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📜 Succession Us Events

46 events

← 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 Succession Us Behind the Throne
Once per game Leader UsDead UsUsCity Us Rising StarNot City With Governor
  • [character] experience might indeed prove a valuable asset.
    Remembered: Grand Vizier (88 turns)
    grants
    BONUS_MAKE_GRAND_VIZIER
    Memory MEMORYCHARACTER_GRAND_VIZIER
    Council COUNCIL_GRAND_VIZIER
  • Do not mistake me for some figurehead.
    Gain trait: Unpopular
    grants
    BONUS_GIVE_TRAIT_UNPOPULAR
    aeAddTraits: TRAIT_UNPOPULAR

✎ Jeri Roys

Achievement Succession Us
Once per game Leader 10+ Leader Us
Always Steam achievement: Stat Ten Leaders
  • Achievement.
    (no gates or payload in XML)

✎ Dale Kent

An Empty Throne Succession Us
Part of the An Empty Throne chain — 7 events , 2 branch points view map →
Every 60 turns Was Leader Dead UsLeader Us Exploring
Always Remembered: Returned From Exploring
  • OrdersOrder the expedition back to [city] at once.
    -3Orders↗ turn
    grants
    BONUS_ORDERS_LOSS_TINY
    aiGlobalYieldsBase: 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
    grants
    BONUS_EVENTOPTION_AN_EMPTY_THRONE_OPTION_1_CHARACTER_1
    aeRemoveTraits: TRAIT_EXPLORING
    aeBonuses: BONUS_FOOD_LOSS_MINIMAL, BONUS_MONEY_LOSS_TINY
  • Sneak away in the dead of night.
    +20 XP to the character
    grants
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20

✎ Andy Auseon

Ashvamedha Succession Us Empires of the Indus
Part of the Ashvamedha chain — 3 events , 1 branch point view map →
100% to appear Once per game
  • Begin the ritual.
    (no gates or payload in XML)
  • I will not risk my reputation.
    grants
    BONUS_DISCONTENT_TINY_PER_RELIGION_CITY
    aeReligionBonuses: BONUS_DISCONTENT_GAIN_TINY

✎ Josh Unsworth Background reading ↗

Balance of Power Succession Us
Once per game Family UsFamily UsLeader Us Adult
  • We will assume control... reluctantly.
    Law-based opinion shiftLaw-based opinion shiftFree law: Centralization
    grants
    BONUS_EVENTOPTION_LAW_BALANCE_OF_POWER_OPTION_0
    aiLawOpinion: LAW_CENTRALIZATION=20
    BONUS_EVENTOPTION_LAW_BALANCE_OF_POWER_OPTION_0_FAMILY_1
    aiLawOpinion: LAW_CENTRALIZATION=20
    BONUS_EVENTOPTION_LAW_BALANCE_OF_POWER_OPTION_0_CHARACTER
    FreeLaw LAW_CENTRALIZATION
  • They must clean up their own messes.
    Law-based opinion shiftLaw-based opinion shiftFree law: Vassalage
    grants
    BONUS_EVENTOPTION_LAW_BALANCE_OF_POWER_OPTION_1
    aiLawOpinion: LAW_VASSALAGE=20
    BONUS_EVENTOPTION_LAW_BALANCE_OF_POWER_OPTION_1_FAMILY_1
    aiLawOpinion: LAW_VASSALAGE=20
    BONUS_EVENTOPTION_LAW_BALANCE_OF_POWER_OPTION_1_CHARACTER
    FreeLaw LAW_VASSALAGE

✎ Andy Auseon

Chance for Peace Succession Us
Once per game Leader UsTribe War No War AlliancePlayer Us AdultTribe Diplomacy Five Turns
  • Yes, let us make a temporary truce.
    Remembered: Tribe Offer (5 turns)
    grants
    BONUS_TRIBE_TRUCE
    DiplomacyTribe DIPLOMACY_TRUCE
    aeBonuses: BONUS_TRIBE_OFFER
  • Yes, let us exchange gifts of friendship.
    -1 LegitimacyRemembered: Tribe Offer (5 turns)-50Iron-15/city↗ turn+50Food+15/city↗ turn
    grants
    BONUS_TRIBE_PEACE_LEGITIMACY
    DiplomacyTribe DIPLOMACY_PEACE
    iLegitimacy -1
    aeBonuses: BONUS_TRIBE_OFFER
    BONUS_EVENTOPTION_SUCCESSION_CHANCE_FOR_PEACE_FRIENDS_PLAYER
    aeBonuses: BONUS_IRON_LOSS_AVERAGE, BONUS_FOOD_GAIN_AVERAGE
  • Why should we make peace with filth like you?
    (no gates or payload in XML)

✎ Leyla Johnson

Coronation Festival Succession Us
Once per game Leader UsFamily Ordered UsFamily Ordered UsFamily Ordered UsPlayer UsTech Composite Bow Discovered Us Adult
  • 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)
    grants
    BONUS_EVENTOPTION_SUCCESSION_CORONATION_FESTIVAL_POETRY_FAMILY
    Memory MEMORYFAMILY_PLANNED_CORONATION
    BONUS_CULTURE_GAIN_LARGE
    aaiCultureYield: 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
    grants
    BONUS_EVENTOPTION_SUCCESSION_CORONATION_FESTIVAL_FEAST_FAMILY
    Memory MEMORYFAMILY_PLANNED_CORONATION
    BONUS_FOOD_GAIN_LARGE
    aiGlobalYieldsBase: YIELD_FOOD=75
    aiGlobalYieldsPer: 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 unit
    grants
    BONUS_EVENTOPTION_SUCCESSION_CORONATION_FESTIVAL_ARCHERY_FAMILY
    Memory MEMORYFAMILY_PLANNED_CORONATION
    BONUS_UNITCLASS_RANGED_INFANTRY
    aiBonusUnits: BONUSUNITCLASS_RANGED_INFANTRY=1
    ◇ grants a memory no event currently keys off

✎ Leyla Johnson

Crowned in Faith Succession Us The Sacred and the Profane Religion event pack
Every 40 turns Leader UsReligion StateReligion Player ReligionReligion LeaderNot Religion LeaderNot Religion PaganNot Of State Religion
  • Accept the ways of [religion].
    +1 DisciplineConverts to the target religion
    grants
    BONUS_GAIN_DISCIPLINE_1
    aiRatings: RATING_DISCIPLINE=1
    BONUS_EVENTOPTION_CONVERT_S0
    iConvertReligionSubject 0
  • [religion] will no longer be the state religion of [rival].
    +5 Legitimacy
    grants
    BONUS_EVENTOPTION_CROWNED_IN_FAITH_OPTION_1_CHARACTER
    iLegitimacy 5
    bStateReligionEnd 1
  • Declare that your own [religion] religion will be adopted by all of [rival].
    grants
    BONUS_EVENTOPTION_CROWNED_IN_FAITH_OPTION_2_RELIGION_0
    aeReligionBonuses: BONUS_DISCONTENT_GAIN_AVERAGE
    BONUS_STATE_RELIGION
    bStateReligion 1
  • Attempt to balance the two faiths.
    +40 XP to the character
    grants
    BONUS_XP_CHARACTER_AVERAGE
    iXPCharacter 40

✎ Josh Unsworth

Crowned in Faith Succession Us The Sacred and the Profane Religion event pack
Every 40 turns Leader UsReligion StateReligion PlayerLaw Divine Rule ReligionReligion LeaderNot Religion LeaderReligion PaganNot Of State Religion
  • Accept the ways of [religion].
    +1 DisciplineConverts to the target religion
    grants
    BONUS_GAIN_DISCIPLINE_1
    aiRatings: RATING_DISCIPLINE=1
    BONUS_EVENTOPTION_CONVERT_S0
    iConvertReligionSubject 0
  • [religion] will no longer be the state religion of [rival].
    +5 Legitimacy
    grants
    BONUS_EVENTOPTION_CROWNED_IN_FAITH_OPTION_1_CHARACTER
    iLegitimacy 5
    bStateReligionEnd 1
  • Declare that your own [religion] religion will be adopted by all of [rival].
    grants
    BONUS_EVENTOPTION_CROWNED_IN_FAITH_OPTION_2_RELIGION_0
    aeReligionBonuses: BONUS_DISCONTENT_GAIN_AVERAGE
    BONUS_STATE_RELIGION
    bStateReligion 1
    BONUS_FREE_LAW
    bFreeLaw 1
  • Attempt to balance the two faiths.
    +40 XP to the character
    grants
    BONUS_XP_CHARACTER_AVERAGE
    iXPCharacter 40

✎ Josh Unsworth

Dowager Regent Succession Us
Every 1 turns Player UsWas Leader Dead UsLeader UsUs Parent Of Leader UsHealthyChild Or Teenager
  • No. [character] wanted me to rule, not you.
    Leader relationship: Plotting Against
    grants
    BONUS_LEADER_PLOTTING_AGAINST
    AddLeaderRelationship RELATIONSHIP_PLOTTING_AGAINST
  • Please take the throne, father. I...
    Gain trait: Rightful Heir
    grants
    BONUS_GIVE_TRAIT_RIGHTFUL_HEIR
    aeAddTraits: TRAIT_RIGHTFUL_HEIR
    BONUS_EVENTOPTION_REGENT_OPTION_1
    iRegentOfSubject 0

✎ Zorbaz

End Wine Goal Hidden Succession Us Behind the Throne
Once per game Player UsUs
  • Resolve
    (no gates or payload in XML)

✎ Jeri Roys

Foreign Delegation Succession Us
Once per game Leader UsCapital UsPlayer Us AdultMax 2 Weakness
  • Accept granite to build stelae carved with laws.
    +80Civics+20/city↗ turn+20Stone+5/city↗ turn
    grants
    BONUS_EVENTOPTION_SUCCESSION_FAMILY_DELEGATION_GRANITE_PLAYER
    aeBonuses: BONUS_CIVICS_GAIN_LARGE, BONUS_STONE_GAIN_TINY
  • Accept Steelsteel to equip an elite guard.
    +1 Heavy Infantry unit+20Iron+5/city↗ turn
    grants
    BONUS_UNITCLASS_HEAVY_INFANTRY
    aiBonusUnits: BONUSUNITCLASS_HEAVY_INFANTRY=1
    BONUS_IRON_GAIN_TINY
    aiGlobalYieldsBase: YIELD_IRON=20
    aiGlobalYieldsPer: YIELD_IRON=5
  • Accept Ebonyebony to study its strange properties.
    +20Wood+5/city↗ turn+20Science+5/city↗ turn
    grants
    BONUS_EVENTOPTION_SUCCESSION_FAMILY_DELEGATION_EBONY_PLAYER
    aeBonuses: BONUS_WOOD_GAIN_TINY, BONUS_SCIENCE_GAIN_SMALL
  • Resolve
    100%
    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
    grants
    100% BONUS_RUTHLESS_AND_UNPOPULAR
    aeBonuses: BONUS_GIVE_TRAIT_RUTHLESS, BONUS_GIVE_TRAIT_UNPOPULAR
    100% BONUS_EVENTOPTION_SUCCESSION_FAMILY_DELEGATION_KILL_PLAYER_NEW
    aeBonuses: BONUS_STONE_GAIN_LARGE, BONUS_IRON_GAIN_LARGE, BONUS_WOOD_GAIN_LARGE
    0% BONUS_GIVE_TRAIT_RUTHLESS
    aeAddTraits: TRAIT_RUTHLESS
    0% BONUS_EVENTOPTION_SUCCESSION_FAMILY_DELEGATION_KILL_PLAYER
    MemoryAllFamilies MEMORYFAMILY_FOREIGN_DELEGATION_KILLED
    aeBonuses: BONUS_STONE_GAIN_LARGE, BONUS_IRON_GAIN_LARGE, BONUS_WOOD_GAIN_LARGE
    ◇ grants a memory no event currently keys off

✎ Leyla Johnson

Grandfather Regent Succession Us
Every 1 turns Player UsWas Leader Dead UsLeader UsUs Grandparent Of Leader UsHealthyRoyalChild Or Teenager
  • No. [character] wanted me to rule, not you.
    Leader relationship: Estranged From
    grants
    BONUS_LEADER_ESTRANGED_FROM
    AddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
  • Please take the throne, grandfather. I...
    Gain trait: Rightful Heir
    grants
    BONUS_GIVE_TRAIT_RIGHTFUL_HEIR
    aeAddTraits: TRAIT_RIGHTFUL_HEIR
    BONUS_EVENTOPTION_REGENT_OPTION_1
    iRegentOfSubject 0

✎ Zorbaz

Heir To War Succession Us Wonders and Dynasties Wonders & Dynasties
Once per game Player ThemLeader Us Scipio AemilianusPlayer WarPlayer Carthage
  • 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)
    grants
    BONUS_AMBITION_KILL_10_ENEMIES
    Ambition GOAL_KILL_10_ENEMIES
    aeBonuses: BONUS_RECENT_AMBITION
    BONUS_EVENTOPTION_HEIR_TO_WAR_OPTION_WAR_CHARACTER
    MemoryAllFamilies MEMORYFAMILY_FIGHTING_CARTHAGE
    iLegitimacy 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
    grants
    BONUS_PLAYER_TRUCE
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
    aeBonuses: BONUS_PLAYER_OFFER
    BONUS_EVENTOPTION_CARTHAGE_SCIPIO_GIFT_ACCEPT_ROME
    iLegitimacy -4
    aeBonuses: BONUS_MONEY_LOSS_AVERAGE

✎ Josh Unsworth Background reading ↗

Heir to Heir Succession Us
50% to appear Once per game Heir ThemLeader Peace Or TruceLeader UsPlayer Them Adult
  • 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)
    grants
    BONUS_LEADER_ENDEARED_TO
    AddLeaderRelationship RELATIONSHIP_ENDEARED_TO
    BONUS_EVENTOPTION_HEIR_TO_HEIR_OPTION_0_CHARACTER_1
    Memory 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 By
    grants
    BONUS_EVENTOPTION_HEIR_TO_HEIR_OPTION_1_CHARACTER_0
    Memory MEMORYCHARACTER_SPURNED_MY_INVITATION
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship 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: Cunning
    gated by
    LeaderSubject SUBJECT_CHARACTER_ARCHETYPE_MARTIAL
    grants
    BONUS_REVEAL_TERRITORY
    bRevealTerritory 1
    BONUS_GIVE_TRAIT_CUNNING
    aeAddTraits: TRAIT_CUNNING
  • Openly discuss the latest scientific developments.
    Gain trait: Cunning
    gated by
    LeaderSubject SUBJECT_CHARACTER_INQUISITIVE
    grants
    BONUS_EVENTOPTION_HEIR_TO_HEIR_OPTION_3_CHARACTER_2
    bRandomTech 1
    aeAddTraits: TRAIT_CUNNING

✎ Andy Auseon

Lawful Regent Succession Us
Every 1 turns Player UsWas Leader Dead UsLeader UsUs Aunt Uncle Of Leader UsAdultRoyalHealthyChild Or Teenager
  • No. [character] wanted me to rule, not you.
    Leader relationship: Plotting Against
    grants
    BONUS_LEADER_PLOTTING_AGAINST
    AddLeaderRelationship RELATIONSHIP_PLOTTING_AGAINST
  • Please take the throne, uncle. I...
    Gain trait: Rightful Heir
    grants
    BONUS_GIVE_TRAIT_RIGHTFUL_HEIR
    aeAddTraits: TRAIT_RIGHTFUL_HEIR
    BONUS_EVENTOPTION_REGENT_OPTION_1
    iRegentOfSubject 0

✎ Zorbaz

Ma'at Succession Us The Sacred and the Profane Religion event pack
Once per game Leader UsReligion Player Pagan EgyptReligionReligion Leader
  • Seek balance and harmony in the kingdom.
    +1 Charisma
    grants
    BONUS_GAIN_CHARISMA_1
    aiRatings: RATING_CHARISMA=1
  • Truth must always be upheld.
    +1 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_1
    aiRatings: RATING_DISCIPLINE=1
  • Seek the strength to carry out her justice.
    +1 Courage
    grants
    BONUS_GAIN_COURAGE_1
    aiRatings: RATING_COURAGE=1

✎ Josh Unsworth Background reading ↗

New Beginnings Succession Us
Once per game Us Or ThemLeader Us Lover Of Leader
  • 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)
    grants
    BONUS_EVENTOPTION_NEW_BEGINNINGS_0
    MemoryAllFamilies MEMORYFAMILY_MARRIAGE_DECLINE
    iMarrySubject 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 From
    grants
    BONUS_LEADER_ESTRANGED_FROM
    AddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM

✎ Josh Unsworth

New Leaf Succession Us
Once per game Leader UsFamily UsPlayer Us AdultFamily Max Upset
  • 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
    grants
    BONUS_EVENTOPTION_SUCCESSION_NEW_LEAF_FEAST_FAMILY
    Memory MEMORYFAMILY_SUCCESSION_HONORED
    BONUS_FOOD_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_FOOD=-50
    aiGlobalYieldsPer: 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
    grants
    BONUS_EVENTOPTION_SUCCESSION_NEW_LEAF_MONUMENT_FAMILY
    Memory MEMORYFAMILY_SUCCESSION_HONORED
    BONUS_STONE_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_STONE=-50
    aiGlobalYieldsPer: YIELD_STONE=-15
    ◇ grants a memory no event currently keys off
  • Send them a lavish bribe of Goldgold.
    Remembered: Honored us during succession (+80 opinion for 20 turns)(no event currently keys off this)-320Money-80/city↗ turn
    grants
    BONUS_EVENTOPTION_SUCCESSION_NEW_LEAF_BRIBE_FAMILY
    Memory MEMORYFAMILY_SUCCESSION_HONORED
    BONUS_MONEY_LOSS_HUGE
    aiGlobalYieldsBase: YIELD_MONEY=-320
    aiGlobalYieldsPer: YIELD_MONEY=-80
    ◇ grants a memory no event currently keys off
  • They deserve no special treatment.
    (no gates or payload in XML)

✎ Leyla Johnson

News of Succession Succession Us
Every 0 turns Was Leader Dead UsLeader Us Exploring
  • It is time to embrace my destiny.
    Loses trait: Exploring+20 XP to the character
    grants
    BONUS_EVENTOPTION_NEWS_OF_SUCCESSION_OPTION_0_CHARACTER_1
    aeRemoveTraits: TRAIT_EXPLORING
    aeBonuses: BONUS_XP_CHARACTER_SMALL

✎ Andy Auseon

Nothing Is Ever Easy Succession Us Behind the Throne
Every 0 turns Leader UsUsUsPlayer Them Player Max DistantPlayer Max CautiousNot Player AllianceNot Any Descendant Of Leader UsNot Ancestor Of Leader UsNot Sibling Of Leader UsNot Leader Cousin Of UsNot Aunt Uncle Of Leader UsNot Paternal Niece Nephew Of Leader UsNot Maternal Niece Nephew Of Leader UsNot Former RegentNot Regent
Always Gain trait: Power Hungry
  • In time, [rival] and the court will come round.
    grants
    BONUS_MAYBE_UNPOPULAR
    aiTraitProbDelay: TRAIT_UNPOPULAR=50
  • My reign shall be short indeed if dissent is not quashed at the first signs.
    Gain trait: Imprisoned
    grants
    BONUS_MAYBE_PARANOID
    aiTraitProbDelay: TRAIT_PARANOID=50
    BONUS_GIVE_TRAIT_IMPRISONED
    aeAddTraits: TRAIT_IMPRISONED
  • The [rival] should prove a convenient enemy to unite [rival].
    +6 LegitimacyRemembered: Player Offer (5 turns)
    grants
    BONUS_PLAYER_WAR_LEGITIMACY
    DiplomacyPlayerTo DIPLOMACY_WAR
    iLegitimacy 6
    aeBonuses: BONUS_PLAYER_OFFER

✎ Jeri Roys

Nothing Is Ever Easy Succession Us Behind the Throne
Every 0 turns Leader UsUsUsPlayer Them Player Max DistantPlayer Max CautiousNot Player AllianceNot Any Descendant Of Leader UsNot Ancestor Of Leader UsNot Sibling Of Leader UsNot Leader Cousin Of UsNot Aunt Uncle Of Leader UsNot Paternal Niece Nephew Of Leader UsNot Maternal Niece Nephew Of Leader UsNot Former RegentNot Regent
Always Gain trait: Power Hungry
  • In time, [rival] and the court will come round.
    grants
    BONUS_MAYBE_UNPOPULAR
    aiTraitProbDelay: TRAIT_UNPOPULAR=50
  • My reign shall be short indeed if dissent is not quashed at the first signs.
    Gain trait: Imprisoned
    grants
    BONUS_MAYBE_PARANOID
    aiTraitProbDelay: TRAIT_PARANOID=50
    BONUS_GIVE_TRAIT_IMPRISONED
    aeAddTraits: TRAIT_IMPRISONED
  • The [rival] should prove a convenient enemy to unite [rival].
    +6 LegitimacyRemembered: Player Offer (5 turns)
    grants
    BONUS_PLAYER_WAR_LEGITIMACY
    DiplomacyPlayerTo DIPLOMACY_WAR
    iLegitimacy 6
    aeBonuses: BONUS_PLAYER_OFFER

✎ Jeri Roys

Passing the Crown Succession Us Wonders and Dynasties Wonders & Dynasties
Every 0 turns Player UsWas Leader Dead UsLeader Us Pschent Double Crown
  • I graciously accept this honor, both for myself and for my descendants.
    Gain trait: Pschent Double Crown
    grants
    BONUS_PASSING_THE_CROWN
    aeAddTraits: TRAIT_PSCHENT_DOUBLE_CROWN

✎ Velociryx

Patriotic Fervor Succession Us
Once per game Leader UsCapital Us Adult
  • Organize a labor corps to improve lands.
    Gain trait: Prosperous+1 Worker
    gated by
    LeaderSubjectNotAny SUBJECT_CHARACTER_TERRIFYING
    bHidePrereqs prereqs hidden in-game
    grants
    BONUS_GIVE_TRAIT_PROSPEROUS
    aeAddTraits: TRAIT_PROSPEROUS
    BONUS_UNIT_WORKER
    aiUnits: UNIT_WORKER=1
  • Train with the army to increase morale.
    Gain trait: Fierce+120Training+30/city↗ turn
    grants
    BONUS_GIVE_TRAIT_FIERCE
    aeAddTraits: TRAIT_FIERCE
    BONUS_TRAINING_GAIN_LARGE
    aiGlobalYieldsBase: YIELD_TRAINING=120
    aiGlobalYieldsPer: YIELD_TRAINING=30
  • Encourage artisans to move to our capital.
    +40–400 Culture (by city tier)
    grants
    BONUS_EVENTOPTION_SUCCESSION_PATRIOTIC_FERVOR_ARTISANS_CAPITAL
    iCitizens 1
    aeBonuses: BONUS_CULTURE_GAIN_LARGE

✎ Leyla Johnson

Power Struggles Succession Us
Every 80 turns Leader Family UsWas Leader Dead UsFamily UsFamily UsFamily Us CorruptAdult
  • [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 killed
    grants
    BONUS_EVENTOPTION_SUCCESSION_POWER_STRUGGLES_OPTION_REMOVE_LEADER
    iLegitimacy 2
    aeAddTraits: TRAIT_RUTHLESS
    BONUS_EVENTOPTION_SUCCESSION_POWER_STRUGGLES_OPTION_REMOVE_FAMILY_2
    Memory MEMORYFAMILY_REMOVED_CORRUPT_OPPONENT
    BONUS_EVENTOPTION_SUCCESSION_POWER_STRUGGLES_OPTION_REMOVE_FAMILY_3
    Memory MEMORYFAMILY_UNJUSTLY_KILLED_MEMBER
    BONUS_KILL_CHARACTER
    bKillCharacter 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)
    grants
    BONUS_ORDERS_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_ORDERS=-5
    BONUS_EVENTOPTION_SUCCESSION_POWER_STRUGGLES_OPTION_CAREFUL_FAMILY_2
    Memory MEMORYFAMILY_GP_RECUSED_LEADER
    ◇ grants a memory no event currently keys off
  • Instruct the [family] to get their own house in Ordersorder 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)
    grants
    BONUS_EVENTOPTION_SUCCESSION_POWER_STRUGGLES_OPTION_RUMOUR_FAMILY_2
    Memory MEMORYFAMILY_FAMILY_SQUABBLE_RUMORS_REJECTED
    BONUS_EVENTOPTION_SUCCESSION_POWER_STRUGGLES_OPTION_RUMOUR_FAMILY_3
    Memory 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 by
    LeaderSubject SUBJECT_CHARACTER_CHARMING
    grants
    BONUS_EVENTOPTION_SUCCESSION_POWER_STRUGGLES_OPTION_DIPLOMAT_FAMILY
    Memory MEMORYFAMILY_FAMILY_DISPUTE_DIPLOMAT
    BONUS_EVENTOPTION_SUCCESSION_POWER_STRUGGLES_OPTION_DIPLOMAT_FAMILY
    Memory MEMORYFAMILY_FAMILY_DISPUTE_DIPLOMAT
    ◇ grants a memory no event currently keys off

✎ Brodie Frehlich

Reclaiming Control Succession Us
Every 40 turns City UsLeader Us City Autonomous RuleAdult
  • Welcome [city] back into the fold.
    grants
    BONUS_EVENTOPTION_RECLAIMING_CONTROL
    aeRemoveProjects: PROJECT_AUTONOMOUS_RULE
  • Permit their own rule.
    +1 Happiness level+60Civics+15/city↗ turn
    grants
    BONUS_HAPPINESS_UP
    iHappinessLevels 1
    BONUS_CIVICS_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_CIVICS=60
    aiGlobalYieldsPer: YIELD_CIVICS=15

✎ Josh Unsworth

Regency Succession Us
Every 0 turns Was Leader Abdicated UsLeader UsUs RegentChild Or Teenager
  • Of course, this is all for the good of the young king
    Gain trait: Rightful Heir
    grants
    BONUS_GIVE_TRAIT_RIGHTFUL_HEIR
    aeAddTraits: TRAIT_RIGHTFUL_HEIR
  • My family are more than capable of handling my affairs were that to happen.
    Leader relationship: Plotting AgainstLeader relationship: Plotting Against
    grants
    BONUS_LEADER_PLOTTING_AGAINST
    AddLeaderRelationship RELATIONSHIP_PLOTTING_AGAINST
    BONUS_LEADER_PLOTTING_AGAINST
    AddLeaderRelationship RELATIONSHIP_PLOTTING_AGAINST

✎ Zorbaz

Rightful Heir Succession Us
Every 1 turns Player UsNon Leader UsDead UsLeader Us Rightful Heir
  • The throne is Minemine!
    -4 LegitimacyLeader relationship: Plotting Against
    grants
    BONUS_BYPASSED_RIGHTFUL_HEIR
    iLegitimacy -4
    BONUS_LEADER_PLOTTING_AGAINST
    AddLeaderRelationship RELATIONSHIP_PLOTTING_AGAINST
  • It is time for [character] to return to the throne.
    Gain trait: LoyalGain trait: Claimant
    grants
    BONUS_EVENTOPTION_RIGHTFUL_HEIR_OPTION_1
    iSeizeThroneSubject 0
    BONUS_EVENTOPTION_RIGHTFUL_HEIR_REGENT_DEAD_RETURN_TRAIT_CHARACTER_2
    aeAddTraits: TRAIT_LOYAL, TRAIT_CLAIMANT

✎ Josh Unsworth

Rightful Heir Succession Us
Every 1 turns Leader UsDead Us RegentRightful Heir
  • This is what I was born for.
    Loses trait: Rightful Heir
    grants
    BONUS_EVENTOPTION_RIGHTFUL_HEIR_REGENT_DEAD_LEADER_YES_CHARACTER_1
    aeRemoveTraits: TRAIT_RIGHTFUL_HEIR

✎ Josh Unsworth

Self-Reflection Succession Us
50% to appear Once per game Leader UsCapital Us Adult
  • I should focus on attaining righteousness.
    +1 Charisma-1 Courage+60Civics+15/city↗ turn
    grants
    BONUS_EVENTOPTION_SUCCESSION_SELF_REFLECTION_RIGHTEOUSNESS
    aiRatings: RATING_CHARISMA=1, RATING_COURAGE=-1
    aeBonuses: BONUS_CIVICS_GAIN_AVERAGE
  • I should surround myself with brilliant artists.
    +1 Wisdom-1 Discipline+30–300 Culture (by city tier)
    grants
    BONUS_EVENTOPTION_SUCCESSION_SELF_REFLECTION_BRILLIANT_LEADER
    aiRatings: RATING_WISDOM=1, RATING_DISCIPLINE=-1
    BONUS_CULTURE_GAIN_AVERAGE
    aaiCultureYield: 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
    grants
    BONUS_EVENTOPTION_SUCCESSION_SELF_REFLECTION_PEACEFUL
    aiRatings: RATING_DISCIPLINE=1, RATING_COURAGE=-1
    aeBonuses: BONUS_SCIENCE_GAIN_AVERAGE
  • I am already a perfect ruler.
    (no gates or payload in XML)

✎ Leyla Johnson

Self-Reflection Succession Us
Every 1 turns Leader UsCapital Us Exploring
Always Loses trait: Exploring
  • I should focus on attaining righteousness.
    +1 Charisma-1 Courage+60Civics+15/city↗ turn
    grants
    BONUS_EVENTOPTION_SUCCESSION_SELF_REFLECTION_RIGHTEOUSNESS
    aiRatings: RATING_CHARISMA=1, RATING_COURAGE=-1
    aeBonuses: BONUS_CIVICS_GAIN_AVERAGE
  • I should surround myself with brilliant artists.
    +1 Wisdom-1 Discipline+30–300 Culture (by city tier)
    grants
    BONUS_EVENTOPTION_SUCCESSION_SELF_REFLECTION_BRILLIANT_LEADER
    aiRatings: RATING_WISDOM=1, RATING_DISCIPLINE=-1
    BONUS_CULTURE_GAIN_AVERAGE
    aaiCultureYield: 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
    grants
    BONUS_EVENTOPTION_SUCCESSION_SELF_REFLECTION_PEACEFUL
    aiRatings: RATING_DISCIPLINE=1, RATING_COURAGE=-1
    aeBonuses: BONUS_SCIENCE_GAIN_AVERAGE
  • I am already a perfect ruler.
    (no gates or payload in XML)

✎ Leyla Johnson

Separation of Powers Succession Us Behind the Throne
Every 0 turns Leader UsDead UsUs Grand Vizier
  • That suits me just fine.
    +40Civics+10/city↗ turn
    grants
    BONUS_CIVICS_GAIN_SMALL
    aiGlobalYieldsBase: YIELD_CIVICS=40
    aiGlobalYieldsPer: YIELD_CIVICS=10
  • Offer [character] a very generous retirement.
    -160Money-40/city↗ turnGain trait: The Quiet Life
    grants
    BONUS_MONEY_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=-160
    aiGlobalYieldsPer: YIELD_MONEY=-40
    BONUS_GIVE_TRAIT_QUIET_LIFE
    aeAddTraits: TRAIT_THE_QUIET_LIFE
  • Attempt to force him out.
    Leader relationship: Vengeful Against
    gated by
    LeaderSubjectNotAny SUBJECT_TIMID
    grants
    BONUS_FORCED_OUT
    aiTraitProbDelay: TRAIT_EXILED=50
    aeBonuses: BONUS_LEADER_VENGEFUL_AGAINST

✎ Jeri Roys

Snake Signs Succession Us
Once per game Leader UsFamily Ordered UsFamily Ordered UsFamily Ordered UsCity UsCity UsCity UsPlayer UsTech Spoked Wheel Discovered Us AdultCity Family Seat
  • 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
    grants
    BONUS_EVENTOPTION_SUCCESSION_SNAKE_SIGNS_FAMILY
    Memory MEMORYFAMILY_HOSTED_CORONATION
    aeBonuses: BONUS_CULTURE_GAIN_AVERAGE
    BONUS_MONEY_LOSS_LARGE
    aiGlobalYieldsBase: YIELD_MONEY=-240
    aiGlobalYieldsPer: 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
    grants
    BONUS_EVENTOPTION_SUCCESSION_SNAKE_SIGNS_FAMILY
    Memory MEMORYFAMILY_HOSTED_CORONATION
    aeBonuses: BONUS_CULTURE_GAIN_AVERAGE
    BONUS_FOOD_LOSS_LARGE
    aiGlobalYieldsBase: YIELD_FOOD=-75
    aiGlobalYieldsPer: YIELD_FOOD=-25
    ◇ grants a memory no event currently keys off
  • Host a contest of arms 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)-75Iron-25/city↗ turn
    grants
    BONUS_EVENTOPTION_SUCCESSION_SNAKE_SIGNS_FAMILY
    Memory MEMORYFAMILY_HOSTED_CORONATION
    aeBonuses: BONUS_CULTURE_GAIN_AVERAGE
    BONUS_IRON_LOSS_LARGE
    aiGlobalYieldsBase: YIELD_IRON=-75
    aiGlobalYieldsPer: YIELD_IRON=-25
    ◇ grants a memory no event currently keys off
  • No, I choose my own path.
    Gain trait: Proud
    grants
    BONUS_GIVE_TRAIT_PROUD
    aeAddTraits: TRAIT_PROUD

✎ Leyla Johnson

Taking the Crown Succession Us
Once per game Leader UsCapital Us AdultNot Traditional
  • Host an enormous festival.
    grants
    BONUS_EVENTOPTION_SUCCESSION_TAKING_THE_CROWN_FESTIVAL
    aeCultureProject: CULTURE_WEAK, CULTURE_DEVELOPING, CULTURE_STRONG, CULTURE_LEGENDARY
  • Resolve
    50%
    Gain trait: Superstitious
    50%
    Gain trait: Debauched
    grants
    50% BONUS_GIVE_TRAIT_SUPERSTITIOUS
    aeAddTraits: TRAIT_SUPERSTITIOUS
    50% BONUS_EVENTOPTION_SUCCESSION_TAKING_THE_CROWN_INQUIRY
    aeCultureProject: CULTURE_WEAK, CULTURE_DEVELOPING, CULTURE_STRONG, CULTURE_LEGENDARY
    50% BONUS_GIVE_TRAIT_DEBAUCHED
    aeAddTraits: TRAIT_DEBAUCHED
    50% BONUS_EVENTOPTION_SUCCESSION_TAKING_THE_CROWN_INQUIRY
    aeCultureProject: CULTURE_WEAK, CULTURE_DEVELOPING, CULTURE_STRONG, CULTURE_LEGENDARY
  • Conduct the traditional ceremony.
    +30–300 Culture (by city tier)
    grants
    BONUS_CULTURE_GAIN_AVERAGE
    aaiCultureYield: CULTURE_WEAK[YIELD_CULTURE=30], CULTURE_DEVELOPING[YIELD_CULTURE=60], CULTURE_STRONG[YIELD_CULTURE=120], CULTURE_LEGENDARY[YIELD_CULTURE=300]

✎ Leyla Johnson

The Augurs Succession Us The Sacred and the Profane Religion event pack
Every 40 turns Leader UsReligion Player Pagan RomeReligion Min Pleased
  • My rule will be blessed by the gods.
    +3 Legitimacy
    grants
    BONUS_EVENTOPTION_THE_AUGURES_OPTION_0_CHARACTER
    iLegitimacy 3
  • Celebrate with bread and games.
    grants
    BONUS_EVENTOPTION_THE_AUGURES_OPTION_1_RELIGION
    aeReligionBonuses: BONUS_PROJECT_FESTIVAL_1

✎ Josh Unsworth Background reading ↗

The Brink of Peace Succession Us Behind the Throne
Every 0 turns Leader Us The Uncrowned
Always Loses trait: The Uncrowned
  • A new era dawns.
    (no gates or payload in XML)

✎ Jeri Roys

The Brink of Peace Succession Us Behind the Throne
Every 0 turns Leader UsPlayer UsTribe RebelsUnit ThemUnit Them The Uncrowned
Always Loses trait: The Uncrowned
  • Peace is the priority. I will make what concessions I can to satisfy the other Rebels leaders.
    -6 Legitimacy
    grants
    BONUS_NEGOTIATED_WITH_SEPARTISTS
    iLegitimacy -6
    BONUS_CONVERT_UNIT_TO_SUBJECT_1
    iConvertUnitSubject 1
    BONUS_CONVERT_UNIT_TO_SUBJECT_1
    iConvertUnitSubject 1
  • Unity is the priority. [rival] cannot loosen its grip.
    (no gates or payload in XML)

✎ Jeri Roys

The Burden of Kings Succession Us
Every 0 turns Was Leader Dead UsLeader UsPlayer Us Study Any
  • Resolve
    5%
    Loses trait: Philosophy Student
    5%
    Loses trait: Philosophy Student
    5%
    Loses trait: Philosophy Student
    5%
    Loses trait: Philosophy Student
    5%
    Loses trait: Philosophy Student
    5%
    Loses trait: Tactics Student
    5%
    Loses trait: Tactics Student
    5%
    Loses trait: Tactics Student
    5%
    Loses trait: Tactics Student
    5%
    Loses trait: Tactics Student
    5%
    Loses trait: Politics Student
    5%
    Loses trait: Politics Student
    5%
    Loses trait: Politics Student
    5%
    Loses trait: Politics Student
    5%
    Loses trait: Politics Student
    5%
    Loses trait: Commerce Student
    5%
    Loses trait: Commerce Student
    5%
    Loses trait: Commerce Student
    5%
    Loses trait: Commerce Student
    5%
    Loses trait: Commerce Student
    grants
    5% BONUS_SET_TACTICIAN_ARCHETYPE
    SetArchetype TRAIT_TACTICIAN_ARCHETYPE
    5% BONUS_REMOVE_STUDY_PHILOSOPHY
    aeRemoveTraits: TRAIT_STUDY_PHILOSOPHY
    5% BONUS_SET_ZEALOT_ARCHETYPE
    SetArchetype TRAIT_ZEALOT_ARCHETYPE
    5% BONUS_REMOVE_STUDY_PHILOSOPHY
    aeRemoveTraits: TRAIT_STUDY_PHILOSOPHY
    5% BONUS_SET_JUDGE_ARCHETYPE
    SetArchetype TRAIT_JUDGE_ARCHETYPE
    5% BONUS_REMOVE_STUDY_PHILOSOPHY
    aeRemoveTraits: TRAIT_STUDY_PHILOSOPHY
    5% BONUS_SET_BUILDER_ARCHETYPE
    SetArchetype TRAIT_BUILDER_ARCHETYPE
    5% BONUS_REMOVE_STUDY_PHILOSOPHY
    aeRemoveTraits: TRAIT_STUDY_PHILOSOPHY
    5% BONUS_SET_SCHOLAR_ARCHETYPE
    SetArchetype TRAIT_SCHOLAR_ARCHETYPE
    5% BONUS_REMOVE_STUDY_PHILOSOPHY
    aeRemoveTraits: TRAIT_STUDY_PHILOSOPHY
    5% BONUS_SET_HERO_ARCHETYPE
    SetArchetype TRAIT_HERO_ARCHETYPE
    5% BONUS_REMOVE_STUDY_TACTICS
    aeRemoveTraits: TRAIT_STUDY_TACTICS
    5% BONUS_SET_COMMANDER_ARCHETYPE
    SetArchetype TRAIT_COMMANDER_ARCHETYPE
    5% BONUS_REMOVE_STUDY_TACTICS
    aeRemoveTraits: TRAIT_STUDY_TACTICS
    5% BONUS_SET_TACTICIAN_ARCHETYPE
    SetArchetype TRAIT_TACTICIAN_ARCHETYPE
    5% BONUS_REMOVE_STUDY_TACTICS
    aeRemoveTraits: TRAIT_STUDY_TACTICS
    5% BONUS_SET_ZEALOT_ARCHETYPE
    SetArchetype TRAIT_ZEALOT_ARCHETYPE
    5% BONUS_REMOVE_STUDY_TACTICS
    aeRemoveTraits: TRAIT_STUDY_TACTICS
    5% BONUS_SET_SCHEMER_ARCHETYPE
    SetArchetype TRAIT_SCHEMER_ARCHETYPE
    5% BONUS_REMOVE_STUDY_TACTICS
    aeRemoveTraits: TRAIT_STUDY_TACTICS
    5% BONUS_SET_HERO_ARCHETYPE
    SetArchetype TRAIT_HERO_ARCHETYPE
    5% BONUS_REMOVE_STUDY_POLITICS
    aeRemoveTraits: TRAIT_STUDY_POLITICS
    5% BONUS_SET_ORATOR_ARCHETYPE
    SetArchetype TRAIT_ORATOR_ARCHETYPE
    5% BONUS_REMOVE_STUDY_POLITICS
    aeRemoveTraits: TRAIT_STUDY_POLITICS
    5% BONUS_SET_JUDGE_ARCHETYPE
    SetArchetype TRAIT_JUDGE_ARCHETYPE
    5% BONUS_REMOVE_STUDY_POLITICS
    aeRemoveTraits: TRAIT_STUDY_POLITICS
    5% BONUS_SET_DIPLOMAT_ARCHETYPE
    SetArchetype TRAIT_DIPLOMAT_ARCHETYPE
    5% BONUS_REMOVE_STUDY_POLITICS
    aeRemoveTraits: TRAIT_STUDY_POLITICS
    5% BONUS_SET_SCHOLAR_ARCHETYPE
    SetArchetype TRAIT_SCHOLAR_ARCHETYPE
    5% BONUS_REMOVE_STUDY_POLITICS
    aeRemoveTraits: TRAIT_STUDY_POLITICS
    5% BONUS_SET_COMMANDER_ARCHETYPE
    SetArchetype TRAIT_COMMANDER_ARCHETYPE
    5% BONUS_REMOVE_STUDY_COMMERCE
    aeRemoveTraits: TRAIT_STUDY_COMMERCE
    5% BONUS_SET_SCHEMER_ARCHETYPE
    SetArchetype TRAIT_SCHEMER_ARCHETYPE
    5% BONUS_REMOVE_STUDY_COMMERCE
    aeRemoveTraits: TRAIT_STUDY_COMMERCE
    5% BONUS_SET_ORATOR_ARCHETYPE
    SetArchetype TRAIT_ORATOR_ARCHETYPE
    5% BONUS_REMOVE_STUDY_COMMERCE
    aeRemoveTraits: TRAIT_STUDY_COMMERCE
    5% BONUS_SET_BUILDER_ARCHETYPE
    SetArchetype TRAIT_BUILDER_ARCHETYPE
    5% BONUS_REMOVE_STUDY_COMMERCE
    aeRemoveTraits: TRAIT_STUDY_COMMERCE
    5% BONUS_SET_DIPLOMAT_ARCHETYPE
    SetArchetype TRAIT_DIPLOMAT_ARCHETYPE
    5% BONUS_REMOVE_STUDY_COMMERCE
    aeRemoveTraits: TRAIT_STUDY_COMMERCE
  • Resolve
    5%
    Loses trait: Philosophy Student
    5%
    Loses trait: Philosophy Student
    5%
    Loses trait: Philosophy Student
    5%
    Loses trait: Philosophy Student
    5%
    Loses trait: Philosophy Student
    5%
    Loses trait: Tactics Student
    5%
    Loses trait: Tactics Student
    5%
    Loses trait: Tactics Student
    5%
    Loses trait: Tactics Student
    5%
    Loses trait: Tactics Student
    5%
    Loses trait: Politics Student
    5%
    Loses trait: Politics Student
    5%
    Loses trait: Politics Student
    5%
    Loses trait: Politics Student
    5%
    Loses trait: Politics Student
    5%
    Loses trait: Commerce Student
    5%
    Loses trait: Commerce Student
    5%
    Loses trait: Commerce Student
    5%
    Loses trait: Commerce Student
    5%
    Loses trait: Commerce Student
    grants
    5% BONUS_SET_TACTICIAN_ARCHETYPE
    SetArchetype TRAIT_TACTICIAN_ARCHETYPE
    5% BONUS_REMOVE_STUDY_PHILOSOPHY
    aeRemoveTraits: TRAIT_STUDY_PHILOSOPHY
    5% BONUS_SET_ZEALOT_ARCHETYPE
    SetArchetype TRAIT_ZEALOT_ARCHETYPE
    5% BONUS_REMOVE_STUDY_PHILOSOPHY
    aeRemoveTraits: TRAIT_STUDY_PHILOSOPHY
    5% BONUS_SET_JUDGE_ARCHETYPE
    SetArchetype TRAIT_JUDGE_ARCHETYPE
    5% BONUS_REMOVE_STUDY_PHILOSOPHY
    aeRemoveTraits: TRAIT_STUDY_PHILOSOPHY
    5% BONUS_SET_BUILDER_ARCHETYPE
    SetArchetype TRAIT_BUILDER_ARCHETYPE
    5% BONUS_REMOVE_STUDY_PHILOSOPHY
    aeRemoveTraits: TRAIT_STUDY_PHILOSOPHY
    5% BONUS_SET_SCHOLAR_ARCHETYPE
    SetArchetype TRAIT_SCHOLAR_ARCHETYPE
    5% BONUS_REMOVE_STUDY_PHILOSOPHY
    aeRemoveTraits: TRAIT_STUDY_PHILOSOPHY
    5% BONUS_SET_HERO_ARCHETYPE
    SetArchetype TRAIT_HERO_ARCHETYPE
    5% BONUS_REMOVE_STUDY_TACTICS
    aeRemoveTraits: TRAIT_STUDY_TACTICS
    5% BONUS_SET_COMMANDER_ARCHETYPE
    SetArchetype TRAIT_COMMANDER_ARCHETYPE
    5% BONUS_REMOVE_STUDY_TACTICS
    aeRemoveTraits: TRAIT_STUDY_TACTICS
    5% BONUS_SET_TACTICIAN_ARCHETYPE
    SetArchetype TRAIT_TACTICIAN_ARCHETYPE
    5% BONUS_REMOVE_STUDY_TACTICS
    aeRemoveTraits: TRAIT_STUDY_TACTICS
    5% BONUS_SET_ZEALOT_ARCHETYPE
    SetArchetype TRAIT_ZEALOT_ARCHETYPE
    5% BONUS_REMOVE_STUDY_TACTICS
    aeRemoveTraits: TRAIT_STUDY_TACTICS
    5% BONUS_SET_SCHEMER_ARCHETYPE
    SetArchetype TRAIT_SCHEMER_ARCHETYPE
    5% BONUS_REMOVE_STUDY_TACTICS
    aeRemoveTraits: TRAIT_STUDY_TACTICS
    5% BONUS_SET_HERO_ARCHETYPE
    SetArchetype TRAIT_HERO_ARCHETYPE
    5% BONUS_REMOVE_STUDY_POLITICS
    aeRemoveTraits: TRAIT_STUDY_POLITICS
    5% BONUS_SET_ORATOR_ARCHETYPE
    SetArchetype TRAIT_ORATOR_ARCHETYPE
    5% BONUS_REMOVE_STUDY_POLITICS
    aeRemoveTraits: TRAIT_STUDY_POLITICS
    5% BONUS_SET_JUDGE_ARCHETYPE
    SetArchetype TRAIT_JUDGE_ARCHETYPE
    5% BONUS_REMOVE_STUDY_POLITICS
    aeRemoveTraits: TRAIT_STUDY_POLITICS
    5% BONUS_SET_DIPLOMAT_ARCHETYPE
    SetArchetype TRAIT_DIPLOMAT_ARCHETYPE
    5% BONUS_REMOVE_STUDY_POLITICS
    aeRemoveTraits: TRAIT_STUDY_POLITICS
    5% BONUS_SET_SCHOLAR_ARCHETYPE
    SetArchetype TRAIT_SCHOLAR_ARCHETYPE
    5% BONUS_REMOVE_STUDY_POLITICS
    aeRemoveTraits: TRAIT_STUDY_POLITICS
    5% BONUS_SET_COMMANDER_ARCHETYPE
    SetArchetype TRAIT_COMMANDER_ARCHETYPE
    5% BONUS_REMOVE_STUDY_COMMERCE
    aeRemoveTraits: TRAIT_STUDY_COMMERCE
    5% BONUS_SET_SCHEMER_ARCHETYPE
    SetArchetype TRAIT_SCHEMER_ARCHETYPE
    5% BONUS_REMOVE_STUDY_COMMERCE
    aeRemoveTraits: TRAIT_STUDY_COMMERCE
    5% BONUS_SET_ORATOR_ARCHETYPE
    SetArchetype TRAIT_ORATOR_ARCHETYPE
    5% BONUS_REMOVE_STUDY_COMMERCE
    aeRemoveTraits: TRAIT_STUDY_COMMERCE
    5% BONUS_SET_BUILDER_ARCHETYPE
    SetArchetype TRAIT_BUILDER_ARCHETYPE
    5% BONUS_REMOVE_STUDY_COMMERCE
    aeRemoveTraits: TRAIT_STUDY_COMMERCE
    5% BONUS_SET_DIPLOMAT_ARCHETYPE
    SetArchetype TRAIT_DIPLOMAT_ARCHETYPE
    5% BONUS_REMOVE_STUDY_COMMERCE
    aeRemoveTraits: TRAIT_STUDY_COMMERCE
  • Resolve
    5%
    Loses trait: Philosophy Student
    5%
    Loses trait: Philosophy Student
    5%
    Loses trait: Philosophy Student
    5%
    Loses trait: Philosophy Student
    5%
    Loses trait: Philosophy Student
    5%
    Loses trait: Tactics Student
    5%
    Loses trait: Tactics Student
    5%
    Loses trait: Tactics Student
    5%
    Loses trait: Tactics Student
    5%
    Loses trait: Tactics Student
    5%
    Loses trait: Politics Student
    5%
    Loses trait: Politics Student
    5%
    Loses trait: Politics Student
    5%
    Loses trait: Politics Student
    5%
    Loses trait: Politics Student
    5%
    Loses trait: Commerce Student
    5%
    Loses trait: Commerce Student
    5%
    Loses trait: Commerce Student
    5%
    Loses trait: Commerce Student
    5%
    Loses trait: Commerce Student
    grants
    5% BONUS_SET_TACTICIAN_ARCHETYPE
    SetArchetype TRAIT_TACTICIAN_ARCHETYPE
    5% BONUS_REMOVE_STUDY_PHILOSOPHY
    aeRemoveTraits: TRAIT_STUDY_PHILOSOPHY
    5% BONUS_SET_ZEALOT_ARCHETYPE
    SetArchetype TRAIT_ZEALOT_ARCHETYPE
    5% BONUS_REMOVE_STUDY_PHILOSOPHY
    aeRemoveTraits: TRAIT_STUDY_PHILOSOPHY
    5% BONUS_SET_JUDGE_ARCHETYPE
    SetArchetype TRAIT_JUDGE_ARCHETYPE
    5% BONUS_REMOVE_STUDY_PHILOSOPHY
    aeRemoveTraits: TRAIT_STUDY_PHILOSOPHY
    5% BONUS_SET_BUILDER_ARCHETYPE
    SetArchetype TRAIT_BUILDER_ARCHETYPE
    5% BONUS_REMOVE_STUDY_PHILOSOPHY
    aeRemoveTraits: TRAIT_STUDY_PHILOSOPHY
    5% BONUS_SET_SCHOLAR_ARCHETYPE
    SetArchetype TRAIT_SCHOLAR_ARCHETYPE
    5% BONUS_REMOVE_STUDY_PHILOSOPHY
    aeRemoveTraits: TRAIT_STUDY_PHILOSOPHY
    5% BONUS_SET_HERO_ARCHETYPE
    SetArchetype TRAIT_HERO_ARCHETYPE
    5% BONUS_REMOVE_STUDY_TACTICS
    aeRemoveTraits: TRAIT_STUDY_TACTICS
    5% BONUS_SET_COMMANDER_ARCHETYPE
    SetArchetype TRAIT_COMMANDER_ARCHETYPE
    5% BONUS_REMOVE_STUDY_TACTICS
    aeRemoveTraits: TRAIT_STUDY_TACTICS
    5% BONUS_SET_TACTICIAN_ARCHETYPE
    SetArchetype TRAIT_TACTICIAN_ARCHETYPE
    5% BONUS_REMOVE_STUDY_TACTICS
    aeRemoveTraits: TRAIT_STUDY_TACTICS
    5% BONUS_SET_ZEALOT_ARCHETYPE
    SetArchetype TRAIT_ZEALOT_ARCHETYPE
    5% BONUS_REMOVE_STUDY_TACTICS
    aeRemoveTraits: TRAIT_STUDY_TACTICS
    5% BONUS_SET_SCHEMER_ARCHETYPE
    SetArchetype TRAIT_SCHEMER_ARCHETYPE
    5% BONUS_REMOVE_STUDY_TACTICS
    aeRemoveTraits: TRAIT_STUDY_TACTICS
    5% BONUS_SET_HERO_ARCHETYPE
    SetArchetype TRAIT_HERO_ARCHETYPE
    5% BONUS_REMOVE_STUDY_POLITICS
    aeRemoveTraits: TRAIT_STUDY_POLITICS
    5% BONUS_SET_ORATOR_ARCHETYPE
    SetArchetype TRAIT_ORATOR_ARCHETYPE
    5% BONUS_REMOVE_STUDY_POLITICS
    aeRemoveTraits: TRAIT_STUDY_POLITICS
    5% BONUS_SET_JUDGE_ARCHETYPE
    SetArchetype TRAIT_JUDGE_ARCHETYPE
    5% BONUS_REMOVE_STUDY_POLITICS
    aeRemoveTraits: TRAIT_STUDY_POLITICS
    5% BONUS_SET_DIPLOMAT_ARCHETYPE
    SetArchetype TRAIT_DIPLOMAT_ARCHETYPE
    5% BONUS_REMOVE_STUDY_POLITICS
    aeRemoveTraits: TRAIT_STUDY_POLITICS
    5% BONUS_SET_SCHOLAR_ARCHETYPE
    SetArchetype TRAIT_SCHOLAR_ARCHETYPE
    5% BONUS_REMOVE_STUDY_POLITICS
    aeRemoveTraits: TRAIT_STUDY_POLITICS
    5% BONUS_SET_COMMANDER_ARCHETYPE
    SetArchetype TRAIT_COMMANDER_ARCHETYPE
    5% BONUS_REMOVE_STUDY_COMMERCE
    aeRemoveTraits: TRAIT_STUDY_COMMERCE
    5% BONUS_SET_SCHEMER_ARCHETYPE
    SetArchetype TRAIT_SCHEMER_ARCHETYPE
    5% BONUS_REMOVE_STUDY_COMMERCE
    aeRemoveTraits: TRAIT_STUDY_COMMERCE
    5% BONUS_SET_ORATOR_ARCHETYPE
    SetArchetype TRAIT_ORATOR_ARCHETYPE
    5% BONUS_REMOVE_STUDY_COMMERCE
    aeRemoveTraits: TRAIT_STUDY_COMMERCE
    5% BONUS_SET_BUILDER_ARCHETYPE
    SetArchetype TRAIT_BUILDER_ARCHETYPE
    5% BONUS_REMOVE_STUDY_COMMERCE
    aeRemoveTraits: TRAIT_STUDY_COMMERCE
    5% BONUS_SET_DIPLOMAT_ARCHETYPE
    SetArchetype TRAIT_DIPLOMAT_ARCHETYPE
    5% BONUS_REMOVE_STUDY_COMMERCE
    aeRemoveTraits: TRAIT_STUDY_COMMERCE
  • Resolve
    25%
    Gain trait: MourningLoses trait: Philosophy Student
    25%
    Gain trait: MourningLoses trait: Politics Student
    25%
    Gain trait: MourningLoses trait: Tactics Student
    25%
    Gain trait: MourningLoses trait: Commerce Student
    grants
    25% BONUS_GIVE_TRAIT_MOURNING
    aeAddTraits: TRAIT_MOURNING
    25% BONUS_REMOVE_STUDY_PHILOSOPHY
    aeRemoveTraits: TRAIT_STUDY_PHILOSOPHY
    25% BONUS_GIVE_TRAIT_MOURNING
    aeAddTraits: TRAIT_MOURNING
    25% BONUS_REMOVE_STUDY_POLITICS
    aeRemoveTraits: TRAIT_STUDY_POLITICS
    25% BONUS_GIVE_TRAIT_MOURNING
    aeAddTraits: TRAIT_MOURNING
    25% BONUS_REMOVE_STUDY_TACTICS
    aeRemoveTraits: TRAIT_STUDY_TACTICS
    25% BONUS_GIVE_TRAIT_MOURNING
    aeAddTraits: TRAIT_MOURNING
    25% BONUS_REMOVE_STUDY_COMMERCE
    aeRemoveTraits: TRAIT_STUDY_COMMERCE

✎ Zorbaz

The Dedication Succession Us
Every 20 turns Leader UsDead UsReligion StateUs Or Them ZoroastrianismAdult
  • I am Ahura Mazda's. Ahura Mazda is Minemine.
    Converts to the target religion
    grants
    BONUS_EVENTOPTION_THE_DEDICATION_0
    iConvertReligionSubject 0
  • These are not my ways.
    +5 Legitimacy
    grants
    BONUS_EVENTOPTION_THE_DEDICATION_2
    iLegitimacy 5
    bStateReligionEnd 1

✎ Josh Unsworth Background reading ↗

The Next Journey Succession Us The Sacred and the Profane Religion event pack
Once per game Was Leader Dead UsLeader UsCapital UsReligion StatePlayer Us
  • Resolve
    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)
    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
    grants
    12% BONUS_EVENTOPTION_THE_NEXT_JOURNEY_PLAYER
    MemoryAllFamilies MEMORYFAMILY_TRADITIONAL_BURIAL_PRACTICES
    12% BONUS_EVENTOPTION_THE_NEXT_JOURNEY_PLAYER
    MemoryAllFamilies MEMORYFAMILY_TRADITIONAL_BURIAL_PRACTICES
    12% BONUS_EVENTOPTION_THE_NEXT_JOURNEY_PLAYER
    MemoryAllFamilies MEMORYFAMILY_TRADITIONAL_BURIAL_PRACTICES
    12% BONUS_EVENTOPTION_THE_NEXT_JOURNEY_PLAYER
    MemoryAllFamilies MEMORYFAMILY_TRADITIONAL_BURIAL_PRACTICES
    12% BONUS_EVENTOPTION_THE_NEXT_JOURNEY_PLAYER
    MemoryAllFamilies MEMORYFAMILY_TRADITIONAL_BURIAL_PRACTICES
    12% BONUS_EVENTOPTION_THE_NEXT_JOURNEY_PLAYER
    MemoryAllFamilies MEMORYFAMILY_TRADITIONAL_BURIAL_PRACTICES
    12% BONUS_EVENTOPTION_THE_NEXT_JOURNEY_PLAYER
    MemoryAllFamilies MEMORYFAMILY_TRADITIONAL_BURIAL_PRACTICES
    12% BONUS_EVENTOPTION_THE_NEXT_JOURNEY_PLAYER
    MemoryAllFamilies MEMORYFAMILY_TRADITIONAL_BURIAL_PRACTICES
    0% BONUS_EVENTOPTION_THE_DEIFIED_KING_OPTION_0_CITY
    aeAllCityBonuses: BONUS_PROJECT_FESTIVAL_1
    ◇ grants a memory no event currently keys off
  • Resolve
    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)
    25%
    Remembered: Ruler used our burial practices (+40 opinion for 80 turns)(no event currently keys off this)
    grants
    25% BONUS_EVENTOPTION_THE_NEXT_JOURNEY_RELIGION
    Memory MEMORYRELIGION_BURIAL_PRACTICES
    25% BONUS_EVENTOPTION_THE_NEXT_JOURNEY_RELIGION
    Memory MEMORYRELIGION_BURIAL_PRACTICES
    25% BONUS_EVENTOPTION_THE_NEXT_JOURNEY_RELIGION
    Memory MEMORYRELIGION_BURIAL_PRACTICES
    25% BONUS_EVENTOPTION_THE_NEXT_JOURNEY_RELIGION
    Memory MEMORYRELIGION_BURIAL_PRACTICES
    ◇ grants a memory no event currently keys off
  • Resolve
    25%
    +6 Legitimacy
    25%
    +6 Legitimacy
    25%
    +6 Legitimacy
    25%
    +6 Legitimacy
    grants
    25% BONUS_EVENTOPTION_THE_NEXT_JOURNEY_WONDER
    iLegitimacy 6
    25% BONUS_EVENTOPTION_THE_NEXT_JOURNEY_WONDER
    iLegitimacy 6
    25% BONUS_EVENTOPTION_THE_NEXT_JOURNEY_WONDER
    iLegitimacy 6
    25% BONUS_EVENTOPTION_THE_NEXT_JOURNEY_WONDER
    iLegitimacy 6

✎ Josh Unsworth

The Road to Glory Succession Us
Part of the The Road to Glory chain — 3 events view map →
Once per game Leader UsWas Leader Dead UsWas Leader Dead UsPlayer Us Adult Under 30Ancestor Dead Of Leader Us
  • I will reshape this world to a new future.
    -1 DisciplineGain a random trait
    grants
    BONUS_EVENTOPTION_THE_ROAD_TO_GLORY_YES_CHARACTER_0
    aiRatings: RATING_DISCIPLINE=-1
    aeRandomTraitDelay: TRAIT_INSPIRING, TRAIT_FAMOUS, TRAIT_RIGHTEOUS
  • No, it's too much pressure!
    +2 CharismaGain a random trait
    grants
    BONUS_EVENTOPTION_THE_ROAD_TO_GLORY_NO_CHARACTER_0
    aiRatings: RATING_CHARISMA=2
    aeRandomTraitDelay: TRAIT_SLOTHFUL, TRAIT_DEBAUCHED, TRAIT_DECEITFUL

✎ Josh Unsworth

The Throne is Yours Succession Us Behind the Throne
Every 1 turns Leader UsUsPlayer UsPlayer Them Not Any Descendant Of Leader UsNot Ancestor Of Leader UsNot Sibling Of Leader UsNot Leader Cousin Of UsNot Aunt Uncle Of Leader UsNot Paternal Niece Nephew Of Leader UsNot Maternal Niece Nephew Of Leader UsNot Former RegentNot Regent
  • On the necessity of hard choices in difficult times.
    +1 Discipline+40Discontenteach city↗ turn
    grants
    BONUS_GAIN_DISCIPLINE_1
    aiRatings: RATING_DISCIPLINE=1
    BONUS_ALL_CITIES_MINOR_UNREST
    aeAllCityBonuses: BONUS_DISCONTENT_GAIN_TINY
  • On what you shall provide [rival].
    +1 Charisma-120Money-30/city↗ turn
    grants
    BONUS_GAIN_CHARISMA_1
    aiRatings: RATING_CHARISMA=1
    BONUS_MONEY_LOSS_SMALL
    aiGlobalYieldsBase: YIELD_MONEY=-120
    aiGlobalYieldsPer: YIELD_MONEY=-30
  • On the demands of justice.
    +1 Wisdom-20Civics-5/city↗ turn
    grants
    BONUS_GAIN_WISDOM_1
    aiRatings: RATING_WISDOM=1
    BONUS_CIVICS_LOSS_TINY
    aiGlobalYieldsBase: YIELD_CIVICS=-20
    aiGlobalYieldsPer: YIELD_CIVICS=-5
  • On the greatness of [rival], above all others.
    +2 Courage
    grants
    BONUS_GAIN_COURAGE_2
    aiRatings: RATING_COURAGE=2
    BONUS_PLAYER_WAR_ALL
    DiplomacyAllPlayers DIPLOMACY_WAR

✎ Jeri Roys

Too Young to Rule Succession Us
Every 1 turns Player UsUs Or ThemLeader UsUs Ignore No Event TraitsOver 30HealthyParent Of Leader UsAunt Uncle Of Leader UsGrandparent Of Leader UsSix And UnderChild
  • One must grow into the crown, lest it slip off.
    Gain trait: Rightful Heir
    grants
    BONUS_GIVE_TRAIT_RIGHTFUL_HEIR
    aeAddTraits: TRAIT_RIGHTFUL_HEIR
    BONUS_EVENTOPTION_REGENT_OPTION_1
    iRegentOfSubject 0

✎ Jeri Roys

Too Young to Rule Succession Us
Every 1 turns Player UsWas Leader Dead UsLeader UsUs Over 30Six And UnderHealthyParent Of Leader UsAunt Uncle Of Leader UsGrandparent Of Leader Us
  • One must grow into the crown, lest it slip off.
    Gain trait: Rightful Heir
    grants
    BONUS_GIVE_TRAIT_RIGHTFUL_HEIR
    aeAddTraits: TRAIT_RIGHTFUL_HEIR
    BONUS_EVENTOPTION_REGENT_OPTION_1
    iRegentOfSubject 0

✎ Jeri Roys

[family] Power Play Succession Us
Every 1 turns Player UsUs Or ThemLeader UsFamily Head Us Ignore No Event TraitsSix And UnderChild
  • [character] may yet be king.
    Gain trait: Rightful Heir
    grants
    BONUS_GIVE_TRAIT_RIGHTFUL_HEIR
    aeAddTraits: TRAIT_RIGHTFUL_HEIR
    BONUS_EVENTOPTION_REGENT_OPTION_1
    iRegentOfSubject 0

✎ Jeri Roys

[family] Power Play Succession Us
Every 1 turns Player UsWas Leader Dead UsLeader UsFamily Head Us HealthyNot Adult
  • [character] may yet be king.
    Gain trait: Rightful Heir
    grants
    BONUS_GIVE_TRAIT_RIGHTFUL_HEIR
    aeAddTraits: TRAIT_RIGHTFUL_HEIR
    BONUS_EVENTOPTION_REGENT_OPTION_1
    iRegentOfSubject 0

✎ Jeri Roys