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⚖️ Hold Court

2 turns3 outcomes23 event stories

Pass judgment to gain CivicsCivics

Run by Leader (Judge) Duration 2 turns Cost 100 Training Cost 2 Orders Events 23 stories ↓

Outcomes

A 5-sided die rolls when the mission completes; results are weighted as shown. Subject character ratings (e.g., Wisdom on Steal Research) shift the roll.

Hold Court 3 / 5 60%

You have held court, handing out wise judgements and important reforms.

  • +90 Civics
  • +10 per City Civics
Hold Court, New Courtier 1 / 5 20%

While holding court, you have discovered a promising new Courtier.

  • Gain a random Courtier
Hold Court Event 1 / 5 20%

The Hold Court Mission of [character] has led to an event...

Base is the flat reward; per City values stack with the size of your empire (see Reward scaling below). The subject's character rating shifts the dice — e.g. Wisdom raises the Steal Research success chance — but does not change the yield amounts.

Reward scaling

The base reward is 90 Civics plus 10 Civics per cities, so it grows with your empire. The game then scales it up further as the match goes on (a turn/price multiplier that depends on game state, the same in both modes). Competitive Mode does not change mission rewards.

Your cities 1361015
Civics reward +100 +120 +150 +190 +240

Reward at base game-yield rate (turns 0–60). After turn 60 the reward grows in proportion to the turn number.

Reward calculator

+15 Civics

Drag the sliders, or scrub across the graph to set the turn. Faint lines show other city counts. Competitive Mode does not change these rewards.

Events

Story weights are not in-game odds. Each story is gated by character/empire conditions (some hidden), so real frequency is filtered in ways the XML can't predict. The weight is the raw XML knob, not a probability.

20% of the time (a 1/5 dice result) the mission fires an event instead of its normal reward — then one of the 23 stories below is drawn, and you pick a response. Bracketed values like [character] are filled in with the actual names in-game.

Accidents Happen Courtier Scientist
  • Send the [family] gifts to ease their sorrow.
    +20 XP to the character
    grants
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20
    BONUS_EVENTOPTION_TECH_WINDLASS_ACCIDENTS_HAPPEN_OPTION_0_RESOURCE
    iTradeResourceToSubject 1
  • Remove [character] from the court.
    Remembered: Sacked irresponsible scientist (+40 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_TECH_WINDLASS_ACCIDENTS_HAPPEN_OPTION_2_FAMILY
    Memory MEMORYFAMILY_SACKED_SCIENTIST
    BONUS_EVENTOPTION_TECH_WINDLASS_ACCIDENTS_HAPPEN_OPTION_2_CHARACTER_1
    bNoCourtier 1
In Remembrance Family Max UpsetFamily Different From Leader
  • It is right to honor the great [family] rulers.
    -40Civics-10/city↗ turnBegin project: National Holiday
    grants
    BONUS_CIVICS_LOSS_SMALL
    aiGlobalYieldsBase: YIELD_CIVICS=-40
    aiGlobalYieldsPer: YIELD_CIVICS=-10
    BONUS_EVENTOPTION_IN_REMEMBRANCE_OPTION_0_CHARACTER_2
    aeAddProjects: PROJECT_NATIONAL_HOLIDAY
  • No, not unless all past rulers receive this honor.
    Leader relationship: Vengeful Against+4 Legitimacy
    grants
    BONUS_LEADER_VENGEFUL_AGAINST
    AddLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINST
    BONUS_EVENTOPTION_IN_REMEMBRANCE_OPTION_1_CHARACTER_2
    iLegitimacy 4
  • A day for all past rulers of [rival] will be established.
    Gain trait: InspiringBegin project: National Holiday
    gated by
    PlayerSubject SUBJECT_PLAYER_DIVINE_RULE
    grants
    BONUS_EVENTOPTION_IN_REMEMBRANCE_OPTION_2_CHARACTER_2
    aeAddProjects: PROJECT_NATIONAL_HOLIDAY
    aeAddTraits: TRAIT_INSPIRING
Brutal Heir Cruel
  • We will compensate those who have suffered.
    -240Money-60/city↗ turn+40Happinesseach city↗ turn
    grants
    BONUS_EVENTOPTION_TRAIT_BRUTAL_HEIR_OPTION_0
    aeBonuses: BONUS_MONEY_LOSS_LARGE, BONUS_HAPPINESS_GAIN_TINY
  • It is an heir's right to punish the weak.
    +4 Legitimacy1 rebel unit appear+60Discontenteach city↗ turn
    grants
    BONUS_EVENTOPTION_TRAIT_BRUTAL_HEIR_OPTION_1
    iRebelUnits 1
    iLegitimacy 4
    aeBonuses: BONUS_DISCONTENT_GAIN_SMALL
  • [character] must be taught compassion.
    +1 Happiness levelGain trait: Excluded from SuccessionGain trait: Slighted
    gated by
    LeaderSubject SUBJECT_HIGH_WISDOM
    grants
    BONUS_HAPPINESS_UP
    iHappinessLevels 1
    BONUS_EVENTOPTION_TRAIT_BRUTAL_HEIR_OPTION_2_CHARACTER_1
    aeAddTraits: TRAIT_EXCLUDED, TRAIT_SLIGHTED
Courtly Love Mutual Attraction LeaderDifferent Family To LeaderJudgeMin Cautious
  • The crown finds in favor of [character] of family [family].
    -1 LegitimacyLeader relationship: Influenced By
    grants
    BONUS_UNCONVINCING_VERDICT
    iLegitimacy -1
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
  • Due to, ah, considerations of time, [character] shall see to this case and issue a ruling.
    Remembered: Did not preside over our family's legal case (-20 opinion for 20 turns)(no event currently keys off this)Leader relationship: Influenced By
    grants
    BONUS_DID_NOT_PRESIDE_OVER_CASE
    Memory MEMORYFAMILY_DID_NOT_PRESIDE_OVER_CASE
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
War Council 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
  • 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
Sage Counsel Player Legal Code
  • Reduce the backlog of legal cases.
    +120Happinesseach city↗ turn
    grants
    BONUS_HAPPINESS_GAIN_LARGE
    aiCityYields: YIELD_HAPPINESS=120
  • Train additional advocates.
    +40Civics+10/city↗ turn
    grants
    BONUS_CIVICS_GAIN_SMALL
    aiGlobalYieldsBase: YIELD_CIVICS=40
    aiGlobalYieldsPer: YIELD_CIVICS=10
  • Find ways to improve efficiency.
    +8Orders↗ turn
    grants
    BONUS_ORDERS_GAIN_LARGE
    aiGlobalYieldsBase: YIELD_ORDERS=8
Legal Dispute City CourthouseCity Family SeatFamily Min PleasedFamily Min Pleased
  • [city] is a [family] city, so a property with disputed ownership is [family].
    Remembered: Sided with us in a legal dispute (+20 opinion for 20 turns)(no event currently keys off this)Remembered: Sided against us in a legal dispute (-20 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_LEGAL_DISPUTE_SIDE_WITH_MAJORITY_FAMILY_0
    Memory MEMORYFAMILY_LEGAL_DISPUTE_SUPPORT
    BONUS_EVENTOPTION_LEGAL_DISPUTE_SIDE_WITH_MAJORITY_FAMILY_1
    Memory MEMORYFAMILY_LEGAL_DISPUTE_AGAINST
  • If the judge says the [family] are rightful owners of the property, so be it.
    Remembered: Sided against us in a legal dispute (-20 opinion for 20 turns)(no event currently keys off this)Remembered: Sided with us in a legal dispute (+20 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_LEGAL_DISPUTE_SIDE_WITH_MINORITY_FAMILY_0
    Memory MEMORYFAMILY_LEGAL_DISPUTE_AGAINST
    BONUS_EVENTOPTION_LEGAL_DISPUTE_SIDE_WITH_MINORITY_FAMILY_1
    Memory MEMORYFAMILY_LEGAL_DISPUTE_SUPPORT
  • We can find a fair and just way for both families to share the property.
    Remembered: Sided with us in a legal dispute (+20 opinion for 20 turns)(no event currently keys off this)Remembered: Sided with us in a legal dispute (+20 opinion for 20 turns)(no event currently keys off this)
    gated by
    LeaderSubject SUBJECT_INTELLIGENT
    grants
    BONUS_EVENTOPTION_LEGAL_DISPUTE_DECIDE_MYSELF_FAMILY_0
    Memory MEMORYFAMILY_LEGAL_DISPUTE_SUPPORT
    BONUS_EVENTOPTION_LEGAL_DISPUTE_DECIDE_MYSELF_FAMILY_1
    Memory MEMORYFAMILY_LEGAL_DISPUTE_SUPPORT
  • So much talk, so much chaos... turn it over to the common folk of [city].
    +1 Happiness levelRemembered: Sided against us in a legal dispute (-20 opinion for 20 turns)(no event currently keys off this)Remembered: Sided against us in a legal dispute (-20 opinion for 20 turns)(no event currently keys off this)
    gated by
    LeaderSubject SUBJECT_RIGHTEOUS
    grants
    BONUS_HAPPINESS_UP
    iHappinessLevels 1
    BONUS_EVENTOPTION_LEGAL_DISPUTE_SEIZE_FAMILY_0
    Memory MEMORYFAMILY_LEGAL_DISPUTE_AGAINST
    BONUS_EVENTOPTION_LEGAL_DISPUTE_SEIZE_FAMILY_1
    Memory MEMORYFAMILY_LEGAL_DISPUTE_AGAINST
Lifestyles of the Rich Courtier Merchant
Always Law-based opinion shift
  • Send the cheats and plotters away!
    Leader relationship: Endeared ToRemembered: Denied request for noble merchant guild (-40 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_LEADER_ENDEARED_TO
    AddLeaderRelationship RELATIONSHIP_ENDEARED_TO
    BONUS_EVENTOPTION_GP_LIFESTYLES_OF_THE_RICH_OPTION_0_FAMILY
    Memory MEMORYFAMILY_DENIED_MERCHANT_GUILD
  • A noble trading guild is a sound idea.
    Free law: Guilds-160Money-40/city↗ turn
    grants
    BONUS_EVENTOPTION_GP_LIFESTYLES_OF_THE_RICH_OPTION_2_CHARACTER_1
    FreeLaw LAW_GUILDS
    aeBonuses: BONUS_MONEY_LOSS_AVERAGE
  • They have approval, but they must fund it themselves.
    Free law: Guilds
    gated by
    LeaderSubject SUBJECT_FRUGAL
    grants
    BONUS_EVENTOPTION_GP_LIFESTYLES_OF_THE_RICH_OPTION_1_CHARACTER_1
    FreeLaw LAW_GUILDS
A Crowd of Admirers No active warsFamily Min CautiousFamily Min CautiousFamily Min Cautious
Always +1 Legitimacy
  • I will take a moment to reflect on the glory of [rival], and my well earned respect as her leader.
    Gain trait: Famous
    grants
    BONUS_GIVE_TRAIT_FAMOUS
    aeAddTraits: TRAIT_FAMOUS
Family Court Drama City Family SeatCity Different Family To Leader
  • I wish to make amends however I might. Please, allow me to finance the occasion.
    -160Money-40/city↗ turn
    grants
    BONUS_MONEY_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=-160
    aiGlobalYieldsPer: YIELD_MONEY=-40
  • I haven't got any time for this sniveling.
    Remembered: Slighted at Hold Court (-40 opinion for 80 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_HOLD_COURT_SLIGHTED_FAMILY
    Memory MEMORYFAMILY_SLIGHTED_AT_COURT
High Priest of Assyrian Paganism
  • Yes, [city] can spare the land.
    Gain a Acolyte+40Civics+10/city↗ turn
    grants
    BONUS_EVENTOPTION_PRIESTLY_DWELLING_LAND
    aeAddSpecialistClasses: SPECIALISTCLASS_ACOLYTE
    aeBonuses: BONUS_CIVICS_GAIN_SMALL
  • Spare no expense in honoring the divine. Religious / Righteous
    Gain a Acolyte-120Money-30/city↗ turn+40–400 Culture (by city tier)+40Civics+10/city↗ turn
    gated by
    LeaderSubjectAny SUBJECT_CHARACTER_RELIGIOUS / SUBJECT_RIGHTEOUS
    grants
    BONUS_EVENTOPTION_PRIESTLY_DWELLING_RESIDENCE
    aeAddSpecialistClasses: SPECIALISTCLASS_ACOLYTE
    aeBonuses: BONUS_MONEY_LOSS_SMALL, BONUS_CULTURE_GAIN_LARGE, BONUS_CIVICS_GAIN_SMALL
  • No, that land is for the people.
    +1 Happiness level
    grants
    BONUS_HAPPINESS_UP
    iHappinessLevels 1
High Priest of Babylonian Paganism
  • Yes, [city] can spare the land.
    Gain a Acolyte+40Civics+10/city↗ turn
    grants
    BONUS_EVENTOPTION_PRIESTLY_DWELLING_LAND
    aeAddSpecialistClasses: SPECIALISTCLASS_ACOLYTE
    aeBonuses: BONUS_CIVICS_GAIN_SMALL
  • Spare no expense in honoring the divine. Religious / Righteous
    Gain a Acolyte-120Money-30/city↗ turn+40–400 Culture (by city tier)+40Civics+10/city↗ turn
    gated by
    LeaderSubjectAny SUBJECT_CHARACTER_RELIGIOUS / SUBJECT_RIGHTEOUS
    grants
    BONUS_EVENTOPTION_PRIESTLY_DWELLING_RESIDENCE
    aeAddSpecialistClasses: SPECIALISTCLASS_ACOLYTE
    aeBonuses: BONUS_MONEY_LOSS_SMALL, BONUS_CULTURE_GAIN_LARGE, BONUS_CIVICS_GAIN_SMALL
  • No, that land is for the people.
    +1 Happiness level
    grants
    BONUS_HAPPINESS_UP
    iHappinessLevels 1
High Priest of Carthaginian Paganism
  • Yes, [city] can spare the land.
    Gain a Acolyte+40Civics+10/city↗ turn
    grants
    BONUS_EVENTOPTION_PRIESTLY_DWELLING_LAND
    aeAddSpecialistClasses: SPECIALISTCLASS_ACOLYTE
    aeBonuses: BONUS_CIVICS_GAIN_SMALL
  • Spare no expense in honoring the divine. Religious / Righteous
    Gain a Acolyte-120Money-30/city↗ turn+40–400 Culture (by city tier)+40Civics+10/city↗ turn
    gated by
    LeaderSubjectAny SUBJECT_CHARACTER_RELIGIOUS / SUBJECT_RIGHTEOUS
    grants
    BONUS_EVENTOPTION_PRIESTLY_DWELLING_RESIDENCE
    aeAddSpecialistClasses: SPECIALISTCLASS_ACOLYTE
    aeBonuses: BONUS_MONEY_LOSS_SMALL, BONUS_CULTURE_GAIN_LARGE, BONUS_CIVICS_GAIN_SMALL
  • No, that land is for the people.
    +1 Happiness level
    grants
    BONUS_HAPPINESS_UP
    iHappinessLevels 1
High Priest of Egyptian Paganism
  • Yes, [city] can spare the land.
    Gain a Acolyte+40Civics+10/city↗ turn
    grants
    BONUS_EVENTOPTION_PRIESTLY_DWELLING_LAND
    aeAddSpecialistClasses: SPECIALISTCLASS_ACOLYTE
    aeBonuses: BONUS_CIVICS_GAIN_SMALL
  • Spare no expense in honoring the divine. Religious / Righteous
    Gain a Acolyte-120Money-30/city↗ turn+40–400 Culture (by city tier)+40Civics+10/city↗ turn
    gated by
    LeaderSubjectAny SUBJECT_CHARACTER_RELIGIOUS / SUBJECT_RIGHTEOUS
    grants
    BONUS_EVENTOPTION_PRIESTLY_DWELLING_RESIDENCE
    aeAddSpecialistClasses: SPECIALISTCLASS_ACOLYTE
    aeBonuses: BONUS_MONEY_LOSS_SMALL, BONUS_CULTURE_GAIN_LARGE, BONUS_CIVICS_GAIN_SMALL
  • No, that land is for the people.
    +1 Happiness level
    grants
    BONUS_HAPPINESS_UP
    iHappinessLevels 1
High Priest of Greek Paganism
  • Yes, [city] can spare the land.
    Gain a Acolyte+40Civics+10/city↗ turn
    grants
    BONUS_EVENTOPTION_PRIESTLY_DWELLING_LAND
    aeAddSpecialistClasses: SPECIALISTCLASS_ACOLYTE
    aeBonuses: BONUS_CIVICS_GAIN_SMALL
  • Spare no expense in honoring the divine. Religious / Righteous
    Gain a Acolyte-120Money-30/city↗ turn+40–400 Culture (by city tier)+40Civics+10/city↗ turn
    gated by
    LeaderSubjectAny SUBJECT_CHARACTER_RELIGIOUS / SUBJECT_RIGHTEOUS
    grants
    BONUS_EVENTOPTION_PRIESTLY_DWELLING_RESIDENCE
    aeAddSpecialistClasses: SPECIALISTCLASS_ACOLYTE
    aeBonuses: BONUS_MONEY_LOSS_SMALL, BONUS_CULTURE_GAIN_LARGE, BONUS_CIVICS_GAIN_SMALL
  • No, that land is for the people.
    +1 Happiness level
    grants
    BONUS_HAPPINESS_UP
    iHappinessLevels 1
High Priest of Persian Paganism
  • Yes, [city] can spare the land.
    Gain a Acolyte+40Civics+10/city↗ turn
    grants
    BONUS_EVENTOPTION_PRIESTLY_DWELLING_LAND
    aeAddSpecialistClasses: SPECIALISTCLASS_ACOLYTE
    aeBonuses: BONUS_CIVICS_GAIN_SMALL
  • Spare no expense in honoring the divine. Religious / Righteous
    Gain a Acolyte-120Money-30/city↗ turn+40–400 Culture (by city tier)+40Civics+10/city↗ turn
    gated by
    LeaderSubjectAny SUBJECT_CHARACTER_RELIGIOUS / SUBJECT_RIGHTEOUS
    grants
    BONUS_EVENTOPTION_PRIESTLY_DWELLING_RESIDENCE
    aeAddSpecialistClasses: SPECIALISTCLASS_ACOLYTE
    aeBonuses: BONUS_MONEY_LOSS_SMALL, BONUS_CULTURE_GAIN_LARGE, BONUS_CIVICS_GAIN_SMALL
  • No, that land is for the people.
    +1 Happiness level
    grants
    BONUS_HAPPINESS_UP
    iHappinessLevels 1
High Priest of Roman Paganism
  • Yes, [city] can spare the land.
    Gain a Acolyte+40Civics+10/city↗ turn
    grants
    BONUS_EVENTOPTION_PRIESTLY_DWELLING_LAND
    aeAddSpecialistClasses: SPECIALISTCLASS_ACOLYTE
    aeBonuses: BONUS_CIVICS_GAIN_SMALL
  • Spare no expense in honoring the divine. Religious / Righteous
    Gain a Acolyte-120Money-30/city↗ turn+40–400 Culture (by city tier)+40Civics+10/city↗ turn
    gated by
    LeaderSubjectAny SUBJECT_CHARACTER_RELIGIOUS / SUBJECT_RIGHTEOUS
    grants
    BONUS_EVENTOPTION_PRIESTLY_DWELLING_RESIDENCE
    aeAddSpecialistClasses: SPECIALISTCLASS_ACOLYTE
    aeBonuses: BONUS_MONEY_LOSS_SMALL, BONUS_CULTURE_GAIN_LARGE, BONUS_CIVICS_GAIN_SMALL
  • No, that land is for the people.
    +1 Happiness level
    grants
    BONUS_HAPPINESS_UP
    iHappinessLevels 1
The Fighting Class
  • Permit the fighting class to form an assembly.
    Begin project: Consular Tribunes
    grants
    BONUS_EVENTOPTION_THE_FIGHTING_CLASS_OPTION_0_CITY
    aeAddProjects: PROJECT_CONSULAR_TRIBUNES
  • Reevaluate our laws for better representation.
    Progress ambition: Professional Army+40Civics+10/city↗ turn
    grants
    BONUS_EVENTOPTION_THE_FIGHTING_CLASS_OPTION_1_CHARACTER
    Ambition GOAL_PROFESSIONAL_ARMY
    aeBonuses: BONUS_CIVICS_GAIN_SMALL
  • Provide the masses with a short-lived distraction.
    -120Money-30/city↗ turnBegin project: Festival 2
    grants
    BONUS_MONEY_LOSS_SMALL
    aiGlobalYieldsBase: YIELD_MONEY=-120
    aiGlobalYieldsPer: YIELD_MONEY=-30
    BONUS_EVENTOPTION_THE_FIGHTING_CLASS_OPTION_2_CITY
    aeAddProjects: PROJECT_FESTIVAL_2
A Flower Out of the Dirt Non CourtierNon Successor
  • Appoint [character] to the position of Minister right away. Spare no expense!
    +1 Wisdom-240Money-60/city↗ turnGain a Court Minister
    grants
    BONUS_GAIN_WISDOM_1
    aiRatings: RATING_WISDOM=1
    BONUS_MONEY_LOSS_LARGE
    aiGlobalYieldsBase: YIELD_MONEY=-240
    aiGlobalYieldsPer: YIELD_MONEY=-60
    BONUS_EVENTOPTION_HOLD_COURT_MAKE_COURTIER
    MakeCourtier COURTIER_MINISTER
  • We've no place for him at this time.
    +20 XP to the character
    grants
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20
An Exhausting Ordeal
Always +1 Legitimacy
  • I am so relieved to be done with this. At least I have learned something from the ordeal.
    +60 XP to the character
    grants
    BONUS_XP_CHARACTER_LARGE
    iXPCharacter 60
Family Scuffle
  • I will reluctantly take the side of the [family] in this dispute.
    Remembered: Did not take our side in a family scuffle at court (+40 opinion for 20 turns)(no event currently keys off this)Remembered: Did not take our side in a family scuffle at court (-40 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_HOLD_COURT_FAMILY_SCUFFLE_OPTION_0_FAMILY_0
    Memory MEMORYFAMILY_FAMILY_SCUFFLE_FAVORED
    BONUS_EVENTOPTION_HOLD_COURT_FAMILY_SCUFFLE_OPTION_0_FAMILY_1
    Memory MEMORYFAMILY_FAMILY_SCUFFLE_UNFAVORED
  • I will reluctantly take the side of the [family] in this dispute.
    Remembered: Did not take our side in a family scuffle at court (-40 opinion for 20 turns)(no event currently keys off this)Remembered: Did not take our side in a family scuffle at court (+40 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_HOLD_COURT_FAMILY_SCUFFLE_OPTION_0_FAMILY_1
    Memory MEMORYFAMILY_FAMILY_SCUFFLE_UNFAVORED
    BONUS_EVENTOPTION_HOLD_COURT_FAMILY_SCUFFLE_OPTION_0_FAMILY_0
    Memory MEMORYFAMILY_FAMILY_SCUFFLE_FAVORED
  • Come now, let us end this needless quarrel without any mutual hostilities.
    gated by
    LeaderSubject SUBJECT_CHARACTER_CHARMING
    bHidePrereqs prereqs hidden in-game
Ostracized Family Max CautiousAdultCourtierCapital Us
  • There is no compelling evidence against [character].
    Remembered: Defied our accusation (-40 opinion for 20 turns)(no event currently keys off this)Leader relationship: Influenced By+80Discontenteach city↗ turn
    grants
    BONUS_EVENTOPTION_FAMILY_OSTRACIZED_OPTION_0_FAMILY_0
    Memory MEMORY_DEFIED_ACCUSATION
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
    BONUS_DISCONTENT_GAIN_AVERAGE
    aiCityYields: YIELD_DISCONTENT=80
  • We have no choice but to cast out the villain!
    Remembered: Ostracized family member (-40 opinion for 20 turns)(no event currently keys off this)Gain trait: ExiledLeader relationship: Estranged From+20Happinesseach city↗ turn
    grants
    BONUS_EVENTOPTION_FAMILY_OSTRACIZED_OPTION_1_FAMILY_1
    Memory MEMORY_BELIEVED_ACCUSATION
    BONUS_EVENTOPTION_FAMILY_OSTRACIZED_OPTION_1_CHARACTER_1
    AddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
    aeAddTraits: TRAIT_EXILED
    BONUS_HAPPINESS_GAIN_MINIMAL
    aiCityYields: YIELD_HAPPINESS=20
  • Refute the charges against [character].
    Remembered: Defied our accusation (-40 opinion for 20 turns)(no event currently keys off this)Remembered: Proved family member's innocence (+20 opinion for 20 turns)(no event currently keys off this)Leader relationship: Influenced By
    gated by
    LeaderSubject SUBJECT_INTELLIGENT
    grants
    BONUS_EVENTOPTION_FAMILY_OSTRACIZED_OPTION_0_FAMILY_0
    Memory MEMORY_DEFIED_ACCUSATION
    BONUS_EVENTOPTION_FAMILY_OSTRACIZED_OPTION_2_FAMILY_1
    Memory MEMORYFAMILY_SAVED_ACCUSED
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
Two Mothers One Child Family Non LeaderFamily Non Leader
  • The [family] are known for their pale hair.
    Remembered: You ruled in our favor in a dispute between two mothers (+20 opinion for 20 turns)(no event currently keys off this)Remembered: You ruled against us in a dispute between two mothers (-20 opinion for 20 turns)(no event currently keys off this)
    gated by
    LeaderSubjectNotAny SUBJECT_CHARACTER_TERRIFYING
    grants
    BONUS_EVENTOPTION_TWO_MOTHERS_ONE_CHILD_VICTORY
    Memory MEMORYFAMILY_TWO_MOTHERS_VICTORY
    BONUS_EVENTOPTION_TWO_MOTHERS_ONE_CHILD_DEFEAT
    Memory MEMORYFAMILY_TWO_MOTHERS_DEFEAT
  • I recognize the classic [family] nose.
    Remembered: You ruled against us in a dispute between two mothers (-20 opinion for 20 turns)(no event currently keys off this)Remembered: You ruled in our favor in a dispute between two mothers (+20 opinion for 20 turns)(no event currently keys off this)
    gated by
    LeaderSubjectNotAny SUBJECT_CHARACTER_TERRIFYING
    grants
    BONUS_EVENTOPTION_TWO_MOTHERS_ONE_CHILD_DEFEAT
    Memory MEMORYFAMILY_TWO_MOTHERS_DEFEAT
    BONUS_EVENTOPTION_TWO_MOTHERS_ONE_CHILD_VICTORY
    Memory MEMORYFAMILY_TWO_MOTHERS_VICTORY
  • They can each have half of the child.
    +4 LegitimacyRemembered (all families): You murdered a child in a dispute between two mothers (-40 opinion for 20 turns)(no event currently keys off this)
    gated by
    LeaderSubject SUBJECT_CHARACTER_TERRIFYING
    grants
    BONUS_EVENTOPTION_TWO_MOTHERS_ONE_CHILD_2
    MemoryAllFamilies MEMORYFAMILY_TWO_MOTHERS_MURDER
    iLegitimacy 4
  • The mother is the one who would rather give up the child than see it die.
    Remembered (all families): You judged justly and wisely in a dispute between two mothers (+40 opinion for 20 turns)(no event currently keys off this)
    gated by
    LeaderSubject SUBJECT_HIGH_WISDOM
    grants
    BONUS_EVENTOPTION_TWO_MOTHERS_ONE_CHILD_3
    MemoryAllFamilies MEMORYFAMILY_TWO_MOTHERS_WISELY