Enhanced Events is now part of the mod. You can check all the original changes on events here: Enhanced Events Changelog
New Events have been added and many existing ones have been re-balanced: adjusting their values, adding new properties or outright changing traits
Overall, Event choices provide bonuses and penalties with much higher scaling per Era, as well as having a bigger Ideology impact when chosen
New Events added:
Religious Woes: Triggers starting on the Medieval Era whenever you have cities converted to Foreign Religions
Provides a choice to lose Stability or Population and enacting Secularism (Irreligion) will prevent it
Enacting any of the Unbelievers or Religious Minorities Civics provides additional options that mitigate the effects
The Fate of a Culture: Should slow down expansion from conquering Independent Peoples through Sieges
Provides a choice to pay the Influence cost of creating a new City for a few Turns, paying a fraction of that cost for more Turns or razing the Main Plaza
Desertion: Triggers for bankrupt Empires
It causes a Unit to desert an Army, losing the Unit and providing a choice of gaining Money or Population on a City
Lost Souls II
Disease! (From "Welcome"): Kills Unit at start of Turn ⇒ end of Turn
Of Currents and Crossings (Cultures of Oceania)
Float: Buoyant (Ignore Rivers) on Army ⇒ on all Armies
The Stories in the Stars (Cultures of Latin America)
Destiny: +20 ⇒ +10 Influence
[New] Desertion
Must be in Bankruptcy
Targets Unit with highest Upkeep from Army with lowest Upkeep
Auction:
+1 Individualism
-1 Unit from Deserting Army
Prosperous (+5% Money) on City
Let It Be:
+1 Liberty
-1 Unit from Deserting Army
+1 Population on City
Celebrating (+15 Stability) on City
[New] The Fate of a Culture
Must have sieged and taken control of a City with a Main Plaza belonging to an Independent People
Integrate: Integrating (~100% Influence Cost of creating a New City) on City for 2 Turns
Influence Cost = (100 * (CityCount - 1) * (CityCount - 1) + 50 * (CityCount - 1) + 10) * GameSpeedMultiplier
Pacify: Pacifying (~25% Influence Cost of creating a New City) on City for 6 Turns
Influence Cost = (25 * (CityCount - 1) * (CityCount - 1) + 13 * (CityCount - 1) + 4) * GameSpeedMultiplier
Raze: Destroy District "Main Plaza" on City
A Game of Prophecy
Overlook: Defiant (-5 ⇒ -25 Stability) on City
A Hollow Victory
Respect: +1 ⇒ +3 Authority
Discard: +1 ⇒ +3 Progress
A Melody for Every Occasion II
Euphony (From "Build"): +1 ⇒ +3 Collectivism
Jingle-Jangle (From "Muster"): +1 ⇒ +3 Homeland
Family Matters (Cultures of Latin America)
Mother: +1 ⇒ +3 Tradition
Father: +1 ⇒ +3 Authority
Nature: +1 ⇒ +3 World
Of Dogs and Wolves II
Good Dog! (From "Guard"): +1 ⇒ +3 Progress
Happy Flocks (From "Ignore"): +1 ⇒ +3 Progress
Of Herds and Heirlooms (Cultures of Latin America)
Overlook: +1 ⇒ +3 Tradition
Distribute: +1 ⇒ +3 Collectivism
Privilege: +1 ⇒ +3 Individualism
The First Calendar
Solar: Ideology: +1 ⇒ +3 Progress
Lunar: +1 ⇒ +3 Tradition
The Propaganda Machine
Document: Learning (+20 ⇒ -10 Science) on Capital
A Man of Ambition II
Bribe (From "Promote"): -50 ⇒ -200 Money
Bribe (From "Marginalize"): -50 ⇒ -200 Money
An Egregious Earworm
Penalize: Prosperous (+15 ⇒ +15% Money) on all Cities
Tolerate: Tolerant (+5 Faith on Territories if Territories following a Foreign Religion) on all Cities ⇒ (+5 Faith on Religious District) on all Cities
Sermonize: Overproductive (+10 ⇒ +10% Industry) on all Cities
An Envious Eye
[New] Must have met the Empire with the most Fame for event to trigger
Demonize: Sacrificing (-35% Unit Industry Cost | -5 Food) on all Cities ⇒ (-35% Unit Industry Cost | -20% Food) on all Cities
Imitate:
-50 ⇒ -250 Money
Overproductive (+10 Industry) on Capital ⇒ (+10 Industry per Number of Territories in your sphere of influence) on Capital
Sculpt:
-50 ⇒ -500 Money
Celebrating (+10 ⇒ +25 Stability) on all Cities
An Envious Eye II
Honored (From "Sculpt"): Prosperous (+15 Money) on all Cities ⇒ (+15 Money per Number of Territories in your sphere of influence) on all Cities
An Envious Eye III
Mocked (From "Honored"): Defiant (-25 ⇒ -50 Stability) on all Cities
A Steed for a Colossus
Train: New Army "Reinforcement" (1 Scout Rider ⇒ 2 Horsemen) next to City
A Steed for a Colossus II
Legend (From "Ride"): +50 ⇒ +100 Influence
A Weave of Iron and Blood
Sell: Prosperous (+15 Money) on City ⇒ (-50% Unit Upkeep) on all Armies
A Weave of Iron and Blood II
Outcry: Defiant (-25 ⇒ -50 Stability) on all Cities
Gladiators, Ready!
Forbid: Bountiful (+5 Food) on City ⇒ (+5 Food on Commons' Quarter) on City
Keepers of the Creed II
Deny (From "Men" or "Women"): +1 ⇒ +3 Tradition
Approve (From "Men" or "Women"): +1 ⇒ +3 Collectivism
Limit (From "Men" or "Women"): +1 ⇒ +3 Collectivism
Lao Tzu's Command
Rebalance:
Bountiful (+20 Food) on Starving City ⇒ ((+20% Population consumption) Food) on Starving City
Destitute (+20 Money) on Wealthy City ⇒ ((-20% Population consumption) Money) on Wealthy City
Repent: Fanatical (+25% Faith) on all Cities ⇒ (+25% Faith | -2 Stability on District) on all Cities
Pet or Bayonet
Slaughter (From "Cats"): Bountiful (+15 Food) on all Cities ⇒ (-10% Population consumption | -10 Stability) on all Cities
Skin (From "Ferrets"): Prosperous (+15 Money) on all Cities ⇒ (+2 Money per Population | -10 Stability) on all Cities
The Filthy Masses
Build: Destitute (-5 Money) on City ⇒ (-2 Money on District) on City
Ignore: Diseased (-5 Food) on City ⇒ (-2 Food per Population) on City
The Sands of Time
Preach: Bountiful (+5 ⇒ +50% Food) on all Cities
Venerate:
[Removed] -50% on Religious District Industry Cost
Fanatical (+50% Faith) on all Cities ⇒ (+50% Faith | -10% Religious District Industry Cost) on all Cities
Uprising of the Shackled
Crush: [New] Force-Labored (+25 Industry | -20 Stability) on City
Negotiate: [New] Celebrating (+10 Stability) on City
[New] Religious Woes
Must not have enacted Secularism (Irreligion) Civic
Must have a City (that isn't captured or under siege) with 2 or more Population
City must follow a Foreign Religion and cannot have the City Status "Celebrating" or "Defiant"
Contain:
+1 Authority
Defiant (-50 Stability) on City
Ignore:
+1 Tradition
-2 Population on City
Send Inquisitors (Enacted "Banish Unbelievers" Civic):
+1 Progress
-1 Population on City
Celebrating (+10 Stability) on City
Banish (Enacted "Eliminate Unbelievers" Civic):
+1 Homeland
+200 Money
-1 Population on City
Relief (Enacted "Taxed Minorities" Civic):
+1 Individualism
Destitute (-25% Money) on City
Segregate (Enacted "Untaxed Minorities" Civic):
+1 Collectivism
Protesting (-15% Industry) on City
A Blossoming of Beliefs
Influence: Tolerant (+5 ⇒ +20 Faith) on all Cities
Lead:
[Removed] Fanatical (+25% Faith) on all Cities
[New] +50 Fame
Accursed Words
Punish: Overproductive (+15 Industry) on City ⇒ (+15 Industry on Holy Site) on City
A Watery Grave
Contract: +150 ⇒ +600 Money
A Watery Grave II
Plunder! (From "Mobilize"): +400 ⇒ +1 400 Money
Disappearing Acts
Compensate:
-150 ⇒ -500 Money
Overproductive (+15 Industry) on Poor City ⇒ (+3 Industry per Population) on Poor City
Fever Pitch (Cultures of Latin America)
Forbid: Overproductive (+15 ⇒ +7% Industry) on (Money | Industry) City
Support: Celebrating (+10 ⇒ +20 Stability) on (Money | Industry) City
Fever Pitch II (Cultures of Latin America)
Support [Money City] (From "Control" or "Support"): Prosperous (+25 ⇒ +10% Money) on Money City
Support [Industry City] (From "Control" or "Support"): Overproductive (+20 ⇒ +10% Industry) on Industry City
Fighters' Fate (Together We Rule)
[New] Will only trigger if at least one of the winning Armies has more than 5 Units in it
Integrate: +1 ⇒ +4 Population on City
From Distant Shores (Cultures of Latin America)
Dismiss: Superstitious (-15 ⇒ -5% Science) on City
Persuade: Science Investing (+20 Science | -25 Money) on City ⇒ (+100 Science | -150 Money) on City
Endorse: Force-Labored (+20 Industry | -10 Stability) on City ⇒ (+10% Industry | -25 Stability) on City
From Distant Shores II (Cultures of Latin America)
Push (From "Persuade" or "Endorse"): Bountiful (+20 ⇒ +7% Food) on all Cities
Supplement (From "Persuade" or "Endorse"): Bountiful (+30 ⇒ +10% Food) on City
From Distant Shores III (Cultures of Latin America)
Proliferate (From "Push"): Diseased (-20 ⇒ -10% Food) on all Cities
Contain (From "Push"): Diseased (-30 ⇒ -15% Food) on City
Limit (From "Supplement"): Diseased (-20 ⇒ -10% Food) on City
Disregard (From "Supplement"): Diseased (-30 ⇒ -15% Food) on City
Last Rites (Cultures of Latin America)
Refuse: Celebrating (+15 ⇒ +25 Stability) on City
Welcome: Prosperous (+25 ⇒ +10% Money) on City
Masters and Students
Legalism: Learning (+15 Science) on all Cities ⇒ (+10 Science per Holy Site) on all Cities
Mixed Banners (Cultures of Africa)
Diversify: Sacrificing (-10 Food | -35% Unit Industry Cost) on all Cities ⇒ (-10% Food | -35% Unit Industry Cost) on all Cities
Indoctrinate:
[New] Ferocious (+1 Combat Strength) on all Armies
Parsimonious (+5 Money | -2 Science) on all Cities ⇒ (-3 Science per Population) on all Cities
Raiders of the Far Seas
Assure: Locked Down (+10 Stability | -10 Industry) on City ⇒ (+20 Stability | -10% Industry) on City
Hire: -50 ⇒ -400 Money
The Battle for the Mind
Science: Learning (+15 Science) on all Cities ⇒ (+3 Science per Researcher) on all Cities
Confine: Overproductive (+15 Industry) on all Cities ⇒ (+3 Industry per Worker) on all Cities
Judge: +100 ⇒ +500 Money
The Defiant Canvas
Prohibit: [New] +200 Influence
Encourage: -250 ⇒ -1 800 Money
The Defiant Canvas II
Endure (From "Prohibit"): Protesting (-10 ⇒ -20% Industry) on all Cities
The Forest in the Sky (Notre-Dame Pack)
Respect: Bountiful (+5 ⇒ +5% Food) on City
Silence:
[New] May trigger "The Forest in the Sky II: Admire" as a consequence event (50% Weight)
[New] May trigger "The Forest in the Sky II: Ailing" as a consequence event (50% Weight)
[New] Chance of Consequences: 70%
Force-Labored (+14 Industry | -10 Stability) on City ⇒ (+10% Industry) on City
Ignore:
[New] May trigger "The Forest in the Sky II: Admire" as a consequence event (50% Weight)
[New] May trigger "The Forest in the Sky II: Ailing" as a consequence event (50% Weight)
[New] Chance of Consequences: 70%
Parsimonious (+35 Money | -30 Stability) on City ⇒ (+10% Money) on City
The Forest in the Sky II (Notre-Dame Pack)
[New] Event may trigger from choosing "Silence" or "Ignore" in "The Forest in the Sky"
Admire (From "Silence" or "Ignore"):
-30 Money ⇒ -850 Money
Destitute (-30 ⇒ -15% Money) on City
Ailing (From "Silence" or "Ignore"):
[New] -1 Population
[New] Protesting (-20% Industry) on City
The Greatest Show
[New] May trigger with Gothic Cavalry
Support: -150 ⇒ -500 Money
Expand: Quartermastered (+20 Food | +10% Unit Industry Cost) on all Cities ⇒ (+20 Food per Alliance | +10% Unit Industry Cost) on all Cities
A Cultural Rebirth
Aid: +200 ⇒ +800 Influence
Withhold: Overproductive (+10 ⇒ +100 Industry) on City
Contract: +200 ⇒ +1 600 Money
A Floral Frenzy (Cultures of Latin America)
Study: Learning (+20 ⇒ +10% Science) on City
Adopt: Celebrating (+15 ⇒ +25 Stability) on City
A Floral Frenzy II (Cultures of Latin America)
Speculate (From "Study", "Exhibit" or "Adopt"): Prosperous (+15 ⇒ +10% Money) on City
Regulate (From "Study", "Exhibit" or "Adopt"): Locked Down (+10 Stability | -20 Industry) on City ⇒ (+5 Stability | -10 Industry) on Farmers Quarter on City
Disregard (From "Study", "Exhibit" or "Adopt"): Overproductive (+20 Industry) on City ⇒ (+10 Industry on Farmers Quarter) on City
A Floral Frenzy III (Cultures of Latin America)
Penury (From "Speculate" or "Disregard"): Destitute (-25 ⇒ -25% Money) on all Cities
An Aristocratic Pillaging
Regulate: Prosperous (+20 ⇒ +10% Money) on City
Encourage: +10 ⇒ +50 Fame
An Expedition for the State
Oversee: -150 ⇒ -2 400 Money
A Whisper of Witches
Learning:
[Removed] Learning (+20 Science) on City
[New] Science Investing (+100 Science | -150 Money) on City
A Whisper of Witches II
Shame (From "Condemn"): Superstitious (-15 ⇒ -15% Science) on City
Based on a True Story I
Attend: Learning (+20 Science) on non-Capital City ⇒ (+3 Science on Commons Quarter) on non-Capital City
Hardtack and Weevils
Overhaul: -200 ⇒ -1 200 Money
Experiment: Science Investing (+20 Science | -15 Money) on all Cities ⇒ (+5 Science | -15 Money) on Harbor on all Cities
Hardtack and Weevils II
Poisoned Waters (From "Suppress"): Protesting (-20 Industry) on all Cities ⇒ (-20 Industry on Harbor) on all Cities
Headbanging History
Reveal: +1 ⇒ +3 Collectivism
Falsify: +1 ⇒ +3 Homeland
I Come Bearing Steam
Reject: [New] Fanatical (+25% Faith) on City
In the Land of the Blind
Found: Force-Labored (+10 Industry | -5 Stability) on City ⇒ (+10 Industry | -5 Stability) on Farmers Quarter on City
Research: Science Investing (+25 Science | -20 Money) on City ⇒ (+10% Science | -25% Money) on City
In the Land of the Blind II
Rejoice (From "Research"): +20 Fame ⇒ +50 Fame
The Lost Cities of Gold (Cultures of Latin America)
Indulge: Parsimonious (+25 Money | -20 Science) on City ⇒ (+15% Money | -10% Science) on City
Debunk: Science Investing (+20 Science | -25 Money) on City ⇒ (+100 Science | -150 Money) on City
The Lost Cities of Gold II (Cultures of Latin America)
Chronicle (From "Discover"): Prosperous (+25 Money) on Capital ⇒ (+10% Money) on Capital
The Lost Cities of Gold III (Cultures of Latin America)
Overlook: Prosperous (+35 ⇒ +35% Money) on Capital
Disband: Overproductive (+35 ⇒ +30% Industry) on Capital
Clean-Up: Science Investing (+30 Science | -35 Money) on Capital ⇒ (+15% Science | -20% Money) on Capital
Pestilent Pastures (Cultures of Africa)
Control: Parsimonious (+25 Money | -20 Science) on City ⇒ (+15 Money | -5 Science) on Farmers Quarter on City
Eliminate: Locked Down (+10 Stability | -10 Industry) on City ⇒ (+5 Stability | -5 Industry) on Farmers Quarter on City
Investigate: Science Investing (+20 Science | -25 Money) on City ⇒ (+5 Science | -20 Money) on Farmers Quarter on City
Pestilent Pastures II (Cultures of Africa)
Endure (From "Control" or "Eliminate"): Scourged (-10 Stability | -25 Food | Money | -20 Industry | Science) on City ⇒ (-20 Stability | -20% Food | Industry | Money | Science) on City
Treat (From "Control" or "Eliminate"): Science Investing (+20 Science | -25 Money) on City ⇒ (+5% Science | -25% Money) on City
Pestilent Pastures III (Cultures of Africa)
Recover (From "Eliminate" or "Investigate"): Celebrating (+10 ⇒ +25 Stability) on City
Poison Apples?
Outlaw: Parsimonious (+35 Money | -30 Science) on Merchant City ⇒ (+15 Money | -10 Science) on Market Quarter on Merchant City
Research: Science Investing (+25 Science | -20 Money) on Science City ⇒ (+2 Science | -5 Money) per Trade Route on Science City
Poison Apples? II
Juicy Fruits (From "Research"): Bountiful (+25 Food) on all Cities ⇒ (+2 Food per Trade Route) on all Cities
Rotten Pulp (From "Research"): Protesting (-20 Industry) on all Cities ⇒ (-3 Industry per Trade Route) on all Cities
The Comet is Coming
Acknowledgment: Learning (+20 ⇒ +15% Science) on all Cities
The Faded Lady (Notre-Dame Pack)
Renovate: Destitute (-30 ⇒ -15% Money) on City
Destroy:
+200 ⇒ +1 000 Money
Overproductive (+10 Industry) on City ⇒ (+30 Industry on Ruins) on City
Militarize:
[Removed] Apply effect "Garrison" on Wonder
[New] +1 Combat Strength on Units
The Galileo Affair
Condemn: -150 ⇒ -1 500 Money
Defend: Science Investing (+20 Science | -15 Money) on all Cities ⇒ (+15 Science | -25 Money) on all Cities
Hide: [New] Superstitious (-15% Science) on all Cities
Thieves of the Seas
Secure: Overproductive (+20 Industry) on City ⇒ (-2 Food | +1 Industry) on Coastal Waters on City
Recruit: -200 ⇒ -3 600 Money
A Common Curriculum
Integrate: Learning (+20 Science) on all Cities ⇒ (+5 Science | -5 Stability) on Research Quarter on all Cities
Stagnate:
[New] May trigger "A Common Curriculum (II): Outcry" as a consequence event (100% Weight)
[New] Chance of Consequences: 75%
Prosperous (+15 Money) on all Cities ⇒ (+10 Money on Religious District) on all Cities
A Common Curriculum (II)
Outcry (From "Segregate" or "Stagnate"): Defiant (-25 ⇒ -50 Stability) on all Cities
A Knotty Discovery (Cultures of Latin America)
Sell: +10 ⇒ +250 Money
Limit: Researching (+25 Science | -25 Industry) on all Cities ⇒ (+4 Science | -5 Industry) per Researcher on City
Invite: Science Investing (+25 Science | -30 Money) on all Cities ⇒ (+2 Science | -6 Money) per Researcher on City
A Knotty Discovery II (Cultures of Latin America)
Teach (From "Limit" or "Invite"): Researching (+25 Science) on City ⇒ (+4 Science per Researcher) on City
Honor (From "Limit" or "Invite"): Celebrating (+20 ⇒ +30 Stability) on City
A Knotty Discovery III (Cultures of Latin America)
Ignore (From "Teach" or "Honor"): Panicking (-25 Stability | -35 Food | Money | -30 Industry | Science) on City ⇒ (-25 Stability | -50% Food | Industry | Money | Science) on City
Silence (From "Teach" or "Honor"): Locked Down (-25 Stability | -30 Industry) on City ⇒ (-25 Stability | -75% Industry) on City
A Mournful Song
Ban:
[New] May trigger "A Mournful Song II: Extinct | Extinct" as a consequence event (10% Weight)
May trigger "A Mournful Song II: Protected | Exploit" as a consequence event (100% ⇒ 90% Weight)
Chance of Consequences: 100% ⇒ 50%
Celebrating (+10 Stability) on all Cities ⇒ (+10 Stability on Harbor) on all Cities
Regulate: Prosperous (+15 Money) on Whaling Cities ⇒ (+1 Money on Coastal Water) on Whaling Cities
Overlook:
[New] May trigger "A Mournful Song II: Protected | Exploit" as a consequence event (10% Weight)
May trigger "A Mournful Song II: Extinct | Extinct" as a consequence event (100% ⇒ 90% Weight)
Overproductive (+10 Industry) on Whaling Cities ⇒ (+1 Industry on Coastal Water) on Whaling Cities
A Mournful Song II
[New] Exploit (From "Ban" or "Overlook"): Allows constructible Whale Fishing
[New] Extinct (From "Ban" or "Overlook"): -8 Population on Whaling Cities
Protected (From "Ban" or "Overlook"): [New] Prosperous (+1 Money on Coastal Water) on Whaling Cities
Extinct (From "Ban" or "Overlook"): [New] -3 100 Money
An Artifact of War
Commander: Celebrating (+10 Stability) on City ⇒ (+2 Stability per Population | -6 Food per Farmer | Industry per Worker | Money per Trader | Science per Researcher) on City
An Artifact of War II
Study (From "Commander"): Science Investing (+35 Science | -30 Money) on City ⇒(+100 Science | -250 Money) on City
An Artifact of War III
Enlightment (From "Study"): Overproductive (+10 Industry) on City ⇒ (+5 Industry per Trade Route) on City
Angel Wings
Educate:
-100 ⇒ -1 600 Money
Celebrating (+10 Stability) on City ⇒ (+3 Stability per Farmer) on City
Treat:
-200 ⇒ -3 200 Money
Bountiful (+5 Food) on all Cities ⇒ (+4 Food per Farmer) on all Cities
Discredit:
Turns before Consequences: -3 ⇒ +3
Overproductive (+10 Industry) on other Cities ⇒ (+2 Industry per Farmer) on other Cities
Angel Wings II
Knackered (From "Discredit"): Panicking (-30 Stability | Food | Industry | Money | Science) on all Cities ⇒ (-30 Stability | -90% Food per Farmer | Industry per Worker | Money per Trader | Science per Researcher) on all Cities
A World Language
Educate: Learning (+20 Science) on all Cities ⇒ (+3 Science per Number of Territories in your sphere of influence) on all Cities
Entertain: Prosperous (+15 Money) on all Cities ⇒ (+3 Money per Number of Territories in your sphere of influence) on all Cities
A World of Difference
Fund: -150 ⇒ -1 500 Money
A World of Difference II
Industry: Overproductive (+30 Industry) on all Cities ⇒ (+30 Industry on Train Station) on all Cities
Bright Lights, Big City
Opera Plaza: Learning (+15 Science) on City ⇒ (+7 Science per Coal) on City
Red Light District: Prosperous (+25 Money) on City ⇒ (+15 Money per Coal) on City
Dark Designs
Privilege:
-200 ⇒ -2 000 Money
Celebrating (+30 Stability) on City ⇒ (+30 Stability | +5 Influence) per Coal on City
Rebuke:
+300 ⇒ +3 000 Money
Defiant (-30 Stability) on City ⇒ (-45 Stability | -1 Influence per Population) on City
Exploit: Force-Labored (+30 Industry | -25 Stability) on City ⇒ (+20 Industry | -25 Stability) on Coal Mine on City
Encyclopedic Knowledge
Cyclopedia: Learning (+25 Science) on all Cities ⇒ (+4 Science per Researcher) on all Cities
Lexicon: Bountiful (+30 Food) on all Cities ⇒ (+5 Food per Farmer) on all Cities
Both:
+10 Fame ⇒ +50 Fame
-500 ⇒ -6 000 Money
Fifteen Hundred Watery Graves
Trust: Prosperous (+25 Money) on all Cities ⇒ (+3 Money per Naval Trade Route) on all Cities
Fifteen Hundred Watery Graves II
Black Waters (From "Trust"): Defiant (-30 Stability) on all Cities ⇒ (-5 Stability per Naval Trade Route) on all Cities
Great Apes In The Fog (Cultures of Africa)
Prosecute: Locked Down (+25 Stability | -25 Industry) on City ⇒ (+25 Stability | -25 Industry) on Nature Reserve on City
Recruit: Sacrificing (-30 Food | -20% Unit Industry Cost) on City ⇒ (-50% Food on Farmer | -20% Unit Industry Cost) on City
Regulate:
[Removed] +300 Influence
Destitute (-30 Money) on City ⇒ (+30 Influence | -50 Money) on Nature Reserve on City
Inconvenient Truths (I)
Requires 4 ⇒ 5 or more Makers Quarters on Empire to trigger
Investigate: Science Investing (+35 Science | -30 Money) on all Cities ⇒ (+1 Science | -4 Money) per Pollution on all Cities
Dismiss: Overproductive (+10 Industry) on all Cities ⇒ (+4 Industry per Pollution) on all Cities
Act:
[Removed] +800 Science
Protesting (-25 Industry) on all Cities ⇒ (+3 Science | -6 Industry) per Pollution on all Cities
Inconvenient Truths (II)
Change (From "Investigate"):
-400 ⇒ -6 000 Money
Overproductive (+10 Industry) on all Cities ⇒ (+40 Industry on Nature Reserve) on all Cities
Stasis (From "Investigate"): Prosperous (+15 Money) on all Cities ⇒ (+5 Money per Pollution) on all Cities
Inconvenient Truths (III)
Suffering (From "Stasis"): Panicking (-30 Stability | Food | Industry | Money | Science) on all Cities ⇒ (-30 Stability | - 90% Food per Farmer | Industry per Worker | Money per Trader | Science per Researcher) on all Cities
Maritime Measures
Enforce: Locked Down (+30 Stability | -25 Industry) on City ⇒ (+20 Stability | -30 Industry) on Harbor on City
Exempt: Prosperous (+30 Money) on City ⇒ (+15 Money on Harbor) on City
Assist:
-150 ⇒ -1 500 Money
Overproductive (+30 Industry) on City ⇒ (+20 Industry on Harbor) on City
Maritime Measures II
Rescue (From "Exempt"): -150 ⇒ -2 000 Money
Moving Pictures II
Stimulated (From "Informed"): Learning (+25 Science) on City ⇒ (+5 Science on Commons Quarter) on all Cities
Relaxed (From "Entertain"): Overproductive (+25 Industry) on City ⇒ (+3 Industry per Worker) on all Cities
Nightstalker
Illuminate: -200 ⇒ -2 000 Money
Nightstalker II
Panic: Panicking (-25 ⇒ -25% Food | Industry | Money | Science) on City
Overseas Interests
Accept: +1 ⇒ +3 Individualism
Nationalize: +1 ⇒ +3 Collectivism
Tax: +1 ⇒ +3 Authority
Read All About It!
[New] Censor (From "Ignore"):
May trigger "Read All About It! II: Uproar" as a consequence event (100% Weight)
Chance of Consequences: 75%
Ideology: +2 Authority
Patriotic (-20% Unit Industry Cost) on City
[New] Participate: (From "Ignore"):
May trigger "Read All About It! II: Champion" as a consequence event (50% Weight)
May trigger "Read All About It! II: Fool" as a consequence event (50% Weight)
Chance of Consequences: 100%
+1 World
Censor:
[New] May trigger "Read All About It! II: Uproar" as a consequence event (100% Weight)
[New] Chance of Consequences: 25%
-100 ⇒ -2 500 Money
Ignore:
[New] May trigger "Read All About It!" as a consequence event (100% Weight)
[New] -1 000 Money
Chance of Consequences: 50% ⇒ 66%
Read All About It! II
Champion (From "Participate"): Celebrating (+10 ⇒ +100 Stability) on all Cities
Uproar (From "Censor"):
[New] Event may trigger from choosing "Censor" in "Read All About It!"
Protesting (-25 ⇒ -15% Industry) on all Cities
Red Menace
Arrest: Locked Down (+30 Stability | -25 Industry) on City ⇒ (+30 Stability | -8 Worker Slots) on City
Distract: Bountiful (+35 Food) on City ⇒ (+2 Food | -8 Industry) per Worker on City
Red Menace II
Dismantle (From "Study"): Panicking (-30 Stability | Food | Industry | Money | Science) on City ⇒ (-30 Stability | -20% Food | Industry | Money | Science) on City
Representative Government
Reform:
-200 ⇒ -2 400 Money
Celebrating (+10 ⇒ +50 Stability) on City
Study: Science Investing (+20 Science | -15 Money) on City ⇒ (+2 Science | -10 Money) per Population on City
Ignore: Overproductive (+10 Industry) on City ⇒ (+4 Industry per Population) on City
Representative Government II
Protest (From "Ignore"): Protesting (-25 Industry) on City ⇒ (-10 Industry per Population) on City
Revenge of the Pharaohs (Cultures of Africa)
Exploit: Prosperous (+30 Money) on City ⇒ (+75 Money on Coal and Aluminium Extractor) on City
Diagnose: Science Investing (+25 Science | -30 Money) on City ⇒ (+25 Science | -30 Money on Coal and Aluminium Extractor) on City
Reinter: Superstitious (-25 ⇒ -20% Science) on City
Revenge of the Pharaohs II (Cultures of Africa)
Quarantine (From "Exploit"):
[Removed] Destitute (-30 Money) on all Cities
[New] -750 Money
Venerate (From "Exploit"): Superstitious (-25 ⇒ -25% Science) on City
Revenge of the Pharaohs III (Cultures of Africa)
Exult (From "Diagnose" or "Quarantine"): Celebrating (+25 ⇒ +30 Stability) on all Cities
The Age of Alienation
Revise: Locked Down (+20 Stability | -20 Industry) on all Cities ⇒ (+5 Stability | -10 Industry) on Makers Quarter on all Cities
The Combine
Wait: +50 ⇒ +150 Fame
The Cradle of Humankind (Cultures of Africa)
Levy: Parsimonious (+35 Money | -30 Science) on City ⇒ (+8 Money | -3 Science) per Population on City
Assist: Science Investing (+35 Science | -30 Money) on City ⇒ (+2 Science | -6 Money) per Population on City
Capitalize: Destitute (-35 Money) on City ⇒ (-10 Money on District) on City
The Cradle of Humankind II (Cultures of Africa)
Exhibit (From "Levy", "Assist" or "Capitalize"): Prosperous (+30 Money) on City ⇒ (+5 Money per Trader) on City
Examine (From "Levy", "Assist" or "Capitalize"): Learning (+25 Science) on City ⇒ (+4 Science per Researcher) on City
The Fate of Veterans
Honor: [New] Patriotic (+20% Population Consumption) on all Cities
Support: -300 ⇒ -2 800 Money
The Forgemaster's Sin (Notre-Dame Pack)
Punish: +1 ⇒ +3 Authority
Overlook: +1 ⇒ +3 Collectivism
Enlist: +1 ⇒ +3 Individualism
The Great Smog
Dismiss: Overproductive (+10 Industry) on City ⇒ (+15% Industry | -80% Growth Gain | -300% Growth Loss) on City
Innovate:
[Removed] -100 Money | +250 Science
Bountiful (+5 Food) on City ⇒ (+5% Food | Industry | -1 Money on District per Pollution) on City
Regulate: Locked Down (+25 Stability | -25 Industry) on City ⇒ (+5 Stability | -50% Industry) on Makers Quarter on City
The Hard-Knock Life
Compel: Science Investing (+35 Science | -30 Money) on all Cities ⇒ (+4 Science | -40 Money) on Research Quarter on all Cities
Compromise: Parsimonious (+35 Money | -30 Science) on all Cities ⇒ (+4 Money | -20 Science) on Research Quarter on all Cities
Concede: Force-Labored (+14 Industry | -10 Stability) on all Cities ⇒ (+50% Worker Slots | +4 Industry per Worker | -3 Stability per Worker) on all Cities
The Human Carnival
Refuse: Defiant (-25 Stability) on all Cities ⇒ (-5 Stability | +10 Money) on Commons Quarter on all Cities
Rehabilitate: Science Investing (+25 Science | -20 Money) on all Cities ⇒ (+10 Science | -8 Money) on Commons Quarter on all Cities
Educate: Celebrating (+25 Stability) on all Cities ⇒ (+10 Stability | -4 Money) on Commons Quarter on all Cities
The Prime Meridian
Commemorate: Science Investing (+25 Science | -20 Money) on all Cities ⇒ (+2 Science | -4 Money) per Trade Route on all Cities
The Prime Meridian II
Genius (From "Journey"): Learning (+20 Science) on all Cities ⇒ (+2 Science per Trade Route) on all Cities
Disaster (From "Journey"): Superstitious (-20 Science) on all Cities ⇒ (-4 Science per Trade Route) on all Cities
The Walking Wounded
Honor: -450 ⇒ -4 500 Money
Rehabilitate:
[Removed] Learning (+15 Science) on all Cities
[New] Science Investing (+15 Science | -20 Money) on Garrison on all Cities
Twenty-Four Seven
Overlook: Overproductive (+25 ⇒ +25% Industry) on all Cities
Assist: Prosperous (+25 ⇒ +25% Money) on all Cities
Voices of the Lost
Forbid: Defiant (-25 Stability) on all Cities ⇒ (-25 Stability on Religious District) on all Cities
Control: -100 ⇒ -1 300 Money
Assent: Superstitious (-25 Science) on all Cities ⇒ (-15 Science on Research Quarter) on all Cities
Workhouse Horrors
Uphold: Locked Down (+25 Stability | -20 ⇒ -20% Industry) on all Cities
Workhouse Horrors II
Strike (From "Stamp Out" or "Repeal: Profit-Focused"): Striking (-25 Industry) on all Cities ⇒ (-25 Industry on Makers Quarter) on all Cities
Strike (From "Reform" or "Repeal: Workers' Rights"): Destitute (-35 Money) on all Cities ⇒ (-35 Money on Makers Quarter) on all Cities
Young Offenders (Cultures of Africa)
Suppress: Locked Down (+25 Stability | -25 Industry) on City ⇒ (+15 Stability | -5 Industry) per Overpopulation on City
Educate: Learning (+25 Science) on City ⇒ (+16 Science per Overpopulation) on City
Uplift: Quartermastered (+25 Food | +10% Unit Industry Cost) on City ⇒ (+25 Food per Overpopulation | +10% Unit Industry Cost) on City
A City For Everyone?
Compromise:
-500 ⇒ -5 000 Money
Celebrating (+10 Stability) on City ⇒ (+5 Stability on District) on City
Modernize: Science Investing (+35 Science | -30 Money) on City ⇒ (+5 Science | -15 Money) on District on City
Ignore: Parsimonious (+35 Money | -30 Science) on City ⇒ (+5 Money | -10 Science) on District on City
A Hairline Crack
Discredit: Defiant (-30 Stability) on all Cities ⇒ (-2 Stability per Population) on all Cities
Confess: Superstitious (-30 Science) on all Cities ⇒ (-8 Science per Researcher) on all Cities
A Hairline Crack II
Busted! (From "Intercept"): Protesting (-20 Industry) on all Cities ⇒ (-10 Industry per Worker) on all Cities
A More Perfect Union (Default Content 1)
Legalize: +1 ⇒ +3 Liberty
Decline: +1 ⇒ +3 Tradition
Animal Wrongs
Legislate: Celebrating (+25 Stability) on all Cities ⇒ (+8 Stability on Farmers Quarter) on all Cities
Market: Prosperous (+30 Money) on all Cities ⇒ (+15 Money on Farmers Quarter) on all Cities
Oppose: Bountiful (+35 Food) on all Cities ⇒ (+20 Food on Farmers Quarter) on all Cities
Animal Wrongs II
Division (From "Market"): Protesting (-30 Industry) on all Cities ⇒ (-20 Industry per Farmers Slot) on all Cities
Uproar (From "Oppose"): Protesting (-30 Industry) on all Cities ⇒ (-20 Industry per Farmers Slot) on all Cities
Army Dreamers (Default Content 1)
Authorize: +1 ⇒ +3 Liberty
Forbid: +1 ⇒ +3 Tradition
A Surfeit of Wisdom
Subsidize: -300 ⇒ -4 500 Money
A Thousand Years Hence
Bury: Science Investing (+35 Science | -30 Money) on Nuclear Cities ⇒ (+10 Science | -45 Money) on Makers Quarter on Nuclear Cities
Export:
[New] May trigger "A Thousand Years Hence II: Panic" as a consequence event (25% Weight)
May trigger "A Thousand Years Hence II: Protest" as a consequence event (100% ⇒ 75% Weight)
Ignore:
[New] May trigger "A Thousand Years Hence II: Panic" as a consequence event (75% Weight)
May trigger "A Thousand Years Hence II: Protest" as a consequence event (100% ⇒ 25% Weight)
Chance of Consequences: 50% ⇒ 25%
A Thousand Years Hence II
Protest (From "Export" or "Ignore"): Protesting (-25 ⇒ -40% Industry) on Capital
Panic (From "Export" or "Ignore"): Panicking (-30 Stability | Food | Industry | Money | Science) on City ⇒ (-30 Stability | -40% Food | Industry | Money | Science) on City
A Vile & Ancient Tradition (Cultures of Africa)
Pay: Celebrating (+25 ⇒ +35 Stability) on City
Delegate: Sacrificing (-35 Food | -20% Unit Industry Cost) on City ⇒ (-20 Food on Harbor | -20% Unit Industry Cost) on City
Based on a True Story II
Curb (From "Attend"): Overproductive (+10 Industry) on all Cities ⇒ (+4 Industry per Worker) on all Cities
Capitalize (From "Attend"): [Removed] Prosperous (+15 Money) on all Cities
Based on a True Story III
Inspiring (From "Capitalize"): Learning (+20 Science) on all Cities ⇒ (+10 Science on Commons Quarter) on all Cities
Black Winds
Condemn: Prosperous (+35 Money) on all Cities ⇒ (+2 Money per Pollution) on all Cities
Encourage: Science Investing (+35 Science | -30 Money) on all Cities ⇒ (+4 Science | -5 Money) per Researcher on all Cities
Black Winds II
Green Power! (From "Vote: Progressive"): Celebrating (+10 Stability) on all Cities ⇒ (+4 Stability on Makers Quarter) on all Cities
Turbulent Times! (From "Vote: Progressive"): Defiant (-10 Stability) on all Cities ⇒ (-4 Stability on Makers Quarter) on all Cities
Eat your Greens! (From "Vote: Conservative"): Destitute (-30 Money) on all Cities ⇒ (-20 Money on Makers Quarter) on all Cities
A Lot of Hot Air! (From "Vote: Conservative"): Overproductive (+30 Industry) on all Cities ⇒ (+3 Industry per Pollution) on all Cities
Cat Mania
Miaow-pot! (From "Cats"): Prosperous (+35 Money) on all Cities ⇒ (+35 Money on Administrative Center) on all Cities
Child Soldiers (Cultures of Africa)
Return: Defiant (-25 ⇒ -35 Stability) on City
Fund: Science Investing (+30 Science | -35 Money) on City ⇒ (+5 Science | -8 Money) per Population on City
Culinary Trends (Cultures of Latin America)
Oppose: Bountiful (+30 Food) on all Cities ⇒ (+6 Food per Farmer) on all Cities
Deepwater Disaster
Clean-Up: -400 ⇒ -4 000 Money
Deepwater Disaster II
Catastrophe (From "Downplay"): Diseased (-5 Food) on City ⇒ (-2 Food per Population) on City
Ferret Mania
Ferret-raculous! (From "Ferrets"): Learning (+35 Science) on all Cities ⇒ (+35 Science on Administrative Center) on all Cities
Fever Season
Quarantine: Science Investing (+15 Science) on City ⇒ (+10% Science | -25% Money) on City
Fever Season II
Lockdown! (From "Wait"): Scourged (-30 ⇒ -30% Food | Industry | Money | Science) on City
Flush (From "Wait"): Prosperous (+25 ⇒ +25% Money) on City
Human Revolution II
Liberalize (From "Legislate"): Prosperous (+30 Money) on all Cities ⇒ (-1 Food | -1 Industry | +1 Money | +1 Science) per Population on all Cities
Maintain (From "Legislate"):
-300 ⇒ -3 600 Money
Overproductive (+30 Industry) on all Cities ⇒ (+6 Industry per Worker) on all Cities
Human Revolution III
Despair (From "Auto-Regulate"): Panicking (-25 Stability | Food | Industry | Money | Science) on all Cities ⇒ (-25 Stability | -25% Food | Industry | Money | Science) on all Cities
Prize (From "Liberalize"): Learning (+35 Science) on all Cities ⇒ (+3 Science per Population) on all Cities
Infertile Lands
Prohibit:
[Removed] May trigger "Infertile Lands II: Eureka" as a consequence event (100% Weight)
[New] May trigger "Infertile Lands II: Blight" as a consequence event (100% Weight)
Celebrating (+10 Stability) on City ⇒ (+10 Stability per Farmers Quarter) on City
Research:
[Removed] May trigger "Infertile Lands II: Blight" as a consequence event (50% Weight)
[New] May trigger "Infertile Lands II: Eureka" as a consequence event (75% Weight)
May trigger "Infertile Lands II: Stench" as a consequence event (50% ⇒ 25% Weight)
Learning (+10 Stability) on all Cities ⇒ (+6 Science on Farmers Quarter) on all Cities
Infertile Lands II
Eureka (From "Research"): Prosperous (+15 Money) on City ⇒ (+3 Money on Districts and Exploitations) on City
Stench (From "Research"): Defiant (-50 ⇒ -75 Stability) on all Cities
Blight (From "Prohibit"): Diseased (+5 Food) on all Cities ⇒ (-3 Food on Tile producing Food | -66% Food per Farmer) on all Cities
It Can't Be Helped
Curfew: Locked Down (+25 Stability | -25 Industry) on City ⇒ (+1 Stability | -10 Industry) per Fortification on City
Conscript: Sacrificing (-35% Unit Industry Cost | -5 Food) on City ⇒ (-35% Unit Industry Cost | -5 Food per Fortification) on City
It Can't Be Helped II
Harmony (From "Curfew"): (+200 Money | +100 Influence) ⇒ (+3 200 Money | +1 600 Influence)
Keeping Up With...
Bidding War:
+200 ⇒ +2 000 Money
Defiant (-25 ⇒ -50 Stability) on Capital
Open Access: Science Investing (+35 Science | -30 Money) on all Cities ⇒ (+3 Science | -6 Money) per Trader on all Cities
Auteur: Force-Labored (+14 Industry | -10 Stability) on Capital ⇒ (+3 Industry | -2 Stability) per Trader on Capital
Left Out
Retaliate: Prosperous (+15 Money) on Capital ⇒ (+5 Money per Trade Route) on Capital
Isolate: Overproductive (+10 Industry) on Capital ⇒ (+15 Industry on Extractor) on Capital
Left Out II
Invited (From "Bargain"):
+500 ⇒ +8 000 Money
Quartermastered (+17 Food | +20% Unit Industry Cost) on all Cities ⇒ (+8 Food per Trade Route | +20% Unit Industry Cost) on all Cities
Rainbow Nation (Default Content 1)
Prohibit: +350 ⇒ +3 500 Money
The Nation's Shame
Police: Locked Down (+25 Stability | -25 Industry) on all Cities ⇒ (+25 Stability | -25 Industry) on Train Station on all Cities
Support:
-300 ⇒ -2 300 Money
Overproductive (+30 Industry) on all Cities ⇒ (+30 Industry on Train Station) on all Cities
Farm: Quartermastered (+30 Food | +10% Unit Industry Cost) on all Cities ⇒ (+50% Farmer Slots | +10% Unit Industry Cost) on all Cities
Work: Force-Labored (+20 Industry | -5 Stability) on all Cities ⇒ (+50% Worker Slots | -3 Stability per Population) on all Cities
Unchained Reaction
Review: Overloaded (-30 ⇒ -90% Industry) on City
Unchained Reaction II
Pay: -400 ⇒ -3 200 Money
Evacuate (From "Disregard"): Deserted (-35 ⇒ -40% Food | Industry | Money | Science) on City
Prevent (From "Disregard"): -1 ⇒ -3 Population on City
Video Nasties
[Removed] Duplicate Educate choice has been removed
Arrest: Locked Down (+25 Stability | -25 Industry) on all Cities ⇒ (+25 Stability | -10% Industry) on all Cities
Educate: Science Investing (+30 Science | +25 Money) on all Cities ⇒ (+2 Science | -3 Money) per number of Trade Routes on all Cities
Employ: Celebrating (+15 Stability) on all Cities ⇒ (+3 Stability | -5 Money) per Population on all Cities
Ignore: Defiant (-30 Stability) on all Cities ⇒ (-2 Stability | +1 Influence) per Population on all Cities
Wanting to Believe (Cultures of Africa)
Fleece: Prosperous (+35 ⇒ +35% Money) on City
Mollify: Celebrating (+25 ⇒ +35 Stability) on City
Probe: Science Investing (+30 Science | -35 Money) on City ⇒ (+15% Science | -20% Money) on City
Wanting to Believe II (Cultures of Africa)
Share (From "Probe"): Learning (+30 ⇒ +5% Science) on all Cities