Steal a Nation's research to gain
Science
Outcomes
A 5-sided die rolls when the mission completes; results are weighted as shown. Subject character ratings (e.g., Wisdom on Steal Research) shift the roll.
[character] has successfully stolen research from your rival.
- +30 Science
- +10 per Rival City Science
[character] has successfully stolen research from your rival but was exposed in the process.
- +30 Science
- +10 per Rival City Science
- Remembered: Stole Research (-40 opinion for 40 turns)
The Steal Research Mission of [character] has led to an event...
Base is the flat reward; per City values stack with the size of your empire (see Reward scaling below). The subject's character rating shifts the dice — e.g. Wisdom raises the Steal Research success chance — but does not change the yield amounts.
Reward scaling
The base reward is 30 Science plus 10 Science per rival city, so it grows with the rival's empire (you steal more from larger rivals). The game then scales it up further as the match goes on (a turn/price multiplier that depends on game state, the same in both modes). Competitive Mode does not change mission rewards.
| Rival cities | 1 | 3 | 6 | 10 | 15 |
|---|---|---|---|---|---|
| | +40 | +60 | +90 | +130 | +180 |
Reward at base game-yield rate (turns 0–60). After turn 60 the reward grows in proportion to the turn number.
Reward calculator
Drag the sliders, or scrub across the graph to set the turn. Faint lines show other city counts. Competitive Mode does not change these rewards.
Events
⚠ Story weights are not in-game odds. Each story is gated by character/empire conditions (some hidden), so real frequency is filtered in ways the XML can't predict. The weight is the raw XML knob, not a probability.
20% of the time (a 1/5 dice
result) the mission fires an event instead of its normal reward — then one of the
5 stories below is drawn, and you pick a response.
Bracketed values like [character] are filled in with the actual names in-game.
Defecting Scientists
- ▸ We will provide whatever they need.grantsBONUS_EVENTOPTION_STEAL_DEFECTING_SCIENTISTS_OPTION_0AddImprovement IMPROVEMENT_LIBRARY_1
Seeking Help
- ▸ I wish him a speedy recovery.Gain trait: IncubatedgrantsBONUS_GIVE_TRAIT_INCUBATEDaeAddTraits: TRAIT_INCUBATED
Selling Secrets
- ▸ You never can trust a spy.grantsBONUS_EVENTOPTION_STEAL_SELLING_SECRETS_OPTION_0_PLAYER_1bRandomTech 1
Fingers
- ▸ We will not give in to threats.Remembered: Denied ransom for captured spies (-20 opinion for 20 turns)(no event currently keys off this)gated byLeaderSubjectNotAny SUBJECT_COMPASSIONATEgrantsBONUS_EVENTOPTION_STEAL_FINGERS_OPTION_0_PLAYER_1Memory MEMORYPLAYER_DENIED_RANSOM
- ▸ I refuse to have this blood on my hands.
+60Science+15/city↗ turn grantsBONUS_SCIENCE_GAIN_LARGEaiGlobalYieldsBase: YIELD_SCIENCE=60aiGlobalYieldsPer: YIELD_SCIENCE=15
[rival] Discovery
- ▸ We can always use a fresh voice in court.Gain a Court MinistergrantsBONUS_EVENTOPTION_STEAL_PLAYER_DISCOVERY_OPTION_0_PLAYER_0AddCourtier: COURTIER_MINISTER=GENDER_FEMALE
- ▸ She must focus on understanding this discovery.
+40Science+10/city↗ turn grantsBONUS_SCIENCE_GAIN_AVERAGEaiGlobalYieldsBase: YIELD_SCIENCE=40aiGlobalYieldsPer: YIELD_SCIENCE=10