Laws

From Old World Official Wiki

Laws

The Laws tab

Laws provide a permanent bonus to a Nation. They come in two mutually-exclusive groups and five levels of penalties. The Laws button will glow when there is a group without any active law and enough Civics to pass it.

No Upkeep Laws

No Upkeep Laws cost 250 Civics to pass and have no yearly costs.

Law 1 Law 2 Required technology
Epics
  • +20 Hero Opinion
  • +10 Culture per killed Military Unit in nearest City
Exploration
  • +20 Hunters Opinion
  • Movement Bonus along Neutral River
  • Scouts move on Water
Rhetoric
Slavery
  • +20 Builder Opinion
  • +4 Iron per year [All Cities]
  • +4 Stone per year [All Cities]
Freedom
  • +20% Growth per year [All Cities]
  • -5% Rebels Chance [All Cities]
Labor Force
Centralization
  • +20 Legalism Opinion
  • Farms can be constructed on Marsh terrain
  • +2 Science per year per Culture Level [Capital City]
Vassalage
  • +20 Riders Opinion
  • -50% Unit Consumption
  • No extra Unit Consumption when Outside Borders
Aristocracy

Low Upkeep Laws

Low Upkeep Laws cost 400 Civics to pass and have low yearly costs.

Law 1 Law 2 Required technology
Tyranny
  • +20 Orator Opinion
  • +20 Training per year
  • +10 Money per year per Military Unit in Territory [All Cities]
  • Low Civics per year
Constitution
  • +20 Statesman Opinion
  • Enables the Decree projects [Capital City]
  • +1 Science per year per Urban Specialist [All Cities]
  • Low Training per year
Sovereignty
Colonies
  • +20 Diplomat Opinion
  • Enables the Buy Tile action
  • Low Training per year
Serfdom
  • +20 Landowners Opinion
  • +5 Orders per year
  • +1 Discontent per year [All Cities]
  • Low Money per year
Navigation
Monotheism
  • +20 Gnosticism Opinion
  • +1 Orders per year [State Religion Cities]
  • Low Civics per year
Polytheism
  • +20 Mythology Opinion
  • Shrines can be constructed multiple times
  • Low Money per year
Monasticism

Medium Upkeep Laws

Medium Upkeep Laws cost 400 Civics to pass and have medium yearly costs.

Law 1 Law 2 Required technology
Divine Rule
  • +20 Clerics Opinion
  • Can Adopt Pagan State Religions
  • +1 Orders per Pagan Religion [All Cities]
  • Medium Money per year
Legal Code
  • +20 Judge Opinion
  • +10 Civics per year per Active Law
  • Medium Orders per year
Citizenship
Tolerance
  • +20 Dualism Opinion
  • Can Build Non-State Religions Disciples
  • +2 Happiness per year per Non-State Religion [All Cities]
  • Medium Civics per year
Orthodoxy
  • +20 Revelation Opinion
  • Disciples Can Purge World Religions
  • Can Hurry Production with Orders [Stare Religion Cities]
  • Medium Money per year
Doctrine
Philosophy
  • +40 Enlightenment Opinion
  • +20% Urban Specialists Production Time [All Cities]
  • +1 Science per year with Forum [All Cities]
  • Medium Civics per year
Engineering
  • +40 Scholar Opinion
  • -25% Wonder Costs
  • Roads bridge across Rivers
  • Medium Money per year
Architecture

High Upkeep Laws

High Upkeep Laws cost 400 Civics to pass and have high yearly costs.

Law 1 Law 2 Required technology
Professional Army
  • +20 Tactician Opinion
  • +50% XP from Combat
  • +2 Training per year with Treasury [All Cities]
  • High Money per year
Volunteers
  • +20 Champions Opinion
  • Can Hurry Production with Population
  • +20 Training per year per War
  • High Civics per year
Manor
Iconography
  • +40 Veneration Opinion
  • No Random Non-State Religion Spread [All Cities]
  • +2 Training per year per Monastery [All Cities]
  • +2 Happiness per year per Cathedral [All Cities]
  • +20 Money per year per Temple [All Cities]
  • High Money per year
Calligraphy
  • +20 Patrons Opinion
  • +10 Culture per year [All Cities]
  • +1 Happiness per year per Elder Specialist [All Cities]
  • High Civics per year
Vaulting
Pilgrimage
  • +20 Redemption Opinion
  • +2 Science per year per Grove [All Cities]
  • +5 Money per year per Cities with Religion [All Cities]
  • High Training per year
Holy War
  • +20 Zealot Opinion
  • +1 Random Promotion for New Units [All Cities]
  • Can Hurry Production of Units with Money [Stare Religion Cities]
  • High Science per year
Martial Code

Very High Upkeep Laws

Very High Upkeep Laws cost 400 Civics to pass and have very high yearly costs.

Law 1 Law 2 Required technology
Guilds
  • +20 Artisans Opinion
  • +10 Money per year, per different type of Specialist [All Cities]
  • +1 Happiness per year per Hamlet [All Cities]
  • Very High Money per year
Elites
  • +20 Schemer Opinion
  • Store 100 Orders between Years
  • +2 Orders per year with Legendary Culture Level [All Cities]
  • Very High Training per year
Jurisprudence
Autarky
  • +20 Commander Opinion
  • +20% Mine Yield [All Cities]
  • +20% Quarry Yield [All Cities]
  • +20% Lumbermill Yield [All Cities]
  • Can build units that require Horses, Camels or Elephants [All Cities]
  • Very High Science per year
Trade League
  • +20 Traders Opinion
  • Enables the Convoy projects
  • Resource selling price becomes buying price
  • Very High Civics per year
Lateen Sail
Coin Debasement
  • +20 Schemer Opinion
  • Can buy and sell Orders with Money
  • Very High Money per year
Monetary Reform
  • +20 Traders Opinion
  • No Discontent from Hurry Production
  • +2 Happiness per year [All Cities]
  • Very High Civics per year
Fiscal Policy