Nations: Difference between revisions

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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 !! Leader Traits !! Leader Archetype !! Bonuses !! Starting Techs !! Unique Buildings !! Unique Units !! Families
! Civilization !! Default Leader !! Leader Traits !! Leader Archetype !! Bonuses !! Starting Techs !! Shrines !! Unique Units !! Families
|-
|-
| [[File:CHARACTER SELECT ASHURBANIPAL.png|150px]] 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
| Educated
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* [All Units] +100% Pillage Yield
* [All Units] +100% Pillage Yield
* [All units] +2 [[File:YIELD ORDERS.png|25px]] Orders per Military Unit Killed
* [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)
|-
|-
| [[File:CHARACTER SELECT NEBUCHADNEZZAR.png|150px]] Babylonia
| '''[[Babylonia]]'''
| Nebuchadnezzar
| Nebuchadnezzar
| Prosperous
| Prosperous
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|  
|  
* [All Cities] +1 [[File:YIELD SCIENCE.png|25px]] Science per turn
* [All Cities] +1 [[File:YIELD SCIENCE.png|25px]] Science per turn
* [All Cities] +20% [[File:YIELD SCIENCE.png|25px]] Growth
* [All Cities] +20% [[File:YIELD GROWTH.png|25px]] Growth
* [All Cities]  
* [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)
|-
|-
| [[File:CHARACTER SELECT DIDO.png|150px]] Cartage
| '''[[Carthage]]'''
| Dido
| Dido
| Cunning<br>Engineer
| Cunning<br>Engineer
| [[File:TRAIT DIPLOMAT.png|25px]] Diplomat
| [[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)
|-
|-
| [[File:CHARACTER SELECT HATSHEPSUT.png|150px]] Egypt
| '''[[Egypt]]'''
| Hatshepsut
| Hatshepsut
| Inspiring
| Inspiring
| [[File:TRAIT BUILDER.png|25px]] Builder
| [[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)
|-
|-
| [[File:CHARACTER SELECT PHILIP.png|150px]] 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)
|-
|-
| [[File:CHARACTER SELECT HATTUSILI.png|150px]] Hatti
| '''[[Hatti]]'''
| Hattusili
| Hattusili
| Warlike
| Warlike
| [[File:TRAIT JUDGE.png|25px]] Judge
| [[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)
|-
|-
| [[File:CHARACTER SELECT CYRUS.png|150px]] Persia
| '''[[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]]'''
| Cyrus
| Cyrus
| Tough
| Tough
| [[File:TRAIT HERO.png|25px]] Hero
| [[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)
|-
|-
| [[File:CHARACTER SELECT ROMULUS.png|150px]] Rome
| '''[[Rome]]'''
| Romulus
| Romulus
| Ruthless
| Ruthless
| [[File:TRAIT TACTICIAN.png|25px]] Tactician
| [[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 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