Modes
Gathering Storm
Rise and Fall
Historic Moments
Golden and Dark Ages
Dedications
Loyalty
Governors
Alliances
Emergencies
Free Cities
Cities
The World
Combat
Air Combat
Unit Movement
Science and Technology
Culture and Civics
Gold and the Economy
Faith and Religion
Diplomacy
City-States
Trade
Governments and Policies
Great People
Nukes
Tourism
Victory and Defeat
Teams


Military Emergency: A civilization that is leading in some victory type has just captured another civilization's city. The Members must capture cities from the Target. The Members receive a bonus to
Movement in the Target's territory, and have Peace, Open Borders, and Shared Visibility with each other. All Members will go to War with the Target and the Target's
Strength is reduced when fighting them. If successful, they receive bonus healing in the Target's territory in the future. If the Members cannot capture enough cities by the end of the Emergency, then the Target wins and receives a permanent bonus to the
Strength of their city ranged attack.
City-State Emergency: A civilization has captured and is occupying a city-state. The Members must liberate the city-state. All Members will go to War with the Target and have Peace, Open Borders, and Shared Visibility with each other. If the Members liberate the city-state, then they receive
Gold per turn for each of their
Envoys there. If the Target retains control of the city-state, then he wins, and receives bonus
Gold per turn for each of his
Trade Routes there.
Religious Emergency: A civilization has converted the Holy City of another Religion through a Religious Spread action. The Members must convert the Holy City away from its new Religion, for a number of turns, before the Emergency expires. If successful, each member receives a Relic. The Target wins if the Members were unable to keep it converted away from the new Religion for the appropriate number of turns before the end of Emergency. There will then be a surge of pressure of the new Religion.
Nuclear Emergency: A civilization has used a nuclear weapon on a city. The Members must capture cities from the Target. The Members receive a bonus to
Movement in the Target's territory, and have Peace, Open Borders, and Shared Visibility with each other. All Members will go to War with the Target and the Target's
Strength is reduced when fighting them. If the Members succeed, then the Target's military units suffer an even greater and permanent penalty in
Strength when fighting the Members. If they fail, then all the Member cities suffer reduced Loyalty.
Betrayal Emergency: A civilization has declared war on another civilization, with whom they had a high-level Alliance. The Members must capture cities from the Target. The Members receive a bonus to
Movement in the Target's territory, and have Peace, Open Borders, and Shared Visibility with each other. All Members will go to War with the Target and the Target's
Strength is reduced when fighting them.
Trade Routes between the Members and the Targets are cancelled, and
Trade Routes between members provide
Production as well. If the Members win, then the Target's military units suffer a permanent penalty in
Strength versus the Members. If the Members cannot capture enough cities by the end of the Emergency, then the Target wins and gains a permanent reduction in War Weariness when fighting the Members.
Military Emergency: A civilization that is leading in some victory type has just captured another civilization's city. The Members must capture cities from the Target. The Members receive a bonus to
Movement in the Target's territory, and have Peace, Open Borders, and Shared Visibility with each other. All Members will go to War with the Target and the Target's
Strength is reduced when fighting them. If successful, they receive bonus healing in the Target's territory in the future. If the Members cannot capture enough cities by the end of the Emergency, then the Target wins and receives a permanent bonus to the
Strength of their city ranged attack.
City-State Emergency: A civilization has captured and is occupying a city-state. The Members must liberate the city-state. All Members will go to War with the Target and have Peace, Open Borders, and Shared Visibility with each other. If the Members liberate the city-state, then they receive
Gold per turn for each of their
Envoys there. If the Target retains control of the city-state, then he wins, and receives bonus
Gold per turn for each of his
Trade Routes there.
Religious Emergency: A civilization has converted the Holy City of another Religion through a Religious Spread action. The Members must convert the Holy City away from its new Religion, for a number of turns, before the Emergency expires. If successful, each member receives a Relic. The Target wins if the Members were unable to keep it converted away from the new Religion for the appropriate number of turns before the end of Emergency. There will then be a surge of pressure of the new Religion.
Nuclear Emergency: A civilization has used a nuclear weapon on a city. The Members must capture cities from the Target. The Members receive a bonus to
Movement in the Target's territory, and have Peace, Open Borders, and Shared Visibility with each other. All Members will go to War with the Target and the Target's
Strength is reduced when fighting them. If the Members succeed, then the Target's military units suffer an even greater and permanent penalty in
Strength when fighting the Members. If they fail, then all the Member cities suffer reduced Loyalty.
Betrayal Emergency: A civilization has declared war on another civilization, with whom they had a high-level Alliance. The Members must capture cities from the Target. The Members receive a bonus to
Movement in the Target's territory, and have Peace, Open Borders, and Shared Visibility with each other. All Members will go to War with the Target and the Target's
Strength is reduced when fighting them.
Trade Routes between the Members and the Targets are cancelled, and
Trade Routes between members provide
Production as well. If the Members win, then the Target's military units suffer a permanent penalty in
Strength versus the Members. If the Members cannot capture enough cities by the end of the Emergency, then the Target wins and gains a permanent reduction in War Weariness when fighting the Members.