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


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.

Nb Average Interval (days)
1 20.0
2 28.6
3 33.3
4 36.4
5 38.5
6 40.0
7 41.2
8 42.1
9 42.9
10 43.5
11 44.0

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[]

Agency 'Watch' toggle

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:

Method Description
No action Do nothing or let the time run out
Social Using social skills to solve problems sometimes can gain appeal or influence.
Battle Use "Machismo", roughhousery, or aggression. Basically be a "macho man", and assert your dominance.
CHA Appeal to others.
INT Debate or prank.
Food Give others food.
Spirit-Stone Use spirit stones. Most mortals do not know about spirit stones. Spirit stones resonate with Qi in finding rare treasure.
Wood Give others wood, or pick up a wood stick.
Stones Give others stones, or pick up a brick.
Disciple Send all disciples, or disciples with a special trait to solve the problem. Manpower for excavating treasure.

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.

Policies: Charity, Plotting, Preaching, Sermon, Abstinence and Incorporate
Event Action Pop. Stab. Attr. Infl. Other Pop. Other Attr. Grab Pop. All Pop.
[NAME] came across the forces of [SCHOOL], and saw that they were giving alms to passersby. No Action
Social
INT ≤ 7
Food
Disciple
++ ++
Battle - ++ ++
INT > 7 - - --
Spirit Stone ≥ 100
(Pay 100)
-
Wood
Stones
- - ++ ++
[NAME] came across the forces of [SCHOOL], and saw that they were preaching. No Action
Social
CHA ≤ 7
INT ≤ 7
Food
Disciple
++
Battle ≥ 15 - --
Battle < 15 - +
CHA > 7 +
INT > 7 - -
Spirit Stone ≥ 100
(Pay 100)
-
Wood
Stones
- - ++
[NAME] came across the forces of [SCHOOL], and saw that they were holding a fasting ceremony. No Action ++ +
Social
Disciple
+ ++
Battle ++ - +
CHA
INT ≤ 7
++ +
INT > 7 - -
Food -- -
Spirit Stone ≥ 100
(Pay 100)
-
Wood
Stones
+ - +

Charity[]

Policy: Charity
Event Action Pop. Stab. Attr. Infl. Other Pop. Other Attr. Grab Pop. All Pop.
It was a fine day. [NAME] led the disciples to the street and distributed food to the passersby. Social +
Battle -
CHA - ++
It was a fine day. [NAME] led disciples to the street and started giving alms to passersby. There were many a beggar asking for money on the side of the road. Social + ++
Battle -
CHA +
Food +
It was a fine day. [NAME] led disciples to the street and started giving alms to passersby. They saw a stone bridge had collapsed, and people no longer walk through here. Social + ++
Stones + ++
It was a fine day. [NAME] led disciples to the street and started giving alms to passersby. They saw two villagers arguing over a dog.

[NAME] led the disciples to the street and started giving alms to passersby. They saw two young gentlemen were fighting over a woman.

[NAME] led the disciples to the street and started giving alms to passersby. They saw two big men fighting each other. A passerby explained that it was because one man planted a tree, but its fruits ended up falling into the other guy's home and he was not willing to give them.
Social + ++
Battle ≥ 15 + +
Stones - -
[NAME] was preparing to do charity work, when a woman exquisitely dressed approached [NAME]'s place crying, and said her child had gone missing. INT + ++
[NAME] was preparing to do charity work, when a man rushed into the hall begging [NAME] to save his dying wife. Spirit Stone ≥ 100
(Pay 100)
+ ++
[NAME] had wandered to a rather distant place. A group of bandits happened to be passing by. No Action
Social
Battle ≤ 14
CHA
-
Battle ≥ 15 + +
INT --
Spirit Stone (Pay 0) + ++
Wood
Stones
(Battle < 15)
-
Wood
Stones
(Battle ≥ 15)
+ +
[NAME] led the disciples to the street and started giving alms to passersby. They came across a broken wooden house, its owner is handicapped and unable to repair it. Battle -
Wood + ++
[NAME] led the disciples to the street and started giving alms to passersby. They saw a man wearing foreign costume swindling passersby. No Action
Social
CHA
Food
Spirit Stone
Wood
Disciple
-
INT

(nothing happens)

Battle ≥ 15 + +
Battle < 15 - -
Stones - -
[NAME] led the disciples to the street and started giving alms to passersby. They passed by two taverns facing each other on opposite sides of the road, of which the waiters were arguing over business issues. Social + ++
INT -
Stones - -
[NAME] led the disciples to the street and started giving alms to passersby. They encountered a group of refugees. No Action
Spirit Stone
Wood
Stones
Disciple
+
Social ++
CHA + +
INT - +
Food ++ ++
[NAME] led the disciples to the street and started giving alms to passersby. They saw a dying man who was severely ill on the side of the road, who pleaded to [NAME] to put him out of his misery. Spirit Stone ≥ 100
(Pay 100)
+ ++
Stones - -
[NAME] led the disciples to the street and started giving alms to passersby. They accidentally touched an old man in the crowd, who immediately fell onto the ground and started shouting, "Ouch! Somebody broke my leg! This is the one! ". No Action
CHA
Spirit Stone
Wood
-
Social + ++
Stones - -

Plotting[]

Policy: Plotting
Event Action Stab. Attr. Other Pop. Other Attr. Grab Pop.
It was a bright day, and [NAME] walked into the secret pavilion to hatch a plot. Battle -
CHA (if you're not the only sect in town) ++
INT (if you're not the only sect in town) --
[NAME] discovered that {0} was giving alms and decided to interfere. No Action
Social
CHA
INT ≤ 7
Food
Disciple
+ ++
Battle - + ++
INT > 7 - - --
Spirit-Stone ≥ 100
(Pay 100)
-
Wood
Stones
- - + ++
[NAME] discovered that {0} was preparing to preach...an idea came to mind like a bolt of lightning. No Action
Social
CHA ≤ 7
INT ≤ 7
Food
Disciple
++
Battle ≥ 15 - --
Battle < 15 - +
CHA > 7 +
INT > 7 - -
Spirit Stone ≥ 100
(Pay 100)
-
Wood
Stones
- - ++
[NAME] found out that {0} was holding a fasting ceremony. The agent decided to interfere with it. No Action ++ +
Social
Disciple
+ ++
Battle ++ - +
CHA
INT ≤ 7
++ +
INT > 7 - -
Food -- -
Spirit Stone ≥ 100
(Pay 100)
-
Wood
Stones
+ - +

Preaching[]

Policy: Preaching
Event Action Pop. Stab. Attr.
Today, [NAME] was standing on the side of the road near their place and preparing to preach. Battle -
CHA ++
INT -
Today, [NAME] was preaching when someone came up to them and shouted: "A load of nonsense! " No Action
INT
-
Battle -
CHA ++
Wood
Stones
- -
Today, [NAME] was preaching when a scholar came up to them and said whatever the agent said was wrong. No Action
Wood
-
Battle ++
Stones - -
It was a bright day, and [NAME] was preaching. A middle-aged woman kept clapping in an obnoxious way, but she is not a follower. No Action -
Battle -
INT ++
Wood - -
Stones - --

Abstinence[]

Policy: Abstinence[1]
Event Action Stab. Attr.
[NAME] saw that people were all living a lavish lifestyle and decided to perform an Abstinence. CHA > 7 ++ +
[NAME] saw that rich people were living lavishly while the poor die on the side of the road, and decided to perform an Abstinence. Food (Int > 7) ++ +
[NAME] saw that outlaws were running the town and hatred filled the city, and decided to perform an Abstinence. Battle ≥ 15 ++ +
[NAME] saw that dishonest merchants and robbers were running the town, and decided to perform an Abstinence. Battle ++
INT > 7 ++ +

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

Policy: Disaster Relief
Event Action Aid Pop.
[NAME] decided to deal with the cold wave. No Action
Fight
+
CHA ++ ++
Wood
Disciple
+++
[NAME] decided to deal with the drought. No Action +
CHA ++ ++
Food
Disciple
+++
[NAME] decided to deal with the earthquake.. No Action +
CHA ++ ++
Stones
Disciple
+++
[NAME] decided to deal with the flood. No Action +
CHA ++ ++
Stones
Disciple
+++

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)[2]
  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.

Policy: Manual Labor Drops[2]
Sub-region Product Statistic Min Max
 Wheat Farming 334 500
 Wood Disciples 250 375
 Brownstone Mining 250 375
 Spirit Stone Mining 334 500

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[3].

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[4], 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)[2]
  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.

Policy: Treasure Hunting Drops[2]
Agency Location Action Requirement Statistic Item Min Max
Mt. South Mt. FullMoon Disciples Mining  Iron Ore 42 63
Mt. Coppertomb Battle INT >= 7 Mining  Stone Essence 42 63
Mt. Barren Spirit Stones INT >= 7 Mining  Red Ginseng 17 25
Wild South Perennial Miasma Disciples Disciples  Spiritwood 42 63
Wormwrought Valley Spirit Stones INT >= 7 Farming  Ganoderma 9 12
Great Desert Blazenest Disciples Mining  Igneocopper Ore 42 63
Village of Dunes Battle Disciples  Beast Blood 9 12
Mirage Wastelands Spirit Stones INT >= 11 Mining  Wicked Flux 1 2
The Great Snowland Blizzard Plains Disciples Mining  Ice Crystal Ore 42 63
Skye Conch Valley Spirit Stones INT >= 7 Mining  Red Ginseng 17 25
Riverbank Plains Galepeak Town Disciples Mining  Ice Crystal Ore 42 63
Sunstop Town Stones INT >= 7 Mining  Jade Essence 42 63
Mt. Cassia Spirit Stones INT >= 7 Farming  Ganoderma 9 12
Central Plain Mt. Cloudsreach Wood INT >= 7 Mining  Cinnabar 42 63
Mt. Mesa Spirit Stones INT >= 11 Mining  Holy Stone 1 2


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 . 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
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