← All story events Trigger Stories that fire on the Stat Incremented 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.
Defending [rival]
- ▸ Resolve(no gates or payload in XML)
Fortified Monasteries
- ▸ As long as they let the crown use loans too.Begin project: Fortified MonasteriesgrantsBONUS_PROJECT_FORTIFIED_MONASTERIESaeAddProjects: PROJECT_FORTIFIED_MONASTERIES
- ▸ Safe routes will help bring in new trade.+2 CaravangrantsBONUS_CARAVAN_2aiUnits: UNIT_CARAVAN=2
- ▸ Confiscate their wealth. [religion] needs to be kept in check.
+320Money+80/city↗ turn grantsBONUS_MONEY_GAIN_HUGEaiGlobalYieldsBase: YIELD_MONEY=320aiGlobalYieldsPer: YIELD_MONEY=80