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.
[character] has been imprisoned on charges that are generally agreed to be just.
- +400 Money
- Gain trait: Imprisoned
- Remembered: Imprisoned our family member (-40 opinion for 40 turns) (no event currently keys off this)
[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)
[character] has escaped arrest and is now on the run!
- +400 Money
- -1 Legitimacy
- Gain trait: Slighted
- Gain trait: Fugitive
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 AgainstgrantsBONUS_EVENTOPTION_A_HEROS_FLIGHT_OPTION_0_CHARACTER_0AddLeaderRelationship RELATIONSHIP_PLOTTING_AGAINSTaeAddTraits: TRAIT_FUGITIVE
A Viper in the Nest
- ▸ Clearly, there are traitors in our midst.Gain trait: FugitivegrantsBONUS_GIVE_TRAIT_FUGITIVEaeAddTraits: TRAIT_FUGITIVE
Pretty Persuasion
- ▸ I have received the [family] message. Release [character].Gain trait: Corrupt
+240Money+60/city↗ turn grantsBONUS_EVENTOPTION_PRETTY_PERSUASION_OPTION_0_CHARACTER_2aeAddTraits: TRAIT_CORRUPTaeBonuses: BONUS_MONEY_GAIN_LARGE - ▸ Justice in court will not be bought and sold.Gain trait: ImprisonedLeader relationship: Vengeful AgainstGain trait: RighteousgrantsBONUS_EVENTOPTION_PRETTY_PERSUASION_OPTION_1_CHARACTER_0AddLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINSTaeAddTraits: TRAIT_IMPRISONEDBONUS_GIVE_TRAIT_RIGHTEOUSaeAddTraits: 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 byLeaderSubject SUBJECT_CHARACTER_VILLAINOUSgrantsBONUS_EVENTOPTION_PRETTY_PERSUASION_OPTION_2_CHARACTER_0AddLeaderRelationship RELATIONSHIP_PLOTTING_AGAINSTaeAddTraits: TRAIT_IMPRISONEDBONUS_EVENTOPTION_PRETTY_PERSUASION_OPTION_2_CHARACTER_2iLegitimacy -1aeBonuses: BONUS_MONEY_GAIN_LARGE
Unlikely Allies
- ▸ Release them. I do not wish to race into war with [rival].-4 LegitimacygrantsBONUS_EVENTOPTION_THE_PRETENDERiJoinSubject 0BONUS_EVENTOPTION_UNLIKELY_ALLIES_OPTION_0_CHARACTER_3iLegitimacy -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: ImprisonedgrantsBONUS_DECLARE_WAR_PLAYERMemory MEMORYPLAYER_DECLARED_WARDiplomacyPlayerFrom DIPLOMACY_WARaeBonuses: BONUS_PLAYER_OFFERBONUS_GIVE_TRAIT_IMPRISONEDaeAddTraits: TRAIT_IMPRISONED
A Measured Voice
- ▸ [character] is right, we must spare [character].Gains a random leader relationshipgated byLeaderSubjectNotAny SUBJECT_CHARACTER_TERRIFYINGgrantsBONUS_EVENTOPTION_MEASURED_VOICEaeRandomLeaderRelationshipDelay: 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 grantsBONUS_GIVE_TRAIT_IMPRISONEDaeAddTraits: TRAIT_IMPRISONEDBONUS_DISCONTENT_GAIN_TINYaiCityYields: YIELD_DISCONTENT=40