← All story events Trigger Events that fire on the Player End Alliance 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.
Parting Ways
- ▸ That is most unfortunate.Remembered: Player Offer (5 turns)Alliance with the rival nation endsgrantsBONUS_PLAYER_ALLIANCE_ENDbTeamAllianceEnd 1aeBonuses: BONUS_PLAYER_OFFER
Under the Table
- ▸ Such treachery is unforgivable.Remembered: Player Offer (5 turns)Alliance with the rival nation ends+2 DisciplinegrantsBONUS_PLAYER_ALLIANCE_ENDbTeamAllianceEnd 1aeBonuses: BONUS_PLAYER_OFFERBONUS_GAIN_DISCIPLINE_2aiRatings: RATING_DISCIPLINE=2
- ▸ Let the spy go with a message, that such actions will not be tolerated again.Leader relationship: Owes Favor To-5 LegitimacygrantsBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TOBONUS_ALLOWED_ESPIONAGEiLegitimacy -5
- ▸ Share freely with your allies, offering to tell them as much as they need to know.Leader relationship: Endeared ToThe rival nation acquires the techgated byLeaderSubject SUBJECT_GRACIOUSgrantsBONUS_LEADER_ENDEARED_TOAddLeaderRelationship RELATIONSHIP_ENDEARED_TOBONUS_ACQUIRE_TECH_S0iAcquireTechSubject 0
[city] Calls for Aid!
- ▸ We cannot run recklessly into war with [rival].Remembered: Player Offer (5 turns)Alliance with the rival nation endsgrantsBONUS_PLAYER_ALLIANCE_ENDbTeamAllianceEnd 1aeBonuses: BONUS_PLAYER_OFFER
- ▸ Provide [rival] with military aid.grantsBONUS_PLAYER_WAR_LEGITIMACYDiplomacyPlayerTo DIPLOMACY_WARiLegitimacy 6aeBonuses: BONUS_PLAYER_OFFER
- ▸ Arrange a truce between [rival] and [rival].+4 LegitimacyTruce between the rival nation and the leadergated byLeaderSubject SUBJECT_DIPLOMATgrantsBONUS_EVENTOPTION_RELATIONSHIP_A_CALL_FOR_HELP_OPTION_2_CHARACTER_1iLegitimacy 4BONUS_EVENTOPTION_RELATIONSHIP_A_CALL_FOR_HELP_OPTION_2_PLAYERDiplomacySubjects: DIPLOMACY_TRUCE=0
- ▸ Promise support to [rival]... but give it to [rival].Leader relationship: Vengeful AgainstRemembered: Player Offer (5 turns)Alliance with the rival nation endsRemembered: Player Offer (5 turns)Alliance with the rival nationgated byLeaderSubject SUBJECT_SCHEMERgrantsBONUS_LEADER_VENGEFUL_AGAINSTAddLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINSTBONUS_PLAYER_ALLIANCE_ENDbTeamAllianceEnd 1aeBonuses: BONUS_PLAYER_OFFERBONUS_PLAYER_ALLIANCEbTeamAlliance 1aeBonuses: BONUS_PLAYER_OFFER
[rival] Due
- ▸ Resolve0%25%25%25%grants0% BONUS_CLIENT_MONEY_TRIBUTEMemory MEMORYPLAYER_PAID_TRIBUTEaeBonuses: BONUS_TRIBUTE_GIVE_MONEY_AVERAGE25% BONUS_CLIENT_FOOD_TRIBUTEMemory MEMORYPLAYER_PAID_TRIBUTEaeBonuses: BONUS_TRIBUTE_GIVE_FOOD_AVERAGE25% BONUS_CLIENT_IRON_TRIBUTEMemory MEMORYPLAYER_PAID_TRIBUTEaeBonuses: BONUS_TRIBUTE_GIVE_IRON_AVERAGE25% BONUS_CLIENT_STONE_TRIBUTEMemory MEMORYPLAYER_PAID_TRIBUTEaeBonuses: BONUS_TRIBUTE_GIVE_STONE_AVERAGE25% BONUS_CLIENT_WOOD_TRIBUTEMemory MEMORYPLAYER_PAID_TRIBUTEaeBonuses: BONUS_TRIBUTE_GIVE_WOOD_AVERAGE◇ grants a memory no event uses
- ▸ Defy [rival].grantsBONUS_PLAYER_WAR_LEGITIMACYDiplomacyPlayerTo DIPLOMACY_WARiLegitimacy 6aeBonuses: BONUS_PLAYER_OFFER