← All story events Trigger Stories that fire on the New Turn trigger.
How yield rewards scale ↗ turn
A yield reward like +40 Science +10/city ↗turn is not a flat number. The amount you actually receive is:
(base + per-city × your cities) × turn multiplier
- Per-city adds that much for every city you own (the rival's cities for Steal-Research-style effects).
- Turn multiplier is ×1 up through turn 60, then ×(turn ÷ 60) after — ×1.5 at turn 90, ×2 at turn 120, ×3.3 at turn 200.
The number on each chip is the ×1 (base) value. Hover a yield chip for a cities × turn table of the real reward. Example — +40 Science +10/city with 4 cities: 80 early game → 120 at turn 90 → 160 at turn 120. The mission pages also have a live calculator. ("Tiny / Small / Average / Large" in the game are just preset base/per tiers — shown here as their real numbers.)
⚠ Weights are not in-game odds. Each story is gated by character/empire conditions (some hidden in-game), so its real frequency is filtered in ways the XML can't predict — community analytics differ a lot from raw weights. Treat the weight as the XML knob, not a probability.
A Bitter Alliance
⛓ Follows from: An Exodus
- ▸ We'll meet these [rival] and their traitorous minions on the field of battle.+6 LegitimacyRemembered: Declared War on us (-80 opinion for 40 turns)Remembered: Player Offer (5 turns)grantsBONUS_EVENTOPTION_TRAIT_A_BITTER_ALLIANCE_OPTION_0iLegitimacy 6BONUS_EVENTOPTION_TRAIT_A_BITTER_ALLIANCE_OPTION_0_FAMILYaeFamilyBonuses: BONUS_REBEL_UNITS_1BONUS_DECLARE_WAR_PLAYERMemory MEMORYPLAYER_DECLARED_WARDiplomacyPlayerFrom DIPLOMACY_WARaeBonuses: BONUS_PLAYER_OFFER◇ may enable: The Sword of Damocles
- ▸ We have no desire for war. Give in to their demands.
-80Money-20/city↗ turn-1 CourageRemembered (leader of you): Stepped back from the brink (+40 opinion for 20 turns)(no event currently keys off this)Remembered: Player Offer (5 turns) gated byLeaderSubject SUBJECT_HIGH_WISDOMgrantsBONUS_EVENTOPTION_TRAIT_A_BITTER_ALLIANCE_OPTION_1aeBonuses: BONUS_MONEY_LOSS_TINY, BONUS_LOSE_COURAGE_1BONUS_EVENTOPTION_TRAIT_A_BITTER_ALLIANCE_OPTION_1_CHARACTER_2MemoryLeader MEMORYCHARACTER_NO_WARaeBonuses: BONUS_PLAYER_PEACE◇ grants a memory no event currently keys off
A Challenge of Honor
⛓ Follows from: Out For Blood
- ▸ This ends here!(no gates or payload in XML)↳ may trigger: The Last One Standing, The Last One Standing
- ▸ I will not sully myself with this fight.-5 LegitimacygrantsBONUS_EVENTOPTION_OUT_FOR_BLOOD_COMBAT_REFUSE_CHARACTER_3iLegitimacy -5
- ▸ Agree. Nothing says that you have to fight fair...gated byLeaderSubject SUBJECT_SCHEMER↳ may trigger: The Last One Standing
A Child
⛓ Follows from: A Little Advice
- ▸ That glow of being at peace with the world was certainly short lived.Gain trait: StressedgrantsBONUS_SUPRISE_CHILD_AND_STRESSEDbHaveBastard 1aeBonuses: BONUS_GIVE_TRAIT_STRESSED
A Child
⛓ Follows from: The Barley Sprouts
- ▸ A healthy child, to produce cries so piercing as to keep half of [city] awake.grantsBONUS_SUPRISE_CHILDbHaveBastard 1
A Child No More
- ▸ Resolve20%20%20%20%20%grants20% BONUS_SET_COMMANDER_ARCHETYPESetArchetype TRAIT_COMMANDER_ARCHETYPE20% BONUS_SET_SCHEMER_ARCHETYPESetArchetype TRAIT_SCHEMER_ARCHETYPE20% BONUS_SET_ORATOR_ARCHETYPESetArchetype TRAIT_ORATOR_ARCHETYPE20% BONUS_SET_BUILDER_ARCHETYPESetArchetype TRAIT_BUILDER_ARCHETYPE20% BONUS_SET_DIPLOMAT_ARCHETYPESetArchetype TRAIT_DIPLOMAT_ARCHETYPE
- ▸ Resolve20%20%20%20%20%grants20% BONUS_SET_COMMANDER_ARCHETYPESetArchetype TRAIT_COMMANDER_ARCHETYPE20% BONUS_SET_SCHEMER_ARCHETYPESetArchetype TRAIT_SCHEMER_ARCHETYPE20% BONUS_SET_ORATOR_ARCHETYPESetArchetype TRAIT_ORATOR_ARCHETYPE20% BONUS_SET_BUILDER_ARCHETYPESetArchetype TRAIT_BUILDER_ARCHETYPE20% BONUS_SET_DIPLOMAT_ARCHETYPESetArchetype TRAIT_DIPLOMAT_ARCHETYPE
- ▸ Resolve13%13%13%13%13%13%13%13%grants13% BONUS_SET_COMMANDER_ARCHETYPESetArchetype TRAIT_COMMANDER_ARCHETYPE13% BONUS_SET_TACTICIAN_ARCHETYPESetArchetype TRAIT_TACTICIAN_ARCHETYPE13% BONUS_SET_ZEALOT_ARCHETYPESetArchetype TRAIT_ZEALOT_ARCHETYPE13% BONUS_SET_JUDGE_ARCHETYPESetArchetype TRAIT_JUDGE_ARCHETYPE13% BONUS_SET_BUILDER_ARCHETYPESetArchetype TRAIT_BUILDER_ARCHETYPE13% BONUS_SET_SCHOLAR_ARCHETYPESetArchetype TRAIT_SCHOLAR_ARCHETYPE13% BONUS_SET_ORATOR_ARCHETYPESetArchetype TRAIT_ORATOR_ARCHETYPE13% BONUS_SET_SCHEMER_ARCHETYPESetArchetype TRAIT_SCHEMER_ARCHETYPE
A Child No More
- ▸ Resolve20%20%20%20%20%grants20% BONUS_SET_TACTICIAN_ARCHETYPESetArchetype TRAIT_TACTICIAN_ARCHETYPE20% BONUS_SET_ZEALOT_ARCHETYPESetArchetype TRAIT_ZEALOT_ARCHETYPE20% BONUS_SET_JUDGE_ARCHETYPESetArchetype TRAIT_JUDGE_ARCHETYPE20% BONUS_SET_BUILDER_ARCHETYPESetArchetype TRAIT_BUILDER_ARCHETYPE20% BONUS_SET_SCHOLAR_ARCHETYPESetArchetype TRAIT_SCHOLAR_ARCHETYPE
- ▸ Resolve20%20%20%20%20%grants20% BONUS_SET_TACTICIAN_ARCHETYPESetArchetype TRAIT_TACTICIAN_ARCHETYPE20% BONUS_SET_ZEALOT_ARCHETYPESetArchetype TRAIT_ZEALOT_ARCHETYPE20% BONUS_SET_JUDGE_ARCHETYPESetArchetype TRAIT_JUDGE_ARCHETYPE20% BONUS_SET_BUILDER_ARCHETYPESetArchetype TRAIT_BUILDER_ARCHETYPE20% BONUS_SET_SCHOLAR_ARCHETYPESetArchetype TRAIT_SCHOLAR_ARCHETYPE
- ▸ Resolve13%13%13%13%13%13%13%13%grants13% BONUS_SET_COMMANDER_ARCHETYPESetArchetype TRAIT_COMMANDER_ARCHETYPE13% BONUS_SET_TACTICIAN_ARCHETYPESetArchetype TRAIT_TACTICIAN_ARCHETYPE13% BONUS_SET_ZEALOT_ARCHETYPESetArchetype TRAIT_ZEALOT_ARCHETYPE13% BONUS_SET_JUDGE_ARCHETYPESetArchetype TRAIT_JUDGE_ARCHETYPE13% BONUS_SET_BUILDER_ARCHETYPESetArchetype TRAIT_BUILDER_ARCHETYPE13% BONUS_SET_SCHOLAR_ARCHETYPESetArchetype TRAIT_SCHOLAR_ARCHETYPE13% BONUS_SET_ORATOR_ARCHETYPESetArchetype TRAIT_ORATOR_ARCHETYPE13% BONUS_SET_SCHEMER_ARCHETYPESetArchetype TRAIT_SCHEMER_ARCHETYPE
A Child No More
- ▸ Resolve20%20%20%20%20%grants20% BONUS_SET_HERO_ARCHETYPESetArchetype TRAIT_HERO_ARCHETYPE20% BONUS_SET_ORATOR_ARCHETYPESetArchetype TRAIT_ORATOR_ARCHETYPE20% BONUS_SET_JUDGE_ARCHETYPESetArchetype TRAIT_JUDGE_ARCHETYPE20% BONUS_SET_SCHOLAR_ARCHETYPESetArchetype TRAIT_SCHOLAR_ARCHETYPE20% BONUS_SET_DIPLOMAT_ARCHETYPESetArchetype TRAIT_DIPLOMAT_ARCHETYPE
- ▸ Resolve20%20%20%20%20%grants20% BONUS_SET_HERO_ARCHETYPESetArchetype TRAIT_HERO_ARCHETYPE20% BONUS_SET_ORATOR_ARCHETYPESetArchetype TRAIT_ORATOR_ARCHETYPE20% BONUS_SET_JUDGE_ARCHETYPESetArchetype TRAIT_JUDGE_ARCHETYPE20% BONUS_SET_SCHOLAR_ARCHETYPESetArchetype TRAIT_SCHOLAR_ARCHETYPE20% BONUS_SET_DIPLOMAT_ARCHETYPESetArchetype TRAIT_DIPLOMAT_ARCHETYPE
- ▸ Resolve13%13%13%13%13%13%13%13%grants13% BONUS_SET_COMMANDER_ARCHETYPESetArchetype TRAIT_COMMANDER_ARCHETYPE13% BONUS_SET_TACTICIAN_ARCHETYPESetArchetype TRAIT_TACTICIAN_ARCHETYPE13% BONUS_SET_ZEALOT_ARCHETYPESetArchetype TRAIT_ZEALOT_ARCHETYPE13% BONUS_SET_JUDGE_ARCHETYPESetArchetype TRAIT_JUDGE_ARCHETYPE13% BONUS_SET_BUILDER_ARCHETYPESetArchetype TRAIT_BUILDER_ARCHETYPE13% BONUS_SET_SCHOLAR_ARCHETYPESetArchetype TRAIT_SCHOLAR_ARCHETYPE13% BONUS_SET_ORATOR_ARCHETYPESetArchetype TRAIT_ORATOR_ARCHETYPE13% BONUS_SET_SCHEMER_ARCHETYPESetArchetype TRAIT_SCHEMER_ARCHETYPE
A Child No More
- ▸ Resolve20%20%20%20%20%grants20% BONUS_SET_HERO_ARCHETYPESetArchetype TRAIT_HERO_ARCHETYPE20% BONUS_SET_COMMANDER_ARCHETYPESetArchetype TRAIT_COMMANDER_ARCHETYPE20% BONUS_SET_TACTICIAN_ARCHETYPESetArchetype TRAIT_TACTICIAN_ARCHETYPE20% BONUS_SET_ZEALOT_ARCHETYPESetArchetype TRAIT_ZEALOT_ARCHETYPE20% BONUS_SET_SCHEMER_ARCHETYPESetArchetype TRAIT_SCHEMER_ARCHETYPE
- ▸ Resolve20%20%20%20%20%grants20% BONUS_SET_HERO_ARCHETYPESetArchetype TRAIT_HERO_ARCHETYPE20% BONUS_SET_COMMANDER_ARCHETYPESetArchetype TRAIT_COMMANDER_ARCHETYPE20% BONUS_SET_TACTICIAN_ARCHETYPESetArchetype TRAIT_TACTICIAN_ARCHETYPE20% BONUS_SET_ZEALOT_ARCHETYPESetArchetype TRAIT_ZEALOT_ARCHETYPE20% BONUS_SET_SCHEMER_ARCHETYPESetArchetype TRAIT_SCHEMER_ARCHETYPE
- ▸ Resolve13%13%13%13%13%13%13%13%grants13% BONUS_SET_COMMANDER_ARCHETYPESetArchetype TRAIT_COMMANDER_ARCHETYPE13% BONUS_SET_TACTICIAN_ARCHETYPESetArchetype TRAIT_TACTICIAN_ARCHETYPE13% BONUS_SET_ZEALOT_ARCHETYPESetArchetype TRAIT_ZEALOT_ARCHETYPE13% BONUS_SET_JUDGE_ARCHETYPESetArchetype TRAIT_JUDGE_ARCHETYPE13% BONUS_SET_BUILDER_ARCHETYPESetArchetype TRAIT_BUILDER_ARCHETYPE13% BONUS_SET_SCHOLAR_ARCHETYPESetArchetype TRAIT_SCHOLAR_ARCHETYPE13% BONUS_SET_ORATOR_ARCHETYPESetArchetype TRAIT_ORATOR_ARCHETYPE13% BONUS_SET_SCHEMER_ARCHETYPESetArchetype TRAIT_SCHEMER_ARCHETYPE
A Clean Conscience
⛓ Follows from: Sleep Tight
- ▸ ...The character is killedgrantsBONUS_KILL_CHARACTERbKillCharacter 1
A Dagger for a Dagger
⛓ Follows from: Out For Blood
- ▸ You spot the flash of the blade and are able to move out of the way in time.Gain trait: Imprisonedgated byLeaderSubject SUBJECT_VIGILANTgrantsBONUS_GIVE_TRAIT_IMPRISONEDaeAddTraits: TRAIT_IMPRISONED
- ▸ [character] reaches you, but you stay calm under attack and call for help.Gain trait: ImprisonedGain trait: Woundedgated byLeaderSubject SUBJECT_HIGH_DISCIPLINEgrantsBONUS_GIVE_TRAIT_IMPRISONEDaeAddTraits: TRAIT_IMPRISONEDBONUS_CHARACTER_WOUNDEDaeAddTraits: TRAIT_WOUNDED
- ▸ The guards reach you too late, and [character] is hacked down as your own lifeless body hits the floor.The character is killedThe character is killedgrantsBONUS_KILL_CHARACTERbKillCharacter 1BONUS_KILL_CHARACTERbKillCharacter 1
A Deal Is Struck
⛓ Follows from: [tribe] Unity
- ▸ [character] certainly knows his way around politics.-2 LegitimacyRemembered: Tribe Offer (5 turns)Gain trait: Rising StargrantsBONUS_TRIBE_ALLIANCEiLegitimacy -2bTribeAlliance 1aeBonuses: BONUS_TRIBE_OFFERBONUS_GIVE_TRAIT_RISING_STARaeAddTraits: TRAIT_RISING_STAR
A Deception Revealed
⛓ Follows from: Omens of Your End
- ▸ It cannot be known that [character] tolerates duplicity.(no gates or payload in XML)↳ may trigger: Betrayal Answered
- ▸ Sometimes, pride and
wrath must be swallowed. Gain trait: Timid-6 LegitimacygrantsBONUS_GIVE_TRAIT_TIMIDaeAddTraits: TRAIT_TIMIDBONUS_UNANSWERED_BETRAYALiLegitimacy -6↳ may trigger: Omens Turn True
A Delicate Matter
⛓ Follows from: Foreign Relations
- ▸ We shall accept the offer of ransom.Loses trait: Captured With Succession
+320Money+80/city↗ turn gated byLeaderSubjectNotAny SUBJECT_CHARACTER_TERRIFYINGgrantsBONUS_REMOVE_CAPTURED_ALTaeRemoveTraits: TRAIT_CAPTURED_WITH_SUCCESSIONBONUS_MONEY_GAIN_HUGEaiGlobalYieldsBase: YIELD_MONEY=320aiGlobalYieldsPer: YIELD_MONEY=80 - ▸ [character] shall rot here until his pathetic death.Leader relationship: Plotting AgainstgrantsBONUS_LEADER_PLOTTING_AGAINSTAddLeaderRelationship RELATIONSHIP_PLOTTING_AGAINST
- ▸ I sense [character] may have some reluctance to return the throne to [character].The character is killedLeader relationship: Owes Favor Togated byLeaderSubject SUBJECT_CHARACTER_COVERTgrantsBONUS_KILL_CHARACTERbKillCharacter 1BONUS_TAKE_THRONE_AND_A_FAVORiSeizeThroneSubject 0aeBonuses: BONUS_LEADER_OWES_FAVOR_TO
A Failed Gamble
⛓ Follows from: [religion] Pilgrims
- ▸ Let them settle in [city] permanently then, whether they want to or not.
+60Discontenteach city↗ turn grantsBONUS_EVENTOPTION_RELIGIOUS_PILGRIMS_WAR_HOSTAGES_FAIL_CITIZEN_CITYaeBonuses: BONUS_ADD_CITIZEN_1, BONUS_DISCONTENT_GAIN_SMALL - ▸ If they could make the pilgrimage, they can certainly do labor.+1 Workergated byPlayerSubject SUBJECT_PLAYER_SLAVERYgrantsBONUS_UNIT_WORKERaiUnits: UNIT_WORKER=1
- ▸ This was embarrassing. Send them back to [rival] anyway.-4 LegitimacygrantsBONUS_EVENTOPTION_RELIGIOUS_PILGRIMS_WAR_HOSTAGES_FAIL_DEPORT_CHARACTERiLegitimacy -4
A Favorable Outcome
⛓ Follows from: An Unlikely Match
- ▸ This is good news for everyone.Arranges a marriagegrantsBONUS_EVENTOPTION_AN_UNLIKELY_MATCH_FAVORABLE_WEDDING_BELLS_CHARACTERiMarrySubject 1
A Few Nights More
⛓ Follows from: Caravan of Love
- ▸ Allow the child to stay at the
palace and grow up as a royal. -4 LegitimacygrantsBONUS_EVENTOPTION_A_FEW_NIGHTS_MORE_0_CHARACTERiBirthWithSubject 1BONUS_EVENTOPTION_A_FEW_NIGHTS_MORE_0_CITYiLegitimacy -4↳ may trigger: Achievement - ▸ Give the child to a lesser noble family where they will never be found.Leader relationship: Disappointed WithRemembered: Trusted us with an illegitimate child (+40 opinion for 80 turns)(no event currently keys off this)grantsBONUS_LEADER_DISAPPOINTED_WITHAddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITHBONUS_EVENTOPTION_A_FEW_NIGHTS_MORE_1_FAMILYMemory MEMORYFAMILY_TRUSTED_WITH_CHILD◇ grants a memory no event currently keys off
A Fiery End
- ▸ Send assistance for [city] to repair the damage.+2 Legitimacy
+60Happinesseach city↗ turn
-120Money-30/city↗ turn
-30Wood-10/city↗ turn grantsBONUS_EVENTOPTION_KILLED_IN_COLD_WATER_A_FIERY_END_HIGHPROB_REPAIRiLegitimacy 2aeBonuses: BONUS_HAPPINESS_GAIN_SMALL, BONUS_MONEY_LOSS_SMALL, BONUS_WOOD_LOSS_SMALL - ▸ The city's government failed. It should be reorganized.
+120Civics+30/city↗ turn grantsBONUS_CIVICS_GAIN_HUGEaiGlobalYieldsBase: YIELD_CIVICS=120aiGlobalYieldsPer: YIELD_CIVICS=30 - ▸ The guard in [city] failed - conduct additional guard
training in our cities.
+160Training+40/city↗ turn grantsBONUS_TRAINING_GAIN_HUGEaiGlobalYieldsBase: YIELD_TRAINING=160aiGlobalYieldsPer: YIELD_TRAINING=40
A Fiery End
- ▸ Send assistance for [city] to repair the damage.+2 Legitimacy
+60Happinesseach city↗ turn
-120Money-30/city↗ turn
-30Wood-10/city↗ turn grantsBONUS_EVENTOPTION_KILLED_IN_COLD_WATER_A_FIERY_END_HIGHPROB_REPAIRiLegitimacy 2aeBonuses: BONUS_HAPPINESS_GAIN_SMALL, BONUS_MONEY_LOSS_SMALL, BONUS_WOOD_LOSS_SMALL - ▸ The city's government failed. It should be reorganized.
+120Civics+30/city↗ turn grantsBONUS_CIVICS_GAIN_HUGEaiGlobalYieldsBase: YIELD_CIVICS=120aiGlobalYieldsPer: YIELD_CIVICS=30 - ▸ The guard in [city] failed - conduct additional guard
training in our cities.
+160Training+40/city↗ turn grantsBONUS_TRAINING_GAIN_HUGEaiGlobalYieldsBase: YIELD_TRAINING=160aiGlobalYieldsPer: YIELD_TRAINING=40
A Frustrating Outcome
⛓ Follows from: Change of Heart
- ▸ Forbid [character] access to the royal
treasury. Leader relationship: Estranged FromgrantsBONUS_LEADER_ESTRANGED_FROMAddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM - ▸ I am increasingly frustrated with him.
-240Money-60/city↗ turn grantsBONUS_MONEY_LOSS_LARGEaiGlobalYieldsBase: YIELD_MONEY=-240aiGlobalYieldsPer: YIELD_MONEY=-60
A Funny Feeling
⛓ Follows from: Unhealthy Interests
- ▸ I must have the finest treatments available.
-10Orders↗ turn grantsBONUS_ORDERS_LOSS_HUGEaiGlobalYieldsBase: YIELD_ORDERS=-10 - ▸ Bring my family. I do not want to be alone.Gain trait: TimidgrantsBONUS_GIVE_TRAIT_TIMIDaeAddTraits: TRAIT_TIMID
- ▸ Death does not frighten me.gated byLeaderSubject SUBJECT_ROBUST
A Game at Dinner
- ▸ So be it. This ends tonight, one way or the other.+1 CouragegrantsBONUS_GAIN_COURAGE_1aiRatings: RATING_COURAGE=1↳ may trigger: A Game at Dinner
- ▸ I would be foolish to walk into her trap. I must decline the invitation.-6 LegitimacygrantsBONUS_PERSIA_STATEIRA_PARYSATIS_PARYSATIS_POISON_DECLINE_LEGITIMACYiLegitimacy -6
A Hand Withdrawn
⛓ Follows from: Improbable Tasks
- ▸ Oh well, there’s other
fish in the trees. Gain a random traitLeader relationship: Disappointed WithgrantsBONUS_EVENTOPTION_A_HAND_WITHDRAWN_OPTION_0_CHARACTER_1AddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITHaeRandomTraitDelay: TRAIT_CHASTE, TRAIT_WANTONaeRandomTraitText: TEXT_BONUS_EVENTOPTION_A_HAND_WITHDRAWN_CHASTE, TEXT_BONUS_EVENTOPTION_A_HAND_WITHDRAWN_WANTON
A Hero Appears
⛓ Follows from: Improbable Tasks
- ▸ And so they will be married!(no gates or payload in XML)↳ may trigger: A Hero Appears
- ▸ I changed my mind.Leader relationship: Plotting AgainstgrantsBONUS_LEADER_PLOTTING_AGAINSTAddLeaderRelationship RELATIONSHIP_PLOTTING_AGAINST
A Pale Horse
⛓ Follows from: At Death's Door
- ▸ Beg for [character]'s forgiveness.Leader relationship: Suspicious Of-4 LegitimacygrantsBONUS_LEADER_SUSPICIOUS_OFAddLeaderRelationship RELATIONSHIP_SUSPICIOUS_OFBONUS_EVENTOPTION_RELATIONSHIP_DEATH_COMES_OPTION_0_CHARACTER_1iLegitimacy -4
- ▸ I will not accept the blame for his fate.Leader relationship: Vengeful AgainstgrantsBONUS_LEADER_VENGEFUL_AGAINSTAddLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINST
A Parting
- ▸ I am grateful for our years together.Gain trait: GraciousgrantsBONUS_GIVE_TRAIT_GRACIOUSaeAddTraits: TRAIT_GRACIOUS
- ▸ He taught me courage in the face of fear.+1 CouragegrantsBONUS_GAIN_COURAGE_1aiRatings: RATING_COURAGE=1
- ▸ Just a dog. A good dog, but just a dog.
+6Orders↗ turn grantsBONUS_ORDERS_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_ORDERS=6
A Peaceful Plea
⛓ Follows from: Still Time
- ▸ Accept the Tribute.+4 LegitimacygrantsBONUS_TRIBUTE_RECEIVE_MONEY_HUGEaiYieldsTributeBase: YIELD_MONEY=400aiYieldsTributePerThem: YIELD_MONEY=80BONUS_EVENTOPTION_PLAYER_WAR_OFFER_TRAIT_BUILDER_ARCHETYPE_CAUTIOUS_LEADER4_INTIMIDATED_OPTION_0_PLAYER_1iLegitimacy 4
- ▸ Reject the Tribute and declare War.Remembered: Declared War on us (-80 opinion for 40 turns)Remembered: Player Offer (5 turns)grantsBONUS_EVENTOPTION_PLAYER_WAR_OFFER_TRAIT_BUILDER_ARCHETYPE_CAUTIOUS_LEADER4_INTIMIDATED_OPTION_1_PLAYER_0Memory MEMORYPLAYER_DECLARED_WARaeBonuses: BONUS_PLAYER_WAR◇ may enable: The Sword of Damocles
A Piercing Insight
⛓ Follows from: Poor Quality Iron
- ▸ Argh!Gain trait: WoundedgrantsBONUS_CHARACTER_WOUNDEDaeAddTraits: TRAIT_WOUNDED
A Private Audience
⛓ Follows from: Lost Relative
- ▸ Add [character] to the court.-4 Legitimacy+2 Happiness levelsGain a Court MinisterRemembered: Made me a courtier (+40 opinion for 20 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_TRAIT_A_PRIVATE_AUDIENCE_OPTION_0iHappinessLevels 2iLegitimacy -4BONUS_EVENTOPTION_TRAIT_A_PRIVATE_AUDIENCE_OPTION_0_CHARACTER_1Memory MEMORYCHARACTER_ADDED_TO_COURTMakeCourtier COURTIER_MINISTER◇ grants a memory no event currently keys off
- ▸ We must investigate him first.
+20Discontenteach city↗ turn grantsBONUS_DISCONTENT_GAIN_MINIMALaiCityYields: YIELD_DISCONTENT=20↳ may trigger: Investigation Complete
A Promise of a Match
⛓ Follows from: An Unlikely Match
- ▸ Sometimes, sacrifices must be made.Arranges a marriageRemembered: Chose us a hideous spouse (-40 opinion for 20 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_AN_UNLIKELY_MATCH_DELAY_WEDDING_IS_ON_CHARACTERiMarrySubject 1BONUS_EVENTOPTION_AN_UNLIKELY_MATCH_DELAY_WEDDING_IS_ON_FAMILYMemory MEMORYFAMILY_HIDEOUS_MATCH◇ grants a memory no event currently keys off
- ▸ This match is unacceptable.+6 LegitimacyRemembered: Tribe Offer (5 turns)grantsBONUS_TRIBE_WAR_LEGITIMACYDiplomacyTribe DIPLOMACY_WARiLegitimacy 6aeBonuses: BONUS_TRIBE_OFFER
A Quiet Year
⛓ Follows from: Playing with Fire
- ▸ We shall put this cooperation to good use.
+60Civics+15/city↗ turn
+160Money+40/city↗ turn grantsBONUS_QUIET_REWARDSaeBonuses: BONUS_CIVICS_GAIN_AVERAGE, BONUS_MONEY_GAIN_AVERAGE↳ may trigger: Unchecked Power
A Reckless Year
⛓ Follows from: Superstitious Demeanor
- ▸ Never shall I stray again.Gain trait: Superstitious+60 XP to the charactergrantsBONUS_TRUST_THE_STARSaeBonuses: BONUS_GIVE_TRAIT_SUPERSTITIOUS, BONUS_XP_CHARACTER_LARGE
A Second Opinion
- ▸ [character] cannot be trusted.Gain trait: ProudgrantsBONUS_GIVE_TRAIT_PROUDaeAddTraits: TRAIT_PROUD
- ▸ I must seek [character]'s counsel.(no gates or payload in XML)↳ may trigger: Poor Souls
A Sharp Reprimand
⛓ Follows from: Poor Quality Iron
- ▸ Argh!Gain trait: WoundedgrantsBONUS_CHARACTER_WOUNDEDaeAddTraits: TRAIT_WOUNDED
A Time to Dye
⛓ Follows from: Live and Let Dye
- ▸ I have made a terrible mistake. Execute the rogue.The character is killedgrantsBONUS_KILL_CHARACTERbKillCharacter 1
- ▸ Time to subject this hair dye to rigorous scientific analysis.+1 Wisdomgated byLeaderSubject SUBJECT_HIGH_WISDOMgrantsBONUS_GAIN_WISDOM_1aiRatings: RATING_WISDOM=1↳ may trigger: The Dye is Cast
A Time to Kill: Consequences
⛓ Follows from: A Time to Kill: Results!
- ▸ Most unfortunate.Leader relationship: Vengeful AgainstgrantsBONUS_LEADER_VENGEFUL_AGAINSTAddLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINST
A Time to Kill: Consequences
⛓ Follows from: A Time to Kill: Results!
- ▸ Most unfortunate.Leader relationship: Vengeful AgainstgrantsBONUS_LEADER_VENGEFUL_AGAINSTAddLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINST
A Time to Kill: Results!
⛓ Follows from: A Time to Kill, A Time to Kill
- ▸ I’m sure it will be fine.(no gates or payload in XML)↳ may trigger: A Time to Kill: Consequences
A Time to Kill: Results!
⛓ Follows from: A Time to Kill, A Time to Kill
- ▸ I’m sure it will be fine.(no gates or payload in XML)↳ may trigger: A Time to Kill: Consequences
A Whole New World
⛓ Follows from: Eloped!, Eloped!
- ▸ Enjoy your travels!Gain trait: ExploringRemembered: Started Explore Recently (2 turns)Loses trait: ElopedGain trait: ExploringRemembered: Started Explore Recently (2 turns)Loses trait: ElopedgrantsBONUS_EVENTOPTION_A_WHOLE_NEW_WORLDaeBonuses: BONUS_GIVE_TRAIT_EXPLORING, BONUS_REMOVE_TRAIT_ELOPEDBONUS_EVENTOPTION_A_WHOLE_NEW_WORLDaeBonuses: BONUS_GIVE_TRAIT_EXPLORING, BONUS_REMOVE_TRAIT_ELOPED
- ▸ It's time to come back.
-3Orders↗ turnLeader relationship: Owes Favor ToLeader relationship: Estranged From grantsBONUS_ORDERS_LOSS_TINYaiGlobalYieldsBase: YIELD_ORDERS=-3BONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TOBONUS_LEADER_ESTRANGED_FROMAddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
A [religion] Council
⛓ Follows from: A [religion] Council
- ▸ To work!+1 DisciplinegrantsBONUS_GAIN_DISCIPLINE_1aiRatings: RATING_DISCIPLINE=1
Abducted Heir
⛓ Follows from: Traitorous Tutor
- ▸ Declare war on [rival] to retrieve the heir.+1 Heavy Infantry unit+6 LegitimacyRemembered: Player Offer (5 turns)grantsBONUS_UNITCLASS_HEAVY_INFANTRYaiBonusUnits: BONUSUNITCLASS_HEAVY_INFANTRY=1BONUS_PLAYER_WAR_LEGITIMACYDiplomacyPlayerTo DIPLOMACY_WARiLegitimacy 6aeBonuses: BONUS_PLAYER_OFFER
- ▸ We are in no position to fight [rival].+1 WisdomgrantsBONUS_EVENTOPTION_TUTOR_ABDUCTED_HEIR_OPTION_1_CHARACTER_2iCitizens 1aeBonuses: BONUS_GAIN_WISDOM_1
- ▸ Continue to pursue diplomacy to save [character].Gain trait: Cunning
+8Civics+2/city↗ turn grantsBONUS_EVENTOPTION_TUTOR_ABDUCTED_HEIR_OPTION_2_CHARACTER_2aeAddTraits: TRAIT_CUNNINGaeBonuses: BONUS_CIVICS_GAIN_MINIMAL
Absolute Power Couple
⛓ Follows from: A Lit Match
- ▸ We shall shape [rival] into a nation unequaled.
+80Civics+20/city↗ turn grantsBONUS_CIVICS_GAIN_LARGEaiGlobalYieldsBase: YIELD_CIVICS=80aiGlobalYieldsPer: YIELD_CIVICS=20
Achievement
- ▸ Achievement.(no gates or payload in XML)
Achievement
- ▸ Achievement.(no gates or payload in XML)
Achievement
⛓ Follows from: Iron Signs
- ▸ Achievement.(no gates or payload in XML)
Achievement
- ▸ Achievement.(no gates or payload in XML)
Achievement
- ▸ Achievement.(no gates or payload in XML)
Achievement
- ▸ Achievement.(no gates or payload in XML)
Achievement
- ▸ Achievement.(no gates or payload in XML)
Achievement
- ▸ Achievement.(no gates or payload in XML)
Achievement
- ▸ Achievement.(no gates or payload in XML)
Achievement
- ▸ Achievement.(no gates or payload in XML)
Achievement
- ▸ Achievement.(no gates or payload in XML)
Achievement
- ▸ Achievement.(no gates or payload in XML)
Achievement
- ▸ Achievement.(no gates or payload in XML)
Achievement
- ▸ Achievement.(no gates or payload in XML)
Achievement
- ▸ Achievement.(no gates or payload in XML)
Achievement
- ▸ Achievement.(no gates or payload in XML)
Achievement
- ▸ Achievement.(no gates or payload in XML)
Achievement
⛓ Follows from: Sobering Up
- ▸ Achievement.(no gates or payload in XML)
Acropolis Guard
- ▸ Consider it done.
-120Money-30/city↗ turn+1 Ranged Infantry unit grantsBONUS_EVENTOPTION_ACROPOLIS_GUARD_YESaeBonuses: BONUS_MONEY_LOSS_SMALL, BONUS_UNITCLASS_RANGED_INFANTRY - ▸ Special guards are not necessary.(no gates or payload in XML)
After the Death
⛓ Follows from: The Pox Spreads
- ▸ Erect a memorial in the capital [city].
+80Civics+20/city↗ turn grantsBONUS_CIVICS_GAIN_LARGEaiGlobalYieldsBase: YIELD_CIVICS=80aiGlobalYieldsPer: YIELD_CIVICS=20 - ▸ Hold triumphal celebrations in [city] and [city].Begin project: TriumphBegin project: TriumphgrantsBONUS_EVENTOPTION_AFTER_THE_DEATH_OPTION_1_CITY_0aeAddProjects: PROJECT_TRIUMPHBONUS_EVENTOPTION_AFTER_THE_DEATH_OPTION_1_CITY_1aeAddProjects: PROJECT_TRIUMPH
- ▸ Write a heroic, narrative account.+40–400 Culture (by city tier)gated byLeaderSubject SUBJECT_CHARACTER_CHARMINGgrantsBONUS_CULTURE_GAIN_LARGEaaiCultureYield: CULTURE_WEAK[YIELD_CULTURE=40], CULTURE_DEVELOPING[YIELD_CULTURE=80], CULTURE_STRONG[YIELD_CULTURE=160], CULTURE_LEGENDARY[YIELD_CULTURE=400]
Age of Unrest
- ▸ Make a gift of
food to the people, promising stability in these rough times.
-50Food-15/city↗ turn
+60Happinesseach city↗ turn grantsBONUS_EVENTOPTION_AGE_OF_UNREST_OPTION_0_CHARACTER_3aeBonuses: BONUS_FOOD_LOSS_AVERAGEaeAllCityBonuses: BONUS_HAPPINESS_GAIN_SMALL - ▸ Double down on the construction of monuments, ensuring your name lasts forever.+4 Legitimacy
-50Stone-15/city↗ turn grantsBONUS_EVENTOPTION_AGE_OF_UNREST_OPTION_1_CHARACTER_3iLegitimacy 4aeBonuses: BONUS_STONE_LOSS_AVERAGE - ▸ Personally reach out to these new rulers to establish contact between your courts.Remembered: Made contact with my court (+20 opinion for 80 turns)(no event currently keys off this)Remembered: Made contact with my court (+20 opinion for 80 turns)(no event currently keys off this)Remembered: Made contact with my court (+20 opinion for 80 turns)(no event currently keys off this)
-40Civics-10/city↗ turn grantsBONUS_EVENTOPTION_AGE_OF_UNREST_OPTION_2_CHARACTER_0Memory MEMORYCHARACTER_MADE_CONTACTBONUS_EVENTOPTION_AGE_OF_UNREST_OPTION_2_CHARACTER_0Memory MEMORYCHARACTER_MADE_CONTACTBONUS_EVENTOPTION_AGE_OF_UNREST_OPTION_2_CHARACTER_0Memory MEMORYCHARACTER_MADE_CONTACTBONUS_CIVICS_LOSS_SMALLaiGlobalYieldsBase: YIELD_CIVICS=-40aiGlobalYieldsPer: YIELD_CIVICS=-10◇ grants a memory no event currently keys off
Agent Escapes
⛓ Follows from: Agent Exposed
- ▸ Well done!+40 XP to the charactergrantsBONUS_XP_CHARACTER_AVERAGEiXPCharacter 40BONUS_RANDOM_TECHbRandomTech 1
Agent Exposed
⛓ Follows from: Agent Exposed
- ▸ The court will mourn his sacrifice…+20 XP to the charactergrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20
Akhenaten
⛓ Follows from: Sign from Aten
- ▸ Yes, I will now be known as Akhenaten.+1 LegitimacygrantsBONUS_EVENTOPTION_AKHENATEN_OPTION_0CharacterName NAME_AKHENATENiLegitimacy 1
- ▸ No, I shall remain [character].+20 XP to the charactergrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20
All Good Things
- ▸ That is most unfortunate.Remembered: Tribe Offer (5 turns)grantsBONUS_TRIBE_TRUCEDiplomacyTribe DIPLOMACY_TRUCEaeBonuses: BONUS_TRIBE_OFFER
All Good Things
- ▸ That is most unfortunate.Remembered: Tribe Offer (5 turns)grantsBONUS_TRIBE_TRUCEDiplomacyTribe DIPLOMACY_TRUCEaeBonuses: BONUS_TRIBE_OFFER
All Good Things
- ▸ That is most unfortunate.Remembered: Tribe Offer (5 turns)grantsBONUS_TRIBE_TRUCEDiplomacyTribe DIPLOMACY_TRUCEaeBonuses: BONUS_TRIBE_OFFER
Ambitious
- ▸ It is acceptable to share our plans with the [tribe].Remembered: Assured of peaceful intentions (+30 opinion for 20 turns)(no event currently keys off this)Leader relationship: Suspicious OfgrantsBONUS_EVENTOPTION_RELATIONSHIP_AMBITIOUS_OPTION_0Memory MEMORYTRIBE_SHARED_INTELBONUS_LEADER_SUSPICIOUS_OFAddLeaderRelationship RELATIONSHIP_SUSPICIOUS_OF◇ grants a memory no event currently keys off
- ▸ Ignore the savage wretch. He has no dominion here.Remembered: Tribe Offer (5 turns)grantsBONUS_TRIBAL_INVASIONbTribeInvade 1aeBonuses: BONUS_TRIBE_OFFER
- ▸ Assure [character] that we have no ill intentions.Remembered: Assured of peaceful intentions (+30 opinion for 20 turns)(no event currently keys off this)+40 XP to the charactergated byLeaderSubject SUBJECT_CHARACTER_CHARMINGgrantsBONUS_EVENTOPTION_RELATIONSHIP_AMBITIOUS_OPTION_0Memory MEMORYTRIBE_SHARED_INTELBONUS_XP_CHARACTER_AVERAGEiXPCharacter 40◇ grants a memory no event currently keys off
An Exodus
⛓ Follows from: A Family Warning, Family Council
- ▸ Let them go, and good riddance.-4 Legitimacy
+20Training+5/city↗ turn grantsBONUS_EVENTOPTION_TRAIT_AN_EXODUS_OPTION_0iLegitimacy -4aeBonuses: BONUS_TRAINING_GAIN_MINIMALBONUS_EVENTOPTION_TRAIT_AN_EXODUS_OPTION_0_FAMILY↳ may trigger: A Bitter Alliance - ▸ Extend an olive branch on my behalf.+2 Legitimacy+1 Happiness level
-5Orders↗ turnRemembered: Ruler extended a hand in peace (+80 opinion for 20 turns)(no event currently keys off this) gated byLeaderSubject SUBJECT_CHARACTER_CHARMINGgrantsBONUS_EVENTOPTION_TRAIT_AN_EXODUS_OPTION_1iHappinessLevels 1iLegitimacy 2aeBonuses: BONUS_ORDERS_LOSS_AVERAGEBONUS_EVENTOPTION_TRAIT_AN_EXODUS_OPTION_1_FAMILYMemory MEMORYFAMILY_HEALED_RIFT◇ grants a memory no event currently keys off - ▸ Poison the
wine of their acolytes. 1 rebel unit appear
+120Money+30/city↗ turn
+20Happinesseach city↗ turnThe character is killedLeader relationship: Assassinated ByRemembered: Assassination exposed (-80 opinion for 40 turns)(no event currently keys off this)Remembered: Murdered bloodline (-40 opinion for 40 turns)(no event currently keys off this) gated byLeaderSubject SUBJECT_CHARACTER_COVERTgrantsBONUS_EVENTOPTION_TRAIT_AN_EXODUS_OPTION_2iRebelUnits 1aeBonuses: BONUS_MONEY_GAIN_SMALL, BONUS_HAPPINESS_GAIN_MINIMALBONUS_KILL_CHARACTER_MURDEREDAddLeaderRelationship RELATIONSHIP_ASSASSINATED_BYbKillCharacter 1aeBonuses: BONUS_ASSASSINATION_EXPOSEDBONUS_EVENTOPTION_TRAIT_AN_EXODUS_OPTION_2_FAMILYMemory MEMORYFAMILY_MURDERED_ALL_FAMILY◇ grants a memory no event currently keys off
An Uneasy Quiet
- ▸ Resolve91%Leader relationship: Plotting AgainstGain trait: Stressed9%Leader relationship: Plotting Against0%grants91% BONUS_FORGET_GAVE_VIZIER_AND_PLOTForget MEMORYPLAYER_GAVE_VIZIERAddLeaderRelationship RELATIONSHIP_PLOTTING_AGAINST91% BONUS_GIVE_TRAIT_STRESSEDaeAddTraits: TRAIT_STRESSED9% BONUS_FORGET_GAVE_VIZIER_AND_PLOTForget MEMORYPLAYER_GAVE_VIZIERAddLeaderRelationship RELATIONSHIP_PLOTTING_AGAINST0% BONUS_FORGET_GAVE_VIZIERForget MEMORYPLAYER_GAVE_VIZIER
An Unexpected Visit
- ▸ A struggle ensues!(no gates or payload in XML)↳ may trigger: Unexpected Visit: You die!, Unexpected Visit: You survive!
Another Attack!
- ▸ Try to dodge!(no gates or payload in XML)↳ may trigger: Another Attack: You die!, Another Attack: You survive!
Another Attack!
- ▸ Attempt to flee!(no gates or payload in XML)↳ may trigger: Another Attack: You die!, Another Attack: You survive!
Another Attack!
- ▸ A struggle ensues!(no gates or payload in XML)↳ may trigger: Another Attack: You die!, Another Attack: You survive!
Another Attack!
- ▸ What the?!(no gates or payload in XML)↳ may trigger: Another Attack: You die!, Another Attack: You survive!
Another Attack!
- ▸ I try to dodge!(no gates or payload in XML)↳ may trigger: Another Attack: You die!, Another Attack: You survive!
Another Attack!
- ▸ What the?!(no gates or payload in XML)↳ may trigger: Another Attack: You die!, Another Attack: You survive!
Another Attack!
- ▸ Attempt to shoot the lead wolf!(no gates or payload in XML)↳ may trigger: Another Attack: You die!, Another Attack: You survive!
Apprehended Thief
⛓ Follows from: Stolen Statue
- ▸ Execute him in a public spectacle.
+40Civics+10/city↗ turn grantsBONUS_CIVICS_GAIN_SMALLaiGlobalYieldsBase: YIELD_CIVICS=40aiGlobalYieldsPer: YIELD_CIVICS=10 - ▸ Demand an apology and release him.Gain trait: Graciousgated byLeaderSubjectNotAny SUBJECT_CHARACTER_TERRIFYINGbHidePrereqs prereqs hidden in-gamegrantsBONUS_GIVE_TRAIT_GRACIOUSaeAddTraits: TRAIT_GRACIOUS
Archon Rising
⛓ Follows from: Special Recognition
- ▸ Abdicate and accept your fate.Becomes the chosen heirgrantsBONUS_EVENTOPTION_CHARACTER_SPECIAL_RECOGNITION_02_OPTION_1_CHARACTER_1bChosenHeir 1BONUS_EVENTOPTION_CHARACTER_SPECIAL_RECOGNITION_02_OPTION_1_CHARACTER_2bAbdicate 1
- ▸
Order the court guards to expel [character]. Tactician / Swift Gain trait: Fugitive+2 Legitimacygated byLeaderSubjectAny SUBJECT_TACTICIAN / SUBJECT_SWIFTgrantsBONUS_GIVE_TRAIT_FUGITIVEaeAddTraits: TRAIT_FUGITIVEBONUS_EVENTOPTION_CHARACTER_SPECIAL_RECOGNITION_02_OPTION_0_CHARACTER_0iLegitimacy 2 - ▸ I will slay the traitor [character] myself!gated byLeaderSubject SUBJECT_HIGH_COURAGE↳ may trigger: The Bloody Court
As Good as Their Word
⛓ Follows from: Hand of [rival]
- ▸ This could only ever end in war.(no gates or payload in XML)
Assassination Revenge
⛓ Follows from: Assassination Betrayal
- ▸ Take anything but my life.
-400Money-100/city↗ turn grantsBONUS_MONEY_LOSS_GIGANTICaiGlobalYieldsBase: YIELD_MONEY=-400aiGlobalYieldsPer: YIELD_MONEY=-100 - ▸ Do it, but I will haunt your dreams.The character is killedgrantsBONUS_KILL_CHARACTERbKillCharacter 1
Assassination of Monarch
⛓ Follows from: Assassination of Monarch, Assassination of Monarch
- ▸ Throw them in the hole we dug in the courtyard.gated byLeaderSubject SUBJECT_HIGH_CHARISMA↳ may trigger: Assassination of Monarch
- ▸ Reject their threats and avenge the dead king.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
- ▸ Stall them while we think of other options.
+80Discontenteach city↗ turn grantsBONUS_DISCONTENT_GAIN_AVERAGEaiCityYields: YIELD_DISCONTENT=80↳ may trigger: Assassination of Monarch
Assassination of Monarch
⛓ Follows from: Assassination of Monarch, Assassination of Monarch
- ▸ Ready the baths. Then lock the doors and set it all on fire.Progress ambition: Kill 10 EnemiesRemembered: Recent Ambition (7 turns)gated byLeaderSubject SUBJECT_HIGH_WISDOMgrantsBONUS_AMBITION_KILL_10_ENEMIESAmbition GOAL_KILL_10_ENEMIESaeBonuses: BONUS_RECENT_AMBITION↳ may trigger: Assassination of Monarch
- ▸ Reject their threats and avenge the dead king.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
Assassination of Monarch
⛓ Follows from: Assassination of Monarch
- ▸ Very well, we will prepare a feast for their men.
-120Money-30/city↗ turn grantsBONUS_MONEY_LOSS_SMALLaiGlobalYieldsBase: YIELD_MONEY=-120aiGlobalYieldsPer: YIELD_MONEY=-30↳ may trigger: Assassination of Monarch - ▸ Reject their threats and avenge the dead king.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
Assassination of Monarch
⛓ Follows from: Assassination of Monarch
- ▸ Throw them in the hole we dug in the courtyard.gated byLeaderSubject SUBJECT_HIGH_CHARISMA↳ may trigger: Assassination of Monarch
- ▸ Reject their threats and avenge the dead king.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
Assassins Called Off
⛓ Follows from: Escalated Feud
- ▸ My heir will live to see another day.Gain trait: SlightedgrantsBONUS_GIVE_TRAIT_SLIGHTEDaeAddTraits: TRAIT_SLIGHTED
Attacked By a Bear
⛓ Follows from: Attacked By a Bear
- ▸ Express a desire to cooperate in the future.Gain trait: Affable+40 XP to the charactergrantsBONUS_EVENTOPTION_ATTACKED_BY_A_BEAR_AID_OPTION_0aeBonuses: BONUS_GIVE_TRAIT_AFFABLE, BONUS_XP_CHARACTER_AVERAGE
- ▸ Offer to set up trade between our two Nations.grantsBONUS_EVENTOPTION_ATTACKED_BY_A_BEAR_AID_OPTION_1aiYieldsTradeBase: YIELD_MONEY=200, YIELD_FOOD=-10
Attacked By a Bear
⛓ Follows from: Attacked By a Bear
- ▸ Express a desire to cooperate in the future.Gain trait: Affable+40 XP to the charactergrantsBONUS_EVENTOPTION_ATTACKED_BY_A_BEAR_AID_OPTION_0aeBonuses: BONUS_GIVE_TRAIT_AFFABLE, BONUS_XP_CHARACTER_AVERAGE
- ▸ Offer to set up trade between our two Nations.grantsBONUS_EVENTOPTION_ATTACKED_BY_A_BEAR_AID_OPTION_1aiYieldsTradeBase: YIELD_MONEY=200, YIELD_FOOD=-10
Attacked By a Bear
⛓ Follows from: Attacked By a Bear
- ▸ The world is full of dangers.+20 XP to the charactergrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20
Attacked By a Bear
⛓ Follows from: Attacked By a Bear
- ▸ Perhaps we can cooperate with [rival].Remembered (leader of you): Notified us of our citizens in distress (+20 opinion for 20 turns)(no event currently keys off this)grantsBONUS_EVENTSTORY_ATTACKED_BY_A_BEAR_NOTIFYMemoryLeader MEMORYCHARACTER_ATTACKED_BY_A_BEAR_NOTIFY◇ grants a memory no event currently keys off
Autonomous Liberties
- ▸ Very well. I trust [character]’s judgment.
-160Money-40/city↗ turn grantsBONUS_MONEY_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=-160aiGlobalYieldsPer: YIELD_MONEY=-40 - ▸ [character] is taking advantage of his position. This experiment must end.Leader relationship: Disappointed WithgrantsBONUS_LEADER_DISAPPOINTED_WITHAddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITHBONUS_EVENTOPTION_AUTONOMOUS_LIBERTIES_OPTION_REMOVE_CITYaeRemoveProjects: PROJECT_AUTONOMOUS_RULE
- ▸ I will work with my friend [character] to find the funds elsewhere in [city]’s budget.+1 Charisma
-3Orders↗ turn+1 Discipline gated byIndexSubjectgrantsBONUS_EVENTOPTION_AUTONOMOUS_LIBERTIES_OPTION_FRIEND_CHARACTER_0aeBonuses: BONUS_GAIN_CHARISMA_1, BONUS_ORDERS_LOSS_TINYBONUS_GAIN_DISCIPLINE_1aiRatings: RATING_DISCIPLINE=1
Bad News
- ▸ We must proceed with war planning.Remembered: Player Offer (5 turns)
+8Orders↗ turn grantsBONUS_PLAYER_WARDiplomacyPlayerTo DIPLOMACY_WARaeBonuses: BONUS_PLAYER_OFFERBONUS_ORDERS_GAIN_LARGEaiGlobalYieldsBase: YIELD_ORDERS=8 - ▸ Muster troops at once.Remembered: Player Offer (5 turns)+1 Heavy Infantry unitgrantsBONUS_PLAYER_WARDiplomacyPlayerTo DIPLOMACY_WARaeBonuses: BONUS_PLAYER_OFFERBONUS_UNITCLASS_HEAVY_INFANTRYaiBonusUnits: BONUSUNITCLASS_HEAVY_INFANTRY=1
- ▸ [character] owes me a favor...gated byLeaderSubject SUBJECT_CHARACTER_CHARMINGgrantsBONUS_EVENTOPTION_HOSTILE_PLAYER_PLAYER_WAR_CUNNINGaeBonuses: BONUS_MONEY_SEND_LARGEDiplomacySubjects: DIPLOMACY_WAR=0
Bad News
- ▸ Our military has been preparing for this moment.Remembered: Tribe Offer (5 turns)
+160Training+40/city↗ turn grantsBONUS_TRIBE_WARDiplomacyTribe DIPLOMACY_WARaeBonuses: BONUS_TRIBE_OFFERBONUS_TRAINING_GAIN_HUGEaiGlobalYieldsBase: YIELD_TRAINING=160aiGlobalYieldsPer: YIELD_TRAINING=40 - ▸ Bring our finest units to the front.Remembered: Tribe Offer (5 turns)+1 Ranged Infantry unitgrantsBONUS_TRIBE_WARDiplomacyTribe DIPLOMACY_WARaeBonuses: BONUS_TRIBE_OFFERBONUS_UNITCLASS_RANGED_INFANTRYaiBonusUnits: BONUSUNITCLASS_RANGED_INFANTRY=1
- ▸ I will meet with the [tribe] myself and dissuade them.
-30Iron-10/city↗ turn
-30Wood-10/city↗ turn gated byLeaderSubject SUBJECT_CHARACTER_STRONGgrantsBONUS_EVENTOPTION_HOSTILE_PLAYER_TRIBE_WAR_BOLDaeBonuses: BONUS_IRON_LOSS_SMALL, BONUS_WOOD_LOSS_SMALLDiplomacySubjects: DIPLOMACY_WAR=0
Baseless Accusations
⛓ Follows from: Making Friends
- ▸ Retract the statements and apologize for slander.Remembered: Apologized for slander (+40 opinion for 20 turns)(no event currently keys off this)-1 LegitimacyGain trait: FoolishgrantsBONUS_EVENTOPTION_BASELESS_ACCUSATIONS_OPTION_0_FAMILYMemory MEMORYFAMILY_APOLOGIZED_FOR_SLANDERBONUS_EVENTOPTION_BASELESS_ACCUSATIONS_OPTION_0_CHARACTER_0iLegitimacy -1aeAddTraits: TRAIT_FOOLISH◇ grants a memory no event currently keys off
- ▸ Claim that a conspiracy has not been proven... yet.Leader relationship: Estranged FromRemembered: Ruler stood by accusations (-40 opinion for 20 turns)(no event currently keys off this)+1 CouragegrantsBONUS_LEADER_ESTRANGED_FROMAddLeaderRelationship RELATIONSHIP_ESTRANGED_FROMBONUS_EVENTOPTION_BASELESS_ACCUSATIONS_OPTION_1_FAMILYMemory MEMORYFAMILY_STOOD_BY_ACCUSATIONSBONUS_GAIN_COURAGE_1aiRatings: RATING_COURAGE=1◇ grants a memory no event currently keys off
- ▸ Make a case for our suspicions.Leader relationship: Vengeful AgainstGain trait: Intelligentgated byLeaderSubject SUBJECT_CHARACTER_CHARMINGgrantsBONUS_LEADER_VENGEFUL_AGAINSTAddLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINSTBONUS_GIVE_TRAIT_INTELLIGENTaeAddTraits: TRAIT_INTELLIGENT
Battle Chickens
- ▸ Sweet Success! --But too bad about those Battle Chickens.
+160Training+40/city↗ turn
+40Science+10/city↗ turn grantsBONUS_CLUCKING_BONUSForget MEMORYPLAYER_FUNDED_RESEARCHaeBonuses: BONUS_TRAINING_GAIN_HUGEBONUS_SCIENCE_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_SCIENCE=40aiGlobalYieldsPer: YIELD_SCIENCE=10
Behind the Throne
- ▸ Conspiracy and temptation whisper Behind The Throne.(no gates or payload in XML)
Bellum Octavianum
- ▸ To arms! We must rid ourselves of this threat once and for all!The character is killed4 rebel units appearThe character is killedgrantsBONUS_KILL_CHARACTERbKillCharacter 1BONUS_EVENTOPTION_BELLUM_OCTAVIANUM_OPTION_0_CITYiCitizens -1iRebelUnits 4BONUS_KILL_CHARACTERbKillCharacter 1
- ▸ The city must not fall to violence. Agree to allow [character] to return from his exile.-8 LegitimacyLoses trait: ExiledLeader relationship: Suspicious OfgrantsBONUS_EVENTOPTION_BELLUM_OCTAVIANUM_OPTION_1_CHARACTER_0AddLeaderRelationship RELATIONSHIP_SUSPICIOUS_OFiLegitimacy -8aeRemoveTraits: TRAIT_EXILED
Betrothal
⛓ Follows from: Betrothal
- ▸ It is time for [character] and [character] to do their duty.(no gates or payload in XML)↳ may trigger: Betrothal
- ▸ No, the deal is off.Remembered: Broke off a betrothal (-80 opinion for 80 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_BETROTHAL_COMPLETE_OPTION_2_RELIGIONMemory MEMORYRELIGION_BROKE_BETROTHAL◇ grants a memory no event currently keys off
Betrothal
⛓ Follows from: Betrothal
- ▸ A tragic loss...+40 XP to the charactergrantsBONUS_XP_CHARACTER_AVERAGEiXPCharacter 40
Birthright
- ▸ Surrender the throne to [character].Gain trait: BoldgrantsBONUS_EVENTOPTION_CHARACTER_BIRTHRIGHT_OPTION_0_CHARACTER_0iSeizeThroneSubject 0aeAddTraits: TRAIT_BOLD
- ▸ Let him and his followers come!Gain trait: Robust2 rebel units appeargrantsBONUS_EVENTOPTION_CHARACTER_BIRTHRIGHT_OPTION_1_CHARACTER_1iRebelUnits 2aeAddTraits: TRAIT_ROBUST
- ▸ My people will never fight for [character].
+60Happinesseach city↗ turn+1 Charisma gated byLeaderSubject SUBJECT_FAMOUSgrantsBONUS_EVENTOPTION_CHARACTER_BIRTHRIGHT_OPTION_2_CHARACTER_1aeBonuses: BONUS_HAPPINESS_GAIN_SMALL, BONUS_GAIN_CHARISMA_1
Blindsided
⛓ Follows from: Killed In Cold Water
- ▸ Reinforce the city guard at once!
+60Happinesseach city↗ turn
-2Orders↗ turn
-60Training-15/city↗ turn grantsBONUS_EVENTOPTION_KILLED_IN_COLD_WATER_NO_SUSPICION_DARKEST_HOUR_REINFORCE_CITYaeBonuses: BONUS_HAPPINESS_GAIN_SMALL, BONUS_ORDERS_LOSS_MINIMAL, BONUS_TRAINING_LOSS_SMALL - ▸ The most important thing is for government projects to continue.
+60Discontenteach city↗ turn
+40Civics+10/city↗ turn grantsBONUS_EVENTOPTION_KILLED_IN_COLD_WATER_NO_SUSPICION_DARKEST_HOUR_CIVICS_CITYaeBonuses: BONUS_DISCONTENT_GAIN_SMALL, BONUS_CIVICS_GAIN_SMALL - ▸ I will give a speech in [city] to rally the people.
+80Happinesseach city↗ turn+1 Charisma gated byLeaderSubject SUBJECT_ORATORgrantsBONUS_EVENTOPTION_KILLED_IN_COLD_WATER_NO_SUSPICION_DARKEST_HOUR_SPEECH_CITYaeBonuses: BONUS_HAPPINESS_GAIN_AVERAGE, BONUS_GAIN_CHARISMA_1
Blowback
⛓ Follows from: Foiled Assassin
- ▸ I'm glad he knows. Perhaps the new king will treat us with more respect than his predecessor.Gain trait: Intolerant+1 CourageLeader relationship: Plotting AgainstgrantsBONUS_EVENTOPTION_RELATIONSHIP_VENGEANCE_FROM_AFAR_OPTION_0_CHARACTER_1aeAddTraits: TRAIT_INTOLERANTaeBonuses: BONUS_GAIN_COURAGE_1BONUS_LEADER_PLOTTING_AGAINSTAddLeaderRelationship RELATIONSHIP_PLOTTING_AGAINST
- ▸ Send a mission to congratulate the new king.Remembered: Player Offer (5 turns)gated byLeaderSubject SUBJECT_HIGH_CHARISMAgrantsBONUS_PLAYER_PEACEDiplomacyPlayerFrom DIPLOMACY_PEACEaeBonuses: BONUS_PLAYER_OFFER
- ▸ Compose a personal letter explaining your actions.Leader relationship: Influenced Bygated byLeaderSubject SUBJECT_RIGHTEOUSgrantsBONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
Brawls In [city]
⛓ Follows from: [religion] Pilgrims
- ▸ This was a mistake. [city] needs to be compensated for the damage.
+60Happinesseach city↗ turn
-160Money-40/city↗ turn grantsBONUS_HAPPINESS_GAIN_SMALLaiCityYields: YIELD_HAPPINESS=60BONUS_MONEY_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=-160aiGlobalYieldsPer: YIELD_MONEY=-40 - ▸ I have seen animals behave better than that. No matter, there's still a war to fight.(no gates or payload in XML)
- ▸ Kill all those "pilgrims" and take whatever they had on them.
+120Money+30/city↗ turn
+30Food+10/city↗ turn
+60Happinesseach city↗ turn gated byLeaderSubject SUBJECT_CHARACTER_TERRIFYINGgrantsBONUS_EVENTOPTION_RELIGIOUS_PILGRIMS_WAR_BRAWLS_KILL_CITYaeBonuses: BONUS_MONEY_GAIN_SMALL, BONUS_FOOD_GAIN_SMALL, BONUS_HAPPINESS_GAIN_SMALL
Buddhist Dissent
- ▸ Prepare the guards for any unrest.+1 Levy unit
-60Training-15/city↗ turn grantsBONUS_LEVY_UNIT_1aiBonusUnits: BONUSUNITCLASS_LEVY=1BONUS_TRAINING_LOSS_SMALLaiGlobalYieldsBase: YIELD_TRAINING=-60aiGlobalYieldsPer: YIELD_TRAINING=-15 - ▸ Seek to appease the local [religion] leaders.Remembered: Appeased local leaders (+80 opinion for 20 turns)(no event currently keys off this)
-60Civics-15/city↗ turn grantsBONUS_EVENTOPTION_RELIGIOUS_DISSENT_RELIGIONMemory MEMORYRELIGION_APPEASED_LOCAL_LEADERSBONUS_CIVICS_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_CIVICS=-60aiGlobalYieldsPer: YIELD_CIVICS=-15◇ grants a memory no event currently keys off - ▸ Take no action, for now.+20 XP to the charactergrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20
Business Interests
⛓ Follows from: In the Eyes of the Law
- ▸ I suppose the matter rests, then.(no gates or payload in XML)
- ▸ She makes a mockery of our laws. See that they are changed and the case brought again.Gain trait: Exiled-2 LegitimacygrantsBONUS_GIVE_TRAIT_EXILEDaeAddTraits: TRAIT_EXILEDBONUS_FORCED_TO_CHANGE_LAWSiLegitimacy -2
Call of Thanatos
- ▸ I am ready to cross the Styx.Gain trait: DoomedgrantsBONUS_GIVE_TRAIT_DOOMEDaeAddTraits: TRAIT_DOOMED
Call of Thanatos
- ▸ I am ready to cross the Styx.Gain trait: DoomedgrantsBONUS_GIVE_TRAIT_DOOMEDaeAddTraits: TRAIT_DOOMED
Captives of Belief
⛓ Follows from: Cult of Flame
- ▸ Free them, they have suffered long enough.Remembered: Freed our captives (+80 opinion for 40 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_LAW_CAPTIVES_OF_BELIEF_OPTION_0iCitizens 1BONUS_EVENTOPTION_LAW_CAPTIVES_OF_BELIEF_OPTION_0_BARBARIANMemory MEMORYTRIBE_LAW_FREED_CAPTIVES◇ grants a memory no event currently keys off
- ▸ Keep them locked up, away from our people.Law-based opinion shiftFree law: OrthodoxygrantsBONUS_EVENTOPTION_LAW_CAPTIVES_OF_BELIEF_OPTION_1aiLawOpinion: LAW_ORTHODOXY=20aeBonuses: BONUS_FREE_LAW_ORTHODOXY
Caught Red Handed
⛓ Follows from: Killed In Cold Water
- ▸ The city guard deserves praise. In the future, they should be even more capable.Begin project: Urban CohortsgrantsBONUS_EVENTOPTION_KILLED_IN_COLD_WATER_SUSPICION_CAUGHT_RED_HANDED_COHORTES_CITYaeAddProjects: PROJECT_COHORTES
- ▸ Celebrate this as a success of local governance.
+80Civics+20/city↗ turn grantsBONUS_CIVICS_GAIN_LARGEaiGlobalYieldsBase: YIELD_CIVICS=80aiGlobalYieldsPer: YIELD_CIVICS=20 - ▸ My foresight is to be credited for the killer's capture.+2 LegitimacygrantsBONUS_EVENTOPTION_KILLED_IN_COLD_WATER_SUSPICION_CAUGHT_RED_HANDED_SELF_CITYiLegitimacy 2
Changing Tides
⛓ Follows from: The Dangerous Tide
- ▸ Argue for forgiveness.Remembered: Refused to take revenge (-20 opinion for 80 turns)(no event currently keys off this)Gain trait: GraciousgrantsBONUS_EVENTOPTION_CHANGING_TIDES_OPTION_0_RELIGION_1Memory MEMORYRELIGION_REFUSED_REVENGEBONUS_GIVE_TRAIT_GRACIOUSaeAddTraits: TRAIT_GRACIOUS◇ grants a memory no event currently keys off
- ▸ Execute the priests of the
temple.
+60Discontenteach city↗ turn grantsBONUS_DISCONTENT_GAIN_SMALLaiCityYields: YIELD_DISCONTENT=60BONUS_EVENTOPTION_CHANGING_TIDES_OPTION_1_RELIGION_1aeReligionBonuses: BONUS_HAPPINESS_GAIN_TINY - ▸ Seek to enshrine [religion]'s rights.grantsBONUS_EVENTOPTION_CHANGING_TIDES_OPTION_2_RELIGION_1AmbitionReligion GOAL_ORTHODOXY
Changing Winds
- ▸ Resolve100%Remembered: Player Offer (5 turns)0%Remembered: We're no longer allied (-40 opinion for 40 turns)(no event currently keys off this)grants100% BONUS_PLAYER_WARDiplomacyPlayerTo DIPLOMACY_WARaeBonuses: BONUS_PLAYER_OFFER0% BONUS_MEMORYPLAYER_NO_LONGER_ALLIEDMemory MEMORYPLAYER_NO_LONGER_ALLIED◇ grants a memory no event currently keys off
Child of Passion
⛓ Follows from: Indifferent Queen
- ▸ I can see the resemblance.Leader relationship: Estranged FromgrantsBONUS_HAVE_BASTARDbHaveBastard 1BONUS_LEADER_ESTRANGED_FROMAddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
Childhood Friends
⛓ Follows from: Intercessional Bond
- ▸ Wonderful news!Gain trait: Cunning+1 CharismagrantsBONUS_EVENTOPTION_CHILDHOOD_FRIENDS_0_CHARACTER_0aeAddTraits: TRAIT_CUNNINGaeBonuses: BONUS_GAIN_CHARISMA_1
Christian Dissent
- ▸ Prepare the guards for any unrest.+1 Levy unit
-60Training-15/city↗ turn grantsBONUS_EVENTOPTION_BATTLE_IN_THE_SKIES_MILITIA_CITYaiBonusUnits: BONUSUNITCLASS_LEVY=1BONUS_TRAINING_LOSS_SMALLaiGlobalYieldsBase: YIELD_TRAINING=-60aiGlobalYieldsPer: YIELD_TRAINING=-15 - ▸ Seek to appease the local [religion] leaders.Remembered: Appeased local leaders (+80 opinion for 20 turns)(no event currently keys off this)
-60Civics-15/city↗ turn grantsBONUS_EVENTOPTION_RELIGIOUS_DISSENT_RELIGIONMemory MEMORYRELIGION_APPEASED_LOCAL_LEADERSBONUS_CIVICS_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_CIVICS=-60aiGlobalYieldsPer: YIELD_CIVICS=-15◇ grants a memory no event currently keys off - ▸ Take no action, for now.+20 XP to the charactergrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20
Clearcut Issue
⛓ Follows from: Clearcut Decision
- ▸ Close the gates of [city].Remembered: Tribe Offer (5 turns)grantsBONUS_TRIBAL_INVASIONbTribeInvade 1aeBonuses: BONUS_TRIBE_OFFER
- ▸ Open the gates of [city] for the [tribe].Begin project: Hostile GarrisongrantsBONUS_ADD_HOSTILE_GARRISONaeAddProjects: PROJECT_HOSTILE_GARRISON
Comeuppance
⛓ Follows from: Making “Amends”
- ▸ How could this have happened?Leader relationship: Vengeful AgainstgrantsBONUS_LEADER_VENGEFUL_AGAINSTAddLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINST
Conflict in [city]
- ▸ [character] will make a better governor.grantsBONUS_EVENTOPTION_CONFLICT_IN_HYPATIAS_CITY_OPTION_0_CHARACTER_2iGovernorOfSubject 3
- ▸ Send your forces to support [character] and reduce the unrest.
-160Training-40/city↗ turn+1 Happiness levelLeader relationship: Vengeful Against grantsBONUS_EVENTOPTION_CONFLICT_IN_HYPATIAS_CITY_OPTION_1_CITYaeBonuses: BONUS_TRAINING_LOSS_HUGE, BONUS_HAPPINESS_UPBONUS_WARLIKE_BISHOP_VENGEFULaeBonuses: BONUS_MAKE_CLERGY, BONUS_LEADER_VENGEFUL_AGAINST↳ may trigger: The Death of Reason - ▸ Refuse to interfere in local politics.+1 DisciplineLeader relationship: Disappointed WithgrantsBONUS_GAIN_DISCIPLINE_1aiRatings: RATING_DISCIPLINE=1BONUS_WARLIKE_BISHOP_DISAPPOINTEDaeBonuses: BONUS_MAKE_CLERGY, BONUS_LEADER_DISAPPOINTED_WITH↳ may trigger: The Death of Reason
Conscripts Resettled
⛓ Follows from: Prison Conscripts
- ▸ These people have served their time.
+120Discontenteach city↗ turn grantsBONUS_EVENTOPTION_PRISON_CONSCRIPTS_RESETTLED_0aeBonuses: BONUS_DISCONTENT_GAIN_LARGE, BONUS_ADD_CITIZEN_1 - ▸ We would rather fight than anger free people.2 rebel units appeargrantsBONUS_REBEL_UNITS_2iRebelUnits 2
Conspiracy
- ▸ Would he really betray us?(no gates or payload in XML)↳ may trigger: Knives of the Conspiracy
Crossing the Rubicon
- ▸ The die has been cast.Free law: TyrannygrantsBONUS_FREE_LAW_TYRANNYFreeLaw LAW_TYRANNY
Curious Artifact
⛓ Follows from: Strange Encounter
- ▸ Return it at once.
-4Orders↗ turn
-120Money-30/city↗ turn grantsBONUS_EVENTOPTION_STRANGE_ENCOUNTER_CURIOUS_ARTIFACT_RETURN_CHARACTERaeBonuses: BONUS_ORDERS_LOSS_SMALL, BONUS_MONEY_LOSS_SMALL - ▸ We shall not be swayed by superstition.Gain trait: CursedgrantsBONUS_GIVE_TRAIT_CURSEDaeAddTraits: TRAIT_CURSED
Darkest Hour
⛓ Follows from: Killed In Cold Water
- ▸ Reinforce the city guard at once!
+60Happinesseach city↗ turn
-2Orders↗ turn
-60Training-15/city↗ turn grantsBONUS_EVENTOPTION_KILLED_IN_COLD_WATER_NO_SUSPICION_DARKEST_HOUR_REINFORCE_CITYaeBonuses: BONUS_HAPPINESS_GAIN_SMALL, BONUS_ORDERS_LOSS_MINIMAL, BONUS_TRAINING_LOSS_SMALL - ▸ The most important thing is for government projects to continue.
+60Discontenteach city↗ turn
+40Civics+10/city↗ turn grantsBONUS_EVENTOPTION_KILLED_IN_COLD_WATER_NO_SUSPICION_DARKEST_HOUR_CIVICS_CITYaeBonuses: BONUS_DISCONTENT_GAIN_SMALL, BONUS_CIVICS_GAIN_SMALL - ▸ I will give a speech in [city] to rally the people.
+80Happinesseach city↗ turn+1 Charisma gated byLeaderSubject SUBJECT_ORATORgrantsBONUS_EVENTOPTION_KILLED_IN_COLD_WATER_NO_SUSPICION_DARKEST_HOUR_SPEECH_CITYaeBonuses: BONUS_HAPPINESS_GAIN_AVERAGE, BONUS_GAIN_CHARISMA_1
Dead End
⛓ Follows from: Abducted Heir, Mystery Solved
- ▸ We must be more careful whom we trust.+1 DisciplinegrantsBONUS_GAIN_DISCIPLINE_1aiRatings: RATING_DISCIPLINE=1
- ▸ Improve
palace security to prevent future incidents.
+80Training+20/city↗ turn grantsBONUS_TRAINING_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_TRAINING=80aiGlobalYieldsPer: YIELD_TRAINING=20
Deadly Heirs
⛓ Follows from: Dangerous Heirs
- ▸ I should have killed them when I had the chance.The character is killedgrantsBONUS_KILL_CHARACTERbKillCharacter 1
Deadly Heirs
⛓ Follows from: Dangerous Heirs
- ▸ I should have killed them when I had the chance.The character is killedgrantsBONUS_KILL_CHARACTERbKillCharacter 1
Dealing with Dissent
- ▸ Outlaw the [religion] religion from [rival].Remembered: Ongoing Persecutions (-80 opinion, permanent)Free law: OrthodoxygrantsBONUS_START_PERSECUTIONSMemory MEMORYRELIGION_ONGOING_PERSECUTIONSBONUS_EVENTOPTION_DEALING_WITH_DISSENT_OPTION_0_PLAYERFreeLaw LAW_ORTHODOXY
- ▸ Send in your forces to crack down on [city].Gain trait: IntolerantgrantsBONUS_EVENTOPTION_DEALING_WITH_DISSENT_OPTION_1_CITYaeRemoveProjects: PROJECT_DISSENT_ZOROASTRIANISMBONUS_GIVE_TRAIT_INTOLERANTaeAddTraits: TRAIT_INTOLERANT
- ▸ Seek a diplomatic resolution.Remembered: Sought religious accord (+20 opinion for 80 turns)(no event currently keys off this)Leader relationship: Disappointed WithgrantsBONUS_EVENTOPTION_DEALING_WITH_DISSENT_OPTION_2_RELIGIONMemory MEMORYRELIGION_RELIGIOUS_ACCORDBONUS_LEADER_DISAPPOINTED_WITHAddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH◇ grants a memory no event currently keys off
Dealing with Dissent
- ▸ Outlaw the [religion] religion from [rival].Remembered: Ongoing Persecutions (-80 opinion, permanent)Free law: OrthodoxygrantsBONUS_START_PERSECUTIONSMemory MEMORYRELIGION_ONGOING_PERSECUTIONSBONUS_EVENTOPTION_DEALING_WITH_DISSENT_OPTION_0_PLAYERFreeLaw LAW_ORTHODOXY
- ▸ Send in your forces to crack down on [city].Gain trait: IntolerantgrantsBONUS_EVENTOPTION_DEALING_WITH_DISSENT_OPTION_1_CITYaeRemoveProjects: PROJECT_DISSENT_ZOROASTRIANISMBONUS_GIVE_TRAIT_INTOLERANTaeAddTraits: TRAIT_INTOLERANT
- ▸ Seek a diplomatic resolution.Remembered: Sought religious accord (+20 opinion for 80 turns)(no event currently keys off this)Leader relationship: Disappointed WithgrantsBONUS_EVENTOPTION_DEALING_WITH_DISSENT_OPTION_2_RELIGIONMemory MEMORYRELIGION_RELIGIOUS_ACCORDBONUS_LEADER_DISAPPOINTED_WITHAddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH◇ grants a memory no event currently keys off
Dealing with Dissent
- ▸ Outlaw the [religion] religion from [rival].Remembered: Ongoing Persecutions (-80 opinion, permanent)Free law: OrthodoxygrantsBONUS_START_PERSECUTIONSMemory MEMORYRELIGION_ONGOING_PERSECUTIONSBONUS_EVENTOPTION_DEALING_WITH_DISSENT_OPTION_0_PLAYERFreeLaw LAW_ORTHODOXY
- ▸ Send in your forces to crack down on [city].Gain trait: IntolerantgrantsBONUS_EVENTOPTION_DEALING_WITH_DISSENT_OPTION_1_CITYaeRemoveProjects: PROJECT_DISSENT_ZOROASTRIANISMBONUS_GIVE_TRAIT_INTOLERANTaeAddTraits: TRAIT_INTOLERANT
- ▸ Seek a diplomatic resolution.Remembered: Sought religious accord (+20 opinion for 80 turns)(no event currently keys off this)Leader relationship: Disappointed WithgrantsBONUS_EVENTOPTION_DEALING_WITH_DISSENT_OPTION_2_RELIGIONMemory MEMORYRELIGION_RELIGIOUS_ACCORDBONUS_LEADER_DISAPPOINTED_WITHAddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH◇ grants a memory no event currently keys off
Dealing with Dissent
- ▸ Outlaw the [religion] religion from [rival].Remembered: Ongoing Persecutions (-80 opinion, permanent)Free law: OrthodoxygrantsBONUS_START_PERSECUTIONSMemory MEMORYRELIGION_ONGOING_PERSECUTIONSBONUS_EVENTOPTION_DEALING_WITH_DISSENT_OPTION_0_PLAYERFreeLaw LAW_ORTHODOXY
- ▸ Send in your forces to crack down on [city].Gain trait: IntolerantgrantsBONUS_EVENTOPTION_DEALING_WITH_DISSENT_OPTION_1_CITYaeRemoveProjects: PROJECT_DISSENT_ZOROASTRIANISMBONUS_GIVE_TRAIT_INTOLERANTaeAddTraits: TRAIT_INTOLERANT
- ▸ Seek a diplomatic resolution.Remembered: Sought religious accord (+20 opinion for 80 turns)(no event currently keys off this)Leader relationship: Disappointed WithgrantsBONUS_EVENTOPTION_DEALING_WITH_DISSENT_OPTION_2_RELIGIONMemory MEMORYRELIGION_RELIGIOUS_ACCORDBONUS_LEADER_DISAPPOINTED_WITHAddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH◇ grants a memory no event currently keys off
Death Stalks the Palace
⛓ Follows from: Household Troubles
- ▸ Take [character] as a husband.grantsBONUS_EVENTOPTION_DEATH_STALKS_0_MARRY_LEADERiPolyMarrySubject 1
- ▸ "Guards, kill this madman!"The character is killedgrantsBONUS_KILL_CHARACTERbKillCharacter 1
Decency Prevails
⛓ Follows from: In the Eyes of the Law
- ▸ She left me no choice, really.Gain trait: ExiledgrantsBONUS_GIVE_TRAIT_EXILEDaeAddTraits: TRAIT_EXILED
Defeat!
⛓ Follows from: Duel of Fates
- ▸ I immediately regret this decision.-2 LegitimacyThe character is killedgrantsBONUS_EVENTOPTION_TRAIT_DUEL_OF_FATES_DEFEATED_OPTION_0iLegitimacy -2bKillCharacter 1
Defeated Champion
⛓ Follows from: Neighbors
- ▸ We acknowledge defeat, and offer a gift.+1 Charisma
-120Money-30/city↗ turn grantsBONUS_EVENTOPTION_NEIGHBORS_PRIDEFUL_PERSIA_DUEL_TRIBUTE_DEFEATaiYieldsTributeBase: YIELD_FOOD=-100BONUS_EVENTOPTION_NEIGHBORS_PRIDEFUL_PERSIA_OPTION_2_PLAYER_1aiRatings: RATING_CHARISMA=1aeBonuses: BONUS_MONEY_LOSS_SMALL↳ may trigger: Neighbors - ▸ Victory on the battlefield is all that matters.Remembered (leader of you): Your arrogance knows no bounds (-40 opinion for 20 turns)(no event currently keys off this)Remembered: Declared War on us (-80 opinion for 40 turns)Remembered: Player Offer (5 turns)+6 Legitimacy+1 CourageGain trait: WarlikegrantsBONUS_EVENTOPTION_NEIGHBORS_PRIDEFUL_PERSIA_OPTION_1MemoryLeader MEMORYCHARACTER_NEIGHBORS_PERSIA_WARaeBonuses: BONUS_DECLARE_WAR_PLAYERBONUS_EVENTOPTION_NEIGHBORS_PRIDEFUL_PERSIA_OPTION_1_PLAYER_1iLegitimacy 6aiRatings: RATING_COURAGE=1aeAddTraits: TRAIT_WARLIKE◇ may enable: The Sword of Damocles
Delicious Drinks
- ▸ I will share in his revels.Gain trait: PoisonedgrantsBONUS_GIVE_TRAIT_POISONEDaeAddTraits: TRAIT_POISONED
- ▸ Seat him at the head of the tableRemembered (all families): Insulted at feast (-40 opinion for 20 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_DELICIOUS_DRINKS_FRIENDMemoryAllFamilies MEMORYFAMILY_DELICIOUS_DRINKS_FRIEND◇ grants a memory no event currently keys off
Demand for Justice
⛓ Follows from: Lost Relative
- ▸ Spymaster, make this problem go away.+2 LegitimacyGain trait: Bold
+20Discontenteach city↗ turnGain trait: ImprisonedRemembered: Imprisoned by paranoid ruler (-40 opinion for 20 turns)(no event currently keys off this) grantsBONUS_EVENTOPTION_TRAIT_DEMAND_FOR_JUSTICE_OPTION_0iLegitimacy 2aeAddTraits: TRAIT_BOLDaeBonuses: BONUS_DISCONTENT_GAIN_MINIMALBONUS_EVENTOPTION_TRAIT_DEMAND_FOR_JUSTICE_OPTION_0_CHARACTER_1Memory MEMORYCHARACTER_IMPRISONEDaeAddTraits: TRAIT_IMPRISONED↳ may trigger: Riot in the Streets◇ grants a memory no event currently keys off - ▸ Putting [character] on the court will ease tensions.-2 Legitimacy+2 Happiness levelsGain a Court MinisterRemembered: Made me a courtier (+40 opinion for 20 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_TRAIT_DEMAND_FOR_JUSTICE_OPTION_1iHappinessLevels 2iLegitimacy -2BONUS_EVENTOPTION_TRAIT_DEMAND_FOR_JUSTICE_OPTION_1_CHARACTER_1Memory MEMORYCHARACTER_ADDED_TO_COURTMakeCourtier COURTIER_MINISTER◇ grants a memory no event currently keys off
Demands Accepted
⛓ Follows from: A Matter of Trust, A Ransom, Resource Drain, Abducting the Heir
- ▸ I never doubted it for a moment.
+400Money+100/city↗ turn grantsBONUS_MONEY_GAIN_GIGANTICaiGlobalYieldsBase: YIELD_MONEY=400aiGlobalYieldsPer: YIELD_MONEY=100
Demands Refused
⛓ Follows from: A Matter of Trust, A Ransom, Resource Drain, Abducting the Heir
- ▸ Let [character] languish in prison.(no gates or payload in XML)
- ▸ Incorporate [character] into the royal family.The target is adoptedgrantsBONUS_EVENTOPTION_DEMANDS_REFUSED_OPTION_1_CHARACTER_1iAdoptedBySubject 0
- ▸ Send [character] away to be someone else's problem.Gain trait: MissingLoses trait: Captured ForeigngrantsBONUS_NOT_YOUR_PROBLEMaeAddTraits: TRAIT_MISSINGaeRemoveTraits: TRAIT_CAPTURED_FOREIGN
Diamond Jubilee
- ▸ These old bones do ache so, but we shall appear before the people.Gain trait: Inspiring
-160Money-40/city↗ turn grantsBONUS_EVENTOPTION_DIAMOND_JUBILEE_OPTION_0aeBonuses: BONUS_GIVE_TRAIT_INSPIRING, BONUS_MONEY_LOSS_AVERAGE - ▸ We fear not many days remain for ourselves. We will not spend them in frivolously.+40 XP to the charactergrantsBONUS_XP_CHARACTER_AVERAGEiXPCharacter 40
Diplomatic Misstep
⛓ Follows from: Dangerous Friendship
- ▸ It would be wise to boost military support.
+80Training+20/city↗ turn
+6Orders↗ turn grantsBONUS_EVENTOPTION_RELATIONSHIP_DIPLOMATIC_MISSTEP_OPTION_0_CHARACTER_1aeBonuses: BONUS_TRAINING_GAIN_AVERAGE, BONUS_ORDERS_GAIN_AVERAGE - ▸ We must heap gifts upon the [rival].Remembered: Received gifts of bribery (+20 opinion for 20 turns)(no event currently keys off this)
-240Money-60/city↗ turn grantsBONUS_EVENTOPTION_RELATIONSHIP_DIPLOMATIC_MISSTEP_OPTION_1_PLAYERMemory MEMORYPLAYER_RECEIVED_BRIBEBONUS_MONEY_LOSS_LARGEaiGlobalYieldsBase: YIELD_MONEY=-240aiGlobalYieldsPer: YIELD_MONEY=-60◇ grants a memory no event currently keys off
Discussions with [character]
- ▸ They should all band together and make sacrifices for the common good.+1 DisciplinegrantsBONUS_GAIN_DISCIPLINE_1aiRatings: RATING_DISCIPLINE=1
- ▸ They should enjoy life the best they can, especially when it is hard.grantsBONUS_ALEXANDER_ARISTOTLE_CAPITAL_FESTIVALaeCultureProject: CULTURE_WEAK, CULTURE_DEVELOPING, CULTURE_STRONG, CULTURE_LEGENDARY
Discussions with [character]
- ▸ Well-trained soldiers moving in practiced formation lead to victory.+1 Heavy Infantry unitgrantsBONUS_UNITCLASS_HEAVY_INFANTRYaiBonusUnits: BONUSUNITCLASS_HEAVY_INFANTRY=1
- ▸ Hitting the enemy's flanks with speed and routing them.+1 Melee Cavalry unitgrantsBONUS_UNITCLASS_MELEE_CAVALRYaiBonusUnits: BONUSUNITCLASS_MELEE_CAVALRY=1
- ▸ Wars are won by keeping them popular back home.+1 Happiness levelgrantsBONUS_HAPPINESS_UPiHappinessLevels 1
Dissatisfaction in [city]
⛓ Follows from: Missing Luxury
- ▸ They are only proving themselves both fickle and coddled.Begin project: Uncooperative PopulacegrantsBONUS_UNCOOPERATIVE_POPULACEaeAddProjects: PROJECT_UNCOOPERATIVE_POPULACE
Distant Riches: A Second Expedition?
⛓ Follows from: Distant Riches: Results!
- ▸ Of course!
-320Money-80/city↗ turn grantsBONUS_MONEY_LOSS_HUGEaiGlobalYieldsBase: YIELD_MONEY=-320aiGlobalYieldsPer: YIELD_MONEY=-80↳ may trigger: Second Expedition: Contact, Second Expedition: Contact - ▸ Once was enough.+40 XP to the charactergrantsBONUS_XP_CHARACTER_AVERAGEiXPCharacter 40
Distant Riches: Contact
⛓ Follows from: Distant Riches: Proposal
- ▸ Resolve100%Remembered: Player Peace (-1 turns)
-400Money-100/city↗ turn 0%Remembered: Player Peace (-1 turns)
-400Money-100/city↗ turn
-7Orders↗ turn grants100% BONUS_EXPEDITION_CONTACT_GOOD_FOOLISHMemory MEMORYPLAYER_EXPEDITION_CONTACT_GOODaiTraitProbDelay: TRAIT_FOOLISH=25aeBonuses: BONUS_MONEY_LOSS_GIGANTIC0% BONUS_EXPEDITION_CONTACT_GOOD_ORDERSMemory MEMORYPLAYER_EXPEDITION_CONTACT_GOODaeBonuses: BONUS_MONEY_LOSS_GIGANTIC, BONUS_ORDERS_LOSS_LARGE◇ may enable: Second Expedition: Contact - ▸ No, you’ve had enough. Do what you must.Remembered: Expedition Contact Bad (-1 turns)grantsBONUS_EXPEDITION_CONTACT_BADMemory MEMORYPLAYER_EXPEDITION_CONTACT_BAD↳ may trigger: Distant Riches: Results!◇ may enable: Second Expedition: Contact
Distant Riches: Results!
⛓ Follows from: Distant Riches: Contact
- ▸ What luxuries!25%Begin project: Silk25%Begin project: Spices25%Begin project: Perfume25%Begin project: Jadegrants25% BONUS_ADD_SILKaeAddProjects: PROJECT_GIVE_SILK25% BONUS_ADD_SPICESaeAddProjects: PROJECT_GIVE_SPICES25% BONUS_ADD_PERFUMEaeAddProjects: PROJECT_GIVE_PERFUME25% BONUS_ADD_JADEaeAddProjects: PROJECT_GIVE_JADE↳ may trigger: Distant Riches: A Second Expedition?
Divine Harmony
- ▸ Encourage the students of different religions being taught together.Remembered: Sought religious accord (+20 opinion for 80 turns)(no event currently keys off this)Remembered: Sought religious accord (+20 opinion for 80 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_DIVINE_HARMONY_OPTION_0_RELIGION_0Memory MEMORYRELIGION_RELIGIOUS_ACCORDBONUS_EVENTOPTION_DIVINE_HARMONY_OPTION_0_RELIGION_0Memory MEMORYRELIGION_RELIGIOUS_ACCORD◇ grants a memory no event currently keys off
- ▸ Decree that education does not require the teaching of a religion.
+8Civics+2/city↗ turn grantsBONUS_EVENTOPTION_DIVINE_HARMONY_OPTION_1_CHARACTER_2aeAllCityBonuses: BONUS_CIVICS_GAIN_MINIMAL - ▸ Ask to learn more about her theories on the divine.+1 WisdomgrantsBONUS_GAIN_WISDOM_1aiRatings: RATING_WISDOM=1
Dual Invitations
⛓ Follows from: Honor Guard, Land Dispute
- ▸ Go to the [family] military review.
+60Training+15/city↗ turnRemembered: Attended our ceremony (+20 opinion for 40 turns)(no event currently keys off this)Remembered: Attended our rival's ceremony (-40 opinion for 40 turns)(no event currently keys off this) grantsBONUS_TRAINING_GAIN_SMALLaiGlobalYieldsBase: YIELD_TRAINING=60aiGlobalYieldsPer: YIELD_TRAINING=15BONUS_EVENTOPTION_FAMILY_SQUABBLE_INVITATIONS_USMemory MEMORYFAMILY_FAMILY_SQUABBLE_INVITATIONS_USBONUS_EVENTOPTION_FAMILY_SQUABBLE_INVITATIONS_THEMMemory MEMORYFAMILY_FAMILY_SQUABBLE_INVITATIONS_THEM◇ grants a memory no event currently keys off - ▸ Attend the [family] legal conference.
+40Civics+10/city↗ turnRemembered: Attended our rival's ceremony (-40 opinion for 40 turns)(no event currently keys off this)Remembered: Attended our ceremony (+20 opinion for 40 turns)(no event currently keys off this) grantsBONUS_CIVICS_GAIN_SMALLaiGlobalYieldsBase: YIELD_CIVICS=40aiGlobalYieldsPer: YIELD_CIVICS=10BONUS_EVENTOPTION_FAMILY_SQUABBLE_INVITATIONS_THEMMemory MEMORYFAMILY_FAMILY_SQUABBLE_INVITATIONS_THEMBONUS_EVENTOPTION_FAMILY_SQUABBLE_INVITATIONS_USMemory MEMORYFAMILY_FAMILY_SQUABBLE_INVITATIONS_US◇ grants a memory no event currently keys off - ▸ Refuse to indulge their pettiness.Remembered: Refused to attend our ceremony (-20 opinion for 20 turns)(no event currently keys off this)Remembered: Refused to attend our ceremony (-20 opinion for 20 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_FAMILY_SQUABBLE_INVITATIONS_NOMemory MEMORYFAMILY_FAMILY_SQUABBLE_INVITATIONS_NOBONUS_EVENTOPTION_FAMILY_SQUABBLE_INVITATIONS_NOMemory MEMORYFAMILY_FAMILY_SQUABBLE_INVITATIONS_NO◇ grants a memory no event currently keys off
E Pluribus Plures
- ▸ Such talk only weakens [rival].-6 LegitimacygrantsBONUS_HANNIBAL_LEGITIMACY_PENALTYiLegitimacy -6
Education of the Rightful Heir
- ▸ He will study Philosophy.+1 WisdomGain trait: Philosophy Studentgated byPlayerSubject SUBJECT_PLAYER_NONE_STUDY_PHILOSOPHYgrantsBONUS_EVENTOPTION_STUDY_PHILOSOPHYaiRatings: RATING_WISDOM=1aeAddTraits: TRAIT_STUDY_PHILOSOPHY
- ▸ He will study Politics.+1 CharismaGain trait: Politics Studentgated byPlayerSubject SUBJECT_PLAYER_NONE_STUDY_POLITICSgrantsBONUS_EVENTOPTION_STUDY_POLITICSaiRatings: RATING_CHARISMA=1aeAddTraits: TRAIT_STUDY_POLITICS
- ▸ He will study Tactics.+1 CourageGain trait: Tactics Studentgated byPlayerSubject SUBJECT_PLAYER_NONE_STUDY_TACTICSgrantsBONUS_EVENTOPTION_STUDY_TACTICSaiRatings: RATING_COURAGE=1aeAddTraits: TRAIT_STUDY_TACTICS
- ▸ He will study Commerce.+1 DisciplineGain trait: Commerce Studentgated byPlayerSubject SUBJECT_PLAYER_NONE_STUDY_COMMERCEgrantsBONUS_EVENTOPTION_STUDY_COMMERCEaiRatings: RATING_DISCIPLINE=1aeAddTraits: TRAIT_STUDY_COMMERCE
- ▸ [character] will learn out in the world.Gain trait: ExploringRemembered: Started Explore Recently (2 turns)grantsBONUS_GIVE_TRAIT_EXPLORINGMemory MEMORYCHARACTER_STARTED_EXPLORE_RECENTLYaeAddTraits: TRAIT_EXPLORING
Eloped!
- ▸ Let the lovers find a joyful destiny together.Gain trait: ElopedGain trait: ElopedgrantsBONUS_GIVE_TRAIT_ELOPEDaeAddTraits: TRAIT_ELOPEDBONUS_GIVE_TRAIT_ELOPEDaeAddTraits: TRAIT_ELOPED
- ▸ Send soldiers to bring them back at once!Gain trait: ImprisonedGain trait: Imprisoned+2 LegitimacygrantsBONUS_GIVE_TRAIT_IMPRISONEDaeAddTraits: TRAIT_IMPRISONEDBONUS_GIVE_TRAIT_IMPRISONEDaeAddTraits: TRAIT_IMPRISONEDBONUS_EVENTOPTION_CHILD_ELOPED_OPTION_2_CHARACTER_0iLegitimacy 2
- ▸ Claim the wedding was planned, to save face.+40 XP to the charactergated byLeaderSubject SUBJECT_CHARACTER_COVERTgrantsBONUS_XP_CHARACTER_AVERAGEiXPCharacter 40
Eloper Captured
⛓ Follows from: Eloped!, Eloped!
- ▸ Pay for the release of both.
-240Money-60/city↗ turnLeader relationship: Owes Favor To grantsBONUS_MONEY_LOSS_LARGEaiGlobalYieldsBase: YIELD_MONEY=-240aiGlobalYieldsPer: YIELD_MONEY=-60BONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO - ▸ Pay for [character]’s release, but refuse [character].
-120Money-30/city↗ turnLeader relationship: Estranged FromGain trait: Missing grantsBONUS_MONEY_LOSS_SMALLaiGlobalYieldsBase: YIELD_MONEY=-120aiGlobalYieldsPer: YIELD_MONEY=-30BONUS_LEADER_ESTRANGED_FROMAddLeaderRelationship RELATIONSHIP_ESTRANGED_FROMBONUS_GIVE_TRAIT_MISSINGaeAddTraits: TRAIT_MISSING - ▸ They got into this mess, they can get out of it.Gain trait: MissingGain trait: MissinggrantsBONUS_GIVE_TRAIT_MISSINGaeAddTraits: TRAIT_MISSINGBONUS_GIVE_TRAIT_MISSINGaeAddTraits: TRAIT_MISSING
End Times
- ▸ At least my memory might live on.+60 XP to the charactergrantsBONUS_XP_CHARACTER_LARGEiXPCharacter 60
End Wine Goal Dead Hidden
⛓ Follows from: A Refined Palate
- ▸ Resolve(no gates or payload in XML)
End Wine Goal Divorced Hidden
⛓ Follows from: A Refined Palate
- ▸ Resolve(no gates or payload in XML)
Enemies in Deed
- ▸ The war with [rival] has gone on too long.Remembered: Player Offer (5 turns)Remembered: Made peace with other believers (+40 opinion for 80 turns)(no event currently keys off this)grantsBONUS_PLAYER_TRUCEDiplomacyPlayerFrom DIPLOMACY_TRUCEaeBonuses: BONUS_PLAYER_OFFERBONUS_MEMORY_TRUCE_WITH_FOLLOWERSMemory MEMORY_TRUCE_WITH_FOLLOWERS◇ grants a memory no event currently keys off
- ▸ How could I have been so blind? Violence is never the answer.Gain trait: PacifistgrantsBONUS_GIVE_TRAIT_PACIFISTaeAddTraits: TRAIT_PACIFIST
- ▸ These are different times.Gain trait: WarlikeRemembered: At war with other believers (-40 opinion for 80 turns)(no event currently keys off this)grantsBONUS_GIVE_TRAIT_WARLIKEaeAddTraits: TRAIT_WARLIKEBONUS_MEMORY_WAR_WITH_FOLLOWERSMemory MEMORY_WAR_WITH_FOLLOWERS◇ grants a memory no event currently keys off
Era's End
- ▸ It was nice, for a time.+20 XP to the charactergrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20
- ▸ I am hopeful that peace may yet be restored.+1 Disciplinegated byLeaderSubject SUBJECT_CHARACTER_HONORABLEgrantsBONUS_GAIN_DISCIPLINE_1aiRatings: RATING_DISCIPLINE=1
- ▸ It is time now to focus on internal affairs.
+60Civics+15/city↗ turn gated byLeaderSubject SUBJECT_CHARACTER_TRADITIONALgrantsBONUS_CIVICS_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_CIVICS=60aiGlobalYieldsPer: YIELD_CIVICS=15 - ▸ At last we will take what is ours.
+80Training+20/city↗ turn gated byLeaderSubject SUBJECT_CHARACTER_TERRIFYINGgrantsBONUS_TRAINING_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_TRAINING=80aiGlobalYieldsPer: YIELD_TRAINING=20
Escalated Feud
⛓ Follows from: Bullying Heir
- ▸ Accept the bribe.
+320Money+80/city↗ turn grantsBONUS_MONEY_GAIN_HUGEaiGlobalYieldsBase: YIELD_MONEY=320aiGlobalYieldsPer: YIELD_MONEY=80 - ▸ Resolve100%Gain trait: Stressed0%grants100% BONUS_EVENTOPTION_BULLYING_HEIR_ESCALATION_REFUSE100% BONUS_GIVE_TRAIT_STRESSEDaeAddTraits: TRAIT_STRESSED0% BONUS_EVENTOPTION_BULLYING_HEIR_ESCALATION_REFUSE
- ▸ Let [character] rot in prison for this plot.
-60Civics-15/city↗ turnGain trait: Imprisoned grantsBONUS_CIVICS_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_CIVICS=-60aiGlobalYieldsPer: YIELD_CIVICS=-15BONUS_GIVE_TRAIT_IMPRISONEDaeAddTraits: TRAIT_IMPRISONED - ▸ Sigh.gated byLeaderSubjectNotAny SUBJECT_CHILD_OR_TEENAGER / SUBJECT_ADULT↳ may trigger: Assassins Called Off
Executed Spies
⛓ Follows from: [tribe] Unrest
- ▸ [character] is to blame for this disaster.Remembered: Blamed for espionage debacle (-20 opinion for 20 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_EXECUTED_SPIES_OPTION_0_CHARACTER_0Memory MEMORYCHARACTER_BLAMED_FOR_EXECUTED_SPIES◇ grants a memory no event currently keys off
- ▸ I take full responsibility for this disaster.-1 LegitimacygrantsBONUS_EVENTOPTION_EXECUTED_SPIES_OPTION_1_CHARACTER_1iLegitimacy -1
Expelling the Garrison
⛓ Follows from: Hostile Garrison
- ▸ We will risk our lives to defend our freedoms.Remembered: Tribe Offer (5 turns)+6 Legitimacy+40–400 Culture (by city tier)grantsBONUS_TRIBE_WARDiplomacyTribe DIPLOMACY_WARaeBonuses: BONUS_TRIBE_OFFERBONUS_EVENTOPTION_HOSTILE_GARRISON_EXPEL_YESiLegitimacy 6aeRemoveProjects: PROJECT_HOSTILE_GARRISONaeBonuses: BONUS_CULTURE_GAIN_LARGE
- ▸ The strong do what they can, and the weak suffer what they must.
+40Discontenteach city↗ turn grantsBONUS_DISCONTENT_GAIN_TINYaiCityYields: YIELD_DISCONTENT=40
Experienced Instructor
⛓ Follows from: Aspiring General
- ▸ [character] will make a great general.Gain trait: SoldierLeader relationship: Endeared TograntsBONUS_EVENTOPTION_EXPERIENCED_INSTRUCTOR_GENERALaeBonuses: BONUS_GIVE_TRAIT_SOLDIER, BONUS_LEADER_ENDEARED_TO
- ▸ Though [character] wants to be on the front lines, he should help train more troops.Gain trait: StrictgrantsBONUS_GIVE_TRAIT_STRICTaeAddTraits: TRAIT_STRICT
Failed Assassination
⛓ Follows from: Escalated Feud
- ▸ I always knew it would come to this.The character is killedgrantsBONUS_KILL_CHARACTERbKillCharacter 1
Fall from Power
⛓ Follows from: Harem Conspiracy
- ▸ This treachery will be remembered centuries after my last breath.Becomes the chosen heirgrantsBONUS_SET_SCHEMER_ARCHETYPESetArchetype TRAIT_SCHEMER_ARCHETYPEBONUS_EVENTOPTION_HAREM_CONSPIRACY_FALL_FROM_POWER_OPTION_0_CHARACTER_3bChosenHeir 1
Family Council
⛓ Follows from: A Family Warning
- ▸ Make an example of them all.+4 LegitimacyThe character is killedRemembered: Killed our elder (-80 opinion for 20 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_TRAIT_FAMILY_COUNCIL_OPTION_0iLegitimacy 4BONUS_EVENTOPTION_TRAIT_FAMILY_COUNCIL_OPTION_0_FAMILYMemory MEMORYFAMILY_KILLED_FAMILY_ELDERbKillCharacter 1◇ grants a memory no event currently keys off
- ▸ No council, but we will consider reforms.Begin project: Corruption Reform
-7Orders↗ turnRemembered: Initiated reforms (+20 opinion for 20 turns)(no event currently keys off this) grantsBONUS_EVENTOPTION_TRAIT_FAMILY_COUNCIL_OPTION_1aeAddProjects: PROJECT_CORRUPTION_REFORMaeBonuses: BONUS_ORDERS_LOSS_LARGEBONUS_EVENTOPTION_TRAIT_FAMILY_COUNCIL_OPTION_1_FAMILYMemory MEMORYFAMILY_INITIATED_REFORMS↳ may trigger: An Exodus◇ grants a memory no event currently keys off - ▸ Let us attempt a cooperative approach.-2 Legitimacy+1 Happiness level
-40Civics-10/city↗ turnRemembered: Initiated reforms (+20 opinion for 20 turns)(no event currently keys off this) grantsBONUS_EVENTOPTION_TRAIT_FAMILY_COUNCIL_OPTION_2iHappinessLevels 1iLegitimacy -2aeBonuses: BONUS_CIVICS_LOSS_SMALLBONUS_EVENTOPTION_TRAIT_FAMILY_COUNCIL_OPTION_1_FAMILYMemory MEMORYFAMILY_INITIATED_REFORMS◇ grants a memory no event currently keys off
Family Marriage Offer
- ▸ Resolve(no gates or payload in XML)
Family Quarrel
⛓ Follows from: Family Quarrel, Family Quarrel
- ▸ Let them sack and raze the city!
+75Stone+25/city↗ turn
+240Money+60/city↗ turn grantsBONUS_EVENTOPTION_FAMILY_QUARREL_SACKaeBonuses: BONUS_STONE_GAIN_LARGE, BONUS_MONEY_GAIN_LARGE - ▸ Take the city, but spare the civilians.+1 DisciplinegrantsBONUS_EVENTOPTION_FAMILY_QUARREL_SPAREiCitizens 2aeBonuses: BONUS_GAIN_DISCIPLINE_1
- ▸ Bring [character] back to home to the [family] family.Remembered: Returned fleeing wife (+80 opinion for 20 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_FAMILY_QUARREL_RETURNMemory MEMORYFAMILY_FAMILY_QUARREL_RETURN◇ grants a memory no event currently keys off
Family Quarrel
⛓ Follows from: Family Quarrel
- ▸ It is now or never. Assault the city!
-5Orders↗ turn grantsBONUS_ORDERS_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_ORDERS=-5↳ may trigger: Family Quarrel - ▸ Let us be free of [character] and [character].Loses trait: FugitiveLoses trait: Fugitive
+160Training+40/city↗ turnRemembered: Allowed lovers to escape (-40 opinion for 20 turns)(no event currently keys off this) grantsBONUS_REMOVE_TRAIT_FUGITIVEaeRemoveTraits: TRAIT_FUGITIVEBONUS_REMOVE_TRAIT_FUGITIVEaeRemoveTraits: TRAIT_FUGITIVEBONUS_TRAINING_GAIN_HUGEaiGlobalYieldsBase: YIELD_TRAINING=160aiGlobalYieldsPer: YIELD_TRAINING=40BONUS_EVENTOPTION_FAMILY_QUARREL_RETREAT_FAMILYMemory MEMORYFAMILY_FAMILY_QUARREL_ALLOW◇ grants a memory no event currently keys off
Family Quarrel
⛓ Follows from: Family Quarrel
- ▸ Let them sack and raze the city!
+75Stone+25/city↗ turn
+240Money+60/city↗ turn grantsBONUS_EVENTOPTION_FAMILY_QUARREL_SACKaeBonuses: BONUS_STONE_GAIN_LARGE, BONUS_MONEY_GAIN_LARGE - ▸ Take the city, but spare the civilians.+1 DisciplinegrantsBONUS_EVENTOPTION_FAMILY_QUARREL_SPAREiCitizens 2aeBonuses: BONUS_GAIN_DISCIPLINE_1
- ▸ Bring [character] back to home to the [family] family.Remembered: Returned fleeing wife (+80 opinion for 20 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_FAMILY_QUARREL_RETURNMemory MEMORYFAMILY_FAMILY_QUARREL_RETURN◇ grants a memory no event currently keys off
Family Quarrel
⛓ Follows from: Family Quarrel
- ▸ Retreat, and abandon the cause.Loses trait: FugitiveLoses trait: Fugitive
+80Training+20/city↗ turnRemembered: Allowed lovers to escape (-40 opinion for 20 turns)(no event currently keys off this) grantsBONUS_REMOVE_TRAIT_FUGITIVEaeRemoveTraits: TRAIT_FUGITIVEBONUS_REMOVE_TRAIT_FUGITIVEaeRemoveTraits: TRAIT_FUGITIVEBONUS_TRAINING_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_TRAINING=80aiGlobalYieldsPer: YIELD_TRAINING=20BONUS_EVENTOPTION_FAMILY_QUARREL_RETREAT_FAMILYMemory MEMORYFAMILY_FAMILY_QUARREL_ALLOW◇ grants a memory no event currently keys off - ▸ Keep up the siege until they surrender.Gain trait: VigilantgrantsBONUS_GIVE_TRAIT_VIGILANTaeAddTraits: TRAIT_VIGILANT↳ may trigger: Family Quarrel
- ▸ Build a wooden horse and hide our troops inside.gated byLeaderSubject SUBJECT_HIGH_WISDOM↳ may trigger: Family Quarrel
Family Quarrel
⛓ Follows from: Family Quarrel
- ▸ Maybe if we keep the siege up just a little while longer...
-240Money-60/city↗ turn grantsBONUS_MONEY_LOSS_LARGEaiGlobalYieldsBase: YIELD_MONEY=-240aiGlobalYieldsPer: YIELD_MONEY=-60↳ may trigger: Family Quarrel - ▸ Ready or not, it is time to scale the walls!
-7Orders↗ turn grantsBONUS_ORDERS_LOSS_LARGEaiGlobalYieldsBase: YIELD_ORDERS=-7↳ may trigger: Family Quarrel - ▸ Retreat, and abandon the cause.Loses trait: FugitiveLoses trait: Fugitive
+120Training+30/city↗ turnRemembered: Allowed lovers to escape (-40 opinion for 20 turns)(no event currently keys off this) grantsBONUS_REMOVE_TRAIT_FUGITIVEaeRemoveTraits: TRAIT_FUGITIVEBONUS_REMOVE_TRAIT_FUGITIVEaeRemoveTraits: TRAIT_FUGITIVEBONUS_TRAINING_GAIN_LARGEaiGlobalYieldsBase: YIELD_TRAINING=120aiGlobalYieldsPer: YIELD_TRAINING=30BONUS_EVENTOPTION_FAMILY_QUARREL_RETREAT_FAMILYMemory MEMORYFAMILY_FAMILY_QUARREL_ALLOW◇ grants a memory no event currently keys off
Far From Home
- ▸ [rival] will pay in blood. This I swear.+4 LegitimacyProgress ambition: Kill 10 EnemiesRemembered: Declared War on us (-80 opinion for 40 turns)Remembered: Player Offer (5 turns)grantsBONUS_EVENTOPTION_HATTI_SUPPILULIUMA_DEATH_AFAR_GOALAmbition GOAL_KILL_10_ENEMIESiLegitimacy 4aeBonuses: BONUS_DECLARE_WAR_PLAYER◇ may enable: The Sword of Damocles
- ▸ Surely there must be an explanation for this.-2 Legitimacy+1 DisciplinegrantsBONUS_EVENTOPTION_HATTI_SUPPILULIUMA_DEATH_AFAR_DISiLegitimacy -2aeBonuses: BONUS_GAIN_DISCIPLINE_1
- ▸ Demand reparations from [rival].grantsBONUS_TEXT_EVENTOPTION_HATTI_SUPPILULIUMA_DEATH_AFAR_DEMANDMission MISSION_DEMAND_TRIBUTEiMissionSubject 0bMissionFree 1
Final Confession
- ▸ Give a detailed list of every misdeed and wayward thought.(no gates or payload in XML)↳ may trigger: The Path to Redemption, The Path to Redemption
- ▸ Seek repentance for your greatest sin.(no gates or payload in XML)↳ may trigger: The Path to Redemption
- ▸ Refuse to divulge your past mistakes.(no gates or payload in XML)
Fires and Altars
- ▸ The gods are in all things, buildings do not change that.Remembered: Ignored traditions (-40 opinion for 20 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_FIRES_AND_ALTARS_OPTION_0_RELIGIONMemory MEMORYRELIGION_IGNORED_TRADITIONSAmbitionReligion GOAL_FOUR_SHRINES◇ grants a memory no event currently keys off
- ▸
Order the construction of new open air altars. Remembered: Upheld traditional rites (+20 opinion for 80 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_FIRES_AND_ALTARS_OPTION_1_RELIGIONMemory MEMORYRELIGION_UPHELD_TRADITION◇ grants a memory no event currently keys off
First Strike
⛓ Follows from: Faltering Ambition
- ▸ If [character] thinks he can win this war, I might as well see how it unfolds.Gain trait: Rising StargrantsBONUS_GIVE_TRAIT_RISING_STARaeAddTraits: TRAIT_RISING_STAR
- ▸ ...He did what? I will see to it that's the last
order he will be giving my soldiers. Gain trait: ImprisonedgrantsBONUS_GIVE_TRAIT_IMPRISONEDaeAddTraits: TRAIT_IMPRISONED
Flocks of Rage
⛓ Follows from: Fowl Language
- ▸ Bother.Begin project: Unruly BirdsgrantsBONUS_PROJECT_UNRULY_BIRDSaeAddProjects: PROJECT_UNRULY_BIRDS
For Your Faith
⛓ Follows from: Delayed by the Divine
- ▸ We welcome their blades.grantsBONUS_EVENTOPTION_FOR_YOUR_FAITH_OPTION_0_PLAYER_0DiplomacySubjects: DIPLOMACY_WAR=0
- ▸ The time for fighting is over.+40 XP to the charactergrantsBONUS_XP_CHARACTER_AVERAGEiXPCharacter 40
Forest Fire
⛓ Follows from: Forest Fire
- ▸ The citizens of [city] are grateful that you tried.+2 LegitimacygrantsBONUS_EVENTOPTION_FOREST_FIRE_EMBERS_OPTION_0_PLAYERiLegitimacy 2
Forest Fire
⛓ Follows from: Forest Fire
- ▸ Preserve the tomb's original grandeur.Build Ancient Tomb on the tile
+80Happinesseach city↗ turn+2 Legitimacy
-40Money-10/city↗ turn grantsBONUS_EVENTOPTION_FOREST_FIRE_TOMB_OPTION_1SetImprovement IMPROVEMENT_FOREST_FIRE_TOMBBONUS_EVENTOPTION_FOREST_FIRE_TOMB_OPTION_1_CITYaiCityYields: YIELD_HAPPINESS=80BONUS_EVENTOPTION_FOREST_FIRE_TOMB_OPTION_1_PLAYERiLegitimacy 2aeBonuses: BONUS_MONEY_LOSS_MINIMAL - ▸ Declare the tomb a national monument.Build National Monument on the tile+2 LegitimacyGain trait: Inspiring
-240Money-60/city↗ turn grantsBONUS_EVENTOPTION_FOREST_FIRE_MONUMENT_OPTION_1SetImprovement IMPROVEMENT_FOREST_FIRE_MONUMENTBONUS_EVENTOPTION_FOREST_FIRE_MONUMENT_OPTION_1_CITYiCultureLevels 1BONUS_EVENTOPTION_FOREST_FIRE_MONUMENT_OPTION_1_PLAYERiLegitimacy 2aeAddTraits: TRAIT_INSPIRINGaeBonuses: BONUS_MONEY_LOSS_LARGE - ▸ We cannot afford it right now.-2 LegitimacyGain trait: FrugalgrantsBONUS_EVENTOPTION_FOREST_FIRE_MONUMENT_OPTION_2_PLAYERiLegitimacy -2aeAddTraits: TRAIT_FRUGAL
Forest Fire
⛓ Follows from: Forest Fire
- ▸ Fund her
training and then bring her to court. +6 Legitimacy
-120Money-30/city↗ turnGain a Court Minister grantsBONUS_EVENTOPTION_FOREST_FIRE_ORPHAN_OPTION_0_PLAYERiLegitimacy 6aeBonuses: BONUS_MONEY_LOSS_SMALLBONUS_EVENTOPTION_FOREST_FIRE_ORPHAN_OPTION_0_CHARACTERMakeCourtier COURTIER_MINISTER - ▸ Offer her the position of scribe in [city].
+40Happinesseach city↗ turnGain a Scribe+2 Legitimacy grantsBONUS_EVENTOPTION_FOREST_FIRE_ORPHAN_OPTION_1_CITYaiCityYields: YIELD_HAPPINESS=40aeAddSpecialistClasses: SPECIALISTCLASS_SCRIBEBONUS_EVENTOPTION_FOREST_FIRE_ORPHAN_OPTION_1_PLAYERiLegitimacy 2 - ▸ I will adopt her into my royal family.+60 XP to the characterThe target is adoptedgrantsBONUS_EVENTOPTION_FOREST_FIRE_ORPHAN_OPTION_2_PLAYERiXPCharacter 60BONUS_EVENTOPTION_FOREST_FIRE_ORPHAN_OPTION_2_CHARACTERiAdoptedBySubject 3
Forest Fire
⛓ Follows from: Forest Fire
- ▸ Search the tomb for valuable treasures.+20 XP to the character-1 Legitimacy
+160Money+40/city↗ turn grantsBONUS_EVENTOPTION_FOREST_FIRE_TOMB_OPTION_0_PLAYERiXPCharacter 20iLegitimacy -1aeBonuses: BONUS_MONEY_GAIN_AVERAGE - ▸ Preserve the tomb's original grandeur.Build Ancient Tomb on the tile
+80Happinesseach city↗ turn+2 Legitimacy
-40Money-10/city↗ turn grantsBONUS_EVENTOPTION_FOREST_FIRE_TOMB_OPTION_1SetImprovement IMPROVEMENT_FOREST_FIRE_TOMBBONUS_EVENTOPTION_FOREST_FIRE_TOMB_OPTION_1_CITYaiCityYields: YIELD_HAPPINESS=80BONUS_EVENTOPTION_FOREST_FIRE_TOMB_OPTION_1_PLAYERiLegitimacy 2aeBonuses: BONUS_MONEY_LOSS_MINIMAL - ▸ Consult the locals as to what they wish to see done with this tomb.(no gates or payload in XML)↳ may trigger: Forest Fire
Forest Fire
⛓ Follows from: Forest Fire
- ▸ This is good news.
+8Wood+2/city↗ turn grantsBONUS_WOOD_GAIN_MINIMALaiGlobalYieldsBase: YIELD_WOOD=8aiGlobalYieldsPer: YIELD_WOOD=2
Found Wanting
- ▸ We must expunge this corruption!Begin project: WeightsGain trait: RighteousgrantsBONUS_PROJECT_SWAP_ADJUSTED_WEIGHTSaeAddProjects: PROJECT_WEIGHTSaeRemoveProjects: PROJECT_ADJUSTED_WEIGHTSBONUS_GIVE_TRAIT_RIGHTEOUSaeAddTraits: TRAIT_RIGHTEOUS
- ▸ Charge [character] with correcting this course.Begin project: WeightsGain trait: FrugalgrantsBONUS_PROJECT_SWAP_ADJUSTED_WEIGHTSaeAddProjects: PROJECT_WEIGHTSaeRemoveProjects: PROJECT_ADJUSTED_WEIGHTSBONUS_GIVE_TRAIT_FRUGALaeAddTraits: TRAIT_FRUGAL
- ▸ My predecessors had the right idea.
+320Money+80/city↗ turnGain trait: Corrupt grantsBONUS_MONEY_GAIN_HUGEaiGlobalYieldsBase: YIELD_MONEY=320aiGlobalYieldsPer: YIELD_MONEY=80BONUS_GIVE_TRAIT_CORRUPTaeAddTraits: TRAIT_CORRUPT
Fraying Edge
- ▸ Unfortunate.(no gates or payload in XML)
- ▸ Betrayal is betrayal. End the husband, evict the husband.
+160Money+40/city↗ turnLeader relationship: Vengeful Against grantsBONUS_EVENTOPTION_SHABBY_OPTION_1_ASSASSINMission MISSION_ASSASSINATE_ANYiMissionSubject 0aeBonuses: BONUS_MONEY_GAIN_AVERAGEBONUS_LEADER_VENGEFUL_AGAINSTAddLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINST - ▸ Perhaps I pushed too far.+1 Wisdomgated byLeaderSubject SUBJECT_COMPASSIONATEgrantsBONUS_GAIN_WISDOM_1aiRatings: RATING_WISDOM=1
From Grand Vizier to Uncrowned King
- ▸ Such betrayal cannot be forgiven.Gain trait: The UncrownedgrantsBONUS_GIVE_TRAIT_THE_UNCROWNEDaeAddTraits: TRAIT_THE_UNCROWNEDBONUS_START_CIVIL_WAROccurrenceStartPlayer OCCURRENCE_CIVIL_WAR
Fruitful Affair
⛓ Follows from: Enchanting Conversation
- ▸ This is a blessing to us all.Leader relationship: Estranged FromgrantsBONUS_HAVE_BASTARDbHaveBastard 1BONUS_LEADER_ESTRANGED_FROMAddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
Furious Emissary
⛓ Follows from: Securing Peace
- ▸ Return the child, and
order [character] to commit suicide. The character is killedGain trait: RighteousRemembered: Forced suicide (-80 opinion for 20 turns)(no event currently keys off this)grantsBONUS_KILL_CHARACTERbKillCharacter 1BONUS_GIVE_TRAIT_RIGHTEOUSaeAddTraits: TRAIT_RIGHTEOUSBONUS_EVENTOPTION_SECURING_PEACE_FURIOUS_EMISSARY_SUICIDEMemory MEMORYFAMILY_SECURING_PEACE_SUICIDE↳ may trigger: Returning Emissary◇ grants a memory no event currently keys off - ▸ Return the child, and apologize for the misunderstanding.-2 LegitimacyRemembered (all families): Kept a kidnapped infant (-40 opinion for 20 turns)(no event currently keys off this)
+80Discontenteach city↗ turn grantsBONUS_EVENTOPTION_SECURING_PEACE_FURIOUS_EMISSARY_MISUNDERSTANDINGMemoryAllFamilies MEMORYFAMILY_SECURING_PEACE_MISUNDERSTANDINGiLegitimacy -2aeBonuses: BONUS_DISCONTENT_GAIN_AVERAGE◇ grants a memory no event currently keys off - ▸ Refuse to give up a perfectly good hostage.(no gates or payload in XML)↳ may trigger: Returning Emissary
Golden Jubilee
- ▸ Prepare a procession, offerings to the gods, and festivities for our people.Gain trait: FamousGain trait: Extravagant
-160Money-40/city↗ turn grantsBONUS_EVENTOPTION_GOLD_JUBILEE_OPTION_0aeBonuses: BONUS_GIVE_TRAIT_FAMOUS, BONUS_GIVE_TRAIT_EXTRAVAGANT, BONUS_MONEY_LOSS_AVERAGE - ▸ We shall not be paraded about the capital like a prize-winning horse.+1 DisciplinegrantsBONUS_GAIN_DISCIPLINE_1aiRatings: RATING_DISCIPLINE=1
Grove, Spouse, and Prophet
⛓ Follows from: The Grove of [character]
- ▸ Throw this raving lunatic from the kingdom!Leader relationship: In Love With
+400Money+100/city↗ turnGain trait: Exiled grantsBONUS_LEADER_IN_LOVE_WITHAddLeaderRelationship RELATIONSHIP_IN_LOVE_WITHBONUS_MONEY_GAIN_GIGANTICaiGlobalYieldsBase: YIELD_MONEY=400aiGlobalYieldsPer: YIELD_MONEY=100BONUS_GIVE_TRAIT_EXILEDaeAddTraits: TRAIT_EXILED - ▸ It wasn't my idea!Gain trait: TimidLeader relationship: Vengeful Against
+400Money+100/city↗ turnLeader relationship: Disappointed With grantsBONUS_GIVE_TRAIT_TIMIDaeAddTraits: TRAIT_TIMIDBONUS_LEADER_VENGEFUL_AGAINSTAddLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINSTBONUS_MONEY_GAIN_GIGANTICaiGlobalYieldsBase: YIELD_MONEY=400aiGlobalYieldsPer: YIELD_MONEY=100BONUS_LEADER_DISAPPOINTED_WITHAddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH - ▸ I cannot be married to a murderer.Gain trait: RighteousLeader relationship: Vengeful AgainstGain a Court MinistergrantsBONUS_GIVE_TRAIT_RIGHTEOUSaeAddTraits: TRAIT_RIGHTEOUSBONUS_LEADER_VENGEFUL_AGAINSTAddLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINSTBONUS_MAKE_GREAT_MINISTERMakeCourtier COURTIER_MINISTER
Guiding Council
- ▸ We must value honesty and knowledge.gated byIndexSubjectgrantsBONUS_MAKE_AMBASSADORCouncil COUNCIL_AMBASSADOR
- ▸ Heredity is the main qualification.gated byIndexSubjectgrantsBONUS_MAKE_AMBASSADORCouncil COUNCIL_AMBASSADOR
- ▸ Hire one whose weakness you can exploit.Leader relationship: Owes Favor Togated byIndexSubjectgrantsBONUS_MAKE_AMBASSADORCouncil COUNCIL_AMBASSADORBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
- ▸ Experience is the most important qualification.gated byIndexSubjectgrantsBONUS_MAKE_AMBASSADORCouncil COUNCIL_AMBASSADOR
- ▸ None of these are right.(no gates or payload in XML)
Guiding Council
- ▸ We must value honesty and knowledge.gated byIndexSubjectgrantsBONUS_MAKE_CHANCELLORCouncil COUNCIL_CHANCELLOR
- ▸ Heredity is the main qualification.gated byIndexSubjectgrantsBONUS_MAKE_CHANCELLORCouncil COUNCIL_CHANCELLOR
- ▸ Hire one whose weakness you can exploit.Leader relationship: Owes Favor Togated byIndexSubjectgrantsBONUS_MAKE_CHANCELLORCouncil COUNCIL_CHANCELLORBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
- ▸ Experience is the most important qualification.gated byIndexSubjectgrantsBONUS_MAKE_CHANCELLORCouncil COUNCIL_CHANCELLOR
- ▸ None of these are right.(no gates or payload in XML)
Guiding Council
- ▸ We must value honesty and knowledge.gated byIndexSubjectgrantsBONUS_MAKE_SPYMASTERCouncil COUNCIL_SPYMASTER
- ▸ Heredity is the main qualification.gated byIndexSubjectgrantsBONUS_MAKE_SPYMASTERCouncil COUNCIL_SPYMASTER
- ▸ Hire one whose weakness you can exploit.Leader relationship: Owes Favor Togated byIndexSubjectgrantsBONUS_MAKE_SPYMASTERCouncil COUNCIL_SPYMASTERBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
- ▸ Experience is the most important qualification.gated byIndexSubjectgrantsBONUS_MAKE_SPYMASTERCouncil COUNCIL_SPYMASTER
- ▸ None of these are right.(no gates or payload in XML)
Hand of [rival]
- ▸ Return [character] authority.Remembered: Grand Vizier (88 turns)grantsBONUS_MAKE_GRAND_VIZIERMemory MEMORYCHARACTER_GRAND_VIZIERCouncil COUNCIL_GRAND_VIZIER↳ may trigger: As Good as Their Word
- ▸ Expect [rival] military actions.Remembered: Player Offer (5 turns)grantsBONUS_PLAYER_WARDiplomacyPlayerTo DIPLOMACY_WARaeBonuses: BONUS_PLAYER_OFFERBONUS_JOIN_SUBJECT_0iJoinSubject 0
Harem Conspiracy Crushed
⛓ Follows from: Harem Conspiracy
- ▸ Imprison [character] as well. He is a threat to me.+1 DisciplineLeader relationship: Endeared ToGain trait: ImprisonedgrantsBONUS_EVENTOPTION_HAREM_CONSPIRACY_CRUSHED_IMPRISON_CHARACTER_0aeBonuses: BONUS_GAIN_DISCIPLINE_1BONUS_LEADER_ENDEARED_TOAddLeaderRelationship RELATIONSHIP_ENDEARED_TOBONUS_GIVE_TRAIT_IMPRISONEDaeAddTraits: TRAIT_IMPRISONED
- ▸ There is not a shred of evidence against [character]. We cannot imprison people on a mere suspicion.+1 CharismaLeader relationship: Disappointed WithLeader relationship: Influenced BygrantsBONUS_EVENTOPTION_HAREM_CONSPIRACY_CRUSHED_BELIEVE_CHARACTER_0aeBonuses: BONUS_GAIN_CHARISMA_1BONUS_EVENTOPTION_HAREM_CONSPIRACY_CRUSHED_BELIEVE_CHARACTER_2aeBonuses: BONUS_LEADER_DISAPPOINTED_WITHBONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
Heir Education
- ▸ He will study Philosophy.+1 WisdomGain trait: Philosophy Studentgated byPlayerSubject SUBJECT_PLAYER_NONE_STUDY_PHILOSOPHYgrantsBONUS_EVENTOPTION_STUDY_PHILOSOPHYaiRatings: RATING_WISDOM=1aeAddTraits: TRAIT_STUDY_PHILOSOPHY
- ▸ He will study Politics.+1 CharismaGain trait: Politics Studentgated byPlayerSubject SUBJECT_PLAYER_NONE_STUDY_POLITICSgrantsBONUS_EVENTOPTION_STUDY_POLITICSaiRatings: RATING_CHARISMA=1aeAddTraits: TRAIT_STUDY_POLITICS
- ▸ He will study Tactics.+1 CourageGain trait: Tactics Studentgated byPlayerSubject SUBJECT_PLAYER_NONE_STUDY_TACTICSgrantsBONUS_EVENTOPTION_STUDY_TACTICSaiRatings: RATING_COURAGE=1aeAddTraits: TRAIT_STUDY_TACTICS
- ▸ He will study Commerce.+1 DisciplineGain trait: Commerce Studentgated byPlayerSubject SUBJECT_PLAYER_NONE_STUDY_COMMERCEgrantsBONUS_EVENTOPTION_STUDY_COMMERCEaiRatings: RATING_DISCIPLINE=1aeAddTraits: TRAIT_STUDY_COMMERCE
- ▸ [character] will learn out in the world.Gain trait: ExploringRemembered: Started Explore Recently (2 turns)grantsBONUS_GIVE_TRAIT_EXPLORINGMemory MEMORYCHARACTER_STARTED_EXPLORE_RECENTLYaeAddTraits: TRAIT_EXPLORING
Heir Education
- ▸ He will study Philosophy.+1 WisdomGain trait: Philosophy Studentgated byPlayerSubject SUBJECT_PLAYER_NONE_STUDY_PHILOSOPHYgrantsBONUS_EVENTOPTION_STUDY_PHILOSOPHYaiRatings: RATING_WISDOM=1aeAddTraits: TRAIT_STUDY_PHILOSOPHY
- ▸ He will study Politics.+1 CharismaGain trait: Politics Studentgated byPlayerSubject SUBJECT_PLAYER_NONE_STUDY_POLITICSgrantsBONUS_EVENTOPTION_STUDY_POLITICSaiRatings: RATING_CHARISMA=1aeAddTraits: TRAIT_STUDY_POLITICS
- ▸ He will study Tactics.+1 CourageGain trait: Tactics Studentgated byPlayerSubject SUBJECT_PLAYER_NONE_STUDY_TACTICSgrantsBONUS_EVENTOPTION_STUDY_TACTICSaiRatings: RATING_COURAGE=1aeAddTraits: TRAIT_STUDY_TACTICS
- ▸ He will study Commerce.+1 DisciplineGain trait: Commerce Studentgated byPlayerSubject SUBJECT_PLAYER_NONE_STUDY_COMMERCEgrantsBONUS_EVENTOPTION_STUDY_COMMERCEaiRatings: RATING_DISCIPLINE=1aeAddTraits: TRAIT_STUDY_COMMERCE
Heir Education
- ▸ Resolve20%+1 CharismaGain trait: Politics Student20%+1 CourageGain trait: Tactics Student20%+1 DisciplineGain trait: Commerce Student20%+1 WisdomGain trait: Philosophy Student20%Gain trait: ExploringRemembered: Started Explore Recently (2 turns)grants20% BONUS_EVENTOPTION_STUDY_POLITICSaiRatings: RATING_CHARISMA=1aeAddTraits: TRAIT_STUDY_POLITICS20% BONUS_EVENTOPTION_STUDY_TACTICSaiRatings: RATING_COURAGE=1aeAddTraits: TRAIT_STUDY_TACTICS20% BONUS_EVENTOPTION_STUDY_COMMERCEaiRatings: RATING_DISCIPLINE=1aeAddTraits: TRAIT_STUDY_COMMERCE20% BONUS_EVENTOPTION_STUDY_PHILOSOPHYaiRatings: RATING_WISDOM=1aeAddTraits: TRAIT_STUDY_PHILOSOPHY20% BONUS_GIVE_TRAIT_EXPLORINGMemory MEMORYCHARACTER_STARTED_EXPLORE_RECENTLYaeAddTraits: TRAIT_EXPLORING
Hindu Dissent
- ▸ Prepare the guards for any unrest.+1 Levy unit
-60Training-15/city↗ turn grantsBONUS_LEVY_UNIT_1aiBonusUnits: BONUSUNITCLASS_LEVY=1BONUS_TRAINING_LOSS_SMALLaiGlobalYieldsBase: YIELD_TRAINING=-60aiGlobalYieldsPer: YIELD_TRAINING=-15 - ▸ Seek to appease the local [religion] leaders.Remembered: Appeased local leaders (+80 opinion for 20 turns)(no event currently keys off this)
-60Civics-15/city↗ turn grantsBONUS_EVENTOPTION_RELIGIOUS_DISSENT_RELIGIONMemory MEMORYRELIGION_APPEASED_LOCAL_LEADERSBONUS_CIVICS_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_CIVICS=-60aiGlobalYieldsPer: YIELD_CIVICS=-15◇ grants a memory no event currently keys off - ▸ Take no action, for now.+20 XP to the charactergrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20
Home Safe
⛓ Follows from: Abducted Heir, Mystery Solved
- ▸ We must be more careful whom we trust.Gain trait: VigilantgrantsBONUS_GIVE_TRAIT_VIGILANTaeAddTraits: TRAIT_VIGILANT
- ▸ Improve
palace security to prevent future incidents.
+80Training+20/city↗ turn grantsBONUS_TRAINING_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_TRAINING=80aiGlobalYieldsPer: YIELD_TRAINING=20
Hostile Neighbors
⛓ Follows from: Hostile Neighbors
- ▸ Pay the tribute in
gold.
-160Money-40/city↗ turn grantsBONUS_MONEY_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=-160aiGlobalYieldsPer: YIELD_MONEY=-40↳ may trigger: Hostile Neighbors - ▸ Pay the tribute in
iron.
-50Iron-15/city↗ turn grantsBONUS_IRON_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_IRON=-50aiGlobalYieldsPer: YIELD_IRON=-15↳ may trigger: Hostile Neighbors - ▸ Pay the tribute in
food.
-50Food-15/city↗ turn grantsBONUS_FOOD_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_FOOD=-50aiGlobalYieldsPer: YIELD_FOOD=-15↳ may trigger: Hostile Neighbors - ▸ Refuse to pay any tribute.Remembered (leader of you): Your refusal to pay us Tribute must be punished (-80 opinion for 20 turns)(no event currently keys off this)+40 XP to the charactergrantsBONUS_EVENTOPTION_HOSTILE_NEIGHBORS_SECOND_REFUSEMemoryLeader MEMORYCHARACTER_HOSTILE_NEIGHBORS_SECOND_REFUSEBONUS_XP_CHARACTER_AVERAGEiXPCharacter 40↳ may trigger: Hostile Neighbors◇ grants a memory no event currently keys off
Hostile Neighbors
⛓ Follows from: Hostile Neighbors, Hostile Neighbors
- ▸ Pay the tribute in
gold.
-120Money-30/city↗ turn grantsBONUS_MONEY_LOSS_SMALLaiGlobalYieldsBase: YIELD_MONEY=-120aiGlobalYieldsPer: YIELD_MONEY=-30↳ may trigger: Hostile Neighbors - ▸ Pay the tribute in
iron.
-30Iron-10/city↗ turn grantsBONUS_IRON_LOSS_SMALLaiGlobalYieldsBase: YIELD_IRON=-30aiGlobalYieldsPer: YIELD_IRON=-10↳ may trigger: Hostile Neighbors - ▸ Pay the tribute in
food.
-30Food-10/city↗ turn grantsBONUS_FOOD_LOSS_SMALLaiGlobalYieldsBase: YIELD_FOOD=-30aiGlobalYieldsPer: YIELD_FOOD=-10↳ may trigger: Hostile Neighbors - ▸ Refuse to pay any tribute.Remembered (leader of you): You refused to pay Tribute (-40 opinion for 20 turns)(no event currently keys off this)+20 XP to the charactergrantsBONUS_EVENTOPTION_HOSTILE_NEIGHBORS_FIRST_TRIBUTE_OPTION_3MemoryLeader MEMORYCHARACTER_HOSTILE_NEIGHBORS_FIRST_REFUSEBONUS_EVENTOPTION_HOSTILE_NEIGHBORS_FIRST_TRIBUTE_OPTION_3_PLAYER_1iXPCharacter 20↳ may trigger: Hostile Neighbors◇ grants a memory no event currently keys off
Hostile Neighbors
⛓ Follows from: Hostile Neighbors
- ▸ We agree to a limited trade deal.Remembered (leader of you): You paid us sufficient Tribute for now (+20 opinion for 20 turns)(no event currently keys off this)Gain trait: TimidgrantsBONUS_EVENTOPTION_HOSTILE_NEIGHBORS_PAID_TWICE_OPTION_0MemoryLeader MEMORYCHARACTER_HOSTILE_NEIGHBORS_PAID_TWICEaiYieldsTradeBase: YIELD_MONEY=100, YIELD_FOOD=-20BONUS_GIVE_TRAIT_TIMIDaeAddTraits: TRAIT_TIMID◇ grants a memory no event currently keys off
- ▸ Politely decline.+20 XP to the charactergrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20
Hostile Neighbors
⛓ Follows from: Hostile Neighbors, Hostile Neighbors
- ▸ Bring us [rival]'s best officers!Remembered: Declared War on us (-80 opinion for 40 turns)Remembered: Player Offer (5 turns)Gain a OfficergrantsBONUS_DECLARE_WAR_PLAYERMemory MEMORYPLAYER_DECLARED_WARDiplomacyPlayerFrom DIPLOMACY_WARaeBonuses: BONUS_PLAYER_OFFERBONUS_EVENTOPTION_HOSTILE_NEIGHBORS_WAR_OPTION_0_PLAYER_1SetArchetype TRAIT_TACTICIAN_ARCHETYPEaeAddSpecialistClasses: SPECIALISTCLASS_OFFICER◇ may enable: The Sword of Damocles
- ▸ Increase
training and raise militias! Remembered: Declared War on us (-80 opinion for 40 turns)Remembered: Player Offer (5 turns)
+20Training↗ turn+2 Legitimacy+1 Levy unit grantsBONUS_DECLARE_WAR_PLAYERMemory MEMORYPLAYER_DECLARED_WARDiplomacyPlayerFrom DIPLOMACY_WARaeBonuses: BONUS_PLAYER_OFFERBONUS_EVENTOPTION_HOSTILE_NEIGHBORS_WAR_OPTION_1_PLAYER_1iLegitimacy 2aiGlobalYieldsBase: YIELD_TRAINING=20aiBonusUnits: BONUSUNITCLASS_LEVY=1◇ may enable: The Sword of Damocles
Immoral Gods
- ▸ [character] is right, we must uphold the ideals of moral gods.Gain trait: UncouthFree law: PhilosophygrantsBONUS_EVENTOPTION_IMMORAL_GODS_OPTION_0_PLAYERFreeLaw LAW_PHILOSOPHYaeAddTraits: TRAIT_UNCOUTH
- ▸ He is doing the gods a disservice by not accepting their deeds.Leader relationship: Disappointed WithgrantsBONUS_LEADER_DISAPPOINTED_WITHAddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
Immunity
⛓ Follows from: [character] the [rival]
- ▸ [character] is above common punishment.Remembered (all families): Refused to punish foreign counsel (-40 opinion for 40 turns)(no event currently keys off this)Leader relationship: Interceded ForgrantsBONUS_EVENTOPTION_CHARACTER_IMMUNITY_OPTION_0_CHARACTER_0MemoryAllFamilies MEMORYFAMILY_DID_NOT_PUNISH_FOREIGNERBONUS_LEADER_INTERCEDED_FORAddLeaderRelationship RELATIONSHIP_INTERCEDED_FOR◇ grants a memory no event currently keys off
- ▸ Publicly rebuke him for his rash actions.Leader relationship: Estranged From
+60Happinesseach city↗ turn grantsBONUS_LEADER_ESTRANGED_FROMAddLeaderRelationship RELATIONSHIP_ESTRANGED_FROMBONUS_HAPPINESS_GAIN_SMALLaiCityYields: YIELD_HAPPINESS=60 - ▸ He will be punished for his crimes and banished.Gain trait: StrictGain trait: ExiledLeader relationship: Vengeful AgainstgrantsBONUS_GIVE_TRAIT_STRICTaeAddTraits: TRAIT_STRICTBONUS_EVENTOPTION_CHARACTER_IMMUNITY_OPTION_2_CHARACTER_1AddLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINSTaeAddTraits: TRAIT_EXILED
- ▸ Death is the price of murder.Remembered: Executed our diplomatic agent (-40 opinion for 40 turns)(no event currently keys off this)+2 LegitimacyThe character is killedgrantsBONUS_EVENTOPTION_CHARACTER_IMMUNITY_OPTION_3_PLAYERMemory MEMORYPLAYER_EXECUTED_OUR_AGENTBONUS_EVENTOPTION_CHARACTER_IMMUNITY_OPTION_3_CHARACTER_0iLegitimacy 2BONUS_EVENTOPTION_CHARACTER_IMMUNITY_OPTION_3_CHARACTER_1bKillCharacter 1◇ grants a memory no event currently keys off
In Defense of the Holy City
- ▸ Join the war to help [city].Remembered: Went to war for the Holy City (+80 opinion for 80 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_PROTECT_THE_HOLY_LAND_THEM_OPTION_0_RELIGIONMemory MEMORYRELIGION_WAR_FOR_THE_HOLY_CITYBONUS_EVENTOPTION_PROTECT_THE_HOLY_LAND_THEM_OPTION_0_PLAYER_0DiplomacyPlayerFrom DIPLOMACY_WAR◇ grants a memory no event currently keys off
- ▸ Open your borders to refugees from the fighting.Remembered: Took refugees from the Holy City (+40 opinion for 40 turns)(no event currently keys off this)Remembered: Helped the City we attacked (-40 opinion for 40 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_PROTECT_THE_HOLY_LAND_THEM_OPTION_1_RELIGIONMemory MEMORYRELIGION_TOOK_REFUGEESBONUS_EVENTOPTION_PROTECT_THE_HOLY_LAND_THEM_OPTION_1_PLAYER_0Memory MEMORYPLAYER_UNDERMINED_OUR_ATTACKBONUS_EVENTOPTION_PROTECT_THE_HOLY_LAND_THEM_OPTION_1_CITY_1iCitizens 2◇ grants a memory no event currently keys off
- ▸ Refuse your help.Leader relationship: Estranged FromgrantsBONUS_LEADER_ESTRANGED_FROMAddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
In the Name of Love
- ▸ May fortune favor you, my love.The character is killed
-80Training-20/city↗ turn grantsBONUS_SPOUSE_USURPiSeizeThroneSubject 0BONUS_KILL_CHARACTERbKillCharacter 1BONUS_TRAINING_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_TRAINING=-80aiGlobalYieldsPer: YIELD_TRAINING=-20 - ▸ I never meant for it to go this far.grantsBONUS_LEADER_LOVER_OF_REMOVERemoveLeaderRelationship RELATIONSHIP_LOVER_OF
Incident at [city]
- ▸ Loudly proclaim that [character] was in the right.Remembered: Took my side in an argument (+40 opinion for 40 turns)(no event currently keys off this)Remembered: Sided against me in an argument (-40 opinion for 40 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_INCIDENT_AT_ANTIOCH_OPTION_0_CHARACTER_0Memory MEMORYCHARACTER_SIDED_WITH_IN_ARGUMENTBONUS_EVENTOPTION_INCIDENT_AT_ANTIOCH_OPTION_0_CHARACTER_1Memory MEMORYCHARACTER_SIDED_AGAINST◇ grants a memory no event currently keys off
- ▸ Rebuke [character] for causing a scene.Remembered: Sided against me in an argument (-40 opinion for 40 turns)(no event currently keys off this)Remembered: Took my side in an argument (+40 opinion for 40 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_INCIDENT_AT_ANTIOCH_OPTION_0_CHARACTER_1Memory MEMORYCHARACTER_SIDED_AGAINSTBONUS_EVENTOPTION_INCIDENT_AT_ANTIOCH_OPTION_0_CHARACTER_0Memory MEMORYCHARACTER_SIDED_WITH_IN_ARGUMENT◇ grants a memory no event currently keys off
- ▸ Encourage the two to make amends.Leader relationship: Influenced ByLeader relationship: Influenced Bygated byLeaderSubject SUBJECT_CHARACTER_CHARMINGgrantsBONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BYBONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
- ▸ Use the story of [character] conversion to support his argument.Leader relationship: Endeared Togated byIndexSubjectgrantsBONUS_LEADER_ENDEARED_TOAddLeaderRelationship RELATIONSHIP_ENDEARED_TOBONUS_EVENTOPTION_INCIDENT_AT_ANTIOCH_OPTION_3_RELIGIONAmbitionReligion GOAL_REVELATION
Incriminating Messages
⛓ Follows from: Making Friends
- ▸ Remove [character], and the [family] will fall.Gain trait: ImprisonedRemembered: Exposed our plot (-40 opinion for 40 turns)(no event currently keys off this)+4 LegitimacygrantsBONUS_GIVE_TRAIT_IMPRISONEDaeAddTraits: TRAIT_IMPRISONEDBONUS_EVENTOPTION_INCRIMINATING_MESSAGES_OPTION_0_FAMILYMemory MEMORYFAMILY_EXPOSED_PLOTBONUS_EVENTOPTION_INCRIMINATING_MESSAGES_OPTION_0_CHARACTER_0iLegitimacy 4◇ grants a memory no event currently keys off
- ▸ Expose the family and win over [character].Leader relationship: Terrified OfRemembered: Exposed our plot (-40 opinion for 40 turns)(no event currently keys off this)grantsBONUS_LEADER_TERRIFIED_OFAddLeaderRelationship RELATIONSHIP_TERRIFIED_OFBONUS_EVENTOPTION_INCRIMINATING_MESSAGES_OPTION_1_FAMILYMemory MEMORYFAMILY_EXPOSED_PLOT◇ grants a memory no event currently keys off
Infanticide
- ▸ A life for a life.+1 DisciplineGain trait: MourningThe character is killedGain trait: MourninggrantsBONUS_GIVE_TRAIT_MOURNING_DISCIPLINEaiRatings: RATING_DISCIPLINE=1aeAddTraits: TRAIT_MOURNINGBONUS_KILL_CHARACTERbKillCharacter 1BONUS_GIVE_TRAIT_MOURNINGaeAddTraits: TRAIT_MOURNING
- ▸ Jail for [character]!+1 WisdomGain trait: ImprisonedGain trait: MourninggrantsBONUS_GAIN_WISDOM_1aiRatings: RATING_WISDOM=1BONUS_GIVE_TRAIT_IMPRISONEDaeAddTraits: TRAIT_IMPRISONEDBONUS_GIVE_TRAIT_MOURNINGaeAddTraits: TRAIT_MOURNING
- ▸ Banish [character].+1 CharismaGain trait: ExiledGain trait: MourninggrantsBONUS_GAIN_CHARISMA_1aiRatings: RATING_CHARISMA=1BONUS_GIVE_TRAIT_EXILEDaeAddTraits: TRAIT_EXILEDBONUS_GIVE_TRAIT_MOURNINGaeAddTraits: TRAIT_MOURNING
Infidelity
⛓ Follows from: Love Birds Rumors
- ▸ The letter is a fabrication, and I trust [character].Gain trait: FoolishgrantsBONUS_GIVE_TRAIT_FOOLISHaeAddTraits: TRAIT_FOOLISH
- ▸ Lock them both where I cannot see them.Gain trait: ImprisonedgrantsBONUS_GIVE_TRAIT_IMPRISONEDaeAddTraits: TRAIT_IMPRISONED
Investigation Complete
⛓ Follows from: A Private Audience, Lost Relative
- ▸ Leave [character] alone and see what happens.(no gates or payload in XML)
- ▸ Imprison him. I will take no chances.Gain trait: ImprisonedRemembered: Imprisoned by paranoid ruler (-40 opinion for 20 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_TRAIT_INVESTIGATION_COMPLETE_OPTION_1_CHARACTER_1Memory MEMORYCHARACTER_IMPRISONEDaeAddTraits: TRAIT_IMPRISONED↳ may trigger: Riot in the Streets◇ grants a memory no event currently keys off
Jealousy Spreads Spouse
- ▸ n/a(no gates or payload in XML)
Jealousy Spreads Trait
- ▸ n/a(no gates or payload in XML)
Jewish Dissent
- ▸ Prepare the guards for any unrest.+1 Levy unit
-60Training-15/city↗ turn grantsBONUS_EVENTOPTION_BATTLE_IN_THE_SKIES_MILITIA_CITYaiBonusUnits: BONUSUNITCLASS_LEVY=1BONUS_TRAINING_LOSS_SMALLaiGlobalYieldsBase: YIELD_TRAINING=-60aiGlobalYieldsPer: YIELD_TRAINING=-15 - ▸ Seek to appease the local [religion] leaders.Remembered: Appeased local leaders (+80 opinion for 20 turns)(no event currently keys off this)
-60Civics-15/city↗ turn grantsBONUS_EVENTOPTION_RELIGIOUS_DISSENT_RELIGIONMemory MEMORYRELIGION_APPEASED_LOCAL_LEADERSBONUS_CIVICS_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_CIVICS=-60aiGlobalYieldsPer: YIELD_CIVICS=-15◇ grants a memory no event currently keys off - ▸ Take no action, for now.+20 XP to the charactergrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20
Just in Time
⛓ Follows from: Killed In Cold Water
- ▸ The city guard deserves praise. In the future, they should be even more capable.Begin project: Urban CohortsgrantsBONUS_EVENTOPTION_KILLED_IN_COLD_WATER_SUSPICION_CAUGHT_RED_HANDED_COHORTES_CITYaeAddProjects: PROJECT_COHORTES
- ▸ Celebrate this as a success of local governance.
+80Civics+20/city↗ turn grantsBONUS_CIVICS_GAIN_LARGEaiGlobalYieldsBase: YIELD_CIVICS=80aiGlobalYieldsPer: YIELD_CIVICS=20 - ▸ My foresight is to be credited for the killer's capture.+2 LegitimacygrantsBONUS_EVENTOPTION_KILLED_IN_COLD_WATER_SUSPICION_CAUGHT_RED_HANDED_SELF_CITYiLegitimacy 2
Keeper of the Forest
- ▸ Hire more workers to thin the
forest near [city]. +1 WorkergrantsBONUS_UNIT_WORKERaiUnits: UNIT_WORKER=1 - ▸ [character] can deal with this himself.
+2Orders↗ turn grantsBONUS_ORDERS_GAIN_MINIMALaiGlobalYieldsBase: YIELD_ORDERS=2 - ▸ Work with [character] to establish Reforestation Efforts in [city].Begin project: Reforestation Effortsgated byLeaderSubject SUBJECT_CHARACTER_STEWARD_OF_THE_LANDgrantsBONUS_EVENTOPTION_CALAMITIES_WILDFIRE_FUTURE_PROJECT_CITYaeAddProjects: PROJECT_REFORESTATION_EFFORTS
Killer loose in [city]
⛓ Follows from: Killed In Cold Water
- ▸ Send whatever help [city] needs.
+60Happinesseach city↗ turn
-4Orders↗ turn
-60Training-15/city↗ turn grantsBONUS_EVENTOPTION_KILLED_IN_COLD_WATER_NO_SUSPICION_KILLER_LOOSE_HELP_GUARDS_CITYaeBonuses: BONUS_HAPPINESS_GAIN_SMALL, BONUS_ORDERS_LOSS_SMALL, BONUS_TRAINING_LOSS_SMALL - ▸ Summon the best healers to help [character] recover quickly.
-120Money-30/city↗ turnLeader relationship: Endeared To grantsBONUS_EVENTOPTION_KILLED_IN_COLD_WATER_NO_SUSPICION_KILLER_LOOSE_HELP_GOVERNOR_CHARACTERaeBonuses: BONUS_MONEY_LOSS_SMALL, BONUS_LEADER_ENDEARED_TO - ▸ Focus on reassuring the [family] and [family].Remembered: Supported us in the wake of the bath murders (+20 opinion for 20 turns)(no event currently keys off this)Remembered: Supported us in the wake of the bath murders (+20 opinion for 20 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_KILLED_IN_COLD_WATER_NO_SUSPICION_KILLER_LOOSE_HELP_FAMILIES_FAMILY_0Memory MEMORYFAMILY_KILLED_IN_COLD_WATER_LATER_POSBONUS_EVENTOPTION_KILLED_IN_COLD_WATER_NO_SUSPICION_KILLER_LOOSE_HELP_FAMILIES_FAMILY_1Memory MEMORYFAMILY_KILLED_IN_COLD_WATER_LATER_POS◇ grants a memory no event currently keys off
Knives of the Conspiracy
⛓ Follows from: Conspiracy
- ▸ Conspiracies are real.(no gates or payload in XML)
Leader Loved Love Spreading
- ▸ n/a(no gates or payload in XML)
Leader Loved Love Spreading Four
- ▸ n/a(no gates or payload in XML)
Leader Loved Love Spreading Three
- ▸ n/a(no gates or payload in XML)
Leader Loved Love Spreading Two
- ▸ n/a(no gates or payload in XML)
Leader of the Faith
- ▸ Embrace him warmly as an equal.Leader relationship: Endeared To-4 LegitimacygrantsBONUS_LEADER_ENDEARED_TOAddLeaderRelationship RELATIONSHIP_ENDEARED_TOBONUS_EVENTOPTION_LEADER_OF_FAITH_1iLegitimacy -4
- ▸ Act as befits your station, inviting him to return but keeping distant.Leader relationship: Suspicious OfgrantsBONUS_LEADER_SUSPICIOUS_OFAddLeaderRelationship RELATIONSHIP_SUSPICIOUS_OF
- ▸ Refuse to treat with this visitor.Leader relationship: Estranged From+2 LegitimacygrantsBONUS_LEADER_ESTRANGED_FROMAddLeaderRelationship RELATIONSHIP_ESTRANGED_FROMBONUS_EVENTOPTION_SUPPORTING_THE_FAITH_OPTION_REFUSEiLegitimacy 2
Lethal Affliction
⛓ Follows from: Momentous Meeting
- ▸ We will not let this incident prey on our fears.
+40Discontenteach city↗ turn+1 Discipline grantsBONUS_EVENTOPTION_CONTACT_LETHAL_AFFLICTION_OPTION_0_PLAYER_1aeBonuses: BONUS_DISCONTENT_GAIN_TINY, BONUS_GAIN_DISCIPLINE_1 - ▸ Send messengers to [rival], demanding justice.Remembered: Accused us of poisoning (-20 opinion for 20 turns)(no event currently keys off this)
+60Civics+15/city↗ turn grantsBONUS_EVENTOPTION_CONTACT_LETHAL_AFFLICTION_OPTION_1_PLAYER_0Memory MEMORYPLAYER_THREATENEDBONUS_CIVICS_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_CIVICS=60aiGlobalYieldsPer: YIELD_CIVICS=15◇ grants a memory no event currently keys off - ▸ [rival] will repay our losses with its blood.+4 LegitimacyRemembered: Declared War on us (-80 opinion for 40 turns)Remembered: Player Offer (5 turns)grantsBONUS_EVENTOPTION_CONTACT_LETHAL_AFFLICTION_OPTION_2_PLAYER_0iLegitimacy 4aeBonuses: BONUS_DECLARE_WAR_PLAYER◇ may enable: The Sword of Damocles
Local Brigands
⛓ Follows from: Local Brigands
- ▸ Our [unit] unit deserves recognition.+20 XP to the charactergrantsBONUS_EVENTOPTION_LOCAL_BRIGANDS_ENDING_A_OPTION_0iXPUnit 50BONUS_EVENTOPTION_LOCAL_BRIGANDS_ENDING_A_OPTION_0_PLAYERiXPCharacter 20
Local Brigands
⛓ Follows from: Local Brigands
- ▸ The recovered supplies will be put to good use.+20 XP to the character
+160Money+40/city↗ turn grantsBONUS_EVENTOPTION_LOCAL_BRIGANDS_ENDING_B_OPTION_0iXPUnit 50BONUS_EVENTOPTION_LOCAL_BRIGANDS_ENDING_B_OPTION_0_PLAYERiXPCharacter 20aeBonuses: BONUS_MONEY_GAIN_AVERAGE
Local Brigands
⛓ Follows from: Local Brigands
- ▸ Spend what is needed to send in more forces.+1 Heavy Infantry unit+20 XP to the characterGain trait: Vigilant
-80Training-20/city↗ turn
-50Iron-15/city↗ turn grantsBONUS_EVENTOPTION_LOCAL_BRIGANDS_ENDING_C_OPTION_0_UNITiXPUnit 40aiBonusUnits: BONUSUNITCLASS_HEAVY_INFANTRY=1BONUS_EVENTOPTION_LOCAL_BRIGANDS_ENDING_C_OPTION_0_PLAYERiXPCharacter 20aeAddTraits: TRAIT_VIGILANTaeBonuses: BONUS_TRAINING_LOSS_AVERAGE, BONUS_IRON_LOSS_AVERAGE - ▸ Our forces in the area can handle the threat.grantsBONUS_EVENTOPTION_LOCAL_BRIGANDS_ENDING_C_OPTION_1_UNITiXPUnit 40
Local Nuisance
⛓ Follows from: Washtub Philosopher
- ▸ Well, he always wanted an unceremonious life.Gain trait: MissinggrantsBONUS_GIVE_TRAIT_MISSINGaeAddTraits: TRAIT_MISSING
Love Birds Rumors
⛓ Follows from: Cause for Worry
- ▸ People should mind their business.Leader relationship: Interceded ForgrantsBONUS_LEADER_INTERCEDED_FORAddLeaderRelationship RELATIONSHIP_INTERCEDED_FOR↳ may trigger: Infidelity
- ▸ Put an end to these encounters.Leader relationship: Vengeful AgainstgrantsBONUS_LEADER_VENGEFUL_AGAINSTAddLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINST↳ may trigger: Infidelity
Love Triangle
⛓ Follows from: Something Real
- ▸ I will stop everything with [character].Leader relationship: Estranged FromGain trait: Timidgated byLeaderSubject SUBJECT_NOT_DEBAUCHEDbHidePrereqs prereqs hidden in-gamegrantsBONUS_LEADER_ESTRANGED_FROMAddLeaderRelationship RELATIONSHIP_ESTRANGED_FROMBONUS_GIVE_TRAIT_TIMIDaeAddTraits: TRAIT_TIMID
- ▸ [character] will be my new queen.Gain trait: RomanticThe marriage is dissolvedLeader relationship: Estranged Fromgated byLeaderSubject SUBJECT_NOT_DEBAUCHEDbHidePrereqs prereqs hidden in-gamegrantsBONUS_GIVE_TRAIT_ROMANTICaeAddTraits: TRAIT_ROMANTICBONUS_EVENTOPTION_RELATIONSHIP_LOVE_TRIANGLE_OPTION_1_CHARACTER_1iPolyMarrySubject 0BONUS_EVENTOPTION_RELATIONSHIP_LOVE_TRIANGLE_OPTION_1_CHARACTER_2AddLeaderRelationship RELATIONSHIP_ESTRANGED_FROMiDivorcedBySubject 0
- ▸ Marriage is a hindrance.Leader relationship: Estranged FromThe marriage is dissolvedLeader relationship: Estranged FromgrantsBONUS_LEADER_ESTRANGED_FROMAddLeaderRelationship RELATIONSHIP_ESTRANGED_FROMBONUS_EVENTOPTION_RELATIONSHIP_LOVE_TRIANGLE_OPTION_2_CHARACTER_2AddLeaderRelationship RELATIONSHIP_ESTRANGED_FROMiDivorcedBySubject 0
Machinations
⛓ Follows from: Those Meddling [family]
- ▸ Launch an Infiltrate Mission into [rival] lands.grantsBONUS_EVENTOPTION_MEDDLING_SPYMASTER_INFILTRATEMission MISSION_INFILTRATEiMissionSubject 1
- ▸ Weave a web of lies and slander about the [rival].grantsBONUS_EVENTOPTION_MEDDLING_SPYMASTER_SLANDERMission MISSION_SLANDERiMissionSubject 1
- ▸ This is not the time.+60 XP to the charactergrantsBONUS_XP_CHARACTER_LARGEiXPCharacter 60
Making Connections
⛓ Follows from: Talk of War
- ▸ Organize an exchange of scientific and
civic ideas. Remembered: Our research deal ensures your security for now (+40 opinion for 40 turns)(no event currently keys off this)+2 LegitimacygrantsBONUS_EVENTOPTION_PLAYER_WAR_OFFER_TRAIT_SCHOLAR_ARCHETYPE_CAUTIOUS_TRADE_OPTION_0_PLAYER_0Memory MEMORYPLAYER_PLAYER_WAR_OFFER_TRAIT_SCHOLAR_ARCHETYPE_CAUTIOUS_RESEARCHaiYieldsTradeBase: YIELD_SCIENCE=50, YIELD_CIVICS=-50BONUS_EVENTOPTION_PLAYER_WAR_OFFER_TRAIT_SCHOLAR_ARCHETYPE_CAUTIOUS_TRADE_OPTION_0_PLAYER_1iLegitimacy 2◇ grants a memory no event currently keys off - ▸ Refuse to make a deal.Remembered: Your feeble offer triggered our thirst for conflict (-40 opinion for 40 turns)(no event currently keys off this)Remembered: Player Offer (5 turns)grantsBONUS_EVENTOPTION_PLAYER_WAR_OFFER_TRAIT_SCHOLAR_ARCHETYPE_CAUTIOUS_TRADE_OPTION_1_PLAYER_0Memory MEMORYPLAYER_PLAYER_WAR_OFFER_TRAIT_SCHOLAR_ARCHETYPE_CAUTIOUS_WARaeBonuses: BONUS_PLAYER_WAR◇ grants a memory no event currently keys off
Making Peace
⛓ Follows from: Treachery
- ▸ Treason must be punished with death.The character is killedGain trait: Ruthless
-40Training-10/city↗ turn grantsBONUS_EVENTOPTION_RELATIONSHIP_MAKING_PEACE_OPTION_0_CHARACTER_0bKillCharacter 1BONUS_EVENTOPTION_RELATIONSHIP_MAKING_PEACE_OPTION_0_CHARACTER_1aeAddTraits: TRAIT_RUTHLESSaeBonuses: BONUS_TRAINING_LOSS_TINY - ▸ He will spend time in prison and be released.Gain trait: Imprisoned-2 Legitimacy
+60Happinesseach city↗ turn grantsBONUS_GIVE_TRAIT_IMPRISONEDaeAddTraits: TRAIT_IMPRISONEDBONUS_EVENTOPTION_RELATIONSHIP_MAKING_PEACE_OPTION_1_CHARACTER_1iLegitimacy -2aeBonuses: BONUS_HAPPINESS_GAIN_SMALL - ▸ Agree to his terms for military reform.Free law: Professional Armygated byLeaderSubject SUBJECT_TACTICIANgrantsBONUS_EVENTOPTION_RELATIONSHIP_MAKING_PEACE_OPTION_2_CHARACTER_1FreeLaw LAW_PROFESSIONAL_ARMY
Man of the People
⛓ Follows from: Washtub Philosopher
- ▸ [character] is a worthy leader and will stay in power.
+60Discontenteach city↗ turnLeader relationship: Influenced By grantsBONUS_DISCONTENT_GAIN_SMALLaiCityYields: YIELD_DISCONTENT=60BONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BY - ▸ The people have spoken, and they have chosen the washtub philosopher.Leader relationship: Vengeful AgainstgrantsBONUS_EVENTOPTION_MAN_OF_THE_PEOPLE_OPTION_1_CHARACTER_0iGovernorOfSubject 0BONUS_EVENTOPTION_MAN_OF_THE_PEOPLE_OPTION_1_CHARACTER_3AddLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINSTbReleaseGovernor 1
Mani in Exile
- ▸ Welcome [character] into your court.Remembered: Took in religious exile (-40 opinion for 40 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_MANI_IN_EXILE_WELCOME_RELIGIONiSpreadUnits 2BONUS_EVENTOPTION_MANI_IN_EXILE_WELCOME_CHARACTERiJoinSubject 1BONUS_EVENTOPTION_MANI_IN_EXILE_WELCOME_PLAYERMemory MEMORYPLAYER_TOOK_IN_RELIGIOUS_EXILE◇ grants a memory no event currently keys off
- ▸ Refuse to allow him entry.Gain trait: ExiledLeader relationship: Disappointed WithRemembered: Ignored religious exile (+40 opinion for 40 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_MANI_IN_EXILE_TURN_AWAY_CHARACTERaeAddTraits: TRAIT_EXILEDaeBonuses: BONUS_LEADER_DISAPPOINTED_WITHBONUS_EVENTOPTION_MANI_IN_EXILE_TURN_AWAY_PLAYERMemory MEMORYPLAYER_IGNORED_RELIGIOUS_EXILE◇ grants a memory no event currently keys off
- ▸ Imprison the wandering prophet and return him to [rival].Gain trait: ImprisonedRemembered: Returned religious exile (+80 opinion for 40 turns)(no event currently keys off this)gated byLeaderSubject SUBJECT_INTOLERANTgrantsBONUS_EVENTOPTION_MANI_IN_EXILE_RETURN_CHARACTERaeAddTraits: TRAIT_IMPRISONEDBONUS_EVENTOPTION_MANI_IN_EXILE_RETURN_PLAYERMemory MEMORYPLAYER_RETURNED_RELIGIOUS_EXILE◇ grants a memory no event currently keys off
Manichaean Dissent
- ▸ Prepare the guards for any unrest.+1 Levy unit
-60Training-15/city↗ turn grantsBONUS_EVENTOPTION_BATTLE_IN_THE_SKIES_MILITIA_CITYaiBonusUnits: BONUSUNITCLASS_LEVY=1BONUS_TRAINING_LOSS_SMALLaiGlobalYieldsBase: YIELD_TRAINING=-60aiGlobalYieldsPer: YIELD_TRAINING=-15 - ▸ Seek to appease the local [religion] leaders.Remembered: Appeased local leaders (+80 opinion for 20 turns)(no event currently keys off this)
-60Civics-15/city↗ turn grantsBONUS_EVENTOPTION_RELIGIOUS_DISSENT_RELIGIONMemory MEMORYRELIGION_APPEASED_LOCAL_LEADERSBONUS_CIVICS_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_CIVICS=-60aiGlobalYieldsPer: YIELD_CIVICS=-15◇ grants a memory no event currently keys off - ▸ Take no action, for now.+20 XP to the charactergrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20
Mercenary Demands
- ▸ Very well, I will meet their demands.-2 Legitimacy
-160Money-40/city↗ turn gated byLeaderSubjectNotAny SUBJECT_CHARACTER_WEAKgrantsBONUS_EVENTOPTION_MERCENARY_DEMANDS_YESiLegitimacy -2aeBonuses: BONUS_MONEY_LOSS_AVERAGE - ▸ I will not be coerced!(no gates or payload in XML)↳ may trigger: Unimpressed, Walk Away
Meritocracy
⛓ Follows from: A Lit Match
- ▸ I don't care who is going to object. This must end.grantsBONUS_DIVORCE_SUBJECT_1Mission MISSION_DIVORCEiMissionSubject 1bMissionFree 1
- ▸ He is so sure of himself. Let's see how he likes real responsibility.grantsBONUS_SPOUSE_USURPiSeizeThroneSubject 0
Miracle Birth
- ▸ Throw a feast! The world shall remember this day!
-75Food-25/city↗ turn grantsBONUS_FOOD_LOSS_LARGEaiGlobalYieldsBase: YIELD_FOOD=-75aiGlobalYieldsPer: YIELD_FOOD=-25 - ▸ Prepare thanksgiving offerings to the gods!
-240Money-60/city↗ turn grantsBONUS_MONEY_LOSS_LARGEaiGlobalYieldsBase: YIELD_MONEY=-240aiGlobalYieldsPer: YIELD_MONEY=-60 - ▸ Even the gods themselves cannot stop us!Gain trait: DoomedGain trait: DoomedgrantsBONUS_GIVE_TRAIT_DOOMEDaeAddTraits: TRAIT_DOOMEDBONUS_GIVE_TRAIT_DOOMEDaeAddTraits: TRAIT_DOOMED
Monkey Medicine: Consequences
⛓ Follows from: The Monkey's Paw
- ▸ The paw is a curse!The character is killedgrantsBONUS_REMOVE_PAWS_REVENGEForget MEMORYCHARACTER_PAWS_REVENGEBONUS_KILL_CHARACTERbKillCharacter 1
Monkey See, Monkey Kill
⛓ Follows from: Victorious Monkey
- ▸ I am tired of managing this monkey.Loses trait: Monkey Assassin OwnergrantsBONUS_EVENTOPTION_MONKEY_SEE_THE_WORLD_OPTION_0aeRemoveTraits: TRAIT_MONKEY_ASSASSIN
- ▸ Who are we to deny him his destiny?(no gates or payload in XML)↳ may trigger: A New Target, Dagger-Wielding Monkey, Scourge of [rival], The Head in the Box, Tiny Paws
More Victims
⛓ Follows from: Killed In Cold Water
- ▸ Reinforce the guard to reassure the people.
+60Happinesseach city↗ turn
-4Orders↗ turn
-80Training-20/city↗ turn grantsBONUS_EVENTOPTION_KILLED_IN_COLD_WATER_NO_SUSPICION_TERROR_REINFORCE_CITYaeBonuses: BONUS_HAPPINESS_GAIN_SMALL, BONUS_ORDERS_LOSS_SMALL, BONUS_TRAINING_LOSS_AVERAGE - ▸ Dispatch soldiers as bodyguards to the nobles until this is over.Remembered (all families): Guarded us during a killing spree (+40 opinion for 20 turns)(no event currently keys off this)
+80Happinesseach city↗ turn
-7Orders↗ turn
-120Training-30/city↗ turn grantsBONUS_EVENTOPTION_KILLED_IN_COLD_WATER_NO_SUSPICION_TERROR_BODYGUARDS_CITYMemoryAllFamilies MEMORYFAMILY_KILLED_IN_COLD_WATER_BODYGUARDSaeBonuses: BONUS_HAPPINESS_GAIN_AVERAGE, BONUS_ORDERS_LOSS_LARGE, BONUS_TRAINING_LOSS_LARGE◇ grants a memory no event currently keys off - ▸ I will give a speech in [city] to rally the people.
+80Happinesseach city↗ turn gated byLeaderSubject SUBJECT_ORATORgrantsBONUS_HAPPINESS_GAIN_AVERAGEaiCityYields: YIELD_HAPPINESS=80 - ▸ I can only hope this ends soon.-2 LegitimacygrantsBONUS_EVENTOPTION_KILLED_IN_COLD_WATER_NO_SUSPICION_TERROR_DISMISS_CITYiLegitimacy -2
Murder Discovered
⛓ Follows from: Heir Crisis
- ▸ This is an understandable reaction.Remembered (all families): Assassinated your own wife (-80 opinion for 20 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_HEIR_CRISIS_CAUGHT_OKMemoryAllFamilies MEMORYFAMILY_WIFE_ASSASSINATED◇ grants a memory no event currently keys off
Mystery Solved
⛓ Follows from: Traitorous Tutor
- ▸ Declare war on [rival] to retrieve the heir.+6 LegitimacyRemembered: Player Offer (5 turns)grantsBONUS_PLAYER_WAR_LEGITIMACYDiplomacyPlayerTo DIPLOMACY_WARiLegitimacy 6aeBonuses: BONUS_PLAYER_OFFER
- ▸ We are in no position to fight [rival].+1 WisdomgrantsBONUS_GAIN_WISDOM_1aiRatings: RATING_WISDOM=1
National Exploration?
- ▸ Exploring the world shall be a national priority.Free law: ExplorationgrantsBONUS_HANNO_NAVIGATOR_EXPLORATION_LAWFreeLaw LAW_EXPLORATION
- ▸ As I pursue my own desires, I must recognize it may not be in the people's best interest.+2 LegitimacygrantsBONUS_HANNO_NAVIGATOR_EXPLORATION_REJECTiLegitimacy 2
Neighbors
⛓ Follows from: Neighbors
- ▸ Welcome all [rival] to [rival].(no gates or payload in XML)
- ▸ Send gifts as a display of goodwill.Remembered (leader of you): You lavished us with gifts (+20 opinion for 20 turns)(no event currently keys off this)
-120Money-30/city↗ turn grantsBONUS_EVENTOPTION_NEIGHBORS_FRIENDLY_OPTION_1MemoryLeader MEMORYCHARACTER_NEIGHBORS_LAVISHBONUS_MONEY_LOSS_SMALLaiGlobalYieldsBase: YIELD_MONEY=-120aiGlobalYieldsPer: YIELD_MONEY=-30◇ grants a memory no event currently keys off - ▸ Refuse to treat with them.(no gates or payload in XML)
Neighbors
⛓ Follows from: Neighbors
- ▸ Invest in this rare opportunity.
-400Money-100/city↗ turn+1 Charisma grantsBONUS_MONEY_LOSS_GIGANTICaiGlobalYieldsBase: YIELD_MONEY=-400aiGlobalYieldsPer: YIELD_MONEY=-100BONUS_GAIN_CHARISMA_1aiRatings: RATING_CHARISMA=1↳ may trigger: Neighbors - ▸ We cannot afford his proposal.(no gates or payload in XML)↳ may trigger: Neighbors
Neighbors
⛓ Follows from: Neighbors
- ▸ This is an unfortunate misunderstanding.Remembered (leader of you): An imposter duped you into insulting us (-40 opinion for 20 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_NEIGHBORS_FRIENDLY_CARTHAGE_INVEST_OPTION_0MemoryLeader MEMORYCHARACTER_NEIGHBORS_CARTHAGE_BIG_INSULT◇ grants a memory no event currently keys off
- ▸ Wait, wait, let me explain...gated byLeaderSubject SUBJECT_CHARACTER_CHARMING
Neighbors
⛓ Follows from: Neighbors
- ▸ We look forward to improved relations.Remembered (leader of you): Our relations are off to a rocky start (-20 opinion for 20 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_NEIGHBORS_FRIENDLY_CARTHAGE_REFUSE_OPTION_0MemoryLeader MEMORYCHARACTER_NEIGHBORS_CARTHAGE_SMALL_INSULT◇ grants a memory no event currently keys off
- ▸ May this gift express our deep shame.
-160Money-40/city↗ turn grantsBONUS_MONEY_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=-160aiGlobalYieldsPer: YIELD_MONEY=-40
Neighbors
⛓ Follows from: Neighbors
- ▸ Donate to the
Temple of Osiris.
-120Money-30/city↗ turn grantsBONUS_MONEY_LOSS_SMALLaiGlobalYieldsBase: YIELD_MONEY=-120aiGlobalYieldsPer: YIELD_MONEY=-30↳ may trigger: Neighbors - ▸ Refuse the diplomats' help.Remembered (leader of you): You refused to honor our gods (-40 opinion for 40 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_NEIGHBORS_FRIENDLY_EGYPT_OPTION_1MemoryLeader MEMORYCHARACTER_NEIGHBORS_EGYPT_REFUSED↳ may trigger: Neighbors◇ grants a memory no event currently keys off
Neighbors
⛓ Follows from: Neighbors
- ▸ Donate to the
Temple of Isis.
-160Money-40/city↗ turn grantsBONUS_MONEY_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=-160aiGlobalYieldsPer: YIELD_MONEY=-40↳ may trigger: Neighbors - ▸ We cannot afford additional donations.Remembered (leader of you): You refused to honor our gods (-40 opinion for 40 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_NEIGHBORS_FRIENDLY_EGYPT_ISIS_OPTION_1MemoryLeader MEMORYCHARACTER_NEIGHBORS_EGYPT_REFUSED↳ may trigger: Neighbors◇ grants a memory no event currently keys off
Neighbors
⛓ Follows from: Neighbors
- ▸ Donate to the
Temple of Ra.
-240Money-60/city↗ turn grantsBONUS_MONEY_LOSS_LARGEaiGlobalYieldsBase: YIELD_MONEY=-240aiGlobalYieldsPer: YIELD_MONEY=-60 - ▸ Our support for
Egypt cannot be sustained. Remembered (leader of you): You displeased Ra (-40 opinion, permanent)(no event currently keys off this)grantsBONUS_EVENTOPTION_NEIGHBORS_FRIENDLY_EGYPT_RA_OPTION_1MemoryLeader MEMORYCHARACTER_NEIGHBORS_EGYPT_RA◇ grants a memory no event currently keys off
Neighbors
⛓ Follows from: Neighbors, Neighbors
- ▸ We will defend ourselves from all enemies.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
- ▸ Execute the diplomats from [rival].Remembered (leader of you): Executed our emissary! (-40 opinion for 20 turns)(no event currently keys off this)Remembered: Declared War on us (-80 opinion for 40 turns)Remembered: Player Offer (5 turns)+4 LegitimacyGain trait: WarlikegrantsBONUS_EVENTOPTION_NEIGHBORS_FRIENDLY_EGYPT_REFUSED_DONATION_OPTION_1_PLAYER_0MemoryLeader MEMORYCHARACTER_NEIGHBORS_EXECUTIONaeBonuses: BONUS_DECLARE_WAR_PLAYERBONUS_EVENTOPTION_NEIGHBORS_FRIENDLY_EGYPT_REFUSED_DONATION_OPTION_1_PLAYER_1iLegitimacy 4aeAddTraits: TRAIT_WARLIKE◇ may enable: The Sword of Damocles
Neighbors
⛓ Follows from: Neighbors
- ▸ We will do all we can to help [rival].
-120Money-30/city↗ turn grantsBONUS_MONEY_LOSS_SMALLaiGlobalYieldsBase: YIELD_MONEY=-120aiGlobalYieldsPer: YIELD_MONEY=-30↳ may trigger: Neighbors - ▸ Shipments of
food will be sent.
-30Food-10/city↗ turn grantsBONUS_FOOD_LOSS_SMALLaiGlobalYieldsBase: YIELD_FOOD=-30aiGlobalYieldsPer: YIELD_FOOD=-10↳ may trigger: Neighbors - ▸ [rival] has troubles of its own.Remembered (leader of you): Your lack of generosity (-20 opinion for 20 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_NEIGHBORS_FRIENDLY_LAVISH_OPTION_2MemoryLeader MEMORYCHARACTER_NEIGHBORS_LAVISH_NO_MORE◇ grants a memory no event currently keys off
Neighbors
⛓ Follows from: Neighbors
- ▸ We accept a peace with [rival].Remembered: Player Offer (5 turns)grantsBONUS_PLAYER_PEACEDiplomacyPlayerFrom DIPLOMACY_PEACEaeBonuses: BONUS_PLAYER_OFFER
- ▸ Politely decline.+20 XP to the charactergrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20
Neighbors
⛓ Follows from: Neighbors
- ▸ Accept peace, and send gifts to [rival].Remembered (leader of you): Your generosity knows no bounds (+40 opinion for 20 turns)(no event currently keys off this)Remembered: Player Offer (5 turns)+2 LegitimacyGain trait: Extravagant
-160Money-40/city↗ turn grantsBONUS_EVENTOPTION_NEIGHBORS_FRIENDLY_LAVISH_GREECE_OPTION_0MemoryLeader MEMORYCHARACTER_NEIGHBORS_LAVISH_GREECEaeBonuses: BONUS_PLAYER_PEACEBONUS_EVENTOPTION_NEIGHBORS_FRIENDLY_LAVISH_GREECE_OPTION_0_PLAYER_1iLegitimacy 2aeAddTraits: TRAIT_EXTRAVAGANTaeBonuses: BONUS_MONEY_LOSS_AVERAGE◇ grants a memory no event currently keys off - ▸ Accept peace, and sell goods to [rival].Remembered: Player Offer (5 turns)Gain trait: Frugal
+160Money+40/city↗ turn grantsBONUS_PLAYER_PEACEDiplomacyPlayerFrom DIPLOMACY_PEACEaeBonuses: BONUS_PLAYER_OFFERBONUS_EVENTOPTION_NEIGHBORS_FRIENDLY_LAVISH_GREECE_OPTION_1_PLAYER_1aeAddTraits: TRAIT_FRUGALaeBonuses: BONUS_MONEY_GAIN_AVERAGE - ▸ Refuse peace, but sell goods to [rival].Gain trait: Prosperous
+240Money+60/city↗ turn grantsBONUS_EVENTOPTION_NEIGHBORS_FRIENDLY_LAVISH_GREECE_OPTION_2_PLAYER_1aeAddTraits: TRAIT_PROSPEROUSaeBonuses: BONUS_MONEY_GAIN_LARGE
Neighbors
⛓ Follows from: Neighbors
- ▸ We can afford to help an ally.Remembered (leader of you): Your generosity knows no bounds (+40 opinion for 20 turns)(no event currently keys off this)Remembered: Player Offer (5 turns)+2 LegitimacyGain trait: Extravagant
-160Money-40/city↗ turn grantsBONUS_EVENTOPTION_NEIGHBORS_FRIENDLY_LAVISH_MORE_OPTION_0MemoryLeader MEMORYCHARACTER_NEIGHBORS_LAVISH_GREECEaeBonuses: BONUS_PLAYER_PEACEBONUS_EVENTOPTION_NEIGHBORS_FRIENDLY_LAVISH_MORE_OPTION_0_PLAYER_1iLegitimacy 2aeAddTraits: TRAIT_EXTRAVAGANTaeBonuses: BONUS_MONEY_LOSS_AVERAGE◇ grants a memory no event currently keys off - ▸ Friends do not exploit each other.Remembered (leader of you): Your lack of generosity (-20 opinion for 20 turns)(no event currently keys off this)+60 XP to the characterGain trait: IntelligentgrantsBONUS_EVENTOPTION_NEIGHBORS_FRIENDLY_LAVISH_MORE_OPTION_1MemoryLeader MEMORYCHARACTER_NEIGHBORS_LAVISH_NO_MOREBONUS_EVENTOPTION_NEIGHBORS_FRIENDLY_LAVISH_MORE_OPTION_1_PLAYER_1iXPCharacter 60aeAddTraits: TRAIT_INTELLIGENT◇ grants a memory no event currently keys off
Neighbors
⛓ Follows from: Neighbors
- ▸ Politely, explain that we are too busy.(no gates or payload in XML)↳ may trigger: Neighbors
- ▸ Grant her request for a tour.
-40Money-10/city↗ turn grantsBONUS_MONEY_LOSS_MINIMALaiGlobalYieldsBase: YIELD_MONEY=-40aiGlobalYieldsPer: YIELD_MONEY=-10↳ may trigger: Neighbors - ▸ Personally guide her tour. Use the royal carriage.
-3Orders↗ turn
-40Money-10/city↗ turn grantsBONUS_EVENTOPTION_NEIGHBORS_FRIENDLY_ROME_OPTION_2_PLAYER_1aiGlobalYieldsBase: YIELD_ORDERS=-3aeBonuses: BONUS_MONEY_LOSS_MINIMAL↳ may trigger: Neighbors
Neighbors
⛓ Follows from: Neighbors
- ▸ Politely decline.+20 XP to the charactergrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20
- ▸ Accept the terms of the trade deal.Remembered (leader of you): Your friendliness has earned our trust (+40 opinion, permanent)(no event currently keys off this)Gain trait: Prosperous
-80Money-20/city↗ turn grantsBONUS_EVENTOPTION_NEIGHBORS_FRIENDLY_ROME_ACCEPT_OPTION_1MemoryLeader MEMORYCHARACTER_NEIGHBORS_ROME_TRUSTaiYieldsTradeBase: YIELD_MONEY=200, YIELD_FOOD=-40BONUS_EVENTOPTION_NEIGHBORS_FRIENDLY_ROME_ACCEPT_OPTION_1_PLAYER_1aeAddTraits: TRAIT_PROSPEROUSaeBonuses: BONUS_MONEY_LOSS_TINY◇ grants a memory no event currently keys off - ▸ Accept the proposed peace.Remembered (leader of you): Your friendliness has earned our trust (+40 opinion, permanent)(no event currently keys off this)Remembered: Player Offer (5 turns)Gain trait: GraciousgrantsBONUS_EVENTOPTION_NEIGHBORS_FRIENDLY_ROME_ACCEPT_OPTION_2MemoryLeader MEMORYCHARACTER_NEIGHBORS_ROME_TRUSTaeBonuses: BONUS_PLAYER_PEACEBONUS_GIVE_TRAIT_GRACIOUSaeAddTraits: TRAIT_GRACIOUS◇ grants a memory no event currently keys off
- ▸ Accept both peace and a trade deal.Remembered (leader of you): Your friendliness has earned our trust (+40 opinion, permanent)(no event currently keys off this)Remembered: Player Offer (5 turns)
-240Money-60/city↗ turn grantsBONUS_EVENTOPTION_NEIGHBORS_FRIENDLY_ROME_ACCEPT_OPTION_3MemoryLeader MEMORYCHARACTER_NEIGHBORS_ROME_TRUSTaiYieldsTradeBase: YIELD_MONEY=200, YIELD_FOOD=-40aeBonuses: BONUS_PLAYER_PEACEBONUS_MONEY_LOSS_LARGEaiGlobalYieldsBase: YIELD_MONEY=-240aiGlobalYieldsPer: YIELD_MONEY=-60◇ grants a memory no event currently keys off
Neighbors
⛓ Follows from: Neighbors
- ▸ Forge an alliance with [rival].Remembered: Player Offer (5 turns)
+160Money+40/city↗ turn grantsBONUS_PLAYER_ALLIANCEbTeamAlliance 1aeBonuses: BONUS_PLAYER_OFFERBONUS_MONEY_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=160aiGlobalYieldsPer: YIELD_MONEY=40 - ▸ Politely Decline.+20 XP to the charactergrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20
Neighbors
⛓ Follows from: Neighbors
- ▸ Allow trading to commence in [city].grantsBONUS_EVENTOPTION_NEIGHBORS_FRIENDLY_ROME_DECLINE_OPTION_0aiYieldsTradeBase: YIELD_MONEY=100, YIELD_FOOD=-20
- ▸ Apologize. Next time, we will act the gracious host.gated byLeaderSubject SUBJECT_CHARACTER_HONORABLEgrantsBONUS_EVENTOPTION_NEIGHBORS_FRIENDLY_ROME_DECLINE_OPTION_1aiYieldsTradeBase: YIELD_MONEY=200, YIELD_FOOD=-40
Neighbors
⛓ Follows from: Neighbors
- ▸ Politely Decline.+20 XP to the charactergrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20
- ▸ Agree to supply
iron.
-50Iron-15/city↗ turn grantsBONUS_IRON_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_IRON=-50aiGlobalYieldsPer: YIELD_IRON=-15↳ may trigger: Neighbors - ▸ Agree to supply
wood.
-50Wood-15/city↗ turn grantsBONUS_WOOD_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_WOOD=-50aiGlobalYieldsPer: YIELD_WOOD=-15↳ may trigger: Neighbors - ▸ Agree to supply
food.
-50Food-15/city↗ turn grantsBONUS_FOOD_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_FOOD=-50aiGlobalYieldsPer: YIELD_FOOD=-15↳ may trigger: Neighbors - ▸ Agree to supply
gold.
-240Money-60/city↗ turn grantsBONUS_MONEY_LOSS_LARGEaiGlobalYieldsBase: YIELD_MONEY=-240aiGlobalYieldsPer: YIELD_MONEY=-60↳ may trigger: Neighbors
Neighbors
⛓ Follows from: Neighbors
- ▸
Gold from our royal
treasury. Remembered: Player Offer (5 turns)
-120Money-30/city↗ turn grantsBONUS_PLAYER_PEACEDiplomacyPlayerFrom DIPLOMACY_PEACEaeBonuses: BONUS_PLAYER_OFFERBONUS_MONEY_LOSS_SMALLaiGlobalYieldsBase: YIELD_MONEY=-120aiGlobalYieldsPer: YIELD_MONEY=-30 - ▸
Food for the weak and the hungry. Remembered: Player Offer (5 turns)
-30Food-10/city↗ turn grantsBONUS_PLAYER_PEACEDiplomacyPlayerFrom DIPLOMACY_PEACEaeBonuses: BONUS_PLAYER_OFFERBONUS_FOOD_LOSS_SMALLaiGlobalYieldsBase: YIELD_FOOD=-30aiGlobalYieldsPer: YIELD_FOOD=-10 - ▸ Sadly, we can spare nothing for [rival].(no gates or payload in XML)
Neighbors
⛓ Follows from: Neighbors
- ▸ Let us be lasting friends.Remembered: Player Offer (5 turns)grantsBONUS_PLAYER_PEACEDiplomacyPlayerFrom DIPLOMACY_PEACEaeBonuses: BONUS_PLAYER_OFFER
- ▸ We wish to learn more about you first.+1 WisdomgrantsBONUS_GAIN_WISDOM_1aiRatings: RATING_WISDOM=1↳ may trigger: Neighbors
Neighbors
⛓ Follows from: Neighbors
- ▸ I will personally practice its wisdom.Remembered: Player Offer (5 turns)grantsBONUS_PLAYER_PEACEDiplomacyPlayerFrom DIPLOMACY_PEACEaeBonuses: BONUS_PLAYER_OFFERBONUS_SET_SCHOLAR_ARCHETYPESetArchetype TRAIT_SCHOLAR_ARCHETYPE
- ▸ Our best scholars will study its teachings.Remembered: Player Offer (5 turns)Gain a Court ScholargrantsBONUS_PLAYER_PEACEDiplomacyPlayerFrom DIPLOMACY_PEACEaeBonuses: BONUS_PLAYER_OFFERBONUS_ADD_GREAT_SCIENTISTAddCourtier: COURTIER_SCIENTIST
Neighbors
⛓ Follows from: Neighbors
- ▸ Study the Code of Hammurabi, and offer a gift.Remembered (leader of you): You respected the Code of Hammurabi (+40 opinion, permanent)(no event currently keys off this)Remembered: Player Offer (5 turns)
-160Money-40/city↗ turn grantsBONUS_EVENTOPTION_NEIGHBORS_FRIENDLY_WELCOME_BABYLON_LEARN_OPTION_0MemoryLeader MEMORYCHARACTER_NEIGHBORS_BABYLON_CODEaeBonuses: BONUS_PLAYER_PEACEBONUS_EVENTOPTION_NEIGHBORS_FRIENDLY_WELCOME_BABYLON_LEARN_OPTION_0_PLAYER_1SetArchetype TRAIT_ORATOR_ARCHETYPEaeBonuses: BONUS_MONEY_LOSS_AVERAGE◇ grants a memory no event currently keys off - ▸ Study the Code of Hammurabi, and request Peace.Remembered (leader of you): You respected the Code of Hammurabi (+40 opinion, permanent)(no event currently keys off this)
-4Orders↗ turnGain trait: Frugal grantsBONUS_EVENTOPTION_NEIGHBORS_FRIENDLY_WELCOME_BABYLON_LEARN_OPTION_1MemoryLeader MEMORYCHARACTER_NEIGHBORS_BABYLON_CODEBONUS_EVENTOPTION_NEIGHBORS_FRIENDLY_WELCOME_BABYLON_LEARN_OPTION_1_PLAYER_1aiGlobalYieldsBase: YIELD_ORDERS=-4aeAddTraits: TRAIT_FRUGAL↳ may trigger: Neighbors◇ grants a memory no event currently keys off - ▸ Offer a gift of
food in thanks. Gain trait: Gracious
-30Food-10/city↗ turn grantsBONUS_EVENTOPTION_NEIGHBORS_FRIENDLY_WELCOME_BABYLON_LEARN_OPTION_2_PLAYER_1aeAddTraits: TRAIT_GRACIOUSaeBonuses: BONUS_FOOD_LOSS_SMALL↳ may trigger: Neighbors - ▸ Let the ambassador return home empty handed.(no gates or payload in XML)
Neighbors
⛓ Follows from: Neighbors
- ▸ Welcome them with open arms.Gain trait: Gracious
+20Discontenteach city↗ turn grantsBONUS_EVENTOPTION_NEIGHBORS_HUMBLE_OPTION_0_PLAYERaeBonuses: BONUS_GIVE_TRAIT_GRACIOUSaeAllCityBonuses: BONUS_DISCONTENT_GAIN_MINIMAL - ▸ See them when it is convenient.
+4Orders↗ turn grantsBONUS_ORDERS_GAIN_SMALLaiGlobalYieldsBase: YIELD_ORDERS=4 - ▸ Unsolicited visitors will not be heard.+2 LegitimacygrantsBONUS_EVENTOPTION_NEIGHBORS_HUMBLE_OPTION_1_PLAYERiLegitimacy 2↳ may trigger: Neighbors
Neighbors
⛓ Follows from: Neighbors
- ▸ Pledge tribute to [rival].Remembered (leader of you): Paid your Tribute (+40 opinion for 20 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_NEIGHBORS_HUMBLE_ASSYRIA_ROOT_OPTION_0MemoryLeader MEMORYCHARACTER_NEIGHBORS_TRIBUTEaiYieldsTributeBase: YIELD_IRON=-50, YIELD_MONEY=-100◇ grants a memory no event currently keys off
- ▸ Vow to never pay them.+2 LegitimacygrantsBONUS_EVENTOPTION_NEIGHBORS_HUMBLE_ASSYRIA_ROOT_OPTION_1_NOiLegitimacy 2↳ may trigger: Neighbors
- ▸ Execute the [rival] fools.Remembered: Declared War on us (-80 opinion for 40 turns)Remembered: Player Offer (5 turns)Gain trait: RuthlessgrantsBONUS_DECLARE_WAR_PLAYERMemory MEMORYPLAYER_DECLARED_WARDiplomacyPlayerFrom DIPLOMACY_WARaeBonuses: BONUS_PLAYER_OFFERBONUS_GIVE_TRAIT_RUTHLESSaeAddTraits: TRAIT_RUTHLESS◇ may enable: The Sword of Damocles
Neighbors
⛓ Follows from: Neighbors
- ▸ We have no choice but to give tribute.Remembered (leader of you): Paid your Tribute (+40 opinion for 20 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_NEIGHBORS_HUMBLE_ASSYRIA_TRIBUTE_OPTION_0MemoryLeader MEMORYCHARACTER_NEIGHBORS_TRIBUTEaiYieldsTributeBase: YIELD_MONEY=-200, YIELD_STONE=-50◇ grants a memory no event currently keys off
- ▸ [rival] does not pay for peace.Remembered: Declared War on us (-80 opinion for 40 turns)Remembered: Player Offer (5 turns)Gain trait: SteadfastgrantsBONUS_EVENTOPTION_NEIGHBORS_HUMBLE_ASSYRIA_TRIBUTE_OPTION_1aeBonuses: BONUS_DECLARE_WAR_PLAYERBONUS_GIVE_TRAIT_STEADFASTaeAddTraits: TRAIT_STEADFAST◇ may enable: The Sword of Damocles
Neighbors
⛓ Follows from: Neighbors
- ▸ What if we offer tribute in
silver? Remembered (leader of you): Paid your Tribute (+40 opinion for 20 turns)(no event currently keys off this)+20 XP to the charactergated byLeaderSubject SUBJECT_HIGH_CHARISMAgrantsBONUS_EVENTOPTION_NEIGHBORS_HUMBLE_GREECE_OPTION_0MemoryLeader MEMORYCHARACTER_NEIGHBORS_TRIBUTEaeBonuses: BONUS_TRIBUTE_GIVE_MONEY_SMALLBONUS_EVENTOPTION_NEIGHBORS_HUMBLE_GREECE_OPTION_0_PLAYER_1iXPCharacter 20◇ grants a memory no event currently keys off - ▸ We will gladly pay to avoid a conflict.Remembered (leader of you): Paid your Tribute (+40 opinion for 20 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_NEIGHBORS_HUMBLE_GREECE_OPTION_1MemoryLeader MEMORYCHARACTER_NEIGHBORS_TRIBUTEaeBonuses: BONUS_TRIBUTE_GIVE_MONEY_LARGE◇ grants a memory no event currently keys off
- ▸ Your false god will fall before us.Remembered: Declared War on us (-80 opinion for 40 turns)Remembered: Player Offer (5 turns)Gain trait: RighteousgrantsBONUS_DECLARE_WAR_PLAYERMemory MEMORYPLAYER_DECLARED_WARDiplomacyPlayerFrom DIPLOMACY_WARaeBonuses: BONUS_PLAYER_OFFERBONUS_GIVE_TRAIT_RIGHTEOUSaeAddTraits: TRAIT_RIGHTEOUS◇ may enable: The Sword of Damocles
Neighbors
⛓ Follows from: Neighbors
- ▸ Our people can use the
food.
-50Wood-15/city↗ turn
+50Food+15/city↗ turn grantsBONUS_EVENTOPTION_NEIGHBORS_HUMBLE_IGNORE_OPTION_0_PLAYER_1aeBonuses: BONUS_WOOD_LOSS_AVERAGE, BONUS_FOOD_GAIN_AVERAGE - ▸ Politely decline.+20 XP to the charactergrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20
Neighbors
⛓ Follows from: Neighbors
- Remembered (leader of you): We admire your culture's humility (+40 opinion, permanent)(no event currently keys off this)Remembered: Player Offer (5 turns)
+160Money+40/city↗ turn grantsBONUS_EVENTOPTION_NEIGHBORS_HUMBLE_IGNORE_PERSIA_OPTION_0MemoryLeader MEMORYCHARACTER_NEIGHBORS_PERSIA_HUMILITYaeBonuses: BONUS_PLAYER_PEACEBONUS_MONEY_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=160aiGlobalYieldsPer: YIELD_MONEY=40◇ grants a memory no event currently keys off - ▸ Politely decline.+20 XP to the charactergrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20
Neighbors
- ▸ Send our finest minds to attend.
-4Orders↗ turn
+60Science+15/city↗ turn grantsBONUS_EVENTOPTION_NEIGHBORS_HUMBLE_PERSIA_EXCHANGE_OPTION_0_PLAYER_1aiGlobalYieldsBase: YIELD_ORDERS=-4aeBonuses: BONUS_SCIENCE_GAIN_LARGE - ▸ Counterpropose an annual feast in [city].+4 Legitimacy
-160Money-40/city↗ turnBegin project: Annual Feast for Persian Guests grantsBONUS_EVENTOPTION_NEIGHBORS_HUMBLE_PERSIA_EXCHANGE_OPTION_1_PLAYER_1iLegitimacy 4aeBonuses: BONUS_MONEY_LOSS_AVERAGEBONUS_EVENTOPTION_NEIGHBORS_HUMBLE_PERSIA_EXCHANGE_OPTION_1_CITYaeAddProjects: PROJECT_NEIGHBORS_FEAST_PERSIA - ▸ Send only those who can pay their own way.
+20Science+5/city↗ turn grantsBONUS_SCIENCE_GAIN_SMALLaiGlobalYieldsBase: YIELD_SCIENCE=20aiGlobalYieldsPer: YIELD_SCIENCE=5
Neighbors
⛓ Follows from: Neighbors
- ▸ Executions will send a message.Remembered (leader of you): Executed our emissary! (-40 opinion for 20 turns)(no event currently keys off this)+4 LegitimacygrantsBONUS_EVENTOPTION_NEIGHBORS_HUMBLE_REFUSE_OPTION_0MemoryLeader MEMORYCHARACTER_NEIGHBORS_EXECUTIONBONUS_EVENTOPTION_NEIGHBORS_HUMBLE_REFUSE_OPTION_0_PLAYER_1iLegitimacy 4◇ grants a memory no event currently keys off
- ▸ Release them, but with a grave warning.(no gates or payload in XML)↳ may trigger: Neighbors
- ▸ Let them go without condition.Remembered (leader of you): Spared the lives of our spies (+20 opinion, permanent)(no event currently keys off this)Leader relationship: Disappointed WithgrantsBONUS_EVENTOPTION_NEIGHBORS_HUMBLE_REFUSE_OPTION_2MemoryLeader MEMORYCHARACTER_NEIGHBORS_SPIESBONUS_LEADER_DISAPPOINTED_WITHAddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH↳ may trigger: Neighbors◇ grants a memory no event currently keys off
Neighbors
⛓ Follows from: Neighbors
- ▸ Accept Peace with [rival].Remembered: Player Offer (5 turns)grantsBONUS_EVENTOPTION_NEIGHBORS_HUMBLE_REFUSE_SPIES_SPARED_OPTION_0aeBonuses: BONUS_PLAYER_PEACE
- ▸ Politely decline.+20 XP to the charactergrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20
Neighbors
⛓ Follows from: Neighbors
- ▸ Trade for
lumber.
+50Wood+15/city↗ turn grantsBONUS_WOOD_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_WOOD=50aiGlobalYieldsPer: YIELD_WOOD=15↳ may trigger: Neighbors - ▸ Trade for limestone.
+50Stone+15/city↗ turn grantsBONUS_STONE_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_STONE=50aiGlobalYieldsPer: YIELD_STONE=15↳ may trigger: Neighbors - ▸ Trade for
iron ore.
+50Iron+15/city↗ turn grantsBONUS_IRON_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_IRON=50aiGlobalYieldsPer: YIELD_IRON=15↳ may trigger: Neighbors
Neighbors
⛓ Follows from: Neighbors
- ▸ We will accept peace with a token of goodwill.
+75Food+25/city↗ turn grantsBONUS_FOOD_GAIN_LARGEaiGlobalYieldsBase: YIELD_FOOD=75aiGlobalYieldsPer: YIELD_FOOD=25 - ▸ Osiris has our respect, and [rival] has our friendship.Progress ambition: MythologyRemembered: Recent Ambition (7 turns)Gain trait: ExoticgrantsBONUS_EVENTOPTION_NEIGHBORS_HUMBLE_WELCOME_EGYPT_OPTION_1_PLAYERaeBonuses: BONUS_AMBITION_THEOLOGY_MYTHOLOGY, BONUS_GIVE_TRAIT_EXOTIC↳ may trigger: Neighbors
- ▸ Now is not the time for peace.+1 CouragegrantsBONUS_GAIN_COURAGE_1aiRatings: RATING_COURAGE=1
Neighbors
⛓ Follows from: Neighbors
- ▸ Begin forming the alliance with [rival].Remembered (leader of you): We trust you like family (+80 opinion, permanent)(no event currently keys off this)
-120Money-30/city↗ turn grantsBONUS_EVENTOPTION_NEIGHBORS_HUMBLE_WELCOME_EGYPT_ALLIANCE_OPTION_0MemoryLeader MEMORYCHARACTER_TRUSTED_ALLYBONUS_MONEY_LOSS_SMALLaiGlobalYieldsBase: YIELD_MONEY=-120aiGlobalYieldsPer: YIELD_MONEY=-30◇ grants a memory no event currently keys off - ▸ Continue trade, but refuse formal ties.
+75Food+25/city↗ turn grantsBONUS_FOOD_GAIN_LARGEaiGlobalYieldsBase: YIELD_FOOD=75aiGlobalYieldsPer: YIELD_FOOD=25
Neighbors
⛓ Follows from: Neighbors
- ▸ Fund the transition to peace with [rival].Remembered: Player Offer (5 turns)
-80Money-20/city↗ turn grantsBONUS_EVENTOPTION_NEIGHBORS_HUMBLE_WELCOME_PEACE_OPTION_0aeBonuses: BONUS_PLAYER_PEACEBONUS_MONEY_LOSS_TINYaiGlobalYieldsBase: YIELD_MONEY=-80aiGlobalYieldsPer: YIELD_MONEY=-20 - ▸ Decline peace, but sell art to [character].Remembered (leader of you): Sold us fine works of art (+40 opinion for 40 turns)(no event currently keys off this)
+160Money+40/city↗ turn grantsBONUS_EVENTOPTION_NEIGHBORS_HUMBLE_WELCOME_PEACE_OPTION_1MemoryLeader MEMORYCHARACTER_NEIGHBORS_SOLD_ARTBONUS_MONEY_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=160aiGlobalYieldsPer: YIELD_MONEY=40◇ grants a memory no event currently keys off
Neighbors
⛓ Follows from: Neighbors
- ▸ Continue trade, but decline official peace.
+60Training+15/city↗ turn grantsBONUS_EVENTOPTION_NEIGHBORS_HUMBLE_WELCOME_PERSIA_OPTION_0aiYieldsTradeBase: YIELD_MONEY=200, YIELD_FOOD=-40BONUS_TRAINING_GAIN_SMALLaiGlobalYieldsBase: YIELD_TRAINING=60aiGlobalYieldsPer: YIELD_TRAINING=15 - ▸ We welcome peace and trade.Remembered (leader of you): We admire your culture's humility (+40 opinion, permanent)(no event currently keys off this)Remembered: Player Offer (5 turns)gated byLeaderSubject SUBJECT_CHARACTER_HONORABLEgrantsBONUS_EVENTOPTION_NEIGHBORS_HUMBLE_WELCOME_PERSIA_OPTION_1MemoryLeader MEMORYCHARACTER_NEIGHBORS_PERSIA_HUMILITYaiYieldsTradeBase: YIELD_MONEY=200, YIELD_FOOD=-40aeBonuses: BONUS_PLAYER_PEACE◇ grants a memory no event currently keys off
- ▸ Guests should not insult their hosts.Remembered (leader of you): We did not mean to offend (-20 opinion for 20 turns)(no event currently keys off this)Gain trait: ProudgrantsBONUS_EVENTOPTION_NEIGHBORS_HUMBLE_WELCOME_PERSIA_OPTION_2MemoryLeader MEMORYCHARACTER_NEIGHBORS_PERSIA_OFFENDBONUS_GIVE_TRAIT_PROUDaeAddTraits: TRAIT_PROUD◇ grants a memory no event currently keys off
Neighbors
⛓ Follows from: Neighbors
- ▸ Charge a fee to establish an embassy.Remembered (leader of you): You made us pay a fee to talk with you (-20 opinion for 20 turns)(no event currently keys off this)
+120Money+30/city↗ turn grantsBONUS_EVENTOPTION_NEIGHBORS_PRIDEFUL_OPTION_0_PLAYER_0MemoryLeader MEMORYCHARACTER_NEIGHBORS_FEEBONUS_MONEY_GAIN_SMALLaiGlobalYieldsBase: YIELD_MONEY=120aiGlobalYieldsPer: YIELD_MONEY=30◇ grants a memory no event currently keys off - ▸ Suggest a tribute as an act of respect.(no gates or payload in XML)
- ▸ Agree to relations, but mention the might of our armies.(no gates or payload in XML)
Neighbors
⛓ Follows from: Neighbors
- ▸ We accept peace with the [rival].Remembered (leader of you): You are strong like us (+20 opinion, permanent)(no event currently keys off this)Remembered: Player Offer (5 turns)grantsBONUS_EVENTOPTION_NEIGHBORS_PRIDEFUL_ASSYRIA_OPTION_0_PLAYER_0MemoryLeader MEMORYCHARACTER_NEIGHBORS_ASSYRIA_PRIDEaeBonuses: BONUS_PLAYER_PEACE◇ grants a memory no event currently keys off
- ▸ They dare to think themselves our equal?Remembered (leader of you): The gods have touched you with madness! (+40 opinion for 20 turns)(no event currently keys off this)Remembered: Declared War on us (-80 opinion for 40 turns)Remembered: Player Offer (5 turns)+6 Legitimacy+1 CourageGain trait: StrictgrantsBONUS_EVENTOPTION_NEIGHBORS_PRIDEFUL_ASSYRIA_OPTION_1MemoryLeader MEMORYCHARACTER_NEIGHBORS_ASSYRIA_CRAZYaeBonuses: BONUS_DECLARE_WAR_PLAYERBONUS_EVENTOPTION_NEIGHBORS_PRIDEFUL_ASSYRIA_OPTION_1_PLAYER_1iLegitimacy 6aiRatings: RATING_COURAGE=1aeAddTraits: TRAIT_STRICT◇ may enable: The Sword of Damocles
Neighbors
⛓ Follows from: Neighbors
- ▸ We accept peace with the [rival].Remembered (leader of you): You are strong like us (+20 opinion, permanent)(no event currently keys off this)Remembered: Player Offer (5 turns)grantsBONUS_EVENTOPTION_NEIGHBORS_PRIDEFUL_ASSYRIA_OPTION_0_PLAYER_0MemoryLeader MEMORYCHARACTER_NEIGHBORS_ASSYRIA_PRIDEaeBonuses: BONUS_PLAYER_PEACE◇ grants a memory no event currently keys off
- ▸ They dare to think themselves our equal?Remembered (leader of you): The gods have touched you with madness! (+40 opinion for 20 turns)(no event currently keys off this)Remembered: Declared War on us (-80 opinion for 40 turns)Remembered: Player Offer (5 turns)+6 Legitimacy+1 CourageGain trait: StrictgrantsBONUS_EVENTOPTION_NEIGHBORS_PRIDEFUL_ASSYRIA_OPTION_1MemoryLeader MEMORYCHARACTER_NEIGHBORS_ASSYRIA_CRAZYaeBonuses: BONUS_DECLARE_WAR_PLAYERBONUS_EVENTOPTION_NEIGHBORS_PRIDEFUL_ASSYRIA_OPTION_1_PLAYER_1iLegitimacy 6aiRatings: RATING_COURAGE=1aeAddTraits: TRAIT_STRICT◇ may enable: The Sword of Damocles
Neighbors
⛓ Follows from: Neighbors
- ▸ We accept peace with the [rival].Remembered (leader of you): You are strong like us (+20 opinion, permanent)(no event currently keys off this)Remembered: Player Offer (5 turns)grantsBONUS_EVENTOPTION_NEIGHBORS_PRIDEFUL_ASSYRIA_OPTION_0_PLAYER_0MemoryLeader MEMORYCHARACTER_NEIGHBORS_ASSYRIA_PRIDEaeBonuses: BONUS_PLAYER_PEACE◇ grants a memory no event currently keys off
- ▸ They dare to think themselves our equal?Remembered (leader of you): The gods have touched you with madness! (+40 opinion for 20 turns)(no event currently keys off this)Remembered: Declared War on us (-80 opinion for 40 turns)Remembered: Player Offer (5 turns)+6 Legitimacy+1 CourageGain trait: StrictgrantsBONUS_EVENTOPTION_NEIGHBORS_PRIDEFUL_ASSYRIA_OPTION_1MemoryLeader MEMORYCHARACTER_NEIGHBORS_ASSYRIA_CRAZYaeBonuses: BONUS_DECLARE_WAR_PLAYERBONUS_EVENTOPTION_NEIGHBORS_PRIDEFUL_ASSYRIA_OPTION_1_PLAYER_1iLegitimacy 6aiRatings: RATING_COURAGE=1aeAddTraits: TRAIT_STRICT◇ may enable: The Sword of Damocles
Neighbors
⛓ Follows from: Neighbors
- ▸ Pay [rival] their restraint fee.Remembered (leader of you): Your turn to pay a fee (+20 opinion for 20 turns)(no event currently keys off this)
-160Money-40/city↗ turn grantsBONUS_EVENTOPTION_NEIGHBORS_PRIDEFUL_BABYLON_OPTION_0MemoryLeader MEMORYCHARACTER_NEIGHBORS_BABYLON_FEEBONUS_MONEY_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=-160aiGlobalYieldsPer: YIELD_MONEY=-40◇ grants a memory no event currently keys off - ▸ Return the diplomat to [rival]... as a corpse.Remembered (leader of you): Executed our emissary! (-40 opinion for 20 turns)(no event currently keys off this)Remembered: Declared War on us (-80 opinion for 40 turns)Remembered: Player Offer (5 turns)+40 XP to the characterGain trait: WarlikegrantsBONUS_EVENTOPTION_NEIGHBORS_PRIDEFUL_BABYLON_OPTION_1MemoryLeader MEMORYCHARACTER_NEIGHBORS_EXECUTIONaeBonuses: BONUS_DECLARE_WAR_PLAYERBONUS_EVENTOPTION_NEIGHBORS_PRIDEFUL_BABYLON_OPTION_1_PLAYER_1iXPCharacter 40aeAddTraits: TRAIT_WARLIKE◇ may enable: The Sword of Damocles
- ▸ Refill his cup, praise his boldness, and offer him a trade deal.Remembered (leader of you): You are arrogant yet we like you anyway (+20 opinion for 20 turns)(no event currently keys off this)Remembered: Player Offer (5 turns)+4 Legitimacy
-50Food-15/city↗ turn gated byLeaderSubject SUBJECT_HIGH_CHARISMAgrantsBONUS_EVENTOPTION_NEIGHBORS_PRIDEFUL_BABYLON_OPTION_2MemoryLeader MEMORYCHARACTER_NEIGHBORS_BABLYON_CHARISMAaiYieldsTradeBase: YIELD_MONEY=200, YIELD_FOOD=-40aeBonuses: BONUS_PLAYER_PEACEBONUS_EVENTOPTION_NEIGHBORS_PRIDEFUL_BABYLON_OPTION_2_PLAYER_1iLegitimacy 4aeBonuses: BONUS_FOOD_LOSS_AVERAGE◇ grants a memory no event currently keys off
Neighbors
⛓ Follows from: Neighbors
- ▸ Is this how you see [rival]? Unacceptable!Remembered (leader of you): Your insufferable pride led to war (-20 opinion for 20 turns)(no event currently keys off this)Remembered: Declared War on us (-80 opinion for 40 turns)Remembered: Player Offer (5 turns)grantsBONUS_EVENTOPTION_NEIGHBORS_PRIDEFUL_BRAG_BABYLON_OPTION_0MemoryLeader MEMORYCHARACTER_NEIGHBORS_BABYLON_WARaeBonuses: BONUS_DECLARE_WAR_PLAYER◇ may enable: The Sword of Damocles
- ▸ Begone before you put us to sleep.Remembered (leader of you): Your insults are unforgivable (-40 opinion, permanent)(no event currently keys off this)grantsBONUS_EVENTOPTION_NEIGHBORS_PRIDEFUL_BRAG_BABYLON_OPTION_1MemoryLeader MEMORYCHARACTER_NEIGHBORS_BABYLON_INSULT◇ grants a memory no event currently keys off
- ▸ Let us pay you for your time and effort.Remembered (leader of you): You are tedious but you paid us to put up with you (+20 opinion for 20 turns)(no event currently keys off this)
-240Money-60/city↗ turn grantsBONUS_EVENTOPTION_NEIGHBORS_PRIDEFUL_BRAG_BABYLON_OPTION_2MemoryLeader MEMORYCHARACTER_NEIGHBORS_BABYLON_TEDIOUSBONUS_MONEY_LOSS_LARGEaiGlobalYieldsBase: YIELD_MONEY=-240aiGlobalYieldsPer: YIELD_MONEY=-60◇ grants a memory no event currently keys off
Neighbors
⛓ Follows from: Neighbors
- ▸ Accept peace, and initiate a trade deal.Remembered (leader of you): We admire your strength and your greed (+40 opinion for 40 turns)(no event currently keys off this)Remembered: Player Offer (5 turns)grantsBONUS_EVENTOPTION_NEIGHBORS_PRIDEFUL_BRAG_CARTHAGE_OPTION_0MemoryLeader MEMORYCHARACTER_NEIGHBORS_CARTHAGE_GREEDaiYieldsTradeBase: YIELD_MONEY=200, YIELD_FOOD=-40aeBonuses: BONUS_PLAYER_PEACE◇ grants a memory no event currently keys off
- ▸ Accept peace, and trade grains and crops.Remembered (leader of you): We admire your strength and your negotiating skill (+40 opinion, permanent)(no event currently keys off this)Remembered: Player Offer (5 turns)gated byLeaderSubject SUBJECT_CHARACTER_PRODUCTIVEgrantsBONUS_EVENTOPTION_NEIGHBORS_PRIDEFUL_BRAG_CARTHAGE_OPTION_1MemoryLeader MEMORYCHARACTER_NEIGHBORS_CARTHAGE_TRADEaiYieldsTradeBase: YIELD_MONEY=300, YIELD_FOOD=-60aeBonuses: BONUS_PLAYER_PEACE◇ grants a memory no event currently keys off
- ▸ Accept peace, and trade metals and ores.Remembered (leader of you): We admire your strength and your negotiating skill (+40 opinion, permanent)(no event currently keys off this)Remembered: Player Offer (5 turns)gated byLeaderSubject SUBJECT_CHARACTER_PRODUCTIVEgrantsBONUS_EVENTOPTION_NEIGHBORS_PRIDEFUL_BRAG_CARTHAGE_OPTION_2MemoryLeader MEMORYCHARACTER_NEIGHBORS_CARTHAGE_TRADEaiYieldsTradeBase: YIELD_MONEY=300, YIELD_IRON=-60aeBonuses: BONUS_PLAYER_PEACE◇ grants a memory no event currently keys off
- ▸ Accept peace, and require a personal cut of every deal.Remembered (leader of you): We admire your strength and your negotiating skill (+40 opinion, permanent)(no event currently keys off this)Remembered: Player Offer (5 turns)+50 XP to the characterGain trait: Cunninggated byLeaderSubject SUBJECT_CHARACTER_VAINgrantsBONUS_EVENTOPTION_NEIGHBORS_PRIDEFUL_BRAG_CARTHAGE_OPTION_3MemoryLeader MEMORYCHARACTER_NEIGHBORS_CARTHAGE_TRADEaiYieldsTradeBase: YIELD_MONEY=300, YIELD_FOOD=-40, YIELD_WOOD=-40aeBonuses: BONUS_PLAYER_PEACEBONUS_EVENTOPTION_NEIGHBORS_PRIDEFUL_BRAG_CARTHAGE_OPTION_3_PLAYER_1iXPCharacter 50aeAddTraits: TRAIT_CUNNING◇ grants a memory no event currently keys off
Neighbors
⛓ Follows from: Neighbors
- ▸ Accept peace, and initiate a trade deal.Remembered (leader of you): We admire your strength and your greed (+40 opinion for 40 turns)(no event currently keys off this)Remembered: Player Offer (5 turns)grantsBONUS_EVENTOPTION_NEIGHBORS_PRIDEFUL_CARTHAGE_OPTION_0MemoryLeader MEMORYCHARACTER_NEIGHBORS_CARTHAGE_GREEDaiYieldsTradeBase: YIELD_MONEY=200, YIELD_FOOD=-40aeBonuses: BONUS_PLAYER_PEACE◇ grants a memory no event currently keys off
- ▸ Accept peace, and discuss trading seafood and
dyes. Remembered (leader of you): We admire your strength and your negotiating skill (+40 opinion, permanent)(no event currently keys off this)Remembered: Player Offer (5 turns)gated byLeaderSubject SUBJECT_CHARACTER_PRODUCTIVEgrantsBONUS_EVENTOPTION_NEIGHBORS_PRIDEFUL_CARTHAGE_OPTION_1MemoryLeader MEMORYCHARACTER_NEIGHBORS_CARTHAGE_TRADEaiYieldsTradeBase: YIELD_MONEY=300, YIELD_FOOD=-60aeBonuses: BONUS_PLAYER_PEACE◇ grants a memory no event currently keys off - ▸ Accept peace, and discuss trading livestock.Remembered (leader of you): We admire your strength and your negotiating skill (+40 opinion, permanent)(no event currently keys off this)Remembered: Player Offer (5 turns)gated byLeaderSubject SUBJECT_CHARACTER_PRODUCTIVEgrantsBONUS_EVENTOPTION_NEIGHBORS_PRIDEFUL_CARTHAGE_OPTION_2MemoryLeader MEMORYCHARACTER_NEIGHBORS_CARTHAGE_TRADEaiYieldsTradeBase: YIELD_FOOD=100, YIELD_MONEY=-500aeBonuses: BONUS_PLAYER_PEACE◇ grants a memory no event currently keys off
- ▸ Threaten to declare war unless paid a huge sum.Remembered (leader of you): You bullied us into paying excessive tribute (-20 opinion for 20 turns)(no event currently keys off this)
+320Money+80/city↗ turn gated byLeaderSubject SUBJECT_CHARACTER_WEAKgrantsBONUS_EVENTOPTION_NEIGHBORS_PRIDEFUL_CARTHAGE_OPTION_3MemoryLeader MEMORYCHARACTER_NEIGHBORS_CARTHAGE_BULLIEDBONUS_MONEY_GAIN_HUGEaiGlobalYieldsBase: YIELD_MONEY=320aiGlobalYieldsPer: YIELD_MONEY=80◇ grants a memory no event currently keys off
Neighbors
⛓ Follows from: Neighbors
- ▸ Accept their Tribute.+40 XP to the charactergrantsBONUS_EVENTOPTION_NEIGHBORS_PRIDEFUL_CARTHAGE_TRIBUTE_OPTION_0aiYieldsTributeBase: YIELD_MONEY=100aiYieldsTributePerThem: YIELD_FOOD=20BONUS_XP_CHARACTER_AVERAGEiXPCharacter 40
Neighbors
⛓ Follows from: Neighbors
- ▸ Peace is the path of the wise.Remembered: Player Offer (5 turns)
-120Money-30/city↗ turn grantsBONUS_PLAYER_PEACEDiplomacyPlayerFrom DIPLOMACY_PEACEaeBonuses: BONUS_PLAYER_OFFERBONUS_MONEY_LOSS_SMALLaiGlobalYieldsBase: YIELD_MONEY=-120aiGlobalYieldsPer: YIELD_MONEY=-30 - ▸ Politely decline.+20 XP to the charactergrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20
- ▸ Now is not the time, but perhaps later...(no gates or payload in XML)↳ may trigger: Neighbors
