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🎲 Treachery

3 turns4 outcomes11 event stories
Run by Agent Duration 3 turns Cost 2 Orders Cost (opinion-scaled) 400 Money Events 11 stories ↓

Outcomes

A 4-sided die rolls when the mission completes; results are weighted as shown. Subject character ratings (e.g., Wisdom on Steal Research) shift the roll.

Missionresult Treachery Success 1 / 4 25%

[character] has successfully weakened the City's defenses.

Rating influence +29 × Courage
  • -10 HP to the city
Missionresult Treachery Exposed 1 / 4 25%

[character] has stirred up local resentment but was exposed in the process.

  • -1 Happiness level
  • Your agent network there is lost
Missionresult Treachery Failure 1 / 4 25%

[character] has failed to weaken the City's defenses.

  • -1 Legitimacy
Treachery Event 1 / 4 25%

The Treachery 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.

25% of the time (a 1/4 dice result) the mission fires an event instead of its normal reward — then one of the 11 stories below is drawn, and you pick a response. Bracketed values like [character] are filled in with the actual names in-game.

Agent Discovered SpymasterNo JobCity Agent Network
  • Capture and kill him as soon as possible.
    +4 LegitimacyThe character is killed
    grants
    BONUS_KILL_CHARACTER_AGENT
    iLegitimacy 4
    bKillCharacter 1
  • Send agents to follow [character] and discover the enemies' plans.
    +6Orders↗ turn
    grants
    BONUS_ORDERS_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_ORDERS=6
  • Have [character] make contact, pretending to be a traitor.
    gated by
    LeaderSubject SUBJECT_CHARACTER_COVERT
    grants
    BONUS_EVENTOPTION_TREACHERY_THEM_AGENT_DISCOVERED_SUBTERFUGE_CHARACTER_2
    iAgentCitySubject 4
Influence in Court AgentTeenager Or AdultCouncil
Always -10 HP to the city
  • Ruin the [rival] Heir's reputation.
    Gain a random trait
    grants
    BONUS_EVENTOPTION_TREACHERY_INFLUENCE_IN_COURT_OPTION_0_CHARACTER_1
    aeRandomTraitDelay: TRAIT_BASTARD, TRAIT_SLIGHTED, TRAIT_EXILED
  • Slow and complicate the governing process.
    Gain trait: Slighted
    grants
    BONUS_EVENTOPTION_INFLUENCE_IN_COURT_1_COUNCIL
    aeBonuses: BONUS_GIVE_TRAIT_SLIGHTED, BONUS_MISSIONRESULT_LEAVE_COUNCIL
Steal Away
  • Kill the hostage. Our message should be clear.
    Remembered: Killed a noble hostage (-80 opinion for 40 turns)(no event currently keys off this)Gain trait: Ruthless
    grants
    BONUS_EVENTOPTION_TREACHERY_STEAL_AWAY_OPTION_KILL_PLAYER
    Memory MEMORYPLAYER_KILLED_NOBLE_HOSTAGE
    BONUS_GIVE_TRAIT_RUTHLESS
    aeAddTraits: TRAIT_RUTHLESS
  • That is a less subtle approach than I expected, but the hostage may prove valuable.
    Remembered: Held a noble hostage (+20 opinion for 40 turns)
    gated by
    LeaderSubjectNotAny SUBJECT_CHARACTER_VILLAINOUS
    bHidePrereqs prereqs hidden in-game
    grants
    BONUS_EVENTOPTION_CAPTURED_NOBLE_HOLD
    Memory MEMORYPLAYER_HOLD_HOSTAGE
  • [character] is a fool. Return the hostage before more damage is done.
    Leader relationship: Estranged From
    gated by
    LeaderSubjectNotAny SUBJECT_CHARACTER_VILLAINOUS
    bHidePrereqs prereqs hidden in-game
    grants
    BONUS_LEADER_ESTRANGED_FROM
    AddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
    BONUS_SET_DIPLOMAT_ARCHETYPE
    SetArchetype TRAIT_DIPLOMAT_ARCHETYPE
  • Bring our guest to me. We may yet have a place for them.
    Remembered: Convinced a noble to defect (-40 opinion for 20 turns)(no event currently keys off this)Gain a Court Minister
    gated by
    LeaderSubject SUBJECT_CHARACTER_CHARMING
    grants
    BONUS_EVENTOPTION_TREACHERY_STEAL_AWAY_OPTION_GUEST_DEFECT
    Memory MEMORYPLAYER_NOBLE_DEFECT
    BONUS_MAKE_GREAT_MINISTER
    MakeCourtier COURTIER_MINISTER
[rival] Plotters AgentSpymasterSpymaster
Always -10 HP to the city
  • Storm the hideout and attempt to slay the plotters.
    Gain a random trait-5 HP to the city
    grants
    BONUS_EVENTOPTION_TREACHERY_PLAYER_PLOTTERS_OPTION_0_CHARACTER
    aeRandomTraitDelay: TRAIT_TOUGH, TRAIT_SCARRED, TRAIT_WOUNDED
    BONUS_EVENTOPTION_TREACHERY_PLAYER_PLOTTERS_OPTION_0_CITY_0
    iHPCity -5
  • Befriend them, and lead them into a trap.
    +60 XP to the character
    gated by
    LeaderSubject SUBJECT_CHARACTER_COVERT
    grants
    BONUS_XP_CHARACTER_LARGE
    iXPCharacter 60
    BONUS_EVENTOPTION_TREACHERY_PLAYER_PLOTTERS_OPTION_1_KILL
    Mission MISSION_ASSASSINATE_ANY
    iMissionSubject 5
  • Ignore them. We will handle them here in [rival].
    grants
    BONUS_EVENTOPTION_TREACHERY_PLAYER_PLOTTERS_OPTION_2_RALLY
    Mission MISSION_RALLY_TROOPS
    bMissionFree 1
Caught in the Act Agent
  • One setback will not discourage us.
    Gain trait: WoundedLeader relationship: Suspicious Of
    grants
    BONUS_CHARACTER_WOUNDED
    aeAddTraits: TRAIT_WOUNDED
    BONUS_LEADER_SUSPICIOUS_OF
    AddLeaderRelationship RELATIONSHIP_SUSPICIOUS_OF
A Way In AgentTeenager Or Adult
Always -10 HP to the city
  • Tell him to proceed with caution.
    +20 XP to the characterLeader relationship: Endeared To
    grants
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20
    BONUS_LEADER_ENDEARED_TO
    AddLeaderRelationship RELATIONSHIP_ENDEARED_TO
Agent Caught Spymaster
  • Make an example of him to deter any other agents.
    +4 LegitimacyThe character is killed
    grants
    BONUS_KILL_CHARACTER_AGENT
    iLegitimacy 4
    bKillCharacter 1
  • Recruit him to serve you and [rival].
    grants
    BONUS_EVENTOPTION_TREACHERY_THEM_AGENT_CAUGHT_RECRUIT
    iJoinReverse 0
  • Convince him to share the secrets of those who left him to rot.
    +40Science+10/city↗ turn
    gated by
    LeaderSubject SUBJECT_CHARACTER_CHARMING
    grants
    BONUS_EVENTOPTION_TREACHERY_THEM_AGENT_CAUGHT_CHARM
    iJoinReverse 0
    aeBonuses: BONUS_SCIENCE_GAIN_AVERAGE
Agent Secrets Spymaster
  • See if your Spymaster [character] can learn the secrets of these devices.
    +40Science+10/city↗ turn
    grants
    BONUS_SCIENCE_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_SCIENCE=40
    aiGlobalYieldsPer: YIELD_SCIENCE=10
  • Break the failed contraptions down for their components.
    +30Iron+10/city↗ turn+30Wood+10/city↗ turn
    grants
    BONUS_EVENTOPTION_TREACHERY_THEM_AGENT_SECRETS_BREAK_PLAYER
    aeBonuses: BONUS_IRON_GAIN_SMALL, BONUS_WOOD_GAIN_SMALL
  • Send the devices with an ambassador to be returned to [rival].
    +3 LegitimacyRemembered: Humiliated our agents (-40 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_TREACHERY_THEM_AGENT_SECRETS_RETURN_PLAYER
    iLegitimacy 3
    BONUS_EVENTOPTION_TREACHERY_THEM_AGENT_SECRETS_RETURN_CHARACTER_0
    Memory MEMORYPLAYE_AGENT_TOOLS_RETURNED
Death to Spies Agent
Always -10 HP to the city
  • [rival] will pay for this!
    The character is killedLeader relationship: Vengeful Against
    grants
    BONUS_KILL_CHARACTER
    bKillCharacter 1
    BONUS_LEADER_VENGEFUL_AGAINST
    AddLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINST
Misinformation AgentSpymaster
Always -10 HP to the city
  • Undermine the local and national leadership.
    grants
    BONUS_EVENTOPTION_TREACHERY_MISINFORMATION_OPTION_0_CHARACTER_1
    Mission MISSION_SLANDER_ANY
    iMissionSubject 2
  • Cause confusion and discord among the people.
    -1 Happiness level
    grants
    BONUS_HAPPINESS_DOWN
    iHappinessLevels -1
Strike at the Heart Agent
Always -10 HP to the city
  • Attack those in line at recruitment centers.
    -80Training-20/city↗ turn
    grants
    BONUS_TRAINING_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_TRAINING=-80
    aiGlobalYieldsPer: YIELD_TRAINING=-20
  • Set fire to military buildings and Barracksbarracks.
    grants
    BONUS_EVENTOPTION_TREACHERY_STRIKE_AT_THE_HEART_OPTION_1_CITY
    iDestroyImprovements 1