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🌾 Harvest Events

71 events28 resources

A Harvest Event can fire when a Worker finishes gathering a tile Resource — the tile yields its stockpile and a story-frame asks the leader to choose what to do with the windfall. Each option grants different rewards to the player, city, or family. Events are flagged in eventStory*.xml with Class=EVENTCLASS_HARVESTING and trigger on EVENTTRIGGER_RESOURCE_HARVESTED; the reward chips below are the humanized bonus*.xml payloads.

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.)

Camel

2 events

Camel Bite once per game

  1. Have the whole caravan slaughtered for meat.
    +30Food+10/city↗ turn
  2. Give the Camelscamels to the Tribe and be rid of them.
    Remembered: Received gift of camels (+20 opinion for 40 turns)(no event currently keys off this)
written by Andy Auseon

Humping Resources Home once per game

  1. Bring FoodFood.
    +75Food+25/city↗ turn
  2. We need IronIron!
    +30Iron+10/city↗ turn
written by David Ballantyne

Citrus

2 events

Citrus Remedy once per game

  1. Our brave crews should have them.
    +120Training+30/city↗ turn
  2. This remedy has not yet been proven.
    +30Food+10/city↗ turn
written by Andy Auseon

Medicinal Fruits once per game

  1. Good for our city!
    +50Growtheach city↗ turn
written by David Ballantyne

Crab

3 events

Crab Controversy once per game

  1. It’s unconventional, but give it a try.
    +80Training+20/city↗ turn
  2. What nonsense, cook them up!
    +30Food+10/city↗ turn
written by David Ballantyne

Rescue at Sea once per game

  1. We need fishers in our city.
    Gain a Fisher
  2. We need fishers in our city.
    Gain a Fisher
written by Andy Auseon

Sea for Ourselves once per game

  1. Profit from the rarity.
    +160Money+40/city↗ turn
  2. Aim to expand operations.
    Progress ambition: Six Nets+1 Wisdom
written by Jeri Roys

Dye

2 events

Rose Madder once per game

  1. Crimson Dyesdyes will enhance our garments and art.
    +10–100 Culture (by city culture)
  2. Let us explore cultivating more of this plant.
    Adds Dyes
  3. This herb may hold medicinal properties.
    +20Science+5/city↗ turn
written by Andy Auseon

To Dye for once per game

  1. I, and only I!
    +3 Legitimacy
  2. I will also allow the the family family to wear purple.
    +1 LegitimacyRemembered: Permitted purple (+40 opinion for 40 turns)(no event currently keys off this)
  3. Anyone who can afford them, may wear them.
    +60–600 Culture (by city culture)
written by David Ballantyne

Ebony

2 events

Divine Price once per game

  1. Give them the EbonyEbony that they desire.
    Remembered: Gave support (+40 opinion for 40 turns)(no event currently keys off this)
  2. Send the precious material to Marketmarket.
    +160Money+40/city↗ turn
  3. Organize for craftsmen to inscribe the Woodwood for them too.
    Gain trait: Pious-40Civics-10/city↗ turn
written by Josh Unsworth

Resonant Instruments once per game

  1. Use it to craft instruments for the court musicians.
    Gain trait: Music Lover+20–200 Culture (by city culture)
  2. Something for your personal use.
    Gain trait: Ornate Mirror
  3. Finely detailed pieces for games of strategy and wit.
    Gain trait: Item Board Game
written by Josh Unsworth

Elephant

3 events

Beast of Burden once per game

  1. Let the beast live a peaceful life in a city zoo.
    +40–400 Culture (by city culture)
  2. Train the beast to lead our troops in battle.
    +1 War Elephant-75Food-25/city↗ turn
written by Andy Auseon

Carrying Capacity once per game

  1. WoodWood.
    +75Wood+25/city↗ turn
  2. StoneStone.
    +75Stone+25/city↗ turn
written by David Ballantyne

Mythical Beasts once per game

  1. Use their likeness on our coins as a symbol of power.
    +2 Legitimacy
  2. OrdersOrder more research on these fascinating creatures.
    +40Science+10/city↗ turn
  3. To inspire such fear must mean an affinity to the divine.
    +30–300 Culture (by city culture)
written by Josh Unsworth

Fish

2 events

Capsized once per game

  1. Allow the subject to publish {G2:his:her} treatise.
    Leader relationship: Influenced By
  2. Send {G2:him:her} on a royal research expedition.
    +1 WisdomGain trait: ExploringRemembered: Started Explore Recently (2 turns)
  3. Build {G2:him:her} a fishery to practice new methods.
    Build Nets on the tile
written by Andy Auseon

Seeing Serpents once per game

  1. What an amazing creature!
    +40Science+10/city↗ turn
  2. We must be prepared if it poses a danger.
    Gain trait: VigilantProgress ambition: Five Naval
written by David Ballantyne

Fur

2 events

A Fortune in Furs once per game

  1. Let our people enjoy our FurFur, for a price of course.
    +320Money+80/city↗ turn
  2. I’d rather the FurFur rots than our people benefit from our work!
    +2 Legitimacy
written by David Ballantyne

Luxury or Utility once per game

  1. Grant the subject {G2:his:her} desired garments.
    Leader relationship: Endeared ToSpecial effect
  2. Give the Furfur to our brave soldiers.
    Gain trait: Highlander
written by Andy Auseon

Game

4 events

Hunting Accident once per game

  1. Make a legal claim to local hunting rights, and imprison the young noble as a poacher.
    Remembered: Held a noble hostage (+20 opinion for 40 turns)+2 Legitimacy-60Civics-15/city↗ turn
  2. Provide for her recovery and send her on her way.
    Gain trait: Compassionate
written by Jeri Roys

Sacrificial Deer once per game

  1. It will make a fine sacrifice.
    Remembered: Sacrificed the deer (+40 opinion for 40 turns)(no event currently keys off this)+60Discontenteach city↗ turn
  2. Keep the stag with the herd.
    Remembered: Refused to make a sacrifice (-40 opinion for 40 turns)(no event currently keys off this)+30Growtheach city↗ turn
  3. Take it for your own hunting grounds.
    Remembered: Refused to make a sacrifice (-40 opinion for 40 turns)(no event currently keys off this)+4 Legitimacy+60Discontenteach city↗ turn
  4. Let it go free.
    Remembered: Refused to make a sacrifice (-40 opinion for 40 turns)(no event currently keys off this)Gain trait: Compassionate+60Discontenteach city↗ turn
written by Josh Unsworth

Taking Trophies once per game

  1. Indeed, off with its head!
    +2 Legitimacy
  2. No, it wouldn’t be right.
    +40 XP to the character
written by David Ballantyne

Tough Game once per game

  1. Research new uses for these products.
    +20Science+5/city↗ turn
  2. Breed more of them for their parts.
    Build Camp on the tile
written by Andy Auseon

Gem

2 events

Minor Problems once per game

  1. The small Gemsgems will do.
    +160Money+40/city↗ turn
  2. Fools, bring me that large gem!
    +320Money+80/city↗ turn
written by David Ballantyne

Standoff once per game

  1. Continue with our harvesting.
    Gain trait: Greedy+160Money+40/city↗ turn
  2. Offer some of our bounty to the our people.
    Remembered: Received harvested gems (+40 opinion for 20 turns)(no event currently keys off this)+40Money+10/city↗ turn
written by Andy Auseon

Goat

2 events

Filthy Animals once per game

  1. The cooks should dispose of all meat in the kitchens.
    -20Food-5/city↗ turn+20 XP to the character
  2. the subject must remain isolated.
    Affects a character
  3. We must study this sickness to learn all we can.
    +20Science+5/city↗ turnBegin project: Outbreak
written by Andy Auseon

Getting Goats once per game

  1. We need the Foodfood now!
    +80Growtheach city↗ turn+75Food+25/city↗ turn
  2. Allow them to graze.
    Adds Goats
written by David Ballantyne

Gold

2 events

All that Glitters once per game

  1. I welcome another place of royal wealth.
    Begin project: Treasury 2
  2. Our people deserve the wealth of knowledge.
    +1 Happiness level
written by Andy Auseon

The Coin Question once per game

  1. Me, of course.
    +2 Legitimacy
  2. Our defenders, no question!
    +80Training+20/city↗ turn
written by David Ballantyne

Horse

3 events

Horsing Around once per game

  1. My messages are my weapons.
    +6Orders↗ turn
  2. My warriors are my weapons.
    Progress ambition: Five Mounted+120Training+30/city↗ turn
written by David Ballantyne

Steed of the Gods once per game

  1. Let the horse sire a new line in your stables.
    Begin project: Divine Steed
  2. Take the horse for yourself.
    +1 CourageGain trait: Swift
  3. Send the horse as a gift for the subject.
    Gain trait: SwiftLeader relationship: Endeared To
written by Josh Unsworth

Wild Horses once per game

  1. Provide them to military trainers.
    +60Training+15/city↗ turn
  2. Give them to farmers to work the fields.
    +30Growtheach city↗ turn
  3. Harness them for war.
    +1 Melee Cavalry unit
written by Andy Auseon

Incense

2 events

Pleasant Scents once per game

  1. Overawed people won’t dare revolt!
    +2 Legitimacy
  2. Less revolting people will be happier.
    +1 Happiness level
written by David Ballantyne

Ritual Scent once per game

  1. Hold the Incenseincense for the population of our city.
    +60Happinesseach city↗ turn
  2. Allow the Religion to use it for rituals.
    Remembered: Given ritual incense (+40 opinion for 20 turns)(no event currently keys off this)
written by Andy Auseon

Jade

1 event

A Green Giant once per game

  1. OrdersOrder it hauled to our city.
    -5Orders↗ turn+40–400 Culture (by city culture)
  2. Make the extra effort to transport it to our city.
    -7Orders↗ turn+40–400 Culture (by city culture)
  3. Break it apart to be easily carried.
    +5–50 Culture (by city culture) (every city)
written by Josh Unsworth

Marble

2 events

Corner the Market once per game

  1. Reduce the price so more can afford it.
    +60Happinesseach city↗ turn
  2. Raise prices to ensure its rarity.
    Remembered (all families): Raised marble prices (+20 opinion for 20 turns)(no event currently keys off this)
written by Andy Auseon

Marble Madness once per game

  1. My gate could use a statue.
    +2 Legitimacy
  2. Give it to the subject as a goodwill gesture.
    Leader relationship: Owes Favor To
  3. Sell it to the highest bidder.
    +240Money+60/city↗ turn
written by David Ballantyne

Olive

2 events

Multipurpose Oil once per game

  1. Make the army a well-oiled machine.
    +120Training+30/city↗ turn
  2. Lubricate the minds of our researchers!
    +60Science+15/city↗ turn
  3. Let the people use it as they will.
    +1 Happiness level
written by David Ballantyne

Olive Oil once per game

  1. Send the olive oil to our people.
    Remembered: Received gift of olive oil (+20 opinion for 20 turns)(no event currently keys off this)
  2. Send the olive oil to our people.
    Remembered: Received gift of olive oil (+20 opinion for 20 turns)(no event currently keys off this)
  3. Why waste such a luxury on foreigners?
    Remembered (all families): Received gift of olive oil (+20 opinion for 20 turns)(no event currently keys off this)
written by Andy Auseon

Ore

2 events

Marvelous Specimens once per game

  1. We must examine these puzzling remains.
    +40Science+10/city↗ turn
  2. Send the subject to investigate these strange creatures.
    Gain trait: ExploringRemembered: Started Explore Recently (2 turns)+1 Courage
written by Andy Auseon

Swords or Science? once per game

  1. Swords!
    +80Training+20/city↗ turn
  2. ScienceScience!
    +40Science+10/city↗ turn
written by David Ballantyne

Pearl

2 events

Pearl Divers once per game

  1. Fund an expedition and send Pearlspearls to the the family.
    Remembered: Received gift from ruler (+20 opinion for 40 turns)(no event currently keys off this)-40Money-10/city↗ turn
  2. Fund an expedition and send Pearlspearls to the the family.
    Remembered: Received gift from ruler (+20 opinion for 40 turns)(no event currently keys off this)-40Money-10/city↗ turn
  3. Support the dive, and I will take the Pearlspearls.
    -40Money-10/city↗ turn+30–300 Culture (by city culture)
  4. We should save that Moneymoney.
written by Andy Auseon

Perfect Pearls once per game

  1. our city the beautiful!
    +60–600 Culture (by city culture)
  2. our people the rich!
    +240Money+60/city↗ turn
written by David Ballantyne

Pig

2 events

Feral Hogs once per game

  1. The army could use some target practice!
    +80Training+20/city↗ turn
  2. Tell the people they may eat any pig they kill.
    +1 Happiness level
written by David Ballantyne

Pig in the Palace once per game

  1. I will help my {G3:son:daughter} raise it.
    Gain trait: NaturalistRemembered: Raised a pig together (+80 opinion for 40 turns)(no event currently keys off this)
  2. Roast it for a grand banquet.
    +20Growtheach city↗ turn+20Happinesseach city↗ turn
written by Andy Auseon

Salt

2 events

Great Potential once per game

  1. Proceed with research into Saltsalt production.
    Begin project: Salt Production-120Money-30/city↗ turn
  2. The court cannot fund this project now.
written by Andy Auseon

Salty Sauce once per game

  1. I must try some!
    +60–600 Culture (by city culture)
written by David Ballantyne

Sheep

3 events

Counting Sheep once per game

  1. We need the Foodfood now!
    +80Growtheach city↗ turn+75Food+25/city↗ turn
  2. Allow them to graze.
    Adds Sheep
written by David Ballantyne

The Lame and Sick

  1. Give the finest of the shepherds flocks to the priests.
    Remembered: Gave support (+40 opinion for 40 turns)(no event currently keys off this)+80Discontenteach city↗ turn
  2. Allow the shepherds to continue.
    Remembered: Refused support (-40 opinion for 40 turns)(no event currently keys off this)+80Happinesseach city↗ turn
written by Josh Unsworth

Young Shepherd once per game

  1. She may come to our city with her Sheepsheep.
    Adds Sheep
  2. She will be given a proper childhood.
    Affects a character
  3. She must be returned to the Tribe.
    Remembered: Returned young shepherd (+20 opinion for 40 turns)(no event currently keys off this)
written by Andy Auseon

Silk

2 events

Cocoon Couture once per game

  1. Keep the creatures to yourself, to see how they grow and thrive.
    Gain trait: Cultivator
  2. Send them to the academics for study.
    +20Science+5/city↗ turn
  3. Gift the larvae to our city to cultivate new sources of SilkSilk.
    Adds Silk
written by Josh Unsworth

Webs of Gold once per game

  1. Introduce the fabric to the merchants of our city.
    +30–300 Culture (by city culture)
  2. Subtly introduce the golden Silksilk into your clothing.
    +1 Charisma
  3. I will have the finest outfits ever seen.
    Gain trait: Famous
written by Josh Unsworth

Silver

2 events

Caught in the Act once per game

  1. These crimes cannot go unpunished.
    A unit is killed+2 LegitimacyGain trait: Strict
  2. He is more valuable doing his duty.
    -2 Legitimacy
written by Andy Auseon

Spurring Innovation once per game

  1. The messengers!
    +6Orders↗ turn
  2. The the family family!
    Leader relationship: Endeared To
written by David Ballantyne

Sorghum

2 events

Sorburst Snacks once per game

  1. I expect Sorburst stands to pop up all over our people!
    +40–400 Culture (by city culture)
written by David Ballantyne

Sorghum Seeds once per game

  1. our city always needs more Foodfood production.
    +30Food+10/city↗ turn
  2. Brew Winewine and other alcoholic beverages.
    +20–200 Culture (by city culture)
  3. Use it to feed animals of field and Pasturepasture.
    +50Growtheach city↗ turn
written by Andy Auseon

Spices

3 events

A Bitter Bark to Bite once per game

  1. There is so much to learn about the flora of the world.
    Gain trait: Herbalist
  2. The people of our city are soon making new treats with the spice.
    +1 Happiness level
  3. Gift the families with supplies to spice their drinks.
    Remembered (all families): Received gift from ruler (+20 opinion for 40 turns)(no event currently keys off this)
written by Josh Unsworth

Some Like it Hot once per game

  1. I will not be defeated by a plant.
    +1 CourageMaybe Poisoned Medium
  2. I certainly will not be defeated by a plant.
    +1 CourageMaybe Poisoned Low
  3. Spice up the dishes of our city with small doses.
    +80Happinesseach city↗ turn
written by Josh Unsworth

Trade Secrets once per game

  1. Inform the our people of the location the SpicesSpices were gathered.
    Remembered: Told the truth (+20 opinion for 80 turns)(no event currently keys off this)
  2. Keep quiet and let the coin flow in.
    +160Money+40/city↗ turn
  3. Change the birds to winged serpents: More danger means a higher price.
    Gain trait: Deceitful+320Money+80/city↗ turn
written by Josh Unsworth

Wheat

3 events

Beer Run once per game

  1. She's brilliant. Let's give this woman a job!
    Gain a Court Merchant
  2. Lovely! Bring this ale back to our city so we can all enjoy it.
    +1 Happiness level
  3. Interesting, but I'm more interested in the grain itself. OrdersOrder the men to bring back seeds so we can plant fields near our city.
    Adds Wheat
written by Velociryx

Helping Hands once per game

  1. Ask them to share their expertise.
    Gain a Farmer
  2. We need hands to work the fields.
    +1 Worker
written by Andy Auseon

Rich Harvest once per game

  1. Allow our city its Growthgrowth!
    +50Growtheach city↗ turn
  2. The needs of the many outweigh the needs of the few.
    +50Food+15/city↗ turn
written by David Ballantyne

Wine

3 events

Delicious Wine once per game

  1. Arrange for feasts in our city, keep that Winewine flowing!
    +60Happinesseach city↗ turn
  2. Make sure the nobles get a good supply of this deliciousness!
    Remembered (all families): Gave us delicious drinks (+40 opinion for 20 turns)(no event currently keys off this)
written by Solver

High Spirits once per game

  1. Let us try this stranger in the court.
    Gain a Court Minister
  2. We shall plant more of these fine grapes.
    Adds Wine
written by Andy Auseon

Put an End to their Wining once per game

  1. Medical use.
    +50Growtheach city↗ turn
  2. Throw the party!
    +1 Happiness level
written by David Ballantyne
🌾

Any Resource

3 events

Calamities Drought Tribe Harvest once per game

  1. EVENTOPTION_CALAMITIES_DROUGHT_TRIBE_HARVEST_WAR
    +6 LegitimacyRemembered: Tribe Offer (5 turns)
  2. EVENTOPTION_CALAMITIES_DROUGHT_TRIBE_HARVEST_APOLOGIZE
    -2 Legitimacy+1 Charisma
  3. EVENTOPTION_CALAMITIES_DROUGHT_TRIBE_HARVEST_SHARE
    Remembered: Shared a harvest with us during a drought (+20 opinion for 40 turns)(no event currently keys off this)
written by Brodie Frehlich

Master of the Harvest once per game

  1. Ask about his techniques to train your own farmers.
    +50Growtheach city↗ turnProgress ambition: Four FarmersRemembered: Recent Ambition (7 turns)
  2. Invite the farmer to settle in our city.
    Gain a Farmer
  3. Accept the meal and set off with a full stomach.
    +4Orders↗ turn
written by Josh Unsworth
🌲

Clearing Vegetation

4 events

Family Trees once per game

  1. Give them the compensation they seek.
    -160Money-40/city↗ turnLeader relationship: Endeared To
  2. Invite them to come and hunt around our city.
    Leader relationship: Influenced By
  3. Plant the seeds of new woodlands.
    Add Trees Cut 3
written by Josh Unsworth

Feathered Friend once per game

  1. What a fascinating creature!
    Gain trait: Bird Owner
  2. This would make a fine gift to improve relations with the subject.
    Gain trait: Bird OwnerLeader relationship: Owes Favor To
  3. Catch them all. We’ll make a fortune.
    +160Money+40/city↗ turn
written by Josh Unsworth

The Ascetic in the Woods once per game

  1. It really does not concern me. Cut it all down!
    Gain trait: Cruel+4Orders↗ turn
  2. Give {G2:him:her} space to reside on the outskirts of our city.
    Begin project: Local Ascetic
  3. Bring {G2:him:her} to court.
    Gain a Court Scholar
written by Josh Unsworth

Treasure Within once per game

  1. We will cultivate this precious resource.
    Set Resource Ebony
  2. Cut them all down.
    Import Resource Ebony
written by Josh Unsworth