← All story events Trigger Stories that fire on the Mission Finished trigger.
How yield rewards scale ↗ turn
A yield reward like +40 Science +10/city ↗turn is not a flat number. The amount you actually receive is:
(base + per-city × your cities) × turn multiplier
- Per-city adds that much for every city you own (the rival's cities for Steal-Research-style effects).
- Turn multiplier is ×1 up through turn 60, then ×(turn ÷ 60) after — ×1.5 at turn 90, ×2 at turn 120, ×3.3 at turn 200.
The number on each chip is the ×1 (base) value. Hover a yield chip for a cities × turn table of the real reward. Example — +40 Science +10/city with 4 cities: 80 early game → 120 at turn 90 → 160 at turn 120. The mission pages also have a live calculator. ("Tiny / Small / Average / Large" in the game are just preset base/per tiers — shown here as their real numbers.)
⚠ Weights are not in-game odds. Each story is gated by character/empire conditions (some hidden in-game), so its real frequency is filtered in ways the XML can't predict — community analytics differ a lot from raw weights. Treat the weight as the XML knob, not a probability.
In The Eyes of
- ▸ 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)grantsBONUS_EVENTOPTION_IN_THE_EYES_DIVORCEiDivorcedBySubject 0BONUS_EVENTOPTION_IN_THE_EYES_NEGMemory MEMORYRELIGION_DIVORCED_SPOUSE◇ grants a memory no event currently keys off
- ▸ Very well, we shall remain wed.Leader relationship: Influenced BygrantsBONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
In Your Honor
- ▸ A formal exhibition of [rival] arts and
culture. +40–400 Culture (by city tier)grantsBONUS_CULTURE_GAIN_LARGEaaiCultureYield: 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 grantsBONUS_HAPPINESS_GAIN_LARGEaiCityYields: YIELD_HAPPINESS=120 - ▸ No celebration is required. The gift speaks for itself.Gain trait: HumblegrantsBONUS_GIVE_TRAIT_HUMBLEaeAddTraits: TRAIT_HUMBLE
In the Balance
- ▸ Remove the Governor. He will be replaced.
+120Happinesseach city↗ turn grantsBONUS_HAPPINESS_GAIN_LARGEaiCityYields: YIELD_HAPPINESS=120BONUS_RELEASE_GOVERNORbReleaseGovernor 1 - ▸ Refuse their demands.Gain trait: DoomedGain trait: RuthlessgrantsBONUS_GIVE_TRAIT_DOOMEDaeAddTraits: TRAIT_DOOMEDBONUS_GIVE_TRAIT_RUTHLESSaeAddTraits: TRAIT_RUTHLESS
- ▸ Establish a new guard to restore
order.
+60Happinesseach city↗ turn
-80Training-20/city↗ turn gated byLeaderSubject SUBJECT_CHARACTER_DILIGENTgrantsBONUS_EVENTOPTION_PACIFY_IN_THE_BALANCE_OPTION_2aeBonuses: BONUS_HAPPINESS_GAIN_SMALL, BONUS_TRAINING_LOSS_AVERAGE
In the Field
- ▸ Sadly, I do not have the time, but good luck.grantsBONUS_EVENTOPTION_RALLY_IN_THE_FIELD_OPTION_0_UNIT_0aeEffectUnits: EFFECTUNIT_TRACKERBONUS_EVENTOPTION_RALLY_IN_THE_FIELD_OPTION_0_UNIT_1aeEffectUnits: EFFECTUNIT_RANGER
- ▸ Of course, I will join you in the wilds of [rival].
-4Orders↗ turn+20 XP to the character grantsBONUS_EVENTOPTION_RALLY_IN_THE_FIELD_OPTION_1_CHARACTERaeBonuses: BONUS_ORDERS_LOSS_SMALL, BONUS_XP_CHARACTER_SMALLBONUS_EVENTOPTION_RALLY_IN_THE_FIELD_OPTION_1_UNIT_0aeEffectUnits: EFFECTUNIT_TRACKERBONUS_EVENTOPTION_RALLY_IN_THE_FIELD_OPTION_1_UNIT_1aeEffectUnits: EFFECTUNIT_RANGER
Influence Inflicted
- ▸ Fighting is the only language he will understand.Leader relationship: Influenced Bygated byLeaderSubject SUBJECT_CHARACTER_ARCHETYPE_MARTIALgrantsBONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
- ▸ Guards, seize this man for attacking me!Gain trait: ImprisonedGain trait: TimidgrantsBONUS_GIVE_TRAIT_IMPRISONEDaeAddTraits: TRAIT_IMPRISONEDBONUS_GIVE_TRAIT_TIMIDaeAddTraits: TRAIT_TIMID
- ▸ If it’s a fight he wants…Gain trait: WoundedGain trait: WoundedgrantsBONUS_CHARACTER_WOUNDEDaeAddTraits: TRAIT_WOUNDEDBONUS_CHARACTER_WOUNDEDaeAddTraits: TRAIT_WOUNDED
Influence in Court
- ▸ Ruin the [rival] Heir's reputation.Gain a random traitgrantsBONUS_EVENTOPTION_TREACHERY_INFLUENCE_IN_COURT_OPTION_0_CHARACTER_1aeRandomTraitDelay: TRAIT_BASTARD, TRAIT_SLIGHTED, TRAIT_EXILED
- ▸ Slow and complicate the governing process.Gain trait: SlightedgrantsBONUS_EVENTOPTION_INFLUENCE_IN_COURT_1_COUNCILaeBonuses: BONUS_GIVE_TRAIT_SLIGHTED, BONUS_MISSIONRESULT_LEAVE_COUNCIL
Influence of Council
- ▸ We can accommodate this request.Gain trait: RuthlessLeader relationship: Estranged FromgrantsBONUS_GIVE_TRAIT_RUTHLESSaeAddTraits: TRAIT_RUTHLESSBONUS_MAKE_AMBASSADORCouncil COUNCIL_AMBASSADORBONUS_LEADER_ESTRANGED_FROMAddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
- ▸ It is not in our best interest to remove [character]Gain trait: LoyalLeader relationship: Vengeful AgainstLeader relationship: Endeared TograntsBONUS_GIVE_TRAIT_LOYALaeAddTraits: TRAIT_LOYALBONUS_LEADER_VENGEFUL_AGAINSTAddLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINSTBONUS_LEADER_ENDEARED_TOAddLeaderRelationship RELATIONSHIP_ENDEARED_TO
- ▸ Let us talk about other possibilities.Gain trait: CunningLeader relationship: Conspiring Withgated byLeaderSubject SUBJECT_CHARACTER_COVERTgrantsBONUS_GIVE_TRAIT_CUNNINGaeAddTraits: TRAIT_CUNNINGBONUS_LEADER_CONSPIRING_WITHAddLeaderRelationship RELATIONSHIP_CONSPIRING_WITH
Influence of Council
- ▸ We can accommodate this request.Gain trait: RuthlessLeader relationship: Estranged FromgrantsBONUS_GIVE_TRAIT_RUTHLESSaeAddTraits: TRAIT_RUTHLESSBONUS_MAKE_CHANCELLORCouncil COUNCIL_CHANCELLORBONUS_LEADER_ESTRANGED_FROMAddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
- ▸ It is not in our best interest to remove [character]Gain trait: LoyalLeader relationship: Vengeful AgainstLeader relationship: Endeared TograntsBONUS_GIVE_TRAIT_LOYALaeAddTraits: TRAIT_LOYALBONUS_LEADER_VENGEFUL_AGAINSTAddLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINSTBONUS_LEADER_ENDEARED_TOAddLeaderRelationship RELATIONSHIP_ENDEARED_TO
- ▸ Let us talk about other possibilities.Gain trait: CunningLeader relationship: Conspiring Withgated byLeaderSubject SUBJECT_CHARACTER_COVERTgrantsBONUS_GIVE_TRAIT_CUNNINGaeAddTraits: TRAIT_CUNNINGBONUS_LEADER_CONSPIRING_WITHAddLeaderRelationship RELATIONSHIP_CONSPIRING_WITH
Influence of Council
- ▸ We can accommodate this request.Gain trait: RuthlessLeader relationship: Estranged FromgrantsBONUS_GIVE_TRAIT_RUTHLESSaeAddTraits: TRAIT_RUTHLESSBONUS_MAKE_SPYMASTERCouncil COUNCIL_SPYMASTERBONUS_LEADER_ESTRANGED_FROMAddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
- ▸ It is not in our best interest to remove [character]Gain trait: LoyalLeader relationship: Vengeful AgainstLeader relationship: Endeared TograntsBONUS_GIVE_TRAIT_LOYALaeAddTraits: TRAIT_LOYALBONUS_LEADER_VENGEFUL_AGAINSTAddLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINSTBONUS_LEADER_ENDEARED_TOAddLeaderRelationship RELATIONSHIP_ENDEARED_TO
- ▸ Let us talk about other possibilities.Gain trait: CunningLeader relationship: Conspiring Withgated byLeaderSubject SUBJECT_CHARACTER_COVERTgrantsBONUS_GIVE_TRAIT_CUNNINGaeAddTraits: TRAIT_CUNNINGBONUS_LEADER_CONSPIRING_WITHAddLeaderRelationship RELATIONSHIP_CONSPIRING_WITH
Influence of God's Consort
⛓ Follows from: God's Consort
- ▸ [character] is proving worthy of the title!+40 XP to the charactergrantsBONUS_XP_CHARACTER_AVERAGEiXPCharacter 40
Influence of Governors
- ▸ We can accommodate this request.Gain trait: SlightedLeader relationship: Influenced BygrantsBONUS_GIVE_TRAIT_SLIGHTEDaeAddTraits: TRAIT_SLIGHTEDBONUS_EVENTOPTION_INFLUENCE_OF_GOVERNORS_OPTION_0_CHARACTER_1AddLeaderRelationship RELATIONSHIP_INFLUENCED_BYiGovernorOfSubject 1
- ▸ Regretfully, we cannot accept this request.Leader relationship: Disappointed WithgrantsBONUS_LEADER_DISAPPOINTED_WITHAddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
- ▸ Ha! Never talk business when I'm drinking! Come join me!Leader relationship: Endeared ToGain trait: Affablegated byLeaderSubject SUBJECT_DRUNKgrantsBONUS_LEADER_ENDEARED_TOAddLeaderRelationship RELATIONSHIP_ENDEARED_TOBONUS_GIVE_TRAIT_AFFABLEaeAddTraits: TRAIT_AFFABLE
Influence of Money
- ▸ We can come to an arrangement.
-160Money-40/city↗ turnLeader relationship: Endeared To gated byLeaderSubject SUBJECT_NOT_RIGHTEOUSgrantsBONUS_MONEY_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=-160aiGlobalYieldsPer: YIELD_MONEY=-40BONUS_LEADER_ENDEARED_TOAddLeaderRelationship RELATIONSHIP_ENDEARED_TO - ▸ Sadly, [character], you ask too much.Leader relationship: Suspicious Ofgated byLeaderSubject SUBJECT_NOT_RIGHTEOUSgrantsBONUS_LEADER_SUSPICIOUS_OFAddLeaderRelationship RELATIONSHIP_SUSPICIOUS_OF
- ▸ I will not be tainted by your foul schemes!Gain trait: FrugalLeader relationship: Vengeful Againstgated byLeaderSubject SUBJECT_RIGHTEOUSgrantsBONUS_GIVE_TRAIT_FRUGALaeAddTraits: TRAIT_FRUGALBONUS_LEADER_VENGEFUL_AGAINSTAddLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINST
Influence of Religion
- ▸ Inspire him with your fervor.Leader relationship: Influenced ByConverts to the target religiongated byLeaderSubject SUBJECT_ZEALOTgrantsBONUS_EVENTOPTION_INFLUENCE_OF_RELIGION_0aeBonuses: BONUS_LEADER_INFLUENCED_BY, BONUS_SET_ZEALOT_ARCHETYPEBONUS_EVENTOPTION_CONVERT_S0iConvertReligionSubject 0
- ▸ Inspire him with your piety.Leader relationship: Influenced ByGain trait: PiousConverts to the target religiongated byLeaderSubject SUBJECT_PIOUSgrantsBONUS_EVENTOPTION_INFLUENCE_OF_RELIGION_1aeBonuses: BONUS_LEADER_INFLUENCED_BY, BONUS_GIVE_TRAIT_PIOUSBONUS_EVENTOPTION_CONVERT_S0iConvertReligionSubject 0
- ▸ Pressure him into accepting [religion].Leader relationship: Influenced ByConverts to the target religiongrantsBONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BYBONUS_EVENTOPTION_CONVERT_S0iConvertReligionSubject 0
Influence of Terror
- ▸ Yes, [character] must fear me.Leader relationship: Terrified OfgrantsBONUS_LEADER_TERRIFIED_OFAddLeaderRelationship RELATIONSHIP_TERRIFIED_OF
- ▸ No, this is not the way.Leader relationship: Influenced Bygated byLeaderSubject SUBJECT_CHARACTER_SEVEN_VIRTUESgrantsBONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
- ▸ This conversation is yet salvageable!Leader relationship: Influenced Bygated byLeaderSubject SUBJECT_CHARACTER_ARCHETYPE_REGALgrantsBONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
Influence of Weakness
- ▸ Take hold of yourself!Leader relationship: Influenced Bygated byLeaderSubject SUBJECT_HIGH_DISCIPLINEgrantsBONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
- ▸ Just a little while longer...Leader relationship: Endeared TograntsBONUS_LEADER_ENDEARED_TOAddLeaderRelationship RELATIONSHIP_ENDEARED_TOBONUS_EVENTOPTION_INFLUENCE_OF_WEAKNESS_OPTION_1_TRAITiAddTraitSubject 1
- ▸ Abandon this pursuit.+60 XP to the charactergrantsBONUS_XP_CHARACTER_LARGEiXPCharacter 60
Influence of Wine
- ▸ Yes, I accept your offer.Leader relationship: Jealous AboutLeader relationship: Lover Ofgated byLeaderSubject SUBJECT_NOT_PIOUSgrantsBONUS_LEADER_JEALOUS_ABOUTAddLeaderRelationship RELATIONSHIP_JEALOUS_ABOUTBONUS_LEADER_LOVER_OFAddLeaderRelationship RELATIONSHIP_LOVER_OF
- ▸ No, I will not defile my marriage.Leader relationship: In Love WithLeader relationship: Vengeful Againstgated byLeaderSubject SUBJECT_NOT_WANTONgrantsBONUS_LEADER_IN_LOVE_WITHAddLeaderRelationship RELATIONSHIP_IN_LOVE_WITHBONUS_LEADER_VENGEFUL_AGAINSTAddLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINST
- ▸ Guards! Throw [character] in jail!Gain trait: ImprisonedgrantsBONUS_GIVE_TRAIT_IMPRISONEDaeAddTraits: TRAIT_IMPRISONED
- ▸ It is not your body I want, but your blood.The character is killedLeader relationship: Assassinated ByRemembered: Assassination exposed (-80 opinion for 40 turns)(no event currently keys off this)gated byLeaderSubject SUBJECT_BLOODTHIRSTYgrantsBONUS_KILL_CHARACTER_MURDEREDAddLeaderRelationship RELATIONSHIP_ASSASSINATED_BYbKillCharacter 1aeBonuses: BONUS_ASSASSINATION_EXPOSED◇ grants a memory no event currently keys off
Influence of the Religion Head
- ▸ Introduce him to [character].Leader relationship: Influenced ByConverts to the target religionLeader relationship: Holds Favor FromgrantsBONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BYBONUS_EVENTOPTION_CONVERT_S0iConvertReligionSubject 0BONUS_LEADER_HOLDS_FAVOR_FROMAddLeaderRelationship RELATIONSHIP_HOLDS_FAVOR_FROM
- ▸ Encourage his faith through other priests.Leader relationship: Influenced ByConverts to the target religionLeader relationship: Disappointed WithgrantsBONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BYBONUS_EVENTOPTION_CONVERT_S0iConvertReligionSubject 0BONUS_LEADER_DISAPPOINTED_WITHAddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
- ▸ This is not worth it.Leader relationship: Disappointed WithgrantsBONUS_LEADER_DISAPPOINTED_WITHAddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
Influential Ideas
- ▸ Mistake or not, a punishment is necessary.Gain trait: ImprisonedgrantsBONUS_GIVE_TRAIT_IMPRISONEDaeAddTraits: TRAIT_IMPRISONED
- ▸ Brand [character] a traitor to [rival].+1 DisciplineGain trait: FugitivegrantsBONUS_GAIN_DISCIPLINE_1aiRatings: RATING_DISCIPLINE=1BONUS_GIVE_TRAIT_FUGITIVEaeAddTraits: TRAIT_FUGITIVE
- ▸ Offer forgiveness for the mistake.-1 DisciplineLeader relationship: Influenced BygrantsBONUS_LOSE_DISCIPLINE_1aiRatings: RATING_DISCIPLINE=-1BONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
Intercessional Bond
- ▸ Allow [character] to visit whenever possible.Leader relationship: Endeared To-2 LegitimacygrantsBONUS_LEADER_ENDEARED_TOAddLeaderRelationship RELATIONSHIP_ENDEARED_TOBONUS_EVENTOPTION_INTERCESSION_YOUNG_BONDiLegitimacy -2↳ may trigger: Childhood Friends
- ▸ Allow it this once.Leader relationship: Interceded ForgrantsBONUS_LEADER_INTERCEDED_FORAddLeaderRelationship RELATIONSHIP_INTERCEDED_FOR
- ▸ Do not compare my child to [character]’s.Leader relationship: Estranged FromGain trait: ProudgrantsBONUS_LEADER_ESTRANGED_FROMAddLeaderRelationship RELATIONSHIP_ESTRANGED_FROMBONUS_GIVE_TRAIT_PROUDaeAddTraits: TRAIT_PROUD
Intercessional Compulsion
- ▸ [character] went too far.Remembered: Censored extreme Religion Head (+40 opinion for 40 turns)(no event currently keys off this)Leader relationship: Estranged FromgrantsBONUS_EVENTOPTION_INTERCESSION_COMPULSION_POSMemory MEMORYRELIGION_CENSORED_HEAD_YESBONUS_LEADER_ESTRANGED_FROMAddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM◇ grants a memory no event currently keys off
- ▸ Praise him for getting the desired results.Remembered: Praised extreme Religion Head (-40 opinion for 40 turns)(no event currently keys off this)Leader relationship: Influenced BygrantsBONUS_EVENTOPTION_INTERCESSION_COMPULSION_NEGMemory MEMORYRELIGION_CENSORED_HEAD_NOBONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BY◇ grants a memory no event currently keys off
- ▸ Smooth things over with the clergy.Remembered: Kept the peace (+40 opinion for 40 turns)(no event currently keys off this)Leader relationship: Influenced Bygated byLeaderSubject SUBJECT_CHARACTER_RELIGIOUSgrantsBONUS_EVENTOPTION_INTERCESSION_COMPULSION_POS_ALTMemory MEMORYRELIGION_KEPT_THE_PEACEBONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BY◇ grants a memory no event currently keys off
Intercessional Confusion
- ▸ You are wasting my time.Leader relationship: Estranged From+1 DisciplinegrantsBONUS_LEADER_ESTRANGED_FROMAddLeaderRelationship RELATIONSHIP_ESTRANGED_FROMBONUS_GAIN_DISCIPLINE_1aiRatings: RATING_DISCIPLINE=1
- ▸ Thank him for trying.Leader relationship: Influenced BygrantsBONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
- ▸ Do it properly this time, or else.Leader relationship: Interceded ForLeader relationship: Terrified Ofgated byLeaderSubject SUBJECT_CHARACTER_VILLAINOUSgrantsBONUS_LEADER_INTERCEDED_FORAddLeaderRelationship RELATIONSHIP_INTERCEDED_FORBONUS_LEADER_TERRIFIED_OFAddLeaderRelationship RELATIONSHIP_TERRIFIED_OF
Intercessional Conversion
- ▸ Mediate between the two of them. Diplomat / Judge / High CharismaLeader relationship: Influenced ByLeader relationship: Influenced Bygated byLeaderSubjectAny SUBJECT_DIPLOMAT / SUBJECT_JUDGE / SUBJECT_HIGH_CHARISMAgrantsBONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BYBONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
- ▸ Force [character] to apologize.Leader relationship: Interceded ForLeader relationship: Estranged FromgrantsBONUS_LEADER_INTERCEDED_FORAddLeaderRelationship RELATIONSHIP_INTERCEDED_FORBONUS_LEADER_ESTRANGED_FROMAddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
- ▸ The damage is already done.Leader relationship: Influenced ByConverts to the target religiongrantsBONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BYBONUS_EVENTSTORY_CONVERT_PERSONAL_RELIGIONiConvertReligionSubject 0
Intercessional Debate
- ▸ There’s always another way, pressure [character] instead.Leader relationship: Interceded For
-80Training-20/city↗ turn gated byLeaderSubject SUBJECT_CHARACTER_COVERTgrantsBONUS_LEADER_INTERCEDED_FORAddLeaderRelationship RELATIONSHIP_INTERCEDED_FORBONUS_TRAINING_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_TRAINING=-80aiGlobalYieldsPer: 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 grantsBONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BYBONUS_MONEY_LOSS_SMALLaiGlobalYieldsBase: YIELD_MONEY=-120aiGlobalYieldsPer: YIELD_MONEY=-30 - ▸ He’s right, you’ve shown yourself as a fool.Leader relationship: Endeared ToLeader relationship: Vengeful AgainstgrantsBONUS_LEADER_ENDEARED_TOAddLeaderRelationship RELATIONSHIP_ENDEARED_TOBONUS_LEADER_VENGEFUL_AGAINSTAddLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINST
Intercessional Deception
- ▸ Remind [character] of my terrible power.Leader relationship: Terrified Of-2 Legitimacygated byLeaderSubject SUBJECT_CHARACTER_VILLAINOUSgrantsBONUS_LEADER_TERRIFIED_OFAddLeaderRelationship RELATIONSHIP_TERRIFIED_OFBONUS_EVENTOPTION_INTERCESSION_FAMILY_UNITED_LEG_NEGiLegitimacy -2
- ▸ Remind [character] of my generous love.Leader relationship: Endeared To-2 Legitimacygated byLeaderSubject SUBJECT_CHARACTER_HONORABLEgrantsBONUS_LEADER_ENDEARED_TOAddLeaderRelationship RELATIONSHIP_ENDEARED_TOBONUS_EVENTOPTION_INTERCESSION_FAMILY_UNITED_LEG_NEGiLegitimacy -2
- ▸ They are not worth my time.+2 LegitimacyRemembered: United against leader (-40 opinion for 80 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_INTERCESSION_FAMILY_UNITED_LEG_POSiLegitimacy 2BONUS_EVENTOPTION_INTERCESSION_FAMILY_UNITED_MEMMemory MEMORYFAMILY_UNITED_AGAINST_LEADER◇ grants a memory no event currently keys off
Intercessional Donation
- ▸ Humbly decline the offer.Leader relationship: Endeared TograntsBONUS_LEADER_ENDEARED_TOAddLeaderRelationship RELATIONSHIP_ENDEARED_TO
- ▸ Ask for him to fund a disciple.Leader relationship: Interceded ForgrantsBONUS_LEADER_INTERCEDED_FORAddLeaderRelationship RELATIONSHIP_INTERCEDED_FORBONUS_EVENTOPTION_INTERCESSION_DONATIONiSpreadUnits 1
- ▸ We need
money to aid. Lots of
money. Leader relationship: Suspicious Of
+240Money+60/city↗ turn grantsBONUS_LEADER_SUSPICIOUS_OFAddLeaderRelationship RELATIONSHIP_SUSPICIOUS_OFBONUS_MONEY_GAIN_LARGEaiGlobalYieldsBase: YIELD_MONEY=240aiGlobalYieldsPer: YIELD_MONEY=60
Intercessional Duel
- ▸ 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)grantsBONUS_KILL_CHARACTERbKillCharacter 1BONUS_EVENTOPTION_INTERCESSION_DUEL_DEATHMemoryAllFamilies MEMORYFAMILY_DUEL_EXECUTION◇ grants a memory no event currently keys off
- ▸ Banish [character] from our lands.Gain trait: ExiledRemembered (all families): Exiled kin-slayer (+40 opinion for 40 turns)(no event currently keys off this)grantsBONUS_GIVE_TRAIT_EXILEDaeAddTraits: TRAIT_EXILEDBONUS_EVENTOPTION_INTERCESSION_DUEL_EXILEMemoryAllFamilies MEMORYFAMILY_DUEL_EXILE◇ grants a memory no event currently keys off
- ▸ [character] is free to go.Leader relationship: Influenced ByRemembered (all families): Released kin-slayer (-20 opinion for 40 turns)(no event currently keys off this)grantsBONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BYBONUS_EVENTOPTION_INTERCESSION_DUEL_PARDONMemoryAllFamilies MEMORYFAMILY_DUEL_PARDON◇ grants a memory no event currently keys off
Intercessional Elopement
- ▸ They will be met with guards, accusing [character] of kidnapping [character].Gain trait: ImprisonedLeader relationship: Vengeful AgainstgrantsBONUS_GIVE_TRAIT_IMPRISONEDaeAddTraits: TRAIT_IMPRISONEDBONUS_LEADER_VENGEFUL_AGAINSTAddLeaderRelationship 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 LegitimacygrantsBONUS_LEADER_ENDEARED_TOAddLeaderRelationship RELATIONSHIP_ENDEARED_TOBONUS_EVENTOPTION_INTERCESSION_ELOPEMENT_MARRIAGEiMarrySubject 0aeBonuses: BONUS_LEADER_ENDEARED_TOBONUS_EVENTOPTION_INTERCESSION_ELOPEMENT_LEGITIMACYiLegitimacy -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: StrictgrantsBONUS_LEADER_ESTRANGED_FROMAddLeaderRelationship RELATIONSHIP_ESTRANGED_FROMBONUS_GIVE_TRAIT_STRICTaeAddTraits: TRAIT_STRICT
Intercessional Exile
- ▸ Get him back. Now.Leader relationship: Interceded ForLeader relationship: Estranged FromgrantsBONUS_LEADER_INTERCEDED_FORAddLeaderRelationship RELATIONSHIP_INTERCEDED_FORBONUS_LEADER_ESTRANGED_FROMAddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
- ▸ You did what was right.Gain trait: ExiledLeader relationship: Influenced BygrantsBONUS_GIVE_TRAIT_EXILEDaeAddTraits: TRAIT_EXILEDBONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
Intercessional Feast
- ▸ Have him disciplined for his words.Leader relationship: Disappointed WithGain trait: StrictgrantsBONUS_LEADER_DISAPPOINTED_WITHAddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITHBONUS_GIVE_TRAIT_STRICTaeAddTraits: TRAIT_STRICT
- ▸ Let it pass.Leader relationship: Interceded For-2 LegitimacygrantsBONUS_LEADER_INTERCEDED_FORAddLeaderRelationship RELATIONSHIP_INTERCEDED_FORBONUS_EVENTOPTION_INTERCESSION_FEAST_IGNOREiLegitimacy -2
- ▸ Graciously accept the apology.-4 LegitimacyGain trait: GraciousgrantsBONUS_EVENTOPTION_INTERCESSION_FEAST_ACCEPTiLegitimacy -4BONUS_GIVE_TRAIT_GRACIOUSaeAddTraits: TRAIT_GRACIOUS
Intercessional Greed
- ▸ Agree, his services were worth it.
-80Money-20/city↗ turn grantsBONUS_MONEY_LOSS_TINYaiGlobalYieldsBase: YIELD_MONEY=-80aiGlobalYieldsPer: YIELD_MONEY=-20 - ▸ Refuse, he has already been paid enough.Leader relationship: Estranged FromgrantsBONUS_LEADER_ESTRANGED_FROMAddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
- ▸ Demand back what he was paid before.Leader relationship: Vengeful Against
+160Money+40/city↗ turn grantsBONUS_LEADER_VENGEFUL_AGAINSTAddLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINSTBONUS_MONEY_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=160aiGlobalYieldsPer: YIELD_MONEY=40
Intercessional Loyalty
- ▸ A tale of the wisdom of the tricksters.+1 WisdomgrantsBONUS_GAIN_WISDOM_1aiRatings: RATING_WISDOM=1
- ▸ An epic of heroes and their cunning.+1 CouragegrantsBONUS_GAIN_COURAGE_1aiRatings: RATING_COURAGE=1
- ▸ This collection would better aid the court.Leader relationship: Disappointed With+60–600 Culture (by city tier)grantsBONUS_LEADER_DISAPPOINTED_WITHAddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITHBONUS_CULTURE_GAIN_HUGEaaiCultureYield: CULTURE_WEAK[YIELD_CULTURE=60], CULTURE_DEVELOPING[YIELD_CULTURE=120], CULTURE_STRONG[YIELD_CULTURE=240], CULTURE_LEGENDARY[YIELD_CULTURE=600]
Intercessional Parricide
- ▸ Very well, you have a deal.Leader relationship: Influenced BygrantsBONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BYBONUS_EVENTOPTION_INTERCESSION_PARRICIDEMission MISSION_ASSASSINATEiMissionSubject 1
- ▸ Don’t try and use me for your games.Leader relationship: Estranged From+2 LegitimacygrantsBONUS_LEADER_ESTRANGED_FROMAddLeaderRelationship RELATIONSHIP_ESTRANGED_FROMBONUS_EVENTOPTION_INTERCESSION_FAMILY_UNITED_LEG_POSiLegitimacy 2
- ▸ Imprison [character] for his plot against [character].Gain trait: ImprisonedLeader relationship: Influenced By
-2Orders↗ turn grantsBONUS_GIVE_TRAIT_IMPRISONEDaeAddTraits: TRAIT_IMPRISONEDBONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BYBONUS_ORDERS_LOSS_MINIMALaiGlobalYieldsBase: YIELD_ORDERS=-2
Intercessional Replacement
- ▸ Offer [character] support in his plan.Leader relationship: Influenced ByThe character is killedLeader relationship: Assassinated ByRemembered: Assassination exposed (-80 opinion for 40 turns)(no event currently keys off this)
-5Orders↗ turn grantsBONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BYBONUS_EVENTOPTION_INTERCESSION_REPLACEMENTiHeadReligionSubject 0BONUS_KILL_CHARACTER_MURDEREDAddLeaderRelationship RELATIONSHIP_ASSASSINATED_BYbKillCharacter 1aeBonuses: BONUS_ASSASSINATION_EXPOSEDBONUS_ORDERS_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_ORDERS=-5◇ grants a memory no event currently keys off - ▸ Send a warning to [character].Leader relationship: Vengeful AgainstLeader relationship: Influenced BygrantsBONUS_LEADER_VENGEFUL_AGAINSTAddLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINSTBONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
- ▸ [character] is too dangerous, have [character] ‘remove’ the problem.grantsBONUS_EVENTOPTION_INTERCESSION_REPLACEMENT_ASSASSINMission MISSION_ASSASSINATEiMissionSubject 0
Intercessional Rivals
- ▸ This can be saved with a bit of charm.Leader relationship: Interceded Forgated byLeaderSubject SUBJECT_HIGH_CHARISMAgrantsBONUS_LEADER_INTERCEDED_FORAddLeaderRelationship RELATIONSHIP_INTERCEDED_FOR
- ▸ You are obviously not trying hard enough.Leader relationship: Interceded ForLeader relationship: Estranged FromgrantsBONUS_LEADER_INTERCEDED_FORAddLeaderRelationship RELATIONSHIP_INTERCEDED_FORBONUS_LEADER_ESTRANGED_FROMAddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
- ▸ Very well, a rivalry it is.Leader relationship: Vengeful Against+1 CouragegrantsBONUS_LEADER_VENGEFUL_AGAINSTAddLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINSTBONUS_GAIN_COURAGE_1aiRatings: RATING_COURAGE=1
Intercessional Romance
- ▸ Admit that you feel the same.grantsBONUS_EVENTOPTION_INTERCESSION_NEW_LOVEAddRelationshipSubjects: RELATIONSHIP_IN_LOVE_WITH=1
- ▸ Refuse, he is out of line.Leader relationship: Estranged From+1 DisciplinegrantsBONUS_LEADER_ESTRANGED_FROMAddLeaderRelationship RELATIONSHIP_ESTRANGED_FROMBONUS_GAIN_DISCIPLINE_1aiRatings: RATING_DISCIPLINE=1
Intercessional Sacrifice
- ▸ Impress [character] with your piety.Leader relationship: Endeared Togated byLeaderSubject SUBJECT_PIOUSgrantsBONUS_LEADER_ENDEARED_TOAddLeaderRelationship RELATIONSHIP_ENDEARED_TO
- ▸ Have your scribes write him a treatise on [religion].Leader relationship: Endeared To
-60Civics-15/city↗ turn grantsBONUS_LEADER_ENDEARED_TOAddLeaderRelationship RELATIONSHIP_ENDEARED_TOBONUS_CIVICS_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_CIVICS=-60aiGlobalYieldsPer: YIELD_CIVICS=-15 - ▸ Pay for dedications to in his name.Leader relationship: Endeared To
-160Money-40/city↗ turn grantsBONUS_LEADER_ENDEARED_TOAddLeaderRelationship RELATIONSHIP_ENDEARED_TOBONUS_MONEY_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=-160aiGlobalYieldsPer: YIELD_MONEY=-40 - ▸ [character]’s word should be enough.Leader relationship: Interceded ForgrantsBONUS_LEADER_INTERCEDED_FORAddLeaderRelationship RELATIONSHIP_INTERCEDED_FOR
Intercessional Suspicion
- ▸ Take no chances. If he makes a sudden move, kill him.(no gates or payload in XML)↳ may trigger: Intercessional Suspicion
- ▸ Meet alone as a show of trust.(no gates or payload in XML)
- ▸ Meet, but take your guards.Leader relationship: Estranged FromgrantsBONUS_LEADER_ESTRANGED_FROMAddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
Intercessional Truce
- ▸ Agree to peace.Remembered: Player Offer (5 turns)Remembered: Accepted a foreign truce (-80 opinion for 20 turns)(no event currently keys off this)grantsBONUS_PLAYER_PEACEDiplomacyPlayerFrom DIPLOMACY_PEACEaeBonuses: BONUS_PLAYER_OFFERBONUS_EVENTOPTION_INTERCESSION_TRUCE_YESMemory MEMORYFAMILY_ACCEPTED_TRUCE◇ grants a memory no event currently keys off
- ▸ No, that is enough.Leader relationship: Estranged FromRemembered: Refused a foreign truce (+80 opinion for 20 turns)(no event currently keys off this)grantsBONUS_LEADER_ESTRANGED_FROMAddLeaderRelationship RELATIONSHIP_ESTRANGED_FROMBONUS_EVENTOPTION_INTERCESSION_TRUCE_NOMemory MEMORYFAMILY_REFUSED_TRUCE◇ grants a memory no event currently keys off
Is This All There Is to Life?
- ▸ And yet, the sheer distraction becomes more essential by the day.-1 DisciplinegrantsBONUS_LOSE_DISCIPLINE_1aiRatings: RATING_DISCIPLINE=-1
Laches
- ▸ [character] will learn to fight without armor.Gain trait: BravegrantsBONUS_GIVE_TRAIT_BRAVEaeAddTraits: TRAIT_BRAVE
- ▸ [character] will learn to fight with armor.Gain trait: ShieldbearergrantsBONUS_GIVE_TRAIT_SHIELDBEARERaeAddTraits: TRAIT_SHIELDBEARER
- ▸ Bravery is but one part of virtue.+1 Wisdom+1 Wisdomgated byLeaderSubject SUBJECT_CHARACTER_INQUISITIVEgrantsBONUS_GAIN_WISDOM_1aiRatings: RATING_WISDOM=1BONUS_GAIN_WISDOM_1aiRatings: RATING_WISDOM=1
- ▸ Actually, we should all go back to
training. +1 Courage+1 Couragegated byLeaderSubject SUBJECT_HUMBLEgrantsBONUS_GAIN_COURAGE_1aiRatings: RATING_COURAGE=1BONUS_GAIN_COURAGE_1aiRatings: RATING_COURAGE=1
Land Grab
- ▸ This is an excellent development.Reveals the target player's territorygrantsBONUS_REVEAL_TERRITORYbRevealTerritory 1BONUS_EVENTOPTION_INFILITRATION_LAND_GRAB_OPTION_0_CITYiBorderGrowth 3
Last Kiss
- ▸ 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)grantsBONUS_EVENTOPTION_LAST_KISS_OPTION_0_CHARACTER_2iLegitimacy 2BONUS_EVENTOPTION_LAST_KISS_OPTION_0_FAMILYMemory MEMORYFAMILY_ACCUSED_OF_MURDER◇ grants a memory no event currently keys off
- ▸ [rival] is better off without him.Gain trait: Foolish
+12Orders↗ turn grantsBONUS_EVENTOPTION_LAST_KISS_OPTION_1_CHARACTER_2aeAddTraits: TRAIT_FOOLISHaeBonuses: BONUS_ORDERS_GAIN_HUGE - ▸ This is none of my concern.(no gates or payload in XML)
Last Stand
- ▸ Let this be a lesson to my enemies.+20 XP to the charactergrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20
Legal Dispute
- ▸ [city] is a [family] city, so a property with disputed ownership is [family].Remembered: Sided with us in a legal dispute (+20 opinion for 20 turns)(no event currently keys off this)Remembered: Sided against us in a legal dispute (-20 opinion for 20 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_LEGAL_DISPUTE_SIDE_WITH_MAJORITY_FAMILY_0Memory MEMORYFAMILY_LEGAL_DISPUTE_SUPPORTBONUS_EVENTOPTION_LEGAL_DISPUTE_SIDE_WITH_MAJORITY_FAMILY_1Memory MEMORYFAMILY_LEGAL_DISPUTE_AGAINST◇ grants a memory no event currently keys off
- ▸ If the judge says the [family] are rightful owners of the property, so be it.Remembered: Sided against us in a legal dispute (-20 opinion for 20 turns)(no event currently keys off this)Remembered: Sided with us in a legal dispute (+20 opinion for 20 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_LEGAL_DISPUTE_SIDE_WITH_MINORITY_FAMILY_0Memory MEMORYFAMILY_LEGAL_DISPUTE_AGAINSTBONUS_EVENTOPTION_LEGAL_DISPUTE_SIDE_WITH_MINORITY_FAMILY_1Memory MEMORYFAMILY_LEGAL_DISPUTE_SUPPORT◇ grants a memory no event currently keys off
- ▸ We can find a fair and just way for both families to share the property.Remembered: Sided with us in a legal dispute (+20 opinion for 20 turns)(no event currently keys off this)Remembered: Sided with us in a legal dispute (+20 opinion for 20 turns)(no event currently keys off this)gated byLeaderSubject SUBJECT_INTELLIGENTgrantsBONUS_EVENTOPTION_LEGAL_DISPUTE_DECIDE_MYSELF_FAMILY_0Memory MEMORYFAMILY_LEGAL_DISPUTE_SUPPORTBONUS_EVENTOPTION_LEGAL_DISPUTE_DECIDE_MYSELF_FAMILY_1Memory MEMORYFAMILY_LEGAL_DISPUTE_SUPPORT◇ grants a memory no event currently keys off
- ▸ So much talk, so much chaos... turn it over to the common folk of [city].+1 Happiness levelRemembered: Sided against us in a legal dispute (-20 opinion for 20 turns)(no event currently keys off this)Remembered: Sided against us in a legal dispute (-20 opinion for 20 turns)(no event currently keys off this)gated byLeaderSubject SUBJECT_RIGHTEOUSgrantsBONUS_HAPPINESS_UPiHappinessLevels 1BONUS_EVENTOPTION_LEGAL_DISPUTE_SEIZE_FAMILY_0Memory MEMORYFAMILY_LEGAL_DISPUTE_AGAINSTBONUS_EVENTOPTION_LEGAL_DISPUTE_SEIZE_FAMILY_1Memory MEMORYFAMILY_LEGAL_DISPUTE_AGAINST◇ grants a memory no event currently keys off
Lifestyles of the Rich
- ▸ 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)grantsBONUS_LEADER_ENDEARED_TOAddLeaderRelationship RELATIONSHIP_ENDEARED_TOBONUS_EVENTOPTION_GP_LIFESTYLES_OF_THE_RICH_OPTION_0_FAMILYMemory MEMORYFAMILY_DENIED_MERCHANT_GUILD◇ grants a memory no event currently keys off
- ▸ A noble trading guild is a sound idea.Free law: Guilds
-160Money-40/city↗ turn grantsBONUS_EVENTOPTION_GP_LIFESTYLES_OF_THE_RICH_OPTION_2_CHARACTER_1FreeLaw LAW_GUILDSaeBonuses: BONUS_MONEY_LOSS_AVERAGE - ▸ They have approval, but they must fund it themselves.Free law: Guildsgated byLeaderSubject SUBJECT_FRUGALgrantsBONUS_EVENTOPTION_GP_LIFESTYLES_OF_THE_RICH_OPTION_1_CHARACTER_1FreeLaw LAW_GUILDS
Living in the Moment
- ▸ Just don't think about the future.-1 WisdomLoses trait: StressedgrantsBONUS_LOSE_WISDOM_1aiRatings: RATING_WISDOM=-1BONUS_REMOVE_TRAIT_STRESSEDaeRemoveTraits: TRAIT_STRESSED
Local Authority
- ▸ This was an unexpected failure.+40 XP to the charactergrantsBONUS_XP_CHARACTER_AVERAGEiXPCharacter 40
Local Corruption
- ▸ Those responsible must be purged and punished.
+120Happinesseach city↗ turn+1 Discipline grantsBONUS_HAPPINESS_GAIN_LARGEaiCityYields: YIELD_HAPPINESS=120BONUS_GAIN_DISCIPLINE_1aiRatings: RATING_DISCIPLINE=1 - ▸ Allow [character] to choose how to handle this matter.
+40Happinesseach city↗ turnLeader relationship: Influenced By grantsBONUS_HAPPINESS_GAIN_TINYaiCityYields: YIELD_HAPPINESS=40BONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BY - ▸ Punish some for show, and send all future
gold to the throne.
+60Happinesseach city↗ turn
+160Money+40/city↗ turn gated byLeaderSubject SUBJECT_CORRUPTgrantsBONUS_HAPPINESS_GAIN_SMALLaiCityYields: YIELD_HAPPINESS=60BONUS_MONEY_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=160aiGlobalYieldsPer: YIELD_MONEY=40
Lover and Husband
- ▸ Yes, yes, that sounds wonderful! Just put the knife away!grantsBONUS_EVENTOPTION_MARRIAGE_POLY_YESiPolyMarrySubject 0
- ▸ No. I will not bow to your wishes.The character is killedgrantsBONUS_KILL_CHARACTERbKillCharacter 1
- ▸ Ah my loves, you can't stop me.The marriage is dissolvedLeader relationship: Vengeful Againstgated byLeaderSubject SUBJECT_CHARACTER_ARCHETYPE_MARTIALgrantsBONUS_EVENTOPTION_DIVORCE_LOVER_AND_SPOUSE_OPTION_2AddLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINSTiDivorcedBySubject 0
Luxurious Trade
- ▸ Resolve10%
-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 grants10% BONUS_MONEY_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=-160aiGlobalYieldsPer: YIELD_MONEY=-4010% BONUS_CITY_ADD_RESOURCE_SALTAddResource RESOURCE_SALT10% BONUS_MONEY_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=-160aiGlobalYieldsPer: YIELD_MONEY=-4010% BONUS_CITY_ADD_RESOURCE_GEMAddResource RESOURCE_GEM10% BONUS_MONEY_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=-160aiGlobalYieldsPer: YIELD_MONEY=-4010% BONUS_CITY_ADD_RESOURCE_FURAddResource RESOURCE_FUR10% BONUS_MONEY_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=-160aiGlobalYieldsPer: YIELD_MONEY=-4010% BONUS_CITY_ADD_RESOURCE_HONEYAddResource RESOURCE_HONEY10% BONUS_MONEY_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=-160aiGlobalYieldsPer: YIELD_MONEY=-4010% BONUS_CITY_ADD_RESOURCE_INCENSEAddResource RESOURCE_INCENSE10% BONUS_MONEY_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=-160aiGlobalYieldsPer: YIELD_MONEY=-4010% BONUS_CITY_ADD_RESOURCE_LAVENDERAddResource RESOURCE_LAVENDER10% BONUS_MONEY_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=-160aiGlobalYieldsPer: YIELD_MONEY=-4010% BONUS_CITY_ADD_RESOURCE_OLIVEAddResource RESOURCE_OLIVE10% BONUS_MONEY_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=-160aiGlobalYieldsPer: YIELD_MONEY=-4010% BONUS_CITY_ADD_RESOURCE_WINEAddResource RESOURCE_WINE10% BONUS_MONEY_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=-160aiGlobalYieldsPer: YIELD_MONEY=-4010% BONUS_CITY_ADD_RESOURCE_DYEAddResource RESOURCE_DYE10% BONUS_MONEY_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=-160aiGlobalYieldsPer: YIELD_MONEY=-4010% BONUS_CITY_ADD_RESOURCE_PEARLAddResource RESOURCE_PEARL - ▸ Resolve10%
-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 grants10% BONUS_MONEY_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=-160aiGlobalYieldsPer: YIELD_MONEY=-4010% BONUS_CITY_ADD_RESOURCE_SALTAddResource RESOURCE_SALT10% BONUS_MONEY_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=-160aiGlobalYieldsPer: YIELD_MONEY=-4010% BONUS_CITY_ADD_RESOURCE_GEMAddResource RESOURCE_GEM10% BONUS_MONEY_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=-160aiGlobalYieldsPer: YIELD_MONEY=-4010% BONUS_CITY_ADD_RESOURCE_FURAddResource RESOURCE_FUR10% BONUS_MONEY_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=-160aiGlobalYieldsPer: YIELD_MONEY=-4010% BONUS_CITY_ADD_RESOURCE_HONEYAddResource RESOURCE_HONEY10% BONUS_MONEY_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=-160aiGlobalYieldsPer: YIELD_MONEY=-4010% BONUS_CITY_ADD_RESOURCE_INCENSEAddResource RESOURCE_INCENSE10% BONUS_MONEY_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=-160aiGlobalYieldsPer: YIELD_MONEY=-4010% BONUS_CITY_ADD_RESOURCE_LAVENDERAddResource RESOURCE_LAVENDER10% BONUS_MONEY_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=-160aiGlobalYieldsPer: YIELD_MONEY=-4010% BONUS_CITY_ADD_RESOURCE_OLIVEAddResource RESOURCE_OLIVE10% BONUS_MONEY_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=-160aiGlobalYieldsPer: YIELD_MONEY=-4010% BONUS_CITY_ADD_RESOURCE_WINEAddResource RESOURCE_WINE10% BONUS_MONEY_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=-160aiGlobalYieldsPer: YIELD_MONEY=-4010% BONUS_CITY_ADD_RESOURCE_DYEAddResource RESOURCE_DYE10% BONUS_MONEY_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=-160aiGlobalYieldsPer: YIELD_MONEY=-4010% BONUS_CITY_ADD_RESOURCE_PEARLAddResource RESOURCE_PEARL - ▸ We are not interested in anything except trade.(no gates or payload in XML)
Luxurious Tribute
- ▸ Resolve10%
+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 grants10% BONUS_MONEY_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=160aiGlobalYieldsPer: YIELD_MONEY=4010% BONUS_CITY_ADD_RESOURCE_SALTAddResource RESOURCE_SALT10% BONUS_MONEY_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=160aiGlobalYieldsPer: YIELD_MONEY=4010% BONUS_CITY_ADD_RESOURCE_GEMAddResource RESOURCE_GEM10% BONUS_MONEY_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=160aiGlobalYieldsPer: YIELD_MONEY=4010% BONUS_CITY_ADD_RESOURCE_FURAddResource RESOURCE_FUR10% BONUS_MONEY_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=160aiGlobalYieldsPer: YIELD_MONEY=4010% BONUS_CITY_ADD_RESOURCE_HONEYAddResource RESOURCE_HONEY10% BONUS_MONEY_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=160aiGlobalYieldsPer: YIELD_MONEY=4010% BONUS_CITY_ADD_RESOURCE_INCENSEAddResource RESOURCE_INCENSE10% BONUS_MONEY_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=160aiGlobalYieldsPer: YIELD_MONEY=4010% BONUS_CITY_ADD_RESOURCE_LAVENDERAddResource RESOURCE_LAVENDER10% BONUS_MONEY_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=160aiGlobalYieldsPer: YIELD_MONEY=4010% BONUS_CITY_ADD_RESOURCE_OLIVEAddResource RESOURCE_OLIVE10% BONUS_MONEY_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=160aiGlobalYieldsPer: YIELD_MONEY=4010% BONUS_CITY_ADD_RESOURCE_WINEAddResource RESOURCE_WINE10% BONUS_MONEY_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=160aiGlobalYieldsPer: YIELD_MONEY=4010% BONUS_CITY_ADD_RESOURCE_DYEAddResource RESOURCE_DYE10% BONUS_MONEY_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=160aiGlobalYieldsPer: YIELD_MONEY=4010% BONUS_CITY_ADD_RESOURCE_PEARLAddResource RESOURCE_PEARL - ▸ Resolve10%
+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 grants10% BONUS_MONEY_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=160aiGlobalYieldsPer: YIELD_MONEY=4010% BONUS_CITY_ADD_RESOURCE_SALTAddResource RESOURCE_SALT10% BONUS_MONEY_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=160aiGlobalYieldsPer: YIELD_MONEY=4010% BONUS_CITY_ADD_RESOURCE_GEMAddResource RESOURCE_GEM10% BONUS_MONEY_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=160aiGlobalYieldsPer: YIELD_MONEY=4010% BONUS_CITY_ADD_RESOURCE_FURAddResource RESOURCE_FUR10% BONUS_MONEY_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=160aiGlobalYieldsPer: YIELD_MONEY=4010% BONUS_CITY_ADD_RESOURCE_HONEYAddResource RESOURCE_HONEY10% BONUS_MONEY_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=160aiGlobalYieldsPer: YIELD_MONEY=4010% BONUS_CITY_ADD_RESOURCE_INCENSEAddResource RESOURCE_INCENSE10% BONUS_MONEY_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=160aiGlobalYieldsPer: YIELD_MONEY=4010% BONUS_CITY_ADD_RESOURCE_LAVENDERAddResource RESOURCE_LAVENDER10% BONUS_MONEY_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=160aiGlobalYieldsPer: YIELD_MONEY=4010% BONUS_CITY_ADD_RESOURCE_OLIVEAddResource RESOURCE_OLIVE10% BONUS_MONEY_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=160aiGlobalYieldsPer: YIELD_MONEY=4010% BONUS_CITY_ADD_RESOURCE_WINEAddResource RESOURCE_WINE10% BONUS_MONEY_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=160aiGlobalYieldsPer: YIELD_MONEY=4010% BONUS_CITY_ADD_RESOURCE_DYEAddResource RESOURCE_DYE10% BONUS_MONEY_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=160aiGlobalYieldsPer: YIELD_MONEY=4010% BONUS_CITY_ADD_RESOURCE_PEARLAddResource RESOURCE_PEARL
Making Marriage Work
- ▸ I love you too!Leader relationship: In Love WithgrantsBONUS_LEADER_IN_LOVE_WITHAddLeaderRelationship RELATIONSHIP_IN_LOVE_WITH
Making Marriage Work
- ▸ 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)grantsBONUS_ADD_MEMORY_CARES_ABOUT_INTERESTSMemory MEMORYCHARACTER_CARES_ABOUT_INTERESTS◇ grants a memory no event currently keys off
Market Unrest
- ▸ Establish organized guilds across [rival].Free law: GuildsgrantsBONUS_EVENTOPTION_MARKET_UNREST_OPTION_0_CHARACTERFreeLaw LAW_GUILDS
- ▸ Invest in trade reform in [city].
-160Money-40/city↗ turn grantsBONUS_MONEY_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=-160aiGlobalYieldsPer: YIELD_MONEY=-40 - ▸ Assemble a council to review monetary laws.
+60Happinesseach city↗ turnLaw-based opinion shift gated byLeaderSubject SUBJECT_FRUGALgrantsBONUS_HAPPINESS_GAIN_SMALLaiCityYields: YIELD_HAPPINESS=60BONUS_EVENTOPTION_MARKET_UNREST_OPTION_2_FAMILYaiLawOpinion: 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)grantsBONUS_EVENTOPTION_MARKET_UNREST_OPTION_3_FAMILYMemory MEMORYFAMILY_REFUSED_LAW◇ grants a memory no event currently keys off
Mercantile Metal
- ▸ Instruct them to make the deal.Remembered: New Trade Deal (+40 opinion for 20 turns)grantsBONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_ORDERSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=100, YIELD_ORDERS=-20BONUS_IMPORT_WOOTZaeImportResources: RESOURCE_WOOTZ_STEEL=1
- ▸ Push for more of the simple
Iron instead. Remembered: New Trade Deal (+40 opinion for 20 turns)grantsBONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_ORDERS_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=100, YIELD_ORDERS=-10 - ▸ For now, we prefer not to trade.(no gates or payload in XML)
Misinformation
- ▸ Undermine the local and national leadership.grantsBONUS_EVENTOPTION_TREACHERY_MISINFORMATION_OPTION_0_CHARACTER_1Mission MISSION_SLANDER_ANYiMissionSubject 2
- ▸ Cause confusion and discord among the people.-1 Happiness levelgrantsBONUS_HAPPINESS_DOWNiHappinessLevels -1
Missing the Mark
- ▸ Perhaps
gold can buy peace? grantsBONUS_TRIBUTE_GIVE_MONEY_GIGANTICaiYieldsTributeBase: YIELD_MONEY=-500aiYieldsTributePerUs: YIELD_MONEY=-100 - ▸ We will not be threatened.+6 LegitimacyRemembered: Player Offer (5 turns)grantsBONUS_PLAYER_WAR_LEGITIMACYDiplomacyPlayerTo DIPLOMACY_WARiLegitimacy 6aeBonuses: BONUS_PLAYER_OFFER
Money Management
- ▸ To haggle with merchants to bring prices down.+1 CharismagrantsBONUS_GAIN_CHARISMA_1aiRatings: RATING_CHARISMA=1
- ▸ To search carefully for the very lowest prices.+1 DisciplinegrantsBONUS_GAIN_DISCIPLINE_1aiRatings: RATING_DISCIPLINE=1
Monkey Assassin
- ▸ That went surprisingly well!(no gates or payload in XML)
Monkey Assassin
- ▸ I should have seen that coming...+40 XP to the charactergrantsBONUS_XP_CHARACTER_AVERAGEiXPCharacter 40
Monkey of Truce
- ▸ I’ll be glad to be rid of the thing.Remembered: Player Offer (5 turns)Loses trait: Pet Monkey OwnerGain trait: Pet Monkey OwnergrantsBONUS_PLAYER_TRUCEDiplomacyPlayerFrom DIPLOMACY_TRUCEaeBonuses: BONUS_PLAYER_OFFERBONUS_REMOVE_TRAIT_PET_MONKEYaeRemoveTraits: TRAIT_PET_MONKEYBONUS_GIVE_TRAIT_PET_MONKEYaeAddTraits: TRAIT_PET_MONKEY
- ▸ “Creature”? That monkey is family!Leader relationship: Estranged FromgrantsBONUS_LEADER_ESTRANGED_FROMAddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
Monkey of Truce
- ▸ I’ll be glad to be rid of the thing.Remembered: Player Offer (5 turns)Loses trait: Pet Monkey OwnerGain trait: Pet Monkey OwnergrantsBONUS_PLAYER_TRUCEDiplomacyPlayerFrom DIPLOMACY_TRUCEaeBonuses: BONUS_PLAYER_OFFERBONUS_REMOVE_TRAIT_PET_MONKEYaeRemoveTraits: TRAIT_PET_MONKEYBONUS_GIVE_TRAIT_PET_MONKEYaeAddTraits: TRAIT_PET_MONKEY
- ▸ “Creature”? That monkey is family!Leader relationship: Estranged FromgrantsBONUS_LEADER_ESTRANGED_FROMAddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
Naming and Necessity
- ▸ Sure thing.-1 LegitimacygrantsBONUS_RENAME_SHADOWLIGHTNING_EFFECTiLegitimacy -1BONUS_RENAME_SHADOWLIGHTNINGCharacterName NAME_SHADOWLIGHTNING
- ▸ Your name is [character], come along now.Leader relationship: Disappointed WithgrantsBONUS_LEADER_DISAPPOINTED_WITHAddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
National Treasure
- ▸ This armor will be
mine. Do what you must. Gain trait: Hero ArmourgrantsBONUS_RELEASE_AGENTbReleaseAgent 1BONUS_GIVE_TRAIT_HERO_ARMORaeAddTraits: 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 citygrantsBONUS_XP_CHARACTER_LARGEiXPCharacter 60BONUS_MISSIONRESULT_MOVE_NETWORK_SUCCESSiMoveNetworkCitySubject 0
Nero Escapes
- ▸ Bid [character] to try again. [character] must be stopped.grantsBONUS_EVENTOPTION_NERO_ESCAPES_OPTION_0_CHARACTER_2Mission MISSION_ASSASSINATEiMissionSubject 0bMissionFree 1
- ▸ Enough, we have failed.(no gates or payload in XML)
Never Enough
- ▸ We should start production in [rival].Begin project: Perfume
-240Money-60/city↗ turn
-4Orders↗ turn grantsBONUS_EVENTOPTION_NEVER_ENOUGH_LUXURYaeAddProjects: PROJECT_GIVE_PERFUMEaeBonuses: BONUS_MONEY_LOSS_LARGE, BONUS_ORDERS_LOSS_SMALL - ▸ It is better to continue importing such comforts.
-120Money-30/city↗ turn grantsBONUS_MONEY_LOSS_SMALLaiGlobalYieldsBase: YIELD_MONEY=-120aiGlobalYieldsPer: YIELD_MONEY=-30 - ▸ I will no longer pay for the [family] bad habits.Leader relationship: Disappointed WithgrantsBONUS_LEADER_DISAPPOINTED_WITHAddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
No More Secrets
- ▸ The throne is responsible for this failure.-1 Legitimacy
-40Civics-10/city↗ turn grantsBONUS_EVENTOPTION_SLANDER_NO_MORE_SECRETS_OPTION_0_PLAYER_0iLegitimacy -1aeBonuses: BONUS_CIVICS_LOSS_SMALL - ▸ Clearly, the agent was not up to the task.Gain trait: SlightedgrantsBONUS_GIVE_TRAIT_SLIGHTEDaeAddTraits: TRAIT_SLIGHTED
No Time Wasted
- ▸ "From here on"? You do know that I have no intention of stepping aside any time soon?Leader relationship: Estranged FromgrantsBONUS_LEADER_ESTRANGED_FROMAddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
- ▸ You know what, let's get to work on planning that coronation.grantsBONUS_ABDICATE_MISSIONMission MISSION_ABDICATEbMissionFree 1
No Truce
- ▸ Perhaps they are not as naive as we thought.(no gates or payload in XML)
No Truce
- ▸ Perhaps they are not as naive as we thought.(no gates or payload in XML)
No Truce
- ▸ Perhaps they are not as naive as we thought.(no gates or payload in XML)
No War Declaration
- ▸ Oh, how generous of them to prioritize their own needs over ours!(no gates or payload in XML)
No War Declaration
- ▸ Oh, how generous of them to prioritize their own needs over ours!(no gates or payload in XML)
No War Declaration
- ▸ Oh, how generous of them to prioritize their own needs over ours!(no gates or payload in XML)
No War Declaration
- ▸ Oh, how generous of them to prioritize their own needs over ours!(no gates or payload in XML)
No War Declaration
- ▸ We can only rely on ourselves now.(no gates or payload in XML)
No Zealot Like the Convert
- ▸ Help to fund his efforts.
-160Money-40/city↗ turn grantsBONUS_EVENTOPTION_CONVERT_SPREAD_0iSpreadToSubject 1BONUS_MONEY_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=-160aiGlobalYieldsPer: YIELD_MONEY=-40 - ▸ Thank him for trying.+20 XP to the charactergrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20
- ▸ How foolish, that
money can be better spent for the people of [city]. Leader relationship: Estranged From
+80Happinesseach city↗ turn grantsBONUS_LEADER_ESTRANGED_FROMAddLeaderRelationship RELATIONSHIP_ESTRANGED_FROMBONUS_HAPPINESS_GAIN_AVERAGEaiCityYields: YIELD_HAPPINESS=80
Noble Concerns
- ▸ 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)grantsBONUS_EVENTOPTION_LEGITIMIZE_THREE_FAMILIES_CONCERNMemory MEMORYFAMILY_FAMILY_GIFTS◇ grants a memory no event currently keys off
- ▸ Arrange for the [family] Family to receive a large shipment of
food.
-30Food-10/city↗ turnRemembered: Sent us gifts (+40 opinion for 40 turns)(no event currently keys off this) grantsBONUS_FOOD_LOSS_SMALLaiGlobalYieldsBase: YIELD_FOOD=-30aiGlobalYieldsPer: YIELD_FOOD=-10BONUS_EVENTOPTION_LEGITIMIZE_THREE_FAMILIES_CONCERNMemory MEMORYFAMILY_FAMILY_GIFTS◇ grants a memory no event currently keys off - ▸ A gift of
iron 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) grantsBONUS_IRON_LOSS_SMALLaiGlobalYieldsBase: YIELD_IRON=-30aiGlobalYieldsPer: YIELD_IRON=-10BONUS_EVENTOPTION_LEGITIMIZE_THREE_FAMILIES_CONCERNMemory MEMORYFAMILY_FAMILY_GIFTS◇ grants a memory no event currently keys off
Nobles Abroad
- ▸ We must keep a close eye on the [family].+20 XP to the charactergrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20
Of Dogs and Daggers
- ▸ What kind of monster would do such a thing!(no gates or payload in XML)
On War
- ▸ We are ready for this.Remembered: Declared War on us (-80 opinion for 40 turns)Remembered: Player Offer (5 turns)grantsBONUS_DECLARE_WAR_PLAYERMemory MEMORYPLAYER_DECLARED_WARDiplomacyPlayerFrom DIPLOMACY_WARaeBonuses: BONUS_PLAYER_OFFER◇ may enable: The Sword of Damocles
- ▸ There are more preparations to be made.(no gates or payload in XML)
Only the Best
- ▸ [character] will marry [character].Arranges a marriagegrantsBONUS_EVENTOPTION_MISSION_MARRIAGE_DIPLOMAT_NATION_YES_1_CHARACTER_2iMarrySubject 2
- ▸ [character] is the right choice.Arranges a marriagegrantsBONUS_EVENTOPTION_MISSION_MARRIAGE_DIPLOMAT_NATION_YES_1_CHARACTER_2iMarrySubject 2
- ▸ Neither of these options are good enough.(no gates or payload in XML)
Only the Best
- ▸ [character] will marry [character].Arranges a marriagegrantsBONUS_EVENTOPTION_MISSION_MARRIAGE_DIPLOMAT_NATION_YES_1_CHARACTER_2iMarrySubject 2
- ▸ [character] is the right choice.Arranges a marriagegrantsBONUS_EVENTOPTION_MISSION_MARRIAGE_DIPLOMAT_NATION_YES_1_CHARACTER_2iMarrySubject 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)grantsBONUS_EVENTOPTION_PLAYER_DIPLO_MARRIAGE_NOMemory MEMORYPLAYER_EVENTOPTION_PLAYER_DIPLO_MARRIAGE_NO◇ grants a memory no event currently keys off
Only the Best
- ▸ [character] will marry [character].Arranges a marriagegrantsBONUS_EVENTOPTION_MISSION_MARRIAGE_DIPLOMAT_NATION_YES_1_CHARACTER_2iMarrySubject 2
- ▸ [character] is the right choice.Arranges a marriagegrantsBONUS_EVENTOPTION_MISSION_MARRIAGE_DIPLOMAT_NATION_YES_1_CHARACTER_2iMarrySubject 2
- ▸ Neither of these options are good enough.(no gates or payload in XML)
Ostracized
- ▸ 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 grantsBONUS_EVENTOPTION_FAMILY_OSTRACIZED_OPTION_0_FAMILY_0Memory MEMORY_DEFIED_ACCUSATIONBONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BYBONUS_DISCONTENT_GAIN_AVERAGEaiCityYields: YIELD_DISCONTENT=80◇ grants a memory no event currently keys off - ▸ We have no choice but to cast out the villain!Remembered: Ostracized family member (-40 opinion for 20 turns)(no event currently keys off this)Gain trait: ExiledLeader relationship: Estranged From
+20Happinesseach city↗ turn grantsBONUS_EVENTOPTION_FAMILY_OSTRACIZED_OPTION_1_FAMILY_1Memory MEMORY_BELIEVED_ACCUSATIONBONUS_EVENTOPTION_FAMILY_OSTRACIZED_OPTION_1_CHARACTER_1AddLeaderRelationship RELATIONSHIP_ESTRANGED_FROMaeAddTraits: TRAIT_EXILEDBONUS_HAPPINESS_GAIN_MINIMALaiCityYields: YIELD_HAPPINESS=20◇ grants a memory no event currently keys off - ▸ Refute the charges against [character].Remembered: Defied our accusation (-40 opinion for 20 turns)(no event currently keys off this)Remembered: Proved family member's innocence (+20 opinion for 20 turns)(no event currently keys off this)Leader relationship: Influenced Bygated byLeaderSubject SUBJECT_INTELLIGENTgrantsBONUS_EVENTOPTION_FAMILY_OSTRACIZED_OPTION_0_FAMILY_0Memory MEMORY_DEFIED_ACCUSATIONBONUS_EVENTOPTION_FAMILY_OSTRACIZED_OPTION_2_FAMILY_1Memory MEMORYFAMILY_SAVED_ACCUSEDBONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BY◇ grants a memory no event currently keys off
Our Allegiance
- ▸ All serve Ahura Mazda in the battle against evil.
-60Training-15/city↗ turn grantsBONUS_STATE_RELIGIONbStateReligion 1BONUS_TRAINING_LOSS_SMALLaiGlobalYieldsBase: YIELD_TRAINING=-60aiGlobalYieldsPer: 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 LegitimacygrantsBONUS_EVENTOPTION_RELIGION_OUR_ALLEGIANCE_OPTION_1_RELIGIONMemory MEMORYRELIGION_SOLDIERS_FOR_RULERBONUS_EVENTOPTION_RELIGION_OUR_ALLEGIANCE_OPTION_1_CHARACTERiLegitimacy 3◇ grants a memory no event currently keys off
- ▸ We are done following the whims of faith.
+60Training+15/city↗ turn grantsBONUS_TRAINING_GAIN_SMALLaiGlobalYieldsBase: YIELD_TRAINING=60aiGlobalYieldsPer: YIELD_TRAINING=15
Our City
- ▸ 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)grantsBONUS_EVENTOPTION_DEMAND_CITY_YES_FAMILY_0Memory MEMORYFAMILY_GIVEN_CITYBONUS_EVENTOPTION_DEMAND_CITY_YES_FAMILY_1Memory MEMORYFAMILY_GAVE_AWAY_CITYBONUS_EVENTOPTION_DEMAND_CITY_YES_CITYiTradeCitySubject 0◇ grants a memory no event currently keys off
- ▸ They ask too much!Remembered: Refused to give us a City (-40 opinion for 40 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_DEMAND_CITY_NO_FAMILY_0Memory MEMORYFAMILY_REFUSED_US_CITY◇ grants a memory no event currently keys off
- ▸ Convince them that [city] is a joyless burden.+40 XP to the charactergated byLeaderSubject SUBJECT_CHARACTER_CHARMINGgrantsBONUS_XP_CHARACTER_AVERAGEiXPCharacter 40
Out of Touch
- ▸ He is dead to us.
+60Discontenteach city↗ turn grantsBONUS_EVENTOPTION_INSURRECTION_OUT_OF_TOUCHiJoinReverse 1aeBonuses: BONUS_DISCONTENT_GAIN_SMALL
Outdoor Lesson
- ▸ Learning to identify and track wildlife.Gain trait: TrackergrantsBONUS_GIVE_TRAIT_TRACKERaeAddTraits: TRAIT_TRACKER
- ▸ Mastering the art of horseback riding.Gain trait: EquestriangrantsBONUS_GIVE_TRAIT_EQUESTRIANaeAddTraits: TRAIT_EQUESTRIAN
Overlooked Innovators
- ▸ Promote this man above his superiors.Gain a OfficergrantsBONUS_EVENTOPTION_RALLY_OVERLOOKED_INNOVATORS_OPTION_0_CITYaeAddSpecialistClasses: SPECIALISTCLASS_OFFICER
- ▸ I will take the time to listen.
-5Orders↗ turn grantsBONUS_EVENTOPTION_RALLY_OVERLOOKED_INNOVATORS_OPTION_1_CHARACTERbRandomTech 1aeBonuses: BONUS_ORDERS_LOSS_AVERAGE
Pacifism
- ▸ No, I must find another way.(no gates or payload in XML)
- ▸ I will no longer hold myself to such ideals.Remembered: Declared War on us (-80 opinion for 40 turns)Remembered: Player Offer (5 turns)Loses trait: PacifistGain trait: BittergrantsBONUS_DECLARE_WAR_PLAYERMemory MEMORYPLAYER_DECLARED_WARDiplomacyPlayerFrom DIPLOMACY_WARaeBonuses: BONUS_PLAYER_OFFERBONUS_REMOVE_TRAIT_PACIFISTaeRemoveTraits: TRAIT_PACIFISTBONUS_GIVE_TRAIT_BITTERaeAddTraits: TRAIT_BITTER◇ may enable: The Sword of Damocles
Pacifism
- ▸ No, I must find another way.(no gates or payload in XML)
- ▸ I will no longer hold myself to such ideals.Remembered: Declared War on us (-80 opinion for 40 turns)Remembered: Player Offer (5 turns)Loses trait: PacifistGain trait: BittergrantsBONUS_DECLARE_WAR_PLAYERMemory MEMORYPLAYER_DECLARED_WARDiplomacyPlayerFrom DIPLOMACY_WARaeBonuses: BONUS_PLAYER_OFFERBONUS_REMOVE_TRAIT_PACIFISTaeRemoveTraits: TRAIT_PACIFISTBONUS_GIVE_TRAIT_BITTERaeAddTraits: TRAIT_BITTER◇ may enable: The Sword of Damocles
Pacifism
- ▸ No, I must find another way.(no gates or payload in XML)
- ▸ I will no longer hold myself to such ideals.Remembered: Declared War on us (-80 opinion for 40 turns)(no event currently keys off this)Remembered: Tribe Offer (5 turns)Loses trait: PacifistGain trait: BittergrantsBONUS_DECLARE_WAR_TRIBEMemory MEMORYTRIBE_DECLARED_WARDiplomacyTribe DIPLOMACY_WARaeBonuses: BONUS_TRIBE_OFFERBONUS_REMOVE_TRAIT_PACIFISTaeRemoveTraits: TRAIT_PACIFISTBONUS_GIVE_TRAIT_BITTERaeAddTraits: TRAIT_BITTER◇ grants a memory no event currently keys off
Parted by Death
- ▸ 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 grantsBONUS_MISSIONRESULT_ASSASSINATE_KILLAchievementIfHeir ACHIEVEMENT_ASSASSINATED_HEIRAchievementIfOtherLeader ACHIEVEMENT_ASSASSINATED_ANOTHER_LEADERAddLeaderRelationship RELATIONSHIP_ASSASSINATED_BYbKillCharacter 1BONUS_ORDERS_LOSS_SMALLaiGlobalYieldsBase: YIELD_ORDERS=-4 - ▸ There has been enough death already.(no gates or payload in XML)
Paternal Custody
- ▸
Order soldiers to take by children by force.
-5Orders↗ turnGain trait: ImprisonedLeader relationship: Estranged FromLeader relationship: Estranged From grantsBONUS_ORDERS_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_ORDERS=-5BONUS_GIVE_TRAIT_IMPRISONEDaeAddTraits: TRAIT_IMPRISONEDBONUS_LEADER_ESTRANGED_FROMAddLeaderRelationship RELATIONSHIP_ESTRANGED_FROMBONUS_LEADER_ESTRANGED_FROMAddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM - ▸ Declare [character] and [character] to be illegitimate.Leader relationship: Vengeful AgainstGain trait: BastardGain trait: BastardgrantsBONUS_LEADER_VENGEFUL_AGAINSTAddLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINSTBONUS_GIVE_TRAIT_BASTARDaeAddTraits: TRAIT_BASTARDBONUS_GIVE_TRAIT_BASTARDaeAddTraits: TRAIT_BASTARD
- ▸ Identify loopholes in the law that deny him custody.+1 WisdomLeader relationship: Vengeful Againstgated byLeaderSubject SUBJECT_JUDGEgrantsBONUS_GAIN_WISDOM_1aiRatings: RATING_WISDOM=1BONUS_LEADER_VENGEFUL_AGAINSTAddLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINST
Patriarch vs. Oligarch
- ▸ [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 religiongrantsBONUS_EVENTOPTION_CHARACTER_DISAGREEMENT_PATRIARCH_OLIGARCH_OPTION_0_LEADERBONUS_EVENTOPTION_CHARACTER_DISAGREEMENT_PATRIARCH_OLIGARCH_OPTION_0_FAMILYHEADMemory MEMORYCHARACTER_PATRIARCH_OLIGARCH_NEGBONUS_EVENTOPTION_CHARACTER_DISAGREEMENT_PATRIARCH_OLIGARCH_OPTION_0_RELIGIONHEADMemory MEMORYCHARACTER_PATRIARCH_OLIGARCH_POSBONUS_EVENTOPTION_CHARACTER_DISAGREEMENT_PATRIARCH_OLIGARCH_OPTION_0_STATE_RELIGIONiConvertReligionSubject 1BONUS_EVENTOPTION_CHARACTER_DISAGREEMENT_PATRIARCH_OLIGARCH_OPTION_0_NONSTATERELIGIONBONUS_EVENTOPTION_CHARACTER_DISAGREEMENT_PATRIARCH_OLIGARCH_OPTION_0_FAMILY◇ grants a memory no event currently keys off
- ▸ [character] may keep his [religion] faith.Remembered: Took my side in theological dispute (+40 opinion for 20 turns)(no event currently keys off this)Remembered: Did not take my side in theological dispute (-40 opinion for 20 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_CHARACTER_DISAGREEMENT_PATRIARCH_OLIGARCH_OPTION_1_LEADERBONUS_EVENTOPTION_CHARACTER_DISAGREEMENT_PATRIARCH_OLIGARCH_OPTION_1_FAMILYHEADMemory MEMORYCHARACTER_PATRIARCH_OLIGARCH_POSBONUS_EVENTOPTION_CHARACTER_DISAGREEMENT_PATRIARCH_OLIGARCH_OPTION_1_RELIGIONHEADMemory MEMORYCHARACTER_PATRIARCH_OLIGARCH_NEGBONUS_EVENTOPTION_CHARACTER_DISAGREEMENT_PATRIARCH_OLIGARCH_OPTION_1_STATE_RELIGIONBONUS_EVENTOPTION_CHARACTER_DISAGREEMENT_PATRIARCH_OLIGARCH_OPTION_1_NONSTATERELIGIONBONUS_EVENTOPTION_CHARACTER_DISAGREEMENT_PATRIARCH_OLIGARCH_OPTION_1_FAMILY◇ grants a memory no event currently keys off
Pay to Play
- ▸ 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 LegitimacygrantsBONUS_EVENTOPTION_PAY_TO_PLAY_OPTION_0_CHARACTER_0Memory MEMORYCHARACTER_GP_IGNORED_MY_REQUESTBONUS_EVENTOPTION_PAY_TO_PLAY_OPTION_0_CHARACTER_1iLegitimacy 2◇ grants a memory no event currently keys off
- ▸ A small dispensation cannot hurt.
-40Money-10/city↗ turn grantsBONUS_EVENTOPTION_PAY_TO_PLAY_OPTION_1_CHARACTER_1aeBonuses: BONUS_MONEY_LOSS_MINIMAL - ▸ Agree, but he is now my agent.Leader relationship: Influenced By
-120Money-30/city↗ turn grantsBONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BYBONUS_EVENTOPTION_PAY_TO_PLAY_OPTION_2_CHARACTER_1aeBonuses: BONUS_MONEY_LOSS_SMALL
Payout
- ▸ Luck never holds, in the long run. There is no better time to stop.+1 WisdomLoses trait: Bone DicegrantsBONUS_GAIN_WISDOM_1aiRatings: RATING_WISDOM=1BONUS_REMOVE_TRAIT_BONE_DICEaeRemoveTraits: TRAIT_BONE_DICE
- ▸ Nothing can stop me, now that I'm on a roll.-1 WisdomgrantsBONUS_LOSE_WISDOM_1aiRatings: RATING_WISDOM=-1
Peace Among The Faithful
- ▸ We will seek better relations with the [rival].Remembered: Honored our beliefs (+40 opinion for 40 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_RELIGION_OPINION_GOODMemory MEMORYRELIGION_RELIGION_OPINION_GOODBONUS_EVENTOPTION_HIGH_SYNOD_PEACE_MISSIONMission MISSION_PLAYER_PEACEiMissionSubject 1◇ grants a memory no event currently keys off
- ▸ We have no desire to change our diplomatic relationship with the [rival].+20 XP to the charactergrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20
Peace Proposal
- ▸ Let a gift of tribute show our goodwill.grantsBONUS_EVENTOPTION_PEACE_PROPOSAL_OFFER_TRIBUTE
- ▸ Peace is desirable.grantsBONUS_EVENTOPTION_PEACE_PROPOSAL_NO_TRIBUTE
- ▸ We demand a tribute before any peace.grantsBONUS_EVENTOPTION_PEACE_PROPOSAL_DEMAND_TRIBUTE
- ▸ Maybe later.(no gates or payload in XML)
Peace Proposal
- ▸ Yes.grantsBONUS_EVENTOPTION_PEACE_PROPOSAL_HUMAN_YESDiplomacyPlayerFrom DIPLOMACY_PEACE
- ▸ No.(no gates or payload in XML)
Peace Response
- ▸ We leave [rival] to its fate.(no gates or payload in XML)
Peace Response
- ▸ This is an acceptable agreement.Remembered: Player Offer (5 turns)grantsBONUS_EVENTOPTION_PEACE_RESPONSE_DEMAND_TRIBUTE_WEAKERaeBonuses: BONUS_PLAYER_PEACE, BONUS_TRIBUTE_RECEIVE_MONEY_SMALL
- ▸ It is not enough.(no gates or payload in XML)
Peace Response
- ▸ Peace will do.Remembered: Player Offer (5 turns)grantsBONUS_PLAYER_PEACEDiplomacyPlayerFrom DIPLOMACY_PEACEaeBonuses: BONUS_PLAYER_OFFER
- ▸ This is not the time.(no gates or payload in XML)
Peace Response
- ▸ We leave [rival] to its fate.(no gates or payload in XML)
Peace Response
- ▸ We leave [rival] to its fate.(no gates or payload in XML)
Peace Response
- ▸ We leave [rival] to its fate.(no gates or payload in XML)
Peace Response
- ▸ We will offer them tribute.Remembered: Player Offer (5 turns)grantsBONUS_EVENTOPTION_PEACE_RESPONSE_OFFER_TRIBUTE_SIMILARaeBonuses: BONUS_PLAYER_PEACE, BONUS_TRIBUTE_GIVE_MONEY_AVERAGE
- ▸ This is unacceptable.(no gates or payload in XML)
Peace Response
- ▸ We will offer them tribute.Remembered: Player Offer (5 turns)grantsBONUS_EVENTOPTION_PEACE_RESPONSE_OFFER_TRIBUTE_STRONGERaeBonuses: BONUS_PLAYER_PEACE, BONUS_TRIBUTE_GIVE_MONEY_LARGE
- ▸ This is unacceptable.(no gates or payload in XML)
Planetary Influence
- ▸ We will use this to predict the seasonal effects on our crops.
+30Growtheach city↗ turn grantsBONUS_GROWTH_GAIN_SMALL_ALLaeAllCityBonuses: BONUS_GROWTH_GAIN_SMALL - ▸ Alignment with the stars will bring
order to our construction.
+60Civics+15/city↗ turn grantsBONUS_CIVICS_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_CIVICS=60aiGlobalYieldsPer: 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)grantsBONUS_MEMORY_STAR_ALIGNED_FESTIVALSMemory MEMORY_STAR_ALIGNED_FESTIVALS◇ grants a memory no event currently keys off
Poisoned
- ▸ It doesn't matter who did it, but rather where it happened.Leader relationship: Terrified OfgrantsBONUS_LEADER_TERRIFIED_OFAddLeaderRelationship RELATIONSHIP_TERRIFIED_OF
- ▸ I've heard rumors that [character] might wish my death.grantsBONUS_EVENTOPTION_ASSASSINATE_BACKFIRED_POISONED_LITIGATEMission MISSION_IMPRISONiMissionSubject 2
- ▸ No. I don't know who it could be.Leader relationship: Owes Favor Togated byLeaderSubject SUBJECT_CHARACTER_COVERTgrantsBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TOBONUS_LEADER_PLOTTING_AGAINST_REMOVERemoveLeaderRelationship RELATIONSHIP_PLOTTING_AGAINST
Pretty Persuasion
- ▸ I have received the [family] message. Release [character].Gain trait: Corrupt
+240Money+60/city↗ turn grantsBONUS_EVENTOPTION_PRETTY_PERSUASION_OPTION_0_CHARACTER_2aeAddTraits: TRAIT_CORRUPTaeBonuses: BONUS_MONEY_GAIN_LARGE - ▸ Justice in court will not be bought and sold.Gain trait: ImprisonedLeader relationship: Vengeful AgainstGain trait: RighteousgrantsBONUS_EVENTOPTION_PRETTY_PERSUASION_OPTION_1_CHARACTER_0AddLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINSTaeAddTraits: TRAIT_IMPRISONEDBONUS_GIVE_TRAIT_RIGHTEOUSaeAddTraits: 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 byLeaderSubject SUBJECT_CHARACTER_VILLAINOUSgrantsBONUS_EVENTOPTION_PRETTY_PERSUASION_OPTION_2_CHARACTER_0AddLeaderRelationship RELATIONSHIP_PLOTTING_AGAINSTaeAddTraits: TRAIT_IMPRISONEDBONUS_EVENTOPTION_PRETTY_PERSUASION_OPTION_2_CHARACTER_2iLegitimacy -1aeBonuses: BONUS_MONEY_GAIN_LARGE
Progress and Prosperity
- ▸ Help the [tribe] fund a caravan and share in the profits.+1 Caravan
-240Money-60/city↗ turn grantsBONUS_UNIT_CARAVANaiUnits: UNIT_CARAVAN=1BONUS_MONEY_LOSS_LARGEaiGlobalYieldsBase: YIELD_MONEY=-240aiGlobalYieldsPer: YIELD_MONEY=-60 - ▸ Make a sizeable donation to the coffers of the [tribe].Leader relationship: Owes Favor To
-160Money-40/city↗ turn grantsBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TOBONUS_MONEY_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=-160aiGlobalYieldsPer: 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 grantsBONUS_LEADER_ENDEARED_TOAddLeaderRelationship RELATIONSHIP_ENDEARED_TOBONUS_TRAINING_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_TRAINING=-80aiGlobalYieldsPer: YIELD_TRAINING=-20BONUS_CIVICS_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_CIVICS=-60aiGlobalYieldsPer: YIELD_CIVICS=-15 - ▸ Sadly, at present, we are not in a position to take advantage of any other opportunities.+40 XP to the charactergrantsBONUS_XP_CHARACTER_AVERAGEiXPCharacter 40
Protected by the People
- ▸ Throw a huge celebration to thank of the people of [city].The character is killed
+120Happinesseach city↗ turn grantsBONUS_KILL_CHARACTERbKillCharacter 1BONUS_HAPPINESS_GAIN_LARGEaiCityYields: YIELD_HAPPINESS=120 - ▸ Have the execution take place in front of the gathered mob.+4 LegitimacyThe character is killedgrantsBONUS_KILL_CHARACTER_AGENTiLegitimacy 4bKillCharacter 1
Proud Throngs
- ▸ We should always celebrate our brave soldiers.
+40Happinesseach city↗ turn
+40Happinesseach city↗ turn grantsBONUS_HAPPINESS_GAIN_TINYaiCityYields: YIELD_HAPPINESS=40BONUS_HAPPINESS_GAIN_TINYaiCityYields: YIELD_HAPPINESS=40
Quality Time
- ▸ The night is young.Gain trait: Pregnantgrants100% BONUS_GIVE_TRAIT_PREGNANTaeAddTraits: TRAIT_PREGNANT
Quality Time
- ▸ The night is young.Gain trait: Pregnantgrants100% BONUS_GIVE_TRAIT_PREGNANTaeAddTraits: TRAIT_PREGNANT
Rapid Disposal
- ▸ A tragedy, to be sure.+20 XP to the charactergrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 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 charactergated byLeaderSubject SUBJECT_CHARACTER_COVERTgrantsBONUS_EVENTOPTION_CALAMITIES_FLOOD_ASSASSINATE_COVERT_FAMILYMemory MEMORYFAMILY_FLOOD_ASSASSINATE_CONDOLENCESBONUS_XP_CHARACTER_SMALLiXPCharacter 20◇ grants a memory no event currently keys off
Recognition of Lover
- ▸ This offer has merit, and we shall accept it.Leader relationship: Influenced BygrantsBONUS_EVENTOPTION_MARRIAGE_POLY_YESiPolyMarrySubject 0BONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
- ▸ No. The last embers of my love faded years ago.The marriage is dissolvedLeader relationship: Estranged FromgrantsBONUS_EVENTOPTION_DIVORCE_RECOGNITION_OF_LOVER_OPTION_1AddLeaderRelationship RELATIONSHIP_ESTRANGED_FROMiDivorcedBySubject 1
- ▸ I've only ever wanted you, my love.Leader relationship: In Love WithgrantsBONUS_LEADER_IN_LOVE_WITHAddLeaderRelationship RELATIONSHIP_IN_LOVE_WITH
Rejection of Influence
- ▸ To arms! Kill the intruders!The character is killedLeader relationship: Assassinated ByRemembered: Assassination exposed (-80 opinion for 40 turns)(no event currently keys off this)gated byLeaderSubject SUBJECT_HIGH_COURAGEgrantsBONUS_KILL_CHARACTER_MURDEREDAddLeaderRelationship RELATIONSHIP_ASSASSINATED_BYbKillCharacter 1aeBonuses: BONUS_ASSASSINATION_EXPOSED◇ grants a memory no event currently keys off
- ▸ Allow [character] to leave. He has made his point.Leader relationship: Suspicious OfgrantsBONUS_LEADER_SUSPICIOUS_OFAddLeaderRelationship RELATIONSHIP_SUSPICIOUS_OF
- ▸ I hear you, and I apologize for my part in it.Gain trait: CunningLeader relationship: Influenced Bygated byLeaderSubject SUBJECT_PLAYER_DIPLOMATgrantsBONUS_GIVE_TRAIT_CUNNINGaeAddTraits: TRAIT_CUNNINGBONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
Religious Teachings
- ▸ Do not rest until you understand the deepest ideas of [religion].+1 WisdomConverts to the target religion
-240Money-60/city↗ turn grantsBONUS_GAIN_WISDOM_1aiRatings: RATING_WISDOM=1BONUS_EVENTOPTION_CONVERT_S0iConvertReligionSubject 0BONUS_MONEY_LOSS_LARGEaiGlobalYieldsBase: YIELD_MONEY=-240aiGlobalYieldsPer: YIELD_MONEY=-60 - ▸ Ask them to teach you enough for daily practice.Converts to the target religion
-120Money-30/city↗ turn grantsBONUS_EVENTOPTION_CONVERT_S0iConvertReligionSubject 0BONUS_MONEY_LOSS_SMALLaiGlobalYieldsBase: YIELD_MONEY=-120aiGlobalYieldsPer: YIELD_MONEY=-30 - ▸ Refuse to pay the priests.(no gates or payload in XML)
Rule of Law
- ▸ The ruler is the final judge of what is right.Gain trait: Loyal+2 LegitimacygrantsBONUS_GIVE_TRAIT_LOYALaeAddTraits: TRAIT_LOYALBONUS_EVENTOPTION_TUTOR_RULE_OF_LAW_OPTION_0_CHARACTER_2iLegitimacy 2
- ▸ Authority rests with the consensus of the court.Gain trait: Humble
+60Civics+15/city↗ turn grantsBONUS_GIVE_TRAIT_HUMBLEaeAddTraits: TRAIT_HUMBLEBONUS_CIVICS_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_CIVICS=60aiGlobalYieldsPer: YIELD_CIVICS=15 - ▸ Judges and orators speak for the people.grantsBONUS_EVENTOPTION_TUTOR_RULE_OF_LAW_OPTION_2_CITYAddImprovement IMPROVEMENT_COURTHOUSE_1
Ruler of All
- ▸ I am equal to the Emperors of the east.+5 LegitimacygrantsBONUS_TITLE_SON_OF_HEAVENSetTitle TITLE_SON_OF_HEAVENiLegitimacy 5
- ▸ All Kings shall bow before me.+5 LegitimacygrantsBONUS_TITLE_KING_OF_KINGSSetTitle TITLE_KING_OF_KINGSiLegitimacy 5
- ▸ I need no more titles to show my prowess.+1 CouragegrantsBONUS_GAIN_COURAGE_1aiRatings: RATING_COURAGE=1
Sage Counsel
- ▸ Reduce the backlog of legal cases.
+120Happinesseach city↗ turn grantsBONUS_HAPPINESS_GAIN_LARGEaiCityYields: YIELD_HAPPINESS=120 - ▸ Train additional advocates.
+40Civics+10/city↗ turn grantsBONUS_CIVICS_GAIN_SMALLaiGlobalYieldsBase: YIELD_CIVICS=40aiGlobalYieldsPer: YIELD_CIVICS=10 - ▸ Find ways to improve efficiency.
+8Orders↗ turn grantsBONUS_ORDERS_GAIN_LARGEaiGlobalYieldsBase: YIELD_ORDERS=8
Schemes Exposed
- ▸ I suppose all that matters now is victory.Gain trait: The UncrownedgrantsBONUS_START_CIVIL_WAROccurrenceStartPlayer OCCURRENCE_CIVIL_WARBONUS_GIVE_TRAIT_THE_UNCROWNEDaeAddTraits: TRAIT_THE_UNCROWNED
Secret Lovers
- ▸ Reveal this scandalous affair to agitate the rebels.2 rebel units appearLeader relationship: Vengeful AgainstgrantsBONUS_REBEL_UNITS_2iRebelUnits 2BONUS_LEADER_VENGEFUL_AGAINSTAddLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINST
- ▸ I will help the young lovers keep their secret.Leader relationship: Influenced ByLeader relationship: Influenced BygrantsBONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BYBONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
Seditious Meetings
- ▸ Arrest [character] on charges of treason against [rival].Gain trait: ImprisonedgrantsBONUS_GIVE_TRAIT_IMPRISONEDaeAddTraits: TRAIT_IMPRISONED
- ▸ The court should investigate political reform in [city].-1 LegitimacyBegin project: Corruption ReformgrantsBONUS_EVENTOPTION_SEDITIOUS_MEETINGS_OPTION_2_CHARACTER_1iLegitimacy -1aeAddProjects: PROJECT_CORRUPTION_REFORM
- ▸ I will speak to these gatherings in person. Charming character / Inspiring / Blessed
+60Happinesseach city↗ turn gated byLeaderSubjectAny SUBJECT_CHARACTER_CHARMING / SUBJECT_INSPIRING / SUBJECT_BLESSEDgrantsBONUS_LEADER_PLOTTING_AGAINST_REMOVERemoveLeaderRelationship RELATIONSHIP_PLOTTING_AGAINSTBONUS_HAPPINESS_GAIN_SMALLaiCityYields: YIELD_HAPPINESS=60
Seeking Help
- ▸ I wish him a speedy recovery.Gain trait: IncubatedgrantsBONUS_GIVE_TRAIT_INCUBATEDaeAddTraits: TRAIT_INCUBATED
Selling Secrets
- ▸ You never can trust a spy.grantsBONUS_EVENTOPTION_STEAL_SELLING_SECRETS_OPTION_0_PLAYER_1bRandomTech 1
Selling Stirrups
- ▸ We can not miss this golden opportunity.Gain tech: StirrupsRemembered: New Trade Deal (+40 opinion for 20 turns)grantsBONUS_TECH_STIRRUPSaeTechs: TECH_STIRRUPSBONUS_STIRRUPS_TRADEMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=500
- ▸ Push [rival] for a better deal.Gain tech: StirrupsRemembered: New Trade Deal (+40 opinion for 20 turns)gated byLeaderSubject SUBJECT_CUNNINGgrantsBONUS_TECH_STIRRUPSaeTechs: TECH_STIRRUPSBONUS_STIRRUPS_TRADE_EXTRAMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=800
- ▸ The military advantage is too great to pass up.
+160Training+40/city↗ turn grantsBONUS_TRAINING_GAIN_HUGEaiGlobalYieldsBase: YIELD_TRAINING=160aiGlobalYieldsPer: YIELD_TRAINING=40
Send Him Out!
- ▸ We will give them [character].Gain trait: Doomed
+40Happinesseach city↗ turn grantsBONUS_GIVE_TRAIT_DOOMEDaeAddTraits: TRAIT_DOOMEDBONUS_HAPPINESS_GAIN_TINYaiCityYields: YIELD_HAPPINESS=40BONUS_EVENTOPTION_PACIFY_SEND_HIM_OUT_OPTION_0_PLAYER - ▸ They ask for too much. Teach them obedience.+1 Heavy Infantry unit1 rebel unit appeargrantsBONUS_EVENTOPTION_PACIFY_SEND_HIM_OUT_OPTION_1_CITYiRebelUnits 1aiBonusUnits: BONUSUNITCLASS_HEAVY_INFANTRY=1
- ▸ I will meet with leaders of the rebellion.
+80Happinesseach city↗ turn-1 Legitimacy gated byLeaderSubject SUBJECT_CHARACTER_CHARMINGgrantsBONUS_HAPPINESS_GAIN_AVERAGEaiCityYields: YIELD_HAPPINESS=80BONUS_EVENTOPTION_PACIFY_SEND_HIM_OUT_OPTION_2_PLAYERiLegitimacy -1
Setting an Example
- ▸ 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 grantsBONUS_RECRUIT_AND_DISCONTENTaeBonuses: 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 grantsBONUS_CIVICS_LOSS_SMALLaiGlobalYieldsBase: YIELD_CIVICS=-40aiGlobalYieldsPer: YIELD_CIVICS=-10BONUS_HAPPINESS_UPiHappinessLevels 1 - ▸ A lack of enforcement has benefits.Gain trait: Corrupt
+160Money+40/city↗ turn grantsBONUS_GIVE_TRAIT_CORRUPTaeAddTraits: TRAIT_CORRUPTBONUS_MONEY_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=160aiGlobalYieldsPer: YIELD_MONEY=40
Settlement Demand
- ▸ I will pay the settlement for [character].
-120Money-30/city↗ turnThe marriage is dissolved grantsBONUS_MONEY_LOSS_SMALLaiGlobalYieldsBase: YIELD_MONEY=-120aiGlobalYieldsPer: YIELD_MONEY=-30BONUS_EVENTOPTION_DIVORCE_DOWRY_DEMAND_OPTION_0_CHARACTER_1iDivorcedBySubject 0 - ▸ I withdraw my request for a divorce.Leader relationship: Estranged FromgrantsBONUS_LEADER_ESTRANGED_FROMAddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
- ▸ I will rid myself of [character] one way or another.gated byLeaderSubject SUBJECT_CHARACTER_COVERTgrantsBONUS_EVENTOPTION_DIVORCE_DOWRY_DEMAND_OPTION_2_CHARACTER_2Mission MISSION_ASSASSINATE_ANYiMissionSubject 1
Sharing the Blessing
- ▸ Dedicate yourself to convincing the elders to welcome [religion].
-60Civics-15/city↗ turn grantsBONUS_CIVICS_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_CIVICS=-60aiGlobalYieldsPer: YIELD_CIVICS=-15BONUS_EVENTOPTION_CONVERT_SPREAD_0iSpreadToSubject 1 - ▸ Let the elders decide what is good for their city.
+80Happinesseach city↗ turn grantsBONUS_HAPPINESS_GAIN_AVERAGEaiCityYields: YIELD_HAPPINESS=80 - ▸ Call on the laws of tolerance to allow [religion] to spread.gated byPlayerSubject SUBJECT_PLAYER_TOLERANCEgrantsBONUS_EVENTOPTION_CONVERT_SPREAD_0iSpreadToSubject 1
Silver Linings
- ▸ Something is better than nothing.Remembered (all families): Brought us foreign delicasies (+20 opinion for 20 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_INFILTRATION_SILVER_LININGSMemoryAllFamilies MEMORYFAMILY_FOREIGN_DELICASIES◇ grants a memory no event currently keys off
Small Gestures and Time
- ▸ I promise!grantsBONUS_LEADER_DISAPPOINTED_WITH_REMOVERemoveLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
Spreading the Faith
- ▸ 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)grantsBONUS_EVENTOPTION_RELIGION_OPINION_GOODMemory MEMORYRELIGION_RELIGION_OPINION_GOOD↳ may trigger: Tribal Conversion◇ grants a memory no event currently keys off
Spy vs. Spy
- ▸ I have already invested too much in this mission.+20 XP to the charactergrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20
- ▸ Direct our agents to befriend the young Heir.
-4Orders↗ turn
-120Money-30/city↗ turn grantsBONUS_EVENTOPTION_INFLUENCE_SPY_VS_SPY_OPTION_1_CHARACTER_1aeBonuses: BONUS_ORDERS_LOSS_SMALL, BONUS_MONEY_LOSS_SMALL↳ may trigger: Bodies on the Road, Foreign Influence - ▸ We may need to remove [character], if it comes to that.grantsBONUS_EVENTOPTION_INFLUENCE_SPY_VS_SPY_OPTION_2_CHARACTER_3Mission MISSION_ASSASSINATE_ANYiMissionSubject 3
Standing Armies
- ▸ Resolve83%Progress ambition: Four RepairedRemembered: Recent Ambition (7 turns)+1 Worker8%Begin project: Repair DamageBegin project: Repair Damage8%Progress ambition: Eight RepairedRemembered: Recent Ambition (7 turns)+1 Workergrants83% BONUS_AMBITION_FOUR_REPAIREDAmbition GOAL_FOUR_REPAIREDaeBonuses: BONUS_RECENT_AMBITION83% BONUS_UNIT_WORKERaiUnits: UNIT_WORKER=18% BONUS_EVENTOPTION_RALLY_STANDING_ARMIES_OPTION_0_CITY_0aeAddProjects: PROJECT_REPAIR8% BONUS_EVENTOPTION_RALLY_STANDING_ARMIES_OPTION_0_CITY_1aeAddProjects: PROJECT_REPAIR8% BONUS_AMBITION_EIGHT_REPAIREDAmbition GOAL_EIGHT_REPAIREDaeBonuses: BONUS_RECENT_AMBITION8% BONUS_UNIT_WORKERaiUnits: UNIT_WORKER=1
- ▸ They will join laborers in the procurement of materials.
+30Stone+10/city↗ turn
+30Iron+10/city↗ turn grantsBONUS_STONE_GAIN_SMALLaiGlobalYieldsBase: YIELD_STONE=30aiGlobalYieldsPer: YIELD_STONE=10BONUS_IRON_GAIN_SMALLaiGlobalYieldsBase: YIELD_IRON=30aiGlobalYieldsPer: YIELD_IRON=10 - ▸ We need more troops to enforce the peace.+1 Levy unit+1 Levy unitgrantsBONUS_UNITCLASS_LEVYaiBonusUnits: BONUSUNITCLASS_LEVY=1BONUS_UNITCLASS_LEVYaiBonusUnits: BONUSUNITCLASS_LEVY=1
- ▸ Cities need more defensive fortifications.
-5Orders↗ turnBegin project: WallsBegin project: Walls gated byLeaderSubject SUBJECT_CHARACTER_URBANgrantsBONUS_ORDERS_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_ORDERS=-5BONUS_ADD_WALLSaeAddProjects: PROJECT_WALLSBONUS_ADD_WALLSaeAddProjects: PROJECT_WALLS
Steal Away
- ▸ 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: RuthlessgrantsBONUS_EVENTOPTION_TREACHERY_STEAL_AWAY_OPTION_KILL_PLAYERMemory MEMORYPLAYER_KILLED_NOBLE_HOSTAGEBONUS_GIVE_TRAIT_RUTHLESSaeAddTraits: TRAIT_RUTHLESS◇ grants a memory no event currently keys off
- ▸ That is a less subtle approach than I expected, but the hostage may prove valuable.Remembered: Held a noble hostage (+20 opinion for 40 turns)gated byLeaderSubjectNotAny SUBJECT_CHARACTER_VILLAINOUSbHidePrereqs prereqs hidden in-gamegrantsBONUS_EVENTOPTION_CAPTURED_NOBLE_HOLDMemory MEMORYPLAYER_HOLD_HOSTAGE
- ▸ [character] is a fool. Return the hostage before more damage is done.Leader relationship: Estranged Fromgated byLeaderSubjectNotAny SUBJECT_CHARACTER_VILLAINOUSbHidePrereqs prereqs hidden in-gamegrantsBONUS_LEADER_ESTRANGED_FROMAddLeaderRelationship RELATIONSHIP_ESTRANGED_FROMBONUS_SET_DIPLOMAT_ARCHETYPESetArchetype 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 Ministergated byLeaderSubject SUBJECT_CHARACTER_CHARMINGgrantsBONUS_EVENTOPTION_TREACHERY_STEAL_AWAY_OPTION_GUEST_DEFECTMemory MEMORYPLAYER_NOBLE_DEFECTBONUS_MAKE_GREAT_MINISTERMakeCourtier COURTIER_MINISTER◇ grants a memory no event currently keys off
Strangled!
- ▸ Indulge [character]'s suspicions.Leader relationship: Conspiring WithLeader relationship: Estranged FromgrantsBONUS_LEADER_CONSPIRING_WITHAddLeaderRelationship RELATIONSHIP_CONSPIRING_WITHBONUS_LEADER_ESTRANGED_FROMAddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
- ▸ Give [character] your vote of confidence.Leader relationship: Suspicious OfLeader relationship: Influenced BygrantsBONUS_LEADER_SUSPICIOUS_OFAddLeaderRelationship RELATIONSHIP_SUSPICIOUS_OFBONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
Strike at the Heart
- ▸ Attack those in line at recruitment centers.
-80Training-20/city↗ turn grantsBONUS_TRAINING_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_TRAINING=-80aiGlobalYieldsPer: YIELD_TRAINING=-20 - ▸ Set fire to military buildings and
barracks. grantsBONUS_EVENTOPTION_TREACHERY_STRIKE_AT_THE_HEART_OPTION_1_CITYiDestroyImprovements 1
Stubborn as a Mule
- ▸ Encourage the whole family to apply pressure.Leader relationship: Interceded For+1 Disciplinegated byIndexSubjectgrantsBONUS_LEADER_INTERCEDED_FORAddLeaderRelationship RELATIONSHIP_INTERCEDED_FORBONUS_GAIN_DISCIPLINE_1aiRatings: RATING_DISCIPLINE=1
- ▸ A simple application of charm always works.Leader relationship: Interceded For+1 Charismagated byIndexSubjectgrantsBONUS_LEADER_INTERCEDED_FORAddLeaderRelationship RELATIONSHIP_INTERCEDED_FORBONUS_GAIN_CHARISMA_1aiRatings: RATING_CHARISMA=1
- ▸ Advise the use of fear and threats to break down his walls.Leader relationship: Interceded For+1 Couragegated byIndexSubjectgrantsBONUS_LEADER_INTERCEDED_FORAddLeaderRelationship RELATIONSHIP_INTERCEDED_FORBONUS_GAIN_COURAGE_1aiRatings: RATING_COURAGE=1
- ▸ Abandon the effort.+60 XP to the character+60 XP to the charactergrantsBONUS_XP_CHARACTER_LARGEiXPCharacter 60BONUS_XP_CHARACTER_LARGEiXPCharacter 60
Successful Mission
- ▸ It is about time he came around.Remembered: Earned confidence of a critic (+40 opinion for 40 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_SLANDER_SUCCESSFUL_MISSION_OPTION_0_CHARACTER_1Memory MEMORYCHARACTER_EARNED_CONFIDENCE◇ grants a memory no event currently keys off
Surprise Benefactor
- ▸ Equipment and materials would be appreciated.+40 XP to the charactergrantsBONUS_XP_CHARACTER_AVERAGEiXPCharacter 40
- ▸ He could use some political connections.Gain a random traitgrantsBONUS_EVENTOPTION_INFLUENCE_SURPRISE_BENEFACTOR_OPTION_1aeRandomTraitDelay: TRAIT_CUNNING, TRAIT_CORRUPT
- ▸ The cost of private tutors continues to rise...
+120Money+30/city↗ turn grantsBONUS_MONEY_GAIN_SMALLaiGlobalYieldsBase: YIELD_MONEY=120aiGlobalYieldsPer: YIELD_MONEY=30
Suspicions Confirmed
- ▸ Welcome him back to court with a speech.
+40Civics+10/city↗ turn grantsBONUS_CIVICS_GAIN_SMALLaiGlobalYieldsBase: YIELD_CIVICS=40aiGlobalYieldsPer: YIELD_CIVICS=10 - ▸ Investigate rumors of corruption in the military.
+60Training+15/city↗ turn grantsBONUS_TRAINING_GAIN_SMALLaiGlobalYieldsBase: YIELD_TRAINING=60aiGlobalYieldsPer: YIELD_TRAINING=15 - ▸ Convince [character] that I am not involved.Gain trait: Cunninggated byLeaderSubject SUBJECT_CHARACTER_COVERTgrantsBONUS_LEADER_SUSPICIOUS_OF_REMOVERemoveLeaderRelationship RELATIONSHIP_SUSPICIOUS_OFBONUS_GIVE_TRAIT_CUNNINGaeAddTraits: TRAIT_CUNNING
Tables Turn
- ▸ And somehow, none of that tells you when the knives will come out.Leader relationship: Plotting AgainstgrantsBONUS_LEADER_PLOTTING_AGAINSTAddLeaderRelationship RELATIONSHIP_PLOTTING_AGAINST
Taking it Personally
- ▸ Raise the alarms! Prepare the troops!Gain trait: FugitiveRemembered: Tribe Offer (5 turns)grantsBONUS_GIVE_TRAIT_FUGITIVEaeAddTraits: TRAIT_FUGITIVEBONUS_TRIBAL_INVASIONbTribeInvade 1aeBonuses: BONUS_TRIBE_OFFER
Technological Tribute
- ▸ Accept this gift of knowledge.grantsBONUS_ACQUIRE_TECH_S1iAcquireTechSubject 1
- ▸ Then we will take it by force!Remembered: Declared War on us (-80 opinion for 40 turns)Remembered: Player Offer (5 turns)grantsBONUS_DECLARE_WAR_PLAYERMemory MEMORYPLAYER_DECLARED_WARDiplomacyPlayerFrom DIPLOMACY_WARaeBonuses: BONUS_PLAYER_OFFER◇ may enable: The Sword of Damocles
The Bastard's Body
- ▸ We must launch an investigation into the murder.gated byLeaderSubject SUBJECT_NOT_INSANE
- ▸ Leave the matter alone. Further investigation will only bring heartache.gated byLeaderSubject SUBJECT_NOT_INSANEgrantsBONUS_MAYBE_FOOLISHaiTraitProbDelay: TRAIT_FOOLISH=50
- ▸ It is plain to see. [character] is the vile murderer!The character is killedLeader relationship: Assassinated ByRemembered: Assassination exposed (-80 opinion for 40 turns)(no event currently keys off this)gated byLeaderSubject SUBJECT_INSANEgrantsBONUS_KILL_CHARACTER_MURDEREDAddLeaderRelationship RELATIONSHIP_ASSASSINATED_BYbKillCharacter 1aeBonuses: BONUS_ASSASSINATION_EXPOSED◇ grants a memory no event currently keys off
The Cadaver Synod
- ▸ [character] must be struck from the records.Remembered: Condemned the cadaver (+20 opinion for 80 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_THE_CADAVER_SYNOD_GUILTY_RELIGIONMemory MEMORYRELIGION_CONDEMNED_CADAVERBONUS_EVENTOPTION_THE_CADAVER_SYNOD_GUILTY_CHARACTER_1SetTitle TITLE_FALSE_LEADER◇ grants a memory no event currently keys off
- ▸ Side with the dissenting voice.Remembered: Pardoned the cadaver (-40 opinion for 80 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_THE_CADAVER_SYNOD_INNOCENT_RELIGIONMemory MEMORYRELIGION_PARDONED_CADAVERBONUS_EVENTOPTION_THE_CADAVER_SYNOD_INNOCENT_PLAYERFreeTheology THEOLOGY_REDEMPTION◇ grants a memory no event currently keys off
The Captured Agent
- ▸ Give him freedom in return for [rival] secrets.
+40Science+10/city↗ turn
-4Orders↗ turn grantsBONUS_SCIENCE_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_SCIENCE=40aiGlobalYieldsPer: YIELD_SCIENCE=10BONUS_ORDERS_LOSS_SMALLaiGlobalYieldsBase: 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)grantsBONUS_EVENTOPTION_CAPTURED_AGENT_OPTION_1_PLAYERMemory MEMORYPLAYER_SWAYED_OUR_AGENTBONUS_EVENTOPTION_CAPTURED_AGENT_OPTION_1_CHARACTER_2iJoinReverse 2◇ grants a memory no event currently keys off
- ▸ There is no mercy for agents and spies.The character is killedRemembered: Executed our diplomatic agent (-40 opinion for 40 turns)(no event currently keys off this)Gain trait: RuthlessgrantsBONUS_KILL_CHARACTERbKillCharacter 1BONUS_EVENTOPTION_CAPTURED_AGENT_OPTION_2_PLAYERMemory MEMORYPLAYER_EXECUTED_OUR_AGENTBONUS_GIVE_TRAIT_RUTHLESSaeAddTraits: TRAIT_RUTHLESS◇ grants a memory no event currently keys off
The City Steps
- ▸ He would make a good governor.
+80Happinesseach city↗ turn grantsBONUS_HAPPINESS_GAIN_AVERAGEaiCityYields: YIELD_HAPPINESS=80BONUS_EVENTOPTION_THE_CITY_STEPS_OPTION_0_CHARACTER_0iGovernorOfSubject 0 - ▸ We will keep an eye on this man of the people.Gain trait: Humble+40 XP to the charactergrantsBONUS_GIVE_TRAIT_HUMBLEaeAddTraits: TRAIT_HUMBLEBONUS_XP_CHARACTER_AVERAGEiXPCharacter 40
- ▸ The royal
treasury will invest in [city]'s ongoing debate. Begin project: Forum I
+80Happinesseach city↗ turn
-120Money-30/city↗ turn grantsBONUS_EVENTOPTION_THE_CITY_STEPS_OPTION_2_CITYaeAddProjects: PROJECT_FORUM_1aeBonuses: BONUS_HAPPINESS_GAIN_AVERAGEBONUS_MONEY_LOSS_SMALLaiGlobalYieldsBase: YIELD_MONEY=-120aiGlobalYieldsPer: YIELD_MONEY=-30
The Cost of Loyalty
- ▸ If you will not serve, your successor will.Leader relationship: Conspiring With2 rebel units appeargrantsBONUS_EVENTOPTION_UPSTART_DRUID_OPTION_0_CHARACTER_1AddLeaderRelationship RELATIONSHIP_CONSPIRING_WITHiSeizeThroneSubject 0BONUS_REBEL_UNITS_2iRebelUnits 2
- ▸ We will pay the price.grantsBONUS_TRIBUTE_GIVE_MONEY_AVERAGEaiYieldsTributeBase: YIELD_MONEY=-200aiYieldsTributePerUs: YIELD_MONEY=-40
The Cycle Continues
- ▸ We must be vigilant in the days ahead.(no gates or payload in XML)
The Dance of Diplomacy
- ▸ Give [character]
food to distribute to his people. Leader relationship: Owes Favor To
-100Food-35/city↗ turn grantsBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TOBONUS_FOOD_LOSS_HUGEaiGlobalYieldsBase: YIELD_FOOD=-100aiGlobalYieldsPer: YIELD_FOOD=-35 - ▸ Offer to provide engineering expertise to [character]Leader relationship: Owes Favor To
-80Civics-20/city↗ turn grantsBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TOBONUS_CIVICS_LOSS_LARGEaiGlobalYieldsBase: YIELD_CIVICS=-80aiGlobalYieldsPer: YIELD_CIVICS=-20 - ▸ Make a show of negotiating a settlement that will solve both problems while providing a gain to your own Realm as well, then reverse course and make a gift of our resources.Leader relationship: Endeared To
-80Civics-20/city↗ turn
-100Food-35/city↗ turn grantsBONUS_LEADER_ENDEARED_TOAddLeaderRelationship RELATIONSHIP_ENDEARED_TOBONUS_THE_DANCE_OF_DIPLOMACY_GIFTaeBonuses: BONUS_CIVICS_LOSS_LARGE, BONUS_FOOD_LOSS_HUGEBONUS_SET_DIPLOMAT_ARCHETYPESetArchetype TRAIT_DIPLOMAT_ARCHETYPE - ▸ Alas, at present we are not in a position to take advantage of these intelligences.+40 XP to the charactergrantsBONUS_XP_CHARACTER_AVERAGEiXPCharacter 40
The Drunken Army
- ▸ I should be more careful with my
wine. Gain trait: DrunkGain trait: IllgrantsBONUS_EVENTOPTION_RALLY_THE_DRUNKEN_ARMY_OPTION_0_CHARACTER_1aeAddTraits: TRAIT_DRUNK, TRAIT_ILLBONUS_EVENTOPTION_RALLY_THE_DRUNKEN_ARMY_OPTION_0_UNITiHPUnit -10
The Favored Family
- ▸ 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 grantsBONUS_EVENTOPTION_DEVOTED_FAMILY_OPTION_0_RELIGIONMemory MEMORYRELIGION_SHOWED_DEVOTIONBONUS_EVENTOPTION_DEVOTED_FAMILY_OPTION_0_FAMILYMemory MEMORYFAMILY_RECEIVED_GIFTBONUS_MONEY_LOSS_LARGEaiGlobalYieldsBase: YIELD_MONEY=-240aiGlobalYieldsPer: YIELD_MONEY=-60◇ grants a memory no event currently keys off - ▸ We cannot lend our support right now.(no gates or payload in XML)
The Fighting Class
- ▸ Permit the fighting class to form an assembly.Begin project: Consular TribunesgrantsBONUS_EVENTOPTION_THE_FIGHTING_CLASS_OPTION_0_CITYaeAddProjects: PROJECT_CONSULAR_TRIBUNES
- ▸ Reevaluate our laws for better representation.Progress ambition: Professional Army
+40Civics+10/city↗ turn grantsBONUS_EVENTOPTION_THE_FIGHTING_CLASS_OPTION_1_CHARACTERAmbition GOAL_PROFESSIONAL_ARMYaeBonuses: BONUS_CIVICS_GAIN_SMALL - ▸ Provide the masses with a short-lived distraction.
-120Money-30/city↗ turnBegin project: Festival II grantsBONUS_MONEY_LOSS_SMALLaiGlobalYieldsBase: YIELD_MONEY=-120aiGlobalYieldsPer: YIELD_MONEY=-30BONUS_EVENTOPTION_THE_FIGHTING_CLASS_OPTION_2_CITYaeAddProjects: PROJECT_FESTIVAL_2
The Finger
- ▸ Return the finger to his family.-1 CouragegrantsBONUS_LOSE_COURAGE_1aiRatings: RATING_COURAGE=-1
- ▸ Resolve50%Progress ambition: Six AgentsRemembered: Recent Ambition (7 turns)+20 XP to the character50%Progress ambition: Four Agent NetworksRemembered: Recent Ambition (7 turns)+20 XP to the charactergrants50% BONUS_EVENTOPTION_THE_FINGER_AMBITION_SIX_AGENTSaeBonuses: BONUS_AMBITION_SIX_AGENTS, BONUS_XP_CHARACTER_SMALL50% BONUS_EVENTOPTION_THE_FINGER_FOUR_AGENT_NETWORKSaeBonuses: BONUS_AMBITION_FOUR_AGENT_NETWORKS, BONUS_XP_CHARACTER_SMALL
The Forgotten Prophet
- ▸ Try to find other texts that mention the prophet.+1 WisdomgrantsBONUS_GAIN_WISDOM_1aiRatings: RATING_WISDOM=1↳ may trigger: The Forgotten Prophet
- ▸ Ignore the strange phrase.+20 XP to the charactergrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20
The Gifted of Mani
- ▸ 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)grantsBONUS_EVENTOPTION_THE_GIFTED_OF_MANI_REFUSE_CHARACTER_0aiRatings: RATING_WISDOM=1, RATING_CHARISMA=-1, RATING_DISCIPLINE=1BONUS_EVENTOPTION_THE_GIFTED_OF_MANI_REFUSE_RELIGIONMemory MEMORYRELIGION_DISCOURAGED_RELIGIOUS_PRACTICE◇ grants a memory no event currently keys off
- ▸ Ignore the court’s concerns and allow him to continue on this path.Gain trait: AsceticRemembered: Encouraged religious practice (+80 opinion for 20 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_THE_GIFTED_OF_MANI_ACCEPT_CHARACTER_0aeAddTraits: TRAIT_ASCETICBONUS_EVENTOPTION_THE_GIFTED_OF_MANI_ACCEPT_RELIGIONMemory MEMORYRELIGION_ENCOURAGED_RELIGIOUS_PRACTICE◇ grants a memory no event currently keys off
The Great Divide
- ▸ Accept [character]’s decision.Leader relationship: Influenced BygrantsBONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
- ▸ Tell him to get over it.Leader relationship: Disappointed WithConverts to the target religiongrantsBONUS_LEADER_DISAPPOINTED_WITHAddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITHBONUS_EVENTOPTION_CONVERT_S0iConvertReligionSubject 0
- ▸ Start planning to install [character] as the head of [religion].Converts to the target religiongated byLeaderSubject SUBJECT_CHARACTER_COVERTgrantsBONUS_EVENTOPTION_CONVERT_S0iConvertReligionSubject 0
The Happy Couple
- ▸ Love may always win, but few win this decisively.(no gates or payload in XML)
The Happy Couple
- ▸ Love may always win, but few win this decisively.Leader relationship: Plotting AgainstgrantsBONUS_MASTER_OF_CEREMONIES_AND_PLOTTINGaeBonuses: BONUS_MASTER_OF_CEREMONIES, BONUS_LEADER_PLOTTING_AGAINST
The Heart Grows Fonder
- ▸ It’s good to have you back.grantsBONUS_LEADER_ESTRANGED_FROM_REMOVERemoveLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
The Help of Another
- ▸ Offer to pay [character] to release the to work at your court.
-160Money-40/city↗ turnGain a Court Scholar grantsBONUS_MONEY_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=-160aiGlobalYieldsPer: YIELD_MONEY=-40BONUS_EVENTOPTION_THE_HELP_OF_ANOTHER_PAY_CHARACTER_3MakeCourtier COURTIER_SCIENTIST - ▸ Promise that you will return the favor for the's services.Leader relationship: Holds Favor FromGain a Court ScholargrantsBONUS_LEADER_HOLDS_FAVOR_FROMAddLeaderRelationship RELATIONSHIP_HOLDS_FAVOR_FROMBONUS_EVENTOPTION_THE_HELP_OF_ANOTHER_PAY_CHARACTER_3MakeCourtier COURTIER_SCIENTIST
- ▸ The court cannot spare such expenses right now.+20 XP to the charactergrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20
The Help of Another
- ▸ Offer to pay [character] to release the to work at your court.
-160Money-40/city↗ turnGain a Court Scholar grantsBONUS_MONEY_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=-160aiGlobalYieldsPer: YIELD_MONEY=-40BONUS_EVENTOPTION_THE_HELP_OF_ANOTHER_PAY_CHARACTER_3MakeCourtier COURTIER_SCIENTIST - ▸ Promise that you will return the favor for the's services.Leader relationship: Holds Favor FromGain a Court ScholargrantsBONUS_LEADER_HOLDS_FAVOR_FROMAddLeaderRelationship RELATIONSHIP_HOLDS_FAVOR_FROMBONUS_EVENTOPTION_THE_HELP_OF_ANOTHER_PAY_CHARACTER_3MakeCourtier COURTIER_SCIENTIST
- ▸ The court cannot spare such expenses right now.+20 XP to the charactergrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20
The Help of Another
- ▸ Offer to pay [character] to release the to work at your court.
-160Money-40/city↗ turnGain a Court Scholar grantsBONUS_MONEY_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=-160aiGlobalYieldsPer: YIELD_MONEY=-40BONUS_EVENTOPTION_THE_HELP_OF_ANOTHER_PAY_CHARACTER_3MakeCourtier COURTIER_SCIENTIST - ▸ Promise that you will return the favor for the's services.Leader relationship: Holds Favor FromGain a Court ScholargrantsBONUS_LEADER_HOLDS_FAVOR_FROMAddLeaderRelationship RELATIONSHIP_HOLDS_FAVOR_FROMBONUS_EVENTOPTION_THE_HELP_OF_ANOTHER_PAY_CHARACTER_3MakeCourtier COURTIER_SCIENTIST
- ▸ The court cannot spare such expenses right now.+20 XP to the charactergrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20
The Help of Another
- ▸ Offer to pay [character] to release the to work at your court.
-160Money-40/city↗ turnGain a Court Scholar grantsBONUS_MONEY_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=-160aiGlobalYieldsPer: YIELD_MONEY=-40BONUS_EVENTOPTION_THE_HELP_OF_ANOTHER_PAY_CHARACTER_3MakeCourtier COURTIER_SCIENTIST - ▸ Promise that you will return the favor for the's services.Leader relationship: Holds Favor FromGain a Court ScholargrantsBONUS_LEADER_HOLDS_FAVOR_FROMAddLeaderRelationship RELATIONSHIP_HOLDS_FAVOR_FROMBONUS_EVENTOPTION_THE_HELP_OF_ANOTHER_PAY_CHARACTER_3MakeCourtier COURTIER_SCIENTIST
- ▸ The court cannot spare such expenses right now.+20 XP to the charactergrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20
The High Synod
- ▸ 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 LegitimacygrantsBONUS_EVENTOPTION_RELIGION_OPINION_GOODMemory MEMORYRELIGION_RELIGION_OPINION_GOODBONUS_HIGH_SYNODiLegitimacy -2◇ grants a memory no event currently keys off
- ▸ Our initial gesture is sufficient for now.+20 XP to the charactergrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20
The Hunt Continues
- ▸ The hunt is on!
+40Civics+10/city↗ turn+60 XP to the character grantsBONUS_CIVICS_GAIN_SMALLaiGlobalYieldsBase: YIELD_CIVICS=40aiGlobalYieldsPer: YIELD_CIVICS=10BONUS_XP_CHARACTER_LARGEiXPCharacter 60
The Laws of our God
- ▸ 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)grantsBONUS_CHARACTER_PURSUED_AMBITIONMemory MEMORYCHARACTER_ACCEPTED_AMBITIONBONUS_AMBITION_ESTABLISH_THEOLOGYAmbition GOAL_ESTABLISH_THEOLOGYaeBonuses: BONUS_RECENT_AMBITION◇ grants a memory no event currently keys off
- ▸ Send some of your finest scribes to tutor [character].Gain trait: EducatedgrantsBONUS_GIVE_TRAIT_EDUCATEDaeAddTraits: TRAIT_EDUCATED
- ▸ Pay a learned scholar to join the court.
-320Money-80/city↗ turnGain a Court Scholar grantsBONUS_EVENTOPTION_COURTIER_B2_SCIENTISTaeBonuses: BONUS_MONEY_LOSS_HUGE, BONUS_ADD_GREAT_SCIENTIST
The Lion
- ▸ Allow him to learn about lions from scholarly reports.Gain trait: Timid+1 WisdomgrantsBONUS_EVENTOPTION_TUTOR_THE_LION_OPTION_0_CHARACTER_0aeAddTraits: TRAIT_TIMIDaeBonuses: BONUS_GAIN_WISDOM_1
- ▸ Command him to examine the lion personally.Gain trait: Foolish+1 CouragegrantsBONUS_EVENTOPTION_TUTOR_THE_LION_OPTION_1_CHARACTER_0aeAddTraits: TRAIT_FOOLISHaeBonuses: BONUS_GAIN_COURAGE_1
The Lute Player
- ▸ We will commission a song honoring [character].+30–300 Culture (by city tier)grantsBONUS_CULTURE_GAIN_AVERAGEaaiCultureYield: 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)grantsBONUS_EVENTOPTION_THE_LUTE_PLAYER_OPTION_1_FAMILYMemory MEMORYFAMILY_THE_LUTE_PLAYERBONUS_EVENTOPTION_THE_LUTE_PLAYER_OPTION_1_RESOURCEiTradeResourceToSubject 1◇ grants a memory no event currently keys off
The Queen's Claim
- ▸ I don't care what she claims. It is not my child.The marriage is dissolvedgrantsBONUS_EVENTOPTION_DIVORCE_THE_QUEENS_CLAIMS_OPTION_0_CHARACTER_1iDivorcedBySubject 0bHaveBastard 1
- ▸ Tell the doctors to consult the calendars.
-4Orders↗ turnLeader relationship: Suspicious Of grantsBONUS_ORDERS_LOSS_SMALLaiGlobalYieldsBase: YIELD_ORDERS=-4BONUS_LEADER_SUSPICIOUS_OFAddLeaderRelationship RELATIONSHIP_SUSPICIOUS_OF - ▸ Give [character] some
gold to change his story.
-160Money-40/city↗ turnThe marriage is dissolvedLeader relationship: Endeared To gated byLeaderSubject SUBJECT_CHARACTER_COVERTgrantsBONUS_MONEY_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=-160aiGlobalYieldsPer: YIELD_MONEY=-40BONUS_EVENTOPTION_DIVORCE_THE_QUEENS_CLAIMS_OPTION_2_CHARACTER_1AddLeaderRelationship RELATIONSHIP_ENDEARED_TOiDivorcedBySubject 0
The Schism of Marriage
- ▸ Continue, no matter the cost.The marriage is dissolvedRemembered: Divorced religious spouse (-80 opinion for 20 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_THE_SCHISM_OF_MARRIAGE_CONTINUE_CHARACTER_0iDivorcedBySubject 0BONUS_EVENTOPTION_THE_SCHISM_OF_MARRIAGE_CONTINUE_RELIGIONMemory MEMORYRELIGION_DIVORCED_SPOUSE_RELIGIOUS◇ grants a memory no event currently keys off
- ▸ Recant your request for a divorce.Leader relationship: Suspicious OfRemembered: Stayed with spouse (+20 opinion for 40 turns)(no event currently keys off this)grantsBONUS_LEADER_SUSPICIOUS_OFAddLeaderRelationship RELATIONSHIP_SUSPICIOUS_OFBONUS_EVENTOPTION_THE_SCHISM_OF_MARRIAGE_RECANT_RELIGIONMemory MEMORYRELIGION_STAYED_WITH_SPOUSE◇ grants a memory no event currently keys off
The Seer's Teachings
- ▸ I'm sure [character] knows what he is doing.Gain a random traitgrantsBONUS_EVENTOPTION_SEERS_TEACHINGaeRandomTraitDelay: TRAIT_RIGHTEOUS, TRAIT_DIVINE, TRAIT_SUPERSTITIOUS
- ▸ Take a closer look at this troublesome quack.Gain a random traitgrantsBONUS_EVENTOPTION_RUINS_PROPHECY_OPTION_1_CHARACTERaeRandomTraitDelay: TRAIT_BLESSED, TRAIT_INSPIRING, TRAIT_CURSEDaeRandomTraitText: TEXT_BONUS_EVENTOPTION_RUINS_PROPHECY_BLESSED, TEXT_BONUS_EVENTOPTION_RUINS_PROPHECY_INSPIRING, TEXT_BONUS_EVENTOPTION_RUINS_PROPHECY_CURSED
The Slave King
- ▸ Let [city] burn.2 rebel units appear
+60Discontenteach city↗ turn grantsBONUS_EVENTOPTION_INSURRECTION_THE_SLAVE_KING_OPTION_0_CITYiRebelUnits 2aeBonuses: BONUS_DISCONTENT_GAIN_SMALL
The Temptation of Marriage
- ▸ Agree to convert to [religion].Converts to the target religiongrantsBONUS_MARRY_S0iMarrySubject 0BONUS_EVENTOPTION_CONVERT_S1iConvertReligionSubject 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)grantsBONUS_LEADER_DISAPPOINTED_WITHAddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITHBONUS_MARRY_S0iMarrySubject 0BONUS_EVENTOPTION_THE_TEMPTATION_OF_MARRIAGE_NO_RELIGION_1Memory MEMORYRELIGION_REFUSED_TEMPTATION◇ grants a memory no event currently keys off
- ▸ Rethink the marriage plans.Remembered: Refused temptation (+80 opinion for 20 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_THE_TEMPTATION_OF_MARRIAGE_NO_RELIGION_1Memory MEMORYRELIGION_REFUSED_TEMPTATION◇ grants a memory no event currently keys off
The Things We Do
- ▸ This is what it takes to rule.Loses trait: CompassionateGain a random traitgrantsBONUS_EVENTOPTION_WHAT_LENGTHS_0aeRandomTraitDelay: TRAIT_BITTER, TRAIT_RUTHLESSaeRemoveTraits: TRAIT_COMPASSIONATE
- ▸ I do what I must, even if I do not like it.Leader relationship: Estranged FromgrantsBONUS_LEADER_ESTRANGED_FROMAddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
The Third Man
- ▸ 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)grantsBONUS_MISSIONRESULT_MOVE_NETWORK_SUCCESSiMoveNetworkCitySubject 0BONUS_EVENTOPTION_THE_THIRD_MAN_OPTION_0_PLAYERMemory MEMORYPLAYER_GIFTED_TECHBONUS_EVENTOPTION_THE_THIRD_MAN_OPTION_0_TECHiAcquireTechSubject 2◇ grants a memory no event currently keys off
- ▸ Withdraw [character] in exchange for information.
+40Science+10/city↗ turn grantsBONUS_SCIENCE_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_SCIENCE=40aiGlobalYieldsPer: 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)grantsBONUS_MISSIONRESULT_MOVE_NETWORK_SUCCESSiMoveNetworkCitySubject 0BONUS_EVENTOPTION_THE_THIRD_MAN_OPTION_2_PLAYERMemory MEMORYPLAYER_WARNED_AGAINST_MEDDLING◇ grants a memory no event currently keys off
The Weakness of Strength
- ▸ I will not back down. We fight!+2 Courage-1 DisciplinegrantsBONUS_EVENTOPTION_THE_WEAKNESS_OF_STRENGTH_OPTION_0_CHARACTERaiRatings: RATING_COURAGE=2, RATING_DISCIPLINE=-1
- ▸ This was a bad idea. Let's never do it again.Gain trait: Fierce-1 DisciplinegrantsBONUS_EVENTOPTION_THE_WEAKNESS_OF_STRENGTH_OPTION_1_CHARACTERaeBonuses: 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: Humblegated byLeaderSubjectAny SUBJECT_TACTICIAN / SUBJECT_SWIFTgrantsBONUS_XP_CHARACTER_AVERAGEiXPCharacter 40BONUS_GIVE_TRAIT_HUMBLEaeAddTraits: TRAIT_HUMBLE
The Will of the Profit
- ▸ The world moves on the back of trade.Remembered: Player Offer (5 turns)Gain trait: ProsperousGain trait: ProsperousgrantsBONUS_PLAYER_PEACEDiplomacyPlayerFrom DIPLOMACY_PEACEaeBonuses: BONUS_PLAYER_OFFERBONUS_GIVE_TRAIT_PROSPEROUSaeAddTraits: TRAIT_PROSPEROUSBONUS_GIVE_TRAIT_PROSPEROUSaeAddTraits: TRAIT_PROSPEROUS
The Witness
- ▸ Divorce is not good enough for [character].Gain trait: RuthlessThe character is killedLeader relationship: Assassinated ByRemembered: Assassination exposed (-80 opinion for 40 turns)(no event currently keys off this)grantsBONUS_GIVE_TRAIT_RUTHLESSaeAddTraits: TRAIT_RUTHLESSBONUS_KILL_CHARACTER_MURDEREDAddLeaderRelationship RELATIONSHIP_ASSASSINATED_BYbKillCharacter 1aeBonuses: BONUS_ASSASSINATION_EXPOSED◇ grants a memory no event currently keys off
- ▸ Once I have signed, execute all the servants.Gain trait: BloodthirstygrantsBONUS_GIVE_TRAIT_BLOODTHIRSTYaeAddTraits: TRAIT_BLOODTHIRSTY
- ▸ Leave him on an island to live his remaining days alone.Gain trait: RomanticGain trait: MiserableGain trait: ExiledgrantsBONUS_GIVE_TRAIT_ROMANTICaeAddTraits: TRAIT_ROMANTICBONUS_EVENTOPTION_TRAIT_THE_WITNESS_OPTION_2_CHARACTER_1aeAddTraits: TRAIT_MISERABLE, TRAIT_EXILED
- ▸ I will do nothing, rather than stoop to his level.Gain trait: GraciousLeader relationship: Plotting AgainstgrantsBONUS_GIVE_TRAIT_GRACIOUSaeAddTraits: TRAIT_GRACIOUSBONUS_LEADER_PLOTTING_AGAINSTAddLeaderRelationship RELATIONSHIP_PLOTTING_AGAINST
The [tribe], Unleashed
- ▸ We must pay Tribute to the [tribe].grantsBONUS_TRIBUTE_GIVE_IRON_SMALLaiYieldsTributeBase: YIELD_IRON=-50aiYieldsTributePerUs: YIELD_IRON=-10
- ▸ This was bound to happen eventually.
+6Orders↗ turnRemembered: Tribe Offer (5 turns) grantsBONUS_ORDERS_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_ORDERS=6BONUS_TRIBAL_INVASIONbTribeInvade 1aeBonuses: BONUS_TRIBE_OFFER - ▸ We will hold an emergency summit with [character].Leader relationship: Influenced By
-20Civics-5/city↗ turn gated byLeaderSubject SUBJECT_DIPLOMATgrantsBONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BYBONUS_CIVICS_LOSS_TINYaiGlobalYieldsBase: YIELD_CIVICS=-20aiGlobalYieldsPer: YIELD_CIVICS=-5
Theological Letters
- ▸ Yes, [character] is a good friend.Leader relationship: Endeared To
-40Civics-10/city↗ turn grantsBONUS_LEADER_ENDEARED_TOAddLeaderRelationship RELATIONSHIP_ENDEARED_TOBONUS_CIVICS_LOSS_SMALLaiGlobalYieldsBase: YIELD_CIVICS=-40aiGlobalYieldsPer: YIELD_CIVICS=-10 - ▸ Maintain a light correspondence.Leader relationship: Influenced By
-20Civics-5/city↗ turn grantsBONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BYBONUS_CIVICS_LOSS_TINYaiGlobalYieldsBase: YIELD_CIVICS=-20aiGlobalYieldsPer: YIELD_CIVICS=-5 - ▸ His acceptance of [religion] is enough.Leader relationship: Estranged FromgrantsBONUS_LEADER_ESTRANGED_FROMAddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
Thrown Roses
- ▸ Our forces are ready for anything.Gain trait: InspiringgrantsBONUS_GIVE_TRAIT_INSPIRINGaeAddTraits: TRAIT_INSPIRING
- ▸ Allow my admirers to approach and touch me.Gain a random traitgated byLeaderSubject SUBJECT_CHARACTER_VAINgrantsBONUS_EVENTOPTION_RALLY_ROSES_OPTION_1_CHARACTERaeRandomTraitDelay: TRAIT_FAMOUS, TRAIT_DIVINE
Thus Spoke Zoroaster
- ▸ The Avesta should be written down.Leader relationship: Disappointed WithFree law: CalligraphygrantsBONUS_LEADER_DISAPPOINTED_WITHAddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITHBONUS_EVENTOPTION_THUS_SPOKE_ZOROASTERFreeLaw LAW_CALLIGRAPHY
- ▸ Keep the oral tradition alive.Leader relationship: Endeared To+30–300 Culture (by city tier)grantsBONUS_LEADER_ENDEARED_TOAddLeaderRelationship RELATIONSHIP_ENDEARED_TOBONUS_CULTURE_GAIN_AVERAGEaaiCultureYield: CULTURE_WEAK[YIELD_CULTURE=30], CULTURE_DEVELOPING[YIELD_CULTURE=60], CULTURE_STRONG[YIELD_CULTURE=120], CULTURE_LEGENDARY[YIELD_CULTURE=300]
Too Much Attention
- ▸ I must refuse. He misunderstood by intentions.Leader relationship: Disappointed WithLeader relationship: Endeared TograntsBONUS_LEADER_DISAPPOINTED_WITHAddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITHBONUS_LEADER_ENDEARED_TOAddLeaderRelationship RELATIONSHIP_ENDEARED_TO
- ▸ If it will win over his Family, then I will do it.Leader relationship: Lover OfLeader relationship: Suspicious OfgrantsBONUS_LEADER_LOVER_OFAddLeaderRelationship RELATIONSHIP_LOVER_OFBONUS_LEADER_SUSPICIOUS_OFAddLeaderRelationship RELATIONSHIP_SUSPICIOUS_OF
- ▸ Of course, but it will be our little secret.Leader relationship: Lover OfGain trait: Boldgated byLeaderSubject SUBJECT_ROMANTICgrantsBONUS_LEADER_LOVER_OFAddLeaderRelationship RELATIONSHIP_LOVER_OFBONUS_GIVE_TRAIT_BOLDaeAddTraits: TRAIT_BOLD
Tortured Assassin
- ▸ We will try as many times as needed.grantsBONUS_EVENTOPTION_TORTURED_ASSASSIN_OPTION_1_ASSASSINATEMission MISSION_ASSASSINATEiMissionSubject 0bMissionFree 1
- ▸ Get the assassin to tell you everything he learned about [character]'s defences.
+80Training+20/city↗ turn grantsBONUS_TRAINING_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_TRAINING=80aiGlobalYieldsPer: YIELD_TRAINING=20 - ▸ Chastise [character] for allowing such a mistake.+1 DisciplinegrantsBONUS_GAIN_DISCIPLINE_1aiRatings: RATING_DISCIPLINE=1
Trade Mission
- ▸ Resolve3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)grants3% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_ORDERSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=500, YIELD_ORDERS=-203% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_CIVICSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=500, YIELD_CIVICS=-803% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_ORDERSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=100, YIELD_ORDERS=-203% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_CIVICSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=100, YIELD_CIVICS=-803% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_ORDERSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=100, YIELD_ORDERS=-203% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_CIVICSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=100, YIELD_CIVICS=-803% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_ORDERSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=100, YIELD_ORDERS=-203% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_CIVICSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=100, YIELD_CIVICS=-803% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_ORDERSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=100, YIELD_ORDERS=-203% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_CIVICSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=100, YIELD_CIVICS=-803% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_TRAININGMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=500, YIELD_TRAINING=-1603% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_SCIENCEMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=500, YIELD_SCIENCE=-403% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_TRAININGMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=100, YIELD_TRAINING=-1603% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_SCIENCEMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=100, YIELD_SCIENCE=-403% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_TRAININGMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=100, YIELD_TRAINING=-1603% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_SCIENCEMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=100, YIELD_SCIENCE=-403% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_TRAININGMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=100, YIELD_TRAINING=-1603% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_SCIENCEMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=100, YIELD_SCIENCE=-403% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_TRAININGMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=100, YIELD_TRAINING=-1603% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_SCIENCEMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=100, YIELD_SCIENCE=-403% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_MONEYMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=-1000, YIELD_ORDERS=103% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_MONEYMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=-1000, YIELD_CIVICS=403% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_FOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=-200, YIELD_ORDERS=103% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_FOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=-200, YIELD_CIVICS=403% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_IRONMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=-200, YIELD_ORDERS=103% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_IRONMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=-200, YIELD_CIVICS=403% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_WOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=-200, YIELD_ORDERS=103% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_WOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=-200, YIELD_CIVICS=403% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_STONEMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=-200, YIELD_ORDERS=103% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_STONEMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=-200, YIELD_CIVICS=403% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_MONEYMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=-1000, YIELD_TRAINING=803% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_MONEYMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=-1000, YIELD_SCIENCE=203% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_FOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=-200, YIELD_TRAINING=803% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_FOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=-200, YIELD_SCIENCE=203% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_IRONMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=-200, YIELD_TRAINING=803% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_IRONMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=-200, YIELD_SCIENCE=203% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_WOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=-200, YIELD_TRAINING=803% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_WOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=-200, YIELD_SCIENCE=203% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_STONEMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=-200, YIELD_TRAINING=803% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_STONEMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=-200, YIELD_SCIENCE=20
- ▸ Resolve3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)grants3% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_ORDERSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=500, YIELD_ORDERS=-203% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_CIVICSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=500, YIELD_CIVICS=-803% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_ORDERSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=100, YIELD_ORDERS=-203% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_CIVICSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=100, YIELD_CIVICS=-803% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_ORDERSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=100, YIELD_ORDERS=-203% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_CIVICSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=100, YIELD_CIVICS=-803% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_ORDERSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=100, YIELD_ORDERS=-203% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_CIVICSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=100, YIELD_CIVICS=-803% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_ORDERSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=100, YIELD_ORDERS=-203% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_CIVICSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=100, YIELD_CIVICS=-803% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_TRAININGMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=500, YIELD_TRAINING=-1603% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_SCIENCEMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=500, YIELD_SCIENCE=-403% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_TRAININGMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=100, YIELD_TRAINING=-1603% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_SCIENCEMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=100, YIELD_SCIENCE=-403% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_TRAININGMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=100, YIELD_TRAINING=-1603% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_SCIENCEMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=100, YIELD_SCIENCE=-403% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_TRAININGMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=100, YIELD_TRAINING=-1603% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_SCIENCEMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=100, YIELD_SCIENCE=-403% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_TRAININGMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=100, YIELD_TRAINING=-1603% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_SCIENCEMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=100, YIELD_SCIENCE=-403% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_MONEYMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=-1000, YIELD_ORDERS=103% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_MONEYMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=-1000, YIELD_CIVICS=403% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_FOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=-200, YIELD_ORDERS=103% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_FOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=-200, YIELD_CIVICS=403% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_IRONMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=-200, YIELD_ORDERS=103% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_IRONMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=-200, YIELD_CIVICS=403% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_WOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=-200, YIELD_ORDERS=103% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_WOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=-200, YIELD_CIVICS=403% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_STONEMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=-200, YIELD_ORDERS=103% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_STONEMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=-200, YIELD_CIVICS=403% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_MONEYMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=-1000, YIELD_TRAINING=803% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_MONEYMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=-1000, YIELD_SCIENCE=203% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_FOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=-200, YIELD_TRAINING=803% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_FOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=-200, YIELD_SCIENCE=203% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_IRONMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=-200, YIELD_TRAINING=803% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_IRONMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=-200, YIELD_SCIENCE=203% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_WOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=-200, YIELD_TRAINING=803% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_WOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=-200, YIELD_SCIENCE=203% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_STONEMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=-200, YIELD_TRAINING=803% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_STONEMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=-200, YIELD_SCIENCE=20
- ▸ For now, we prefer not to trade.(no gates or payload in XML)
Trade Mission
- ▸ 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 grantsBONUS_EVENTOPTION_TRADE_MISSION_YES_FAILMemory MEMORYPLAYER_EVENTOPTION_TRADE_MISSION_YES_FAILBONUS_MONEY_LOSS_LARGEaiGlobalYieldsBase: YIELD_MONEY=-240aiGlobalYieldsPer: YIELD_MONEY=-60◇ grants a memory no event currently keys off - ▸ We will not be extorted!+20 XP to the charactergrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20
Trade Mission
- ▸ Resolve3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)grants3% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_ORDERSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=500, YIELD_ORDERS=-203% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_CIVICSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=500, YIELD_CIVICS=-803% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_ORDERSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=100, YIELD_ORDERS=-203% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_CIVICSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=100, YIELD_CIVICS=-803% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_ORDERSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=100, YIELD_ORDERS=-203% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_CIVICSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=100, YIELD_CIVICS=-803% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_ORDERSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=100, YIELD_ORDERS=-203% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_CIVICSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=100, YIELD_CIVICS=-803% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_ORDERSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=100, YIELD_ORDERS=-203% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_CIVICSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=100, YIELD_CIVICS=-803% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_TRAININGMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=500, YIELD_TRAINING=-1603% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_SCIENCEMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=500, YIELD_SCIENCE=-403% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_TRAININGMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=100, YIELD_TRAINING=-1603% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_SCIENCEMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=100, YIELD_SCIENCE=-403% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_TRAININGMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=100, YIELD_TRAINING=-1603% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_SCIENCEMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=100, YIELD_SCIENCE=-403% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_TRAININGMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=100, YIELD_TRAINING=-1603% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_SCIENCEMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=100, YIELD_SCIENCE=-403% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_TRAININGMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=100, YIELD_TRAINING=-1603% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_SCIENCEMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=100, YIELD_SCIENCE=-403% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_MONEYMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=-1000, YIELD_ORDERS=103% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_MONEYMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=-1000, YIELD_CIVICS=403% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_FOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=-200, YIELD_ORDERS=103% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_FOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=-200, YIELD_CIVICS=403% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_IRONMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=-200, YIELD_ORDERS=103% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_IRONMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=-200, YIELD_CIVICS=403% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_WOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=-200, YIELD_ORDERS=103% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_WOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=-200, YIELD_CIVICS=403% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_STONEMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=-200, YIELD_ORDERS=103% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_STONEMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=-200, YIELD_CIVICS=403% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_MONEYMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=-1000, YIELD_TRAINING=803% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_MONEYMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=-1000, YIELD_SCIENCE=203% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_FOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=-200, YIELD_TRAINING=803% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_FOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=-200, YIELD_SCIENCE=203% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_IRONMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=-200, YIELD_TRAINING=803% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_IRONMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=-200, YIELD_SCIENCE=203% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_WOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=-200, YIELD_TRAINING=803% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_WOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=-200, YIELD_SCIENCE=203% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_STONEMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=-200, YIELD_TRAINING=803% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_STONEMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=-200, YIELD_SCIENCE=20
- ▸ Resolve3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)grants3% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_ORDERSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=500, YIELD_ORDERS=-203% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_CIVICSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=500, YIELD_CIVICS=-803% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_ORDERSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=100, YIELD_ORDERS=-203% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_CIVICSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=100, YIELD_CIVICS=-803% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_ORDERSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=100, YIELD_ORDERS=-203% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_CIVICSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=100, YIELD_CIVICS=-803% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_ORDERSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=100, YIELD_ORDERS=-203% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_CIVICSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=100, YIELD_CIVICS=-803% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_ORDERSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=100, YIELD_ORDERS=-203% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_CIVICSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=100, YIELD_CIVICS=-803% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_TRAININGMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=500, YIELD_TRAINING=-1603% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_SCIENCEMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=500, YIELD_SCIENCE=-403% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_TRAININGMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=100, YIELD_TRAINING=-1603% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_SCIENCEMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=100, YIELD_SCIENCE=-403% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_TRAININGMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=100, YIELD_TRAINING=-1603% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_SCIENCEMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=100, YIELD_SCIENCE=-403% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_TRAININGMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=100, YIELD_TRAINING=-1603% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_SCIENCEMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=100, YIELD_SCIENCE=-403% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_TRAININGMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=100, YIELD_TRAINING=-1603% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_SCIENCEMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=100, YIELD_SCIENCE=-403% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_MONEYMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=-1000, YIELD_ORDERS=103% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_MONEYMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=-1000, YIELD_CIVICS=403% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_FOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=-200, YIELD_ORDERS=103% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_FOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=-200, YIELD_CIVICS=403% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_IRONMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=-200, YIELD_ORDERS=103% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_IRONMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=-200, YIELD_CIVICS=403% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_WOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=-200, YIELD_ORDERS=103% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_WOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=-200, YIELD_CIVICS=403% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_STONEMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=-200, YIELD_ORDERS=103% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_STONEMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=-200, YIELD_CIVICS=403% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_MONEYMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=-1000, YIELD_TRAINING=803% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_MONEYMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=-1000, YIELD_SCIENCE=203% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_FOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=-200, YIELD_TRAINING=803% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_FOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=-200, YIELD_SCIENCE=203% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_IRONMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=-200, YIELD_TRAINING=803% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_IRONMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=-200, YIELD_SCIENCE=203% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_WOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=-200, YIELD_TRAINING=803% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_WOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=-200, YIELD_SCIENCE=203% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_STONEMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=-200, YIELD_TRAINING=803% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_STONEMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=-200, YIELD_SCIENCE=20
- ▸ Resolve3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)grants3% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_ORDERSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=500, YIELD_ORDERS=-203% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_CIVICSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=500, YIELD_CIVICS=-803% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_ORDERSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=100, YIELD_ORDERS=-203% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_CIVICSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=100, YIELD_CIVICS=-803% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_ORDERSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=100, YIELD_ORDERS=-203% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_CIVICSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=100, YIELD_CIVICS=-803% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_ORDERSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=100, YIELD_ORDERS=-203% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_CIVICSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=100, YIELD_CIVICS=-803% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_ORDERSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=100, YIELD_ORDERS=-203% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_CIVICSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=100, YIELD_CIVICS=-803% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_TRAININGMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=500, YIELD_TRAINING=-1603% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_SCIENCEMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=500, YIELD_SCIENCE=-403% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_TRAININGMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=100, YIELD_TRAINING=-1603% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_SCIENCEMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=100, YIELD_SCIENCE=-403% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_TRAININGMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=100, YIELD_TRAINING=-1603% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_SCIENCEMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=100, YIELD_SCIENCE=-403% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_TRAININGMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=100, YIELD_TRAINING=-1603% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_SCIENCEMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=100, YIELD_SCIENCE=-403% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_TRAININGMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=100, YIELD_TRAINING=-1603% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_SCIENCEMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=100, YIELD_SCIENCE=-403% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_MONEYMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=-1000, YIELD_ORDERS=103% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_MONEYMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=-1000, YIELD_CIVICS=403% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_FOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=-200, YIELD_ORDERS=103% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_FOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=-200, YIELD_CIVICS=403% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_IRONMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=-200, YIELD_ORDERS=103% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_IRONMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=-200, YIELD_CIVICS=403% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_WOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=-200, YIELD_ORDERS=103% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_WOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=-200, YIELD_CIVICS=403% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_STONEMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=-200, YIELD_ORDERS=103% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_STONEMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=-200, YIELD_CIVICS=403% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_MONEYMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=-1000, YIELD_TRAINING=803% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_MONEYMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=-1000, YIELD_SCIENCE=203% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_FOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=-200, YIELD_TRAINING=803% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_FOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=-200, YIELD_SCIENCE=203% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_IRONMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=-200, YIELD_TRAINING=803% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_IRONMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=-200, YIELD_SCIENCE=203% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_WOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=-200, YIELD_TRAINING=803% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_WOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=-200, YIELD_SCIENCE=203% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_STONEMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=-200, YIELD_TRAINING=803% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_STONEMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=-200, YIELD_SCIENCE=20
- ▸ For now, we prefer not to trade.(no gates or payload in XML)
Trade Mission
- ▸ Resolve10%Remembered: New Trade Deal (+40 opinion for 20 turns)10%Remembered: New Trade Deal (+40 opinion for 20 turns)10%Remembered: New Trade Deal (+40 opinion for 20 turns)10%Remembered: New Trade Deal (+40 opinion for 20 turns)10%Remembered: New Trade Deal (+40 opinion for 20 turns)10%Remembered: New Trade Deal (+40 opinion for 20 turns)10%Remembered: New Trade Deal (+40 opinion for 20 turns)10%Remembered: New Trade Deal (+40 opinion for 20 turns)10%Remembered: New Trade Deal (+40 opinion for 20 turns)10%Remembered: New Trade Deal (+40 opinion for 20 turns)grants10% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_MONEY_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=-500, YIELD_ORDERS=1010% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_FOOD_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=-100, YIELD_ORDERS=1010% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_IRON_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=-100, YIELD_ORDERS=1010% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_WOOD_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=-100, YIELD_ORDERS=1010% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_STONE_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=-100, YIELD_ORDERS=1010% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_ORDERS_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=500, YIELD_ORDERS=-1010% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_ORDERS_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=100, YIELD_ORDERS=-1010% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_ORDERS_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=100, YIELD_ORDERS=-1010% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_ORDERS_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=100, YIELD_ORDERS=-1010% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_ORDERS_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=100, YIELD_ORDERS=-10
- ▸ Resolve10%Remembered: New Trade Deal (+40 opinion for 20 turns)10%Remembered: New Trade Deal (+40 opinion for 20 turns)10%Remembered: New Trade Deal (+40 opinion for 20 turns)10%Remembered: New Trade Deal (+40 opinion for 20 turns)10%Remembered: New Trade Deal (+40 opinion for 20 turns)10%Remembered: New Trade Deal (+40 opinion for 20 turns)10%Remembered: New Trade Deal (+40 opinion for 20 turns)10%Remembered: New Trade Deal (+40 opinion for 20 turns)10%Remembered: New Trade Deal (+40 opinion for 20 turns)10%Remembered: New Trade Deal (+40 opinion for 20 turns)grants10% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_MONEY_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=-500, YIELD_SCIENCE=2010% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_FOOD_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=-100, YIELD_SCIENCE=2010% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_IRON_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=-100, YIELD_SCIENCE=2010% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_WOOD_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=-100, YIELD_SCIENCE=2010% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_STONE_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=-100, YIELD_SCIENCE=2010% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_SCIENCE_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=500, YIELD_SCIENCE=-2010% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_SCIENCE_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=100, YIELD_SCIENCE=-2010% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_SCIENCE_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=100, YIELD_SCIENCE=-2010% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_SCIENCE_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=100, YIELD_SCIENCE=-2010% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_SCIENCE_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=100, YIELD_SCIENCE=-20
- ▸ Resolve10%Remembered: New Trade Deal (+40 opinion for 20 turns)10%Remembered: New Trade Deal (+40 opinion for 20 turns)10%Remembered: New Trade Deal (+40 opinion for 20 turns)10%Remembered: New Trade Deal (+40 opinion for 20 turns)10%Remembered: New Trade Deal (+40 opinion for 20 turns)10%Remembered: New Trade Deal (+40 opinion for 20 turns)10%Remembered: New Trade Deal (+40 opinion for 20 turns)10%Remembered: New Trade Deal (+40 opinion for 20 turns)10%Remembered: New Trade Deal (+40 opinion for 20 turns)10%Remembered: New Trade Deal (+40 opinion for 20 turns)grants10% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_MONEY_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=-500, YIELD_CIVICS=4010% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_FOOD_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=-100, YIELD_CIVICS=4010% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_IRON_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=-100, YIELD_CIVICS=4010% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_WOOD_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=-100, YIELD_CIVICS=4010% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_STONE_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=-100, YIELD_CIVICS=4010% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_CIVICS_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=500, YIELD_CIVICS=-4010% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_CIVICS_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=100, YIELD_CIVICS=-4010% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_CIVICS_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=100, YIELD_CIVICS=-4010% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_CIVICS_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=100, YIELD_CIVICS=-4010% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_CIVICS_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=100, YIELD_CIVICS=-40
- ▸ Resolve10%Remembered: New Trade Deal (+40 opinion for 20 turns)10%Remembered: New Trade Deal (+40 opinion for 20 turns)10%Remembered: New Trade Deal (+40 opinion for 20 turns)10%Remembered: New Trade Deal (+40 opinion for 20 turns)10%Remembered: New Trade Deal (+40 opinion for 20 turns)10%Remembered: New Trade Deal (+40 opinion for 20 turns)10%Remembered: New Trade Deal (+40 opinion for 20 turns)10%Remembered: New Trade Deal (+40 opinion for 20 turns)10%Remembered: New Trade Deal (+40 opinion for 20 turns)10%Remembered: New Trade Deal (+40 opinion for 20 turns)grants10% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_MONEY_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=-500, YIELD_TRAINING=8010% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_FOOD_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=-100, YIELD_TRAINING=8010% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_IRON_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=-100, YIELD_TRAINING=8010% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_WOOD_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=-100, YIELD_TRAINING=8010% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_STONE_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=-100, YIELD_TRAINING=8010% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_TRAINING_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=500, YIELD_TRAINING=-8010% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_TRAINING_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=100, YIELD_TRAINING=-8010% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_TRAINING_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=100, YIELD_TRAINING=-8010% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_TRAINING_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=100, YIELD_TRAINING=-8010% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_TRAINING_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=100, YIELD_TRAINING=-80
- ▸ For now, we prefer not to trade.(no gates or payload in XML)
Trade Mission
- ▸ 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 grantsBONUS_EVENTOPTION_TRADE_MISSION_YES_FAILMemory MEMORYPLAYER_EVENTOPTION_TRADE_MISSION_YES_FAILBONUS_MONEY_LOSS_LARGEaiGlobalYieldsBase: YIELD_MONEY=-240aiGlobalYieldsPer: YIELD_MONEY=-60◇ grants a memory no event currently keys off - ▸ We will not be extorted!+20 XP to the charactergrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20
Trade Mission
- ▸ 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 grantsBONUS_EVENTOPTION_TRADE_MISSION_YES_FAILMemory MEMORYPLAYER_EVENTOPTION_TRADE_MISSION_YES_FAILBONUS_MONEY_LOSS_LARGEaiGlobalYieldsBase: YIELD_MONEY=-240aiGlobalYieldsPer: YIELD_MONEY=-60◇ grants a memory no event currently keys off - ▸ We will not be extorted!+20 XP to the charactergrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20
Trade Mission
- ▸ Resolve3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)grants3% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_ORDERS_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=500, YIELD_ORDERS=-103% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_CIVICS_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=500, YIELD_CIVICS=-403% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_ORDERS_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=100, YIELD_ORDERS=-103% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_CIVICS_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=100, YIELD_CIVICS=-403% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_ORDERS_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=100, YIELD_ORDERS=-103% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_CIVICS_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=100, YIELD_CIVICS=-403% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_ORDERS_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=100, YIELD_ORDERS=-103% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_CIVICS_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=100, YIELD_CIVICS=-403% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_ORDERS_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=100, YIELD_ORDERS=-103% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_CIVICS_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=100, YIELD_CIVICS=-403% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_TRAINING_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=500, YIELD_TRAINING=-803% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_SCIENCE_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=500, YIELD_SCIENCE=-203% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_TRAINING_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=100, YIELD_TRAINING=-803% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_SCIENCE_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=100, YIELD_SCIENCE=-203% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_TRAINING_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=100, YIELD_TRAINING=-803% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_SCIENCE_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=100, YIELD_SCIENCE=-203% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_TRAINING_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=100, YIELD_TRAINING=-803% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_SCIENCE_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=100, YIELD_SCIENCE=-203% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_TRAINING_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=100, YIELD_TRAINING=-803% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_SCIENCE_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=100, YIELD_SCIENCE=-203% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_MONEY_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=-500, YIELD_ORDERS=103% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_MONEY_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=-500, YIELD_CIVICS=403% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_FOOD_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=-100, YIELD_ORDERS=103% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_FOOD_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=-100, YIELD_CIVICS=403% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_IRON_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=-100, YIELD_ORDERS=103% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_IRON_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=-100, YIELD_CIVICS=403% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_WOOD_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=-100, YIELD_ORDERS=103% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_WOOD_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=-100, YIELD_CIVICS=403% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_STONE_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=-100, YIELD_ORDERS=103% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_STONE_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=-100, YIELD_CIVICS=403% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_MONEY_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=-500, YIELD_TRAINING=803% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_MONEY_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=-500, YIELD_SCIENCE=203% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_FOOD_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=-100, YIELD_TRAINING=803% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_FOOD_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=-100, YIELD_SCIENCE=203% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_IRON_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=-100, YIELD_TRAINING=803% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_IRON_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=-100, YIELD_SCIENCE=203% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_WOOD_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=-100, YIELD_TRAINING=803% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_WOOD_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=-100, YIELD_SCIENCE=203% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_STONE_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=-100, YIELD_TRAINING=803% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_STONE_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=-100, YIELD_SCIENCE=20
- ▸ Resolve3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)grants3% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_ORDERS_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=500, YIELD_ORDERS=-103% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_CIVICS_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=500, YIELD_CIVICS=-403% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_ORDERS_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=100, YIELD_ORDERS=-103% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_CIVICS_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=100, YIELD_CIVICS=-403% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_ORDERS_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=100, YIELD_ORDERS=-103% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_CIVICS_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=100, YIELD_CIVICS=-403% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_ORDERS_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=100, YIELD_ORDERS=-103% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_CIVICS_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=100, YIELD_CIVICS=-403% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_ORDERS_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=100, YIELD_ORDERS=-103% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_CIVICS_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=100, YIELD_CIVICS=-403% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_TRAINING_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=500, YIELD_TRAINING=-803% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_SCIENCE_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=500, YIELD_SCIENCE=-203% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_TRAINING_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=100, YIELD_TRAINING=-803% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_SCIENCE_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=100, YIELD_SCIENCE=-203% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_TRAINING_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=100, YIELD_TRAINING=-803% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_SCIENCE_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=100, YIELD_SCIENCE=-203% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_TRAINING_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=100, YIELD_TRAINING=-803% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_SCIENCE_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=100, YIELD_SCIENCE=-203% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_TRAINING_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=100, YIELD_TRAINING=-803% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_SCIENCE_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=100, YIELD_SCIENCE=-203% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_MONEY_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=-500, YIELD_ORDERS=103% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_MONEY_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=-500, YIELD_CIVICS=403% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_FOOD_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=-100, YIELD_ORDERS=103% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_FOOD_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=-100, YIELD_CIVICS=403% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_IRON_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=-100, YIELD_ORDERS=103% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_IRON_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=-100, YIELD_CIVICS=403% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_WOOD_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=-100, YIELD_ORDERS=103% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_WOOD_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=-100, YIELD_CIVICS=403% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_STONE_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=-100, YIELD_ORDERS=103% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_STONE_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=-100, YIELD_CIVICS=403% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_MONEY_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=-500, YIELD_TRAINING=803% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_MONEY_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=-500, YIELD_SCIENCE=203% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_FOOD_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=-100, YIELD_TRAINING=803% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_FOOD_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=-100, YIELD_SCIENCE=203% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_IRON_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=-100, YIELD_TRAINING=803% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_IRON_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=-100, YIELD_SCIENCE=203% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_WOOD_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=-100, YIELD_TRAINING=803% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_WOOD_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=-100, YIELD_SCIENCE=203% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_STONE_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=-100, YIELD_TRAINING=803% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_STONE_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=-100, YIELD_SCIENCE=20
- ▸ Resolve3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)grants3% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_ORDERS_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=500, YIELD_ORDERS=-103% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_CIVICS_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=500, YIELD_CIVICS=-403% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_ORDERS_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=100, YIELD_ORDERS=-103% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_CIVICS_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=100, YIELD_CIVICS=-403% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_ORDERS_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=100, YIELD_ORDERS=-103% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_CIVICS_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=100, YIELD_CIVICS=-403% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_ORDERS_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=100, YIELD_ORDERS=-103% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_CIVICS_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=100, YIELD_CIVICS=-403% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_ORDERS_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=100, YIELD_ORDERS=-103% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_CIVICS_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=100, YIELD_CIVICS=-403% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_TRAINING_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=500, YIELD_TRAINING=-803% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_SCIENCE_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=500, YIELD_SCIENCE=-203% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_TRAINING_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=100, YIELD_TRAINING=-803% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_SCIENCE_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=100, YIELD_SCIENCE=-203% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_TRAINING_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=100, YIELD_TRAINING=-803% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_SCIENCE_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=100, YIELD_SCIENCE=-203% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_TRAINING_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=100, YIELD_TRAINING=-803% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_SCIENCE_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=100, YIELD_SCIENCE=-203% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_TRAINING_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=100, YIELD_TRAINING=-803% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_SCIENCE_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=100, YIELD_SCIENCE=-203% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_MONEY_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=-500, YIELD_ORDERS=103% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_MONEY_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=-500, YIELD_CIVICS=403% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_FOOD_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=-100, YIELD_ORDERS=103% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_FOOD_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=-100, YIELD_CIVICS=403% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_IRON_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=-100, YIELD_ORDERS=103% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_IRON_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=-100, YIELD_CIVICS=403% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_WOOD_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=-100, YIELD_ORDERS=103% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_WOOD_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=-100, YIELD_CIVICS=403% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_STONE_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=-100, YIELD_ORDERS=103% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_STONE_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=-100, YIELD_CIVICS=403% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_MONEY_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=-500, YIELD_TRAINING=803% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_MONEY_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=-500, YIELD_SCIENCE=203% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_FOOD_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=-100, YIELD_TRAINING=803% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_FOOD_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=-100, YIELD_SCIENCE=203% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_IRON_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=-100, YIELD_TRAINING=803% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_IRON_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=-100, YIELD_SCIENCE=203% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_WOOD_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=-100, YIELD_TRAINING=803% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_WOOD_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=-100, YIELD_SCIENCE=203% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_STONE_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=-100, YIELD_TRAINING=803% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_STONE_GOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=-100, YIELD_SCIENCE=20
- ▸ For now, we prefer not to trade.(no gates or payload in XML)
Trade Mission
- ▸ Resolve3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)grants3% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_ORDERSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=500, YIELD_ORDERS=-203% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_CIVICSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=500, YIELD_CIVICS=-803% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_ORDERSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=100, YIELD_ORDERS=-203% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_CIVICSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=100, YIELD_CIVICS=-803% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_ORDERSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=100, YIELD_ORDERS=-203% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_CIVICSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=100, YIELD_CIVICS=-803% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_ORDERSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=100, YIELD_ORDERS=-203% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_CIVICSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=100, YIELD_CIVICS=-803% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_ORDERSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=100, YIELD_ORDERS=-203% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_CIVICSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=100, YIELD_CIVICS=-803% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_TRAININGMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=500, YIELD_TRAINING=-1603% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_SCIENCEMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=500, YIELD_SCIENCE=-403% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_TRAININGMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=100, YIELD_TRAINING=-1603% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_SCIENCEMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=100, YIELD_SCIENCE=-403% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_TRAININGMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=100, YIELD_TRAINING=-1603% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_SCIENCEMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=100, YIELD_SCIENCE=-403% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_TRAININGMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=100, YIELD_TRAINING=-1603% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_SCIENCEMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=100, YIELD_SCIENCE=-403% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_TRAININGMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=100, YIELD_TRAINING=-1603% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_SCIENCEMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=100, YIELD_SCIENCE=-403% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_MONEYMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=-1000, YIELD_ORDERS=103% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_MONEYMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=-1000, YIELD_CIVICS=403% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_FOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=-200, YIELD_ORDERS=103% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_FOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=-200, YIELD_CIVICS=403% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_IRONMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=-200, YIELD_ORDERS=103% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_IRONMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=-200, YIELD_CIVICS=403% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_WOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=-200, YIELD_ORDERS=103% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_WOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=-200, YIELD_CIVICS=403% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_STONEMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=-200, YIELD_ORDERS=103% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_STONEMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=-200, YIELD_CIVICS=403% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_MONEYMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=-1000, YIELD_TRAINING=803% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_MONEYMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=-1000, YIELD_SCIENCE=203% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_FOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=-200, YIELD_TRAINING=803% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_FOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=-200, YIELD_SCIENCE=203% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_IRONMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=-200, YIELD_TRAINING=803% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_IRONMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=-200, YIELD_SCIENCE=203% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_WOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=-200, YIELD_TRAINING=803% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_WOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=-200, YIELD_SCIENCE=203% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_STONEMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=-200, YIELD_TRAINING=803% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_STONEMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=-200, YIELD_SCIENCE=20
- ▸ Resolve3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)3%Remembered: New Trade Deal (+40 opinion for 20 turns)grants3% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_ORDERSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=500, YIELD_ORDERS=-203% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_CIVICSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=500, YIELD_CIVICS=-803% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_ORDERSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=100, YIELD_ORDERS=-203% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_CIVICSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=100, YIELD_CIVICS=-803% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_ORDERSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=100, YIELD_ORDERS=-203% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_CIVICSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=100, YIELD_CIVICS=-803% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_ORDERSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=100, YIELD_ORDERS=-203% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_CIVICSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=100, YIELD_CIVICS=-803% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_ORDERSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=100, YIELD_ORDERS=-203% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_CIVICSMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=100, YIELD_CIVICS=-803% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_TRAININGMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=500, YIELD_TRAINING=-1603% BONUS_EVENTOPTION_TRADE_MISSION_YES_MONEY_SCIENCEMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=500, YIELD_SCIENCE=-403% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_TRAININGMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=100, YIELD_TRAINING=-1603% BONUS_EVENTOPTION_TRADE_MISSION_YES_FOOD_SCIENCEMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=100, YIELD_SCIENCE=-403% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_TRAININGMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=100, YIELD_TRAINING=-1603% BONUS_EVENTOPTION_TRADE_MISSION_YES_IRON_SCIENCEMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=100, YIELD_SCIENCE=-403% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_TRAININGMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=100, YIELD_TRAINING=-1603% BONUS_EVENTOPTION_TRADE_MISSION_YES_WOOD_SCIENCEMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=100, YIELD_SCIENCE=-403% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_TRAININGMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=100, YIELD_TRAINING=-1603% BONUS_EVENTOPTION_TRADE_MISSION_YES_STONE_SCIENCEMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=100, YIELD_SCIENCE=-403% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_MONEYMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=-1000, YIELD_ORDERS=103% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_MONEYMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=-1000, YIELD_CIVICS=403% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_FOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=-200, YIELD_ORDERS=103% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_FOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=-200, YIELD_CIVICS=403% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_IRONMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=-200, YIELD_ORDERS=103% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_IRONMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=-200, YIELD_CIVICS=403% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_WOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=-200, YIELD_ORDERS=103% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_WOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=-200, YIELD_CIVICS=403% BONUS_EVENTOPTION_TRADE_MISSION_YES_ORDERS_STONEMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=-200, YIELD_ORDERS=103% BONUS_EVENTOPTION_TRADE_MISSION_YES_CIVICS_STONEMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=-200, YIELD_CIVICS=403% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_MONEYMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=-1000, YIELD_TRAINING=803% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_MONEYMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_MONEY=-1000, YIELD_SCIENCE=203% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_FOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=-200, YIELD_TRAINING=803% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_FOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_FOOD=-200, YIELD_SCIENCE=203% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_IRONMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=-200, YIELD_TRAINING=803% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_IRONMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_IRON=-200, YIELD_SCIENCE=203% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_WOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=-200, YIELD_TRAINING=803% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_WOODMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_WOOD=-200, YIELD_SCIENCE=203% BONUS_EVENTOPTION_TRADE_MISSION_YES_TRAINING_STONEMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=-200, YIELD_TRAINING=803% BONUS_EVENTOPTION_TRADE_MISSION_YES_SCIENCE_STONEMemory MEMORYPLAYER_TRADE_DEALaiYieldsTradeBase: YIELD_STONE=-200, YIELD_SCIENCE=20
- ▸ For now, we prefer not to trade.(no gates or payload in XML)
Trade Mission
- ▸ 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 grantsBONUS_EVENTOPTION_TRADE_MISSION_YES_FAILMemory MEMORYPLAYER_EVENTOPTION_TRADE_MISSION_YES_FAILBONUS_MONEY_LOSS_LARGEaiGlobalYieldsBase: YIELD_MONEY=-240aiGlobalYieldsPer: YIELD_MONEY=-60◇ grants a memory no event currently keys off - ▸ We will not be extorted!+20 XP to the charactergrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20
Trade Negotiations
- ▸ Either the deal meets all my demands, or I walk away.Gain trait: Prosperous+1 DisciplinegrantsBONUS_EVENTOPTION_TUTOR_NEGOTIATIONSaeAddTraits: TRAIT_PROSPEROUSaeBonuses: BONUS_GAIN_DISCIPLINE_1
- ▸ I will compromise for the sake of good relations.Gain trait: GraciousgrantsBONUS_GIVE_TRAIT_GRACIOUSaeAddTraits: TRAIT_GRACIOUS
Treason in [city]
- ▸ [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)grantsBONUS_GIVE_TRAIT_IMPRISONEDaeAddTraits: TRAIT_IMPRISONEDBONUS_EVENTOPTION_PACIFY_TREASON_IN_CITY_OPTION_0_FAMILYMemoryAllFamilies MEMORYFAMILY_CURRY_FAVOR◇ grants a memory no event currently keys off
Trendsetter
- ▸ It's good to be [title].Begin project: Lavish LifestylegrantsBONUS_LUXURY_LIFESTYLEaeAddProjects: PROJECT_LAVISH_LIFESTYLE
- ▸ Flattering. But this could get expensive, fast.(no gates or payload in XML)
Tribal Alliance
- ▸ 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)grantsBONUS_LEADER_ENDEARED_TOAddLeaderRelationship RELATIONSHIP_ENDEARED_TOBONUS_LEADER_ENDEARED_TOAddLeaderRelationship RELATIONSHIP_ENDEARED_TOBONUS_EVENTOPTION_RELATIONSHIP_LAVISH_TROVE_OPTION_0_CHARACTER_3MemoryAllFamilies MEMORYFAMILY_ACCEPTED_BARBARIAN_GIFTS◇ grants a memory no event currently keys off
- ▸ They are right, we must not allow ourselves to be bought.Leader relationship: Estranged FromRemembered (all families): Rejected barbarian gifts (+40 opinion for 40 turns)(no event currently keys off this)grantsBONUS_LEADER_ESTRANGED_FROMAddLeaderRelationship RELATIONSHIP_ESTRANGED_FROMBONUS_EVENTOPTION_RELATIONSHIP_LAVISH_TROVE_OPTION_1_CHARACTER_3MemoryAllFamilies MEMORYFAMILY_REJECTED_BARBARIAN_GIFTS◇ grants a memory no event currently keys off
- ▸ Promise to return the gifts, but then keep them. CovertLeader relationship: Endeared ToLeader relationship: Endeared Togated byLeaderSubjectAny SUBJECT_CHARACTER_COVERTgrantsBONUS_LEADER_ENDEARED_TOAddLeaderRelationship RELATIONSHIP_ENDEARED_TOBONUS_LEADER_ENDEARED_TOAddLeaderRelationship RELATIONSHIP_ENDEARED_TO
Tribal Alliance
- ▸ We welcome an alliance with the [tribe].-2 LegitimacyRemembered: Tribe Offer (5 turns)
-320Money-80/city↗ turn grantsBONUS_EVENTOPTION_TRIBE_ALLIANCE_WELCOMEaeBonuses: BONUS_TRIBE_ALLIANCE, BONUS_MONEY_LOSS_HUGE - ▸ This is not the time.+20 XP to the charactergrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20
Tribal Alliance Offer
- ▸ Resolve20%-2 LegitimacyRemembered: Tribe Offer (5 turns)
-320Money-80/city↗ turn 20%-2 LegitimacyRemembered: Tribe Offer (5 turns)
-100Food-35/city↗ turn 20%-2 LegitimacyRemembered: Tribe Offer (5 turns)
-100Wood-35/city↗ turn 20%-2 LegitimacyRemembered: Tribe Offer (5 turns)
-100Iron-35/city↗ turn 20%-2 LegitimacyRemembered: Tribe Offer (5 turns)
-100Stone-35/city↗ turn grants20% BONUS_EVENTOPTION_TRIBE_ALLIANCE_OFFER_YES_MONEYaeBonuses: BONUS_TRIBE_ALLIANCE, BONUS_MONEY_LOSS_HUGE20% BONUS_EVENTOPTION_TRIBE_ALLIANCE_OFFER_YES_FOODaeBonuses: BONUS_TRIBE_ALLIANCE, BONUS_FOOD_LOSS_HUGE20% BONUS_EVENTOPTION_TRIBE_ALLIANCE_OFFER_YES_WOODaeBonuses: BONUS_TRIBE_ALLIANCE, BONUS_WOOD_LOSS_HUGE20% BONUS_EVENTOPTION_TRIBE_ALLIANCE_OFFER_YES_IRONaeBonuses: BONUS_TRIBE_ALLIANCE, BONUS_IRON_LOSS_HUGE20% BONUS_EVENTOPTION_TRIBE_ALLIANCE_OFFER_YES_STONEaeBonuses: BONUS_TRIBE_ALLIANCE, BONUS_STONE_LOSS_HUGE - ▸ Resolve20%-2 LegitimacyRemembered: Tribe Offer (5 turns)20%-2 LegitimacyRemembered: Tribe Offer (5 turns)20%-2 LegitimacyRemembered: Tribe Offer (5 turns)20%-2 LegitimacyRemembered: Tribe Offer (5 turns)20%-2 LegitimacyRemembered: Tribe Offer (5 turns)grants20% BONUS_EVENTOPTION_TRIBE_ALLIANCE_OFFER_TRIBUTE_MONEYaeBonuses: BONUS_TRIBE_ALLIANCE, BONUS_TRIBUTE_GIVE_MONEY_LARGE20% BONUS_EVENTOPTION_TRIBE_ALLIANCE_OFFER_TRIBUTE_FOODaeBonuses: BONUS_TRIBE_ALLIANCE, BONUS_TRIBUTE_GIVE_FOOD_LARGE20% BONUS_EVENTOPTION_TRIBE_ALLIANCE_OFFER_TRIBUTE_WOODaeBonuses: BONUS_TRIBE_ALLIANCE, BONUS_TRIBUTE_GIVE_WOOD_LARGE20% BONUS_EVENTOPTION_TRIBE_ALLIANCE_OFFER_TRIBUTE_IRONaeBonuses: BONUS_TRIBE_ALLIANCE, BONUS_TRIBUTE_GIVE_IRON_LARGE20% BONUS_EVENTOPTION_TRIBE_ALLIANCE_OFFER_TRIBUTE_STONEaeBonuses: BONUS_TRIBE_ALLIANCE, BONUS_TRIBUTE_GIVE_STONE_LARGE
- ▸ No, the cost is too high.(no gates or payload in XML)
Tribal Alliance Offer
- ▸ Resolve20%-2 LegitimacyRemembered: Tribe Offer (5 turns)
-320Money-80/city↗ turn 20%-2 LegitimacyRemembered: Tribe Offer (5 turns)
-100Food-35/city↗ turn 20%-2 LegitimacyRemembered: Tribe Offer (5 turns)
-100Wood-35/city↗ turn 20%-2 LegitimacyRemembered: Tribe Offer (5 turns)
-100Iron-35/city↗ turn 20%-2 LegitimacyRemembered: Tribe Offer (5 turns)
-100Stone-35/city↗ turn grants20% BONUS_EVENTOPTION_TRIBE_ALLIANCE_OFFER_YES_MONEYaeBonuses: BONUS_TRIBE_ALLIANCE, BONUS_MONEY_LOSS_HUGE20% BONUS_EVENTOPTION_TRIBE_ALLIANCE_OFFER_YES_FOODaeBonuses: BONUS_TRIBE_ALLIANCE, BONUS_FOOD_LOSS_HUGE20% BONUS_EVENTOPTION_TRIBE_ALLIANCE_OFFER_YES_WOODaeBonuses: BONUS_TRIBE_ALLIANCE, BONUS_WOOD_LOSS_HUGE20% BONUS_EVENTOPTION_TRIBE_ALLIANCE_OFFER_YES_IRONaeBonuses: BONUS_TRIBE_ALLIANCE, BONUS_IRON_LOSS_HUGE20% BONUS_EVENTOPTION_TRIBE_ALLIANCE_OFFER_YES_STONEaeBonuses: BONUS_TRIBE_ALLIANCE, BONUS_STONE_LOSS_HUGE - ▸ Resolve20%-2 LegitimacyRemembered: Tribe Offer (5 turns)20%-2 LegitimacyRemembered: Tribe Offer (5 turns)20%-2 LegitimacyRemembered: Tribe Offer (5 turns)20%-2 LegitimacyRemembered: Tribe Offer (5 turns)20%-2 LegitimacyRemembered: Tribe Offer (5 turns)grants20% BONUS_EVENTOPTION_TRIBE_ALLIANCE_OFFER_TRIBUTE_MONEYaeBonuses: BONUS_TRIBE_ALLIANCE, BONUS_TRIBUTE_GIVE_MONEY_LARGE20% BONUS_EVENTOPTION_TRIBE_ALLIANCE_OFFER_TRIBUTE_FOODaeBonuses: BONUS_TRIBE_ALLIANCE, BONUS_TRIBUTE_GIVE_FOOD_LARGE20% BONUS_EVENTOPTION_TRIBE_ALLIANCE_OFFER_TRIBUTE_WOODaeBonuses: BONUS_TRIBE_ALLIANCE, BONUS_TRIBUTE_GIVE_WOOD_LARGE20% BONUS_EVENTOPTION_TRIBE_ALLIANCE_OFFER_TRIBUTE_IRONaeBonuses: BONUS_TRIBE_ALLIANCE, BONUS_TRIBUTE_GIVE_IRON_LARGE20% BONUS_EVENTOPTION_TRIBE_ALLIANCE_OFFER_TRIBUTE_STONEaeBonuses: BONUS_TRIBE_ALLIANCE, BONUS_TRIBUTE_GIVE_STONE_LARGE
- ▸ No, the cost is too high.(no gates or payload in XML)
Tribal Factions
- ▸ Continue to see the mission through.Leader relationship: Influenced BygrantsBONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
- ▸ We will return to [city] and prepare.+1 Heavy Infantry unitgrantsBONUS_UNITCLASS_HEAVY_INFANTRYaiBonusUnits: BONUSUNITCLASS_HEAVY_INFANTRY=1
Tribal Marriage Offer
- ▸ Ring the bells.Arranges a marriagegrantsBONUS_EVENTOPTION_MISSION_MARRIAGE_TRIBE_YESiMarrySubject 1
- ▸ No, not this time.(no gates or payload in XML)
Tribal Marriage Offer
- ▸ Ring the bells.Arranges a marriagegrantsBONUS_EVENTOPTION_MISSION_MARRIAGE_TRIBE_YESiMarrySubject 1
- ▸ No, not this time.(no gates or payload in XML)
Truce Proposal
- ▸ Accept our gift to end the war.grantsBONUS_EVENTOPTION_TRUCE_PROPOSAL_OFFER_TRIBUTEMission MISSION_PLAYER_TRUCE_OFFER_TRIBUTEiMissionSubject 0
- ▸ No hard feelings; let's call it off.grantsBONUS_EVENTOPTION_TRUCE_PROPOSAL_NO_TRIBUTEMission MISSION_PLAYER_TRUCE_NO_TRIBUTEiMissionSubject 0
- ▸ We are the superior power and demand tribute.grantsBONUS_EVENTOPTION_TRUCE_PROPOSAL_DEMAND_TRIBUTEMission MISSION_PLAYER_TRUCE_DEMAND_TRIBUTEiMissionSubject 0
- ▸ Maybe later.(no gates or payload in XML)
Truce Proposal
- ▸ Yes.grantsBONUS_EVENTOPTION_TRUCE_PROPOSAL_HUMAN_YESDiplomacyPlayerFrom DIPLOMACY_TRUCE
- ▸ No.(no gates or payload in XML)
Truce Response
- ▸ We accept your proposal.Remembered: Player Offer (5 turns)grantsBONUS_EVENTOPTION_PLAYER_TRUCE_RECEIVE_AVERAGEaeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_RECEIVE_MONEY_AVERAGE
- ▸ That is not enough.(no gates or payload in XML)
Truce Response
- ▸ That is very unfortunate.(no gates or payload in XML)
Truce Response
- ▸ That is very unfortunate.(no gates or payload in XML)
Truce Response
- ▸ We accept your proposal.Remembered: Player Offer (5 turns)grantsBONUS_EVENTOPTION_PLAYER_TRUCE_RECEIVE_LARGEaeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_RECEIVE_MONEY_LARGE
- ▸ That is not enough.(no gates or payload in XML)
Truce Response
- ▸ We accept the truce.Remembered: Player Offer (5 turns)grantsBONUS_PLAYER_TRUCEDiplomacyPlayerFrom DIPLOMACY_TRUCEaeBonuses: BONUS_PLAYER_OFFER
- ▸ No, the war will continue.(no gates or payload in XML)
Truce Response
- ▸ That is very unfortunate.(no gates or payload in XML)
Truce Response
- ▸ That is very unfortunate.(no gates or payload in XML)
Truce Response
- ▸ That is very unfortunate.(no gates or payload in XML)
Truce Response
- ▸ Resolve20%Remembered: Player Offer (5 turns)20%Remembered: Player Offer (5 turns)20%Remembered: Player Offer (5 turns)20%Remembered: Player Offer (5 turns)20%Remembered: Player Offer (5 turns)grants20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_CIVICS_HUGEaeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_CIVICS_HUGE20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_TRAINING_HUGEaeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_TRAINING_HUGE20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_SCIENCE_HUGEaeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_SCIENCE_HUGE20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_MONEY_HUGEaeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_MONEY_HUGE20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_ORDERS_HUGEaeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_ORDERS_HUGE
- ▸ That is too much for us.(no gates or payload in XML)
Truce Response
- ▸ Resolve20%Remembered: Player Offer (5 turns)20%Remembered: Player Offer (5 turns)20%Remembered: Player Offer (5 turns)20%Remembered: Player Offer (5 turns)20%Remembered: Player Offer (5 turns)grants20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_CIVICS_AVERAGEaeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_CIVICS_AVERAGE20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_TRAINING_AVERAGEaeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_TRAINING_AVERAGE20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_SCIENCE_AVERAGEaeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_SCIENCE_AVERAGE20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_MONEY_AVERAGEaeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_MONEY_AVERAGE20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_ORDERS_AVERAGEaeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_ORDERS_AVERAGE
- ▸ That is too much for us.(no gates or payload in XML)
Truce Response
- ▸ Resolve20%Remembered: Player Offer (5 turns)20%Remembered: Player Offer (5 turns)20%Remembered: Player Offer (5 turns)20%Remembered: Player Offer (5 turns)20%Remembered: Player Offer (5 turns)grants20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_CIVICS_LARGEaeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_CIVICS_LARGE20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_TRAINING_LARGEaeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_TRAINING_LARGE20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_SCIENCE_LARGEaeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_SCIENCE_LARGE20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_MONEY_LARGEaeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_MONEY_LARGE20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_ORDERS_LARGEaeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_ORDERS_LARGE
- ▸ That is too much for us.(no gates or payload in XML)
Truce Response
- ▸ Resolve20%Remembered: Player Offer (5 turns)20%Remembered: Player Offer (5 turns)20%Remembered: Player Offer (5 turns)20%Remembered: Player Offer (5 turns)20%Remembered: Player Offer (5 turns)grants20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_CIVICS_SMALLaeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_CIVICS_SMALL20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_TRAINING_SMALLaeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_TRAINING_SMALL20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_SCIENCE_SMALLaeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_SCIENCE_SMALL20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_MONEY_SMALLaeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_MONEY_SMALL20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_ORDERS_SMALLaeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_ORDERS_SMALL
- ▸ That is too much for us.(no gates or payload in XML)
Truce Response
- ▸ That is very unfortunate.(no gates or payload in XML)
Truce Response
- ▸ That is very unfortunate.(no gates or payload in XML)
Truce Response
- ▸ That is very unfortunate.(no gates or payload in XML)
Truce Response
- ▸ Resolve20%Remembered: Player Offer (5 turns)20%Remembered: Player Offer (5 turns)20%Remembered: Player Offer (5 turns)20%Remembered: Player Offer (5 turns)20%Remembered: Player Offer (5 turns)grants20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_CIVICS_HUGEaeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_CIVICS_HUGE20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_TRAINING_HUGEaeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_TRAINING_HUGE20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_SCIENCE_HUGEaeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_SCIENCE_HUGE20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_MONEY_HUGEaeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_MONEY_HUGE20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_ORDERS_HUGEaeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_ORDERS_HUGE
- ▸ That is too much for us.(no gates or payload in XML)
Truce Response
- ▸ Resolve20%Remembered: Player Offer (5 turns)20%Remembered: Player Offer (5 turns)20%Remembered: Player Offer (5 turns)20%Remembered: Player Offer (5 turns)20%Remembered: Player Offer (5 turns)grants20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_CIVICS_GIGANTICaeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_CIVICS_GIGANTIC20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_TRAINING_GIGANTICaeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_TRAINING_GIGANTIC20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_SCIENCE_GIGANTICaeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_SCIENCE_GIGANTIC20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_MONEY_GIGANTICaeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_MONEY_GIGANTIC20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_ORDERS_GIGANTICaeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_ORDERS_GIGANTIC
- ▸ That is too much for us.(no gates or payload in XML)
Truce Response
- ▸ Resolve20%Remembered: Player Offer (5 turns)20%Remembered: Player Offer (5 turns)20%Remembered: Player Offer (5 turns)20%Remembered: Player Offer (5 turns)20%Remembered: Player Offer (5 turns)grants20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_CIVICS_LARGEaeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_CIVICS_LARGE20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_TRAINING_LARGEaeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_TRAINING_LARGE20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_SCIENCE_LARGEaeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_SCIENCE_LARGE20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_MONEY_LARGEaeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_MONEY_LARGE20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_ORDERS_LARGEaeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_ORDERS_LARGE
- ▸ That is too much for us.(no gates or payload in XML)
Truce Response
- ▸ Resolve20%Remembered: Player Offer (5 turns)20%Remembered: Player Offer (5 turns)20%Remembered: Player Offer (5 turns)20%Remembered: Player Offer (5 turns)20%Remembered: Player Offer (5 turns)grants20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_CIVICS_GIGANTICaeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_CIVICS_GIGANTIC20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_TRAINING_GIGANTICaeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_TRAINING_GIGANTIC20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_SCIENCE_GIGANTICaeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_SCIENCE_GIGANTIC20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_MONEY_GIGANTICaeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_MONEY_GIGANTIC20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_ORDERS_GIGANTICaeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_ORDERS_GIGANTIC
- ▸ That is too much for us.(no gates or payload in XML)
Truce Response
- ▸ Resolve20%Remembered: Player Offer (5 turns)20%Remembered: Player Offer (5 turns)20%Remembered: Player Offer (5 turns)20%Remembered: Player Offer (5 turns)20%Remembered: Player Offer (5 turns)grants20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_CIVICS_LARGEaeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_CIVICS_LARGE20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_TRAINING_LARGEaeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_TRAINING_LARGE20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_SCIENCE_LARGEaeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_SCIENCE_LARGE20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_MONEY_LARGEaeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_MONEY_LARGE20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_ORDERS_LARGEaeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_ORDERS_LARGE
- ▸ That is too much for us.(no gates or payload in XML)
Truce Response
- ▸ Resolve20%Remembered: Player Offer (5 turns)20%Remembered: Player Offer (5 turns)20%Remembered: Player Offer (5 turns)20%Remembered: Player Offer (5 turns)20%Remembered: Player Offer (5 turns)grants20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_CIVICS_HUGEaeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_CIVICS_HUGE20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_TRAINING_HUGEaeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_TRAINING_HUGE20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_SCIENCE_HUGEaeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_SCIENCE_HUGE20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_MONEY_HUGEaeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_MONEY_HUGE20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_ORDERS_HUGEaeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_ORDERS_HUGE
- ▸ That is too much for us.(no gates or payload in XML)
Truce Response
- ▸ Resolve20%Remembered: Player Offer (5 turns)20%Remembered: Player Offer (5 turns)20%Remembered: Player Offer (5 turns)20%Remembered: Player Offer (5 turns)20%Remembered: Player Offer (5 turns)grants20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_CIVICS_AVERAGEaeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_CIVICS_AVERAGE20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_TRAINING_AVERAGEaeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_TRAINING_AVERAGE20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_SCIENCE_AVERAGEaeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_SCIENCE_AVERAGE20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_MONEY_AVERAGEaeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_MONEY_AVERAGE20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_ORDERS_AVERAGEaeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_ORDERS_AVERAGE
- ▸ That is too much for us.(no gates or payload in XML)
Turning Mani
- ▸ [character] makes some compelling arguments!Converts to the target religiongrantsBONUS_EVENTOPTION_CONVERT_S1iConvertReligionSubject 1
- ▸ This is a fruitless endeavor.+20 XP to the charactergrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20
Turning Mani
- ▸ [character] makes some compelling arguments!Converts to the target religiongrantsBONUS_EVENTOPTION_CONVERT_S1iConvertReligionSubject 1
- ▸ This is a fruitless endeavor.+20 XP to the charactergrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20
Twilight Years
- ▸ I will follow [character] into retirement.+2 LegitimacyGain trait: LoyalgrantsBONUS_EVENTOPTION_LEADER_TWILIGHT_YEARS_OPTION_0bAbdicate 1BONUS_EVENTOPTION_LEADER_TWILIGHT_YEARS_OPTION_0_CHARACTER_2iLegitimacy 2aeAddTraits: TRAIT_LOYAL
- ▸ There are many years left in me.Remembered: Spouse would not step down (-40 opinion for 20 turns)(no event currently keys off this)Remembered: Ruler would not abdicate (-20 opinion for 20 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_LEADER_TWILIGHT_YEARS_OPTION_1_CHARACTER_1Memory MEMORYCHARACTER_SPOUSE_NO_ABDICATEBONUS_EVENTOPTION_LEADER_TWILIGHT_YEARS_OPTION_1_CHARACTER_2Memory MEMORYCHARACTER_PARENT_NO_ABDICATE◇ grants a memory no event currently keys off
Two Birds
- ▸ If only all my subjects were as effective!+60 XP to the charactergrantsBONUS_XP_CHARACTER_LARGEiXPCharacter 60
Two Mothers One Child
- ▸ 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 byLeaderSubjectNotAny SUBJECT_CHARACTER_TERRIFYINGgrantsBONUS_EVENTOPTION_TWO_MOTHERS_ONE_CHILD_VICTORYMemory MEMORYFAMILY_TWO_MOTHERS_VICTORYBONUS_EVENTOPTION_TWO_MOTHERS_ONE_CHILD_DEFEATMemory MEMORYFAMILY_TWO_MOTHERS_DEFEAT◇ grants a memory no event currently keys off
- ▸ I recognize the classic [family] nose.Remembered: You ruled against us in a dispute between two mothers (-20 opinion for 20 turns)(no event currently keys off this)Remembered: You ruled in our favor in a dispute between two mothers (+20 opinion for 20 turns)(no event currently keys off this)gated byLeaderSubjectNotAny SUBJECT_CHARACTER_TERRIFYINGgrantsBONUS_EVENTOPTION_TWO_MOTHERS_ONE_CHILD_DEFEATMemory MEMORYFAMILY_TWO_MOTHERS_DEFEATBONUS_EVENTOPTION_TWO_MOTHERS_ONE_CHILD_VICTORYMemory MEMORYFAMILY_TWO_MOTHERS_VICTORY◇ grants a memory no event currently keys off
- ▸ They can each have half of the child.+4 LegitimacyRemembered (all families): You murdered a child in a dispute between two mothers (-40 opinion for 20 turns)(no event currently keys off this)gated byLeaderSubject SUBJECT_CHARACTER_TERRIFYINGgrantsBONUS_EVENTOPTION_TWO_MOTHERS_ONE_CHILD_2MemoryAllFamilies MEMORYFAMILY_TWO_MOTHERS_MURDERiLegitimacy 4◇ grants a memory no event currently keys off
- ▸ The mother is the one who would rather give up the child than see it die.Remembered (all families): You judged justly and wisely in a dispute between two mothers (+40 opinion for 20 turns)(no event currently keys off this)gated byLeaderSubject SUBJECT_HIGH_WISDOMgrantsBONUS_EVENTOPTION_TWO_MOTHERS_ONE_CHILD_3MemoryAllFamilies MEMORYFAMILY_TWO_MOTHERS_WISELY◇ grants a memory no event currently keys off
Under the Table
- ▸ If that's not a message from the fates, I don't know what is.Loses trait: Bone DicegrantsBONUS_REMOVE_TRAIT_BONE_DICEaeRemoveTraits: TRAIT_BONE_DICE
Unearthed
- ▸ This has gone too far already.(no gates or payload in XML)
- ▸ I need to know [character] will not be a threat.
-4Orders↗ turn grantsBONUS_ORDERS_LOSS_SMALLaiGlobalYieldsBase: YIELD_ORDERS=-4BONUS_EVENTOPTION_INFLUENCE_UNEARTHED_OPTION_1_CHARACTER_2Mission MISSION_ASSASSINATEiMissionSubject 0
Unexpected Feelings
- ▸ I am flattered, but no thank you.Leader relationship: Disappointed Withgated byLeaderSubjectNotAny SUBJECT_CHARACTER_CARNALgrantsBONUS_LEADER_DISAPPOINTED_WITHAddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
- ▸ We should explore this possibility.Leader relationship: Lover OfgrantsBONUS_LEADER_LOVER_OFAddLeaderRelationship RELATIONSHIP_LOVER_OF
Unexpected Revelation
- ▸ Agree to adopt this new way of thinking.grantsBONUS_FREE_THEOLOGYbFreeTheology 1
- ▸ Refuse to accept this line of thought.+60 XP to the charactergrantsBONUS_XP_CHARACTER_LARGEiXPCharacter 60
Unhealthy Interests
- ▸ 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)grantsBONUS_LEADER_ENDEARED_TOAddLeaderRelationship RELATIONSHIP_ENDEARED_TOBONUS_EVENTOPTION_TUTOR_UNHEALTHY_INTERESTS_OPTION_0_CHARACTER_1Memory MEMORYCHARACTER_WATCH_CLOSELY↳ may trigger: A Funny Feeling◇ grants a memory no event currently keys off
- ▸ Agree with [character] to keep an eye on [character].Leader relationship: Suspicious OfRemembered: Agreed to keep an eye on a dangerous student (+20 opinion for 20 turns)(no event currently keys off this)grantsBONUS_LEADER_SUSPICIOUS_OFAddLeaderRelationship RELATIONSHIP_SUSPICIOUS_OFBONUS_EVENTOPTION_TUTOR_UNHEALTHY_INTERESTS_OPTION_1_CHARACTER_1Memory MEMORYCHARACTER_AGREED_TO_KEEP_EYE↳ may trigger: A Funny Feeling◇ grants a memory no event currently keys off
- ▸ We should let children be children.(no gates or payload in XML)↳ may trigger: A Funny Feeling
- ▸ Convince [character] to find other interests.Remembered: Convinced to give up questionable interests (+40 opinion for 20 turns)(no event currently keys off this)Remembered: Convinced to give up questionable interests (+40 opinion for 20 turns)(no event currently keys off this)gated byLeaderSubject SUBJECT_CHARACTER_SEVEN_VIRTUESgrantsBONUS_EVENTOPTION_TUTOR_UNHEALTHY_INTERESTS_OPTION_3_CHARACTER_0Memory MEMORYCHARACTER_CONVINCE_TO_CHANGEBONUS_EVENTOPTION_TUTOR_UNHEALTHY_INTERESTS_OPTION_3_CHARACTER_1Memory MEMORYCHARACTER_CONVINCE_TO_CHANGE◇ grants a memory no event currently keys off
Unlikely Allies
- ▸ Release them. I do not wish to race into war with [rival].-4 LegitimacygrantsBONUS_EVENTOPTION_THE_PRETENDERiJoinSubject 0BONUS_EVENTOPTION_UNLIKELY_ALLIES_OPTION_0_CHARACTER_3iLegitimacy -4
- ▸ We will not tolerate ultimatums. [rival] must learn its place.Remembered: Declared War on us (-80 opinion for 40 turns)Remembered: Player Offer (5 turns)Gain trait: ImprisonedgrantsBONUS_DECLARE_WAR_PLAYERMemory MEMORYPLAYER_DECLARED_WARDiplomacyPlayerFrom DIPLOMACY_WARaeBonuses: BONUS_PLAYER_OFFERBONUS_GIVE_TRAIT_IMPRISONEDaeAddTraits: TRAIT_IMPRISONED◇ may enable: The Sword of Damocles
Unreadable
- ▸ Laugh it off as a joke.(no gates or payload in XML)↳ may trigger: Across Culture, Across Culture
- ▸ Roll the dice.(no gates or payload in XML)↳ may trigger: No Dice, Odds and Ends
Unsafe
- ▸ Sleep poorly.Gain trait: ParanoidgrantsBONUS_GIVE_TRAIT_PARANOIDaeAddTraits: TRAIT_PARANOID
Untimely
- ▸ Had I not chosen [character], he would probably still be breathing...Gain trait: MourninggrantsBONUS_GIVE_TRAIT_MOURNINGaeAddTraits: TRAIT_MOURNING
Unwelcome Meeting
- ▸ We will have to pay to keep this a secret.
-240Money-60/city↗ turn grantsBONUS_MONEY_LOSS_LARGEaiGlobalYieldsBase: YIELD_MONEY=-240aiGlobalYieldsPer: 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)grantsBONUS_LEADER_DISAPPOINTED_WITHAddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITHBONUS_EVENTOPTION_INFILTRATION_UNWELCOME_MEETING_REFUSE_PLAYER_1Memory MEMORYPLAYER_INFILTRATED_US◇ grants a memory no event currently keys off
- ▸ Let [rival] know we caught [rival] spies sneaking past the border.Remembered: Helped expose foreign infiltrators (+20 opinion for 20 turns)(no event currently keys off this)gated byLeaderSubject SUBJECT_LEADER_SCHEMERgrantsBONUS_EVENTOPTION_INFILTRATION_UNWELCOME_MEETING_FRAME_PLAYER_1Memory MEMORYPLAYER_EXPOSED_INFILTRATORS◇ grants a memory no event currently keys off
Utmost Contempt
- ▸ If [rival] wishes our ire, they have it.grantsBONUS_SIMPLE_WARDiplomacyPlayerFrom DIPLOMACY_WAR
- ▸ Resolve91%Gain trait: Stressed9%Gain trait: Unpopular0%-1 Couragegrants91% BONUS_GIVE_TRAIT_STRESSEDaeAddTraits: TRAIT_STRESSED9% BONUS_GIVE_TRAIT_UNPOPULARaeAddTraits: TRAIT_UNPOPULAR0% BONUS_LOSE_COURAGE_1aiRatings: RATING_COURAGE=-1
Vassal Tribe
- ▸ We welcome an alliance with the [tribe].-2 LegitimacyRemembered: Tribe Offer (5 turns)grantsBONUS_TRIBE_ALLIANCEiLegitimacy -2bTribeAlliance 1aeBonuses: BONUS_TRIBE_OFFER
Vengeance abated
- ▸ Revenge against me is a dish best not served at all!grantsBONUS_LEADER_VENGEFUL_AGAINST_REMOVERemoveLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINST
Veteran Agent
- ▸ You must learn through experience.Gain a random traitgrantsBONUS_EVENTOPTION_INFILTRATION_VETERAN_AGENT_OPTION_0_CHARACTER_1aeRandomTraitDelay: TRAIT_TRACKER, TRAIT_TOUGH, TRAIT_CUNNING
War Among Friends
- ▸ In the name of friendship!Remembered: Player Offer (5 turns)grantsBONUS_PLAYER_TRUCEDiplomacyPlayerFrom DIPLOMACY_TRUCEaeBonuses: BONUS_PLAYER_OFFER
- ▸ Let’s never fight again. Charming character / High CharismaRemembered: Player Offer (5 turns)gated byLeaderSubjectAny SUBJECT_CHARACTER_CHARMING / SUBJECT_HIGH_CHARISMAgrantsBONUS_PLAYER_PEACEDiplomacyPlayerFrom DIPLOMACY_PEACEaeBonuses: BONUS_PLAYER_OFFER
- ▸ Actually, I’ve changed my mind.Leader relationship: Disappointed WithgrantsBONUS_LEADER_DISAPPOINTED_WITHAddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
War Council
- ▸ 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 grantsBONUS_MONEY_LOSS_SMALLaiGlobalYieldsBase: YIELD_MONEY=-120aiGlobalYieldsPer: YIELD_MONEY=-30BONUS_EVENTOPTION_HOLD_COURT_OF_WAR_OPTION_FAMILYMemory MEMORYFAMILY_WAR_COUNCIL_POSBONUS_UNITCLASS_HEAVY_INFANTRYaiBonusUnits: BONUSUNITCLASS_HEAVY_INFANTRY=1◇ grants a memory no event currently keys off - ▸ That is a noble offer, [character], but we don't require such a sacrifice at this time.+20 XP to the characterRemembered: Declined our offer to provide a retinue at court (-40 opinion for 20 turns)(no event currently keys off this)grantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20BONUS_EVENTOPTION_HOLD_COURT_OF_WAR_OPTION_FAMILY_NEGMemory MEMORYFAMILY_WAR_COUNCIL_NEG◇ grants a memory no event currently keys off
Watch Your Head
- ▸ Let this be a lesson to my enemies.+20 XP to the charactergrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20
Well Connected
- ▸ Bring him into my confidence.Leader relationship: Conspiring WithgrantsBONUS_LEADER_CONSPIRING_WITHAddLeaderRelationship RELATIONSHIP_CONSPIRING_WITH
- ▸ The court will recognize his achievement.Gain trait: HumblegrantsBONUS_GIVE_TRAIT_HUMBLEaeAddTraits: 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)grantsBONUS_EVENTOPTION_PACIFY_WELL_CONNECTED_OPTION_2_FAMILYMemory MEMORYFAMILY_HONORED_FOR_INDIVIDUALS_ACT◇ grants a memory no event currently keys off
What Have We Learned
- ▸ Rebuke [character] disobedience.Leader relationship: Estranged FromLeader relationship: Influenced BygrantsBONUS_LEADER_ESTRANGED_FROMAddLeaderRelationship RELATIONSHIP_ESTRANGED_FROMBONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
- ▸ Rebuke [character] incompetence.Leader relationship: Influenced ByLeader relationship: Estranged FromgrantsBONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BYBONUS_LEADER_ESTRANGED_FROMAddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
- ▸ Shrug. Slothful / Compassionate charactergated byLeaderSubjectAny SUBJECT_SLOTHFUL / SUBJECT_COMPASSIONATE
What is Art?
- ▸ 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 CharismagrantsBONUS_EVENTOPTION_WHAT_IS_ART_OPTION_1_FAMILYMemory MEMORYFAMILY_STATUE_DISPLAYEDBONUS_LOSE_CHARISMA_1aiRatings: RATING_CHARISMA=-1◇ grants a memory no event currently keys off
- ▸ Salvage it for needed
stone. Gain trait: Uncouth
+75Stone+25/city↗ turn grantsBONUS_EVENTOPTION_WHAT_IS_ART_OPTION_2_CHARACTER_1aeAddTraits: TRAIT_UNCOUTHaeBonuses: BONUS_STONE_GAIN_LARGE - ▸ This is beyond compare! A Masterpiece!Leader relationship: Endeared ToGain trait: DeceitfulgrantsBONUS_LEADER_ENDEARED_TOAddLeaderRelationship RELATIONSHIP_ENDEARED_TOBONUS_GIVE_TRAIT_DECEITFULaeAddTraits: TRAIT_DECEITFUL
- ▸ Display it outside the court as a show of gratitude.
+20Discontenteach city↗ turn+1 Discipline gated byLeaderSubject SUBJECT_CHARACTER_HONORABLEgrantsBONUS_EVENTOPTION_WHAT_IS_ART_OPTION_0_CHARACTER_1aeBonuses: BONUS_DISCONTENT_GAIN_MINIMAL, BONUS_GAIN_DISCIPLINE_1
You Owe Me
- ▸ You are right, I do owe you.Leader relationship: Holds Favor FromgrantsBONUS_LEADER_HOLDS_FAVOR_FROMAddLeaderRelationship RELATIONSHIP_HOLDS_FAVOR_FROM
- ▸ No. I am the [title]. I owe no one.+40 XP to the characterLeader relationship: Disappointed WithgrantsBONUS_XP_CHARACTER_AVERAGEiXPCharacter 40BONUS_LEADER_DISAPPOINTED_WITHAddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
- ▸ Would it help if you found a few bags of
money outside your villa?
-160Money-40/city↗ turnLeader relationship: Owes Favor To gated byLeaderSubject SUBJECT_CHARACTER_VILLAINOUSgrantsBONUS_MONEY_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=-160aiGlobalYieldsPer: YIELD_MONEY=-40BONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
You Owe Me
- ▸ I have always been in the debt of the servants of god.Leader relationship: Holds Favor FromgrantsBONUS_LEADER_HOLDS_FAVOR_FROMAddLeaderRelationship RELATIONSHIP_HOLDS_FAVOR_FROM
- ▸ No. I am the [title]. I owe no one.Leader relationship: Vengeful AgainstgrantsBONUS_LEADER_VENGEFUL_AGAINSTAddLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINST
- ▸ Would it help if you found a few bags of
money outside the
temple? Leader relationship: Owes Favor To
-160Money-40/city↗ turn gated byLeaderSubject SUBJECT_CHARACTER_VILLAINOUSgrantsBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TOBONUS_MONEY_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=-160aiGlobalYieldsPer: YIELD_MONEY=-40
[character]
- ▸ With royal funding, maybe he can discover that easier road.Gain a Court ScholargrantsBONUS_MAKE_GREAT_SCIENTISTMakeCourtier COURTIER_SCIENTIST
[character] Questions
- ▸ How can I trust [character] after this?Leader relationship: Estranged FromGain trait: ProudgrantsBONUS_LEADER_ESTRANGED_FROMAddLeaderRelationship RELATIONSHIP_ESTRANGED_FROMBONUS_GIVE_TRAIT_PROUDaeAddTraits: TRAIT_PROUD
- ▸ There is no shame in seeking to learn.Gain trait: HumblegrantsBONUS_GIVE_TRAIT_HUMBLEaeAddTraits: TRAIT_HUMBLE
- ▸ Actually, this portrayal of me is rather flattering.Gain trait: FamousgrantsBONUS_GIVE_TRAIT_FAMOUSaeAddTraits: TRAIT_FAMOUS
[family] needs
- ▸ 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) grantsBONUS_CIVICS_LOSS_SMALLaiGlobalYieldsBase: YIELD_CIVICS=-40aiGlobalYieldsPer: YIELD_CIVICS=-10BONUS_ADOPT_SUBJECT_0iAdoptedBySubject 0BONUS_SHOWED_FAVOR_MEMORYMemory MEMORYFAMILY_SHOWED_FAVOR◇ grants a memory no event currently keys off - ▸ I will not be extorted. [character] is not so special.+20 XP to the charactergrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20
[religion] Mercenaries
- ▸ We welcome them to fight for [rival], and for [religion].+1 Polearm Infantry unit
-200Money↗ turn grantsBONUS_EVENTOPTION_RELIGIOUS_MERCENARIES_YES_PLAYERbMercenaryUnit 1aiBonusUnits: BONUSUNITCLASS_POLEARM_INFANTRY=1aeBonuses: BONUS_MONEY_LOSS_TINY_FLAT - ▸ We will not hire them.(no gates or payload in XML)
[religion] Zeal
- ▸ Through military service.grantsBONUS_SET_ZEALOT_ARCHETYPESetArchetype TRAIT_ZEALOT_ARCHETYPE
- ▸ With piety and dedication.Gain trait: PiousgrantsBONUS_GIVE_TRAIT_PIOUSaeAddTraits: TRAIT_PIOUS
- ▸ By the rejection of worldly pleasures.Gain trait: AsceticgrantsBONUS_GIVE_TRAIT_ASCETICaeAddTraits: TRAIT_ASCETIC
[resource] of [rival]
- ▸ Resolve20%20%20%20%20%grants20% BONUS_EVENTOPTION_LUXURY_DEAL_ORDERSaiYieldsTradeBase: YIELD_ORDERS=-2020% BONUS_EVENTOPTION_LUXURY_DEAL_RESOURCEiTradeResourceFromSubject 120% BONUS_EVENTOPTION_LUXURY_DEAL_CIVICSaiYieldsTradeBase: YIELD_CIVICS=-8020% BONUS_EVENTOPTION_LUXURY_DEAL_RESOURCEiTradeResourceFromSubject 120% BONUS_EVENTOPTION_LUXURY_DEAL_TRAININGaiYieldsTradeBase: YIELD_TRAINING=-16020% BONUS_EVENTOPTION_LUXURY_DEAL_RESOURCEiTradeResourceFromSubject 120% BONUS_EVENTOPTION_LUXURY_DEAL_SCIENCEaiYieldsTradeBase: YIELD_SCIENCE=-4020% BONUS_EVENTOPTION_LUXURY_DEAL_RESOURCEiTradeResourceFromSubject 120% BONUS_EVENTOPTION_LUXURY_DEAL_MONEYaiYieldsTradeBase: YIELD_MONEY=-50020% BONUS_EVENTOPTION_LUXURY_DEAL_RESOURCEiTradeResourceFromSubject 1
- ▸ Resolve20%20%20%20%20%grants20% BONUS_EVENTOPTION_LUXURY_DEAL_ORDERSaiYieldsTradeBase: YIELD_ORDERS=-2020% BONUS_EVENTOPTION_LUXURY_DEAL_RESOURCEiTradeResourceFromSubject 120% BONUS_EVENTOPTION_LUXURY_DEAL_CIVICSaiYieldsTradeBase: YIELD_CIVICS=-8020% BONUS_EVENTOPTION_LUXURY_DEAL_RESOURCEiTradeResourceFromSubject 120% BONUS_EVENTOPTION_LUXURY_DEAL_TRAININGaiYieldsTradeBase: YIELD_TRAINING=-16020% BONUS_EVENTOPTION_LUXURY_DEAL_RESOURCEiTradeResourceFromSubject 120% BONUS_EVENTOPTION_LUXURY_DEAL_SCIENCEaiYieldsTradeBase: YIELD_SCIENCE=-4020% BONUS_EVENTOPTION_LUXURY_DEAL_RESOURCEiTradeResourceFromSubject 120% BONUS_EVENTOPTION_LUXURY_DEAL_MONEYaiYieldsTradeBase: YIELD_MONEY=-50020% BONUS_EVENTOPTION_LUXURY_DEAL_RESOURCEiTradeResourceFromSubject 1
- ▸ We don't need this Luxury.(no gates or payload in XML)
[rival] Discovery
- ▸ We can always use a fresh voice in court.Gain a Court MinistergrantsBONUS_EVENTOPTION_STEAL_PLAYER_DISCOVERY_OPTION_0_PLAYER_0AddCourtier: COURTIER_MINISTER=GENDER_FEMALE
- ▸ She must focus on understanding this discovery.
+40Science+10/city↗ turn grantsBONUS_SCIENCE_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_SCIENCE=40aiGlobalYieldsPer: YIELD_SCIENCE=10
[rival] Exiles
- ▸ Let them come.Gain trait: GraciousgrantsBONUS_GIVE_TRAIT_GRACIOUSaeAddTraits: TRAIT_GRACIOUS
[rival] Interference
- ▸ I suppose [character] means to provoke a war. He has.+6 LegitimacyRemembered: Player Offer (5 turns)grantsBONUS_PLAYER_WAR_LEGITIMACYDiplomacyPlayerTo DIPLOMACY_WARiLegitimacy 6aeBonuses: 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)
[rival] Plotters
- ▸ Storm the hideout and attempt to slay the plotters.Gain a random trait-5 HP to the citygrantsBONUS_EVENTOPTION_TREACHERY_PLAYER_PLOTTERS_OPTION_0_CHARACTERaeRandomTraitDelay: TRAIT_TOUGH, TRAIT_SCARRED, TRAIT_WOUNDEDBONUS_EVENTOPTION_TREACHERY_PLAYER_PLOTTERS_OPTION_0_CITY_0iHPCity -5
- ▸ Befriend them, and lead them into a trap.+60 XP to the charactergated byLeaderSubject SUBJECT_CHARACTER_COVERTgrantsBONUS_XP_CHARACTER_LARGEiXPCharacter 60BONUS_EVENTOPTION_TREACHERY_PLAYER_PLOTTERS_OPTION_1_KILLMission MISSION_ASSASSINATE_ANYiMissionSubject 5
- ▸ Ignore them. We will handle them here in [rival].grantsBONUS_EVENTOPTION_TREACHERY_PLAYER_PLOTTERS_OPTION_2_RALLYMission MISSION_RALLY_TROOPSbMissionFree 1
[rival] Pride
- ▸ We will add one of their number to the court.Gain a Court Minister
+20Civics+5/city↗ turn grantsBONUS_EVENTOPTION_PACIFY_PLAYER_PRIDE_OPTION_0_PLAYERaeBonuses: BONUS_CIVICS_GAIN_TINYAddCourtier: COURTIER_MINISTER=GENDER_FEMALE - ▸ Form militias of those willing to fight.+2 Militia
+120Training+30/city↗ turn grantsBONUS_EVENTOPTION_PACIFY_PLAYER_PRIDE_OPTION_1_CITYaiUnits: UNIT_MILITIA=2aeBonuses: BONUS_TRAINING_GAIN_LARGE - ▸ Host national celebrations in [city].Begin project: Triumph+1 CharismagrantsBONUS_EVENTOPTION_PACIFY_PLAYER_PRIDE_OPTION_2_CITYaeAddProjects: PROJECT_TRIUMPHBONUS_GAIN_CHARISMA_1aiRatings: RATING_CHARISMA=1
[rival]'s Best Friend
- ▸ Wonderful.Remembered: Player Offer (5 turns)Gain trait: Dog OwnergrantsBONUS_PLAYER_PEACEDiplomacyPlayerFrom DIPLOMACY_PEACEaeBonuses: BONUS_PLAYER_OFFERBONUS_GIVE_TRAIT_DOG_OWNERaeAddTraits: TRAIT_DOG_OWNER
- ▸ Accept the treaty but politely return the gift.Remembered: Player Offer (5 turns)Leader relationship: Disappointed WithgrantsBONUS_PLAYER_PEACEDiplomacyPlayerFrom DIPLOMACY_PEACEaeBonuses: BONUS_PLAYER_OFFERBONUS_LEADER_DISAPPOINTED_WITHAddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
[title] On Trial
- ▸ 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 Legitimacygated byLeaderSubjectNotAny SUBJECT_PROUDgrantsBONUS_MISSIONRESULT_HIGH_SYNOD_SUCCESSMemory MEMORYFAMILY_HIGH_SYNOD_SUCCESSBONUS_EVENTOPTION_LEADER_ON_TRIAL_APOLOGIZE_CHARACTER_2iLegitimacy -2◇ grants a memory no event currently keys off
- ▸ Blame any and all mistakes on [character].Remembered: Shifted the blame (+80 opinion for 40 turns)(no event currently keys off this)Leader relationship: Vengeful AgainstgrantsBONUS_EVENTOPTION_LEADER_ON_TRIAL_AVOID_BLAME_RELIGIONMemory MEMORYRELIGION_SHIFTED_BLAMEBONUS_LEADER_VENGEFUL_AGAINSTAddLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINST◇ grants a memory no event currently keys off
- ▸ 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 byLeaderSubject SUBJECT_ORATORgrantsBONUS_MISSIONRESULT_HIGH_SYNOD_SUCCESSMemory MEMORYFAMILY_HIGH_SYNOD_SUCCESS◇ grants a memory no event currently keys off - ▸ Leave this charade of a council.+3 LegitimacygrantsBONUS_EVENTOPTION_LEADER_ON_TRIAL_REFUSE_CHARACTER_2iLegitimacy 3