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๐ŸŽฒ Tutor Child

2+ turns5 outcomes24 events
Run by Tutor Duration 2+ turns Cost 2 Orders Cost (opinion-scaled) 200 Money Events 24 events โ†“

MISSION_TUTOR_SCHOLAR is the same mission run by a leader of the Scholar archetype instead of a Tutor. It rolls the same outcome dice and skips the Money cost that scales with opinion.

Outcomes

When the mission completes, a 6-sided die picks one result, weighted as shown.

Improve Wisdom 1 / 6 17%

[character] has tutored [character], improving Wisdom!

Rating influence +23 ร— Wisdom
  • +1 Wisdom
Improve Charisma 1 / 6 17%

[character] has tutored [character], improving Charisma!

Rating influence +23 ร— Charisma
  • +1 Charisma
Improve Courage 1 / 6 17%

[character] has tutored [character], improving Courage!

Rating influence +23 ร— Courage
  • +1 Courage
Improve Discipline 1 / 6 17%

[character] has tutored [character], improving Discipline!

Rating influence +23 ร— Discipline
  • +1 Discipline
Tutor Event 2 / 6 33%

The Tutor Mission of [character] has led to an event...

The character's rating shifts the dice where a Rating influence is shown, but does not change the reward amounts.

Events

โš  Weights are not in-game odds. Each event also needs its character and empire conditions to hold, and some of those are hidden in game, so how often it really fires can differ a lot from its weight.

After the Improve Wisdom result (a 1/6 dice result, 17%), this follow-up event can fire if its conditions are met. Bracketed names like [character] show the real names in game.

Achievement CM โœ“ Hypatia
As it opens, before you choose Steam achievement: Sacred Profane Tutor Hypatia
  • โ–ธ Achievement.
    (no gates or payload in XML)

After the Improve Charisma result (a 1/6 dice result, 17%), this follow-up event can fire if its conditions are met. Bracketed names like [character] show the real names in game.

Achievement CM โœ“ Hypatia
As it opens, before you choose Steam achievement: Sacred Profane Tutor Hypatia
  • โ–ธ Achievement.
    (no gates or payload in XML)

After the Improve Courage result (a 1/6 dice result, 17%), this follow-up event can fire if its conditions are met. Bracketed names like [character] show the real names in game.

Achievement CM โœ“ Hypatia
As it opens, before you choose Steam achievement: Sacred Profane Tutor Hypatia
  • โ–ธ Achievement.
    (no gates or payload in XML)

After the Improve Discipline result (a 1/6 dice result, 17%), this follow-up event can fire if its conditions are met. Bracketed names like [character] show the real names in game.

Achievement CM โœ“ Hypatia
As it opens, before you choose Steam achievement: Sacred Profane Tutor Hypatia
  • โ–ธ Achievement.
    (no gates or payload in XML)

33% of the time (a 2/6 dice result) the mission fires an event instead of its normal reward: one of the 20 events below is drawn, and you pick a response. Bracketed names like [character] show the real names in game.

The Seer's Teachings CM โœ“ Child Or TeenagerThe Seer
  • โ–ธ I'm sure [character] knows what he is doing.
    Gain a random trait
    grants
    BONUS_EVENTOPTION_SEERS_TEACHING
    aeRandomTraitDelay: TRAIT_RIGHTEOUS, TRAIT_DIVINE, TRAIT_SUPERSTITIOUS
  • โ–ธ Take a closer look at this troublesome quack.
    Gain a random trait
    grants
    BONUS_EVENTOPTION_RUINS_PROPHECY_OPTION_1_CHARACTER
    aeRandomTraitDelay: TRAIT_BLESSED, TRAIT_INSPIRING, TRAIT_CURSED
    aeRandomTraitText: TEXT_BONUS_EVENTOPTION_RUINS_PROPHECY_BLESSED, TEXT_BONUS_EVENTOPTION_RUINS_PROPHECY_INSPIRING, TEXT_BONUS_EVENTOPTION_RUINS_PROPHECY_CURSED
Calamities Drought Tutor CM โœ“ Occurrence ActiveChild Or TeenagerNon Leader
  • โ–ธ Resolve
    Gain trait: Cultivator
    grants
    BONUS_GIVE_TRAIT_CULTIVATOR
    aeAddTraits: TRAIT_CULTIVATOR
  • โ–ธ Resolve
    +1 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_1
    aiRatings: RATING_DISCIPLINE=1
  • โ–ธ Resolve Cultivator / Scholar
    Gain trait: CultivatorLeader relationship: Endeared To+20 XP to the character
    gated by
    LeaderSubjectAny SUBJECT_CULTIVATOR / SUBJECT_SCHOLAR
    grants
    BONUS_EVENTOPTION_CALAMITIES_DROUGHT_TUTOR_CULTIVATOR_CHARACTER
    aeBonuses: BONUS_GIVE_TRAIT_CULTIVATOR, BONUS_LEADER_ENDEARED_TO
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20
Traitorous Tutor CM โœ“ VillainousPlayer Max Upset
As it opens, before you choose Gain trait: MissingGain trait: Fugitive
  • โ–ธ Assemble an expedition to find [character]!
    -120Money-30/cityโ†— turn-4Ordersโ†— turn
    grants
    BONUS_EVENTOPTION_TUTOR_BETRAYED_OPTION_0_CHARACTER_2
    aeBonuses: BONUS_MONEY_LOSS_SMALL, BONUS_ORDERS_LOSS_SMALL
  • โ–ธ There is nothing we can do.
    grants
    BONUS_EVENTOPTION_TUTOR_BETRAYED_OPTION_1_CHARACTER_2
    iLegitimacy -2
  • โ–ธ Reach out to our friends for information.
    +20 XP to the character
    gated by
    LeaderSubject SUBJECT_LEADER_DIPLOMAT
    grants
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20
Unhealthy Interests CM โœ“ Child Or TeenagerCourtierCursed
  • โ–ธ I will take [character] under my wing.
    Leader relationship: Endeared ToRemembered: Watching me closely (-20 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_LEADER_ENDEARED_TO
    AddLeaderRelationship RELATIONSHIP_ENDEARED_TO
    BONUS_EVENTOPTION_TUTOR_UNHEALTHY_INTERESTS_OPTION_0_CHARACTER_1
    Memory MEMORYCHARACTER_WATCH_CLOSELY
  • โ–ธ Agree with [character] to keep an eye on [character].
    Leader relationship: Suspicious OfRemembered: Agreed to keep an eye on a dangerous student (+20 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_LEADER_SUSPICIOUS_OF
    AddLeaderRelationship RELATIONSHIP_SUSPICIOUS_OF
    BONUS_EVENTOPTION_TUTOR_UNHEALTHY_INTERESTS_OPTION_1_CHARACTER_1
    Memory MEMORYCHARACTER_AGREED_TO_KEEP_EYE
  • โ–ธ We should let children be children.
    (no gates or payload in XML)
  • โ–ธ Convince [character] to find other interests.
    Remembered: Convinced to give up questionable interests (+40 opinion for 20 turns)(no event currently keys off this)Remembered: Convinced to give up questionable interests (+40 opinion for 20 turns)(no event currently keys off this)
    gated by
    LeaderSubject SUBJECT_CHARACTER_SEVEN_VIRTUES
    grants
    BONUS_EVENTOPTION_TUTOR_UNHEALTHY_INTERESTS_OPTION_3_CHARACTER_0
    Memory MEMORYCHARACTER_CONVINCE_TO_CHANGE
    BONUS_EVENTOPTION_TUTOR_UNHEALTHY_INTERESTS_OPTION_3_CHARACTER_1
    Memory MEMORYCHARACTER_CONVINCE_TO_CHANGE
What Have We Learned CM โœ“ Child Or Teenager
As it opens, before you choose +60 XP to the characterYour character: Estranged From your heir
  • โ–ธ Rebuke [character] disobedience.
    Leader relationship: Estranged FromLeader relationship: Influenced By
    grants
    BONUS_LEADER_ESTRANGED_FROM
    AddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
  • โ–ธ Rebuke [character] incompetence.
    Leader relationship: Influenced ByLeader relationship: Estranged From
    grants
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
    BONUS_LEADER_ESTRANGED_FROM
    AddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
  • โ–ธ Shrug. Slothful / Compassionate character
    gated by
    LeaderSubjectAny SUBJECT_SLOTHFUL / SUBJECT_COMPASSIONATE
Family Favor CM โœ“ CourtierFamily Max UpsetFamily Different From Leader
  • โ–ธ Nothing will come of it.
    Gains a random leader relationshipGain trait: Gracious
    grants
    BONUS_EVENTOPTION_WINNING_FAVOR_OPTION_0_CHARACTER_0
    aeRandomLeaderRelationshipDelay: RELATIONSHIP_PLOTTING_AGAINST, RELATIONSHIP_INFLUENCED_BY
    aeBonuses: BONUS_GIVE_TRAIT_GRACIOUS
  • โ–ธ Forbid [character] from further visits.
    +1 DisciplineLeader relationship: Disappointed With
    grants
    BONUS_EVENTOPTION_WINNING_FAVOR_OPTION_1_CHARACTER_0
    aeBonuses: BONUS_GAIN_DISCIPLINE_1, BONUS_LEADER_DISAPPOINTED_WITH
  • โ–ธ Threaten the [family] with repercussions.
    +1 CourageRemembered: Forced to stop hosting successors (-40 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_WINNING_FAVOR_OPTION_2_CHARACTER_0
    aeBonuses: BONUS_GAIN_COURAGE_1
    BONUS_EVENTOPTION_WINNING_FAVOR_OPTION_2_FAMILY
    Memory MEMORYFAMILY_FORCED_END_TO_HOSTING
Rule of Law CM โœ“
  • โ–ธ The ruler is the final judge of what is right.
    Gain trait: Loyal+2 Legitimacy
    grants
    BONUS_GIVE_TRAIT_LOYAL
    aeAddTraits: TRAIT_LOYAL
    BONUS_EVENTOPTION_TUTOR_RULE_OF_LAW_OPTION_0_CHARACTER_2
    iLegitimacy 2
  • โ–ธ Authority rests with the consensus of the court.
    Gain trait: Humble+60Civics+15/cityโ†— turn
    grants
    BONUS_GIVE_TRAIT_HUMBLE
    aeAddTraits: TRAIT_HUMBLE
    BONUS_CIVICS_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_CIVICS=60
    aiGlobalYieldsPer: YIELD_CIVICS=15
  • โ–ธ Judges and orators speak for the people.
    Add Improvement: Courthouse
    grants
    BONUS_EVENTOPTION_TUTOR_RULE_OF_LAW_OPTION_2_CITY
    AddImprovement IMPROVEMENT_COURTHOUSE_1
The Lion CM โœ“ Child Or TeenagerCourtier Scientist
  • โ–ธ Allow him to learn about lions from scholarly reports.
    Gain trait: Timid+1 Wisdom
    grants
    BONUS_EVENTOPTION_TUTOR_THE_LION_OPTION_0_CHARACTER_0
    aeAddTraits: TRAIT_TIMID
    aeBonuses: BONUS_GAIN_WISDOM_1
  • โ–ธ Command him to examine the lion personally.
    Gain trait: Foolish+1 Courage
    grants
    BONUS_EVENTOPTION_TUTOR_THE_LION_OPTION_1_CHARACTER_0
    aeAddTraits: TRAIT_FOOLISH
    aeBonuses: BONUS_GAIN_COURAGE_1
Achievement CM โœ“ Hypatia
As it opens, before you choose Steam achievement: Sacred Profane Tutor Hypatia
  • โ–ธ Achievement.
    (no gates or payload in XML)
Acts of Charity CM โœ“ CourtierCapital Us
As it opens, before you choose +60Happinesseach cityโ†— turn
  • โ–ธ Encourage him to support charitable government policies.
    Gain trait: Humble
    grants
    BONUS_GIVE_TRAIT_HUMBLE
    aeAddTraits: TRAIT_HUMBLE
  • โ–ธ Suggest that he continue working directly with the poor.
    Gain trait: Compassionate
    grants
    BONUS_GIVE_TRAIT_COMPASSIONATE
    aeAddTraits: TRAIT_COMPASSIONATE
Ancient Lessons CM โœ“ Child Or Teenager
  • โ–ธ The past is beyond us, and we must look to the future.
    Gain trait: Inspiring
    grants
    BONUS_GIVE_TRAIT_INSPIRING
    aeAddTraits: TRAIT_INSPIRING
  • โ–ธ Clearly, these ancient peoples were inferior to us.
    Gain trait: Bold
    grants
    BONUS_GIVE_TRAIT_BOLD
    aeAddTraits: TRAIT_BOLD
  • โ–ธ We must do all we can to learn from their mistakes.
    Gain trait: Educated
    grants
    BONUS_GIVE_TRAIT_EDUCATED
    aeAddTraits: TRAIT_EDUCATED
Art of War CM โœ“ Courtier Soldier
  • โ–ธ He should study the leadership of great generals.
    +1 Courage
    grants
    BONUS_GAIN_COURAGE_1
    aiRatings: RATING_COURAGE=1
  • โ–ธ He should memorize combat drills and tactics.
    +1 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_1
    aiRatings: RATING_DISCIPLINE=1
Bystander CM โœ“ Courtier
  • โ–ธ Attack the boys and drive them away.
    +1 Courage
    grants
    BONUS_GAIN_COURAGE_1
    aiRatings: RATING_COURAGE=1
  • โ–ธ Distract the boys with a humorous story.
    +1 Charisma
    grants
    BONUS_GAIN_CHARISMA_1
    aiRatings: RATING_CHARISMA=1
  • โ–ธ Wait until it's safe and nurse the cat back to health.
    +1 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_1
    aiRatings: RATING_DISCIPLINE=1
  • โ–ธ Do nothing. Urchins will always chase cats.
    +1 Wisdom
    grants
    BONUS_GAIN_WISDOM_1
    aiRatings: RATING_WISDOM=1
Combat Training CM โœ“ Child Or TeenagerCourtier Soldier
  • โ–ธ Attacking your opponent relentlessly until he submits.
    Gain trait: Tough
    grants
    BONUS_GIVE_TRAIT_TOUGH
    aeAddTraits: TRAIT_TOUGH
  • โ–ธ Carefully picking apart your opponent's weaknesses.
    Gain trait: Vigilant
    grants
    BONUS_GIVE_TRAIT_VIGILANT
    aeAddTraits: TRAIT_VIGILANT
Day in Court CM โœ“ Child Or TeenagerCourtierHeir UsAdult
As it opens, before you choose +40Civics+10/cityโ†— turn
  • โ–ธ Observing the dynamics of families and power.
    +60 XP to the character
    grants
    BONUS_XP_CHARACTER_LARGE
    iXPCharacter 60
  • โ–ธ Establishing a personal relationship with the heir.
    Your character: Endeared To your character
    grants
    BONUS_EVENTOPTION_TUTOR_DAY_IN_COURT_OPTION_1_CHARACTER_2
    AddRelationshipReverse: RELATIONSHIP_ENDEARED_TO=0
  • โ–ธ Watching courtiers debate and compromise.
    Gain trait: Cunning
    grants
    BONUS_GIVE_TRAIT_CUNNING
    aeAddTraits: TRAIT_CUNNING
Hands Dirty CM โœ“ Child Or TeenagerCourtier ScientistMax 2 Strengths
  • โ–ธ Sowing seeds and growing plants.
    Gain trait: Cultivator
    grants
    BONUS_GIVE_TRAIT_CULTIVATOR
    aeAddTraits: TRAIT_CULTIVATOR
  • โ–ธ Identifying rocks and minerals.
    Gain trait: Delver
    grants
    BONUS_GIVE_TRAIT_DELVER
    aeAddTraits: TRAIT_DELVER
  • โ–ธ Managing trees and Woodforests.
    Gain trait: Naturalist
    grants
    BONUS_GIVE_TRAIT_NATURALIST
    aeAddTraits: TRAIT_NATURALIST
Laches CM โœ“ Study TacticsMax 2 StrengthsCourtier Soldier
  • โ–ธ [character] will learn to fight without armor.
    Gain trait: Brave
    grants
    BONUS_GIVE_TRAIT_BRAVE
    aeAddTraits: TRAIT_BRAVE
  • โ–ธ [character] will learn to fight with armor.
    Gain trait: Shieldbearer
    grants
    BONUS_GIVE_TRAIT_SHIELDBEARER
    aeAddTraits: TRAIT_SHIELDBEARER
  • โ–ธ Bravery is but one part of virtue.
    +1 Wisdom+1 Wisdom
    gated by
    LeaderSubject SUBJECT_CHARACTER_INQUISITIVE
    grants
    BONUS_GAIN_WISDOM_1
    aiRatings: RATING_WISDOM=1
    BONUS_GAIN_WISDOM_1
    aiRatings: RATING_WISDOM=1
  • โ–ธ Actually, we should all go back to Trainingtraining.
    +1 Courage+1 Courage
    gated by
    LeaderSubject SUBJECT_HUMBLE
    grants
    BONUS_GAIN_COURAGE_1
    aiRatings: RATING_COURAGE=1
    BONUS_GAIN_COURAGE_1
    aiRatings: RATING_COURAGE=1
Money Management CM โœ“ Courtier Merchant
  • โ–ธ To haggle with merchants to bring prices down.
    +1 Charisma
    grants
    BONUS_GAIN_CHARISMA_1
    aiRatings: RATING_CHARISMA=1
  • โ–ธ To search carefully for the very lowest prices.
    +1 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_1
    aiRatings: RATING_DISCIPLINE=1
Outdoor Lesson CM โœ“ Child Or TeenagerMax 2 StrengthsCourtier SoldierCapital Us
  • โ–ธ Learning to identify and track wildlife.
    Gain trait: Tracker
    grants
    BONUS_GIVE_TRAIT_TRACKER
    aeAddTraits: TRAIT_TRACKER
  • โ–ธ Mastering the art of horseback riding.
    Gain trait: Equestrian
    grants
    BONUS_GIVE_TRAIT_EQUESTRIAN
    aeAddTraits: TRAIT_EQUESTRIAN
Trade Negotiations CM โœ“ Courtier MerchantPlayer Peace Or Truce
As it opens, before you choose Remembered: Impressed by young student (+20 opinion for 20 turns)(no event currently keys off this)
  • โ–ธ Either the deal meets all my demands, or I walk away.
    Gain trait: Prosperous+1 Discipline
    grants
    BONUS_EVENTOPTION_TUTOR_NEGOTIATIONS
    aeAddTraits: TRAIT_PROSPEROUS
    aeBonuses: BONUS_GAIN_DISCIPLINE_1
  • โ–ธ I will compromise for the sake of good relations.
    Gain trait: Gracious
    grants
    BONUS_GIVE_TRAIT_GRACIOUS
    aeAddTraits: TRAIT_GRACIOUS