Sid Meier's Civilization VII

Sid Meier's Civilization VII

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Controlling the Narrative with José Rizal - A guide
By Ghiron
Dr. José Rizal is quite possibly the most misunderstood and underestimated leader in the game. With this guide, I hope to pull back the curtain and demonstrate why José Rizal is stronger than most people realize and why you should consider him for your next game. This guide will lean heavily into maximizing efficiency of his abilities by triggering as many narrative events as possible, while being in a celebration 100% of the time.
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Introduction

Civilopedia Entry: "Long regarded as a hero of the Philippines, José Rizal was a passionate defender of the dignity and autonomy of Filipinos. He first gained his reputation as a political activist in Europe, criticizing the Spanish rule of his homeland, and though he advocated for peaceful reform and equal rights, Rizal was eventually tried and executed by the Spanish. Yet his revolutionary spirit could not be contained, and has inspired Filipinos ever since."

Dr. José Rizal is quite possibly the most misunderstood and underestimated leader in the game. I wouldn't say he's S tier, but he's certainly not a weak leader. With this guide, I hope to pull back the curtain and demonstrate why José Rizal is stronger than most people realize and why you should consider him for your next game. This guide will lean heavily into maximizing efficiency of his abilities by triggering as many narrative events as possible, while being in a celebration 100% of the time.

I feel I need to establish the guiding principles that this guide is based on. This guide is assuming that you are playing on Standard speed, with Standard length ages.

The scaling between different age lengths and game speeds is very inconsistent, completely negating weaknesses in some cases, and greatly amplifying strengths in other cases. The game seems to be best balanced around Standard speed, and for that reason, I recommend sticking to Standard Speed and Standard Age length to get the best experience.
Abilities and Attributes
Pambansang Bayani (National Hero): When gaining rewards from a Narrative Event, gain 20 Culture and Gold per Age. Increased Celebration duration (+50%) and Happiness (+50%) towards Celebrations. Has additional Narrative Events.

Attributes:
  • Diplomatic
  • Cultural

Start Bias:
  • Tropical

Let's unwrap this and what all of these things mean, starting with the first ability.

Narrative Event Rewards
The first part is obvious, narrative events will trigger throughout the game, granting you a choice of reward. Whenever you gain these rewards, you will also gain 20 Culture and Gold (per age). It's important to make this distinction now to avoid any confusion. Goody Huts are NOT counted as narrative events for the purpose of this ability. They may look similar to narrative events, and they even say "Narrative Choice" when cycling through your turn's actions, but they do not count for this ability. Despite this, there are hundreds of events in the game you can trigger, and this ability can generate a lot of culture and gold by the end of the age.

Celebration Duration

Increased Celebration Duration is incredibly strong, even if it might not seem so at first. Each celebration begins when you generate enough happiness to trigger it. Normally a celebration will trigger and grant you a bonus for 10 turns. For Dr. Rizal, you will gain this bonus for 15 turns. While you are in a celebration, any extra happiness you generate while in the celebration is accumulated and applied to the next celebration. For José Rizal, it is very likely that you will be chaining celebrations back to back for the entire age. Other leaders may be able to chain celebrations together from the start of the age, but they tend to fall off later in the age and have more downtime of not being in a celebration. This is because each celebration costs more happiness than the previous one. While it is true that it is possible to have more celebrations with certain leaders, they tend to not have 100% uptime like José Rizal has (unless you're playing Ashoka with Maurya).

Your yields are highest in the late game, after you've constructed your buildings, so having 100% uptime of celebrations in the late game will be a major advantage over everyone else.

Bonus Happiness
+50% happiness towards celebrations is very nice. Note that this only applies toward celebrations. This does not increase the happiness of individual cities and towns. You will not be able to use this to mitigate penalties for war weariness or going over the settlement limit.

Attributes
José Rizal has the Diplomatic and Cultural attributes. This does two things:

First, these attributes will define which diplomatic endeavors you are allowed to send to other civilizations. Cultural, Diplomatic allows José Rizal to send the following endeavors:

Attribute
Endeavor
Sender
Receiver, if accepted
Both leaders, If Supported
Cultural
Cultural Exchange
+4 Culture
+2 Culture
+6 Culture
Diplomatic
Local Festival
+2 Happiness in cities
+2 Influence
+3 Happiness in cities

The other thing that your leader's attributes defines is which Narrative Events you will be given for increasing your attribute points. There are 6 "Attribute Narrative Events" (one for each attribute). In order to qualify for the event, either your leader or your civilization must have the associated attribute, and you must complete the trigger requirement to trigger the event. As José Rizal has Cultural and Diplomatic, you will be eligible for the Cultural Point and Diplomatic Point narrative events.

Start Bias
A leader's start bias just means they have a higher chance to start in that terrain. José Rizal has a higher chance of starting in Tropical terrain, so you should plan accordingly. This isn't a guarantee and you could still start in the Tundra or Desert. The game still takes your civilization's start bias into account as well.
Mementos
Antiquity Age Memento Recommendations

For Antiquity Age mementos, I have found that the best thing to do regardless of civ/leader choice is to heavily focus on your early game. There are some cheeky combos you can do, but the advantage you get from fast expansion is superior to anything else. Later ages open up a lot more possiblities, but there are still a few decent options for Antiquity.

The combo with the most consistency for a strong start is the Groma+Gold and Sapphire Flowers combo. The strategy here is simple. Turn 1 settle, then spend your expansionist point. Your capital will receive a huge boost of food and you will grow to 5 population in just a few turns. You can then immediately start building settlers and expand toward production resources to snowball.

Name
Effect
Source
Groma
+1 Expansionist Attribute Point
Foundation Path level 3
Gold and Sapphire Flowers
Gain 100 Food in the Capital when you spend an Attribute Point on the Expansionist Attribute Tree
Ashoka, World Renouncer level 5

Another good strategy is to dip into a mid/late game focused memento, while maintaining a strong start by choosing Lydian Lion as one of your starting mementos. This will allow you to purchase a settler immediately, as soon as your capital grows to 5 population. You still expand toward production resources, just slightly slower than Groma+Gold and Sapphire Flowers.

Name
Effect
Source
Lydian Lion
+200 gold per age at the start of an Age.
Foundation Path level 6

Combine this memento with one of the following for a more mid/late game focused strategy:

Name
Effect
Source
Treaty of Kadesh
+1 Diplomatic Attribute point.
Foundation Path level 3
Merchant's Saddle
+1 movement for Scouts, Merchants, Settlers and Explorers
Ibn Battuta level 5
Silk Uttariya
+2 Production per Age in Cities with positive Happiness Happiness
Ashoka, World Conqueror level 5
Wampum Belt
+1 Production per Age in Settlements for each City-state you are Suzerain of.
Tecumseh level 5
Shisa Necklace
Gain 100 Influence when you become Suzerain of a City-state.
Foundation Path level 29
Lion Capital
Commanders receive +50% XP during a Celebration.
Ashoka, World Conqueror level 9

Treaty of Kadesh - Good for a city state focused game. You can immediately grab the 2nd point in Diplomatic after your first suzerain, then all future suzerains will be cheaper. You can then convert this into a science and culture bonus when you get your 3rd Diplomatic point later in the age

Merchant's Saddle - This is a strong memento for anyone, but has a nice boon for José Rizal in particular. This will get you more goody huts, help your scouts escape hostile independents, but most importantly, it will help you meet all civs faster, which completes your narrative quest faster, which gives you more culture earlier from your ability.

Silk Uttariya - Another strong memento for everyone. Your cities should all be positive happiness because you always want to be working toward 100% celebration uptime, so this is effecitvely just +2 production in all cities.

Wampum Belt - Converts your early game city state suzerainship into late game production and snowballs you into the late game. Very strong.

Shisa Necklace - Helps you to diversify your diplomacy game. This allows you to have more influence available for supporting endeavors by refunding a portion of the amount you spend on suzerain dipomatic actions.

Lion Capital - For a militaristic focused game. Since you will be in a celebration 100% of the time, you will always have the 50% XP bonus.
Happiness and Celebrations
José Rizal's strength is in maximizing Celebration uptime, not number of celebrations. You can generate more happiness with other leaders, but with José Rizal, you don't have to. You get the same benefit as them, for less. You may end up with less policy slots, but it's very easy to have 100% Celebration uptime, whereas other leaders need to focus on stacking happiness to achieve the same result. José Rizal's Celebrations last for 15 turns whereas everyone else's Celebrations last for 10 turns.

In order to understand the strength of José Rizal's ability, we must understand how happiness and celebrations work, at a deep level. First, we must separate happiness into three categories: Settlement Happiness, Happiness Per Turn, and Lifetime Happiness. Then we can understand how it applies to celebrations and how to maximize benefit of José Rizal's Happiness and Celebration bonuses.

Settlement Happiness
Happiness that you generate in the settlement by settling on fresh water, working tiles that yield happiness, building happiness buildings, slotting policies that give happiness bonuses on tiles, etc applies happiness to that settlement. The settlement loses happiness by constructing buildings that have a happiness maintenance, war weariness, going over the settlement cap, etc. The happiness yields and penalties are added together to give a final happiness value for that settlement. If the settlement has a positive value, this value is added to your Happiness Per Turn. If the settlement has negative happiness, it doesn't remove anything from your Happiness Per Turn. It simply adds +0.

Happiness Per Turn
The value you see at the top of your screen is your happiness per turn. This number is derived by simply adding up the positive happiness from each individual settlement. Again, settlements with a negative happiness, do not subtract from this value, they simply add +0 to your Happiness Per Turn. This is also where José Rizal's +50% bonus Happiness Toward Celebrations is applied. His ability does not apply happiness to settlements at all. It only applies toward Celebrations.

Lifetime Happiness and Celebrations
Lifetime Happiness is the amount of happiness that you have generated over the course of the entire age. This is also where one-time awards of happiness are applied that you get from Goody Huts and Narrative Events. For example, when you select the happiness reward from a goody hut, that happiness does not apply to your settlements at all, it is applied to your Lifetime Happiness.

The amount of happiness needed to enter a Celebration is known as your Happiness Threshold. Once your Lifetime Happiness meets your Happiness Threshold, you enter a Celebration. Your threshold is then increased and you must generate even more happiness to hit the next celebration. If you can generate enough happiness to keep up with the threshold increases, you are able to stay in a Celebration 100% of the time.

Antiquity Age Happiness Thresholds
The following table shows the antiquity age happiness thresholds, and how much happiness you must generate per turn to meet the threshold before the current celebration ends and trigger a new one. For example, once you trigger Celebration 1, you must generate 24 happiness (or 35 happiness as other leaders) per turn in order to trigger celebration 2 before Celebration 1 ends.

Celebration
Happiness Threshold
Happiness Per Turn for 100% Celebration Uptime (José Rizal)
Happiness Per Turn for 100% Celebration Uptime (Other Leader)
1
200
24
35
2
549
38
57
3
1117
52
78
4
1891
65
97
5
2853
76
114
6
3990
87
130
7
5285
87
130
8
6580
87
130
9
7875
87
130
10
9170
87
130
11
10465
83
124
12
11696
--
--
*Note: I'm not sure why celebration 12's threshold has a smaller increase, but this is the value that the game uses. I've never seen celebration 13 before the age ends, so not sure what the next threshold is.

Exploration Age Happiness Thresholds
The exploration age is where José Rizal's +50% celebration duration really starts to take off. Most civs/leaders can't hope to keep up with the happiness threshold increases in Exploration, though there are some that can. José Rizal just does it with less effort, so you can focus your efforts on other things besides happiness.

Celebration
Happiness Threshold
Happiness Per Turn for 100% Celebration Uptime (José Rizal)
Happiness Per Turn for 100% Celebration Uptime (Other Leader)
1
799
94
140
2
2195
152
228
3
4470
207
310
4
7563
257
385
5
11413
304
455
6
15959
346
519
7
21141
351
526
8
26395
-
-

IMPORTANT: If you use an effect that instantly gives you a celebration, it does NOT increase your Lifetime Happiness to meet the threshold. It simply starts the celebration and increases your threshold to the next tier. Use these abilities wisely. If you trigger extra celebrations using these special abilities, you could increase your threshold faster than you can keep up, and you will spend more turns not celebrating.
Happiness and Celebrations (continued)
Modern Age Happiness Thresholds

Celebration
Happiness Threshold
Happiness Per Turn for 100% Celebration Uptime (José Rizal)
Happiness Per Turn for 100% Celebration Uptime (Other Leader)
1
7450
344
516
2
12604
428
642
3
19021
506
758
4
26597
506
758
5
35233
576
864
6
43869
576
864
7
52505
576
864
8
61141
-
-
Antiquity Age - Preferred Civilizations
When choosing a civilization, we are looking at the civilizations that will synergize most with José Rizal's abilities. Particularly, we are looking for civilizations that have a lot of narrative events. Every civilization has narrative events tied specifically to them, some more than others. There is one thing, however, that clearly sets some civs apart from the rest when it comes to narrative events: Great People. The civilizations that have great people, have a lot more narrative events than the other civilizations, because Great People trigger narrative events, in addition to the narrative events each civ already gets. This leaves us with 3 preferred civilizations with 3 distinct playstyles for the game you are looking to play:
Egypt - Cultural (with a minor focus on Economic)
Greece - Diplomatic (with a minor focus on Cultural)
Han - Scientific (with a minor focus on Diplomacy)

Egypt
Cultural/Economic
Highlights:
- Great People (more narrative events)
- Bonus Wonder Production
- Strong Defense (Medjay)

Greece
Cultural/Diplomatic
Highlights:
- Great People (more narrative events)
- Bonus Influence
- Reduced Influence costs
- Solid Infantry

Han
Diplomatic/Scientific
Highlights:
- Great People (more narrative events)
- Strong Defense (Chu-ko-nu)
- Great Wall
- Bonus Influence

Honorable Mention
Rome
Cultural/Militaristic
Highlights:
- Solid Infantry
- Well rounded Civilization that can adapt to many strategies
- Synergizes well with José Rizal's militaristic quest chain

"Strategic Choice" Civilizations
I will also discuss the "strategic choice" civilizations that the game recommends pairing with José Rizal. These are objectively good civilizations, but not my preferred choice when playing him, because they don't synergize with his abilities particularly well. They are just strong civilizations, so they are good for everyone.

Maya
The game recommends pairing José Rizal with the Maya. Here's the thing, everyone is good with Maya. They don't really synergize with José Rizal's abilities, they are just incredibly overpowered. I am going to skip over Maya for now because I don't find it particularly engaging to play as them in their current state. Maybe once they are rebalanced to be more in line with the other civs, I will revisit this and analyze a José Rizal and Maya pairing. They were recently nerfed, but they are still arguably the strongest civilization in the game. The basic strategy is to build as many unique quarters as possible, and immediately tech into Villas and Arenas. Build them everywhere and slot in the policies that give you bonus culture and science on happiness buildings.

Mississipian
The other civilization the game recommends is Mississipians. This can be good for giving you ways to generate gold, as Mississipians are great for gold generation. One drawback of José Rizal is that you will prefer working tiles that yield happiness instead of gold, and so you will end up with less gold as a result. Mississipians can cover this weakness, but I prefer Egypt due to the additional narrative events and culture synergy. The basic strategy is to slot "Shell Tempered Pottery", then snowball your way to 200 gold per turn.
Antiquity Age - Choosing your Pantheon
Many Pantheons have events tied to them. Choosing a Pantheon that grants an event will award bonus culture and gold just like any other narrative event.

Pantheon
Event?
Trigger
Comment
City Patron Goddess
Yes
Found Pantheon
All civs get an event. Unique event for: Persia, Greece, Khmer, Mississipian, Maurya
Earth Goddess
Yes
Found Settlement in Desert
-
Fertility Rites
Yes
Found Pantheon
All civs get event. Unique event for Egypt
Goddess of Festivals
Yes
Build 2 Altars
-
God of Healing
No
-
-
Goddess of the Harvest
Yes
Found Pantheon
God of the Forest
Yes
Found Pantheon
-
God of the Forge
Yes
2 Events: Research Masonry, Build Blacksmith
All civs get the events. Greece gets an additional event, triggered by a volcano damaging a building
God of the Sea
No*
-
There's an event named EYRBYGGJA referenced in the xml files, but seems to not be in the game yet
God of the Sun
Yes
Found Pantheon
-
God of War
Yes*
Found Pantheon (Rome only)
Only Rome gets this event, nobody else gets an event
God of Wisdom
No
-
-
Monument to the Gods
No
-
-
Oral Tradition
No
-
-
Sacred Waters
No
-
-
Stone Circles
Yes
Found Pantheon
-
Anitquity Age Narrative Events
There are many narrative events, and with each one you complete, you will gain 20 culture and gold (per age). Remember, GOODY HUTS ARE NOT NARRATIVE EVENTS. You will not get bonus culture and gold for collecting goody huts (unless the goody hut awards culture or gold of course).

Bonus Attribute Narrative Events

If your leader or civilization has the associated attribute, and you accomplish the associated trigger, you will be given a narrative event that will award a bonus attribute point to the associated attribute. Note that if you complete these actions when neither your leader nor your civilization has the associated attribute, you will not be awarded an attribute point..

This requires some more testing, but it seems like you will only get a point for the first two actions you complete. It doesn't seem like you can combine a leader and civ with 4 different attributes among them and get 4 points.

Attribute
Trigger
Reward
Cultural
Research 6 civics
1 Cultural Attribute Point
Diplomatic
Become Suzerain of a City State
1 Diplomatic Attribute Point
Economic
Start 2 trade routes
1 Economic Attribute Point
Expansionist
Have 4 settlements
1 Expansionist Attribute Point
Militaristic
Disperse an Independent
1 Militaristic Attribute Point
Scientific
Research 6 technologies
1 Scientific Attribute Point
*Again, your civilization or your leader must possess the associated attribute in order to qualify for the bonus attribute points.
Antiquity Age Leader Quest Chain
Every leader has a "Leader Quest Chain" available to them in every age. For José Rizal, he receives several quests and these are considered narrative events. That means you are collecting bonus culture and gold for each one you complete.
*Note: You only gain the bonus culture and gold when receiving a reward. So when you accept a quest, or an event just has the option "Story Continues", that will not proc the bonus culture and gold.

QUEST CHAIN 1 - The Good Doctor and the Rumored Lands
Trigger: Turn 3
Start Quest - Meet all Civilizations
Instant Reward (No Quest) - 25 Culture IF YOU CHOOSE THIS OPTION, IT WILL SKIP THE NEXT PART OF THE CHAIN. BEWARE!!

The Good Doctor and the Rumors Confirmed
Trigger: Accept the Quest from "The Good Doctor and the Rumored Lands"
For each civilization you meet, you will get a narrative event (giving you culture and gold from your leader ability) as well as a choice between 2 bonuses depending on which civilization you met:

Civilization
Choice 1
Choice 2
Aksum
25 Culture
50 Gold
Carthage
+2 Combat Strength on Galleys
50 Gold
Egypt
25 Culture
50 Gold
Greece
25 Culture
100 Influence (this isn't a typo)
Han
1 Migrant
25 Science
Khmer
25 Science
+1 Food per turn in capital
Maurya
Reckless ability on Warriors (+3 when attacking, -2 when defending)
25 Science
Maya
Reckless ability on melee units (+3 when attacking, -2 when defending)
25 Science
Mississipian
50 Gold
+1 Food per turn in capital
Persia
+1 Food per turn in capital
Reckless ability on Warriors (+3 when attacking, -2 when defending)
Rome
25 Culture
+1 Food per turn in capital
*Note: The final civ you meet will not grant a reward, it will just end the quest.

QUEST CHAIN 2 - Soul of the Land
Trigger: Research Writing
Choose one of the following:
Start Quest - Build 2 Libraries - 25 Culture, and can trigger follow-up quest "An Opus"
Start Quest - Produce a Settler - 25 Influence, and can trigger follow-up quest "A Political Quandry"
Instant Reward (No Quest) - 25 Science

*Note: Your choice in this quest will decide which quest you get next. The next 2 quests are exclusive, you cannot get both.

An Opus
Trigger: Study Literacy (Civic Tree), Complete the "Build 2 libraries" quest
Choose one of the following:
Start Quest - Create 2 trade routes (+1 Cultural Attribute Point)
Instant Reward (No Quest) - +1 Happiness in all settlements

*Note: "An Opus" and "A Political Quandary" are exclusive with each other. You cannot get both quests. Your choice in "Soul of the Land" determines which quest you will get.

A Political Quandary
Trigger: Have 3 Settlements, Complete the "Produce a Settler" quest
Start Quest - Start 4 Diplomatic Endeavors - +1 Diplomatic Attribute Point
Instant Reward (No Quest) - 1 free ranged unit

*Note: "An Opus" and "A Political Quandary" are exclusive with each other. You cannot get both quests. Your choice in "Soul of the Land" determines which quest you will get.


QUEST CHAIN 3 - The First of Many Conflicts
Trigger: Another Civilization Declares War on you (Does not trigger if you declare the war)
Choose one of the following:
Meet the enemy strength for strength: Free military unit
Try the diplomatic option: 25 Inluence

*Note: Your choice here decides which quest you get next, which will trigger 5 turns later.

War Rages, Hearts Sink
Trigger: 5 Turns after War Declaration, if you chose "Meet the enemy, strength for strength"
Reward: 25 Influence

*Note: This quest makes you eligible for "Ever Victorious, Ever Vigilant" and "One Person’s Ruins (are Another’s Spoils)"

Restless Citizens Yearn for Blood
Trigger: 5 turns after war declaration, if you chose the diplomatic option
- Reward: +10% Production Toward Wonders in all settlements

Ever Victorious, Ever Vigilant
Trigger: Conquer a city after triggering "War Rages, Hearts Sink"
Reward: +25% production toward Army Commanders in all cities

*Note: This quest is exclusive with "One Peson's Ruins (are Another’s Spoils)". You cannot complete both.

One Person’s Ruins (are Another’s Spoils)
Trigger: Lose a settlement after triggering "War Rages, Hearts Sink"
Reward: 25 Culture

*Note: This quest is exclusive with "Ever Victorious, Ever Vigilant". You cannot complete both.

Peace and Stillness
Trigger: Be at Peace 25 turns after receiving war declaration
Reward: 50 Happines

The Knife and the Quill
Trigger: Still be at war 25 turns after receiving war declaration
Reward: 25 Culture
Antiquity Age Strategy
For your start, your first 10 turns or so will usually be more or less the same regardless of civ. FIrst, you will open up with 2 scouts. If you started in Tropical, you will likely want to start off building 3 scouts. Tropical is in the middle of the map, so you will have more directions to explore. As soon as you hit 5 population, you want to immediately build or buy a settler. If there are no hostiles nearby, you can be greedy and train 2 settlers back to back, but if there are hostiles you will want to train some military units before producing your 2nd settler.

Your goal regardless of civilization should be to get your first settler out by turn 15. This is not a hard and fast rule, it is a goal you should be aiming for. Your start won't always present the perfect opportunity to meet your goals on the exact timeline you want.

When you grow, your yield priority should be Production > Happiness > Culture > Science > Gold > Food. You want to keep your happiness high so that you will stay in a celebration 100% of the time. Whenever you have a growth event, check the happiness thresholds table from earlier in this guide, and look at your happiness per turn to see where you stand. If you are falling short, you will want to grow to happiness tiles if feasible.
Antiquity Age Strategy - Han
Han
Probably my favorite pairing for José Rizal. Han get some amazing Science bonuses as well as extra codices from their narrative events and from great people. Combine that with the bonus culture from José Rizal's ability and you should have no trouble completing both the Science and Culture legacy paths.

Government: Oligarchy
You want Oligarchy becase you need to be building a lot of Great Walls in order to take advantage of the bonus growth. This is not clearly outlined anywhere, but when you build a great wall, it adjusts your city's growth threshold by -1. This means your city counts as having 1 less population for growth purposes, which will make you grow faster. You continue to generate yields on great wall tiles so they are basically like having free population.

Due to how the great wall works, you should prioritize getting to your 3rd ring straight away so that you can take advantage of these free pops. If you grow to all your resources first, your growth will slow down and you will be unable to take advantage of the great wall's free population. Production is king, so grabbing a production resource before growing to the 3rd ring is still optimal.

Pantheon: God of the Forge, Stone Circles
Surprisingly you don't want City Patron Goddess like most civs. Han have their own influence generation and their diplomacy game is very strong without it. Use your pantheon to supplement production.

Civic Path:
Mysticsm > Zhi > Li
It's best to start off with Mysticism and Zhi to get your pantheon and great wall unlocked straight away. If you have a militaristic neighbor that is gearing up for war, you may need to pivot into Discipline and get your commander. Don't get caught unaware. You should still try to get to Zhi first before pivoting into Discipline at least because putting Chu-Ko-Nu on the great wall is an excellent defense.

Tech Path:
(Animal Husbandry > Pottery) or (Pottery > Animal Husbandry) > Writing > Masonry > Writing II > Irrigation > Sailing
You'll want to rush Writing, because you are going for the Li civic. This will give you a policy that grants +1 influence on your library when you build it, making it like a monument, but generating science instead.

This path should take you to around turn 50 or so. From there you will need to decide where to go based on how the game has developed thus far. I would recommend going for the Oracle from here, then finishing out the Han unique civics. Every game is different and throws different challenges at you, so you will have to adapt accordingly.

Han Narrative Events
Completing these events will give you bonus culture and gold, in addition to the reward the event gives.

Event Name
Trigger
What is a wall?
Build a great wall, have 2 trade routes
A Unique Wonder
Build great wall
A White Elephant
Kill a horseman with a Chu-Ko-Nu
Fields of Rice
Learn Zhi Civic
An Opportunity for Refinement
Build a quarter of either Academy/Ampitheater, or Academy/Blacksmith
Typical Musings
Learn Junzi Civic
The Trained Eye
Kill a unit with a Chu-Ko-Nu
Uncharted Possibilities
Build a building with +4 adjacency bonus, better reward before turn 50
Waste Not
Build 2 Libraries
The Plight of the Suzerain
Become Suzerain of a Scientific City State
A New Delicate Art
Slot a Hides Resource into a Grassland City (City Center founded on grassland tile)
A Song for the People
Build a Villa and Amphitheater adjacent to Palace
A Palace Fit for the Imperial
Build Weiyang Palace
From Peasant to Emperor
Have 2 Unhappy Cities

In addition to the above events, each Great Person (Shì Dàfū) has a narrative event tied to them. However it seems you will not trigger all of them. I'm not sure what causes these events to not trigger. Perhaps there is a cap on how many Great Person events you can trigger per game. This requires further testing, but there is an event tied to each great person.
Antiquity Age Strategy - Greece
Greece
Greece is an incredibly strong pairing for José Rizal. They are a diplomacy powerhouse, and are second to none when it comes to the City State Suzerain race.

Government: Oligarchy or Classical Republic
Production is king, so Oligarchy is a strong choice. However, Classical Republic can also be a good choice to help with Wonder production. Building Wonders is a huge tempo loss in many cases, because you usually can build 2 or 3 buildings in the time it takes to finish one wonder. Shortening the time you spend building them can soften the blow and actually convert it into a tempo gain because the adjaceny bonuses from the wonder are coming online faster. Ultimately, it is a matter of preference which way you go.

Pantheon: God of the Forge, Stone Circles
Production is king, and Greece has a start bias toward Rough Terrain. Though the production bonus from Stone Circles is more front loaded. God of the Forge will give you a better long term bonus. Ultimately, they are both strong choices. An additonal thing to consider is Greece has a unique event tied to God of the Forge, which can net you some extra culture. You trigger this event by having a building get damaged by a volcano eruption.

Civic Path:
Mysticsm > Agoge > Public Life > Ekklesia
Getting your Pantheon online for the bonus production is paramount. You will then want to immediately go into Agoge and find a good rough tile to place your Parthenon to get your City State Suzerainship game going. From there, going for Oracle is a strong next step. Though if you have a militaristic neighbor, you may need to pivot into Discipline first.

Tech Path:
Pottery > Animal Husbandry > Masonry > Writing > Writing II > Irrigation > Sailing
Greece has rough start bias, so you will likely want to rush Masonry in order to fully benefit from mines. Since you'll be rushing Masonry, you might as well rush the monument and get that extra inflluence as early as possible. Every little bit helps.

This path should take you to about turn 50 or so. From there you will have to adapt based on how the game has gone so far. You should look to Suzerain as many Independents as possible and rack up those city state bonuses. You should go for a 2nd Diplomatic attribute point by choosing the "Create a Settler" quest in José Rizal's Leader Quest Chain. This will allow you to double up on Influence cost reductions for Befriending Independents (Stacking the 50% cost reduction from the Diplomatic Point tree, and the Greece Tradition Xenia).

Greece Narrative Events
Event Name
Trigger
The Divine Forge
Choose God of the Forge, Building Damaged by Volcano
The Greek Plague
Slot Medicine Tradition
Only the Deserving
Learn Citizenship Civic
The Blind Poet
Research Writing
The Provocative Stage
Build an Acropolis
A History of Treaties
Learn Symmachia Civic
Infidelity Revealed
Build Ancient Walls
A Memorable Smell / Failed Revenge
Build 3 Ancient Walls (follow-up to "Infidelity Revealed")
Siege Tactics
Slot Strategoi policy, lose a unit in combat
Victorious Etiquette
Kill an enemy commander, Build an Ampitheater
Oracle's Purpose
Build the Oracle
The Hooded Advisor
Slot Delian League and Peloponnesian League policies at the same time

In addition to the above events, each Great Person (Logios) has a narrative event tied to them. However it seems you will not trigger all of them. I'm not sure what causes these events to not trigger. Perhaps there is a cap on how many Great Person events you can trigger per game. This requires further testing, but there is an event tied to each great person.
Antiquity Age Strategy - Egypt
Egypt
Egypt is a good choice if you want to go all in on Culture and Wonder production. The focus on navigable rivers is not very optimal, however the one thing they are really good at is churning out Wonders. And that's exactly what we're going to do.

Government: Classical Republic
Building Wonders is a huge tempo loss in many cases, because you usually can build 2 or 3 buildings in the time it takes to finish one wonder. Shortening the time you spend building them can soften the blow and actually convert it into a tempo gain because the adjaceny bonuses from the wonder are coming online faster. With Egypt we have multiple bonuses pushing us toward building wonders, so we're going all in on Wonder Production to minimize the build time as much as possible.

Pantheon: Monument to the Gods
We're going all in on Wonder Production. So we're taking wonder production bonuses wherever we can. Don't even think about the others. We want to build as many wonders as possible, as fast as possible.

Civic Path:
Mysticsm > Scales of Anubis > Arrival of Hapi
Like anyone else, getting your Pantheon online is very important. Ideally, you want to have your unique quarter built before you start building wonders to rake in that extra gold. However, sometimes you will have a militaristic neighbor that forces you to go discipline first.

Tech Path:
(Animal Husbandry > Pottery) or (Pottery > Animal Husbandry) > Writing > Masonry > Writing II > Irrigation > Sailing
As Egypt, we're going to be building a lot of wonders, so we want to rush Writing and build the Great Stele. If we're going to be building wonders, we might as well get paid while doing it.

This path should take you to about turn 50 or so. From there you will have to adapt based on how the game has gone so far. For your leader quest, you should choose the build 2 libraries option. This awards you a Cultural point (from the follow up quest "An Opus"), which should be your 2nd Cultural point, allowing you to choose the +10% production toward wonders.

If you have a warmongering neighbor that declares war on you, make sure to choose the diplomatic option in José Rizal's leader quest, as this will award you with another 10% production toward wonders. Combining bonuses you have 15 (Classical Republic) + 15 (Riches of the Duat) + 10 (Monument to the Gods) + 10 (José Rizal war event) +10 (Cultural Attritbute Tree) = 60% bonus production toward wonders. Your next step should be to build the Oracle, so you will get even more culture when completing events. Then build every wonder you can. A few Great People grant a one-time production boost to a wonder under construction, so don't ignore training these early in case you get one.

Egypt Narrative Events
Event Name
Trigger
Swords of the Shining Land
Have 2 Medjays
In Gold and Stone
Build Pyramids
Date Fight
Train a Medjay, Improve Dates Resource
Refined Tastes
Improve Salt Resource
Writhing Insides
Slot Medicine Policy
Travels in the Underworld
Slot Riches of the Duat Tradition
Memories Immortalized
Build Necropolis
Creative Limits
Learn Light of Amun Ra Civic
Invaders from the Sands
Found a Desert settlement
Frankincense and Myrrh
Build monument and altar

In addition to the above events, each Great Person (Tjaty) has a narrative event tied to them. However it seems you will not trigger all of them. I'm not sure what causes these events to not trigger. Perhaps there is a cap on how many Great Person events you can trigger per game. This requires further testing, but there is an event tied to each great person.
Exploration Age - Preferred Civilizations
Coming Soon...

Hawaii needs to be re-evaluated after the nerf.

Remember, Great People award more events.

Abbasid, Spain
Exploration Age - Choosing your Religion
Coming Soon...
Exploration Age Events
Coming Soon...
Modern Age - Preferred Civlizations
Coming Soon...

Great People award more events.

France, Siam, Mexico
Appendix - Antiquity Age Narrative Events
This section will cover events that are open to everyone, regardless of your leader/civilization. Some events override other events based on the choices you choose. You will not be able to complete every event. Also, note that not all events will be available in Multiplayer. Some events are reserved for Singleplayer only.

Disclaimer: The events in this section of the guide are pulled from the XML files. Not all of them have been tested/confirmed to work. Also, some events are exclusive with others and some events only become available based on choices you make in other events.

Some events don't seem to trigger. They may not be implemented into the game yet. Or there may be a cap on how many events you can get. Expect that you will not always get an event when you take the action that is supposed to trigger an event.


Policy Events
These events can be triggered by any leader/civ and are triggered primarily by slotting/removing policies from your government.

Event Name
Trigger
Reward 1
Reward 2
Comment
Open Ears, Open Mouths
Slot Commodities Policy, Have Camels Resource
50 Culture
50 Science
-
The Voice of Power
Slot Charismatic Leader Policy
50 Culture
50 Science
-
Training Day
Slot City Guard Policy, be at peace with all civilizations
50 health on district
100 gold
-
Learning the Ropes
Slot Coinage Policy
50 Happiness
50 Gold
-
Holy Dwellings
Slot Priesthood Policy, Build Altar
25 Culture
50 Gold
-
Animal Instinct
Slot Survey Policy, Have 2 Scouts
50 Gold
-
-
All Hands Matter
Slot Conscription Policy
25% health on districts
25 Science
-
Business Strategy
Slot Commodities Policy
25 Culture
50 Gold
-
Religious Unification
Slot Rites and Rituals Policy
100 Happiness
50 Culture
-
Bountiful Harvests
Remove Clan Networks Policy, Have 2 Gardens
+1 Food on Gardens
+1 Gold on Gardens
-
A Growing World
Remove Survey Policy
Free Migrant
Free Promotion
-
Evolving Markets
Remove Commodities Policy
100 Gold
50 Science
-
A Victorious Message
Slot Honor Policy, Disperse 2 Independents
50 Culture
25% Production Toward Monuments
-
Res Nullius
Slot Toolmaking Policy
50 Happiness
50 Gold
-
Metal Transformed
Slot Toolmaking Policy, Improve Iron
25 Science
50 Gold
-
The Root of the Problem
Slot Medicine Policy
25 Culture
25 Science
-
Totems
Slot Clan Networks Policy, Have Horses and Hides resource
10% Production on Buildings
10% Production Toward Military Units
3rd choice: 5% Production Toward Wonders
The Sting of Satire
Slot Drama and Poetry Policy, Build Ampitheater
25 Culture
50 Happiness
-
Bountiful Harvests
Slot Clan Networks Policy
50 Happiness
25 Culture
-
Appendix - Antiquity Age Narrative Events (continued)
Building Events
These events are available to all civilizations and leaders, and are triggered primarily by building specific buildings.

Event Name
Trigger
Reward 1
Reward 2
Comment
Making Waves
Build Bath
200 Happiness
25% Production Toward Baths
-
Lion on the Loose
Build Arena
25% Production Toward Walls
25% Production Toward Archers
-
A Beast Found
Build Walls, and Arena
200 Happinesst
200 Gold
-
Among the Great Stones
Build a Megalith (Cultural Suzerain Bonus)
50 Gold
50 Happiness
-
An Open Stage
Build Arena, Learn Entertainment Civic
2 Gold on Arena
2 Culture on Arena
3rd choice: 2 Happiness on Arena
Economic Woes
Complete economic narrative events, Build Market
30% production toward merchants
200 Gold
-
Economic Uptick
Build Market (without any economic narrative events)
150 Science
150 Culture
-
Papyrus Problems
Research Mathematics, Build Academy
300 Happiness, -100 Science
150 Science
-
3463A
Build Academy
200 Happiness
200 Happiness
3rd Choice: 200 Happiness... each choice seems to link to an event that doesn't exist yet
The Mirror People
Build a Building over a woodcutter tile?
Bonus combat strength on warriors
Free Warrior
-
The Nature of the Soul
Build 3 Academies
2 Culture on Academy
2 Science on Academy
3rd choice: 2 Production on Academy
The Great Baths
Build a Bath on a Navigable River Tile
2 Gold on Bath
100 Gold
-
A Victorious Message
Slot Honor Policy, Disperse 2 Independents
50 Culture
25% Production Toward Monuments
-
Outdoor Events
Build an Ampitheater over an improvement?
Codex
200 Culture
-
A Long Walk
Build Brickyard in a Town
25 Science
50 Happiness
-
Muddying the Waters
Build a Brickyard in Capital
25 Science
25 Culture
-

Tech/Civic Events
These events are available to all leaders/civilizations and are primarily triggered by researching a specific Tech or Civic.

Event Name
Trigger
Reward 1
Reward 2
Comment
Destruction in the Round
Research Wheel (Tech)
50 Gold
25 Culture
-
Gilded Masterpieces
Research Ironworking (Tech), Have Gold Resource
150 Science
150 Culture
-
The Shape of the World
Research Navigation (Tech)
25 Culture
25 Science
-
The Tech Wrangler
Research 4 Tech Masteries
Codex
200 Science
-
Fierce Competition
Research Wheel (Tech), Learn Entertainment (Civic)
25% bonus health to districts
200 Happiness
-
Tree of Fortune
Research Writing (Tech), Learn Mysticism (Civic)
50 Gold
+1 Food in Cities
3rd choice: 25 Influence
The Philosophy of Music
Learn Philosophy (Civic)
100 Culture
200 Happiness
-
Mascots in Silk
Learn Tactics (Civic), Train Spearman, Archer, and Galley, Have Silk
Free Galley
Free Spearman
3rd choice: Free Archer
Changing Formats
Learn Literacy (Civic)
25 Science
25 Culture
-
The Eye of the Beholder
Learn Skilled Trades (Civic)
50 Happiness
25 Culture
-
The Leopard-Skin Chiefs
Learn Citizenship (Civic), have an unhappy city
10% production toward buildings
100 Culture
3rd choice: 100 Influence
Appendix - Antiquity Age Narrative Events (continued 2)
Resource Events
These events are available to all leaders/civilizations and are triggered by improving certain resources.

Event Name
Trigger
Reward 1
Reward 2
Comment
The Power of Salt
Improve Salt Tile
Happiness
25 Culture
-
Sea Shells on the Sea Shore
Improve Dyes Resource
25 Science
50 Gold
-
A Feline Enterprise
Improve Dyes Resource
25 Science
50 Gold
-
An Ovine Dilemma
Improve Wool Resource
50 Culture and -50% Gold for 3 turns, then 100 Gold and -50% Culture for 3 turns
100 Gold and -50% Culture for 3 turns, then 50 Culture and -50% Gold for 3 turns
You basically get the same thing no matter what you pick
A Difficult Decision
Improve Wool Resource
-50% Gold for 3 turns, then -50% gold for 3 turns again
50 Happiness, then 100 gold
-
Aurochs of Old
Improve Hides Resource
+1 Happiness on Tile
+1 Food on Tile
-
Grape v. Grape
Improve Wine Resource
50 Gold
50 Happiness
-
Control over Nature
Improve Silk Resource
50 Gold
25 Science
-
Cotton Creations
Improve Cotton Resource
25 Culture
50 Happiness
-
Colors Galore
Improve Cotton and Dyes Resources
50 Gold
25 Science
-
Indigo
Improve Cotton and Dyes Resources
50 Gold
-
-
Tentacle on the Beach
Improve Fish Resource before turn 30
25 Culture
25 Science
-
Sumptuary Laws
Improve 3 Dyes Resources
150 Culture, -300 Happiness
-150 Culture, 300 Happiness
3rd choice: 200 Gold
Something Fishy
Improve Fish Resource
50 Gold
50 Happiness
-
Forbidden Fruits
Improve Fish Resource
25 Science, then -50% Happiness for 3 turns
25 Culture, then choice
If you choose Culture, you get to then choose from 50 Culture or 100 Gold

Trade Events
These events are available to all Civilizations/Leaders and are unlocked by creating trade routes

Event Name
Trigger
Reward 1
Reward 2
Comment
A Caravan Astray
Create Trade Route with a Civilization (not City State)
25 Science
25 Culture
-
Silvery Creations
Gain Silver Resource via Trade
25 Culture
50 Happiness
-
The Gossips
Have 5 Trade Routes with Civilizations
300 Gold
150 Science
-
The Customs of Cambodia
Create Trade Route with a Capital
25 Culture
25 Influence
-
Winos
Gain Wine via Trade
50 Culture
100 Happiness
-
Regional Hub
Start Sea Trade Route
300 Gold
300 Happiness
-

Suzerain Events
These events are available to all Civilizations/Leaders and are triggered by becoming Suzerain of City States

Event Name
Trigger
Reward 1
Reward 2
Comment
The Hub of Culture
Become Suzerain of Cultural City State
25 Culture
1 Production on Monuments
-
A Lively Sort
Become Suzerain of Cultural City State
25 Culture
2 Production on Ampitheaters
-
City of Gold
Become Suzerain of Economic City State
50 Gold
1 Production on Lighthouses
-
Gold Rush
Become Suzerain of Economic City State
50 Gold
1 Production on Markets
-
A Sea of Barracks
Become Suzerain of Militaristic City State
Free Melee Unit
Free Promotion
-
Bred for Battle
Become Suzerain of Militaristic City State
Bonus Combat Strength on Infantry
Bonus Combat Strength on Cavalry
-
The Best and the Brightest
Become Suzerain of Scientific City State
25 Science
1 Production on Libraries
-
The Center of It All
Become Suzerain of Scientific City State
25 Science
2 Production on Academies
-
Appendix - Antiquity Age Narrative Events (continued 3)
Wonder Events
These events are available to all Leaders/Civilizations and are triggered by building wonders.

Event Name
Trigger
Reward 1
Reward 2
Comment
The Silent Guardian
Build Colossus
Economic Attribute Point
Militaristic Attribute Point
-
Emile...Emile...
Build Emile Bell
+10% Production Toward Wonders
50 Happiness
-
Form and Formlessness
Build Nalanda and 3 Academies
200 Influence
Extra Policy Slot
3rd Choice: 1 Science on Altars

Militaristic Events
These events are available to all leaders/civilizations and are triggered by either creating military units, or using military units

Event Name
Trigger
Reward 1
Reward 2
Comment
Songs from the Deep
Train 2 Naval Units
25 Culture
25 Science
-
The Scorpion
Train 2 Ballistas
+1 movement for Ballistas
+2 Strength for Ballistas
-
Trouble at the Meat Stall
Train Archer
200 Happiness
200 Gold
-
Seeking the Future
Disperse Independent, then within 15 turns, found a settlement within 3 tiles of it
Free Warrior
Free Migrant
-
Hearts of Bronze
Lose Melee Unit to a higher tier unit
-25% damage on Units
Aggression ability on units
-
Ashes
Disperse Independent
50 Gold, 25 Culture
150 Gold
-
Plates of Brass
Build Barracks, Disperse 3 Independents
Codex, but -1 Happiness on all Barracks
50 Gold
Must have built the Barracks before dispersing the 3rd independent
A Slinger Slain
Train at least 2 Slingers, then lose all Slingers in combat
+25% production toward warriors
+25% production toward slingers
Unavailable after researching Bronzeworking. Slingers must be lost in combat, not deleted.
The Fury of Battle
Be in war where at least 10 total units are lost (yours or theirs)
Bonus Strength on all units
+10% production toward units, but -1 happiness on military buildings
-
The Decimation
Have fully packed army, not all the same unit, be at war
Commander +2 combat strength
-
-
Crowd Pleaser
Have an unhappy conquered city
+10% production toward wonders
50 Happiness
-
It's Not Goodbye
Unit Disbanded due to negative gold
100 Happiness
-
-
Cyclical in Nature
Lose a Unit
100 Gold
-
-
Masters of War
Train 4 Phalanx Units
400 Gold
400 Happiness
-
Fire Sale
Raze City
1 Gold on Market
1 Food on Granary
-

Misc. Events
These are the rest of the events that are available to all leaders/civilizations.

Event Name
Trigger
Reward 1
Reward 2
Comment
A Flood of Opportunity
Tile Damaged by Flood
Free Melee Unit
Free Migrant
-
Screams in the Wind
Lighthouse Damaged by Disaster
100 Culture
100 Science
-
The Hungry Ocean
Lose Naval Unit to a disaster
200 Happiness
200 Gold
-
Attempts to Settle
Train at least 2 Settlers, then lose all settlers in combat
25% production toward settlers
25% production toward warriors
-
Paramount Chiefdoms
Found 3 settlements
10% production toward buildings in all cities
15% production toward buildings in capital
-
The Collapsing Granary
Granary Damaged
25 Science
25 Culture
-
A Passing Likeness
25 Culture
50 Gold
1 Culture on Palace
-
Put On a Show
Repair Damaged Ampitheater
50 Happiness
25 Culture
3rd Choice: 25 Science
A Story to Tell
Complete 4 Narrative Events
Codex
75 Influence
-
The Hand That Feeds
Have an Unhappy City that you Founded
50 Gold
1 Production on Palace
-
The Unclean Animal
Research Animal Husbandry before turn 30, and have no camps or pastures
50 Happiness
50 Happiness
3rd choice: 50 Happiness, all 3 choices Link to Exploration Age event
A Scout Forever Lost
Train at least 2 scouts, then lose all scouts in combat
25% production toward scouts
50 Science
-
The Limits of Faith
Found a Pantheon, wait 10 turns
50 Happiness
25 Culture
-
8 Comments
Ghiron  [author] 3 Sep @ 8:31am 
@zerosugaricetea
By Joe you're right. It's been a while since I updated the guide and there's been quite a few changes to the game since then. I'll update these items when I have time to give the guide some more work.
Dimitri 2 Sep @ 3:23pm 
very detailed guide ty
zerosugaricetea 28 Jun @ 5:20am 
About the section [Bonus Attribute Narrative Events] in your guide, there are trigger conditions that you haven't mentioned.
1. Having an ally will also trigger the Diplomatic Attribute Event.
2. Capture an settlement from an AI Player will also trigger the Militaristic Attribute Event. (I am not sure if capture an enemy city-state will trigger it.)
zerosugaricetea 28 Jun @ 5:11am 
About the section [Bonus Attribute Narrative Events] in your guide, I have tested some combinations and figured out that it only applies to civilizations with that trait, instead of leaders with that trait. Currently it is about coding:
REQUIREMENT_PLAYER_HAS_CIVILIZATION_OR_LEADER_TRAIT only searches for, say, TRAIT_ATTRIBUTE_CULTURAL , but the traits of the leaders are, say, TRAIT_LEADER_ATTRIBUTE_CULTURAL
nosiczkaツ 2 May @ 2:16am 
thx
Video James 12 Apr @ 9:20pm 
Awesome guide, super appreciate all the effort you put into this.
Ghiron  [author] 6 Apr @ 5:48pm 
@Ragnell Avalon VTuber
Thanks for the feedback. I've been waffling on whether it's better to get your unique district up first or go straight for Code of Laws II for that exact reason. You at least want to get Riches of Duat online before you start building wonders if possible. Though I can also see the case for going straight for Code of Laws II first. Both are good options with pros and cons.
Ragnell Avalon VTuber 5 Apr @ 6:56pm 
Had a fun game with Jose on Egypt following this. One thing I'd point out is that because tech/civic-stealing is very strong right now, rushing to Code of Laws with your likely-to-be-very-good culture generation should probably be preferred over going straight into your civ-specific cultural tree.