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📜 Player Truce Offer Events

46 events

← All story events Trigger Stories that fire on the Player Truce Offer 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 Display of Benevolence Player Truce Offer
Once per game Leader UsPlayer UsPlayer Them Player Max LosingPlayer Diplomacy Min Five Turns
  • I will not risk angering my vassals. Conquering our enemies can wait. Let's keep the peace at home.
    +5 LegitimacyRemembered (all families): Kept our wise counsel (+40 opinion for 20 turns)(no event currently keys off this)Remembered: Player Offer (5 turns)
    grants
    BONUS_DISPLAY_OF_BENEVOLENCE_LEGITIMACY
    iLegitimacy 5
    BONUS_A_DISPLAY_OF_BENEVOLENCE_TRUCE
    MemoryAllFamilies MEMORYFAMILY_A_DISPLAY_OF_BENEVOLENCE_TRUCE
    BONUS_PLAYER_TRUCE
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
    aeBonuses: BONUS_PLAYER_OFFER
    ◇ grants a memory no event currently keys off
  • My vassals can choke on their desire for benevolence. We're fighting this war to its logical conclusion!
    +1 DisciplineRemembered (all families): Refused our counsel (-40 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_GAIN_DISCIPLINE_1
    aiRatings: RATING_DISCIPLINE=1
    BONUS_A_DISPLAY_OF_BENEVOLENCE_NO_TRUCE
    MemoryAllFamilies MEMORYFAMILY_A_DISPLAY_OF_BENEVOLENCE_NO_TRUCE
    ◇ grants a memory no event currently keys off

✎ Velociryx

A Solemn Procession Player Truce Offer
Every 80 turns Player ThemPlayer UsReligion WorldCity Us Player State Religion
  • May [religion] unite our people.
    Remembered: Player Offer (5 turns)Remembered: Gave support (+40 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_PLAYER_TRUCE
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
    aeBonuses: BONUS_PLAYER_OFFER
    BONUS_SUPPORTED_FAITH_YES
    Memory MEMORYRELIGION_SUPPORTED_FAITH
    ◇ grants a memory no event currently keys off
  • Call an end to the war and invite one of the visiting to the court.
    Remembered: Player Offer (5 turns)Remembered: Gave support (+40 opinion for 40 turns)(no event currently keys off this)
    gated by
    LeaderSubject SUBJECT_CHARACTER_OF_STATE_RELIGION
    grants
    BONUS_EVENTOPTION_PLAYER_TRUCE_SOLEMN_PROCESSION_OPTION_TRUCE_MINISTER_PLAYER
    aeBonuses: BONUS_PLAYER_TRUCE
    AddCourtierOther: COURTIER_MINISTER
    BONUS_SUPPORTED_FAITH_YES
    Memory MEMORYRELIGION_SUPPORTED_FAITH
    ◇ grants a memory no event currently keys off
  • Devoted followers of [religion] are always welcome in [city], but the war is a separate matter.
    Leader relationship: Disappointed With+1 Discipline
    grants
    BONUS_LEADER_DISAPPOINTED_WITH
    AddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
    BONUS_GAIN_DISCIPLINE_1
    aiRatings: RATING_DISCIPLINE=1
  • [rival] ways have corrupted [religion]. We want nothing to do with either.
    Leader relationship: Disappointed With+4 Legitimacy+1 CourageRemembered: Refused support (-40 opinion for 40 turns)(no event currently keys off this)
    gated by
    LeaderSubjectNotAny SUBJECT_CHARACTER_OF_STATE_RELIGION
    grants
    BONUS_LEADER_DISAPPOINTED_WITH
    AddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
    BONUS_EVENTOPTION_PLAYER_TRUCE_SOLEMN_PROCESSION_OPTION_NO_RELIGION_PLAYER_1
    iLegitimacy 4
    bStateReligionEnd 1
    aiRatings: RATING_COURAGE=1
    BONUS_SUPPORTED_FAITH_NO
    Memory MEMORYRELIGION_REFUSED_SUPPORT
    ◇ grants a memory no event currently keys off

✎ Brodie Frehlich

Balancing Act Player Truce Offer
Every 80 turns Leader UsPlayer UsFamily Head UsPlayer Them Player Diplomacy Min Five TurnsPlayer Max Weaker
  • Keeping my vassals happy is more important than continuing the fight. We shall heed their advice and make a truce with [rival]... for now.
    +20 XP to the characterLeader relationship: Endeared ToRemembered: Player Offer (5 turns)
    grants
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20
    BONUS_LEADER_ENDEARED_TO
    AddLeaderRelationship RELATIONSHIP_ENDEARED_TO
    BONUS_PLAYER_TRUCE
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
    aeBonuses: BONUS_PLAYER_OFFER
  • [character] forgets his place. I am the ruler of these lands. The fighting stops when I say it does.
    +1 DisciplineLeader relationship: Disappointed With
    grants
    BONUS_GAIN_DISCIPLINE_1
    aiRatings: RATING_DISCIPLINE=1
    BONUS_LEADER_DISAPPOINTED_WITH
    AddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
  • Put [character] in prison for his insolence and let us speak no more about the matter.
    +1 CourageGain trait: Imprisoned
    grants
    BONUS_GAIN_COURAGE_1
    aiRatings: RATING_COURAGE=1
    BONUS_GIVE_TRAIT_IMPRISONED
    aeAddTraits: TRAIT_IMPRISONED

✎ Velociryx

Bloodshed Among the Righteous Player Truce Offer
Once per game Player ThemReligion Head UsReligion Player War
  • For the sake of all our people, let the fighting stop.
    Remembered: Player Offer (5 turns)Remembered: Laid down arms against the righteous (+40 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_PLAYER_TRUCE
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
    aeBonuses: BONUS_PLAYER_OFFER
    BONUS_EVENTOPTION_BLOODSHED_AMONG_THE_RIGHTEOUS_TRUCE_RELIGION
    Memory MEMORYRELIGION_LAID_DOWN_ARMS
    ◇ grants a memory no event currently keys off
  • The war is a tragedy, but the needs of [rival] demand it.
    Leader relationship: Disappointed With
    grants
    BONUS_LEADER_DISAPPOINTED_WITH
    AddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
  • [rival] does not interpret the holy books as you do. They are not true [religion].
    +2 Legitimacy
    gated by
    LeaderSubject SUBJECT_ZEALOT
    grants
    BONUS_EVENTOPTION_BLOODSHED_AMONG_THE_RIGHTEOUS_ELOQUENT_CHARACTER
    iLegitimacy 2

✎ Solver

Bonds of Faith Player Truce Offer
Every 80 turns Player UsLeader UsPlayer ThemLeader Them Player Max Losing
  • By all means. Our people's hearts are weary. If shared faith between our leaders can forge a truce, let it be so.
    Remembered: Player Offer (5 turns)
    grants
    BONUS_PLAYER_TRUCE
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
    aeBonuses: BONUS_PLAYER_OFFER
  • Since our envoys were sent, we have had a change of heart. Our war will continue.
    -1 Charisma
    grants
    BONUS_LOSE_CHARISMA_1
    aiRatings: RATING_CHARISMA=-1

✎ Velociryx

Cultural Similarities Player Truce Offer
Every 80 turns Player UsLeader UsPlayer ThemLeader Them Player Max WinningPlayer Familyclass Artisans
  • Fortune smiles! Let us call an end to hostilities at once!
    Remembered: Player Offer (5 turns)
    grants
    BONUS_PLAYER_TRUCE
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
    aeBonuses: BONUS_PLAYER_OFFER
  • The situation has changed since we dispatched our emissaries. Although the road ahead is fraught with peril, a truce no longer serves our interests.
    +1 Courage
    grants
    BONUS_GAIN_COURAGE_1
    aiRatings: RATING_COURAGE=1

✎ Velociryx

Cultural Similarities Player Truce Offer
Every 80 turns Player UsLeader UsPlayer ThemLeader Them Player Max WinningPlayer Familyclass Champions
  • Fortune smiles! Let us call an end to hostilities at once!
    Remembered: Player Offer (5 turns)
    grants
    BONUS_PLAYER_TRUCE
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
    aeBonuses: BONUS_PLAYER_OFFER
  • The situation has changed since we dispatched our emissaries. Although the road ahead is fraught with peril, a truce no longer serves our interests.
    +1 Courage
    grants
    BONUS_GAIN_COURAGE_1
    aiRatings: RATING_COURAGE=1

✎ Velociryx

Cultural Similarities Player Truce Offer
Every 80 turns Player UsLeader UsPlayer ThemLeader Them Player Max WinningPlayer Familyclass Clerics
  • Fortune smiles! Let us call an end to hostilities at once!
    Remembered: Player Offer (5 turns)
    grants
    BONUS_PLAYER_TRUCE
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
    aeBonuses: BONUS_PLAYER_OFFER
  • The situation has changed since we dispatched our emissaries. Although the road ahead is fraught with peril, a truce no longer serves our interests.
    +1 Courage
    grants
    BONUS_GAIN_COURAGE_1
    aiRatings: RATING_COURAGE=1

✎ Velociryx

Cultural Similarities Player Truce Offer
Every 80 turns Player UsLeader UsPlayer ThemLeader Them Player Max WinningPlayer Familyclass Hunters
  • Fortune smiles! Let us call an end to hostilities at once!
    Remembered: Player Offer (5 turns)
    grants
    BONUS_PLAYER_TRUCE
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
    aeBonuses: BONUS_PLAYER_OFFER
  • The situation has changed since we dispatched our emissaries. Although the road ahead is fraught with peril, a truce no longer serves our interests.
    +1 Courage
    grants
    BONUS_GAIN_COURAGE_1
    aiRatings: RATING_COURAGE=1

✎ Velociryx

Cultural Similarities Player Truce Offer
Every 80 turns Player UsLeader UsPlayer ThemLeader Them Player Max WinningPlayer Familyclass Landowners
  • Fortune smiles! Let us call an end to hostilities at once!
    Remembered: Player Offer (5 turns)
    grants
    BONUS_PLAYER_TRUCE
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
    aeBonuses: BONUS_PLAYER_OFFER
  • The situation has changed since we dispatched our emissaries. Although the road ahead is fraught with peril, a truce no longer serves our interests.
    +1 Courage
    grants
    BONUS_GAIN_COURAGE_1
    aiRatings: RATING_COURAGE=1

✎ Velociryx

Cultural Similarities Player Truce Offer
Every 80 turns Player UsLeader UsPlayer ThemLeader Them Player Max WinningPlayer Familyclass Patrons
  • Fortune smiles! Let us call an end to hostilities at once!
    Remembered: Player Offer (5 turns)
    grants
    BONUS_PLAYER_TRUCE
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
    aeBonuses: BONUS_PLAYER_OFFER
  • The situation has changed since we dispatched our emissaries. Although the road ahead is fraught with peril, a truce no longer serves our interests.
    +1 Courage
    grants
    BONUS_GAIN_COURAGE_1
    aiRatings: RATING_COURAGE=1

✎ Velociryx

Cultural Similarities Player Truce Offer
Every 80 turns Player UsLeader UsPlayer ThemLeader Them Player Max WinningPlayer Familyclass Riders
  • Fortune smiles! Let us call an end to hostilities at once!
    Remembered: Player Offer (5 turns)
    grants
    BONUS_PLAYER_TRUCE
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
    aeBonuses: BONUS_PLAYER_OFFER
  • The situation has changed since we dispatched our emissaries. Although the road ahead is fraught with peril, a truce no longer serves our interests.
    +1 Courage
    grants
    BONUS_GAIN_COURAGE_1
    aiRatings: RATING_COURAGE=1

✎ Velociryx

Cultural Similarities Player Truce Offer
Every 80 turns Player UsLeader UsPlayer ThemLeader Them Player Max WinningPlayer Familyclass Sages
  • Fortune smiles! Let us call an end to hostilities at once!
    Remembered: Player Offer (5 turns)
    grants
    BONUS_PLAYER_TRUCE
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
    aeBonuses: BONUS_PLAYER_OFFER
  • The situation has changed since we dispatched our emissaries. Although the road ahead is fraught with peril, a truce no longer serves our interests.
    +1 Courage
    grants
    BONUS_GAIN_COURAGE_1
    aiRatings: RATING_COURAGE=1

✎ Velociryx

Cultural Similarities Player Truce Offer
Every 80 turns Player UsLeader UsPlayer ThemLeader Them Player Max WinningPlayer Familyclass Statesmen
  • Fortune smiles! Let us call an end to hostilities at once!
    Remembered: Player Offer (5 turns)
    grants
    BONUS_PLAYER_TRUCE
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
    aeBonuses: BONUS_PLAYER_OFFER
  • The situation has changed since we dispatched our emissaries. Although the road ahead is fraught with peril, a truce no longer serves our interests.
    +1 Courage
    grants
    BONUS_GAIN_COURAGE_1
    aiRatings: RATING_COURAGE=1

✎ Velociryx

Cultural Similarities Player Truce Offer
Every 80 turns Player UsLeader UsPlayer ThemLeader Them Player Max WinningPlayer Familyclass Traders
  • Fortune smiles! Let us call an end to hostilities at once!
    Remembered: Player Offer (5 turns)
    grants
    BONUS_PLAYER_TRUCE
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
    aeBonuses: BONUS_PLAYER_OFFER
  • The situation has changed since we dispatched our emissaries. Although the road ahead is fraught with peril, a truce no longer serves our interests.
    +1 Courage
    grants
    BONUS_GAIN_COURAGE_1
    aiRatings: RATING_COURAGE=1

✎ Velociryx

Day of the Darkened Sun Player Truce Offer The Sacred and the Profane Religion event pack
Once per game Player ThemReligion Player PaganUs Or ThemLeader UsPlayer Us Player War
  • Make an offer of peace to [rival].
    Remembered: Player Offer (5 turns)Remembered: Listened to omen (+80 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_PLAYER_TRUCE
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
    aeBonuses: BONUS_PLAYER_OFFER
    BONUS_EVENTOPTION_DAY_OF_THE_DARKENED_SUN_OPTION_0_RELIGION
    Memory MEMORYRELIGION_OMEN
    ◇ grants a memory no event currently keys off
  • Refuse to let your actions be guided by the gods.
    Gain trait: Impious
    gated by
    LeaderSubjectNotAny SUBJECT_SUPERSTITIOUS
    grants
    BONUS_EVENTOPTION_DAY_OF_THE_DARKENED_SUN_OPTION_1_CHARACTER_1
    aeAddTraits: TRAIT_IMPIOUS
  • Bribe the priests to claim that the omens are on your side. Cunning / Schemer
    +8Orders↗ turn-160Money-40/city↗ turn
    gated by
    LeaderSubjectAny SUBJECT_CUNNING / SUBJECT_SCHEMER
    grants
    BONUS_EVENTOPTION_DAY_OF_THE_DARKENED_SUN_OPTION_2_RELIGION
    BONUS_ORDERS_GAIN_LARGE
    aiGlobalYieldsBase: YIELD_ORDERS=8
    BONUS_MONEY_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=-160
    aiGlobalYieldsPer: YIELD_MONEY=-40

✎ Josh Unsworth Background reading ↗

Familial Ties Player Truce Offer
Every 80 turns Player UsLeader UsImportant UsPlayer ThemLeader Them Player Max LosingMin Cautious
  • Perfect! Let us cease hostilities at once!
    Remembered: Player Offer (5 turns)
    grants
    BONUS_PLAYER_TRUCE
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
    aeBonuses: BONUS_PLAYER_OFFER
  • [character] did a great thing in securing us a truce offer, but conditions have changed. We simply can’t take it.
    -1 Charisma
    grants
    BONUS_LOSE_CHARISMA_1
    aiRatings: RATING_CHARISMA=-1

✎ Velociryx

Family Traditions Player Truce Offer
Every 80 turns Player UsLeader UsPlayer ThemLeader Them Player Max LosingPlayer Familyclass Artisans
  • Excellent! We shall cease hostilities at once!
    Remembered: Player Offer (5 turns)
    grants
    BONUS_PLAYER_TRUCE
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
    aeBonuses: BONUS_PLAYER_OFFER
  • The situation has changed since we dispatched our emissaries. A truce no longer serves our interests.
    -1 Charisma
    grants
    BONUS_LOSE_CHARISMA_1
    aiRatings: RATING_CHARISMA=-1

✎ Velociryx

Family Traditions Player Truce Offer
Every 80 turns Player UsLeader UsPlayer ThemLeader Them Player Max LosingPlayer Familyclass Champions
  • Excellent! We shall cease hostilities at once!
    Remembered: Player Offer (5 turns)
    grants
    BONUS_PLAYER_TRUCE
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
    aeBonuses: BONUS_PLAYER_OFFER
  • The situation has changed since we dispatched our emissaries. A truce no longer serves our interests.
    -1 Charisma
    grants
    BONUS_LOSE_CHARISMA_1
    aiRatings: RATING_CHARISMA=-1

✎ Velociryx

Family Traditions Player Truce Offer
Every 80 turns Player UsLeader UsPlayer ThemLeader Them Player Max LosingPlayer Familyclass Clerics
  • Excellent! We shall cease hostilities at once!
    Remembered: Player Offer (5 turns)
    grants
    BONUS_PLAYER_TRUCE
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
    aeBonuses: BONUS_PLAYER_OFFER
  • The situation has changed since we dispatched our emissaries. A truce no longer serves our interests.
    -1 Charisma
    grants
    BONUS_LOSE_CHARISMA_1
    aiRatings: RATING_CHARISMA=-1

✎ Velociryx

Family Traditions Player Truce Offer
Every 80 turns Player UsLeader UsPlayer ThemLeader Them Player Max LosingPlayer Familyclass Hunters
  • Excellent! We shall cease hostilities at once!
    Remembered: Player Offer (5 turns)
    grants
    BONUS_PLAYER_TRUCE
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
    aeBonuses: BONUS_PLAYER_OFFER
  • The situation has changed since we dispatched our emissaries. A truce no longer serves our interests.
    -1 Charisma
    grants
    BONUS_LOSE_CHARISMA_1
    aiRatings: RATING_CHARISMA=-1

✎ Velociryx

Family Traditions Player Truce Offer
Every 80 turns Player UsLeader UsPlayer ThemLeader Them Player Max LosingPlayer Familyclass Landowners
  • Excellent! We shall cease hostilities at once!
    Remembered: Player Offer (5 turns)
    grants
    BONUS_PLAYER_TRUCE
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
    aeBonuses: BONUS_PLAYER_OFFER
  • The situation has changed since we dispatched our emissaries. A truce no longer serves our interests.
    -1 Charisma
    grants
    BONUS_LOSE_CHARISMA_1
    aiRatings: RATING_CHARISMA=-1

✎ Velociryx

Family Traditions Player Truce Offer
Every 80 turns Player UsLeader UsPlayer ThemLeader Them Player Max LosingPlayer Familyclass Patrons
  • Excellent! We shall cease hostilities at once!
    Remembered: Player Offer (5 turns)
    grants
    BONUS_PLAYER_TRUCE
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
    aeBonuses: BONUS_PLAYER_OFFER
  • The situation has changed since we dispatched our emissaries. A truce no longer serves our interests.
    -1 Charisma
    grants
    BONUS_LOSE_CHARISMA_1
    aiRatings: RATING_CHARISMA=-1

✎ Velociryx

Family Traditions Player Truce Offer
Every 80 turns Player UsLeader UsPlayer ThemLeader Them Player Max LosingPlayer Familyclass Riders
  • Excellent! We shall cease hostilities at once!
    Remembered: Player Offer (5 turns)
    grants
    BONUS_PLAYER_TRUCE
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
    aeBonuses: BONUS_PLAYER_OFFER
  • The situation has changed since we dispatched our emissaries. A truce no longer serves our interests.
    -1 Charisma
    grants
    BONUS_LOSE_CHARISMA_1
    aiRatings: RATING_CHARISMA=-1

✎ Velociryx

Family Traditions Player Truce Offer
Every 80 turns Player UsLeader UsPlayer ThemLeader Them Player Max LosingPlayer Familyclass Sages
  • Excellent! We shall cease hostilities at once!
    Remembered: Player Offer (5 turns)
    grants
    BONUS_PLAYER_TRUCE
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
    aeBonuses: BONUS_PLAYER_OFFER
  • The situation has changed since we dispatched our emissaries. A truce no longer serves our interests.
    -1 Charisma
    grants
    BONUS_LOSE_CHARISMA_1
    aiRatings: RATING_CHARISMA=-1

✎ Velociryx

Family Traditions Player Truce Offer
Every 80 turns Player UsLeader UsPlayer ThemLeader Them Player Max LosingPlayer Familyclass Statesmen
  • Excellent! We shall cease hostilities at once!
    Remembered: Player Offer (5 turns)
    grants
    BONUS_PLAYER_TRUCE
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
    aeBonuses: BONUS_PLAYER_OFFER
  • The situation has changed since we dispatched our emissaries. A truce no longer serves our interests.
    -1 Charisma
    grants
    BONUS_LOSE_CHARISMA_1
    aiRatings: RATING_CHARISMA=-1

✎ Velociryx

Family Traditions Player Truce Offer
Every 80 turns Player UsLeader UsPlayer ThemLeader Them Player Max LosingPlayer Familyclass Traders
  • Excellent! We shall cease hostilities at once!
    Remembered: Player Offer (5 turns)
    grants
    BONUS_PLAYER_TRUCE
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
    aeBonuses: BONUS_PLAYER_OFFER
  • The situation has changed since we dispatched our emissaries. A truce no longer serves our interests.
    -1 Charisma
    grants
    BONUS_LOSE_CHARISMA_1
    aiRatings: RATING_CHARISMA=-1

✎ Velociryx

Foreign Rule Player Truce Offer
Once per game Player Min WinningPlayer UsLeader UsSpouse Of Leader UsLeader ThemThem Non Courtier
  • [character] will not dictate [rival] rule!
    +5 Legitimacy+1 CourageLeader relationship: Disappointed With
    grants
    BONUS_EVENTOPTION_PLAYER_TRUCE_FOREIGN_RULE_OPTION_NO_CHARACTER_1
    iLegitimacy 5
    aiRatings: RATING_COURAGE=1
    BONUS_LEADER_DISAPPOINTED_WITH
    AddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
  • Very well. I will do it for [character].
    Remembered: Player Offer (5 turns)-5 Legitimacy
    grants
    BONUS_PLAYER_TRUCE
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
    aeBonuses: BONUS_PLAYER_OFFER
    BONUS_EVENTOPTION_PLAYER_TRUCE_FOREIGN_RULE_OPTION_YES_CHARACTER_0
    iLegitimacy -5
    BONUS_EVENTOPTION_PLAYER_TRUCE_FOREIGN_RULE_OPTION_YES_CHARACTER_1
    iSeizeThroneSubject 1
    AddRelationshipReverse: RELATIONSHIP_IN_LOVE_WITH=2
  • We will instead invite a member of the [rival] nobility to join our court.
    Remembered: Player Offer (5 turns)-2 Legitimacy
    gated by
    LeaderSubject SUBJECT_CHARACTER_ARCHETYPE_REGAL
    grants
    BONUS_PLAYER_TRUCE
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
    aeBonuses: BONUS_PLAYER_OFFER
    BONUS_EVENTOPTION_PLAYER_TRUCE_FOREIGN_RULE_OPTION_REGAL_CHARACTER_1
    zIcon icon(DIPLOMACY_TRUCE)
    iLegitimacy -2
    BONUS_EVENTOPTION_PLAYER_TRUCE_FOREIGN_RULE_OPTION_REGAL_CHARACTER_3
    AddCourtierOther: COURTIER_MINISTER
  • [character] is a fool, but surely this envoy can teach us things we don’t yet know.
    Reveals the target player's territoryRemembered: Held a noble hostage (+20 opinion for 40 turns)+20Science+5/city↗ turnLeader relationship: Disappointed WithLeader relationship: Vengeful Against
    gated by
    LeaderSubject SUBJECT_CHARACTER_COVERT
    grants
    BONUS_EVENTOPTION_PLAYER_TRUCE_FOREIGN_RULE_OPTION_CONSPIRATOR_PLAYER
    Memory MEMORYPLAYER_HOLD_HOSTAGE
    bRevealTerritory 1
    BONUS_SCIENCE_GAIN_SMALL
    aiGlobalYieldsBase: YIELD_SCIENCE=20
    aiGlobalYieldsPer: YIELD_SCIENCE=5
    BONUS_LEADER_DISAPPOINTED_WITH
    AddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
    BONUS_LEADER_VENGEFUL_AGAINST
    AddLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINST

✎ Brodie Frehlich

Heaven Help Us Player Truce Offer
Every 80 turns Player UsLeader UsPlayer ThemLeader Them Player State ReligionPlayer Min Winning
  • Consider this a gift from the heavens and let us cease hostilities and begin to rebuild.
    Remembered: Player Offer (5 turns)
    grants
    BONUS_PLAYER_TRUCE
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
    aeBonuses: BONUS_PLAYER_OFFER
  • Although our envoys did a great thing, our hearts have changed on the matter. Our war must continue.
    +1 Courage
    grants
    BONUS_GAIN_COURAGE_1
    aiRatings: RATING_COURAGE=1

✎ Velociryx

Kneel and Obey Player Truce Offer The Sacred and the Profane Religion event pack
Once per game Player WarReligion WorldReligion StatePlayer Us Player Min WinningPlayer Min Stronger
  • Kneel and accept.
    Remembered: Player Offer (5 turns)
    grants
    BONUS_PLAYER_TRUCE
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
    aeBonuses: BONUS_PLAYER_OFFER
    BONUS_STATE_RELIGION
    bStateReligion 1
  • Refuse to surrender.
    Remembered: Didn't surrender our god (+80 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_KNEEL_AND_OBEY_OPTION_1_RELIGION_1
    Memory MEMORYRELIGION_CARRIED_ON_FIGHTING
    ◇ grants a memory no event currently keys off

✎ Josh Unsworth

Lucky Break Player Truce Offer
Every 80 turns Player UsLeader UsImportant UsPlayer ThemLeader Them Player Max WinningMin Cautious
  • We shall be eternally grateful for the efforts of [character]. Let there be an end to the hostilities.
    Remembered: Player Offer (5 turns)
    grants
    BONUS_PLAYER_TRUCE
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
    aeBonuses: BONUS_PLAYER_OFFER
  • [character] did a wonderfully brave thing, but conditions have changed since he undertook the effort. We must continue the war to the best of our abilities.
    +1 Courage
    grants
    BONUS_GAIN_COURAGE_1
    aiRatings: RATING_COURAGE=1

✎ Velociryx

Pause in Hostilities Player Truce Offer
Every 40 turns Player ThemTribe Max ClosePlayer Us
  • Yes, let us unite against a common foe.
    Remembered: Player Offer (5 turns)Remembered: Tribe Offer (5 turns)
    grants
    BONUS_PLAYER_TRUCE
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
    aeBonuses: BONUS_PLAYER_OFFER
    BONUS_TRIBE_WAR
    DiplomacyTribe DIPLOMACY_WAR
    aeBonuses: BONUS_TRIBE_OFFER
  • No, we do not want to provoke the [tribe].
    (no gates or payload in XML)

✎ Leyla Johnson

Shared Histories Player Truce Offer
Every 80 turns Player ThemPlayer UsLeader ThemLeader UsLawLawLaw Traditional
  • Alas, peace is not the best path forward for [rival].
    Leader relationship: Disappointed With+1 Discipline
    grants
    BONUS_LEADER_DISAPPOINTED_WITH
    AddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
    BONUS_GAIN_DISCIPLINE_1
    aiRatings: RATING_DISCIPLINE=1
  • Very well. Let us end this war.
    Remembered: Player Offer (5 turns)+1 Wisdom
    grants
    BONUS_PLAYER_TRUCE
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
    aeBonuses: BONUS_PLAYER_OFFER
    BONUS_GAIN_WISDOM_1
    aiRatings: RATING_WISDOM=1
  • You are right, [character]. Please accept this gift of good will, and let our nations move forward together.
    Remembered: Player Offer (5 turns)-160Money-40/city↗ turn+1 Charisma
    gated by
    PlayerSubject SUBJECT_NOT_WARLIKE
    grants
    BONUS_PLAYER_PEACE
    DiplomacyPlayerFrom DIPLOMACY_PEACE
    aeBonuses: BONUS_PLAYER_OFFER
    BONUS_EVENTOPTION_PLAYER_TRUCE_SHARED_HISTORIES_OPTION_PEACE_CHARACTER_1
    aeBonuses: BONUS_MONEY_LOSS_AVERAGE, BONUS_GAIN_CHARISMA_1
  • You should not have come here, [character].
    Remembered (all rivals): Assassination exposed (-80 opinion for 40 turns)(no event currently keys off this)The character is killed+1 Courage
    gated by
    LeaderSubject SUBJECT_CHARACTER_TERRIFYING
    grants
    BONUS_EVENTOPTION_PLAYER_TRUCE_SHARED_HISTORIES_OPTION_DEATH_PLAYER_1
    MemoryAllPlayers MEMORYPLAYER_ASSASSINATION_EXPOSED
    BONUS_KILL_CHARACTER
    bKillCharacter 1
    BONUS_GAIN_COURAGE_1
    aiRatings: RATING_COURAGE=1
    ◇ grants a memory no event currently keys off

✎ Brodie Frehlich

Stop the Fighting Player Truce Offer
Once per game Important UsLeader UsPlayer WarPlayer UsCapital Us Max UpsetOratorAdultPlayer Max SimilarPlayer Constitution
  • [character] is right, we must make a truce.
    Remembered: Made truce at my suggestion (+40 opinion for 20 turns)(no event currently keys off this)Gain trait: HumbleRemembered: Player Offer (5 turns)
    grants
    BONUS_EVENTOPTION_CHARACTER_STOP_THE_FIGHTING_OPTION_0_CHARACTER_0
    Memory MEMORYCHARACTER_MADE_TRUCE
    BONUS_GIVE_TRAIT_HUMBLE
    aeAddTraits: TRAIT_HUMBLE
    BONUS_EVENTOPTION_CHARACTER_STOP_THE_FIGHTING_OPTION_0_PLAYER
    aeBonuses: BONUS_PLAYER_TRUCE
    ◇ grants a memory no event currently keys off
  • Appoint him head of a war council.
    Begin project: War Council
    grants
    BONUS_MAYBE_CUNNING
    aiTraitProbDelay: TRAIT_CUNNING=25
    BONUS_EVENTOPTION_CHARACTER_STOP_THE_FIGHTING_OPTION_1_CHARACTER_1
    aeAddProjects: PROJECT_WAR_COUNCIL
  • Convince [character] of the conflict's necessity.
    Leader relationship: Conspiring With
    gated by
    LeaderSubject SUBJECT_CHARACTER_CHARMING
    grants
    BONUS_LEADER_CONSPIRING_WITH
    AddLeaderRelationship RELATIONSHIP_CONSPIRING_WITH

✎ Andy Auseon

The Keen Edge of War Player Truce Offer
Every 80 turns Player ThemPlayer UsLeader ThemLeader UsPlayer Them Player Max NearCovert
  • Yes. Let’s focus on the greater threat.
    Remembered: Player Offer (5 turns)Remembered: Declared War on us (-80 opinion for 40 turns)Remembered: Player Offer (5 turns)
    grants
    BONUS_PLAYER_TRUCE
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
    aeBonuses: BONUS_PLAYER_OFFER
    BONUS_EVENTOPTION_PLAYER_TRUCE_KEEN_EDGE_OF_WAR_OPTION_TRUCE_PLAYER
    aeBonuses: BONUS_DECLARE_WAR_PLAYER
    DiplomacySubjects: DIPLOMACY_WAR=0
    ◇ may enable: The Sword of Damocles
  • We have no qualms with [rival].
    Leader relationship: Disappointed WithLeader relationship: Influenced By
    grants
    BONUS_LEADER_DISAPPOINTED_WITH
    AddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
  • There are more subtle ways to deal with [rival].
    Leader relationship: Influenced ByRemembered (all rivals): Publicly Slandered (-40 opinion for 40 turns)
    grants
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
    BONUS_MISSIONRESULT_SLANDER_SUCCESS
    MemoryAllPlayers MEMORYPLAYER_SLANDER
    ◇ may enable: The Sword of Damocles
  • Guards, arrest this trespasser.
    Remembered: Held a noble hostage (+20 opinion for 40 turns)
    grants
    BONUS_EVENTOPTION_PLAYER_TRUCE_KEEN_EDGE_OF_WAR_OPTION_HOSTAGE_PLAYER_0
    Memory MEMORYPLAYER_HOLD_HOSTAGE

✎ Brodie Frehlich

The Problem at Hand Player Truce Offer Wrath of Gods
Every 80 turns Occurrence ActivePlayer ThemLeader ThemLeader Us DroughtPlagueHurricaneSandstormTsunamiFloodEarthquakeWildfireEruption
  • No. I see right through [rival]’s excuses.
    Remembered: Refused our truce offer during difficult times (-20 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_CALAMITIES_TRUCE_NO
    Memory MEMORYPLAYER_CALAMITIES_TRUCE_NO
    ◇ grants a memory no event currently keys off
  • Yes, let’s shift our focus to the [event].
    Remembered: Player Offer (5 turns)
    grants
    BONUS_PLAYER_TRUCE
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
    aeBonuses: BONUS_PLAYER_OFFER
  • Perhaps our nations can work through this problem together.
    Remembered: Player Offer (5 turns)+2 Legitimacy
    gated by
    LeaderSubject SUBJECT_CHARACTER_CHARMING
    grants
    BONUS_PLAYER_PEACE
    DiplomacyPlayerFrom DIPLOMACY_PEACE
    aeBonuses: BONUS_PLAYER_OFFER
    BONUS_EVENTOPTION_CALAMITIES_TRUCE_PEACE_LEADER
    iLegitimacy 2

✎ Brodie Frehlich

Time for a Truce Player Truce Offer
Every 20 turns Player Winning Player Hold Hostage
  • We will return the hostage to end the war.
    Remembered: Player Offer (5 turns)
    grants
    BONUS_EVENTOPTION_PLAYER_TRUCE_HOSTAGE_YES
    Forget MEMORYPLAYER_HOLD_HOSTAGE
    aeBonuses: BONUS_PLAYER_TRUCE
  • We are not ready to stop the fight.
    (no gates or payload in XML)

✎ Leyla Johnson

Time for a Truce Player Truce Offer
Every 0 turns Player Losing
  • Let us end this.
    Remembered: Player Offer (5 turns)
    grants
    BONUS_EVENTOPTION_PLAYER_TRUCE_RECEIVE_AVERAGE
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_RECEIVE_MONEY_AVERAGE
  • Not yet!
    (no gates or payload in XML)

✎ Soren Johnson

Time for a Truce Player Truce Offer
Every 0 turns Player Neutral Player Total War Score Max Low
  • Let us end this.
    Remembered: Player Offer (5 turns)
    grants
    BONUS_PLAYER_TRUCE
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
    aeBonuses: BONUS_PLAYER_OFFER
  • Not yet!
    (no gates or payload in XML)

✎ Soren Johnson

Time for a Truce Player Truce Offer
Every 0 turns Player Neutral Player Total War Score Min MediumPlayer Max Weaker
  • Let us end this.
    Remembered: Player Offer (5 turns)
    grants
    BONUS_EVENTOPTION_PLAYER_TRUCE_RECEIVE_SMALL
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_RECEIVE_MONEY_SMALL
  • Not yet!
    (no gates or payload in XML)

✎ Soren Johnson

Time for a Truce Player Truce Offer
Every 0 turns Player Neutral Player Total War Score Min MediumPlayer Min Stronger
  • Resolve
    20%
    Remembered: Player Offer (5 turns)
    20%
    Remembered: Player Offer (5 turns)
    20%
    Remembered: Player Offer (5 turns)
    20%
    Remembered: Player Offer (5 turns)
    20%
    Remembered: Player Offer (5 turns)
    grants
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_CIVICS_AVERAGE
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_CIVICS_AVERAGE
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_TRAINING_AVERAGE
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_TRAINING_AVERAGE
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_SCIENCE_AVERAGE
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_SCIENCE_AVERAGE
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_MONEY_AVERAGE
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_MONEY_AVERAGE
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_ORDERS_AVERAGE
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_ORDERS_AVERAGE
  • Not yet!
    (no gates or payload in XML)

✎ Soren Johnson

Time for a Truce Player Truce Offer
Every 0 turns Player Neutral Player Total War Score Min MediumPlayer Similar
  • Resolve
    20%
    Remembered: Player Offer (5 turns)
    20%
    Remembered: Player Offer (5 turns)
    20%
    Remembered: Player Offer (5 turns)
    20%
    Remembered: Player Offer (5 turns)
    20%
    Remembered: Player Offer (5 turns)
    grants
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_CIVICS_SMALL
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_CIVICS_SMALL
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_TRAINING_SMALL
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_TRAINING_SMALL
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_SCIENCE_SMALL
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_SCIENCE_SMALL
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_MONEY_SMALL
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_MONEY_SMALL
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_ORDERS_SMALL
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_ORDERS_SMALL
  • Not yet!
    (no gates or payload in XML)

✎ Soren Johnson

Time for a Truce Player Truce Offer
Every 0 turns Player Routed
  • Let us end this.
    Remembered: Player Offer (5 turns)
    grants
    BONUS_EVENTOPTION_PLAYER_TRUCE_RECEIVE_LARGE
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_RECEIVE_MONEY_LARGE
  • Not yet!
    (no gates or payload in XML)

✎ Soren Johnson

Time for a Truce Player Truce Offer
Every 0 turns Player Triumphant
  • Resolve
    20%
    Remembered: Player Offer (5 turns)
    20%
    Remembered: Player Offer (5 turns)
    20%
    Remembered: Player Offer (5 turns)
    20%
    Remembered: Player Offer (5 turns)
    20%
    Remembered: Player Offer (5 turns)
    grants
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_CIVICS_HUGE
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_CIVICS_HUGE
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_TRAINING_HUGE
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_TRAINING_HUGE
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_SCIENCE_HUGE
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_SCIENCE_HUGE
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_MONEY_HUGE
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_MONEY_HUGE
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_ORDERS_HUGE
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_ORDERS_HUGE
  • Not yet!
    (no gates or payload in XML)

✎ Soren Johnson

Time for a Truce Player Truce Offer
Every 0 turns Player Winning
  • Resolve
    20%
    Remembered: Player Offer (5 turns)
    20%
    Remembered: Player Offer (5 turns)
    20%
    Remembered: Player Offer (5 turns)
    20%
    Remembered: Player Offer (5 turns)
    20%
    Remembered: Player Offer (5 turns)
    grants
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_CIVICS_LARGE
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_CIVICS_LARGE
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_TRAINING_LARGE
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_TRAINING_LARGE
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_SCIENCE_LARGE
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_SCIENCE_LARGE
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_MONEY_LARGE
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_MONEY_LARGE
    20% BONUS_EVENTOPTION_PLAYER_TRUCE_GIVE_ORDERS_LARGE
    aeBonuses: BONUS_PLAYER_TRUCE, BONUS_TRIBUTE_GIVE_ORDERS_LARGE
  • Not yet!
    (no gates or payload in XML)

✎ Soren Johnson

Worthy Opponents Player Truce Offer
Once per game Player Chariot Battle OpponentPlayer UsLeader Us
  • Agreed! Let us put an end to the fighting for now.
    Remembered: Player Offer (5 turns)+1 Wisdom
    grants
    BONUS_PLAYER_TRUCE
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
    aeBonuses: BONUS_PLAYER_OFFER
    BONUS_GAIN_WISDOM_1
    aiRatings: RATING_WISDOM=1
  • No.
    +1 CourageGain trait: Bloodthirsty
    grants
    BONUS_EVENTOPTION_WORTHY_OPPONENTS_TRUCE_DENIED_THEM
    Forget MEMORYPLAYER_GREATEST_CHARIOT_BATTLE
    BONUS_EVENTOPTION_WORTHY_OPPONENTS_TRUCE_DENIED_LEADER_US
    aeBonuses: BONUS_GAIN_COURAGE_1, BONUS_GIVE_TRAIT_BLOODTHIRSTY

✎ Benjamin Gautron