What can happen when one of your units explores Ruins. One event is drawn by weight from those whose conditions you meet. 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 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.
Chosen Child
- ▸ Adopt the child as my own.Gain trait: PiousThe target is adoptedgrantsBONUS_GIVE_TRAIT_PIOUSaeAddTraits: TRAIT_PIOUSBONUS_RUINS_CHOSEN_CHILD_ADOPTiAdoptedBySubject 1
- ▸ I have no interest in mysterious children.+2 LegitimacyRemembered: Rejected ChildRemembered: Rejected Child Recently (17 turns)5% chance next turn: becomes DoomedgrantsBONUS_EVENTOPTION_RUINS_CHOSEN_CHILD_REJECT_CHARACTER_EFFECTSaeBonuses: 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
- ▸ Destroy all evidence of these creatures.grantsBONUS_EVENTOPTION_RUINS_NEW_HUMANS_OPTION_0_CHARACTER_0iLegitimacy 5aiTraitProbDelay: TRAIT_CURSED=25aeBonuses: BONUS_GIVE_TRAIT_VIGILANT
- ▸ Send scholars and scientists to investigate.
-120Money-30/city↗ turn
+60Science+15/city↗ turn+40 XP to the character gated byPlayerSubject SUBJECT_PLAYER_EXPLORATIONgrantsBONUS_EVENTOPTION_RUINS_NEW_HUMANS_OPTION_1_CHARACTER_0aeBonuses: BONUS_MONEY_LOSS_SMALL, BONUS_SCIENCE_GAIN_LARGE, BONUS_XP_CHARACTER_AVERAGE - ▸ Leave this ill-fated place.+20 XP to the charactergrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20
Raised Fields
- ▸ Plow the fields for whatever is left.
+50Food+15/city↗ turn grantsBONUS_EVENTOPTION_RUINS_RAISED_FIELDS_OPTION_0aeBonuses: BONUS_FOOD_GAIN_AVERAGE - ▸ Allow scientists to study the process.Set Resource: SorghumgrantsBONUS_EVENTOPTION_RUINS_RAISED_FIELDS_OPTION_1SetResource RESOURCE_SORGHUM
Strange Medicine
- ▸ That quicksilver is very shiny. Insane / FoolishThe character is killedgated byLeaderSubjectAny SUBJECT_INSANE / SUBJECT_FOOLISHgrantsBONUS_KILL_CHARACTERbKillCharacter 1
- ▸ Resolve14%+50 XP to the characterLoses trait: Poisoned14%+50 XP to the characterLoses trait: Severely Ill14%+50 XP to the characterLoses trait: Poisoned14%+50 XP to the characterLoses trait: Severely Ill14%+50 XP to the characterLoses trait: Severely Ill14%+50 XP to the characterLoses trait: Severely Ill14%+50 XP to the characterLoses trait: Severely Illgrants14% BONUS_RUINS_STRANGE_MEDICINE_OPTION_HEAL_POISONiXPCharacter 50aeRemoveTraits: TRAIT_POISONED14% BONUS_RUINS_STRANGE_MEDICINE_OPTION_HEAL_SEVERELY_ILLiXPCharacter 50aeRemoveTraits: TRAIT_SEVERELY_ILL14% BONUS_RUINS_STRANGE_MEDICINE_OPTION_HEAL_POISONiXPCharacter 50aeRemoveTraits: TRAIT_POISONED14% BONUS_RUINS_STRANGE_MEDICINE_OPTION_HEAL_SEVERELY_ILLiXPCharacter 50aeRemoveTraits: TRAIT_SEVERELY_ILL14% BONUS_RUINS_STRANGE_MEDICINE_OPTION_HEAL_SEVERELY_ILLiXPCharacter 50aeRemoveTraits: TRAIT_SEVERELY_ILL14% BONUS_RUINS_STRANGE_MEDICINE_OPTION_HEAL_SEVERELY_ILLiXPCharacter 50aeRemoveTraits: TRAIT_SEVERELY_ILL14% BONUS_RUINS_STRANGE_MEDICINE_OPTION_HEAL_SEVERELY_ILLiXPCharacter 50aeRemoveTraits: TRAIT_SEVERELY_ILL
- ▸ Resolve14%+50 XP to the characterLoses trait: Poisoned14%+50 XP to the characterLoses trait: Severely Ill14%+50 XP to the characterLoses trait: Poisoned14%+50 XP to the characterLoses trait: Severely Ill14%+50 XP to the characterLoses trait: Severely Ill14%+50 XP to the characterLoses trait: Severely Ill14%+50 XP to the characterLoses trait: Severely Illgrants14% BONUS_RUINS_STRANGE_MEDICINE_OPTION_HEAL_POISONiXPCharacter 50aeRemoveTraits: TRAIT_POISONED14% BONUS_RUINS_STRANGE_MEDICINE_OPTION_HEAL_SEVERELY_ILLiXPCharacter 50aeRemoveTraits: TRAIT_SEVERELY_ILL14% BONUS_RUINS_STRANGE_MEDICINE_OPTION_HEAL_POISONiXPCharacter 50aeRemoveTraits: TRAIT_POISONED14% BONUS_RUINS_STRANGE_MEDICINE_OPTION_HEAL_SEVERELY_ILLiXPCharacter 50aeRemoveTraits: TRAIT_SEVERELY_ILL14% BONUS_RUINS_STRANGE_MEDICINE_OPTION_HEAL_SEVERELY_ILLiXPCharacter 50aeRemoveTraits: TRAIT_SEVERELY_ILL14% BONUS_RUINS_STRANGE_MEDICINE_OPTION_HEAL_SEVERELY_ILLiXPCharacter 50aeRemoveTraits: TRAIT_SEVERELY_ILL14% BONUS_RUINS_STRANGE_MEDICINE_OPTION_HEAL_SEVERELY_ILLiXPCharacter 50aeRemoveTraits: TRAIT_SEVERELY_ILL
- ▸ Resolve14%+50 XP to the characterLoses trait: Poisoned14%+50 XP to the characterLoses trait: Severely Ill14%+50 XP to the characterLoses trait: Poisoned14%+50 XP to the characterLoses trait: Severely Ill14%+50 XP to the characterLoses trait: Severely Ill14%+50 XP to the characterLoses trait: Severely Ill14%+50 XP to the characterLoses trait: Severely Illgrants14% BONUS_RUINS_STRANGE_MEDICINE_OPTION_HEAL_POISONiXPCharacter 50aeRemoveTraits: TRAIT_POISONED14% BONUS_RUINS_STRANGE_MEDICINE_OPTION_HEAL_SEVERELY_ILLiXPCharacter 50aeRemoveTraits: TRAIT_SEVERELY_ILL14% BONUS_RUINS_STRANGE_MEDICINE_OPTION_HEAL_POISONiXPCharacter 50aeRemoveTraits: TRAIT_POISONED14% BONUS_RUINS_STRANGE_MEDICINE_OPTION_HEAL_SEVERELY_ILLiXPCharacter 50aeRemoveTraits: TRAIT_SEVERELY_ILL14% BONUS_RUINS_STRANGE_MEDICINE_OPTION_HEAL_SEVERELY_ILLiXPCharacter 50aeRemoveTraits: TRAIT_SEVERELY_ILL14% BONUS_RUINS_STRANGE_MEDICINE_OPTION_HEAL_SEVERELY_ILLiXPCharacter 50aeRemoveTraits: TRAIT_SEVERELY_ILL14% BONUS_RUINS_STRANGE_MEDICINE_OPTION_HEAL_SEVERELY_ILLiXPCharacter 50aeRemoveTraits: TRAIT_SEVERELY_ILL
- ▸ I’m not wagering my life on unproven remedies!+20 XP to the charactergated byLeaderSubjectNotAny SUBJECT_INSANE / SUBJECT_FOOLISHgrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20
The World on a Wall
- ▸ Resolve33%+1 CourageProgress ambition: Exploration33%+1 CourageProgress ambition: Reveal 4033%+1 CourageProgress ambition: Reveal 60grants33% BONUS_EVENTOPTION_RUINS_ON_THE_WALL_AMBITION_CHARACTERAmbition GOAL_EXPLORATIONaiRatings: RATING_COURAGE=133% BONUS_EVENTOPTION_RUINS_ON_THE_WALL_AMBITION_CHARACTER_REVEALAmbition GOAL_REVEAL_40aiRatings: RATING_COURAGE=133% BONUS_EVENTOPTION_RUINS_ON_THE_WALL_AMBITION_CHARACTER_REVEAL2Ambition GOAL_REVEAL_60aiRatings: RATING_COURAGE=1
- ▸ Spend time studying the maps of the area.Reveals the map within 5 tilesgrantsBONUS_EVENTOPTION_RUINS_ON_THE_WALL_SIGHT_TILEiRevealRange 5
Called by the Gods
- ▸ Study the art of divination and communing with the gods.Leader relationship: Influenced ByGain tech: DivinationgrantsBONUS_LEADER_INFLUENCED_BYAddLeaderRelationship RELATIONSHIP_INFLUENCED_BYBONUS_EVENTOPTION_CALLED_BY_THE_GODS_OPTION_0_PLAYERaeTechs: TECH_DIVINATION
- ▸ Reject the priest's teachings.+1 Courage+1 DisciplinegrantsBONUS_GAIN_COURAGE_1aiRatings: RATING_COURAGE=1BONUS_GAIN_DISCIPLINE_1aiRatings: RATING_DISCIPLINE=1
The Gods of [rival]
- ▸ Teach us your ways so we can divine the will of the gods!Progress ambition: Four ShrinesGain tech: DivinationgrantsBONUS_EVENTOPTION_THE_GODS_OF_PLAYER_OPTION_0_PLAYERAmbition GOAL_FOUR_SHRINESaeTechs: TECH_DIVINATION
- ▸ Seek to understand the gods on your own terms.+1 WisdomgrantsBONUS_GAIN_WISDOM_1aiRatings: RATING_WISDOM=1
Community
- ▸ Invite the [religion] to share their ways.The unit gains Adept+1 CitizenConverts to the target religionThe religion spreads to your citygrantsBONUS_EVENTOPTION_COMMUNITY_OPTION_0_UNITaeEffectUnits: EFFECTUNIT_ADEPTBONUS_EVENTOPTION_COMMUNITY_OPTION_0_CITYiCitizens 1BONUS_EVENTOPTION_COMMUNITY_OPTION_0_RELIGIONiSpreadToSubject 2iConvertReligionSubject 1
- ▸ Use the community as a base to explore the area before moving on.Reveals the map within 4 tilesRemembered: Shared food with travelers (+20 opinion for 40 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_COMMUNITY_OPTION_1_TILEiRevealRange 4BONUS_EVENTOPTION_COMMUNITY_OPTION_1_RELIGIONMemory MEMORYRELIGION_SHARED_BREAD◇ grants a memory no event uses
- ▸ 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 grantsBONUS_EVENTOPTION_COMMUNITY_OPTION_2_RELIGIONMemory MEMORYRELIGION_ATTACKED_OUR_COMMUNITYBONUS_MONEY_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=160aiGlobalYieldsPer: YIELD_MONEY=40◇ grants a memory no event uses
Where an Oar has No Name
- ▸ Invite him to return to [city], it is close enough that the gods will understand.+1 CitizengrantsBONUS_ADD_CITIZEN_1iCitizens 1
- ▸ Ask to learn more of this 'oar' and its uses.Gain tech: NavigationgrantsBONUS_EVENTOPTION_WHERE_AN_OAR_HAS_NO_NAME_OPTION_1_UNITaeTechs: TECH_NAVIGATION
- ▸ Leave the man, such a task must have been for doing something terrible.Build Hamlet on the tilegrantsBONUS_EVENTOPTION_WHERE_AN_OAR_HAS_NO_NAME_OPTION_2_TILESetImprovement IMPROVEMENT_HAMLET
Ancient Supplies
- ▸ Equip your [unit] with the ancient shields, leather pulled taut across a wooden frame.The unit gains Shieldbearergated byIndexSubjectgrantsBONUS_EVENTOPTION_RUINS_ANCIENT_SUPPLIES_MELEE_CHARACTERaeEffectUnits: EFFECTUNIT_SHIELDBEARER
- ▸ Take the saddles, incredibly lightweight and pliable to avoid tiring the horse.The unit gains Swiftgated byIndexSubjectgrantsBONUS_EVENTOPTION_RUINS_ANCIENT_SUPPLIES_CAVALRY_CHARACTERaeEffectUnits: EFFECTUNIT_SWIFT
- ▸ The longbows have an immense pull weight, able to fire across great distances.The unit gains Eagle Eyegated byIndexSubjectgrantsBONUS_EVENTOPTION_RUINS_ANCIENT_SUPPLIES_MISSILE_CHARACTERaeEffectUnits: EFFECTUNIT_EAGLE_EYE
- ▸ Send the equipment for study, to see what may be gleaned from this discovery.
+20Science+5/city↗ turn grantsBONUS_SCIENCE_GAIN_SMALLaiGlobalYieldsBase: YIELD_SCIENCE=20aiGlobalYieldsPer: YIELD_SCIENCE=5
Beads and Figurines
- ▸ Scientists will forge the future.Gain tech: IronworkinggrantsBONUS_EVENTOPTION_RUINS_BEADS_AND_FIGURINES_OPTION_0_CHARACTERaeTechs: TECH_IRONWORKING
- ▸ Scholars will illuminate the past.
+120Civics+30/city↗ turn grantsBONUS_EVENTOPTION_RUINS_BEADS_AND_FIGURINES_OPTION_1_CHARACTERaeBonuses: 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)grantsBONUS_EVENTOPTION_RUINS_BEADS_AND_FIGURINES_OPTION_2_CHARACTERMemory MEMORYCHARACTER_GIFTED_PRICELESS_ARTIFACTSBONUS_EVENTOPTION_RUINS_BEADS_AND_FIGURINES_OPTION_2_FAMILYMemory MEMORYFAMILY_GIFTED_PRICELESS_ARTIFACTS◇ grants a memory no event uses
Early Disciples
- ▸ Return the temple to its former glory.Remembered: Restored ancient temple ruins (+80 opinion for 40 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_RUINS_EARLY_DISCIPLES_OPTION_0_RELIGIONMemory MEMORYRELIGION_RUINS_RESTORED_TEMPLE◇ grants a memory no event uses
- ▸ Use the rubble for needed supplies.
+30Stone+10/city↗ turn
+30Wood+10/city↗ turn grantsBONUS_EVENTOPTION_RUINS_EARLY_DISCIPLES_OPTION_1_CHARACTERaeBonuses: BONUS_STONE_GAIN_SMALL, BONUS_WOOD_GAIN_SMALL - ▸ Ignore the ruins and move on.
+3Orders↗ turn grantsBONUS_ORDERS_GAIN_TINYaiGlobalYieldsBase: YIELD_ORDERS=3
Fruit Trees
- ▸ Take the fruit home.
+75Food+25/city↗ turn grantsBONUS_FOOD_GAIN_LARGEaiGlobalYieldsBase: YIELD_FOOD=75aiGlobalYieldsPer: YIELD_FOOD=25 - ▸
Chop down the trees.
+30Wood+10/city↗ turn grantsBONUS_WOOD_GAIN_SMALLaiGlobalYieldsBase: YIELD_WOOD=30aiGlobalYieldsPer: YIELD_WOOD=10 - ▸ Resolvegrants99% BONUS_EVENTOPTION_RUINS_FRUIT_TREES_CULTUREAmbition GOAL_SIX_GROVESaiCityYields: YIELD_CULTURE=251% BONUS_CULTURE_GAIN_AVERAGEaaiCultureYield: CULTURE_WEAK[YIELD_CULTURE=30], CULTURE_DEVELOPING[YIELD_CULTURE=60], CULTURE_STRONG[YIELD_CULTURE=120], CULTURE_LEGENDARY[YIELD_CULTURE=300]
Grave Circle
- ▸ Make a gift of treasure to the [family].Remembered: Gave us ancient treasures (+20 opinion for 20 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_RUINS_GRAVE_CIRCLES_OPTION_0_FAMILYMemory MEMORYFAMILY_RUINS_GIFT_OF_VALUABLES◇ grants a memory no event uses
- ▸ Add all valuables to the nation's coffers.
+160Money+40/city↗ turn grantsBONUS_MONEY_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=160aiGlobalYieldsPer: YIELD_MONEY=40
In the Clouds
- ▸ 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)grantsBONUS_XP_CHARACTER_LARGEiXPCharacter 60BONUS_EVENTOPTION_RUINS_IN_THE_CLOUDS_OPTION_0_BARBARIANMemory MEMORYTRIBE_RUINS_RESTORED_CITY◇ grants a memory no event uses
- ▸ Forage for valuable materials.
+50Stone+15/city↗ turn
+30Iron+10/city↗ turn grantsBONUS_EVENTOPTION_RUINS_IN_THE_CLOUDS_OPTION_1_CHARACTERaeBonuses: BONUS_STONE_GAIN_AVERAGE, BONUS_IRON_GAIN_SMALL
Interference
- ▸ Resolve91%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 grants91% BONUS_LEADER_VENGEFUL_AGAINSTAddLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINST91% BONUS_EVENTOPTION_INTERFERENCE_OPTION_0_CHARACTER_1aeBonuses: BONUS_MONEY_GAIN_SMALL, BONUS_FOOD_GAIN_SMALL, BONUS_STONE_GAIN_SMALL9% BONUS_LEADER_PLOTTING_AGAINSTAddLeaderRelationship RELATIONSHIP_PLOTTING_AGAINST9% BONUS_EVENTOPTION_INTERFERENCE_OPTION_0_CHARACTER_1aeBonuses: BONUS_MONEY_GAIN_SMALL, BONUS_FOOD_GAIN_SMALL, BONUS_STONE_GAIN_SMALL - ▸ Resolve1%Your leader: no longer Vengeful Against your family headGain a random trait90%Your leader: no longer Estranged From your family headGain a random trait0%Your leader: no longer Plotting Against your family headGain a random trait9%Your leader: no longer Disappointed With your family headGain a random traitgrants1% BONUS_LEADER_VENGEFUL_AGAINST_REMOVERemoveLeaderRelationship RELATIONSHIP_VENGEFUL_AGAINST1% BONUS_EVENTOPTION_INTERFERENCE_OPTION_1_TIMIDaeRandomTraitDelay: TRAIT_TIMID, TRAIT_GRACIOUS90% BONUS_LEADER_ESTRANGED_FROM_REMOVERemoveLeaderRelationship RELATIONSHIP_ESTRANGED_FROM90% BONUS_EVENTOPTION_INTERFERENCE_OPTION_1_TIMIDaeRandomTraitDelay: TRAIT_TIMID, TRAIT_GRACIOUS0% BONUS_LEADER_PLOTTING_AGAINST_REMOVERemoveLeaderRelationship RELATIONSHIP_PLOTTING_AGAINST0% BONUS_EVENTOPTION_INTERFERENCE_OPTION_1_TIMIDaeRandomTraitDelay: TRAIT_TIMID, TRAIT_GRACIOUS9% BONUS_LEADER_DISAPPOINTED_WITH_REMOVERemoveLeaderRelationship RELATIONSHIP_DISAPPOINTED_WITH9% BONUS_EVENTOPTION_INTERFERENCE_OPTION_1_TIMIDaeRandomTraitDelay: TRAIT_TIMID, TRAIT_GRACIOUS
- ▸ We will honor [character] with a place in court.Gain a Court MinisterLeader relationship: Conspiring WithgrantsBONUS_EVENTOPTION_INTERFERENCE_OPTION_2_CHARACTER_0AddLeaderRelationship RELATIONSHIP_CONSPIRING_WITHMakeCourtier COURTIER_MINISTER
Sunken Tombs
- ▸ Mount an undersea expedition.Gain a random trait
-120Money-30/city↗ turn
+20Science+5/city↗ turn grantsBONUS_EVENTOPTION_RUINS_SUNKEN_TOMBS_OPTION_0_CHARACTERaeRandomTraitDelay: TRAIT_MYSTERIOUS_SWORD, TRAIT_FOOLS_RINGaeRandomTraitText: TEXT_EVENTOPTION_RUINS_SUNKEN_TOMBS_OPTION_0_SWORD, TEXT_EVENTOPTION_RUINS_SUNKEN_TOMBS_OPTION_0_RINGaeBonuses: BONUS_MONEY_LOSS_SMALL, BONUS_SCIENCE_GAIN_SMALL - ▸ Search the coastal rubble.
+120Money+30/city↗ turn
+30Iron+10/city↗ turn grantsBONUS_EVENTOPTION_RUINS_SUNKEN_TOMBS_OPTION_1_CHARACTERaeBonuses: BONUS_MONEY_GAIN_SMALL, BONUS_IRON_GAIN_SMALL
The Floating City
- ▸ Claim the boats for research.Gain tech: NavigationgrantsBONUS_EVENTOPTION_RUINS_THE_FLOATING_CITY_OPTION_0_CHARACTERaeTechs: TECH_NAVIGATION
- ▸ Send divers to search for treasure.
+320Money+80/city↗ turn grantsBONUS_MONEY_GAIN_HUGEaiGlobalYieldsBase: YIELD_MONEY=320aiGlobalYieldsPer: YIELD_MONEY=80
The Watchers
- ▸ We shall avoid these ruins... to be safe.Gain trait: Timid+2 WisdomgrantsBONUS_EVENTOPTION_RUINS_THE_WATCHERS_OPTION_0_CHARACTERaeAddTraits: TRAIT_TIMIDaeBonuses: BONUS_GAIN_WISDOM_2
- ▸ The
stone and ore are too valuable to waste.
+75Stone+25/city↗ turn
+20Iron+5/city↗ turn grantsBONUS_EVENTOPTION_RUINS_THE_WATCHERS_OPTION_1_CHARACTERaeBonuses: BONUS_STONE_GAIN_LARGE, BONUS_IRON_GAIN_TINY↳ may trigger: Wrath of the Watchers
Ancient Puzzle
- ▸ Sponsor a search for even more to decipher.
+20Science+5/city↗ turn
-120Money-30/city↗ turn+20 XP to the character grantsBONUS_SCIENCE_COSTaeBonuses: BONUS_SCIENCE_GAIN_SMALL, BONUS_MONEY_LOSS_SMALLBONUS_XP_CHARACTER_SMALLiXPCharacter 20 - ▸ Remain uninvolved.(no gates or payload in XML)
Ancient Puzzle
- ▸ Sponsor a search for even more to decipher.
+20Science+5/city↗ turn
-120Money-30/city↗ turn+20 XP to the character grantsBONUS_SCIENCE_COSTaeBonuses: BONUS_SCIENCE_GAIN_SMALL, BONUS_MONEY_LOSS_SMALLBONUS_XP_CHARACTER_SMALLiXPCharacter 20 - ▸ Remain uninvolved.(no gates or payload in XML)
Hidden Jewels
- ▸ Keep the jewels but continue exploring.
+160Money+40/city↗ turn grantsBONUS_MONEY_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=160aiGlobalYieldsPer: YIELD_MONEY=40 - ▸ The
Treasury would be grateful if we found more jewels.
-60Training-15/city↗ turn
+240Money+60/city↗ turn grantsBONUS_EVENTOPTION_RUINS_HIDDEN_JEWELS_STAYaeBonuses: BONUS_TRAINING_LOSS_SMALL, BONUS_MONEY_GAIN_LARGE
The Diviner
- ▸ Such an offer cannot be ignored.grantsBONUS_AMBITION_WONDER_ORACLEAmbition GOAL_ORACLEaeBonuses: BONUS_RECENT_AMBITIONBONUS_EVENTOPTION_RUINS_THE_DIVINER_OPTION_0_CHARACTER_1MakeCourtier COURTIER_SCIENTIST
- ▸
Order scribes to collect her predictions.
+60Science+15/city↗ turn grantsBONUS_SCIENCE_GAIN_LARGEaiGlobalYieldsBase: YIELD_SCIENCE=60aiGlobalYieldsPer: YIELD_SCIENCE=15 - ▸ Demand a message from the gods.Acquire random Technologygated byLeaderSubject SUBJECT_CHARACTER_RELIGIOUSgrantsBONUS_EVENTOPTION_RUINS_THE_DIVINER_OPTION_2_CHARACTERbRandomTech 1
Treasure Hunting
- ▸ I think I can make it!Gain trait: Mysterious SwordGain a random traitgrantsBONUS_EVENTOPTION_RUINS_TREASURE_HUNTING_TRYaeRandomTraitDelay: TRAIT_SWIFT, TRAIT_WOUNDED, TRAIT_SEVERELY_WOUNDEDaeAddTraits: TRAIT_MYSTERIOUS_SWORD
- ▸ It is not worth the risk, see what else can be gathered.
+20Stone+5/city↗ turn
+20Iron+5/city↗ turn grantsBONUS_STONE_GAIN_TINYaiGlobalYieldsBase: YIELD_STONE=20aiGlobalYieldsPer: YIELD_STONE=5BONUS_IRON_GAIN_TINYaiGlobalYieldsBase: YIELD_IRON=20aiGlobalYieldsPer: YIELD_IRON=5 - ▸ Search around, there may be other chambers with treasure.
+120Money+30/city↗ turn grantsBONUS_MONEY_GAIN_SMALLaiGlobalYieldsBase: YIELD_MONEY=120aiGlobalYieldsPer: YIELD_MONEY=30
Weary Marauders
- ▸ Resolve100%+2 CitizensAdd Improvement: Slums0%
+20Discontenteach city↗ turn+2 Citizens grants100% BONUS_EVENTOPTION_RUINS_WEARY_MARAUDERS_LABOR_NEWaeBonuses: BONUS_ADD_CITIZEN_2, BONUS_ADD_SLUMS0% BONUS_EVENTOPTION_RUINS_WEARY_MARAUDERS_LABORiCitizens 2aiCityYields: YIELD_DISCONTENT=20 - ▸ We could use help against the [tribe].
-30Iron-10/city↗ turn+1 Heavy Infantry unit grantsBONUS_EVENTOPTION_RUINS_WEARY_MARAUDERS_FIGHTaeBonuses: 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 grantsBONUS_EVENTOPTION_RUINS_WEARY_MARAUDERS_OPTION_2_PLAYERaeAddTraits: TRAIT_DECEITFULaeBonuses: BONUS_TRAINING_GAIN_HUGE
Burly Smith
- ▸ Learn her trade.Gain tech: IronworkinggrantsBONUS_EVENTOPTION_RUINS_BURLY_SMITH_LEARNaeTechs: TECH_IRONWORKING
- ▸ Loot her metal stores.
+150Iron+50/city↗ turnGain trait: Cruel grantsBONUS_IRON_GAIN_GIGANTICaiGlobalYieldsBase: YIELD_IRON=150aiGlobalYieldsPer: YIELD_IRON=50BONUS_GIVE_TRAIT_CRUELaeAddTraits: TRAIT_CRUEL
Elderly Couple
- ▸ Stay and help them reconstruct.Gain trait: Gracious+20 XP to the charactergrantsBONUS_EVENTOPTION_RUINS_ELDERLY_COUPLE_HELPaeAddTraits: TRAIT_GRACIOUSaeBonuses: BONUS_XP_CHARACTER_SMALL
- ▸ Their leaders are more valuable to us.
+75Civics↗ turnGain tech: Divination grantsBONUS_EVENTOPTION_RUINS_ELDERLY_COUPLE_ABDUCTEDaiGlobalYieldsBase: YIELD_CIVICS=75aeTechs: TECH_DIVINATION↳ may trigger: Mad Priestess
Frightened Families
- ▸ Join us, and we will protect you.Gain trait: GraciousgrantsBONUS_GIVE_TRAIT_GRACIOUSaeAddTraits: TRAIT_GRACIOUS
- ▸ Send our fighters to face the raiders.The unit gains Guard I, ToughgrantsBONUS_EVENTOPTION_RUINS_FRIGHTENED_FAMILIES_GUARDaeEffectUnits: EFFECTUNIT_GUARD1, EFFECTUNIT_TOUGH
- ▸ Give us guides, and we will pay off your tormentors.
-100Money↗ turn+1 Scout grantsBONUS_EVENTOPTION_RUINS_FRIGHTENED_FAMILIES_SCOUTaiGlobalYieldsBase: YIELD_MONEY=-100aeBonuses: BONUS_UNIT_SCOUT
Geoglyphs
- ▸ Create a national historic monument.+30–300 Culture (by city tier)grantsBONUS_CULTURE_GAIN_AVERAGEaaiCultureYield: 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 grantsBONUS_EVENTOPTION_RUINS_GEOGLYPHS_OPTION_1aeBonuses: BONUS_MONEY_GAIN_AVERAGE, BONUS_XP_CHARACTER_LARGE
Gold Workers
- ▸ Increase the treasury.
+160Money+40/city↗ turn grantsBONUS_MONEY_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=160aiGlobalYieldsPer: YIELD_MONEY=40 - ▸ Send it to our troops.
+120Training+30/city↗ turn grantsBONUS_TRAINING_GAIN_LARGEaiGlobalYieldsBase: YIELD_TRAINING=120aiGlobalYieldsPer: YIELD_TRAINING=30 - ▸ Study the craftsmanship.+60 XP to the charactergrantsBONUS_XP_CHARACTER_LARGEiXPCharacter 60
Good Fences
- ▸ Sounds like a fair trade.
-100Wood↗ turnGain tech: Husbandry grantsBONUS_EVENTOPTION_RUINS_GOOD_FENCES_PASTUREaiGlobalYieldsBase: YIELD_WOOD=-100aeTechs: TECH_HUSBANDRY - ▸ We can offer some in exchange for meat.
-25Wood↗ turn
+200Food↗ turn grantsBONUS_EVENTOPTION_RUINS_GOOD_FENCES_MEATaiGlobalYieldsBase: YIELD_WOOD=-25, YIELD_FOOD=200 - ▸ Would they consider working for us?Gain a FarmergrantsBONUS_EVENTOPTION_RUINS_GOOD_FENCES_NOaeAddSpecialistClasses: SPECIALISTCLASS_FARMER
Haunted Quarry
- ▸ Examine the quarry to figure out how it was made.
+20Discontenteach city↗ turnGain a Stonecutter grantsBONUS_EVENTOPTION_RUINS_HAUNTED_QUARRY_EXAMINEaiCityYields: YIELD_DISCONTENT=20aeAddSpecialistClasses: SPECIALISTCLASS_STONECUTTER - ▸ Haul back as much
stone as we can.
+200Stone↗ turn
+40Discontenteach city↗ turn grantsBONUS_EVENTOPTION_RUINS_HAUNTED_QUARRY_HAULaiCityYields: YIELD_DISCONTENT=40aiGlobalYieldsBase: YIELD_STONE=200 - ▸ Leave this ill-fated place.+2 DisciplineGain trait: SuperstitiousgrantsBONUS_EVENTOPTION_RUINS_HAUNTED_QUARRY_LEAVEaiRatings: RATING_DISCIPLINE=2aeAddTraits: TRAIT_SUPERSTITIOUS
Heaven and Earth
- ▸ My mind is open...Gain trait: Exotic+20–200 Culture (by city tier)grantsBONUS_EVENTOPTION_RUINS_HEAVEN_AND_EARTH_OPTION_0_CHARACTERaeAddTraits: TRAIT_EXOTICaeBonuses: BONUS_CULTURE_GAIN_SMALL
- ▸ I want no part in such rituals.Gain trait: EducatedgrantsBONUS_GIVE_TRAIT_EDUCATEDaeAddTraits: TRAIT_EDUCATED
Tribal Hunters
- ▸ Kill them and take their supplies.
+150Food↗ turn
+50Wood↗ turnGain trait: Ruthless grantsBONUS_EVENTOPTION_RUINS_TRIBAL_HUNTERS_KILLaiGlobalYieldsBase: YIELD_FOOD=150, YIELD_WOOD=50aeAddTraits: TRAIT_RUTHLESS - ▸ Invite them to settle with us.Gain a TrappergrantsBONUS_EVENTOPTION_RUINS_TRIBAL_HUNTERS_OBSERVEaeAddSpecialistClasses: SPECIALISTCLASS_TRAPPER
Wise Man
- ▸ Heed his advice on war.Progress ambition: Six Barracks Ranges+1 CouragegrantsBONUS_EVENTOPTION_WISE_MAN_WARAmbition GOAL_SIX_BARRACKS_RANGESaeBonuses: BONUS_GAIN_COURAGE_1
- ▸ Heed his advice on trade.Progress ambition: Two Caravans
+240Money+60/city↗ turn grantsBONUS_EVENTOPTION_WISE_MAN_TRADEAmbition GOAL_TWO_CARAVANSaeBonuses: BONUS_MONEY_GAIN_LARGE - ▸ Trust only your own instincts.Gain a random traitgrantsBONUS_EVENTOPTION_WISE_MAN_NONEaeRandomTraitDelay: TRAIT_BOLD, TRAIT_FOOLISH, TRAIT_PROUD
Ancient Barbarians
- ▸ I do not want to offend the [tribe].+1 DisciplineRemembered: Avoided ancient ruins (+20 opinion for 20 turns)(no event currently keys off this)grantsBONUS_EVENTOPTION_RUINS_ANCIENT_BARBARIANS_OPTION_0_CHARACTERaeBonuses: BONUS_GAIN_DISCIPLINE_1BONUS_EVENTOPTION_RUINS_ANCIENT_BARBARIANS_OPTION_0_BARBARIANMemory MEMORYTRIBE_AVOIDED_RUINS◇ grants a memory no event uses
- ▸ 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) grantsBONUS_EVENTOPTION_RUINS_ANCIENT_BARBARIANS_OPTION_1_CHARACTERaeBonuses: BONUS_STONE_GAIN_LARGE, BONUS_SCIENCE_GAIN_AVERAGEBONUS_EVENTOPTION_RUINS_ANCIENT_BARBARIANS_OPTION_1_BARBARIANMemory MEMORYTRIBE_DESECRATED_RUINS◇ grants a memory no event uses
Ancient Site
- ▸ Raze the city. We could use the
Stone.
+50Stone+15/city↗ turn grantsBONUS_STONE_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_STONE=50aiGlobalYieldsPer: YIELD_STONE=15 - ▸ Preserve the site and learn its history.+1 WisdomgrantsBONUS_GAIN_WISDOM_1aiRatings: RATING_WISDOM=1
- ▸ We are stepping onto a holy site. Make an offering to their gods.Gain trait: Pious
-30Food-10/city↗ turn grantsBONUS_EVENTOPTION_ANCIENT_SITE_OFFERINGSaeAddTraits: TRAIT_PIOUSaeBonuses: BONUS_FOOD_LOSS_SMALL
Buried Treasure
- ▸ Let's spend what we need to in
order to get this mine operational again.
-240Money-60/city↗ turnBegin project: Porcelain grantsBONUS_MONEY_LOSS_LARGEaiGlobalYieldsBase: YIELD_MONEY=-240aiGlobalYieldsPer: YIELD_MONEY=-60BONUS_ADD_PORCELAINaeAddProjects: PROJECT_GIVE_PORCELAIN - ▸ Sadly, our treasury cannot bear the expense at the moment.+40 XP to the charactergrantsBONUS_XP_CHARACTER_AVERAGEiXPCharacter 40
Carved Wall
- ▸ Advise? I command! Bring the wall to [city]!Gain trait: Steadfast+40–400 Culture (by city tier)grantsBONUS_GIVE_TRAIT_STEADFASTaeAddTraits: TRAIT_STEADFASTBONUS_CULTURE_GAIN_LARGEaaiCultureYield: 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: AristocracygrantsBONUS_EVENTOPTION_RUINS_CARVED_WALL_LEAVEaeTechs: TECH_ARISTOCRACY
City of Clay
- ▸ We must pray that such a fate never befalls us. Superstitious / PiousGain trait: Righteousgated byLeaderSubjectAny SUBJECT_SUPERSTITIOUS / SUBJECT_PIOUSgrantsBONUS_GIVE_TRAIT_RIGHTEOUSaeAddTraits: TRAIT_RIGHTEOUS
- ▸ The land can change. Let us use it to prepare whilst we can.Gain trait: CultivatorgrantsBONUS_GIVE_TRAIT_CULTIVATORaeAddTraits: TRAIT_CULTIVATOR
- ▸ Send people to fully unearth the ruins.
-7Orders↗ turnAcquire random Technology grantsBONUS_ORDERS_LOSS_LARGEaiGlobalYieldsBase: YIELD_ORDERS=-7BONUS_RANDOM_TECHbRandomTech 1
Comet Sighted
- ▸ It's an omen!+2 LegitimacyProgress ambition: Found World ReligiongrantsBONUS_EVENTOPTION_RUINS_COMET_SIGHTED_OMENAmbition GOAL_FOUND_WORLD_RELIGIONiLegitimacy 2
- ▸ A fascinating observation!Progress ambition: Six Archives
+40Science+10/city↗ turn grantsBONUS_EVENTOPTION_RUINS_COMET_SIGHTED_SCIENCEAmbition GOAL_SIX_ARCHIVESaeBonuses: BONUS_SCIENCE_GAIN_AVERAGE - ▸ It is none of our concern.
+3Orders↗ turn grantsBONUS_ORDERS_GAIN_TINYaiGlobalYieldsBase: YIELD_ORDERS=3
Cursed Land
- ▸ Fill the pit with rocks!
-50Stone↗ turn+4 Legitimacy grantsBONUS_EVENTOPTION_RUINS_CURSED_LAND_ROCKSiLegitimacy 4aiGlobalYieldsBase: YIELD_STONE=-50 - ▸ We should study this pit.Gain a Court Scholar
+120Discontenteach city↗ turn grantsBONUS_ADD_GREAT_SCIENTISTAddCourtier: COURTIER_SCIENTISTBONUS_DISCONTENT_GAIN_LARGEaiCityYields: YIELD_DISCONTENT=120
Despoiled Ruins
- ▸
Stone for construction.
+75Stone+25/city↗ turn grantsBONUS_STONE_GAIN_LARGEaiGlobalYieldsBase: YIELD_STONE=75aiGlobalYieldsPer: YIELD_STONE=25 - ▸
Iron for our troops.
+75Iron+25/city↗ turn grantsBONUS_IRON_GAIN_LARGEaiGlobalYieldsBase: YIELD_IRON=75aiGlobalYieldsPer: YIELD_IRON=25 - ▸
Wood is always useful.
+75Wood+25/city↗ turn grantsBONUS_WOOD_GAIN_LARGEaiGlobalYieldsBase: YIELD_WOOD=75aiGlobalYieldsPer: YIELD_WOOD=25
Emerald Mines
- ▸ We must reopen the mines.
-120Money-30/city↗ turn+1 Courage grantsBONUS_EVENTOPTION_RUINS_EMERALD_MINES_OPTION_0_CHARACTERaeBonuses: BONUS_MONEY_LOSS_SMALL, BONUS_GAIN_COURAGE_1↳ may trigger: Cave In!, Emerald Mine Rebuilt - ▸ Leave the old mines alone.+40 XP to the charactergrantsBONUS_XP_CHARACTER_AVERAGEiXPCharacter 40
Giant Statue
- ▸ I shall have the statue repaired in my own image.
-50Money↗ turn+2 Legitimacy grantsBONUS_EVENTOPTION_RUINS_GIANT_STATUE_CARVEiLegitimacy 2aiGlobalYieldsBase: YIELD_MONEY=-50 - ▸ We should put the
stone to better use.
+75Stone+25/city↗ turn grantsBONUS_STONE_GAIN_LARGEaiGlobalYieldsBase: YIELD_STONE=75aiGlobalYieldsPer: YIELD_STONE=25
Gold, like Mud
- ▸ Give [character] what he needs.grantsBONUS_IRON_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_IRON=-50aiGlobalYieldsPer: YIELD_IRON=-15BONUS_SET_RESOURCE_GOLDSetResource RESOURCE_GOLDBONUS_SET_RESOURCE_GOLDSetResource RESOURCE_GOLDBONUS_SET_RESOURCE_GOLDSetResource RESOURCE_GOLD
- ▸ Ask [character] to teach you how to extract such metals closer to home.Gain trait: DelvergrantsBONUS_GIVE_TRAIT_DELVERaeAddTraits: TRAIT_DELVER
- ▸ Have your people gather what they can.
+160Money+40/city↗ turn grantsBONUS_MONEY_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=160aiGlobalYieldsPer: YIELD_MONEY=40
Great Migration
- ▸ Commission scouts and send them in every direction.+2 ScoutProgress ambition: ExplorationgrantsBONUS_EVENTOPTION_RUINS_GREAT_MIGRATION_OPTION_0_CHARACTERAmbition GOAL_EXPLORATIONaiUnits: UNIT_SCOUT=2
- ▸ Study this unknown tribe and widen our understanding.
+60Science+15/city↗ turn grantsBONUS_SCIENCE_GAIN_LARGEaiGlobalYieldsBase: YIELD_SCIENCE=60aiGlobalYieldsPer: YIELD_SCIENCE=15
Homeless Children
- ▸ [rival] cannot become a home for charity.Gain trait: Cruel
+75Stone+25/city↗ turn grantsBONUS_EVENTOPTION_HOMELESS_CHILDREN_NO_AIDaeAddTraits: TRAIT_CRUELaeBonuses: BONUS_STONE_GAIN_LARGE - ▸ We will shelter them.Gain trait: GraciousgrantsBONUS_GIVE_TRAIT_GRACIOUSaeAddTraits: TRAIT_GRACIOUS
- ▸ We can always use citizens in [city].Begin project: Child LaborgrantsBONUS_EVENTOPTION_HOMELESS_CHILDREN_CHILD_LABOR_CITYaeAddProjects: PROJECT_CHILD_LABOR
Hungry Lorekeepers
- ▸ We will feed them and learn their skills.Gain tech: Rhetoric
-75Food-25/city↗ turn grantsBONUS_EVENTOPTION_RUINS_HUNGRY_LOREKEEPERS_FEEDaeTechs: TECH_RHETORICaeBonuses: BONUS_FOOD_LOSS_LARGE - ▸ We cannot afford to waste
food on strangers. +1 DisciplinegrantsBONUS_GAIN_DISCIPLINE_1aiRatings: RATING_DISCIPLINE=1
Made to Measure
- ▸ I will expect higher standards from now on.+2 Discipline-1 CharismagrantsBONUS_GAIN_DISCIPLINE_2aiRatings: RATING_DISCIPLINE=2BONUS_LOSE_CHARISMA_1aiRatings: RATING_CHARISMA=-1
- ▸ Copy them, the best we can.Begin project: Weights and MeasuresgrantsBONUS_PROJECT_WEIGHTSaeAddProjects: PROJECT_WEIGHTS
- ▸ This gives me an idea... Greedy / CorruptBegin project: Adjusted Weights and Measuresgated byLeaderSubjectAny SUBJECT_GREEDY / SUBJECT_CORRUPTgrantsBONUS_PROJECT_ADJUSTED_WEIGHTSaeAddProjects: PROJECT_ADJUSTED_WEIGHTS
Monuments of Law
- ▸ Send sages to learn what they can.
+100Civics↗ turnProgress ambition: Constitution grantsBONUS_EVENTOPTION_RUINS_MONUMENTS_OF_LAW_SAGESAmbition GOAL_CONSTITUTIONaiGlobalYieldsBase: YIELD_CIVICS=100 - ▸ Send laborers to smash them into much needed rubble.
+100Stone+35/city↗ turn grantsBONUS_STONE_GAIN_HUGEaiGlobalYieldsBase: YIELD_STONE=100aiGlobalYieldsPer: YIELD_STONE=35
Necropolis
- ▸ Allow the survivors to join us.grantsBONUS_EVENTOPTION_RUINS_NECROPOLIS_SAVEaeBonuses: BONUS_UNIT_SETTLER, BONUS_HAPPINESS_DOWN
- ▸ A terrible event, but I can learn from it.+60 XP to the characterArchetype becomes ScholargrantsBONUS_EVENTOPTION_RUINS_NECROPOLIS_LEARNaeBonuses: BONUS_XP_CHARACTER_LARGE, BONUS_SET_SCHOLAR_ARCHETYPE
Painted Walls and Stone-Carved Halls
- ▸ So, this is the Buddha we have heard about.Converts to the target religiongrantsBONUS_RELIGION_CONVERT_S1iConvertReligionSubject 1
- ▸ How enchanting! Have artists recreate the paintings around the palace.Gain trait: ExoticgrantsBONUS_GIVE_TRAIT_EXOTICaeAddTraits: TRAIT_EXOTIC
- ▸ There is something in these that makes me want to strive to be better.+1 DisciplinegrantsBONUS_GAIN_DISCIPLINE_1aiRatings: RATING_DISCIPLINE=1
Prophecy
- ▸ It is a sign that I have been chosen.Gain a random traitgrantsBONUS_EVENTOPTION_RUINS_PROPHECY_OPTION_0_CHARACTERaeRandomTraitDelay: TRAIT_RIGHTEOUS, TRAIT_DIVINE, TRAIT_SUPERSTITIOUSaeRandomTraitText: 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 traitgrantsBONUS_EVENTOPTION_RUINS_PROPHECY_OPTION_1_CHARACTERaeRandomTraitDelay: TRAIT_BLESSED, TRAIT_INSPIRING, TRAIT_CURSEDaeRandomTraitText: 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 charactergrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20
- ▸ I knew this would be here, I have divine powers!+2 LegitimacyGain trait: DeceitfulgrantsBONUS_EVENTOPTION_RUINS_PROPHECY_OPTION_3_CHARACTERiLegitimacy 2aeAddTraits: TRAIT_DECEITFUL
Religious Carvings
- ▸ It must have come from a precursor of [religion] in the region.+1 WisdomgrantsBONUS_EVENTOPTION_RUINS_RELIGIOUS_CARVINGS_OPTION_0_CHARACTERaeBonuses: 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 CharismagrantsBONUS_EVENTOPTION_RUINS_RELIGIOUS_CARVINGS_OPTION_1_RELIGIONMemory MEMORYRELIGION_SHOWED_ARTIFACTSBONUS_EVENTOPTION_RUINS_RELIGIOUS_CARVINGS_OPTION_1_CHARACTERaeBonuses: BONUS_GAIN_CHARISMA_1◇ grants a memory no event uses
- ▸ Move the art to [city] and establish [religion] shrine there.+20–200 Culture (by city tier)The religion spreads to your citygrantsBONUS_CULTURE_GAIN_SMALLaaiCultureYield: 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_RELIGIONiSpreadToSubject 1
- ▸ "Carved art" sounds like "free
stone" to me.
+50Stone+15/city↗ turn grantsBONUS_STONE_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_STONE=50aiGlobalYieldsPer: YIELD_STONE=15
Research at Rest
- ▸ Very intriguing indeed.+20 XP to the charactergrantsBONUS_XP_CHARACTER_SMALLiXPCharacter 20
- ▸ Invite the explorer to court so that we might further examine these new ideas.Gain a Court Scholargated byLeaderSubject SUBJECT_CHARACTER_INQUISITIVEgrantsBONUS_ADD_GREAT_SCIENTISTAddCourtier: COURTIER_SCIENTIST
- ▸ Surely there are construction materials we can salvage from the site.
+30Stone+10/city↗ turn gated byLeaderSubject SUBJECT_CHARACTER_URBANgrantsBONUS_STONE_GAIN_SMALLaiGlobalYieldsBase: YIELD_STONE=30aiGlobalYieldsPer: YIELD_STONE=10
Ritual Performance
- ▸ Expand our cities, but beware of gluttony.Gain tech: PolisgrantsBONUS_EVENTOPTION_RUINS_RITUAL_PERFORMANCE_COTTAGEaeTechs: TECH_POLIS
- ▸ Hold such performances ourselves.Gain tech: DramagrantsBONUS_EVENTOPTION_RUINS_RITUAL_PERFORMANCE_AMPHITHEATERaeTechs: TECH_DRAMA
- ▸ Learn from his cunning.Gain trait: Cunning+60 XP to the charactergrantsBONUS_EVENTOPTION_RUINS_RITUAL_PERFORMANCE_TRAITaeAddTraits: TRAIT_CUNNINGaeBonuses: BONUS_XP_CHARACTER_LARGE
Rival Expedition
- ▸ Capture the young noble, and seize the trove.Remembered: Held a noble hostage (+20 opinion for 40 turns)
+240Money+60/city↗ turn gated byLeaderSubject SUBJECT_NOT_TIMIDgrantsBONUS_EVENTOPTION_RIVAL_EXPEDITION_HOSTAGEMemory MEMORYPLAYER_HOLD_HOSTAGEBONUS_MONEY_GAIN_LARGEaiGlobalYieldsBase: YIELD_MONEY=240aiGlobalYieldsPer: 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)Archetype becomes DiplomatgrantsBONUS_EVENTOPTION_RIVAL_EXPEDITION_APOLOGIZEMemory MEMORYPLAYER_RECOGNIZED_CLAIMBONUS_SET_DIPLOMAT_ARCHETYPESetArchetype TRAIT_DIPLOMAT_ARCHETYPE◇ grants a memory no event uses
- ▸ Beg forgiveness for your crude maps of mighty [rival], and ask for corrections.Reveals the target player's territorygated byLeaderSubject SUBJECT_CHARACTER_ARCHETYPE_THOUGHTFULgrantsBONUS_REVEAL_TERRITORYbRevealTerritory 1
Ruined Ambitions
- ▸ The [family] ask that you [ambition].Starts an ambition for your familyStarts the event's ambitiongrantsBONUS_FAMILY_AMBITION_S1iAmbitionFamilySubject 1bAddAmbition 1
- ▸ The [family] want you to [ambition].Starts an ambition for your familyStarts the event's ambitiongrantsBONUS_FAMILY_AMBITION_S2iAmbitionFamilySubject 2bAddAmbition 1
- ▸ The [family] family suggest that you [ambition].Starts an ambition for your familyStarts the event's ambitiongrantsBONUS_FAMILY_AMBITION_S3iAmbitionFamilySubject 3bAddAmbition 1
- ▸ .+40 XP to the charactergrantsBONUS_XP_CHARACTER_AVERAGEiXPCharacter 40
Sacred Tomb
- ▸ Leave the tomb undisturbed.Gain trait: GraciousgrantsBONUS_GIVE_TRAIT_GRACIOUSaeAddTraits: TRAIT_GRACIOUS
- ▸ There will be no [title] but me. Destroy it!+2 LegitimacygrantsBONUS_EVENTOPTION_SACRED_TOMB_DESTROYiLegitimacy 2
- ▸ Let us study their preservation rituals.
+40Science+10/city↗ turn grantsBONUS_SCIENCE_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_SCIENCE=40aiGlobalYieldsPer: YIELD_SCIENCE=10
Seashore Find
- ▸ This is a significant scientific discovery.
+20Science+5/city↗ turn grantsBONUS_SCIENCE_GAIN_SMALLaiGlobalYieldsBase: YIELD_SCIENCE=20aiGlobalYieldsPer: YIELD_SCIENCE=5 - ▸ Our vivid fabrics will impress the world.Begin project: TriumphgrantsBONUS_EVENTOPTION_SEASHORE_FIND_CULTUREaeAddProjects: PROJECT_TRIUMPH
- ▸ Other nations will pay for such a resource.
+160Money+40/city↗ turn grantsBONUS_MONEY_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=160aiGlobalYieldsPer: YIELD_MONEY=40
Shields Under the Stars
- ▸ Offer [character] the chance to fight for a warrior-queen.Gain a Court Soldiergated byLeaderSubject SUBJECT_FEMALEgrantsBONUS_MAKE_GREAT_SOLDIERMakeCourtier COURTIER_SOLDIER
- ▸ Raise a shrine to the Amazons in [city].grantsBONUS_EVENTOPTION_SHIELDS_UNDER_THE_STARS_OPTION_1_CITYAddImprovement IMPROVEMENT_AMAZON_CULTaiStats: STAT_CULTS=1
- ▸ Use the tales of the Amazons to inspire your armies.
+4Orders↗ turn
+120Training+30/city↗ turn grantsBONUS_ORDERS_GAIN_SMALLaiGlobalYieldsBase: YIELD_ORDERS=4BONUS_TRAINING_GAIN_LARGEaiGlobalYieldsBase: YIELD_TRAINING=120aiGlobalYieldsPer: YIELD_TRAINING=30
Skirmish in the Ruins
- ▸ 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)grantsBONUS_EVENTOPTION_RUINS_SKIRMISH_PLAYER_HELPMemory MEMORYPLAYER_SKIRMISH_HELPEDBONUS_EVENTOPTION_RUINS_SKIRMISH_TRIBE_FIGHTMemory MEMORYTRIBE_SKIRMISH_FOUGHT◇ grants a memory no event uses
- ▸ 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)grantsBONUS_EVENTOPTION_RUINS_SKIRMISH_PLAYER_FIGHTMemory MEMORYPLAYER_SKIRMISH_FOUGHTBONUS_EVENTOPTION_RUINS_SKIRMISH_TRIBE_HELPMemory MEMORYTRIBE_SKIRMISH_HELPED◇ grants a memory no event uses
- ▸ 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)grantsBONUS_EVENTOPTION_RUINS_SKIRMISH_PLAYER_IGNOREMemory MEMORYPLAYER_SKIRMISH_IGNOREDBONUS_EVENTOPTION_RUINS_SKIRMISH_TRIBE_IGNOREMemory MEMORYTRIBE_SKIRMISH_IGNORED◇ grants a memory no event uses
- ▸ 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 grantsBONUS_EVENTOPTION_RUINS_SKIRMISH_PLAYER_FIGHTMemory MEMORYPLAYER_SKIRMISH_FOUGHTBONUS_EVENTOPTION_RUINS_SKIRMISH_TRIBE_FIGHTMemory MEMORYTRIBE_SKIRMISH_FOUGHTBONUS_MONEY_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=160aiGlobalYieldsPer: YIELD_MONEY=40◇ grants a memory no event uses
Skittish Bandits
- ▸ Agree to take him in and add him to your Court.Gain a Court MerchantgrantsBONUS_MAKE_GREAT_MERCHANTMakeCourtier 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 grantsBONUS_MONEY_LOSS_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=-160aiGlobalYieldsPer: YIELD_MONEY=-40BONUS_SKITTISH_BANDITS_CARAVANaiUnits: UNIT_CARAVAN=1 - ▸ Kill the merchant and take his supplies.
+320Money+80/city↗ turn
+50Wood+15/city↗ turn gated byLeaderSubject SUBJECT_CHARACTER_VILLAINOUSgrantsBONUS_MONEY_GAIN_HUGEaiGlobalYieldsBase: YIELD_MONEY=320aiGlobalYieldsPer: YIELD_MONEY=80BONUS_WOOD_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_WOOD=50aiGlobalYieldsPer: YIELD_WOOD=15
Star Charts
Strange Scroll
- ▸ Study the scroll to learn its secrets.Archetype becomes ScholargrantsBONUS_SET_SCHOLAR_ARCHETYPESetArchetype TRAIT_SCHOLAR_ARCHETYPE↳ may trigger: Strange Scroll: Translation
- ▸ Find someone to decipher the text.Gain a Court ScholargrantsBONUS_ADD_GREAT_SCIENTISTAddCourtier: COURTIER_SCIENTIST
- ▸ Something isn’t right, destroy it!+4 LegitimacygrantsBONUS_EVENTOPTION_RUINS_STRANGE_SCROLL_DESTROYiLegitimacy 4
Survivors
- ▸ Resolvegrants100% BONUS_RUINS_SURVIVORS_INVITE_NEWaeBonuses: BONUS_UNIT_WORKER, BONUS_ADD_SLUMS0% BONUS_EVENTOPTION_RUINS_SURVIVORS_INVITEaiUnits: UNIT_WORKER=1
- ▸ Recruit them as hardened explorers.+1 Scout
+3Orders↗ turn grantsBONUS_EVENTOPTION_RUINS_SURVIVORS_EXPLOREaiUnits: UNIT_SCOUT=1aeBonuses: BONUS_ORDERS_GAIN_TINY
The Jungle Depths
- ▸ The trees can give us a tactical advantage.Gain trait: RangergrantsBONUS_GIVE_TRAIT_RANGERaeAddTraits: TRAIT_RANGER
- ▸ Train specialists skilled in cutting through vegetation.The unit gains SappergrantsBONUS_UNIT_SAPPERaeEffectUnits: EFFECTUNIT_SAPPER
- ▸ Stop complaining and force your way through!Gain trait: Robust-1 WisdomgrantsBONUS_GIVE_TRAIT_ROBUSTaeAddTraits: TRAIT_ROBUSTBONUS_LOSE_WISDOM_1aiRatings: RATING_WISDOM=-1
The King's Roads
- ▸ Break down the roads for
stone. +1 Discipline
+100Stone+35/city↗ turn grantsBONUS_EVENTOPTION_RUINS_THE_KINGS_ROADS_OPTION_0aeBonuses: BONUS_GAIN_DISCIPLINE_1, BONUS_STONE_GAIN_HUGE - ▸ Study the technology.Gain tech: Labor ForcegrantsBONUS_EVENTOPTION_RUINS_THE_KINGS_ROADS_OPTION_1aeTechs: TECH_LABOR_FORCE
The Riddle of the Gate
- ▸ What's the riddle?(no gates or payload in XML)
- ▸ We have no time for riddles. Tear down the gate to enter the city.
+75Stone+25/city↗ turn grantsBONUS_STONE_GAIN_LARGEaiGlobalYieldsBase: YIELD_STONE=75aiGlobalYieldsPer: YIELD_STONE=25
The Seal of a Bull
- ▸ I will adopt such a seal for myself.Gain trait: Royal SealgrantsBONUS_GIVE_TRAIT_ROYAL_SEALaeAddTraits: TRAIT_ITEM_ROYAL_SEAL
- ▸ Encourage the city artists to adapt this practice.Begin project: Artist MarksgrantsBONUS_PROJECT_ARTISAN_SEALSaeAddProjects: PROJECT_ARTISAN_SEALS
- ▸ What strange creatures. I find myself rather inspired!Gain a random traitgrantsBONUS_ARTIST_OR_MAHOUTaeRandomTraitDelay: TRAIT_ARTIST, TRAIT_MAHOUT
Three Days of Solace
- ▸ Swell!(no gates or payload in XML)
- ▸ Take this opportunity to devote one more day to military drills.+20 XP to the unit
-2Orders↗ turn gated byLeaderSubject SUBJECT_CHARACTER_DILIGENTgrantsBONUS_XP_UNIT_SMALLiXPUnit 20BONUS_ORDERS_LOSS_MINIMALaiGlobalYieldsBase: YIELD_ORDERS=-2
Tip to Tail
- gated byIndexSubjectgrantsBONUS_HAPPINESS_GAIN_SMALL_RELIGIONaeReligionBonuses: BONUS_HAPPINESS_GAIN_SMALL
- ▸ Return and do what you must. I will have these hides.-10 HP to the unit+1 Import Resources / Exotic FursgrantsBONUS_DAMAGE_UNIT_HIGHiHPUnit -10BONUS_TECH_ADD_EXOTIC_FURaeImportResources: RESOURCE_EXOTIC_FUR=1
- ▸ All life should be allowed to live in safety. Mark this land to be protected from hunting.Gain trait: CompassionategrantsBONUS_GIVE_TRAIT_COMPASSIONATEaeAddTraits: TRAIT_COMPASSIONATE
Unfamiliar Art
- ▸ It should inspire us -- display it in [city]!Progress ambition: Five Developing+30–300 Culture (by city tier)grantsBONUS_EVENTOPTION_STRANGE_ARTAmbition GOAL_FIVE_DEVELOPINGaeBonuses: BONUS_CULTURE_GAIN_AVERAGE
- ▸ Perhaps someone else will appreciate it more.
+240Money+60/city↗ turn grantsBONUS_MONEY_GAIN_LARGEaiGlobalYieldsBase: YIELD_MONEY=240aiGlobalYieldsPer: YIELD_MONEY=60
Veteran Soldier
- ▸ Learn her military techniques.Gain tech: Military DrillgrantsBONUS_EVENTOPTION_RUINS_OLD_SOLDIER_MILITARY_DRILLaeTechs: TECH_MILITARY_DRILL
- ▸ Invite her to our court.Gain a Court SoldiergrantsBONUS_MAKE_GREAT_SOLDIERMakeCourtier COURTIER_SOLDIER
Vulgar Speech
- ▸ Display the graffiti in our palace yard.+30–300 Culture (by city tier)grantsBONUS_CULTURE_GAIN_AVERAGEaaiCultureYield: 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 grantsBONUS_SCIENCE_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_SCIENCE=40aiGlobalYieldsPer: YIELD_SCIENCE=10 - ▸ "Vulgar" language should be lost. Replace it with my royal sigil.+2 LegitimacygrantsBONUS_EVENTOPTION_RUINS_VULGAR_SPEECH_OPTION_2iLegitimacy 2
Cave In!
⛓ Follows from: Emerald Mines
- ▸ We will learn from our mistakes.
+60Discontenteach city↗ turn grantsBONUS_DISCONTENT_GAIN_SMALLaiCityYields: YIELD_DISCONTENT=60
Emerald Mine Rebuilt
⛓ Follows from: Emerald Mines
- ▸ May this further cement my legacy.+2 LegitimacySet Resource: GemsgrantsBONUS_EVENTOPTION_RUINS_EMERALD_MINE_REBUILT_OPTION_0_CHARACTERiLegitimacy 2BONUS_EVENTOPTION_RUINS_EMERALD_MINE_REBUILT_OPTION_0SetResource RESOURCE_GEM
Mad Priestess
⛓ Follows from: Elderly Couple
- ▸ Sacrifice whatever is necessary to appease the fears of the people and to please the gods!Gain trait: Superstitious
-50Food-15/city↗ turn grantsBONUS_EVENTOPTION_RUINS_ELDERLY_COUPLE_WITCH_SACRIFICE_CHARACTERaeAddTraits: TRAIT_SUPERSTITIOUSaeBonuses: BONUS_FOOD_LOSS_AVERAGE - ▸ I reject her words. She was a mad woman, and I never was a fan of theatrics.Gain trait: CursedgrantsBONUS_GIVE_TRAIT_CURSEDaeAddTraits: TRAIT_CURSED
Strange Scroll: Revelation
⛓ Follows from: Strange Scroll: Translation
- ▸ It all makes sense now!Gain trait: InsanegrantsBONUS_GIVE_TRAIT_INSANEaeAddTraits: TRAIT_INSANE
Strange Scroll: Revelation
⛓ Follows from: Strange Scroll: Translation
- ▸ It all makes sense now!+2 WisdomgrantsBONUS_GAIN_WISDOM_2aiRatings: RATING_WISDOM=2
Strange Scroll: Translation
⛓ Follows from: Strange Scroll
- ▸ Continue your studies.(no gates or payload in XML)↳ may trigger: Strange Scroll: Revelation, Strange Scroll: Revelation
- ▸ Enough!+1 DisciplinegrantsBONUS_GAIN_DISCIPLINE_1aiRatings: RATING_DISCIPLINE=1
The Riddle of the Sphinx
⛓ Follows from: The Riddle of the Gate
- ▸ A man who crawls on four as a baby, walks on two as an adult, and uses a stick in old age.Gain trait: CunninggrantsBONUS_GIVE_TRAIT_CUNNINGaeAddTraits: TRAIT_CUNNING
- ▸ This is the same riddle that Oedipus solved, but isn't he still most famous for marrying his mother?Gain trait: WittygrantsBONUS_GIVE_TRAIT_WITTYaeAddTraits: TRAIT_WITTY
The Riddle of the Sphinx
⛓ Follows from: The Riddle of the Gate
- ▸ Day gives birth to night just as night gives birth to day.Gain trait: IntelligentgrantsBONUS_GIVE_TRAIT_INTELLIGENTaeAddTraits: TRAIT_INTELLIGENT
- ▸ Only the gods know when the sun will rise and fall.Gain trait: PiousgrantsBONUS_GIVE_TRAIT_PIOUSaeAddTraits: TRAIT_PIOUS
The Riddle of the Sphinx
⛓ Follows from: The Riddle of the Gate
- ▸ My own face in the mirror cannot speak.+1 WisdomgrantsBONUS_GAIN_WISDOM_1aiRatings: RATING_WISDOM=1
- ▸ Mirrors are but a folly for the vain.Gain trait: HumblegrantsBONUS_GIVE_TRAIT_HUMBLEaeAddTraits: TRAIT_HUMBLE
The Riddle of the Sphinx
⛓ Follows from: The Riddle of the Gate
- ▸ Only smoke gives me tears when I am not sad.+1 WisdomgrantsBONUS_GAIN_WISDOM_1aiRatings: RATING_WISDOM=1
- ▸ I wouldn't know anything about tears.+1 CouragegrantsBONUS_GAIN_COURAGE_1aiRatings: RATING_COURAGE=1
Wrath of the Watchers
⛓ Follows from: The Watchers
- ▸ Do not acknowledge any such curse.Gain a random trait
+60Discontenteach city↗ turn grantsBONUS_EVENTOPTION_RUINS_WRATH_OF_THE_WATCHERS_OPTION_0_CHARACTERaeRandomTraitDelay: TRAIT_CURSED, TRAIT_INTELLIGENT, TRAIT_BRAVEBONUS_DISCONTENT_GAIN_SMALLaiCityYields: YIELD_DISCONTENT=60 - ▸ Make an offering to the gods, as penance.
-75Food-25/city↗ turn grantsBONUS_FOOD_LOSS_LARGEaiGlobalYieldsBase: YIELD_FOOD=-75aiGlobalYieldsPer: YIELD_FOOD=-25 - ▸ This throne is plagued by spirits.Your leader abdicates the throne+2 Wisdomgated byLeaderSubject SUBJECT_CHARACTER_RELIGIOUSgrantsBONUS_EVENTOPTION_RUINS_WRATH_OF_THE_WATCHERS_OPTION_2_CHARACTERbAbdicate 1BONUS_GAIN_WISDOM_2aiRatings: RATING_WISDOM=2