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📜 Tutorial Unit Attack Weak Events

13 events

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

Tutorial: Attacks into Forests Tutorial Unit Attack Weak · Vegetation Penalty
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
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
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
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
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
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
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
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
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
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
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
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
Once per game Player UsUnit UsUnit Them
  • Some units will be harder to beat in urban combat.
    (no gates or payload in XML)

✎ Solver