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.
[character] has tutored [character], improving Wisdom!
- +1 Wisdom
[character] has tutored [character], improving Charisma!
- +1 Charisma
[character] has tutored [character], improving Courage!
- +1 Courage
[character] has tutored [character], improving Discipline!
- +1 Discipline
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
- ▸ 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
- ▸ 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
- ▸ 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
- ▸ 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
- ▸ I'm sure [character] knows what he is doing.Gain a random traitgrantsBONUS_EVENTOPTION_SEERS_TEACHINGaeRandomTraitDelay: TRAIT_RIGHTEOUS, TRAIT_DIVINE, TRAIT_SUPERSTITIOUS
- ▸ Take a closer look at this troublesome quack.Gain a random traitgrantsBONUS_EVENTOPTION_RUINS_PROPHECY_OPTION_1_CHARACTERaeRandomTraitDelay: TRAIT_BLESSED, TRAIT_INSPIRING, TRAIT_CURSEDaeRandomTraitText: TEXT_BONUS_EVENTOPTION_RUINS_PROPHECY_BLESSED, TEXT_BONUS_EVENTOPTION_RUINS_PROPHECY_INSPIRING, TEXT_BONUS_EVENTOPTION_RUINS_PROPHECY_CURSED
Calamities Drought Tutor
- ▸ ResolveGain trait: CultivatorgrantsBONUS_GIVE_TRAIT_CULTIVATORaeAddTraits: TRAIT_CULTIVATOR
- ▸ Resolve+1 DisciplinegrantsBONUS_GAIN_DISCIPLINE_1aiRatings: RATING_DISCIPLINE=1
- ▸ Resolve Cultivator / ScholarGain trait: CultivatorLeader relationship: Endeared To+20 XP to the charactergated byLeaderSubjectAny SUBJECT_CULTIVATOR / SUBJECT_SCHOLARgrantsBONUS_EVENTOPTION_CALAMITIES_DROUGHT_TUTOR_CULTIVATOR_CHARACTERaeBonuses: BONUS_GIVE_TRAIT_CULTIVATOR, BONUS_LEADER_ENDEARED_TOBONUS_XP_CHARACTER_SMALLiXPCharacter 20
Traitorous Tutor
- ▸ Assemble an expedition to find [character]!
-120Money-30/city↗ turn
-4Orders↗ turn grantsBONUS_EVENTOPTION_TUTOR_BETRAYED_OPTION_0_CHARACTER_2aeBonuses: BONUS_MONEY_LOSS_SMALL, BONUS_ORDERS_LOSS_SMALL - ▸ There is nothing we can do.-2 LegitimacygrantsBONUS_EVENTOPTION_TUTOR_BETRAYED_OPTION_1_CHARACTER_2iLegitimacy -2
- ▸ Reach out to our friends for information.+20 XP to the charactergated byLeaderSubject SUBJECT_LEADER_DIPLOMATgrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20
Unhealthy Interests
- ▸ 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)grantsBONUS_LEADER_ENDEARED_TOAddLeaderRelationship RELATIONSHIP_ENDEARED_TOBONUS_EVENTOPTION_TUTOR_UNHEALTHY_INTERESTS_OPTION_0_CHARACTER_1Memory 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)grantsBONUS_LEADER_SUSPICIOUS_OFAddLeaderRelationship RELATIONSHIP_SUSPICIOUS_OFBONUS_EVENTOPTION_TUTOR_UNHEALTHY_INTERESTS_OPTION_1_CHARACTER_1Memory 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 byLeaderSubject SUBJECT_CHARACTER_SEVEN_VIRTUESgrantsBONUS_EVENTOPTION_TUTOR_UNHEALTHY_INTERESTS_OPTION_3_CHARACTER_0Memory MEMORYCHARACTER_CONVINCE_TO_CHANGEBONUS_EVENTOPTION_TUTOR_UNHEALTHY_INTERESTS_OPTION_3_CHARACTER_1Memory MEMORYCHARACTER_CONVINCE_TO_CHANGE
What Have We Learned
- ▸ Rebuke [character] disobedience.Leader relationship: Estranged FromLeader relationship: Influenced BygrantsBONUS_LEADER_ESTRANGED_FROMAddLeaderRelationship RELATIONSHIP_ESTRANGED_FROMBONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
- ▸ Rebuke [character] incompetence.Leader relationship: Influenced ByLeader relationship: Estranged FromgrantsBONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BYBONUS_LEADER_ESTRANGED_FROMAddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
- ▸ Shrug. Slothful / Compassionate charactergated byLeaderSubjectAny SUBJECT_SLOTHFUL / SUBJECT_COMPASSIONATE
Family Favor
- ▸ Nothing will come of it.Gains a random leader relationshipGain trait: GraciousgrantsBONUS_EVENTOPTION_WINNING_FAVOR_OPTION_0_CHARACTER_0aeRandomLeaderRelationshipDelay: RELATIONSHIP_PLOTTING_AGAINST, RELATIONSHIP_INFLUENCED_BYaeBonuses: BONUS_GIVE_TRAIT_GRACIOUS
- ▸ Forbid [character] from further visits.+1 DisciplineLeader relationship: Disappointed WithgrantsBONUS_EVENTOPTION_WINNING_FAVOR_OPTION_1_CHARACTER_0aeBonuses: 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)grantsBONUS_EVENTOPTION_WINNING_FAVOR_OPTION_2_CHARACTER_0aeBonuses: BONUS_GAIN_COURAGE_1BONUS_EVENTOPTION_WINNING_FAVOR_OPTION_2_FAMILYMemory MEMORYFAMILY_FORCED_END_TO_HOSTING
Rule of Law
- ▸ The ruler is the final judge of what is right.Gain trait: Loyal+2 LegitimacygrantsBONUS_GIVE_TRAIT_LOYALaeAddTraits: TRAIT_LOYALBONUS_EVENTOPTION_TUTOR_RULE_OF_LAW_OPTION_0_CHARACTER_2iLegitimacy 2
- ▸ Authority rests with the consensus of the court.Gain trait: Humble
+60Civics+15/city↗ turn grantsBONUS_GIVE_TRAIT_HUMBLEaeAddTraits: TRAIT_HUMBLEBONUS_CIVICS_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_CIVICS=60aiGlobalYieldsPer: YIELD_CIVICS=15 - ▸ Judges and orators speak for the people.grantsBONUS_EVENTOPTION_TUTOR_RULE_OF_LAW_OPTION_2_CITYAddImprovement IMPROVEMENT_COURTHOUSE_1
The Lion
- ▸ Allow him to learn about lions from scholarly reports.Gain trait: Timid+1 WisdomgrantsBONUS_EVENTOPTION_TUTOR_THE_LION_OPTION_0_CHARACTER_0aeAddTraits: TRAIT_TIMIDaeBonuses: BONUS_GAIN_WISDOM_1
- ▸ Command him to examine the lion personally.Gain trait: Foolish+1 CouragegrantsBONUS_EVENTOPTION_TUTOR_THE_LION_OPTION_1_CHARACTER_0aeAddTraits: TRAIT_FOOLISHaeBonuses: BONUS_GAIN_COURAGE_1
Achievement
- ▸ Achievement.(no gates or payload in XML)
Acts of Charity
- ▸ Encourage him to support charitable government policies.Gain trait: HumblegrantsBONUS_GIVE_TRAIT_HUMBLEaeAddTraits: TRAIT_HUMBLE
- ▸ Suggest that he continue working directly with the poor.Gain trait: CompassionategrantsBONUS_GIVE_TRAIT_COMPASSIONATEaeAddTraits: TRAIT_COMPASSIONATE
Ancient Lessons
- ▸ The past is beyond us, and we must look to the future.Gain trait: InspiringgrantsBONUS_GIVE_TRAIT_INSPIRINGaeAddTraits: TRAIT_INSPIRING
- ▸ Clearly, these ancient peoples were inferior to us.Gain trait: BoldgrantsBONUS_GIVE_TRAIT_BOLDaeAddTraits: TRAIT_BOLD
- ▸ We must do all we can to learn from their mistakes.Gain trait: EducatedgrantsBONUS_GIVE_TRAIT_EDUCATEDaeAddTraits: TRAIT_EDUCATED
Art of War
- ▸ He should study the leadership of great generals.+1 CouragegrantsBONUS_GAIN_COURAGE_1aiRatings: RATING_COURAGE=1
- ▸ He should memorize combat drills and tactics.+1 DisciplinegrantsBONUS_GAIN_DISCIPLINE_1aiRatings: RATING_DISCIPLINE=1
Bystander
- ▸ Attack the boys and drive them away.+1 CouragegrantsBONUS_GAIN_COURAGE_1aiRatings: RATING_COURAGE=1
- ▸ Distract the boys with a humorous story.+1 CharismagrantsBONUS_GAIN_CHARISMA_1aiRatings: RATING_CHARISMA=1
- ▸ Wait until it's safe and nurse the cat back to health.+1 DisciplinegrantsBONUS_GAIN_DISCIPLINE_1aiRatings: RATING_DISCIPLINE=1
- ▸ Do nothing. Urchins will always chase cats.+1 WisdomgrantsBONUS_GAIN_WISDOM_1aiRatings: RATING_WISDOM=1
Combat Training
- ▸ Attacking your opponent relentlessly until he submits.Gain trait: ToughgrantsBONUS_GIVE_TRAIT_TOUGHaeAddTraits: TRAIT_TOUGH
- ▸ Carefully picking apart your opponent's weaknesses.Gain trait: VigilantgrantsBONUS_GIVE_TRAIT_VIGILANTaeAddTraits: TRAIT_VIGILANT
Day in Court
- ▸ Observing the dynamics of families and power.+60 XP to the charactergrantsBONUS_XP_CHARACTER_LARGEiXPCharacter 60
- ▸ Establishing a personal relationship with the heir.grantsBONUS_EVENTOPTION_TUTOR_DAY_IN_COURT_OPTION_1_CHARACTER_2AddRelationshipReverse: RELATIONSHIP_ENDEARED_TO=0
- ▸ Watching courtiers debate and compromise.Gain trait: CunninggrantsBONUS_GIVE_TRAIT_CUNNINGaeAddTraits: TRAIT_CUNNING
Hands Dirty
- ▸ Sowing seeds and growing plants.Gain trait: CultivatorgrantsBONUS_GIVE_TRAIT_CULTIVATORaeAddTraits: TRAIT_CULTIVATOR
- ▸ Identifying rocks and minerals.Gain trait: DelvergrantsBONUS_GIVE_TRAIT_DELVERaeAddTraits: TRAIT_DELVER
- ▸ Managing trees and
forests. Gain trait: NaturalistgrantsBONUS_GIVE_TRAIT_NATURALISTaeAddTraits: TRAIT_NATURALIST
Laches
- ▸ [character] will learn to fight without armor.Gain trait: BravegrantsBONUS_GIVE_TRAIT_BRAVEaeAddTraits: TRAIT_BRAVE
- ▸ [character] will learn to fight with armor.Gain trait: ShieldbearergrantsBONUS_GIVE_TRAIT_SHIELDBEARERaeAddTraits: TRAIT_SHIELDBEARER
- ▸ Bravery is but one part of virtue.+1 Wisdom+1 Wisdomgated byLeaderSubject SUBJECT_CHARACTER_INQUISITIVEgrantsBONUS_GAIN_WISDOM_1aiRatings: RATING_WISDOM=1BONUS_GAIN_WISDOM_1aiRatings: RATING_WISDOM=1
- ▸ Actually, we should all go back to
training. +1 Courage+1 Couragegated byLeaderSubject SUBJECT_HUMBLEgrantsBONUS_GAIN_COURAGE_1aiRatings: RATING_COURAGE=1BONUS_GAIN_COURAGE_1aiRatings: RATING_COURAGE=1
Money Management
- ▸ To haggle with merchants to bring prices down.+1 CharismagrantsBONUS_GAIN_CHARISMA_1aiRatings: RATING_CHARISMA=1
- ▸ To search carefully for the very lowest prices.+1 DisciplinegrantsBONUS_GAIN_DISCIPLINE_1aiRatings: RATING_DISCIPLINE=1
Outdoor Lesson
- ▸ Learning to identify and track wildlife.Gain trait: TrackergrantsBONUS_GIVE_TRAIT_TRACKERaeAddTraits: TRAIT_TRACKER
- ▸ Mastering the art of horseback riding.Gain trait: EquestriangrantsBONUS_GIVE_TRAIT_EQUESTRIANaeAddTraits: TRAIT_EQUESTRIAN
Trade Negotiations
- ▸ Either the deal meets all my demands, or I walk away.Gain trait: Prosperous+1 DisciplinegrantsBONUS_EVENTOPTION_TUTOR_NEGOTIATIONSaeAddTraits: TRAIT_PROSPEROUSaeBonuses: BONUS_GAIN_DISCIPLINE_1
- ▸ I will compromise for the sake of good relations.Gain trait: GraciousgrantsBONUS_GIVE_TRAIT_GRACIOUSaeAddTraits: TRAIT_GRACIOUS