← All story events Trigger Stories that fire on the Production Unit 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 Simpler Life
- ▸ Convince [character] that joining the expedition would be an amazing opportunity.Gain trait: The Quiet Lifegated byLeaderSubject SUBJECT_HIGH_CHARISMAgrantsBONUS_REMOVE_LOVER_AND_QUIET_LIFEaeBonuses: BONUS_LEADER_LOVER_OF_REMOVE, BONUS_GIVE_TRAIT_QUIET_LIFE
- ▸ What a ridiculous thought. Everything is going splendidly.Gain trait: StressedgrantsBONUS_GIVE_TRAIT_STRESSEDaeAddTraits: TRAIT_STRESSED
A Worthy Army
- ▸ All shall tremble before our divine might.Progress ambition: 20 UnitsRemembered: Recent Ambition (7 turns)grantsBONUS_EVENTOPTION_THE_HOLY_ARMY_0Ambition GOAL_20_UNITSiAmbitionReligionSubject 0aeBonuses: BONUS_RECENT_AMBITION
- ▸ The [rival] forces are strong enough.Leader relationship: Estranged From+1 DisciplinegrantsBONUS_LEADER_ESTRANGED_FROMAddLeaderRelationship RELATIONSHIP_ESTRANGED_FROMBONUS_GAIN_DISCIPLINE_1aiRatings: RATING_DISCIPLINE=1
Achievement
- ▸ Achievement.(no gates or payload in XML)
Achievement
- ▸ Achievement.(no gates or payload in XML)
Cavalry Cult
- ▸ Allow the
cult to flourish. grantsBONUS_EVENTOPTION_CAVALRY_CULT_OPTION_1_CITYAddImprovement IMPROVEMENT_CAVALRY_CULTaiStats: STAT_CULTS=1 - ▸ Partake in the rituals yourself.+60 XP to the charactergated byLeaderSubject SUBJECT_EQUESTRIANgrantsBONUS_EVENTOPTION_CAVALRY_CULT_OPTION_1_CITYAddImprovement IMPROVEMENT_CAVALRY_CULTaiStats: STAT_CULTS=1BONUS_XP_CHARACTER_LARGEiXPCharacter 60
- ▸ Outlaw the worship of these twin gods.
+80Training+20/city↗ turnGain trait: Impious grantsBONUS_TRAINING_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_TRAINING=80aiGlobalYieldsPer: YIELD_TRAINING=20BONUS_ADD_IMPIOUSaeAddTraits: TRAIT_IMPIOUS
Elephant Stables
- ▸ Build the stables they require.Begin project: Elephant Stables
-30Stone-10/city↗ turn grantsBONUS_PROJECT_ELEPHANT_STABLESaeAddProjects: PROJECT_ELEPHANT_STABLESBONUS_STONE_LOSS_SMALLaiGlobalYieldsBase: YIELD_STONE=-30aiGlobalYieldsPer: YIELD_STONE=-10 - ▸ Ask to learn their ways yourself.Gain trait: MahoutgrantsBONUS_GIVE_TRAIT_MAHOUTaeAddTraits: TRAIT_MAHOUT
- ▸ Have them focus on the newly trained [unit].grantsBONUS_XP_UNIT_LARGEiXPUnit 60
Every Creed a Path
- ▸ We need to come together as one people, under one roof.
-50Stone-15/city↗ turn grantsBONUS_IMPROVEMENT_HINDU_TEMPLEAddImprovement IMPROVEMENT_TEMPLE_HINDUISMBONUS_STONE_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_STONE=-50aiGlobalYieldsPer: YIELD_STONE=-15 - ▸ Wandering teachers know the land, and the hearts of the people.+1 Hinduism Disciple
+60Happinesseach city↗ turn grantsBONUS_UNIT_DISCIPLE_HINDUISMaiUnits: UNIT_HINDUISM_DISCIPLE=1BONUS_HAPPINESS_GAIN_SMALLaiCityYields: YIELD_HAPPINESS=60 - ▸ All who seek knowledge and righteousness are welcome in [city]. Righteous / PiousBegin project: Local Asceticgated byLeaderSubjectAny SUBJECT_RIGHTEOUS / SUBJECT_PIOUSgrantsBONUS_EVENTOPTION_WASHTUB_PHILOSOPHER_OPTION_1_CITYaeAddProjects: PROJECT_LOCAL_ASCETIC
Holy Volunteers
- ▸ Grant the request and limit the clergy to one per unit.Remembered: Limited clergy volunteers (-20 opinion for 80 turns)(no event currently keys off this)Leader relationship: Owes Favor TograntsBONUS_EVENTOPTION_HOLY_VOLUNTEERS_OPTION_0_RELIGIONMemory MEMORYRELIGION_LIMITED_CLERGY_IN_WARBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO◇ grants a memory no event currently keys off
- ▸ Refuse, it is their choice to volunteer or not.
+120Training+30/city↗ turnRemembered: Refused to limit volunteers (-20 opinion for 80 turns)(no event currently keys off this) grantsBONUS_TRAINING_GAIN_LARGEaiGlobalYieldsBase: YIELD_TRAINING=120aiGlobalYieldsPer: YIELD_TRAINING=30BONUS_EVENTOPTION_HOLY_VOLUNTEERS_OPTION_1_CHARACTERMemory MEMORYCHARACTER_REFUSED_TO_LIMIT_VOLUNTEERS◇ grants a memory no event currently keys off - ▸ [character] has a military mind, perhaps he can be convinced.Leader relationship: Influenced Bygated byIndexSubjectgrantsBONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
In Arms and Faith
- ▸ Send forth these divine warriors of [religion].Converts to the target religionRemembered: Trained a holy army (+40 opinion for 20 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_DIVINE_WARRIORS_OPTION_0_UNITaeEffectUnits: EFFECTUNIT_ADEPTBONUS_EVENTOPTION_DIVINE_WARRIORS_OPTION_0_RELIGIONMemory MEMORYRELIGION_TRAINED_HOLY_TROOPSiConvertReligionSubject 1◇ grants a memory no event currently keys off
- ▸ Remind the troops that they fight for you, not any god.
+60Training+15/city↗ turn+1 Discipline gated byLeaderSubjectNotAny SUBJECT_CHARACTER_RELIGIOUSgrantsBONUS_TRAINING_GAIN_SMALLaiGlobalYieldsBase: YIELD_TRAINING=60aiGlobalYieldsPer: YIELD_TRAINING=15BONUS_GAIN_DISCIPLINE_1aiRatings: RATING_DISCIPLINE=1
New Horizons
- ▸ [character] is correct. We must turn inward.Law-based opinion shift
-160Money-40/city↗ turn grantsBONUS_EVENTOPTION_LAW_NEW_HORIZONS_OPTION_0_FAMILYaiLawOpinion: LAW_EPICS=20BONUS_MONEY_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=-160aiGlobalYieldsPer: YIELD_MONEY=-40 - ▸ It is folly to ignore the world beyond.Remembered: Ignored in court (-40 opinion for 20 turns)(no event currently keys off this)Law-based opinion shiftgrantsBONUS_EVENTOPTION_LAW_NEW_HORIZONS_OPTION_1_CHARACTER_0Memory MEMORYCHARACTER_LAW_IGNORED_IN_COURTBONUS_EVENTOPTION_LAW_NEW_HORIZONS_OPTION_1_FAMILYaiLawOpinion: LAW_EXPLORATION=20◇ grants a memory no event currently keys off
Off to the Races
- ▸ Focus on practicing combat movement.grantsBONUS_EVENTOPTION_OFF_TO_THE_RACES_COMBAT_UNITiXPUnit 50
- ▸ Allow citizens to view the event and make it a spectacle!+20–200 Culture (by city tier)
+60Happinesseach city↗ turn grantsBONUS_EVENTOPTION_OFF_TO_THE_RACES_ENTERTAINMENT_CITYaeBonuses: BONUS_CULTURE_GAIN_SMALL, BONUS_HAPPINESS_GAIN_SMALL
Off to the Races
- ▸ Focus on practicing combat movement.grantsBONUS_EVENTOPTION_OFF_TO_THE_RACES_COMBAT_UNITiXPUnit 50
- ▸ Allow citizens to view the event and make it a spectacle!+20–200 Culture (by city tier)
+60Happinesseach city↗ turn grantsBONUS_EVENTOPTION_OFF_TO_THE_RACES_ENTERTAINMENT_CITYaeBonuses: BONUS_CULTURE_GAIN_SMALL, BONUS_HAPPINESS_GAIN_SMALL
Petty
- ▸ Such foolishness is beneath my notice.Gain trait: StressedgrantsBONUS_RENAME_INSULTUnitName TEXT_BONUS_RENAME_INSULTBONUS_GIVE_TRAIT_STRESSEDaeAddTraits: TRAIT_STRESSED
- ▸ This has gone on long enough. [character] will be held to account.
-40Civics-10/city↗ turnGain trait: Exiled grantsBONUS_CIVICS_LOSS_SMALLaiGlobalYieldsBase: YIELD_CIVICS=-40aiGlobalYieldsPer: YIELD_CIVICS=-10BONUS_GIVE_TRAIT_EXILEDaeAddTraits: TRAIT_EXILED - ▸ Send [character] a message. Deal with the hooligans.A unit is killedLeader relationship: Terrified Ofgated byLeaderSubject SUBJECT_CHARACTER_TERRIFYINGgrantsBONUS_KILL_UNITbKillUnit 1BONUS_LEADER_TERRIFIED_OFAddLeaderRelationship RELATIONSHIP_TERRIFIED_OF
Rousing Words
- ▸ You need not fear, for you fight for [rival]!grantsBONUS_EVENTOPTION_TRAIT_ROUSING_WORDS_OPTION_0_UNITaeEffectUnits: EFFECTUNIT_BRAVE
- ▸ Blood of the barbarian is justly spilled!grantsBONUS_EVENTOPTION_TRAIT_ROUSING_WORDS_OPTION_1_UNITaeEffectUnits: EFFECTUNIT_STEADFAST
- ▸ Care for one another on the field of battle!grantsBONUS_EVENTOPTION_TRAIT_ROUSING_WORDS_OPTION_2_UNITaeEffectUnits: EFFECTUNIT_GUARD1
Rousing Words
- ▸ You need not fear, for you fight for [rival]!grantsBONUS_EVENTOPTION_TRAIT_ROUSING_WORDS_OPTION_0_UNITaeEffectUnits: EFFECTUNIT_BRAVE
- ▸ Blood of the barbarian is justly spilled!grantsBONUS_EVENTOPTION_TRAIT_ROUSING_WORDS_OPTION_1_UNITaeEffectUnits: EFFECTUNIT_STEADFAST
- ▸ Care for one another on the field of battle!grantsBONUS_EVENTOPTION_TRAIT_ROUSING_WORDS_OPTION_2_UNITaeEffectUnits: EFFECTUNIT_GUARD1
Rousing Words
- ▸ You need not fear, for you fight for [rival]!grantsBONUS_EVENTOPTION_TRAIT_ROUSING_WORDS_OPTION_0_UNITaeEffectUnits: EFFECTUNIT_BRAVE
- ▸ Blood of the barbarian is justly spilled!grantsBONUS_EVENTOPTION_TRAIT_ROUSING_WORDS_OPTION_1_UNITaeEffectUnits: EFFECTUNIT_STEADFAST
- ▸ Care for one another on the field of battle!grantsBONUS_EVENTOPTION_TRAIT_ROUSING_WORDS_OPTION_2_UNITaeEffectUnits: EFFECTUNIT_GUARD1
The Army of
- ▸ They will be a shield to the believers.grantsBONUS_EVENTOPTION_THE_ARMY_OF_DIVINE_OPTION_0_UNITUnitName TEXT_NAMED_UNIT_SHIELDSaeEffectUnits: EFFECTUNIT_GUARD1
- ▸ Drive forwards as a spear of.grantsBONUS_EVENTOPTION_THE_ARMY_OF_DIVINE_OPTION_1_UNITUnitName TEXT_NAMED_UNIT_SPEARSaeEffectUnits: EFFECTUNIT_STRIKE1
- ▸ The flames of the divine.grantsBONUS_EVENTOPTION_THE_ARMY_OF_DIVINE_OPTION_2_UNITUnitName TEXT_NAMED_UNIT_FIREaeEffectUnits: EFFECTUNIT_COMBAT1
The Empty Chariot
- ▸ If the magi bless our [unit], perhaps Ahura Mazda will guide it in battle.grantsBONUS_SHAPUR_CHARIOT_PROMOTIONaeEffectUnits: EFFECTUNIT_FOCUS1, EFFECTUNIT_COMBAT1, EFFECTUNIT_SWIFT
- ▸ We will bring another chariot with our army, as the magi suggest.+1 ChariotgrantsBONUS_SHAPUR_GAIN_CHARIOTaiUnits: UNIT_CHARIOT=1
The Salt of the Earth
- ▸ Well in that case, we should certainly keep a closer eye on its exploitation.(no gates or payload in XML)
- ▸ By royal charter the [family] will have the exclusivity of
Salt trade! Remembered: Granted an exclusive trade right (+80 opinion for 40 turns)(no event currently keys off this)gated byIndexSubjectgrantsBONUS_EVENTOPTION_THE_SALT_OF_THE_EARTH_OPTION_1_FAMILYMemory MEMORYFAMILY_GRANTED_EXCLUSIVE_CHARTER◇ grants a memory no event currently keys off - ▸ Is that so? Benefits from the trade of
Salt shall go to the royal coffers! Prosperous / High Discipline
+240Money+60/city↗ turn gated byLeaderSubjectAny SUBJECT_PROSPEROUS / SUBJECT_HIGH_DISCIPLINEgrantsBONUS_MONEY_GAIN_LARGEaiGlobalYieldsBase: YIELD_MONEY=240aiGlobalYieldsPer: YIELD_MONEY=60
The Seer and the Army
- ▸ [character] will make a fine general.
+40Discontenteach city↗ turn grantsBONUS_XP_UNIT_LARGEiXPUnit 60BONUS_EVENTOPTION_THE_SEER_AND_THE_ARMY_OPTION_0_CHARACTERiGeneralOfSubject 0BONUS_DISCONTENT_GAIN_TINYaiCityYields: YIELD_DISCONTENT=40 - ▸ If [character] wants to help them, then he should start with their families in [city].
+60Happinesseach city↗ turn grantsBONUS_HAPPINESS_GAIN_SMALLaiCityYields: YIELD_HAPPINESS=60
Tutorial: Your Second City
- ▸ I'll choose our next Family carefully!(no gates or payload in XML)