Nations: Difference between revisions
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== Player nations == | == Player nations == | ||
There are | There are thirteen major Nations present in Old World, seven in the base game, and six added with various DLCs. The additions are: The Hatti (Heroes of the Aegean), Kush (Pharaohs of the Nile), Aksum (Wrath of Gods), Maurya, Tamilakam, and the Yuezhi (Empires of the Indus). 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. | ||
{| class="wikitable" | {| class="wikitable" | ||
! Civilization !! Default Leader !! Leader Traits !! Leader Archetype !! Bonuses !! Starting Techs !! Shrines !! Unique Units !! Families | ! Civilization !! Default Leader !! Leader Traits !! Leader Archetype !! Bonuses !! Starting Techs !! Shrines !! Unique Units !! Families | ||
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| [[File:TECH ADMINISTRATION.png|25px]] Administration<br>[[File:TECH LABOR FORCE.png|25px]] Labor Force<br>[[File:TECH TRAPPING.png|25px]] Trapping | | [[File:TECH ADMINISTRATION.png|25px]] Administration<br>[[File:TECH LABOR FORCE.png|25px]] Labor Force<br>[[File:TECH TRAPPING.png|25px]] Trapping | ||
| [[File:IMPROVEMENT SHRINE LOVE.png|25px]] Astar<br>[[File:IMPROVEMENT SHRINE WAR.png|25px]] Mahrem<br>[[File:IMPROVEMENT SHRINE WATER.png|25px]] Beher<br>[[File:IMPROVEMENT SHRINE FIRE.png|25px]] Medor<br>Stele (Grand Stele, Legendary Stele) | | [[File:IMPROVEMENT SHRINE LOVE.png|25px]] Astar<br>[[File:IMPROVEMENT SHRINE WAR.png|25px]] Mahrem<br>[[File:IMPROVEMENT SHRINE WATER.png|25px]] Beher<br>[[File:IMPROVEMENT SHRINE FIRE.png|25px]] Medor<br>Stele (Grand Stele, Legendary Stele) | ||
| [[File:UNIT D'MT WARRIOR.png|25px]] D'mt Warrior<br>[[File:UNIT SHOTELAI.png|25px]] Shotelai | | [[File:UNIT D'MT WARRIOR.png|25px]] D'mt Warrior<br> | ||
[[File:UNIT SHOTELAI.png|25px]] Shotelai | |||
| Agaw (Champions)<br>Agazi (Traders)<br>Tigrayan (Clerics)<br>Barya (Patrons) | | Agaw (Champions)<br>Agazi (Traders)<br>Tigrayan (Clerics)<br>Barya (Patrons) | ||
|- | |- | ||
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| [[File:UNIT MEDJAY ARCHER.png|25px]] Medjay Archer<br>[[File:UNIT BEJA ARCHER.png|25px]] Beja Archer | | [[File:UNIT MEDJAY ARCHER.png|25px]] Medjay Archer<br>[[File:UNIT BEJA ARCHER.png|25px]] Beja Archer | ||
| Yam (Hunters)<br>Irtjet (Artisans)<br>Wawat (Traders)<br>Setju (Landowners) | | Yam (Hunters)<br>Irtjet (Artisans)<br>Wawat (Traders)<br>Setju (Landowners) | ||
|- | |||
| '''[[Maurya]]''' | |||
| Ashoka | |||
| Compassionate | |||
| [[File:TRAIT TACTICIAN.png|25px]] Tactician | |||
| | |||
* Unlocks Found Buddhism | |||
* -50% [[File:YIELD CIVICS.png|25px]] and [[File:YIELD TRAINING.png|25px]] Mission Costs | |||
| [[File:TECH IRONWORKING.png|25px]] Ironworking<br>[[File:TECH STONECUTTING.png|25px]] Stonecutting<br>[[File:TECH ADMINISTRATION.png|25px]] Administration | |||
| [[File:IMPROVEMENT SHRINE KINGSHIP.png|25px]] Yama<br>[[File:IMPROVEMENT SHRINE HEALING.png|25px]] Nasatya<br>[[File:IMPROVEMENT SHRINE WISDOM.png|25px]] Indra<br>[[File:IMPROVEMENT SHRINE SUN.png|25px]] Surya | |||
| [[File:UNIT ASSAULT ELEPHANT.png|25px]] Assault Elephant<br>[[File:ARMORED ELEPHANT.png|25px]] Armored Elephant | |||
| Magadha (Champions)<br>Gandhara (Hunters)<br>Kamboja (Riders)<br>Avanti (Sages)<br>Vatsa (Patrons)<br>Kosala (Statesmen) | |||
|- | |- | ||
| '''[[Persia]]''' | | '''[[Persia]]''' | ||
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| [[File:UNIT HASTATUS.png|25px]] Hastatus<br>[[File:UNIT LEGIONARY.png|25px]] Legionary | | [[File:UNIT HASTATUS.png|25px]] Hastatus<br>[[File:UNIT LEGIONARY.png|25px]] Legionary | ||
| Claudius (Landowners)<br>Fabius (Champions)<br>Julius (Statesmen)<br>Valerius (Patrons) | | Claudius (Landowners)<br>Fabius (Champions)<br>Julius (Statesmen)<br>Valerius (Patrons) | ||
|- | |- | ||
| [[File: | | '''[[Tamilakam]]''' | ||
* | | Karikala | ||
* [[File: | | Intelligent | ||
| [[File: | | [[File:TRAIT ORATOR.png|25px]] Orator | ||
| | |||
* On Start: Gain Wootz Steel | |||
Coalition Effects | |||
| [[File: | * Pandya Supremacy | ||
* Chola Supremacy | |||
* Chera Supremacy | |||
| [[File:TECH DIVINATION.png|25px]] Divination<br>[[File:TECH TRAPPING.png|25px]] Trapping<br>[[File:TECH IRONWORKING.png|25px]] Ironworking | |||
| [[File:IMPROVEMENT SHRINE WISDOM.png|25px]] Mayon<br>[[File:IMPROVEMENT SHRINE LOVE.png|25px]] Tirumal<br>[[File:IMPROVEMENT SHRINE FIRE.png|25px]] Murugan<br>[[File:IMPROVEMENT SHRINE WATER.png|25px]] Varuna | |||
| [[File:UNIT JAVELIN ELEPHANT.png|25px]] Javelin Elephant<br>[[File:UNIT ELEPHANT ARCHER.png|25px]] Elephant Archer | |||
| Pandya (Traders)<br>Chola (Artisans)<br>Chera (Landowners) | |||
|- | |- | ||
| | | '''[[Yuezhi]]''' | ||
| Kujula | |||
| Bold | |||
| [[File:TRAIT SCHEMER.png|25px]] Schemer | |||
| | | | ||
* Unlocks Mission: Vassalize Tribe | |||
* New Cities: Add [[File:RESOURCE HORSE.png|25px]]Horses | |||
| [[File: | * [Allied Tribe Units] +1 Fatigue | ||
| | | [[File:TECH MILITARY DRILL.png|25px]] Military Drill<br>[[File:TECH HUSBANDRY.png|25px]] Husbandry<br> | ||
| [[File:IMPROVEMENT SHRINE WAR.png|25px]] Orlagno<br>[[File:IMPROVEMENT SHRINE UNDERWORLD.png|25px]] Oesho<br>[[File:IMPROVEMENT SHRINE HUNTING.png|25px]] Nana | |||
* | [[File:IMPROVEMENT SHRINE HEARTH.png|25px]] Ardaksho<br> | ||
* | | [[File:UNIT STEPPE RIDER.png|25px]] Steppe Rider<br>[[File:UNIT KUSHAN CAVALRY.png|25px]] Kushan Cavalry<br>[[File:UNIT KUSHAN WARLORD.png|25px]] Kushan Warlord<br> | ||
| Xiumi (Riders)<br>Shuangmi (Champions)<br>Xidun (Clerics)<br>Dumi (Traders) | |||
* [ | |||
| [[File:TECH | |||
|} | |} | ||
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|} | |} | ||
==Families == | == Families == | ||
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'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. | 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'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. | ||
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* [[File:IMPROVEMENT MINE.png|25px]] +20% Mine Yield | * [[File:IMPROVEMENT MINE.png|25px]] +20% Mine Yield | ||
* [[File:IMPROVEMENT LUMBERMILL.png|25px]] +20% Lumbermill Yield | * [[File:IMPROVEMENT LUMBERMILL.png|25px]] +20% Lumbermill Yield | ||
* New Siege and Ship Units | * New Siege and Ship Units are built for 25% less resources | ||
| -2 Turns Urban Improvement Build Time | | -2 Turns Urban Improvement Build Time | ||
| [[File:UNIT WORKER.png|25px]] Worker | | [[File:UNIT WORKER.png|25px]] Worker | ||
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| [[File:RESOURCE DYE.png|25px]] Dyes<br>[[File:RESOURCE GEM.png|25px]] Gems | | [[File:RESOURCE DYE.png|25px]] Dyes<br>[[File:RESOURCE GEM.png|25px]] Gems | ||
| | | | ||
* <span style="color:green;">'''+ | * <span style="color:green;">'''+20'''</span> [[File:LAW GUILDS.png|25px]] Guilds law | ||
* <span style="color:green;">'''+10'''</span> per [[File:IMPROVEMENT AMPHITHEATER.png|25px]] Amphitheater improvement | * <span style="color:green;">'''+10'''</span> per [[File:IMPROVEMENT AMPHITHEATER.png|25px]] Amphitheater improvement | ||
* <span style="color:green;">'''+10'''</span> per Artist character you have | |||
* <span style="color:green;">'''+20'''</span> Luxuries | * <span style="color:green;">'''+20'''</span> Luxuries | ||
* <span style="color:red;">'''-20'''</span> Pillaged Improvements Inside Territory | * <span style="color:red;">'''-20'''</span> Pillaged Improvements Inside Territory | ||
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* [[File:TERRAIN SAND.png|25px]] Sand terrain can support Urban Improvements | * [[File:TERRAIN SAND.png|25px]] Sand terrain can support Urban Improvements | ||
* +100 Monastery and Temple Yield | * +100 Monastery and Temple Yield | ||
| -50% Disciple Units Production Time | | * -50% Disciple Units Production Time (State Religion only) and can build Disciples of any religion (no Religious presence required) | ||
| | | Divine Rule law for free, on founding the Family Seat | ||
| [[File:TRAIT ZEALOT.png|25px]] Zealot (x10)<br>[[File:TRAIT COMMANDER.png|25px]] Commander (x5)<br>[[File:TRAIT SCHOLAR.png|25px]] Scholar (x5) | | [[File:TRAIT ZEALOT.png|25px]] Zealot (x10)<br>[[File:TRAIT COMMANDER.png|25px]] Commander (x5)<br>[[File:TRAIT SCHOLAR.png|25px]] Scholar (x5) | ||
| [[File:RESOURCE INCENSE.png|25px]] Incense<br>[[File:RESOURCE LAVENDER.png|25px]] Lavender | | [[File:RESOURCE INCENSE.png|25px]] Incense<br>[[File:RESOURCE LAVENDER.png|25px]] Lavender | ||
| | | | ||
* <span style="color:green;">'''+ | * <span style="color:green;">'''+20'''</span> [[File:LAW DIVINE RULE.png|25px]] Divine Rule law | ||
* <span style="color:green;">'''+ | * <span style="color:green;">'''+20'''</span> per Cathedral improvement | ||
* <span style="color:green;">'''+20'''</span> per Holy City | * <span style="color:green;">'''+20'''</span> per Holy City | ||
* <span style="color:red;">'''-20'''</span> per City without Religion | * <span style="color:red;">'''-20'''</span> per City without Religion | ||
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* <span style="color:green;">'''+5'''</span> per [[File:IMPROVEMENT RANGE.png|25px]] Range improvement | * <span style="color:green;">'''+5'''</span> per [[File:IMPROVEMENT RANGE.png|25px]] Range improvement | ||
* <span style="color:green;">'''+20'''</span> per Defended City | * <span style="color:green;">'''+20'''</span> per Defended City | ||
* <span style="color:red;">'''-20'''</span> Hostile | * <span style="color:red;">'''-20'''</span> Hostile Units in Territory(does not count barbarian raiders) | ||
|- | |- | ||
| '''Landowners''' | | '''Landowners''' | ||
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| | | | ||
* [[File:YIELD CIVICS.png|25px]] +2 Civics per year | * [[File:YIELD CIVICS.png|25px]] +2 Civics per year | ||
* [[File:YIELD CULTURE.png|25px]] + | * [[File:YIELD CULTURE.png|25px]] +25% culture per presioucs resource in the Family Seat | ||
* [[File:RESOURCE LITERATURE.png|25px]] Creates Literature Luxury | * [[File:RESOURCE LITERATURE.png|25px]] Creates Literature Luxury | ||
| [[File:YIELD HAPPINESS.png|25px]] + | | [[File:YIELD HAPPINESS.png|25px]] +2 Happiness Level per Culture Event | ||
| Court Minister | | Court Minister | ||
| [[File:TRAIT ORATOR.png|25px]] Orator (x10)<br>[[File:TRAIT BUILDER.png|25px]] Builder (x5)<br>[[File:TRAIT SCHOLAR.png|25px]] Scholar (x5) | | [[File:TRAIT ORATOR.png|25px]] Orator (x10)<br>[[File:TRAIT BUILDER.png|25px]] Builder (x5)<br>[[File:TRAIT SCHOLAR.png|25px]] Scholar (x5) | ||
| [[File:RESOURCE GEM.png|25px]] Gems<br>[[File:RESOURCE INCENSE.png|25px]] Incense | | [[File:RESOURCE GEM.png|25px]] Gems<br>[[File:RESOURCE INCENSE.png|25px]] Incense | ||
| | | | ||
* <span style="color:green;">'''+ | * <span style="color:green;">'''+20'''</span> [[File:LAW CALLIGRAPHY.png|25px]] Calligraphy law | ||
* <span style="color:green;">'''+20'''</span> per [[File:IMPROVEMENT HEATED BATHS.png|25px]] Heated Baths improvement | * <span style="color:green;">'''+20'''</span> per [[File:IMPROVEMENT HEATED BATHS.png|25px]] Heated Baths improvement | ||
* <span style="color:green;">'''+10'''</span> per [[File:CHAR FILTER GOVERNOR.png|25px]] Governor | * <span style="color:green;">'''+10'''</span> per [[File:CHAR FILTER GOVERNOR.png|25px]] Governor | ||
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* [[File:City Connected.png|25px]] Always Connected | * [[File:City Connected.png|25px]] Always Connected | ||
* New Mounted Units start with Saddleborn | * New Mounted Units start with Saddleborn | ||
| | | Riders cities get a special project that allows them to import one of their choices: Horses, Elephants, or Camels. This selection may be made for each Riders city, allowing that city to build units requiring the selected resource even if otherwise unavailable. | ||
| [[File:UNIT SCOUT.png|25px]] Scout | | [[File:UNIT SCOUT.png|25px]] Scout | ||
| [[File:TRAIT ZEALOT.png|25px]] Zealot (x10)<br>[[File:TRAIT HERO.png|25px]] Hero (x5)<br>[[File:TRAIT TACTICIAN.png|25px]] Tactician (x5) | | [[File:TRAIT ZEALOT.png|25px]] Zealot (x10)<br>[[File:TRAIT HERO.png|25px]] Hero (x5)<br>[[File:TRAIT TACTICIAN.png|25px]] Tactician (x5) | ||
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* [[File:YIELD CIVICS.png|25px]] +2 Civics per year | * [[File:YIELD CIVICS.png|25px]] +2 Civics per year | ||
* [[File:YIELD SCIENCE.png|25px]] +1 Science per year per Specialist | * [[File:YIELD SCIENCE.png|25px]] +1 Science per year per Specialist | ||
| Random Technology | | Random Technology | ||
| [[File:PROJECT ARCHIVE 1.png|25px]] Archive I | |||
| [[File:TRAIT SCHOLAR.png|25px]] Scholar (x10)<br>[[File:TRAIT DIPLOMAT.png|25px]] Diplomat (x5)<br>[[File:TRAIT JUDGE.png|25px]] Judge (x5) | | [[File:TRAIT SCHOLAR.png|25px]] Scholar (x10)<br>[[File:TRAIT DIPLOMAT.png|25px]] Diplomat (x5)<br>[[File:TRAIT JUDGE.png|25px]] Judge (x5) | ||
| [[File:RESOURCE LAVENDER.png|25px]] Lavender<br>[[File:RESOURCE SALT.png|25px]] Salt | | [[File:RESOURCE LAVENDER.png|25px]] Lavender<br>[[File:RESOURCE SALT.png|25px]] Salt | ||
| | | | ||
* <span style="color:green;">'''+ | * <span style="color:green;">'''+20'''</span> [[File:LAW PHILOSOPHY.png|25px]] Philosophy law | ||
* <span style="color:green;">'''+20'''</span> per [[File:IMPROVEMENT UNIVERSITY.png|25px]] University improvement | * <span style="color:green;">'''+20'''</span> per [[File:IMPROVEMENT UNIVERSITY.png|25px]] University improvement | ||
* <span style="color:green;">'''+40'''</span> Most Specialists | * <span style="color:green;">'''+40'''</span> Most Specialists | ||
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* [[File:YIELD ORDERS.png|25px]] +1 Orders per year | * [[File:YIELD ORDERS.png|25px]] +1 Orders per year | ||
* [[File:YIELD CIVICS.png|25px]] +1 Civics per year per Family Opinion Level | * [[File:YIELD CIVICS.png|25px]] +1 Civics per year per Family Opinion Level | ||
* Specialists cost 25% less goods to train | |||
| [[File:PROJECT DECREE 1.png|25px]] Enables the Decree projects | | [[File:PROJECT DECREE 1.png|25px]] Enables the Decree projects | ||
| [[File:YIELD CIVICS.png|25px]] 400 Civics | | [[File:YIELD CIVICS.png|25px]] 400 Civics | ||
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| [[File:RESOURCE PEARL.png|25px]] Pearls<br>[[File:RESOURCE WINE.png|25px]] Wine | | [[File:RESOURCE PEARL.png|25px]] Pearls<br>[[File:RESOURCE WINE.png|25px]] Wine | ||
| | | | ||
* <span style="color:green;">'''+ | * <span style="color:green;">'''+20'''</span> [[File:LAW CONSTITUTION.png|25px]] Constitution law | ||
* <span style="color:green;">'''+20'''</span> per [[File:IMPROVEMENT PALACE.png|25px]] Palace improvement | * <span style="color:green;">'''+20'''</span> per [[File:IMPROVEMENT PALACE.png|25px]] Palace improvement | ||
* <span style="color:red;">'''-20'''</span> No Spouse | * <span style="color:red;">'''-20'''</span> No Spouse | ||
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| | | | ||
* [[File:IMPROVEMENT NETS.png|25px]] +100% Nets Yield | * [[File:IMPROVEMENT NETS.png|25px]] +100% Nets Yield | ||
* [[File:YIELD | * [[File:YIELD MONEY.png|25px]] +6 Money per year per Specialist in Trader cities | ||
* New Worker Units start with Surveyor | * New Worker Units start with Surveyor | ||
| [[File:UNIT CARAVAN.png|25px]] Unlocks Caravan units | | [[File:UNIT CARAVAN.png|25px]] Unlocks Caravan units | ||
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* <span style="color:green;">'''+10'''</span> Connected Cities | * <span style="color:green;">'''+10'''</span> Connected Cities | ||
* <span style="color:red;">'''-20'''</span> Damaged Cities | * <span style="color:red;">'''-20'''</span> Damaged Cities | ||
|} | |} | ||
Latest revision as of 18:30, 29 September 2026
Nations are the major states that are vying for Victory in Old World.
Player nations
There are thirteen major Nations present in Old World, seven in the base game, and six added with various DLCs. The additions are: The Hatti (Heroes of the Aegean), Kush (Pharaohs of the Nile), Aksum (Wrath of Gods), Maurya, Tamilakam, and the Yuezhi (Empires of the Indus). 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.
| Civilization | Default Leader | Leader Traits | Leader Archetype | Bonuses | Starting Techs | Shrines | Unique Units | Families |
|---|---|---|---|---|---|---|---|---|
| Aksum | Kaleb | Pious |
|
Stele (Grand Stele, Legendary Stele) |
Agaw (Champions) Agazi (Traders) Tigrayan (Clerics) Barya (Patrons) | |||
| Assyria | Ashurbanipal | Educated | Adasi (Patrons) Erishum (Clerics) Sargonid (Champions) Tudiya (Hunters) | |||||
| Babylonia | Nebuchadnezzar | Prosperous | Amorite (Sages) Chaldean (Artisans) Isin (Traders) Kassite (Hunters) | |||||
| Carthage | Dido | Cunning Engineer |
Barcid (Riders) Didonian (Statesmen) Hannoid (Traders) Magonid (Artisans) | |||||
| Egypt | Hatshepsut | Inspiring | Amarna (Clerics) Ramesside (Riders) Saite (Landowners) Thusmosid (Sages) | |||||
| Greece | Philip | Bold | Alcmaeonid (Sages) Argead (Champions) Cypselid (Artisans) Seleucid (Patrons) | |||||
| Hatti | Hattusili | Warlike | Hattusan (Traders) Kussaran (Riders) Nenassan (Landowners) Zalpuwan (Patrons) | |||||
| Kush | Amanirenas | Swift |
|
Kushite Pyramids |
Yam (Hunters) Irtjet (Artisans) Wawat (Traders) Setju (Landowners) | |||
| Maurya | Ashoka | Compassionate | File:UNIT ASSAULT ELEPHANT.png Assault Elephant File:ARMORED ELEPHANT.png Armored Elephant |
Magadha (Champions) Gandhara (Hunters) Kamboja (Riders) Avanti (Sages) Vatsa (Patrons) Kosala (Statesmen) | ||||
| Persia | Cyrus | Tough | Achaemenid (Statesmen) Arsacid (Clerics) Mihranid (Hunters) Sasanid (Riders) | |||||
| Rome | Romulus | Ruthless | Claudius (Landowners) Fabius (Champions) Julius (Statesmen) Valerius (Patrons) | |||||
| Tamilakam | Karikala | Intelligent |
Coalition Effects
|
File:UNIT JAVELIN ELEPHANT.png Javelin Elephant File:UNIT ELEPHANT ARCHER.png Elephant Archer |
Pandya (Traders) Chola (Artisans) Chera (Landowners) | |||
| Yuezhi | Kujula | Bold | File:UNIT STEPPE RIDER.png Steppe Rider File:UNIT KUSHAN CAVALRY.png Kushan Cavalry File:UNIT KUSHAN WARLORD.png Kushan Warlord |
Xiumi (Riders) Shuangmi (Champions) Xidun (Clerics) Dumi (Traders) |
Succession
Once a Nation Leader dies, its Heir becomes the new Nation Leader. If the Nation doesn'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
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
Civics, and the cost increases by 50 for each subsequent change.
Families
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'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.
Each Family will have two preferred luxury resources. Each one of their cities that doesn't have the luxury resource will decrease the Family's Opinion by 10. In addition, if a Family has fewer cities than the other Families it will suffer an Opinion penalty.



