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🎲 Imprison

1 turns4 outcomes5 event stories
Run by Chancellor Duration 1 turn Cost 2 Orders Cost (opinion-scaled) 100 Training Events 5 stories ↓

Outcomes

A 14-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 Justly Imprisoned 10 / 14 71%

[character] has been imprisoned on charges that are generally agreed to be just.

Rating influence +30 × Discipline
  • +400 Money
  • Gain trait: Imprisoned
  • Remembered: Imprisoned our family member (-40 opinion for 40 turns) (no event currently keys off this)
Target Unjustly Imprisoned 1 / 14 7%

[character] has been imprisoned on blatantly spurious charges. Some are accusing you of tyranny.

  • +400 Money
  • -1 Legitimacy
  • Gain trait: Imprisoned
  • Remembered: Imprisoned our family member (-40 opinion for 40 turns) (no event currently keys off this)
Target Escapes 1 / 14 7%

[character] has escaped arrest and is now on the run!

  • +400 Money
  • -1 Legitimacy
  • Gain trait: Slighted
  • Gain trait: Fugitive
Imprison Event 2 / 14 14%

The Imprison 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.

14% of the time (a 2/14 dice result) the mission fires an event instead of its normal reward — then one of the 5 stories below is drawn, and you pick a response. Bracketed values like [character] are filled in with the actual names in-game.

A Hero's Flight
  • We must keep a careful watch for [character].
    Gain trait: FugitiveLeader relationship: Plotting Against
    grants
    BONUS_EVENTOPTION_A_HEROS_FLIGHT_OPTION_0_CHARACTER_0
    AddLeaderRelationship RELATIONSHIP_PLOTTING_AGAINST
    aeAddTraits: TRAIT_FUGITIVE
A Viper in the Nest ChancellorMax Upset
  • Clearly, there are traitors in our midst.
    Gain trait: Fugitive
    grants
    BONUS_GIVE_TRAIT_FUGITIVE
    aeAddTraits: TRAIT_FUGITIVE
Pretty Persuasion ChancellorFamily Different From Leader
  • I have received the [family] message. Release [character].
    Gain trait: Corrupt+240Money+60/city↗ turn
    grants
    BONUS_EVENTOPTION_PRETTY_PERSUASION_OPTION_0_CHARACTER_2
    aeAddTraits: TRAIT_CORRUPT
    aeBonuses: BONUS_MONEY_GAIN_LARGE
  • Justice in court will not be bought and sold.
    Gain trait: ImprisonedLeader relationship: Vengeful AgainstGain trait: Righteous
    grants
    BONUS_EVENTOPTION_PRETTY_PERSUASION_OPTION_1_CHARACTER_0
    AddLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINST
    aeAddTraits: TRAIT_IMPRISONED
    BONUS_GIVE_TRAIT_RIGHTEOUS
    aeAddTraits: TRAIT_RIGHTEOUS
  • Keep the riches and uphold the arrest. The [family] are fools.
    Gain trait: ImprisonedLeader relationship: Plotting Against-1 Legitimacy+240Money+60/city↗ turn
    gated by
    LeaderSubject SUBJECT_CHARACTER_VILLAINOUS
    grants
    BONUS_EVENTOPTION_PRETTY_PERSUASION_OPTION_2_CHARACTER_0
    AddLeaderRelationship RELATIONSHIP_PLOTTING_AGAINST
    aeAddTraits: TRAIT_IMPRISONED
    BONUS_EVENTOPTION_PRETTY_PERSUASION_OPTION_2_CHARACTER_2
    iLegitimacy -1
    aeBonuses: BONUS_MONEY_GAIN_LARGE
Unlikely Allies ChancellorPlayer Peace Or Truce
  • Release them. I do not wish to race into war with [rival].
    -4 Legitimacy
    grants
    BONUS_EVENTOPTION_THE_PRETENDER
    iJoinSubject 0
    BONUS_EVENTOPTION_UNLIKELY_ALLIES_OPTION_0_CHARACTER_3
    iLegitimacy -4
  • We will not tolerate ultimatums. [rival] must learn its place.
    Remembered: Declared War on us (-80 opinion for 40 turns)Remembered: Player Offer (5 turns)Gain trait: Imprisoned
    grants
    BONUS_DECLARE_WAR_PLAYER
    Memory MEMORYPLAYER_DECLARED_WAR
    DiplomacyPlayerFrom DIPLOMACY_WAR
    aeBonuses: BONUS_PLAYER_OFFER
    BONUS_GIVE_TRAIT_IMPRISONED
    aeAddTraits: TRAIT_IMPRISONED
A Measured Voice High Wisdom
  • [character] is right, we must spare [character].
    Gains a random leader relationship
    gated by
    LeaderSubjectNotAny SUBJECT_CHARACTER_TERRIFYING
    grants
    BONUS_EVENTOPTION_MEASURED_VOICE
    aeRandomLeaderRelationshipDelay: RELATIONSHIP_PLOTTING_AGAINST, RELATIONSHIP_CONSPIRING_WITH
  • I must show resolve in the face of uncertainty, and he must be punished.
    Gain trait: Imprisoned+40Discontenteach city↗ turn
    grants
    BONUS_GIVE_TRAIT_IMPRISONED
    aeAddTraits: TRAIT_IMPRISONED
    BONUS_DISCONTENT_GAIN_TINY
    aiCityYields: YIELD_DISCONTENT=40