The internal any-character variant (MISSION_ASSASSINATE_ANY) rolls 4 outcomes instead of 5: the undetected-failure outcome is dropped and exposed failure takes its weight (2/6).
Outcomes
A 6-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 successfully assassinated [character], and no one suspects a thing...
- The character is killed
- Leader relationship: Assassinated By
- Steam achievement (if the target is an heir): Assassinated Heir
- Steam achievement (if the target leads a rival nation): Assassinated Another Leader
Your assassins successfully eliminated [character], but evidence has been traced back to you.
- -2 Legitimacy
- The character is killed
- Leader relationship: Assassinated By
- Steam achievement (if the target is an heir): Assassinated Heir
- Steam achievement (if the target leads a rival nation): Assassinated Another Leader
- Remembered: Assassination exposed (-80 opinion for 40 turns) (no event currently keys off this)
Your assassins have failed to kill [character]. Worse yet, your ignoble plot has been exposed.
- -2 Legitimacy
- Remembered: Tried to Assassinate me (-80 opinion, permanent) (no event currently keys off this)
- Remembered: Assassination exposed (-80 opinion for 40 turns) (no event currently keys off this)
Your assassins have failed to kill [character]
The Assassinate Mission of [character] has led to an event...
The subject's character rating shifts the dice where a Rating influence is shown, but does not change the reward amounts.
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.
33% of the time (a 2/6 dice
result) the mission fires an event instead of its normal reward — then one of the
32 stories below is drawn, and you pick a response.
Bracketed values like [character] are filled in with the actual names in-game.
Betrayal of the Faith
- ▸ Well, I didn't see that coming.The character is killedThe character is killedgrantsBONUS_KILL_CHARACTERbKillCharacter 1BONUS_KILL_CHARACTERbKillCharacter 1
- ▸ Let's see if I can sweat this one out.Gain trait: PoisonedThe character is killedgated byLeaderSubject SUBJECT_CHARACTER_STRONGgrantsBONUS_GIVE_TRAIT_POISONEDaeAddTraits: TRAIT_POISONEDBONUS_KILL_CHARACTERbKillCharacter 1
- ▸ Bring my herbal satchel, quickly!The character is killedgated byLeaderSubject SUBJECT_HERBALISTgrantsBONUS_KILL_CHARACTERbKillCharacter 1
Calamities Flood Assassinate
- ▸ Resolve+20 XP to the charactergrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20
- ▸ ResolveRemembered: Offered condolences following a tragic death (+20 opinion for 20 turns)(no event currently keys off this)+20 XP to the charactergated byLeaderSubject SUBJECT_CHARACTER_COVERTgrantsBONUS_EVENTOPTION_CALAMITIES_FLOOD_ASSASSINATE_COVERT_FAMILYMemory MEMORYFAMILY_FLOOD_ASSASSINATE_CONDOLENCESBONUS_XP_CHARACTER_SMALLiXPCharacter 20
Poisoned
- ▸ It doesn't matter who did it, but rather where it happened.Leader relationship: Terrified OfgrantsBONUS_LEADER_TERRIFIED_OFAddLeaderRelationship RELATIONSHIP_TERRIFIED_OF
- ▸ I've heard rumors that [character] might wish my death.grantsBONUS_EVENTOPTION_ASSASSINATE_BACKFIRED_POISONED_LITIGATEMission MISSION_IMPRISONiMissionSubject 2
- ▸ No. I don't know who it could be.Leader relationship: Owes Favor Togated byLeaderSubject SUBJECT_CHARACTER_COVERTgrantsBONUS_LEADER_OWES_FAVOR_TOAddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TOBONUS_LEADER_PLOTTING_AGAINST_REMOVERemoveLeaderRelationship RELATIONSHIP_PLOTTING_AGAINST
Last Kiss
- ▸ The whole [family] family is responsible for this treachery.+2 LegitimacyRemembered: Accused us of plotting murder (-20 opinion for 20 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_LAST_KISS_OPTION_0_CHARACTER_2iLegitimacy 2BONUS_EVENTOPTION_LAST_KISS_OPTION_0_FAMILYMemory MEMORYFAMILY_ACCUSED_OF_MURDER
- ▸ [rival] is better off without him.Gain trait: Foolish
+12Orders↗ turn grantsBONUS_EVENTOPTION_LAST_KISS_OPTION_1_CHARACTER_2aeAddTraits: TRAIT_FOOLISHaeBonuses: BONUS_ORDERS_GAIN_HUGE - ▸ This is none of my concern.(no gates or payload in XML)
The Things We Do
- ▸ This is what it takes to rule.Loses trait: CompassionateGain a random traitgrantsBONUS_EVENTOPTION_WHAT_LENGTHS_0aeRandomTraitDelay: TRAIT_BITTER, TRAIT_RUTHLESSaeRemoveTraits: TRAIT_COMPASSIONATE
- ▸ I do what I must, even if I do not like it.Leader relationship: Estranged FromgrantsBONUS_LEADER_ESTRANGED_FROMAddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
Assassination Betrayal
- ▸ Admit your involvement and make amends.-4 LegitimacygrantsBONUS_EVENTOPTION_ASSASSINATION_BETRAYAL_ADMITiLegitimacy -4
- ▸ Deny that you knew anything of a plot.(no gates or payload in XML)
A Messy Affair
- ▸ Comfort the [family] with a gift.Remembered: Sent us extra gifts (+80 opinion for 40 turns)(no event currently keys off this)Gain trait: Compassionate
-120Money-30/city↗ turn grantsBONUS_EVENTOPTION_A_MESSY_AFFAIR_OPTION_0_FAMILYMemory MEMORYFAMILY_FAMILY_GIFT_YESBONUS_EVENTOPTION_A_MESSY_AFFAIR_OPTION_0_CHARACTER_1aeAddTraits: TRAIT_COMPASSIONATEaeBonuses: BONUS_MONEY_LOSS_SMALL - ▸ Launch a full investigation... but do nothing.+2 Legitimacy
-4Orders↗ turn grantsBONUS_EVENTOPTION_A_MESSY_AFFAIR_OPTION_1_CHARACTER_1iLegitimacy 2aeBonuses: BONUS_ORDERS_LOSS_SMALL - ▸ Make filthy jokes at [character]'s expense.+20 XP to the charactergated byLeaderSubject SUBJECT_CHARACTER_TERRIFYINGgrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20
- ▸ Mourn with all of [rival].Gain trait: MourninggrantsBONUS_GIVE_TRAIT_MOURNINGaeAddTraits: TRAIT_MOURNING
Achievement
- ▸ Achievement.(no gates or payload in XML)
Achievement
- ▸ Achievement.(no gates or payload in XML)
An Ivory Box
- ▸ Such a grisly business.(no gates or payload in XML)
Dancing Bears
- ▸ Throw another festival to help them forget.Begin project: Festival 2grantsBONUS_EVENTOPTION_DANCING_BEARS_OPTION_0_CITYaeAddProjects: PROJECT_FESTIVAL_2
- ▸ Slaughter the remaining bears as reassurance.
+30Food+10/city↗ turn grantsBONUS_FOOD_GAIN_SMALLaiGlobalYieldsBase: YIELD_FOOD=30aiGlobalYieldsPer: YIELD_FOOD=10 - ▸ Do nothing. I do not want the attention.+20 XP to the charactergrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20
Deadly Revels
- ▸ Toss our Spymaster in a cell and throw away the key.+20 XP to the characterGain trait: ImprisonedgrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20BONUS_GIVE_TRAIT_IMPRISONEDaeAddTraits: TRAIT_IMPRISONED
- ▸ Abdicate the throne in shame.+40 XP to the charactergrantsBONUS_EVENTOPTION_DEADLY_REVELS_OPTION_1_CHARACTER_2bAbdicate 1BONUS_XP_CHARACTER_AVERAGEiXPCharacter 40
- ▸ Confess to the murder and accidental death.Gain trait: InfamousgrantsBONUS_GIVE_TRAIT_INFAMOUSaeAddTraits: TRAIT_INFAMOUS
Death Investigated
- ▸ Send the payment to keep your involvement secret.The character is killedLeader relationship: Assassinated BySteam achievement (if the target is an heir): Assassinated HeirSteam achievement (if the target leads a rival nation): Assassinated Another Leader
-160Money-40/city↗ turn grantsBONUS_MISSIONRESULT_ASSASSINATE_KILLAchievementIfHeir ACHIEVEMENT_ASSASSINATED_HEIRAchievementIfOtherLeader ACHIEVEMENT_ASSASSINATED_ANOTHER_LEADERAddLeaderRelationship RELATIONSHIP_ASSASSINATED_BYbKillCharacter 1BONUS_MONEY_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=-160aiGlobalYieldsPer: YIELD_MONEY=-40 - ▸ Ignore the threat.-2 LegitimacyThe character is killedLeader relationship: Assassinated BySteam achievement (if the target is an heir): Assassinated HeirSteam achievement (if the target leads a rival nation): Assassinated Another LeadergrantsBONUS_MISSIONRESULT_ASSASSINATE_KILL_EXPOSEDAchievementIfHeir ACHIEVEMENT_ASSASSINATED_HEIRAchievementIfOtherLeader ACHIEVEMENT_ASSASSINATED_ANOTHER_LEADERAddLeaderRelationship RELATIONSHIP_ASSASSINATED_BYiLegitimacy -2bKillCharacter 1
Failed Assassination
- ▸ Slip the sentries
gold to kill the assassins. Gain trait: Cunning
-120Money-30/city↗ turn grantsBONUS_EVENTOPTION_FAILED_ASSASSINATION_OPTION_0_CHARACTER_1aeAddTraits: TRAIT_CUNNINGaeBonuses: BONUS_MONEY_LOSS_SMALL - ▸ Blame the [family] family for the attempted murder.Leader relationship: Influenced ByRemembered: Accused us of plotting murder (-20 opinion for 20 turns)(no event currently keys off this)grantsBONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BYBONUS_EVENTOPTION_FAILED_ASSASSINATION_OPTION_1_FAMILY_1Memory MEMORYFAMILY_ACCUSED_OF_MURDER
- ▸ Do nothing.Leader relationship: Suspicious OfgrantsBONUS_LEADER_SUSPICIOUS_OFAddLeaderRelationship RELATIONSHIP_SUSPICIOUS_OF
Fallen Spymaster
- ▸ I must speak with [character], discretely. We leave at once.+1 CouragegrantsBONUS_GAIN_COURAGE_1aiRatings: RATING_COURAGE=1
- ▸ I will not cower before these scoundrels. You may leave.+3 LegitimacygrantsBONUS_EVENTOPTION_FALLEN_SPYMASTER_OPTION_1_CHARACTER_0iLegitimacy 3
- ▸ Lock the gates at once and send out an army to retrieve the spymaster!-2 Legitimacygated byLeaderSubject SUBJECT_CHARACTER_WEAKgrantsBONUS_EVENTOPTION_FALLEN_SPYMASTER_OPTION_2_CHARACTER_0iLegitimacy -2
False Charges
- ▸ Let this be a lesson to my enemies.+20 XP to the charactergrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20
Familial Revenge
- ▸ What a mess...(no gates or payload in XML)
Hired Killers
- ▸ I shall dismiss these rumors with a speech.Remembered: Dismissed link to assassination (+20 opinion for 40 turns)(no event currently keys off this)Remembered (all families): Refused to heed rumors (-20 opinion for 20 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_HIRED_KILLERS_OPTION_0_PLAYERMemory MEMORYPLAYER_DISMISSED_RUMORSBONUS_EVENTOPTION_HIRED_KILLERS_OPTION_0_CHARACTER_1MemoryAllFamilies MEMORYFAMILY_REFUSED_RUMORS
- ▸ It is important than we do not act rashly.+1 Discipline
+20Discontenteach city↗ turn grantsBONUS_EVENTOPTION_HIRED_KILLERS_OPTION_1_CHARACTER_1aeBonuses: BONUS_GAIN_DISCIPLINE_1, BONUS_DISCONTENT_GAIN_MINIMAL - ▸ The court will root out all conspirators.+1 LegitimacyGain a Officer
-40Training-10/city↗ turn gated byLeaderSubject SUBJECT_CHARACTER_COVERTgrantsBONUS_EVENTOPTION_HIRED_KILLERS_OPTION_2_CHARACTER_0iLegitimacy 1aeAddSpecialistClasses: SPECIALISTCLASS_OFFICERaeBonuses: BONUS_TRAINING_LOSS_TINY
Hostage Situation
- ▸ Guards! Guards! Kill this assassin!Gain trait: MourningThe character is killedThe character is killedgrantsBONUS_GIVE_TRAIT_MOURNINGaeAddTraits: TRAIT_MOURNINGBONUS_KILL_CHARACTERbKillCharacter 1BONUS_KILL_CHARACTERbKillCharacter 1
- ▸ Attack [character] yourself.gated byLeaderSubject SUBJECT_HIGH_COURAGE
- ▸ Wait, we can talk this out.gated byLeaderSubject SUBJECT_HIGH_CHARISMA
Last Stand
- ▸ Let this be a lesson to my enemies.+20 XP to the charactergrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20
Missing the Mark
- ▸ Perhaps
gold can buy peace? grantsBONUS_TRIBUTE_GIVE_MONEY_GIGANTICaiYieldsTributeBase: YIELD_MONEY=-500aiYieldsTributePerUs: YIELD_MONEY=-100 - ▸ We will not be threatened.+6 LegitimacyRemembered: Player Offer (5 turns)grantsBONUS_PLAYER_WAR_LEGITIMACYDiplomacyPlayerTo DIPLOMACY_WARiLegitimacy 6aeBonuses: BONUS_PLAYER_OFFER
Monkey Assassin
- ▸ That went surprisingly well!(no gates or payload in XML)
Monkey Assassin
- ▸ I should have seen that coming...+40 XP to the charactergrantsBONUS_XP_CHARACTER_AVERAGEiXPCharacter 40
Nero Escapes
- ▸ ResolvegrantsBONUS_EVENTOPTION_NERO_ESCAPES_OPTION_0_CHARACTER_2Mission MISSION_ASSASSINATEiMissionSubject 0bMissionFree 1
- ▸ Resolve(no gates or payload in XML)
Of Dogs and Daggers
- ▸ What kind of monster would do such a thing!(no gates or payload in XML)
Parted by Death
- ▸ Close up the loose end.The character is killedLeader relationship: Assassinated BySteam achievement (if the target is an heir): Assassinated HeirSteam achievement (if the target leads a rival nation): Assassinated Another Leader
-4Orders↗ turn grantsBONUS_MISSIONRESULT_ASSASSINATE_KILLAchievementIfHeir ACHIEVEMENT_ASSASSINATED_HEIRAchievementIfOtherLeader ACHIEVEMENT_ASSASSINATED_ANOTHER_LEADERAddLeaderRelationship RELATIONSHIP_ASSASSINATED_BYbKillCharacter 1BONUS_ORDERS_LOSS_SMALLaiGlobalYieldsBase: YIELD_ORDERS=-4 - ▸ There has been enough death already.(no gates or payload in XML)
Strangled!
- ▸ Indulge [character]'s suspicions.Leader relationship: Conspiring WithLeader relationship: Estranged FromgrantsBONUS_LEADER_CONSPIRING_WITHAddLeaderRelationship RELATIONSHIP_CONSPIRING_WITHBONUS_LEADER_ESTRANGED_FROMAddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
- ▸ Give [character] your vote of confidence.Leader relationship: Suspicious OfLeader relationship: Influenced BygrantsBONUS_LEADER_SUSPICIOUS_OFAddLeaderRelationship RELATIONSHIP_SUSPICIOUS_OFBONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
Suspicions Confirmed
- ▸ Welcome him back to court with a speech.
+40Civics+10/city↗ turn grantsBONUS_CIVICS_GAIN_SMALLaiGlobalYieldsBase: YIELD_CIVICS=40aiGlobalYieldsPer: YIELD_CIVICS=10 - ▸ Investigate rumors of corruption in the military.
+60Training+15/city↗ turn grantsBONUS_TRAINING_GAIN_SMALLaiGlobalYieldsBase: YIELD_TRAINING=60aiGlobalYieldsPer: YIELD_TRAINING=15 - ▸ Convince [character] that I am not involved.Gain trait: Cunninggated byLeaderSubject SUBJECT_CHARACTER_COVERTgrantsBONUS_LEADER_SUSPICIOUS_OF_REMOVERemoveLeaderRelationship RELATIONSHIP_SUSPICIOUS_OFBONUS_GIVE_TRAIT_CUNNINGaeAddTraits: TRAIT_CUNNING
The Cycle Continues
- ▸ We must be vigilant in the days ahead.(no gates or payload in XML)
The Lute Player
- ▸ We will commission a song honoring [character].+30–300 Culture (by city tier)grantsBONUS_CULTURE_GAIN_AVERAGEaaiCultureYield: CULTURE_WEAK[YIELD_CULTURE=30], CULTURE_DEVELOPING[YIELD_CULTURE=60], CULTURE_STRONG[YIELD_CULTURE=120], CULTURE_LEGENDARY[YIELD_CULTURE=300]
- ▸ The [family] have our deepest sympathies.Remembered: Sent your condolences (+20 opinion for 20 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_THE_LUTE_PLAYER_OPTION_1_FAMILYMemory MEMORYFAMILY_THE_LUTE_PLAYERBONUS_EVENTOPTION_THE_LUTE_PLAYER_OPTION_1_RESOURCEiTradeResourceToSubject 1
Tortured Assassin
- ▸ We will try as many times as needed.grantsBONUS_EVENTOPTION_TORTURED_ASSASSIN_OPTION_1_ASSASSINATEMission MISSION_ASSASSINATEiMissionSubject 0bMissionFree 1
- ▸ Get the assassin to tell you everything he learned about [character]'s defences.
+80Training+20/city↗ turn grantsBONUS_TRAINING_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_TRAINING=80aiGlobalYieldsPer: YIELD_TRAINING=20 - ▸ Chastise [character] for allowing such a mistake.+1 DisciplinegrantsBONUS_GAIN_DISCIPLINE_1aiRatings: RATING_DISCIPLINE=1
Watch Your Head
- ▸ Let this be a lesson to my enemies.+20 XP to the charactergrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20