<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.hoodedhorse.com/Old_World/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Kami-sama</id>
	<title>Old World Official Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.hoodedhorse.com/Old_World/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Kami-sama"/>
	<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Old_World/Special:Contributions/Kami-sama"/>
	<updated>2026-10-03T17:35:59Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.44.5</generator>
	<entry>
		<id>https://wiki.hoodedhorse.com/Old_World/index.php?title=Hints&amp;diff=1354</id>
		<title>Hints</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Old_World/index.php?title=Hints&amp;diff=1354"/>
		<updated>2023-03-13T20:41:46Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Old World you will explore the map with Scouts, expand your Nation by founding Cities on City Sites, exploit Harvestable Resources and Luxuries, and recruit armies to exterminate rival Nations and Tribes (or negotiate and trade with them). When starting a new game the map is yet unexplored, awaiting discovery.&lt;br /&gt;
&lt;br /&gt;
Below is a list of helpful hints. Note that the hotkey hints may not be accurate if the control settings have been changed.&lt;br /&gt;
* Units on terrain with Trees get a defensive bonus against Ranged Attacks.&lt;br /&gt;
* Units of Flat and Clear terrain are vulnerable to attacks from Mounted Units.&lt;br /&gt;
* Melee Infantry can fortify, gaining a defensive bonus while they remain on their current tile.&lt;br /&gt;
* Land Units can more quickly across water that your Cities and Anchored Boats control.&lt;br /&gt;
* Hold [B] to see your Trade Network and Connections to the Capital.&lt;br /&gt;
* Training stockpiles are capped at 2000. Above this value, they will be converted to Orders.&lt;br /&gt;
* Civics stockpiles are capped at 2000. Above this value, they will be converted to Science.&lt;br /&gt;
* You can only use 3 of your Nation&#039;s 4 families each game. Experiment to find out which combinations work best!&lt;br /&gt;
* Unused Civics and Training in your Cities are added to your Nation&#039;s stockpile.&lt;br /&gt;
* If you don&#039;t want to use all of your Orders, you can end your turn premarurely.&lt;br /&gt;
* Your Workers can chop Wood from nearby Trees. The trees will regrow in several years if they aren&#039;t completely removed.&lt;br /&gt;
* If you don&#039;t have enough resources to start a Unit or Improvement you can buy what you&#039;re missing (assuming you have enough Money).&lt;br /&gt;
* Building an improvement on a Hill will increase the time it takes to finish by one turn.&lt;br /&gt;
* Barbarians are xenophobic tribes hostile to all Nations. There are no diplomatic consequences for attacking their Unity or taking over their land. They have no allies, including other Tribes.&lt;br /&gt;
* If your territory has scant supplies of Wood, consider training military units that rely on Stone or Iron. Concentrate your limited Wood supply on building Rural time Improvements.&lt;br /&gt;
* Quarries build next to Mountains produce more Stone for each adjacent mountain tile. Quarries gain a minor increase when they are built in Arid terrain.&lt;br /&gt;
* Lumbermills build adjacent to Camps gain increased Wood output, as the hunters control predators and force trails through the forest.&lt;br /&gt;
* Being at War against several opponents can leave your armies overwhelmed, unable to execute enough Orders to fight effectively on every front. Use diplomacy to avoid this fate.&lt;br /&gt;
* Researching your way to the Lumbermill Improvement takes time. You may need to send Workers to forests and thickets outside your borders, to Chop Wood from Trees and Scrub.&lt;br /&gt;
* Expect demand for Food to rise as your Cities grow and mature.&lt;br /&gt;
* Upgrading Units to more advanced technology is materially expensive, but it can rapidly increase your military might.&lt;br /&gt;
* Roads help Units move farther with each Orders spent, especially when the Road passes through difficult terrain. They also extend your Trade Network.&lt;br /&gt;
* Ranged Units gain an extra tile of range if positioned on Hill, unless their target is also on a Hill.&lt;br /&gt;
* Stationing a Unit on a conquered City Site marks the territory as yours. Failing to guard the site may result in it being claimed by a new Tribal Settlement or settled by your rivals.&lt;br /&gt;
* Growing your number of Orders should be a priority. The more territory and Units that you control, the more Orders your Nation will need to function and to defend itself.&lt;br /&gt;
* The power of each Law tends to increase as your Nation grows. When choosing what to research, do not neglect unlocking new Laws.&lt;br /&gt;
* A City may build ships if it controls water tiles labeled as Coast.&lt;br /&gt;
* Scouts can keep an eye on a large number of tiles. They can provide valuable intelligence regarding enemy strength and movements.&lt;br /&gt;
* Cities with high Growth train new Settlers, Workers, and Scouts more rapidly.&lt;br /&gt;
* The rate at which military Units are produced by a City is tied directly to its Training output.&lt;br /&gt;
* The rate at which Projects are completed at a City depends on its Civics output.&lt;br /&gt;
* Urban Specialists can be upgraded multiple times, greatly increasing the output of an Urban Improvement.&lt;br /&gt;
* Most Urban Improvement types require Stone to construct. Expect high demand for Stone as the game matures and you unlock new technologies.&lt;br /&gt;
* Ranged Units are efficient in battle, often attacking an enemy without having to spend Orders on movement.&lt;br /&gt;
* To predict the number of orders needed for a Unit to go from one tile to another by way of a third tile, select the Unit and [CTRL+Click] on the third tile.&lt;br /&gt;
* Militia and Conscript Units cannot be Promoted, but they are produced with Growth instead of Training. Cities with high Growth output may be able to train them rapidly.&lt;br /&gt;
* Many Mounted Units have the Rout ability. When they slay an enemy Unit, they occupy that Unit&#039;s tile if there is another Unit available to attack from the newly occupied tile. Although they cannot move again, routing units can chain together multiple rout attacks.&lt;br /&gt;
* Consider spending Training to give Promotions to some of your Units. Units who have engaged in combat and earned Experience cost less Training to promote.&lt;br /&gt;
* Tribes are not Nations. When at War with you, only their Units near your Units or territory pose a threat, unless you anger them enough for them to launch a Tribal Invasion.&lt;br /&gt;
* Coastal Cities control less land than inland Cities, but they tend to be less vulnerable to attack.&lt;br /&gt;
* Colder air forces clouds to drop their rain as they gain altitude to move over mountains. Most mountains have a lush band, where the rain falls, and a rain shadow on the opposite side, depending on regional wind patterns.&lt;br /&gt;
* Consider dealing with Events early in your turn. Some Event options require you to spend Orders.&lt;br /&gt;
* A Tribal Alliance allows you to found Cities peacefully next to your Ally&#039;s Settlements.&lt;br /&gt;
* Damaged Workers take an extra turn to build Improvements.&lt;br /&gt;
* [CTRL+Click] to Force March a Unit to move past its Fatigue range.&lt;br /&gt;
* If your Leader is not able to complete an Ambition before death, it becomes a Legacy. Legacies count towards an Ambition Victory but are worth less Legitimacy.&lt;br /&gt;
* Tribal Strength, chosen under Advanced Setup, affects the number of empty City Sites near your Capital.&lt;br /&gt;
* Non-coastal Urban Improvements must be adjacent to the City tile or to two other Urban Improvements.&lt;br /&gt;
* Urban Improvements on the coast need only be adjacent to one other Urban Improvement on the same coast or the City tile.&lt;br /&gt;
* With a Worker selected, hold [CTRL] and move the cursor over a tile to see what Improvements can be built there.&lt;br /&gt;
* Scouts are Hidden while on a Trees tile in neutral or friendly territory.&lt;br /&gt;
* Hold [SHIFT] or [MIDDLE-CLICK] to Freeze Tooltips.&lt;br /&gt;
* With a unit selected, hover the mouse cursor over enemy Units to preview combat damage. Hold [ALT] to preview even for non-enemy Units.&lt;br /&gt;
* Hold down [SHIFT] when moving a Unit to assign a multi-turn destination. The Unit will move (to the edge of its Fatigue range) towards that tile each turn.&lt;br /&gt;
* Pressing [ESC] will close the topmost tooltip or window.&lt;br /&gt;
* Family Classes determine what effects a Family has on its Cities, as well as what Laws, Luxuries, and other conditions keep them happy.&lt;br /&gt;
* Scouts, Settlers, and Workers can Harvest Resources for a quick supply of Goods.&lt;br /&gt;
* A Forced March permits a Unit to continue moving on the current turn when Fatigued, at the cost of 100 Training and twice as many Orders per additional Move.&lt;br /&gt;
* A Fatigued Unit can only Move again on the current turn through a Forced March.&lt;br /&gt;
* Flank an enemy Unit by attacking it while another friendly Unit is on the opposite side.&lt;br /&gt;
* Governors can be appointed in Cities with a Garrison. Their stats apply a multiplier to the City Yields and their traits can add other bonuses.&lt;br /&gt;
* Shrines provide various benefits and can help to spread Paganism.&lt;br /&gt;
*Legitimacy is obtained by achieving Ambitions and acquiring better Cognomen (such as the Great). Higher Legitimacy improves Family Opinions and produces more Orders per turn.&lt;br /&gt;
* Tribal Mercenary Units can be hired from Tribes by Carthage and by Nations with Orator Leaders.&lt;br /&gt;
* A Disciple can spread your State Religion to other Cities. With the Orthodoxy law, they can also purge other Religions from your Cities.&lt;br /&gt;
* Establishing a Theology grants additional bonuses to a World Religion. Theologies are established using Disciples.&lt;br /&gt;
* A Hamlet and its upgrades, Village and Town, produce extra Money if brought into your Trade Network.&lt;br /&gt;
* The Trade Network consists of all tiles connected to your Capital City.&lt;br /&gt;
* Cities and their Urban tiles can be connected with one another over Roads, Rivers, or open water.&lt;br /&gt;
* To find how many movement steps a Unit requires to go from one tile to another, select the Unit and hover over the destination tile with the mouse.&lt;br /&gt;
* Urban Improvements require extra Stone when built on Hill.&lt;br /&gt;
* Workers take an extra turn to build Improvements outside their Family&#039;s territory.&lt;br /&gt;
* Your Nation can build its unique Units in Cities with Developing Culture and a Stronghold.&lt;br /&gt;
* Beware of the map edges. Raiders could be lurking beyond!&lt;br /&gt;
* Any given Character can have a maximum of three good traits like Vigilant, and three bad traits like Greedy.&lt;br /&gt;
* Character&#039;s Attributes like Courage, Discipline, Charisma, and Wisdom can be changed by events and affect a Character&#039;s abilities as a Leader, Governor, or General.&lt;br /&gt;
* Keep your Family Heads happy! Influence them directly, or have other important Characters Intercede on your behalf.&lt;br /&gt;
* Angry Families can rebel against your rule, spawning Rebel Units around their Cities. Your Units from that Family are not as effective when fighting against their own Rebels.&lt;br /&gt;
* Family Opinion is directly influenced by Family and Religion Head Characters.&lt;br /&gt;
* It may become difficult to keep all Families happy if they follow different Religions.&lt;br /&gt;
* You can improve your relations with Leaders of other Nations by conducting Trade Missions with them.&lt;br /&gt;
* Scouts can establish Agent Networks in Foreign Cities. Subsequently, you can assign Characters as Agents to gain visibility of the City and its territory. Agents can also perform Treachery or Insurrection Missions on their Cities.&lt;br /&gt;
* Don&#039;t forget to assign Councilors. They perform essential Missions for your Nation, and they raise their Family&#039;s Opinion of you.&lt;br /&gt;
* You need an Ambassador to conduct diplomacy with other Nations and Tribes. Ambassadors can also perform the Trade Missions and High Synod Missions.&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Old_World/index.php?title=Hints&amp;diff=1353</id>
		<title>Hints</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Old_World/index.php?title=Hints&amp;diff=1353"/>
		<updated>2023-03-13T20:32:09Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Old World you will explore the map with Scouts, expand your Nation by founding Cities on City Sites, exploit Harvestable Resources and Luxuries, and recruit armies to exterminate rival Nations and Tribes (or negotiate and trade with them). When starting a new game the map is yet unexplored, awaiting discovery.&lt;br /&gt;
&lt;br /&gt;
Below is a list of helpful hints. Note that the hotkey hints may not be accurate if the control settings have been changed.&lt;br /&gt;
* Units on terrain with Trees get a defensive bonus against Ranged Attacks.&lt;br /&gt;
* Units of Flat and Clear terrain are vulnerable to attacks from Mounted Units.&lt;br /&gt;
* Melee Infantry can fortify, gaining a defensive bonus while they remain on their current tile.&lt;br /&gt;
* Land Units can more quickly across water that your Cities and Anchored Boats control.&lt;br /&gt;
* Hold [B] to see your Trade Network and Connections to the Capital.&lt;br /&gt;
* Training stockpiles are capped at 2000. Above this value, they will be converted to Orders.&lt;br /&gt;
* Civics stockpiles are capped at 2000. Above this value, they will be converted to Science.&lt;br /&gt;
* You can only use 3 of your Nation&#039;s 4 families each game. Experiment to find out which combinations work best!&lt;br /&gt;
* Unused Civics and Training in your Cities are added to your Nation&#039;s stockpile.&lt;br /&gt;
* If you don&#039;t want to use all of your Orders, you can end your turn premarurely.&lt;br /&gt;
* Your Workers can chop Wood from nearby Trees. The trees will regrow in several years if they aren&#039;t completely removed.&lt;br /&gt;
* If you don&#039;t have enough resources to start a Unit or Improvement you can buy what you&#039;re missing (assuming you have enough Money).&lt;br /&gt;
* Building an improvement on a Hill will increase the time it takes to finish by one turn.&lt;br /&gt;
* Barbarians are xenophobic tribes hostile to all Nations. There are no diplomatic consequences for attacking their Unity or taking over their land. They have no allies, including other Tribes.&lt;br /&gt;
* If your territory has scant supplies of Wood, consider training military units that rely on Stone or Iron. Concentrate your limited Wood supply on building Rural time Improvements.&lt;br /&gt;
* Quarries build next to Mountains produce more Stone for each adjacent mountain tile. Quarries gain a minor increase when they are built in Arid terrain.&lt;br /&gt;
* Lumbermills build adjacent to Camps gain increased Wood output, as the hunters control predators and force trails through the forest.&lt;br /&gt;
* Being at War against several opponents can leave your armies overwhelmed, unable to execute enough Orders to fight effectively on every front. Use diplomacy to avoid this fate.&lt;br /&gt;
* Researching your way to the Lumbermill Improvement takes time. You may need to send Workers to forests and thickets outside your borders, to Chop Wood from Trees and Scrub.&lt;br /&gt;
* Expect demand for Food to rise as your Cities grow and mature.&lt;br /&gt;
* Upgrading Units to more advanced technology is materially expensive, but it can rapidly increase your military might.&lt;br /&gt;
* Roads help Units move farther with each Orders spent, especially when the Road passes through difficult terrain. They also extend your Trade Network.&lt;br /&gt;
* Ranged Units gain an extra tile of range if positioned on Hill, unless their target is also on a Hill.&lt;br /&gt;
* Stationing a Unit on a conquered City Site marks the territory as yours. Failing to guard the site may result in it being claimed by a new Tribal Settlement or settled by your rivals.&lt;br /&gt;
* Growing your number of Orders should be a priority. The more territory and Units that you control, the more Orders your Nation will need to function and to defend itself.&lt;br /&gt;
* The power of each Law tends to increase as your Nation grows. When choosing what to research, do not neglect unlocking new Laws.&lt;br /&gt;
* A City may build ships if it controls water tiles labeled as Coast.&lt;br /&gt;
* Scouts can keep an eye on a large number of tiles. They can provide valuable intelligence regarding enemy strength and movements.&lt;br /&gt;
* Cities with high Growth train new Settlers, Workers, and Scouts more rapidly.&lt;br /&gt;
* The rate at which military Units are produced by a City is tied directly to its Training output.&lt;br /&gt;
* The rate at which Projects are completed at a City depends on its Civics output.&lt;br /&gt;
* Urban Specialists can be upgraded multiple times, greatly increasing the output of an Urban Improvement.&lt;br /&gt;
* Most Urban Improvement types require Stone to construct. Expect high demand for Stone as the game matures and you unlock new technologies.&lt;br /&gt;
* Ranged Units are efficient in battle, often attacking an enemy without having to spend Orders on movement.&lt;br /&gt;
* To predict the number of orders needed for a Unit to go from one tile to another by way of a third tile, select the Unit and [CTRL+Click] on the third tile.&lt;br /&gt;
* Militia and Conscript Units cannot be Promoted, but they are produced with Growth instead of Training. Cities with high Growth output may be able to train them rapidly.&lt;br /&gt;
* Many Mounted Units have the Rout ability. When they slay an enemy Unit, they occupy that Unit&#039;s tile if there is another Unit available to attack from the newly occupied tile. Although they cannot move again, routing units can chain together multiple rout attacks.&lt;br /&gt;
* Consider spending Training to give Promotions to some of your Units. Units who have engaged in combat and earned Experience cost less Training to promote.&lt;br /&gt;
* Tribes are not Nations. When at War with you, only their Units near your Units or territory pose a threat, unless you anger them enough for them to launch a Tribal Invasion.&lt;br /&gt;
* Coastal Cities control less land than inland Cities, but they tend to be less vulnerable to attack.&lt;br /&gt;
* Colder air forces clouds to drop their rain as they gain altitude to move over mountains. Most mountains have a lush band, where the rain falls, and a rain shadow on the opposite side, depending on regional wind patterns.&lt;br /&gt;
* Consider dealing with Events early in your turn. Some Event options require you to spend Orders.&lt;br /&gt;
* A Tribal Alliance allows you to found Cities peacefully next to your Ally&#039;s Settlements.&lt;br /&gt;
* Damaged Workers take an extra turn to build Improvements.&lt;br /&gt;
* [CTRL+Click] to Force March a Unit to move past its Fatigue range.&lt;br /&gt;
* If your Leader is not able to complete an Ambition before death, it becomes a Legacy. Legacies count towards an Ambition Victory but are worth less Legitimacy.&lt;br /&gt;
* Tribal Strength, chosen under Advanced Setup, affects the number of empty City Sites near your Capital.&lt;br /&gt;
* Non-coastal Urban Improvements must be adjacent to the City tile or to two other Urban Improvements.&lt;br /&gt;
* Urban Improvements on the coast need only be adjacent to one other Urban Improvement on the same coast or the City tile.&lt;br /&gt;
* With a Worker selected, hold [CTRL] and move the cursor over a tile to see what Improvements can be built there.&lt;br /&gt;
* Scouts are Hidden while on a Trees tile in neutral or friendly territory.&lt;br /&gt;
* Hold [SHIFT] or [MIDDLE-CLICK] to Freeze Tooltips.&lt;br /&gt;
* With a unit selected, hover the mouse cursor over enemy Units to preview combat damage. Hold [ALT] to preview even for non-enemy Units.&lt;br /&gt;
* Hold down [SHIFT] when moving a Unit to assign a multi-turn destination. The Unit will move (to the edge of its Fatigue range) towards that tile each turn.&lt;br /&gt;
* Pressing [ESC] will close the topmost tooltip or window.&lt;br /&gt;
* Family Classes determine what effects a Family has on its Cities, as well as what Laws, Luxuries, and other conditions keep them happy.&lt;br /&gt;
* Scouts, Settlers, and Workers can Harvest Resources for a quick supply of Goods.&lt;br /&gt;
* A Forced March permits a Unit to continue moving on the current turn when Fatigued, at the cost of 100 Training and twice as many Orders per additional Move.&lt;br /&gt;
* A Fatigued Unit can only Move again on the current turn through a Forced March.&lt;br /&gt;
* Flank an enemy Unit by attacking it while another friendly Unit is on the opposite side.&lt;br /&gt;
* Governors can be appointed in Cities with a Garrison. Their stats apply a multiplier to the City Yields and their traits can add other bonuses.&lt;br /&gt;
* Shrines provide various benefits and can help to spread Paganism.&lt;br /&gt;
*Legitimacy is obtained by achieving Ambitions and acquiring better Cognomen (such as the Great). Higher Legitimacy improves Family Opinions and produces more Orders per turn.&lt;br /&gt;
* Tribal Mercenary Units can be hired from Tribes by Carthage and by Nations with Orator Leaders.&lt;br /&gt;
* A Disciple can spread your State Religion to other Cities. With the Orthodoxy law, they can also purge other Religions from your Cities.&lt;br /&gt;
* Establishing a Theology grants additional bonuses to a World Religion. Theologies are established using Disciples.&lt;br /&gt;
* A Hamlet and its upgrades, Village and Town, produce extra Money if brought into your Trade Network.&lt;br /&gt;
* The Trade Network consists of all tiles connected to your Capital City.&lt;br /&gt;
* Cities and their Urban tiles can be connected with one another over Roads, Rivers, or open water.&lt;br /&gt;
* To find how many movement steps a Unit requires to go from one tile to another, select the Unit and hover over the destination tile with the mouse.&lt;br /&gt;
* Urban Improvements require extra Stone when built on Hill.&lt;br /&gt;
* Workers take an extra turn to build Improvements outside their Family&#039;s territory.&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Old_World/index.php?title=Hints&amp;diff=1352</id>
		<title>Hints</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Old_World/index.php?title=Hints&amp;diff=1352"/>
		<updated>2023-03-13T20:30:46Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Old World you will explore the map with Scouts, expand your Nation by founding Cities on City Sites, exploit Harvestable Resources and Luxuries, and recruit armies to exterminate rival Nations and Tribes (or negotiate and trade with them). When starting a new game the map is yet unexplored, awaiting discovery.&lt;br /&gt;
&lt;br /&gt;
Below is a list of helpful hints. Note that the hotkey hints may not be accurate if the control settings have been changed.&lt;br /&gt;
* Units on terrain with Trees get a defensive bonus against Ranged Attacks.&lt;br /&gt;
* Units of Flat and Clear terrain are vulnerable to attacks from Mounted Units.&lt;br /&gt;
* Melee Infantry can fortify, gaining a defensive bonus while they remain on their current tile.&lt;br /&gt;
* Land Units can more quickly across water that your Cities and Anchored Boats control.&lt;br /&gt;
* Hold [B] to see your Trade Network and Connections to the Capital.&lt;br /&gt;
* Training stockpiles are capped at 2000. Above this value, they will be converted to Orders.&lt;br /&gt;
* Civics stockpiles are capped at 2000. Above this value, they will be converted to Science.&lt;br /&gt;
* You can only use 3 of your Nation&#039;s 4 families each game. Experiment to find out which combinations work best!&lt;br /&gt;
* Unused Civics and Training in your Cities are added to your Nation&#039;s stockpile.&lt;br /&gt;
* If you don&#039;t want to use all of your Orders, you can end your turn premarurely.&lt;br /&gt;
* Your Workers can chop Wood from nearby Trees. The trees will regrow in several years if they aren&#039;t completely removed.&lt;br /&gt;
* If you don&#039;t have enough resources to start a Unit or Improvement you can buy what you&#039;re missing (assuming you have enough Money).&lt;br /&gt;
* Building an improvement on a Hill will increase the time it takes to finish by one turn.&lt;br /&gt;
* Barbarians are xenophobic tribes hostile to all Nations. There are no diplomatic consequences for attacking their Unity or taking over their land. They have no allies, including other Tribes.&lt;br /&gt;
* If your territory has scant supplies of Wood, consider training military units that rely on Stone or Iron. Concentrate your limited Wood supply on building Rural time Improvements.&lt;br /&gt;
* Quarries build next to Mountains produce more Stone for each adjacent mountain tile. Quarries gain a minor increase when they are built in Arid terrain.&lt;br /&gt;
* Lumbermills build adjacent to Camps gain increased Wood output, as the hunters control predators and force trails through the forest.&lt;br /&gt;
* Being at War against several opponents can leave your armies overwhelmed, unable to execute enough Orders to fight effectively on every front. Use diplomacy to avoid this fate.&lt;br /&gt;
* Researching your way to the Lumbermill Improvement takes time. You may need to send Workers to forests and thickets outside your borders, to Chop Wood from Trees and Scrub.&lt;br /&gt;
* Expect demand for Food to rise as your Cities grow and mature.&lt;br /&gt;
* Upgrading Units to more advanced technology is materially expensive, but it can rapidly increase your military might.&lt;br /&gt;
* Roads help Units move farther with each Orders spent, especially when the Road passes through difficult terrain. They also extend your Trade Network.&lt;br /&gt;
* Ranged Units gain an extra tile of range if positioned on Hill, unless their target is also on a Hill.&lt;br /&gt;
* Stationing a Unit on a conquered City Site marks the territory as yours. Failing to guard the site may result in it being claimed by a new Tribal Settlement or settled by your rivals.&lt;br /&gt;
* Growing your number of Orders should be a priority. The more territory and Units that you control, the more Orders your Nation will need to function and to defend itself.&lt;br /&gt;
* The power of each Law tends to increase as your Nation grows. When choosing what to research, do not neglect unlocking new Laws.&lt;br /&gt;
* A City may build ships if it controls water tiles labeled as Coast.&lt;br /&gt;
* Scouts can keep an eye on a large number of tiles. They can provide valuable intelligence regarding enemy strength and movements.&lt;br /&gt;
* Cities with high Growth train new Settlers, Workers, and Scouts more rapidly.&lt;br /&gt;
* The rate at which military Units are produced by a City is tied directly to its Training output.&lt;br /&gt;
* The rate at which Projects are completed at a City depends on its Civics output.&lt;br /&gt;
* Urban Specialists can be upgraded multiple times, greatly increasing the output of an Urban Improvement.&lt;br /&gt;
* Most Urban Improvement types require Stone to construct. Expect high demand for Stone as the game matures and you unlock new technologies.&lt;br /&gt;
* Ranged Units are efficient in battle, often attacking an enemy without having to spend Orders on movement.&lt;br /&gt;
* To predict the number of orders needed for a Unit to go from one tile to another by way of a third tile, select the Unit and [CTRL+Click] on the third tile.&lt;br /&gt;
* Militia and Conscript Units cannot be Promoted, but they are produced with Growth instead of Training. Cities with high Growth output may be able to train them rapidly.&lt;br /&gt;
* Many Mounted Units have the Rout ability. When they slay an enemy Unit, they occupy that Unit&#039;s tile if there is another Unit available to attack from the newly occupied tile. Although they cannot move again, routing units can chain together multiple rout attacks.&lt;br /&gt;
* Consider spending Training to give Promotions to some of your Units. Units who have engaged in combat and earned Experience cost less Training to promote.&lt;br /&gt;
* Tribes are not Nations. When at War with you, only their Units near your Units or territory pose a threat, unless you anger them enough for them to launch a Tribal Invasion.&lt;br /&gt;
* Coastal Cities control less land than inland Cities, but they tend to be less vulnerable to attack.&lt;br /&gt;
* Colder air forces clouds to drop their rain as they gain altitude to move over mountains. Most mountains have a lush band, where the rain falls, and a rain shadow on the opposite side, depending on regional wind patterns.&lt;br /&gt;
* Consider dealing with Events early in your turn. Some Event options require you to spend Orders.&lt;br /&gt;
* A Tribal Alliance allows you to found Cities peacefully next to your Ally&#039;s Settlements.&lt;br /&gt;
* Damaged Workers take an extra turn to build Improvements.&lt;br /&gt;
* [CTRL+Click] to Force March a Unit to move past its Fatigue range.&lt;br /&gt;
* If your Leader is not able to complete an Ambition before death, it becomes a Legacy. Legacies count towards an Ambition Victory but are worth less Legitimacy.&lt;br /&gt;
* Tribal Strength, chosen under Advanced Setup, affects the number of empty City Sites near your Capital.&lt;br /&gt;
* Non-coastal Urban Improvements must be adjacent to the City tile or to two other Urban Improvements.&lt;br /&gt;
* Urban Improvements on the coast need only be adjacent to one other Urban Improvement on the same coast or the City tile.&lt;br /&gt;
* With a Worker selected, hold [CTRL] and move the cursor over a tile to see what Improvements can be built there.&lt;br /&gt;
* Scouts are Hidden while on a Trees tile in neutral or friendly territory.&lt;br /&gt;
* Hold [SHIFT] or [MIDDLE-CLICK] to Freeze Tooltips.&lt;br /&gt;
* With a unit selected, hover the mouse cursor over enemy Units to preview combat damage. Hold [ALT] to preview even for non-enemy Units.&lt;br /&gt;
* Hold down [SHIFT] when moving a Unit to assign a multi-turn destination. The Unit will move (to the edge of its Fatigue range) towards that tile each turn.&lt;br /&gt;
* Pressing [ESC] will close the topmost tooltip or window.&lt;br /&gt;
* Family Classes determine what effects a Family has on its Cities, as well as what Laws, Luxuries, and other conditions keep them happy.&lt;br /&gt;
* Scouts, Settlers, and Workers can Harvest Resources for a quick supply of Goods.&lt;br /&gt;
* A Forced March permits a Unit to continue moving on the current turn when Fatigued, at the cost of 100 Training and twice as many Orders per additional Move.&lt;br /&gt;
* A Fatigued Unit can only Move again on the current turn through a Forced March.&lt;br /&gt;
* Flank an enemy Unit by attacking it while another friendly Unit is on the opposite side.&lt;br /&gt;
* Governors can be appointed in Cities with a Garrison. Their stats apply a multiplier to the City Yields and their traits can add other bonuses.&lt;br /&gt;
* Shrines provide various benefits and can help to spread Paganism.&lt;br /&gt;
*Legitimacy is obtained by achieving Ambitions and acquiring better Cognomen (such as the Great). Higher Legitimacy improves Family Opinions and produces more Orders per turn.&lt;br /&gt;
* Tribal Mercenary Units can be hired from Tribes by Carthage and by Nations with Orator Leaders.&lt;br /&gt;
* A Disciple can spread your State Religion to other Cities. With the Orthodoxy law, they can also purge other Religions from your Cities.&lt;br /&gt;
* Establishing a Theology grants additional bonuses to a World Religion. Theologies are established using Disciples.&lt;br /&gt;
* A Hamlet and its upgrades, Village and Town, produce extra Money if brought into your Trade Network.&lt;br /&gt;
* The Trade Network consists of all tiles connected to your Capital City.&lt;br /&gt;
* Cities and their Urban tiles can be connected with one another over Roads, Rivers, or open water.&lt;br /&gt;
* To find how many movement steps a Unit requires to go from one tile to another, select the Unit and hover over the destination tile with the mouse.&lt;br /&gt;
* Urban Improvements require extra Stone when built on Hill.&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Old_World/index.php?title=Cities&amp;diff=1351</id>
		<title>Cities</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Old_World/index.php?title=Cities&amp;diff=1351"/>
		<updated>2023-03-13T20:29:14Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: /* Hamlets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Early city.png|thumb|300px|A developed city]]&lt;br /&gt;
Cities are the centers of population, production and power. When founded or captured, a City is assigned to a Family. The first City founded by a Nation is its Capital and gains a yearly bonus of +2 [[File:YIELD CULTURE.png|25px]] Culture and [[File:YIELD MONEY.png|25px]] +2 Money. Cities can only be founded on certain locations called City Sites, which are initially controlled by Tribes.&lt;br /&gt;
&lt;br /&gt;
During war a City&#039;s HP bar will be shown. Once a City&#039;s HP reaches zero a Unit can be moved on it, at which point the City enters a state of Anarchy for a few turns. If a Unit is kept on the City tile until the Anarchy ends the City will be annexed by the army&#039;s owner. Each point of HP damage also reduces a City&#039;s yields by 2.5% until repaired. Cities regain 1 HP each year.&lt;br /&gt;
&lt;br /&gt;
== Culture level ==&lt;br /&gt;
Each city has a culture level, which is increased each time the Culture bar fills. Culture level provides increasing bonuses to the city but also increasing costs per Citizen and Specialist.&lt;br /&gt;
&lt;br /&gt;
Once a City reaches Developing Culture Level it will gain the ability to Hurry Production using a chosen resource, causing the item at the top of the production queue to be finished next turn. Each turn that an item is produced normally decreases the resources needed to rush it. However Hurry Production always produces [[File:YIELD DISCONTENT.png|25px]] Discontent unless the [[File:LAW MONETARY REFORM.png|25px]] Monetary Reform law has been passed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Culture Level !! Projects Tier !! Victory Points !! Governor XP/Year !! Hamlet Limit !! Can Hurry Production !! Citizen and Specialist Upkeep !! Enabled Wonders of the World&lt;br /&gt;
|-&lt;br /&gt;
| [[File:CULTURE WEAK.png|55px]] Weak&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;I&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;0&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Food&lt;br /&gt;
| [[File:IMPROVEMENT HANGING GARDENS.png|25px]] The Hanging Gardens&amp;lt;br&amp;gt;[[File:IMPROVEMENT ORACLE.png|25px]] The Oracle&amp;lt;br&amp;gt;[[File:IMPROVEMENT PYRAMIDS.png|25px]] The Pyramids&amp;lt;br&amp;gt;[[File:IMPROVEMENT GREAT ZIGGURAT.png|25px]] The Ziggurat&lt;br /&gt;
|-&lt;br /&gt;
| [[File:CULTURE DEVELOPING.png|55px]] Developing&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;II&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+6&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Iron&lt;br /&gt;
| [[File:IMPROVEMENT APADANA.png|25px]] The Apadana&amp;lt;br&amp;gt;[[File:IMPROVEMENT ISHTAR GATE.png|25px]] The Ishtar Gate&amp;lt;br&amp;gt;[[File:IMPROVEMENT LIGHTHOUSE.png|25px]] The Lighthouse&amp;lt;br&amp;gt;[[File:IMPROVEMENT NECROPOLIS.png|25px]] The Necropolis&lt;br /&gt;
|-&lt;br /&gt;
| [[File:CULTURE STRONG.png|55px]] Strong&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;III&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+8&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;2&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Iron&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&lt;br /&gt;
| [[File:IMPROVEMENT PARTHENON.png|25px]] The Acropolis&amp;lt;br&amp;gt;[[File:IMPROVEMENT COLOSSUS.png|25px]] The Colossus&amp;lt;br&amp;gt;[[File:IMPROVEMENT MAUSOLEUM.png|25px]] The Mausoleum&amp;lt;br&amp;gt;[[File:IMPROVEMENT MUSAEUM.png|25px]] The Musaeum&lt;br /&gt;
|-&lt;br /&gt;
| [[File:CULTURE LEGENDARY.png|55px]] Legendary&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;IV&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;3&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Iron&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wood&lt;br /&gt;
| [[File:IMPROVEMENT CIRCUS MAXIMUS.png|25px]] The Circus Maximus&amp;lt;br&amp;gt;[[File:IMPROVEMENT HAGIA SOPHIA.png|25px]] The Hagia Sophia&amp;lt;br&amp;gt;[[File:IMPROVEMENT PANTHEON.png|25px]] The Pantheon&amp;lt;br&amp;gt;[[File:IMPROVEMENT GRAND BAZAAR.png|25px]] The Via Recta Souk&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Improvements ==&lt;br /&gt;
Improvements are constructed by Worker units can be used to grand various bonuses to a City. There are two types of improvements: rural and urban. If a Worker unit is selected the game will suggest the tile where each improvement is most effective, as long as said improvement can be constructed either immediately or after buying resources.&lt;br /&gt;
&lt;br /&gt;
Improvements without a Specialist will increase the City&#039;s [[File:YIELD MAINTENANCE.png|25px]] Maintenance.&lt;br /&gt;
&lt;br /&gt;
Improvements may be pillaged by military units. A pillaged improvement does not produce anything and will be destroyed in 10 turns unless repaired by a Worker unit. Repairing an improvement costs half of its construction cost. Damaged Worker units also take an extra turn to build improvements&lt;br /&gt;
&lt;br /&gt;
=== Rural improvements ===&lt;br /&gt;
Rural improvements can only be constructed on non-urban tiles. They require either certain terrain or a certain natural resource present on the tile.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Improvement !! Yearly yield !! Specialist !!  Cost !! Terrain or map resource !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT FARM.png|70px]] Farm&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Food&lt;br /&gt;
| [[File:SPECIALIST FARMER.png|25px]] Farmer&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years&lt;br /&gt;
| [[File:TERRAIN ARID.png|25px]] Arid, [[File:TERRAIN LUSH.png|25px]] Lush, [[File:TERRAIN TEMPERATE.png|25px]] Temperate, [[File:TERRAIN MARSH.png|25px]] Marsh (requires [[File:LAW CENTRALIZATION.png|25px]] Centralization law)&amp;lt;br&amp;gt;[[File:RESOURCE BARLEY.png|25px]] Barley, [[File:RESOURCE SORGHUM.png|25px]] Sorghum, [[File:RESOURCE WHEAT.png|25px]] Wheat&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT MINE.png|70px]] Mine&lt;br /&gt;
| [[File:YIELD IRON.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Iron&lt;br /&gt;
| [[File:SPECIALIST MINER.png|25px]] Miner&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years&lt;br /&gt;
| [[File:TERRAIN ARID.png|25px]] Arid, [[File:TERRAIN LUSH.png|25px]] Lush, [[File:TERRAIN TEMPERATE.png|25px]] Temperate, [[File:HillsEditorIcon.png|25px]] Hill&amp;lt;br&amp;gt;[[File:RESOURCE GEM.png|25px]] Gems, [[File:RESOURCE GOLD.png|25px]] Gold, [[File:RESOURCE IRON.png|25px]] Ore, [[File:RESOURCE SALT.png|25px]] Salt, [[File:RESOURCE SILVER.png|25px]] Silver&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT NETS.png|70px]] Nets&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Various&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:SPECIALIST FISHER.png|25px]] Fisher&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years&lt;br /&gt;
| [[File:RESOURCE CRAB.png|25px]] Crabs, [[File:RESOURCE DYE.png|25px]] Dyes, [[File:RESOURCE FISH.png|25px]] Fish, [[File:RESOURCE PEARL.png|25px]] Pearls&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT FORT.png|70px]] Fort&lt;br /&gt;
| [[File:Icon Defense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Defense if Friendly/Neutral Territory&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Unit Vision&amp;lt;br&amp;gt;Units Heal even if Neutral Territory&amp;lt;br&amp;gt;Destroyed when Pillaged&lt;br /&gt;
| None&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 40 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders&lt;br /&gt;
| [[File:TERRAIN ARID.png|25px]] Arid, [[File:TERRAIN LUSH.png|25px]] Lush, [[File:TERRAIN TEMPERATE.png|25px]] Temperate&lt;br /&gt;
| [[File:TECH STONECUTTING.png|25px]] Stonecutting&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT QUARRY.png|70px]] Quarry&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&lt;br /&gt;
| [[File:SPECIALIST STONECUTTER.png|25px]] Stonecutter&lt;br /&gt;
| [[File:YIELD IRON.png|25px]] 20 Iron&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years&lt;br /&gt;
| [[File:TERRAIN ARID.png|25px]] Arid, [[File:TERRAIN LUSH.png|25px]] Lush, [[File:TERRAIN TEMPERATE.png|25px]] Temperate, [[File:MountainEditorIcon.png|25px]] Adjacent Mountain, [[File:VolcanoEditorIcon.png|25px]] Adjacent Volcano&amp;lt;br&amp;gt;[[File:RESOURCE STONE.png|25px]] Marble&lt;br /&gt;
| [[File:TECH STONECUTTING.png|25px]] Stonecutting&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT GRANARY.png|70px]] Granary&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Growth&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wood&amp;lt;br&amp;gt;[[File:IMPROVEMENT FARM.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Adjacent Farm Yield&lt;br /&gt;
| None&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 40 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years&lt;br /&gt;
| [[File:TERRAIN ARID.png|25px]] Arid, [[File:TERRAIN LUSH.png|25px]] Lush, [[File:TERRAIN TEMPERATE.png|25px]] Temperate&lt;br /&gt;
| [[File:TECH ADMINISTRATION.png|25px]] Administration&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT CAMP.png|70px]] Camp&lt;br /&gt;
| [[File:IMPROVEMENT LUMBERMILL.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Adjacent Lumbermill Yield&lt;br /&gt;
| [[File:SPECIALIST TRAPPER.png|25px]] Trapper&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years&lt;br /&gt;
| [[File:RESOURCE CAMEL.png|25px]] Camels, [[File:RESOURCE ELEPHANT.png|25px]] Elephants, [[File:RESOURCE FUR.png|25px]] Fur, [[File:RESOURCE GAME.png|25px]] Game&lt;br /&gt;
| [[File:TECH TRAPPING.png|25px]] Trapping&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT PASTURE.png|70px]] Pasture&lt;br /&gt;
| [[File:IMPROVEMENT FARM.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Adjacent Farms Yield&lt;br /&gt;
| [[File:SPECIALIST RANCHER.png|25px]] Rancher&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years&lt;br /&gt;
| [[File:RESOURCE CATTLE.png|25px]] Cattle, [[File:RESOURCE GOAT.png|25px]] Goats, [[File:RESOURCE HORSE.png|25px]] Horses, [[File:RESOURCE PIG.png|25px]] Pigs, [[File:RESOURCE SHEEP.png|25px]] Sheep&lt;br /&gt;
| [[File:TECH HUSBANDRY.png|25px]] Husbandry&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT GROVE.png|70px]] Grove&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Various&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:SPECIALIST GARDENER.png|25px]] Gardener&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years&lt;br /&gt;
| [[File:RESOURCE CITRUS.png|25px]] Citrus, [[File:RESOURCE HONEY.png|25px]] Honey, [[File:RESOURCE INCENSE.png|25px]] Incense, [[File:RESOURCE LAVENDER.png|25px]] Lavender, [[File:RESOURCE OLIVE.png|25px]] Olives, [[File:RESOURCE WINE.png|25px]] Wine&lt;br /&gt;
| [[File:TECH LAND CONSOLIDATION.png|25px]] Land Consolidation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT HARBOR.png|70px]] Harbor&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per Adjacent Resource&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:IMPROVEMENT NETS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Adjacent Nets Yield&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; XP for Idle Ship Units&lt;br /&gt;
| None&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 60 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years&lt;br /&gt;
| [[File:CoastEditorIcon.png|25px]] Coast&lt;br /&gt;
| [[File:TECH CARTOGRAPHY.png|25px]] Cartography&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT LUMBERMILL.png|70px]] Lumbermill&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wood&lt;br /&gt;
| [[File:SPECIALIST WOODCUTTER.png|25px]] Woodcutter&lt;br /&gt;
| [[File:YIELD IRON.png|25px]] 20 Iron&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years&lt;br /&gt;
| Trees&lt;br /&gt;
| [[File:TECH FORESTRY.png|25px]] Forestry&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT WATERMILL.png|70px]] Watermill&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science&lt;br /&gt;
| None&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 40 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 2 years&lt;br /&gt;
| River&lt;br /&gt;
| [[File:TECH HYDRAULICS.png|25px]] Hydraulics&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT WINDMILL.png|70px]] Windmill&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science&lt;br /&gt;
| None&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 40 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 2 years&lt;br /&gt;
| [[File:HillsEditorIcon.png|25px]] Hill&lt;br /&gt;
| [[File:TECH HYDRAULICS.png|25px]] Hydraulics&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Urban improvements ===&lt;br /&gt;
Most urban improvements come in three tiers. A higher tier improvement requires a lower tier one to be constructed before it can be built, as well as increasing the city&#039;s Culture Level by one for each tier. Urban improvements can be constructed on [[File:TERRAIN URBAN.png|25px]] Urban, [[File:TERRAIN ARID.png|25px]] Arid, [[File:TERRAIN LUSH.png|25px]] Lush or [[File:TERRAIN TEMPERATE.png|25px]] Temperate tiles, and [[File:TERRAIN SAND.png|25px]] Sand tiles if the city is run by a family of Clerics, but only if one the following is true:&lt;br /&gt;
* An urban tile.&lt;br /&gt;
* A tile adjacent to two urban tiles. The tile will become urban once the improvement is completed.&lt;br /&gt;
* A tile adjacent to one urban tile and one water tile. The tile will become urban once the improvement is completed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=3 | Apprentices improvement !! colspan=3 | Master improvement !! colspan=3 | Elder improvement !! rowspan=2 | Requiremnts&lt;br /&gt;
|-&lt;br /&gt;
! Improvement !! Yearly yield !! Cost !! Improvement !! Yearly yield !! Cost !! Improvement !! Yearly yield !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Garrison&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT GARRISON 1.png|90px]]&lt;br /&gt;
| [[File:Icon Defense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Defense if own army&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+0.5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:CHAR FILTER GOVERNOR.png|25px]] Enables City Governor&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 80 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years&lt;br /&gt;
| &#039;&#039;&#039;Stronghold&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT GARRISON 2.png|90px]]&lt;br /&gt;
| [[File:Icon Defense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Defense if own army&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+0.5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:CHAR FILTER GOVERNOR.png|25px]] Enables City Governor&amp;lt;br&amp;gt;Enables tier 1 Nation Unit&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 100 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 5 years&lt;br /&gt;
| &#039;&#039;&#039;Citadel&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT GARRISON 3.png|90px]]&lt;br /&gt;
| [[File:Icon Defense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Defense if own army&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+0.5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders&amp;lt;br&amp;gt;[[File:YIELD MAINTENANCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Maintenance&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:CHAR FILTER GOVERNOR.png|25px]] Enables City Governor&amp;lt;br&amp;gt;Enables tier 2 Nation Unit&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 100 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 6 years&lt;br /&gt;
| 1 Active Law&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Odeon&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT ODEON.png|90px]]&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Culture&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:SPECIALIST POET.png|25px]] Enables Apprentice Poet&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 40 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years&lt;br /&gt;
| &#039;&#039;&#039;Theater&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT THEATER.png|90px]]&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Culture&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:SPECIALIST POET.png|25px]] Enables Master Poet&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 60 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 5 years&lt;br /&gt;
| &#039;&#039;&#039;Amphitheater&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT AMPHITHEATER.png|90px]]&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Culture&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:SPECIALIST POET.png|25px]] Enables Elder Poet&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 80 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 6 years&lt;br /&gt;
| [[File:TECH DRAMA.png|25px]] Drama&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cold Baths&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT COLD BATHS.png|90px]]&lt;br /&gt;
| [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:SPECIALIST DOCTOR.png|25px]] Enables Apprentice Doctor&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 40 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years&lt;br /&gt;
| &#039;&#039;&#039;Warm Baths&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT WARM BATHS.png|90px]]&lt;br /&gt;
| [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:SPECIALIST DOCTOR.png|25px]] Enables Master Doctor&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 60 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 5 years&lt;br /&gt;
| &#039;&#039;&#039;Heated Baths&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT HEATED BATHS.png|90px]]&lt;br /&gt;
| [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness&amp;lt;br&amp;gt;[[File:YIELD GROWTH.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Growth&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:SPECIALIST DOCTOR.png|25px]] Enables Elder Doctor&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 80 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 6 years&lt;br /&gt;
| [[File:TECH ARCHITECTURE.png|25px]] Architecture&amp;lt;br&amp;gt;[[File:CULTURE DEVELOPING.png|25px]] Developing Culture&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Courthouse&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT COURTHOUSE.png|90px]]&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:SPECIALIST SCRIBE.png|25px]] Enables Apprentice Scribe&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 80 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years&lt;br /&gt;
| &#039;&#039;&#039;Ministry&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT MINISTRIES.png|90px]]&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:SPECIALIST SCRIBE.png|25px]] Enables Master Scribe&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 100 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 5 years&lt;br /&gt;
| &#039;&#039;&#039;Palace&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT PALACE.png|90px]]&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics&amp;lt;br&amp;gt;[[File:YIELD MAINTENANCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Maintenance&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:SPECIALIST SCRIBE.png|25px]] Enables Elder Scribe&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 120 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 6 years&lt;br /&gt;
| [[File:TECH CITIZENSHIP.png|25px]] Citizenship&amp;lt;br&amp;gt;[[File:CULTURE DEVELOPING.png|25px]] Developing Culture&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Library&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT LIBRARY.png|90px]]&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science&amp;lt;br&amp;gt;[[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per adj. resource&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:SPECIALIST PHILOSOPHER.png|25px]] Enables Apprentice Philosopher&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 80 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years&lt;br /&gt;
| &#039;&#039;&#039;Academy&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT ACADEMY.png|90px]]&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science&amp;lt;br&amp;gt;[[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per adj. resource&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:SPECIALIST PHILOSOPHER.png|25px]] Enables Master Philosopher&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 100 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 5 years&lt;br /&gt;
| &#039;&#039;&#039;University&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT UNIVERSITY.png|90px]]&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science&amp;lt;br&amp;gt;[[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per adj. resource&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:SPECIALIST PHILOSOPHER.png|25px]] Enables Elder Philosopher&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 120 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 6 years&lt;br /&gt;
| [[File:TECH SCHOLARSHIP.png|25px]] Scholarship&amp;lt;br&amp;gt;[[File:CULTURE DEVELOPING.png|25px]] Developing Culture&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Market&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT MARKET.png|90px]]&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money&amp;lt;br&amp;gt;[[File:IMPROVEMENT HARBOR.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Adjacent Harbor Yield&amp;lt;br&amp;gt;[[File:SPECIALIST SHOPKEEPER.png|25px]] Enables Apprentice Shopkeeper&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 80 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years&lt;br /&gt;
| &#039;&#039;&#039;Grocer&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT GROCER.png|90px]]&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money&amp;lt;br&amp;gt;[[File:IMPROVEMENT HARBOR.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Adjacent Harbor Yield&amp;lt;br&amp;gt;[[File:SPECIALIST SHOPKEEPER.png|25px]] Enables Master Shopkeeper&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 100 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 5 years&lt;br /&gt;
| &#039;&#039;&#039;Fair&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT FAIR.png|90px]]&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money&amp;lt;br&amp;gt;[[File:IMPROVEMENT HARBOR.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Adjacent Harbor Yield&amp;lt;br&amp;gt;[[File:SPECIALIST SHOPKEEPER.png|25px]] Enables Elder Shopkeeper&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 120 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 6 years&lt;br /&gt;
| [[File:TECH COINAGE.png|25px]] Coinage&amp;lt;br&amp;gt;[[File:CULTURE DEVELOPING.png|25px]] Developing Culture&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Barracks&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT BARRACKS.png|90px]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; XP per year for Idle Melee Units&amp;lt;br&amp;gt;[[File:IMPROVEMENT GARRISON 1.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Adjacent Garrison Yield&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Iron&amp;lt;br&amp;gt;[[File:SPECIALIST OFFICER.png|25px]] Enables Officers&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 40 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| [[File:TECH MILITARY DRILL.png|25px]] Military Drill&amp;lt;br&amp;gt;[[File:IMPROVEMENT BARRACKS.png|25px]] Max 2 per City&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Range&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT RANGE.png|90px]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; XP per year for Idle Ranged Units&amp;lt;br&amp;gt;[[File:IMPROVEMENT GARRISON 1.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Adjacent Garrison Yield&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wood&amp;lt;br&amp;gt;[[File:SPECIALIST OFFICER.png|25px]] Enables Officers&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 40 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| [[File:TECH COMPOSITE BOW.png|25px]] Composite Bow&amp;lt;br&amp;gt;[[File:IMPROVEMENT RANGE.png|25px]] Max 2 per City&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hamlets ====&lt;br /&gt;
Once the City reaches at least Developing Culture Level and the Nation has the [[File:TECH POLIS.png|25px]] Polis technology, Workers will be able to construct Hamlets the cost of 40 [[File:YIELD STONE.png|25px]] Stone and 1 [[File:YIELD ORDERS.png|25px]] Orders for 4 years. Only one Hamlet may be build per Culture Level. After 20 years a Hamlet will grow into a Village, and after another 20 years the Village it will grow into a Town. All of them improve the output of Odeon and Bath improvements. Hovering over a Hamlet or Town will show the number of years until it upgrades.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level !! Yearly yield !! Yearly consumption&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT HAMLET.png|70px]] Hamlet&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 10 Money without a Trade Network&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] 20 Money with a Trade Network&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 1 Food&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT VILLAGE.png|70px]] Village&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 15 Money without a Trade Network&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] 30 Money with a Trade Network&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 2 Food&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT TOWN.png|70px]] Town&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 20 Money without a Trade Network&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] 40 Money with a Trade Network&amp;lt;br&amp;gt;[[File:Icon Defense.png]] +10% Defense Strength if own army&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 3 Food&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Shrines ====&lt;br /&gt;
Shrines require the [[File:TECH DIVINATION.png|25px]] Divination technology, 40 [[File:YIELD STONE.png|25px]] Stone and 1 [[File:YIELD ORDERS.png|25px]] Orders for 4 years. They can be built anywhere except near another shrine. They provide resources like other improvements but their main purpose is spreading the Nation&#039;s Paganism Religion and enabling the [[File:SPECIALIST ACOLYTE.png|25px]] Acolyte specialist. Each Shrine can only be built once unless the [[File:LAW POLYTHEISM.png|25px]] Polytheism law is passed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shrine !! God !! Yearly yield !! Nations&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE FIRE.png|70px]]&lt;br /&gt;
| Atar&amp;lt;br&amp;gt;Nuska&amp;lt;br&amp;gt;Vulcan&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] +1 Training per Adjacent Lumbermill&amp;lt;br&amp;gt;[[File:IMPROVEMENT MINE.png|25px]] +20% Adjacent Mine Yield&lt;br /&gt;
| [[File:RELIGION PAGAN PERSIA.png|25px]] Persia&amp;lt;br&amp;gt;[[File:RELIGION PAGAN ASSYRIA.png|25px]] Assyria&amp;lt;br&amp;gt;[[File:RELIGION PAGAN ROME.png|25px]] Rome&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE KINGSHIP.png|70px]]&lt;br /&gt;
| Ashur&amp;lt;br&amp;gt;Madruk&amp;lt;br&amp;gt;Zeus&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] +2 Civics&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] +1 Orders per Adjacent Wonder of the World&lt;br /&gt;
| [[File:RELIGION PAGAN ASSYRIA.png|25px]] Assyria&amp;lt;br&amp;gt;[[File:RELIGION PAGAN BABYLONIA.png|25px]] Babylonia&amp;lt;br&amp;gt;[[File:RELIGION PAGAN GREECE.png|25px]] Greece&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE HEALING.png|70px]]&lt;br /&gt;
| Eshmun&amp;lt;br&amp;gt;Isis&amp;lt;br&amp;gt;Kamrusepa&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] +2 Growth per Adjacent Grove&amp;lt;br&amp;gt;+6 HP Healing for Idle Units&lt;br /&gt;
| [[File:RELIGION PAGAN CARTHAGE.png|25px]] Carthage&amp;lt;br&amp;gt;[[File:RELIGION PAGAN EGYPT.png|25px]] Egypt&amp;lt;br&amp;gt;[[File:RELIGION PAGAN HITTITE.png|25px]] Hatti&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE HEARTH.png|70px]] &lt;br /&gt;
| Arinnitti&amp;lt;br&amp;gt;Tanit&amp;lt;br&amp;gt;Vesta&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +2 Culture&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] +10 Money per Adjacent Resource&lt;br /&gt;
| [[File:RELIGION PAGAN HITTITE.png|25px]] Hatti&amp;lt;br&amp;gt;[[File:RELIGION PAGAN CARTHAGE.png|25px]] Carthage&amp;lt;br&amp;gt;[[File:RELIGION PAGAN ROME.png|25px]] Rome&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE HUNTING.png|70px]]&lt;br /&gt;
| Halki&amp;lt;br&amp;gt;Mithra&amp;lt;br&amp;gt;Neith&lt;br /&gt;
| [[File:IMPROVEMENT CAMP.png|25px]] +20% Adjacent Camp Yield&amp;lt;br&amp;gt;+1 Level for New Ranged Units&lt;br /&gt;
| [[File:RELIGION PAGAN HITTITE.png|25px]] Hatti&amp;lt;br&amp;gt;[[File:RELIGION PAGAN PERSIA.png|25px]] Persia&amp;lt;br&amp;gt;[[File:RELIGION PAGAN EGYPT.png|25px]] Egypt&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE LOVE.png|70px]]&lt;br /&gt;
| Astarte&amp;lt;br&amp;gt;Ishtar&amp;lt;br&amp;gt;Venus&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] +2 Growth&amp;lt;br&amp;gt;[[File:IMPROVEMENT PASTURE.png|25px]] +20% Adjacent Pasture Yield&lt;br /&gt;
| [[File:RELIGION PAGAN CARTHAGE.png|25px]] Carthage&amp;lt;br&amp;gt;[[File:RELIGION PAGAN BABYLONIA.png|25px]] Babylonia&amp;lt;br&amp;gt;[[File:RELIGION PAGAN ROME.png|25px]] Rome&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE SUN.png|70px]]&lt;br /&gt;
| Hvar Khshaita&amp;lt;br&amp;gt;Ra&amp;lt;br&amp;gt;Shamash&lt;br /&gt;
| [[File:YIELD ORDERS.png|25px]] +0.5 Orders&amp;lt;br&amp;gt;[[File:IMPROVEMENT FARM.png|25px]] +20% Adjacent Farm Yield&lt;br /&gt;
| [[File:RELIGION PAGAN PERSIA.png|25px]] Persia&amp;lt;br&amp;gt;[[File:RELIGION PAGAN EGYPT.png|25px]] Egypt&amp;lt;br&amp;gt;[[File:RELIGION PAGAN ASSYRIA.png|25px]] Assyria&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE UNDERWORLD.png|70px]]&lt;br /&gt;
| Ereshkigal&amp;lt;br&amp;gt;Hades&amp;lt;br&amp;gt;Osiris&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +2 Culture&amp;lt;br&amp;gt;[[File:YIELD CULTURE.png|25px]] +50% Culture if Adjacent Mountain&amp;lt;br&amp;gt;[[File:YIELD CULTURE.png|25px]] +100% Culture if Adjacent Volcano&lt;br /&gt;
| [[File:RELIGION PAGAN BABYLONIA.png|25px]] Babylonia&amp;lt;br&amp;gt;[[File:RELIGION PAGAN GREECE.png|25px]] Greece&amp;lt;br&amp;gt;[[File:RELIGION PAGAN EGYPT.png|25px]] Egypt&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE WATER.png|70px]]&lt;br /&gt;
| Anahita&amp;lt;br&amp;gt;Melqart&amp;lt;br&amp;gt;Poseidon&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] +20 Money&amp;lt;br&amp;gt;[[File:IMPROVEMENT NETS.png|25px]] +20% Adjacent Nets Yield&lt;br /&gt;
| [[File:RELIGION PAGAN PERSIA.png|25px]] Persia&amp;lt;br&amp;gt;[[File:RELIGION PAGAN CARTHAGE.png|25px]] Carthage&amp;lt;br&amp;gt;[[File:RELIGION PAGAN GREECE.png|25px]] Greece&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE WAR.png|70px]]&lt;br /&gt;
| Mars&amp;lt;br&amp;gt;Ninurta&amp;lt;br&amp;gt;Tarhun&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] +2 Training&amp;lt;br&amp;gt;+10 XP for Idle Infantry Units&lt;br /&gt;
| [[File:RELIGION PAGAN ROME.png|25px]] Rome&amp;lt;br&amp;gt;[[File:RELIGION PAGAN ASSYRIA.png|25px]] Assyria&amp;lt;br&amp;gt;[[File:RELIGION PAGAN HITTITE.png|25px]] Hatti&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE WISDOM.png|70px]]&lt;br /&gt;
| Athena&amp;lt;br&amp;gt;Nabu&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] +1 Science&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] +1 Civics per Adjacent Odeon&lt;br /&gt;
| [[File:RELIGION PAGAN GREECE.png|25px]] Greece&amp;lt;br&amp;gt;[[File:RELIGION PAGAN BABYLONIA.png|25px]] Babylonia&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== World religion improvements ====&lt;br /&gt;
World Religion improvements can only be constructed by Disciple units of the same Religion but they can be built anywhere. Despite having different appearance depending on Religion all improvements have the same yields and costs.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Improvement !! Specialist !! Construction reward !! Yearly yield !! Yearly consumption !! Cost !! Requirements&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT CHRISTIANITY MONASTERY.png|25px]] Christian Monastery&amp;lt;br&amp;gt;[[File:IMPROVEMENT JUDAISM MONASTERY.png|25px]] Jewish Monastery&amp;lt;br&amp;gt;[[File:IMPROVEMENT MANICHAEISM MONASTERY.png|25px]] Manichean Monastery&amp;lt;br&amp;gt;[[File:IMPROVEMENT ZOROASTRIANISM MONASTERY.png|25px]] Zoroastrian Monastery&lt;br /&gt;
| [[File:SPECIALIST MONK.png|25px]] Monk&lt;br /&gt;
| +2 Disciple&#039;s Religion Opinion&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] +2 Science&amp;lt;br&amp;gt;[[File:IMPROVEMENT GROVE.png|25px]] +60% Adjacent Grove Yield&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 2 Wood&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 60 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years&lt;br /&gt;
| [[File:TECH MONASTICISM.png|25px]] Monasticism technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT CHRISTIANITY TEMPLE.png|25px]] Christian Temple&amp;lt;br&amp;gt;[[File:IMPROVEMENT JUDAISM TEMPLE.png|25px]] Jewish Temple&amp;lt;br&amp;gt;[[File:IMPROVEMENT MANICHAEISM TEMPLE.png|25px]] Manichean Temple&amp;lt;br&amp;gt;[[File:IMPROVEMENT ZOROASTRIANISM TEMPLE.png|25px]] Zoroastrian Temple&lt;br /&gt;
| [[File:SPECIALIST PRIEST.png|25px]] Priest&lt;br /&gt;
| +2 Disciple&#039;s Religion Opinion&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +3 Culture&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] +0.5 Orders&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 2 Stone&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 60 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 5 years&lt;br /&gt;
| [[File:TECH DOCTRINE.png|25px]] Doctrine technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT CHRISTIANITY CATHEDRAL.png|25px]] Christian Cathedral&amp;lt;br&amp;gt;[[File:IMPROVEMENT JUDAISM CATHEDRAL.png|25px]] Jewish Cathedral&amp;lt;br&amp;gt;[[File:IMPROVEMENT MANICHAEISM CATHEDRAL.png|25px]] Manichean Cathedral&amp;lt;br&amp;gt;[[File:IMPROVEMENT ZOROASTRIANISM CATHEDRAL.png|25px]] Zoroastrian Cathedral&lt;br /&gt;
| [[File:SPECIALIST BISHOP.png|25px]] Bishop&lt;br /&gt;
| +4 Disciple&#039;s Religion Opinion&amp;lt;br&amp;gt;[[File:YIELD LEGITIMACY.png|25px]] +6 Legitimacy&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +40% Culture&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 4 Stone&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 100 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 6 years&lt;br /&gt;
| [[File:TECH VAULTING.png|25px]] Vaulting technology&amp;lt;br&amp;gt;[[File:CULTURE STRONG.png|25px]] Strong culture level&amp;lt;br&amp;gt;Adjacent Temple of the same Religion&amp;lt;br&amp;gt;Max 2 per Family&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT HOLY SITE ZOROASTRIANISM.png|25px]] The Adur Burzen-Mihr&amp;lt;br&amp;gt;[[File:IMPROVEMENT HOLY SITE MANICHAEISM.png|25px]] The Cao&#039;an&amp;lt;br&amp;gt;[[File:IMPROVEMENT HOLY SITE CHRISTIANITY.png|25px]] The Church of the Holy Sepulchre&amp;lt;br&amp;gt;[[File:IMPROVEMENT HOLY SITE JUDAISM.png|25px]] The Temple of Solomon&lt;br /&gt;
| None&lt;br /&gt;
| +20 Disciple&#039;s Religion Opinion&amp;lt;br&amp;gt;+2 Victory Points&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +40% Culture&amp;lt;br&amp;gt;Creates a Disciple of the same Religion every 20 years&amp;lt;br&amp;gt;Cannot be replaced&lt;br /&gt;
| None&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 200 Stone&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] 200 Civics&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 8 years&lt;br /&gt;
|[[File:CULTURE DEVELOPING.png|25px]] Developing culture level&amp;lt;br&amp;gt;Holy City&amp;lt;br&amp;gt;Max 1 per Nation&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Specialists ===&lt;br /&gt;
Specialists are unlocked by certain Improvements that can be trained to boost the yield of the Improvement. All Specialists also produce a small amount of Science. A Specialist&#039;s production cost increases with each one built in a city.&lt;br /&gt;
&lt;br /&gt;
==== Rural specialists ====&lt;br /&gt;
Rural specialists produce [[File:YIELD SCIENCE.png|25px]] 1 Science. They can also provide Luxuries if the Improvement is built on a natural resource that can produce it.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Specialist !! Improvement !! Yearly yield !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST FARMER.png|50px]] Farmer&lt;br /&gt;
| [[File:IMPROVEMENT FARM.png|25px]] Farm&lt;br /&gt;
| [[File:IMPROVEMENT FARM.png|25px]] 150% Improvement Yield&amp;lt;br&amp;gt;[[File:YIELD GROWTH.png|25px]] 1 Growth&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 40 Civics&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST MINER.png|50px]] Miner&lt;br /&gt;
| [[File:IMPROVEMENT MINE.png|25px]] Mine&lt;br /&gt;
| [[File:IMPROVEMENT MINE.png|25px]] 150% Improvement Yield&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 1 Training&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 40 Civics&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST STONECUTTER.png|50px]] Stonecutter&lt;br /&gt;
| [[File:IMPROVEMENT QUARRY.png|25px]] Quarry&lt;br /&gt;
| [[File:IMPROVEMENT QUARRY.png|25px]] 150% Improvement Yield&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] 1 Civics&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 40 Civics&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST WOODCUTTER.png|50px]] Woodcutter&lt;br /&gt;
| [[File:IMPROVEMENT LUMBERMILL.png|25px]] Lumbermill&lt;br /&gt;
| [[File:IMPROVEMENT LUMBERMILL.png|25px]] 150% Improvement Yield&amp;lt;br&amp;gt;[[File:YIELD SCIENCE.png|25px]] 1 Science&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 40 Civics&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST FISHER.png|50px]] Fisher&lt;br /&gt;
| [[File:IMPROVEMENT NETS.png|25px]] Nets&lt;br /&gt;
| [[File:IMPROVEMENT NETS.png|25px]] 200% Improvement Yield&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 60 Civics&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 20 Food&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST GARDENER.png|50px]] Gardener&lt;br /&gt;
| [[File:IMPROVEMENT GROVE.png|25px]] Grove&lt;br /&gt;
| [[File:IMPROVEMENT GROVE.png|25px]] 200% Improvement Yield&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 60 Civics&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 20 Food&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST RANCHER.png|50px]] Rancher&lt;br /&gt;
| [[File:IMPROVEMENT PASTURE.png|25px]] Pasture&lt;br /&gt;
| [[File:IMPROVEMENT PASTURE.png|25px]] 200% Improvement Yield&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 60 Civics&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 20 Food&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST TRAPPER.png|50px]] Trapper&lt;br /&gt;
| [[File:IMPROVEMENT CAMP.png|25px]] Camp&lt;br /&gt;
| [[File:IMPROVEMENT CAMP.png|25px]] 200% Improvement Yield&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 60 Civics&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 20 Food&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Urban specialists ====&lt;br /&gt;
Urban specialists can be upgraded, improving their bonuses. Upgrading a specialist does not require Citizens.&lt;br /&gt;
* Training an Apprentice specialist costs 40 [[File:YIELD FOOD.png|25px]] Food and 40 [[File:YIELD CIVICS.png|25px]] Civics and produces a bonus of [[File:YIELD SCIENCE.png|25px]] 2 Science each year.&lt;br /&gt;
* Upgrading to Master specialist costs 60 [[File:YIELD FOOD.png|25px]] Food and 60 [[File:YIELD CIVICS.png|25px]] Civics and produces a bonus of [[File:YIELD SCIENCE.png|25px]] 3 Science each year.&lt;br /&gt;
* Upgrading to Elder specialist costs 80 [[File:YIELD FOOD.png|25px]] Food and 80 [[File:YIELD CIVICS.png|25px]] Civics and produces a bonus of [[File:YIELD SCIENCE.png|25px]] 4 Science each year.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Specialist !! Improvement !! Apprentice yearly yield !! Master yearly yield !! Elder yearly yield&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST ACOLYTE.png|60px]] Acolyte&lt;br /&gt;
| Shrine&lt;br /&gt;
| 1 Religion Opinion&amp;lt;br&amp;gt;[[File:YIELD CULTURE.png|25px]] 2 Culture&lt;br /&gt;
| 2 Religion Opinion&amp;lt;br&amp;gt;[[File:YIELD CULTURE.png|25px]] 3 Culture&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 0.5 Orders&lt;br /&gt;
| 3 Religion Opinion&amp;lt;br&amp;gt;[[File:YIELD CULTURE.png|25px]] 4 Culture&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST MONK.png|60px]] Monk&lt;br /&gt;
| [[File:IMPROVEMENT CHRISTIANITY MONASTERY.png|25px]] Christian Monastery&amp;lt;br&amp;gt;[[File:IMPROVEMENT JUDAISM MONASTERY.png|25px]] Jewish Monastery&amp;lt;br&amp;gt;[[File:IMPROVEMENT MANICHAEISM MONASTERY.png|25px]] Manichean Monastery&amp;lt;br&amp;gt;[[File:IMPROVEMENT ZOROASTRIANISM MONASTERY.png|25px]] Zoroastrian Monastery&lt;br /&gt;
| 1 Religion Opinion&amp;lt;br&amp;gt;[[File:YIELD CULTURE.png|25px]] 4 Culture&lt;br /&gt;
| 2 Religion Opinion&amp;lt;br&amp;gt;[[File:YIELD CULTURE.png|25px]] 6 Culture&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] 1 Civics per Culture Level&lt;br /&gt;
| 3 Religion Opinion&amp;lt;br&amp;gt;[[File:YIELD CULTURE.png|25px]] 8 Culture&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] 2 Civics per Culture Level&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST PRIEST.png|60px]] Priest&lt;br /&gt;
| [[File:IMPROVEMENT CHRISTIANITY TEMPLE.png|25px]] Christian Temple&amp;lt;br&amp;gt;[[File:IMPROVEMENT JUDAISM TEMPLE.png|25px]] Jewish Temple&amp;lt;br&amp;gt;[[File:IMPROVEMENT MANICHAEISM TEMPLE.png|25px]] Manichean Temple&amp;lt;br&amp;gt;[[File:IMPROVEMENT ZOROASTRIANISM TEMPLE.png|25px]] Zoroastrian Temple&lt;br /&gt;
| 1 Religion Opinion&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] 1 Happiness&lt;br /&gt;
| 2 Religion Opinion&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] 1.5 Happiness&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 0.5 Training per Citizen&lt;br /&gt;
| 3 Religion Opinion&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] 2 Happiness&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 1 Training per Citizen&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST BISHOP.png|60px]] Bishop&lt;br /&gt;
| [[File:IMPROVEMENT CHRISTIANITY CATHEDRAL.png|25px]] Christian Cathedral&amp;lt;br&amp;gt;[[File:IMPROVEMENT JUDAISM CATHEDRAL.png|25px]] Jewish Cathedral&amp;lt;br&amp;gt;[[File:IMPROVEMENT MANICHAEISM CATHEDRAL.png|25px]] Manichean Cathedral&amp;lt;br&amp;gt;[[File:IMPROVEMENT ZOROASTRIANISM CATHEDRAL.png|25px]] Zoroastrian Cathedral&lt;br /&gt;
| 1 Religion Opinion&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] 10 Money per Culture Level&lt;br /&gt;
| 2 Religion Opinion&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] 15 Money per Culture Level&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 0.5 Orders&lt;br /&gt;
| 3 Religion Opinion&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] 20 Money per Culture Level&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST OFFICER.png|60px]] Officer&lt;br /&gt;
| [[File:IMPROVEMENT BARRACKS.png|25px]] Barracks&amp;lt;br&amp;gt;[[File:IMPROVEMENT RANGE.png|25px]] Range&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 2 Training&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 3 Training&amp;lt;br&amp;gt;20 XP for New Units&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 4 Training&amp;lt;br&amp;gt;50 XP for New Units&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST POET.png|60px]] Poet&lt;br /&gt;
| [[File:IMPROVEMENT ODEON.png|25px]] Odeon&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] 3 Culture&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] 4 Culture&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] 0.5 Civics per Citizen&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] 5 Culture&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] 1 Civics per Citizen&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST DOCTOR.png|60px]] Doctor&lt;br /&gt;
| [[File:IMPROVEMENT COLD BATHS.png|25px]] Cold Baths&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] 2 Growth&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] 3 Growth&amp;lt;br&amp;gt;[[File:YIELD SCIENCE.png|25px]] 1 Science per Culture Level&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] 4 Growth&amp;lt;br&amp;gt;[[File:YIELD SCIENCE.png|25px]] 2 Science per Culture Level&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST PHILOSOPHER.png|60px]] Philosopher&lt;br /&gt;
| [[File:IMPROVEMENT LIBRARY.png|25px]] Library&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] 2 Science&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] 3 Science&amp;lt;br&amp;gt;[[File:YIELD CULTURE.png|25px]] 1 Culture per Citizen&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] 4 Science&amp;lt;br&amp;gt;[[File:YIELD CULTURE.png|25px]] 2 Culture per Citizen&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST SCRIBE.png|60px]] Scribe&lt;br /&gt;
| [[File:IMPROVEMENT COURTHOUSE.png|25px]] Courthouse&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 2 Civics&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 3 Civics&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] 1 Money per Citizen&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 4 Civics&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] 2 Money per Citizen&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST SHOPKEEPER.png|60px]] Shopkeeper&lt;br /&gt;
| [[File:IMPROVEMENT MARKET.png|25px]] Market&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 20 Money&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 30 Money&amp;lt;br&amp;gt;[[File:YIELD GROWTH.png|25px]] 1 Growth per Culture Level&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 40 Money&amp;lt;br&amp;gt;[[File:YIELD GROWTH.png|25px]] 2 Growth per Culture Level&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Wonders of the World ===&lt;br /&gt;
Wonders of the World are powerful improvements that can only be constructed once. As soon as a Nation begins constructing a Wonder of the World other Nations cannot start it unless a hostile unit enters the tile of an unfinished Wonder of the World and destroys it. Not all Wonders of the World are available each game. They are chosen randomly at the start of each game. Most Wonders of the World require the City to reach a certain Culture Level before they can be constructed. Each Wonder of the World provides 2 Victory Points and cannot be replaced by other improvements.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Wonder of the World !! Yield !! Cost !! Min. Culture Level !! Requirements&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT HANGING GARDENS.png|100px]] The Hanging Gardens&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +4 Culture per year&amp;lt;br&amp;gt;[[File:YIELD GROWTH.png|25px]] +20% Growth [All Cities]&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 100 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 400 Stone&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 200 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 10 years&lt;br /&gt;
| Weak&lt;br /&gt;
| River&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT ORACLE.png|100px]] The Oracle&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +4 Culture per year&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] +10 Money per year per Religion&amp;lt;br&amp;gt;+1 Tech Hand Card Size&amp;lt;br&amp;gt;Free Agent Network in all Holy Cities on completion&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 100 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 400 Stone&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 200 Food&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 10 years&lt;br /&gt;
| Weak&lt;br /&gt;
| Hill&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT PYRAMIDS.png|100px]] The Pyramids&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +4 Culture per year&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] +1 Orders per year per Religion&amp;lt;br&amp;gt;-50% Start Law Cost&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 100 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 600 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 10 years&lt;br /&gt;
| Weak&lt;br /&gt;
| Arid or Sand&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT GREAT ZIGGURAT.png|100px]] The Ziggurat&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +4 Culture per year&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] +20 Civics per year&amp;lt;br&amp;gt;-20% Improvement Costs [All Cities]&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 100 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 600 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 10 years&lt;br /&gt;
| Weak&lt;br /&gt;
| Holy City (Any Religion)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT APADANA.png|100px]] The Apadana&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +6 Culture per year&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] +20 Civics per year&amp;lt;br&amp;gt;[[File:YIELD MAINTENANCE.png|25px]] -50% Maintenance [All Cities]&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 200 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 900 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 12 years&lt;br /&gt;
| Developing&lt;br /&gt;
| Adjacent City Center&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT ISHTAR GATE.png|100px]] The Ishtar Gate&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +6 Culture per year&amp;lt;br&amp;gt;[[File:YIELD GROWTH.png|25px]] +1 Growth per year per Culture Level&amp;lt;br&amp;gt;[[File:YIELD CULTURE.png|25px]] 100 Culture in all Cities on completion&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 200 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 600 Stone&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 300 Iron&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 12 years&lt;br /&gt;
| Developing&lt;br /&gt;
| Adjacent City Center&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT LIGHTHOUSE.png|100px]] The Lighthouse&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +6 Culture per year&amp;lt;br&amp;gt;[[File:IMPROVEMENT NETS.png|25px]] +100% Nets Yield [All Cities]&amp;lt;br&amp;gt;[[File:IMPROVEMENT HAMLET.png|25px]] -10 Upgrade Years for Hamlet Improvements&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 200 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 600 Stone&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 300 Iron&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 12 years&lt;br /&gt;
| Developing&lt;br /&gt;
| Adjacent City Center&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT NECROPOLIS.png|100px]] The Necropolis&lt;br /&gt;
| [[File:YIELD HAPPINESS.png|25px]] +2 Happiness per year per Temple&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 200 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 900 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 12 years&lt;br /&gt;
| Developing&lt;br /&gt;
| Hill&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT PARTHENON.png|100px]] The Acropolis&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +8 Culture per year&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] +2 Civics per year per Religion&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] +0.5 Orders per year with Forum&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 300 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 1200 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 14 years&lt;br /&gt;
| Strong&lt;br /&gt;
| Hill&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT COLOSSUS.png|100px]] The Colossus&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +8 Culture per year&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] +2 Civics per year with Road Connection&amp;lt;br&amp;gt;+1 Level for New Units&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 300 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 400 Stone&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 800 Iron&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 14 years&lt;br /&gt;
| Strong&lt;br /&gt;
| Coastal Water&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT MAUSOLEUM.png|100px]] The Mausoleum&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +8 Culture per year&amp;lt;br&amp;gt;[[File:YIELD CULTURE.png|25px]] +40% Culture [All Cities]&amp;lt;br&amp;gt;New Units start with Guard I&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 300 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 1200 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 14 years&lt;br /&gt;
| Strong&lt;br /&gt;
| Hill&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT MUSAEUM.png|100px]] The Musaeum&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +8 Culture per year&amp;lt;br&amp;gt;[[File:YIELD SCIENCE.png|25px]] +50% Science&amp;lt;br&amp;gt;New Units start with Guard I&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] +1 Civics per year per Elder Specialist&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 300 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 800 Stone&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 400 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 14 years&lt;br /&gt;
| Strong&lt;br /&gt;
| Adjacent City Center&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT CIRCUS MAXIMUS.png|100px]] The Circus Maximus&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +10 Culture per year&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] +40 Training per year&amp;lt;br&amp;gt;+10 XP per year for Idle Mounted Units&amp;lt;br&amp;gt;New Mounted Units start with Swift[All Cities]&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 400 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 1200 Stone&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 600 Food&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 16 years&lt;br /&gt;
| Legendary&lt;br /&gt;
| Adjacent City Center&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT HAGIA SOPHIA.png|100px]] The Hagia Sophia&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +10 Culture per year&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] +40 Civics per year&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] +2 Happiness per year [All Cities]&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 400 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 1800 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 16 years&lt;br /&gt;
| Legendary&lt;br /&gt;
| Holy City (Any Religion)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT PANTHEON.png|100px]] The Pantheon&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +10 Culture per year&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] +40 Training per year&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] +2 Civics per Culture Level [State Religion Cities]&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 400 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 1800 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 16 years&lt;br /&gt;
| Legendary&lt;br /&gt;
| Holy City (Any Religion)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT GRAND BAZAAR.png|100px]] The Via Recta Souk&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +10 Culture per year&amp;lt;br&amp;gt;[[File:YIELD GROWTH.png|25px]] +2 Growth per year&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] +1 Happiness per City Luxury [All Cities]&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 400 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 1200 Stone&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 600 Food&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 16 years&lt;br /&gt;
| Legendary&lt;br /&gt;
| Adjacent City Center&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Projects ==&lt;br /&gt;
Projects are internal City enhancements that on completion grant an instant bonus and a permanent bonus. Each Project can only be constructed in Cities with the same tier of Culture Level.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2 | Project !! colspan=3 | [[File:CULTURE WEAK.png|25px]] Tier I !! colspan=3 | [[File:CULTURE DEVELOPING.png|25px]] Tier II !! colspan=3 | [[File:CULTURE STRONG.png|25px]] Tier III !! colspan=3 | [[File:CULTURE LEGENDARY.png|25px]] Tier IV !! rowspan=2 | Requirements&lt;br /&gt;
|-&lt;br /&gt;
! Yearly Yield !! On Completion !! Cost !! Yearly Yield !! On Completion !! Cost !! Yearly Yield !! On Completion !! Cost !! Yearly Yield !! On Completion !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PROJECT COUNCIL 1.png|50px]] Council&lt;br /&gt;
| || [[File:YIELD CIVICS.png|25px]] +40% (1 turn)&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] +40% (1 turn)&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] +40% (1 turn) || 1 Year&lt;br /&gt;
| || [[File:YIELD CIVICS.png|25px]] +60% (1 turn)&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] +60% (1 turn)&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] +60% (1 turn) || 1 Year&lt;br /&gt;
| || [[File:YIELD CIVICS.png|25px]] +80% (1 turn)&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] +80% (1 turn)&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] +80% (1 turn) || 1 Year&lt;br /&gt;
| || [[File:YIELD CIVICS.png|25px]] +100% (1 turn)&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] +100% (1 turn)&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] +100% (1 turn) || 1 Year&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:PROJECT FESTIVAL 1.png|50px]] Festival&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] 1 || [[File:YIELD GROWTH.png|25px]] 20&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] 20 || [[File:YIELD CIVICS.png|25px]] 40&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] 1 || [[File:YIELD GROWTH.png|25px]] 40&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] 40 || [[File:YIELD CIVICS.png|25px]] 60&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] 1 || [[File:YIELD GROWTH.png|25px]] 60&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] 60 || [[File:YIELD CIVICS.png|25px]] 80&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] 1 || [[File:YIELD GROWTH.png|25px]] 80&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] 80 || [[File:YIELD CIVICS.png|25px]] 100&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:PROJECT TREASURY 1.png|50px]] Treasury&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 10 || [[File:YIELD MONEY.png|25px]] 100 || [[File:YIELD CIVICS.png|25px]] 40&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 20&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 20 || [[File:YIELD MONEY.png|25px]] 200 || [[File:YIELD CIVICS.png|25px]] 60&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 40&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 30 || [[File:YIELD MONEY.png|25px]] 300 || [[File:YIELD CIVICS.png|25px]] 80&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 60&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 40&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] 1 || [[File:YIELD MONEY.png|25px]] 400 || [[File:YIELD CIVICS.png|25px]] 100&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 80&lt;br /&gt;
| [[File:TECH ADMINISTRATION.png|25px]] Administration technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PROJECT FORUM 1.png|50px]] Forum&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 1 || [[File:YIELD CIVICS.png|25px]] 20 || [[File:YIELD CIVICS.png|25px]] 40&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 20&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 2 || [[File:YIELD CIVICS.png|25px]] 40 || [[File:YIELD CIVICS.png|25px]] 60&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 40&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 3 || [[File:YIELD CIVICS.png|25px]] 60 || [[File:YIELD CIVICS.png|25px]] 80&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 60&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 4&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] 1 || [[File:YIELD CIVICS.png|25px]] 80 || [[File:YIELD CIVICS.png|25px]] 100&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 80&lt;br /&gt;
| [[File:TECH RHETORIC.png|25px]] Rhetoric technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PROJECT ARCHIVE 1.png|50px]] Archive&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] 1 || [[File:YIELD SCIENCE.png|25px]] 10 || [[File:YIELD CIVICS.png|25px]] 40&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 20&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] 2 || [[File:YIELD SCIENCE.png|25px]] 20 || [[File:YIELD CIVICS.png|25px]] 60&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 40&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] 3 || [[File:YIELD SCIENCE.png|25px]] 30 || [[File:YIELD CIVICS.png|25px]] 80&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 60&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] 4&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] 1 || [[File:YIELD SCIENCE.png|25px]] 40 || [[File:YIELD CIVICS.png|25px]] 100&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 80&lt;br /&gt;
| [[File:TECH METAPHYSICS.png|25px]] Metaphysics technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PROJECT INQUIRY 1.png|50px]] Inquiry&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] 1 || [[File:YIELD SCIENCE.png|25px]] 40 || [[File:YIELD CIVICS.png|25px]] 80&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] 1 || [[File:YIELD SCIENCE.png|25px]] 80 || [[File:YIELD CIVICS.png|25px]] 120&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] 1 || [[File:YIELD SCIENCE.png|25px]] 120 || [[File:YIELD CIVICS.png|25px]] 160&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] 1 || [[File:YIELD SCIENCE.png|25px]] 160 || [[File:YIELD CIVICS.png|25px]] 200&lt;br /&gt;
| [[File:TRAIT SCHOLAR.png|25px]] Scholar governor&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PROJECT CONVOY 1.png|50px]] Convoy&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] 1 || [[File:YIELD MONEY.png|25px]] 100&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] 40 || [[File:YIELD CIVICS.png|25px]] 40&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] 1 || [[File:YIELD MONEY.png|25px]] 200&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] 60 || [[File:YIELD CIVICS.png|25px]] 60&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] 1 || [[File:YIELD MONEY.png|25px]] 300&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] 80 || [[File:YIELD CIVICS.png|25px]] 80&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] 1 || [[File:YIELD MONEY.png|25px]] 400&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] 100 || [[File:YIELD CIVICS.png|25px]] 100&lt;br /&gt;
| [[File:LAW TRADE LEAGUE.png|25px]] Trade League law&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PROJECT DECREE 1.png|50px]] Decree&lt;br /&gt;
| || [[File:YIELD ORDERS.png|25px]] 3 || [[File:YIELD CIVICS.png|25px]] 40&lt;br /&gt;
| || [[File:YIELD ORDERS.png|25px]] 6 || [[File:YIELD CIVICS.png|25px]] 60&lt;br /&gt;
| || [[File:YIELD ORDERS.png|25px]] 9 || [[File:YIELD CIVICS.png|25px]] 80&lt;br /&gt;
| || [[File:YIELD ORDERS.png|25px]] 10 || [[File:YIELD CIVICS.png|25px]] 100&lt;br /&gt;
| [[File:LAW CONSTITUTION.png|25px]] Constitution law or Statesman family seat&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PROJECT HUNT 1.png|50px]] Hunt&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] 1 || [[File:YIELD FOOD.png|25px]] 100 || [[File:YIELD CIVICS.png|25px]] 40&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] 1 || [[File:YIELD FOOD.png|25px]] 200 || [[File:YIELD CIVICS.png|25px]] 60&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] 1 || [[File:YIELD FOOD.png|25px]] 300 || [[File:YIELD CIVICS.png|25px]] 80&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] 1 || [[File:YIELD FOOD.png|25px]] 400 || [[File:YIELD CIVICS.png|25px]] 100&lt;br /&gt;
| Hunters family seat&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PROJECT OLYMPICS 1.png|50px]] Olympiad&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 1 || [[File:YIELD TRAINING.png|25px]] 50 || [[File:YIELD CIVICS.png|25px]] 40&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 1 || [[File:YIELD TRAINING.png|25px]] 100 || [[File:YIELD CIVICS.png|25px]] 60&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 1 || [[File:YIELD TRAINING.png|25px]] 150 || [[File:YIELD CIVICS.png|25px]] 80&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 1 || [[File:YIELD TRAINING.png|25px]] 200 || [[File:YIELD CIVICS.png|25px]] 100&lt;br /&gt;
| Greece nation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PROJECT REPAIR.png|50px]] Repair Damage || || 3 HP || 1 Year || || || || || || || || || || City has below 20 HP&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Defenses ===&lt;br /&gt;
Cities can also construct 3 permanent projects that give defenses to the city and are visible on the world map. Each one requires the previous project to be constructed but none of them have any Culture Level requirements.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Project !! Effects !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PROJECT WALLS.png|70px]] Walls&lt;br /&gt;
| +10 City HP&amp;lt;br&amp;gt;+1 [[File:YIELD HAPPINESS.png|25px]] Happiness per year if there is any Family Military Unit in City Territory&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 40 Stone&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] 60 Civics&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PROJECT MOAT.png|70px]] Moat&lt;br /&gt;
| +10 City HP&amp;lt;br&amp;gt;+1 [[File:YIELD HAPPINESS.png|25px]] Happiness per year if there is any Family Military Unit in City Territory&amp;lt;br&amp;gt;+25% City Defense&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 60 Stone&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] 80 Civics&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PROJECT TOWERS.png|70px]] Towers&lt;br /&gt;
| +10 City HP&amp;lt;br&amp;gt;+1 [[File:YIELD HAPPINESS.png|25px]] Happiness per year if there is any Family Military Unit in City Territory&amp;lt;br&amp;gt;+25% City Defense&amp;lt;br&amp;gt;+1 Unit Range&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 80 Stone&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] 100 Civics&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Suppress Dissent ===&lt;br /&gt;
Suppress Dissent projects are only available for Cities that suffer from Religion Dissent and have a Governor. The project will remove the Dissent at the cost of 100 [[File:YIELD TRAINING.png|25px]] Training and 60 [[File:YIELD DISCONTENT.png|25px]] Discontent.&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Old_World/index.php?title=Hints&amp;diff=1350</id>
		<title>Hints</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Old_World/index.php?title=Hints&amp;diff=1350"/>
		<updated>2023-03-13T20:26:11Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Old World you will explore the map with Scouts, expand your Nation by founding Cities on City Sites, exploit Harvestable Resources and Luxuries, and recruit armies to exterminate rival Nations and Tribes (or negotiate and trade with them). When starting a new game the map is yet unexplored, awaiting discovery.&lt;br /&gt;
&lt;br /&gt;
Below is a list of helpful hints. Note that the hotkey hints may not be accurate if the control settings have been changed.&lt;br /&gt;
* Units on terrain with Trees get a defensive bonus against Ranged Attacks.&lt;br /&gt;
* Units of Flat and Clear terrain are vulnerable to attacks from Mounted Units.&lt;br /&gt;
* Melee Infantry can fortify, gaining a defensive bonus while they remain on their current tile.&lt;br /&gt;
* Land Units can more quickly across water that your Cities and Anchored Boats control.&lt;br /&gt;
* Hold [B] to see your Trade Network and Connections to the Capital.&lt;br /&gt;
* Training stockpiles are capped at 2000. Above this value, they will be converted to Orders.&lt;br /&gt;
* Civics stockpiles are capped at 2000. Above this value, they will be converted to Science.&lt;br /&gt;
* You can only use 3 of your Nation&#039;s 4 families each game. Experiment to find out which combinations work best!&lt;br /&gt;
* Unused Civics and Training in your Cities are added to your Nation&#039;s stockpile.&lt;br /&gt;
* If you don&#039;t want to use all of your Orders, you can end your turn premarurely.&lt;br /&gt;
* Your Workers can chop Wood from nearby Trees. The trees will regrow in several years if they aren&#039;t completely removed.&lt;br /&gt;
* If you don&#039;t have enough resources to start a Unit or Improvement you can buy what you&#039;re missing (assuming you have enough Money).&lt;br /&gt;
* Building an improvement on a Hill will increase the time it takes to finish by one turn.&lt;br /&gt;
* Barbarians are xenophobic tribes hostile to all Nations. There are no diplomatic consequences for attacking their Unity or taking over their land. They have no allies, including other Tribes.&lt;br /&gt;
* If your territory has scant supplies of Wood, consider training military units that rely on Stone or Iron. Concentrate your limited Wood supply on building Rural time Improvements.&lt;br /&gt;
* Quarries build next to Mountains produce more Stone for each adjacent mountain tile. Quarries gain a minor increase when they are built in Arid terrain.&lt;br /&gt;
* Lumbermills build adjacent to Camps gain increased Wood output, as the hunters control predators and force trails through the forest.&lt;br /&gt;
* Being at War against several opponents can leave your armies overwhelmed, unable to execute enough Orders to fight effectively on every front. Use diplomacy to avoid this fate.&lt;br /&gt;
* Researching your way to the Lumbermill Improvement takes time. You may need to send Workers to forests and thickets outside your borders, to Chop Wood from Trees and Scrub.&lt;br /&gt;
* Expect demand for Food to rise as your Cities grow and mature.&lt;br /&gt;
* Upgrading Units to more advanced technology is materially expensive, but it can rapidly increase your military might.&lt;br /&gt;
* Roads help Units move farther with each Orders spent, especially when the Road passes through difficult terrain. They also extend your Trade Network.&lt;br /&gt;
* Ranged Units gain an extra tile of range if positioned on Hill, unless their target is also on a Hill.&lt;br /&gt;
* Stationing a Unit on a conquered City Site marks the territory as yours. Failing to guard the site may result in it being claimed by a new Tribal Settlement or settled by your rivals.&lt;br /&gt;
* Growing your number of Orders should be a priority. The more territory and Units that you control, the more Orders your Nation will need to function and to defend itself.&lt;br /&gt;
* The power of each Law tends to increase as your Nation grows. When choosing what to research, do not neglect unlocking new Laws.&lt;br /&gt;
* A City may build ships if it controls water tiles labeled as Coast.&lt;br /&gt;
* Scouts can keep an eye on a large number of tiles. They can provide valuable intelligence regarding enemy strength and movements.&lt;br /&gt;
* Cities with high Growth train new Settlers, Workers, and Scouts more rapidly.&lt;br /&gt;
* The rate at which military Units are produced by a City is tied directly to its Training output.&lt;br /&gt;
* The rate at which Projects are completed at a City depends on its Civics output.&lt;br /&gt;
* Urban Specialists can be upgraded multiple times, greatly increasing the output of an Urban Improvement.&lt;br /&gt;
* Most Urban Improvement types require Stone to construct. Expect high demand for Stone as the game matures and you unlock new technologies.&lt;br /&gt;
* Ranged Units are efficient in battle, often attacking an enemy without having to spend Orders on movement.&lt;br /&gt;
* To predict the number of orders needed for a Unit to go from one tile to another by way of a third tile, select the Unit and [CTRL+Click] on the third tile.&lt;br /&gt;
* Militia and Conscript Units cannot be Promoted, but they are produced with Growth instead of Training. Cities with high Growth output may be able to train them rapidly.&lt;br /&gt;
* Many Mounted Units have the Rout ability. When they slay an enemy Unit, they occupy that Unit&#039;s tile if there is another Unit available to attack from the newly occupied tile. Although they cannot move again, routing units can chain together multiple rout attacks.&lt;br /&gt;
* Consider spending Training to give Promotions to some of your Units. Units who have engaged in combat and earned Experience cost less Training to promote.&lt;br /&gt;
* Tribes are not Nations. When at War with you, only their Units near your Units or territory pose a threat, unless you anger them enough for them to launch a Tribal Invasion.&lt;br /&gt;
* Coastal Cities control less land than inland Cities, but they tend to be less vulnerable to attack.&lt;br /&gt;
* Colder air forces clouds to drop their rain as they gain altitude to move over mountains. Most mountains have a lush band, where the rain falls, and a rain shadow on the opposite side, depending on regional wind patterns.&lt;br /&gt;
* Consider dealing with Events early in your turn. Some Event options require you to spend Orders.&lt;br /&gt;
* A Tribal Alliance allows you to found Cities peacefully next to your Ally&#039;s Settlements.&lt;br /&gt;
* Damaged Workers take an extra turn to build Improvements.&lt;br /&gt;
* [CTRL+Click] to Force March a Unit to move past its Fatigue range.&lt;br /&gt;
* If your Leader is not able to complete an Ambition before death, it becomes a Legacy. Legacies count towards an Ambition Victory but are worth less Legitimacy.&lt;br /&gt;
* Tribal Strength, chosen under Advanced Setup, affects the number of empty City Sites near your Capital.&lt;br /&gt;
* Non-coastal Urban Improvements must be adjacent to the City tile or to two other Urban Improvements.&lt;br /&gt;
* Urban Improvements on the coast need only be adjacent to one other Urban Improvement on the same coast or the City tile.&lt;br /&gt;
* With a Worker selected, hold [CTRL] and move the cursor over a tile to see what Improvements can be built there.&lt;br /&gt;
* Scouts are Hidden while on a Trees tile in neutral or friendly territory.&lt;br /&gt;
* Hold [SHIFT] or [MIDDLE-CLICK] to Freeze Tooltips.&lt;br /&gt;
* With a unit selected, hover the mouse cursor over enemy Units to preview combat damage. Hold [ALT] to preview even for non-enemy Units.&lt;br /&gt;
* Hold down [SHIFT] when moving a Unit to assign a multi-turn destination. The Unit will move (to the edge of its Fatigue range) towards that tile each turn.&lt;br /&gt;
* Pressing [ESC] will close the topmost tooltip or window.&lt;br /&gt;
* Family Classes determine what effects a Family has on its Cities, as well as what Laws, Luxuries, and other conditions keep them happy.&lt;br /&gt;
* Scouts, Settlers, and Workers can Harvest Resources for a quick supply of Goods.&lt;br /&gt;
* A Forced March permits a Unit to continue moving on the current turn when Fatigued, at the cost of 100 Training and twice as many Orders per additional Move.&lt;br /&gt;
* A Fatigued Unit can only Move again on the current turn through a Forced March.&lt;br /&gt;
* Flank an enemy Unit by attacking it while another friendly Unit is on the opposite side.&lt;br /&gt;
* Governors can be appointed in Cities with a Garrison. Their stats apply a multiplier to the City Yields and their traits can add other bonuses.&lt;br /&gt;
* Shrines provide various benefits and can help to spread Paganism.&lt;br /&gt;
*Legitimacy is obtained by achieving Ambitions and acquiring better Cognomen (such as the Great). Higher Legitimacy improves Family Opinions and produces more Orders per turn.&lt;br /&gt;
* Tribal Mercenary Units can be hired from Tribes by Carthage and by Nations with Orator Leaders.&lt;br /&gt;
* A Disciple can spread your State Religion to other Cities. With the Orthodoxy law, they can also purge other Religions from your Cities.&lt;br /&gt;
* Establishing a Theology grants additional bonuses to a World Religion. Theologies are established using Disciples.&lt;br /&gt;
* A Hamlet and its upgrades, Village and Town, produce extra Money if brought into your Trade Network.&lt;br /&gt;
* The Trade Network consists of all tiles connected to your Capital City.&lt;br /&gt;
* Cities and their Urban tiles can be connected with one another over Roads, Rivers, or open water.&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Old_World/index.php?title=Hints&amp;diff=1349</id>
		<title>Hints</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Old_World/index.php?title=Hints&amp;diff=1349"/>
		<updated>2023-03-13T20:25:01Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Old World you will explore the map with Scouts, expand your Nation by founding Cities on City Sites, exploit Harvestable Resources and Luxuries, and recruit armies to exterminate rival Nations and Tribes (or negotiate and trade with them). When starting a new game the map is yet unexplored, awaiting discovery.&lt;br /&gt;
&lt;br /&gt;
Below is a list of helpful hints. Note that the hotkey hints may not be accurate if the control settings have been changed.&lt;br /&gt;
* Units on terrain with Trees get a defensive bonus against Ranged Attacks.&lt;br /&gt;
* Units of Flat and Clear terrain are vulnerable to attacks from Mounted Units.&lt;br /&gt;
* Melee Infantry can fortify, gaining a defensive bonus while they remain on their current tile.&lt;br /&gt;
* Land Units can more quickly across water that your Cities and Anchored Boats control.&lt;br /&gt;
* Hold [B] to see your Trade Network and Connections to the Capital.&lt;br /&gt;
* Training stockpiles are capped at 2000. Above this value, they will be converted to Orders.&lt;br /&gt;
* Civics stockpiles are capped at 2000. Above this value, they will be converted to Science.&lt;br /&gt;
* You can only use 3 of your Nation&#039;s 4 families each game. Experiment to find out which combinations work best!&lt;br /&gt;
* Unused Civics and Training in your Cities are added to your Nation&#039;s stockpile.&lt;br /&gt;
* If you don&#039;t want to use all of your Orders, you can end your turn premarurely.&lt;br /&gt;
* Your Workers can chop Wood from nearby Trees. The trees will regrow in several years if they aren&#039;t completely removed.&lt;br /&gt;
* If you don&#039;t have enough resources to start a Unit or Improvement you can buy what you&#039;re missing (assuming you have enough Money).&lt;br /&gt;
* Building an improvement on a Hill will increase the time it takes to finish by one turn.&lt;br /&gt;
* Barbarians are xenophobic tribes hostile to all Nations. There are no diplomatic consequences for attacking their Unity or taking over their land. They have no allies, including other Tribes.&lt;br /&gt;
* If your territory has scant supplies of Wood, consider training military units that rely on Stone or Iron. Concentrate your limited Wood supply on building Rural time Improvements.&lt;br /&gt;
* Quarries build next to Mountains produce more Stone for each adjacent mountain tile. Quarries gain a minor increase when they are built in Arid terrain.&lt;br /&gt;
* Lumbermills build adjacent to Camps gain increased Wood output, as the hunters control predators and force trails through the forest.&lt;br /&gt;
* Being at War against several opponents can leave your armies overwhelmed, unable to execute enough Orders to fight effectively on every front. Use diplomacy to avoid this fate.&lt;br /&gt;
* Researching your way to the Lumbermill Improvement takes time. You may need to send Workers to forests and thickets outside your borders, to Chop Wood from Trees and Scrub.&lt;br /&gt;
* Expect demand for Food to rise as your Cities grow and mature.&lt;br /&gt;
* Upgrading Units to more advanced technology is materially expensive, but it can rapidly increase your military might.&lt;br /&gt;
* Roads help Units move farther with each Orders spent, especially when the Road passes through difficult terrain. They also extend your Trade Network.&lt;br /&gt;
* Ranged Units gain an extra tile of range if positioned on Hill, unless their target is also on a Hill.&lt;br /&gt;
* Stationing a Unit on a conquered City Site marks the territory as yours. Failing to guard the site may result in it being claimed by a new Tribal Settlement or settled by your rivals.&lt;br /&gt;
* Growing your number of Orders should be a priority. The more territory and Units that you control, the more Orders your Nation will need to function and to defend itself.&lt;br /&gt;
* The power of each Law tends to increase as your Nation grows. When choosing what to research, do not neglect unlocking new Laws.&lt;br /&gt;
* A City may build ships if it controls water tiles labeled as Coast.&lt;br /&gt;
* Scouts can keep an eye on a large number of tiles. They can provide valuable intelligence regarding enemy strength and movements.&lt;br /&gt;
* Cities with high Growth train new Settlers, Workers, and Scouts more rapidly.&lt;br /&gt;
* The rate at which military Units are produced by a City is tied directly to its Training output.&lt;br /&gt;
* The rate at which Projects are completed at a City depends on its Civics output.&lt;br /&gt;
* Urban Specialists can be upgraded multiple times, greatly increasing the output of an Urban Improvement.&lt;br /&gt;
* Most Urban Improvement types require Stone to construct. Expect high demand for Stone as the game matures and you unlock new technologies.&lt;br /&gt;
* Ranged Units are efficient in battle, often attacking an enemy without having to spend Orders on movement.&lt;br /&gt;
* To predict the number of orders needed for a Unit to go from one tile to another by way of a third tile, select the Unit and [CTRL+Click] on the third tile.&lt;br /&gt;
* Militia and Conscript Units cannot be Promoted, but they are produced with Growth instead of Training. Cities with high Growth output may be able to train them rapidly.&lt;br /&gt;
* Many Mounted Units have the Rout ability. When they slay an enemy Unit, they occupy that Unit&#039;s tile if there is another Unit available to attack from the newly occupied tile. Although they cannot move again, routing units can chain together multiple rout attacks.&lt;br /&gt;
* Consider spending Training to give Promotions to some of your Units. Units who have engaged in combat and earned Experience cost less Training to promote.&lt;br /&gt;
* Tribes are not Nations. When at War with you, only their Units near your Units or territory pose a threat, unless you anger them enough for them to launch a Tribal Invasion.&lt;br /&gt;
* Coastal Cities control less land than inland Cities, but they tend to be less vulnerable to attack.&lt;br /&gt;
* Colder air forces clouds to drop their rain as they gain altitude to move over mountains. Most mountains have a lush band, where the rain falls, and a rain shadow on the opposite side, depending on regional wind patterns.&lt;br /&gt;
* Consider dealing with Events early in your turn. Some Event options require you to spend Orders.&lt;br /&gt;
* A Tribal Alliance allows you to found Cities peacefully next to your Ally&#039;s Settlements.&lt;br /&gt;
* Damaged Workers take an extra turn to build Improvements.&lt;br /&gt;
* [CTRL+Click] to Force March a Unit to move past its Fatigue range.&lt;br /&gt;
* If your Leader is not able to complete an Ambition before death, it becomes a Legacy. Legacies count towards an Ambition Victory but are worth less Legitimacy.&lt;br /&gt;
* Tribal Strength, chosen under Advanced Setup, affects the number of empty City Sites near your Capital.&lt;br /&gt;
* Non-coastal Urban Improvements must be adjacent to the City tile or to two other Urban Improvements.&lt;br /&gt;
* Urban Improvements on the coast need only be adjacent to one other Urban Improvement on the same coast or the City tile.&lt;br /&gt;
* With a Worker selected, hold [CTRL] and move the cursor over a tile to see what Improvements can be built there.&lt;br /&gt;
* Scouts are Hidden while on a Trees tile in neutral or friendly territory.&lt;br /&gt;
* Hold [SHIFT] or [MIDDLE-CLICK] to Freeze Tooltips.&lt;br /&gt;
* With a unit selected, hover the mouse cursor over enemy Units to preview combat damage. Hold [ALT] to preview even for non-enemy Units.&lt;br /&gt;
* Hold down [SHIFT] when moving a Unit to assign a multi-turn destination. The Unit will move (to the edge of its Fatigue range) towards that tile each turn.&lt;br /&gt;
* Pressing [ESC] will close the topmost tooltip or window.&lt;br /&gt;
* Family Classes determine what effects a Family has on its Cities, as well as what Laws, Luxuries, and other conditions keep them happy.&lt;br /&gt;
* Scouts, Settlers, and Workers can Harvest Resources for a quick supply of Goods.&lt;br /&gt;
* A Forced March permits a Unit to continue moving on the current turn when Fatigued, at the cost of 100 Training and twice as many Orders per additional Move.&lt;br /&gt;
* A Fatigued Unit can only Move again on the current turn through a Forced March.&lt;br /&gt;
* Flank an enemy Unit by attacking it while another friendly Unit is on the opposite side.&lt;br /&gt;
* Governors can be appointed in Cities with a Garrison. Their stats apply a multiplier to the City Yields and their traits can add other bonuses.&lt;br /&gt;
* Shrines provide various benefits and can help to spread Paganism.&lt;br /&gt;
*Legitimacy is obtained by achieving Ambitions and acquiring better Cognomen (such as the Great). Higher Legitimacy improves Family Opinions and produces more Orders per turn.&lt;br /&gt;
* Tribal Mercenary Units can be hired from Tribes by Carthage and by Nations with Orator Leaders.&lt;br /&gt;
* A Disciple can spread your State Religion to other Cities. With the Orthodoxy law, they can also purge other Religions from your Cities.&lt;br /&gt;
* Establishing a Theology grants additional bonuses to a World Religion. Theologies are established using Disciples.&lt;br /&gt;
* A Hamlet and its upgrades, Village and Town, produce extra Money if brought into your Trade Network.&lt;br /&gt;
* The Trade Network consists of all tiles connected to your Capital City.&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Old_World/index.php?title=Hints&amp;diff=1348</id>
		<title>Hints</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Old_World/index.php?title=Hints&amp;diff=1348"/>
		<updated>2023-03-13T20:14:22Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Old World you will explore the map with Scouts, expand your Nation by founding Cities on City Sites, exploit Harvestable Resources and Luxuries, and recruit armies to exterminate rival Nations and Tribes (or negotiate and trade with them). When starting a new game the map is yet unexplored, awaiting discovery.&lt;br /&gt;
&lt;br /&gt;
Below is a list of helpful hints. Note that the hotkey hints may not be accurate if the control settings have been changed.&lt;br /&gt;
* Units on terrain with Trees get a defensive bonus against Ranged Attacks.&lt;br /&gt;
* Units of Flat and Clear terrain are vulnerable to attacks from Mounted Units.&lt;br /&gt;
* Melee Infantry can fortify, gaining a defensive bonus while they remain on their current tile.&lt;br /&gt;
* Land Units can more quickly across water that your Cities and Anchored Boats control.&lt;br /&gt;
* Hold [B] to see your Trade Network and Connections to the Capital.&lt;br /&gt;
* Training stockpiles are capped at 2000. Above this value, they will be converted to Orders.&lt;br /&gt;
* Civics stockpiles are capped at 2000. Above this value, they will be converted to Science.&lt;br /&gt;
* You can only use 3 of your Nation&#039;s 4 families each game. Experiment to find out which combinations work best!&lt;br /&gt;
* Unused Civics and Training in your Cities are added to your Nation&#039;s stockpile.&lt;br /&gt;
* If you don&#039;t want to use all of your Orders, you can end your turn premarurely.&lt;br /&gt;
* Your Workers can chop Wood from nearby Trees. The trees will regrow in several years if they aren&#039;t completely removed.&lt;br /&gt;
* If you don&#039;t have enough resources to start a Unit or Improvement you can buy what you&#039;re missing (assuming you have enough Money).&lt;br /&gt;
* Building an improvement on a Hill will increase the time it takes to finish by one turn.&lt;br /&gt;
* Barbarians are xenophobic tribes hostile to all Nations. There are no diplomatic consequences for attacking their Unity or taking over their land. They have no allies, including other Tribes.&lt;br /&gt;
* If your territory has scant supplies of Wood, consider training military units that rely on Stone or Iron. Concentrate your limited Wood supply on building Rural time Improvements.&lt;br /&gt;
* Quarries build next to Mountains produce more Stone for each adjacent mountain tile. Quarries gain a minor increase when they are built in Arid terrain.&lt;br /&gt;
* Lumbermills build adjacent to Camps gain increased Wood output, as the hunters control predators and force trails through the forest.&lt;br /&gt;
* Being at War against several opponents can leave your armies overwhelmed, unable to execute enough Orders to fight effectively on every front. Use diplomacy to avoid this fate.&lt;br /&gt;
* Researching your way to the Lumbermill Improvement takes time. You may need to send Workers to forests and thickets outside your borders, to Chop Wood from Trees and Scrub.&lt;br /&gt;
* Expect demand for Food to rise as your Cities grow and mature.&lt;br /&gt;
* Upgrading Units to more advanced technology is materially expensive, but it can rapidly increase your military might.&lt;br /&gt;
* Roads help Units move farther with each Orders spent, especially when the Road passes through difficult terrain. They also extend your Trade Network.&lt;br /&gt;
* Ranged Units gain an extra tile of range if positioned on Hill, unless their target is also on a Hill.&lt;br /&gt;
* Stationing a Unit on a conquered City Site marks the territory as yours. Failing to guard the site may result in it being claimed by a new Tribal Settlement or settled by your rivals.&lt;br /&gt;
* Growing your number of Orders should be a priority. The more territory and Units that you control, the more Orders your Nation will need to function and to defend itself.&lt;br /&gt;
* The power of each Law tends to increase as your Nation grows. When choosing what to research, do not neglect unlocking new Laws.&lt;br /&gt;
* A City may build ships if it controls water tiles labeled as Coast.&lt;br /&gt;
* Scouts can keep an eye on a large number of tiles. They can provide valuable intelligence regarding enemy strength and movements.&lt;br /&gt;
* Cities with high Growth train new Settlers, Workers, and Scouts more rapidly.&lt;br /&gt;
* The rate at which military Units are produced by a City is tied directly to its Training output.&lt;br /&gt;
* The rate at which Projects are completed at a City depends on its Civics output.&lt;br /&gt;
* Urban Specialists can be upgraded multiple times, greatly increasing the output of an Urban Improvement.&lt;br /&gt;
* Most Urban Improvement types require Stone to construct. Expect high demand for Stone as the game matures and you unlock new technologies.&lt;br /&gt;
* Ranged Units are efficient in battle, often attacking an enemy without having to spend Orders on movement.&lt;br /&gt;
* To predict the number of orders needed for a Unit to go from one tile to another by way of a third tile, select the Unit and [CTRL+Click] on the third tile.&lt;br /&gt;
* Militia and Conscript Units cannot be Promoted, but they are produced with Growth instead of Training. Cities with high Growth output may be able to train them rapidly.&lt;br /&gt;
* Many Mounted Units have the Rout ability. When they slay an enemy Unit, they occupy that Unit&#039;s tile if there is another Unit available to attack from the newly occupied tile. Although they cannot move again, routing units can chain together multiple rout attacks.&lt;br /&gt;
* Consider spending Training to give Promotions to some of your Units. Units who have engaged in combat and earned Experience cost less Training to promote.&lt;br /&gt;
* Tribes are not Nations. When at War with you, only their Units near your Units or territory pose a threat, unless you anger them enough for them to launch a Tribal Invasion.&lt;br /&gt;
* Coastal Cities control less land than inland Cities, but they tend to be less vulnerable to attack.&lt;br /&gt;
* Colder air forces clouds to drop their rain as they gain altitude to move over mountains. Most mountains have a lush band, where the rain falls, and a rain shadow on the opposite side, depending on regional wind patterns.&lt;br /&gt;
* Consider dealing with Events early in your turn. Some Event options require you to spend Orders.&lt;br /&gt;
* A Tribal Alliance allows you to found Cities peacefully next to your Ally&#039;s Settlements.&lt;br /&gt;
* Damaged Workers take an extra turn to build Improvements.&lt;br /&gt;
* [CTRL+Click] to Force March a Unit to move past its Fatigue range.&lt;br /&gt;
* If your Leader is not able to complete an Ambition before death, it becomes a Legacy. Legacies count towards an Ambition Victory but are worth less Legitimacy.&lt;br /&gt;
* Tribal Strength, chosen under Advanced Setup, affects the number of empty City Sites near your Capital.&lt;br /&gt;
* Non-coastal Urban Improvements must be adjacent to the City tile or to two other Urban Improvements.&lt;br /&gt;
* Urban Improvements on the coast need only be adjacent to one other Urban Improvement on the same coast or the City tile.&lt;br /&gt;
* With a Worker selected, hold [CTRL] and move the cursor over a tile to see what Improvements can be built there.&lt;br /&gt;
* Scouts are Hidden while on a Trees tile in neutral or friendly territory.&lt;br /&gt;
* Hold [SHIFT] or [MIDDLE-CLICK] to Freeze Tooltips.&lt;br /&gt;
* With a unit selected, hover the mouse cursor over enemy Units to preview combat damage. Hold [ALT] to preview even for non-enemy Units.&lt;br /&gt;
* Hold down [SHIFT] when moving a Unit to assign a multi-turn destination. The Unit will move (to the edge of its Fatigue range) towards that tile each turn.&lt;br /&gt;
* Pressing [ESC] will close the topmost tooltip or window.&lt;br /&gt;
* Family Classes determine what effects a Family has on its Cities, as well as what Laws, Luxuries, and other conditions keep them happy.&lt;br /&gt;
* Scouts, Settlers, and Workers can Harvest Resources for a quick supply of Goods.&lt;br /&gt;
* A Forced March permits a Unit to continue moving on the current turn when Fatigued, at the cost of 100 Training and twice as many Orders per additional Move.&lt;br /&gt;
* A Fatigued Unit can only Move again on the current turn through a Forced March.&lt;br /&gt;
* Flank an enemy Unit by attacking it while another friendly Unit is on the opposite side.&lt;br /&gt;
* Governors can be appointed in Cities with a Garrison. Their stats apply a multiplier to the City Yields and their traits can add other bonuses.&lt;br /&gt;
* Shrines provide various benefits and can help to spread Paganism.&lt;br /&gt;
*Legitimacy is obtained by achieving Ambitions and acquiring better Cognomen (such as the Great). Higher Legitimacy improves Family Opinions and produces more Orders per turn.&lt;br /&gt;
* Tribal Mercenary Units can be hired from Tribes by Carthage and by Nations with Orator Leaders.&lt;br /&gt;
* A Disciple can spread your State Religion to other Cities. With the Orthodoxy law, they can also purge other Religions from your Cities.&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Old_World/index.php?title=Hints&amp;diff=1347</id>
		<title>Hints</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Old_World/index.php?title=Hints&amp;diff=1347"/>
		<updated>2023-03-13T20:04:02Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Old World you will explore the map with Scouts, expand your Nation by founding Cities on City Sites, exploit Harvestable Resources and Luxuries, and recruit armies to exterminate rival Nations and Tribes (or negotiate and trade with them). When starting a new game the map is yet unexplored, awaiting discovery. Below is a list of helpful hints:&lt;br /&gt;
* Units on terrain with Trees get a defensive bonus against Ranged Attacks.&lt;br /&gt;
* Units of Flat and Clear terrain are vulnerable to attacks from Mounted Units.&lt;br /&gt;
* Melee Infantry can fortify, gaining a defensive bonus while they remain on their current tile.&lt;br /&gt;
* Land Units can more quickly across water that your Cities and Anchored Boats control.&lt;br /&gt;
* Hold [B] to see your Trade Network and Connections to the Capital.&lt;br /&gt;
* Training stockpiles are capped at 2000. Above this value, they will be converted to Orders.&lt;br /&gt;
* Civics stockpiles are capped at 2000. Above this value, they will be converted to Science.&lt;br /&gt;
* You can only use 3 of your Nation&#039;s 4 families each game. Experiment to find out which combinations work best!&lt;br /&gt;
* Unused Civics and Training in your Cities are added to your Nation&#039;s stockpile.&lt;br /&gt;
* If you don&#039;t want to use all of your Orders, you can end your turn premarurely.&lt;br /&gt;
* Your Workers can chop Wood from nearby Trees. The trees will regrow in several years if they aren&#039;t completely removed.&lt;br /&gt;
* If you don&#039;t have enough resources to start a Unit or Improvement you can buy what you&#039;re missing (assuming you have enough Money).&lt;br /&gt;
* Building an improvement on a Hill will increase the time it takes to finish by one turn.&lt;br /&gt;
* Barbarians are xenophobic tribes hostile to all Nations. There are no diplomatic consequences for attacking their Unity or taking over their land. They have no allies, including other Tribes.&lt;br /&gt;
* If your territory has scant supplies of Wood, consider training military units that rely on Stone or Iron. Concentrate your limited Wood supply on building Rural time Improvements.&lt;br /&gt;
* Quarries build next to Mountains produce more Stone for each adjacent mountain tile. Quarries gain a minor increase when they are built in Arid terrain.&lt;br /&gt;
* Lumbermills build adjacent to Camps gain increased Wood output, as the hunters control predators and force trails through the forest.&lt;br /&gt;
* Being at War against several opponents can leave your armies overwhelmed, unable to execute enough Orders to fight effectively on every front. Use diplomacy to avoid this fate.&lt;br /&gt;
* Researching your way to the Lumbermill Improvement takes time. You may need to send Workers to forests and thickets outside your borders, to Chop Wood from Trees and Scrub.&lt;br /&gt;
* Expect demand for Food to rise as your Cities grow and mature.&lt;br /&gt;
* Upgrading Units to more advanced technology is materially expensive, but it can rapidly increase your military might.&lt;br /&gt;
* Roads help Units move farther with each Orders spent, especially when the Road passes through difficult terrain. They also extend your Trade Network.&lt;br /&gt;
* Ranged Units gain an extra tile of range if positioned on Hill, unless their target is also on a Hill.&lt;br /&gt;
* Stationing a Unit on a conquered City Site marks the territory as yours. Failing to guard the site may result in it being claimed by a new Tribal Settlement or settled by your rivals.&lt;br /&gt;
* Growing your number of Orders should be a priority. The more territory and Units that you control, the more Orders your Nation will need to function and to defend itself.&lt;br /&gt;
* The power of each Law tends to increase as your Nation grows. When choosing what to research, do not neglect unlocking new Laws.&lt;br /&gt;
* A City may build ships if it controls water tiles labeled as Coast.&lt;br /&gt;
* Scouts can keep an eye on a large number of tiles. They can provide valuable intelligence regarding enemy strength and movements.&lt;br /&gt;
* Cities with high Growth train new Settlers, Workers, and Scouts more rapidly.&lt;br /&gt;
* The rate at which military Units are produced by a City is tied directly to its Training output.&lt;br /&gt;
* The rate at which Projects are completed at a City depends on its Civics output.&lt;br /&gt;
* Urban Specialists can be upgraded multiple times, greatly increasing the output of an Urban Improvement.&lt;br /&gt;
* Most Urban Improvement types require Stone to construct. Expect high demand for Stone as the game matures and you unlock new technologies.&lt;br /&gt;
* Ranged Units are efficient in battle, often attacking an enemy without having to spend Orders on movement.&lt;br /&gt;
* To predict the number of orders needed for a Unit to go from one tile to another by way of a third tile, select the Unit and [CTRL+Click] on the third tile.&lt;br /&gt;
* Militia and Conscript Units cannot be Promoted, but they are produced with Growth instead of Training. Cities with high Growth output may be able to train them rapidly.&lt;br /&gt;
* Many Mounted Units have the Rout ability. When they slay an enemy Unit, they occupy that Unit&#039;s tile if there is another Unit available to attack from the newly occupied tile. Although they cannot move again, routing units can chain together multiple rout attacks.&lt;br /&gt;
* Consider spending Training to give Promotions to some of your Units. Units who have engaged in combat and earned Experience cost less Training to promote.&lt;br /&gt;
* Tribes are not Nations. When at War with you, only their Units near your Units or territory pose a threat, unless you anger them enough for them to launch a Tribal Invasion.&lt;br /&gt;
* Coastal Cities control less land than inland Cities, but they tend to be less vulnerable to attack.&lt;br /&gt;
* Colder air forces clouds to drop their rain as they gain altitude to move over mountains. Most mountains have a lush band, where the rain falls, and a rain shadow on the opposite side, depending on regional wind patterns.&lt;br /&gt;
* Consider dealing with Events early in your turn. Some Event options require you to spend Orders.&lt;br /&gt;
* A Tribal Alliance allows you to found Cities peacefully next to your Ally&#039;s Settlements.&lt;br /&gt;
* Damaged Workers take an extra turn to build Improvements.&lt;br /&gt;
* [CTRL+Click] to Force March a Unit to move past its Fatigue range.&lt;br /&gt;
* If your Leader is not able to complete an Ambition before death, it becomes a Legacy. Legacies count towards an Ambition Victory but are worth less Legitimacy.&lt;br /&gt;
* Tribal Strength, chosen under Advanced Setup, affects the number of empty City Sites near your Capital.&lt;br /&gt;
* Non-coastal Urban Improvements must be adjacent to the City tile or to two other Urban Improvements.&lt;br /&gt;
* Urban Improvements on the coast need only be adjacent to one other Urban Improvement on the same coast or the City tile.&lt;br /&gt;
* With a Worker selected, hold [CTRL] and move the cursor over a tile to see what Improvements can be built there.&lt;br /&gt;
* Scouts are Hidden while on a Trees tile in neutral or friendly territory.&lt;br /&gt;
* Hold [SHIFT] or [MIDDLE-CLICK] to Freeze Tooltips.&lt;br /&gt;
* With a unit selected, hover the mouse cursor over enemy Units to preview combat damage. Hold [ALT] to preview even for non-enemy Units.&lt;br /&gt;
* Hold down [SHIFT] when moving a Unit to assign a multi-turn destination. The Unit will move (to the edge of its Fatigue range) towards that tile each turn.&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Old_World/index.php?title=Units&amp;diff=1346</id>
		<title>Units</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Old_World/index.php?title=Units&amp;diff=1346"/>
		<updated>2023-03-13T20:02:19Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: /* Civilian units */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Once a unit has spent [[File:YIELD ORDERS.png|25px]] 3 Orders moving, it will become Fatigued. A Fatigued unit can still be moved but it will cost 100 [[File:YIELD TRAINING.png|25px]] Training and each movement will require twice as many [[File:YIELD ORDERS.png|25px]] Orders.&lt;br /&gt;
&lt;br /&gt;
Certain units produce a ZOC, or Zone-Of-Control, in an area around them. ZOC prevent enemy units from moving.&lt;br /&gt;
&lt;br /&gt;
== Generals ==&lt;br /&gt;
Generals are characters assigned to units to grant them extra abilities. The character must be from the same Family as the unit, with the exception of the nation&#039;s Leader. Adding or replacing a General costs 100 [[File:YIELD TRAINING.png|25px]] Training and consumes the unit&#039;s remaining Movement points. Characters must be younger than 50 to be assigned as Generals and will retire at the age of 60. If the unit is attacked the General has a 1% chance of being injured.&lt;br /&gt;
&lt;br /&gt;
== Unit stats ==&lt;br /&gt;
Units have the following stats to keep track of:&lt;br /&gt;
* &#039;&#039;&#039;HP:&#039;&#039;&#039; All units start with 20 HP, or Hit Points. If a unit runs out of HP, it will be destroyed. A unit will regain 1 HP each turn it is within the borders of its Nation and can also be given 5 HP at the cost of 1 [[File:YIELD ORDERS.png|25px]] Orders and the unit&#039;s remaining Movement points.&lt;br /&gt;
* &#039;&#039;&#039;Strength:&#039;&#039;&#039; How much damage the unit will deal.&lt;br /&gt;
* &#039;&#039;&#039;Movement:&#039;&#039;&#039; How many hexes the unit can move for each [[File:YIELD ORDERS.png|25px]] Order. Hills, Sand, crossing a River, Scrub and Trees all add an extra movement point. Rivers and Roads within owned territory require only 2/3 of a movement point.&lt;br /&gt;
* &#039;&#039;&#039;Vision:&#039;&#039;&#039; How many tiles around the unit are the tiles visible. Only applies to already discovered tiles.&lt;br /&gt;
* &#039;&#039;&#039;Range:&#039;&#039;&#039; Only appears on Ranged units, it determines from how many hexes away from the target can the unit attack.&lt;br /&gt;
&lt;br /&gt;
== Unit level ==&lt;br /&gt;
Each time a unit fights it will gain 10 XP. Once it gains enough XP (100 x level) it will level up. Alternatively [[File:YIELD TRAINING.png|25px]] Training can be used to fill the missing XP and level up. Each unit can only level up once per year, up to a maximum of 5 levels. Each time a unit levels up it will be able to pick between 4 permanent random bonuses:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Promotion !! Tier 1 effect !! Tier 2 effect !! Tier 3 effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Combat&#039;&#039;&#039; || [[File:Icon AttackDefense.png]] +5% Strength || [[File:Icon AttackDefense.png]] +10% Strength || [[File:Icon AttackDefense.png]] +15% Strength&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strike&#039;&#039;&#039; || [[File:Icon Attack.png]] +10% Attack Strength || [[File:Icon Attack.png]] +15% Attack Strength || [[File:Icon Attack.png]] +20% Attack Strength&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Guard&#039;&#039;&#039; || [[File:Icon Defense.png]] +10% Defense Strength || [[File:Icon Defense.png]] +15% Defense Strength || [[File:Icon Defense.png]] +20% Defense Strength&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Focus&#039;&#039;&#039; || [[File:Icon CriticalStrike.png]] +10% Critical Hit Chance || [[File:Icon CriticalStrike.png]] +15% Critical Hit Chance || [[File:Icon CriticalStrike.png]] +20% Critical Hit Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Amphibious&#039;&#039;&#039; || [[File:Icon Attack.png]] +50% Attack Strength in Land/Water Combat&amp;lt;br&amp;gt;[[File:Icon Attack.png]] +50% Attack Strength Across River || [[File:Icon Attack.png]] +25% Attack Strength in Land/Water Combat&amp;lt;br&amp;gt;[[File:Icon Attack.png]] +25% Attack Strength Into Settlement || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tracker&#039;&#039;&#039; || +3 Vision&amp;lt;br&amp;gt;+1 Reveal || +1 Movement || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Eagle Eye&#039;&#039;&#039; || No ranged distance penalty || +1 Range || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Herbalist&#039;&#039;&#039; || +4 HP from Heal Action || +1 HP per year || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Civilian units ==&lt;br /&gt;
Civilian units have abilities that makes them the most crucial units of a Nation. Civilian units cannot attack and have a [[File:Icon Defense.png]] Defense of 3.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Movement !! Vision !! Cost !! Consumes !! Upgrades to !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT SCOUT.png|70px]] Scout&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] 60 Growth&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
* +1 Fatigue Limit&lt;br /&gt;
* Can Harvest Resources&lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
* Hidden if placed on a tile with Trees in friendly or neutral territory&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT SETTLER.png|70px]] Settler&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] 80 Growth&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 75 Food&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 2 Food&lt;br /&gt;
| [[File:UNIT WORKER.png|25px]] Worker&lt;br /&gt;
| &lt;br /&gt;
* Can Harvest Resources&lt;br /&gt;
* Can Found Cities&lt;br /&gt;
* [[File:YIELD GROWTH.png|25px]] Growth cost increases by 10 each time it is built in the same city&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT WORKER.png|70px]] Worker&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] 60 Growth&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 2 Food&lt;br /&gt;
| [[File:UNIT MILITIA.png|25px]] Militia&lt;br /&gt;
| &lt;br /&gt;
* Can Harvest Resources&lt;br /&gt;
* Can Build Improvements&lt;br /&gt;
* [[File:YIELD GROWTH.png|25px]] Growth cost increases by 10 each time it is built in the same city&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT CARAVAN.png|70px]] Caravan&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] 80 Growth&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
* Can only be constructed in cities that have a Governor with the Cunning trait or Traders family seat&lt;br /&gt;
* Can move on water tiles&lt;br /&gt;
* Can conduct a Caravan Mission&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT CHRISTIANITY DISCIPLE.png|70px]] Christian Disciple&amp;lt;br&amp;gt;[[File:UNIT JUDAISM DISCIPLE.png|70px]] Jewish Disciple&amp;lt;br&amp;gt;[[File:UNIT MANICHAEISM DISCIPLE.png|70px]] Manichaean Disciple&amp;lt;br&amp;gt;[[File:UNIT ZOROASTRIANISM DISCIPLE.png|70px]] Zoroastrian Disciple&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] 60 Growth&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 2 Food&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
* Can only be constructed in cities that have the same World Religion as the Nation&#039;s State Religion&lt;br /&gt;
* Can Spread Religion&lt;br /&gt;
* Can Establish Theology&lt;br /&gt;
* Can Build World Religion Improvements&lt;br /&gt;
* [[File:YIELD GROWTH.png|25px]] Growth cost increases by 10 each time it is built in the same city&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Melee infantry units ==&lt;br /&gt;
Melee infantry units are the earliest type of military units available. Most melee infantry can use the [[File:UNIT ACTION FORTIFY.png|25px]] Fortify action, which grants +5% Defense per turn, up to a maximum of +25% after 5 turns. Each time it gets attacked by an adjacent unit it loses 5% of the gained Defense. Melee units have the following characteristics:&lt;br /&gt;
* Can only attack adjacent units.&lt;br /&gt;
* When attacked by adjacent units they deal 1 HP damage to the attacking unit.&lt;br /&gt;
* Has ZOC.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:Icon Defense.png]] Defense from Urban.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:Icon Attack.png]] Attack Across River.&lt;br /&gt;
Melee infantry have two upgrade paths: one that focuses on fighting other melee infantry and one that grants them a Polearm. Polearm units are immune to Rout and their ZOC cannot be ignored by mounted units.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Strength !! Movement !! Vision !! Cost !! Consumes !! Required technology !! Fortify !! Polearm !! Upgrades to !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT MILITIA.png|70px]] Militia&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] 60 Growth&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 1 Food&lt;br /&gt;
| None&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT CONSCRIPT.png|25px]] Conscript&lt;br /&gt;
| &lt;br /&gt;
* Cannot be promoted or earn XP&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT CONSCRIPT.png|70px]] Conscript&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] 100 Growth&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 2 Food&lt;br /&gt;
| [[File:TECH MANOR.png|25px]] Manor&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Final upgrade&lt;br /&gt;
| &lt;br /&gt;
* Cannot be promoted or earn XP&lt;br /&gt;
* Starts with Anti-Mounted I&lt;br /&gt;
* Starts with Pierce I&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT WARRIOR.png|70px]] Warrior&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 60 Training&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 50 Iron&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 1 Iron&lt;br /&gt;
| [[File:TECH IRONWORKING.png|25px]] Ironworking&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT AXEMAN.png|25px]] Axeman&amp;lt;br&amp;gt;[[File:UNIT SPEARMAN.png|25px]] Spearman&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT AXEMAN.png|70px]] Axeman&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 80 Training&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 100 Iron&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 2 Iron&lt;br /&gt;
| [[File:TECH STEEL.png|25px]] Steel&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT MACEMAN.png|25px]] Maceman&amp;lt;br&amp;gt;[[File:UNIT SWORDSMAN.png|25px]] Swordsman&lt;br /&gt;
| &lt;br /&gt;
* Starts with Anti-Polearm I&lt;br /&gt;
* Starts with Cleave I&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT SPEARMAN.png|70px]] Spearman&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 80 Training&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 50 Iron&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 2 Iron&lt;br /&gt;
| [[File:TECH PHALANX.png|25px]] Phalanx&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT PIKEMAN.png|25px]] Pikeman&amp;lt;br&amp;gt;[[File:UNIT SWORDSMAN.png|25px]] Swordsman&lt;br /&gt;
| &lt;br /&gt;
* Starts with Anti-Mounted II&lt;br /&gt;
* Starts with Pierce I&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT MACEMAN.png|70px]] Maceman&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 100 Training&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 150 Iron&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 3 Iron&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 1 Training&lt;br /&gt;
| [[File:TECH BATTLELINE.png|25px]] Battle Line&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT PIKEMAN.png|25px]] Pikeman&amp;lt;br&amp;gt;[[File:UNIT SWORDSMAN.png|25px]] Swordsman&lt;br /&gt;
| &lt;br /&gt;
* Starts with Anti-Infantry I&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT SWORDSMAN.png|70px]] Swordsman&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 120 Training&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 200 Iron&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 4 Iron&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 2 Training&lt;br /&gt;
| [[File:TECH COHORTS.png|25px]] Cohorts&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Final upgrade&lt;br /&gt;
| &lt;br /&gt;
* Starts with Anti-Infantry I&lt;br /&gt;
* Starts with Cleave II&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT PIKEMAN.png|70px]] Pikeman&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 100 Training&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 100 Iron&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 3 Iron&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 1 Training&lt;br /&gt;
| [[File:TECH INFANTRY SQUARE.png|25px]] Infantry Square&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Final upgrade&lt;br /&gt;
| &lt;br /&gt;
* Starts with Anti-Mounted III&lt;br /&gt;
* Starts with Pierce II&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ranged infantry units ==&lt;br /&gt;
Ranged infantry units focus on attacking enemy units from afar. They have the following characteristics:&lt;br /&gt;
* Can attack units from distance.&lt;br /&gt;
* Has ZOC.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:Icon Defense.png]] Defense from Urban.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:Icon Attack.png]] Attack Into Scrub.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:Icon Attack.png]] Attack Into Trees.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:Icon Attack.png]] Attack per tile distance to the target.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Strength !! Movement !! Vision !! Range !! Cost !! Consumes !! Required technology !! Upgrades to !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT SLINGER.png|70px]] Slinger&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 60 Training&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 50 Stone&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 1 Stone&lt;br /&gt;
| [[File:TECH TRAPPING.png|25px]] Trapping&lt;br /&gt;
| [[File:UNIT ARCHER.png|25px]] Archer&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT ARCHER.png|70px]] Archer&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 80 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 100 Wood&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 2 Wood&lt;br /&gt;
| [[File:TECH COMPOSITE BOW.png|25px]] Composite Bow&lt;br /&gt;
| [[File:UNIT LONGBOWMAN.png|25px]] Longbowman&amp;lt;br&amp;gt;[[File:UNIT CROSSBOWMAN.png|25px]] Crossbowman&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT LONGBOWMAN.png|70px]] Longbowman&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 100 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 150 Wood&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 3 Wood&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 1 Training&lt;br /&gt;
| [[File:TECH BODKIN ARROW.png|25px]] Bodkin Arrow&lt;br /&gt;
| Final upgrade&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT CROSSBOWMAN.png|70px]] Crossbowman&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 100 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 100 Wood&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 50 Iron&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 3 Wood&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 1 Training&lt;br /&gt;
| [[File:TECH WINDLASS.png|25px]] Windlass&lt;br /&gt;
| Final upgrade&lt;br /&gt;
| &lt;br /&gt;
* Starts with Anti-Melee&lt;br /&gt;
* Starts with Pierce II&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mounted units ==&lt;br /&gt;
Mounted units do not have a ZOC but instead are able to ignore the ZOC of enemies. They have the following characteristics:&lt;br /&gt;
* Can only attack adjacent units.&lt;br /&gt;
* When attacked by adjacent units they deal 1 HP damage to the attacking unit.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Melee [[File:Icon Attack.png]] Attack into Flat and Clear.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:Icon AttackDefense.png]] Strength vs Siege Units.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:Icon Attack.png]] Attack Across River.&lt;br /&gt;
* They require a certain map resource to be recruited.&lt;br /&gt;
Mounted units have two upgrade paths: one focused on melee and one focused on range.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Type !! Strength !! Movement !! Vision !! Range !! Cost !! Consumes !! Required technology !! Upgrades to !! width=30% | Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT CHARIOT.png|70px]] Chariot&lt;br /&gt;
| [[File:RESOURCE HORSE.png|25px]] Melee Horse&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 80 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 50 Food&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 4 Food&lt;br /&gt;
| [[File:TECH SPOKED WHEEL.png|25px]] Spoked Wheel&lt;br /&gt;
| [[File:UNIT HORSEMAN.png|25px]] Horseman&amp;lt;br&amp;gt;[[File:UNIT HORSE ARCHER.png|25px]] Horse Archer&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
* Starts with Rout&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT HORSEMAN.png|70px]] Horseman&lt;br /&gt;
| [[File:RESOURCE HORSE.png|25px]] Melee Horse&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 100 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 100 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 50 Iron&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 5 Food&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 1 Training&lt;br /&gt;
| [[File:TECH STIRRUPS.png|25px]] Stirrups&lt;br /&gt;
| [[File:UNIT CATAPHRACT.png|25px]] Cataphract&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
* Starts with Rout&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT CATAPHRACT.png|70px]] Cataphract&lt;br /&gt;
| [[File:RESOURCE HORSE.png|25px]] Melee Horse&lt;br /&gt;
| 10&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 160 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 100 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 100 Iron&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 6 Food&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 2 Training&lt;br /&gt;
| [[File:TECH BARDING.png|25px]] Barding&lt;br /&gt;
| Final upgrade&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
* Starts with Rout&lt;br /&gt;
* Starts with Circle&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT HORSE ARCHER.png|70px]] Horse Archer&lt;br /&gt;
| [[File:RESOURCE HORSE.png|25px]] Ranged Horse&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 100 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 100 Food&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 4 Food&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 1 Training&lt;br /&gt;
| [[File:TECH STIRRUPS.png|25px]] Stirrups&lt;br /&gt;
| Final upgrade&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT CAMEL ARCHER.png|70px]] Camel Archer&lt;br /&gt;
| [[File:RESOURCE CAMEL.png|25px]] Ranged Camel&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 80 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 100 Food&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 4 Food&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 1 Training&lt;br /&gt;
| [[File:TECH LAND CONSOLIDATION.png|25px]] Land Consolidation&lt;br /&gt;
| Final upgrade&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
* +1 Fatigue Limit&lt;br /&gt;
* +50% Strength vs Horse Units&lt;br /&gt;
* +50% Strength from Sand&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT WAR ELEPHANT.png|70px]] War Elephant&lt;br /&gt;
| [[File:RESOURCE ELEPHANT.png|25px]] Melee Elephant&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 100 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 100 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 50 Iron&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 5 Food&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 1 Training&lt;br /&gt;
| [[File:TECH LAND CONSOLIDATION.png|25px]] Land Consolidation&lt;br /&gt;
| Final upgrade&lt;br /&gt;
| &lt;br /&gt;
* Targets attempts to move on an adjacent tile, if they can&#039;t they cannot move, attack or take any action&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Siege units ==&lt;br /&gt;
Siege units are high damage support units. They have the following characteristics:&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Road Movement Cost.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:Icon Attack.png]] Attack Into Urban.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:Icon Attack.png]] Attack Into Scrub.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:Icon Attack.png]] Attack Into Trees.&lt;br /&gt;
Some siege units require spending a turn on the [[File:UNLIMBER.png|24px]] Unlimber action to be able to attack.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Strength !! Movement !! Vision !! Range !! Cost !! Consumes !! Required technology !! Upgrades to !! Unlimbering !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT BALLISTA.png|70px]] Ballista&lt;br /&gt;
| 6&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 100 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 100 Iron&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 1 Training&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 3 Iron&lt;br /&gt;
| [[File:TECH HYDRAULICS.png|25px]] Windlass&lt;br /&gt;
| [[File:UNIT POLYBOLOS.png|25px]] Polybolos&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* Starts with Torsion Spring&lt;br /&gt;
* Starts with Pierce III&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT ONAGER.png|70px]] Onager&lt;br /&gt;
| 6&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 100 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 100 Stone&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 1 Training&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 3 Stone&lt;br /&gt;
| [[File:TECH MACHINERY.png|25px]] Machinery&lt;br /&gt;
| [[File:UNIT MANGONEL.png|25px]] Mangonel&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* Starts with Splash I&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT POLYBOLOS.png|70px]] Polybolos&lt;br /&gt;
| 10&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 120 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 100 Wood&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 100 Iron&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 2 Training&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 4 Iron&lt;br /&gt;
| [[File:TECH CHAIN DRIVE.png|25px]] Chain Drive&lt;br /&gt;
| Final upgrade&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* Starts with Rapid Fire&lt;br /&gt;
* Starts with Cleave II&lt;br /&gt;
* Starts with Pierce II&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT MANGONEL.png|70px]] Mangonel&lt;br /&gt;
| 8&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 120 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 100 Wood&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 100 Stone&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 2 Training&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 4 Stone&lt;br /&gt;
| [[File:TECH BALLISTICS.png|25px]] Ballistics&lt;br /&gt;
| Final upgrade&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* Starts with Splash II&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
[[File:Anchoring.png|thumb|300px|A settler able to traverse water tiles thanks to an Anchored ship]]&lt;br /&gt;
Ships are units that can only be constructed in Cities adjacent to a water tile. There are three tiers of Ships and each one can be upgraded to the next tier. They have the following characteristics:&lt;br /&gt;
* Can only move on water tiles.&lt;br /&gt;
* Can Harvest Resources.&lt;br /&gt;
* Has ZOC.&lt;br /&gt;
* Can use the [[File:ANCHOR.png|25px]] Anchor ability, which allows land units to traverse water tiles in the Ship&#039;s ZOC starting next turn.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Strength !! Movement !! Vision !! Cost !! Consumes !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT BIREME.png|70px]] Bireme&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 40 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 50 Iron&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 2 Wood&lt;br /&gt;
| [[File:TECH NAVIGATION.png|25px]] Navigation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT TRIREME.png|70px]] Trireme&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 100 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 100 Wood&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 50 Iron&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 3 Wood&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 1 Training&lt;br /&gt;
| [[File:TECH CARTOGRAPHY.png|25px]] Cartography&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT DROMON.png|70px]] Dromon&lt;br /&gt;
| 10&lt;br /&gt;
| 5&lt;br /&gt;
| 7&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 120 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 150 Wood&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 50 Iron&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 4 Wood&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 2 Training&lt;br /&gt;
| [[File:TECH LATEEN SAIL.png|25px]] Lateen Sail&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Nation units ==&lt;br /&gt;
Each Nation has access to two unique units, which do not require any technology. The first unit requires a [[File:IMPROVEMENT GARRISON 2.png|25px]] Stronghold improvement in the City and the second one, which the first unit is upgradable to, requires a [[File:IMPROVEMENT GARRISON 2.png|25px]] Citadel improvement in the City.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Type !! Strength !! Movement !! Vision !! Range !! Cost !! Consumes !! Notes !! Nation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT BATTERING RAM.png|70px]] Battering Ram&lt;br /&gt;
| Melee Siege&lt;br /&gt;
| 6&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 120 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 100 Wood&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 50 Iron&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 1 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 2 Wood&lt;br /&gt;
| &lt;br /&gt;
* Starts with Assault&lt;br /&gt;
| rowspan=2 | Assyria&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT SIEGE TOWER.png|70px]] Siege Tower&lt;br /&gt;
| Melee Siege&lt;br /&gt;
| 8&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 160 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 100 Wood&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 100 Iron&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 2 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 4 Wood&lt;br /&gt;
| &lt;br /&gt;
* Starts with Assault&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT AKKADIAN ARCHER.png|70px]] Akkadian Archer&lt;br /&gt;
| Ranged Infantry&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 120 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 150 Wood&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 1 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 2 Wood&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 1 Food&lt;br /&gt;
| &lt;br /&gt;
* Starts with Splash I&lt;br /&gt;
* Has ZOC&lt;br /&gt;
| rowspan=2 | Babylonia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT CIMMERIAN ARCHER.png|70px]] Cimmerian Archer&lt;br /&gt;
| Ranged Infantry&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 160 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 200 Wood&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 2 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 4 Wood&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 1 Food&lt;br /&gt;
| &lt;br /&gt;
* Starts with Splash I&lt;br /&gt;
* Has ZOC&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT AFRICAN ELEPHANT.png|70px]] African Elephant&lt;br /&gt;
| Melee Mounted Elephant&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 120 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 100 Food&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 1 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 4 Food&lt;br /&gt;
| &lt;br /&gt;
* Starts with Panic&lt;br /&gt;
* Starts with Rout&lt;br /&gt;
| rowspan=2 | Carthage&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT TURRETED ELEPHANT.png|70px]] Turreted Elephant&lt;br /&gt;
| Melee Mounted Elephant&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 160 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 100 Wood&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 100 Food&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 2 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 6 Food&lt;br /&gt;
| &lt;br /&gt;
* Starts with Panic&lt;br /&gt;
* Starts with Rout&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT LIGHT CHARIOT.png|70px]] Light Chariot&lt;br /&gt;
| Ranged Mounted Horse&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 120 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 100 Food&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 1 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 4 Food&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
| rowspan=2 | Carthage&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT KUSHITE CAVALRY.png|70px]] Kushite Cavalry&lt;br /&gt;
| Ranged Mounted Horse&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 160 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 100 Wood&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 100 Food&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 2 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 6 Food&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT HOPLITE.png|70px]] Hoplite&lt;br /&gt;
| Melee Infantry Polearm&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 120 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 100 Iron&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 1 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 2 Iron&lt;br /&gt;
| &lt;br /&gt;
* Starts with Formation&lt;br /&gt;
* Starts with Anti-Mounted II&lt;br /&gt;
* Starts with Pierce I&lt;br /&gt;
* Has ZOC&lt;br /&gt;
| rowspan=2 | Greece&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT PHALANGITE.png|70px]] Phalangite&lt;br /&gt;
| Melee Infantry Polearm&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 160 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 100 Wood&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 100 Iron&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 2 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 4 Iron&lt;br /&gt;
| &lt;br /&gt;
* Starts with Formation&lt;br /&gt;
* Starts with Anti-Mounted II&lt;br /&gt;
* Starts with Pierce I&lt;br /&gt;
* Has ZOC&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT PALTON CAVALRY.png|70px]] Palton Cavalry&lt;br /&gt;
| Ranged Mounted Horse&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 120 Training&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 100 Iron&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 50 Food&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 1 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 2 Iron&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
* Starts with Rout&lt;br /&gt;
| rowspan=2 | Persia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT CATAPHRACT ARCHER.png|70px]] Cataphract Archer&lt;br /&gt;
| Ranged Mounted Horse&lt;br /&gt;
| 8&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 160 Training&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 100 Iron&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 100 Food&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 2 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 4 Iron&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
* Starts with Rout&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT HASTATUS.png|70px]] Hastatus&lt;br /&gt;
| Melee Infantry&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 120 Training&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 150 Iron&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 1 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 2 Iron&lt;br /&gt;
| &lt;br /&gt;
* Has ZOC&lt;br /&gt;
* Can Fortify&lt;br /&gt;
* Can Testudo&lt;br /&gt;
* Starts with Centurion&lt;br /&gt;
| rowspan=2 | Rome&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT LEGIONARY.png|70px]] Legionary&lt;br /&gt;
| Melee Infantry&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 160 Training&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 200 Iron&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 2 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 4 Iron&lt;br /&gt;
| &lt;br /&gt;
* Has ZOC&lt;br /&gt;
* Can Fortify&lt;br /&gt;
* Can Testudo&lt;br /&gt;
* Starts with Centurion&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT HEAVY CHARIOT.png|70px]] Heavy Chariot&lt;br /&gt;
| Melee Mounted Horse&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 120 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 100 Food&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 1 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 4 Food&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
* Starts with Circle&lt;br /&gt;
* Starts with Rout&lt;br /&gt;
| rowspan=2 | Hatti&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT THREE MEN CHARIOT.png|70px]] Three Man Chariot&lt;br /&gt;
| Melee Mounted Horse&lt;br /&gt;
| 8&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 160 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 100 Wood&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 100 Food&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 2 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 6 Food&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
* Starts with Circle&lt;br /&gt;
* Starts with Rout&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tribal units ==&lt;br /&gt;
Tribal units can only be recruited by Tribes. Nations may also be able to recruit them as mercenaries. Tribal units have the following characteristics:&lt;br /&gt;
* Cannot be promoted or earn XP.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Fatigue Limit.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Type !! Strength !! Movement !! Vision !! Range !! Consumes !! Notes !! Tribes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT MARAUDER.png|70px]] Marauder&lt;br /&gt;
| Melee Infantry&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 1 Money&lt;br /&gt;
| &lt;br /&gt;
* Has ZOC&lt;br /&gt;
| Barbarians&amp;lt;br&amp;gt;Danes&amp;lt;br&amp;gt;Gauls&amp;lt;br&amp;gt;Thracians&amp;lt;br&amp;gt;Vandals&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT SKIRMISHER.png|70px]] Skirmisher&lt;br /&gt;
| Ranged Infantry&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 1 Money&lt;br /&gt;
| &lt;br /&gt;
* Has ZOC&lt;br /&gt;
| Barbarians&amp;lt;br&amp;gt;Danes&amp;lt;br&amp;gt;Gauls&amp;lt;br&amp;gt;Thracians&amp;lt;br&amp;gt;Vandals&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT ELITE MARAUDER.png|70px]] Elite Marauder&lt;br /&gt;
| Melee Infantry&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 2 Money&lt;br /&gt;
| &lt;br /&gt;
* Has ZOC&lt;br /&gt;
| Barbarians&amp;lt;br&amp;gt;Danes&amp;lt;br&amp;gt;Gauls&amp;lt;br&amp;gt;Thracians&amp;lt;br&amp;gt;Vandals&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT ELITE SKIRMISHER.png|70px]] Elite Skirmisher&lt;br /&gt;
| Ranged Infantry&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 2 Money&lt;br /&gt;
| &lt;br /&gt;
* Has ZOC&lt;br /&gt;
| Barbarians&amp;lt;br&amp;gt;Danes&amp;lt;br&amp;gt;Gauls&amp;lt;br&amp;gt;Thracians&amp;lt;br&amp;gt;Vandals&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT JAVELINEER.png|70px]] Javelineer&lt;br /&gt;
| Ranged Infantry&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 3 Money&lt;br /&gt;
| &lt;br /&gt;
* Has ZOC&lt;br /&gt;
| Danes&amp;lt;br&amp;gt;Gauls&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT ELITE JAVELINEER.png|70px]] Elite Javelineer&lt;br /&gt;
| Ranged Infantry&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 4 Money&lt;br /&gt;
| &lt;br /&gt;
* Has ZOC&lt;br /&gt;
| Danes&amp;lt;br&amp;gt;Gauls&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT WARLORD.png|70px]] Warlord&lt;br /&gt;
| Melee Infantry&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 3 Money&lt;br /&gt;
| &lt;br /&gt;
* Has ZOC&lt;br /&gt;
| Thracians&amp;lt;br&amp;gt;Vandals&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT ELITE WARLORD.png|70px]] Elite Warlord&lt;br /&gt;
| Melee Infantry&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 4 Money&lt;br /&gt;
| &lt;br /&gt;
* Has ZOC&lt;br /&gt;
| Thracians&amp;lt;br&amp;gt;Vandals&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT NOMAD MARAUDER.png|70px]] Nomad Marauder&lt;br /&gt;
| Melee Mounted&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 1 Money&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
| Numidians&amp;lt;br&amp;gt;Scythians&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT NOMAD SKIRMISHER.png|70px]] Nomad Skirmisher&lt;br /&gt;
| Ranged Mounted&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 1 Money&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
| Numidians&amp;lt;br&amp;gt;Scythians&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT NOMAD WARLORD.png|70px]] Nomad Warlord&lt;br /&gt;
| Melee Mounted&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 3 Money&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
| Numidians&amp;lt;br&amp;gt;Scythians&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT ELITE NOMAD MARAUDER.png|70px]] Elite Nomad Marauder&lt;br /&gt;
| Melee Mounted&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 2 Money&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
| Numidians&amp;lt;br&amp;gt;Scythians&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT ELITE NOMAD SKIRMISHER.png|70px]] Elite Nomad Skirmisher&lt;br /&gt;
| Ranged Mounted&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 2 Money&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
| Numidians&amp;lt;br&amp;gt;Scythians&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT ELITE NOMAD WARLORD.png|70px]] Nomad Elite Warlord&lt;br /&gt;
| Melee Mounted&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 4 Money&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
| Numidians&amp;lt;br&amp;gt;Scythians&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT LIBYAN CAVALRY.png|70px]] Libyan Cavalry&lt;br /&gt;
| Ranged Mounted&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 3 Money&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
* +25% Strength From Sand&lt;br /&gt;
| Numidians&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT ELITE LIBYAN CAVALRY.png|70px]] Elite Libyan Cavalry&lt;br /&gt;
| Ranged Mounted&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 4 Money&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
* +25% Strength From Sand&lt;br /&gt;
| Numidians&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT AMAZON CAVALRY.png|70px]] Amazon Cavalry&lt;br /&gt;
| Ranged Mounted&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 3 Money&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
* +10% Strength vs Ranged Units&lt;br /&gt;
| Scythians&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT ELITE AMAZON CAVALRY.png|70px]] Elite Amazon Cavalry&lt;br /&gt;
| Ranged Mounted&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 4 Money&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
* +10% Strength vs Ranged Units&lt;br /&gt;
| Scythians&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Old_World/index.php?title=Hints&amp;diff=1345</id>
		<title>Hints</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Old_World/index.php?title=Hints&amp;diff=1345"/>
		<updated>2023-03-13T20:01:03Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Old World you will explore the map with Scouts, expand your Nation by founding Cities on City Sites, exploit Harvestable Resources and Luxuries, and recruit armies to exterminate rival Nations and Tribes (or negotiate and trade with them). When starting a new game the map is yet unexplored, awaiting discovery. Below is a list of helpful hints:&lt;br /&gt;
* Units on terrain with Trees get a defensive bonus against Ranged Attacks.&lt;br /&gt;
* Units of Flat and Clear terrain are vulnerable to attacks from Mounted Units.&lt;br /&gt;
* Melee Infantry can fortify, gaining a defensive bonus while they remain on their current tile.&lt;br /&gt;
* Land Units can more quickly across water that your Cities and Anchored Boats control.&lt;br /&gt;
* Hold [B] to see your Trade Network and Connections to the Capital.&lt;br /&gt;
* Training stockpiles are capped at 2000. Above this value, they will be converted to Orders.&lt;br /&gt;
* Civics stockpiles are capped at 2000. Above this value, they will be converted to Science.&lt;br /&gt;
* You can only use 3 of your Nation&#039;s 4 families each game. Experiment to find out which combinations work best!&lt;br /&gt;
* Unused Civics and Training in your Cities are added to your Nation&#039;s stockpile.&lt;br /&gt;
* If you don&#039;t want to use all of your Orders, you can end your turn premarurely.&lt;br /&gt;
* Your Workers can chop Wood from nearby Trees. The trees will regrow in several years if they aren&#039;t completely removed.&lt;br /&gt;
* If you don&#039;t have enough resources to start a Unit or Improvement you can buy what you&#039;re missing (assuming you have enough Money).&lt;br /&gt;
* Building an improvement on a Hill will increase the time it takes to finish by one turn.&lt;br /&gt;
* Barbarians are xenophobic tribes hostile to all Nations. There are no diplomatic consequences for attacking their Unity or taking over their land. They have no allies, including other Tribes.&lt;br /&gt;
* If your territory has scant supplies of Wood, consider training military units that rely on Stone or Iron. Concentrate your limited Wood supply on building Rural time Improvements.&lt;br /&gt;
* Quarries build next to Mountains produce more Stone for each adjacent mountain tile. Quarries gain a minor increase when they are built in Arid terrain.&lt;br /&gt;
* Lumbermills build adjacent to Camps gain increased Wood output, as the hunters control predators and force trails through the forest.&lt;br /&gt;
* Being at War against several opponents can leave your armies overwhelmed, unable to execute enough Orders to fight effectively on every front. Use diplomacy to avoid this fate.&lt;br /&gt;
* Researching your way to the Lumbermill Improvement takes time. You may need to send Workers to forests and thickets outside your borders, to Chop Wood from Trees and Scrub.&lt;br /&gt;
* Expect demand for Food to rise as your Cities grow and mature.&lt;br /&gt;
* Upgrading Units to more advanced technology is materially expensive, but it can rapidly increase your military might.&lt;br /&gt;
* Roads help Units move farther with each Orders spent, especially when the Road passes through difficult terrain. They also extend your Trade Network.&lt;br /&gt;
* Ranged Units gain an extra tile of range if positioned on Hill, unless their target is also on a Hill.&lt;br /&gt;
* Stationing a Unit on a conquered City Site marks the territory as yours. Failing to guard the site may result in it being claimed by a new Tribal Settlement or settled by your rivals.&lt;br /&gt;
* Growing your number of Orders should be a priority. The more territory and Units that you control, the more Orders your Nation will need to function and to defend itself.&lt;br /&gt;
* The power of each Law tends to increase as your Nation grows. When choosing what to research, do not neglect unlocking new Laws.&lt;br /&gt;
* A City may build ships if it controls water tiles labeled as Coast.&lt;br /&gt;
* Scouts can keep an eye on a large number of tiles. They can provide valuable intelligence regarding enemy strength and movements.&lt;br /&gt;
* Cities with high Growth train new Settlers, Workers, and Scouts more rapidly.&lt;br /&gt;
* The rate at which military Units are produced by a City is tied directly to its Training output.&lt;br /&gt;
* The rate at which Projects are completed at a City depends on its Civics output.&lt;br /&gt;
* Urban Specialists can be upgraded multiple times, greatly increasing the output of an Urban Improvement.&lt;br /&gt;
* Most Urban Improvement types require Stone to construct. Expect high demand for Stone as the game matures and you unlock new technologies.&lt;br /&gt;
* Ranged Units are efficient in battle, often attacking an enemy without having to spend Orders on movement.&lt;br /&gt;
* To predict the number of orders needed for a Unit to go from one tile to another by way of a third tile, select the Unit and [CTRL+Click] on the third tile.&lt;br /&gt;
* Militia and Conscript Units cannot be Promoted, but they are produced with Growth instead of Training. Cities with high Growth output may be able to train them rapidly.&lt;br /&gt;
* Many Mounted Units have the Rout ability. When they slay an enemy Unit, they occupy that Unit&#039;s tile if there is another Unit available to attack from the newly occupied tile. Although they cannot move again, routing units can chain together multiple rout attacks.&lt;br /&gt;
* Consider spending Training to give Promotions to some of your Units. Units who have engaged in combat and earned Experience cost less Training to promote.&lt;br /&gt;
* Tribes are not Nations. When at War with you, only their Units near your Units or territory pose a threat, unless you anger them enough for them to launch a Tribal Invasion.&lt;br /&gt;
* Coastal Cities control less land than inland Cities, but they tend to be less vulnerable to attack.&lt;br /&gt;
* Colder air forces clouds to drop their rain as they gain altitude to move over mountains. Most mountains have a lush band, where the rain falls, and a rain shadow on the opposite side, depending on regional wind patterns.&lt;br /&gt;
* Consider dealing with Events early in your turn. Some Event options require you to spend Orders.&lt;br /&gt;
* A Tribal Alliance allows you to found Cities peacefully next to your Ally&#039;s Settlements.&lt;br /&gt;
* Damaged Workers take an extra turn to build Improvements.&lt;br /&gt;
* [CTRL+Click] to Force March a Unit to move past its Fatigue range.&lt;br /&gt;
* If your Leader is not able to complete an Ambition before death, it becomes a Legacy. Legacies count towards an Ambition Victory but are worth less Legitimacy.&lt;br /&gt;
* Tribal Strength, chosen under Advanced Setup, affects the number of empty City Sites near your Capital.&lt;br /&gt;
* Non-coastal Urban Improvements must be adjacent to the City tile or to two other Urban Improvements.&lt;br /&gt;
* Urban Improvements on the coast need only be adjacent to one other Urban Improvement on the same coast or the City tile.&lt;br /&gt;
* With a Worker selected, hold [CTRL] and move the cursor over a tile to see what Improvements can be built there.&lt;br /&gt;
* Scouts are Hidden while on a Trees tile in neutral or friendly territory.&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Old_World/index.php?title=Cities&amp;diff=1344</id>
		<title>Cities</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Old_World/index.php?title=Cities&amp;diff=1344"/>
		<updated>2023-03-13T19:57:08Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: /* Improvements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Early city.png|thumb|300px|A developed city]]&lt;br /&gt;
Cities are the centers of population, production and power. When founded or captured, a City is assigned to a Family. The first City founded by a Nation is its Capital and gains a yearly bonus of +2 [[File:YIELD CULTURE.png|25px]] Culture and [[File:YIELD MONEY.png|25px]] +2 Money. Cities can only be founded on certain locations called City Sites, which are initially controlled by Tribes.&lt;br /&gt;
&lt;br /&gt;
During war a City&#039;s HP bar will be shown. Once a City&#039;s HP reaches zero a Unit can be moved on it, at which point the City enters a state of Anarchy for a few turns. If a Unit is kept on the City tile until the Anarchy ends the City will be annexed by the army&#039;s owner. Each point of HP damage also reduces a City&#039;s yields by 2.5% until repaired. Cities regain 1 HP each year.&lt;br /&gt;
&lt;br /&gt;
== Culture level ==&lt;br /&gt;
Each city has a culture level, which is increased each time the Culture bar fills. Culture level provides increasing bonuses to the city but also increasing costs per Citizen and Specialist.&lt;br /&gt;
&lt;br /&gt;
Once a City reaches Developing Culture Level it will gain the ability to Hurry Production using a chosen resource, causing the item at the top of the production queue to be finished next turn. Each turn that an item is produced normally decreases the resources needed to rush it. However Hurry Production always produces [[File:YIELD DISCONTENT.png|25px]] Discontent unless the [[File:LAW MONETARY REFORM.png|25px]] Monetary Reform law has been passed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Culture Level !! Projects Tier !! Victory Points !! Governor XP/Year !! Hamlet Limit !! Can Hurry Production !! Citizen and Specialist Upkeep !! Enabled Wonders of the World&lt;br /&gt;
|-&lt;br /&gt;
| [[File:CULTURE WEAK.png|55px]] Weak&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;I&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;0&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Food&lt;br /&gt;
| [[File:IMPROVEMENT HANGING GARDENS.png|25px]] The Hanging Gardens&amp;lt;br&amp;gt;[[File:IMPROVEMENT ORACLE.png|25px]] The Oracle&amp;lt;br&amp;gt;[[File:IMPROVEMENT PYRAMIDS.png|25px]] The Pyramids&amp;lt;br&amp;gt;[[File:IMPROVEMENT GREAT ZIGGURAT.png|25px]] The Ziggurat&lt;br /&gt;
|-&lt;br /&gt;
| [[File:CULTURE DEVELOPING.png|55px]] Developing&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;II&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+6&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Iron&lt;br /&gt;
| [[File:IMPROVEMENT APADANA.png|25px]] The Apadana&amp;lt;br&amp;gt;[[File:IMPROVEMENT ISHTAR GATE.png|25px]] The Ishtar Gate&amp;lt;br&amp;gt;[[File:IMPROVEMENT LIGHTHOUSE.png|25px]] The Lighthouse&amp;lt;br&amp;gt;[[File:IMPROVEMENT NECROPOLIS.png|25px]] The Necropolis&lt;br /&gt;
|-&lt;br /&gt;
| [[File:CULTURE STRONG.png|55px]] Strong&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;III&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+8&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;2&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Iron&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&lt;br /&gt;
| [[File:IMPROVEMENT PARTHENON.png|25px]] The Acropolis&amp;lt;br&amp;gt;[[File:IMPROVEMENT COLOSSUS.png|25px]] The Colossus&amp;lt;br&amp;gt;[[File:IMPROVEMENT MAUSOLEUM.png|25px]] The Mausoleum&amp;lt;br&amp;gt;[[File:IMPROVEMENT MUSAEUM.png|25px]] The Musaeum&lt;br /&gt;
|-&lt;br /&gt;
| [[File:CULTURE LEGENDARY.png|55px]] Legendary&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;IV&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;3&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Iron&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wood&lt;br /&gt;
| [[File:IMPROVEMENT CIRCUS MAXIMUS.png|25px]] The Circus Maximus&amp;lt;br&amp;gt;[[File:IMPROVEMENT HAGIA SOPHIA.png|25px]] The Hagia Sophia&amp;lt;br&amp;gt;[[File:IMPROVEMENT PANTHEON.png|25px]] The Pantheon&amp;lt;br&amp;gt;[[File:IMPROVEMENT GRAND BAZAAR.png|25px]] The Via Recta Souk&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Improvements ==&lt;br /&gt;
Improvements are constructed by Worker units can be used to grand various bonuses to a City. There are two types of improvements: rural and urban. If a Worker unit is selected the game will suggest the tile where each improvement is most effective, as long as said improvement can be constructed either immediately or after buying resources.&lt;br /&gt;
&lt;br /&gt;
Improvements without a Specialist will increase the City&#039;s [[File:YIELD MAINTENANCE.png|25px]] Maintenance.&lt;br /&gt;
&lt;br /&gt;
Improvements may be pillaged by military units. A pillaged improvement does not produce anything and will be destroyed in 10 turns unless repaired by a Worker unit. Repairing an improvement costs half of its construction cost. Damaged Worker units also take an extra turn to build improvements&lt;br /&gt;
&lt;br /&gt;
=== Rural improvements ===&lt;br /&gt;
Rural improvements can only be constructed on non-urban tiles. They require either certain terrain or a certain natural resource present on the tile.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Improvement !! Yearly yield !! Specialist !!  Cost !! Terrain or map resource !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT FARM.png|70px]] Farm&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Food&lt;br /&gt;
| [[File:SPECIALIST FARMER.png|25px]] Farmer&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years&lt;br /&gt;
| [[File:TERRAIN ARID.png|25px]] Arid, [[File:TERRAIN LUSH.png|25px]] Lush, [[File:TERRAIN TEMPERATE.png|25px]] Temperate, [[File:TERRAIN MARSH.png|25px]] Marsh (requires [[File:LAW CENTRALIZATION.png|25px]] Centralization law)&amp;lt;br&amp;gt;[[File:RESOURCE BARLEY.png|25px]] Barley, [[File:RESOURCE SORGHUM.png|25px]] Sorghum, [[File:RESOURCE WHEAT.png|25px]] Wheat&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT MINE.png|70px]] Mine&lt;br /&gt;
| [[File:YIELD IRON.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Iron&lt;br /&gt;
| [[File:SPECIALIST MINER.png|25px]] Miner&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years&lt;br /&gt;
| [[File:TERRAIN ARID.png|25px]] Arid, [[File:TERRAIN LUSH.png|25px]] Lush, [[File:TERRAIN TEMPERATE.png|25px]] Temperate, [[File:HillsEditorIcon.png|25px]] Hill&amp;lt;br&amp;gt;[[File:RESOURCE GEM.png|25px]] Gems, [[File:RESOURCE GOLD.png|25px]] Gold, [[File:RESOURCE IRON.png|25px]] Ore, [[File:RESOURCE SALT.png|25px]] Salt, [[File:RESOURCE SILVER.png|25px]] Silver&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT NETS.png|70px]] Nets&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Various&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:SPECIALIST FISHER.png|25px]] Fisher&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years&lt;br /&gt;
| [[File:RESOURCE CRAB.png|25px]] Crabs, [[File:RESOURCE DYE.png|25px]] Dyes, [[File:RESOURCE FISH.png|25px]] Fish, [[File:RESOURCE PEARL.png|25px]] Pearls&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT FORT.png|70px]] Fort&lt;br /&gt;
| [[File:Icon Defense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Defense if Friendly/Neutral Territory&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Unit Vision&amp;lt;br&amp;gt;Units Heal even if Neutral Territory&amp;lt;br&amp;gt;Destroyed when Pillaged&lt;br /&gt;
| None&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 40 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders&lt;br /&gt;
| [[File:TERRAIN ARID.png|25px]] Arid, [[File:TERRAIN LUSH.png|25px]] Lush, [[File:TERRAIN TEMPERATE.png|25px]] Temperate&lt;br /&gt;
| [[File:TECH STONECUTTING.png|25px]] Stonecutting&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT QUARRY.png|70px]] Quarry&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&lt;br /&gt;
| [[File:SPECIALIST STONECUTTER.png|25px]] Stonecutter&lt;br /&gt;
| [[File:YIELD IRON.png|25px]] 20 Iron&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years&lt;br /&gt;
| [[File:TERRAIN ARID.png|25px]] Arid, [[File:TERRAIN LUSH.png|25px]] Lush, [[File:TERRAIN TEMPERATE.png|25px]] Temperate, [[File:MountainEditorIcon.png|25px]] Adjacent Mountain, [[File:VolcanoEditorIcon.png|25px]] Adjacent Volcano&amp;lt;br&amp;gt;[[File:RESOURCE STONE.png|25px]] Marble&lt;br /&gt;
| [[File:TECH STONECUTTING.png|25px]] Stonecutting&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT GRANARY.png|70px]] Granary&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Growth&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wood&amp;lt;br&amp;gt;[[File:IMPROVEMENT FARM.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Adjacent Farm Yield&lt;br /&gt;
| None&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 40 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years&lt;br /&gt;
| [[File:TERRAIN ARID.png|25px]] Arid, [[File:TERRAIN LUSH.png|25px]] Lush, [[File:TERRAIN TEMPERATE.png|25px]] Temperate&lt;br /&gt;
| [[File:TECH ADMINISTRATION.png|25px]] Administration&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT CAMP.png|70px]] Camp&lt;br /&gt;
| [[File:IMPROVEMENT LUMBERMILL.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Adjacent Lumbermill Yield&lt;br /&gt;
| [[File:SPECIALIST TRAPPER.png|25px]] Trapper&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years&lt;br /&gt;
| [[File:RESOURCE CAMEL.png|25px]] Camels, [[File:RESOURCE ELEPHANT.png|25px]] Elephants, [[File:RESOURCE FUR.png|25px]] Fur, [[File:RESOURCE GAME.png|25px]] Game&lt;br /&gt;
| [[File:TECH TRAPPING.png|25px]] Trapping&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT PASTURE.png|70px]] Pasture&lt;br /&gt;
| [[File:IMPROVEMENT FARM.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Adjacent Farms Yield&lt;br /&gt;
| [[File:SPECIALIST RANCHER.png|25px]] Rancher&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years&lt;br /&gt;
| [[File:RESOURCE CATTLE.png|25px]] Cattle, [[File:RESOURCE GOAT.png|25px]] Goats, [[File:RESOURCE HORSE.png|25px]] Horses, [[File:RESOURCE PIG.png|25px]] Pigs, [[File:RESOURCE SHEEP.png|25px]] Sheep&lt;br /&gt;
| [[File:TECH HUSBANDRY.png|25px]] Husbandry&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT GROVE.png|70px]] Grove&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Various&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:SPECIALIST GARDENER.png|25px]] Gardener&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years&lt;br /&gt;
| [[File:RESOURCE CITRUS.png|25px]] Citrus, [[File:RESOURCE HONEY.png|25px]] Honey, [[File:RESOURCE INCENSE.png|25px]] Incense, [[File:RESOURCE LAVENDER.png|25px]] Lavender, [[File:RESOURCE OLIVE.png|25px]] Olives, [[File:RESOURCE WINE.png|25px]] Wine&lt;br /&gt;
| [[File:TECH LAND CONSOLIDATION.png|25px]] Land Consolidation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT HARBOR.png|70px]] Harbor&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per Adjacent Resource&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:IMPROVEMENT NETS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Adjacent Nets Yield&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; XP for Idle Ship Units&lt;br /&gt;
| None&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 60 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years&lt;br /&gt;
| [[File:CoastEditorIcon.png|25px]] Coast&lt;br /&gt;
| [[File:TECH CARTOGRAPHY.png|25px]] Cartography&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT LUMBERMILL.png|70px]] Lumbermill&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wood&lt;br /&gt;
| [[File:SPECIALIST WOODCUTTER.png|25px]] Woodcutter&lt;br /&gt;
| [[File:YIELD IRON.png|25px]] 20 Iron&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years&lt;br /&gt;
| Trees&lt;br /&gt;
| [[File:TECH FORESTRY.png|25px]] Forestry&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT WATERMILL.png|70px]] Watermill&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science&lt;br /&gt;
| None&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 40 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 2 years&lt;br /&gt;
| River&lt;br /&gt;
| [[File:TECH HYDRAULICS.png|25px]] Hydraulics&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT WINDMILL.png|70px]] Windmill&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science&lt;br /&gt;
| None&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 40 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 2 years&lt;br /&gt;
| [[File:HillsEditorIcon.png|25px]] Hill&lt;br /&gt;
| [[File:TECH HYDRAULICS.png|25px]] Hydraulics&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Urban improvements ===&lt;br /&gt;
Most urban improvements come in three tiers. A higher tier improvement requires a lower tier one to be constructed before it can be built, as well as increasing the city&#039;s Culture Level by one for each tier. Urban improvements can be constructed on [[File:TERRAIN URBAN.png|25px]] Urban, [[File:TERRAIN ARID.png|25px]] Arid, [[File:TERRAIN LUSH.png|25px]] Lush or [[File:TERRAIN TEMPERATE.png|25px]] Temperate tiles, and [[File:TERRAIN SAND.png|25px]] Sand tiles if the city is run by a family of Clerics, but only if one the following is true:&lt;br /&gt;
* An urban tile.&lt;br /&gt;
* A tile adjacent to two urban tiles. The tile will become urban once the improvement is completed.&lt;br /&gt;
* A tile adjacent to one urban tile and one water tile. The tile will become urban once the improvement is completed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=3 | Apprentices improvement !! colspan=3 | Master improvement !! colspan=3 | Elder improvement !! rowspan=2 | Requiremnts&lt;br /&gt;
|-&lt;br /&gt;
! Improvement !! Yearly yield !! Cost !! Improvement !! Yearly yield !! Cost !! Improvement !! Yearly yield !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Garrison&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT GARRISON 1.png|90px]]&lt;br /&gt;
| [[File:Icon Defense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Defense if own army&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+0.5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:CHAR FILTER GOVERNOR.png|25px]] Enables City Governor&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 80 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years&lt;br /&gt;
| &#039;&#039;&#039;Stronghold&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT GARRISON 2.png|90px]]&lt;br /&gt;
| [[File:Icon Defense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Defense if own army&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+0.5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:CHAR FILTER GOVERNOR.png|25px]] Enables City Governor&amp;lt;br&amp;gt;Enables tier 1 Nation Unit&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 100 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 5 years&lt;br /&gt;
| &#039;&#039;&#039;Citadel&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT GARRISON 3.png|90px]]&lt;br /&gt;
| [[File:Icon Defense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Defense if own army&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+0.5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders&amp;lt;br&amp;gt;[[File:YIELD MAINTENANCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Maintenance&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:CHAR FILTER GOVERNOR.png|25px]] Enables City Governor&amp;lt;br&amp;gt;Enables tier 2 Nation Unit&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 100 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 6 years&lt;br /&gt;
| 1 Active Law&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Odeon&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT ODEON.png|90px]]&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Culture&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:SPECIALIST POET.png|25px]] Enables Apprentice Poet&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 40 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years&lt;br /&gt;
| &#039;&#039;&#039;Theater&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT THEATER.png|90px]]&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Culture&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:SPECIALIST POET.png|25px]] Enables Master Poet&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 60 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 5 years&lt;br /&gt;
| &#039;&#039;&#039;Amphitheater&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT AMPHITHEATER.png|90px]]&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Culture&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:SPECIALIST POET.png|25px]] Enables Elder Poet&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 80 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 6 years&lt;br /&gt;
| [[File:TECH DRAMA.png|25px]] Drama&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cold Baths&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT COLD BATHS.png|90px]]&lt;br /&gt;
| [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:SPECIALIST DOCTOR.png|25px]] Enables Apprentice Doctor&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 40 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years&lt;br /&gt;
| &#039;&#039;&#039;Warm Baths&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT WARM BATHS.png|90px]]&lt;br /&gt;
| [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:SPECIALIST DOCTOR.png|25px]] Enables Master Doctor&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 60 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 5 years&lt;br /&gt;
| &#039;&#039;&#039;Heated Baths&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT HEATED BATHS.png|90px]]&lt;br /&gt;
| [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness&amp;lt;br&amp;gt;[[File:YIELD GROWTH.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Growth&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:SPECIALIST DOCTOR.png|25px]] Enables Elder Doctor&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 80 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 6 years&lt;br /&gt;
| [[File:TECH ARCHITECTURE.png|25px]] Architecture&amp;lt;br&amp;gt;[[File:CULTURE DEVELOPING.png|25px]] Developing Culture&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Courthouse&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT COURTHOUSE.png|90px]]&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:SPECIALIST SCRIBE.png|25px]] Enables Apprentice Scribe&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 80 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years&lt;br /&gt;
| &#039;&#039;&#039;Ministry&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT MINISTRIES.png|90px]]&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:SPECIALIST SCRIBE.png|25px]] Enables Master Scribe&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 100 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 5 years&lt;br /&gt;
| &#039;&#039;&#039;Palace&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT PALACE.png|90px]]&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics&amp;lt;br&amp;gt;[[File:YIELD MAINTENANCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Maintenance&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:SPECIALIST SCRIBE.png|25px]] Enables Elder Scribe&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 120 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 6 years&lt;br /&gt;
| [[File:TECH CITIZENSHIP.png|25px]] Citizenship&amp;lt;br&amp;gt;[[File:CULTURE DEVELOPING.png|25px]] Developing Culture&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Library&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT LIBRARY.png|90px]]&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science&amp;lt;br&amp;gt;[[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per adj. resource&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:SPECIALIST PHILOSOPHER.png|25px]] Enables Apprentice Philosopher&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 80 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years&lt;br /&gt;
| &#039;&#039;&#039;Academy&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT ACADEMY.png|90px]]&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science&amp;lt;br&amp;gt;[[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per adj. resource&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:SPECIALIST PHILOSOPHER.png|25px]] Enables Master Philosopher&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 100 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 5 years&lt;br /&gt;
| &#039;&#039;&#039;University&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT UNIVERSITY.png|90px]]&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science&amp;lt;br&amp;gt;[[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per adj. resource&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:SPECIALIST PHILOSOPHER.png|25px]] Enables Elder Philosopher&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 120 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 6 years&lt;br /&gt;
| [[File:TECH SCHOLARSHIP.png|25px]] Scholarship&amp;lt;br&amp;gt;[[File:CULTURE DEVELOPING.png|25px]] Developing Culture&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Market&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT MARKET.png|90px]]&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money&amp;lt;br&amp;gt;[[File:IMPROVEMENT HARBOR.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Adjacent Harbor Yield&amp;lt;br&amp;gt;[[File:SPECIALIST SHOPKEEPER.png|25px]] Enables Apprentice Shopkeeper&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 80 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years&lt;br /&gt;
| &#039;&#039;&#039;Grocer&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT GROCER.png|90px]]&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money&amp;lt;br&amp;gt;[[File:IMPROVEMENT HARBOR.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Adjacent Harbor Yield&amp;lt;br&amp;gt;[[File:SPECIALIST SHOPKEEPER.png|25px]] Enables Master Shopkeeper&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 100 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 5 years&lt;br /&gt;
| &#039;&#039;&#039;Fair&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT FAIR.png|90px]]&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money&amp;lt;br&amp;gt;[[File:IMPROVEMENT HARBOR.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Adjacent Harbor Yield&amp;lt;br&amp;gt;[[File:SPECIALIST SHOPKEEPER.png|25px]] Enables Elder Shopkeeper&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 120 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 6 years&lt;br /&gt;
| [[File:TECH COINAGE.png|25px]] Coinage&amp;lt;br&amp;gt;[[File:CULTURE DEVELOPING.png|25px]] Developing Culture&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Barracks&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT BARRACKS.png|90px]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; XP per year for Idle Melee Units&amp;lt;br&amp;gt;[[File:IMPROVEMENT GARRISON 1.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Adjacent Garrison Yield&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Iron&amp;lt;br&amp;gt;[[File:SPECIALIST OFFICER.png|25px]] Enables Officers&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 40 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| [[File:TECH MILITARY DRILL.png|25px]] Military Drill&amp;lt;br&amp;gt;[[File:IMPROVEMENT BARRACKS.png|25px]] Max 2 per City&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Range&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT RANGE.png|90px]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; XP per year for Idle Ranged Units&amp;lt;br&amp;gt;[[File:IMPROVEMENT GARRISON 1.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Adjacent Garrison Yield&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wood&amp;lt;br&amp;gt;[[File:SPECIALIST OFFICER.png|25px]] Enables Officers&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 40 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| [[File:TECH COMPOSITE BOW.png|25px]] Composite Bow&amp;lt;br&amp;gt;[[File:IMPROVEMENT RANGE.png|25px]] Max 2 per City&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hamlets ====&lt;br /&gt;
Once the City reaches at least Developing Culture Level and the Nation has the [[File:TECH POLIS.png|25px]] Polis technology, Workers will be able to construct Hamlets the cost of 40 [[File:YIELD STONE.png|25px]] Stone and 1 [[File:YIELD ORDERS.png|25px]] Orders for 4 years. Only one Hamlet may be build per Culture Level. After 20 turns a Hamlet will grow into a Village, and after another 20 turns the Village it will grow into a Town. All of them improve the output of Odeon and Bath improvements.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level !! Yearly yield !! Yearly consumption&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT HAMLET.png|70px]] Hamlet&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 10 Money without a Trade Network&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] 20 Money with a Trade Network&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 1 Food&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT VILLAGE.png|70px]] Village&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 15 Money without a Trade Network&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] 30 Money with a Trade Network&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 2 Food&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT TOWN.png|70px]] Town&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 20 Money without a Trade Network&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] 40 Money with a Trade Network&amp;lt;br&amp;gt;[[File:Icon Defense.png]] +10% Defense Strength if own army&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 3 Food&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Shrines ====&lt;br /&gt;
Shrines require the [[File:TECH DIVINATION.png|25px]] Divination technology, 40 [[File:YIELD STONE.png|25px]] Stone and 1 [[File:YIELD ORDERS.png|25px]] Orders for 4 years. They can be built anywhere except near another shrine. They provide resources like other improvements but their main purpose is spreading the Nation&#039;s Paganism Religion and enabling the [[File:SPECIALIST ACOLYTE.png|25px]] Acolyte specialist. Each Shrine can only be built once unless the [[File:LAW POLYTHEISM.png|25px]] Polytheism law is passed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shrine !! God !! Yearly yield !! Nations&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE FIRE.png|70px]]&lt;br /&gt;
| Atar&amp;lt;br&amp;gt;Nuska&amp;lt;br&amp;gt;Vulcan&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] +1 Training per Adjacent Lumbermill&amp;lt;br&amp;gt;[[File:IMPROVEMENT MINE.png|25px]] +20% Adjacent Mine Yield&lt;br /&gt;
| [[File:RELIGION PAGAN PERSIA.png|25px]] Persia&amp;lt;br&amp;gt;[[File:RELIGION PAGAN ASSYRIA.png|25px]] Assyria&amp;lt;br&amp;gt;[[File:RELIGION PAGAN ROME.png|25px]] Rome&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE KINGSHIP.png|70px]]&lt;br /&gt;
| Ashur&amp;lt;br&amp;gt;Madruk&amp;lt;br&amp;gt;Zeus&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] +2 Civics&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] +1 Orders per Adjacent Wonder of the World&lt;br /&gt;
| [[File:RELIGION PAGAN ASSYRIA.png|25px]] Assyria&amp;lt;br&amp;gt;[[File:RELIGION PAGAN BABYLONIA.png|25px]] Babylonia&amp;lt;br&amp;gt;[[File:RELIGION PAGAN GREECE.png|25px]] Greece&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE HEALING.png|70px]]&lt;br /&gt;
| Eshmun&amp;lt;br&amp;gt;Isis&amp;lt;br&amp;gt;Kamrusepa&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] +2 Growth per Adjacent Grove&amp;lt;br&amp;gt;+6 HP Healing for Idle Units&lt;br /&gt;
| [[File:RELIGION PAGAN CARTHAGE.png|25px]] Carthage&amp;lt;br&amp;gt;[[File:RELIGION PAGAN EGYPT.png|25px]] Egypt&amp;lt;br&amp;gt;[[File:RELIGION PAGAN HITTITE.png|25px]] Hatti&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE HEARTH.png|70px]] &lt;br /&gt;
| Arinnitti&amp;lt;br&amp;gt;Tanit&amp;lt;br&amp;gt;Vesta&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +2 Culture&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] +10 Money per Adjacent Resource&lt;br /&gt;
| [[File:RELIGION PAGAN HITTITE.png|25px]] Hatti&amp;lt;br&amp;gt;[[File:RELIGION PAGAN CARTHAGE.png|25px]] Carthage&amp;lt;br&amp;gt;[[File:RELIGION PAGAN ROME.png|25px]] Rome&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE HUNTING.png|70px]]&lt;br /&gt;
| Halki&amp;lt;br&amp;gt;Mithra&amp;lt;br&amp;gt;Neith&lt;br /&gt;
| [[File:IMPROVEMENT CAMP.png|25px]] +20% Adjacent Camp Yield&amp;lt;br&amp;gt;+1 Level for New Ranged Units&lt;br /&gt;
| [[File:RELIGION PAGAN HITTITE.png|25px]] Hatti&amp;lt;br&amp;gt;[[File:RELIGION PAGAN PERSIA.png|25px]] Persia&amp;lt;br&amp;gt;[[File:RELIGION PAGAN EGYPT.png|25px]] Egypt&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE LOVE.png|70px]]&lt;br /&gt;
| Astarte&amp;lt;br&amp;gt;Ishtar&amp;lt;br&amp;gt;Venus&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] +2 Growth&amp;lt;br&amp;gt;[[File:IMPROVEMENT PASTURE.png|25px]] +20% Adjacent Pasture Yield&lt;br /&gt;
| [[File:RELIGION PAGAN CARTHAGE.png|25px]] Carthage&amp;lt;br&amp;gt;[[File:RELIGION PAGAN BABYLONIA.png|25px]] Babylonia&amp;lt;br&amp;gt;[[File:RELIGION PAGAN ROME.png|25px]] Rome&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE SUN.png|70px]]&lt;br /&gt;
| Hvar Khshaita&amp;lt;br&amp;gt;Ra&amp;lt;br&amp;gt;Shamash&lt;br /&gt;
| [[File:YIELD ORDERS.png|25px]] +0.5 Orders&amp;lt;br&amp;gt;[[File:IMPROVEMENT FARM.png|25px]] +20% Adjacent Farm Yield&lt;br /&gt;
| [[File:RELIGION PAGAN PERSIA.png|25px]] Persia&amp;lt;br&amp;gt;[[File:RELIGION PAGAN EGYPT.png|25px]] Egypt&amp;lt;br&amp;gt;[[File:RELIGION PAGAN ASSYRIA.png|25px]] Assyria&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE UNDERWORLD.png|70px]]&lt;br /&gt;
| Ereshkigal&amp;lt;br&amp;gt;Hades&amp;lt;br&amp;gt;Osiris&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +2 Culture&amp;lt;br&amp;gt;[[File:YIELD CULTURE.png|25px]] +50% Culture if Adjacent Mountain&amp;lt;br&amp;gt;[[File:YIELD CULTURE.png|25px]] +100% Culture if Adjacent Volcano&lt;br /&gt;
| [[File:RELIGION PAGAN BABYLONIA.png|25px]] Babylonia&amp;lt;br&amp;gt;[[File:RELIGION PAGAN GREECE.png|25px]] Greece&amp;lt;br&amp;gt;[[File:RELIGION PAGAN EGYPT.png|25px]] Egypt&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE WATER.png|70px]]&lt;br /&gt;
| Anahita&amp;lt;br&amp;gt;Melqart&amp;lt;br&amp;gt;Poseidon&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] +20 Money&amp;lt;br&amp;gt;[[File:IMPROVEMENT NETS.png|25px]] +20% Adjacent Nets Yield&lt;br /&gt;
| [[File:RELIGION PAGAN PERSIA.png|25px]] Persia&amp;lt;br&amp;gt;[[File:RELIGION PAGAN CARTHAGE.png|25px]] Carthage&amp;lt;br&amp;gt;[[File:RELIGION PAGAN GREECE.png|25px]] Greece&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE WAR.png|70px]]&lt;br /&gt;
| Mars&amp;lt;br&amp;gt;Ninurta&amp;lt;br&amp;gt;Tarhun&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] +2 Training&amp;lt;br&amp;gt;+10 XP for Idle Infantry Units&lt;br /&gt;
| [[File:RELIGION PAGAN ROME.png|25px]] Rome&amp;lt;br&amp;gt;[[File:RELIGION PAGAN ASSYRIA.png|25px]] Assyria&amp;lt;br&amp;gt;[[File:RELIGION PAGAN HITTITE.png|25px]] Hatti&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE WISDOM.png|70px]]&lt;br /&gt;
| Athena&amp;lt;br&amp;gt;Nabu&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] +1 Science&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] +1 Civics per Adjacent Odeon&lt;br /&gt;
| [[File:RELIGION PAGAN GREECE.png|25px]] Greece&amp;lt;br&amp;gt;[[File:RELIGION PAGAN BABYLONIA.png|25px]] Babylonia&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== World religion improvements ====&lt;br /&gt;
World Religion improvements can only be constructed by Disciple units of the same Religion but they can be built anywhere. Despite having different appearance depending on Religion all improvements have the same yields and costs.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Improvement !! Specialist !! Construction reward !! Yearly yield !! Yearly consumption !! Cost !! Requirements&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT CHRISTIANITY MONASTERY.png|25px]] Christian Monastery&amp;lt;br&amp;gt;[[File:IMPROVEMENT JUDAISM MONASTERY.png|25px]] Jewish Monastery&amp;lt;br&amp;gt;[[File:IMPROVEMENT MANICHAEISM MONASTERY.png|25px]] Manichean Monastery&amp;lt;br&amp;gt;[[File:IMPROVEMENT ZOROASTRIANISM MONASTERY.png|25px]] Zoroastrian Monastery&lt;br /&gt;
| [[File:SPECIALIST MONK.png|25px]] Monk&lt;br /&gt;
| +2 Disciple&#039;s Religion Opinion&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] +2 Science&amp;lt;br&amp;gt;[[File:IMPROVEMENT GROVE.png|25px]] +60% Adjacent Grove Yield&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 2 Wood&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 60 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years&lt;br /&gt;
| [[File:TECH MONASTICISM.png|25px]] Monasticism technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT CHRISTIANITY TEMPLE.png|25px]] Christian Temple&amp;lt;br&amp;gt;[[File:IMPROVEMENT JUDAISM TEMPLE.png|25px]] Jewish Temple&amp;lt;br&amp;gt;[[File:IMPROVEMENT MANICHAEISM TEMPLE.png|25px]] Manichean Temple&amp;lt;br&amp;gt;[[File:IMPROVEMENT ZOROASTRIANISM TEMPLE.png|25px]] Zoroastrian Temple&lt;br /&gt;
| [[File:SPECIALIST PRIEST.png|25px]] Priest&lt;br /&gt;
| +2 Disciple&#039;s Religion Opinion&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +3 Culture&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] +0.5 Orders&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 2 Stone&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 60 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 5 years&lt;br /&gt;
| [[File:TECH DOCTRINE.png|25px]] Doctrine technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT CHRISTIANITY CATHEDRAL.png|25px]] Christian Cathedral&amp;lt;br&amp;gt;[[File:IMPROVEMENT JUDAISM CATHEDRAL.png|25px]] Jewish Cathedral&amp;lt;br&amp;gt;[[File:IMPROVEMENT MANICHAEISM CATHEDRAL.png|25px]] Manichean Cathedral&amp;lt;br&amp;gt;[[File:IMPROVEMENT ZOROASTRIANISM CATHEDRAL.png|25px]] Zoroastrian Cathedral&lt;br /&gt;
| [[File:SPECIALIST BISHOP.png|25px]] Bishop&lt;br /&gt;
| +4 Disciple&#039;s Religion Opinion&amp;lt;br&amp;gt;[[File:YIELD LEGITIMACY.png|25px]] +6 Legitimacy&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +40% Culture&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 4 Stone&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 100 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 6 years&lt;br /&gt;
| [[File:TECH VAULTING.png|25px]] Vaulting technology&amp;lt;br&amp;gt;[[File:CULTURE STRONG.png|25px]] Strong culture level&amp;lt;br&amp;gt;Adjacent Temple of the same Religion&amp;lt;br&amp;gt;Max 2 per Family&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT HOLY SITE ZOROASTRIANISM.png|25px]] The Adur Burzen-Mihr&amp;lt;br&amp;gt;[[File:IMPROVEMENT HOLY SITE MANICHAEISM.png|25px]] The Cao&#039;an&amp;lt;br&amp;gt;[[File:IMPROVEMENT HOLY SITE CHRISTIANITY.png|25px]] The Church of the Holy Sepulchre&amp;lt;br&amp;gt;[[File:IMPROVEMENT HOLY SITE JUDAISM.png|25px]] The Temple of Solomon&lt;br /&gt;
| None&lt;br /&gt;
| +20 Disciple&#039;s Religion Opinion&amp;lt;br&amp;gt;+2 Victory Points&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +40% Culture&amp;lt;br&amp;gt;Creates a Disciple of the same Religion every 20 years&amp;lt;br&amp;gt;Cannot be replaced&lt;br /&gt;
| None&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 200 Stone&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] 200 Civics&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 8 years&lt;br /&gt;
|[[File:CULTURE DEVELOPING.png|25px]] Developing culture level&amp;lt;br&amp;gt;Holy City&amp;lt;br&amp;gt;Max 1 per Nation&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Specialists ===&lt;br /&gt;
Specialists are unlocked by certain Improvements that can be trained to boost the yield of the Improvement. All Specialists also produce a small amount of Science. A Specialist&#039;s production cost increases with each one built in a city.&lt;br /&gt;
&lt;br /&gt;
==== Rural specialists ====&lt;br /&gt;
Rural specialists produce [[File:YIELD SCIENCE.png|25px]] 1 Science. They can also provide Luxuries if the Improvement is built on a natural resource that can produce it.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Specialist !! Improvement !! Yearly yield !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST FARMER.png|50px]] Farmer&lt;br /&gt;
| [[File:IMPROVEMENT FARM.png|25px]] Farm&lt;br /&gt;
| [[File:IMPROVEMENT FARM.png|25px]] 150% Improvement Yield&amp;lt;br&amp;gt;[[File:YIELD GROWTH.png|25px]] 1 Growth&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 40 Civics&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST MINER.png|50px]] Miner&lt;br /&gt;
| [[File:IMPROVEMENT MINE.png|25px]] Mine&lt;br /&gt;
| [[File:IMPROVEMENT MINE.png|25px]] 150% Improvement Yield&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 1 Training&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 40 Civics&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST STONECUTTER.png|50px]] Stonecutter&lt;br /&gt;
| [[File:IMPROVEMENT QUARRY.png|25px]] Quarry&lt;br /&gt;
| [[File:IMPROVEMENT QUARRY.png|25px]] 150% Improvement Yield&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] 1 Civics&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 40 Civics&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST WOODCUTTER.png|50px]] Woodcutter&lt;br /&gt;
| [[File:IMPROVEMENT LUMBERMILL.png|25px]] Lumbermill&lt;br /&gt;
| [[File:IMPROVEMENT LUMBERMILL.png|25px]] 150% Improvement Yield&amp;lt;br&amp;gt;[[File:YIELD SCIENCE.png|25px]] 1 Science&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 40 Civics&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST FISHER.png|50px]] Fisher&lt;br /&gt;
| [[File:IMPROVEMENT NETS.png|25px]] Nets&lt;br /&gt;
| [[File:IMPROVEMENT NETS.png|25px]] 200% Improvement Yield&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 60 Civics&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 20 Food&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST GARDENER.png|50px]] Gardener&lt;br /&gt;
| [[File:IMPROVEMENT GROVE.png|25px]] Grove&lt;br /&gt;
| [[File:IMPROVEMENT GROVE.png|25px]] 200% Improvement Yield&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 60 Civics&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 20 Food&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST RANCHER.png|50px]] Rancher&lt;br /&gt;
| [[File:IMPROVEMENT PASTURE.png|25px]] Pasture&lt;br /&gt;
| [[File:IMPROVEMENT PASTURE.png|25px]] 200% Improvement Yield&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 60 Civics&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 20 Food&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST TRAPPER.png|50px]] Trapper&lt;br /&gt;
| [[File:IMPROVEMENT CAMP.png|25px]] Camp&lt;br /&gt;
| [[File:IMPROVEMENT CAMP.png|25px]] 200% Improvement Yield&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 60 Civics&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 20 Food&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Urban specialists ====&lt;br /&gt;
Urban specialists can be upgraded, improving their bonuses. Upgrading a specialist does not require Citizens.&lt;br /&gt;
* Training an Apprentice specialist costs 40 [[File:YIELD FOOD.png|25px]] Food and 40 [[File:YIELD CIVICS.png|25px]] Civics and produces a bonus of [[File:YIELD SCIENCE.png|25px]] 2 Science each year.&lt;br /&gt;
* Upgrading to Master specialist costs 60 [[File:YIELD FOOD.png|25px]] Food and 60 [[File:YIELD CIVICS.png|25px]] Civics and produces a bonus of [[File:YIELD SCIENCE.png|25px]] 3 Science each year.&lt;br /&gt;
* Upgrading to Elder specialist costs 80 [[File:YIELD FOOD.png|25px]] Food and 80 [[File:YIELD CIVICS.png|25px]] Civics and produces a bonus of [[File:YIELD SCIENCE.png|25px]] 4 Science each year.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Specialist !! Improvement !! Apprentice yearly yield !! Master yearly yield !! Elder yearly yield&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST ACOLYTE.png|60px]] Acolyte&lt;br /&gt;
| Shrine&lt;br /&gt;
| 1 Religion Opinion&amp;lt;br&amp;gt;[[File:YIELD CULTURE.png|25px]] 2 Culture&lt;br /&gt;
| 2 Religion Opinion&amp;lt;br&amp;gt;[[File:YIELD CULTURE.png|25px]] 3 Culture&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 0.5 Orders&lt;br /&gt;
| 3 Religion Opinion&amp;lt;br&amp;gt;[[File:YIELD CULTURE.png|25px]] 4 Culture&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST MONK.png|60px]] Monk&lt;br /&gt;
| [[File:IMPROVEMENT CHRISTIANITY MONASTERY.png|25px]] Christian Monastery&amp;lt;br&amp;gt;[[File:IMPROVEMENT JUDAISM MONASTERY.png|25px]] Jewish Monastery&amp;lt;br&amp;gt;[[File:IMPROVEMENT MANICHAEISM MONASTERY.png|25px]] Manichean Monastery&amp;lt;br&amp;gt;[[File:IMPROVEMENT ZOROASTRIANISM MONASTERY.png|25px]] Zoroastrian Monastery&lt;br /&gt;
| 1 Religion Opinion&amp;lt;br&amp;gt;[[File:YIELD CULTURE.png|25px]] 4 Culture&lt;br /&gt;
| 2 Religion Opinion&amp;lt;br&amp;gt;[[File:YIELD CULTURE.png|25px]] 6 Culture&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] 1 Civics per Culture Level&lt;br /&gt;
| 3 Religion Opinion&amp;lt;br&amp;gt;[[File:YIELD CULTURE.png|25px]] 8 Culture&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] 2 Civics per Culture Level&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST PRIEST.png|60px]] Priest&lt;br /&gt;
| [[File:IMPROVEMENT CHRISTIANITY TEMPLE.png|25px]] Christian Temple&amp;lt;br&amp;gt;[[File:IMPROVEMENT JUDAISM TEMPLE.png|25px]] Jewish Temple&amp;lt;br&amp;gt;[[File:IMPROVEMENT MANICHAEISM TEMPLE.png|25px]] Manichean Temple&amp;lt;br&amp;gt;[[File:IMPROVEMENT ZOROASTRIANISM TEMPLE.png|25px]] Zoroastrian Temple&lt;br /&gt;
| 1 Religion Opinion&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] 1 Happiness&lt;br /&gt;
| 2 Religion Opinion&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] 1.5 Happiness&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 0.5 Training per Citizen&lt;br /&gt;
| 3 Religion Opinion&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] 2 Happiness&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 1 Training per Citizen&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST BISHOP.png|60px]] Bishop&lt;br /&gt;
| [[File:IMPROVEMENT CHRISTIANITY CATHEDRAL.png|25px]] Christian Cathedral&amp;lt;br&amp;gt;[[File:IMPROVEMENT JUDAISM CATHEDRAL.png|25px]] Jewish Cathedral&amp;lt;br&amp;gt;[[File:IMPROVEMENT MANICHAEISM CATHEDRAL.png|25px]] Manichean Cathedral&amp;lt;br&amp;gt;[[File:IMPROVEMENT ZOROASTRIANISM CATHEDRAL.png|25px]] Zoroastrian Cathedral&lt;br /&gt;
| 1 Religion Opinion&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] 10 Money per Culture Level&lt;br /&gt;
| 2 Religion Opinion&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] 15 Money per Culture Level&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 0.5 Orders&lt;br /&gt;
| 3 Religion Opinion&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] 20 Money per Culture Level&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST OFFICER.png|60px]] Officer&lt;br /&gt;
| [[File:IMPROVEMENT BARRACKS.png|25px]] Barracks&amp;lt;br&amp;gt;[[File:IMPROVEMENT RANGE.png|25px]] Range&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 2 Training&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 3 Training&amp;lt;br&amp;gt;20 XP for New Units&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 4 Training&amp;lt;br&amp;gt;50 XP for New Units&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST POET.png|60px]] Poet&lt;br /&gt;
| [[File:IMPROVEMENT ODEON.png|25px]] Odeon&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] 3 Culture&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] 4 Culture&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] 0.5 Civics per Citizen&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] 5 Culture&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] 1 Civics per Citizen&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST DOCTOR.png|60px]] Doctor&lt;br /&gt;
| [[File:IMPROVEMENT COLD BATHS.png|25px]] Cold Baths&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] 2 Growth&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] 3 Growth&amp;lt;br&amp;gt;[[File:YIELD SCIENCE.png|25px]] 1 Science per Culture Level&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] 4 Growth&amp;lt;br&amp;gt;[[File:YIELD SCIENCE.png|25px]] 2 Science per Culture Level&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST PHILOSOPHER.png|60px]] Philosopher&lt;br /&gt;
| [[File:IMPROVEMENT LIBRARY.png|25px]] Library&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] 2 Science&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] 3 Science&amp;lt;br&amp;gt;[[File:YIELD CULTURE.png|25px]] 1 Culture per Citizen&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] 4 Science&amp;lt;br&amp;gt;[[File:YIELD CULTURE.png|25px]] 2 Culture per Citizen&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST SCRIBE.png|60px]] Scribe&lt;br /&gt;
| [[File:IMPROVEMENT COURTHOUSE.png|25px]] Courthouse&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 2 Civics&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 3 Civics&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] 1 Money per Citizen&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 4 Civics&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] 2 Money per Citizen&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST SHOPKEEPER.png|60px]] Shopkeeper&lt;br /&gt;
| [[File:IMPROVEMENT MARKET.png|25px]] Market&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 20 Money&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 30 Money&amp;lt;br&amp;gt;[[File:YIELD GROWTH.png|25px]] 1 Growth per Culture Level&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 40 Money&amp;lt;br&amp;gt;[[File:YIELD GROWTH.png|25px]] 2 Growth per Culture Level&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Wonders of the World ===&lt;br /&gt;
Wonders of the World are powerful improvements that can only be constructed once. As soon as a Nation begins constructing a Wonder of the World other Nations cannot start it unless a hostile unit enters the tile of an unfinished Wonder of the World and destroys it. Not all Wonders of the World are available each game. They are chosen randomly at the start of each game. Most Wonders of the World require the City to reach a certain Culture Level before they can be constructed. Each Wonder of the World provides 2 Victory Points and cannot be replaced by other improvements.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Wonder of the World !! Yield !! Cost !! Min. Culture Level !! Requirements&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT HANGING GARDENS.png|100px]] The Hanging Gardens&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +4 Culture per year&amp;lt;br&amp;gt;[[File:YIELD GROWTH.png|25px]] +20% Growth [All Cities]&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 100 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 400 Stone&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 200 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 10 years&lt;br /&gt;
| Weak&lt;br /&gt;
| River&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT ORACLE.png|100px]] The Oracle&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +4 Culture per year&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] +10 Money per year per Religion&amp;lt;br&amp;gt;+1 Tech Hand Card Size&amp;lt;br&amp;gt;Free Agent Network in all Holy Cities on completion&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 100 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 400 Stone&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 200 Food&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 10 years&lt;br /&gt;
| Weak&lt;br /&gt;
| Hill&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT PYRAMIDS.png|100px]] The Pyramids&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +4 Culture per year&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] +1 Orders per year per Religion&amp;lt;br&amp;gt;-50% Start Law Cost&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 100 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 600 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 10 years&lt;br /&gt;
| Weak&lt;br /&gt;
| Arid or Sand&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT GREAT ZIGGURAT.png|100px]] The Ziggurat&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +4 Culture per year&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] +20 Civics per year&amp;lt;br&amp;gt;-20% Improvement Costs [All Cities]&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 100 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 600 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 10 years&lt;br /&gt;
| Weak&lt;br /&gt;
| Holy City (Any Religion)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT APADANA.png|100px]] The Apadana&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +6 Culture per year&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] +20 Civics per year&amp;lt;br&amp;gt;[[File:YIELD MAINTENANCE.png|25px]] -50% Maintenance [All Cities]&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 200 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 900 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 12 years&lt;br /&gt;
| Developing&lt;br /&gt;
| Adjacent City Center&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT ISHTAR GATE.png|100px]] The Ishtar Gate&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +6 Culture per year&amp;lt;br&amp;gt;[[File:YIELD GROWTH.png|25px]] +1 Growth per year per Culture Level&amp;lt;br&amp;gt;[[File:YIELD CULTURE.png|25px]] 100 Culture in all Cities on completion&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 200 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 600 Stone&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 300 Iron&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 12 years&lt;br /&gt;
| Developing&lt;br /&gt;
| Adjacent City Center&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT LIGHTHOUSE.png|100px]] The Lighthouse&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +6 Culture per year&amp;lt;br&amp;gt;[[File:IMPROVEMENT NETS.png|25px]] +100% Nets Yield [All Cities]&amp;lt;br&amp;gt;[[File:IMPROVEMENT HAMLET.png|25px]] -10 Upgrade Years for Hamlet Improvements&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 200 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 600 Stone&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 300 Iron&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 12 years&lt;br /&gt;
| Developing&lt;br /&gt;
| Adjacent City Center&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT NECROPOLIS.png|100px]] The Necropolis&lt;br /&gt;
| [[File:YIELD HAPPINESS.png|25px]] +2 Happiness per year per Temple&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 200 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 900 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 12 years&lt;br /&gt;
| Developing&lt;br /&gt;
| Hill&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT PARTHENON.png|100px]] The Acropolis&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +8 Culture per year&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] +2 Civics per year per Religion&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] +0.5 Orders per year with Forum&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 300 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 1200 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 14 years&lt;br /&gt;
| Strong&lt;br /&gt;
| Hill&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT COLOSSUS.png|100px]] The Colossus&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +8 Culture per year&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] +2 Civics per year with Road Connection&amp;lt;br&amp;gt;+1 Level for New Units&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 300 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 400 Stone&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 800 Iron&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 14 years&lt;br /&gt;
| Strong&lt;br /&gt;
| Coastal Water&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT MAUSOLEUM.png|100px]] The Mausoleum&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +8 Culture per year&amp;lt;br&amp;gt;[[File:YIELD CULTURE.png|25px]] +40% Culture [All Cities]&amp;lt;br&amp;gt;New Units start with Guard I&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 300 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 1200 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 14 years&lt;br /&gt;
| Strong&lt;br /&gt;
| Hill&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT MUSAEUM.png|100px]] The Musaeum&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +8 Culture per year&amp;lt;br&amp;gt;[[File:YIELD SCIENCE.png|25px]] +50% Science&amp;lt;br&amp;gt;New Units start with Guard I&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] +1 Civics per year per Elder Specialist&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 300 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 800 Stone&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 400 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 14 years&lt;br /&gt;
| Strong&lt;br /&gt;
| Adjacent City Center&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT CIRCUS MAXIMUS.png|100px]] The Circus Maximus&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +10 Culture per year&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] +40 Training per year&amp;lt;br&amp;gt;+10 XP per year for Idle Mounted Units&amp;lt;br&amp;gt;New Mounted Units start with Swift[All Cities]&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 400 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 1200 Stone&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 600 Food&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 16 years&lt;br /&gt;
| Legendary&lt;br /&gt;
| Adjacent City Center&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT HAGIA SOPHIA.png|100px]] The Hagia Sophia&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +10 Culture per year&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] +40 Civics per year&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] +2 Happiness per year [All Cities]&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 400 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 1800 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 16 years&lt;br /&gt;
| Legendary&lt;br /&gt;
| Holy City (Any Religion)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT PANTHEON.png|100px]] The Pantheon&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +10 Culture per year&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] +40 Training per year&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] +2 Civics per Culture Level [State Religion Cities]&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 400 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 1800 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 16 years&lt;br /&gt;
| Legendary&lt;br /&gt;
| Holy City (Any Religion)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT GRAND BAZAAR.png|100px]] The Via Recta Souk&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +10 Culture per year&amp;lt;br&amp;gt;[[File:YIELD GROWTH.png|25px]] +2 Growth per year&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] +1 Happiness per City Luxury [All Cities]&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 400 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 1200 Stone&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 600 Food&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 16 years&lt;br /&gt;
| Legendary&lt;br /&gt;
| Adjacent City Center&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Projects ==&lt;br /&gt;
Projects are internal City enhancements that on completion grant an instant bonus and a permanent bonus. Each Project can only be constructed in Cities with the same tier of Culture Level.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2 | Project !! colspan=3 | [[File:CULTURE WEAK.png|25px]] Tier I !! colspan=3 | [[File:CULTURE DEVELOPING.png|25px]] Tier II !! colspan=3 | [[File:CULTURE STRONG.png|25px]] Tier III !! colspan=3 | [[File:CULTURE LEGENDARY.png|25px]] Tier IV !! rowspan=2 | Requirements&lt;br /&gt;
|-&lt;br /&gt;
! Yearly Yield !! On Completion !! Cost !! Yearly Yield !! On Completion !! Cost !! Yearly Yield !! On Completion !! Cost !! Yearly Yield !! On Completion !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PROJECT COUNCIL 1.png|50px]] Council&lt;br /&gt;
| || [[File:YIELD CIVICS.png|25px]] +40% (1 turn)&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] +40% (1 turn)&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] +40% (1 turn) || 1 Year&lt;br /&gt;
| || [[File:YIELD CIVICS.png|25px]] +60% (1 turn)&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] +60% (1 turn)&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] +60% (1 turn) || 1 Year&lt;br /&gt;
| || [[File:YIELD CIVICS.png|25px]] +80% (1 turn)&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] +80% (1 turn)&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] +80% (1 turn) || 1 Year&lt;br /&gt;
| || [[File:YIELD CIVICS.png|25px]] +100% (1 turn)&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] +100% (1 turn)&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] +100% (1 turn) || 1 Year&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:PROJECT FESTIVAL 1.png|50px]] Festival&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] 1 || [[File:YIELD GROWTH.png|25px]] 20&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] 20 || [[File:YIELD CIVICS.png|25px]] 40&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] 1 || [[File:YIELD GROWTH.png|25px]] 40&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] 40 || [[File:YIELD CIVICS.png|25px]] 60&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] 1 || [[File:YIELD GROWTH.png|25px]] 60&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] 60 || [[File:YIELD CIVICS.png|25px]] 80&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] 1 || [[File:YIELD GROWTH.png|25px]] 80&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] 80 || [[File:YIELD CIVICS.png|25px]] 100&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:PROJECT TREASURY 1.png|50px]] Treasury&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 10 || [[File:YIELD MONEY.png|25px]] 100 || [[File:YIELD CIVICS.png|25px]] 40&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 20&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 20 || [[File:YIELD MONEY.png|25px]] 200 || [[File:YIELD CIVICS.png|25px]] 60&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 40&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 30 || [[File:YIELD MONEY.png|25px]] 300 || [[File:YIELD CIVICS.png|25px]] 80&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 60&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 40&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] 1 || [[File:YIELD MONEY.png|25px]] 400 || [[File:YIELD CIVICS.png|25px]] 100&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 80&lt;br /&gt;
| [[File:TECH ADMINISTRATION.png|25px]] Administration technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PROJECT FORUM 1.png|50px]] Forum&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 1 || [[File:YIELD CIVICS.png|25px]] 20 || [[File:YIELD CIVICS.png|25px]] 40&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 20&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 2 || [[File:YIELD CIVICS.png|25px]] 40 || [[File:YIELD CIVICS.png|25px]] 60&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 40&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 3 || [[File:YIELD CIVICS.png|25px]] 60 || [[File:YIELD CIVICS.png|25px]] 80&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 60&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 4&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] 1 || [[File:YIELD CIVICS.png|25px]] 80 || [[File:YIELD CIVICS.png|25px]] 100&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 80&lt;br /&gt;
| [[File:TECH RHETORIC.png|25px]] Rhetoric technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PROJECT ARCHIVE 1.png|50px]] Archive&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] 1 || [[File:YIELD SCIENCE.png|25px]] 10 || [[File:YIELD CIVICS.png|25px]] 40&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 20&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] 2 || [[File:YIELD SCIENCE.png|25px]] 20 || [[File:YIELD CIVICS.png|25px]] 60&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 40&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] 3 || [[File:YIELD SCIENCE.png|25px]] 30 || [[File:YIELD CIVICS.png|25px]] 80&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 60&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] 4&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] 1 || [[File:YIELD SCIENCE.png|25px]] 40 || [[File:YIELD CIVICS.png|25px]] 100&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 80&lt;br /&gt;
| [[File:TECH METAPHYSICS.png|25px]] Metaphysics technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PROJECT INQUIRY 1.png|50px]] Inquiry&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] 1 || [[File:YIELD SCIENCE.png|25px]] 40 || [[File:YIELD CIVICS.png|25px]] 80&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] 1 || [[File:YIELD SCIENCE.png|25px]] 80 || [[File:YIELD CIVICS.png|25px]] 120&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] 1 || [[File:YIELD SCIENCE.png|25px]] 120 || [[File:YIELD CIVICS.png|25px]] 160&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] 1 || [[File:YIELD SCIENCE.png|25px]] 160 || [[File:YIELD CIVICS.png|25px]] 200&lt;br /&gt;
| [[File:TRAIT SCHOLAR.png|25px]] Scholar governor&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PROJECT CONVOY 1.png|50px]] Convoy&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] 1 || [[File:YIELD MONEY.png|25px]] 100&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] 40 || [[File:YIELD CIVICS.png|25px]] 40&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] 1 || [[File:YIELD MONEY.png|25px]] 200&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] 60 || [[File:YIELD CIVICS.png|25px]] 60&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] 1 || [[File:YIELD MONEY.png|25px]] 300&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] 80 || [[File:YIELD CIVICS.png|25px]] 80&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] 1 || [[File:YIELD MONEY.png|25px]] 400&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] 100 || [[File:YIELD CIVICS.png|25px]] 100&lt;br /&gt;
| [[File:LAW TRADE LEAGUE.png|25px]] Trade League law&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PROJECT DECREE 1.png|50px]] Decree&lt;br /&gt;
| || [[File:YIELD ORDERS.png|25px]] 3 || [[File:YIELD CIVICS.png|25px]] 40&lt;br /&gt;
| || [[File:YIELD ORDERS.png|25px]] 6 || [[File:YIELD CIVICS.png|25px]] 60&lt;br /&gt;
| || [[File:YIELD ORDERS.png|25px]] 9 || [[File:YIELD CIVICS.png|25px]] 80&lt;br /&gt;
| || [[File:YIELD ORDERS.png|25px]] 10 || [[File:YIELD CIVICS.png|25px]] 100&lt;br /&gt;
| [[File:LAW CONSTITUTION.png|25px]] Constitution law or Statesman family seat&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PROJECT HUNT 1.png|50px]] Hunt&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] 1 || [[File:YIELD FOOD.png|25px]] 100 || [[File:YIELD CIVICS.png|25px]] 40&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] 1 || [[File:YIELD FOOD.png|25px]] 200 || [[File:YIELD CIVICS.png|25px]] 60&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] 1 || [[File:YIELD FOOD.png|25px]] 300 || [[File:YIELD CIVICS.png|25px]] 80&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] 1 || [[File:YIELD FOOD.png|25px]] 400 || [[File:YIELD CIVICS.png|25px]] 100&lt;br /&gt;
| Hunters family seat&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PROJECT OLYMPICS 1.png|50px]] Olympiad&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 1 || [[File:YIELD TRAINING.png|25px]] 50 || [[File:YIELD CIVICS.png|25px]] 40&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 1 || [[File:YIELD TRAINING.png|25px]] 100 || [[File:YIELD CIVICS.png|25px]] 60&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 1 || [[File:YIELD TRAINING.png|25px]] 150 || [[File:YIELD CIVICS.png|25px]] 80&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 1 || [[File:YIELD TRAINING.png|25px]] 200 || [[File:YIELD CIVICS.png|25px]] 100&lt;br /&gt;
| Greece nation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PROJECT REPAIR.png|50px]] Repair Damage || || 3 HP || 1 Year || || || || || || || || || || City has below 20 HP&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Defenses ===&lt;br /&gt;
Cities can also construct 3 permanent projects that give defenses to the city and are visible on the world map. Each one requires the previous project to be constructed but none of them have any Culture Level requirements.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Project !! Effects !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PROJECT WALLS.png|70px]] Walls&lt;br /&gt;
| +10 City HP&amp;lt;br&amp;gt;+1 [[File:YIELD HAPPINESS.png|25px]] Happiness per year if there is any Family Military Unit in City Territory&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 40 Stone&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] 60 Civics&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PROJECT MOAT.png|70px]] Moat&lt;br /&gt;
| +10 City HP&amp;lt;br&amp;gt;+1 [[File:YIELD HAPPINESS.png|25px]] Happiness per year if there is any Family Military Unit in City Territory&amp;lt;br&amp;gt;+25% City Defense&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 60 Stone&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] 80 Civics&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PROJECT TOWERS.png|70px]] Towers&lt;br /&gt;
| +10 City HP&amp;lt;br&amp;gt;+1 [[File:YIELD HAPPINESS.png|25px]] Happiness per year if there is any Family Military Unit in City Territory&amp;lt;br&amp;gt;+25% City Defense&amp;lt;br&amp;gt;+1 Unit Range&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 80 Stone&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] 100 Civics&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Suppress Dissent ===&lt;br /&gt;
Suppress Dissent projects are only available for Cities that suffer from Religion Dissent and have a Governor. The project will remove the Dissent at the cost of 100 [[File:YIELD TRAINING.png|25px]] Training and 60 [[File:YIELD DISCONTENT.png|25px]] Discontent.&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Old_World/index.php?title=Hints&amp;diff=1343</id>
		<title>Hints</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Old_World/index.php?title=Hints&amp;diff=1343"/>
		<updated>2023-03-13T19:56:04Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Old World you will explore the map with Scouts, expand your Nation by founding Cities on City Sites, exploit Harvestable Resources and Luxuries, and recruit armies to exterminate rival Nations and Tribes (or negotiate and trade with them). When starting a new game the map is yet unexplored, awaiting discovery. Below is a list of helpful hints:&lt;br /&gt;
* Units on terrain with Trees get a defensive bonus against Ranged Attacks.&lt;br /&gt;
* Units of Flat and Clear terrain are vulnerable to attacks from Mounted Units.&lt;br /&gt;
* Melee Infantry can fortify, gaining a defensive bonus while they remain on their current tile.&lt;br /&gt;
* Land Units can more quickly across water that your Cities and Anchored Boats control.&lt;br /&gt;
* Hold [B] to see your Trade Network and Connections to the Capital.&lt;br /&gt;
* Training stockpiles are capped at 2000. Above this value, they will be converted to Orders.&lt;br /&gt;
* Civics stockpiles are capped at 2000. Above this value, they will be converted to Science.&lt;br /&gt;
* You can only use 3 of your Nation&#039;s 4 families each game. Experiment to find out which combinations work best!&lt;br /&gt;
* Unused Civics and Training in your Cities are added to your Nation&#039;s stockpile.&lt;br /&gt;
* If you don&#039;t want to use all of your Orders, you can end your turn premarurely.&lt;br /&gt;
* Your Workers can chop Wood from nearby Trees. The trees will regrow in several years if they aren&#039;t completely removed.&lt;br /&gt;
* If you don&#039;t have enough resources to start a Unit or Improvement you can buy what you&#039;re missing (assuming you have enough Money).&lt;br /&gt;
* Building an improvement on a Hill will increase the time it takes to finish by one turn.&lt;br /&gt;
* Barbarians are xenophobic tribes hostile to all Nations. There are no diplomatic consequences for attacking their Unity or taking over their land. They have no allies, including other Tribes.&lt;br /&gt;
* If your territory has scant supplies of Wood, consider training military units that rely on Stone or Iron. Concentrate your limited Wood supply on building Rural time Improvements.&lt;br /&gt;
* Quarries build next to Mountains produce more Stone for each adjacent mountain tile. Quarries gain a minor increase when they are built in Arid terrain.&lt;br /&gt;
* Lumbermills build adjacent to Camps gain increased Wood output, as the hunters control predators and force trails through the forest.&lt;br /&gt;
* Being at War against several opponents can leave your armies overwhelmed, unable to execute enough Orders to fight effectively on every front. Use diplomacy to avoid this fate.&lt;br /&gt;
* Researching your way to the Lumbermill Improvement takes time. You may need to send Workers to forests and thickets outside your borders, to Chop Wood from Trees and Scrub.&lt;br /&gt;
* Expect demand for Food to rise as your Cities grow and mature.&lt;br /&gt;
* Upgrading Units to more advanced technology is materially expensive, but it can rapidly increase your military might.&lt;br /&gt;
* Roads help Units move farther with each Orders spent, especially when the Road passes through difficult terrain. They also extend your Trade Network.&lt;br /&gt;
* Ranged Units gain an extra tile of range if positioned on Hill, unless their target is also on a Hill.&lt;br /&gt;
* Stationing a Unit on a conquered City Site marks the territory as yours. Failing to guard the site may result in it being claimed by a new Tribal Settlement or settled by your rivals.&lt;br /&gt;
* Growing your number of Orders should be a priority. The more territory and Units that you control, the more Orders your Nation will need to function and to defend itself.&lt;br /&gt;
* The power of each Law tends to increase as your Nation grows. When choosing what to research, do not neglect unlocking new Laws.&lt;br /&gt;
* A City may build ships if it controls water tiles labeled as Coast.&lt;br /&gt;
* Scouts can keep an eye on a large number of tiles. They can provide valuable intelligence regarding enemy strength and movements.&lt;br /&gt;
* Cities with high Growth train new Settlers, Workers, and Scouts more rapidly.&lt;br /&gt;
* The rate at which military Units are produced by a City is tied directly to its Training output.&lt;br /&gt;
* The rate at which Projects are completed at a City depends on its Civics output.&lt;br /&gt;
* Urban Specialists can be upgraded multiple times, greatly increasing the output of an Urban Improvement.&lt;br /&gt;
* Most Urban Improvement types require Stone to construct. Expect high demand for Stone as the game matures and you unlock new technologies.&lt;br /&gt;
* Ranged Units are efficient in battle, often attacking an enemy without having to spend Orders on movement.&lt;br /&gt;
* To predict the number of orders needed for a Unit to go from one tile to another by way of a third tile, select the Unit and [CTRL+Click] on the third tile.&lt;br /&gt;
* Militia and Conscript Units cannot be Promoted, but they are produced with Growth instead of Training. Cities with high Growth output may be able to train them rapidly.&lt;br /&gt;
* Many Mounted Units have the Rout ability. When they slay an enemy Unit, they occupy that Unit&#039;s tile if there is another Unit available to attack from the newly occupied tile. Although they cannot move again, routing units can chain together multiple rout attacks.&lt;br /&gt;
* Consider spending Training to give Promotions to some of your Units. Units who have engaged in combat and earned Experience cost less Training to promote.&lt;br /&gt;
* Tribes are not Nations. When at War with you, only their Units near your Units or territory pose a threat, unless you anger them enough for them to launch a Tribal Invasion.&lt;br /&gt;
* Coastal Cities control less land than inland Cities, but they tend to be less vulnerable to attack.&lt;br /&gt;
* Colder air forces clouds to drop their rain as they gain altitude to move over mountains. Most mountains have a lush band, where the rain falls, and a rain shadow on the opposite side, depending on regional wind patterns.&lt;br /&gt;
* Consider dealing with Events early in your turn. Some Event options require you to spend Orders.&lt;br /&gt;
* A Tribal Alliance allows you to found Cities peacefully next to your Ally&#039;s Settlements.&lt;br /&gt;
* Damaged Workers take an extra turn to build Improvements.&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Old_World/index.php?title=Hints&amp;diff=1342</id>
		<title>Hints</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Old_World/index.php?title=Hints&amp;diff=1342"/>
		<updated>2023-03-13T19:55:04Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Old World you will explore the map with Scouts, expand your Nation by founding Cities on City Sites, exploit Harvestable Resources and Luxuries, and recruit armies to exterminate rival Nations and Tribes (or negotiate and trade with them). When starting a new game the map is yet unexplored, awaiting discovery. Below is a list of helpful hints:&lt;br /&gt;
* Units on terrain with Trees get a defensive bonus against Ranged Attacks.&lt;br /&gt;
* Units of Flat and Clear terrain are vulnerable to attacks from Mounted Units.&lt;br /&gt;
* Melee Infantry can fortify, gaining a defensive bonus while they remain on their current tile.&lt;br /&gt;
* Land Units can more quickly across water that your Cities and Anchored Boats control.&lt;br /&gt;
* Hold [B] to see your Trade Network and Connections to the Capital.&lt;br /&gt;
* Training stockpiles are capped at 2000. Above this value, they will be converted to Orders.&lt;br /&gt;
* Civics stockpiles are capped at 2000. Above this value, they will be converted to Science.&lt;br /&gt;
* You can only use 3 of your Nation&#039;s 4 families each game. Experiment to find out which combinations work best!&lt;br /&gt;
* Unused Civics and Training in your Cities are added to your Nation&#039;s stockpile.&lt;br /&gt;
* If you don&#039;t want to use all of your Orders, you can end your turn premarurely.&lt;br /&gt;
* Your Workers can chop Wood from nearby Trees. The trees will regrow in several years if they aren&#039;t completely removed.&lt;br /&gt;
* If you don&#039;t have enough resources to start a Unit or Improvement you can buy what you&#039;re missing (assuming you have enough Money).&lt;br /&gt;
* Building an improvement on a Hill will increase the time it takes to finish by one turn.&lt;br /&gt;
* Barbarians are xenophobic tribes hostile to all Nations. There are no diplomatic consequences for attacking their Unity or taking over their land. They have no allies, including other Tribes.&lt;br /&gt;
* If your territory has scant supplies of Wood, consider training military units that rely on Stone or Iron. Concentrate your limited Wood supply on building Rural time Improvements.&lt;br /&gt;
* Quarries build next to Mountains produce more Stone for each adjacent mountain tile. Quarries gain a minor increase when they are built in Arid terrain.&lt;br /&gt;
* Lumbermills build adjacent to Camps gain increased Wood output, as the hunters control predators and force trails through the forest.&lt;br /&gt;
* Being at War against several opponents can leave your armies overwhelmed, unable to execute enough Orders to fight effectively on every front. Use diplomacy to avoid this fate.&lt;br /&gt;
* Researching your way to the Lumbermill Improvement takes time. You may need to send Workers to forests and thickets outside your borders, to Chop Wood from Trees and Scrub.&lt;br /&gt;
* Expect demand for Food to rise as your Cities grow and mature.&lt;br /&gt;
* Upgrading Units to more advanced technology is materially expensive, but it can rapidly increase your military might.&lt;br /&gt;
* Roads help Units move farther with each Orders spent, especially when the Road passes through difficult terrain. They also extend your Trade Network.&lt;br /&gt;
* Ranged Units gain an extra tile of range if positioned on Hill, unless their target is also on a Hill.&lt;br /&gt;
* Stationing a Unit on a conquered City Site marks the territory as yours. Failing to guard the site may result in it being claimed by a new Tribal Settlement or settled by your rivals.&lt;br /&gt;
* Growing your number of Orders should be a priority. The more territory and Units that you control, the more Orders your Nation will need to function and to defend itself.&lt;br /&gt;
* The power of each Law tends to increase as your Nation grows. When choosing what to research, do not neglect unlocking new Laws.&lt;br /&gt;
* A City may build ships if it controls water tiles labeled as Coast.&lt;br /&gt;
* Scouts can keep an eye on a large number of tiles. They can provide valuable intelligence regarding enemy strength and movements.&lt;br /&gt;
* Cities with high Growth train new Settlers, Workers, and Scouts more rapidly.&lt;br /&gt;
* The rate at which military Units are produced by a City is tied directly to its Training output.&lt;br /&gt;
* The rate at which Projects are completed at a City depends on its Civics output.&lt;br /&gt;
* Urban Specialists can be upgraded multiple times, greatly increasing the output of an Urban Improvement.&lt;br /&gt;
* Most Urban Improvement types require Stone to construct. Expect high demand for Stone as the game matures and you unlock new technologies.&lt;br /&gt;
* Ranged Units are efficient in battle, often attacking an enemy without having to spend Orders on movement.&lt;br /&gt;
* To predict the number of orders needed for a Unit to go from one tile to another by way of a third tile, select the Unit and [CTRL+Click] on the third tile.&lt;br /&gt;
* Militia and Conscript Units cannot be Promoted, but they are produced with Growth instead of Training. Cities with high Growth output may be able to train them rapidly.&lt;br /&gt;
* Many Mounted Units have the Rout ability. When they slay an enemy Unit, they occupy that Unit&#039;s tile if there is another Unit available to attack from the newly occupied tile. Although they cannot move again, routing units can chain together multiple rout attacks.&lt;br /&gt;
* Consider spending Training to give Promotions to some of your Units. Units who have engaged in combat and earned Experience cost less Training to promote.&lt;br /&gt;
* Tribes are not Nations. When at War with you, only their Units near your Units or territory pose a threat, unless you anger them enough for them to launch a Tribal Invasion.&lt;br /&gt;
* Coastal Cities control less land than inland Cities, but they tend to be less vulnerable to attack.&lt;br /&gt;
* Colder air forces clouds to drop their rain as they gain altitude to move over mountains. Most mountains have a lush band, where the rain falls, and a rain shadow on the opposite side, depending on regional wind patterns.&lt;br /&gt;
* Consider dealing with Events early in your turn. Some Event options require you to spend Orders.&lt;br /&gt;
* A Tribal Alliance allows you to found Cities peacefully next to your Ally&#039;s Settlements.&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Old_World/index.php?title=Hints&amp;diff=1341</id>
		<title>Hints</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Old_World/index.php?title=Hints&amp;diff=1341"/>
		<updated>2023-03-13T19:49:49Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Old World you will explore the map with Scouts, expand your Nation by founding Cities on City Sites, exploit Harvestable Resources and Luxuries, and recruit armies to exterminate rival Nations and Tribes (or negotiate and trade with them). When starting a new game the map is yet unexplored, awaiting discovery. Below is a list of helpful hints:&lt;br /&gt;
* Units on terrain with Trees get a defensive bonus against Ranged Attacks.&lt;br /&gt;
* Units of Flat and Clear terrain are vulnerable to attacks from Mounted Units.&lt;br /&gt;
* Melee Infantry can fortify, gaining a defensive bonus while they remain on their current tile.&lt;br /&gt;
* Land Units can more quickly across water that your Cities and Anchored Boats control.&lt;br /&gt;
* Hold [B] to see your Trade Network and Connections to the Capital.&lt;br /&gt;
* Training stockpiles are capped at 2000. Above this value, they will be converted to Orders.&lt;br /&gt;
* You can only use 3 of your Nation&#039;s 4 families each game. Experiment to find out which combinations work best!&lt;br /&gt;
* Unused Civics and Training in your Cities are added to your Nation&#039;s stockpile.&lt;br /&gt;
* If you don&#039;t want to use all of your Orders, you can end your turn premarurely.&lt;br /&gt;
* Your Workers can chop Wood from nearby Trees. The trees will regrow in several years if they aren&#039;t completely removed.&lt;br /&gt;
* If you don&#039;t have enough resources to start a Unit or Improvement you can buy what you&#039;re missing (assuming you have enough Money).&lt;br /&gt;
* Building an improvement on a Hill will increase the time it takes to finish by one turn.&lt;br /&gt;
* Barbarians are xenophobic tribes hostile to all Nations. There are no diplomatic consequences for attacking their Unity or taking over their land. They have no allies, including other Tribes.&lt;br /&gt;
* If your territory has scant supplies of Wood, consider training military units that rely on Stone or Iron. Concentrate your limited Wood supply on building Rural time Improvements.&lt;br /&gt;
* Quarries build next to Mountains produce more Stone for each adjacent mountain tile. Quarries gain a minor increase when they are built in Arid terrain.&lt;br /&gt;
* Lumbermills build adjacent to Camps gain increased Wood output, as the hunters control predators and force trails through the forest.&lt;br /&gt;
* Being at War against several opponents can leave your armies overwhelmed, unable to execute enough Orders to fight effectively on every front. Use diplomacy to avoid this fate.&lt;br /&gt;
* Researching your way to the Lumbermill Improvement takes time. You may need to send Workers to forests and thickets outside your borders, to Chop Wood from Trees and Scrub.&lt;br /&gt;
* Expect demand for Food to rise as your Cities grow and mature.&lt;br /&gt;
* Upgrading Units to more advanced technology is materially expensive, but it can rapidly increase your military might.&lt;br /&gt;
* Roads help Units move farther with each Orders spent, especially when the Road passes through difficult terrain. They also extend your Trade Network.&lt;br /&gt;
* Ranged Units gain an extra tile of range if positioned on Hill, unless their target is also on a Hill.&lt;br /&gt;
* Stationing a Unit on a conquered City Site marks the territory as yours. Failing to guard the site may result in it being claimed by a new Tribal Settlement or settled by your rivals.&lt;br /&gt;
* Growing your number of Orders should be a priority. The more territory and Units that you control, the more Orders your Nation will need to function and to defend itself.&lt;br /&gt;
* The power of each Law tends to increase as your Nation grows. When choosing what to research, do not neglect unlocking new Laws.&lt;br /&gt;
* A City may build ships if it controls water tiles labeled as Coast.&lt;br /&gt;
* Scouts can keep an eye on a large number of tiles. They can provide valuable intelligence regarding enemy strength and movements.&lt;br /&gt;
* Cities with high Growth train new Settlers, Workers, and Scouts more rapidly.&lt;br /&gt;
* The rate at which military Units are produced by a City is tied directly to its Training output.&lt;br /&gt;
* The rate at which Projects are completed at a City depends on its Civics output.&lt;br /&gt;
* Urban Specialists can be upgraded multiple times, greatly increasing the output of an Urban Improvement.&lt;br /&gt;
* Most Urban Improvement types require Stone to construct. Expect high demand for Stone as the game matures and you unlock new technologies.&lt;br /&gt;
* Ranged Units are efficient in battle, often attacking an enemy without having to spend Orders on movement.&lt;br /&gt;
* To predict the number of orders needed for a Unit to go from one tile to another by way of a third tile, select the Unit and [CTRL+Click] on the third tile.&lt;br /&gt;
* Militia and Conscript Units cannot be Promoted, but they are produced with Growth instead of Training. Cities with high Growth output may be able to train them rapidly.&lt;br /&gt;
* Many Mounted Units have the Rout ability. When they slay an enemy Unit, they occupy that Unit&#039;s tile if there is another Unit available to attack from the newly occupied tile. Although they cannot move again, routing units can chain together multiple rout attacks.&lt;br /&gt;
* Consider spending Training to give Promotions to some of your Units. Units who have engaged in combat and earned Experience cost less Training to promote.&lt;br /&gt;
* Tribes are not Nations. When at War with you, only their Units near your Units or territory pose a threat, unless you anger them enough for them to launch a Tribal Invasion.&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Old_World/index.php?title=Hints&amp;diff=1340</id>
		<title>Hints</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Old_World/index.php?title=Hints&amp;diff=1340"/>
		<updated>2023-03-13T19:48:37Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Old World you will explore the map with Scouts, expand your Nation by founding Cities on City Sites, exploit Harvestable Resources and Luxuries, and recruit armies to exterminate rival Nations and Tribes (or negotiate and trade with them). When starting a new game the map is yet unexplored, awaiting discovery. Below is a list of helpful hints:&lt;br /&gt;
* Units on terrain with Trees get a defensive bonus against Ranged Attacks.&lt;br /&gt;
* Units of Flat and Clear terrain are vulnerable to attacks from Mounted Units.&lt;br /&gt;
* Melee Infantry can fortify, gaining a defensive bonus while they remain on their current tile.&lt;br /&gt;
* Land Units can more quickly across water that your Cities and Anchored Boats control.&lt;br /&gt;
* Hold [B] to see your Trade Network and Connections to the Capital.&lt;br /&gt;
* Training stockpiles are capped at 2000. Above this value, they will be converted to Orders.&lt;br /&gt;
* You can only use 3 of your Nation&#039;s 4 families each game. Experiment to find out which combinations work best!&lt;br /&gt;
* Unused Civics and Training in your Cities are added to your Nation&#039;s stockpile.&lt;br /&gt;
* If you don&#039;t want to use all of your Orders, you can end your turn premarurely.&lt;br /&gt;
* Your Workers can chop Wood from nearby Trees. The trees will regrow in several years if they aren&#039;t completely removed.&lt;br /&gt;
* If you don&#039;t have enough resources to start a Unit or Improvement you can buy what you&#039;re missing (assuming you have enough Money).&lt;br /&gt;
* Building an improvement on a Hill will increase the time it takes to finish by one turn.&lt;br /&gt;
* Barbarians are xenophobic tribes hostile to all Nations. There are no diplomatic consequences for attacking their Unity or taking over their land. They have no allies, including other Tribes.&lt;br /&gt;
* If your territory has scant supplies of Wood, consider training military units that rely on Stone or Iron. Concentrate your limited Wood supply on building Rural time Improvements.&lt;br /&gt;
* Quarries build next to Mountains produce more Stone for each adjacent mountain tile. Quarries gain a minor increase when they are built in Arid terrain.&lt;br /&gt;
* Lumbermills build adjacent to Camps gain increased Wood output, as the hunters control predators and force trails through the forest.&lt;br /&gt;
* Being at War against several opponents can leave your armies overwhelmed, unable to execute enough Orders to fight effectively on every front. Use diplomacy to avoid this fate.&lt;br /&gt;
* Researching your way to the Lumbermill Improvement takes time. You may need to send Workers to forests and thickets outside your borders, to Chop Wood from Trees and Scrub.&lt;br /&gt;
* Expect demand for Food to rise as your Cities grow and mature.&lt;br /&gt;
* Upgrading Units to more advanced technology is materially expensive, but it can rapidly increase your military might.&lt;br /&gt;
* Roads help Units move farther with each Orders spent, especially when the Road passes through difficult terrain. They also extend your Trade Network.&lt;br /&gt;
* Ranged Units gain an extra tile of range if positioned on Hill, unless their target is also on a Hill.&lt;br /&gt;
* Stationing a Unit on a conquered City Site marks the territory as yours. Failing to guard the site may result in it being claimed by a new Tribal Settlement or settled by your rivals.&lt;br /&gt;
* Growing your number of Orders should be a priority. The more territory and Units that you control, the more Orders your Nation will need to function and to defend itself.&lt;br /&gt;
* The power of each Law tends to increase as your Nation grows. When choosing what to research, do not neglect unlocking new Laws.&lt;br /&gt;
* A City may build ships if it controls water tiles labeled as Coast.&lt;br /&gt;
* Scouts can keep an eye on a large number of tiles. They can provide valuable intelligence regarding enemy strength and movements.&lt;br /&gt;
* Cities with high Growth train new Settlers, Workers, and Scouts more rapidly.&lt;br /&gt;
* The rate at which military Units are produced by a City is tied directly to its Training output.&lt;br /&gt;
* The rate at which Projects are completed at a City depends on its Civics output.&lt;br /&gt;
* Urban Specialists can be upgraded multiple times, greatly increasing the output of an Urban Improvement.&lt;br /&gt;
* Most Urban Improvement types require Stone to construct. Expect high demand for Stone as the game matures and you unlock new technologies.&lt;br /&gt;
* Ranged Units are efficient in battle, often attacking an enemy without having to spend Orders on movement.&lt;br /&gt;
* To predict the number of orders needed for a Unit to go from one tile to another by way of a third tile, select the Unit and [CTRL+Click] on the third tile.&lt;br /&gt;
* Militia and Conscript Units cannot be Promoted, but they are produced with Growth instead of Training. Cities with high Growth output may be able to train them rapidly.&lt;br /&gt;
* Many Mounted Units have the Rout ability. When they slay an enemy Unit, they occupy that Unit&#039;s tile if there is another Unit available to attack from the newly occupied tile. Although they cannot move again, routing units can chain together multiple rout attacks.&lt;br /&gt;
* Consider spending Training to give Promotions to some of your Units. Units who have engaged in combat and earned Experience cost less Training to promote.&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Old_World/index.php?title=Hints&amp;diff=1339</id>
		<title>Hints</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Old_World/index.php?title=Hints&amp;diff=1339"/>
		<updated>2023-03-13T19:44:20Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Old World you will explore the map with Scouts, expand your Nation by founding Cities on City Sites, exploit Harvestable Resources and Luxuries, and recruit armies to exterminate rival Nations and Tribes (or negotiate and trade with them). When starting a new game the map is yet unexplored, awaiting discovery. Below is a list of helpful hints:&lt;br /&gt;
* Units on terrain with Trees get a defensive bonus against Ranged Attacks.&lt;br /&gt;
* Units of Flat and Clear terrain are vulnerable to attacks from Mounted Units.&lt;br /&gt;
* Melee Infantry can fortify, gaining a defensive bonus while they remain on their current tile.&lt;br /&gt;
* Land Units can more quickly across water that your Cities and Anchored Boats control.&lt;br /&gt;
* Hold [B] to see your Trade Network and Connections to the Capital.&lt;br /&gt;
* Training stockpiles are capped at 2000. Above this value, they will be converted to Orders.&lt;br /&gt;
* You can only use 3 of your Nation&#039;s 4 families each game. Experiment to find out which combinations work best!&lt;br /&gt;
* Unused Civics and Training in your Cities are added to your Nation&#039;s stockpile.&lt;br /&gt;
* If you don&#039;t want to use all of your Orders, you can end your turn premarurely.&lt;br /&gt;
* Your Workers can chop Wood from nearby Trees. The trees will regrow in several years if they aren&#039;t completely removed.&lt;br /&gt;
* If you don&#039;t have enough resources to start a Unit or Improvement you can buy what you&#039;re missing (assuming you have enough Money).&lt;br /&gt;
* Building an improvement on a Hill will increase the time it takes to finish by one turn.&lt;br /&gt;
* Barbarians are xenophobic tribes hostile to all Nations. There are no diplomatic consequences for attacking their Unity or taking over their land. They have no allies, including other Tribes.&lt;br /&gt;
* If your territory has scant supplies of Wood, consider training military units that rely on Stone or Iron. Concentrate your limited Wood supply on building Rural time Improvements.&lt;br /&gt;
* Quarries build next to Mountains produce more Stone for each adjacent mountain tile. Quarries gain a minor increase when they are built in Arid terrain.&lt;br /&gt;
* Lumbermills build adjacent to Camps gain increased Wood output, as the hunters control predators and force trails through the forest.&lt;br /&gt;
* Being at War against several opponents can leave your armies overwhelmed, unable to execute enough Orders to fight effectively on every front. Use diplomacy to avoid this fate.&lt;br /&gt;
* Researching your way to the Lumbermill Improvement takes time. You may need to send Workers to forests and thickets outside your borders, to Chop Wood from Trees and Scrub.&lt;br /&gt;
* Expect demand for Food to rise as your Cities grow and mature.&lt;br /&gt;
* Upgrading Units to more advanced technology is materially expensive, but it can rapidly increase your military might.&lt;br /&gt;
* Roads help Units move farther with each Orders spent, especially when the Road passes through difficult terrain. They also extend your Trade Network.&lt;br /&gt;
* Ranged Units gain an extra tile of range if positioned on Hill, unless their target is also on a Hill.&lt;br /&gt;
* Stationing a Unit on a conquered City Site marks the territory as yours. Failing to guard the site may result in it being claimed by a new Tribal Settlement or settled by your rivals.&lt;br /&gt;
* Growing your number of Orders should be a priority. The more territory and Units that you control, the more Orders your Nation will need to function and to defend itself.&lt;br /&gt;
* The power of each Law tends to increase as your Nation grows. When choosing what to research, do not neglect unlocking new Laws.&lt;br /&gt;
* A City may build ships if it controls water tiles labeled as Coast.&lt;br /&gt;
* Scouts can keep an eye on a large number of tiles. They can provide valuable intelligence regarding enemy strength and movements.&lt;br /&gt;
* Cities with high Growth train new Settlers, Workers, and Scouts more rapidly.&lt;br /&gt;
* The rate at which military Units are produced by a City is tied directly to its Training output.&lt;br /&gt;
* The rate at which Projects are completed at a City depends on its Civics output.&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Old_World/index.php?title=Hints&amp;diff=1338</id>
		<title>Hints</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Old_World/index.php?title=Hints&amp;diff=1338"/>
		<updated>2023-03-13T19:39:37Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Old World you will explore the map with Scouts, expand your Nation by founding Cities on City Sites, exploit Harvestable Resources and Luxuries, and recruit armies to exterminate rival Nations and Tribes (or negotiate and trade with them). When starting a new game the map is yet unexplored, awaiting discovery. Below is a list of helpful hints:&lt;br /&gt;
* Units on terrain with Trees get a defensive bonus against Ranged Attacks.&lt;br /&gt;
* Units of Flat and Clear terrain are vulnerable to attacks from Mounted Units.&lt;br /&gt;
* Melee Infantry can fortify, gaining a defensive bonus while they remain on their current tile.&lt;br /&gt;
* Land Units can more quickly across water that your Cities and Anchored Boats control.&lt;br /&gt;
* Hold [B] to see your Trade Network and Connections to the Capital.&lt;br /&gt;
* Training stockpiles are capped at 2000. Above this value, they will be converted to Orders.&lt;br /&gt;
* You can only use 3 of your Nation&#039;s 4 families each game. Experiment to find out which combinations work best!&lt;br /&gt;
* Unused Civics and Training in your Cities are added to your Nation&#039;s stockpile.&lt;br /&gt;
* If you don&#039;t want to use all of your Orders, you can end your turn premarurely.&lt;br /&gt;
* Your Workers can chop Wood from nearby Trees. The trees will regrow in several years if they aren&#039;t completely removed.&lt;br /&gt;
* If you don&#039;t have enough resources to start a Unit or Improvement you can buy what you&#039;re missing (assuming you have enough Money).&lt;br /&gt;
* Building an improvement on a Hill will increase the time it takes to finish by one turn.&lt;br /&gt;
* Barbarians are xenophobic tribes hostile to all Nations. There are no diplomatic consequences for attacking their Unity or taking over their land. They have no allies, including other Tribes.&lt;br /&gt;
* If your territory has scant supplies of Wood, consider training military units that rely on Stone or Iron. Concentrate your limited Wood supply on building Rural time Improvements.&lt;br /&gt;
* Quarries build next to Mountains produce more Stone for each adjacent mountain tile. Quarries gain a minor increase when they are built in Arid terrain.&lt;br /&gt;
* Lumbermills build adjacent to Camps gain increased Wood output, as the hunters control predators and force trails through the forest.&lt;br /&gt;
* Being at War against several opponents can leave your armies overwhelmed, unable to execute enough Orders to fight effectively on every front. Use diplomacy to avoid this fate.&lt;br /&gt;
* Researching your way to the Lumbermill Improvement takes time. You may need to send Workers to forests and thickets outside your borders, to Chop Wood from Trees and Scrub.&lt;br /&gt;
* Expect demand for Food to rise as your Cities grow and mature.&lt;br /&gt;
* Upgrading Units to more advanced technology is materially expensive, but it can rapidly increase your military might.&lt;br /&gt;
* Roads help Units move farther with each Orders spent, especially when the Road passes through difficult terrain. They also extend your Trade Network.&lt;br /&gt;
* Ranged Units gain an extra tile of range if positioned on Hill, unless their target is also on a Hill.&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Old_World/index.php?title=Hints&amp;diff=1337</id>
		<title>Hints</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Old_World/index.php?title=Hints&amp;diff=1337"/>
		<updated>2023-03-13T19:36:46Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Old World you will explore the map with Scouts, expand your Nation by founding Cities on City Sites, exploit Harvestable Resources and Luxuries, and recruit armies to exterminate rival Nations and Tribes (or negotiate and trade with them). When starting a new game the map is yet unexplored, awaiting discovery. Below is a list of helpful hints:&lt;br /&gt;
* Units on terrain with Trees get a defensive bonus against Ranged Attacks.&lt;br /&gt;
* Units of Flat and Clear terrain are vulnerable to attacks from Mounted Units.&lt;br /&gt;
* Melee Infantry can fortify, gaining a defensive bonus while they remain on their current tile.&lt;br /&gt;
* Land Units can more quickly across water that your Cities and Anchored Boats control.&lt;br /&gt;
* Hold [B] to see your Trade Network and Connections to the Capital.&lt;br /&gt;
* Training stockpiles are capped at 2000. Above this value, they will be converted to Orders.&lt;br /&gt;
* You can only use 3 of your Nation&#039;s 4 families each game. Experiment to find out which combinations work best!&lt;br /&gt;
* Unused Civics and Training in your Cities are added to your Nation&#039;s stockpile.&lt;br /&gt;
* If you don&#039;t want to use all of your Orders, you can end your turn premarurely.&lt;br /&gt;
* Your Workers can chop Wood from nearby Trees. The trees will regrow in several years if they aren&#039;t completely removed.&lt;br /&gt;
* If you don&#039;t have enough resources to start a Unit or Improvement you can buy what you&#039;re missing (assuming you have enough Money).&lt;br /&gt;
* Building an improvement on a Hill will increase the time it takes to finish by one turn.&lt;br /&gt;
* Barbarians are xenophobic tribes hostile to all Nations. There are no diplomatic consequences for attacking their Unity or taking over their land. They have no allies, including other Tribes.&lt;br /&gt;
* If your territory has scant supplies of Wood, consider training military units that rely on Stone or Iron. Concentrate your limited Wood supply on building Rural time Improvements.&lt;br /&gt;
* Quarries build next to Mountains produce more Stone for each adjacent mountain tile. Quarries gain a minor increase when they are built in Arid terrain.&lt;br /&gt;
* Lumbermills build adjacent to Camps gain increased Wood output, as the hunters control predators and force trails through the forest.&lt;br /&gt;
* Being at War against several opponents can leave your armies overwhelmed, unable to execute enough Orders to fight effectively on every front. Use diplomacy to avoid this fate.&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Old_World/index.php?title=Nations&amp;diff=1336</id>
		<title>Nations</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Old_World/index.php?title=Nations&amp;diff=1336"/>
		<updated>2023-03-13T19:25:14Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: /* Player nations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nations are the major states that are vying for Victory in Old World.&lt;br /&gt;
&lt;br /&gt;
== Player nations ==&lt;br /&gt;
There are seven major Nations present in Old World, with an eighth one, the Hatti, being present if the Heroes of the Aegean DLC is installed. The Archetype of the starting Nation Leader can be changed in the map settings and the class of each family can be randomized as well.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Civilization !! Leader !! Leader Traits !! Leader Archetype !! Bonuses !! Starting Techs !! Shrines !! Unique Units !! Families&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Assyria&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT ASHURBANIPAL.png|150px]]&lt;br /&gt;
| Ashurbanipal&lt;br /&gt;
| Educated&lt;br /&gt;
| [[File:TRAIT ZEALOT.png|25px]] Zealot&lt;br /&gt;
| &lt;br /&gt;
* [All Cities] New Units start with Focus I&lt;br /&gt;
* [All Units] +100% Pillage Yield&lt;br /&gt;
* [All units] +2 [[File:YIELD ORDERS.png|25px]] Orders per Military Unit Killed&lt;br /&gt;
| [[File:TECH ADMINISTRATION.png|25px]] Administration&amp;lt;br&amp;gt;[[File:TECH MILITARY DRILL.png|25px]] Military Drill&amp;lt;br&amp;gt;[[File:TECH TRAPPING.png|25px]] Trapping&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE KINGSHIP.png|25px]] Ashur&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE WAR.png|25px]] Ninurta&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE FIRE.png|25px]] Nuska&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE SUN.png|25px]] Shamash&lt;br /&gt;
| [[File:UNIT BATTERING RAM.png|25px]] Battering Ram&amp;lt;br&amp;gt;[[File:UNIT SIEGE TOWER.png|25px]] Siege Tower&lt;br /&gt;
| Adasi (Patrons)&amp;lt;br&amp;gt;Erishum (Clerics)&amp;lt;br&amp;gt;Sargonid (Champions)&amp;lt;br&amp;gt;Tudiya (Hunters)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Babylonia&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT NEBUCHADNEZZAR.png|150px]]&lt;br /&gt;
| Nebuchadnezzar&lt;br /&gt;
| Prosperous&lt;br /&gt;
| [[File:TRAIT SCHOLAR.png|25px]] Scholar&lt;br /&gt;
| &lt;br /&gt;
* [All Cities] +1 [[File:YIELD SCIENCE.png|25px]] Science per turn&lt;br /&gt;
* [All Cities] +20% [[File:YIELD GROWTH.png|25px]] Growth&lt;br /&gt;
* [All Cities] +2 [[File:YIELD CULTURE.png|25px]] Culture per turn with Treasury&lt;br /&gt;
| [[File:TECH ADMINISTRATION.png|25px]] Administration&amp;lt;br&amp;gt;[[File:TECH RHETORIC.png|25px]] Rhetoric&amp;lt;br&amp;gt;[[File:TECH TRAPPING.png|25px]] Trapping&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE UNDERWORLD.png|25px]] Ereshkigal&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE LOVE.png|25px]] Ishtar&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE KINGSHIP.png|25px]] Madruk&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE WISDOM.png|25px]] Nabu&lt;br /&gt;
| [[File:UNIT AKKADIAN ARCHER.png|25px]] Akkadian Archer&amp;lt;br&amp;gt;[[File:UNIT CIMMERIAN ARCHER.png|25px]] Cimmerian Archer&lt;br /&gt;
| Amorite (Sages)&amp;lt;br&amp;gt;Chaldean (Artisans)&amp;lt;br&amp;gt;Isin (Traders)&amp;lt;br&amp;gt;Kassite (Hunters)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cartage&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT DIDO.png|150px]]&lt;br /&gt;
| Dido&lt;br /&gt;
| Cunning&amp;lt;br&amp;gt;Engineer&lt;br /&gt;
| [[File:TRAIT DIPLOMAT.png|25px]] Diplomat&lt;br /&gt;
| &lt;br /&gt;
* [New Cities] +200 [[File:YIELD CIVICS.png|25px]] Civics&lt;br /&gt;
* [All Cities] +10 [[File:YIELD MONEY.png|25px]] Money if [[File:City Connected.png|25px]] Connected&lt;br /&gt;
* [Ability] Can hire Mercenaries from Tribes&lt;br /&gt;
| [[File:TECH ARISTOCRACY.png|25px]] Aristocracy&amp;lt;br&amp;gt;[[File:TECH DIVINATION.png|25px]] Divination&amp;lt;br&amp;gt;[[File:TECH TRAPPING.png|25px]] Trapping&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE LOVE.png|25px]] Astarte&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HEALING.png|25px]] Eshmun&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE WATER.png|25px]] Melqart&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HEARTH.png|25px]] Tanit&lt;br /&gt;
| [[File:UNIT AFRICAN ELEPHANT.png|25px]] African Elephant&amp;lt;br&amp;gt;[[File:UNIT TURRETED ELEPHANT.png|25px]] Turreted Elephant&lt;br /&gt;
| Barcid (Riders)&amp;lt;br&amp;gt;Didonian (Statesmen)&amp;lt;br&amp;gt;Hannoid (Traders)&amp;lt;br&amp;gt;Magonid (Artisans)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Egypt&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT HATSHEPSUT.png|150px]]&lt;br /&gt;
| Hatshepsut&lt;br /&gt;
| Inspiring&lt;br /&gt;
| [[File:TRAIT BUILDER.png|25px]] Builder&lt;br /&gt;
| &lt;br /&gt;
* [On Start] +400 [[File:YIELD STONE.png|25px]] Stone&lt;br /&gt;
* [All Cities] +40% Yield from [[File:IMPROVEMENT FARM.png|25px]] Farm on River&lt;br /&gt;
* [All Cities] -25% Cost for Adjacent Improvement Classes&lt;br /&gt;
| [[File:TECH IRONWORKING.png|25px]] Ironworking&amp;lt;br&amp;gt;[[File:TECH LABOR FORCE.png|25px]] Labor Force&amp;lt;br&amp;gt;[[File:TECH STONECUTTING.png|25px]] Stonecutting&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE HEALING.png|25px]] Isis&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HUNTING.png|25px]] Neith&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE UNDERWORLD.png|25px]] Osiris&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE SUN.png|25px]] Ra&lt;br /&gt;
| [[File:UNIT LIGHT CHARIOT.png|25px]] Light Chariot&amp;lt;br&amp;gt;[[File:UNIT KUSHITE CAVALRY.png|25px]] Kushite Cavalry&lt;br /&gt;
| Amarna (Clerics)&amp;lt;br&amp;gt;Ramesside (Riders)&amp;lt;br&amp;gt;Saite (Landowners)&amp;lt;br&amp;gt;Thusmosid (Sages)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Greece&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT PHILIP.png|150px]]&lt;br /&gt;
| Philip&lt;br /&gt;
| Bold&lt;br /&gt;
| [[File:TRAIT COMMANDER.png|25px]] Commander&lt;br /&gt;
| &lt;br /&gt;
* Unlocks [[File:PROJECT OLYMPICS 1.png|25px]] Olympiad projects&lt;br /&gt;
* [All Cities] +2 [[File:YIELD CULTURE.png|25px]] Culture per turn&lt;br /&gt;
* [All Cities] -25% Cost for Settlers&lt;br /&gt;
* Can choose one of 5 Nation Leaders if Heroes of the Aegean DLC is installed&lt;br /&gt;
| [[File:TECH DRAMA.png|25px]] Drama&amp;lt;br&amp;gt;[[File:TECH IRONWORKING.png|25px]] Ironworking&amp;lt;br&amp;gt;[[File:TECH STONECUTTING.png|25px]] Stonecutting&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE WISDOM.png|25px]] Athena&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE UNDERWORLD.png|25px]] Hades&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE WATER.png|25px]] Poseidon&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE KINGSHIP.png|25px]] Zeus&lt;br /&gt;
| [[File:UNIT HOPLITE.png|25px]] Hoplite&amp;lt;br&amp;gt;[[File:UNIT PHALANGITE.png|25px]] Phalangite&lt;br /&gt;
| Alcmaeonid (Sages)&amp;lt;br&amp;gt;Argead (Champions)&amp;lt;br&amp;gt;Cypselid (Artisans)&amp;lt;br&amp;gt;Seleucid (Patrons)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Persia&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT CYRUS.png|150px]]&lt;br /&gt;
| Cyrus&lt;br /&gt;
| Tough&lt;br /&gt;
| [[File:TRAIT HERO.png|25px]] Hero&lt;br /&gt;
| &lt;br /&gt;
* +50% Harvest Production&lt;br /&gt;
* [All Cities] -25% Cost for Ranged Units&lt;br /&gt;
* [All Cities] +0.5 [[File:YIELD ORDERS.png|25px]] Orders per turn per [[File:IMPROVEMENT PASTURE.png|25px]] Pasture&lt;br /&gt;
| [[File:TECH HUSBANDRY.png|25px]] Husbandry&amp;lt;br&amp;gt;[[File:TECH IRONWORKING.png|25px]] Ironworking&amp;lt;br&amp;gt;[[File:TECH TRAPPING.png|25px]] Trapping&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE WATER.png|25px]] Anahita&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE FIRE.png|25px]] Atar&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HUNTING.png|25px]] Mithra&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE SUN.png|25px]] Hvar Khshaita&lt;br /&gt;
| [[File:UNIT PALTON CAVALRY.png|25px]] Palton Cavalry&amp;lt;br&amp;gt;[[File:UNIT CATAPHRACT ARCHER.png|25px]] Cataphract Archer&lt;br /&gt;
| Achaemenid (Statesmen)&amp;lt;br&amp;gt;Arsacid (Clerics)&amp;lt;br&amp;gt;Mihranid (Hunters)&amp;lt;br&amp;gt;Sasanid (Riders)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rome&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT ROMULUS.png|150px]]&lt;br /&gt;
| Romulus&lt;br /&gt;
| Ruthless&lt;br /&gt;
| [[File:TRAIT TACTICIAN.png|25px]] Tactician&lt;br /&gt;
| &lt;br /&gt;
* [All Cities] +2 [[File:YIELD TRAINING.png|25px]] Training per turn&lt;br /&gt;
* [All Units] +2 Fatigue Limit&lt;br /&gt;
| [[File:TECH IRONWORKING.png|25px]] Ironworking&amp;lt;br&amp;gt;[[File:TECH POLIS.png|25px]] Polis&amp;lt;br&amp;gt;[[File:TECH STONECUTTING.png|25px]] Stonecutting&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE WAR.png|25px]] Mars&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE LOVE.png|25px]] Venus&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HEARTH.png|25px]] Vesta&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE FIRE.png|25px]] Vulcan&lt;br /&gt;
| [[File:UNIT HASTATUS.png|25px]] Hastatus&amp;lt;br&amp;gt;[[File:UNIT LEGIONARY.png|25px]] Legionary&lt;br /&gt;
| Claudius (Landowners)&amp;lt;br&amp;gt;Fabius (Champions)&amp;lt;br&amp;gt;Julius (Statesmen)&amp;lt;br&amp;gt;Valerius (Patrons)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hatti&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT HATTUSILI.png|150px]]&lt;br /&gt;
| Hattusili&lt;br /&gt;
| Warlike&lt;br /&gt;
| [[File:TRAIT JUDGE.png|25px]] Judge&lt;br /&gt;
| &lt;br /&gt;
* [All Cities] +1 [[File:YIELD CIVICS.png|25px]] Civics per turn&lt;br /&gt;
* [All Units] Can Remove Vegetation&lt;br /&gt;
* [All Units] Ignore Hill Movement Penalties&lt;br /&gt;
| [[File:TECH ADMINISTRATION.png|25px]] Administration&amp;lt;br&amp;gt;[[File:TECH HUSBANDRY.png|25px]] Husbandry&amp;lt;br&amp;gt;[[File:TECH IRONWORKING.png|25px]] Ironworking&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE HEARTH.png|25px]] Arinnitti&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HEALING.png|25px]] Kamrusepa&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HUNTING.png|25px]] Halki&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE WAR.png|25px]] Tarhun&lt;br /&gt;
| [[File:UNIT HEAVY CHARIOT.png|25px]] Heavy Chariot&amp;lt;br&amp;gt;[[File:UNIT THREE MEN CHARIOT.png|25px]] Three Man Chariot&lt;br /&gt;
| Hattusan (Traders)&amp;lt;br&amp;gt;Kussaran (Riders)&amp;lt;br&amp;gt;Nenassan (Landowners)&amp;lt;br&amp;gt;Zalpuwan (Patrons)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Laws ==&lt;br /&gt;
[[File:Laws screen.png|thumb|300px|The Laws tab]]&lt;br /&gt;
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 [[File:YIELD CIVICS.png|25px]] Civics to pass it.&lt;br /&gt;
&lt;br /&gt;
=== No Upkeep Laws ===&lt;br /&gt;
No Upkeep Laws cost 250 [[File:YIELD CIVICS.png|25px]] Civics to pass and have no yearly costs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Law 1 !! Law 2 !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW EPICS.png|40px]] Epics&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Hero Opinion&lt;br /&gt;
* [[File:YIELD CULTURE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Culture per killed Military Unit in nearest City&lt;br /&gt;
| [[File:LAW EXPLORATION.png|40px]] Exploration&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Hunters Opinion&lt;br /&gt;
* Movement Bonus along Neutral River&lt;br /&gt;
* Scouts move on Water&lt;br /&gt;
| [[File:TECH RHETORIC.png|25px]] Rhetoric&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW SLAVERY.png|40px]] Slavery&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Builder Opinion&lt;br /&gt;
* [[File:IMPROVEMENT MINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Mine Yield [All Cities]&lt;br /&gt;
* [[File:IMPROVEMENT QUARRY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Quarry Yield [All Cities]&lt;br /&gt;
* [[File:YIELD DISCONTENT.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discontent per year [All Cities]&lt;br /&gt;
| [[File:LAW FREEDOM.png|40px]] Freedom&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Sages Opinion&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year per Specialist [All Cities]&lt;br /&gt;
| [[File:TECH LABOR FORCE.png|25px]] Labor Force&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW CENTRALIZATION.png|40px]] Centralization&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Legalism Opinion&lt;br /&gt;
* [[File:IMPROVEMENT MINE.png|25px]] Farms can be constructed on Marsh terrain&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per year per Culture Level [Capital City]&lt;br /&gt;
| [[File:LAW VASSALAGE.png|40px]] Vassalage&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Riders Opinion&lt;br /&gt;
* -50% Unit Consumption&lt;br /&gt;
* No extra Unit Consumption when Outside Borders&lt;br /&gt;
| [[File:TECH ARISTOCRACY.png|25px]] Aristocracy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Low Upkeep Laws ===&lt;br /&gt;
Low Upkeep Laws cost 400 [[File:YIELD CIVICS.png|25px]] Civics to pass and have low yearly costs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Law 1 !! Law 2 !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW TYRANNY.png|40px]] Tyranny&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orator Opinion&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+8&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year per Military Unit in Territory [All Cities]&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:LAW CONSTITUTION.png|40px]] Constitution&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Statesman Opinion&lt;br /&gt;
* [[File:PROJECT DECREE 1.png|25px]] Enables the Decree projects [Capital City]&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per year per Urban Specialist [All Cities]&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year&lt;br /&gt;
| [[File:TECH SOVEREIGNTY.png|25px]] Sovereignty&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW COLONIES.png|40px]] Colonies&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Diplomat Opinion&lt;br /&gt;
* [[File:BUY TILE.png|25px]] Enables the Buy Tile action&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year&lt;br /&gt;
| [[File:LAW SERFDOM.png|40px]] Serfdom&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Landowners Opinion&lt;br /&gt;
* [[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders per year&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-12&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
* [[File:YIELD DISCONTENT.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discontent per year [All Cities]&lt;br /&gt;
| [[File:TECH NAVIGATION.png|25px]] Navigation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW MONOTHEISM.png|40px]] Monotheism&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Gnosticism Opinion&lt;br /&gt;
* [[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders per year [State Religion Cities]&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:LAW POLYTHEISM.png|40px]] Polytheism&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Mythology Opinion&lt;br /&gt;
* Shrines can be constructed multiple times&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-12&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:TECH MONASTICISM.png|25px]] Monasticism&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Medium Upkeep Laws ===&lt;br /&gt;
Medium Upkeep Laws cost 400 [[File:YIELD CIVICS.png|25px]] Civics to pass and have medium yearly costs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Law 1 !! Law 2 !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW DIVINE RULE.png|40px]] Divine Rule&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Clerics Opinion&lt;br /&gt;
* [[File:MISSION ADOPT RELIGION.png|25px]] Can Adopt Pagan State Religions&lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness per year per Shrine [All Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-18&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:LAW LEGAL CODE.png|40px]] Legal Code&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Judge Opinion&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year per Active Law&lt;br /&gt;
* [[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-0.6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders per year&lt;br /&gt;
| [[File:TECH CITIZENSHIP.png|25px]] Citizenship&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW TOLERANCE.png|40px]] Tolerance&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Dualism Opinion&lt;br /&gt;
* Can Build Non-State Religions Disciples&lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness per year per Non-State Religion [All Cities]&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:LAW ORTHODOXY.png|40px]] Orthodoxy&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Revelation Opinion&lt;br /&gt;
* Disciples Can Purge World Religions&lt;br /&gt;
* Can Hurry Production with Orders [Stare Religion Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-18&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:TECH DOCTRINE.png|25px]] Doctrine&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW PROFESSIONAL ARMY.png|40px]] Professional Army&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Tactician Opinion&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; XP from Combat&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year with Treasury [All Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-18&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:LAW VOLUNTEERS.png|40px]] Volunteers&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Champions Opinion&lt;br /&gt;
* Can Hurry Production with Population&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year per War&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:TECH MANOR.png|25px]] Manor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== High Upkeep Laws ===&lt;br /&gt;
High Upkeep Laws cost 400 [[File:YIELD CIVICS.png|25px]] Civics to pass and have high yearly costs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Law 1 !! Law 2 !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW PHILOSOPHY.png|40px]] Philosophy&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Enlightenment Opinion&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Urban Specialists Production Time [All Cities]&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per year with Forum [All Cities]&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-9&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:LAW ENGINEERING.png|40px]] Engineering&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Scholar Opinion&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wonder Costs&lt;br /&gt;
* [[File:City Connected.png|25px]] Roads bridge across Rivers&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-24&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:TECH ARCHITECTURE.png|25px]] Architecture&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW ICONOGRAPHY.png|40px]] Iconography&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Veneration Opinion&lt;br /&gt;
* No Random Non-State Religion Spread [All Cities]&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year per Monastery [All Cities]&lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness per year per Cathedral [All Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year per Temple [All Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-24&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:LAW CALLIGRAPHY.png|40px]] Calligraphy&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Patrons Opinion&lt;br /&gt;
* [[File:YIELD CULTURE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Culture per year per Library [All Cities]&lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness per year per Elder Specialist [All Cities]&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-9&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:TECH VAULTING.png|25px]] Vaulting&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW PILGRIMAGE.png|40px]] Pilgrimage&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Redemption Opinion&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per year per Grove [All Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year per Cities with Religion [All Cities]&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-12&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year&lt;br /&gt;
| [[File:LAW HOLY WAR.png|40px]] Holy War&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Zealot Opinion&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Random Promotion for New Units [All Cities]&lt;br /&gt;
* Can Hurry Production of Units with Money [Stare Religion Cities]&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per year&lt;br /&gt;
| [[File:TECH MARTIAL CODE.png|25px]] Martial Code&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Very High Upkeep Laws ===&lt;br /&gt;
Very High Upkeep Laws cost 400 [[File:YIELD CIVICS.png|25px]] Civics to pass and have very high yearly costs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Law 1 !! Law 2 !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW GUILDS.png|40px]] Guilds&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; Artisans Opinion&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Rebels Chance [All Cities]&lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness per year per Town [All Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:LAW ELITES.png|40px]] Elites&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Schemer Opinion&lt;br /&gt;
* Store 100 Orders between Years&lt;br /&gt;
* [[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders per year with Legendary Culture Level [All Cities]&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-15&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year&lt;br /&gt;
| [[File:TECH JURISPRUDENCE.png|25px]] Jurisprudence&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW AUTARKY.png|40px]] Autarky&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; Commander Opinion&lt;br /&gt;
* [[File:IMPROVEMENT MINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Mine Yield [All Cities]&lt;br /&gt;
* [[File:IMPROVEMENT QUARRY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Quarry Yield [All Cities]&lt;br /&gt;
* [[File:IMPROVEMENT LUMBERMILL.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Lumbermill Yield [All Cities]&lt;br /&gt;
* Can build units that require Horses, Camels or Elephants [All Cities]&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per year&lt;br /&gt;
| [[File:LAW TRADE LEAGUE.png|40px]] Trade League&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Traders Opinion&lt;br /&gt;
* [[File:PROJECT CONVOY 1.png|25px]] Enables the Convoy projects&lt;br /&gt;
* Resource selling price becomes buying price&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-12&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:TECH LATEEN SAIL.png|25px]] Lateen Sail&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW COIN DEBASEMENT.png|40px]] Coin Debasement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Schemer Opinion&lt;br /&gt;
* Can buy and sell Orders with Money&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:LAW MONETARY REFORM.png|40px]] Monetary Reform&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Traders Opinion&lt;br /&gt;
* No Discontent from Hurry Production&lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness per year [All Cities]&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-12&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:TECH FISCAL POLICY.png|25px]] Fiscal Policy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Succession ==&lt;br /&gt;
Once a Nation Leader dies, its Heir becomes the new Nation Leader. If the Nation doesn&#039;t have a heir when the Nation Leader dies the game ends. Which child becomes Heir depends on the Succession Law. The Heir can also be chosen manually via a character action, but this carries a penalty of [[File:YIELD LEGITIMACY.png|25px]] 10 Legitimacy. There are 5 possible Succession Laws, with the starting one being decided in the new game settings. Changing Succession Law initially costs 100 [[File:YIELD CIVICS.png|25px]] Civics, and the cost increases by 50 for each subsequent change.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Succession Law !! Heir&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW PRIMOGENITURE.png|55px]] Primogeniture || Oldest child&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW ULTIMOGENITURE.png|55px]] Ultimogeniture || Youngest child&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW LATERAL.png|55px]] Lateral || Siblings before children&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW DYNASTIC.png|55px]] Dynastic || Oldest character with a direct line to the Nation&#039;s Founder&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW SENIORITY.png|55px]] Seniority || Oldest dynasty member&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Families ==&lt;br /&gt;
Families are the leading clans within a Nation that control its cities, with different dispositions and conflicting interests. Their preferences determine what Ambitions a Nation Leader can pursue. The Opinion that a family has towards its Nation&#039;s Leader can trigger various events. Each Nation has 4 Families, which may belong to one of 10 classes. The first City founded for a Family will be the Family Seat. Only 3 Families may be used by each Nation.&lt;br /&gt;
&lt;br /&gt;
Each Family will have two preferred luxury resources. Each one of their cities that doesn&#039;t have the luxury resource will decrease the Family&#039;s Opinion by 10. In addition, if a Family has fewer cities than the other Families it will suffer an Opinion penalty.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class !! City Effects !! Family Seat Effects !! Seat Founded Bonus !! Common Traits !! Wanted Luxuries !! Opinion&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Artisans&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD CULTURE.png|25px]] +4 Culture per year&lt;br /&gt;
* [[File:IMPROVEMENT MINE.png|25px]] +20% Mine Yield&lt;br /&gt;
* [[File:IMPROVEMENT LUMBERMILL.png|25px]] +20% Lumbermill Yield&lt;br /&gt;
* New Siege and Ship Units start with Ingenuity&lt;br /&gt;
| -2 Turns Urban Improvement Build Time&lt;br /&gt;
| [[File:UNIT WORKER.png|25px]] Worker&lt;br /&gt;
| [[File:TRAIT SCHEMER.png|25px]] Schemer (x10)&amp;lt;br&amp;gt;[[File:TRAIT BUILDER.png|25px]] Builder (x5)&amp;lt;br&amp;gt;[[File:TRAIT ORATOR.png|25px]] Orator (x5)&lt;br /&gt;
| [[File:RESOURCE DYE.png|25px]] Dyes&amp;lt;br&amp;gt;[[File:RESOURCE GEM.png|25px]] Gems&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW GUILDS.png|25px]] Guilds law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT AMPHITHEATER.png|25px]] Amphitheater improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Luxuries&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Pillaged Improvements Inside Territory&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Champions&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] +2 Training per year&lt;br /&gt;
* +50% City Defense&lt;br /&gt;
* New Units start with Steadfast&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] +50% Training&lt;br /&gt;
| [[File:UNIT MILITIA.png|25px]] Militia&lt;br /&gt;
| [[File:TRAIT COMMANDER.png|25px]] Commander (x10)&amp;lt;br&amp;gt;[[File:TRAIT HERO.png|25px]] Hero (x10)&lt;br /&gt;
| [[File:RESOURCE DYE.png|25px]] Dyes&amp;lt;br&amp;gt;[[File:RESOURCE WINE.png|25px]] Wine&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW VOLUNTEERS.png|25px]] Volunteers law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT GARRISON 3.png|25px]] Citadel improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Largest Military&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Weakest Military&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Clerics&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] +1 Happiness per year&lt;br /&gt;
* [[File:TERRAIN SAND.png|25px]] Sand terrain can support Urban Improvements&lt;br /&gt;
* +100 Monastery and Temple Yield&lt;br /&gt;
| -50% Disciple Units Production Time&lt;br /&gt;
| [[File:TECH MONASTICISM.png|25px]] Monasticism&amp;lt;br&amp;gt;Found Judaism or Zoroastrianism&lt;br /&gt;
| [[File:TRAIT ZEALOT.png|25px]] Zealot (x10)&amp;lt;br&amp;gt;[[File:TRAIT COMMANDER.png|25px]] Commander (x5)&amp;lt;br&amp;gt;[[File:TRAIT SCHOLAR.png|25px]] Scholar (x5)&lt;br /&gt;
| [[File:RESOURCE INCENSE.png|25px]] Incense&amp;lt;br&amp;gt;[[File:RESOURCE LAVENDER.png|25px]] Lavender&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW DIVINE RULE.png|25px]] Divine Rule law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; per Cathedral improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per Holy City&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per City without Religion&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hunters&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] +2 Training per year&lt;br /&gt;
* [[File:IMPROVEMENT CAMP.png|25px]] +100% Camp Yield&lt;br /&gt;
* New Ranged Units start with Sentinel&lt;br /&gt;
| [[File:PROJECT HUNT 1.png|25px]] Enables the Hunt projects&lt;br /&gt;
| [[File:YIELD IRON.png|25px]] 50 Iron&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 50 Stone&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&lt;br /&gt;
| [[File:TRAIT TACTICIAN.png|25px]] Tactician (x10)&amp;lt;br&amp;gt;[[File:TRAIT HERO.png|25px]] Hero (x5)&amp;lt;br&amp;gt;[[File:TRAIT SCHEMER.png|25px]] Schemer (x5)&lt;br /&gt;
| [[File:RESOURCE FUR.png|25px]] Fur&amp;lt;br&amp;gt;[[File:RESOURCE HONEY.png|25px]] Honey&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW EXPLORATION.png|25px]] Exploration law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT RANGE.png|25px]] Range improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per Defended City&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Hostile Tribal Units in Territory&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Landowners&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD GROWTH.png|25px]] +2 Growth per year&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] +5 Money per year per Farm&lt;br /&gt;
* -50% Rural Specialists Production Time&lt;br /&gt;
| [[File:BUY TILE.png|25px]] Enables the Buy Tile action&lt;br /&gt;
| 2 Citizens&lt;br /&gt;
| [[File:TRAIT BUILDER.png|25px]] Builder (x10)&amp;lt;br&amp;gt;[[File:TRAIT JUDGE.png|25px]] Judge (x5)&amp;lt;br&amp;gt;[[File:TRAIT TACTICIAN.png|25px]] Tactician (x5)&lt;br /&gt;
| [[File:RESOURCE HONEY.png|25px]] Honey&amp;lt;br&amp;gt;[[File:RESOURCE OLIVE.png|25px]] Olives&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW SERFDOM.png|25px]] Serfdom law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT TOWN.png|25px]] Town improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Most Cities&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Fewest Cities&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Nation Ruler age is below 18&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Patrons&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] +2 Civics per year&lt;br /&gt;
* [[File:YIELD CULTURE.png|25px]] +4 Culture per year per Bullion Resource (Gems, Gold, Pearls, Silver)&lt;br /&gt;
* [[File:RESOURCE LITERATURE.png|25px]] Creates Literature Luxury&lt;br /&gt;
| [[File:YIELD HAPPINESS.png|25px]] +1 Happiness Level per Culture Event&lt;br /&gt;
| Court Minister&lt;br /&gt;
| [[File:TRAIT ORATOR.png|25px]] Orator (x10)&amp;lt;br&amp;gt;[[File:TRAIT BUILDER.png|25px]] Builder (x5)&amp;lt;br&amp;gt;[[File:TRAIT SCHOLAR.png|25px]] Scholar (x5)&lt;br /&gt;
| [[File:RESOURCE GEM.png|25px]] Gems&amp;lt;br&amp;gt;[[File:RESOURCE INCENSE.png|25px]] Incense&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW CALLIGRAPHY.png|25px]] Calligraphy law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT HEATED BATHS.png|25px]] Heated Baths improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:CHAR FILTER GOVERNOR.png|25px]] Governor&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per Wonder of the World&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Leader or Heir from same Family&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Riders&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] +2 Training per year&lt;br /&gt;
* [[File:City Connected.png|25px]] Always Connected&lt;br /&gt;
* New Mounted Units start with Saddleborn&lt;br /&gt;
| Mounted Units do not require map resources&lt;br /&gt;
| [[File:UNIT SCOUT.png|25px]] Scout&lt;br /&gt;
| [[File:TRAIT ZEALOT.png|25px]] Zealot (x10)&amp;lt;br&amp;gt;[[File:TRAIT HERO.png|25px]] Hero (x5)&amp;lt;br&amp;gt;[[File:TRAIT TACTICIAN.png|25px]] Tactician (x5)&lt;br /&gt;
| [[File:RESOURCE FUR.png|25px]] Fur&amp;lt;br&amp;gt;[[File:RESOURCE SALT.png|25px]] Salt&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW VASSALAGE.png|25px]] Vassalage law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT BARRACKS.png|25px]] Barracks improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:CHAR FILTER GENERAL.png|25px]] General&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Leader or Spouse from another Nation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sages&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] +2 Civics per year&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] +1 Science per year per Specialist&lt;br /&gt;
* -20% Urban Specialists Cost&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] +25% Science&lt;br /&gt;
| Random Technology&lt;br /&gt;
| [[File:TRAIT SCHOLAR.png|25px]] Scholar (x10)&amp;lt;br&amp;gt;[[File:TRAIT DIPLOMAT.png|25px]] Diplomat (x5)&amp;lt;br&amp;gt;[[File:TRAIT JUDGE.png|25px]] Judge (x5)&lt;br /&gt;
| [[File:RESOURCE LAVENDER.png|25px]] Lavender&amp;lt;br&amp;gt;[[File:RESOURCE SALT.png|25px]] Salt&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW FREEDOM.png|25px]] Freedom law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT UNIVERSITY.png|25px]] University improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Most Specialists&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Leader or Spouse from a Tribe&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Statesmen&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD ORDERS.png|25px]] +1 Orders per year&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] +1 Civics per year per Family Opinion Level&lt;br /&gt;
| [[File:PROJECT DECREE 1.png|25px]] Enables the Decree projects&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 400 Civics&lt;br /&gt;
| [[File:TRAIT JUDGE.png|25px]] Judge (x10)&amp;lt;br&amp;gt;[[File:TRAIT COMMANDER.png|25px]] Commander (x5)&amp;lt;br&amp;gt;[[File:TRAIT DIPLOMAT.png|25px]] Diplomat (x5)&lt;br /&gt;
| [[File:RESOURCE PEARL.png|25px]] Pearls&amp;lt;br&amp;gt;[[File:RESOURCE WINE.png|25px]] Wine&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW CONSTITUTION.png|25px]] Constitution law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT PALACE.png|25px]] Palace improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; No Spouse&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; No Councilors&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Traders&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:IMPROVEMENT NETS.png|25px]] +100% Nets Yield&lt;br /&gt;
* [[File:YIELD CULTURE.png|25px]] +1 Culture per year per Specialist&lt;br /&gt;
* New Worker Units start with Surveyor&lt;br /&gt;
| [[File:UNIT CARAVAN.png|25px]] Unlocks Caravan units&lt;br /&gt;
| [[File:IMPROVEMENT FAIR.png|25px]] Fair&amp;lt;br&amp;gt;Court Merchant&lt;br /&gt;
| [[File:TRAIT DIPLOMAT.png|25px]] Diplomat (x10)&amp;lt;br&amp;gt;[[File:TRAIT ORATOR.png|25px]] Orator (x5)&amp;lt;br&amp;gt;[[File:TRAIT SCHEMER.png|25px]] Schemer (x5)&lt;br /&gt;
| [[File:RESOURCE OLIVE.png|25px]] Olives&amp;lt;br&amp;gt;[[File:RESOURCE PEARL.png|25px]] Pearls&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW MONETARY REFORM.png|25px]] Monetary Reform law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW TRADE LEAGUE.png|25px]] Trade League law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT FAIR.png|25px]] Fair improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Connected Cities&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Damaged Cities&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tribes ==&lt;br /&gt;
[[File:Tribe site.png|thumb|300px|A Gaul tribe occupying a city site]]&lt;br /&gt;
Tribes occupy certain City Sites at the start of the game. Tribes that aren&#039;t allied with any Nation will eventually spawn a raiders army. Raiders are always at War with all Nations and will attack the nearest City. How far raiders are willing to travel depends on the game difficulty.&lt;br /&gt;
&lt;br /&gt;
Carthage and Nation Leaders with the [[File:TRAIT ORATOR.png|25px]] Orator archetype can hire Tribe units as mercenaries. The price depends on the unit&#039;s [[File:Icon AttackDefense.png]] Strength, the Opinion of the Tribe and the number of mercenaries recruited so far.&lt;br /&gt;
&lt;br /&gt;
There are 7 Tribes present in Old World:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tribe !! Units !! Always at War&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Barbarians&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT MARAUDER.png|25px]] Marauder&amp;lt;br&amp;gt;[[File:UNIT SKIRMISHER.png|25px]] Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE MARAUDER.png|25px]] Elite Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE SKIRMISHER.png|25px]] Elite Skirmisher&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:cyan;&amp;quot;&amp;gt;&#039;&#039;&#039;Danes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT MARAUDER.png|25px]] Marauder&amp;lt;br&amp;gt;[[File:UNIT SKIRMISHER.png|25px]] Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE MARAUDER.png|25px]] Elite Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE SKIRMISHER.png|25px]] Elite Skirmisher&amp;lt;br&amp;gt;[[File:UNIT JAVELINEER.png|25px]] Javelineer&amp;lt;br&amp;gt;[[File:UNIT ELITE JAVELINEER.png|25px]] Elite Javelineer&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Gauls&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT MARAUDER.png|25px]] Marauder&amp;lt;br&amp;gt;[[File:UNIT SKIRMISHER.png|25px]] Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE MARAUDER.png|25px]] Elite Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE SKIRMISHER.png|25px]] Elite Skirmisher&amp;lt;br&amp;gt;[[File:UNIT JAVELINEER.png|25px]] Javelineer&amp;lt;br&amp;gt;[[File:UNIT ELITE JAVELINEER.png|25px]] Elite Javelineer&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Thracians&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT MARAUDER.png|25px]] Marauder&amp;lt;br&amp;gt;[[File:UNIT SKIRMISHER.png|25px]] Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE MARAUDER.png|25px]] Elite Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE SKIRMISHER.png|25px]] Elite Skirmisher&amp;lt;br&amp;gt;[[File:UNIT WARLORD.png|25px]] Warlord&amp;lt;br&amp;gt;[[File:UNIT ELITE WARLORD.png|25px]] Elite Warlord&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Vandals&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT MARAUDER.png|25px]] Marauder&amp;lt;br&amp;gt;[[File:UNIT SKIRMISHER.png|25px]] Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE MARAUDER.png|25px]] Elite Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE SKIRMISHER.png|25px]] Elite Skirmisher&amp;lt;br&amp;gt;[[File:UNIT WARLORD.png|25px]] Warlord&amp;lt;br&amp;gt;[[File:UNIT ELITE WARLORD.png|25px]] Elite Warlord&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Numidians&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT NOMAD MARAUDER.png|25px]] Nomad Marauder&amp;lt;br&amp;gt;[[File:UNIT NOMAD SKIRMISHER.png|25px]] Nomad Skirmisher&amp;lt;br&amp;gt;[[File:UNIT NOMAD WARLORD.png|25px]] Nomad Warlord&amp;lt;br&amp;gt;[[File:UNIT ELITE NOMAD MARAUDER.png|25px]] Elite Nomad Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE NOMAD SKIRMISHER.png|25px]] Elite Nomad Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE NOMAD WARLORD.png|25px]] Elite Nomad Warlord&amp;lt;br&amp;gt;[[File:UNIT LIBYAN CAVALRY.png|25px]] Libyan Cavalry&amp;lt;br&amp;gt;[[File:UNIT ELITE LIBYAN CAVALRY.png|25px]] Elite Libyan Cavalry&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Scythians&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT NOMAD MARAUDER.png|25px]] Nomad Marauder&amp;lt;br&amp;gt;[[File:UNIT NOMAD SKIRMISHER.png|25px]] Nomad Skirmisher&amp;lt;br&amp;gt;[[File:UNIT NOMAD WARLORD.png|25px]] Nomad Warlord&amp;lt;br&amp;gt;[[File:UNIT ELITE NOMAD MARAUDER.png|25px]] Elite Nomad Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE NOMAD SKIRMISHER.png|25px]] Elite Nomad Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE NOMAD WARLORD.png|25px]] Elite Nomad Warlord&amp;lt;br&amp;gt;[[File:UNIT AMAZON CAVALRY.png|25px]] Amazon Cavalry&amp;lt;br&amp;gt;[[File:UNIT ELITE AMAZON CAVALRY.png|25px]] Elite Amazon Cavalry&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Old_World/index.php?title=Achievements&amp;diff=1335</id>
		<title>Achievements</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Old_World/index.php?title=Achievements&amp;diff=1335"/>
		<updated>2023-03-13T19:12:58Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: Created page with &amp;quot;The game currently has 294 achievements. It should be noted that using the Game Editor doesn&amp;#039;t disable achievements, making them trivially easy to get.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The game currently has 294 achievements. It should be noted that using the Game Editor doesn&#039;t disable achievements, making them trivially easy to get.&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Old_World/index.php?title=Hints&amp;diff=1334</id>
		<title>Hints</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Old_World/index.php?title=Hints&amp;diff=1334"/>
		<updated>2023-03-13T17:16:58Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Old World you will explore the map with Scouts, expand your Nation by founding Cities on City Sites, exploit Harvestable Resources and Luxuries, and recruit armies to exterminate rival Nations and Tribes (or negotiate and trade with them). When starting a new game the map is yet unexplored, awaiting discovery. Below is a list of helpful hints:&lt;br /&gt;
* Units on terrain with Trees get a defensive bonus against Ranged Attacks.&lt;br /&gt;
* Units of Flat and Clear terrain are vulnerable to attacks from Mounted Units.&lt;br /&gt;
* Melee Infantry can fortify, gaining a defensive bonus while they remain on their current tile.&lt;br /&gt;
* Land Units can more quickly across water that your Cities and Anchored Boats control.&lt;br /&gt;
* Hold [B] to see your Trade Network and Connections to the Capital.&lt;br /&gt;
* Training stockpiles are capped at 2000. Above this value, they will be converted to Orders.&lt;br /&gt;
* You can only use 3 of your Nation&#039;s 4 families each game. Experiment to find out which combinations work best!&lt;br /&gt;
* Unused Civics and Training in your Cities are added to your Nation&#039;s stockpile.&lt;br /&gt;
* If you don&#039;t want to use all of your Orders, you can end your turn premarurely.&lt;br /&gt;
* Your Workers can chop Wood from nearby Trees. The trees will regrow in several years if they aren&#039;t completely removed.&lt;br /&gt;
* If you don&#039;t have enough resources to start a Unit or Improvement you can buy what you&#039;re missing (assuming you have enough Money).&lt;br /&gt;
* Building an improvement on a Hill will increase the time it takes to finish by one turn.&lt;br /&gt;
* Barbarians are xenophobic tribes hostile to all Nations. There are no diplomatic consequences for attacking their Unity or taking over their land. They have no allies, including other Tribes.&lt;br /&gt;
* If your territory has scant supplies of Wood, consider training military units that rely on Stone or Iron. Concentrate your limited Wood supply on building Rural time Improvements.&lt;br /&gt;
* Quarries build next to Mountains produce more Stone for each adjacent mountain tile. Quarries gain a minor increase when they are built in Arid terrain.&lt;br /&gt;
* Lumbermills build adjacent to Camps gain increased Wood output, as the hunters control predators and force trails through the forest.&lt;br /&gt;
* Being at War&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Old_World/index.php?title=Hints&amp;diff=1333</id>
		<title>Hints</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Old_World/index.php?title=Hints&amp;diff=1333"/>
		<updated>2023-03-13T17:15:05Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Old World you will explore the map with Scouts, expand your Nation by founding Cities on City Sites, exploit Harvestable Resources and Luxuries, and recruit armies to exterminate rival Nations and Tribes (or negotiate and trade with them). When starting a new game the map is yet unexplored, awaiting discovery. Below is a list of helpful hints:&lt;br /&gt;
* Units on terrain with Trees get a defensive bonus against Ranged Attacks.&lt;br /&gt;
* Units of Flat and Clear terrain are vulnerable to attacks from Mounted Units.&lt;br /&gt;
* Melee Infantry can fortify, gaining a defensive bonus while they remain on their current tile.&lt;br /&gt;
* Land Units can more quickly across water that your Cities and Anchored Boats control.&lt;br /&gt;
* Hold [B] to see your Trade Network and Connections to the Capital.&lt;br /&gt;
* Training stockpiles are capped at 2000. Above this value, they will be converted to Orders.&lt;br /&gt;
* You can only use 3 of your Nation&#039;s 4 families each game. Experiment to find out which combinations work best!&lt;br /&gt;
* Unused Civics and Training in your Cities are added to your Nation&#039;s stockpile.&lt;br /&gt;
* If you don&#039;t want to use all of your Orders, you can end your turn premarurely.&lt;br /&gt;
* Your Workers can chop Wood from nearby Trees. The trees will regrow in several years if they aren&#039;t completely removed.&lt;br /&gt;
* If you don&#039;t have enough resources to start a Unit or Improvement you can buy what you&#039;re missing (assuming you have enough Money).&lt;br /&gt;
* Building an improvement on a Hill will increase the time it takes to finish by one turn.&lt;br /&gt;
* Barbarians are xenophobic tribes hostile to all Nations. There are no diplomatic consequences for attacking their Unity or taking over their land. They have no allies, including other Tribes.&lt;br /&gt;
* If your territory has scant supplies of Wood, consider training military units that rely on Stone or Iron. Concentrate your limited Wood supply&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Old_World/index.php?title=Hints&amp;diff=1332</id>
		<title>Hints</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Old_World/index.php?title=Hints&amp;diff=1332"/>
		<updated>2023-03-13T17:12:23Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Old World you will explore the map with Scouts, expand your Nation by founding Cities on City Sites, exploit Harvestable Resources and Luxuries, and recruit armies to exterminate rival Nations and Tribes (or negotiate and trade with them). When starting a new game the map is yet unexplored, awaiting discovery. Below is a list of helpful hints:&lt;br /&gt;
* Units on terrain with Trees get a defensive bonus against Ranged Attacks.&lt;br /&gt;
* Units of Flat and Clear terrain are vulnerable to attacks from Mounted Units.&lt;br /&gt;
* Melee Infantry can fortify, gaining a defensive bonus while they remain on their current tile.&lt;br /&gt;
* Land Units can more quickly across water that your Cities and Anchored Boats control.&lt;br /&gt;
* Hold [B] to see your Trade Network and Connections to the Capital.&lt;br /&gt;
* Training stockpiles are capped at 2000. Above this value, they will be converted to Orders.&lt;br /&gt;
* You can only use 3 of your Nation&#039;s 4 families each game. Experiment to find out which combinations work best!&lt;br /&gt;
* Unused Civics and Training in your Cities are added to your Nation&#039;s stockpile.&lt;br /&gt;
* If you don&#039;t want to use all of your Orders, you can end your turn premarurely.&lt;br /&gt;
* Your Workers can chop Wood from nearby Trees. The trees will regrow in several years if they aren&#039;t completely removed.&lt;br /&gt;
* If you don&#039;t have enough resources to start a Unit or Improvement you can buy what you&#039;re missing (assuming you have enough Money).&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Old_World/index.php?title=Nations&amp;diff=1331</id>
		<title>Nations</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Old_World/index.php?title=Nations&amp;diff=1331"/>
		<updated>2023-03-13T17:08:24Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: /* Families */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nations are the major states that are vying for Victory in Old World.&lt;br /&gt;
&lt;br /&gt;
== Player nations ==&lt;br /&gt;
There are 7 major Nations present in Old World, with an eight one, the Hatti, being present if the Heroes of the Aegean DLC is installed. The Archetype of the starting Nation Leader can be changed in the map settings and the class of each family can be randomized as well.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Civilization !! Leader !! Leader Traits !! Leader Archetype !! Bonuses !! Starting Techs !! Shrines !! Unique Units !! Families&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Assyria&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT ASHURBANIPAL.png|150px]]&lt;br /&gt;
| Ashurbanipal&lt;br /&gt;
| Educated&lt;br /&gt;
| [[File:TRAIT ZEALOT.png|25px]] Zealot&lt;br /&gt;
| &lt;br /&gt;
* [All Cities] New Units start with Focus I&lt;br /&gt;
* [All Units] +100% Pillage Yield&lt;br /&gt;
* [All units] +2 [[File:YIELD ORDERS.png|25px]] Orders per Military Unit Killed&lt;br /&gt;
| [[File:TECH ADMINISTRATION.png|25px]] Administration&amp;lt;br&amp;gt;[[File:TECH MILITARY DRILL.png|25px]] Military Drill&amp;lt;br&amp;gt;[[File:TECH TRAPPING.png|25px]] Trapping&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE KINGSHIP.png|25px]] Ashur&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE WAR.png|25px]] Ninurta&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE FIRE.png|25px]] Nuska&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE SUN.png|25px]] Shamash&lt;br /&gt;
| [[File:UNIT BATTERING RAM.png|25px]] Battering Ram&amp;lt;br&amp;gt;[[File:UNIT SIEGE TOWER.png|25px]] Siege Tower&lt;br /&gt;
| Adasi (Patrons)&amp;lt;br&amp;gt;Erishum (Clerics)&amp;lt;br&amp;gt;Sargonid (Champions)&amp;lt;br&amp;gt;Tudiya (Hunters)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Babylonia&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT NEBUCHADNEZZAR.png|150px]]&lt;br /&gt;
| Nebuchadnezzar&lt;br /&gt;
| Prosperous&lt;br /&gt;
| [[File:TRAIT SCHOLAR.png|25px]] Scholar&lt;br /&gt;
| &lt;br /&gt;
* [All Cities] +1 [[File:YIELD SCIENCE.png|25px]] Science per turn&lt;br /&gt;
* [All Cities] +20% [[File:YIELD GROWTH.png|25px]] Growth&lt;br /&gt;
* [All Cities] +2 [[File:YIELD CULTURE.png|25px]] Culture per turn with Treasury&lt;br /&gt;
| [[File:TECH ADMINISTRATION.png|25px]] Administration&amp;lt;br&amp;gt;[[File:TECH RHETORIC.png|25px]] Rhetoric&amp;lt;br&amp;gt;[[File:TECH TRAPPING.png|25px]] Trapping&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE UNDERWORLD.png|25px]] Ereshkigal&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE LOVE.png|25px]] Ishtar&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE KINGSHIP.png|25px]] Madruk&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE WISDOM.png|25px]] Nabu&lt;br /&gt;
| [[File:UNIT AKKADIAN ARCHER.png|25px]] Akkadian Archer&amp;lt;br&amp;gt;[[File:UNIT CIMMERIAN ARCHER.png|25px]] Cimmerian Archer&lt;br /&gt;
| Amorite (Sages)&amp;lt;br&amp;gt;Chaldean (Artisans)&amp;lt;br&amp;gt;Isin (Traders)&amp;lt;br&amp;gt;Kassite (Hunters)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cartage&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT DIDO.png|150px]]&lt;br /&gt;
| Dido&lt;br /&gt;
| Cunning&amp;lt;br&amp;gt;Engineer&lt;br /&gt;
| [[File:TRAIT DIPLOMAT.png|25px]] Diplomat&lt;br /&gt;
| &lt;br /&gt;
* [New Cities] +200 [[File:YIELD CIVICS.png|25px]] Civics&lt;br /&gt;
* [All Cities] +10 [[File:YIELD MONEY.png|25px]] Money if [[File:City Connected.png|25px]] Connected&lt;br /&gt;
* [Ability] Can hire Mercenaries from Tribes&lt;br /&gt;
| [[File:TECH ARISTOCRACY.png|25px]] Aristocracy&amp;lt;br&amp;gt;[[File:TECH DIVINATION.png|25px]] Divination&amp;lt;br&amp;gt;[[File:TECH TRAPPING.png|25px]] Trapping&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE LOVE.png|25px]] Astarte&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HEALING.png|25px]] Eshmun&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE WATER.png|25px]] Melqart&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HEARTH.png|25px]] Tanit&lt;br /&gt;
| [[File:UNIT AFRICAN ELEPHANT.png|25px]] African Elephant&amp;lt;br&amp;gt;[[File:UNIT TURRETED ELEPHANT.png|25px]] Turreted Elephant&lt;br /&gt;
| Barcid (Riders)&amp;lt;br&amp;gt;Didonian (Statesmen)&amp;lt;br&amp;gt;Hannoid (Traders)&amp;lt;br&amp;gt;Magonid (Artisans)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Egypt&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT HATSHEPSUT.png|150px]]&lt;br /&gt;
| Hatshepsut&lt;br /&gt;
| Inspiring&lt;br /&gt;
| [[File:TRAIT BUILDER.png|25px]] Builder&lt;br /&gt;
| &lt;br /&gt;
* [On Start] +400 [[File:YIELD STONE.png|25px]] Stone&lt;br /&gt;
* [All Cities] +40% Yield from [[File:IMPROVEMENT FARM.png|25px]] Farm on River&lt;br /&gt;
* [All Cities] -25% Cost for Adjacent Improvement Classes&lt;br /&gt;
| [[File:TECH IRONWORKING.png|25px]] Ironworking&amp;lt;br&amp;gt;[[File:TECH LABOR FORCE.png|25px]] Labor Force&amp;lt;br&amp;gt;[[File:TECH STONECUTTING.png|25px]] Stonecutting&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE HEALING.png|25px]] Isis&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HUNTING.png|25px]] Neith&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE UNDERWORLD.png|25px]] Osiris&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE SUN.png|25px]] Ra&lt;br /&gt;
| [[File:UNIT LIGHT CHARIOT.png|25px]] Light Chariot&amp;lt;br&amp;gt;[[File:UNIT KUSHITE CAVALRY.png|25px]] Kushite Cavalry&lt;br /&gt;
| Amarna (Clerics)&amp;lt;br&amp;gt;Ramesside (Riders)&amp;lt;br&amp;gt;Saite (Landowners)&amp;lt;br&amp;gt;Thusmosid (Sages)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Greece&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT PHILIP.png|150px]]&lt;br /&gt;
| Philip&lt;br /&gt;
| Bold&lt;br /&gt;
| [[File:TRAIT COMMANDER.png|25px]] Commander&lt;br /&gt;
| &lt;br /&gt;
* Unlocks [[File:PROJECT OLYMPICS 1.png|25px]] Olympiad projects&lt;br /&gt;
* [All Cities] +2 [[File:YIELD CULTURE.png|25px]] Culture per turn&lt;br /&gt;
* [All Cities] -25% Cost for Settlers&lt;br /&gt;
* Can choose one of 5 Nation Leaders if Heroes of the Aegean DLC is installed&lt;br /&gt;
| [[File:TECH DRAMA.png|25px]] Drama&amp;lt;br&amp;gt;[[File:TECH IRONWORKING.png|25px]] Ironworking&amp;lt;br&amp;gt;[[File:TECH STONECUTTING.png|25px]] Stonecutting&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE WISDOM.png|25px]] Athena&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE UNDERWORLD.png|25px]] Hades&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE WATER.png|25px]] Poseidon&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE KINGSHIP.png|25px]] Zeus&lt;br /&gt;
| [[File:UNIT HOPLITE.png|25px]] Hoplite&amp;lt;br&amp;gt;[[File:UNIT PHALANGITE.png|25px]] Phalangite&lt;br /&gt;
| Alcmaeonid (Sages)&amp;lt;br&amp;gt;Argead (Champions)&amp;lt;br&amp;gt;Cypselid (Artisans)&amp;lt;br&amp;gt;Seleucid (Patrons)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Persia&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT CYRUS.png|150px]]&lt;br /&gt;
| Cyrus&lt;br /&gt;
| Tough&lt;br /&gt;
| [[File:TRAIT HERO.png|25px]] Hero&lt;br /&gt;
| &lt;br /&gt;
* +50% Harvest Production&lt;br /&gt;
* [All Cities] -25% Cost for Ranged Units&lt;br /&gt;
* [All Cities] +0.5 [[File:YIELD ORDERS.png|25px]] Orders per turn per [[File:IMPROVEMENT PASTURE.png|25px]] Pasture&lt;br /&gt;
| [[File:TECH HUSBANDRY.png|25px]] Husbandry&amp;lt;br&amp;gt;[[File:TECH IRONWORKING.png|25px]] Ironworking&amp;lt;br&amp;gt;[[File:TECH TRAPPING.png|25px]] Trapping&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE WATER.png|25px]] Anahita&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE FIRE.png|25px]] Atar&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HUNTING.png|25px]] Mithra&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE SUN.png|25px]] Hvar Khshaita&lt;br /&gt;
| [[File:UNIT PALTON CAVALRY.png|25px]] Palton Cavalry&amp;lt;br&amp;gt;[[File:UNIT CATAPHRACT ARCHER.png|25px]] Cataphract Archer&lt;br /&gt;
| Achaemenid (Statesmen)&amp;lt;br&amp;gt;Arsacid (Clerics)&amp;lt;br&amp;gt;Mihranid (Hunters)&amp;lt;br&amp;gt;Sasanid (Riders)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rome&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT ROMULUS.png|150px]]&lt;br /&gt;
| Romulus&lt;br /&gt;
| Ruthless&lt;br /&gt;
| [[File:TRAIT TACTICIAN.png|25px]] Tactician&lt;br /&gt;
| &lt;br /&gt;
* [All Cities] +2 [[File:YIELD TRAINING.png|25px]] Training per turn&lt;br /&gt;
* [All Units] +2 Fatigue Limit&lt;br /&gt;
| [[File:TECH IRONWORKING.png|25px]] Ironworking&amp;lt;br&amp;gt;[[File:TECH POLIS.png|25px]] Polis&amp;lt;br&amp;gt;[[File:TECH STONECUTTING.png|25px]] Stonecutting&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE WAR.png|25px]] Mars&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE LOVE.png|25px]] Venus&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HEARTH.png|25px]] Vesta&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE FIRE.png|25px]] Vulcan&lt;br /&gt;
| [[File:UNIT HASTATUS.png|25px]] Hastatus&amp;lt;br&amp;gt;[[File:UNIT LEGIONARY.png|25px]] Legionary&lt;br /&gt;
| Claudius (Landowners)&amp;lt;br&amp;gt;Fabius (Champions)&amp;lt;br&amp;gt;Julius (Statesmen)&amp;lt;br&amp;gt;Valerius (Patrons)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hatti&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT HATTUSILI.png|150px]]&lt;br /&gt;
| Hattusili&lt;br /&gt;
| Warlike&lt;br /&gt;
| [[File:TRAIT JUDGE.png|25px]] Judge&lt;br /&gt;
| &lt;br /&gt;
* [All Cities] +1 [[File:YIELD CIVICS.png|25px]] Civics per turn&lt;br /&gt;
* [All Units] Can Remove Vegetation&lt;br /&gt;
* [All Units] Ignore Hill Movement Penalties&lt;br /&gt;
| [[File:TECH ADMINISTRATION.png|25px]] Administration&amp;lt;br&amp;gt;[[File:TECH HUSBANDRY.png|25px]] Husbandry&amp;lt;br&amp;gt;[[File:TECH IRONWORKING.png|25px]] Ironworking&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE HEARTH.png|25px]] Arinnitti&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HEALING.png|25px]] Kamrusepa&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HUNTING.png|25px]] Halki&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE WAR.png|25px]] Tarhun&lt;br /&gt;
| [[File:UNIT HEAVY CHARIOT.png|25px]] Heavy Chariot&amp;lt;br&amp;gt;[[File:UNIT THREE MEN CHARIOT.png|25px]] Three Man Chariot&lt;br /&gt;
| Hattusan (Traders)&amp;lt;br&amp;gt;Kussaran (Riders)&amp;lt;br&amp;gt;Nenassan (Landowners)&amp;lt;br&amp;gt;Zalpuwan (Patrons)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Laws ==&lt;br /&gt;
[[File:Laws screen.png|thumb|300px|The Laws tab]]&lt;br /&gt;
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 [[File:YIELD CIVICS.png|25px]] Civics to pass it.&lt;br /&gt;
&lt;br /&gt;
=== No Upkeep Laws ===&lt;br /&gt;
No Upkeep Laws cost 250 [[File:YIELD CIVICS.png|25px]] Civics to pass and have no yearly costs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Law 1 !! Law 2 !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW EPICS.png|40px]] Epics&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Hero Opinion&lt;br /&gt;
* [[File:YIELD CULTURE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Culture per killed Military Unit in nearest City&lt;br /&gt;
| [[File:LAW EXPLORATION.png|40px]] Exploration&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Hunters Opinion&lt;br /&gt;
* Movement Bonus along Neutral River&lt;br /&gt;
* Scouts move on Water&lt;br /&gt;
| [[File:TECH RHETORIC.png|25px]] Rhetoric&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW SLAVERY.png|40px]] Slavery&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Builder Opinion&lt;br /&gt;
* [[File:IMPROVEMENT MINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Mine Yield [All Cities]&lt;br /&gt;
* [[File:IMPROVEMENT QUARRY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Quarry Yield [All Cities]&lt;br /&gt;
* [[File:YIELD DISCONTENT.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discontent per year [All Cities]&lt;br /&gt;
| [[File:LAW FREEDOM.png|40px]] Freedom&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Sages Opinion&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year per Specialist [All Cities]&lt;br /&gt;
| [[File:TECH LABOR FORCE.png|25px]] Labor Force&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW CENTRALIZATION.png|40px]] Centralization&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Legalism Opinion&lt;br /&gt;
* [[File:IMPROVEMENT MINE.png|25px]] Farms can be constructed on Marsh terrain&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per year per Culture Level [Capital City]&lt;br /&gt;
| [[File:LAW VASSALAGE.png|40px]] Vassalage&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Riders Opinion&lt;br /&gt;
* -50% Unit Consumption&lt;br /&gt;
* No extra Unit Consumption when Outside Borders&lt;br /&gt;
| [[File:TECH ARISTOCRACY.png|25px]] Aristocracy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Low Upkeep Laws ===&lt;br /&gt;
Low Upkeep Laws cost 400 [[File:YIELD CIVICS.png|25px]] Civics to pass and have low yearly costs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Law 1 !! Law 2 !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW TYRANNY.png|40px]] Tyranny&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orator Opinion&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+8&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year per Military Unit in Territory [All Cities]&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:LAW CONSTITUTION.png|40px]] Constitution&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Statesman Opinion&lt;br /&gt;
* [[File:PROJECT DECREE 1.png|25px]] Enables the Decree projects [Capital City]&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per year per Urban Specialist [All Cities]&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year&lt;br /&gt;
| [[File:TECH SOVEREIGNTY.png|25px]] Sovereignty&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW COLONIES.png|40px]] Colonies&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Diplomat Opinion&lt;br /&gt;
* [[File:BUY TILE.png|25px]] Enables the Buy Tile action&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year&lt;br /&gt;
| [[File:LAW SERFDOM.png|40px]] Serfdom&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Landowners Opinion&lt;br /&gt;
* [[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders per year&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-12&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
* [[File:YIELD DISCONTENT.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discontent per year [All Cities]&lt;br /&gt;
| [[File:TECH NAVIGATION.png|25px]] Navigation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW MONOTHEISM.png|40px]] Monotheism&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Gnosticism Opinion&lt;br /&gt;
* [[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders per year [State Religion Cities]&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:LAW POLYTHEISM.png|40px]] Polytheism&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Mythology Opinion&lt;br /&gt;
* Shrines can be constructed multiple times&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-12&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:TECH MONASTICISM.png|25px]] Monasticism&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Medium Upkeep Laws ===&lt;br /&gt;
Medium Upkeep Laws cost 400 [[File:YIELD CIVICS.png|25px]] Civics to pass and have medium yearly costs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Law 1 !! Law 2 !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW DIVINE RULE.png|40px]] Divine Rule&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Clerics Opinion&lt;br /&gt;
* [[File:MISSION ADOPT RELIGION.png|25px]] Can Adopt Pagan State Religions&lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness per year per Shrine [All Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-18&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:LAW LEGAL CODE.png|40px]] Legal Code&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Judge Opinion&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year per Active Law&lt;br /&gt;
* [[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-0.6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders per year&lt;br /&gt;
| [[File:TECH CITIZENSHIP.png|25px]] Citizenship&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW TOLERANCE.png|40px]] Tolerance&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Dualism Opinion&lt;br /&gt;
* Can Build Non-State Religions Disciples&lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness per year per Non-State Religion [All Cities]&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:LAW ORTHODOXY.png|40px]] Orthodoxy&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Revelation Opinion&lt;br /&gt;
* Disciples Can Purge World Religions&lt;br /&gt;
* Can Hurry Production with Orders [Stare Religion Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-18&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:TECH DOCTRINE.png|25px]] Doctrine&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW PROFESSIONAL ARMY.png|40px]] Professional Army&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Tactician Opinion&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; XP from Combat&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year with Treasury [All Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-18&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:LAW VOLUNTEERS.png|40px]] Volunteers&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Champions Opinion&lt;br /&gt;
* Can Hurry Production with Population&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year per War&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:TECH MANOR.png|25px]] Manor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== High Upkeep Laws ===&lt;br /&gt;
High Upkeep Laws cost 400 [[File:YIELD CIVICS.png|25px]] Civics to pass and have high yearly costs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Law 1 !! Law 2 !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW PHILOSOPHY.png|40px]] Philosophy&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Enlightenment Opinion&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Urban Specialists Production Time [All Cities]&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per year with Forum [All Cities]&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-9&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:LAW ENGINEERING.png|40px]] Engineering&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Scholar Opinion&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wonder Costs&lt;br /&gt;
* [[File:City Connected.png|25px]] Roads bridge across Rivers&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-24&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:TECH ARCHITECTURE.png|25px]] Architecture&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW ICONOGRAPHY.png|40px]] Iconography&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Veneration Opinion&lt;br /&gt;
* No Random Non-State Religion Spread [All Cities]&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year per Monastery [All Cities]&lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness per year per Cathedral [All Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year per Temple [All Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-24&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:LAW CALLIGRAPHY.png|40px]] Calligraphy&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Patrons Opinion&lt;br /&gt;
* [[File:YIELD CULTURE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Culture per year per Library [All Cities]&lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness per year per Elder Specialist [All Cities]&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-9&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:TECH VAULTING.png|25px]] Vaulting&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW PILGRIMAGE.png|40px]] Pilgrimage&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Redemption Opinion&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per year per Grove [All Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year per Cities with Religion [All Cities]&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-12&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year&lt;br /&gt;
| [[File:LAW HOLY WAR.png|40px]] Holy War&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Zealot Opinion&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Random Promotion for New Units [All Cities]&lt;br /&gt;
* Can Hurry Production of Units with Money [Stare Religion Cities]&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per year&lt;br /&gt;
| [[File:TECH MARTIAL CODE.png|25px]] Martial Code&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Very High Upkeep Laws ===&lt;br /&gt;
Very High Upkeep Laws cost 400 [[File:YIELD CIVICS.png|25px]] Civics to pass and have very high yearly costs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Law 1 !! Law 2 !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW GUILDS.png|40px]] Guilds&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; Artisans Opinion&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Rebels Chance [All Cities]&lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness per year per Town [All Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:LAW ELITES.png|40px]] Elites&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Schemer Opinion&lt;br /&gt;
* Store 100 Orders between Years&lt;br /&gt;
* [[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders per year with Legendary Culture Level [All Cities]&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-15&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year&lt;br /&gt;
| [[File:TECH JURISPRUDENCE.png|25px]] Jurisprudence&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW AUTARKY.png|40px]] Autarky&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; Commander Opinion&lt;br /&gt;
* [[File:IMPROVEMENT MINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Mine Yield [All Cities]&lt;br /&gt;
* [[File:IMPROVEMENT QUARRY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Quarry Yield [All Cities]&lt;br /&gt;
* [[File:IMPROVEMENT LUMBERMILL.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Lumbermill Yield [All Cities]&lt;br /&gt;
* Can build units that require Horses, Camels or Elephants [All Cities]&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per year&lt;br /&gt;
| [[File:LAW TRADE LEAGUE.png|40px]] Trade League&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Traders Opinion&lt;br /&gt;
* [[File:PROJECT CONVOY 1.png|25px]] Enables the Convoy projects&lt;br /&gt;
* Resource selling price becomes buying price&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-12&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:TECH LATEEN SAIL.png|25px]] Lateen Sail&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW COIN DEBASEMENT.png|40px]] Coin Debasement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Schemer Opinion&lt;br /&gt;
* Can buy and sell Orders with Money&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:LAW MONETARY REFORM.png|40px]] Monetary Reform&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Traders Opinion&lt;br /&gt;
* No Discontent from Hurry Production&lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness per year [All Cities]&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-12&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:TECH FISCAL POLICY.png|25px]] Fiscal Policy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Succession ==&lt;br /&gt;
Once a Nation Leader dies, its Heir becomes the new Nation Leader. If the Nation doesn&#039;t have a heir when the Nation Leader dies the game ends. Which child becomes Heir depends on the Succession Law. The Heir can also be chosen manually via a character action, but this carries a penalty of [[File:YIELD LEGITIMACY.png|25px]] 10 Legitimacy. There are 5 possible Succession Laws, with the starting one being decided in the new game settings. Changing Succession Law initially costs 100 [[File:YIELD CIVICS.png|25px]] Civics, and the cost increases by 50 for each subsequent change.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Succession Law !! Heir&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW PRIMOGENITURE.png|55px]] Primogeniture || Oldest child&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW ULTIMOGENITURE.png|55px]] Ultimogeniture || Youngest child&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW LATERAL.png|55px]] Lateral || Siblings before children&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW DYNASTIC.png|55px]] Dynastic || Oldest character with a direct line to the Nation&#039;s Founder&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW SENIORITY.png|55px]] Seniority || Oldest dynasty member&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Families ==&lt;br /&gt;
Families are the leading clans within a Nation that control its cities, with different dispositions and conflicting interests. Their preferences determine what Ambitions a Nation Leader can pursue. The Opinion that a family has towards its Nation&#039;s Leader can trigger various events. Each Nation has 4 Families, which may belong to one of 10 classes. The first City founded for a Family will be the Family Seat. Only 3 Families may be used by each Nation.&lt;br /&gt;
&lt;br /&gt;
Each Family will have two preferred luxury resources. Each one of their cities that doesn&#039;t have the luxury resource will decrease the Family&#039;s Opinion by 10. In addition, if a Family has fewer cities than the other Families it will suffer an Opinion penalty.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class !! City Effects !! Family Seat Effects !! Seat Founded Bonus !! Common Traits !! Wanted Luxuries !! Opinion&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Artisans&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD CULTURE.png|25px]] +4 Culture per year&lt;br /&gt;
* [[File:IMPROVEMENT MINE.png|25px]] +20% Mine Yield&lt;br /&gt;
* [[File:IMPROVEMENT LUMBERMILL.png|25px]] +20% Lumbermill Yield&lt;br /&gt;
* New Siege and Ship Units start with Ingenuity&lt;br /&gt;
| -2 Turns Urban Improvement Build Time&lt;br /&gt;
| [[File:UNIT WORKER.png|25px]] Worker&lt;br /&gt;
| [[File:TRAIT SCHEMER.png|25px]] Schemer (x10)&amp;lt;br&amp;gt;[[File:TRAIT BUILDER.png|25px]] Builder (x5)&amp;lt;br&amp;gt;[[File:TRAIT ORATOR.png|25px]] Orator (x5)&lt;br /&gt;
| [[File:RESOURCE DYE.png|25px]] Dyes&amp;lt;br&amp;gt;[[File:RESOURCE GEM.png|25px]] Gems&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW GUILDS.png|25px]] Guilds law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT AMPHITHEATER.png|25px]] Amphitheater improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Luxuries&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Pillaged Improvements Inside Territory&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Champions&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] +2 Training per year&lt;br /&gt;
* +50% City Defense&lt;br /&gt;
* New Units start with Steadfast&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] +50% Training&lt;br /&gt;
| [[File:UNIT MILITIA.png|25px]] Militia&lt;br /&gt;
| [[File:TRAIT COMMANDER.png|25px]] Commander (x10)&amp;lt;br&amp;gt;[[File:TRAIT HERO.png|25px]] Hero (x10)&lt;br /&gt;
| [[File:RESOURCE DYE.png|25px]] Dyes&amp;lt;br&amp;gt;[[File:RESOURCE WINE.png|25px]] Wine&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW VOLUNTEERS.png|25px]] Volunteers law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT GARRISON 3.png|25px]] Citadel improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Largest Military&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Weakest Military&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Clerics&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] +1 Happiness per year&lt;br /&gt;
* [[File:TERRAIN SAND.png|25px]] Sand terrain can support Urban Improvements&lt;br /&gt;
* +100 Monastery and Temple Yield&lt;br /&gt;
| -50% Disciple Units Production Time&lt;br /&gt;
| [[File:TECH MONASTICISM.png|25px]] Monasticism&amp;lt;br&amp;gt;Found Judaism or Zoroastrianism&lt;br /&gt;
| [[File:TRAIT ZEALOT.png|25px]] Zealot (x10)&amp;lt;br&amp;gt;[[File:TRAIT COMMANDER.png|25px]] Commander (x5)&amp;lt;br&amp;gt;[[File:TRAIT SCHOLAR.png|25px]] Scholar (x5)&lt;br /&gt;
| [[File:RESOURCE INCENSE.png|25px]] Incense&amp;lt;br&amp;gt;[[File:RESOURCE LAVENDER.png|25px]] Lavender&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW DIVINE RULE.png|25px]] Divine Rule law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; per Cathedral improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per Holy City&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per City without Religion&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hunters&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] +2 Training per year&lt;br /&gt;
* [[File:IMPROVEMENT CAMP.png|25px]] +100% Camp Yield&lt;br /&gt;
* New Ranged Units start with Sentinel&lt;br /&gt;
| [[File:PROJECT HUNT 1.png|25px]] Enables the Hunt projects&lt;br /&gt;
| [[File:YIELD IRON.png|25px]] 50 Iron&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 50 Stone&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&lt;br /&gt;
| [[File:TRAIT TACTICIAN.png|25px]] Tactician (x10)&amp;lt;br&amp;gt;[[File:TRAIT HERO.png|25px]] Hero (x5)&amp;lt;br&amp;gt;[[File:TRAIT SCHEMER.png|25px]] Schemer (x5)&lt;br /&gt;
| [[File:RESOURCE FUR.png|25px]] Fur&amp;lt;br&amp;gt;[[File:RESOURCE HONEY.png|25px]] Honey&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW EXPLORATION.png|25px]] Exploration law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT RANGE.png|25px]] Range improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per Defended City&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Hostile Tribal Units in Territory&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Landowners&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD GROWTH.png|25px]] +2 Growth per year&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] +5 Money per year per Farm&lt;br /&gt;
* -50% Rural Specialists Production Time&lt;br /&gt;
| [[File:BUY TILE.png|25px]] Enables the Buy Tile action&lt;br /&gt;
| 2 Citizens&lt;br /&gt;
| [[File:TRAIT BUILDER.png|25px]] Builder (x10)&amp;lt;br&amp;gt;[[File:TRAIT JUDGE.png|25px]] Judge (x5)&amp;lt;br&amp;gt;[[File:TRAIT TACTICIAN.png|25px]] Tactician (x5)&lt;br /&gt;
| [[File:RESOURCE HONEY.png|25px]] Honey&amp;lt;br&amp;gt;[[File:RESOURCE OLIVE.png|25px]] Olives&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW SERFDOM.png|25px]] Serfdom law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT TOWN.png|25px]] Town improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Most Cities&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Fewest Cities&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Nation Ruler age is below 18&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Patrons&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] +2 Civics per year&lt;br /&gt;
* [[File:YIELD CULTURE.png|25px]] +4 Culture per year per Bullion Resource (Gems, Gold, Pearls, Silver)&lt;br /&gt;
* [[File:RESOURCE LITERATURE.png|25px]] Creates Literature Luxury&lt;br /&gt;
| [[File:YIELD HAPPINESS.png|25px]] +1 Happiness Level per Culture Event&lt;br /&gt;
| Court Minister&lt;br /&gt;
| [[File:TRAIT ORATOR.png|25px]] Orator (x10)&amp;lt;br&amp;gt;[[File:TRAIT BUILDER.png|25px]] Builder (x5)&amp;lt;br&amp;gt;[[File:TRAIT SCHOLAR.png|25px]] Scholar (x5)&lt;br /&gt;
| [[File:RESOURCE GEM.png|25px]] Gems&amp;lt;br&amp;gt;[[File:RESOURCE INCENSE.png|25px]] Incense&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW CALLIGRAPHY.png|25px]] Calligraphy law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT HEATED BATHS.png|25px]] Heated Baths improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:CHAR FILTER GOVERNOR.png|25px]] Governor&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per Wonder of the World&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Leader or Heir from same Family&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Riders&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] +2 Training per year&lt;br /&gt;
* [[File:City Connected.png|25px]] Always Connected&lt;br /&gt;
* New Mounted Units start with Saddleborn&lt;br /&gt;
| Mounted Units do not require map resources&lt;br /&gt;
| [[File:UNIT SCOUT.png|25px]] Scout&lt;br /&gt;
| [[File:TRAIT ZEALOT.png|25px]] Zealot (x10)&amp;lt;br&amp;gt;[[File:TRAIT HERO.png|25px]] Hero (x5)&amp;lt;br&amp;gt;[[File:TRAIT TACTICIAN.png|25px]] Tactician (x5)&lt;br /&gt;
| [[File:RESOURCE FUR.png|25px]] Fur&amp;lt;br&amp;gt;[[File:RESOURCE SALT.png|25px]] Salt&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW VASSALAGE.png|25px]] Vassalage law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT BARRACKS.png|25px]] Barracks improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:CHAR FILTER GENERAL.png|25px]] General&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Leader or Spouse from another Nation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sages&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] +2 Civics per year&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] +1 Science per year per Specialist&lt;br /&gt;
* -20% Urban Specialists Cost&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] +25% Science&lt;br /&gt;
| Random Technology&lt;br /&gt;
| [[File:TRAIT SCHOLAR.png|25px]] Scholar (x10)&amp;lt;br&amp;gt;[[File:TRAIT DIPLOMAT.png|25px]] Diplomat (x5)&amp;lt;br&amp;gt;[[File:TRAIT JUDGE.png|25px]] Judge (x5)&lt;br /&gt;
| [[File:RESOURCE LAVENDER.png|25px]] Lavender&amp;lt;br&amp;gt;[[File:RESOURCE SALT.png|25px]] Salt&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW FREEDOM.png|25px]] Freedom law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT UNIVERSITY.png|25px]] University improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Most Specialists&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Leader or Spouse from a Tribe&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Statesmen&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD ORDERS.png|25px]] +1 Orders per year&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] +1 Civics per year per Family Opinion Level&lt;br /&gt;
| [[File:PROJECT DECREE 1.png|25px]] Enables the Decree projects&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 400 Civics&lt;br /&gt;
| [[File:TRAIT JUDGE.png|25px]] Judge (x10)&amp;lt;br&amp;gt;[[File:TRAIT COMMANDER.png|25px]] Commander (x5)&amp;lt;br&amp;gt;[[File:TRAIT DIPLOMAT.png|25px]] Diplomat (x5)&lt;br /&gt;
| [[File:RESOURCE PEARL.png|25px]] Pearls&amp;lt;br&amp;gt;[[File:RESOURCE WINE.png|25px]] Wine&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW CONSTITUTION.png|25px]] Constitution law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT PALACE.png|25px]] Palace improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; No Spouse&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; No Councilors&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Traders&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:IMPROVEMENT NETS.png|25px]] +100% Nets Yield&lt;br /&gt;
* [[File:YIELD CULTURE.png|25px]] +1 Culture per year per Specialist&lt;br /&gt;
* New Worker Units start with Surveyor&lt;br /&gt;
| [[File:UNIT CARAVAN.png|25px]] Unlocks Caravan units&lt;br /&gt;
| [[File:IMPROVEMENT FAIR.png|25px]] Fair&amp;lt;br&amp;gt;Court Merchant&lt;br /&gt;
| [[File:TRAIT DIPLOMAT.png|25px]] Diplomat (x10)&amp;lt;br&amp;gt;[[File:TRAIT ORATOR.png|25px]] Orator (x5)&amp;lt;br&amp;gt;[[File:TRAIT SCHEMER.png|25px]] Schemer (x5)&lt;br /&gt;
| [[File:RESOURCE OLIVE.png|25px]] Olives&amp;lt;br&amp;gt;[[File:RESOURCE PEARL.png|25px]] Pearls&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW MONETARY REFORM.png|25px]] Monetary Reform law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW TRADE LEAGUE.png|25px]] Trade League law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT FAIR.png|25px]] Fair improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Connected Cities&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Damaged Cities&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tribes ==&lt;br /&gt;
[[File:Tribe site.png|thumb|300px|A Gaul tribe occupying a city site]]&lt;br /&gt;
Tribes occupy certain City Sites at the start of the game. Tribes that aren&#039;t allied with any Nation will eventually spawn a raiders army. Raiders are always at War with all Nations and will attack the nearest City. How far raiders are willing to travel depends on the game difficulty.&lt;br /&gt;
&lt;br /&gt;
Carthage and Nation Leaders with the [[File:TRAIT ORATOR.png|25px]] Orator archetype can hire Tribe units as mercenaries. The price depends on the unit&#039;s [[File:Icon AttackDefense.png]] Strength, the Opinion of the Tribe and the number of mercenaries recruited so far.&lt;br /&gt;
&lt;br /&gt;
There are 7 Tribes present in Old World:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tribe !! Units !! Always at War&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Barbarians&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT MARAUDER.png|25px]] Marauder&amp;lt;br&amp;gt;[[File:UNIT SKIRMISHER.png|25px]] Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE MARAUDER.png|25px]] Elite Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE SKIRMISHER.png|25px]] Elite Skirmisher&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:cyan;&amp;quot;&amp;gt;&#039;&#039;&#039;Danes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT MARAUDER.png|25px]] Marauder&amp;lt;br&amp;gt;[[File:UNIT SKIRMISHER.png|25px]] Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE MARAUDER.png|25px]] Elite Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE SKIRMISHER.png|25px]] Elite Skirmisher&amp;lt;br&amp;gt;[[File:UNIT JAVELINEER.png|25px]] Javelineer&amp;lt;br&amp;gt;[[File:UNIT ELITE JAVELINEER.png|25px]] Elite Javelineer&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Gauls&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT MARAUDER.png|25px]] Marauder&amp;lt;br&amp;gt;[[File:UNIT SKIRMISHER.png|25px]] Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE MARAUDER.png|25px]] Elite Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE SKIRMISHER.png|25px]] Elite Skirmisher&amp;lt;br&amp;gt;[[File:UNIT JAVELINEER.png|25px]] Javelineer&amp;lt;br&amp;gt;[[File:UNIT ELITE JAVELINEER.png|25px]] Elite Javelineer&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Thracians&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT MARAUDER.png|25px]] Marauder&amp;lt;br&amp;gt;[[File:UNIT SKIRMISHER.png|25px]] Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE MARAUDER.png|25px]] Elite Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE SKIRMISHER.png|25px]] Elite Skirmisher&amp;lt;br&amp;gt;[[File:UNIT WARLORD.png|25px]] Warlord&amp;lt;br&amp;gt;[[File:UNIT ELITE WARLORD.png|25px]] Elite Warlord&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Vandals&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT MARAUDER.png|25px]] Marauder&amp;lt;br&amp;gt;[[File:UNIT SKIRMISHER.png|25px]] Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE MARAUDER.png|25px]] Elite Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE SKIRMISHER.png|25px]] Elite Skirmisher&amp;lt;br&amp;gt;[[File:UNIT WARLORD.png|25px]] Warlord&amp;lt;br&amp;gt;[[File:UNIT ELITE WARLORD.png|25px]] Elite Warlord&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Numidians&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT NOMAD MARAUDER.png|25px]] Nomad Marauder&amp;lt;br&amp;gt;[[File:UNIT NOMAD SKIRMISHER.png|25px]] Nomad Skirmisher&amp;lt;br&amp;gt;[[File:UNIT NOMAD WARLORD.png|25px]] Nomad Warlord&amp;lt;br&amp;gt;[[File:UNIT ELITE NOMAD MARAUDER.png|25px]] Elite Nomad Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE NOMAD SKIRMISHER.png|25px]] Elite Nomad Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE NOMAD WARLORD.png|25px]] Elite Nomad Warlord&amp;lt;br&amp;gt;[[File:UNIT LIBYAN CAVALRY.png|25px]] Libyan Cavalry&amp;lt;br&amp;gt;[[File:UNIT ELITE LIBYAN CAVALRY.png|25px]] Elite Libyan Cavalry&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Scythians&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT NOMAD MARAUDER.png|25px]] Nomad Marauder&amp;lt;br&amp;gt;[[File:UNIT NOMAD SKIRMISHER.png|25px]] Nomad Skirmisher&amp;lt;br&amp;gt;[[File:UNIT NOMAD WARLORD.png|25px]] Nomad Warlord&amp;lt;br&amp;gt;[[File:UNIT ELITE NOMAD MARAUDER.png|25px]] Elite Nomad Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE NOMAD SKIRMISHER.png|25px]] Elite Nomad Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE NOMAD WARLORD.png|25px]] Elite Nomad Warlord&amp;lt;br&amp;gt;[[File:UNIT AMAZON CAVALRY.png|25px]] Amazon Cavalry&amp;lt;br&amp;gt;[[File:UNIT ELITE AMAZON CAVALRY.png|25px]] Elite Amazon Cavalry&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Old_World/index.php?title=Hints&amp;diff=1330</id>
		<title>Hints</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Old_World/index.php?title=Hints&amp;diff=1330"/>
		<updated>2023-03-13T17:07:35Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Old World you will explore the map with Scouts, expand your Nation by founding Cities on City Sites, exploit Harvestable Resources and Luxuries, and recruit armies to exterminate rival Nations and Tribes (or negotiate and trade with them). When starting a new game the map is yet unexplored, awaiting discovery. Below is a list of helpful hints:&lt;br /&gt;
* Units on terrain with Trees get a defensive bonus against Ranged Attacks.&lt;br /&gt;
* Units of Flat and Clear terrain are vulnerable to attacks from Mounted Units.&lt;br /&gt;
* Melee Infantry can fortify, gaining a defensive bonus while they remain on their current tile.&lt;br /&gt;
* Land Units can more quickly across water that your Cities and Anchored Boats control.&lt;br /&gt;
* Hold [B] to see your Trade Network and Connections to the Capital.&lt;br /&gt;
* Training stockpiles are capped at 2000. Above this value, they will be converted to Orders.&lt;br /&gt;
* You can only use 3 of your Nation&#039;s 4 families each game. Experiment to find out which combinations work best!&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Old_World/index.php?title=Hints&amp;diff=1329</id>
		<title>Hints</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Old_World/index.php?title=Hints&amp;diff=1329"/>
		<updated>2023-03-13T17:03:46Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Old World you will explore the map with Scouts, expand your Nation by founding Cities on City Sites, exploit Harvestable Resources and Luxuries, and recruit armies to exterminate rival Nations and Tribes (or negotiate and trade with them). When starting a new game the map is yet unexplored, awaiting discovery. Below is a list of helpful hints:&lt;br /&gt;
* Units on terrain with Trees get a defensive bonus against Ranged Attacks.&lt;br /&gt;
* Units of Flat and Clear terrain are vulnerable to attacks from Mounted Units.&lt;br /&gt;
* Melee Infantry can fortify, gaining a defensive bonus while they remain on their current tile.&lt;br /&gt;
* Land Units can more quickly across water that your Cities and Anchored Boats control.&lt;br /&gt;
* Hold [B] to see your Trade Network and Connections to the Capital.&lt;br /&gt;
* Training stockpiles are capped&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Old_World/index.php?title=Nations&amp;diff=1328</id>
		<title>Nations</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Old_World/index.php?title=Nations&amp;diff=1328"/>
		<updated>2023-03-13T16:51:09Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nations are the major states that are vying for Victory in Old World.&lt;br /&gt;
&lt;br /&gt;
== Player nations ==&lt;br /&gt;
There are 7 major Nations present in Old World, with an eight one, the Hatti, being present if the Heroes of the Aegean DLC is installed. The Archetype of the starting Nation Leader can be changed in the map settings and the class of each family can be randomized as well.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Civilization !! Leader !! Leader Traits !! Leader Archetype !! Bonuses !! Starting Techs !! Shrines !! Unique Units !! Families&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Assyria&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT ASHURBANIPAL.png|150px]]&lt;br /&gt;
| Ashurbanipal&lt;br /&gt;
| Educated&lt;br /&gt;
| [[File:TRAIT ZEALOT.png|25px]] Zealot&lt;br /&gt;
| &lt;br /&gt;
* [All Cities] New Units start with Focus I&lt;br /&gt;
* [All Units] +100% Pillage Yield&lt;br /&gt;
* [All units] +2 [[File:YIELD ORDERS.png|25px]] Orders per Military Unit Killed&lt;br /&gt;
| [[File:TECH ADMINISTRATION.png|25px]] Administration&amp;lt;br&amp;gt;[[File:TECH MILITARY DRILL.png|25px]] Military Drill&amp;lt;br&amp;gt;[[File:TECH TRAPPING.png|25px]] Trapping&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE KINGSHIP.png|25px]] Ashur&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE WAR.png|25px]] Ninurta&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE FIRE.png|25px]] Nuska&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE SUN.png|25px]] Shamash&lt;br /&gt;
| [[File:UNIT BATTERING RAM.png|25px]] Battering Ram&amp;lt;br&amp;gt;[[File:UNIT SIEGE TOWER.png|25px]] Siege Tower&lt;br /&gt;
| Adasi (Patrons)&amp;lt;br&amp;gt;Erishum (Clerics)&amp;lt;br&amp;gt;Sargonid (Champions)&amp;lt;br&amp;gt;Tudiya (Hunters)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Babylonia&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT NEBUCHADNEZZAR.png|150px]]&lt;br /&gt;
| Nebuchadnezzar&lt;br /&gt;
| Prosperous&lt;br /&gt;
| [[File:TRAIT SCHOLAR.png|25px]] Scholar&lt;br /&gt;
| &lt;br /&gt;
* [All Cities] +1 [[File:YIELD SCIENCE.png|25px]] Science per turn&lt;br /&gt;
* [All Cities] +20% [[File:YIELD GROWTH.png|25px]] Growth&lt;br /&gt;
* [All Cities] +2 [[File:YIELD CULTURE.png|25px]] Culture per turn with Treasury&lt;br /&gt;
| [[File:TECH ADMINISTRATION.png|25px]] Administration&amp;lt;br&amp;gt;[[File:TECH RHETORIC.png|25px]] Rhetoric&amp;lt;br&amp;gt;[[File:TECH TRAPPING.png|25px]] Trapping&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE UNDERWORLD.png|25px]] Ereshkigal&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE LOVE.png|25px]] Ishtar&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE KINGSHIP.png|25px]] Madruk&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE WISDOM.png|25px]] Nabu&lt;br /&gt;
| [[File:UNIT AKKADIAN ARCHER.png|25px]] Akkadian Archer&amp;lt;br&amp;gt;[[File:UNIT CIMMERIAN ARCHER.png|25px]] Cimmerian Archer&lt;br /&gt;
| Amorite (Sages)&amp;lt;br&amp;gt;Chaldean (Artisans)&amp;lt;br&amp;gt;Isin (Traders)&amp;lt;br&amp;gt;Kassite (Hunters)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cartage&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT DIDO.png|150px]]&lt;br /&gt;
| Dido&lt;br /&gt;
| Cunning&amp;lt;br&amp;gt;Engineer&lt;br /&gt;
| [[File:TRAIT DIPLOMAT.png|25px]] Diplomat&lt;br /&gt;
| &lt;br /&gt;
* [New Cities] +200 [[File:YIELD CIVICS.png|25px]] Civics&lt;br /&gt;
* [All Cities] +10 [[File:YIELD MONEY.png|25px]] Money if [[File:City Connected.png|25px]] Connected&lt;br /&gt;
* [Ability] Can hire Mercenaries from Tribes&lt;br /&gt;
| [[File:TECH ARISTOCRACY.png|25px]] Aristocracy&amp;lt;br&amp;gt;[[File:TECH DIVINATION.png|25px]] Divination&amp;lt;br&amp;gt;[[File:TECH TRAPPING.png|25px]] Trapping&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE LOVE.png|25px]] Astarte&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HEALING.png|25px]] Eshmun&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE WATER.png|25px]] Melqart&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HEARTH.png|25px]] Tanit&lt;br /&gt;
| [[File:UNIT AFRICAN ELEPHANT.png|25px]] African Elephant&amp;lt;br&amp;gt;[[File:UNIT TURRETED ELEPHANT.png|25px]] Turreted Elephant&lt;br /&gt;
| Barcid (Riders)&amp;lt;br&amp;gt;Didonian (Statesmen)&amp;lt;br&amp;gt;Hannoid (Traders)&amp;lt;br&amp;gt;Magonid (Artisans)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Egypt&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT HATSHEPSUT.png|150px]]&lt;br /&gt;
| Hatshepsut&lt;br /&gt;
| Inspiring&lt;br /&gt;
| [[File:TRAIT BUILDER.png|25px]] Builder&lt;br /&gt;
| &lt;br /&gt;
* [On Start] +400 [[File:YIELD STONE.png|25px]] Stone&lt;br /&gt;
* [All Cities] +40% Yield from [[File:IMPROVEMENT FARM.png|25px]] Farm on River&lt;br /&gt;
* [All Cities] -25% Cost for Adjacent Improvement Classes&lt;br /&gt;
| [[File:TECH IRONWORKING.png|25px]] Ironworking&amp;lt;br&amp;gt;[[File:TECH LABOR FORCE.png|25px]] Labor Force&amp;lt;br&amp;gt;[[File:TECH STONECUTTING.png|25px]] Stonecutting&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE HEALING.png|25px]] Isis&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HUNTING.png|25px]] Neith&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE UNDERWORLD.png|25px]] Osiris&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE SUN.png|25px]] Ra&lt;br /&gt;
| [[File:UNIT LIGHT CHARIOT.png|25px]] Light Chariot&amp;lt;br&amp;gt;[[File:UNIT KUSHITE CAVALRY.png|25px]] Kushite Cavalry&lt;br /&gt;
| Amarna (Clerics)&amp;lt;br&amp;gt;Ramesside (Riders)&amp;lt;br&amp;gt;Saite (Landowners)&amp;lt;br&amp;gt;Thusmosid (Sages)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Greece&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT PHILIP.png|150px]]&lt;br /&gt;
| Philip&lt;br /&gt;
| Bold&lt;br /&gt;
| [[File:TRAIT COMMANDER.png|25px]] Commander&lt;br /&gt;
| &lt;br /&gt;
* Unlocks [[File:PROJECT OLYMPICS 1.png|25px]] Olympiad projects&lt;br /&gt;
* [All Cities] +2 [[File:YIELD CULTURE.png|25px]] Culture per turn&lt;br /&gt;
* [All Cities] -25% Cost for Settlers&lt;br /&gt;
* Can choose one of 5 Nation Leaders if Heroes of the Aegean DLC is installed&lt;br /&gt;
| [[File:TECH DRAMA.png|25px]] Drama&amp;lt;br&amp;gt;[[File:TECH IRONWORKING.png|25px]] Ironworking&amp;lt;br&amp;gt;[[File:TECH STONECUTTING.png|25px]] Stonecutting&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE WISDOM.png|25px]] Athena&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE UNDERWORLD.png|25px]] Hades&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE WATER.png|25px]] Poseidon&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE KINGSHIP.png|25px]] Zeus&lt;br /&gt;
| [[File:UNIT HOPLITE.png|25px]] Hoplite&amp;lt;br&amp;gt;[[File:UNIT PHALANGITE.png|25px]] Phalangite&lt;br /&gt;
| Alcmaeonid (Sages)&amp;lt;br&amp;gt;Argead (Champions)&amp;lt;br&amp;gt;Cypselid (Artisans)&amp;lt;br&amp;gt;Seleucid (Patrons)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Persia&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT CYRUS.png|150px]]&lt;br /&gt;
| Cyrus&lt;br /&gt;
| Tough&lt;br /&gt;
| [[File:TRAIT HERO.png|25px]] Hero&lt;br /&gt;
| &lt;br /&gt;
* +50% Harvest Production&lt;br /&gt;
* [All Cities] -25% Cost for Ranged Units&lt;br /&gt;
* [All Cities] +0.5 [[File:YIELD ORDERS.png|25px]] Orders per turn per [[File:IMPROVEMENT PASTURE.png|25px]] Pasture&lt;br /&gt;
| [[File:TECH HUSBANDRY.png|25px]] Husbandry&amp;lt;br&amp;gt;[[File:TECH IRONWORKING.png|25px]] Ironworking&amp;lt;br&amp;gt;[[File:TECH TRAPPING.png|25px]] Trapping&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE WATER.png|25px]] Anahita&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE FIRE.png|25px]] Atar&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HUNTING.png|25px]] Mithra&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE SUN.png|25px]] Hvar Khshaita&lt;br /&gt;
| [[File:UNIT PALTON CAVALRY.png|25px]] Palton Cavalry&amp;lt;br&amp;gt;[[File:UNIT CATAPHRACT ARCHER.png|25px]] Cataphract Archer&lt;br /&gt;
| Achaemenid (Statesmen)&amp;lt;br&amp;gt;Arsacid (Clerics)&amp;lt;br&amp;gt;Mihranid (Hunters)&amp;lt;br&amp;gt;Sasanid (Riders)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rome&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT ROMULUS.png|150px]]&lt;br /&gt;
| Romulus&lt;br /&gt;
| Ruthless&lt;br /&gt;
| [[File:TRAIT TACTICIAN.png|25px]] Tactician&lt;br /&gt;
| &lt;br /&gt;
* [All Cities] +2 [[File:YIELD TRAINING.png|25px]] Training per turn&lt;br /&gt;
* [All Units] +2 Fatigue Limit&lt;br /&gt;
| [[File:TECH IRONWORKING.png|25px]] Ironworking&amp;lt;br&amp;gt;[[File:TECH POLIS.png|25px]] Polis&amp;lt;br&amp;gt;[[File:TECH STONECUTTING.png|25px]] Stonecutting&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE WAR.png|25px]] Mars&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE LOVE.png|25px]] Venus&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HEARTH.png|25px]] Vesta&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE FIRE.png|25px]] Vulcan&lt;br /&gt;
| [[File:UNIT HASTATUS.png|25px]] Hastatus&amp;lt;br&amp;gt;[[File:UNIT LEGIONARY.png|25px]] Legionary&lt;br /&gt;
| Claudius (Landowners)&amp;lt;br&amp;gt;Fabius (Champions)&amp;lt;br&amp;gt;Julius (Statesmen)&amp;lt;br&amp;gt;Valerius (Patrons)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hatti&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT HATTUSILI.png|150px]]&lt;br /&gt;
| Hattusili&lt;br /&gt;
| Warlike&lt;br /&gt;
| [[File:TRAIT JUDGE.png|25px]] Judge&lt;br /&gt;
| &lt;br /&gt;
* [All Cities] +1 [[File:YIELD CIVICS.png|25px]] Civics per turn&lt;br /&gt;
* [All Units] Can Remove Vegetation&lt;br /&gt;
* [All Units] Ignore Hill Movement Penalties&lt;br /&gt;
| [[File:TECH ADMINISTRATION.png|25px]] Administration&amp;lt;br&amp;gt;[[File:TECH HUSBANDRY.png|25px]] Husbandry&amp;lt;br&amp;gt;[[File:TECH IRONWORKING.png|25px]] Ironworking&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE HEARTH.png|25px]] Arinnitti&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HEALING.png|25px]] Kamrusepa&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HUNTING.png|25px]] Halki&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE WAR.png|25px]] Tarhun&lt;br /&gt;
| [[File:UNIT HEAVY CHARIOT.png|25px]] Heavy Chariot&amp;lt;br&amp;gt;[[File:UNIT THREE MEN CHARIOT.png|25px]] Three Man Chariot&lt;br /&gt;
| Hattusan (Traders)&amp;lt;br&amp;gt;Kussaran (Riders)&amp;lt;br&amp;gt;Nenassan (Landowners)&amp;lt;br&amp;gt;Zalpuwan (Patrons)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Laws ==&lt;br /&gt;
[[File:Laws screen.png|thumb|300px|The Laws tab]]&lt;br /&gt;
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 [[File:YIELD CIVICS.png|25px]] Civics to pass it.&lt;br /&gt;
&lt;br /&gt;
=== No Upkeep Laws ===&lt;br /&gt;
No Upkeep Laws cost 250 [[File:YIELD CIVICS.png|25px]] Civics to pass and have no yearly costs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Law 1 !! Law 2 !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW EPICS.png|40px]] Epics&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Hero Opinion&lt;br /&gt;
* [[File:YIELD CULTURE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Culture per killed Military Unit in nearest City&lt;br /&gt;
| [[File:LAW EXPLORATION.png|40px]] Exploration&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Hunters Opinion&lt;br /&gt;
* Movement Bonus along Neutral River&lt;br /&gt;
* Scouts move on Water&lt;br /&gt;
| [[File:TECH RHETORIC.png|25px]] Rhetoric&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW SLAVERY.png|40px]] Slavery&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Builder Opinion&lt;br /&gt;
* [[File:IMPROVEMENT MINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Mine Yield [All Cities]&lt;br /&gt;
* [[File:IMPROVEMENT QUARRY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Quarry Yield [All Cities]&lt;br /&gt;
* [[File:YIELD DISCONTENT.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discontent per year [All Cities]&lt;br /&gt;
| [[File:LAW FREEDOM.png|40px]] Freedom&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Sages Opinion&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year per Specialist [All Cities]&lt;br /&gt;
| [[File:TECH LABOR FORCE.png|25px]] Labor Force&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW CENTRALIZATION.png|40px]] Centralization&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Legalism Opinion&lt;br /&gt;
* [[File:IMPROVEMENT MINE.png|25px]] Farms can be constructed on Marsh terrain&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per year per Culture Level [Capital City]&lt;br /&gt;
| [[File:LAW VASSALAGE.png|40px]] Vassalage&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Riders Opinion&lt;br /&gt;
* -50% Unit Consumption&lt;br /&gt;
* No extra Unit Consumption when Outside Borders&lt;br /&gt;
| [[File:TECH ARISTOCRACY.png|25px]] Aristocracy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Low Upkeep Laws ===&lt;br /&gt;
Low Upkeep Laws cost 400 [[File:YIELD CIVICS.png|25px]] Civics to pass and have low yearly costs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Law 1 !! Law 2 !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW TYRANNY.png|40px]] Tyranny&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orator Opinion&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+8&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year per Military Unit in Territory [All Cities]&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:LAW CONSTITUTION.png|40px]] Constitution&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Statesman Opinion&lt;br /&gt;
* [[File:PROJECT DECREE 1.png|25px]] Enables the Decree projects [Capital City]&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per year per Urban Specialist [All Cities]&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year&lt;br /&gt;
| [[File:TECH SOVEREIGNTY.png|25px]] Sovereignty&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW COLONIES.png|40px]] Colonies&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Diplomat Opinion&lt;br /&gt;
* [[File:BUY TILE.png|25px]] Enables the Buy Tile action&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year&lt;br /&gt;
| [[File:LAW SERFDOM.png|40px]] Serfdom&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Landowners Opinion&lt;br /&gt;
* [[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders per year&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-12&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
* [[File:YIELD DISCONTENT.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discontent per year [All Cities]&lt;br /&gt;
| [[File:TECH NAVIGATION.png|25px]] Navigation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW MONOTHEISM.png|40px]] Monotheism&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Gnosticism Opinion&lt;br /&gt;
* [[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders per year [State Religion Cities]&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:LAW POLYTHEISM.png|40px]] Polytheism&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Mythology Opinion&lt;br /&gt;
* Shrines can be constructed multiple times&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-12&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:TECH MONASTICISM.png|25px]] Monasticism&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Medium Upkeep Laws ===&lt;br /&gt;
Medium Upkeep Laws cost 400 [[File:YIELD CIVICS.png|25px]] Civics to pass and have medium yearly costs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Law 1 !! Law 2 !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW DIVINE RULE.png|40px]] Divine Rule&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Clerics Opinion&lt;br /&gt;
* [[File:MISSION ADOPT RELIGION.png|25px]] Can Adopt Pagan State Religions&lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness per year per Shrine [All Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-18&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:LAW LEGAL CODE.png|40px]] Legal Code&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Judge Opinion&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year per Active Law&lt;br /&gt;
* [[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-0.6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders per year&lt;br /&gt;
| [[File:TECH CITIZENSHIP.png|25px]] Citizenship&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW TOLERANCE.png|40px]] Tolerance&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Dualism Opinion&lt;br /&gt;
* Can Build Non-State Religions Disciples&lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness per year per Non-State Religion [All Cities]&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:LAW ORTHODOXY.png|40px]] Orthodoxy&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Revelation Opinion&lt;br /&gt;
* Disciples Can Purge World Religions&lt;br /&gt;
* Can Hurry Production with Orders [Stare Religion Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-18&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:TECH DOCTRINE.png|25px]] Doctrine&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW PROFESSIONAL ARMY.png|40px]] Professional Army&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Tactician Opinion&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; XP from Combat&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year with Treasury [All Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-18&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:LAW VOLUNTEERS.png|40px]] Volunteers&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Champions Opinion&lt;br /&gt;
* Can Hurry Production with Population&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year per War&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:TECH MANOR.png|25px]] Manor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== High Upkeep Laws ===&lt;br /&gt;
High Upkeep Laws cost 400 [[File:YIELD CIVICS.png|25px]] Civics to pass and have high yearly costs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Law 1 !! Law 2 !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW PHILOSOPHY.png|40px]] Philosophy&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Enlightenment Opinion&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Urban Specialists Production Time [All Cities]&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per year with Forum [All Cities]&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-9&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:LAW ENGINEERING.png|40px]] Engineering&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Scholar Opinion&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wonder Costs&lt;br /&gt;
* [[File:City Connected.png|25px]] Roads bridge across Rivers&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-24&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:TECH ARCHITECTURE.png|25px]] Architecture&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW ICONOGRAPHY.png|40px]] Iconography&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Veneration Opinion&lt;br /&gt;
* No Random Non-State Religion Spread [All Cities]&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year per Monastery [All Cities]&lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness per year per Cathedral [All Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year per Temple [All Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-24&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:LAW CALLIGRAPHY.png|40px]] Calligraphy&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Patrons Opinion&lt;br /&gt;
* [[File:YIELD CULTURE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Culture per year per Library [All Cities]&lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness per year per Elder Specialist [All Cities]&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-9&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:TECH VAULTING.png|25px]] Vaulting&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW PILGRIMAGE.png|40px]] Pilgrimage&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Redemption Opinion&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per year per Grove [All Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year per Cities with Religion [All Cities]&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-12&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year&lt;br /&gt;
| [[File:LAW HOLY WAR.png|40px]] Holy War&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Zealot Opinion&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Random Promotion for New Units [All Cities]&lt;br /&gt;
* Can Hurry Production of Units with Money [Stare Religion Cities]&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per year&lt;br /&gt;
| [[File:TECH MARTIAL CODE.png|25px]] Martial Code&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Very High Upkeep Laws ===&lt;br /&gt;
Very High Upkeep Laws cost 400 [[File:YIELD CIVICS.png|25px]] Civics to pass and have very high yearly costs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Law 1 !! Law 2 !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW GUILDS.png|40px]] Guilds&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; Artisans Opinion&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Rebels Chance [All Cities]&lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness per year per Town [All Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:LAW ELITES.png|40px]] Elites&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Schemer Opinion&lt;br /&gt;
* Store 100 Orders between Years&lt;br /&gt;
* [[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders per year with Legendary Culture Level [All Cities]&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-15&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year&lt;br /&gt;
| [[File:TECH JURISPRUDENCE.png|25px]] Jurisprudence&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW AUTARKY.png|40px]] Autarky&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; Commander Opinion&lt;br /&gt;
* [[File:IMPROVEMENT MINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Mine Yield [All Cities]&lt;br /&gt;
* [[File:IMPROVEMENT QUARRY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Quarry Yield [All Cities]&lt;br /&gt;
* [[File:IMPROVEMENT LUMBERMILL.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Lumbermill Yield [All Cities]&lt;br /&gt;
* Can build units that require Horses, Camels or Elephants [All Cities]&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per year&lt;br /&gt;
| [[File:LAW TRADE LEAGUE.png|40px]] Trade League&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Traders Opinion&lt;br /&gt;
* [[File:PROJECT CONVOY 1.png|25px]] Enables the Convoy projects&lt;br /&gt;
* Resource selling price becomes buying price&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-12&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:TECH LATEEN SAIL.png|25px]] Lateen Sail&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW COIN DEBASEMENT.png|40px]] Coin Debasement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Schemer Opinion&lt;br /&gt;
* Can buy and sell Orders with Money&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:LAW MONETARY REFORM.png|40px]] Monetary Reform&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Traders Opinion&lt;br /&gt;
* No Discontent from Hurry Production&lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness per year [All Cities]&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-12&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:TECH FISCAL POLICY.png|25px]] Fiscal Policy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Succession ==&lt;br /&gt;
Once a Nation Leader dies, its Heir becomes the new Nation Leader. If the Nation doesn&#039;t have a heir when the Nation Leader dies the game ends. Which child becomes Heir depends on the Succession Law. The Heir can also be chosen manually via a character action, but this carries a penalty of [[File:YIELD LEGITIMACY.png|25px]] 10 Legitimacy. There are 5 possible Succession Laws, with the starting one being decided in the new game settings. Changing Succession Law initially costs 100 [[File:YIELD CIVICS.png|25px]] Civics, and the cost increases by 50 for each subsequent change.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Succession Law !! Heir&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW PRIMOGENITURE.png|55px]] Primogeniture || Oldest child&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW ULTIMOGENITURE.png|55px]] Ultimogeniture || Youngest child&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW LATERAL.png|55px]] Lateral || Siblings before children&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW DYNASTIC.png|55px]] Dynastic || Oldest character with a direct line to the Nation&#039;s Founder&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW SENIORITY.png|55px]] Seniority || Oldest dynasty member&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Families ==&lt;br /&gt;
Families are the leading clans within a Nation that control its cities, with different dispositions and conflicting interests. Their preferences determine what Ambitions a Nation Leader can pursue. The Opinion that a family has towards its Nation&#039;s Leader can trigger various events. Each Nation has 4 Families, which may belong to one of 10 classes. The first City founded for a Family will be the Family Seat.&lt;br /&gt;
&lt;br /&gt;
Each Family will have two preferred luxury resources. Each one of their cities that doesn&#039;t have the luxury resource will decrease the Family&#039;s Opinion by 10. In addition, if a Family has fewer cities than the other Families it will suffer an Opinion penalty.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class !! City Effects !! Family Seat Effects !! Seat Founded Bonus !! Common Traits !! Wanted Luxuries !! Opinion&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Artisans&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD CULTURE.png|25px]] +4 Culture per year&lt;br /&gt;
* [[File:IMPROVEMENT MINE.png|25px]] +20% Mine Yield&lt;br /&gt;
* [[File:IMPROVEMENT LUMBERMILL.png|25px]] +20% Lumbermill Yield&lt;br /&gt;
* New Siege and Ship Units start with Ingenuity&lt;br /&gt;
| -2 Turns Urban Improvement Build Time&lt;br /&gt;
| [[File:UNIT WORKER.png|25px]] Worker&lt;br /&gt;
| [[File:TRAIT SCHEMER.png|25px]] Schemer (x10)&amp;lt;br&amp;gt;[[File:TRAIT BUILDER.png|25px]] Builder (x5)&amp;lt;br&amp;gt;[[File:TRAIT ORATOR.png|25px]] Orator (x5)&lt;br /&gt;
| [[File:RESOURCE DYE.png|25px]] Dyes&amp;lt;br&amp;gt;[[File:RESOURCE GEM.png|25px]] Gems&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW GUILDS.png|25px]] Guilds law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT AMPHITHEATER.png|25px]] Amphitheater improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Luxuries&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Pillaged Improvements Inside Territory&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Champions&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] +2 Training per year&lt;br /&gt;
* +50% City Defense&lt;br /&gt;
* New Units start with Steadfast&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] +50% Training&lt;br /&gt;
| [[File:UNIT MILITIA.png|25px]] Militia&lt;br /&gt;
| [[File:TRAIT COMMANDER.png|25px]] Commander (x10)&amp;lt;br&amp;gt;[[File:TRAIT HERO.png|25px]] Hero (x10)&lt;br /&gt;
| [[File:RESOURCE DYE.png|25px]] Dyes&amp;lt;br&amp;gt;[[File:RESOURCE WINE.png|25px]] Wine&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW VOLUNTEERS.png|25px]] Volunteers law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT GARRISON 3.png|25px]] Citadel improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Largest Military&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Weakest Military&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Clerics&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] +1 Happiness per year&lt;br /&gt;
* [[File:TERRAIN SAND.png|25px]] Sand terrain can support Urban Improvements&lt;br /&gt;
* +100 Monastery and Temple Yield&lt;br /&gt;
| -50% Disciple Units Production Time&lt;br /&gt;
| [[File:TECH MONASTICISM.png|25px]] Monasticism&amp;lt;br&amp;gt;Found Judaism or Zoroastrianism&lt;br /&gt;
| [[File:TRAIT ZEALOT.png|25px]] Zealot (x10)&amp;lt;br&amp;gt;[[File:TRAIT COMMANDER.png|25px]] Commander (x5)&amp;lt;br&amp;gt;[[File:TRAIT SCHOLAR.png|25px]] Scholar (x5)&lt;br /&gt;
| [[File:RESOURCE INCENSE.png|25px]] Incense&amp;lt;br&amp;gt;[[File:RESOURCE LAVENDER.png|25px]] Lavender&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW DIVINE RULE.png|25px]] Divine Rule law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; per Cathedral improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per Holy City&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per City without Religion&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hunters&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] +2 Training per year&lt;br /&gt;
* [[File:IMPROVEMENT CAMP.png|25px]] +100% Camp Yield&lt;br /&gt;
* New Ranged Units start with Sentinel&lt;br /&gt;
| [[File:PROJECT HUNT 1.png|25px]] Enables the Hunt projects&lt;br /&gt;
| [[File:YIELD IRON.png|25px]] 50 Iron&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 50 Stone&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&lt;br /&gt;
| [[File:TRAIT TACTICIAN.png|25px]] Tactician (x10)&amp;lt;br&amp;gt;[[File:TRAIT HERO.png|25px]] Hero (x5)&amp;lt;br&amp;gt;[[File:TRAIT SCHEMER.png|25px]] Schemer (x5)&lt;br /&gt;
| [[File:RESOURCE FUR.png|25px]] Fur&amp;lt;br&amp;gt;[[File:RESOURCE HONEY.png|25px]] Honey&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW EXPLORATION.png|25px]] Exploration law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT RANGE.png|25px]] Range improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per Defended City&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Hostile Tribal Units in Territory&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Landowners&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD GROWTH.png|25px]] +2 Growth per year&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] +5 Money per year per Farm&lt;br /&gt;
* -50% Rural Specialists Production Time&lt;br /&gt;
| [[File:BUY TILE.png|25px]] Enables the Buy Tile action&lt;br /&gt;
| 2 Citizens&lt;br /&gt;
| [[File:TRAIT BUILDER.png|25px]] Builder (x10)&amp;lt;br&amp;gt;[[File:TRAIT JUDGE.png|25px]] Judge (x5)&amp;lt;br&amp;gt;[[File:TRAIT TACTICIAN.png|25px]] Tactician (x5)&lt;br /&gt;
| [[File:RESOURCE HONEY.png|25px]] Honey&amp;lt;br&amp;gt;[[File:RESOURCE OLIVE.png|25px]] Olives&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW SERFDOM.png|25px]] Serfdom law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT TOWN.png|25px]] Town improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Most Cities&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Fewest Cities&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Nation Ruler age is below 18&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Patrons&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] +2 Civics per year&lt;br /&gt;
* [[File:YIELD CULTURE.png|25px]] +4 Culture per year per Bullion Resource (Gems, Gold, Pearls, Silver)&lt;br /&gt;
* [[File:RESOURCE LITERATURE.png|25px]] Creates Literature Luxury&lt;br /&gt;
| [[File:YIELD HAPPINESS.png|25px]] +1 Happiness Level per Culture Event&lt;br /&gt;
| Court Minister&lt;br /&gt;
| [[File:TRAIT ORATOR.png|25px]] Orator (x10)&amp;lt;br&amp;gt;[[File:TRAIT BUILDER.png|25px]] Builder (x5)&amp;lt;br&amp;gt;[[File:TRAIT SCHOLAR.png|25px]] Scholar (x5)&lt;br /&gt;
| [[File:RESOURCE GEM.png|25px]] Gems&amp;lt;br&amp;gt;[[File:RESOURCE INCENSE.png|25px]] Incense&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW CALLIGRAPHY.png|25px]] Calligraphy law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT HEATED BATHS.png|25px]] Heated Baths improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:CHAR FILTER GOVERNOR.png|25px]] Governor&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per Wonder of the World&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Leader or Heir from same Family&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Riders&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] +2 Training per year&lt;br /&gt;
* [[File:City Connected.png|25px]] Always Connected&lt;br /&gt;
* New Mounted Units start with Saddleborn&lt;br /&gt;
| Mounted Units do not require map resources&lt;br /&gt;
| [[File:UNIT SCOUT.png|25px]] Scout&lt;br /&gt;
| [[File:TRAIT ZEALOT.png|25px]] Zealot (x10)&amp;lt;br&amp;gt;[[File:TRAIT HERO.png|25px]] Hero (x5)&amp;lt;br&amp;gt;[[File:TRAIT TACTICIAN.png|25px]] Tactician (x5)&lt;br /&gt;
| [[File:RESOURCE FUR.png|25px]] Fur&amp;lt;br&amp;gt;[[File:RESOURCE SALT.png|25px]] Salt&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW VASSALAGE.png|25px]] Vassalage law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT BARRACKS.png|25px]] Barracks improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:CHAR FILTER GENERAL.png|25px]] General&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Leader or Spouse from another Nation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sages&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] +2 Civics per year&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] +1 Science per year per Specialist&lt;br /&gt;
* -20% Urban Specialists Cost&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] +25% Science&lt;br /&gt;
| Random Technology&lt;br /&gt;
| [[File:TRAIT SCHOLAR.png|25px]] Scholar (x10)&amp;lt;br&amp;gt;[[File:TRAIT DIPLOMAT.png|25px]] Diplomat (x5)&amp;lt;br&amp;gt;[[File:TRAIT JUDGE.png|25px]] Judge (x5)&lt;br /&gt;
| [[File:RESOURCE LAVENDER.png|25px]] Lavender&amp;lt;br&amp;gt;[[File:RESOURCE SALT.png|25px]] Salt&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW FREEDOM.png|25px]] Freedom law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT UNIVERSITY.png|25px]] University improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Most Specialists&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Leader or Spouse from a Tribe&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Statesmen&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD ORDERS.png|25px]] +1 Orders per year&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] +1 Civics per year per Family Opinion Level&lt;br /&gt;
| [[File:PROJECT DECREE 1.png|25px]] Enables the Decree projects&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 400 Civics&lt;br /&gt;
| [[File:TRAIT JUDGE.png|25px]] Judge (x10)&amp;lt;br&amp;gt;[[File:TRAIT COMMANDER.png|25px]] Commander (x5)&amp;lt;br&amp;gt;[[File:TRAIT DIPLOMAT.png|25px]] Diplomat (x5)&lt;br /&gt;
| [[File:RESOURCE PEARL.png|25px]] Pearls&amp;lt;br&amp;gt;[[File:RESOURCE WINE.png|25px]] Wine&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW CONSTITUTION.png|25px]] Constitution law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT PALACE.png|25px]] Palace improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; No Spouse&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; No Councilors&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Traders&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:IMPROVEMENT NETS.png|25px]] +100% Nets Yield&lt;br /&gt;
* [[File:YIELD CULTURE.png|25px]] +1 Culture per year per Specialist&lt;br /&gt;
* New Worker Units start with Surveyor&lt;br /&gt;
| [[File:UNIT CARAVAN.png|25px]] Unlocks Caravan units&lt;br /&gt;
| [[File:IMPROVEMENT FAIR.png|25px]] Fair&amp;lt;br&amp;gt;Court Merchant&lt;br /&gt;
| [[File:TRAIT DIPLOMAT.png|25px]] Diplomat (x10)&amp;lt;br&amp;gt;[[File:TRAIT ORATOR.png|25px]] Orator (x5)&amp;lt;br&amp;gt;[[File:TRAIT SCHEMER.png|25px]] Schemer (x5)&lt;br /&gt;
| [[File:RESOURCE OLIVE.png|25px]] Olives&amp;lt;br&amp;gt;[[File:RESOURCE PEARL.png|25px]] Pearls&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW MONETARY REFORM.png|25px]] Monetary Reform law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW TRADE LEAGUE.png|25px]] Trade League law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT FAIR.png|25px]] Fair improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Connected Cities&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Damaged Cities&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tribes ==&lt;br /&gt;
[[File:Tribe site.png|thumb|300px|A Gaul tribe occupying a city site]]&lt;br /&gt;
Tribes occupy certain City Sites at the start of the game. Tribes that aren&#039;t allied with any Nation will eventually spawn a raiders army. Raiders are always at War with all Nations and will attack the nearest City. How far raiders are willing to travel depends on the game difficulty.&lt;br /&gt;
&lt;br /&gt;
Carthage and Nation Leaders with the [[File:TRAIT ORATOR.png|25px]] Orator archetype can hire Tribe units as mercenaries. The price depends on the unit&#039;s [[File:Icon AttackDefense.png]] Strength, the Opinion of the Tribe and the number of mercenaries recruited so far.&lt;br /&gt;
&lt;br /&gt;
There are 7 Tribes present in Old World:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tribe !! Units !! Always at War&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Barbarians&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT MARAUDER.png|25px]] Marauder&amp;lt;br&amp;gt;[[File:UNIT SKIRMISHER.png|25px]] Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE MARAUDER.png|25px]] Elite Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE SKIRMISHER.png|25px]] Elite Skirmisher&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:cyan;&amp;quot;&amp;gt;&#039;&#039;&#039;Danes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT MARAUDER.png|25px]] Marauder&amp;lt;br&amp;gt;[[File:UNIT SKIRMISHER.png|25px]] Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE MARAUDER.png|25px]] Elite Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE SKIRMISHER.png|25px]] Elite Skirmisher&amp;lt;br&amp;gt;[[File:UNIT JAVELINEER.png|25px]] Javelineer&amp;lt;br&amp;gt;[[File:UNIT ELITE JAVELINEER.png|25px]] Elite Javelineer&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Gauls&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT MARAUDER.png|25px]] Marauder&amp;lt;br&amp;gt;[[File:UNIT SKIRMISHER.png|25px]] Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE MARAUDER.png|25px]] Elite Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE SKIRMISHER.png|25px]] Elite Skirmisher&amp;lt;br&amp;gt;[[File:UNIT JAVELINEER.png|25px]] Javelineer&amp;lt;br&amp;gt;[[File:UNIT ELITE JAVELINEER.png|25px]] Elite Javelineer&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Thracians&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT MARAUDER.png|25px]] Marauder&amp;lt;br&amp;gt;[[File:UNIT SKIRMISHER.png|25px]] Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE MARAUDER.png|25px]] Elite Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE SKIRMISHER.png|25px]] Elite Skirmisher&amp;lt;br&amp;gt;[[File:UNIT WARLORD.png|25px]] Warlord&amp;lt;br&amp;gt;[[File:UNIT ELITE WARLORD.png|25px]] Elite Warlord&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Vandals&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT MARAUDER.png|25px]] Marauder&amp;lt;br&amp;gt;[[File:UNIT SKIRMISHER.png|25px]] Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE MARAUDER.png|25px]] Elite Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE SKIRMISHER.png|25px]] Elite Skirmisher&amp;lt;br&amp;gt;[[File:UNIT WARLORD.png|25px]] Warlord&amp;lt;br&amp;gt;[[File:UNIT ELITE WARLORD.png|25px]] Elite Warlord&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Numidians&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT NOMAD MARAUDER.png|25px]] Nomad Marauder&amp;lt;br&amp;gt;[[File:UNIT NOMAD SKIRMISHER.png|25px]] Nomad Skirmisher&amp;lt;br&amp;gt;[[File:UNIT NOMAD WARLORD.png|25px]] Nomad Warlord&amp;lt;br&amp;gt;[[File:UNIT ELITE NOMAD MARAUDER.png|25px]] Elite Nomad Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE NOMAD SKIRMISHER.png|25px]] Elite Nomad Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE NOMAD WARLORD.png|25px]] Elite Nomad Warlord&amp;lt;br&amp;gt;[[File:UNIT LIBYAN CAVALRY.png|25px]] Libyan Cavalry&amp;lt;br&amp;gt;[[File:UNIT ELITE LIBYAN CAVALRY.png|25px]] Elite Libyan Cavalry&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Scythians&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT NOMAD MARAUDER.png|25px]] Nomad Marauder&amp;lt;br&amp;gt;[[File:UNIT NOMAD SKIRMISHER.png|25px]] Nomad Skirmisher&amp;lt;br&amp;gt;[[File:UNIT NOMAD WARLORD.png|25px]] Nomad Warlord&amp;lt;br&amp;gt;[[File:UNIT ELITE NOMAD MARAUDER.png|25px]] Elite Nomad Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE NOMAD SKIRMISHER.png|25px]] Elite Nomad Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE NOMAD WARLORD.png|25px]] Elite Nomad Warlord&amp;lt;br&amp;gt;[[File:UNIT AMAZON CAVALRY.png|25px]] Amazon Cavalry&amp;lt;br&amp;gt;[[File:UNIT ELITE AMAZON CAVALRY.png|25px]] Elite Amazon Cavalry&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Old_World/index.php?title=Nations&amp;diff=1327</id>
		<title>Nations</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Old_World/index.php?title=Nations&amp;diff=1327"/>
		<updated>2023-03-13T16:46:24Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: /* Greece Dynasties */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nations are the major states that are vying for Victory in Old World.&lt;br /&gt;
&lt;br /&gt;
== Player nations ==&lt;br /&gt;
There are seven major Nations present in Old World, with an eight one, the Hatti, being present if the Heroes of the Aegean DLC is installed. The Archetype of the starting Nation Leader can be changed in the map settings and the class of each family can be randomized as well.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Civilization !! Leader !! Leader Traits !! Leader Archetype !! Bonuses !! Starting Techs !! Shrines !! Unique Units !! Families&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Assyria&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT ASHURBANIPAL.png|150px]]&lt;br /&gt;
| Ashurbanipal&lt;br /&gt;
| Educated&lt;br /&gt;
| [[File:TRAIT ZEALOT.png|25px]] Zealot&lt;br /&gt;
| &lt;br /&gt;
* [All Cities] New Units start with Focus I&lt;br /&gt;
* [All Units] +100% Pillage Yield&lt;br /&gt;
* [All units] +2 [[File:YIELD ORDERS.png|25px]] Orders per Military Unit Killed&lt;br /&gt;
| [[File:TECH ADMINISTRATION.png|25px]] Administration&amp;lt;br&amp;gt;[[File:TECH MILITARY DRILL.png|25px]] Military Drill&amp;lt;br&amp;gt;[[File:TECH TRAPPING.png|25px]] Trapping&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE KINGSHIP.png|25px]] Ashur&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE WAR.png|25px]] Ninurta&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE FIRE.png|25px]] Nuska&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE SUN.png|25px]] Shamash&lt;br /&gt;
| [[File:UNIT BATTERING RAM.png|25px]] Battering Ram&amp;lt;br&amp;gt;[[File:UNIT SIEGE TOWER.png|25px]] Siege Tower&lt;br /&gt;
| Adasi (Patrons)&amp;lt;br&amp;gt;Erishum (Clerics)&amp;lt;br&amp;gt;Sargonid (Champions)&amp;lt;br&amp;gt;Tudiya (Hunters)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Babylonia&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT NEBUCHADNEZZAR.png|150px]]&lt;br /&gt;
| Nebuchadnezzar&lt;br /&gt;
| Prosperous&lt;br /&gt;
| [[File:TRAIT SCHOLAR.png|25px]] Scholar&lt;br /&gt;
| &lt;br /&gt;
* [All Cities] +1 [[File:YIELD SCIENCE.png|25px]] Science per turn&lt;br /&gt;
* [All Cities] +20% [[File:YIELD GROWTH.png|25px]] Growth&lt;br /&gt;
* [All Cities] +2 [[File:YIELD CULTURE.png|25px]] Culture per turn with Treasury&lt;br /&gt;
| [[File:TECH ADMINISTRATION.png|25px]] Administration&amp;lt;br&amp;gt;[[File:TECH RHETORIC.png|25px]] Rhetoric&amp;lt;br&amp;gt;[[File:TECH TRAPPING.png|25px]] Trapping&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE UNDERWORLD.png|25px]] Ereshkigal&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE LOVE.png|25px]] Ishtar&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE KINGSHIP.png|25px]] Madruk&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE WISDOM.png|25px]] Nabu&lt;br /&gt;
| [[File:UNIT AKKADIAN ARCHER.png|25px]] Akkadian Archer&amp;lt;br&amp;gt;[[File:UNIT CIMMERIAN ARCHER.png|25px]] Cimmerian Archer&lt;br /&gt;
| Amorite (Sages)&amp;lt;br&amp;gt;Chaldean (Artisans)&amp;lt;br&amp;gt;Isin (Traders)&amp;lt;br&amp;gt;Kassite (Hunters)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cartage&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT DIDO.png|150px]]&lt;br /&gt;
| Dido&lt;br /&gt;
| Cunning&amp;lt;br&amp;gt;Engineer&lt;br /&gt;
| [[File:TRAIT DIPLOMAT.png|25px]] Diplomat&lt;br /&gt;
| &lt;br /&gt;
* [New Cities] +200 [[File:YIELD CIVICS.png|25px]] Civics&lt;br /&gt;
* [All Cities] +10 [[File:YIELD MONEY.png|25px]] Money if [[File:City Connected.png|25px]] Connected&lt;br /&gt;
* [Ability] Can hire Mercenaries from Tribes&lt;br /&gt;
| [[File:TECH ARISTOCRACY.png|25px]] Aristocracy&amp;lt;br&amp;gt;[[File:TECH DIVINATION.png|25px]] Divination&amp;lt;br&amp;gt;[[File:TECH TRAPPING.png|25px]] Trapping&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE LOVE.png|25px]] Astarte&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HEALING.png|25px]] Eshmun&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE WATER.png|25px]] Melqart&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HEARTH.png|25px]] Tanit&lt;br /&gt;
| [[File:UNIT AFRICAN ELEPHANT.png|25px]] African Elephant&amp;lt;br&amp;gt;[[File:UNIT TURRETED ELEPHANT.png|25px]] Turreted Elephant&lt;br /&gt;
| Barcid (Riders)&amp;lt;br&amp;gt;Didonian (Statesmen)&amp;lt;br&amp;gt;Hannoid (Traders)&amp;lt;br&amp;gt;Magonid (Artisans)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Egypt&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT HATSHEPSUT.png|150px]]&lt;br /&gt;
| Hatshepsut&lt;br /&gt;
| Inspiring&lt;br /&gt;
| [[File:TRAIT BUILDER.png|25px]] Builder&lt;br /&gt;
| &lt;br /&gt;
* [On Start] +400 [[File:YIELD STONE.png|25px]] Stone&lt;br /&gt;
* [All Cities] +40% Yield from [[File:IMPROVEMENT FARM.png|25px]] Farm on River&lt;br /&gt;
* [All Cities] -25% Cost for Adjacent Improvement Classes&lt;br /&gt;
| [[File:TECH IRONWORKING.png|25px]] Ironworking&amp;lt;br&amp;gt;[[File:TECH LABOR FORCE.png|25px]] Labor Force&amp;lt;br&amp;gt;[[File:TECH STONECUTTING.png|25px]] Stonecutting&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE HEALING.png|25px]] Isis&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HUNTING.png|25px]] Neith&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE UNDERWORLD.png|25px]] Osiris&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE SUN.png|25px]] Ra&lt;br /&gt;
| [[File:UNIT LIGHT CHARIOT.png|25px]] Light Chariot&amp;lt;br&amp;gt;[[File:UNIT KUSHITE CAVALRY.png|25px]] Kushite Cavalry&lt;br /&gt;
| Amarna (Clerics)&amp;lt;br&amp;gt;Ramesside (Riders)&amp;lt;br&amp;gt;Saite (Landowners)&amp;lt;br&amp;gt;Thusmosid (Sages)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Greece&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT PHILIP.png|150px]]&lt;br /&gt;
| Philip&lt;br /&gt;
| Bold&lt;br /&gt;
| [[File:TRAIT COMMANDER.png|25px]] Commander&lt;br /&gt;
| &lt;br /&gt;
* Unlocks [[File:PROJECT OLYMPICS 1.png|25px]] Olympiad projects&lt;br /&gt;
* [All Cities] +2 [[File:YIELD CULTURE.png|25px]] Culture per turn&lt;br /&gt;
* [All Cities] -25% Cost for Settlers&lt;br /&gt;
| [[File:TECH DRAMA.png|25px]] Drama&amp;lt;br&amp;gt;[[File:TECH IRONWORKING.png|25px]] Ironworking&amp;lt;br&amp;gt;[[File:TECH STONECUTTING.png|25px]] Stonecutting&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE WISDOM.png|25px]] Athena&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE UNDERWORLD.png|25px]] Hades&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE WATER.png|25px]] Poseidon&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE KINGSHIP.png|25px]] Zeus&lt;br /&gt;
| [[File:UNIT HOPLITE.png|25px]] Hoplite&amp;lt;br&amp;gt;[[File:UNIT PHALANGITE.png|25px]] Phalangite&lt;br /&gt;
| Alcmaeonid (Sages)&amp;lt;br&amp;gt;Argead (Champions)&amp;lt;br&amp;gt;Cypselid (Artisans)&amp;lt;br&amp;gt;Seleucid (Patrons)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Persia&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT CYRUS.png|150px]]&lt;br /&gt;
| Cyrus&lt;br /&gt;
| Tough&lt;br /&gt;
| [[File:TRAIT HERO.png|25px]] Hero&lt;br /&gt;
| &lt;br /&gt;
* +50% Harvest Production&lt;br /&gt;
* [All Cities] -25% Cost for Ranged Units&lt;br /&gt;
* [All Cities] +0.5 [[File:YIELD ORDERS.png|25px]] Orders per turn per [[File:IMPROVEMENT PASTURE.png|25px]] Pasture&lt;br /&gt;
| [[File:TECH HUSBANDRY.png|25px]] Husbandry&amp;lt;br&amp;gt;[[File:TECH IRONWORKING.png|25px]] Ironworking&amp;lt;br&amp;gt;[[File:TECH TRAPPING.png|25px]] Trapping&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE WATER.png|25px]] Anahita&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE FIRE.png|25px]] Atar&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HUNTING.png|25px]] Mithra&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE SUN.png|25px]] Hvar Khshaita&lt;br /&gt;
| [[File:UNIT PALTON CAVALRY.png|25px]] Palton Cavalry&amp;lt;br&amp;gt;[[File:UNIT CATAPHRACT ARCHER.png|25px]] Cataphract Archer&lt;br /&gt;
| Achaemenid (Statesmen)&amp;lt;br&amp;gt;Arsacid (Clerics)&amp;lt;br&amp;gt;Mihranid (Hunters)&amp;lt;br&amp;gt;Sasanid (Riders)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rome&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT ROMULUS.png|150px]]&lt;br /&gt;
| Romulus&lt;br /&gt;
| Ruthless&lt;br /&gt;
| [[File:TRAIT TACTICIAN.png|25px]] Tactician&lt;br /&gt;
| &lt;br /&gt;
* [All Cities] +2 [[File:YIELD TRAINING.png|25px]] Training per turn&lt;br /&gt;
* [All Units] +2 Fatigue Limit&lt;br /&gt;
| [[File:TECH IRONWORKING.png|25px]] Ironworking&amp;lt;br&amp;gt;[[File:TECH POLIS.png|25px]] Polis&amp;lt;br&amp;gt;[[File:TECH STONECUTTING.png|25px]] Stonecutting&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE WAR.png|25px]] Mars&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE LOVE.png|25px]] Venus&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HEARTH.png|25px]] Vesta&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE FIRE.png|25px]] Vulcan&lt;br /&gt;
| [[File:UNIT HASTATUS.png|25px]] Hastatus&amp;lt;br&amp;gt;[[File:UNIT LEGIONARY.png|25px]] Legionary&lt;br /&gt;
| Claudius (Landowners)&amp;lt;br&amp;gt;Fabius (Champions)&amp;lt;br&amp;gt;Julius (Statesmen)&amp;lt;br&amp;gt;Valerius (Patrons)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hatti&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT HATTUSILI.png|150px]]&lt;br /&gt;
| Hattusili&lt;br /&gt;
| Warlike&lt;br /&gt;
| [[File:TRAIT JUDGE.png|25px]] Judge&lt;br /&gt;
| &lt;br /&gt;
* [All Cities] +1 [[File:YIELD CIVICS.png|25px]] Civics per turn&lt;br /&gt;
* [All Units] Can Remove Vegetation&lt;br /&gt;
* [All Units] Ignore Hill Movement Penalties&lt;br /&gt;
| [[File:TECH ADMINISTRATION.png|25px]] Administration&amp;lt;br&amp;gt;[[File:TECH HUSBANDRY.png|25px]] Husbandry&amp;lt;br&amp;gt;[[File:TECH IRONWORKING.png|25px]] Ironworking&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE HEARTH.png|25px]] Arinnitti&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HEALING.png|25px]] Kamrusepa&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HUNTING.png|25px]] Halki&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE WAR.png|25px]] Tarhun&lt;br /&gt;
| [[File:UNIT HEAVY CHARIOT.png|25px]] Heavy Chariot&amp;lt;br&amp;gt;[[File:UNIT THREE MEN CHARIOT.png|25px]] Three Man Chariot&lt;br /&gt;
| Hattusan (Traders)&amp;lt;br&amp;gt;Kussaran (Riders)&amp;lt;br&amp;gt;Nenassan (Landowners)&amp;lt;br&amp;gt;Zalpuwan (Patrons)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Greece Dynasties ===&lt;br /&gt;
If the Heroes of the Aegean DLC is installed then Greece will get a choice of 4 starting leaders shortly after the game starts.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Dynasty !! Leader Traits !! Leader Archetype&lt;br /&gt;
|-&lt;br /&gt;
| Alexander || Bold || [[File:TRAIT HERO.png|25px]] Hero&lt;br /&gt;
|-&lt;br /&gt;
| Leonidas || Indominable&amp;lt;br&amp;gt;Fated to Die || [[File:TRAIT HERO.png|25px]] Hero&lt;br /&gt;
|-&lt;br /&gt;
| Pericles || First Citizen || [[File:TRAIT ORATOR.png|25px]] Orator&lt;br /&gt;
|-&lt;br /&gt;
| Ptolemy || Educated || [[File:TRAIT SCHOLAR.png|25px]] Scholar&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Laws ==&lt;br /&gt;
[[File:Laws screen.png|thumb|300px|The Laws tab]]&lt;br /&gt;
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 [[File:YIELD CIVICS.png|25px]] Civics to pass it.&lt;br /&gt;
&lt;br /&gt;
=== No Upkeep Laws ===&lt;br /&gt;
No Upkeep Laws cost 250 [[File:YIELD CIVICS.png|25px]] Civics to pass and have no yearly costs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Law 1 !! Law 2 !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW EPICS.png|40px]] Epics&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Hero Opinion&lt;br /&gt;
* [[File:YIELD CULTURE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Culture per killed Military Unit in nearest City&lt;br /&gt;
| [[File:LAW EXPLORATION.png|40px]] Exploration&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Hunters Opinion&lt;br /&gt;
* Movement Bonus along Neutral River&lt;br /&gt;
* Scouts move on Water&lt;br /&gt;
| [[File:TECH RHETORIC.png|25px]] Rhetoric&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW SLAVERY.png|40px]] Slavery&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Builder Opinion&lt;br /&gt;
* [[File:IMPROVEMENT MINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Mine Yield [All Cities]&lt;br /&gt;
* [[File:IMPROVEMENT QUARRY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Quarry Yield [All Cities]&lt;br /&gt;
* [[File:YIELD DISCONTENT.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discontent per year [All Cities]&lt;br /&gt;
| [[File:LAW FREEDOM.png|40px]] Freedom&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Sages Opinion&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year per Specialist [All Cities]&lt;br /&gt;
| [[File:TECH LABOR FORCE.png|25px]] Labor Force&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW CENTRALIZATION.png|40px]] Centralization&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Legalism Opinion&lt;br /&gt;
* [[File:IMPROVEMENT MINE.png|25px]] Farms can be constructed on Marsh terrain&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per year per Culture Level [Capital City]&lt;br /&gt;
| [[File:LAW VASSALAGE.png|40px]] Vassalage&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Riders Opinion&lt;br /&gt;
* -50% Unit Consumption&lt;br /&gt;
* No extra Unit Consumption when Outside Borders&lt;br /&gt;
| [[File:TECH ARISTOCRACY.png|25px]] Aristocracy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Low Upkeep Laws ===&lt;br /&gt;
Low Upkeep Laws cost 400 [[File:YIELD CIVICS.png|25px]] Civics to pass and have low yearly costs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Law 1 !! Law 2 !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW TYRANNY.png|40px]] Tyranny&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orator Opinion&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+8&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year per Military Unit in Territory [All Cities]&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:LAW CONSTITUTION.png|40px]] Constitution&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Statesman Opinion&lt;br /&gt;
* [[File:PROJECT DECREE 1.png|25px]] Enables the Decree projects [Capital City]&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per year per Urban Specialist [All Cities]&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year&lt;br /&gt;
| [[File:TECH SOVEREIGNTY.png|25px]] Sovereignty&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW COLONIES.png|40px]] Colonies&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Diplomat Opinion&lt;br /&gt;
* [[File:BUY TILE.png|25px]] Enables the Buy Tile action&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year&lt;br /&gt;
| [[File:LAW SERFDOM.png|40px]] Serfdom&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Landowners Opinion&lt;br /&gt;
* [[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders per year&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-12&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
* [[File:YIELD DISCONTENT.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discontent per year [All Cities]&lt;br /&gt;
| [[File:TECH NAVIGATION.png|25px]] Navigation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW MONOTHEISM.png|40px]] Monotheism&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Gnosticism Opinion&lt;br /&gt;
* [[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders per year [State Religion Cities]&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:LAW POLYTHEISM.png|40px]] Polytheism&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Mythology Opinion&lt;br /&gt;
* Shrines can be constructed multiple times&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-12&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:TECH MONASTICISM.png|25px]] Monasticism&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Medium Upkeep Laws ===&lt;br /&gt;
Medium Upkeep Laws cost 400 [[File:YIELD CIVICS.png|25px]] Civics to pass and have medium yearly costs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Law 1 !! Law 2 !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW DIVINE RULE.png|40px]] Divine Rule&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Clerics Opinion&lt;br /&gt;
* [[File:MISSION ADOPT RELIGION.png|25px]] Can Adopt Pagan State Religions&lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness per year per Shrine [All Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-18&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:LAW LEGAL CODE.png|40px]] Legal Code&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Judge Opinion&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year per Active Law&lt;br /&gt;
* [[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-0.6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders per year&lt;br /&gt;
| [[File:TECH CITIZENSHIP.png|25px]] Citizenship&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW TOLERANCE.png|40px]] Tolerance&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Dualism Opinion&lt;br /&gt;
* Can Build Non-State Religions Disciples&lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness per year per Non-State Religion [All Cities]&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:LAW ORTHODOXY.png|40px]] Orthodoxy&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Revelation Opinion&lt;br /&gt;
* Disciples Can Purge World Religions&lt;br /&gt;
* Can Hurry Production with Orders [Stare Religion Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-18&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:TECH DOCTRINE.png|25px]] Doctrine&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW PROFESSIONAL ARMY.png|40px]] Professional Army&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Tactician Opinion&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; XP from Combat&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year with Treasury [All Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-18&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:LAW VOLUNTEERS.png|40px]] Volunteers&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Champions Opinion&lt;br /&gt;
* Can Hurry Production with Population&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year per War&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:TECH MANOR.png|25px]] Manor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== High Upkeep Laws ===&lt;br /&gt;
High Upkeep Laws cost 400 [[File:YIELD CIVICS.png|25px]] Civics to pass and have high yearly costs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Law 1 !! Law 2 !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW PHILOSOPHY.png|40px]] Philosophy&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Enlightenment Opinion&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Urban Specialists Production Time [All Cities]&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per year with Forum [All Cities]&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-9&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:LAW ENGINEERING.png|40px]] Engineering&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Scholar Opinion&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wonder Costs&lt;br /&gt;
* [[File:City Connected.png|25px]] Roads bridge across Rivers&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-24&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:TECH ARCHITECTURE.png|25px]] Architecture&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW ICONOGRAPHY.png|40px]] Iconography&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Veneration Opinion&lt;br /&gt;
* No Random Non-State Religion Spread [All Cities]&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year per Monastery [All Cities]&lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness per year per Cathedral [All Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year per Temple [All Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-24&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:LAW CALLIGRAPHY.png|40px]] Calligraphy&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Patrons Opinion&lt;br /&gt;
* [[File:YIELD CULTURE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Culture per year per Library [All Cities]&lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness per year per Elder Specialist [All Cities]&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-9&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:TECH VAULTING.png|25px]] Vaulting&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW PILGRIMAGE.png|40px]] Pilgrimage&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Redemption Opinion&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per year per Grove [All Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year per Cities with Religion [All Cities]&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-12&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year&lt;br /&gt;
| [[File:LAW HOLY WAR.png|40px]] Holy War&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Zealot Opinion&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Random Promotion for New Units [All Cities]&lt;br /&gt;
* Can Hurry Production of Units with Money [Stare Religion Cities]&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per year&lt;br /&gt;
| [[File:TECH MARTIAL CODE.png|25px]] Martial Code&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Very High Upkeep Laws ===&lt;br /&gt;
Very High Upkeep Laws cost 400 [[File:YIELD CIVICS.png|25px]] Civics to pass and have very high yearly costs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Law 1 !! Law 2 !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW GUILDS.png|40px]] Guilds&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; Artisans Opinion&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Rebels Chance [All Cities]&lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness per year per Town [All Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:LAW ELITES.png|40px]] Elites&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Schemer Opinion&lt;br /&gt;
* Store 100 Orders between Years&lt;br /&gt;
* [[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders per year with Legendary Culture Level [All Cities]&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-15&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year&lt;br /&gt;
| [[File:TECH JURISPRUDENCE.png|25px]] Jurisprudence&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW AUTARKY.png|40px]] Autarky&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; Commander Opinion&lt;br /&gt;
* [[File:IMPROVEMENT MINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Mine Yield [All Cities]&lt;br /&gt;
* [[File:IMPROVEMENT QUARRY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Quarry Yield [All Cities]&lt;br /&gt;
* [[File:IMPROVEMENT LUMBERMILL.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Lumbermill Yield [All Cities]&lt;br /&gt;
* Can build units that require Horses, Camels or Elephants [All Cities]&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per year&lt;br /&gt;
| [[File:LAW TRADE LEAGUE.png|40px]] Trade League&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Traders Opinion&lt;br /&gt;
* [[File:PROJECT CONVOY 1.png|25px]] Enables the Convoy projects&lt;br /&gt;
* Resource selling price becomes buying price&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-12&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:TECH LATEEN SAIL.png|25px]] Lateen Sail&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW COIN DEBASEMENT.png|40px]] Coin Debasement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Schemer Opinion&lt;br /&gt;
* Can buy and sell Orders with Money&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:LAW MONETARY REFORM.png|40px]] Monetary Reform&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Traders Opinion&lt;br /&gt;
* No Discontent from Hurry Production&lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness per year [All Cities]&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-12&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:TECH FISCAL POLICY.png|25px]] Fiscal Policy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Succession ==&lt;br /&gt;
Once a Nation Leader dies, its Heir becomes the new Nation Leader. If the Nation doesn&#039;t have a heir when the Nation Leader dies the game ends. Which child becomes Heir depends on the Succession Law. The Heir can also be chosen manually via a character action, but this carries a penalty of [[File:YIELD LEGITIMACY.png|25px]] 10 Legitimacy. There are 5 possible Succession Laws, with the starting one being decided in the new game settings. Changing Succession Law initially costs 100 [[File:YIELD CIVICS.png|25px]] Civics, and the cost increases by 50 for each subsequent change.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Succession Law !! Heir&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW PRIMOGENITURE.png|55px]] Primogeniture || Oldest child&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW ULTIMOGENITURE.png|55px]] Ultimogeniture || Youngest child&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW LATERAL.png|55px]] Lateral || Siblings before children&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW DYNASTIC.png|55px]] Dynastic || Oldest character with a direct line to the Nation&#039;s Founder&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW SENIORITY.png|55px]] Seniority || Oldest dynasty member&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Families ==&lt;br /&gt;
Families are the leading clans within a Nation that control its cities, with different dispositions and conflicting interests. Their preferences determine what Ambitions a Nation Leader can pursue. The Opinion that a family has towards its Nation&#039;s Leader can trigger various events. Each Nation has 4 Families, which may belong to one of 10 classes. The first City founded for a Family will be the Family Seat.&lt;br /&gt;
&lt;br /&gt;
Each Family will have two preferred luxury resources. Each one of their cities that doesn&#039;t have the luxury resource will decrease the Family&#039;s Opinion by 10. In addition, if a Family has fewer cities than the other Families it will suffer an Opinion penalty.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class !! City Effects !! Family Seat Effects !! Seat Founded Bonus !! Common Traits !! Wanted Luxuries !! Opinion&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Artisans&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD CULTURE.png|25px]] +4 Culture per year&lt;br /&gt;
* [[File:IMPROVEMENT MINE.png|25px]] +20% Mine Yield&lt;br /&gt;
* [[File:IMPROVEMENT LUMBERMILL.png|25px]] +20% Lumbermill Yield&lt;br /&gt;
* New Siege and Ship Units start with Ingenuity&lt;br /&gt;
| -2 Turns Urban Improvement Build Time&lt;br /&gt;
| [[File:UNIT WORKER.png|25px]] Worker&lt;br /&gt;
| [[File:TRAIT SCHEMER.png|25px]] Schemer (x10)&amp;lt;br&amp;gt;[[File:TRAIT BUILDER.png|25px]] Builder (x5)&amp;lt;br&amp;gt;[[File:TRAIT ORATOR.png|25px]] Orator (x5)&lt;br /&gt;
| [[File:RESOURCE DYE.png|25px]] Dyes&amp;lt;br&amp;gt;[[File:RESOURCE GEM.png|25px]] Gems&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW GUILDS.png|25px]] Guilds law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT AMPHITHEATER.png|25px]] Amphitheater improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Luxuries&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Pillaged Improvements Inside Territory&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Champions&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] +2 Training per year&lt;br /&gt;
* +50% City Defense&lt;br /&gt;
* New Units start with Steadfast&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] +50% Training&lt;br /&gt;
| [[File:UNIT MILITIA.png|25px]] Militia&lt;br /&gt;
| [[File:TRAIT COMMANDER.png|25px]] Commander (x10)&amp;lt;br&amp;gt;[[File:TRAIT HERO.png|25px]] Hero (x10)&lt;br /&gt;
| [[File:RESOURCE DYE.png|25px]] Dyes&amp;lt;br&amp;gt;[[File:RESOURCE WINE.png|25px]] Wine&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW VOLUNTEERS.png|25px]] Volunteers law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT GARRISON 3.png|25px]] Citadel improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Largest Military&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Weakest Military&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Clerics&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] +1 Happiness per year&lt;br /&gt;
* [[File:TERRAIN SAND.png|25px]] Sand terrain can support Urban Improvements&lt;br /&gt;
* +100 Monastery and Temple Yield&lt;br /&gt;
| -50% Disciple Units Production Time&lt;br /&gt;
| [[File:TECH MONASTICISM.png|25px]] Monasticism&amp;lt;br&amp;gt;Found Judaism or Zoroastrianism&lt;br /&gt;
| [[File:TRAIT ZEALOT.png|25px]] Zealot (x10)&amp;lt;br&amp;gt;[[File:TRAIT COMMANDER.png|25px]] Commander (x5)&amp;lt;br&amp;gt;[[File:TRAIT SCHOLAR.png|25px]] Scholar (x5)&lt;br /&gt;
| [[File:RESOURCE INCENSE.png|25px]] Incense&amp;lt;br&amp;gt;[[File:RESOURCE LAVENDER.png|25px]] Lavender&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW DIVINE RULE.png|25px]] Divine Rule law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; per Cathedral improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per Holy City&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per City without Religion&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hunters&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] +2 Training per year&lt;br /&gt;
* [[File:IMPROVEMENT CAMP.png|25px]] +100% Camp Yield&lt;br /&gt;
* New Ranged Units start with Sentinel&lt;br /&gt;
| [[File:PROJECT HUNT 1.png|25px]] Enables the Hunt projects&lt;br /&gt;
| [[File:YIELD IRON.png|25px]] 50 Iron&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 50 Stone&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&lt;br /&gt;
| [[File:TRAIT TACTICIAN.png|25px]] Tactician (x10)&amp;lt;br&amp;gt;[[File:TRAIT HERO.png|25px]] Hero (x5)&amp;lt;br&amp;gt;[[File:TRAIT SCHEMER.png|25px]] Schemer (x5)&lt;br /&gt;
| [[File:RESOURCE FUR.png|25px]] Fur&amp;lt;br&amp;gt;[[File:RESOURCE HONEY.png|25px]] Honey&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW EXPLORATION.png|25px]] Exploration law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT RANGE.png|25px]] Range improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per Defended City&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Hostile Tribal Units in Territory&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Landowners&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD GROWTH.png|25px]] +2 Growth per year&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] +5 Money per year per Farm&lt;br /&gt;
* -50% Rural Specialists Production Time&lt;br /&gt;
| [[File:BUY TILE.png|25px]] Enables the Buy Tile action&lt;br /&gt;
| 2 Citizens&lt;br /&gt;
| [[File:TRAIT BUILDER.png|25px]] Builder (x10)&amp;lt;br&amp;gt;[[File:TRAIT JUDGE.png|25px]] Judge (x5)&amp;lt;br&amp;gt;[[File:TRAIT TACTICIAN.png|25px]] Tactician (x5)&lt;br /&gt;
| [[File:RESOURCE HONEY.png|25px]] Honey&amp;lt;br&amp;gt;[[File:RESOURCE OLIVE.png|25px]] Olives&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW SERFDOM.png|25px]] Serfdom law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT TOWN.png|25px]] Town improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Most Cities&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Fewest Cities&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Nation Ruler age is below 18&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Patrons&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] +2 Civics per year&lt;br /&gt;
* [[File:YIELD CULTURE.png|25px]] +4 Culture per year per Bullion Resource (Gems, Gold, Pearls, Silver)&lt;br /&gt;
* [[File:RESOURCE LITERATURE.png|25px]] Creates Literature Luxury&lt;br /&gt;
| [[File:YIELD HAPPINESS.png|25px]] +1 Happiness Level per Culture Event&lt;br /&gt;
| Court Minister&lt;br /&gt;
| [[File:TRAIT ORATOR.png|25px]] Orator (x10)&amp;lt;br&amp;gt;[[File:TRAIT BUILDER.png|25px]] Builder (x5)&amp;lt;br&amp;gt;[[File:TRAIT SCHOLAR.png|25px]] Scholar (x5)&lt;br /&gt;
| [[File:RESOURCE GEM.png|25px]] Gems&amp;lt;br&amp;gt;[[File:RESOURCE INCENSE.png|25px]] Incense&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW CALLIGRAPHY.png|25px]] Calligraphy law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT HEATED BATHS.png|25px]] Heated Baths improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:CHAR FILTER GOVERNOR.png|25px]] Governor&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per Wonder of the World&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Leader or Heir from same Family&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Riders&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] +2 Training per year&lt;br /&gt;
* [[File:City Connected.png|25px]] Always Connected&lt;br /&gt;
* New Mounted Units start with Saddleborn&lt;br /&gt;
| Mounted Units do not require map resources&lt;br /&gt;
| [[File:UNIT SCOUT.png|25px]] Scout&lt;br /&gt;
| [[File:TRAIT ZEALOT.png|25px]] Zealot (x10)&amp;lt;br&amp;gt;[[File:TRAIT HERO.png|25px]] Hero (x5)&amp;lt;br&amp;gt;[[File:TRAIT TACTICIAN.png|25px]] Tactician (x5)&lt;br /&gt;
| [[File:RESOURCE FUR.png|25px]] Fur&amp;lt;br&amp;gt;[[File:RESOURCE SALT.png|25px]] Salt&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW VASSALAGE.png|25px]] Vassalage law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT BARRACKS.png|25px]] Barracks improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:CHAR FILTER GENERAL.png|25px]] General&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Leader or Spouse from another Nation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sages&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] +2 Civics per year&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] +1 Science per year per Specialist&lt;br /&gt;
* -20% Urban Specialists Cost&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] +25% Science&lt;br /&gt;
| Random Technology&lt;br /&gt;
| [[File:TRAIT SCHOLAR.png|25px]] Scholar (x10)&amp;lt;br&amp;gt;[[File:TRAIT DIPLOMAT.png|25px]] Diplomat (x5)&amp;lt;br&amp;gt;[[File:TRAIT JUDGE.png|25px]] Judge (x5)&lt;br /&gt;
| [[File:RESOURCE LAVENDER.png|25px]] Lavender&amp;lt;br&amp;gt;[[File:RESOURCE SALT.png|25px]] Salt&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW FREEDOM.png|25px]] Freedom law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT UNIVERSITY.png|25px]] University improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Most Specialists&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Leader or Spouse from a Tribe&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Statesmen&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD ORDERS.png|25px]] +1 Orders per year&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] +1 Civics per year per Family Opinion Level&lt;br /&gt;
| [[File:PROJECT DECREE 1.png|25px]] Enables the Decree projects&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 400 Civics&lt;br /&gt;
| [[File:TRAIT JUDGE.png|25px]] Judge (x10)&amp;lt;br&amp;gt;[[File:TRAIT COMMANDER.png|25px]] Commander (x5)&amp;lt;br&amp;gt;[[File:TRAIT DIPLOMAT.png|25px]] Diplomat (x5)&lt;br /&gt;
| [[File:RESOURCE PEARL.png|25px]] Pearls&amp;lt;br&amp;gt;[[File:RESOURCE WINE.png|25px]] Wine&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW CONSTITUTION.png|25px]] Constitution law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT PALACE.png|25px]] Palace improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; No Spouse&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; No Councilors&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Traders&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:IMPROVEMENT NETS.png|25px]] +100% Nets Yield&lt;br /&gt;
* [[File:YIELD CULTURE.png|25px]] +1 Culture per year per Specialist&lt;br /&gt;
* New Worker Units start with Surveyor&lt;br /&gt;
| [[File:UNIT CARAVAN.png|25px]] Unlocks Caravan units&lt;br /&gt;
| [[File:IMPROVEMENT FAIR.png|25px]] Fair&amp;lt;br&amp;gt;Court Merchant&lt;br /&gt;
| [[File:TRAIT DIPLOMAT.png|25px]] Diplomat (x10)&amp;lt;br&amp;gt;[[File:TRAIT ORATOR.png|25px]] Orator (x5)&amp;lt;br&amp;gt;[[File:TRAIT SCHEMER.png|25px]] Schemer (x5)&lt;br /&gt;
| [[File:RESOURCE OLIVE.png|25px]] Olives&amp;lt;br&amp;gt;[[File:RESOURCE PEARL.png|25px]] Pearls&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW MONETARY REFORM.png|25px]] Monetary Reform law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW TRADE LEAGUE.png|25px]] Trade League law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT FAIR.png|25px]] Fair improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Connected Cities&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Damaged Cities&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tribes ==&lt;br /&gt;
[[File:Tribe site.png|thumb|300px|A Gaul tribe occupying a city site]]&lt;br /&gt;
Tribes occupy certain City Sites at the start of the game. Tribes that aren&#039;t allied with any Nation will eventually spawn a raiders army. Raiders are always at War with all Nations and will attack the nearest City. How far raiders are willing to travel depends on the game difficulty.&lt;br /&gt;
&lt;br /&gt;
Carthage and Nation Leaders with the [[File:TRAIT ORATOR.png|25px]] Orator archetype can hire Tribe units as mercenaries. The price depends on the unit&#039;s [[File:Icon AttackDefense.png]] Strength, the Opinion of the Tribe and the number of mercenaries recruited so far.&lt;br /&gt;
&lt;br /&gt;
There are 7 Tribes present in Old World:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tribe !! Units !! Always at War&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Barbarians&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT MARAUDER.png|25px]] Marauder&amp;lt;br&amp;gt;[[File:UNIT SKIRMISHER.png|25px]] Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE MARAUDER.png|25px]] Elite Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE SKIRMISHER.png|25px]] Elite Skirmisher&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:cyan;&amp;quot;&amp;gt;&#039;&#039;&#039;Danes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT MARAUDER.png|25px]] Marauder&amp;lt;br&amp;gt;[[File:UNIT SKIRMISHER.png|25px]] Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE MARAUDER.png|25px]] Elite Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE SKIRMISHER.png|25px]] Elite Skirmisher&amp;lt;br&amp;gt;[[File:UNIT JAVELINEER.png|25px]] Javelineer&amp;lt;br&amp;gt;[[File:UNIT ELITE JAVELINEER.png|25px]] Elite Javelineer&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Gauls&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT MARAUDER.png|25px]] Marauder&amp;lt;br&amp;gt;[[File:UNIT SKIRMISHER.png|25px]] Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE MARAUDER.png|25px]] Elite Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE SKIRMISHER.png|25px]] Elite Skirmisher&amp;lt;br&amp;gt;[[File:UNIT JAVELINEER.png|25px]] Javelineer&amp;lt;br&amp;gt;[[File:UNIT ELITE JAVELINEER.png|25px]] Elite Javelineer&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Thracians&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT MARAUDER.png|25px]] Marauder&amp;lt;br&amp;gt;[[File:UNIT SKIRMISHER.png|25px]] Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE MARAUDER.png|25px]] Elite Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE SKIRMISHER.png|25px]] Elite Skirmisher&amp;lt;br&amp;gt;[[File:UNIT WARLORD.png|25px]] Warlord&amp;lt;br&amp;gt;[[File:UNIT ELITE WARLORD.png|25px]] Elite Warlord&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Vandals&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT MARAUDER.png|25px]] Marauder&amp;lt;br&amp;gt;[[File:UNIT SKIRMISHER.png|25px]] Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE MARAUDER.png|25px]] Elite Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE SKIRMISHER.png|25px]] Elite Skirmisher&amp;lt;br&amp;gt;[[File:UNIT WARLORD.png|25px]] Warlord&amp;lt;br&amp;gt;[[File:UNIT ELITE WARLORD.png|25px]] Elite Warlord&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Numidians&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT NOMAD MARAUDER.png|25px]] Nomad Marauder&amp;lt;br&amp;gt;[[File:UNIT NOMAD SKIRMISHER.png|25px]] Nomad Skirmisher&amp;lt;br&amp;gt;[[File:UNIT NOMAD WARLORD.png|25px]] Nomad Warlord&amp;lt;br&amp;gt;[[File:UNIT ELITE NOMAD MARAUDER.png|25px]] Elite Nomad Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE NOMAD SKIRMISHER.png|25px]] Elite Nomad Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE NOMAD WARLORD.png|25px]] Elite Nomad Warlord&amp;lt;br&amp;gt;[[File:UNIT LIBYAN CAVALRY.png|25px]] Libyan Cavalry&amp;lt;br&amp;gt;[[File:UNIT ELITE LIBYAN CAVALRY.png|25px]] Elite Libyan Cavalry&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Scythians&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT NOMAD MARAUDER.png|25px]] Nomad Marauder&amp;lt;br&amp;gt;[[File:UNIT NOMAD SKIRMISHER.png|25px]] Nomad Skirmisher&amp;lt;br&amp;gt;[[File:UNIT NOMAD WARLORD.png|25px]] Nomad Warlord&amp;lt;br&amp;gt;[[File:UNIT ELITE NOMAD MARAUDER.png|25px]] Elite Nomad Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE NOMAD SKIRMISHER.png|25px]] Elite Nomad Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE NOMAD WARLORD.png|25px]] Elite Nomad Warlord&amp;lt;br&amp;gt;[[File:UNIT AMAZON CAVALRY.png|25px]] Amazon Cavalry&amp;lt;br&amp;gt;[[File:UNIT ELITE AMAZON CAVALRY.png|25px]] Elite Amazon Cavalry&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Old_World/index.php?title=Nations&amp;diff=1326</id>
		<title>Nations</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Old_World/index.php?title=Nations&amp;diff=1326"/>
		<updated>2023-03-13T16:45:20Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: /* Greece Dynasties */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nations are the major states that are vying for Victory in Old World.&lt;br /&gt;
&lt;br /&gt;
== Player nations ==&lt;br /&gt;
There are seven major Nations present in Old World, with an eight one, the Hatti, being present if the Heroes of the Aegean DLC is installed. The Archetype of the starting Nation Leader can be changed in the map settings and the class of each family can be randomized as well.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Civilization !! Leader !! Leader Traits !! Leader Archetype !! Bonuses !! Starting Techs !! Shrines !! Unique Units !! Families&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Assyria&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT ASHURBANIPAL.png|150px]]&lt;br /&gt;
| Ashurbanipal&lt;br /&gt;
| Educated&lt;br /&gt;
| [[File:TRAIT ZEALOT.png|25px]] Zealot&lt;br /&gt;
| &lt;br /&gt;
* [All Cities] New Units start with Focus I&lt;br /&gt;
* [All Units] +100% Pillage Yield&lt;br /&gt;
* [All units] +2 [[File:YIELD ORDERS.png|25px]] Orders per Military Unit Killed&lt;br /&gt;
| [[File:TECH ADMINISTRATION.png|25px]] Administration&amp;lt;br&amp;gt;[[File:TECH MILITARY DRILL.png|25px]] Military Drill&amp;lt;br&amp;gt;[[File:TECH TRAPPING.png|25px]] Trapping&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE KINGSHIP.png|25px]] Ashur&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE WAR.png|25px]] Ninurta&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE FIRE.png|25px]] Nuska&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE SUN.png|25px]] Shamash&lt;br /&gt;
| [[File:UNIT BATTERING RAM.png|25px]] Battering Ram&amp;lt;br&amp;gt;[[File:UNIT SIEGE TOWER.png|25px]] Siege Tower&lt;br /&gt;
| Adasi (Patrons)&amp;lt;br&amp;gt;Erishum (Clerics)&amp;lt;br&amp;gt;Sargonid (Champions)&amp;lt;br&amp;gt;Tudiya (Hunters)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Babylonia&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT NEBUCHADNEZZAR.png|150px]]&lt;br /&gt;
| Nebuchadnezzar&lt;br /&gt;
| Prosperous&lt;br /&gt;
| [[File:TRAIT SCHOLAR.png|25px]] Scholar&lt;br /&gt;
| &lt;br /&gt;
* [All Cities] +1 [[File:YIELD SCIENCE.png|25px]] Science per turn&lt;br /&gt;
* [All Cities] +20% [[File:YIELD GROWTH.png|25px]] Growth&lt;br /&gt;
* [All Cities] +2 [[File:YIELD CULTURE.png|25px]] Culture per turn with Treasury&lt;br /&gt;
| [[File:TECH ADMINISTRATION.png|25px]] Administration&amp;lt;br&amp;gt;[[File:TECH RHETORIC.png|25px]] Rhetoric&amp;lt;br&amp;gt;[[File:TECH TRAPPING.png|25px]] Trapping&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE UNDERWORLD.png|25px]] Ereshkigal&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE LOVE.png|25px]] Ishtar&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE KINGSHIP.png|25px]] Madruk&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE WISDOM.png|25px]] Nabu&lt;br /&gt;
| [[File:UNIT AKKADIAN ARCHER.png|25px]] Akkadian Archer&amp;lt;br&amp;gt;[[File:UNIT CIMMERIAN ARCHER.png|25px]] Cimmerian Archer&lt;br /&gt;
| Amorite (Sages)&amp;lt;br&amp;gt;Chaldean (Artisans)&amp;lt;br&amp;gt;Isin (Traders)&amp;lt;br&amp;gt;Kassite (Hunters)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cartage&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT DIDO.png|150px]]&lt;br /&gt;
| Dido&lt;br /&gt;
| Cunning&amp;lt;br&amp;gt;Engineer&lt;br /&gt;
| [[File:TRAIT DIPLOMAT.png|25px]] Diplomat&lt;br /&gt;
| &lt;br /&gt;
* [New Cities] +200 [[File:YIELD CIVICS.png|25px]] Civics&lt;br /&gt;
* [All Cities] +10 [[File:YIELD MONEY.png|25px]] Money if [[File:City Connected.png|25px]] Connected&lt;br /&gt;
* [Ability] Can hire Mercenaries from Tribes&lt;br /&gt;
| [[File:TECH ARISTOCRACY.png|25px]] Aristocracy&amp;lt;br&amp;gt;[[File:TECH DIVINATION.png|25px]] Divination&amp;lt;br&amp;gt;[[File:TECH TRAPPING.png|25px]] Trapping&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE LOVE.png|25px]] Astarte&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HEALING.png|25px]] Eshmun&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE WATER.png|25px]] Melqart&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HEARTH.png|25px]] Tanit&lt;br /&gt;
| [[File:UNIT AFRICAN ELEPHANT.png|25px]] African Elephant&amp;lt;br&amp;gt;[[File:UNIT TURRETED ELEPHANT.png|25px]] Turreted Elephant&lt;br /&gt;
| Barcid (Riders)&amp;lt;br&amp;gt;Didonian (Statesmen)&amp;lt;br&amp;gt;Hannoid (Traders)&amp;lt;br&amp;gt;Magonid (Artisans)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Egypt&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT HATSHEPSUT.png|150px]]&lt;br /&gt;
| Hatshepsut&lt;br /&gt;
| Inspiring&lt;br /&gt;
| [[File:TRAIT BUILDER.png|25px]] Builder&lt;br /&gt;
| &lt;br /&gt;
* [On Start] +400 [[File:YIELD STONE.png|25px]] Stone&lt;br /&gt;
* [All Cities] +40% Yield from [[File:IMPROVEMENT FARM.png|25px]] Farm on River&lt;br /&gt;
* [All Cities] -25% Cost for Adjacent Improvement Classes&lt;br /&gt;
| [[File:TECH IRONWORKING.png|25px]] Ironworking&amp;lt;br&amp;gt;[[File:TECH LABOR FORCE.png|25px]] Labor Force&amp;lt;br&amp;gt;[[File:TECH STONECUTTING.png|25px]] Stonecutting&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE HEALING.png|25px]] Isis&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HUNTING.png|25px]] Neith&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE UNDERWORLD.png|25px]] Osiris&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE SUN.png|25px]] Ra&lt;br /&gt;
| [[File:UNIT LIGHT CHARIOT.png|25px]] Light Chariot&amp;lt;br&amp;gt;[[File:UNIT KUSHITE CAVALRY.png|25px]] Kushite Cavalry&lt;br /&gt;
| Amarna (Clerics)&amp;lt;br&amp;gt;Ramesside (Riders)&amp;lt;br&amp;gt;Saite (Landowners)&amp;lt;br&amp;gt;Thusmosid (Sages)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Greece&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT PHILIP.png|150px]]&lt;br /&gt;
| Philip&lt;br /&gt;
| Bold&lt;br /&gt;
| [[File:TRAIT COMMANDER.png|25px]] Commander&lt;br /&gt;
| &lt;br /&gt;
* Unlocks [[File:PROJECT OLYMPICS 1.png|25px]] Olympiad projects&lt;br /&gt;
* [All Cities] +2 [[File:YIELD CULTURE.png|25px]] Culture per turn&lt;br /&gt;
* [All Cities] -25% Cost for Settlers&lt;br /&gt;
| [[File:TECH DRAMA.png|25px]] Drama&amp;lt;br&amp;gt;[[File:TECH IRONWORKING.png|25px]] Ironworking&amp;lt;br&amp;gt;[[File:TECH STONECUTTING.png|25px]] Stonecutting&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE WISDOM.png|25px]] Athena&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE UNDERWORLD.png|25px]] Hades&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE WATER.png|25px]] Poseidon&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE KINGSHIP.png|25px]] Zeus&lt;br /&gt;
| [[File:UNIT HOPLITE.png|25px]] Hoplite&amp;lt;br&amp;gt;[[File:UNIT PHALANGITE.png|25px]] Phalangite&lt;br /&gt;
| Alcmaeonid (Sages)&amp;lt;br&amp;gt;Argead (Champions)&amp;lt;br&amp;gt;Cypselid (Artisans)&amp;lt;br&amp;gt;Seleucid (Patrons)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Persia&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT CYRUS.png|150px]]&lt;br /&gt;
| Cyrus&lt;br /&gt;
| Tough&lt;br /&gt;
| [[File:TRAIT HERO.png|25px]] Hero&lt;br /&gt;
| &lt;br /&gt;
* +50% Harvest Production&lt;br /&gt;
* [All Cities] -25% Cost for Ranged Units&lt;br /&gt;
* [All Cities] +0.5 [[File:YIELD ORDERS.png|25px]] Orders per turn per [[File:IMPROVEMENT PASTURE.png|25px]] Pasture&lt;br /&gt;
| [[File:TECH HUSBANDRY.png|25px]] Husbandry&amp;lt;br&amp;gt;[[File:TECH IRONWORKING.png|25px]] Ironworking&amp;lt;br&amp;gt;[[File:TECH TRAPPING.png|25px]] Trapping&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE WATER.png|25px]] Anahita&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE FIRE.png|25px]] Atar&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HUNTING.png|25px]] Mithra&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE SUN.png|25px]] Hvar Khshaita&lt;br /&gt;
| [[File:UNIT PALTON CAVALRY.png|25px]] Palton Cavalry&amp;lt;br&amp;gt;[[File:UNIT CATAPHRACT ARCHER.png|25px]] Cataphract Archer&lt;br /&gt;
| Achaemenid (Statesmen)&amp;lt;br&amp;gt;Arsacid (Clerics)&amp;lt;br&amp;gt;Mihranid (Hunters)&amp;lt;br&amp;gt;Sasanid (Riders)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rome&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT ROMULUS.png|150px]]&lt;br /&gt;
| Romulus&lt;br /&gt;
| Ruthless&lt;br /&gt;
| [[File:TRAIT TACTICIAN.png|25px]] Tactician&lt;br /&gt;
| &lt;br /&gt;
* [All Cities] +2 [[File:YIELD TRAINING.png|25px]] Training per turn&lt;br /&gt;
* [All Units] +2 Fatigue Limit&lt;br /&gt;
| [[File:TECH IRONWORKING.png|25px]] Ironworking&amp;lt;br&amp;gt;[[File:TECH POLIS.png|25px]] Polis&amp;lt;br&amp;gt;[[File:TECH STONECUTTING.png|25px]] Stonecutting&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE WAR.png|25px]] Mars&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE LOVE.png|25px]] Venus&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HEARTH.png|25px]] Vesta&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE FIRE.png|25px]] Vulcan&lt;br /&gt;
| [[File:UNIT HASTATUS.png|25px]] Hastatus&amp;lt;br&amp;gt;[[File:UNIT LEGIONARY.png|25px]] Legionary&lt;br /&gt;
| Claudius (Landowners)&amp;lt;br&amp;gt;Fabius (Champions)&amp;lt;br&amp;gt;Julius (Statesmen)&amp;lt;br&amp;gt;Valerius (Patrons)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hatti&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT HATTUSILI.png|150px]]&lt;br /&gt;
| Hattusili&lt;br /&gt;
| Warlike&lt;br /&gt;
| [[File:TRAIT JUDGE.png|25px]] Judge&lt;br /&gt;
| &lt;br /&gt;
* [All Cities] +1 [[File:YIELD CIVICS.png|25px]] Civics per turn&lt;br /&gt;
* [All Units] Can Remove Vegetation&lt;br /&gt;
* [All Units] Ignore Hill Movement Penalties&lt;br /&gt;
| [[File:TECH ADMINISTRATION.png|25px]] Administration&amp;lt;br&amp;gt;[[File:TECH HUSBANDRY.png|25px]] Husbandry&amp;lt;br&amp;gt;[[File:TECH IRONWORKING.png|25px]] Ironworking&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE HEARTH.png|25px]] Arinnitti&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HEALING.png|25px]] Kamrusepa&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HUNTING.png|25px]] Halki&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE WAR.png|25px]] Tarhun&lt;br /&gt;
| [[File:UNIT HEAVY CHARIOT.png|25px]] Heavy Chariot&amp;lt;br&amp;gt;[[File:UNIT THREE MEN CHARIOT.png|25px]] Three Man Chariot&lt;br /&gt;
| Hattusan (Traders)&amp;lt;br&amp;gt;Kussaran (Riders)&amp;lt;br&amp;gt;Nenassan (Landowners)&amp;lt;br&amp;gt;Zalpuwan (Patrons)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Greece Dynasties ===&lt;br /&gt;
If the Heroes of the Aegean DLC is installed then Greece will get a choice of 4 starting leaders shortly after the game starts.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Dynasty !! Leader Traits !! Leader Archetype&lt;br /&gt;
|-&lt;br /&gt;
| Alexander || Bold&lt;br /&gt;
|-&lt;br /&gt;
| Leonidas || Indominable&amp;lt;br&amp;gt;Fated to Die&lt;br /&gt;
|-&lt;br /&gt;
| Pericles || First Citizen&lt;br /&gt;
|-&lt;br /&gt;
| Ptolemy || Educated&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Laws ==&lt;br /&gt;
[[File:Laws screen.png|thumb|300px|The Laws tab]]&lt;br /&gt;
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 [[File:YIELD CIVICS.png|25px]] Civics to pass it.&lt;br /&gt;
&lt;br /&gt;
=== No Upkeep Laws ===&lt;br /&gt;
No Upkeep Laws cost 250 [[File:YIELD CIVICS.png|25px]] Civics to pass and have no yearly costs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Law 1 !! Law 2 !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW EPICS.png|40px]] Epics&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Hero Opinion&lt;br /&gt;
* [[File:YIELD CULTURE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Culture per killed Military Unit in nearest City&lt;br /&gt;
| [[File:LAW EXPLORATION.png|40px]] Exploration&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Hunters Opinion&lt;br /&gt;
* Movement Bonus along Neutral River&lt;br /&gt;
* Scouts move on Water&lt;br /&gt;
| [[File:TECH RHETORIC.png|25px]] Rhetoric&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW SLAVERY.png|40px]] Slavery&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Builder Opinion&lt;br /&gt;
* [[File:IMPROVEMENT MINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Mine Yield [All Cities]&lt;br /&gt;
* [[File:IMPROVEMENT QUARRY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Quarry Yield [All Cities]&lt;br /&gt;
* [[File:YIELD DISCONTENT.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discontent per year [All Cities]&lt;br /&gt;
| [[File:LAW FREEDOM.png|40px]] Freedom&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Sages Opinion&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year per Specialist [All Cities]&lt;br /&gt;
| [[File:TECH LABOR FORCE.png|25px]] Labor Force&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW CENTRALIZATION.png|40px]] Centralization&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Legalism Opinion&lt;br /&gt;
* [[File:IMPROVEMENT MINE.png|25px]] Farms can be constructed on Marsh terrain&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per year per Culture Level [Capital City]&lt;br /&gt;
| [[File:LAW VASSALAGE.png|40px]] Vassalage&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Riders Opinion&lt;br /&gt;
* -50% Unit Consumption&lt;br /&gt;
* No extra Unit Consumption when Outside Borders&lt;br /&gt;
| [[File:TECH ARISTOCRACY.png|25px]] Aristocracy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Low Upkeep Laws ===&lt;br /&gt;
Low Upkeep Laws cost 400 [[File:YIELD CIVICS.png|25px]] Civics to pass and have low yearly costs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Law 1 !! Law 2 !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW TYRANNY.png|40px]] Tyranny&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orator Opinion&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+8&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year per Military Unit in Territory [All Cities]&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:LAW CONSTITUTION.png|40px]] Constitution&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Statesman Opinion&lt;br /&gt;
* [[File:PROJECT DECREE 1.png|25px]] Enables the Decree projects [Capital City]&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per year per Urban Specialist [All Cities]&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year&lt;br /&gt;
| [[File:TECH SOVEREIGNTY.png|25px]] Sovereignty&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW COLONIES.png|40px]] Colonies&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Diplomat Opinion&lt;br /&gt;
* [[File:BUY TILE.png|25px]] Enables the Buy Tile action&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year&lt;br /&gt;
| [[File:LAW SERFDOM.png|40px]] Serfdom&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Landowners Opinion&lt;br /&gt;
* [[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders per year&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-12&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
* [[File:YIELD DISCONTENT.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discontent per year [All Cities]&lt;br /&gt;
| [[File:TECH NAVIGATION.png|25px]] Navigation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW MONOTHEISM.png|40px]] Monotheism&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Gnosticism Opinion&lt;br /&gt;
* [[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders per year [State Religion Cities]&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:LAW POLYTHEISM.png|40px]] Polytheism&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Mythology Opinion&lt;br /&gt;
* Shrines can be constructed multiple times&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-12&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:TECH MONASTICISM.png|25px]] Monasticism&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Medium Upkeep Laws ===&lt;br /&gt;
Medium Upkeep Laws cost 400 [[File:YIELD CIVICS.png|25px]] Civics to pass and have medium yearly costs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Law 1 !! Law 2 !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW DIVINE RULE.png|40px]] Divine Rule&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Clerics Opinion&lt;br /&gt;
* [[File:MISSION ADOPT RELIGION.png|25px]] Can Adopt Pagan State Religions&lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness per year per Shrine [All Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-18&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:LAW LEGAL CODE.png|40px]] Legal Code&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Judge Opinion&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year per Active Law&lt;br /&gt;
* [[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-0.6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders per year&lt;br /&gt;
| [[File:TECH CITIZENSHIP.png|25px]] Citizenship&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW TOLERANCE.png|40px]] Tolerance&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Dualism Opinion&lt;br /&gt;
* Can Build Non-State Religions Disciples&lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness per year per Non-State Religion [All Cities]&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:LAW ORTHODOXY.png|40px]] Orthodoxy&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Revelation Opinion&lt;br /&gt;
* Disciples Can Purge World Religions&lt;br /&gt;
* Can Hurry Production with Orders [Stare Religion Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-18&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:TECH DOCTRINE.png|25px]] Doctrine&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW PROFESSIONAL ARMY.png|40px]] Professional Army&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Tactician Opinion&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; XP from Combat&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year with Treasury [All Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-18&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:LAW VOLUNTEERS.png|40px]] Volunteers&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Champions Opinion&lt;br /&gt;
* Can Hurry Production with Population&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year per War&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:TECH MANOR.png|25px]] Manor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== High Upkeep Laws ===&lt;br /&gt;
High Upkeep Laws cost 400 [[File:YIELD CIVICS.png|25px]] Civics to pass and have high yearly costs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Law 1 !! Law 2 !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW PHILOSOPHY.png|40px]] Philosophy&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Enlightenment Opinion&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Urban Specialists Production Time [All Cities]&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per year with Forum [All Cities]&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-9&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:LAW ENGINEERING.png|40px]] Engineering&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Scholar Opinion&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wonder Costs&lt;br /&gt;
* [[File:City Connected.png|25px]] Roads bridge across Rivers&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-24&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:TECH ARCHITECTURE.png|25px]] Architecture&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW ICONOGRAPHY.png|40px]] Iconography&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Veneration Opinion&lt;br /&gt;
* No Random Non-State Religion Spread [All Cities]&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year per Monastery [All Cities]&lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness per year per Cathedral [All Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year per Temple [All Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-24&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:LAW CALLIGRAPHY.png|40px]] Calligraphy&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Patrons Opinion&lt;br /&gt;
* [[File:YIELD CULTURE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Culture per year per Library [All Cities]&lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness per year per Elder Specialist [All Cities]&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-9&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:TECH VAULTING.png|25px]] Vaulting&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW PILGRIMAGE.png|40px]] Pilgrimage&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Redemption Opinion&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per year per Grove [All Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year per Cities with Religion [All Cities]&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-12&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year&lt;br /&gt;
| [[File:LAW HOLY WAR.png|40px]] Holy War&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Zealot Opinion&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Random Promotion for New Units [All Cities]&lt;br /&gt;
* Can Hurry Production of Units with Money [Stare Religion Cities]&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per year&lt;br /&gt;
| [[File:TECH MARTIAL CODE.png|25px]] Martial Code&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Very High Upkeep Laws ===&lt;br /&gt;
Very High Upkeep Laws cost 400 [[File:YIELD CIVICS.png|25px]] Civics to pass and have very high yearly costs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Law 1 !! Law 2 !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW GUILDS.png|40px]] Guilds&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; Artisans Opinion&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Rebels Chance [All Cities]&lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness per year per Town [All Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:LAW ELITES.png|40px]] Elites&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Schemer Opinion&lt;br /&gt;
* Store 100 Orders between Years&lt;br /&gt;
* [[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders per year with Legendary Culture Level [All Cities]&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-15&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year&lt;br /&gt;
| [[File:TECH JURISPRUDENCE.png|25px]] Jurisprudence&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW AUTARKY.png|40px]] Autarky&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; Commander Opinion&lt;br /&gt;
* [[File:IMPROVEMENT MINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Mine Yield [All Cities]&lt;br /&gt;
* [[File:IMPROVEMENT QUARRY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Quarry Yield [All Cities]&lt;br /&gt;
* [[File:IMPROVEMENT LUMBERMILL.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Lumbermill Yield [All Cities]&lt;br /&gt;
* Can build units that require Horses, Camels or Elephants [All Cities]&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per year&lt;br /&gt;
| [[File:LAW TRADE LEAGUE.png|40px]] Trade League&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Traders Opinion&lt;br /&gt;
* [[File:PROJECT CONVOY 1.png|25px]] Enables the Convoy projects&lt;br /&gt;
* Resource selling price becomes buying price&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-12&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:TECH LATEEN SAIL.png|25px]] Lateen Sail&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW COIN DEBASEMENT.png|40px]] Coin Debasement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Schemer Opinion&lt;br /&gt;
* Can buy and sell Orders with Money&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:LAW MONETARY REFORM.png|40px]] Monetary Reform&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Traders Opinion&lt;br /&gt;
* No Discontent from Hurry Production&lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness per year [All Cities]&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-12&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:TECH FISCAL POLICY.png|25px]] Fiscal Policy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Succession ==&lt;br /&gt;
Once a Nation Leader dies, its Heir becomes the new Nation Leader. If the Nation doesn&#039;t have a heir when the Nation Leader dies the game ends. Which child becomes Heir depends on the Succession Law. The Heir can also be chosen manually via a character action, but this carries a penalty of [[File:YIELD LEGITIMACY.png|25px]] 10 Legitimacy. There are 5 possible Succession Laws, with the starting one being decided in the new game settings. Changing Succession Law initially costs 100 [[File:YIELD CIVICS.png|25px]] Civics, and the cost increases by 50 for each subsequent change.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Succession Law !! Heir&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW PRIMOGENITURE.png|55px]] Primogeniture || Oldest child&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW ULTIMOGENITURE.png|55px]] Ultimogeniture || Youngest child&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW LATERAL.png|55px]] Lateral || Siblings before children&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW DYNASTIC.png|55px]] Dynastic || Oldest character with a direct line to the Nation&#039;s Founder&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW SENIORITY.png|55px]] Seniority || Oldest dynasty member&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Families ==&lt;br /&gt;
Families are the leading clans within a Nation that control its cities, with different dispositions and conflicting interests. Their preferences determine what Ambitions a Nation Leader can pursue. The Opinion that a family has towards its Nation&#039;s Leader can trigger various events. Each Nation has 4 Families, which may belong to one of 10 classes. The first City founded for a Family will be the Family Seat.&lt;br /&gt;
&lt;br /&gt;
Each Family will have two preferred luxury resources. Each one of their cities that doesn&#039;t have the luxury resource will decrease the Family&#039;s Opinion by 10. In addition, if a Family has fewer cities than the other Families it will suffer an Opinion penalty.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class !! City Effects !! Family Seat Effects !! Seat Founded Bonus !! Common Traits !! Wanted Luxuries !! Opinion&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Artisans&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD CULTURE.png|25px]] +4 Culture per year&lt;br /&gt;
* [[File:IMPROVEMENT MINE.png|25px]] +20% Mine Yield&lt;br /&gt;
* [[File:IMPROVEMENT LUMBERMILL.png|25px]] +20% Lumbermill Yield&lt;br /&gt;
* New Siege and Ship Units start with Ingenuity&lt;br /&gt;
| -2 Turns Urban Improvement Build Time&lt;br /&gt;
| [[File:UNIT WORKER.png|25px]] Worker&lt;br /&gt;
| [[File:TRAIT SCHEMER.png|25px]] Schemer (x10)&amp;lt;br&amp;gt;[[File:TRAIT BUILDER.png|25px]] Builder (x5)&amp;lt;br&amp;gt;[[File:TRAIT ORATOR.png|25px]] Orator (x5)&lt;br /&gt;
| [[File:RESOURCE DYE.png|25px]] Dyes&amp;lt;br&amp;gt;[[File:RESOURCE GEM.png|25px]] Gems&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW GUILDS.png|25px]] Guilds law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT AMPHITHEATER.png|25px]] Amphitheater improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Luxuries&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Pillaged Improvements Inside Territory&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Champions&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] +2 Training per year&lt;br /&gt;
* +50% City Defense&lt;br /&gt;
* New Units start with Steadfast&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] +50% Training&lt;br /&gt;
| [[File:UNIT MILITIA.png|25px]] Militia&lt;br /&gt;
| [[File:TRAIT COMMANDER.png|25px]] Commander (x10)&amp;lt;br&amp;gt;[[File:TRAIT HERO.png|25px]] Hero (x10)&lt;br /&gt;
| [[File:RESOURCE DYE.png|25px]] Dyes&amp;lt;br&amp;gt;[[File:RESOURCE WINE.png|25px]] Wine&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW VOLUNTEERS.png|25px]] Volunteers law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT GARRISON 3.png|25px]] Citadel improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Largest Military&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Weakest Military&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Clerics&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] +1 Happiness per year&lt;br /&gt;
* [[File:TERRAIN SAND.png|25px]] Sand terrain can support Urban Improvements&lt;br /&gt;
* +100 Monastery and Temple Yield&lt;br /&gt;
| -50% Disciple Units Production Time&lt;br /&gt;
| [[File:TECH MONASTICISM.png|25px]] Monasticism&amp;lt;br&amp;gt;Found Judaism or Zoroastrianism&lt;br /&gt;
| [[File:TRAIT ZEALOT.png|25px]] Zealot (x10)&amp;lt;br&amp;gt;[[File:TRAIT COMMANDER.png|25px]] Commander (x5)&amp;lt;br&amp;gt;[[File:TRAIT SCHOLAR.png|25px]] Scholar (x5)&lt;br /&gt;
| [[File:RESOURCE INCENSE.png|25px]] Incense&amp;lt;br&amp;gt;[[File:RESOURCE LAVENDER.png|25px]] Lavender&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW DIVINE RULE.png|25px]] Divine Rule law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; per Cathedral improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per Holy City&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per City without Religion&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hunters&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] +2 Training per year&lt;br /&gt;
* [[File:IMPROVEMENT CAMP.png|25px]] +100% Camp Yield&lt;br /&gt;
* New Ranged Units start with Sentinel&lt;br /&gt;
| [[File:PROJECT HUNT 1.png|25px]] Enables the Hunt projects&lt;br /&gt;
| [[File:YIELD IRON.png|25px]] 50 Iron&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 50 Stone&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&lt;br /&gt;
| [[File:TRAIT TACTICIAN.png|25px]] Tactician (x10)&amp;lt;br&amp;gt;[[File:TRAIT HERO.png|25px]] Hero (x5)&amp;lt;br&amp;gt;[[File:TRAIT SCHEMER.png|25px]] Schemer (x5)&lt;br /&gt;
| [[File:RESOURCE FUR.png|25px]] Fur&amp;lt;br&amp;gt;[[File:RESOURCE HONEY.png|25px]] Honey&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW EXPLORATION.png|25px]] Exploration law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT RANGE.png|25px]] Range improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per Defended City&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Hostile Tribal Units in Territory&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Landowners&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD GROWTH.png|25px]] +2 Growth per year&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] +5 Money per year per Farm&lt;br /&gt;
* -50% Rural Specialists Production Time&lt;br /&gt;
| [[File:BUY TILE.png|25px]] Enables the Buy Tile action&lt;br /&gt;
| 2 Citizens&lt;br /&gt;
| [[File:TRAIT BUILDER.png|25px]] Builder (x10)&amp;lt;br&amp;gt;[[File:TRAIT JUDGE.png|25px]] Judge (x5)&amp;lt;br&amp;gt;[[File:TRAIT TACTICIAN.png|25px]] Tactician (x5)&lt;br /&gt;
| [[File:RESOURCE HONEY.png|25px]] Honey&amp;lt;br&amp;gt;[[File:RESOURCE OLIVE.png|25px]] Olives&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW SERFDOM.png|25px]] Serfdom law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT TOWN.png|25px]] Town improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Most Cities&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Fewest Cities&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Nation Ruler age is below 18&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Patrons&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] +2 Civics per year&lt;br /&gt;
* [[File:YIELD CULTURE.png|25px]] +4 Culture per year per Bullion Resource (Gems, Gold, Pearls, Silver)&lt;br /&gt;
* [[File:RESOURCE LITERATURE.png|25px]] Creates Literature Luxury&lt;br /&gt;
| [[File:YIELD HAPPINESS.png|25px]] +1 Happiness Level per Culture Event&lt;br /&gt;
| Court Minister&lt;br /&gt;
| [[File:TRAIT ORATOR.png|25px]] Orator (x10)&amp;lt;br&amp;gt;[[File:TRAIT BUILDER.png|25px]] Builder (x5)&amp;lt;br&amp;gt;[[File:TRAIT SCHOLAR.png|25px]] Scholar (x5)&lt;br /&gt;
| [[File:RESOURCE GEM.png|25px]] Gems&amp;lt;br&amp;gt;[[File:RESOURCE INCENSE.png|25px]] Incense&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW CALLIGRAPHY.png|25px]] Calligraphy law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT HEATED BATHS.png|25px]] Heated Baths improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:CHAR FILTER GOVERNOR.png|25px]] Governor&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per Wonder of the World&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Leader or Heir from same Family&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Riders&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] +2 Training per year&lt;br /&gt;
* [[File:City Connected.png|25px]] Always Connected&lt;br /&gt;
* New Mounted Units start with Saddleborn&lt;br /&gt;
| Mounted Units do not require map resources&lt;br /&gt;
| [[File:UNIT SCOUT.png|25px]] Scout&lt;br /&gt;
| [[File:TRAIT ZEALOT.png|25px]] Zealot (x10)&amp;lt;br&amp;gt;[[File:TRAIT HERO.png|25px]] Hero (x5)&amp;lt;br&amp;gt;[[File:TRAIT TACTICIAN.png|25px]] Tactician (x5)&lt;br /&gt;
| [[File:RESOURCE FUR.png|25px]] Fur&amp;lt;br&amp;gt;[[File:RESOURCE SALT.png|25px]] Salt&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW VASSALAGE.png|25px]] Vassalage law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT BARRACKS.png|25px]] Barracks improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:CHAR FILTER GENERAL.png|25px]] General&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Leader or Spouse from another Nation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sages&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] +2 Civics per year&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] +1 Science per year per Specialist&lt;br /&gt;
* -20% Urban Specialists Cost&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] +25% Science&lt;br /&gt;
| Random Technology&lt;br /&gt;
| [[File:TRAIT SCHOLAR.png|25px]] Scholar (x10)&amp;lt;br&amp;gt;[[File:TRAIT DIPLOMAT.png|25px]] Diplomat (x5)&amp;lt;br&amp;gt;[[File:TRAIT JUDGE.png|25px]] Judge (x5)&lt;br /&gt;
| [[File:RESOURCE LAVENDER.png|25px]] Lavender&amp;lt;br&amp;gt;[[File:RESOURCE SALT.png|25px]] Salt&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW FREEDOM.png|25px]] Freedom law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT UNIVERSITY.png|25px]] University improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Most Specialists&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Leader or Spouse from a Tribe&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Statesmen&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD ORDERS.png|25px]] +1 Orders per year&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] +1 Civics per year per Family Opinion Level&lt;br /&gt;
| [[File:PROJECT DECREE 1.png|25px]] Enables the Decree projects&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 400 Civics&lt;br /&gt;
| [[File:TRAIT JUDGE.png|25px]] Judge (x10)&amp;lt;br&amp;gt;[[File:TRAIT COMMANDER.png|25px]] Commander (x5)&amp;lt;br&amp;gt;[[File:TRAIT DIPLOMAT.png|25px]] Diplomat (x5)&lt;br /&gt;
| [[File:RESOURCE PEARL.png|25px]] Pearls&amp;lt;br&amp;gt;[[File:RESOURCE WINE.png|25px]] Wine&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW CONSTITUTION.png|25px]] Constitution law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT PALACE.png|25px]] Palace improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; No Spouse&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; No Councilors&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Traders&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:IMPROVEMENT NETS.png|25px]] +100% Nets Yield&lt;br /&gt;
* [[File:YIELD CULTURE.png|25px]] +1 Culture per year per Specialist&lt;br /&gt;
* New Worker Units start with Surveyor&lt;br /&gt;
| [[File:UNIT CARAVAN.png|25px]] Unlocks Caravan units&lt;br /&gt;
| [[File:IMPROVEMENT FAIR.png|25px]] Fair&amp;lt;br&amp;gt;Court Merchant&lt;br /&gt;
| [[File:TRAIT DIPLOMAT.png|25px]] Diplomat (x10)&amp;lt;br&amp;gt;[[File:TRAIT ORATOR.png|25px]] Orator (x5)&amp;lt;br&amp;gt;[[File:TRAIT SCHEMER.png|25px]] Schemer (x5)&lt;br /&gt;
| [[File:RESOURCE OLIVE.png|25px]] Olives&amp;lt;br&amp;gt;[[File:RESOURCE PEARL.png|25px]] Pearls&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW MONETARY REFORM.png|25px]] Monetary Reform law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW TRADE LEAGUE.png|25px]] Trade League law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT FAIR.png|25px]] Fair improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Connected Cities&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Damaged Cities&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tribes ==&lt;br /&gt;
[[File:Tribe site.png|thumb|300px|A Gaul tribe occupying a city site]]&lt;br /&gt;
Tribes occupy certain City Sites at the start of the game. Tribes that aren&#039;t allied with any Nation will eventually spawn a raiders army. Raiders are always at War with all Nations and will attack the nearest City. How far raiders are willing to travel depends on the game difficulty.&lt;br /&gt;
&lt;br /&gt;
Carthage and Nation Leaders with the [[File:TRAIT ORATOR.png|25px]] Orator archetype can hire Tribe units as mercenaries. The price depends on the unit&#039;s [[File:Icon AttackDefense.png]] Strength, the Opinion of the Tribe and the number of mercenaries recruited so far.&lt;br /&gt;
&lt;br /&gt;
There are 7 Tribes present in Old World:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tribe !! Units !! Always at War&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Barbarians&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT MARAUDER.png|25px]] Marauder&amp;lt;br&amp;gt;[[File:UNIT SKIRMISHER.png|25px]] Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE MARAUDER.png|25px]] Elite Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE SKIRMISHER.png|25px]] Elite Skirmisher&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:cyan;&amp;quot;&amp;gt;&#039;&#039;&#039;Danes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT MARAUDER.png|25px]] Marauder&amp;lt;br&amp;gt;[[File:UNIT SKIRMISHER.png|25px]] Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE MARAUDER.png|25px]] Elite Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE SKIRMISHER.png|25px]] Elite Skirmisher&amp;lt;br&amp;gt;[[File:UNIT JAVELINEER.png|25px]] Javelineer&amp;lt;br&amp;gt;[[File:UNIT ELITE JAVELINEER.png|25px]] Elite Javelineer&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Gauls&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT MARAUDER.png|25px]] Marauder&amp;lt;br&amp;gt;[[File:UNIT SKIRMISHER.png|25px]] Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE MARAUDER.png|25px]] Elite Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE SKIRMISHER.png|25px]] Elite Skirmisher&amp;lt;br&amp;gt;[[File:UNIT JAVELINEER.png|25px]] Javelineer&amp;lt;br&amp;gt;[[File:UNIT ELITE JAVELINEER.png|25px]] Elite Javelineer&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Thracians&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT MARAUDER.png|25px]] Marauder&amp;lt;br&amp;gt;[[File:UNIT SKIRMISHER.png|25px]] Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE MARAUDER.png|25px]] Elite Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE SKIRMISHER.png|25px]] Elite Skirmisher&amp;lt;br&amp;gt;[[File:UNIT WARLORD.png|25px]] Warlord&amp;lt;br&amp;gt;[[File:UNIT ELITE WARLORD.png|25px]] Elite Warlord&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Vandals&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT MARAUDER.png|25px]] Marauder&amp;lt;br&amp;gt;[[File:UNIT SKIRMISHER.png|25px]] Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE MARAUDER.png|25px]] Elite Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE SKIRMISHER.png|25px]] Elite Skirmisher&amp;lt;br&amp;gt;[[File:UNIT WARLORD.png|25px]] Warlord&amp;lt;br&amp;gt;[[File:UNIT ELITE WARLORD.png|25px]] Elite Warlord&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Numidians&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT NOMAD MARAUDER.png|25px]] Nomad Marauder&amp;lt;br&amp;gt;[[File:UNIT NOMAD SKIRMISHER.png|25px]] Nomad Skirmisher&amp;lt;br&amp;gt;[[File:UNIT NOMAD WARLORD.png|25px]] Nomad Warlord&amp;lt;br&amp;gt;[[File:UNIT ELITE NOMAD MARAUDER.png|25px]] Elite Nomad Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE NOMAD SKIRMISHER.png|25px]] Elite Nomad Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE NOMAD WARLORD.png|25px]] Elite Nomad Warlord&amp;lt;br&amp;gt;[[File:UNIT LIBYAN CAVALRY.png|25px]] Libyan Cavalry&amp;lt;br&amp;gt;[[File:UNIT ELITE LIBYAN CAVALRY.png|25px]] Elite Libyan Cavalry&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Scythians&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT NOMAD MARAUDER.png|25px]] Nomad Marauder&amp;lt;br&amp;gt;[[File:UNIT NOMAD SKIRMISHER.png|25px]] Nomad Skirmisher&amp;lt;br&amp;gt;[[File:UNIT NOMAD WARLORD.png|25px]] Nomad Warlord&amp;lt;br&amp;gt;[[File:UNIT ELITE NOMAD MARAUDER.png|25px]] Elite Nomad Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE NOMAD SKIRMISHER.png|25px]] Elite Nomad Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE NOMAD WARLORD.png|25px]] Elite Nomad Warlord&amp;lt;br&amp;gt;[[File:UNIT AMAZON CAVALRY.png|25px]] Amazon Cavalry&amp;lt;br&amp;gt;[[File:UNIT ELITE AMAZON CAVALRY.png|25px]] Elite Amazon Cavalry&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Old_World/index.php?title=Nations&amp;diff=1325</id>
		<title>Nations</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Old_World/index.php?title=Nations&amp;diff=1325"/>
		<updated>2023-03-13T16:44:25Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: /* Greece Dynasties */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nations are the major states that are vying for Victory in Old World.&lt;br /&gt;
&lt;br /&gt;
== Player nations ==&lt;br /&gt;
There are seven major Nations present in Old World, with an eight one, the Hatti, being present if the Heroes of the Aegean DLC is installed. The Archetype of the starting Nation Leader can be changed in the map settings and the class of each family can be randomized as well.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Civilization !! Leader !! Leader Traits !! Leader Archetype !! Bonuses !! Starting Techs !! Shrines !! Unique Units !! Families&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Assyria&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT ASHURBANIPAL.png|150px]]&lt;br /&gt;
| Ashurbanipal&lt;br /&gt;
| Educated&lt;br /&gt;
| [[File:TRAIT ZEALOT.png|25px]] Zealot&lt;br /&gt;
| &lt;br /&gt;
* [All Cities] New Units start with Focus I&lt;br /&gt;
* [All Units] +100% Pillage Yield&lt;br /&gt;
* [All units] +2 [[File:YIELD ORDERS.png|25px]] Orders per Military Unit Killed&lt;br /&gt;
| [[File:TECH ADMINISTRATION.png|25px]] Administration&amp;lt;br&amp;gt;[[File:TECH MILITARY DRILL.png|25px]] Military Drill&amp;lt;br&amp;gt;[[File:TECH TRAPPING.png|25px]] Trapping&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE KINGSHIP.png|25px]] Ashur&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE WAR.png|25px]] Ninurta&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE FIRE.png|25px]] Nuska&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE SUN.png|25px]] Shamash&lt;br /&gt;
| [[File:UNIT BATTERING RAM.png|25px]] Battering Ram&amp;lt;br&amp;gt;[[File:UNIT SIEGE TOWER.png|25px]] Siege Tower&lt;br /&gt;
| Adasi (Patrons)&amp;lt;br&amp;gt;Erishum (Clerics)&amp;lt;br&amp;gt;Sargonid (Champions)&amp;lt;br&amp;gt;Tudiya (Hunters)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Babylonia&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT NEBUCHADNEZZAR.png|150px]]&lt;br /&gt;
| Nebuchadnezzar&lt;br /&gt;
| Prosperous&lt;br /&gt;
| [[File:TRAIT SCHOLAR.png|25px]] Scholar&lt;br /&gt;
| &lt;br /&gt;
* [All Cities] +1 [[File:YIELD SCIENCE.png|25px]] Science per turn&lt;br /&gt;
* [All Cities] +20% [[File:YIELD GROWTH.png|25px]] Growth&lt;br /&gt;
* [All Cities] +2 [[File:YIELD CULTURE.png|25px]] Culture per turn with Treasury&lt;br /&gt;
| [[File:TECH ADMINISTRATION.png|25px]] Administration&amp;lt;br&amp;gt;[[File:TECH RHETORIC.png|25px]] Rhetoric&amp;lt;br&amp;gt;[[File:TECH TRAPPING.png|25px]] Trapping&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE UNDERWORLD.png|25px]] Ereshkigal&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE LOVE.png|25px]] Ishtar&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE KINGSHIP.png|25px]] Madruk&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE WISDOM.png|25px]] Nabu&lt;br /&gt;
| [[File:UNIT AKKADIAN ARCHER.png|25px]] Akkadian Archer&amp;lt;br&amp;gt;[[File:UNIT CIMMERIAN ARCHER.png|25px]] Cimmerian Archer&lt;br /&gt;
| Amorite (Sages)&amp;lt;br&amp;gt;Chaldean (Artisans)&amp;lt;br&amp;gt;Isin (Traders)&amp;lt;br&amp;gt;Kassite (Hunters)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cartage&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT DIDO.png|150px]]&lt;br /&gt;
| Dido&lt;br /&gt;
| Cunning&amp;lt;br&amp;gt;Engineer&lt;br /&gt;
| [[File:TRAIT DIPLOMAT.png|25px]] Diplomat&lt;br /&gt;
| &lt;br /&gt;
* [New Cities] +200 [[File:YIELD CIVICS.png|25px]] Civics&lt;br /&gt;
* [All Cities] +10 [[File:YIELD MONEY.png|25px]] Money if [[File:City Connected.png|25px]] Connected&lt;br /&gt;
* [Ability] Can hire Mercenaries from Tribes&lt;br /&gt;
| [[File:TECH ARISTOCRACY.png|25px]] Aristocracy&amp;lt;br&amp;gt;[[File:TECH DIVINATION.png|25px]] Divination&amp;lt;br&amp;gt;[[File:TECH TRAPPING.png|25px]] Trapping&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE LOVE.png|25px]] Astarte&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HEALING.png|25px]] Eshmun&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE WATER.png|25px]] Melqart&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HEARTH.png|25px]] Tanit&lt;br /&gt;
| [[File:UNIT AFRICAN ELEPHANT.png|25px]] African Elephant&amp;lt;br&amp;gt;[[File:UNIT TURRETED ELEPHANT.png|25px]] Turreted Elephant&lt;br /&gt;
| Barcid (Riders)&amp;lt;br&amp;gt;Didonian (Statesmen)&amp;lt;br&amp;gt;Hannoid (Traders)&amp;lt;br&amp;gt;Magonid (Artisans)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Egypt&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT HATSHEPSUT.png|150px]]&lt;br /&gt;
| Hatshepsut&lt;br /&gt;
| Inspiring&lt;br /&gt;
| [[File:TRAIT BUILDER.png|25px]] Builder&lt;br /&gt;
| &lt;br /&gt;
* [On Start] +400 [[File:YIELD STONE.png|25px]] Stone&lt;br /&gt;
* [All Cities] +40% Yield from [[File:IMPROVEMENT FARM.png|25px]] Farm on River&lt;br /&gt;
* [All Cities] -25% Cost for Adjacent Improvement Classes&lt;br /&gt;
| [[File:TECH IRONWORKING.png|25px]] Ironworking&amp;lt;br&amp;gt;[[File:TECH LABOR FORCE.png|25px]] Labor Force&amp;lt;br&amp;gt;[[File:TECH STONECUTTING.png|25px]] Stonecutting&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE HEALING.png|25px]] Isis&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HUNTING.png|25px]] Neith&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE UNDERWORLD.png|25px]] Osiris&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE SUN.png|25px]] Ra&lt;br /&gt;
| [[File:UNIT LIGHT CHARIOT.png|25px]] Light Chariot&amp;lt;br&amp;gt;[[File:UNIT KUSHITE CAVALRY.png|25px]] Kushite Cavalry&lt;br /&gt;
| Amarna (Clerics)&amp;lt;br&amp;gt;Ramesside (Riders)&amp;lt;br&amp;gt;Saite (Landowners)&amp;lt;br&amp;gt;Thusmosid (Sages)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Greece&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT PHILIP.png|150px]]&lt;br /&gt;
| Philip&lt;br /&gt;
| Bold&lt;br /&gt;
| [[File:TRAIT COMMANDER.png|25px]] Commander&lt;br /&gt;
| &lt;br /&gt;
* Unlocks [[File:PROJECT OLYMPICS 1.png|25px]] Olympiad projects&lt;br /&gt;
* [All Cities] +2 [[File:YIELD CULTURE.png|25px]] Culture per turn&lt;br /&gt;
* [All Cities] -25% Cost for Settlers&lt;br /&gt;
| [[File:TECH DRAMA.png|25px]] Drama&amp;lt;br&amp;gt;[[File:TECH IRONWORKING.png|25px]] Ironworking&amp;lt;br&amp;gt;[[File:TECH STONECUTTING.png|25px]] Stonecutting&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE WISDOM.png|25px]] Athena&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE UNDERWORLD.png|25px]] Hades&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE WATER.png|25px]] Poseidon&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE KINGSHIP.png|25px]] Zeus&lt;br /&gt;
| [[File:UNIT HOPLITE.png|25px]] Hoplite&amp;lt;br&amp;gt;[[File:UNIT PHALANGITE.png|25px]] Phalangite&lt;br /&gt;
| Alcmaeonid (Sages)&amp;lt;br&amp;gt;Argead (Champions)&amp;lt;br&amp;gt;Cypselid (Artisans)&amp;lt;br&amp;gt;Seleucid (Patrons)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Persia&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT CYRUS.png|150px]]&lt;br /&gt;
| Cyrus&lt;br /&gt;
| Tough&lt;br /&gt;
| [[File:TRAIT HERO.png|25px]] Hero&lt;br /&gt;
| &lt;br /&gt;
* +50% Harvest Production&lt;br /&gt;
* [All Cities] -25% Cost for Ranged Units&lt;br /&gt;
* [All Cities] +0.5 [[File:YIELD ORDERS.png|25px]] Orders per turn per [[File:IMPROVEMENT PASTURE.png|25px]] Pasture&lt;br /&gt;
| [[File:TECH HUSBANDRY.png|25px]] Husbandry&amp;lt;br&amp;gt;[[File:TECH IRONWORKING.png|25px]] Ironworking&amp;lt;br&amp;gt;[[File:TECH TRAPPING.png|25px]] Trapping&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE WATER.png|25px]] Anahita&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE FIRE.png|25px]] Atar&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HUNTING.png|25px]] Mithra&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE SUN.png|25px]] Hvar Khshaita&lt;br /&gt;
| [[File:UNIT PALTON CAVALRY.png|25px]] Palton Cavalry&amp;lt;br&amp;gt;[[File:UNIT CATAPHRACT ARCHER.png|25px]] Cataphract Archer&lt;br /&gt;
| Achaemenid (Statesmen)&amp;lt;br&amp;gt;Arsacid (Clerics)&amp;lt;br&amp;gt;Mihranid (Hunters)&amp;lt;br&amp;gt;Sasanid (Riders)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rome&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT ROMULUS.png|150px]]&lt;br /&gt;
| Romulus&lt;br /&gt;
| Ruthless&lt;br /&gt;
| [[File:TRAIT TACTICIAN.png|25px]] Tactician&lt;br /&gt;
| &lt;br /&gt;
* [All Cities] +2 [[File:YIELD TRAINING.png|25px]] Training per turn&lt;br /&gt;
* [All Units] +2 Fatigue Limit&lt;br /&gt;
| [[File:TECH IRONWORKING.png|25px]] Ironworking&amp;lt;br&amp;gt;[[File:TECH POLIS.png|25px]] Polis&amp;lt;br&amp;gt;[[File:TECH STONECUTTING.png|25px]] Stonecutting&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE WAR.png|25px]] Mars&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE LOVE.png|25px]] Venus&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HEARTH.png|25px]] Vesta&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE FIRE.png|25px]] Vulcan&lt;br /&gt;
| [[File:UNIT HASTATUS.png|25px]] Hastatus&amp;lt;br&amp;gt;[[File:UNIT LEGIONARY.png|25px]] Legionary&lt;br /&gt;
| Claudius (Landowners)&amp;lt;br&amp;gt;Fabius (Champions)&amp;lt;br&amp;gt;Julius (Statesmen)&amp;lt;br&amp;gt;Valerius (Patrons)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hatti&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT HATTUSILI.png|150px]]&lt;br /&gt;
| Hattusili&lt;br /&gt;
| Warlike&lt;br /&gt;
| [[File:TRAIT JUDGE.png|25px]] Judge&lt;br /&gt;
| &lt;br /&gt;
* [All Cities] +1 [[File:YIELD CIVICS.png|25px]] Civics per turn&lt;br /&gt;
* [All Units] Can Remove Vegetation&lt;br /&gt;
* [All Units] Ignore Hill Movement Penalties&lt;br /&gt;
| [[File:TECH ADMINISTRATION.png|25px]] Administration&amp;lt;br&amp;gt;[[File:TECH HUSBANDRY.png|25px]] Husbandry&amp;lt;br&amp;gt;[[File:TECH IRONWORKING.png|25px]] Ironworking&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE HEARTH.png|25px]] Arinnitti&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HEALING.png|25px]] Kamrusepa&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HUNTING.png|25px]] Halki&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE WAR.png|25px]] Tarhun&lt;br /&gt;
| [[File:UNIT HEAVY CHARIOT.png|25px]] Heavy Chariot&amp;lt;br&amp;gt;[[File:UNIT THREE MEN CHARIOT.png|25px]] Three Man Chariot&lt;br /&gt;
| Hattusan (Traders)&amp;lt;br&amp;gt;Kussaran (Riders)&amp;lt;br&amp;gt;Nenassan (Landowners)&amp;lt;br&amp;gt;Zalpuwan (Patrons)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Greece Dynasties ===&lt;br /&gt;
If the Heroes of the Aegean DLC is installed then Greece will get a choice of 4 starting leaders shortly after the game starts.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Dynasty !! Leader Traits !! Leader Archetype&lt;br /&gt;
|-&lt;br /&gt;
| Alexander&lt;br /&gt;
|-&lt;br /&gt;
| Leonidas&lt;br /&gt;
|-&lt;br /&gt;
| Pericles&lt;br /&gt;
|-&lt;br /&gt;
| Ptolemy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Laws ==&lt;br /&gt;
[[File:Laws screen.png|thumb|300px|The Laws tab]]&lt;br /&gt;
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 [[File:YIELD CIVICS.png|25px]] Civics to pass it.&lt;br /&gt;
&lt;br /&gt;
=== No Upkeep Laws ===&lt;br /&gt;
No Upkeep Laws cost 250 [[File:YIELD CIVICS.png|25px]] Civics to pass and have no yearly costs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Law 1 !! Law 2 !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW EPICS.png|40px]] Epics&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Hero Opinion&lt;br /&gt;
* [[File:YIELD CULTURE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Culture per killed Military Unit in nearest City&lt;br /&gt;
| [[File:LAW EXPLORATION.png|40px]] Exploration&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Hunters Opinion&lt;br /&gt;
* Movement Bonus along Neutral River&lt;br /&gt;
* Scouts move on Water&lt;br /&gt;
| [[File:TECH RHETORIC.png|25px]] Rhetoric&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW SLAVERY.png|40px]] Slavery&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Builder Opinion&lt;br /&gt;
* [[File:IMPROVEMENT MINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Mine Yield [All Cities]&lt;br /&gt;
* [[File:IMPROVEMENT QUARRY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Quarry Yield [All Cities]&lt;br /&gt;
* [[File:YIELD DISCONTENT.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discontent per year [All Cities]&lt;br /&gt;
| [[File:LAW FREEDOM.png|40px]] Freedom&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Sages Opinion&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year per Specialist [All Cities]&lt;br /&gt;
| [[File:TECH LABOR FORCE.png|25px]] Labor Force&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW CENTRALIZATION.png|40px]] Centralization&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Legalism Opinion&lt;br /&gt;
* [[File:IMPROVEMENT MINE.png|25px]] Farms can be constructed on Marsh terrain&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per year per Culture Level [Capital City]&lt;br /&gt;
| [[File:LAW VASSALAGE.png|40px]] Vassalage&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Riders Opinion&lt;br /&gt;
* -50% Unit Consumption&lt;br /&gt;
* No extra Unit Consumption when Outside Borders&lt;br /&gt;
| [[File:TECH ARISTOCRACY.png|25px]] Aristocracy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Low Upkeep Laws ===&lt;br /&gt;
Low Upkeep Laws cost 400 [[File:YIELD CIVICS.png|25px]] Civics to pass and have low yearly costs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Law 1 !! Law 2 !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW TYRANNY.png|40px]] Tyranny&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orator Opinion&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+8&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year per Military Unit in Territory [All Cities]&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:LAW CONSTITUTION.png|40px]] Constitution&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Statesman Opinion&lt;br /&gt;
* [[File:PROJECT DECREE 1.png|25px]] Enables the Decree projects [Capital City]&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per year per Urban Specialist [All Cities]&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year&lt;br /&gt;
| [[File:TECH SOVEREIGNTY.png|25px]] Sovereignty&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW COLONIES.png|40px]] Colonies&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Diplomat Opinion&lt;br /&gt;
* [[File:BUY TILE.png|25px]] Enables the Buy Tile action&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year&lt;br /&gt;
| [[File:LAW SERFDOM.png|40px]] Serfdom&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Landowners Opinion&lt;br /&gt;
* [[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders per year&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-12&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
* [[File:YIELD DISCONTENT.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discontent per year [All Cities]&lt;br /&gt;
| [[File:TECH NAVIGATION.png|25px]] Navigation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW MONOTHEISM.png|40px]] Monotheism&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Gnosticism Opinion&lt;br /&gt;
* [[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders per year [State Religion Cities]&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:LAW POLYTHEISM.png|40px]] Polytheism&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Mythology Opinion&lt;br /&gt;
* Shrines can be constructed multiple times&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-12&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:TECH MONASTICISM.png|25px]] Monasticism&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Medium Upkeep Laws ===&lt;br /&gt;
Medium Upkeep Laws cost 400 [[File:YIELD CIVICS.png|25px]] Civics to pass and have medium yearly costs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Law 1 !! Law 2 !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW DIVINE RULE.png|40px]] Divine Rule&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Clerics Opinion&lt;br /&gt;
* [[File:MISSION ADOPT RELIGION.png|25px]] Can Adopt Pagan State Religions&lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness per year per Shrine [All Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-18&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:LAW LEGAL CODE.png|40px]] Legal Code&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Judge Opinion&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year per Active Law&lt;br /&gt;
* [[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-0.6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders per year&lt;br /&gt;
| [[File:TECH CITIZENSHIP.png|25px]] Citizenship&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW TOLERANCE.png|40px]] Tolerance&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Dualism Opinion&lt;br /&gt;
* Can Build Non-State Religions Disciples&lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness per year per Non-State Religion [All Cities]&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:LAW ORTHODOXY.png|40px]] Orthodoxy&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Revelation Opinion&lt;br /&gt;
* Disciples Can Purge World Religions&lt;br /&gt;
* Can Hurry Production with Orders [Stare Religion Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-18&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:TECH DOCTRINE.png|25px]] Doctrine&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW PROFESSIONAL ARMY.png|40px]] Professional Army&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Tactician Opinion&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; XP from Combat&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year with Treasury [All Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-18&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:LAW VOLUNTEERS.png|40px]] Volunteers&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Champions Opinion&lt;br /&gt;
* Can Hurry Production with Population&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year per War&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:TECH MANOR.png|25px]] Manor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== High Upkeep Laws ===&lt;br /&gt;
High Upkeep Laws cost 400 [[File:YIELD CIVICS.png|25px]] Civics to pass and have high yearly costs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Law 1 !! Law 2 !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW PHILOSOPHY.png|40px]] Philosophy&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Enlightenment Opinion&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Urban Specialists Production Time [All Cities]&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per year with Forum [All Cities]&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-9&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:LAW ENGINEERING.png|40px]] Engineering&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Scholar Opinion&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wonder Costs&lt;br /&gt;
* [[File:City Connected.png|25px]] Roads bridge across Rivers&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-24&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:TECH ARCHITECTURE.png|25px]] Architecture&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW ICONOGRAPHY.png|40px]] Iconography&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Veneration Opinion&lt;br /&gt;
* No Random Non-State Religion Spread [All Cities]&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year per Monastery [All Cities]&lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness per year per Cathedral [All Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year per Temple [All Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-24&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:LAW CALLIGRAPHY.png|40px]] Calligraphy&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Patrons Opinion&lt;br /&gt;
* [[File:YIELD CULTURE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Culture per year per Library [All Cities]&lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness per year per Elder Specialist [All Cities]&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-9&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:TECH VAULTING.png|25px]] Vaulting&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW PILGRIMAGE.png|40px]] Pilgrimage&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Redemption Opinion&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per year per Grove [All Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year per Cities with Religion [All Cities]&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-12&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year&lt;br /&gt;
| [[File:LAW HOLY WAR.png|40px]] Holy War&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Zealot Opinion&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Random Promotion for New Units [All Cities]&lt;br /&gt;
* Can Hurry Production of Units with Money [Stare Religion Cities]&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per year&lt;br /&gt;
| [[File:TECH MARTIAL CODE.png|25px]] Martial Code&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Very High Upkeep Laws ===&lt;br /&gt;
Very High Upkeep Laws cost 400 [[File:YIELD CIVICS.png|25px]] Civics to pass and have very high yearly costs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Law 1 !! Law 2 !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW GUILDS.png|40px]] Guilds&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; Artisans Opinion&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Rebels Chance [All Cities]&lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness per year per Town [All Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:LAW ELITES.png|40px]] Elites&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Schemer Opinion&lt;br /&gt;
* Store 100 Orders between Years&lt;br /&gt;
* [[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders per year with Legendary Culture Level [All Cities]&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-15&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year&lt;br /&gt;
| [[File:TECH JURISPRUDENCE.png|25px]] Jurisprudence&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW AUTARKY.png|40px]] Autarky&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; Commander Opinion&lt;br /&gt;
* [[File:IMPROVEMENT MINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Mine Yield [All Cities]&lt;br /&gt;
* [[File:IMPROVEMENT QUARRY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Quarry Yield [All Cities]&lt;br /&gt;
* [[File:IMPROVEMENT LUMBERMILL.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Lumbermill Yield [All Cities]&lt;br /&gt;
* Can build units that require Horses, Camels or Elephants [All Cities]&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per year&lt;br /&gt;
| [[File:LAW TRADE LEAGUE.png|40px]] Trade League&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Traders Opinion&lt;br /&gt;
* [[File:PROJECT CONVOY 1.png|25px]] Enables the Convoy projects&lt;br /&gt;
* Resource selling price becomes buying price&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-12&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:TECH LATEEN SAIL.png|25px]] Lateen Sail&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW COIN DEBASEMENT.png|40px]] Coin Debasement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Schemer Opinion&lt;br /&gt;
* Can buy and sell Orders with Money&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:LAW MONETARY REFORM.png|40px]] Monetary Reform&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Traders Opinion&lt;br /&gt;
* No Discontent from Hurry Production&lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness per year [All Cities]&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-12&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:TECH FISCAL POLICY.png|25px]] Fiscal Policy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Succession ==&lt;br /&gt;
Once a Nation Leader dies, its Heir becomes the new Nation Leader. If the Nation doesn&#039;t have a heir when the Nation Leader dies the game ends. Which child becomes Heir depends on the Succession Law. The Heir can also be chosen manually via a character action, but this carries a penalty of [[File:YIELD LEGITIMACY.png|25px]] 10 Legitimacy. There are 5 possible Succession Laws, with the starting one being decided in the new game settings. Changing Succession Law initially costs 100 [[File:YIELD CIVICS.png|25px]] Civics, and the cost increases by 50 for each subsequent change.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Succession Law !! Heir&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW PRIMOGENITURE.png|55px]] Primogeniture || Oldest child&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW ULTIMOGENITURE.png|55px]] Ultimogeniture || Youngest child&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW LATERAL.png|55px]] Lateral || Siblings before children&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW DYNASTIC.png|55px]] Dynastic || Oldest character with a direct line to the Nation&#039;s Founder&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW SENIORITY.png|55px]] Seniority || Oldest dynasty member&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Families ==&lt;br /&gt;
Families are the leading clans within a Nation that control its cities, with different dispositions and conflicting interests. Their preferences determine what Ambitions a Nation Leader can pursue. The Opinion that a family has towards its Nation&#039;s Leader can trigger various events. Each Nation has 4 Families, which may belong to one of 10 classes. The first City founded for a Family will be the Family Seat.&lt;br /&gt;
&lt;br /&gt;
Each Family will have two preferred luxury resources. Each one of their cities that doesn&#039;t have the luxury resource will decrease the Family&#039;s Opinion by 10. In addition, if a Family has fewer cities than the other Families it will suffer an Opinion penalty.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class !! City Effects !! Family Seat Effects !! Seat Founded Bonus !! Common Traits !! Wanted Luxuries !! Opinion&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Artisans&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD CULTURE.png|25px]] +4 Culture per year&lt;br /&gt;
* [[File:IMPROVEMENT MINE.png|25px]] +20% Mine Yield&lt;br /&gt;
* [[File:IMPROVEMENT LUMBERMILL.png|25px]] +20% Lumbermill Yield&lt;br /&gt;
* New Siege and Ship Units start with Ingenuity&lt;br /&gt;
| -2 Turns Urban Improvement Build Time&lt;br /&gt;
| [[File:UNIT WORKER.png|25px]] Worker&lt;br /&gt;
| [[File:TRAIT SCHEMER.png|25px]] Schemer (x10)&amp;lt;br&amp;gt;[[File:TRAIT BUILDER.png|25px]] Builder (x5)&amp;lt;br&amp;gt;[[File:TRAIT ORATOR.png|25px]] Orator (x5)&lt;br /&gt;
| [[File:RESOURCE DYE.png|25px]] Dyes&amp;lt;br&amp;gt;[[File:RESOURCE GEM.png|25px]] Gems&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW GUILDS.png|25px]] Guilds law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT AMPHITHEATER.png|25px]] Amphitheater improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Luxuries&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Pillaged Improvements Inside Territory&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Champions&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] +2 Training per year&lt;br /&gt;
* +50% City Defense&lt;br /&gt;
* New Units start with Steadfast&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] +50% Training&lt;br /&gt;
| [[File:UNIT MILITIA.png|25px]] Militia&lt;br /&gt;
| [[File:TRAIT COMMANDER.png|25px]] Commander (x10)&amp;lt;br&amp;gt;[[File:TRAIT HERO.png|25px]] Hero (x10)&lt;br /&gt;
| [[File:RESOURCE DYE.png|25px]] Dyes&amp;lt;br&amp;gt;[[File:RESOURCE WINE.png|25px]] Wine&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW VOLUNTEERS.png|25px]] Volunteers law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT GARRISON 3.png|25px]] Citadel improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Largest Military&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Weakest Military&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Clerics&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] +1 Happiness per year&lt;br /&gt;
* [[File:TERRAIN SAND.png|25px]] Sand terrain can support Urban Improvements&lt;br /&gt;
* +100 Monastery and Temple Yield&lt;br /&gt;
| -50% Disciple Units Production Time&lt;br /&gt;
| [[File:TECH MONASTICISM.png|25px]] Monasticism&amp;lt;br&amp;gt;Found Judaism or Zoroastrianism&lt;br /&gt;
| [[File:TRAIT ZEALOT.png|25px]] Zealot (x10)&amp;lt;br&amp;gt;[[File:TRAIT COMMANDER.png|25px]] Commander (x5)&amp;lt;br&amp;gt;[[File:TRAIT SCHOLAR.png|25px]] Scholar (x5)&lt;br /&gt;
| [[File:RESOURCE INCENSE.png|25px]] Incense&amp;lt;br&amp;gt;[[File:RESOURCE LAVENDER.png|25px]] Lavender&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW DIVINE RULE.png|25px]] Divine Rule law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; per Cathedral improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per Holy City&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per City without Religion&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hunters&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] +2 Training per year&lt;br /&gt;
* [[File:IMPROVEMENT CAMP.png|25px]] +100% Camp Yield&lt;br /&gt;
* New Ranged Units start with Sentinel&lt;br /&gt;
| [[File:PROJECT HUNT 1.png|25px]] Enables the Hunt projects&lt;br /&gt;
| [[File:YIELD IRON.png|25px]] 50 Iron&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 50 Stone&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&lt;br /&gt;
| [[File:TRAIT TACTICIAN.png|25px]] Tactician (x10)&amp;lt;br&amp;gt;[[File:TRAIT HERO.png|25px]] Hero (x5)&amp;lt;br&amp;gt;[[File:TRAIT SCHEMER.png|25px]] Schemer (x5)&lt;br /&gt;
| [[File:RESOURCE FUR.png|25px]] Fur&amp;lt;br&amp;gt;[[File:RESOURCE HONEY.png|25px]] Honey&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW EXPLORATION.png|25px]] Exploration law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT RANGE.png|25px]] Range improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per Defended City&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Hostile Tribal Units in Territory&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Landowners&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD GROWTH.png|25px]] +2 Growth per year&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] +5 Money per year per Farm&lt;br /&gt;
* -50% Rural Specialists Production Time&lt;br /&gt;
| [[File:BUY TILE.png|25px]] Enables the Buy Tile action&lt;br /&gt;
| 2 Citizens&lt;br /&gt;
| [[File:TRAIT BUILDER.png|25px]] Builder (x10)&amp;lt;br&amp;gt;[[File:TRAIT JUDGE.png|25px]] Judge (x5)&amp;lt;br&amp;gt;[[File:TRAIT TACTICIAN.png|25px]] Tactician (x5)&lt;br /&gt;
| [[File:RESOURCE HONEY.png|25px]] Honey&amp;lt;br&amp;gt;[[File:RESOURCE OLIVE.png|25px]] Olives&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW SERFDOM.png|25px]] Serfdom law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT TOWN.png|25px]] Town improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Most Cities&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Fewest Cities&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Nation Ruler age is below 18&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Patrons&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] +2 Civics per year&lt;br /&gt;
* [[File:YIELD CULTURE.png|25px]] +4 Culture per year per Bullion Resource (Gems, Gold, Pearls, Silver)&lt;br /&gt;
* [[File:RESOURCE LITERATURE.png|25px]] Creates Literature Luxury&lt;br /&gt;
| [[File:YIELD HAPPINESS.png|25px]] +1 Happiness Level per Culture Event&lt;br /&gt;
| Court Minister&lt;br /&gt;
| [[File:TRAIT ORATOR.png|25px]] Orator (x10)&amp;lt;br&amp;gt;[[File:TRAIT BUILDER.png|25px]] Builder (x5)&amp;lt;br&amp;gt;[[File:TRAIT SCHOLAR.png|25px]] Scholar (x5)&lt;br /&gt;
| [[File:RESOURCE GEM.png|25px]] Gems&amp;lt;br&amp;gt;[[File:RESOURCE INCENSE.png|25px]] Incense&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW CALLIGRAPHY.png|25px]] Calligraphy law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT HEATED BATHS.png|25px]] Heated Baths improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:CHAR FILTER GOVERNOR.png|25px]] Governor&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per Wonder of the World&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Leader or Heir from same Family&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Riders&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] +2 Training per year&lt;br /&gt;
* [[File:City Connected.png|25px]] Always Connected&lt;br /&gt;
* New Mounted Units start with Saddleborn&lt;br /&gt;
| Mounted Units do not require map resources&lt;br /&gt;
| [[File:UNIT SCOUT.png|25px]] Scout&lt;br /&gt;
| [[File:TRAIT ZEALOT.png|25px]] Zealot (x10)&amp;lt;br&amp;gt;[[File:TRAIT HERO.png|25px]] Hero (x5)&amp;lt;br&amp;gt;[[File:TRAIT TACTICIAN.png|25px]] Tactician (x5)&lt;br /&gt;
| [[File:RESOURCE FUR.png|25px]] Fur&amp;lt;br&amp;gt;[[File:RESOURCE SALT.png|25px]] Salt&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW VASSALAGE.png|25px]] Vassalage law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT BARRACKS.png|25px]] Barracks improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:CHAR FILTER GENERAL.png|25px]] General&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Leader or Spouse from another Nation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sages&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] +2 Civics per year&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] +1 Science per year per Specialist&lt;br /&gt;
* -20% Urban Specialists Cost&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] +25% Science&lt;br /&gt;
| Random Technology&lt;br /&gt;
| [[File:TRAIT SCHOLAR.png|25px]] Scholar (x10)&amp;lt;br&amp;gt;[[File:TRAIT DIPLOMAT.png|25px]] Diplomat (x5)&amp;lt;br&amp;gt;[[File:TRAIT JUDGE.png|25px]] Judge (x5)&lt;br /&gt;
| [[File:RESOURCE LAVENDER.png|25px]] Lavender&amp;lt;br&amp;gt;[[File:RESOURCE SALT.png|25px]] Salt&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW FREEDOM.png|25px]] Freedom law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT UNIVERSITY.png|25px]] University improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Most Specialists&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Leader or Spouse from a Tribe&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Statesmen&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD ORDERS.png|25px]] +1 Orders per year&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] +1 Civics per year per Family Opinion Level&lt;br /&gt;
| [[File:PROJECT DECREE 1.png|25px]] Enables the Decree projects&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 400 Civics&lt;br /&gt;
| [[File:TRAIT JUDGE.png|25px]] Judge (x10)&amp;lt;br&amp;gt;[[File:TRAIT COMMANDER.png|25px]] Commander (x5)&amp;lt;br&amp;gt;[[File:TRAIT DIPLOMAT.png|25px]] Diplomat (x5)&lt;br /&gt;
| [[File:RESOURCE PEARL.png|25px]] Pearls&amp;lt;br&amp;gt;[[File:RESOURCE WINE.png|25px]] Wine&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW CONSTITUTION.png|25px]] Constitution law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT PALACE.png|25px]] Palace improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; No Spouse&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; No Councilors&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Traders&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:IMPROVEMENT NETS.png|25px]] +100% Nets Yield&lt;br /&gt;
* [[File:YIELD CULTURE.png|25px]] +1 Culture per year per Specialist&lt;br /&gt;
* New Worker Units start with Surveyor&lt;br /&gt;
| [[File:UNIT CARAVAN.png|25px]] Unlocks Caravan units&lt;br /&gt;
| [[File:IMPROVEMENT FAIR.png|25px]] Fair&amp;lt;br&amp;gt;Court Merchant&lt;br /&gt;
| [[File:TRAIT DIPLOMAT.png|25px]] Diplomat (x10)&amp;lt;br&amp;gt;[[File:TRAIT ORATOR.png|25px]] Orator (x5)&amp;lt;br&amp;gt;[[File:TRAIT SCHEMER.png|25px]] Schemer (x5)&lt;br /&gt;
| [[File:RESOURCE OLIVE.png|25px]] Olives&amp;lt;br&amp;gt;[[File:RESOURCE PEARL.png|25px]] Pearls&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW MONETARY REFORM.png|25px]] Monetary Reform law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW TRADE LEAGUE.png|25px]] Trade League law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT FAIR.png|25px]] Fair improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Connected Cities&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Damaged Cities&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tribes ==&lt;br /&gt;
[[File:Tribe site.png|thumb|300px|A Gaul tribe occupying a city site]]&lt;br /&gt;
Tribes occupy certain City Sites at the start of the game. Tribes that aren&#039;t allied with any Nation will eventually spawn a raiders army. Raiders are always at War with all Nations and will attack the nearest City. How far raiders are willing to travel depends on the game difficulty.&lt;br /&gt;
&lt;br /&gt;
Carthage and Nation Leaders with the [[File:TRAIT ORATOR.png|25px]] Orator archetype can hire Tribe units as mercenaries. The price depends on the unit&#039;s [[File:Icon AttackDefense.png]] Strength, the Opinion of the Tribe and the number of mercenaries recruited so far.&lt;br /&gt;
&lt;br /&gt;
There are 7 Tribes present in Old World:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tribe !! Units !! Always at War&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Barbarians&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT MARAUDER.png|25px]] Marauder&amp;lt;br&amp;gt;[[File:UNIT SKIRMISHER.png|25px]] Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE MARAUDER.png|25px]] Elite Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE SKIRMISHER.png|25px]] Elite Skirmisher&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:cyan;&amp;quot;&amp;gt;&#039;&#039;&#039;Danes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT MARAUDER.png|25px]] Marauder&amp;lt;br&amp;gt;[[File:UNIT SKIRMISHER.png|25px]] Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE MARAUDER.png|25px]] Elite Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE SKIRMISHER.png|25px]] Elite Skirmisher&amp;lt;br&amp;gt;[[File:UNIT JAVELINEER.png|25px]] Javelineer&amp;lt;br&amp;gt;[[File:UNIT ELITE JAVELINEER.png|25px]] Elite Javelineer&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Gauls&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT MARAUDER.png|25px]] Marauder&amp;lt;br&amp;gt;[[File:UNIT SKIRMISHER.png|25px]] Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE MARAUDER.png|25px]] Elite Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE SKIRMISHER.png|25px]] Elite Skirmisher&amp;lt;br&amp;gt;[[File:UNIT JAVELINEER.png|25px]] Javelineer&amp;lt;br&amp;gt;[[File:UNIT ELITE JAVELINEER.png|25px]] Elite Javelineer&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Thracians&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT MARAUDER.png|25px]] Marauder&amp;lt;br&amp;gt;[[File:UNIT SKIRMISHER.png|25px]] Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE MARAUDER.png|25px]] Elite Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE SKIRMISHER.png|25px]] Elite Skirmisher&amp;lt;br&amp;gt;[[File:UNIT WARLORD.png|25px]] Warlord&amp;lt;br&amp;gt;[[File:UNIT ELITE WARLORD.png|25px]] Elite Warlord&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Vandals&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT MARAUDER.png|25px]] Marauder&amp;lt;br&amp;gt;[[File:UNIT SKIRMISHER.png|25px]] Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE MARAUDER.png|25px]] Elite Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE SKIRMISHER.png|25px]] Elite Skirmisher&amp;lt;br&amp;gt;[[File:UNIT WARLORD.png|25px]] Warlord&amp;lt;br&amp;gt;[[File:UNIT ELITE WARLORD.png|25px]] Elite Warlord&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Numidians&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT NOMAD MARAUDER.png|25px]] Nomad Marauder&amp;lt;br&amp;gt;[[File:UNIT NOMAD SKIRMISHER.png|25px]] Nomad Skirmisher&amp;lt;br&amp;gt;[[File:UNIT NOMAD WARLORD.png|25px]] Nomad Warlord&amp;lt;br&amp;gt;[[File:UNIT ELITE NOMAD MARAUDER.png|25px]] Elite Nomad Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE NOMAD SKIRMISHER.png|25px]] Elite Nomad Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE NOMAD WARLORD.png|25px]] Elite Nomad Warlord&amp;lt;br&amp;gt;[[File:UNIT LIBYAN CAVALRY.png|25px]] Libyan Cavalry&amp;lt;br&amp;gt;[[File:UNIT ELITE LIBYAN CAVALRY.png|25px]] Elite Libyan Cavalry&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Scythians&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT NOMAD MARAUDER.png|25px]] Nomad Marauder&amp;lt;br&amp;gt;[[File:UNIT NOMAD SKIRMISHER.png|25px]] Nomad Skirmisher&amp;lt;br&amp;gt;[[File:UNIT NOMAD WARLORD.png|25px]] Nomad Warlord&amp;lt;br&amp;gt;[[File:UNIT ELITE NOMAD MARAUDER.png|25px]] Elite Nomad Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE NOMAD SKIRMISHER.png|25px]] Elite Nomad Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE NOMAD WARLORD.png|25px]] Elite Nomad Warlord&amp;lt;br&amp;gt;[[File:UNIT AMAZON CAVALRY.png|25px]] Amazon Cavalry&amp;lt;br&amp;gt;[[File:UNIT ELITE AMAZON CAVALRY.png|25px]] Elite Amazon Cavalry&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Old_World/index.php?title=Nations&amp;diff=1324</id>
		<title>Nations</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Old_World/index.php?title=Nations&amp;diff=1324"/>
		<updated>2023-03-13T16:43:13Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: /* Player nations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nations are the major states that are vying for Victory in Old World.&lt;br /&gt;
&lt;br /&gt;
== Player nations ==&lt;br /&gt;
There are seven major Nations present in Old World, with an eight one, the Hatti, being present if the Heroes of the Aegean DLC is installed. The Archetype of the starting Nation Leader can be changed in the map settings and the class of each family can be randomized as well.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Civilization !! Leader !! Leader Traits !! Leader Archetype !! Bonuses !! Starting Techs !! Shrines !! Unique Units !! Families&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Assyria&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT ASHURBANIPAL.png|150px]]&lt;br /&gt;
| Ashurbanipal&lt;br /&gt;
| Educated&lt;br /&gt;
| [[File:TRAIT ZEALOT.png|25px]] Zealot&lt;br /&gt;
| &lt;br /&gt;
* [All Cities] New Units start with Focus I&lt;br /&gt;
* [All Units] +100% Pillage Yield&lt;br /&gt;
* [All units] +2 [[File:YIELD ORDERS.png|25px]] Orders per Military Unit Killed&lt;br /&gt;
| [[File:TECH ADMINISTRATION.png|25px]] Administration&amp;lt;br&amp;gt;[[File:TECH MILITARY DRILL.png|25px]] Military Drill&amp;lt;br&amp;gt;[[File:TECH TRAPPING.png|25px]] Trapping&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE KINGSHIP.png|25px]] Ashur&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE WAR.png|25px]] Ninurta&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE FIRE.png|25px]] Nuska&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE SUN.png|25px]] Shamash&lt;br /&gt;
| [[File:UNIT BATTERING RAM.png|25px]] Battering Ram&amp;lt;br&amp;gt;[[File:UNIT SIEGE TOWER.png|25px]] Siege Tower&lt;br /&gt;
| Adasi (Patrons)&amp;lt;br&amp;gt;Erishum (Clerics)&amp;lt;br&amp;gt;Sargonid (Champions)&amp;lt;br&amp;gt;Tudiya (Hunters)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Babylonia&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT NEBUCHADNEZZAR.png|150px]]&lt;br /&gt;
| Nebuchadnezzar&lt;br /&gt;
| Prosperous&lt;br /&gt;
| [[File:TRAIT SCHOLAR.png|25px]] Scholar&lt;br /&gt;
| &lt;br /&gt;
* [All Cities] +1 [[File:YIELD SCIENCE.png|25px]] Science per turn&lt;br /&gt;
* [All Cities] +20% [[File:YIELD GROWTH.png|25px]] Growth&lt;br /&gt;
* [All Cities] +2 [[File:YIELD CULTURE.png|25px]] Culture per turn with Treasury&lt;br /&gt;
| [[File:TECH ADMINISTRATION.png|25px]] Administration&amp;lt;br&amp;gt;[[File:TECH RHETORIC.png|25px]] Rhetoric&amp;lt;br&amp;gt;[[File:TECH TRAPPING.png|25px]] Trapping&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE UNDERWORLD.png|25px]] Ereshkigal&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE LOVE.png|25px]] Ishtar&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE KINGSHIP.png|25px]] Madruk&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE WISDOM.png|25px]] Nabu&lt;br /&gt;
| [[File:UNIT AKKADIAN ARCHER.png|25px]] Akkadian Archer&amp;lt;br&amp;gt;[[File:UNIT CIMMERIAN ARCHER.png|25px]] Cimmerian Archer&lt;br /&gt;
| Amorite (Sages)&amp;lt;br&amp;gt;Chaldean (Artisans)&amp;lt;br&amp;gt;Isin (Traders)&amp;lt;br&amp;gt;Kassite (Hunters)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cartage&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT DIDO.png|150px]]&lt;br /&gt;
| Dido&lt;br /&gt;
| Cunning&amp;lt;br&amp;gt;Engineer&lt;br /&gt;
| [[File:TRAIT DIPLOMAT.png|25px]] Diplomat&lt;br /&gt;
| &lt;br /&gt;
* [New Cities] +200 [[File:YIELD CIVICS.png|25px]] Civics&lt;br /&gt;
* [All Cities] +10 [[File:YIELD MONEY.png|25px]] Money if [[File:City Connected.png|25px]] Connected&lt;br /&gt;
* [Ability] Can hire Mercenaries from Tribes&lt;br /&gt;
| [[File:TECH ARISTOCRACY.png|25px]] Aristocracy&amp;lt;br&amp;gt;[[File:TECH DIVINATION.png|25px]] Divination&amp;lt;br&amp;gt;[[File:TECH TRAPPING.png|25px]] Trapping&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE LOVE.png|25px]] Astarte&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HEALING.png|25px]] Eshmun&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE WATER.png|25px]] Melqart&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HEARTH.png|25px]] Tanit&lt;br /&gt;
| [[File:UNIT AFRICAN ELEPHANT.png|25px]] African Elephant&amp;lt;br&amp;gt;[[File:UNIT TURRETED ELEPHANT.png|25px]] Turreted Elephant&lt;br /&gt;
| Barcid (Riders)&amp;lt;br&amp;gt;Didonian (Statesmen)&amp;lt;br&amp;gt;Hannoid (Traders)&amp;lt;br&amp;gt;Magonid (Artisans)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Egypt&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT HATSHEPSUT.png|150px]]&lt;br /&gt;
| Hatshepsut&lt;br /&gt;
| Inspiring&lt;br /&gt;
| [[File:TRAIT BUILDER.png|25px]] Builder&lt;br /&gt;
| &lt;br /&gt;
* [On Start] +400 [[File:YIELD STONE.png|25px]] Stone&lt;br /&gt;
* [All Cities] +40% Yield from [[File:IMPROVEMENT FARM.png|25px]] Farm on River&lt;br /&gt;
* [All Cities] -25% Cost for Adjacent Improvement Classes&lt;br /&gt;
| [[File:TECH IRONWORKING.png|25px]] Ironworking&amp;lt;br&amp;gt;[[File:TECH LABOR FORCE.png|25px]] Labor Force&amp;lt;br&amp;gt;[[File:TECH STONECUTTING.png|25px]] Stonecutting&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE HEALING.png|25px]] Isis&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HUNTING.png|25px]] Neith&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE UNDERWORLD.png|25px]] Osiris&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE SUN.png|25px]] Ra&lt;br /&gt;
| [[File:UNIT LIGHT CHARIOT.png|25px]] Light Chariot&amp;lt;br&amp;gt;[[File:UNIT KUSHITE CAVALRY.png|25px]] Kushite Cavalry&lt;br /&gt;
| Amarna (Clerics)&amp;lt;br&amp;gt;Ramesside (Riders)&amp;lt;br&amp;gt;Saite (Landowners)&amp;lt;br&amp;gt;Thusmosid (Sages)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Greece&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT PHILIP.png|150px]]&lt;br /&gt;
| Philip&lt;br /&gt;
| Bold&lt;br /&gt;
| [[File:TRAIT COMMANDER.png|25px]] Commander&lt;br /&gt;
| &lt;br /&gt;
* Unlocks [[File:PROJECT OLYMPICS 1.png|25px]] Olympiad projects&lt;br /&gt;
* [All Cities] +2 [[File:YIELD CULTURE.png|25px]] Culture per turn&lt;br /&gt;
* [All Cities] -25% Cost for Settlers&lt;br /&gt;
| [[File:TECH DRAMA.png|25px]] Drama&amp;lt;br&amp;gt;[[File:TECH IRONWORKING.png|25px]] Ironworking&amp;lt;br&amp;gt;[[File:TECH STONECUTTING.png|25px]] Stonecutting&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE WISDOM.png|25px]] Athena&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE UNDERWORLD.png|25px]] Hades&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE WATER.png|25px]] Poseidon&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE KINGSHIP.png|25px]] Zeus&lt;br /&gt;
| [[File:UNIT HOPLITE.png|25px]] Hoplite&amp;lt;br&amp;gt;[[File:UNIT PHALANGITE.png|25px]] Phalangite&lt;br /&gt;
| Alcmaeonid (Sages)&amp;lt;br&amp;gt;Argead (Champions)&amp;lt;br&amp;gt;Cypselid (Artisans)&amp;lt;br&amp;gt;Seleucid (Patrons)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Persia&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT CYRUS.png|150px]]&lt;br /&gt;
| Cyrus&lt;br /&gt;
| Tough&lt;br /&gt;
| [[File:TRAIT HERO.png|25px]] Hero&lt;br /&gt;
| &lt;br /&gt;
* +50% Harvest Production&lt;br /&gt;
* [All Cities] -25% Cost for Ranged Units&lt;br /&gt;
* [All Cities] +0.5 [[File:YIELD ORDERS.png|25px]] Orders per turn per [[File:IMPROVEMENT PASTURE.png|25px]] Pasture&lt;br /&gt;
| [[File:TECH HUSBANDRY.png|25px]] Husbandry&amp;lt;br&amp;gt;[[File:TECH IRONWORKING.png|25px]] Ironworking&amp;lt;br&amp;gt;[[File:TECH TRAPPING.png|25px]] Trapping&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE WATER.png|25px]] Anahita&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE FIRE.png|25px]] Atar&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HUNTING.png|25px]] Mithra&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE SUN.png|25px]] Hvar Khshaita&lt;br /&gt;
| [[File:UNIT PALTON CAVALRY.png|25px]] Palton Cavalry&amp;lt;br&amp;gt;[[File:UNIT CATAPHRACT ARCHER.png|25px]] Cataphract Archer&lt;br /&gt;
| Achaemenid (Statesmen)&amp;lt;br&amp;gt;Arsacid (Clerics)&amp;lt;br&amp;gt;Mihranid (Hunters)&amp;lt;br&amp;gt;Sasanid (Riders)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rome&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT ROMULUS.png|150px]]&lt;br /&gt;
| Romulus&lt;br /&gt;
| Ruthless&lt;br /&gt;
| [[File:TRAIT TACTICIAN.png|25px]] Tactician&lt;br /&gt;
| &lt;br /&gt;
* [All Cities] +2 [[File:YIELD TRAINING.png|25px]] Training per turn&lt;br /&gt;
* [All Units] +2 Fatigue Limit&lt;br /&gt;
| [[File:TECH IRONWORKING.png|25px]] Ironworking&amp;lt;br&amp;gt;[[File:TECH POLIS.png|25px]] Polis&amp;lt;br&amp;gt;[[File:TECH STONECUTTING.png|25px]] Stonecutting&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE WAR.png|25px]] Mars&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE LOVE.png|25px]] Venus&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HEARTH.png|25px]] Vesta&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE FIRE.png|25px]] Vulcan&lt;br /&gt;
| [[File:UNIT HASTATUS.png|25px]] Hastatus&amp;lt;br&amp;gt;[[File:UNIT LEGIONARY.png|25px]] Legionary&lt;br /&gt;
| Claudius (Landowners)&amp;lt;br&amp;gt;Fabius (Champions)&amp;lt;br&amp;gt;Julius (Statesmen)&amp;lt;br&amp;gt;Valerius (Patrons)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hatti&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT HATTUSILI.png|150px]]&lt;br /&gt;
| Hattusili&lt;br /&gt;
| Warlike&lt;br /&gt;
| [[File:TRAIT JUDGE.png|25px]] Judge&lt;br /&gt;
| &lt;br /&gt;
* [All Cities] +1 [[File:YIELD CIVICS.png|25px]] Civics per turn&lt;br /&gt;
* [All Units] Can Remove Vegetation&lt;br /&gt;
* [All Units] Ignore Hill Movement Penalties&lt;br /&gt;
| [[File:TECH ADMINISTRATION.png|25px]] Administration&amp;lt;br&amp;gt;[[File:TECH HUSBANDRY.png|25px]] Husbandry&amp;lt;br&amp;gt;[[File:TECH IRONWORKING.png|25px]] Ironworking&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE HEARTH.png|25px]] Arinnitti&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HEALING.png|25px]] Kamrusepa&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HUNTING.png|25px]] Halki&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE WAR.png|25px]] Tarhun&lt;br /&gt;
| [[File:UNIT HEAVY CHARIOT.png|25px]] Heavy Chariot&amp;lt;br&amp;gt;[[File:UNIT THREE MEN CHARIOT.png|25px]] Three Man Chariot&lt;br /&gt;
| Hattusan (Traders)&amp;lt;br&amp;gt;Kussaran (Riders)&amp;lt;br&amp;gt;Nenassan (Landowners)&amp;lt;br&amp;gt;Zalpuwan (Patrons)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Greece Dynasties ===&lt;br /&gt;
If the Heroes of the Aegean DLC is installed then Greece will get a choice of 5 starting leaders shortly after the game starts.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Dynasty !! Leader Traits !! Leader Archetype&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Laws ==&lt;br /&gt;
[[File:Laws screen.png|thumb|300px|The Laws tab]]&lt;br /&gt;
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 [[File:YIELD CIVICS.png|25px]] Civics to pass it.&lt;br /&gt;
&lt;br /&gt;
=== No Upkeep Laws ===&lt;br /&gt;
No Upkeep Laws cost 250 [[File:YIELD CIVICS.png|25px]] Civics to pass and have no yearly costs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Law 1 !! Law 2 !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW EPICS.png|40px]] Epics&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Hero Opinion&lt;br /&gt;
* [[File:YIELD CULTURE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Culture per killed Military Unit in nearest City&lt;br /&gt;
| [[File:LAW EXPLORATION.png|40px]] Exploration&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Hunters Opinion&lt;br /&gt;
* Movement Bonus along Neutral River&lt;br /&gt;
* Scouts move on Water&lt;br /&gt;
| [[File:TECH RHETORIC.png|25px]] Rhetoric&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW SLAVERY.png|40px]] Slavery&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Builder Opinion&lt;br /&gt;
* [[File:IMPROVEMENT MINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Mine Yield [All Cities]&lt;br /&gt;
* [[File:IMPROVEMENT QUARRY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Quarry Yield [All Cities]&lt;br /&gt;
* [[File:YIELD DISCONTENT.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discontent per year [All Cities]&lt;br /&gt;
| [[File:LAW FREEDOM.png|40px]] Freedom&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Sages Opinion&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year per Specialist [All Cities]&lt;br /&gt;
| [[File:TECH LABOR FORCE.png|25px]] Labor Force&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW CENTRALIZATION.png|40px]] Centralization&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Legalism Opinion&lt;br /&gt;
* [[File:IMPROVEMENT MINE.png|25px]] Farms can be constructed on Marsh terrain&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per year per Culture Level [Capital City]&lt;br /&gt;
| [[File:LAW VASSALAGE.png|40px]] Vassalage&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Riders Opinion&lt;br /&gt;
* -50% Unit Consumption&lt;br /&gt;
* No extra Unit Consumption when Outside Borders&lt;br /&gt;
| [[File:TECH ARISTOCRACY.png|25px]] Aristocracy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Low Upkeep Laws ===&lt;br /&gt;
Low Upkeep Laws cost 400 [[File:YIELD CIVICS.png|25px]] Civics to pass and have low yearly costs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Law 1 !! Law 2 !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW TYRANNY.png|40px]] Tyranny&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orator Opinion&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+8&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year per Military Unit in Territory [All Cities]&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:LAW CONSTITUTION.png|40px]] Constitution&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Statesman Opinion&lt;br /&gt;
* [[File:PROJECT DECREE 1.png|25px]] Enables the Decree projects [Capital City]&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per year per Urban Specialist [All Cities]&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year&lt;br /&gt;
| [[File:TECH SOVEREIGNTY.png|25px]] Sovereignty&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW COLONIES.png|40px]] Colonies&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Diplomat Opinion&lt;br /&gt;
* [[File:BUY TILE.png|25px]] Enables the Buy Tile action&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year&lt;br /&gt;
| [[File:LAW SERFDOM.png|40px]] Serfdom&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Landowners Opinion&lt;br /&gt;
* [[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders per year&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-12&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
* [[File:YIELD DISCONTENT.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discontent per year [All Cities]&lt;br /&gt;
| [[File:TECH NAVIGATION.png|25px]] Navigation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW MONOTHEISM.png|40px]] Monotheism&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Gnosticism Opinion&lt;br /&gt;
* [[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders per year [State Religion Cities]&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:LAW POLYTHEISM.png|40px]] Polytheism&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Mythology Opinion&lt;br /&gt;
* Shrines can be constructed multiple times&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-12&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:TECH MONASTICISM.png|25px]] Monasticism&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Medium Upkeep Laws ===&lt;br /&gt;
Medium Upkeep Laws cost 400 [[File:YIELD CIVICS.png|25px]] Civics to pass and have medium yearly costs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Law 1 !! Law 2 !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW DIVINE RULE.png|40px]] Divine Rule&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Clerics Opinion&lt;br /&gt;
* [[File:MISSION ADOPT RELIGION.png|25px]] Can Adopt Pagan State Religions&lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness per year per Shrine [All Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-18&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:LAW LEGAL CODE.png|40px]] Legal Code&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Judge Opinion&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year per Active Law&lt;br /&gt;
* [[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-0.6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders per year&lt;br /&gt;
| [[File:TECH CITIZENSHIP.png|25px]] Citizenship&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW TOLERANCE.png|40px]] Tolerance&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Dualism Opinion&lt;br /&gt;
* Can Build Non-State Religions Disciples&lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness per year per Non-State Religion [All Cities]&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:LAW ORTHODOXY.png|40px]] Orthodoxy&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Revelation Opinion&lt;br /&gt;
* Disciples Can Purge World Religions&lt;br /&gt;
* Can Hurry Production with Orders [Stare Religion Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-18&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:TECH DOCTRINE.png|25px]] Doctrine&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW PROFESSIONAL ARMY.png|40px]] Professional Army&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Tactician Opinion&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; XP from Combat&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year with Treasury [All Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-18&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:LAW VOLUNTEERS.png|40px]] Volunteers&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Champions Opinion&lt;br /&gt;
* Can Hurry Production with Population&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year per War&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:TECH MANOR.png|25px]] Manor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== High Upkeep Laws ===&lt;br /&gt;
High Upkeep Laws cost 400 [[File:YIELD CIVICS.png|25px]] Civics to pass and have high yearly costs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Law 1 !! Law 2 !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW PHILOSOPHY.png|40px]] Philosophy&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Enlightenment Opinion&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Urban Specialists Production Time [All Cities]&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per year with Forum [All Cities]&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-9&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:LAW ENGINEERING.png|40px]] Engineering&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Scholar Opinion&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wonder Costs&lt;br /&gt;
* [[File:City Connected.png|25px]] Roads bridge across Rivers&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-24&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:TECH ARCHITECTURE.png|25px]] Architecture&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW ICONOGRAPHY.png|40px]] Iconography&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Veneration Opinion&lt;br /&gt;
* No Random Non-State Religion Spread [All Cities]&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year per Monastery [All Cities]&lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness per year per Cathedral [All Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year per Temple [All Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-24&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:LAW CALLIGRAPHY.png|40px]] Calligraphy&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Patrons Opinion&lt;br /&gt;
* [[File:YIELD CULTURE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Culture per year per Library [All Cities]&lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness per year per Elder Specialist [All Cities]&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-9&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:TECH VAULTING.png|25px]] Vaulting&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW PILGRIMAGE.png|40px]] Pilgrimage&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Redemption Opinion&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per year per Grove [All Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year per Cities with Religion [All Cities]&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-12&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year&lt;br /&gt;
| [[File:LAW HOLY WAR.png|40px]] Holy War&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Zealot Opinion&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Random Promotion for New Units [All Cities]&lt;br /&gt;
* Can Hurry Production of Units with Money [Stare Religion Cities]&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per year&lt;br /&gt;
| [[File:TECH MARTIAL CODE.png|25px]] Martial Code&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Very High Upkeep Laws ===&lt;br /&gt;
Very High Upkeep Laws cost 400 [[File:YIELD CIVICS.png|25px]] Civics to pass and have very high yearly costs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Law 1 !! Law 2 !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW GUILDS.png|40px]] Guilds&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; Artisans Opinion&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Rebels Chance [All Cities]&lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness per year per Town [All Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:LAW ELITES.png|40px]] Elites&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Schemer Opinion&lt;br /&gt;
* Store 100 Orders between Years&lt;br /&gt;
* [[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders per year with Legendary Culture Level [All Cities]&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-15&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year&lt;br /&gt;
| [[File:TECH JURISPRUDENCE.png|25px]] Jurisprudence&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW AUTARKY.png|40px]] Autarky&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; Commander Opinion&lt;br /&gt;
* [[File:IMPROVEMENT MINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Mine Yield [All Cities]&lt;br /&gt;
* [[File:IMPROVEMENT QUARRY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Quarry Yield [All Cities]&lt;br /&gt;
* [[File:IMPROVEMENT LUMBERMILL.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Lumbermill Yield [All Cities]&lt;br /&gt;
* Can build units that require Horses, Camels or Elephants [All Cities]&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per year&lt;br /&gt;
| [[File:LAW TRADE LEAGUE.png|40px]] Trade League&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Traders Opinion&lt;br /&gt;
* [[File:PROJECT CONVOY 1.png|25px]] Enables the Convoy projects&lt;br /&gt;
* Resource selling price becomes buying price&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-12&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:TECH LATEEN SAIL.png|25px]] Lateen Sail&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW COIN DEBASEMENT.png|40px]] Coin Debasement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Schemer Opinion&lt;br /&gt;
* Can buy and sell Orders with Money&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:LAW MONETARY REFORM.png|40px]] Monetary Reform&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Traders Opinion&lt;br /&gt;
* No Discontent from Hurry Production&lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness per year [All Cities]&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-12&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:TECH FISCAL POLICY.png|25px]] Fiscal Policy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Succession ==&lt;br /&gt;
Once a Nation Leader dies, its Heir becomes the new Nation Leader. If the Nation doesn&#039;t have a heir when the Nation Leader dies the game ends. Which child becomes Heir depends on the Succession Law. The Heir can also be chosen manually via a character action, but this carries a penalty of [[File:YIELD LEGITIMACY.png|25px]] 10 Legitimacy. There are 5 possible Succession Laws, with the starting one being decided in the new game settings. Changing Succession Law initially costs 100 [[File:YIELD CIVICS.png|25px]] Civics, and the cost increases by 50 for each subsequent change.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Succession Law !! Heir&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW PRIMOGENITURE.png|55px]] Primogeniture || Oldest child&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW ULTIMOGENITURE.png|55px]] Ultimogeniture || Youngest child&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW LATERAL.png|55px]] Lateral || Siblings before children&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW DYNASTIC.png|55px]] Dynastic || Oldest character with a direct line to the Nation&#039;s Founder&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW SENIORITY.png|55px]] Seniority || Oldest dynasty member&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Families ==&lt;br /&gt;
Families are the leading clans within a Nation that control its cities, with different dispositions and conflicting interests. Their preferences determine what Ambitions a Nation Leader can pursue. The Opinion that a family has towards its Nation&#039;s Leader can trigger various events. Each Nation has 4 Families, which may belong to one of 10 classes. The first City founded for a Family will be the Family Seat.&lt;br /&gt;
&lt;br /&gt;
Each Family will have two preferred luxury resources. Each one of their cities that doesn&#039;t have the luxury resource will decrease the Family&#039;s Opinion by 10. In addition, if a Family has fewer cities than the other Families it will suffer an Opinion penalty.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class !! City Effects !! Family Seat Effects !! Seat Founded Bonus !! Common Traits !! Wanted Luxuries !! Opinion&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Artisans&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD CULTURE.png|25px]] +4 Culture per year&lt;br /&gt;
* [[File:IMPROVEMENT MINE.png|25px]] +20% Mine Yield&lt;br /&gt;
* [[File:IMPROVEMENT LUMBERMILL.png|25px]] +20% Lumbermill Yield&lt;br /&gt;
* New Siege and Ship Units start with Ingenuity&lt;br /&gt;
| -2 Turns Urban Improvement Build Time&lt;br /&gt;
| [[File:UNIT WORKER.png|25px]] Worker&lt;br /&gt;
| [[File:TRAIT SCHEMER.png|25px]] Schemer (x10)&amp;lt;br&amp;gt;[[File:TRAIT BUILDER.png|25px]] Builder (x5)&amp;lt;br&amp;gt;[[File:TRAIT ORATOR.png|25px]] Orator (x5)&lt;br /&gt;
| [[File:RESOURCE DYE.png|25px]] Dyes&amp;lt;br&amp;gt;[[File:RESOURCE GEM.png|25px]] Gems&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW GUILDS.png|25px]] Guilds law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT AMPHITHEATER.png|25px]] Amphitheater improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Luxuries&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Pillaged Improvements Inside Territory&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Champions&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] +2 Training per year&lt;br /&gt;
* +50% City Defense&lt;br /&gt;
* New Units start with Steadfast&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] +50% Training&lt;br /&gt;
| [[File:UNIT MILITIA.png|25px]] Militia&lt;br /&gt;
| [[File:TRAIT COMMANDER.png|25px]] Commander (x10)&amp;lt;br&amp;gt;[[File:TRAIT HERO.png|25px]] Hero (x10)&lt;br /&gt;
| [[File:RESOURCE DYE.png|25px]] Dyes&amp;lt;br&amp;gt;[[File:RESOURCE WINE.png|25px]] Wine&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW VOLUNTEERS.png|25px]] Volunteers law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT GARRISON 3.png|25px]] Citadel improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Largest Military&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Weakest Military&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Clerics&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] +1 Happiness per year&lt;br /&gt;
* [[File:TERRAIN SAND.png|25px]] Sand terrain can support Urban Improvements&lt;br /&gt;
* +100 Monastery and Temple Yield&lt;br /&gt;
| -50% Disciple Units Production Time&lt;br /&gt;
| [[File:TECH MONASTICISM.png|25px]] Monasticism&amp;lt;br&amp;gt;Found Judaism or Zoroastrianism&lt;br /&gt;
| [[File:TRAIT ZEALOT.png|25px]] Zealot (x10)&amp;lt;br&amp;gt;[[File:TRAIT COMMANDER.png|25px]] Commander (x5)&amp;lt;br&amp;gt;[[File:TRAIT SCHOLAR.png|25px]] Scholar (x5)&lt;br /&gt;
| [[File:RESOURCE INCENSE.png|25px]] Incense&amp;lt;br&amp;gt;[[File:RESOURCE LAVENDER.png|25px]] Lavender&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW DIVINE RULE.png|25px]] Divine Rule law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; per Cathedral improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per Holy City&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per City without Religion&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hunters&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] +2 Training per year&lt;br /&gt;
* [[File:IMPROVEMENT CAMP.png|25px]] +100% Camp Yield&lt;br /&gt;
* New Ranged Units start with Sentinel&lt;br /&gt;
| [[File:PROJECT HUNT 1.png|25px]] Enables the Hunt projects&lt;br /&gt;
| [[File:YIELD IRON.png|25px]] 50 Iron&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 50 Stone&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&lt;br /&gt;
| [[File:TRAIT TACTICIAN.png|25px]] Tactician (x10)&amp;lt;br&amp;gt;[[File:TRAIT HERO.png|25px]] Hero (x5)&amp;lt;br&amp;gt;[[File:TRAIT SCHEMER.png|25px]] Schemer (x5)&lt;br /&gt;
| [[File:RESOURCE FUR.png|25px]] Fur&amp;lt;br&amp;gt;[[File:RESOURCE HONEY.png|25px]] Honey&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW EXPLORATION.png|25px]] Exploration law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT RANGE.png|25px]] Range improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per Defended City&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Hostile Tribal Units in Territory&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Landowners&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD GROWTH.png|25px]] +2 Growth per year&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] +5 Money per year per Farm&lt;br /&gt;
* -50% Rural Specialists Production Time&lt;br /&gt;
| [[File:BUY TILE.png|25px]] Enables the Buy Tile action&lt;br /&gt;
| 2 Citizens&lt;br /&gt;
| [[File:TRAIT BUILDER.png|25px]] Builder (x10)&amp;lt;br&amp;gt;[[File:TRAIT JUDGE.png|25px]] Judge (x5)&amp;lt;br&amp;gt;[[File:TRAIT TACTICIAN.png|25px]] Tactician (x5)&lt;br /&gt;
| [[File:RESOURCE HONEY.png|25px]] Honey&amp;lt;br&amp;gt;[[File:RESOURCE OLIVE.png|25px]] Olives&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW SERFDOM.png|25px]] Serfdom law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT TOWN.png|25px]] Town improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Most Cities&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Fewest Cities&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Nation Ruler age is below 18&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Patrons&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] +2 Civics per year&lt;br /&gt;
* [[File:YIELD CULTURE.png|25px]] +4 Culture per year per Bullion Resource (Gems, Gold, Pearls, Silver)&lt;br /&gt;
* [[File:RESOURCE LITERATURE.png|25px]] Creates Literature Luxury&lt;br /&gt;
| [[File:YIELD HAPPINESS.png|25px]] +1 Happiness Level per Culture Event&lt;br /&gt;
| Court Minister&lt;br /&gt;
| [[File:TRAIT ORATOR.png|25px]] Orator (x10)&amp;lt;br&amp;gt;[[File:TRAIT BUILDER.png|25px]] Builder (x5)&amp;lt;br&amp;gt;[[File:TRAIT SCHOLAR.png|25px]] Scholar (x5)&lt;br /&gt;
| [[File:RESOURCE GEM.png|25px]] Gems&amp;lt;br&amp;gt;[[File:RESOURCE INCENSE.png|25px]] Incense&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW CALLIGRAPHY.png|25px]] Calligraphy law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT HEATED BATHS.png|25px]] Heated Baths improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:CHAR FILTER GOVERNOR.png|25px]] Governor&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per Wonder of the World&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Leader or Heir from same Family&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Riders&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] +2 Training per year&lt;br /&gt;
* [[File:City Connected.png|25px]] Always Connected&lt;br /&gt;
* New Mounted Units start with Saddleborn&lt;br /&gt;
| Mounted Units do not require map resources&lt;br /&gt;
| [[File:UNIT SCOUT.png|25px]] Scout&lt;br /&gt;
| [[File:TRAIT ZEALOT.png|25px]] Zealot (x10)&amp;lt;br&amp;gt;[[File:TRAIT HERO.png|25px]] Hero (x5)&amp;lt;br&amp;gt;[[File:TRAIT TACTICIAN.png|25px]] Tactician (x5)&lt;br /&gt;
| [[File:RESOURCE FUR.png|25px]] Fur&amp;lt;br&amp;gt;[[File:RESOURCE SALT.png|25px]] Salt&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW VASSALAGE.png|25px]] Vassalage law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT BARRACKS.png|25px]] Barracks improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:CHAR FILTER GENERAL.png|25px]] General&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Leader or Spouse from another Nation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sages&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] +2 Civics per year&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] +1 Science per year per Specialist&lt;br /&gt;
* -20% Urban Specialists Cost&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] +25% Science&lt;br /&gt;
| Random Technology&lt;br /&gt;
| [[File:TRAIT SCHOLAR.png|25px]] Scholar (x10)&amp;lt;br&amp;gt;[[File:TRAIT DIPLOMAT.png|25px]] Diplomat (x5)&amp;lt;br&amp;gt;[[File:TRAIT JUDGE.png|25px]] Judge (x5)&lt;br /&gt;
| [[File:RESOURCE LAVENDER.png|25px]] Lavender&amp;lt;br&amp;gt;[[File:RESOURCE SALT.png|25px]] Salt&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW FREEDOM.png|25px]] Freedom law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT UNIVERSITY.png|25px]] University improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Most Specialists&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Leader or Spouse from a Tribe&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Statesmen&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD ORDERS.png|25px]] +1 Orders per year&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] +1 Civics per year per Family Opinion Level&lt;br /&gt;
| [[File:PROJECT DECREE 1.png|25px]] Enables the Decree projects&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 400 Civics&lt;br /&gt;
| [[File:TRAIT JUDGE.png|25px]] Judge (x10)&amp;lt;br&amp;gt;[[File:TRAIT COMMANDER.png|25px]] Commander (x5)&amp;lt;br&amp;gt;[[File:TRAIT DIPLOMAT.png|25px]] Diplomat (x5)&lt;br /&gt;
| [[File:RESOURCE PEARL.png|25px]] Pearls&amp;lt;br&amp;gt;[[File:RESOURCE WINE.png|25px]] Wine&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW CONSTITUTION.png|25px]] Constitution law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT PALACE.png|25px]] Palace improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; No Spouse&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; No Councilors&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Traders&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:IMPROVEMENT NETS.png|25px]] +100% Nets Yield&lt;br /&gt;
* [[File:YIELD CULTURE.png|25px]] +1 Culture per year per Specialist&lt;br /&gt;
* New Worker Units start with Surveyor&lt;br /&gt;
| [[File:UNIT CARAVAN.png|25px]] Unlocks Caravan units&lt;br /&gt;
| [[File:IMPROVEMENT FAIR.png|25px]] Fair&amp;lt;br&amp;gt;Court Merchant&lt;br /&gt;
| [[File:TRAIT DIPLOMAT.png|25px]] Diplomat (x10)&amp;lt;br&amp;gt;[[File:TRAIT ORATOR.png|25px]] Orator (x5)&amp;lt;br&amp;gt;[[File:TRAIT SCHEMER.png|25px]] Schemer (x5)&lt;br /&gt;
| [[File:RESOURCE OLIVE.png|25px]] Olives&amp;lt;br&amp;gt;[[File:RESOURCE PEARL.png|25px]] Pearls&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW MONETARY REFORM.png|25px]] Monetary Reform law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW TRADE LEAGUE.png|25px]] Trade League law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT FAIR.png|25px]] Fair improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Connected Cities&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Damaged Cities&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tribes ==&lt;br /&gt;
[[File:Tribe site.png|thumb|300px|A Gaul tribe occupying a city site]]&lt;br /&gt;
Tribes occupy certain City Sites at the start of the game. Tribes that aren&#039;t allied with any Nation will eventually spawn a raiders army. Raiders are always at War with all Nations and will attack the nearest City. How far raiders are willing to travel depends on the game difficulty.&lt;br /&gt;
&lt;br /&gt;
Carthage and Nation Leaders with the [[File:TRAIT ORATOR.png|25px]] Orator archetype can hire Tribe units as mercenaries. The price depends on the unit&#039;s [[File:Icon AttackDefense.png]] Strength, the Opinion of the Tribe and the number of mercenaries recruited so far.&lt;br /&gt;
&lt;br /&gt;
There are 7 Tribes present in Old World:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tribe !! Units !! Always at War&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Barbarians&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT MARAUDER.png|25px]] Marauder&amp;lt;br&amp;gt;[[File:UNIT SKIRMISHER.png|25px]] Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE MARAUDER.png|25px]] Elite Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE SKIRMISHER.png|25px]] Elite Skirmisher&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:cyan;&amp;quot;&amp;gt;&#039;&#039;&#039;Danes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT MARAUDER.png|25px]] Marauder&amp;lt;br&amp;gt;[[File:UNIT SKIRMISHER.png|25px]] Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE MARAUDER.png|25px]] Elite Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE SKIRMISHER.png|25px]] Elite Skirmisher&amp;lt;br&amp;gt;[[File:UNIT JAVELINEER.png|25px]] Javelineer&amp;lt;br&amp;gt;[[File:UNIT ELITE JAVELINEER.png|25px]] Elite Javelineer&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Gauls&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT MARAUDER.png|25px]] Marauder&amp;lt;br&amp;gt;[[File:UNIT SKIRMISHER.png|25px]] Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE MARAUDER.png|25px]] Elite Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE SKIRMISHER.png|25px]] Elite Skirmisher&amp;lt;br&amp;gt;[[File:UNIT JAVELINEER.png|25px]] Javelineer&amp;lt;br&amp;gt;[[File:UNIT ELITE JAVELINEER.png|25px]] Elite Javelineer&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Thracians&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT MARAUDER.png|25px]] Marauder&amp;lt;br&amp;gt;[[File:UNIT SKIRMISHER.png|25px]] Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE MARAUDER.png|25px]] Elite Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE SKIRMISHER.png|25px]] Elite Skirmisher&amp;lt;br&amp;gt;[[File:UNIT WARLORD.png|25px]] Warlord&amp;lt;br&amp;gt;[[File:UNIT ELITE WARLORD.png|25px]] Elite Warlord&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Vandals&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT MARAUDER.png|25px]] Marauder&amp;lt;br&amp;gt;[[File:UNIT SKIRMISHER.png|25px]] Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE MARAUDER.png|25px]] Elite Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE SKIRMISHER.png|25px]] Elite Skirmisher&amp;lt;br&amp;gt;[[File:UNIT WARLORD.png|25px]] Warlord&amp;lt;br&amp;gt;[[File:UNIT ELITE WARLORD.png|25px]] Elite Warlord&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Numidians&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT NOMAD MARAUDER.png|25px]] Nomad Marauder&amp;lt;br&amp;gt;[[File:UNIT NOMAD SKIRMISHER.png|25px]] Nomad Skirmisher&amp;lt;br&amp;gt;[[File:UNIT NOMAD WARLORD.png|25px]] Nomad Warlord&amp;lt;br&amp;gt;[[File:UNIT ELITE NOMAD MARAUDER.png|25px]] Elite Nomad Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE NOMAD SKIRMISHER.png|25px]] Elite Nomad Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE NOMAD WARLORD.png|25px]] Elite Nomad Warlord&amp;lt;br&amp;gt;[[File:UNIT LIBYAN CAVALRY.png|25px]] Libyan Cavalry&amp;lt;br&amp;gt;[[File:UNIT ELITE LIBYAN CAVALRY.png|25px]] Elite Libyan Cavalry&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Scythians&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT NOMAD MARAUDER.png|25px]] Nomad Marauder&amp;lt;br&amp;gt;[[File:UNIT NOMAD SKIRMISHER.png|25px]] Nomad Skirmisher&amp;lt;br&amp;gt;[[File:UNIT NOMAD WARLORD.png|25px]] Nomad Warlord&amp;lt;br&amp;gt;[[File:UNIT ELITE NOMAD MARAUDER.png|25px]] Elite Nomad Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE NOMAD SKIRMISHER.png|25px]] Elite Nomad Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE NOMAD WARLORD.png|25px]] Elite Nomad Warlord&amp;lt;br&amp;gt;[[File:UNIT AMAZON CAVALRY.png|25px]] Amazon Cavalry&amp;lt;br&amp;gt;[[File:UNIT ELITE AMAZON CAVALRY.png|25px]] Elite Amazon Cavalry&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Old_World/index.php?title=Nations&amp;diff=1323</id>
		<title>Nations</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Old_World/index.php?title=Nations&amp;diff=1323"/>
		<updated>2023-03-13T16:42:12Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: /* Player nations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nations are the major states that are vying for Victory in Old World.&lt;br /&gt;
&lt;br /&gt;
== Player nations ==&lt;br /&gt;
There are seven major Nations present in Old World, with an eight one, the Hatti, being present if the Heroes of the Aegean DLC is installed. The Archetype of the starting Nation Leader can be changed in the map settings and the class of each family can be randomized as well.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Civilization !! Leader !! Leader Traits !! Leader Archetype !! Bonuses !! Starting Techs !! Shrines !! Unique Units !! Families&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Assyria&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT ASHURBANIPAL.png|150px]]&lt;br /&gt;
| Ashurbanipal&lt;br /&gt;
| Educated&lt;br /&gt;
| [[File:TRAIT ZEALOT.png|25px]] Zealot&lt;br /&gt;
| &lt;br /&gt;
* [All Cities] New Units start with Focus I&lt;br /&gt;
* [All Units] +100% Pillage Yield&lt;br /&gt;
* [All units] +2 [[File:YIELD ORDERS.png|25px]] Orders per Military Unit Killed&lt;br /&gt;
| [[File:TECH ADMINISTRATION.png|25px]] Administration&amp;lt;br&amp;gt;[[File:TECH MILITARY DRILL.png|25px]] Military Drill&amp;lt;br&amp;gt;[[File:TECH TRAPPING.png|25px]] Trapping&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE KINGSHIP.png|25px]] Ashur&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE WAR.png|25px]] Ninurta&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE FIRE.png|25px]] Nuska&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE SUN.png|25px]] Shamash&lt;br /&gt;
| [[File:UNIT BATTERING RAM.png|25px]] Battering Ram&amp;lt;br&amp;gt;[[File:UNIT SIEGE TOWER.png|25px]] Siege Tower&lt;br /&gt;
| Adasi (Patrons)&amp;lt;br&amp;gt;Erishum (Clerics)&amp;lt;br&amp;gt;Sargonid (Champions)&amp;lt;br&amp;gt;Tudiya (Hunters)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Babylonia&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT NEBUCHADNEZZAR.png|150px]]&lt;br /&gt;
| Nebuchadnezzar&lt;br /&gt;
| Prosperous&lt;br /&gt;
| [[File:TRAIT SCHOLAR.png|25px]] Scholar&lt;br /&gt;
| &lt;br /&gt;
* [All Cities] +1 [[File:YIELD SCIENCE.png|25px]] Science per turn&lt;br /&gt;
* [All Cities] +20% [[File:YIELD GROWTH.png|25px]] Growth&lt;br /&gt;
* [All Cities] +2 [[File:YIELD CULTURE.png|25px]] Culture per turn with Treasury&lt;br /&gt;
| [[File:TECH ADMINISTRATION.png|25px]] Administration&amp;lt;br&amp;gt;[[File:TECH RHETORIC.png|25px]] Rhetoric&amp;lt;br&amp;gt;[[File:TECH TRAPPING.png|25px]] Trapping&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE UNDERWORLD.png|25px]] Ereshkigal&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE LOVE.png|25px]] Ishtar&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE KINGSHIP.png|25px]] Madruk&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE WISDOM.png|25px]] Nabu&lt;br /&gt;
| [[File:UNIT AKKADIAN ARCHER.png|25px]] Akkadian Archer&amp;lt;br&amp;gt;[[File:UNIT CIMMERIAN ARCHER.png|25px]] Cimmerian Archer&lt;br /&gt;
| Amorite (Sages)&amp;lt;br&amp;gt;Chaldean (Artisans)&amp;lt;br&amp;gt;Isin (Traders)&amp;lt;br&amp;gt;Kassite (Hunters)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cartage&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT DIDO.png|150px]]&lt;br /&gt;
| Dido&lt;br /&gt;
| Cunning&amp;lt;br&amp;gt;Engineer&lt;br /&gt;
| [[File:TRAIT DIPLOMAT.png|25px]] Diplomat&lt;br /&gt;
| &lt;br /&gt;
* [New Cities] +200 [[File:YIELD CIVICS.png|25px]] Civics&lt;br /&gt;
* [All Cities] +10 [[File:YIELD MONEY.png|25px]] Money if [[File:City Connected.png|25px]] Connected&lt;br /&gt;
* [Ability] Can hire Mercenaries from Tribes&lt;br /&gt;
| [[File:TECH ARISTOCRACY.png|25px]] Aristocracy&amp;lt;br&amp;gt;[[File:TECH DIVINATION.png|25px]] Divination&amp;lt;br&amp;gt;[[File:TECH TRAPPING.png|25px]] Trapping&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE LOVE.png|25px]] Astarte&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HEALING.png|25px]] Eshmun&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE WATER.png|25px]] Melqart&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HEARTH.png|25px]] Tanit&lt;br /&gt;
| [[File:UNIT AFRICAN ELEPHANT.png|25px]] African Elephant&amp;lt;br&amp;gt;[[File:UNIT TURRETED ELEPHANT.png|25px]] Turreted Elephant&lt;br /&gt;
| Barcid (Riders)&amp;lt;br&amp;gt;Didonian (Statesmen)&amp;lt;br&amp;gt;Hannoid (Traders)&amp;lt;br&amp;gt;Magonid (Artisans)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Egypt&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT HATSHEPSUT.png|150px]]&lt;br /&gt;
| Hatshepsut&lt;br /&gt;
| Inspiring&lt;br /&gt;
| [[File:TRAIT BUILDER.png|25px]] Builder&lt;br /&gt;
| &lt;br /&gt;
* [On Start] +400 [[File:YIELD STONE.png|25px]] Stone&lt;br /&gt;
* [All Cities] +40% Yield from [[File:IMPROVEMENT FARM.png|25px]] Farm on River&lt;br /&gt;
* [All Cities] -25% Cost for Adjacent Improvement Classes&lt;br /&gt;
| [[File:TECH IRONWORKING.png|25px]] Ironworking&amp;lt;br&amp;gt;[[File:TECH LABOR FORCE.png|25px]] Labor Force&amp;lt;br&amp;gt;[[File:TECH STONECUTTING.png|25px]] Stonecutting&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE HEALING.png|25px]] Isis&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HUNTING.png|25px]] Neith&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE UNDERWORLD.png|25px]] Osiris&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE SUN.png|25px]] Ra&lt;br /&gt;
| [[File:UNIT LIGHT CHARIOT.png|25px]] Light Chariot&amp;lt;br&amp;gt;[[File:UNIT KUSHITE CAVALRY.png|25px]] Kushite Cavalry&lt;br /&gt;
| Amarna (Clerics)&amp;lt;br&amp;gt;Ramesside (Riders)&amp;lt;br&amp;gt;Saite (Landowners)&amp;lt;br&amp;gt;Thusmosid (Sages)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Greece&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT PHILIP.png|150px]]&lt;br /&gt;
| Philip&lt;br /&gt;
| Bold&lt;br /&gt;
| [[File:TRAIT COMMANDER.png|25px]] Commander&lt;br /&gt;
| &lt;br /&gt;
* Unlocks [[File:PROJECT OLYMPICS 1.png|25px]] Olympiad projects&lt;br /&gt;
* [All Cities] +2 [[File:YIELD CULTURE.png|25px]] Culture per turn&lt;br /&gt;
* [All Cities] -25% Cost for Settlers&lt;br /&gt;
| [[File:TECH DRAMA.png|25px]] Drama&amp;lt;br&amp;gt;[[File:TECH IRONWORKING.png|25px]] Ironworking&amp;lt;br&amp;gt;[[File:TECH STONECUTTING.png|25px]] Stonecutting&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE WISDOM.png|25px]] Athena&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE UNDERWORLD.png|25px]] Hades&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE WATER.png|25px]] Poseidon&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE KINGSHIP.png|25px]] Zeus&lt;br /&gt;
| [[File:UNIT HOPLITE.png|25px]] Hoplite&amp;lt;br&amp;gt;[[File:UNIT PHALANGITE.png|25px]] Phalangite&lt;br /&gt;
| Alcmaeonid (Sages)&amp;lt;br&amp;gt;Argead (Champions)&amp;lt;br&amp;gt;Cypselid (Artisans)&amp;lt;br&amp;gt;Seleucid (Patrons)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Persia&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT CYRUS.png|150px]]&lt;br /&gt;
| Cyrus&lt;br /&gt;
| Tough&lt;br /&gt;
| [[File:TRAIT HERO.png|25px]] Hero&lt;br /&gt;
| &lt;br /&gt;
* +50% Harvest Production&lt;br /&gt;
* [All Cities] -25% Cost for Ranged Units&lt;br /&gt;
* [All Cities] +0.5 [[File:YIELD ORDERS.png|25px]] Orders per turn per [[File:IMPROVEMENT PASTURE.png|25px]] Pasture&lt;br /&gt;
| [[File:TECH HUSBANDRY.png|25px]] Husbandry&amp;lt;br&amp;gt;[[File:TECH IRONWORKING.png|25px]] Ironworking&amp;lt;br&amp;gt;[[File:TECH TRAPPING.png|25px]] Trapping&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE WATER.png|25px]] Anahita&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE FIRE.png|25px]] Atar&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HUNTING.png|25px]] Mithra&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE SUN.png|25px]] Hvar Khshaita&lt;br /&gt;
| [[File:UNIT PALTON CAVALRY.png|25px]] Palton Cavalry&amp;lt;br&amp;gt;[[File:UNIT CATAPHRACT ARCHER.png|25px]] Cataphract Archer&lt;br /&gt;
| Achaemenid (Statesmen)&amp;lt;br&amp;gt;Arsacid (Clerics)&amp;lt;br&amp;gt;Mihranid (Hunters)&amp;lt;br&amp;gt;Sasanid (Riders)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rome&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT ROMULUS.png|150px]]&lt;br /&gt;
| Romulus&lt;br /&gt;
| Ruthless&lt;br /&gt;
| [[File:TRAIT TACTICIAN.png|25px]] Tactician&lt;br /&gt;
| &lt;br /&gt;
* [All Cities] +2 [[File:YIELD TRAINING.png|25px]] Training per turn&lt;br /&gt;
* [All Units] +2 Fatigue Limit&lt;br /&gt;
| [[File:TECH IRONWORKING.png|25px]] Ironworking&amp;lt;br&amp;gt;[[File:TECH POLIS.png|25px]] Polis&amp;lt;br&amp;gt;[[File:TECH STONECUTTING.png|25px]] Stonecutting&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE WAR.png|25px]] Mars&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE LOVE.png|25px]] Venus&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HEARTH.png|25px]] Vesta&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE FIRE.png|25px]] Vulcan&lt;br /&gt;
| [[File:UNIT HASTATUS.png|25px]] Hastatus&amp;lt;br&amp;gt;[[File:UNIT LEGIONARY.png|25px]] Legionary&lt;br /&gt;
| Claudius (Landowners)&amp;lt;br&amp;gt;Fabius (Champions)&amp;lt;br&amp;gt;Julius (Statesmen)&amp;lt;br&amp;gt;Valerius (Patrons)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hatti&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT HATTUSILI.png|150px]]&lt;br /&gt;
| Hattusili&lt;br /&gt;
| Warlike&lt;br /&gt;
| [[File:TRAIT JUDGE.png|25px]] Judge&lt;br /&gt;
| &lt;br /&gt;
* [All Cities] +1 [[File:YIELD CIVICS.png|25px]] Civics per turn&lt;br /&gt;
* [All Units] Can Remove Vegetation&lt;br /&gt;
* [All Units] Ignore Hill Movement Penalties&lt;br /&gt;
| [[File:TECH ADMINISTRATION.png|25px]] Administration&amp;lt;br&amp;gt;[[File:TECH HUSBANDRY.png|25px]] Husbandry&amp;lt;br&amp;gt;[[File:TECH IRONWORKING.png|25px]] Ironworking&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE HEARTH.png|25px]] Arinnitti&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HEALING.png|25px]] Kamrusepa&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HUNTING.png|25px]] Halki&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE WAR.png|25px]] Tarhun&lt;br /&gt;
| [[File:UNIT HEAVY CHARIOT.png|25px]] Heavy Chariot&amp;lt;br&amp;gt;[[File:UNIT THREE MEN CHARIOT.png|25px]] Three Man Chariot&lt;br /&gt;
| Hattusan (Traders)&amp;lt;br&amp;gt;Kussaran (Riders)&amp;lt;br&amp;gt;Nenassan (Landowners)&amp;lt;br&amp;gt;Zalpuwan (Patrons)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Greece Dynasties ===&lt;br /&gt;
If the Heroes of the Aegean DLC is installed then Greece will get a choice of 5 starting leaders shortly after the game starts.&lt;br /&gt;
&lt;br /&gt;
== Laws ==&lt;br /&gt;
[[File:Laws screen.png|thumb|300px|The Laws tab]]&lt;br /&gt;
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 [[File:YIELD CIVICS.png|25px]] Civics to pass it.&lt;br /&gt;
&lt;br /&gt;
=== No Upkeep Laws ===&lt;br /&gt;
No Upkeep Laws cost 250 [[File:YIELD CIVICS.png|25px]] Civics to pass and have no yearly costs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Law 1 !! Law 2 !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW EPICS.png|40px]] Epics&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Hero Opinion&lt;br /&gt;
* [[File:YIELD CULTURE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Culture per killed Military Unit in nearest City&lt;br /&gt;
| [[File:LAW EXPLORATION.png|40px]] Exploration&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Hunters Opinion&lt;br /&gt;
* Movement Bonus along Neutral River&lt;br /&gt;
* Scouts move on Water&lt;br /&gt;
| [[File:TECH RHETORIC.png|25px]] Rhetoric&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW SLAVERY.png|40px]] Slavery&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Builder Opinion&lt;br /&gt;
* [[File:IMPROVEMENT MINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Mine Yield [All Cities]&lt;br /&gt;
* [[File:IMPROVEMENT QUARRY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Quarry Yield [All Cities]&lt;br /&gt;
* [[File:YIELD DISCONTENT.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discontent per year [All Cities]&lt;br /&gt;
| [[File:LAW FREEDOM.png|40px]] Freedom&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Sages Opinion&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year per Specialist [All Cities]&lt;br /&gt;
| [[File:TECH LABOR FORCE.png|25px]] Labor Force&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW CENTRALIZATION.png|40px]] Centralization&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Legalism Opinion&lt;br /&gt;
* [[File:IMPROVEMENT MINE.png|25px]] Farms can be constructed on Marsh terrain&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per year per Culture Level [Capital City]&lt;br /&gt;
| [[File:LAW VASSALAGE.png|40px]] Vassalage&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Riders Opinion&lt;br /&gt;
* -50% Unit Consumption&lt;br /&gt;
* No extra Unit Consumption when Outside Borders&lt;br /&gt;
| [[File:TECH ARISTOCRACY.png|25px]] Aristocracy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Low Upkeep Laws ===&lt;br /&gt;
Low Upkeep Laws cost 400 [[File:YIELD CIVICS.png|25px]] Civics to pass and have low yearly costs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Law 1 !! Law 2 !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW TYRANNY.png|40px]] Tyranny&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orator Opinion&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+8&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year per Military Unit in Territory [All Cities]&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:LAW CONSTITUTION.png|40px]] Constitution&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Statesman Opinion&lt;br /&gt;
* [[File:PROJECT DECREE 1.png|25px]] Enables the Decree projects [Capital City]&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per year per Urban Specialist [All Cities]&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year&lt;br /&gt;
| [[File:TECH SOVEREIGNTY.png|25px]] Sovereignty&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW COLONIES.png|40px]] Colonies&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Diplomat Opinion&lt;br /&gt;
* [[File:BUY TILE.png|25px]] Enables the Buy Tile action&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year&lt;br /&gt;
| [[File:LAW SERFDOM.png|40px]] Serfdom&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Landowners Opinion&lt;br /&gt;
* [[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders per year&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-12&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
* [[File:YIELD DISCONTENT.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discontent per year [All Cities]&lt;br /&gt;
| [[File:TECH NAVIGATION.png|25px]] Navigation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW MONOTHEISM.png|40px]] Monotheism&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Gnosticism Opinion&lt;br /&gt;
* [[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders per year [State Religion Cities]&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:LAW POLYTHEISM.png|40px]] Polytheism&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Mythology Opinion&lt;br /&gt;
* Shrines can be constructed multiple times&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-12&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:TECH MONASTICISM.png|25px]] Monasticism&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Medium Upkeep Laws ===&lt;br /&gt;
Medium Upkeep Laws cost 400 [[File:YIELD CIVICS.png|25px]] Civics to pass and have medium yearly costs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Law 1 !! Law 2 !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW DIVINE RULE.png|40px]] Divine Rule&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Clerics Opinion&lt;br /&gt;
* [[File:MISSION ADOPT RELIGION.png|25px]] Can Adopt Pagan State Religions&lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness per year per Shrine [All Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-18&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:LAW LEGAL CODE.png|40px]] Legal Code&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Judge Opinion&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year per Active Law&lt;br /&gt;
* [[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-0.6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders per year&lt;br /&gt;
| [[File:TECH CITIZENSHIP.png|25px]] Citizenship&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW TOLERANCE.png|40px]] Tolerance&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Dualism Opinion&lt;br /&gt;
* Can Build Non-State Religions Disciples&lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness per year per Non-State Religion [All Cities]&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:LAW ORTHODOXY.png|40px]] Orthodoxy&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Revelation Opinion&lt;br /&gt;
* Disciples Can Purge World Religions&lt;br /&gt;
* Can Hurry Production with Orders [Stare Religion Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-18&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:TECH DOCTRINE.png|25px]] Doctrine&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW PROFESSIONAL ARMY.png|40px]] Professional Army&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Tactician Opinion&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; XP from Combat&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year with Treasury [All Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-18&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:LAW VOLUNTEERS.png|40px]] Volunteers&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Champions Opinion&lt;br /&gt;
* Can Hurry Production with Population&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year per War&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:TECH MANOR.png|25px]] Manor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== High Upkeep Laws ===&lt;br /&gt;
High Upkeep Laws cost 400 [[File:YIELD CIVICS.png|25px]] Civics to pass and have high yearly costs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Law 1 !! Law 2 !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW PHILOSOPHY.png|40px]] Philosophy&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Enlightenment Opinion&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Urban Specialists Production Time [All Cities]&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per year with Forum [All Cities]&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-9&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:LAW ENGINEERING.png|40px]] Engineering&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Scholar Opinion&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wonder Costs&lt;br /&gt;
* [[File:City Connected.png|25px]] Roads bridge across Rivers&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-24&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:TECH ARCHITECTURE.png|25px]] Architecture&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW ICONOGRAPHY.png|40px]] Iconography&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Veneration Opinion&lt;br /&gt;
* No Random Non-State Religion Spread [All Cities]&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year per Monastery [All Cities]&lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness per year per Cathedral [All Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year per Temple [All Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-24&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:LAW CALLIGRAPHY.png|40px]] Calligraphy&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Patrons Opinion&lt;br /&gt;
* [[File:YIELD CULTURE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Culture per year per Library [All Cities]&lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness per year per Elder Specialist [All Cities]&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-9&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:TECH VAULTING.png|25px]] Vaulting&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW PILGRIMAGE.png|40px]] Pilgrimage&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Redemption Opinion&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per year per Grove [All Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year per Cities with Religion [All Cities]&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-12&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year&lt;br /&gt;
| [[File:LAW HOLY WAR.png|40px]] Holy War&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Zealot Opinion&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Random Promotion for New Units [All Cities]&lt;br /&gt;
* Can Hurry Production of Units with Money [Stare Religion Cities]&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per year&lt;br /&gt;
| [[File:TECH MARTIAL CODE.png|25px]] Martial Code&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Very High Upkeep Laws ===&lt;br /&gt;
Very High Upkeep Laws cost 400 [[File:YIELD CIVICS.png|25px]] Civics to pass and have very high yearly costs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Law 1 !! Law 2 !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW GUILDS.png|40px]] Guilds&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; Artisans Opinion&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Rebels Chance [All Cities]&lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness per year per Town [All Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:LAW ELITES.png|40px]] Elites&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Schemer Opinion&lt;br /&gt;
* Store 100 Orders between Years&lt;br /&gt;
* [[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders per year with Legendary Culture Level [All Cities]&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-15&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year&lt;br /&gt;
| [[File:TECH JURISPRUDENCE.png|25px]] Jurisprudence&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW AUTARKY.png|40px]] Autarky&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; Commander Opinion&lt;br /&gt;
* [[File:IMPROVEMENT MINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Mine Yield [All Cities]&lt;br /&gt;
* [[File:IMPROVEMENT QUARRY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Quarry Yield [All Cities]&lt;br /&gt;
* [[File:IMPROVEMENT LUMBERMILL.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Lumbermill Yield [All Cities]&lt;br /&gt;
* Can build units that require Horses, Camels or Elephants [All Cities]&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per year&lt;br /&gt;
| [[File:LAW TRADE LEAGUE.png|40px]] Trade League&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Traders Opinion&lt;br /&gt;
* [[File:PROJECT CONVOY 1.png|25px]] Enables the Convoy projects&lt;br /&gt;
* Resource selling price becomes buying price&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-12&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:TECH LATEEN SAIL.png|25px]] Lateen Sail&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW COIN DEBASEMENT.png|40px]] Coin Debasement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Schemer Opinion&lt;br /&gt;
* Can buy and sell Orders with Money&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:LAW MONETARY REFORM.png|40px]] Monetary Reform&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Traders Opinion&lt;br /&gt;
* No Discontent from Hurry Production&lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness per year [All Cities]&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-12&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:TECH FISCAL POLICY.png|25px]] Fiscal Policy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Succession ==&lt;br /&gt;
Once a Nation Leader dies, its Heir becomes the new Nation Leader. If the Nation doesn&#039;t have a heir when the Nation Leader dies the game ends. Which child becomes Heir depends on the Succession Law. The Heir can also be chosen manually via a character action, but this carries a penalty of [[File:YIELD LEGITIMACY.png|25px]] 10 Legitimacy. There are 5 possible Succession Laws, with the starting one being decided in the new game settings. Changing Succession Law initially costs 100 [[File:YIELD CIVICS.png|25px]] Civics, and the cost increases by 50 for each subsequent change.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Succession Law !! Heir&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW PRIMOGENITURE.png|55px]] Primogeniture || Oldest child&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW ULTIMOGENITURE.png|55px]] Ultimogeniture || Youngest child&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW LATERAL.png|55px]] Lateral || Siblings before children&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW DYNASTIC.png|55px]] Dynastic || Oldest character with a direct line to the Nation&#039;s Founder&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW SENIORITY.png|55px]] Seniority || Oldest dynasty member&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Families ==&lt;br /&gt;
Families are the leading clans within a Nation that control its cities, with different dispositions and conflicting interests. Their preferences determine what Ambitions a Nation Leader can pursue. The Opinion that a family has towards its Nation&#039;s Leader can trigger various events. Each Nation has 4 Families, which may belong to one of 10 classes. The first City founded for a Family will be the Family Seat.&lt;br /&gt;
&lt;br /&gt;
Each Family will have two preferred luxury resources. Each one of their cities that doesn&#039;t have the luxury resource will decrease the Family&#039;s Opinion by 10. In addition, if a Family has fewer cities than the other Families it will suffer an Opinion penalty.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class !! City Effects !! Family Seat Effects !! Seat Founded Bonus !! Common Traits !! Wanted Luxuries !! Opinion&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Artisans&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD CULTURE.png|25px]] +4 Culture per year&lt;br /&gt;
* [[File:IMPROVEMENT MINE.png|25px]] +20% Mine Yield&lt;br /&gt;
* [[File:IMPROVEMENT LUMBERMILL.png|25px]] +20% Lumbermill Yield&lt;br /&gt;
* New Siege and Ship Units start with Ingenuity&lt;br /&gt;
| -2 Turns Urban Improvement Build Time&lt;br /&gt;
| [[File:UNIT WORKER.png|25px]] Worker&lt;br /&gt;
| [[File:TRAIT SCHEMER.png|25px]] Schemer (x10)&amp;lt;br&amp;gt;[[File:TRAIT BUILDER.png|25px]] Builder (x5)&amp;lt;br&amp;gt;[[File:TRAIT ORATOR.png|25px]] Orator (x5)&lt;br /&gt;
| [[File:RESOURCE DYE.png|25px]] Dyes&amp;lt;br&amp;gt;[[File:RESOURCE GEM.png|25px]] Gems&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW GUILDS.png|25px]] Guilds law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT AMPHITHEATER.png|25px]] Amphitheater improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Luxuries&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Pillaged Improvements Inside Territory&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Champions&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] +2 Training per year&lt;br /&gt;
* +50% City Defense&lt;br /&gt;
* New Units start with Steadfast&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] +50% Training&lt;br /&gt;
| [[File:UNIT MILITIA.png|25px]] Militia&lt;br /&gt;
| [[File:TRAIT COMMANDER.png|25px]] Commander (x10)&amp;lt;br&amp;gt;[[File:TRAIT HERO.png|25px]] Hero (x10)&lt;br /&gt;
| [[File:RESOURCE DYE.png|25px]] Dyes&amp;lt;br&amp;gt;[[File:RESOURCE WINE.png|25px]] Wine&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW VOLUNTEERS.png|25px]] Volunteers law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT GARRISON 3.png|25px]] Citadel improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Largest Military&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Weakest Military&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Clerics&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] +1 Happiness per year&lt;br /&gt;
* [[File:TERRAIN SAND.png|25px]] Sand terrain can support Urban Improvements&lt;br /&gt;
* +100 Monastery and Temple Yield&lt;br /&gt;
| -50% Disciple Units Production Time&lt;br /&gt;
| [[File:TECH MONASTICISM.png|25px]] Monasticism&amp;lt;br&amp;gt;Found Judaism or Zoroastrianism&lt;br /&gt;
| [[File:TRAIT ZEALOT.png|25px]] Zealot (x10)&amp;lt;br&amp;gt;[[File:TRAIT COMMANDER.png|25px]] Commander (x5)&amp;lt;br&amp;gt;[[File:TRAIT SCHOLAR.png|25px]] Scholar (x5)&lt;br /&gt;
| [[File:RESOURCE INCENSE.png|25px]] Incense&amp;lt;br&amp;gt;[[File:RESOURCE LAVENDER.png|25px]] Lavender&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW DIVINE RULE.png|25px]] Divine Rule law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; per Cathedral improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per Holy City&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per City without Religion&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hunters&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] +2 Training per year&lt;br /&gt;
* [[File:IMPROVEMENT CAMP.png|25px]] +100% Camp Yield&lt;br /&gt;
* New Ranged Units start with Sentinel&lt;br /&gt;
| [[File:PROJECT HUNT 1.png|25px]] Enables the Hunt projects&lt;br /&gt;
| [[File:YIELD IRON.png|25px]] 50 Iron&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 50 Stone&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&lt;br /&gt;
| [[File:TRAIT TACTICIAN.png|25px]] Tactician (x10)&amp;lt;br&amp;gt;[[File:TRAIT HERO.png|25px]] Hero (x5)&amp;lt;br&amp;gt;[[File:TRAIT SCHEMER.png|25px]] Schemer (x5)&lt;br /&gt;
| [[File:RESOURCE FUR.png|25px]] Fur&amp;lt;br&amp;gt;[[File:RESOURCE HONEY.png|25px]] Honey&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW EXPLORATION.png|25px]] Exploration law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT RANGE.png|25px]] Range improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per Defended City&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Hostile Tribal Units in Territory&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Landowners&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD GROWTH.png|25px]] +2 Growth per year&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] +5 Money per year per Farm&lt;br /&gt;
* -50% Rural Specialists Production Time&lt;br /&gt;
| [[File:BUY TILE.png|25px]] Enables the Buy Tile action&lt;br /&gt;
| 2 Citizens&lt;br /&gt;
| [[File:TRAIT BUILDER.png|25px]] Builder (x10)&amp;lt;br&amp;gt;[[File:TRAIT JUDGE.png|25px]] Judge (x5)&amp;lt;br&amp;gt;[[File:TRAIT TACTICIAN.png|25px]] Tactician (x5)&lt;br /&gt;
| [[File:RESOURCE HONEY.png|25px]] Honey&amp;lt;br&amp;gt;[[File:RESOURCE OLIVE.png|25px]] Olives&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW SERFDOM.png|25px]] Serfdom law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT TOWN.png|25px]] Town improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Most Cities&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Fewest Cities&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Nation Ruler age is below 18&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Patrons&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] +2 Civics per year&lt;br /&gt;
* [[File:YIELD CULTURE.png|25px]] +4 Culture per year per Bullion Resource (Gems, Gold, Pearls, Silver)&lt;br /&gt;
* [[File:RESOURCE LITERATURE.png|25px]] Creates Literature Luxury&lt;br /&gt;
| [[File:YIELD HAPPINESS.png|25px]] +1 Happiness Level per Culture Event&lt;br /&gt;
| Court Minister&lt;br /&gt;
| [[File:TRAIT ORATOR.png|25px]] Orator (x10)&amp;lt;br&amp;gt;[[File:TRAIT BUILDER.png|25px]] Builder (x5)&amp;lt;br&amp;gt;[[File:TRAIT SCHOLAR.png|25px]] Scholar (x5)&lt;br /&gt;
| [[File:RESOURCE GEM.png|25px]] Gems&amp;lt;br&amp;gt;[[File:RESOURCE INCENSE.png|25px]] Incense&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW CALLIGRAPHY.png|25px]] Calligraphy law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT HEATED BATHS.png|25px]] Heated Baths improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:CHAR FILTER GOVERNOR.png|25px]] Governor&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per Wonder of the World&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Leader or Heir from same Family&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Riders&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] +2 Training per year&lt;br /&gt;
* [[File:City Connected.png|25px]] Always Connected&lt;br /&gt;
* New Mounted Units start with Saddleborn&lt;br /&gt;
| Mounted Units do not require map resources&lt;br /&gt;
| [[File:UNIT SCOUT.png|25px]] Scout&lt;br /&gt;
| [[File:TRAIT ZEALOT.png|25px]] Zealot (x10)&amp;lt;br&amp;gt;[[File:TRAIT HERO.png|25px]] Hero (x5)&amp;lt;br&amp;gt;[[File:TRAIT TACTICIAN.png|25px]] Tactician (x5)&lt;br /&gt;
| [[File:RESOURCE FUR.png|25px]] Fur&amp;lt;br&amp;gt;[[File:RESOURCE SALT.png|25px]] Salt&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW VASSALAGE.png|25px]] Vassalage law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT BARRACKS.png|25px]] Barracks improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:CHAR FILTER GENERAL.png|25px]] General&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Leader or Spouse from another Nation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sages&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] +2 Civics per year&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] +1 Science per year per Specialist&lt;br /&gt;
* -20% Urban Specialists Cost&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] +25% Science&lt;br /&gt;
| Random Technology&lt;br /&gt;
| [[File:TRAIT SCHOLAR.png|25px]] Scholar (x10)&amp;lt;br&amp;gt;[[File:TRAIT DIPLOMAT.png|25px]] Diplomat (x5)&amp;lt;br&amp;gt;[[File:TRAIT JUDGE.png|25px]] Judge (x5)&lt;br /&gt;
| [[File:RESOURCE LAVENDER.png|25px]] Lavender&amp;lt;br&amp;gt;[[File:RESOURCE SALT.png|25px]] Salt&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW FREEDOM.png|25px]] Freedom law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT UNIVERSITY.png|25px]] University improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Most Specialists&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Leader or Spouse from a Tribe&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Statesmen&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD ORDERS.png|25px]] +1 Orders per year&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] +1 Civics per year per Family Opinion Level&lt;br /&gt;
| [[File:PROJECT DECREE 1.png|25px]] Enables the Decree projects&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 400 Civics&lt;br /&gt;
| [[File:TRAIT JUDGE.png|25px]] Judge (x10)&amp;lt;br&amp;gt;[[File:TRAIT COMMANDER.png|25px]] Commander (x5)&amp;lt;br&amp;gt;[[File:TRAIT DIPLOMAT.png|25px]] Diplomat (x5)&lt;br /&gt;
| [[File:RESOURCE PEARL.png|25px]] Pearls&amp;lt;br&amp;gt;[[File:RESOURCE WINE.png|25px]] Wine&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW CONSTITUTION.png|25px]] Constitution law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT PALACE.png|25px]] Palace improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; No Spouse&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; No Councilors&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Traders&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:IMPROVEMENT NETS.png|25px]] +100% Nets Yield&lt;br /&gt;
* [[File:YIELD CULTURE.png|25px]] +1 Culture per year per Specialist&lt;br /&gt;
* New Worker Units start with Surveyor&lt;br /&gt;
| [[File:UNIT CARAVAN.png|25px]] Unlocks Caravan units&lt;br /&gt;
| [[File:IMPROVEMENT FAIR.png|25px]] Fair&amp;lt;br&amp;gt;Court Merchant&lt;br /&gt;
| [[File:TRAIT DIPLOMAT.png|25px]] Diplomat (x10)&amp;lt;br&amp;gt;[[File:TRAIT ORATOR.png|25px]] Orator (x5)&amp;lt;br&amp;gt;[[File:TRAIT SCHEMER.png|25px]] Schemer (x5)&lt;br /&gt;
| [[File:RESOURCE OLIVE.png|25px]] Olives&amp;lt;br&amp;gt;[[File:RESOURCE PEARL.png|25px]] Pearls&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW MONETARY REFORM.png|25px]] Monetary Reform law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW TRADE LEAGUE.png|25px]] Trade League law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT FAIR.png|25px]] Fair improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Connected Cities&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Damaged Cities&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tribes ==&lt;br /&gt;
[[File:Tribe site.png|thumb|300px|A Gaul tribe occupying a city site]]&lt;br /&gt;
Tribes occupy certain City Sites at the start of the game. Tribes that aren&#039;t allied with any Nation will eventually spawn a raiders army. Raiders are always at War with all Nations and will attack the nearest City. How far raiders are willing to travel depends on the game difficulty.&lt;br /&gt;
&lt;br /&gt;
Carthage and Nation Leaders with the [[File:TRAIT ORATOR.png|25px]] Orator archetype can hire Tribe units as mercenaries. The price depends on the unit&#039;s [[File:Icon AttackDefense.png]] Strength, the Opinion of the Tribe and the number of mercenaries recruited so far.&lt;br /&gt;
&lt;br /&gt;
There are 7 Tribes present in Old World:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tribe !! Units !! Always at War&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Barbarians&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT MARAUDER.png|25px]] Marauder&amp;lt;br&amp;gt;[[File:UNIT SKIRMISHER.png|25px]] Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE MARAUDER.png|25px]] Elite Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE SKIRMISHER.png|25px]] Elite Skirmisher&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:cyan;&amp;quot;&amp;gt;&#039;&#039;&#039;Danes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT MARAUDER.png|25px]] Marauder&amp;lt;br&amp;gt;[[File:UNIT SKIRMISHER.png|25px]] Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE MARAUDER.png|25px]] Elite Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE SKIRMISHER.png|25px]] Elite Skirmisher&amp;lt;br&amp;gt;[[File:UNIT JAVELINEER.png|25px]] Javelineer&amp;lt;br&amp;gt;[[File:UNIT ELITE JAVELINEER.png|25px]] Elite Javelineer&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Gauls&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT MARAUDER.png|25px]] Marauder&amp;lt;br&amp;gt;[[File:UNIT SKIRMISHER.png|25px]] Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE MARAUDER.png|25px]] Elite Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE SKIRMISHER.png|25px]] Elite Skirmisher&amp;lt;br&amp;gt;[[File:UNIT JAVELINEER.png|25px]] Javelineer&amp;lt;br&amp;gt;[[File:UNIT ELITE JAVELINEER.png|25px]] Elite Javelineer&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Thracians&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT MARAUDER.png|25px]] Marauder&amp;lt;br&amp;gt;[[File:UNIT SKIRMISHER.png|25px]] Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE MARAUDER.png|25px]] Elite Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE SKIRMISHER.png|25px]] Elite Skirmisher&amp;lt;br&amp;gt;[[File:UNIT WARLORD.png|25px]] Warlord&amp;lt;br&amp;gt;[[File:UNIT ELITE WARLORD.png|25px]] Elite Warlord&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Vandals&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT MARAUDER.png|25px]] Marauder&amp;lt;br&amp;gt;[[File:UNIT SKIRMISHER.png|25px]] Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE MARAUDER.png|25px]] Elite Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE SKIRMISHER.png|25px]] Elite Skirmisher&amp;lt;br&amp;gt;[[File:UNIT WARLORD.png|25px]] Warlord&amp;lt;br&amp;gt;[[File:UNIT ELITE WARLORD.png|25px]] Elite Warlord&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Numidians&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT NOMAD MARAUDER.png|25px]] Nomad Marauder&amp;lt;br&amp;gt;[[File:UNIT NOMAD SKIRMISHER.png|25px]] Nomad Skirmisher&amp;lt;br&amp;gt;[[File:UNIT NOMAD WARLORD.png|25px]] Nomad Warlord&amp;lt;br&amp;gt;[[File:UNIT ELITE NOMAD MARAUDER.png|25px]] Elite Nomad Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE NOMAD SKIRMISHER.png|25px]] Elite Nomad Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE NOMAD WARLORD.png|25px]] Elite Nomad Warlord&amp;lt;br&amp;gt;[[File:UNIT LIBYAN CAVALRY.png|25px]] Libyan Cavalry&amp;lt;br&amp;gt;[[File:UNIT ELITE LIBYAN CAVALRY.png|25px]] Elite Libyan Cavalry&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Scythians&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT NOMAD MARAUDER.png|25px]] Nomad Marauder&amp;lt;br&amp;gt;[[File:UNIT NOMAD SKIRMISHER.png|25px]] Nomad Skirmisher&amp;lt;br&amp;gt;[[File:UNIT NOMAD WARLORD.png|25px]] Nomad Warlord&amp;lt;br&amp;gt;[[File:UNIT ELITE NOMAD MARAUDER.png|25px]] Elite Nomad Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE NOMAD SKIRMISHER.png|25px]] Elite Nomad Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE NOMAD WARLORD.png|25px]] Elite Nomad Warlord&amp;lt;br&amp;gt;[[File:UNIT AMAZON CAVALRY.png|25px]] Amazon Cavalry&amp;lt;br&amp;gt;[[File:UNIT ELITE AMAZON CAVALRY.png|25px]] Elite Amazon Cavalry&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Old_World/index.php?title=Units&amp;diff=1322</id>
		<title>Units</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Old_World/index.php?title=Units&amp;diff=1322"/>
		<updated>2023-03-13T16:38:23Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: /* Nation units */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Once a unit has spent [[File:YIELD ORDERS.png|25px]] 3 Orders moving, it will become Fatigued. A Fatigued unit can still be moved but it will cost 100 [[File:YIELD TRAINING.png|25px]] Training and each movement will require twice as many [[File:YIELD ORDERS.png|25px]] Orders.&lt;br /&gt;
&lt;br /&gt;
Certain units produce a ZOC, or Zone-Of-Control, in an area around them. ZOC prevent enemy units from moving.&lt;br /&gt;
&lt;br /&gt;
== Generals ==&lt;br /&gt;
Generals are characters assigned to units to grant them extra abilities. The character must be from the same Family as the unit, with the exception of the nation&#039;s Leader. Adding or replacing a General costs 100 [[File:YIELD TRAINING.png|25px]] Training and consumes the unit&#039;s remaining Movement points. Characters must be younger than 50 to be assigned as Generals and will retire at the age of 60. If the unit is attacked the General has a 1% chance of being injured.&lt;br /&gt;
&lt;br /&gt;
== Unit stats ==&lt;br /&gt;
Units have the following stats to keep track of:&lt;br /&gt;
* &#039;&#039;&#039;HP:&#039;&#039;&#039; All units start with 20 HP, or Hit Points. If a unit runs out of HP, it will be destroyed. A unit will regain 1 HP each turn it is within the borders of its Nation and can also be given 5 HP at the cost of 1 [[File:YIELD ORDERS.png|25px]] Orders and the unit&#039;s remaining Movement points.&lt;br /&gt;
* &#039;&#039;&#039;Strength:&#039;&#039;&#039; How much damage the unit will deal.&lt;br /&gt;
* &#039;&#039;&#039;Movement:&#039;&#039;&#039; How many hexes the unit can move for each [[File:YIELD ORDERS.png|25px]] Order. Hills, Sand, crossing a River, Scrub and Trees all add an extra movement point. Rivers and Roads within owned territory require only 2/3 of a movement point.&lt;br /&gt;
* &#039;&#039;&#039;Vision:&#039;&#039;&#039; How many tiles around the unit are the tiles visible. Only applies to already discovered tiles.&lt;br /&gt;
* &#039;&#039;&#039;Range:&#039;&#039;&#039; Only appears on Ranged units, it determines from how many hexes away from the target can the unit attack.&lt;br /&gt;
&lt;br /&gt;
== Unit level ==&lt;br /&gt;
Each time a unit fights it will gain 10 XP. Once it gains enough XP (100 x level) it will level up. Alternatively [[File:YIELD TRAINING.png|25px]] Training can be used to fill the missing XP and level up. Each unit can only level up once per year, up to a maximum of 5 levels. Each time a unit levels up it will be able to pick between 4 permanent random bonuses:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Promotion !! Tier 1 effect !! Tier 2 effect !! Tier 3 effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Combat&#039;&#039;&#039; || [[File:Icon AttackDefense.png]] +5% Strength || [[File:Icon AttackDefense.png]] +10% Strength || [[File:Icon AttackDefense.png]] +15% Strength&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strike&#039;&#039;&#039; || [[File:Icon Attack.png]] +10% Attack Strength || [[File:Icon Attack.png]] +15% Attack Strength || [[File:Icon Attack.png]] +20% Attack Strength&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Guard&#039;&#039;&#039; || [[File:Icon Defense.png]] +10% Defense Strength || [[File:Icon Defense.png]] +15% Defense Strength || [[File:Icon Defense.png]] +20% Defense Strength&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Focus&#039;&#039;&#039; || [[File:Icon CriticalStrike.png]] +10% Critical Hit Chance || [[File:Icon CriticalStrike.png]] +15% Critical Hit Chance || [[File:Icon CriticalStrike.png]] +20% Critical Hit Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Amphibious&#039;&#039;&#039; || [[File:Icon Attack.png]] +50% Attack Strength in Land/Water Combat&amp;lt;br&amp;gt;[[File:Icon Attack.png]] +50% Attack Strength Across River || [[File:Icon Attack.png]] +25% Attack Strength in Land/Water Combat&amp;lt;br&amp;gt;[[File:Icon Attack.png]] +25% Attack Strength Into Settlement || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tracker&#039;&#039;&#039; || +3 Vision&amp;lt;br&amp;gt;+1 Reveal || +1 Movement || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Eagle Eye&#039;&#039;&#039; || No ranged distance penalty || +1 Range || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Herbalist&#039;&#039;&#039; || +4 HP from Heal Action || +1 HP per year || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Civilian units ==&lt;br /&gt;
Civilian units have abilities that makes them the most crucial units of a Nation. Civilian units cannot attack and have a [[File:Icon Defense.png]] Defense of 3.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Movement !! Vision !! Cost !! Consumes !! Upgrades to !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT SCOUT.png|70px]] Scout&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] 60 Growth&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
* +1 Fatigue Limit&lt;br /&gt;
* Can Harvest Resources&lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
* Starts with Stealth&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT SETTLER.png|70px]] Settler&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] 80 Growth&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 75 Food&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 2 Food&lt;br /&gt;
| [[File:UNIT WORKER.png|25px]] Worker&lt;br /&gt;
| &lt;br /&gt;
* Can Harvest Resources&lt;br /&gt;
* Can Found Cities&lt;br /&gt;
* [[File:YIELD GROWTH.png|25px]] Growth cost increases by 10 each time it is built in the same city&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT WORKER.png|70px]] Worker&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] 60 Growth&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 2 Food&lt;br /&gt;
| [[File:UNIT MILITIA.png|25px]] Militia&lt;br /&gt;
| &lt;br /&gt;
* Can Harvest Resources&lt;br /&gt;
* Can Build Improvements&lt;br /&gt;
* [[File:YIELD GROWTH.png|25px]] Growth cost increases by 10 each time it is built in the same city&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT CARAVAN.png|70px]] Caravan&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] 80 Growth&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
* Can only be constructed in cities that have a Governor with the Cunning trait or Traders family seat&lt;br /&gt;
* Can move on water tiles&lt;br /&gt;
* Can conduct a Caravan Mission&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT CHRISTIANITY DISCIPLE.png|70px]] Christian Disciple&amp;lt;br&amp;gt;[[File:UNIT JUDAISM DISCIPLE.png|70px]] Jewish Disciple&amp;lt;br&amp;gt;[[File:UNIT MANICHAEISM DISCIPLE.png|70px]] Manichaean Disciple&amp;lt;br&amp;gt;[[File:UNIT ZOROASTRIANISM DISCIPLE.png|70px]] Zoroastrian Disciple&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] 60 Growth&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 2 Food&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
* Can only be constructed in cities that have the same World Religion as the Nation&#039;s State Religion&lt;br /&gt;
* Can Spread Religion&lt;br /&gt;
* Can Establish Theology&lt;br /&gt;
* Can Build World Religion Improvements&lt;br /&gt;
* [[File:YIELD GROWTH.png|25px]] Growth cost increases by 10 each time it is built in the same city&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Melee infantry units ==&lt;br /&gt;
Melee infantry units are the earliest type of military units available. Most melee infantry can use the [[File:UNIT ACTION FORTIFY.png|25px]] Fortify action, which grants +5% Defense per turn, up to a maximum of +25% after 5 turns. Each time it gets attacked by an adjacent unit it loses 5% of the gained Defense. Melee units have the following characteristics:&lt;br /&gt;
* Can only attack adjacent units.&lt;br /&gt;
* When attacked by adjacent units they deal 1 HP damage to the attacking unit.&lt;br /&gt;
* Has ZOC.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:Icon Defense.png]] Defense from Urban.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:Icon Attack.png]] Attack Across River.&lt;br /&gt;
Melee infantry have two upgrade paths: one that focuses on fighting other melee infantry and one that grants them a Polearm. Polearm units are immune to Rout and their ZOC cannot be ignored by mounted units.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Strength !! Movement !! Vision !! Cost !! Consumes !! Required technology !! Fortify !! Polearm !! Upgrades to !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT MILITIA.png|70px]] Militia&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] 60 Growth&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 1 Food&lt;br /&gt;
| None&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT CONSCRIPT.png|25px]] Conscript&lt;br /&gt;
| &lt;br /&gt;
* Cannot be promoted or earn XP&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT CONSCRIPT.png|70px]] Conscript&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] 100 Growth&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 2 Food&lt;br /&gt;
| [[File:TECH MANOR.png|25px]] Manor&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Final upgrade&lt;br /&gt;
| &lt;br /&gt;
* Cannot be promoted or earn XP&lt;br /&gt;
* Starts with Anti-Mounted I&lt;br /&gt;
* Starts with Pierce I&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT WARRIOR.png|70px]] Warrior&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 60 Training&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 50 Iron&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 1 Iron&lt;br /&gt;
| [[File:TECH IRONWORKING.png|25px]] Ironworking&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT AXEMAN.png|25px]] Axeman&amp;lt;br&amp;gt;[[File:UNIT SPEARMAN.png|25px]] Spearman&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT AXEMAN.png|70px]] Axeman&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 80 Training&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 100 Iron&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 2 Iron&lt;br /&gt;
| [[File:TECH STEEL.png|25px]] Steel&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT MACEMAN.png|25px]] Maceman&amp;lt;br&amp;gt;[[File:UNIT SWORDSMAN.png|25px]] Swordsman&lt;br /&gt;
| &lt;br /&gt;
* Starts with Anti-Polearm I&lt;br /&gt;
* Starts with Cleave I&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT SPEARMAN.png|70px]] Spearman&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 80 Training&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 50 Iron&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 2 Iron&lt;br /&gt;
| [[File:TECH PHALANX.png|25px]] Phalanx&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT PIKEMAN.png|25px]] Pikeman&amp;lt;br&amp;gt;[[File:UNIT SWORDSMAN.png|25px]] Swordsman&lt;br /&gt;
| &lt;br /&gt;
* Starts with Anti-Mounted II&lt;br /&gt;
* Starts with Pierce I&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT MACEMAN.png|70px]] Maceman&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 100 Training&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 150 Iron&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 3 Iron&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 1 Training&lt;br /&gt;
| [[File:TECH BATTLELINE.png|25px]] Battle Line&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT PIKEMAN.png|25px]] Pikeman&amp;lt;br&amp;gt;[[File:UNIT SWORDSMAN.png|25px]] Swordsman&lt;br /&gt;
| &lt;br /&gt;
* Starts with Anti-Infantry I&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT SWORDSMAN.png|70px]] Swordsman&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 120 Training&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 200 Iron&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 4 Iron&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 2 Training&lt;br /&gt;
| [[File:TECH COHORTS.png|25px]] Cohorts&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Final upgrade&lt;br /&gt;
| &lt;br /&gt;
* Starts with Anti-Infantry I&lt;br /&gt;
* Starts with Cleave II&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT PIKEMAN.png|70px]] Pikeman&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 100 Training&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 100 Iron&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 3 Iron&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 1 Training&lt;br /&gt;
| [[File:TECH INFANTRY SQUARE.png|25px]] Infantry Square&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Final upgrade&lt;br /&gt;
| &lt;br /&gt;
* Starts with Anti-Mounted III&lt;br /&gt;
* Starts with Pierce II&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ranged infantry units ==&lt;br /&gt;
Ranged infantry units focus on attacking enemy units from afar. They have the following characteristics:&lt;br /&gt;
* Can attack units from distance.&lt;br /&gt;
* Has ZOC.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:Icon Defense.png]] Defense from Urban.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:Icon Attack.png]] Attack Into Scrub.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:Icon Attack.png]] Attack Into Trees.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:Icon Attack.png]] Attack per tile distance to the target.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Strength !! Movement !! Vision !! Range !! Cost !! Consumes !! Required technology !! Upgrades to !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT SLINGER.png|70px]] Slinger&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 60 Training&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 50 Stone&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 1 Stone&lt;br /&gt;
| [[File:TECH TRAPPING.png|25px]] Trapping&lt;br /&gt;
| [[File:UNIT ARCHER.png|25px]] Archer&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT ARCHER.png|70px]] Archer&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 80 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 100 Wood&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 2 Wood&lt;br /&gt;
| [[File:TECH COMPOSITE BOW.png|25px]] Composite Bow&lt;br /&gt;
| [[File:UNIT LONGBOWMAN.png|25px]] Longbowman&amp;lt;br&amp;gt;[[File:UNIT CROSSBOWMAN.png|25px]] Crossbowman&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT LONGBOWMAN.png|70px]] Longbowman&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 100 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 150 Wood&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 3 Wood&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 1 Training&lt;br /&gt;
| [[File:TECH BODKIN ARROW.png|25px]] Bodkin Arrow&lt;br /&gt;
| Final upgrade&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT CROSSBOWMAN.png|70px]] Crossbowman&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 100 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 100 Wood&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 50 Iron&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 3 Wood&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 1 Training&lt;br /&gt;
| [[File:TECH WINDLASS.png|25px]] Windlass&lt;br /&gt;
| Final upgrade&lt;br /&gt;
| &lt;br /&gt;
* Starts with Anti-Melee&lt;br /&gt;
* Starts with Pierce II&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mounted units ==&lt;br /&gt;
Mounted units do not have a ZOC but instead are able to ignore the ZOC of enemies. They have the following characteristics:&lt;br /&gt;
* Can only attack adjacent units.&lt;br /&gt;
* When attacked by adjacent units they deal 1 HP damage to the attacking unit.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Melee [[File:Icon Attack.png]] Attack into Flat and Clear.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:Icon AttackDefense.png]] Strength vs Siege Units.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:Icon Attack.png]] Attack Across River.&lt;br /&gt;
* They require a certain map resource to be recruited.&lt;br /&gt;
Mounted units have two upgrade paths: one focused on melee and one focused on range.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Type !! Strength !! Movement !! Vision !! Range !! Cost !! Consumes !! Required technology !! Upgrades to !! width=30% | Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT CHARIOT.png|70px]] Chariot&lt;br /&gt;
| [[File:RESOURCE HORSE.png|25px]] Melee Horse&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 80 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 50 Food&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 4 Food&lt;br /&gt;
| [[File:TECH SPOKED WHEEL.png|25px]] Spoked Wheel&lt;br /&gt;
| [[File:UNIT HORSEMAN.png|25px]] Horseman&amp;lt;br&amp;gt;[[File:UNIT HORSE ARCHER.png|25px]] Horse Archer&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
* Starts with Rout&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT HORSEMAN.png|70px]] Horseman&lt;br /&gt;
| [[File:RESOURCE HORSE.png|25px]] Melee Horse&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 100 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 100 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 50 Iron&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 5 Food&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 1 Training&lt;br /&gt;
| [[File:TECH STIRRUPS.png|25px]] Stirrups&lt;br /&gt;
| [[File:UNIT CATAPHRACT.png|25px]] Cataphract&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
* Starts with Rout&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT CATAPHRACT.png|70px]] Cataphract&lt;br /&gt;
| [[File:RESOURCE HORSE.png|25px]] Melee Horse&lt;br /&gt;
| 10&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 160 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 100 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 100 Iron&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 6 Food&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 2 Training&lt;br /&gt;
| [[File:TECH BARDING.png|25px]] Barding&lt;br /&gt;
| Final upgrade&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
* Starts with Rout&lt;br /&gt;
* Starts with Circle&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT HORSE ARCHER.png|70px]] Horse Archer&lt;br /&gt;
| [[File:RESOURCE HORSE.png|25px]] Ranged Horse&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 100 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 100 Food&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 4 Food&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 1 Training&lt;br /&gt;
| [[File:TECH STIRRUPS.png|25px]] Stirrups&lt;br /&gt;
| Final upgrade&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT CAMEL ARCHER.png|70px]] Camel Archer&lt;br /&gt;
| [[File:RESOURCE CAMEL.png|25px]] Ranged Camel&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 80 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 100 Food&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 4 Food&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 1 Training&lt;br /&gt;
| [[File:TECH LAND CONSOLIDATION.png|25px]] Land Consolidation&lt;br /&gt;
| Final upgrade&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
* +1 Fatigue Limit&lt;br /&gt;
* +50% Strength vs Horse Units&lt;br /&gt;
* +50% Strength from Sand&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT WAR ELEPHANT.png|70px]] War Elephant&lt;br /&gt;
| [[File:RESOURCE ELEPHANT.png|25px]] Melee Elephant&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 100 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 100 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 50 Iron&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 5 Food&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 1 Training&lt;br /&gt;
| [[File:TECH LAND CONSOLIDATION.png|25px]] Land Consolidation&lt;br /&gt;
| Final upgrade&lt;br /&gt;
| &lt;br /&gt;
* Targets attempts to move on an adjacent tile, if they can&#039;t they cannot move, attack or take any action&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Siege units ==&lt;br /&gt;
Siege units are high damage support units. They have the following characteristics:&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Road Movement Cost.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:Icon Attack.png]] Attack Into Urban.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:Icon Attack.png]] Attack Into Scrub.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:Icon Attack.png]] Attack Into Trees.&lt;br /&gt;
Some siege units require spending a turn on the [[File:UNLIMBER.png|24px]] Unlimber action to be able to attack.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Strength !! Movement !! Vision !! Range !! Cost !! Consumes !! Required technology !! Upgrades to !! Unlimbering !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT BALLISTA.png|70px]] Ballista&lt;br /&gt;
| 6&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 100 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 100 Iron&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 1 Training&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 3 Iron&lt;br /&gt;
| [[File:TECH HYDRAULICS.png|25px]] Windlass&lt;br /&gt;
| [[File:UNIT POLYBOLOS.png|25px]] Polybolos&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* Starts with Torsion Spring&lt;br /&gt;
* Starts with Pierce III&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT ONAGER.png|70px]] Onager&lt;br /&gt;
| 6&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 100 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 100 Stone&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 1 Training&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 3 Stone&lt;br /&gt;
| [[File:TECH MACHINERY.png|25px]] Machinery&lt;br /&gt;
| [[File:UNIT MANGONEL.png|25px]] Mangonel&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* Starts with Splash I&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT POLYBOLOS.png|70px]] Polybolos&lt;br /&gt;
| 10&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 120 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 100 Wood&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 100 Iron&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 2 Training&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 4 Iron&lt;br /&gt;
| [[File:TECH CHAIN DRIVE.png|25px]] Chain Drive&lt;br /&gt;
| Final upgrade&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* Starts with Rapid Fire&lt;br /&gt;
* Starts with Cleave II&lt;br /&gt;
* Starts with Pierce II&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT MANGONEL.png|70px]] Mangonel&lt;br /&gt;
| 8&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 120 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 100 Wood&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 100 Stone&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 2 Training&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 4 Stone&lt;br /&gt;
| [[File:TECH BALLISTICS.png|25px]] Ballistics&lt;br /&gt;
| Final upgrade&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* Starts with Splash II&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
[[File:Anchoring.png|thumb|300px|A settler able to traverse water tiles thanks to an Anchored ship]]&lt;br /&gt;
Ships are units that can only be constructed in Cities adjacent to a water tile. There are three tiers of Ships and each one can be upgraded to the next tier. They have the following characteristics:&lt;br /&gt;
* Can only move on water tiles.&lt;br /&gt;
* Can Harvest Resources.&lt;br /&gt;
* Has ZOC.&lt;br /&gt;
* Can use the [[File:ANCHOR.png|25px]] Anchor ability, which allows land units to traverse water tiles in the Ship&#039;s ZOC starting next turn.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Strength !! Movement !! Vision !! Cost !! Consumes !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT BIREME.png|70px]] Bireme&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 40 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 50 Iron&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 2 Wood&lt;br /&gt;
| [[File:TECH NAVIGATION.png|25px]] Navigation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT TRIREME.png|70px]] Trireme&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 100 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 100 Wood&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 50 Iron&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 3 Wood&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 1 Training&lt;br /&gt;
| [[File:TECH CARTOGRAPHY.png|25px]] Cartography&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT DROMON.png|70px]] Dromon&lt;br /&gt;
| 10&lt;br /&gt;
| 5&lt;br /&gt;
| 7&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 120 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 150 Wood&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 50 Iron&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 4 Wood&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 2 Training&lt;br /&gt;
| [[File:TECH LATEEN SAIL.png|25px]] Lateen Sail&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Nation units ==&lt;br /&gt;
Each Nation has access to two unique units, which do not require any technology. The first unit requires a [[File:IMPROVEMENT GARRISON 2.png|25px]] Stronghold improvement in the City and the second one, which the first unit is upgradable to, requires a [[File:IMPROVEMENT GARRISON 2.png|25px]] Citadel improvement in the City.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Type !! Strength !! Movement !! Vision !! Range !! Cost !! Consumes !! Notes !! Nation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT BATTERING RAM.png|70px]] Battering Ram&lt;br /&gt;
| Melee Siege&lt;br /&gt;
| 6&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 120 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 100 Wood&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 50 Iron&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 1 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 2 Wood&lt;br /&gt;
| &lt;br /&gt;
* Starts with Assault&lt;br /&gt;
| rowspan=2 | Assyria&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT SIEGE TOWER.png|70px]] Siege Tower&lt;br /&gt;
| Melee Siege&lt;br /&gt;
| 8&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 160 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 100 Wood&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 100 Iron&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 2 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 4 Wood&lt;br /&gt;
| &lt;br /&gt;
* Starts with Assault&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT AKKADIAN ARCHER.png|70px]] Akkadian Archer&lt;br /&gt;
| Ranged Infantry&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 120 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 150 Wood&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 1 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 2 Wood&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 1 Food&lt;br /&gt;
| &lt;br /&gt;
* Starts with Splash I&lt;br /&gt;
* Has ZOC&lt;br /&gt;
| rowspan=2 | Babylonia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT CIMMERIAN ARCHER.png|70px]] Cimmerian Archer&lt;br /&gt;
| Ranged Infantry&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 160 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 200 Wood&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 2 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 4 Wood&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 1 Food&lt;br /&gt;
| &lt;br /&gt;
* Starts with Splash I&lt;br /&gt;
* Has ZOC&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT AFRICAN ELEPHANT.png|70px]] African Elephant&lt;br /&gt;
| Melee Mounted Elephant&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 120 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 100 Food&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 1 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 4 Food&lt;br /&gt;
| &lt;br /&gt;
* Starts with Panic&lt;br /&gt;
* Starts with Rout&lt;br /&gt;
| rowspan=2 | Carthage&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT TURRETED ELEPHANT.png|70px]] Turreted Elephant&lt;br /&gt;
| Melee Mounted Elephant&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 160 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 100 Wood&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 100 Food&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 2 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 6 Food&lt;br /&gt;
| &lt;br /&gt;
* Starts with Panic&lt;br /&gt;
* Starts with Rout&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT LIGHT CHARIOT.png|70px]] Light Chariot&lt;br /&gt;
| Ranged Mounted Horse&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 120 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 100 Food&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 1 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 4 Food&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
| rowspan=2 | Carthage&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT KUSHITE CAVALRY.png|70px]] Kushite Cavalry&lt;br /&gt;
| Ranged Mounted Horse&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 160 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 100 Wood&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 100 Food&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 2 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 6 Food&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT HOPLITE.png|70px]] Hoplite&lt;br /&gt;
| Melee Infantry Polearm&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 120 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 100 Iron&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 1 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 2 Iron&lt;br /&gt;
| &lt;br /&gt;
* Starts with Formation&lt;br /&gt;
* Starts with Anti-Mounted II&lt;br /&gt;
* Starts with Pierce I&lt;br /&gt;
* Has ZOC&lt;br /&gt;
| rowspan=2 | Greece&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT PHALANGITE.png|70px]] Phalangite&lt;br /&gt;
| Melee Infantry Polearm&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 160 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 100 Wood&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 100 Iron&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 2 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 4 Iron&lt;br /&gt;
| &lt;br /&gt;
* Starts with Formation&lt;br /&gt;
* Starts with Anti-Mounted II&lt;br /&gt;
* Starts with Pierce I&lt;br /&gt;
* Has ZOC&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT PALTON CAVALRY.png|70px]] Palton Cavalry&lt;br /&gt;
| Ranged Mounted Horse&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 120 Training&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 100 Iron&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 50 Food&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 1 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 2 Iron&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
* Starts with Rout&lt;br /&gt;
| rowspan=2 | Persia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT CATAPHRACT ARCHER.png|70px]] Cataphract Archer&lt;br /&gt;
| Ranged Mounted Horse&lt;br /&gt;
| 8&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 160 Training&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 100 Iron&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 100 Food&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 2 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 4 Iron&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
* Starts with Rout&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT HASTATUS.png|70px]] Hastatus&lt;br /&gt;
| Melee Infantry&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 120 Training&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 150 Iron&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 1 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 2 Iron&lt;br /&gt;
| &lt;br /&gt;
* Has ZOC&lt;br /&gt;
* Can Fortify&lt;br /&gt;
* Can Testudo&lt;br /&gt;
* Starts with Centurion&lt;br /&gt;
| rowspan=2 | Rome&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT LEGIONARY.png|70px]] Legionary&lt;br /&gt;
| Melee Infantry&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 160 Training&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 200 Iron&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 2 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 4 Iron&lt;br /&gt;
| &lt;br /&gt;
* Has ZOC&lt;br /&gt;
* Can Fortify&lt;br /&gt;
* Can Testudo&lt;br /&gt;
* Starts with Centurion&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT HEAVY CHARIOT.png|70px]] Heavy Chariot&lt;br /&gt;
| Melee Mounted Horse&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 120 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 100 Food&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 1 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 4 Food&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
* Starts with Circle&lt;br /&gt;
* Starts with Rout&lt;br /&gt;
| rowspan=2 | Hatti&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT THREE MEN CHARIOT.png|70px]] Three Man Chariot&lt;br /&gt;
| Melee Mounted Horse&lt;br /&gt;
| 8&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 160 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 100 Wood&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 100 Food&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 2 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 6 Food&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
* Starts with Circle&lt;br /&gt;
* Starts with Rout&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tribal units ==&lt;br /&gt;
Tribal units can only be recruited by Tribes. Nations may also be able to recruit them as mercenaries. Tribal units have the following characteristics:&lt;br /&gt;
* Cannot be promoted or earn XP.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Fatigue Limit.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Type !! Strength !! Movement !! Vision !! Range !! Consumes !! Notes !! Tribes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT MARAUDER.png|70px]] Marauder&lt;br /&gt;
| Melee Infantry&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 1 Money&lt;br /&gt;
| &lt;br /&gt;
* Has ZOC&lt;br /&gt;
| Barbarians&amp;lt;br&amp;gt;Danes&amp;lt;br&amp;gt;Gauls&amp;lt;br&amp;gt;Thracians&amp;lt;br&amp;gt;Vandals&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT SKIRMISHER.png|70px]] Skirmisher&lt;br /&gt;
| Ranged Infantry&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 1 Money&lt;br /&gt;
| &lt;br /&gt;
* Has ZOC&lt;br /&gt;
| Barbarians&amp;lt;br&amp;gt;Danes&amp;lt;br&amp;gt;Gauls&amp;lt;br&amp;gt;Thracians&amp;lt;br&amp;gt;Vandals&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT ELITE MARAUDER.png|70px]] Elite Marauder&lt;br /&gt;
| Melee Infantry&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 2 Money&lt;br /&gt;
| &lt;br /&gt;
* Has ZOC&lt;br /&gt;
| Barbarians&amp;lt;br&amp;gt;Danes&amp;lt;br&amp;gt;Gauls&amp;lt;br&amp;gt;Thracians&amp;lt;br&amp;gt;Vandals&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT ELITE SKIRMISHER.png|70px]] Elite Skirmisher&lt;br /&gt;
| Ranged Infantry&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 2 Money&lt;br /&gt;
| &lt;br /&gt;
* Has ZOC&lt;br /&gt;
| Barbarians&amp;lt;br&amp;gt;Danes&amp;lt;br&amp;gt;Gauls&amp;lt;br&amp;gt;Thracians&amp;lt;br&amp;gt;Vandals&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT JAVELINEER.png|70px]] Javelineer&lt;br /&gt;
| Ranged Infantry&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 3 Money&lt;br /&gt;
| &lt;br /&gt;
* Has ZOC&lt;br /&gt;
| Danes&amp;lt;br&amp;gt;Gauls&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT ELITE JAVELINEER.png|70px]] Elite Javelineer&lt;br /&gt;
| Ranged Infantry&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 4 Money&lt;br /&gt;
| &lt;br /&gt;
* Has ZOC&lt;br /&gt;
| Danes&amp;lt;br&amp;gt;Gauls&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT WARLORD.png|70px]] Warlord&lt;br /&gt;
| Melee Infantry&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 3 Money&lt;br /&gt;
| &lt;br /&gt;
* Has ZOC&lt;br /&gt;
| Thracians&amp;lt;br&amp;gt;Vandals&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT ELITE WARLORD.png|70px]] Elite Warlord&lt;br /&gt;
| Melee Infantry&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 4 Money&lt;br /&gt;
| &lt;br /&gt;
* Has ZOC&lt;br /&gt;
| Thracians&amp;lt;br&amp;gt;Vandals&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT NOMAD MARAUDER.png|70px]] Nomad Marauder&lt;br /&gt;
| Melee Mounted&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 1 Money&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
| Numidians&amp;lt;br&amp;gt;Scythians&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT NOMAD SKIRMISHER.png|70px]] Nomad Skirmisher&lt;br /&gt;
| Ranged Mounted&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 1 Money&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
| Numidians&amp;lt;br&amp;gt;Scythians&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT NOMAD WARLORD.png|70px]] Nomad Warlord&lt;br /&gt;
| Melee Mounted&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 3 Money&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
| Numidians&amp;lt;br&amp;gt;Scythians&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT ELITE NOMAD MARAUDER.png|70px]] Elite Nomad Marauder&lt;br /&gt;
| Melee Mounted&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 2 Money&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
| Numidians&amp;lt;br&amp;gt;Scythians&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT ELITE NOMAD SKIRMISHER.png|70px]] Elite Nomad Skirmisher&lt;br /&gt;
| Ranged Mounted&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 2 Money&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
| Numidians&amp;lt;br&amp;gt;Scythians&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT ELITE NOMAD WARLORD.png|70px]] Nomad Elite Warlord&lt;br /&gt;
| Melee Mounted&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 4 Money&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
| Numidians&amp;lt;br&amp;gt;Scythians&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT LIBYAN CAVALRY.png|70px]] Libyan Cavalry&lt;br /&gt;
| Ranged Mounted&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 3 Money&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
* +25% Strength From Sand&lt;br /&gt;
| Numidians&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT ELITE LIBYAN CAVALRY.png|70px]] Elite Libyan Cavalry&lt;br /&gt;
| Ranged Mounted&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 4 Money&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
* +25% Strength From Sand&lt;br /&gt;
| Numidians&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT AMAZON CAVALRY.png|70px]] Amazon Cavalry&lt;br /&gt;
| Ranged Mounted&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 3 Money&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
* +10% Strength vs Ranged Units&lt;br /&gt;
| Scythians&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT ELITE AMAZON CAVALRY.png|70px]] Elite Amazon Cavalry&lt;br /&gt;
| Ranged Mounted&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 4 Money&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
* +10% Strength vs Ranged Units&lt;br /&gt;
| Scythians&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Old_World/index.php?title=Nations&amp;diff=1321</id>
		<title>Nations</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Old_World/index.php?title=Nations&amp;diff=1321"/>
		<updated>2023-03-13T16:37:40Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: /* Player nations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nations are the major states that are vying for Victory in Old World.&lt;br /&gt;
&lt;br /&gt;
== Player nations ==&lt;br /&gt;
There are 7 major Nations present in Old World, with an eight one, the Hatti, being present if the Heroes of the Aegean DLC is installed. The Archetype of the starting Nation Leader can be changed in the map settings and the class of each family can be randomized as well.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Civilization !! Leader !! Leader Traits !! Leader Archetype !! Bonuses !! Starting Techs !! Shrines !! Unique Units !! Families&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Assyria&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT ASHURBANIPAL.png|150px]]&lt;br /&gt;
| Ashurbanipal&lt;br /&gt;
| Educated&lt;br /&gt;
| [[File:TRAIT ZEALOT.png|25px]] Zealot&lt;br /&gt;
| &lt;br /&gt;
* [All Cities] New Units start with Focus I&lt;br /&gt;
* [All Units] +100% Pillage Yield&lt;br /&gt;
* [All units] +2 [[File:YIELD ORDERS.png|25px]] Orders per Military Unit Killed&lt;br /&gt;
| [[File:TECH ADMINISTRATION.png|25px]] Administration&amp;lt;br&amp;gt;[[File:TECH MILITARY DRILL.png|25px]] Military Drill&amp;lt;br&amp;gt;[[File:TECH TRAPPING.png|25px]] Trapping&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE KINGSHIP.png|25px]] Ashur&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE WAR.png|25px]] Ninurta&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE FIRE.png|25px]] Nuska&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE SUN.png|25px]] Shamash&lt;br /&gt;
| [[File:UNIT BATTERING RAM.png|25px]] Battering Ram&amp;lt;br&amp;gt;[[File:UNIT SIEGE TOWER.png|25px]] Siege Tower&lt;br /&gt;
| Adasi (Patrons)&amp;lt;br&amp;gt;Erishum (Clerics)&amp;lt;br&amp;gt;Sargonid (Champions)&amp;lt;br&amp;gt;Tudiya (Hunters)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Babylonia&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT NEBUCHADNEZZAR.png|150px]]&lt;br /&gt;
| Nebuchadnezzar&lt;br /&gt;
| Prosperous&lt;br /&gt;
| [[File:TRAIT SCHOLAR.png|25px]] Scholar&lt;br /&gt;
| &lt;br /&gt;
* [All Cities] +1 [[File:YIELD SCIENCE.png|25px]] Science per turn&lt;br /&gt;
* [All Cities] +20% [[File:YIELD GROWTH.png|25px]] Growth&lt;br /&gt;
* [All Cities] +2 [[File:YIELD CULTURE.png|25px]] Culture per turn with Treasury&lt;br /&gt;
| [[File:TECH ADMINISTRATION.png|25px]] Administration&amp;lt;br&amp;gt;[[File:TECH RHETORIC.png|25px]] Rhetoric&amp;lt;br&amp;gt;[[File:TECH TRAPPING.png|25px]] Trapping&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE UNDERWORLD.png|25px]] Ereshkigal&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE LOVE.png|25px]] Ishtar&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE KINGSHIP.png|25px]] Madruk&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE WISDOM.png|25px]] Nabu&lt;br /&gt;
| [[File:UNIT AKKADIAN ARCHER.png|25px]] Akkadian Archer&amp;lt;br&amp;gt;[[File:UNIT CIMMERIAN ARCHER.png|25px]] Cimmerian Archer&lt;br /&gt;
| Amorite (Sages)&amp;lt;br&amp;gt;Chaldean (Artisans)&amp;lt;br&amp;gt;Isin (Traders)&amp;lt;br&amp;gt;Kassite (Hunters)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cartage&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT DIDO.png|150px]]&lt;br /&gt;
| Dido&lt;br /&gt;
| Cunning&amp;lt;br&amp;gt;Engineer&lt;br /&gt;
| [[File:TRAIT DIPLOMAT.png|25px]] Diplomat&lt;br /&gt;
| &lt;br /&gt;
* [New Cities] +200 [[File:YIELD CIVICS.png|25px]] Civics&lt;br /&gt;
* [All Cities] +10 [[File:YIELD MONEY.png|25px]] Money if [[File:City Connected.png|25px]] Connected&lt;br /&gt;
* [Ability] Can hire Mercenaries from Tribes&lt;br /&gt;
| [[File:TECH ARISTOCRACY.png|25px]] Aristocracy&amp;lt;br&amp;gt;[[File:TECH DIVINATION.png|25px]] Divination&amp;lt;br&amp;gt;[[File:TECH TRAPPING.png|25px]] Trapping&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE LOVE.png|25px]] Astarte&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HEALING.png|25px]] Eshmun&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE WATER.png|25px]] Melqart&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HEARTH.png|25px]] Tanit&lt;br /&gt;
| [[File:UNIT AFRICAN ELEPHANT.png|25px]] African Elephant&amp;lt;br&amp;gt;[[File:UNIT TURRETED ELEPHANT.png|25px]] Turreted Elephant&lt;br /&gt;
| Barcid (Riders)&amp;lt;br&amp;gt;Didonian (Statesmen)&amp;lt;br&amp;gt;Hannoid (Traders)&amp;lt;br&amp;gt;Magonid (Artisans)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Egypt&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT HATSHEPSUT.png|150px]]&lt;br /&gt;
| Hatshepsut&lt;br /&gt;
| Inspiring&lt;br /&gt;
| [[File:TRAIT BUILDER.png|25px]] Builder&lt;br /&gt;
| &lt;br /&gt;
* [On Start] +400 [[File:YIELD STONE.png|25px]] Stone&lt;br /&gt;
* [All Cities] +40% Yield from [[File:IMPROVEMENT FARM.png|25px]] Farm on River&lt;br /&gt;
* [All Cities] -25% Cost for Adjacent Improvement Classes&lt;br /&gt;
| [[File:TECH IRONWORKING.png|25px]] Ironworking&amp;lt;br&amp;gt;[[File:TECH LABOR FORCE.png|25px]] Labor Force&amp;lt;br&amp;gt;[[File:TECH STONECUTTING.png|25px]] Stonecutting&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE HEALING.png|25px]] Isis&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HUNTING.png|25px]] Neith&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE UNDERWORLD.png|25px]] Osiris&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE SUN.png|25px]] Ra&lt;br /&gt;
| [[File:UNIT LIGHT CHARIOT.png|25px]] Light Chariot&amp;lt;br&amp;gt;[[File:UNIT KUSHITE CAVALRY.png|25px]] Kushite Cavalry&lt;br /&gt;
| Amarna (Clerics)&amp;lt;br&amp;gt;Ramesside (Riders)&amp;lt;br&amp;gt;Saite (Landowners)&amp;lt;br&amp;gt;Thusmosid (Sages)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Greece&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT PHILIP.png|150px]]&lt;br /&gt;
| Philip&lt;br /&gt;
| Bold&lt;br /&gt;
| [[File:TRAIT COMMANDER.png|25px]] Commander&lt;br /&gt;
| &lt;br /&gt;
* Unlocks [[File:PROJECT OLYMPICS 1.png|25px]] Olympiad projects&lt;br /&gt;
* [All Cities] +2 [[File:YIELD CULTURE.png|25px]] Culture per turn&lt;br /&gt;
* [All Cities] -25% Cost for Settlers&lt;br /&gt;
* Can choose one of 5 Nation Leaders if Heroes of the Aegean DLC is installed&lt;br /&gt;
| [[File:TECH DRAMA.png|25px]] Drama&amp;lt;br&amp;gt;[[File:TECH IRONWORKING.png|25px]] Ironworking&amp;lt;br&amp;gt;[[File:TECH STONECUTTING.png|25px]] Stonecutting&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE WISDOM.png|25px]] Athena&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE UNDERWORLD.png|25px]] Hades&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE WATER.png|25px]] Poseidon&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE KINGSHIP.png|25px]] Zeus&lt;br /&gt;
| [[File:UNIT HOPLITE.png|25px]] Hoplite&amp;lt;br&amp;gt;[[File:UNIT PHALANGITE.png|25px]] Phalangite&lt;br /&gt;
| Alcmaeonid (Sages)&amp;lt;br&amp;gt;Argead (Champions)&amp;lt;br&amp;gt;Cypselid (Artisans)&amp;lt;br&amp;gt;Seleucid (Patrons)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Persia&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT CYRUS.png|150px]]&lt;br /&gt;
| Cyrus&lt;br /&gt;
| Tough&lt;br /&gt;
| [[File:TRAIT HERO.png|25px]] Hero&lt;br /&gt;
| &lt;br /&gt;
* +50% Harvest Production&lt;br /&gt;
* [All Cities] -25% Cost for Ranged Units&lt;br /&gt;
* [All Cities] +0.5 [[File:YIELD ORDERS.png|25px]] Orders per turn per [[File:IMPROVEMENT PASTURE.png|25px]] Pasture&lt;br /&gt;
| [[File:TECH HUSBANDRY.png|25px]] Husbandry&amp;lt;br&amp;gt;[[File:TECH IRONWORKING.png|25px]] Ironworking&amp;lt;br&amp;gt;[[File:TECH TRAPPING.png|25px]] Trapping&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE WATER.png|25px]] Anahita&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE FIRE.png|25px]] Atar&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HUNTING.png|25px]] Mithra&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE SUN.png|25px]] Hvar Khshaita&lt;br /&gt;
| [[File:UNIT PALTON CAVALRY.png|25px]] Palton Cavalry&amp;lt;br&amp;gt;[[File:UNIT CATAPHRACT ARCHER.png|25px]] Cataphract Archer&lt;br /&gt;
| Achaemenid (Statesmen)&amp;lt;br&amp;gt;Arsacid (Clerics)&amp;lt;br&amp;gt;Mihranid (Hunters)&amp;lt;br&amp;gt;Sasanid (Riders)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rome&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT ROMULUS.png|150px]]&lt;br /&gt;
| Romulus&lt;br /&gt;
| Ruthless&lt;br /&gt;
| [[File:TRAIT TACTICIAN.png|25px]] Tactician&lt;br /&gt;
| &lt;br /&gt;
* [All Cities] +2 [[File:YIELD TRAINING.png|25px]] Training per turn&lt;br /&gt;
* [All Units] +2 Fatigue Limit&lt;br /&gt;
| [[File:TECH IRONWORKING.png|25px]] Ironworking&amp;lt;br&amp;gt;[[File:TECH POLIS.png|25px]] Polis&amp;lt;br&amp;gt;[[File:TECH STONECUTTING.png|25px]] Stonecutting&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE WAR.png|25px]] Mars&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE LOVE.png|25px]] Venus&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HEARTH.png|25px]] Vesta&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE FIRE.png|25px]] Vulcan&lt;br /&gt;
| [[File:UNIT HASTATUS.png|25px]] Hastatus&amp;lt;br&amp;gt;[[File:UNIT LEGIONARY.png|25px]] Legionary&lt;br /&gt;
| Claudius (Landowners)&amp;lt;br&amp;gt;Fabius (Champions)&amp;lt;br&amp;gt;Julius (Statesmen)&amp;lt;br&amp;gt;Valerius (Patrons)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hatti&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT HATTUSILI.png|150px]]&lt;br /&gt;
| Hattusili&lt;br /&gt;
| Warlike&lt;br /&gt;
| [[File:TRAIT JUDGE.png|25px]] Judge&lt;br /&gt;
| &lt;br /&gt;
* [All Cities] +1 [[File:YIELD CIVICS.png|25px]] Civics per turn&lt;br /&gt;
* [All Units] Can Remove Vegetation&lt;br /&gt;
* [All Units] Ignore Hill Movement Penalties&lt;br /&gt;
| [[File:TECH ADMINISTRATION.png|25px]] Administration&amp;lt;br&amp;gt;[[File:TECH HUSBANDRY.png|25px]] Husbandry&amp;lt;br&amp;gt;[[File:TECH IRONWORKING.png|25px]] Ironworking&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE HEARTH.png|25px]] Arinnitti&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HEALING.png|25px]] Kamrusepa&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HUNTING.png|25px]] Halki&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE WAR.png|25px]] Tarhun&lt;br /&gt;
| [[File:UNIT HEAVY CHARIOT.png|25px]] Heavy Chariot&amp;lt;br&amp;gt;[[File:UNIT THREE MEN CHARIOT.png|25px]] Three Man Chariot&lt;br /&gt;
| Hattusan (Traders)&amp;lt;br&amp;gt;Kussaran (Riders)&amp;lt;br&amp;gt;Nenassan (Landowners)&amp;lt;br&amp;gt;Zalpuwan (Patrons)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Laws ==&lt;br /&gt;
[[File:Laws screen.png|thumb|300px|The Laws tab]]&lt;br /&gt;
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 [[File:YIELD CIVICS.png|25px]] Civics to pass it.&lt;br /&gt;
&lt;br /&gt;
=== No Upkeep Laws ===&lt;br /&gt;
No Upkeep Laws cost 250 [[File:YIELD CIVICS.png|25px]] Civics to pass and have no yearly costs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Law 1 !! Law 2 !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW EPICS.png|40px]] Epics&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Hero Opinion&lt;br /&gt;
* [[File:YIELD CULTURE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Culture per killed Military Unit in nearest City&lt;br /&gt;
| [[File:LAW EXPLORATION.png|40px]] Exploration&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Hunters Opinion&lt;br /&gt;
* Movement Bonus along Neutral River&lt;br /&gt;
* Scouts move on Water&lt;br /&gt;
| [[File:TECH RHETORIC.png|25px]] Rhetoric&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW SLAVERY.png|40px]] Slavery&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Builder Opinion&lt;br /&gt;
* [[File:IMPROVEMENT MINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Mine Yield [All Cities]&lt;br /&gt;
* [[File:IMPROVEMENT QUARRY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Quarry Yield [All Cities]&lt;br /&gt;
* [[File:YIELD DISCONTENT.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discontent per year [All Cities]&lt;br /&gt;
| [[File:LAW FREEDOM.png|40px]] Freedom&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Sages Opinion&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year per Specialist [All Cities]&lt;br /&gt;
| [[File:TECH LABOR FORCE.png|25px]] Labor Force&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW CENTRALIZATION.png|40px]] Centralization&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Legalism Opinion&lt;br /&gt;
* [[File:IMPROVEMENT MINE.png|25px]] Farms can be constructed on Marsh terrain&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per year per Culture Level [Capital City]&lt;br /&gt;
| [[File:LAW VASSALAGE.png|40px]] Vassalage&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Riders Opinion&lt;br /&gt;
* -50% Unit Consumption&lt;br /&gt;
* No extra Unit Consumption when Outside Borders&lt;br /&gt;
| [[File:TECH ARISTOCRACY.png|25px]] Aristocracy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Low Upkeep Laws ===&lt;br /&gt;
Low Upkeep Laws cost 400 [[File:YIELD CIVICS.png|25px]] Civics to pass and have low yearly costs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Law 1 !! Law 2 !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW TYRANNY.png|40px]] Tyranny&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orator Opinion&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+8&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year per Military Unit in Territory [All Cities]&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:LAW CONSTITUTION.png|40px]] Constitution&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Statesman Opinion&lt;br /&gt;
* [[File:PROJECT DECREE 1.png|25px]] Enables the Decree projects [Capital City]&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per year per Urban Specialist [All Cities]&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year&lt;br /&gt;
| [[File:TECH SOVEREIGNTY.png|25px]] Sovereignty&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW COLONIES.png|40px]] Colonies&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Diplomat Opinion&lt;br /&gt;
* [[File:BUY TILE.png|25px]] Enables the Buy Tile action&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year&lt;br /&gt;
| [[File:LAW SERFDOM.png|40px]] Serfdom&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Landowners Opinion&lt;br /&gt;
* [[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders per year&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-12&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
* [[File:YIELD DISCONTENT.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discontent per year [All Cities]&lt;br /&gt;
| [[File:TECH NAVIGATION.png|25px]] Navigation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW MONOTHEISM.png|40px]] Monotheism&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Gnosticism Opinion&lt;br /&gt;
* [[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders per year [State Religion Cities]&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:LAW POLYTHEISM.png|40px]] Polytheism&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Mythology Opinion&lt;br /&gt;
* Shrines can be constructed multiple times&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-12&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:TECH MONASTICISM.png|25px]] Monasticism&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Medium Upkeep Laws ===&lt;br /&gt;
Medium Upkeep Laws cost 400 [[File:YIELD CIVICS.png|25px]] Civics to pass and have medium yearly costs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Law 1 !! Law 2 !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW DIVINE RULE.png|40px]] Divine Rule&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Clerics Opinion&lt;br /&gt;
* [[File:MISSION ADOPT RELIGION.png|25px]] Can Adopt Pagan State Religions&lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness per year per Shrine [All Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-18&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:LAW LEGAL CODE.png|40px]] Legal Code&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Judge Opinion&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year per Active Law&lt;br /&gt;
* [[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-0.6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders per year&lt;br /&gt;
| [[File:TECH CITIZENSHIP.png|25px]] Citizenship&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW TOLERANCE.png|40px]] Tolerance&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Dualism Opinion&lt;br /&gt;
* Can Build Non-State Religions Disciples&lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness per year per Non-State Religion [All Cities]&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:LAW ORTHODOXY.png|40px]] Orthodoxy&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Revelation Opinion&lt;br /&gt;
* Disciples Can Purge World Religions&lt;br /&gt;
* Can Hurry Production with Orders [Stare Religion Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-18&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:TECH DOCTRINE.png|25px]] Doctrine&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW PROFESSIONAL ARMY.png|40px]] Professional Army&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Tactician Opinion&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; XP from Combat&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year with Treasury [All Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-18&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:LAW VOLUNTEERS.png|40px]] Volunteers&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Champions Opinion&lt;br /&gt;
* Can Hurry Production with Population&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year per War&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:TECH MANOR.png|25px]] Manor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== High Upkeep Laws ===&lt;br /&gt;
High Upkeep Laws cost 400 [[File:YIELD CIVICS.png|25px]] Civics to pass and have high yearly costs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Law 1 !! Law 2 !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW PHILOSOPHY.png|40px]] Philosophy&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Enlightenment Opinion&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Urban Specialists Production Time [All Cities]&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per year with Forum [All Cities]&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-9&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:LAW ENGINEERING.png|40px]] Engineering&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Scholar Opinion&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wonder Costs&lt;br /&gt;
* [[File:City Connected.png|25px]] Roads bridge across Rivers&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-24&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:TECH ARCHITECTURE.png|25px]] Architecture&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW ICONOGRAPHY.png|40px]] Iconography&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Veneration Opinion&lt;br /&gt;
* No Random Non-State Religion Spread [All Cities]&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year per Monastery [All Cities]&lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness per year per Cathedral [All Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year per Temple [All Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-24&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:LAW CALLIGRAPHY.png|40px]] Calligraphy&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Patrons Opinion&lt;br /&gt;
* [[File:YIELD CULTURE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Culture per year per Library [All Cities]&lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness per year per Elder Specialist [All Cities]&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-9&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:TECH VAULTING.png|25px]] Vaulting&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW PILGRIMAGE.png|40px]] Pilgrimage&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Redemption Opinion&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per year per Grove [All Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year per Cities with Religion [All Cities]&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-12&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year&lt;br /&gt;
| [[File:LAW HOLY WAR.png|40px]] Holy War&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Zealot Opinion&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Random Promotion for New Units [All Cities]&lt;br /&gt;
* Can Hurry Production of Units with Money [Stare Religion Cities]&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per year&lt;br /&gt;
| [[File:TECH MARTIAL CODE.png|25px]] Martial Code&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Very High Upkeep Laws ===&lt;br /&gt;
Very High Upkeep Laws cost 400 [[File:YIELD CIVICS.png|25px]] Civics to pass and have very high yearly costs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Law 1 !! Law 2 !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW GUILDS.png|40px]] Guilds&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; Artisans Opinion&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Rebels Chance [All Cities]&lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness per year per Town [All Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:LAW ELITES.png|40px]] Elites&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Schemer Opinion&lt;br /&gt;
* Store 100 Orders between Years&lt;br /&gt;
* [[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders per year with Legendary Culture Level [All Cities]&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-15&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year&lt;br /&gt;
| [[File:TECH JURISPRUDENCE.png|25px]] Jurisprudence&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW AUTARKY.png|40px]] Autarky&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; Commander Opinion&lt;br /&gt;
* [[File:IMPROVEMENT MINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Mine Yield [All Cities]&lt;br /&gt;
* [[File:IMPROVEMENT QUARRY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Quarry Yield [All Cities]&lt;br /&gt;
* [[File:IMPROVEMENT LUMBERMILL.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Lumbermill Yield [All Cities]&lt;br /&gt;
* Can build units that require Horses, Camels or Elephants [All Cities]&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per year&lt;br /&gt;
| [[File:LAW TRADE LEAGUE.png|40px]] Trade League&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Traders Opinion&lt;br /&gt;
* [[File:PROJECT CONVOY 1.png|25px]] Enables the Convoy projects&lt;br /&gt;
* Resource selling price becomes buying price&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-12&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:TECH LATEEN SAIL.png|25px]] Lateen Sail&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW COIN DEBASEMENT.png|40px]] Coin Debasement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Schemer Opinion&lt;br /&gt;
* Can buy and sell Orders with Money&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:LAW MONETARY REFORM.png|40px]] Monetary Reform&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Traders Opinion&lt;br /&gt;
* No Discontent from Hurry Production&lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness per year [All Cities]&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-12&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:TECH FISCAL POLICY.png|25px]] Fiscal Policy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Succession ==&lt;br /&gt;
Once a Nation Leader dies, its Heir becomes the new Nation Leader. If the Nation doesn&#039;t have a heir when the Nation Leader dies the game ends. Which child becomes Heir depends on the Succession Law. The Heir can also be chosen manually via a character action, but this carries a penalty of [[File:YIELD LEGITIMACY.png|25px]] 10 Legitimacy. There are 5 possible Succession Laws, with the starting one being decided in the new game settings. Changing Succession Law initially costs 100 [[File:YIELD CIVICS.png|25px]] Civics, and the cost increases by 50 for each subsequent change.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Succession Law !! Heir&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW PRIMOGENITURE.png|55px]] Primogeniture || Oldest child&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW ULTIMOGENITURE.png|55px]] Ultimogeniture || Youngest child&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW LATERAL.png|55px]] Lateral || Siblings before children&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW DYNASTIC.png|55px]] Dynastic || Oldest character with a direct line to the Nation&#039;s Founder&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW SENIORITY.png|55px]] Seniority || Oldest dynasty member&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Families ==&lt;br /&gt;
Families are the leading clans within a Nation that control its cities, with different dispositions and conflicting interests. Their preferences determine what Ambitions a Nation Leader can pursue. The Opinion that a family has towards its Nation&#039;s Leader can trigger various events. Each Nation has 4 Families, which may belong to one of 10 classes. The first City founded for a Family will be the Family Seat.&lt;br /&gt;
&lt;br /&gt;
Each Family will have two preferred luxury resources. Each one of their cities that doesn&#039;t have the luxury resource will decrease the Family&#039;s Opinion by 10. In addition, if a Family has fewer cities than the other Families it will suffer an Opinion penalty.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class !! City Effects !! Family Seat Effects !! Seat Founded Bonus !! Common Traits !! Wanted Luxuries !! Opinion&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Artisans&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD CULTURE.png|25px]] +4 Culture per year&lt;br /&gt;
* [[File:IMPROVEMENT MINE.png|25px]] +20% Mine Yield&lt;br /&gt;
* [[File:IMPROVEMENT LUMBERMILL.png|25px]] +20% Lumbermill Yield&lt;br /&gt;
* New Siege and Ship Units start with Ingenuity&lt;br /&gt;
| -2 Turns Urban Improvement Build Time&lt;br /&gt;
| [[File:UNIT WORKER.png|25px]] Worker&lt;br /&gt;
| [[File:TRAIT SCHEMER.png|25px]] Schemer (x10)&amp;lt;br&amp;gt;[[File:TRAIT BUILDER.png|25px]] Builder (x5)&amp;lt;br&amp;gt;[[File:TRAIT ORATOR.png|25px]] Orator (x5)&lt;br /&gt;
| [[File:RESOURCE DYE.png|25px]] Dyes&amp;lt;br&amp;gt;[[File:RESOURCE GEM.png|25px]] Gems&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW GUILDS.png|25px]] Guilds law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT AMPHITHEATER.png|25px]] Amphitheater improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Luxuries&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Pillaged Improvements Inside Territory&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Champions&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] +2 Training per year&lt;br /&gt;
* +50% City Defense&lt;br /&gt;
* New Units start with Steadfast&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] +50% Training&lt;br /&gt;
| [[File:UNIT MILITIA.png|25px]] Militia&lt;br /&gt;
| [[File:TRAIT COMMANDER.png|25px]] Commander (x10)&amp;lt;br&amp;gt;[[File:TRAIT HERO.png|25px]] Hero (x10)&lt;br /&gt;
| [[File:RESOURCE DYE.png|25px]] Dyes&amp;lt;br&amp;gt;[[File:RESOURCE WINE.png|25px]] Wine&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW VOLUNTEERS.png|25px]] Volunteers law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT GARRISON 3.png|25px]] Citadel improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Largest Military&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Weakest Military&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Clerics&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] +1 Happiness per year&lt;br /&gt;
* [[File:TERRAIN SAND.png|25px]] Sand terrain can support Urban Improvements&lt;br /&gt;
* +100 Monastery and Temple Yield&lt;br /&gt;
| -50% Disciple Units Production Time&lt;br /&gt;
| [[File:TECH MONASTICISM.png|25px]] Monasticism&amp;lt;br&amp;gt;Found Judaism or Zoroastrianism&lt;br /&gt;
| [[File:TRAIT ZEALOT.png|25px]] Zealot (x10)&amp;lt;br&amp;gt;[[File:TRAIT COMMANDER.png|25px]] Commander (x5)&amp;lt;br&amp;gt;[[File:TRAIT SCHOLAR.png|25px]] Scholar (x5)&lt;br /&gt;
| [[File:RESOURCE INCENSE.png|25px]] Incense&amp;lt;br&amp;gt;[[File:RESOURCE LAVENDER.png|25px]] Lavender&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW DIVINE RULE.png|25px]] Divine Rule law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; per Cathedral improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per Holy City&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per City without Religion&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hunters&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] +2 Training per year&lt;br /&gt;
* [[File:IMPROVEMENT CAMP.png|25px]] +100% Camp Yield&lt;br /&gt;
* New Ranged Units start with Sentinel&lt;br /&gt;
| [[File:PROJECT HUNT 1.png|25px]] Enables the Hunt projects&lt;br /&gt;
| [[File:YIELD IRON.png|25px]] 50 Iron&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 50 Stone&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&lt;br /&gt;
| [[File:TRAIT TACTICIAN.png|25px]] Tactician (x10)&amp;lt;br&amp;gt;[[File:TRAIT HERO.png|25px]] Hero (x5)&amp;lt;br&amp;gt;[[File:TRAIT SCHEMER.png|25px]] Schemer (x5)&lt;br /&gt;
| [[File:RESOURCE FUR.png|25px]] Fur&amp;lt;br&amp;gt;[[File:RESOURCE HONEY.png|25px]] Honey&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW EXPLORATION.png|25px]] Exploration law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT RANGE.png|25px]] Range improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per Defended City&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Hostile Tribal Units in Territory&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Landowners&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD GROWTH.png|25px]] +2 Growth per year&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] +5 Money per year per Farm&lt;br /&gt;
* -50% Rural Specialists Production Time&lt;br /&gt;
| [[File:BUY TILE.png|25px]] Enables the Buy Tile action&lt;br /&gt;
| 2 Citizens&lt;br /&gt;
| [[File:TRAIT BUILDER.png|25px]] Builder (x10)&amp;lt;br&amp;gt;[[File:TRAIT JUDGE.png|25px]] Judge (x5)&amp;lt;br&amp;gt;[[File:TRAIT TACTICIAN.png|25px]] Tactician (x5)&lt;br /&gt;
| [[File:RESOURCE HONEY.png|25px]] Honey&amp;lt;br&amp;gt;[[File:RESOURCE OLIVE.png|25px]] Olives&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW SERFDOM.png|25px]] Serfdom law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT TOWN.png|25px]] Town improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Most Cities&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Fewest Cities&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Nation Ruler age is below 18&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Patrons&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] +2 Civics per year&lt;br /&gt;
* [[File:YIELD CULTURE.png|25px]] +4 Culture per year per Bullion Resource (Gems, Gold, Pearls, Silver)&lt;br /&gt;
* [[File:RESOURCE LITERATURE.png|25px]] Creates Literature Luxury&lt;br /&gt;
| [[File:YIELD HAPPINESS.png|25px]] +1 Happiness Level per Culture Event&lt;br /&gt;
| Court Minister&lt;br /&gt;
| [[File:TRAIT ORATOR.png|25px]] Orator (x10)&amp;lt;br&amp;gt;[[File:TRAIT BUILDER.png|25px]] Builder (x5)&amp;lt;br&amp;gt;[[File:TRAIT SCHOLAR.png|25px]] Scholar (x5)&lt;br /&gt;
| [[File:RESOURCE GEM.png|25px]] Gems&amp;lt;br&amp;gt;[[File:RESOURCE INCENSE.png|25px]] Incense&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW CALLIGRAPHY.png|25px]] Calligraphy law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT HEATED BATHS.png|25px]] Heated Baths improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:CHAR FILTER GOVERNOR.png|25px]] Governor&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per Wonder of the World&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Leader or Heir from same Family&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Riders&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] +2 Training per year&lt;br /&gt;
* [[File:City Connected.png|25px]] Always Connected&lt;br /&gt;
* New Mounted Units start with Saddleborn&lt;br /&gt;
| Mounted Units do not require map resources&lt;br /&gt;
| [[File:UNIT SCOUT.png|25px]] Scout&lt;br /&gt;
| [[File:TRAIT ZEALOT.png|25px]] Zealot (x10)&amp;lt;br&amp;gt;[[File:TRAIT HERO.png|25px]] Hero (x5)&amp;lt;br&amp;gt;[[File:TRAIT TACTICIAN.png|25px]] Tactician (x5)&lt;br /&gt;
| [[File:RESOURCE FUR.png|25px]] Fur&amp;lt;br&amp;gt;[[File:RESOURCE SALT.png|25px]] Salt&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW VASSALAGE.png|25px]] Vassalage law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT BARRACKS.png|25px]] Barracks improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:CHAR FILTER GENERAL.png|25px]] General&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Leader or Spouse from another Nation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sages&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] +2 Civics per year&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] +1 Science per year per Specialist&lt;br /&gt;
* -20% Urban Specialists Cost&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] +25% Science&lt;br /&gt;
| Random Technology&lt;br /&gt;
| [[File:TRAIT SCHOLAR.png|25px]] Scholar (x10)&amp;lt;br&amp;gt;[[File:TRAIT DIPLOMAT.png|25px]] Diplomat (x5)&amp;lt;br&amp;gt;[[File:TRAIT JUDGE.png|25px]] Judge (x5)&lt;br /&gt;
| [[File:RESOURCE LAVENDER.png|25px]] Lavender&amp;lt;br&amp;gt;[[File:RESOURCE SALT.png|25px]] Salt&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW FREEDOM.png|25px]] Freedom law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT UNIVERSITY.png|25px]] University improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Most Specialists&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Leader or Spouse from a Tribe&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Statesmen&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD ORDERS.png|25px]] +1 Orders per year&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] +1 Civics per year per Family Opinion Level&lt;br /&gt;
| [[File:PROJECT DECREE 1.png|25px]] Enables the Decree projects&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 400 Civics&lt;br /&gt;
| [[File:TRAIT JUDGE.png|25px]] Judge (x10)&amp;lt;br&amp;gt;[[File:TRAIT COMMANDER.png|25px]] Commander (x5)&amp;lt;br&amp;gt;[[File:TRAIT DIPLOMAT.png|25px]] Diplomat (x5)&lt;br /&gt;
| [[File:RESOURCE PEARL.png|25px]] Pearls&amp;lt;br&amp;gt;[[File:RESOURCE WINE.png|25px]] Wine&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW CONSTITUTION.png|25px]] Constitution law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT PALACE.png|25px]] Palace improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; No Spouse&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; No Councilors&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Traders&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:IMPROVEMENT NETS.png|25px]] +100% Nets Yield&lt;br /&gt;
* [[File:YIELD CULTURE.png|25px]] +1 Culture per year per Specialist&lt;br /&gt;
* New Worker Units start with Surveyor&lt;br /&gt;
| [[File:UNIT CARAVAN.png|25px]] Unlocks Caravan units&lt;br /&gt;
| [[File:IMPROVEMENT FAIR.png|25px]] Fair&amp;lt;br&amp;gt;Court Merchant&lt;br /&gt;
| [[File:TRAIT DIPLOMAT.png|25px]] Diplomat (x10)&amp;lt;br&amp;gt;[[File:TRAIT ORATOR.png|25px]] Orator (x5)&amp;lt;br&amp;gt;[[File:TRAIT SCHEMER.png|25px]] Schemer (x5)&lt;br /&gt;
| [[File:RESOURCE OLIVE.png|25px]] Olives&amp;lt;br&amp;gt;[[File:RESOURCE PEARL.png|25px]] Pearls&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW MONETARY REFORM.png|25px]] Monetary Reform law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW TRADE LEAGUE.png|25px]] Trade League law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT FAIR.png|25px]] Fair improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Connected Cities&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Damaged Cities&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tribes ==&lt;br /&gt;
[[File:Tribe site.png|thumb|300px|A Gaul tribe occupying a city site]]&lt;br /&gt;
Tribes occupy certain City Sites at the start of the game. Tribes that aren&#039;t allied with any Nation will eventually spawn a raiders army. Raiders are always at War with all Nations and will attack the nearest City. How far raiders are willing to travel depends on the game difficulty.&lt;br /&gt;
&lt;br /&gt;
Carthage and Nation Leaders with the [[File:TRAIT ORATOR.png|25px]] Orator archetype can hire Tribe units as mercenaries. The price depends on the unit&#039;s [[File:Icon AttackDefense.png]] Strength, the Opinion of the Tribe and the number of mercenaries recruited so far.&lt;br /&gt;
&lt;br /&gt;
There are 7 Tribes present in Old World:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tribe !! Units !! Always at War&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Barbarians&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT MARAUDER.png|25px]] Marauder&amp;lt;br&amp;gt;[[File:UNIT SKIRMISHER.png|25px]] Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE MARAUDER.png|25px]] Elite Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE SKIRMISHER.png|25px]] Elite Skirmisher&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:cyan;&amp;quot;&amp;gt;&#039;&#039;&#039;Danes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT MARAUDER.png|25px]] Marauder&amp;lt;br&amp;gt;[[File:UNIT SKIRMISHER.png|25px]] Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE MARAUDER.png|25px]] Elite Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE SKIRMISHER.png|25px]] Elite Skirmisher&amp;lt;br&amp;gt;[[File:UNIT JAVELINEER.png|25px]] Javelineer&amp;lt;br&amp;gt;[[File:UNIT ELITE JAVELINEER.png|25px]] Elite Javelineer&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Gauls&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT MARAUDER.png|25px]] Marauder&amp;lt;br&amp;gt;[[File:UNIT SKIRMISHER.png|25px]] Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE MARAUDER.png|25px]] Elite Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE SKIRMISHER.png|25px]] Elite Skirmisher&amp;lt;br&amp;gt;[[File:UNIT JAVELINEER.png|25px]] Javelineer&amp;lt;br&amp;gt;[[File:UNIT ELITE JAVELINEER.png|25px]] Elite Javelineer&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Thracians&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT MARAUDER.png|25px]] Marauder&amp;lt;br&amp;gt;[[File:UNIT SKIRMISHER.png|25px]] Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE MARAUDER.png|25px]] Elite Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE SKIRMISHER.png|25px]] Elite Skirmisher&amp;lt;br&amp;gt;[[File:UNIT WARLORD.png|25px]] Warlord&amp;lt;br&amp;gt;[[File:UNIT ELITE WARLORD.png|25px]] Elite Warlord&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Vandals&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT MARAUDER.png|25px]] Marauder&amp;lt;br&amp;gt;[[File:UNIT SKIRMISHER.png|25px]] Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE MARAUDER.png|25px]] Elite Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE SKIRMISHER.png|25px]] Elite Skirmisher&amp;lt;br&amp;gt;[[File:UNIT WARLORD.png|25px]] Warlord&amp;lt;br&amp;gt;[[File:UNIT ELITE WARLORD.png|25px]] Elite Warlord&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Numidians&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT NOMAD MARAUDER.png|25px]] Nomad Marauder&amp;lt;br&amp;gt;[[File:UNIT NOMAD SKIRMISHER.png|25px]] Nomad Skirmisher&amp;lt;br&amp;gt;[[File:UNIT NOMAD WARLORD.png|25px]] Nomad Warlord&amp;lt;br&amp;gt;[[File:UNIT ELITE NOMAD MARAUDER.png|25px]] Elite Nomad Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE NOMAD SKIRMISHER.png|25px]] Elite Nomad Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE NOMAD WARLORD.png|25px]] Elite Nomad Warlord&amp;lt;br&amp;gt;[[File:UNIT LIBYAN CAVALRY.png|25px]] Libyan Cavalry&amp;lt;br&amp;gt;[[File:UNIT ELITE LIBYAN CAVALRY.png|25px]] Elite Libyan Cavalry&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Scythians&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT NOMAD MARAUDER.png|25px]] Nomad Marauder&amp;lt;br&amp;gt;[[File:UNIT NOMAD SKIRMISHER.png|25px]] Nomad Skirmisher&amp;lt;br&amp;gt;[[File:UNIT NOMAD WARLORD.png|25px]] Nomad Warlord&amp;lt;br&amp;gt;[[File:UNIT ELITE NOMAD MARAUDER.png|25px]] Elite Nomad Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE NOMAD SKIRMISHER.png|25px]] Elite Nomad Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE NOMAD WARLORD.png|25px]] Elite Nomad Warlord&amp;lt;br&amp;gt;[[File:UNIT AMAZON CAVALRY.png|25px]] Amazon Cavalry&amp;lt;br&amp;gt;[[File:UNIT ELITE AMAZON CAVALRY.png|25px]] Elite Amazon Cavalry&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Old_World/index.php?title=Cities&amp;diff=1320</id>
		<title>Cities</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Old_World/index.php?title=Cities&amp;diff=1320"/>
		<updated>2023-03-13T16:29:35Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Early city.png|thumb|300px|A developed city]]&lt;br /&gt;
Cities are the centers of population, production and power. When founded or captured, a City is assigned to a Family. The first City founded by a Nation is its Capital and gains a yearly bonus of +2 [[File:YIELD CULTURE.png|25px]] Culture and [[File:YIELD MONEY.png|25px]] +2 Money. Cities can only be founded on certain locations called City Sites, which are initially controlled by Tribes.&lt;br /&gt;
&lt;br /&gt;
During war a City&#039;s HP bar will be shown. Once a City&#039;s HP reaches zero a Unit can be moved on it, at which point the City enters a state of Anarchy for a few turns. If a Unit is kept on the City tile until the Anarchy ends the City will be annexed by the army&#039;s owner. Each point of HP damage also reduces a City&#039;s yields by 2.5% until repaired. Cities regain 1 HP each year.&lt;br /&gt;
&lt;br /&gt;
== Culture level ==&lt;br /&gt;
Each city has a culture level, which is increased each time the Culture bar fills. Culture level provides increasing bonuses to the city but also increasing costs per Citizen and Specialist.&lt;br /&gt;
&lt;br /&gt;
Once a City reaches Developing Culture Level it will gain the ability to Hurry Production using a chosen resource, causing the item at the top of the production queue to be finished next turn. Each turn that an item is produced normally decreases the resources needed to rush it. However Hurry Production always produces [[File:YIELD DISCONTENT.png|25px]] Discontent unless the [[File:LAW MONETARY REFORM.png|25px]] Monetary Reform law has been passed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Culture Level !! Projects Tier !! Victory Points !! Governor XP/Year !! Hamlet Limit !! Can Hurry Production !! Citizen and Specialist Upkeep !! Enabled Wonders of the World&lt;br /&gt;
|-&lt;br /&gt;
| [[File:CULTURE WEAK.png|55px]] Weak&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;I&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;0&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Food&lt;br /&gt;
| [[File:IMPROVEMENT HANGING GARDENS.png|25px]] The Hanging Gardens&amp;lt;br&amp;gt;[[File:IMPROVEMENT ORACLE.png|25px]] The Oracle&amp;lt;br&amp;gt;[[File:IMPROVEMENT PYRAMIDS.png|25px]] The Pyramids&amp;lt;br&amp;gt;[[File:IMPROVEMENT GREAT ZIGGURAT.png|25px]] The Ziggurat&lt;br /&gt;
|-&lt;br /&gt;
| [[File:CULTURE DEVELOPING.png|55px]] Developing&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;II&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+6&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Iron&lt;br /&gt;
| [[File:IMPROVEMENT APADANA.png|25px]] The Apadana&amp;lt;br&amp;gt;[[File:IMPROVEMENT ISHTAR GATE.png|25px]] The Ishtar Gate&amp;lt;br&amp;gt;[[File:IMPROVEMENT LIGHTHOUSE.png|25px]] The Lighthouse&amp;lt;br&amp;gt;[[File:IMPROVEMENT NECROPOLIS.png|25px]] The Necropolis&lt;br /&gt;
|-&lt;br /&gt;
| [[File:CULTURE STRONG.png|55px]] Strong&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;III&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+8&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;2&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Iron&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&lt;br /&gt;
| [[File:IMPROVEMENT PARTHENON.png|25px]] The Acropolis&amp;lt;br&amp;gt;[[File:IMPROVEMENT COLOSSUS.png|25px]] The Colossus&amp;lt;br&amp;gt;[[File:IMPROVEMENT MAUSOLEUM.png|25px]] The Mausoleum&amp;lt;br&amp;gt;[[File:IMPROVEMENT MUSAEUM.png|25px]] The Musaeum&lt;br /&gt;
|-&lt;br /&gt;
| [[File:CULTURE LEGENDARY.png|55px]] Legendary&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;IV&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;3&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Iron&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wood&lt;br /&gt;
| [[File:IMPROVEMENT CIRCUS MAXIMUS.png|25px]] The Circus Maximus&amp;lt;br&amp;gt;[[File:IMPROVEMENT HAGIA SOPHIA.png|25px]] The Hagia Sophia&amp;lt;br&amp;gt;[[File:IMPROVEMENT PANTHEON.png|25px]] The Pantheon&amp;lt;br&amp;gt;[[File:IMPROVEMENT GRAND BAZAAR.png|25px]] The Via Recta Souk&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Improvements ==&lt;br /&gt;
Improvements are constructed by Worker units can be used to grand various bonuses to a City. There are two types of improvements: rural and urban. If a Worker unit is selected the game will suggest the tile where each improvement is most effective, as long as said improvement can be constructed either immediately or after buying resources.&lt;br /&gt;
&lt;br /&gt;
Improvements without a Specialist will increase the City&#039;s [[File:YIELD MAINTENANCE.png|25px]] Maintenance.&lt;br /&gt;
&lt;br /&gt;
Improvements may be pillaged by military units. A pillaged improvement does not produce anything and will be destroyed in 10 turns unless repaired by a Worker unit. Repairing an improvement costs half of its construction cost.&lt;br /&gt;
&lt;br /&gt;
=== Rural improvements ===&lt;br /&gt;
Rural improvements can only be constructed on non-urban tiles. They require either certain terrain or a certain natural resource present on the tile.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Improvement !! Yearly yield !! Specialist !!  Cost !! Terrain or map resource !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT FARM.png|70px]] Farm&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Food&lt;br /&gt;
| [[File:SPECIALIST FARMER.png|25px]] Farmer&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years&lt;br /&gt;
| [[File:TERRAIN ARID.png|25px]] Arid, [[File:TERRAIN LUSH.png|25px]] Lush, [[File:TERRAIN TEMPERATE.png|25px]] Temperate, [[File:TERRAIN MARSH.png|25px]] Marsh (requires [[File:LAW CENTRALIZATION.png|25px]] Centralization law)&amp;lt;br&amp;gt;[[File:RESOURCE BARLEY.png|25px]] Barley, [[File:RESOURCE SORGHUM.png|25px]] Sorghum, [[File:RESOURCE WHEAT.png|25px]] Wheat&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT MINE.png|70px]] Mine&lt;br /&gt;
| [[File:YIELD IRON.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Iron&lt;br /&gt;
| [[File:SPECIALIST MINER.png|25px]] Miner&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years&lt;br /&gt;
| [[File:TERRAIN ARID.png|25px]] Arid, [[File:TERRAIN LUSH.png|25px]] Lush, [[File:TERRAIN TEMPERATE.png|25px]] Temperate, [[File:HillsEditorIcon.png|25px]] Hill&amp;lt;br&amp;gt;[[File:RESOURCE GEM.png|25px]] Gems, [[File:RESOURCE GOLD.png|25px]] Gold, [[File:RESOURCE IRON.png|25px]] Ore, [[File:RESOURCE SALT.png|25px]] Salt, [[File:RESOURCE SILVER.png|25px]] Silver&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT NETS.png|70px]] Nets&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Various&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:SPECIALIST FISHER.png|25px]] Fisher&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years&lt;br /&gt;
| [[File:RESOURCE CRAB.png|25px]] Crabs, [[File:RESOURCE DYE.png|25px]] Dyes, [[File:RESOURCE FISH.png|25px]] Fish, [[File:RESOURCE PEARL.png|25px]] Pearls&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT FORT.png|70px]] Fort&lt;br /&gt;
| [[File:Icon Defense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Defense if Friendly/Neutral Territory&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Unit Vision&amp;lt;br&amp;gt;Units Heal even if Neutral Territory&amp;lt;br&amp;gt;Destroyed when Pillaged&lt;br /&gt;
| None&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 40 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders&lt;br /&gt;
| [[File:TERRAIN ARID.png|25px]] Arid, [[File:TERRAIN LUSH.png|25px]] Lush, [[File:TERRAIN TEMPERATE.png|25px]] Temperate&lt;br /&gt;
| [[File:TECH STONECUTTING.png|25px]] Stonecutting&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT QUARRY.png|70px]] Quarry&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&lt;br /&gt;
| [[File:SPECIALIST STONECUTTER.png|25px]] Stonecutter&lt;br /&gt;
| [[File:YIELD IRON.png|25px]] 20 Iron&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years&lt;br /&gt;
| [[File:TERRAIN ARID.png|25px]] Arid, [[File:TERRAIN LUSH.png|25px]] Lush, [[File:TERRAIN TEMPERATE.png|25px]] Temperate, [[File:MountainEditorIcon.png|25px]] Adjacent Mountain, [[File:VolcanoEditorIcon.png|25px]] Adjacent Volcano&amp;lt;br&amp;gt;[[File:RESOURCE STONE.png|25px]] Marble&lt;br /&gt;
| [[File:TECH STONECUTTING.png|25px]] Stonecutting&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT GRANARY.png|70px]] Granary&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Growth&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wood&amp;lt;br&amp;gt;[[File:IMPROVEMENT FARM.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Adjacent Farm Yield&lt;br /&gt;
| None&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 40 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years&lt;br /&gt;
| [[File:TERRAIN ARID.png|25px]] Arid, [[File:TERRAIN LUSH.png|25px]] Lush, [[File:TERRAIN TEMPERATE.png|25px]] Temperate&lt;br /&gt;
| [[File:TECH ADMINISTRATION.png|25px]] Administration&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT CAMP.png|70px]] Camp&lt;br /&gt;
| [[File:IMPROVEMENT LUMBERMILL.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Adjacent Lumbermill Yield&lt;br /&gt;
| [[File:SPECIALIST TRAPPER.png|25px]] Trapper&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years&lt;br /&gt;
| [[File:RESOURCE CAMEL.png|25px]] Camels, [[File:RESOURCE ELEPHANT.png|25px]] Elephants, [[File:RESOURCE FUR.png|25px]] Fur, [[File:RESOURCE GAME.png|25px]] Game&lt;br /&gt;
| [[File:TECH TRAPPING.png|25px]] Trapping&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT PASTURE.png|70px]] Pasture&lt;br /&gt;
| [[File:IMPROVEMENT FARM.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Adjacent Farms Yield&lt;br /&gt;
| [[File:SPECIALIST RANCHER.png|25px]] Rancher&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years&lt;br /&gt;
| [[File:RESOURCE CATTLE.png|25px]] Cattle, [[File:RESOURCE GOAT.png|25px]] Goats, [[File:RESOURCE HORSE.png|25px]] Horses, [[File:RESOURCE PIG.png|25px]] Pigs, [[File:RESOURCE SHEEP.png|25px]] Sheep&lt;br /&gt;
| [[File:TECH HUSBANDRY.png|25px]] Husbandry&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT GROVE.png|70px]] Grove&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Various&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:SPECIALIST GARDENER.png|25px]] Gardener&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years&lt;br /&gt;
| [[File:RESOURCE CITRUS.png|25px]] Citrus, [[File:RESOURCE HONEY.png|25px]] Honey, [[File:RESOURCE INCENSE.png|25px]] Incense, [[File:RESOURCE LAVENDER.png|25px]] Lavender, [[File:RESOURCE OLIVE.png|25px]] Olives, [[File:RESOURCE WINE.png|25px]] Wine&lt;br /&gt;
| [[File:TECH LAND CONSOLIDATION.png|25px]] Land Consolidation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT HARBOR.png|70px]] Harbor&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per Adjacent Resource&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:IMPROVEMENT NETS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Adjacent Nets Yield&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; XP for Idle Ship Units&lt;br /&gt;
| None&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 60 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years&lt;br /&gt;
| [[File:CoastEditorIcon.png|25px]] Coast&lt;br /&gt;
| [[File:TECH CARTOGRAPHY.png|25px]] Cartography&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT LUMBERMILL.png|70px]] Lumbermill&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wood&lt;br /&gt;
| [[File:SPECIALIST WOODCUTTER.png|25px]] Woodcutter&lt;br /&gt;
| [[File:YIELD IRON.png|25px]] 20 Iron&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years&lt;br /&gt;
| Trees&lt;br /&gt;
| [[File:TECH FORESTRY.png|25px]] Forestry&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT WATERMILL.png|70px]] Watermill&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science&lt;br /&gt;
| None&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 40 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 2 years&lt;br /&gt;
| River&lt;br /&gt;
| [[File:TECH HYDRAULICS.png|25px]] Hydraulics&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT WINDMILL.png|70px]] Windmill&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science&lt;br /&gt;
| None&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 40 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 2 years&lt;br /&gt;
| [[File:HillsEditorIcon.png|25px]] Hill&lt;br /&gt;
| [[File:TECH HYDRAULICS.png|25px]] Hydraulics&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Urban improvements ===&lt;br /&gt;
Most urban improvements come in three tiers. A higher tier improvement requires a lower tier one to be constructed before it can be built, as well as increasing the city&#039;s Culture Level by one for each tier. Urban improvements can be constructed on [[File:TERRAIN URBAN.png|25px]] Urban, [[File:TERRAIN ARID.png|25px]] Arid, [[File:TERRAIN LUSH.png|25px]] Lush or [[File:TERRAIN TEMPERATE.png|25px]] Temperate tiles, and [[File:TERRAIN SAND.png|25px]] Sand tiles if the city is run by a family of Clerics, but only if one the following is true:&lt;br /&gt;
* An urban tile.&lt;br /&gt;
* A tile adjacent to two urban tiles. The tile will become urban once the improvement is completed.&lt;br /&gt;
* A tile adjacent to one urban tile and one water tile. The tile will become urban once the improvement is completed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=3 | Apprentices improvement !! colspan=3 | Master improvement !! colspan=3 | Elder improvement !! rowspan=2 | Requiremnts&lt;br /&gt;
|-&lt;br /&gt;
! Improvement !! Yearly yield !! Cost !! Improvement !! Yearly yield !! Cost !! Improvement !! Yearly yield !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Garrison&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT GARRISON 1.png|90px]]&lt;br /&gt;
| [[File:Icon Defense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Defense if own army&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+0.5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:CHAR FILTER GOVERNOR.png|25px]] Enables City Governor&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 80 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years&lt;br /&gt;
| &#039;&#039;&#039;Stronghold&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT GARRISON 2.png|90px]]&lt;br /&gt;
| [[File:Icon Defense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Defense if own army&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+0.5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:CHAR FILTER GOVERNOR.png|25px]] Enables City Governor&amp;lt;br&amp;gt;Enables tier 1 Nation Unit&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 100 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 5 years&lt;br /&gt;
| &#039;&#039;&#039;Citadel&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT GARRISON 3.png|90px]]&lt;br /&gt;
| [[File:Icon Defense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Defense if own army&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+0.5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders&amp;lt;br&amp;gt;[[File:YIELD MAINTENANCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Maintenance&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:CHAR FILTER GOVERNOR.png|25px]] Enables City Governor&amp;lt;br&amp;gt;Enables tier 2 Nation Unit&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 100 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 6 years&lt;br /&gt;
| 1 Active Law&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Odeon&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT ODEON.png|90px]]&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Culture&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:SPECIALIST POET.png|25px]] Enables Apprentice Poet&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 40 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years&lt;br /&gt;
| &#039;&#039;&#039;Theater&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT THEATER.png|90px]]&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Culture&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:SPECIALIST POET.png|25px]] Enables Master Poet&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 60 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 5 years&lt;br /&gt;
| &#039;&#039;&#039;Amphitheater&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT AMPHITHEATER.png|90px]]&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Culture&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:SPECIALIST POET.png|25px]] Enables Elder Poet&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 80 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 6 years&lt;br /&gt;
| [[File:TECH DRAMA.png|25px]] Drama&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cold Baths&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT COLD BATHS.png|90px]]&lt;br /&gt;
| [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:SPECIALIST DOCTOR.png|25px]] Enables Apprentice Doctor&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 40 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years&lt;br /&gt;
| &#039;&#039;&#039;Warm Baths&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT WARM BATHS.png|90px]]&lt;br /&gt;
| [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:SPECIALIST DOCTOR.png|25px]] Enables Master Doctor&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 60 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 5 years&lt;br /&gt;
| &#039;&#039;&#039;Heated Baths&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT HEATED BATHS.png|90px]]&lt;br /&gt;
| [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness&amp;lt;br&amp;gt;[[File:YIELD GROWTH.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Growth&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:SPECIALIST DOCTOR.png|25px]] Enables Elder Doctor&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 80 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 6 years&lt;br /&gt;
| [[File:TECH ARCHITECTURE.png|25px]] Architecture&amp;lt;br&amp;gt;[[File:CULTURE DEVELOPING.png|25px]] Developing Culture&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Courthouse&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT COURTHOUSE.png|90px]]&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:SPECIALIST SCRIBE.png|25px]] Enables Apprentice Scribe&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 80 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years&lt;br /&gt;
| &#039;&#039;&#039;Ministry&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT MINISTRIES.png|90px]]&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:SPECIALIST SCRIBE.png|25px]] Enables Master Scribe&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 100 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 5 years&lt;br /&gt;
| &#039;&#039;&#039;Palace&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT PALACE.png|90px]]&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics&amp;lt;br&amp;gt;[[File:YIELD MAINTENANCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Maintenance&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:SPECIALIST SCRIBE.png|25px]] Enables Elder Scribe&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 120 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 6 years&lt;br /&gt;
| [[File:TECH CITIZENSHIP.png|25px]] Citizenship&amp;lt;br&amp;gt;[[File:CULTURE DEVELOPING.png|25px]] Developing Culture&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Library&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT LIBRARY.png|90px]]&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science&amp;lt;br&amp;gt;[[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per adj. resource&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:SPECIALIST PHILOSOPHER.png|25px]] Enables Apprentice Philosopher&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 80 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years&lt;br /&gt;
| &#039;&#039;&#039;Academy&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT ACADEMY.png|90px]]&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science&amp;lt;br&amp;gt;[[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per adj. resource&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:SPECIALIST PHILOSOPHER.png|25px]] Enables Master Philosopher&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 100 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 5 years&lt;br /&gt;
| &#039;&#039;&#039;University&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT UNIVERSITY.png|90px]]&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science&amp;lt;br&amp;gt;[[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per adj. resource&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:SPECIALIST PHILOSOPHER.png|25px]] Enables Elder Philosopher&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 120 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 6 years&lt;br /&gt;
| [[File:TECH SCHOLARSHIP.png|25px]] Scholarship&amp;lt;br&amp;gt;[[File:CULTURE DEVELOPING.png|25px]] Developing Culture&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Market&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT MARKET.png|90px]]&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money&amp;lt;br&amp;gt;[[File:IMPROVEMENT HARBOR.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Adjacent Harbor Yield&amp;lt;br&amp;gt;[[File:SPECIALIST SHOPKEEPER.png|25px]] Enables Apprentice Shopkeeper&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 80 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years&lt;br /&gt;
| &#039;&#039;&#039;Grocer&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT GROCER.png|90px]]&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money&amp;lt;br&amp;gt;[[File:IMPROVEMENT HARBOR.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Adjacent Harbor Yield&amp;lt;br&amp;gt;[[File:SPECIALIST SHOPKEEPER.png|25px]] Enables Master Shopkeeper&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 100 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 5 years&lt;br /&gt;
| &#039;&#039;&#039;Fair&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT FAIR.png|90px]]&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money&amp;lt;br&amp;gt;[[File:IMPROVEMENT HARBOR.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Adjacent Harbor Yield&amp;lt;br&amp;gt;[[File:SPECIALIST SHOPKEEPER.png|25px]] Enables Elder Shopkeeper&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 120 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 6 years&lt;br /&gt;
| [[File:TECH COINAGE.png|25px]] Coinage&amp;lt;br&amp;gt;[[File:CULTURE DEVELOPING.png|25px]] Developing Culture&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Barracks&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT BARRACKS.png|90px]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; XP per year for Idle Melee Units&amp;lt;br&amp;gt;[[File:IMPROVEMENT GARRISON 1.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Adjacent Garrison Yield&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Iron&amp;lt;br&amp;gt;[[File:SPECIALIST OFFICER.png|25px]] Enables Officers&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 40 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| [[File:TECH MILITARY DRILL.png|25px]] Military Drill&amp;lt;br&amp;gt;[[File:IMPROVEMENT BARRACKS.png|25px]] Max 2 per City&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Range&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT RANGE.png|90px]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; XP per year for Idle Ranged Units&amp;lt;br&amp;gt;[[File:IMPROVEMENT GARRISON 1.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Adjacent Garrison Yield&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wood&amp;lt;br&amp;gt;[[File:SPECIALIST OFFICER.png|25px]] Enables Officers&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 40 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| [[File:TECH COMPOSITE BOW.png|25px]] Composite Bow&amp;lt;br&amp;gt;[[File:IMPROVEMENT RANGE.png|25px]] Max 2 per City&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hamlets ====&lt;br /&gt;
Once the City reaches at least Developing Culture Level and the Nation has the [[File:TECH POLIS.png|25px]] Polis technology, Workers will be able to construct Hamlets the cost of 40 [[File:YIELD STONE.png|25px]] Stone and 1 [[File:YIELD ORDERS.png|25px]] Orders for 4 years. Only one Hamlet may be build per Culture Level. After 20 turns a Hamlet will grow into a Village, and after another 20 turns the Village it will grow into a Town. All of them improve the output of Odeon and Bath improvements.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level !! Yearly yield !! Yearly consumption&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT HAMLET.png|70px]] Hamlet&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 10 Money without a Trade Network&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] 20 Money with a Trade Network&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 1 Food&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT VILLAGE.png|70px]] Village&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 15 Money without a Trade Network&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] 30 Money with a Trade Network&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 2 Food&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT TOWN.png|70px]] Town&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 20 Money without a Trade Network&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] 40 Money with a Trade Network&amp;lt;br&amp;gt;[[File:Icon Defense.png]] +10% Defense Strength if own army&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 3 Food&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Shrines ====&lt;br /&gt;
Shrines require the [[File:TECH DIVINATION.png|25px]] Divination technology, 40 [[File:YIELD STONE.png|25px]] Stone and 1 [[File:YIELD ORDERS.png|25px]] Orders for 4 years. They can be built anywhere except near another shrine. They provide resources like other improvements but their main purpose is spreading the Nation&#039;s Paganism Religion and enabling the [[File:SPECIALIST ACOLYTE.png|25px]] Acolyte specialist. Each Shrine can only be built once unless the [[File:LAW POLYTHEISM.png|25px]] Polytheism law is passed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shrine !! God !! Yearly yield !! Nations&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE FIRE.png|70px]]&lt;br /&gt;
| Atar&amp;lt;br&amp;gt;Nuska&amp;lt;br&amp;gt;Vulcan&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] +1 Training per Adjacent Lumbermill&amp;lt;br&amp;gt;[[File:IMPROVEMENT MINE.png|25px]] +20% Adjacent Mine Yield&lt;br /&gt;
| [[File:RELIGION PAGAN PERSIA.png|25px]] Persia&amp;lt;br&amp;gt;[[File:RELIGION PAGAN ASSYRIA.png|25px]] Assyria&amp;lt;br&amp;gt;[[File:RELIGION PAGAN ROME.png|25px]] Rome&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE KINGSHIP.png|70px]]&lt;br /&gt;
| Ashur&amp;lt;br&amp;gt;Madruk&amp;lt;br&amp;gt;Zeus&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] +2 Civics&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] +1 Orders per Adjacent Wonder of the World&lt;br /&gt;
| [[File:RELIGION PAGAN ASSYRIA.png|25px]] Assyria&amp;lt;br&amp;gt;[[File:RELIGION PAGAN BABYLONIA.png|25px]] Babylonia&amp;lt;br&amp;gt;[[File:RELIGION PAGAN GREECE.png|25px]] Greece&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE HEALING.png|70px]]&lt;br /&gt;
| Eshmun&amp;lt;br&amp;gt;Isis&amp;lt;br&amp;gt;Kamrusepa&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] +2 Growth per Adjacent Grove&amp;lt;br&amp;gt;+6 HP Healing for Idle Units&lt;br /&gt;
| [[File:RELIGION PAGAN CARTHAGE.png|25px]] Carthage&amp;lt;br&amp;gt;[[File:RELIGION PAGAN EGYPT.png|25px]] Egypt&amp;lt;br&amp;gt;[[File:RELIGION PAGAN HITTITE.png|25px]] Hatti&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE HEARTH.png|70px]] &lt;br /&gt;
| Arinnitti&amp;lt;br&amp;gt;Tanit&amp;lt;br&amp;gt;Vesta&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +2 Culture&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] +10 Money per Adjacent Resource&lt;br /&gt;
| [[File:RELIGION PAGAN HITTITE.png|25px]] Hatti&amp;lt;br&amp;gt;[[File:RELIGION PAGAN CARTHAGE.png|25px]] Carthage&amp;lt;br&amp;gt;[[File:RELIGION PAGAN ROME.png|25px]] Rome&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE HUNTING.png|70px]]&lt;br /&gt;
| Halki&amp;lt;br&amp;gt;Mithra&amp;lt;br&amp;gt;Neith&lt;br /&gt;
| [[File:IMPROVEMENT CAMP.png|25px]] +20% Adjacent Camp Yield&amp;lt;br&amp;gt;+1 Level for New Ranged Units&lt;br /&gt;
| [[File:RELIGION PAGAN HITTITE.png|25px]] Hatti&amp;lt;br&amp;gt;[[File:RELIGION PAGAN PERSIA.png|25px]] Persia&amp;lt;br&amp;gt;[[File:RELIGION PAGAN EGYPT.png|25px]] Egypt&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE LOVE.png|70px]]&lt;br /&gt;
| Astarte&amp;lt;br&amp;gt;Ishtar&amp;lt;br&amp;gt;Venus&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] +2 Growth&amp;lt;br&amp;gt;[[File:IMPROVEMENT PASTURE.png|25px]] +20% Adjacent Pasture Yield&lt;br /&gt;
| [[File:RELIGION PAGAN CARTHAGE.png|25px]] Carthage&amp;lt;br&amp;gt;[[File:RELIGION PAGAN BABYLONIA.png|25px]] Babylonia&amp;lt;br&amp;gt;[[File:RELIGION PAGAN ROME.png|25px]] Rome&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE SUN.png|70px]]&lt;br /&gt;
| Hvar Khshaita&amp;lt;br&amp;gt;Ra&amp;lt;br&amp;gt;Shamash&lt;br /&gt;
| [[File:YIELD ORDERS.png|25px]] +0.5 Orders&amp;lt;br&amp;gt;[[File:IMPROVEMENT FARM.png|25px]] +20% Adjacent Farm Yield&lt;br /&gt;
| [[File:RELIGION PAGAN PERSIA.png|25px]] Persia&amp;lt;br&amp;gt;[[File:RELIGION PAGAN EGYPT.png|25px]] Egypt&amp;lt;br&amp;gt;[[File:RELIGION PAGAN ASSYRIA.png|25px]] Assyria&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE UNDERWORLD.png|70px]]&lt;br /&gt;
| Ereshkigal&amp;lt;br&amp;gt;Hades&amp;lt;br&amp;gt;Osiris&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +2 Culture&amp;lt;br&amp;gt;[[File:YIELD CULTURE.png|25px]] +50% Culture if Adjacent Mountain&amp;lt;br&amp;gt;[[File:YIELD CULTURE.png|25px]] +100% Culture if Adjacent Volcano&lt;br /&gt;
| [[File:RELIGION PAGAN BABYLONIA.png|25px]] Babylonia&amp;lt;br&amp;gt;[[File:RELIGION PAGAN GREECE.png|25px]] Greece&amp;lt;br&amp;gt;[[File:RELIGION PAGAN EGYPT.png|25px]] Egypt&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE WATER.png|70px]]&lt;br /&gt;
| Anahita&amp;lt;br&amp;gt;Melqart&amp;lt;br&amp;gt;Poseidon&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] +20 Money&amp;lt;br&amp;gt;[[File:IMPROVEMENT NETS.png|25px]] +20% Adjacent Nets Yield&lt;br /&gt;
| [[File:RELIGION PAGAN PERSIA.png|25px]] Persia&amp;lt;br&amp;gt;[[File:RELIGION PAGAN CARTHAGE.png|25px]] Carthage&amp;lt;br&amp;gt;[[File:RELIGION PAGAN GREECE.png|25px]] Greece&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE WAR.png|70px]]&lt;br /&gt;
| Mars&amp;lt;br&amp;gt;Ninurta&amp;lt;br&amp;gt;Tarhun&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] +2 Training&amp;lt;br&amp;gt;+10 XP for Idle Infantry Units&lt;br /&gt;
| [[File:RELIGION PAGAN ROME.png|25px]] Rome&amp;lt;br&amp;gt;[[File:RELIGION PAGAN ASSYRIA.png|25px]] Assyria&amp;lt;br&amp;gt;[[File:RELIGION PAGAN HITTITE.png|25px]] Hatti&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE WISDOM.png|70px]]&lt;br /&gt;
| Athena&amp;lt;br&amp;gt;Nabu&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] +1 Science&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] +1 Civics per Adjacent Odeon&lt;br /&gt;
| [[File:RELIGION PAGAN GREECE.png|25px]] Greece&amp;lt;br&amp;gt;[[File:RELIGION PAGAN BABYLONIA.png|25px]] Babylonia&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== World religion improvements ====&lt;br /&gt;
World Religion improvements can only be constructed by Disciple units of the same Religion but they can be built anywhere. Despite having different appearance depending on Religion all improvements have the same yields and costs.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Improvement !! Specialist !! Construction reward !! Yearly yield !! Yearly consumption !! Cost !! Requirements&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT CHRISTIANITY MONASTERY.png|25px]] Christian Monastery&amp;lt;br&amp;gt;[[File:IMPROVEMENT JUDAISM MONASTERY.png|25px]] Jewish Monastery&amp;lt;br&amp;gt;[[File:IMPROVEMENT MANICHAEISM MONASTERY.png|25px]] Manichean Monastery&amp;lt;br&amp;gt;[[File:IMPROVEMENT ZOROASTRIANISM MONASTERY.png|25px]] Zoroastrian Monastery&lt;br /&gt;
| [[File:SPECIALIST MONK.png|25px]] Monk&lt;br /&gt;
| +2 Disciple&#039;s Religion Opinion&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] +2 Science&amp;lt;br&amp;gt;[[File:IMPROVEMENT GROVE.png|25px]] +60% Adjacent Grove Yield&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 2 Wood&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 60 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years&lt;br /&gt;
| [[File:TECH MONASTICISM.png|25px]] Monasticism technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT CHRISTIANITY TEMPLE.png|25px]] Christian Temple&amp;lt;br&amp;gt;[[File:IMPROVEMENT JUDAISM TEMPLE.png|25px]] Jewish Temple&amp;lt;br&amp;gt;[[File:IMPROVEMENT MANICHAEISM TEMPLE.png|25px]] Manichean Temple&amp;lt;br&amp;gt;[[File:IMPROVEMENT ZOROASTRIANISM TEMPLE.png|25px]] Zoroastrian Temple&lt;br /&gt;
| [[File:SPECIALIST PRIEST.png|25px]] Priest&lt;br /&gt;
| +2 Disciple&#039;s Religion Opinion&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +3 Culture&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] +0.5 Orders&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 2 Stone&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 60 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 5 years&lt;br /&gt;
| [[File:TECH DOCTRINE.png|25px]] Doctrine technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT CHRISTIANITY CATHEDRAL.png|25px]] Christian Cathedral&amp;lt;br&amp;gt;[[File:IMPROVEMENT JUDAISM CATHEDRAL.png|25px]] Jewish Cathedral&amp;lt;br&amp;gt;[[File:IMPROVEMENT MANICHAEISM CATHEDRAL.png|25px]] Manichean Cathedral&amp;lt;br&amp;gt;[[File:IMPROVEMENT ZOROASTRIANISM CATHEDRAL.png|25px]] Zoroastrian Cathedral&lt;br /&gt;
| [[File:SPECIALIST BISHOP.png|25px]] Bishop&lt;br /&gt;
| +4 Disciple&#039;s Religion Opinion&amp;lt;br&amp;gt;[[File:YIELD LEGITIMACY.png|25px]] +6 Legitimacy&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +40% Culture&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 4 Stone&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 100 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 6 years&lt;br /&gt;
| [[File:TECH VAULTING.png|25px]] Vaulting technology&amp;lt;br&amp;gt;[[File:CULTURE STRONG.png|25px]] Strong culture level&amp;lt;br&amp;gt;Adjacent Temple of the same Religion&amp;lt;br&amp;gt;Max 2 per Family&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT HOLY SITE ZOROASTRIANISM.png|25px]] The Adur Burzen-Mihr&amp;lt;br&amp;gt;[[File:IMPROVEMENT HOLY SITE MANICHAEISM.png|25px]] The Cao&#039;an&amp;lt;br&amp;gt;[[File:IMPROVEMENT HOLY SITE CHRISTIANITY.png|25px]] The Church of the Holy Sepulchre&amp;lt;br&amp;gt;[[File:IMPROVEMENT HOLY SITE JUDAISM.png|25px]] The Temple of Solomon&lt;br /&gt;
| None&lt;br /&gt;
| +20 Disciple&#039;s Religion Opinion&amp;lt;br&amp;gt;+2 Victory Points&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +40% Culture&amp;lt;br&amp;gt;Creates a Disciple of the same Religion every 20 years&amp;lt;br&amp;gt;Cannot be replaced&lt;br /&gt;
| None&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 200 Stone&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] 200 Civics&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 8 years&lt;br /&gt;
|[[File:CULTURE DEVELOPING.png|25px]] Developing culture level&amp;lt;br&amp;gt;Holy City&amp;lt;br&amp;gt;Max 1 per Nation&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Specialists ===&lt;br /&gt;
Specialists are unlocked by certain Improvements that can be trained to boost the yield of the Improvement. All Specialists also produce a small amount of Science. A Specialist&#039;s production cost increases with each one built in a city.&lt;br /&gt;
&lt;br /&gt;
==== Rural specialists ====&lt;br /&gt;
Rural specialists produce [[File:YIELD SCIENCE.png|25px]] 1 Science. They can also provide Luxuries if the Improvement is built on a natural resource that can produce it.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Specialist !! Improvement !! Yearly yield !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST FARMER.png|50px]] Farmer&lt;br /&gt;
| [[File:IMPROVEMENT FARM.png|25px]] Farm&lt;br /&gt;
| [[File:IMPROVEMENT FARM.png|25px]] 150% Improvement Yield&amp;lt;br&amp;gt;[[File:YIELD GROWTH.png|25px]] 1 Growth&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 40 Civics&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST MINER.png|50px]] Miner&lt;br /&gt;
| [[File:IMPROVEMENT MINE.png|25px]] Mine&lt;br /&gt;
| [[File:IMPROVEMENT MINE.png|25px]] 150% Improvement Yield&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 1 Training&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 40 Civics&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST STONECUTTER.png|50px]] Stonecutter&lt;br /&gt;
| [[File:IMPROVEMENT QUARRY.png|25px]] Quarry&lt;br /&gt;
| [[File:IMPROVEMENT QUARRY.png|25px]] 150% Improvement Yield&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] 1 Civics&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 40 Civics&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST WOODCUTTER.png|50px]] Woodcutter&lt;br /&gt;
| [[File:IMPROVEMENT LUMBERMILL.png|25px]] Lumbermill&lt;br /&gt;
| [[File:IMPROVEMENT LUMBERMILL.png|25px]] 150% Improvement Yield&amp;lt;br&amp;gt;[[File:YIELD SCIENCE.png|25px]] 1 Science&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 40 Civics&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST FISHER.png|50px]] Fisher&lt;br /&gt;
| [[File:IMPROVEMENT NETS.png|25px]] Nets&lt;br /&gt;
| [[File:IMPROVEMENT NETS.png|25px]] 200% Improvement Yield&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 60 Civics&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 20 Food&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST GARDENER.png|50px]] Gardener&lt;br /&gt;
| [[File:IMPROVEMENT GROVE.png|25px]] Grove&lt;br /&gt;
| [[File:IMPROVEMENT GROVE.png|25px]] 200% Improvement Yield&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 60 Civics&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 20 Food&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST RANCHER.png|50px]] Rancher&lt;br /&gt;
| [[File:IMPROVEMENT PASTURE.png|25px]] Pasture&lt;br /&gt;
| [[File:IMPROVEMENT PASTURE.png|25px]] 200% Improvement Yield&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 60 Civics&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 20 Food&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST TRAPPER.png|50px]] Trapper&lt;br /&gt;
| [[File:IMPROVEMENT CAMP.png|25px]] Camp&lt;br /&gt;
| [[File:IMPROVEMENT CAMP.png|25px]] 200% Improvement Yield&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 60 Civics&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 20 Food&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Urban specialists ====&lt;br /&gt;
Urban specialists can be upgraded, improving their bonuses. Upgrading a specialist does not require Citizens.&lt;br /&gt;
* Training an Apprentice specialist costs 40 [[File:YIELD FOOD.png|25px]] Food and 40 [[File:YIELD CIVICS.png|25px]] Civics and produces a bonus of [[File:YIELD SCIENCE.png|25px]] 2 Science each year.&lt;br /&gt;
* Upgrading to Master specialist costs 60 [[File:YIELD FOOD.png|25px]] Food and 60 [[File:YIELD CIVICS.png|25px]] Civics and produces a bonus of [[File:YIELD SCIENCE.png|25px]] 3 Science each year.&lt;br /&gt;
* Upgrading to Elder specialist costs 80 [[File:YIELD FOOD.png|25px]] Food and 80 [[File:YIELD CIVICS.png|25px]] Civics and produces a bonus of [[File:YIELD SCIENCE.png|25px]] 4 Science each year.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Specialist !! Improvement !! Apprentice yearly yield !! Master yearly yield !! Elder yearly yield&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST ACOLYTE.png|60px]] Acolyte&lt;br /&gt;
| Shrine&lt;br /&gt;
| 1 Religion Opinion&amp;lt;br&amp;gt;[[File:YIELD CULTURE.png|25px]] 2 Culture&lt;br /&gt;
| 2 Religion Opinion&amp;lt;br&amp;gt;[[File:YIELD CULTURE.png|25px]] 3 Culture&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 0.5 Orders&lt;br /&gt;
| 3 Religion Opinion&amp;lt;br&amp;gt;[[File:YIELD CULTURE.png|25px]] 4 Culture&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST MONK.png|60px]] Monk&lt;br /&gt;
| [[File:IMPROVEMENT CHRISTIANITY MONASTERY.png|25px]] Christian Monastery&amp;lt;br&amp;gt;[[File:IMPROVEMENT JUDAISM MONASTERY.png|25px]] Jewish Monastery&amp;lt;br&amp;gt;[[File:IMPROVEMENT MANICHAEISM MONASTERY.png|25px]] Manichean Monastery&amp;lt;br&amp;gt;[[File:IMPROVEMENT ZOROASTRIANISM MONASTERY.png|25px]] Zoroastrian Monastery&lt;br /&gt;
| 1 Religion Opinion&amp;lt;br&amp;gt;[[File:YIELD CULTURE.png|25px]] 4 Culture&lt;br /&gt;
| 2 Religion Opinion&amp;lt;br&amp;gt;[[File:YIELD CULTURE.png|25px]] 6 Culture&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] 1 Civics per Culture Level&lt;br /&gt;
| 3 Religion Opinion&amp;lt;br&amp;gt;[[File:YIELD CULTURE.png|25px]] 8 Culture&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] 2 Civics per Culture Level&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST PRIEST.png|60px]] Priest&lt;br /&gt;
| [[File:IMPROVEMENT CHRISTIANITY TEMPLE.png|25px]] Christian Temple&amp;lt;br&amp;gt;[[File:IMPROVEMENT JUDAISM TEMPLE.png|25px]] Jewish Temple&amp;lt;br&amp;gt;[[File:IMPROVEMENT MANICHAEISM TEMPLE.png|25px]] Manichean Temple&amp;lt;br&amp;gt;[[File:IMPROVEMENT ZOROASTRIANISM TEMPLE.png|25px]] Zoroastrian Temple&lt;br /&gt;
| 1 Religion Opinion&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] 1 Happiness&lt;br /&gt;
| 2 Religion Opinion&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] 1.5 Happiness&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 0.5 Training per Citizen&lt;br /&gt;
| 3 Religion Opinion&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] 2 Happiness&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 1 Training per Citizen&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST BISHOP.png|60px]] Bishop&lt;br /&gt;
| [[File:IMPROVEMENT CHRISTIANITY CATHEDRAL.png|25px]] Christian Cathedral&amp;lt;br&amp;gt;[[File:IMPROVEMENT JUDAISM CATHEDRAL.png|25px]] Jewish Cathedral&amp;lt;br&amp;gt;[[File:IMPROVEMENT MANICHAEISM CATHEDRAL.png|25px]] Manichean Cathedral&amp;lt;br&amp;gt;[[File:IMPROVEMENT ZOROASTRIANISM CATHEDRAL.png|25px]] Zoroastrian Cathedral&lt;br /&gt;
| 1 Religion Opinion&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] 10 Money per Culture Level&lt;br /&gt;
| 2 Religion Opinion&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] 15 Money per Culture Level&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 0.5 Orders&lt;br /&gt;
| 3 Religion Opinion&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] 20 Money per Culture Level&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST OFFICER.png|60px]] Officer&lt;br /&gt;
| [[File:IMPROVEMENT BARRACKS.png|25px]] Barracks&amp;lt;br&amp;gt;[[File:IMPROVEMENT RANGE.png|25px]] Range&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 2 Training&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 3 Training&amp;lt;br&amp;gt;20 XP for New Units&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 4 Training&amp;lt;br&amp;gt;50 XP for New Units&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST POET.png|60px]] Poet&lt;br /&gt;
| [[File:IMPROVEMENT ODEON.png|25px]] Odeon&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] 3 Culture&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] 4 Culture&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] 0.5 Civics per Citizen&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] 5 Culture&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] 1 Civics per Citizen&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST DOCTOR.png|60px]] Doctor&lt;br /&gt;
| [[File:IMPROVEMENT COLD BATHS.png|25px]] Cold Baths&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] 2 Growth&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] 3 Growth&amp;lt;br&amp;gt;[[File:YIELD SCIENCE.png|25px]] 1 Science per Culture Level&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] 4 Growth&amp;lt;br&amp;gt;[[File:YIELD SCIENCE.png|25px]] 2 Science per Culture Level&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST PHILOSOPHER.png|60px]] Philosopher&lt;br /&gt;
| [[File:IMPROVEMENT LIBRARY.png|25px]] Library&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] 2 Science&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] 3 Science&amp;lt;br&amp;gt;[[File:YIELD CULTURE.png|25px]] 1 Culture per Citizen&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] 4 Science&amp;lt;br&amp;gt;[[File:YIELD CULTURE.png|25px]] 2 Culture per Citizen&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST SCRIBE.png|60px]] Scribe&lt;br /&gt;
| [[File:IMPROVEMENT COURTHOUSE.png|25px]] Courthouse&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 2 Civics&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 3 Civics&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] 1 Money per Citizen&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 4 Civics&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] 2 Money per Citizen&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST SHOPKEEPER.png|60px]] Shopkeeper&lt;br /&gt;
| [[File:IMPROVEMENT MARKET.png|25px]] Market&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 20 Money&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 30 Money&amp;lt;br&amp;gt;[[File:YIELD GROWTH.png|25px]] 1 Growth per Culture Level&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 40 Money&amp;lt;br&amp;gt;[[File:YIELD GROWTH.png|25px]] 2 Growth per Culture Level&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Wonders of the World ===&lt;br /&gt;
Wonders of the World are powerful improvements that can only be constructed once. As soon as a Nation begins constructing a Wonder of the World other Nations cannot start it unless a hostile unit enters the tile of an unfinished Wonder of the World and destroys it. Not all Wonders of the World are available each game. They are chosen randomly at the start of each game. Most Wonders of the World require the City to reach a certain Culture Level before they can be constructed. Each Wonder of the World provides 2 Victory Points and cannot be replaced by other improvements.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Wonder of the World !! Yield !! Cost !! Min. Culture Level !! Requirements&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT HANGING GARDENS.png|100px]] The Hanging Gardens&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +4 Culture per year&amp;lt;br&amp;gt;[[File:YIELD GROWTH.png|25px]] +20% Growth [All Cities]&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 100 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 400 Stone&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 200 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 10 years&lt;br /&gt;
| Weak&lt;br /&gt;
| River&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT ORACLE.png|100px]] The Oracle&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +4 Culture per year&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] +10 Money per year per Religion&amp;lt;br&amp;gt;+1 Tech Hand Card Size&amp;lt;br&amp;gt;Free Agent Network in all Holy Cities on completion&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 100 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 400 Stone&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 200 Food&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 10 years&lt;br /&gt;
| Weak&lt;br /&gt;
| Hill&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT PYRAMIDS.png|100px]] The Pyramids&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +4 Culture per year&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] +1 Orders per year per Religion&amp;lt;br&amp;gt;-50% Start Law Cost&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 100 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 600 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 10 years&lt;br /&gt;
| Weak&lt;br /&gt;
| Arid or Sand&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT GREAT ZIGGURAT.png|100px]] The Ziggurat&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +4 Culture per year&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] +20 Civics per year&amp;lt;br&amp;gt;-20% Improvement Costs [All Cities]&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 100 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 600 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 10 years&lt;br /&gt;
| Weak&lt;br /&gt;
| Holy City (Any Religion)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT APADANA.png|100px]] The Apadana&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +6 Culture per year&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] +20 Civics per year&amp;lt;br&amp;gt;[[File:YIELD MAINTENANCE.png|25px]] -50% Maintenance [All Cities]&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 200 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 900 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 12 years&lt;br /&gt;
| Developing&lt;br /&gt;
| Adjacent City Center&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT ISHTAR GATE.png|100px]] The Ishtar Gate&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +6 Culture per year&amp;lt;br&amp;gt;[[File:YIELD GROWTH.png|25px]] +1 Growth per year per Culture Level&amp;lt;br&amp;gt;[[File:YIELD CULTURE.png|25px]] 100 Culture in all Cities on completion&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 200 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 600 Stone&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 300 Iron&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 12 years&lt;br /&gt;
| Developing&lt;br /&gt;
| Adjacent City Center&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT LIGHTHOUSE.png|100px]] The Lighthouse&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +6 Culture per year&amp;lt;br&amp;gt;[[File:IMPROVEMENT NETS.png|25px]] +100% Nets Yield [All Cities]&amp;lt;br&amp;gt;[[File:IMPROVEMENT HAMLET.png|25px]] -10 Upgrade Years for Hamlet Improvements&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 200 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 600 Stone&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 300 Iron&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 12 years&lt;br /&gt;
| Developing&lt;br /&gt;
| Adjacent City Center&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT NECROPOLIS.png|100px]] The Necropolis&lt;br /&gt;
| [[File:YIELD HAPPINESS.png|25px]] +2 Happiness per year per Temple&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 200 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 900 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 12 years&lt;br /&gt;
| Developing&lt;br /&gt;
| Hill&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT PARTHENON.png|100px]] The Acropolis&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +8 Culture per year&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] +2 Civics per year per Religion&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] +0.5 Orders per year with Forum&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 300 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 1200 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 14 years&lt;br /&gt;
| Strong&lt;br /&gt;
| Hill&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT COLOSSUS.png|100px]] The Colossus&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +8 Culture per year&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] +2 Civics per year with Road Connection&amp;lt;br&amp;gt;+1 Level for New Units&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 300 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 400 Stone&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 800 Iron&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 14 years&lt;br /&gt;
| Strong&lt;br /&gt;
| Coastal Water&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT MAUSOLEUM.png|100px]] The Mausoleum&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +8 Culture per year&amp;lt;br&amp;gt;[[File:YIELD CULTURE.png|25px]] +40% Culture [All Cities]&amp;lt;br&amp;gt;New Units start with Guard I&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 300 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 1200 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 14 years&lt;br /&gt;
| Strong&lt;br /&gt;
| Hill&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT MUSAEUM.png|100px]] The Musaeum&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +8 Culture per year&amp;lt;br&amp;gt;[[File:YIELD SCIENCE.png|25px]] +50% Science&amp;lt;br&amp;gt;New Units start with Guard I&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] +1 Civics per year per Elder Specialist&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 300 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 800 Stone&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 400 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 14 years&lt;br /&gt;
| Strong&lt;br /&gt;
| Adjacent City Center&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT CIRCUS MAXIMUS.png|100px]] The Circus Maximus&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +10 Culture per year&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] +40 Training per year&amp;lt;br&amp;gt;+10 XP per year for Idle Mounted Units&amp;lt;br&amp;gt;New Mounted Units start with Swift[All Cities]&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 400 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 1200 Stone&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 600 Food&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 16 years&lt;br /&gt;
| Legendary&lt;br /&gt;
| Adjacent City Center&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT HAGIA SOPHIA.png|100px]] The Hagia Sophia&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +10 Culture per year&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] +40 Civics per year&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] +2 Happiness per year [All Cities]&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 400 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 1800 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 16 years&lt;br /&gt;
| Legendary&lt;br /&gt;
| Holy City (Any Religion)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT PANTHEON.png|100px]] The Pantheon&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +10 Culture per year&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] +40 Training per year&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] +2 Civics per Culture Level [State Religion Cities]&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 400 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 1800 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 16 years&lt;br /&gt;
| Legendary&lt;br /&gt;
| Holy City (Any Religion)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT GRAND BAZAAR.png|100px]] The Via Recta Souk&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +10 Culture per year&amp;lt;br&amp;gt;[[File:YIELD GROWTH.png|25px]] +2 Growth per year&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] +1 Happiness per City Luxury [All Cities]&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 400 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 1200 Stone&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 600 Food&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 16 years&lt;br /&gt;
| Legendary&lt;br /&gt;
| Adjacent City Center&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Projects ==&lt;br /&gt;
Projects are internal City enhancements that on completion grant an instant bonus and a permanent bonus. Each Project can only be constructed in Cities with the same tier of Culture Level.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2 | Project !! colspan=3 | [[File:CULTURE WEAK.png|25px]] Tier I !! colspan=3 | [[File:CULTURE DEVELOPING.png|25px]] Tier II !! colspan=3 | [[File:CULTURE STRONG.png|25px]] Tier III !! colspan=3 | [[File:CULTURE LEGENDARY.png|25px]] Tier IV !! rowspan=2 | Requirements&lt;br /&gt;
|-&lt;br /&gt;
! Yearly Yield !! On Completion !! Cost !! Yearly Yield !! On Completion !! Cost !! Yearly Yield !! On Completion !! Cost !! Yearly Yield !! On Completion !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PROJECT COUNCIL 1.png|50px]] Council&lt;br /&gt;
| || [[File:YIELD CIVICS.png|25px]] +40% (1 turn)&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] +40% (1 turn)&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] +40% (1 turn) || 1 Year&lt;br /&gt;
| || [[File:YIELD CIVICS.png|25px]] +60% (1 turn)&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] +60% (1 turn)&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] +60% (1 turn) || 1 Year&lt;br /&gt;
| || [[File:YIELD CIVICS.png|25px]] +80% (1 turn)&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] +80% (1 turn)&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] +80% (1 turn) || 1 Year&lt;br /&gt;
| || [[File:YIELD CIVICS.png|25px]] +100% (1 turn)&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] +100% (1 turn)&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] +100% (1 turn) || 1 Year&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:PROJECT FESTIVAL 1.png|50px]] Festival&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] 1 || [[File:YIELD GROWTH.png|25px]] 20&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] 20 || [[File:YIELD CIVICS.png|25px]] 40&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] 1 || [[File:YIELD GROWTH.png|25px]] 40&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] 40 || [[File:YIELD CIVICS.png|25px]] 60&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] 1 || [[File:YIELD GROWTH.png|25px]] 60&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] 60 || [[File:YIELD CIVICS.png|25px]] 80&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] 1 || [[File:YIELD GROWTH.png|25px]] 80&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] 80 || [[File:YIELD CIVICS.png|25px]] 100&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:PROJECT TREASURY 1.png|50px]] Treasury&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 10 || [[File:YIELD MONEY.png|25px]] 100 || [[File:YIELD CIVICS.png|25px]] 40&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 20&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 20 || [[File:YIELD MONEY.png|25px]] 200 || [[File:YIELD CIVICS.png|25px]] 60&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 40&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 30 || [[File:YIELD MONEY.png|25px]] 300 || [[File:YIELD CIVICS.png|25px]] 80&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 60&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 40&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] 1 || [[File:YIELD MONEY.png|25px]] 400 || [[File:YIELD CIVICS.png|25px]] 100&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 80&lt;br /&gt;
| [[File:TECH ADMINISTRATION.png|25px]] Administration technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PROJECT FORUM 1.png|50px]] Forum&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 1 || [[File:YIELD CIVICS.png|25px]] 20 || [[File:YIELD CIVICS.png|25px]] 40&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 20&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 2 || [[File:YIELD CIVICS.png|25px]] 40 || [[File:YIELD CIVICS.png|25px]] 60&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 40&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 3 || [[File:YIELD CIVICS.png|25px]] 60 || [[File:YIELD CIVICS.png|25px]] 80&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 60&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 4&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] 1 || [[File:YIELD CIVICS.png|25px]] 80 || [[File:YIELD CIVICS.png|25px]] 100&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 80&lt;br /&gt;
| [[File:TECH RHETORIC.png|25px]] Rhetoric technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PROJECT ARCHIVE 1.png|50px]] Archive&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] 1 || [[File:YIELD SCIENCE.png|25px]] 10 || [[File:YIELD CIVICS.png|25px]] 40&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 20&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] 2 || [[File:YIELD SCIENCE.png|25px]] 20 || [[File:YIELD CIVICS.png|25px]] 60&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 40&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] 3 || [[File:YIELD SCIENCE.png|25px]] 30 || [[File:YIELD CIVICS.png|25px]] 80&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 60&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] 4&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] 1 || [[File:YIELD SCIENCE.png|25px]] 40 || [[File:YIELD CIVICS.png|25px]] 100&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 80&lt;br /&gt;
| [[File:TECH METAPHYSICS.png|25px]] Metaphysics technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PROJECT INQUIRY 1.png|50px]] Inquiry&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] 1 || [[File:YIELD SCIENCE.png|25px]] 40 || [[File:YIELD CIVICS.png|25px]] 80&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] 1 || [[File:YIELD SCIENCE.png|25px]] 80 || [[File:YIELD CIVICS.png|25px]] 120&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] 1 || [[File:YIELD SCIENCE.png|25px]] 120 || [[File:YIELD CIVICS.png|25px]] 160&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] 1 || [[File:YIELD SCIENCE.png|25px]] 160 || [[File:YIELD CIVICS.png|25px]] 200&lt;br /&gt;
| [[File:TRAIT SCHOLAR.png|25px]] Scholar governor&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PROJECT CONVOY 1.png|50px]] Convoy&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] 1 || [[File:YIELD MONEY.png|25px]] 100&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] 40 || [[File:YIELD CIVICS.png|25px]] 40&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] 1 || [[File:YIELD MONEY.png|25px]] 200&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] 60 || [[File:YIELD CIVICS.png|25px]] 60&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] 1 || [[File:YIELD MONEY.png|25px]] 300&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] 80 || [[File:YIELD CIVICS.png|25px]] 80&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] 1 || [[File:YIELD MONEY.png|25px]] 400&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] 100 || [[File:YIELD CIVICS.png|25px]] 100&lt;br /&gt;
| [[File:LAW TRADE LEAGUE.png|25px]] Trade League law&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PROJECT DECREE 1.png|50px]] Decree&lt;br /&gt;
| || [[File:YIELD ORDERS.png|25px]] 3 || [[File:YIELD CIVICS.png|25px]] 40&lt;br /&gt;
| || [[File:YIELD ORDERS.png|25px]] 6 || [[File:YIELD CIVICS.png|25px]] 60&lt;br /&gt;
| || [[File:YIELD ORDERS.png|25px]] 9 || [[File:YIELD CIVICS.png|25px]] 80&lt;br /&gt;
| || [[File:YIELD ORDERS.png|25px]] 10 || [[File:YIELD CIVICS.png|25px]] 100&lt;br /&gt;
| [[File:LAW CONSTITUTION.png|25px]] Constitution law or Statesman family seat&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PROJECT HUNT 1.png|50px]] Hunt&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] 1 || [[File:YIELD FOOD.png|25px]] 100 || [[File:YIELD CIVICS.png|25px]] 40&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] 1 || [[File:YIELD FOOD.png|25px]] 200 || [[File:YIELD CIVICS.png|25px]] 60&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] 1 || [[File:YIELD FOOD.png|25px]] 300 || [[File:YIELD CIVICS.png|25px]] 80&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] 1 || [[File:YIELD FOOD.png|25px]] 400 || [[File:YIELD CIVICS.png|25px]] 100&lt;br /&gt;
| Hunters family seat&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PROJECT OLYMPICS 1.png|50px]] Olympiad&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 1 || [[File:YIELD TRAINING.png|25px]] 50 || [[File:YIELD CIVICS.png|25px]] 40&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 1 || [[File:YIELD TRAINING.png|25px]] 100 || [[File:YIELD CIVICS.png|25px]] 60&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 1 || [[File:YIELD TRAINING.png|25px]] 150 || [[File:YIELD CIVICS.png|25px]] 80&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 1 || [[File:YIELD TRAINING.png|25px]] 200 || [[File:YIELD CIVICS.png|25px]] 100&lt;br /&gt;
| Greece nation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PROJECT REPAIR.png|50px]] Repair Damage || || 3 HP || 1 Year || || || || || || || || || || City has below 20 HP&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Defenses ===&lt;br /&gt;
Cities can also construct 3 permanent projects that give defenses to the city and are visible on the world map. Each one requires the previous project to be constructed but none of them have any Culture Level requirements.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Project !! Effects !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PROJECT WALLS.png|70px]] Walls&lt;br /&gt;
| +10 City HP&amp;lt;br&amp;gt;+1 [[File:YIELD HAPPINESS.png|25px]] Happiness per year if there is any Family Military Unit in City Territory&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 40 Stone&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] 60 Civics&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PROJECT MOAT.png|70px]] Moat&lt;br /&gt;
| +10 City HP&amp;lt;br&amp;gt;+1 [[File:YIELD HAPPINESS.png|25px]] Happiness per year if there is any Family Military Unit in City Territory&amp;lt;br&amp;gt;+25% City Defense&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 60 Stone&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] 80 Civics&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PROJECT TOWERS.png|70px]] Towers&lt;br /&gt;
| +10 City HP&amp;lt;br&amp;gt;+1 [[File:YIELD HAPPINESS.png|25px]] Happiness per year if there is any Family Military Unit in City Territory&amp;lt;br&amp;gt;+25% City Defense&amp;lt;br&amp;gt;+1 Unit Range&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 80 Stone&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] 100 Civics&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Suppress Dissent ===&lt;br /&gt;
Suppress Dissent projects are only available for Cities that suffer from Religion Dissent and have a Governor. The project will remove the Dissent at the cost of 100 [[File:YIELD TRAINING.png|25px]] Training and 60 [[File:YIELD DISCONTENT.png|25px]] Discontent.&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Old_World/index.php?title=Units&amp;diff=1319</id>
		<title>Units</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Old_World/index.php?title=Units&amp;diff=1319"/>
		<updated>2023-03-13T16:27:52Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: /* Civilian units */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Once a unit has spent [[File:YIELD ORDERS.png|25px]] 3 Orders moving, it will become Fatigued. A Fatigued unit can still be moved but it will cost 100 [[File:YIELD TRAINING.png|25px]] Training and each movement will require twice as many [[File:YIELD ORDERS.png|25px]] Orders.&lt;br /&gt;
&lt;br /&gt;
Certain units produce a ZOC, or Zone-Of-Control, in an area around them. ZOC prevent enemy units from moving.&lt;br /&gt;
&lt;br /&gt;
== Generals ==&lt;br /&gt;
Generals are characters assigned to units to grant them extra abilities. The character must be from the same Family as the unit, with the exception of the nation&#039;s Leader. Adding or replacing a General costs 100 [[File:YIELD TRAINING.png|25px]] Training and consumes the unit&#039;s remaining Movement points. Characters must be younger than 50 to be assigned as Generals and will retire at the age of 60. If the unit is attacked the General has a 1% chance of being injured.&lt;br /&gt;
&lt;br /&gt;
== Unit stats ==&lt;br /&gt;
Units have the following stats to keep track of:&lt;br /&gt;
* &#039;&#039;&#039;HP:&#039;&#039;&#039; All units start with 20 HP, or Hit Points. If a unit runs out of HP, it will be destroyed. A unit will regain 1 HP each turn it is within the borders of its Nation and can also be given 5 HP at the cost of 1 [[File:YIELD ORDERS.png|25px]] Orders and the unit&#039;s remaining Movement points.&lt;br /&gt;
* &#039;&#039;&#039;Strength:&#039;&#039;&#039; How much damage the unit will deal.&lt;br /&gt;
* &#039;&#039;&#039;Movement:&#039;&#039;&#039; How many hexes the unit can move for each [[File:YIELD ORDERS.png|25px]] Order. Hills, Sand, crossing a River, Scrub and Trees all add an extra movement point. Rivers and Roads within owned territory require only 2/3 of a movement point.&lt;br /&gt;
* &#039;&#039;&#039;Vision:&#039;&#039;&#039; How many tiles around the unit are the tiles visible. Only applies to already discovered tiles.&lt;br /&gt;
* &#039;&#039;&#039;Range:&#039;&#039;&#039; Only appears on Ranged units, it determines from how many hexes away from the target can the unit attack.&lt;br /&gt;
&lt;br /&gt;
== Unit level ==&lt;br /&gt;
Each time a unit fights it will gain 10 XP. Once it gains enough XP (100 x level) it will level up. Alternatively [[File:YIELD TRAINING.png|25px]] Training can be used to fill the missing XP and level up. Each unit can only level up once per year, up to a maximum of 5 levels. Each time a unit levels up it will be able to pick between 4 permanent random bonuses:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Promotion !! Tier 1 effect !! Tier 2 effect !! Tier 3 effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Combat&#039;&#039;&#039; || [[File:Icon AttackDefense.png]] +5% Strength || [[File:Icon AttackDefense.png]] +10% Strength || [[File:Icon AttackDefense.png]] +15% Strength&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strike&#039;&#039;&#039; || [[File:Icon Attack.png]] +10% Attack Strength || [[File:Icon Attack.png]] +15% Attack Strength || [[File:Icon Attack.png]] +20% Attack Strength&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Guard&#039;&#039;&#039; || [[File:Icon Defense.png]] +10% Defense Strength || [[File:Icon Defense.png]] +15% Defense Strength || [[File:Icon Defense.png]] +20% Defense Strength&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Focus&#039;&#039;&#039; || [[File:Icon CriticalStrike.png]] +10% Critical Hit Chance || [[File:Icon CriticalStrike.png]] +15% Critical Hit Chance || [[File:Icon CriticalStrike.png]] +20% Critical Hit Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Amphibious&#039;&#039;&#039; || [[File:Icon Attack.png]] +50% Attack Strength in Land/Water Combat&amp;lt;br&amp;gt;[[File:Icon Attack.png]] +50% Attack Strength Across River || [[File:Icon Attack.png]] +25% Attack Strength in Land/Water Combat&amp;lt;br&amp;gt;[[File:Icon Attack.png]] +25% Attack Strength Into Settlement || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tracker&#039;&#039;&#039; || +3 Vision&amp;lt;br&amp;gt;+1 Reveal || +1 Movement || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Eagle Eye&#039;&#039;&#039; || No ranged distance penalty || +1 Range || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Herbalist&#039;&#039;&#039; || +4 HP from Heal Action || +1 HP per year || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Civilian units ==&lt;br /&gt;
Civilian units have abilities that makes them the most crucial units of a Nation. Civilian units cannot attack and have a [[File:Icon Defense.png]] Defense of 3.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Movement !! Vision !! Cost !! Consumes !! Upgrades to !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT SCOUT.png|70px]] Scout&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] 60 Growth&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
* +1 Fatigue Limit&lt;br /&gt;
* Can Harvest Resources&lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
* Starts with Stealth&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT SETTLER.png|70px]] Settler&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] 80 Growth&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 75 Food&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 2 Food&lt;br /&gt;
| [[File:UNIT WORKER.png|25px]] Worker&lt;br /&gt;
| &lt;br /&gt;
* Can Harvest Resources&lt;br /&gt;
* Can Found Cities&lt;br /&gt;
* [[File:YIELD GROWTH.png|25px]] Growth cost increases by 10 each time it is built in the same city&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT WORKER.png|70px]] Worker&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] 60 Growth&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 2 Food&lt;br /&gt;
| [[File:UNIT MILITIA.png|25px]] Militia&lt;br /&gt;
| &lt;br /&gt;
* Can Harvest Resources&lt;br /&gt;
* Can Build Improvements&lt;br /&gt;
* [[File:YIELD GROWTH.png|25px]] Growth cost increases by 10 each time it is built in the same city&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT CARAVAN.png|70px]] Caravan&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] 80 Growth&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
* Can only be constructed in cities that have a Governor with the Cunning trait or Traders family seat&lt;br /&gt;
* Can move on water tiles&lt;br /&gt;
* Can conduct a Caravan Mission&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT CHRISTIANITY DISCIPLE.png|70px]] Christian Disciple&amp;lt;br&amp;gt;[[File:UNIT JUDAISM DISCIPLE.png|70px]] Jewish Disciple&amp;lt;br&amp;gt;[[File:UNIT MANICHAEISM DISCIPLE.png|70px]] Manichaean Disciple&amp;lt;br&amp;gt;[[File:UNIT ZOROASTRIANISM DISCIPLE.png|70px]] Zoroastrian Disciple&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] 60 Growth&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 2 Food&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
* Can only be constructed in cities that have the same World Religion as the Nation&#039;s State Religion&lt;br /&gt;
* Can Spread Religion&lt;br /&gt;
* Can Establish Theology&lt;br /&gt;
* Can Build World Religion Improvements&lt;br /&gt;
* [[File:YIELD GROWTH.png|25px]] Growth cost increases by 10 each time it is built in the same city&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Melee infantry units ==&lt;br /&gt;
Melee infantry units are the earliest type of military units available. Most melee infantry can use the [[File:UNIT ACTION FORTIFY.png|25px]] Fortify action, which grants +5% Defense per turn, up to a maximum of +25% after 5 turns. Each time it gets attacked by an adjacent unit it loses 5% of the gained Defense. Melee units have the following characteristics:&lt;br /&gt;
* Can only attack adjacent units.&lt;br /&gt;
* When attacked by adjacent units they deal 1 HP damage to the attacking unit.&lt;br /&gt;
* Has ZOC.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:Icon Defense.png]] Defense from Urban.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:Icon Attack.png]] Attack Across River.&lt;br /&gt;
Melee infantry have two upgrade paths: one that focuses on fighting other melee infantry and one that grants them a Polearm. Polearm units are immune to Rout and their ZOC cannot be ignored by mounted units.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Strength !! Movement !! Vision !! Cost !! Consumes !! Required technology !! Fortify !! Polearm !! Upgrades to !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT MILITIA.png|70px]] Militia&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] 60 Growth&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 1 Food&lt;br /&gt;
| None&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT CONSCRIPT.png|25px]] Conscript&lt;br /&gt;
| &lt;br /&gt;
* Cannot be promoted or earn XP&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT CONSCRIPT.png|70px]] Conscript&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] 100 Growth&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 2 Food&lt;br /&gt;
| [[File:TECH MANOR.png|25px]] Manor&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Final upgrade&lt;br /&gt;
| &lt;br /&gt;
* Cannot be promoted or earn XP&lt;br /&gt;
* Starts with Anti-Mounted I&lt;br /&gt;
* Starts with Pierce I&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT WARRIOR.png|70px]] Warrior&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 60 Training&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 50 Iron&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 1 Iron&lt;br /&gt;
| [[File:TECH IRONWORKING.png|25px]] Ironworking&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT AXEMAN.png|25px]] Axeman&amp;lt;br&amp;gt;[[File:UNIT SPEARMAN.png|25px]] Spearman&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT AXEMAN.png|70px]] Axeman&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 80 Training&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 100 Iron&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 2 Iron&lt;br /&gt;
| [[File:TECH STEEL.png|25px]] Steel&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT MACEMAN.png|25px]] Maceman&amp;lt;br&amp;gt;[[File:UNIT SWORDSMAN.png|25px]] Swordsman&lt;br /&gt;
| &lt;br /&gt;
* Starts with Anti-Polearm I&lt;br /&gt;
* Starts with Cleave I&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT SPEARMAN.png|70px]] Spearman&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 80 Training&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 50 Iron&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 2 Iron&lt;br /&gt;
| [[File:TECH PHALANX.png|25px]] Phalanx&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT PIKEMAN.png|25px]] Pikeman&amp;lt;br&amp;gt;[[File:UNIT SWORDSMAN.png|25px]] Swordsman&lt;br /&gt;
| &lt;br /&gt;
* Starts with Anti-Mounted II&lt;br /&gt;
* Starts with Pierce I&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT MACEMAN.png|70px]] Maceman&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 100 Training&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 150 Iron&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 3 Iron&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 1 Training&lt;br /&gt;
| [[File:TECH BATTLELINE.png|25px]] Battle Line&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT PIKEMAN.png|25px]] Pikeman&amp;lt;br&amp;gt;[[File:UNIT SWORDSMAN.png|25px]] Swordsman&lt;br /&gt;
| &lt;br /&gt;
* Starts with Anti-Infantry I&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT SWORDSMAN.png|70px]] Swordsman&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 120 Training&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 200 Iron&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 4 Iron&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 2 Training&lt;br /&gt;
| [[File:TECH COHORTS.png|25px]] Cohorts&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Final upgrade&lt;br /&gt;
| &lt;br /&gt;
* Starts with Anti-Infantry I&lt;br /&gt;
* Starts with Cleave II&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT PIKEMAN.png|70px]] Pikeman&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 100 Training&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 100 Iron&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 3 Iron&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 1 Training&lt;br /&gt;
| [[File:TECH INFANTRY SQUARE.png|25px]] Infantry Square&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Final upgrade&lt;br /&gt;
| &lt;br /&gt;
* Starts with Anti-Mounted III&lt;br /&gt;
* Starts with Pierce II&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ranged infantry units ==&lt;br /&gt;
Ranged infantry units focus on attacking enemy units from afar. They have the following characteristics:&lt;br /&gt;
* Can attack units from distance.&lt;br /&gt;
* Has ZOC.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:Icon Defense.png]] Defense from Urban.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:Icon Attack.png]] Attack Into Scrub.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:Icon Attack.png]] Attack Into Trees.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:Icon Attack.png]] Attack per tile distance to the target.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Strength !! Movement !! Vision !! Range !! Cost !! Consumes !! Required technology !! Upgrades to !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT SLINGER.png|70px]] Slinger&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 60 Training&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 50 Stone&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 1 Stone&lt;br /&gt;
| [[File:TECH TRAPPING.png|25px]] Trapping&lt;br /&gt;
| [[File:UNIT ARCHER.png|25px]] Archer&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT ARCHER.png|70px]] Archer&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 80 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 100 Wood&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 2 Wood&lt;br /&gt;
| [[File:TECH COMPOSITE BOW.png|25px]] Composite Bow&lt;br /&gt;
| [[File:UNIT LONGBOWMAN.png|25px]] Longbowman&amp;lt;br&amp;gt;[[File:UNIT CROSSBOWMAN.png|25px]] Crossbowman&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT LONGBOWMAN.png|70px]] Longbowman&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 100 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 150 Wood&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 3 Wood&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 1 Training&lt;br /&gt;
| [[File:TECH BODKIN ARROW.png|25px]] Bodkin Arrow&lt;br /&gt;
| Final upgrade&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT CROSSBOWMAN.png|70px]] Crossbowman&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 100 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 100 Wood&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 50 Iron&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 3 Wood&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 1 Training&lt;br /&gt;
| [[File:TECH WINDLASS.png|25px]] Windlass&lt;br /&gt;
| Final upgrade&lt;br /&gt;
| &lt;br /&gt;
* Starts with Anti-Melee&lt;br /&gt;
* Starts with Pierce II&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mounted units ==&lt;br /&gt;
Mounted units do not have a ZOC but instead are able to ignore the ZOC of enemies. They have the following characteristics:&lt;br /&gt;
* Can only attack adjacent units.&lt;br /&gt;
* When attacked by adjacent units they deal 1 HP damage to the attacking unit.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Melee [[File:Icon Attack.png]] Attack into Flat and Clear.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:Icon AttackDefense.png]] Strength vs Siege Units.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:Icon Attack.png]] Attack Across River.&lt;br /&gt;
* They require a certain map resource to be recruited.&lt;br /&gt;
Mounted units have two upgrade paths: one focused on melee and one focused on range.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Type !! Strength !! Movement !! Vision !! Range !! Cost !! Consumes !! Required technology !! Upgrades to !! width=30% | Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT CHARIOT.png|70px]] Chariot&lt;br /&gt;
| [[File:RESOURCE HORSE.png|25px]] Melee Horse&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 80 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 50 Food&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 4 Food&lt;br /&gt;
| [[File:TECH SPOKED WHEEL.png|25px]] Spoked Wheel&lt;br /&gt;
| [[File:UNIT HORSEMAN.png|25px]] Horseman&amp;lt;br&amp;gt;[[File:UNIT HORSE ARCHER.png|25px]] Horse Archer&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
* Starts with Rout&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT HORSEMAN.png|70px]] Horseman&lt;br /&gt;
| [[File:RESOURCE HORSE.png|25px]] Melee Horse&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 100 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 100 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 50 Iron&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 5 Food&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 1 Training&lt;br /&gt;
| [[File:TECH STIRRUPS.png|25px]] Stirrups&lt;br /&gt;
| [[File:UNIT CATAPHRACT.png|25px]] Cataphract&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
* Starts with Rout&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT CATAPHRACT.png|70px]] Cataphract&lt;br /&gt;
| [[File:RESOURCE HORSE.png|25px]] Melee Horse&lt;br /&gt;
| 10&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 160 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 100 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 100 Iron&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 6 Food&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 2 Training&lt;br /&gt;
| [[File:TECH BARDING.png|25px]] Barding&lt;br /&gt;
| Final upgrade&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
* Starts with Rout&lt;br /&gt;
* Starts with Circle&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT HORSE ARCHER.png|70px]] Horse Archer&lt;br /&gt;
| [[File:RESOURCE HORSE.png|25px]] Ranged Horse&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 100 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 100 Food&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 4 Food&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 1 Training&lt;br /&gt;
| [[File:TECH STIRRUPS.png|25px]] Stirrups&lt;br /&gt;
| Final upgrade&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT CAMEL ARCHER.png|70px]] Camel Archer&lt;br /&gt;
| [[File:RESOURCE CAMEL.png|25px]] Ranged Camel&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 80 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 100 Food&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 4 Food&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 1 Training&lt;br /&gt;
| [[File:TECH LAND CONSOLIDATION.png|25px]] Land Consolidation&lt;br /&gt;
| Final upgrade&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
* +1 Fatigue Limit&lt;br /&gt;
* +50% Strength vs Horse Units&lt;br /&gt;
* +50% Strength from Sand&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT WAR ELEPHANT.png|70px]] War Elephant&lt;br /&gt;
| [[File:RESOURCE ELEPHANT.png|25px]] Melee Elephant&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 100 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 100 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 50 Iron&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 5 Food&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 1 Training&lt;br /&gt;
| [[File:TECH LAND CONSOLIDATION.png|25px]] Land Consolidation&lt;br /&gt;
| Final upgrade&lt;br /&gt;
| &lt;br /&gt;
* Targets attempts to move on an adjacent tile, if they can&#039;t they cannot move, attack or take any action&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Siege units ==&lt;br /&gt;
Siege units are high damage support units. They have the following characteristics:&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Road Movement Cost.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:Icon Attack.png]] Attack Into Urban.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:Icon Attack.png]] Attack Into Scrub.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:Icon Attack.png]] Attack Into Trees.&lt;br /&gt;
Some siege units require spending a turn on the [[File:UNLIMBER.png|24px]] Unlimber action to be able to attack.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Strength !! Movement !! Vision !! Range !! Cost !! Consumes !! Required technology !! Upgrades to !! Unlimbering !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT BALLISTA.png|70px]] Ballista&lt;br /&gt;
| 6&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 100 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 100 Iron&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 1 Training&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 3 Iron&lt;br /&gt;
| [[File:TECH HYDRAULICS.png|25px]] Windlass&lt;br /&gt;
| [[File:UNIT POLYBOLOS.png|25px]] Polybolos&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* Starts with Torsion Spring&lt;br /&gt;
* Starts with Pierce III&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT ONAGER.png|70px]] Onager&lt;br /&gt;
| 6&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 100 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 100 Stone&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 1 Training&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 3 Stone&lt;br /&gt;
| [[File:TECH MACHINERY.png|25px]] Machinery&lt;br /&gt;
| [[File:UNIT MANGONEL.png|25px]] Mangonel&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* Starts with Splash I&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT POLYBOLOS.png|70px]] Polybolos&lt;br /&gt;
| 10&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 120 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 100 Wood&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 100 Iron&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 2 Training&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 4 Iron&lt;br /&gt;
| [[File:TECH CHAIN DRIVE.png|25px]] Chain Drive&lt;br /&gt;
| Final upgrade&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* Starts with Rapid Fire&lt;br /&gt;
* Starts with Cleave II&lt;br /&gt;
* Starts with Pierce II&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT MANGONEL.png|70px]] Mangonel&lt;br /&gt;
| 8&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 120 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 100 Wood&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 100 Stone&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 2 Training&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 4 Stone&lt;br /&gt;
| [[File:TECH BALLISTICS.png|25px]] Ballistics&lt;br /&gt;
| Final upgrade&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* Starts with Splash II&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
[[File:Anchoring.png|thumb|300px|A settler able to traverse water tiles thanks to an Anchored ship]]&lt;br /&gt;
Ships are units that can only be constructed in Cities adjacent to a water tile. There are three tiers of Ships and each one can be upgraded to the next tier. They have the following characteristics:&lt;br /&gt;
* Can only move on water tiles.&lt;br /&gt;
* Can Harvest Resources.&lt;br /&gt;
* Has ZOC.&lt;br /&gt;
* Can use the [[File:ANCHOR.png|25px]] Anchor ability, which allows land units to traverse water tiles in the Ship&#039;s ZOC starting next turn.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Strength !! Movement !! Vision !! Cost !! Consumes !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT BIREME.png|70px]] Bireme&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 40 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 50 Iron&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 2 Wood&lt;br /&gt;
| [[File:TECH NAVIGATION.png|25px]] Navigation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT TRIREME.png|70px]] Trireme&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 100 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 100 Wood&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 50 Iron&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 3 Wood&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 1 Training&lt;br /&gt;
| [[File:TECH CARTOGRAPHY.png|25px]] Cartography&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT DROMON.png|70px]] Dromon&lt;br /&gt;
| 10&lt;br /&gt;
| 5&lt;br /&gt;
| 7&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 120 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 150 Wood&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 50 Iron&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 4 Wood&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 2 Training&lt;br /&gt;
| [[File:TECH LATEEN SAIL.png|25px]] Lateen Sail&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Nation units ==&lt;br /&gt;
Each Nation has access to two unique units, which do not require any technology. The first unit requires a [[File:IMPROVEMENT GARRISON 2.png|25px]] Stronghold improvement in the City and the second one, which the first unit is upgradable to, requires a [[File:IMPROVEMENT GARRISON 2.png|25px]] Citadel improvement in the City.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Type !! Strength !! Movement !! Vision !! Range !! Cost !! Consumes !! Notes !! Nation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT BATTERING RAM.png|70px]] Battering Ram&lt;br /&gt;
| Melee Siege&lt;br /&gt;
| 6&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 120 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 100 Wood&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 50 Iron&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 1 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 2 Wood&lt;br /&gt;
| &lt;br /&gt;
* Starts with Assault&lt;br /&gt;
| rowspan=2 | Assyria&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT SIEGE TOWER.png|70px]] Siege Tower&lt;br /&gt;
| Melee Siege&lt;br /&gt;
| 8&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 160 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 100 Wood&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 100 Iron&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 2 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 4 Wood&lt;br /&gt;
| &lt;br /&gt;
* Starts with Assault&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT AKKADIAN ARCHER.png|70px]] Akkadian Archer&lt;br /&gt;
| Ranged Infantry&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 120 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 150 Wood&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 1 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 2 Wood&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 1 Food&lt;br /&gt;
| &lt;br /&gt;
* Starts with Splash I&lt;br /&gt;
* Has ZOC&lt;br /&gt;
| rowspan=2 | Babylonia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT CIMMERIAN ARCHER.png|70px]] Cimmerian Archer&lt;br /&gt;
| Ranged Infantry&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 160 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 200 Wood&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 2 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 4 Wood&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 1 Food&lt;br /&gt;
| &lt;br /&gt;
* Starts with Splash I&lt;br /&gt;
* Has ZOC&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT AFRICAN ELEPHANT.png|70px]] African Elephant&lt;br /&gt;
| Melee Mounted Elephant&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 120 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 100 Food&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 1 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 4 Food&lt;br /&gt;
| &lt;br /&gt;
* Starts with Panic&lt;br /&gt;
* Starts with Rout&lt;br /&gt;
| rowspan=2 | Carthage&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT TURRETED ELEPHANT.png|70px]] Turreted Elephant&lt;br /&gt;
| Melee Mounted Elephant&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 160 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 100 Wood&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 100 Food&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 2 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 6 Food&lt;br /&gt;
| &lt;br /&gt;
* Starts with Panic&lt;br /&gt;
* Starts with Rout&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT LIGHT CHARIOT.png|70px]] Light Chariot&lt;br /&gt;
| Ranged Mounted Horse&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 120 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 100 Food&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 1 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 4 Food&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
| rowspan=2 | Carthage&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT KUSHITE CAVALRY.png|70px]] Kushite Cavalry&lt;br /&gt;
| Ranged Mounted Horse&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 160 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 100 Wood&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 100 Food&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 2 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 6 Food&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT HOPLITE.png|70px]] Hoplite&lt;br /&gt;
| Melee Infantry Polearm&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 120 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 100 Iron&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 1 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 2 Iron&lt;br /&gt;
| &lt;br /&gt;
* Starts with Formation&lt;br /&gt;
* Starts with Anti-Mounted II&lt;br /&gt;
* Starts with Pierce I&lt;br /&gt;
* Has ZOC&lt;br /&gt;
| rowspan=2 | Greece&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT PHALANGITE.png|70px]] Phalangite&lt;br /&gt;
| Melee Infantry Polearm&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 160 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 100 Wood&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 100 Iron&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 2 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 4 Iron&lt;br /&gt;
| &lt;br /&gt;
* Starts with Formation&lt;br /&gt;
* Starts with Anti-Mounted II&lt;br /&gt;
* Starts with Pierce I&lt;br /&gt;
* Has ZOC&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT HEAVY CHARIOT.png|70px]] Heavy Chariot&lt;br /&gt;
| Melee Mounted Horse&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 120 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 100 Food&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 1 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 4 Food&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
* Starts with Circle&lt;br /&gt;
* Starts with Rout&lt;br /&gt;
| rowspan=2 | Hatti&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT THREE MEN CHARIOT.png|70px]] Three Man Chariot&lt;br /&gt;
| Melee Mounted Horse&lt;br /&gt;
| 8&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 160 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 100 Wood&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 100 Food&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 2 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 6 Food&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
* Starts with Circle&lt;br /&gt;
* Starts with Rout&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT PALTON CAVALRY.png|70px]] Palton Cavalry&lt;br /&gt;
| Ranged Mounted Horse&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 120 Training&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 100 Iron&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 50 Food&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 1 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 2 Iron&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
* Starts with Rout&lt;br /&gt;
| rowspan=2 | Persia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT CATAPHRACT ARCHER.png|70px]] Cataphract Archer&lt;br /&gt;
| Ranged Mounted Horse&lt;br /&gt;
| 8&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 160 Training&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 100 Iron&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 100 Food&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 2 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 4 Iron&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
* Starts with Rout&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT HASTATUS.png|70px]] Hastatus&lt;br /&gt;
| Melee Infantry&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 120 Training&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 150 Iron&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 1 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 2 Iron&lt;br /&gt;
| &lt;br /&gt;
* Has ZOC&lt;br /&gt;
* Can Fortify&lt;br /&gt;
* Can Testudo&lt;br /&gt;
* Starts with Centurion&lt;br /&gt;
| rowspan=2 | Rome&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT LEGIONARY.png|70px]] Legionary&lt;br /&gt;
| Melee Infantry&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 160 Training&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 200 Iron&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 2 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 4 Iron&lt;br /&gt;
| &lt;br /&gt;
* Has ZOC&lt;br /&gt;
* Can Fortify&lt;br /&gt;
* Can Testudo&lt;br /&gt;
* Starts with Centurion&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tribal units ==&lt;br /&gt;
Tribal units can only be recruited by Tribes. Nations may also be able to recruit them as mercenaries. Tribal units have the following characteristics:&lt;br /&gt;
* Cannot be promoted or earn XP.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Fatigue Limit.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Type !! Strength !! Movement !! Vision !! Range !! Consumes !! Notes !! Tribes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT MARAUDER.png|70px]] Marauder&lt;br /&gt;
| Melee Infantry&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 1 Money&lt;br /&gt;
| &lt;br /&gt;
* Has ZOC&lt;br /&gt;
| Barbarians&amp;lt;br&amp;gt;Danes&amp;lt;br&amp;gt;Gauls&amp;lt;br&amp;gt;Thracians&amp;lt;br&amp;gt;Vandals&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT SKIRMISHER.png|70px]] Skirmisher&lt;br /&gt;
| Ranged Infantry&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 1 Money&lt;br /&gt;
| &lt;br /&gt;
* Has ZOC&lt;br /&gt;
| Barbarians&amp;lt;br&amp;gt;Danes&amp;lt;br&amp;gt;Gauls&amp;lt;br&amp;gt;Thracians&amp;lt;br&amp;gt;Vandals&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT ELITE MARAUDER.png|70px]] Elite Marauder&lt;br /&gt;
| Melee Infantry&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 2 Money&lt;br /&gt;
| &lt;br /&gt;
* Has ZOC&lt;br /&gt;
| Barbarians&amp;lt;br&amp;gt;Danes&amp;lt;br&amp;gt;Gauls&amp;lt;br&amp;gt;Thracians&amp;lt;br&amp;gt;Vandals&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT ELITE SKIRMISHER.png|70px]] Elite Skirmisher&lt;br /&gt;
| Ranged Infantry&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 2 Money&lt;br /&gt;
| &lt;br /&gt;
* Has ZOC&lt;br /&gt;
| Barbarians&amp;lt;br&amp;gt;Danes&amp;lt;br&amp;gt;Gauls&amp;lt;br&amp;gt;Thracians&amp;lt;br&amp;gt;Vandals&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT JAVELINEER.png|70px]] Javelineer&lt;br /&gt;
| Ranged Infantry&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 3 Money&lt;br /&gt;
| &lt;br /&gt;
* Has ZOC&lt;br /&gt;
| Danes&amp;lt;br&amp;gt;Gauls&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT ELITE JAVELINEER.png|70px]] Elite Javelineer&lt;br /&gt;
| Ranged Infantry&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 4 Money&lt;br /&gt;
| &lt;br /&gt;
* Has ZOC&lt;br /&gt;
| Danes&amp;lt;br&amp;gt;Gauls&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT WARLORD.png|70px]] Warlord&lt;br /&gt;
| Melee Infantry&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 3 Money&lt;br /&gt;
| &lt;br /&gt;
* Has ZOC&lt;br /&gt;
| Thracians&amp;lt;br&amp;gt;Vandals&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT ELITE WARLORD.png|70px]] Elite Warlord&lt;br /&gt;
| Melee Infantry&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 4 Money&lt;br /&gt;
| &lt;br /&gt;
* Has ZOC&lt;br /&gt;
| Thracians&amp;lt;br&amp;gt;Vandals&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT NOMAD MARAUDER.png|70px]] Nomad Marauder&lt;br /&gt;
| Melee Mounted&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 1 Money&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
| Numidians&amp;lt;br&amp;gt;Scythians&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT NOMAD SKIRMISHER.png|70px]] Nomad Skirmisher&lt;br /&gt;
| Ranged Mounted&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 1 Money&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
| Numidians&amp;lt;br&amp;gt;Scythians&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT NOMAD WARLORD.png|70px]] Nomad Warlord&lt;br /&gt;
| Melee Mounted&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 3 Money&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
| Numidians&amp;lt;br&amp;gt;Scythians&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT ELITE NOMAD MARAUDER.png|70px]] Elite Nomad Marauder&lt;br /&gt;
| Melee Mounted&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 2 Money&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
| Numidians&amp;lt;br&amp;gt;Scythians&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT ELITE NOMAD SKIRMISHER.png|70px]] Elite Nomad Skirmisher&lt;br /&gt;
| Ranged Mounted&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 2 Money&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
| Numidians&amp;lt;br&amp;gt;Scythians&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT ELITE NOMAD WARLORD.png|70px]] Nomad Elite Warlord&lt;br /&gt;
| Melee Mounted&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 4 Money&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
| Numidians&amp;lt;br&amp;gt;Scythians&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT LIBYAN CAVALRY.png|70px]] Libyan Cavalry&lt;br /&gt;
| Ranged Mounted&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 3 Money&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
* +25% Strength From Sand&lt;br /&gt;
| Numidians&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT ELITE LIBYAN CAVALRY.png|70px]] Elite Libyan Cavalry&lt;br /&gt;
| Ranged Mounted&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 4 Money&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
* +25% Strength From Sand&lt;br /&gt;
| Numidians&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT AMAZON CAVALRY.png|70px]] Amazon Cavalry&lt;br /&gt;
| Ranged Mounted&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 3 Money&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
* +10% Strength vs Ranged Units&lt;br /&gt;
| Scythians&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT ELITE AMAZON CAVALRY.png|70px]] Elite Amazon Cavalry&lt;br /&gt;
| Ranged Mounted&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 4 Money&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
* +10% Strength vs Ranged Units&lt;br /&gt;
| Scythians&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Old_World/index.php?title=Religion&amp;diff=1318</id>
		<title>Religion</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Old_World/index.php?title=Religion&amp;diff=1318"/>
		<updated>2023-03-13T16:26:39Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each City and character will follow their own Religion. When enough characters in a Family convert to the Nation&#039;s religion the Nation will receive additional benefits. Cities that follow a Religion will gain a yield bonus of 2 [[File:YIELD CULTURE.png|25px]] Culture. If the Opinion of its Religion of the Nation is Pleased or Friendly the city will gain [[File:YIELD HAPPINESS.png|25px]] Happiness. However if the Opinion of its Religion of the Nation is Upset, Angry, or Furious,  the City will gain [[File:YIELD DISCONTENT.png|25px]] Discontent. The city where a Religion is first founded will be its Holy City and gain a yield bonus of 2 [[File:YIELD CIVICS.png|25px]] Civics.&lt;br /&gt;
&lt;br /&gt;
There are two types of religions in Old World: Pagan Religions and World Religions. Pagan Religions are unique to each Nation and founded once the Nation completes its first Shrine improvement. Pagan Religions cannot spread, do not have Disciples and Theologies and can only be adopted as State Religion with the [[File:LAW DIVINE RULE.png|25px]] Divine Rule law.&lt;br /&gt;
&lt;br /&gt;
== World Religions ==&lt;br /&gt;
World Religions can be founded once certain requirements are met, or when a Family Seat is founded for a Clerics family. They have Disciples and Theologies and can always be adopted as State Religions. World Religions have a small chance of spreading to a City or Tribe each year. The chance increases if the City or Tribe is closer to the Religion&#039;s Holy City and decreases if the City or Tribe already has a Religion.&lt;br /&gt;
&lt;br /&gt;
When a World Religion is founded, it founder will receive the option to gain 50 [[File:YIELD CIVICS.png|25px]] Civics, make a donation and gain 40 Opinion with the Religion for 40 years, or gain 2 [[File:YIELD LEGITIMACY.png|25px]] Legitimacy and lose 40 Opinion with the Religion for 40 years.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! World Religion !! Founding Requirements !! Disciple Appearance !! Monastery Appearance !! Temple Appearance !! Cathedral Appearance !! Holy Site Appearance&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RELIGION ZOROASTRIANISM.png|70px]] Zoroastrianism&lt;br /&gt;
| [[File:SPECIALIST ACOLYTE.png|25px]] 2 Acolyte specialists&lt;br /&gt;
| align=center | [[File:UNIT ZOROASTRIANISM DISCIPLE.png|60px]]&lt;br /&gt;
| align=center | [[File:IMPROVEMENT ZOROASTRIANISM MONASTERY.png|60px]]&lt;br /&gt;
| align=center | [[File:IMPROVEMENT ZOROASTRIANISM TEMPLE.png|60px]]&lt;br /&gt;
| align=center | [[File:IMPROVEMENT ZOROASTRIANISM CATHEDRAL.png|60px]]&lt;br /&gt;
| align=center | [[File:IMPROVEMENT HOLY SITE ZOROASTRIANISM.png|60px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RELIGION JUDAISM.png|70px]] Judaism&lt;br /&gt;
| [[File:TECH LABOR FORCE.png|25px]] Labor Force technology&amp;lt;br&amp;gt;[[File:SPECIALIST RANCHER.png|25px]] 2 Rancher specialists&lt;br /&gt;
| align=center | [[File:UNIT JUDAISM DISCIPLE.png|60px]]&lt;br /&gt;
| align=center | [[File:IMPROVEMENT JUDAISM MONASTERY.png|60px]]&lt;br /&gt;
| align=center | [[File:IMPROVEMENT JUDAISM TEMPLE.png|60px]]&lt;br /&gt;
| align=center | [[File:IMPROVEMENT JUDAISM CATHEDRAL.png|60px]]&lt;br /&gt;
| align=center | [[File:IMPROVEMENT HOLY SITE JUDAISM.png|60px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RELIGION CHRISTIANITY.png|70px]] Christianity&lt;br /&gt;
| [[File:TECH METAPHYSICS.png|25px]] Metaphysics technology&amp;lt;br&amp;gt;[[File:RELIGION JUDAISM.png|25px]] 2 Cities in the world that follow Judaism&amp;lt;br&amp;gt;1 Owned City that follows Judaism&amp;lt;br&amp;gt;12 Citizens&lt;br /&gt;
| align=center | [[File:UNIT CHRISTIANITY DISCIPLE.png|60px]]&lt;br /&gt;
| align=center | [[File:IMPROVEMENT CHRISTIANITY MONASTERY.png|60px]]&lt;br /&gt;
| align=center | [[File:IMPROVEMENT CHRISTIANITY TEMPLE.png|60px]]&lt;br /&gt;
| align=center | [[File:IMPROVEMENT CHRISTIANITY CATHEDRAL.png|60px]]&lt;br /&gt;
| align=center | [[File:IMPROVEMENT HOLY SITE CHRISTIANITY.png|60px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RELIGION MANICHAEISM.png|70px]] Manichaeism&lt;br /&gt;
| [[File:TECH MONASTICISM.png|25px]] Monasticism technology&amp;lt;br&amp;gt;[[File:RELIGION CHRISTIANITY.png|25px]] 2 Cities in the world that follow Christianity&amp;lt;br&amp;gt;[[File:RELIGION ZOROASTRIANISM.png|25px]] 2 Cities in the world that follow Zoroastrianism&lt;br /&gt;
| align=center | [[File:UNIT MANICHAEISM DISCIPLE.png|60px]]&lt;br /&gt;
| align=center | [[File:IMPROVEMENT MANICHAEISM MONASTERY.png|60px]]&lt;br /&gt;
| align=center | [[File:IMPROVEMENT MANICHAEISM TEMPLE.png|60px]]&lt;br /&gt;
| align=center | [[File:IMPROVEMENT MANICHAEISM CATHEDRAL.png|60px]]&lt;br /&gt;
| align=center | [[File:IMPROVEMENT HOLY SITE MANICHAEISM.png|60px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== State Religion ==&lt;br /&gt;
A Nation may adopt a Religion as its State Religion at the cost of 400 [[File:YIELD CIVICS.png|25px]] Civics. Adopting a Religion as State Religion has the following effects:&lt;br /&gt;
* All cities that follow the Religion gain 1 [[File:YIELD HAPPINESS.png|25px]] Happiness each year&lt;br /&gt;
* All cities that follow the Religion lose 1 [[File:YIELD CIVICS.png|25px]] Civics each year&lt;br /&gt;
* If the Nation Leader doesn&#039;t follow the State Religion they will gain the choice to convert or lose 40 Opinion with the Religion for 40 years&lt;br /&gt;
* Disciples can establish Theologies&lt;br /&gt;
&lt;br /&gt;
=== Theology ===&lt;br /&gt;
Theologies can only be created by Nations that have a World Religion as their State Religion and require the use of a Disciple. Theologies will grant a city yield bonus to all Nations that have the Religion as its State Religion and increases the chance for the Religion to spread by 5%. Each World Religion may have up to 3 Theologies.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Theology !! Yearly Yield !! Religion Opinion !! Required Technology !! Civics Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[File:THEOLOGY LEGALISM.png|50px]] Legalism&lt;br /&gt;
| [[File:YIELD MAINTENANCE.png|25px]] -10% Maintenance&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] +2 Civics per Monastery&lt;br /&gt;
| +20 [[File:LAW CENTRALIZATION.png|25px]] Centralization law&lt;br /&gt;
| None&lt;br /&gt;
| 200&lt;br /&gt;
|-&lt;br /&gt;
| [[File:THEOLOGY MYTHOLOGY.png|50px]] Mythology&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +2 Culture per Shrine&amp;lt;br&amp;gt;[[File:YIELD CULTURE.png|25px]] +4 Culture per Monastery&lt;br /&gt;
| +20 [[File:LAW POLYTHEISM.png|25px]] Polytheism law&lt;br /&gt;
| None&lt;br /&gt;
| 200&lt;br /&gt;
|-&lt;br /&gt;
| [[File:THEOLOGY VENERATION.png|50px]] Veneration&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] +10 Money per Monastery&amp;lt;br&amp;gt;-5% Rebels Chance&lt;br /&gt;
| +40 [[File:LAW ICONOGRAPHY.png|25px]] Iconography law&lt;br /&gt;
| None&lt;br /&gt;
| 200&lt;br /&gt;
|-&lt;br /&gt;
| [[File:THEOLOGY DUALISM.png|50px]] Dualism&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] +1 Science&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] +1 Happiness per Temple&lt;br /&gt;
| +30 [[File:LAW TOLERANCE.png|25px]] Tolerance law&lt;br /&gt;
| [[File:TECH RHETORIC.png|25px]] Rhetoric&lt;br /&gt;
| 400&lt;br /&gt;
|-&lt;br /&gt;
| [[File:THEOLOGY GNOSTICISM.png|50px]] Gnosticism&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] +2 Civics with Archive&amp;lt;br&amp;gt;[[File:YIELD SCIENCE.png|25px]] +1 Science per Urban Specialist&lt;br /&gt;
| +20 [[File:LAW MONOTHEISM.png|25px]] Monotheism law&lt;br /&gt;
| [[File:TECH DRAMA.png|25px]] Drama&lt;br /&gt;
| 400&lt;br /&gt;
|-&lt;br /&gt;
| [[File:THEOLOGY REVELATION.png|50px]] Revelation&lt;br /&gt;
| [[File:YIELD ORDERS.png|25px]] +0.5 Orders with Temple&lt;br /&gt;
| +30 [[File:LAW ORTHODOXY.png|25px]] Orthodoxy law&lt;br /&gt;
| [[File:TECH LABOR FORCE.png|25px]] Labor Force&lt;br /&gt;
| 400&lt;br /&gt;
|-&lt;br /&gt;
| [[File:THEOLOGY ENLIGHTENMENT.png|50px]] Enlightenment&lt;br /&gt;
| [[File:YIELD HAPPINESS.png|25px]] +2 Happiness per Elder Monk&amp;lt;br&amp;gt;[[File:YIELD GROWTH.png|25px]] +1 Growth per Citizen per Cathedral&lt;br /&gt;
| +40 [[File:LAW PHILOSOPHY.png|25px]] Philosophy law&lt;br /&gt;
| [[File:TECH FORESTRY.png|25px]] Forestry&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| [[File:THEOLOGY REDEMPTION.png|50px]] Redemption&lt;br /&gt;
| [[File:IMPROVEMENT HARBOR.png|25px]] +20% Harbor Yield&amp;lt;br&amp;gt;[[File:IMPROVEMENT HAMLET.png|25px]] +20% Hamlet Yield&amp;lt;br&amp;gt;[[File:IMPROVEMENT MINE.png|25px]] +20% Mine Yield per Cathedral&amp;lt;br&amp;gt;[[File:IMPROVEMENT QUARRY.png|25px]] +20% Quarry Yield per Cathedral&amp;lt;br&amp;gt;[[File:IMPROVEMENT LUMBERMILL.png|25px]] +20% Lumbermill Yield per Cathedral&lt;br /&gt;
| +40 [[File:LAW PILGRIMAGE.png|25px]] Pilgrimage law&lt;br /&gt;
| [[File:TECH METAPHYSICS.png|25px]] Metaphysics&lt;br /&gt;
| 600&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dissent ==&lt;br /&gt;
If the The Sacred and The Profane DLC is installed, Cities that follow a World Religion whose Opinion is Upset, Angry or Furious can cause Dissent, which has a 5% chance each year to spawn Rebels. Dissent can be removed either by using the [[File:MISSION REMOVE HERESY.png|25px]] Quell Dissent action or the Suppress Dissent project.&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Old_World/index.php?title=Cities&amp;diff=1317</id>
		<title>Cities</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Old_World/index.php?title=Cities&amp;diff=1317"/>
		<updated>2023-03-13T16:21:31Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: /* Culture level */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Early city.png|thumb|300px|A developed city]]&lt;br /&gt;
Cities are the centers of population, production and power. When founded or captured, a City is assigned to a Family. The first City founded by a Nation is its Capital and gains a yearly bonus of +2 [[File:YIELD CULTURE.png|25px]] Culture and [[File:YIELD MONEY.png|25px]] +2 Money.&lt;br /&gt;
&lt;br /&gt;
Cities can only be founded on certain locations called City Sites, which are initially controlled by Tribes.&lt;br /&gt;
&lt;br /&gt;
During war a City&#039;s HP bar will be shown. Once a City&#039;s HP reaches zero a Unit can be moved on it, at which point the City enters a state of Anarchy for a few turns. If a Unit is kept on the City tile until the Anarchy ends the City will be annexed by the army&#039;s owner. Each point of HP damage also reduces a City&#039;s yields by 2.5% until repaired. Cities regain 1 HP each year.&lt;br /&gt;
&lt;br /&gt;
== Culture level ==&lt;br /&gt;
Each city has a culture level, which is increased each time the Culture bar fills. Culture level provides increasing bonuses to the city but also increasing costs per Citizen and Specialist.&lt;br /&gt;
&lt;br /&gt;
Once a City reaches Developing Culture Level it will gain the ability to Hurry Production using a chosen resource, causing the item at the top of the production queue to be finished next turn. Each turn that an item is produced normally decreases the resources needed to rush it. However Hurry Production always produces [[File:YIELD DISCONTENT.png|25px]] Discontent unless the [[File:LAW MONETARY REFORM.png|25px]] Monetary Reform law has been passed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Culture Level !! Projects Tier !! Victory Points !! Governor XP/Year !! Hamlet Limit !! Can Hurry Production !! Citizen and Specialist Upkeep !! Enabled Wonders of the World&lt;br /&gt;
|-&lt;br /&gt;
| [[File:CULTURE WEAK.png|55px]] Weak&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;I&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;0&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Food&lt;br /&gt;
| [[File:IMPROVEMENT HANGING GARDENS.png|25px]] The Hanging Gardens&amp;lt;br&amp;gt;[[File:IMPROVEMENT ORACLE.png|25px]] The Oracle&amp;lt;br&amp;gt;[[File:IMPROVEMENT PYRAMIDS.png|25px]] The Pyramids&amp;lt;br&amp;gt;[[File:IMPROVEMENT GREAT ZIGGURAT.png|25px]] The Ziggurat&lt;br /&gt;
|-&lt;br /&gt;
| [[File:CULTURE DEVELOPING.png|55px]] Developing&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;II&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+6&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Iron&lt;br /&gt;
| [[File:IMPROVEMENT APADANA.png|25px]] The Apadana&amp;lt;br&amp;gt;[[File:IMPROVEMENT ISHTAR GATE.png|25px]] The Ishtar Gate&amp;lt;br&amp;gt;[[File:IMPROVEMENT LIGHTHOUSE.png|25px]] The Lighthouse&amp;lt;br&amp;gt;[[File:IMPROVEMENT NECROPOLIS.png|25px]] The Necropolis&lt;br /&gt;
|-&lt;br /&gt;
| [[File:CULTURE STRONG.png|55px]] Strong&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;III&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+8&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;2&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Iron&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&lt;br /&gt;
| [[File:IMPROVEMENT PARTHENON.png|25px]] The Acropolis&amp;lt;br&amp;gt;[[File:IMPROVEMENT COLOSSUS.png|25px]] The Colossus&amp;lt;br&amp;gt;[[File:IMPROVEMENT MAUSOLEUM.png|25px]] The Mausoleum&amp;lt;br&amp;gt;[[File:IMPROVEMENT MUSAEUM.png|25px]] The Musaeum&lt;br /&gt;
|-&lt;br /&gt;
| [[File:CULTURE LEGENDARY.png|55px]] Legendary&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;IV&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;3&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Iron&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wood&lt;br /&gt;
| [[File:IMPROVEMENT CIRCUS MAXIMUS.png|25px]] The Circus Maximus&amp;lt;br&amp;gt;[[File:IMPROVEMENT HAGIA SOPHIA.png|25px]] The Hagia Sophia&amp;lt;br&amp;gt;[[File:IMPROVEMENT PANTHEON.png|25px]] The Pantheon&amp;lt;br&amp;gt;[[File:IMPROVEMENT GRAND BAZAAR.png|25px]] The Via Recta Souk&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Improvements ==&lt;br /&gt;
Improvements are constructed by Worker units can be used to grand various bonuses to a City. There are two types of improvements: rural and urban. If a Worker unit is selected the game will suggest the tile where each improvement is most effective, as long as said improvement can be constructed either immediately or after buying resources.&lt;br /&gt;
&lt;br /&gt;
Improvements without a Specialist will increase the City&#039;s [[File:YIELD MAINTENANCE.png|25px]] Maintenance.&lt;br /&gt;
&lt;br /&gt;
Improvements may be pillaged by military units. A pillaged improvement does not produce anything and will be destroyed in 10 turns unless repaired by a Worker unit. Repairing an improvement costs half of its construction cost.&lt;br /&gt;
&lt;br /&gt;
=== Rural improvements ===&lt;br /&gt;
Rural improvements can only be constructed on non-urban tiles. They require either certain terrain or a certain natural resource present on the tile.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Improvement !! Yearly yield !! Specialist !!  Cost !! Terrain or map resource !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT FARM.png|70px]] Farm&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Food&lt;br /&gt;
| [[File:SPECIALIST FARMER.png|25px]] Farmer&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years&lt;br /&gt;
| [[File:TERRAIN ARID.png|25px]] Arid, [[File:TERRAIN LUSH.png|25px]] Lush, [[File:TERRAIN TEMPERATE.png|25px]] Temperate, [[File:TERRAIN MARSH.png|25px]] Marsh (requires [[File:LAW CENTRALIZATION.png|25px]] Centralization law)&amp;lt;br&amp;gt;[[File:RESOURCE BARLEY.png|25px]] Barley, [[File:RESOURCE SORGHUM.png|25px]] Sorghum, [[File:RESOURCE WHEAT.png|25px]] Wheat&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT MINE.png|70px]] Mine&lt;br /&gt;
| [[File:YIELD IRON.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Iron&lt;br /&gt;
| [[File:SPECIALIST MINER.png|25px]] Miner&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years&lt;br /&gt;
| [[File:TERRAIN ARID.png|25px]] Arid, [[File:TERRAIN LUSH.png|25px]] Lush, [[File:TERRAIN TEMPERATE.png|25px]] Temperate, [[File:HillsEditorIcon.png|25px]] Hill&amp;lt;br&amp;gt;[[File:RESOURCE GEM.png|25px]] Gems, [[File:RESOURCE GOLD.png|25px]] Gold, [[File:RESOURCE IRON.png|25px]] Ore, [[File:RESOURCE SALT.png|25px]] Salt, [[File:RESOURCE SILVER.png|25px]] Silver&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT NETS.png|70px]] Nets&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Various&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:SPECIALIST FISHER.png|25px]] Fisher&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years&lt;br /&gt;
| [[File:RESOURCE CRAB.png|25px]] Crabs, [[File:RESOURCE DYE.png|25px]] Dyes, [[File:RESOURCE FISH.png|25px]] Fish, [[File:RESOURCE PEARL.png|25px]] Pearls&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT FORT.png|70px]] Fort&lt;br /&gt;
| [[File:Icon Defense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Defense if Friendly/Neutral Territory&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Unit Vision&amp;lt;br&amp;gt;Units Heal even if Neutral Territory&amp;lt;br&amp;gt;Destroyed when Pillaged&lt;br /&gt;
| None&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 40 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders&lt;br /&gt;
| [[File:TERRAIN ARID.png|25px]] Arid, [[File:TERRAIN LUSH.png|25px]] Lush, [[File:TERRAIN TEMPERATE.png|25px]] Temperate&lt;br /&gt;
| [[File:TECH STONECUTTING.png|25px]] Stonecutting&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT QUARRY.png|70px]] Quarry&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&lt;br /&gt;
| [[File:SPECIALIST STONECUTTER.png|25px]] Stonecutter&lt;br /&gt;
| [[File:YIELD IRON.png|25px]] 20 Iron&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years&lt;br /&gt;
| [[File:TERRAIN ARID.png|25px]] Arid, [[File:TERRAIN LUSH.png|25px]] Lush, [[File:TERRAIN TEMPERATE.png|25px]] Temperate, [[File:MountainEditorIcon.png|25px]] Adjacent Mountain, [[File:VolcanoEditorIcon.png|25px]] Adjacent Volcano&amp;lt;br&amp;gt;[[File:RESOURCE STONE.png|25px]] Marble&lt;br /&gt;
| [[File:TECH STONECUTTING.png|25px]] Stonecutting&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT GRANARY.png|70px]] Granary&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Growth&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wood&amp;lt;br&amp;gt;[[File:IMPROVEMENT FARM.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Adjacent Farm Yield&lt;br /&gt;
| None&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 40 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years&lt;br /&gt;
| [[File:TERRAIN ARID.png|25px]] Arid, [[File:TERRAIN LUSH.png|25px]] Lush, [[File:TERRAIN TEMPERATE.png|25px]] Temperate&lt;br /&gt;
| [[File:TECH ADMINISTRATION.png|25px]] Administration&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT CAMP.png|70px]] Camp&lt;br /&gt;
| [[File:IMPROVEMENT LUMBERMILL.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Adjacent Lumbermill Yield&lt;br /&gt;
| [[File:SPECIALIST TRAPPER.png|25px]] Trapper&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years&lt;br /&gt;
| [[File:RESOURCE CAMEL.png|25px]] Camels, [[File:RESOURCE ELEPHANT.png|25px]] Elephants, [[File:RESOURCE FUR.png|25px]] Fur, [[File:RESOURCE GAME.png|25px]] Game&lt;br /&gt;
| [[File:TECH TRAPPING.png|25px]] Trapping&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT PASTURE.png|70px]] Pasture&lt;br /&gt;
| [[File:IMPROVEMENT FARM.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Adjacent Farms Yield&lt;br /&gt;
| [[File:SPECIALIST RANCHER.png|25px]] Rancher&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years&lt;br /&gt;
| [[File:RESOURCE CATTLE.png|25px]] Cattle, [[File:RESOURCE GOAT.png|25px]] Goats, [[File:RESOURCE HORSE.png|25px]] Horses, [[File:RESOURCE PIG.png|25px]] Pigs, [[File:RESOURCE SHEEP.png|25px]] Sheep&lt;br /&gt;
| [[File:TECH HUSBANDRY.png|25px]] Husbandry&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT GROVE.png|70px]] Grove&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Various&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:SPECIALIST GARDENER.png|25px]] Gardener&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years&lt;br /&gt;
| [[File:RESOURCE CITRUS.png|25px]] Citrus, [[File:RESOURCE HONEY.png|25px]] Honey, [[File:RESOURCE INCENSE.png|25px]] Incense, [[File:RESOURCE LAVENDER.png|25px]] Lavender, [[File:RESOURCE OLIVE.png|25px]] Olives, [[File:RESOURCE WINE.png|25px]] Wine&lt;br /&gt;
| [[File:TECH LAND CONSOLIDATION.png|25px]] Land Consolidation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT HARBOR.png|70px]] Harbor&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per Adjacent Resource&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:IMPROVEMENT NETS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Adjacent Nets Yield&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; XP for Idle Ship Units&lt;br /&gt;
| None&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 60 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years&lt;br /&gt;
| [[File:CoastEditorIcon.png|25px]] Coast&lt;br /&gt;
| [[File:TECH CARTOGRAPHY.png|25px]] Cartography&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT LUMBERMILL.png|70px]] Lumbermill&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wood&lt;br /&gt;
| [[File:SPECIALIST WOODCUTTER.png|25px]] Woodcutter&lt;br /&gt;
| [[File:YIELD IRON.png|25px]] 20 Iron&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years&lt;br /&gt;
| Trees&lt;br /&gt;
| [[File:TECH FORESTRY.png|25px]] Forestry&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT WATERMILL.png|70px]] Watermill&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science&lt;br /&gt;
| None&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 40 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 2 years&lt;br /&gt;
| River&lt;br /&gt;
| [[File:TECH HYDRAULICS.png|25px]] Hydraulics&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT WINDMILL.png|70px]] Windmill&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science&lt;br /&gt;
| None&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 40 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 2 years&lt;br /&gt;
| [[File:HillsEditorIcon.png|25px]] Hill&lt;br /&gt;
| [[File:TECH HYDRAULICS.png|25px]] Hydraulics&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Urban improvements ===&lt;br /&gt;
Most urban improvements come in three tiers. A higher tier improvement requires a lower tier one to be constructed before it can be built, as well as increasing the city&#039;s Culture Level by one for each tier. Urban improvements can be constructed on [[File:TERRAIN URBAN.png|25px]] Urban, [[File:TERRAIN ARID.png|25px]] Arid, [[File:TERRAIN LUSH.png|25px]] Lush or [[File:TERRAIN TEMPERATE.png|25px]] Temperate tiles, and [[File:TERRAIN SAND.png|25px]] Sand tiles if the city is run by a family of Clerics, but only if one the following is true:&lt;br /&gt;
* An urban tile.&lt;br /&gt;
* A tile adjacent to two urban tiles. The tile will become urban once the improvement is completed.&lt;br /&gt;
* A tile adjacent to one urban tile and one water tile. The tile will become urban once the improvement is completed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=3 | Apprentices improvement !! colspan=3 | Master improvement !! colspan=3 | Elder improvement !! rowspan=2 | Requiremnts&lt;br /&gt;
|-&lt;br /&gt;
! Improvement !! Yearly yield !! Cost !! Improvement !! Yearly yield !! Cost !! Improvement !! Yearly yield !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Garrison&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT GARRISON 1.png|90px]]&lt;br /&gt;
| [[File:Icon Defense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Defense if own army&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+0.5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:CHAR FILTER GOVERNOR.png|25px]] Enables City Governor&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 80 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years&lt;br /&gt;
| &#039;&#039;&#039;Stronghold&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT GARRISON 2.png|90px]]&lt;br /&gt;
| [[File:Icon Defense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Defense if own army&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+0.5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:CHAR FILTER GOVERNOR.png|25px]] Enables City Governor&amp;lt;br&amp;gt;Enables tier 1 Nation Unit&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 100 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 5 years&lt;br /&gt;
| &#039;&#039;&#039;Citadel&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT GARRISON 3.png|90px]]&lt;br /&gt;
| [[File:Icon Defense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Defense if own army&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+0.5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders&amp;lt;br&amp;gt;[[File:YIELD MAINTENANCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Maintenance&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:CHAR FILTER GOVERNOR.png|25px]] Enables City Governor&amp;lt;br&amp;gt;Enables tier 2 Nation Unit&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 100 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 6 years&lt;br /&gt;
| 1 Active Law&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Odeon&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT ODEON.png|90px]]&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Culture&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:SPECIALIST POET.png|25px]] Enables Apprentice Poet&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 40 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years&lt;br /&gt;
| &#039;&#039;&#039;Theater&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT THEATER.png|90px]]&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Culture&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:SPECIALIST POET.png|25px]] Enables Master Poet&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 60 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 5 years&lt;br /&gt;
| &#039;&#039;&#039;Amphitheater&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT AMPHITHEATER.png|90px]]&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Culture&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:SPECIALIST POET.png|25px]] Enables Elder Poet&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 80 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 6 years&lt;br /&gt;
| [[File:TECH DRAMA.png|25px]] Drama&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cold Baths&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT COLD BATHS.png|90px]]&lt;br /&gt;
| [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:SPECIALIST DOCTOR.png|25px]] Enables Apprentice Doctor&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 40 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years&lt;br /&gt;
| &#039;&#039;&#039;Warm Baths&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT WARM BATHS.png|90px]]&lt;br /&gt;
| [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:SPECIALIST DOCTOR.png|25px]] Enables Master Doctor&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 60 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 5 years&lt;br /&gt;
| &#039;&#039;&#039;Heated Baths&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT HEATED BATHS.png|90px]]&lt;br /&gt;
| [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness&amp;lt;br&amp;gt;[[File:YIELD GROWTH.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Growth&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:SPECIALIST DOCTOR.png|25px]] Enables Elder Doctor&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 80 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 6 years&lt;br /&gt;
| [[File:TECH ARCHITECTURE.png|25px]] Architecture&amp;lt;br&amp;gt;[[File:CULTURE DEVELOPING.png|25px]] Developing Culture&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Courthouse&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT COURTHOUSE.png|90px]]&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:SPECIALIST SCRIBE.png|25px]] Enables Apprentice Scribe&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 80 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years&lt;br /&gt;
| &#039;&#039;&#039;Ministry&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT MINISTRIES.png|90px]]&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:SPECIALIST SCRIBE.png|25px]] Enables Master Scribe&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 100 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 5 years&lt;br /&gt;
| &#039;&#039;&#039;Palace&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT PALACE.png|90px]]&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics&amp;lt;br&amp;gt;[[File:YIELD MAINTENANCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Maintenance&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:SPECIALIST SCRIBE.png|25px]] Enables Elder Scribe&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 120 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 6 years&lt;br /&gt;
| [[File:TECH CITIZENSHIP.png|25px]] Citizenship&amp;lt;br&amp;gt;[[File:CULTURE DEVELOPING.png|25px]] Developing Culture&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Library&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT LIBRARY.png|90px]]&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science&amp;lt;br&amp;gt;[[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per adj. resource&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:SPECIALIST PHILOSOPHER.png|25px]] Enables Apprentice Philosopher&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 80 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years&lt;br /&gt;
| &#039;&#039;&#039;Academy&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT ACADEMY.png|90px]]&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science&amp;lt;br&amp;gt;[[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per adj. resource&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:SPECIALIST PHILOSOPHER.png|25px]] Enables Master Philosopher&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 100 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 5 years&lt;br /&gt;
| &#039;&#039;&#039;University&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT UNIVERSITY.png|90px]]&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science&amp;lt;br&amp;gt;[[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per adj. resource&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:SPECIALIST PHILOSOPHER.png|25px]] Enables Elder Philosopher&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 120 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 6 years&lt;br /&gt;
| [[File:TECH SCHOLARSHIP.png|25px]] Scholarship&amp;lt;br&amp;gt;[[File:CULTURE DEVELOPING.png|25px]] Developing Culture&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Market&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT MARKET.png|90px]]&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money&amp;lt;br&amp;gt;[[File:IMPROVEMENT HARBOR.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Adjacent Harbor Yield&amp;lt;br&amp;gt;[[File:SPECIALIST SHOPKEEPER.png|25px]] Enables Apprentice Shopkeeper&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 80 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years&lt;br /&gt;
| &#039;&#039;&#039;Grocer&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT GROCER.png|90px]]&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money&amp;lt;br&amp;gt;[[File:IMPROVEMENT HARBOR.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Adjacent Harbor Yield&amp;lt;br&amp;gt;[[File:SPECIALIST SHOPKEEPER.png|25px]] Enables Master Shopkeeper&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 100 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 5 years&lt;br /&gt;
| &#039;&#039;&#039;Fair&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT FAIR.png|90px]]&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money&amp;lt;br&amp;gt;[[File:IMPROVEMENT HARBOR.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Adjacent Harbor Yield&amp;lt;br&amp;gt;[[File:SPECIALIST SHOPKEEPER.png|25px]] Enables Elder Shopkeeper&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 120 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 6 years&lt;br /&gt;
| [[File:TECH COINAGE.png|25px]] Coinage&amp;lt;br&amp;gt;[[File:CULTURE DEVELOPING.png|25px]] Developing Culture&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Barracks&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT BARRACKS.png|90px]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; XP per year for Idle Melee Units&amp;lt;br&amp;gt;[[File:IMPROVEMENT GARRISON 1.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Adjacent Garrison Yield&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Iron&amp;lt;br&amp;gt;[[File:SPECIALIST OFFICER.png|25px]] Enables Officers&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 40 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| [[File:TECH MILITARY DRILL.png|25px]] Military Drill&amp;lt;br&amp;gt;[[File:IMPROVEMENT BARRACKS.png|25px]] Max 2 per City&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Range&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT RANGE.png|90px]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; XP per year for Idle Ranged Units&amp;lt;br&amp;gt;[[File:IMPROVEMENT GARRISON 1.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Adjacent Garrison Yield&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wood&amp;lt;br&amp;gt;[[File:SPECIALIST OFFICER.png|25px]] Enables Officers&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 40 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| [[File:TECH COMPOSITE BOW.png|25px]] Composite Bow&amp;lt;br&amp;gt;[[File:IMPROVEMENT RANGE.png|25px]] Max 2 per City&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hamlets ====&lt;br /&gt;
Once the City reaches at least Developing Culture Level and the Nation has the [[File:TECH POLIS.png|25px]] Polis technology, Workers will be able to construct Hamlets the cost of 40 [[File:YIELD STONE.png|25px]] Stone and 1 [[File:YIELD ORDERS.png|25px]] Orders for 4 years. Only one Hamlet may be build per Culture Level. After 20 turns a Hamlet will grow into a Village, and after another 20 turns the Village it will grow into a Town. All of them improve the output of Odeon and Bath improvements.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level !! Yearly yield !! Yearly consumption&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT HAMLET.png|70px]] Hamlet&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 10 Money without a Trade Network&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] 20 Money with a Trade Network&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 1 Food&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT VILLAGE.png|70px]] Village&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 15 Money without a Trade Network&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] 30 Money with a Trade Network&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 2 Food&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT TOWN.png|70px]] Town&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 20 Money without a Trade Network&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] 40 Money with a Trade Network&amp;lt;br&amp;gt;[[File:Icon Defense.png]] +10% Defense Strength if own army&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 3 Food&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Shrines ====&lt;br /&gt;
Shrines require the [[File:TECH DIVINATION.png|25px]] Divination technology, 40 [[File:YIELD STONE.png|25px]] Stone and 1 [[File:YIELD ORDERS.png|25px]] Orders for 4 years. They can be built anywhere except near another shrine. They provide resources like other improvements but their main purpose is spreading the Nation&#039;s Paganism Religion and enabling the [[File:SPECIALIST ACOLYTE.png|25px]] Acolyte specialist. Each Shrine can only be built once unless the [[File:LAW POLYTHEISM.png|25px]] Polytheism law is passed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shrine !! God !! Yearly yield !! Nations&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE FIRE.png|70px]]&lt;br /&gt;
| Atar&amp;lt;br&amp;gt;Nuska&amp;lt;br&amp;gt;Vulcan&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] +1 Training per Adjacent Lumbermill&amp;lt;br&amp;gt;[[File:IMPROVEMENT MINE.png|25px]] +20% Adjacent Mine Yield&lt;br /&gt;
| [[File:RELIGION PAGAN PERSIA.png|25px]] Persia&amp;lt;br&amp;gt;[[File:RELIGION PAGAN ASSYRIA.png|25px]] Assyria&amp;lt;br&amp;gt;[[File:RELIGION PAGAN ROME.png|25px]] Rome&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE KINGSHIP.png|70px]]&lt;br /&gt;
| Ashur&amp;lt;br&amp;gt;Madruk&amp;lt;br&amp;gt;Zeus&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] +2 Civics&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] +1 Orders per Adjacent Wonder of the World&lt;br /&gt;
| [[File:RELIGION PAGAN ASSYRIA.png|25px]] Assyria&amp;lt;br&amp;gt;[[File:RELIGION PAGAN BABYLONIA.png|25px]] Babylonia&amp;lt;br&amp;gt;[[File:RELIGION PAGAN GREECE.png|25px]] Greece&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE HEALING.png|70px]]&lt;br /&gt;
| Eshmun&amp;lt;br&amp;gt;Isis&amp;lt;br&amp;gt;Kamrusepa&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] +2 Growth per Adjacent Grove&amp;lt;br&amp;gt;+6 HP Healing for Idle Units&lt;br /&gt;
| [[File:RELIGION PAGAN CARTHAGE.png|25px]] Carthage&amp;lt;br&amp;gt;[[File:RELIGION PAGAN EGYPT.png|25px]] Egypt&amp;lt;br&amp;gt;[[File:RELIGION PAGAN HITTITE.png|25px]] Hatti&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE HEARTH.png|70px]] &lt;br /&gt;
| Arinnitti&amp;lt;br&amp;gt;Tanit&amp;lt;br&amp;gt;Vesta&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +2 Culture&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] +10 Money per Adjacent Resource&lt;br /&gt;
| [[File:RELIGION PAGAN HITTITE.png|25px]] Hatti&amp;lt;br&amp;gt;[[File:RELIGION PAGAN CARTHAGE.png|25px]] Carthage&amp;lt;br&amp;gt;[[File:RELIGION PAGAN ROME.png|25px]] Rome&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE HUNTING.png|70px]]&lt;br /&gt;
| Halki&amp;lt;br&amp;gt;Mithra&amp;lt;br&amp;gt;Neith&lt;br /&gt;
| [[File:IMPROVEMENT CAMP.png|25px]] +20% Adjacent Camp Yield&amp;lt;br&amp;gt;+1 Level for New Ranged Units&lt;br /&gt;
| [[File:RELIGION PAGAN HITTITE.png|25px]] Hatti&amp;lt;br&amp;gt;[[File:RELIGION PAGAN PERSIA.png|25px]] Persia&amp;lt;br&amp;gt;[[File:RELIGION PAGAN EGYPT.png|25px]] Egypt&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE LOVE.png|70px]]&lt;br /&gt;
| Astarte&amp;lt;br&amp;gt;Ishtar&amp;lt;br&amp;gt;Venus&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] +2 Growth&amp;lt;br&amp;gt;[[File:IMPROVEMENT PASTURE.png|25px]] +20% Adjacent Pasture Yield&lt;br /&gt;
| [[File:RELIGION PAGAN CARTHAGE.png|25px]] Carthage&amp;lt;br&amp;gt;[[File:RELIGION PAGAN BABYLONIA.png|25px]] Babylonia&amp;lt;br&amp;gt;[[File:RELIGION PAGAN ROME.png|25px]] Rome&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE SUN.png|70px]]&lt;br /&gt;
| Hvar Khshaita&amp;lt;br&amp;gt;Ra&amp;lt;br&amp;gt;Shamash&lt;br /&gt;
| [[File:YIELD ORDERS.png|25px]] +0.5 Orders&amp;lt;br&amp;gt;[[File:IMPROVEMENT FARM.png|25px]] +20% Adjacent Farm Yield&lt;br /&gt;
| [[File:RELIGION PAGAN PERSIA.png|25px]] Persia&amp;lt;br&amp;gt;[[File:RELIGION PAGAN EGYPT.png|25px]] Egypt&amp;lt;br&amp;gt;[[File:RELIGION PAGAN ASSYRIA.png|25px]] Assyria&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE UNDERWORLD.png|70px]]&lt;br /&gt;
| Ereshkigal&amp;lt;br&amp;gt;Hades&amp;lt;br&amp;gt;Osiris&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +2 Culture&amp;lt;br&amp;gt;[[File:YIELD CULTURE.png|25px]] +50% Culture if Adjacent Mountain&amp;lt;br&amp;gt;[[File:YIELD CULTURE.png|25px]] +100% Culture if Adjacent Volcano&lt;br /&gt;
| [[File:RELIGION PAGAN BABYLONIA.png|25px]] Babylonia&amp;lt;br&amp;gt;[[File:RELIGION PAGAN GREECE.png|25px]] Greece&amp;lt;br&amp;gt;[[File:RELIGION PAGAN EGYPT.png|25px]] Egypt&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE WATER.png|70px]]&lt;br /&gt;
| Anahita&amp;lt;br&amp;gt;Melqart&amp;lt;br&amp;gt;Poseidon&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] +20 Money&amp;lt;br&amp;gt;[[File:IMPROVEMENT NETS.png|25px]] +20% Adjacent Nets Yield&lt;br /&gt;
| [[File:RELIGION PAGAN PERSIA.png|25px]] Persia&amp;lt;br&amp;gt;[[File:RELIGION PAGAN CARTHAGE.png|25px]] Carthage&amp;lt;br&amp;gt;[[File:RELIGION PAGAN GREECE.png|25px]] Greece&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE WAR.png|70px]]&lt;br /&gt;
| Mars&amp;lt;br&amp;gt;Ninurta&amp;lt;br&amp;gt;Tarhun&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] +2 Training&amp;lt;br&amp;gt;+10 XP for Idle Infantry Units&lt;br /&gt;
| [[File:RELIGION PAGAN ROME.png|25px]] Rome&amp;lt;br&amp;gt;[[File:RELIGION PAGAN ASSYRIA.png|25px]] Assyria&amp;lt;br&amp;gt;[[File:RELIGION PAGAN HITTITE.png|25px]] Hatti&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE WISDOM.png|70px]]&lt;br /&gt;
| Athena&amp;lt;br&amp;gt;Nabu&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] +1 Science&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] +1 Civics per Adjacent Odeon&lt;br /&gt;
| [[File:RELIGION PAGAN GREECE.png|25px]] Greece&amp;lt;br&amp;gt;[[File:RELIGION PAGAN BABYLONIA.png|25px]] Babylonia&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== World religion improvements ====&lt;br /&gt;
World Religion improvements can only be constructed by Disciple units of the same Religion but they can be built anywhere. Despite having different appearance depending on Religion all improvements have the same yields and costs.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Improvement !! Specialist !! Construction reward !! Yearly yield !! Yearly consumption !! Cost !! Requirements&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT CHRISTIANITY MONASTERY.png|25px]] Christian Monastery&amp;lt;br&amp;gt;[[File:IMPROVEMENT JUDAISM MONASTERY.png|25px]] Jewish Monastery&amp;lt;br&amp;gt;[[File:IMPROVEMENT MANICHAEISM MONASTERY.png|25px]] Manichean Monastery&amp;lt;br&amp;gt;[[File:IMPROVEMENT ZOROASTRIANISM MONASTERY.png|25px]] Zoroastrian Monastery&lt;br /&gt;
| [[File:SPECIALIST MONK.png|25px]] Monk&lt;br /&gt;
| +2 Disciple&#039;s Religion Opinion&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] +2 Science&amp;lt;br&amp;gt;[[File:IMPROVEMENT GROVE.png|25px]] +60% Adjacent Grove Yield&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 2 Wood&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 60 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years&lt;br /&gt;
| [[File:TECH MONASTICISM.png|25px]] Monasticism technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT CHRISTIANITY TEMPLE.png|25px]] Christian Temple&amp;lt;br&amp;gt;[[File:IMPROVEMENT JUDAISM TEMPLE.png|25px]] Jewish Temple&amp;lt;br&amp;gt;[[File:IMPROVEMENT MANICHAEISM TEMPLE.png|25px]] Manichean Temple&amp;lt;br&amp;gt;[[File:IMPROVEMENT ZOROASTRIANISM TEMPLE.png|25px]] Zoroastrian Temple&lt;br /&gt;
| [[File:SPECIALIST PRIEST.png|25px]] Priest&lt;br /&gt;
| +2 Disciple&#039;s Religion Opinion&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +3 Culture&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] +0.5 Orders&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 2 Stone&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 60 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 5 years&lt;br /&gt;
| [[File:TECH DOCTRINE.png|25px]] Doctrine technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT CHRISTIANITY CATHEDRAL.png|25px]] Christian Cathedral&amp;lt;br&amp;gt;[[File:IMPROVEMENT JUDAISM CATHEDRAL.png|25px]] Jewish Cathedral&amp;lt;br&amp;gt;[[File:IMPROVEMENT MANICHAEISM CATHEDRAL.png|25px]] Manichean Cathedral&amp;lt;br&amp;gt;[[File:IMPROVEMENT ZOROASTRIANISM CATHEDRAL.png|25px]] Zoroastrian Cathedral&lt;br /&gt;
| [[File:SPECIALIST BISHOP.png|25px]] Bishop&lt;br /&gt;
| +4 Disciple&#039;s Religion Opinion&amp;lt;br&amp;gt;[[File:YIELD LEGITIMACY.png|25px]] +6 Legitimacy&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +40% Culture&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 4 Stone&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 100 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 6 years&lt;br /&gt;
| [[File:TECH VAULTING.png|25px]] Vaulting technology&amp;lt;br&amp;gt;[[File:CULTURE STRONG.png|25px]] Strong culture level&amp;lt;br&amp;gt;Adjacent Temple of the same Religion&amp;lt;br&amp;gt;Max 2 per Family&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT HOLY SITE ZOROASTRIANISM.png|25px]] The Adur Burzen-Mihr&amp;lt;br&amp;gt;[[File:IMPROVEMENT HOLY SITE MANICHAEISM.png|25px]] The Cao&#039;an&amp;lt;br&amp;gt;[[File:IMPROVEMENT HOLY SITE CHRISTIANITY.png|25px]] The Church of the Holy Sepulchre&amp;lt;br&amp;gt;[[File:IMPROVEMENT HOLY SITE JUDAISM.png|25px]] The Temple of Solomon&lt;br /&gt;
| None&lt;br /&gt;
| +20 Disciple&#039;s Religion Opinion&amp;lt;br&amp;gt;+2 Victory Points&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +40% Culture&amp;lt;br&amp;gt;Creates a Disciple of the same Religion every 20 years&amp;lt;br&amp;gt;Cannot be replaced&lt;br /&gt;
| None&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 200 Stone&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] 200 Civics&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 8 years&lt;br /&gt;
|[[File:CULTURE DEVELOPING.png|25px]] Developing culture level&amp;lt;br&amp;gt;Holy City&amp;lt;br&amp;gt;Max 1 per Nation&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Specialists ===&lt;br /&gt;
Specialists are unlocked by certain Improvements that can be trained to boost the yield of the Improvement. All Specialists also produce a small amount of Science. A Specialist&#039;s production cost increases with each one built in a city.&lt;br /&gt;
&lt;br /&gt;
==== Rural specialists ====&lt;br /&gt;
Rural specialists produce [[File:YIELD SCIENCE.png|25px]] 1 Science. They can also provide Luxuries if the Improvement is built on a natural resource that can produce it.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Specialist !! Improvement !! Yearly yield !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST FARMER.png|50px]] Farmer&lt;br /&gt;
| [[File:IMPROVEMENT FARM.png|25px]] Farm&lt;br /&gt;
| [[File:IMPROVEMENT FARM.png|25px]] 150% Improvement Yield&amp;lt;br&amp;gt;[[File:YIELD GROWTH.png|25px]] 1 Growth&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 40 Civics&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST MINER.png|50px]] Miner&lt;br /&gt;
| [[File:IMPROVEMENT MINE.png|25px]] Mine&lt;br /&gt;
| [[File:IMPROVEMENT MINE.png|25px]] 150% Improvement Yield&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 1 Training&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 40 Civics&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST STONECUTTER.png|50px]] Stonecutter&lt;br /&gt;
| [[File:IMPROVEMENT QUARRY.png|25px]] Quarry&lt;br /&gt;
| [[File:IMPROVEMENT QUARRY.png|25px]] 150% Improvement Yield&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] 1 Civics&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 40 Civics&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST WOODCUTTER.png|50px]] Woodcutter&lt;br /&gt;
| [[File:IMPROVEMENT LUMBERMILL.png|25px]] Lumbermill&lt;br /&gt;
| [[File:IMPROVEMENT LUMBERMILL.png|25px]] 150% Improvement Yield&amp;lt;br&amp;gt;[[File:YIELD SCIENCE.png|25px]] 1 Science&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 40 Civics&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST FISHER.png|50px]] Fisher&lt;br /&gt;
| [[File:IMPROVEMENT NETS.png|25px]] Nets&lt;br /&gt;
| [[File:IMPROVEMENT NETS.png|25px]] 200% Improvement Yield&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 60 Civics&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 20 Food&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST GARDENER.png|50px]] Gardener&lt;br /&gt;
| [[File:IMPROVEMENT GROVE.png|25px]] Grove&lt;br /&gt;
| [[File:IMPROVEMENT GROVE.png|25px]] 200% Improvement Yield&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 60 Civics&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 20 Food&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST RANCHER.png|50px]] Rancher&lt;br /&gt;
| [[File:IMPROVEMENT PASTURE.png|25px]] Pasture&lt;br /&gt;
| [[File:IMPROVEMENT PASTURE.png|25px]] 200% Improvement Yield&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 60 Civics&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 20 Food&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST TRAPPER.png|50px]] Trapper&lt;br /&gt;
| [[File:IMPROVEMENT CAMP.png|25px]] Camp&lt;br /&gt;
| [[File:IMPROVEMENT CAMP.png|25px]] 200% Improvement Yield&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 60 Civics&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 20 Food&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Urban specialists ====&lt;br /&gt;
Urban specialists can be upgraded, improving their bonuses. Upgrading a specialist does not require Citizens.&lt;br /&gt;
* Training an Apprentice specialist costs 40 [[File:YIELD FOOD.png|25px]] Food and 40 [[File:YIELD CIVICS.png|25px]] Civics and produces a bonus of [[File:YIELD SCIENCE.png|25px]] 2 Science each year.&lt;br /&gt;
* Upgrading to Master specialist costs 60 [[File:YIELD FOOD.png|25px]] Food and 60 [[File:YIELD CIVICS.png|25px]] Civics and produces a bonus of [[File:YIELD SCIENCE.png|25px]] 3 Science each year.&lt;br /&gt;
* Upgrading to Elder specialist costs 80 [[File:YIELD FOOD.png|25px]] Food and 80 [[File:YIELD CIVICS.png|25px]] Civics and produces a bonus of [[File:YIELD SCIENCE.png|25px]] 4 Science each year.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Specialist !! Improvement !! Apprentice yearly yield !! Master yearly yield !! Elder yearly yield&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST ACOLYTE.png|60px]] Acolyte&lt;br /&gt;
| Shrine&lt;br /&gt;
| 1 Religion Opinion&amp;lt;br&amp;gt;[[File:YIELD CULTURE.png|25px]] 2 Culture&lt;br /&gt;
| 2 Religion Opinion&amp;lt;br&amp;gt;[[File:YIELD CULTURE.png|25px]] 3 Culture&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 0.5 Orders&lt;br /&gt;
| 3 Religion Opinion&amp;lt;br&amp;gt;[[File:YIELD CULTURE.png|25px]] 4 Culture&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST MONK.png|60px]] Monk&lt;br /&gt;
| [[File:IMPROVEMENT CHRISTIANITY MONASTERY.png|25px]] Christian Monastery&amp;lt;br&amp;gt;[[File:IMPROVEMENT JUDAISM MONASTERY.png|25px]] Jewish Monastery&amp;lt;br&amp;gt;[[File:IMPROVEMENT MANICHAEISM MONASTERY.png|25px]] Manichean Monastery&amp;lt;br&amp;gt;[[File:IMPROVEMENT ZOROASTRIANISM MONASTERY.png|25px]] Zoroastrian Monastery&lt;br /&gt;
| 1 Religion Opinion&amp;lt;br&amp;gt;[[File:YIELD CULTURE.png|25px]] 4 Culture&lt;br /&gt;
| 2 Religion Opinion&amp;lt;br&amp;gt;[[File:YIELD CULTURE.png|25px]] 6 Culture&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] 1 Civics per Culture Level&lt;br /&gt;
| 3 Religion Opinion&amp;lt;br&amp;gt;[[File:YIELD CULTURE.png|25px]] 8 Culture&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] 2 Civics per Culture Level&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST PRIEST.png|60px]] Priest&lt;br /&gt;
| [[File:IMPROVEMENT CHRISTIANITY TEMPLE.png|25px]] Christian Temple&amp;lt;br&amp;gt;[[File:IMPROVEMENT JUDAISM TEMPLE.png|25px]] Jewish Temple&amp;lt;br&amp;gt;[[File:IMPROVEMENT MANICHAEISM TEMPLE.png|25px]] Manichean Temple&amp;lt;br&amp;gt;[[File:IMPROVEMENT ZOROASTRIANISM TEMPLE.png|25px]] Zoroastrian Temple&lt;br /&gt;
| 1 Religion Opinion&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] 1 Happiness&lt;br /&gt;
| 2 Religion Opinion&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] 1.5 Happiness&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 0.5 Training per Citizen&lt;br /&gt;
| 3 Religion Opinion&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] 2 Happiness&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 1 Training per Citizen&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST BISHOP.png|60px]] Bishop&lt;br /&gt;
| [[File:IMPROVEMENT CHRISTIANITY CATHEDRAL.png|25px]] Christian Cathedral&amp;lt;br&amp;gt;[[File:IMPROVEMENT JUDAISM CATHEDRAL.png|25px]] Jewish Cathedral&amp;lt;br&amp;gt;[[File:IMPROVEMENT MANICHAEISM CATHEDRAL.png|25px]] Manichean Cathedral&amp;lt;br&amp;gt;[[File:IMPROVEMENT ZOROASTRIANISM CATHEDRAL.png|25px]] Zoroastrian Cathedral&lt;br /&gt;
| 1 Religion Opinion&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] 10 Money per Culture Level&lt;br /&gt;
| 2 Religion Opinion&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] 15 Money per Culture Level&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 0.5 Orders&lt;br /&gt;
| 3 Religion Opinion&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] 20 Money per Culture Level&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST OFFICER.png|60px]] Officer&lt;br /&gt;
| [[File:IMPROVEMENT BARRACKS.png|25px]] Barracks&amp;lt;br&amp;gt;[[File:IMPROVEMENT RANGE.png|25px]] Range&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 2 Training&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 3 Training&amp;lt;br&amp;gt;20 XP for New Units&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 4 Training&amp;lt;br&amp;gt;50 XP for New Units&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST POET.png|60px]] Poet&lt;br /&gt;
| [[File:IMPROVEMENT ODEON.png|25px]] Odeon&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] 3 Culture&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] 4 Culture&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] 0.5 Civics per Citizen&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] 5 Culture&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] 1 Civics per Citizen&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST DOCTOR.png|60px]] Doctor&lt;br /&gt;
| [[File:IMPROVEMENT COLD BATHS.png|25px]] Cold Baths&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] 2 Growth&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] 3 Growth&amp;lt;br&amp;gt;[[File:YIELD SCIENCE.png|25px]] 1 Science per Culture Level&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] 4 Growth&amp;lt;br&amp;gt;[[File:YIELD SCIENCE.png|25px]] 2 Science per Culture Level&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST PHILOSOPHER.png|60px]] Philosopher&lt;br /&gt;
| [[File:IMPROVEMENT LIBRARY.png|25px]] Library&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] 2 Science&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] 3 Science&amp;lt;br&amp;gt;[[File:YIELD CULTURE.png|25px]] 1 Culture per Citizen&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] 4 Science&amp;lt;br&amp;gt;[[File:YIELD CULTURE.png|25px]] 2 Culture per Citizen&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST SCRIBE.png|60px]] Scribe&lt;br /&gt;
| [[File:IMPROVEMENT COURTHOUSE.png|25px]] Courthouse&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 2 Civics&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 3 Civics&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] 1 Money per Citizen&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 4 Civics&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] 2 Money per Citizen&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST SHOPKEEPER.png|60px]] Shopkeeper&lt;br /&gt;
| [[File:IMPROVEMENT MARKET.png|25px]] Market&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 20 Money&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 30 Money&amp;lt;br&amp;gt;[[File:YIELD GROWTH.png|25px]] 1 Growth per Culture Level&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 40 Money&amp;lt;br&amp;gt;[[File:YIELD GROWTH.png|25px]] 2 Growth per Culture Level&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Wonders of the World ===&lt;br /&gt;
Wonders of the World are powerful improvements that can only be constructed once. As soon as a Nation begins constructing a Wonder of the World other Nations cannot start it unless a hostile unit enters the tile of an unfinished Wonder of the World and destroys it. Not all Wonders of the World are available each game. They are chosen randomly at the start of each game. Most Wonders of the World require the City to reach a certain Culture Level before they can be constructed. Each Wonder of the World provides 2 Victory Points and cannot be replaced by other improvements.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Wonder of the World !! Yield !! Cost !! Min. Culture Level !! Requirements&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT HANGING GARDENS.png|100px]] The Hanging Gardens&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +4 Culture per year&amp;lt;br&amp;gt;[[File:YIELD GROWTH.png|25px]] +20% Growth [All Cities]&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 100 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 400 Stone&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 200 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 10 years&lt;br /&gt;
| Weak&lt;br /&gt;
| River&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT ORACLE.png|100px]] The Oracle&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +4 Culture per year&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] +10 Money per year per Religion&amp;lt;br&amp;gt;+1 Tech Hand Card Size&amp;lt;br&amp;gt;Free Agent Network in all Holy Cities on completion&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 100 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 400 Stone&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 200 Food&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 10 years&lt;br /&gt;
| Weak&lt;br /&gt;
| Hill&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT PYRAMIDS.png|100px]] The Pyramids&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +4 Culture per year&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] +1 Orders per year per Religion&amp;lt;br&amp;gt;-50% Start Law Cost&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 100 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 600 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 10 years&lt;br /&gt;
| Weak&lt;br /&gt;
| Arid or Sand&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT GREAT ZIGGURAT.png|100px]] The Ziggurat&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +4 Culture per year&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] +20 Civics per year&amp;lt;br&amp;gt;-20% Improvement Costs [All Cities]&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 100 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 600 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 10 years&lt;br /&gt;
| Weak&lt;br /&gt;
| Holy City (Any Religion)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT APADANA.png|100px]] The Apadana&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +6 Culture per year&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] +20 Civics per year&amp;lt;br&amp;gt;[[File:YIELD MAINTENANCE.png|25px]] -50% Maintenance [All Cities]&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 200 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 900 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 12 years&lt;br /&gt;
| Developing&lt;br /&gt;
| Adjacent City Center&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT ISHTAR GATE.png|100px]] The Ishtar Gate&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +6 Culture per year&amp;lt;br&amp;gt;[[File:YIELD GROWTH.png|25px]] +1 Growth per year per Culture Level&amp;lt;br&amp;gt;[[File:YIELD CULTURE.png|25px]] 100 Culture in all Cities on completion&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 200 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 600 Stone&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 300 Iron&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 12 years&lt;br /&gt;
| Developing&lt;br /&gt;
| Adjacent City Center&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT LIGHTHOUSE.png|100px]] The Lighthouse&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +6 Culture per year&amp;lt;br&amp;gt;[[File:IMPROVEMENT NETS.png|25px]] +100% Nets Yield [All Cities]&amp;lt;br&amp;gt;[[File:IMPROVEMENT HAMLET.png|25px]] -10 Upgrade Years for Hamlet Improvements&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 200 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 600 Stone&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 300 Iron&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 12 years&lt;br /&gt;
| Developing&lt;br /&gt;
| Adjacent City Center&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT NECROPOLIS.png|100px]] The Necropolis&lt;br /&gt;
| [[File:YIELD HAPPINESS.png|25px]] +2 Happiness per year per Temple&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 200 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 900 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 12 years&lt;br /&gt;
| Developing&lt;br /&gt;
| Hill&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT PARTHENON.png|100px]] The Acropolis&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +8 Culture per year&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] +2 Civics per year per Religion&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] +0.5 Orders per year with Forum&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 300 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 1200 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 14 years&lt;br /&gt;
| Strong&lt;br /&gt;
| Hill&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT COLOSSUS.png|100px]] The Colossus&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +8 Culture per year&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] +2 Civics per year with Road Connection&amp;lt;br&amp;gt;+1 Level for New Units&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 300 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 400 Stone&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 800 Iron&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 14 years&lt;br /&gt;
| Strong&lt;br /&gt;
| Coastal Water&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT MAUSOLEUM.png|100px]] The Mausoleum&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +8 Culture per year&amp;lt;br&amp;gt;[[File:YIELD CULTURE.png|25px]] +40% Culture [All Cities]&amp;lt;br&amp;gt;New Units start with Guard I&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 300 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 1200 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 14 years&lt;br /&gt;
| Strong&lt;br /&gt;
| Hill&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT MUSAEUM.png|100px]] The Musaeum&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +8 Culture per year&amp;lt;br&amp;gt;[[File:YIELD SCIENCE.png|25px]] +50% Science&amp;lt;br&amp;gt;New Units start with Guard I&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] +1 Civics per year per Elder Specialist&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 300 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 800 Stone&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 400 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 14 years&lt;br /&gt;
| Strong&lt;br /&gt;
| Adjacent City Center&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT CIRCUS MAXIMUS.png|100px]] The Circus Maximus&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +10 Culture per year&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] +40 Training per year&amp;lt;br&amp;gt;+10 XP per year for Idle Mounted Units&amp;lt;br&amp;gt;New Mounted Units start with Swift[All Cities]&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 400 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 1200 Stone&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 600 Food&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 16 years&lt;br /&gt;
| Legendary&lt;br /&gt;
| Adjacent City Center&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT HAGIA SOPHIA.png|100px]] The Hagia Sophia&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +10 Culture per year&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] +40 Civics per year&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] +2 Happiness per year [All Cities]&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 400 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 1800 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 16 years&lt;br /&gt;
| Legendary&lt;br /&gt;
| Holy City (Any Religion)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT PANTHEON.png|100px]] The Pantheon&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +10 Culture per year&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] +40 Training per year&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] +2 Civics per Culture Level [State Religion Cities]&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 400 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 1800 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 16 years&lt;br /&gt;
| Legendary&lt;br /&gt;
| Holy City (Any Religion)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT GRAND BAZAAR.png|100px]] The Via Recta Souk&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +10 Culture per year&amp;lt;br&amp;gt;[[File:YIELD GROWTH.png|25px]] +2 Growth per year&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] +1 Happiness per City Luxury [All Cities]&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 400 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 1200 Stone&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 600 Food&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 16 years&lt;br /&gt;
| Legendary&lt;br /&gt;
| Adjacent City Center&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Projects ==&lt;br /&gt;
Projects are internal City enhancements that on completion grant an instant bonus and a permanent bonus. Each Project can only be constructed in Cities with the same tier of Culture Level.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2 | Project !! colspan=3 | [[File:CULTURE WEAK.png|25px]] Tier I !! colspan=3 | [[File:CULTURE DEVELOPING.png|25px]] Tier II !! colspan=3 | [[File:CULTURE STRONG.png|25px]] Tier III !! colspan=3 | [[File:CULTURE LEGENDARY.png|25px]] Tier IV !! rowspan=2 | Requirements&lt;br /&gt;
|-&lt;br /&gt;
! Yearly Yield !! On Completion !! Cost !! Yearly Yield !! On Completion !! Cost !! Yearly Yield !! On Completion !! Cost !! Yearly Yield !! On Completion !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PROJECT COUNCIL 1.png|50px]] Council&lt;br /&gt;
| || [[File:YIELD CIVICS.png|25px]] +40% (1 turn)&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] +40% (1 turn)&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] +40% (1 turn) || 1 Year&lt;br /&gt;
| || [[File:YIELD CIVICS.png|25px]] +60% (1 turn)&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] +60% (1 turn)&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] +60% (1 turn) || 1 Year&lt;br /&gt;
| || [[File:YIELD CIVICS.png|25px]] +80% (1 turn)&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] +80% (1 turn)&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] +80% (1 turn) || 1 Year&lt;br /&gt;
| || [[File:YIELD CIVICS.png|25px]] +100% (1 turn)&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] +100% (1 turn)&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] +100% (1 turn) || 1 Year&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:PROJECT FESTIVAL 1.png|50px]] Festival&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] 1 || [[File:YIELD GROWTH.png|25px]] 20&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] 20 || [[File:YIELD CIVICS.png|25px]] 40&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] 1 || [[File:YIELD GROWTH.png|25px]] 40&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] 40 || [[File:YIELD CIVICS.png|25px]] 60&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] 1 || [[File:YIELD GROWTH.png|25px]] 60&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] 60 || [[File:YIELD CIVICS.png|25px]] 80&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] 1 || [[File:YIELD GROWTH.png|25px]] 80&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] 80 || [[File:YIELD CIVICS.png|25px]] 100&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:PROJECT TREASURY 1.png|50px]] Treasury&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 10 || [[File:YIELD MONEY.png|25px]] 100 || [[File:YIELD CIVICS.png|25px]] 40&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 20&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 20 || [[File:YIELD MONEY.png|25px]] 200 || [[File:YIELD CIVICS.png|25px]] 60&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 40&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 30 || [[File:YIELD MONEY.png|25px]] 300 || [[File:YIELD CIVICS.png|25px]] 80&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 60&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 40&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] 1 || [[File:YIELD MONEY.png|25px]] 400 || [[File:YIELD CIVICS.png|25px]] 100&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 80&lt;br /&gt;
| [[File:TECH ADMINISTRATION.png|25px]] Administration technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PROJECT FORUM 1.png|50px]] Forum&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 1 || [[File:YIELD CIVICS.png|25px]] 20 || [[File:YIELD CIVICS.png|25px]] 40&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 20&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 2 || [[File:YIELD CIVICS.png|25px]] 40 || [[File:YIELD CIVICS.png|25px]] 60&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 40&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 3 || [[File:YIELD CIVICS.png|25px]] 60 || [[File:YIELD CIVICS.png|25px]] 80&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 60&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 4&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] 1 || [[File:YIELD CIVICS.png|25px]] 80 || [[File:YIELD CIVICS.png|25px]] 100&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 80&lt;br /&gt;
| [[File:TECH RHETORIC.png|25px]] Rhetoric technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PROJECT ARCHIVE 1.png|50px]] Archive&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] 1 || [[File:YIELD SCIENCE.png|25px]] 10 || [[File:YIELD CIVICS.png|25px]] 40&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 20&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] 2 || [[File:YIELD SCIENCE.png|25px]] 20 || [[File:YIELD CIVICS.png|25px]] 60&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 40&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] 3 || [[File:YIELD SCIENCE.png|25px]] 30 || [[File:YIELD CIVICS.png|25px]] 80&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 60&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] 4&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] 1 || [[File:YIELD SCIENCE.png|25px]] 40 || [[File:YIELD CIVICS.png|25px]] 100&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 80&lt;br /&gt;
| [[File:TECH METAPHYSICS.png|25px]] Metaphysics technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PROJECT INQUIRY 1.png|50px]] Inquiry&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] 1 || [[File:YIELD SCIENCE.png|25px]] 40 || [[File:YIELD CIVICS.png|25px]] 80&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] 1 || [[File:YIELD SCIENCE.png|25px]] 80 || [[File:YIELD CIVICS.png|25px]] 120&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] 1 || [[File:YIELD SCIENCE.png|25px]] 120 || [[File:YIELD CIVICS.png|25px]] 160&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] 1 || [[File:YIELD SCIENCE.png|25px]] 160 || [[File:YIELD CIVICS.png|25px]] 200&lt;br /&gt;
| [[File:TRAIT SCHOLAR.png|25px]] Scholar governor&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PROJECT CONVOY 1.png|50px]] Convoy&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] 1 || [[File:YIELD MONEY.png|25px]] 100&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] 40 || [[File:YIELD CIVICS.png|25px]] 40&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] 1 || [[File:YIELD MONEY.png|25px]] 200&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] 60 || [[File:YIELD CIVICS.png|25px]] 60&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] 1 || [[File:YIELD MONEY.png|25px]] 300&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] 80 || [[File:YIELD CIVICS.png|25px]] 80&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] 1 || [[File:YIELD MONEY.png|25px]] 400&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] 100 || [[File:YIELD CIVICS.png|25px]] 100&lt;br /&gt;
| [[File:LAW TRADE LEAGUE.png|25px]] Trade League law&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PROJECT DECREE 1.png|50px]] Decree&lt;br /&gt;
| || [[File:YIELD ORDERS.png|25px]] 3 || [[File:YIELD CIVICS.png|25px]] 40&lt;br /&gt;
| || [[File:YIELD ORDERS.png|25px]] 6 || [[File:YIELD CIVICS.png|25px]] 60&lt;br /&gt;
| || [[File:YIELD ORDERS.png|25px]] 9 || [[File:YIELD CIVICS.png|25px]] 80&lt;br /&gt;
| || [[File:YIELD ORDERS.png|25px]] 10 || [[File:YIELD CIVICS.png|25px]] 100&lt;br /&gt;
| [[File:LAW CONSTITUTION.png|25px]] Constitution law or Statesman family seat&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PROJECT HUNT 1.png|50px]] Hunt&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] 1 || [[File:YIELD FOOD.png|25px]] 100 || [[File:YIELD CIVICS.png|25px]] 40&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] 1 || [[File:YIELD FOOD.png|25px]] 200 || [[File:YIELD CIVICS.png|25px]] 60&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] 1 || [[File:YIELD FOOD.png|25px]] 300 || [[File:YIELD CIVICS.png|25px]] 80&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] 1 || [[File:YIELD FOOD.png|25px]] 400 || [[File:YIELD CIVICS.png|25px]] 100&lt;br /&gt;
| Hunters family seat&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PROJECT OLYMPICS 1.png|50px]] Olympiad&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 1 || [[File:YIELD TRAINING.png|25px]] 50 || [[File:YIELD CIVICS.png|25px]] 40&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 1 || [[File:YIELD TRAINING.png|25px]] 100 || [[File:YIELD CIVICS.png|25px]] 60&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 1 || [[File:YIELD TRAINING.png|25px]] 150 || [[File:YIELD CIVICS.png|25px]] 80&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 1 || [[File:YIELD TRAINING.png|25px]] 200 || [[File:YIELD CIVICS.png|25px]] 100&lt;br /&gt;
| Greece nation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PROJECT REPAIR.png|50px]] Repair Damage || || 3 HP || 1 Year || || || || || || || || || || City has below 20 HP&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Defenses ===&lt;br /&gt;
Cities can also construct 3 permanent projects that give defenses to the city and are visible on the world map. Each one requires the previous project to be constructed but none of them have any Culture Level requirements.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Project !! Effects !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PROJECT WALLS.png|70px]] Walls&lt;br /&gt;
| +10 City HP&amp;lt;br&amp;gt;+1 [[File:YIELD HAPPINESS.png|25px]] Happiness per year if there is any Family Military Unit in City Territory&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 40 Stone&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] 60 Civics&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PROJECT MOAT.png|70px]] Moat&lt;br /&gt;
| +10 City HP&amp;lt;br&amp;gt;+1 [[File:YIELD HAPPINESS.png|25px]] Happiness per year if there is any Family Military Unit in City Territory&amp;lt;br&amp;gt;+25% City Defense&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 60 Stone&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] 80 Civics&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PROJECT TOWERS.png|70px]] Towers&lt;br /&gt;
| +10 City HP&amp;lt;br&amp;gt;+1 [[File:YIELD HAPPINESS.png|25px]] Happiness per year if there is any Family Military Unit in City Territory&amp;lt;br&amp;gt;+25% City Defense&amp;lt;br&amp;gt;+1 Unit Range&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 80 Stone&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] 100 Civics&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Suppress Dissent ===&lt;br /&gt;
Suppress Dissent projects are only available for Cities that suffer from Religion Dissent and have a Governor. The project will remove the Dissent at the cost of 100 [[File:YIELD TRAINING.png|25px]] Training and 60 [[File:YIELD DISCONTENT.png|25px]] Discontent.&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Old_World/index.php?title=Cities&amp;diff=1316</id>
		<title>Cities</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Old_World/index.php?title=Cities&amp;diff=1316"/>
		<updated>2023-03-13T16:20:38Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: /* Improvements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Early city.png|thumb|300px|A developed city]]&lt;br /&gt;
Cities are the centers of population, production and power. When founded or captured, a City is assigned to a Family. The first City founded by a Nation is its Capital and gains a yearly bonus of +2 [[File:YIELD CULTURE.png|25px]] Culture and [[File:YIELD MONEY.png|25px]] +2 Money.&lt;br /&gt;
&lt;br /&gt;
Cities can only be founded on certain locations called City Sites, which are initially controlled by Tribes.&lt;br /&gt;
&lt;br /&gt;
During war a City&#039;s HP bar will be shown. Once a City&#039;s HP reaches zero a Unit can be moved on it, at which point the City enters a state of Anarchy for a few turns. If a Unit is kept on the City tile until the Anarchy ends the City will be annexed by the army&#039;s owner. Each point of HP damage also reduces a City&#039;s yields by 2.5% until repaired. Cities regain 1 HP each year.&lt;br /&gt;
&lt;br /&gt;
== Culture level ==&lt;br /&gt;
Each city has a culture level, which is increased each time the Culture bar fills. Culture level provides increasing bonuses to the city but also increasing costs per population.&lt;br /&gt;
&lt;br /&gt;
Once a City reaches Developing Culture Level it will gain the ability to Hurry Production using a chosen resource, causing the item at the top of the production queue to be finished next turn. Each turn that an item is produced normally decreases the resources needed to rush it. However Hurry Production always produces [[File:YIELD DISCONTENT.png|25px]] Discontent unless the [[File:LAW MONETARY REFORM.png|25px]] Monetary Reform law has been passed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Culture Level !! Projects Tier !! Victory Points !! Governor XP/Year !! Hamlet Limit !! Can Hurry Production !! Population Upkeep !! Enabled Wonders of the World&lt;br /&gt;
|-&lt;br /&gt;
| [[File:CULTURE WEAK.png|55px]] Weak&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;I&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;0&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Food&lt;br /&gt;
| [[File:IMPROVEMENT HANGING GARDENS.png|25px]] The Hanging Gardens&amp;lt;br&amp;gt;[[File:IMPROVEMENT ORACLE.png|25px]] The Oracle&amp;lt;br&amp;gt;[[File:IMPROVEMENT PYRAMIDS.png|25px]] The Pyramids&amp;lt;br&amp;gt;[[File:IMPROVEMENT GREAT ZIGGURAT.png|25px]] The Ziggurat&lt;br /&gt;
|-&lt;br /&gt;
| [[File:CULTURE DEVELOPING.png|55px]] Developing&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;II&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+6&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Iron&lt;br /&gt;
| [[File:IMPROVEMENT APADANA.png|25px]] The Apadana&amp;lt;br&amp;gt;[[File:IMPROVEMENT ISHTAR GATE.png|25px]] The Ishtar Gate&amp;lt;br&amp;gt;[[File:IMPROVEMENT LIGHTHOUSE.png|25px]] The Lighthouse&amp;lt;br&amp;gt;[[File:IMPROVEMENT NECROPOLIS.png|25px]] The Necropolis&lt;br /&gt;
|-&lt;br /&gt;
| [[File:CULTURE STRONG.png|55px]] Strong&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;III&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+8&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;2&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Iron&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&lt;br /&gt;
| [[File:IMPROVEMENT PARTHENON.png|25px]] The Acropolis&amp;lt;br&amp;gt;[[File:IMPROVEMENT COLOSSUS.png|25px]] The Colossus&amp;lt;br&amp;gt;[[File:IMPROVEMENT MAUSOLEUM.png|25px]] The Mausoleum&amp;lt;br&amp;gt;[[File:IMPROVEMENT MUSAEUM.png|25px]] The Musaeum&lt;br /&gt;
|-&lt;br /&gt;
| [[File:CULTURE LEGENDARY.png|55px]] Legendary&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;IV&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;3&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Iron&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wood&lt;br /&gt;
| [[File:IMPROVEMENT CIRCUS MAXIMUS.png|25px]] The Circus Maximus&amp;lt;br&amp;gt;[[File:IMPROVEMENT HAGIA SOPHIA.png|25px]] The Hagia Sophia&amp;lt;br&amp;gt;[[File:IMPROVEMENT PANTHEON.png|25px]] The Pantheon&amp;lt;br&amp;gt;[[File:IMPROVEMENT GRAND BAZAAR.png|25px]] The Via Recta Souk&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Improvements ==&lt;br /&gt;
Improvements are constructed by Worker units can be used to grand various bonuses to a City. There are two types of improvements: rural and urban. If a Worker unit is selected the game will suggest the tile where each improvement is most effective, as long as said improvement can be constructed either immediately or after buying resources.&lt;br /&gt;
&lt;br /&gt;
Improvements without a Specialist will increase the City&#039;s [[File:YIELD MAINTENANCE.png|25px]] Maintenance.&lt;br /&gt;
&lt;br /&gt;
Improvements may be pillaged by military units. A pillaged improvement does not produce anything and will be destroyed in 10 turns unless repaired by a Worker unit. Repairing an improvement costs half of its construction cost.&lt;br /&gt;
&lt;br /&gt;
=== Rural improvements ===&lt;br /&gt;
Rural improvements can only be constructed on non-urban tiles. They require either certain terrain or a certain natural resource present on the tile.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Improvement !! Yearly yield !! Specialist !!  Cost !! Terrain or map resource !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT FARM.png|70px]] Farm&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Food&lt;br /&gt;
| [[File:SPECIALIST FARMER.png|25px]] Farmer&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years&lt;br /&gt;
| [[File:TERRAIN ARID.png|25px]] Arid, [[File:TERRAIN LUSH.png|25px]] Lush, [[File:TERRAIN TEMPERATE.png|25px]] Temperate, [[File:TERRAIN MARSH.png|25px]] Marsh (requires [[File:LAW CENTRALIZATION.png|25px]] Centralization law)&amp;lt;br&amp;gt;[[File:RESOURCE BARLEY.png|25px]] Barley, [[File:RESOURCE SORGHUM.png|25px]] Sorghum, [[File:RESOURCE WHEAT.png|25px]] Wheat&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT MINE.png|70px]] Mine&lt;br /&gt;
| [[File:YIELD IRON.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Iron&lt;br /&gt;
| [[File:SPECIALIST MINER.png|25px]] Miner&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years&lt;br /&gt;
| [[File:TERRAIN ARID.png|25px]] Arid, [[File:TERRAIN LUSH.png|25px]] Lush, [[File:TERRAIN TEMPERATE.png|25px]] Temperate, [[File:HillsEditorIcon.png|25px]] Hill&amp;lt;br&amp;gt;[[File:RESOURCE GEM.png|25px]] Gems, [[File:RESOURCE GOLD.png|25px]] Gold, [[File:RESOURCE IRON.png|25px]] Ore, [[File:RESOURCE SALT.png|25px]] Salt, [[File:RESOURCE SILVER.png|25px]] Silver&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT NETS.png|70px]] Nets&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Various&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:SPECIALIST FISHER.png|25px]] Fisher&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years&lt;br /&gt;
| [[File:RESOURCE CRAB.png|25px]] Crabs, [[File:RESOURCE DYE.png|25px]] Dyes, [[File:RESOURCE FISH.png|25px]] Fish, [[File:RESOURCE PEARL.png|25px]] Pearls&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT FORT.png|70px]] Fort&lt;br /&gt;
| [[File:Icon Defense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Defense if Friendly/Neutral Territory&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Unit Vision&amp;lt;br&amp;gt;Units Heal even if Neutral Territory&amp;lt;br&amp;gt;Destroyed when Pillaged&lt;br /&gt;
| None&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 40 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders&lt;br /&gt;
| [[File:TERRAIN ARID.png|25px]] Arid, [[File:TERRAIN LUSH.png|25px]] Lush, [[File:TERRAIN TEMPERATE.png|25px]] Temperate&lt;br /&gt;
| [[File:TECH STONECUTTING.png|25px]] Stonecutting&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT QUARRY.png|70px]] Quarry&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&lt;br /&gt;
| [[File:SPECIALIST STONECUTTER.png|25px]] Stonecutter&lt;br /&gt;
| [[File:YIELD IRON.png|25px]] 20 Iron&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years&lt;br /&gt;
| [[File:TERRAIN ARID.png|25px]] Arid, [[File:TERRAIN LUSH.png|25px]] Lush, [[File:TERRAIN TEMPERATE.png|25px]] Temperate, [[File:MountainEditorIcon.png|25px]] Adjacent Mountain, [[File:VolcanoEditorIcon.png|25px]] Adjacent Volcano&amp;lt;br&amp;gt;[[File:RESOURCE STONE.png|25px]] Marble&lt;br /&gt;
| [[File:TECH STONECUTTING.png|25px]] Stonecutting&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT GRANARY.png|70px]] Granary&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Growth&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wood&amp;lt;br&amp;gt;[[File:IMPROVEMENT FARM.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Adjacent Farm Yield&lt;br /&gt;
| None&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 40 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years&lt;br /&gt;
| [[File:TERRAIN ARID.png|25px]] Arid, [[File:TERRAIN LUSH.png|25px]] Lush, [[File:TERRAIN TEMPERATE.png|25px]] Temperate&lt;br /&gt;
| [[File:TECH ADMINISTRATION.png|25px]] Administration&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT CAMP.png|70px]] Camp&lt;br /&gt;
| [[File:IMPROVEMENT LUMBERMILL.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Adjacent Lumbermill Yield&lt;br /&gt;
| [[File:SPECIALIST TRAPPER.png|25px]] Trapper&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years&lt;br /&gt;
| [[File:RESOURCE CAMEL.png|25px]] Camels, [[File:RESOURCE ELEPHANT.png|25px]] Elephants, [[File:RESOURCE FUR.png|25px]] Fur, [[File:RESOURCE GAME.png|25px]] Game&lt;br /&gt;
| [[File:TECH TRAPPING.png|25px]] Trapping&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT PASTURE.png|70px]] Pasture&lt;br /&gt;
| [[File:IMPROVEMENT FARM.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Adjacent Farms Yield&lt;br /&gt;
| [[File:SPECIALIST RANCHER.png|25px]] Rancher&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years&lt;br /&gt;
| [[File:RESOURCE CATTLE.png|25px]] Cattle, [[File:RESOURCE GOAT.png|25px]] Goats, [[File:RESOURCE HORSE.png|25px]] Horses, [[File:RESOURCE PIG.png|25px]] Pigs, [[File:RESOURCE SHEEP.png|25px]] Sheep&lt;br /&gt;
| [[File:TECH HUSBANDRY.png|25px]] Husbandry&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT GROVE.png|70px]] Grove&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Various&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:SPECIALIST GARDENER.png|25px]] Gardener&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 20 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years&lt;br /&gt;
| [[File:RESOURCE CITRUS.png|25px]] Citrus, [[File:RESOURCE HONEY.png|25px]] Honey, [[File:RESOURCE INCENSE.png|25px]] Incense, [[File:RESOURCE LAVENDER.png|25px]] Lavender, [[File:RESOURCE OLIVE.png|25px]] Olives, [[File:RESOURCE WINE.png|25px]] Wine&lt;br /&gt;
| [[File:TECH LAND CONSOLIDATION.png|25px]] Land Consolidation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT HARBOR.png|70px]] Harbor&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per Adjacent Resource&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:IMPROVEMENT NETS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Adjacent Nets Yield&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; XP for Idle Ship Units&lt;br /&gt;
| None&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 60 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years&lt;br /&gt;
| [[File:CoastEditorIcon.png|25px]] Coast&lt;br /&gt;
| [[File:TECH CARTOGRAPHY.png|25px]] Cartography&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT LUMBERMILL.png|70px]] Lumbermill&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wood&lt;br /&gt;
| [[File:SPECIALIST WOODCUTTER.png|25px]] Woodcutter&lt;br /&gt;
| [[File:YIELD IRON.png|25px]] 20 Iron&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 3 years&lt;br /&gt;
| Trees&lt;br /&gt;
| [[File:TECH FORESTRY.png|25px]] Forestry&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT WATERMILL.png|70px]] Watermill&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science&lt;br /&gt;
| None&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 40 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 2 years&lt;br /&gt;
| River&lt;br /&gt;
| [[File:TECH HYDRAULICS.png|25px]] Hydraulics&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT WINDMILL.png|70px]] Windmill&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science&lt;br /&gt;
| None&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 40 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 2 years&lt;br /&gt;
| [[File:HillsEditorIcon.png|25px]] Hill&lt;br /&gt;
| [[File:TECH HYDRAULICS.png|25px]] Hydraulics&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Urban improvements ===&lt;br /&gt;
Most urban improvements come in three tiers. A higher tier improvement requires a lower tier one to be constructed before it can be built, as well as increasing the city&#039;s Culture Level by one for each tier. Urban improvements can be constructed on [[File:TERRAIN URBAN.png|25px]] Urban, [[File:TERRAIN ARID.png|25px]] Arid, [[File:TERRAIN LUSH.png|25px]] Lush or [[File:TERRAIN TEMPERATE.png|25px]] Temperate tiles, and [[File:TERRAIN SAND.png|25px]] Sand tiles if the city is run by a family of Clerics, but only if one the following is true:&lt;br /&gt;
* An urban tile.&lt;br /&gt;
* A tile adjacent to two urban tiles. The tile will become urban once the improvement is completed.&lt;br /&gt;
* A tile adjacent to one urban tile and one water tile. The tile will become urban once the improvement is completed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=3 | Apprentices improvement !! colspan=3 | Master improvement !! colspan=3 | Elder improvement !! rowspan=2 | Requiremnts&lt;br /&gt;
|-&lt;br /&gt;
! Improvement !! Yearly yield !! Cost !! Improvement !! Yearly yield !! Cost !! Improvement !! Yearly yield !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Garrison&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT GARRISON 1.png|90px]]&lt;br /&gt;
| [[File:Icon Defense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Defense if own army&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+0.5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:CHAR FILTER GOVERNOR.png|25px]] Enables City Governor&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 80 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years&lt;br /&gt;
| &#039;&#039;&#039;Stronghold&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT GARRISON 2.png|90px]]&lt;br /&gt;
| [[File:Icon Defense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Defense if own army&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+0.5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:CHAR FILTER GOVERNOR.png|25px]] Enables City Governor&amp;lt;br&amp;gt;Enables tier 1 Nation Unit&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 100 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 5 years&lt;br /&gt;
| &#039;&#039;&#039;Citadel&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT GARRISON 3.png|90px]]&lt;br /&gt;
| [[File:Icon Defense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Defense if own army&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+0.5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders&amp;lt;br&amp;gt;[[File:YIELD MAINTENANCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Maintenance&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:CHAR FILTER GOVERNOR.png|25px]] Enables City Governor&amp;lt;br&amp;gt;Enables tier 2 Nation Unit&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 100 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 6 years&lt;br /&gt;
| 1 Active Law&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Odeon&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT ODEON.png|90px]]&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Culture&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:SPECIALIST POET.png|25px]] Enables Apprentice Poet&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 40 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years&lt;br /&gt;
| &#039;&#039;&#039;Theater&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT THEATER.png|90px]]&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Culture&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:SPECIALIST POET.png|25px]] Enables Master Poet&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 60 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 5 years&lt;br /&gt;
| &#039;&#039;&#039;Amphitheater&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT AMPHITHEATER.png|90px]]&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Culture&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:SPECIALIST POET.png|25px]] Enables Elder Poet&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 80 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 6 years&lt;br /&gt;
| [[File:TECH DRAMA.png|25px]] Drama&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cold Baths&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT COLD BATHS.png|90px]]&lt;br /&gt;
| [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:SPECIALIST DOCTOR.png|25px]] Enables Apprentice Doctor&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 40 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years&lt;br /&gt;
| &#039;&#039;&#039;Warm Baths&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT WARM BATHS.png|90px]]&lt;br /&gt;
| [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:SPECIALIST DOCTOR.png|25px]] Enables Master Doctor&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 60 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 5 years&lt;br /&gt;
| &#039;&#039;&#039;Heated Baths&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT HEATED BATHS.png|90px]]&lt;br /&gt;
| [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness&amp;lt;br&amp;gt;[[File:YIELD GROWTH.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Growth&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:SPECIALIST DOCTOR.png|25px]] Enables Elder Doctor&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 80 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 6 years&lt;br /&gt;
| [[File:TECH ARCHITECTURE.png|25px]] Architecture&amp;lt;br&amp;gt;[[File:CULTURE DEVELOPING.png|25px]] Developing Culture&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Courthouse&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT COURTHOUSE.png|90px]]&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:SPECIALIST SCRIBE.png|25px]] Enables Apprentice Scribe&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 80 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years&lt;br /&gt;
| &#039;&#039;&#039;Ministry&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT MINISTRIES.png|90px]]&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:SPECIALIST SCRIBE.png|25px]] Enables Master Scribe&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 100 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 5 years&lt;br /&gt;
| &#039;&#039;&#039;Palace&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT PALACE.png|90px]]&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics&amp;lt;br&amp;gt;[[File:YIELD MAINTENANCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Maintenance&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:SPECIALIST SCRIBE.png|25px]] Enables Elder Scribe&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 120 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 6 years&lt;br /&gt;
| [[File:TECH CITIZENSHIP.png|25px]] Citizenship&amp;lt;br&amp;gt;[[File:CULTURE DEVELOPING.png|25px]] Developing Culture&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Library&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT LIBRARY.png|90px]]&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science&amp;lt;br&amp;gt;[[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per adj. resource&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:SPECIALIST PHILOSOPHER.png|25px]] Enables Apprentice Philosopher&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 80 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years&lt;br /&gt;
| &#039;&#039;&#039;Academy&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT ACADEMY.png|90px]]&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science&amp;lt;br&amp;gt;[[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per adj. resource&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:SPECIALIST PHILOSOPHER.png|25px]] Enables Master Philosopher&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 100 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 5 years&lt;br /&gt;
| &#039;&#039;&#039;University&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT UNIVERSITY.png|90px]]&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science&amp;lt;br&amp;gt;[[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per adj. resource&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Stone&amp;lt;br&amp;gt;[[File:SPECIALIST PHILOSOPHER.png|25px]] Enables Elder Philosopher&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 120 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 6 years&lt;br /&gt;
| [[File:TECH SCHOLARSHIP.png|25px]] Scholarship&amp;lt;br&amp;gt;[[File:CULTURE DEVELOPING.png|25px]] Developing Culture&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Market&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT MARKET.png|90px]]&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money&amp;lt;br&amp;gt;[[File:IMPROVEMENT HARBOR.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Adjacent Harbor Yield&amp;lt;br&amp;gt;[[File:SPECIALIST SHOPKEEPER.png|25px]] Enables Apprentice Shopkeeper&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 80 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years&lt;br /&gt;
| &#039;&#039;&#039;Grocer&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT GROCER.png|90px]]&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money&amp;lt;br&amp;gt;[[File:IMPROVEMENT HARBOR.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Adjacent Harbor Yield&amp;lt;br&amp;gt;[[File:SPECIALIST SHOPKEEPER.png|25px]] Enables Master Shopkeeper&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 100 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 5 years&lt;br /&gt;
| &#039;&#039;&#039;Fair&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT FAIR.png|90px]]&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money&amp;lt;br&amp;gt;[[File:IMPROVEMENT HARBOR.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Adjacent Harbor Yield&amp;lt;br&amp;gt;[[File:SPECIALIST SHOPKEEPER.png|25px]] Enables Elder Shopkeeper&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 120 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 6 years&lt;br /&gt;
| [[File:TECH COINAGE.png|25px]] Coinage&amp;lt;br&amp;gt;[[File:CULTURE DEVELOPING.png|25px]] Developing Culture&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Barracks&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT BARRACKS.png|90px]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; XP per year for Idle Melee Units&amp;lt;br&amp;gt;[[File:IMPROVEMENT GARRISON 1.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Adjacent Garrison Yield&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Iron&amp;lt;br&amp;gt;[[File:SPECIALIST OFFICER.png|25px]] Enables Officers&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 40 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| [[File:TECH MILITARY DRILL.png|25px]] Military Drill&amp;lt;br&amp;gt;[[File:IMPROVEMENT BARRACKS.png|25px]] Max 2 per City&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Range&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:IMPROVEMENT RANGE.png|90px]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; XP per year for Idle Ranged Units&amp;lt;br&amp;gt;[[File:IMPROVEMENT GARRISON 1.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Adjacent Garrison Yield&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wood&amp;lt;br&amp;gt;[[File:SPECIALIST OFFICER.png|25px]] Enables Officers&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 40 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| [[File:TECH COMPOSITE BOW.png|25px]] Composite Bow&amp;lt;br&amp;gt;[[File:IMPROVEMENT RANGE.png|25px]] Max 2 per City&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hamlets ====&lt;br /&gt;
Once the City reaches at least Developing Culture Level and the Nation has the [[File:TECH POLIS.png|25px]] Polis technology, Workers will be able to construct Hamlets the cost of 40 [[File:YIELD STONE.png|25px]] Stone and 1 [[File:YIELD ORDERS.png|25px]] Orders for 4 years. Only one Hamlet may be build per Culture Level. After 20 turns a Hamlet will grow into a Village, and after another 20 turns the Village it will grow into a Town. All of them improve the output of Odeon and Bath improvements.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level !! Yearly yield !! Yearly consumption&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT HAMLET.png|70px]] Hamlet&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 10 Money without a Trade Network&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] 20 Money with a Trade Network&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 1 Food&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT VILLAGE.png|70px]] Village&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 15 Money without a Trade Network&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] 30 Money with a Trade Network&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 2 Food&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT TOWN.png|70px]] Town&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 20 Money without a Trade Network&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] 40 Money with a Trade Network&amp;lt;br&amp;gt;[[File:Icon Defense.png]] +10% Defense Strength if own army&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 3 Food&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Shrines ====&lt;br /&gt;
Shrines require the [[File:TECH DIVINATION.png|25px]] Divination technology, 40 [[File:YIELD STONE.png|25px]] Stone and 1 [[File:YIELD ORDERS.png|25px]] Orders for 4 years. They can be built anywhere except near another shrine. They provide resources like other improvements but their main purpose is spreading the Nation&#039;s Paganism Religion and enabling the [[File:SPECIALIST ACOLYTE.png|25px]] Acolyte specialist. Each Shrine can only be built once unless the [[File:LAW POLYTHEISM.png|25px]] Polytheism law is passed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Shrine !! God !! Yearly yield !! Nations&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE FIRE.png|70px]]&lt;br /&gt;
| Atar&amp;lt;br&amp;gt;Nuska&amp;lt;br&amp;gt;Vulcan&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] +1 Training per Adjacent Lumbermill&amp;lt;br&amp;gt;[[File:IMPROVEMENT MINE.png|25px]] +20% Adjacent Mine Yield&lt;br /&gt;
| [[File:RELIGION PAGAN PERSIA.png|25px]] Persia&amp;lt;br&amp;gt;[[File:RELIGION PAGAN ASSYRIA.png|25px]] Assyria&amp;lt;br&amp;gt;[[File:RELIGION PAGAN ROME.png|25px]] Rome&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE KINGSHIP.png|70px]]&lt;br /&gt;
| Ashur&amp;lt;br&amp;gt;Madruk&amp;lt;br&amp;gt;Zeus&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] +2 Civics&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] +1 Orders per Adjacent Wonder of the World&lt;br /&gt;
| [[File:RELIGION PAGAN ASSYRIA.png|25px]] Assyria&amp;lt;br&amp;gt;[[File:RELIGION PAGAN BABYLONIA.png|25px]] Babylonia&amp;lt;br&amp;gt;[[File:RELIGION PAGAN GREECE.png|25px]] Greece&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE HEALING.png|70px]]&lt;br /&gt;
| Eshmun&amp;lt;br&amp;gt;Isis&amp;lt;br&amp;gt;Kamrusepa&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] +2 Growth per Adjacent Grove&amp;lt;br&amp;gt;+6 HP Healing for Idle Units&lt;br /&gt;
| [[File:RELIGION PAGAN CARTHAGE.png|25px]] Carthage&amp;lt;br&amp;gt;[[File:RELIGION PAGAN EGYPT.png|25px]] Egypt&amp;lt;br&amp;gt;[[File:RELIGION PAGAN HITTITE.png|25px]] Hatti&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE HEARTH.png|70px]] &lt;br /&gt;
| Arinnitti&amp;lt;br&amp;gt;Tanit&amp;lt;br&amp;gt;Vesta&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +2 Culture&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] +10 Money per Adjacent Resource&lt;br /&gt;
| [[File:RELIGION PAGAN HITTITE.png|25px]] Hatti&amp;lt;br&amp;gt;[[File:RELIGION PAGAN CARTHAGE.png|25px]] Carthage&amp;lt;br&amp;gt;[[File:RELIGION PAGAN ROME.png|25px]] Rome&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE HUNTING.png|70px]]&lt;br /&gt;
| Halki&amp;lt;br&amp;gt;Mithra&amp;lt;br&amp;gt;Neith&lt;br /&gt;
| [[File:IMPROVEMENT CAMP.png|25px]] +20% Adjacent Camp Yield&amp;lt;br&amp;gt;+1 Level for New Ranged Units&lt;br /&gt;
| [[File:RELIGION PAGAN HITTITE.png|25px]] Hatti&amp;lt;br&amp;gt;[[File:RELIGION PAGAN PERSIA.png|25px]] Persia&amp;lt;br&amp;gt;[[File:RELIGION PAGAN EGYPT.png|25px]] Egypt&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE LOVE.png|70px]]&lt;br /&gt;
| Astarte&amp;lt;br&amp;gt;Ishtar&amp;lt;br&amp;gt;Venus&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] +2 Growth&amp;lt;br&amp;gt;[[File:IMPROVEMENT PASTURE.png|25px]] +20% Adjacent Pasture Yield&lt;br /&gt;
| [[File:RELIGION PAGAN CARTHAGE.png|25px]] Carthage&amp;lt;br&amp;gt;[[File:RELIGION PAGAN BABYLONIA.png|25px]] Babylonia&amp;lt;br&amp;gt;[[File:RELIGION PAGAN ROME.png|25px]] Rome&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE SUN.png|70px]]&lt;br /&gt;
| Hvar Khshaita&amp;lt;br&amp;gt;Ra&amp;lt;br&amp;gt;Shamash&lt;br /&gt;
| [[File:YIELD ORDERS.png|25px]] +0.5 Orders&amp;lt;br&amp;gt;[[File:IMPROVEMENT FARM.png|25px]] +20% Adjacent Farm Yield&lt;br /&gt;
| [[File:RELIGION PAGAN PERSIA.png|25px]] Persia&amp;lt;br&amp;gt;[[File:RELIGION PAGAN EGYPT.png|25px]] Egypt&amp;lt;br&amp;gt;[[File:RELIGION PAGAN ASSYRIA.png|25px]] Assyria&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE UNDERWORLD.png|70px]]&lt;br /&gt;
| Ereshkigal&amp;lt;br&amp;gt;Hades&amp;lt;br&amp;gt;Osiris&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +2 Culture&amp;lt;br&amp;gt;[[File:YIELD CULTURE.png|25px]] +50% Culture if Adjacent Mountain&amp;lt;br&amp;gt;[[File:YIELD CULTURE.png|25px]] +100% Culture if Adjacent Volcano&lt;br /&gt;
| [[File:RELIGION PAGAN BABYLONIA.png|25px]] Babylonia&amp;lt;br&amp;gt;[[File:RELIGION PAGAN GREECE.png|25px]] Greece&amp;lt;br&amp;gt;[[File:RELIGION PAGAN EGYPT.png|25px]] Egypt&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE WATER.png|70px]]&lt;br /&gt;
| Anahita&amp;lt;br&amp;gt;Melqart&amp;lt;br&amp;gt;Poseidon&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] +20 Money&amp;lt;br&amp;gt;[[File:IMPROVEMENT NETS.png|25px]] +20% Adjacent Nets Yield&lt;br /&gt;
| [[File:RELIGION PAGAN PERSIA.png|25px]] Persia&amp;lt;br&amp;gt;[[File:RELIGION PAGAN CARTHAGE.png|25px]] Carthage&amp;lt;br&amp;gt;[[File:RELIGION PAGAN GREECE.png|25px]] Greece&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE WAR.png|70px]]&lt;br /&gt;
| Mars&amp;lt;br&amp;gt;Ninurta&amp;lt;br&amp;gt;Tarhun&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] +2 Training&amp;lt;br&amp;gt;+10 XP for Idle Infantry Units&lt;br /&gt;
| [[File:RELIGION PAGAN ROME.png|25px]] Rome&amp;lt;br&amp;gt;[[File:RELIGION PAGAN ASSYRIA.png|25px]] Assyria&amp;lt;br&amp;gt;[[File:RELIGION PAGAN HITTITE.png|25px]] Hatti&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE WISDOM.png|70px]]&lt;br /&gt;
| Athena&amp;lt;br&amp;gt;Nabu&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] +1 Science&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] +1 Civics per Adjacent Odeon&lt;br /&gt;
| [[File:RELIGION PAGAN GREECE.png|25px]] Greece&amp;lt;br&amp;gt;[[File:RELIGION PAGAN BABYLONIA.png|25px]] Babylonia&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== World religion improvements ====&lt;br /&gt;
World Religion improvements can only be constructed by Disciple units of the same Religion but they can be built anywhere. Despite having different appearance depending on Religion all improvements have the same yields and costs.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Improvement !! Specialist !! Construction reward !! Yearly yield !! Yearly consumption !! Cost !! Requirements&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT CHRISTIANITY MONASTERY.png|25px]] Christian Monastery&amp;lt;br&amp;gt;[[File:IMPROVEMENT JUDAISM MONASTERY.png|25px]] Jewish Monastery&amp;lt;br&amp;gt;[[File:IMPROVEMENT MANICHAEISM MONASTERY.png|25px]] Manichean Monastery&amp;lt;br&amp;gt;[[File:IMPROVEMENT ZOROASTRIANISM MONASTERY.png|25px]] Zoroastrian Monastery&lt;br /&gt;
| [[File:SPECIALIST MONK.png|25px]] Monk&lt;br /&gt;
| +2 Disciple&#039;s Religion Opinion&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] +2 Science&amp;lt;br&amp;gt;[[File:IMPROVEMENT GROVE.png|25px]] +60% Adjacent Grove Yield&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 2 Wood&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 60 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 4 years&lt;br /&gt;
| [[File:TECH MONASTICISM.png|25px]] Monasticism technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT CHRISTIANITY TEMPLE.png|25px]] Christian Temple&amp;lt;br&amp;gt;[[File:IMPROVEMENT JUDAISM TEMPLE.png|25px]] Jewish Temple&amp;lt;br&amp;gt;[[File:IMPROVEMENT MANICHAEISM TEMPLE.png|25px]] Manichean Temple&amp;lt;br&amp;gt;[[File:IMPROVEMENT ZOROASTRIANISM TEMPLE.png|25px]] Zoroastrian Temple&lt;br /&gt;
| [[File:SPECIALIST PRIEST.png|25px]] Priest&lt;br /&gt;
| +2 Disciple&#039;s Religion Opinion&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +3 Culture&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] +0.5 Orders&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 2 Stone&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 60 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 5 years&lt;br /&gt;
| [[File:TECH DOCTRINE.png|25px]] Doctrine technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT CHRISTIANITY CATHEDRAL.png|25px]] Christian Cathedral&amp;lt;br&amp;gt;[[File:IMPROVEMENT JUDAISM CATHEDRAL.png|25px]] Jewish Cathedral&amp;lt;br&amp;gt;[[File:IMPROVEMENT MANICHAEISM CATHEDRAL.png|25px]] Manichean Cathedral&amp;lt;br&amp;gt;[[File:IMPROVEMENT ZOROASTRIANISM CATHEDRAL.png|25px]] Zoroastrian Cathedral&lt;br /&gt;
| [[File:SPECIALIST BISHOP.png|25px]] Bishop&lt;br /&gt;
| +4 Disciple&#039;s Religion Opinion&amp;lt;br&amp;gt;[[File:YIELD LEGITIMACY.png|25px]] +6 Legitimacy&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +40% Culture&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 4 Stone&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 100 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 6 years&lt;br /&gt;
| [[File:TECH VAULTING.png|25px]] Vaulting technology&amp;lt;br&amp;gt;[[File:CULTURE STRONG.png|25px]] Strong culture level&amp;lt;br&amp;gt;Adjacent Temple of the same Religion&amp;lt;br&amp;gt;Max 2 per Family&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT HOLY SITE ZOROASTRIANISM.png|25px]] The Adur Burzen-Mihr&amp;lt;br&amp;gt;[[File:IMPROVEMENT HOLY SITE MANICHAEISM.png|25px]] The Cao&#039;an&amp;lt;br&amp;gt;[[File:IMPROVEMENT HOLY SITE CHRISTIANITY.png|25px]] The Church of the Holy Sepulchre&amp;lt;br&amp;gt;[[File:IMPROVEMENT HOLY SITE JUDAISM.png|25px]] The Temple of Solomon&lt;br /&gt;
| None&lt;br /&gt;
| +20 Disciple&#039;s Religion Opinion&amp;lt;br&amp;gt;+2 Victory Points&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +40% Culture&amp;lt;br&amp;gt;Creates a Disciple of the same Religion every 20 years&amp;lt;br&amp;gt;Cannot be replaced&lt;br /&gt;
| None&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 200 Stone&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] 200 Civics&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 8 years&lt;br /&gt;
|[[File:CULTURE DEVELOPING.png|25px]] Developing culture level&amp;lt;br&amp;gt;Holy City&amp;lt;br&amp;gt;Max 1 per Nation&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Specialists ===&lt;br /&gt;
Specialists are unlocked by certain Improvements that can be trained to boost the yield of the Improvement. All Specialists also produce a small amount of Science. A Specialist&#039;s production cost increases with each one built in a city.&lt;br /&gt;
&lt;br /&gt;
==== Rural specialists ====&lt;br /&gt;
Rural specialists produce [[File:YIELD SCIENCE.png|25px]] 1 Science. They can also provide Luxuries if the Improvement is built on a natural resource that can produce it.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Specialist !! Improvement !! Yearly yield !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST FARMER.png|50px]] Farmer&lt;br /&gt;
| [[File:IMPROVEMENT FARM.png|25px]] Farm&lt;br /&gt;
| [[File:IMPROVEMENT FARM.png|25px]] 150% Improvement Yield&amp;lt;br&amp;gt;[[File:YIELD GROWTH.png|25px]] 1 Growth&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 40 Civics&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST MINER.png|50px]] Miner&lt;br /&gt;
| [[File:IMPROVEMENT MINE.png|25px]] Mine&lt;br /&gt;
| [[File:IMPROVEMENT MINE.png|25px]] 150% Improvement Yield&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 1 Training&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 40 Civics&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST STONECUTTER.png|50px]] Stonecutter&lt;br /&gt;
| [[File:IMPROVEMENT QUARRY.png|25px]] Quarry&lt;br /&gt;
| [[File:IMPROVEMENT QUARRY.png|25px]] 150% Improvement Yield&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] 1 Civics&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 40 Civics&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST WOODCUTTER.png|50px]] Woodcutter&lt;br /&gt;
| [[File:IMPROVEMENT LUMBERMILL.png|25px]] Lumbermill&lt;br /&gt;
| [[File:IMPROVEMENT LUMBERMILL.png|25px]] 150% Improvement Yield&amp;lt;br&amp;gt;[[File:YIELD SCIENCE.png|25px]] 1 Science&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 40 Civics&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST FISHER.png|50px]] Fisher&lt;br /&gt;
| [[File:IMPROVEMENT NETS.png|25px]] Nets&lt;br /&gt;
| [[File:IMPROVEMENT NETS.png|25px]] 200% Improvement Yield&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 60 Civics&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 20 Food&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST GARDENER.png|50px]] Gardener&lt;br /&gt;
| [[File:IMPROVEMENT GROVE.png|25px]] Grove&lt;br /&gt;
| [[File:IMPROVEMENT GROVE.png|25px]] 200% Improvement Yield&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 60 Civics&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 20 Food&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST RANCHER.png|50px]] Rancher&lt;br /&gt;
| [[File:IMPROVEMENT PASTURE.png|25px]] Pasture&lt;br /&gt;
| [[File:IMPROVEMENT PASTURE.png|25px]] 200% Improvement Yield&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 60 Civics&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 20 Food&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST TRAPPER.png|50px]] Trapper&lt;br /&gt;
| [[File:IMPROVEMENT CAMP.png|25px]] Camp&lt;br /&gt;
| [[File:IMPROVEMENT CAMP.png|25px]] 200% Improvement Yield&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 60 Civics&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 20 Food&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Urban specialists ====&lt;br /&gt;
Urban specialists can be upgraded, improving their bonuses. Upgrading a specialist does not require Citizens.&lt;br /&gt;
* Training an Apprentice specialist costs 40 [[File:YIELD FOOD.png|25px]] Food and 40 [[File:YIELD CIVICS.png|25px]] Civics and produces a bonus of [[File:YIELD SCIENCE.png|25px]] 2 Science each year.&lt;br /&gt;
* Upgrading to Master specialist costs 60 [[File:YIELD FOOD.png|25px]] Food and 60 [[File:YIELD CIVICS.png|25px]] Civics and produces a bonus of [[File:YIELD SCIENCE.png|25px]] 3 Science each year.&lt;br /&gt;
* Upgrading to Elder specialist costs 80 [[File:YIELD FOOD.png|25px]] Food and 80 [[File:YIELD CIVICS.png|25px]] Civics and produces a bonus of [[File:YIELD SCIENCE.png|25px]] 4 Science each year.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Specialist !! Improvement !! Apprentice yearly yield !! Master yearly yield !! Elder yearly yield&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST ACOLYTE.png|60px]] Acolyte&lt;br /&gt;
| Shrine&lt;br /&gt;
| 1 Religion Opinion&amp;lt;br&amp;gt;[[File:YIELD CULTURE.png|25px]] 2 Culture&lt;br /&gt;
| 2 Religion Opinion&amp;lt;br&amp;gt;[[File:YIELD CULTURE.png|25px]] 3 Culture&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 0.5 Orders&lt;br /&gt;
| 3 Religion Opinion&amp;lt;br&amp;gt;[[File:YIELD CULTURE.png|25px]] 4 Culture&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST MONK.png|60px]] Monk&lt;br /&gt;
| [[File:IMPROVEMENT CHRISTIANITY MONASTERY.png|25px]] Christian Monastery&amp;lt;br&amp;gt;[[File:IMPROVEMENT JUDAISM MONASTERY.png|25px]] Jewish Monastery&amp;lt;br&amp;gt;[[File:IMPROVEMENT MANICHAEISM MONASTERY.png|25px]] Manichean Monastery&amp;lt;br&amp;gt;[[File:IMPROVEMENT ZOROASTRIANISM MONASTERY.png|25px]] Zoroastrian Monastery&lt;br /&gt;
| 1 Religion Opinion&amp;lt;br&amp;gt;[[File:YIELD CULTURE.png|25px]] 4 Culture&lt;br /&gt;
| 2 Religion Opinion&amp;lt;br&amp;gt;[[File:YIELD CULTURE.png|25px]] 6 Culture&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] 1 Civics per Culture Level&lt;br /&gt;
| 3 Religion Opinion&amp;lt;br&amp;gt;[[File:YIELD CULTURE.png|25px]] 8 Culture&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] 2 Civics per Culture Level&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST PRIEST.png|60px]] Priest&lt;br /&gt;
| [[File:IMPROVEMENT CHRISTIANITY TEMPLE.png|25px]] Christian Temple&amp;lt;br&amp;gt;[[File:IMPROVEMENT JUDAISM TEMPLE.png|25px]] Jewish Temple&amp;lt;br&amp;gt;[[File:IMPROVEMENT MANICHAEISM TEMPLE.png|25px]] Manichean Temple&amp;lt;br&amp;gt;[[File:IMPROVEMENT ZOROASTRIANISM TEMPLE.png|25px]] Zoroastrian Temple&lt;br /&gt;
| 1 Religion Opinion&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] 1 Happiness&lt;br /&gt;
| 2 Religion Opinion&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] 1.5 Happiness&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 0.5 Training per Citizen&lt;br /&gt;
| 3 Religion Opinion&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] 2 Happiness&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 1 Training per Citizen&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST BISHOP.png|60px]] Bishop&lt;br /&gt;
| [[File:IMPROVEMENT CHRISTIANITY CATHEDRAL.png|25px]] Christian Cathedral&amp;lt;br&amp;gt;[[File:IMPROVEMENT JUDAISM CATHEDRAL.png|25px]] Jewish Cathedral&amp;lt;br&amp;gt;[[File:IMPROVEMENT MANICHAEISM CATHEDRAL.png|25px]] Manichean Cathedral&amp;lt;br&amp;gt;[[File:IMPROVEMENT ZOROASTRIANISM CATHEDRAL.png|25px]] Zoroastrian Cathedral&lt;br /&gt;
| 1 Religion Opinion&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] 10 Money per Culture Level&lt;br /&gt;
| 2 Religion Opinion&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] 15 Money per Culture Level&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 0.5 Orders&lt;br /&gt;
| 3 Religion Opinion&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] 20 Money per Culture Level&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST OFFICER.png|60px]] Officer&lt;br /&gt;
| [[File:IMPROVEMENT BARRACKS.png|25px]] Barracks&amp;lt;br&amp;gt;[[File:IMPROVEMENT RANGE.png|25px]] Range&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 2 Training&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 3 Training&amp;lt;br&amp;gt;20 XP for New Units&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 4 Training&amp;lt;br&amp;gt;50 XP for New Units&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST POET.png|60px]] Poet&lt;br /&gt;
| [[File:IMPROVEMENT ODEON.png|25px]] Odeon&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] 3 Culture&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] 4 Culture&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] 0.5 Civics per Citizen&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] 5 Culture&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] 1 Civics per Citizen&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST DOCTOR.png|60px]] Doctor&lt;br /&gt;
| [[File:IMPROVEMENT COLD BATHS.png|25px]] Cold Baths&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] 2 Growth&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] 3 Growth&amp;lt;br&amp;gt;[[File:YIELD SCIENCE.png|25px]] 1 Science per Culture Level&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] 4 Growth&amp;lt;br&amp;gt;[[File:YIELD SCIENCE.png|25px]] 2 Science per Culture Level&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST PHILOSOPHER.png|60px]] Philosopher&lt;br /&gt;
| [[File:IMPROVEMENT LIBRARY.png|25px]] Library&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] 2 Science&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] 3 Science&amp;lt;br&amp;gt;[[File:YIELD CULTURE.png|25px]] 1 Culture per Citizen&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] 4 Science&amp;lt;br&amp;gt;[[File:YIELD CULTURE.png|25px]] 2 Culture per Citizen&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST SCRIBE.png|60px]] Scribe&lt;br /&gt;
| [[File:IMPROVEMENT COURTHOUSE.png|25px]] Courthouse&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 2 Civics&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 3 Civics&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] 1 Money per Citizen&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 4 Civics&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] 2 Money per Citizen&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPECIALIST SHOPKEEPER.png|60px]] Shopkeeper&lt;br /&gt;
| [[File:IMPROVEMENT MARKET.png|25px]] Market&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 20 Money&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 30 Money&amp;lt;br&amp;gt;[[File:YIELD GROWTH.png|25px]] 1 Growth per Culture Level&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 40 Money&amp;lt;br&amp;gt;[[File:YIELD GROWTH.png|25px]] 2 Growth per Culture Level&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Wonders of the World ===&lt;br /&gt;
Wonders of the World are powerful improvements that can only be constructed once. As soon as a Nation begins constructing a Wonder of the World other Nations cannot start it unless a hostile unit enters the tile of an unfinished Wonder of the World and destroys it. Not all Wonders of the World are available each game. They are chosen randomly at the start of each game. Most Wonders of the World require the City to reach a certain Culture Level before they can be constructed. Each Wonder of the World provides 2 Victory Points and cannot be replaced by other improvements.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Wonder of the World !! Yield !! Cost !! Min. Culture Level !! Requirements&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT HANGING GARDENS.png|100px]] The Hanging Gardens&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +4 Culture per year&amp;lt;br&amp;gt;[[File:YIELD GROWTH.png|25px]] +20% Growth [All Cities]&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 100 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 400 Stone&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 200 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 10 years&lt;br /&gt;
| Weak&lt;br /&gt;
| River&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT ORACLE.png|100px]] The Oracle&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +4 Culture per year&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] +10 Money per year per Religion&amp;lt;br&amp;gt;+1 Tech Hand Card Size&amp;lt;br&amp;gt;Free Agent Network in all Holy Cities on completion&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 100 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 400 Stone&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 200 Food&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 10 years&lt;br /&gt;
| Weak&lt;br /&gt;
| Hill&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT PYRAMIDS.png|100px]] The Pyramids&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +4 Culture per year&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] +1 Orders per year per Religion&amp;lt;br&amp;gt;-50% Start Law Cost&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 100 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 600 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 10 years&lt;br /&gt;
| Weak&lt;br /&gt;
| Arid or Sand&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT GREAT ZIGGURAT.png|100px]] The Ziggurat&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +4 Culture per year&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] +20 Civics per year&amp;lt;br&amp;gt;-20% Improvement Costs [All Cities]&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 100 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 600 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 10 years&lt;br /&gt;
| Weak&lt;br /&gt;
| Holy City (Any Religion)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT APADANA.png|100px]] The Apadana&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +6 Culture per year&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] +20 Civics per year&amp;lt;br&amp;gt;[[File:YIELD MAINTENANCE.png|25px]] -50% Maintenance [All Cities]&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 200 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 900 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 12 years&lt;br /&gt;
| Developing&lt;br /&gt;
| Adjacent City Center&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT ISHTAR GATE.png|100px]] The Ishtar Gate&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +6 Culture per year&amp;lt;br&amp;gt;[[File:YIELD GROWTH.png|25px]] +1 Growth per year per Culture Level&amp;lt;br&amp;gt;[[File:YIELD CULTURE.png|25px]] 100 Culture in all Cities on completion&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 200 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 600 Stone&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 300 Iron&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 12 years&lt;br /&gt;
| Developing&lt;br /&gt;
| Adjacent City Center&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT LIGHTHOUSE.png|100px]] The Lighthouse&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +6 Culture per year&amp;lt;br&amp;gt;[[File:IMPROVEMENT NETS.png|25px]] +100% Nets Yield [All Cities]&amp;lt;br&amp;gt;[[File:IMPROVEMENT HAMLET.png|25px]] -10 Upgrade Years for Hamlet Improvements&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 200 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 600 Stone&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 300 Iron&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 12 years&lt;br /&gt;
| Developing&lt;br /&gt;
| Adjacent City Center&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT NECROPOLIS.png|100px]] The Necropolis&lt;br /&gt;
| [[File:YIELD HAPPINESS.png|25px]] +2 Happiness per year per Temple&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 200 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 900 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 12 years&lt;br /&gt;
| Developing&lt;br /&gt;
| Hill&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT PARTHENON.png|100px]] The Acropolis&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +8 Culture per year&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] +2 Civics per year per Religion&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] +0.5 Orders per year with Forum&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 300 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 1200 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 14 years&lt;br /&gt;
| Strong&lt;br /&gt;
| Hill&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT COLOSSUS.png|100px]] The Colossus&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +8 Culture per year&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] +2 Civics per year with Road Connection&amp;lt;br&amp;gt;+1 Level for New Units&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 300 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 400 Stone&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 800 Iron&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 14 years&lt;br /&gt;
| Strong&lt;br /&gt;
| Coastal Water&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT MAUSOLEUM.png|100px]] The Mausoleum&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +8 Culture per year&amp;lt;br&amp;gt;[[File:YIELD CULTURE.png|25px]] +40% Culture [All Cities]&amp;lt;br&amp;gt;New Units start with Guard I&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 300 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 1200 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 14 years&lt;br /&gt;
| Strong&lt;br /&gt;
| Hill&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT MUSAEUM.png|100px]] The Musaeum&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +8 Culture per year&amp;lt;br&amp;gt;[[File:YIELD SCIENCE.png|25px]] +50% Science&amp;lt;br&amp;gt;New Units start with Guard I&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] +1 Civics per year per Elder Specialist&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 300 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 800 Stone&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 400 Wood&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 14 years&lt;br /&gt;
| Strong&lt;br /&gt;
| Adjacent City Center&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT CIRCUS MAXIMUS.png|100px]] The Circus Maximus&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +10 Culture per year&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] +40 Training per year&amp;lt;br&amp;gt;+10 XP per year for Idle Mounted Units&amp;lt;br&amp;gt;New Mounted Units start with Swift[All Cities]&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 400 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 1200 Stone&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 600 Food&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 16 years&lt;br /&gt;
| Legendary&lt;br /&gt;
| Adjacent City Center&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT HAGIA SOPHIA.png|100px]] The Hagia Sophia&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +10 Culture per year&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] +40 Civics per year&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] +2 Happiness per year [All Cities]&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 400 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 1800 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 16 years&lt;br /&gt;
| Legendary&lt;br /&gt;
| Holy City (Any Religion)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT PANTHEON.png|100px]] The Pantheon&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +10 Culture per year&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] +40 Training per year&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] +2 Civics per Culture Level [State Religion Cities]&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 400 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 1800 Stone&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 16 years&lt;br /&gt;
| Legendary&lt;br /&gt;
| Holy City (Any Religion)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IMPROVEMENT GRAND BAZAAR.png|100px]] The Via Recta Souk&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] +10 Culture per year&amp;lt;br&amp;gt;[[File:YIELD GROWTH.png|25px]] +2 Growth per year&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] +1 Happiness per City Luxury [All Cities]&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 400 Civics&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 1200 Stone&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 600 Food&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 1 Orders for 16 years&lt;br /&gt;
| Legendary&lt;br /&gt;
| Adjacent City Center&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Projects ==&lt;br /&gt;
Projects are internal City enhancements that on completion grant an instant bonus and a permanent bonus. Each Project can only be constructed in Cities with the same tier of Culture Level.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2 | Project !! colspan=3 | [[File:CULTURE WEAK.png|25px]] Tier I !! colspan=3 | [[File:CULTURE DEVELOPING.png|25px]] Tier II !! colspan=3 | [[File:CULTURE STRONG.png|25px]] Tier III !! colspan=3 | [[File:CULTURE LEGENDARY.png|25px]] Tier IV !! rowspan=2 | Requirements&lt;br /&gt;
|-&lt;br /&gt;
! Yearly Yield !! On Completion !! Cost !! Yearly Yield !! On Completion !! Cost !! Yearly Yield !! On Completion !! Cost !! Yearly Yield !! On Completion !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PROJECT COUNCIL 1.png|50px]] Council&lt;br /&gt;
| || [[File:YIELD CIVICS.png|25px]] +40% (1 turn)&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] +40% (1 turn)&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] +40% (1 turn) || 1 Year&lt;br /&gt;
| || [[File:YIELD CIVICS.png|25px]] +60% (1 turn)&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] +60% (1 turn)&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] +60% (1 turn) || 1 Year&lt;br /&gt;
| || [[File:YIELD CIVICS.png|25px]] +80% (1 turn)&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] +80% (1 turn)&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] +80% (1 turn) || 1 Year&lt;br /&gt;
| || [[File:YIELD CIVICS.png|25px]] +100% (1 turn)&amp;lt;br&amp;gt;[[File:YIELD MONEY.png|25px]] +100% (1 turn)&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] +100% (1 turn) || 1 Year&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:PROJECT FESTIVAL 1.png|50px]] Festival&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] 1 || [[File:YIELD GROWTH.png|25px]] 20&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] 20 || [[File:YIELD CIVICS.png|25px]] 40&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] 1 || [[File:YIELD GROWTH.png|25px]] 40&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] 40 || [[File:YIELD CIVICS.png|25px]] 60&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] 1 || [[File:YIELD GROWTH.png|25px]] 60&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] 60 || [[File:YIELD CIVICS.png|25px]] 80&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] 1 || [[File:YIELD GROWTH.png|25px]] 80&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] 80 || [[File:YIELD CIVICS.png|25px]] 100&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:PROJECT TREASURY 1.png|50px]] Treasury&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 10 || [[File:YIELD MONEY.png|25px]] 100 || [[File:YIELD CIVICS.png|25px]] 40&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 20&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 20 || [[File:YIELD MONEY.png|25px]] 200 || [[File:YIELD CIVICS.png|25px]] 60&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 40&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 30 || [[File:YIELD MONEY.png|25px]] 300 || [[File:YIELD CIVICS.png|25px]] 80&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 60&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 40&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] 1 || [[File:YIELD MONEY.png|25px]] 400 || [[File:YIELD CIVICS.png|25px]] 100&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 80&lt;br /&gt;
| [[File:TECH ADMINISTRATION.png|25px]] Administration technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PROJECT FORUM 1.png|50px]] Forum&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 1 || [[File:YIELD CIVICS.png|25px]] 20 || [[File:YIELD CIVICS.png|25px]] 40&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 20&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 2 || [[File:YIELD CIVICS.png|25px]] 40 || [[File:YIELD CIVICS.png|25px]] 60&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 40&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 3 || [[File:YIELD CIVICS.png|25px]] 60 || [[File:YIELD CIVICS.png|25px]] 80&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 60&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 4&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] 1 || [[File:YIELD CIVICS.png|25px]] 80 || [[File:YIELD CIVICS.png|25px]] 100&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 80&lt;br /&gt;
| [[File:TECH RHETORIC.png|25px]] Rhetoric technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PROJECT ARCHIVE 1.png|50px]] Archive&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] 1 || [[File:YIELD SCIENCE.png|25px]] 10 || [[File:YIELD CIVICS.png|25px]] 40&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 20&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] 2 || [[File:YIELD SCIENCE.png|25px]] 20 || [[File:YIELD CIVICS.png|25px]] 60&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 40&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] 3 || [[File:YIELD SCIENCE.png|25px]] 30 || [[File:YIELD CIVICS.png|25px]] 80&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 60&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] 4&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] 1 || [[File:YIELD SCIENCE.png|25px]] 40 || [[File:YIELD CIVICS.png|25px]] 100&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 80&lt;br /&gt;
| [[File:TECH METAPHYSICS.png|25px]] Metaphysics technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PROJECT INQUIRY 1.png|50px]] Inquiry&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] 1 || [[File:YIELD SCIENCE.png|25px]] 40 || [[File:YIELD CIVICS.png|25px]] 80&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] 1 || [[File:YIELD SCIENCE.png|25px]] 80 || [[File:YIELD CIVICS.png|25px]] 120&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] 1 || [[File:YIELD SCIENCE.png|25px]] 120 || [[File:YIELD CIVICS.png|25px]] 160&lt;br /&gt;
| [[File:YIELD CULTURE.png|25px]] 1 || [[File:YIELD SCIENCE.png|25px]] 160 || [[File:YIELD CIVICS.png|25px]] 200&lt;br /&gt;
| [[File:TRAIT SCHOLAR.png|25px]] Scholar governor&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PROJECT CONVOY 1.png|50px]] Convoy&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] 1 || [[File:YIELD MONEY.png|25px]] 100&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] 40 || [[File:YIELD CIVICS.png|25px]] 40&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] 1 || [[File:YIELD MONEY.png|25px]] 200&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] 60 || [[File:YIELD CIVICS.png|25px]] 60&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] 1 || [[File:YIELD MONEY.png|25px]] 300&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] 80 || [[File:YIELD CIVICS.png|25px]] 80&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] 1 || [[File:YIELD MONEY.png|25px]] 400&amp;lt;br&amp;gt;[[File:YIELD HAPPINESS.png|25px]] 100 || [[File:YIELD CIVICS.png|25px]] 100&lt;br /&gt;
| [[File:LAW TRADE LEAGUE.png|25px]] Trade League law&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PROJECT DECREE 1.png|50px]] Decree&lt;br /&gt;
| || [[File:YIELD ORDERS.png|25px]] 3 || [[File:YIELD CIVICS.png|25px]] 40&lt;br /&gt;
| || [[File:YIELD ORDERS.png|25px]] 6 || [[File:YIELD CIVICS.png|25px]] 60&lt;br /&gt;
| || [[File:YIELD ORDERS.png|25px]] 9 || [[File:YIELD CIVICS.png|25px]] 80&lt;br /&gt;
| || [[File:YIELD ORDERS.png|25px]] 10 || [[File:YIELD CIVICS.png|25px]] 100&lt;br /&gt;
| [[File:LAW CONSTITUTION.png|25px]] Constitution law or Statesman family seat&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PROJECT HUNT 1.png|50px]] Hunt&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] 1 || [[File:YIELD FOOD.png|25px]] 100 || [[File:YIELD CIVICS.png|25px]] 40&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] 1 || [[File:YIELD FOOD.png|25px]] 200 || [[File:YIELD CIVICS.png|25px]] 60&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] 1 || [[File:YIELD FOOD.png|25px]] 300 || [[File:YIELD CIVICS.png|25px]] 80&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] 1 || [[File:YIELD FOOD.png|25px]] 400 || [[File:YIELD CIVICS.png|25px]] 100&lt;br /&gt;
| Hunters family seat&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PROJECT OLYMPICS 1.png|50px]] Olympiad&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 1 || [[File:YIELD TRAINING.png|25px]] 50 || [[File:YIELD CIVICS.png|25px]] 40&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 1 || [[File:YIELD TRAINING.png|25px]] 100 || [[File:YIELD CIVICS.png|25px]] 60&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 1 || [[File:YIELD TRAINING.png|25px]] 150 || [[File:YIELD CIVICS.png|25px]] 80&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 1 || [[File:YIELD TRAINING.png|25px]] 200 || [[File:YIELD CIVICS.png|25px]] 100&lt;br /&gt;
| Greece nation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PROJECT REPAIR.png|50px]] Repair Damage || || 3 HP || 1 Year || || || || || || || || || || City has below 20 HP&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Defenses ===&lt;br /&gt;
Cities can also construct 3 permanent projects that give defenses to the city and are visible on the world map. Each one requires the previous project to be constructed but none of them have any Culture Level requirements.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Project !! Effects !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PROJECT WALLS.png|70px]] Walls&lt;br /&gt;
| +10 City HP&amp;lt;br&amp;gt;+1 [[File:YIELD HAPPINESS.png|25px]] Happiness per year if there is any Family Military Unit in City Territory&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 40 Stone&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] 60 Civics&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PROJECT MOAT.png|70px]] Moat&lt;br /&gt;
| +10 City HP&amp;lt;br&amp;gt;+1 [[File:YIELD HAPPINESS.png|25px]] Happiness per year if there is any Family Military Unit in City Territory&amp;lt;br&amp;gt;+25% City Defense&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 60 Stone&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] 80 Civics&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PROJECT TOWERS.png|70px]] Towers&lt;br /&gt;
| +10 City HP&amp;lt;br&amp;gt;+1 [[File:YIELD HAPPINESS.png|25px]] Happiness per year if there is any Family Military Unit in City Territory&amp;lt;br&amp;gt;+25% City Defense&amp;lt;br&amp;gt;+1 Unit Range&lt;br /&gt;
| [[File:YIELD STONE.png|25px]] 80 Stone&amp;lt;br&amp;gt;[[File:YIELD CIVICS.png|25px]] 100 Civics&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Suppress Dissent ===&lt;br /&gt;
Suppress Dissent projects are only available for Cities that suffer from Religion Dissent and have a Governor. The project will remove the Dissent at the cost of 100 [[File:YIELD TRAINING.png|25px]] Training and 60 [[File:YIELD DISCONTENT.png|25px]] Discontent.&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Old_World/index.php?title=Opinion&amp;diff=1315</id>
		<title>Opinion</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Old_World/index.php?title=Opinion&amp;diff=1315"/>
		<updated>2023-03-13T16:19:50Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Every Character, Religion, Family, Foreign Leader, Nation and Tribe has an opinion on the leader of a Nation. Marrying a character will grant 30 Opinion with its Family, Nation or Tribe.&lt;br /&gt;
* Character opinion affects the cost of their missions, combat effectiveness as Generals and City [[File:YIELD DISCONTENT.png|25px]] Discontent as Governors. If the character is the head of a Family, Religion, Nation or Tribe it will also affect the opinion of those entities. Influence Missions allow the chance to improve a Character&#039;s Opinion.&lt;br /&gt;
* Family opinion affects the [[File:Icon AttackDefense.png]] Strength of their units and the [[File:YIELD CIVICS.png|25px]] Civics, [[File:YIELD TRAINING.png|25px]] Training and [[File:YIELD MAINTENANCE.png|25px]] Maintenance of their Cities. A negative opinion can also spawn rebel armies near their cities.&lt;br /&gt;
* Religion opinion affects the [[File:YIELD HAPPINESS.png|25px]] Happiness of cities with that Religion. If the The Sacred and The Profane DLC is installed negative Religion opinion can also cause Dissent.&lt;br /&gt;
* Nation opinion affects the success chance of diplomatic missions and the odds that the Nation will declare war.&lt;br /&gt;
* Tribe opinion affects the success chance of diplomatic missions and the odds that the Tribe will declare war or send raiders. It also affects the cost of hiring them as Mercenaries or settling Cities on their Tribal Sites.&lt;br /&gt;
&lt;br /&gt;
Opinion may have the following values:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Opinion !! Values&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Friendly&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;200 and above&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Pleased&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;100 to 199&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Cautious&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;0 to 99&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Content&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;0&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Upset&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-99 to -1&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Angry&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-199 to -100&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Furious&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-200 and below&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Old_World/index.php?title=Units&amp;diff=1314</id>
		<title>Units</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Old_World/index.php?title=Units&amp;diff=1314"/>
		<updated>2023-03-13T16:16:37Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: /* Tribal units */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Once a unit has spent [[File:YIELD ORDERS.png|25px]] 3 Orders moving, it will become Fatigued. A Fatigued unit can still be moved but it will cost 100 [[File:YIELD TRAINING.png|25px]] Training and each movement will require twice as many [[File:YIELD ORDERS.png|25px]] Orders.&lt;br /&gt;
&lt;br /&gt;
Certain units produce a ZOC, or Zone-Of-Control, in an area around them. ZOC prevent enemy units from moving.&lt;br /&gt;
&lt;br /&gt;
== Generals ==&lt;br /&gt;
Generals are characters assigned to units to grant them extra abilities. The character must be from the same Family as the unit, with the exception of the nation&#039;s Leader. Adding or replacing a General costs 100 [[File:YIELD TRAINING.png|25px]] Training and consumes the unit&#039;s remaining Movement points. Characters must be younger than 50 to be assigned as Generals and will retire at the age of 60. If the unit is attacked the General has a 1% chance of being injured.&lt;br /&gt;
&lt;br /&gt;
== Unit stats ==&lt;br /&gt;
Units have the following stats to keep track of:&lt;br /&gt;
* &#039;&#039;&#039;HP:&#039;&#039;&#039; All units start with 20 HP, or Hit Points. If a unit runs out of HP, it will be destroyed. A unit will regain 1 HP each turn it is within the borders of its Nation and can also be given 5 HP at the cost of 1 [[File:YIELD ORDERS.png|25px]] Orders and the unit&#039;s remaining Movement points.&lt;br /&gt;
* &#039;&#039;&#039;Strength:&#039;&#039;&#039; How much damage the unit will deal.&lt;br /&gt;
* &#039;&#039;&#039;Movement:&#039;&#039;&#039; How many hexes the unit can move for each [[File:YIELD ORDERS.png|25px]] Order. Hills, Sand, crossing a River, Scrub and Trees all add an extra movement point. Rivers and Roads within owned territory require only 2/3 of a movement point.&lt;br /&gt;
* &#039;&#039;&#039;Vision:&#039;&#039;&#039; How many tiles around the unit are the tiles visible. Only applies to already discovered tiles.&lt;br /&gt;
* &#039;&#039;&#039;Range:&#039;&#039;&#039; Only appears on Ranged units, it determines from how many hexes away from the target can the unit attack.&lt;br /&gt;
&lt;br /&gt;
== Unit level ==&lt;br /&gt;
Each time a unit fights it will gain 10 XP. Once it gains enough XP (100 x level) it will level up. Alternatively [[File:YIELD TRAINING.png|25px]] Training can be used to fill the missing XP and level up. Each unit can only level up once per year, up to a maximum of 5 levels. Each time a unit levels up it will be able to pick between 4 permanent random bonuses:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Promotion !! Tier 1 effect !! Tier 2 effect !! Tier 3 effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Combat&#039;&#039;&#039; || [[File:Icon AttackDefense.png]] +5% Strength || [[File:Icon AttackDefense.png]] +10% Strength || [[File:Icon AttackDefense.png]] +15% Strength&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strike&#039;&#039;&#039; || [[File:Icon Attack.png]] +10% Attack Strength || [[File:Icon Attack.png]] +15% Attack Strength || [[File:Icon Attack.png]] +20% Attack Strength&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Guard&#039;&#039;&#039; || [[File:Icon Defense.png]] +10% Defense Strength || [[File:Icon Defense.png]] +15% Defense Strength || [[File:Icon Defense.png]] +20% Defense Strength&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Focus&#039;&#039;&#039; || [[File:Icon CriticalStrike.png]] +10% Critical Hit Chance || [[File:Icon CriticalStrike.png]] +15% Critical Hit Chance || [[File:Icon CriticalStrike.png]] +20% Critical Hit Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Amphibious&#039;&#039;&#039; || [[File:Icon Attack.png]] +50% Attack Strength in Land/Water Combat&amp;lt;br&amp;gt;[[File:Icon Attack.png]] +50% Attack Strength Across River || [[File:Icon Attack.png]] +25% Attack Strength in Land/Water Combat&amp;lt;br&amp;gt;[[File:Icon Attack.png]] +25% Attack Strength Into Settlement || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tracker&#039;&#039;&#039; || +3 Vision&amp;lt;br&amp;gt;+1 Reveal || +1 Movement || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Eagle Eye&#039;&#039;&#039; || No ranged distance penalty || +1 Range || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Herbalist&#039;&#039;&#039; || +4 HP from Heal Action || +1 HP per year || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Civilian units ==&lt;br /&gt;
Civilian units have abilities that makes them the most crucial units of a Nation. Civilian units cannot attack and have a [[File:Icon Defense.png]] Defense of 3.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Movement !! Vision !! Cost !! Consumes !! Upgrades to !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT SCOUT.png|70px]] Scout&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] 60 Growth&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
* +1 Fatigue Limit&lt;br /&gt;
* Can Harvest Resources&lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
* Starts with Stealth&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT SETTLER.png|70px]] Settler&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] 80 Growth&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 75 Food&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 2 Food&lt;br /&gt;
| [[File:UNIT WORKER.png|25px]] Worker&lt;br /&gt;
| &lt;br /&gt;
* Can Harvest Resources&lt;br /&gt;
* Can Found Cities&lt;br /&gt;
* [[File:YIELD GROWTH.png|25px]] Growth cost increases by 10 each time it is built in the same city&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT WORKER.png|70px]] Worker&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] 60 Growth&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 2 Food&lt;br /&gt;
| [[File:UNIT MILITIA.png|25px]] Militia&lt;br /&gt;
| &lt;br /&gt;
* Can Harvest Resources&lt;br /&gt;
* Can Build Improvements&lt;br /&gt;
* [[File:YIELD GROWTH.png|25px]] Growth cost increases by 10 each time it is built in the same city&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT CARAVAN.png|70px]] Caravan&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] 80 Growth&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
* Can only be constructed in cities that have a Governor with the Cunning trait or Traders family seat&lt;br /&gt;
* Can move on water tiles&lt;br /&gt;
* Can conduct a Caravan Mission&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT CHRISTIANITY DISCIPLE.png|70px]] Christian Disciple&amp;lt;br&amp;gt;[[File:UNIT JUDAISM DISCIPLE.png|70px]] Jewish Disciple&amp;lt;br&amp;gt;[[File:UNIT MANICHAEISM DISCIPLE.png|70px]] Manichaean Disciple&amp;lt;br&amp;gt;[[File:UNIT ZOROASTRIANISM DISCIPLE.png|70px]] Zoroastrian Disciple&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] 60 Growth&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 2 Food&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
* Can only be constructed in cities that have the same Religion&lt;br /&gt;
* Can Spread Religion&lt;br /&gt;
* Can Establish Theology&lt;br /&gt;
* Can Build World Religion Improvements&lt;br /&gt;
* [[File:YIELD GROWTH.png|25px]] Growth cost increases by 10 each time it is built in the same city&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Melee infantry units ==&lt;br /&gt;
Melee infantry units are the earliest type of military units available. Most melee infantry can use the [[File:UNIT ACTION FORTIFY.png|25px]] Fortify action, which grants +5% Defense per turn, up to a maximum of +25% after 5 turns. Each time it gets attacked by an adjacent unit it loses 5% of the gained Defense. Melee units have the following characteristics:&lt;br /&gt;
* Can only attack adjacent units.&lt;br /&gt;
* When attacked by adjacent units they deal 1 HP damage to the attacking unit.&lt;br /&gt;
* Has ZOC.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:Icon Defense.png]] Defense from Urban.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:Icon Attack.png]] Attack Across River.&lt;br /&gt;
Melee infantry have two upgrade paths: one that focuses on fighting other melee infantry and one that grants them a Polearm. Polearm units are immune to Rout and their ZOC cannot be ignored by mounted units.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Strength !! Movement !! Vision !! Cost !! Consumes !! Required technology !! Fortify !! Polearm !! Upgrades to !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT MILITIA.png|70px]] Militia&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] 60 Growth&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 1 Food&lt;br /&gt;
| None&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT CONSCRIPT.png|25px]] Conscript&lt;br /&gt;
| &lt;br /&gt;
* Cannot be promoted or earn XP&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT CONSCRIPT.png|70px]] Conscript&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] 100 Growth&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 2 Food&lt;br /&gt;
| [[File:TECH MANOR.png|25px]] Manor&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Final upgrade&lt;br /&gt;
| &lt;br /&gt;
* Cannot be promoted or earn XP&lt;br /&gt;
* Starts with Anti-Mounted I&lt;br /&gt;
* Starts with Pierce I&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT WARRIOR.png|70px]] Warrior&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 60 Training&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 50 Iron&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 1 Iron&lt;br /&gt;
| [[File:TECH IRONWORKING.png|25px]] Ironworking&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT AXEMAN.png|25px]] Axeman&amp;lt;br&amp;gt;[[File:UNIT SPEARMAN.png|25px]] Spearman&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT AXEMAN.png|70px]] Axeman&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 80 Training&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 100 Iron&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 2 Iron&lt;br /&gt;
| [[File:TECH STEEL.png|25px]] Steel&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT MACEMAN.png|25px]] Maceman&amp;lt;br&amp;gt;[[File:UNIT SWORDSMAN.png|25px]] Swordsman&lt;br /&gt;
| &lt;br /&gt;
* Starts with Anti-Polearm I&lt;br /&gt;
* Starts with Cleave I&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT SPEARMAN.png|70px]] Spearman&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 80 Training&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 50 Iron&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 2 Iron&lt;br /&gt;
| [[File:TECH PHALANX.png|25px]] Phalanx&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT PIKEMAN.png|25px]] Pikeman&amp;lt;br&amp;gt;[[File:UNIT SWORDSMAN.png|25px]] Swordsman&lt;br /&gt;
| &lt;br /&gt;
* Starts with Anti-Mounted II&lt;br /&gt;
* Starts with Pierce I&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT MACEMAN.png|70px]] Maceman&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 100 Training&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 150 Iron&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 3 Iron&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 1 Training&lt;br /&gt;
| [[File:TECH BATTLELINE.png|25px]] Battle Line&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT PIKEMAN.png|25px]] Pikeman&amp;lt;br&amp;gt;[[File:UNIT SWORDSMAN.png|25px]] Swordsman&lt;br /&gt;
| &lt;br /&gt;
* Starts with Anti-Infantry I&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT SWORDSMAN.png|70px]] Swordsman&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 120 Training&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 200 Iron&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 4 Iron&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 2 Training&lt;br /&gt;
| [[File:TECH COHORTS.png|25px]] Cohorts&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Final upgrade&lt;br /&gt;
| &lt;br /&gt;
* Starts with Anti-Infantry I&lt;br /&gt;
* Starts with Cleave II&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT PIKEMAN.png|70px]] Pikeman&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 100 Training&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 100 Iron&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 3 Iron&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 1 Training&lt;br /&gt;
| [[File:TECH INFANTRY SQUARE.png|25px]] Infantry Square&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Final upgrade&lt;br /&gt;
| &lt;br /&gt;
* Starts with Anti-Mounted III&lt;br /&gt;
* Starts with Pierce II&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ranged infantry units ==&lt;br /&gt;
Ranged infantry units focus on attacking enemy units from afar. They have the following characteristics:&lt;br /&gt;
* Can attack units from distance.&lt;br /&gt;
* Has ZOC.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:Icon Defense.png]] Defense from Urban.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:Icon Attack.png]] Attack Into Scrub.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:Icon Attack.png]] Attack Into Trees.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:Icon Attack.png]] Attack per tile distance to the target.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Strength !! Movement !! Vision !! Range !! Cost !! Consumes !! Required technology !! Upgrades to !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT SLINGER.png|70px]] Slinger&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 60 Training&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 50 Stone&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 1 Stone&lt;br /&gt;
| [[File:TECH TRAPPING.png|25px]] Trapping&lt;br /&gt;
| [[File:UNIT ARCHER.png|25px]] Archer&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT ARCHER.png|70px]] Archer&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 80 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 100 Wood&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 2 Wood&lt;br /&gt;
| [[File:TECH COMPOSITE BOW.png|25px]] Composite Bow&lt;br /&gt;
| [[File:UNIT LONGBOWMAN.png|25px]] Longbowman&amp;lt;br&amp;gt;[[File:UNIT CROSSBOWMAN.png|25px]] Crossbowman&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT LONGBOWMAN.png|70px]] Longbowman&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 100 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 150 Wood&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 3 Wood&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 1 Training&lt;br /&gt;
| [[File:TECH BODKIN ARROW.png|25px]] Bodkin Arrow&lt;br /&gt;
| Final upgrade&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT CROSSBOWMAN.png|70px]] Crossbowman&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 100 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 100 Wood&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 50 Iron&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 3 Wood&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 1 Training&lt;br /&gt;
| [[File:TECH WINDLASS.png|25px]] Windlass&lt;br /&gt;
| Final upgrade&lt;br /&gt;
| &lt;br /&gt;
* Starts with Anti-Melee&lt;br /&gt;
* Starts with Pierce II&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mounted units ==&lt;br /&gt;
Mounted units do not have a ZOC but instead are able to ignore the ZOC of enemies. They have the following characteristics:&lt;br /&gt;
* Can only attack adjacent units.&lt;br /&gt;
* When attacked by adjacent units they deal 1 HP damage to the attacking unit.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Melee [[File:Icon Attack.png]] Attack into Flat and Clear.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:Icon AttackDefense.png]] Strength vs Siege Units.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:Icon Attack.png]] Attack Across River.&lt;br /&gt;
* They require a certain map resource to be recruited.&lt;br /&gt;
Mounted units have two upgrade paths: one focused on melee and one focused on range.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Type !! Strength !! Movement !! Vision !! Range !! Cost !! Consumes !! Required technology !! Upgrades to !! width=30% | Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT CHARIOT.png|70px]] Chariot&lt;br /&gt;
| [[File:RESOURCE HORSE.png|25px]] Melee Horse&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 80 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 50 Food&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 4 Food&lt;br /&gt;
| [[File:TECH SPOKED WHEEL.png|25px]] Spoked Wheel&lt;br /&gt;
| [[File:UNIT HORSEMAN.png|25px]] Horseman&amp;lt;br&amp;gt;[[File:UNIT HORSE ARCHER.png|25px]] Horse Archer&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
* Starts with Rout&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT HORSEMAN.png|70px]] Horseman&lt;br /&gt;
| [[File:RESOURCE HORSE.png|25px]] Melee Horse&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 100 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 100 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 50 Iron&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 5 Food&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 1 Training&lt;br /&gt;
| [[File:TECH STIRRUPS.png|25px]] Stirrups&lt;br /&gt;
| [[File:UNIT CATAPHRACT.png|25px]] Cataphract&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
* Starts with Rout&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT CATAPHRACT.png|70px]] Cataphract&lt;br /&gt;
| [[File:RESOURCE HORSE.png|25px]] Melee Horse&lt;br /&gt;
| 10&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 160 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 100 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 100 Iron&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 6 Food&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 2 Training&lt;br /&gt;
| [[File:TECH BARDING.png|25px]] Barding&lt;br /&gt;
| Final upgrade&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
* Starts with Rout&lt;br /&gt;
* Starts with Circle&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT HORSE ARCHER.png|70px]] Horse Archer&lt;br /&gt;
| [[File:RESOURCE HORSE.png|25px]] Ranged Horse&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 100 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 100 Food&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 4 Food&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 1 Training&lt;br /&gt;
| [[File:TECH STIRRUPS.png|25px]] Stirrups&lt;br /&gt;
| Final upgrade&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT CAMEL ARCHER.png|70px]] Camel Archer&lt;br /&gt;
| [[File:RESOURCE CAMEL.png|25px]] Ranged Camel&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 80 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 100 Food&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 4 Food&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 1 Training&lt;br /&gt;
| [[File:TECH LAND CONSOLIDATION.png|25px]] Land Consolidation&lt;br /&gt;
| Final upgrade&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
* +1 Fatigue Limit&lt;br /&gt;
* +50% Strength vs Horse Units&lt;br /&gt;
* +50% Strength from Sand&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT WAR ELEPHANT.png|70px]] War Elephant&lt;br /&gt;
| [[File:RESOURCE ELEPHANT.png|25px]] Melee Elephant&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 100 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 100 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 50 Iron&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 5 Food&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 1 Training&lt;br /&gt;
| [[File:TECH LAND CONSOLIDATION.png|25px]] Land Consolidation&lt;br /&gt;
| Final upgrade&lt;br /&gt;
| &lt;br /&gt;
* Targets attempts to move on an adjacent tile, if they can&#039;t they cannot move, attack or take any action&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Siege units ==&lt;br /&gt;
Siege units are high damage support units. They have the following characteristics:&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Road Movement Cost.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:Icon Attack.png]] Attack Into Urban.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:Icon Attack.png]] Attack Into Scrub.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:Icon Attack.png]] Attack Into Trees.&lt;br /&gt;
Some siege units require spending a turn on the [[File:UNLIMBER.png|24px]] Unlimber action to be able to attack.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Strength !! Movement !! Vision !! Range !! Cost !! Consumes !! Required technology !! Upgrades to !! Unlimbering !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT BALLISTA.png|70px]] Ballista&lt;br /&gt;
| 6&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 100 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 100 Iron&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 1 Training&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 3 Iron&lt;br /&gt;
| [[File:TECH HYDRAULICS.png|25px]] Windlass&lt;br /&gt;
| [[File:UNIT POLYBOLOS.png|25px]] Polybolos&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* Starts with Torsion Spring&lt;br /&gt;
* Starts with Pierce III&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT ONAGER.png|70px]] Onager&lt;br /&gt;
| 6&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 100 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 100 Stone&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 1 Training&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 3 Stone&lt;br /&gt;
| [[File:TECH MACHINERY.png|25px]] Machinery&lt;br /&gt;
| [[File:UNIT MANGONEL.png|25px]] Mangonel&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* Starts with Splash I&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT POLYBOLOS.png|70px]] Polybolos&lt;br /&gt;
| 10&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 120 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 100 Wood&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 100 Iron&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 2 Training&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 4 Iron&lt;br /&gt;
| [[File:TECH CHAIN DRIVE.png|25px]] Chain Drive&lt;br /&gt;
| Final upgrade&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* Starts with Rapid Fire&lt;br /&gt;
* Starts with Cleave II&lt;br /&gt;
* Starts with Pierce II&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT MANGONEL.png|70px]] Mangonel&lt;br /&gt;
| 8&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 120 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 100 Wood&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 100 Stone&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 2 Training&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 4 Stone&lt;br /&gt;
| [[File:TECH BALLISTICS.png|25px]] Ballistics&lt;br /&gt;
| Final upgrade&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* Starts with Splash II&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
[[File:Anchoring.png|thumb|300px|A settler able to traverse water tiles thanks to an Anchored ship]]&lt;br /&gt;
Ships are units that can only be constructed in Cities adjacent to a water tile. There are three tiers of Ships and each one can be upgraded to the next tier. They have the following characteristics:&lt;br /&gt;
* Can only move on water tiles.&lt;br /&gt;
* Can Harvest Resources.&lt;br /&gt;
* Has ZOC.&lt;br /&gt;
* Can use the [[File:ANCHOR.png|25px]] Anchor ability, which allows land units to traverse water tiles in the Ship&#039;s ZOC starting next turn.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Strength !! Movement !! Vision !! Cost !! Consumes !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT BIREME.png|70px]] Bireme&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 40 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 50 Iron&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 2 Wood&lt;br /&gt;
| [[File:TECH NAVIGATION.png|25px]] Navigation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT TRIREME.png|70px]] Trireme&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 100 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 100 Wood&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 50 Iron&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 3 Wood&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 1 Training&lt;br /&gt;
| [[File:TECH CARTOGRAPHY.png|25px]] Cartography&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT DROMON.png|70px]] Dromon&lt;br /&gt;
| 10&lt;br /&gt;
| 5&lt;br /&gt;
| 7&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 120 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 150 Wood&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 50 Iron&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 4 Wood&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 2 Training&lt;br /&gt;
| [[File:TECH LATEEN SAIL.png|25px]] Lateen Sail&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Nation units ==&lt;br /&gt;
Each Nation has access to two unique units, which do not require any technology. The first unit requires a [[File:IMPROVEMENT GARRISON 2.png|25px]] Stronghold improvement in the City and the second one, which the first unit is upgradable to, requires a [[File:IMPROVEMENT GARRISON 2.png|25px]] Citadel improvement in the City.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Type !! Strength !! Movement !! Vision !! Range !! Cost !! Consumes !! Notes !! Nation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT BATTERING RAM.png|70px]] Battering Ram&lt;br /&gt;
| Melee Siege&lt;br /&gt;
| 6&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 120 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 100 Wood&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 50 Iron&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 1 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 2 Wood&lt;br /&gt;
| &lt;br /&gt;
* Starts with Assault&lt;br /&gt;
| rowspan=2 | Assyria&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT SIEGE TOWER.png|70px]] Siege Tower&lt;br /&gt;
| Melee Siege&lt;br /&gt;
| 8&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 160 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 100 Wood&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 100 Iron&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 2 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 4 Wood&lt;br /&gt;
| &lt;br /&gt;
* Starts with Assault&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT AKKADIAN ARCHER.png|70px]] Akkadian Archer&lt;br /&gt;
| Ranged Infantry&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 120 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 150 Wood&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 1 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 2 Wood&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 1 Food&lt;br /&gt;
| &lt;br /&gt;
* Starts with Splash I&lt;br /&gt;
* Has ZOC&lt;br /&gt;
| rowspan=2 | Babylonia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT CIMMERIAN ARCHER.png|70px]] Cimmerian Archer&lt;br /&gt;
| Ranged Infantry&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 160 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 200 Wood&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 2 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 4 Wood&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 1 Food&lt;br /&gt;
| &lt;br /&gt;
* Starts with Splash I&lt;br /&gt;
* Has ZOC&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT AFRICAN ELEPHANT.png|70px]] African Elephant&lt;br /&gt;
| Melee Mounted Elephant&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 120 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 100 Food&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 1 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 4 Food&lt;br /&gt;
| &lt;br /&gt;
* Starts with Panic&lt;br /&gt;
* Starts with Rout&lt;br /&gt;
| rowspan=2 | Carthage&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT TURRETED ELEPHANT.png|70px]] Turreted Elephant&lt;br /&gt;
| Melee Mounted Elephant&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 160 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 100 Wood&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 100 Food&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 2 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 6 Food&lt;br /&gt;
| &lt;br /&gt;
* Starts with Panic&lt;br /&gt;
* Starts with Rout&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT LIGHT CHARIOT.png|70px]] Light Chariot&lt;br /&gt;
| Ranged Mounted Horse&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 120 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 100 Food&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 1 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 4 Food&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
| rowspan=2 | Carthage&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT KUSHITE CAVALRY.png|70px]] Kushite Cavalry&lt;br /&gt;
| Ranged Mounted Horse&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 160 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 100 Wood&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 100 Food&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 2 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 6 Food&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT HOPLITE.png|70px]] Hoplite&lt;br /&gt;
| Melee Infantry Polearm&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 120 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 100 Iron&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 1 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 2 Iron&lt;br /&gt;
| &lt;br /&gt;
* Starts with Formation&lt;br /&gt;
* Starts with Anti-Mounted II&lt;br /&gt;
* Starts with Pierce I&lt;br /&gt;
* Has ZOC&lt;br /&gt;
| rowspan=2 | Greece&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT PHALANGITE.png|70px]] Phalangite&lt;br /&gt;
| Melee Infantry Polearm&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 160 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 100 Wood&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 100 Iron&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 2 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 4 Iron&lt;br /&gt;
| &lt;br /&gt;
* Starts with Formation&lt;br /&gt;
* Starts with Anti-Mounted II&lt;br /&gt;
* Starts with Pierce I&lt;br /&gt;
* Has ZOC&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT HEAVY CHARIOT.png|70px]] Heavy Chariot&lt;br /&gt;
| Melee Mounted Horse&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 120 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 100 Food&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 1 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 4 Food&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
* Starts with Circle&lt;br /&gt;
* Starts with Rout&lt;br /&gt;
| rowspan=2 | Hatti&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT THREE MEN CHARIOT.png|70px]] Three Man Chariot&lt;br /&gt;
| Melee Mounted Horse&lt;br /&gt;
| 8&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 160 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 100 Wood&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 100 Food&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 2 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 6 Food&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
* Starts with Circle&lt;br /&gt;
* Starts with Rout&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT PALTON CAVALRY.png|70px]] Palton Cavalry&lt;br /&gt;
| Ranged Mounted Horse&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 120 Training&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 100 Iron&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 50 Food&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 1 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 2 Iron&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
* Starts with Rout&lt;br /&gt;
| rowspan=2 | Persia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT CATAPHRACT ARCHER.png|70px]] Cataphract Archer&lt;br /&gt;
| Ranged Mounted Horse&lt;br /&gt;
| 8&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 160 Training&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 100 Iron&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 100 Food&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 2 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 4 Iron&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
* Starts with Rout&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT HASTATUS.png|70px]] Hastatus&lt;br /&gt;
| Melee Infantry&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 120 Training&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 150 Iron&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 1 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 2 Iron&lt;br /&gt;
| &lt;br /&gt;
* Has ZOC&lt;br /&gt;
* Can Fortify&lt;br /&gt;
* Can Testudo&lt;br /&gt;
* Starts with Centurion&lt;br /&gt;
| rowspan=2 | Rome&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT LEGIONARY.png|70px]] Legionary&lt;br /&gt;
| Melee Infantry&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 160 Training&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 200 Iron&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 2 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 4 Iron&lt;br /&gt;
| &lt;br /&gt;
* Has ZOC&lt;br /&gt;
* Can Fortify&lt;br /&gt;
* Can Testudo&lt;br /&gt;
* Starts with Centurion&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tribal units ==&lt;br /&gt;
Tribal units can only be recruited by Tribes. Nations may also be able to recruit them as mercenaries. Tribal units have the following characteristics:&lt;br /&gt;
* Cannot be promoted or earn XP.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Fatigue Limit.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Type !! Strength !! Movement !! Vision !! Range !! Consumes !! Notes !! Tribes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT MARAUDER.png|70px]] Marauder&lt;br /&gt;
| Melee Infantry&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 1 Money&lt;br /&gt;
| &lt;br /&gt;
* Has ZOC&lt;br /&gt;
| Barbarians&amp;lt;br&amp;gt;Danes&amp;lt;br&amp;gt;Gauls&amp;lt;br&amp;gt;Thracians&amp;lt;br&amp;gt;Vandals&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT SKIRMISHER.png|70px]] Skirmisher&lt;br /&gt;
| Ranged Infantry&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 1 Money&lt;br /&gt;
| &lt;br /&gt;
* Has ZOC&lt;br /&gt;
| Barbarians&amp;lt;br&amp;gt;Danes&amp;lt;br&amp;gt;Gauls&amp;lt;br&amp;gt;Thracians&amp;lt;br&amp;gt;Vandals&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT ELITE MARAUDER.png|70px]] Elite Marauder&lt;br /&gt;
| Melee Infantry&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 2 Money&lt;br /&gt;
| &lt;br /&gt;
* Has ZOC&lt;br /&gt;
| Barbarians&amp;lt;br&amp;gt;Danes&amp;lt;br&amp;gt;Gauls&amp;lt;br&amp;gt;Thracians&amp;lt;br&amp;gt;Vandals&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT ELITE SKIRMISHER.png|70px]] Elite Skirmisher&lt;br /&gt;
| Ranged Infantry&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 2 Money&lt;br /&gt;
| &lt;br /&gt;
* Has ZOC&lt;br /&gt;
| Barbarians&amp;lt;br&amp;gt;Danes&amp;lt;br&amp;gt;Gauls&amp;lt;br&amp;gt;Thracians&amp;lt;br&amp;gt;Vandals&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT JAVELINEER.png|70px]] Javelineer&lt;br /&gt;
| Ranged Infantry&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 3 Money&lt;br /&gt;
| &lt;br /&gt;
* Has ZOC&lt;br /&gt;
| Danes&amp;lt;br&amp;gt;Gauls&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT ELITE JAVELINEER.png|70px]] Elite Javelineer&lt;br /&gt;
| Ranged Infantry&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 4 Money&lt;br /&gt;
| &lt;br /&gt;
* Has ZOC&lt;br /&gt;
| Danes&amp;lt;br&amp;gt;Gauls&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT WARLORD.png|70px]] Warlord&lt;br /&gt;
| Melee Infantry&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 3 Money&lt;br /&gt;
| &lt;br /&gt;
* Has ZOC&lt;br /&gt;
| Thracians&amp;lt;br&amp;gt;Vandals&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT ELITE WARLORD.png|70px]] Elite Warlord&lt;br /&gt;
| Melee Infantry&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 4 Money&lt;br /&gt;
| &lt;br /&gt;
* Has ZOC&lt;br /&gt;
| Thracians&amp;lt;br&amp;gt;Vandals&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT NOMAD MARAUDER.png|70px]] Nomad Marauder&lt;br /&gt;
| Melee Mounted&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 1 Money&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
| Numidians&amp;lt;br&amp;gt;Scythians&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT NOMAD SKIRMISHER.png|70px]] Nomad Skirmisher&lt;br /&gt;
| Ranged Mounted&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 1 Money&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
| Numidians&amp;lt;br&amp;gt;Scythians&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT NOMAD WARLORD.png|70px]] Nomad Warlord&lt;br /&gt;
| Melee Mounted&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 3 Money&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
| Numidians&amp;lt;br&amp;gt;Scythians&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT ELITE NOMAD MARAUDER.png|70px]] Elite Nomad Marauder&lt;br /&gt;
| Melee Mounted&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 2 Money&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
| Numidians&amp;lt;br&amp;gt;Scythians&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT ELITE NOMAD SKIRMISHER.png|70px]] Elite Nomad Skirmisher&lt;br /&gt;
| Ranged Mounted&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 2 Money&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
| Numidians&amp;lt;br&amp;gt;Scythians&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT ELITE NOMAD WARLORD.png|70px]] Nomad Elite Warlord&lt;br /&gt;
| Melee Mounted&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 4 Money&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
| Numidians&amp;lt;br&amp;gt;Scythians&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT LIBYAN CAVALRY.png|70px]] Libyan Cavalry&lt;br /&gt;
| Ranged Mounted&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 3 Money&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
* +25% Strength From Sand&lt;br /&gt;
| Numidians&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT ELITE LIBYAN CAVALRY.png|70px]] Elite Libyan Cavalry&lt;br /&gt;
| Ranged Mounted&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 4 Money&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
* +25% Strength From Sand&lt;br /&gt;
| Numidians&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT AMAZON CAVALRY.png|70px]] Amazon Cavalry&lt;br /&gt;
| Ranged Mounted&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 3 Money&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
* +10% Strength vs Ranged Units&lt;br /&gt;
| Scythians&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT ELITE AMAZON CAVALRY.png|70px]] Elite Amazon Cavalry&lt;br /&gt;
| Ranged Mounted&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 4 Money&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
* +10% Strength vs Ranged Units&lt;br /&gt;
| Scythians&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Old_World/index.php?title=Nations&amp;diff=1313</id>
		<title>Nations</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Old_World/index.php?title=Nations&amp;diff=1313"/>
		<updated>2023-03-13T16:12:31Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: /* Tribes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nations are the major states that are vying for Victory in Old World.&lt;br /&gt;
&lt;br /&gt;
== Player nations ==&lt;br /&gt;
There are 8 major Nations present in Old World. The Archetype of the starting Nation Leader can be changed in the map settings and the class of each family can be randomized as well.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Civilization !! Leader !! Leader Traits !! Leader Archetype !! Bonuses !! Starting Techs !! Shrines !! Unique Units !! Families&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Assyria&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT ASHURBANIPAL.png|150px]]&lt;br /&gt;
| Ashurbanipal&lt;br /&gt;
| Educated&lt;br /&gt;
| [[File:TRAIT ZEALOT.png|25px]] Zealot&lt;br /&gt;
| &lt;br /&gt;
* [All Cities] New Units start with Focus I&lt;br /&gt;
* [All Units] +100% Pillage Yield&lt;br /&gt;
* [All units] +2 [[File:YIELD ORDERS.png|25px]] Orders per Military Unit Killed&lt;br /&gt;
| [[File:TECH ADMINISTRATION.png|25px]] Administration&amp;lt;br&amp;gt;[[File:TECH MILITARY DRILL.png|25px]] Military Drill&amp;lt;br&amp;gt;[[File:TECH TRAPPING.png|25px]] Trapping&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE KINGSHIP.png|25px]] Ashur&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE WAR.png|25px]] Ninurta&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE FIRE.png|25px]] Nuska&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE SUN.png|25px]] Shamash&lt;br /&gt;
| [[File:UNIT BATTERING RAM.png|25px]] Battering Ram&amp;lt;br&amp;gt;[[File:UNIT SIEGE TOWER.png|25px]] Siege Tower&lt;br /&gt;
| Adasi (Patrons)&amp;lt;br&amp;gt;Erishum (Clerics)&amp;lt;br&amp;gt;Sargonid (Champions)&amp;lt;br&amp;gt;Tudiya (Hunters)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Babylonia&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT NEBUCHADNEZZAR.png|150px]]&lt;br /&gt;
| Nebuchadnezzar&lt;br /&gt;
| Prosperous&lt;br /&gt;
| [[File:TRAIT SCHOLAR.png|25px]] Scholar&lt;br /&gt;
| &lt;br /&gt;
* [All Cities] +1 [[File:YIELD SCIENCE.png|25px]] Science per turn&lt;br /&gt;
* [All Cities] +20% [[File:YIELD GROWTH.png|25px]] Growth&lt;br /&gt;
* [All Cities] +2 [[File:YIELD CULTURE.png|25px]] Culture per turn with Treasury&lt;br /&gt;
| [[File:TECH ADMINISTRATION.png|25px]] Administration&amp;lt;br&amp;gt;[[File:TECH RHETORIC.png|25px]] Rhetoric&amp;lt;br&amp;gt;[[File:TECH TRAPPING.png|25px]] Trapping&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE UNDERWORLD.png|25px]] Ereshkigal&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE LOVE.png|25px]] Ishtar&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE KINGSHIP.png|25px]] Madruk&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE WISDOM.png|25px]] Nabu&lt;br /&gt;
| [[File:UNIT AKKADIAN ARCHER.png|25px]] Akkadian Archer&amp;lt;br&amp;gt;[[File:UNIT CIMMERIAN ARCHER.png|25px]] Cimmerian Archer&lt;br /&gt;
| Amorite (Sages)&amp;lt;br&amp;gt;Chaldean (Artisans)&amp;lt;br&amp;gt;Isin (Traders)&amp;lt;br&amp;gt;Kassite (Hunters)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cartage&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT DIDO.png|150px]]&lt;br /&gt;
| Dido&lt;br /&gt;
| Cunning&amp;lt;br&amp;gt;Engineer&lt;br /&gt;
| [[File:TRAIT DIPLOMAT.png|25px]] Diplomat&lt;br /&gt;
| &lt;br /&gt;
* [New Cities] +200 [[File:YIELD CIVICS.png|25px]] Civics&lt;br /&gt;
* [All Cities] +10 [[File:YIELD MONEY.png|25px]] Money if [[File:City Connected.png|25px]] Connected&lt;br /&gt;
* [Ability] Can hire Mercenaries from Tribes&lt;br /&gt;
| [[File:TECH ARISTOCRACY.png|25px]] Aristocracy&amp;lt;br&amp;gt;[[File:TECH DIVINATION.png|25px]] Divination&amp;lt;br&amp;gt;[[File:TECH TRAPPING.png|25px]] Trapping&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE LOVE.png|25px]] Astarte&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HEALING.png|25px]] Eshmun&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE WATER.png|25px]] Melqart&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HEARTH.png|25px]] Tanit&lt;br /&gt;
| [[File:UNIT AFRICAN ELEPHANT.png|25px]] African Elephant&amp;lt;br&amp;gt;[[File:UNIT TURRETED ELEPHANT.png|25px]] Turreted Elephant&lt;br /&gt;
| Barcid (Riders)&amp;lt;br&amp;gt;Didonian (Statesmen)&amp;lt;br&amp;gt;Hannoid (Traders)&amp;lt;br&amp;gt;Magonid (Artisans)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Egypt&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT HATSHEPSUT.png|150px]]&lt;br /&gt;
| Hatshepsut&lt;br /&gt;
| Inspiring&lt;br /&gt;
| [[File:TRAIT BUILDER.png|25px]] Builder&lt;br /&gt;
| &lt;br /&gt;
* [On Start] +400 [[File:YIELD STONE.png|25px]] Stone&lt;br /&gt;
* [All Cities] +40% Yield from [[File:IMPROVEMENT FARM.png|25px]] Farm on River&lt;br /&gt;
* [All Cities] -25% Cost for Adjacent Improvement Classes&lt;br /&gt;
| [[File:TECH IRONWORKING.png|25px]] Ironworking&amp;lt;br&amp;gt;[[File:TECH LABOR FORCE.png|25px]] Labor Force&amp;lt;br&amp;gt;[[File:TECH STONECUTTING.png|25px]] Stonecutting&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE HEALING.png|25px]] Isis&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HUNTING.png|25px]] Neith&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE UNDERWORLD.png|25px]] Osiris&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE SUN.png|25px]] Ra&lt;br /&gt;
| [[File:UNIT LIGHT CHARIOT.png|25px]] Light Chariot&amp;lt;br&amp;gt;[[File:UNIT KUSHITE CAVALRY.png|25px]] Kushite Cavalry&lt;br /&gt;
| Amarna (Clerics)&amp;lt;br&amp;gt;Ramesside (Riders)&amp;lt;br&amp;gt;Saite (Landowners)&amp;lt;br&amp;gt;Thusmosid (Sages)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Greece&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT PHILIP.png|150px]]&lt;br /&gt;
| Philip&lt;br /&gt;
| Bold&lt;br /&gt;
| [[File:TRAIT COMMANDER.png|25px]] Commander&lt;br /&gt;
| &lt;br /&gt;
* Unlocks [[File:PROJECT OLYMPICS 1.png|25px]] Olympiad projects&lt;br /&gt;
* [All Cities] +2 [[File:YIELD CULTURE.png|25px]] Culture per turn&lt;br /&gt;
* [All Cities] -25% Cost for Settlers&lt;br /&gt;
* Can choose one of 5 Nation Leaders if Heroes of the Aegean DLC is installed&lt;br /&gt;
| [[File:TECH DRAMA.png|25px]] Drama&amp;lt;br&amp;gt;[[File:TECH IRONWORKING.png|25px]] Ironworking&amp;lt;br&amp;gt;[[File:TECH STONECUTTING.png|25px]] Stonecutting&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE WISDOM.png|25px]] Athena&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE UNDERWORLD.png|25px]] Hades&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE WATER.png|25px]] Poseidon&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE KINGSHIP.png|25px]] Zeus&lt;br /&gt;
| [[File:UNIT HOPLITE.png|25px]] Hoplite&amp;lt;br&amp;gt;[[File:UNIT PHALANGITE.png|25px]] Phalangite&lt;br /&gt;
| Alcmaeonid (Sages)&amp;lt;br&amp;gt;Argead (Champions)&amp;lt;br&amp;gt;Cypselid (Artisans)&amp;lt;br&amp;gt;Seleucid (Patrons)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hatti&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT HATTUSILI.png|150px]]&lt;br /&gt;
| Hattusili&lt;br /&gt;
| Warlike&lt;br /&gt;
| [[File:TRAIT JUDGE.png|25px]] Judge&lt;br /&gt;
| &lt;br /&gt;
* [All Cities] +1 [[File:YIELD CIVICS.png|25px]] Civics per turn&lt;br /&gt;
* [All Units] Can Remove Vegetation&lt;br /&gt;
* [All Units] Ignore Hill Movement Penalties&lt;br /&gt;
| [[File:TECH ADMINISTRATION.png|25px]] Administration&amp;lt;br&amp;gt;[[File:TECH HUSBANDRY.png|25px]] Husbandry&amp;lt;br&amp;gt;[[File:TECH IRONWORKING.png|25px]] Ironworking&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE HEARTH.png|25px]] Arinnitti&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HEALING.png|25px]] Kamrusepa&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HUNTING.png|25px]] Halki&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE WAR.png|25px]] Tarhun&lt;br /&gt;
| [[File:UNIT HEAVY CHARIOT.png|25px]] Heavy Chariot&amp;lt;br&amp;gt;[[File:UNIT THREE MEN CHARIOT.png|25px]] Three Man Chariot&lt;br /&gt;
| Hattusan (Traders)&amp;lt;br&amp;gt;Kussaran (Riders)&amp;lt;br&amp;gt;Nenassan (Landowners)&amp;lt;br&amp;gt;Zalpuwan (Patrons)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Persia&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT CYRUS.png|150px]]&lt;br /&gt;
| Cyrus&lt;br /&gt;
| Tough&lt;br /&gt;
| [[File:TRAIT HERO.png|25px]] Hero&lt;br /&gt;
| &lt;br /&gt;
* +50% Harvest Production&lt;br /&gt;
* [All Cities] -25% Cost for Ranged Units&lt;br /&gt;
* [All Cities] +0.5 [[File:YIELD ORDERS.png|25px]] Orders per turn per [[File:IMPROVEMENT PASTURE.png|25px]] Pasture&lt;br /&gt;
| [[File:TECH HUSBANDRY.png|25px]] Husbandry&amp;lt;br&amp;gt;[[File:TECH IRONWORKING.png|25px]] Ironworking&amp;lt;br&amp;gt;[[File:TECH TRAPPING.png|25px]] Trapping&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE WATER.png|25px]] Anahita&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE FIRE.png|25px]] Atar&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HUNTING.png|25px]] Mithra&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE SUN.png|25px]] Hvar Khshaita&lt;br /&gt;
| [[File:UNIT PALTON CAVALRY.png|25px]] Palton Cavalry&amp;lt;br&amp;gt;[[File:UNIT CATAPHRACT ARCHER.png|25px]] Cataphract Archer&lt;br /&gt;
| Achaemenid (Statesmen)&amp;lt;br&amp;gt;Arsacid (Clerics)&amp;lt;br&amp;gt;Mihranid (Hunters)&amp;lt;br&amp;gt;Sasanid (Riders)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rome&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT ROMULUS.png|150px]]&lt;br /&gt;
| Romulus&lt;br /&gt;
| Ruthless&lt;br /&gt;
| [[File:TRAIT TACTICIAN.png|25px]] Tactician&lt;br /&gt;
| &lt;br /&gt;
* [All Cities] +2 [[File:YIELD TRAINING.png|25px]] Training per turn&lt;br /&gt;
* [All Units] +2 Fatigue Limit&lt;br /&gt;
| [[File:TECH IRONWORKING.png|25px]] Ironworking&amp;lt;br&amp;gt;[[File:TECH POLIS.png|25px]] Polis&amp;lt;br&amp;gt;[[File:TECH STONECUTTING.png|25px]] Stonecutting&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE WAR.png|25px]] Mars&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE LOVE.png|25px]] Venus&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HEARTH.png|25px]] Vesta&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE FIRE.png|25px]] Vulcan&lt;br /&gt;
| [[File:UNIT HASTATUS.png|25px]] Hastatus&amp;lt;br&amp;gt;[[File:UNIT LEGIONARY.png|25px]] Legionary&lt;br /&gt;
| Claudius (Landowners)&amp;lt;br&amp;gt;Fabius (Champions)&amp;lt;br&amp;gt;Julius (Statesmen)&amp;lt;br&amp;gt;Valerius (Patrons)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Laws ==&lt;br /&gt;
[[File:Laws screen.png|thumb|300px|The Laws tab]]&lt;br /&gt;
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 [[File:YIELD CIVICS.png|25px]] Civics to pass it.&lt;br /&gt;
&lt;br /&gt;
=== No Upkeep Laws ===&lt;br /&gt;
No Upkeep Laws cost 250 [[File:YIELD CIVICS.png|25px]] Civics to pass and have no yearly costs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Law 1 !! Law 2 !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW EPICS.png|40px]] Epics&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Hero Opinion&lt;br /&gt;
* [[File:YIELD CULTURE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Culture per killed Military Unit in nearest City&lt;br /&gt;
| [[File:LAW EXPLORATION.png|40px]] Exploration&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Hunters Opinion&lt;br /&gt;
* Movement Bonus along Neutral River&lt;br /&gt;
* Scouts move on Water&lt;br /&gt;
| [[File:TECH RHETORIC.png|25px]] Rhetoric&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW SLAVERY.png|40px]] Slavery&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Builder Opinion&lt;br /&gt;
* [[File:IMPROVEMENT MINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Mine Yield [All Cities]&lt;br /&gt;
* [[File:IMPROVEMENT QUARRY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Quarry Yield [All Cities]&lt;br /&gt;
* [[File:YIELD DISCONTENT.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discontent per year [All Cities]&lt;br /&gt;
| [[File:LAW FREEDOM.png|40px]] Freedom&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Sages Opinion&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year per Specialist [All Cities]&lt;br /&gt;
| [[File:TECH LABOR FORCE.png|25px]] Labor Force&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW CENTRALIZATION.png|40px]] Centralization&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Legalism Opinion&lt;br /&gt;
* [[File:IMPROVEMENT MINE.png|25px]] Farms can be constructed on Marsh terrain&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per year per Culture Level [Capital City]&lt;br /&gt;
| [[File:LAW VASSALAGE.png|40px]] Vassalage&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Riders Opinion&lt;br /&gt;
* -50% Unit Consumption&lt;br /&gt;
* No extra Unit Consumption when Outside Borders&lt;br /&gt;
| [[File:TECH ARISTOCRACY.png|25px]] Aristocracy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Low Upkeep Laws ===&lt;br /&gt;
Low Upkeep Laws cost 400 [[File:YIELD CIVICS.png|25px]] Civics to pass and have low yearly costs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Law 1 !! Law 2 !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW TYRANNY.png|40px]] Tyranny&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orator Opinion&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+8&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year per Military Unit in Territory [All Cities]&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:LAW CONSTITUTION.png|40px]] Constitution&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Statesman Opinion&lt;br /&gt;
* [[File:PROJECT DECREE 1.png|25px]] Enables the Decree projects [Capital City]&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per year per Urban Specialist [All Cities]&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year&lt;br /&gt;
| [[File:TECH SOVEREIGNTY.png|25px]] Sovereignty&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW COLONIES.png|40px]] Colonies&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Diplomat Opinion&lt;br /&gt;
* [[File:BUY TILE.png|25px]] Enables the Buy Tile action&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year&lt;br /&gt;
| [[File:LAW SERFDOM.png|40px]] Serfdom&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Landowners Opinion&lt;br /&gt;
* [[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders per year&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-12&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
* [[File:YIELD DISCONTENT.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discontent per year [All Cities]&lt;br /&gt;
| [[File:TECH NAVIGATION.png|25px]] Navigation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW MONOTHEISM.png|40px]] Monotheism&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Gnosticism Opinion&lt;br /&gt;
* [[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders per year [State Religion Cities]&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:LAW POLYTHEISM.png|40px]] Polytheism&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Mythology Opinion&lt;br /&gt;
* Shrines can be constructed multiple times&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-12&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:TECH MONASTICISM.png|25px]] Monasticism&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Medium Upkeep Laws ===&lt;br /&gt;
Medium Upkeep Laws cost 400 [[File:YIELD CIVICS.png|25px]] Civics to pass and have medium yearly costs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Law 1 !! Law 2 !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW DIVINE RULE.png|40px]] Divine Rule&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Clerics Opinion&lt;br /&gt;
* [[File:MISSION ADOPT RELIGION.png|25px]] Can Adopt Pagan State Religions&lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness per year per Shrine [All Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-18&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:LAW LEGAL CODE.png|40px]] Legal Code&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Judge Opinion&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year per Active Law&lt;br /&gt;
* [[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-0.6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders per year&lt;br /&gt;
| [[File:TECH CITIZENSHIP.png|25px]] Citizenship&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW TOLERANCE.png|40px]] Tolerance&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Dualism Opinion&lt;br /&gt;
* Can Build Non-State Religions Disciples&lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness per year per Non-State Religion [All Cities]&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:LAW ORTHODOXY.png|40px]] Orthodoxy&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Revelation Opinion&lt;br /&gt;
* Disciples Can Purge World Religions&lt;br /&gt;
* Can Hurry Production with Orders [Stare Religion Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-18&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:TECH DOCTRINE.png|25px]] Doctrine&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW PROFESSIONAL ARMY.png|40px]] Professional Army&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Tactician Opinion&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; XP from Combat&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year with Treasury [All Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-18&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:LAW VOLUNTEERS.png|40px]] Volunteers&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Champions Opinion&lt;br /&gt;
* Can Hurry Production with Population&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year per War&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:TECH MANOR.png|25px]] Manor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== High Upkeep Laws ===&lt;br /&gt;
High Upkeep Laws cost 400 [[File:YIELD CIVICS.png|25px]] Civics to pass and have high yearly costs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Law 1 !! Law 2 !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW PHILOSOPHY.png|40px]] Philosophy&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Enlightenment Opinion&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Urban Specialists Production Time [All Cities]&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per year with Forum [All Cities]&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-9&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:LAW ENGINEERING.png|40px]] Engineering&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Scholar Opinion&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wonder Costs&lt;br /&gt;
* [[File:City Connected.png|25px]] Roads bridge across Rivers&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-24&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:TECH ARCHITECTURE.png|25px]] Architecture&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW ICONOGRAPHY.png|40px]] Iconography&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Veneration Opinion&lt;br /&gt;
* No Random Non-State Religion Spread [All Cities]&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year per Monastery [All Cities]&lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness per year per Cathedral [All Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year per Temple [All Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-24&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:LAW CALLIGRAPHY.png|40px]] Calligraphy&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Patrons Opinion&lt;br /&gt;
* [[File:YIELD CULTURE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Culture per year per Library [All Cities]&lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness per year per Elder Specialist [All Cities]&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-9&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:TECH VAULTING.png|25px]] Vaulting&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW PILGRIMAGE.png|40px]] Pilgrimage&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Redemption Opinion&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per year per Grove [All Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year per Cities with Religion [All Cities]&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-12&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year&lt;br /&gt;
| [[File:LAW HOLY WAR.png|40px]] Holy War&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Zealot Opinion&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Random Promotion for New Units [All Cities]&lt;br /&gt;
* Can Hurry Production of Units with Money [Stare Religion Cities]&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per year&lt;br /&gt;
| [[File:TECH MARTIAL CODE.png|25px]] Martial Code&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Very High Upkeep Laws ===&lt;br /&gt;
Very High Upkeep Laws cost 400 [[File:YIELD CIVICS.png|25px]] Civics to pass and have very high yearly costs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Law 1 !! Law 2 !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW GUILDS.png|40px]] Guilds&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; Artisans Opinion&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Rebels Chance [All Cities]&lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness per year per Town [All Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:LAW ELITES.png|40px]] Elites&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Schemer Opinion&lt;br /&gt;
* Store 100 Orders between Years&lt;br /&gt;
* [[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders per year with Legendary Culture Level [All Cities]&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-15&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year&lt;br /&gt;
| [[File:TECH JURISPRUDENCE.png|25px]] Jurisprudence&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW AUTARKY.png|40px]] Autarky&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; Commander Opinion&lt;br /&gt;
* [[File:IMPROVEMENT MINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Mine Yield [All Cities]&lt;br /&gt;
* [[File:IMPROVEMENT QUARRY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Quarry Yield [All Cities]&lt;br /&gt;
* [[File:IMPROVEMENT LUMBERMILL.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Lumbermill Yield [All Cities]&lt;br /&gt;
* Can build units that require Horses, Camels or Elephants [All Cities]&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per year&lt;br /&gt;
| [[File:LAW TRADE LEAGUE.png|40px]] Trade League&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Traders Opinion&lt;br /&gt;
* [[File:PROJECT CONVOY 1.png|25px]] Enables the Convoy projects&lt;br /&gt;
* Resource selling price becomes buying price&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-12&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:TECH LATEEN SAIL.png|25px]] Lateen Sail&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW COIN DEBASEMENT.png|40px]] Coin Debasement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Schemer Opinion&lt;br /&gt;
* Can buy and sell Orders with Money&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:LAW MONETARY REFORM.png|40px]] Monetary Reform&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Traders Opinion&lt;br /&gt;
* No Discontent from Hurry Production&lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness per year [All Cities]&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-12&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:TECH FISCAL POLICY.png|25px]] Fiscal Policy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Succession ==&lt;br /&gt;
Once a Nation Leader dies, its Heir becomes the new Nation Leader. If the Nation doesn&#039;t have a heir when the Nation Leader dies the game ends. Which child becomes Heir depends on the Succession Law. The Heir can also be chosen manually via a character action, but this carries a penalty of [[File:YIELD LEGITIMACY.png|25px]] 10 Legitimacy. There are 5 possible Succession Laws, with the starting one being decided in the new game settings. Changing Succession Law initially costs 100 [[File:YIELD CIVICS.png|25px]] Civics, and the cost increases by 50 for each subsequent change.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Succession Law !! Heir&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW PRIMOGENITURE.png|55px]] Primogeniture || Oldest child&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW ULTIMOGENITURE.png|55px]] Ultimogeniture || Youngest child&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW LATERAL.png|55px]] Lateral || Siblings before children&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW DYNASTIC.png|55px]] Dynastic || Oldest character with a direct line to the Nation&#039;s Founder&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW SENIORITY.png|55px]] Seniority || Oldest dynasty member&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Families ==&lt;br /&gt;
Families are the leading clans within a Nation that control its cities, with different dispositions and conflicting interests. Their preferences determine what Ambitions a Nation Leader can pursue. The Opinion that a family has towards its Nation&#039;s Leader can trigger various events. Each Nation has 4 Families, which may belong to one of 10 classes. The first City founded for a Family will be the Family Seat.&lt;br /&gt;
&lt;br /&gt;
Each Family will have two preferred luxury resources. Each one of their cities that doesn&#039;t have the luxury resource will decrease the Family&#039;s Opinion by 10. In addition, if a Family has fewer cities than the other Families it will suffer an Opinion penalty.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class !! City Effects !! Family Seat Effects !! Seat Founded Bonus !! Common Traits !! Wanted Luxuries !! Opinion&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Artisans&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD CULTURE.png|25px]] +4 Culture per year&lt;br /&gt;
* [[File:IMPROVEMENT MINE.png|25px]] +20% Mine Yield&lt;br /&gt;
* [[File:IMPROVEMENT LUMBERMILL.png|25px]] +20% Lumbermill Yield&lt;br /&gt;
* New Siege and Ship Units start with Ingenuity&lt;br /&gt;
| -2 Turns Urban Improvement Build Time&lt;br /&gt;
| [[File:UNIT WORKER.png|25px]] Worker&lt;br /&gt;
| [[File:TRAIT SCHEMER.png|25px]] Schemer (x10)&amp;lt;br&amp;gt;[[File:TRAIT BUILDER.png|25px]] Builder (x5)&amp;lt;br&amp;gt;[[File:TRAIT ORATOR.png|25px]] Orator (x5)&lt;br /&gt;
| [[File:RESOURCE DYE.png|25px]] Dyes&amp;lt;br&amp;gt;[[File:RESOURCE GEM.png|25px]] Gems&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW GUILDS.png|25px]] Guilds law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT AMPHITHEATER.png|25px]] Amphitheater improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Luxuries&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Pillaged Improvements Inside Territory&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Champions&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] +2 Training per year&lt;br /&gt;
* +50% City Defense&lt;br /&gt;
* New Units start with Steadfast&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] +50% Training&lt;br /&gt;
| [[File:UNIT MILITIA.png|25px]] Militia&lt;br /&gt;
| [[File:TRAIT COMMANDER.png|25px]] Commander (x10)&amp;lt;br&amp;gt;[[File:TRAIT HERO.png|25px]] Hero (x10)&lt;br /&gt;
| [[File:RESOURCE DYE.png|25px]] Dyes&amp;lt;br&amp;gt;[[File:RESOURCE WINE.png|25px]] Wine&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW VOLUNTEERS.png|25px]] Volunteers law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT GARRISON 3.png|25px]] Citadel improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Largest Military&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Weakest Military&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Clerics&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] +1 Happiness per year&lt;br /&gt;
* [[File:TERRAIN SAND.png|25px]] Sand terrain can support Urban Improvements&lt;br /&gt;
* +100 Monastery and Temple Yield&lt;br /&gt;
| -50% Disciple Units Production Time&lt;br /&gt;
| [[File:TECH MONASTICISM.png|25px]] Monasticism&amp;lt;br&amp;gt;Found Judaism or Zoroastrianism&lt;br /&gt;
| [[File:TRAIT ZEALOT.png|25px]] Zealot (x10)&amp;lt;br&amp;gt;[[File:TRAIT COMMANDER.png|25px]] Commander (x5)&amp;lt;br&amp;gt;[[File:TRAIT SCHOLAR.png|25px]] Scholar (x5)&lt;br /&gt;
| [[File:RESOURCE INCENSE.png|25px]] Incense&amp;lt;br&amp;gt;[[File:RESOURCE LAVENDER.png|25px]] Lavender&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW DIVINE RULE.png|25px]] Divine Rule law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; per Cathedral improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per Holy City&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per City without Religion&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hunters&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] +2 Training per year&lt;br /&gt;
* [[File:IMPROVEMENT CAMP.png|25px]] +100% Camp Yield&lt;br /&gt;
* New Ranged Units start with Sentinel&lt;br /&gt;
| [[File:PROJECT HUNT 1.png|25px]] Enables the Hunt projects&lt;br /&gt;
| [[File:YIELD IRON.png|25px]] 50 Iron&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 50 Stone&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&lt;br /&gt;
| [[File:TRAIT TACTICIAN.png|25px]] Tactician (x10)&amp;lt;br&amp;gt;[[File:TRAIT HERO.png|25px]] Hero (x5)&amp;lt;br&amp;gt;[[File:TRAIT SCHEMER.png|25px]] Schemer (x5)&lt;br /&gt;
| [[File:RESOURCE FUR.png|25px]] Fur&amp;lt;br&amp;gt;[[File:RESOURCE HONEY.png|25px]] Honey&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW EXPLORATION.png|25px]] Exploration law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT RANGE.png|25px]] Range improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per Defended City&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Hostile Tribal Units in Territory&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Landowners&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD GROWTH.png|25px]] +2 Growth per year&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] +5 Money per year per Farm&lt;br /&gt;
* -50% Rural Specialists Production Time&lt;br /&gt;
| [[File:BUY TILE.png|25px]] Enables the Buy Tile action&lt;br /&gt;
| 2 Citizens&lt;br /&gt;
| [[File:TRAIT BUILDER.png|25px]] Builder (x10)&amp;lt;br&amp;gt;[[File:TRAIT JUDGE.png|25px]] Judge (x5)&amp;lt;br&amp;gt;[[File:TRAIT TACTICIAN.png|25px]] Tactician (x5)&lt;br /&gt;
| [[File:RESOURCE HONEY.png|25px]] Honey&amp;lt;br&amp;gt;[[File:RESOURCE OLIVE.png|25px]] Olives&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW SERFDOM.png|25px]] Serfdom law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT TOWN.png|25px]] Town improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Most Cities&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Fewest Cities&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Nation Ruler age is below 18&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Patrons&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] +2 Civics per year&lt;br /&gt;
* [[File:YIELD CULTURE.png|25px]] +4 Culture per year per Bullion Resource (Gems, Gold, Pearls, Silver)&lt;br /&gt;
* [[File:RESOURCE LITERATURE.png|25px]] Creates Literature Luxury&lt;br /&gt;
| [[File:YIELD HAPPINESS.png|25px]] +1 Happiness Level per Culture Event&lt;br /&gt;
| Court Minister&lt;br /&gt;
| [[File:TRAIT ORATOR.png|25px]] Orator (x10)&amp;lt;br&amp;gt;[[File:TRAIT BUILDER.png|25px]] Builder (x5)&amp;lt;br&amp;gt;[[File:TRAIT SCHOLAR.png|25px]] Scholar (x5)&lt;br /&gt;
| [[File:RESOURCE GEM.png|25px]] Gems&amp;lt;br&amp;gt;[[File:RESOURCE INCENSE.png|25px]] Incense&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW CALLIGRAPHY.png|25px]] Calligraphy law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT HEATED BATHS.png|25px]] Heated Baths improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:CHAR FILTER GOVERNOR.png|25px]] Governor&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per Wonder of the World&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Leader or Heir from same Family&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Riders&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] +2 Training per year&lt;br /&gt;
* [[File:City Connected.png|25px]] Always Connected&lt;br /&gt;
* New Mounted Units start with Saddleborn&lt;br /&gt;
| Mounted Units do not require map resources&lt;br /&gt;
| [[File:UNIT SCOUT.png|25px]] Scout&lt;br /&gt;
| [[File:TRAIT ZEALOT.png|25px]] Zealot (x10)&amp;lt;br&amp;gt;[[File:TRAIT HERO.png|25px]] Hero (x5)&amp;lt;br&amp;gt;[[File:TRAIT TACTICIAN.png|25px]] Tactician (x5)&lt;br /&gt;
| [[File:RESOURCE FUR.png|25px]] Fur&amp;lt;br&amp;gt;[[File:RESOURCE SALT.png|25px]] Salt&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW VASSALAGE.png|25px]] Vassalage law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT BARRACKS.png|25px]] Barracks improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:CHAR FILTER GENERAL.png|25px]] General&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Leader or Spouse from another Nation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sages&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] +2 Civics per year&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] +1 Science per year per Specialist&lt;br /&gt;
* -20% Urban Specialists Cost&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] +25% Science&lt;br /&gt;
| Random Technology&lt;br /&gt;
| [[File:TRAIT SCHOLAR.png|25px]] Scholar (x10)&amp;lt;br&amp;gt;[[File:TRAIT DIPLOMAT.png|25px]] Diplomat (x5)&amp;lt;br&amp;gt;[[File:TRAIT JUDGE.png|25px]] Judge (x5)&lt;br /&gt;
| [[File:RESOURCE LAVENDER.png|25px]] Lavender&amp;lt;br&amp;gt;[[File:RESOURCE SALT.png|25px]] Salt&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW FREEDOM.png|25px]] Freedom law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT UNIVERSITY.png|25px]] University improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Most Specialists&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Leader or Spouse from a Tribe&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Statesmen&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD ORDERS.png|25px]] +1 Orders per year&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] +1 Civics per year per Family Opinion Level&lt;br /&gt;
| [[File:PROJECT DECREE 1.png|25px]] Enables the Decree projects&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 400 Civics&lt;br /&gt;
| [[File:TRAIT JUDGE.png|25px]] Judge (x10)&amp;lt;br&amp;gt;[[File:TRAIT COMMANDER.png|25px]] Commander (x5)&amp;lt;br&amp;gt;[[File:TRAIT DIPLOMAT.png|25px]] Diplomat (x5)&lt;br /&gt;
| [[File:RESOURCE PEARL.png|25px]] Pearls&amp;lt;br&amp;gt;[[File:RESOURCE WINE.png|25px]] Wine&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW CONSTITUTION.png|25px]] Constitution law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT PALACE.png|25px]] Palace improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; No Spouse&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; No Councilors&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Traders&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:IMPROVEMENT NETS.png|25px]] +100% Nets Yield&lt;br /&gt;
* [[File:YIELD CULTURE.png|25px]] +1 Culture per year per Specialist&lt;br /&gt;
* New Worker Units start with Surveyor&lt;br /&gt;
| [[File:UNIT CARAVAN.png|25px]] Unlocks Caravan units&lt;br /&gt;
| [[File:IMPROVEMENT FAIR.png|25px]] Fair&amp;lt;br&amp;gt;Court Merchant&lt;br /&gt;
| [[File:TRAIT DIPLOMAT.png|25px]] Diplomat (x10)&amp;lt;br&amp;gt;[[File:TRAIT ORATOR.png|25px]] Orator (x5)&amp;lt;br&amp;gt;[[File:TRAIT SCHEMER.png|25px]] Schemer (x5)&lt;br /&gt;
| [[File:RESOURCE OLIVE.png|25px]] Olives&amp;lt;br&amp;gt;[[File:RESOURCE PEARL.png|25px]] Pearls&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW MONETARY REFORM.png|25px]] Monetary Reform law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW TRADE LEAGUE.png|25px]] Trade League law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT FAIR.png|25px]] Fair improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Connected Cities&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Damaged Cities&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tribes ==&lt;br /&gt;
[[File:Tribe site.png|thumb|300px|A Gaul tribe occupying a city site]]&lt;br /&gt;
Tribes occupy certain City Sites at the start of the game. Tribes that aren&#039;t allied with any Nation will eventually spawn a raiders army. Raiders are always at War with all Nations and will attack the nearest City. How far raiders are willing to travel depends on the game difficulty.&lt;br /&gt;
&lt;br /&gt;
Carthage and Nation Leaders with the [[File:TRAIT ORATOR.png|25px]] Orator archetype can hire Tribe units as mercenaries. The price depends on the unit&#039;s [[File:Icon AttackDefense.png]] Strength, the Opinion of the Tribe and the number of mercenaries recruited so far.&lt;br /&gt;
&lt;br /&gt;
There are 7 Tribes present in Old World:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tribe !! Units !! Always at War&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Barbarians&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT MARAUDER.png|25px]] Marauder&amp;lt;br&amp;gt;[[File:UNIT SKIRMISHER.png|25px]] Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE MARAUDER.png|25px]] Elite Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE SKIRMISHER.png|25px]] Elite Skirmisher&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:cyan;&amp;quot;&amp;gt;&#039;&#039;&#039;Danes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT MARAUDER.png|25px]] Marauder&amp;lt;br&amp;gt;[[File:UNIT SKIRMISHER.png|25px]] Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE MARAUDER.png|25px]] Elite Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE SKIRMISHER.png|25px]] Elite Skirmisher&amp;lt;br&amp;gt;[[File:UNIT JAVELINEER.png|25px]] Javelineer&amp;lt;br&amp;gt;[[File:UNIT ELITE JAVELINEER.png|25px]] Elite Javelineer&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Gauls&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT MARAUDER.png|25px]] Marauder&amp;lt;br&amp;gt;[[File:UNIT SKIRMISHER.png|25px]] Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE MARAUDER.png|25px]] Elite Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE SKIRMISHER.png|25px]] Elite Skirmisher&amp;lt;br&amp;gt;[[File:UNIT JAVELINEER.png|25px]] Javelineer&amp;lt;br&amp;gt;[[File:UNIT ELITE JAVELINEER.png|25px]] Elite Javelineer&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Thracians&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT MARAUDER.png|25px]] Marauder&amp;lt;br&amp;gt;[[File:UNIT SKIRMISHER.png|25px]] Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE MARAUDER.png|25px]] Elite Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE SKIRMISHER.png|25px]] Elite Skirmisher&amp;lt;br&amp;gt;[[File:UNIT WARLORD.png|25px]] Warlord&amp;lt;br&amp;gt;[[File:UNIT ELITE WARLORD.png|25px]] Elite Warlord&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Vandals&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT MARAUDER.png|25px]] Marauder&amp;lt;br&amp;gt;[[File:UNIT SKIRMISHER.png|25px]] Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE MARAUDER.png|25px]] Elite Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE SKIRMISHER.png|25px]] Elite Skirmisher&amp;lt;br&amp;gt;[[File:UNIT WARLORD.png|25px]] Warlord&amp;lt;br&amp;gt;[[File:UNIT ELITE WARLORD.png|25px]] Elite Warlord&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Numidians&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT NOMAD MARAUDER.png|25px]] Nomad Marauder&amp;lt;br&amp;gt;[[File:UNIT NOMAD SKIRMISHER.png|25px]] Nomad Skirmisher&amp;lt;br&amp;gt;[[File:UNIT NOMAD WARLORD.png|25px]] Nomad Warlord&amp;lt;br&amp;gt;[[File:UNIT ELITE NOMAD MARAUDER.png|25px]] Elite Nomad Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE NOMAD SKIRMISHER.png|25px]] Elite Nomad Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE NOMAD WARLORD.png|25px]] Elite Nomad Warlord&amp;lt;br&amp;gt;[[File:UNIT LIBYAN CAVALRY.png|25px]] Libyan Cavalry&amp;lt;br&amp;gt;[[File:UNIT ELITE LIBYAN CAVALRY.png|25px]] Elite Libyan Cavalry&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Scythians&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT NOMAD MARAUDER.png|25px]] Nomad Marauder&amp;lt;br&amp;gt;[[File:UNIT NOMAD SKIRMISHER.png|25px]] Nomad Skirmisher&amp;lt;br&amp;gt;[[File:UNIT NOMAD WARLORD.png|25px]] Nomad Warlord&amp;lt;br&amp;gt;[[File:UNIT ELITE NOMAD MARAUDER.png|25px]] Elite Nomad Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE NOMAD SKIRMISHER.png|25px]] Elite Nomad Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE NOMAD WARLORD.png|25px]] Elite Nomad Warlord&amp;lt;br&amp;gt;[[File:UNIT AMAZON CAVALRY.png|25px]] Amazon Cavalry&amp;lt;br&amp;gt;[[File:UNIT ELITE AMAZON CAVALRY.png|25px]] Elite Amazon Cavalry&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Old_World/index.php?title=Characters&amp;diff=1312</id>
		<title>Characters</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Old_World/index.php?title=Characters&amp;diff=1312"/>
		<updated>2023-03-13T16:07:22Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: /* Legitimacy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Partial council.png|thumb|300px|A partial council and list of characters]]&lt;br /&gt;
Characters are the various important people that exist in the world, both historical and fictional. All characters can be renamed at any point.&lt;br /&gt;
&lt;br /&gt;
== The council ==&lt;br /&gt;
Each Nation has a council, made up of up to 5 characters that hold special status. Appointing a character on the council costs 100 [[File:YIELD CIVICS.png|25px]] 75 Civics and 2 [[File:YIELD ORDERS.png|25px]] 2 Orders.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Councilor !! Spouse&amp;lt;br&amp;gt;[[File:FAMILY MARRIAGE.png|40px]] !! Heir&amp;lt;br&amp;gt;[[File:MISSION MAKE HEIR.png|40px]] !! Ambassador&amp;lt;br&amp;gt;[[File:COUNCIL AMBASSADOR.png|40px]] !! Chancellor&amp;lt;br&amp;gt;[[File:COUNCIL CHANCELLOR.png|40px]] !! Spymaster&amp;lt;br&amp;gt;[[File:COUNCIL SPYMASTER.png|40px]]&lt;br /&gt;
|-&lt;br /&gt;
! Nation bonus&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] Charisma produces [[File:YIELD CIVICS.png|25px]] Civics&lt;br /&gt;
* [[File:RATING COURAGE.png|25px]] Courage produces [[File:YIELD TRAINING.png|25px]] Training&lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] Discipline produces [[File:YIELD MONEY.png|25px]] Money&lt;br /&gt;
* [[File:RATING WISDOM.png|25px]] Wisdom produces [[File:YIELD SCIENCE.png|25px]] Science&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] Charisma produces [[File:YIELD CIVICS.png|25px]] Civics&lt;br /&gt;
* [[File:RATING COURAGE.png|25px]] Courage produces [[File:YIELD TRAINING.png|25px]] Training&lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] Discipline produces [[File:YIELD MONEY.png|25px]] Money&lt;br /&gt;
* [[File:RATING WISDOM.png|25px]] Wisdom produces [[File:YIELD SCIENCE.png|25px]] Science&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] Charisma produces Foreign Opinion&lt;br /&gt;
* [[File:RATING COURAGE.png|25px]] Courage produces Tribe Opinion&lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] Discipline produces Religion Opinion&lt;br /&gt;
* [[File:RATING WISDOM.png|25px]] Wisdom produces [[File:YIELD CULTURE.png|25px]] Culture&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] Charisma produces [[File:YIELD CIVICS.png|25px]] Civics&lt;br /&gt;
* [[File:RATING COURAGE.png|25px]] Courage produces [[File:YIELD TRAINING.png|25px]] Training&lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] Discipline produces [[File:YIELD MONEY.png|25px]] Money&lt;br /&gt;
* [[File:RATING WISDOM.png|25px]] Wisdom produces [[File:YIELD GROWTH.png|25px]] Growth&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] Charisma produces Family Opinion&lt;br /&gt;
* [[File:RATING COURAGE.png|25px]] Courage produces [[File:YIELD HAPPINESS.png|25px]] Happiness&lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] Discipline produces [[File:YIELD ORDERS.png|25px]] Orders&lt;br /&gt;
* [[File:RATING WISDOM.png|25px]] Wisdom produces [[File:YIELD SCIENCE.png|25px]] Science&lt;br /&gt;
|-&lt;br /&gt;
! Effects&lt;br /&gt;
| Produces Children&lt;br /&gt;
| Becomes Nation Leader upon the current one&#039;s death&lt;br /&gt;
| Gains Unique Missions&lt;br /&gt;
| Gains Unique Missions&lt;br /&gt;
| Gains Unique Missions&lt;br /&gt;
|-&lt;br /&gt;
! Required technology&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| [[File:TECH ARISTOCRACY.png|25px]] Aristocracy&lt;br /&gt;
| [[File:TECH SPOKED WHEEL.png|25px]] Spoked Wheel&lt;br /&gt;
| [[File:TECH PORTCULLIS.png|25px]] Portcullis&lt;br /&gt;
|-&lt;br /&gt;
! Required archetype&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| [[File:TRAIT COMMANDER.png|25px]] Commander, [[File:TRAIT ORATOR.png|25px]] Diplomat, [[File:TRAIT DIPLOMAT.png|25px]] Orator&lt;br /&gt;
| [[File:TRAIT BUILDER.png|25px]] Builder, [[File:TRAIT JUDGE.png|25px]] Judge, [[File:TRAIT ZEALOT.png|25px]] Zealot&lt;br /&gt;
| [[File:TRAIT SCHEMER.png|25px]] Schemer, [[File:TRAIT SCHOLAR.png|25px]] Scholar, [[File:TRAIT TACTICIAN.png|25px]] Tactician&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character actions ==&lt;br /&gt;
Characters may be interacted by clicking on their portrait and then choosing an interaction from the menu that appears on the left.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Action !! Cost !! Effects !! Requirements&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MISSION ABDICATE.png|40px]] Abdicate Throne&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 100 Civics&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 2 Orders&lt;br /&gt;
| &lt;br /&gt;
* Heir becomes Nation Leader but lose 10 [[File:YIELD LEGITIMACY.png|25px]] Legitimacy&lt;br /&gt;
| Target is below 18&amp;lt;br&amp;gt;[[File:TRAIT SCHEMER.png|25px]] Schemer archetype&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MISSION ADOPT.png|40px]] Adopt Child&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 100 Civics&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 2 Orders&lt;br /&gt;
| &lt;br /&gt;
* 80% chance the character joins the family but lose 4 [[File:YIELD LEGITIMACY.png|25px]] Legitimacy&lt;br /&gt;
* 20% chance Event&lt;br /&gt;
| Heir&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPREAD RELIGION TRIBE.png|40px]] Convert Religion&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 100 Civics&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 2 Orders&lt;br /&gt;
| &lt;br /&gt;
* 75% chance the character converts to the Nation&#039;s religion&lt;br /&gt;
* 25% chance Event&lt;br /&gt;
| Target is at least 18&amp;lt;br&amp;gt;Target does not follow the Nation&#039;s religion&amp;lt;br&amp;gt;Target is not a Religion Head&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MISSION DIVORCE.png|40px]] Divorce&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 100 Civics&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 2 Orders&lt;br /&gt;
| &lt;br /&gt;
* 80% chance the character divorces&lt;br /&gt;
* 20% chance Event&lt;br /&gt;
| Target is Husband or Wife&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAMILY MARRIAGE.png|40px]] Family Marriage&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 100 Civics&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 2 Orders&lt;br /&gt;
| &lt;br /&gt;
* Choose a family to look for a marriage cadidate&lt;br /&gt;
| Target is Son or Daughter&amp;lt;br&amp;gt;Target does not have a Husband or Wife&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MISSION HOLD COURT.png|40px]] Hold Court&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 100 Training&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 2 Orders&lt;br /&gt;
| &lt;br /&gt;
* 60% chance gain 100 [[File:YIELD CIVICS.png|25px]] Civics&lt;br /&gt;
* 20% chance gain a Courtier&lt;br /&gt;
* 20% chance Event&lt;br /&gt;
| Age is at least 18&amp;lt;br&amp;gt;[[File:TRAIT JUDGE.png|25px]] Judge archetype&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MISSION INFLUENCE.png|40px]] Influence&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 200 Money&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 2 Orders&lt;br /&gt;
| &lt;br /&gt;
* 50% chance the character becomes influenced&lt;br /&gt;
* 25% chance the character becomes influenced but lose 1 [[File:YIELD LEGITIMACY.png|25px]] Legitimacy&lt;br /&gt;
* 25% chance Event&lt;br /&gt;
| Both characters are at least 12&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MISSION INTERCESSION.png|40px]] Intercession&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 200 Money&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 2 Orders&lt;br /&gt;
| &lt;br /&gt;
* 50% chance the character becomes interceded&lt;br /&gt;
* 25% chance the character becomes interceded but lose 1 [[File:YIELD LEGITIMACY.png|25px]] Legitimacy&lt;br /&gt;
* 25% chance Event&lt;br /&gt;
| Same Religion&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MISSION MAKE HEIR.png|40px]] Make Chosen Heir&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 100 Civics&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 2 Orders&lt;br /&gt;
| &lt;br /&gt;
* 80% chance the character becomes the new Heir but lose 10 [[File:YIELD LEGITIMACY.png|25px]] Legitimacy&lt;br /&gt;
* 20% chance Event&lt;br /&gt;
| Target is Son or Daughter&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MISSION RALLY TROOPS.png|40px]] Rally Troops&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 100 Civics&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 2 Orders&lt;br /&gt;
| &lt;br /&gt;
* 75% chance gain 100 [[File:YIELD TRAINING.png|25px]] Training&lt;br /&gt;
* 25% chance Event&lt;br /&gt;
| Age is at least 18&amp;lt;br&amp;gt;[[File:TECH MILITARY DRILL.png|25px]] Military Drill technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MISSION TUTOR.png|40px]] Tutor Child&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 200 Civics&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 2 Orders&lt;br /&gt;
| &lt;br /&gt;
* 16.6% chance to improve [[File:RATING CHARISMA.png|25px]] Charisma (+3% per [[File:RATING CHARISMA.png|25px]] Charisma)&lt;br /&gt;
* 16.6% chance to improve [[File:RATING COURAGE.png|25px]] Courage (+3% per [[File:RATING COURAGE.png|25px]] Courage)&lt;br /&gt;
* 16.6% chance to improve [[File:RATING DISCIPLINE.png|25px]] Discipline (+3% per [[File:RATING DISCIPLINE.png|25px]] Discipline)&lt;br /&gt;
* 16.6% chance to improve [[File:RATING WISDOM.png|25px]] Wisdom (+3% per [[File:RATING WISDOM.png|25px]] Wisdom)&lt;br /&gt;
* 33.3% chance Event&lt;br /&gt;
| Target&#039;s age is 10-17&amp;lt;br&amp;gt;[[File:TRAIT SCHOLAR.png|25px]] Scholar archetype&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
Each character has four attributes, which determines what are the bonuses for appointing them as Governor, General, Nation Leader or Councilor.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Attribute !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Charisma&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:RATING CHARISMA.png]]&lt;br /&gt;
| &lt;br /&gt;
* If the character is Nation Leader, Spouse, Heir or Chancellor, it determines how much [[File:YIELD CIVICS.png|25px]] Civics all cities gain&lt;br /&gt;
* If the character is Governor, it determines how much [[File:YIELD CIVICS.png|25px]] Civics the city gains&lt;br /&gt;
* If the character is General, it determines how much Defense the unit gains&lt;br /&gt;
* If the character is Ambassador, it determines how much Foreign Opinion the Nation Leader gains&lt;br /&gt;
* If the character is Spymaster, it determines how much Family Opinion the Nation Leader gains&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Courage&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:RATING COURAGE.png]]&lt;br /&gt;
| &lt;br /&gt;
* If the character is Nation Leader, Spouse, Heir or Chancellor, it determines how much [[File:YIELD TRAINING.png|25px]] Training all cities gain&lt;br /&gt;
* If the character is Governor, it determines how much [[File:YIELD TRAINING.png|25px]] Training the city gains&lt;br /&gt;
* If the character is General, it determines how much Strength the unit gains&lt;br /&gt;
* If the character is Ambassador, it determines how much Tribe Opinion the Nation Leader gains&lt;br /&gt;
* If the character is Spymaster, it determines how much [[File:YIELD HAPPINESS.png|25px]] Happiness all cities gain&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Discipline&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:RATING DISCIPLINE.png]]&lt;br /&gt;
| &lt;br /&gt;
* If the character is Nation Leader, Spouse, Heir or Chancellor, it determines how much [[File:YIELD MONEY.png|25px]] Money all cities gain&lt;br /&gt;
* If the character is Governor, it determines how much [[File:YIELD MONEY.png|25px]] Money the city gains&lt;br /&gt;
* If the character is General, it determines how much XP the unit gains each year&lt;br /&gt;
* If the character is Ambassador, it determines how much Religion Opinion the Nation Leader gains&lt;br /&gt;
* If the character is Spymaster, it determines how much [[File:YIELD ORDERS.png|25px]] Orders all cities gain&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wisdom&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:RATING WISDOM.png]]&lt;br /&gt;
| &lt;br /&gt;
* If the character is Nation Leader, Spouse, Heir or Spymaster, it determines how much [[File:YIELD SCIENCE.png|25px]] Science all cities gain&lt;br /&gt;
* If the character is Governor, it determines how much [[File:YIELD SCIENCE.png|25px]] Science the city gains&lt;br /&gt;
* If the character is General, it determines how much Critical Hit Chance the unit gains&lt;br /&gt;
* If the character is Ambassador, it determines how much [[File:YIELD CULTURE.png|25px]] Culture all cities gain&lt;br /&gt;
* If the character is Chancellor, it determines how much [[File:YIELD GROWTH.png|25px]] Growth all cities gain&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
Each character has an Archetype, which determines how a character may be employed and what bonuses they provide. The Archetype of Heirs is determined by the chosen field of study for them.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Archetypes !! Allowed professions !! Attributes !! Effects !! Opinion !! Included in&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TRAIT BUILDER.png]] Builder&lt;br /&gt;
| [[File:CHAR FILTER GOVERNOR.png|25px]] Governor&amp;lt;br&amp;gt;[[File:CHAR FILTER CHANCELLOR.png|25px]] Chancellor&lt;br /&gt;
| [[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
| &lt;br /&gt;
* As Governor: -1 Years to build Improvements&lt;br /&gt;
* As Leader: Can add Urban Tiles&lt;br /&gt;
* As Leader: Multiple Workers can build Improvements&lt;br /&gt;
* As Leader: -50% Production Time for Workers [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:LAW SLAVERY.png|25px]] Slavery&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT BUILDER.png|25px]] Builder&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT HERO.png|25px]] Hero&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with Nations with more Wonders of the World&lt;br /&gt;
| &lt;br /&gt;
* Regal&lt;br /&gt;
* Urbanite&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TRAIT COMMANDER.png]] Commander&lt;br /&gt;
| [[File:CHAR FILTER GENERAL.png|25px]] General&amp;lt;br&amp;gt;[[File:CHAR FILTER AMBASSADOR.png|25px]] Ambassador&lt;br /&gt;
| [[File:RATING COURAGE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Courage&amp;lt;br&amp;gt;[[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
| &lt;br /&gt;
* As General: +20% [[File:Icon AttackDefense.png]] Strength if Same Unit Adjacent&lt;br /&gt;
* As Leader: +10 XP per year for Idle Units&lt;br /&gt;
* As Leader: +10% [[File:Icon Defense.png]] Defense for Infantry Units&lt;br /&gt;
* As Leader + General: +50% [[File:Icon Attack.png]] Attack if Flanking&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:LAW AUTARKY.png|25px]] Autarky&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT COMMANDER.png|25px]] Commander&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT TACTICIAN.png|25px]] Tactician&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with Nations with more Generals&lt;br /&gt;
| &lt;br /&gt;
* Martial&lt;br /&gt;
* Diligent&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TRAIT DIPLOMAT.png]] Diplomat&lt;br /&gt;
| [[File:CHAR FILTER GOVERNOR.png|25px]] Governor&amp;lt;br&amp;gt;[[File:CHAR FILTER AMBASSADOR.png|25px]] Ambassador&lt;br /&gt;
| [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
| &lt;br /&gt;
* As Governor: +40 Family Opinion&lt;br /&gt;
* As Leader: +60 Foreign Leader Opinion&lt;br /&gt;
* As Leader: +60 Tribe Leader Opinion&lt;br /&gt;
* As Leader: Enables the National Alliance action&lt;br /&gt;
* As Leader: Enables the Tribal Alliance action&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:LAW COLONIES.png|25px]] Colonies&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT DIPLOMAT.png|25px]] Diplomat&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT ORATOR.png|25px]] Orator&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with Nations with more Trades&lt;br /&gt;
| &lt;br /&gt;
* Regal&lt;br /&gt;
* Charming&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TRAIT HERO.png]] Hero&lt;br /&gt;
| [[File:CHAR FILTER GENERAL.png|25px]] General&amp;lt;br&amp;gt;[[File:CHAR FILTER AGENT.png|25px]] Agent&lt;br /&gt;
| [[File:RATING COURAGE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Courage&lt;br /&gt;
| &lt;br /&gt;
* As General: Heal in Neutral Territory&lt;br /&gt;
* As Leader: Heal while Pillaging [All Units]&lt;br /&gt;
* As Leader: +50 [[File:YIELD TRAINING.png|25px]] Training per Military Unit killed&lt;br /&gt;
* As Leader + General: Unit can use the [[File:LAUNCH OFFENSIVE.png|25px]] Launch Offensive action&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:LAW EPICS.png|25px]] Epics&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT HERO.png|25px]] Hero&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT BUILDER.png|25px]] Builder&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with Nations too close&lt;br /&gt;
| &lt;br /&gt;
* Martial&lt;br /&gt;
* Terrifying&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TRAIT JUDGE.png]] Judge&lt;br /&gt;
| [[File:CHAR FILTER GOVERNOR.png|25px]] Governor&amp;lt;br&amp;gt;[[File:CHAR FILTER CHANCELLOR.png|25px]] Chancellor&lt;br /&gt;
| [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&amp;lt;br&amp;gt;[[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
| &lt;br /&gt;
* As Governor: Can Hurry Projects&lt;br /&gt;
* As Governor: Can Hurry Specialists with [[File:YIELD MONEY.png|25px]] Money&lt;br /&gt;
* As Leader: Can Switch Laws for 100 [[File:YIELD CIVICS.png|25px]] Civics&lt;br /&gt;
* As Leader: Can Upgrade Improvements&lt;br /&gt;
* As Leader: Enables the Hold Court action&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:LAW LEGAL CODE.png|25px]] Legal Code&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT JUDGE.png|25px]] Judge&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT SCHEMER.png|25px]] Schemer&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with Nations with more Active Laws&lt;br /&gt;
| &lt;br /&gt;
* Thoughtful&lt;br /&gt;
* Traditional&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TRAIT ORATOR.png]] Orator&lt;br /&gt;
| [[File:CHAR FILTER GOVERNOR.png|25px]] Governor&amp;lt;br&amp;gt;[[File:CHAR FILTER AMBASSADOR.png|25px]] Ambassador&lt;br /&gt;
| [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&amp;lt;br&amp;gt;[[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
| &lt;br /&gt;
* As Governor: +1 [[File:YIELD HAPPINESS.png|25px]] Happiness per year per Culture Level&lt;br /&gt;
* As Leader: +40 Religion Opinion&lt;br /&gt;
* As Leader: Can recruit Tribal Mercenaries with [[File:YIELD LEGITIMACY.png|25px]] Legitimacy&lt;br /&gt;
* As Leader: +1 [[File:YIELD ORDERS.png|25px]] Orders per year per city with Friendly Family&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:LAW TYRANNY.png|25px]] Tyranny&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT ORATOR.png|25px]] Orator&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT DIPLOMAT.png|25px]] Diplomat&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with Nations with more Governors&lt;br /&gt;
| &lt;br /&gt;
* Regal&lt;br /&gt;
* Vain&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TRAIT SCHEMER.png]] Schemer&lt;br /&gt;
| [[File:CHAR FILTER AGENT.png|25px]] Agent&amp;lt;br&amp;gt;[[File:CHAR FILTER SPYMASTER.png|25px]] Spymaster&lt;br /&gt;
| [[File:RATING WISDOM.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wisdom&amp;lt;br&amp;gt;[[File:RATING COURAGE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Courage&lt;br /&gt;
| &lt;br /&gt;
* As Leader: Can use [[File:YIELD LEGITIMACY.png|25px]] Legitimacy to buy [[File:YIELD ORDERS.png|25px]] Orders&lt;br /&gt;
* As Leader: 2 [[File:YIELD ORDERS.png|25px]] Orders per year per War&lt;br /&gt;
* As Leader: Scouts are Invisible&lt;br /&gt;
* As Leader: Enables the Adopt Child action&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:LAW ELITES.png|25px]] Elites&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:LAW COIN DEBASEMENT.png|25px]] Coin Debasement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT SCHEMER.png|25px]] Schemer&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT JUDGE.png|25px]] Judge&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with Nations with better Congomen&lt;br /&gt;
| &lt;br /&gt;
* Thoughtful&lt;br /&gt;
* Covert&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TRAIT SCHOLAR.png]] Scholar&lt;br /&gt;
| [[File:CHAR FILTER GOVERNOR.png|25px]] Governor&amp;lt;br&amp;gt;[[File:CHAR FILTER SPYMASTER.png|25px]] Spymaster&lt;br /&gt;
| [[File:RATING WISDOM.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wisdom&lt;br /&gt;
| &lt;br /&gt;
* As Governor: Unlocks the [[File:PROJECT INQUIRY 1.png|25px]] Inquiry project&lt;br /&gt;
* As Leader: Can Redraw Techs once per year&lt;br /&gt;
* As Leader: 2 [[File:YIELD SCIENCE.png|25px]] Science per year with Archine [All Cities]&lt;br /&gt;
* As Leader: Enables the Tutor Child action&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:LAW ENGINEERING.png|25px]] Engineering&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT SCHOLAR.png|25px]] Scholar&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT ZEALOT.png|25px]] Zealot&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with Nations with more technologies&lt;br /&gt;
| &lt;br /&gt;
* Thoughtful&lt;br /&gt;
* Inquisitive&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TRAIT TACTICIAN.png]] Tactician&lt;br /&gt;
| [[File:CHAR FILTER GENERAL.png|25px]] General&amp;lt;br&amp;gt;[[File:CHAR FILTER SPYMASTER.png|25px]] Spymaster&lt;br /&gt;
| [[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&amp;lt;br&amp;gt;[[File:RATING WISDOM.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wisdom&lt;br /&gt;
| &lt;br /&gt;
* As General: Counterattacks during Melee&lt;br /&gt;
* As Leader: +2 Vision Range&lt;br /&gt;
* As Leader: Ranged Units are Hidden in Friendly or Neutral Territory&lt;br /&gt;
* As Leader + General: Attacks stun the target for 1 turn&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:LAW PROFESSIONAL ARMY.png|25px]] Professional Army&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT TACTICIAN.png|25px]] Tactician&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT COMMANDER.png|25px]] Commander&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with Nations with more powerful armies&lt;br /&gt;
| &lt;br /&gt;
* Martial&lt;br /&gt;
* Sylvan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TRAIT ZEALOT.png]] Zealot&lt;br /&gt;
| [[File:CHAR FILTER GENERAL.png|25px]] General&amp;lt;br&amp;gt;[[File:CHAR FILTER CHANCELLOR.png|25px]] Chancellor&lt;br /&gt;
| [[File:RATING COURAGE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Courage&amp;lt;br&amp;gt;[[File:RATING WISDOM.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wisdom&lt;br /&gt;
| &lt;br /&gt;
* As General: Unit cannot die if it has &amp;gt;1 HP&lt;br /&gt;
* As Leader: +60 Opinion for same Religion&lt;br /&gt;
* As Leader: +1 Fatigue Limit [All Units]&lt;br /&gt;
* As Leader: Can Hurry Production with [[File:YIELD TRAINING.png|25px]] Training [State Religion Cities]&lt;br /&gt;
* As Leader + General: +10% Enlist chance on Kill&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:LAW HOLY WAR.png|25px]] Holy War&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT ZEALOT.png|25px]] Zealot&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT SCHOLAR.png|25px]] Scholar&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with Nations with a different State Religion&lt;br /&gt;
| &lt;br /&gt;
* Martial&lt;br /&gt;
* Devout&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Traits ==&lt;br /&gt;
Each character may have one or more traits, which describe their personality. Traits that provide benefits are called Strengths and traits that provide penalties are called Weaknesses. A character can only have up to 3 Strengths and 3 Weaknesses. Characters that have the same trait will receive &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Opinion of each other, while characters that have opposite traits will receive &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; opinion of each other.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! colspan=3 | Strength !! colspan=3 | Weakness&lt;br /&gt;
|-&lt;br /&gt;
! Trait !! Effects !! Included in !! Trait !! Effects !! Included in&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bold&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING COURAGE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Courage&lt;br /&gt;
| &lt;br /&gt;
* Strong&lt;br /&gt;
| &#039;&#039;&#039;Timid&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING COURAGE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Courage&lt;br /&gt;
| &lt;br /&gt;
* Weak&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Educated&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING WISDOM.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wisdom&lt;br /&gt;
| &lt;br /&gt;
* Inquisitive&lt;br /&gt;
| &#039;&#039;&#039;Superstitious&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING WISDOM.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wisdom&lt;br /&gt;
| &lt;br /&gt;
* Devout&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gracious&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
| &lt;br /&gt;
* Honorable&lt;br /&gt;
| &#039;&#039;&#039;Greedy&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
| &lt;br /&gt;
* Villainous&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Loyal&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
| &lt;br /&gt;
* Honorable&lt;br /&gt;
| &#039;&#039;&#039;Deceitful&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
| &lt;br /&gt;
* Covert&lt;br /&gt;
* Villainous&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Compassionate&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
| &lt;br /&gt;
* Honorable&lt;br /&gt;
| &#039;&#039;&#039;Spoiled&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
| &lt;br /&gt;
* Weak&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Humble&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
* [[File:RATING WISDOM.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wisdom&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;&#039;Proud&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING COURAGE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Courage&lt;br /&gt;
* [[File:RATING WISDOM.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wisdom&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Witty&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
* [[File:RATING WISDOM.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wisdom&lt;br /&gt;
| &lt;br /&gt;
* Charming&lt;br /&gt;
| &#039;&#039;&#039;Drunk&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Foreign Leader Opinion&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Tribal Leader Opinion&lt;br /&gt;
| &lt;br /&gt;
* Carnal&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chaste&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-80%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Chance to have Children&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;&#039;Wanton&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Chance to have Children&lt;br /&gt;
| &lt;br /&gt;
* Carnal&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Romantic&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Chance to have Children&lt;br /&gt;
| &lt;br /&gt;
* Carnal&lt;br /&gt;
| &#039;&#039;&#039;Bitter&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pious&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
* As Governor: [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness each year [City of State Religion]&lt;br /&gt;
* As Governor: [[File:YIELD CULTURE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Culture [City of State Religion]&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; State Religion Spread Chance&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Chance to become Religion Head&lt;br /&gt;
| &lt;br /&gt;
* Devout&lt;br /&gt;
| &#039;&#039;&#039;Impious&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Religion Opinion&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Chance to become Religion Head&lt;br /&gt;
| &lt;br /&gt;
* Villainous&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Righteous&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness each year&lt;br /&gt;
* As Leader: [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness each year [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Honorable&lt;br /&gt;
* Sever Virtues&lt;br /&gt;
| &#039;&#039;&#039;Debauched&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD DISCONTENT.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discontent per year&lt;br /&gt;
* As Leader: [[File:YIELD DISCONTENT.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discontent per year [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Carnal&lt;br /&gt;
* Seven Sins&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Affable&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD GROWTH.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Growth each year per Culture Level&lt;br /&gt;
* As Leader: [[File:YIELD GROWTH.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Growth each year per Culture Level [All Cities]&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Chance to become Family Head&lt;br /&gt;
| &lt;br /&gt;
* Charming&lt;br /&gt;
* Sever Virtues&lt;br /&gt;
| &#039;&#039;&#039;Cruel&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD GROWTH.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Growth per year&lt;br /&gt;
* As Leader: [[File:YIELD GROWTH.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Growth per year [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Terrifying&lt;br /&gt;
* Seven Sins&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Eloquent&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics each year per Culture Level&lt;br /&gt;
* As Leader: [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics each year per Culture Level [All Cities]&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Chance to become Family Head&lt;br /&gt;
| &lt;br /&gt;
* Charming&lt;br /&gt;
* Sever Virtues&lt;br /&gt;
| &#039;&#039;&#039;Intolerant&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics&lt;br /&gt;
* As Leader: [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Traditional&lt;br /&gt;
* Seven Sins&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Inspiring&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD CULTURE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Culture each year per Culture Level&lt;br /&gt;
* As Leader: [[File:YIELD CULTURE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Culture each year per Culture Level [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Sever Virtues&lt;br /&gt;
| &#039;&#039;&#039;Uncouth&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD CULTURE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Culture&lt;br /&gt;
* As Leader: [[File:YIELD CULTURE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Culture [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Seven Sins&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Intelligent&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science each year per Culture Level&lt;br /&gt;
* As Leader: [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science each year per Culture Level [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Inquisitive&lt;br /&gt;
* Sever Virtues&lt;br /&gt;
| &#039;&#039;&#039;Foolish&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science&lt;br /&gt;
* As Leader: [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Seven Sins&lt;br /&gt;
* Weak&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Warlike&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training each year per Culture Level&lt;br /&gt;
* As Leader: [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training each year per Culture Level [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Sever Virtues&lt;br /&gt;
| &#039;&#039;&#039;Slothful&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training&lt;br /&gt;
* As Leader: [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Seven Sins&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Prosperous&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money each year per Culture Level&lt;br /&gt;
* As Leader: [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money each year per Culture Level [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Sever Virtues&lt;br /&gt;
* Urbanite&lt;br /&gt;
| &#039;&#039;&#039;Extravagant&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money&lt;br /&gt;
* As Leader: [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Seven Sins&lt;br /&gt;
* Vain&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Famous&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Specialist Costs&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Family Opinion&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;&#039;Infamous&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Family Opinion&lt;br /&gt;
| &lt;br /&gt;
* Villainous&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Frugal&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Improvement Costs&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Improvement Costs [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Traditional&lt;br /&gt;
| &#039;&#039;&#039;Corrupt&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD MAINTENANCE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Maintenance&lt;br /&gt;
* As Leader: [[File:YIELD MAINTENANCE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Maintenance [All Cities]&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Chance to become Family Head&lt;br /&gt;
| &lt;br /&gt;
* Villainous&lt;br /&gt;
* Vain&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Robust&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders each year&lt;br /&gt;
* As Leader: [[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+0.5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders each year [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Traditional&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Carpenter&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt; XP for new Siege and Ship Units&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; XP for new Siege and Ship Units [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Urbanite&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Equestrian&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt; XP for new Mounted Units&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; XP for new Mounted Units [All Cities]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strict&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt; XP for new Infantry Units&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; XP for new Infantry Units [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Diligent&lt;br /&gt;
* Traditional&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cultivator&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:IMPROVEMENT FARM.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Farm Yield&lt;br /&gt;
* As Governor: [[File:IMPROVEMENT GROVE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Grove Yield&lt;br /&gt;
* As Leader: [[File:IMPROVEMENT FARM.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Farm Yield [All Cities]&lt;br /&gt;
* As Leader: [[File:IMPROVEMENT GROVE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Grove Yield [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Productive&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Delver&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:IMPROVEMENT MINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Mine Yield&lt;br /&gt;
* As Governor: [[File:IMPROVEMENT QUARRY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Quarry Yield&lt;br /&gt;
* As Leader: [[File:IMPROVEMENT MINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Mine Yield [All Cities]&lt;br /&gt;
* As Leader: [[File:IMPROVEMENT QUARRY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Quarry Yield [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Productive&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Naturalist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:IMPROVEMENT LUMBERMILL.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Lumbermill Yield&lt;br /&gt;
* As Governor: [[File:IMPROVEMENT PASTURE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Pasture Yield&lt;br /&gt;
* As Leader: [[File:IMPROVEMENT LUMBERMILL.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Lumbermill Yield [All Cities]&lt;br /&gt;
* As Leader: [[File:IMPROVEMENT PASTURE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Pasture Yield [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Productive&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pathfinder&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:IMPROVEMENT CAMP.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Camp Yield&lt;br /&gt;
* As Governor: [[File:IMPROVEMENT NETS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Nets Yield&lt;br /&gt;
* As Leader: [[File:IMPROVEMENT CAMP.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Camp Yield [All Cities]&lt;br /&gt;
* As Leader: [[File:IMPROVEMENT NETS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Nets Yield [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Productive&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vigilant&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; City Defense&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; City Defense [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Diligent&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cunning&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:UNIT CARAVAN.png|25px]] Can construct Caravan units&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Foreign Leader Opinion&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Trival Leader Opinion&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Chance to become Family Head&lt;br /&gt;
| &lt;br /&gt;
* Charming&lt;br /&gt;
* Covert&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Besieger&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon Attack.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Attack Into Urban&lt;br /&gt;
* As Leader: [[File:Icon Attack.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Attack Into Urban [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Urbanite&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Highlander&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength From Hill&lt;br /&gt;
* As Leader: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength From Hill [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Sylvan&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ranger&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength From Trees&lt;br /&gt;
* As Leader: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength From Trees [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Sylvan&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bloodthirsty&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Damaged&lt;br /&gt;
* As Leader: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Damaged [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Terrifying&lt;br /&gt;
* Villainous&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Brave&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Melee Units&lt;br /&gt;
* As Leader: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Melee Units [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Strong&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Engineer&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Siege and Ship Units&lt;br /&gt;
* As Leader: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Siege and Ship Units [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Urbanite&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fierce&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Infantry Units&lt;br /&gt;
* As Leader: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Infantry Units [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Strong&lt;br /&gt;
* Terrifying&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Heckler&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs General&lt;br /&gt;
* As Leader: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs General [All Units]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Horsebane&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Mounted Units&lt;br /&gt;
* As Leader: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Mounted Units [All Units]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Shieldbearer&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Ranged Units&lt;br /&gt;
* As Leader: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Ranged Units [All Units]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Steadfast&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Tribal Units&lt;br /&gt;
* As Leader: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Tribal Units [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Dilligent&lt;br /&gt;
* Strong&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tough&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength if Damaged&lt;br /&gt;
* As Leader: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength if Damaged [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Strong&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Herbalist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:UNIT ACTION HEAL.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Heal Action HP&lt;br /&gt;
* As Leader: [[File:UNIT ACTION HEAL.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Heal Action HP [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Sylvan&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Swift&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:UI HUD Icon Movement.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Unit Movement&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Fatigue Limit [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Sylvan&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tracker&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Vision&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Vision [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Sylvan&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Injuries ===&lt;br /&gt;
Very rarely a character who is a [[File:CHAR FILTER GENERAL.png|25px]] General can become Wounded or Severely Wounded when its unit is attacked. In a few years the character may die, heal, or gain a permanent trait.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Injury !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wounded&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING COURAGE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Courage&lt;br /&gt;
* 30% chance each year to die&lt;br /&gt;
* 40% chance each year to lose the trait&lt;br /&gt;
* 60% chance each year to gain Scarred&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Severely Wounded&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING COURAGE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Courage&lt;br /&gt;
* 70% chance each year to die&lt;br /&gt;
* 20% chance each year to lose the trait&lt;br /&gt;
* 20% chance each year to gain Scarred&lt;br /&gt;
* 20% chance each year to gain Blinded&lt;br /&gt;
* 20% chance each year to gain Crippled&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Blinded&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* Cannot be Governor&lt;br /&gt;
* Cannot be General&lt;br /&gt;
* Cannot be on the council&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Crippled&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Fatigue Limit&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Scarred&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING COURAGE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Courage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Legitimacy ==&lt;br /&gt;
Legitimacy comes from Ambitions, Cognomen and random events. Each point of Legitimacy grants 1 Family Opinion and 0.1 [[File:YIELD ORDERS.png|25px]] Orders per turn.&lt;br /&gt;
&lt;br /&gt;
Ambitions are a Leader&#039;s desires for what they want to achieve. Completing an Ambition will give &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Legitimacy while failing or abandoning an Ambition an Ambition will give &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Legitimacy. When a Nation Leader dies its Ambitions become Legacies, meaning that they will fail if not completed within 20 turns. If a human player Nation completes 10 Ambitions it will achieve Ambition Victory if it is enabled.&lt;br /&gt;
&lt;br /&gt;
=== Cognomen ===&lt;br /&gt;
[[File:New Cognomen.png|thumb|Gaining a new Cognomen]]&lt;br /&gt;
The Cognomen is the title that appears after a character&#039;s name and is granted after a character does enough specific actions. Cognomens affect [[File:YIELD LEGITIMACY.png|25px]] Legitimacy and once a character acquires a Cognomen it can only acquire a different one if it grants more [[File:YIELD LEGITIMACY.png|25px]] Legitimacy than the current one. If a Nation Leader dies the Heir will gain the one step weaker version of the parent&#039;s Cognomen.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Cognomen !! [[File:YIELD LEGITIMACY.png|25px]] Legitimacy !! Required points !! Ways to gain points&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The New&#039;&#039;&#039; || 0 || 0 || New characters start at this level if the previous one remained The Founder&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Founder&#039;&#039;&#039; || 10 || 0 || The first character starts at this level&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Warrior&#039;&#039;&#039; || 10 || 1000 || rowspan=7 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+200&#039;&#039;&#039;&amp;lt;/span&amp;gt; per killed military unit&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+200&#039;&#039;&#039;&amp;lt;/span&amp;gt; per killed military unit (as General)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-200&#039;&#039;&#039;&amp;lt;/span&amp;gt; per lost unit&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Drillmaster&#039;&#039;&#039; || 20 || 2000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Valiant&#039;&#039;&#039; || 30 || 3000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Mighty&#039;&#039;&#039; || 40 || 4000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Victorious&#039;&#039;&#039; || 50 || 5000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Lion&#039;&#039;&#039; || 60 || 6000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Invincible&#039;&#039;&#039; || 70 || 7000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Mason&#039;&#039;&#039; || 10 || 1000 || rowspan=4 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt; per improvement finished&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per wonder finished&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Architect&#039;&#039;&#039; || 20 || 2000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Keystone&#039;&#039;&#039; || 40 || 4000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Fountainhead&#039;&#039;&#039; || 60 || 6000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Destroyer&#039;&#039;&#039; || 20 || 2000 || rowspan=3 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+500&#039;&#039;&#039;&amp;lt;/span&amp;gt; per tribal site cleared&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Avenger&#039;&#039;&#039; || 40 || 4000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The White Death&#039;&#039;&#039; || 60 || 6000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Ambitious&#039;&#039;&#039; || 20 || 2000 || rowspan=3 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt; per specialist trained&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per courtier added&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Brilliant&#039;&#039;&#039; || 40 || 4000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Beloved&#039;&#039;&#039; || 60 || 6000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Learned&#039;&#039;&#039; || 20 || 2000 || rowspan=3 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+500&#039;&#039;&#039;&amp;lt;/span&amp;gt; per technology researched&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Enlightened&#039;&#039;&#039; || 40 || 4000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Wish&#039;&#039;&#039; || 60 || 6000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Capable&#039;&#039;&#039; || 20 || 2000 || rowspan=2 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt; per unit trainer&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt; per unit promoted&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Ready&#039;&#039;&#039; || 30 || 3000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Settler&#039;&#039;&#039; || 20 || 2000 || rowspan=2 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per city founded&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Pioneer&#039;&#039;&#039; || 40 || 4000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Intercessor&#039;&#039;&#039; || 30 || 3000 || rowspan=2 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per tribal peace formed&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per nation peace formed&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per tribal alliance formed&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per nation alliance formed&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Peacemaker&#039;&#039;&#039; || 50 || 5000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Conqueror&#039;&#039;&#039; || 40 || 4000 || rowspan=2 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per city captured&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per capital captured&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Subjugator&#039;&#039;&#039; || 60 || 6000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Restorer&#039;&#039;&#039; || 40 || 4000 || rowspan=2 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per city recaptured&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Liberator&#039;&#039;&#039; || 60 || 6000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Devout&#039;&#039;&#039; || 20 || 2000 || rowspan=2 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+200&#039;&#039;&#039;&amp;lt;/span&amp;gt; per religion spread&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per theology established&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1500&#039;&#039;&#039;&amp;lt;/span&amp;gt; per world religion founded&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Holy&#039;&#039;&#039; || 40 || 4000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Explorer&#039;&#039;&#039; || 30 || 3000 || rowspan=2 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; per tile revealed&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt; per tribe contacted&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt; per nation contacted&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+200&#039;&#039;&#039;&amp;lt;/span&amp;gt; per caravans arrived&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+200&#039;&#039;&#039;&amp;lt;/span&amp;gt; per ruins explored&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+300&#039;&#039;&#039;&amp;lt;/span&amp;gt; per landmarks discovered&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+400&#039;&#039;&#039;&amp;lt;/span&amp;gt; per landmarks named&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Intrepid&#039;&#039;&#039; || 50 || 5000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Old&#039;&#039;&#039; || 40 || 4000 || rowspan=2 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt; per year reigned&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Ancient&#039;&#039;&#039; || 50 || 5000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Rebuilder&#039;&#039;&#039; || 20 || 2000 || &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+200&#039;&#039;&#039;&amp;lt;/span&amp;gt; per improvement repaired&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Able&#039;&#039;&#039; || 30 || 30000 || rowspan=8 | All the above&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Just&#039;&#039;&#039; || 40 || 40000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Good&#039;&#039;&#039; || 50 || 50000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Strong&#039;&#039;&#039; || 60 || 60000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Noble&#039;&#039;&#039; || 70 || 70000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Glorious&#039;&#039;&#039; || 80 || 80000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Magnificent&#039;&#039;&#039; || 90 || 90000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Great&#039;&#039;&#039; || 100 || 100000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Unfortunate&#039;&#039;&#039; || -20 || 2000 || rowspan=5 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per city lost&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+200&#039;&#039;&#039;&amp;lt;/span&amp;gt; per unit lost&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-200&#039;&#039;&#039;&amp;lt;/span&amp;gt; per killed military unit&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-200&#039;&#039;&#039;&amp;lt;/span&amp;gt; per killed military unit (as General)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per city captured&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per city recaptured&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Unready&#039;&#039;&#039; || -40 || 4000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Weak&#039;&#039;&#039; || -60 || 6000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Bad&#039;&#039;&#039; || -80 || 8000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Bloody&#039;&#039;&#039; || -100 || 10000&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Old_World/index.php?title=Characters&amp;diff=1311</id>
		<title>Characters</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Old_World/index.php?title=Characters&amp;diff=1311"/>
		<updated>2023-03-13T16:06:48Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: /* Legitimacy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Partial council.png|thumb|300px|A partial council and list of characters]]&lt;br /&gt;
Characters are the various important people that exist in the world, both historical and fictional. All characters can be renamed at any point.&lt;br /&gt;
&lt;br /&gt;
== The council ==&lt;br /&gt;
Each Nation has a council, made up of up to 5 characters that hold special status. Appointing a character on the council costs 100 [[File:YIELD CIVICS.png|25px]] 75 Civics and 2 [[File:YIELD ORDERS.png|25px]] 2 Orders.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Councilor !! Spouse&amp;lt;br&amp;gt;[[File:FAMILY MARRIAGE.png|40px]] !! Heir&amp;lt;br&amp;gt;[[File:MISSION MAKE HEIR.png|40px]] !! Ambassador&amp;lt;br&amp;gt;[[File:COUNCIL AMBASSADOR.png|40px]] !! Chancellor&amp;lt;br&amp;gt;[[File:COUNCIL CHANCELLOR.png|40px]] !! Spymaster&amp;lt;br&amp;gt;[[File:COUNCIL SPYMASTER.png|40px]]&lt;br /&gt;
|-&lt;br /&gt;
! Nation bonus&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] Charisma produces [[File:YIELD CIVICS.png|25px]] Civics&lt;br /&gt;
* [[File:RATING COURAGE.png|25px]] Courage produces [[File:YIELD TRAINING.png|25px]] Training&lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] Discipline produces [[File:YIELD MONEY.png|25px]] Money&lt;br /&gt;
* [[File:RATING WISDOM.png|25px]] Wisdom produces [[File:YIELD SCIENCE.png|25px]] Science&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] Charisma produces [[File:YIELD CIVICS.png|25px]] Civics&lt;br /&gt;
* [[File:RATING COURAGE.png|25px]] Courage produces [[File:YIELD TRAINING.png|25px]] Training&lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] Discipline produces [[File:YIELD MONEY.png|25px]] Money&lt;br /&gt;
* [[File:RATING WISDOM.png|25px]] Wisdom produces [[File:YIELD SCIENCE.png|25px]] Science&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] Charisma produces Foreign Opinion&lt;br /&gt;
* [[File:RATING COURAGE.png|25px]] Courage produces Tribe Opinion&lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] Discipline produces Religion Opinion&lt;br /&gt;
* [[File:RATING WISDOM.png|25px]] Wisdom produces [[File:YIELD CULTURE.png|25px]] Culture&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] Charisma produces [[File:YIELD CIVICS.png|25px]] Civics&lt;br /&gt;
* [[File:RATING COURAGE.png|25px]] Courage produces [[File:YIELD TRAINING.png|25px]] Training&lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] Discipline produces [[File:YIELD MONEY.png|25px]] Money&lt;br /&gt;
* [[File:RATING WISDOM.png|25px]] Wisdom produces [[File:YIELD GROWTH.png|25px]] Growth&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] Charisma produces Family Opinion&lt;br /&gt;
* [[File:RATING COURAGE.png|25px]] Courage produces [[File:YIELD HAPPINESS.png|25px]] Happiness&lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] Discipline produces [[File:YIELD ORDERS.png|25px]] Orders&lt;br /&gt;
* [[File:RATING WISDOM.png|25px]] Wisdom produces [[File:YIELD SCIENCE.png|25px]] Science&lt;br /&gt;
|-&lt;br /&gt;
! Effects&lt;br /&gt;
| Produces Children&lt;br /&gt;
| Becomes Nation Leader upon the current one&#039;s death&lt;br /&gt;
| Gains Unique Missions&lt;br /&gt;
| Gains Unique Missions&lt;br /&gt;
| Gains Unique Missions&lt;br /&gt;
|-&lt;br /&gt;
! Required technology&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| [[File:TECH ARISTOCRACY.png|25px]] Aristocracy&lt;br /&gt;
| [[File:TECH SPOKED WHEEL.png|25px]] Spoked Wheel&lt;br /&gt;
| [[File:TECH PORTCULLIS.png|25px]] Portcullis&lt;br /&gt;
|-&lt;br /&gt;
! Required archetype&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| [[File:TRAIT COMMANDER.png|25px]] Commander, [[File:TRAIT ORATOR.png|25px]] Diplomat, [[File:TRAIT DIPLOMAT.png|25px]] Orator&lt;br /&gt;
| [[File:TRAIT BUILDER.png|25px]] Builder, [[File:TRAIT JUDGE.png|25px]] Judge, [[File:TRAIT ZEALOT.png|25px]] Zealot&lt;br /&gt;
| [[File:TRAIT SCHEMER.png|25px]] Schemer, [[File:TRAIT SCHOLAR.png|25px]] Scholar, [[File:TRAIT TACTICIAN.png|25px]] Tactician&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character actions ==&lt;br /&gt;
Characters may be interacted by clicking on their portrait and then choosing an interaction from the menu that appears on the left.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Action !! Cost !! Effects !! Requirements&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MISSION ABDICATE.png|40px]] Abdicate Throne&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 100 Civics&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 2 Orders&lt;br /&gt;
| &lt;br /&gt;
* Heir becomes Nation Leader but lose 10 [[File:YIELD LEGITIMACY.png|25px]] Legitimacy&lt;br /&gt;
| Target is below 18&amp;lt;br&amp;gt;[[File:TRAIT SCHEMER.png|25px]] Schemer archetype&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MISSION ADOPT.png|40px]] Adopt Child&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 100 Civics&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 2 Orders&lt;br /&gt;
| &lt;br /&gt;
* 80% chance the character joins the family but lose 4 [[File:YIELD LEGITIMACY.png|25px]] Legitimacy&lt;br /&gt;
* 20% chance Event&lt;br /&gt;
| Heir&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPREAD RELIGION TRIBE.png|40px]] Convert Religion&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 100 Civics&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 2 Orders&lt;br /&gt;
| &lt;br /&gt;
* 75% chance the character converts to the Nation&#039;s religion&lt;br /&gt;
* 25% chance Event&lt;br /&gt;
| Target is at least 18&amp;lt;br&amp;gt;Target does not follow the Nation&#039;s religion&amp;lt;br&amp;gt;Target is not a Religion Head&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MISSION DIVORCE.png|40px]] Divorce&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 100 Civics&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 2 Orders&lt;br /&gt;
| &lt;br /&gt;
* 80% chance the character divorces&lt;br /&gt;
* 20% chance Event&lt;br /&gt;
| Target is Husband or Wife&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAMILY MARRIAGE.png|40px]] Family Marriage&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 100 Civics&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 2 Orders&lt;br /&gt;
| &lt;br /&gt;
* Choose a family to look for a marriage cadidate&lt;br /&gt;
| Target is Son or Daughter&amp;lt;br&amp;gt;Target does not have a Husband or Wife&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MISSION HOLD COURT.png|40px]] Hold Court&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 100 Training&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 2 Orders&lt;br /&gt;
| &lt;br /&gt;
* 60% chance gain 100 [[File:YIELD CIVICS.png|25px]] Civics&lt;br /&gt;
* 20% chance gain a Courtier&lt;br /&gt;
* 20% chance Event&lt;br /&gt;
| Age is at least 18&amp;lt;br&amp;gt;[[File:TRAIT JUDGE.png|25px]] Judge archetype&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MISSION INFLUENCE.png|40px]] Influence&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 200 Money&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 2 Orders&lt;br /&gt;
| &lt;br /&gt;
* 50% chance the character becomes influenced&lt;br /&gt;
* 25% chance the character becomes influenced but lose 1 [[File:YIELD LEGITIMACY.png|25px]] Legitimacy&lt;br /&gt;
* 25% chance Event&lt;br /&gt;
| Both characters are at least 12&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MISSION INTERCESSION.png|40px]] Intercession&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 200 Money&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 2 Orders&lt;br /&gt;
| &lt;br /&gt;
* 50% chance the character becomes interceded&lt;br /&gt;
* 25% chance the character becomes interceded but lose 1 [[File:YIELD LEGITIMACY.png|25px]] Legitimacy&lt;br /&gt;
* 25% chance Event&lt;br /&gt;
| Same Religion&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MISSION MAKE HEIR.png|40px]] Make Chosen Heir&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 100 Civics&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 2 Orders&lt;br /&gt;
| &lt;br /&gt;
* 80% chance the character becomes the new Heir but lose 10 [[File:YIELD LEGITIMACY.png|25px]] Legitimacy&lt;br /&gt;
* 20% chance Event&lt;br /&gt;
| Target is Son or Daughter&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MISSION RALLY TROOPS.png|40px]] Rally Troops&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 100 Civics&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 2 Orders&lt;br /&gt;
| &lt;br /&gt;
* 75% chance gain 100 [[File:YIELD TRAINING.png|25px]] Training&lt;br /&gt;
* 25% chance Event&lt;br /&gt;
| Age is at least 18&amp;lt;br&amp;gt;[[File:TECH MILITARY DRILL.png|25px]] Military Drill technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MISSION TUTOR.png|40px]] Tutor Child&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 200 Civics&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 2 Orders&lt;br /&gt;
| &lt;br /&gt;
* 16.6% chance to improve [[File:RATING CHARISMA.png|25px]] Charisma (+3% per [[File:RATING CHARISMA.png|25px]] Charisma)&lt;br /&gt;
* 16.6% chance to improve [[File:RATING COURAGE.png|25px]] Courage (+3% per [[File:RATING COURAGE.png|25px]] Courage)&lt;br /&gt;
* 16.6% chance to improve [[File:RATING DISCIPLINE.png|25px]] Discipline (+3% per [[File:RATING DISCIPLINE.png|25px]] Discipline)&lt;br /&gt;
* 16.6% chance to improve [[File:RATING WISDOM.png|25px]] Wisdom (+3% per [[File:RATING WISDOM.png|25px]] Wisdom)&lt;br /&gt;
* 33.3% chance Event&lt;br /&gt;
| Target&#039;s age is 10-17&amp;lt;br&amp;gt;[[File:TRAIT SCHOLAR.png|25px]] Scholar archetype&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
Each character has four attributes, which determines what are the bonuses for appointing them as Governor, General, Nation Leader or Councilor.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Attribute !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Charisma&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:RATING CHARISMA.png]]&lt;br /&gt;
| &lt;br /&gt;
* If the character is Nation Leader, Spouse, Heir or Chancellor, it determines how much [[File:YIELD CIVICS.png|25px]] Civics all cities gain&lt;br /&gt;
* If the character is Governor, it determines how much [[File:YIELD CIVICS.png|25px]] Civics the city gains&lt;br /&gt;
* If the character is General, it determines how much Defense the unit gains&lt;br /&gt;
* If the character is Ambassador, it determines how much Foreign Opinion the Nation Leader gains&lt;br /&gt;
* If the character is Spymaster, it determines how much Family Opinion the Nation Leader gains&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Courage&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:RATING COURAGE.png]]&lt;br /&gt;
| &lt;br /&gt;
* If the character is Nation Leader, Spouse, Heir or Chancellor, it determines how much [[File:YIELD TRAINING.png|25px]] Training all cities gain&lt;br /&gt;
* If the character is Governor, it determines how much [[File:YIELD TRAINING.png|25px]] Training the city gains&lt;br /&gt;
* If the character is General, it determines how much Strength the unit gains&lt;br /&gt;
* If the character is Ambassador, it determines how much Tribe Opinion the Nation Leader gains&lt;br /&gt;
* If the character is Spymaster, it determines how much [[File:YIELD HAPPINESS.png|25px]] Happiness all cities gain&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Discipline&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:RATING DISCIPLINE.png]]&lt;br /&gt;
| &lt;br /&gt;
* If the character is Nation Leader, Spouse, Heir or Chancellor, it determines how much [[File:YIELD MONEY.png|25px]] Money all cities gain&lt;br /&gt;
* If the character is Governor, it determines how much [[File:YIELD MONEY.png|25px]] Money the city gains&lt;br /&gt;
* If the character is General, it determines how much XP the unit gains each year&lt;br /&gt;
* If the character is Ambassador, it determines how much Religion Opinion the Nation Leader gains&lt;br /&gt;
* If the character is Spymaster, it determines how much [[File:YIELD ORDERS.png|25px]] Orders all cities gain&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wisdom&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:RATING WISDOM.png]]&lt;br /&gt;
| &lt;br /&gt;
* If the character is Nation Leader, Spouse, Heir or Spymaster, it determines how much [[File:YIELD SCIENCE.png|25px]] Science all cities gain&lt;br /&gt;
* If the character is Governor, it determines how much [[File:YIELD SCIENCE.png|25px]] Science the city gains&lt;br /&gt;
* If the character is General, it determines how much Critical Hit Chance the unit gains&lt;br /&gt;
* If the character is Ambassador, it determines how much [[File:YIELD CULTURE.png|25px]] Culture all cities gain&lt;br /&gt;
* If the character is Chancellor, it determines how much [[File:YIELD GROWTH.png|25px]] Growth all cities gain&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
Each character has an Archetype, which determines how a character may be employed and what bonuses they provide. The Archetype of Heirs is determined by the chosen field of study for them.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Archetypes !! Allowed professions !! Attributes !! Effects !! Opinion !! Included in&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TRAIT BUILDER.png]] Builder&lt;br /&gt;
| [[File:CHAR FILTER GOVERNOR.png|25px]] Governor&amp;lt;br&amp;gt;[[File:CHAR FILTER CHANCELLOR.png|25px]] Chancellor&lt;br /&gt;
| [[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
| &lt;br /&gt;
* As Governor: -1 Years to build Improvements&lt;br /&gt;
* As Leader: Can add Urban Tiles&lt;br /&gt;
* As Leader: Multiple Workers can build Improvements&lt;br /&gt;
* As Leader: -50% Production Time for Workers [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:LAW SLAVERY.png|25px]] Slavery&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT BUILDER.png|25px]] Builder&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT HERO.png|25px]] Hero&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with Nations with more Wonders of the World&lt;br /&gt;
| &lt;br /&gt;
* Regal&lt;br /&gt;
* Urbanite&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TRAIT COMMANDER.png]] Commander&lt;br /&gt;
| [[File:CHAR FILTER GENERAL.png|25px]] General&amp;lt;br&amp;gt;[[File:CHAR FILTER AMBASSADOR.png|25px]] Ambassador&lt;br /&gt;
| [[File:RATING COURAGE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Courage&amp;lt;br&amp;gt;[[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
| &lt;br /&gt;
* As General: +20% [[File:Icon AttackDefense.png]] Strength if Same Unit Adjacent&lt;br /&gt;
* As Leader: +10 XP per year for Idle Units&lt;br /&gt;
* As Leader: +10% [[File:Icon Defense.png]] Defense for Infantry Units&lt;br /&gt;
* As Leader + General: +50% [[File:Icon Attack.png]] Attack if Flanking&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:LAW AUTARKY.png|25px]] Autarky&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT COMMANDER.png|25px]] Commander&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT TACTICIAN.png|25px]] Tactician&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with Nations with more Generals&lt;br /&gt;
| &lt;br /&gt;
* Martial&lt;br /&gt;
* Diligent&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TRAIT DIPLOMAT.png]] Diplomat&lt;br /&gt;
| [[File:CHAR FILTER GOVERNOR.png|25px]] Governor&amp;lt;br&amp;gt;[[File:CHAR FILTER AMBASSADOR.png|25px]] Ambassador&lt;br /&gt;
| [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
| &lt;br /&gt;
* As Governor: +40 Family Opinion&lt;br /&gt;
* As Leader: +60 Foreign Leader Opinion&lt;br /&gt;
* As Leader: +60 Tribe Leader Opinion&lt;br /&gt;
* As Leader: Enables the National Alliance action&lt;br /&gt;
* As Leader: Enables the Tribal Alliance action&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:LAW COLONIES.png|25px]] Colonies&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT DIPLOMAT.png|25px]] Diplomat&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT ORATOR.png|25px]] Orator&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with Nations with more Trades&lt;br /&gt;
| &lt;br /&gt;
* Regal&lt;br /&gt;
* Charming&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TRAIT HERO.png]] Hero&lt;br /&gt;
| [[File:CHAR FILTER GENERAL.png|25px]] General&amp;lt;br&amp;gt;[[File:CHAR FILTER AGENT.png|25px]] Agent&lt;br /&gt;
| [[File:RATING COURAGE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Courage&lt;br /&gt;
| &lt;br /&gt;
* As General: Heal in Neutral Territory&lt;br /&gt;
* As Leader: Heal while Pillaging [All Units]&lt;br /&gt;
* As Leader: +50 [[File:YIELD TRAINING.png|25px]] Training per Military Unit killed&lt;br /&gt;
* As Leader + General: Unit can use the [[File:LAUNCH OFFENSIVE.png|25px]] Launch Offensive action&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:LAW EPICS.png|25px]] Epics&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT HERO.png|25px]] Hero&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT BUILDER.png|25px]] Builder&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with Nations too close&lt;br /&gt;
| &lt;br /&gt;
* Martial&lt;br /&gt;
* Terrifying&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TRAIT JUDGE.png]] Judge&lt;br /&gt;
| [[File:CHAR FILTER GOVERNOR.png|25px]] Governor&amp;lt;br&amp;gt;[[File:CHAR FILTER CHANCELLOR.png|25px]] Chancellor&lt;br /&gt;
| [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&amp;lt;br&amp;gt;[[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
| &lt;br /&gt;
* As Governor: Can Hurry Projects&lt;br /&gt;
* As Governor: Can Hurry Specialists with [[File:YIELD MONEY.png|25px]] Money&lt;br /&gt;
* As Leader: Can Switch Laws for 100 [[File:YIELD CIVICS.png|25px]] Civics&lt;br /&gt;
* As Leader: Can Upgrade Improvements&lt;br /&gt;
* As Leader: Enables the Hold Court action&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:LAW LEGAL CODE.png|25px]] Legal Code&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT JUDGE.png|25px]] Judge&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT SCHEMER.png|25px]] Schemer&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with Nations with more Active Laws&lt;br /&gt;
| &lt;br /&gt;
* Thoughtful&lt;br /&gt;
* Traditional&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TRAIT ORATOR.png]] Orator&lt;br /&gt;
| [[File:CHAR FILTER GOVERNOR.png|25px]] Governor&amp;lt;br&amp;gt;[[File:CHAR FILTER AMBASSADOR.png|25px]] Ambassador&lt;br /&gt;
| [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&amp;lt;br&amp;gt;[[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
| &lt;br /&gt;
* As Governor: +1 [[File:YIELD HAPPINESS.png|25px]] Happiness per year per Culture Level&lt;br /&gt;
* As Leader: +40 Religion Opinion&lt;br /&gt;
* As Leader: Can recruit Tribal Mercenaries with [[File:YIELD LEGITIMACY.png|25px]] Legitimacy&lt;br /&gt;
* As Leader: +1 [[File:YIELD ORDERS.png|25px]] Orders per year per city with Friendly Family&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:LAW TYRANNY.png|25px]] Tyranny&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT ORATOR.png|25px]] Orator&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT DIPLOMAT.png|25px]] Diplomat&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with Nations with more Governors&lt;br /&gt;
| &lt;br /&gt;
* Regal&lt;br /&gt;
* Vain&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TRAIT SCHEMER.png]] Schemer&lt;br /&gt;
| [[File:CHAR FILTER AGENT.png|25px]] Agent&amp;lt;br&amp;gt;[[File:CHAR FILTER SPYMASTER.png|25px]] Spymaster&lt;br /&gt;
| [[File:RATING WISDOM.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wisdom&amp;lt;br&amp;gt;[[File:RATING COURAGE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Courage&lt;br /&gt;
| &lt;br /&gt;
* As Leader: Can use [[File:YIELD LEGITIMACY.png|25px]] Legitimacy to buy [[File:YIELD ORDERS.png|25px]] Orders&lt;br /&gt;
* As Leader: 2 [[File:YIELD ORDERS.png|25px]] Orders per year per War&lt;br /&gt;
* As Leader: Scouts are Invisible&lt;br /&gt;
* As Leader: Enables the Adopt Child action&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:LAW ELITES.png|25px]] Elites&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:LAW COIN DEBASEMENT.png|25px]] Coin Debasement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT SCHEMER.png|25px]] Schemer&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT JUDGE.png|25px]] Judge&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with Nations with better Congomen&lt;br /&gt;
| &lt;br /&gt;
* Thoughtful&lt;br /&gt;
* Covert&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TRAIT SCHOLAR.png]] Scholar&lt;br /&gt;
| [[File:CHAR FILTER GOVERNOR.png|25px]] Governor&amp;lt;br&amp;gt;[[File:CHAR FILTER SPYMASTER.png|25px]] Spymaster&lt;br /&gt;
| [[File:RATING WISDOM.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wisdom&lt;br /&gt;
| &lt;br /&gt;
* As Governor: Unlocks the [[File:PROJECT INQUIRY 1.png|25px]] Inquiry project&lt;br /&gt;
* As Leader: Can Redraw Techs once per year&lt;br /&gt;
* As Leader: 2 [[File:YIELD SCIENCE.png|25px]] Science per year with Archine [All Cities]&lt;br /&gt;
* As Leader: Enables the Tutor Child action&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:LAW ENGINEERING.png|25px]] Engineering&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT SCHOLAR.png|25px]] Scholar&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT ZEALOT.png|25px]] Zealot&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with Nations with more technologies&lt;br /&gt;
| &lt;br /&gt;
* Thoughtful&lt;br /&gt;
* Inquisitive&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TRAIT TACTICIAN.png]] Tactician&lt;br /&gt;
| [[File:CHAR FILTER GENERAL.png|25px]] General&amp;lt;br&amp;gt;[[File:CHAR FILTER SPYMASTER.png|25px]] Spymaster&lt;br /&gt;
| [[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&amp;lt;br&amp;gt;[[File:RATING WISDOM.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wisdom&lt;br /&gt;
| &lt;br /&gt;
* As General: Counterattacks during Melee&lt;br /&gt;
* As Leader: +2 Vision Range&lt;br /&gt;
* As Leader: Ranged Units are Hidden in Friendly or Neutral Territory&lt;br /&gt;
* As Leader + General: Attacks stun the target for 1 turn&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:LAW PROFESSIONAL ARMY.png|25px]] Professional Army&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT TACTICIAN.png|25px]] Tactician&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT COMMANDER.png|25px]] Commander&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with Nations with more powerful armies&lt;br /&gt;
| &lt;br /&gt;
* Martial&lt;br /&gt;
* Sylvan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TRAIT ZEALOT.png]] Zealot&lt;br /&gt;
| [[File:CHAR FILTER GENERAL.png|25px]] General&amp;lt;br&amp;gt;[[File:CHAR FILTER CHANCELLOR.png|25px]] Chancellor&lt;br /&gt;
| [[File:RATING COURAGE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Courage&amp;lt;br&amp;gt;[[File:RATING WISDOM.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wisdom&lt;br /&gt;
| &lt;br /&gt;
* As General: Unit cannot die if it has &amp;gt;1 HP&lt;br /&gt;
* As Leader: +60 Opinion for same Religion&lt;br /&gt;
* As Leader: +1 Fatigue Limit [All Units]&lt;br /&gt;
* As Leader: Can Hurry Production with [[File:YIELD TRAINING.png|25px]] Training [State Religion Cities]&lt;br /&gt;
* As Leader + General: +10% Enlist chance on Kill&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:LAW HOLY WAR.png|25px]] Holy War&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT ZEALOT.png|25px]] Zealot&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT SCHOLAR.png|25px]] Scholar&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with Nations with a different State Religion&lt;br /&gt;
| &lt;br /&gt;
* Martial&lt;br /&gt;
* Devout&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Traits ==&lt;br /&gt;
Each character may have one or more traits, which describe their personality. Traits that provide benefits are called Strengths and traits that provide penalties are called Weaknesses. A character can only have up to 3 Strengths and 3 Weaknesses. Characters that have the same trait will receive &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Opinion of each other, while characters that have opposite traits will receive &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; opinion of each other.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! colspan=3 | Strength !! colspan=3 | Weakness&lt;br /&gt;
|-&lt;br /&gt;
! Trait !! Effects !! Included in !! Trait !! Effects !! Included in&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bold&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING COURAGE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Courage&lt;br /&gt;
| &lt;br /&gt;
* Strong&lt;br /&gt;
| &#039;&#039;&#039;Timid&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING COURAGE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Courage&lt;br /&gt;
| &lt;br /&gt;
* Weak&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Educated&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING WISDOM.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wisdom&lt;br /&gt;
| &lt;br /&gt;
* Inquisitive&lt;br /&gt;
| &#039;&#039;&#039;Superstitious&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING WISDOM.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wisdom&lt;br /&gt;
| &lt;br /&gt;
* Devout&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gracious&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
| &lt;br /&gt;
* Honorable&lt;br /&gt;
| &#039;&#039;&#039;Greedy&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
| &lt;br /&gt;
* Villainous&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Loyal&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
| &lt;br /&gt;
* Honorable&lt;br /&gt;
| &#039;&#039;&#039;Deceitful&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
| &lt;br /&gt;
* Covert&lt;br /&gt;
* Villainous&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Compassionate&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
| &lt;br /&gt;
* Honorable&lt;br /&gt;
| &#039;&#039;&#039;Spoiled&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
| &lt;br /&gt;
* Weak&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Humble&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
* [[File:RATING WISDOM.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wisdom&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;&#039;Proud&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING COURAGE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Courage&lt;br /&gt;
* [[File:RATING WISDOM.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wisdom&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Witty&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
* [[File:RATING WISDOM.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wisdom&lt;br /&gt;
| &lt;br /&gt;
* Charming&lt;br /&gt;
| &#039;&#039;&#039;Drunk&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Foreign Leader Opinion&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Tribal Leader Opinion&lt;br /&gt;
| &lt;br /&gt;
* Carnal&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chaste&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-80%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Chance to have Children&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;&#039;Wanton&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Chance to have Children&lt;br /&gt;
| &lt;br /&gt;
* Carnal&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Romantic&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Chance to have Children&lt;br /&gt;
| &lt;br /&gt;
* Carnal&lt;br /&gt;
| &#039;&#039;&#039;Bitter&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pious&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
* As Governor: [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness each year [City of State Religion]&lt;br /&gt;
* As Governor: [[File:YIELD CULTURE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Culture [City of State Religion]&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; State Religion Spread Chance&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Chance to become Religion Head&lt;br /&gt;
| &lt;br /&gt;
* Devout&lt;br /&gt;
| &#039;&#039;&#039;Impious&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Religion Opinion&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Chance to become Religion Head&lt;br /&gt;
| &lt;br /&gt;
* Villainous&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Righteous&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness each year&lt;br /&gt;
* As Leader: [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness each year [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Honorable&lt;br /&gt;
* Sever Virtues&lt;br /&gt;
| &#039;&#039;&#039;Debauched&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD DISCONTENT.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discontent per year&lt;br /&gt;
* As Leader: [[File:YIELD DISCONTENT.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discontent per year [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Carnal&lt;br /&gt;
* Seven Sins&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Affable&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD GROWTH.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Growth each year per Culture Level&lt;br /&gt;
* As Leader: [[File:YIELD GROWTH.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Growth each year per Culture Level [All Cities]&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Chance to become Family Head&lt;br /&gt;
| &lt;br /&gt;
* Charming&lt;br /&gt;
* Sever Virtues&lt;br /&gt;
| &#039;&#039;&#039;Cruel&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD GROWTH.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Growth per year&lt;br /&gt;
* As Leader: [[File:YIELD GROWTH.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Growth per year [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Terrifying&lt;br /&gt;
* Seven Sins&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Eloquent&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics each year per Culture Level&lt;br /&gt;
* As Leader: [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics each year per Culture Level [All Cities]&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Chance to become Family Head&lt;br /&gt;
| &lt;br /&gt;
* Charming&lt;br /&gt;
* Sever Virtues&lt;br /&gt;
| &#039;&#039;&#039;Intolerant&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics&lt;br /&gt;
* As Leader: [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Traditional&lt;br /&gt;
* Seven Sins&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Inspiring&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD CULTURE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Culture each year per Culture Level&lt;br /&gt;
* As Leader: [[File:YIELD CULTURE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Culture each year per Culture Level [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Sever Virtues&lt;br /&gt;
| &#039;&#039;&#039;Uncouth&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD CULTURE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Culture&lt;br /&gt;
* As Leader: [[File:YIELD CULTURE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Culture [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Seven Sins&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Intelligent&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science each year per Culture Level&lt;br /&gt;
* As Leader: [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science each year per Culture Level [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Inquisitive&lt;br /&gt;
* Sever Virtues&lt;br /&gt;
| &#039;&#039;&#039;Foolish&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science&lt;br /&gt;
* As Leader: [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Seven Sins&lt;br /&gt;
* Weak&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Warlike&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training each year per Culture Level&lt;br /&gt;
* As Leader: [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training each year per Culture Level [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Sever Virtues&lt;br /&gt;
| &#039;&#039;&#039;Slothful&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training&lt;br /&gt;
* As Leader: [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Seven Sins&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Prosperous&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money each year per Culture Level&lt;br /&gt;
* As Leader: [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money each year per Culture Level [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Sever Virtues&lt;br /&gt;
* Urbanite&lt;br /&gt;
| &#039;&#039;&#039;Extravagant&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money&lt;br /&gt;
* As Leader: [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Seven Sins&lt;br /&gt;
* Vain&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Famous&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Specialist Costs&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Family Opinion&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;&#039;Infamous&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Family Opinion&lt;br /&gt;
| &lt;br /&gt;
* Villainous&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Frugal&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Improvement Costs&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Improvement Costs [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Traditional&lt;br /&gt;
| &#039;&#039;&#039;Corrupt&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD MAINTENANCE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Maintenance&lt;br /&gt;
* As Leader: [[File:YIELD MAINTENANCE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Maintenance [All Cities]&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Chance to become Family Head&lt;br /&gt;
| &lt;br /&gt;
* Villainous&lt;br /&gt;
* Vain&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Robust&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders each year&lt;br /&gt;
* As Leader: [[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+0.5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders each year [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Traditional&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Carpenter&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt; XP for new Siege and Ship Units&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; XP for new Siege and Ship Units [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Urbanite&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Equestrian&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt; XP for new Mounted Units&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; XP for new Mounted Units [All Cities]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strict&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt; XP for new Infantry Units&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; XP for new Infantry Units [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Diligent&lt;br /&gt;
* Traditional&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cultivator&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:IMPROVEMENT FARM.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Farm Yield&lt;br /&gt;
* As Governor: [[File:IMPROVEMENT GROVE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Grove Yield&lt;br /&gt;
* As Leader: [[File:IMPROVEMENT FARM.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Farm Yield [All Cities]&lt;br /&gt;
* As Leader: [[File:IMPROVEMENT GROVE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Grove Yield [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Productive&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Delver&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:IMPROVEMENT MINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Mine Yield&lt;br /&gt;
* As Governor: [[File:IMPROVEMENT QUARRY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Quarry Yield&lt;br /&gt;
* As Leader: [[File:IMPROVEMENT MINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Mine Yield [All Cities]&lt;br /&gt;
* As Leader: [[File:IMPROVEMENT QUARRY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Quarry Yield [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Productive&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Naturalist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:IMPROVEMENT LUMBERMILL.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Lumbermill Yield&lt;br /&gt;
* As Governor: [[File:IMPROVEMENT PASTURE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Pasture Yield&lt;br /&gt;
* As Leader: [[File:IMPROVEMENT LUMBERMILL.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Lumbermill Yield [All Cities]&lt;br /&gt;
* As Leader: [[File:IMPROVEMENT PASTURE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Pasture Yield [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Productive&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pathfinder&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:IMPROVEMENT CAMP.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Camp Yield&lt;br /&gt;
* As Governor: [[File:IMPROVEMENT NETS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Nets Yield&lt;br /&gt;
* As Leader: [[File:IMPROVEMENT CAMP.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Camp Yield [All Cities]&lt;br /&gt;
* As Leader: [[File:IMPROVEMENT NETS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Nets Yield [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Productive&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vigilant&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; City Defense&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; City Defense [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Diligent&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cunning&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:UNIT CARAVAN.png|25px]] Can construct Caravan units&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Foreign Leader Opinion&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Trival Leader Opinion&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Chance to become Family Head&lt;br /&gt;
| &lt;br /&gt;
* Charming&lt;br /&gt;
* Covert&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Besieger&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon Attack.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Attack Into Urban&lt;br /&gt;
* As Leader: [[File:Icon Attack.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Attack Into Urban [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Urbanite&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Highlander&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength From Hill&lt;br /&gt;
* As Leader: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength From Hill [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Sylvan&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ranger&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength From Trees&lt;br /&gt;
* As Leader: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength From Trees [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Sylvan&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bloodthirsty&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Damaged&lt;br /&gt;
* As Leader: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Damaged [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Terrifying&lt;br /&gt;
* Villainous&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Brave&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Melee Units&lt;br /&gt;
* As Leader: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Melee Units [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Strong&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Engineer&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Siege and Ship Units&lt;br /&gt;
* As Leader: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Siege and Ship Units [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Urbanite&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fierce&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Infantry Units&lt;br /&gt;
* As Leader: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Infantry Units [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Strong&lt;br /&gt;
* Terrifying&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Heckler&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs General&lt;br /&gt;
* As Leader: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs General [All Units]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Horsebane&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Mounted Units&lt;br /&gt;
* As Leader: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Mounted Units [All Units]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Shieldbearer&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Ranged Units&lt;br /&gt;
* As Leader: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Ranged Units [All Units]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Steadfast&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Tribal Units&lt;br /&gt;
* As Leader: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Tribal Units [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Dilligent&lt;br /&gt;
* Strong&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tough&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength if Damaged&lt;br /&gt;
* As Leader: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength if Damaged [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Strong&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Herbalist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:UNIT ACTION HEAL.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Heal Action HP&lt;br /&gt;
* As Leader: [[File:UNIT ACTION HEAL.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Heal Action HP [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Sylvan&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Swift&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:UI HUD Icon Movement.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Unit Movement&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Fatigue Limit [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Sylvan&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tracker&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Vision&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Vision [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Sylvan&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Injuries ===&lt;br /&gt;
Very rarely a character who is a [[File:CHAR FILTER GENERAL.png|25px]] General can become Wounded or Severely Wounded when its unit is attacked. In a few years the character may die, heal, or gain a permanent trait.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Injury !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wounded&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING COURAGE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Courage&lt;br /&gt;
* 30% chance each year to die&lt;br /&gt;
* 40% chance each year to lose the trait&lt;br /&gt;
* 60% chance each year to gain Scarred&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Severely Wounded&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING COURAGE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Courage&lt;br /&gt;
* 70% chance each year to die&lt;br /&gt;
* 20% chance each year to lose the trait&lt;br /&gt;
* 20% chance each year to gain Scarred&lt;br /&gt;
* 20% chance each year to gain Blinded&lt;br /&gt;
* 20% chance each year to gain Crippled&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Blinded&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* Cannot be Governor&lt;br /&gt;
* Cannot be General&lt;br /&gt;
* Cannot be on the council&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Crippled&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Fatigue Limit&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Scarred&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING COURAGE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Courage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Legitimacy ==&lt;br /&gt;
Legitimacy comes from Ambitions and Cognomen. Each point of Legitimacy grants 1 Family Opinion and 0.1 [[File:YIELD ORDERS.png|25px]] Orders per turn.&lt;br /&gt;
&lt;br /&gt;
Ambitions are a Leader&#039;s desires for what they want to achieve. Completing an Ambition will give &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Legitimacy while failing or abandoning an Ambition an Ambition will give &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Legitimacy. When a Nation Leader dies its Ambitions become Legacies, meaning that they will fail if not completed within 20 turns. If a human player Nation completes 10 Ambitions it will achieve Ambition Victory if it is enabled.&lt;br /&gt;
&lt;br /&gt;
=== Cognomen ===&lt;br /&gt;
[[File:New Cognomen.png|thumb|Gaining a new Cognomen]]&lt;br /&gt;
The Cognomen is the title that appears after a character&#039;s name and is granted after a character does enough specific actions. Cognomens affect [[File:YIELD LEGITIMACY.png|25px]] Legitimacy and once a character acquires a Cognomen it can only acquire a different one if it grants more [[File:YIELD LEGITIMACY.png|25px]] Legitimacy than the current one. If a Nation Leader dies the Heir will gain the one step weaker version of the parent&#039;s Cognomen.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Cognomen !! [[File:YIELD LEGITIMACY.png|25px]] Legitimacy !! Required points !! Ways to gain points&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The New&#039;&#039;&#039; || 0 || 0 || New characters start at this level if the previous one remained The Founder&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Founder&#039;&#039;&#039; || 10 || 0 || The first character starts at this level&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Warrior&#039;&#039;&#039; || 10 || 1000 || rowspan=7 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+200&#039;&#039;&#039;&amp;lt;/span&amp;gt; per killed military unit&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+200&#039;&#039;&#039;&amp;lt;/span&amp;gt; per killed military unit (as General)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-200&#039;&#039;&#039;&amp;lt;/span&amp;gt; per lost unit&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Drillmaster&#039;&#039;&#039; || 20 || 2000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Valiant&#039;&#039;&#039; || 30 || 3000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Mighty&#039;&#039;&#039; || 40 || 4000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Victorious&#039;&#039;&#039; || 50 || 5000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Lion&#039;&#039;&#039; || 60 || 6000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Invincible&#039;&#039;&#039; || 70 || 7000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Mason&#039;&#039;&#039; || 10 || 1000 || rowspan=4 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt; per improvement finished&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per wonder finished&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Architect&#039;&#039;&#039; || 20 || 2000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Keystone&#039;&#039;&#039; || 40 || 4000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Fountainhead&#039;&#039;&#039; || 60 || 6000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Destroyer&#039;&#039;&#039; || 20 || 2000 || rowspan=3 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+500&#039;&#039;&#039;&amp;lt;/span&amp;gt; per tribal site cleared&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Avenger&#039;&#039;&#039; || 40 || 4000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The White Death&#039;&#039;&#039; || 60 || 6000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Ambitious&#039;&#039;&#039; || 20 || 2000 || rowspan=3 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt; per specialist trained&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per courtier added&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Brilliant&#039;&#039;&#039; || 40 || 4000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Beloved&#039;&#039;&#039; || 60 || 6000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Learned&#039;&#039;&#039; || 20 || 2000 || rowspan=3 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+500&#039;&#039;&#039;&amp;lt;/span&amp;gt; per technology researched&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Enlightened&#039;&#039;&#039; || 40 || 4000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Wish&#039;&#039;&#039; || 60 || 6000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Capable&#039;&#039;&#039; || 20 || 2000 || rowspan=2 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt; per unit trainer&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt; per unit promoted&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Ready&#039;&#039;&#039; || 30 || 3000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Settler&#039;&#039;&#039; || 20 || 2000 || rowspan=2 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per city founded&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Pioneer&#039;&#039;&#039; || 40 || 4000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Intercessor&#039;&#039;&#039; || 30 || 3000 || rowspan=2 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per tribal peace formed&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per nation peace formed&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per tribal alliance formed&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per nation alliance formed&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Peacemaker&#039;&#039;&#039; || 50 || 5000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Conqueror&#039;&#039;&#039; || 40 || 4000 || rowspan=2 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per city captured&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per capital captured&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Subjugator&#039;&#039;&#039; || 60 || 6000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Restorer&#039;&#039;&#039; || 40 || 4000 || rowspan=2 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per city recaptured&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Liberator&#039;&#039;&#039; || 60 || 6000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Devout&#039;&#039;&#039; || 20 || 2000 || rowspan=2 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+200&#039;&#039;&#039;&amp;lt;/span&amp;gt; per religion spread&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per theology established&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1500&#039;&#039;&#039;&amp;lt;/span&amp;gt; per world religion founded&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Holy&#039;&#039;&#039; || 40 || 4000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Explorer&#039;&#039;&#039; || 30 || 3000 || rowspan=2 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; per tile revealed&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt; per tribe contacted&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt; per nation contacted&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+200&#039;&#039;&#039;&amp;lt;/span&amp;gt; per caravans arrived&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+200&#039;&#039;&#039;&amp;lt;/span&amp;gt; per ruins explored&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+300&#039;&#039;&#039;&amp;lt;/span&amp;gt; per landmarks discovered&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+400&#039;&#039;&#039;&amp;lt;/span&amp;gt; per landmarks named&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Intrepid&#039;&#039;&#039; || 50 || 5000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Old&#039;&#039;&#039; || 40 || 4000 || rowspan=2 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt; per year reigned&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Ancient&#039;&#039;&#039; || 50 || 5000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Rebuilder&#039;&#039;&#039; || 20 || 2000 || &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+200&#039;&#039;&#039;&amp;lt;/span&amp;gt; per improvement repaired&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Able&#039;&#039;&#039; || 30 || 30000 || rowspan=8 | All the above&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Just&#039;&#039;&#039; || 40 || 40000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Good&#039;&#039;&#039; || 50 || 50000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Strong&#039;&#039;&#039; || 60 || 60000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Noble&#039;&#039;&#039; || 70 || 70000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Glorious&#039;&#039;&#039; || 80 || 80000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Magnificent&#039;&#039;&#039; || 90 || 90000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Great&#039;&#039;&#039; || 100 || 100000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Unfortunate&#039;&#039;&#039; || -20 || 2000 || rowspan=5 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per city lost&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+200&#039;&#039;&#039;&amp;lt;/span&amp;gt; per unit lost&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-200&#039;&#039;&#039;&amp;lt;/span&amp;gt; per killed military unit&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-200&#039;&#039;&#039;&amp;lt;/span&amp;gt; per killed military unit (as General)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per city captured&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per city recaptured&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Unready&#039;&#039;&#039; || -40 || 4000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Weak&#039;&#039;&#039; || -60 || 6000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Bad&#039;&#039;&#039; || -80 || 8000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Bloody&#039;&#039;&#039; || -100 || 10000&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Old_World/index.php?title=Characters&amp;diff=1310</id>
		<title>Characters</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Old_World/index.php?title=Characters&amp;diff=1310"/>
		<updated>2023-03-13T15:59:31Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: /* Legitimacy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Partial council.png|thumb|300px|A partial council and list of characters]]&lt;br /&gt;
Characters are the various important people that exist in the world, both historical and fictional. All characters can be renamed at any point.&lt;br /&gt;
&lt;br /&gt;
== The council ==&lt;br /&gt;
Each Nation has a council, made up of up to 5 characters that hold special status. Appointing a character on the council costs 100 [[File:YIELD CIVICS.png|25px]] 75 Civics and 2 [[File:YIELD ORDERS.png|25px]] 2 Orders.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Councilor !! Spouse&amp;lt;br&amp;gt;[[File:FAMILY MARRIAGE.png|40px]] !! Heir&amp;lt;br&amp;gt;[[File:MISSION MAKE HEIR.png|40px]] !! Ambassador&amp;lt;br&amp;gt;[[File:COUNCIL AMBASSADOR.png|40px]] !! Chancellor&amp;lt;br&amp;gt;[[File:COUNCIL CHANCELLOR.png|40px]] !! Spymaster&amp;lt;br&amp;gt;[[File:COUNCIL SPYMASTER.png|40px]]&lt;br /&gt;
|-&lt;br /&gt;
! Nation bonus&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] Charisma produces [[File:YIELD CIVICS.png|25px]] Civics&lt;br /&gt;
* [[File:RATING COURAGE.png|25px]] Courage produces [[File:YIELD TRAINING.png|25px]] Training&lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] Discipline produces [[File:YIELD MONEY.png|25px]] Money&lt;br /&gt;
* [[File:RATING WISDOM.png|25px]] Wisdom produces [[File:YIELD SCIENCE.png|25px]] Science&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] Charisma produces [[File:YIELD CIVICS.png|25px]] Civics&lt;br /&gt;
* [[File:RATING COURAGE.png|25px]] Courage produces [[File:YIELD TRAINING.png|25px]] Training&lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] Discipline produces [[File:YIELD MONEY.png|25px]] Money&lt;br /&gt;
* [[File:RATING WISDOM.png|25px]] Wisdom produces [[File:YIELD SCIENCE.png|25px]] Science&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] Charisma produces Foreign Opinion&lt;br /&gt;
* [[File:RATING COURAGE.png|25px]] Courage produces Tribe Opinion&lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] Discipline produces Religion Opinion&lt;br /&gt;
* [[File:RATING WISDOM.png|25px]] Wisdom produces [[File:YIELD CULTURE.png|25px]] Culture&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] Charisma produces [[File:YIELD CIVICS.png|25px]] Civics&lt;br /&gt;
* [[File:RATING COURAGE.png|25px]] Courage produces [[File:YIELD TRAINING.png|25px]] Training&lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] Discipline produces [[File:YIELD MONEY.png|25px]] Money&lt;br /&gt;
* [[File:RATING WISDOM.png|25px]] Wisdom produces [[File:YIELD GROWTH.png|25px]] Growth&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] Charisma produces Family Opinion&lt;br /&gt;
* [[File:RATING COURAGE.png|25px]] Courage produces [[File:YIELD HAPPINESS.png|25px]] Happiness&lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] Discipline produces [[File:YIELD ORDERS.png|25px]] Orders&lt;br /&gt;
* [[File:RATING WISDOM.png|25px]] Wisdom produces [[File:YIELD SCIENCE.png|25px]] Science&lt;br /&gt;
|-&lt;br /&gt;
! Effects&lt;br /&gt;
| Produces Children&lt;br /&gt;
| Becomes Nation Leader upon the current one&#039;s death&lt;br /&gt;
| Gains Unique Missions&lt;br /&gt;
| Gains Unique Missions&lt;br /&gt;
| Gains Unique Missions&lt;br /&gt;
|-&lt;br /&gt;
! Required technology&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| [[File:TECH ARISTOCRACY.png|25px]] Aristocracy&lt;br /&gt;
| [[File:TECH SPOKED WHEEL.png|25px]] Spoked Wheel&lt;br /&gt;
| [[File:TECH PORTCULLIS.png|25px]] Portcullis&lt;br /&gt;
|-&lt;br /&gt;
! Required archetype&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| [[File:TRAIT COMMANDER.png|25px]] Commander, [[File:TRAIT ORATOR.png|25px]] Diplomat, [[File:TRAIT DIPLOMAT.png|25px]] Orator&lt;br /&gt;
| [[File:TRAIT BUILDER.png|25px]] Builder, [[File:TRAIT JUDGE.png|25px]] Judge, [[File:TRAIT ZEALOT.png|25px]] Zealot&lt;br /&gt;
| [[File:TRAIT SCHEMER.png|25px]] Schemer, [[File:TRAIT SCHOLAR.png|25px]] Scholar, [[File:TRAIT TACTICIAN.png|25px]] Tactician&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character actions ==&lt;br /&gt;
Characters may be interacted by clicking on their portrait and then choosing an interaction from the menu that appears on the left.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Action !! Cost !! Effects !! Requirements&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MISSION ABDICATE.png|40px]] Abdicate Throne&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 100 Civics&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 2 Orders&lt;br /&gt;
| &lt;br /&gt;
* Heir becomes Nation Leader but lose 10 [[File:YIELD LEGITIMACY.png|25px]] Legitimacy&lt;br /&gt;
| Target is below 18&amp;lt;br&amp;gt;[[File:TRAIT SCHEMER.png|25px]] Schemer archetype&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MISSION ADOPT.png|40px]] Adopt Child&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 100 Civics&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 2 Orders&lt;br /&gt;
| &lt;br /&gt;
* 80% chance the character joins the family but lose 4 [[File:YIELD LEGITIMACY.png|25px]] Legitimacy&lt;br /&gt;
* 20% chance Event&lt;br /&gt;
| Heir&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPREAD RELIGION TRIBE.png|40px]] Convert Religion&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 100 Civics&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 2 Orders&lt;br /&gt;
| &lt;br /&gt;
* 75% chance the character converts to the Nation&#039;s religion&lt;br /&gt;
* 25% chance Event&lt;br /&gt;
| Target is at least 18&amp;lt;br&amp;gt;Target does not follow the Nation&#039;s religion&amp;lt;br&amp;gt;Target is not a Religion Head&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MISSION DIVORCE.png|40px]] Divorce&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 100 Civics&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 2 Orders&lt;br /&gt;
| &lt;br /&gt;
* 80% chance the character divorces&lt;br /&gt;
* 20% chance Event&lt;br /&gt;
| Target is Husband or Wife&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAMILY MARRIAGE.png|40px]] Family Marriage&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 100 Civics&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 2 Orders&lt;br /&gt;
| &lt;br /&gt;
* Choose a family to look for a marriage cadidate&lt;br /&gt;
| Target is Son or Daughter&amp;lt;br&amp;gt;Target does not have a Husband or Wife&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MISSION HOLD COURT.png|40px]] Hold Court&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 100 Training&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 2 Orders&lt;br /&gt;
| &lt;br /&gt;
* 60% chance gain 100 [[File:YIELD CIVICS.png|25px]] Civics&lt;br /&gt;
* 20% chance gain a Courtier&lt;br /&gt;
* 20% chance Event&lt;br /&gt;
| Age is at least 18&amp;lt;br&amp;gt;[[File:TRAIT JUDGE.png|25px]] Judge archetype&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MISSION INFLUENCE.png|40px]] Influence&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 200 Money&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 2 Orders&lt;br /&gt;
| &lt;br /&gt;
* 50% chance the character becomes influenced&lt;br /&gt;
* 25% chance the character becomes influenced but lose 1 [[File:YIELD LEGITIMACY.png|25px]] Legitimacy&lt;br /&gt;
* 25% chance Event&lt;br /&gt;
| Both characters are at least 12&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MISSION INTERCESSION.png|40px]] Intercession&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 200 Money&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 2 Orders&lt;br /&gt;
| &lt;br /&gt;
* 50% chance the character becomes interceded&lt;br /&gt;
* 25% chance the character becomes interceded but lose 1 [[File:YIELD LEGITIMACY.png|25px]] Legitimacy&lt;br /&gt;
* 25% chance Event&lt;br /&gt;
| Same Religion&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MISSION MAKE HEIR.png|40px]] Make Chosen Heir&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 100 Civics&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 2 Orders&lt;br /&gt;
| &lt;br /&gt;
* 80% chance the character becomes the new Heir but lose 10 [[File:YIELD LEGITIMACY.png|25px]] Legitimacy&lt;br /&gt;
* 20% chance Event&lt;br /&gt;
| Target is Son or Daughter&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MISSION RALLY TROOPS.png|40px]] Rally Troops&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 100 Civics&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 2 Orders&lt;br /&gt;
| &lt;br /&gt;
* 75% chance gain 100 [[File:YIELD TRAINING.png|25px]] Training&lt;br /&gt;
* 25% chance Event&lt;br /&gt;
| Age is at least 18&amp;lt;br&amp;gt;[[File:TECH MILITARY DRILL.png|25px]] Military Drill technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MISSION TUTOR.png|40px]] Tutor Child&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 200 Civics&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 2 Orders&lt;br /&gt;
| &lt;br /&gt;
* 16.6% chance to improve [[File:RATING CHARISMA.png|25px]] Charisma (+3% per [[File:RATING CHARISMA.png|25px]] Charisma)&lt;br /&gt;
* 16.6% chance to improve [[File:RATING COURAGE.png|25px]] Courage (+3% per [[File:RATING COURAGE.png|25px]] Courage)&lt;br /&gt;
* 16.6% chance to improve [[File:RATING DISCIPLINE.png|25px]] Discipline (+3% per [[File:RATING DISCIPLINE.png|25px]] Discipline)&lt;br /&gt;
* 16.6% chance to improve [[File:RATING WISDOM.png|25px]] Wisdom (+3% per [[File:RATING WISDOM.png|25px]] Wisdom)&lt;br /&gt;
* 33.3% chance Event&lt;br /&gt;
| Target&#039;s age is 10-17&amp;lt;br&amp;gt;[[File:TRAIT SCHOLAR.png|25px]] Scholar archetype&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
Each character has four attributes, which determines what are the bonuses for appointing them as Governor, General, Nation Leader or Councilor.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Attribute !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Charisma&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:RATING CHARISMA.png]]&lt;br /&gt;
| &lt;br /&gt;
* If the character is Nation Leader, Spouse, Heir or Chancellor, it determines how much [[File:YIELD CIVICS.png|25px]] Civics all cities gain&lt;br /&gt;
* If the character is Governor, it determines how much [[File:YIELD CIVICS.png|25px]] Civics the city gains&lt;br /&gt;
* If the character is General, it determines how much Defense the unit gains&lt;br /&gt;
* If the character is Ambassador, it determines how much Foreign Opinion the Nation Leader gains&lt;br /&gt;
* If the character is Spymaster, it determines how much Family Opinion the Nation Leader gains&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Courage&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:RATING COURAGE.png]]&lt;br /&gt;
| &lt;br /&gt;
* If the character is Nation Leader, Spouse, Heir or Chancellor, it determines how much [[File:YIELD TRAINING.png|25px]] Training all cities gain&lt;br /&gt;
* If the character is Governor, it determines how much [[File:YIELD TRAINING.png|25px]] Training the city gains&lt;br /&gt;
* If the character is General, it determines how much Strength the unit gains&lt;br /&gt;
* If the character is Ambassador, it determines how much Tribe Opinion the Nation Leader gains&lt;br /&gt;
* If the character is Spymaster, it determines how much [[File:YIELD HAPPINESS.png|25px]] Happiness all cities gain&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Discipline&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:RATING DISCIPLINE.png]]&lt;br /&gt;
| &lt;br /&gt;
* If the character is Nation Leader, Spouse, Heir or Chancellor, it determines how much [[File:YIELD MONEY.png|25px]] Money all cities gain&lt;br /&gt;
* If the character is Governor, it determines how much [[File:YIELD MONEY.png|25px]] Money the city gains&lt;br /&gt;
* If the character is General, it determines how much XP the unit gains each year&lt;br /&gt;
* If the character is Ambassador, it determines how much Religion Opinion the Nation Leader gains&lt;br /&gt;
* If the character is Spymaster, it determines how much [[File:YIELD ORDERS.png|25px]] Orders all cities gain&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wisdom&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:RATING WISDOM.png]]&lt;br /&gt;
| &lt;br /&gt;
* If the character is Nation Leader, Spouse, Heir or Spymaster, it determines how much [[File:YIELD SCIENCE.png|25px]] Science all cities gain&lt;br /&gt;
* If the character is Governor, it determines how much [[File:YIELD SCIENCE.png|25px]] Science the city gains&lt;br /&gt;
* If the character is General, it determines how much Critical Hit Chance the unit gains&lt;br /&gt;
* If the character is Ambassador, it determines how much [[File:YIELD CULTURE.png|25px]] Culture all cities gain&lt;br /&gt;
* If the character is Chancellor, it determines how much [[File:YIELD GROWTH.png|25px]] Growth all cities gain&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
Each character has an Archetype, which determines how a character may be employed and what bonuses they provide. The Archetype of Heirs is determined by the chosen field of study for them.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Archetypes !! Allowed professions !! Attributes !! Effects !! Opinion !! Included in&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TRAIT BUILDER.png]] Builder&lt;br /&gt;
| [[File:CHAR FILTER GOVERNOR.png|25px]] Governor&amp;lt;br&amp;gt;[[File:CHAR FILTER CHANCELLOR.png|25px]] Chancellor&lt;br /&gt;
| [[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
| &lt;br /&gt;
* As Governor: -1 Years to build Improvements&lt;br /&gt;
* As Leader: Can add Urban Tiles&lt;br /&gt;
* As Leader: Multiple Workers can build Improvements&lt;br /&gt;
* As Leader: -50% Production Time for Workers [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:LAW SLAVERY.png|25px]] Slavery&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT BUILDER.png|25px]] Builder&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT HERO.png|25px]] Hero&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with Nations with more Wonders of the World&lt;br /&gt;
| &lt;br /&gt;
* Regal&lt;br /&gt;
* Urbanite&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TRAIT COMMANDER.png]] Commander&lt;br /&gt;
| [[File:CHAR FILTER GENERAL.png|25px]] General&amp;lt;br&amp;gt;[[File:CHAR FILTER AMBASSADOR.png|25px]] Ambassador&lt;br /&gt;
| [[File:RATING COURAGE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Courage&amp;lt;br&amp;gt;[[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
| &lt;br /&gt;
* As General: +20% [[File:Icon AttackDefense.png]] Strength if Same Unit Adjacent&lt;br /&gt;
* As Leader: +10 XP per year for Idle Units&lt;br /&gt;
* As Leader: +10% [[File:Icon Defense.png]] Defense for Infantry Units&lt;br /&gt;
* As Leader + General: +50% [[File:Icon Attack.png]] Attack if Flanking&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:LAW AUTARKY.png|25px]] Autarky&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT COMMANDER.png|25px]] Commander&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT TACTICIAN.png|25px]] Tactician&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with Nations with more Generals&lt;br /&gt;
| &lt;br /&gt;
* Martial&lt;br /&gt;
* Diligent&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TRAIT DIPLOMAT.png]] Diplomat&lt;br /&gt;
| [[File:CHAR FILTER GOVERNOR.png|25px]] Governor&amp;lt;br&amp;gt;[[File:CHAR FILTER AMBASSADOR.png|25px]] Ambassador&lt;br /&gt;
| [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
| &lt;br /&gt;
* As Governor: +40 Family Opinion&lt;br /&gt;
* As Leader: +60 Foreign Leader Opinion&lt;br /&gt;
* As Leader: +60 Tribe Leader Opinion&lt;br /&gt;
* As Leader: Enables the National Alliance action&lt;br /&gt;
* As Leader: Enables the Tribal Alliance action&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:LAW COLONIES.png|25px]] Colonies&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT DIPLOMAT.png|25px]] Diplomat&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT ORATOR.png|25px]] Orator&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with Nations with more Trades&lt;br /&gt;
| &lt;br /&gt;
* Regal&lt;br /&gt;
* Charming&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TRAIT HERO.png]] Hero&lt;br /&gt;
| [[File:CHAR FILTER GENERAL.png|25px]] General&amp;lt;br&amp;gt;[[File:CHAR FILTER AGENT.png|25px]] Agent&lt;br /&gt;
| [[File:RATING COURAGE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Courage&lt;br /&gt;
| &lt;br /&gt;
* As General: Heal in Neutral Territory&lt;br /&gt;
* As Leader: Heal while Pillaging [All Units]&lt;br /&gt;
* As Leader: +50 [[File:YIELD TRAINING.png|25px]] Training per Military Unit killed&lt;br /&gt;
* As Leader + General: Unit can use the [[File:LAUNCH OFFENSIVE.png|25px]] Launch Offensive action&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:LAW EPICS.png|25px]] Epics&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT HERO.png|25px]] Hero&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT BUILDER.png|25px]] Builder&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with Nations too close&lt;br /&gt;
| &lt;br /&gt;
* Martial&lt;br /&gt;
* Terrifying&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TRAIT JUDGE.png]] Judge&lt;br /&gt;
| [[File:CHAR FILTER GOVERNOR.png|25px]] Governor&amp;lt;br&amp;gt;[[File:CHAR FILTER CHANCELLOR.png|25px]] Chancellor&lt;br /&gt;
| [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&amp;lt;br&amp;gt;[[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
| &lt;br /&gt;
* As Governor: Can Hurry Projects&lt;br /&gt;
* As Governor: Can Hurry Specialists with [[File:YIELD MONEY.png|25px]] Money&lt;br /&gt;
* As Leader: Can Switch Laws for 100 [[File:YIELD CIVICS.png|25px]] Civics&lt;br /&gt;
* As Leader: Can Upgrade Improvements&lt;br /&gt;
* As Leader: Enables the Hold Court action&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:LAW LEGAL CODE.png|25px]] Legal Code&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT JUDGE.png|25px]] Judge&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT SCHEMER.png|25px]] Schemer&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with Nations with more Active Laws&lt;br /&gt;
| &lt;br /&gt;
* Thoughtful&lt;br /&gt;
* Traditional&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TRAIT ORATOR.png]] Orator&lt;br /&gt;
| [[File:CHAR FILTER GOVERNOR.png|25px]] Governor&amp;lt;br&amp;gt;[[File:CHAR FILTER AMBASSADOR.png|25px]] Ambassador&lt;br /&gt;
| [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&amp;lt;br&amp;gt;[[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
| &lt;br /&gt;
* As Governor: +1 [[File:YIELD HAPPINESS.png|25px]] Happiness per year per Culture Level&lt;br /&gt;
* As Leader: +40 Religion Opinion&lt;br /&gt;
* As Leader: Can recruit Tribal Mercenaries with [[File:YIELD LEGITIMACY.png|25px]] Legitimacy&lt;br /&gt;
* As Leader: +1 [[File:YIELD ORDERS.png|25px]] Orders per year per city with Friendly Family&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:LAW TYRANNY.png|25px]] Tyranny&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT ORATOR.png|25px]] Orator&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT DIPLOMAT.png|25px]] Diplomat&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with Nations with more Governors&lt;br /&gt;
| &lt;br /&gt;
* Regal&lt;br /&gt;
* Vain&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TRAIT SCHEMER.png]] Schemer&lt;br /&gt;
| [[File:CHAR FILTER AGENT.png|25px]] Agent&amp;lt;br&amp;gt;[[File:CHAR FILTER SPYMASTER.png|25px]] Spymaster&lt;br /&gt;
| [[File:RATING WISDOM.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wisdom&amp;lt;br&amp;gt;[[File:RATING COURAGE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Courage&lt;br /&gt;
| &lt;br /&gt;
* As Leader: Can use [[File:YIELD LEGITIMACY.png|25px]] Legitimacy to buy [[File:YIELD ORDERS.png|25px]] Orders&lt;br /&gt;
* As Leader: 2 [[File:YIELD ORDERS.png|25px]] Orders per year per War&lt;br /&gt;
* As Leader: Scouts are Invisible&lt;br /&gt;
* As Leader: Enables the Adopt Child action&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:LAW ELITES.png|25px]] Elites&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:LAW COIN DEBASEMENT.png|25px]] Coin Debasement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT SCHEMER.png|25px]] Schemer&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT JUDGE.png|25px]] Judge&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with Nations with better Congomen&lt;br /&gt;
| &lt;br /&gt;
* Thoughtful&lt;br /&gt;
* Covert&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TRAIT SCHOLAR.png]] Scholar&lt;br /&gt;
| [[File:CHAR FILTER GOVERNOR.png|25px]] Governor&amp;lt;br&amp;gt;[[File:CHAR FILTER SPYMASTER.png|25px]] Spymaster&lt;br /&gt;
| [[File:RATING WISDOM.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wisdom&lt;br /&gt;
| &lt;br /&gt;
* As Governor: Unlocks the [[File:PROJECT INQUIRY 1.png|25px]] Inquiry project&lt;br /&gt;
* As Leader: Can Redraw Techs once per year&lt;br /&gt;
* As Leader: 2 [[File:YIELD SCIENCE.png|25px]] Science per year with Archine [All Cities]&lt;br /&gt;
* As Leader: Enables the Tutor Child action&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:LAW ENGINEERING.png|25px]] Engineering&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT SCHOLAR.png|25px]] Scholar&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT ZEALOT.png|25px]] Zealot&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with Nations with more technologies&lt;br /&gt;
| &lt;br /&gt;
* Thoughtful&lt;br /&gt;
* Inquisitive&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TRAIT TACTICIAN.png]] Tactician&lt;br /&gt;
| [[File:CHAR FILTER GENERAL.png|25px]] General&amp;lt;br&amp;gt;[[File:CHAR FILTER SPYMASTER.png|25px]] Spymaster&lt;br /&gt;
| [[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&amp;lt;br&amp;gt;[[File:RATING WISDOM.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wisdom&lt;br /&gt;
| &lt;br /&gt;
* As General: Counterattacks during Melee&lt;br /&gt;
* As Leader: +2 Vision Range&lt;br /&gt;
* As Leader: Ranged Units are Hidden in Friendly or Neutral Territory&lt;br /&gt;
* As Leader + General: Attacks stun the target for 1 turn&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:LAW PROFESSIONAL ARMY.png|25px]] Professional Army&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT TACTICIAN.png|25px]] Tactician&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT COMMANDER.png|25px]] Commander&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with Nations with more powerful armies&lt;br /&gt;
| &lt;br /&gt;
* Martial&lt;br /&gt;
* Sylvan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TRAIT ZEALOT.png]] Zealot&lt;br /&gt;
| [[File:CHAR FILTER GENERAL.png|25px]] General&amp;lt;br&amp;gt;[[File:CHAR FILTER CHANCELLOR.png|25px]] Chancellor&lt;br /&gt;
| [[File:RATING COURAGE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Courage&amp;lt;br&amp;gt;[[File:RATING WISDOM.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wisdom&lt;br /&gt;
| &lt;br /&gt;
* As General: Unit cannot die if it has &amp;gt;1 HP&lt;br /&gt;
* As Leader: +60 Opinion for same Religion&lt;br /&gt;
* As Leader: +1 Fatigue Limit [All Units]&lt;br /&gt;
* As Leader: Can Hurry Production with [[File:YIELD TRAINING.png|25px]] Training [State Religion Cities]&lt;br /&gt;
* As Leader + General: +10% Enlist chance on Kill&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:LAW HOLY WAR.png|25px]] Holy War&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT ZEALOT.png|25px]] Zealot&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT SCHOLAR.png|25px]] Scholar&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with Nations with a different State Religion&lt;br /&gt;
| &lt;br /&gt;
* Martial&lt;br /&gt;
* Devout&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Traits ==&lt;br /&gt;
Each character may have one or more traits, which describe their personality. Traits that provide benefits are called Strengths and traits that provide penalties are called Weaknesses. A character can only have up to 3 Strengths and 3 Weaknesses. Characters that have the same trait will receive &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Opinion of each other, while characters that have opposite traits will receive &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; opinion of each other.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! colspan=3 | Strength !! colspan=3 | Weakness&lt;br /&gt;
|-&lt;br /&gt;
! Trait !! Effects !! Included in !! Trait !! Effects !! Included in&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bold&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING COURAGE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Courage&lt;br /&gt;
| &lt;br /&gt;
* Strong&lt;br /&gt;
| &#039;&#039;&#039;Timid&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING COURAGE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Courage&lt;br /&gt;
| &lt;br /&gt;
* Weak&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Educated&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING WISDOM.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wisdom&lt;br /&gt;
| &lt;br /&gt;
* Inquisitive&lt;br /&gt;
| &#039;&#039;&#039;Superstitious&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING WISDOM.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wisdom&lt;br /&gt;
| &lt;br /&gt;
* Devout&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gracious&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
| &lt;br /&gt;
* Honorable&lt;br /&gt;
| &#039;&#039;&#039;Greedy&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
| &lt;br /&gt;
* Villainous&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Loyal&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
| &lt;br /&gt;
* Honorable&lt;br /&gt;
| &#039;&#039;&#039;Deceitful&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
| &lt;br /&gt;
* Covert&lt;br /&gt;
* Villainous&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Compassionate&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
| &lt;br /&gt;
* Honorable&lt;br /&gt;
| &#039;&#039;&#039;Spoiled&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
| &lt;br /&gt;
* Weak&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Humble&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
* [[File:RATING WISDOM.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wisdom&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;&#039;Proud&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING COURAGE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Courage&lt;br /&gt;
* [[File:RATING WISDOM.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wisdom&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Witty&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
* [[File:RATING WISDOM.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wisdom&lt;br /&gt;
| &lt;br /&gt;
* Charming&lt;br /&gt;
| &#039;&#039;&#039;Drunk&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Foreign Leader Opinion&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Tribal Leader Opinion&lt;br /&gt;
| &lt;br /&gt;
* Carnal&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chaste&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-80%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Chance to have Children&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;&#039;Wanton&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Chance to have Children&lt;br /&gt;
| &lt;br /&gt;
* Carnal&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Romantic&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Chance to have Children&lt;br /&gt;
| &lt;br /&gt;
* Carnal&lt;br /&gt;
| &#039;&#039;&#039;Bitter&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pious&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
* As Governor: [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness each year [City of State Religion]&lt;br /&gt;
* As Governor: [[File:YIELD CULTURE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Culture [City of State Religion]&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; State Religion Spread Chance&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Chance to become Religion Head&lt;br /&gt;
| &lt;br /&gt;
* Devout&lt;br /&gt;
| &#039;&#039;&#039;Impious&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Religion Opinion&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Chance to become Religion Head&lt;br /&gt;
| &lt;br /&gt;
* Villainous&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Righteous&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness each year&lt;br /&gt;
* As Leader: [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness each year [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Honorable&lt;br /&gt;
* Sever Virtues&lt;br /&gt;
| &#039;&#039;&#039;Debauched&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD DISCONTENT.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discontent per year&lt;br /&gt;
* As Leader: [[File:YIELD DISCONTENT.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discontent per year [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Carnal&lt;br /&gt;
* Seven Sins&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Affable&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD GROWTH.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Growth each year per Culture Level&lt;br /&gt;
* As Leader: [[File:YIELD GROWTH.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Growth each year per Culture Level [All Cities]&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Chance to become Family Head&lt;br /&gt;
| &lt;br /&gt;
* Charming&lt;br /&gt;
* Sever Virtues&lt;br /&gt;
| &#039;&#039;&#039;Cruel&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD GROWTH.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Growth per year&lt;br /&gt;
* As Leader: [[File:YIELD GROWTH.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Growth per year [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Terrifying&lt;br /&gt;
* Seven Sins&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Eloquent&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics each year per Culture Level&lt;br /&gt;
* As Leader: [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics each year per Culture Level [All Cities]&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Chance to become Family Head&lt;br /&gt;
| &lt;br /&gt;
* Charming&lt;br /&gt;
* Sever Virtues&lt;br /&gt;
| &#039;&#039;&#039;Intolerant&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics&lt;br /&gt;
* As Leader: [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Traditional&lt;br /&gt;
* Seven Sins&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Inspiring&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD CULTURE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Culture each year per Culture Level&lt;br /&gt;
* As Leader: [[File:YIELD CULTURE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Culture each year per Culture Level [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Sever Virtues&lt;br /&gt;
| &#039;&#039;&#039;Uncouth&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD CULTURE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Culture&lt;br /&gt;
* As Leader: [[File:YIELD CULTURE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Culture [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Seven Sins&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Intelligent&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science each year per Culture Level&lt;br /&gt;
* As Leader: [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science each year per Culture Level [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Inquisitive&lt;br /&gt;
* Sever Virtues&lt;br /&gt;
| &#039;&#039;&#039;Foolish&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science&lt;br /&gt;
* As Leader: [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Seven Sins&lt;br /&gt;
* Weak&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Warlike&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training each year per Culture Level&lt;br /&gt;
* As Leader: [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training each year per Culture Level [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Sever Virtues&lt;br /&gt;
| &#039;&#039;&#039;Slothful&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training&lt;br /&gt;
* As Leader: [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Seven Sins&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Prosperous&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money each year per Culture Level&lt;br /&gt;
* As Leader: [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money each year per Culture Level [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Sever Virtues&lt;br /&gt;
* Urbanite&lt;br /&gt;
| &#039;&#039;&#039;Extravagant&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money&lt;br /&gt;
* As Leader: [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Seven Sins&lt;br /&gt;
* Vain&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Famous&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Specialist Costs&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Family Opinion&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;&#039;Infamous&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Family Opinion&lt;br /&gt;
| &lt;br /&gt;
* Villainous&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Frugal&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Improvement Costs&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Improvement Costs [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Traditional&lt;br /&gt;
| &#039;&#039;&#039;Corrupt&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD MAINTENANCE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Maintenance&lt;br /&gt;
* As Leader: [[File:YIELD MAINTENANCE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Maintenance [All Cities]&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Chance to become Family Head&lt;br /&gt;
| &lt;br /&gt;
* Villainous&lt;br /&gt;
* Vain&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Robust&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders each year&lt;br /&gt;
* As Leader: [[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+0.5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders each year [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Traditional&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Carpenter&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt; XP for new Siege and Ship Units&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; XP for new Siege and Ship Units [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Urbanite&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Equestrian&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt; XP for new Mounted Units&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; XP for new Mounted Units [All Cities]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strict&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt; XP for new Infantry Units&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; XP for new Infantry Units [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Diligent&lt;br /&gt;
* Traditional&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cultivator&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:IMPROVEMENT FARM.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Farm Yield&lt;br /&gt;
* As Governor: [[File:IMPROVEMENT GROVE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Grove Yield&lt;br /&gt;
* As Leader: [[File:IMPROVEMENT FARM.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Farm Yield [All Cities]&lt;br /&gt;
* As Leader: [[File:IMPROVEMENT GROVE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Grove Yield [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Productive&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Delver&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:IMPROVEMENT MINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Mine Yield&lt;br /&gt;
* As Governor: [[File:IMPROVEMENT QUARRY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Quarry Yield&lt;br /&gt;
* As Leader: [[File:IMPROVEMENT MINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Mine Yield [All Cities]&lt;br /&gt;
* As Leader: [[File:IMPROVEMENT QUARRY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Quarry Yield [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Productive&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Naturalist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:IMPROVEMENT LUMBERMILL.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Lumbermill Yield&lt;br /&gt;
* As Governor: [[File:IMPROVEMENT PASTURE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Pasture Yield&lt;br /&gt;
* As Leader: [[File:IMPROVEMENT LUMBERMILL.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Lumbermill Yield [All Cities]&lt;br /&gt;
* As Leader: [[File:IMPROVEMENT PASTURE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Pasture Yield [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Productive&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pathfinder&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:IMPROVEMENT CAMP.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Camp Yield&lt;br /&gt;
* As Governor: [[File:IMPROVEMENT NETS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Nets Yield&lt;br /&gt;
* As Leader: [[File:IMPROVEMENT CAMP.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Camp Yield [All Cities]&lt;br /&gt;
* As Leader: [[File:IMPROVEMENT NETS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Nets Yield [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Productive&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vigilant&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; City Defense&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; City Defense [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Diligent&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cunning&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:UNIT CARAVAN.png|25px]] Can construct Caravan units&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Foreign Leader Opinion&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Trival Leader Opinion&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Chance to become Family Head&lt;br /&gt;
| &lt;br /&gt;
* Charming&lt;br /&gt;
* Covert&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Besieger&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon Attack.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Attack Into Urban&lt;br /&gt;
* As Leader: [[File:Icon Attack.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Attack Into Urban [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Urbanite&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Highlander&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength From Hill&lt;br /&gt;
* As Leader: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength From Hill [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Sylvan&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ranger&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength From Trees&lt;br /&gt;
* As Leader: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength From Trees [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Sylvan&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bloodthirsty&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Damaged&lt;br /&gt;
* As Leader: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Damaged [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Terrifying&lt;br /&gt;
* Villainous&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Brave&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Melee Units&lt;br /&gt;
* As Leader: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Melee Units [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Strong&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Engineer&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Siege and Ship Units&lt;br /&gt;
* As Leader: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Siege and Ship Units [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Urbanite&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fierce&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Infantry Units&lt;br /&gt;
* As Leader: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Infantry Units [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Strong&lt;br /&gt;
* Terrifying&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Heckler&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs General&lt;br /&gt;
* As Leader: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs General [All Units]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Horsebane&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Mounted Units&lt;br /&gt;
* As Leader: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Mounted Units [All Units]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Shieldbearer&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Ranged Units&lt;br /&gt;
* As Leader: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Ranged Units [All Units]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Steadfast&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Tribal Units&lt;br /&gt;
* As Leader: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Tribal Units [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Dilligent&lt;br /&gt;
* Strong&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tough&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength if Damaged&lt;br /&gt;
* As Leader: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength if Damaged [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Strong&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Herbalist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:UNIT ACTION HEAL.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Heal Action HP&lt;br /&gt;
* As Leader: [[File:UNIT ACTION HEAL.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Heal Action HP [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Sylvan&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Swift&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:UI HUD Icon Movement.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Unit Movement&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Fatigue Limit [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Sylvan&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tracker&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Vision&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Vision [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Sylvan&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Injuries ===&lt;br /&gt;
Very rarely a character who is a [[File:CHAR FILTER GENERAL.png|25px]] General can become Wounded or Severely Wounded when its unit is attacked. In a few years the character may die, heal, or gain a permanent trait.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Injury !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wounded&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING COURAGE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Courage&lt;br /&gt;
* 30% chance each year to die&lt;br /&gt;
* 40% chance each year to lose the trait&lt;br /&gt;
* 60% chance each year to gain Scarred&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Severely Wounded&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING COURAGE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Courage&lt;br /&gt;
* 70% chance each year to die&lt;br /&gt;
* 20% chance each year to lose the trait&lt;br /&gt;
* 20% chance each year to gain Scarred&lt;br /&gt;
* 20% chance each year to gain Blinded&lt;br /&gt;
* 20% chance each year to gain Crippled&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Blinded&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* Cannot be Governor&lt;br /&gt;
* Cannot be General&lt;br /&gt;
* Cannot be on the council&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Crippled&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Fatigue Limit&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Scarred&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING COURAGE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Courage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Legitimacy ==&lt;br /&gt;
Legitimacy comes from Ambitions and Cognomen. Higher Legitimacy improves Family Opinion and produces more [[File:YIELD ORDERS.png|25px]] Orders per turn.&lt;br /&gt;
&lt;br /&gt;
Ambitions are a Leader&#039;s desires for what they want to achieve. Completing an Ambition will give &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:YIELD LEGITIMACY.png|25px]] Legitimacy while failing or abandoning an Ambition an Ambition will give &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-5&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:YIELD LEGITIMACY.png|25px]] Legitimacy. When a Nation Leader dies its Ambitions become Legacies, meaning that they will fail if not completed within 20 turns. If a human player Nation completes 10 Ambitions it will achieve Ambition Victory if it is enabled.&lt;br /&gt;
&lt;br /&gt;
=== Cognomen ===&lt;br /&gt;
[[File:New Cognomen.png|thumb|Gaining a new Cognomen]]&lt;br /&gt;
The Cognomen is the title that appears after a character&#039;s name and is granted after a character does enough specific actions. Cognomens affect [[File:YIELD LEGITIMACY.png|25px]] Legitimacy and once a character acquires a Cognomen it can only acquire a different one if it grants more [[File:YIELD LEGITIMACY.png|25px]] Legitimacy than the current one. If a Nation Leader dies the Heir will gain the one step weaker version of the parent&#039;s Cognomen.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Cognomen !! [[File:YIELD LEGITIMACY.png|25px]] Legitimacy !! Required points !! Ways to gain points&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The New&#039;&#039;&#039; || 0 || 0 || New characters start at this level if the previous one remained The Founder&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Founder&#039;&#039;&#039; || 10 || 0 || The first character starts at this level&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Warrior&#039;&#039;&#039; || 10 || 1000 || rowspan=7 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+200&#039;&#039;&#039;&amp;lt;/span&amp;gt; per killed military unit&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+200&#039;&#039;&#039;&amp;lt;/span&amp;gt; per killed military unit (as General)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-200&#039;&#039;&#039;&amp;lt;/span&amp;gt; per lost unit&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Drillmaster&#039;&#039;&#039; || 20 || 2000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Valiant&#039;&#039;&#039; || 30 || 3000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Mighty&#039;&#039;&#039; || 40 || 4000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Victorious&#039;&#039;&#039; || 50 || 5000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Lion&#039;&#039;&#039; || 60 || 6000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Invincible&#039;&#039;&#039; || 70 || 7000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Mason&#039;&#039;&#039; || 10 || 1000 || rowspan=4 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt; per improvement finished&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per wonder finished&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Architect&#039;&#039;&#039; || 20 || 2000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Keystone&#039;&#039;&#039; || 40 || 4000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Fountainhead&#039;&#039;&#039; || 60 || 6000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Destroyer&#039;&#039;&#039; || 20 || 2000 || rowspan=3 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+500&#039;&#039;&#039;&amp;lt;/span&amp;gt; per tribal site cleared&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Avenger&#039;&#039;&#039; || 40 || 4000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The White Death&#039;&#039;&#039; || 60 || 6000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Ambitious&#039;&#039;&#039; || 20 || 2000 || rowspan=3 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt; per specialist trained&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per courtier added&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Brilliant&#039;&#039;&#039; || 40 || 4000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Beloved&#039;&#039;&#039; || 60 || 6000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Learned&#039;&#039;&#039; || 20 || 2000 || rowspan=3 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+500&#039;&#039;&#039;&amp;lt;/span&amp;gt; per technology researched&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Enlightened&#039;&#039;&#039; || 40 || 4000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Wish&#039;&#039;&#039; || 60 || 6000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Capable&#039;&#039;&#039; || 20 || 2000 || rowspan=2 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt; per unit trainer&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt; per unit promoted&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Ready&#039;&#039;&#039; || 30 || 3000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Settler&#039;&#039;&#039; || 20 || 2000 || rowspan=2 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per city founded&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Pioneer&#039;&#039;&#039; || 40 || 4000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Intercessor&#039;&#039;&#039; || 30 || 3000 || rowspan=2 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per tribal peace formed&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per nation peace formed&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per tribal alliance formed&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per nation alliance formed&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Peacemaker&#039;&#039;&#039; || 50 || 5000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Conqueror&#039;&#039;&#039; || 40 || 4000 || rowspan=2 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per city captured&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per capital captured&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Subjugator&#039;&#039;&#039; || 60 || 6000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Restorer&#039;&#039;&#039; || 40 || 4000 || rowspan=2 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per city recaptured&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Liberator&#039;&#039;&#039; || 60 || 6000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Devout&#039;&#039;&#039; || 20 || 2000 || rowspan=2 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+200&#039;&#039;&#039;&amp;lt;/span&amp;gt; per religion spread&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per theology established&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1500&#039;&#039;&#039;&amp;lt;/span&amp;gt; per world religion founded&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Holy&#039;&#039;&#039; || 40 || 4000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Explorer&#039;&#039;&#039; || 30 || 3000 || rowspan=2 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; per tile revealed&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt; per tribe contacted&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt; per nation contacted&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+200&#039;&#039;&#039;&amp;lt;/span&amp;gt; per caravans arrived&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+200&#039;&#039;&#039;&amp;lt;/span&amp;gt; per ruins explored&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+300&#039;&#039;&#039;&amp;lt;/span&amp;gt; per landmarks discovered&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+400&#039;&#039;&#039;&amp;lt;/span&amp;gt; per landmarks named&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Intrepid&#039;&#039;&#039; || 50 || 5000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Old&#039;&#039;&#039; || 40 || 4000 || rowspan=2 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt; per year reigned&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Ancient&#039;&#039;&#039; || 50 || 5000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Rebuilder&#039;&#039;&#039; || 20 || 2000 || &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+200&#039;&#039;&#039;&amp;lt;/span&amp;gt; per improvement repaired&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Able&#039;&#039;&#039; || 30 || 30000 || rowspan=8 | All the above&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Just&#039;&#039;&#039; || 40 || 40000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Good&#039;&#039;&#039; || 50 || 50000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Strong&#039;&#039;&#039; || 60 || 60000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Noble&#039;&#039;&#039; || 70 || 70000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Glorious&#039;&#039;&#039; || 80 || 80000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Magnificent&#039;&#039;&#039; || 90 || 90000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Great&#039;&#039;&#039; || 100 || 100000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Unfortunate&#039;&#039;&#039; || -20 || 2000 || rowspan=5 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per city lost&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+200&#039;&#039;&#039;&amp;lt;/span&amp;gt; per unit lost&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-200&#039;&#039;&#039;&amp;lt;/span&amp;gt; per killed military unit&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-200&#039;&#039;&#039;&amp;lt;/span&amp;gt; per killed military unit (as General)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per city captured&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per city recaptured&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Unready&#039;&#039;&#039; || -40 || 4000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Weak&#039;&#039;&#039; || -60 || 6000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Bad&#039;&#039;&#039; || -80 || 8000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Bloody&#039;&#039;&#039; || -100 || 10000&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Old_World/index.php?title=Characters&amp;diff=1309</id>
		<title>Characters</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Old_World/index.php?title=Characters&amp;diff=1309"/>
		<updated>2023-03-13T15:59:18Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Partial council.png|thumb|300px|A partial council and list of characters]]&lt;br /&gt;
Characters are the various important people that exist in the world, both historical and fictional. All characters can be renamed at any point.&lt;br /&gt;
&lt;br /&gt;
== The council ==&lt;br /&gt;
Each Nation has a council, made up of up to 5 characters that hold special status. Appointing a character on the council costs 100 [[File:YIELD CIVICS.png|25px]] 75 Civics and 2 [[File:YIELD ORDERS.png|25px]] 2 Orders.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Councilor !! Spouse&amp;lt;br&amp;gt;[[File:FAMILY MARRIAGE.png|40px]] !! Heir&amp;lt;br&amp;gt;[[File:MISSION MAKE HEIR.png|40px]] !! Ambassador&amp;lt;br&amp;gt;[[File:COUNCIL AMBASSADOR.png|40px]] !! Chancellor&amp;lt;br&amp;gt;[[File:COUNCIL CHANCELLOR.png|40px]] !! Spymaster&amp;lt;br&amp;gt;[[File:COUNCIL SPYMASTER.png|40px]]&lt;br /&gt;
|-&lt;br /&gt;
! Nation bonus&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] Charisma produces [[File:YIELD CIVICS.png|25px]] Civics&lt;br /&gt;
* [[File:RATING COURAGE.png|25px]] Courage produces [[File:YIELD TRAINING.png|25px]] Training&lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] Discipline produces [[File:YIELD MONEY.png|25px]] Money&lt;br /&gt;
* [[File:RATING WISDOM.png|25px]] Wisdom produces [[File:YIELD SCIENCE.png|25px]] Science&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] Charisma produces [[File:YIELD CIVICS.png|25px]] Civics&lt;br /&gt;
* [[File:RATING COURAGE.png|25px]] Courage produces [[File:YIELD TRAINING.png|25px]] Training&lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] Discipline produces [[File:YIELD MONEY.png|25px]] Money&lt;br /&gt;
* [[File:RATING WISDOM.png|25px]] Wisdom produces [[File:YIELD SCIENCE.png|25px]] Science&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] Charisma produces Foreign Opinion&lt;br /&gt;
* [[File:RATING COURAGE.png|25px]] Courage produces Tribe Opinion&lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] Discipline produces Religion Opinion&lt;br /&gt;
* [[File:RATING WISDOM.png|25px]] Wisdom produces [[File:YIELD CULTURE.png|25px]] Culture&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] Charisma produces [[File:YIELD CIVICS.png|25px]] Civics&lt;br /&gt;
* [[File:RATING COURAGE.png|25px]] Courage produces [[File:YIELD TRAINING.png|25px]] Training&lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] Discipline produces [[File:YIELD MONEY.png|25px]] Money&lt;br /&gt;
* [[File:RATING WISDOM.png|25px]] Wisdom produces [[File:YIELD GROWTH.png|25px]] Growth&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] Charisma produces Family Opinion&lt;br /&gt;
* [[File:RATING COURAGE.png|25px]] Courage produces [[File:YIELD HAPPINESS.png|25px]] Happiness&lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] Discipline produces [[File:YIELD ORDERS.png|25px]] Orders&lt;br /&gt;
* [[File:RATING WISDOM.png|25px]] Wisdom produces [[File:YIELD SCIENCE.png|25px]] Science&lt;br /&gt;
|-&lt;br /&gt;
! Effects&lt;br /&gt;
| Produces Children&lt;br /&gt;
| Becomes Nation Leader upon the current one&#039;s death&lt;br /&gt;
| Gains Unique Missions&lt;br /&gt;
| Gains Unique Missions&lt;br /&gt;
| Gains Unique Missions&lt;br /&gt;
|-&lt;br /&gt;
! Required technology&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| [[File:TECH ARISTOCRACY.png|25px]] Aristocracy&lt;br /&gt;
| [[File:TECH SPOKED WHEEL.png|25px]] Spoked Wheel&lt;br /&gt;
| [[File:TECH PORTCULLIS.png|25px]] Portcullis&lt;br /&gt;
|-&lt;br /&gt;
! Required archetype&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| [[File:TRAIT COMMANDER.png|25px]] Commander, [[File:TRAIT ORATOR.png|25px]] Diplomat, [[File:TRAIT DIPLOMAT.png|25px]] Orator&lt;br /&gt;
| [[File:TRAIT BUILDER.png|25px]] Builder, [[File:TRAIT JUDGE.png|25px]] Judge, [[File:TRAIT ZEALOT.png|25px]] Zealot&lt;br /&gt;
| [[File:TRAIT SCHEMER.png|25px]] Schemer, [[File:TRAIT SCHOLAR.png|25px]] Scholar, [[File:TRAIT TACTICIAN.png|25px]] Tactician&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character actions ==&lt;br /&gt;
Characters may be interacted by clicking on their portrait and then choosing an interaction from the menu that appears on the left.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Action !! Cost !! Effects !! Requirements&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MISSION ABDICATE.png|40px]] Abdicate Throne&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 100 Civics&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 2 Orders&lt;br /&gt;
| &lt;br /&gt;
* Heir becomes Nation Leader but lose 10 [[File:YIELD LEGITIMACY.png|25px]] Legitimacy&lt;br /&gt;
| Target is below 18&amp;lt;br&amp;gt;[[File:TRAIT SCHEMER.png|25px]] Schemer archetype&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MISSION ADOPT.png|40px]] Adopt Child&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 100 Civics&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 2 Orders&lt;br /&gt;
| &lt;br /&gt;
* 80% chance the character joins the family but lose 4 [[File:YIELD LEGITIMACY.png|25px]] Legitimacy&lt;br /&gt;
* 20% chance Event&lt;br /&gt;
| Heir&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPREAD RELIGION TRIBE.png|40px]] Convert Religion&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 100 Civics&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 2 Orders&lt;br /&gt;
| &lt;br /&gt;
* 75% chance the character converts to the Nation&#039;s religion&lt;br /&gt;
* 25% chance Event&lt;br /&gt;
| Target is at least 18&amp;lt;br&amp;gt;Target does not follow the Nation&#039;s religion&amp;lt;br&amp;gt;Target is not a Religion Head&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MISSION DIVORCE.png|40px]] Divorce&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 100 Civics&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 2 Orders&lt;br /&gt;
| &lt;br /&gt;
* 80% chance the character divorces&lt;br /&gt;
* 20% chance Event&lt;br /&gt;
| Target is Husband or Wife&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAMILY MARRIAGE.png|40px]] Family Marriage&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 100 Civics&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 2 Orders&lt;br /&gt;
| &lt;br /&gt;
* Choose a family to look for a marriage cadidate&lt;br /&gt;
| Target is Son or Daughter&amp;lt;br&amp;gt;Target does not have a Husband or Wife&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MISSION HOLD COURT.png|40px]] Hold Court&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 100 Training&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 2 Orders&lt;br /&gt;
| &lt;br /&gt;
* 60% chance gain 100 [[File:YIELD CIVICS.png|25px]] Civics&lt;br /&gt;
* 20% chance gain a Courtier&lt;br /&gt;
* 20% chance Event&lt;br /&gt;
| Age is at least 18&amp;lt;br&amp;gt;[[File:TRAIT JUDGE.png|25px]] Judge archetype&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MISSION INFLUENCE.png|40px]] Influence&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 200 Money&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 2 Orders&lt;br /&gt;
| &lt;br /&gt;
* 50% chance the character becomes influenced&lt;br /&gt;
* 25% chance the character becomes influenced but lose 1 [[File:YIELD LEGITIMACY.png|25px]] Legitimacy&lt;br /&gt;
* 25% chance Event&lt;br /&gt;
| Both characters are at least 12&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MISSION INTERCESSION.png|40px]] Intercession&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 200 Money&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 2 Orders&lt;br /&gt;
| &lt;br /&gt;
* 50% chance the character becomes interceded&lt;br /&gt;
* 25% chance the character becomes interceded but lose 1 [[File:YIELD LEGITIMACY.png|25px]] Legitimacy&lt;br /&gt;
* 25% chance Event&lt;br /&gt;
| Same Religion&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MISSION MAKE HEIR.png|40px]] Make Chosen Heir&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 100 Civics&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 2 Orders&lt;br /&gt;
| &lt;br /&gt;
* 80% chance the character becomes the new Heir but lose 10 [[File:YIELD LEGITIMACY.png|25px]] Legitimacy&lt;br /&gt;
* 20% chance Event&lt;br /&gt;
| Target is Son or Daughter&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MISSION RALLY TROOPS.png|40px]] Rally Troops&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 100 Civics&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 2 Orders&lt;br /&gt;
| &lt;br /&gt;
* 75% chance gain 100 [[File:YIELD TRAINING.png|25px]] Training&lt;br /&gt;
* 25% chance Event&lt;br /&gt;
| Age is at least 18&amp;lt;br&amp;gt;[[File:TECH MILITARY DRILL.png|25px]] Military Drill technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MISSION TUTOR.png|40px]] Tutor Child&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 200 Civics&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 2 Orders&lt;br /&gt;
| &lt;br /&gt;
* 16.6% chance to improve [[File:RATING CHARISMA.png|25px]] Charisma (+3% per [[File:RATING CHARISMA.png|25px]] Charisma)&lt;br /&gt;
* 16.6% chance to improve [[File:RATING COURAGE.png|25px]] Courage (+3% per [[File:RATING COURAGE.png|25px]] Courage)&lt;br /&gt;
* 16.6% chance to improve [[File:RATING DISCIPLINE.png|25px]] Discipline (+3% per [[File:RATING DISCIPLINE.png|25px]] Discipline)&lt;br /&gt;
* 16.6% chance to improve [[File:RATING WISDOM.png|25px]] Wisdom (+3% per [[File:RATING WISDOM.png|25px]] Wisdom)&lt;br /&gt;
* 33.3% chance Event&lt;br /&gt;
| Target&#039;s age is 10-17&amp;lt;br&amp;gt;[[File:TRAIT SCHOLAR.png|25px]] Scholar archetype&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
Each character has four attributes, which determines what are the bonuses for appointing them as Governor, General, Nation Leader or Councilor.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Attribute !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Charisma&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:RATING CHARISMA.png]]&lt;br /&gt;
| &lt;br /&gt;
* If the character is Nation Leader, Spouse, Heir or Chancellor, it determines how much [[File:YIELD CIVICS.png|25px]] Civics all cities gain&lt;br /&gt;
* If the character is Governor, it determines how much [[File:YIELD CIVICS.png|25px]] Civics the city gains&lt;br /&gt;
* If the character is General, it determines how much Defense the unit gains&lt;br /&gt;
* If the character is Ambassador, it determines how much Foreign Opinion the Nation Leader gains&lt;br /&gt;
* If the character is Spymaster, it determines how much Family Opinion the Nation Leader gains&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Courage&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:RATING COURAGE.png]]&lt;br /&gt;
| &lt;br /&gt;
* If the character is Nation Leader, Spouse, Heir or Chancellor, it determines how much [[File:YIELD TRAINING.png|25px]] Training all cities gain&lt;br /&gt;
* If the character is Governor, it determines how much [[File:YIELD TRAINING.png|25px]] Training the city gains&lt;br /&gt;
* If the character is General, it determines how much Strength the unit gains&lt;br /&gt;
* If the character is Ambassador, it determines how much Tribe Opinion the Nation Leader gains&lt;br /&gt;
* If the character is Spymaster, it determines how much [[File:YIELD HAPPINESS.png|25px]] Happiness all cities gain&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Discipline&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:RATING DISCIPLINE.png]]&lt;br /&gt;
| &lt;br /&gt;
* If the character is Nation Leader, Spouse, Heir or Chancellor, it determines how much [[File:YIELD MONEY.png|25px]] Money all cities gain&lt;br /&gt;
* If the character is Governor, it determines how much [[File:YIELD MONEY.png|25px]] Money the city gains&lt;br /&gt;
* If the character is General, it determines how much XP the unit gains each year&lt;br /&gt;
* If the character is Ambassador, it determines how much Religion Opinion the Nation Leader gains&lt;br /&gt;
* If the character is Spymaster, it determines how much [[File:YIELD ORDERS.png|25px]] Orders all cities gain&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wisdom&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:RATING WISDOM.png]]&lt;br /&gt;
| &lt;br /&gt;
* If the character is Nation Leader, Spouse, Heir or Spymaster, it determines how much [[File:YIELD SCIENCE.png|25px]] Science all cities gain&lt;br /&gt;
* If the character is Governor, it determines how much [[File:YIELD SCIENCE.png|25px]] Science the city gains&lt;br /&gt;
* If the character is General, it determines how much Critical Hit Chance the unit gains&lt;br /&gt;
* If the character is Ambassador, it determines how much [[File:YIELD CULTURE.png|25px]] Culture all cities gain&lt;br /&gt;
* If the character is Chancellor, it determines how much [[File:YIELD GROWTH.png|25px]] Growth all cities gain&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
Each character has an Archetype, which determines how a character may be employed and what bonuses they provide. The Archetype of Heirs is determined by the chosen field of study for them.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Archetypes !! Allowed professions !! Attributes !! Effects !! Opinion !! Included in&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TRAIT BUILDER.png]] Builder&lt;br /&gt;
| [[File:CHAR FILTER GOVERNOR.png|25px]] Governor&amp;lt;br&amp;gt;[[File:CHAR FILTER CHANCELLOR.png|25px]] Chancellor&lt;br /&gt;
| [[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
| &lt;br /&gt;
* As Governor: -1 Years to build Improvements&lt;br /&gt;
* As Leader: Can add Urban Tiles&lt;br /&gt;
* As Leader: Multiple Workers can build Improvements&lt;br /&gt;
* As Leader: -50% Production Time for Workers [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:LAW SLAVERY.png|25px]] Slavery&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT BUILDER.png|25px]] Builder&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT HERO.png|25px]] Hero&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with Nations with more Wonders of the World&lt;br /&gt;
| &lt;br /&gt;
* Regal&lt;br /&gt;
* Urbanite&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TRAIT COMMANDER.png]] Commander&lt;br /&gt;
| [[File:CHAR FILTER GENERAL.png|25px]] General&amp;lt;br&amp;gt;[[File:CHAR FILTER AMBASSADOR.png|25px]] Ambassador&lt;br /&gt;
| [[File:RATING COURAGE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Courage&amp;lt;br&amp;gt;[[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
| &lt;br /&gt;
* As General: +20% [[File:Icon AttackDefense.png]] Strength if Same Unit Adjacent&lt;br /&gt;
* As Leader: +10 XP per year for Idle Units&lt;br /&gt;
* As Leader: +10% [[File:Icon Defense.png]] Defense for Infantry Units&lt;br /&gt;
* As Leader + General: +50% [[File:Icon Attack.png]] Attack if Flanking&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:LAW AUTARKY.png|25px]] Autarky&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT COMMANDER.png|25px]] Commander&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT TACTICIAN.png|25px]] Tactician&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with Nations with more Generals&lt;br /&gt;
| &lt;br /&gt;
* Martial&lt;br /&gt;
* Diligent&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TRAIT DIPLOMAT.png]] Diplomat&lt;br /&gt;
| [[File:CHAR FILTER GOVERNOR.png|25px]] Governor&amp;lt;br&amp;gt;[[File:CHAR FILTER AMBASSADOR.png|25px]] Ambassador&lt;br /&gt;
| [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
| &lt;br /&gt;
* As Governor: +40 Family Opinion&lt;br /&gt;
* As Leader: +60 Foreign Leader Opinion&lt;br /&gt;
* As Leader: +60 Tribe Leader Opinion&lt;br /&gt;
* As Leader: Enables the National Alliance action&lt;br /&gt;
* As Leader: Enables the Tribal Alliance action&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:LAW COLONIES.png|25px]] Colonies&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT DIPLOMAT.png|25px]] Diplomat&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT ORATOR.png|25px]] Orator&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with Nations with more Trades&lt;br /&gt;
| &lt;br /&gt;
* Regal&lt;br /&gt;
* Charming&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TRAIT HERO.png]] Hero&lt;br /&gt;
| [[File:CHAR FILTER GENERAL.png|25px]] General&amp;lt;br&amp;gt;[[File:CHAR FILTER AGENT.png|25px]] Agent&lt;br /&gt;
| [[File:RATING COURAGE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Courage&lt;br /&gt;
| &lt;br /&gt;
* As General: Heal in Neutral Territory&lt;br /&gt;
* As Leader: Heal while Pillaging [All Units]&lt;br /&gt;
* As Leader: +50 [[File:YIELD TRAINING.png|25px]] Training per Military Unit killed&lt;br /&gt;
* As Leader + General: Unit can use the [[File:LAUNCH OFFENSIVE.png|25px]] Launch Offensive action&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:LAW EPICS.png|25px]] Epics&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT HERO.png|25px]] Hero&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT BUILDER.png|25px]] Builder&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with Nations too close&lt;br /&gt;
| &lt;br /&gt;
* Martial&lt;br /&gt;
* Terrifying&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TRAIT JUDGE.png]] Judge&lt;br /&gt;
| [[File:CHAR FILTER GOVERNOR.png|25px]] Governor&amp;lt;br&amp;gt;[[File:CHAR FILTER CHANCELLOR.png|25px]] Chancellor&lt;br /&gt;
| [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&amp;lt;br&amp;gt;[[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
| &lt;br /&gt;
* As Governor: Can Hurry Projects&lt;br /&gt;
* As Governor: Can Hurry Specialists with [[File:YIELD MONEY.png|25px]] Money&lt;br /&gt;
* As Leader: Can Switch Laws for 100 [[File:YIELD CIVICS.png|25px]] Civics&lt;br /&gt;
* As Leader: Can Upgrade Improvements&lt;br /&gt;
* As Leader: Enables the Hold Court action&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:LAW LEGAL CODE.png|25px]] Legal Code&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT JUDGE.png|25px]] Judge&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT SCHEMER.png|25px]] Schemer&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with Nations with more Active Laws&lt;br /&gt;
| &lt;br /&gt;
* Thoughtful&lt;br /&gt;
* Traditional&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TRAIT ORATOR.png]] Orator&lt;br /&gt;
| [[File:CHAR FILTER GOVERNOR.png|25px]] Governor&amp;lt;br&amp;gt;[[File:CHAR FILTER AMBASSADOR.png|25px]] Ambassador&lt;br /&gt;
| [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&amp;lt;br&amp;gt;[[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
| &lt;br /&gt;
* As Governor: +1 [[File:YIELD HAPPINESS.png|25px]] Happiness per year per Culture Level&lt;br /&gt;
* As Leader: +40 Religion Opinion&lt;br /&gt;
* As Leader: Can recruit Tribal Mercenaries with [[File:YIELD LEGITIMACY.png|25px]] Legitimacy&lt;br /&gt;
* As Leader: +1 [[File:YIELD ORDERS.png|25px]] Orders per year per city with Friendly Family&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:LAW TYRANNY.png|25px]] Tyranny&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT ORATOR.png|25px]] Orator&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT DIPLOMAT.png|25px]] Diplomat&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with Nations with more Governors&lt;br /&gt;
| &lt;br /&gt;
* Regal&lt;br /&gt;
* Vain&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TRAIT SCHEMER.png]] Schemer&lt;br /&gt;
| [[File:CHAR FILTER AGENT.png|25px]] Agent&amp;lt;br&amp;gt;[[File:CHAR FILTER SPYMASTER.png|25px]] Spymaster&lt;br /&gt;
| [[File:RATING WISDOM.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wisdom&amp;lt;br&amp;gt;[[File:RATING COURAGE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Courage&lt;br /&gt;
| &lt;br /&gt;
* As Leader: Can use [[File:YIELD LEGITIMACY.png|25px]] Legitimacy to buy [[File:YIELD ORDERS.png|25px]] Orders&lt;br /&gt;
* As Leader: 2 [[File:YIELD ORDERS.png|25px]] Orders per year per War&lt;br /&gt;
* As Leader: Scouts are Invisible&lt;br /&gt;
* As Leader: Enables the Adopt Child action&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:LAW ELITES.png|25px]] Elites&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:LAW COIN DEBASEMENT.png|25px]] Coin Debasement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT SCHEMER.png|25px]] Schemer&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT JUDGE.png|25px]] Judge&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with Nations with better Congomen&lt;br /&gt;
| &lt;br /&gt;
* Thoughtful&lt;br /&gt;
* Covert&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TRAIT SCHOLAR.png]] Scholar&lt;br /&gt;
| [[File:CHAR FILTER GOVERNOR.png|25px]] Governor&amp;lt;br&amp;gt;[[File:CHAR FILTER SPYMASTER.png|25px]] Spymaster&lt;br /&gt;
| [[File:RATING WISDOM.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wisdom&lt;br /&gt;
| &lt;br /&gt;
* As Governor: Unlocks the [[File:PROJECT INQUIRY 1.png|25px]] Inquiry project&lt;br /&gt;
* As Leader: Can Redraw Techs once per year&lt;br /&gt;
* As Leader: 2 [[File:YIELD SCIENCE.png|25px]] Science per year with Archine [All Cities]&lt;br /&gt;
* As Leader: Enables the Tutor Child action&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:LAW ENGINEERING.png|25px]] Engineering&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT SCHOLAR.png|25px]] Scholar&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT ZEALOT.png|25px]] Zealot&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with Nations with more technologies&lt;br /&gt;
| &lt;br /&gt;
* Thoughtful&lt;br /&gt;
* Inquisitive&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TRAIT TACTICIAN.png]] Tactician&lt;br /&gt;
| [[File:CHAR FILTER GENERAL.png|25px]] General&amp;lt;br&amp;gt;[[File:CHAR FILTER SPYMASTER.png|25px]] Spymaster&lt;br /&gt;
| [[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&amp;lt;br&amp;gt;[[File:RATING WISDOM.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wisdom&lt;br /&gt;
| &lt;br /&gt;
* As General: Counterattacks during Melee&lt;br /&gt;
* As Leader: +2 Vision Range&lt;br /&gt;
* As Leader: Ranged Units are Hidden in Friendly or Neutral Territory&lt;br /&gt;
* As Leader + General: Attacks stun the target for 1 turn&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:LAW PROFESSIONAL ARMY.png|25px]] Professional Army&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT TACTICIAN.png|25px]] Tactician&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT COMMANDER.png|25px]] Commander&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with Nations with more powerful armies&lt;br /&gt;
| &lt;br /&gt;
* Martial&lt;br /&gt;
* Sylvan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TRAIT ZEALOT.png]] Zealot&lt;br /&gt;
| [[File:CHAR FILTER GENERAL.png|25px]] General&amp;lt;br&amp;gt;[[File:CHAR FILTER CHANCELLOR.png|25px]] Chancellor&lt;br /&gt;
| [[File:RATING COURAGE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Courage&amp;lt;br&amp;gt;[[File:RATING WISDOM.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wisdom&lt;br /&gt;
| &lt;br /&gt;
* As General: Unit cannot die if it has &amp;gt;1 HP&lt;br /&gt;
* As Leader: +60 Opinion for same Religion&lt;br /&gt;
* As Leader: +1 Fatigue Limit [All Units]&lt;br /&gt;
* As Leader: Can Hurry Production with [[File:YIELD TRAINING.png|25px]] Training [State Religion Cities]&lt;br /&gt;
* As Leader + General: +10% Enlist chance on Kill&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:LAW HOLY WAR.png|25px]] Holy War&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT ZEALOT.png|25px]] Zealot&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT SCHOLAR.png|25px]] Scholar&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with Nations with a different State Religion&lt;br /&gt;
| &lt;br /&gt;
* Martial&lt;br /&gt;
* Devout&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Traits ==&lt;br /&gt;
Each character may have one or more traits, which describe their personality. Traits that provide benefits are called Strengths and traits that provide penalties are called Weaknesses. A character can only have up to 3 Strengths and 3 Weaknesses. Characters that have the same trait will receive &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Opinion of each other, while characters that have opposite traits will receive &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; opinion of each other.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! colspan=3 | Strength !! colspan=3 | Weakness&lt;br /&gt;
|-&lt;br /&gt;
! Trait !! Effects !! Included in !! Trait !! Effects !! Included in&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bold&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING COURAGE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Courage&lt;br /&gt;
| &lt;br /&gt;
* Strong&lt;br /&gt;
| &#039;&#039;&#039;Timid&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING COURAGE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Courage&lt;br /&gt;
| &lt;br /&gt;
* Weak&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Educated&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING WISDOM.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wisdom&lt;br /&gt;
| &lt;br /&gt;
* Inquisitive&lt;br /&gt;
| &#039;&#039;&#039;Superstitious&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING WISDOM.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wisdom&lt;br /&gt;
| &lt;br /&gt;
* Devout&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gracious&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
| &lt;br /&gt;
* Honorable&lt;br /&gt;
| &#039;&#039;&#039;Greedy&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
| &lt;br /&gt;
* Villainous&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Loyal&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
| &lt;br /&gt;
* Honorable&lt;br /&gt;
| &#039;&#039;&#039;Deceitful&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
| &lt;br /&gt;
* Covert&lt;br /&gt;
* Villainous&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Compassionate&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
| &lt;br /&gt;
* Honorable&lt;br /&gt;
| &#039;&#039;&#039;Spoiled&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
| &lt;br /&gt;
* Weak&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Humble&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
* [[File:RATING WISDOM.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wisdom&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;&#039;Proud&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING COURAGE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Courage&lt;br /&gt;
* [[File:RATING WISDOM.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wisdom&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Witty&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
* [[File:RATING WISDOM.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wisdom&lt;br /&gt;
| &lt;br /&gt;
* Charming&lt;br /&gt;
| &#039;&#039;&#039;Drunk&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Foreign Leader Opinion&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Tribal Leader Opinion&lt;br /&gt;
| &lt;br /&gt;
* Carnal&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chaste&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-80%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Chance to have Children&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;&#039;Wanton&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Chance to have Children&lt;br /&gt;
| &lt;br /&gt;
* Carnal&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Romantic&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Chance to have Children&lt;br /&gt;
| &lt;br /&gt;
* Carnal&lt;br /&gt;
| &#039;&#039;&#039;Bitter&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pious&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
* As Governor: [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness each year [City of State Religion]&lt;br /&gt;
* As Governor: [[File:YIELD CULTURE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Culture [City of State Religion]&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; State Religion Spread Chance&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Chance to become Religion Head&lt;br /&gt;
| &lt;br /&gt;
* Devout&lt;br /&gt;
| &#039;&#039;&#039;Impious&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Religion Opinion&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Chance to become Religion Head&lt;br /&gt;
| &lt;br /&gt;
* Villainous&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Righteous&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness each year&lt;br /&gt;
* As Leader: [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness each year [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Honorable&lt;br /&gt;
* Sever Virtues&lt;br /&gt;
| &#039;&#039;&#039;Debauched&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD DISCONTENT.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discontent per year&lt;br /&gt;
* As Leader: [[File:YIELD DISCONTENT.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discontent per year [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Carnal&lt;br /&gt;
* Seven Sins&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Affable&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD GROWTH.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Growth each year per Culture Level&lt;br /&gt;
* As Leader: [[File:YIELD GROWTH.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Growth each year per Culture Level [All Cities]&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Chance to become Family Head&lt;br /&gt;
| &lt;br /&gt;
* Charming&lt;br /&gt;
* Sever Virtues&lt;br /&gt;
| &#039;&#039;&#039;Cruel&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD GROWTH.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Growth per year&lt;br /&gt;
* As Leader: [[File:YIELD GROWTH.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Growth per year [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Terrifying&lt;br /&gt;
* Seven Sins&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Eloquent&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics each year per Culture Level&lt;br /&gt;
* As Leader: [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics each year per Culture Level [All Cities]&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Chance to become Family Head&lt;br /&gt;
| &lt;br /&gt;
* Charming&lt;br /&gt;
* Sever Virtues&lt;br /&gt;
| &#039;&#039;&#039;Intolerant&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics&lt;br /&gt;
* As Leader: [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Traditional&lt;br /&gt;
* Seven Sins&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Inspiring&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD CULTURE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Culture each year per Culture Level&lt;br /&gt;
* As Leader: [[File:YIELD CULTURE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Culture each year per Culture Level [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Sever Virtues&lt;br /&gt;
| &#039;&#039;&#039;Uncouth&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD CULTURE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Culture&lt;br /&gt;
* As Leader: [[File:YIELD CULTURE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Culture [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Seven Sins&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Intelligent&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science each year per Culture Level&lt;br /&gt;
* As Leader: [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science each year per Culture Level [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Inquisitive&lt;br /&gt;
* Sever Virtues&lt;br /&gt;
| &#039;&#039;&#039;Foolish&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science&lt;br /&gt;
* As Leader: [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Seven Sins&lt;br /&gt;
* Weak&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Warlike&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training each year per Culture Level&lt;br /&gt;
* As Leader: [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training each year per Culture Level [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Sever Virtues&lt;br /&gt;
| &#039;&#039;&#039;Slothful&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training&lt;br /&gt;
* As Leader: [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Seven Sins&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Prosperous&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money each year per Culture Level&lt;br /&gt;
* As Leader: [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money each year per Culture Level [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Sever Virtues&lt;br /&gt;
* Urbanite&lt;br /&gt;
| &#039;&#039;&#039;Extravagant&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money&lt;br /&gt;
* As Leader: [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Seven Sins&lt;br /&gt;
* Vain&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Famous&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Specialist Costs&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Family Opinion&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;&#039;Infamous&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Family Opinion&lt;br /&gt;
| &lt;br /&gt;
* Villainous&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Frugal&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Improvement Costs&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Improvement Costs [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Traditional&lt;br /&gt;
| &#039;&#039;&#039;Corrupt&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD MAINTENANCE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Maintenance&lt;br /&gt;
* As Leader: [[File:YIELD MAINTENANCE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Maintenance [All Cities]&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Chance to become Family Head&lt;br /&gt;
| &lt;br /&gt;
* Villainous&lt;br /&gt;
* Vain&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Robust&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders each year&lt;br /&gt;
* As Leader: [[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+0.5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders each year [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Traditional&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Carpenter&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt; XP for new Siege and Ship Units&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; XP for new Siege and Ship Units [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Urbanite&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Equestrian&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt; XP for new Mounted Units&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; XP for new Mounted Units [All Cities]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strict&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt; XP for new Infantry Units&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; XP for new Infantry Units [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Diligent&lt;br /&gt;
* Traditional&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cultivator&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:IMPROVEMENT FARM.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Farm Yield&lt;br /&gt;
* As Governor: [[File:IMPROVEMENT GROVE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Grove Yield&lt;br /&gt;
* As Leader: [[File:IMPROVEMENT FARM.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Farm Yield [All Cities]&lt;br /&gt;
* As Leader: [[File:IMPROVEMENT GROVE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Grove Yield [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Productive&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Delver&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:IMPROVEMENT MINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Mine Yield&lt;br /&gt;
* As Governor: [[File:IMPROVEMENT QUARRY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Quarry Yield&lt;br /&gt;
* As Leader: [[File:IMPROVEMENT MINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Mine Yield [All Cities]&lt;br /&gt;
* As Leader: [[File:IMPROVEMENT QUARRY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Quarry Yield [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Productive&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Naturalist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:IMPROVEMENT LUMBERMILL.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Lumbermill Yield&lt;br /&gt;
* As Governor: [[File:IMPROVEMENT PASTURE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Pasture Yield&lt;br /&gt;
* As Leader: [[File:IMPROVEMENT LUMBERMILL.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Lumbermill Yield [All Cities]&lt;br /&gt;
* As Leader: [[File:IMPROVEMENT PASTURE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Pasture Yield [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Productive&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pathfinder&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:IMPROVEMENT CAMP.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Camp Yield&lt;br /&gt;
* As Governor: [[File:IMPROVEMENT NETS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Nets Yield&lt;br /&gt;
* As Leader: [[File:IMPROVEMENT CAMP.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Camp Yield [All Cities]&lt;br /&gt;
* As Leader: [[File:IMPROVEMENT NETS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Nets Yield [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Productive&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vigilant&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; City Defense&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; City Defense [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Diligent&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cunning&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:UNIT CARAVAN.png|25px]] Can construct Caravan units&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Foreign Leader Opinion&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Trival Leader Opinion&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Chance to become Family Head&lt;br /&gt;
| &lt;br /&gt;
* Charming&lt;br /&gt;
* Covert&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Besieger&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon Attack.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Attack Into Urban&lt;br /&gt;
* As Leader: [[File:Icon Attack.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Attack Into Urban [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Urbanite&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Highlander&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength From Hill&lt;br /&gt;
* As Leader: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength From Hill [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Sylvan&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ranger&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength From Trees&lt;br /&gt;
* As Leader: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength From Trees [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Sylvan&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bloodthirsty&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Damaged&lt;br /&gt;
* As Leader: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Damaged [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Terrifying&lt;br /&gt;
* Villainous&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Brave&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Melee Units&lt;br /&gt;
* As Leader: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Melee Units [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Strong&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Engineer&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Siege and Ship Units&lt;br /&gt;
* As Leader: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Siege and Ship Units [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Urbanite&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fierce&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Infantry Units&lt;br /&gt;
* As Leader: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Infantry Units [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Strong&lt;br /&gt;
* Terrifying&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Heckler&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs General&lt;br /&gt;
* As Leader: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs General [All Units]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Horsebane&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Mounted Units&lt;br /&gt;
* As Leader: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Mounted Units [All Units]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Shieldbearer&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Ranged Units&lt;br /&gt;
* As Leader: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Ranged Units [All Units]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Steadfast&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Tribal Units&lt;br /&gt;
* As Leader: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Tribal Units [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Dilligent&lt;br /&gt;
* Strong&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tough&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength if Damaged&lt;br /&gt;
* As Leader: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength if Damaged [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Strong&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Herbalist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:UNIT ACTION HEAL.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Heal Action HP&lt;br /&gt;
* As Leader: [[File:UNIT ACTION HEAL.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Heal Action HP [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Sylvan&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Swift&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:UI HUD Icon Movement.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Unit Movement&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Fatigue Limit [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Sylvan&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tracker&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Vision&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Vision [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Sylvan&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Injuries ===&lt;br /&gt;
Very rarely a character who is a [[File:CHAR FILTER GENERAL.png|25px]] General can become Wounded or Severely Wounded when its unit is attacked. In a few years the character may die, heal, or gain a permanent trait.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Injury !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wounded&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING COURAGE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Courage&lt;br /&gt;
* 30% chance each year to die&lt;br /&gt;
* 40% chance each year to lose the trait&lt;br /&gt;
* 60% chance each year to gain Scarred&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Severely Wounded&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING COURAGE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Courage&lt;br /&gt;
* 70% chance each year to die&lt;br /&gt;
* 20% chance each year to lose the trait&lt;br /&gt;
* 20% chance each year to gain Scarred&lt;br /&gt;
* 20% chance each year to gain Blinded&lt;br /&gt;
* 20% chance each year to gain Crippled&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Blinded&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* Cannot be Governor&lt;br /&gt;
* Cannot be General&lt;br /&gt;
* Cannot be on the council&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Crippled&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Fatigue Limit&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Scarred&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING COURAGE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Courage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Legitimacy ==&lt;br /&gt;
Legitimacy comes from Ambitions and Cognomen. Higher Legitimacy improves Family Opinion and produces more [[File:YIELD ORDERS.png|25px]] Orders per turn.&lt;br /&gt;
&lt;br /&gt;
Ambitions are a Leader&#039;s desires for what they want to achieve. Completing an Ambition will give &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:YIELD LEGITIMACY.png|25px]] Legitimacy while failing or abandoning an Ambition an Ambition will give &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-5&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:YIELD LEGITIMACY.png|25px]] Legitimacy. When a Nation Leader dies its Ambitions become Legacies, meaning that they will fail if not completed within 20 turns. If a humaan player Nation completes 10 Ambitions it will achieve Ambition Victory if it is enabled.&lt;br /&gt;
&lt;br /&gt;
=== Cognomen ===&lt;br /&gt;
[[File:New Cognomen.png|thumb|Gaining a new Cognomen]]&lt;br /&gt;
The Cognomen is the title that appears after a character&#039;s name and is granted after a character does enough specific actions. Cognomens affect [[File:YIELD LEGITIMACY.png|25px]] Legitimacy and once a character acquires a Cognomen it can only acquire a different one if it grants more [[File:YIELD LEGITIMACY.png|25px]] Legitimacy than the current one. If a Nation Leader dies the Heir will gain the one step weaker version of the parent&#039;s Cognomen.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Cognomen !! [[File:YIELD LEGITIMACY.png|25px]] Legitimacy !! Required points !! Ways to gain points&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The New&#039;&#039;&#039; || 0 || 0 || New characters start at this level if the previous one remained The Founder&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Founder&#039;&#039;&#039; || 10 || 0 || The first character starts at this level&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Warrior&#039;&#039;&#039; || 10 || 1000 || rowspan=7 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+200&#039;&#039;&#039;&amp;lt;/span&amp;gt; per killed military unit&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+200&#039;&#039;&#039;&amp;lt;/span&amp;gt; per killed military unit (as General)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-200&#039;&#039;&#039;&amp;lt;/span&amp;gt; per lost unit&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Drillmaster&#039;&#039;&#039; || 20 || 2000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Valiant&#039;&#039;&#039; || 30 || 3000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Mighty&#039;&#039;&#039; || 40 || 4000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Victorious&#039;&#039;&#039; || 50 || 5000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Lion&#039;&#039;&#039; || 60 || 6000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Invincible&#039;&#039;&#039; || 70 || 7000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Mason&#039;&#039;&#039; || 10 || 1000 || rowspan=4 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt; per improvement finished&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per wonder finished&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Architect&#039;&#039;&#039; || 20 || 2000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Keystone&#039;&#039;&#039; || 40 || 4000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Fountainhead&#039;&#039;&#039; || 60 || 6000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Destroyer&#039;&#039;&#039; || 20 || 2000 || rowspan=3 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+500&#039;&#039;&#039;&amp;lt;/span&amp;gt; per tribal site cleared&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Avenger&#039;&#039;&#039; || 40 || 4000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The White Death&#039;&#039;&#039; || 60 || 6000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Ambitious&#039;&#039;&#039; || 20 || 2000 || rowspan=3 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt; per specialist trained&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per courtier added&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Brilliant&#039;&#039;&#039; || 40 || 4000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Beloved&#039;&#039;&#039; || 60 || 6000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Learned&#039;&#039;&#039; || 20 || 2000 || rowspan=3 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+500&#039;&#039;&#039;&amp;lt;/span&amp;gt; per technology researched&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Enlightened&#039;&#039;&#039; || 40 || 4000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Wish&#039;&#039;&#039; || 60 || 6000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Capable&#039;&#039;&#039; || 20 || 2000 || rowspan=2 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt; per unit trainer&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt; per unit promoted&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Ready&#039;&#039;&#039; || 30 || 3000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Settler&#039;&#039;&#039; || 20 || 2000 || rowspan=2 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per city founded&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Pioneer&#039;&#039;&#039; || 40 || 4000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Intercessor&#039;&#039;&#039; || 30 || 3000 || rowspan=2 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per tribal peace formed&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per nation peace formed&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per tribal alliance formed&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per nation alliance formed&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Peacemaker&#039;&#039;&#039; || 50 || 5000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Conqueror&#039;&#039;&#039; || 40 || 4000 || rowspan=2 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per city captured&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per capital captured&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Subjugator&#039;&#039;&#039; || 60 || 6000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Restorer&#039;&#039;&#039; || 40 || 4000 || rowspan=2 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per city recaptured&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Liberator&#039;&#039;&#039; || 60 || 6000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Devout&#039;&#039;&#039; || 20 || 2000 || rowspan=2 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+200&#039;&#039;&#039;&amp;lt;/span&amp;gt; per religion spread&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per theology established&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1500&#039;&#039;&#039;&amp;lt;/span&amp;gt; per world religion founded&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Holy&#039;&#039;&#039; || 40 || 4000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Explorer&#039;&#039;&#039; || 30 || 3000 || rowspan=2 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; per tile revealed&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt; per tribe contacted&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt; per nation contacted&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+200&#039;&#039;&#039;&amp;lt;/span&amp;gt; per caravans arrived&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+200&#039;&#039;&#039;&amp;lt;/span&amp;gt; per ruins explored&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+300&#039;&#039;&#039;&amp;lt;/span&amp;gt; per landmarks discovered&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+400&#039;&#039;&#039;&amp;lt;/span&amp;gt; per landmarks named&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Intrepid&#039;&#039;&#039; || 50 || 5000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Old&#039;&#039;&#039; || 40 || 4000 || rowspan=2 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt; per year reigned&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Ancient&#039;&#039;&#039; || 50 || 5000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Rebuilder&#039;&#039;&#039; || 20 || 2000 || &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+200&#039;&#039;&#039;&amp;lt;/span&amp;gt; per improvement repaired&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Able&#039;&#039;&#039; || 30 || 30000 || rowspan=8 | All the above&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Just&#039;&#039;&#039; || 40 || 40000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Good&#039;&#039;&#039; || 50 || 50000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Strong&#039;&#039;&#039; || 60 || 60000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Noble&#039;&#039;&#039; || 70 || 70000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Glorious&#039;&#039;&#039; || 80 || 80000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Magnificent&#039;&#039;&#039; || 90 || 90000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Great&#039;&#039;&#039; || 100 || 100000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Unfortunate&#039;&#039;&#039; || -20 || 2000 || rowspan=5 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per city lost&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+200&#039;&#039;&#039;&amp;lt;/span&amp;gt; per unit lost&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-200&#039;&#039;&#039;&amp;lt;/span&amp;gt; per killed military unit&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-200&#039;&#039;&#039;&amp;lt;/span&amp;gt; per killed military unit (as General)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per city captured&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per city recaptured&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Unready&#039;&#039;&#039; || -40 || 4000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Weak&#039;&#039;&#039; || -60 || 6000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Bad&#039;&#039;&#039; || -80 || 8000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Bloody&#039;&#039;&#039; || -100 || 10000&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Old_World/index.php?title=Characters&amp;diff=1308</id>
		<title>Characters</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Old_World/index.php?title=Characters&amp;diff=1308"/>
		<updated>2023-03-13T15:55:30Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Partial council.png|thumb|300px|A partial council and list of characters]]&lt;br /&gt;
Characters are the various important people that exist in the world, both historical and fictional. All characters can be renamed at any point.&lt;br /&gt;
&lt;br /&gt;
Ambitions are a Leader&#039;s desires for what they want to achieve. Completing an Ambition will give &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:YIELD LEGITIMACY.png|25px]] Legitimacy while failing or abandoning an Ambition an Ambition will give &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-5&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:YIELD LEGITIMACY.png|25px]] Legitimacy. When a Nation Leader dies its Ambitions become Legacies, meaning that they will fail if not completed within 20 turns. If a humaan player Nation completes 10 Ambitions it will achieve Ambition Victory if it is enabled.&lt;br /&gt;
&lt;br /&gt;
== The council ==&lt;br /&gt;
Each Nation has a council, made up of up to 5 characters that hold special status. Appointing a character on the council costs 100 [[File:YIELD CIVICS.png|25px]] 75 Civics and 2 [[File:YIELD ORDERS.png|25px]] 2 Orders.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Councilor !! Spouse&amp;lt;br&amp;gt;[[File:FAMILY MARRIAGE.png|40px]] !! Heir&amp;lt;br&amp;gt;[[File:MISSION MAKE HEIR.png|40px]] !! Ambassador&amp;lt;br&amp;gt;[[File:COUNCIL AMBASSADOR.png|40px]] !! Chancellor&amp;lt;br&amp;gt;[[File:COUNCIL CHANCELLOR.png|40px]] !! Spymaster&amp;lt;br&amp;gt;[[File:COUNCIL SPYMASTER.png|40px]]&lt;br /&gt;
|-&lt;br /&gt;
! Nation bonus&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] Charisma produces [[File:YIELD CIVICS.png|25px]] Civics&lt;br /&gt;
* [[File:RATING COURAGE.png|25px]] Courage produces [[File:YIELD TRAINING.png|25px]] Training&lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] Discipline produces [[File:YIELD MONEY.png|25px]] Money&lt;br /&gt;
* [[File:RATING WISDOM.png|25px]] Wisdom produces [[File:YIELD SCIENCE.png|25px]] Science&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] Charisma produces [[File:YIELD CIVICS.png|25px]] Civics&lt;br /&gt;
* [[File:RATING COURAGE.png|25px]] Courage produces [[File:YIELD TRAINING.png|25px]] Training&lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] Discipline produces [[File:YIELD MONEY.png|25px]] Money&lt;br /&gt;
* [[File:RATING WISDOM.png|25px]] Wisdom produces [[File:YIELD SCIENCE.png|25px]] Science&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] Charisma produces Foreign Opinion&lt;br /&gt;
* [[File:RATING COURAGE.png|25px]] Courage produces Tribe Opinion&lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] Discipline produces Religion Opinion&lt;br /&gt;
* [[File:RATING WISDOM.png|25px]] Wisdom produces [[File:YIELD CULTURE.png|25px]] Culture&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] Charisma produces [[File:YIELD CIVICS.png|25px]] Civics&lt;br /&gt;
* [[File:RATING COURAGE.png|25px]] Courage produces [[File:YIELD TRAINING.png|25px]] Training&lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] Discipline produces [[File:YIELD MONEY.png|25px]] Money&lt;br /&gt;
* [[File:RATING WISDOM.png|25px]] Wisdom produces [[File:YIELD GROWTH.png|25px]] Growth&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] Charisma produces Family Opinion&lt;br /&gt;
* [[File:RATING COURAGE.png|25px]] Courage produces [[File:YIELD HAPPINESS.png|25px]] Happiness&lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] Discipline produces [[File:YIELD ORDERS.png|25px]] Orders&lt;br /&gt;
* [[File:RATING WISDOM.png|25px]] Wisdom produces [[File:YIELD SCIENCE.png|25px]] Science&lt;br /&gt;
|-&lt;br /&gt;
! Effects&lt;br /&gt;
| Produces Children&lt;br /&gt;
| Becomes Nation Leader upon the current one&#039;s death&lt;br /&gt;
| Gains Unique Missions&lt;br /&gt;
| Gains Unique Missions&lt;br /&gt;
| Gains Unique Missions&lt;br /&gt;
|-&lt;br /&gt;
! Required technology&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| [[File:TECH ARISTOCRACY.png|25px]] Aristocracy&lt;br /&gt;
| [[File:TECH SPOKED WHEEL.png|25px]] Spoked Wheel&lt;br /&gt;
| [[File:TECH PORTCULLIS.png|25px]] Portcullis&lt;br /&gt;
|-&lt;br /&gt;
! Required archetype&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| [[File:TRAIT COMMANDER.png|25px]] Commander, [[File:TRAIT ORATOR.png|25px]] Diplomat, [[File:TRAIT DIPLOMAT.png|25px]] Orator&lt;br /&gt;
| [[File:TRAIT BUILDER.png|25px]] Builder, [[File:TRAIT JUDGE.png|25px]] Judge, [[File:TRAIT ZEALOT.png|25px]] Zealot&lt;br /&gt;
| [[File:TRAIT SCHEMER.png|25px]] Schemer, [[File:TRAIT SCHOLAR.png|25px]] Scholar, [[File:TRAIT TACTICIAN.png|25px]] Tactician&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character actions ==&lt;br /&gt;
Characters may be interacted by clicking on their portrait and then choosing an interaction from the menu that appears on the left.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Action !! Cost !! Effects !! Requirements&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MISSION ABDICATE.png|40px]] Abdicate Throne&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 100 Civics&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 2 Orders&lt;br /&gt;
| &lt;br /&gt;
* Heir becomes Nation Leader but lose 10 [[File:YIELD LEGITIMACY.png|25px]] Legitimacy&lt;br /&gt;
| Target is below 18&amp;lt;br&amp;gt;[[File:TRAIT SCHEMER.png|25px]] Schemer archetype&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MISSION ADOPT.png|40px]] Adopt Child&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 100 Civics&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 2 Orders&lt;br /&gt;
| &lt;br /&gt;
* 80% chance the character joins the family but lose 4 [[File:YIELD LEGITIMACY.png|25px]] Legitimacy&lt;br /&gt;
* 20% chance Event&lt;br /&gt;
| Heir&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPREAD RELIGION TRIBE.png|40px]] Convert Religion&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 100 Civics&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 2 Orders&lt;br /&gt;
| &lt;br /&gt;
* 75% chance the character converts to the Nation&#039;s religion&lt;br /&gt;
* 25% chance Event&lt;br /&gt;
| Target is at least 18&amp;lt;br&amp;gt;Target does not follow the Nation&#039;s religion&amp;lt;br&amp;gt;Target is not a Religion Head&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MISSION DIVORCE.png|40px]] Divorce&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 100 Civics&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 2 Orders&lt;br /&gt;
| &lt;br /&gt;
* 80% chance the character divorces&lt;br /&gt;
* 20% chance Event&lt;br /&gt;
| Target is Husband or Wife&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAMILY MARRIAGE.png|40px]] Family Marriage&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 100 Civics&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 2 Orders&lt;br /&gt;
| &lt;br /&gt;
* Choose a family to look for a marriage cadidate&lt;br /&gt;
| Target is Son or Daughter&amp;lt;br&amp;gt;Target does not have a Husband or Wife&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MISSION HOLD COURT.png|40px]] Hold Court&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 100 Training&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 2 Orders&lt;br /&gt;
| &lt;br /&gt;
* 60% chance gain 100 [[File:YIELD CIVICS.png|25px]] Civics&lt;br /&gt;
* 20% chance gain a Courtier&lt;br /&gt;
* 20% chance Event&lt;br /&gt;
| Age is at least 18&amp;lt;br&amp;gt;[[File:TRAIT JUDGE.png|25px]] Judge archetype&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MISSION INFLUENCE.png|40px]] Influence&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 200 Money&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 2 Orders&lt;br /&gt;
| &lt;br /&gt;
* 50% chance the character becomes influenced&lt;br /&gt;
* 25% chance the character becomes influenced but lose 1 [[File:YIELD LEGITIMACY.png|25px]] Legitimacy&lt;br /&gt;
* 25% chance Event&lt;br /&gt;
| Both characters are at least 12&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MISSION INTERCESSION.png|40px]] Intercession&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 200 Money&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 2 Orders&lt;br /&gt;
| &lt;br /&gt;
* 50% chance the character becomes interceded&lt;br /&gt;
* 25% chance the character becomes interceded but lose 1 [[File:YIELD LEGITIMACY.png|25px]] Legitimacy&lt;br /&gt;
* 25% chance Event&lt;br /&gt;
| Same Religion&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MISSION MAKE HEIR.png|40px]] Make Chosen Heir&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 100 Civics&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 2 Orders&lt;br /&gt;
| &lt;br /&gt;
* 80% chance the character becomes the new Heir but lose 10 [[File:YIELD LEGITIMACY.png|25px]] Legitimacy&lt;br /&gt;
* 20% chance Event&lt;br /&gt;
| Target is Son or Daughter&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MISSION RALLY TROOPS.png|40px]] Rally Troops&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 100 Civics&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 2 Orders&lt;br /&gt;
| &lt;br /&gt;
* 75% chance gain 100 [[File:YIELD TRAINING.png|25px]] Training&lt;br /&gt;
* 25% chance Event&lt;br /&gt;
| Age is at least 18&amp;lt;br&amp;gt;[[File:TECH MILITARY DRILL.png|25px]] Military Drill technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MISSION TUTOR.png|40px]] Tutor Child&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 200 Civics&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 2 Orders&lt;br /&gt;
| &lt;br /&gt;
* 16.6% chance to improve [[File:RATING CHARISMA.png|25px]] Charisma (+3% per [[File:RATING CHARISMA.png|25px]] Charisma)&lt;br /&gt;
* 16.6% chance to improve [[File:RATING COURAGE.png|25px]] Courage (+3% per [[File:RATING COURAGE.png|25px]] Courage)&lt;br /&gt;
* 16.6% chance to improve [[File:RATING DISCIPLINE.png|25px]] Discipline (+3% per [[File:RATING DISCIPLINE.png|25px]] Discipline)&lt;br /&gt;
* 16.6% chance to improve [[File:RATING WISDOM.png|25px]] Wisdom (+3% per [[File:RATING WISDOM.png|25px]] Wisdom)&lt;br /&gt;
* 33.3% chance Event&lt;br /&gt;
| Target&#039;s age is 10-17&amp;lt;br&amp;gt;[[File:TRAIT SCHOLAR.png|25px]] Scholar archetype&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
Each character has four attributes, which determines what are the bonuses for appointing them as Governor, General, Nation Leader or Councilor.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Attribute !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Charisma&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:RATING CHARISMA.png]]&lt;br /&gt;
| &lt;br /&gt;
* If the character is Nation Leader, Spouse, Heir or Chancellor, it determines how much [[File:YIELD CIVICS.png|25px]] Civics all cities gain&lt;br /&gt;
* If the character is Governor, it determines how much [[File:YIELD CIVICS.png|25px]] Civics the city gains&lt;br /&gt;
* If the character is General, it determines how much Defense the unit gains&lt;br /&gt;
* If the character is Ambassador, it determines how much Foreign Opinion the Nation Leader gains&lt;br /&gt;
* If the character is Spymaster, it determines how much Family Opinion the Nation Leader gains&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Courage&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:RATING COURAGE.png]]&lt;br /&gt;
| &lt;br /&gt;
* If the character is Nation Leader, Spouse, Heir or Chancellor, it determines how much [[File:YIELD TRAINING.png|25px]] Training all cities gain&lt;br /&gt;
* If the character is Governor, it determines how much [[File:YIELD TRAINING.png|25px]] Training the city gains&lt;br /&gt;
* If the character is General, it determines how much Strength the unit gains&lt;br /&gt;
* If the character is Ambassador, it determines how much Tribe Opinion the Nation Leader gains&lt;br /&gt;
* If the character is Spymaster, it determines how much [[File:YIELD HAPPINESS.png|25px]] Happiness all cities gain&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Discipline&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:RATING DISCIPLINE.png]]&lt;br /&gt;
| &lt;br /&gt;
* If the character is Nation Leader, Spouse, Heir or Chancellor, it determines how much [[File:YIELD MONEY.png|25px]] Money all cities gain&lt;br /&gt;
* If the character is Governor, it determines how much [[File:YIELD MONEY.png|25px]] Money the city gains&lt;br /&gt;
* If the character is General, it determines how much XP the unit gains each year&lt;br /&gt;
* If the character is Ambassador, it determines how much Religion Opinion the Nation Leader gains&lt;br /&gt;
* If the character is Spymaster, it determines how much [[File:YIELD ORDERS.png|25px]] Orders all cities gain&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wisdom&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:RATING WISDOM.png]]&lt;br /&gt;
| &lt;br /&gt;
* If the character is Nation Leader, Spouse, Heir or Spymaster, it determines how much [[File:YIELD SCIENCE.png|25px]] Science all cities gain&lt;br /&gt;
* If the character is Governor, it determines how much [[File:YIELD SCIENCE.png|25px]] Science the city gains&lt;br /&gt;
* If the character is General, it determines how much Critical Hit Chance the unit gains&lt;br /&gt;
* If the character is Ambassador, it determines how much [[File:YIELD CULTURE.png|25px]] Culture all cities gain&lt;br /&gt;
* If the character is Chancellor, it determines how much [[File:YIELD GROWTH.png|25px]] Growth all cities gain&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
Each character has an Archetype, which determines how a character may be employed and what bonuses they provide. The Archetype of Heirs is determined by the chosen field of study for them.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Archetypes !! Allowed professions !! Attributes !! Effects !! Opinion !! Included in&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TRAIT BUILDER.png]] Builder&lt;br /&gt;
| [[File:CHAR FILTER GOVERNOR.png|25px]] Governor&amp;lt;br&amp;gt;[[File:CHAR FILTER CHANCELLOR.png|25px]] Chancellor&lt;br /&gt;
| [[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
| &lt;br /&gt;
* As Governor: -1 Years to build Improvements&lt;br /&gt;
* As Leader: Can add Urban Tiles&lt;br /&gt;
* As Leader: Multiple Workers can build Improvements&lt;br /&gt;
* As Leader: -50% Production Time for Workers [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:LAW SLAVERY.png|25px]] Slavery&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT BUILDER.png|25px]] Builder&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT HERO.png|25px]] Hero&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with Nations with more Wonders of the World&lt;br /&gt;
| &lt;br /&gt;
* Regal&lt;br /&gt;
* Urbanite&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TRAIT COMMANDER.png]] Commander&lt;br /&gt;
| [[File:CHAR FILTER GENERAL.png|25px]] General&amp;lt;br&amp;gt;[[File:CHAR FILTER AMBASSADOR.png|25px]] Ambassador&lt;br /&gt;
| [[File:RATING COURAGE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Courage&amp;lt;br&amp;gt;[[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
| &lt;br /&gt;
* As General: +20% [[File:Icon AttackDefense.png]] Strength if Same Unit Adjacent&lt;br /&gt;
* As Leader: +10 XP per year for Idle Units&lt;br /&gt;
* As Leader: +10% [[File:Icon Defense.png]] Defense for Infantry Units&lt;br /&gt;
* As Leader + General: +50% [[File:Icon Attack.png]] Attack if Flanking&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:LAW AUTARKY.png|25px]] Autarky&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT COMMANDER.png|25px]] Commander&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT TACTICIAN.png|25px]] Tactician&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with Nations with more Generals&lt;br /&gt;
| &lt;br /&gt;
* Martial&lt;br /&gt;
* Diligent&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TRAIT DIPLOMAT.png]] Diplomat&lt;br /&gt;
| [[File:CHAR FILTER GOVERNOR.png|25px]] Governor&amp;lt;br&amp;gt;[[File:CHAR FILTER AMBASSADOR.png|25px]] Ambassador&lt;br /&gt;
| [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
| &lt;br /&gt;
* As Governor: +40 Family Opinion&lt;br /&gt;
* As Leader: +60 Foreign Leader Opinion&lt;br /&gt;
* As Leader: +60 Tribe Leader Opinion&lt;br /&gt;
* As Leader: Enables the National Alliance action&lt;br /&gt;
* As Leader: Enables the Tribal Alliance action&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:LAW COLONIES.png|25px]] Colonies&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT DIPLOMAT.png|25px]] Diplomat&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT ORATOR.png|25px]] Orator&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with Nations with more Trades&lt;br /&gt;
| &lt;br /&gt;
* Regal&lt;br /&gt;
* Charming&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TRAIT HERO.png]] Hero&lt;br /&gt;
| [[File:CHAR FILTER GENERAL.png|25px]] General&amp;lt;br&amp;gt;[[File:CHAR FILTER AGENT.png|25px]] Agent&lt;br /&gt;
| [[File:RATING COURAGE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Courage&lt;br /&gt;
| &lt;br /&gt;
* As General: Heal in Neutral Territory&lt;br /&gt;
* As Leader: Heal while Pillaging [All Units]&lt;br /&gt;
* As Leader: +50 [[File:YIELD TRAINING.png|25px]] Training per Military Unit killed&lt;br /&gt;
* As Leader + General: Unit can use the [[File:LAUNCH OFFENSIVE.png|25px]] Launch Offensive action&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:LAW EPICS.png|25px]] Epics&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT HERO.png|25px]] Hero&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT BUILDER.png|25px]] Builder&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with Nations too close&lt;br /&gt;
| &lt;br /&gt;
* Martial&lt;br /&gt;
* Terrifying&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TRAIT JUDGE.png]] Judge&lt;br /&gt;
| [[File:CHAR FILTER GOVERNOR.png|25px]] Governor&amp;lt;br&amp;gt;[[File:CHAR FILTER CHANCELLOR.png|25px]] Chancellor&lt;br /&gt;
| [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&amp;lt;br&amp;gt;[[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
| &lt;br /&gt;
* As Governor: Can Hurry Projects&lt;br /&gt;
* As Governor: Can Hurry Specialists with [[File:YIELD MONEY.png|25px]] Money&lt;br /&gt;
* As Leader: Can Switch Laws for 100 [[File:YIELD CIVICS.png|25px]] Civics&lt;br /&gt;
* As Leader: Can Upgrade Improvements&lt;br /&gt;
* As Leader: Enables the Hold Court action&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:LAW LEGAL CODE.png|25px]] Legal Code&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT JUDGE.png|25px]] Judge&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT SCHEMER.png|25px]] Schemer&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with Nations with more Active Laws&lt;br /&gt;
| &lt;br /&gt;
* Thoughtful&lt;br /&gt;
* Traditional&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TRAIT ORATOR.png]] Orator&lt;br /&gt;
| [[File:CHAR FILTER GOVERNOR.png|25px]] Governor&amp;lt;br&amp;gt;[[File:CHAR FILTER AMBASSADOR.png|25px]] Ambassador&lt;br /&gt;
| [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&amp;lt;br&amp;gt;[[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
| &lt;br /&gt;
* As Governor: +1 [[File:YIELD HAPPINESS.png|25px]] Happiness per year per Culture Level&lt;br /&gt;
* As Leader: +40 Religion Opinion&lt;br /&gt;
* As Leader: Can recruit Tribal Mercenaries with [[File:YIELD LEGITIMACY.png|25px]] Legitimacy&lt;br /&gt;
* As Leader: +1 [[File:YIELD ORDERS.png|25px]] Orders per year per city with Friendly Family&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:LAW TYRANNY.png|25px]] Tyranny&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT ORATOR.png|25px]] Orator&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT DIPLOMAT.png|25px]] Diplomat&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with Nations with more Governors&lt;br /&gt;
| &lt;br /&gt;
* Regal&lt;br /&gt;
* Vain&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TRAIT SCHEMER.png]] Schemer&lt;br /&gt;
| [[File:CHAR FILTER AGENT.png|25px]] Agent&amp;lt;br&amp;gt;[[File:CHAR FILTER SPYMASTER.png|25px]] Spymaster&lt;br /&gt;
| [[File:RATING WISDOM.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wisdom&amp;lt;br&amp;gt;[[File:RATING COURAGE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Courage&lt;br /&gt;
| &lt;br /&gt;
* As Leader: Can use [[File:YIELD LEGITIMACY.png|25px]] Legitimacy to buy [[File:YIELD ORDERS.png|25px]] Orders&lt;br /&gt;
* As Leader: 2 [[File:YIELD ORDERS.png|25px]] Orders per year per War&lt;br /&gt;
* As Leader: Scouts are Invisible&lt;br /&gt;
* As Leader: Enables the Adopt Child action&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:LAW ELITES.png|25px]] Elites&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:LAW COIN DEBASEMENT.png|25px]] Coin Debasement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT SCHEMER.png|25px]] Schemer&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT JUDGE.png|25px]] Judge&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with Nations with better Congomen&lt;br /&gt;
| &lt;br /&gt;
* Thoughtful&lt;br /&gt;
* Covert&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TRAIT SCHOLAR.png]] Scholar&lt;br /&gt;
| [[File:CHAR FILTER GOVERNOR.png|25px]] Governor&amp;lt;br&amp;gt;[[File:CHAR FILTER SPYMASTER.png|25px]] Spymaster&lt;br /&gt;
| [[File:RATING WISDOM.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wisdom&lt;br /&gt;
| &lt;br /&gt;
* As Governor: Unlocks the [[File:PROJECT INQUIRY 1.png|25px]] Inquiry project&lt;br /&gt;
* As Leader: Can Redraw Techs once per year&lt;br /&gt;
* As Leader: 2 [[File:YIELD SCIENCE.png|25px]] Science per year with Archine [All Cities]&lt;br /&gt;
* As Leader: Enables the Tutor Child action&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:LAW ENGINEERING.png|25px]] Engineering&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT SCHOLAR.png|25px]] Scholar&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT ZEALOT.png|25px]] Zealot&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with Nations with more technologies&lt;br /&gt;
| &lt;br /&gt;
* Thoughtful&lt;br /&gt;
* Inquisitive&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TRAIT TACTICIAN.png]] Tactician&lt;br /&gt;
| [[File:CHAR FILTER GENERAL.png|25px]] General&amp;lt;br&amp;gt;[[File:CHAR FILTER SPYMASTER.png|25px]] Spymaster&lt;br /&gt;
| [[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&amp;lt;br&amp;gt;[[File:RATING WISDOM.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wisdom&lt;br /&gt;
| &lt;br /&gt;
* As General: Counterattacks during Melee&lt;br /&gt;
* As Leader: +2 Vision Range&lt;br /&gt;
* As Leader: Ranged Units are Hidden in Friendly or Neutral Territory&lt;br /&gt;
* As Leader + General: Attacks stun the target for 1 turn&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:LAW PROFESSIONAL ARMY.png|25px]] Professional Army&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT TACTICIAN.png|25px]] Tactician&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT COMMANDER.png|25px]] Commander&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with Nations with more powerful armies&lt;br /&gt;
| &lt;br /&gt;
* Martial&lt;br /&gt;
* Sylvan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TRAIT ZEALOT.png]] Zealot&lt;br /&gt;
| [[File:CHAR FILTER GENERAL.png|25px]] General&amp;lt;br&amp;gt;[[File:CHAR FILTER CHANCELLOR.png|25px]] Chancellor&lt;br /&gt;
| [[File:RATING COURAGE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Courage&amp;lt;br&amp;gt;[[File:RATING WISDOM.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wisdom&lt;br /&gt;
| &lt;br /&gt;
* As General: Unit cannot die if it has &amp;gt;1 HP&lt;br /&gt;
* As Leader: +60 Opinion for same Religion&lt;br /&gt;
* As Leader: +1 Fatigue Limit [All Units]&lt;br /&gt;
* As Leader: Can Hurry Production with [[File:YIELD TRAINING.png|25px]] Training [State Religion Cities]&lt;br /&gt;
* As Leader + General: +10% Enlist chance on Kill&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:LAW HOLY WAR.png|25px]] Holy War&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT ZEALOT.png|25px]] Zealot&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT SCHOLAR.png|25px]] Scholar&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with Nations with a different State Religion&lt;br /&gt;
| &lt;br /&gt;
* Martial&lt;br /&gt;
* Devout&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Traits ==&lt;br /&gt;
Each character may have one or more traits, which describe their personality. Traits that provide benefits are called Strengths and traits that provide penalties are called Weaknesses. A character can only have up to 3 Strengths and 3 Weaknesses. Characters that have the same trait will receive &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Opinion of each other, while characters that have opposite traits will receive &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; opinion of each other.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! colspan=3 | Strength !! colspan=3 | Weakness&lt;br /&gt;
|-&lt;br /&gt;
! Trait !! Effects !! Included in !! Trait !! Effects !! Included in&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bold&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING COURAGE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Courage&lt;br /&gt;
| &lt;br /&gt;
* Strong&lt;br /&gt;
| &#039;&#039;&#039;Timid&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING COURAGE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Courage&lt;br /&gt;
| &lt;br /&gt;
* Weak&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Educated&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING WISDOM.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wisdom&lt;br /&gt;
| &lt;br /&gt;
* Inquisitive&lt;br /&gt;
| &#039;&#039;&#039;Superstitious&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING WISDOM.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wisdom&lt;br /&gt;
| &lt;br /&gt;
* Devout&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gracious&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
| &lt;br /&gt;
* Honorable&lt;br /&gt;
| &#039;&#039;&#039;Greedy&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
| &lt;br /&gt;
* Villainous&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Loyal&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
| &lt;br /&gt;
* Honorable&lt;br /&gt;
| &#039;&#039;&#039;Deceitful&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
| &lt;br /&gt;
* Covert&lt;br /&gt;
* Villainous&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Compassionate&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
| &lt;br /&gt;
* Honorable&lt;br /&gt;
| &#039;&#039;&#039;Spoiled&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
| &lt;br /&gt;
* Weak&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Humble&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
* [[File:RATING WISDOM.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wisdom&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;&#039;Proud&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING COURAGE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Courage&lt;br /&gt;
* [[File:RATING WISDOM.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wisdom&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Witty&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
* [[File:RATING WISDOM.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wisdom&lt;br /&gt;
| &lt;br /&gt;
* Charming&lt;br /&gt;
| &#039;&#039;&#039;Drunk&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Foreign Leader Opinion&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Tribal Leader Opinion&lt;br /&gt;
| &lt;br /&gt;
* Carnal&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chaste&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-80%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Chance to have Children&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;&#039;Wanton&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Chance to have Children&lt;br /&gt;
| &lt;br /&gt;
* Carnal&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Romantic&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Chance to have Children&lt;br /&gt;
| &lt;br /&gt;
* Carnal&lt;br /&gt;
| &#039;&#039;&#039;Bitter&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pious&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
* As Governor: [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness each year [City of State Religion]&lt;br /&gt;
* As Governor: [[File:YIELD CULTURE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Culture [City of State Religion]&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; State Religion Spread Chance&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Chance to become Religion Head&lt;br /&gt;
| &lt;br /&gt;
* Devout&lt;br /&gt;
| &#039;&#039;&#039;Impious&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Religion Opinion&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Chance to become Religion Head&lt;br /&gt;
| &lt;br /&gt;
* Villainous&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Righteous&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness each year&lt;br /&gt;
* As Leader: [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness each year [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Honorable&lt;br /&gt;
* Sever Virtues&lt;br /&gt;
| &#039;&#039;&#039;Debauched&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD DISCONTENT.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discontent per year&lt;br /&gt;
* As Leader: [[File:YIELD DISCONTENT.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discontent per year [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Carnal&lt;br /&gt;
* Seven Sins&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Affable&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD GROWTH.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Growth each year per Culture Level&lt;br /&gt;
* As Leader: [[File:YIELD GROWTH.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Growth each year per Culture Level [All Cities]&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Chance to become Family Head&lt;br /&gt;
| &lt;br /&gt;
* Charming&lt;br /&gt;
* Sever Virtues&lt;br /&gt;
| &#039;&#039;&#039;Cruel&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD GROWTH.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Growth per year&lt;br /&gt;
* As Leader: [[File:YIELD GROWTH.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Growth per year [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Terrifying&lt;br /&gt;
* Seven Sins&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Eloquent&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics each year per Culture Level&lt;br /&gt;
* As Leader: [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics each year per Culture Level [All Cities]&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Chance to become Family Head&lt;br /&gt;
| &lt;br /&gt;
* Charming&lt;br /&gt;
* Sever Virtues&lt;br /&gt;
| &#039;&#039;&#039;Intolerant&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics&lt;br /&gt;
* As Leader: [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Traditional&lt;br /&gt;
* Seven Sins&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Inspiring&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD CULTURE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Culture each year per Culture Level&lt;br /&gt;
* As Leader: [[File:YIELD CULTURE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Culture each year per Culture Level [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Sever Virtues&lt;br /&gt;
| &#039;&#039;&#039;Uncouth&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD CULTURE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Culture&lt;br /&gt;
* As Leader: [[File:YIELD CULTURE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Culture [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Seven Sins&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Intelligent&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science each year per Culture Level&lt;br /&gt;
* As Leader: [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science each year per Culture Level [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Inquisitive&lt;br /&gt;
* Sever Virtues&lt;br /&gt;
| &#039;&#039;&#039;Foolish&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science&lt;br /&gt;
* As Leader: [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Seven Sins&lt;br /&gt;
* Weak&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Warlike&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training each year per Culture Level&lt;br /&gt;
* As Leader: [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training each year per Culture Level [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Sever Virtues&lt;br /&gt;
| &#039;&#039;&#039;Slothful&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training&lt;br /&gt;
* As Leader: [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Seven Sins&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Prosperous&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money each year per Culture Level&lt;br /&gt;
* As Leader: [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money each year per Culture Level [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Sever Virtues&lt;br /&gt;
* Urbanite&lt;br /&gt;
| &#039;&#039;&#039;Extravagant&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money&lt;br /&gt;
* As Leader: [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Seven Sins&lt;br /&gt;
* Vain&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Famous&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Specialist Costs&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Family Opinion&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;&#039;Infamous&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Family Opinion&lt;br /&gt;
| &lt;br /&gt;
* Villainous&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Frugal&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Improvement Costs&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Improvement Costs [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Traditional&lt;br /&gt;
| &#039;&#039;&#039;Corrupt&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD MAINTENANCE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Maintenance&lt;br /&gt;
* As Leader: [[File:YIELD MAINTENANCE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Maintenance [All Cities]&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Chance to become Family Head&lt;br /&gt;
| &lt;br /&gt;
* Villainous&lt;br /&gt;
* Vain&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Robust&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders each year&lt;br /&gt;
* As Leader: [[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+0.5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders each year [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Traditional&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Carpenter&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt; XP for new Siege and Ship Units&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; XP for new Siege and Ship Units [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Urbanite&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Equestrian&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt; XP for new Mounted Units&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; XP for new Mounted Units [All Cities]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strict&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt; XP for new Infantry Units&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; XP for new Infantry Units [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Diligent&lt;br /&gt;
* Traditional&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cultivator&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:IMPROVEMENT FARM.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Farm Yield&lt;br /&gt;
* As Governor: [[File:IMPROVEMENT GROVE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Grove Yield&lt;br /&gt;
* As Leader: [[File:IMPROVEMENT FARM.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Farm Yield [All Cities]&lt;br /&gt;
* As Leader: [[File:IMPROVEMENT GROVE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Grove Yield [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Productive&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Delver&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:IMPROVEMENT MINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Mine Yield&lt;br /&gt;
* As Governor: [[File:IMPROVEMENT QUARRY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Quarry Yield&lt;br /&gt;
* As Leader: [[File:IMPROVEMENT MINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Mine Yield [All Cities]&lt;br /&gt;
* As Leader: [[File:IMPROVEMENT QUARRY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Quarry Yield [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Productive&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Naturalist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:IMPROVEMENT LUMBERMILL.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Lumbermill Yield&lt;br /&gt;
* As Governor: [[File:IMPROVEMENT PASTURE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Pasture Yield&lt;br /&gt;
* As Leader: [[File:IMPROVEMENT LUMBERMILL.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Lumbermill Yield [All Cities]&lt;br /&gt;
* As Leader: [[File:IMPROVEMENT PASTURE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Pasture Yield [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Productive&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pathfinder&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:IMPROVEMENT CAMP.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Camp Yield&lt;br /&gt;
* As Governor: [[File:IMPROVEMENT NETS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Nets Yield&lt;br /&gt;
* As Leader: [[File:IMPROVEMENT CAMP.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Camp Yield [All Cities]&lt;br /&gt;
* As Leader: [[File:IMPROVEMENT NETS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Nets Yield [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Productive&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vigilant&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; City Defense&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; City Defense [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Diligent&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cunning&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:UNIT CARAVAN.png|25px]] Can construct Caravan units&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Foreign Leader Opinion&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Trival Leader Opinion&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Chance to become Family Head&lt;br /&gt;
| &lt;br /&gt;
* Charming&lt;br /&gt;
* Covert&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Besieger&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon Attack.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Attack Into Urban&lt;br /&gt;
* As Leader: [[File:Icon Attack.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Attack Into Urban [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Urbanite&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Highlander&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength From Hill&lt;br /&gt;
* As Leader: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength From Hill [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Sylvan&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ranger&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength From Trees&lt;br /&gt;
* As Leader: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength From Trees [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Sylvan&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bloodthirsty&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Damaged&lt;br /&gt;
* As Leader: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Damaged [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Terrifying&lt;br /&gt;
* Villainous&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Brave&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Melee Units&lt;br /&gt;
* As Leader: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Melee Units [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Strong&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Engineer&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Siege and Ship Units&lt;br /&gt;
* As Leader: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Siege and Ship Units [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Urbanite&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fierce&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Infantry Units&lt;br /&gt;
* As Leader: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Infantry Units [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Strong&lt;br /&gt;
* Terrifying&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Heckler&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs General&lt;br /&gt;
* As Leader: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs General [All Units]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Horsebane&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Mounted Units&lt;br /&gt;
* As Leader: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Mounted Units [All Units]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Shieldbearer&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Ranged Units&lt;br /&gt;
* As Leader: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Ranged Units [All Units]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Steadfast&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Tribal Units&lt;br /&gt;
* As Leader: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Tribal Units [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Dilligent&lt;br /&gt;
* Strong&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tough&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength if Damaged&lt;br /&gt;
* As Leader: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength if Damaged [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Strong&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Herbalist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:UNIT ACTION HEAL.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Heal Action HP&lt;br /&gt;
* As Leader: [[File:UNIT ACTION HEAL.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Heal Action HP [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Sylvan&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Swift&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:UI HUD Icon Movement.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Unit Movement&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Fatigue Limit [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Sylvan&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tracker&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Vision&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Vision [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Sylvan&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Injuries ===&lt;br /&gt;
Very rarely a character who is a [[File:CHAR FILTER GENERAL.png|25px]] General can become Wounded or Severely Wounded when its unit is attacked. In a few years the character may die, heal, or gain a permanent trait.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Injury !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wounded&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING COURAGE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Courage&lt;br /&gt;
* 30% chance each year to die&lt;br /&gt;
* 40% chance each year to lose the trait&lt;br /&gt;
* 60% chance each year to gain Scarred&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Severely Wounded&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING COURAGE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Courage&lt;br /&gt;
* 70% chance each year to die&lt;br /&gt;
* 20% chance each year to lose the trait&lt;br /&gt;
* 20% chance each year to gain Scarred&lt;br /&gt;
* 20% chance each year to gain Blinded&lt;br /&gt;
* 20% chance each year to gain Crippled&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Blinded&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* Cannot be Governor&lt;br /&gt;
* Cannot be General&lt;br /&gt;
* Cannot be on the council&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Crippled&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Fatigue Limit&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Scarred&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING COURAGE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Courage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cognomen ==&lt;br /&gt;
[[File:New Cognomen.png|thumb|Gaining a new Cognomen]]&lt;br /&gt;
The Cognomen is the title that appears after a character&#039;s name and is granted after a character does enough specific actions. Cognomens affect [[File:YIELD LEGITIMACY.png|25px]] Legitimacy and once a character acquires a Cognomen it can only acquire a different one if it grants more [[File:YIELD LEGITIMACY.png|25px]] Legitimacy than the current one.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Cognomen !! [[File:YIELD LEGITIMACY.png|25px]] Legitimacy !! Required points !! Ways to gain points&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The New&#039;&#039;&#039; || 0 || 0 || New characters start at this level&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Founder&#039;&#039;&#039; || 10 || 0 || The first character starts at this level&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Warrior&#039;&#039;&#039; || 10 || 1000 || rowspan=7 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+200&#039;&#039;&#039;&amp;lt;/span&amp;gt; per killed military unit&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+200&#039;&#039;&#039;&amp;lt;/span&amp;gt; per killed military unit (as General)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-200&#039;&#039;&#039;&amp;lt;/span&amp;gt; per lost unit&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Drillmaster&#039;&#039;&#039; || 20 || 2000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Valiant&#039;&#039;&#039; || 30 || 3000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Mighty&#039;&#039;&#039; || 40 || 4000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Victorious&#039;&#039;&#039; || 50 || 5000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Lion&#039;&#039;&#039; || 60 || 6000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Invincible&#039;&#039;&#039; || 70 || 7000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Mason&#039;&#039;&#039; || 10 || 1000 || rowspan=4 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt; per improvement finished&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per wonder finished&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Architect&#039;&#039;&#039; || 20 || 2000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Keystone&#039;&#039;&#039; || 40 || 4000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Fountainhead&#039;&#039;&#039; || 60 || 6000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Destroyer&#039;&#039;&#039; || 20 || 2000 || rowspan=3 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+500&#039;&#039;&#039;&amp;lt;/span&amp;gt; per tribal site cleared&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Avenger&#039;&#039;&#039; || 40 || 4000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The White Death&#039;&#039;&#039; || 60 || 6000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Ambitious&#039;&#039;&#039; || 20 || 2000 || rowspan=3 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt; per specialist trained&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per courtier added&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Brilliant&#039;&#039;&#039; || 40 || 4000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Beloved&#039;&#039;&#039; || 60 || 6000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Learned&#039;&#039;&#039; || 20 || 2000 || rowspan=3 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+500&#039;&#039;&#039;&amp;lt;/span&amp;gt; per technology researched&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Enlightened&#039;&#039;&#039; || 40 || 4000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Wish&#039;&#039;&#039; || 60 || 6000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Capable&#039;&#039;&#039; || 20 || 2000 || rowspan=2 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt; per unit trainer&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt; per unit promoted&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Ready&#039;&#039;&#039; || 30 || 3000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Settler&#039;&#039;&#039; || 20 || 2000 || rowspan=2 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per city founded&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Pioneer&#039;&#039;&#039; || 40 || 4000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Intercessor&#039;&#039;&#039; || 30 || 3000 || rowspan=2 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per tribal peace formed&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per nation peace formed&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per tribal alliance formed&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per nation alliance formed&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Peacemaker&#039;&#039;&#039; || 50 || 5000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Conqueror&#039;&#039;&#039; || 40 || 4000 || rowspan=2 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per city captured&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per capital captured&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Subjugator&#039;&#039;&#039; || 60 || 6000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Restorer&#039;&#039;&#039; || 40 || 4000 || rowspan=2 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per city recaptured&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Liberator&#039;&#039;&#039; || 60 || 6000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Devout&#039;&#039;&#039; || 20 || 2000 || rowspan=2 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+200&#039;&#039;&#039;&amp;lt;/span&amp;gt; per religion spread&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per theology established&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1500&#039;&#039;&#039;&amp;lt;/span&amp;gt; per world religion founded&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Holy&#039;&#039;&#039; || 40 || 4000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Explorer&#039;&#039;&#039; || 30 || 3000 || rowspan=2 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; per tile revealed&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt; per tribe contacted&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt; per nation contacted&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+200&#039;&#039;&#039;&amp;lt;/span&amp;gt; per caravans arrived&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+200&#039;&#039;&#039;&amp;lt;/span&amp;gt; per ruins explored&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+300&#039;&#039;&#039;&amp;lt;/span&amp;gt; per landmarks discovered&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+400&#039;&#039;&#039;&amp;lt;/span&amp;gt; per landmarks named&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Intrepid&#039;&#039;&#039; || 50 || 5000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Old&#039;&#039;&#039; || 40 || 4000 || rowspan=2 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt; per year reigned&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Ancient&#039;&#039;&#039; || 50 || 5000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Rebuilder&#039;&#039;&#039; || 20 || 2000 || &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+200&#039;&#039;&#039;&amp;lt;/span&amp;gt; per improvement repaired&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Able&#039;&#039;&#039; || 30 || 30000 || rowspan=8 | All the above&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Just&#039;&#039;&#039; || 40 || 40000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Good&#039;&#039;&#039; || 50 || 50000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Strong&#039;&#039;&#039; || 60 || 60000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Noble&#039;&#039;&#039; || 70 || 70000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Glorious&#039;&#039;&#039; || 80 || 80000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Magnificent&#039;&#039;&#039; || 90 || 90000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Great&#039;&#039;&#039; || 100 || 100000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Unfortunate&#039;&#039;&#039; || -20 || 2000 || rowspan=5 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per city lost&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+200&#039;&#039;&#039;&amp;lt;/span&amp;gt; per unit lost&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-200&#039;&#039;&#039;&amp;lt;/span&amp;gt; per killed military unit&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-200&#039;&#039;&#039;&amp;lt;/span&amp;gt; per killed military unit (as General)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per city captured&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per city recaptured&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Unready&#039;&#039;&#039; || -40 || 4000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Weak&#039;&#039;&#039; || -60 || 6000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Bad&#039;&#039;&#039; || -80 || 8000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Bloody&#039;&#039;&#039; || -100 || 10000&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Old_World/index.php?title=Characters&amp;diff=1307</id>
		<title>Characters</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Old_World/index.php?title=Characters&amp;diff=1307"/>
		<updated>2023-03-13T15:53:32Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: /* Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Partial council.png|thumb|300px|A partial council and list of characters]]&lt;br /&gt;
Characters are the various important people that exist in the world, both historical and fictional. All characters can be renamed at any point.&lt;br /&gt;
&lt;br /&gt;
Ambitions are a Leader&#039;s desires for what they want to achieve. Completing an Ambition will give &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:YIELD LEGITIMACY.png|25px]] Legitimacy while failing or abandoning an Ambition an Ambition will give &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-5&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:YIELD LEGITIMACY.png|25px]] Legitimacy. When a Nation Leader dies its Ambitions become Legacies, meaning that they will fail if not completed within 20 turns. If a Nation completes 10 Ambitions it will achieve Ambition Victory.&lt;br /&gt;
&lt;br /&gt;
== The council ==&lt;br /&gt;
Each Nation has a council, made up of up to 5 characters that hold special status. Appointing a character on the council costs 100 [[File:YIELD CIVICS.png|25px]] 75 Civics and 2 [[File:YIELD ORDERS.png|25px]] 2 Orders.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Councilor !! Spouse&amp;lt;br&amp;gt;[[File:FAMILY MARRIAGE.png|40px]] !! Heir&amp;lt;br&amp;gt;[[File:MISSION MAKE HEIR.png|40px]] !! Ambassador&amp;lt;br&amp;gt;[[File:COUNCIL AMBASSADOR.png|40px]] !! Chancellor&amp;lt;br&amp;gt;[[File:COUNCIL CHANCELLOR.png|40px]] !! Spymaster&amp;lt;br&amp;gt;[[File:COUNCIL SPYMASTER.png|40px]]&lt;br /&gt;
|-&lt;br /&gt;
! Nation bonus&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] Charisma produces [[File:YIELD CIVICS.png|25px]] Civics&lt;br /&gt;
* [[File:RATING COURAGE.png|25px]] Courage produces [[File:YIELD TRAINING.png|25px]] Training&lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] Discipline produces [[File:YIELD MONEY.png|25px]] Money&lt;br /&gt;
* [[File:RATING WISDOM.png|25px]] Wisdom produces [[File:YIELD SCIENCE.png|25px]] Science&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] Charisma produces [[File:YIELD CIVICS.png|25px]] Civics&lt;br /&gt;
* [[File:RATING COURAGE.png|25px]] Courage produces [[File:YIELD TRAINING.png|25px]] Training&lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] Discipline produces [[File:YIELD MONEY.png|25px]] Money&lt;br /&gt;
* [[File:RATING WISDOM.png|25px]] Wisdom produces [[File:YIELD SCIENCE.png|25px]] Science&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] Charisma produces Foreign Opinion&lt;br /&gt;
* [[File:RATING COURAGE.png|25px]] Courage produces Tribe Opinion&lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] Discipline produces Religion Opinion&lt;br /&gt;
* [[File:RATING WISDOM.png|25px]] Wisdom produces [[File:YIELD CULTURE.png|25px]] Culture&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] Charisma produces [[File:YIELD CIVICS.png|25px]] Civics&lt;br /&gt;
* [[File:RATING COURAGE.png|25px]] Courage produces [[File:YIELD TRAINING.png|25px]] Training&lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] Discipline produces [[File:YIELD MONEY.png|25px]] Money&lt;br /&gt;
* [[File:RATING WISDOM.png|25px]] Wisdom produces [[File:YIELD GROWTH.png|25px]] Growth&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] Charisma produces Family Opinion&lt;br /&gt;
* [[File:RATING COURAGE.png|25px]] Courage produces [[File:YIELD HAPPINESS.png|25px]] Happiness&lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] Discipline produces [[File:YIELD ORDERS.png|25px]] Orders&lt;br /&gt;
* [[File:RATING WISDOM.png|25px]] Wisdom produces [[File:YIELD SCIENCE.png|25px]] Science&lt;br /&gt;
|-&lt;br /&gt;
! Effects&lt;br /&gt;
| Produces Children&lt;br /&gt;
| Becomes Nation Leader upon the current one&#039;s death&lt;br /&gt;
| Gains Unique Missions&lt;br /&gt;
| Gains Unique Missions&lt;br /&gt;
| Gains Unique Missions&lt;br /&gt;
|-&lt;br /&gt;
! Required technology&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| [[File:TECH ARISTOCRACY.png|25px]] Aristocracy&lt;br /&gt;
| [[File:TECH SPOKED WHEEL.png|25px]] Spoked Wheel&lt;br /&gt;
| [[File:TECH PORTCULLIS.png|25px]] Portcullis&lt;br /&gt;
|-&lt;br /&gt;
! Required archetype&lt;br /&gt;
| Any&lt;br /&gt;
| Any&lt;br /&gt;
| [[File:TRAIT COMMANDER.png|25px]] Commander, [[File:TRAIT ORATOR.png|25px]] Diplomat, [[File:TRAIT DIPLOMAT.png|25px]] Orator&lt;br /&gt;
| [[File:TRAIT BUILDER.png|25px]] Builder, [[File:TRAIT JUDGE.png|25px]] Judge, [[File:TRAIT ZEALOT.png|25px]] Zealot&lt;br /&gt;
| [[File:TRAIT SCHEMER.png|25px]] Schemer, [[File:TRAIT SCHOLAR.png|25px]] Scholar, [[File:TRAIT TACTICIAN.png|25px]] Tactician&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character actions ==&lt;br /&gt;
Characters may be interacted by clicking on their portrait and then choosing an interaction from the menu that appears on the left.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Action !! Cost !! Effects !! Requirements&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MISSION ABDICATE.png|40px]] Abdicate Throne&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 100 Civics&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 2 Orders&lt;br /&gt;
| &lt;br /&gt;
* Heir becomes Nation Leader but lose 10 [[File:YIELD LEGITIMACY.png|25px]] Legitimacy&lt;br /&gt;
| Target is below 18&amp;lt;br&amp;gt;[[File:TRAIT SCHEMER.png|25px]] Schemer archetype&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MISSION ADOPT.png|40px]] Adopt Child&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 100 Civics&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 2 Orders&lt;br /&gt;
| &lt;br /&gt;
* 80% chance the character joins the family but lose 4 [[File:YIELD LEGITIMACY.png|25px]] Legitimacy&lt;br /&gt;
* 20% chance Event&lt;br /&gt;
| Heir&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SPREAD RELIGION TRIBE.png|40px]] Convert Religion&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 100 Civics&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 2 Orders&lt;br /&gt;
| &lt;br /&gt;
* 75% chance the character converts to the Nation&#039;s religion&lt;br /&gt;
* 25% chance Event&lt;br /&gt;
| Target is at least 18&amp;lt;br&amp;gt;Target does not follow the Nation&#039;s religion&amp;lt;br&amp;gt;Target is not a Religion Head&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MISSION DIVORCE.png|40px]] Divorce&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 100 Civics&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 2 Orders&lt;br /&gt;
| &lt;br /&gt;
* 80% chance the character divorces&lt;br /&gt;
* 20% chance Event&lt;br /&gt;
| Target is Husband or Wife&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FAMILY MARRIAGE.png|40px]] Family Marriage&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 100 Civics&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 2 Orders&lt;br /&gt;
| &lt;br /&gt;
* Choose a family to look for a marriage cadidate&lt;br /&gt;
| Target is Son or Daughter&amp;lt;br&amp;gt;Target does not have a Husband or Wife&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MISSION HOLD COURT.png|40px]] Hold Court&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 100 Training&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 2 Orders&lt;br /&gt;
| &lt;br /&gt;
* 60% chance gain 100 [[File:YIELD CIVICS.png|25px]] Civics&lt;br /&gt;
* 20% chance gain a Courtier&lt;br /&gt;
* 20% chance Event&lt;br /&gt;
| Age is at least 18&amp;lt;br&amp;gt;[[File:TRAIT JUDGE.png|25px]] Judge archetype&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MISSION INFLUENCE.png|40px]] Influence&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 200 Money&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 2 Orders&lt;br /&gt;
| &lt;br /&gt;
* 50% chance the character becomes influenced&lt;br /&gt;
* 25% chance the character becomes influenced but lose 1 [[File:YIELD LEGITIMACY.png|25px]] Legitimacy&lt;br /&gt;
* 25% chance Event&lt;br /&gt;
| Both characters are at least 12&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MISSION INTERCESSION.png|40px]] Intercession&lt;br /&gt;
| [[File:YIELD MONEY.png|25px]] 200 Money&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 2 Orders&lt;br /&gt;
| &lt;br /&gt;
* 50% chance the character becomes interceded&lt;br /&gt;
* 25% chance the character becomes interceded but lose 1 [[File:YIELD LEGITIMACY.png|25px]] Legitimacy&lt;br /&gt;
* 25% chance Event&lt;br /&gt;
| Same Religion&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MISSION MAKE HEIR.png|40px]] Make Chosen Heir&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 100 Civics&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 2 Orders&lt;br /&gt;
| &lt;br /&gt;
* 80% chance the character becomes the new Heir but lose 10 [[File:YIELD LEGITIMACY.png|25px]] Legitimacy&lt;br /&gt;
* 20% chance Event&lt;br /&gt;
| Target is Son or Daughter&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MISSION RALLY TROOPS.png|40px]] Rally Troops&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 100 Civics&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 2 Orders&lt;br /&gt;
| &lt;br /&gt;
* 75% chance gain 100 [[File:YIELD TRAINING.png|25px]] Training&lt;br /&gt;
* 25% chance Event&lt;br /&gt;
| Age is at least 18&amp;lt;br&amp;gt;[[File:TECH MILITARY DRILL.png|25px]] Military Drill technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:MISSION TUTOR.png|40px]] Tutor Child&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 200 Civics&amp;lt;br&amp;gt;[[File:YIELD ORDERS.png|25px]] 2 Orders&lt;br /&gt;
| &lt;br /&gt;
* 16.6% chance to improve [[File:RATING CHARISMA.png|25px]] Charisma (+3% per [[File:RATING CHARISMA.png|25px]] Charisma)&lt;br /&gt;
* 16.6% chance to improve [[File:RATING COURAGE.png|25px]] Courage (+3% per [[File:RATING COURAGE.png|25px]] Courage)&lt;br /&gt;
* 16.6% chance to improve [[File:RATING DISCIPLINE.png|25px]] Discipline (+3% per [[File:RATING DISCIPLINE.png|25px]] Discipline)&lt;br /&gt;
* 16.6% chance to improve [[File:RATING WISDOM.png|25px]] Wisdom (+3% per [[File:RATING WISDOM.png|25px]] Wisdom)&lt;br /&gt;
* 33.3% chance Event&lt;br /&gt;
| Target&#039;s age is 10-17&amp;lt;br&amp;gt;[[File:TRAIT SCHOLAR.png|25px]] Scholar archetype&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
Each character has four attributes, which determines what are the bonuses for appointing them as Governor, General, Nation Leader or Councilor.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Attribute !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Charisma&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:RATING CHARISMA.png]]&lt;br /&gt;
| &lt;br /&gt;
* If the character is Nation Leader, Spouse, Heir or Chancellor, it determines how much [[File:YIELD CIVICS.png|25px]] Civics all cities gain&lt;br /&gt;
* If the character is Governor, it determines how much [[File:YIELD CIVICS.png|25px]] Civics the city gains&lt;br /&gt;
* If the character is General, it determines how much Defense the unit gains&lt;br /&gt;
* If the character is Ambassador, it determines how much Foreign Opinion the Nation Leader gains&lt;br /&gt;
* If the character is Spymaster, it determines how much Family Opinion the Nation Leader gains&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Courage&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:RATING COURAGE.png]]&lt;br /&gt;
| &lt;br /&gt;
* If the character is Nation Leader, Spouse, Heir or Chancellor, it determines how much [[File:YIELD TRAINING.png|25px]] Training all cities gain&lt;br /&gt;
* If the character is Governor, it determines how much [[File:YIELD TRAINING.png|25px]] Training the city gains&lt;br /&gt;
* If the character is General, it determines how much Strength the unit gains&lt;br /&gt;
* If the character is Ambassador, it determines how much Tribe Opinion the Nation Leader gains&lt;br /&gt;
* If the character is Spymaster, it determines how much [[File:YIELD HAPPINESS.png|25px]] Happiness all cities gain&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Discipline&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:RATING DISCIPLINE.png]]&lt;br /&gt;
| &lt;br /&gt;
* If the character is Nation Leader, Spouse, Heir or Chancellor, it determines how much [[File:YIELD MONEY.png|25px]] Money all cities gain&lt;br /&gt;
* If the character is Governor, it determines how much [[File:YIELD MONEY.png|25px]] Money the city gains&lt;br /&gt;
* If the character is General, it determines how much XP the unit gains each year&lt;br /&gt;
* If the character is Ambassador, it determines how much Religion Opinion the Nation Leader gains&lt;br /&gt;
* If the character is Spymaster, it determines how much [[File:YIELD ORDERS.png|25px]] Orders all cities gain&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wisdom&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:RATING WISDOM.png]]&lt;br /&gt;
| &lt;br /&gt;
* If the character is Nation Leader, Spouse, Heir or Spymaster, it determines how much [[File:YIELD SCIENCE.png|25px]] Science all cities gain&lt;br /&gt;
* If the character is Governor, it determines how much [[File:YIELD SCIENCE.png|25px]] Science the city gains&lt;br /&gt;
* If the character is General, it determines how much Critical Hit Chance the unit gains&lt;br /&gt;
* If the character is Ambassador, it determines how much [[File:YIELD CULTURE.png|25px]] Culture all cities gain&lt;br /&gt;
* If the character is Chancellor, it determines how much [[File:YIELD GROWTH.png|25px]] Growth all cities gain&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Archetypes ==&lt;br /&gt;
Each character has an Archetype, which determines how a character may be employed and what bonuses they provide. The Archetype of Heirs is determined by the chosen field of study for them.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Archetypes !! Allowed professions !! Attributes !! Effects !! Opinion !! Included in&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TRAIT BUILDER.png]] Builder&lt;br /&gt;
| [[File:CHAR FILTER GOVERNOR.png|25px]] Governor&amp;lt;br&amp;gt;[[File:CHAR FILTER CHANCELLOR.png|25px]] Chancellor&lt;br /&gt;
| [[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
| &lt;br /&gt;
* As Governor: -1 Years to build Improvements&lt;br /&gt;
* As Leader: Can add Urban Tiles&lt;br /&gt;
* As Leader: Multiple Workers can build Improvements&lt;br /&gt;
* As Leader: -50% Production Time for Workers [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:LAW SLAVERY.png|25px]] Slavery&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT BUILDER.png|25px]] Builder&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT HERO.png|25px]] Hero&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with Nations with more Wonders of the World&lt;br /&gt;
| &lt;br /&gt;
* Regal&lt;br /&gt;
* Urbanite&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TRAIT COMMANDER.png]] Commander&lt;br /&gt;
| [[File:CHAR FILTER GENERAL.png|25px]] General&amp;lt;br&amp;gt;[[File:CHAR FILTER AMBASSADOR.png|25px]] Ambassador&lt;br /&gt;
| [[File:RATING COURAGE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Courage&amp;lt;br&amp;gt;[[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
| &lt;br /&gt;
* As General: +20% [[File:Icon AttackDefense.png]] Strength if Same Unit Adjacent&lt;br /&gt;
* As Leader: +10 XP per year for Idle Units&lt;br /&gt;
* As Leader: +10% [[File:Icon Defense.png]] Defense for Infantry Units&lt;br /&gt;
* As Leader + General: +50% [[File:Icon Attack.png]] Attack if Flanking&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:LAW AUTARKY.png|25px]] Autarky&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT COMMANDER.png|25px]] Commander&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT TACTICIAN.png|25px]] Tactician&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with Nations with more Generals&lt;br /&gt;
| &lt;br /&gt;
* Martial&lt;br /&gt;
* Diligent&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TRAIT DIPLOMAT.png]] Diplomat&lt;br /&gt;
| [[File:CHAR FILTER GOVERNOR.png|25px]] Governor&amp;lt;br&amp;gt;[[File:CHAR FILTER AMBASSADOR.png|25px]] Ambassador&lt;br /&gt;
| [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
| &lt;br /&gt;
* As Governor: +40 Family Opinion&lt;br /&gt;
* As Leader: +60 Foreign Leader Opinion&lt;br /&gt;
* As Leader: +60 Tribe Leader Opinion&lt;br /&gt;
* As Leader: Enables the National Alliance action&lt;br /&gt;
* As Leader: Enables the Tribal Alliance action&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:LAW COLONIES.png|25px]] Colonies&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT DIPLOMAT.png|25px]] Diplomat&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT ORATOR.png|25px]] Orator&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with Nations with more Trades&lt;br /&gt;
| &lt;br /&gt;
* Regal&lt;br /&gt;
* Charming&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TRAIT HERO.png]] Hero&lt;br /&gt;
| [[File:CHAR FILTER GENERAL.png|25px]] General&amp;lt;br&amp;gt;[[File:CHAR FILTER AGENT.png|25px]] Agent&lt;br /&gt;
| [[File:RATING COURAGE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Courage&lt;br /&gt;
| &lt;br /&gt;
* As General: Heal in Neutral Territory&lt;br /&gt;
* As Leader: Heal while Pillaging [All Units]&lt;br /&gt;
* As Leader: +50 [[File:YIELD TRAINING.png|25px]] Training per Military Unit killed&lt;br /&gt;
* As Leader + General: Unit can use the [[File:LAUNCH OFFENSIVE.png|25px]] Launch Offensive action&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:LAW EPICS.png|25px]] Epics&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT HERO.png|25px]] Hero&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT BUILDER.png|25px]] Builder&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with Nations too close&lt;br /&gt;
| &lt;br /&gt;
* Martial&lt;br /&gt;
* Terrifying&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TRAIT JUDGE.png]] Judge&lt;br /&gt;
| [[File:CHAR FILTER GOVERNOR.png|25px]] Governor&amp;lt;br&amp;gt;[[File:CHAR FILTER CHANCELLOR.png|25px]] Chancellor&lt;br /&gt;
| [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&amp;lt;br&amp;gt;[[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
| &lt;br /&gt;
* As Governor: Can Hurry Projects&lt;br /&gt;
* As Governor: Can Hurry Specialists with [[File:YIELD MONEY.png|25px]] Money&lt;br /&gt;
* As Leader: Can Switch Laws for 100 [[File:YIELD CIVICS.png|25px]] Civics&lt;br /&gt;
* As Leader: Can Upgrade Improvements&lt;br /&gt;
* As Leader: Enables the Hold Court action&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:LAW LEGAL CODE.png|25px]] Legal Code&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT JUDGE.png|25px]] Judge&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT SCHEMER.png|25px]] Schemer&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with Nations with more Active Laws&lt;br /&gt;
| &lt;br /&gt;
* Thoughtful&lt;br /&gt;
* Traditional&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TRAIT ORATOR.png]] Orator&lt;br /&gt;
| [[File:CHAR FILTER GOVERNOR.png|25px]] Governor&amp;lt;br&amp;gt;[[File:CHAR FILTER AMBASSADOR.png|25px]] Ambassador&lt;br /&gt;
| [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&amp;lt;br&amp;gt;[[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
| &lt;br /&gt;
* As Governor: +1 [[File:YIELD HAPPINESS.png|25px]] Happiness per year per Culture Level&lt;br /&gt;
* As Leader: +40 Religion Opinion&lt;br /&gt;
* As Leader: Can recruit Tribal Mercenaries with [[File:YIELD LEGITIMACY.png|25px]] Legitimacy&lt;br /&gt;
* As Leader: +1 [[File:YIELD ORDERS.png|25px]] Orders per year per city with Friendly Family&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:LAW TYRANNY.png|25px]] Tyranny&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT ORATOR.png|25px]] Orator&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT DIPLOMAT.png|25px]] Diplomat&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with Nations with more Governors&lt;br /&gt;
| &lt;br /&gt;
* Regal&lt;br /&gt;
* Vain&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TRAIT SCHEMER.png]] Schemer&lt;br /&gt;
| [[File:CHAR FILTER AGENT.png|25px]] Agent&amp;lt;br&amp;gt;[[File:CHAR FILTER SPYMASTER.png|25px]] Spymaster&lt;br /&gt;
| [[File:RATING WISDOM.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wisdom&amp;lt;br&amp;gt;[[File:RATING COURAGE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Courage&lt;br /&gt;
| &lt;br /&gt;
* As Leader: Can use [[File:YIELD LEGITIMACY.png|25px]] Legitimacy to buy [[File:YIELD ORDERS.png|25px]] Orders&lt;br /&gt;
* As Leader: 2 [[File:YIELD ORDERS.png|25px]] Orders per year per War&lt;br /&gt;
* As Leader: Scouts are Invisible&lt;br /&gt;
* As Leader: Enables the Adopt Child action&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:LAW ELITES.png|25px]] Elites&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:LAW COIN DEBASEMENT.png|25px]] Coin Debasement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT SCHEMER.png|25px]] Schemer&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT JUDGE.png|25px]] Judge&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with Nations with better Congomen&lt;br /&gt;
| &lt;br /&gt;
* Thoughtful&lt;br /&gt;
* Covert&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TRAIT SCHOLAR.png]] Scholar&lt;br /&gt;
| [[File:CHAR FILTER GOVERNOR.png|25px]] Governor&amp;lt;br&amp;gt;[[File:CHAR FILTER SPYMASTER.png|25px]] Spymaster&lt;br /&gt;
| [[File:RATING WISDOM.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wisdom&lt;br /&gt;
| &lt;br /&gt;
* As Governor: Unlocks the [[File:PROJECT INQUIRY 1.png|25px]] Inquiry project&lt;br /&gt;
* As Leader: Can Redraw Techs once per year&lt;br /&gt;
* As Leader: 2 [[File:YIELD SCIENCE.png|25px]] Science per year with Archine [All Cities]&lt;br /&gt;
* As Leader: Enables the Tutor Child action&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:LAW ENGINEERING.png|25px]] Engineering&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT SCHOLAR.png|25px]] Scholar&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT ZEALOT.png|25px]] Zealot&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with Nations with more technologies&lt;br /&gt;
| &lt;br /&gt;
* Thoughtful&lt;br /&gt;
* Inquisitive&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TRAIT TACTICIAN.png]] Tactician&lt;br /&gt;
| [[File:CHAR FILTER GENERAL.png|25px]] General&amp;lt;br&amp;gt;[[File:CHAR FILTER SPYMASTER.png|25px]] Spymaster&lt;br /&gt;
| [[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&amp;lt;br&amp;gt;[[File:RATING WISDOM.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wisdom&lt;br /&gt;
| &lt;br /&gt;
* As General: Counterattacks during Melee&lt;br /&gt;
* As Leader: +2 Vision Range&lt;br /&gt;
* As Leader: Ranged Units are Hidden in Friendly or Neutral Territory&lt;br /&gt;
* As Leader + General: Attacks stun the target for 1 turn&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:LAW PROFESSIONAL ARMY.png|25px]] Professional Army&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT TACTICIAN.png|25px]] Tactician&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT COMMANDER.png|25px]] Commander&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with Nations with more powerful armies&lt;br /&gt;
| &lt;br /&gt;
* Martial&lt;br /&gt;
* Sylvan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TRAIT ZEALOT.png]] Zealot&lt;br /&gt;
| [[File:CHAR FILTER GENERAL.png|25px]] General&amp;lt;br&amp;gt;[[File:CHAR FILTER CHANCELLOR.png|25px]] Chancellor&lt;br /&gt;
| [[File:RATING COURAGE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Courage&amp;lt;br&amp;gt;[[File:RATING WISDOM.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wisdom&lt;br /&gt;
| &lt;br /&gt;
* As General: Unit cannot die if it has &amp;gt;1 HP&lt;br /&gt;
* As Leader: +60 Opinion for same Religion&lt;br /&gt;
* As Leader: +1 Fatigue Limit [All Units]&lt;br /&gt;
* As Leader: Can Hurry Production with [[File:YIELD TRAINING.png|25px]] Training [State Religion Cities]&lt;br /&gt;
* As Leader + General: +10% Enlist chance on Kill&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:LAW HOLY WAR.png|25px]] Holy War&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT ZEALOT.png|25px]] Zealot&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-60&#039;&#039;&#039;&amp;lt;/span&amp;gt; with [[File:TRAIT SCHOLAR.png|25px]] Scholar&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; with Nations with a different State Religion&lt;br /&gt;
| &lt;br /&gt;
* Martial&lt;br /&gt;
* Devout&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Traits ==&lt;br /&gt;
Each character may have one or more traits, which describe their personality. Traits that provide benefits are called Strengths and traits that provide penalties are called Weaknesses. A character can only have up to 3 Strengths and 3 Weaknesses. Characters that have the same trait will receive &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Opinion of each other, while characters that have opposite traits will receive &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; opinion of each other.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! colspan=3 | Strength !! colspan=3 | Weakness&lt;br /&gt;
|-&lt;br /&gt;
! Trait !! Effects !! Included in !! Trait !! Effects !! Included in&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bold&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING COURAGE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Courage&lt;br /&gt;
| &lt;br /&gt;
* Strong&lt;br /&gt;
| &#039;&#039;&#039;Timid&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING COURAGE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Courage&lt;br /&gt;
| &lt;br /&gt;
* Weak&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Educated&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING WISDOM.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wisdom&lt;br /&gt;
| &lt;br /&gt;
* Inquisitive&lt;br /&gt;
| &#039;&#039;&#039;Superstitious&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING WISDOM.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wisdom&lt;br /&gt;
| &lt;br /&gt;
* Devout&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gracious&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
| &lt;br /&gt;
* Honorable&lt;br /&gt;
| &#039;&#039;&#039;Greedy&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
| &lt;br /&gt;
* Villainous&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Loyal&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
| &lt;br /&gt;
* Honorable&lt;br /&gt;
| &#039;&#039;&#039;Deceitful&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
| &lt;br /&gt;
* Covert&lt;br /&gt;
* Villainous&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Compassionate&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
| &lt;br /&gt;
* Honorable&lt;br /&gt;
| &#039;&#039;&#039;Spoiled&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
| &lt;br /&gt;
* Weak&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Humble&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
* [[File:RATING WISDOM.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wisdom&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;&#039;Proud&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING COURAGE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Courage&lt;br /&gt;
* [[File:RATING WISDOM.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wisdom&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Witty&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
* [[File:RATING WISDOM.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wisdom&lt;br /&gt;
| &lt;br /&gt;
* Charming&lt;br /&gt;
| &#039;&#039;&#039;Drunk&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Foreign Leader Opinion&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Tribal Leader Opinion&lt;br /&gt;
| &lt;br /&gt;
* Carnal&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chaste&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-80%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Chance to have Children&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;&#039;Wanton&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
* [[File:RATING DISCIPLINE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discipline&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Chance to have Children&lt;br /&gt;
| &lt;br /&gt;
* Carnal&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Romantic&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Chance to have Children&lt;br /&gt;
| &lt;br /&gt;
* Carnal&lt;br /&gt;
| &#039;&#039;&#039;Bitter&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pious&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
* As Governor: [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness each year [City of State Religion]&lt;br /&gt;
* As Governor: [[File:YIELD CULTURE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Culture [City of State Religion]&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; State Religion Spread Chance&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Chance to become Religion Head&lt;br /&gt;
| &lt;br /&gt;
* Devout&lt;br /&gt;
| &#039;&#039;&#039;Impious&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING CHARISMA.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Charisma&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Religion Opinion&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Chance to become Religion Head&lt;br /&gt;
| &lt;br /&gt;
* Villainous&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Righteous&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness each year&lt;br /&gt;
* As Leader: [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness each year [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Honorable&lt;br /&gt;
* Sever Virtues&lt;br /&gt;
| &#039;&#039;&#039;Debauched&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD DISCONTENT.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discontent per year&lt;br /&gt;
* As Leader: [[File:YIELD DISCONTENT.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discontent per year [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Carnal&lt;br /&gt;
* Seven Sins&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Affable&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD GROWTH.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Growth each year per Culture Level&lt;br /&gt;
* As Leader: [[File:YIELD GROWTH.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Growth each year per Culture Level [All Cities]&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Chance to become Family Head&lt;br /&gt;
| &lt;br /&gt;
* Charming&lt;br /&gt;
* Sever Virtues&lt;br /&gt;
| &#039;&#039;&#039;Cruel&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD GROWTH.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Growth per year&lt;br /&gt;
* As Leader: [[File:YIELD GROWTH.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Growth per year [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Terrifying&lt;br /&gt;
* Seven Sins&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Eloquent&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics each year per Culture Level&lt;br /&gt;
* As Leader: [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics each year per Culture Level [All Cities]&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Chance to become Family Head&lt;br /&gt;
| &lt;br /&gt;
* Charming&lt;br /&gt;
* Sever Virtues&lt;br /&gt;
| &#039;&#039;&#039;Intolerant&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics&lt;br /&gt;
* As Leader: [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Traditional&lt;br /&gt;
* Seven Sins&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Inspiring&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD CULTURE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Culture each year per Culture Level&lt;br /&gt;
* As Leader: [[File:YIELD CULTURE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Culture each year per Culture Level [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Sever Virtues&lt;br /&gt;
| &#039;&#039;&#039;Uncouth&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD CULTURE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Culture&lt;br /&gt;
* As Leader: [[File:YIELD CULTURE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Culture [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Seven Sins&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Intelligent&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science each year per Culture Level&lt;br /&gt;
* As Leader: [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science each year per Culture Level [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Inquisitive&lt;br /&gt;
* Sever Virtues&lt;br /&gt;
| &#039;&#039;&#039;Foolish&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science&lt;br /&gt;
* As Leader: [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Seven Sins&lt;br /&gt;
* Weak&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Warlike&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training each year per Culture Level&lt;br /&gt;
* As Leader: [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training each year per Culture Level [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Sever Virtues&lt;br /&gt;
| &#039;&#039;&#039;Slothful&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training&lt;br /&gt;
* As Leader: [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Seven Sins&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Prosperous&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money each year per Culture Level&lt;br /&gt;
* As Leader: [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money each year per Culture Level [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Sever Virtues&lt;br /&gt;
* Urbanite&lt;br /&gt;
| &#039;&#039;&#039;Extravagant&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money&lt;br /&gt;
* As Leader: [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Seven Sins&lt;br /&gt;
* Vain&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Famous&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Specialist Costs&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Family Opinion&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;&#039;Infamous&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Family Opinion&lt;br /&gt;
| &lt;br /&gt;
* Villainous&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Frugal&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Improvement Costs&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Improvement Costs [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Traditional&lt;br /&gt;
| &#039;&#039;&#039;Corrupt&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD MAINTENANCE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Maintenance&lt;br /&gt;
* As Leader: [[File:YIELD MAINTENANCE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Maintenance [All Cities]&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Chance to become Family Head&lt;br /&gt;
| &lt;br /&gt;
* Villainous&lt;br /&gt;
* Vain&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Robust&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders each year&lt;br /&gt;
* As Leader: [[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+0.5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders each year [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Traditional&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Carpenter&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt; XP for new Siege and Ship Units&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; XP for new Siege and Ship Units [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Urbanite&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Equestrian&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt; XP for new Mounted Units&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; XP for new Mounted Units [All Cities]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strict&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt; XP for new Infantry Units&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; XP for new Infantry Units [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Diligent&lt;br /&gt;
* Traditional&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cultivator&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:IMPROVEMENT FARM.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Farm Yield&lt;br /&gt;
* As Governor: [[File:IMPROVEMENT GROVE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Grove Yield&lt;br /&gt;
* As Leader: [[File:IMPROVEMENT FARM.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Farm Yield [All Cities]&lt;br /&gt;
* As Leader: [[File:IMPROVEMENT GROVE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Grove Yield [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Productive&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Delver&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:IMPROVEMENT MINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Mine Yield&lt;br /&gt;
* As Governor: [[File:IMPROVEMENT QUARRY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Quarry Yield&lt;br /&gt;
* As Leader: [[File:IMPROVEMENT MINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Mine Yield [All Cities]&lt;br /&gt;
* As Leader: [[File:IMPROVEMENT QUARRY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Quarry Yield [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Productive&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Naturalist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:IMPROVEMENT LUMBERMILL.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Lumbermill Yield&lt;br /&gt;
* As Governor: [[File:IMPROVEMENT PASTURE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Pasture Yield&lt;br /&gt;
* As Leader: [[File:IMPROVEMENT LUMBERMILL.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Lumbermill Yield [All Cities]&lt;br /&gt;
* As Leader: [[File:IMPROVEMENT PASTURE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Pasture Yield [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Productive&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pathfinder&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:IMPROVEMENT CAMP.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Camp Yield&lt;br /&gt;
* As Governor: [[File:IMPROVEMENT NETS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Nets Yield&lt;br /&gt;
* As Leader: [[File:IMPROVEMENT CAMP.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Camp Yield [All Cities]&lt;br /&gt;
* As Leader: [[File:IMPROVEMENT NETS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Nets Yield [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Productive&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vigilant&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; City Defense&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; City Defense [All Cities]&lt;br /&gt;
| &lt;br /&gt;
* Diligent&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cunning&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As Governor: [[File:UNIT CARAVAN.png|25px]] Can construct Caravan units&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Foreign Leader Opinion&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Trival Leader Opinion&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Chance to become Family Head&lt;br /&gt;
| &lt;br /&gt;
* Charming&lt;br /&gt;
* Covert&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Besieger&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon Attack.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Attack Into Urban&lt;br /&gt;
* As Leader: [[File:Icon Attack.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Attack Into Urban [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Urbanite&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Highlander&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength From Hill&lt;br /&gt;
* As Leader: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength From Hill [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Sylvan&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ranger&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength From Trees&lt;br /&gt;
* As Leader: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength From Trees [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Sylvan&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bloodthirsty&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Damaged&lt;br /&gt;
* As Leader: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Damaged [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Terrifying&lt;br /&gt;
* Villainous&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Brave&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Melee Units&lt;br /&gt;
* As Leader: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Melee Units [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Strong&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Engineer&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Siege and Ship Units&lt;br /&gt;
* As Leader: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Siege and Ship Units [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Urbanite&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fierce&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Infantry Units&lt;br /&gt;
* As Leader: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Infantry Units [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Strong&lt;br /&gt;
* Terrifying&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Heckler&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs General&lt;br /&gt;
* As Leader: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs General [All Units]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Horsebane&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Mounted Units&lt;br /&gt;
* As Leader: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Mounted Units [All Units]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Shieldbearer&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Ranged Units&lt;br /&gt;
* As Leader: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Ranged Units [All Units]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Steadfast&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Tribal Units&lt;br /&gt;
* As Leader: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength vs Tribal Units [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Dilligent&lt;br /&gt;
* Strong&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tough&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength if Damaged&lt;br /&gt;
* As Leader: [[File:Icon AttackDefense.png]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Strength if Damaged [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Strong&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Herbalist&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:UNIT ACTION HEAL.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Heal Action HP&lt;br /&gt;
* As Leader: [[File:UNIT ACTION HEAL.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Heal Action HP [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Sylvan&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Swift&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: [[File:UI HUD Icon Movement.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Unit Movement&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Fatigue Limit [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Sylvan&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tracker&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Vision&lt;br /&gt;
* As Leader: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Vision [All Units]&lt;br /&gt;
| &lt;br /&gt;
* Sylvan&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Injuries ===&lt;br /&gt;
Very rarely a character who is a [[File:CHAR FILTER GENERAL.png|25px]] General can become Wounded or Severely Wounded when its unit is attacked. In a few years the character may die, heal, or gain a permanent trait.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Injury !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wounded&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING COURAGE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Courage&lt;br /&gt;
* 30% chance each year to die&lt;br /&gt;
* 40% chance each year to lose the trait&lt;br /&gt;
* 60% chance each year to gain Scarred&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Severely Wounded&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING COURAGE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Courage&lt;br /&gt;
* 70% chance each year to die&lt;br /&gt;
* 20% chance each year to lose the trait&lt;br /&gt;
* 20% chance each year to gain Scarred&lt;br /&gt;
* 20% chance each year to gain Blinded&lt;br /&gt;
* 20% chance each year to gain Crippled&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Blinded&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* Cannot be Governor&lt;br /&gt;
* Cannot be General&lt;br /&gt;
* Cannot be on the council&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Crippled&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* As General: &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Fatigue Limit&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Scarred&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:RATING COURAGE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Courage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cognomen ==&lt;br /&gt;
[[File:New Cognomen.png|thumb|Gaining a new Cognomen]]&lt;br /&gt;
The Cognomen is the title that appears after a character&#039;s name and is granted after a character does enough specific actions. Cognomens affect [[File:YIELD LEGITIMACY.png|25px]] Legitimacy and once a character acquires a Cognomen it can only acquire a different one if it grants more [[File:YIELD LEGITIMACY.png|25px]] Legitimacy than the current one.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Cognomen !! [[File:YIELD LEGITIMACY.png|25px]] Legitimacy !! Required points !! Ways to gain points&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The New&#039;&#039;&#039; || 0 || 0 || New characters start at this level&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Founder&#039;&#039;&#039; || 10 || 0 || The first character starts at this level&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Warrior&#039;&#039;&#039; || 10 || 1000 || rowspan=7 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+200&#039;&#039;&#039;&amp;lt;/span&amp;gt; per killed military unit&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+200&#039;&#039;&#039;&amp;lt;/span&amp;gt; per killed military unit (as General)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-200&#039;&#039;&#039;&amp;lt;/span&amp;gt; per lost unit&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Drillmaster&#039;&#039;&#039; || 20 || 2000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Valiant&#039;&#039;&#039; || 30 || 3000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Mighty&#039;&#039;&#039; || 40 || 4000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Victorious&#039;&#039;&#039; || 50 || 5000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Lion&#039;&#039;&#039; || 60 || 6000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Invincible&#039;&#039;&#039; || 70 || 7000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Mason&#039;&#039;&#039; || 10 || 1000 || rowspan=4 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt; per improvement finished&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per wonder finished&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Architect&#039;&#039;&#039; || 20 || 2000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Keystone&#039;&#039;&#039; || 40 || 4000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Fountainhead&#039;&#039;&#039; || 60 || 6000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Destroyer&#039;&#039;&#039; || 20 || 2000 || rowspan=3 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+500&#039;&#039;&#039;&amp;lt;/span&amp;gt; per tribal site cleared&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Avenger&#039;&#039;&#039; || 40 || 4000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The White Death&#039;&#039;&#039; || 60 || 6000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Ambitious&#039;&#039;&#039; || 20 || 2000 || rowspan=3 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt; per specialist trained&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per courtier added&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Brilliant&#039;&#039;&#039; || 40 || 4000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Beloved&#039;&#039;&#039; || 60 || 6000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Learned&#039;&#039;&#039; || 20 || 2000 || rowspan=3 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+500&#039;&#039;&#039;&amp;lt;/span&amp;gt; per technology researched&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Enlightened&#039;&#039;&#039; || 40 || 4000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Wish&#039;&#039;&#039; || 60 || 6000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Capable&#039;&#039;&#039; || 20 || 2000 || rowspan=2 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt; per unit trainer&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt; per unit promoted&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Ready&#039;&#039;&#039; || 30 || 3000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Settler&#039;&#039;&#039; || 20 || 2000 || rowspan=2 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per city founded&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Pioneer&#039;&#039;&#039; || 40 || 4000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Intercessor&#039;&#039;&#039; || 30 || 3000 || rowspan=2 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per tribal peace formed&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per nation peace formed&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per tribal alliance formed&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per nation alliance formed&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Peacemaker&#039;&#039;&#039; || 50 || 5000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Conqueror&#039;&#039;&#039; || 40 || 4000 || rowspan=2 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per city captured&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per capital captured&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Subjugator&#039;&#039;&#039; || 60 || 6000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Restorer&#039;&#039;&#039; || 40 || 4000 || rowspan=2 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per city recaptured&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Liberator&#039;&#039;&#039; || 60 || 6000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Devout&#039;&#039;&#039; || 20 || 2000 || rowspan=2 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+200&#039;&#039;&#039;&amp;lt;/span&amp;gt; per religion spread&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per theology established&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1500&#039;&#039;&#039;&amp;lt;/span&amp;gt; per world religion founded&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Holy&#039;&#039;&#039; || 40 || 4000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Explorer&#039;&#039;&#039; || 30 || 3000 || rowspan=2 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; per tile revealed&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt; per tribe contacted&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt; per nation contacted&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+200&#039;&#039;&#039;&amp;lt;/span&amp;gt; per caravans arrived&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+200&#039;&#039;&#039;&amp;lt;/span&amp;gt; per ruins explored&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+300&#039;&#039;&#039;&amp;lt;/span&amp;gt; per landmarks discovered&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+400&#039;&#039;&#039;&amp;lt;/span&amp;gt; per landmarks named&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Intrepid&#039;&#039;&#039; || 50 || 5000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Old&#039;&#039;&#039; || 40 || 4000 || rowspan=2 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+100&#039;&#039;&#039;&amp;lt;/span&amp;gt; per year reigned&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Ancient&#039;&#039;&#039; || 50 || 5000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Rebuilder&#039;&#039;&#039; || 20 || 2000 || &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+200&#039;&#039;&#039;&amp;lt;/span&amp;gt; per improvement repaired&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Able&#039;&#039;&#039; || 30 || 30000 || rowspan=8 | All the above&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Just&#039;&#039;&#039; || 40 || 40000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Good&#039;&#039;&#039; || 50 || 50000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Strong&#039;&#039;&#039; || 60 || 60000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Noble&#039;&#039;&#039; || 70 || 70000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Glorious&#039;&#039;&#039; || 80 || 80000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Magnificent&#039;&#039;&#039; || 90 || 90000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Great&#039;&#039;&#039; || 100 || 100000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Unfortunate&#039;&#039;&#039; || -20 || 2000 || rowspan=5 | &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per city lost&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+200&#039;&#039;&#039;&amp;lt;/span&amp;gt; per unit lost&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-200&#039;&#039;&#039;&amp;lt;/span&amp;gt; per killed military unit&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-200&#039;&#039;&#039;&amp;lt;/span&amp;gt; per killed military unit (as General)&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per city captured&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-2000&#039;&#039;&#039;&amp;lt;/span&amp;gt; per city recaptured&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Unready&#039;&#039;&#039; || -40 || 4000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Weak&#039;&#039;&#039; || -60 || 6000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Bad&#039;&#039;&#039; || -80 || 8000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Bloody&#039;&#039;&#039; || -100 || 10000&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Old_World/index.php?title=Nations&amp;diff=1306</id>
		<title>Nations</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Old_World/index.php?title=Nations&amp;diff=1306"/>
		<updated>2023-03-13T15:41:18Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: /* Families */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nations are the major states that are vying for Victory in Old World.&lt;br /&gt;
&lt;br /&gt;
== Player nations ==&lt;br /&gt;
There are 8 major Nations present in Old World. The Archetype of the starting Nation Leader can be changed in the map settings and the class of each family can be randomized as well.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Civilization !! Leader !! Leader Traits !! Leader Archetype !! Bonuses !! Starting Techs !! Shrines !! Unique Units !! Families&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Assyria&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT ASHURBANIPAL.png|150px]]&lt;br /&gt;
| Ashurbanipal&lt;br /&gt;
| Educated&lt;br /&gt;
| [[File:TRAIT ZEALOT.png|25px]] Zealot&lt;br /&gt;
| &lt;br /&gt;
* [All Cities] New Units start with Focus I&lt;br /&gt;
* [All Units] +100% Pillage Yield&lt;br /&gt;
* [All units] +2 [[File:YIELD ORDERS.png|25px]] Orders per Military Unit Killed&lt;br /&gt;
| [[File:TECH ADMINISTRATION.png|25px]] Administration&amp;lt;br&amp;gt;[[File:TECH MILITARY DRILL.png|25px]] Military Drill&amp;lt;br&amp;gt;[[File:TECH TRAPPING.png|25px]] Trapping&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE KINGSHIP.png|25px]] Ashur&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE WAR.png|25px]] Ninurta&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE FIRE.png|25px]] Nuska&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE SUN.png|25px]] Shamash&lt;br /&gt;
| [[File:UNIT BATTERING RAM.png|25px]] Battering Ram&amp;lt;br&amp;gt;[[File:UNIT SIEGE TOWER.png|25px]] Siege Tower&lt;br /&gt;
| Adasi (Patrons)&amp;lt;br&amp;gt;Erishum (Clerics)&amp;lt;br&amp;gt;Sargonid (Champions)&amp;lt;br&amp;gt;Tudiya (Hunters)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Babylonia&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT NEBUCHADNEZZAR.png|150px]]&lt;br /&gt;
| Nebuchadnezzar&lt;br /&gt;
| Prosperous&lt;br /&gt;
| [[File:TRAIT SCHOLAR.png|25px]] Scholar&lt;br /&gt;
| &lt;br /&gt;
* [All Cities] +1 [[File:YIELD SCIENCE.png|25px]] Science per turn&lt;br /&gt;
* [All Cities] +20% [[File:YIELD GROWTH.png|25px]] Growth&lt;br /&gt;
* [All Cities] +2 [[File:YIELD CULTURE.png|25px]] Culture per turn with Treasury&lt;br /&gt;
| [[File:TECH ADMINISTRATION.png|25px]] Administration&amp;lt;br&amp;gt;[[File:TECH RHETORIC.png|25px]] Rhetoric&amp;lt;br&amp;gt;[[File:TECH TRAPPING.png|25px]] Trapping&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE UNDERWORLD.png|25px]] Ereshkigal&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE LOVE.png|25px]] Ishtar&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE KINGSHIP.png|25px]] Madruk&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE WISDOM.png|25px]] Nabu&lt;br /&gt;
| [[File:UNIT AKKADIAN ARCHER.png|25px]] Akkadian Archer&amp;lt;br&amp;gt;[[File:UNIT CIMMERIAN ARCHER.png|25px]] Cimmerian Archer&lt;br /&gt;
| Amorite (Sages)&amp;lt;br&amp;gt;Chaldean (Artisans)&amp;lt;br&amp;gt;Isin (Traders)&amp;lt;br&amp;gt;Kassite (Hunters)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cartage&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT DIDO.png|150px]]&lt;br /&gt;
| Dido&lt;br /&gt;
| Cunning&amp;lt;br&amp;gt;Engineer&lt;br /&gt;
| [[File:TRAIT DIPLOMAT.png|25px]] Diplomat&lt;br /&gt;
| &lt;br /&gt;
* [New Cities] +200 [[File:YIELD CIVICS.png|25px]] Civics&lt;br /&gt;
* [All Cities] +10 [[File:YIELD MONEY.png|25px]] Money if [[File:City Connected.png|25px]] Connected&lt;br /&gt;
* [Ability] Can hire Mercenaries from Tribes&lt;br /&gt;
| [[File:TECH ARISTOCRACY.png|25px]] Aristocracy&amp;lt;br&amp;gt;[[File:TECH DIVINATION.png|25px]] Divination&amp;lt;br&amp;gt;[[File:TECH TRAPPING.png|25px]] Trapping&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE LOVE.png|25px]] Astarte&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HEALING.png|25px]] Eshmun&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE WATER.png|25px]] Melqart&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HEARTH.png|25px]] Tanit&lt;br /&gt;
| [[File:UNIT AFRICAN ELEPHANT.png|25px]] African Elephant&amp;lt;br&amp;gt;[[File:UNIT TURRETED ELEPHANT.png|25px]] Turreted Elephant&lt;br /&gt;
| Barcid (Riders)&amp;lt;br&amp;gt;Didonian (Statesmen)&amp;lt;br&amp;gt;Hannoid (Traders)&amp;lt;br&amp;gt;Magonid (Artisans)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Egypt&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT HATSHEPSUT.png|150px]]&lt;br /&gt;
| Hatshepsut&lt;br /&gt;
| Inspiring&lt;br /&gt;
| [[File:TRAIT BUILDER.png|25px]] Builder&lt;br /&gt;
| &lt;br /&gt;
* [On Start] +400 [[File:YIELD STONE.png|25px]] Stone&lt;br /&gt;
* [All Cities] +40% Yield from [[File:IMPROVEMENT FARM.png|25px]] Farm on River&lt;br /&gt;
* [All Cities] -25% Cost for Adjacent Improvement Classes&lt;br /&gt;
| [[File:TECH IRONWORKING.png|25px]] Ironworking&amp;lt;br&amp;gt;[[File:TECH LABOR FORCE.png|25px]] Labor Force&amp;lt;br&amp;gt;[[File:TECH STONECUTTING.png|25px]] Stonecutting&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE HEALING.png|25px]] Isis&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HUNTING.png|25px]] Neith&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE UNDERWORLD.png|25px]] Osiris&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE SUN.png|25px]] Ra&lt;br /&gt;
| [[File:UNIT LIGHT CHARIOT.png|25px]] Light Chariot&amp;lt;br&amp;gt;[[File:UNIT KUSHITE CAVALRY.png|25px]] Kushite Cavalry&lt;br /&gt;
| Amarna (Clerics)&amp;lt;br&amp;gt;Ramesside (Riders)&amp;lt;br&amp;gt;Saite (Landowners)&amp;lt;br&amp;gt;Thusmosid (Sages)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Greece&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT PHILIP.png|150px]]&lt;br /&gt;
| Philip&lt;br /&gt;
| Bold&lt;br /&gt;
| [[File:TRAIT COMMANDER.png|25px]] Commander&lt;br /&gt;
| &lt;br /&gt;
* Unlocks [[File:PROJECT OLYMPICS 1.png|25px]] Olympiad projects&lt;br /&gt;
* [All Cities] +2 [[File:YIELD CULTURE.png|25px]] Culture per turn&lt;br /&gt;
* [All Cities] -25% Cost for Settlers&lt;br /&gt;
* Can choose one of 5 Nation Leaders if Heroes of the Aegean DLC is installed&lt;br /&gt;
| [[File:TECH DRAMA.png|25px]] Drama&amp;lt;br&amp;gt;[[File:TECH IRONWORKING.png|25px]] Ironworking&amp;lt;br&amp;gt;[[File:TECH STONECUTTING.png|25px]] Stonecutting&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE WISDOM.png|25px]] Athena&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE UNDERWORLD.png|25px]] Hades&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE WATER.png|25px]] Poseidon&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE KINGSHIP.png|25px]] Zeus&lt;br /&gt;
| [[File:UNIT HOPLITE.png|25px]] Hoplite&amp;lt;br&amp;gt;[[File:UNIT PHALANGITE.png|25px]] Phalangite&lt;br /&gt;
| Alcmaeonid (Sages)&amp;lt;br&amp;gt;Argead (Champions)&amp;lt;br&amp;gt;Cypselid (Artisans)&amp;lt;br&amp;gt;Seleucid (Patrons)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hatti&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT HATTUSILI.png|150px]]&lt;br /&gt;
| Hattusili&lt;br /&gt;
| Warlike&lt;br /&gt;
| [[File:TRAIT JUDGE.png|25px]] Judge&lt;br /&gt;
| &lt;br /&gt;
* [All Cities] +1 [[File:YIELD CIVICS.png|25px]] Civics per turn&lt;br /&gt;
* [All Units] Can Remove Vegetation&lt;br /&gt;
* [All Units] Ignore Hill Movement Penalties&lt;br /&gt;
| [[File:TECH ADMINISTRATION.png|25px]] Administration&amp;lt;br&amp;gt;[[File:TECH HUSBANDRY.png|25px]] Husbandry&amp;lt;br&amp;gt;[[File:TECH IRONWORKING.png|25px]] Ironworking&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE HEARTH.png|25px]] Arinnitti&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HEALING.png|25px]] Kamrusepa&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HUNTING.png|25px]] Halki&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE WAR.png|25px]] Tarhun&lt;br /&gt;
| [[File:UNIT HEAVY CHARIOT.png|25px]] Heavy Chariot&amp;lt;br&amp;gt;[[File:UNIT THREE MEN CHARIOT.png|25px]] Three Man Chariot&lt;br /&gt;
| Hattusan (Traders)&amp;lt;br&amp;gt;Kussaran (Riders)&amp;lt;br&amp;gt;Nenassan (Landowners)&amp;lt;br&amp;gt;Zalpuwan (Patrons)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Persia&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT CYRUS.png|150px]]&lt;br /&gt;
| Cyrus&lt;br /&gt;
| Tough&lt;br /&gt;
| [[File:TRAIT HERO.png|25px]] Hero&lt;br /&gt;
| &lt;br /&gt;
* +50% Harvest Production&lt;br /&gt;
* [All Cities] -25% Cost for Ranged Units&lt;br /&gt;
* [All Cities] +0.5 [[File:YIELD ORDERS.png|25px]] Orders per turn per [[File:IMPROVEMENT PASTURE.png|25px]] Pasture&lt;br /&gt;
| [[File:TECH HUSBANDRY.png|25px]] Husbandry&amp;lt;br&amp;gt;[[File:TECH IRONWORKING.png|25px]] Ironworking&amp;lt;br&amp;gt;[[File:TECH TRAPPING.png|25px]] Trapping&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE WATER.png|25px]] Anahita&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE FIRE.png|25px]] Atar&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HUNTING.png|25px]] Mithra&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE SUN.png|25px]] Hvar Khshaita&lt;br /&gt;
| [[File:UNIT PALTON CAVALRY.png|25px]] Palton Cavalry&amp;lt;br&amp;gt;[[File:UNIT CATAPHRACT ARCHER.png|25px]] Cataphract Archer&lt;br /&gt;
| Achaemenid (Statesmen)&amp;lt;br&amp;gt;Arsacid (Clerics)&amp;lt;br&amp;gt;Mihranid (Hunters)&amp;lt;br&amp;gt;Sasanid (Riders)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rome&#039;&#039;&#039;&amp;lt;br&amp;gt;[[File:CHARACTER SELECT ROMULUS.png|150px]]&lt;br /&gt;
| Romulus&lt;br /&gt;
| Ruthless&lt;br /&gt;
| [[File:TRAIT TACTICIAN.png|25px]] Tactician&lt;br /&gt;
| &lt;br /&gt;
* [All Cities] +2 [[File:YIELD TRAINING.png|25px]] Training per turn&lt;br /&gt;
* [All Units] +2 Fatigue Limit&lt;br /&gt;
| [[File:TECH IRONWORKING.png|25px]] Ironworking&amp;lt;br&amp;gt;[[File:TECH POLIS.png|25px]] Polis&amp;lt;br&amp;gt;[[File:TECH STONECUTTING.png|25px]] Stonecutting&lt;br /&gt;
| [[File:IMPROVEMENT SHRINE WAR.png|25px]] Mars&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE LOVE.png|25px]] Venus&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE HEARTH.png|25px]] Vesta&amp;lt;br&amp;gt;[[File:IMPROVEMENT SHRINE FIRE.png|25px]] Vulcan&lt;br /&gt;
| [[File:UNIT HASTATUS.png|25px]] Hastatus&amp;lt;br&amp;gt;[[File:UNIT LEGIONARY.png|25px]] Legionary&lt;br /&gt;
| Claudius (Landowners)&amp;lt;br&amp;gt;Fabius (Champions)&amp;lt;br&amp;gt;Julius (Statesmen)&amp;lt;br&amp;gt;Valerius (Patrons)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Laws ==&lt;br /&gt;
[[File:Laws screen.png|thumb|300px|The Laws tab]]&lt;br /&gt;
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 [[File:YIELD CIVICS.png|25px]] Civics to pass it.&lt;br /&gt;
&lt;br /&gt;
=== No Upkeep Laws ===&lt;br /&gt;
No Upkeep Laws cost 250 [[File:YIELD CIVICS.png|25px]] Civics to pass and have no yearly costs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Law 1 !! Law 2 !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW EPICS.png|40px]] Epics&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Hero Opinion&lt;br /&gt;
* [[File:YIELD CULTURE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Culture per killed Military Unit in nearest City&lt;br /&gt;
| [[File:LAW EXPLORATION.png|40px]] Exploration&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Hunters Opinion&lt;br /&gt;
* Movement Bonus along Neutral River&lt;br /&gt;
* Scouts move on Water&lt;br /&gt;
| [[File:TECH RHETORIC.png|25px]] Rhetoric&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW SLAVERY.png|40px]] Slavery&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Builder Opinion&lt;br /&gt;
* [[File:IMPROVEMENT MINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Mine Yield [All Cities]&lt;br /&gt;
* [[File:IMPROVEMENT QUARRY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Quarry Yield [All Cities]&lt;br /&gt;
* [[File:YIELD DISCONTENT.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discontent per year [All Cities]&lt;br /&gt;
| [[File:LAW FREEDOM.png|40px]] Freedom&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Sages Opinion&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year per Specialist [All Cities]&lt;br /&gt;
| [[File:TECH LABOR FORCE.png|25px]] Labor Force&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW CENTRALIZATION.png|40px]] Centralization&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Legalism Opinion&lt;br /&gt;
* [[File:IMPROVEMENT MINE.png|25px]] Farms can be constructed on Marsh terrain&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per year per Culture Level [Capital City]&lt;br /&gt;
| [[File:LAW VASSALAGE.png|40px]] Vassalage&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Riders Opinion&lt;br /&gt;
* -50% Unit Consumption&lt;br /&gt;
* No extra Unit Consumption when Outside Borders&lt;br /&gt;
| [[File:TECH ARISTOCRACY.png|25px]] Aristocracy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Low Upkeep Laws ===&lt;br /&gt;
Low Upkeep Laws cost 400 [[File:YIELD CIVICS.png|25px]] Civics to pass and have low yearly costs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Law 1 !! Law 2 !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW TYRANNY.png|40px]] Tyranny&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orator Opinion&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+8&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year per Military Unit in Territory [All Cities]&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:LAW CONSTITUTION.png|40px]] Constitution&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Statesman Opinion&lt;br /&gt;
* [[File:PROJECT DECREE 1.png|25px]] Enables the Decree projects [Capital City]&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per year per Urban Specialist [All Cities]&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year&lt;br /&gt;
| [[File:TECH SOVEREIGNTY.png|25px]] Sovereignty&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW COLONIES.png|40px]] Colonies&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Diplomat Opinion&lt;br /&gt;
* [[File:BUY TILE.png|25px]] Enables the Buy Tile action&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year&lt;br /&gt;
| [[File:LAW SERFDOM.png|40px]] Serfdom&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Landowners Opinion&lt;br /&gt;
* [[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders per year&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-12&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
* [[File:YIELD DISCONTENT.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Discontent per year [All Cities]&lt;br /&gt;
| [[File:TECH NAVIGATION.png|25px]] Navigation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW MONOTHEISM.png|40px]] Monotheism&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Gnosticism Opinion&lt;br /&gt;
* [[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders per year [State Religion Cities]&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:LAW POLYTHEISM.png|40px]] Polytheism&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Mythology Opinion&lt;br /&gt;
* Shrines can be constructed multiple times&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-12&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:TECH MONASTICISM.png|25px]] Monasticism&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Medium Upkeep Laws ===&lt;br /&gt;
Medium Upkeep Laws cost 400 [[File:YIELD CIVICS.png|25px]] Civics to pass and have medium yearly costs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Law 1 !! Law 2 !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW DIVINE RULE.png|40px]] Divine Rule&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Clerics Opinion&lt;br /&gt;
* [[File:MISSION ADOPT RELIGION.png|25px]] Can Adopt Pagan State Religions&lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness per year per Shrine [All Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-18&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:LAW LEGAL CODE.png|40px]] Legal Code&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Judge Opinion&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year per Active Law&lt;br /&gt;
* [[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-0.6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders per year&lt;br /&gt;
| [[File:TECH CITIZENSHIP.png|25px]] Citizenship&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW TOLERANCE.png|40px]] Tolerance&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Dualism Opinion&lt;br /&gt;
* Can Build Non-State Religions Disciples&lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness per year per Non-State Religion [All Cities]&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:LAW ORTHODOXY.png|40px]] Orthodoxy&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Revelation Opinion&lt;br /&gt;
* Disciples Can Purge World Religions&lt;br /&gt;
* Can Hurry Production with Orders [Stare Religion Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-18&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:TECH DOCTRINE.png|25px]] Doctrine&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW PROFESSIONAL ARMY.png|40px]] Professional Army&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Tactician Opinion&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; XP from Combat&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year with Treasury [All Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-18&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:LAW VOLUNTEERS.png|40px]] Volunteers&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Champions Opinion&lt;br /&gt;
* Can Hurry Production with Population&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year per War&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:TECH MANOR.png|25px]] Manor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== High Upkeep Laws ===&lt;br /&gt;
High Upkeep Laws cost 400 [[File:YIELD CIVICS.png|25px]] Civics to pass and have high yearly costs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Law 1 !! Law 2 !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW PHILOSOPHY.png|40px]] Philosophy&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Enlightenment Opinion&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Urban Specialists Production Time [All Cities]&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per year with Forum [All Cities]&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-9&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:LAW ENGINEERING.png|40px]] Engineering&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Scholar Opinion&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Wonder Costs&lt;br /&gt;
* [[File:City Connected.png|25px]] Roads bridge across Rivers&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-24&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:TECH ARCHITECTURE.png|25px]] Architecture&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW ICONOGRAPHY.png|40px]] Iconography&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Veneration Opinion&lt;br /&gt;
* No Random Non-State Religion Spread [All Cities]&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year per Monastery [All Cities]&lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness per year per Cathedral [All Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year per Temple [All Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-24&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:LAW CALLIGRAPHY.png|40px]] Calligraphy&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Patrons Opinion&lt;br /&gt;
* [[File:YIELD CULTURE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+4&#039;&#039;&#039;&amp;lt;/span&amp;gt; Culture per year per Library [All Cities]&lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness per year per Elder Specialist [All Cities]&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-9&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:TECH VAULTING.png|25px]] Vaulting&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW PILGRIMAGE.png|40px]] Pilgrimage&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Redemption Opinion&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per year per Grove [All Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year per Cities with Religion [All Cities]&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-12&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year&lt;br /&gt;
| [[File:LAW HOLY WAR.png|40px]] Holy War&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Zealot Opinion&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Random Promotion for New Units [All Cities]&lt;br /&gt;
* Can Hurry Production of Units with Money [Stare Religion Cities]&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-3&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per year&lt;br /&gt;
| [[File:TECH MARTIAL CODE.png|25px]] Martial Code&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Very High Upkeep Laws ===&lt;br /&gt;
Very High Upkeep Laws cost 400 [[File:YIELD CIVICS.png|25px]] Civics to pass and have very high yearly costs.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Law 1 !! Law 2 !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW GUILDS.png|40px]] Guilds&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; Artisans Opinion&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-10%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Rebels Chance [All Cities]&lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+1&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness per year per Town [All Cities]&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:LAW ELITES.png|40px]] Elites&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Schemer Opinion&lt;br /&gt;
* Store 100 Orders between Years&lt;br /&gt;
* [[File:YIELD ORDERS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Orders per year with Legendary Culture Level [All Cities]&lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-15&#039;&#039;&#039;&amp;lt;/span&amp;gt; Training per year&lt;br /&gt;
| [[File:TECH JURISPRUDENCE.png|25px]] Jurisprudence&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW AUTARKY.png|40px]] Autarky&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; Commander Opinion&lt;br /&gt;
* [[File:IMPROVEMENT MINE.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Mine Yield [All Cities]&lt;br /&gt;
* [[File:IMPROVEMENT QUARRY.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Quarry Yield [All Cities]&lt;br /&gt;
* [[File:IMPROVEMENT LUMBERMILL.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Lumbermill Yield [All Cities]&lt;br /&gt;
* Can build units that require Horses, Camels or Elephants [All Cities]&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-6&#039;&#039;&#039;&amp;lt;/span&amp;gt; Science per year&lt;br /&gt;
| [[File:LAW TRADE LEAGUE.png|40px]] Trade League&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Traders Opinion&lt;br /&gt;
* [[File:PROJECT CONVOY 1.png|25px]] Enables the Convoy projects&lt;br /&gt;
* Resource selling price becomes buying price&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-12&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:TECH LATEEN SAIL.png|25px]] Lateen Sail&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW COIN DEBASEMENT.png|40px]] Coin Debasement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Schemer Opinion&lt;br /&gt;
* Can buy and sell Orders with Money&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-30&#039;&#039;&#039;&amp;lt;/span&amp;gt; Money per year&lt;br /&gt;
| [[File:LAW MONETARY REFORM.png|40px]] Monetary Reform&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Traders Opinion&lt;br /&gt;
* No Discontent from Hurry Production&lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Happiness per year [All Cities]&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-12&#039;&#039;&#039;&amp;lt;/span&amp;gt; Civics per year&lt;br /&gt;
| [[File:TECH FISCAL POLICY.png|25px]] Fiscal Policy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Succession ==&lt;br /&gt;
Once a Nation Leader dies, its Heir becomes the new Nation Leader. If the Nation doesn&#039;t have a heir when the Nation Leader dies the game ends. Which child becomes Heir depends on the Succession Law. The Heir can also be chosen manually via a character action, but this carries a penalty of [[File:YIELD LEGITIMACY.png|25px]] 10 Legitimacy. There are 5 possible Succession Laws, with the starting one being decided in the new game settings. Changing Succession Law initially costs 100 [[File:YIELD CIVICS.png|25px]] Civics, and the cost increases by 50 for each subsequent change.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Succession Law !! Heir&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW PRIMOGENITURE.png|55px]] Primogeniture || Oldest child&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW ULTIMOGENITURE.png|55px]] Ultimogeniture || Youngest child&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW LATERAL.png|55px]] Lateral || Siblings before children&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW DYNASTIC.png|55px]] Dynastic || Oldest character with a direct line to the Nation&#039;s Founder&lt;br /&gt;
|-&lt;br /&gt;
| [[File:LAW SENIORITY.png|55px]] Seniority || Oldest dynasty member&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Families ==&lt;br /&gt;
Families are the leading clans within a Nation that control its cities, with different dispositions and conflicting interests. Their preferences determine what Ambitions a Nation Leader can pursue. The Opinion that a family has towards its Nation&#039;s Leader can trigger various events. Each Nation has 4 Families, which may belong to one of 10 classes. The first City founded for a Family will be the Family Seat.&lt;br /&gt;
&lt;br /&gt;
Each Family will have two preferred luxury resources. Each one of their cities that doesn&#039;t have the luxury resource will decrease the Family&#039;s Opinion by 10. In addition, if a Family has fewer cities than the other Families it will suffer an Opinion penalty.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class !! City Effects !! Family Seat Effects !! Seat Founded Bonus !! Common Traits !! Wanted Luxuries !! Opinion&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Artisans&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD CULTURE.png|25px]] +4 Culture per year&lt;br /&gt;
* [[File:IMPROVEMENT MINE.png|25px]] +20% Mine Yield&lt;br /&gt;
* [[File:IMPROVEMENT LUMBERMILL.png|25px]] +20% Lumbermill Yield&lt;br /&gt;
* New Siege and Ship Units start with Ingenuity&lt;br /&gt;
| -2 Turns Urban Improvement Build Time&lt;br /&gt;
| [[File:UNIT WORKER.png|25px]] Worker&lt;br /&gt;
| [[File:TRAIT SCHEMER.png|25px]] Schemer (x10)&amp;lt;br&amp;gt;[[File:TRAIT BUILDER.png|25px]] Builder (x5)&amp;lt;br&amp;gt;[[File:TRAIT ORATOR.png|25px]] Orator (x5)&lt;br /&gt;
| [[File:RESOURCE DYE.png|25px]] Dyes&amp;lt;br&amp;gt;[[File:RESOURCE GEM.png|25px]] Gems&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW GUILDS.png|25px]] Guilds law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT AMPHITHEATER.png|25px]] Amphitheater improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Luxuries&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Pillaged Improvements Inside Territory&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Champions&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] +2 Training per year&lt;br /&gt;
* +50% City Defense&lt;br /&gt;
* New Units start with Steadfast&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] +50% Training&lt;br /&gt;
| [[File:UNIT MILITIA.png|25px]] Militia&lt;br /&gt;
| [[File:TRAIT COMMANDER.png|25px]] Commander (x10)&amp;lt;br&amp;gt;[[File:TRAIT HERO.png|25px]] Hero (x10)&lt;br /&gt;
| [[File:RESOURCE DYE.png|25px]] Dyes&amp;lt;br&amp;gt;[[File:RESOURCE WINE.png|25px]] Wine&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW VOLUNTEERS.png|25px]] Volunteers law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT GARRISON 3.png|25px]] Citadel improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Largest Military&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Weakest Military&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Clerics&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD HAPPINESS.png|25px]] +1 Happiness per year&lt;br /&gt;
* [[File:TERRAIN SAND.png|25px]] Sand terrain can support Urban Improvements&lt;br /&gt;
* +100 Monastery and Temple Yield&lt;br /&gt;
| -50% Disciple Units Production Time&lt;br /&gt;
| [[File:TECH MONASTICISM.png|25px]] Monasticism&amp;lt;br&amp;gt;Found Judaism or Zoroastrianism&lt;br /&gt;
| [[File:TRAIT ZEALOT.png|25px]] Zealot (x10)&amp;lt;br&amp;gt;[[File:TRAIT COMMANDER.png|25px]] Commander (x5)&amp;lt;br&amp;gt;[[File:TRAIT SCHOLAR.png|25px]] Scholar (x5)&lt;br /&gt;
| [[File:RESOURCE INCENSE.png|25px]] Incense&amp;lt;br&amp;gt;[[File:RESOURCE LAVENDER.png|25px]] Lavender&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+30&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW DIVINE RULE.png|25px]] Divine Rule law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; per Cathedral improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per Holy City&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per City without Religion&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hunters&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] +2 Training per year&lt;br /&gt;
* [[File:IMPROVEMENT CAMP.png|25px]] +100% Camp Yield&lt;br /&gt;
* New Ranged Units start with Sentinel&lt;br /&gt;
| [[File:PROJECT HUNT 1.png|25px]] Enables the Hunt projects&lt;br /&gt;
| [[File:YIELD IRON.png|25px]] 50 Iron&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 50 Stone&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&lt;br /&gt;
| [[File:TRAIT TACTICIAN.png|25px]] Tactician (x10)&amp;lt;br&amp;gt;[[File:TRAIT HERO.png|25px]] Hero (x5)&amp;lt;br&amp;gt;[[File:TRAIT SCHEMER.png|25px]] Schemer (x5)&lt;br /&gt;
| [[File:RESOURCE FUR.png|25px]] Fur&amp;lt;br&amp;gt;[[File:RESOURCE HONEY.png|25px]] Honey&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW EXPLORATION.png|25px]] Exploration law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT RANGE.png|25px]] Range improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per Defended City&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Hostile Tribal Units in Territory&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Landowners&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD GROWTH.png|25px]] +2 Growth per year&lt;br /&gt;
* [[File:YIELD MONEY.png|25px]] +5 Money per year per Farm&lt;br /&gt;
* -50% Rural Specialists Production Time&lt;br /&gt;
| [[File:BUY TILE.png|25px]] Enables the Buy Tile action&lt;br /&gt;
| 2 Citizens&lt;br /&gt;
| [[File:TRAIT BUILDER.png|25px]] Builder (x10)&amp;lt;br&amp;gt;[[File:TRAIT JUDGE.png|25px]] Judge (x5)&amp;lt;br&amp;gt;[[File:TRAIT TACTICIAN.png|25px]] Tactician (x5)&lt;br /&gt;
| [[File:RESOURCE HONEY.png|25px]] Honey&amp;lt;br&amp;gt;[[File:RESOURCE OLIVE.png|25px]] Olives&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW SERFDOM.png|25px]] Serfdom law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT TOWN.png|25px]] Town improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Most Cities&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Fewest Cities&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Nation Ruler age is below 18&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Patrons&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] +2 Civics per year&lt;br /&gt;
* [[File:YIELD CULTURE.png|25px]] +4 Culture per year per Bullion Resource (Gems, Gold, Pearls, Silver)&lt;br /&gt;
* [[File:RESOURCE LITERATURE.png|25px]] Creates Literature Luxury&lt;br /&gt;
| [[File:YIELD HAPPINESS.png|25px]] +1 Happiness Level per Culture Event&lt;br /&gt;
| Court Minister&lt;br /&gt;
| [[File:TRAIT ORATOR.png|25px]] Orator (x10)&amp;lt;br&amp;gt;[[File:TRAIT BUILDER.png|25px]] Builder (x5)&amp;lt;br&amp;gt;[[File:TRAIT SCHOLAR.png|25px]] Scholar (x5)&lt;br /&gt;
| [[File:RESOURCE GEM.png|25px]] Gems&amp;lt;br&amp;gt;[[File:RESOURCE INCENSE.png|25px]] Incense&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW CALLIGRAPHY.png|25px]] Calligraphy law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT HEATED BATHS.png|25px]] Heated Baths improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:CHAR FILTER GOVERNOR.png|25px]] Governor&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per Wonder of the World&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Leader or Heir from same Family&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Riders&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD TRAINING.png|25px]] +2 Training per year&lt;br /&gt;
* [[File:City Connected.png|25px]] Always Connected&lt;br /&gt;
* New Mounted Units start with Saddleborn&lt;br /&gt;
| Mounted Units do not require map resources&lt;br /&gt;
| [[File:UNIT SCOUT.png|25px]] Scout&lt;br /&gt;
| [[File:TRAIT ZEALOT.png|25px]] Zealot (x10)&amp;lt;br&amp;gt;[[File:TRAIT HERO.png|25px]] Hero (x5)&amp;lt;br&amp;gt;[[File:TRAIT TACTICIAN.png|25px]] Tactician (x5)&lt;br /&gt;
| [[File:RESOURCE FUR.png|25px]] Fur&amp;lt;br&amp;gt;[[File:RESOURCE SALT.png|25px]] Salt&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW VASSALAGE.png|25px]] Vassalage law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+5&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT BARRACKS.png|25px]] Barracks improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:CHAR FILTER GENERAL.png|25px]] General&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Leader or Spouse from another Nation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sages&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] +2 Civics per year&lt;br /&gt;
* [[File:YIELD SCIENCE.png|25px]] +1 Science per year per Specialist&lt;br /&gt;
* -20% Urban Specialists Cost&lt;br /&gt;
| [[File:YIELD SCIENCE.png|25px]] +25% Science&lt;br /&gt;
| Random Technology&lt;br /&gt;
| [[File:TRAIT SCHOLAR.png|25px]] Scholar (x10)&amp;lt;br&amp;gt;[[File:TRAIT DIPLOMAT.png|25px]] Diplomat (x5)&amp;lt;br&amp;gt;[[File:TRAIT JUDGE.png|25px]] Judge (x5)&lt;br /&gt;
| [[File:RESOURCE LAVENDER.png|25px]] Lavender&amp;lt;br&amp;gt;[[File:RESOURCE SALT.png|25px]] Salt&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW FREEDOM.png|25px]] Freedom law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT UNIVERSITY.png|25px]] University improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Most Specialists&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-40&#039;&#039;&#039;&amp;lt;/span&amp;gt; Leader or Spouse from a Tribe&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Statesmen&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:YIELD ORDERS.png|25px]] +1 Orders per year&lt;br /&gt;
* [[File:YIELD CIVICS.png|25px]] +1 Civics per year per Family Opinion Level&lt;br /&gt;
| [[File:PROJECT DECREE 1.png|25px]] Enables the Decree projects&lt;br /&gt;
| [[File:YIELD CIVICS.png|25px]] 400 Civics&lt;br /&gt;
| [[File:TRAIT JUDGE.png|25px]] Judge (x10)&amp;lt;br&amp;gt;[[File:TRAIT COMMANDER.png|25px]] Commander (x5)&amp;lt;br&amp;gt;[[File:TRAIT DIPLOMAT.png|25px]] Diplomat (x5)&lt;br /&gt;
| [[File:RESOURCE PEARL.png|25px]] Pearls&amp;lt;br&amp;gt;[[File:RESOURCE WINE.png|25px]] Wine&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW CONSTITUTION.png|25px]] Constitution law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT PALACE.png|25px]] Palace improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; No Spouse&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; No Councilors&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Traders&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
* [[File:IMPROVEMENT NETS.png|25px]] +100% Nets Yield&lt;br /&gt;
* [[File:YIELD CULTURE.png|25px]] +1 Culture per year per Specialist&lt;br /&gt;
* New Worker Units start with Surveyor&lt;br /&gt;
| [[File:UNIT CARAVAN.png|25px]] Unlocks Caravan units&lt;br /&gt;
| [[File:IMPROVEMENT FAIR.png|25px]] Fair&amp;lt;br&amp;gt;Court Merchant&lt;br /&gt;
| [[File:TRAIT DIPLOMAT.png|25px]] Diplomat (x10)&amp;lt;br&amp;gt;[[File:TRAIT ORATOR.png|25px]] Orator (x5)&amp;lt;br&amp;gt;[[File:TRAIT SCHEMER.png|25px]] Schemer (x5)&lt;br /&gt;
| [[File:RESOURCE OLIVE.png|25px]] Olives&amp;lt;br&amp;gt;[[File:RESOURCE PEARL.png|25px]] Pearls&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW MONETARY REFORM.png|25px]] Monetary Reform law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:LAW TRADE LEAGUE.png|25px]] Trade League law&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+20&#039;&#039;&#039;&amp;lt;/span&amp;gt; per [[File:IMPROVEMENT FAIR.png|25px]] Fair improvement&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+10&#039;&#039;&#039;&amp;lt;/span&amp;gt; Connected Cities&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20&#039;&#039;&#039;&amp;lt;/span&amp;gt; Damaged Cities&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tribes ==&lt;br /&gt;
[[File:Tribe site.png|thumb|300px|A Gaul tribe occupying a city site]]&lt;br /&gt;
Tribes occupy certain City Sites at the start of the game. Tribes that aren&#039;t allied with any Nation will eventually spawn a raiders army. Raiders are always at War with all Nations and will attack the nearest City. How far raiders are willing to travel depends on the game difficulty. There are 7 Tribes present in Old World:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tribe !! Units !! Always at War&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Barbarians&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT MARAUDER.png|25px]] Marauder&amp;lt;br&amp;gt;[[File:UNIT SKIRMISHER.png|25px]] Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE MARAUDER.png|25px]] Elite Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE SKIRMISHER.png|25px]] Elite Skirmisher&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:cyan;&amp;quot;&amp;gt;&#039;&#039;&#039;Danes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT MARAUDER.png|25px]] Marauder&amp;lt;br&amp;gt;[[File:UNIT SKIRMISHER.png|25px]] Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE MARAUDER.png|25px]] Elite Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE SKIRMISHER.png|25px]] Elite Skirmisher&amp;lt;br&amp;gt;[[File:UNIT JAVELINEER.png|25px]] Javelineer&amp;lt;br&amp;gt;[[File:UNIT ELITE JAVELINEER.png|25px]] Elite Javelineer&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Gauls&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT MARAUDER.png|25px]] Marauder&amp;lt;br&amp;gt;[[File:UNIT SKIRMISHER.png|25px]] Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE MARAUDER.png|25px]] Elite Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE SKIRMISHER.png|25px]] Elite Skirmisher&amp;lt;br&amp;gt;[[File:UNIT JAVELINEER.png|25px]] Javelineer&amp;lt;br&amp;gt;[[File:UNIT ELITE JAVELINEER.png|25px]] Elite Javelineer&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Thracians&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT MARAUDER.png|25px]] Marauder&amp;lt;br&amp;gt;[[File:UNIT SKIRMISHER.png|25px]] Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE MARAUDER.png|25px]] Elite Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE SKIRMISHER.png|25px]] Elite Skirmisher&amp;lt;br&amp;gt;[[File:UNIT WARLORD.png|25px]] Warlord&amp;lt;br&amp;gt;[[File:UNIT ELITE WARLORD.png|25px]] Elite Warlord&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;&#039;&#039;&#039;Vandals&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT MARAUDER.png|25px]] Marauder&amp;lt;br&amp;gt;[[File:UNIT SKIRMISHER.png|25px]] Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE MARAUDER.png|25px]] Elite Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE SKIRMISHER.png|25px]] Elite Skirmisher&amp;lt;br&amp;gt;[[File:UNIT WARLORD.png|25px]] Warlord&amp;lt;br&amp;gt;[[File:UNIT ELITE WARLORD.png|25px]] Elite Warlord&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:orange;&amp;quot;&amp;gt;&#039;&#039;&#039;Numidians&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT NOMAD MARAUDER.png|25px]] Nomad Marauder&amp;lt;br&amp;gt;[[File:UNIT NOMAD SKIRMISHER.png|25px]] Nomad Skirmisher&amp;lt;br&amp;gt;[[File:UNIT NOMAD WARLORD.png|25px]] Nomad Warlord&amp;lt;br&amp;gt;[[File:UNIT ELITE NOMAD MARAUDER.png|25px]] Elite Nomad Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE NOMAD SKIRMISHER.png|25px]] Elite Nomad Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE NOMAD WARLORD.png|25px]] Elite Nomad Warlord&amp;lt;br&amp;gt;[[File:UNIT LIBYAN CAVALRY.png|25px]] Libyan Cavalry&amp;lt;br&amp;gt;[[File:UNIT ELITE LIBYAN CAVALRY.png|25px]] Elite Libyan Cavalry&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;&#039;&#039;&#039;Scythians&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT NOMAD MARAUDER.png|25px]] Nomad Marauder&amp;lt;br&amp;gt;[[File:UNIT NOMAD SKIRMISHER.png|25px]] Nomad Skirmisher&amp;lt;br&amp;gt;[[File:UNIT NOMAD WARLORD.png|25px]] Nomad Warlord&amp;lt;br&amp;gt;[[File:UNIT ELITE NOMAD MARAUDER.png|25px]] Elite Nomad Marauder&amp;lt;br&amp;gt;[[File:UNIT ELITE NOMAD SKIRMISHER.png|25px]] Elite Nomad Skirmisher&amp;lt;br&amp;gt;[[File:UNIT ELITE NOMAD WARLORD.png|25px]] Elite Nomad Warlord&amp;lt;br&amp;gt;[[File:UNIT AMAZON CAVALRY.png|25px]] Amazon Cavalry&amp;lt;br&amp;gt;[[File:UNIT ELITE AMAZON CAVALRY.png|25px]] Elite Amazon Cavalry&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Old_World/index.php?title=Units&amp;diff=1305</id>
		<title>Units</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Old_World/index.php?title=Units&amp;diff=1305"/>
		<updated>2023-03-13T15:37:37Z</updated>

		<summary type="html">&lt;p&gt;Kami-sama: /* Ships */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Once a unit has spent [[File:YIELD ORDERS.png|25px]] 3 Orders moving, it will become Fatigued. A Fatigued unit can still be moved but it will cost 100 [[File:YIELD TRAINING.png|25px]] Training and each movement will require twice as many [[File:YIELD ORDERS.png|25px]] Orders.&lt;br /&gt;
&lt;br /&gt;
Certain units produce a ZOC, or Zone-Of-Control, in an area around them. ZOC prevent enemy units from moving.&lt;br /&gt;
&lt;br /&gt;
== Generals ==&lt;br /&gt;
Generals are characters assigned to units to grant them extra abilities. The character must be from the same Family as the unit, with the exception of the nation&#039;s Leader. Adding or replacing a General costs 100 [[File:YIELD TRAINING.png|25px]] Training and consumes the unit&#039;s remaining Movement points. Characters must be younger than 50 to be assigned as Generals and will retire at the age of 60. If the unit is attacked the General has a 1% chance of being injured.&lt;br /&gt;
&lt;br /&gt;
== Unit stats ==&lt;br /&gt;
Units have the following stats to keep track of:&lt;br /&gt;
* &#039;&#039;&#039;HP:&#039;&#039;&#039; All units start with 20 HP, or Hit Points. If a unit runs out of HP, it will be destroyed. A unit will regain 1 HP each turn it is within the borders of its Nation and can also be given 5 HP at the cost of 1 [[File:YIELD ORDERS.png|25px]] Orders and the unit&#039;s remaining Movement points.&lt;br /&gt;
* &#039;&#039;&#039;Strength:&#039;&#039;&#039; How much damage the unit will deal.&lt;br /&gt;
* &#039;&#039;&#039;Movement:&#039;&#039;&#039; How many hexes the unit can move for each [[File:YIELD ORDERS.png|25px]] Order. Hills, Sand, crossing a River, Scrub and Trees all add an extra movement point. Rivers and Roads within owned territory require only 2/3 of a movement point.&lt;br /&gt;
* &#039;&#039;&#039;Vision:&#039;&#039;&#039; How many tiles around the unit are the tiles visible. Only applies to already discovered tiles.&lt;br /&gt;
* &#039;&#039;&#039;Range:&#039;&#039;&#039; Only appears on Ranged units, it determines from how many hexes away from the target can the unit attack.&lt;br /&gt;
&lt;br /&gt;
== Unit level ==&lt;br /&gt;
Each time a unit fights it will gain 10 XP. Once it gains enough XP (100 x level) it will level up. Alternatively [[File:YIELD TRAINING.png|25px]] Training can be used to fill the missing XP and level up. Each unit can only level up once per year, up to a maximum of 5 levels. Each time a unit levels up it will be able to pick between 4 permanent random bonuses:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Promotion !! Tier 1 effect !! Tier 2 effect !! Tier 3 effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Combat&#039;&#039;&#039; || [[File:Icon AttackDefense.png]] +5% Strength || [[File:Icon AttackDefense.png]] +10% Strength || [[File:Icon AttackDefense.png]] +15% Strength&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strike&#039;&#039;&#039; || [[File:Icon Attack.png]] +10% Attack Strength || [[File:Icon Attack.png]] +15% Attack Strength || [[File:Icon Attack.png]] +20% Attack Strength&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Guard&#039;&#039;&#039; || [[File:Icon Defense.png]] +10% Defense Strength || [[File:Icon Defense.png]] +15% Defense Strength || [[File:Icon Defense.png]] +20% Defense Strength&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Focus&#039;&#039;&#039; || [[File:Icon CriticalStrike.png]] +10% Critical Hit Chance || [[File:Icon CriticalStrike.png]] +15% Critical Hit Chance || [[File:Icon CriticalStrike.png]] +20% Critical Hit Chance&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Amphibious&#039;&#039;&#039; || [[File:Icon Attack.png]] +50% Attack Strength in Land/Water Combat&amp;lt;br&amp;gt;[[File:Icon Attack.png]] +50% Attack Strength Across River || [[File:Icon Attack.png]] +25% Attack Strength in Land/Water Combat&amp;lt;br&amp;gt;[[File:Icon Attack.png]] +25% Attack Strength Into Settlement || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tracker&#039;&#039;&#039; || +3 Vision&amp;lt;br&amp;gt;+1 Reveal || +1 Movement || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Eagle Eye&#039;&#039;&#039; || No ranged distance penalty || +1 Range || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Herbalist&#039;&#039;&#039; || +4 HP from Heal Action || +1 HP per year || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Civilian units ==&lt;br /&gt;
Civilian units have abilities that makes them the most crucial units of a Nation. Civilian units cannot attack and have a [[File:Icon Defense.png]] Defense of 3.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Movement !! Vision !! Cost !! Consumes !! Upgrades to !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT SCOUT.png|70px]] Scout&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] 60 Growth&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
* +1 Fatigue Limit&lt;br /&gt;
* Can Harvest Resources&lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
* Starts with Stealth&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT SETTLER.png|70px]] Settler&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] 80 Growth&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 75 Food&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 2 Food&lt;br /&gt;
| [[File:UNIT WORKER.png|25px]] Worker&lt;br /&gt;
| &lt;br /&gt;
* Can Harvest Resources&lt;br /&gt;
* Can Found Cities&lt;br /&gt;
* [[File:YIELD GROWTH.png|25px]] Growth cost increases by 10 each time it is built in the same city&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT WORKER.png|70px]] Worker&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] 60 Growth&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 2 Food&lt;br /&gt;
| [[File:UNIT MILITIA.png|25px]] Militia&lt;br /&gt;
| &lt;br /&gt;
* Can Harvest Resources&lt;br /&gt;
* Can Build Improvements&lt;br /&gt;
* [[File:YIELD GROWTH.png|25px]] Growth cost increases by 10 each time it is built in the same city&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT CARAVAN.png|70px]] Caravan&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] 80 Growth&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
* Can only be constructed in cities that have a Governor with the Cunning trait or Traders family seat&lt;br /&gt;
* Can move on water tiles&lt;br /&gt;
* Can conduct a Caravan Mission&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT CHRISTIANITY DISCIPLE.png|70px]] Christian Disciple&amp;lt;br&amp;gt;[[File:UNIT JUDAISM DISCIPLE.png|70px]] Jewish Disciple&amp;lt;br&amp;gt;[[File:UNIT MANICHAEISM DISCIPLE.png|70px]] Manichaean Disciple&amp;lt;br&amp;gt;[[File:UNIT ZOROASTRIANISM DISCIPLE.png|70px]] Zoroastrian Disciple&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] 60 Growth&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 2 Food&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
* Can only be constructed in cities that have the same Religion&lt;br /&gt;
* Can Spread Religion&lt;br /&gt;
* Can Establish Theology&lt;br /&gt;
* Can Build World Religion Improvements&lt;br /&gt;
* [[File:YIELD GROWTH.png|25px]] Growth cost increases by 10 each time it is built in the same city&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Melee infantry units ==&lt;br /&gt;
Melee infantry units are the earliest type of military units available. Most melee infantry can use the [[File:UNIT ACTION FORTIFY.png|25px]] Fortify action, which grants +5% Defense per turn, up to a maximum of +25% after 5 turns. Each time it gets attacked by an adjacent unit it loses 5% of the gained Defense. Melee units have the following characteristics:&lt;br /&gt;
* Can only attack adjacent units.&lt;br /&gt;
* When attacked by adjacent units they deal 1 HP damage to the attacking unit.&lt;br /&gt;
* Has ZOC.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:Icon Defense.png]] Defense from Urban.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:Icon Attack.png]] Attack Across River.&lt;br /&gt;
Melee infantry have two upgrade paths: one that focuses on fighting other melee infantry and one that grants them a Polearm. Polearm units are immune to Rout and their ZOC cannot be ignored by mounted units.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Strength !! Movement !! Vision !! Cost !! Consumes !! Required technology !! Fortify !! Polearm !! Upgrades to !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT MILITIA.png|70px]] Militia&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] 60 Growth&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 1 Food&lt;br /&gt;
| None&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT CONSCRIPT.png|25px]] Conscript&lt;br /&gt;
| &lt;br /&gt;
* Cannot be promoted or earn XP&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT CONSCRIPT.png|70px]] Conscript&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| [[File:YIELD GROWTH.png|25px]] 100 Growth&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 2 Food&lt;br /&gt;
| [[File:TECH MANOR.png|25px]] Manor&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Final upgrade&lt;br /&gt;
| &lt;br /&gt;
* Cannot be promoted or earn XP&lt;br /&gt;
* Starts with Anti-Mounted I&lt;br /&gt;
* Starts with Pierce I&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT WARRIOR.png|70px]] Warrior&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 60 Training&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 50 Iron&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 1 Iron&lt;br /&gt;
| [[File:TECH IRONWORKING.png|25px]] Ironworking&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT AXEMAN.png|25px]] Axeman&amp;lt;br&amp;gt;[[File:UNIT SPEARMAN.png|25px]] Spearman&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT AXEMAN.png|70px]] Axeman&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 80 Training&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 100 Iron&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 2 Iron&lt;br /&gt;
| [[File:TECH STEEL.png|25px]] Steel&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT MACEMAN.png|25px]] Maceman&amp;lt;br&amp;gt;[[File:UNIT SWORDSMAN.png|25px]] Swordsman&lt;br /&gt;
| &lt;br /&gt;
* Starts with Anti-Polearm I&lt;br /&gt;
* Starts with Cleave I&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT SPEARMAN.png|70px]] Spearman&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 80 Training&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 50 Iron&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 2 Iron&lt;br /&gt;
| [[File:TECH PHALANX.png|25px]] Phalanx&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT PIKEMAN.png|25px]] Pikeman&amp;lt;br&amp;gt;[[File:UNIT SWORDSMAN.png|25px]] Swordsman&lt;br /&gt;
| &lt;br /&gt;
* Starts with Anti-Mounted II&lt;br /&gt;
* Starts with Pierce I&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT MACEMAN.png|70px]] Maceman&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 100 Training&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 150 Iron&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 3 Iron&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 1 Training&lt;br /&gt;
| [[File:TECH BATTLELINE.png|25px]] Battle Line&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| [[File:UNIT PIKEMAN.png|25px]] Pikeman&amp;lt;br&amp;gt;[[File:UNIT SWORDSMAN.png|25px]] Swordsman&lt;br /&gt;
| &lt;br /&gt;
* Starts with Anti-Infantry I&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT SWORDSMAN.png|70px]] Swordsman&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 120 Training&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 200 Iron&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 4 Iron&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 2 Training&lt;br /&gt;
| [[File:TECH COHORTS.png|25px]] Cohorts&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Final upgrade&lt;br /&gt;
| &lt;br /&gt;
* Starts with Anti-Infantry I&lt;br /&gt;
* Starts with Cleave II&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT PIKEMAN.png|70px]] Pikeman&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 100 Training&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 100 Iron&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 3 Iron&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 1 Training&lt;br /&gt;
| [[File:TECH INFANTRY SQUARE.png|25px]] Infantry Square&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Final upgrade&lt;br /&gt;
| &lt;br /&gt;
* Starts with Anti-Mounted III&lt;br /&gt;
* Starts with Pierce II&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ranged infantry units ==&lt;br /&gt;
Ranged infantry units focus on attacking enemy units from afar. They have the following characteristics:&lt;br /&gt;
* Can attack units from distance.&lt;br /&gt;
* Has ZOC.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:Icon Defense.png]] Defense from Urban.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:Icon Attack.png]] Attack Into Scrub.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:Icon Attack.png]] Attack Into Trees.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-20%&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:Icon Attack.png]] Attack per tile distance to the target.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Strength !! Movement !! Vision !! Range !! Cost !! Consumes !! Required technology !! Upgrades to !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT SLINGER.png|70px]] Slinger&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 60 Training&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 50 Stone&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 1 Stone&lt;br /&gt;
| [[File:TECH TRAPPING.png|25px]] Trapping&lt;br /&gt;
| [[File:UNIT ARCHER.png|25px]] Archer&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT ARCHER.png|70px]] Archer&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 80 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 100 Wood&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 2 Wood&lt;br /&gt;
| [[File:TECH COMPOSITE BOW.png|25px]] Composite Bow&lt;br /&gt;
| [[File:UNIT LONGBOWMAN.png|25px]] Longbowman&amp;lt;br&amp;gt;[[File:UNIT CROSSBOWMAN.png|25px]] Crossbowman&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT LONGBOWMAN.png|70px]] Longbowman&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 100 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 150 Wood&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 3 Wood&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 1 Training&lt;br /&gt;
| [[File:TECH BODKIN ARROW.png|25px]] Bodkin Arrow&lt;br /&gt;
| Final upgrade&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT CROSSBOWMAN.png|70px]] Crossbowman&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 100 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 100 Wood&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 50 Iron&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 3 Wood&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 1 Training&lt;br /&gt;
| [[File:TECH WINDLASS.png|25px]] Windlass&lt;br /&gt;
| Final upgrade&lt;br /&gt;
| &lt;br /&gt;
* Starts with Anti-Melee&lt;br /&gt;
* Starts with Pierce II&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mounted units ==&lt;br /&gt;
Mounted units do not have a ZOC but instead are able to ignore the ZOC of enemies. They have the following characteristics:&lt;br /&gt;
* Can only attack adjacent units.&lt;br /&gt;
* When attacked by adjacent units they deal 1 HP damage to the attacking unit.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Melee [[File:Icon Attack.png]] Attack into Flat and Clear.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:Icon AttackDefense.png]] Strength vs Siege Units.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:Icon Attack.png]] Attack Across River.&lt;br /&gt;
* They require a certain map resource to be recruited.&lt;br /&gt;
Mounted units have two upgrade paths: one focused on melee and one focused on range.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Type !! Strength !! Movement !! Vision !! Range !! Cost !! Consumes !! Required technology !! Upgrades to !! width=30% | Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT CHARIOT.png|70px]] Chariot&lt;br /&gt;
| [[File:RESOURCE HORSE.png|25px]] Melee Horse&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 80 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 50 Food&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 4 Food&lt;br /&gt;
| [[File:TECH SPOKED WHEEL.png|25px]] Spoked Wheel&lt;br /&gt;
| [[File:UNIT HORSEMAN.png|25px]] Horseman&amp;lt;br&amp;gt;[[File:UNIT HORSE ARCHER.png|25px]] Horse Archer&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
* Starts with Rout&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT HORSEMAN.png|70px]] Horseman&lt;br /&gt;
| [[File:RESOURCE HORSE.png|25px]] Melee Horse&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 100 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 100 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 50 Iron&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 5 Food&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 1 Training&lt;br /&gt;
| [[File:TECH STIRRUPS.png|25px]] Stirrups&lt;br /&gt;
| [[File:UNIT CATAPHRACT.png|25px]] Cataphract&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
* Starts with Rout&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT CATAPHRACT.png|70px]] Cataphract&lt;br /&gt;
| [[File:RESOURCE HORSE.png|25px]] Melee Horse&lt;br /&gt;
| 10&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 160 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 100 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 100 Iron&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 6 Food&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 2 Training&lt;br /&gt;
| [[File:TECH BARDING.png|25px]] Barding&lt;br /&gt;
| Final upgrade&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
* Starts with Rout&lt;br /&gt;
* Starts with Circle&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT HORSE ARCHER.png|70px]] Horse Archer&lt;br /&gt;
| [[File:RESOURCE HORSE.png|25px]] Ranged Horse&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 100 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 100 Food&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 4 Food&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 1 Training&lt;br /&gt;
| [[File:TECH STIRRUPS.png|25px]] Stirrups&lt;br /&gt;
| Final upgrade&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT CAMEL ARCHER.png|70px]] Camel Archer&lt;br /&gt;
| [[File:RESOURCE CAMEL.png|25px]] Ranged Camel&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 80 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 100 Food&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 4 Food&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 1 Training&lt;br /&gt;
| [[File:TECH LAND CONSOLIDATION.png|25px]] Land Consolidation&lt;br /&gt;
| Final upgrade&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
* +1 Fatigue Limit&lt;br /&gt;
* +50% Strength vs Horse Units&lt;br /&gt;
* +50% Strength from Sand&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT WAR ELEPHANT.png|70px]] War Elephant&lt;br /&gt;
| [[File:RESOURCE ELEPHANT.png|25px]] Melee Elephant&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 100 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 100 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 50 Iron&lt;br /&gt;
| [[File:YIELD FOOD.png|25px]] 5 Food&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 1 Training&lt;br /&gt;
| [[File:TECH LAND CONSOLIDATION.png|25px]] Land Consolidation&lt;br /&gt;
| Final upgrade&lt;br /&gt;
| &lt;br /&gt;
* Targets attempts to move on an adjacent tile, if they can&#039;t they cannot move, attack or take any action&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Siege units ==&lt;br /&gt;
Siege units are high damage support units. They have the following characteristics:&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;-50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; Road Movement Cost.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;+50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:Icon Attack.png]] Attack Into Urban.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-25%&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:Icon Attack.png]] Attack Into Scrub.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-50%&#039;&#039;&#039;&amp;lt;/span&amp;gt; [[File:Icon Attack.png]] Attack Into Trees.&lt;br /&gt;
Some siege units require spending a turn on the [[File:UNLIMBER.png|24px]] Unlimber action to be able to attack.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Strength !! Movement !! Vision !! Range !! Cost !! Consumes !! Required technology !! Upgrades to !! Unlimbering !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT BALLISTA.png|70px]] Ballista&lt;br /&gt;
| 6&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 100 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 100 Iron&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 1 Training&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 3 Iron&lt;br /&gt;
| [[File:TECH HYDRAULICS.png|25px]] Windlass&lt;br /&gt;
| [[File:UNIT POLYBOLOS.png|25px]] Polybolos&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* Starts with Torsion Spring&lt;br /&gt;
* Starts with Pierce III&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT ONAGER.png|70px]] Onager&lt;br /&gt;
| 6&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 100 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 100 Stone&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 1 Training&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 3 Stone&lt;br /&gt;
| [[File:TECH MACHINERY.png|25px]] Machinery&lt;br /&gt;
| [[File:UNIT MANGONEL.png|25px]] Mangonel&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* Starts with Splash I&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT POLYBOLOS.png|70px]] Polybolos&lt;br /&gt;
| 10&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 120 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 100 Wood&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 100 Iron&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 2 Training&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 4 Iron&lt;br /&gt;
| [[File:TECH CHAIN DRIVE.png|25px]] Chain Drive&lt;br /&gt;
| Final upgrade&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* Starts with Rapid Fire&lt;br /&gt;
* Starts with Cleave II&lt;br /&gt;
* Starts with Pierce II&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT MANGONEL.png|70px]] Mangonel&lt;br /&gt;
| 8&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 120 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 100 Wood&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 100 Stone&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 2 Training&amp;lt;br&amp;gt;[[File:YIELD STONE.png|25px]] 4 Stone&lt;br /&gt;
| [[File:TECH BALLISTICS.png|25px]] Ballistics&lt;br /&gt;
| Final upgrade&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* Starts with Splash II&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
[[File:Anchoring.png|thumb|300px|A settler able to traverse water tiles thanks to an Anchored ship]]&lt;br /&gt;
Ships are units that can only be constructed in Cities adjacent to a water tile. There are three tiers of Ships and each one can be upgraded to the next tier. They have the following characteristics:&lt;br /&gt;
* Can only move on water tiles.&lt;br /&gt;
* Can Harvest Resources.&lt;br /&gt;
* Has ZOC.&lt;br /&gt;
* Can use the [[File:ANCHOR.png|25px]] Anchor ability, which allows land units to traverse water tiles in the Ship&#039;s ZOC starting next turn.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Strength !! Movement !! Vision !! Cost !! Consumes !! Required technology&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT BIREME.png|70px]] Bireme&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 40 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 50 Iron&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 2 Wood&lt;br /&gt;
| [[File:TECH NAVIGATION.png|25px]] Navigation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT TRIREME.png|70px]] Trireme&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 100 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 100 Wood&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 50 Iron&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 3 Wood&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 1 Training&lt;br /&gt;
| [[File:TECH CARTOGRAPHY.png|25px]] Cartography&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT DROMON.png|70px]] Dromon&lt;br /&gt;
| 10&lt;br /&gt;
| 5&lt;br /&gt;
| 7&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 120 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 150 Wood&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 50 Iron&lt;br /&gt;
| [[File:YIELD WOOD.png|25px]] 4 Wood&amp;lt;br&amp;gt;[[File:YIELD TRAINING.png|25px]] 2 Training&lt;br /&gt;
| [[File:TECH LATEEN SAIL.png|25px]] Lateen Sail&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Nation units ==&lt;br /&gt;
Each Nation has access to two unique units, which do not require any technology. The first unit requires a [[File:IMPROVEMENT GARRISON 2.png|25px]] Stronghold improvement in the City and the second one, which the first unit is upgradable to, requires a [[File:IMPROVEMENT GARRISON 2.png|25px]] Citadel improvement in the City.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Type !! Strength !! Movement !! Vision !! Range !! Cost !! Consumes !! Notes !! Nation&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT BATTERING RAM.png|70px]] Battering Ram&lt;br /&gt;
| Melee Siege&lt;br /&gt;
| 6&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 120 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 100 Wood&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 50 Iron&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 1 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 2 Wood&lt;br /&gt;
| &lt;br /&gt;
* Starts with Assault&lt;br /&gt;
| rowspan=2 | Assyria&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT SIEGE TOWER.png|70px]] Siege Tower&lt;br /&gt;
| Melee Siege&lt;br /&gt;
| 8&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 160 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 100 Wood&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 100 Iron&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 2 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 4 Wood&lt;br /&gt;
| &lt;br /&gt;
* Starts with Assault&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT AKKADIAN ARCHER.png|70px]] Akkadian Archer&lt;br /&gt;
| Ranged Infantry&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 120 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 150 Wood&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 1 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 2 Wood&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 1 Food&lt;br /&gt;
| &lt;br /&gt;
* Starts with Splash I&lt;br /&gt;
* Has ZOC&lt;br /&gt;
| rowspan=2 | Babylonia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT CIMMERIAN ARCHER.png|70px]] Cimmerian Archer&lt;br /&gt;
| Ranged Infantry&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 160 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 200 Wood&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 2 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 4 Wood&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 1 Food&lt;br /&gt;
| &lt;br /&gt;
* Starts with Splash I&lt;br /&gt;
* Has ZOC&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT AFRICAN ELEPHANT.png|70px]] African Elephant&lt;br /&gt;
| Melee Mounted Elephant&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 120 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 100 Food&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 1 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 4 Food&lt;br /&gt;
| &lt;br /&gt;
* Starts with Panic&lt;br /&gt;
* Starts with Rout&lt;br /&gt;
| rowspan=2 | Carthage&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT TURRETED ELEPHANT.png|70px]] Turreted Elephant&lt;br /&gt;
| Melee Mounted Elephant&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 160 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 100 Wood&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 100 Food&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 2 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 6 Food&lt;br /&gt;
| &lt;br /&gt;
* Starts with Panic&lt;br /&gt;
* Starts with Rout&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT LIGHT CHARIOT.png|70px]] Light Chariot&lt;br /&gt;
| Ranged Mounted Horse&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 120 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 100 Food&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 1 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 4 Food&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
| rowspan=2 | Carthage&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT KUSHITE CAVALRY.png|70px]] Kushite Cavalry&lt;br /&gt;
| Ranged Mounted Horse&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 160 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 100 Wood&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 100 Food&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 2 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 6 Food&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT HOPLITE.png|70px]] Hoplite&lt;br /&gt;
| Melee Infantry Polearm&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 120 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 100 Iron&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 1 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 2 Iron&lt;br /&gt;
| &lt;br /&gt;
* Starts with Formation&lt;br /&gt;
* Starts with Anti-Mounted II&lt;br /&gt;
* Starts with Pierce I&lt;br /&gt;
* Has ZOC&lt;br /&gt;
| rowspan=2 | Greece&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT PHALANGITE.png|70px]] Phalangite&lt;br /&gt;
| Melee Infantry Polearm&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 160 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 100 Wood&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 100 Iron&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 2 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 4 Iron&lt;br /&gt;
| &lt;br /&gt;
* Starts with Formation&lt;br /&gt;
* Starts with Anti-Mounted II&lt;br /&gt;
* Starts with Pierce I&lt;br /&gt;
* Has ZOC&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT HEAVY CHARIOT.png|70px]] Heavy Chariot&lt;br /&gt;
| Melee Mounted Horse&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 120 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 50 Wood&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 100 Food&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 1 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 4 Food&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
* Starts with Circle&lt;br /&gt;
* Starts with Rout&lt;br /&gt;
| rowspan=2 | Hatti&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT THREE MEN CHARIOT.png|70px]] Three Man Chariot&lt;br /&gt;
| Melee Mounted Horse&lt;br /&gt;
| 8&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 160 Training&amp;lt;br&amp;gt;[[File:YIELD WOOD.png|25px]] 100 Wood&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 100 Food&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 2 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 6 Food&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
* Starts with Circle&lt;br /&gt;
* Starts with Rout&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT PALTON CAVALRY.png|70px]] Palton Cavalry&lt;br /&gt;
| Ranged Mounted Horse&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 120 Training&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 100 Iron&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 50 Food&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 1 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 2 Iron&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
* Starts with Rout&lt;br /&gt;
| rowspan=2 | Persia&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT CATAPHRACT ARCHER.png|70px]] Cataphract Archer&lt;br /&gt;
| Ranged Mounted Horse&lt;br /&gt;
| 8&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 160 Training&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 100 Iron&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 100 Food&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 2 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 4 Iron&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
* Starts with Rout&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT HASTATUS.png|70px]] Hastatus&lt;br /&gt;
| Melee Infantry&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 120 Training&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 150 Iron&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 1 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 2 Iron&lt;br /&gt;
| &lt;br /&gt;
* Has ZOC&lt;br /&gt;
* Can Fortify&lt;br /&gt;
* Can Testudo&lt;br /&gt;
* Starts with Centurion&lt;br /&gt;
| rowspan=2 | Rome&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT LEGIONARY.png|70px]] Legionary&lt;br /&gt;
| Melee Infantry&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 160 Training&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 200 Iron&lt;br /&gt;
| [[File:YIELD TRAINING.png|25px]] 2 Training&amp;lt;br&amp;gt;[[File:YIELD FOOD.png|25px]] 1 Food&amp;lt;br&amp;gt;[[File:YIELD IRON.png|25px]] 4 Iron&lt;br /&gt;
| &lt;br /&gt;
* Has ZOC&lt;br /&gt;
* Can Fortify&lt;br /&gt;
* Can Testudo&lt;br /&gt;
* Starts with Centurion&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tribal units ==&lt;br /&gt;
Tribal units can only be recruited by Tribes. They have the following characteristics:&lt;br /&gt;
* Cannot be promoted or earn XP.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;-2&#039;&#039;&#039;&amp;lt;/span&amp;gt; Fatigue Limit.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Type !! Strength !! Movement !! Vision !! Range !! Notes !! Tribes&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT MARAUDER.png|70px]] Marauder&lt;br /&gt;
| Melee Infantry&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Has ZOC&lt;br /&gt;
| Barbarians&amp;lt;br&amp;gt;Danes&amp;lt;br&amp;gt;Gauls&amp;lt;br&amp;gt;Thracians&amp;lt;br&amp;gt;Vandals&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT SKIRMISHER.png|70px]] Skirmisher&lt;br /&gt;
| Ranged Infantry&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
* Has ZOC&lt;br /&gt;
| Barbarians&amp;lt;br&amp;gt;Danes&amp;lt;br&amp;gt;Gauls&amp;lt;br&amp;gt;Thracians&amp;lt;br&amp;gt;Vandals&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT ELITE MARAUDER.png|70px]] Elite Marauder&lt;br /&gt;
| Melee Infantry&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Has ZOC&lt;br /&gt;
| Barbarians&amp;lt;br&amp;gt;Danes&amp;lt;br&amp;gt;Gauls&amp;lt;br&amp;gt;Thracians&amp;lt;br&amp;gt;Vandals&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT ELITE SKIRMISHER.png|70px]] Elite Skirmisher&lt;br /&gt;
| Ranged Infantry&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
* Has ZOC&lt;br /&gt;
| Barbarians&amp;lt;br&amp;gt;Danes&amp;lt;br&amp;gt;Gauls&amp;lt;br&amp;gt;Thracians&amp;lt;br&amp;gt;Vandals&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT JAVELINEER.png|70px]] Javelineer&lt;br /&gt;
| Ranged Infantry&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
* Has ZOC&lt;br /&gt;
| Danes&amp;lt;br&amp;gt;Gauls&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT ELITE JAVELINEER.png|70px]] Elite Javelineer&lt;br /&gt;
| Ranged Infantry&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
* Has ZOC&lt;br /&gt;
| Danes&amp;lt;br&amp;gt;Gauls&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT WARLORD.png|70px]] Warlord&lt;br /&gt;
| Melee Infantry&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Has ZOC&lt;br /&gt;
| Thracians&amp;lt;br&amp;gt;Vandals&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT ELITE WARLORD.png|70px]] Elite Warlord&lt;br /&gt;
| Melee Infantry&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Has ZOC&lt;br /&gt;
| Thracians&amp;lt;br&amp;gt;Vandals&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT NOMAD MARAUDER.png|70px]] Nomad Marauder&lt;br /&gt;
| Melee Mounted&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
| Numidians&amp;lt;br&amp;gt;Scythians&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT NOMAD SKIRMISHER.png|70px]] Nomad Skirmisher&lt;br /&gt;
| Ranged Mounted&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
| Numidians&amp;lt;br&amp;gt;Scythians&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT NOMAD WARLORD.png|70px]] Nomad Warlord&lt;br /&gt;
| Melee Mounted&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
| Numidians&amp;lt;br&amp;gt;Scythians&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT ELITE NOMAD MARAUDER.png|70px]] Elite Nomad Marauder&lt;br /&gt;
| Melee Mounted&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
| Numidians&amp;lt;br&amp;gt;Scythians&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT ELITE NOMAD SKIRMISHER.png|70px]] Elite Nomad Skirmisher&lt;br /&gt;
| Ranged Mounted&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
| Numidians&amp;lt;br&amp;gt;Scythians&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT ELITE NOMAD WARLORD.png|70px]] Nomad Elite Warlord&lt;br /&gt;
| Melee Mounted&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 0&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
| Numidians&amp;lt;br&amp;gt;Scythians&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT LIBYAN CAVALRY.png|70px]] Libyan Cavalry&lt;br /&gt;
| Ranged Mounted&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
* +25% Strength From Sand&lt;br /&gt;
| Numidians&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT ELITE LIBYAN CAVALRY.png|70px]] Elite Libyan Cavalry&lt;br /&gt;
| Ranged Mounted&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
* +25% Strength From Sand&lt;br /&gt;
| Numidians&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT AMAZON CAVALRY.png|70px]] Amazon Cavalry&lt;br /&gt;
| Ranged Mounted&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
* +10% Strength vs Ranged Units&lt;br /&gt;
| Scythians&lt;br /&gt;
|-&lt;br /&gt;
| [[File:UNIT ELITE AMAZON CAVALRY.png|70px]] Elite Amazon Cavalry&lt;br /&gt;
| Ranged Mounted&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
* Ignores ZOC&lt;br /&gt;
* +10% Strength vs Ranged Units&lt;br /&gt;
| Scythians&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kami-sama</name></author>
	</entry>
</feed>