Narrative Events punctuate the game. They have all been inspired by actual historical events; some of these will be obvious, but others less so. Narrative Events take the form of brief stories or anecdotes that reveal the context of your Empire and require a response from you, its glorious leader.
Narrative Events trigger on a regular basis, opening a special notification that is accompanied by an illustration. They include a descriptive text that explains what is happening in your Empire -- and why this story is important enough to reach your illustrious ears.
Narrative Events have unique conditions for their appearance -- Era requirements, economic productivity, possession of a Technology, having a particular religion etc -- and are regulated by a weighted randomness between the different possible Events.
Certain Narrative Events can also lead to others. This could appear as a direct consequence, like a next chapter after a previous choice, or a distant consequence, where a choice selected in a previous Era reverberates centuries later.
You have several choices or options for each Narrative Event and must choose one to resolve the situation before the end of the turn. Some options are hidden; these are only available for Empires that meet specific conditions -- owning a specific Civic, Technology, Ideology, etc. Sometimes they are available in addition to the default options, other times they may override and replace them.
Sometimes the situation is so serious or unexpected that you are not given a choice, you are simply told what has happened!
The choices offered by Narrative Events usually have an effect, either temporary or permanent.
• A temporary City or Unit status could be applied or removed, you could receive a ban on building certain Infrastructures or Units, etc.
• You might lose or gain Money or Population, obtain a special Unit or bonus Army, unlock a Unit, or be forced into a particular Civics choice.
But, above all, your decisions will influence your Ideologies.
Because the decisions you make as a leader go down in history, they will shape the way you and your people see the world. Ideological impacts may not be the most blatant effects of Narrative Events, but they are the longest lasting.
Statusesare temporary effects that impact Cities and Units. They can be triggered by a choice made during a Narrative Event or be a natural consequence of a gameplay context. For example, a City under Siege will be under the Besieged status with its attendant effects, while a Unit injured in a Battle might suffer the Wounded status.
Statuses might last for a fixed number of turns as is the case for Narrative Events, or be variable depending on a game context like a Siege. Status effects always alter the attributes of the Unit or City on which they apply. For Cities, some such as Bountiful are beneficial, while others, like Protesting, are harmful, while others again, like Locked Down, might be considered neutral overall.
The current status of a City or Unit is indicated in its associated panel, and the most important status affecting an entity is visible on the entity’s 3D model.