← All story events Event class Stories drawn from the Sudden Death event pool. Scheduling (eventClass.xml): 3% chance per turn (scaled by the Event Level game option) · not before turn 20 · at most one event of this class every 60 turns.
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 Long Fall
- ▸ A statue in the
palace garden.
+60Civics+15/city↗ turn grantsBONUS_CIVICS_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_CIVICS=60aiGlobalYieldsPer: YIELD_CIVICS=15 - ▸ A public funeral procession.
+80Happinesseach city↗ turn grantsBONUS_HAPPINESS_GAIN_AVERAGEaiCityYields: YIELD_HAPPINESS=80
Act of Malice
- ▸ We should not act rashly.Gain trait: Mourning+1 DisciplinegrantsBONUS_EVENTOPTION_DEATH_ACT_OF_MALICE_OPTION_0_CHARACTERaeAddTraits: TRAIT_MOURNINGaeBonuses: BONUS_GAIN_DISCIPLINE_1
- ▸ We must prepare for vengeance.Gain trait: Mourning
+60Training+15/city↗ turn grantsBONUS_EVENTOPTION_DEATH_ACT_OF_MALICE_OPTION_1_CHARACTERaeAddTraits: TRAIT_MOURNINGaeBonuses: BONUS_TRAINING_GAIN_SMALL
Brawl
- ▸ Give comfort to his closest friends.Gain trait: Mourning+1 CharismagrantsBONUS_EVENTOPTION_DEATH_BRAWL_OPTION_0_CHARACTERaeAddTraits: TRAIT_MOURNINGaeBonuses: BONUS_GAIN_CHARISMA_1
- ▸ Make an address on public drunkenness.Gain trait: Mourning+1 WisdomgrantsBONUS_EVENTOPTION_DEATH_BRAWL_OPTION_1_CHARACTERaeAddTraits: TRAIT_MOURNINGaeBonuses: BONUS_GAIN_WISDOM_1
Dark Waters
- ▸ I will address the people about this tragedy.Gain trait: Mourning+1 CouragegrantsBONUS_EVENTOPTION_DEATH_DARK_WATERS_OPTION_0aeAddTraits: TRAIT_MOURNINGaeBonuses: BONUS_GAIN_COURAGE_1
- ▸ I will stay in the
palace and comfort my family. Gain trait: MourningRemembered: Comforted grieving family (+40 opinion for 20 turns)(no event currently keys off this)grantsBONUS_GIVE_TRAIT_MOURNINGaeAddTraits: TRAIT_MOURNINGBONUS_EVENTOPTION_DEATH_DARK_WATERS_OPTION_1_FAMILYMemory MEMORYFAMILY_COMFORTED_GRIEVING_FAMILY◇ grants a memory no event currently keys off
Deadly Drink
- ▸ He would want the people to make merry.Gain trait: Mourning
+60Happinesseach city↗ turn grantsBONUS_EVENTOPTION_DEATH_DEADLY_DRINK_OPTION_0_CHARACTERaeAddTraits: TRAIT_MOURNINGaeBonuses: BONUS_HAPPINESS_GAIN_SMALL - ▸ He would want a day of reflection.Gain trait: Mourning
+40Civics+10/city↗ turn grantsBONUS_EVENTOPTION_DEATH_DEADLY_DRINK_OPTION_1_CHARACTERaeAddTraits: TRAIT_MOURNINGaeBonuses: BONUS_CIVICS_GAIN_SMALL
Fallen to the River
- ▸ Request that [character] be deified and raise a town in his honor.Build Town on the tile
-3Orders↗ turn gated byIndexSubjectgrantsBONUS_EVENTOPTION_FALLEN_TO_THE_RIVER_OPTION_0_TILESetImprovement IMPROVEMENT_TOWNBONUS_ORDERS_LOSS_TINYaiGlobalYieldsBase: YIELD_ORDERS=-3 - ▸ I wish to be left to my grief.Gain trait: MourninggrantsBONUS_EVENTOPTION_FALLEN_TO_THE_RIVER_OPTION_1_CHARACTER_1aeAddTraits: TRAIT_MOURNING
Meditations on Death
- ▸ It is a powerful thing to be so certain in one’s course.+1 DisciplinegrantsBONUS_GAIN_DISCIPLINE_1aiRatings: RATING_DISCIPLINE=1
- ▸ Such absolute belief is itself an end.+1 WisdomgrantsBONUS_GAIN_WISDOM_1aiRatings: RATING_WISDOM=1
- ▸ How can anyone accept death? Fight to the last to live.+1 CouragegrantsBONUS_GAIN_COURAGE_1aiRatings: RATING_COURAGE=1
No Signs of Life
- ▸ We summon our strength and move on.Gain trait: MourningGain trait: InspiringgrantsBONUS_EVENTOPTION_CHILD_NO_SIGNS_OF_LIFE_OPTION_0_CHARACTERaeAddTraits: TRAIT_MOURNING, TRAIT_INSPIRING
- ▸ It is right to pause and reflect on our losses.Gain trait: MourningGain trait: CompassionategrantsBONUS_EVENTOPTION_CHILD_NO_SIGNS_OF_LIFE_OPTION_1_CHARACTERaeAddTraits: TRAIT_MOURNING, TRAIT_COMPASSIONATE
Stricken Down
- ▸ Scientists will work for a cure so no others must die.
+20Science+5/city↗ turn grantsBONUS_SCIENCE_GAIN_SMALLaiGlobalYieldsBase: YIELD_SCIENCE=20aiGlobalYieldsPer: YIELD_SCIENCE=5 - ▸ We shall reaffirm our faith and find solace in prayer.Remembered: Mourned child in prayer (+80 opinion for 40 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_DEATH_STRICKEN_DOWN_OPTION_1_RELIGIONMemory MEMORYRELIGION_MOURNED_IN_PRAYER◇ grants a memory no event currently keys off
The Bath Conspiracy
- ▸ Banish them from [rival].Gain trait: Exiled
+60Discontenteach city↗ turnGain trait: ExiledGain trait: Exiled grantsBONUS_GIVE_TRAIT_EXILEDaeAddTraits: TRAIT_EXILEDBONUS_EVENTOPTION_RELATIONSHIP_BATH_HOUSE_CONSPIRACY_OPTION_0_CHARACTER_1aeAllCityBonuses: BONUS_DISCONTENT_GAIN_SMALLBONUS_GIVE_TRAIT_EXILEDaeAddTraits: TRAIT_EXILEDBONUS_GIVE_TRAIT_EXILEDaeAddTraits: TRAIT_EXILED - ▸ Executions are in
order. The character is killedRemembered (all families): Executed bath-house plotters (-20 opinion for 20 turns)(no event currently keys off this)The character is killedThe character is killedgrantsBONUS_KILL_CHARACTERbKillCharacter 1BONUS_EVENTOPTION_RELATIONSHIP_BATH_HOUSE_CONSPIRACY_OPTION_1_CHARACTER_1MemoryAllFamilies MEMORYFAMILY_EXECUTED_PLOTTERSBONUS_KILL_CHARACTERbKillCharacter 1BONUS_KILL_CHARACTERbKillCharacter 1◇ grants a memory no event currently keys off - ▸ They did us a favor.+20 XP to the charactergrantsBONUS_EVENTOPTION_RELATIONSHIP_BATH_HOUSE_CONSPIRACY_OPTION_2_CHARACTER_1iXPCharacter 20
The Most Trusted
- ▸ Accept your lot.The character is killedgrantsBONUS_SEIZE_THRONE_S0_NO_MEMiSeizeThroneSubject 0BONUS_ASSASSINATE_CHARACTER_BY_1bKillCharacter 1AddRelationshipSubjects: RELATIONSHIP_ASSASSINATED_BY=1
- ▸ Muster the strength for one final blow.The character is killedgrantsBONUS_SEIZE_THRONE_S0_NO_MEMiSeizeThroneSubject 0BONUS_ASSASSINATE_CHARACTER_BY_1bKillCharacter 1AddRelationshipSubjects: RELATIONSHIP_ASSASSINATED_BY=1BONUS_MAYBE_WOUNDEDaiTraitProbDelay: TRAIT_WOUNDED=10
The Price of Power
- ▸ I must disown him for tainting the bloodline.+2 Legitimacy-1 Happiness levelgrantsBONUS_EVENTOPTION_DEATH_THE_PRICE_OF_POWER_OPTION_0_CHARACTERiHappinessLevels -1iLegitimacy 2
- ▸ I will stand by my son in the face of scrutiny.Gain trait: MourninggrantsBONUS_GIVE_TRAIT_MOURNINGaeAddTraits: TRAIT_MOURNING
Trampled
- ▸ Gift his favorite horse to a local
farm.
+30Food+10/city↗ turn grantsBONUS_FOOD_GAIN_SMALLaiGlobalYieldsBase: YIELD_FOOD=30aiGlobalYieldsPer: YIELD_FOOD=10 - ▸ Have the horse take to the battlefield in his name.+1 Melee Cavalry unitgrantsBONUS_UNITCLASS_MELEE_CAVALRYaiBonusUnits: BONUSUNITCLASS_MELEE_CAVALRY=1
Vanished
- ▸ Family is our most important treasure.+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]
- ▸ We will find who did this and punish them.
+80Happinesseach city↗ turn grantsBONUS_HAPPINESS_GAIN_AVERAGEaiCityYields: YIELD_HAPPINESS=80 - ▸ May his weakness be an example.+2 Legitimacygated byLeaderSubject SUBJECT_STRICTgrantsBONUS_EVENTOPTION_DEATH_VANISHED_OPTION_2iLegitimacy 2
Where Lightning Strikes
- ▸ Bury [character] at the spot where he fell and consecrate the space.+20–200 Culture (by city tier)grantsBONUS_CULTURE_GAIN_SMALLaaiCultureYield: CULTURE_WEAK[YIELD_CULTURE=20], CULTURE_DEVELOPING[YIELD_CULTURE=40], CULTURE_STRONG[YIELD_CULTURE=80], CULTURE_LEGENDARY[YIELD_CULTURE=200]
- ▸ Make further sacrifices in [city] to ensure the god's
wrath does not extend to the city.
+80Happinesseach city↗ turn
-20Food-5/city↗ turn grantsBONUS_HAPPINESS_GAIN_AVERAGEaiCityYields: YIELD_HAPPINESS=80BONUS_FOOD_LOSS_TINYaiGlobalYieldsBase: YIELD_FOOD=-20aiGlobalYieldsPer: YIELD_FOOD=-5 - ▸ Travel to observe the site and witness Jupiter's power.Gain a random traitgrantsBONUS_EVENTOPTION_WHERE_LIGHTNING_STRIKES_OPTION_2_PLAYERaeRandomTraitDelay: TRAIT_SUPERSTITIOUS, TRAIT_PIOUS, TRAIT_BRAVEaeRandomTraitText: TEXT_BONUS_EVENTOPTION_WHERE_LIGHTNING_STRIKES_SUPERSTITIOUS, TEXT_BONUS_EVENTOPTION_WHERE_LIGHTNING_STRIKES_PIOUS, TEXT_BONUS_EVENTOPTION_WHERE_LIGHTNING_STRIKES_BRAVE