← All story events Trigger Events that fire on the Player Eliminated trigger.
How yield rewards scale ↗ turn
A yield reward like +40 Science +10/city ↗turn grows with your cities and the turn. You receive:
(base + per-city × your cities) × turn multiplier
- Per-city adds that much for every city you own (the rival's cities for Steal-Research-style effects).
- Turn multiplier is ×1 up to turn 60, then turn ÷ 60: ×1.5 at turn 90, ×2 at turn 120, ×3.3 at turn 200.
Each chip shows the ×1 (base) value. Hover a yield chip for a cities × turn table of the real reward. For example, +40 Science +10/city with 4 cities pays 80 in the early game, 120 at turn 90 and 160 at turn 120. The mission pages also have a live calculator. The game's "Tiny", "Small", "Average" and "Large" rewards are shown here as their real numbers.
⚠ Weights are not in-game odds. Each event also needs its character and empire conditions to hold, and some of those are hidden in game, so how often it really fires can differ a lot from its weight. Community tracking bears this out.
Achievement
- ▸ Achievement.(no gates or payload in XML)
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- ▸ Achievement.(no gates or payload in XML)
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- ▸ Achievement.(no gates or payload in XML)
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- ▸ Achievement.(no gates or payload in XML)
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- ▸ Achievement.(no gates or payload in XML)
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- ▸ Achievement.(no gates or payload in XML)
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- ▸ Achievement.(no gates or payload in XML)
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- ▸ Achievement.(no gates or payload in XML)
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- ▸ Achievement.(no gates or payload in XML)
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- ▸ Achievement.(no gates or payload in XML)
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- ▸ Achievement.(no gates or payload in XML)
Long Awaited News
⛓ Follows from: [character] Mark
- ▸ Perhaps I can finally move forward.Gain trait: WarlikegrantsBONUS_GIVE_TRAIT_WARLIKEaeAddTraits: TRAIT_WARLIKE
Returning Soldier
- ▸ Surround him with family and friends.+40 XP to the charactergrantsBONUS_XP_CHARACTER_AVERAGEiXPCharacter 40
- ▸ Parade him through the capital with his troops.Begin project: TriumphgrantsBONUS_EVENTOPTION_TRAIT_RETURNING_SOLDIER_OPTION_1_CITYaeAddProjects: PROJECT_TRIUMPH
The Fall of [rival]
- ▸ We did this to cleanse the world of evil.+1 Discipline50% chance next turn: becomes IntolerantgrantsBONUS_GAIN_DISCIPLINE_1aiRatings: RATING_DISCIPLINE=1BONUS_MAYBE_INTOLERANTaiTraitProbDelay: TRAIT_INTOLERANT=50
- ▸ We did this for glory and power so we cannot be destroyed.+1 Courage50% chance next turn: becomes IntolerantgrantsBONUS_GAIN_COURAGE_1aiRatings: RATING_COURAGE=1BONUS_MAYBE_INTOLERANTaiTraitProbDelay: TRAIT_INTOLERANT=50
- ▸ I never knew this would feel so empty.Gain trait: MourninggrantsBONUS_GIVE_TRAIT_MOURNINGaeAddTraits: TRAIT_MOURNING
Triumph and Victory
- ▸ Hold a triumph in your honor.
+120Training+30/city↗ turn
+80Happinesseach city↗ turn grantsBONUS_TRAINING_GAIN_LARGEaiGlobalYieldsBase: YIELD_TRAINING=120aiGlobalYieldsPer: YIELD_TRAINING=30BONUS_HAPPINESS_GAIN_AVERAGEaiCityYields: YIELD_HAPPINESS=80 - ▸ Hold a grand festival for the people to celebrate.+40–400 Culture (by city tier)
+80Happinesseach city↗ turn grantsBONUS_CULTURE_GAIN_LARGEaaiCultureYield: CULTURE_WEAK[YIELD_CULTURE=40], CULTURE_DEVELOPING[YIELD_CULTURE=80], CULTURE_STRONG[YIELD_CULTURE=160], CULTURE_LEGENDARY[YIELD_CULTURE=400]BONUS_HAPPINESS_GAIN_AVERAGEaiCityYields: YIELD_HAPPINESS=80 - ▸ Welcome displaced people from their nation.+3 Citizens
+80Discontenteach city↗ turn grantsBONUS_ADD_CITIZEN_3iCitizens 3BONUS_DISCONTENT_GAIN_AVERAGEaiCityYields: YIELD_DISCONTENT=80
Triumph over [rival]
- ▸ We must share the loot with the people and court!grantsBONUS_GAIN_DISCIPLINE_1aiRatings: RATING_DISCIPLINE=1BONUS_PROJECT_CONVOY_4aiCityYields: YIELD_HAPPINESS=100aiGlobalYields: YIELD_MONEY=400
- ▸ We must learn from our enemies.+1 Wisdom+160 SciencegrantsBONUS_GAIN_WISDOM_1aiRatings: RATING_WISDOM=1BONUS_PROJECT_INQUIRY_4aiGlobalYields: YIELD_SCIENCE=160
- ▸ We must remember all those who died so we could see this day.Gain trait: Mourning+1 Happiness levelgrantsBONUS_GIVE_TRAIT_MOURNINGaeAddTraits: TRAIT_MOURNINGBONUS_HAPPINESS_UPiHappinessLevels 1