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📜 Tutorial Unit Attack Weak Events

13 events

← All story events Trigger Events that fire on the Tutorial Unit Attack Weak trigger.

How yield rewards scale ↗ turn

A yield reward like +40 Science +10/city ↗turn grows with your cities and the turn. You receive:

(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 to turn 60, then turn ÷ 60: ×1.5 at turn 90, ×2 at turn 120, ×3.3 at turn 200.

Each chip shows the ×1 (base) value. Hover a yield chip for a cities × turn table of the real reward. For example, +40 Science +10/city with 4 cities pays 80 in the early game, 120 at turn 90 and 160 at turn 120. The mission pages also have a live calculator. The game's "Tiny", "Small", "Average" and "Large" rewards are shown here as their real numbers.

⚠ Weights are not in-game odds. Each event also needs its character and empire conditions to hold, and some of those are hidden in game, so how often it really fires can differ a lot from its weight. Community tracking bears this out.

Tutorial: Attacks into Forests Tutorial Unit Attack Weak · Vegetation Penalty CM ✓
Once per game Player UsUnit UsUnit Them Unit Ranged
  • ▸ Ranged units are much less effective against targets in woodland.
    (no gates or payload in XML)

✎ Solver

Tutorial: City Defense Tutorial Unit Attack Weak · City CM ✓
Once per game Player UsUnit UsUnit Them
  • ▸ Cities are resilient targets.
    (no gates or payload in XML)

✎ Solver

Tutorial: Defensive General Tutorial Unit Attack Weak · Defensive General CM ✓
Once per game Player UsUnit UsUnit ThemThem
  • ▸ Generals can make a great difference.
    (no gates or payload in XML)

✎ Solver

Tutorial: Defensive Terrain Tutorial Unit Attack Weak · Defensive Terrain CM ✓
Once per game Player UsUnit UsUnit ThemTile Unit HighlanderTile Hill
  • ▸ Terrain can be a major defensive factor.
    (no gates or payload in XML)

✎ Solver

Tutorial: Defensive Terrain Tutorial Unit Attack Weak · Defensive Terrain CM ✓
Once per game Player UsUnit UsUnit ThemThemTile HighlanderTile Hill
  • ▸ Terrain can be a major defensive factor.
    (no gates or payload in XML)

✎ Solver

Tutorial: Defensive Terrain Tutorial Unit Attack Weak · Defensive Terrain CM ✓
Once per game Player UsUnit UsUnit ThemTile Unit RangerTile Trees
  • ▸ Terrain can be a major defensive factor.
    (no gates or payload in XML)

✎ Solver

Tutorial: Defensive Terrain Tutorial Unit Attack Weak · Defensive Terrain CM ✓
Once per game Player UsUnit UsUnit ThemThemTile RangerTile Trees
  • ▸ Terrain can be a major defensive factor.
    (no gates or payload in XML)

✎ Solver

Tutorial: Fortified Enemy Tutorial Unit Attack Weak · Fortified CM ✓
Once per game Player UsUnit UsUnit Them
  • ▸ Fortified enemies will require an extra effort.
    (no gates or payload in XML)

✎ Solver

Tutorial: Home Defense Tutorial Unit Attack Weak · Home Defender CM ✓
Once per game Player UsUnit UsUnit Them
  • ▸ Some units fight better in their own territory.
    (no gates or payload in XML)

✎ Solver

Tutorial: Long Distance Attacks Tutorial Unit Attack Weak · Large Distance CM ✓
Once per game Player UsUnit UsUnit Them
  • ▸ Ranged units do less damage at greater distances.
    (no gates or payload in XML)

✎ Solver

Tutorial: Promoted Units Tutorial Unit Attack Weak · Level Disadvantage CM ✓
Once per game Player UsUnit UsUnit Them
  • ▸ Highly promoted units are much more effective.
    (no gates or payload in XML)

✎ Solver

Tutorial: River Crossing Tutorial Unit Attack Weak · Melee River CM ✓
Once per game Player UsUnit UsUnit Them
  • ▸ Rivers pose a problem for the attacker.
    (no gates or payload in XML)

✎ Solver

Tutorial: Urban Defense Tutorial Unit Attack Weak · Urban CM ✓
Once per game Player UsUnit UsUnit Them
  • ▸ Some units will be harder to beat in urban combat.
    (no gates or payload in XML)

✎ Solver