← All story events Trigger Stories that fire on the Succession Us 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 Helping Hand
- ▸ [character] experience might indeed prove a valuable asset.Remembered: Grand Vizier (88 turns)grantsBONUS_MAKE_GRAND_VIZIERMemory MEMORYCHARACTER_GRAND_VIZIERCouncil COUNCIL_GRAND_VIZIER
- ▸ Do not mistake me for some figurehead.Gain trait: UnpopulargrantsBONUS_GIVE_TRAIT_UNPOPULARaeAddTraits: TRAIT_UNPOPULAR
Achievement
- ▸ Achievement.(no gates or payload in XML)
An Empty Throne
- ▸
Order the expedition back to [city] at once.
-3Orders↗ turn grantsBONUS_ORDERS_LOSS_TINYaiGlobalYieldsBase: YIELD_ORDERS=-3↳ may trigger: Disbanded, Recognized! - ▸ Pay the men well and send them away.Loses trait: Exploring
-8Food-2/city↗ turn
-80Money-20/city↗ turn grantsBONUS_EVENTOPTION_AN_EMPTY_THRONE_OPTION_1_CHARACTER_1aeRemoveTraits: TRAIT_EXPLORINGaeBonuses: BONUS_FOOD_LOSS_MINIMAL, BONUS_MONEY_LOSS_TINY - ▸ Sneak away in the dead of night.+20 XP to the charactergrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20↳ may trigger: The Heir's Journey, Wandering the Wilderness
Ashvamedha
- ▸ Begin the ritual.(no gates or payload in XML)↳ may trigger: The Captured Horse, The Wandering Horse
- ▸ I will not risk my reputation.grantsBONUS_DISCONTENT_TINY_PER_RELIGION_CITYaeReligionBonuses: BONUS_DISCONTENT_GAIN_TINY
Balance of Power
- ▸ We will assume control... reluctantly.Law-based opinion shiftLaw-based opinion shiftFree law: CentralizationgrantsBONUS_EVENTOPTION_LAW_BALANCE_OF_POWER_OPTION_0aiLawOpinion: LAW_CENTRALIZATION=20BONUS_EVENTOPTION_LAW_BALANCE_OF_POWER_OPTION_0_FAMILY_1aiLawOpinion: LAW_CENTRALIZATION=20BONUS_EVENTOPTION_LAW_BALANCE_OF_POWER_OPTION_0_CHARACTERFreeLaw LAW_CENTRALIZATION
- ▸ They must clean up their own messes.Law-based opinion shiftLaw-based opinion shiftFree law: VassalagegrantsBONUS_EVENTOPTION_LAW_BALANCE_OF_POWER_OPTION_1aiLawOpinion: LAW_VASSALAGE=20BONUS_EVENTOPTION_LAW_BALANCE_OF_POWER_OPTION_1_FAMILY_1aiLawOpinion: LAW_VASSALAGE=20BONUS_EVENTOPTION_LAW_BALANCE_OF_POWER_OPTION_1_CHARACTERFreeLaw LAW_VASSALAGE
Chance for Peace
- ▸ Yes, let us make a temporary truce.Remembered: Tribe Offer (5 turns)grantsBONUS_TRIBE_TRUCEDiplomacyTribe DIPLOMACY_TRUCEaeBonuses: BONUS_TRIBE_OFFER
- ▸ Yes, let us exchange gifts of friendship.-1 LegitimacyRemembered: Tribe Offer (5 turns)
-50Iron-15/city↗ turn
+50Food+15/city↗ turn grantsBONUS_TRIBE_PEACE_LEGITIMACYDiplomacyTribe DIPLOMACY_PEACEiLegitimacy -1aeBonuses: BONUS_TRIBE_OFFERBONUS_EVENTOPTION_SUCCESSION_CHANCE_FOR_PEACE_FRIENDS_PLAYERaeBonuses: BONUS_IRON_LOSS_AVERAGE, BONUS_FOOD_GAIN_AVERAGE - ▸ Why should we make peace with filth like you?(no gates or payload in XML)
Coronation Festival
- ▸ The [family]'s songs and poetry.Remembered: Planned coronation festivities (+20 opinion for 20 turns)(no event currently keys off this)+40–400 Culture (by city tier)grantsBONUS_EVENTOPTION_SUCCESSION_CORONATION_FESTIVAL_POETRY_FAMILYMemory MEMORYFAMILY_PLANNED_CORONATIONBONUS_CULTURE_GAIN_LARGEaaiCultureYield: CULTURE_WEAK[YIELD_CULTURE=40], CULTURE_DEVELOPING[YIELD_CULTURE=80], CULTURE_STRONG[YIELD_CULTURE=160], CULTURE_LEGENDARY[YIELD_CULTURE=400]◇ grants a memory no event currently keys off
- ▸ The [family]'s feasts of exotic dishes.Remembered: Planned coronation festivities (+20 opinion for 20 turns)(no event currently keys off this)
+75Food+25/city↗ turn grantsBONUS_EVENTOPTION_SUCCESSION_CORONATION_FESTIVAL_FEAST_FAMILYMemory MEMORYFAMILY_PLANNED_CORONATIONBONUS_FOOD_GAIN_LARGEaiGlobalYieldsBase: YIELD_FOOD=75aiGlobalYieldsPer: YIELD_FOOD=25◇ grants a memory no event currently keys off - ▸ The [family]'s marksmanship contest.Remembered: Planned coronation festivities (+20 opinion for 20 turns)(no event currently keys off this)+1 Ranged Infantry unitgrantsBONUS_EVENTOPTION_SUCCESSION_CORONATION_FESTIVAL_ARCHERY_FAMILYMemory MEMORYFAMILY_PLANNED_CORONATIONBONUS_UNITCLASS_RANGED_INFANTRYaiBonusUnits: BONUSUNITCLASS_RANGED_INFANTRY=1◇ grants a memory no event currently keys off
Crowned in Faith
- ▸ Accept the ways of [religion].+1 DisciplineConverts to the target religiongrantsBONUS_GAIN_DISCIPLINE_1aiRatings: RATING_DISCIPLINE=1BONUS_EVENTOPTION_CONVERT_S0iConvertReligionSubject 0
- ▸ [religion] will no longer be the state religion of [rival].+5 LegitimacygrantsBONUS_EVENTOPTION_CROWNED_IN_FAITH_OPTION_1_CHARACTERiLegitimacy 5bStateReligionEnd 1
- ▸ Declare that your own [religion] religion will be adopted by all of [rival].grantsBONUS_EVENTOPTION_CROWNED_IN_FAITH_OPTION_2_RELIGION_0aeReligionBonuses: BONUS_DISCONTENT_GAIN_AVERAGEBONUS_STATE_RELIGIONbStateReligion 1
- ▸ Attempt to balance the two faiths.+40 XP to the charactergrantsBONUS_XP_CHARACTER_AVERAGEiXPCharacter 40
Crowned in Faith
- ▸ Accept the ways of [religion].+1 DisciplineConverts to the target religiongrantsBONUS_GAIN_DISCIPLINE_1aiRatings: RATING_DISCIPLINE=1BONUS_EVENTOPTION_CONVERT_S0iConvertReligionSubject 0
- ▸ [religion] will no longer be the state religion of [rival].+5 LegitimacygrantsBONUS_EVENTOPTION_CROWNED_IN_FAITH_OPTION_1_CHARACTERiLegitimacy 5bStateReligionEnd 1
- ▸ Declare that your own [religion] religion will be adopted by all of [rival].grantsBONUS_EVENTOPTION_CROWNED_IN_FAITH_OPTION_2_RELIGION_0aeReligionBonuses: BONUS_DISCONTENT_GAIN_AVERAGEBONUS_STATE_RELIGIONbStateReligion 1BONUS_FREE_LAWbFreeLaw 1
- ▸ Attempt to balance the two faiths.+40 XP to the charactergrantsBONUS_XP_CHARACTER_AVERAGEiXPCharacter 40
Dowager Regent
- ▸ No. [character] wanted me to rule, not you.Leader relationship: Plotting AgainstgrantsBONUS_LEADER_PLOTTING_AGAINSTAddLeaderRelationship RELATIONSHIP_PLOTTING_AGAINST
- ▸ Please take the throne, father. I...Gain trait: Rightful HeirgrantsBONUS_GIVE_TRAIT_RIGHTFUL_HEIRaeAddTraits: TRAIT_RIGHTFUL_HEIRBONUS_EVENTOPTION_REGENT_OPTION_1iRegentOfSubject 0
End Wine Goal Hidden
- ▸ Resolve(no gates or payload in XML)
Foreign Delegation
- ▸ Accept granite to build stelae carved with laws.
+80Civics+20/city↗ turn
+20Stone+5/city↗ turn grantsBONUS_EVENTOPTION_SUCCESSION_FAMILY_DELEGATION_GRANITE_PLAYERaeBonuses: BONUS_CIVICS_GAIN_LARGE, BONUS_STONE_GAIN_TINY - ▸ Accept
steel to equip an elite guard. +1 Heavy Infantry unit
+20Iron+5/city↗ turn grantsBONUS_UNITCLASS_HEAVY_INFANTRYaiBonusUnits: BONUSUNITCLASS_HEAVY_INFANTRY=1BONUS_IRON_GAIN_TINYaiGlobalYieldsBase: YIELD_IRON=20aiGlobalYieldsPer: YIELD_IRON=5 - ▸ Accept
ebony to study its strange properties.
+20Wood+5/city↗ turn
+20Science+5/city↗ turn grantsBONUS_EVENTOPTION_SUCCESSION_FAMILY_DELEGATION_EBONY_PLAYERaeBonuses: BONUS_WOOD_GAIN_TINY, BONUS_SCIENCE_GAIN_SMALL - ▸ Resolve100%Gain trait: RuthlessGain trait: Unpopular
+75Stone+25/city↗ turn
+75Iron+25/city↗ turn
+75Wood+25/city↗ turn 0%Gain trait: RuthlessRemembered (all families): Murdered a gift-bearing delegation (-80 opinion for 20 turns)(no event currently keys off this)
+75Stone+25/city↗ turn
+75Iron+25/city↗ turn
+75Wood+25/city↗ turn grants100% BONUS_RUTHLESS_AND_UNPOPULARaeBonuses: BONUS_GIVE_TRAIT_RUTHLESS, BONUS_GIVE_TRAIT_UNPOPULAR100% BONUS_EVENTOPTION_SUCCESSION_FAMILY_DELEGATION_KILL_PLAYER_NEWaeBonuses: BONUS_STONE_GAIN_LARGE, BONUS_IRON_GAIN_LARGE, BONUS_WOOD_GAIN_LARGE0% BONUS_GIVE_TRAIT_RUTHLESSaeAddTraits: TRAIT_RUTHLESS0% BONUS_EVENTOPTION_SUCCESSION_FAMILY_DELEGATION_KILL_PLAYERMemoryAllFamilies MEMORYFAMILY_FOREIGN_DELEGATION_KILLEDaeBonuses: BONUS_STONE_GAIN_LARGE, BONUS_IRON_GAIN_LARGE, BONUS_WOOD_GAIN_LARGE◇ grants a memory no event currently keys off
Grandfather Regent
- ▸ No. [character] wanted me to rule, not you.Leader relationship: Estranged FromgrantsBONUS_LEADER_ESTRANGED_FROMAddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
- ▸ Please take the throne, grandfather. I...Gain trait: Rightful HeirgrantsBONUS_GIVE_TRAIT_RIGHTFUL_HEIRaeAddTraits: TRAIT_RIGHTFUL_HEIRBONUS_EVENTOPTION_REGENT_OPTION_1iRegentOfSubject 0
Heir To War
- ▸ Vow to Jupiter that you will not rest until [rival] lies in ruins.Progress ambition: Kill 10 EnemiesRemembered: Recent Ambition (7 turns)+2 LegitimacyRemembered (all families): Fighting Carthage (+40 opinion for 20 turns)(no event currently keys off this)grantsBONUS_AMBITION_KILL_10_ENEMIESAmbition GOAL_KILL_10_ENEMIESaeBonuses: BONUS_RECENT_AMBITIONBONUS_EVENTOPTION_HEIR_TO_WAR_OPTION_WAR_CHARACTERMemoryAllFamilies MEMORYFAMILY_FIGHTING_CARTHAGEiLegitimacy 2◇ grants a memory no event currently keys off
- ▸ No, it is time for the wars to end.Remembered: Player Offer (5 turns)-4 Legitimacy
-160Money-40/city↗ turn grantsBONUS_PLAYER_TRUCEDiplomacyPlayerFrom DIPLOMACY_TRUCEaeBonuses: BONUS_PLAYER_OFFERBONUS_EVENTOPTION_CARTHAGE_SCIPIO_GIFT_ACCEPT_ROMEiLegitimacy -4aeBonuses: BONUS_MONEY_LOSS_AVERAGE
Heir to Heir
- ▸ Reply to [character] warmly and seek his favor.Leader relationship: Endeared ToRemembered: Started correspondence with heir (-20 opinion for 20 turns)(no event currently keys off this)grantsBONUS_LEADER_ENDEARED_TOAddLeaderRelationship RELATIONSHIP_ENDEARED_TOBONUS_EVENTOPTION_HEIR_TO_HEIR_OPTION_0_CHARACTER_1Memory MEMORYCHARACTER_CORRESPONDENCE_WITH_HEIR◇ grants a memory no event currently keys off
- ▸ Politely refuse, asking that future messages come from [character].Remembered: Refused to correspond with me (-20 opinion for 20 turns)(no event currently keys off this)Leader relationship: Influenced BygrantsBONUS_EVENTOPTION_HEIR_TO_HEIR_OPTION_1_CHARACTER_0Memory MEMORYCHARACTER_SPURNED_MY_INVITATIONBONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BY◇ grants a memory no event currently keys off
- ▸ Use the correspondence to gather military intelligence.Reveals the target player's territoryGain trait: Cunninggated byLeaderSubject SUBJECT_CHARACTER_ARCHETYPE_MARTIALgrantsBONUS_REVEAL_TERRITORYbRevealTerritory 1BONUS_GIVE_TRAIT_CUNNINGaeAddTraits: TRAIT_CUNNING
- ▸ Openly discuss the latest scientific developments.Gain trait: Cunninggated byLeaderSubject SUBJECT_CHARACTER_INQUISITIVEgrantsBONUS_EVENTOPTION_HEIR_TO_HEIR_OPTION_3_CHARACTER_2bRandomTech 1aeAddTraits: TRAIT_CUNNING
Lawful Regent
- ▸ No. [character] wanted me to rule, not you.Leader relationship: Plotting AgainstgrantsBONUS_LEADER_PLOTTING_AGAINSTAddLeaderRelationship RELATIONSHIP_PLOTTING_AGAINST
- ▸ Please take the throne, uncle. I...Gain trait: Rightful HeirgrantsBONUS_GIVE_TRAIT_RIGHTFUL_HEIRaeAddTraits: TRAIT_RIGHTFUL_HEIRBONUS_EVENTOPTION_REGENT_OPTION_1iRegentOfSubject 0
Ma'at
- ▸ Seek balance and harmony in the kingdom.+1 CharismagrantsBONUS_GAIN_CHARISMA_1aiRatings: RATING_CHARISMA=1
- ▸ Truth must always be upheld.+1 DisciplinegrantsBONUS_GAIN_DISCIPLINE_1aiRatings: RATING_DISCIPLINE=1
- ▸ Seek the strength to carry out her justice.+1 CouragegrantsBONUS_GAIN_COURAGE_1aiRatings: RATING_COURAGE=1
New Beginnings
- ▸ The day will be both my wedding and succession.Remembered (all families): Declined Marriage (-20 opinion for 20 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_NEW_BEGINNINGS_0MemoryAllFamilies MEMORYFAMILY_MARRIAGE_DECLINEiMarrySubject 0◇ grants a memory no event currently keys off
- ▸ The families are right, I must wait and do what’s best for [rival].Leader relationship: Estranged FromgrantsBONUS_LEADER_ESTRANGED_FROMAddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
New Leaf
- ▸ Throw a great feast in their honor.Remembered: Honored us during succession (+80 opinion for 20 turns)(no event currently keys off this)
-50Food-15/city↗ turn grantsBONUS_EVENTOPTION_SUCCESSION_NEW_LEAF_FEAST_FAMILYMemory MEMORYFAMILY_SUCCESSION_HONOREDBONUS_FOOD_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_FOOD=-50aiGlobalYieldsPer: YIELD_FOOD=-15◇ grants a memory no event currently keys off - ▸ Erect a monument to their founder.Remembered: Honored us during succession (+80 opinion for 20 turns)(no event currently keys off this)
-50Stone-15/city↗ turn grantsBONUS_EVENTOPTION_SUCCESSION_NEW_LEAF_MONUMENT_FAMILYMemory MEMORYFAMILY_SUCCESSION_HONOREDBONUS_STONE_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_STONE=-50aiGlobalYieldsPer: YIELD_STONE=-15◇ grants a memory no event currently keys off - ▸ Send them a lavish bribe of
gold. Remembered: Honored us during succession (+80 opinion for 20 turns)(no event currently keys off this)
-320Money-80/city↗ turn grantsBONUS_EVENTOPTION_SUCCESSION_NEW_LEAF_BRIBE_FAMILYMemory MEMORYFAMILY_SUCCESSION_HONOREDBONUS_MONEY_LOSS_HUGEaiGlobalYieldsBase: YIELD_MONEY=-320aiGlobalYieldsPer: YIELD_MONEY=-80◇ grants a memory no event currently keys off - ▸ They deserve no special treatment.(no gates or payload in XML)
News of Succession
- ▸ It is time to embrace my destiny.Loses trait: Exploring+20 XP to the charactergrantsBONUS_EVENTOPTION_NEWS_OF_SUCCESSION_OPTION_0_CHARACTER_1aeRemoveTraits: TRAIT_EXPLORINGaeBonuses: BONUS_XP_CHARACTER_SMALL
Nothing Is Ever Easy
- ▸ In time, [rival] and the court will come round.grantsBONUS_MAYBE_UNPOPULARaiTraitProbDelay: TRAIT_UNPOPULAR=50
- ▸ My reign shall be short indeed if dissent is not quashed at the first signs.Gain trait: ImprisonedgrantsBONUS_MAYBE_PARANOIDaiTraitProbDelay: TRAIT_PARANOID=50BONUS_GIVE_TRAIT_IMPRISONEDaeAddTraits: TRAIT_IMPRISONED
- ▸ The [rival] should prove a convenient enemy to unite [rival].+6 LegitimacyRemembered: Player Offer (5 turns)grantsBONUS_PLAYER_WAR_LEGITIMACYDiplomacyPlayerTo DIPLOMACY_WARiLegitimacy 6aeBonuses: BONUS_PLAYER_OFFER
Nothing Is Ever Easy
- ▸ In time, [rival] and the court will come round.grantsBONUS_MAYBE_UNPOPULARaiTraitProbDelay: TRAIT_UNPOPULAR=50
- ▸ My reign shall be short indeed if dissent is not quashed at the first signs.Gain trait: ImprisonedgrantsBONUS_MAYBE_PARANOIDaiTraitProbDelay: TRAIT_PARANOID=50BONUS_GIVE_TRAIT_IMPRISONEDaeAddTraits: TRAIT_IMPRISONED
- ▸ The [rival] should prove a convenient enemy to unite [rival].+6 LegitimacyRemembered: Player Offer (5 turns)grantsBONUS_PLAYER_WAR_LEGITIMACYDiplomacyPlayerTo DIPLOMACY_WARiLegitimacy 6aeBonuses: BONUS_PLAYER_OFFER
Passing the Crown
- ▸ I graciously accept this honor, both for myself and for my descendants.Gain trait: Pschent Double CrowngrantsBONUS_PASSING_THE_CROWNaeAddTraits: TRAIT_PSCHENT_DOUBLE_CROWN
Patriotic Fervor
- ▸ Organize a labor corps to improve lands.Gain trait: Prosperous+1 Workergated byLeaderSubjectNotAny SUBJECT_CHARACTER_TERRIFYINGbHidePrereqs prereqs hidden in-gamegrantsBONUS_GIVE_TRAIT_PROSPEROUSaeAddTraits: TRAIT_PROSPEROUSBONUS_UNIT_WORKERaiUnits: UNIT_WORKER=1
- ▸ Train with the army to increase morale.Gain trait: Fierce
+120Training+30/city↗ turn grantsBONUS_GIVE_TRAIT_FIERCEaeAddTraits: TRAIT_FIERCEBONUS_TRAINING_GAIN_LARGEaiGlobalYieldsBase: YIELD_TRAINING=120aiGlobalYieldsPer: YIELD_TRAINING=30 - ▸ Encourage artisans to move to our capital.+40–400 Culture (by city tier)grantsBONUS_EVENTOPTION_SUCCESSION_PATRIOTIC_FERVOR_ARTISANS_CAPITALiCitizens 1aeBonuses: BONUS_CULTURE_GAIN_LARGE
Power Struggles
- ▸ [character] must be removed, permanently.+2 LegitimacyGain trait: RuthlessRemembered: Dealt with a corrupt member of another family (+40 opinion for 40 turns)(no event currently keys off this)Remembered: Unjustly killed a member of our family (-80 opinion for 40 turns)(no event currently keys off this)The character is killedgrantsBONUS_EVENTOPTION_SUCCESSION_POWER_STRUGGLES_OPTION_REMOVE_LEADERiLegitimacy 2aeAddTraits: TRAIT_RUTHLESSBONUS_EVENTOPTION_SUCCESSION_POWER_STRUGGLES_OPTION_REMOVE_FAMILY_2Memory MEMORYFAMILY_REMOVED_CORRUPT_OPPONENTBONUS_EVENTOPTION_SUCCESSION_POWER_STRUGGLES_OPTION_REMOVE_FAMILY_3Memory MEMORYFAMILY_UNJUSTLY_KILLED_MEMBERBONUS_KILL_CHARACTERbKillCharacter 1◇ grants a memory no event currently keys off
- ▸ We cannot upset [family] but will investigate carefully.
-5Orders↗ turnRemembered: Ignored our plea for justice (-20 opinion for 20 turns)(no event currently keys off this) grantsBONUS_ORDERS_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_ORDERS=-5BONUS_EVENTOPTION_SUCCESSION_POWER_STRUGGLES_OPTION_CAREFUL_FAMILY_2Memory MEMORYFAMILY_GP_RECUSED_LEADER◇ grants a memory no event currently keys off - ▸ Instruct the [family] to get their own house in
order before indulging in such rumour mongering. Remembered: Sided against us in squabble (-40 opinion for 40 turns)(no event currently keys off this)Remembered: Sided with us in squabble (+40 opinion for 20 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_SUCCESSION_POWER_STRUGGLES_OPTION_RUMOUR_FAMILY_2Memory MEMORYFAMILY_FAMILY_SQUABBLE_RUMORS_REJECTEDBONUS_EVENTOPTION_SUCCESSION_POWER_STRUGGLES_OPTION_RUMOUR_FAMILY_3Memory MEMORYFAMILY_FAMILY_SQUABBLE_RUMORS_TOOK_BRIBE◇ grants a memory no event currently keys off - ▸ We must tread carefully in these early days of rule. Let's meet with the two factions.Remembered: Sorted out a family dispute in a diplomatic way (+20 opinion for 40 turns)(no event currently keys off this)Remembered: Sorted out a family dispute in a diplomatic way (+20 opinion for 40 turns)(no event currently keys off this)gated byLeaderSubject SUBJECT_CHARACTER_CHARMINGgrantsBONUS_EVENTOPTION_SUCCESSION_POWER_STRUGGLES_OPTION_DIPLOMAT_FAMILYMemory MEMORYFAMILY_FAMILY_DISPUTE_DIPLOMATBONUS_EVENTOPTION_SUCCESSION_POWER_STRUGGLES_OPTION_DIPLOMAT_FAMILYMemory MEMORYFAMILY_FAMILY_DISPUTE_DIPLOMAT◇ grants a memory no event currently keys off
Reclaiming Control
- ▸ Welcome [city] back into the fold.grantsBONUS_EVENTOPTION_RECLAIMING_CONTROLaeRemoveProjects: PROJECT_AUTONOMOUS_RULE
- ▸ Permit their own rule.+1 Happiness level
+60Civics+15/city↗ turn grantsBONUS_HAPPINESS_UPiHappinessLevels 1BONUS_CIVICS_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_CIVICS=60aiGlobalYieldsPer: YIELD_CIVICS=15
Regency
- ▸ Of course, this is all for the good of the young kingGain trait: Rightful HeirgrantsBONUS_GIVE_TRAIT_RIGHTFUL_HEIRaeAddTraits: TRAIT_RIGHTFUL_HEIR
- ▸ My family are more than capable of handling my affairs were that to happen.Leader relationship: Plotting AgainstLeader relationship: Plotting AgainstgrantsBONUS_LEADER_PLOTTING_AGAINSTAddLeaderRelationship RELATIONSHIP_PLOTTING_AGAINSTBONUS_LEADER_PLOTTING_AGAINSTAddLeaderRelationship RELATIONSHIP_PLOTTING_AGAINST
Rightful Heir
- ▸ The throne is
mine! -4 LegitimacyLeader relationship: Plotting AgainstgrantsBONUS_BYPASSED_RIGHTFUL_HEIRiLegitimacy -4BONUS_LEADER_PLOTTING_AGAINSTAddLeaderRelationship RELATIONSHIP_PLOTTING_AGAINST - ▸ It is time for [character] to return to the throne.Gain trait: LoyalGain trait: ClaimantgrantsBONUS_EVENTOPTION_RIGHTFUL_HEIR_OPTION_1iSeizeThroneSubject 0BONUS_EVENTOPTION_RIGHTFUL_HEIR_REGENT_DEAD_RETURN_TRAIT_CHARACTER_2aeAddTraits: TRAIT_LOYAL, TRAIT_CLAIMANT
Rightful Heir
- ▸ This is what I was born for.Loses trait: Rightful HeirgrantsBONUS_EVENTOPTION_RIGHTFUL_HEIR_REGENT_DEAD_LEADER_YES_CHARACTER_1aeRemoveTraits: TRAIT_RIGHTFUL_HEIR
Self-Reflection
- ▸ I should focus on attaining righteousness.+1 Charisma-1 Courage
+60Civics+15/city↗ turn grantsBONUS_EVENTOPTION_SUCCESSION_SELF_REFLECTION_RIGHTEOUSNESSaiRatings: RATING_CHARISMA=1, RATING_COURAGE=-1aeBonuses: BONUS_CIVICS_GAIN_AVERAGE - ▸ I should surround myself with brilliant artists.+1 Wisdom-1 Discipline+30–300 Culture (by city tier)grantsBONUS_EVENTOPTION_SUCCESSION_SELF_REFLECTION_BRILLIANT_LEADERaiRatings: RATING_WISDOM=1, RATING_DISCIPLINE=-1BONUS_CULTURE_GAIN_AVERAGEaaiCultureYield: CULTURE_WEAK[YIELD_CULTURE=30], CULTURE_DEVELOPING[YIELD_CULTURE=60], CULTURE_STRONG[YIELD_CULTURE=120], CULTURE_LEGENDARY[YIELD_CULTURE=300]
- ▸ I should lead a quiet life of philosophical study.+1 Discipline-1 Courage
+40Science+10/city↗ turn grantsBONUS_EVENTOPTION_SUCCESSION_SELF_REFLECTION_PEACEFULaiRatings: RATING_DISCIPLINE=1, RATING_COURAGE=-1aeBonuses: BONUS_SCIENCE_GAIN_AVERAGE - ▸ I am already a perfect ruler.(no gates or payload in XML)
Self-Reflection
- ▸ I should focus on attaining righteousness.+1 Charisma-1 Courage
+60Civics+15/city↗ turn grantsBONUS_EVENTOPTION_SUCCESSION_SELF_REFLECTION_RIGHTEOUSNESSaiRatings: RATING_CHARISMA=1, RATING_COURAGE=-1aeBonuses: BONUS_CIVICS_GAIN_AVERAGE - ▸ I should surround myself with brilliant artists.+1 Wisdom-1 Discipline+30–300 Culture (by city tier)grantsBONUS_EVENTOPTION_SUCCESSION_SELF_REFLECTION_BRILLIANT_LEADERaiRatings: RATING_WISDOM=1, RATING_DISCIPLINE=-1BONUS_CULTURE_GAIN_AVERAGEaaiCultureYield: CULTURE_WEAK[YIELD_CULTURE=30], CULTURE_DEVELOPING[YIELD_CULTURE=60], CULTURE_STRONG[YIELD_CULTURE=120], CULTURE_LEGENDARY[YIELD_CULTURE=300]
- ▸ I should lead a quiet life of philosophical study.+1 Discipline-1 Courage
+40Science+10/city↗ turn grantsBONUS_EVENTOPTION_SUCCESSION_SELF_REFLECTION_PEACEFULaiRatings: RATING_DISCIPLINE=1, RATING_COURAGE=-1aeBonuses: BONUS_SCIENCE_GAIN_AVERAGE - ▸ I am already a perfect ruler.(no gates or payload in XML)
Separation of Powers
- ▸ That suits me just fine.
+40Civics+10/city↗ turn grantsBONUS_CIVICS_GAIN_SMALLaiGlobalYieldsBase: YIELD_CIVICS=40aiGlobalYieldsPer: YIELD_CIVICS=10 - ▸ Offer [character] a very generous retirement.
-160Money-40/city↗ turnGain trait: The Quiet Life grantsBONUS_MONEY_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=-160aiGlobalYieldsPer: YIELD_MONEY=-40BONUS_GIVE_TRAIT_QUIET_LIFEaeAddTraits: TRAIT_THE_QUIET_LIFE - ▸ Attempt to force him out.Leader relationship: Vengeful Againstgated byLeaderSubjectNotAny SUBJECT_TIMIDgrantsBONUS_FORCED_OUTaiTraitProbDelay: TRAIT_EXILED=50aeBonuses: BONUS_LEADER_VENGEFUL_AGAINST
Snake Signs
- ▸ Sponsor chariot races in [city], the [family] seat.Remembered: Hosted a grand coronation (+40 opinion for 20 turns)(no event currently keys off this)+30–300 Culture (by city tier)
-240Money-60/city↗ turn grantsBONUS_EVENTOPTION_SUCCESSION_SNAKE_SIGNS_FAMILYMemory MEMORYFAMILY_HOSTED_CORONATIONaeBonuses: BONUS_CULTURE_GAIN_AVERAGEBONUS_MONEY_LOSS_LARGEaiGlobalYieldsBase: YIELD_MONEY=-240aiGlobalYieldsPer: YIELD_MONEY=-60◇ grants a memory no event currently keys off - ▸ Throw a banquet in [city], the [family] seat.Remembered: Hosted a grand coronation (+40 opinion for 20 turns)(no event currently keys off this)+30–300 Culture (by city tier)
-75Food-25/city↗ turn grantsBONUS_EVENTOPTION_SUCCESSION_SNAKE_SIGNS_FAMILYMemory MEMORYFAMILY_HOSTED_CORONATIONaeBonuses: BONUS_CULTURE_GAIN_AVERAGEBONUS_FOOD_LOSS_LARGEaiGlobalYieldsBase: YIELD_FOOD=-75aiGlobalYieldsPer: YIELD_FOOD=-25◇ grants a memory no event currently keys off - ▸ Host a contest of arms in [city], the [family] seatRemembered: Hosted a grand coronation (+40 opinion for 20 turns)(no event currently keys off this)+30–300 Culture (by city tier)
-75Iron-25/city↗ turn grantsBONUS_EVENTOPTION_SUCCESSION_SNAKE_SIGNS_FAMILYMemory MEMORYFAMILY_HOSTED_CORONATIONaeBonuses: BONUS_CULTURE_GAIN_AVERAGEBONUS_IRON_LOSS_LARGEaiGlobalYieldsBase: YIELD_IRON=-75aiGlobalYieldsPer: YIELD_IRON=-25◇ grants a memory no event currently keys off - ▸ No, I choose my own path.Gain trait: ProudgrantsBONUS_GIVE_TRAIT_PROUDaeAddTraits: TRAIT_PROUD
Taking the Crown
- ▸ Host an enormous festival.grantsBONUS_EVENTOPTION_SUCCESSION_TAKING_THE_CROWN_FESTIVALaeCultureProject: CULTURE_WEAK, CULTURE_DEVELOPING, CULTURE_STRONG, CULTURE_LEGENDARY
- ▸ Resolve50%Gain trait: Superstitious50%Gain trait: Debauchedgrants50% BONUS_GIVE_TRAIT_SUPERSTITIOUSaeAddTraits: TRAIT_SUPERSTITIOUS50% BONUS_EVENTOPTION_SUCCESSION_TAKING_THE_CROWN_INQUIRYaeCultureProject: CULTURE_WEAK, CULTURE_DEVELOPING, CULTURE_STRONG, CULTURE_LEGENDARY50% BONUS_GIVE_TRAIT_DEBAUCHEDaeAddTraits: TRAIT_DEBAUCHED50% BONUS_EVENTOPTION_SUCCESSION_TAKING_THE_CROWN_INQUIRYaeCultureProject: CULTURE_WEAK, CULTURE_DEVELOPING, CULTURE_STRONG, CULTURE_LEGENDARY
- ▸ Conduct the traditional ceremony.+30–300 Culture (by city tier)grantsBONUS_CULTURE_GAIN_AVERAGEaaiCultureYield: CULTURE_WEAK[YIELD_CULTURE=30], CULTURE_DEVELOPING[YIELD_CULTURE=60], CULTURE_STRONG[YIELD_CULTURE=120], CULTURE_LEGENDARY[YIELD_CULTURE=300]
The Augurs
- ▸ My rule will be blessed by the gods.+3 LegitimacygrantsBONUS_EVENTOPTION_THE_AUGURES_OPTION_0_CHARACTERiLegitimacy 3
- ▸ Celebrate with bread and games.grantsBONUS_EVENTOPTION_THE_AUGURES_OPTION_1_RELIGIONaeReligionBonuses: BONUS_PROJECT_FESTIVAL_1
The Brink of Peace
- ▸ A new era dawns.(no gates or payload in XML)
The Brink of Peace
- ▸ Peace is the priority. I will make what concessions I can to satisfy the other Rebels leaders.-6 LegitimacygrantsBONUS_NEGOTIATED_WITH_SEPARTISTSiLegitimacy -6BONUS_CONVERT_UNIT_TO_SUBJECT_1iConvertUnitSubject 1BONUS_CONVERT_UNIT_TO_SUBJECT_1iConvertUnitSubject 1
- ▸ Unity is the priority. [rival] cannot loosen its grip.(no gates or payload in XML)
The Burden of Kings
- ▸ Resolve5%Loses trait: Philosophy Student5%Loses trait: Philosophy Student5%Loses trait: Philosophy Student5%Loses trait: Philosophy Student5%Loses trait: Philosophy Student5%Loses trait: Tactics Student5%Loses trait: Tactics Student5%Loses trait: Tactics Student5%Loses trait: Tactics Student5%Loses trait: Tactics Student5%Loses trait: Politics Student5%Loses trait: Politics Student5%Loses trait: Politics Student5%Loses trait: Politics Student5%Loses trait: Politics Student5%Loses trait: Commerce Student5%Loses trait: Commerce Student5%Loses trait: Commerce Student5%Loses trait: Commerce Student5%Loses trait: Commerce Studentgrants5% BONUS_SET_TACTICIAN_ARCHETYPESetArchetype TRAIT_TACTICIAN_ARCHETYPE5% BONUS_REMOVE_STUDY_PHILOSOPHYaeRemoveTraits: TRAIT_STUDY_PHILOSOPHY5% BONUS_SET_ZEALOT_ARCHETYPESetArchetype TRAIT_ZEALOT_ARCHETYPE5% BONUS_REMOVE_STUDY_PHILOSOPHYaeRemoveTraits: TRAIT_STUDY_PHILOSOPHY5% BONUS_SET_JUDGE_ARCHETYPESetArchetype TRAIT_JUDGE_ARCHETYPE5% BONUS_REMOVE_STUDY_PHILOSOPHYaeRemoveTraits: TRAIT_STUDY_PHILOSOPHY5% BONUS_SET_BUILDER_ARCHETYPESetArchetype TRAIT_BUILDER_ARCHETYPE5% BONUS_REMOVE_STUDY_PHILOSOPHYaeRemoveTraits: TRAIT_STUDY_PHILOSOPHY5% BONUS_SET_SCHOLAR_ARCHETYPESetArchetype TRAIT_SCHOLAR_ARCHETYPE5% BONUS_REMOVE_STUDY_PHILOSOPHYaeRemoveTraits: TRAIT_STUDY_PHILOSOPHY5% BONUS_SET_HERO_ARCHETYPESetArchetype TRAIT_HERO_ARCHETYPE5% BONUS_REMOVE_STUDY_TACTICSaeRemoveTraits: TRAIT_STUDY_TACTICS5% BONUS_SET_COMMANDER_ARCHETYPESetArchetype TRAIT_COMMANDER_ARCHETYPE5% BONUS_REMOVE_STUDY_TACTICSaeRemoveTraits: TRAIT_STUDY_TACTICS5% BONUS_SET_TACTICIAN_ARCHETYPESetArchetype TRAIT_TACTICIAN_ARCHETYPE5% BONUS_REMOVE_STUDY_TACTICSaeRemoveTraits: TRAIT_STUDY_TACTICS5% BONUS_SET_ZEALOT_ARCHETYPESetArchetype TRAIT_ZEALOT_ARCHETYPE5% BONUS_REMOVE_STUDY_TACTICSaeRemoveTraits: TRAIT_STUDY_TACTICS5% BONUS_SET_SCHEMER_ARCHETYPESetArchetype TRAIT_SCHEMER_ARCHETYPE5% BONUS_REMOVE_STUDY_TACTICSaeRemoveTraits: TRAIT_STUDY_TACTICS5% BONUS_SET_HERO_ARCHETYPESetArchetype TRAIT_HERO_ARCHETYPE5% BONUS_REMOVE_STUDY_POLITICSaeRemoveTraits: TRAIT_STUDY_POLITICS5% BONUS_SET_ORATOR_ARCHETYPESetArchetype TRAIT_ORATOR_ARCHETYPE5% BONUS_REMOVE_STUDY_POLITICSaeRemoveTraits: TRAIT_STUDY_POLITICS5% BONUS_SET_JUDGE_ARCHETYPESetArchetype TRAIT_JUDGE_ARCHETYPE5% BONUS_REMOVE_STUDY_POLITICSaeRemoveTraits: TRAIT_STUDY_POLITICS5% BONUS_SET_DIPLOMAT_ARCHETYPESetArchetype TRAIT_DIPLOMAT_ARCHETYPE5% BONUS_REMOVE_STUDY_POLITICSaeRemoveTraits: TRAIT_STUDY_POLITICS5% BONUS_SET_SCHOLAR_ARCHETYPESetArchetype TRAIT_SCHOLAR_ARCHETYPE5% BONUS_REMOVE_STUDY_POLITICSaeRemoveTraits: TRAIT_STUDY_POLITICS5% BONUS_SET_COMMANDER_ARCHETYPESetArchetype TRAIT_COMMANDER_ARCHETYPE5% BONUS_REMOVE_STUDY_COMMERCEaeRemoveTraits: TRAIT_STUDY_COMMERCE5% BONUS_SET_SCHEMER_ARCHETYPESetArchetype TRAIT_SCHEMER_ARCHETYPE5% BONUS_REMOVE_STUDY_COMMERCEaeRemoveTraits: TRAIT_STUDY_COMMERCE5% BONUS_SET_ORATOR_ARCHETYPESetArchetype TRAIT_ORATOR_ARCHETYPE5% BONUS_REMOVE_STUDY_COMMERCEaeRemoveTraits: TRAIT_STUDY_COMMERCE5% BONUS_SET_BUILDER_ARCHETYPESetArchetype TRAIT_BUILDER_ARCHETYPE5% BONUS_REMOVE_STUDY_COMMERCEaeRemoveTraits: TRAIT_STUDY_COMMERCE5% BONUS_SET_DIPLOMAT_ARCHETYPESetArchetype TRAIT_DIPLOMAT_ARCHETYPE5% BONUS_REMOVE_STUDY_COMMERCEaeRemoveTraits: TRAIT_STUDY_COMMERCE
- ▸ Resolve5%Loses trait: Philosophy Student5%Loses trait: Philosophy Student5%Loses trait: Philosophy Student5%Loses trait: Philosophy Student5%Loses trait: Philosophy Student5%Loses trait: Tactics Student5%Loses trait: Tactics Student5%Loses trait: Tactics Student5%Loses trait: Tactics Student5%Loses trait: Tactics Student5%Loses trait: Politics Student5%Loses trait: Politics Student5%Loses trait: Politics Student5%Loses trait: Politics Student5%Loses trait: Politics Student5%Loses trait: Commerce Student5%Loses trait: Commerce Student5%Loses trait: Commerce Student5%Loses trait: Commerce Student5%Loses trait: Commerce Studentgrants5% BONUS_SET_TACTICIAN_ARCHETYPESetArchetype TRAIT_TACTICIAN_ARCHETYPE5% BONUS_REMOVE_STUDY_PHILOSOPHYaeRemoveTraits: TRAIT_STUDY_PHILOSOPHY5% BONUS_SET_ZEALOT_ARCHETYPESetArchetype TRAIT_ZEALOT_ARCHETYPE5% BONUS_REMOVE_STUDY_PHILOSOPHYaeRemoveTraits: TRAIT_STUDY_PHILOSOPHY5% BONUS_SET_JUDGE_ARCHETYPESetArchetype TRAIT_JUDGE_ARCHETYPE5% BONUS_REMOVE_STUDY_PHILOSOPHYaeRemoveTraits: TRAIT_STUDY_PHILOSOPHY5% BONUS_SET_BUILDER_ARCHETYPESetArchetype TRAIT_BUILDER_ARCHETYPE5% BONUS_REMOVE_STUDY_PHILOSOPHYaeRemoveTraits: TRAIT_STUDY_PHILOSOPHY5% BONUS_SET_SCHOLAR_ARCHETYPESetArchetype TRAIT_SCHOLAR_ARCHETYPE5% BONUS_REMOVE_STUDY_PHILOSOPHYaeRemoveTraits: TRAIT_STUDY_PHILOSOPHY5% BONUS_SET_HERO_ARCHETYPESetArchetype TRAIT_HERO_ARCHETYPE5% BONUS_REMOVE_STUDY_TACTICSaeRemoveTraits: TRAIT_STUDY_TACTICS5% BONUS_SET_COMMANDER_ARCHETYPESetArchetype TRAIT_COMMANDER_ARCHETYPE5% BONUS_REMOVE_STUDY_TACTICSaeRemoveTraits: TRAIT_STUDY_TACTICS5% BONUS_SET_TACTICIAN_ARCHETYPESetArchetype TRAIT_TACTICIAN_ARCHETYPE5% BONUS_REMOVE_STUDY_TACTICSaeRemoveTraits: TRAIT_STUDY_TACTICS5% BONUS_SET_ZEALOT_ARCHETYPESetArchetype TRAIT_ZEALOT_ARCHETYPE5% BONUS_REMOVE_STUDY_TACTICSaeRemoveTraits: TRAIT_STUDY_TACTICS5% BONUS_SET_SCHEMER_ARCHETYPESetArchetype TRAIT_SCHEMER_ARCHETYPE5% BONUS_REMOVE_STUDY_TACTICSaeRemoveTraits: TRAIT_STUDY_TACTICS5% BONUS_SET_HERO_ARCHETYPESetArchetype TRAIT_HERO_ARCHETYPE5% BONUS_REMOVE_STUDY_POLITICSaeRemoveTraits: TRAIT_STUDY_POLITICS5% BONUS_SET_ORATOR_ARCHETYPESetArchetype TRAIT_ORATOR_ARCHETYPE5% BONUS_REMOVE_STUDY_POLITICSaeRemoveTraits: TRAIT_STUDY_POLITICS5% BONUS_SET_JUDGE_ARCHETYPESetArchetype TRAIT_JUDGE_ARCHETYPE5% BONUS_REMOVE_STUDY_POLITICSaeRemoveTraits: TRAIT_STUDY_POLITICS5% BONUS_SET_DIPLOMAT_ARCHETYPESetArchetype TRAIT_DIPLOMAT_ARCHETYPE5% BONUS_REMOVE_STUDY_POLITICSaeRemoveTraits: TRAIT_STUDY_POLITICS5% BONUS_SET_SCHOLAR_ARCHETYPESetArchetype TRAIT_SCHOLAR_ARCHETYPE5% BONUS_REMOVE_STUDY_POLITICSaeRemoveTraits: TRAIT_STUDY_POLITICS5% BONUS_SET_COMMANDER_ARCHETYPESetArchetype TRAIT_COMMANDER_ARCHETYPE5% BONUS_REMOVE_STUDY_COMMERCEaeRemoveTraits: TRAIT_STUDY_COMMERCE5% BONUS_SET_SCHEMER_ARCHETYPESetArchetype TRAIT_SCHEMER_ARCHETYPE5% BONUS_REMOVE_STUDY_COMMERCEaeRemoveTraits: TRAIT_STUDY_COMMERCE5% BONUS_SET_ORATOR_ARCHETYPESetArchetype TRAIT_ORATOR_ARCHETYPE5% BONUS_REMOVE_STUDY_COMMERCEaeRemoveTraits: TRAIT_STUDY_COMMERCE5% BONUS_SET_BUILDER_ARCHETYPESetArchetype TRAIT_BUILDER_ARCHETYPE5% BONUS_REMOVE_STUDY_COMMERCEaeRemoveTraits: TRAIT_STUDY_COMMERCE5% BONUS_SET_DIPLOMAT_ARCHETYPESetArchetype TRAIT_DIPLOMAT_ARCHETYPE5% BONUS_REMOVE_STUDY_COMMERCEaeRemoveTraits: TRAIT_STUDY_COMMERCE
- ▸ Resolve5%Loses trait: Philosophy Student5%Loses trait: Philosophy Student5%Loses trait: Philosophy Student5%Loses trait: Philosophy Student5%Loses trait: Philosophy Student5%Loses trait: Tactics Student5%Loses trait: Tactics Student5%Loses trait: Tactics Student5%Loses trait: Tactics Student5%Loses trait: Tactics Student5%Loses trait: Politics Student5%Loses trait: Politics Student5%Loses trait: Politics Student5%Loses trait: Politics Student5%Loses trait: Politics Student5%Loses trait: Commerce Student5%Loses trait: Commerce Student5%Loses trait: Commerce Student5%Loses trait: Commerce Student5%Loses trait: Commerce Studentgrants5% BONUS_SET_TACTICIAN_ARCHETYPESetArchetype TRAIT_TACTICIAN_ARCHETYPE5% BONUS_REMOVE_STUDY_PHILOSOPHYaeRemoveTraits: TRAIT_STUDY_PHILOSOPHY5% BONUS_SET_ZEALOT_ARCHETYPESetArchetype TRAIT_ZEALOT_ARCHETYPE5% BONUS_REMOVE_STUDY_PHILOSOPHYaeRemoveTraits: TRAIT_STUDY_PHILOSOPHY5% BONUS_SET_JUDGE_ARCHETYPESetArchetype TRAIT_JUDGE_ARCHETYPE5% BONUS_REMOVE_STUDY_PHILOSOPHYaeRemoveTraits: TRAIT_STUDY_PHILOSOPHY5% BONUS_SET_BUILDER_ARCHETYPESetArchetype TRAIT_BUILDER_ARCHETYPE5% BONUS_REMOVE_STUDY_PHILOSOPHYaeRemoveTraits: TRAIT_STUDY_PHILOSOPHY5% BONUS_SET_SCHOLAR_ARCHETYPESetArchetype TRAIT_SCHOLAR_ARCHETYPE5% BONUS_REMOVE_STUDY_PHILOSOPHYaeRemoveTraits: TRAIT_STUDY_PHILOSOPHY5% BONUS_SET_HERO_ARCHETYPESetArchetype TRAIT_HERO_ARCHETYPE5% BONUS_REMOVE_STUDY_TACTICSaeRemoveTraits: TRAIT_STUDY_TACTICS5% BONUS_SET_COMMANDER_ARCHETYPESetArchetype TRAIT_COMMANDER_ARCHETYPE5% BONUS_REMOVE_STUDY_TACTICSaeRemoveTraits: TRAIT_STUDY_TACTICS5% BONUS_SET_TACTICIAN_ARCHETYPESetArchetype TRAIT_TACTICIAN_ARCHETYPE5% BONUS_REMOVE_STUDY_TACTICSaeRemoveTraits: TRAIT_STUDY_TACTICS5% BONUS_SET_ZEALOT_ARCHETYPESetArchetype TRAIT_ZEALOT_ARCHETYPE5% BONUS_REMOVE_STUDY_TACTICSaeRemoveTraits: TRAIT_STUDY_TACTICS5% BONUS_SET_SCHEMER_ARCHETYPESetArchetype TRAIT_SCHEMER_ARCHETYPE5% BONUS_REMOVE_STUDY_TACTICSaeRemoveTraits: TRAIT_STUDY_TACTICS5% BONUS_SET_HERO_ARCHETYPESetArchetype TRAIT_HERO_ARCHETYPE5% BONUS_REMOVE_STUDY_POLITICSaeRemoveTraits: TRAIT_STUDY_POLITICS5% BONUS_SET_ORATOR_ARCHETYPESetArchetype TRAIT_ORATOR_ARCHETYPE5% BONUS_REMOVE_STUDY_POLITICSaeRemoveTraits: TRAIT_STUDY_POLITICS5% BONUS_SET_JUDGE_ARCHETYPESetArchetype TRAIT_JUDGE_ARCHETYPE5% BONUS_REMOVE_STUDY_POLITICSaeRemoveTraits: TRAIT_STUDY_POLITICS5% BONUS_SET_DIPLOMAT_ARCHETYPESetArchetype TRAIT_DIPLOMAT_ARCHETYPE5% BONUS_REMOVE_STUDY_POLITICSaeRemoveTraits: TRAIT_STUDY_POLITICS5% BONUS_SET_SCHOLAR_ARCHETYPESetArchetype TRAIT_SCHOLAR_ARCHETYPE5% BONUS_REMOVE_STUDY_POLITICSaeRemoveTraits: TRAIT_STUDY_POLITICS5% BONUS_SET_COMMANDER_ARCHETYPESetArchetype TRAIT_COMMANDER_ARCHETYPE5% BONUS_REMOVE_STUDY_COMMERCEaeRemoveTraits: TRAIT_STUDY_COMMERCE5% BONUS_SET_SCHEMER_ARCHETYPESetArchetype TRAIT_SCHEMER_ARCHETYPE5% BONUS_REMOVE_STUDY_COMMERCEaeRemoveTraits: TRAIT_STUDY_COMMERCE5% BONUS_SET_ORATOR_ARCHETYPESetArchetype TRAIT_ORATOR_ARCHETYPE5% BONUS_REMOVE_STUDY_COMMERCEaeRemoveTraits: TRAIT_STUDY_COMMERCE5% BONUS_SET_BUILDER_ARCHETYPESetArchetype TRAIT_BUILDER_ARCHETYPE5% BONUS_REMOVE_STUDY_COMMERCEaeRemoveTraits: TRAIT_STUDY_COMMERCE5% BONUS_SET_DIPLOMAT_ARCHETYPESetArchetype TRAIT_DIPLOMAT_ARCHETYPE5% BONUS_REMOVE_STUDY_COMMERCEaeRemoveTraits: TRAIT_STUDY_COMMERCE
- ▸ Resolve25%Gain trait: MourningLoses trait: Philosophy Student25%Gain trait: MourningLoses trait: Politics Student25%Gain trait: MourningLoses trait: Tactics Student25%Gain trait: MourningLoses trait: Commerce Studentgrants25% BONUS_GIVE_TRAIT_MOURNINGaeAddTraits: TRAIT_MOURNING25% BONUS_REMOVE_STUDY_PHILOSOPHYaeRemoveTraits: TRAIT_STUDY_PHILOSOPHY25% BONUS_GIVE_TRAIT_MOURNINGaeAddTraits: TRAIT_MOURNING25% BONUS_REMOVE_STUDY_POLITICSaeRemoveTraits: TRAIT_STUDY_POLITICS25% BONUS_GIVE_TRAIT_MOURNINGaeAddTraits: TRAIT_MOURNING25% BONUS_REMOVE_STUDY_TACTICSaeRemoveTraits: TRAIT_STUDY_TACTICS25% BONUS_GIVE_TRAIT_MOURNINGaeAddTraits: TRAIT_MOURNING25% BONUS_REMOVE_STUDY_COMMERCEaeRemoveTraits: TRAIT_STUDY_COMMERCE
The Dedication
- ▸ I am Ahura Mazda's. Ahura Mazda is
mine. Converts to the target religiongrantsBONUS_EVENTOPTION_THE_DEDICATION_0iConvertReligionSubject 0 - ▸ These are not my ways.+5 LegitimacygrantsBONUS_EVENTOPTION_THE_DEDICATION_2iLegitimacy 5bStateReligionEnd 1
The Next Journey
- ▸ Resolve12%Remembered (all families): Ruler used traditional burial practices (+40 opinion for 20 turns)(no event currently keys off this)12%Remembered (all families): Ruler used traditional burial practices (+40 opinion for 20 turns)(no event currently keys off this)12%Remembered (all families): Ruler used traditional burial practices (+40 opinion for 20 turns)(no event currently keys off this)12%Remembered (all families): Ruler used traditional burial practices (+40 opinion for 20 turns)(no event currently keys off this)12%Remembered (all families): Ruler used traditional burial practices (+40 opinion for 20 turns)(no event currently keys off this)12%Remembered (all families): Ruler used traditional burial practices (+40 opinion for 20 turns)(no event currently keys off this)12%Remembered (all families): Ruler used traditional burial practices (+40 opinion for 20 turns)(no event currently keys off this)12%Remembered (all families): Ruler used traditional burial practices (+40 opinion for 20 turns)(no event currently keys off this)0%
+20Growtheach city↗ turn
+20Happinesseach city↗ turn grants12% BONUS_EVENTOPTION_THE_NEXT_JOURNEY_PLAYERMemoryAllFamilies MEMORYFAMILY_TRADITIONAL_BURIAL_PRACTICES12% BONUS_EVENTOPTION_THE_NEXT_JOURNEY_PLAYERMemoryAllFamilies MEMORYFAMILY_TRADITIONAL_BURIAL_PRACTICES12% BONUS_EVENTOPTION_THE_NEXT_JOURNEY_PLAYERMemoryAllFamilies MEMORYFAMILY_TRADITIONAL_BURIAL_PRACTICES12% BONUS_EVENTOPTION_THE_NEXT_JOURNEY_PLAYERMemoryAllFamilies MEMORYFAMILY_TRADITIONAL_BURIAL_PRACTICES12% BONUS_EVENTOPTION_THE_NEXT_JOURNEY_PLAYERMemoryAllFamilies MEMORYFAMILY_TRADITIONAL_BURIAL_PRACTICES12% BONUS_EVENTOPTION_THE_NEXT_JOURNEY_PLAYERMemoryAllFamilies MEMORYFAMILY_TRADITIONAL_BURIAL_PRACTICES12% BONUS_EVENTOPTION_THE_NEXT_JOURNEY_PLAYERMemoryAllFamilies MEMORYFAMILY_TRADITIONAL_BURIAL_PRACTICES12% BONUS_EVENTOPTION_THE_NEXT_JOURNEY_PLAYERMemoryAllFamilies MEMORYFAMILY_TRADITIONAL_BURIAL_PRACTICES0% BONUS_EVENTOPTION_THE_DEIFIED_KING_OPTION_0_CITYaeAllCityBonuses: BONUS_PROJECT_FESTIVAL_1◇ grants a memory no event currently keys off - ▸ Resolve25%Remembered: Ruler used our burial practices (+40 opinion for 80 turns)(no event currently keys off this)25%Remembered: Ruler used our burial practices (+40 opinion for 80 turns)(no event currently keys off this)25%Remembered: Ruler used our burial practices (+40 opinion for 80 turns)(no event currently keys off this)25%Remembered: Ruler used our burial practices (+40 opinion for 80 turns)(no event currently keys off this)grants25% BONUS_EVENTOPTION_THE_NEXT_JOURNEY_RELIGIONMemory MEMORYRELIGION_BURIAL_PRACTICES25% BONUS_EVENTOPTION_THE_NEXT_JOURNEY_RELIGIONMemory MEMORYRELIGION_BURIAL_PRACTICES25% BONUS_EVENTOPTION_THE_NEXT_JOURNEY_RELIGIONMemory MEMORYRELIGION_BURIAL_PRACTICES25% BONUS_EVENTOPTION_THE_NEXT_JOURNEY_RELIGIONMemory MEMORYRELIGION_BURIAL_PRACTICES◇ grants a memory no event currently keys off
- ▸ Resolve25%+6 Legitimacy25%+6 Legitimacy25%+6 Legitimacy25%+6 Legitimacygrants25% BONUS_EVENTOPTION_THE_NEXT_JOURNEY_WONDERiLegitimacy 625% BONUS_EVENTOPTION_THE_NEXT_JOURNEY_WONDERiLegitimacy 625% BONUS_EVENTOPTION_THE_NEXT_JOURNEY_WONDERiLegitimacy 625% BONUS_EVENTOPTION_THE_NEXT_JOURNEY_WONDERiLegitimacy 6
The Road to Glory
- ▸ I will reshape this world to a new future.-1 DisciplineGain a random traitgrantsBONUS_EVENTOPTION_THE_ROAD_TO_GLORY_YES_CHARACTER_0aiRatings: RATING_DISCIPLINE=-1aeRandomTraitDelay: TRAIT_INSPIRING, TRAIT_FAMOUS, TRAIT_RIGHTEOUS↳ may trigger: The Road to Glory, The Road to Glory
- ▸ No, it's too much pressure!+2 CharismaGain a random traitgrantsBONUS_EVENTOPTION_THE_ROAD_TO_GLORY_NO_CHARACTER_0aiRatings: RATING_CHARISMA=2aeRandomTraitDelay: TRAIT_SLOTHFUL, TRAIT_DEBAUCHED, TRAIT_DECEITFUL
The Throne is Yours
- ▸ On the necessity of hard choices in difficult times.+1 Discipline
+40Discontenteach city↗ turn grantsBONUS_GAIN_DISCIPLINE_1aiRatings: RATING_DISCIPLINE=1BONUS_ALL_CITIES_MINOR_UNRESTaeAllCityBonuses: BONUS_DISCONTENT_GAIN_TINY - ▸ On what you shall provide [rival].+1 Charisma
-120Money-30/city↗ turn grantsBONUS_GAIN_CHARISMA_1aiRatings: RATING_CHARISMA=1BONUS_MONEY_LOSS_SMALLaiGlobalYieldsBase: YIELD_MONEY=-120aiGlobalYieldsPer: YIELD_MONEY=-30 - ▸ On the demands of justice.+1 Wisdom
-20Civics-5/city↗ turn grantsBONUS_GAIN_WISDOM_1aiRatings: RATING_WISDOM=1BONUS_CIVICS_LOSS_TINYaiGlobalYieldsBase: YIELD_CIVICS=-20aiGlobalYieldsPer: YIELD_CIVICS=-5 - ▸ On the greatness of [rival], above all others.+2 CouragegrantsBONUS_GAIN_COURAGE_2aiRatings: RATING_COURAGE=2BONUS_PLAYER_WAR_ALLDiplomacyAllPlayers DIPLOMACY_WAR
Too Young to Rule
- ▸ One must grow into the crown, lest it slip off.Gain trait: Rightful HeirgrantsBONUS_GIVE_TRAIT_RIGHTFUL_HEIRaeAddTraits: TRAIT_RIGHTFUL_HEIRBONUS_EVENTOPTION_REGENT_OPTION_1iRegentOfSubject 0
Too Young to Rule
- ▸ One must grow into the crown, lest it slip off.Gain trait: Rightful HeirgrantsBONUS_GIVE_TRAIT_RIGHTFUL_HEIRaeAddTraits: TRAIT_RIGHTFUL_HEIRBONUS_EVENTOPTION_REGENT_OPTION_1iRegentOfSubject 0
[family] Power Play
- ▸ [character] may yet be king.Gain trait: Rightful HeirgrantsBONUS_GIVE_TRAIT_RIGHTFUL_HEIRaeAddTraits: TRAIT_RIGHTFUL_HEIRBONUS_EVENTOPTION_REGENT_OPTION_1iRegentOfSubject 0
[family] Power Play
- ▸ [character] may yet be king.Gain trait: Rightful HeirgrantsBONUS_GIVE_TRAIT_RIGHTFUL_HEIRaeAddTraits: TRAIT_RIGHTFUL_HEIRBONUS_EVENTOPTION_REGENT_OPTION_1iRegentOfSubject 0