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🕵 Steal Research

3 turns3 outcomes5 event stories

Steal a Nation's research to gain ScienceScience

Run by Spymaster Requires tech Cartography Duration 3 turns Cost 2 Orders Cost (opinion-scaled) 100 Civics Events 5 stories ↓

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.

Research Stolen 3 / 5 60%

[character] has successfully stolen research from your rival.

Rating influence +24 × Wisdom
  • +30 Science
  • +10 per Rival City Science
Research Stolen, Effort Exposed 1 / 5 20%

[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)
Steal Research Event 1 / 5 20%

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 1361015
Science reward +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

+15 Science

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 Freedom-leaning empire
Always +40Science+10/city↗ turn
  • We will provide whatever they need.
    grants
    BONUS_EVENTOPTION_STEAL_DEFECTING_SCIENTISTS_OPTION_0
    AddImprovement IMPROVEMENT_LIBRARY_1
Seeking Help
Always +40Science+10/city↗ turn
  • I wish him a speedy recovery.
    Gain trait: Incubated
    grants
    BONUS_GIVE_TRAIT_INCUBATED
    aeAddTraits: TRAIT_INCUBATED
Selling Secrets
Always Gain trait: Fugitive
  • You never can trust a spy.
    grants
    BONUS_EVENTOPTION_STEAL_SELLING_SECRETS_OPTION_0_PLAYER_1
    bRandomTech 1
Fingers
Always Leader relationship: Vengeful Against
  • 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 by
    LeaderSubjectNotAny SUBJECT_COMPASSIONATE
    grants
    BONUS_EVENTOPTION_STEAL_FINGERS_OPTION_0_PLAYER_1
    Memory MEMORYPLAYER_DENIED_RANSOM
  • I refuse to have this blood on my hands.
    +60Science+15/city↗ turn
    grants
    BONUS_SCIENCE_GAIN_LARGE
    aiGlobalYieldsBase: YIELD_SCIENCE=60
    aiGlobalYieldsPer: YIELD_SCIENCE=15
[rival] Discovery High Wisdom
  • We can always use a fresh voice in court.
    Gain a Court Minister
    grants
    BONUS_EVENTOPTION_STEAL_PLAYER_DISCOVERY_OPTION_0_PLAYER_0
    AddCourtier: COURTIER_MINISTER=GENDER_FEMALE
  • She must focus on understanding this discovery.
    +40Science+10/city↗ turn
    grants
    BONUS_SCIENCE_GAIN_AVERAGE
    aiGlobalYieldsBase: YIELD_SCIENCE=40
    aiGlobalYieldsPer: YIELD_SCIENCE=10