Pass judgment to gain
Civics
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.
You have held court, handing out wise judgements and important reforms.
- +90 Civics
- +10 per City Civics
While holding court, you have discovered a promising new Courtier.
- Gain a random Courtier
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 | 1 | 3 | 6 | 10 | 15 |
|---|---|---|---|---|---|
| | +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
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
- ▸ Send the [family] gifts to ease their sorrow.+20 XP to the charactergrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20BONUS_EVENTOPTION_TECH_WINDLASS_ACCIDENTS_HAPPEN_OPTION_0_RESOURCEiTradeResourceToSubject 1
- ▸ Remove [character] from the court.Remembered: Sacked irresponsible scientist (+40 opinion for 20 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_TECH_WINDLASS_ACCIDENTS_HAPPEN_OPTION_2_FAMILYMemory MEMORYFAMILY_SACKED_SCIENTISTBONUS_EVENTOPTION_TECH_WINDLASS_ACCIDENTS_HAPPEN_OPTION_2_CHARACTER_1bNoCourtier 1
In Remembrance
- ▸ It is right to honor the great [family] rulers.
-40Civics-10/city↗ turnBegin project: National Holiday grantsBONUS_CIVICS_LOSS_SMALLaiGlobalYieldsBase: YIELD_CIVICS=-40aiGlobalYieldsPer: YIELD_CIVICS=-10BONUS_EVENTOPTION_IN_REMEMBRANCE_OPTION_0_CHARACTER_2aeAddProjects: PROJECT_NATIONAL_HOLIDAY - ▸ No, not unless all past rulers receive this honor.Leader relationship: Vengeful Against+4 LegitimacygrantsBONUS_LEADER_VENGEFUL_AGAINSTAddLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINSTBONUS_EVENTOPTION_IN_REMEMBRANCE_OPTION_1_CHARACTER_2iLegitimacy 4
- ▸ A day for all past rulers of [rival] will be established.Gain trait: InspiringBegin project: National Holidaygated byPlayerSubject SUBJECT_PLAYER_DIVINE_RULEgrantsBONUS_EVENTOPTION_IN_REMEMBRANCE_OPTION_2_CHARACTER_2aeAddProjects: PROJECT_NATIONAL_HOLIDAYaeAddTraits: TRAIT_INSPIRING
Brutal Heir
- ▸ We will compensate those who have suffered.
-240Money-60/city↗ turn
+40Happinesseach city↗ turn grantsBONUS_EVENTOPTION_TRAIT_BRUTAL_HEIR_OPTION_0aeBonuses: 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 grantsBONUS_EVENTOPTION_TRAIT_BRUTAL_HEIR_OPTION_1iRebelUnits 1iLegitimacy 4aeBonuses: BONUS_DISCONTENT_GAIN_SMALL - ▸ [character] must be taught compassion.+1 Happiness levelGain trait: Excluded from SuccessionGain trait: Slightedgated byLeaderSubject SUBJECT_HIGH_WISDOMgrantsBONUS_HAPPINESS_UPiHappinessLevels 1BONUS_EVENTOPTION_TRAIT_BRUTAL_HEIR_OPTION_2_CHARACTER_1aeAddTraits: TRAIT_EXCLUDED, TRAIT_SLIGHTED
Courtly Love
- ▸ The crown finds in favor of [character] of family [family].-1 LegitimacyLeader relationship: Influenced BygrantsBONUS_UNCONVINCING_VERDICTiLegitimacy -1BONUS_LEADER_INFLUENCED_BYAddLeaderRelationship 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 BygrantsBONUS_DID_NOT_PRESIDE_OVER_CASEMemory MEMORYFAMILY_DID_NOT_PRESIDE_OVER_CASEBONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
War Council
- ▸ 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 grantsBONUS_MONEY_LOSS_SMALLaiGlobalYieldsBase: YIELD_MONEY=-120aiGlobalYieldsPer: YIELD_MONEY=-30BONUS_EVENTOPTION_HOLD_COURT_OF_WAR_OPTION_FAMILYMemory MEMORYFAMILY_WAR_COUNCIL_POSBONUS_UNITCLASS_HEAVY_INFANTRYaiBonusUnits: 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)grantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20BONUS_EVENTOPTION_HOLD_COURT_OF_WAR_OPTION_FAMILY_NEGMemory MEMORYFAMILY_WAR_COUNCIL_NEG
Sage Counsel
- ▸ Reduce the backlog of legal cases.
+120Happinesseach city↗ turn grantsBONUS_HAPPINESS_GAIN_LARGEaiCityYields: YIELD_HAPPINESS=120 - ▸ Train additional advocates.
+40Civics+10/city↗ turn grantsBONUS_CIVICS_GAIN_SMALLaiGlobalYieldsBase: YIELD_CIVICS=40aiGlobalYieldsPer: YIELD_CIVICS=10 - ▸ Find ways to improve efficiency.
+8Orders↗ turn grantsBONUS_ORDERS_GAIN_LARGEaiGlobalYieldsBase: YIELD_ORDERS=8
Legal Dispute
- ▸ [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)grantsBONUS_EVENTOPTION_LEGAL_DISPUTE_SIDE_WITH_MAJORITY_FAMILY_0Memory MEMORYFAMILY_LEGAL_DISPUTE_SUPPORTBONUS_EVENTOPTION_LEGAL_DISPUTE_SIDE_WITH_MAJORITY_FAMILY_1Memory 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)grantsBONUS_EVENTOPTION_LEGAL_DISPUTE_SIDE_WITH_MINORITY_FAMILY_0Memory MEMORYFAMILY_LEGAL_DISPUTE_AGAINSTBONUS_EVENTOPTION_LEGAL_DISPUTE_SIDE_WITH_MINORITY_FAMILY_1Memory 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 byLeaderSubject SUBJECT_INTELLIGENTgrantsBONUS_EVENTOPTION_LEGAL_DISPUTE_DECIDE_MYSELF_FAMILY_0Memory MEMORYFAMILY_LEGAL_DISPUTE_SUPPORTBONUS_EVENTOPTION_LEGAL_DISPUTE_DECIDE_MYSELF_FAMILY_1Memory 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 byLeaderSubject SUBJECT_RIGHTEOUSgrantsBONUS_HAPPINESS_UPiHappinessLevels 1BONUS_EVENTOPTION_LEGAL_DISPUTE_SEIZE_FAMILY_0Memory MEMORYFAMILY_LEGAL_DISPUTE_AGAINSTBONUS_EVENTOPTION_LEGAL_DISPUTE_SEIZE_FAMILY_1Memory MEMORYFAMILY_LEGAL_DISPUTE_AGAINST
Lifestyles of the Rich
- ▸ 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)grantsBONUS_LEADER_ENDEARED_TOAddLeaderRelationship RELATIONSHIP_ENDEARED_TOBONUS_EVENTOPTION_GP_LIFESTYLES_OF_THE_RICH_OPTION_0_FAMILYMemory MEMORYFAMILY_DENIED_MERCHANT_GUILD
- ▸ A noble trading guild is a sound idea.Free law: Guilds
-160Money-40/city↗ turn grantsBONUS_EVENTOPTION_GP_LIFESTYLES_OF_THE_RICH_OPTION_2_CHARACTER_1FreeLaw LAW_GUILDSaeBonuses: BONUS_MONEY_LOSS_AVERAGE - ▸ They have approval, but they must fund it themselves.Free law: Guildsgated byLeaderSubject SUBJECT_FRUGALgrantsBONUS_EVENTOPTION_GP_LIFESTYLES_OF_THE_RICH_OPTION_1_CHARACTER_1FreeLaw LAW_GUILDS
A Crowd of Admirers
- ▸ I will take a moment to reflect on the glory of [rival], and my well earned respect as her leader.Gain trait: FamousgrantsBONUS_GIVE_TRAIT_FAMOUSaeAddTraits: TRAIT_FAMOUS
Family Court Drama
- ▸ I wish to make amends however I might. Please, allow me to finance the occasion.
-160Money-40/city↗ turn grantsBONUS_MONEY_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=-160aiGlobalYieldsPer: 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)grantsBONUS_EVENTOPTION_HOLD_COURT_SLIGHTED_FAMILYMemory MEMORYFAMILY_SLIGHTED_AT_COURT
High Priest of Assyrian Paganism
- ▸ Yes, [city] can spare the land.Gain a Acolyte
+40Civics+10/city↗ turn grantsBONUS_EVENTOPTION_PRIESTLY_DWELLING_LANDaeAddSpecialistClasses: SPECIALISTCLASS_ACOLYTEaeBonuses: BONUS_CIVICS_GAIN_SMALL - ▸ Spare no expense in honoring the divine. Religious / RighteousGain a Acolyte
-120Money-30/city↗ turn+40–400 Culture (by city tier)
+40Civics+10/city↗ turn gated byLeaderSubjectAny SUBJECT_CHARACTER_RELIGIOUS / SUBJECT_RIGHTEOUSgrantsBONUS_EVENTOPTION_PRIESTLY_DWELLING_RESIDENCEaeAddSpecialistClasses: SPECIALISTCLASS_ACOLYTEaeBonuses: BONUS_MONEY_LOSS_SMALL, BONUS_CULTURE_GAIN_LARGE, BONUS_CIVICS_GAIN_SMALL - ▸ No, that land is for the people.+1 Happiness levelgrantsBONUS_HAPPINESS_UPiHappinessLevels 1
High Priest of Babylonian Paganism
- ▸ Yes, [city] can spare the land.Gain a Acolyte
+40Civics+10/city↗ turn grantsBONUS_EVENTOPTION_PRIESTLY_DWELLING_LANDaeAddSpecialistClasses: SPECIALISTCLASS_ACOLYTEaeBonuses: BONUS_CIVICS_GAIN_SMALL - ▸ Spare no expense in honoring the divine. Religious / RighteousGain a Acolyte
-120Money-30/city↗ turn+40–400 Culture (by city tier)
+40Civics+10/city↗ turn gated byLeaderSubjectAny SUBJECT_CHARACTER_RELIGIOUS / SUBJECT_RIGHTEOUSgrantsBONUS_EVENTOPTION_PRIESTLY_DWELLING_RESIDENCEaeAddSpecialistClasses: SPECIALISTCLASS_ACOLYTEaeBonuses: BONUS_MONEY_LOSS_SMALL, BONUS_CULTURE_GAIN_LARGE, BONUS_CIVICS_GAIN_SMALL - ▸ No, that land is for the people.+1 Happiness levelgrantsBONUS_HAPPINESS_UPiHappinessLevels 1
High Priest of Carthaginian Paganism
- ▸ Yes, [city] can spare the land.Gain a Acolyte
+40Civics+10/city↗ turn grantsBONUS_EVENTOPTION_PRIESTLY_DWELLING_LANDaeAddSpecialistClasses: SPECIALISTCLASS_ACOLYTEaeBonuses: BONUS_CIVICS_GAIN_SMALL - ▸ Spare no expense in honoring the divine. Religious / RighteousGain a Acolyte
-120Money-30/city↗ turn+40–400 Culture (by city tier)
+40Civics+10/city↗ turn gated byLeaderSubjectAny SUBJECT_CHARACTER_RELIGIOUS / SUBJECT_RIGHTEOUSgrantsBONUS_EVENTOPTION_PRIESTLY_DWELLING_RESIDENCEaeAddSpecialistClasses: SPECIALISTCLASS_ACOLYTEaeBonuses: BONUS_MONEY_LOSS_SMALL, BONUS_CULTURE_GAIN_LARGE, BONUS_CIVICS_GAIN_SMALL - ▸ No, that land is for the people.+1 Happiness levelgrantsBONUS_HAPPINESS_UPiHappinessLevels 1
High Priest of Egyptian Paganism
- ▸ Yes, [city] can spare the land.Gain a Acolyte
+40Civics+10/city↗ turn grantsBONUS_EVENTOPTION_PRIESTLY_DWELLING_LANDaeAddSpecialistClasses: SPECIALISTCLASS_ACOLYTEaeBonuses: BONUS_CIVICS_GAIN_SMALL - ▸ Spare no expense in honoring the divine. Religious / RighteousGain a Acolyte
-120Money-30/city↗ turn+40–400 Culture (by city tier)
+40Civics+10/city↗ turn gated byLeaderSubjectAny SUBJECT_CHARACTER_RELIGIOUS / SUBJECT_RIGHTEOUSgrantsBONUS_EVENTOPTION_PRIESTLY_DWELLING_RESIDENCEaeAddSpecialistClasses: SPECIALISTCLASS_ACOLYTEaeBonuses: BONUS_MONEY_LOSS_SMALL, BONUS_CULTURE_GAIN_LARGE, BONUS_CIVICS_GAIN_SMALL - ▸ No, that land is for the people.+1 Happiness levelgrantsBONUS_HAPPINESS_UPiHappinessLevels 1
High Priest of Greek Paganism
- ▸ Yes, [city] can spare the land.Gain a Acolyte
+40Civics+10/city↗ turn grantsBONUS_EVENTOPTION_PRIESTLY_DWELLING_LANDaeAddSpecialistClasses: SPECIALISTCLASS_ACOLYTEaeBonuses: BONUS_CIVICS_GAIN_SMALL - ▸ Spare no expense in honoring the divine. Religious / RighteousGain a Acolyte
-120Money-30/city↗ turn+40–400 Culture (by city tier)
+40Civics+10/city↗ turn gated byLeaderSubjectAny SUBJECT_CHARACTER_RELIGIOUS / SUBJECT_RIGHTEOUSgrantsBONUS_EVENTOPTION_PRIESTLY_DWELLING_RESIDENCEaeAddSpecialistClasses: SPECIALISTCLASS_ACOLYTEaeBonuses: BONUS_MONEY_LOSS_SMALL, BONUS_CULTURE_GAIN_LARGE, BONUS_CIVICS_GAIN_SMALL - ▸ No, that land is for the people.+1 Happiness levelgrantsBONUS_HAPPINESS_UPiHappinessLevels 1
High Priest of Persian Paganism
- ▸ Yes, [city] can spare the land.Gain a Acolyte
+40Civics+10/city↗ turn grantsBONUS_EVENTOPTION_PRIESTLY_DWELLING_LANDaeAddSpecialistClasses: SPECIALISTCLASS_ACOLYTEaeBonuses: BONUS_CIVICS_GAIN_SMALL - ▸ Spare no expense in honoring the divine. Religious / RighteousGain a Acolyte
-120Money-30/city↗ turn+40–400 Culture (by city tier)
+40Civics+10/city↗ turn gated byLeaderSubjectAny SUBJECT_CHARACTER_RELIGIOUS / SUBJECT_RIGHTEOUSgrantsBONUS_EVENTOPTION_PRIESTLY_DWELLING_RESIDENCEaeAddSpecialistClasses: SPECIALISTCLASS_ACOLYTEaeBonuses: BONUS_MONEY_LOSS_SMALL, BONUS_CULTURE_GAIN_LARGE, BONUS_CIVICS_GAIN_SMALL - ▸ No, that land is for the people.+1 Happiness levelgrantsBONUS_HAPPINESS_UPiHappinessLevels 1
High Priest of Roman Paganism
- ▸ Yes, [city] can spare the land.Gain a Acolyte
+40Civics+10/city↗ turn grantsBONUS_EVENTOPTION_PRIESTLY_DWELLING_LANDaeAddSpecialistClasses: SPECIALISTCLASS_ACOLYTEaeBonuses: BONUS_CIVICS_GAIN_SMALL - ▸ Spare no expense in honoring the divine. Religious / RighteousGain a Acolyte
-120Money-30/city↗ turn+40–400 Culture (by city tier)
+40Civics+10/city↗ turn gated byLeaderSubjectAny SUBJECT_CHARACTER_RELIGIOUS / SUBJECT_RIGHTEOUSgrantsBONUS_EVENTOPTION_PRIESTLY_DWELLING_RESIDENCEaeAddSpecialistClasses: SPECIALISTCLASS_ACOLYTEaeBonuses: BONUS_MONEY_LOSS_SMALL, BONUS_CULTURE_GAIN_LARGE, BONUS_CIVICS_GAIN_SMALL - ▸ No, that land is for the people.+1 Happiness levelgrantsBONUS_HAPPINESS_UPiHappinessLevels 1
The Fighting Class
- ▸ Permit the fighting class to form an assembly.Begin project: Consular TribunesgrantsBONUS_EVENTOPTION_THE_FIGHTING_CLASS_OPTION_0_CITYaeAddProjects: PROJECT_CONSULAR_TRIBUNES
- ▸ Reevaluate our laws for better representation.Progress ambition: Professional Army
+40Civics+10/city↗ turn grantsBONUS_EVENTOPTION_THE_FIGHTING_CLASS_OPTION_1_CHARACTERAmbition GOAL_PROFESSIONAL_ARMYaeBonuses: BONUS_CIVICS_GAIN_SMALL - ▸ Provide the masses with a short-lived distraction.
-120Money-30/city↗ turnBegin project: Festival 2 grantsBONUS_MONEY_LOSS_SMALLaiGlobalYieldsBase: YIELD_MONEY=-120aiGlobalYieldsPer: YIELD_MONEY=-30BONUS_EVENTOPTION_THE_FIGHTING_CLASS_OPTION_2_CITYaeAddProjects: PROJECT_FESTIVAL_2
A Flower Out of the Dirt
- ▸ Appoint [character] to the position of Minister right away. Spare no expense!+1 Wisdom
-240Money-60/city↗ turnGain a Court Minister grantsBONUS_GAIN_WISDOM_1aiRatings: RATING_WISDOM=1BONUS_MONEY_LOSS_LARGEaiGlobalYieldsBase: YIELD_MONEY=-240aiGlobalYieldsPer: YIELD_MONEY=-60BONUS_EVENTOPTION_HOLD_COURT_MAKE_COURTIERMakeCourtier COURTIER_MINISTER - ▸ We've no place for him at this time.+20 XP to the charactergrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20
An Exhausting Ordeal
- ▸ I am so relieved to be done with this. At least I have learned something from the ordeal.+60 XP to the charactergrantsBONUS_XP_CHARACTER_LARGEiXPCharacter 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)grantsBONUS_EVENTOPTION_HOLD_COURT_FAMILY_SCUFFLE_OPTION_0_FAMILY_0Memory MEMORYFAMILY_FAMILY_SCUFFLE_FAVOREDBONUS_EVENTOPTION_HOLD_COURT_FAMILY_SCUFFLE_OPTION_0_FAMILY_1Memory 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)grantsBONUS_EVENTOPTION_HOLD_COURT_FAMILY_SCUFFLE_OPTION_0_FAMILY_1Memory MEMORYFAMILY_FAMILY_SCUFFLE_UNFAVOREDBONUS_EVENTOPTION_HOLD_COURT_FAMILY_SCUFFLE_OPTION_0_FAMILY_0Memory MEMORYFAMILY_FAMILY_SCUFFLE_FAVORED
- ▸ Come now, let us end this needless quarrel without any mutual hostilities.gated byLeaderSubject SUBJECT_CHARACTER_CHARMINGbHidePrereqs prereqs hidden in-game
Ostracized
- ▸ 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 grantsBONUS_EVENTOPTION_FAMILY_OSTRACIZED_OPTION_0_FAMILY_0Memory MEMORY_DEFIED_ACCUSATIONBONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BYBONUS_DISCONTENT_GAIN_AVERAGEaiCityYields: 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 grantsBONUS_EVENTOPTION_FAMILY_OSTRACIZED_OPTION_1_FAMILY_1Memory MEMORY_BELIEVED_ACCUSATIONBONUS_EVENTOPTION_FAMILY_OSTRACIZED_OPTION_1_CHARACTER_1AddLeaderRelationship RELATIONSHIP_ESTRANGED_FROMaeAddTraits: TRAIT_EXILEDBONUS_HAPPINESS_GAIN_MINIMALaiCityYields: 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 Bygated byLeaderSubject SUBJECT_INTELLIGENTgrantsBONUS_EVENTOPTION_FAMILY_OSTRACIZED_OPTION_0_FAMILY_0Memory MEMORY_DEFIED_ACCUSATIONBONUS_EVENTOPTION_FAMILY_OSTRACIZED_OPTION_2_FAMILY_1Memory MEMORYFAMILY_SAVED_ACCUSEDBONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
Two Mothers One Child
- ▸ 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 byLeaderSubjectNotAny SUBJECT_CHARACTER_TERRIFYINGgrantsBONUS_EVENTOPTION_TWO_MOTHERS_ONE_CHILD_VICTORYMemory MEMORYFAMILY_TWO_MOTHERS_VICTORYBONUS_EVENTOPTION_TWO_MOTHERS_ONE_CHILD_DEFEATMemory 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 byLeaderSubjectNotAny SUBJECT_CHARACTER_TERRIFYINGgrantsBONUS_EVENTOPTION_TWO_MOTHERS_ONE_CHILD_DEFEATMemory MEMORYFAMILY_TWO_MOTHERS_DEFEATBONUS_EVENTOPTION_TWO_MOTHERS_ONE_CHILD_VICTORYMemory 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 byLeaderSubject SUBJECT_CHARACTER_TERRIFYINGgrantsBONUS_EVENTOPTION_TWO_MOTHERS_ONE_CHILD_2MemoryAllFamilies MEMORYFAMILY_TWO_MOTHERS_MURDERiLegitimacy 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 byLeaderSubject SUBJECT_HIGH_WISDOMgrantsBONUS_EVENTOPTION_TWO_MOTHERS_ONE_CHILD_3MemoryAllFamilies MEMORYFAMILY_TWO_MOTHERS_WISELY