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🏚️ Ruin Events

87 events11 follow-ups

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

How yield rewards scale ↗ turn

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

(base + per-city × your cities) × turn multiplier

  • Per-city adds that much for every city you own (the rival's cities for Steal-Research-style effects).
  • Turn multiplier is ×1 up through turn 60, then ×(turn ÷ 60) after — ×1.5 at turn 90, ×2 at turn 120, ×3.3 at turn 200.

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

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

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

⛓ Follows from: Emerald Mines

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

⛓ Follows from: Emerald Mines

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

⛓ Follows from: Elderly Couple

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

⛓ Follows from: Strange Scroll: Translation

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

⛓ Follows from: Strange Scroll: Translation

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

⛓ Follows from: Strange Scroll

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

⛓ Follows from: The Riddle of the Gate

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

⛓ Follows from: The Riddle of the Gate

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

⛓ Follows from: The Riddle of the Gate

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

⛓ Follows from: The Riddle of the Gate

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

⛓ Follows from: The Watchers

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