Nations: Difference between revisions
Created page with "{| class="wikitable" ! Civilization !! Leader !! Effects !! Starting Techs !! Unique Buildings !! Unique Units !! Trait !! Families |- | Assyria | Ashurbanipal |- | Babylonia | Nebuchadnezzar |- | Cartage | Dido |- | Egypt | Hatshepsut |- | Greece | Philip |- | Hatti | Hattusili |- | Persia | Cyprus |- | Rome | Romulus |}" |
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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. | |||
{| class="wikitable" | {| class="wikitable" | ||
! Civilization !! Leader !! | ! Civilization !! Default Leader !! Leader Traits !! Leader Archetype !! Bonuses !! Starting Techs !! Shrines !! Unique Units !! Families | ||
|- | |- | ||
| Assyria | | '''[[Aksum]]''' | ||
| Kaleb | |||
| Pious | |||
| [[File:TRAIT COMMANDER.png|25px]] Commander | |||
| | |||
* Unlocks Mint Coin | |||
* [All Cities] Elephants add Carved Ivory | |||
* Upon a Leader's death, a Stele will be built | |||
| [[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: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) | |||
|- | |||
| '''[[Assyria]]''' | |||
| Ashurbanipal | | Ashurbanipal | ||
| Educated | |||
| [[File:TRAIT ZEALOT.png|25px]] Zealot | |||
| | |||
* [All Cities] New Units start with Focus I | |||
* [All Units] +100% Pillage Yield | |||
* [All units] +2 [[File:YIELD ORDERS.png|25px]] Orders per Military Unit Killed | |||
| [[File:TECH ADMINISTRATION.png|25px]] Administration<br>[[File:TECH MILITARY DRILL.png|25px]] Military Drill<br>[[File:TECH TRAPPING.png|25px]] Trapping | |||
| [[File:IMPROVEMENT SHRINE KINGSHIP.png|25px]] Ashur<br>[[File:IMPROVEMENT SHRINE WAR.png|25px]] Ninurta<br>[[File:IMPROVEMENT SHRINE FIRE.png|25px]] Nuska<br>[[File:IMPROVEMENT SHRINE SUN.png|25px]] Shamash | |||
| [[File:UNIT BATTERING RAM.png|25px]] Battering Ram<br>[[File:UNIT SIEGE TOWER.png|25px]] Siege Tower | |||
| Adasi (Patrons)<br>Erishum (Clerics)<br>Sargonid (Champions)<br>Tudiya (Hunters) | |||
|- | |- | ||
| Babylonia | | '''[[Babylonia]]''' | ||
| Nebuchadnezzar | | Nebuchadnezzar | ||
| Prosperous | |||
| [[File:TRAIT SCHOLAR.png|25px]] Scholar | |||
| | |||
* [All Cities] +1 [[File:YIELD SCIENCE.png|25px]] Science per turn | |||
* [All Cities] +20% [[File:YIELD GROWTH.png|25px]] Growth | |||
* [All Cities] +2 [[File:YIELD CULTURE.png|25px]] Culture per turn with Treasury | |||
| [[File:TECH ADMINISTRATION.png|25px]] Administration<br>[[File:TECH RHETORIC.png|25px]] Rhetoric<br>[[File:TECH TRAPPING.png|25px]] Trapping | |||
| [[File:IMPROVEMENT SHRINE UNDERWORLD.png|25px]] Ereshkigal<br>[[File:IMPROVEMENT SHRINE LOVE.png|25px]] Ishtar<br>[[File:IMPROVEMENT SHRINE KINGSHIP.png|25px]] Madruk<br>[[File:IMPROVEMENT SHRINE WISDOM.png|25px]] Nabu | |||
| [[File:UNIT AKKADIAN ARCHER.png|25px]] Akkadian Archer<br>[[File:UNIT CIMMERIAN ARCHER.png|25px]] Cimmerian Archer | |||
| Amorite (Sages)<br>Chaldean (Artisans)<br>Isin (Traders)<br>Kassite (Hunters) | |||
|- | |- | ||
| | | '''[[Carthage]]''' | ||
| Dido | | Dido | ||
| Cunning<br>Engineer | |||
| [[File:TRAIT DIPLOMAT.png|25px]] Diplomat | |||
| | |||
* [New Cities] +200 [[File:YIELD CIVICS.png|25px]] Civics | |||
* [All Cities] +10 [[File:YIELD MONEY.png|25px]] Money if [[File:City Connected.png|25px]] Connected | |||
* [Ability] Can hire Mercenaries from Tribes | |||
| [[File:TECH ARISTOCRACY.png|25px]] Aristocracy<br>[[File:TECH DIVINATION.png|25px]] Divination<br>[[File:TECH TRAPPING.png|25px]] Trapping | |||
| [[File:IMPROVEMENT SHRINE LOVE.png|25px]] Astarte<br>[[File:IMPROVEMENT SHRINE HEALING.png|25px]] Eshmun<br>[[File:IMPROVEMENT SHRINE WATER.png|25px]] Melqart<br>[[File:IMPROVEMENT SHRINE HEARTH.png|25px]] Tanit | |||
| [[File:UNIT AFRICAN ELEPHANT.png|25px]] African Elephant<br>[[File:UNIT TURRETED ELEPHANT.png|25px]] Turreted Elephant | |||
| Barcid (Riders)<br>Didonian (Statesmen)<br>Hannoid (Traders)<br>Magonid (Artisans) | |||
|- | |- | ||
| Egypt | | '''[[Egypt]]''' | ||
| Hatshepsut | | Hatshepsut | ||
| Inspiring | |||
| [[File:TRAIT BUILDER.png|25px]] Builder | |||
| | |||
* [On Start] +400 [[File:YIELD STONE.png|25px]] Stone | |||
* [All Cities] +40% Yield from [[File:IMPROVEMENT FARM.png|25px]] Farm on River | |||
* [All Cities] -25% Cost for Adjacent Improvement Classes | |||
| [[File:TECH IRONWORKING.png|25px]] Ironworking<br>[[File:TECH LABOR FORCE.png|25px]] Labor Force<br>[[File:TECH STONECUTTING.png|25px]] Stonecutting | |||
| [[File:IMPROVEMENT SHRINE HEALING.png|25px]] Isis<br>[[File:IMPROVEMENT SHRINE HUNTING.png|25px]] Neith<br>[[File:IMPROVEMENT SHRINE UNDERWORLD.png|25px]] Osiris<br>[[File:IMPROVEMENT SHRINE SUN.png|25px]] Ra | |||
| [[File:UNIT LIGHT CHARIOT.png|25px]] Light Chariot<br>[[File:UNIT KUSHITE CAVALRY.png|25px]] Kushite Cavalry | |||
| Amarna (Clerics)<br>Ramesside (Riders)<br>Saite (Landowners)<br>Thusmosid (Sages) | |||
|- | |- | ||
| Greece | | '''[[Greece]]''' | ||
| Philip | | Philip | ||
| Bold | |||
| style="white-space: nowrap;" | [[File:TRAIT COMMANDER.png|25px]] Commander | |||
| | |||
* Unlocks [[File:PROJECT OLYMPICS 1.png|25px]] Olympiad projects | |||
* [All Cities] +2 [[File:YIELD CULTURE.png|25px]] Culture per turn | |||
* [All Cities] -25% Cost for Settlers | |||
| [[File:TECH DRAMA.png|25px]] Drama<br>[[File:TECH IRONWORKING.png|25px]] Ironworking<br>[[File:TECH STONECUTTING.png|25px]] Stonecutting | |||
| [[File:IMPROVEMENT SHRINE WISDOM.png|25px]] Athena<br>[[File:IMPROVEMENT SHRINE UNDERWORLD.png|25px]] Hades<br>[[File:IMPROVEMENT SHRINE WATER.png|25px]] Poseidon<br>[[File:IMPROVEMENT SHRINE KINGSHIP.png|25px]] Zeus | |||
| [[File:UNIT HOPLITE.png|25px]] Hoplite<br>[[File:UNIT PHALANGITE.png|25px]] Phalangite | |||
| Alcmaeonid (Sages)<br>Argead (Champions)<br>Cypselid (Artisans)<br>Seleucid (Patrons) | |||
|- | |- | ||
| Hatti | | '''[[Hatti]]''' | ||
| Hattusili | | Hattusili | ||
| Warlike | |||
| [[File:TRAIT JUDGE.png|25px]] Judge | |||
| | |||
* [All Cities] +2 [[File:YIELD CIVICS.png|25px]] Civics per turn | |||
* [All Units] Can Remove Vegetation | |||
* [All Units] Ignore Hill Movement Penalties | |||
| [[File:TECH ADMINISTRATION.png|25px]] Administration<br>[[File:TECH HUSBANDRY.png|25px]] Husbandry<br>[[File:TECH IRONWORKING.png|25px]] Ironworking | |||
| [[File:IMPROVEMENT SHRINE HEARTH.png|25px]] Arinnitti<br>[[File:IMPROVEMENT SHRINE HEALING.png|25px]] Kamrusepa<br>[[File:IMPROVEMENT SHRINE HUNTING.png|25px]] Halki<br>[[File:IMPROVEMENT SHRINE WAR.png|25px]] Tarhun | |||
| [[File:UNIT HEAVY CHARIOT.png|25px]] Heavy Chariot<br>[[File:UNIT THREE MEN CHARIOT.png|25px]] Three Man Chariot | |||
| Hattusan (Traders)<br>Kussaran (Riders)<br>Nenassan (Landowners)<br>Zalpuwan (Patrons) | |||
|- | |||
| '''[[Kush]]''' | |||
| Amanirenas | |||
| Swift | |||
| [[File:TRAIT HERO.png|25px]] Hero | |||
| | |||
* [All Cities] Shrines +50% Output | |||
* [All Units] Can build Fort | |||
| [[File:TECH TRAPPING.png|25px]] Trapping<br>[[File:TECH STONECUTTING.png|25px]] Stonecutting<br>[[File:TECH DIVINATION.png|25px]] Divination | |||
| [[File:IMPROVEMENT SHRINE KINGSHIP.png|25px]] Amani<br>[[File:IMPROVEMENT SHRINE WAR.png|25px]] Apedemek<br>[[File:IMPROVEMENT SHRINE LOVE.png|25px]] Sabomakal<br>[[File:IMPROVEMENT SHRINE SUN.png|25px]] Melul<br>Kushite Pyramids | |||
| [[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) | |||
|- | |||
| '''[[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]]''' | ||
| | | Cyrus | ||
| Tough | |||
| [[File:TRAIT HERO.png|25px]] Hero | |||
| | |||
* +50% Harvest Production | |||
* [All Cities] -25% Cost for Ranged Units | |||
* [All Cities] +0.5 [[File:YIELD ORDERS.png|25px]] Orders per turn per [[File:IMPROVEMENT PASTURE.png|25px]] Pasture | |||
| [[File:TECH HUSBANDRY.png|25px]] Husbandry<br>[[File:TECH IRONWORKING.png|25px]] Ironworking<br>[[File:TECH TRAPPING.png|25px]] Trapping | |||
| [[File:IMPROVEMENT SHRINE WATER.png|25px]] Anahita<br>[[File:IMPROVEMENT SHRINE FIRE.png|25px]] Atar<br>[[File:IMPROVEMENT SHRINE HUNTING.png|25px]] Mithra<br>[[File:IMPROVEMENT SHRINE SUN.png|25px]] Hvar Khshaita | |||
| [[File:UNIT PALTON CAVALRY.png|25px]] Palton Cavalry<br>[[File:UNIT CATAPHRACT ARCHER.png|25px]] Cataphract Archer | |||
| Achaemenid (Statesmen)<br>Arsacid (Clerics)<br>Mihranid (Hunters)<br>Sasanid (Riders) | |||
|- | |- | ||
| Rome | | '''[[Rome]]''' | ||
| Romulus | | Romulus | ||
| Ruthless | |||
| [[File:TRAIT TACTICIAN.png|25px]] Tactician | |||
| | |||
* [All Cities] +2 [[File:YIELD TRAINING.png|25px]] Training per turn | |||
* [All Units] +1 Fatigue Limit | |||
| [[File:TECH IRONWORKING.png|25px]] Ironworking<br>[[File:TECH POLIS.png|25px]] Polis<br>[[File:TECH STONECUTTING.png|25px]] Stonecutting | |||
| [[File:IMPROVEMENT SHRINE WAR.png|25px]] Mars<br>[[File:IMPROVEMENT SHRINE LOVE.png|25px]] Venus<br>[[File:IMPROVEMENT SHRINE HEARTH.png|25px]] Vesta<br>[[File:IMPROVEMENT SHRINE FIRE.png|25px]] Vulcan | |||
| [[File:UNIT HASTATUS.png|25px]] Hastatus<br>[[File:UNIT LEGIONARY.png|25px]] Legionary | |||
| Claudius (Landowners)<br>Fabius (Champions)<br>Julius (Statesmen)<br>Valerius (Patrons) | |||
|- | |||
| '''[[Tamilakam]]''' | |||
| Karikala | |||
| Intelligent | |||
| [[File:TRAIT ORATOR.png|25px]] Orator | |||
| | |||
* On Start: Gain Wootz Steel | |||
Coalition Effects | |||
* 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 | |||
* [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) | |||
|} | |||
== 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 [[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. | |||
{| class="wikitable" | |||
! Succession Law !! Heir | |||
|- | |||
| [[File:LAW PRIMOGENITURE.png|55px]] Primogeniture || Oldest child | |||
|- | |||
| [[File:LAW ULTIMOGENITURE.png|55px]] Ultimogeniture || Youngest child | |||
|- | |||
| [[File:LAW LATERAL.png|55px]] Lateral || Siblings before children | |||
|- | |||
| [[File:LAW DYNASTIC.png|55px]] Dynastic || Oldest character with a direct line to the Nation's Founder | |||
|- | |||
| [[File:LAW SENIORITY.png|55px]] 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="wikitable" | |||
! Class !! City Effects !! Family Seat Effects !! Seat Founded Bonus !! Common Traits !! Wanted Luxuries !! Opinion | |||
|- | |||
| '''Artisans''' | |||
| | |||
* [[File:YIELD CULTURE.png|25px]] +4 Culture per year | |||
* [[File:IMPROVEMENT MINE.png|25px]] +20% Mine Yield | |||
* [[File:IMPROVEMENT LUMBERMILL.png|25px]] +20% Lumbermill Yield | |||
* New Siege and Ship Units are built for 25% less resources | |||
| -2 Turns Urban Improvement Build Time | |||
| [[File:UNIT WORKER.png|25px]] Worker | |||
| [[File:TRAIT SCHEMER.png|25px]] Schemer (x10)<br>[[File:TRAIT BUILDER.png|25px]] Builder (x5)<br>[[File:TRAIT ORATOR.png|25px]] Orator (x5) | |||
| [[File:RESOURCE DYE.png|25px]] Dyes<br>[[File:RESOURCE GEM.png|25px]] Gems | |||
| | |||
* <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 Artist character you have | |||
* <span style="color:green;">'''+20'''</span> Luxuries | |||
* <span style="color:red;">'''-20'''</span> Pillaged Improvements Inside Territory | |||
|- | |||
| '''Champions''' | |||
| | |||
* [[File:YIELD TRAINING.png|25px]] +2 Training per year | |||
* +50% City Defense | |||
* New Units start with Steadfast | |||
| [[File:YIELD TRAINING.png|25px]] +50% Training | |||
| [[File:UNIT MILITIA.png|25px]] Militia | |||
| [[File:TRAIT COMMANDER.png|25px]] Commander (x10)<br>[[File:TRAIT HERO.png|25px]] Hero (x10) | |||
| [[File:RESOURCE DYE.png|25px]] Dyes<br>[[File:RESOURCE WINE.png|25px]] Wine | |||
| | |||
* <span style="color:green;">'''+20'''</span> [[File:LAW VOLUNTEERS.png|25px]] Volunteers law | |||
* <span style="color:green;">'''+10'''</span> per [[File:IMPROVEMENT GARRISON 3.png|25px]] Citadel improvement | |||
* <span style="color:green;">'''+40'''</span> Largest Military | |||
* <span style="color:red;">'''-40'''</span> Weakest Military | |||
|- | |||
| '''Clerics''' | |||
| | |||
* [[File:YIELD HAPPINESS.png|25px]] +1 Happiness per year | |||
* [[File:TERRAIN SAND.png|25px]] 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 | |||
| [[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 | |||
| | |||
* <span style="color:green;">'''+20'''</span> [[File:LAW DIVINE RULE.png|25px]] Divine Rule law | |||
* <span style="color:green;">'''+20'''</span> per Cathedral improvement | |||
* <span style="color:green;">'''+20'''</span> per Holy City | |||
* <span style="color:red;">'''-20'''</span> per City without Religion | |||
|- | |||
| '''Hunters''' | |||
| | |||
* [[File:YIELD TRAINING.png|25px]] +2 Training per year | |||
* [[File:IMPROVEMENT CAMP.png|25px]] +100% Camp Yield | |||
* New Ranged Units start with Sentinel | |||
| [[File:PROJECT HUNT 1.png|25px]] Enables the Hunt projects | |||
| [[File:YIELD IRON.png|25px]] 50 Iron<br>[[File:YIELD STONE.png|25px]] 50 Stone<br>[[File:YIELD WOOD.png|25px]] 50 Wood | |||
| [[File:TRAIT TACTICIAN.png|25px]] Tactician (x10)<br>[[File:TRAIT HERO.png|25px]] Hero (x5)<br>[[File:TRAIT SCHEMER.png|25px]] Schemer (x5) | |||
| [[File:RESOURCE FUR.png|25px]] Fur<br>[[File:RESOURCE HONEY.png|25px]] Honey | |||
| | |||
* <span style="color:green;">'''+10'''</span> [[File:LAW EXPLORATION.png|25px]] Exploration law | |||
* <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:red;">'''-20'''</span> Hostile Units in Territory(does not count barbarian raiders) | |||
|- | |||
| '''Landowners''' | |||
| | |||
* [[File:YIELD GROWTH.png|25px]] +2 Growth per year | |||
* [[File:YIELD MONEY.png|25px]] +5 Money per year per Farm | |||
* -50% Rural Specialists Production Time | |||
| [[File:BUY TILE.png|25px]] Enables the Buy Tile action | |||
| 2 Citizens | |||
| [[File:TRAIT BUILDER.png|25px]] Builder (x10)<br>[[File:TRAIT JUDGE.png|25px]] Judge (x5)<br>[[File:TRAIT TACTICIAN.png|25px]] Tactician (x5) | |||
| [[File:RESOURCE HONEY.png|25px]] Honey<br>[[File:RESOURCE OLIVE.png|25px]] Olives | |||
| | |||
* <span style="color:green;">'''+20'''</span> [[File:LAW SERFDOM.png|25px]] Serfdom law | |||
* <span style="color:green;">'''+5'''</span> per [[File:IMPROVEMENT TOWN.png|25px]] Town improvement | |||
* <span style="color:green;">'''+40'''</span> Most Cities | |||
* <span style="color:red;">'''-40'''</span> Fewest Cities | |||
* <span style="color:red;">'''-20'''</span> Nation Ruler age is below 18 | |||
|- | |||
| '''Patrons''' | |||
| | |||
* [[File:YIELD CIVICS.png|25px]] +2 Civics per year | |||
* [[File:YIELD CULTURE.png|25px]] +25% culture per presioucs resource in the Family Seat | |||
* [[File:RESOURCE LITERATURE.png|25px]] Creates Literature Luxury | |||
| [[File:YIELD HAPPINESS.png|25px]] +2 Happiness Level per Culture Event | |||
| 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:RESOURCE GEM.png|25px]] Gems<br>[[File:RESOURCE INCENSE.png|25px]] Incense | |||
| | |||
* <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;">'''+10'''</span> per [[File:CHAR FILTER GOVERNOR.png|25px]] Governor | |||
* <span style="color:green;">'''+20'''</span> per Wonder of the World | |||
* <span style="color:green;">'''+20'''</span> Leader or Heir from same Family | |||
|- | |||
| '''Riders''' | |||
| | |||
* [[File:YIELD TRAINING.png|25px]] +2 Training per year | |||
* [[File:City Connected.png|25px]] 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. | |||
| [[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:RESOURCE FUR.png|25px]] Fur<br>[[File:RESOURCE SALT.png|25px]] Salt | |||
| | |||
* <span style="color:green;">'''+20'''</span> [[File:LAW VASSALAGE.png|25px]] Vassalage law | |||
* <span style="color:green;">'''+5'''</span> per [[File:IMPROVEMENT BARRACKS.png|25px]] Barracks improvement | |||
* <span style="color:green;">'''+10'''</span> per [[File:CHAR FILTER GENERAL.png|25px]] General | |||
* <span style="color:red;">'''-40'''</span> Leader or Spouse from another Nation | |||
|- | |||
| '''Sages''' | |||
| | |||
* [[File:YIELD CIVICS.png|25px]] +2 Civics per year | |||
* [[File:YIELD SCIENCE.png|25px]] +1 Science per year per Specialist | |||
| 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:RESOURCE LAVENDER.png|25px]] Lavender<br>[[File:RESOURCE SALT.png|25px]] Salt | |||
| | |||
* <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;">'''+40'''</span> Most Specialists | |||
* <span style="color:red;">'''-40'''</span> Leader or Spouse from a Tribe | |||
|- | |||
| '''Statesmen''' | |||
| | |||
* [[File:YIELD ORDERS.png|25px]] +1 Orders per year | |||
* [[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:YIELD CIVICS.png|25px]] 400 Civics | |||
| [[File:TRAIT JUDGE.png|25px]] Judge (x10)<br>[[File:TRAIT COMMANDER.png|25px]] Commander (x5)<br>[[File:TRAIT DIPLOMAT.png|25px]] Diplomat (x5) | |||
| [[File:RESOURCE PEARL.png|25px]] Pearls<br>[[File:RESOURCE WINE.png|25px]] Wine | |||
| | |||
* <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:red;">'''-20'''</span> No Spouse | |||
* <span style="color:red;">'''-20'''</span> No Councilors | |||
|- | |||
| '''Traders''' | |||
| | |||
* [[File:IMPROVEMENT NETS.png|25px]] +100% Nets Yield | |||
* [[File:YIELD MONEY.png|25px]] +6 Money per year per Specialist in Trader cities | |||
* New Worker Units start with Surveyor | |||
| [[File:UNIT CARAVAN.png|25px]] Unlocks Caravan units | |||
| [[File:IMPROVEMENT FAIR.png|25px]] Fair<br>Court Merchant | |||
| [[File:TRAIT DIPLOMAT.png|25px]] Diplomat (x10)<br>[[File:TRAIT ORATOR.png|25px]] Orator (x5)<br>[[File:TRAIT SCHEMER.png|25px]] Schemer (x5) | |||
| [[File:RESOURCE OLIVE.png|25px]] Olives<br>[[File:RESOURCE PEARL.png|25px]] Pearls | |||
| | |||
* <span style="color:green;">'''+20'''</span> [[File:LAW MONETARY REFORM.png|25px]] Monetary Reform law | |||
* <span style="color:green;">'''+20'''</span> [[File:LAW TRADE LEAGUE.png|25px]] Trade League law | |||
* <span style="color:green;">'''+20'''</span> per [[File:IMPROVEMENT FAIR.png|25px]] Fair improvement | |||
* <span style="color:green;">'''+10'''</span> Connected 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.



