An occurrence is a world event that stays on the map for several turns. The largest set is
the Calamities, which ship with the Wrath of Gods DLC and
strike on their own clock. Events start the era and crisis occurrences.
Calamity frequency Wrath of Gods
You choose the frequency at game setup. At least 5 turns pass
between Calamities for each player, and the game balances both the calamity types and the players affected.
A pending Calamity expires when it cannot strike within 3
turns.
| Setting | Earliest turn | Frequency | AI grace period | AI skip chance | Notes |
| None | Calamities disabled | |
| Very Rare | +200% | +300% between strikes | no AI strikes before turn 30 | 2% | Calamities will occur much later in the game and much less frequently |
| Rare | +100% | +100% between strikes | no AI strikes before turn 20 | 5% | Calamities will occur later in the game and less frequently |
| Default default | โ | โ | no AI strikes before turn 10 | 10% | There will be a balanced level of Calamities |
| Common | -25% | -25% between strikes | no AI strikes before turn 10 | 15% | Calamities will occur earlier in the game and more frequently |
| Very Common | -50% | -50% between strikes | no AI strikes before turn 10 | 20% | Calamities will occur much earlier in the game and much more frequently |
Calamities Wrath of Gods
Drought
MajorGlobalNo duplicates Trigger - Can occur from turn 10
- 1% chance per turn to trigger
- 1-turn warning before it strikes
Terrain changes - Lake โ Temperate (1% chance)
- Temperate โ Arid (1% chance)
- Lush โ Temperate (1% chance)
How it ends - Lasts 2โ5 turns
- 10% chance per turn to end, +10% each turn
- Won't repeat while the Drought memory lingers
Plague
MajorGlobalNo duplicates Trigger - Can occur from turn 20
- 1% chance per turn to trigger
- 1-turn warning before it strikes
Effects - -50%
- Units in territory: 50% chance/turn to be Plagued (3 damage/turn, -1 Fatigue, spreads on contact)
Characters - Characters: 10% chance/turn to become Infected
How it ends - Lasts 2โ4 turns
- 10% chance per turn to end, +10% each turn
- When it ends: Infected characters recover
- When it ends: Incubated characters recover
- Won't repeat while the Plague memory lingers
Full strike
Trigger - Can occur from turn 10
- 5% chance per turn to trigger
- Requires Ocean on the map
- Strikes a player-owned Coastal Water tile
- Spreads across contiguous Water within 10 tiles
- Also affects tiles adjacent to the affected area
- 1-turn warning before it strikes
Tile impact - Units on affected tiles take 4 damage/turn
- 20% chance to pillage each improvement on affected tiles
- -100% base yields on affected tiles
- +2 movement cost on affected tiles
- -3 visibility on affected tiles
- Unanchors ships on affected tiles
- 20% chance to destroy vegetation on affected tiles (pillaging improvements)
Mitigated
Strikes in place of the full calamity when the calamity is mitigated, and it has no trigger of its own.
Trigger - Strikes a player-owned Coastal Water tile
- Spreads across contiguous Water within 5 tiles
- Also affects tiles adjacent to the affected area
Tile impact - Units on affected tiles take 3 damage/turn
- 10% chance to pillage each improvement on affected tiles
- -50% base yields on affected tiles
- +2 movement cost on affected tiles
- -3 visibility on affected tiles
- 5% chance to destroy vegetation on affected tiles (pillaging improvements)
Full strike
Trigger - Can occur from turn 10
- 5% chance per turn to trigger
- Strikes a player-owned Arid or Desert tile
- Spreads across contiguous Dry within 10 tiles
- Also affects tiles adjacent to the affected area
- Ignores Water tiles
- 1-turn warning before it strikes
Tile impact - Units on affected tiles take 5 damage/turn
- -100% base yields on affected tiles
- +1 movement cost on affected tiles
- -2 visibility on affected tiles
Terrain changes - Arid โ Sand (2% chance)
- Temperate โ Arid (2% chance)
- Lush โ Temperate (2% chance)
Mitigated
Strikes in place of the full calamity when the calamity is mitigated, and it has no trigger of its own.
Trigger - Strikes a player-owned Arid or Desert tile
- Spreads across contiguous Dry within 5 tiles
- Ignores Water tiles
Tile impact - Units on affected tiles take 3 damage/turn
- -50% base yields on affected tiles
- +1 movement cost on affected tiles
- -2 visibility on affected tiles
Terrain changes - Arid โ Sand (1% chance)
- Temperate โ Arid (1% chance)
- Lush โ Temperate (1% chance)
Full strike
Trigger - Can occur from turn 25
- 5% chance per turn to trigger
- Strikes a player-owned Coastal Water tile
- Spreads across contiguous Coast within 10 tiles
- Also affects tiles adjacent to the affected area
- Ignores Ocean tiles
- 1-turn warning before it strikes
Tile impact - Units on affected tiles take 8 damage/turn
- 50% chance to pillage each improvement on affected tiles
Terrain changes - Flat โ Water (2% chance)
Mitigated
Strikes in place of the full calamity when the calamity is mitigated, and it has no trigger of its own.
Trigger - Strikes a player-owned Coastal Water tile
- Spreads across contiguous Coast within 5 tiles
- Also affects tiles adjacent to the affected area
- Ignores Ocean tiles
Tile impact - Units on affected tiles take 5 damage/turn
- 20% chance to pillage each improvement on affected tiles
Terrain changes - Flat โ Water (1% chance)
Full strike
Trigger - Can occur from turn 10
- 5% chance per turn to trigger
- Strikes a player-owned River tile
- Spreads along contiguous fresh water and river tiles
- 1-turn warning before it strikes
Tile impact - 20% chance to pillage each improvement on affected tiles
- -100% base yields on affected tiles
- Affected tiles are impassable
Terrain changes - Flat โ Lake (1% chance)
- Hill โ Flat (2% chance)
How it ends - Lasts 1โ3 turns
- 50% chance per turn to end
Mitigated
Strikes in place of the full calamity when the calamity is mitigated, and it has no trigger of its own.
Trigger - Strikes a player-owned River tile
- Spreads across contiguous Lake within 5 tiles
- Spreads along contiguous fresh water and river tiles
Tile impact - 10% chance to pillage each improvement on affected tiles
- -50% base yields on affected tiles
- Affected tiles are impassable
Terrain changes - Hill โ Flat (1% chance)
Full strike
Trigger - Can occur from turn 10
- 5% chance per turn to trigger
- Strikes a player-owned Trees tile
- Spreads across contiguous Trees within 10 tiles
- 1-turn warning before it strikes
Tile impact - Units on affected tiles take 4 damage/turn
- Pillages all improvements on affected tiles
- Affected tiles are impassable
- 20% chance to destroy vegetation on affected tiles (pillaging improvements)
- Destruction spreads to adjacent tiles (80% chance, halving each step)
Terrain changes - Arid โ Temperate (1% chance)
- Temperate โ Lush (1% chance)
Mitigated
Strikes in place of the full calamity when the calamity is mitigated, and it has no trigger of its own.
Trigger - Strikes a player-owned Trees tile
- Spreads across contiguous Trees within 5 tiles
- Ignores Water tiles
Tile impact - Units on affected tiles take 2 damage/turn
- 50% chance to pillage each improvement on affected tiles
- Affected tiles are impassable
- 10% chance to destroy vegetation on affected tiles (pillaging improvements)
- Destruction spreads to adjacent tiles (80% chance, halving each step)
Terrain changes - Arid โ Temperate (2% chance)
Volcanic Eruption
No duplicates Eras and crises
Story events start these occurrences, and usually end them too.
No duplicates
Effects - 2
/City - 2
/City
How it ends - Chance to end grows by 2% each turn
Civil War
Behind the Throne MajorNo duplicates
Effects - -1 Vision Range
- +10% Rebel Chance
Tile impact - 5% chance to pillage each improvement on affected tiles
Characters - Characters: 5% chance/turn to become Ambushed By Rebels
Era of Decadence
Behind the Throne MajorNo duplicates
Characters - Characters: 2% chance/turn to become Debauched
- Characters: 3% chance/turn to become Drunk
How it ends - Chance to end grows by 2% each turn
Era of Reforms
Behind the Throne No duplicates
Can lead to new laws when the era ends
Effects - -20 Opinion Family
- -1
/City
How it ends - Chance to end grows by 3% each turn
Era of Corruption
Behind the Throne No duplicates
Effects - -20
/Turn - +50%
Characters - Characters: 2% chance/turn to become Corrupt
- Characters: 1% chance/turn to become Extravagant
How it ends - Chance to end grows by 2% each turn
Defense Rallied
Behind the Throne No duplicates
Effects - [On Regular Military Unit Lost] Unit Emergency
Religious Upheaval
Empires of the Indus No duplicates
Effects - +10% Spread Chance for World Religion
How it ends - 10% chance per turn to end, +2% each turn
Pax Kushana
Empires of the Indus No duplicates
Effects - +5% State Religion Spread Chance
- -2
/City - 20
/City