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📜 Missions

84 missions11 performer roles30 internal variants
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Leader

25

Run by the ruler — including the Diplomat / Judge / Scholar / Schemer leader archetypes and the Dictator.

Mission Who / role Cost Time Requires Outcomes
Abdicate Throne Leader 100 Civics 2 Orders instant Abdicates
Adopt Child 2 outcomes · 2 events → → Not Adult Us Leader (Schemer) Schemer 100 Civics 2 Orders instant
2 outcomes
  • Adopted
  • Adopted Event
Adopt State Religion → Religion State No instant Adopt State Religion
Alliance Player → Player Can Alliance Leader (Diplomat) Diplomat 400 Civics 2 Orders 2 turns Alliance Player Event
Convert Religion 2 outcomes · 12 events → → Religion Player Leader 100 Civics 2 Orders instant
2 outcomes
  • Converted Your Religion
  • Convert Your Religion Event
Convert to State Religion 2 outcomes · 7 events → → Character Us Leader 100 Civics 2 Orders 2 turns Metaphysics
2 outcomes
  • Converted Target to State Religion
  • Convert Target to State Religion Event
Divorce Spouse 2 outcomes · 12 events → → Spouse Of Leader Us Leader 100 Civics 2 Orders 1 turn
2 outcomes
  • Divorce
  • Divorce Event
End Alliance → Tribe Alliance Leader instant End Alliance Tribe
Gamble 3 outcomes · 5 events → Leader 200 Money 2 Orders 1 turn Scandal Event Pack
3 outcomes
  • Gambling pay out
  • Gambling losses
  • Gambling Event
Hold Court 3 outcomes · 23 events → Pass judgment to gain Civics Leader (Judge) Judge 100 Training 2 Orders 2 turns
3 outcomes
  • Hold Court
  • Hold Court, New Courtier
  • Hold Court Event
Indulge in Revelry 4 outcomes · 13 events → Relieve Mental Strain Leader 100 Money 2 Orders 1 turn Scandal Event Pack
4 outcomes
  • Stress removed
  • Wanton revel
  • Drunken revel
  • Revelry Event
Influence 3 outcomes · 111 events → → Character Us Or Them Human Or Ai Leader 200 Money 2 Orders 1+ turn
3 outcomes
  • Influence Exerted
  • Influence Exposes our Weakness
  • Influence Event
Leave State Religion → Religion State 2 Orders instant Leave State Religion
Make Chosen Heir 2 outcomes · 3 events → → Non Heir Us Leader 100 Civics 2 Orders instant
2 outcomes
  • Heir Chosen
  • Heir Chosen Event
Marry Courtier → Courtier Us Leader or descendant 100 Civics 2 Orders 1 turn Marriage
Plot Vengeance 3 outcomes → → Vengeance Target Leader 200 Training 200 Civics 2 Orders 2 turns
3 outcomes
  • Target Killed
  • Target Killed, Plot Exposed
  • Target Survives
Proscription → Family Us Dictator 100 Training 2 Orders 1 turn Wonders & Dynasties Proscription
Rally Troops 2 outcomes · 12 events → Inspire the troops to gain Training Leader 100 Civics 2 Orders 2 turns Military Drill
2 outcomes
  • Troops Rallied
  • Rally Troops Event
Scheme Against a Rival 3 outcomes · 5 events → → Grand Vizier Take preemptive action against Powerful Rivals Leader 100 Civics 2 Orders 3 turns Scandal Event Pack
3 outcomes
  • Plotting leads to a potential rival's demise
  • Plotting leads to a potential rival's exile
  • Scheme Foiled Event
Scheme Against a Rival → Rising Star Take preemptive action against Powerful Rivals Leader 100 Civics 2 Orders 3 turns
3 outcomes
  • Plotting leads to a potential rival's demise
  • Plotting leads to a potential rival's exile
  • Scheme Foiled Event
Seek Political Allies 3 outcomes · 4 events → Leader 200 Civics 2 Orders 1 turn Scandal Event Pack
3 outcomes
  • New political allies improve your popularity
  • Play politics
  • Seek Political Allies Event
Taunt → Player Peace Or Truce Human Laugh in the face of their pitiful excuse for a civilization. 2 Orders instant 100t cooldown Scandal Event Pack They may choose shame or War
Tribal Alliance → Tribe Can Alliance Leader (Diplomat) Diplomat 400 Training 2 Orders 2 turns Alliance Event
Tutor Child (as Leader) 5 outcomes · 24 events → → Character Us Leader (Scholar) Scholar 2 Orders 2+ turns
5 outcomes
  • Improve Wisdom
  • Improve Charisma
  • Improve Courage
  • Improve Discipline
  • Tutor Event
Vassalize Tribe → Tribe Can Alliance Leader 800 Training 2 Orders 2 turns Empires of the Indus Vassalize Tribe Event
Ask to Declare War → Player Not Team Human Or Ai Leader 200 Training 2 Orders 2 turns Ask a Tribe to Declare War on a Nation
Ask to Declare War → Tribe No Alliance Team Leader 200 Civics 2 Orders 2 turns Ask a Nation to Declare War on a Tribe
Ask to Declare War → Player Not Team Human Or Ai Leader 200 Civics 2 Orders 2 turns Ask a Nation to Declare War on another Nation
Ask to Join War → Player War Human Or Ai Leader 200 Civics 2 Orders 2 turns Polis Ask a Nation to join your War against another Nation
Break Peace → Player Peace Human Leader instant Truce Break Peace
Cancel All Trade → Player Trading Leader instant Cancel Trade
End Alliance → Player Alliance Leader instant End Alliance Player
End Alliance → Player Alliance Human Leader instant End Alliance Player

Ambassador

6

Your council Ambassador — diplomacy, synods, trade missions.

Mission Who / role Cost Time Requires Outcomes
High Synod 3 outcomes · 16 events → → Religion World Meet with religious leaders to improve the Religion's Opinion Religion Ambassador 2 Orders 200 Money 3 turns Metaphysics
3 outcomes
  • Religious Concord is Found
  • Religious Tensions are Worse
  • High Synod Event
National Peace → Player Truce Ambassador 2 Orders 200 Civics 2 turns Peace Peace Event
National Truce → Player War Ambassador instant Truce Truce Event
Trade Mission → Player Peace Or Truce Ambassador 2 Orders 200 Money 3 turns Trade Mission Event
Tribal Peace → Tribe Truce Ambassador 2 Orders 200 Training 2 turns Peace Peace Event
Tribal Truce → Tribe War Ambassador 2 Orders 200 Training 2 turns Truce Truce Event
Ask for Truce → Player War Ambassador 2 Orders 100 Civics 2 turns Truce Ask for Truce Event
Demand Tribute → Player Truce Ambassador 2 Orders 100 Civics 3 turns Demand Tribute Event
Demand Tribute for Truce → Player War Ambassador 2 Orders 100 Civics 2 turns Truce Demand Tribute for Truce Event
Offer Tribute for Truce → Player War Ambassador 2 Orders 100 Civics 2 turns Truce Offer Tribute for Truce Event

Chancellor

4

Your council Chancellor.

Mission Who / role Cost Time Requires Outcomes
Family Gifts 3 outcomes · 10 events → → Family Us Bribe the Family with gifts to improve their Opinion Family Chancellor 2 Orders 400 Money 3 turns
3 outcomes
  • Gifts Please the Family
  • Gifts Expose our Weakness
  • Family Gift Event
Imprison 4 outcomes · 5 events → → Non Leader Us Chancellor 2 Orders 100 Training 1 turn
4 outcomes
  • Target Justly Imprisoned
  • Target Unjustly Imprisoned
  • Target Escapes
  • Imprison Event
Pacify City 3 outcomes · 11 events → → City Us Attempt to increase Happiness in a City Chancellor 2 Orders 100 Civics 3 turns Coinage
3 outcomes
  • Pacification Successful
  • Pacification Exposes our Weakness
  • Pacify City Event
Suggest for the Clergy → Character Us Chancellor 2 Orders 300 Money 1+ turn Religion Event Pack Make Clergy

Spymaster

5

Your council Spymaster — the espionage network.

Mission Who / role Cost Time Requires Outcomes
Assassinate 5 outcomes · 32 events → → Character Non Leader Us Or Them Spymaster 2 Orders 400 Money 2 turns
5 outcomes
  • Target Killed
  • Target Killed, Plot Exposed
  • Target Survives, Plot Exposed
  • Target Survives
  • Assassination Event
Expose Agent Network 3 outcomes · 6 events → → City Us Spymaster 2 Orders 400 Money 1 turn Scholarship
3 outcomes
  • Agent Network Exposed
  • No Agent Network Found
  • Expose Agent Network Event
Infiltrate Nation 3 outcomes · 10 events → → Player Not Team Human Or Ai Infiltrate a Nation to reveal their territory Spymaster 2 Orders 400 Money 3 turns
3 outcomes
  • Territory Infiltrated
  • Territory Infiltrated, Effort Exposed
  • Infiltrate Event
Slander Nation 3 outcomes · 7 events → → Player Not Team Human Or Ai Slander a Nation to decrease other Nations' Opinion Player of them Spymaster 2 Orders 400 Money 3 turns
3 outcomes
  • Slander Spread
  • Slander Spread, Effort Exposed
  • Slander Event
Steal Research 3 outcomes · 5 events → → Player Not Team Human Or Ai Steal a Nation's research to gain Science Spymaster 2 Orders 100 Civics 3 turns Cartography
3 outcomes
  • Research Stolen
  • Research Stolen, Effort Exposed
  • Steal Research Event

Agent

3

Spy-network Agents operating in the field.

Mission Who / role Cost Time Requires Outcomes
Insurrection 4 outcomes · 8 events → → City Them Human Or Ai Agent 2 Orders 400 Money 3 turns Jurisprudence
4 outcomes
  • Missionresult Insurrection Revolt
  • Missionresult Insurrection Exposed
  • Missionresult Insurrection Failure
  • Insurrection Event
Move Agent Network 3 outcomes · 4 events → → City Them Human Or Ai Agent 2 Orders 400 Money 3 turns Scholarship
3 outcomes
  • Agent Network Moved
  • Agent Network Unable to Move
  • Move Agent Network Event
Treachery 4 outcomes · 11 events → → City Them Human Or Ai Agent 2 Orders 400 Money 3 turns
4 outcomes
  • Missionresult Treachery Success
  • Missionresult Treachery Exposed
  • Missionresult Treachery Failure
  • Treachery Event

Family Head

1

The head of a family (matters most under Oligarchy).

Mission Who / role Cost Time Requires Outcomes
Intercession (Family) 3 outcomes · 13 events → → Character Family Us Family head 2 Orders 200 Money 1+ turn
3 outcomes
  • Intercession Finished
  • Intercession Exposes our Weakness
  • Intercession Event

Religious Head & Clergy

9

The religion head or its clergy, by faith.

Mission Who / role Cost Time Requires Outcomes
Convert Religion 2 outcomes · 14 events → → Character Us Religion head 2 Orders 100 Civics 1+ turn
2 outcomes
  • Converted Target to Religion
  • Convert Target to Religion Event
Intercession (Religion) 3 outcomes · 13 events → → Character Us Or Them Human Or Ai Religion head 2 Orders 200 Money 1+ turn
3 outcomes
  • Intercession Finished
  • Intercession Exposes our Weakness
  • Intercession Event
Quell Christianity Dissent → City Us Christian clergy 2 Orders 100 Civics 1 turn Religion Event Pack Quell Religious Dissent
Quell Dissent Buddhism → City Us Buddhist clergy 2 Orders 100 Civics 1 turn Empires of the Indus Quell Religious Dissent
Quell Dissent Hinduism → City Us Hindu clergy 2 Orders 100 Civics 1 turn Empires of the Indus Quell Religious Dissent
Quell Judaism Dissent → City Us Jewish clergy 2 Orders 100 Civics 1 turn Religion Event Pack Quell Religious Dissent
Quell Manichaeism Dissent → City Us Manichaean clergy 2 Orders 100 Civics 1 turn Religion Event Pack Quell Religious Dissent
Quell Zoroastrianism Dissent → City Us Zoroastrian clergy 2 Orders 100 Civics 1 turn Religion Event Pack Quell Religious Dissent
Sacrifices to the Gods 2 outcomes · 1 events → → City Us Make offerings to increase Happiness in a City Pagan clergy 2 Orders 200 Food 2 turns Religion Event Pack
2 outcomes
  • Successful Sacrifices
  • Bad Omens

Any Character

11

Any eligible courtier — non-leaders, tutors, envoys, marriageable characters.

Mission Who / role Cost Time Requires Outcomes
Family Marriage → Family Us Any marriageable character 100 Civics 2 Orders 1 turn Family Marriage
Foreign Marriage → Player Peace Or Truce Any marriageable character 100 Civics 2 Orders 1 turn Foreign Marriage
Lead Delegation 3 outcomes → → Leader Them Envoy Envoy 200 Money 2 Orders 2+ turns Aksum
3 outcomes
  • Science Exchange
  • Civics Exchange
  • Trade Exchange
Leave Council Council member 2 Orders instant Leave Council
Make Ambassador Any non-leader character 100 Civics 2 Orders instant Make Ambassador
Make Chancellor Any non-leader character 100 Civics 2 Orders instant Make Chancellor
Make Spymaster Any non-leader character 100 Civics 2 Orders instant Make Spymaster
Plan Wedding → Character Us Any character 1 turn Wedding Event
Send Courtier → Player Team Human Or Ai Courtier 100 Civics 2 Orders instant Send Courtier
Tribal Marriage → Tribe Peace Or Truce Any marriageable character 100 Civics 2 Orders 1 turn Tribal Marriage
Tutor Child 5 outcomes · 24 events → → Character Us Tutor 2 Orders 200 Money 2+ turns
5 outcomes
  • Improve Wisdom
  • Improve Charisma
  • Improve Courage
  • Improve Discipline
  • Tutor Event
Assassinate 5 outcomes · 32 events → → Character Non Leader Us Or Them Any character 2 turns
4 outcomes
  • Target Killed
  • Target Killed, Plot Exposed
  • Target Survives, Plot Exposed
  • Assassination Event
Demand Tribute → Player Truce Any character 3 turns Demand Tribute Event
Infiltrate Nation 3 outcomes · 10 events → → Player Not Team Human Or Ai Infiltrate a Nation to reveal their territory Any character 3 turns
3 outcomes
  • Territory Infiltrated
  • Territory Infiltrated, Effort Exposed
  • Infiltrate Event
Slander Nation 3 outcomes · 7 events → → Player Not Team Slander a Nation to decrease other Nations' Opinion Player of them Any character 3 turns
3 outcomes
  • Slander Spread
  • Slander Spread, Effort Exposed
  • Slander Event

Situational

6

Characters in a particular state — imprisoned, captured, fugitive, bastard, infected.

Mission Who / role Cost Time Requires Outcomes
Capture 3 outcomes → Fugitive Fugitive 100 Training 2 Orders 2 turns
3 outcomes
  • Target Surrenders
  • Target Killed Resisting Capture
  • Target Flees Country
Impart Stewardship 2 outcomes → → Character Us Impart the wisdom of the land upon another, teaching them to become a Steward Of The Land. Steward of the Land Steward Of The Land 100 Civics 2 Orders 3 turns Calamities
2 outcomes
  • Target becomes a Steward Of The Land
  • Impart Stewardship Failed
Incubate Incubate an Infected Character during a Plague, protecting them from further infection. Infected character Infected 100 Money 2 Orders instant Calamities Target becomes Incubated (no longer Infected)
Legitimize 2 outcomes · 4 events → Bastard Bastard 2 Orders instant
2 outcomes
  • Legitimized
  • Legitimized Event
Pay Ransom Captured character Captured 400 Money 2 Orders 1 turn Ransom Paid
Release from Prison 3 outcomes → Imprisoned character Imprisoned 2 Orders instant
3 outcomes
  • Target is Grateful
  • Target Remains Bitter
  • Release Considered Unjust

Unique Leader Powers

14

Scripted abilities tied to specific named leaders / dynasties (DLC).

Mission Who / role Cost Time Requires Outcomes
Adopt As Heir → Royal Us Augustus dynasty leader 200 Civics 2 Orders instant Wonders & Dynasties Adopt As Heir
Boost Legitimacy Bardiya → Player Us Bardiya / Gaumata 100 Civics 2 Orders 1+ turn 5t cooldown Wonders & Dynasties Boost Legitimacy Bardiya
Court Of The Divine King Hammurabi 100 Training 2 Orders 2 turns Wonders & Dynasties
3 outcomes
  • Court Of The Divine King
  • Court Of The Divine King Courtier
  • Hold Court Event
Family Gifts → Family Us Bribe the Family with gifts to improve their Opinion Family Mentuhotep II 2 Orders 400 Money 3 turns Wonders & Dynasties
3 outcomes
  • Gifts Please the Family
  • Gifts Expose our Weakness
  • Family Gift Event
Imprison → Non Leader Us Mentuhotep II 2 Orders 100 Training 1 turn Wonders & Dynasties
4 outcomes
  • Target Justly Imprisoned
  • Target Unjustly Imprisoned
  • Target Escapes
  • Imprison Event
Influence → Non Leader Us Olympias 100 Civics 2 Orders 1+ turn
2 outcomes
  • Influence Exerted
  • Influence Exposes our Weakness
Intimidate 2 outcomes → → Character Us Or Them Human Or Ai Gudit 200 Money 2 Orders 1+ turn Aksum
2 outcomes
  • Enemy Intimidated
  • Intimidation Attempt Failed
Land Grants Hanno II → Player Us Hanno II 300 Money 2 Orders 1 turn Wonders & Dynasties Land Grants
Legendary Founder To Hero Shammuramat Builder 1 Orders instant 10t cooldown Wonders & Dynasties Legendary Founder To Hero
Pacify City → City Us Attempt to increase Happiness in a City Mentuhotep II 2 Orders 100 Civics 3 turns Wonders & Dynasties
3 outcomes
  • Pacification Successful
  • Pacification Exposes our Weakness
  • Pacify City Event
Real Hero To Builder Shammuramat Hero 1 Orders instant 10t cooldown Wonders & Dynasties Real Hero To Builder
Recruit Scholar Ptolemy 400 Money 100 Civics 2 Orders 2 turns Recruit Scholar Event
Spawn Militia Stateira → City Us Stateira 100 Training 2 Orders 1+ turn Wonders & Dynasties Spawn Militia Stateira
Tribal Alliance → Tribe Can Alliance Hanno the Navigator 200 Training 2 Orders 2 turns Wonders & Dynasties Alliance Event

Other

0

Diplomacy plumbing with no single character actor.

Mission Who / role Cost Time Requires Outcomes
Alliance Player → Player Can Alliance Human 2 Orders instant Alliance Player Event
Break Peace → Player Peace instant Truce Break Peace
Break Peace → Tribe Peace instant Break Peace
Declare War → Player Truce instant War Declare War
Declare War → Player Peace Or Truce Human instant War Declare War
Declare War → Tribe Truce instant War Declare War
End Alliance → Tribe Alliance instant No Characters End Alliance
National Peace → Player Truce Human 2 Orders instant Peace Peace Event
National Peace → Player Truce 200 Civics 2 Orders instant Peace No Characters Peace Event
National Truce → Player War Human 2 Orders instant Truce Truce Event
National Truce → Player War 100 Civics 2 Orders instant Truce No Characters Truce Event
Tribal Peace → Tribe Truce 2 Orders 200 Training instant Peace No Characters Peace Event
Tribal Truce → Tribe War 2 Orders 200 Training instant Truce No Characters Peace Event
Vassalize Tribe No Characters → Tribe Can Alliance 800 Training 2 Orders instant No Characters Empires of the Indus Vassalize Tribe No Characters