLeader Us AdultMutual Attraction Leader
As it opens, before you choose Leader relationship: Interceded ForLeader relationship: In Love With
  • ▸ Admit that you feel the same.
    Your leader: In Love With your family head
    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 CM ✓
Every 30 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 CM ✓
⛓ 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 one choice: Peace with the rival nation Mission Finished · Intercession Religion Event CM ✓
Every 0 turns Leader ThemReligion PlayerReligion Head UsFamily UsPlayer Us Religion
  • ▸ Agree to peace.
    Remembered: Player Offer (5 turns)Peace with the rival nationRemembered: 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 uses
  • ▸ 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 uses

✎ Josh Unsworth

Is This All There Is to Life? Mission Finished · Revelry Event CM ✓ 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 CM ✓
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 CM ✓
Once per game UsPlayer UsPlayer ThemCity Us High Wisdom
  • ▸ This is an excellent development.
    Reveals the target player's territory+3 border tiles
    grants
    BONUS_REVEAL_TERRITORY
    bRevealTerritory 1
    BONUS_EVENTOPTION_INFILITRATION_LAND_GRAB_OPTION_0_CITY
    iBorderGrowth 3

✎ Andy Auseon

Last Kiss Mission Finished · Assassination Event CM ✓
Once per game UsFamily UsLeader UsFamily Us Adult
As it opens, before you choose 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 uses
  • ▸ [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 CM ✓
Every 80 turns UsPlayer ThemLeader Us Player Peace Or Truce
As it opens, before you choose The character is killed
  • ▸ Let this be a lesson to my enemies.
    +20 XP to the character
    grants
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20

✎ Andy Auseon

Lifestyles of the Rich Mission Finished · Hold Court Event CM ✓
Once per game UsLeader UsFamily Us Courtier Merchant
As it opens, before you choose 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 uses
  • ▸ 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 CM ✓ 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 CM ✓
Once per game UsLeader UsCity Us GovernorHealthyCursed
As it opens, before you choose Leader relationship: Plotting Against
  • ▸ 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 CM ✓
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 gold 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 CM ✓
Once per game Leader UsSpouse Of Leader UsUs Lover Of LeaderCovert
  • ▸ Yes, yes, that sounds wonderful! Just put the knife away!
    Your character marries your leader
    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 CM ✓
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 CM ✓
Every 60 turns Player ThemUsCapital Us Player Max WeakerAmbassador
As it opens, before you choose 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 CM ✓
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 CM ✓
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 uses

✎ David Ballantyne

Market Unrest Mission Finished · Pacify City Event CM ✓
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 uses

✎ Andy Auseon

Mercantile Metal Mission Finished · Trade Mission Event CM ✓ 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)Trade with the rival nation: +100 Iron, -20 Orders+1 Import Resources / Wootz Steel
    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)Trade with the rival nation: +100 Iron, -10 Orders
    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 CM ✓
Once per game UsCity ThemPlayer ThemPlayer UsLeader ThemUs AgentSpymaster
As it opens, before you choose -10 HP to the city
  • ▸ Undermine the local and national leadership.
    Carries out Slander Nation on the rival nation
    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 one choice: The rival nation declares war on you Mission Finished · Assassination Event CM ✓
Every 10 turns ThemPlayer ThemUsPlayer Us Spymaster
  • ▸ Perhaps gold can buy peace?
    Tribute to the rival nation: 500 Money, 100 Money per our city
    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)The rival nation declares war on you
    grants
    BONUS_PLAYER_WAR_LEGITIMACY
    DiplomacyPlayerTo DIPLOMACY_WAR
    iLegitimacy 6
    aeBonuses: BONUS_PLAYER_OFFER

✎ Josh Unsworth

Money Management Mission Finished · Tutor Event CM ✓
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 CM ✓
Every 40 turns Leader UsUs Or Them Monkey Assassin
As it opens, before you choose 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 CM ✓
Every 40 turns Leader UsUs Or Them Monkey Assassin
As it opens, before you choose 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 one choice: Truce with the rival nation Mission Finished · Ask for Truce Event CM ✓
Every 80 turns Player ThemLeader UsLeader Them Pet MonkeyWeak
  • ▸ I’ll be glad to be rid of the thing.
    Remembered: Player Offer (5 turns)Truce with the rival nationLoses 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 one choice: Truce with the rival nation Mission Finished · Offer Tribute for Truce Event CM ✓
Every 80 turns Player ThemLeader UsLeader Them Pet MonkeyWeak
  • ▸ I’ll be glad to be rid of the thing.
    Remembered: Player Offer (5 turns)Truce with the rival nationLoses 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 CM ✓
Once per game Leader UsUs Not AdultNot BabyNot Toddler
As it opens, before you choose The target is adoptedRemembered: Excited about place in court (+20 opinion, permanent)(no event currently keys off this)
  • ▸ Sure thing.
    -1 LegitimacyYour character is renamed Shadowlightning, Foe of the Unworthy
    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 CM ✓
Once per game Agent UsCity ThemPlayer ThemLeader Us
  • ▸ This armor will be mine. Do what you must.
    Leave role of Agent in CityGain 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 CM ✓ Wonders and Dynasties
Once per game UsLeader UsUs NeroAgrippinaSpymaster
As it opens, before you choose Leader relationship: Suspicious Of
  • ▸ Bid [character] to try again. [character] must be stopped.
    Carries out Assassinate on your character (free)
    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 CM ✓
Once per game Family Head UsFamily UsPlayer UsLeader Us GreedyExtravagant
As it opens, before you choose 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 CM ✓
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 CM ✓
Every 5 turns UsLeader Us
As it opens, before you choose 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.
    Carries out Abdicate Throne (free)
    grants
    BONUS_ABDICATE_MISSION
    Mission MISSION_ABDICATE
    bMissionFree 1

✎ Jeri Roys

No Truce Mission Finished · Ask for Truce Event CM ✓
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 CM ✓
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 CM ✓
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 CM ✓
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 CM ✓
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 CM ✓
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 CM ✓
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 CM ✓
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 CM ✓
Every 0 turns Us Or ThemCity UsReligion StatePlayer Us
As it opens, before you choose Converts to the target religion
  • ▸ Help to fund his efforts.
    The religion spreads to your city-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 CM ✓
Every 40 turns UsUsFamily Ordered UsFamily Ordered UsFamily Ordered Us Council
As it opens, before you choose -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 uses
  • ▸ 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 uses
  • ▸ 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 uses

✎ Zorbaz

Nobles Abroad Mission Finished · Infiltrate Event CM ✓
Once per game UsLeader UsPlayer ThemFamily Head UsFamily Us High Discipline
As it opens, before you choose 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 CM ✓
Once per game Leader UsUs Dog Owner
As it opens, before you choose Loses trait: Dog Owner
  • ▸ What kind of monster would do such a thing!
    (no gates or payload in XML)

✎ Zorbaz

On War one choice: You declare war on the rival nation Mission Finished · Declare War CM ✓ 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)You declare war on the rival nation
    grants
    BONUS_DECLARE_WAR_PLAYER
    Memory MEMORYPLAYER_DECLARED_WAR
    DiplomacyPlayerFrom DIPLOMACY_WAR
    aeBonuses: BONUS_PLAYER_OFFER
    ◇ may enable: The Sword of Damocles
  • ▸ There are more preparations to be made.
    (no gates or payload in XML)

✎ Josh Unsworth Background reading ↗

Only the Best Mission Finished · Family Marriage CM ✓
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 CM ✓
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 uses

✎ Josh Unsworth

Only the Best Mission Finished · Tribal Marriage CM ✓
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 CM ✓
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 uses
  • ▸ 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 uses
  • ▸ 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 uses

✎ Andy Auseon Background reading ↗

Our Allegiance one choice: Adopts the event's religion as state religion Mission Finished · Rally Troops Event CM ✓
Once per game Religion PlayerLeader UsCity Us Zoroastrianism
  • ▸ All serve Ahura Mazda in the battle against evil.
    Adopts the event's religion as state religion-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 uses
  • ▸ 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 CM ✓
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)Your family gains your city
    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 uses
  • ▸ 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 uses
  • ▸ 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 CM ✓
Once per game City ThemUsPlayer Them Agent
  • ▸ He is dead to us.
    +60Discontenteach city↗ turnYour character joins the nation of the rival nation
    grants
    BONUS_EVENTOPTION_INSURRECTION_OUT_OF_TOUCH
    iJoinReverse 1
    aeBonuses: BONUS_DISCONTENT_GAIN_SMALL

✎ Andy Auseon

Outdoor Lesson Mission Finished · Tutor Event CM ✓
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 CM ✓
50% to appear Once per game Before turn 40 Leader UsCity Us High Wisdom
As it opens, before you choose +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↗ turnAcquire random Technology
    grants
    BONUS_EVENTOPTION_RALLY_OVERLOOKED_INNOVATORS_OPTION_1_CHARACTER
    bRandomTech 1
    aeBonuses: BONUS_ORDERS_LOSS_AVERAGE

✎ Andy Auseon

Pacifism one choice: You declare war on the rival nation Mission Finished · Declare War CM ✓ 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)You declare war on the rival nationLoses 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 one choice: You declare war on the rival nation Mission Finished · Player Declare War Human Event CM ✓ 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)You declare war on the rival nationLoses 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 one choice: The tribe declare war on you Mission Finished · Declare War CM ✓ 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)The tribe declare war on youLoses 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 uses

✎ Josh Unsworth

Parted by Death Mission Finished · Assassination Event CM ✓
Every 15 turns Us Or ThemUs Or ThemPlayer Us
As it opens, before you choose 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 CM ✓
Once per game Leader UsSpouse Of Leader UsChild Of Leader UsChild Of Leader UsCity Us FamilyDifferent Family To LeaderChild Or Teenager
As it opens, before you choose 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 CM ✓
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 uses
  • ▸ [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 uses

✎ Gabe Campbell

Pay to Play Mission Finished · Influence Event CM ✓
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 uses
  • ▸ 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 CM ✓ Behind the Throne
Once per game Leader UsPlayer Us
As it opens, before you choose 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 CM ✓
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)Carries out National Peace on the rival nation
    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 uses
  • ▸ 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 CM ✓
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 one choice: Peace with the rival nation Mission Finished · Player Peace Human Event CM ✓
Every 0 turns Player Truce Human
  • ▸ Yes.
    Peace with the rival nation
    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 CM ✓
Every 0 turns Player Min Similar
  • ▸ We leave [rival] to its fate.
    (no gates or payload in XML)

✎ Soren Johnson

Peace Response one choice: Peace with the rival nation Mission Finished · Peace Event CM ✓
Every 0 turns Player Max Weaker
  • ▸ This is an acceptable agreement.
    Remembered: Player Offer (5 turns)Peace with the rival nationTribute from the rival nation: +150 Money, +30 Money per their city
    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 one choice: Peace with the rival nation Mission Finished · Peace Event CM ✓
Every 0 turns Player Max Similar
  • ▸ Peace will do.
    Remembered: Player Offer (5 turns)Peace with the rival nation
    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 CM ✓
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 CM ✓
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 CM ✓
Every 0 turns Player Max Upset
  • ▸ We leave [rival] to its fate.
    (no gates or payload in XML)

✎ Soren Johnson/Jeri Roys

Peace Response one choice: Peace with the rival nation Mission Finished · Peace Event CM ✓
Every 0 turns Player Max Similar
  • ▸ We will offer them tribute.
    Remembered: Player Offer (5 turns)Peace with the rival nationTribute to the rival nation: 200 Money, 40 Money per our city
    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 one choice: Peace with the rival nation Mission Finished · Peace Event CM ✓
Every 0 turns Player Min Stronger
  • ▸ We will offer them tribute.
    Remembered: Player Offer (5 turns)Peace with the rival nationTribute to the rival nation: 300 Money, 60 Money per our city
    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 CM ✓ Empires of the Indus
100% to appear Once per game
As it opens, before you choose 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 uses

✎ Josh Unsworth

Poisoned Mission Finished · Assassination Event CM ✓
Every 40 turns Leader UsFamily Head UsUsUs Plotting Against LeaderChancellor
As it opens, before you choose 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.
    Carries out Imprison on your character
    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 ToYour leader: no longer Plotting Against your character
    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 CM ✓
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 CM ✓
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 CM ✓
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 CM ✓
50% to appear Once per game Leader UsPlayer UsCity UsCity Us High Charisma
As it opens, before you choose +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 CM ✓
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 CM ✓
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 CM ✓ Wrath of Gods
Once per game FloodFamily UsUsLeader Us Occurrence Active
As it opens, before you choose 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 uses

✎ Brodie Frehlich

Recognition of Lover Mission Finished · Divorce Event CM ✓
Every 40 turns UsLeader UsSpouse Of Leader Us Lover Of Leader
  • ▸ This offer has merit, and we shall accept it.
    Your leader marries your characterLeader 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 CM ✓
Every 40 turns Leader UsUs Or Them CursedVengeful Against Leader
  • ▸ To arms! Kill the intruders!
    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 LeaderRemembered: Assassination exposed (-80 opinion for 40 turns)(no event currently keys off this)
    gated by
    LeaderSubject SUBJECT_HIGH_COURAGE
    grants
    BONUS_KILL_CHARACTER_MURDERED
    AchievementIfHeir ACHIEVEMENT_ASSASSINATED_HEIR
    AchievementIfOtherLeader ACHIEVEMENT_ASSASSINATED_ANOTHER_LEADER
    AddLeaderRelationship RELATIONSHIP_ASSASSINATED_BY
    bKillCharacter 1
    aeBonuses: BONUS_ASSASSINATION_EXPOSED
    ◇ grants a memory no event uses
  • ▸ 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 CM ✓
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 CM ✓
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.
    Add Improvement: Courthouse
    grants
    BONUS_EVENTOPTION_TUTOR_RULE_OF_LAW_OPTION_2_CITY
    AddImprovement IMPROVEMENT_COURTHOUSE_1

✎ Andy Auseon

Ruler of All Alliance with the tribe Mission Finished · Vassalize Tribe Event CM ✓ Empires of the Indus
100% to appear Once per game
As it opens, before you choose -2 LegitimacyRemembered: Tribe Offer (5 turns)Alliance with the tribe
  • ▸ I am equal to the Emperors of the east.
    +5 LegitimacyYour leader is granted the title Son of Heaven
    grants
    BONUS_TITLE_SON_OF_HEAVEN
    SetTitle TITLE_SON_OF_HEAVEN
    iLegitimacy 5
  • ▸ All Kings shall bow before me.
    +5 LegitimacyYour leader is granted the title King of Kings
    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 CM ✓
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 one choice: Starts Civil War for you Mission Finished · Scheme Foiled Event CM ✓ Behind the Throne
Once per game Player UsUs Not Special Ambassador
  • ▸ I suppose all that matters now is victory.
    Starts Civil War for youGain 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 CM ✓
Once per game City ThemUsPlayer ThemHeir ThemFamily Head Us AgentAdult Under 30Adult Under 40
As it opens, before you choose +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 CM ✓
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
    Your leader: no longer Plotting Against your character+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 CM ✓
Once per game UsPlayer UsPlayer ThemLeader Them TerrifyingCovert
As it opens, before you choose +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 CM ✓
Once per game UsPlayer UsPlayer Them Max UpsetVillainous
As it opens, before you choose Gain trait: Fugitive
  • ▸ You never can trust a spy.
    Acquire random Technology
    grants
    BONUS_EVENTOPTION_STEAL_SELLING_SECRETS_OPTION_0_PLAYER_1
    bRandomTech 1

✎ Andy Auseon

Selling Stirrups Mission Finished · Trade Mission Event CM ✓ 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)Trade with the rival nation: +500 Money
    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)Trade with the rival nation: +800 Money
    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 CM ✓
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 CM ✓ Behind the Throne
Once per game Leader UsCapital Us
As it opens, before you choose 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 CM ✓
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.
    Carries out Assassinate on your character
    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 CM ✓
Every 0 turns Leader UsCity UsReligion
As it opens, before you choose Converts to the target religion
  • ▸ Dedicate yourself to convincing the elders to welcome [religion].
    -60Civics-15/city↗ turnThe religion spreads to your city
    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.
    The religion spreads to your city
    gated by
    PlayerSubject SUBJECT_PLAYER_TOLERANCE
    grants
    BONUS_EVENTOPTION_CONVERT_SPREAD_0
    iSpreadToSubject 1

✎ Josh Unsworth

Silver Linings Mission Finished · Infiltrate Event CM ✓
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 uses

✎ Andy Auseon

Small Gestures and Time Mission Finished · Influence Event CM ✓
25% to appear Every 0 turns UsLeader Us Disappointed With LeaderTeenager Or Adult
  • ▸ I promise!
    Your leader: no longer Disappointed With your character
    grants
    BONUS_LEADER_DISAPPOINTED_WITH_REMOVE
    RemoveLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH

✎ David Ballantyne

Spreading the Faith Mission Finished · High Synod Event CM ✓
⛓ 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 uses

✎ Gabe Campbell

Spy vs. Spy Mission Finished · Influence Event CM ✓
⛓ 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.
    Carries out Assassinate on their heir
    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 CM ✓
Once per game Leader UsPlayer UsCity UsCity Us No active wars
As it opens, before you choose +40Training+10/city↗ turn
  • ▸ Put them to work repairing damaged buildings.
    Begin project: Repair DamageBegin project: Repair Damage
    grants
    BONUS_EVENTOPTION_RALLY_STANDING_ARMIES_OPTION_0_CITY_0
    aeAddProjects: PROJECT_REPAIR
    BONUS_EVENTOPTION_RALLY_STANDING_ARMIES_OPTION_0_CITY_1
    aeAddProjects: PROJECT_REPAIR
  • ▸ 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 CM ✓
Once per game UsCity ThemPlayer ThemCity UsLeader UsForeign Tactician
As it opens, before you choose Leave role of Agent in City
  • ▸ 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 uses
  • ▸ 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 FromArchetype becomes Diplomat
    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 uses

✎ Brodie Frehlich

Strangled! Mission Finished · Assassination Event CM ✓
Once per game UsUsUsLeader Us Adult
As it opens, before you choose 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 CM ✓
Once per game UsCity ThemPlayer Them Agent
As it opens, before you choose -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 barracks.
    1 improvement destroyed
    grants
    BONUS_EVENTOPTION_TREACHERY_STRIKE_AT_THE_HEART_OPTION_1_CITY
    iDestroyImprovements 1

✎ Andy Auseon

Stubborn as a Mule Mission Finished · Intercession Family Event CM ✓
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 CM ✓
Once per game UsPlayer UsPlayer ThemFamily UsFamily Us Max UpsetFamily Head Us
As it opens, before you choose 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 uses

✎ Andy Auseon

Surprise Benefactor Mission Finished · Influence Event CM ✓
Once per game UsLeader UsHeir Us High WisdomMax UpsetStudy Any
As it opens, before you choose 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 CM ✓
Every 80 turns UsLeader Us Suspicious Of Leader
As it opens, before you choose 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.
    Your leader: no longer Suspicious Of your characterGain 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 CM ✓ 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 one choice: The tribe invade Mission Finished · Divorce Event CM ✓
Once per game Leader UsSpouse Of Leader UsTribeCapital Us Tribe UsTribe Peace Or Truce
As it opens, before you choose The marriage is dissolved
  • ▸ Raise the alarms! Prepare the troops!
    Gain trait: FugitiveRemembered: Tribe Offer (5 turns)The tribe invade
    grants
    BONUS_GIVE_TRAIT_FUGITIVE
    aeAddTraits: TRAIT_FUGITIVE
    BONUS_TRIBAL_INVASION
    bTribeInvade 1
    aeBonuses: BONUS_TRIBE_OFFER

✎ Andy Auseon

Technological Tribute one choice: You declare war on the rival nation Mission Finished · Demand Tribute Event CM ✓
Every 20 turns Player ThemPlayer UsUsTech Player Max Weaker
As it opens, before you choose Remembered: Demanded Tribute (-40 opinion for 10 turns)(no event currently keys off this)
  • ▸ Accept this gift of knowledge.
    You acquire the tech
    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)You declare war on the rival nation
    grants
    BONUS_DECLARE_WAR_PLAYER
    Memory MEMORYPLAYER_DECLARED_WAR
    DiplomacyPlayerFrom DIPLOMACY_WAR
    aeBonuses: BONUS_PLAYER_OFFER
    ◇ may enable: The Sword of Damocles

✎ Josh Unsworth

The Bastard's Body Mission Finished · Legitimized Event CM ✓ Turn 40+
⛓ Part of the The Bastard's Body chain, 4 events view map →
Once per game Leader UsUsSuitor TempUs Max Angry
As it opens, before you choose The character is killedA new character joins your nation
  • ▸ We must launch an investigation into the murder.
    gated by
    LeaderSubject SUBJECT_NOT_INSANE
  • ▸ Leave the matter alone. Further investigation will only bring heartache.
    50% chance next turn: becomes Foolish
    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 BySteam achievement (if the target is an heir): Assassinated HeirSteam achievement (if the target leads a rival nation): Assassinated Another LeaderRemembered: Assassination exposed (-80 opinion for 40 turns)(no event currently keys off this)
    gated by
    LeaderSubject SUBJECT_INSANE
    grants
    BONUS_KILL_CHARACTER_MURDERED
    AchievementIfHeir ACHIEVEMENT_ASSASSINATED_HEIR
    AchievementIfOtherLeader ACHIEVEMENT_ASSASSINATED_ANOTHER_LEADER
    AddLeaderRelationship RELATIONSHIP_ASSASSINATED_BY
    bKillCharacter 1
    aeBonuses: BONUS_ASSASSINATION_EXPOSED
    ◇ grants a memory no event uses

✎ Zorbaz

The Cadaver Synod Mission Finished · High Synod Event CM ✓ The Sacred and the Profane
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)The late character is granted the title False Leader
    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 uses
  • ▸ Side with the dissenting voice.
    Remembered: Pardoned the cadaver (-40 opinion for 80 turns)(no event currently keys off this)Free theology: Redemption
    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 uses

✎ Josh Unsworth Background reading ↗

The Captured Agent Mission Finished · Expose Agent Network Event CM ✓
Once per game City UsUsThemPlayer ThemLeader Us City Any AgentSpymasterAgent
As it opens, before you choose 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)Their character joins the nation of your leader
    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 uses
  • ▸ 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 uses

✎ Josh Unsworth

The City Steps Mission Finished · Pacify City Event CM ✓
Once per game City Family UsUsLeader Us Non Leader UsAdult Under 40OratorNo JobNot City With Governor
  • ▸ He would make a good governor.
    +80Happinesseach city↗ turnYour character becomes governor of your city
    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 treasury 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 Alliance with the tribe Mission Finished · Vassalize Tribe Event CM ✓ Empires of the Indus
100% to appear Once per game
As it opens, before you choose -2 LegitimacyRemembered: Tribe Offer (5 turns)Alliance with the tribe
  • ▸ If you will not serve, your successor will.
    Leader relationship: Conspiring WithThe courtier seizes the tribe's throne2 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.
    Tribute to the tribe: 200 Money, 40 Money per our city
    grants
    BONUS_TRIBUTE_GIVE_MONEY_AVERAGE
    aiYieldsTributeBase: YIELD_MONEY=-200
    aiYieldsTributePerUs: YIELD_MONEY=-40

✎ Josh Unsworth

The Cycle Continues Mission Finished · Assassination Event CM ✓
Every 10 turns Us Or ThemUs Or ThemHeir UsLeader Us Child Or Teenager
As it opens, before you choose 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 CM ✓
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↗ turnArchetype becomes Diplomat
    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 CM ✓
Once per game Leader UsUsUnit Us GeneralSeven SinsLow Discipline
As it opens, before you choose +60Training+15/city↗ turn
  • ▸ I should be more careful with my wine.
    Gain trait: DrunkGain trait: Ill-10 HP to the unit
    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 CM ✓
50% to appear Once per game Religion State NoUsFamily Religion UsLeader Family Us Leader No Religion
As it opens, before you choose 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 uses
  • ▸ We cannot lend our support right now.
    (no gates or payload in XML)

✎ Gabe Campbell

The Fighting Class Mission Finished · Hold Court Event CM ✓
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 CM ✓
Once per game City ThemUsPlayer ThemLeader Us Agent
As it opens, before you choose 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 CM ✓ The Sacred and the Profane
⛓ Part of the The Forgotten Prophet chain, 5 events view map →
Once per game Leader UsPlayer ThemReligion WorldReligion WorldLeader Them Player Peace Or TruceNot Influenced By Leader
As it opens, before you choose 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 CM ✓ The Sacred and the Profane
Every 50 turns UsUs Or ThemManichaeism
As it opens, before you choose 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 uses
  • ▸ 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 uses

✎ Josh Unsworth

The Great Divide Mission Finished · Convert Target to State Religion Event CM ✓
⛓ 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 CM ✓ Behind the Throne
Every 0 turns Leader Family UsFamily Us Lover Of Leader HiddenDifferent Family To Leader
As it opens, before you choose Your character marries your leaderRemembered: Grand Vizier (88 turns)Your character joins the council as Grand Vizier
  • ▸ Love may always win, but few win this decisively.
    (no gates or payload in XML)

✎ Jeri Roys

The Happy Couple Mission Finished · Wedding Event CM ✓ Behind the Throne
Every 0 turns Leader Family UsFamily UsUs Lover Of Leader HiddenDifferent Family To LeaderAbdicatedVengeful Against Leader Hidden
As it opens, before you choose Your character marries your leaderRemembered: Grand Vizier (88 turns)Your character joins the council as Grand Vizier
  • ▸ Love may always win, but few win this decisively.
    Your character is granted the title Master of CeremoniesLeader 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 CM ✓
25% to appear Every 0 turns UsLeader Us Estranged From LeaderTeenager Or Adult
  • ▸ It’s good to have you back.
    Your leader: no longer Estranged From your character
    grants
    BONUS_LEADER_ESTRANGED_FROM_REMOVE
    RemoveLeaderRelationship RELATIONSHIP_ESTRANGED_FROM

✎ David Ballantyne

The Help of Another Mission Finished · Convert Target to Religion Event CM ✓ The Sacred and the Profane
Every 40 turns UsReligion Head UsReligionLeader UsChristian Clergy TempPlayer Us ChristianityMax 1 Clergy
As it opens, before you choose 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 CM ✓ The Sacred and the Profane
Every 40 turns UsReligion Head UsReligionLeader UsJewish Clergy TempPlayer Us JudaismMax 1 Clergy
As it opens, before you choose 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 CM ✓ The Sacred and the Profane
Every 40 turns UsReligion Head UsReligionLeader UsManichaean Clergy TempPlayer Us ManichaeismMax 1 Clergy
As it opens, before you choose 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 CM ✓ The Sacred and the Profane
Every 40 turns UsReligion Head UsReligionLeader UsZoroastrian Clergy TempPlayer Us ZoroastrianismMax 1 Clergy
As it opens, before you choose 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 CM ✓
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 uses
  • ▸ 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 CM ✓
Every 20 turns City UsNon Leader UsCity UsCity Us City Any AgentSpymasterNot City Any Agent
As it opens, before you choose 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 CM ✓ The Sacred and the Profane
Every 50 turns UsUs Or ThemJudaism
As it opens, before you choose 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 uses
  • ▸ 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 CM ✓
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 CM ✓
Once per game Family UsFamily UsResource GemLeader Family Us
As it opens, before you choose 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)Send the resource to your family as a luxury
    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 uses

✎ Andy Auseon Background reading ↗

The Queen's Claim Mission Finished · Divorce Event CM ✓
⛓ 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 dissolvedHas an Illegitimate Child
    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 gold 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 CM ✓ The Sacred and the Profane
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 uses
  • ▸ 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 uses

✎ Josh Unsworth

The Seer's Teachings Mission Finished · Tutor Event CM ✓
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 CM ✓
Once per game City ThemUsPlayer ThemLaw Slavery Agent
As it opens, before you choose 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 CM ✓ The Sacred and the Profane
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 uses
  • ▸ 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 uses

✎ Josh Unsworth

The Things We Do Mission Finished · Assassination Event CM ✓
Every 10 turns Us Or ThemChild Of Leader UsUs Compassionate characterSpymaster
As it opens, before you choose 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 CM ✓
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)The rival nation acquires the tech
    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 uses
  • ▸ 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 uses

✎ Josh Unsworth

The Weakness of Strength Mission Finished · Influence Event CM ✓
Once per game Player UsLeader UsUs High CourageArchetype MartialMax Upset
As it opens, before you choose 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 one choice: Peace with the rival nation Mission Finished · Peace Event CM ✓
Every 0 turns Player TradingLeader UsLeader Them
  • ▸ The world moves on the back of trade.
    Remembered: Player Offer (5 turns)Peace with the rival nationGain 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 CM ✓
Once per game Leader UsSpouse Of Leader UsFamily Us Family Different From LeaderVengeful Against Leader Hidden
As it opens, before you choose The marriage is dissolved
  • ▸ Divorce is not good enough for [character].
    Gain trait: RuthlessThe character is killedLeader relationship: Assassinated BySteam achievement (if the target is an heir): Assassinated HeirSteam achievement (if the target leads a rival nation): Assassinated Another LeaderRemembered: Assassination exposed (-80 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_GIVE_TRAIT_RUTHLESS
    aeAddTraits: TRAIT_RUTHLESS
    BONUS_KILL_CHARACTER_MURDERED
    AchievementIfHeir ACHIEVEMENT_ASSASSINATED_HEIR
    AchievementIfOtherLeader ACHIEVEMENT_ASSASSINATED_ANOTHER_LEADER
    AddLeaderRelationship RELATIONSHIP_ASSASSINATED_BY
    bKillCharacter 1
    aeBonuses: BONUS_ASSASSINATION_EXPOSED
    ◇ grants a memory no event uses
  • ▸ 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 one choice: The tribe invade Mission Finished · Influence Event CM ✓
Once per game Leader TribeLeader UsTribe Max Cautious
  • ▸ We must pay Tribute to the [tribe].
    Leader relationship: Influenced ByTribute to the tribe: 50 Iron, 10 Iron per our city
    grants
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
    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)The tribe invade
    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 CM ✓
Once per game ThemReligion StateLeader Us
As it opens, before you choose 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 CM ✓
Once per game Leader UsPlayer Us General
As it opens, before you choose +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 CM ✓
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 CM ✓
Once per game Family Head UsLeader UsSpouse Of Leader Us Max CautiousAdultMutual Attraction Leader
As it opens, before you choose 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 CM ✓
Every 10 turns Us Or ThemUsPlayer Us CovertSpymaster
As it opens, before you choose Leader relationship: Plotting Against
  • ▸ We will try as many times as needed.
    Carries out Assassinate on the character (free)
    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 CM ✓
Every 0 turns Player Peace Or TrucePlayer UsUs Player Angry
  • ▸ Resolve
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +500 Money, -20 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +500 Money, -80 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Food, -20 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Food, -80 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Iron, -20 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Iron, -80 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Wood, -20 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Wood, -80 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Stone, -20 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Stone, -80 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +500 Money, -160 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +500 Money, -40 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Food, -160 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Food, -40 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Iron, -160 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Iron, -40 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Wood, -160 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Wood, -40 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Stone, -160 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Stone, -40 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -1000 Money, +10 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -1000 Money, +40 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Food, +10 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Food, +40 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Iron, +10 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Iron, +40 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Wood, +10 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Wood, +40 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Stone, +10 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Stone, +40 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -1000 Money, +80 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -1000 Money, +20 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Food, +80 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Food, +20 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Iron, +80 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Iron, +20 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Wood, +80 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Wood, +20 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Stone, +80 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Stone, +20 Science
    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)Trade with the rival nation: +500 Money, -20 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +500 Money, -80 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Food, -20 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Food, -80 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Iron, -20 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Iron, -80 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Wood, -20 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Wood, -80 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Stone, -20 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Stone, -80 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +500 Money, -160 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +500 Money, -40 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Food, -160 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Food, -40 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Iron, -160 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Iron, -40 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Wood, -160 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Wood, -40 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Stone, -160 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Stone, -40 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -1000 Money, +10 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -1000 Money, +40 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Food, +10 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Food, +40 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Iron, +10 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Iron, +40 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Wood, +10 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Wood, +40 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Stone, +10 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Stone, +40 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -1000 Money, +80 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -1000 Money, +20 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Food, +80 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Food, +20 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Iron, +80 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Iron, +20 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Wood, +80 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Wood, +20 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Stone, +80 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Stone, +20 Science
    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 CM ✓
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 uses
  • ▸ 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 CM ✓
Every 0 turns Player Peace Or TrucePlayer UsUs Player Cautious
  • ▸ Resolve
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +500 Money, -20 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +500 Money, -80 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Food, -20 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Food, -80 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Iron, -20 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Iron, -80 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Wood, -20 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Wood, -80 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Stone, -20 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Stone, -80 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +500 Money, -160 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +500 Money, -40 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Food, -160 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Food, -40 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Iron, -160 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Iron, -40 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Wood, -160 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Wood, -40 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Stone, -160 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Stone, -40 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -1000 Money, +10 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -1000 Money, +40 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Food, +10 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Food, +40 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Iron, +10 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Iron, +40 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Wood, +10 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Wood, +40 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Stone, +10 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Stone, +40 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -1000 Money, +80 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -1000 Money, +20 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Food, +80 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Food, +20 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Iron, +80 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Iron, +20 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Wood, +80 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Wood, +20 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Stone, +80 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Stone, +20 Science
    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)Trade with the rival nation: +500 Money, -20 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +500 Money, -80 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Food, -20 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Food, -80 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Iron, -20 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Iron, -80 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Wood, -20 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Wood, -80 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Stone, -20 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Stone, -80 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +500 Money, -160 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +500 Money, -40 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Food, -160 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Food, -40 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Iron, -160 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Iron, -40 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Wood, -160 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Wood, -40 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Stone, -160 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Stone, -40 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -1000 Money, +10 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -1000 Money, +40 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Food, +10 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Food, +40 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Iron, +10 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Iron, +40 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Wood, +10 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Wood, +40 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Stone, +10 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Stone, +40 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -1000 Money, +80 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -1000 Money, +20 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Food, +80 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Food, +20 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Iron, +80 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Iron, +20 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Wood, +80 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Wood, +20 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Stone, +80 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Stone, +20 Science
    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)Trade with the rival nation: +500 Money, -20 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +500 Money, -80 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Food, -20 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Food, -80 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Iron, -20 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Iron, -80 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Wood, -20 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Wood, -80 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Stone, -20 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Stone, -80 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +500 Money, -160 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +500 Money, -40 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Food, -160 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Food, -40 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Iron, -160 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Iron, -40 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Wood, -160 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Wood, -40 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Stone, -160 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Stone, -40 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -1000 Money, +10 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -1000 Money, +40 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Food, +10 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Food, +40 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Iron, +10 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Iron, +40 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Wood, +10 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Wood, +40 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Stone, +10 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Stone, +40 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -1000 Money, +80 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -1000 Money, +20 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Food, +80 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Food, +20 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Iron, +80 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Iron, +20 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Wood, +80 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Wood, +20 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Stone, +80 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Stone, +20 Science
    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 CM ✓
Every 0 turns Player Peace Or TrucePlayer UsUs Player Friendly
  • ▸ Resolve
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -500 Money, +10 Orders
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -100 Food, +10 Orders
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -100 Iron, +10 Orders
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -100 Wood, +10 Orders
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -100 Stone, +10 Orders
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +500 Money, -10 Orders
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Food, -10 Orders
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Iron, -10 Orders
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Wood, -10 Orders
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Stone, -10 Orders
    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)Trade with the rival nation: -500 Money, +20 Science
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -100 Food, +20 Science
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -100 Iron, +20 Science
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -100 Wood, +20 Science
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -100 Stone, +20 Science
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +500 Money, -20 Science
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Food, -20 Science
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Iron, -20 Science
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Wood, -20 Science
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Stone, -20 Science
    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)Trade with the rival nation: -500 Money, +40 Civics
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -100 Food, +40 Civics
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -100 Iron, +40 Civics
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -100 Wood, +40 Civics
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -100 Stone, +40 Civics
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +500 Money, -40 Civics
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Food, -40 Civics
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Iron, -40 Civics
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Wood, -40 Civics
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Stone, -40 Civics
    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)Trade with the rival nation: -500 Money, +80 Training
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -100 Food, +80 Training
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -100 Iron, +80 Training
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -100 Wood, +80 Training
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -100 Stone, +80 Training
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +500 Money, -80 Training
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Food, -80 Training
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Iron, -80 Training
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Wood, -80 Training
    10%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Stone, -80 Training
    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 CM ✓
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 uses
  • ▸ 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 CM ✓
Every 0 turns Player Broke Peace (20 turns)Player 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 uses
  • ▸ 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 CM ✓
Every 0 turns Player Peace Or TrucePlayer UsUs Player Pleased
  • ▸ Resolve
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +500 Money, -10 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +500 Money, -40 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Food, -10 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Food, -40 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Iron, -10 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Iron, -40 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Wood, -10 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Wood, -40 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Stone, -10 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Stone, -40 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +500 Money, -80 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +500 Money, -20 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Food, -80 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Food, -20 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Iron, -80 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Iron, -20 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Wood, -80 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Wood, -20 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Stone, -80 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Stone, -20 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -500 Money, +10 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -500 Money, +40 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -100 Food, +10 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -100 Food, +40 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -100 Iron, +10 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -100 Iron, +40 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -100 Wood, +10 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -100 Wood, +40 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -100 Stone, +10 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -100 Stone, +40 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -500 Money, +80 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -500 Money, +20 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -100 Food, +80 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -100 Food, +20 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -100 Iron, +80 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -100 Iron, +20 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -100 Wood, +80 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -100 Wood, +20 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -100 Stone, +80 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -100 Stone, +20 Science
    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)Trade with the rival nation: +500 Money, -10 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +500 Money, -40 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Food, -10 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Food, -40 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Iron, -10 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Iron, -40 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Wood, -10 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Wood, -40 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Stone, -10 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Stone, -40 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +500 Money, -80 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +500 Money, -20 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Food, -80 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Food, -20 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Iron, -80 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Iron, -20 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Wood, -80 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Wood, -20 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Stone, -80 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Stone, -20 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -500 Money, +10 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -500 Money, +40 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -100 Food, +10 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -100 Food, +40 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -100 Iron, +10 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -100 Iron, +40 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -100 Wood, +10 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -100 Wood, +40 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -100 Stone, +10 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -100 Stone, +40 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -500 Money, +80 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -500 Money, +20 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -100 Food, +80 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -100 Food, +20 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -100 Iron, +80 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -100 Iron, +20 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -100 Wood, +80 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -100 Wood, +20 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -100 Stone, +80 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -100 Stone, +20 Science
    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)Trade with the rival nation: +500 Money, -10 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +500 Money, -40 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Food, -10 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Food, -40 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Iron, -10 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Iron, -40 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Wood, -10 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Wood, -40 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Stone, -10 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Stone, -40 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +500 Money, -80 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +500 Money, -20 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Food, -80 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Food, -20 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Iron, -80 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Iron, -20 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Wood, -80 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Wood, -20 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Stone, -80 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Stone, -20 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -500 Money, +10 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -500 Money, +40 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -100 Food, +10 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -100 Food, +40 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -100 Iron, +10 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -100 Iron, +40 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -100 Wood, +10 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -100 Wood, +40 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -100 Stone, +10 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -100 Stone, +40 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -500 Money, +80 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -500 Money, +20 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -100 Food, +80 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -100 Food, +20 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -100 Iron, +80 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -100 Iron, +20 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -100 Wood, +80 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -100 Wood, +20 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -100 Stone, +80 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -100 Stone, +20 Science
    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 CM ✓
Every 0 turns Player Peace Or TrucePlayer UsUs Player Upset
  • ▸ Resolve
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +500 Money, -20 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +500 Money, -80 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Food, -20 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Food, -80 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Iron, -20 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Iron, -80 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Wood, -20 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Wood, -80 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Stone, -20 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Stone, -80 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +500 Money, -160 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +500 Money, -40 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Food, -160 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Food, -40 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Iron, -160 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Iron, -40 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Wood, -160 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Wood, -40 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Stone, -160 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Stone, -40 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -1000 Money, +10 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -1000 Money, +40 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Food, +10 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Food, +40 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Iron, +10 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Iron, +40 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Wood, +10 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Wood, +40 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Stone, +10 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Stone, +40 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -1000 Money, +80 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -1000 Money, +20 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Food, +80 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Food, +20 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Iron, +80 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Iron, +20 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Wood, +80 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Wood, +20 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Stone, +80 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Stone, +20 Science
    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)Trade with the rival nation: +500 Money, -20 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +500 Money, -80 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Food, -20 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Food, -80 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Iron, -20 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Iron, -80 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Wood, -20 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Wood, -80 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Stone, -20 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Stone, -80 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +500 Money, -160 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +500 Money, -40 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Food, -160 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Food, -40 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Iron, -160 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Iron, -40 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Wood, -160 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Wood, -40 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Stone, -160 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: +100 Stone, -40 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -1000 Money, +10 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -1000 Money, +40 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Food, +10 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Food, +40 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Iron, +10 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Iron, +40 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Wood, +10 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Wood, +40 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Stone, +10 Orders
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Stone, +40 Civics
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -1000 Money, +80 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -1000 Money, +20 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Food, +80 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Food, +20 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Iron, +80 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Iron, +20 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Wood, +80 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Wood, +20 Science
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Stone, +80 Training
    3%
    Remembered: New Trade Deal (+40 opinion for 20 turns)Trade with the rival nation: -200 Stone, +20 Science
    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 CM ✓
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 uses
  • ▸ 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 CM ✓
Every 50 turns UsUsPlayer Them Courtier MerchantPlayer Peace Or Truce
As it opens, before you choose 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 CM ✓
Once per game City UsUsFamily UsFamily Us Max Angry
As it opens, before you choose +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 uses

✎ Andy Auseon

Trendsetter Mission Finished · Revelry Event CM ✓ Behind the Throne
Every 10 turns City UsLeader Us
As it opens, before you choose 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 Alliance with the tribe Mission Finished · Alliance Event CM ✓
Once per game TribeLeader TribeSpouse Of Leader UsChild Of Leader UsLeader Us Teenager Or Adult
As it opens, before you choose Remembered: Tribe Offer (5 turns)Alliance with the tribeGain 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 uses
  • ▸ 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 uses
  • ▸ 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 one choice: Alliance with the tribe Mission Finished · Alliance Event CM ✓
Every 80 turns Tribe PeaceLeader Us High Charisma
  • ▸ We welcome an alliance with the [tribe].
    -2 LegitimacyRemembered: Tribe Offer (5 turns)Alliance with the tribe-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 one choice: Alliance with the tribe Mission Finished · Alliance Event CM ✓
Every 0 turns Tribe
  • ▸ Resolve
    20%
    -2 LegitimacyRemembered: Tribe Offer (5 turns)Alliance with the tribe-320Money-80/city↗ turn
    20%
    -2 LegitimacyRemembered: Tribe Offer (5 turns)Alliance with the tribe-100Food-35/city↗ turn
    20%
    -2 LegitimacyRemembered: Tribe Offer (5 turns)Alliance with the tribe-100Wood-35/city↗ turn
    20%
    -2 LegitimacyRemembered: Tribe Offer (5 turns)Alliance with the tribe-100Iron-35/city↗ turn
    20%
    -2 LegitimacyRemembered: Tribe Offer (5 turns)Alliance with the tribe-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)Alliance with the tribeTribute to the tribe: 300 Money, 60 Money per our city
    20%
    -2 LegitimacyRemembered: Tribe Offer (5 turns)Alliance with the tribeTribute to the tribe: 150 Food, 30 Food per our city
    20%
    -2 LegitimacyRemembered: Tribe Offer (5 turns)Alliance with the tribeTribute to the tribe: 150 Wood, 30 Wood per our city
    20%
    -2 LegitimacyRemembered: Tribe Offer (5 turns)Alliance with the tribeTribute to the tribe: 150 Iron, 30 Iron per our city
    20%
    -2 LegitimacyRemembered: Tribe Offer (5 turns)Alliance with the tribeTribute to the tribe: 150 Stone, 30 Stone per our city
    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 one choice: Alliance with the tribe Mission Finished · Tribe Alliance Hanno Navigator CM ✓ Wonders and Dynasties
Every 0 turns Tribe
  • ▸ Resolve
    20%
    -2 LegitimacyRemembered: Tribe Offer (5 turns)Alliance with the tribe-320Money-80/city↗ turn
    20%
    -2 LegitimacyRemembered: Tribe Offer (5 turns)Alliance with the tribe-100Food-35/city↗ turn
    20%
    -2 LegitimacyRemembered: Tribe Offer (5 turns)Alliance with the tribe-100Wood-35/city↗ turn
    20%
    -2 LegitimacyRemembered: Tribe Offer (5 turns)Alliance with the tribe-100Iron-35/city↗ turn
    20%
    -2 LegitimacyRemembered: Tribe Offer (5 turns)Alliance with the tribe-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)Alliance with the tribeTribute to the tribe: 300 Money, 60 Money per our city
    20%
    -2 LegitimacyRemembered: Tribe Offer (5 turns)Alliance with the tribeTribute to the tribe: 150 Food, 30 Food per our city
    20%
    -2 LegitimacyRemembered: Tribe Offer (5 turns)Alliance with the tribeTribute to the tribe: 150 Wood, 30 Wood per our city
    20%
    -2 LegitimacyRemembered: Tribe Offer (5 turns)Alliance with the tribeTribute to the tribe: 150 Iron, 30 Iron per our city
    20%
    -2 LegitimacyRemembered: Tribe Offer (5 turns)Alliance with the tribeTribute to the tribe: 150 Stone, 30 Stone per our city
    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 CM ✓
Every 40 turns Tribe ThemPlayer UsCapital UsTribeLeader Us Tribe Max Cautious
As it opens, before you choose 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 CM ✓
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 CM ✓
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 CM ✓
Every 0 turns Player WarUs
  • ▸ Accept our gift to end the war.
    Carries out Offer Tribute for Truce on the rival nation
    grants
    BONUS_EVENTOPTION_TRUCE_PROPOSAL_OFFER_TRIBUTE
    Mission MISSION_PLAYER_TRUCE_OFFER_TRIBUTE
    iMissionSubject 0
  • ▸ No hard feelings; let's call it off.
    Carries out Ask for Truce on the rival nation
    grants
    BONUS_EVENTOPTION_TRUCE_PROPOSAL_NO_TRIBUTE
    Mission MISSION_PLAYER_TRUCE_NO_TRIBUTE
    iMissionSubject 0
  • ▸ We are the superior power and demand tribute.
    Carries out Demand Tribute for Truce on the rival nation
    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 one choice: Truce with the rival nation Mission Finished · Player Truce Human Event CM ✓
Every 0 turns Player War Human
  • ▸ Yes.
    Truce with the rival nation
    grants
    BONUS_EVENTOPTION_TRUCE_PROPOSAL_HUMAN_YES
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
  • ▸ No.
    (no gates or payload in XML)

✎ Soren Johnson

Truce Response one choice: Truce with the rival nation Mission Finished · Demand Tribute for Truce Event CM ✓
Every 0 turns Player Losing
  • ▸ We accept your proposal.
    Remembered: Player Offer (5 turns)Truce with the rival nationTribute from the rival nation: +200 Money, +40 Money per their city
    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 CM ✓
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 CM ✓
Every 0 turns Player Min Neutral
  • ▸ That is very unfortunate.
    (no gates or payload in XML)

✎ Soren Johnson

Truce Response one choice: Truce with the rival nation Mission Finished · Demand Tribute for Truce Event CM ✓
Every 0 turns Player Routed
  • ▸ We accept your proposal.
    Remembered: Player Offer (5 turns)Truce with the rival nationTribute from the rival nation: +300 Money, +60 Money per their city
    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 one choice: Truce with the rival nation Mission Finished · Ask for Truce Event CM ✓
Every 0 turns Player Them
  • ▸ We accept the truce.
    Remembered: Player Offer (5 turns)Truce with the rival nation
    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 CM ✓
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 CM ✓
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 CM ✓
Every 0 turns Player Min Winning
  • ▸ That is very unfortunate.
    (no gates or payload in XML)

✎ Soren Johnson

Truce Response one choice: Truce with the rival nation Mission Finished · Offer Tribute for Truce Event CM ✓
Every 0 turns Player Max Neutral Player Much Stronger
  • ▸ Resolve
    20%
    Remembered: Player Offer (5 turns)Truce with the rival nationTribute to the rival nation: 150 Civics, 30 Civics per our city
    20%
    Remembered: Player Offer (5 turns)Truce with the rival nationTribute to the rival nation: 200 Training, 40 Training per our city
    20%
    Remembered: Player Offer (5 turns)Truce with the rival nationTribute to the rival nation: 100 Science, 20 Science per our city
    20%
    Remembered: Player Offer (5 turns)Truce with the rival nationTribute to the rival nation: 400 Money, 80 Money per our city
    20%
    Remembered: Player Offer (5 turns)Truce with the rival nationTribute to the rival nation: 30 Orders, 8 Orders per our city
    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 one choice: Truce with the rival nation Mission Finished · Offer Tribute for Truce Event CM ✓
Every 0 turns Player Max Neutral Player Similar
  • ▸ Resolve
    20%
    Remembered: Player Offer (5 turns)Truce with the rival nationTribute to the rival nation: 75 Civics, 15 Civics per our city
    20%
    Remembered: Player Offer (5 turns)Truce with the rival nationTribute to the rival nation: 100 Training, 20 Training per our city
    20%
    Remembered: Player Offer (5 turns)Truce with the rival nationTribute to the rival nation: 50 Science, 10 Science per our city
    20%
    Remembered: Player Offer (5 turns)Truce with the rival nationTribute to the rival nation: 200 Money, 40 Money per our city
    20%
    Remembered: Player Offer (5 turns)Truce with the rival nationTribute to the rival nation: 15 Orders, 4 Orders per our city
    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 one choice: Truce with the rival nation Mission Finished · Offer Tribute for Truce Event CM ✓
Every 0 turns Player Max Neutral Player Stronger
  • ▸ Resolve
    20%
    Remembered: Player Offer (5 turns)Truce with the rival nationTribute to the rival nation: 100 Civics, 20 Civics per our city
    20%
    Remembered: Player Offer (5 turns)Truce with the rival nationTribute to the rival nation: 150 Training, 30 Training per our city
    20%
    Remembered: Player Offer (5 turns)Truce with the rival nationTribute to the rival nation: 75 Science, 15 Science per our city
    20%
    Remembered: Player Offer (5 turns)Truce with the rival nationTribute to the rival nation: 300 Money, 60 Money per our city
    20%
    Remembered: Player Offer (5 turns)Truce with the rival nationTribute to the rival nation: 20 Orders, 6 Orders per our city
    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 one choice: Truce with the rival nation Mission Finished · Offer Tribute for Truce Event CM ✓
Every 0 turns Player Max Neutral Player Max Weaker
  • ▸ Resolve
    20%
    Remembered: Player Offer (5 turns)Truce with the rival nationTribute to the rival nation: 50 Civics, 10 Civics per our city
    20%
    Remembered: Player Offer (5 turns)Truce with the rival nationTribute to the rival nation: 75 Training, 15 Training per our city
    20%
    Remembered: Player Offer (5 turns)Truce with the rival nationTribute to the rival nation: 25 Science, 5 Science per our city
    20%
    Remembered: Player Offer (5 turns)Truce with the rival nationTribute to the rival nation: 150 Money, 30 Money per our city
    20%
    Remembered: Player Offer (5 turns)Truce with the rival nationTribute to the rival nation: 10 Orders, 2 Orders per our city
    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 CM ✓
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 CM ✓
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 CM ✓
Every 0 turns Player TriumphantPlayer Us Player Much Stronger
  • ▸ That is very unfortunate.
    (no gates or payload in XML)

✎ Soren Johnson

Truce Response one choice: Truce with the rival nation Mission Finished · Offer Tribute for Truce Event CM ✓
Every 0 turns Player Triumphant Player Similar
  • ▸ Resolve
    20%
    Remembered: Player Offer (5 turns)Truce with the rival nationTribute to the rival nation: 150 Civics, 30 Civics per our city
    20%
    Remembered: Player Offer (5 turns)Truce with the rival nationTribute to the rival nation: 200 Training, 40 Training per our city
    20%
    Remembered: Player Offer (5 turns)Truce with the rival nationTribute to the rival nation: 100 Science, 20 Science per our city
    20%
    Remembered: Player Offer (5 turns)Truce with the rival nationTribute to the rival nation: 400 Money, 80 Money per our city
    20%
    Remembered: Player Offer (5 turns)Truce with the rival nationTribute to the rival nation: 30 Orders, 8 Orders per our city
    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 one choice: Truce with the rival nation Mission Finished · Offer Tribute for Truce Event CM ✓
Every 0 turns Player Triumphant Player Stronger
  • ▸ Resolve
    20%
    Remembered: Player Offer (5 turns)Truce with the rival nationTribute to the rival nation: 200 Civics, 40 Civics per our city
    20%
    Remembered: Player Offer (5 turns)Truce with the rival nationTribute to the rival nation: 300 Training, 60 Training per our city
    20%
    Remembered: Player Offer (5 turns)Truce with the rival nationTribute to the rival nation: 150 Science, 30 Science per our city
    20%
    Remembered: Player Offer (5 turns)Truce with the rival nationTribute to the rival nation: 500 Money, 100 Money per our city
    20%
    Remembered: Player Offer (5 turns)Truce with the rival nationTribute to the rival nation: 40 Orders, 10 Orders per our city
    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 one choice: Truce with the rival nation Mission Finished · Offer Tribute for Truce Event CM ✓
Every 0 turns Player Triumphant Player Max Weaker
  • ▸ Resolve
    20%
    Remembered: Player Offer (5 turns)Truce with the rival nationTribute to the rival nation: 100 Civics, 20 Civics per our city
    20%
    Remembered: Player Offer (5 turns)Truce with the rival nationTribute to the rival nation: 150 Training, 30 Training per our city
    20%
    Remembered: Player Offer (5 turns)Truce with the rival nationTribute to the rival nation: 75 Science, 15 Science per our city
    20%
    Remembered: Player Offer (5 turns)Truce with the rival nationTribute to the rival nation: 300 Money, 60 Money per our city
    20%
    Remembered: Player Offer (5 turns)Truce with the rival nationTribute to the rival nation: 20 Orders, 6 Orders per our city
    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 one choice: Truce with the rival nation Mission Finished · Offer Tribute for Truce Event CM ✓
Every 0 turns Player Winning Player Much Stronger
  • ▸ Resolve
    20%
    Remembered: Player Offer (5 turns)Truce with the rival nationTribute to the rival nation: 200 Civics, 40 Civics per our city
    20%
    Remembered: Player Offer (5 turns)Truce with the rival nationTribute to the rival nation: 300 Training, 60 Training per our city
    20%
    Remembered: Player Offer (5 turns)Truce with the rival nationTribute to the rival nation: 150 Science, 30 Science per our city
    20%
    Remembered: Player Offer (5 turns)Truce with the rival nationTribute to the rival nation: 500 Money, 100 Money per our city
    20%
    Remembered: Player Offer (5 turns)Truce with the rival nationTribute to the rival nation: 40 Orders, 10 Orders per our city
    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 one choice: Truce with the rival nation Mission Finished · Offer Tribute for Truce Event CM ✓
Every 0 turns Player Winning Player Similar
  • ▸ Resolve
    20%
    Remembered: Player Offer (5 turns)Truce with the rival nationTribute to the rival nation: 100 Civics, 20 Civics per our city
    20%
    Remembered: Player Offer (5 turns)Truce with the rival nationTribute to the rival nation: 150 Training, 30 Training per our city
    20%
    Remembered: Player Offer (5 turns)Truce with the rival nationTribute to the rival nation: 75 Science, 15 Science per our city
    20%
    Remembered: Player Offer (5 turns)Truce with the rival nationTribute to the rival nation: 300 Money, 60 Money per our city
    20%
    Remembered: Player Offer (5 turns)Truce with the rival nationTribute to the rival nation: 20 Orders, 6 Orders per our city
    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 one choice: Truce with the rival nation Mission Finished · Offer Tribute for Truce Event CM ✓
Every 0 turns Player Winning Player Stronger
  • ▸ Resolve
    20%
    Remembered: Player Offer (5 turns)Truce with the rival nationTribute to the rival nation: 150 Civics, 30 Civics per our city
    20%
    Remembered: Player Offer (5 turns)Truce with the rival nationTribute to the rival nation: 200 Training, 40 Training per our city
    20%
    Remembered: Player Offer (5 turns)Truce with the rival nationTribute to the rival nation: 100 Science, 20 Science per our city
    20%
    Remembered: Player Offer (5 turns)Truce with the rival nationTribute to the rival nation: 400 Money, 80 Money per our city
    20%
    Remembered: Player Offer (5 turns)Truce with the rival nationTribute to the rival nation: 30 Orders, 8 Orders per our city
    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 one choice: Truce with the rival nation Mission Finished · Offer Tribute for Truce Event CM ✓
Every 0 turns Player Winning Player Max Weaker
  • ▸ Resolve
    20%
    Remembered: Player Offer (5 turns)Truce with the rival nationTribute to the rival nation: 75 Civics, 15 Civics per our city
    20%
    Remembered: Player Offer (5 turns)Truce with the rival nationTribute to the rival nation: 100 Training, 20 Training per our city
    20%
    Remembered: Player Offer (5 turns)Truce with the rival nationTribute to the rival nation: 50 Science, 10 Science per our city
    20%
    Remembered: Player Offer (5 turns)Truce with the rival nationTribute to the rival nation: 200 Money, 40 Money per our city
    20%
    Remembered: Player Offer (5 turns)Truce with the rival nationTribute to the rival nation: 15 Orders, 4 Orders per our city
    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 CM ✓ The Sacred and the Profane
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 CM ✓ The Sacred and the Profane
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

Two Birds Mission Finished · Expose Agent Network Event CM ✓
50% to appear Once per game City UsCity UsUs City Any AgentSpymaster
As it opens, before you choose 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 CM ✓
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 uses
  • ▸ 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 uses
  • ▸ 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 uses
  • ▸ 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 uses

✎ Zorbaz Background reading ↗

Under the Table Mission Finished · Gambling Event CM ✓ 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 CM ✓
Once per game Heir ThemLeader UsUs AdultSpymaster
As it opens, before you choose Leader relationship: Plotting Against
  • ▸ This has gone too far already.
    +3Orders↗ turn
    grants
    BONUS_ORDERS_GAIN_TINY
    aiGlobalYieldsBase: YIELD_ORDERS=3
  • ▸ I need to know [character] will not be a threat.
    Carries out Assassinate on their heir (free)
    grants
    BONUS_EVENTOPTION_INFLUENCE_UNEARTHED_OPTION_1_CHARACTER_2
    Mission MISSION_ASSASSINATE
    iMissionSubject 0
    bMissionFree 1

✎ Andy Auseon

Unexpected Feelings Mission Finished · Family Gift Event CM ✓
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 CM ✓ The Sacred and the Profane
Once per game UsUs Or ThemReligion StateTheology
As it opens, before you choose Converts to the target religion
  • ▸ Agree to adopt this new way of thinking.
    Free theology: the event's theology
    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 CM ✓
⛓ 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 uses
  • ▸ 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 uses
  • ▸ 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 uses

✎ Andy Auseon

Unlikely Allies one choice: You declare war on the rival nation Mission Finished · Imprison Event CM ✓
Once per game Player ThemUsUsLeader ThemLeader Us ChancellorPlayer Peace Or Truce
  • ▸ Release them. I do not wish to race into war with [rival].
    Your character joins the nation of the rival nation-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)You declare war on the rival nationGain trait: Imprisoned
    grants
    BONUS_DECLARE_WAR_PLAYER
    Memory MEMORYPLAYER_DECLARED_WAR
    DiplomacyPlayerFrom DIPLOMACY_WAR
    aeBonuses: BONUS_PLAYER_OFFER
    BONUS_GIVE_TRAIT_IMPRISONED
    aeAddTraits: TRAIT_IMPRISONED
    ◇ may enable: The Sword of Damocles

✎ Andy Auseon

Unreadable Mission Finished · Gambling Event CM ✓ 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 CM ✓ 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 CM ✓
Every 5 turns UsLeader Us
As it opens, before you choose 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 CM ✓
Once per game Player UsUsPlayer ThemPlayer Them Player Max Upset
As it opens, before you choose 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 uses
  • ▸ 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 uses

✎ Solver

Utmost Contempt one choice: You declare war on the rival nation Mission Finished · They may choose shame or War CM ✓ Behind the Throne
Every 0 turns Player Them HumanPlayer Us
  • ▸ If [rival] wishes our ire, they have it.
    You declare war on the rival nation
    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 one choice: Alliance with the tribe Mission Finished · Vassalize Tribe Event CM ✓ Empires of the Indus
Every 0 turns TribePlayer Us
  • ▸ We welcome an alliance with the [tribe].
    -2 LegitimacyRemembered: Tribe Offer (5 turns)Alliance with the tribe
    grants
    BONUS_TRIBE_ALLIANCE
    iLegitimacy -2
    bTribeAlliance 1
    aeBonuses: BONUS_TRIBE_OFFER

✎ Josh Unsworth

Vengeance abated Mission Finished · Influence Event CM ✓
25% to appear Every 0 turns UsLeader Us Vengeful Against LeaderTeenager Or Adult
  • ▸ Revenge against me is a dish best not served at all!
    Your leader: no longer Vengeful Against your character
    grants
    BONUS_LEADER_VENGEFUL_AGAINST_REMOVE
    RemoveLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINST

✎ David Ballantyne

Veteran Agent Mission Finished · Infiltrate Event CM ✓
Once per game UsPlayer UsPlayer ThemRoyal UsLeader Us High CourageAdult Under 40
As it opens, before you choose 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 one choice: Truce with the rival nation (+1) Mission Finished · Offer Tribute for Truce Event CM ✓
Every 80 turns Player ThemPlayer UsLeader ThemLeader Us Min PleasedAffable
  • ▸ In the name of friendship!
    Remembered: Player Offer (5 turns)Truce with the rival nation
    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)Peace with the rival nation
    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 CM ✓
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 uses
  • ▸ 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 uses

✎ Gabe Campbell

Watch Your Head Mission Finished · Assassination Event CM ✓
Once per game UsLeader Us Not LoyalNot Gay
As it opens, before you choose The character is killed
  • ▸ Let this be a lesson to my enemies.
    +20 XP to the character
    grants
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20

✎ Andy Auseon

Well Connected Mission Finished · Pacify City Event CM ✓
Once per game City UsUsUsLeader UsFamily Us AdultHigh Charisma
As it opens, before you choose +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 uses

✎ Andy Auseon

What Have We Learned Mission Finished · Tutor Event CM ✓ Behind the Throne
Once per game Heir UsUs Child Or Teenager
As it opens, before you choose +60 XP to the characterYour character: Estranged From your heir
  • ▸ 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 CM ✓
Once per game UsFamily UsLeader Us
As it opens, before you choose 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 uses
  • ▸ 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 CM ✓
Every 20 turns Leader UsUsUs
As it opens, before you choose 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 CM ✓
Every 20 turns Leader UsUsUs
As it opens, before you choose 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 temple?
    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 CM ✓
Once per game Player UsEuclid
As it opens, before you choose Leader stat Scholars Recruited: +1
  • ▸ 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 CM ✓ Empires of the Indus
100% to appear Once per game
As it opens, before you choose 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 CM ✓
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 uses
  • ▸ 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 CM ✓
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 CM ✓
Every 0 turns Us Or ThemReligion State
As it opens, before you choose Converts to the target religion
  • ▸ Through military service.
    Archetype becomes Zealot
    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 CM ✓
Every 20 turns UsPlayer Min PleasedResource Ambassador
  • ▸ Resolve
    20%
    Trade with the rival nation: -20 OrdersThe rival nation sends the resource as a luxury
    20%
    Trade with the rival nation: -80 CivicsThe rival nation sends the resource as a luxury
    20%
    Trade with the rival nation: -160 TrainingThe rival nation sends the resource as a luxury
    20%
    Trade with the rival nation: -40 ScienceThe rival nation sends the resource as a luxury
    20%
    Trade with the rival nation: -500 MoneyThe rival nation sends the resource as a luxury
    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%
    Trade with the rival nation: -20 OrdersThe rival nation sends the resource as a luxury
    20%
    Trade with the rival nation: -80 CivicsThe rival nation sends the resource as a luxury
    20%
    Trade with the rival nation: -160 TrainingThe rival nation sends the resource as a luxury
    20%
    Trade with the rival nation: -40 ScienceThe rival nation sends the resource as a luxury
    20%
    Trade with the rival nation: -500 MoneyThe rival nation sends the resource as a luxury
    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 CM ✓
Once per game UsPlayer UsPlayer Them High Wisdom
As it opens, before you choose Acquire random Technology
  • ▸ 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 CM ✓
Once per game UsPlayer UsPlayer ThemCity Us High Charisma
As it opens, before you choose Reveals the target player's territory+2 Citizens
  • ▸ Let them come.
    Gain trait: Gracious
    grants
    BONUS_GIVE_TRAIT_GRACIOUS
    aeAddTraits: TRAIT_GRACIOUS

✎ Andy Auseon

[rival] Interference one choice: The rival nation declares war on you Mission Finished · Scheme Foiled Event CM ✓ Behind the Throne
Every 40 turns Player ThemCity UsUsPlayer Us Player Max NearNot Player Them HumanNot City GarrisonNot City Family SeatNot Special Ambassador
As it opens, before you choose The rival nation gains your cityYour character joins the nation of the rival nation
  • ▸ I suppose [character] means to provoke a war. He has.
    +6 LegitimacyRemembered: Player Offer (5 turns)The rival nation declares war on you
    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 CM ✓
Once per game UsCity ThemPlayer ThemCity UsPlayer UsThemLeader UsUs AgentSpymaster
As it opens, before you choose -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 characterCarries out Assassinate on their 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].
    Carries out Rally Troops (free)
    grants
    BONUS_EVENTOPTION_TREACHERY_PLAYER_PLOTTERS_OPTION_2_RALLY
    Mission MISSION_RALLY_TROOPS
    bMissionFree 1

✎ Andy Auseon

[rival] Pride Mission Finished · Pacify City Event CM ✓
Once per game UsCity UsLeader Us Seven Virtues
As it opens, before you choose +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 one choice: Peace with the rival nation Mission Finished · Peace Event CM ✓
Every 0 turns Player Min FriendlyLeader UsLeader Them
  • ▸ Wonderful.
    Remembered: Player Offer (5 turns)Peace with the rival nationGain 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)Peace with the rival nationLeader 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 CM ✓ The Sacred and the Profane
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 uses
  • ▸ 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 uses
  • ▸ Argue that any failure to follow doctrine 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 uses
  • ▸ Leave this charade of a council.
    grants
    BONUS_EVENTOPTION_LEADER_ON_TRIAL_REFUSE_CHARACTER_2
    iLegitimacy 3

✎ Josh Unsworth