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👪 Family Events

95 events2 follow-ups

Events tied to one family class: Champions, Clerics, Hunters, Landowners, Patrons, Riders, Sages, Statesmen, Traders and Artisans. They fire only for a family of that class, or are about one. The trigger chip names the class. These events also appear in their own category on Story Events.

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.

Breathtaking Artisans family CM ✓ Behind the Throne
Once per game City Artisans
As it opens, before you choose Begin project: Public Mural
  • ▸ Take inspiration from the murals.
    Gain trait: ArtistGain trait: Impulsive
    grants
    BONUS_GIVE_TRAIT_IMPULSIVE_AND_ARTIST
    aeAddTraits: TRAIT_ARTIST, TRAIT_IMPULSIVE
  • ▸ Encourage further artistic patronage in [city].
    Add Improvement: Estates-80Money-20/city↗ turn
    grants
    BONUS_ADD_PALACE
    AddImprovement IMPROVEMENT_ESTATES
    BONUS_MONEY_LOSS_TINY
    aiGlobalYieldsBase: YIELD_MONEY=-80
    aiGlobalYieldsPer: YIELD_MONEY=-20
  • ▸ Shrug.
    25% chance next turn: becomes Bitter
    grants
    BONUS_MAYBE_BITTER
    aiTraitProbDelay: TRAIT_BITTER=25
Courtly Commissions Artisans family CM ✓ Empires of the Indus
100% to appear Once per game
  • ▸ Of course, the court artists are available to all.
    -5Orders↗ turn+20–200 Culture (by city tier) (every city)
    grants
    BONUS_ORDERS_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_ORDERS=-5
    BONUS_CULTURE_ALL_SMALL
    aeAllCityBonuses: BONUS_CULTURE_GAIN_SMALL
  • ▸ No, they will remain in the capital.
    +40–400 Culture (by city tier)Leader relationship: Disappointed With
    grants
    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]
    BONUS_LEADER_DISAPPOINTED_WITH
    AddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
Background reading ↗
[family] Connections Artisans family CM ✓ Behind the Throne
Once per game Family ArtisansStudy TacticsLate Teenager
As it opens, before you choose Your family head: Endeared To your heir
  • ▸ Allow [character] to steer [character] education.
    Loses trait: Tactics StudentArchetype becomes SchemerGain trait: Corrupt
    grants
    BONUS_ARTISANS_EDUCATION
    aeBonuses: BONUS_REMOVE_STUDY_TACTICS, BONUS_SET_SCHEMER_ARCHETYPE, BONUS_GIVE_TRAIT_CORRUPT
  • ▸ Ensure that nothing derails [character] studies.
    Remembered: Distanced your heir from family influence (-20 opinion for 20 turns)(no event currently keys off this)Leader relationship: Disappointed With
    grants
    BONUS_MEMORYFAMILY_DISTANCED_HEIR
    Memory MEMORYFAMILY_DISTANCED_HEIR
    BONUS_LEADER_DISAPPOINTED_WITH
    AddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
    ◇ grants a memory no event uses
Intricate Works Artisans family CM ✓
Once per game City Min StrongCity Artisans
  • ▸ We should recruit these artisans for works throughout [rival].
    +80Cultureeach city↗ turn
    grants
    BONUS_INTRICATE_CULTURE
    aeAllCityBonuses: BONUS_CULTURE_GAIN_AVERAGE_FLAT
  • ▸ The wealth to be gained from trading these works is immense.
    +400Money+100/city↗ turn
    grants
    BONUS_MONEY_GAIN_GIGANTIC
    aiGlobalYieldsBase: YIELD_MONEY=400
    aiGlobalYieldsPer: YIELD_MONEY=100
Unpaid Debts Artisans family CM ✓
Once per game Family ArtisansFamily Different From Leader
  • ▸ Coin debasement will make gold go farther.
    Remembered: Paid our foreign debt (+20 opinion for 20 turns)(no event currently keys off this)Law-based opinion shift-2 Legitimacy
    grants
    BONUS_EVENTOPTION_LAW_UNPAID_DEBTS_OPTION_0
    Memory MEMORYFAMILY_LAW_PAID_OUR_DEBT
    aiLawOpinion: LAW_COIN_DEBASEMENT=40
    BONUS_EVENTOPTION_LAW_UNPAID_DEBTS_OPTION_0_CHARACTER_0
    iLegitimacy -2
    ◇ grants a memory no event uses
  • ▸ Pay off the loans from the royal coffers.
    Remembered: Paid our foreign debt (+20 opinion for 20 turns)(no event currently keys off this)Law-based opinion shift-240Money-60/city↗ turn
    grants
    BONUS_EVENTOPTION_LAW_UNPAID_DEBTS_OPTION_1
    Memory MEMORYFAMILY_LAW_PAID_OUR_DEBT
    aiLawOpinion: LAW_MONETARY_REFORM=20
    BONUS_MONEY_LOSS_LARGE
    aiGlobalYieldsBase: YIELD_MONEY=-240
    aiGlobalYieldsPer: YIELD_MONEY=-60
    ◇ grants a memory no event uses
  • ▸ Refuse to give the [rival] any support.
    Remembered: Refused to pay debt (-40 opinion for 20 turns)(no event currently keys off this)Remembered (leader of you): Refused to pay debt (-40 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_LAW_UNPAID_DEBTS_OPTION_2
    Memory MEMORYFAMILY_LAW_REFUSED_TO_PAY_DEBT
    BONUS_EVENTOPTION_LAW_UNPAID_DEBTS_OPTION_2_CHARACTER_0
    BONUS_EVENTOPTION_LAW_UNPAID_DEBTS_OPTION_2_CHARACTER_1
    MemoryLeader MEMORYCHARACTER_LAW_REFUSED_TO_PAY_DEBT
    ◇ grants a memory no event uses
Cultural Similarities one choice: Truce with the rival nation Artisans family CM ✓
Every 80 turns Player Max WinningPlayer Familyclass Artisans
  • ▸ Fortune smiles! Let us call an end to hostilities at once!
    Remembered: Player Offer (5 turns)Truce with the rival nation
    grants
    BONUS_PLAYER_TRUCE
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
    aeBonuses: BONUS_PLAYER_OFFER
  • ▸ The situation has changed since we dispatched our emissaries. Although the road ahead is fraught with peril, a truce no longer serves our interests.
    +1 Courage
    grants
    BONUS_GAIN_COURAGE_1
    aiRatings: RATING_COURAGE=1
Family Traditions one choice: Truce with the rival nation Artisans family CM ✓
Every 80 turns Player Max LosingPlayer Familyclass Artisans
  • ▸ Excellent! We shall cease hostilities at once!
    Remembered: Player Offer (5 turns)Truce with the rival nation
    grants
    BONUS_PLAYER_TRUCE
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
    aeBonuses: BONUS_PLAYER_OFFER
  • ▸ The situation has changed since we dispatched our emissaries. A truce no longer serves our interests.
    -1 Charisma
    grants
    BONUS_LOSE_CHARISMA_1
    aiRatings: RATING_CHARISMA=-1
Risky Expedition one choice: The tribe declare war on you Champions family CM ✓
Once per game BoldTribe Peace Or TruceFamily ChampionsFamily Different From Leader
  • ▸ Now is not the time for war.
    Loses trait: Bold+1 Wisdom+20Training+5/city↗ turnRemembered: Did not attack barbarians (-40 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_TRAIT_RISKY_EXPEDITION_OPTION_0
    aeRemoveTraits: TRAIT_BOLD
    aeBonuses: BONUS_GAIN_WISDOM_1, BONUS_TRAINING_GAIN_MINIMAL
    BONUS_EVENTOPTION_TRAIT_RISKY_EXPEDITION_OPTION_0_FAMILY
    Memory MEMORYFAMILY_DID_NOT_ATTACK
    ◇ grants a memory no event uses
  • ▸ They are right to seize the opportunity.
    Remembered: Tribe Offer (5 turns)The tribe declare war on youRemembered: Took our advice and attacked barbarians (+40 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_TRIBE_WAR
    DiplomacyTribe DIPLOMACY_WAR
    aeBonuses: BONUS_TRIBE_OFFER
    BONUS_EVENTOPTION_TRAIT_RISKY_EXPEDITION_OPTION_1_FAMILY
    Memory MEMORYFAMILY_WENT_TO_WAR
    ◇ grants a memory no event uses
  • ▸ We have been Trainingtraining for this.
    +1 Heavy Infantry unit+1 Ranged Infantry unit+4Orders↗ turnRemembered: Tribe Offer (5 turns)The tribe declare war on youRemembered: Took our advice and attacked barbarians (+40 opinion for 20 turns)(no event currently keys off this)
    gated by
    LeaderSubject SUBJECT_COMMANDER
    grants
    BONUS_EVENTOPTION_TRAIT_RISKY_EXPEDITION_OPTION_2
    aiBonusUnits: BONUSUNITCLASS_HEAVY_INFANTRY=1, BONUSUNITCLASS_RANGED_INFANTRY=1
    aeBonuses: BONUS_ORDERS_GAIN_SMALL
    BONUS_TRIBE_WAR
    DiplomacyTribe DIPLOMACY_WAR
    aeBonuses: BONUS_TRIBE_OFFER
    BONUS_EVENTOPTION_TRAIT_RISKY_EXPEDITION_OPTION_2_FAMILY
    Memory MEMORYFAMILY_WENT_TO_WAR
    ◇ grants a memory no event uses
Restless Oligarchs Champions · Hunters · Riders families CM ✓
Once per game No active warsFamily ChampionsFamily HuntersFamily Riders
  • ▸ Resolve
    33%
    Starts ambition: Clear Six Tribal Sites
    33%
    Starts ambition: Kill 15 Military Units
    33%
    Starts ambition: Kill 20 Military Units
    grants
    33% BONUS_EVENTOPTION_RESTLESS_OLIGARCHS_CHAMPIONS_6_TRIBES
    AmbitionFamily GOAL_SIX_TRIBE_CLEARED
    33% BONUS_EVENTOPTION_RESTLESS_OLIGARCHS_CHAMPIONS_15_KILLS
    AmbitionFamily GOAL_15_KILLS
    33% BONUS_EVENTOPTION_RESTLESS_OLIGARCHS_CHAMPIONS_20_KILLS
    AmbitionFamily GOAL_20_KILLS
  • ▸ Resolve
    25%
    Starts ambition: Control Five Mounted Units
    25%
    Starts ambition: Capture Two Foreign Cities
    25%
    Starts ambition: Capture a Foreign Capital
    25%
    Starts ambition: Build Circus Maximus
    grants
    25% BONUS_EVENTOPTION_RESTLESS_OLIGARCHS_RIDERS_MOUNTED
    AmbitionFamily GOAL_FIVE_MOUNTED
    25% BONUS_EVENTOPTION_RESTLESS_OLIGARCHS_RIDERS_CITIES
    AmbitionFamily GOAL_TWO_CAPTURE_CITIES
    25% BONUS_EVENTOPTION_RESTLESS_OLIGARCHS_RIDERS_CAPITAL
    AmbitionFamily GOAL_ONE_CAPITAL
    25% BONUS_EVENTOPTION_RESTLESS_OLIGARCHS_RIDERS_CIRCUS
    AmbitionFamily GOAL_CIRCUS_MAXIMUS
  • ▸ I will not be swayed by hot tempers.
    (no gates or payload in XML)
The Six Boards of War Champions · Hunters · Riders families CM ✓ Empires of the Indus
100% to appear Once per game
  • ▸ We will bring every aspect of our might to bear on our enemies.
    Starts ambition: Control Five Infantry, Five Ship, Five Siege, Five Horse, and Five Elephant Units+80Training+20/city↗ turn
    grants
    BONUS_START_GOAL_UNITS_5_OF_EACH
    AmbitionFamily GOAL_UNITS_5_OF_EACH
    BONUS_TRAINING_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_TRAINING=80
    aiGlobalYieldsPer: YIELD_TRAINING=20
  • ▸ I will oversee the army myself.
    Gain trait: Warlike
    grants
    BONUS_GIVE_TRAIT_WARLIKE
    aeAddTraits: TRAIT_WARLIKE
Background reading ↗
Trade-Off Champions · Hunters · Landowners · Artisans families CM ✗
Once per game Family HuntersFamily ChampionsFamily ArtisansFamily LandownersTech Bodkin ArrowTech BattlelineTech CohortsTech Land ConsolidationTech ManorTech Scholarship
  • ▸ The reward is worth the risk.
    Remembered: Shared military technology with our rivals (-20 opinion for 40 turns)(no event currently keys off this)The rival nation acquires the techYou acquire the tech
    grants
    BONUS_EVENTOPTION_TECH_TRADE_OFF_1
    Memory MEMORYFAMILY_MILITARY_TECH
    BONUS_ACQUIRE_TECH_S0
    iAcquireTechSubject 0
    BONUS_ACQUIRE_TECH_S3
    iAcquireTechSubject 3
    ◇ grants a memory no event uses
  • ▸ The [family] are right. We must be cautious.
    Remembered: Refused to share technology (-20 opinion for 40 turns)(no event currently keys off this)Remembered: Pleased with ruler (+20 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_PLAYER_REFUSED_TECH
    Memory MEMORYPLAYER_REFUSED_TECH
    BONUS_EVENTOPTION_TECH_TRADE_OFF_0
    Memory MEMORYFAMILY_PLEASED
    ◇ grants a memory no event uses
  • ▸ Offer to pay for the technology instead.
    Remembered: Pleased with ruler (+20 opinion for 40 turns)(no event currently keys off this)Remembered: Pleased with ruler (+20 opinion for 40 turns)(no event currently keys off this)-240Money-60/city↗ turnYou acquire the tech
    gated by
    LeaderSubject SUBJECT_CUNNING
    grants
    BONUS_EVENTOPTION_TECH_TRADE_OFF_0
    Memory MEMORYFAMILY_PLEASED
    BONUS_EVENTOPTION_TECH_TRADE_OFF_0
    Memory MEMORYFAMILY_PLEASED
    BONUS_MONEY_LOSS_LARGE
    aiGlobalYieldsBase: YIELD_MONEY=-240
    aiGlobalYieldsPer: YIELD_MONEY=-60
    BONUS_ACQUIRE_TECH_S3
    iAcquireTechSubject 3
    ◇ grants a memory no event uses
War Council Champions family CM ✓
Once per game Family ChampionsCity Family Seat
  • ▸ You honor me, [character]! Your bodyguard will fight bravely against the [rival].
    -120Money-30/city↗ turnRemembered: Accepted our offer to provide a retinue at court (+40 opinion for 20 turns)(no event currently keys off this)+1 Heavy Infantry unit
    grants
    BONUS_MONEY_LOSS_SMALL
    aiGlobalYieldsBase: YIELD_MONEY=-120
    aiGlobalYieldsPer: YIELD_MONEY=-30
    BONUS_EVENTOPTION_HOLD_COURT_OF_WAR_OPTION_FAMILY
    Memory MEMORYFAMILY_WAR_COUNCIL_POS
    BONUS_UNITCLASS_HEAVY_INFANTRY
    aiBonusUnits: BONUSUNITCLASS_HEAVY_INFANTRY=1
    ◇ grants a memory no event uses
  • ▸ That is a noble offer, [character], but we don't require such a sacrifice at this time.
    +20 XP to the characterRemembered: Declined our offer to provide a retinue at court (-40 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20
    BONUS_EVENTOPTION_HOLD_COURT_OF_WAR_OPTION_FAMILY_NEG
    Memory MEMORYFAMILY_WAR_COUNCIL_NEG
    ◇ grants a memory no event uses
[family] Connections Champions family CM ✓ Behind the Throne
Once per game Family ChampionsStudy PhilosophyLate Teenager
As it opens, before you choose Your family head: Endeared To your heir
  • ▸ Allow [character] to steer [character] education.
    Loses trait: Philosophy StudentArchetype becomes BuilderGain trait: Intolerant
    grants
    BONUS_LANDOWNER_EDUCATION
    aeBonuses: BONUS_REMOVE_STUDY_PHILOSOPHY, BONUS_SET_BUILDER_ARCHETYPE, BONUS_GIVE_TRAIT_INTOLERANT
  • ▸ Ensure that nothing derails [character] studies.
    Remembered: Distanced your heir from family influence (-20 opinion for 20 turns)(no event currently keys off this)Leader relationship: Disappointed With
    grants
    BONUS_MEMORYFAMILY_DISTANCED_HEIR
    Memory MEMORYFAMILY_DISTANCED_HEIR
    BONUS_LEADER_DISAPPOINTED_WITH
    AddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
    ◇ grants a memory no event uses
Idle Hands Champions · Hunters · Riders families CM ✓
Once per game Family Champions UsFamily Hunters UsFamily Riders Us
  • ▸ We must not interfere with our steady Growthgrowth.
    Law-based opinion shift
    grants
    BONUS_EVENTOPTION_LAW_IDLE_HANDS_OPTION_0
    aiLawOpinion: LAW_VASSALAGE=20
  • ▸ Professional soldiers will be a high priority.
    Law-based opinion shift
    grants
    BONUS_EVENTOPTION_LAW_IDLE_HANDS_OPTION_1
    aiLawOpinion: LAW_PROFESSIONAL_ARMY=20
  • ▸ I wish to avoid other Nations as much as possible.
    Law-based opinion shift
    grants
    BONUS_EVENTOPTION_LAW_IDLE_HANDS_OPTION_2
    aiLawOpinion: LAW_AUTARKY=20
Aspiring Officer Champions family CM ✓
25% to appear Every 80 turns Player Max Three CourtiersFamily Champions
  • ▸ The officer should serve the court directly.
    Gain a Court Soldier
    grants
    BONUS_ADD_GREAT_SOLDIER
    AddCourtier: COURTIER_SOLDIER
  • ▸ The officer should stay and protect [city].
    +160Training+40/city↗ turn
    grants
    BONUS_TRAINING_GAIN_HUGE
    aiGlobalYieldsBase: YIELD_TRAINING=160
    aiGlobalYieldsPer: YIELD_TRAINING=40
Champions of the Guard Champions family CM ✓
Once per game City Champions
  • ▸ Take the time you need to set up a network.
    Your agent network moves to the target city-3Orders↗ turn
    grants
    BONUS_MISSIONRESULT_MOVE_NETWORK_SUCCESS
    iMoveNetworkCitySubject 0
    BONUS_ORDERS_LOSS_TINY
    aiGlobalYieldsBase: YIELD_ORDERS=-3
  • ▸ Pay mercenaries to attack the city, distracting the guards.
    Your agent network moves to the target city1 rebel unit appear-160Money-40/city↗ turn
    grants
    BONUS_EVENTOPTION_CHAMPIONS_OF_THE_GUARD_OPTION_1_CITY
    iRebelUnits 1
    iMoveNetworkCitySubject 0
    BONUS_MONEY_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=-160
    aiGlobalYieldsPer: YIELD_MONEY=-40
  • ▸ Send a diplomat to dazzle and distract the local leaders.
    Your agent network moves to the target cityRemembered: Dazzled us with a diplomat (+40 opinion for 20 turns)(no event currently keys off this)-40Civics-10/city↗ turn
    gated by
    IndexSubject
    grants
    BONUS_MISSIONRESULT_MOVE_NETWORK_SUCCESS
    iMoveNetworkCitySubject 0
    BONUS_EVENTOPTION_CHAMPIONS_OF_THE_GUARD_OPTION_2_PLAYER
    Memory MEMORYPLAYER_DAZZLING_DIPLOMAT
    BONUS_CIVICS_LOSS_SMALL
    aiGlobalYieldsBase: YIELD_CIVICS=-40
    aiGlobalYieldsPer: YIELD_CIVICS=-10
    ◇ grants a memory no event uses
  • ▸ The danger is not worth the risk. Have [character] return to his previous position.
    +40 XP to the character
    grants
    BONUS_XP_CHARACTER_AVERAGE
    iXPCharacter 40
Cultural Similarities one choice: Truce with the rival nation Champions family CM ✓
Every 80 turns Player Max WinningPlayer Familyclass Champions
  • ▸ Fortune smiles! Let us call an end to hostilities at once!
    Remembered: Player Offer (5 turns)Truce with the rival nation
    grants
    BONUS_PLAYER_TRUCE
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
    aeBonuses: BONUS_PLAYER_OFFER
  • ▸ The situation has changed since we dispatched our emissaries. Although the road ahead is fraught with peril, a truce no longer serves our interests.
    +1 Courage
    grants
    BONUS_GAIN_COURAGE_1
    aiRatings: RATING_COURAGE=1
Family Traditions one choice: Truce with the rival nation Champions family CM ✓
Every 80 turns Player Max LosingPlayer Familyclass Champions
  • ▸ Excellent! We shall cease hostilities at once!
    Remembered: Player Offer (5 turns)Truce with the rival nation
    grants
    BONUS_PLAYER_TRUCE
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
    aeBonuses: BONUS_PLAYER_OFFER
  • ▸ The situation has changed since we dispatched our emissaries. A truce no longer serves our interests.
    -1 Charisma
    grants
    BONUS_LOSE_CHARISMA_1
    aiRatings: RATING_CHARISMA=-1
Funerary Games Champions · Hunters · Riders families CM ✓ The Sacred and the Profane
Once per game Law: Epics GeneralReligion Native PaganCity Family SeatFamily ChampionsFamily RidersFamily Hunters
As it opens, before you choose Remembered: Funded family funeral (+20 opinion for 80 turns)(no event currently keys off this)
  • ▸ The armour belongs to [character].
    Gain trait: Hero ArmourLeader relationship: Endeared ToLeader relationship: Vengeful Against
    grants
    BONUS_EVENTOPTION_FUNERARY_GAMES_OPTION_1_CHARACTER_2
    AddLeaderRelationship RELATIONSHIP_ENDEARED_TO
    aeAddTraits: TRAIT_HERO_ARMOUR
    BONUS_LEADER_VENGEFUL_AGAINST
    AddLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINST
  • ▸ [character] is the victor.
    Leader relationship: Vengeful AgainstGain trait: Hero ArmourLeader relationship: Endeared To
    grants
    BONUS_LEADER_VENGEFUL_AGAINST
    AddLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINST
    BONUS_EVENTOPTION_FUNERARY_GAMES_OPTION_1_CHARACTER_2
    AddLeaderRelationship RELATIONSHIP_ENDEARED_TO
    aeAddTraits: TRAIT_HERO_ARMOUR
  • ▸ Such magnificent armor should be mine!
    Gain trait: Hero ArmourGain trait: Greedy
    grants
    BONUS_EVENTOPTION_FUNERARY_GAMES_OPTION_2_PLAYER
    aeAddTraits: TRAIT_HERO_ARMOUR, TRAIT_GREEDY
Background reading ↗
Gladiator Games Champions family CM ✓
25% to appear Once per game Family Champions
  • ▸ Yes, fund a cohort of combatants.
    Begin project: Gladiators-240Money-60/city↗ turn
    grants
    BONUS_EVENTOPTION_GLADIATOR_GAMES_YES
    aeAddProjects: PROJECT_GLADIATORS
    aeBonuses: BONUS_MONEY_LOSS_LARGE
  • ▸ Blood should not be sport.
    Leader relationship: Disappointed WithGain trait: Compassionate
    grants
    BONUS_LEADER_DISAPPOINTED_WITH
    AddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
    BONUS_GIVE_TRAIT_COMPASSIONATE
    aeAddTraits: TRAIT_COMPASSIONATE
  • ▸ I will train them myself! Soldier / Warlike / Fierce
    +2 LegitimacyBegin project: Gladiators
    gated by
    LeaderSubjectAny SUBJECT_SOLDIER / SUBJECT_WARLIKE / SUBJECT_FIERCE
    grants
    BONUS_EVENTOPTION_GLADIATOR_GAMES_SOLDIER
    iLegitimacy 2
    aeAddProjects: PROJECT_GLADIATORS
Background reading ↗
Southern Expedition Champions · Landowners families CM ✓
Once per game Family ChampionsFamily Landowners
  • ▸ Expansion is a worthy Ambition.
    Remembered: Supported plans for southern expedition (+20 opinion for 20 turns)(no event currently keys off this)Remembered: Invested in silly expedition (-20 opinion for 20 turns)(no event currently keys off this)+80Training+20/city↗ turn
    grants
    BONUS_EVENTOPTION_FAMILY_SOUTHERN_EXPEDITION_OPTION_0_FAMILY_0
    Memory MEMORYFAMILY_SUPPORTED_EXPEDITION
    BONUS_EVENTOPTION_FAMILY_SOUTHERN_EXPEDITION_OPTION_0_FAMILY_1
    Memory MEMORYFAMILY_IGNORED_DOMESTIC_ISSUES
    BONUS_TRAINING_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_TRAINING=80
    aiGlobalYieldsPer: YIELD_TRAINING=20
    ◇ grants a memory no event uses
  • ▸ We must strengthen our nation.
    Remembered: Refused to support our southern expedition (-20 opinion for 20 turns)(no event currently keys off this)Remembered: Supported the domestic agenda (+20 opinion for 20 turns)(no event currently keys off this)+60Civics+15/city↗ turn
    grants
    BONUS_EVENTOPTION_FAMILY_SOUTHERN_EXPEDITION_OPTION_1_FAMILY_0
    Memory MEMORYFAMILY_IGNORED_EXPEDITION
    BONUS_EVENTOPTION_FAMILY_SOUTHERN_EXPEDITION_OPTION_1_FAMILY_1
    Memory MEMORYFAMILY_SUPPORTED_DOMESTIC_ISSUES
    BONUS_CIVICS_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_CIVICS=60
    aiGlobalYieldsPer: YIELD_CIVICS=15
    ◇ grants a memory no event uses
  • ▸ Let us discuss a resolution over revels.
    Remembered: Compromised with other family on key issue (+20 opinion for 20 turns)(no event currently keys off this)Remembered: Compromised with other family on key issue (+20 opinion for 20 turns)(no event currently keys off this)+40Training+10/city↗ turn+20Civics+5/city↗ turn
    gated by
    LeaderSubject SUBJECT_AFFABLE
    grants
    BONUS_EVENTOPTION_FAMILY_SOUTHERN_EXPEDITION_OPTION_2_FAMILY_0
    Memory MEMORYFAMILY_COMPROMISED
    BONUS_EVENTOPTION_FAMILY_SOUTHERN_EXPEDITION_OPTION_2_FAMILY_1
    Memory MEMORYFAMILY_COMPROMISED
    BONUS_EVENTOPTION_FAMILY_SOUTHERN_EXPEDITION_OPTION_2_PLAYER
    aeBonuses: BONUS_TRAINING_GAIN_TINY, BONUS_CIVICS_GAIN_TINY
    ◇ grants a memory no event uses
The Agoge Champions family CM ✓
Once per game Player GreeceStudy TacticsFamily ChampionsTeenager
  • ▸ Go ahead with the Trainingtraining.
    Gain a random trait
    grants
    BONUS_EVENTOPTION_STUDY_AGOGE
    aeRandomTraitDelay: TRAIT_SEVERELY_WOUNDED, TRAIT_TOUGH, TRAIT_FIERCE, TRAIT_LOYAL
  • ▸ He will have the regular Trainingtraining.
    +40 XP to the character
    grants
    BONUS_XP_CHARACTER_AVERAGE
    iXPCharacter 40
Background reading ↗
The Cult of Mithras Champions · Riders families CM ✗ The Sacred and the Profane
30% to appear Once per game GeneralPlayer PersiaFamily ChampionsFamily Riders
  • ▸ Accept the Culturecult of Mithras.
    Leader stat Local Cult: +1Add Improvement: Cult of Mithras-120Training-30/city↗ turnGain trait: Mithras Initiate
    grants
    BONUS_EVENTOPTION_THE_CULT_OF_MITHRAS_OPTION_0_CITY
    AddImprovement IMPROVEMENT_CULT_OF_MITHRAS
    aiStats: STAT_CULTS=1
    BONUS_TRAINING_LOSS_LARGE
    aiGlobalYieldsBase: YIELD_TRAINING=-120
    aiGlobalYieldsPer: YIELD_TRAINING=-30
    BONUS_EVENTOPTION_THE_CULT_OF_MITHRAS_OPTION_0_CHARACTER_1
    aeAddTraits: TRAIT_MITHRAS_INITIATE
  • ▸ Curtail the spread of this god.
    Leader relationship: Disappointed With+60Training+15/city↗ turn
    grants
    BONUS_LEADER_DISAPPOINTED_WITH
    AddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
    BONUS_TRAINING_GAIN_SMALL
    aiGlobalYieldsBase: YIELD_TRAINING=60
    aiGlobalYieldsPer: YIELD_TRAINING=15
Tutorial: Angry Landowners Champions · Clerics · Hunters · Landowners · Patrons · Riders · Sages · Statesmen · Traders · Artisans families CM ✓
⛓ Part of the Tutorial: Family Opinion chain, 2 events view map →
Every 5 turns Family Max AngryFamily HuntersFamily RidersFamily ArtisansFamily TradersFamily SagesFamily ClericsFamily PatronsFamily StatesmenFamily ChampionsFamily Landowners
  • ▸ I will try to keep my Family happy by accounting for the needs and desires of their Family Class.
    (no gates or payload in XML)
Warrior Clan Champions · Hunters · Riders families CM ✓
Once per game Family RidersFamily HuntersFamily Champions
  • ▸ Agree to research new techniques and equipment.
    Starts ambition: Discover Barding and Infantry Square
    grants
    BONUS_EVENTOPTION_WARRIOR_CLAN_BARDING_FAMILY
    AmbitionFamily GOAL_BARDING_INFANTRY_SQUARE
  • ▸ OrdersOrder the development of new organizational practices.
    Starts ambition: Discover Cohorts and Martial Code
    grants
    BONUS_EVENTOPTION_WARRIOR_CLAN_COHORTS_FAMILY
    AmbitionFamily GOAL_COHORTS_MARTIAL_CODE
  • ▸ Refuse to commit your support to this arms race.
    Remembered: Refused our ambition (-40 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_OUR_SHIELD_NO_FAMILY
    Memory MEMORYFAMILY_REFUSED_AMBITION
    ◇ grants a memory no event uses
Abundance of Riches Clerics family CM ✓
Once per game Family ClericsPlayer 3 Caravans Arrived
  • ▸ It is right for rulers to live in luxury.
    Remembered: Refused to embrace Ascetism (-20 opinion for 20 turns)(no event currently keys off this)+160Money+40/city↗ turnBegin project: Luxurious Delights
    grants
    BONUS_EVENTOPTION_LAW_ABUNDANCE_OF_RICHES_OPTION_1
    Memory MEMORYFAMILY_LAW_REFUSED_ASCETISM
    BONUS_MONEY_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=160
    aiGlobalYieldsPer: YIELD_MONEY=40
    BONUS_EVENTOPTION_LAW_ABUNDANCE_OF_RICHES_OPTION_1_CHARACTER
    aeAddProjects: PROJECT_LUXURIOUS_DELIGHTS
    ◇ grants a memory no event uses
  • ▸ We must play the stoic model for our people.
    Remembered: Agreed to change Law (+40 opinion for 20 turns)(no event currently keys off this)Free law: Pilgrimage
    grants
    BONUS_ABUNDANCE_OF_RICHES_AGREE
    Memory MEMORYFAMILY_CHANGED_LAW
    BONUS_EVENTOPTION_LAW_ABUNDANCE_OF_RICHES_OPTION_0_CHARACTER
    FreeLaw LAW_PILGRIMAGE
    ◇ grants a memory no event uses
Unlawful one choice: You declare war on the rival nation Clerics family CM ✓ Turn 60+
Once per game Player DiplomatFamily Clerics
  • ▸ We will fight because the cause is just.
    Remembered: Declared War on us (-80 opinion for 40 turns)Remembered: Player Offer (5 turns)You declare war on the rival nation
    grants
    BONUS_DECLARE_WAR_PLAYER
    Memory MEMORYPLAYER_DECLARED_WAR
    DiplomacyPlayerFrom DIPLOMACY_WAR
    aeBonuses: BONUS_PLAYER_OFFER
    ◇ may enable: The Sword of Damocles
  • ▸ Your grievances do not justify bloodshed.
    Remembered: Refused to fight for our values (-80 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_DIPLO_OFFER_FAMILY_LAW_WAR_NO
    Memory MEMORYFAMILY_LAW_WAR_NO
    ◇ grants a memory no event uses
[family] Connections Clerics family CM ✓ Behind the Throne
Once per game Family ClericsStudy PoliticsLate Teenager
As it opens, before you choose Your family head: Endeared To your heir
  • ▸ Allow [character] to steer [character] education.
    Loses trait: Politics StudentArchetype becomes ZealotGain trait: Superstitious
    grants
    BONUS_CLERICS_EDUCATION
    aeBonuses: BONUS_REMOVE_STUDY_POLITICS, BONUS_SET_ZEALOT_ARCHETYPE, BONUS_GIVE_TRAIT_SUPERSTITIOUS
  • ▸ Ensure that nothing derails [character] studies.
    Remembered: Distanced your heir from family influence (-20 opinion for 20 turns)(no event currently keys off this)Leader relationship: Disappointed With
    grants
    BONUS_MEMORYFAMILY_DISTANCED_HEIR
    Memory MEMORYFAMILY_DISTANCED_HEIR
    BONUS_LEADER_DISAPPOINTED_WITH
    AddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
    ◇ grants a memory no event uses
Cultural Similarities one choice: Truce with the rival nation Clerics family CM ✓
Every 80 turns Player Max WinningPlayer Familyclass Clerics
  • ▸ Fortune smiles! Let us call an end to hostilities at once!
    Remembered: Player Offer (5 turns)Truce with the rival nation
    grants
    BONUS_PLAYER_TRUCE
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
    aeBonuses: BONUS_PLAYER_OFFER
  • ▸ The situation has changed since we dispatched our emissaries. Although the road ahead is fraught with peril, a truce no longer serves our interests.
    +1 Courage
    grants
    BONUS_GAIN_COURAGE_1
    aiRatings: RATING_COURAGE=1
Decadence Clerics family CM ✓
⛓ Part of the Decadence chain, 2 events view map →
Once per game Law: Elites Family Clerics
  • ▸ Each citizen must make a sacrifice at the temple!
    Gain trait: VigilantRemembered: You obeyed the Gods (+40 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_GIVE_TRAIT_VIGILANT
    aeAddTraits: TRAIT_VIGILANT
    BONUS_EVENTOPTION_DECADENCE_SACRIFICE_FAMILY_0
    Memory MEMORYFAMILY_HIGH_PRIESTS
    ↳ may trigger: Stricter Rules
    ◇ grants a memory no event uses
  • ▸ Our high priests do not need encouragement.
    Remembered: Protected us from the high priests (+20 opinion for 20 turns)(no event currently keys off this)Remembered: Protected us from the high priests (+20 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_DECADENCE_CRAZY_PRIESTS_FAMILY_OTHER
    Memory MEMORYFAMILY_RELIGIOUS_FREEDOM
    BONUS_EVENTOPTION_DECADENCE_CRAZY_PRIESTS_FAMILY_OTHER
    Memory MEMORYFAMILY_RELIGIOUS_FREEDOM
    ◇ grants a memory no event uses
Family Traditions one choice: Truce with the rival nation Clerics family CM ✓
Every 80 turns Player Max LosingPlayer Familyclass Clerics
  • ▸ Excellent! We shall cease hostilities at once!
    Remembered: Player Offer (5 turns)Truce with the rival nation
    grants
    BONUS_PLAYER_TRUCE
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
    aeBonuses: BONUS_PLAYER_OFFER
  • ▸ The situation has changed since we dispatched our emissaries. A truce no longer serves our interests.
    -1 Charisma
    grants
    BONUS_LOSE_CHARISMA_1
    aiRatings: RATING_CHARISMA=-1
Friend of the Faith Clerics family CM ✓
Once per game Not Family Clerics
  • ▸ All are welcome to worship here.
    Law-based opinion shift
    grants
    BONUS_EVENTOPTION_LAW_FRIEND_OF_THE_FAITH_OPTION_0
    aiLawOpinion: LAW_PILGRIMAGE=-40
    BONUS_EVENTOPTION_LAW_FRIEND_OF_THE_FAITH_OPTION_0_CHARACTER
  • ▸ Impose restrictions on visiting pilgrims.
    -40Civics-10/city↗ turn-60Training-15/city↗ turn
    grants
    BONUS_EVENTOPTION_LAW_FRIEND_OF_THE_FAITH_OPTION_1
    aeBonuses: BONUS_CIVICS_LOSS_SMALL, BONUS_TRAINING_LOSS_SMALL
Stricter Rules Clerics family CM ✓ ⛓ follow-up
⛓ Part of the Decadence chain, 2 events view map →

⛓ Follows from: Decadence

10% to appear Once per game Family Clerics
  • ▸ Angering the priests will anger the gods.
    Remembered: We had to sacrifice more (-20 opinion for 80 turns)(no event currently keys off this)Remembered: We had to sacrifice more (-20 opinion for 80 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_STRICTER_RULES_PRIESTS_PLEASED_FAMILY
    Memory MEMORYFAMILY_ANGRY_FAMILIES
    BONUS_EVENTOPTION_STRICTER_RULES_PRIESTS_PLEASED_FAMILY
    Memory MEMORYFAMILY_ANGRY_FAMILIES
    ◇ grants a memory no event uses
  • ▸ The [family] have gone too far.
    Remembered: Angered the Gods (-80 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_STRICTER_RULES_PEOPLE_PLEASED_FAMILY
    Memory MEMORYFAMILY_STRICTER_RULES
    ◇ grants a memory no event uses
Wisdom of the Oligarchs Clerics · Sages families CM ✓
Once per game Family SagesFamily Clerics
  • ▸ Resolve
    25%
    Starts ambition: Control Two Scribe 3
    25%
    Starts ambition: Control Four Library 1
    25%
    Starts ambition: Control Four Library 2
    25%
    Starts ambition: Control Three Library 3
    grants
    25% BONUS_EVENTOPTION_WISDOM_OF_THE_OLIGARCHS_SAGES_SCRIBES
    AmbitionFamily GOAL_TWO_SCRIBES
    25% BONUS_EVENTOPTION_WISDOM_OF_THE_OLIGARCHS_SAGES_LIBRARY_1
    AmbitionFamily GOAL_FOUR_LIBRARY_1
    25% BONUS_EVENTOPTION_WISDOM_OF_THE_OLIGARCHS_SAGES_LIBRARY_2
    AmbitionFamily GOAL_FOUR_LIBRARY_2
    25% BONUS_EVENTOPTION_WISDOM_OF_THE_OLIGARCHS_SAGES_LIBRARY_3
    AmbitionFamily GOAL_THREE_LIBRARY_3
  • ▸ Resolve
    25%
    Starts ambition: Control Eight Shrine
    25%
    Starts ambition: Control Four Monastery
    25%
    Starts ambition: Control Four Temple
    25%
    Starts ambition: Control Three Cathedral
    grants
    25% BONUS_EVENTOPTION_WISDOM_OF_THE_OLIGARCHS_CLERICS_SHRINES
    AmbitionFamily GOAL_EIGHT_SHRINES
    25% BONUS_EVENTOPTION_WISDOM_OF_THE_OLIGARCHS_CLERICS_MONASTERIES
    AmbitionFamily GOAL_FOUR_MONASTERY
    25% BONUS_EVENTOPTION_WISDOM_OF_THE_OLIGARCHS_CLERICS_TEMPLES
    AmbitionFamily GOAL_FOUR_TEMPLE
    25% BONUS_EVENTOPTION_WISDOM_OF_THE_OLIGARCHS_CLERICS_CATHEDRALS
    AmbitionFamily GOAL_THREE_CATHEDRAL
  • ▸ I will plot a different path for [rival].
    +20 XP to the character
    grants
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20
Food Security Hunters · Landowners · Traders families CM ✓
Once per game Family HeadFamily LandownersFamily HuntersFamily Traders
  • ▸ Resolve
    91%
    Starts an ambition for your familyStarts the event's ambition
    9%
    Starts an ambition for your familyStarts the event's ambition
    grants
    91% BONUS_FAMILY_AMBITION_S1
    iAmbitionFamilySubject 1
    bAddAmbition 1
    9% BONUS_FAMILY_AMBITION_S1
    iAmbitionFamilySubject 1
    bAddAmbition 1
  • ▸ [rival] must focus elsewhere.
    Leader relationship: Disappointed With+20 XP to the character
    grants
    BONUS_LEADER_DISAPPOINTED_WITH
    AddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20
Babylon Contact Hittite Ancient Sack Hunters family CM ✓
Once per game Player BabyloniaPlayer Hittite
  • ▸ And the [family] have ruled the city wisely ever since.
    Remembered: Forgave an old grudge (+80 opinion for 20 turns)(no event currently keys off this)Remembered: Forgave an old grudge (+80 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_BABYLON_CONTACT_HITTITE_ANCIENT_SACK_OPTION_0_PLAYER_THEM
    Memory MEMORYPLAYER_FORGAVE_OLD_GRUDGE
    BONUS_BABYLON_CONTACT_HITTITE_ANCIENT_SACK_OPTION_0_FAMILY
    Memory MEMORYFAMILY_FORGAVE_OLD_GRUDGE
    ◇ grants a memory no event uses
  • ▸ We will not easily forget this agression!
    Remembered: Refused to forget an old grudge (-80 opinion for 20 turns)(no event currently keys off this)Remembered: Refused to forget an old grudge (-80 opinion for 20 turns)(no event currently keys off this)Gain trait: Warlike
    grants
    BONUS_BABYLON_CONTACT_HITTITE_ANCIENT_SACK_OPTION_1_PLAYER_THEM
    Memory MEMORYPLAYER_KEPT_OLD_GRUDGE
    BONUS_BABYLON_CONTACT_HITTITE_ANCIENT_SACK_OPTION_1_FAMILY
    Memory MEMORYFAMILY_KEPT_OLD_GRUDGE
    BONUS_GIVE_TRAIT_WARLIKE
    aeAddTraits: TRAIT_WARLIKE
    ◇ grants a memory no event uses
Hunting Grounds Dispute one choice: Truce with the rival nation Hunters family CM ✓
Once per game Player Max DistantFamily Hunters
As it opens, before you choose Remembered: Player Offer (5 turns)
  • ▸ Pay the fine, but issue a warning to the [family].
    Remembered (leader of you): Honored Our Sovereignty (+40 opinion for 40 turns)(no event currently keys off this)Remembered: Scolded us after rescuing our hunting party (-40 opinion for 20 turns)(no event currently keys off this)-120Money-30/city↗ turn
    gated by
    LeaderSubjectNotAny SUBJECT_CHARACTER_WEAK
    bHidePrereqs prereqs hidden in-game
    grants
    BONUS_EVENTOPTION_AT_PEACE_HUNTING_GROUNDS_DISPUTE_OPTION_0
    MemoryLeader MEMORYCHARACTER_HONORED_OUR_SOVEREIGNTY
    BONUS_EVENTOPTION_AT_PEACE_HUNTING_GROUNDS_DISPUTE_OPTION_0_FAMILY
    Memory MEMORYFAMILY_HUNTING_PARTY_SCOLDED
    BONUS_MONEY_LOSS_SMALL
    aiGlobalYieldsBase: YIELD_MONEY=-120
    aiGlobalYieldsPer: YIELD_MONEY=-30
    ◇ grants a memory no event uses
  • ▸ Pay the fine, but issue a warning to the [rival].
    Remembered (leader of you): Stepped on our sovereignty (-20 opinion for 20 turns)(no event currently keys off this)Remembered: Protected our hunting party during foreign dispute (+40 opinion for 40 turns)(no event currently keys off this)-120Money-30/city↗ turn
    gated by
    LeaderSubjectNotAny SUBJECT_CHARACTER_WEAK
    bHidePrereqs prereqs hidden in-game
    grants
    BONUS_EVENTOPTION_AT_PEACE_HUNTING_GROUNDS_DISPUTE_OPTION_1
    MemoryLeader MEMORYCHARACTER_STEPPED_ON_OUR_SOVEREIGNTY
    BONUS_EVENTOPTION_AT_PEACE_HUNTING_GROUNDS_DISPUTE_OPTION_1_FAMILY
    Memory MEMORYFAMILY_PROTECTED_OUR_HUNTING_PARTY
    BONUS_MONEY_LOSS_SMALL
    aiGlobalYieldsBase: YIELD_MONEY=-120
    aiGlobalYieldsPer: YIELD_MONEY=-30
    ◇ grants a memory no event uses
  • ▸ Remind [rival] of the favor they owe us.
    +40 XP to the character
    gated by
    IndexSubject
    grants
    BONUS_XP_CHARACTER_AVERAGE
    iXPCharacter 40
  • ▸ Demand the release of our citizens!
    Remembered (leader of you): Stepped on our sovereignty (-20 opinion for 20 turns)(no event currently keys off this)Remembered: Player Offer (5 turns)Truce with the rival nation
    grants
    BONUS_EVENTOPTION_AT_PEACE_HUNTING_GROUNDS_DISPUTE_OPTION_3_PLAYER_0
    MemoryLeader MEMORYCHARACTER_STEPPED_ON_OUR_SOVEREIGNTY
    aeBonuses: BONUS_PLAYER_TRUCE
    ◇ grants a memory no event uses
[family] Connections Hunters family CM ✓ Behind the Throne
Once per game Family HuntersStudy CommerceLate Teenager
As it opens, before you choose Your family head: Endeared To your heir
  • ▸ Allow [character] to steer [character] education.
    Loses trait: Commerce StudentArchetype becomes TacticianGain trait: Uncouth
    grants
    BONUS_HUNTERS_EDUCATION
    aeBonuses: BONUS_REMOVE_STUDY_COMMERCE, BONUS_SET_TACTICIAN_ARCHETYPE, BONUS_GIVE_TRAIT_UNCOUTH
  • ▸ Ensure that nothing derails [character] studies.
    Remembered: Distanced your heir from family influence (-20 opinion for 20 turns)(no event currently keys off this)Leader relationship: Disappointed With
    grants
    BONUS_MEMORYFAMILY_DISTANCED_HEIR
    Memory MEMORYFAMILY_DISTANCED_HEIR
    BONUS_LEADER_DISAPPOINTED_WITH
    AddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
    ◇ grants a memory no event uses
Blood and Sand Hunters family CM ✓
Once per game Player Max Three CourtiersCity HuntersTribe Max Close
  • ▸ Formalize the Sand Pits by building a proper structure around the impromptu arena, turning it into a means to subtly control the population.
    Begin project: The Sand Pits-3Orders↗ turn-50Stone-15/city↗ turn
    grants
    BONUS_SAND_PITS
    aeAddProjects: PROJECT_THE_SAND_PITS
    BONUS_ORDERS_LOSS_TINY
    aiGlobalYieldsBase: YIELD_ORDERS=-3
    BONUS_STONE_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_STONE=-50
    aiGlobalYieldsPer: YIELD_STONE=-15
  • ▸ It's a simple curiosity that will die out in short Ordersorder. On the other hand, [character] is a good find, and would make an excellent addition to your Court.
    -160Money-40/city↗ turnGain a Court Soldier
    grants
    BONUS_MONEY_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=-160
    aiGlobalYieldsPer: YIELD_MONEY=-40
    BONUS_MAKE_GREAT_SOLDIER
    MakeCourtier COURTIER_SOLDIER
  • ▸ Enjoy the Sand Pits while they exist, and hone your skills in battle there.
    +2 Courage
    grants
    BONUS_GAIN_COURAGE_2
    aiRatings: RATING_COURAGE=2
Cultural Similarities one choice: Truce with the rival nation Hunters family CM ✓
Every 80 turns Player Max WinningPlayer Familyclass Hunters
  • ▸ Fortune smiles! Let us call an end to hostilities at once!
    Remembered: Player Offer (5 turns)Truce with the rival nation
    grants
    BONUS_PLAYER_TRUCE
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
    aeBonuses: BONUS_PLAYER_OFFER
  • ▸ The situation has changed since we dispatched our emissaries. Although the road ahead is fraught with peril, a truce no longer serves our interests.
    +1 Courage
    grants
    BONUS_GAIN_COURAGE_1
    aiRatings: RATING_COURAGE=1
Family Traditions one choice: Truce with the rival nation Hunters family CM ✓
Every 80 turns Player Max LosingPlayer Familyclass Hunters
  • ▸ Excellent! We shall cease hostilities at once!
    Remembered: Player Offer (5 turns)Truce with the rival nation
    grants
    BONUS_PLAYER_TRUCE
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
    aeBonuses: BONUS_PLAYER_OFFER
  • ▸ The situation has changed since we dispatched our emissaries. A truce no longer serves our interests.
    -1 Charisma
    grants
    BONUS_LOSE_CHARISMA_1
    aiRatings: RATING_CHARISMA=-1
Hittite Contact Babylon Kingmakers Hunters family CM ✓
50% to appear Once per game Player BabyloniaCity HuntersPlayer Hittite
  • ▸ Let them remember: They owe us!
    Remembered: Installed our family on the throne (+40 opinion for 40 turns)(no event currently keys off this)Leader relationship: Owes Favor To
    grants
    BONUS_HITTITE_CONTACT_BABYLON_KINGMAKERS_OPTION_0_THEM
    Memory MEMORYPLAYER_INSTALLED_OUR_FAMILY
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
    ◇ grants a memory no event uses
  • ▸ Actually, if they could pay back the favor now...
    +30Stone+10/city↗ turn+30Wood+10/city↗ turn+30Iron+10/city↗ turn
    grants
    BONUS_HITTITE_CONTACT_BABYLON_KINGMAKERS_OPTION_1_US
    aeBonuses: BONUS_STONE_GAIN_SMALL, BONUS_WOOD_GAIN_SMALL, BONUS_IRON_GAIN_SMALL
Background reading ↗
Hittite Contact Babylon Wouldbe Kingmakers Hunters family CM ✓
50% to appear Once per game Player BabyloniaPlayer HittiteCity HuntersNot City Hunters
  • ▸ I'm sure they'll forgive our intervention, in time...
    Remembered: Sacked our city in the past (-40 opinion for 40 turns)(no event currently keys off this)Remembered: Tried to install usurpers on our throne (-40 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_HITTITE_CONTACT_BABYLON_WOULDBE_KINGMAKERS_OPTION_0_THEM
    Memory MEMORYPLAYER_ANCIENT_SACKING
    BONUS_HITTITE_CONTACT_BABYLON_WOULDBE_KINGMAKERS_OPTION_0_LEADER_THEM
    Memory MEMORYCHARACTER_ANCIENT_USURPER
    ◇ grants a memory no event uses
  • ▸ Let us bring gifts, to salve old grudges.
    -20Stone-5/city↗ turn-20Wood-5/city↗ turn-20Iron-5/city↗ turn
    grants
    BONUS_HITTITE_CONTACT_BABYLON_WOULDBE_KINGMAKERS_OPTION_1_US
    aeBonuses: BONUS_STONE_LOSS_TINY, BONUS_WOOD_LOSS_TINY, BONUS_IRON_LOSS_TINY
Background reading ↗
On The Hunt Hunters family CM ✓
Once per game Family Hunters
  • ▸ Ask to hear more about the new developments in archery.
    Remembered: Pursued our Ambition (+40 opinion for 40 turns)(no event currently keys off this)Progress ambition: Bodkin Arrow BallisticsRemembered: Recent Ambition (7 turns)
    grants
    BONUS_FAMILY_PURSUED_AMBITION
    Memory MEMORYFAMILY_PURSUED_AMBITION
    BONUS_AMBITION_TECH_BODKIN_ARROW_BALLISTICS
    Ambition GOAL_BODKIN_ARROW_BALLISTICS
    aeBonuses: BONUS_RECENT_AMBITION
    ◇ grants a memory no event uses
  • ▸ Expeditions into the wilds could be a great aid to [rival].
    Remembered: Pursued our Ambition (+40 opinion for 40 turns)(no event currently keys off this)Progress ambition: Reveal 80Remembered: Recent Ambition (7 turns)
    grants
    BONUS_FAMILY_PURSUED_AMBITION
    Memory MEMORYFAMILY_PURSUED_AMBITION
    BONUS_AMBITION_REVEAL_80
    Ambition GOAL_REVEAL_80
    aeBonuses: BONUS_RECENT_AMBITION
    ◇ grants a memory no event uses
  • ▸ How am I supposed to hunt with all this talking!?
    +40 XP to the character
    grants
    BONUS_XP_CHARACTER_AVERAGE
    iXPCharacter 40
Unlawful one choice: You declare war on the rival nation Landowners family CM ✓ Turn 60+
Once per game Player ZealotFamily Landowners
  • ▸ We will fight because the cause is just.
    Remembered: Declared War on us (-80 opinion for 40 turns)Remembered: Player Offer (5 turns)You declare war on the rival nation
    grants
    BONUS_DECLARE_WAR_PLAYER
    Memory MEMORYPLAYER_DECLARED_WAR
    DiplomacyPlayerFrom DIPLOMACY_WAR
    aeBonuses: BONUS_PLAYER_OFFER
    ◇ may enable: The Sword of Damocles
  • ▸ Your grievances do not justify bloodshed.
    Remembered: Refused to fight for our values (-80 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_DIPLO_OFFER_FAMILY_LAW_WAR_NO
    Memory MEMORYFAMILY_LAW_WAR_NO
    ◇ grants a memory no event uses
[family] Heartland Landowners family CM ✓ Behind the Throne
Once per game City Landowners
As it opens, before you choose Begin project: Bucolic Reputation
  • ▸ Attract the powerful.
    Add Improvement: Estates
    grants
    BONUS_ADD_PALACE
    AddImprovement IMPROVEMENT_ESTATES
  • ▸ Attract the eager.
    Add Improvement: Farm
    grants
    BONUS_ADD_3_FARMS
    aeBonuses: BONUS_ADD_FARM, BONUS_ADD_FARM, BONUS_ADD_FARM
[family] Connections Landowners family CM ✓ Behind the Throne
Once per game Family LandownersStudy PhilosophyLate Teenager
As it opens, before you choose Your family head: Endeared To your heir
  • ▸ Allow [character] to steer [character] education.
    Loses trait: Philosophy StudentArchetype becomes BuilderGain trait: Intolerant
    grants
    BONUS_LANDOWNER_EDUCATION
    aeBonuses: BONUS_REMOVE_STUDY_PHILOSOPHY, BONUS_SET_BUILDER_ARCHETYPE, BONUS_GIVE_TRAIT_INTOLERANT
  • ▸ Ensure that nothing derails [character] studies.
    Remembered: Distanced your heir from family influence (-20 opinion for 20 turns)(no event currently keys off this)Leader relationship: Disappointed With
    grants
    BONUS_MEMORYFAMILY_DISTANCED_HEIR
    Memory MEMORYFAMILY_DISTANCED_HEIR
    BONUS_LEADER_DISAPPOINTED_WITH
    AddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
    ◇ grants a memory no event uses
Cultural Similarities one choice: Truce with the rival nation Landowners family CM ✓
Every 80 turns Player Max WinningPlayer Familyclass Landowners
  • ▸ Fortune smiles! Let us call an end to hostilities at once!
    Remembered: Player Offer (5 turns)Truce with the rival nation
    grants
    BONUS_PLAYER_TRUCE
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
    aeBonuses: BONUS_PLAYER_OFFER
  • ▸ The situation has changed since we dispatched our emissaries. Although the road ahead is fraught with peril, a truce no longer serves our interests.
    +1 Courage
    grants
    BONUS_GAIN_COURAGE_1
    aiRatings: RATING_COURAGE=1
Family Traditions one choice: Truce with the rival nation Landowners family CM ✓
Every 80 turns Player Max LosingPlayer Familyclass Landowners
  • ▸ Excellent! We shall cease hostilities at once!
    Remembered: Player Offer (5 turns)Truce with the rival nation
    grants
    BONUS_PLAYER_TRUCE
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
    aeBonuses: BONUS_PLAYER_OFFER
  • ▸ The situation has changed since we dispatched our emissaries. A truce no longer serves our interests.
    -1 Charisma
    grants
    BONUS_LOSE_CHARISMA_1
    aiRatings: RATING_CHARISMA=-1
Rise and Shine Landowners family CM ✓
1% to appear Once per game SingleGovernorCity Landowners
  • ▸ Well, I guess I’m up now.
    +3Orders↗ turn
    grants
    BONUS_ORDERS_GAIN_TINY
    aiGlobalYieldsBase: YIELD_ORDERS=3
  • ▸ This dastardly creature will not keep me from my sleep!
    +20Civics+5/city↗ turn
    grants
    BONUS_CIVICS_GAIN_TINY
    aiGlobalYieldsBase: YIELD_CIVICS=20
    aiGlobalYieldsPer: YIELD_CIVICS=5
  • ▸ Could this be… a sign from the gods?
    +20Food+5/city↗ turn
    grants
    BONUS_FOOD_GAIN_TINY
    aiGlobalYieldsBase: YIELD_FOOD=20
    aiGlobalYieldsPer: YIELD_FOOD=5
Glory and Heroes Patrons family CM ✓
Once per game City Min StrongCity Patrons
  • ▸ Glorify [rival] heroes.
    Free law: Epics
    grants
    BONUS_FREE_LAW_EPICS
    FreeLaw LAW_EPICS
  • ▸ Liken service in the [rival] military to heroes of old.
    +120Training+30/city↗ turn
    grants
    BONUS_TRAINING_GAIN_LARGE
    aiGlobalYieldsBase: YIELD_TRAINING=120
    aiGlobalYieldsPer: YIELD_TRAINING=30
Gem Seekers Patrons family CM ✓
Every 40 turns Family Non LeaderFamily Patrons
  • ▸ It is a reasonable trade.
    +120Money+30/city↗ turnSend the resource to your family as a luxury
    grants
    BONUS_MONEY_GAIN_SMALL
    aiGlobalYieldsBase: YIELD_MONEY=120
    aiGlobalYieldsPer: YIELD_MONEY=30
    BONUS_EVENTOPTION_GEM_SEEKERS_TRADE
    iTradeResourceToSubject 0
  • ▸ They may have what they desire.
    Remembered: Gave us a luxury (+40 opinion for 20 turns)(no event currently keys off this)Send the resource to your family as a luxury
    grants
    BONUS_EVENTOPTION_GEM_SEEKERS_GIFT
    Memory MEMORYFAMILY_GEM_SEEKERS_GIFT
    BONUS_EVENTOPTION_GEM_SEEKERS_TRADE
    iTradeResourceToSubject 0
    ◇ grants a memory no event uses
  • ▸ No, we are saving these gems.
    Remembered: Refused to sell us gems (-20 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_GEM_SEEKERS_NO
    Memory MEMORYFAMILY_GEM_SEEKERS_NO
    ◇ grants a memory no event uses
[family] Connections Patrons family CM ✓ Behind the Throne
Once per game Family PatronsStudy TacticsLate Teenager
As it opens, before you choose Your family head: Endeared To your heir
  • ▸ Allow [character] to steer [character] education.
    Loses trait: Tactics StudentArchetype becomes OratorGain trait: Debauched
    grants
    BONUS_PATRONS_EDUCATION
    aeBonuses: BONUS_REMOVE_STUDY_TACTICS, BONUS_SET_ORATOR_ARCHETYPE, BONUS_GIVE_TRAIT_DEBAUCHED
  • ▸ Ensure that nothing derails [character] studies.
    Remembered: Distanced your heir from family influence (-20 opinion for 20 turns)(no event currently keys off this)Leader relationship: Disappointed With
    grants
    BONUS_MEMORYFAMILY_DISTANCED_HEIR
    Memory MEMORYFAMILY_DISTANCED_HEIR
    BONUS_LEADER_DISAPPOINTED_WITH
    AddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
    ◇ grants a memory no event uses
Cultural Similarities one choice: Truce with the rival nation Patrons family CM ✓
Every 80 turns Player Max WinningPlayer Familyclass Patrons
  • ▸ Fortune smiles! Let us call an end to hostilities at once!
    Remembered: Player Offer (5 turns)Truce with the rival nation
    grants
    BONUS_PLAYER_TRUCE
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
    aeBonuses: BONUS_PLAYER_OFFER
  • ▸ The situation has changed since we dispatched our emissaries. Although the road ahead is fraught with peril, a truce no longer serves our interests.
    +1 Courage
    grants
    BONUS_GAIN_COURAGE_1
    aiRatings: RATING_COURAGE=1
Family Traditions one choice: Truce with the rival nation Patrons family CM ✓
Every 80 turns Player Max LosingPlayer Familyclass Patrons
  • ▸ Excellent! We shall cease hostilities at once!
    Remembered: Player Offer (5 turns)Truce with the rival nation
    grants
    BONUS_PLAYER_TRUCE
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
    aeBonuses: BONUS_PLAYER_OFFER
  • ▸ The situation has changed since we dispatched our emissaries. A truce no longer serves our interests.
    -1 Charisma
    grants
    BONUS_LOSE_CHARISMA_1
    aiRatings: RATING_CHARISMA=-1
Unlawful one choice: You declare war on the rival nation Riders family CM ✓ Turn 60+
Once per game Player CommanderFamily Riders
  • ▸ We will fight because the cause is just.
    Remembered: Declared War on us (-80 opinion for 40 turns)Remembered: Player Offer (5 turns)You declare war on the rival nation
    grants
    BONUS_DECLARE_WAR_PLAYER
    Memory MEMORYPLAYER_DECLARED_WAR
    DiplomacyPlayerFrom DIPLOMACY_WAR
    aeBonuses: BONUS_PLAYER_OFFER
    ◇ may enable: The Sword of Damocles
  • ▸ Your grievances do not justify bloodshed.
    Remembered: Refused to fight for our values (-80 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_DIPLO_OFFER_FAMILY_LAW_WAR_NO
    Memory MEMORYFAMILY_LAW_WAR_NO
    ◇ grants a memory no event uses
Unlawful one choice: You declare war on the rival nation Riders family CM ✓ Turn 60+
Once per game Player TacticianFamily Riders
  • ▸ We will fight because the cause is just.
    Remembered: Declared War on us (-80 opinion for 40 turns)Remembered: Player Offer (5 turns)You declare war on the rival nation
    grants
    BONUS_DECLARE_WAR_PLAYER
    Memory MEMORYPLAYER_DECLARED_WAR
    DiplomacyPlayerFrom DIPLOMACY_WAR
    aeBonuses: BONUS_PLAYER_OFFER
    ◇ may enable: The Sword of Damocles
  • ▸ Your grievances do not justify bloodshed.
    Remembered: Refused to fight for our values (-80 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_DIPLO_OFFER_FAMILY_LAW_WAR_NO
    Memory MEMORYFAMILY_LAW_WAR_NO
    ◇ grants a memory no event uses
Hooves of War Riders family CM ✓
Once per game City Min StrongCity Riders
  • ▸ Let them ride forth!
    +2 Melee Cavalry unit
    grants
    BONUS_RIDE_FORTH
    aiBonusUnits: BONUSUNITCLASS_MELEE_CAVALRY=2
[family] Connections Riders family CM ✓ Behind the Throne
Once per game Family RidersStudy PhilosophyLate Teenager
As it opens, before you choose Your family head: Endeared To your heir
  • ▸ Allow [character] to steer [character] education.
    Loses trait: Philosophy StudentArchetype becomes ZealotGain trait: Drunk
    grants
    BONUS_RIDERS_EDUCATION
    aeBonuses: BONUS_REMOVE_STUDY_PHILOSOPHY, BONUS_SET_ZEALOT_ARCHETYPE, BONUS_GIVE_TRAIT_DRUNK
  • ▸ Ensure that nothing derails [character] studies.
    Remembered: Distanced your heir from family influence (-20 opinion for 20 turns)(no event currently keys off this)Leader relationship: Disappointed With
    grants
    BONUS_MEMORYFAMILY_DISTANCED_HEIR
    Memory MEMORYFAMILY_DISTANCED_HEIR
    BONUS_LEADER_DISAPPOINTED_WITH
    AddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
    ◇ grants a memory no event uses
Cultural Similarities one choice: Truce with the rival nation Riders family CM ✓
Every 80 turns Player Max WinningPlayer Familyclass Riders
  • ▸ Fortune smiles! Let us call an end to hostilities at once!
    Remembered: Player Offer (5 turns)Truce with the rival nation
    grants
    BONUS_PLAYER_TRUCE
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
    aeBonuses: BONUS_PLAYER_OFFER
  • ▸ The situation has changed since we dispatched our emissaries. Although the road ahead is fraught with peril, a truce no longer serves our interests.
    +1 Courage
    grants
    BONUS_GAIN_COURAGE_1
    aiRatings: RATING_COURAGE=1
Family Traditions one choice: Truce with the rival nation Riders family CM ✓
Every 80 turns Player Max LosingPlayer Familyclass Riders
  • ▸ Excellent! We shall cease hostilities at once!
    Remembered: Player Offer (5 turns)Truce with the rival nation
    grants
    BONUS_PLAYER_TRUCE
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
    aeBonuses: BONUS_PLAYER_OFFER
  • ▸ The situation has changed since we dispatched our emissaries. A truce no longer serves our interests.
    -1 Charisma
    grants
    BONUS_LOSE_CHARISMA_1
    aiRatings: RATING_CHARISMA=-1
Steed of the Gods Riders family CM ✓ Turn 10+ The Sacred and the Profane
50% to appear Once per game Family RidersCity Family Seat
  • ▸ Let the horse sire a new line in your stables.
    Begin project: Divine-Bred Horses
    grants
    BONUS_EVENTOPTION_STEED_OF_THE_GODS_OPTION_0_CITY
    aeAddProjects: PROJECT_DIVINE_STEED
  • ▸ Take the horse for yourself.
    +1 CourageGain trait: Swift
    grants
    BONUS_EVENTOPTION_STEED_OF_THE_GODS_OPTION_1_CHARACTER_1
    aiRatings: RATING_COURAGE=1
    aeAddTraits: TRAIT_SWIFT
  • ▸ Send the horse as a gift for [character].
    Gain trait: SwiftLeader relationship: Endeared To
    grants
    BONUS_EVENTOPTION_STEED_OF_THE_GODS_OPTION_2_CHARACTER_0
    AddLeaderRelationship RELATIONSHIP_ENDEARED_TO
    aeAddTraits: TRAIT_SWIFT
Background reading ↗
Inquiring Minds Sages family CM ✓
Once per game Leader 2+ City Family SeatCity Sages
  • ▸ We support the pursuit of knowledge.
    Progress ambition: Inquiring Minds
    grants
    BONUS_AMBITION_THREE_INQUIRY
    Ambition GOAL_INQUIRING_MINDS
  • ▸ Tackle something smaller.
    +20Science+5/city↗ turn
    grants
    BONUS_SCIENCE_GAIN_SMALL
    aiGlobalYieldsBase: YIELD_SCIENCE=20
    aiGlobalYieldsPer: YIELD_SCIENCE=5
The Automaton Sages family CM ✓
Once per game Family Sages
  • ▸ Resolve
    48%
    Gain trait: BlessedProgress ambition: Control Colossus
    48%
    Gain trait: BlessedProgress ambition: Seven Wonders
    5%
    Gain trait: BlessedProgress ambition: Pantheon
    grants
    48% BONUS_EVENTOPTION_TECH_HYDRAULICS_THE_AUTOMATON_OPTION_0_CHARACTER
    Ambition GOAL_CONTROL_COLOSSUS
    aeAddTraits: TRAIT_BLESSED
    48% BONUS_EVENTOPTION_TECH_HYDRAULICS_THE_AUTOMATON_OPTION_0_CHARACTER_3
    Ambition GOAL_SEVEN_WONDERS
    aeAddTraits: TRAIT_BLESSED
    5% BONUS_EVENTOPTION_TECH_HYDRAULICS_THE_AUTOMATON_OPTION_0_CHARACTER_2
    Ambition GOAL_PANTHEON
    aeAddTraits: TRAIT_BLESSED
  • ▸ Let the whole court hear its predictions.
    +20Science+5/city↗ turn
    grants
    BONUS_EVENTOPTION_TECH_HYDRAULICS_THE_AUTOMATON_OPTION_1_CHARACTER
    aeBonuses: BONUS_SCIENCE_GAIN_SMALL
  • ▸ Reveal its wisdom to the gathered crowds.
    +30–300 Culture (by city tier)+1 Happiness level
    grants
    BONUS_EVENTOPTION_TECH_HYDRAULICS_THE_AUTOMATON_OPTION_2_CITY
    aeBonuses: BONUS_CULTURE_GAIN_AVERAGE, BONUS_HAPPINESS_UP
Background reading ↗
Unlawful one choice: You declare war on the rival nation Sages family CM ✓ Turn 60+
Once per game Player ScholarFamily Sages
  • ▸ We will fight because the cause is just.
    Remembered: Declared War on us (-80 opinion for 40 turns)Remembered: Player Offer (5 turns)You declare war on the rival nation
    grants
    BONUS_DECLARE_WAR_PLAYER
    Memory MEMORYPLAYER_DECLARED_WAR
    DiplomacyPlayerFrom DIPLOMACY_WAR
    aeBonuses: BONUS_PLAYER_OFFER
    ◇ may enable: The Sword of Damocles
  • ▸ Your grievances do not justify bloodshed.
    Remembered: Refused to fight for our values (-80 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_DIPLO_OFFER_FAMILY_LAW_WAR_NO
    Memory MEMORYFAMILY_LAW_WAR_NO
    ◇ grants a memory no event uses
Unlawful one choice: You declare war on the rival nation Sages family CM ✓ Turn 60+
Once per game Player HeroFamily Sages
  • ▸ We will fight because the cause is just.
    Remembered: Declared War on us (-80 opinion for 40 turns)Remembered: Player Offer (5 turns)You declare war on the rival nation
    grants
    BONUS_DECLARE_WAR_PLAYER
    Memory MEMORYPLAYER_DECLARED_WAR
    DiplomacyPlayerFrom DIPLOMACY_WAR
    aeBonuses: BONUS_PLAYER_OFFER
    ◇ may enable: The Sword of Damocles
  • ▸ Your grievances do not justify bloodshed.
    Remembered: Refused to fight for our values (-80 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_DIPLO_OFFER_FAMILY_LAW_WAR_NO
    Memory MEMORYFAMILY_LAW_WAR_NO
    ◇ grants a memory no event uses
Power to the People one choice: End law: Freedom Sages family CM ✓
Once per game Law: Freedom City SagesGovernorHealthyHigh Wisdom
  • ▸ It is important to educate and empower the people.
    Leader relationship: Endeared ToBegin project: MisthophoriaRemembered (all families): Permitted payment for public work (-20 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_LEADER_ENDEARED_TO
    AddLeaderRelationship RELATIONSHIP_ENDEARED_TO
    BONUS_EVENTOPTION_POWER_TO_THE_PEOPLE_OPTION_0_CHARACTER_1
    MemoryAllFamilies MEMORYFAMILY_ACCEPTED_MISTHOPHORIA
    aeAddProjects: PROJECT_MISTHOPHORIA
    ◇ grants a memory no event uses
  • ▸ There is room for only so many in positions of power.
    Remembered (all families): Rejected payment for public work (+40 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_POWER_TO_THE_PEOPLE_OPTION_1_CHARACTER_1
    MemoryAllFamilies MEMORYFAMILY_REJECTED_MISTHOPHORIA
    ◇ grants a memory no event uses
  • ▸ This reign of freedom and defiance has gone on long enough.
    Free law: TyrannyEnd law: Freedom
    grants
    BONUS_EVENTOPTION_POWER_TO_THE_PEOPLE_OPTION_2_CHARACTER_1
    EndLaw LAW_FREEDOM
    FreeLaw LAW_TYRANNY
Wordsmiths Sages family CM ✓ Behind the Throne
Once per game City Sages
As it opens, before you choose Begin project: Give Literature Alt
  • ▸ Leave the works in private hands.
    Add Improvement: Estates
    grants
    BONUS_ADD_PALACE
    AddImprovement IMPROVEMENT_ESTATES
  • ▸ See the best works spread throughout [rival].
    +10Cultureeach city↗ turn
    grants
    BONUS_ALL_CITY_CULTURE
    aeAllCityBonuses: BONUS_CULTURE_GAIN_10_FLAT
[family] Connections Sages family CM ✓ Behind the Throne
Once per game Family SagesStudy TacticsLate Teenager
As it opens, before you choose Your family head: Endeared To your heir
  • ▸ Allow [character] to steer [character] education.
    Loses trait: Tactics StudentArchetype becomes ScholarGain trait: Timid
    grants
    BONUS_SAGES_EDUCATION
    aeBonuses: BONUS_REMOVE_STUDY_TACTICS, BONUS_SET_SCHOLAR_ARCHETYPE, BONUS_GIVE_TRAIT_TIMID
  • ▸ Ensure that nothing derails [character] studies.
    Remembered: Distanced your heir from family influence (-20 opinion for 20 turns)(no event currently keys off this)Leader relationship: Disappointed With
    grants
    BONUS_MEMORYFAMILY_DISTANCED_HEIR
    Memory MEMORYFAMILY_DISTANCED_HEIR
    BONUS_LEADER_DISAPPOINTED_WITH
    AddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
    ◇ grants a memory no event uses
Achievement Sages family CM ✓
Once per game City AlexandriaCity MusaeumCity LibraryFamily SagesPlayer Egypt
As it opens, before you choose Steam achievement: Knowledge Ancients
  • ▸ Achievement.
    (no gates or payload in XML)
Cultural Similarities one choice: Truce with the rival nation Sages family CM ✓
Every 80 turns Player Max WinningPlayer Familyclass Sages
  • ▸ Fortune smiles! Let us call an end to hostilities at once!
    Remembered: Player Offer (5 turns)Truce with the rival nation
    grants
    BONUS_PLAYER_TRUCE
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
    aeBonuses: BONUS_PLAYER_OFFER
  • ▸ The situation has changed since we dispatched our emissaries. Although the road ahead is fraught with peril, a truce no longer serves our interests.
    +1 Courage
    grants
    BONUS_GAIN_COURAGE_1
    aiRatings: RATING_COURAGE=1
Embassy of Philosophers Sages family CM ✓
Once per game Law: Philosophy City SagesCity Min Strong
  • ▸ The Epicureans seem to enjoy the right ideas.
    Begin project: Luxurious Delights+1 Happiness level+1 Charisma
    grants
    BONUS_EVENTOPTION_EPICUREAN
    aeAddProjects: PROJECT_LUXURIOUS_DELIGHTS
    aeBonuses: BONUS_HAPPINESS_UP
    BONUS_GAIN_CHARISMA_1
    aiRatings: RATING_CHARISMA=1
  • ▸ The Stoics speak with much virtue.
    +120Civics+30/city↗ turn+1 Discipline
    grants
    BONUS_CIVICS_GAIN_HUGE
    aiGlobalYieldsBase: YIELD_CIVICS=120
    aiGlobalYieldsPer: YIELD_CIVICS=30
    BONUS_GAIN_DISCIPLINE_1
    aiRatings: RATING_DISCIPLINE=1
  • ▸ The Skeptics seem to question everything.
    +40Science+10/city↗ turn+1 Wisdom
    grants
    BONUS_SCIENCE_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_SCIENCE=40
    aiGlobalYieldsPer: YIELD_SCIENCE=10
    BONUS_GAIN_WISDOM_1
    aiRatings: RATING_WISDOM=1
Family Traditions one choice: Truce with the rival nation Sages family CM ✓
Every 80 turns Player Max LosingPlayer Familyclass Sages
  • ▸ Excellent! We shall cease hostilities at once!
    Remembered: Player Offer (5 turns)Truce with the rival nation
    grants
    BONUS_PLAYER_TRUCE
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
    aeBonuses: BONUS_PLAYER_OFFER
  • ▸ The situation has changed since we dispatched our emissaries. A truce no longer serves our interests.
    -1 Charisma
    grants
    BONUS_LOSE_CHARISMA_1
    aiRatings: RATING_CHARISMA=-1
Inquiring Minds Sages family CM ✓
Every 0 turns City Family SeatCity Sages
  • ▸ We are all better for it.
    Acquire random Technology
    grants
    BONUS_EVENTOPTION_INQUIRING_MINDS_SUCCESS_OK
    bRandomTech 1
The Labyrinth Sages family CM ✓ Turn 10+
⛓ Part of the The Labyrinth chain, 3 events , 1 branch point view map →
Once per game Family Sages
  • ▸ Yes, build the Labyrinth.
    Begin project: Labyrinth-30Stone-10/city↗ turn
    gated by
    LeaderSubjectNotAny SUBJECT_CHARACTER_WEAK
    grants
    BONUS_EVENTOPTION_THE_LABYRINTH_YES
    aeAddProjects: PROJECT_LABYRINTH
    BONUS_STONE_LOSS_SMALL
    aiGlobalYieldsBase: YIELD_STONE=-30
    aiGlobalYieldsPer: YIELD_STONE=-10
  • ▸ Not only should we build it, but I will be the first to enter!
    Begin project: Labyrinth-30Stone-10/city↗ turn
    grants
    BONUS_EVENTOPTION_THE_LABYRINTH_YES
    aeAddProjects: PROJECT_LABYRINTH
    BONUS_STONE_LOSS_SMALL
    aiGlobalYieldsBase: YIELD_STONE=-30
    aiGlobalYieldsPer: YIELD_STONE=-10
  • ▸ It would be a waste of energy.
    Leader relationship: Disappointed With+6Orders↗ turn
    grants
    BONUS_LEADER_DISAPPOINTED_WITH
    AddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
    BONUS_ORDERS_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_ORDERS=6
Background reading ↗
Those Before Sages family CM ✓
Once per game Family Sages
  • ▸ We will adopt the laws of our ancestors.
    Remembered: Agreed to change Law (+40 opinion for 20 turns)(no event currently keys off this)Free law: Seniority
    grants
    BONUS_EVENTOPTION_THOSE_BEFORE_0
    Memory MEMORYFAMILY_CHANGED_LAW
    BONUS_EVENTOPTION_THOSE_BEFORE_1
    FreeLaw LAW_SENIORITY
    ◇ grants a memory no event uses
  • ▸ Our ways are our own.
    Remembered: Refused to change Law (-40 opinion for 20 turns)(no event currently keys off this)+4 Legitimacy
    grants
    BONUS_EVENTOPTION_THOSE_BEFORE_2
    Memory MEMORYFAMILY_REFUSED_LAW
    BONUS_EVENTOPTION_THOSE_BEFORE_3
    iLegitimacy 4
    ◇ grants a memory no event uses
Background reading ↗
Translations Sages family CM ✓
Once per game Family Sages
  • ▸ Begin the translations now. Knowledge is worth it.
    -2 Legitimacy+20Science+5/city↗ turn
    grants
    BONUS_EVENTOPTION_STUDY_TRANSLATIONS_YES_LEADER
    iLegitimacy -2
    aeBonuses: BONUS_SCIENCE_GAIN_SMALL
  • ▸ Ignorance is bliss. The people can be controlled better that way.
    Remembered: Refused to translate foreign texts (-20 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_STUDY_TRANSLATIONS_NO_FAMILY
    Memory MEMORYFAMILY_NO_TRANSLATIONS
    ◇ grants a memory no event uses
  • ▸ I will translate them myself, and I will be sure that it bolsters my image.
    +2 Legitimacy+8Science+2/city↗ turn
    gated by
    LeaderSubject SUBJECT_HIGH_WISDOM
    grants
    BONUS_EVENTOPTION_STUDY_TRANSLATIONS_EDUCATED
    iLegitimacy 2
    aeBonuses: BONUS_SCIENCE_GAIN_TINY
Of the People Statesmen family CM ✓
Once per game FrugalMax 2 StrengthsFamily Statesmen
As it opens, before you choose Gain trait: Humble
  • ▸ May my modesty serve as an example.
    -2 Legitimacy+1 CharismaRemembered: Remained a ruler of the people (-20 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_TRAIT_OF_THE_PEOPLE_OPTION_0
    iLegitimacy -2
    aeBonuses: BONUS_GAIN_CHARISMA_1
    BONUS_EVENTOPTION_TRAIT_OF_THE_PEOPLE_OPTION_0_FAMILY
    Memory MEMORYFAMILY_FRUGAL_RULER
    ◇ grants a memory no event uses
  • ▸ Yes, a ruler must embrace the role.
    Loses trait: FrugalRemembered: Set a royal example (+40 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_REMOVE_TRAIT_FRUGAL
    aeRemoveTraits: TRAIT_FRUGAL
    BONUS_EVENTOPTION_TRAIT_OF_THE_PEOPLE_OPTION_1_FAMILY
    Memory MEMORYFAMILY_NOT_FRUGAL_RULER
    ◇ grants a memory no event uses
Post War one choice: Start law: Tyranny Statesmen family CM ✓
Once per game Law: Constitution Family StatesmenMax UpsetCity Family Seat
As it opens, before you choose +6 Legitimacy
  • ▸ Threaten [character] with retaliatory indictments.
    -1 Charisma+1 Courage
    grants
    BONUS_EVENTOPTION_TRIBE_ELIMINATED_POST_WAR_OPTION_THREATEN_LEADER
    aiRatings: RATING_CHARISMA=-1, RATING_COURAGE=1
  • ▸ I have no time for this. My word shall become law.
    Remembered (all families): Blamed for harsh laws (-20 opinion for 20 turns)(no event currently keys off this)Start law: Tyranny
    grants
    BONUS_EVENTOPTION_TRIBE_ELIMINATED_POST_WAR_OPTION_TYRANNY_LEADER
    MemoryAllFamilies MEMORYFAMILY_BLAMED_FOR_LAWS
    StartLaw LAW_TYRANNY
    ◇ grants a memory no event uses
  • ▸ Shear this bothersome bramble.
    Remembered: Imprisoned family member (-40 opinion for 20 turns)(no event currently keys off this)Gain trait: Imprisoned-1 Discipline
    grants
    BONUS_EVENTOPTION_TRIBE_ELIMINATED_POST_WAR_OPTION_IMPRISON_FAMILY
    Memory MEMORYFAMILY_IMPRISONED_MEMBER
    BONUS_GIVE_TRAIT_IMPRISONED
    aeAddTraits: TRAIT_IMPRISONED
    BONUS_LOSE_DISCIPLINE_1
    aiRatings: RATING_DISCIPLINE=-1
    ◇ grants a memory no event uses
  • ▸ Demonstrate the legality of the war in court.
    +1 WisdomRemembered (all families): Impressed us in court (+20 opinion for 20 turns)(no event currently keys off this)
    gated by
    LeaderSubject SUBJECT_CHARACTER_ARCHETYPE_REGAL
    grants
    BONUS_EVENTOPTION_TRIBE_ELIMINATED_POST_WAR_OPTION_COURT_LEADER
    MemoryAllFamilies MEMORYFAMILY_IMPRESSED_IN_COURT
    aiRatings: RATING_WISDOM=1
    ◇ grants a memory no event uses
Unlawful one choice: You declare war on the rival nation Statesmen family CM ✓ Turn 60+
Once per game Player JudgeFamily Statesmen
  • ▸ We will fight because the cause is just.
    Remembered: Declared War on us (-80 opinion for 40 turns)Remembered: Player Offer (5 turns)You declare war on the rival nation
    grants
    BONUS_DECLARE_WAR_PLAYER
    Memory MEMORYPLAYER_DECLARED_WAR
    DiplomacyPlayerFrom DIPLOMACY_WAR
    aeBonuses: BONUS_PLAYER_OFFER
    ◇ may enable: The Sword of Damocles
  • ▸ Your grievances do not justify bloodshed.
    Remembered: Refused to fight for our values (-80 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_DIPLO_OFFER_FAMILY_LAW_WAR_NO
    Memory MEMORYFAMILY_LAW_WAR_NO
    ◇ grants a memory no event uses
Unlawful one choice: You declare war on the rival nation Statesmen family CM ✓ Turn 60+
Once per game Player BuilderFamily Statesmen
  • ▸ We will fight because the cause is just.
    Remembered: Declared War on us (-80 opinion for 40 turns)Remembered: Player Offer (5 turns)You declare war on the rival nation
    grants
    BONUS_DECLARE_WAR_PLAYER
    Memory MEMORYPLAYER_DECLARED_WAR
    DiplomacyPlayerFrom DIPLOMACY_WAR
    aeBonuses: BONUS_PLAYER_OFFER
    ◇ may enable: The Sword of Damocles
  • ▸ Your grievances do not justify bloodshed.
    Remembered: Refused to fight for our values (-80 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_DIPLO_OFFER_FAMILY_LAW_WAR_NO
    Memory MEMORYFAMILY_LAW_WAR_NO
    ◇ grants a memory no event uses
Unlawful one choice: You declare war on the rival nation Statesmen family CM ✓ Turn 60+
Once per game Player SchemerFamily Statesmen
  • ▸ We will fight because the cause is just.
    Remembered: Declared War on us (-80 opinion for 40 turns)Remembered: Player Offer (5 turns)You declare war on the rival nation
    grants
    BONUS_DECLARE_WAR_PLAYER
    Memory MEMORYPLAYER_DECLARED_WAR
    DiplomacyPlayerFrom DIPLOMACY_WAR
    aeBonuses: BONUS_PLAYER_OFFER
    ◇ may enable: The Sword of Damocles
  • ▸ Your grievances do not justify bloodshed.
    Remembered: Refused to fight for our values (-80 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_DIPLO_OFFER_FAMILY_LAW_WAR_NO
    Memory MEMORYFAMILY_LAW_WAR_NO
    ◇ grants a memory no event uses
[family] Connections Statesmen family CM ✓ Behind the Throne
Once per game Family StatesmenStudy TacticsLate Teenager
As it opens, before you choose Your family head: Endeared To your heir
  • ▸ Allow [character] to steer [character] education.
    Loses trait: Tactics StudentArchetype becomes JudgeGain trait: Slothful
    grants
    BONUS_STATESMEN_EDUCATION
    aeBonuses: BONUS_REMOVE_STUDY_TACTICS, BONUS_SET_JUDGE_ARCHETYPE, BONUS_GIVE_TRAIT_SLOTHFUL
  • ▸ Ensure that nothing derails [character] studies.
    Remembered: Distanced your heir from family influence (-20 opinion for 20 turns)(no event currently keys off this)Leader relationship: Disappointed With
    grants
    BONUS_MEMORYFAMILY_DISTANCED_HEIR
    Memory MEMORYFAMILY_DISTANCED_HEIR
    BONUS_LEADER_DISAPPOINTED_WITH
    AddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
    ◇ grants a memory no event uses
Matters of State Statesmen family CM ✓
Once per game Family Statesmen
  • ▸ Public forums would centralize the city center and give a place for political discourse.
    Remembered: Pursued our Ambition (+40 opinion for 40 turns)(no event currently keys off this)Progress ambition: Six ForumsRemembered: Recent Ambition (7 turns)
    grants
    BONUS_FAMILY_PURSUED_AMBITION
    Memory MEMORYFAMILY_PURSUED_AMBITION
    BONUS_AMBITION_SIX_FORUMS
    Ambition GOAL_SIX_FORUMS
    aeBonuses: BONUS_RECENT_AMBITION
    ◇ grants a memory no event uses
  • ▸ I can see the positives of electing more governors to keep the cities in Ordersorder.
    Remembered: Pursued our Ambition (+40 opinion for 40 turns)(no event currently keys off this)Progress ambition: Four GovernorsRemembered: Recent Ambition (7 turns)
    grants
    BONUS_FAMILY_PURSUED_AMBITION
    Memory MEMORYFAMILY_PURSUED_AMBITION
    BONUS_AMBITION_FOUR_GOVERNORS
    Ambition GOAL_FOUR_GOVERNORS
    aeBonuses: BONUS_RECENT_AMBITION
    ◇ grants a memory no event uses
  • ▸ Urban Growthgrowth certainly could help development and trade.
    Remembered: Pursued our Ambition (+40 opinion for 40 turns)(no event currently keys off this)Progress ambition: 20 Urban TilesRemembered: Recent Ambition (7 turns)
    grants
    BONUS_FAMILY_PURSUED_AMBITION
    Memory MEMORYFAMILY_PURSUED_AMBITION
    BONUS_AMBITION_20_URBAN_TILES
    Ambition GOAL_20_URBAN_TILES
    aeBonuses: BONUS_RECENT_AMBITION
    ◇ grants a memory no event uses
  • ▸ [character] should have kept to the jokes.
    Leader relationship: Disappointed With+40 XP to the character
    grants
    BONUS_LEADER_DISAPPOINTED_WITH
    AddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
    BONUS_XP_CHARACTER_AVERAGE
    iXPCharacter 40
Cultural Similarities one choice: Truce with the rival nation Statesmen family CM ✓
Every 80 turns Player Max WinningPlayer Familyclass Statesmen
  • ▸ Fortune smiles! Let us call an end to hostilities at once!
    Remembered: Player Offer (5 turns)Truce with the rival nation
    grants
    BONUS_PLAYER_TRUCE
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
    aeBonuses: BONUS_PLAYER_OFFER
  • ▸ The situation has changed since we dispatched our emissaries. Although the road ahead is fraught with peril, a truce no longer serves our interests.
    +1 Courage
    grants
    BONUS_GAIN_COURAGE_1
    aiRatings: RATING_COURAGE=1
Family Traditions one choice: Truce with the rival nation Statesmen family CM ✓
Every 80 turns Player Max LosingPlayer Familyclass Statesmen
  • ▸ Excellent! We shall cease hostilities at once!
    Remembered: Player Offer (5 turns)Truce with the rival nation
    grants
    BONUS_PLAYER_TRUCE
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
    aeBonuses: BONUS_PLAYER_OFFER
  • ▸ The situation has changed since we dispatched our emissaries. A truce no longer serves our interests.
    -1 Charisma
    grants
    BONUS_LOSE_CHARISMA_1
    aiRatings: RATING_CHARISMA=-1
Special Status Traders family CM ✓ Turn 10+
Once per game GovernorHealthyFamily TradersCorrupt
  • ▸ Grant the city special status as a center of trade.
    Begin project: Merchant Town
    grants
    BONUS_EVENTOPTION_SPECIAL_STATUS_OPTION_1_CITY
    aeAddProjects: PROJECT_MERCHANT_TOWN
  • ▸ No more corruption. No more broken trade.
    Begin project: Corruption Reform-4 LegitimacyLoses trait: Corrupt
    grants
    BONUS_EVENTOPTION_SPECIAL_STATUS_OPTION_2_CITY
    aeAddProjects: PROJECT_CORRUPTION_REFORM
    BONUS_EVENTOPTION_SPECIAL_STATUS_OPTION_2_CHARACTER_1
    iLegitimacy -4
    aeRemoveTraits: TRAIT_CORRUPT
  • ▸ Our greatest merchants will meet to share knowledge.
    Leader relationship: Influenced ByGain trait: Prosperous
    gated by
    PlayerSubject SUBJECT_PLAYER_TRADE_LEAGUE
    grants
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
    BONUS_GIVE_TRAIT_PROSPEROUS
    aeAddTraits: TRAIT_PROSPEROUS
Unlawful one choice: You declare war on the rival nation Traders family CM ✓ Turn 60+
Once per game Player OratorFamily Traders
  • ▸ We will fight because the cause is just.
    Remembered: Declared War on us (-80 opinion for 40 turns)Remembered: Player Offer (5 turns)You declare war on the rival nation
    grants
    BONUS_DECLARE_WAR_PLAYER
    Memory MEMORYPLAYER_DECLARED_WAR
    DiplomacyPlayerFrom DIPLOMACY_WAR
    aeBonuses: BONUS_PLAYER_OFFER
    ◇ may enable: The Sword of Damocles
  • ▸ Your grievances do not justify bloodshed.
    Remembered: Refused to fight for our values (-80 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_DIPLO_OFFER_FAMILY_LAW_WAR_NO
    Memory MEMORYFAMILY_LAW_WAR_NO
    ◇ grants a memory no event uses
All Roads Lead to [city] Traders family CM ✓ Behind the Throne
Once per game City Culture LegendaryCity Traders
  • ▸ Further develop [city]'s infrastructure.
    Add Improvement: EstatesBegin project: Sewer SystemGain tech: Economic Reform
    grants
    BONUS_CITY_ESTATE
    aeBonuses: BONUS_ADD_PALACE, BONUS_SEWER_SYSTEM
    BONUS_FREE_TECH_ADMINISTRATION
    aeTechs: TECH_ECONOMIC_REFORM
  • ▸ Further develop [city]'s imports.
    Begin project: TeaGain tech: Economic Reform
    grants
    BONUS_GIVE_TEA
    aeAddProjects: PROJECT_GIVE_TEA
    BONUS_FREE_TECH_ADMINISTRATION
    aeTechs: TECH_ECONOMIC_REFORM
[family] Connections Traders family CM ✓ Behind the Throne
Once per game Family TradersStudy TacticsLate Teenager
As it opens, before you choose Your family head: Endeared To your heir
  • ▸ Allow [character] to steer [character] education.
    Loses trait: Tactics StudentArchetype becomes DiplomatGain trait: Deceitful
    grants
    BONUS_TRADERS_EDUCATION
    aeBonuses: BONUS_REMOVE_STUDY_TACTICS, BONUS_SET_DIPLOMAT_ARCHETYPE, BONUS_GIVE_TRAIT_DECEITFUL
  • ▸ Ensure that nothing derails [character] studies.
    Remembered: Distanced your heir from family influence (-20 opinion for 20 turns)(no event currently keys off this)Leader relationship: Disappointed With
    grants
    BONUS_MEMORYFAMILY_DISTANCED_HEIR
    Memory MEMORYFAMILY_DISTANCED_HEIR
    BONUS_LEADER_DISAPPOINTED_WITH
    AddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
    ◇ grants a memory no event uses
Merchant Town Traders family CM ✓
Once per game Courtier MerchantCity Max DevelopingFamily TradersNot City Family Seat
  • ▸ Give [city] the "merchant town" distinction.
    Begin project: Merchant Town
    grants
    BONUS_EVENTOPTION_GP_MERCHANT_TOWN_OPTION_0_CITY
    aeAddProjects: PROJECT_MERCHANT_TOWN
  • ▸ All cities must follow the same laws.
    +2 Legitimacy+80Civics+20/city↗ turn
    grants
    BONUS_EVENTOPTION_GP_MERCHANT_TOWN_OPTION_1_CHARACTER_1
    iLegitimacy 2
    aeBonuses: BONUS_CIVICS_GAIN_LARGE
Cultural Similarities one choice: Truce with the rival nation Traders family CM ✓
Every 80 turns Player Max WinningPlayer Familyclass Traders
  • ▸ Fortune smiles! Let us call an end to hostilities at once!
    Remembered: Player Offer (5 turns)Truce with the rival nation
    grants
    BONUS_PLAYER_TRUCE
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
    aeBonuses: BONUS_PLAYER_OFFER
  • ▸ The situation has changed since we dispatched our emissaries. Although the road ahead is fraught with peril, a truce no longer serves our interests.
    +1 Courage
    grants
    BONUS_GAIN_COURAGE_1
    aiRatings: RATING_COURAGE=1
Family Traditions one choice: Truce with the rival nation Traders family CM ✓
Every 80 turns Player Max LosingPlayer Familyclass Traders
  • ▸ Excellent! We shall cease hostilities at once!
    Remembered: Player Offer (5 turns)Truce with the rival nation
    grants
    BONUS_PLAYER_TRUCE
    DiplomacyPlayerFrom DIPLOMACY_TRUCE
    aeBonuses: BONUS_PLAYER_OFFER
  • ▸ The situation has changed since we dispatched our emissaries. A truce no longer serves our interests.
    -1 Charisma
    grants
    BONUS_LOSE_CHARISMA_1
    aiRatings: RATING_CHARISMA=-1
Imports Boom Traders family CM ✓ Behind the Throne
50% to appear Once per game Family Traders Us
  • ▸ Invest in developing new trade routes to far off lands.
    The tech goes to your discard pile
    grants
    BONUS_DISCARD_PILE_SUBJECT_0
    iAddTechToDiscardSubject 0
  • ▸ Focus on bulk imports.
    Begin project: Lumber Imports
    grants
    BONUS_PROJECT_LUMBER_IMPORTS
    aeAddProjects: PROJECT_LUMBER_IMPORTS
Trading Favors Traders family CM ✓
Every 80 turns Player Max Three CourtiersFamily Traders
  • ▸ Consider it done!
    -320Money-80/city↗ turnLeader relationship: Owes Favor ToGain a Court Merchant
    grants
    BONUS_MONEY_LOSS_HUGE
    aiGlobalYieldsBase: YIELD_MONEY=-320
    aiGlobalYieldsPer: YIELD_MONEY=-80
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
    BONUS_MAKE_GREAT_MERCHANT
    MakeCourtier COURTIER_MERCHANT
  • ▸ We cannot afford to pay this miscreant's debts, and we do not want him at Court.
    +40 XP to the characterLeader relationship: Disappointed With
    grants
    BONUS_XP_CHARACTER_AVERAGE
    iXPCharacter 40
    BONUS_LEADER_DISAPPOINTED_WITH
    AddLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH