← All story events Trigger Stories that fire on the Tribe Cleared 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 King's Ransom
- ▸ His craven display was ransom enough.Remembered: Returned the royal family (+40 opinion for 40 turns)(no event currently keys off this)Gain trait: GraciousgrantsBONUS_EVENTOPTION_TRIBE_KINGS_RANSOM_OPTION_0Memory MEMORYTRIBE_RETURNED_FAMILYBONUS_GIVE_TRAIT_GRACIOUSaeAddTraits: TRAIT_GRACIOUS◇ grants a memory no event currently keys off
- ▸ His family is the cost for cowardice.Remembered: Abducted royal family (-40 opinion for 20 turns)(no event currently keys off this)+4 LegitimacyGain trait: CruelgrantsBONUS_EVENTOPTION_TRIBE_KINGS_RANSOM_OPTION_1Memory MEMORYTRIBE_STOLE_FAMILYBONUS_EVENTOPTION_TRIBE_KINGS_RANSOM_OPTION_1_CHARACTER_0iLegitimacy 4aeAddTraits: TRAIT_CRUELBONUS_EVENTOPTION_TRIBE_KINGS_RANSOM_JOINiJoinSubject 1BONUS_EVENTOPTION_TRIBE_KINGS_RANSOM_JOINiJoinSubject 1◇ grants a memory no event currently keys off
- ▸ Everyone has a price...
+160Money+40/city↗ turnRemembered: Returned the royal family (+40 opinion for 40 turns)(no event currently keys off this) grantsBONUS_MONEY_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=160aiGlobalYieldsPer: YIELD_MONEY=40BONUS_EVENTOPTION_TRIBE_KINGS_RANSOM_OPTION_0Memory MEMORYTRIBE_RETURNED_FAMILY◇ grants a memory no event currently keys off
Burial Mounds
- ▸ Loot everything! Leave no
stone unturned. Remembered: Our tombs were desecrated (-20 opinion for 20 turns)(no event currently keys off this)
+120Money+30/city↗ turn grantsBONUS_EVENTOPTION_TRIBE_TOMBS_EVENTSTORY_TRIBE_TOMBS_LOOT_BARBARIANMemory MEMORYTRIBE_DESECRATIONBONUS_MONEY_GAIN_SMALLaiGlobalYieldsBase: YIELD_MONEY=120aiGlobalYieldsPer: YIELD_MONEY=30◇ grants a memory no event currently keys off - ▸ We must not incur the
wrath of the spirits. Remembered: Our tombs were spared (+20 opinion for 20 turns)(no event currently keys off this)+1 DisciplinegrantsBONUS_EVENTOPTION_TRIBE_TOMBS_EVENTSTORY_TRIBE_TOMBS_NO_LOOT_BARBARIANMemory MEMORYTRIBE_RESPECTBONUS_EVENTOPTION_TRIBE_TOMBS_EVENTSTORY_TRIBE_TOMBS_NO_LOOTaeBonuses: BONUS_GAIN_DISCIPLINE_1◇ grants a memory no event currently keys off
Cult of Flame
- ▸ Install them in a city to show tolerance.Remembered: Our tombs were spared (+20 opinion for 20 turns)(no event currently keys off this)+1 Happiness levelLaw-based opinion shiftgrantsBONUS_EVENTOPTION_TRIBE_CULT_OF_FLAME_KEEPMemory MEMORYTRIBE_RESPECTBONUS_HAPPINESS_UPiHappinessLevels 1BONUS_EVENTOPTION_TRIBE_CULT_OF_FLAME_POLY_FAMILYaiLawOpinion: LAW_MONOTHEISM=-40◇ grants a memory no event currently keys off
- ▸ Deface them and smash them to dust.+4 LegitimacyLaw-based opinion shiftgrantsBONUS_EVENTOPTION_TRIBE_CULT_OF_FLAME_SMASHiLegitimacy 4BONUS_EVENTOPTION_TRIBE_CULT_OF_FLAME_MONO_FAMILYaiLawOpinion: LAW_POLYTHEISM=-20↳ may trigger: Captives of Belief
Exotic Influence
- ▸ I will not be tainted by these savages.Remembered: Insulted our customs (-20 opinion for 20 turns)(no event currently keys off this)+2 LegitimacygrantsBONUS_EVENTOPTION_TRIBE_EXOTIC_INFLUENCE_OPTION_0Memory MEMORYTRIBE_INSULTED_CUSTOMSBONUS_EVENTOPTION_TRIBE_EXOTIC_INFLUENCE_OPTION_0_CHARACTERiLegitimacy 2◇ grants a memory no event currently keys off
- ▸ These prizes are
mine by right and rule. Remembered: Accepted our customs (+20 opinion for 20 turns)(no event currently keys off this)-2 LegitimacyGain trait: Regalia of the ConquerorgrantsBONUS_EVENTOPTION_TRIBE_EXOTIC_INFLUENCE_OPTION_1Memory MEMORYTRIBE_ACCEPTED_CUSTOMSBONUS_EVENTOPTION_TRIBE_EXOTIC_INFLUENCE_OPTION_1_CHARACTERiLegitimacy -2aeAddTraits: TRAIT_REGALIA_OF_THE_CONQUERER◇ grants a memory no event currently keys off - ▸ Put these treasures in our nation's coffers.Remembered: Insulted our customs (-20 opinion for 20 turns)(no event currently keys off this)
+160Money+40/city↗ turn grantsBONUS_EVENTOPTION_TRIBE_EXOTIC_INFLUENCE_OPTION_2Memory MEMORYTRIBE_INSULTED_CUSTOMSBONUS_MONEY_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=160aiGlobalYieldsPer: YIELD_MONEY=40◇ grants a memory no event currently keys off - ▸ This piece bears the crest of one of our ancient heros! I shall wear it proudly!Remembered: Accepted our customs (+20 opinion for 20 turns)(no event currently keys off this)+4 Legitimacygated byLeaderSubject SUBJECT_BLESSEDgrantsBONUS_EVENTOPTION_TRIBE_EXOTIC_INFLUENCE_OPTION_3Memory MEMORYTRIBE_ACCEPTED_CUSTOMSBONUS_EVENTOPTION_TRIBE_EXOTIC_INFLUENCE_OPTION_3_CHARACTERiLegitimacy 4◇ grants a memory no event currently keys off
For the Glory of Babylon
- ▸ Dismantle their villages and rip down their edifices, bringing the
stone back to Babylon for the furtherance of our national goals.
+50Stone+15/city↗ turn grantsBONUS_STONE_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_STONE=50aiGlobalYieldsPer: YIELD_STONE=15 - ▸ Seek out the most talented members of this conquered tribe and bring them back to our lands to help with administrative tasks.
+60Civics+15/city↗ turn grantsBONUS_CIVICS_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_CIVICS=60aiGlobalYieldsPer: YIELD_CIVICS=15
Horse Lords
- ▸ Teach riders how to shoot.+1 Horse ArchergrantsBONUS_EVENTOPTION_TRIBE_HORSE_LORDS_OPTION_0aiUnits: UNIT_HORSE_ARCHER=1
- ▸ Our warriors need mounts.+1 HorsemangrantsBONUS_EVENTOPTION_TRIBE_HORSE_LORDS_OPTION_1aiUnits: UNIT_HORSEMAN=1
- ▸ Field animals are in short supply.grantsBONUS_EVENTOPTION_TRIBE_HORSE_LORDS_OPTION_2aeForceResources: RESOURCE_HORSE
Liberated
- ▸ Let them return to their families.grantsBONUS_ADD_CITIZEN_1iCitizens 1
- ▸ Arm them and put them at the front.-1 Happiness level+1 Heavy Infantry unitgrantsBONUS_HAPPINESS_DOWNiHappinessLevels -1BONUS_EVENTOPTION_TRIBE_LIBERATED_OPTION_1aiBonusUnits: BONUSUNITCLASS_HEAVY_INFANTRY=1
Median-Scythian Alliance
- ▸ [tribe] will serve us now. Let historians deal with the past. Kings grow their power in the present.-6 LegitimacygrantsBONUS_PERSIA_CYAXARES_TRIBAL_ALLIANCE_LEGITIMACYiLegitimacy -6BONUS_PERSIA_CYAXARES_TRIBAL_ALLIANCEbTribeAlliance 1
- ▸ I am not going to tarnish my legacy by friendship with the [tribe].+40 XP to the charactergrantsBONUS_XP_CHARACTER_AVERAGEiXPCharacter 40
Prisoners of War
- ▸ We must be prudent. Execute the prisoners.Remembered: They executed our prisoners (-20 opinion for 40 turns)(no event currently keys off this)Gain trait: VigilantgrantsBONUS_EVENTOPTION_PRISONERS_OF_WAR_EXECUTE_BARBARIANMemory MEMORYTRIBE_EXECUTIONBONUS_GIVE_TRAIT_VIGILANTaeAddTraits: TRAIT_VIGILANT◇ grants a memory no event currently keys off
- ▸ If they are laborers, they will labor for us.
+20Discontenteach city↗ turn grantsBONUS_EVENTOPTION_PRISONERS_OF_WAR_OPTION_1aeBonuses: BONUS_ADD_CITIZEN_1, BONUS_DISCONTENT_GAIN_MINIMAL
Rebel Gladiators
- ▸ Very well. Your swords are ours.+1 Charisma+1 Heavy Infantry unitgrantsBONUS_GAIN_CHARISMA_1aiRatings: RATING_CHARISMA=1BONUS_UNITCLASS_HEAVY_INFANTRYaiBonusUnits: BONUSUNITCLASS_HEAVY_INFANTRY=1
- ▸ You are more valuable to us as labor.+2 LegitimacygrantsBONUS_EVENTOPTION_TRIBE_REBEL_GLADIATORS_OPTION_1iCitizens 2iBorderGrowth 4iLegitimacy 2
- ▸ Such leadership should not be wasted.+1 WisdomGain a Court SoldiergrantsBONUS_GAIN_WISDOM_1aiRatings: RATING_WISDOM=1BONUS_MAKE_GREAT_SOLDIERMakeCourtier COURTIER_SOLDIER
Savage Plague
- ▸ They must do their duty and seize the treasures.
+160Money+40/city↗ turn
+20Wood+5/city↗ turn
+30Food+10/city↗ turn grantsBONUS_EVENTOPTION_SAVAGE_PLAGUE_OPTION_0aeBonuses: BONUS_MONEY_GAIN_AVERAGE, BONUS_WOOD_GAIN_TINY, BONUS_FOOD_GAIN_SMALLBONUS_EVENTOPTION_SAVAGE_PLAGUE_OPTION_0_CHARACTER_2aiTraitProbDelay: TRAIT_ILL=50 - ▸ The health of our soldiers is top priority.Leader relationship: Influenced ByGain trait: CompassionategrantsBONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BYBONUS_GIVE_TRAIT_COMPASSIONATEaeAddTraits: TRAIT_COMPASSIONATE
Secret Alliances
- ▸ Warn [rival] to be careful with whom they ally.Gain trait: VigilantRemembered (leader of you): Warned to stop expanding (-40 opinion for 20 turns)(no event currently keys off this)grantsBONUS_GIVE_TRAIT_VIGILANTaeAddTraits: TRAIT_VIGILANTBONUS_EVENTOPTION_TRIBE_SECRET_ALLIANCES_OPTION_0_PLAYERMemoryLeader MEMORYCHARACTER_WARNED_TO_STOP◇ grants a memory no event currently keys off
- ▸ Declare war on [rival] for its expansionism.+6 LegitimacyRemembered: Declared War on us (-80 opinion for 40 turns)Remembered: Player Offer (5 turns)grantsBONUS_EVENTOPTION_TRIBE_SECRET_ALLIANCES_OPTION_1iLegitimacy 6BONUS_DECLARE_WAR_PLAYERMemory MEMORYPLAYER_DECLARED_WARDiplomacyPlayerFrom DIPLOMACY_WARaeBonuses: BONUS_PLAYER_OFFER◇ may enable: The Sword of Damocles
- ▸ Ignore the connection. It means nothing.Remembered (leader of you): We avoided a costly war (+20 opinion for 20 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_TRIBE_SECRET_ALLIANCES_OPTION_2MemoryLeader MEMORYCHARACTER_AVOIDED_WAR◇ grants a memory no event currently keys off
Strange Encounter
- ▸ Search the ruins. Only fools believe such nonsense!
+240Money+60/city↗ turn grantsBONUS_MONEY_GAIN_LARGEaiGlobalYieldsBase: YIELD_MONEY=240aiGlobalYieldsPer: YIELD_MONEY=60↳ may trigger: Curious Artifact - ▸ Keep the artifact, so our scholars may study its magic.
+20Science+5/city↗ turn grantsBONUS_SCIENCE_GAIN_SMALLaiGlobalYieldsBase: YIELD_SCIENCE=20aiGlobalYieldsPer: YIELD_SCIENCE=5↳ may trigger: Curious Artifact - ▸ Leave the [tribe] land immediately!Remembered: Respected our sacred ground (+40 opinion for 80 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_STRANGE_ENCOUNTER_RESPECT_BARBARIANMemory MEMORYTRIBE_STRANGE_ENCOUNTER◇ grants a memory no event currently keys off
Teaching the Enemy
- ▸ We need such experience on the court.-2 LegitimacyGain a Court ScholargrantsBONUS_EVENTOPTION_TRIBE_TEACHING_THE_ENEMY_OPTION_0_CHARACTER_0iLegitimacy -2BONUS_MAKE_GREAT_SCIENTISTMakeCourtier COURTIER_SCIENTIST
- ▸ Let him elevate those beneath us.Begin project: Local Ascetic
+80Civics+20/city↗ turn grantsBONUS_EVENTOPTION_TRIBE_TEACHING_THE_ENEMY_OPTION_1aeAddProjects: PROJECT_LOCAL_ASCETICaeBonuses: BONUS_CIVICS_GAIN_LARGE
The Pschent Double Crown
- ▸ I graciously accept this honor, both for myself and for my descendants.+10 LegitimacyGain trait: Pschent Double CrowngrantsBONUS_PSCHENT_DOUBLE_CROWNiLegitimacy 10aeAddTraits: TRAIT_PSCHENT_DOUBLE_CROWN
Tribal Confederation
- ▸ [rival] will spare you this once.Remembered: Tribe Offer (5 turns)+1 WisdomgrantsBONUS_TRIBE_TRUCEDiplomacyTribe DIPLOMACY_TRUCEaeBonuses: BONUS_TRIBE_OFFERBONUS_EVENTOPTION_TRIBE_TRIBAL_CONFEDERATION_OPTION_0aeBonuses: BONUS_GAIN_WISDOM_1
- ▸ We do not take
orders from barbarian filth. +6 LegitimacyGain trait: WarlikeRemembered: Tribe Offer (5 turns)Remembered: Tribe Offer (5 turns)grantsBONUS_EVENTOPTION_TRIBE_TRIBAL_CONFEDERATION_OPTION_1iLegitimacy 6aeAddTraits: TRAIT_WARLIKEBONUS_TRIBE_WARDiplomacyTribe DIPLOMACY_WARaeBonuses: BONUS_TRIBE_OFFERBONUS_TRIBE_WARDiplomacyTribe DIPLOMACY_WARaeBonuses: BONUS_TRIBE_OFFER - ▸ An alliance would be in our shared interests.-2 LegitimacyRemembered: Tribe Offer (5 turns)gated byLeaderSubject SUBJECT_CHARACTER_DISABLEDgrantsBONUS_TRIBE_ALLIANCEiLegitimacy -2bTribeAlliance 1aeBonuses: BONUS_TRIBE_OFFER
Tribal Hero
- ▸ Use the fear of this general to form a new militia.+2 Levy unitgrantsBONUS_EVENTOPTION_RECRUITMENT_DRIVE_MILITIA_CITYaiBonusUnits: BONUSUNITCLASS_LEVY=2
- ▸ Lead your soldiers in extra
training drills for fighting [tribe].
+80Training+20/city↗ turn grantsBONUS_TRAINING_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_TRAINING=80aiGlobalYieldsPer: YIELD_TRAINING=20 - ▸ Punish the soldiers that let him escape.gated byLeaderSubject SUBJECT_CHARACTER_TERRIFYINGgrantsBONUS_EVENTOPTION_TRIBAL_HERO_OPTION_2_UNITaeEffectUnits: EFFECTUNIT_STEADFASTaeBonuses: BONUS_DAMAGE_UNIT_LOW
Tribal Rivals
- ▸ Curse the other tribes, this conquest is ours.Remembered: Denied our rival's spoils (-40 opinion for 20 turns)(no event currently keys off this)
+160Money+40/city↗ turn
+50Food+15/city↗ turn grantsBONUS_EVENTOPTION_TRIBE_RIVALS_OPTION_0_BARBARIAN_1Memory MEMORYTRIBE_DENIED_SPOILSBONUS_EVENTOPTION_TRIBE_RIVALS_OPTION_0aeBonuses: BONUS_MONEY_GAIN_AVERAGE, BONUS_FOOD_GAIN_AVERAGE◇ grants a memory no event currently keys off - ▸ Let them pillage and have their share.
+20Food+5/city↗ turn
+80Money+20/city↗ turnRemembered: Shared rival's spoils (+40 opinion for 20 turns)(no event currently keys off this) grantsBONUS_EVENTOPTION_TRIBE_RIVALS_OPTION_1aeBonuses: BONUS_FOOD_GAIN_TINY, BONUS_MONEY_GAIN_TINYBONUS_EVENTOPTION_TRIBE_RIVALS_OPTION_1_BARBARIAN_1Memory MEMORYTRIBE_SHARED_SPOILS◇ grants a memory no event currently keys off - ▸ Burn the spoils and
salt the fields. Remembered: Burned our spoils and salted our fields (-20 opinion for 40 turns)(no event currently keys off this)+4 LegitimacygrantsBONUS_EVENTOPTION_TRIBE_RIVALS_OPTION_2_BARBARIAN_0Memory MEMORYTRIBE_SALTED_FIELDSBONUS_EVENTOPTION_TRIBE_RIVALS_OPTION_2iLegitimacy 4◇ grants a memory no event currently keys off
Tutorial: Tribe Site Cleared
- ▸ I'll make good use of this
food!
+100Food+35/city↗ turn grantsBONUS_FOOD_GAIN_HUGEaiGlobalYieldsBase: YIELD_FOOD=100aiGlobalYieldsPer: YIELD_FOOD=35
Urging Caution
- ▸ We should heed [character]'s suggestions.-1 CouragegrantsBONUS_LEADER_DISAPPOINTED_WITH_REMOVERemoveLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITHBONUS_LOSE_COURAGE_1aiRatings: RATING_COURAGE=-1BONUS_EVENTOPTION_RELATIONSHIP_URGING_CAUTION_OPTION_0_BARBARIANDiplomacyTribe DIPLOMACY_TRUCE
- ▸ [rival] has no
influence on our foreign wars. Leader relationship: Estranged FromgrantsBONUS_LEADER_ESTRANGED_FROMAddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM - ▸ Reassure him of our peaceful intentions.gated byLeaderSubject SUBJECT_CUNNINGgrantsBONUS_LEADER_DISAPPOINTED_WITH_REMOVERemoveLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
Vanquisher of Their Enemy
- ▸ They are welcome at our side.+1 Scout+1 SlingergrantsBONUS_BABYLONIA_NEBUCHADNEZZAR_I_UNITSaiUnits: UNIT_SCOUT=1, UNIT_SLINGER=1
Warmongers
- ▸ Conquering savages is the way of expansion.+1 SettlerGain trait: Intolerantgated byPlayerSubject SUBJECT_PLAYER_COLONIESgrantsBONUS_EVENTOPTION_CHARACTER_WARMONGERS_OPTION_0_CHARACTER_1aiUnits: UNIT_SETTLER=1BONUS_GIVE_TRAIT_INTOLERANTaeAddTraits: TRAIT_INTOLERANT
- ▸ We must erase their barbaric cultures.+4 LegitimacyGain trait: IntolerantgrantsBONUS_EVENTOPTION_CHARACTER_WARMONGERS_OPTION_1_CHARACTER_1iLegitimacy 4aeAddTraits: TRAIT_INTOLERANT
- ▸ Perhaps there are more peaceful methods.Leader relationship: Endeared TograntsBONUS_LEADER_ENDEARED_TOAddLeaderRelationship RELATIONSHIP_ENDEARED_TO
Weapons of War
- ▸ Arm our soldiers for the coming wars.+1 Heavy Infantry unitgrantsBONUS_UNITCLASS_HEAVY_INFANTRYaiBonusUnits: BONUSUNITCLASS_HEAVY_INFANTRY=1
- ▸ Break the weapons down for materials.
+100Iron↗ turn
+100Wood↗ turn grantsBONUS_EVENTOPTION_TRIBE_WEAPONS_OF_WAR_OPTION_1aiGlobalYieldsBase: YIELD_IRON=100, YIELD_WOOD=100
Young Hostage
- ▸ Return the boy to the [tribe].Gain trait: GraciousRemembered: Returned royal hostage (+40 opinion for 20 turns)(no event currently keys off this)grantsBONUS_GIVE_TRAIT_GRACIOUSaeAddTraits: TRAIT_GRACIOUSBONUS_EVENTOPTION_TRIBE_YOUNG_HOSTAGE_OPTION_0_BARBARIAN_1Memory MEMORYTRIBE_RETURNED_HOSTAGE◇ grants a memory no event currently keys off
- ▸ He is too valuable, I will raise the boy as my own.
+40Civics+10/city↗ turnRemembered: Kept a royal ward as hostage (-40 opinion for 40 turns)(no event currently keys off this)The target is adopted grantsBONUS_CIVICS_GAIN_SMALLaiGlobalYieldsBase: YIELD_CIVICS=40aiGlobalYieldsPer: YIELD_CIVICS=10BONUS_EVENTOPTION_TRIBE_YOUNG_HOSTAGE_OPTION_1_BARBARIAN_1Memory MEMORYTRIBE_KEPT_HOSTAGEBONUS_EVENTOPTION_TRIBE_YOUNG_HOSTAGE_OPTION_1_CHARACTER_1iAdoptedBySubject 1◇ grants a memory no event currently keys off - ▸ The child will be raised as a political prisoner in our court.Remembered: Kept a royal ward as hostage (-40 opinion for 40 turns)(no event currently keys off this)Gain trait: Political WardThe target is adoptedgrantsBONUS_EVENTOPTION_TRIBE_YOUNG_HOSTAGE_OPTION_1_BARBARIAN_1Memory MEMORYTRIBE_KEPT_HOSTAGEBONUS_EVENTOPTION_TRIBE_YOUNG_HOSTAGE_OPTION_3_CHARACTER_1iAdoptedBySubject 1aeAddTraits: TRAIT_POLITICAL_WARD↳ may trigger: Ward No Longer◇ grants a memory no event currently keys off
- ▸ This child is simply another prisoner.+2 LegitimacyRemembered: They doomed our royal hostage (-40 opinion for 40 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_TRIBE_YOUNG_HOSTAGE_OPTION_2iLegitimacy 2BONUS_EVENTOPTION_TRIBE_YOUNG_HOSTAGE_OPTION_2_BARBARIAN_1Memory MEMORYTRIBE_DOOMED_HOSTAGEBONUS_ADD_CITIZEN_1iCitizens 1◇ grants a memory no event currently keys off
[city] Burning
- ▸ We will honor the dead with a celebration.
-30Food-10/city↗ turn
-120Money-30/city↗ turn
+40Civics+10/city↗ turn grantsBONUS_EVENTOPTION_TRIBE_HOMELAND_BURNING_OPTION_0aeBonuses: BONUS_FOOD_LOSS_SMALL, BONUS_MONEY_LOSS_SMALLBONUS_CIVICS_GAIN_SMALLaiGlobalYieldsBase: YIELD_CIVICS=40aiGlobalYieldsPer: YIELD_CIVICS=10 - ▸ Quell the riots with blades and boots.
+120Discontenteach city↗ turnProgress ambition: TyrannyRemembered: Recent Ambition (7 turns) grantsBONUS_DISCONTENT_GAIN_LARGEaiCityYields: YIELD_DISCONTENT=120BONUS_AMBITION_LAW_TYRANNYAmbition GOAL_TYRANNYaeBonuses: BONUS_RECENT_AMBITION - ▸ Let [city] burn.+2 LegitimacyGain trait: CruelgrantsBONUS_EVENTOPTION_TRIBE_HOMELAND_BURNING_OPTION_2iLegitimacy 2aeAddTraits: TRAIT_CRUEL
[tribe] Prince
- ▸ Send them both away in chains.+4 LegitimacygrantsBONUS_EVENTOPTION_TRIBE_PRINCE_ENSLAVEiLegitimacy 4
- ▸ Spare the boy, but kill the father.Gain trait: SteadfastgrantsBONUS_GIVE_TRAIT_STEADFASTaeAddTraits: TRAIT_STEADFAST
- ▸ I will raise the boy as my own.The target is adoptedgrantsBONUS_EVENTOPTION_TRIBE_PRINCE_WARD_CHARACTER_1iAdoptedBySubject 1