Policy Events

**Policy Events** are random Agency events based on the Policy chosen.

*See also: Calendar § Important\_Dates, and Secrets*

## Event intervals

A Policy must be selected for Policy Events to take place in an Agency. With the exception of Incorporate and Disaster Relief, the interval between policy events depends on how many agencies are simultaneously on that same policy, with the sharpest increase when going from 1 to 2.

The duration varies between +/- 30% of the average, and it's also possible to get shorter intervals by inadvertently triggering a bug known as the Focus tech.

### Watch

You can have "Watch" toggled in one of your Agencies at a time. It causes the Agency to consume twice the resources, but doubles the rate at which events occur. This is useful for accumulating Disaster Relief contribution.

## Actions for handling Events

Policy events consist of story and require the player to handle these events by selecting one of the actions. Based on the selected action, different outcomes happen.

The actions for handling events are always the same and are listed in the following table:

 Social
 Battle
 CHA
 INT
 Food
 Spirit-Stone
 Wood
 Stones
 Disciple

## Event Outcome

The outcome of events affect belief?

*See also: #Mods#City Event Helper*

* Pop.: Your follower.
* Stab.: Stability of city. How much the population will increase.
* Attr.: Our agency's ability to attract follower from other sect. Mostly gain from charity, decrease day by day.
* Infl.: Influence point. A resource you use when choose some of policy, or when establish new agency in another city.
* Other Pop.: Other sect follower
* Other Attr.: Attractiveness of other sect
* Grab Pop.: Convert other sect follower
* All Pop.: The city population
* Aid: Disaster aid
* Resources: Get some resources

Most selection actions result in a neutral outcome (nothing happening). The following list shows the outcomes that aren't neutral.

### Shared Events

The following events are shared by all non-wonder city policies (Charity, Plotting, Preaching, Sermon, Abstinence and Incorporate) but they are more likely to happen with Charity.

### Abstinence

 [NAME] saw that people were all living a lavish lifestyle and decided to perform an Abstinence.
 [NAME] saw that rich people were living lavishly while the poor die on the side of the road, and decided to perform an Abstinence.
 [NAME] saw that outlaws were running the town and hatred filled the city, and decided to perform an Abstinence.
 [NAME] saw that dishonest merchants and robbers were running the town, and decided to perform an Abstinence.

### Disaster Relief

You can choose the disaster relief policy when a disaster occurs in your agency. The amount of disaster relief is dependent upon the option chosen and the number of agency members present in the agency:

* +: 40 disaster relief
* ++: 75
* +++: 150

This base number is then multiplied by

10
a
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y
M
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b
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16

{\displaystyle \frac{10 + agencyMembers}{16}}

, rounded up, where the Abbot doesn't count as a member.

### Manual Labor

When the Manual Labor option is chosen, random events occur which allow the production of a large amount of resources from the agency, corresponding to its normal production items. Manual Labor events will always succeed. The event always has the same title and text:

* **Manual Labor**: It was a fine day. [NAME] decided to supervise labor.

The drop amount is calculated by the following for each unlocked and completed sub-region within the agency:

1. The relevant Statistic is divided by 14 (for Farming or Mining) or incremented by 10 and then divided by 16 (for Disciples). If this number is below 1, it is set to 1.
2. It is multiplied with a random number between Min and Max (inclusive)
3. Rounded up to the nearest whole number.

For example, performing Manual Labor in Wild South (two Wood sub-regions completed) with 30 Disciples will result in a minimum of 1250 and maximum of 1875 Wood generated.

 Wheat | Farming
 Wood | Disciples
 Brownstone | Mining
 Spirit Stone | Mining

### Treasure Hunt

When the Treasure Hunt option is chosen, random events occur which allow the production of resources from the agency corresponding to the items in the Treasure section of the agency. In order for all Treasure Hunt options to be unlocked, all areas within the agency must have their respective buildings constructed.

The event always has the same title and text:

* **Treasure Hunt**: [NAME] made a divination and decided to take his disciples on a treasure hunt.

Treasure Hunt events require the player to pick an option. Picking options that do not correspond to an item type in the list, picking an option before constructing the required area within the agency, or picking an option while not meeting the minimum Intelligence requirement for that option, results in no items being obtained.

The drop amount is calculated by the following:

1. The relevant Statistic is divided by 14 (for Farming or Mining) or incremented by 10 and then divided by 16 (for Disciples). If this number is below 1, it is set to 1.
2. It is multiplied with a random whole number between Min and Max (inclusive)
3. Rounded up to the nearest whole number.

For example, a treasure hunt in Central Plain, using Spirit Stones, with an INT of 12 and Mining level of 55, will generate either 4 or 7 Holy Stones.

Having additional Intelligence does not change the number of products obtained, only the specified Statistic matters.

### Miracle

The Miracle is unlocked when a Shendao Cultivator builds a Statue in the agency. It only has one event:

* **Miracle**: Agent [NAME] decided that today was a good day to let Shendao disciples perform a miracle here.

The only positive outcome is with the "**Disciple**" choice: It will increase the Shendao Cultivators's residents by

300

1.05
±
0.15

50

∗
F
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l
l
o
w
e
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s

{\displaystyle 300 + \frac{1.05 \pm 0.15 }{50}\*Followers}

. It does not reduce your Followers or the Agency's population however.

## Mods

### City Event Helper

Shows outcomes for choices of **Policy Events**, such as in #Event Outcome. [Steam Workshop LINK]

*See also: Mods*

1. ↑ Another Abstinence event exists but it can't occur in-game.
2. ↑ 2.0 2.1 2.2 2.3 This number is generated with a specific function similar to how "3d6" is rolled, and is not a simple random roll.

For full details, refer to Scripts/MapStory/MapStory.lua, function calls tbTable:AddProduction, tbTable:AddTreasure ,and tbTable:Rand
3. ↑ Settings\Outspread\Product\Advance.xml
4. ↑ Settings\Outspread\Point\Point\_District.xml