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
- ▸ 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)grantsBONUS_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.+5 LegitimacyGain trait: VigilantgrantsBONUS_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.grantsBONUS_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.grantsBONUS_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.Converts to the target religiongrantsBONUS_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.Remembered: 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 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 grantsBONUS_EVENTOPTION_COMMUNITY_OPTION_2_RELIGIONMemory MEMORYRELIGION_ATTACKED_OUR_COMMUNITYBONUS_MONEY_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_MONEY=160aiGlobalYieldsPer: YIELD_MONEY=40◇ grants a memory no event currently keys off
Where an Oar has No Name
- ▸ Invite him to return to [city], it is close enough that the gods will understand.grantsBONUS_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.gated byIndexSubjectgrantsBONUS_EVENTOPTION_RUINS_ANCIENT_SUPPLIES_MELEE_CHARACTERaeEffectUnits: EFFECTUNIT_SHIELDBEARER
- ▸ Take the saddles, incredibly lightweight and pliable to avoid tiring the horse.gated byIndexSubjectgrantsBONUS_EVENTOPTION_RUINS_ANCIENT_SUPPLIES_CAVALRY_CHARACTERaeEffectUnits: EFFECTUNIT_SWIFT
- ▸ The longbows have an immense pull weight, able to fire across great distances.gated 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 currently keys off
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 currently keys off - ▸ 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 - ▸ Resolve99%
+25Cultureeach city↗ turnProgress ambition: Six Groves 1%+30–300 Culture (by city tier)grants99% 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 currently keys off
- ▸ 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 currently keys off
- ▸ 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%Gain a random trait90%Gain a random trait0%Gain a random trait9%Gain 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
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
Ruin Rising Scholarship
- ▸ Resolve
+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 - ▸ Resolve(no gates or payload in XML)
Ruin Rising Scholarship Delayed
- ▸ Resolve
+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 - ▸ Resolve(no gates or payload in XML)
The Diviner
- ▸ Such an offer cannot be ignored.Progress ambition: OracleRemembered: Recent Ambition (7 turns)Gain a Court ScholargrantsBONUS_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.gated 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%0%
+20Discontenteach city↗ turn 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.grantsBONUS_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 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) 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 currently keys off
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: Give 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↗ turn 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.
-50Iron-15/city↗ turn 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: WeightsgrantsBONUS_PROJECT_WEIGHTSaeAddProjects: PROJECT_WEIGHTS
- ▸ This gives me an idea... Greedy / CorruptBegin project: Adjusted Weightsgated 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.+1 Settler-1 Happiness levelgrantsBONUS_EVENTOPTION_RUINS_NECROPOLIS_SAVEaeBonuses: BONUS_UNIT_SETTLER, BONUS_HAPPINESS_DOWN
- ▸ A terrible event, but I can learn from it.+60 XP to the charactergrantsBONUS_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 currently keys off
- ▸ Move the art to [city] and establish [religion] shrine there.+20–200 Culture (by city tier)grantsBONUS_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)grantsBONUS_EVENTOPTION_RIVAL_EXPEDITION_APOLOGIZEMemory MEMORYPLAYER_RECOGNIZED_CLAIMBONUS_SET_DIPLOMAT_ARCHETYPESetArchetype 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 territorygated byLeaderSubject SUBJECT_CHARACTER_ARCHETYPE_THOUGHTFULgrantsBONUS_REVEAL_TERRITORYbRevealTerritory 1
Ruined Ambitions
- ▸ The [family] ask that you [ambition].grantsBONUS_FAMILY_AMBITION_S1iAmbitionFamilySubject 1bAddAmbition 1
- ▸ The [family] want you to [ambition].grantsBONUS_FAMILY_AMBITION_S2iAmbitionFamilySubject 2bAddAmbition 1
- ▸ The [family] family suggest that you [ambition].grantsBONUS_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 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)grantsBONUS_EVENTOPTION_RUINS_SKIRMISH_PLAYER_FIGHTMemory MEMORYPLAYER_SKIRMISH_FOUGHTBONUS_EVENTOPTION_RUINS_SKIRMISH_TRIBE_HELPMemory 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)grantsBONUS_EVENTOPTION_RUINS_SKIRMISH_PLAYER_IGNOREMemory MEMORYPLAYER_SKIRMISH_IGNOREDBONUS_EVENTOPTION_RUINS_SKIRMISH_TRIBE_IGNOREMemory 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 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 currently keys off
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
- ▸ Our scouts could use the direction.
+5Orders↗ turn+1 Scout grantsBONUS_EVENTOPTION_RUINS_STAR_CHARTS_YOUTHaiGlobalYieldsBase: YIELD_ORDERS=5aiUnits: UNIT_SCOUT=1 - ▸ Our astronomers are in need of inspiration.Gain a Court ScholargrantsBONUS_ADD_GREAT_SCIENTISTAddCourtier: COURTIER_SCIENTIST
Strange Scroll
- ▸ Study the scroll to learn its secrets.grantsBONUS_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
- ▸ Resolve100%+1 Worker0%+1 Workergrants100% 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.grantsBONUS_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: Item Royal SealgrantsBONUS_GIVE_TRAIT_ROYAL_SEALaeAddTraits: TRAIT_ITEM_ROYAL_SEAL
- ▸ Encourage the city artists to adapt this practice.Begin project: Artisan SealsgrantsBONUS_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.
-2Orders↗ turn gated byLeaderSubject SUBJECT_CHARACTER_DILIGENTgrantsBONUS_XP_UNIT_SMALLiXPUnit 20BONUS_ORDERS_LOSS_MINIMALaiGlobalYieldsBase: YIELD_ORDERS=-2
Tip to Tail
- ▸ There can be no
forest without tigers, and no tigers without a
forest. gated byIndexSubjectgrantsBONUS_HAPPINESS_GAIN_SMALL_RELIGIONaeReligionBonuses: BONUS_HAPPINESS_GAIN_SMALL - ▸ Return and do what you must. I will have these hides.grantsBONUS_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 LegitimacygrantsBONUS_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.+2 Wisdomgated byLeaderSubject SUBJECT_CHARACTER_RELIGIOUSgrantsBONUS_EVENTOPTION_RUINS_WRATH_OF_THE_WATCHERS_OPTION_2_CHARACTERbAbdicate 1BONUS_GAIN_WISDOM_2aiRatings: RATING_WISDOM=2