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📯 Rally Troops

2 turns2 outcomes12 event stories

Inspire the troops to gain TrainingTraining

Run by Leader Requires tech Military Drill Duration 2 turns Cost 100 Civics Cost 2 Orders Events 12 stories ↓

Outcomes

A 4-sided die rolls when the mission completes; results are weighted as shown. Subject character ratings (e.g., Wisdom on Steal Research) shift the roll.

Troops Rallied 3 / 4 75%

You have rallied the military, resulting in higher morale and discipline.

  • +90 Training
  • +10 per City Training
Rally Troops Event 1 / 4 25%

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

Base is the flat reward; per City values stack with the size of your empire (see Reward scaling below). The subject's character rating shifts the dice — e.g. Wisdom raises the Steal Research success chance — but does not change the yield amounts.

Reward scaling

The base reward is 90 Training plus 10 Training per cities, so it grows with your empire. The game then scales it up further as the match goes on (a turn/price multiplier that depends on game state, the same in both modes). Competitive Mode does not change mission rewards.

Your cities 1361015
Training reward +100 +120 +150 +190 +240

Reward at base game-yield rate (turns 0–60). After turn 60 the reward grows in proportion to the turn number.

Reward calculator

+15 Training

Drag the sliders, or scrub across the graph to set the turn. Faint lines show other city counts. Competitive Mode does not change these rewards.

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.

25% of the time (a 1/4 dice result) the mission fires an event instead of its normal reward — then one of the 12 stories below is drawn, and you pick a response. Bracketed values like [character] are filled in with the actual names in-game.

Standing Armies No active wars
Always +40Training+10/city↗ turn
  • Resolve
    83%
    Progress ambition: Four RepairedRemembered: Recent Ambition (7 turns)+1 Worker
    8%
    Begin project: RepairBegin project: Repair
    8%
    Progress ambition: Eight RepairedRemembered: Recent Ambition (7 turns)+1 Worker
    grants
    83% BONUS_AMBITION_FOUR_REPAIRED
    Ambition GOAL_FOUR_REPAIRED
    aeBonuses: BONUS_RECENT_AMBITION
    83% BONUS_UNIT_WORKER
    aiUnits: UNIT_WORKER=1
    8% BONUS_EVENTOPTION_RALLY_STANDING_ARMIES_OPTION_0_CITY_0
    aeAddProjects: PROJECT_REPAIR
    8% BONUS_EVENTOPTION_RALLY_STANDING_ARMIES_OPTION_0_CITY_1
    aeAddProjects: PROJECT_REPAIR
    8% BONUS_AMBITION_EIGHT_REPAIRED
    Ambition GOAL_EIGHT_REPAIRED
    aeBonuses: BONUS_RECENT_AMBITION
    8% BONUS_UNIT_WORKER
    aiUnits: UNIT_WORKER=1
  • They will join laborers in the procurement of materials.
    +30Stone+10/city↗ turn+30Iron+10/city↗ turn
    grants
    BONUS_STONE_GAIN_SMALL
    aiGlobalYieldsBase: YIELD_STONE=30
    aiGlobalYieldsPer: YIELD_STONE=10
    BONUS_IRON_GAIN_SMALL
    aiGlobalYieldsBase: YIELD_IRON=30
    aiGlobalYieldsPer: YIELD_IRON=10
  • We need more troops to enforce the peace.
    +1 Levy unit+1 Levy unit
    grants
    BONUS_UNITCLASS_LEVY
    aiBonusUnits: BONUSUNITCLASS_LEVY=1
    BONUS_UNITCLASS_LEVY
    aiBonusUnits: BONUSUNITCLASS_LEVY=1
  • Cities need more defensive fortifications.
    -5Orders↗ turnBegin project: WallsBegin project: Walls
    gated by
    LeaderSubject SUBJECT_CHARACTER_URBAN
    grants
    BONUS_ORDERS_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_ORDERS=-5
    BONUS_ADD_WALLS
    aeAddProjects: PROJECT_WALLS
    BONUS_ADD_WALLS
    aeAddProjects: PROJECT_WALLS
The Most Trusted
Angry Soldiers Low Courage
  • I need to try again. The soldiers must trust me.
    -5Orders↗ turn+60Training+15/city↗ turn
    grants
    BONUS_EVENTOPTION_RALLY_ANGRY_SOLDIERS_OPTION_0_CHARACTER
    aeBonuses: BONUS_ORDERS_LOSS_AVERAGE, BONUS_TRAINING_GAIN_SMALL
  • There is no more time for these speeches.
    +40 XP to the character1 rebel unit appear
    grants
    BONUS_XP_CHARACTER_AVERAGE
    iXPCharacter 40
    BONUS_REBEL_UNITS_1
    iRebelUnits 1
Blood for Blood Tribe nearby
Always +60Training+15/city↗ turn
  • They want blood, they will have it.
    Remembered: Tribe Offer (5 turns)
    grants
    BONUS_TRIBAL_INVASION
    bTribeInvade 1
    aeBonuses: BONUS_TRIBE_OFFER
Hollow Rhetoric General
  • I will not stand for such insubordination.
    Gain trait: Slighted
    grants
    BONUS_POSSIBLY_STRICT
    aiTraitProbDelay: TRAIT_STRICT=25
    BONUS_EVENTOPTION_RALLY_HOLLOW_RHETORIC_OPTION_0_CHARACTER_1
    bReleaseGeneral 1
    aeBonuses: BONUS_GIVE_TRAIT_SLIGHTED
  • It is an officer's duty to question his Ordersorders.
    Gains a random leader relationship
    grants
    BONUS_EVENTOPTION_RALLY_HOLLOW_RHETORIC_OPTION_1_CHARACTER_1
    aeRandomLeaderRelationshipDelay: RELATIONSHIP_DISAPPOINTED_WITH, RELATIONSHIP_SUSPICIOUS_OF, RELATIONSHIP_INFLUENCED_BY
  • [character] must be reminded of my military experience. Warrior / Brave / Valiant
    +80Training+20/city↗ turnLeader relationship: Influenced By
    gated by
    LeaderSubjectAny SUBJECT_COGNOMEN_WARRIOR / SUBJECT_COGNOMEN_BRAVE / SUBJECT_COGNOMEN_VALIANT
    grants
    BONUS_TRAINING_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_TRAINING=80
    aiGlobalYieldsPer: YIELD_TRAINING=20
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
In the Field High DisciplineUnit MeleeUnit Melee
Always +60Training+15/city↗ turn
  • Sadly, I do not have the time, but good luck.
    grants
    BONUS_EVENTOPTION_RALLY_IN_THE_FIELD_OPTION_0_UNIT_0
    aeEffectUnits: EFFECTUNIT_TRACKER
    BONUS_EVENTOPTION_RALLY_IN_THE_FIELD_OPTION_0_UNIT_1
    aeEffectUnits: EFFECTUNIT_RANGER
  • Of course, I will join you in the wilds of [rival].
    -4Orders↗ turn+20 XP to the character
    grants
    BONUS_EVENTOPTION_RALLY_IN_THE_FIELD_OPTION_1_CHARACTER
    aeBonuses: BONUS_ORDERS_LOSS_SMALL, BONUS_XP_CHARACTER_SMALL
    BONUS_EVENTOPTION_RALLY_IN_THE_FIELD_OPTION_1_UNIT_0
    aeEffectUnits: EFFECTUNIT_TRACKER
    BONUS_EVENTOPTION_RALLY_IN_THE_FIELD_OPTION_1_UNIT_1
    aeEffectUnits: EFFECTUNIT_RANGER
Our Allegiance Zoroastrianism
  • All serve Ahura Mazda in the battle against evil.
    -60Training-15/city↗ turn
    grants
    BONUS_STATE_RELIGION
    bStateReligion 1
    BONUS_TRAINING_LOSS_SMALL
    aiGlobalYieldsBase: YIELD_TRAINING=-60
    aiGlobalYieldsPer: YIELD_TRAINING=-15
  • They fight for the good of [rival] and its ruler.
    Remembered: Our soldiers spurn Ahura Mazda (-20 opinion for 40 turns)(no event currently keys off this)+3 Legitimacy
    grants
    BONUS_EVENTOPTION_RELIGION_OUR_ALLEGIANCE_OPTION_1_RELIGION
    Memory MEMORYRELIGION_SOLDIERS_FOR_RULER
    BONUS_EVENTOPTION_RELIGION_OUR_ALLEGIANCE_OPTION_1_CHARACTER
    iLegitimacy 3
  • We are done following the whims of faith.
    +60Training+15/city↗ turn
    grants
    BONUS_TRAINING_GAIN_SMALL
    aiGlobalYieldsBase: YIELD_TRAINING=60
    aiGlobalYieldsPer: YIELD_TRAINING=15
Overlooked Innovators High Wisdom
Always +60Training+15/city↗ turn
  • Promote this man above his superiors.
    Gain a Officer
    grants
    BONUS_EVENTOPTION_RALLY_OVERLOOKED_INNOVATORS_OPTION_0_CITY
    aeAddSpecialistClasses: SPECIALISTCLASS_OFFICER
  • I will take the time to listen.
    -5Orders↗ turn
    grants
    BONUS_EVENTOPTION_RALLY_OVERLOOKED_INNOVATORS_OPTION_1_CHARACTER
    bRandomTech 1
    aeBonuses: BONUS_ORDERS_LOSS_AVERAGE
Proud Throngs High Charisma
Always +60Training+15/city↗ turn
  • We should always celebrate our brave soldiers.
    +40Happinesseach city↗ turn+40Happinesseach city↗ turn
    grants
    BONUS_HAPPINESS_GAIN_TINY
    aiCityYields: YIELD_HAPPINESS=40
    BONUS_HAPPINESS_GAIN_TINY
    aiCityYields: YIELD_HAPPINESS=40
The Drunken Army General
Always +60Training+15/city↗ turn
  • I should be more careful with my Winewine.
    Gain trait: DrunkGain trait: Ill
    grants
    BONUS_EVENTOPTION_RALLY_THE_DRUNKEN_ARMY_OPTION_0_CHARACTER_1
    aeAddTraits: TRAIT_DRUNK, TRAIT_ILL
    BONUS_EVENTOPTION_RALLY_THE_DRUNKEN_ARMY_OPTION_0_UNIT
    iHPUnit -10
Thrown Roses General
Always +80Training+20/city↗ turn
  • Our forces are ready for anything.
    Gain trait: Inspiring
    grants
    BONUS_GIVE_TRAIT_INSPIRING
    aeAddTraits: TRAIT_INSPIRING
  • Allow my admirers to approach and touch me.
    Gain a random trait
    gated by
    LeaderSubject SUBJECT_CHARACTER_VAIN
    grants
    BONUS_EVENTOPTION_RALLY_ROSES_OPTION_1_CHARACTER
    aeRandomTraitDelay: TRAIT_FAMOUS, TRAIT_DIVINE
[religion] Mercenaries Religion World
  • We welcome them to fight for [rival], and for [religion].
    +1 Polearm Infantry unit-200Money↗ turn
    grants
    BONUS_EVENTOPTION_RELIGIOUS_MERCENARIES_YES_PLAYER
    bMercenaryUnit 1
    aiBonusUnits: BONUSUNITCLASS_POLEARM_INFANTRY=1
    aeBonuses: BONUS_MONEY_LOSS_TINY_FLAT
  • We will not hire them.
    (no gates or payload in XML)