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🏚️ Ruin Events

87 events11 follow-ups

The pop-ups that fire when one of your units explores a Ruins tile. One story is drawn by weight from those whose conditions are met — the percentage is each story's share of the eligible-by-weight pool. Each card shows what fires it, who's eligible, the guaranteed reward, and every response you can pick. See also Expedition Events and the mission events on Rally Troops / Hold Court / Steal Research.

How yield rewards scale ↗ turn

A yield reward like +40 Science +10/city ↗turn is not a flat number. The amount you actually receive is:

(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 through turn 60, then ×(turn ÷ 60) after — ×1.5 at turn 90, ×2 at turn 120, ×3.3 at turn 200.

The number on each chip is the ×1 (base) value. Hover a yield chip for a cities × turn table of the real reward. Example — +40 Science +10/city with 4 cities: 80 early game → 120 at turn 90 → 160 at turn 120. The mission pages also have a live calculator. ("Tiny / Small / Average / Large" in the game are just preset base/per tiers — shown here as their real numbers.)

Weights are not in-game odds. Each story is gated by character/empire conditions (some hidden in-game), so its real frequency is filtered in ways the XML can't predict — community analytics differ a lot from raw weights. Treat the weight as the XML knob, not a probability.

Chosen Child Exploring ruins
Once per game Turn 10+ No ChildrenMax 2 Weakness
  • Adopt the child as my own.
    Gain trait: PiousThe target is adopted
    grants
    BONUS_GIVE_TRAIT_PIOUS
    aeAddTraits: TRAIT_PIOUS
    BONUS_RUINS_CHOSEN_CHILD_ADOPT
    iAdoptedBySubject 1
  • I have no interest in mysterious children.
    +2 LegitimacyRemembered: Rejected ChildRemembered: Rejected Child Recently (17 turns)
    grants
    BONUS_EVENTOPTION_RUINS_CHOSEN_CHILD_REJECT_CHARACTER_EFFECTS
    aeBonuses: BONUS_EVENTOPTION_RUINS_CHOSEN_CHILD_REJECT_CHARACTER_LONG_TERM, BONUS_EVENTOPTION_RUINS_CHOSEN_CHILD_REJECT_CHARACTER_RECENT, BONUS_MAYBE_DOOMED
    ◇ may enable: The Child's Revenge
New Humans Exploring ruins
Once per game Tile LushTile Temperate
  • Destroy all evidence of these creatures.
    +5 LegitimacyGain trait: Vigilant
    grants
    BONUS_EVENTOPTION_RUINS_NEW_HUMANS_OPTION_0_CHARACTER_0
    iLegitimacy 5
    aiTraitProbDelay: TRAIT_CURSED=25
    aeBonuses: BONUS_GIVE_TRAIT_VIGILANT
  • Send scholars and scientists to investigate.
    -120Money-30/city↗ turn+60Science+15/city↗ turn+40 XP to the character
    gated by
    PlayerSubject SUBJECT_PLAYER_EXPLORATION
    grants
    BONUS_EVENTOPTION_RUINS_NEW_HUMANS_OPTION_1_CHARACTER_0
    aeBonuses: BONUS_MONEY_LOSS_SMALL, BONUS_SCIENCE_GAIN_LARGE, BONUS_XP_CHARACTER_AVERAGE
  • Leave this ill-fated place.
    +20 XP to the character
    grants
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20
Background reading ↗
Raised Fields Exploring ruins
Once per game
  • Plow the fields for whatever is left.
    +50Food+15/city↗ turn
    grants
    BONUS_EVENTOPTION_RUINS_RAISED_FIELDS_OPTION_0
    aeBonuses: BONUS_FOOD_GAIN_AVERAGE
  • Allow scientists to study the process.
    grants
    BONUS_EVENTOPTION_RUINS_RAISED_FIELDS_OPTION_1
    SetResource RESOURCE_SORGHUM
Strange Medicine Exploring ruins
Every 80 turns Severely IllPoisonedNot Doomed
  • That quicksilver is very shiny. Insane / Foolish
    The character is killed
    gated by
    LeaderSubjectAny SUBJECT_INSANE / SUBJECT_FOOLISH
    grants
    BONUS_KILL_CHARACTER
    bKillCharacter 1
  • Resolve
    14%
    +50 XP to the characterLoses trait: Poisoned
    14%
    +50 XP to the characterLoses trait: Severely Ill
    14%
    +50 XP to the characterLoses trait: Poisoned
    14%
    +50 XP to the characterLoses trait: Severely Ill
    14%
    +50 XP to the characterLoses trait: Severely Ill
    14%
    +50 XP to the characterLoses trait: Severely Ill
    14%
    +50 XP to the characterLoses trait: Severely Ill
    grants
    14% BONUS_RUINS_STRANGE_MEDICINE_OPTION_HEAL_POISON
    iXPCharacter 50
    aeRemoveTraits: TRAIT_POISONED
    14% BONUS_RUINS_STRANGE_MEDICINE_OPTION_HEAL_SEVERELY_ILL
    iXPCharacter 50
    aeRemoveTraits: TRAIT_SEVERELY_ILL
    14% BONUS_RUINS_STRANGE_MEDICINE_OPTION_HEAL_POISON
    iXPCharacter 50
    aeRemoveTraits: TRAIT_POISONED
    14% BONUS_RUINS_STRANGE_MEDICINE_OPTION_HEAL_SEVERELY_ILL
    iXPCharacter 50
    aeRemoveTraits: TRAIT_SEVERELY_ILL
    14% BONUS_RUINS_STRANGE_MEDICINE_OPTION_HEAL_SEVERELY_ILL
    iXPCharacter 50
    aeRemoveTraits: TRAIT_SEVERELY_ILL
    14% BONUS_RUINS_STRANGE_MEDICINE_OPTION_HEAL_SEVERELY_ILL
    iXPCharacter 50
    aeRemoveTraits: TRAIT_SEVERELY_ILL
    14% BONUS_RUINS_STRANGE_MEDICINE_OPTION_HEAL_SEVERELY_ILL
    iXPCharacter 50
    aeRemoveTraits: TRAIT_SEVERELY_ILL
  • Resolve
    14%
    +50 XP to the characterLoses trait: Poisoned
    14%
    +50 XP to the characterLoses trait: Severely Ill
    14%
    +50 XP to the characterLoses trait: Poisoned
    14%
    +50 XP to the characterLoses trait: Severely Ill
    14%
    +50 XP to the characterLoses trait: Severely Ill
    14%
    +50 XP to the characterLoses trait: Severely Ill
    14%
    +50 XP to the characterLoses trait: Severely Ill
    grants
    14% BONUS_RUINS_STRANGE_MEDICINE_OPTION_HEAL_POISON
    iXPCharacter 50
    aeRemoveTraits: TRAIT_POISONED
    14% BONUS_RUINS_STRANGE_MEDICINE_OPTION_HEAL_SEVERELY_ILL
    iXPCharacter 50
    aeRemoveTraits: TRAIT_SEVERELY_ILL
    14% BONUS_RUINS_STRANGE_MEDICINE_OPTION_HEAL_POISON
    iXPCharacter 50
    aeRemoveTraits: TRAIT_POISONED
    14% BONUS_RUINS_STRANGE_MEDICINE_OPTION_HEAL_SEVERELY_ILL
    iXPCharacter 50
    aeRemoveTraits: TRAIT_SEVERELY_ILL
    14% BONUS_RUINS_STRANGE_MEDICINE_OPTION_HEAL_SEVERELY_ILL
    iXPCharacter 50
    aeRemoveTraits: TRAIT_SEVERELY_ILL
    14% BONUS_RUINS_STRANGE_MEDICINE_OPTION_HEAL_SEVERELY_ILL
    iXPCharacter 50
    aeRemoveTraits: TRAIT_SEVERELY_ILL
    14% BONUS_RUINS_STRANGE_MEDICINE_OPTION_HEAL_SEVERELY_ILL
    iXPCharacter 50
    aeRemoveTraits: TRAIT_SEVERELY_ILL
  • Resolve
    14%
    +50 XP to the characterLoses trait: Poisoned
    14%
    +50 XP to the characterLoses trait: Severely Ill
    14%
    +50 XP to the characterLoses trait: Poisoned
    14%
    +50 XP to the characterLoses trait: Severely Ill
    14%
    +50 XP to the characterLoses trait: Severely Ill
    14%
    +50 XP to the characterLoses trait: Severely Ill
    14%
    +50 XP to the characterLoses trait: Severely Ill
    grants
    14% BONUS_RUINS_STRANGE_MEDICINE_OPTION_HEAL_POISON
    iXPCharacter 50
    aeRemoveTraits: TRAIT_POISONED
    14% BONUS_RUINS_STRANGE_MEDICINE_OPTION_HEAL_SEVERELY_ILL
    iXPCharacter 50
    aeRemoveTraits: TRAIT_SEVERELY_ILL
    14% BONUS_RUINS_STRANGE_MEDICINE_OPTION_HEAL_POISON
    iXPCharacter 50
    aeRemoveTraits: TRAIT_POISONED
    14% BONUS_RUINS_STRANGE_MEDICINE_OPTION_HEAL_SEVERELY_ILL
    iXPCharacter 50
    aeRemoveTraits: TRAIT_SEVERELY_ILL
    14% BONUS_RUINS_STRANGE_MEDICINE_OPTION_HEAL_SEVERELY_ILL
    iXPCharacter 50
    aeRemoveTraits: TRAIT_SEVERELY_ILL
    14% BONUS_RUINS_STRANGE_MEDICINE_OPTION_HEAL_SEVERELY_ILL
    iXPCharacter 50
    aeRemoveTraits: TRAIT_SEVERELY_ILL
    14% BONUS_RUINS_STRANGE_MEDICINE_OPTION_HEAL_SEVERELY_ILL
    iXPCharacter 50
    aeRemoveTraits: TRAIT_SEVERELY_ILL
  • I’m not wagering my life on unproven remedies!
    +20 XP to the character
    gated by
    LeaderSubjectNotAny SUBJECT_INSANE / SUBJECT_FOOLISH
    grants
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20
The World on a Wall Exploring ruins
Once per game Unit Of Leader
  • Resolve
    33%
    +1 CourageProgress ambition: Exploration
    33%
    +1 CourageProgress ambition: Reveal 40
    33%
    +1 CourageProgress ambition: Reveal 60
    grants
    33% BONUS_EVENTOPTION_RUINS_ON_THE_WALL_AMBITION_CHARACTER
    Ambition GOAL_EXPLORATION
    aiRatings: RATING_COURAGE=1
    33% BONUS_EVENTOPTION_RUINS_ON_THE_WALL_AMBITION_CHARACTER_REVEAL
    Ambition GOAL_REVEAL_40
    aiRatings: RATING_COURAGE=1
    33% BONUS_EVENTOPTION_RUINS_ON_THE_WALL_AMBITION_CHARACTER_REVEAL2
    Ambition GOAL_REVEAL_60
    aiRatings: RATING_COURAGE=1
  • Spend time studying the maps of the area.
    grants
    BONUS_EVENTOPTION_RUINS_ON_THE_WALL_SIGHT_TILE
    iRevealRange 5
Called by the Gods Exploring ruins Religion event pack
Once per game Religious
  • Study the art of Divinationdivination and communing with the gods.
    Leader relationship: Influenced ByGain tech: Divination
    grants
    BONUS_LEADER_INFLUENCED_BY
    AddLeaderRelationship RELATIONSHIP_INFLUENCED_BY
    BONUS_EVENTOPTION_CALLED_BY_THE_GODS_OPTION_0_PLAYER
    aeTechs: TECH_DIVINATION
  • Reject the priest's teachings.
    +1 Courage+1 Discipline
    grants
    BONUS_GAIN_COURAGE_1
    aiRatings: RATING_COURAGE=1
    BONUS_GAIN_DISCIPLINE_1
    aiRatings: RATING_DISCIPLINE=1
The Gods of [rival] Exploring ruins Religion event pack
Once per game
  • Teach us your ways so we can divine the will of the gods!
    Progress ambition: Four ShrinesGain tech: Divination
    grants
    BONUS_EVENTOPTION_THE_GODS_OF_PLAYER_OPTION_0_PLAYER
    Ambition GOAL_FOUR_SHRINES
    aeTechs: TECH_DIVINATION
  • Seek to understand the gods on your own terms.
    +1 Wisdom
    grants
    BONUS_GAIN_WISDOM_1
    aiRatings: RATING_WISDOM=1
Community Exploring ruins Religion event pack
Once per game Religion Player No
  • Invite the [religion] to share their ways.
    Converts to the target religion
    grants
    BONUS_EVENTOPTION_COMMUNITY_OPTION_0_UNIT
    aeEffectUnits: EFFECTUNIT_ADEPT
    BONUS_EVENTOPTION_COMMUNITY_OPTION_0_CITY
    iCitizens 1
    BONUS_EVENTOPTION_COMMUNITY_OPTION_0_RELIGION
    iSpreadToSubject 2
    iConvertReligionSubject 1
  • Use the community as a base to explore the area before moving on.
    Remembered: Shared food with travelers (+20 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_COMMUNITY_OPTION_1_TILE
    iRevealRange 4
    BONUS_EVENTOPTION_COMMUNITY_OPTION_1_RELIGION
    Memory MEMORYRELIGION_SHARED_BREAD
    ◇ grants a memory no event currently keys off
  • Instruct them to loot what they can from the community.
    Remembered: Attacked our community (-80 opinion for 20 turns)(no event currently keys off this)+160Money+40/city↗ turn
    grants
    BONUS_EVENTOPTION_COMMUNITY_OPTION_2_RELIGION
    Memory MEMORYRELIGION_ATTACKED_OUR_COMMUNITY
    BONUS_MONEY_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=160
    aiGlobalYieldsPer: YIELD_MONEY=40
    ◇ grants a memory no event currently keys off
Where an Oar has No Name Exploring ruins Religion event pack
Once per game Not Tile Coastal Land
  • Invite him to return to [city], it is close enough that the gods will understand.
    grants
    BONUS_ADD_CITIZEN_1
    iCitizens 1
  • Ask to learn more of this 'oar' and its uses.
    Gain tech: Navigation
    grants
    BONUS_EVENTOPTION_WHERE_AN_OAR_HAS_NO_NAME_OPTION_1_UNIT
    aeTechs: TECH_NAVIGATION
  • Leave the man, such a task must have been for doing something terrible.
    Build Hamlet on the tile
    grants
    BONUS_EVENTOPTION_WHERE_AN_OAR_HAS_NO_NAME_OPTION_2_TILE
    SetImprovement IMPROVEMENT_HAMLET
Background reading ↗
Ancient Supplies Exploring ruins
Once per game Unit Of LeaderGeneral
  • Equip your [unit] with the ancient shields, leather pulled taut across a wooden frame.
    gated by
    IndexSubject
    grants
    BONUS_EVENTOPTION_RUINS_ANCIENT_SUPPLIES_MELEE_CHARACTER
    aeEffectUnits: EFFECTUNIT_SHIELDBEARER
  • Take the saddles, incredibly lightweight and pliable to avoid tiring the horse.
    gated by
    IndexSubject
    grants
    BONUS_EVENTOPTION_RUINS_ANCIENT_SUPPLIES_CAVALRY_CHARACTER
    aeEffectUnits: EFFECTUNIT_SWIFT
  • The longbows have an immense pull weight, able to fire across great distances.
    gated by
    IndexSubject
    grants
    BONUS_EVENTOPTION_RUINS_ANCIENT_SUPPLIES_MISSILE_CHARACTER
    aeEffectUnits: EFFECTUNIT_EAGLE_EYE
  • Send the equipment for study, to see what may be gleaned from this discovery.
    +20Science+5/city↗ turn
    grants
    BONUS_SCIENCE_GAIN_SMALL
    aiGlobalYieldsBase: YIELD_SCIENCE=20
    aiGlobalYieldsPer: YIELD_SCIENCE=5
Beads and Figurines Exploring ruins
Once per game
  • Scientists will forge the future.
    Gain tech: Ironworking
    grants
    BONUS_EVENTOPTION_RUINS_BEADS_AND_FIGURINES_OPTION_0_CHARACTER
    aeTechs: TECH_IRONWORKING
  • Scholars will illuminate the past.
    +120Civics+30/city↗ turn
    grants
    BONUS_EVENTOPTION_RUINS_BEADS_AND_FIGURINES_OPTION_1_CHARACTER
    aeBonuses: BONUS_CIVICS_GAIN_HUGE
  • Give the beads to [character], and the figurines to our children.
    Remembered: Gifted priceless artifacts (+40 opinion for 80 turns)(no event currently keys off this)Remembered: Gifted priceless artifacts (+40 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_RUINS_BEADS_AND_FIGURINES_OPTION_2_CHARACTER
    Memory MEMORYCHARACTER_GIFTED_PRICELESS_ARTIFACTS
    BONUS_EVENTOPTION_RUINS_BEADS_AND_FIGURINES_OPTION_2_FAMILY
    Memory MEMORYFAMILY_GIFTED_PRICELESS_ARTIFACTS
    ◇ grants a memory no event currently keys off
Early Disciples Exploring ruins
Once per game
  • Return the Templetemple to its former glory.
    Remembered: Restored ancient temple ruins (+80 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_RUINS_EARLY_DISCIPLES_OPTION_0_RELIGION
    Memory MEMORYRELIGION_RUINS_RESTORED_TEMPLE
    ◇ grants a memory no event currently keys off
  • Use the rubble for needed supplies.
    +30Stone+10/city↗ turn+30Wood+10/city↗ turn
    grants
    BONUS_EVENTOPTION_RUINS_EARLY_DISCIPLES_OPTION_1_CHARACTER
    aeBonuses: BONUS_STONE_GAIN_SMALL, BONUS_WOOD_GAIN_SMALL
  • Ignore the ruins and move on.
    +3Orders↗ turn
    grants
    BONUS_ORDERS_GAIN_TINY
    aiGlobalYieldsBase: YIELD_ORDERS=3
Fruit Trees Exploring ruins
Once per game Tile Jungle
  • Take the fruit home.
    +75Food+25/city↗ turn
    grants
    BONUS_FOOD_GAIN_LARGE
    aiGlobalYieldsBase: YIELD_FOOD=75
    aiGlobalYieldsPer: YIELD_FOOD=25
  • WoodChop down the trees.
    +30Wood+10/city↗ turn
    grants
    BONUS_WOOD_GAIN_SMALL
    aiGlobalYieldsBase: YIELD_WOOD=30
    aiGlobalYieldsPer: YIELD_WOOD=10
  • Resolve
    99%
    +25Cultureeach city↗ turnProgress ambition: Six Groves
    1%
    +30–300 Culture (by city tier)
    grants
    99% BONUS_EVENTOPTION_RUINS_FRUIT_TREES_CULTURE
    Ambition GOAL_SIX_GROVES
    aiCityYields: YIELD_CULTURE=25
    1% 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]
Grave Circle Exploring ruins
Once per game Family Max UpsetTile Temperate
  • Make a gift of treasure to the [family].
    Remembered: Gave us ancient treasures (+20 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_RUINS_GRAVE_CIRCLES_OPTION_0_FAMILY
    Memory MEMORYFAMILY_RUINS_GIFT_OF_VALUABLES
    ◇ grants a memory no event currently keys off
  • Add all valuables to the nation's coffers.
    +160Money+40/city↗ turn
    grants
    BONUS_MONEY_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=160
    aiGlobalYieldsPer: YIELD_MONEY=40
Background reading ↗
In the Clouds Exploring ruins
Once per game Tile Hill
  • Restore the ancient [tribe] site.
    +60 XP to the characterRemembered: Restored our ancient capital (+80 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_XP_CHARACTER_LARGE
    iXPCharacter 60
    BONUS_EVENTOPTION_RUINS_IN_THE_CLOUDS_OPTION_0_BARBARIAN
    Memory MEMORYTRIBE_RUINS_RESTORED_CITY
    ◇ grants a memory no event currently keys off
  • Forage for valuable materials.
    +50Stone+15/city↗ turn+30Iron+10/city↗ turn
    grants
    BONUS_EVENTOPTION_RUINS_IN_THE_CLOUDS_OPTION_1_CHARACTER
    aeBonuses: BONUS_STONE_GAIN_AVERAGE, BONUS_IRON_GAIN_SMALL
Background reading ↗
Interference Exploring ruins
Once per game Max UpsetNon SuccessorNon CourtierFamily Non Leader
  • Resolve
    91%
    Leader relationship: Vengeful Against+120Money+30/city↗ turn+30Food+10/city↗ turn+30Stone+10/city↗ turn
    9%
    Leader relationship: Plotting Against+120Money+30/city↗ turn+30Food+10/city↗ turn+30Stone+10/city↗ turn
    grants
    91% BONUS_LEADER_VENGEFUL_AGAINST
    AddLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINST
    91% BONUS_EVENTOPTION_INTERFERENCE_OPTION_0_CHARACTER_1
    aeBonuses: BONUS_MONEY_GAIN_SMALL, BONUS_FOOD_GAIN_SMALL, BONUS_STONE_GAIN_SMALL
    9% BONUS_LEADER_PLOTTING_AGAINST
    AddLeaderRelationship RELATIONSHIP_PLOTTING_AGAINST
    9% BONUS_EVENTOPTION_INTERFERENCE_OPTION_0_CHARACTER_1
    aeBonuses: BONUS_MONEY_GAIN_SMALL, BONUS_FOOD_GAIN_SMALL, BONUS_STONE_GAIN_SMALL
  • Resolve
    1%
    Gain a random trait
    90%
    Gain a random trait
    0%
    Gain a random trait
    9%
    Gain a random trait
    grants
    1% BONUS_LEADER_VENGEFUL_AGAINST_REMOVE
    RemoveLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINST
    1% BONUS_EVENTOPTION_INTERFERENCE_OPTION_1_TIMID
    aeRandomTraitDelay: TRAIT_TIMID, TRAIT_GRACIOUS
    90% BONUS_LEADER_ESTRANGED_FROM_REMOVE
    RemoveLeaderRelationship RELATIONSHIP_ESTRANGED_FROM
    90% BONUS_EVENTOPTION_INTERFERENCE_OPTION_1_TIMID
    aeRandomTraitDelay: TRAIT_TIMID, TRAIT_GRACIOUS
    0% BONUS_LEADER_PLOTTING_AGAINST_REMOVE
    RemoveLeaderRelationship RELATIONSHIP_PLOTTING_AGAINST
    0% BONUS_EVENTOPTION_INTERFERENCE_OPTION_1_TIMID
    aeRandomTraitDelay: TRAIT_TIMID, TRAIT_GRACIOUS
    9% BONUS_LEADER_DISAPPOINTED_WITH_REMOVE
    RemoveLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH
    9% BONUS_EVENTOPTION_INTERFERENCE_OPTION_1_TIMID
    aeRandomTraitDelay: TRAIT_TIMID, TRAIT_GRACIOUS
  • We will honor [character] with a place in court.
    Gain a Court MinisterLeader relationship: Conspiring With
    grants
    BONUS_EVENTOPTION_INTERFERENCE_OPTION_2_CHARACTER_0
    AddLeaderRelationship RELATIONSHIP_CONSPIRING_WITH
    MakeCourtier COURTIER_MINISTER
Sunken Tombs Exploring ruins
Once per game Tile Temperate
  • Mount an undersea expedition.
    Gain a random trait-120Money-30/city↗ turn+20Science+5/city↗ turn
    grants
    BONUS_EVENTOPTION_RUINS_SUNKEN_TOMBS_OPTION_0_CHARACTER
    aeRandomTraitDelay: TRAIT_MYSTERIOUS_SWORD, TRAIT_FOOLS_RING
    aeRandomTraitText: TEXT_EVENTOPTION_RUINS_SUNKEN_TOMBS_OPTION_0_SWORD, TEXT_EVENTOPTION_RUINS_SUNKEN_TOMBS_OPTION_0_RING
    aeBonuses: BONUS_MONEY_LOSS_SMALL, BONUS_SCIENCE_GAIN_SMALL
  • Search the coastal rubble.
    +120Money+30/city↗ turn+30Iron+10/city↗ turn
    grants
    BONUS_EVENTOPTION_RUINS_SUNKEN_TOMBS_OPTION_1_CHARACTER
    aeBonuses: BONUS_MONEY_GAIN_SMALL, BONUS_IRON_GAIN_SMALL
Background reading ↗
The Floating City Exploring ruins
Once per game Tile Arid
  • Claim the boats for research.
    Gain tech: Navigation
    grants
    BONUS_EVENTOPTION_RUINS_THE_FLOATING_CITY_OPTION_0_CHARACTER
    aeTechs: TECH_NAVIGATION
  • Send divers to search for treasure.
    +320Money+80/city↗ turn
    grants
    BONUS_MONEY_GAIN_HUGE
    aiGlobalYieldsBase: YIELD_MONEY=320
    aiGlobalYieldsPer: YIELD_MONEY=80
The Watchers Exploring ruins
Part of the The Watchers chain — 2 events view map →
Once per game Leader 2+
  • We shall avoid these ruins... to be safe.
    Gain trait: Timid+2 Wisdom
    grants
    BONUS_EVENTOPTION_RUINS_THE_WATCHERS_OPTION_0_CHARACTER
    aeAddTraits: TRAIT_TIMID
    aeBonuses: BONUS_GAIN_WISDOM_2
  • The Stonestone and ore are too valuable to waste.
    +75Stone+25/city↗ turn+20Iron+5/city↗ turn
    grants
    BONUS_EVENTOPTION_RUINS_THE_WATCHERS_OPTION_1_CHARACTER
    aeBonuses: BONUS_STONE_GAIN_LARGE, BONUS_IRON_GAIN_TINY
    ↳ may trigger: Wrath of the Watchers
Hidden Jewels Exploring ruins
Once per game Tile Arid
  • Keep the jewels but continue exploring.
    +160Money+40/city↗ turn
    grants
    BONUS_MONEY_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=160
    aiGlobalYieldsPer: YIELD_MONEY=40
  • The TreasuryTreasury would be grateful if we found more jewels.
    -60Training-15/city↗ turn+240Money+60/city↗ turn
    grants
    BONUS_EVENTOPTION_RUINS_HIDDEN_JEWELS_STAY
    aeBonuses: BONUS_TRAINING_LOSS_SMALL, BONUS_MONEY_GAIN_LARGE
Ruin Rising Scholarship Exploring ruins Behind the Throne
Once per game Player No Rising StarNon RoyalNon LeaderAdult Under 30Courtier Scientist
Always Gain trait: Rising Star
  • Resolve
    +20Science+5/city↗ turn-120Money-30/city↗ turn+20 XP to the character
    grants
    BONUS_SCIENCE_COST
    aeBonuses: BONUS_SCIENCE_GAIN_SMALL, BONUS_MONEY_LOSS_SMALL
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20
  • Resolve
    (no gates or payload in XML)
Ruin Rising Scholarship Delayed Exploring ruins Behind the Throne
Once per game Player No Rising StarPlayer PortcullisNon RoyalNon LeaderAdult Under 30Scholar
Always Gain trait: Rising Star
  • Resolve
    +20Science+5/city↗ turn-120Money-30/city↗ turn+20 XP to the character
    grants
    BONUS_SCIENCE_COST
    aeBonuses: BONUS_SCIENCE_GAIN_SMALL, BONUS_MONEY_LOSS_SMALL
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20
  • Resolve
    (no gates or payload in XML)
The Diviner Exploring ruins
Once per game
  • Such an offer cannot be ignored.
    Progress ambition: OracleRemembered: Recent Ambition (7 turns)Gain a Court Scholar
    grants
    BONUS_AMBITION_WONDER_ORACLE
    Ambition GOAL_ORACLE
    aeBonuses: BONUS_RECENT_AMBITION
    BONUS_EVENTOPTION_RUINS_THE_DIVINER_OPTION_0_CHARACTER_1
    MakeCourtier COURTIER_SCIENTIST
  • OrdersOrder scribes to collect her predictions.
    +60Science+15/city↗ turn
    grants
    BONUS_SCIENCE_GAIN_LARGE
    aiGlobalYieldsBase: YIELD_SCIENCE=60
    aiGlobalYieldsPer: YIELD_SCIENCE=15
  • Demand a message from the gods.
    gated by
    LeaderSubject SUBJECT_CHARACTER_RELIGIOUS
    grants
    BONUS_EVENTOPTION_RUINS_THE_DIVINER_OPTION_2_CHARACTER
    bRandomTech 1
Treasure Hunting Exploring ruins
Once per game Unit Of Leader
  • I think I can make it!
    Gain trait: Mysterious SwordGain a random trait
    grants
    BONUS_EVENTOPTION_RUINS_TREASURE_HUNTING_TRY
    aeRandomTraitDelay: TRAIT_SWIFT, TRAIT_WOUNDED, TRAIT_SEVERELY_WOUNDED
    aeAddTraits: TRAIT_MYSTERIOUS_SWORD
  • It is not worth the risk, see what else can be gathered.
    +20Stone+5/city↗ turn+20Iron+5/city↗ turn
    grants
    BONUS_STONE_GAIN_TINY
    aiGlobalYieldsBase: YIELD_STONE=20
    aiGlobalYieldsPer: YIELD_STONE=5
    BONUS_IRON_GAIN_TINY
    aiGlobalYieldsBase: YIELD_IRON=20
    aiGlobalYieldsPer: YIELD_IRON=5
  • Search around, there may be other chambers with treasure.
    +120Money+30/city↗ turn
    grants
    BONUS_MONEY_GAIN_SMALL
    aiGlobalYieldsBase: YIELD_MONEY=120
    aiGlobalYieldsPer: YIELD_MONEY=30
Weary Marauders Exploring ruins
Once per game
  • Resolve
    100%
    0%
    +20Discontenteach city↗ turn
    grants
    100% BONUS_EVENTOPTION_RUINS_WEARY_MARAUDERS_LABOR_NEW
    aeBonuses: BONUS_ADD_CITIZEN_2, BONUS_ADD_SLUMS
    0% BONUS_EVENTOPTION_RUINS_WEARY_MARAUDERS_LABOR
    iCitizens 2
    aiCityYields: YIELD_DISCONTENT=20
  • We could use help against the [tribe].
    -30Iron-10/city↗ turn+1 Heavy Infantry unit
    grants
    BONUS_EVENTOPTION_RUINS_WEARY_MARAUDERS_FIGHT
    aeBonuses: BONUS_IRON_LOSS_SMALL, BONUS_UNITCLASS_HEAVY_INFANTRY
  • Promise them a job, then use them in the riskiest areas while your own troops stay safe.
    Gain trait: Deceitful+160Training+40/city↗ turn
    grants
    BONUS_EVENTOPTION_RUINS_WEARY_MARAUDERS_OPTION_2_PLAYER
    aeAddTraits: TRAIT_DECEITFUL
    aeBonuses: BONUS_TRAINING_GAIN_HUGE
Burly Smith Exploring ruins
Once per game
  • Learn her trade.
    Gain tech: Ironworking
    grants
    BONUS_EVENTOPTION_RUINS_BURLY_SMITH_LEARN
    aeTechs: TECH_IRONWORKING
  • Loot her metal stores.
    +150Iron+50/city↗ turnGain trait: Cruel
    grants
    BONUS_IRON_GAIN_GIGANTIC
    aiGlobalYieldsBase: YIELD_IRON=150
    aiGlobalYieldsPer: YIELD_IRON=50
    BONUS_GIVE_TRAIT_CRUEL
    aeAddTraits: TRAIT_CRUEL
Elderly Couple Exploring ruins
Part of the Elderly Couple chain — 2 events view map →
Once per game
  • Stay and help them reconstruct.
    Gain trait: Gracious+20 XP to the character
    grants
    BONUS_EVENTOPTION_RUINS_ELDERLY_COUPLE_HELP
    aeAddTraits: TRAIT_GRACIOUS
    aeBonuses: BONUS_XP_CHARACTER_SMALL
  • Their leaders are more valuable to us.
    +75Civics↗ turnGain tech: Divination
    grants
    BONUS_EVENTOPTION_RUINS_ELDERLY_COUPLE_ABDUCTED
    aiGlobalYieldsBase: YIELD_CIVICS=75
    aeTechs: TECH_DIVINATION
    ↳ may trigger: Mad Priestess
Frightened Families Exploring ruins
Once per game Unit Melee
  • Join us, and we will protect you.
    Gain trait: Gracious
    grants
    BONUS_GIVE_TRAIT_GRACIOUS
    aeAddTraits: TRAIT_GRACIOUS
  • Send our fighters to face the raiders.
    grants
    BONUS_EVENTOPTION_RUINS_FRIGHTENED_FAMILIES_GUARD
    aeEffectUnits: EFFECTUNIT_GUARD1, EFFECTUNIT_TOUGH
  • Give us guides, and we will pay off your tormentors.
    -100Money↗ turn+1 Scout
    grants
    BONUS_EVENTOPTION_RUINS_FRIGHTENED_FAMILIES_SCOUT
    aiGlobalYieldsBase: YIELD_MONEY=-100
    aeBonuses: BONUS_UNIT_SCOUT
Geoglyphs Exploring ruins
Once per game Tile Arid
  • Create a national historic monument.
    +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]
  • Excavate the site to search for valuables.
    +160Money+40/city↗ turn+60 XP to the character
    grants
    BONUS_EVENTOPTION_RUINS_GEOGLYPHS_OPTION_1
    aeBonuses: BONUS_MONEY_GAIN_AVERAGE, BONUS_XP_CHARACTER_LARGE
Background reading ↗
Gold Workers Exploring ruins
Once per game Tile Jungle
  • Increase the Treasurytreasury.
    +160Money+40/city↗ turn
    grants
    BONUS_MONEY_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=160
    aiGlobalYieldsPer: YIELD_MONEY=40
  • Send it to our troops.
    +120Training+30/city↗ turn
    grants
    BONUS_TRAINING_GAIN_LARGE
    aiGlobalYieldsBase: YIELD_TRAINING=120
    aiGlobalYieldsPer: YIELD_TRAINING=30
  • Study the craftsmanship.
    +60 XP to the character
    grants
    BONUS_XP_CHARACTER_LARGE
    iXPCharacter 60
Good Fences Exploring ruins
Once per game Tile Temperate
  • Sounds like a fair trade.
    -100Wood↗ turnGain tech: Husbandry
    grants
    BONUS_EVENTOPTION_RUINS_GOOD_FENCES_PASTURE
    aiGlobalYieldsBase: YIELD_WOOD=-100
    aeTechs: TECH_HUSBANDRY
  • We can offer some in exchange for meat.
    -25Wood↗ turn+200Food↗ turn
    grants
    BONUS_EVENTOPTION_RUINS_GOOD_FENCES_MEAT
    aiGlobalYieldsBase: YIELD_WOOD=-25, YIELD_FOOD=200
  • Would they consider working for us?
    Gain a Farmer
    grants
    BONUS_EVENTOPTION_RUINS_GOOD_FENCES_NO
    aeAddSpecialistClasses: SPECIALISTCLASS_FARMER
Haunted Quarry Exploring ruins
Once per game
  • Examine the Quarryquarry to figure out how it was made.
    +20Discontenteach city↗ turnGain a Stonecutter
    grants
    BONUS_EVENTOPTION_RUINS_HAUNTED_QUARRY_EXAMINE
    aiCityYields: YIELD_DISCONTENT=20
    aeAddSpecialistClasses: SPECIALISTCLASS_STONECUTTER
  • Haul back as much Stonestone as we can.
    +200Stone↗ turn+40Discontenteach city↗ turn
    grants
    BONUS_EVENTOPTION_RUINS_HAUNTED_QUARRY_HAUL
    aiCityYields: YIELD_DISCONTENT=40
    aiGlobalYieldsBase: YIELD_STONE=200
  • Leave this ill-fated place.
    +2 DisciplineGain trait: Superstitious
    grants
    BONUS_EVENTOPTION_RUINS_HAUNTED_QUARRY_LEAVE
    aiRatings: RATING_DISCIPLINE=2
    aeAddTraits: TRAIT_SUPERSTITIOUS
Heaven and Earth Exploring ruins
Once per game Tile Hill
  • My mind is open...
    Gain trait: Exotic+20–200 Culture (by city tier)
    grants
    BONUS_EVENTOPTION_RUINS_HEAVEN_AND_EARTH_OPTION_0_CHARACTER
    aeAddTraits: TRAIT_EXOTIC
    aeBonuses: BONUS_CULTURE_GAIN_SMALL
  • I want no part in such rituals.
    Gain trait: Educated
    grants
    BONUS_GIVE_TRAIT_EDUCATED
    aeAddTraits: TRAIT_EDUCATED
Background reading ↗
Tribal Hunters Exploring ruins
Once per game
  • Kill them and take their supplies.
    +150Food↗ turn+50Wood↗ turnGain trait: Ruthless
    grants
    BONUS_EVENTOPTION_RUINS_TRIBAL_HUNTERS_KILL
    aiGlobalYieldsBase: YIELD_FOOD=150, YIELD_WOOD=50
    aeAddTraits: TRAIT_RUTHLESS
  • Invite them to settle with us.
    Gain a Trapper
    grants
    BONUS_EVENTOPTION_RUINS_TRIBAL_HUNTERS_OBSERVE
    aeAddSpecialistClasses: SPECIALISTCLASS_TRAPPER
Wise Man Exploring ruins
Once per game
  • Heed his advice on war.
    Progress ambition: Six Barracks Ranges+1 Courage
    grants
    BONUS_EVENTOPTION_WISE_MAN_WAR
    Ambition GOAL_SIX_BARRACKS_RANGES
    aeBonuses: BONUS_GAIN_COURAGE_1
  • Heed his advice on trade.
    Progress ambition: Two Caravans+240Money+60/city↗ turn
    grants
    BONUS_EVENTOPTION_WISE_MAN_TRADE
    Ambition GOAL_TWO_CARAVANS
    aeBonuses: BONUS_MONEY_GAIN_LARGE
  • Trust only your own instincts.
    Gain a random trait
    grants
    BONUS_EVENTOPTION_WISE_MAN_NONE
    aeRandomTraitDelay: TRAIT_BOLD, TRAIT_FOOLISH, TRAIT_PROUD
Ancient Barbarians Exploring ruins
Once per game Tribe Peace Or Truce
  • I do not want to offend the [tribe].
    +1 DisciplineRemembered: Avoided ancient ruins (+20 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_RUINS_ANCIENT_BARBARIANS_OPTION_0_CHARACTER
    aeBonuses: BONUS_GAIN_DISCIPLINE_1
    BONUS_EVENTOPTION_RUINS_ANCIENT_BARBARIANS_OPTION_0_BARBARIAN
    Memory MEMORYTRIBE_AVOIDED_RUINS
    ◇ grants a memory no event currently keys off
  • We will make good use of what we find.
    +75Stone+25/city↗ turn+40Science+10/city↗ turnRemembered: Desecrated ancient ruins (-40 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_RUINS_ANCIENT_BARBARIANS_OPTION_1_CHARACTER
    aeBonuses: BONUS_STONE_GAIN_LARGE, BONUS_SCIENCE_GAIN_AVERAGE
    BONUS_EVENTOPTION_RUINS_ANCIENT_BARBARIANS_OPTION_1_BARBARIAN
    Memory MEMORYTRIBE_DESECRATED_RUINS
    ◇ grants a memory no event currently keys off
Ancient Site Exploring ruins
50% to appear Once per game
  • Raze the city. We could use the StoneStone.
    +50Stone+15/city↗ turn
    grants
    BONUS_STONE_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_STONE=50
    aiGlobalYieldsPer: YIELD_STONE=15
  • Preserve the site and learn its history.
    +1 Wisdom
    grants
    BONUS_GAIN_WISDOM_1
    aiRatings: RATING_WISDOM=1
  • We are stepping onto a holy site. Make an offering to their gods.
    Gain trait: Pious-30Food-10/city↗ turn
    grants
    BONUS_EVENTOPTION_ANCIENT_SITE_OFFERINGS
    aeAddTraits: TRAIT_PIOUS
    aeBonuses: BONUS_FOOD_LOSS_SMALL
Buried Treasure Exploring ruins
Once per game Turn 15+
  • Let's spend what we need to in Ordersorder to get this Minemine operational again.
    -240Money-60/city↗ turnBegin project: Give Porcelain
    grants
    BONUS_MONEY_LOSS_LARGE
    aiGlobalYieldsBase: YIELD_MONEY=-240
    aiGlobalYieldsPer: YIELD_MONEY=-60
    BONUS_ADD_PORCELAIN
    aeAddProjects: PROJECT_GIVE_PORCELAIN
  • Sadly, our Treasurytreasury cannot bear the expense at the moment.
    +40 XP to the character
    grants
    BONUS_XP_CHARACTER_AVERAGE
    iXPCharacter 40
Carved Wall Exploring ruins
Once per game
  • Advise? I command! Bring the wall to [city]!
    Gain trait: Steadfast+40–400 Culture (by city tier)
    grants
    BONUS_GIVE_TRAIT_STEADFAST
    aeAddTraits: TRAIT_STEADFAST
    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]
  • I am glad I have such wise generals, I highly value their service.
    Gain tech: Aristocracy
    grants
    BONUS_EVENTOPTION_RUINS_CARVED_WALL_LEAVE
    aeTechs: TECH_ARISTOCRACY
City of Clay Exploring ruins Empires of the Indus
100% to appear Once per game
  • We must pray that such a fate never befalls us. Superstitious / Pious
    Gain trait: Righteous
    gated by
    LeaderSubjectAny SUBJECT_SUPERSTITIOUS / SUBJECT_PIOUS
    grants
    BONUS_GIVE_TRAIT_RIGHTEOUS
    aeAddTraits: TRAIT_RIGHTEOUS
  • The land can change. Let us use it to prepare whilst we can.
    Gain trait: Cultivator
    grants
    BONUS_GIVE_TRAIT_CULTIVATOR
    aeAddTraits: TRAIT_CULTIVATOR
  • Send people to fully unearth the ruins.
    -7Orders↗ turn
    grants
    BONUS_ORDERS_LOSS_LARGE
    aiGlobalYieldsBase: YIELD_ORDERS=-7
    BONUS_RANDOM_TECH
    bRandomTech 1
Background reading ↗
Comet Sighted Exploring ruins
50% to appear Once per game
  • It's an omen!
    +2 LegitimacyProgress ambition: Found World Religion
    grants
    BONUS_EVENTOPTION_RUINS_COMET_SIGHTED_OMEN
    Ambition GOAL_FOUND_WORLD_RELIGION
    iLegitimacy 2
  • A fascinating observation!
    Progress ambition: Six Archives+40Science+10/city↗ turn
    grants
    BONUS_EVENTOPTION_RUINS_COMET_SIGHTED_SCIENCE
    Ambition GOAL_SIX_ARCHIVES
    aeBonuses: BONUS_SCIENCE_GAIN_AVERAGE
  • It is none of our concern.
    +3Orders↗ turn
    grants
    BONUS_ORDERS_GAIN_TINY
    aiGlobalYieldsBase: YIELD_ORDERS=3
Cursed Land Exploring ruins
Once per game Player Max Three Courtiers
  • Fill the pit with rocks!
    -50Stone↗ turn+4 Legitimacy
    grants
    BONUS_EVENTOPTION_RUINS_CURSED_LAND_ROCKS
    iLegitimacy 4
    aiGlobalYieldsBase: YIELD_STONE=-50
  • We should study this pit.
    Gain a Court Scholar+120Discontenteach city↗ turn
    grants
    BONUS_ADD_GREAT_SCIENTIST
    AddCourtier: COURTIER_SCIENTIST
    BONUS_DISCONTENT_GAIN_LARGE
    aiCityYields: YIELD_DISCONTENT=120
Despoiled Ruins Exploring ruins
50% to appear Once per game
  • StoneStone for construction.
    +75Stone+25/city↗ turn
    grants
    BONUS_STONE_GAIN_LARGE
    aiGlobalYieldsBase: YIELD_STONE=75
    aiGlobalYieldsPer: YIELD_STONE=25
  • IronIron for our troops.
    +75Iron+25/city↗ turn
    grants
    BONUS_IRON_GAIN_LARGE
    aiGlobalYieldsBase: YIELD_IRON=75
    aiGlobalYieldsPer: YIELD_IRON=25
  • WoodWood is always useful.
    +75Wood+25/city↗ turn
    grants
    BONUS_WOOD_GAIN_LARGE
    aiGlobalYieldsBase: YIELD_WOOD=75
    aiGlobalYieldsPer: YIELD_WOOD=25
Emerald Mines Exploring ruins
Part of the Emerald Mines chain — 3 events , 1 branch point view map →
Once per game
  • We must reopen the Minemines.
    -120Money-30/city↗ turn+1 Courage
    grants
    BONUS_EVENTOPTION_RUINS_EMERALD_MINES_OPTION_0_CHARACTER
    aeBonuses: BONUS_MONEY_LOSS_SMALL, BONUS_GAIN_COURAGE_1
    ↳ may trigger: Cave In!, Emerald Mine Rebuilt
  • Leave the old Minemines alone.
    +40 XP to the character
    grants
    BONUS_XP_CHARACTER_AVERAGE
    iXPCharacter 40
Giant Statue Exploring ruins
25% to appear Once per game
  • I shall have the statue repaired in my own image.
    -50Money↗ turn+2 Legitimacy
    grants
    BONUS_EVENTOPTION_RUINS_GIANT_STATUE_CARVE
    iLegitimacy 2
    aiGlobalYieldsBase: YIELD_MONEY=-50
  • We should put the Stonestone to better use.
    +75Stone+25/city↗ turn
    grants
    BONUS_STONE_GAIN_LARGE
    aiGlobalYieldsBase: YIELD_STONE=75
    aiGlobalYieldsPer: YIELD_STONE=25
Gold, like Mud Exploring ruins Empires of the Indus
100% to appear Once per game
  • Give [character] what he needs.
    -50Iron-15/city↗ turn
    grants
    BONUS_IRON_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_IRON=-50
    aiGlobalYieldsPer: YIELD_IRON=-15
    BONUS_SET_RESOURCE_GOLD
    SetResource RESOURCE_GOLD
    BONUS_SET_RESOURCE_GOLD
    SetResource RESOURCE_GOLD
    BONUS_SET_RESOURCE_GOLD
    SetResource RESOURCE_GOLD
  • Ask [character] to teach you how to extract such metals closer to home.
    Gain trait: Delver
    grants
    BONUS_GIVE_TRAIT_DELVER
    aeAddTraits: TRAIT_DELVER
  • Have your people gather what they can.
    +160Money+40/city↗ turn
    grants
    BONUS_MONEY_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=160
    aiGlobalYieldsPer: YIELD_MONEY=40
Great Migration Exploring ruins
50% to appear Once per game
  • Commission scouts and send them in every direction.
    +2 ScoutProgress ambition: Exploration
    grants
    BONUS_EVENTOPTION_RUINS_GREAT_MIGRATION_OPTION_0_CHARACTER
    Ambition GOAL_EXPLORATION
    aiUnits: UNIT_SCOUT=2
  • Study this unknown tribe and widen our understanding.
    +60Science+15/city↗ turn
    grants
    BONUS_SCIENCE_GAIN_LARGE
    aiGlobalYieldsBase: YIELD_SCIENCE=60
    aiGlobalYieldsPer: YIELD_SCIENCE=15
Homeless Children Exploring ruins
50% to appear Once per game
  • [rival] cannot become a home for charity.
    Gain trait: Cruel+75Stone+25/city↗ turn
    grants
    BONUS_EVENTOPTION_HOMELESS_CHILDREN_NO_AID
    aeAddTraits: TRAIT_CRUEL
    aeBonuses: BONUS_STONE_GAIN_LARGE
  • We will shelter them.
    Gain trait: Gracious
    grants
    BONUS_GIVE_TRAIT_GRACIOUS
    aeAddTraits: TRAIT_GRACIOUS
  • We can always use citizens in [city].
    Begin project: Child Labor
    grants
    BONUS_EVENTOPTION_HOMELESS_CHILDREN_CHILD_LABOR_CITY
    aeAddProjects: PROJECT_CHILD_LABOR
Hungry Lorekeepers Exploring ruins
Once per game
  • We will feed them and learn their skills.
    Gain tech: Rhetoric-75Food-25/city↗ turn
    grants
    BONUS_EVENTOPTION_RUINS_HUNGRY_LOREKEEPERS_FEED
    aeTechs: TECH_RHETORIC
    aeBonuses: BONUS_FOOD_LOSS_LARGE
  • We cannot afford to waste Foodfood on strangers.
    +1 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_1
    aiRatings: RATING_DISCIPLINE=1
Made to Measure Exploring ruins Empires of the Indus
100% to appear Once per game
  • I will expect higher standards from now on.
    +2 Discipline-1 Charisma
    grants
    BONUS_GAIN_DISCIPLINE_2
    aiRatings: RATING_DISCIPLINE=2
    BONUS_LOSE_CHARISMA_1
    aiRatings: RATING_CHARISMA=-1
  • Copy them, the best we can.
    Begin project: Weights
    grants
    BONUS_PROJECT_WEIGHTS
    aeAddProjects: PROJECT_WEIGHTS
  • This gives me an idea... Greedy / Corrupt
    Begin project: Adjusted Weights
    gated by
    LeaderSubjectAny SUBJECT_GREEDY / SUBJECT_CORRUPT
    grants
    BONUS_PROJECT_ADJUSTED_WEIGHTS
    aeAddProjects: PROJECT_ADJUSTED_WEIGHTS
Background reading ↗
Monuments of Law Exploring ruins
50% to appear Once per game
  • Send sages to learn what they can.
    +100Civics↗ turnProgress ambition: Constitution
    grants
    BONUS_EVENTOPTION_RUINS_MONUMENTS_OF_LAW_SAGES
    Ambition GOAL_CONSTITUTION
    aiGlobalYieldsBase: YIELD_CIVICS=100
  • Send laborers to smash them into much needed rubble.
    +100Stone+35/city↗ turn
    grants
    BONUS_STONE_GAIN_HUGE
    aiGlobalYieldsBase: YIELD_STONE=100
    aiGlobalYieldsPer: YIELD_STONE=35
Necropolis Exploring ruins
50% to appear Once per game Turn 10+ Tile Arid
  • Allow the survivors to join us.
    +1 Settler-1 Happiness level
    grants
    BONUS_EVENTOPTION_RUINS_NECROPOLIS_SAVE
    aeBonuses: BONUS_UNIT_SETTLER, BONUS_HAPPINESS_DOWN
  • A terrible event, but I can learn from it.
    +60 XP to the character
    grants
    BONUS_EVENTOPTION_RUINS_NECROPOLIS_LEARN
    aeBonuses: BONUS_XP_CHARACTER_LARGE, BONUS_SET_SCHOLAR_ARCHETYPE
Painted Walls and Stone-Carved Halls Exploring ruins Empires of the Indus
100% to appear Once per game
  • So, this is the Buddha we have heard about.
    Converts to the target religion
    grants
    BONUS_RELIGION_CONVERT_S1
    iConvertReligionSubject 1
  • How enchanting! Have artists recreate the paintings around the Palacepalace.
    Gain trait: Exotic
    grants
    BONUS_GIVE_TRAIT_EXOTIC
    aeAddTraits: TRAIT_EXOTIC
  • There is something in these that makes me want to strive to be better.
    +1 Discipline
    grants
    BONUS_GAIN_DISCIPLINE_1
    aiRatings: RATING_DISCIPLINE=1
Background reading ↗
Prophecy Exploring ruins
Once per game
  • It is a sign that I have been chosen.
    Gain a random trait
    grants
    BONUS_EVENTOPTION_RUINS_PROPHECY_OPTION_0_CHARACTER
    aeRandomTraitDelay: TRAIT_RIGHTEOUS, TRAIT_DIVINE, TRAIT_SUPERSTITIOUS
    aeRandomTraitText: TEXT_BONUS_EVENTOPTION_RUINS_PROPHECY_RIGHTEOUS, TEXT_BONUS_EVENTOPTION_RUINS_PROPHECY_DIVINE, TEXT_BONUS_EVENTOPTION_RUINS_PROPHECY_SUPERSTITIOUS
  • Perhaps it is a distant ancestor.
    Gain a random trait
    grants
    BONUS_EVENTOPTION_RUINS_PROPHECY_OPTION_1_CHARACTER
    aeRandomTraitDelay: TRAIT_BLESSED, TRAIT_INSPIRING, TRAIT_CURSED
    aeRandomTraitText: TEXT_BONUS_EVENTOPTION_RUINS_PROPHECY_BLESSED, TEXT_BONUS_EVENTOPTION_RUINS_PROPHECY_INSPIRING, TEXT_BONUS_EVENTOPTION_RUINS_PROPHECY_CURSED
  • It is a coincidence, nothing more.
    +20 XP to the character
    grants
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20
  • I knew this would be here, I have divine powers!
    +2 LegitimacyGain trait: Deceitful
    grants
    BONUS_EVENTOPTION_RUINS_PROPHECY_OPTION_3_CHARACTER
    iLegitimacy 2
    aeAddTraits: TRAIT_DECEITFUL
Religious Carvings Exploring ruins
Every 40 turns Religion World
  • It must have come from a precursor of [religion] in the region.
    +1 Wisdom
    grants
    BONUS_EVENTOPTION_RUINS_RELIGIOUS_CARVINGS_OPTION_0_CHARACTER
    aeBonuses: BONUS_GAIN_WISDOM_1
  • Hand the site over to [religion] leaders and see what they make of it.
    Remembered: Showed artifacts of interest to our faith (+20 opinion for 20 turns)(no event currently keys off this)+1 Charisma
    grants
    BONUS_EVENTOPTION_RUINS_RELIGIOUS_CARVINGS_OPTION_1_RELIGION
    Memory MEMORYRELIGION_SHOWED_ARTIFACTS
    BONUS_EVENTOPTION_RUINS_RELIGIOUS_CARVINGS_OPTION_1_CHARACTER
    aeBonuses: BONUS_GAIN_CHARISMA_1
    ◇ grants a memory no event currently keys off
  • Move the art to [city] and establish [religion] shrine there.
    +20–200 Culture (by city tier)
    grants
    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]
    BONUS_EVENTOPTION_RUINS_RELIGIOUS_CARVINGS_OPTION_2_RELIGION
    iSpreadToSubject 1
  • "Carved art" sounds like "free Stonestone" to me.
    +50Stone+15/city↗ turn
    grants
    BONUS_STONE_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_STONE=50
    aiGlobalYieldsPer: YIELD_STONE=15
Research at Rest Exploring ruins
Every 80 turns Not Unit Military
Always +20Science+5/city↗ turn
  • Very intriguing indeed.
    +20 XP to the character
    grants
    BONUS_XP_CHARACTER_SMALL
    iXPCharacter 20
  • Invite the explorer to court so that we might further examine these new ideas.
    Gain a Court Scholar
    gated by
    LeaderSubject SUBJECT_CHARACTER_INQUISITIVE
    grants
    BONUS_ADD_GREAT_SCIENTIST
    AddCourtier: COURTIER_SCIENTIST
  • Surely there are construction materials we can salvage from the site.
    +30Stone+10/city↗ turn
    gated by
    LeaderSubject SUBJECT_CHARACTER_URBAN
    grants
    BONUS_STONE_GAIN_SMALL
    aiGlobalYieldsBase: YIELD_STONE=30
    aiGlobalYieldsPer: YIELD_STONE=10
Ritual Performance Exploring ruins
Once per game
  • Expand our cities, but beware of gluttony.
    Gain tech: Polis
    grants
    BONUS_EVENTOPTION_RUINS_RITUAL_PERFORMANCE_COTTAGE
    aeTechs: TECH_POLIS
  • Hold such performances ourselves.
    Gain tech: Drama
    grants
    BONUS_EVENTOPTION_RUINS_RITUAL_PERFORMANCE_AMPHITHEATER
    aeTechs: TECH_DRAMA
  • Learn from his cunning.
    Gain trait: Cunning+60 XP to the character
    grants
    BONUS_EVENTOPTION_RUINS_RITUAL_PERFORMANCE_TRAIT
    aeAddTraits: TRAIT_CUNNING
    aeBonuses: BONUS_XP_CHARACTER_LARGE
Rival Expedition Exploring ruins
Once per game
  • Capture the young noble, and seize the trove.
    Remembered: Held a noble hostage (+20 opinion for 40 turns)+240Money+60/city↗ turn
    gated by
    LeaderSubject SUBJECT_NOT_TIMID
    grants
    BONUS_EVENTOPTION_RIVAL_EXPEDITION_HOSTAGE
    Memory MEMORYPLAYER_HOLD_HOSTAGE
    BONUS_MONEY_GAIN_LARGE
    aiGlobalYieldsBase: YIELD_MONEY=240
    aiGlobalYieldsPer: YIELD_MONEY=60
  • Offer apologies and promises of friendship.
    Remembered: Did not contradict expeditions claims of ownership (+20 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_RIVAL_EXPEDITION_APOLOGIZE
    Memory MEMORYPLAYER_RECOGNIZED_CLAIM
    BONUS_SET_DIPLOMAT_ARCHETYPE
    SetArchetype TRAIT_DIPLOMAT_ARCHETYPE
    ◇ grants a memory no event currently keys off
  • Beg forgiveness for your crude maps of mighty [rival], and ask for corrections.
    Reveals the target player's territory
    gated by
    LeaderSubject SUBJECT_CHARACTER_ARCHETYPE_THOUGHTFUL
    grants
    BONUS_REVEAL_TERRITORY
    bRevealTerritory 1
Ruined Ambitions Exploring ruins
Once per game
Always +20–200 Culture (by city tier)
  • The [family] ask that you [ambition].
    grants
    BONUS_FAMILY_AMBITION_S1
    iAmbitionFamilySubject 1
    bAddAmbition 1
  • The [family] want you to [ambition].
    grants
    BONUS_FAMILY_AMBITION_S2
    iAmbitionFamilySubject 2
    bAddAmbition 1
  • The [family] family suggest that you [ambition].
    grants
    BONUS_FAMILY_AMBITION_S3
    iAmbitionFamilySubject 3
    bAddAmbition 1
  • .
    +40 XP to the character
    grants
    BONUS_XP_CHARACTER_AVERAGE
    iXPCharacter 40
Sacred Tomb Exploring ruins
Once per game
  • Leave the tomb undisturbed.
    Gain trait: Gracious
    grants
    BONUS_GIVE_TRAIT_GRACIOUS
    aeAddTraits: TRAIT_GRACIOUS
  • There will be no [title] but me. Destroy it!
    +2 Legitimacy
    grants
    BONUS_EVENTOPTION_SACRED_TOMB_DESTROY
    iLegitimacy 2
  • Let us study their preservation rituals.
    +40Science+10/city↗ turn
    grants
    BONUS_SCIENCE_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_SCIENCE=40
    aiGlobalYieldsPer: YIELD_SCIENCE=10
Background reading ↗
Seashore Find Exploring ruins
Once per game
  • This is a significant scientific discovery.
    +20Science+5/city↗ turn
    grants
    BONUS_SCIENCE_GAIN_SMALL
    aiGlobalYieldsBase: YIELD_SCIENCE=20
    aiGlobalYieldsPer: YIELD_SCIENCE=5
  • Our vivid fabrics will impress the world.
    Begin project: Triumph
    grants
    BONUS_EVENTOPTION_SEASHORE_FIND_CULTURE
    aeAddProjects: PROJECT_TRIUMPH
  • Other nations will pay for such a resource.
    +160Money+40/city↗ turn
    grants
    BONUS_MONEY_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=160
    aiGlobalYieldsPer: YIELD_MONEY=40
Background reading ↗
Shields Under the Stars Exploring ruins Religion event pack
Once per game Player Max Three Courtiers
  • Offer [character] the chance to fight for a warrior-queen.
    Gain a Court Soldier
    gated by
    LeaderSubject SUBJECT_FEMALE
    grants
    BONUS_MAKE_GREAT_SOLDIER
    MakeCourtier COURTIER_SOLDIER
  • Raise a shrine to the Amazons in [city].
    grants
    BONUS_EVENTOPTION_SHIELDS_UNDER_THE_STARS_OPTION_1_CITY
    AddImprovement IMPROVEMENT_AMAZON_CULT
    aiStats: STAT_CULTS=1
  • Use the tales of the Amazons to inspire your armies.
    +4Orders↗ turn+120Training+30/city↗ turn
    grants
    BONUS_ORDERS_GAIN_SMALL
    aiGlobalYieldsBase: YIELD_ORDERS=4
    BONUS_TRAINING_GAIN_LARGE
    aiGlobalYieldsBase: YIELD_TRAINING=120
    aiGlobalYieldsPer: YIELD_TRAINING=30
Background reading ↗
Skirmish in the Ruins Exploring ruins
20% to appear Once per game Not Player WarNot Tribe War
  • Charge in to help the [rival] warriors.
    Remembered: Fought with us in a skirmish (+20 opinion for 40 turns)(no event currently keys off this)Remembered: Fought against us in a skirmish (-20 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_RUINS_SKIRMISH_PLAYER_HELP
    Memory MEMORYPLAYER_SKIRMISH_HELPED
    BONUS_EVENTOPTION_RUINS_SKIRMISH_TRIBE_FIGHT
    Memory MEMORYTRIBE_SKIRMISH_FOUGHT
    ◇ grants a memory no event currently keys off
  • Rush to the aid of the [tribe].
    Remembered: Fought against us in a skirmish (-20 opinion for 40 turns)(no event currently keys off this)Remembered: Fought with us in a skirmish (+20 opinion for 40 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_RUINS_SKIRMISH_PLAYER_FIGHT
    Memory MEMORYPLAYER_SKIRMISH_FOUGHT
    BONUS_EVENTOPTION_RUINS_SKIRMISH_TRIBE_HELP
    Memory MEMORYTRIBE_SKIRMISH_HELPED
    ◇ grants a memory no event currently keys off
  • This is not our fight.
    Remembered: Refused to help us in a skirmish (-20 opinion for 20 turns)(no event currently keys off this)Remembered: Refused to help us in a skirmish (-20 opinion for 20 turns)(no event currently keys off this)
    grants
    BONUS_EVENTOPTION_RUINS_SKIRMISH_PLAYER_IGNORE
    Memory MEMORYPLAYER_SKIRMISH_IGNORED
    BONUS_EVENTOPTION_RUINS_SKIRMISH_TRIBE_IGNORE
    Memory MEMORYTRIBE_SKIRMISH_IGNORED
    ◇ grants a memory no event currently keys off
  • They must have found something valuable to fight over. Kill them all!
    Remembered: Fought against us in a skirmish (-20 opinion for 40 turns)(no event currently keys off this)Remembered: Fought against us in a skirmish (-20 opinion for 40 turns)(no event currently keys off this)+160Money+40/city↗ turn
    grants
    BONUS_EVENTOPTION_RUINS_SKIRMISH_PLAYER_FIGHT
    Memory MEMORYPLAYER_SKIRMISH_FOUGHT
    BONUS_EVENTOPTION_RUINS_SKIRMISH_TRIBE_FIGHT
    Memory MEMORYTRIBE_SKIRMISH_FOUGHT
    BONUS_MONEY_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=160
    aiGlobalYieldsPer: YIELD_MONEY=40
    ◇ grants a memory no event currently keys off
Skittish Bandits Exploring ruins
Once per game Player Max Three Courtiers
  • Agree to take him in and add him to your Court.
    Gain a Court Merchant
    grants
    BONUS_MAKE_GREAT_MERCHANT
    MakeCourtier COURTIER_MERCHANT
  • We don't need another merchant on the Court, but fund his trade mission so that we might profit from it.
    -160Money-40/city↗ turn+1 Caravan
    grants
    BONUS_MONEY_LOSS_AVERAGE
    aiGlobalYieldsBase: YIELD_MONEY=-160
    aiGlobalYieldsPer: YIELD_MONEY=-40
    BONUS_SKITTISH_BANDITS_CARAVAN
    aiUnits: UNIT_CARAVAN=1
  • Kill the merchant and take his supplies.
    +320Money+80/city↗ turn+50Wood+15/city↗ turn
    gated by
    LeaderSubject SUBJECT_CHARACTER_VILLAINOUS
    grants
    BONUS_MONEY_GAIN_HUGE
    aiGlobalYieldsBase: YIELD_MONEY=320
    aiGlobalYieldsPer: YIELD_MONEY=80
    BONUS_WOOD_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_WOOD=50
    aiGlobalYieldsPer: YIELD_WOOD=15
Star Charts Exploring ruins
50% to appear Once per game Player Max Three Courtiers
  • Our scouts could use the direction.
    +5Orders↗ turn+1 Scout
    grants
    BONUS_EVENTOPTION_RUINS_STAR_CHARTS_YOUTH
    aiGlobalYieldsBase: YIELD_ORDERS=5
    aiUnits: UNIT_SCOUT=1
  • Our astronomers are in need of inspiration.
    Gain a Court Scholar
    grants
    BONUS_ADD_GREAT_SCIENTIST
    AddCourtier: COURTIER_SCIENTIST
Strange Scroll Exploring ruins
Part of the Strange Scroll chain — 4 events view map →
50% to appear Once per game Player Max Three Courtiers
  • Study the scroll to learn its secrets.
    grants
    BONUS_SET_SCHOLAR_ARCHETYPE
    SetArchetype TRAIT_SCHOLAR_ARCHETYPE
    ↳ may trigger: Strange Scroll: Translation
  • Find someone to decipher the text.
    Gain a Court Scholar
    grants
    BONUS_ADD_GREAT_SCIENTIST
    AddCourtier: COURTIER_SCIENTIST
  • Something isn’t right, destroy it!
    +4 Legitimacy
    grants
    BONUS_EVENTOPTION_RUINS_STRANGE_SCROLL_DESTROY
    iLegitimacy 4
Survivors Exploring ruins
Once per game
  • Resolve
    100%
    +1 Worker
    0%
    +1 Worker
    grants
    100% BONUS_RUINS_SURVIVORS_INVITE_NEW
    aeBonuses: BONUS_UNIT_WORKER, BONUS_ADD_SLUMS
    0% BONUS_EVENTOPTION_RUINS_SURVIVORS_INVITE
    aiUnits: UNIT_WORKER=1
  • Recruit them as hardened explorers.
    +1 Scout+3Orders↗ turn
    grants
    BONUS_EVENTOPTION_RUINS_SURVIVORS_EXPLORE
    aiUnits: UNIT_SCOUT=1
    aeBonuses: BONUS_ORDERS_GAIN_TINY
The Jungle Depths Exploring ruins Empires of the Indus
100% to appear Once per game
  • The trees can give us a tactical advantage.
    Gain trait: Ranger
    grants
    BONUS_GIVE_TRAIT_RANGER
    aeAddTraits: TRAIT_RANGER
  • Train specialists skilled in cutting through vegetation.
    grants
    BONUS_UNIT_SAPPER
    aeEffectUnits: EFFECTUNIT_SAPPER
  • Stop complaining and force your way through!
    Gain trait: Robust-1 Wisdom
    grants
    BONUS_GIVE_TRAIT_ROBUST
    aeAddTraits: TRAIT_ROBUST
    BONUS_LOSE_WISDOM_1
    aiRatings: RATING_WISDOM=-1
The King's Roads Exploring ruins
Once per game
  • Break down the roads for Stonestone.
    +1 Discipline+100Stone+35/city↗ turn
    grants
    BONUS_EVENTOPTION_RUINS_THE_KINGS_ROADS_OPTION_0
    aeBonuses: BONUS_GAIN_DISCIPLINE_1, BONUS_STONE_GAIN_HUGE
  • Study the technology.
    Gain tech: Labor Force
    grants
    BONUS_EVENTOPTION_RUINS_THE_KINGS_ROADS_OPTION_1
    aeTechs: TECH_LABOR_FORCE
The Riddle of the Gate Exploring ruins
Part of the The Riddle of the Gate chain — 5 events view map →
25% to appear Once per game Turn 10+
The Seal of a Bull Exploring ruins Empires of the Indus
100% to appear Once per game
  • I will adopt such a seal for myself.
    Gain trait: Item Royal Seal
    grants
    BONUS_GIVE_TRAIT_ROYAL_SEAL
    aeAddTraits: TRAIT_ITEM_ROYAL_SEAL
  • Encourage the city artists to adapt this practice.
    Begin project: Artisan Seals
    grants
    BONUS_PROJECT_ARTISAN_SEALS
    aeAddProjects: PROJECT_ARTISAN_SEALS
  • What strange creatures. I find myself rather inspired!
    Gain a random trait
    grants
    BONUS_ARTIST_OR_MAHOUT
    aeRandomTraitDelay: TRAIT_ARTIST, TRAIT_MAHOUT
Background reading ↗
Three Days of Solace Exploring ruins
Every 80 turns Unit MilitaryUnit Promotable
  • Swell!
    (no gates or payload in XML)
  • Take this opportunity to devote one more day to military drills.
    -2Orders↗ turn
    gated by
    LeaderSubject SUBJECT_CHARACTER_DILIGENT
    grants
    BONUS_XP_UNIT_SMALL
    iXPUnit 20
    BONUS_ORDERS_LOSS_MINIMAL
    aiGlobalYieldsBase: YIELD_ORDERS=-2
Tip to Tail Exploring ruins Empires of the Indus
100% to appear Once per game
  • There can be no Woodforest without tigers, and no tigers without a Woodforest.
    gated by
    IndexSubject
    grants
    BONUS_HAPPINESS_GAIN_SMALL_RELIGION
    aeReligionBonuses: BONUS_HAPPINESS_GAIN_SMALL
  • Return and do what you must. I will have these hides.
    grants
    BONUS_DAMAGE_UNIT_HIGH
    iHPUnit -10
    BONUS_TECH_ADD_EXOTIC_FUR
    aeImportResources: RESOURCE_EXOTIC_FUR=1
  • All life should be allowed to live in safety. Mark this land to be protected from hunting.
    Gain trait: Compassionate
    grants
    BONUS_GIVE_TRAIT_COMPASSIONATE
    aeAddTraits: TRAIT_COMPASSIONATE
Background reading ↗
Unfamiliar Art Exploring ruins
50% to appear Once per game
  • It should inspire us -- display it in [city]!
    Progress ambition: Five Developing+30–300 Culture (by city tier)
    grants
    BONUS_EVENTOPTION_STRANGE_ART
    Ambition GOAL_FIVE_DEVELOPING
    aeBonuses: BONUS_CULTURE_GAIN_AVERAGE
  • Perhaps someone else will appreciate it more.
    +240Money+60/city↗ turn
    grants
    BONUS_MONEY_GAIN_LARGE
    aiGlobalYieldsBase: YIELD_MONEY=240
    aiGlobalYieldsPer: YIELD_MONEY=60
Veteran Soldier Exploring ruins
Once per game
  • Learn her military techniques.
    Gain tech: Military Drill
    grants
    BONUS_EVENTOPTION_RUINS_OLD_SOLDIER_MILITARY_DRILL
    aeTechs: TECH_MILITARY_DRILL
  • Invite her to our court.
    Gain a Court Soldier
    grants
    BONUS_MAKE_GREAT_SOLDIER
    MakeCourtier COURTIER_SOLDIER
Vulgar Speech Exploring ruins
Once per game Player Rome
  • Display the graffiti in our Palacepalace yard.
    +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]
  • Study the writing and try to replicate it.
    +40Science+10/city↗ turn
    grants
    BONUS_SCIENCE_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_SCIENCE=40
    aiGlobalYieldsPer: YIELD_SCIENCE=10
  • "Vulgar" language should be lost. Replace it with my royal sigil.
    +2 Legitimacy
    grants
    BONUS_EVENTOPTION_RUINS_VULGAR_SPEECH_OPTION_2
    iLegitimacy 2
Background reading ↗
Cave In! Expedition follow-up ⛓ follow-up
Part of the Emerald Mines chain — 3 events , 1 branch point view map →

⛓ Follows from: Emerald Mines

Every 0 turns
  • We will learn from our mistakes.
    +60Discontenteach city↗ turn
    grants
    BONUS_DISCONTENT_GAIN_SMALL
    aiCityYields: YIELD_DISCONTENT=60
Emerald Mine Rebuilt Expedition follow-up ⛓ follow-up
Part of the Emerald Mines chain — 3 events , 1 branch point view map →

⛓ Follows from: Emerald Mines

Every 0 turns
  • May this further cement my legacy.
    +2 Legitimacy
    grants
    BONUS_EVENTOPTION_RUINS_EMERALD_MINE_REBUILT_OPTION_0_CHARACTER
    iLegitimacy 2
    BONUS_EVENTOPTION_RUINS_EMERALD_MINE_REBUILT_OPTION_0
    SetResource RESOURCE_GEM
Mad Priestess Expedition follow-up ⛓ follow-up
Part of the Elderly Couple chain — 2 events view map →

⛓ Follows from: Elderly Couple

10% to appear Once per game
  • Sacrifice whatever is necessary to appease the fears of the people and to please the gods!
    Gain trait: Superstitious-50Food-15/city↗ turn
    grants
    BONUS_EVENTOPTION_RUINS_ELDERLY_COUPLE_WITCH_SACRIFICE_CHARACTER
    aeAddTraits: TRAIT_SUPERSTITIOUS
    aeBonuses: BONUS_FOOD_LOSS_AVERAGE
  • I reject her words. She was a mad woman, and I never was a fan of theatrics.
    Gain trait: Cursed
    grants
    BONUS_GIVE_TRAIT_CURSED
    aeAddTraits: TRAIT_CURSED
Strange Scroll: Revelation Expedition follow-up ⛓ follow-up
Part of the Strange Scroll chain — 4 events view map →

⛓ Follows from: Strange Scroll: Translation

Every 0 turns
  • It all makes sense now!
    Gain trait: Insane
    grants
    BONUS_GIVE_TRAIT_INSANE
    aeAddTraits: TRAIT_INSANE
Strange Scroll: Revelation Expedition follow-up ⛓ follow-up
Part of the Strange Scroll chain — 4 events view map →

⛓ Follows from: Strange Scroll: Translation

Every 0 turns
  • It all makes sense now!
    +2 Wisdom
    grants
    BONUS_GAIN_WISDOM_2
    aiRatings: RATING_WISDOM=2
Strange Scroll: Translation Expedition follow-up ⛓ follow-up
Part of the Strange Scroll chain — 4 events view map →

⛓ Follows from: Strange Scroll

50% to appear Every 0 turns
Always +1 Wisdom
The Riddle of the Sphinx Expedition follow-up ⛓ follow-up
Part of the The Riddle of the Gate chain — 5 events view map →

⛓ Follows from: The Riddle of the Gate

Every 0 turns Not Witty
  • A man who crawls on four as a baby, walks on two as an adult, and uses a stick in old age.
    Gain trait: Cunning
    grants
    BONUS_GIVE_TRAIT_CUNNING
    aeAddTraits: TRAIT_CUNNING
  • This is the same riddle that Oedipus solved, but isn't he still most famous for marrying his mother?
    Gain trait: Witty
    grants
    BONUS_GIVE_TRAIT_WITTY
    aeAddTraits: TRAIT_WITTY
Background reading ↗
The Riddle of the Sphinx Expedition follow-up ⛓ follow-up
Part of the The Riddle of the Gate chain — 5 events view map →

⛓ Follows from: The Riddle of the Gate

Every 0 turns Not Pious
  • Day gives birth to night just as night gives birth to day.
    Gain trait: Intelligent
    grants
    BONUS_GIVE_TRAIT_INTELLIGENT
    aeAddTraits: TRAIT_INTELLIGENT
  • Only the gods know when the sun will rise and fall.
    Gain trait: Pious
    grants
    BONUS_GIVE_TRAIT_PIOUS
    aeAddTraits: TRAIT_PIOUS
Background reading ↗
The Riddle of the Sphinx Expedition follow-up ⛓ follow-up
Part of the The Riddle of the Gate chain — 5 events view map →

⛓ Follows from: The Riddle of the Gate

Every 0 turns Max 2 StrengthsNot Humble
  • My own face in the mirror cannot speak.
    +1 Wisdom
    grants
    BONUS_GAIN_WISDOM_1
    aiRatings: RATING_WISDOM=1
  • Mirrors are but a folly for the vain.
    Gain trait: Humble
    grants
    BONUS_GIVE_TRAIT_HUMBLE
    aeAddTraits: TRAIT_HUMBLE
Background reading ↗
The Riddle of the Sphinx Expedition follow-up ⛓ follow-up
Part of the The Riddle of the Gate chain — 5 events view map →

⛓ Follows from: The Riddle of the Gate

Every 0 turns
  • Only smoke gives me tears when I am not sad.
    +1 Wisdom
    grants
    BONUS_GAIN_WISDOM_1
    aiRatings: RATING_WISDOM=1
  • I wouldn't know anything about tears.
    +1 Courage
    grants
    BONUS_GAIN_COURAGE_1
    aiRatings: RATING_COURAGE=1
Background reading ↗
Wrath of the Watchers Expedition follow-up ⛓ follow-up
Part of the The Watchers chain — 2 events view map →

⛓ Follows from: The Watchers

20% to appear Once per game
  • Do not acknowledge any such curse.
    Gain a random trait+60Discontenteach city↗ turn
    grants
    BONUS_EVENTOPTION_RUINS_WRATH_OF_THE_WATCHERS_OPTION_0_CHARACTER
    aeRandomTraitDelay: TRAIT_CURSED, TRAIT_INTELLIGENT, TRAIT_BRAVE
    BONUS_DISCONTENT_GAIN_SMALL
    aiCityYields: YIELD_DISCONTENT=60
  • Make an offering to the gods, as penance.
    -75Food-25/city↗ turn
    grants
    BONUS_FOOD_LOSS_LARGE
    aiGlobalYieldsBase: YIELD_FOOD=-75
    aiGlobalYieldsPer: YIELD_FOOD=-25
  • This throne is plagued by spirits.
    +2 Wisdom
    gated by
    LeaderSubject SUBJECT_CHARACTER_RELIGIOUS
    grants
    BONUS_EVENTOPTION_RUINS_WRATH_OF_THE_WATCHERS_OPTION_2_CHARACTER
    bAbdicate 1
    BONUS_GAIN_WISDOM_2
    aiRatings: RATING_WISDOM=2