Nations: Difference between revisions

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== Player nations ==
== Player nations ==
There are ten major Nations present in Old World, seven in the base game, and three added with various DLCs.  The most recent additions are:  The Hatti, being present if the Heroes of the Aegean DLC is installed, Aksum, present if the Wrath of Gods DLC is installed, and the nation of Kush, present if the Pharaohs of the Nile 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.
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)
|}
== Laws ==
[[File:Laws screen.png|thumb|300px|The Laws tab]]
Laws provide a permanent bonus to a Nation. They come in two mutually-exclusive groups and five levels of penalties. The Laws button will glow when there is a group without any active law and enough [[File:YIELD CIVICS.png|25px]] Civics to pass it.
=== No Upkeep Laws ===
No Upkeep Laws cost 250 [[File:YIELD CIVICS.png|25px]] Civics to pass and have no yearly costs.
{| class="wikitable sortable"
! Law 1 !! Law 2 !! Required technology
|-
|-
| [[File:LAW EPICS.png|40px]] Epics
| '''[[Tamilakam]]'''
* <span style="color:green;">'''+20'''</span> Hero Opinion
| Karikala
* [[File:YIELD CULTURE.png|25px]] <span style="color:green;">'''+10'''</span> Culture per killed Military Unit in nearest City
| Intelligent
| [[File:LAW EXPLORATION.png|40px]] Exploration
| [[File:TRAIT ORATOR.png|25px]] Orator
* <span style="color:green;">'''+20'''</span> Hunters Opinion
|
* Movement Bonus along Neutral River
* On Start: Gain Wootz Steel
* Scouts move on Water
Coalition Effects
| [[File:TECH RHETORIC.png|25px]] Rhetoric
* 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)
|-
|-
| [[File:LAW SLAVERY.png|40px]] Slavery
| '''[[Yuezhi]]'''
* <span style="color:green;">'''+20'''</span> Builder Opinion
| Kujula
* [[File:YIELD IRON.png|35px]] <span style="color:green;">'''+4'''</span> Iron per year [All Cities]
| Bold
* [[File:YIELD STONE.png|35px]] <span style="color:green;">'''+4'''</span> Stone per year [All Cities]
| [[File:TRAIT SCHEMER.png|25px]] Schemer
| [[File:LAW FREEDOM.png|40px]] Freedom
|  
* [[File:YIELD GROWTH.png|25px]] <span style="color:green;">'''+20%'''</span> Growth per year [All Cities]
* Unlocks Mission: Vassalize Tribe
* <span style="color:red;">'''-5%'''</span> Rebels Chance [All Cities]
* New Cities: Add [[File:RESOURCE HORSE.png|25px]]Horses
| [[File:TECH LABOR FORCE.png|25px]] Labor Force
* [Allied Tribe Units] +1 Fatigue
|-
| [[File:TECH MILITARY DRILL.png|25px]] Military Drill<br>[[File:TECH HUSBANDRY.png|25px]] Husbandry<br>
| [[File:LAW CENTRALIZATION.png|40px]] Centralization
| [[File:IMPROVEMENT SHRINE WAR.png|25px]] Orlagno<br>[[File:IMPROVEMENT SHRINE UNDERWORLD.png|25px]] Oesho<br>[[File:IMPROVEMENT SHRINE HUNTING.png|25px]] Nana
* <span style="color:green;">'''+20'''</span> Legalism Opinion
[[File:IMPROVEMENT SHRINE HEARTH.png|25px]] Ardaksho<br>
* [[File:IMPROVEMENT MINE.png|25px]] Farms can be constructed on Marsh terrain
| [[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>
* [[File:YIELD SCIENCE.png|25px]] <span style="color:green;">'''+2'''</span> Science per year per Culture Level [Capital City]
| Xiumi (Riders)<br>Shuangmi (Champions)<br>Xidun (Clerics)<br>Dumi (Traders)
| [[File:LAW VASSALAGE.png|40px]] Vassalage
* <span style="color:green;">'''+20'''</span> Riders Opinion
* -50% Unit Consumption
* No extra Unit Consumption when Outside Borders
| [[File:TECH ARISTOCRACY.png|25px]] Aristocracy
|}
 
=== Low Upkeep Laws ===
Low Upkeep Laws cost 400 [[File:YIELD CIVICS.png|25px]] Civics to pass and have low yearly costs.
{| class="wikitable sortable"
! Law 1 !! Law 2 !! Required technology
|-
| [[File:LAW TYRANNY.png|40px]] Tyranny
* <span style="color:green;">'''+20'''</span> Orator Opinion
* [[File:YIELD TRAINING.png|25px]] <span style="color:green;">'''+20'''</span> Training per year
* [[File:YIELD MONEY.png|25px]] <span style="color:green;">'''+10'''</span> Money per year per Military Unit in Territory [All Cities]
* [[File:YIELD CIVICS.png|25px]] <span style="color:red;">'''Low'''</span> Civics per year
| [[File:LAW CONSTITUTION.png|40px]] Constitution
* <span style="color:green;">'''+20'''</span> Statesman Opinion
* [[File:PROJECT DECREE 1.png|25px]] Enables the Decree projects [Capital City]
* [[File:YIELD SCIENCE.png|25px]] <span style="color:green;">'''+1'''</span> Science per year per Urban Specialist [All Cities]
* [[File:YIELD TRAINING.png|25px]] <span style="color:red;">'''Low'''</span> Training per year
| [[File:TECH SOVEREIGNTY.png|25px]] Sovereignty
|-
| [[File:LAW COLONIES.png|40px]] Colonies
* <span style="color:green;">'''+20'''</span> Diplomat Opinion
* [[File:BUY TILE.png|25px]] Enables the Buy Tile action
* [[File:YIELD MONEY.png|25px]] <span style="color:red;">'''Low'''</span> Training per year
| [[File:LAW SERFDOM.png|40px]] Serfdom
* <span style="color:green;">'''+20'''</span> Landowners Opinion
* [[File:YIELD ORDERS.png|25px]] <span style="color:green;">'''+5'''</span> Orders per year
* [[File:YIELD DISCONTENT.png|25px]] <span style="color:red;">'''+1'''</span> Discontent per year [All Cities]
* [[File:YIELD TRAINING.png|25px]] <span style="color:red;">'''Low'''</span> Money per year
| [[File:TECH NAVIGATION.png|25px]] Navigation
|-
| [[File:LAW MONOTHEISM.png|40px]] Monotheism
* <span style="color:green;">'''+20'''</span> Gnosticism Opinion
* [[File:YIELD ORDERS.png|25px]] <span style="color:green;">'''+1'''</span> Orders per year [State Religion Cities]
* [[File:YIELD CIVICS.png|25px]] <span style="color:red;">'''Low'''</span> Civics per year
| [[File:LAW POLYTHEISM.png|40px]] Polytheism
* <span style="color:green;">'''+20'''</span> Mythology Opinion
* Shrines can be constructed multiple times
* [[File:YIELD MONEY.png|25px]] <span style="color:red;">'''Low'''</span> Money per year
| [[File:TECH MONASTICISM.png|25px]] Monasticism
|}
 
=== Medium Upkeep Laws ===
Medium Upkeep Laws cost 400 [[File:YIELD CIVICS.png|25px]] Civics to pass and have medium yearly costs.
{| class="wikitable sortable"
! Law 1 !! Law 2 !! Required technology
|-
| [[File:LAW DIVINE RULE.png|40px]] Divine Rule
* <span style="color:green;">'''+20'''</span> Clerics Opinion
* [[File:MISSION ADOPT RELIGION.png|25px]] Can Adopt Pagan State Religions
* [[File:YIELD ORDERS.png|25px]] <span style="color:green;">'''+1'''</span> Orders per Pagan Religion [All Cities]
* [[File:YIELD MONEY.png|25px]] <span style="color:red;">'''Medium'''</span> Money per year
| [[File:LAW LEGAL CODE.png|40px]] Legal Code
* <span style="color:green;">'''+20'''</span> Judge Opinion
* [[File:YIELD CIVICS.png|25px]] <span style="color:green;">'''+10'''</span> Civics per year per Active Law
* [[File:YIELD ORDERS.png|25px]] <span style="color:red;">'''Medium'''</span> Orders per year
| [[File:TECH CITIZENSHIP.png|25px]] Citizenship
|-
| [[File:LAW TOLERANCE.png|40px]] Tolerance
* <span style="color:green;">'''+20'''</span> Dualism Opinion
* Can Build Non-State Religions Disciples
* [[File:YIELD HAPPINESS.png|25px]] <span style="color:green;">'''+2'''</span> Happiness per year per Non-State Religion [All Cities]
* [[File:YIELD CIVICS.png|25px]] <span style="color:red;">'''Medium'''</span> Civics per year
| [[File:LAW ORTHODOXY.png|40px]] Orthodoxy
* <span style="color:green;">'''+20'''</span> Revelation Opinion
* Disciples Can Purge World Religions
* Can Hurry Production with Orders [Stare Religion Cities]
* [[File:YIELD MONEY.png|25px]] <span style="color:red;">'''Medium'''</span> Money per year
| [[File:TECH DOCTRINE.png|25px]] Doctrine
|-
| [[File:LAW PHILOSOPHY.png|40px]] Philosophy
* <span style="color:green;">'''+40'''</span> Enlightenment Opinion
* <span style="color:green;">'''+20%'''</span> Urban Specialists Production Time [All Cities]
* [[File:YIELD SCIENCE.png|25px]] <span style="color:green;">'''+1'''</span> Science per year with Forum [All Cities]
* [[File:YIELD CIVICS.png|25px]] <span style="color:red;">'''Medium'''</span> Civics per year
| [[File:LAW ENGINEERING.png|40px]] Engineering
* <span style="color:green;">'''+40'''</span> Scholar Opinion
* <span style="color:green;">'''-25%'''</span> Wonder Costs
* [[File:City Connected.png|25px]] Roads bridge across Rivers
* [[File:YIELD MONEY.png|25px]] <span style="color:red;">'''Medium'''</span> Money per year
| [[File:TECH ARCHITECTURE.png|25px]] Architecture
|-
|}
 
=== High Upkeep Laws ===
High Upkeep Laws cost 400 [[File:YIELD CIVICS.png|25px]] Civics to pass and have high yearly costs.
{| class="wikitable sortable"
! Law 1 !! Law 2 !! Required technology
|-
| [[File:LAW PROFESSIONAL ARMY.png|40px]] Professional Army
* <span style="color:green;">'''+20'''</span> Tactician Opinion
* <span style="color:green;">'''+50%'''</span> XP from Combat
* [[File:YIELD TRAINING.png|25px]] <span style="color:green;">'''+2'''</span> Training per year with Treasury [All Cities]
* [[File:YIELD MONEY.png|25px]] <span style="color:red;">'''High'''</span> Money per year
| [[File:LAW VOLUNTEERS.png|40px]] Volunteers
* <span style="color:green;">'''+20'''</span> Champions Opinion
* Can Hurry Production with Population
* [[File:YIELD TRAINING.png|25px]] <span style="color:green;">'''+20'''</span> Training per year per War
* [[File:YIELD CIVICS.png|25px]] <span style="color:red;">'''High'''</span> Civics per year
| [[File:TECH MANOR.png|25px]] Manor
|-
| [[File:LAW ICONOGRAPHY.png|40px]] Iconography
* <span style="color:green;">'''+40'''</span> Veneration Opinion
* No Random Non-State Religion Spread [All Cities]
* [[File:YIELD TRAINING.png|25px]] <span style="color:green;">'''+2'''</span> Training per year per Monastery [All Cities]
* [[File:YIELD HAPPINESS.png|25px]] <span style="color:green;">'''+2'''</span> Happiness per year per Cathedral [All Cities]
* [[File:YIELD MONEY.png|25px]] <span style="color:green;">'''+20'''</span> Money per year per Temple [All Cities]
* [[File:YIELD MONEY.png|25px]] <span style="color:red;">'''-24'''</span> Money per year
| [[File:LAW CALLIGRAPHY.png|40px]] Calligraphy
* <span style="color:green;">'''+40'''</span> Patrons Opinion
* [[File:YIELD CULTURE.png|25px]] <span style="color:green;">'''+4'''</span> Culture per year per Library [All Cities]
* [[File:YIELD HAPPINESS.png|25px]] <span style="color:green;">'''+1'''</span> Happiness per year per Elder Specialist [All Cities]
* [[File:YIELD CIVICS.png|25px]] <span style="color:red;">'''-9'''</span> Civics per year
| [[File:TECH VAULTING.png|25px]] Vaulting
|-
| [[File:LAW PILGRIMAGE.png|40px]] Pilgrimage
* <span style="color:green;">'''+40'''</span> Redemption Opinion
* [[File:YIELD SCIENCE.png|25px]] <span style="color:green;">'''+2'''</span> Science per year per Grove [All Cities]
* [[File:YIELD MONEY.png|25px]] <span style="color:green;">'''+5'''</span> Money per year per Cities with Religion [All Cities]
* [[File:YIELD TRAINING.png|25px]] <span style="color:red;">'''-12'''</span> Training per year
| [[File:LAW HOLY WAR.png|40px]] Holy War
* <span style="color:green;">'''+40'''</span> Zealot Opinion
* <span style="color:green;">'''+1'''</span> Random Promotion for New Units [All Cities]
* Can Hurry Production of Units with Money [Stare Religion Cities]
* [[File:YIELD SCIENCE.png|25px]] <span style="color:red;">'''-3'''</span> Science per year
| [[File:TECH MARTIAL CODE.png|25px]] Martial Code
|}
 
=== Very High Upkeep Laws ===
Very High Upkeep Laws cost 400 [[File:YIELD CIVICS.png|25px]] Civics to pass and have very high yearly costs.
{| class="wikitable sortable"
! Law 1 !! Law 2 !! Required technology
|-
| [[File:LAW GUILDS.png|40px]] Guilds
* <span style="color:green;">'''+50'''</span> Artisans Opinion
* <span style="color:green;">'''-10%'''</span> Rebels Chance [All Cities]
* [[File:YIELD HAPPINESS.png|25px]] <span style="color:green;">'''+1'''</span> Happiness per year per Town [All Cities]
* [[File:YIELD MONEY.png|25px]] <span style="color:red;">'''-30'''</span> Money per year
| [[File:LAW ELITES.png|40px]] Elites
* <span style="color:green;">'''+20'''</span> Schemer Opinion
* Store 100 Orders between Years
* [[File:YIELD ORDERS.png|25px]] <span style="color:green;">'''+2'''</span> Orders per year with Legendary Culture Level [All Cities]
* [[File:YIELD TRAINING.png|25px]] <span style="color:red;">'''-15'''</span> Training per year
| [[File:TECH JURISPRUDENCE.png|25px]] Jurisprudence
|-
| [[File:LAW AUTARKY.png|40px]] Autarky
* <span style="color:green;">'''+50'''</span> Commander Opinion
* [[File:IMPROVEMENT MINE.png|25px]] <span style="color:green;">'''+20%'''</span> Mine Yield [All Cities]
* [[File:IMPROVEMENT QUARRY.png|25px]] <span style="color:green;">'''+20%'''</span> Quarry Yield [All Cities]
* [[File:IMPROVEMENT LUMBERMILL.png|25px]] <span style="color:green;">'''+20%'''</span> Lumbermill Yield [All Cities]
* Can build units that require Horses, Camels or Elephants [All Cities]
* [[File:YIELD SCIENCE.png|25px]] <span style="color:red;">'''-6'''</span> Science per year
| [[File:LAW TRADE LEAGUE.png|40px]] Trade League
* <span style="color:green;">'''+20'''</span> Traders Opinion
* [[File:PROJECT CONVOY 1.png|25px]] Enables the Convoy projects
* Resource selling price becomes buying price
* [[File:YIELD CIVICS.png|25px]] <span style="color:red;">'''-12'''</span> Civics per year
| [[File:TECH LATEEN SAIL.png|25px]] Lateen Sail
|-
| [[File:LAW COIN DEBASEMENT.png|40px]] Coin Debasement
* <span style="color:green;">'''+20'''</span> Schemer Opinion
* Can buy and sell Orders with Money
* [[File:YIELD MONEY.png|25px]] <span style="color:red;">'''-30'''</span> Money per year
| [[File:LAW MONETARY REFORM.png|40px]] Monetary Reform
* <span style="color:green;">'''+20'''</span> Traders Opinion
* No Discontent from Hurry Production
* [[File:YIELD HAPPINESS.png|25px]] <span style="color:green;">'''+2'''</span> Happiness per year [All Cities]
* [[File:YIELD CIVICS.png|25px]] <span style="color:red;">'''-12'''</span> Civics per year
| [[File:TECH FISCAL POLICY.png|25px]] Fiscal Policy
|}
|}


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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 start with Ingenuity
* 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;">'''+50'''</span> [[File:LAW GUILDS.png|25px]] Guilds law
* <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
Line 400: Line 237:
* [[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)
| [[File:TECH MONASTICISM.png|25px]] Monasticism<br>Found Judaism or Zoroastrianism
| 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;">'''+30'''</span> [[File:LAW DIVINE RULE.png|25px]] Divine Rule law
* <span style="color:green;">'''+20'''</span> [[File:LAW DIVINE RULE.png|25px]] Divine Rule law
* <span style="color:green;">'''+10'''</span> per Cathedral improvement
* <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
Line 423: Line 260:
* <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 Tribal Units in Territory
* <span style="color:red;">'''-20'''</span> Hostile Units in Territory(does not count barbarian raiders)
|-
|-
| '''Landowners'''
| '''Landowners'''
Line 444: Line 281:
|  
|  
* [[File:YIELD CIVICS.png|25px]] +2 Civics per year
* [[File:YIELD CIVICS.png|25px]] +2 Civics per year
* [[File:YIELD CULTURE.png|25px]] +4 Culture per year per Bullion Resource (Gems, Gold, Pearls, Silver)
* [[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]] +1 Happiness Level per Culture Event
| [[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;">'''+40'''</span> [[File:LAW CALLIGRAPHY.png|25px]] Calligraphy law
* <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
Line 462: Line 299:
* [[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
| Mounted Units do not require map resources
| 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)
Line 476: Line 313:
* [[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
* -20% Urban Specialists Cost
| [[File:YIELD SCIENCE.png|25px]] +25% Science
| 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;">'''+10'''</span> [[File:LAW FREEDOM.png|25px]] Freedom law
* <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
Line 491: Line 327:
* [[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
Line 496: Line 333:
| [[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;">'''+10'''</span> [[File:LAW CONSTITUTION.png|25px]] Constitution law
* <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
Line 504: Line 341:
|  
|  
* [[File:IMPROVEMENT NETS.png|25px]] +100% Nets Yield
* [[File:IMPROVEMENT NETS.png|25px]] +100% Nets Yield
* [[File:YIELD CULTURE.png|25px]] +1 Culture per year per Specialist
* [[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
Line 516: Line 353:
* <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
|}
== Tribes ==
[[File:Tribe site.png|thumb|300px|A Gaul tribe occupying a city site]]
Tribes occupy certain City Sites at the start of the game. Tribes that aren'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.
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's [[File:Icon AttackDefense.png]] Strength, the Opinion of the Tribe and the number of mercenaries recruited so far.
There are 7 Tribes present in Old World:
{| class="wikitable"
! Tribe !! Units !! Always at War
|-
| <span style="color:red;">'''Barbarians'''</span>
| [[File:UNIT MARAUDER.png|25px]] Marauder<br>[[File:UNIT SKIRMISHER.png|25px]] Skirmisher<br>[[File:UNIT ELITE MARAUDER.png|25px]] Elite Marauder<br>[[File:UNIT ELITE SKIRMISHER.png|25px]] Elite Skirmisher
| <span style="color:red;">'''Yes'''</span>
|-
| <span style="color:cyan;">'''Danes'''</span>
| [[File:UNIT MARAUDER.png|25px]] Marauder<br>[[File:UNIT SKIRMISHER.png|25px]] Skirmisher<br>[[File:UNIT ELITE MARAUDER.png|25px]] Elite Marauder<br>[[File:UNIT ELITE SKIRMISHER.png|25px]] Elite Skirmisher<br>[[File:UNIT JAVELINEER.png|25px]] Javelineer<br>[[File:UNIT ELITE JAVELINEER.png|25px]] Elite Javelineer
| <span style="color:green;">'''No'''</span>
|-
| <span style="color:green;">'''Gauls'''</span>
| [[File:UNIT MARAUDER.png|25px]] Marauder<br>[[File:UNIT SKIRMISHER.png|25px]] Skirmisher<br>[[File:UNIT ELITE MARAUDER.png|25px]] Elite Marauder<br>[[File:UNIT ELITE SKIRMISHER.png|25px]] Elite Skirmisher<br>[[File:UNIT JAVELINEER.png|25px]] Javelineer<br>[[File:UNIT ELITE JAVELINEER.png|25px]] Elite Javelineer
| <span style="color:green;">'''No'''</span>
|-
| <span style="color:orange;">'''Thracians'''</span>
| [[File:UNIT MARAUDER.png|25px]] Marauder<br>[[File:UNIT SKIRMISHER.png|25px]] Skirmisher<br>[[File:UNIT ELITE MARAUDER.png|25px]] Elite Marauder<br>[[File:UNIT ELITE SKIRMISHER.png|25px]] Elite Skirmisher<br>[[File:UNIT WARLORD.png|25px]] Warlord<br>[[File:UNIT ELITE WARLORD.png|25px]] Elite Warlord
| <span style="color:green;">'''No'''</span>
|-
| <span style="color:purple;">'''Vandals'''</span>
| [[File:UNIT MARAUDER.png|25px]] Marauder<br>[[File:UNIT SKIRMISHER.png|25px]] Skirmisher<br>[[File:UNIT ELITE MARAUDER.png|25px]] Elite Marauder<br>[[File:UNIT ELITE SKIRMISHER.png|25px]] Elite Skirmisher<br>[[File:UNIT WARLORD.png|25px]] Warlord<br>[[File:UNIT ELITE WARLORD.png|25px]] Elite Warlord
| <span style="color:green;">'''No'''</span>
|-
| <span style="color:orange;">'''Numidians'''</span>
| [[File:UNIT NOMAD MARAUDER.png|25px]] Nomad Marauder<br>[[File:UNIT NOMAD SKIRMISHER.png|25px]] Nomad Skirmisher<br>[[File:UNIT NOMAD WARLORD.png|25px]] Nomad Warlord<br>[[File:UNIT ELITE NOMAD MARAUDER.png|25px]] Elite Nomad Marauder<br>[[File:UNIT ELITE NOMAD SKIRMISHER.png|25px]] Elite Nomad Skirmisher<br>[[File:UNIT ELITE NOMAD WARLORD.png|25px]] Elite Nomad Warlord<br>[[File:UNIT LIBYAN CAVALRY.png|25px]] Libyan Cavalry<br>[[File:UNIT ELITE LIBYAN CAVALRY.png|25px]] Elite Libyan Cavalry
| <span style="color:green;">'''No'''</span>
|-
| <span style="color:gray;">'''Scythians'''</span>
| [[File:UNIT NOMAD MARAUDER.png|25px]] Nomad Marauder<br>[[File:UNIT NOMAD SKIRMISHER.png|25px]] Nomad Skirmisher<br>[[File:UNIT NOMAD WARLORD.png|25px]] Nomad Warlord<br>[[File:UNIT ELITE NOMAD MARAUDER.png|25px]] Elite Nomad Marauder<br>[[File:UNIT ELITE NOMAD SKIRMISHER.png|25px]] Elite Nomad Skirmisher<br>[[File:UNIT ELITE NOMAD WARLORD.png|25px]] Elite Nomad Warlord<br>[[File:UNIT AMAZON CAVALRY.png|25px]] Amazon Cavalry<br>[[File:UNIT ELITE AMAZON CAVALRY.png|25px]] Elite Amazon Cavalry
| <span style="color:green;">'''No'''</span>
|}
|}

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 Commander
  • Unlocks Mint Coin
  • [All Cities] Elephants add Carved Ivory
  • Upon a Leader's death, a Stele will be built
Administration
Labor Force
Trapping
Astar
Mahrem
Beher
Medor
Stele (Grand Stele, Legendary Stele)
D'mt Warrior

Shotelai

Agaw (Champions)
Agazi (Traders)
Tigrayan (Clerics)
Barya (Patrons)
Assyria Ashurbanipal Educated Zealot
  • [All Cities] New Units start with Focus I
  • [All Units] +100% Pillage Yield
  • [All units] +2 Orders per Military Unit Killed
Administration
Military Drill
Trapping
Ashur
Ninurta
Nuska
Shamash
Battering Ram
Siege Tower
Adasi (Patrons)
Erishum (Clerics)
Sargonid (Champions)
Tudiya (Hunters)
Babylonia Nebuchadnezzar Prosperous Scholar
  • [All Cities] +1 Science per turn
  • [All Cities] +20% Growth
  • [All Cities] +2 Culture per turn with Treasury
Administration
Rhetoric
Trapping
Ereshkigal
Ishtar
Madruk
Nabu
Akkadian Archer
Cimmerian Archer
Amorite (Sages)
Chaldean (Artisans)
Isin (Traders)
Kassite (Hunters)
Carthage Dido Cunning
Engineer
Diplomat
  • [New Cities] +200 Civics
  • [All Cities] +10 Money if Connected
  • [Ability] Can hire Mercenaries from Tribes
Aristocracy
Divination
Trapping
Astarte
Eshmun
Melqart
Tanit
African Elephant
Turreted Elephant
Barcid (Riders)
Didonian (Statesmen)
Hannoid (Traders)
Magonid (Artisans)
Egypt Hatshepsut Inspiring Builder
  • [On Start] +400 Stone
  • [All Cities] +40% Yield from Farm on River
  • [All Cities] -25% Cost for Adjacent Improvement Classes
Ironworking
Labor Force
Stonecutting
Isis
Neith
Osiris
Ra
Light Chariot
Kushite Cavalry
Amarna (Clerics)
Ramesside (Riders)
Saite (Landowners)
Thusmosid (Sages)
Greece Philip Bold Commander
  • Unlocks Olympiad projects
  • [All Cities] +2 Culture per turn
  • [All Cities] -25% Cost for Settlers
Drama
Ironworking
Stonecutting
Athena
Hades
Poseidon
Zeus
Hoplite
Phalangite
Alcmaeonid (Sages)
Argead (Champions)
Cypselid (Artisans)
Seleucid (Patrons)
Hatti Hattusili Warlike Judge
  • [All Cities] +2 Civics per turn
  • [All Units] Can Remove Vegetation
  • [All Units] Ignore Hill Movement Penalties
Administration
Husbandry
Ironworking
Arinnitti
Kamrusepa
Halki
Tarhun
Heavy Chariot
Three Man Chariot
Hattusan (Traders)
Kussaran (Riders)
Nenassan (Landowners)
Zalpuwan (Patrons)
Kush Amanirenas Swift Hero
  • [All Cities] Shrines +50% Output
  • [All Units] Can build Fort
Trapping
Stonecutting
Divination
Amani
Apedemek
Sabomakal
Melul
Kushite Pyramids
Medjay Archer
Beja Archer
Yam (Hunters)
Irtjet (Artisans)
Wawat (Traders)
Setju (Landowners)
Maurya Ashoka Compassionate Tactician
  • Unlocks Found Buddhism
  • -50% and Mission Costs
Ironworking
Stonecutting
Administration
Yama
Nasatya
Indra
Surya
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 Hero
  • +50% Harvest Production
  • [All Cities] -25% Cost for Ranged Units
  • [All Cities] +0.5 Orders per turn per Pasture
Husbandry
Ironworking
Trapping
Anahita
Atar
Mithra
Hvar Khshaita
Palton Cavalry
Cataphract Archer
Achaemenid (Statesmen)
Arsacid (Clerics)
Mihranid (Hunters)
Sasanid (Riders)
Rome Romulus Ruthless Tactician
  • [All Cities] +2 Training per turn
  • [All Units] +1 Fatigue Limit
Ironworking
Polis
Stonecutting
Mars
Venus
Vesta
Vulcan
Hastatus
Legionary
Claudius (Landowners)
Fabius (Champions)
Julius (Statesmen)
Valerius (Patrons)
Tamilakam Karikala Intelligent Orator
  • On Start: Gain Wootz Steel

Coalition Effects

  • Pandya Supremacy
  • Chola Supremacy
  • Chera Supremacy
Divination
Trapping
Ironworking
Mayon
Tirumal
Murugan
Varuna
File:UNIT JAVELIN ELEPHANT.png Javelin Elephant
File:UNIT ELEPHANT ARCHER.png Elephant Archer
Pandya (Traders)
Chola (Artisans)
Chera (Landowners)
Yuezhi Kujula Bold Schemer
  • Unlocks Mission: Vassalize Tribe
  • New Cities: Add Horses
  • [Allied Tribe Units] +1 Fatigue
Military Drill
Husbandry
Orlagno
Oesho
Nana

Ardaksho

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.

Succession Law Heir
Primogeniture Oldest child
Ultimogeniture Youngest child
Lateral Siblings before children
Dynastic Oldest character with a direct line to the Nation's Founder
Seniority Oldest dynasty member

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.

Class City Effects Family Seat Effects Seat Founded Bonus Common Traits Wanted Luxuries Opinion
Artisans
  • +4 Culture per year
  • +20% Mine Yield
  • +20% Lumbermill Yield
  • New Siege and Ship Units are built for 25% less resources
-2 Turns Urban Improvement Build Time Worker Schemer (x10)
Builder (x5)
Orator (x5)
Dyes
Gems
  • +20 Guilds law
  • +10 per Amphitheater improvement
  • +10 per Artist character you have
  • +20 Luxuries
  • -20 Pillaged Improvements Inside Territory
Champions
  • +2 Training per year
  • +50% City Defense
  • New Units start with Steadfast
+50% Training Militia Commander (x10)
Hero (x10)
Dyes
Wine
  • +20 Volunteers law
  • +10 per Citadel improvement
  • +40 Largest Military
  • -40 Weakest Military
Clerics
  • +1 Happiness per year
  • Sand terrain can support Urban Improvements
  • +100 Monastery and Temple Yield
* -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 Zealot (x10)
Commander (x5)
Scholar (x5)
Incense
Lavender
  • +20 Divine Rule law
  • +20 per Cathedral improvement
  • +20 per Holy City
  • -20 per City without Religion
Hunters
  • +2 Training per year
  • +100% Camp Yield
  • New Ranged Units start with Sentinel
Enables the Hunt projects 50 Iron
50 Stone
50 Wood
Tactician (x10)
Hero (x5)
Schemer (x5)
Fur
Honey
  • +10 Exploration law
  • +5 per Range improvement
  • +20 per Defended City
  • -20 Hostile Units in Territory(does not count barbarian raiders)
Landowners
  • +2 Growth per year
  • +5 Money per year per Farm
  • -50% Rural Specialists Production Time
Enables the Buy Tile action 2 Citizens Builder (x10)
Judge (x5)
Tactician (x5)
Honey
Olives
  • +20 Serfdom law
  • +5 per Town improvement
  • +40 Most Cities
  • -40 Fewest Cities
  • -20 Nation Ruler age is below 18
Patrons
  • +2 Civics per year
  • +25% culture per presioucs resource in the Family Seat
  • Creates Literature Luxury
+2 Happiness Level per Culture Event Court Minister Orator (x10)
Builder (x5)
Scholar (x5)
Gems
Incense
  • +20 Calligraphy law
  • +20 per Heated Baths improvement
  • +10 per Governor
  • +20 per Wonder of the World
  • +20 Leader or Heir from same Family
Riders
  • +2 Training per year
  • Always Connected
  • 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. Scout Zealot (x10)
Hero (x5)
Tactician (x5)
Fur
Salt
  • +20 Vassalage law
  • +5 per Barracks improvement
  • +10 per General
  • -40 Leader or Spouse from another Nation
Sages
  • +2 Civics per year
  • +1 Science per year per Specialist
Random Technology Archive I Scholar (x10)
Diplomat (x5)
Judge (x5)
Lavender
Salt
  • +20 Philosophy law
  • +20 per University improvement
  • +40 Most Specialists
  • -40 Leader or Spouse from a Tribe
Statesmen
  • +1 Orders per year
  • +1 Civics per year per Family Opinion Level
  • Specialists cost 25% less goods to train
Enables the Decree projects 400 Civics Judge (x10)
Commander (x5)
Diplomat (x5)
Pearls
Wine
  • +20 Constitution law
  • +20 per Palace improvement
  • -20 No Spouse
  • -20 No Councilors
Traders
  • +100% Nets Yield
  • +6 Money per year per Specialist in Trader cities
  • New Worker Units start with Surveyor
Unlocks Caravan units Fair
Court Merchant
Diplomat (x10)
Orator (x5)
Schemer (x5)
Olives
Pearls
  • +20 Monetary Reform law
  • +20 Trade League law
  • +20 per Fair improvement
  • +10 Connected Cities
  • -20 Damaged Cities