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🏗️ Project Events

30 events

The choices that appear when a city finishes a Project. A one-time project, such as the Archive, Forum, Walls, Treasury, Sangam or Opulence, has its own event, like a wonder event. A repeatable project (Festival, Hunt, Olympiad) rolls one event from a weighted pool each time you run it. The Festival has the largest pool.

How yield rewards scale ↗ turn

A yield reward like +40 Science +10/city ↗turn grows with your cities and the turn. You receive:

(base + per-city × your cities) × turn multiplier

  • Per-city adds that much for every city you own (the rival's cities for Steal-Research-style effects).
  • Turn multiplier is ×1 up to turn 60, then turn ÷ 60: ×1.5 at turn 90, ×2 at turn 120, ×3.3 at turn 200.

Each chip shows the ×1 (base) value. Hover a yield chip for a cities × turn table of the real reward. For example, +40 Science +10/city with 4 cities pays 80 in the early game, 120 at turn 90 and 160 at turn 120. The mission pages also have a live calculator. The game's "Tiny", "Small", "Average" and "Large" rewards are shown here as their real numbers.

⚠ 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. Community tracking bears this out.

Translations Completing the Archive II CM ✓
Once per game Family Sages
  • ▸ Begin the translations now. Knowledge is worth it.
    -2 Legitimacy+20Science+5/city↗ turn
    grants
    BONUS_EVENTOPTION_STUDY_TRANSLATIONS_YES_LEADER
    iLegitimacy -2
    aeBonuses: BONUS_SCIENCE_GAIN_SMALL
  • ▸ Ignorance is bliss. The people can be controlled better that way.
    Remembered: Refused to translate foreign texts (-20 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_STUDY_TRANSLATIONS_NO_FAMILY
    Memory MEMORYFAMILY_NO_TRANSLATIONS
    ◇ grants a memory no event uses
  • ▸ I will translate them myself, and I will be sure that it bolsters my image.
    +2 Legitimacy+8Science+2/city↗ turn
    gated by
    LeaderSubject SUBJECT_HIGH_WISDOM
    grants
    BONUS_EVENTOPTION_STUDY_TRANSLATIONS_EDUCATED
    iLegitimacy 2
    aeBonuses: BONUS_SCIENCE_GAIN_TINY
Be Prepared Completing the Forum II CM ✓
Once per game Player AngryArchetype MartialArchetype ThoughtfulMax 2 Strengths
  • ▸ Diplomacy must be explored before all else.
    Leader relationship: Estranged FromGain trait: Cunning+40Civics+10/city↗ turn
    grants
    BONUS_LEADER_ESTRANGED_FROM
    AddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
    BONUS_EVENTOPTION_BE_PREPARED_OPTION_0_CHARACTER_2
    aeAddTraits: TRAIT_CUNNING
    aeBonuses: BONUS_CIVICS_GAIN_SMALL
  • ▸ Summon our best officers to explore a coming conflict.
    Leader relationship: Estranged FromBegin project: War Council
    grants
    BONUS_LEADER_ESTRANGED_FROM
    AddLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
    BONUS_EVENTOPTION_BE_PREPARED_OPTION_1_CHARACTER_2
    aeAddProjects: PROJECT_WAR_COUNCIL
  • ▸ We must restrain our emotions and use wise judgment.
    +1 Discipline+1 DisciplineGain trait: Intelligent
    gated by
    LeaderSubject SUBJECT_HIGH_DISCIPLINE
    grants
    BONUS_GAIN_DISCIPLINE_1
    aiRatings: RATING_DISCIPLINE=1
    BONUS_GAIN_DISCIPLINE_1
    aiRatings: RATING_DISCIPLINE=1
    BONUS_GIVE_TRAIT_INTELLIGENT
    aeAddTraits: TRAIT_INTELLIGENT
  • ▸ I will send messengers across [rival] to recruit volunteers.
    +1 Heavy Infantry unit+1 Heavy Infantry unit
    gated by
    LeaderSubject SUBJECT_FAMOUS
    grants
    BONUS_EVENTOPTION_BE_PREPARED_OPTION_3_CITY_0
    aiBonusUnits: BONUSUNITCLASS_HEAVY_INFANTRY=1
    BONUS_EVENTOPTION_BE_PREPARED_OPTION_3_CITY_1
    aiBonusUnits: BONUSUNITCLASS_HEAVY_INFANTRY=1
Imports Boom Completing the Opulence CM ✓ Behind the Throne
50% to appear Once per game Family Traders Us
  • ▸ Invest in developing new trade routes to far off lands.
    The tech goes to your discard pile
    grants
    BONUS_DISCARD_PILE_SUBJECT_0
    iAddTechToDiscardSubject 0
  • ▸ Focus on bulk imports.
    Begin project: Lumber Imports
    grants
    BONUS_PROJECT_LUMBER_IMPORTS
    aeAddProjects: PROJECT_LUMBER_IMPORTS
Akam and Puram Completing the Sangam Literature I CM ✓ Empires of the Indus
100% to appear Once per game
  • ▸ Find the best works of Akam, reflective explorations of human emotion.
    +1 Wisdom
    grants
    BONUS_GAIN_WISDOM_1
    aiRatings: RATING_WISDOM=1
  • ▸ Listen to the Puram, epic tales of heroes, kingdoms and dynasties.
    +1 Courage
    grants
    BONUS_GAIN_COURAGE_1
    aiRatings: RATING_COURAGE=1
Background reading ↗
The Greatest of Poets Completing the Sangam Literature II CM ✓ Empires of the Indus
100% to appear Once per game
  • ▸ Insist that he joins your court.
    Gain a Court Minister
    grants
    BONUS_MAKE_GREAT_MINISTER
    MakeCourtier COURTIER_MINISTER
  • ▸ Commission a great work of your deeds and lineage.
    grants
    BONUS_POET_LEGITIMACY
    iLegitimacy 4
  • ▸ Ask to study under the great poet.
    Gain trait: Poet
    grants
    BONUS_GIVE_TRAIT_POET
    aeAddTraits: TRAIT_POET
Background reading ↗
The Legendary Sangams Completing the Sangam Literature III CM ✓ Empires of the Indus
100% to appear Once per game
  • ▸ Well, it was rather spectacular.
    grants
    BONUS_SANGAM_LEGENDS_LEGITIMACY
    iLegitimacy 8
  • ▸ Build a literary academy to continue this work.
    Add Improvement: Academy-50Stone-15/city↗ turn
    grants
    BONUS_ADD_ACADEMY
    AddImprovement IMPROVEMENT_LIBRARY_2
    BONUS_STONE_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_STONE=-50
    aiGlobalYieldsPer: YIELD_STONE=-15
Background reading ↗
Pocketed Completing the Treasury I CM ✓ Behind the Throne
Once per game GovernorCorruptHealthyMin Cautious
As it opens, before you choose -100Money↗ turn
  • ▸ Mere hearsay.
    Leader relationship: Influenced By
    grants
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
  • ▸ We must at least ensure a new governor takes the reins.
    Gain trait: SlightedYour leader becomes governor of your city
    grants
    BONUS_GIVE_TRAIT_SLIGHTED
    aeAddTraits: TRAIT_SLIGHTED
    BONUS_MAKE_GOVERNOR
    iGovernorOfSubject 0
Toward a Glorious Future Completing the Walls CM ✓ Wonders and Dynasties
50% to appear Once per game Leader Kurigalzu IPlayer Babylonia
  • ▸ Excite the populace of [city] to even greater Civicscivic activism.
    +80Civics+20/city↗ turn
    grants
    BONUS_CIVICS_GAIN_LARGE
    aiGlobalYieldsBase: YIELD_CIVICS=80
    aiGlobalYieldsPer: YIELD_CIVICS=20
  • ▸ Tell the history of our people in pictures carved onto our newly built walls so that all may know of our works and deeds.
    +40–400 Culture (by city tier)
    grants
    BONUS_CULTURE_GAIN_LARGE
    aaiCultureYield: CULTURE_WEAK[YIELD_CULTURE=40], CULTURE_DEVELOPING[YIELD_CULTURE=80], CULTURE_STRONG[YIELD_CULTURE=160], CULTURE_LEGENDARY[YIELD_CULTURE=400]
  • ▸ Encourage learned men to [city], secure in the knowledge they may study here in peace and safety.
    +40Science+10/city↗ turn
    grants
    BONUS_SCIENCE_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_SCIENCE=40
    aiGlobalYieldsPer: YIELD_SCIENCE=10
Foresight Completing the Walls CM ✓ Behind the Throne
50% to appear Once per game Not Recent Revelry (4 turns)
  • ▸ Yes.
    25% chance next turn: becomes Slothful
    grants
    BONUS_MAYBE_SLOTHFUL
    aiTraitProbDelay: TRAIT_SLOTHFUL=25
  • ▸ No.
    Begin project: MoatGain trait: Stressed-20Stone-5/city↗ turn
    grants
    BONUS_ADD_MOAT
    aeAddProjects: PROJECT_MOAT
    BONUS_GIVE_TRAIT_STRESSED
    aeAddTraits: TRAIT_STRESSED
    BONUS_STONE_LOSS_TINY
    aiGlobalYieldsBase: YIELD_STONE=-20
    aiGlobalYieldsPer: YIELD_STONE=-5
Enablers Completing a Festival CM ✓
Once per game MiserableMax 2 Weakness
  • ▸ I desire men and women of pleasure!
    Gain trait: DebauchedLoses trait: Miserable
    grants
    BONUS_EVENTOPTION_TRAIT_ENABLERS_OPTION_0
    aeAddTraits: TRAIT_DEBAUCHED
    aeBonuses: BONUS_REMOVE_TRAIT_MISERABLE
  • ▸ WineWine, wine, and more wine!
    Gain trait: DrunkLoses trait: Miserable50% chance next turn: becomes Uncouth
    grants
    BONUS_EVENTOPTION_TRAIT_ENABLERS_OPTION_1
    aeAddTraits: TRAIT_DRUNK
    aeBonuses: BONUS_REMOVE_TRAIT_MISERABLE, BONUS_MAYBE_UNCOUTH
  • ▸ Nothing they can offer is of interest to me.
    +20 XP to the character
    grants
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20
Procession of the Gods Completing a Festival CM ✓ The Sacred and the Profane
Once per game AdultNo JobHigh DisciplinePlayer AssyriaPlayer BabyloniaPlayer HittiteNot City With Governor
  • ▸ Perform a ritual sacrifice to appease the gods' anger.
    -30Food-10/city↗ turnRemembered: Sacrificed the deer (+40 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_FOOD_LOSS_SMALL
    aiGlobalYieldsBase: YIELD_FOOD=-30
    aiGlobalYieldsPer: YIELD_FOOD=-10
    BONUS_EVENTOPTION_PROCESSION_OF_THE_GODS_OPTION_0_RELIGION
    Memory MEMORYRELIGION_MADE_A_SACRIFICE
    ◇ grants a memory no event uses
  • ▸ Instruct that the city be cleaned and the festival held again.
    -4Orders↗ turnStarts the festival that matches the city's culture level
    grants
    BONUS_ORDERS_LOSS_SMALL
    aiGlobalYieldsBase: YIELD_ORDERS=-4
    BONUS_EVENTOPTION_PROCESSION_OF_THE_GODS_OPTION_1_CITY
    aeCultureProject: CULTURE_WEAK, CULTURE_DEVELOPING, CULTURE_STRONG, CULTURE_LEGENDARY
  • ▸ Appoint a governor to improve the city for next year's festival.
    Your character becomes governor of your city
    grants
    BONUS_EVENTOPTION_PROCESSION_OF_THE_GODS_OPTION_2_CHARACTER
    iGovernorOfSubject 2
The Beautiful Festival Completing a Festival CM ✓ The Sacred and the Profane
Once per game Egypt
  • ▸ Relax and enjoy yourself to the full.
    Gain a random trait
    grants
    BONUS_EVENTOPTION_THE_BEAUTIFUL_FESTIVAL_OPTION_0_CHARACTER
    aeRandomTraitDelay: TRAIT_AFFABLE, TRAIT_PROSPEROUS, TRAIT_DEBAUCHED
    aeRandomTraitText: TEXT_BONUS_EVENTOPTION_THE_BEAUTIFUL_FESTIVAL_AFFABLE, TEXT_BONUS_EVENTOPTION_THE_BEAUTIFUL_FESTIVAL_PROSPEROUS, TEXT_BONUS_EVENTOPTION_THE_BEAUTIFUL_FESTIVAL_DEBAUCHED
  • ▸ Smash a votive as a sign of your dedication to the gods.
    Gain a random trait
    grants
    BONUS_EVENTOPTION_THE_BEAUTIFUL_FESTIVAL_OPTION_1_CHARACTER
    aeRandomTraitDelay: TRAIT_PIOUS, TRAIT_GRACIOUS, TRAIT_INTOLERANT
    aeRandomTraitText: TEXT_BONUS_EVENTOPTION_THE_BEAUTIFUL_FESTIVAL_PIOUS, TEXT_BONUS_EVENTOPTION_THE_BEAUTIFUL_FESTIVAL_GRACIOUS, TEXT_BONUS_EVENTOPTION_THE_BEAUTIFUL_FESTIVAL_INTOLERANT
  • ▸ Make offerings for physical health and wellbeing.
    +1 Courage-30Food-10/city↗ turn
    grants
    BONUS_GAIN_COURAGE_1
    aiRatings: RATING_COURAGE=1
    BONUS_FOOD_LOSS_SMALL
    aiGlobalYieldsBase: YIELD_FOOD=-30
    aiGlobalYieldsPer: YIELD_FOOD=-10
  • ▸ Make your excuses and avoid attending.
    +20 XP to the character
    grants
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20
The Man of Reeds Completing a Festival CM ✓ The Sacred and the Profane
Once per game
As it opens, before you choose +40 XP to the character
  • ▸ End the festivities with a speech praising the city's hospitality.
    +120Happinesseach city↗ turn
    grants
    BONUS_HAPPINESS_GAIN_LARGE
    aiCityYields: YIELD_HAPPINESS=120
  • ▸ End the festivities with a speech praising the revered hero.
    +30–300 Culture (by city tier)
    grants
    BONUS_CULTURE_GAIN_AVERAGE
    aaiCultureYield: CULTURE_WEAK[YIELD_CULTURE=30], CULTURE_DEVELOPING[YIELD_CULTURE=60], CULTURE_STRONG[YIELD_CULTURE=120], CULTURE_LEGENDARY[YIELD_CULTURE=300]
At the Festival Starts Plague Completing a Festival CM ✓
Once per game AdultImportant UsSeven SinsSeven Virtues
As it opens, before you choose Starts Plague
  • ▸ Convince [character] to take care immediately.
    Gain trait: Incubated
    gated by
    IndexSubject
    grants
    BONUS_GIVE_TRAIT_INCUBATED
    aeAddTraits: TRAIT_INCUBATED
  • ▸ Enforce strict Quarantine measures to limit the spread of the disease.
    Begin project: QuarantineGain trait: Infected
    grants
    BONUS_PROJECT_QUARANTINE
    aeAddProjects: PROJECT_QUARANTINE
    BONUS_GIVE_TRAIT_INFECTED
    aeAddTraits: TRAIT_INFECTED
  • ▸ Punish the [family] for their role in this calamity.
    Gain trait: InfectedRemembered: Blamed us for a plague outbreak (-40 opinion for 20 turns)(no event currently keys off this)Remembered: Blamed those responsible for a plague outbreak (+40 opinion for 20 turns)(no event currently keys off this)Remembered: Blamed those responsible for a plague outbreak (+40 opinion for 20 turns)(no event currently keys off this)
    gated by
    LeaderSubject SUBJECT_CHARACTER_SEVEN_SINS
    grants
    BONUS_GIVE_TRAIT_INFECTED
    aeAddTraits: TRAIT_INFECTED
    BONUS_EVENTOPTION_CALAMITIES_PLAGUE_FESTIVAL_SIN_FAMILY_NEG
    Memory MEMORYFAMILY_PLAGUE_FESTIVAL_SIN_NEG
    BONUS_EVENTOPTION_CALAMITIES_PLAGUE_FESTIVAL_SIN_FAMILY_POS
    Memory MEMORYFAMILY_PLAGUE_FESTIVAL_SIN_POS
    BONUS_EVENTOPTION_CALAMITIES_PLAGUE_FESTIVAL_SIN_FAMILY_POS
    Memory MEMORYFAMILY_PLAGUE_FESTIVAL_SIN_POS
    ◇ grants a memory no event uses
  • ▸ [rival] must remain united while we deal with this tragedy.
    Remembered (all families): Focused on solutions in handling a plague (+20 opinion for 20 turns)(no event currently keys off this)Gain trait: Infected
    gated by
    LeaderSubject SUBJECT_CHARACTER_SEVEN_VIRTUES
    grants
    BONUS_EVENTOPTION_CALAMITIES_PLAGUE_FESTIVAL_VIRTUE_LEADER
    MemoryAllFamilies MEMORYFAMILY_PLAGUE_FESTIVAL_VIRTUE_POS
    BONUS_GIVE_TRAIT_INFECTED
    aeAddTraits: TRAIT_INFECTED
    ◇ grants a memory no event uses
A Matter of Faith Completing a Festival CM ✓
Every 80 turns
  • ▸ We don't mind them visiting, but the longer they stay, the more likely they are to try and spread their faith.
    +40 XP to the character
    grants
    BONUS_XP_CHARACTER_AVERAGE
    iXPCharacter 40
  • ▸ Allow them to remain, but have local leaders highlight the cultural aspects of their so-called Religion and take steps to minimize the spread of the tenets of their faith.
    +40–400 Culture (by city tier)
    grants
    BONUS_CULTURE_GAIN_LARGE
    aaiCultureYield: CULTURE_WEAK[YIELD_CULTURE=40], CULTURE_DEVELOPING[YIELD_CULTURE=80], CULTURE_STRONG[YIELD_CULTURE=160], CULTURE_LEGENDARY[YIELD_CULTURE=400]
  • ▸ Instruct local leaders to divert Civicscivic resources to make them feel welcome.
    -60Civics-15/city↗ turnThe religion spreads to your city
    grants
    BONUS_CIVICS_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_CIVICS=-60
    aiGlobalYieldsPer: YIELD_CIVICS=-15
    BONUS_RELIGION_SPREAD
    iSpreadToSubject 1
Blood and Sand Completing a Festival CM ✓
Once per game Player Max Three CourtiersCity HuntersTribe Max Close
  • ▸ Formalize the Sand Pits by building a proper structure around the impromptu arena, turning it into a means to subtly control the population.
    Begin project: The Sand Pits-3Orders↗ turn-50Stone-15/city↗ turn
    grants
    BONUS_SAND_PITS
    aeAddProjects: PROJECT_THE_SAND_PITS
    BONUS_ORDERS_LOSS_TINY
    aiGlobalYieldsBase: YIELD_ORDERS=-3
    BONUS_STONE_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_STONE=-50
    aiGlobalYieldsPer: YIELD_STONE=-15
  • ▸ It's a simple curiosity that will die out in short Ordersorder. On the other hand, [character] is a good find, and would make an excellent addition to your Court.
    -160Money-40/city↗ turnGain a Court Soldier
    grants
    BONUS_MONEY_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=-160
    aiGlobalYieldsPer: YIELD_MONEY=-40
    BONUS_MAKE_GREAT_SOLDIER
    MakeCourtier COURTIER_SOLDIER
  • ▸ Enjoy the Sand Pits while they exist, and hone your skills in battle there.
    +2 Courage
    grants
    BONUS_GAIN_COURAGE_2
    aiRatings: RATING_COURAGE=2
Celebration of Our Many Blessings Completing a Festival CM ✓
Every 80 turns
  • ▸ Boot them out. We do not wish them spreading their faith here.
    +40 XP to the character
    grants
    BONUS_XP_CHARACTER_AVERAGE
    iXPCharacter 40
  • ▸ Allow them to remain but instruct the city leaders to treat them as cultural curiosities, and nothing more, preventing them from spreading their faith.
    +40–400 Culture (by city tier)
    grants
    BONUS_CULTURE_GAIN_LARGE
    aaiCultureYield: CULTURE_WEAK[YIELD_CULTURE=40], CULTURE_DEVELOPING[YIELD_CULTURE=80], CULTURE_STRONG[YIELD_CULTURE=160], CULTURE_LEGENDARY[YIELD_CULTURE=400]
  • ▸ Welcome them with open arms and allow them to actively practice and spread their faith.
    -160Money-40/city↗ turn+80Happinesseach city↗ turnThe religion spreads to your city
    grants
    BONUS_MONEY_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=-160
    aiGlobalYieldsPer: YIELD_MONEY=-40
    BONUS_HAPPINESS_GAIN_AVERAGE
    aiCityYields: YIELD_HAPPINESS=80
    BONUS_RELIGION_SPREAD
    iSpreadToSubject 1
Fresh Perspectives Completing a Festival CM ✓
Once per game Player Max Three CourtiersTribe Max CloseMin Cautious
  • ▸ Let us add [character] to our Court. Another Merchant is always useful.
    -160Money-40/city↗ turnGain a Court Merchant
    grants
    BONUS_MONEY_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=-160
    aiGlobalYieldsPer: YIELD_MONEY=-40
    BONUS_MAKE_GREAT_MERCHANT
    MakeCourtier COURTIER_MERCHANT
  • ▸ We should bring [character] into the fold. He looks promising indeed.
    -160Money-40/city↗ turnGain a Court Minister
    grants
    BONUS_MONEY_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=-160
    aiGlobalYieldsPer: YIELD_MONEY=-40
    BONUS_MAKE_GREAT_MINISTER
    MakeCourtier COURTIER_MINISTER
  • ▸ Let's pay to add [character] to our ranks.
    -160Money-40/city↗ turnGain a Court Soldier
    grants
    BONUS_MONEY_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=-160
    aiGlobalYieldsPer: YIELD_MONEY=-40
    BONUS_MAKE_GREAT_SOLDIER
    MakeCourtier COURTIER_SOLDIER
  • ▸ As tempting as these Courtiers are, we're just not in a position to do that.
    +20 XP to the character
    grants
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20
From Festival to Powder Keg Completing a Festival CM ✓
Every 80 turns Tribe nearby
  • ▸ Don't get involved. Allow the Captain of the Watch to carry out his sentence.
    +60Happinesseach city↗ turnRemembered: Executed our children for a petty crime (-80 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_HAPPINESS_GAIN_SMALL
    aiCityYields: YIELD_HAPPINESS=60
    BONUS_POWDER_KEG_TRIBAL_RAGE
    Memory MEMORYTRIBE_POWDER_KEG_TRIBAL_RAGE
    ◇ grants a memory no event uses
  • ▸ Intervene and ransom the children back to their parents.
    +240Money+60/city↗ turn
    grants
    BONUS_MONEY_GAIN_LARGE
    aiGlobalYieldsBase: YIELD_MONEY=240
    aiGlobalYieldsPer: YIELD_MONEY=60
  • ▸ Intervene and let the children go free to keep peace with the [tribe].
    +60Discontenteach city↗ turnRemembered: Released our children (+40 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_DISCONTENT_GAIN_SMALL
    aiCityYields: YIELD_DISCONTENT=60
    BONUS_POWDER_KEG_TRIBE_PLEASED
    Memory MEMORYTRIBE_POWDER_KEG_TRIBE_PLEASED
    ◇ grants a memory no event uses
Snake Charmer one choice: Truce with the tribe (+2) Completing a Festival CM ✓
Once per game Max AngryCursed
As it opens, before you choose The character is killed
  • ▸ Resolve
    100%
    Remembered: Tribe Offer (5 turns)Truce with the tribe-2 Legitimacy
    0%
    Remembered: Tribe Offer (5 turns)Peace with the tribe-2 Legitimacy
    grants
    100% BONUS_TRIBE_TRUCE
    DiplomacyTribe DIPLOMACY_TRUCE
    aeBonuses: BONUS_TRIBE_OFFER
    100% BONUS_EVENTOPTION_SNAKE_CHARMER_OPTION_0_CHARACTER_1
    iLegitimacy -2
    0% BONUS_TRIBE_PEACE
    DiplomacyTribe DIPLOMACY_PEACE
    aeBonuses: BONUS_TRIBE_OFFER
    0% BONUS_EVENTOPTION_SNAKE_CHARMER_OPTION_0_CHARACTER_1
    iLegitimacy -2
  • ▸ A life for a life. Bring me the head of [character].
    Archetype becomes SchemerCarries out Assassinate on the tribe's leader
    grants
    BONUS_EVENTOPTION_SNAKE_CHARMER_OPTION_1_CHARACTER_2
    Mission MISSION_ASSASSINATE_ANY
    iMissionSubject 0
    aeBonuses: BONUS_SET_SCHEMER_ARCHETYPE
  • ▸ Revenge is not enough. All the [tribe] must pay.
    Remembered: Tribe Offer (5 turns)The tribe invade
    grants
    BONUS_TRIBAL_INVASION
    bTribeInvade 1
    aeBonuses: BONUS_TRIBE_OFFER
The Fair Completing a Festival CM ✓
Once per game Player Max Three CourtiersTribe Max CloseMin Cautious
  • ▸ Let us add [character] to our collection of Courtiers.
    -160Money-40/city↗ turnGain a Court Soldier
    grants
    BONUS_MONEY_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=-160
    aiGlobalYieldsPer: YIELD_MONEY=-40
    BONUS_MAKE_GREAT_SOLDIER
    MakeCourtier COURTIER_SOLDIER
  • ▸ We should bring [character] into the fold.
    -160Money-40/city↗ turnGain a Court Merchant
    grants
    BONUS_MONEY_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=-160
    aiGlobalYieldsPer: YIELD_MONEY=-40
    BONUS_MAKE_GREAT_MERCHANT
    MakeCourtier COURTIER_MERCHANT
  • ▸ Forget the people, let's acquire those spices!
    Begin project: Spices-240Money-60/city↗ turn
    grants
    BONUS_ADD_SPICES
    aeAddProjects: PROJECT_GIVE_SPICES
    BONUS_MONEY_LOSS_LARGE
    aiGlobalYieldsBase: YIELD_MONEY=-240
    aiGlobalYieldsPer: YIELD_MONEY=-60
  • ▸ This is a wondrous offer, but it's just not something we can afford to take advantage of right now.
    +20 XP to the character
    grants
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20
The Traveling Circus Completing a Festival CM ✓
Every 80 turns Tribe Min CautiousTribe nearby
  • ▸ Send a heartfelt note of thanks to [character], expressing our appreciation for making our Festival all the brighter.
    Leader relationship: Influenced By+20 XP to the character
    grants
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20
  • ▸ Ask them to remain for an extended engagement.
    +120Happinesseach city↗ turn-160Money-40/city↗ turn
    grants
    BONUS_HAPPINESS_GAIN_LARGE
    aiCityYields: YIELD_HAPPINESS=120
    BONUS_MONEY_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=-160
    aiGlobalYieldsPer: YIELD_MONEY=-40
  • ▸ Hire [character], leader of the Traveling Circus. We know talent when we see it!
    -240Money-60/city↗ turnGain a Court Merchant
    grants
    BONUS_MONEY_LOSS_LARGE
    aiGlobalYieldsBase: YIELD_MONEY=-240
    aiGlobalYieldsPer: YIELD_MONEY=-60
    BONUS_MAKE_GREAT_MERCHANT
    MakeCourtier COURTIER_MERCHANT
  • ▸ While the Festival was lovely, we lack the resources at the moment to take advantage of the other opportunities the traveling circus represents.
    +20 XP to the character
    grants
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20
The Zoological Society Completing a Festival CM ✓
Once per game Law: Exploration
  • ▸ Let us create a lush park and zoo, allowing our citizens to view and learn about them.
    Begin project: Zoo-80Civics-20/city↗ turn-320Money-80/city↗ turn
    grants
    BONUS_ZOOLOGICAL_SOCIETY_PROJECT_ZOO
    aeAddProjects: PROJECT_ZOOLOGICAL_SOCIETY_PROJECT_ZOO
    aeBonuses: BONUS_CIVICS_LOSS_LARGE, BONUS_MONEY_LOSS_HUGE
  • ▸ We should build enclosures that allow our wise men to study them. Surely there is much we could learn.
    Begin project: Research Cloister-80Civics-20/city↗ turn-320Money-80/city↗ turn
    grants
    BONUS_ZOOLOGICAL_SOCIETY_PROJECT_RESEARCH_CLOISTER
    aeAddProjects: PROJECT_ZOOLOGICAL_SOCIETY_PROJECT_RESEARCH_CLOISTER
    aeBonuses: BONUS_CIVICS_LOSS_LARGE, BONUS_MONEY_LOSS_HUGE
  • ▸ It's a wonderful idea, but not an expense we can currently afford.
    +20 XP to the character
    grants
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20
Time to Celebrate Completing a Festival CM ✓
Once per game
  • ▸ The oldest and most deserving.
    Law-based opinion shiftLaw-based opinion shift+20–200 Culture (by city tier)
    grants
    BONUS_EVENTOPTION_LAW_TIME_TO_CELEBRATE_OPTION_0
    aiLawOpinion: LAW_SENIORITY=20
    BONUS_EVENTOPTION_LAW_TIME_TO_CELEBRATE_OPTION_0_FAMILY_1
    aiLawOpinion: LAW_SENIORITY=20
    BONUS_CULTURE_GAIN_SMALL
    aaiCultureYield: CULTURE_WEAK[YIELD_CULTURE=20], CULTURE_DEVELOPING[YIELD_CULTURE=40], CULTURE_STRONG[YIELD_CULTURE=80], CULTURE_LEGENDARY[YIELD_CULTURE=200]
  • ▸ The head of every noble family.
    Law-based opinion shiftLaw-based opinion shift+20–200 Culture (by city tier)
    grants
    BONUS_EVENTOPTION_LAW_TIME_TO_CELEBRATE_OPTION_1
    aiLawOpinion: LAW_DYNASTIC=20
    BONUS_EVENTOPTION_LAW_TIME_TO_CELEBRATE_OPTION_1_FAMILY_1
    aiLawOpinion: LAW_DYNASTIC=20
    BONUS_CULTURE_GAIN_SMALL
    aaiCultureYield: CULTURE_WEAK[YIELD_CULTURE=20], CULTURE_DEVELOPING[YIELD_CULTURE=40], CULTURE_STRONG[YIELD_CULTURE=80], CULTURE_LEGENDARY[YIELD_CULTURE=200]
  • ▸ The poorest of the poor.
    Gain trait: Gracious
    grants
    BONUS_GIVE_TRAIT_GRACIOUS
    aeAddTraits: TRAIT_GRACIOUS
Adult Children Completing a Hunt CM ✓
Once per game Adult
  • ▸ [character] did all the hard work on the hunt.
    Remembered: Took my side in trophy dispute (+40 opinion for 20 turns)(no event currently keys off this)Remembered: Did not take my side in trophy dispute (-40 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_CHARACTER_DISAGREEMENT_ADULT_CHILDREN_OPTION_0_CHARACTER_0
    BONUS_EVENTOPTION_CHARACTER_DISAGREEMENT_ADULT_CHILDREN_OPTION_0_CHARACTER_1
    Memory MEMORYCHARACTER_ADULT_CHILDREN_POS
    BONUS_EVENTOPTION_CHARACTER_DISAGREEMENT_ADULT_CHILDREN_OPTION_0_CHARACTER_2
    Memory MEMORYCHARACTER_ADULT_CHILDREN_NEG
    ◇ grants a memory no event uses
  • ▸ [character] struck the final blow, and thus deserves the credit.
    Remembered: Did not take my side in trophy dispute (-40 opinion for 20 turns)(no event currently keys off this)Remembered: Took my side in trophy dispute (+40 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_CHARACTER_DISAGREEMENT_ADULT_CHILDREN_OPTION_1_CHARACTER_0
    BONUS_EVENTOPTION_CHARACTER_DISAGREEMENT_ADULT_CHILDREN_OPTION_1_CHARACTER_1
    Memory MEMORYCHARACTER_ADULT_CHILDREN_NEG
    BONUS_EVENTOPTION_CHARACTER_DISAGREEMENT_ADULT_CHILDREN_OPTION_1_CHARACTER_2
    Memory MEMORYCHARACTER_ADULT_CHILDREN_POS
    ◇ grants a memory no event uses
  • ▸ We can settle this dispute equitably by hanging the trophy in the royal palace.
    gated by
    LeaderSubject SUBJECT_ORATOR
    grants
    BONUS_EVENTOPTION_CHARACTER_DISAGREEMENT_ADULT_CHILDREN_OPTION_2_CHARACTER_0
    iLegitimacy 2
A Remarkable Discovery Completing a Hunt CM ✓
Once per game
  • ▸ I shall keep them for myself and study their wisdom.
    +1 Wisdom
    grants
    BONUS_GAIN_WISDOM_1
    aiRatings: RATING_WISDOM=1
  • ▸ These scrolls should be turned over to my scholars to see if they can use the knowledge they contain to further our current research.
    +40Science+10/city↗ turn+40 XP to the character
    grants
    BONUS_SCIENCE_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_SCIENCE=40
    aiGlobalYieldsPer: YIELD_SCIENCE=10
    BONUS_XP_CHARACTER_AVERAGE
    iXPCharacter 40
  • ▸ We should create a traveling display so that they can be shared within our realm.
    Gain trait: BlessedBegin project: Literature
    grants
    BONUS_GIVE_TRAIT_BLESSED
    aeAddTraits: TRAIT_BLESSED
    BONUS_ADD_LITERATURE
    aeAddProjects: PROJECT_GIVE_LITERATURE
One For The Storybooks Completing a Hunt CM ✓
Every 80 turns Tribe nearby
  • ▸ ...asked [character] to join you.
    Leader relationship: Endeared To
    grants
    BONUS_LEADER_ENDEARED_TO
    AddLeaderRelationship RELATIONSHIP_ENDEARED_TO
  • ▸ ...shared the spoils of your hunt with the [tribe].
    Remembered: Shared the spoils of the hunt with us (+40 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_IMPROVED_RELATIONS
    Memory MEMORYTRIBE_BONUS_IMPROVED_RELATIONS
    ◇ grants a memory no event uses
  • ▸ ...accepted the help of the [tribe] to kill more game.
    +75Food+25/city↗ turn
    grants
    BONUS_FOOD_GAIN_LARGE
    aiGlobalYieldsBase: YIELD_FOOD=75
    aiGlobalYieldsPer: YIELD_FOOD=25
The Grand Hunt Completing a Hunt CM ✓
Every 80 turns
  • ▸ ...giving your generals the opportunity to hone their tactics.
    +80Training+20/city↗ turn
    grants
    BONUS_TRAINING_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_TRAINING=80
    aiGlobalYieldsPer: YIELD_TRAINING=20
  • ▸ ...demonstrating that great things are possible.
    +60Civics+15/city↗ turn
    grants
    BONUS_CIVICS_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_CIVICS=60
    aiGlobalYieldsPer: YIELD_CIVICS=15
  • ▸ ...giving you a much needed break from the day to day rigors of ruling, which allowed you to view your Realm through fresh eyes.
    +40 XP to the character
    grants
    BONUS_XP_CHARACTER_AVERAGE
    iXPCharacter 40
The Sword In The Stone Completing a Hunt CM ✓
Once per game Not Sword Of The Gods
  • ▸ Perhaps we'll come up with a way to remove it later. For now, I shall keep it in my private collection.
    +40 XP to the character
    grants
    BONUS_XP_CHARACTER_AVERAGE
    iXPCharacter 40
  • ▸ Let us put it on display in the capital and allow its myth and mystery to grow.
    Add Improvement: Sword Cult
    grants
    BONUS_EVENTOPTION_MYSTERIOUS_SWORD_USING_DISPLAY_CAPITAL
    AddImprovement IMPROVEMENT_SWORD_CULT
Sacred Games Completing an Olympiad CM ✓ The Sacred and the Profane
⛓ Part of the Sacred Games chain, 4 events , 1 branch point view map →
50% to appear Every 80 turns Religion Greece
  • ▸ Offer 500 gold if he becomes the winner of the games.
    -500 MoneyLeader relationship: Influenced By
    grants
    BONUS_EVENTOPTION_SACRED_GAMES_OPTION_0_CHARACTER_0
    aiGlobalYields: YIELD_MONEY=-500
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
    ↳ may trigger: Victory at the Games
  • ▸ Use pride for your nation to appeal to him.
    Leader relationship: Influenced By
    gated by
    LeaderSubject SUBJECT_CHARACTER_ARCHETYPE_REGAL
    grants
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
    ↳ may trigger: Victory at the Games
  • ▸ Suggest that he tries cheating.
    Leader relationship: Influenced By
    gated by
    LeaderSubject SUBJECT_CHARACTER_COVERT
    grants
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
  • ▸ Ignore the games and use your time for ruling instead.
    +40 XP to the character
    grants
    BONUS_XP_CHARACTER_AVERAGE
    iXPCharacter 40
Background reading ↗