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🎲 Tutor Child

2+ turns5 outcomes24 event stories
Run by Tutor Duration 2+ turns Cost 2 Orders Cost (opinion-scaled) 200 Money Events 24 stories ↓

MISSION_TUTOR_SCHOLAR — the same mission run by a Scholar-archetype leader instead of a Tutor — rolls the same outcome dice and skips the opinion-scaled Money cost.

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.

Improve Wisdom 1 / 6 17%

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

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

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

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

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

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

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

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

The Tutor 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.

After the Improve Wisdom result (a 1/6 dice result, 17%), this follow-up story can fire, conditions permitting. Bracketed values like [character] are filled in with the actual names in-game.

Achievement Hypatia
Always Steam achievement: Sacred Profane Tutor Hypatia
  • Achievement.
    (no gates or payload in XML)

After the Improve Charisma result (a 1/6 dice result, 17%), this follow-up story can fire, conditions permitting. Bracketed values like [character] are filled in with the actual names in-game.

Achievement Hypatia
Always Steam achievement: Sacred Profane Tutor Hypatia
  • Achievement.
    (no gates or payload in XML)

After the Improve Courage result (a 1/6 dice result, 17%), this follow-up story can fire, conditions permitting. Bracketed values like [character] are filled in with the actual names in-game.

Achievement Hypatia
Always Steam achievement: Sacred Profane Tutor Hypatia
  • Achievement.
    (no gates or payload in XML)

After the Improve Discipline result (a 1/6 dice result, 17%), this follow-up story can fire, conditions permitting. Bracketed values like [character] are filled in with the actual names in-game.

Achievement Hypatia
Always Steam achievement: Sacred Profane Tutor Hypatia
  • 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 — then one of the 20 stories below is drawn, and you pick a response. Bracketed values like [character] are filled in with the actual names in-game.

The Seer's Teachings Child Or TeenagerThe Seer
  • 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
  • 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 Occurrence ActiveChild Or TeenagerNon Leader
  • Resolve
    Gain trait: Cultivator
    grants
    BONUS_GIVE_TRAIT_CULTIVATOR
    aeAddTraits: TRAIT_CULTIVATOR
  • Resolve
    +1 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_1
    aiRatings: RATING_DISCIPLINE=1
  • 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 VillainousPlayer Max Upset
Always Gain trait: MissingGain trait: Fugitive
  • Assemble an expedition to find [character]!
    -120Money-30/city↗ turn-4Orders↗ turn
    grants
    BONUS_EVENTOPTION_TUTOR_BETRAYED_OPTION_0_CHARACTER_2
    aeBonuses: BONUS_MONEY_LOSS_SMALL, BONUS_ORDERS_LOSS_SMALL
  • There is nothing we can do.
    -2 Legitimacy
    grants
    BONUS_EVENTOPTION_TUTOR_BETRAYED_OPTION_1_CHARACTER_2
    iLegitimacy -2
  • 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 Child Or TeenagerCourtierCursed
  • 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
  • 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
  • We should let children be children.
    (no gates or payload in XML)
  • 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 Child Or Teenager
Always +60 XP to the character
  • 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
  • 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
  • Shrug. Slothful / Compassionate character
    gated by
    LeaderSubjectAny SUBJECT_SLOTHFUL / SUBJECT_COMPASSIONATE
Family Favor CourtierFamily Max UpsetFamily Different From Leader
  • 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
  • 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
  • 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
  • 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
  • Authority rests with the consensus of the court.
    Gain trait: Humble+60Civics+15/city↗ turn
    grants
    BONUS_GIVE_TRAIT_HUMBLE
    aeAddTraits: TRAIT_HUMBLE
    BONUS_CIVICS_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_CIVICS=60
    aiGlobalYieldsPer: YIELD_CIVICS=15
  • Judges and orators speak for the people.
    grants
    BONUS_EVENTOPTION_TUTOR_RULE_OF_LAW_OPTION_2_CITY
    AddImprovement IMPROVEMENT_COURTHOUSE_1
The Lion Child Or TeenagerCourtier Scientist
  • 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
  • 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 Hypatia
Always Steam achievement: Sacred Profane Tutor Hypatia
  • Achievement.
    (no gates or payload in XML)
Acts of Charity CourtierCapital Us
Always +60Happinesseach city↗ turn
  • Encourage him to support charitable government policies.
    Gain trait: Humble
    grants
    BONUS_GIVE_TRAIT_HUMBLE
    aeAddTraits: TRAIT_HUMBLE
  • Suggest that he continue working directly with the poor.
    Gain trait: Compassionate
    grants
    BONUS_GIVE_TRAIT_COMPASSIONATE
    aeAddTraits: TRAIT_COMPASSIONATE
Ancient Lessons Child Or Teenager
  • The past is beyond us, and we must look to the future.
    Gain trait: Inspiring
    grants
    BONUS_GIVE_TRAIT_INSPIRING
    aeAddTraits: TRAIT_INSPIRING
  • Clearly, these ancient peoples were inferior to us.
    Gain trait: Bold
    grants
    BONUS_GIVE_TRAIT_BOLD
    aeAddTraits: TRAIT_BOLD
  • 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 Courtier Soldier
  • He should study the leadership of great generals.
    +1 Courage
    grants
    BONUS_GAIN_COURAGE_1
    aiRatings: RATING_COURAGE=1
  • He should memorize combat drills and tactics.
    +1 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_1
    aiRatings: RATING_DISCIPLINE=1
Bystander Courtier
  • Attack the boys and drive them away.
    +1 Courage
    grants
    BONUS_GAIN_COURAGE_1
    aiRatings: RATING_COURAGE=1
  • Distract the boys with a humorous story.
    +1 Charisma
    grants
    BONUS_GAIN_CHARISMA_1
    aiRatings: RATING_CHARISMA=1
  • Wait until it's safe and nurse the cat back to health.
    +1 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_1
    aiRatings: RATING_DISCIPLINE=1
  • Do nothing. Urchins will always chase cats.
    +1 Wisdom
    grants
    BONUS_GAIN_WISDOM_1
    aiRatings: RATING_WISDOM=1
Combat Training Child Or TeenagerCourtier Soldier
  • Attacking your opponent relentlessly until he submits.
    Gain trait: Tough
    grants
    BONUS_GIVE_TRAIT_TOUGH
    aeAddTraits: TRAIT_TOUGH
  • Carefully picking apart your opponent's weaknesses.
    Gain trait: Vigilant
    grants
    BONUS_GIVE_TRAIT_VIGILANT
    aeAddTraits: TRAIT_VIGILANT
Day in Court Child Or TeenagerCourtierHeir UsAdult
Always +40Civics+10/city↗ turn
  • Observing the dynamics of families and power.
    +60 XP to the character
    grants
    BONUS_XP_CHARACTER_LARGE
    iXPCharacter 60
  • Establishing a personal relationship with the heir.
    grants
    BONUS_EVENTOPTION_TUTOR_DAY_IN_COURT_OPTION_1_CHARACTER_2
    AddRelationshipReverse: RELATIONSHIP_ENDEARED_TO=0
  • Watching courtiers debate and compromise.
    Gain trait: Cunning
    grants
    BONUS_GIVE_TRAIT_CUNNING
    aeAddTraits: TRAIT_CUNNING
Hands Dirty Child Or TeenagerCourtier ScientistMax 2 Strengths
  • Sowing seeds and growing plants.
    Gain trait: Cultivator
    grants
    BONUS_GIVE_TRAIT_CULTIVATOR
    aeAddTraits: TRAIT_CULTIVATOR
  • Identifying rocks and minerals.
    Gain trait: Delver
    grants
    BONUS_GIVE_TRAIT_DELVER
    aeAddTraits: TRAIT_DELVER
  • Managing trees and Woodforests.
    Gain trait: Naturalist
    grants
    BONUS_GIVE_TRAIT_NATURALIST
    aeAddTraits: TRAIT_NATURALIST
Laches Study TacticsMax 2 StrengthsCourtier Soldier
  • [character] will learn to fight without armor.
    Gain trait: Brave
    grants
    BONUS_GIVE_TRAIT_BRAVE
    aeAddTraits: TRAIT_BRAVE
  • [character] will learn to fight with armor.
    Gain trait: Shieldbearer
    grants
    BONUS_GIVE_TRAIT_SHIELDBEARER
    aeAddTraits: TRAIT_SHIELDBEARER
  • 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
  • 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 Courtier Merchant
  • To haggle with merchants to bring prices down.
    +1 Charisma
    grants
    BONUS_GAIN_CHARISMA_1
    aiRatings: RATING_CHARISMA=1
  • To search carefully for the very lowest prices.
    +1 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_1
    aiRatings: RATING_DISCIPLINE=1
Outdoor Lesson Child Or TeenagerMax 2 StrengthsCourtier SoldierCapital Us
  • Learning to identify and track wildlife.
    Gain trait: Tracker
    grants
    BONUS_GIVE_TRAIT_TRACKER
    aeAddTraits: TRAIT_TRACKER
  • Mastering the art of horseback riding.
    Gain trait: Equestrian
    grants
    BONUS_GIVE_TRAIT_EQUESTRIAN
    aeAddTraits: TRAIT_EQUESTRIAN
Trade Negotiations Courtier MerchantPlayer Peace Or Truce
Always Remembered: Impressed by young student (+20 opinion for 20 turns)(no event currently keys off this)
  • 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
  • I will compromise for the sake of good relations.
    Gain trait: Gracious
    grants
    BONUS_GIVE_TRAIT_GRACIOUS
    aeAddTraits: TRAIT_GRACIOUS