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🎲 Assassinate

2 turns5 outcomes32 event stories
Run by Spymaster Duration 2 turns Cost 2 Orders Cost (opinion-scaled) 400 Money Events 32 stories ↓

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.

Target Killed 1 / 6 17%

You have successfully assassinated [character], and no one suspects a thing...

Rating influence +39 × Wisdom
  • 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
Target Killed, Plot Exposed 1 / 6 17%

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)
Target Survives, Plot Exposed 1 / 6 17%

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)
Target Survives 1 / 6 17%

Your assassins have failed to kill [character]

Assassination Event 2 / 6 33%

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 killed
    grants
    BONUS_KILL_CHARACTER
    bKillCharacter 1
    BONUS_KILL_CHARACTER
    bKillCharacter 1
  • Let's see if I can sweat this one out.
    Gain trait: PoisonedThe character is killed
    gated by
    LeaderSubject SUBJECT_CHARACTER_STRONG
    grants
    BONUS_GIVE_TRAIT_POISONED
    aeAddTraits: TRAIT_POISONED
    BONUS_KILL_CHARACTER
    bKillCharacter 1
  • Bring my herbal satchel, quickly!
    The character is killed
    gated by
    LeaderSubject SUBJECT_HERBALIST
    grants
    BONUS_KILL_CHARACTER
    bKillCharacter 1
Calamities Flood Assassinate Occurrence Active
Always The character is killed
  • Resolve
    +20 XP to the character
    grants
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20
  • Resolve
    Remembered: Offered condolences following a tragic death (+20 opinion for 20 turns)(no event currently keys off this)+20 XP to the character
    gated by
    LeaderSubject SUBJECT_CHARACTER_COVERT
    grants
    BONUS_EVENTOPTION_CALAMITIES_FLOOD_ASSASSINATE_COVERT_FAMILY
    Memory MEMORYFAMILY_FLOOD_ASSASSINATE_CONDOLENCES
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20
Poisoned Plotting Against LeaderChancellor
Always Gain trait: Poisoned
  • It doesn't matter who did it, but rather where it happened.
    Leader relationship: Terrified Of
    grants
    BONUS_LEADER_TERRIFIED_OF
    AddLeaderRelationship RELATIONSHIP_TERRIFIED_OF
  • I've heard rumors that [character] might wish my death.
    grants
    BONUS_EVENTOPTION_ASSASSINATE_BACKFIRED_POISONED_LITIGATE
    Mission MISSION_IMPRISON
    iMissionSubject 2
  • No. I don't know who it could be.
    Leader relationship: Owes Favor To
    gated by
    LeaderSubject SUBJECT_CHARACTER_COVERT
    grants
    BONUS_LEADER_OWES_FAVOR_TO
    AddLeaderRelationship RELATIONSHIP_OWES_FAVOR_TO
    BONUS_LEADER_PLOTTING_AGAINST_REMOVE
    RemoveLeaderRelationship RELATIONSHIP_PLOTTING_AGAINST
Last Kiss Adult
Always The character is killedGain trait: Exiled
  • 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)
    grants
    BONUS_EVENTOPTION_LAST_KISS_OPTION_0_CHARACTER_2
    iLegitimacy 2
    BONUS_EVENTOPTION_LAST_KISS_OPTION_0_FAMILY
    Memory MEMORYFAMILY_ACCUSED_OF_MURDER
  • [rival] is better off without him.
    Gain trait: Foolish+12Orders↗ turn
    grants
    BONUS_EVENTOPTION_LAST_KISS_OPTION_1_CHARACTER_2
    aeAddTraits: TRAIT_FOOLISH
    aeBonuses: BONUS_ORDERS_GAIN_HUGE
  • This is none of my concern.
    (no gates or payload in XML)
The Things We Do Compassionate characterSpymaster
Always 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
  • This is what it takes to rule.
    Loses trait: CompassionateGain a random trait
    grants
    BONUS_EVENTOPTION_WHAT_LENGTHS_0
    aeRandomTraitDelay: TRAIT_BITTER, TRAIT_RUTHLESS
    aeRemoveTraits: TRAIT_COMPASSIONATE
  • I do what I must, even if I do not like it.
    Leader relationship: Estranged From
    grants
    BONUS_LEADER_ESTRANGED_FROM
    AddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
Assassination Betrayal Adult
Always Leader relationship: Vengeful Against
  • Admit your involvement and make amends.
    -4 Legitimacy
    grants
    BONUS_EVENTOPTION_ASSASSINATION_BETRAYAL_ADMIT
    iLegitimacy -4
  • Deny that you knew anything of a plot.
    (no gates or payload in XML)
A Messy Affair
Always The character is killed
  • 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
    grants
    BONUS_EVENTOPTION_A_MESSY_AFFAIR_OPTION_0_FAMILY
    Memory MEMORYFAMILY_FAMILY_GIFT_YES
    BONUS_EVENTOPTION_A_MESSY_AFFAIR_OPTION_0_CHARACTER_1
    aeAddTraits: TRAIT_COMPASSIONATE
    aeBonuses: BONUS_MONEY_LOSS_SMALL
  • Launch a full investigation... but do nothing.
    +2 Legitimacy-4Orders↗ turn
    grants
    BONUS_EVENTOPTION_A_MESSY_AFFAIR_OPTION_1_CHARACTER_1
    iLegitimacy 2
    aeBonuses: BONUS_ORDERS_LOSS_SMALL
  • Make filthy jokes at [character]'s expense.
    +20 XP to the character
    gated by
    LeaderSubject SUBJECT_CHARACTER_TERRIFYING
    grants
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20
  • Mourn with all of [rival].
    Gain trait: Mourning
    grants
    BONUS_GIVE_TRAIT_MOURNING
    aeAddTraits: TRAIT_MOURNING
Achievement
Always Steam achievement: Assassinated Another Leader
  • Achievement.
    (no gates or payload in XML)
Achievement
Always Steam achievement: Assassinated Heir
  • Achievement.
    (no gates or payload in XML)
An Ivory Box Spymaster
Always Leader relationship: Plotting Against
  • Such a grisly business.
    (no gates or payload in XML)
Dancing Bears
Always Leader relationship: Suspicious Of+20Discontenteach city↗ turn
  • Throw another festival to help them forget.
    Begin project: Festival 2
    grants
    BONUS_EVENTOPTION_DANCING_BEARS_OPTION_0_CITY
    aeAddProjects: PROJECT_FESTIVAL_2
  • Slaughter the remaining bears as reassurance.
    +30Food+10/city↗ turn
    grants
    BONUS_FOOD_GAIN_SMALL
    aiGlobalYieldsBase: YIELD_FOOD=30
    aiGlobalYieldsPer: YIELD_FOOD=10
  • Do nothing. I do not want the attention.
    +20 XP to the character
    grants
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20
Deadly Revels AdultAdultSpymaster
Always The character is killedThe character is killed
  • Toss our Spymaster in a cell and throw away the key.
    +20 XP to the characterGain trait: Imprisoned
    grants
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20
    BONUS_GIVE_TRAIT_IMPRISONED
    aeAddTraits: TRAIT_IMPRISONED
  • Abdicate the throne in shame.
    +40 XP to the character
    grants
    BONUS_EVENTOPTION_DEADLY_REVELS_OPTION_1_CHARACTER_2
    bAbdicate 1
    BONUS_XP_CHARACTER_AVERAGE
    iXPCharacter 40
  • Confess to the murder and accidental death.
    Gain trait: Infamous
    grants
    BONUS_GIVE_TRAIT_INFAMOUS
    aeAddTraits: TRAIT_INFAMOUS
Death Investigated Non Leader
  • 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
    grants
    BONUS_MISSIONRESULT_ASSASSINATE_KILL
    AchievementIfHeir ACHIEVEMENT_ASSASSINATED_HEIR
    AchievementIfOtherLeader ACHIEVEMENT_ASSASSINATED_ANOTHER_LEADER
    AddLeaderRelationship RELATIONSHIP_ASSASSINATED_BY
    bKillCharacter 1
    BONUS_MONEY_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=-160
    aiGlobalYieldsPer: 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 Leader
    grants
    BONUS_MISSIONRESULT_ASSASSINATE_KILL_EXPOSED
    AchievementIfHeir ACHIEVEMENT_ASSASSINATED_HEIR
    AchievementIfOtherLeader ACHIEVEMENT_ASSASSINATED_ANOTHER_LEADER
    AddLeaderRelationship RELATIONSHIP_ASSASSINATED_BY
    iLegitimacy -2
    bKillCharacter 1
Failed Assassination
Always Gain trait: Robust
  • Slip the sentries Goldgold to kill the assassins.
    Gain trait: Cunning-120Money-30/city↗ turn
    grants
    BONUS_EVENTOPTION_FAILED_ASSASSINATION_OPTION_0_CHARACTER_1
    aeAddTraits: TRAIT_CUNNING
    aeBonuses: 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)
    grants
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
    BONUS_EVENTOPTION_FAILED_ASSASSINATION_OPTION_1_FAMILY_1
    Memory MEMORYFAMILY_ACCUSED_OF_MURDER
  • Do nothing.
    Leader relationship: Suspicious Of
    grants
    BONUS_LEADER_SUSPICIOUS_OF
    AddLeaderRelationship RELATIONSHIP_SUSPICIOUS_OF
Fallen Spymaster Spymaster
Always Gain trait: Severely Wounded
  • I must speak with [character], discretely. We leave at once.
    +1 Courage
    grants
    BONUS_GAIN_COURAGE_1
    aiRatings: RATING_COURAGE=1
  • I will not cower before these scoundrels. You may leave.
    +3 Legitimacy
    grants
    BONUS_EVENTOPTION_FALLEN_SPYMASTER_OPTION_1_CHARACTER_0
    iLegitimacy 3
  • Lock the gates at once and send out an army to retrieve the spymaster!
    -2 Legitimacy
    gated by
    LeaderSubject SUBJECT_CHARACTER_WEAK
    grants
    BONUS_EVENTOPTION_FALLEN_SPYMASTER_OPTION_2_CHARACTER_0
    iLegitimacy -2
False Charges Spymaster
Always The character is killed
  • Let this be a lesson to my enemies.
    +20 XP to the character
    grants
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20
Familial Revenge FamilyFamily
Always Leader relationship: Plotting Against-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 Leader
  • What a mess...
    (no gates or payload in XML)
Hired Killers
Always The character is killed
  • 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)
    grants
    BONUS_EVENTOPTION_HIRED_KILLERS_OPTION_0_PLAYER
    Memory MEMORYPLAYER_DISMISSED_RUMORS
    BONUS_EVENTOPTION_HIRED_KILLERS_OPTION_0_CHARACTER_1
    MemoryAllFamilies MEMORYFAMILY_REFUSED_RUMORS
  • It is important than we do not act rashly.
    +1 Discipline+20Discontenteach city↗ turn
    grants
    BONUS_EVENTOPTION_HIRED_KILLERS_OPTION_1_CHARACTER_1
    aeBonuses: BONUS_GAIN_DISCIPLINE_1, BONUS_DISCONTENT_GAIN_MINIMAL
  • The court will root out all conspirators.
    +1 LegitimacyGain a Officer-40Training-10/city↗ turn
    gated by
    LeaderSubject SUBJECT_CHARACTER_COVERT
    grants
    BONUS_EVENTOPTION_HIRED_KILLERS_OPTION_2_CHARACTER_0
    iLegitimacy 1
    aeAddSpecialistClasses: SPECIALISTCLASS_OFFICER
    aeBonuses: BONUS_TRAINING_LOSS_TINY
Hostage Situation
  • Guards! Guards! Kill this assassin!
    Gain trait: MourningThe character is killedThe character is killed
    grants
    BONUS_GIVE_TRAIT_MOURNING
    aeAddTraits: TRAIT_MOURNING
    BONUS_KILL_CHARACTER
    bKillCharacter 1
    BONUS_KILL_CHARACTER
    bKillCharacter 1
  • Attack [character] yourself.
    gated by
    LeaderSubject SUBJECT_HIGH_COURAGE
  • Wait, we can talk this out.
    gated by
    LeaderSubject SUBJECT_HIGH_CHARISMA
Last Stand Player Peace Or Truce
Always The character is killed
  • Let this be a lesson to my enemies.
    +20 XP to the character
    grants
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20
Missing the Mark Spymaster
  • Perhaps Goldgold can buy peace?
    grants
    BONUS_TRIBUTE_GIVE_MONEY_GIGANTIC
    aiYieldsTributeBase: YIELD_MONEY=-500
    aiYieldsTributePerUs: YIELD_MONEY=-100
  • We will not be threatened.
    +6 LegitimacyRemembered: Player Offer (5 turns)
    grants
    BONUS_PLAYER_WAR_LEGITIMACY
    DiplomacyPlayerTo DIPLOMACY_WAR
    iLegitimacy 6
    aeBonuses: BONUS_PLAYER_OFFER
Monkey Assassin Monkey Assassin
Always 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
  • That went surprisingly well!
    (no gates or payload in XML)
Monkey Assassin Monkey Assassin
Always Loses trait: Monkey Assassin OwnerGain trait: Scarred
  • I should have seen that coming...
    +40 XP to the character
    grants
    BONUS_XP_CHARACTER_AVERAGE
    iXPCharacter 40
Nero Escapes NeroAgrippinaSpymaster
Always Leader relationship: Suspicious Of
  • Resolve
    grants
    BONUS_EVENTOPTION_NERO_ESCAPES_OPTION_0_CHARACTER_2
    Mission MISSION_ASSASSINATE
    iMissionSubject 0
    bMissionFree 1
  • Resolve
    (no gates or payload in XML)
Of Dogs and Daggers Dog Owner
Always Loses trait: Dog Owner
  • What kind of monster would do such a thing!
    (no gates or payload in XML)
Parted by Death
Always 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 LeaderLeader relationship: Plotting Against
  • 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
    grants
    BONUS_MISSIONRESULT_ASSASSINATE_KILL
    AchievementIfHeir ACHIEVEMENT_ASSASSINATED_HEIR
    AchievementIfOtherLeader ACHIEVEMENT_ASSASSINATED_ANOTHER_LEADER
    AddLeaderRelationship RELATIONSHIP_ASSASSINATED_BY
    bKillCharacter 1
    BONUS_ORDERS_LOSS_SMALL
    aiGlobalYieldsBase: YIELD_ORDERS=-4
  • There has been enough death already.
    (no gates or payload in XML)
Strangled! AdultAdult
Always The character is killed
  • Indulge [character]'s suspicions.
    Leader relationship: Conspiring WithLeader relationship: Estranged From
    grants
    BONUS_LEADER_CONSPIRING_WITH
    AddLeaderRelationship RELATIONSHIP_CONSPIRING_WITH
    BONUS_LEADER_ESTRANGED_FROM
    AddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
  • Give [character] your vote of confidence.
    Leader relationship: Suspicious OfLeader relationship: Influenced By
    grants
    BONUS_LEADER_SUSPICIOUS_OF
    AddLeaderRelationship RELATIONSHIP_SUSPICIOUS_OF
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
Suspicions Confirmed Suspicious Of Leader
Always Gain trait: Scarred
  • Welcome him back to court with a speech.
    +40Civics+10/city↗ turn
    grants
    BONUS_CIVICS_GAIN_SMALL
    aiGlobalYieldsBase: YIELD_CIVICS=40
    aiGlobalYieldsPer: YIELD_CIVICS=10
  • Investigate rumors of corruption in the military.
    +60Training+15/city↗ turn
    grants
    BONUS_TRAINING_GAIN_SMALL
    aiGlobalYieldsBase: YIELD_TRAINING=60
    aiGlobalYieldsPer: YIELD_TRAINING=15
  • Convince [character] that I am not involved.
    Gain trait: Cunning
    gated by
    LeaderSubject SUBJECT_CHARACTER_COVERT
    grants
    BONUS_LEADER_SUSPICIOUS_OF_REMOVE
    RemoveLeaderRelationship RELATIONSHIP_SUSPICIOUS_OF
    BONUS_GIVE_TRAIT_CUNNING
    aeAddTraits: TRAIT_CUNNING
The Cycle Continues Child Or Teenager
Always 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 LeaderLeader relationship: Vengeful AgainstGain trait: Wounded
  • We must be vigilant in the days ahead.
    (no gates or payload in XML)
The Lute Player
Always The character is killed
  • We will commission a song honoring [character].
    +30–300 Culture (by city tier)
    grants
    BONUS_CULTURE_GAIN_AVERAGE
    aaiCultureYield: 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)
    grants
    BONUS_EVENTOPTION_THE_LUTE_PLAYER_OPTION_1_FAMILY
    Memory MEMORYFAMILY_THE_LUTE_PLAYER
    BONUS_EVENTOPTION_THE_LUTE_PLAYER_OPTION_1_RESOURCE
    iTradeResourceToSubject 1
Tortured Assassin CovertSpymaster
Always Leader relationship: Plotting Against
  • We will try as many times as needed.
    grants
    BONUS_EVENTOPTION_TORTURED_ASSASSIN_OPTION_1_ASSASSINATE
    Mission MISSION_ASSASSINATE
    iMissionSubject 0
    bMissionFree 1
  • Get the assassin to tell you everything he learned about [character]'s defences.
    +80Training+20/city↗ turn
    grants
    BONUS_TRAINING_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_TRAINING=80
    aiGlobalYieldsPer: YIELD_TRAINING=20
  • Chastise [character] for allowing such a mistake.
    +1 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_1
    aiRatings: RATING_DISCIPLINE=1
Watch Your Head
Always The character is killed
  • Let this be a lesson to my enemies.
    +20 XP to the character
    grants
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20