Inspire the troops to gain
Training
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.
You have rallied the military, resulting in higher morale and discipline.
- +90 Training
- +10 per City Training
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 | 1 | 3 | 6 | 10 | 15 |
|---|---|---|---|---|---|
| | +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
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
- ▸ Resolve83%Progress ambition: Four RepairedRemembered: Recent Ambition (7 turns)+1 Worker8%Begin project: RepairBegin project: Repair8%Progress ambition: Eight RepairedRemembered: Recent Ambition (7 turns)+1 Workergrants83% BONUS_AMBITION_FOUR_REPAIREDAmbition GOAL_FOUR_REPAIREDaeBonuses: BONUS_RECENT_AMBITION83% BONUS_UNIT_WORKERaiUnits: UNIT_WORKER=18% BONUS_EVENTOPTION_RALLY_STANDING_ARMIES_OPTION_0_CITY_0aeAddProjects: PROJECT_REPAIR8% BONUS_EVENTOPTION_RALLY_STANDING_ARMIES_OPTION_0_CITY_1aeAddProjects: PROJECT_REPAIR8% BONUS_AMBITION_EIGHT_REPAIREDAmbition GOAL_EIGHT_REPAIREDaeBonuses: BONUS_RECENT_AMBITION8% BONUS_UNIT_WORKERaiUnits: UNIT_WORKER=1
- ▸ They will join laborers in the procurement of materials.
+30Stone+10/city↗ turn
+30Iron+10/city↗ turn grantsBONUS_STONE_GAIN_SMALLaiGlobalYieldsBase: YIELD_STONE=30aiGlobalYieldsPer: YIELD_STONE=10BONUS_IRON_GAIN_SMALLaiGlobalYieldsBase: YIELD_IRON=30aiGlobalYieldsPer: YIELD_IRON=10 - ▸ We need more troops to enforce the peace.+1 Levy unit+1 Levy unitgrantsBONUS_UNITCLASS_LEVYaiBonusUnits: BONUSUNITCLASS_LEVY=1BONUS_UNITCLASS_LEVYaiBonusUnits: BONUSUNITCLASS_LEVY=1
- ▸ Cities need more defensive fortifications.
-5Orders↗ turnBegin project: WallsBegin project: Walls gated byLeaderSubject SUBJECT_CHARACTER_URBANgrantsBONUS_ORDERS_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_ORDERS=-5BONUS_ADD_WALLSaeAddProjects: PROJECT_WALLSBONUS_ADD_WALLSaeAddProjects: PROJECT_WALLS
The Most Trusted
Angry Soldiers
- ▸ I need to try again. The soldiers must trust me.
-5Orders↗ turn
+60Training+15/city↗ turn grantsBONUS_EVENTOPTION_RALLY_ANGRY_SOLDIERS_OPTION_0_CHARACTERaeBonuses: BONUS_ORDERS_LOSS_AVERAGE, BONUS_TRAINING_GAIN_SMALL - ▸ There is no more time for these speeches.+40 XP to the character1 rebel unit appeargrantsBONUS_XP_CHARACTER_AVERAGEiXPCharacter 40BONUS_REBEL_UNITS_1iRebelUnits 1
Blood for Blood
- ▸ They want blood, they will have it.Remembered: Tribe Offer (5 turns)grantsBONUS_TRIBAL_INVASIONbTribeInvade 1aeBonuses: BONUS_TRIBE_OFFER
Hollow Rhetoric
- ▸ I will not stand for such insubordination.Gain trait: SlightedgrantsBONUS_POSSIBLY_STRICTaiTraitProbDelay: TRAIT_STRICT=25BONUS_EVENTOPTION_RALLY_HOLLOW_RHETORIC_OPTION_0_CHARACTER_1bReleaseGeneral 1aeBonuses: BONUS_GIVE_TRAIT_SLIGHTED
- ▸ It is an officer's duty to question his
orders. Gains a random leader relationshipgrantsBONUS_EVENTOPTION_RALLY_HOLLOW_RHETORIC_OPTION_1_CHARACTER_1aeRandomLeaderRelationshipDelay: 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 byLeaderSubjectAny SUBJECT_COGNOMEN_WARRIOR / SUBJECT_COGNOMEN_BRAVE / SUBJECT_COGNOMEN_VALIANTgrantsBONUS_TRAINING_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_TRAINING=80aiGlobalYieldsPer: YIELD_TRAINING=20BONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
In the Field
- ▸ Sadly, I do not have the time, but good luck.grantsBONUS_EVENTOPTION_RALLY_IN_THE_FIELD_OPTION_0_UNIT_0aeEffectUnits: EFFECTUNIT_TRACKERBONUS_EVENTOPTION_RALLY_IN_THE_FIELD_OPTION_0_UNIT_1aeEffectUnits: EFFECTUNIT_RANGER
- ▸ Of course, I will join you in the wilds of [rival].
-4Orders↗ turn+20 XP to the character grantsBONUS_EVENTOPTION_RALLY_IN_THE_FIELD_OPTION_1_CHARACTERaeBonuses: BONUS_ORDERS_LOSS_SMALL, BONUS_XP_CHARACTER_SMALLBONUS_EVENTOPTION_RALLY_IN_THE_FIELD_OPTION_1_UNIT_0aeEffectUnits: EFFECTUNIT_TRACKERBONUS_EVENTOPTION_RALLY_IN_THE_FIELD_OPTION_1_UNIT_1aeEffectUnits: EFFECTUNIT_RANGER
Our Allegiance
- ▸ All serve Ahura Mazda in the battle against evil.
-60Training-15/city↗ turn grantsBONUS_STATE_RELIGIONbStateReligion 1BONUS_TRAINING_LOSS_SMALLaiGlobalYieldsBase: YIELD_TRAINING=-60aiGlobalYieldsPer: 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 LegitimacygrantsBONUS_EVENTOPTION_RELIGION_OUR_ALLEGIANCE_OPTION_1_RELIGIONMemory MEMORYRELIGION_SOLDIERS_FOR_RULERBONUS_EVENTOPTION_RELIGION_OUR_ALLEGIANCE_OPTION_1_CHARACTERiLegitimacy 3
- ▸ We are done following the whims of faith.
+60Training+15/city↗ turn grantsBONUS_TRAINING_GAIN_SMALLaiGlobalYieldsBase: YIELD_TRAINING=60aiGlobalYieldsPer: YIELD_TRAINING=15
Overlooked Innovators
- ▸ Promote this man above his superiors.Gain a OfficergrantsBONUS_EVENTOPTION_RALLY_OVERLOOKED_INNOVATORS_OPTION_0_CITYaeAddSpecialistClasses: SPECIALISTCLASS_OFFICER
- ▸ I will take the time to listen.
-5Orders↗ turn grantsBONUS_EVENTOPTION_RALLY_OVERLOOKED_INNOVATORS_OPTION_1_CHARACTERbRandomTech 1aeBonuses: BONUS_ORDERS_LOSS_AVERAGE
Proud Throngs
- ▸ We should always celebrate our brave soldiers.
+40Happinesseach city↗ turn
+40Happinesseach city↗ turn grantsBONUS_HAPPINESS_GAIN_TINYaiCityYields: YIELD_HAPPINESS=40BONUS_HAPPINESS_GAIN_TINYaiCityYields: YIELD_HAPPINESS=40
The Drunken Army
- ▸ I should be more careful with my
wine. Gain trait: DrunkGain trait: IllgrantsBONUS_EVENTOPTION_RALLY_THE_DRUNKEN_ARMY_OPTION_0_CHARACTER_1aeAddTraits: TRAIT_DRUNK, TRAIT_ILLBONUS_EVENTOPTION_RALLY_THE_DRUNKEN_ARMY_OPTION_0_UNITiHPUnit -10
Thrown Roses
- ▸ Our forces are ready for anything.Gain trait: InspiringgrantsBONUS_GIVE_TRAIT_INSPIRINGaeAddTraits: TRAIT_INSPIRING
- ▸ Allow my admirers to approach and touch me.Gain a random traitgated byLeaderSubject SUBJECT_CHARACTER_VAINgrantsBONUS_EVENTOPTION_RALLY_ROSES_OPTION_1_CHARACTERaeRandomTraitDelay: TRAIT_FAMOUS, TRAIT_DIVINE
[religion] Mercenaries
- ▸ We welcome them to fight for [rival], and for [religion].+1 Polearm Infantry unit
-200Money↗ turn grantsBONUS_EVENTOPTION_RELIGIOUS_MERCENARIES_YES_PLAYERbMercenaryUnit 1aiBonusUnits: BONUSUNITCLASS_POLEARM_INFANTRY=1aeBonuses: BONUS_MONEY_LOSS_TINY_FLAT - ▸ We will not hire them.(no gates or payload in XML)