← All story events Trigger Stories that fire on the Occurrence End 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 Changed Land
- ▸ I’m just glad that the [event] is over and that [rival] has persevered.+20 XP to the charactergrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20
- ▸ With plant life withered away, it will be easier to dig for
Stone. Build Quarry on the tile
-120Money-30/city↗ turn grantsBONUS_EVENTOPTION_CALAMITIES_DROUGHT_END_ARID_QUARRY_TILESetImprovement IMPROVEMENT_QUARRYBONUS_MONEY_LOSS_SMALLaiGlobalYieldsBase: YIELD_MONEY=-120aiGlobalYieldsPer: YIELD_MONEY=-30 - ▸ Let’s set up small scale farming by the people.Begin project: Community Farms: Fonio
-40Civics-10/city↗ turn gated byLeaderSubject SUBJECT_CHARACTER_STEWARD_OF_THE_LANDgrantsBONUS_PROJECT_COMMUNITY_FARMS_FONIOaeAddProjects: PROJECT_COMMUNITY_FARMS_FONIOBONUS_CIVICS_LOSS_SMALLaiGlobalYieldsBase: YIELD_CIVICS=-40aiGlobalYieldsPer: YIELD_CIVICS=-10 - ▸ Well, this seems as good a reason as any to celebrate!gated byLeaderSubject SUBJECT_CHARACTER_CARNALgrantsBONUS_EVENTOPTION_CALAMITIES_DROUGHT_END_ARID_PARTY_CITYaeCultureProject: CULTURE_WEAK, CULTURE_DEVELOPING, CULTURE_STRONG, CULTURE_LEGENDARY
All at Once
- ▸ When will [rival] get a break?(no gates or payload in XML)
- ▸ Send aid to help the [family] rebuild.
-30Stone-10/city↗ turnRemembered: Provided aid following a natural disaster (+20 opinion for 20 turns)(no event currently keys off this) grantsBONUS_STONE_LOSS_SMALLaiGlobalYieldsBase: YIELD_STONE=-30aiGlobalYieldsPer: YIELD_STONE=-10BONUS_EVENTOPTION_CALAMITIES_DROUGHT_END_FLOOD_AID_FAMILYMemory MEMORYFAMILY_FLOOD_AID◇ grants a memory no event currently keys off - ▸ I will visit [city] to witness the devastation firsthand.
+60Happinesseach city↗ turn
-2Orders↗ turn+1 Charisma gated byLeaderSubject SUBJECT_CHARACTER_HONORABLEgrantsBONUS_HAPPINESS_GAIN_SMALLaiCityYields: YIELD_HAPPINESS=60BONUS_EVENTOPTION_CALAMITIES_DROUGHT_END_FLOOD_VISIT_LEADERaeBonuses: BONUS_ORDERS_LOSS_MINIMAL, BONUS_GAIN_CHARISMA_1
Always Fair Weather
- ▸ Resolve25%Gain trait: HumbleLoses trait: Foolish25%Gain trait: HumbleLoses trait: Insane25%Gain trait: HumbleLoses trait: Spoiled25%Gain trait: HumbleLoses trait: Timidgrants25% BONUS_GIVE_TRAIT_HUMBLEaeAddTraits: TRAIT_HUMBLE25% BONUS_REMOVE_TRAIT_FOOLISHaeRemoveTraits: TRAIT_FOOLISH25% BONUS_GIVE_TRAIT_HUMBLEaeAddTraits: TRAIT_HUMBLE25% BONUS_REMOVE_TRAIT_INSANEaeRemoveTraits: TRAIT_INSANE25% BONUS_GIVE_TRAIT_HUMBLEaeAddTraits: TRAIT_HUMBLE25% BONUS_REMOVE_TRAIT_SPOILEDaeRemoveTraits: TRAIT_SPOILED25% BONUS_GIVE_TRAIT_HUMBLEaeAddTraits: TRAIT_HUMBLE25% BONUS_REMOVE_TRAIT_TIMIDaeRemoveTraits: TRAIT_TIMID
- ▸ Resolve25%Gain trait: InspiringLoses trait: Foolish25%Gain trait: InspiringLoses trait: Insane25%Gain trait: InspiringLoses trait: Spoiled25%Gain trait: InspiringLoses trait: Timidgrants25% BONUS_GIVE_TRAIT_INSPIRINGaeAddTraits: TRAIT_INSPIRING25% BONUS_REMOVE_TRAIT_FOOLISHaeRemoveTraits: TRAIT_FOOLISH25% BONUS_GIVE_TRAIT_INSPIRINGaeAddTraits: TRAIT_INSPIRING25% BONUS_REMOVE_TRAIT_INSANEaeRemoveTraits: TRAIT_INSANE25% BONUS_GIVE_TRAIT_INSPIRINGaeAddTraits: TRAIT_INSPIRING25% BONUS_REMOVE_TRAIT_SPOILEDaeRemoveTraits: TRAIT_SPOILED25% BONUS_GIVE_TRAIT_INSPIRINGaeAddTraits: TRAIT_INSPIRING25% BONUS_REMOVE_TRAIT_TIMIDaeRemoveTraits: TRAIT_TIMID
Brittle Forest
- ▸ Give [character] what he needs.
-160Money-40/city↗ turn
+60Happinesseach city↗ turn grantsBONUS_MONEY_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=-160aiGlobalYieldsPer: YIELD_MONEY=-40BONUS_HAPPINESS_GAIN_SMALLaiCityYields: YIELD_HAPPINESS=60 - ▸ It is not worth the trouble. Harvest what
Wood can be salvaged.
+30Wood+10/city↗ turnLeader relationship: Disappointed With grantsBONUS_EVENTOPTION_CALAMITIES_DROUGHT_END_TREES_NO_TILEbRemoveVegetation 1BONUS_WOOD_GAIN_SMALLaiGlobalYieldsBase: YIELD_WOOD=30aiGlobalYieldsPer: YIELD_WOOD=10BONUS_LEADER_DISAPPOINTED_WITHAddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH - ▸ Train the nearby [unit] unit to help.
-80Training-20/city↗ turn gated byLeaderSubject SUBJECT_CHARACTER_PRODUCTIVEgrantsBONUS_TRAINING_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_TRAINING=-80aiGlobalYieldsPer: YIELD_TRAINING=-20BONUS_UNIT_PROMOTION_RANGERaeEffectUnits: EFFECTUNIT_RANGER
Dark Waves
- ▸ This behavior will not be tolerated. Keep a close watch on [character].+1 DisciplineGain trait: MiserablegrantsBONUS_GAIN_DISCIPLINE_1aiRatings: RATING_DISCIPLINE=1BONUS_GIVE_TRAIT_MISERABLEaeAddTraits: TRAIT_MISERABLE
- ▸ Give [character] some space, and talk to him when he’s ready.Gain trait: Compassionate-1 DisciplinegrantsBONUS_GIVE_TRAIT_COMPASSIONATEaeAddTraits: TRAIT_COMPASSIONATEBONUS_LOSE_DISCIPLINE_1aiRatings: RATING_DISCIPLINE=-1
- ▸ This is my fault. I should have spent more time with [character].-1 DisciplineLeader relationship: Endeared TograntsBONUS_LOSE_DISCIPLINE_1aiRatings: RATING_DISCIPLINE=-1BONUS_LEADER_ENDEARED_TOAddLeaderRelationship RELATIONSHIP_ENDEARED_TO
Fair Well
- ▸ I feel somehow responsible for this.Gain trait: MourningGain trait: CompassionategrantsBONUS_EVENTOPTION_CALAMITIES_FLOOD_END_FAIR_1_OPTION_MOURNING_CHARACTER_0aeBonuses: BONUS_GIVE_TRAIT_MOURNING, BONUS_GIVE_TRAIT_COMPASSIONATE
- ▸ Alas, [character] was not meant for this world.+20 XP to the charactergrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20
Fertile Waters
- ▸ At least that is some good news.+20 XP to the charactergrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20
- ▸ Let’s waste no time. Put the land to use at once.
-8Wood-2/city↗ turnBuild Farm on the tile gated byLeaderSubject SUBJECT_CHARACTER_PRODUCTIVEgrantsBONUS_WOOD_LOSS_MINIMALaiGlobalYieldsBase: YIELD_WOOD=-8aiGlobalYieldsPer: YIELD_WOOD=-2BONUS_EVENTOPTION_CALAMITIES_FLOOD_END_FERTILE_WATERS_FARMSetImprovement IMPROVEMENT_FARM
Finding Balance
- ▸ Very well. Appoint [character] as a Steward Of The Land.Leader relationship: Influenced ByGain trait: Steward Of The LandgrantsBONUS_EVENTOPTION_CALAMITIES_DROUGHT_END_STEWARD_YES_CHARACTERaeBonuses: BONUS_LEADER_INFLUENCED_BY, BONUS_GIVE_TRAIT_STEWARD_OF_THE_LAND
- ▸ [rival] cannot afford to move at such a slow pace.+1 DisciplineLeader relationship: Disappointed WithgrantsBONUS_GAIN_DISCIPLINE_1aiRatings: RATING_DISCIPLINE=1BONUS_LEADER_DISAPPOINTED_WITHAddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
- ▸ No. We will not adopt such primitive ways. Nature is ours to dominate.+2 Legitimacygated byLeaderSubject SUBJECT_INTOLERANTgrantsBONUS_EVENTOPTION_CALAMITIES_DROUGHT_END_STEWARD_INTOLERANT_LEADERiLegitimacy 2
Fire Flight
- ▸ Splendid. Organize a hunting party at once!
+75Food+25/city↗ turn grantsBONUS_FOOD_GAIN_LARGEaiGlobalYieldsBase: YIELD_FOOD=75aiGlobalYieldsPer: YIELD_FOOD=25 - ▸ [city] could use more wildlife in its
forests. Adds GamegrantsBONUS_CITY_ADD_RESOURCE_GAMEAddResource RESOURCE_GAME - ▸ The new wildlife appears to be more plentiful than initially thought. Productive / Steward Of The LandAdds Gamegated byLeaderSubjectAny SUBJECT_CHARACTER_PRODUCTIVE / SUBJECT_CHARACTER_STEWARD_OF_THE_LANDgrantsBONUS_EVENTOPTION_CALAMITIES_WILDFIRE_GAME_FUR_CITYaeBonuses: BONUS_CITY_ADD_RESOURCE_GAME, BONUS_CITY_ADD_RESOURCE_GAME
Food Crisis
- ▸ Resolve33%Progress ambition: Food 500Remembered: Recent Ambition (7 turns)33%Progress ambition: Food 1000Remembered: Recent Ambition (7 turns)33%Progress ambition: Four GranaryRemembered: Recent Ambition (7 turns)grants33% BONUS_AMBITION_PRODUCE_FOOD_500Ambition GOAL_FOOD_500aeBonuses: BONUS_RECENT_AMBITION33% BONUS_AMBITION_PRODUCE_FOOD_1000Ambition GOAL_FOOD_1000aeBonuses: BONUS_RECENT_AMBITION33% BONUS_AMBITION_FOUR_GRANARYAmbition GOAL_FOUR_GRANARYaeBonuses: BONUS_RECENT_AMBITION
- ▸ Nobles will not dictate [rival] rule.Remembered (all families): Refused to address the food crisis (-20 opinion for 40 turns)(no event currently keys off this)+2 LegitimacygrantsBONUS_EVENTOPTION_CALAMITIES_DROUGHT_END_FOOD_NO_PLAYERMemoryAllFamilies MEMORYFAMILY_DROUGHT_END_FOOD_NOBONUS_EVENTOPTION_AMBITION_FINISHED_OPTION_NOiLegitimacy 2◇ grants a memory no event currently keys off
- ▸ Reassure the family heads that you have a plan.+40 XP to the charactergated byLeaderSubject SUBJECT_CHARACTER_COVERTgrantsBONUS_XP_CHARACTER_AVERAGEiXPCharacter 40
Food Security
- ▸ Resolve91%9%grants91% BONUS_FAMILY_AMBITION_S1iAmbitionFamilySubject 1bAddAmbition 19% BONUS_FAMILY_AMBITION_S1iAmbitionFamilySubject 1bAddAmbition 1
- ▸ [rival] must focus elsewhere.Leader relationship: Disappointed With+20 XP to the charactergrantsBONUS_LEADER_DISAPPOINTED_WITHAddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITHBONUS_XP_CHARACTER_SMALLiXPCharacter 20
Gentle Rains
- ▸ We must devote more land to farming.grantsBONUS_FAMILY_AMBITION_S3iAmbitionFamilySubject 3bAddAmbition 1
- ▸ The sea appears largely unaffected by the [event].grantsBONUS_FAMILY_AMBITION_S3iAmbitionFamilySubject 3bAddAmbition 1
- ▸ [rival] should seek out more diverse
food sources. grantsBONUS_FAMILY_AMBITION_S3iAmbitionFamilySubject 3bAddAmbition 1 - ▸ The means matter little. We must produce
food in any way we can. grantsBONUS_FAMILY_AMBITION_S3iAmbitionFamilySubject 3bAddAmbition 1 - ▸ Begin storing excess
food in [city]. Begin project: Grain Silogated byLeaderSubject SUBJECT_CHARACTER_PRODUCTIVEgrantsBONUS_PROJECT_GRAIN_SILOaeAddProjects: PROJECT_GRAIN_SILO - ▸ I have something else in mind.+20 XP to the charactergrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20
Glow in the Dark
- ▸ Valiant or not, it was a foolish act.+2 CourageGain trait: FoolishgrantsBONUS_EVENTOPTION_CALAMITIES_HURRICANE_END_HEIR_SAVED_W_FOOLISHaeBonuses: BONUS_GAIN_COURAGE_2, BONUS_GIVE_TRAIT_FOOLISH
- ▸ I might have done the same in [character] place.-1 DisciplineGain trait: RomanticgrantsBONUS_EVENTOPTION_CALAMITIES_HURRICANE_END_HEIR_SAVED_W_ROMANTICaeBonuses: BONUS_LOSE_DISCIPLINE_1, BONUS_GIVE_TRAIT_ROMANTIC
- ▸ I would expect nothing less from my lineage. Proud / Loyal+1 Courage+1 Charismagated byLeaderSubjectAny SUBJECT_PROUD / SUBJECT_LOYALgrantsBONUS_EVENTOPTION_CALAMITIES_HURRICANE_END_HEIR_SAVED_W_PROUDaeBonuses: BONUS_GAIN_COURAGE_1, BONUS_GAIN_CHARISMA_1
Iron Signs
- ▸ Let us dig!
-80Money-20/city↗ turn grantsBONUS_EVENTOPTION_CALAMITIES_FLOOD_END_IRON_ORE_TILESetResource RESOURCE_OREBONUS_MONEY_LOSS_TINYaiGlobalYieldsBase: YIELD_MONEY=-80aiGlobalYieldsPer: YIELD_MONEY=-20 - ▸ Our priorities lie elsewhere, but
mine what we can of the exposed
Iron.
+30Iron+10/city↗ turn grantsBONUS_IRON_GAIN_SMALLaiGlobalYieldsBase: YIELD_IRON=30aiGlobalYieldsPer: YIELD_IRON=10 - ▸ Perhaps this hill is better left as it is.Gain trait: Steward Of The LandgrantsBONUS_GIVE_TRAIT_STEWARD_OF_THE_LANDaeAddTraits: TRAIT_STEWARD_OF_THE_LAND↳ may trigger: Achievement, Drought Adept
Making Waves
- ▸ We dare not ignore Poseidon any longer.
-30Stone-10/city↗ turn grantsBONUS_EVENTOPTION_CALAMITIES_HURRICANE_END_POSEIDON_YES_CITYAddImprovement IMPROVEMENT_SHRINE_POSEIDONBONUS_STONE_LOSS_SMALLaiGlobalYieldsBase: YIELD_STONE=-30aiGlobalYieldsPer: YIELD_STONE=-10 - ▸ The [event] is over. Our focus lies elsewhere.
+60Discontenteach city↗ turn+1 Discipline grantsBONUS_DISCONTENT_GAIN_SMALLaiCityYields: YIELD_DISCONTENT=60BONUS_GAIN_DISCIPLINE_1aiRatings: RATING_DISCIPLINE=1 - ▸ I will create a great work to honor the god of storms.Begin project: Work of Art+2 Legitimacygated byLeaderSubject SUBJECT_ARTISTgrantsBONUS_EVENTOPTION_CALAMITIES_HURRICANE_END_POSEIDON_ARTIST_CITYaeAddProjects: PROJECT_WORK_OF_ARTBONUS_EVENTOPTION_CALAMITIES_HURRICANE_END_POSEIDON_ARTIST_LEADERiLegitimacy 2
Olive Hills
- ▸ It would not be fair to the [family].(no gates or payload in XML)
- ▸ This seems a worthwhile sacrifice.Remembered: Repurposed our land for another family's use (-20 opinion for 40 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_CALAMITIES_WILDFIRE_END_OLIVE_YES_FAMILYMemory MEMORYFAMILY_WILDFIRE_OLIVES_YESBONUS_EVENTOPTION_CALAMITIES_WILDFIRE_END_OLIVE_YES_TILESetResource RESOURCE_OLIVE◇ grants a memory no event currently keys off
- ▸ Arrange to have [resource] imported to [city] instead.
-320Money-80/city↗ turn+1 WisdomBegin project: Olives gated byLeaderSubject SUBJECT_CUNNINGgrantsBONUS_EVENTOPTION_CALAMITIES_WILDFIRE_END_OLIVE_IMPORT_LEADERaeBonuses: BONUS_MONEY_LOSS_HUGE, BONUS_GAIN_WISDOM_1BONUS_ADD_OLIVEaeAddProjects: PROJECT_GIVE_OLIVE
Reforms Completed
⛓ Follows from: Reforms Program
- ▸ Resolve17%Steam achievement: Behind The Throne ReformerFree law: Guilds17%Steam achievement: Behind The Throne ReformerFree law: Elites17%Steam achievement: Behind The Throne ReformerFree law: Autarky17%Steam achievement: Behind The Throne ReformerFree law: Trade League17%Steam achievement: Behind The Throne ReformerFree law: Coin Debasement17%Steam achievement: Behind The Throne ReformerFree law: Monetary Reformgrants17% BONUS_ACHIEVEMENT_BEHIND_THE_THRONE_REFORMERAchievement ACHIEVEMENT_BEHIND_THE_THRONE_REFORMER17% BONUS_FREE_LAW_GUILDSFreeLaw LAW_GUILDS17% BONUS_ACHIEVEMENT_BEHIND_THE_THRONE_REFORMERAchievement ACHIEVEMENT_BEHIND_THE_THRONE_REFORMER17% BONUS_FREE_LAW_ELITESFreeLaw LAW_ELITES17% BONUS_ACHIEVEMENT_BEHIND_THE_THRONE_REFORMERAchievement ACHIEVEMENT_BEHIND_THE_THRONE_REFORMER17% BONUS_FREE_LAW_AUTARKYFreeLaw LAW_AUTARKY17% BONUS_ACHIEVEMENT_BEHIND_THE_THRONE_REFORMERAchievement ACHIEVEMENT_BEHIND_THE_THRONE_REFORMER17% BONUS_FREE_LAW_TRADE_LEAGUEFreeLaw LAW_TRADE_LEAGUE17% BONUS_ACHIEVEMENT_BEHIND_THE_THRONE_REFORMERAchievement ACHIEVEMENT_BEHIND_THE_THRONE_REFORMER17% BONUS_FREE_LAW_COIN_DEBASEMENTFreeLaw LAW_COIN_DEBASEMENT17% BONUS_ACHIEVEMENT_BEHIND_THE_THRONE_REFORMERAchievement ACHIEVEMENT_BEHIND_THE_THRONE_REFORMER17% BONUS_FREE_LAW_MONETARY_REFORMFreeLaw LAW_MONETARY_REFORM
- ▸ Resolve17%Steam achievement: Behind The Throne ReformerFree law: Guilds17%Steam achievement: Behind The Throne ReformerFree law: Elites17%Steam achievement: Behind The Throne ReformerFree law: Autarky17%Steam achievement: Behind The Throne ReformerFree law: Trade League17%Steam achievement: Behind The Throne ReformerFree law: Coin Debasement17%Steam achievement: Behind The Throne ReformerFree law: Monetary Reformgrants17% BONUS_ACHIEVEMENT_BEHIND_THE_THRONE_REFORMERAchievement ACHIEVEMENT_BEHIND_THE_THRONE_REFORMER17% BONUS_FREE_LAW_GUILDSFreeLaw LAW_GUILDS17% BONUS_ACHIEVEMENT_BEHIND_THE_THRONE_REFORMERAchievement ACHIEVEMENT_BEHIND_THE_THRONE_REFORMER17% BONUS_FREE_LAW_ELITESFreeLaw LAW_ELITES17% BONUS_ACHIEVEMENT_BEHIND_THE_THRONE_REFORMERAchievement ACHIEVEMENT_BEHIND_THE_THRONE_REFORMER17% BONUS_FREE_LAW_AUTARKYFreeLaw LAW_AUTARKY17% BONUS_ACHIEVEMENT_BEHIND_THE_THRONE_REFORMERAchievement ACHIEVEMENT_BEHIND_THE_THRONE_REFORMER17% BONUS_FREE_LAW_TRADE_LEAGUEFreeLaw LAW_TRADE_LEAGUE17% BONUS_ACHIEVEMENT_BEHIND_THE_THRONE_REFORMERAchievement ACHIEVEMENT_BEHIND_THE_THRONE_REFORMER17% BONUS_FREE_LAW_COIN_DEBASEMENTFreeLaw LAW_COIN_DEBASEMENT17% BONUS_ACHIEVEMENT_BEHIND_THE_THRONE_REFORMERAchievement ACHIEVEMENT_BEHIND_THE_THRONE_REFORMER17% BONUS_FREE_LAW_MONETARY_REFORMFreeLaw LAW_MONETARY_REFORM
- ▸ The dividends being, of course, simply keeping [character] out of your hair.(no gates or payload in XML)
Resistance to Reform
⛓ Follows from: Reforms Program
- ▸ This cannot all have been for naught. We will sway the detractors.
-5Orders↗ turn
-60Civics-15/city↗ turnSteam achievement: Behind The Throne Reformer grantsBONUS_ORDERS_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_ORDERS=-5BONUS_CIVICS_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_CIVICS=-60aiGlobalYieldsPer: YIELD_CIVICS=-15BONUS_ACHIEVEMENT_BEHIND_THE_THRONE_REFORMERAchievement ACHIEVEMENT_BEHIND_THE_THRONE_REFORMERBONUS_FREE_LAWbFreeLaw 1 - ▸ Best to accept the reforms as toothless and move on.-8 LegitimacygrantsBONUS_INEFFECTIVE_REFORMSiLegitimacy -8
Spared from the Flames
- ▸ Maybe they are right.Gain trait: BlessedgrantsBONUS_GIVE_TRAIT_BLESSEDaeAddTraits: TRAIT_BLESSED
- ▸ It is [rival] that is blessed.+1 CharismagrantsBONUS_GAIN_CHARISMA_1aiRatings: RATING_CHARISMA=1
Takeaway
- ▸ Provide the funds as requested.Gain tech: Navigation
-240Money-60/city↗ turn grantsBONUS_TECH_NAVIGATIONaeTechs: TECH_NAVIGATIONBONUS_MONEY_LOSS_LARGEaiGlobalYieldsBase: YIELD_MONEY=-240aiGlobalYieldsPer: YIELD_MONEY=-60 - ▸ We cannot afford it, but review his findings so far.
+40Science+10/city↗ turnLeader relationship: Disappointed With grantsBONUS_SCIENCE_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_SCIENCE=40aiGlobalYieldsPer: YIELD_SCIENCE=10BONUS_LEADER_DISAPPOINTED_WITHAddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH - ▸ Fascinating. I will assist [character] with the project. Carpenter / Inquisitive+1 BiremeGain tech: Navigation
-4Orders↗ turn+1 Wisdom gated byLeaderSubjectAny SUBJECT_CARPENTER / SUBJECT_CHARACTER_INQUISITIVEgrantsBONUS_EVENTOPTION_CALAMITIES_HURRICANE_END_NAVIGATION_HELP_PLAYERaiUnits: UNIT_BIREME=1aeBonuses: BONUS_TECH_NAVIGATIONBONUS_ORDERS_LOSS_SMALLaiGlobalYieldsBase: YIELD_ORDERS=-4BONUS_GAIN_WISDOM_1aiRatings: RATING_WISDOM=1
The Return to [city]
- ▸ Welcome the citizens back to [city].grantsBONUS_ADD_CITIZEN_1iCitizens 1
- ▸ [city] needs rebuilding.+1 WorkergrantsBONUS_UNIT_WORKERaiUnits: UNIT_WORKER=1
- ▸ Recruit the citizens into the local militia.+1 Levy unitgrantsBONUS_UNITCLASS_LEVYaiBonusUnits: BONUSUNITCLASS_LEVY=1
[character] Lost
- ▸ What more could I have done?+40 XP to the charactergrantsBONUS_XP_CHARACTER_AVERAGEiXPCharacter 40
- ▸ I refuse to give up.Gain trait: ExploringRemembered: Started Explore Recently (2 turns)grantsBONUS_EVENTOPTION_CALAMITIES_START_VISIONS_EXPLORINGbAbdicate 1aeBonuses: BONUS_GIVE_TRAIT_EXPLORING
[character]'s Moat
- ▸ Invite [character] to join the court.Gain a Court MinistergrantsBONUS_MAKE_GREAT_MINISTERMakeCourtier COURTIER_MINISTER
- ▸ Host a celebration to honor the [family].grantsBONUS_EVENTOPTION_CALAMITIES_FLOOD_END_MOAT_FESTIVAL_CITYaeCultureProject: CULTURE_WEAK, CULTURE_DEVELOPING, CULTURE_STRONG, CULTURE_LEGENDARY
- ▸ Record [character]’s methods for more widespread use.Gain tech: Portcullis
-3Orders↗ turn
-120Money-30/city↗ turn gated byLeaderSubject SUBJECT_CHARACTER_INQUISITIVEgrantsBONUS_EVENTOPTION_CALAMITIES_FLOOD_END_MOAT_PORTCULLIS_PLAYERaeTechs: TECH_PORTCULLISaeBonuses: BONUS_ORDERS_LOSS_TINY, BONUS_MONEY_LOSS_SMALL
[city] Cleanup
- ▸ I have no sympathy for the [family].+1 Courage-1 Charisma
+3Orders↗ turn grantsBONUS_EVENTOPTION_CALAMITIES_HURRICANE_END_UPSET_NO_LEADERaeBonuses: BONUS_GAIN_COURAGE_1, BONUS_LOSE_CHARISMA_1, BONUS_ORDERS_GAIN_TINY - ▸ Fine. I suppose I should make an appearance.Remembered: Visited us during a Hurricane recovery (+20 opinion for 20 turns)(no event currently keys off this)-1 CouragegrantsBONUS_EVENTOPTION_CALAMITIES_HURRICANE_END_UPSET_OK_FAMILYMemory MEMORYFAMILY_HURRICANE_APPEARANCEBONUS_LOSE_COURAGE_1aiRatings: RATING_COURAGE=-1◇ grants a memory no event currently keys off
- ▸ See that the people of [city] get all the help they need.+1 Happiness level
-120Money-30/city↗ turn grantsBONUS_HAPPINESS_UPiHappinessLevels 1BONUS_MONEY_LOSS_SMALLaiGlobalYieldsBase: YIELD_MONEY=-120aiGlobalYieldsPer: YIELD_MONEY=-30 - ▸ Don’t leave [character] side until [city] is restored.Leader relationship: Endeared To
-4Orders↗ turn gated byLeaderSubject SUBJECT_CHARACTER_HONORABLEgrantsBONUS_LEADER_ENDEARED_TOAddLeaderRelationship RELATIONSHIP_ENDEARED_TOBONUS_ORDERS_LOSS_SMALLaiGlobalYieldsBase: YIELD_ORDERS=-4
[event] Goods
- ▸ It would be a shame for any of it to go to waste!
+30Wood+10/city↗ turn
+30Food+10/city↗ turn
+120Money+30/city↗ turn grantsBONUS_EVENTOPTION_CALAMITIES_HURRICANE_END_GOODS_OKaeBonuses: BONUS_WOOD_GAIN_SMALL, BONUS_FOOD_GAIN_SMALL, BONUS_MONEY_GAIN_SMALL
[event]'s End
- ▸ We must ready ourselves for future hardships.+20 XP to the charactergrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20
’s Warning
- ▸ Heed the warning of the [family] by adopting Monotheism.Free law: MonotheismRemembered: Heeded our warning and changed the law (+40 opinion for 40 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_CALAMITIES_END_POLYTHEISM_MONOTHEISM_PLAYERFreeLaw LAW_MONOTHEISMBONUS_EVENTOPTION_CALAMITIES_END_POLYTHEISM_MONOTHEISM_FAMILYMemory MEMORYFAMILY_POLYTHEISM_MONOTHEISM◇ grants a memory no event currently keys off
- ▸ Changing state law is not the way to handle this, but I will convert to [religion] to gain the trust of the [family].-2 Legitimacy+1 CharismagrantsBONUS_EVENTOPTION_CALAMITIES_END_POLYTHEISM_CONVERT_LEADERMission MISSION_CONVERT_SELFiLegitimacy -2iMissionSubject 3bMissionFree 1aeBonuses: BONUS_GAIN_CHARISMA_1
- ▸ The [family] are confusing cause and correlation.Remembered: Ignored our request to change the law (-20 opinion for 40 turns)(no event currently keys off this)+1 WisdomgrantsBONUS_EVENTOPTION_CALAMITIES_END_POLYTHEISM_NO_FAMILYMemory MEMORYFAMILY_POLYTHEISM_NOBONUS_GAIN_WISDOM_1aiRatings: RATING_WISDOM=1◇ grants a memory no event currently keys off